mob body slice

no cloning theorem - 42% duplication, but lose 1% dup if you kill a mob
  requires cloaking or time dilation field
tech: symbiosis - if you kill a mob lose 2% max health, but gain 2 tech at the end of every level.
  requires cloaking or time dilation field

JUNK tech: all-stars - make mobs look like stars
JUNK tech: mouth - make mobs look like they have a mouth

the nonCollideBosses have been made 10% harder to kill
  these are the types of bosses that spawn from apomixis on 100% duplication

7+ sided mobs may slice in two when they die
This commit is contained in:
landgreen
2021-09-26 06:18:52 -07:00
parent 7c2c142b4c
commit 4df06fcfc6
8 changed files with 323 additions and 151 deletions

View File

@@ -194,26 +194,16 @@
return dmg * tech.slowFire * tech.aimDamage
},
duplicationChance() {
return (tech.isPowerUpsVanish ? 0.13 : 0) + (tech.isStimulatedEmission ? 0.17 : 0) + tech.cancelCount * 0.045 + tech.duplicateChance + m.duplicateChance + tech.wormDuplicate + (tech.isAnthropicTech && tech.isDeathAvoidedThisLevel ? 0.5 : 0)
return (tech.isPowerUpsVanish ? 0.13 : 0) + (tech.isStimulatedEmission ? 0.17 : 0) + tech.cancelCount * 0.045 + tech.duplicateChance + m.duplicateChance + tech.wormDuplicate + tech.cloakDuplication + (tech.isAnthropicTech && tech.isDeathAvoidedThisLevel ? 0.5 : 0)
},
maxDuplicationEvent() {
if (tech.is100Duplicate && tech.duplicationChance() > 0.99) {
tech.is100Duplicate = false
const range = 550
const range = 500
for (let i = 0, len = 8; i < len; i++) {
const angle = 2 * Math.PI * i / len
spawn.randomLevelBoss(m.pos.x + range * Math.cos(angle), m.pos.y + range * Math.sin(angle), spawn.nonCollideBossList);
}
// spawn.randomLevelBoss(m.pos.x + range, m.pos.y, spawn.nonCollideBossList);
// spawn.randomLevelBoss(m.pos.x, m.pos.y + range, spawn.nonCollideBossList);
// spawn.randomLevelBoss(m.pos.x - range, m.pos.y, spawn.nonCollideBossList);
// spawn.randomLevelBoss(m.pos.x, m.pos.y - range, spawn.nonCollideBossList);
// spawn.randomLevelBoss(m.pos.x + range, m.pos.y + range, spawn.nonCollideBossList);
// spawn.randomLevelBoss(m.pos.x + range, m.pos.y - range, spawn.nonCollideBossList);
// spawn.randomLevelBoss(m.pos.x - range, m.pos.y + range, spawn.nonCollideBossList);
// spawn.randomLevelBoss(m.pos.x - range, m.pos.y - range, spawn.nonCollideBossList);
}
},
setTechFrequency(name, frequency) {
@@ -480,7 +470,7 @@
allowed() {
return !tech.isEnergyNoAmmo && !tech.isEnergyHealth
},
requires: "exciton-lattice, not mass-energy",
requires: "not exciton-lattice, mass-energy",
effect: () => {
tech.isAmmoFromHealth = true;
},
@@ -748,7 +738,7 @@
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" || tech.haveGunCheck("spores") || tech.haveGunCheck("drones") || tech.haveGunCheck("missiles") || tech.haveGunCheck("foam") || tech.haveGunCheck("wave beam") || tech.isNeutronBomb || tech.isIceField || tech.isIceShot || tech.relayIce || tech.blockingIce > 1
return m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" || tech.haveGunCheck("spores") || tech.haveGunCheck("drones") || tech.haveGunCheck("missiles") || tech.haveGunCheck("foam") || tech.haveGunCheck("wave beam") || tech.isNeutronBomb || tech.isIceField || tech.isIceShot || tech.relayIce || tech.blockingIce > 1 || tech.isWormShot || tech.foamBotCount > 1
},
requires: "drones, spores, missiles, foam, wave beam, neutron bomb, ice IX",
effect() {
@@ -1634,7 +1624,7 @@
allowed() {
return tech.throwChargeRate > 1 && m.fieldUpgrades[m.fieldMode].name !== "pilot wave" && m.fieldUpgrades[m.fieldMode].name !== "wormhole" && !tech.isTokamak
},
requires: "mass driver, not pilot wave not tokamak",
requires: "mass driver, not pilot wave, tokamak",
effect() {
tech.isAddBlockMass = true
},
@@ -2620,7 +2610,7 @@
allowed() {
return m.maxHealth > 1;
},
requires: "health above 100",
requires: "max health above 100",
effect() {
tech.isAcidDmg = true;
},
@@ -2768,11 +2758,11 @@
requires: "anthropic principle, below 66% duplication chance",
effect() {
tech.isAnthropicTech = true
powerUps.setDo(); //needed after adjusting duplication chance
powerUps.setDupChance(); //needed after adjusting duplication chance
},
remove() {
tech.isAnthropicTech = false
powerUps.setDo(); //needed after adjusting duplication chance
powerUps.setDupChance(); //needed after adjusting duplication chance
}
},
{
@@ -2821,7 +2811,7 @@
allowed() {
return !tech.isResearchReality && !tech.isSwitchReality
},
requires: "Ψ(t) collapse, many-worlds",
requires: "not Ψ(t) collapse, many-worlds",
effect() {
tech.isCollisionRealitySwitch = true;
level.difficultyDecrease(simulation.difficultyMode * 2)
@@ -2862,7 +2852,7 @@
allowed() {
return !tech.isSwitchReality && !tech.isCollisionRealitySwitch && !tech.isJunkResearch
},
requires: "many-worlds, non-unitary, not pseudoscience",
requires: "not many-worlds, non-unitary, pseudoscience",
effect() {
tech.isResearchReality = true;
for (let i = 0; i < 16; i++) powerUps.spawn(m.pos.x + Math.random() * 60, m.pos.y + Math.random() * 60, "research", false);
@@ -3088,12 +3078,12 @@
requires: "below 100% duplication chance",
effect() {
tech.duplicateChance += 0.1
powerUps.setDo(); //needed after adjusting duplication chance
powerUps.setDupChance(); //needed after adjusting duplication chance
tech.addJunkTechToPool(30)
},
remove() {
tech.duplicateChance = 0
powerUps.setDo(); //needed after adjusting duplication chance
powerUps.setDupChance(); //needed after adjusting duplication chance
if (this.count > 1) tech.removeJunkTechFromPool(30)
}
},
@@ -3110,11 +3100,11 @@
requires: "below 100% duplication chance",
effect: () => {
tech.isStimulatedEmission = true
powerUps.setDo(); //needed after adjusting duplication chance
powerUps.setDupChance(); //needed after adjusting duplication chance
},
remove() {
tech.isStimulatedEmission = false
powerUps.setDo(); //needed after adjusting duplication chance
powerUps.setDupChance(); //needed after adjusting duplication chance
}
},
{
@@ -3130,11 +3120,11 @@
requires: "below 100% duplication chance",
effect: () => {
tech.isPowerUpsVanish = true
powerUps.setDo(); //needed after adjusting duplication chance
powerUps.setDupChance(); //needed after adjusting duplication chance
},
remove() {
tech.isPowerUpsVanish = false
powerUps.setDo(); //needed after adjusting duplication chance
powerUps.setDupChance(); //needed after adjusting duplication chance
}
},
{
@@ -3150,11 +3140,11 @@
requires: "below 100% duplication chance, not determinism",
effect() {
tech.isCancelDuplication = true //search for tech.cancelCount to balance
powerUps.setDo(); //needed after adjusting duplication chance
powerUps.setDupChance(); //needed after adjusting duplication chance
},
remove() {
tech.isCancelDuplication = false
powerUps.setDo(); //needed after adjusting duplication chance
powerUps.setDupChance(); //needed after adjusting duplication chance
}
},
{
@@ -3324,7 +3314,7 @@
allowed() {
return !tech.isSuperDeterminism && tech.duplicationChance() > 0 && powerUps.research.count > 1
},
requires: "at least 2 research, not super determinism",
requires: "some duplication, not super determinism",
effect: () => {
powerUps.research.changeRerolls(-2)
simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-r'>research</span> <span class='color-symbol'>-=</span> 2<br>${powerUps.research.count}`)
@@ -3992,7 +3982,7 @@
allowed() {
return tech.haveGunCheck("shotgun") && !tech.isNailShot && !tech.isIncendiary && !tech.isIceShot && !tech.isFoamShot && !tech.isWormShot && !tech.isNeedleShot
},
requires: "shotgun, not nail-shot, foam-shot, worm-shot, ice-shot",
requires: "shotgun, not nail-shot, foam-shot, worm-shot, ice-shot, needle-shot",
effect() {
tech.isSlugShot = true;
},
@@ -4011,7 +4001,7 @@
allowed() {
return tech.haveGunCheck("shotgun") && !tech.isIncendiary && !tech.isSlugShot && !tech.isIceShot && !tech.isFoamShot && !tech.isWormShot && !tech.isNeedleShot
},
requires: "shotgun, not incendiary, slug, foam-shot, worm-shot, ice-shot",
requires: "shotgun, not incendiary, slug, foam-shot, worm-shot, ice-shot, needle-shot",
effect() {
tech.isNailShot = true;
},
@@ -4049,7 +4039,7 @@
allowed() {
return tech.haveGunCheck("shotgun") && !tech.isNailShot && !tech.isIncendiary && !tech.isSlugShot && !tech.isIceShot && !tech.isFoamShot && !tech.isNeedleShot
},
requires: "shotgun, not incendiary, nail-shot, slug, foam-shot, ice-shot",
requires: "shotgun, not incendiary, nail-shot, slug, foam-shot, ice-shot, needle-shot",
effect() {
tech.isWormShot = true;
},
@@ -4068,7 +4058,7 @@
allowed() {
return tech.haveGunCheck("shotgun") && !tech.isNailShot && !tech.isIncendiary && !tech.isSlugShot && !tech.isIceShot && !tech.isWormShot && !tech.isNeedleShot
},
requires: "shotgun, not incendiary, nail-shot, slug, worm-shot, ice-shot",
requires: "shotgun, not incendiary, nail-shot, slug, worm-shot, ice-shot, needle-shot",
effect() {
tech.isFoamShot = true;
},
@@ -4133,7 +4123,7 @@
allowed() {
return tech.haveGunCheck("super balls") && tech.missileCount === 1 && !tech.superBallDelay
},
requires: "super balls, but not super duper or supertemporal",
requires: "super balls, but not MIRV or supertemporal",
effect() {
tech.oneSuperBall = true;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
@@ -4352,7 +4342,7 @@
allowed() {
return tech.haveGunCheck("missiles")
},
requires: "missiles",
requires: "missile gun",
effect() {
tech.missileBotCount++;
b.missileBot();
@@ -4498,7 +4488,7 @@
allowed() {
return tech.haveGunCheck("mine")
},
requires: "mines, not mine reclamation",
requires: "mines",
effect() {
tech.isMineDrop = true;
if (tech.isMineDrop) b.mine(m.pos, { x: 0, y: 0 }, 0)
@@ -4577,7 +4567,7 @@
allowed() {
return tech.haveGunCheck("spores")
},
requires: "spores",
requires: "spore gun",
effect() {
tech.isSporeGrowth = true
},
@@ -5007,7 +4997,7 @@
allowed() {
return tech.haveGunCheck("harpoon")
},
requires: "harpoon, not spear",
requires: "harpoon",
effect() {
tech.isFilament = true;
},
@@ -5227,7 +5217,7 @@
allowed() {
return (tech.haveGunCheck("laser") || tech.isLaserMine || tech.laserBotCount > 1) && !tech.isWideLaser && !tech.isPulseLaser && !tech.historyLaser
},
requires: "laser, not wide beam, diffuse beam, pulse, or slow light",
requires: "laser, not diffuse beam, pulse, or slow light",
effect() {
tech.laserReflections += 2;
},
@@ -6050,6 +6040,51 @@
m.fieldRegen = tech.energyRegen;
}
},
{
name: "no-cloning theorem",
description: `<strong>42%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br>if you <strong>kill</strong> a <strong>mob</strong> lose <strong>1%</strong> <strong class='color-dup'>duplication</strong> chance`,
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return (m.fieldUpgrades[m.fieldMode].name === "time dilation" || m.fieldUpgrades[m.fieldMode].name === "metamaterial cloaking") && tech.duplicationChance() < 1
},
requires: "metamaterial cloaking, below 100% duplication chance",
effect() {
tech.cloakDuplication = 0.42
powerUps.setDupChance(); //needed after adjusting duplication chance
},
remove() {
tech.cloakDuplication = 0
powerUps.setDupChance(); //needed after adjusting duplication chance
}
},
{
name: "symbiosis",
description: "if you <strong>kill</strong> a <strong>mob</strong> lose <strong>2%</strong> max <strong class='color-h'>health</strong><br>at the <strong>start</strong> of each level spawn <strong>2</strong> <strong class='color-m'>tech</strong>",
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return (m.fieldUpgrades[m.fieldMode].name === "time dilation" || m.fieldUpgrades[m.fieldMode].name === "metamaterial cloaking") && !tech.removeMaxHealthOnKill
},
requires: "metamaterial cloaking, not -symbiosis-",
effect() {
tech.removeMaxHealthOnKill = 0.02
tech.isSpawnExitTech = true
// for (let i = 0; i < 2; i++) powerUps.spawn(player.position.x + 90 * (Math.random() - 0.5), player.position.y + 90 * (Math.random() - 0.5), "tech", false); //start
// for (let i = 0; i < 2; i++) powerUps.spawn(level.exit.x + 10 * (Math.random() - 0.5), level.exit.y - 100 + 10 * (Math.random() - 0.5), "tech", false) //exit
},
remove() {
tech.removeMaxHealthOnKill = 0
tech.isSpawnExitTech = false
}
},
{
name: "boson composite",
description: "<strong>intangible</strong> to <strong class='color-block'>blocks</strong> and mobs while <strong class='color-cloaked'>cloaked</strong><br>passing through <strong>mobs</strong> drains your <strong class='color-f'>energy</strong>",
@@ -6091,26 +6126,6 @@
tech.isCloakStun = false;
}
},
{
name: "pacifist",
description: "if you <strong>kill</strong> a <strong>mob</strong> lose <strong>2%</strong> max <strong class='color-h'>health</strong><br>spawn <strong>2</strong> <strong class='color-m'>tech</strong> at the <strong>end</strong> of every level",
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "metamaterial cloaking" && !tech.removeMaxHealthOnKill
},
requires: "metamaterial cloaking, not -pacifist-",
effect() {
tech.removeMaxHealthOnKill = 0.02
for (let i = 0; i < 2; i++) powerUps.spawn(level.exit.x + 10 * (Math.random() - 0.5), level.exit.y - 100 + 10 * (Math.random() - 0.5), "tech", false)
},
remove() {
tech.removeMaxHealthOnKill = 0
}
},
{
name: "ambush",
description: "metamaterial cloaking field <strong class='color-d'>damage</strong> effect<br>is increased from <span style = 'text-decoration: line-through;'>300%</span> to <strong>600%</strong>",
@@ -6245,17 +6260,17 @@
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "wormhole" && (build.isExperimentSelection || powerUps.research.count > 3) && tech.duplicationChance() < 1
},
requires: "wormhole,below 100% duplication chance",
requires: "wormhole, below 100% duplication chance",
effect() {
tech.wormDuplicate = 0.14
powerUps.setDo(); //needed after adjusting duplication chance
powerUps.setDupChance(); //needed after adjusting duplication chance
for (let i = 0; i < 4; i++) {
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
}
},
remove() {
tech.wormDuplicate = 0
powerUps.setDo(); //needed after adjusting duplication chance
powerUps.setDupChance(); //needed after adjusting duplication chance
if (this.count > 0) powerUps.research.changeRerolls(4)
}
},
@@ -6493,8 +6508,8 @@
}
},
{
name: "-pacifist-",
description: "<strong style='color: #f55;'>experiment:</strong> if you <strong>kill</strong> a <strong>mob</strong><br>lose <strong>1%</strong> max <strong class='color-h'>health</strong>",
name: "-symbiosis-",
description: "<strong style='color: #f55;'>experiment:</strong> if you <strong>kill</strong> a <strong>mob</strong><br>lose <strong>0.2%</strong> max <strong class='color-h'>health</strong>",
maxCount: 1,
count: 0,
frequency: 0,
@@ -6505,7 +6520,7 @@
},
requires: "",
effect() {
tech.removeMaxHealthOnKill = 0.01
tech.removeMaxHealthOnKill = 0.002
},
remove() {
tech.removeMaxHealthOnKill = 0
@@ -6552,6 +6567,117 @@
if (this.count) player.restitution = 0
}
},
{
name: "mouth",
description: "mobs have a non functional mouth",
maxCount: 1,
count: 0,
frequency: 0,
isExperimentHide: true,
isJunk: true,
allowed() {
return true
},
requires: "",
effect() {
mobs.draw = () => {
ctx.lineWidth = 2;
let i = mob.length;
while (i--) {
ctx.beginPath();
const vertices = mob[i].vertices;
ctx.moveTo(vertices[0].x, vertices[0].y);
for (let j = 1, len = vertices.length; j < len; ++j) ctx.lineTo(vertices[j].x, vertices[j].y);
ctx.quadraticCurveTo(mob[i].position.x, mob[i].position.y, vertices[0].x, vertices[0].y);
ctx.fillStyle = mob[i].fill;
ctx.strokeStyle = mob[i].stroke;
ctx.fill();
ctx.stroke();
}
}
},
remove() {
mobs.draw = () => {
ctx.lineWidth = 2;
let i = mob.length;
while (i--) {
ctx.beginPath();
const vertices = mob[i].vertices;
ctx.moveTo(vertices[0].x, vertices[0].y);
for (let j = 1, len = vertices.length; j < len; ++j) ctx.lineTo(vertices[j].x, vertices[j].y);
ctx.lineTo(vertices[0].x, vertices[0].y);
ctx.fillStyle = mob[i].fill;
ctx.strokeStyle = mob[i].stroke;
ctx.fill();
ctx.stroke();
}
}
}
},
{
name: "all-stars",
description: "make all mobs look like stars",
maxCount: 1,
count: 0,
frequency: 0,
isExperimentHide: true,
isJunk: true,
allowed() {
return true
},
requires: "",
effect() {
mobs.draw = () => {
ctx.lineWidth = 2;
let i = mob.length;
while (i--) {
ctx.beginPath();
const vertices = mob[i].vertices;
ctx.moveTo(vertices[0].x, vertices[0].y);
for (let j = 1, len = vertices.length; j < len; ++j) {
ctx.quadraticCurveTo(mob[i].position.x, mob[i].position.y, vertices[j].x, vertices[j].y);
}
ctx.quadraticCurveTo(mob[i].position.x, mob[i].position.y, vertices[0].x, vertices[0].y);
ctx.fillStyle = mob[i].fill;
ctx.strokeStyle = mob[i].stroke;
ctx.fill();
ctx.stroke();
}
}
},
remove() {
mobs.draw = () => {
ctx.lineWidth = 2;
let i = mob.length;
while (i--) {
ctx.beginPath();
const vertices = mob[i].vertices;
ctx.moveTo(vertices[0].x, vertices[0].y);
for (let j = 1, len = vertices.length; j < len; ++j) ctx.lineTo(vertices[j].x, vertices[j].y);
ctx.lineTo(vertices[0].x, vertices[0].y);
ctx.fillStyle = mob[i].fill;
ctx.strokeStyle = mob[i].stroke;
ctx.fill();
ctx.stroke();
}
}
}
},
// draw() {
// ctx.lineWidth = 2;
// let i = mob.length;
// while (i--) {
// ctx.beginPath();
// const vertices = mob[i].vertices;
// ctx.moveTo(vertices[0].x, vertices[0].y);
// for (let j = 1, len = vertices.length; j < len; ++j) ctx.lineTo(vertices[j].x, vertices[j].y);
// ctx.lineTo(vertices[0].x, vertices[0].y);
// ctx.fillStyle = mob[i].fill;
// ctx.strokeStyle = mob[i].stroke;
// ctx.fill();
// ctx.stroke();
// }
// },
{
name: "true colors",
description: `set all power ups to their real world colors`,
@@ -8223,5 +8349,7 @@
ammoCap: null,
isHarpoonPowerUp: null,
harpoonDensity: null,
removeMaxHealthOnKill: null
removeMaxHealthOnKill: null,
isSpawnExitTech: null,
cloakDuplication: null
}