m.switchworlds()
This commit is contained in:
45
js/player.js
45
js/player.js
@@ -310,7 +310,11 @@ const m = {
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//remove all tech and count current tech total
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let totalTech = 0;
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for (let i = 0, len = tech.tech.length; i < len; i++) {
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if (!tech.tech[i].isNonRefundable && tech.tech[i].name !== "quantum immortality" && tech.tech[i].name !== "many-worlds") {
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if (
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!tech.tech[i].isNonRefundable &&
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tech.tech[i].name !== "many-worlds" &&
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tech.tech[i].name !== "perturbation theory"
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) {
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totalTech += tech.tech[i].count
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tech.tech[i].remove();
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tech.tech[i].isLost = false
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@@ -323,6 +327,11 @@ const m = {
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tech.addLoreTechToPool();
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tech.armorFromPowerUps = 0;
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tech.totalCount = 0;
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const randomBotCount = b.totalBots()
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b.zeroBotCount()
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//remove all bullets, respawn bots
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for (let i = 0; i < bullet.length; ++i) Matter.World.remove(engine.world, bullet[i]);
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bullet = [];
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//randomize health
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m.health = 0.7 + Math.random()
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@@ -332,16 +341,11 @@ const m = {
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//randomize field
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m.setField(Math.ceil(Math.random() * (m.fieldUpgrades.length - 1)))
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//track how ammo/ ammoPack count
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//track ammo/ ammoPack count
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let ammoCount = 0
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for (let i = 0, len = b.inventory.length; i < len; i++) {
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if (b.guns[b.inventory[i]].ammo !== Infinity) ammoCount += b.guns[b.inventory[i]].ammo / b.guns[b.inventory[i]].ammoPack
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}
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//remove all bullets
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for (let i = 0; i < bullet.length; ++i) Matter.World.remove(engine.world, bullet[i]);
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bullet = [];
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//removes guns and ammo
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b.inventory = [];
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b.activeGun = null;
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@@ -353,7 +357,7 @@ const m = {
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//give random guns
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for (let i = 0; i < totalGuns; i++) b.giveGuns()
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//randomize ammo based on ammo/ammopack count
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//randomize ammo based on ammo/ammoPack count
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for (let i = 0, len = b.inventory.length; i < len; i++) {
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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))))
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}
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@@ -364,18 +368,19 @@ const m = {
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let options = [];
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for (let i = 0, len = tech.tech.length; i < len; i++) {
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if (tech.tech[i].count < tech.tech[i].maxCount &&
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!tech.tech[i].isNonRefundable &&
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tech.tech[i].name !== "quantum immortality" &&
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tech.tech[i].name !== "many-worlds" &&
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tech.tech[i].name !== "Born rule" &&
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tech.tech[i].name !== "determinism" &&
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tech.tech[i].allowed()
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) options.push(i);
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!tech.tech[i].isBadRandomOption &&
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tech.tech[i].allowed() &&
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(!tech.tech[i].isJunk || Math.random() < 0.25)) options.push(i);
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// !tech.tech[i].isNonRefundable &&
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// tech.tech[i].name !== "quantum immortality" &&
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// tech.tech[i].name !== "many-worlds" &&
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// tech.tech[i].name !== "perturbation theory" &&
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}
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//add a new tech from options pool
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if (options.length > 0) tech.giveTech(options[Math.floor(Math.random() * options.length)])
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}
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b.respawnBots();
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for (let i = 0; i < randomBotCount; i++) b.randomBot()
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simulation.makeGunHUD(); //update gun HUD
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simulation.updateTechHUD();
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simulation.isTextLogOpen = true;
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@@ -384,9 +389,9 @@ const m = {
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if (tech.isImmortal) { //if player has the immortality buff, spawn on the same level with randomized damage
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//remove immortality tech
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for (let i = 0; i < tech.tech.length; i++) {
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if (tech.tech[i].name === "quantum immortality") tech.removeTech(i)
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}
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// for (let i = 0; i < tech.tech.length; i++) {
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// if (tech.tech[i].name === "quantum immortality") tech.removeTech(i)
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// }
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simulation.wipe = function() { //set wipe to have trails
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ctx.fillStyle = "rgba(255,255,255,0)";
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@@ -483,7 +488,7 @@ const m = {
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harmReduction() {
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let dmg = 1
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dmg *= m.fieldHarmReduction
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if (tech.isImmortal) dmg *= 0.84
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if (tech.isHarmReduceAfterKill) dmg *= (m.lastKillCycle + 300 > m.cycle) ? 0.33 : 1.33
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if (tech.healthDrain) dmg *= 1 + 2.667 * tech.healthDrain //tech.healthDrain = 0.03 at one stack //cause more damage
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if (tech.squirrelFx !== 1) dmg *= 1 + (tech.squirrelFx - 1) / 5 //cause more damage
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