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:
124
js/tech.js
124
js/tech.js
@@ -2488,7 +2488,7 @@
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allowed() {
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return !tech.isSwitchReality && !tech.isResearchReality && tech.isDeathAvoid
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},
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requires: "anthropic principle, not many-worlds, perturbation theory",
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requires: "anthropic principle, not many-worlds, Ψ(t) collapse",
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effect() {
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tech.isImmortal = true;
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// for (let i = 0; i < 4; i++) powerUps.spawn(m.pos.x + Math.random() * 10, m.pos.y + Math.random() * 10, "research", false);
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@@ -2507,7 +2507,7 @@
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allowed() {
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return !tech.isImmortal && !tech.isResearchReality && level.onLevel < 6
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},
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requires: "before level 6, not quantum immortality, perturbation theory",
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requires: "before level 6, not quantum immortality, Ψ(t) collapse",
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effect() {
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tech.isSwitchReality = true;
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},
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@@ -2515,9 +2515,31 @@
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tech.isSwitchReality = false;
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}
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},
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{
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name: "non-unitary operator",
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description: "after a <strong>collision</strong> enter an <strong>alternate reality</strong><br>reduce combat <strong>difficulty</strong> by <strong>2 levels</strong>",
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maxCount: 1,
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count: 0,
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frequency: 1,
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frequencyDefault: 1,
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allowed() {
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return !tech.isImmortal && !tech.isResearchReality
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},
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requires: "not quantum immortality, Ψ(t) collapse",
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effect() {
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tech.isCollisionRealitySwitch = true;
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level.difficultyDecrease(simulation.difficultyMode * 2)
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},
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remove() {
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tech.isCollisionRealitySwitch = false;
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if (this.count > 0) {
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level.difficultyIncrease(simulation.difficultyMode * 2)
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}
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}
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},
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{
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name: "Ψ(t) collapse",
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description: "enter an <strong>alternate reality</strong> after you <strong class='color-r'>research</strong><br>spawn <strong>11</strong> <strong class='color-r'>research</strong>",
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description: "enter an <strong>alternate reality</strong> after you <strong class='color-r'>research</strong><br>spawn <strong>12</strong> <strong class='color-r'>research</strong>",
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maxCount: 1,
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count: 0,
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frequency: 1,
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@@ -2528,7 +2550,7 @@
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requires: "not quantum immortality, many-worlds",
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effect() {
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tech.isResearchReality = true;
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for (let i = 0; i < 11; i++) powerUps.spawn(m.pos.x + Math.random() * 10, m.pos.y + Math.random() * 10, "research", false);
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for (let i = 0; i < 12; i++) powerUps.spawn(m.pos.x + Math.random() * 10, m.pos.y + Math.random() * 10, "research", false);
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},
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remove() {
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tech.isResearchReality = false;
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@@ -2908,7 +2930,7 @@
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allowed() {
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return !tech.isSuperDeterminism && tech.duplicationChance() > 0 && powerUps.research.count > 1
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},
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requires: "at least 1 tech and 1 research, a chance to duplicate power ups",
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requires: "at least 1 tech and 2 research, a chance to duplicate power ups",
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effect: () => {
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powerUps.research.changeRerolls(-2)
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simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-r'>research</span> <span class='color-symbol'>-=</span> 2
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@@ -3007,25 +3029,37 @@
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}
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},
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// allowed() {
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// return (b.totalBots() > 1 && powerUps.research.count > 0) || build.isExperimentSelection
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// },
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// requires: "at least 2 bots, 1 research",
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// effect: () => {
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// if (powerUps.research.count > 0) {
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// powerUps.research.changeRerolls(-1)
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// b.randomBot()
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// }
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{
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name: "backward induction",
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description: "<strong>choose</strong> all the <strong class='color-m'>tech</strong> <strong>options</strong> you didn't <strong>choose</strong><br>from your previous <strong class='color-m'>tech</strong> selection",
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description: "use <strong>2</strong> <strong class='color-r'>research</strong> to <strong>choose</strong> all the unchosen<br> <strong class='color-m'>tech</strong> from your previous <strong class='color-m'>tech</strong> selection",
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maxCount: 1,
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count: 0,
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frequency: 1,
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isNonRefundable: true,
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isBadRandomOption: true,
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allowed() {
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return powerUps.tech.choiceLog.length > 10 && !tech.isDeterminism
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return powerUps.tech.choiceLog.length > 10 && !tech.isDeterminism && powerUps.research.count > 1
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},
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requires: "rejected an option in the last tech selection",
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requires: "rejected an option in the last tech selection, at least 2 research",
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effect: () => {
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powerUps.research.changeRerolls(-2)
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let num = 3
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if (tech.isExtraChoice) num = 5
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if (tech.isDeterminism) num = 1
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for (let i = powerUps.tech.choiceLog.length - 1 - num; i > powerUps.tech.choiceLog.length - 1 - num * 2; i--) {
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const index = powerUps.tech.choiceLog[i]
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if (powerUps.tech.choiceLog[i] !== powerUps.lastTechIndex && tech.tech[index].count < tech.tech[index].maxCount && tech.tech[index].allowed()) {
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for (let i = 0; i < num; i++) {
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const index = powerUps.tech.choiceLog[powerUps.tech.choiceLog.length - i - 1]
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if (index !== powerUps.lastTechIndex && tech.tech[index].count < tech.tech[index].maxCount && tech.tech[index].allowed()) {
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tech.giveTech(index)
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simulation.makeTextLog(`<span class='color-var'>tech</span>.giveTech("<span class='color-text'>${tech.tech[index].name}</span>") <em>// backward induction</em>`);
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}
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@@ -3068,8 +3102,11 @@
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for (let i = 0; i < 6; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "tech");
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},
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remove() {
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tech.isDeterminism = false;
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for (let i = 0; i < 6; i++) powerUps.removeRandomTech()
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if (tech.isDeterminism) {
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tech.isDeterminism = false;
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for (let i = 0; i < 6; i++) powerUps.removeRandomTech()
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}
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}
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},
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{
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@@ -3104,7 +3141,7 @@
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allowed() {
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return level.onLevel < 8 && level.onLevel > 0
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},
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requires: "between levels 1 and 7",
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requires: "on levels 1 through 7",
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effect() {
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level.difficultyDecrease(simulation.difficultyMode)
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// simulation.difficulty<span class='color-symbol'>-=</span>
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@@ -3632,7 +3669,7 @@
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},
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{
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name: "packet length",
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description: "wave packet <strong>length</strong> and <strong>duration</strong><br>is increased by <strong>50%</strong>", // description: "holding fire allows the <strong>wave beam</strong> to emits a second <strong>packet</strong><br>at zero ammo cost",
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description: "wave packet <strong>length</strong> and <strong>duration</strong><br>is increased by <strong>40%</strong>", // description: "holding fire allows the <strong>wave beam</strong> to emits a second <strong>packet</strong><br>at zero ammo cost",
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isGunTech: true,
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maxCount: 3,
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count: 0,
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@@ -3642,15 +3679,15 @@
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},
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requires: "wave beam",
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effect() {
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const scale = 1.5 - 0.025 * this.count
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tech.waveLengthRange *= Math.sqrt(scale)
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const scale = 1.4 - 0.025 * this.count
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tech.wavePacketLength *= scale
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tech.wavePacketFrequency /= scale
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tech.waveLengthRange *= Math.sqrt(scale)
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},
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remove() {
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tech.wavePacketFrequency = 0.088 //shorten wave packet
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tech.wavePacketLength = tech.wavePacketFrequency * 408 //36.96 //how many wave packets are released // double this to emit 2 packets
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tech.waveLengthRange = 140;
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tech.wavePacketFrequency = 0.088 //0.0968 //0.1012 //0.11 //0.088 //shorten wave packet
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tech.wavePacketLength = 36 //32.7 //31.3 //28.8 //36 //how many wave packets are released // double this to emit 2 packets
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tech.waveLengthRange = 130;
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}
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},
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{
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@@ -3666,16 +3703,16 @@
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requires: "wave beam",
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effect() {
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tech.waveFrequency *= 0.5
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tech.wavePacketDamage *= 1.33
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tech.wavePacketDamage *= 1.5
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},
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remove() {
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tech.waveFrequency = 0.35
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tech.waveFrequency = 0.2
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tech.wavePacketDamage = 1
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}
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},
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{
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name: "propagation",
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description: "wave packet propagation <strong>speed</strong> is <strong>25%</strong> slower<br>wave <strong class='color-d'>damage</strong> is increased by <strong>50%</strong>",
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description: "wave packet propagation <strong>speed</strong> is <strong>30%</strong> slower<br>wave <strong class='color-d'>damage</strong> is increased by <strong>50%</strong>",
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isGunTech: true,
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maxCount: 9,
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count: 0,
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@@ -3685,12 +3722,12 @@
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},
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requires: "wave beam",
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effect() {
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tech.waveBeamSpeed *= 0.75;
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tech.waveBeamDamage += 1.2 * 0.5
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tech.waveBeamSpeed *= 0.7;
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tech.waveBeamDamage += 1.3 * 0.5
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},
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remove() {
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tech.waveBeamSpeed = 10;
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tech.waveBeamDamage = 1.2 //this sets base wave beam damage
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tech.waveBeamDamage = 1.3 //this sets base wave beam damage
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}
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},
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{
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@@ -5256,6 +5293,36 @@
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// },
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// remove() {}
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// },
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{
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name: "spinor",
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description: "the direction you aim is determined by your position",
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maxCount: 1,
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count: 0,
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frequency: 0,
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isExperimentHide: true,
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isNonRefundable: true,
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isJunk: true,
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allowed() {
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return !m.isShipMode
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},
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requires: "",
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effect() {
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m.look = function() {
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//always on mouse look
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m.angle = (((m.pos.x + m.pos.y) / 100 + Math.PI) % Math.PI * 2) - Math.PI
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//smoothed mouse look translations
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const scale = 0.8;
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m.transSmoothX = canvas.width2 - m.pos.x - (simulation.mouse.x - canvas.width2) * scale;
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m.transSmoothY = canvas.height2 - m.pos.y - (simulation.mouse.y - canvas.height2) * scale;
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m.transX += (m.transSmoothX - m.transX) * 0.07;
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m.transY += (m.transSmoothY - m.transY) * 0.07;
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}
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},
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remove() {
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m.look = m.lookDefault
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}
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},
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{
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name: "decomposers",
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description: "after they die <strong>mobs</strong> leave behind <strong>spawns</strong>",
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@@ -5266,7 +5333,7 @@
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isNonRefundable: true,
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isJunk: true,
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allowed() {
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return build.isExperimentSelection
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return true
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},
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requires: "",
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effect() {
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@@ -5286,7 +5353,7 @@
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isNonRefundable: true,
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isJunk: true,
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allowed() {
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return build.isExperimentSelection
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return true
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},
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requires: "",
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effect() {
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@@ -6555,4 +6622,5 @@
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waveBeamSpeed: null,
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wavePacketAmplitude: null,
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waveLengthRange: null,
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isCollisionRealitySwitch: null
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}
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