historyBoss

blocking uses 33% less energy

tech: stimulated emission removed
tech: Bayesian statistics renamed stimulated emission
tech: futures exchange gives 4.5% per cancel (up from 4%)

new level boss: follows you like the dynamo-bot, but is not friend
  will not spawn if you have a dynamo-bot
  (probably will be rebalanced in next patch)
This commit is contained in:
landgreen
2021-02-05 05:38:08 -08:00
parent 6446685cf0
commit 6e5d951bf1
13 changed files with 358 additions and 252 deletions

View File

@@ -38,13 +38,15 @@ const powerUps = {
if (isCanceled) {
if (tech.isCancelDuplication) tech.cancelCount++
if (tech.isCancelRerolls) {
let spawnType = (m.health < 0.25 || tech.isEnergyNoAmmo) ? "heal" : "ammo"
if (Math.random() < 0.33) {
spawnType = "heal"
} else if (Math.random() < 0.5 && !tech.isSuperDeterminism) {
spawnType = "research"
for (let i = 0; i < 6; i++) {
let spawnType = (m.health < 0.25 || tech.isEnergyNoAmmo) ? "heal" : "ammo"
if (Math.random() < 0.33) {
spawnType = "heal"
} else if (Math.random() < 0.5 && !tech.isSuperDeterminism) {
spawnType = "research"
}
powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), spawnType, false);
}
for (let i = 0; i < 6; i++) powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), spawnType, false);
}
if (tech.isBanish && type === 'tech') { // banish researched tech by adding them to the list of banished tech
const banishLength = tech.isDeterminism ? 1 : 3 + tech.isExtraChoice * 2
@@ -469,7 +471,7 @@ const powerUps = {
if (tech.isTechDamage && who.name === "tech") m.damage(0.11)
if (tech.isMassEnergy) m.energy += 2.5;
if (tech.isMineDrop) {
if (tech.isLaserMine) { //laser mine
if (tech.isLaserMine) {
b.laserMine(who.position)
} else {
b.mine(who.position, { x: 0, y: 0 }, 0, tech.isMineAmmoBack)
@@ -498,7 +500,7 @@ const powerUps = {
powerUps.spawn(x, y, "gun");
return;
}
if (Math.random() < 0.0027 * (25 - tech.totalCount)) { //a new tech has a low chance for each not acquired tech up to 15
if (Math.random() < 0.0027 * (25 - tech.totalCount)) { //a new tech has a low chance for each not acquired tech up to 25
powerUps.spawn(x, y, "tech");
return;
}
@@ -559,10 +561,8 @@ const powerUps = {
if (level.levelsCleared > 1) powerUps.spawn(x, y, "tech")
//bonus power ups for clearing runs in the last game
if (level.levelsCleared === 0 && !simulation.isCheating) {
for (let i = 0; i < localSettings.levelsClearedLastGame / 4 - 1; i++) {
powerUps.spawn(m.pos.x, m.pos.y, "tech", false); //spawn a tech for levels cleared in last game
}
if (level.levelsCleared === 0 && !simulation.isCheating && localSettings.levelsClearedLastGame > 1) {
for (let i = 0; i < localSettings.levelsClearedLastGame / 3; i++) powerUps.spawn(m.pos.x, m.pos.y, "tech", false); //spawn a tech for levels cleared in last game
localSettings.levelsClearedLastGame = 0 //after getting bonus power ups reset run history
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
}