hammer + nail
pneumatic hammer (20 -> +18% size and damage effects) now applies to nails, slugs, needles, in addition to rivets integrated armament 20->25% damage, also if you switch guns converts guntech to new gun backward induction removed symbiosis removes 1 -> 0.5 max health per mob kill plasma jet - costs 1 -> 2 research, and goes a bit farther Occam's razor gives 36 -> 40% damage per removed tech
This commit is contained in:
171
js/bullet.js
171
js/bullet.js
@@ -157,6 +157,39 @@ const b = {
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}
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simulation.makeGunHUD();
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b.setFireCD();
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if (tech.isOneGun && b.inventory > 0) {
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//count how many gun tech you have and remove them
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let gunTechCount = 0 //2 bonus gun tech
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for (let i = 0, len = tech.tech.length; i < len; i++) {
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if (tech.tech[i].isGunTech && tech.tech[i].count > 0 && !tech.tech[i].isNonRefundable && !tech.tech[i].isRemoveGun) {
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const remove = tech.removeTech(i)
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// console.log(remove, tech.tech[i].count, tech.tech[i].name)
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gunTechCount += remove
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}
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}
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// console.log(gunTechCount)
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//get a random gun tech for your gun
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for (let i = 0; i < gunTechCount; i++) {
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const gunTechPool = []
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for (let j = 0, len = tech.tech.length; j < len; j++) {
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if (tech.tech[j].isGunTech && tech.tech[j].allowed() && !tech.tech[i].isRemoveGun && !tech.tech[j].isJunk && !tech.tech[j].isBadRandomOption && tech.tech[j].count < tech.tech[j].maxCount) {
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const regex = tech.tech[j].requires.search(b.guns[b.activeGun].name) //get string index of gun name
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const not = tech.tech[j].requires.search(' not ') //get string index of ' not '
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//look for the gun name in the requirements, but the gun name needs to show up before the word ' not '
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if (regex !== -1 && (not === -1 || not > regex)) gunTechPool.push(j)
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}
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}
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if (gunTechPool.length) {
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const index = Math.floor(Math.random() * gunTechPool.length)
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tech.giveTech(gunTechPool[index]) // choose from the gun pool
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simulation.makeTextLog(`<span class='color-var'>tech</span>.giveTech("<span class='color-text'>${tech.tech[gunTechPool[index]].name}</span>")`)
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} else {
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tech.giveTech() //get normal tech if you can't find any gun tech
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}
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}
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}
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},
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removeGun(gun, isRemoveSelection = false) {
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for (let i = 0; i < b.guns.length; i++) {
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@@ -1111,7 +1144,7 @@ const b = {
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b.guns[gunIndex].do = function() {}
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} else {
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if (gunIndex) b.guns[gunIndex].do = function() {
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if (!input.field) {
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if (!input.field && input.down) {
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const cycles = 80
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const speed = input.down ? 35 : 20 //input.down ? 43 : 32
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const g = input.down ? 0.137 : 0.135
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@@ -1137,7 +1170,7 @@ const b = {
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} else if (tech.isVacuumBomb) {
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b.grenade = grenadeVacuum
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if (gunIndex) b.guns[gunIndex].do = function() {
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if (!input.field) {
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if (!input.field && input.down) {
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const cycles = Math.floor(input.down ? 50 : 30) //30
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const speed = input.down ? 44 : 35
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const v = { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) }
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@@ -1154,7 +1187,7 @@ const b = {
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} else {
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b.grenade = grenadeDefault
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if (gunIndex) b.guns[gunIndex].do = function() {
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if (!input.field) {
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if (!input.field && input.down) {
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const cycles = Math.floor(input.down ? 120 : 80) //30
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const speed = input.down ? 43 : 32
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const v = { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) } //m.Vy / 2 + removed to make the path less jerky
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@@ -1738,7 +1771,7 @@ const b = {
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m.energy = 0;
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}
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b.isExtruderOn = true
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const SPEED = 8 + 8 * tech.isPlasmaRange
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const SPEED = 8 + 12 * tech.isPlasmaRange
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const me = bullet.length;
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const where = Vector.add(m.pos, player.velocity)
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bullet[me] = Bodies.polygon(where.x + 20 * Math.cos(m.angle), where.y + 20 * Math.sin(m.angle), 4, 0.01, {
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@@ -3253,8 +3286,9 @@ const b = {
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}
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},
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nail(pos, velocity, dmg = 1) {
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dmg *= tech.nailSize
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const me = bullet.length;
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bullet[me] = Bodies.rectangle(pos.x, pos.y, 25, 2, b.fireAttributes(Math.atan2(velocity.y, velocity.x)));
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bullet[me] = Bodies.rectangle(pos.x, pos.y, 25 * tech.nailSize, 2 * tech.nailSize, b.fireAttributes(Math.atan2(velocity.y, velocity.x)));
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Matter.Body.setVelocity(bullet[me], velocity);
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Composite.add(engine.world, bullet[me]); //add bullet to world
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bullet[me].endCycle = simulation.cycle + 60 + 18 * Math.random();
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@@ -3269,7 +3303,7 @@ const b = {
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},
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needle(angle = m.angle) {
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const me = bullet.length;
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bullet[me] = Bodies.rectangle(m.pos.x + 40 * Math.cos(m.angle), m.pos.y + 40 * Math.sin(m.angle), 75, 0.75, b.fireAttributes(angle));
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bullet[me] = Bodies.rectangle(m.pos.x + 40 * Math.cos(m.angle), m.pos.y + 40 * Math.sin(m.angle), 75 * tech.nailSize, 0.75 * tech.nailSize, b.fireAttributes(angle));
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bullet[me].collisionFilter.mask = tech.isShieldPierce ? cat.body : cat.body | cat.mobShield
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Matter.Body.setDensity(bullet[me], 0.00001); //0.001 is normal
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bullet[me].endCycle = simulation.cycle + 100;
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@@ -3289,12 +3323,12 @@ const b = {
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}
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if (!immune) {
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if (tech.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.94) {
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b.explosion(this.position, 220 + 50 * Math.random()); //makes bullet do explosive damage at end
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b.explosion(this.position, 220 * tech.nailSize + 50 * Math.random()); //makes bullet do explosive damage at end
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}
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this.immuneList.push(who.id) //remember that this needle has hit this mob once already
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let dmg = b.dmgScale * 6
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let dmg = b.dmgScale * 6 * tech.nailSize
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if (tech.isNailRadiation) {
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mobs.statusDoT(who, tech.isFastRadiation ? 6 : 2, tech.isSlowRadiation ? 360 : (tech.isFastRadiation ? 60 : 180)) // one tick every 30 cycles
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mobs.statusDoT(who, (tech.isFastRadiation ? 6 : 2) * tech.nailSize, tech.isSlowRadiation ? 360 : (tech.isFastRadiation ? 60 : 180)) // one tick every 30 cycles
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dmg *= 0.25
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}
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if (tech.isCrit && who.isStunned) dmg *= 4
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@@ -3508,7 +3542,7 @@ const b = {
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// ctx.fill();
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// }
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//check for damage
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//check for damage
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if (!m.isBodiesAsleep) {
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if (m.immuneCycle < m.cycle && !((m.cycle + this.phase) % 30)) { //twice a second
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if (Vector.magnitude(Vector.sub(this.position, player.position)) < 250 && m.immuneCycle < m.cycle) { //give energy
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@@ -4364,7 +4398,7 @@ const b = {
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m.fireCDcycle = m.cycle + Math.floor((input.down ? 25 : 17) * b.fireCDscale); // cool down
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const me = bullet.length;
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const size = tech.rivetSize * 8
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const size = tech.nailSize * 8
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bullet[me] = Bodies.rectangle(m.pos.x + 35 * Math.cos(m.angle), m.pos.y + 35 * Math.sin(m.angle), 5 * size, size, b.fireAttributes(m.angle));
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bullet[me].dmg = tech.isNailRadiation ? 0 : 2.75
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Matter.Body.setDensity(bullet[me], 0.002);
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@@ -4427,7 +4461,7 @@ const b = {
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m.fireCDcycle = m.cycle + Math.floor(CD * b.fireCDscale); // cool down
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const me = bullet.length;
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const size = tech.rivetSize * 8
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const size = tech.nailSize * 8
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bullet[me] = Bodies.rectangle(m.pos.x + 35 * Math.cos(m.angle), m.pos.y + 35 * Math.sin(m.angle), 5 * size, size, b.fireAttributes(m.angle));
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bullet[me].dmg = tech.isNailRadiation ? 0 : 2.75
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Matter.Body.setDensity(bullet[me], 0.002);
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@@ -4557,15 +4591,15 @@ const b = {
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if (tech.isSlugShot) {
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const me = bullet.length;
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const dir = m.angle + 0.02 * (Math.random() - 0.5)
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bullet[me] = Bodies.rectangle(m.pos.x + 35 * Math.cos(m.angle), m.pos.y + 35 * Math.sin(m.angle), 60, 27, b.fireAttributes(dir));
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// const dir = m.angle + 0.02 * (Math.random() - 0.5)
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bullet[me] = Bodies.rectangle(m.pos.x + 35 * Math.cos(m.angle), m.pos.y + 35 * Math.sin(m.angle), 60 * tech.nailSize, 27 * tech.nailSize, b.fireAttributes(m.angle));
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Matter.Body.setDensity(bullet[me], 0.007 * (tech.isShotgunReversed ? 1.6 : 1));
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Composite.add(engine.world, bullet[me]); //add bullet to world
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const SPEED = (input.down ? 45 : 35) + Math.random() * 6
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const SPEED = (input.down ? 50 : 37)
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Matter.Body.setVelocity(bullet[me], {
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x: SPEED * Math.cos(dir),
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y: SPEED * Math.sin(dir)
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x: SPEED * Math.cos(m.angle),
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y: SPEED * Math.sin(m.angle)
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});
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if (tech.isIncendiary) {
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bullet[me].endCycle = simulation.cycle + 60
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@@ -4581,27 +4615,22 @@ const b = {
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bullet[me].minDmgSpeed = 7
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// bullet[me].restitution = 0.4
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bullet[me].frictionAir = 0.006;
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bullet[me].turnMag = 0.04 * Math.pow(tech.nailSize, 3.75)
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bullet[me].do = function() {
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this.force.y += this.mass * 0.0022
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//rotates bullet to face current velocity?
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if (this.speed > 6) {
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const facing = {
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x: Math.cos(this.angle),
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y: Math.sin(this.angle)
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}
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const mag = 0.04
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if (this.speed > 6) { //rotates bullet to face current velocity?
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const facing = { x: Math.cos(this.angle), y: Math.sin(this.angle) }
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if (Vector.cross(Vector.normalise(this.velocity), facing) < 0) {
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this.torque += mag
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this.torque += this.turnMag
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} else {
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this.torque -= mag
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this.torque -= this.turnMag
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}
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}
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};
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if (tech.fragments) {
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bullet[me].beforeDmg = function() {
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if (this.speed > 4) {
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b.targetedNail(this.position, tech.fragments * 7)
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b.targetedNail(this.position, 7 * tech.fragments * tech.nailSize)
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this.endCycle = 0 //triggers despawn
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}
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}
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@@ -6507,47 +6536,47 @@ const b = {
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// },
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},
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],
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gunRewind: { //this gun is added with a tech
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name: "CPT gun",
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description: "use <strong class='color-f'>energy</strong> to <strong>rewind</strong> your <strong class='color-h'>health</strong>, <strong>velocity</strong>,<br> and <strong>position</strong> up to <strong>10</strong> seconds",
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ammo: 0,
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ammoPack: Infinity,
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have: false,
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isRewinding: false,
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lastFireCycle: 0,
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holdCount: 0,
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activeGunIndex: null,
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do() {},
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fire() {
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if (this.lastFireCycle === m.cycle - 1) { //button has been held down
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this.rewindCount += 8;
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const DRAIN = 0.01
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let history = m.history[(m.cycle - this.rewindCount) % 600]
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if (this.rewindCount > 599 || m.energy < DRAIN || history.activeGun !== this.activeGunIndex) {
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this.rewindCount = 0;
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m.resetHistory();
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m.fireCDcycle = m.cycle + Math.floor(120 * b.fireCDscale); // cool down
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} else {
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m.energy -= DRAIN
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if (m.immuneCycle < m.cycle + 30) m.immuneCycle = m.cycle + 30; //player is immune to damage for 5 cycles
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Matter.Body.setPosition(player, history.position);
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Matter.Body.setVelocity(player, { x: history.velocity.x, y: history.velocity.y });
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if (m.health !== history.health) {
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m.health = history.health
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m.displayHealth();
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}
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m.yOff = history.yOff
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if (m.yOff < 48) {
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m.doCrouch()
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} else {
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m.undoCrouch()
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}
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}
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} else { //button is held the first time
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this.rewindCount = 0;
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this.activeGunIndex = b.activeGun
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}
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this.lastFireCycle = m.cycle;
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}
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}
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// gunRewind: { //this gun is added with a tech
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// name: "CPT gun",
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// description: "use <strong class='color-f'>energy</strong> to <strong>rewind</strong> your <strong class='color-h'>health</strong>, <strong>velocity</strong>,<br> and <strong>position</strong> up to <strong>10</strong> seconds",
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// ammo: 0,
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// ammoPack: Infinity,
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// have: false,
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// isRewinding: false,
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// lastFireCycle: 0,
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// holdCount: 0,
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// activeGunIndex: null,
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// do() {},
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// fire() {
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// if (this.lastFireCycle === m.cycle - 1) { //button has been held down
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// this.rewindCount += 8;
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// const DRAIN = 0.01
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// let history = m.history[(m.cycle - this.rewindCount) % 600]
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// if (this.rewindCount > 599 || m.energy < DRAIN || history.activeGun !== this.activeGunIndex) {
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// this.rewindCount = 0;
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// m.resetHistory();
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// m.fireCDcycle = m.cycle + Math.floor(120 * b.fireCDscale); // cool down
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// } else {
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// m.energy -= DRAIN
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// if (m.immuneCycle < m.cycle + 30) m.immuneCycle = m.cycle + 30; //player is immune to damage for 5 cycles
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// Matter.Body.setPosition(player, history.position);
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// Matter.Body.setVelocity(player, { x: history.velocity.x, y: history.velocity.y });
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// if (m.health !== history.health) {
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// m.health = history.health
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// m.displayHealth();
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// }
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// m.yOff = history.yOff
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// if (m.yOff < 48) {
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// m.doCrouch()
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// } else {
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// m.undoCrouch()
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// }
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// }
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// } else { //button is held the first time
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// this.rewindCount = 0;
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// this.activeGunIndex = b.activeGun
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// }
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// this.lastFireCycle = m.cycle;
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// }
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// }
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};
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Reference in New Issue
Block a user