cherenkov radiation
tech: cherenkov radiation - bremsstrahlung damage is increased by 300% over 6 seconds bremsstrahlung does 2->3 damage, and also applies to block collisions tech: nuclear transmutation - radiation sources do 70% more damage and harm enthalpy now drops heal power ups instead of directly healing you foam-shot has 13->15 particles, is slower, and less spread bug fixes
This commit is contained in:
223
js/tech.js
223
js/tech.js
@@ -1384,7 +1384,7 @@ const tech = {
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name: "bot fabrication",
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link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">bot fabrication</a>`,
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descriptionFunction() {
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return `after you collect ${powerUps.orb.research(2 + Math.floor(0.1666 * b.totalBots()))}use them to build a<br>random <strong class='color-bot'>bot</strong> <em>(+1 cost every 6 bots)</em>`
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return `after you collect ${powerUps.orb.research(2 + Math.floor(0.1666 * b.totalBots()))}use them to build a<br>random <strong class='color-bot'>bot</strong> <em>(+1 cost every 5 bots)</em>`
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},
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// description: `if you collect ${powerUps.orb.research(2)}use them to build a<br>random <strong class='color-bot'>bot</strong> <em>(+1 cost every 5 bots)</em>`,
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maxCount: 1,
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@@ -2590,25 +2590,6 @@ const tech = {
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tech.isTechDamage = false;
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}
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},
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{
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name: "enthalpy",
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description: "<strong class='color-h'>heal</strong> for <strong>2%</strong> of <strong class='color-d'>damage</strong> done<br>take <strong>10%</strong> more <strong class='color-harm'>harm</strong>",
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maxCount: 9,
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count: 0,
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frequency: 1,
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frequencyDefault: 1,
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isHealTech: true,
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allowed() {
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return !tech.isEnergyHealth
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},
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requires: "not mass-energy equivalence",
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effect() {
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tech.healthDrain += 0.02;
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},
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remove() {
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tech.healthDrain = 0;
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}
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},
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{
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name: "fluoroantimonic acid",
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description: "increase <strong class='color-d'>damage</strong> by <strong>35%</strong><br>when your <strong class='color-h'>health</strong> is above <strong>100</strong>",
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@@ -2714,6 +2695,25 @@ const tech = {
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}
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}
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},
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{
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name: "enthalpy",
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description: `doing <strong class='color-d'>damage</strong> can spawn ${powerUps.orb.heal(1)}<br>take <strong>10%</strong> more <strong class='color-harm'>harm</strong>`,
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maxCount: 9,
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count: 0,
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frequency: 1,
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frequencyDefault: 1,
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isHealTech: true,
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allowed() {
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return !tech.isEnergyHealth
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},
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requires: "not mass-energy equivalence",
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effect() {
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tech.healthDrain += 0.02;
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},
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remove() {
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tech.healthDrain = 0;
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}
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},
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{
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name: "maintenance",
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description: `</strong>double</strong> the <strong class='flicker'>frequency</strong> of finding <strong class='color-h'>healing</strong> <strong class='color-m'>tech</strong><br>spawn ${powerUps.orb.heal(13)}`,
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@@ -4246,7 +4246,7 @@ const tech = {
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{
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name: "foam-shot",
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link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Foam' class="link">foam-shot</a>`,
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description: "<strong>shotgun</strong> sprays <strong>13</strong> sticky <strong>foam</strong> bubbles",
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description: "<strong>shotgun</strong> sprays <strong>15</strong> sticky <strong>foam</strong> bubbles",
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isGunTech: true,
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maxCount: 1,
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count: 0,
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@@ -4602,7 +4602,7 @@ const tech = {
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tech.missileFireCD = 10
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "missiles") {
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b.guns[i].ammoPack = this.ammoBonus;
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b.guns[i].ammoPack *= this.ammoBonus;
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b.guns[i].ammo = Math.ceil(b.guns[i].ammo * this.ammoBonus);
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simulation.updateGunHUD();
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break
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@@ -4920,9 +4920,9 @@ const tech = {
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return tech.haveGunCheck("grenades") && !tech.fragments && !tech.isVacuumBomb
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return tech.haveGunCheck("grenades") && !tech.fragments && !tech.isVacuumBomb && !tech.isExplodeRadio
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},
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requires: "grenades, not fragmentation, vacuum bomb",
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requires: "grenades, not fragmentation, vacuum bomb, iridium-192",
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effect() {
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tech.isNeutronBomb = true;
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b.setGrenadeMode()
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@@ -4953,14 +4953,14 @@ const tech = {
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},
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{
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name: "radioactive contamination",
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description: "after a mob or shield <strong>dies</strong>,<br> leftover <strong class='color-p'>radiation</strong> <strong>spreads</strong> to a nearby mob",
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description: "after a mob or shield <strong>dies</strong>,<br>leftover <strong class='color-p'>radiation</strong> <strong>spreads</strong> to a nearby mob",
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isGunTech: true,
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maxCount: 1,
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count: 0,
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return tech.isNailRadiation || tech.isWormholeDamage || tech.isNeutronBomb || tech.isExplodeRadio
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return tech.isNailRadiation || tech.isWormholeDamage || tech.isNeutronBomb || tech.isExplodeRadio || tech.isBlockRadiation
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},
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requires: "radiation damage source",
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effect() {
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@@ -4970,6 +4970,25 @@ const tech = {
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tech.isRadioactive = false
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}
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},
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{
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name: "nuclear transmutation",
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description: "<strong class='color-p'>radiation</strong> does <strong>70%</strong> more <strong class='color-d'>damage</strong> and <strong class='color-harm'>harm</strong><br><em>nail, drone, neutron bomb, iridium, string, deflect</em>",
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isGunTech: true,
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maxCount: 1,
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count: 0,
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return tech.isNailRadiation || tech.isWormholeDamage || tech.isNeutronBomb || tech.isExplodeRadio || tech.isBlockRadiation || tech.isDroneRadioactive
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},
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requires: "radiation damage source",
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effect() {
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tech.radioactiveDamage = 1.7
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},
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remove() {
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tech.radioactiveDamage = 1
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}
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},
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{
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name: "water shielding",
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link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Radiation_protection#Radiation_shielding' class="link">water shielding</a>`,
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@@ -5523,7 +5542,7 @@ const tech = {
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},
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{
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name: "uncertainty principle",
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description: "<strong>foam</strong> and <strong>wave</strong> particle <strong>positions</strong> are random<br>increase their <strong class='color-d'>damage</strong> by <strong>43%</strong>",
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description: "<strong>foam</strong> and <strong>wave</strong> particle <strong>positions</strong> are random<br>increase their <strong class='color-d'>damage</strong> by <strong>47%</strong>",
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isGunTech: true,
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maxCount: 1,
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count: 0,
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@@ -6318,7 +6337,7 @@ const tech = {
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},
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{
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name: "bremsstrahlung",
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description: "<strong>deflecting</strong> does <strong class='color-d'>damage</strong> to mobs",
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description: "<strong>deflecting</strong> and thrown <strong class='color-block'>blocks</strong><br>do braking <strong class='color-d'>damage</strong> to mobs",
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isFieldTech: true,
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maxCount: 9,
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count: 0,
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@@ -6329,12 +6348,31 @@ const tech = {
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},
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requires: "standing wave, perfect diamagnetism",
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effect() {
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tech.blockDmg += 2 //if you change this value also update the for loop in the electricity graphics in m.pushMass
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tech.blockDmg += 3 //if you change this value also update the for loop in the electricity graphics in m.pushMass
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},
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remove() {
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tech.blockDmg = 0;
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}
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},
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{
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name: "cherenkov radiation", //<strong>deflecting</strong> and <strong class='color-block'>blocks</strong>
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description: "bremsstrahlung's effects are <strong class='color-p'>radioactive</strong><br>increase <strong class='color-d'>damage</strong> <strong>300%</strong> over <strong>6</strong> seconds",
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isFieldTech: true,
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maxCount: 1,
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count: 0,
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return (m.fieldUpgrades[m.fieldMode].name === "standing wave" || m.fieldUpgrades[m.fieldMode].name === "perfect diamagnetism") && tech.blockDmg
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},
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requires: "bremsstrahlung",
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effect() {
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tech.isBlockRadiation = true
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},
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remove() {
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tech.isBlockRadiation = false;
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}
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},
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{
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name: "triple point",
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description: "the pressure from <strong>deflecting</strong> is used<br>to condense <strong class='color-s'>ice IX</strong> crystals",
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@@ -7760,68 +7798,6 @@ const tech = {
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},
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remove() {}
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},
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{
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name: "rule 30",
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maxCount: 1,
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count: 0,
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frequency: 0,
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isJunk: true,
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allowed() {
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return true
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},
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requires: "",
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effect() {
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powerUps.spawn(m.pos.x - 50 + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "research");
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},
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remove() {},
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state: [
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[false, false, false, false, false, false, false, false, false, false, false, false, false, false, true, false, false, false, false, false, false, false, false, false, false, false, false, false, false]
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],
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rule30(state, a, b, c) {
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if (state[a] && state[b] && state[c]) return false; // TTT => F
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if (state[a] && state[b] && !state[c]) return false; // TTF => F
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if (state[a] && !state[b] && state[c]) return false; //TFT => F
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if (state[a] && !state[b] && !state[c]) return true; //TFF => T
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if (!state[a] && state[b] && state[c]) return true; //FTT => T
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if (!state[a] && state[b] && !state[c]) return true; //FTF => T
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if (!state[a] && !state[b] && state[c]) return true; //FFT => T
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if (!state[a] && !state[b] && !state[c]) return false; //FFF => F
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},
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id: 0,
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descriptionFunction() {
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const loop = () => {
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if ((simulation.paused || simulation.isChoosing) && m.alive && !build.isExperimentSelection) { //&& (!simulation.isChoosing || this.count === 0)
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let b = []; //produce next row
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b.push(this.rule30(this.state[this.state.length - 1], this.state[this.state.length - 1].length - 1, 0, 1)); //left edge wrap around
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for (let i = 1; i < this.state[this.state.length - 1].length - 1; i++) { //apply rule to the rest of the array
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b.push(this.rule30(this.state[this.state.length - 1], i - 1, i, i + 1));
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}
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b.push(this.rule30(this.state[this.state.length - 1], this.state[this.state.length - 1].length - 2, this.state[this.state.length - 1].length - 1, 0)); //right edge wrap around
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this.state.push(b)
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if (document.getElementById(`cellular-rule-id${this.id}`)) document.getElementById(`cellular-rule-id${this.id}`).innerHTML = this.outputText() //convert to squares and send HTML
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setTimeout(() => { loop() }, 500);
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}
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}
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setTimeout(() => { loop() }, 500);
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this.id++
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return `<span id = "cellular-rule-id${this.id}" style = "letter-spacing: 0px;font-size: 50%;line-height: normal;">${this.outputText()}</span>`
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},
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outputText() {
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let text = ""
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for (let j = 0; j < this.state.length; j++) {
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text += "<p style = 'margin-bottom: -11px;'>"
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for (let i = 0; i < this.state[j].length; i++) {
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if (this.state[j][i]) {
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text += "⬛" //"█" //"■"
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} else {
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text += "⬜" //" " //"□"
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}
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}
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text += "</p>"
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}
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return text
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},
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},
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{
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name: "discount",
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description: "get 3 random <strong class='color-j'>JUNK</strong> <strong class='color-m'>tech</strong> for the price of 1!",
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@@ -9600,7 +9576,7 @@ const tech = {
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},
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{
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name: "NFT",
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descriptionFunction() { return `buy your current game seed: <strong style = 'font-size:130%;'>${Math.initialSeed}</strong><br><em>no one is allowed to use your seeds<br>if they use them they are gonna get in trouble</em><br>your seeds: <span style = 'font-size:70%;'>${localSettings.personalSeeds.join()}</span>` },
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descriptionFunction() { return `buy your current game seed: <strong style = 'font-size:120%;'>${Math.initialSeed}</strong><br><em>no one is allowed to use your seeds<br>if they use them they are gonna get in trouble</em><br>your seeds: <span style = 'font-size:80%;'>${localSettings.personalSeeds.join(", ")}</span>` },
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maxCount: 1,
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count: 0,
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frequency: 0,
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@@ -9616,6 +9592,67 @@ const tech = {
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},
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remove() {}
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},
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{
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name: "rule 30",
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maxCount: 1,
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count: 0,
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frequency: 0,
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isJunk: true,
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allowed() {
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return true
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},
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requires: "",
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effect() {},
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remove() {},
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state: [
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[false, false, false, false, false, false, false, false, false, false, false, false, false, false, true, false, false, false, false, false, false, false, false, false, false, false, false, false, false]
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],
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rule30(state, a, b, c) {
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if (state[a] && state[b] && state[c]) return false; // TTT => F
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if (state[a] && state[b] && !state[c]) return false; // TTF => F
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if (state[a] && !state[b] && state[c]) return false; //TFT => F
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if (state[a] && !state[b] && !state[c]) return true; //TFF => T
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if (!state[a] && state[b] && state[c]) return true; //FTT => T
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if (!state[a] && state[b] && !state[c]) return true; //FTF => T
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if (!state[a] && !state[b] && state[c]) return true; //FFT => T
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if (!state[a] && !state[b] && !state[c]) return false; //FFF => F
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},
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id: 0,
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descriptionFunction() {
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const loop = () => {
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if ((simulation.paused || simulation.isChoosing) && m.alive && !build.isExperimentSelection) { //&& (!simulation.isChoosing || this.count === 0)
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let b = []; //produce next row
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b.push(this.rule30(this.state[this.state.length - 1], this.state[this.state.length - 1].length - 1, 0, 1)); //left edge wrap around
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for (let i = 1; i < this.state[this.state.length - 1].length - 1; i++) { //apply rule to the rest of the array
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b.push(this.rule30(this.state[this.state.length - 1], i - 1, i, i + 1));
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}
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b.push(this.rule30(this.state[this.state.length - 1], this.state[this.state.length - 1].length - 2, this.state[this.state.length - 1].length - 1, 0)); //right edge wrap around
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this.state.push(b)
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if (document.getElementById(`cellular-rule-id${this.id}`)) document.getElementById(`cellular-rule-id${this.id}`).innerHTML = this.outputText() //convert to squares and send HTML
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if (this.count && this.state.length < 120 && !(this.state.length % 10)) powerUps.spawn(m.pos.x - 50 + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "research");
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setTimeout(() => { loop() }, 500);
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}
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}
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setTimeout(() => { loop() }, 500);
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this.id++
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return `<span id = "cellular-rule-id${this.id}" style = "letter-spacing: 0px;font-size: 50%;line-height: normal;">${this.outputText()}</span>`
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},
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outputText() {
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let text = ""
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for (let j = 0; j < this.state.length; j++) {
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text += "<p style = 'margin-bottom: -11px;'>"
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for (let i = 0; i < this.state[j].length; i++) {
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if (this.state[j][i]) {
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text += "⬛" //"█" //"■"
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} else {
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text += "⬜" //" " //"□"
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}
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}
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text += "</p>"
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}
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return text
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},
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},
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//**************************************************
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//************************************************** undefined / lore
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//************************************************** tech
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@@ -9727,6 +9764,7 @@ const tech = {
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orbitBotCount: null,
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collisionImmuneCycles: null,
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blockDmg: null,
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isBlockRadiation: null,
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isPiezo: null,
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isFastDrones: null,
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isFastSpores: null,
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@@ -9840,6 +9878,7 @@ const tech = {
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wideLaser: null,
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isPulseLaser: null,
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isRadioactive: null,
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radioactiveDamage: null,
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isRailEnergyGain: null,
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isMineSentry: null,
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isIncendiary: null,
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Reference in New Issue
Block a user