applied science

tech: applied science - gives a random gun tech and a research for each gun in your inventory

JUNK tech - motion sickness - disable camera smoothing
JUNK tech - palantír - see far away

foam-bot, nail-bot, missile-bot: are now affected by fire delay tech
  this gives some options for late game bot scaling

timelike now allows some energy regen while immune to harm in double time
Tokamak now overrides the trajectory throw graphics with its own
This commit is contained in:
landgreen
2021-11-11 06:28:28 -08:00
parent 95fcdb10b8
commit 50314c21e9
7 changed files with 244 additions and 106 deletions

BIN
.DS_Store vendored

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@@ -3443,6 +3443,7 @@ const b = {
minDmgSpeed: 2,
// lookFrequency: 56 + Math.floor(17 * Math.random()) - isUpgraded * 20,
lastLookCycle: simulation.cycle + 60 * Math.random(),
delay: Math.floor((tech.isNailBotUpgrade ? 21 : 110) * b.fireCDscale),
acceleration: 0.005 * (1 + 0.5 * Math.random()),
range: 60 * (1 + 0.3 * Math.random()) + 3 * b.totalBots(),
endCycle: Infinity,
@@ -3460,7 +3461,7 @@ const b = {
} else { //close to player
Matter.Body.setVelocity(this, Vector.add(Vector.mult(this.velocity, 0.90), Vector.mult(player.velocity, 0.17))); //add player's velocity
if (this.lastLookCycle < simulation.cycle && !m.isCloak) {
this.lastLookCycle = simulation.cycle + (this.isUpgraded ? 21 : 110)
this.lastLookCycle = simulation.cycle + this.delay
for (let i = 0, len = mob.length; i < len; i++) {
const dist = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position));
if (
@@ -3503,7 +3504,7 @@ const b = {
minDmgSpeed: 2,
lookFrequency: 27 + Math.ceil(6 * Math.random()),
cd: 0,
delay: 70,
delay: Math.floor(65 * b.fireCDscale),
range: 70 + 3 * b.totalBots(),
endCycle: Infinity,
classType: "bullet",
@@ -3579,7 +3580,7 @@ const b = {
minDmgSpeed: 2,
lookFrequency: 60 + Math.floor(17 * Math.random()) - 40 * tech.isFoamBotUpgrade,
cd: 0,
delay: 100,
delay: Math.floor(105 * b.fireCDscale),
acceleration: 0.005 * (1 + 0.5 * Math.random()),
range: 60 * (1 + 0.3 * Math.random()) + 3 * b.totalBots(),
endCycle: Infinity,

View File

@@ -16,10 +16,10 @@ const level = {
// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
// simulation.isHorizontalFlipped = true
// m.setField("metamaterial cloaking")
// b.giveGuns("mine")
// tech.giveTech("spherical harmonics")
// b.giveGuns("laser")
// tech.giveTech("tokamak")
// tech.giveTech("relative permittivity")
// tech.giveTech("causality bombs")
// tech.giveTech("palantír")
// for (let i = 0; i < 2; i++) tech.giveTech("refractory metal")
// tech.giveTech("antiscience")
// for (let i = 0; i < 1; i++) tech.giveTech("reticulum")
@@ -2311,8 +2311,23 @@ const level = {
spawn.mapRect(4850, -275, 50, 175);
// level.difficultyIncrease(40) //30 is near max on hard //60 is near max on why
// spawn.starter(1900, -500, 200) //big boy
spawn.historyBoss(1700, -500)
spawn.shooterBoss(3200, -500)
// spawn.spiderBoss(1700, -500)
// spawn.launcherBoss(3200, -500)
spawn.laserTargetingBoss(1700, -500)
spawn.powerUpBoss(3200, -500)
// spawn.snakeBoss(1700, -500)
// spawn.streamBoss(3200, -500)
// spawn.pulsarBoss(1700, -500)
// spawn.spawnerBossCulture(3200, -500)
// spawn.grenadierBoss(1700, -500)
// spawn.growBossCulture(3200, -500)
// spawn.blinkBoss(1700, -500)
// spawn.snakeSpitBoss(3200, -500)
// spawn.laserBombingBoss(1700, -500)
// spawn.launcherBoss(3200, -500)
// spawn.blockBoss(1700, -500)
// spawn.slashBoss(3200, -500)
// for (let i = 0; i < 10; ++i) spawn.bodyRect(1600 + 5, -500, 30, 40);
// for (let i = 0; i < 5; i++) spawn.focuser(1900, -500)
// spawn.slashBoss(1900, -500)

View File

@@ -299,7 +299,17 @@ const m = {
},
alive: false,
switchWorlds() {
const totalGuns = b.inventory.length //- tech.isRewindGun //count guns, but not CPT gun
const totalGuns = b.inventory.length
//track ammo/ ammoPack count
let ammoCount = 0
for (let i = 0, len = b.inventory.length; i < len; i++) {
if (b.guns[b.inventory[i]].ammo !== Infinity) {
ammoCount += b.guns[b.inventory[i]].ammo / b.guns[b.inventory[i]].ammoPack
} else {
ammoCount += 5
}
}
simulation.isTextLogOpen = false; //prevent console spam
//remove all tech and count current tech total
let totalTech = 0;
@@ -345,15 +355,7 @@ const m = {
//randomize field
m.setField(Math.ceil(Math.random() * (m.fieldUpgrades.length - 1)))
//track ammo/ ammoPack count
let ammoCount = 0
for (let i = 0, len = b.inventory.length; i < len; i++) {
if (b.guns[b.inventory[i]].ammo !== Infinity) {
ammoCount += b.guns[b.inventory[i]].ammo / b.guns[b.inventory[i]].ammoPack
} else {
ammoCount += 5
}
}
//removes guns and ammo
b.inventory = [];
b.activeGun = null;
@@ -367,7 +369,7 @@ const m = {
//randomize ammo based on ammo/ammoPack count
for (let i = 0, len = b.inventory.length; i < len; i++) {
if (b.guns[b.inventory[i]].ammo !== Infinity) b.guns[b.inventory[i]].ammo = Math.max(0, Math.floor(ammoCount / b.inventory.length * b.guns[b.inventory[i]].ammoPack * (1.05 + 0.5 * (Math.random() - 0.5))))
if (b.guns[b.inventory[i]].ammo !== Infinity) b.guns[b.inventory[i]].ammo = Math.max(0, Math.floor(ammoCount / b.inventory.length * b.guns[b.inventory[i]].ammoPack * (1.05 + 0.3 * (Math.random() - 0.5))))
}
//randomize tech
@@ -1136,40 +1138,66 @@ const m = {
if (m.fireCDcycle < m.cycle) m.fireCDcycle = m.cycle
m.throwCharge += 0.5 * (tech.throwChargeRate / b.fireCDscale + 2 * tech.isAddBlockMass) / m.holdingTarget.mass
if (m.throwCharge < 6) m.energy -= 0.001 / tech.throwChargeRate / b.fireCDscale; // m.throwCharge caps at 5
//draw charge
const x = m.pos.x + 15 * Math.cos(m.angle);
const y = m.pos.y + 15 * Math.sin(m.angle);
const len = m.holdingTarget.vertices.length - 1;
const edge = m.throwCharge * m.throwCharge * m.throwCharge;
const grd = ctx.createRadialGradient(x, y, edge, x, y, edge + 5);
grd.addColorStop(0, "rgba(255,50,150,0.3)");
grd.addColorStop(1, "transparent");
ctx.fillStyle = grd;
ctx.beginPath();
ctx.moveTo(x, y);
ctx.lineTo(m.holdingTarget.vertices[len].x, m.holdingTarget.vertices[len].y);
ctx.lineTo(m.holdingTarget.vertices[0].x, m.holdingTarget.vertices[0].y);
ctx.fill();
for (let i = 0; i < len; i++) {
//trajectory path prediction
if (tech.isTokamak) {
//draw charge
if (m.throwCharge > 4) {
const x = m.pos.x + 15 * Math.cos(m.angle);
const y = m.pos.y + 15 * Math.sin(m.angle);
const len = m.holdingTarget.vertices.length - 1;
ctx.fillStyle = "rgba(200,0,255,0.3)";
ctx.beginPath();
ctx.moveTo(x, y);
ctx.lineTo(m.holdingTarget.vertices[len].x, m.holdingTarget.vertices[len].y);
ctx.lineTo(m.holdingTarget.vertices[0].x, m.holdingTarget.vertices[0].y);
ctx.fill();
for (let i = 0; i < len; i++) {
ctx.beginPath();
ctx.moveTo(x, y);
ctx.lineTo(m.holdingTarget.vertices[i].x, m.holdingTarget.vertices[i].y);
ctx.lineTo(m.holdingTarget.vertices[i + 1].x, m.holdingTarget.vertices[i + 1].y);
ctx.fill();
}
}
} else {
//draw charge
const x = m.pos.x + 15 * Math.cos(m.angle);
const y = m.pos.y + 15 * Math.sin(m.angle);
const len = m.holdingTarget.vertices.length - 1;
const edge = m.throwCharge * m.throwCharge * m.throwCharge;
const grd = ctx.createRadialGradient(x, y, edge, x, y, edge + 5);
grd.addColorStop(0, "rgba(255,50,150,0.3)");
grd.addColorStop(1, "transparent");
ctx.fillStyle = grd;
ctx.beginPath();
ctx.moveTo(x, y);
ctx.lineTo(m.holdingTarget.vertices[i].x, m.holdingTarget.vertices[i].y);
ctx.lineTo(m.holdingTarget.vertices[i + 1].x, m.holdingTarget.vertices[i + 1].y);
ctx.lineTo(m.holdingTarget.vertices[len].x, m.holdingTarget.vertices[len].y);
ctx.lineTo(m.holdingTarget.vertices[0].x, m.holdingTarget.vertices[0].y);
ctx.fill();
for (let i = 0; i < len; i++) {
ctx.beginPath();
ctx.moveTo(x, y);
ctx.lineTo(m.holdingTarget.vertices[i].x, m.holdingTarget.vertices[i].y);
ctx.lineTo(m.holdingTarget.vertices[i + 1].x, m.holdingTarget.vertices[i + 1].y);
ctx.fill();
}
//trajectory prediction
const cycles = 30
const charge = Math.min(m.throwCharge / 5, 1)
const speed = 80 * charge * Math.min(0.85, 0.8 / Math.pow(m.holdingTarget.mass, 0.25));
const v = { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) } //m.Vy / 2 + removed to make the path less jerky
ctx.beginPath()
for (let i = 1, len = 10; i < len + 1; i++) {
const time = cycles * i / len
ctx.lineTo(m.pos.x + time * v.x, m.pos.y + time * v.y + 0.34 * time * time)
}
ctx.strokeStyle = "rgba(68, 68, 68, 0.15)" //color.map
ctx.lineWidth = 2
ctx.stroke()
}
//trajectory path prediction
const cycles = 30
const charge = Math.min(m.throwCharge / 5, 1)
const speed = 80 * charge * Math.min(0.85, 0.8 / Math.pow(m.holdingTarget.mass, 0.25));
const v = { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) } //m.Vy / 2 + removed to make the path less jerky
ctx.beginPath()
for (let i = 1, len = 10; i < len + 1; i++) {
const time = cycles * i / len
ctx.lineTo(m.pos.x + time * v.x, m.pos.y + time * v.y + 0.34 * time * time)
}
ctx.strokeStyle = "rgba(68, 68, 68, 0.15)" //color.map
ctx.lineWidth = 2
ctx.stroke()
} else {
m.drop()
}
@@ -1178,7 +1206,7 @@ const m = {
m.fieldCDcycle = m.cycle + 15;
m.isHolding = false;
if (tech.isTokamak && m.throwCharge > 3) { //remove the block body and pulse in the direction you are facing
if (tech.isTokamak && m.throwCharge > 4) { //remove the block body and pulse in the direction you are facing
//m.throwCharge > 5 seems to be when the field full colors in a block you are holding
m.throwCycle = m.cycle + 180 //used to detect if a block was thrown in the last 3 seconds
if (m.immuneCycle < m.cycle) m.energy += 0.25 * Math.sqrt(m.holdingTarget.mass) * Math.min(5, m.throwCharge)
@@ -2339,7 +2367,7 @@ const m = {
m.grabPowerUp();
m.lookForPickUp();
m.drain += 0.0000025
m.drain += 0.0000025 //also increases inside tech.isTimeSkip
if (m.energy > m.drain) {
m.energy -= m.drain;
if (m.energy < m.drain) {
@@ -2370,7 +2398,10 @@ const m = {
simulation.cycle--; //pause all functions that depend on game cycle increasing
if (tech.isTimeSkip) {
if (m.immuneCycle < m.cycle + 10) m.immuneCycle = m.cycle + 10;
m.immuneCycle = 0;
m.drain += 0.0000025
m.regenEnergy(); //immunity disables normal regen, so turn off immunity for just this function
m.immuneCycle = m.cycle + 10;
simulation.isTimeSkipping = true;
m.cycle++;
simulation.gravity();

View File

@@ -922,7 +922,7 @@ const spawn = {
Matter.Body.setDensity(me, 0.00035) // normal density is 0.001 // this reduces life by half and decreases knockback
const k = 642 //k=r^2/m
me.split = function() {
Matter.Body.scale(this, 0.4, 0.4);
Matter.Body.scale(this, 0.45, 0.45);
this.radius = Math.sqrt(this.mass * k / Math.PI)
spawn.cellBoss(this.position.x, this.position.y, this.radius, this.cellID);
mob[mob.length - 1].health = this.health
@@ -932,9 +932,9 @@ const spawn = {
this.split();
};
me.onDamage = function(dmg) {
if (Math.random() < 0.33 * dmg * Math.sqrt(this.mass) && this.health > dmg) this.split();
if (Math.random() < 0.34 * dmg * Math.sqrt(this.mass) && this.health > dmg) this.split();
}
me.damageReduction = 0.18 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1); //me.damageReductionGoal
me.damageReduction = 0.17 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1); //me.damageReductionGoal
me.do = function() {
// // this.armor();
if (!m.isBodiesAsleep) {

View File

@@ -450,6 +450,38 @@
},
remove() {}
},
{
name: "applied science",
description: `spawn ${powerUps.orb.research(1)} and get a random <strong class='color-m'>tech</strong><br>for each <strong class='color-g'>gun</strong> in your inventory`,
maxCount: 9,
count: 0,
isNonRefundable: true,
frequency: 2,
frequencyDefault: 2,
allowed() {
return b.inventory.length > 1
},
requires: "NOT EXPERIMENT MODE, at least 2 guns",
effect() {
for (let i = 0; i < b.inventory.length; i++) {
//spawn a research for each gun
powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "research", false);
//find a gun tech for this gun
const gunTechPool = []
for (let j = 0; j < tech.tech.length; j++) {
if (tech.tech[j].isGunTech && tech.tech[j].allowed && !tech.tech[j].isJunk && !tech.tech[j].isBadRandomOption && tech.tech[j].count < tech.tech[j].maxCount) {
const regex = tech.tech[j].requires.search(b.guns[b.inventory[i]].name) //get string index of gun name
const not = tech.tech[j].requires.search(' not ') //get string index of ' not '
//look for the gun name in the requirements, but the gun name needs to show up before the word ' not '
if (regex !== -1 && (not === -1 || not > regex)) gunTechPool.push(j)
// console.log(gunName, regex, not, tech.tech[j].name)
}
}
if (gunTechPool.length) tech.giveTech(gunTechPool[Math.floor(Math.random() * gunTechPool.length)]) // choose from the gun pool
}
},
remove() {}
},
{
name: "logistics",
description: `${powerUps.orb.ammo()} give <strong>80%</strong> more <strong class='color-ammo'>ammo</strong>, but<br>it's only added to your current <strong class='color-g'>gun</strong>`,
@@ -3737,7 +3769,7 @@
allowed() {
return tech.isNeedles || tech.isNeedleShot
},
requires: "needle gun, needle-shot",
requires: "nail gun, needle gun, needle-shot",
effect() {
tech.isNeedleIce = true
},
@@ -3756,7 +3788,7 @@
allowed() {
return tech.haveGunCheck("harpoon") || (tech.isNeedles || tech.isNeedleShot)
},
requires: "needle gun, needle-shot, harpoon",
requires: "nail gun, needle gun, needle-shot, harpoon",
effect() {
tech.isNeedleShieldPierce = true
},
@@ -3847,7 +3879,7 @@
allowed() {
return tech.isRivets
},
requires: "rivet gun",
requires: "nail gun, rivet gun",
effect() {
tech.rivetSize += 0.2
},
@@ -3959,7 +3991,7 @@
allowed() {
return (tech.isNailShot || tech.isNeedleShot || tech.nailBotCount > 1 || tech.haveGunCheck("nail gun"))
},
requires: "nails",
requires: "nail gun, nails",
effect() {
tech.isNailCrit = true
},
@@ -3979,7 +4011,7 @@
allowed() {
return tech.isMineDrop + tech.nailBotCount + tech.fragments + tech.nailsDeathMob / 2 + ((tech.haveGunCheck("mine") && !tech.isLaserMine) + (tech.haveGunCheck("nail gun") && !tech.isNeedleShieldPierce) + tech.isNeedleShot + tech.isNailShot) * 2 > 1
},
requires: "nails, rivets, not ceramic needles",
requires: "nail gun, nails, rivets, not ceramic needles",
effect() {
tech.isNailRadiation = true;
},
@@ -4098,7 +4130,7 @@
allowed() {
return (tech.haveGunCheck("shotgun") || tech.haveGunCheck("railgun")) && !tech.isShotgunRecoil
},
requires: "shotgun or railgun, not Newton's 3rd law",
requires: "shotgun, railgun, not Newton's 3rd law",
effect() {
tech.isShotgunReversed = true;
},
@@ -4386,8 +4418,8 @@
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 4,
frequencyDefault: 4,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("matter wave") && !tech.isPhaseVelocity && !tech.isBulletTeleport
},
@@ -4426,12 +4458,12 @@
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 4,
frequencyDefault: 4,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isLongitudinal
},
requires: "phonon",
requires: "matter wave, phonon",
effect() {
tech.is360Longitudinal = true;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
@@ -4477,14 +4509,14 @@
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 3,
frequencyDefault: 3,
frequency: 2,
frequencyDefault: 2,
isBot: true,
isBotTech: true,
allowed() {
return tech.haveGunCheck("missiles", false)
},
requires: "missile gun",
requires: "missiles",
effect() {
tech.missileBotCount++;
b.missileBot();
@@ -4566,12 +4598,12 @@
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isVacuumBomb && !tech.isExplodeRadio
},
requires: "vacuum bomb, not iridium-192",
requires: "grenades, vacuum bomb, not iridium-192",
effect() {
tech.isBlockExplode = true; //chain reaction
},
@@ -4611,7 +4643,7 @@
allowed() {
return tech.isNeutronBomb
},
requires: "neutron bomb",
requires: "grenades, neutron bomb",
effect() {
tech.isNeutronSlow = true
},
@@ -4736,7 +4768,7 @@
allowed() {
return tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || tech.isSporeField
},
requires: "spores",
requires: "spore gun, spores",
effect() {
tech.isFastSpores = true
},
@@ -4756,7 +4788,7 @@
allowed() {
return tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || tech.isSporeField || tech.isWormShot
},
requires: "spores or worms",
requires: "spore gun, spores or worms",
effect() {
tech.isSporeFreeze = true
},
@@ -4775,7 +4807,7 @@
allowed() {
return tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || tech.isSporeField || tech.isWormShot
},
requires: "spores or worms",
requires: "spore gun, spores or worms",
effect() {
tech.isSporeFollow = true
},
@@ -4794,7 +4826,7 @@
allowed() {
return (tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || tech.isSporeField) && !tech.isEnergyHealth || tech.isWormShot
},
requires: "spores, worms, not mass-energy",
requires: "spore gun, spores, worms, not mass-energy",
effect() {
tech.isMutualism = true
},
@@ -4813,7 +4845,7 @@
allowed() {
return tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || tech.isSporeField || tech.isWormholeSpores
},
requires: "spores",
requires: "spore gun, spores",
effect() {
tech.isSporeWorm = true
},
@@ -4832,7 +4864,7 @@
allowed() {
return tech.isSporeWorm || tech.isWormShot
},
requires: "worms",
requires: "spore gun, worms",
effect() {
tech.wormSurviveDmg = true
},
@@ -4851,7 +4883,7 @@
allowed() {
return tech.haveGunCheck("drones", false) || tech.isForeverDrones
},
requires: "drone gun or fault tolerance",
requires: "drones, fault tolerance",
effect() {
const num = 8
tech.isForeverDrones += num
@@ -4937,7 +4969,7 @@
allowed() {
return tech.haveGunCheck("drones")
},
requires: "drone gun",
requires: "drones",
effect() {
tech.isDroneRespawn = true
},
@@ -4956,7 +4988,7 @@
allowed() {
return (tech.haveGunCheck("drones") || tech.isForeverDrones || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && !(tech.isSporeField || tech.isMissileField || tech.isIceField))) && !tech.isDroneRadioactive && !tech.isIncendiary
},
requires: "drone gun, molecular assembler, not irradiated drones, incendiary",
requires: "drones, molecular assembler, not irradiated drones, incendiary",
effect() {
tech.isDroneTeleport = true
},
@@ -4975,7 +5007,7 @@
allowed() {
return tech.isDroneTeleport
},
requires: "brushless motor",
requires: "drones, brushless motor",
effect() {
tech.isDroneFastLook = true
},
@@ -5030,7 +5062,7 @@
allowed() {
return tech.isDroneRadioactive
},
requires: "irradiated drones",
requires: "drones irradiated drones",
effect() {
tech.droneRadioDamage = 2
},
@@ -5050,7 +5082,7 @@
allowed() {
return tech.isDroneRadioactive
},
requires: "irradiated drones",
requires: "drones, irradiated drones",
effect() {
tech.isFastDrones = true
},
@@ -5147,7 +5179,7 @@
allowed() {
return tech.haveGunCheck("foam")
},
requires: "foam gun",
requires: "foam",
effect() {
tech.foamFutureFire++
},
@@ -5166,7 +5198,7 @@
allowed() {
return tech.haveGunCheck("foam")
},
requires: "foam gun",
requires: "foam",
effect() {
tech.isAmmoFoamSize = true
},
@@ -5185,7 +5217,7 @@
isBot: true,
isBotTech: true,
isNonRefundable: true,
requires: "NOT EXPERIMENT MODE, foam gun, no other bot upgrades",
requires: "foam gun, not bot upgrades NOT EXPERIMENT MODE,",
allowed() {
return tech.haveGunCheck("foam", false) && !b.hasBotUpgrade()
},
@@ -5533,7 +5565,7 @@
allowed() {
return tech.isWideLaser
},
requires: "diffuse beam",
requires: "laser gun, diffuse beam",
effect() {
tech.wideLaser += 2
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
@@ -5618,7 +5650,7 @@
allowed() {
return tech.isPulseLaser && !tech.beamSplitter
},
requires: "pulse, not diffraction grating",
requires: "laser gun, pulse, not diffraction grating",
effect() {
tech.isPulseAim = true;
},
@@ -6315,7 +6347,7 @@
},
{
name: "timelike",
description: "<strong>time dilation</strong> doubles your relative time <strong>rate</strong><br>and makes you <strong>immune</strong> to <strong class='color-harm'>harm</strong>",
description: "<strong>time dilation</strong> doubles your relative time <strong>rate</strong><br>and makes you immune to <strong class='color-harm'>harm</strong>",
isFieldTech: true,
maxCount: 1,
count: 0,
@@ -6327,11 +6359,9 @@
requires: "time dilation, not retrocausality",
effect() {
tech.isTimeSkip = true;
b.setFireCD();
},
remove() {
tech.isTimeSkip = false;
b.setFireCD();
}
},
{
@@ -6980,6 +7010,72 @@
// },
// remove() {}
// },
{
name: "palantír",
description: `see far away lands`,
maxCount: 1,
count: 0,
frequency: 0,
isNonRefundable: true,
isExperimentHide: true,
isJunk: true,
allowed() {
return true
},
requires: "",
effect() {
m.look = () => {
//always on mouse look
m.angle = Math.atan2(
simulation.mouseInGame.y - m.pos.y,
simulation.mouseInGame.x - m.pos.x
);
//smoothed mouse look translations
const scale = 2;
m.transSmoothX = canvas.width2 - m.pos.x - (simulation.mouse.x - canvas.width2) * scale;
m.transSmoothY = canvas.height2 - m.pos.y - (simulation.mouse.y - canvas.height2) * scale;
m.transX += (m.transSmoothX - m.transX) * m.lookSmoothing;
m.transY += (m.transSmoothY - m.transY) * m.lookSmoothing;
}
},
remove() {
if (this.count) m.look = m.lookDefault
}
},
{
name: "motion sickness",
description: `disable camera smoothing`,
maxCount: 1,
count: 0,
frequency: 0,
isNonRefundable: true,
isExperimentHide: true,
isJunk: true,
allowed() {
return true
},
requires: "",
effect() {
m.look = () => {
//always on mouse look
m.angle = Math.atan2(
simulation.mouseInGame.y - m.pos.y,
simulation.mouseInGame.x - m.pos.x
);
//smoothed mouse look translations
const scale = 1.2;
m.transSmoothX = canvas.width2 - m.pos.x - (simulation.mouse.x - canvas.width2) * scale;
m.transSmoothY = canvas.height2 - m.pos.y - (simulation.mouse.y - canvas.height2) * scale;
m.transX = canvas.width2 - m.pos.x - (simulation.mouse.x - canvas.width2) * scale;
m.transY = canvas.height2 - m.pos.y - (simulation.mouse.y - canvas.height2) * scale;
// m.transX += (m.transSmoothX - m.transX) * m.lookSmoothing;
// m.transY += (m.transSmoothY - m.transY) * m.lookSmoothing;
}
},
remove() {
if (this.count) m.look = m.lookDefault
}
},
{
name: "planetesimals",
description: `play <strong>planetesimals</strong><br><em>(an annoying asteroids game with Newtonian physics)</em><br>clearing a <strong>level</strong> in <strong>planetesimals</strong> spawns a <strong class='color-m'>tech</strong> in <strong>n-gon</strong><br>but, if you <strong style="color:red;">die</strong> in <strong>planetesimals</strong> you <strong style="color:red;">die</strong> in <strong>n-gon</strong>`,

View File

@@ -1,23 +1,18 @@
******************************************************** NEXT PATCH **************************************************
block throwing and mines when crouched now have trajectory prediction, like grenades
tech: applied science - gives a random gun tech and a research for each gun in your inventory
all bot upgrades are about 20% better
Ψ(t) collapse gives 16->21 research
spores and drones have up to 20% shorter life span when the number of active bullets is high
JUNK tech - motion sickness - disable camera smoothing
JUNK tech - palantír - see far away
1st ionization energy gives 7 -> 8 max energy per heal
permittivity renamed weak interaction
weak interaction gives 4 -> 5 max energy per unused power up
transceiver renamed electroweak interaction
fixed about 70 different requirement text situations
foam-bot, nail-bot, missile-bot: are now affected by fire delay tech
this gives some options for late game bot scaling
timelike now allows some energy regen while immune to harm in double time
Tokamak now overrides the trajectory throw graphics with its own
******************************************************** TODO ********************************************************
need a mine tech that mines there be fewer mines
disables booby trap
makes mines do more damage
tech: after bullets hit a mob, the mob takes 1% more damage
this.damageReduction *= 1.01