non-unitary

more wave beam balance
backward induction costs 2 research now, also it is fixed (it would sometimes give an extra tech or the wrong tech)
powerupBoss now gives research and ammo when it hits you, not 2 heals (it still ejects one of your tech also)

tech: non-unitary operator - taking damage randomizes your run, reduce difficulty by 2 levels
This commit is contained in:
landgreen
2021-05-06 05:50:50 -07:00
parent 93bdb5e8c3
commit 455f41540a
9 changed files with 175 additions and 96 deletions

View File

@@ -123,6 +123,12 @@ function collisionChecks(event) {
} else {
m.damage(dmg); //normal damage
}
if (tech.isCollisionRealitySwitch) {
m.switchWorlds()
simulation.trails()
simulation.makeTextLog(`simulation.amplitude <span class='color-symbol'>=</span> ${Math.random()}`);
}
if (tech.isPiezo) m.energy += 20.48;
if (tech.isBayesian) powerUps.ejectTech()
if (mob[k].onHit) mob[k].onHit(k);
@@ -158,51 +164,17 @@ function collisionChecks(event) {
time: simulation.drawTime
});
}
return;
// return;
// }
}
//mob + bullet collisions
if (obj.classType === "bullet" && obj.speed > obj.minDmgSpeed) {
obj.beforeDmg(mob[k]); //some bullets do actions when they hits things, like despawn //forces don't seem to work here
let dmg = b.dmgScale * (obj.dmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)))
if (tech.isCrit && mob[k].isStunned) dmg *= 4
mob[k].foundPlayer();
mob[k].damage(dmg);
simulation.drawList.push({ //add dmg to draw queue
x: pairs[i].activeContacts[0].vertex.x,
y: pairs[i].activeContacts[0].vertex.y,
radius: Math.log(2 * dmg + 1.1) * 40,
color: simulation.playerDmgColor,
time: simulation.drawTime
});
return;
}
//mob + body collisions
if (obj.classType === "body" && obj.speed > 6) {
const v = Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity));
if (v > 9) {
let dmg = 0.075 * b.dmgScale * v * obj.mass * tech.throwChargeRate;
if (mob[k].isShielded) dmg *= 0.6
mob[k].damage(dmg, true);
if (tech.isBlockPowerUps && !mob[k].alive && mob[k].isDropPowerUp) {
let type = tech.isEnergyNoAmmo ? "heal" : "ammo"
if (Math.random() < 0.4) {
type = "heal"
} else if (Math.random() < 0.3 && !tech.isSuperDeterminism) {
type = "research"
}
powerUps.spawn(mob[k].position.x, mob[k].position.y, type);
// for (let i = 0, len = Math.ceil(2 * Math.random()); i < len; i++) {}
}
const stunTime = dmg / Math.sqrt(obj.mass)
if (stunTime > 0.5) mobs.statusStun(mob[k], 60 + 60 * Math.sqrt(stunTime))
if (mob[k].distanceToPlayer2() < 1000000 && !m.isCloak) mob[k].foundPlayer();
if (tech.fragments && obj.speed > 10 && !obj.hasFragmented) {
obj.hasFragmented = true;
b.targetedNail(obj.position, tech.fragments * 4)
}
simulation.drawList.push({
} else {
//mob + bullet collisions
if (obj.classType === "bullet" && obj.speed > obj.minDmgSpeed) {
obj.beforeDmg(mob[k]); //some bullets do actions when they hits things, like despawn //forces don't seem to work here
let dmg = b.dmgScale * (obj.dmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)))
if (tech.isCrit && mob[k].isStunned) dmg *= 4
mob[k].foundPlayer();
mob[k].damage(dmg);
simulation.drawList.push({ //add dmg to draw queue
x: pairs[i].activeContacts[0].vertex.x,
y: pairs[i].activeContacts[0].vertex.y,
radius: Math.log(2 * dmg + 1.1) * 40,
@@ -211,6 +183,41 @@ function collisionChecks(event) {
});
return;
}
//mob + body collisions
if (obj.classType === "body" && obj.speed > 6) {
const v = Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity));
if (v > 9) {
let dmg = 0.075 * b.dmgScale * v * obj.mass * tech.throwChargeRate;
if (mob[k].isShielded) dmg *= 0.6
mob[k].damage(dmg, true);
if (tech.isBlockPowerUps && !mob[k].alive && mob[k].isDropPowerUp) {
let type = tech.isEnergyNoAmmo ? "heal" : "ammo"
if (Math.random() < 0.4) {
type = "heal"
} else if (Math.random() < 0.3 && !tech.isSuperDeterminism) {
type = "research"
}
powerUps.spawn(mob[k].position.x, mob[k].position.y, type);
// for (let i = 0, len = Math.ceil(2 * Math.random()); i < len; i++) {}
}
const stunTime = dmg / Math.sqrt(obj.mass)
if (stunTime > 0.5) mobs.statusStun(mob[k], 60 + 60 * Math.sqrt(stunTime))
if (mob[k].distanceToPlayer2() < 1000000 && !m.isCloak) mob[k].foundPlayer();
if (tech.fragments && obj.speed > 10 && !obj.hasFragmented) {
obj.hasFragmented = true;
b.targetedNail(obj.position, tech.fragments * 4)
}
simulation.drawList.push({
x: pairs[i].activeContacts[0].vertex.x,
y: pairs[i].activeContacts[0].vertex.y,
radius: Math.log(2 * dmg + 1.1) * 40,
color: simulation.playerDmgColor,
time: simulation.drawTime
});
return;
}
}
}
}
}