power up selection code rewrite

rewrite of the tech,gun,field selection code
  odds of new bugs is pretty high, but the code is shorter and faster, so easier to fix
path integral is no longer a JUNK tech
  lets you choose from every option on next tech
emergence is stackable
  +2 power up choices per stack

tech: integrated circuit - if ON +7 power up choices  if OFF -1

update matter.js engine 0.17.1 -> 0.18.0
  shouldn't change anything
big fixes
This commit is contained in:
landgreen
2022-06-22 07:21:26 -07:00
parent 698c18482b
commit 784c933260
8 changed files with 984 additions and 385 deletions

View File

@@ -20,13 +20,14 @@ const level = {
// m.setField("time dilation") // m.setField("time dilation")
// b.giveGuns("nail gun") // b.giveGuns("nail gun")
// b.giveGuns("mine") // b.giveGuns("mine")
// tech.giveTech("needle gun") // tech.giveTech("cross disciplinary")
// tech.giveTech("stress concentration") // tech.giveTech("determinism")
// tech.giveTech("pseudoscience")
// for (let i = 0; i < 100; ++i) tech.giveTech("nail-bot") // for (let i = 0; i < 100; ++i) tech.giveTech("nail-bot")
// tech.giveTech("rivet gun") // for (let i = 0; i < 9; ++i) tech.giveTech("emergence")
// tech.giveTech("needle ice") // tech.giveTech("decoherence")
// tech.giveTech("flash freeze") // tech.giveTech("brainstorming")
// tech.giveTech("superfluidity") // tech.giveTech("path integral")
// m.maxHealth = 100 // m.maxHealth = 100
// m.health = m.maxHealth // m.health = m.maxHealth
// for (let i = 0; i < 10; i++) tech.giveTech("tungsten carbide") // for (let i = 0; i < 10; i++) tech.giveTech("tungsten carbide")
@@ -39,9 +40,12 @@ const level = {
// m.immuneCycle = Infinity //you can't take damage // m.immuneCycle = Infinity //you can't take damage
// level.difficultyIncrease(40) //30 is near max on hard //60 is near max on why // level.difficultyIncrease(40) //30 is near max on hard //60 is near max on why
// simulation.enableConstructMode() //used to build maps in testing mode // simulation.enableConstructMode() //used to build maps in testing mode
// level.perplex(); // level.testChamber2();
// spawn.cellBossCulture(1900, -500) // spawn.cellBossCulture(1900, -500)
// level.testing(); //not in rotation, used for testing // level.testing(); //not in rotation, used for testing
// for (let i = 0; i < 4; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "tech");
// for (let i = 0; i < 7; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "research");
// powerUps.research.changeRerolls(100)
// spawn.starter(1900, -500, 300) // spawn.starter(1900, -500, 300)
// for (let i = 0; i < 50; ++i) spawn.starter(1900, -500) // for (let i = 0; i < 50; ++i) spawn.starter(1900, -500)
// spawn.powerUpBoss(1900, -500) // spawn.powerUpBoss(1900, -500)
@@ -4058,6 +4062,264 @@ const level = {
}, -2 * Math.PI / 3) //up left }, -2 * Math.PI / 3) //up left
} }
},
testChamber2() {
level.setPosToSpawn(0, -50); //lower start
level.exit.y = level.enter.y - 550;
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
level.exit.x = level.enter.x;
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 20);
level.defaultZoom = 2200
simulation.zoomTransition(level.defaultZoom)
document.body.style.backgroundColor = "#d0d5d5";
color.map = "#444"
spawn.mapRect(0, -1955, 175, 30);
const removeIndex1 = map.length - 1 //so much work to catch blocks caught at the bottom of the vertical portals
spawn.mapRect(1225, -1955, 175, 30);
const removeIndex2 = map.length - 1 //so much work to catch blocks caught at the bottom of the vertical portals
let portal, portal2, portal3
const hazard = level.hazard((simulation.isHorizontalFlipped ? -350 - 700 : 350), -2025, 700, 10, 0.4) //laser
spawn.mapRect(340, -2032.5, 20, 25); //laser nose
const hazard2 = level.hazard((simulation.isHorizontalFlipped ? -1775 - 150 : 1775), -2550, 150, 10, 0.4) //laser
spawn.mapRect(1920, -2557.5, 20, 25); //laser nose
const button = level.button(2100, -2600)
const buttonDoor = level.button(600, -550)
const door = level.door(312, -750, 25, 190, 185)
level.custom = () => {
if (!(m.cycle % 60)) { //so much work to catch blocks caught at the bottom of the vertical portals
let touching = Matter.Query.collides(map[removeIndex1], body)
if (touching.length) {
Matter.Composite.remove(engine.world, touching[0].bodyB);
for (let i = 0, len = body.length; i < len; i++) {
if (body[i].id === touching[0].bodyB.id) {
body.splice(i, 1);
break
}
}
}
touching = Matter.Query.collides(map[removeIndex2], body)
if (touching.length) {
Matter.Composite.remove(engine.world, touching[0].bodyB);
for (let i = 0, len = body.length; i < len; i++) {
if (body[i].id === touching[0].bodyB.id) {
body.splice(i, 1);
break
}
}
}
}
buttonDoor.query();
buttonDoor.draw();
if (buttonDoor.isUp) {
door.isClosing = true
} else {
door.isClosing = false
}
door.openClose();
portal[2].query()
portal[3].query()
portal2[2].query()
portal2[3].query()
portal3[2].query()
portal3[3].query()
if (button.isUp) {
hazard.isOn = false;
hazard2.isOn = false;
} else {
hazard.isOn = true;
hazard2.isOn = true;
}
button.query();
button.draw();
ctx.fillStyle = "#d4f4f4"
ctx.fillRect(-300, -1000, 650, 500)
level.exit.drawAndCheck();
level.enter.draw();
};
level.customTopLayer = () => {
door.draw();
hazard.opticalQuery();
hazard2.opticalQuery();
portal[0].draw();
portal[1].draw();
portal[2].draw();
portal[3].draw();
portal2[0].draw();
portal2[1].draw();
portal2[2].draw();
portal2[3].draw();
portal3[0].draw();
portal3[1].draw();
portal3[2].draw();
portal3[3].draw();
};
powerUps.spawnStartingPowerUps(1875, -3075);
const powerUpPos = shuffle([{ //no debris on this level but 2 random spawn instead
x: -150,
y: -1775
}, {
x: 2400,
y: -2650
}, {
x: -175,
y: -1375
}, {
x: 1325,
y: -150
}]);
powerUps.chooseRandomPowerUp(powerUpPos[0].x, powerUpPos[0].y);
powerUps.chooseRandomPowerUp(powerUpPos[1].x, powerUpPos[1].y);
//outer wall
spawn.mapRect(2500, -3700, 1200, 3800); //right map wall
spawn.mapRect(-1400, -3800, 1100, 3900); //left map wall
spawn.mapRect(-1400, -4800, 5100, 1200); //map ceiling
spawn.mapRect(-1400, 0, 5100, 1200); //floor
//lower entrance /exit
spawn.mapRect(300, -375, 50, 225);
spawn.bodyRect(312, -150, 25, 140);
spawn.mapRect(300, -10, 50, 50);
spawn.mapVertex(1555, 0, "625 0 75 0 200 -100 500 -100"); //entrance ramp
//upper entrance / exit
spawn.mapRect(-400, -1050, 750, 50);
spawn.mapRect(300, -1050, 50, 300);
// spawn.bodyRect(312, -750, 25, 190);
spawn.mapRect(300, -560, 50, 50);
spawn.bodyRect(750, -725, 125, 125);
spawn.mapRect(1150, -1050, 250, 575);
spawn.mapRect(1725, -550, 50, 200); //walls around portal 3
spawn.mapRect(1925, -550, 500, 200);
spawn.mapRect(1750, -390, 200, 40);
spawn.mapRect(-400, -550, 1800, 200);
spawn.mapRect(-200, -1700, 150, 25); //platform above exit room
spawn.mapRect(-200, -1325, 350, 25);
//portal 3 angled
spawn.mapRect(2425, -450, 100, 100);
//portal 1 bottom
spawn.mapRect(2290, -12, 375, 100);
spawn.mapRect(2350, -24, 375, 100);
spawn.mapRect(2410, -36, 375, 100);
//portal 1 top
spawn.mapRect(2290, -3012, 375, 50);
spawn.mapRect(2350, -3024, 375, 50);
spawn.mapRect(2410, -3036, 375, 50);
spawn.mapRect(1400, -3000, 1300, 50); //floor
spawn.mapRect(1750, -3050, 250, 75);
spawn.mapRect(1400, -3625, 50, 200);
spawn.mapRect(350, -3625, 50, 225);
spawn.mapRect(350, -3260, 50, 60);
spawn.mapRect(200, -3250, 1240, 50);
spawn.mapRect(1400, -3260, 50, 310);
spawn.bodyRect(1412, -3425, 25, 165);
spawn.mapRect(-150, -2925, 150, 25);
//portal 2
spawn.mapRect(-300, -2600, 300, 675); //left platform
spawn.mapRect(1400, -2600, 375, 675); //right platform
spawn.mapRect(1925, -2600, 775, 675); //far right platform
spawn.bodyRect(2130, -2660, 50, 50); //button's block
spawn.mapRect(150, -2100, 200, 175);
spawn.mapRect(1050, -2100, 200, 175);
//mobs
spawn.randomMob(1075, -3500, -0.3);
spawn.randomMob(2175, -700, -0.2);
spawn.randomMob(-75, -850, -0.1);
spawn.randomMob(550, -3400, 0);
spawn.randomMob(0, -1175, 0.5);
spawn.randomMob(-75, -1150, 0.5);
spawn.randomMob(1075, -625, 0.5);
spawn.randomMob(800, -3400, -0.3);
spawn.randomMob(1225, -3375, -0.2);
spawn.randomMob(1200, -1125, -0.1);
spawn.randomMob(2050, -950, 0.5);
if (simulation.difficulty > 40) {
spawn.randomMob(2300, -2775, -0.5);
spawn.randomMob(600, -925, -0.5);
spawn.randomMob(1550, -2750, -0.5);
spawn.randomMob(1350, -1150, -0.5);
spawn.randomMob(-75, -1475, 0);
spawn.randomGroup(600, -2600, 0);
}
if (simulation.difficulty > 1) {
if (Math.random() < 0.5) {
spawn.randomLevelBoss(700, -1550);
} else {
spawn.randomLevelBoss(675, -2775); //["shooterBoss", "launcherBoss", "laserTargetingBoss", "streamBoss", "shieldingBoss", "pulsarBoss", "grenadierBoss"]
}
}
powerUps.addResearchToLevel() //needs to run after mobs are spawned
spawn.secondaryBossChance(1925, -1250)
if (simulation.isHorizontalFlipped) { //flip the map horizontally
level.flipHorizontal(); //only flips map,body,mob,powerUp,cons,consBB, exit
// level.setPosToSpawn(0, -50); //-x // no need since 0
button.min.x = -button.min.x - 126 // flip the button horizontally
button.max.x = -button.max.x + 126 // flip the button horizontally
buttonDoor.min.x = -buttonDoor.min.x - 126 // flip the button horizontally
buttonDoor.max.x = -buttonDoor.max.x + 126 // flip the button horizontally
//this makes the hazard draw, but not collide for reasons I don't understand
//so don't use it, instead just call the hazard differently based on this flip flag
// hazard.min.x = -hazard.min.x - hazard.width //-x-width
// hazard.max.x = -hazard.max.x - hazard.width //-x-width
// hazard2.min.x = -hazard2.min.x - hazard2.width //-x-width
// hazard2.max.x = -hazard2.max.x - hazard2.width //-x-width
portal = level.portal({
x: -2475,
y: -140
}, 2 * Math.PI, { //right
x: -2475,
y: -3140
}, 2 * Math.PI) //right
portal2 = level.portal({
x: -75,
y: -2150
}, -Math.PI / 2, { //up
x: -1325,
y: -2150
}, -Math.PI / 2) //up
portal3 = level.portal({
x: -1850,
y: -585
}, -Math.PI / 2, { //up
x: -2425,
y: -600
}, -1 * Math.PI / 3) //up left
// level.custom = () => { };
// level.customTopLayer = () => {};
} else {
portal = level.portal({
x: 2475,
y: -140
}, Math.PI, { //left
x: 2475,
y: -3140
}, Math.PI) //left
portal2 = level.portal({
x: 75,
y: -2150
}, -Math.PI / 2, { //up
x: 1325,
y: -2150
}, -Math.PI / 2) //up
portal3 = level.portal({
x: 1850,
y: -585
}, -Math.PI / 2, { //up
x: 2425,
y: -600
}, -2 * Math.PI / 3) //up left
}
}, },
sewers() { sewers() {
const button1 = level.button(6600, 2675) const button1 = level.button(6600, 2675)
@@ -4075,7 +4337,10 @@ const level = {
button1.query(); button1.query();
button1.draw(); button1.draw();
ctx.fillStyle = "hsl(175, 15%, 76%)" ctx.fillStyle = "hsl(175, 15%, 76%)"
ctx.fillRect(9300, 2200, 600, 400) ctx.fillRect(9100, 2200, 800, 400)
ctx.fillStyle = "rgba(0,0,0,0.03)" //shadows
ctx.fillRect(6250, 2025, 700, 650)
ctx.fillRect(8000, 2025, 600, 575)
level.exit.drawAndCheck(); level.exit.drawAndCheck();
level.enter.draw(); level.enter.draw();
}; };
@@ -4121,7 +4386,7 @@ const level = {
spawn.bodyRect(1450, -300, 150, 50); spawn.bodyRect(1450, -300, 150, 50);
const xPos = shuffle([600, 1250, 2000]); const xPos = shuffle([600, 1250, 2000]);
spawn.mapRect(xPos[0], -200, 400, 100); spawn.mapRect(xPos[0], -200, 300, 100);
spawn.mapRect(xPos[1], -250, 300, 300); spawn.mapRect(xPos[1], -250, 300, 300);
spawn.mapRect(xPos[2], -150, 300, 200); spawn.mapRect(xPos[2], -150, 300, 200);
@@ -4228,7 +4493,10 @@ const level = {
rotor.rotate(); rotor.rotate();
ctx.fillStyle = "hsl(175, 15%, 76%)" ctx.fillStyle = "hsl(175, 15%, 76%)"
ctx.fillRect(-9300 - 600, 2200, 600, 400) ctx.fillRect(-9900, 2200, 800, 400)
ctx.fillStyle = "rgba(0,0,0,0.03)" //shadows
ctx.fillRect(-6950, 2025, 700, 650)
ctx.fillRect(-8600, 2025, 600, 575)
level.exit.drawAndCheck(); level.exit.drawAndCheck();
level.enter.draw(); level.enter.draw();

View File

@@ -3367,7 +3367,7 @@ const m = {
const drain = m.fieldRegen + 0.0004 const drain = m.fieldRegen + 0.0004
if (m.energy > drain) { if (m.energy > drain) {
m.energy -= drain m.energy -= drain
if (m.immuneCycle < m.cycle + 1) m.immuneCycle = m.cycle + 1; //player is immune to damage for 1/4 seconds // and can't regen if (m.immuneCycle < m.cycle + 1) m.immuneCycle = m.cycle + 1; //player is immune to damage for 1 cycle
m.isBodiesAsleep = true; m.isBodiesAsleep = true;
function sleep(who) { function sleep(who) {
@@ -3469,7 +3469,7 @@ const m = {
x: velocity.x, x: velocity.x,
y: velocity.y - 4 //an extra vertical kick so the player hangs in place longer y: velocity.y - 4 //an extra vertical kick so the player hangs in place longer
}); });
if (m.immuneCycle < m.cycle + 15) m.immuneCycle = m.cycle + 15; //player is immune to damage for 1/4 seconds if (m.immuneCycle < m.cycle + 5) m.immuneCycle = m.cycle + 5; //player is immune to damage for 1/4 seconds
// move bots to player // move bots to player
for (let i = 0; i < bullet.length; i++) { for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType) { if (bullet[i].botType) {

View File

@@ -248,6 +248,7 @@ const powerUps = {
} else if (type === "field") { } else if (type === "field") {
m.setField(index) m.setField(index)
} else if (type === "tech") { } else if (type === "tech") {
if (tech.isBanish && tech.tech[index].isBanished) tech.tech[index].isBanished = false
setTimeout(() => { powerUps.lastTechIndex = index }, 10); setTimeout(() => { powerUps.lastTechIndex = index }, 10);
simulation.makeTextLog(`<span class='color-var'>tech</span>.giveTech("<span class='color-text'>${tech.tech[index].name}</span>")`); simulation.makeTextLog(`<span class='color-var'>tech</span>.giveTech("<span class='color-text'>${tech.tech[index].name}</span>")`);
tech.giveTech(index) tech.giveTech(index)
@@ -270,7 +271,7 @@ const powerUps = {
document.getElementById("choose-grid").style.transitionDuration = "0s"; document.getElementById("choose-grid").style.transitionDuration = "0s";
}, 500); }, 500);
// if (tech.isExtraChoice) { // if (tech.extraChoices) {
// document.body.style.overflowY = "scroll"; // document.body.style.overflowY = "scroll";
// document.body.style.overflowX = "hidden"; // document.body.style.overflowX = "hidden";
// } // }
@@ -304,7 +305,7 @@ const powerUps = {
}, },
endDraft(type, isCanceled = false) { //type should be a gun, tech, or field endDraft(type, isCanceled = false) { //type should be a gun, tech, or field
if (isCanceled) { if (isCanceled) {
if (tech.isCancelTech && Math.random() < 0.94) { if (tech.isCancelTech && Math.random() < 0.96) {
// powerUps.research.use('tech') // powerUps.research.use('tech')
powerUps[type].effect(); powerUps[type].effect();
return return
@@ -330,16 +331,16 @@ const powerUps = {
// powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "tech", false); // powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "tech", false);
// simulation.makeTextLog(`<strong>options exchange</strong>: returns 1 <strong class='color-m'>tech</strong>`) // simulation.makeTextLog(`<strong>options exchange</strong>: returns 1 <strong class='color-m'>tech</strong>`)
// } // }
if (tech.isBanish && type === 'tech') { // banish researched tech by adding them to the list of banished tech // 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 // const banishLength = tech.isDeterminism ? 1 : 3 + tech.extraChoices * 2
for (let i = 0; i < banishLength; i++) { // for (let i = 0; i < banishLength; i++) {
const index = powerUps.tech.choiceLog.length - i - 1 // const index = powerUps.tech.choiceLog.length - i - 1
if (powerUps.tech.choiceLog[index] && tech.tech[powerUps.tech.choiceLog[index]]) { // if (powerUps.tech.choiceLog[index] && tech.tech[powerUps.tech.choiceLog[index]]) {
tech.tech[powerUps.tech.choiceLog[index]].isBanished = true // tech.tech[powerUps.tech.choiceLog[index]].isBanished = true
} // }
} // }
simulation.makeTextLog(`powerUps.tech.length: ${Math.max(0,powerUps.tech.lastTotalChoices - banishLength)}`) // simulation.makeTextLog(`powerUps.tech.length: ${Math.max(0,powerUps.tech.lastTotalChoices - banishLength)}`)
} // }
} }
if (tech.isAnsatz && powerUps.research.count === 0) { if (tech.isAnsatz && powerUps.research.count === 0) {
for (let i = 0; i < 2; i++) powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "research", false); for (let i = 0; i < 2; i++) powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "research", false);
@@ -425,14 +426,14 @@ const powerUps = {
powerUps.research.changeRerolls(-1) powerUps.research.changeRerolls(-1)
} }
powerUps.research.currentRerollCount++ powerUps.research.currentRerollCount++
if (tech.isBanish && type === 'tech') { // banish researched tech // if (tech.isBanish && type === 'tech') { // banish researched tech
const banishLength = tech.isDeterminism ? 1 : 3 + tech.isExtraChoice * 2 // const banishLength = tech.isDeterminism ? 1 : 3 + tech.extraChoices * 2
for (let i = 0; i < banishLength; i++) { // for (let i = 0; i < banishLength; i++) {
const index = powerUps.tech.choiceLog.length - i - 1 // const index = powerUps.tech.choiceLog.length - i - 1
if (powerUps.tech.choiceLog[index] && tech.tech[powerUps.tech.choiceLog[index]]) tech.tech[powerUps.tech.choiceLog[index]].isBanished = true // if (powerUps.tech.choiceLog[index] && tech.tech[powerUps.tech.choiceLog[index]]) tech.tech[powerUps.tech.choiceLog[index]].isBanished = true
} // }
simulation.makeTextLog(`powerUps.tech.length: ${Math.max(0,powerUps.tech.lastTotalChoices - banishLength)}`) // simulation.makeTextLog(`powerUps.tech.length: ${Math.max(0,powerUps.tech.lastTotalChoices - banishLength)}`)
} // }
if (tech.isResearchReality) { if (tech.isResearchReality) {
m.switchWorlds() m.switchWorlds()
simulation.trails() simulation.trails()
@@ -572,121 +573,346 @@ const powerUps = {
} }
} }
}, },
gun: {
name: "gun",
color: "#26a",
size() {
return 35;
},
effect() {
if (m.alive) {
let text = ""
if (!tech.isSuperDeterminism) text += `<div class='cancel' onclick='powerUps.endDraft("gun",true)'>${tech.isCancelTech ? "?":"✕"}</div>`
text += `<h3 style = 'color:#fff; text-align:left; margin: 0px;'>gun</h3>`
let options = [];
for (let i = 0; i < b.guns.length; i++) {
if (!b.guns[i].have) options.push(i);
}
let totalChoices = Math.min(options.length, tech.isDeterminism ? 1 : 3 + tech.extraChoices)
if (tech.isFlipFlopChoices) totalChoices += tech.isRelay ? (tech.isFlipFlopOn ? -1 : 7) : (tech.isFlipFlopOn ? 7 : -1) //flip the order for relay
function removeOption(index) {
for (let i = 0; i < options.length; i++) {
if (options[i] === index) {
options.splice(i, 1) //remove a previous choice from option pool
return
}
}
}
//check for guns that were a choice last time and remove them
for (let i = 0; i < b.guns.length; i++) {
if (options.length - 1 < totalChoices) break //you have to repeat choices if there are not enough choices left to display
if (b.guns[i].isRecentlyShown) removeOption(i)
}
for (let i = 0; i < b.guns.length; i++) b.guns[i].isRecentlyShown = false //reset recently shown back to zero
if (options.length > 0) {
for (let i = 0; i < totalChoices; i++) {
const choose = options[Math.floor(Math.seededRandom(0, options.length))] //pick an element from the array of options
text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choose})"><div class="grid-title"><div class="circle-grid gun"></div> &nbsp; ${b.guns[choose].name}</div> ${b.guns[choose].description}</div>`
b.guns[choose].isRecentlyShown = true
removeOption(choose)
if (options.length < 1) break
}
if (tech.isJunkResearch && powerUps.research.currentRerollCount < 3) {
tech.junkResearchNumber = Math.floor(5 * Math.random())
text += `<div class="choose-grid-module" onclick="powerUps.research.use('gun')"><div class="grid-title"> <span style="position:relative;">`
for (let i = 0; i < tech.junkResearchNumber; i++) text += `<div class="circle-grid junk" style="position:absolute; top:0; left:${15*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
text += `</span>&nbsp; <span class='research-select'>pseudoscience</span></div></div>`
} else if (powerUps.research.count) {
text += `<div class="choose-grid-module" onclick="powerUps.research.use('gun')"><div class="grid-title"> <span style="position:relative;">`
for (let i = 0, len = Math.min(powerUps.research.count, 30); i < len; i++) text += `<div class="circle-grid research" style="position:absolute; top:0; left:${(18 - len*0.3)*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
text += `</span>&nbsp; <span class='research-select'>${tech.isResearchReality?"<span class='alt'>alternate reality</span>": "research"}</span></div></div>`
}
if (tech.isOneGun && b.inventory.length > 0) text += `<div style = "color: #f24">replaces your current gun</div>`
document.getElementById("choose-grid").innerHTML = text
powerUps.showDraft();
}
}
},
// pick(who, skip1 = -1, skip2 = -1, skip3 = -1, skip4 = -1) {
// let options = [];
// for (let i = 0; i < who.length; i++) {
// if (!who[i].have && i !== skip1 && i !== skip2 && i !== skip3 && i !== skip4) {
// options.push(i);
// }
// }
// //remove repeats from last selection
// const totalChoices = tech.isDeterminism ? 1 : 3 + tech.extraChoices * 2
// if (powerUps.gun.choiceLog.length > totalChoices || powerUps.gun.choiceLog.length === totalChoices) { //make sure this isn't the first time getting a power up and there are previous choices to remove
// for (let i = 0; i < totalChoices; i++) { //repeat for each choice from the last selection
// if (options.length > totalChoices) {
// for (let j = 0, len = options.length; j < len; j++) {
// if (powerUps.gun.choiceLog[powerUps.gun.choiceLog.length - 1 - i] === options[j]) {
// options.splice(j, 1) //remove previous choice from option pool
// break
// }
// }
// }
// }
// }
// if (options.length > 0) {
// return options[Math.floor(Math.seededRandom(0, options.length))]
// }
// },
// effectOld() {
// let choice1 = powerUps.gun.pick(b.guns)
// let choice2 = -1
// let choice3 = -1
// if (choice1 > -1) {
// let text = ""
// if (!tech.isSuperDeterminism) text += `<div class='cancel' onclick='powerUps.endDraft("gun",true)'>${tech.isCancelTech ? "?":"✕"}</div>`
// text += `<h3 style = 'color:#fff; text-align:left; margin: 0px;'>gun</h3>`
// text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice1})"><div class="grid-title"><div class="circle-grid gun"></div> &nbsp; ${b.guns[choice1].name}</div> ${b.guns[choice1].description}</div>`
// if (!tech.isDeterminism) {
// choice2 = powerUps.gun.pick(b.guns, choice1)
// if (choice2 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice2})"><div class="grid-title"><div class="circle-grid gun"></div> &nbsp; ${b.guns[choice2].name}</div> ${b.guns[choice2].description}</div>`
// choice3 = powerUps.gun.pick(b.guns, choice1, choice2)
// if (choice3 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice3})"><div class="grid-title"><div class="circle-grid gun"></div> &nbsp; ${b.guns[choice3].name}</div> ${b.guns[choice3].description}</div>`
// }
// if (tech.extraChoices) {
// let choice4 = powerUps.gun.pick(b.guns, choice1, choice2, choice3)
// if (choice4 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice4})"><div class="grid-title"><div class="circle-grid gun"></div> &nbsp; ${b.guns[choice4].name}</div> ${b.guns[choice4].description}</div>`
// let choice5 = powerUps.gun.pick(b.guns, choice1, choice2, choice3, choice4)
// if (choice5 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice5})">
// <div class="grid-title"><div class="circle-grid gun"></div> &nbsp; ${b.guns[choice5].name}</div> ${b.guns[choice5].description}</div>`
// powerUps.gun.choiceLog.push(choice4)
// powerUps.gun.choiceLog.push(choice5)
// }
// powerUps.gun.choiceLog.push(choice1)
// powerUps.gun.choiceLog.push(choice2)
// powerUps.gun.choiceLog.push(choice3)
// // if (powerUps.research.count) text += `<div class="choose-grid-module" onclick="powerUps.research.use('gun')"><div class="grid-title"><div class="circle-grid research"></div> &nbsp; research <span class="research-select">${powerUps.research.count}</span></div></div>`
// if (tech.isJunkResearch && powerUps.research.currentRerollCount < 3) {
// tech.junkResearchNumber = Math.floor(5 * Math.random())
// text += `<div class="choose-grid-module" onclick="powerUps.research.use('gun')"><div class="grid-title"> <span style="position:relative;">`
// for (let i = 0; i < tech.junkResearchNumber; i++) text += `<div class="circle-grid junk" style="position:absolute; top:0; left:${15*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
// text += `</span>&nbsp; <span class='research-select'>pseudoscience</span></div></div>`
// } else if (powerUps.research.count) {
// text += `<div class="choose-grid-module" onclick="powerUps.research.use('gun')"><div class="grid-title"> <span style="position:relative;">`
// for (let i = 0, len = Math.min(powerUps.research.count, 30); i < len; i++) text += `<div class="circle-grid research" style="position:absolute; top:0; left:${(18 - len*0.3)*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
// text += `</span>&nbsp; <span class='research-select'>${tech.isResearchReality?"<span class='alt'>alternate reality</span>": "research"}</span></div></div>`
// }
// if (tech.isOneGun && b.inventory.length > 0) text += `<div style = "color: #f24">replaces your current gun</div>`
// document.getElementById("choose-grid").innerHTML = text
// powerUps.showDraft();
// }
// }
},
field: { field: {
name: "field", name: "field",
color: "#0cf", color: "#0cf",
size() { size() {
return 45; return 45;
}, },
pick(who, skip1 = -1, skip2 = -1, skip3 = -1, skip4 = -1) {
let options = [];
for (let i = 1; i < who.length; i++) {
if (i !== m.fieldMode && i !== skip1 && i !== skip2 && i !== skip3 && i !== skip4) options.push(i);
}
//remove repeats from last selection
const totalChoices = tech.isDeterminism ? 1 : 3 + tech.isExtraChoice * 2
if (powerUps.field.choiceLog.length > totalChoices || powerUps.field.choiceLog.length === totalChoices) { //make sure this isn't the first time getting a power up and there are previous choices to remove
for (let i = 0; i < totalChoices; i++) { //repeat for each choice from the last selection
if (options.length > totalChoices) {
for (let j = 0, len = options.length; j < len; j++) {
if (powerUps.field.choiceLog[powerUps.field.choiceLog.length - 1 - i] === options[j]) {
options.splice(j, 1) //remove previous choice from option pool
break
}
}
}
}
}
if (options.length > 0) {
// return options[Math.floor(Math.random() * options.length)]
return options[Math.floor(Math.seededRandom(0, options.length))]
}
},
choiceLog: [], //records all previous choice options
effect() { effect() {
let choice1 = powerUps.field.pick(m.fieldUpgrades) if (m.alive) {
let choice2 = -1
let choice3 = -1
if (choice1 > -1) {
let text = "" let text = ""
if (!tech.isSuperDeterminism) text += `<div class='cancel' onclick='powerUps.endDraft("field",true)'>${tech.isCancelTech ? "?":"✕"}</div>` if (!tech.isSuperDeterminism) text += `<div class='cancel' onclick='powerUps.endDraft("field",true)'>${tech.isCancelTech ? "?":"✕"}</div>`
text += `<h3 style = 'color:#fff; text-align:left; margin: 0px;'>field</h3>` text += `<h3 style = 'color:#fff; text-align:left; margin: 0px;'>field</h3>`
text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice1})"><div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${m.fieldUpgrades[choice1].name}</div> ${m.fieldUpgrades[choice1].description}</div>`
powerUps.field.choiceLog.push(choice1)
if (!tech.isDeterminism) {
choice2 = powerUps.field.pick(m.fieldUpgrades, choice1)
if (choice2 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice2})"><div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${m.fieldUpgrades[choice2].name}</div> ${m.fieldUpgrades[choice2].description}</div>`
choice3 = powerUps.field.pick(m.fieldUpgrades, choice1, choice2)
if (choice3 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice3})"><div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${m.fieldUpgrades[choice3].name}</div> ${m.fieldUpgrades[choice3].description}</div>`
powerUps.field.choiceLog.push(choice2)
powerUps.field.choiceLog.push(choice3)
}
if (tech.isExtraChoice) {
let choice4 = powerUps.field.pick(m.fieldUpgrades, choice1, choice2, choice3)
if (choice4 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice4})"><div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${m.fieldUpgrades[choice4].name}</div> ${m.fieldUpgrades[choice4].description}</div>`
let choice5 = powerUps.field.pick(m.fieldUpgrades, choice1, choice2, choice3, choice4)
if (choice5 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice5})"><div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${m.fieldUpgrades[choice5].name}</div> ${m.fieldUpgrades[choice5].description}</div>`
powerUps.field.choiceLog.push(choice4)
powerUps.field.choiceLog.push(choice5)
}
let options = [];
for (let i = 1; i < m.fieldUpgrades.length; i++) { //skip field emitter
if (i !== m.fieldMode) options.push(i);
}
let totalChoices = Math.min(options.length, tech.isDeterminism ? 1 : 3 + tech.extraChoices)
if (tech.isFlipFlopChoices) totalChoices += tech.isRelay ? (tech.isFlipFlopOn ? -1 : 7) : (tech.isFlipFlopOn ? 7 : -1) //flip the order for relay
function removeOption(index) {
for (let i = 0; i < options.length; i++) {
if (options[i] === index) {
options.splice(i, 1) //remove a previous choice from option pool
return
}
}
}
//check for fields that were a choice last time and remove them
for (let i = 0; i < m.fieldUpgrades.length; i++) {
if (options.length - 1 < totalChoices) break //you have to repeat choices if there are not enough choices left to display
if (m.fieldUpgrades[i].isRecentlyShown) removeOption(i)
}
for (let i = 0; i < m.fieldUpgrades.length; i++) m.fieldUpgrades[i].isRecentlyShown = false //reset recently shown back to zero
if (options.length > 0) {
for (let i = 0; i < totalChoices; i++) {
const choose = options[Math.floor(Math.seededRandom(0, options.length))] //pick an element from the array of options
text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choose})"><div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${m.fieldUpgrades[choose].name}</div> ${m.fieldUpgrades[choose].description}</div>`
m.fieldUpgrades[choose].isRecentlyShown = true
removeOption(choose)
if (options.length < 1) break
}
if (tech.isJunkResearch && powerUps.research.currentRerollCount < 3) { if (tech.isJunkResearch && powerUps.research.currentRerollCount < 3) {
tech.junkResearchNumber = Math.floor(4 * Math.random()) tech.junkResearchNumber = Math.floor(5 * Math.random())
text += `<div class="choose-grid-module" onclick="powerUps.research.use('field')"><div class="grid-title"> <span style="position:relative;">` text += `<div class="choose-grid-module" onclick="powerUps.research.use('field')"><div class="grid-title"> <span style="position:relative;">`
for (let i = 0; i < tech.junkResearchNumber; i++) text += `<div class="circle-grid junk" style="position:absolute; top:0; left:${15*i}px ;opacity:0.8; border: 1px #fff solid;"></div>` for (let i = 0; i < tech.junkResearchNumber; i++) text += `<div class="circle-grid junk" style="position:absolute; top:0; left:${15*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
text += `</span>&nbsp; <span class='research-select'>pseudoscience</span></div></div>` text += `</span>&nbsp; <span class='research-select'>pseudoscience</span></div></div>`
} else if (powerUps.research.count) { } else if (powerUps.research.count) {
text += `<div class="choose-grid-module" onclick="powerUps.research.use('field')"><div class="grid-title"> <span style="position:relative;">` text += `<div class="choose-grid-module" onclick="powerUps.research.use('field')"><div class="grid-title"> <span style="position:relative;">`
for (let i = 0, len = Math.min(powerUps.research.count, 30); i < len; i++) text += `<div class="circle-grid research" style="position:absolute; top:0; left:${(18 - len*0.3)*i}px ;opacity:0.8; border: 1px #fff solid;"></div>` for (let i = 0, len = Math.min(powerUps.research.count, 30); i < len; i++) text += `<div class="circle-grid research" style="position:absolute; top:0; left:${(18 - len*0.3)*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
// text += `</span>&nbsp; <span class='research-select'>research</span></div></div>`
text += `</span>&nbsp; <span class='research-select'>${tech.isResearchReality?"<span class='alt'>alternate reality</span>": "research"}</span></div></div>` text += `</span>&nbsp; <span class='research-select'>${tech.isResearchReality?"<span class='alt'>alternate reality</span>": "research"}</span></div></div>`
} }
//(${powerUps.research.count})
// text += `<div style = 'color:#fff'>${simulation.SVGrightMouse} activate the shield with the right mouse<br>fields shield you from damage <br>and let you pick up and throw blocks</div>`
document.getElementById("choose-grid").innerHTML = text document.getElementById("choose-grid").innerHTML = text
powerUps.showDraft(); powerUps.showDraft();
} }
} }
}, },
// pick(who, skip1 = -1, skip2 = -1, skip3 = -1, skip4 = -1) {
// let options = [];
// for (let i = 1; i < who.length; i++) {
// if (i !== m.fieldMode && i !== skip1 && i !== skip2 && i !== skip3 && i !== skip4) options.push(i);
// }
// //remove repeats from last selection
// const totalChoices = tech.isDeterminism ? 1 : 3 + tech.extraChoices * 2
// if (powerUps.field.choiceLog.length > totalChoices || powerUps.field.choiceLog.length === totalChoices) { //make sure this isn't the first time getting a power up and there are previous choices to remove
// for (let i = 0; i < totalChoices; i++) { //repeat for each choice from the last selection
// if (options.length > totalChoices) {
// for (let j = 0, len = options.length; j < len; j++) {
// if (powerUps.field.choiceLog[powerUps.field.choiceLog.length - 1 - i] === options[j]) {
// options.splice(j, 1) //remove previous choice from option pool
// break
// }
// }
// }
// }
// }
// if (options.length > 0) {
// // return options[Math.floor(Math.random() * options.length)]
// return options[Math.floor(Math.seededRandom(0, options.length))]
// }
// },
// effectOld() {
// let choice1 = powerUps.field.pick(m.fieldUpgrades)
// let choice2 = -1
// let choice3 = -1
// if (choice1 > -1) {
// let text = ""
// if (!tech.isSuperDeterminism) text += `<div class='cancel' onclick='powerUps.endDraft("field",true)'>${tech.isCancelTech ? "?":"✕"}</div>`
// text += `<h3 style = 'color:#fff; text-align:left; margin: 0px;'>field</h3>`
// text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice1})"><div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${m.fieldUpgrades[choice1].name}</div> ${m.fieldUpgrades[choice1].description}</div>`
// powerUps.field.choiceLog.push(choice1)
// if (!tech.isDeterminism) {
// choice2 = powerUps.field.pick(m.fieldUpgrades, choice1)
// if (choice2 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice2})"><div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${m.fieldUpgrades[choice2].name}</div> ${m.fieldUpgrades[choice2].description}</div>`
// choice3 = powerUps.field.pick(m.fieldUpgrades, choice1, choice2)
// if (choice3 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice3})"><div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${m.fieldUpgrades[choice3].name}</div> ${m.fieldUpgrades[choice3].description}</div>`
// powerUps.field.choiceLog.push(choice2)
// powerUps.field.choiceLog.push(choice3)
// }
// if (tech.extraChoices) {
// let choice4 = powerUps.field.pick(m.fieldUpgrades, choice1, choice2, choice3)
// if (choice4 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice4})"><div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${m.fieldUpgrades[choice4].name}</div> ${m.fieldUpgrades[choice4].description}</div>`
// let choice5 = powerUps.field.pick(m.fieldUpgrades, choice1, choice2, choice3, choice4)
// if (choice5 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice5})"><div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${m.fieldUpgrades[choice5].name}</div> ${m.fieldUpgrades[choice5].description}</div>`
// powerUps.field.choiceLog.push(choice4)
// powerUps.field.choiceLog.push(choice5)
// }
// if (tech.isJunkResearch && powerUps.research.currentRerollCount < 3) {
// tech.junkResearchNumber = Math.floor(4 * Math.random())
// text += `<div class="choose-grid-module" onclick="powerUps.research.use('field')"><div class="grid-title"> <span style="position:relative;">`
// for (let i = 0; i < tech.junkResearchNumber; i++) text += `<div class="circle-grid junk" style="position:absolute; top:0; left:${15*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
// text += `</span>&nbsp; <span class='research-select'>pseudoscience</span></div></div>`
// } else if (powerUps.research.count) {
// text += `<div class="choose-grid-module" onclick="powerUps.research.use('field')"><div class="grid-title"> <span style="position:relative;">`
// for (let i = 0, len = Math.min(powerUps.research.count, 30); i < len; i++) text += `<div class="circle-grid research" style="position:absolute; top:0; left:${(18 - len*0.3)*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
// // text += `</span>&nbsp; <span class='research-select'>research</span></div></div>`
// text += `</span>&nbsp; <span class='research-select'>${tech.isResearchReality?"<span class='alt'>alternate reality</span>": "research"}</span></div></div>`
// }
// //(${powerUps.research.count})
// // text += `<div style = 'color:#fff'>${simulation.SVGrightMouse} activate the shield with the right mouse<br>fields shield you from damage <br>and let you pick up and throw blocks</div>`
// document.getElementById("choose-grid").innerHTML = text
// powerUps.showDraft();
// }
// }
},
tech: { tech: {
name: "tech", name: "tech",
color: "hsl(246,100%,77%)", //"#a8f", color: "hsl(246,100%,77%)", //"#a8f",
size() { size() {
return 42; return 42;
}, },
choiceLog: [], //records all previous choice options
lastTotalChoices: 0, //tracks how many tech were available for random selection last time a tech was picked up
// banishLog: [], //records all tech permanently removed from the selection pool
effect() { effect() {
if (m.alive) { if (m.alive) {
function pick(skip1 = null, skip2 = null, skip3 = null, skip4 = null) { let text = ""
let options = []; if (!tech.isSuperDeterminism) text += `<div class='cancel' onclick='powerUps.endDraft("tech",true)'>${tech.isCancelTech ? "?":"✕"}</div>`
text += `<h3 style = 'color:#fff; text-align:left; margin: 0px;'>tech</h3>`
let options = []; //generate all options
optionLengthNoDuplicates = 0
for (let i = 0; i < tech.tech.length; i++) { for (let i = 0; i < tech.tech.length; i++) {
if (tech.tech[i].count < tech.tech[i].maxCount && i !== skip1 && i !== skip2 && i !== skip3 && i !== skip4 && tech.tech[i].allowed() && !tech.tech[i].isBanished) { if (tech.tech[i].count < tech.tech[i].maxCount && tech.tech[i].allowed() && !tech.tech[i].isBanished) {
if (tech.tech[i].frequency > 0) optionLengthNoDuplicates++
for (let j = 0, len = tech.tech[i].frequency; j < len; j++) options.push(i); for (let j = 0, len = tech.tech[i].frequency; j < len; j++) options.push(i);
} }
} }
powerUps.tech.lastTotalChoices = options.length //this is recorded so that banish can know how many tech were available // console.log(optionLengthNoDuplicates, options.length)
const totalChoices = tech.isDeterminism ? 1 : 3 + tech.isExtraChoice * 2 function removeOption(index) {
if (powerUps.tech.choiceLog.length > totalChoices || powerUps.tech.choiceLog.length === totalChoices) { //make sure this isn't the first time getting a power up and there are previous choices to remove for (let i = options.length; i > -1; i--) {
for (let i = 0; i < totalChoices; i++) { //repeat for each choice from the last selection if (index === options[i]) {
if (options.length > totalChoices) { options.splice(i, 1) //remove all copies of that option form the options array (some tech are in the options array multiple times because of frequency)
for (let j = 0, len = options.length; j < len; j++) { optionLengthNoDuplicates--
if (powerUps.tech.choiceLog[powerUps.tech.choiceLog.length - 1 - i] === options[j]) {
options.splice(j, 1) //remove previous choice from option pool
break;
}
}
} }
if (options.length < 1) return;
} }
} }
//set total choices
let totalChoices = tech.isDeterminism ? 1 : 3 + tech.extraChoices
if (tech.isFlipFlopChoices) totalChoices += tech.isRelay ? (tech.isFlipFlopOn ? -1 : 7) : (tech.isFlipFlopOn ? 7 : -1) //flip the order for relay
if (optionLengthNoDuplicates < totalChoices + 1) { //if not enough options for all the choices
// console.log('if not enough options for all the choices')
totalChoices = optionLengthNoDuplicates
if (tech.isBanish) { //when you run out of options eject banish
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].name === "decoherence") powerUps.ejectTech(i, true)
}
simulation.makeTextLog(`decoherence <span class='color-var'>tech</span> ejected`)
simulation.makeTextLog(`options reset`)
}
}
if (tech.tooManyTechChoices) {
tech.tooManyTechChoices = false
totalChoices = optionLengthNoDuplicates
}
//check for tech that were a choice last time and remove them
if (optionLengthNoDuplicates > totalChoices) {
// console.log('check for tech that were a choice last time and remove them', optionLengthNoDuplicates, options.length)
for (let i = 0; i < tech.tech.length; i++) {
if (optionLengthNoDuplicates > totalChoices) {
if (tech.tech[i].isRecentlyShown) {
// console.log(i)
removeOption(i)
}
} else {
break //you have to repeat choices if there are not enough choices left to display
}
}
}
for (let i = 0; i < tech.tech.length; i++) tech.tech[i].isRecentlyShown = false //reset recently shown back to zero
// powerUps.tech.lastTotalChoices = options.length //this is recorded so that banish can know how many tech were available
// console.log(optionLengthNoDuplicates, options.length)
if (options.length > 0) { if (options.length > 0) {
// const choose = options[Math.floor(Math.random() * options.length)] for (let i = 0; i < totalChoices; i++) {
const choose = options[Math.floor(Math.seededRandom(0, options.length))] if (options.length < 1) break
const isCount = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count+1}x)` : ""; const choose = options[Math.floor(Math.seededRandom(0, options.length))] //pick an element from the array of options
if (tech.isBanish) {
tech.tech[choose].isBanished = true
if (i === 0) simulation.makeTextLog(`options.length = ${optionLengthNoDuplicates}`)
}
//avoid displaying repeated tech options at the same time
removeOption(choose)
tech.tech[choose].isRecentlyShown = true
const isCount = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count+1}x)` : "";
if (tech.tech[choose].isFieldTech) { if (tech.tech[choose].isFieldTech) {
text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title"> text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title">
<span style="position:relative;"> <span style="position:relative;">
@@ -708,65 +934,28 @@ const powerUps = {
} else { } else {
text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title"><div class="circle-grid tech"></div> &nbsp; ${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div>` text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title"><div class="circle-grid tech"></div> &nbsp; ${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div>`
} }
if (options.length < 1) break
// text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title"><div class="circle-grid tech"></div> &nbsp; ${tech.tech[choose].name}</div> ${tech.tech[choose].description}</div>`
return choose
} else if (tech.isBanish) { //if no tech options available eject banish tech
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].name === "decoherence") powerUps.ejectTech(i)
} }
}
}
let text = ""
if (!tech.isSuperDeterminism) text += `<div class='cancel' onclick='powerUps.endDraft("tech",true)'>${tech.isCancelTech ? "?":"✕"}</div>`
text += `<h3 style = 'color:#fff; text-align:left; margin: 0px;'>tech</h3>`
let choice1 = pick()
// console.log(choice1)
let choice2 = null
let choice3 = null
if (choice1 !== null) {
powerUps.tech.choiceLog.push(choice1)
if (!tech.isDeterminism) {
choice2 = pick(choice1)
// if (choice2 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choice2})"><div class="grid-title"><div class="circle-grid tech"></div> &nbsp; ${tech.tech[choice2].name}</div> ${tech.tech[choice2].description}</div>`
choice3 = pick(choice1, choice2)
// if (choice3 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choice3})"><div class="grid-title"><div class="circle-grid tech"></div> &nbsp; ${tech.tech[choice3].name}</div> ${tech.tech[choice3].description}</div>`
powerUps.tech.choiceLog.push(choice2)
powerUps.tech.choiceLog.push(choice3)
}
if (tech.isExtraChoice) {
let choice4 = pick(choice1, choice2, choice3)
// if (choice4 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choice4})"><div class="grid-title"><div class="circle-grid tech"></div> &nbsp; ${tech.tech[choice4].name}</div> ${tech.tech[choice4].description}</div>`
let choice5 = pick(choice1, choice2, choice3, choice4)
// if (choice5 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choice5})"><div class="grid-title"><div class="circle-grid tech"></div> &nbsp; ${tech.tech[choice5].name}</div> ${tech.tech[choice5].description}</div>`
powerUps.tech.choiceLog.push(choice4)
powerUps.tech.choiceLog.push(choice5)
}
// if (powerUps.research.count) text += `<div class="choose-grid-module" onclick="powerUps.research.use('tech')"><div class="grid-title"><div class="circle-grid research"></div> &nbsp; research <span class="research-select">${powerUps.research.count}</span></div></div>`
if (tech.isExtraGunField) { if (tech.isExtraGunField) {
if (Math.random() > 0.5 && b.inventory.length < b.guns.length) { if (Math.random() > 0.5 && b.inventory.length < b.guns.length) {
//bonus gun in tech menu let gunOptions = [];
let choiceGun = powerUps.gun.pick(b.guns) for (let i = 0; i < b.guns.length; i++) {
powerUps.gun.choiceLog.push(choiceGun) if (!b.guns[i].have) gunOptions.push(i);
text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choiceGun})"><div class="grid-title"><div class="circle-grid gun"></div> &nbsp; ${b.guns[choiceGun].name}</div> ${b.guns[choiceGun].description}</div>` }
const pick = gunOptions[Math.floor(Math.seededRandom(0, gunOptions.length))] //pick an element from the array of options
text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${pick})"><div class="grid-title"><div class="circle-grid gun"></div> &nbsp; ${b.guns[pick].name}</div> ${b.guns[pick].description}</div>`
} else { } else {
//bonus field in tech menu let fieldOptions = [];
let choiceField = powerUps.field.pick(m.fieldUpgrades) for (let i = 1; i < m.fieldUpgrades.length; i++) { //skip field emitter
powerUps.field.choiceLog.push(choiceField) if (i !== m.fieldMode) fieldOptions.push(i);
text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choiceField})"><div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${m.fieldUpgrades[choiceField].name}</div> ${m.fieldUpgrades[choiceField].description}</div>` }
const pick = options[Math.floor(Math.seededRandom(0, fieldOptions.length))] //pick an element from the array of options
text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${pick})"><div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${m.fieldUpgrades[pick].name}</div> ${m.fieldUpgrades[pick].description}</div>`
} }
} }
if (tech.tooManyTechChoices) {
tech.tooManyTechChoices--
for (let i = 0; i < powerUps.tech.lastTotalChoices; i++) pick()
}
if (tech.isBrainstorm && !tech.isBrainstormActive && !simulation.isChoosing) { if (tech.isBrainstorm && !tech.isBrainstormActive && !simulation.isChoosing) {
tech.isBrainstormActive = true tech.isBrainstormActive = true
let count = 0 let count = 0
requestAnimationFrame(cycle);
function cycle() { function cycle() {
count++ count++
@@ -782,8 +971,8 @@ const powerUps = {
tech.isBrainstormActive = false tech.isBrainstormActive = false
} }
} }
requestAnimationFrame(cycle);
} }
//add in research button or pseudoscience button //add in research button or pseudoscience button
if (tech.isJunkResearch && powerUps.research.currentRerollCount < 3) { if (tech.isJunkResearch && powerUps.research.currentRerollCount < 3) {
tech.junkResearchNumber = Math.floor(5 * Math.random()) tech.junkResearchNumber = Math.floor(5 * Math.random())
@@ -796,115 +985,160 @@ const powerUps = {
// text += `</span>&nbsp; <span class='research-select'>research</span></div></div>` // text += `</span>&nbsp; <span class='research-select'>research</span></div></div>`
text += `</span>&nbsp; <span class='research-select'>${tech.isResearchReality?"<span class='alt'>alternate reality</span>": "research"}</span></div></div>` text += `</span>&nbsp; <span class='research-select'>${tech.isResearchReality?"<span class='alt'>alternate reality</span>": "research"}</span></div></div>`
} }
document.getElementById("choose-grid").innerHTML = text
powerUps.showDraft();
}
}
},
// effectOld() {
// if (m.alive) {
// function pick(skip1 = null, skip2 = null, skip3 = null, skip4 = null) {
// let options = [];
// for (let i = 0; i < tech.tech.length; i++) {
// if (tech.tech[i].count < tech.tech[i].maxCount && i !== skip1 && i !== skip2 && i !== skip3 && i !== skip4 && tech.tech[i].allowed() && !tech.tech[i].isBanished) {
// for (let j = 0, len = tech.tech[i].frequency; j < len; j++) options.push(i);
// }
// }
// powerUps.tech.lastTotalChoices = options.length //this is recorded so that banish can know how many tech were available
// if (tech.isBrainstorm && tech.isBrainstormActive < 4) { // const totalChoices = tech.isDeterminism ? 1 : 3 + tech.extraChoices * 2
// setTimeout(() => { // if (powerUps.tech.choiceLog.length > totalChoices || powerUps.tech.choiceLog.length === totalChoices) { //make sure this isn't the first time getting a power up and there are previous choices to remove
// if (simulation.isChoosing) { // for (let i = 0; i < totalChoices; i++) { //repeat for each choice from the last selection
// tech.isBrainstormActive++ // if (options.length > totalChoices) {
// for (let j = 0, len = options.length; j < len; j++) {
// if (powerUps.tech.choiceLog[powerUps.tech.length - 1 - i] === options[j]) {
// options.splice(j, 1) //remove previous choice from option pool
// break;
// }
// }
// }
// }
// }
// if (options.length > 0) {
// // const choose = options[Math.floor(Math.random() * options.length)]
// const choose = options[Math.floor(Math.seededRandom(0, options.length))]
// const isCount = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count+1}x)` : "";
// if (tech.tech[choose].isFieldTech) {
// text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title">
// <span style="position:relative;">
// <div class="circle-grid tech" style="position:absolute; top:0; left:0;opacity:0.8;"></div>
// <div class="circle-grid field" style="position:absolute; top:0; left:10px;opacity:0.65;"></div>
// </span>
// &nbsp; &nbsp; &nbsp; &nbsp; ${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() :tech.tech[choose].description}</div></div>`
// } else if (tech.tech[choose].isGunTech) {
// text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title">
// <span style="position:relative;">
// <div class="circle-grid tech" style="position:absolute; top:0; left:0;opacity:0.8;"></div>
// <div class="circle-grid gun" style="position:absolute; top:0; left:10px; opacity:0.65;"></div>
// </span>
// &nbsp; &nbsp; &nbsp; &nbsp; ${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() :tech.tech[choose].description}</div></div>`
// } else if (tech.tech[choose].isLore) {
// text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title lore-text"><div class="circle-grid lore"></div> &nbsp; ${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div>`
// } else if (tech.tech[choose].isJunk) {
// text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title"><div class="circle-grid junk"></div> &nbsp; ${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div>`
// } else {
// text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title"><div class="circle-grid tech"></div> &nbsp; ${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div>`
// }
// // text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title"><div class="circle-grid tech"></div> &nbsp; ${tech.tech[choose].name}</div> ${tech.tech[choose].description}</div>`
// return choose
// } else if (tech.isBanish) { //if no tech options available eject banish tech
// for (let i = 0, len = tech.tech.length; i < len; i++) {
// if (tech.tech[i].name === "decoherence") powerUps.ejectTech(i)
// }
// }
// }
// let text = ""
// if (!tech.isSuperDeterminism) text += `<div class='cancel' onclick='powerUps.endDraft("tech",true)'>${tech.isCancelTech ? "?":"✕"}</div>`
// text += `<h3 style = 'color:#fff; text-align:left; margin: 0px;'>tech</h3>`
// let choice1 = pick()
// // console.log(choice1)
// let choice2 = null
// let choice3 = null
// if (choice1 !== null) {
// powerUps.tech.choiceLog.push(choice1)
// if (!tech.isDeterminism) {
// choice2 = pick(choice1)
// // if (choice2 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choice2})"><div class="grid-title"><div class="circle-grid tech"></div> &nbsp; ${tech.tech[choice2].name}</div> ${tech.tech[choice2].description}</div>`
// choice3 = pick(choice1, choice2)
// // if (choice3 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choice3})"><div class="grid-title"><div class="circle-grid tech"></div> &nbsp; ${tech.tech[choice3].name}</div> ${tech.tech[choice3].description}</div>`
// powerUps.tech.choiceLog.push(choice2)
// powerUps.tech.choiceLog.push(choice3)
// }
// if (tech.extraChoices) {
// let choice4 = pick(choice1, choice2, choice3)
// // if (choice4 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choice4})"><div class="grid-title"><div class="circle-grid tech"></div> &nbsp; ${tech.tech[choice4].name}</div> ${tech.tech[choice4].description}</div>`
// let choice5 = pick(choice1, choice2, choice3, choice4)
// // if (choice5 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choice5})"><div class="grid-title"><div class="circle-grid tech"></div> &nbsp; ${tech.tech[choice5].name}</div> ${tech.tech[choice5].description}</div>`
// powerUps.tech.choiceLog.push(choice4)
// powerUps.tech.choiceLog.push(choice5)
// }
// // if (powerUps.research.count) text += `<div class="choose-grid-module" onclick="powerUps.research.use('tech')"><div class="grid-title"><div class="circle-grid research"></div> &nbsp; research <span class="research-select">${powerUps.research.count}</span></div></div>`
// if (tech.isExtraGunField) {
// if (Math.random() > 0.5 && b.inventory.length < b.guns.length) {
// //bonus gun in tech menu
// let choiceGun = powerUps.gun.pick(b.guns)
// powerUps.gun.choiceLog.push(choiceGun)
// text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choiceGun})"><div class="grid-title"><div class="circle-grid gun"></div> &nbsp; ${b.guns[choiceGun].name}</div> ${b.guns[choiceGun].description}</div>`
// } else {
// //bonus field in tech menu
// let choiceField = powerUps.field.pick(m.fieldUpgrades)
// powerUps.field.choiceLog.push(choiceField)
// text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choiceField})"><div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${m.fieldUpgrades[choiceField].name}</div> ${m.fieldUpgrades[choiceField].description}</div>`
// }
// }
// if (tech.tooManyTechChoices) {
// tech.tooManyTechChoices--
// for (let i = 0; i < powerUps.tech.lastTotalChoices; i++) pick()
// }
// if (tech.isBrainstorm && !tech.isBrainstormActive && !simulation.isChoosing) {
// tech.isBrainstormActive = true
// let count = 0
// requestAnimationFrame(cycle);
// function cycle() {
// count++
// if (count < tech.brainStormDelay * 5 && simulation.isChoosing) {
// if (!(count % tech.brainStormDelay)) {
// powerUps.tech.effect(); // powerUps.tech.effect();
// //turn off the normal 500ms delay // document.getElementById("choose-grid").style.pointerEvents = "auto"; //turn off the normal 500ms delay
// document.getElementById("choose-grid").style.pointerEvents = "auto";
// document.body.style.cursor = "auto"; // document.body.style.cursor = "auto";
// document.getElementById("choose-grid").style.transitionDuration = "0s"; // document.getElementById("choose-grid").style.transitionDuration = "0s";
// } else {
// tech.isBrainstormActive = 0;
// } // }
// }, 1000); // requestAnimationFrame(cycle);
// } else { // } else {
// tech.isBrainstormActive = 0; // tech.isBrainstormActive = false
// }
// }
// } // }
document.getElementById("choose-grid").innerHTML = text // //add in research button or pseudoscience button
powerUps.showDraft(); // if (tech.isJunkResearch && powerUps.research.currentRerollCount < 3) {
// tech.junkResearchNumber = Math.floor(5 * Math.random())
} // text += `<div class="choose-grid-module" onclick="powerUps.research.use('tech')"><div class="grid-title"> <span style="position:relative;">`
} // for (let i = 0; i < tech.junkResearchNumber; i++) text += `<div class="circle-grid junk" style="position:absolute; top:0; left:${15*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
} // text += `</span>&nbsp; <span class='research-select'>pseudoscience</span></div></div>`
}, // } else if (powerUps.research.count) {
gun: { // text += `<div class="choose-grid-module" onclick="powerUps.research.use('tech')"><div class="grid-title"> <span style="position:relative;">`
name: "gun", // for (let i = 0, len = Math.min(powerUps.research.count, 30); i < len; i++) text += `<div class="circle-grid research" style="position:absolute; top:0; left:${(18 - len*0.3)*i}px;opacity:0.8; border: 1px #fff solid;"></div>`
color: "#26a", // // text += `</span>&nbsp; <span class='research-select'>research</span></div></div>`
size() { // text += `</span>&nbsp; <span class='research-select'>${tech.isResearchReality?"<span class='alt'>alternate reality</span>": "research"}</span></div></div>`
return 35; // }
}, // document.getElementById("choose-grid").innerHTML = text
pick(who, skip1 = -1, skip2 = -1, skip3 = -1, skip4 = -1) { // powerUps.showDraft();
let options = []; // }
for (let i = 0; i < who.length; i++) { // }
if (!who[i].have && i !== skip1 && i !== skip2 && i !== skip3 && i !== skip4) { // }
options.push(i);
}
}
//remove repeats from last selection
const totalChoices = tech.isDeterminism ? 1 : 3 + tech.isExtraChoice * 2
if (powerUps.gun.choiceLog.length > totalChoices || powerUps.gun.choiceLog.length === totalChoices) { //make sure this isn't the first time getting a power up and there are previous choices to remove
for (let i = 0; i < totalChoices; i++) { //repeat for each choice from the last selection
if (options.length > totalChoices) {
for (let j = 0, len = options.length; j < len; j++) {
if (powerUps.gun.choiceLog[powerUps.gun.choiceLog.length - 1 - i] === options[j]) {
options.splice(j, 1) //remove previous choice from option pool
break
}
}
}
}
}
if (options.length > 0) {
// console.log(`random: ${Math.seededRandom(0, options.length)}`)
return options[Math.floor(Math.seededRandom(0, options.length))]
// return options[Math.floor(Math.random() * options.length)]
}
},
choiceLog: [], //records all previous choice options
effect() {
let choice1 = powerUps.gun.pick(b.guns)
let choice2 = -1
let choice3 = -1
if (choice1 > -1) {
let text = ""
if (!tech.isSuperDeterminism) text += `<div class='cancel' onclick='powerUps.endDraft("gun",true)'>${tech.isCancelTech ? "?":"✕"}</div>`
text += `<h3 style = 'color:#fff; text-align:left; margin: 0px;'>gun</h3>`
text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice1})"><div class="grid-title"><div class="circle-grid gun"></div> &nbsp; ${b.guns[choice1].name}</div> ${b.guns[choice1].description}</div>`
if (!tech.isDeterminism) {
choice2 = powerUps.gun.pick(b.guns, choice1)
if (choice2 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice2})"><div class="grid-title"><div class="circle-grid gun"></div> &nbsp; ${b.guns[choice2].name}</div> ${b.guns[choice2].description}</div>`
choice3 = powerUps.gun.pick(b.guns, choice1, choice2)
if (choice3 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice3})"><div class="grid-title"><div class="circle-grid gun"></div> &nbsp; ${b.guns[choice3].name}</div> ${b.guns[choice3].description}</div>`
}
if (tech.isExtraChoice) {
let choice4 = powerUps.gun.pick(b.guns, choice1, choice2, choice3)
if (choice4 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice4})"><div class="grid-title"><div class="circle-grid gun"></div> &nbsp; ${b.guns[choice4].name}</div> ${b.guns[choice4].description}</div>`
let choice5 = powerUps.gun.pick(b.guns, choice1, choice2, choice3, choice4)
if (choice5 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice5})">
<div class="grid-title"><div class="circle-grid gun"></div> &nbsp; ${b.guns[choice5].name}</div> ${b.guns[choice5].description}</div>`
powerUps.gun.choiceLog.push(choice4)
powerUps.gun.choiceLog.push(choice5)
}
powerUps.gun.choiceLog.push(choice1)
powerUps.gun.choiceLog.push(choice2)
powerUps.gun.choiceLog.push(choice3)
// if (powerUps.research.count) text += `<div class="choose-grid-module" onclick="powerUps.research.use('gun')"><div class="grid-title"><div class="circle-grid research"></div> &nbsp; research <span class="research-select">${powerUps.research.count}</span></div></div>`
if (tech.isJunkResearch && powerUps.research.currentRerollCount < 3) {
tech.junkResearchNumber = Math.floor(5 * Math.random())
text += `<div class="choose-grid-module" onclick="powerUps.research.use('gun')"><div class="grid-title"> <span style="position:relative;">`
for (let i = 0; i < tech.junkResearchNumber; i++) text += `<div class="circle-grid junk" style="position:absolute; top:0; left:${15*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
text += `</span>&nbsp; <span class='research-select'>pseudoscience</span></div></div>`
} else if (powerUps.research.count) {
text += `<div class="choose-grid-module" onclick="powerUps.research.use('gun')"><div class="grid-title"> <span style="position:relative;">`
for (let i = 0, len = Math.min(powerUps.research.count, 30); i < len; i++) text += `<div class="circle-grid research" style="position:absolute; top:0; left:${(18 - len*0.3)*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
text += `</span>&nbsp; <span class='research-select'>${tech.isResearchReality?"<span class='alt'>alternate reality</span>": "research"}</span></div></div>`
}
if (tech.isOneGun && b.inventory.length > 0) text += `<div style = "color: #f24">replaces your current gun</div>`
document.getElementById("choose-grid").innerHTML = text
powerUps.showDraft();
}
}
}, },
onPickUp(who) { onPickUp(who) {
powerUps.research.currentRerollCount = 0 powerUps.research.currentRerollCount = 0
if (tech.isTechDamage && who.name === "tech") m.damage(0.11) if (tech.isTechDamage && who.name === "tech") m.damage(0.11 + 0.11 * tech.isEnergyHealth)
if (tech.isMassEnergy) m.energy += 2; if (tech.isMassEnergy) m.energy += 2;
if (tech.isMineDrop && bullet.length < 150 && Math.random() < 0.6) { if (tech.isMineDrop && bullet.length < 150 && Math.random() < 0.6) {
if (tech.isLaserMine && input.down) { if (tech.isLaserMine && input.down) {
@@ -1027,10 +1261,8 @@ const powerUps = {
for (let i = 0; i < 3; i++) powerUps.spawnRandomPowerUp(x, y); for (let i = 0; i < 3; i++) powerUps.spawnRandomPowerUp(x, y);
} }
}, },
ejectTech(choose = 'random') { ejectTech(choose = 'random', isOverride = false) {
if (!simulation.isChoosing) if (!simulation.isChoosing || isOverride) {
//find which tech you have //find which tech you have
if (choose === 'random') { if (choose === 'random') {
const have = [] const have = []
@@ -1080,6 +1312,7 @@ const powerUps = {
} else { } else {
return false return false
} }
}
}, },
pauseEjectTech(index) { pauseEjectTech(index) {
if ((tech.isPauseEjectTech || simulation.testing) && !simulation.isChoosing && !tech.tech[index].isNonRefundable) { if ((tech.isPauseEjectTech || simulation.testing) && !simulation.isChoosing && !tech.tech[index].isNonRefundable) {

View File

@@ -105,7 +105,7 @@ const simulation = {
simulation.isTimeSkipping = true; simulation.isTimeSkipping = true;
for (let i = 0; i < cycles; i++) { for (let i = 0; i < cycles; i++) {
simulation.cycle++; simulation.cycle++;
// m.walk_cycle += (m.flipLegs * m.Vx) * 0.5; //makes the legs look like they are moving fast (it's times 0.5 because when they move too fast it's a blur) // m.walk_cycle += (m.flipLegs * m.Vx) * 0.5; //makes the legs look like they are moving fast this is just gonna run for each method call since it needs some tweaking
simulation.gravity(); simulation.gravity();
Engine.update(engine, simulation.delta); Engine.update(engine, simulation.delta);
// level.custom(); // level.custom();

View File

@@ -1,7 +1,7 @@
//main object for spawning things in a level //main object for spawning things in a level
const spawn = { const spawn = {
nonCollideBossList: ["cellBossCulture", "bomberBoss", "powerUpBoss", "growBossCulture"], nonCollideBossList: ["cellBossCulture", "bomberBoss", "powerUpBoss", "growBossCulture"],
// other bosses: suckerBoss, laserBoss, tetherBoss, bounceBoss, sprayBoss //these need a particular level to work so they are not included in the random pool // other bosses: suckerBoss, laserBoss, tetherBoss, bounceBoss, sprayBoss, mineBoss //these need a particular level to work so they are not included in the random pool
randomBossList: [ randomBossList: [
"orbitalBoss", "historyBoss", "shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss", "laserTargetingBoss", "orbitalBoss", "historyBoss", "shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss", "laserTargetingBoss",
"powerUpBoss", "powerUpBossBaby", "streamBoss", "pulsarBoss", "spawnerBossCulture", "grenadierBoss", "growBossCulture", "blinkBoss", "powerUpBoss", "powerUpBossBaby", "streamBoss", "pulsarBoss", "spawnerBossCulture", "grenadierBoss", "growBossCulture", "blinkBoss",
@@ -3576,7 +3576,7 @@ const spawn = {
ctx.setLineDash([]); ctx.setLineDash([]);
} }
}, },
sprayBoss(x, y, radius = 35, isSpawnBossPowerUp = true) { sprayBoss(x, y, radius = 40, isSpawnBossPowerUp = true) {
mobs.spawn(x, y, 16, radius, "rgb(255,255,255)"); mobs.spawn(x, y, 16, radius, "rgb(255,255,255)");
let me = mob[mob.length - 1]; let me = mob[mob.length - 1];
me.isBoss = true; me.isBoss = true;
@@ -3588,7 +3588,7 @@ const spawn = {
me.frictionAir = 0; me.frictionAir = 0;
me.restitution = 1 me.restitution = 1
spawn.spawnOrbitals(me, radius + 50 + 125 * Math.random(), 1) spawn.spawnOrbitals(me, radius + 50 + 125 * Math.random(), 1)
Matter.Body.setDensity(me, 0.0022 + 0.0001 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger Matter.Body.setDensity(me, 0.002 + 0.0001 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
me.damageReduction = 0.09 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1) me.damageReduction = 0.09 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.startingDamageReduction = me.damageReduction me.startingDamageReduction = me.damageReduction
me.isInvulnerable = false me.isInvulnerable = false
@@ -3630,8 +3630,8 @@ const spawn = {
if (this.speed < 0.01) { if (this.speed < 0.01) {
Matter.Body.setVelocity(this, Vector.mult(Vector.normalise(Vector.sub(player.position, this.position)), 0.1)); Matter.Body.setVelocity(this, Vector.mult(Vector.normalise(Vector.sub(player.position, this.position)), 0.1));
} else { } else {
if (Math.abs(this.velocity.y) < 11) Matter.Body.setVelocity(this, { x: this.velocity.x, y: this.velocity.y * 1.07 }); if (Math.abs(this.velocity.y) < 10) Matter.Body.setVelocity(this, { x: this.velocity.x, y: this.velocity.y * 1.05 });
if (Math.abs(this.velocity.x) < 8) Matter.Body.setVelocity(this, { x: this.velocity.x * 1.07, y: this.velocity.y }); if (Math.abs(this.velocity.x) < 8) Matter.Body.setVelocity(this, { x: this.velocity.x * 1.05, y: this.velocity.y });
} }
} }
me.burstFire = function() { me.burstFire = function() {
@@ -4816,8 +4816,8 @@ const spawn = {
me.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet; me.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet;
me.onDeath = function() { me.onDeath = function() {
if (simulation.difficulty > 11) { //explode AoE if (simulation.difficulty > 11) { //explode AoE
const radius = 100 + simulation.difficulty + 60 * Math.random() const radius = 100 + 0.5 * simulation.difficulty + 50 * Math.random()
if (m.immuneCycle < m.cycle && Vector.magnitude(Vector.sub(this.position, player.position)) < radius) m.damage(0.0004 * radius * simulation.dmgScale); if (m.immuneCycle < m.cycle && Vector.magnitude(Vector.sub(this.position, player.position)) < radius) m.damage(0.0003 * radius * simulation.dmgScale);
simulation.drawList.push({ //add dmg to draw queue simulation.drawList.push({ //add dmg to draw queue
x: this.position.x, x: this.position.x,
y: this.position.y, y: this.position.y,

View File

@@ -4,6 +4,7 @@ const tech = {
for (let i = 0, len = tech.tech.length; i < len; i++) { for (let i = 0, len = tech.tech.length; i < len; i++) {
tech.tech[i].count = 0 tech.tech[i].count = 0
tech.tech[i].isLost = false tech.tech[i].isLost = false
tech.tech[i].isBanished = false
tech.tech[i].remove(); tech.tech[i].remove();
if (tech.tech[i].isJunk) { if (tech.tech[i].isJunk) {
tech.tech[i].frequency = 0 tech.tech[i].frequency = 0
@@ -224,7 +225,7 @@ const tech = {
damageFromTech() { damageFromTech() {
let dmg = 1 //m.fieldDamage let dmg = 1 //m.fieldDamage
if (tech.isDeathSkipTime) dmg *= 1.67 if (tech.isDeathSkipTime) dmg *= 1.67
if (tech.isNoDraftPause) dmg *= 1.4 if (tech.isNoDraftPause) dmg *= 1.34
if (tech.isCloakingDamage) dmg *= 1.35 if (tech.isCloakingDamage) dmg *= 1.35
if (tech.isTechDamage) dmg *= 1.9 if (tech.isTechDamage) dmg *= 1.9
if (tech.isMaxEnergyTech) dmg *= 1.5 if (tech.isMaxEnergyTech) dmg *= 1.5
@@ -1794,6 +1795,24 @@ const tech = {
tech.isFlipFlopDamage = false; tech.isFlipFlopDamage = false;
} }
}, },
{
name: "integrated circuit",
description: "if <strong class='color-flop'>ON</strong> <strong>+7</strong> power up <strong>choices</strong><br>if <strong class='color-flop'>OFF</strong> <strong>-1</strong> power up <strong>choices</strong>",
maxCount: 1,
count: 0,
frequency: 4,
frequencyDefault: 4,
allowed() {
return (tech.isFlipFlop || tech.isRelay) && !tech.isDeterminism
},
requires: "ON/OFF tech not determinism",
effect() {
tech.isFlipFlopChoices = true //do you have this tech
},
remove() {
tech.isFlipFlopChoices = false
}
},
{ {
name: "transistor", name: "transistor",
description: "if <strong class='color-flop'>ON</strong> generate <strong>20</strong> <strong class='color-f'>energy</strong> per second<br>if <strong class='color-flop'>OFF</strong> drain <strong>1</strong> <strong class='color-f'>energy</strong> per second", description: "if <strong class='color-flop'>ON</strong> generate <strong>20</strong> <strong class='color-f'>energy</strong> per second<br>if <strong class='color-flop'>OFF</strong> drain <strong>1</strong> <strong class='color-f'>energy</strong> per second",
@@ -2107,7 +2126,7 @@ const tech = {
frequency: 1, frequency: 1,
frequencyDefault: 1, frequencyDefault: 1,
allowed() { allowed() {
return !tech.isZeno && !tech.isNoHeals && !tech.isPiezo && !tech.isRewindAvoidDeath && !tech.isTechDamage && !tech.isMutualism //&& !tech.isAmmoFromHealth && !tech.isRewindGun return !tech.isZeno && !tech.isNoHeals && !tech.isPiezo && !tech.isRewindAvoidDeath && !tech.isMutualism //&& !tech.isAmmoFromHealth && !tech.isRewindGun
}, },
requires: "not Zeno, ergodicity, piezoelectricity, CPT, antiscience, mutualism", requires: "not Zeno, ergodicity, piezoelectricity, CPT, antiscience, mutualism",
effect: () => { effect: () => {
@@ -2494,10 +2513,8 @@ const tech = {
count: 0, count: 0,
frequency: 1, frequency: 1,
frequencyDefault: 1, frequencyDefault: 1,
allowed() { allowed() { return true },
return !tech.isEnergyHealth requires: "",
},
requires: "not mass-energy",
effect() { effect() {
tech.isTechDamage = true; tech.isTechDamage = true;
}, },
@@ -2776,7 +2793,7 @@ const tech = {
{ {
name: "Ψ(t) collapse", name: "Ψ(t) collapse",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Wave_function_collapse' class="link">Ψ(t) collapse</a>`, link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Wave_function_collapse' class="link">Ψ(t) collapse</a>`,
description: `after you <strong class='color-r'>research</strong> enter an <strong class='alt'>alternate reality</strong><br>spawn ${powerUps.orb.research(14)}`, description: `after you <strong class='color-r'>research</strong> enter an <strong class='alt'>alternate reality</strong><br>spawn ${powerUps.orb.research(17)}`,
maxCount: 1, maxCount: 1,
count: 0, count: 0,
frequency: 1, frequency: 1,
@@ -2785,7 +2802,7 @@ const tech = {
return !tech.isSwitchReality && !tech.isCollisionRealitySwitch && !tech.isJunkResearch return !tech.isSwitchReality && !tech.isCollisionRealitySwitch && !tech.isJunkResearch
}, },
requires: "not many-worlds, non-unitary, pseudoscience", requires: "not many-worlds, non-unitary, pseudoscience",
bonusResearch: 14, bonusResearch: 17,
effect() { effect() {
tech.isResearchReality = true; tech.isResearchReality = true;
for (let i = 0; i < this.bonusResearch; i++) powerUps.spawn(m.pos.x + Math.random() * 60, m.pos.y + Math.random() * 60, "research", false); for (let i = 0; i < this.bonusResearch; i++) powerUps.spawn(m.pos.x + Math.random() * 60, m.pos.y + Math.random() * 60, "research", false);
@@ -2958,8 +2975,8 @@ const tech = {
}, },
{ {
name: "emergence", name: "emergence",
description: "<strong class='color-m'>tech</strong>, <strong class='color-f'>fields</strong>, and <strong class='color-g'>guns</strong> have <strong>5</strong> <strong>choices</strong><br><strong>+5%</strong> <strong class='color-j'>JUNK</strong> to <strong class='color-m'>tech</strong> pool", description: "<strong class='color-m'>tech</strong>, <strong class='color-f'>fields</strong>, and <strong class='color-g'>guns</strong> have <strong>+2</strong> <strong>choices</strong><br><strong>+4%</strong> <strong class='color-j'>JUNK</strong> to <strong class='color-m'>tech</strong> pool",
maxCount: 1, maxCount: 9,
count: 0, count: 0,
frequency: 1, frequency: 1,
frequencyDefault: 1, frequencyDefault: 1,
@@ -2968,21 +2985,41 @@ const tech = {
}, },
requires: "not determinism", requires: "not determinism",
effect: () => { effect: () => {
tech.isExtraChoice = true; tech.extraChoices += 2;
this.refundAmount += tech.addJunkTechToPool(0.05) this.refundAmount += tech.addJunkTechToPool(0.04)
}, },
refundAmount: 0, refundAmount: 0,
remove() { remove() {
tech.isExtraChoice = false; tech.extraChoices = 0;
if (this.count > 0 && this.refundAmount > 0) { if (this.count > 0 && this.refundAmount > 0) {
tech.removeJunkTechFromPool(this.refundAmount) tech.removeJunkTechFromPool(this.refundAmount)
this.refundAmount = 0 this.refundAmount = 0
} }
} }
}, },
{
name: "path integral",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Path_integral_formulation' class="link">path integral</a>`,
description: "your next <strong class='color-m'>tech</strong> choice<br>presents every possible <strong>option</strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
isNonRefundable: true,
// isJunk: true,
allowed() { return true },
requires: "",
effect() {
tech.tooManyTechChoices = 1
// for (let i = 0; i < this.bonusResearch; i++) powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "research", false);
},
remove() {
tech.tooManyTechChoices = 0
}
},
{ {
name: "determinism", name: "determinism",
description: "spawn <strong>5</strong> <strong class='color-m'>tech</strong>, but you have only<br> <strong>1 choice</strong> for <strong class='color-m'>tech</strong>, <strong class='color-f'>fields</strong>, and <strong class='color-g'>guns</strong>", description: "spawn <strong>5</strong> <strong class='color-m'>tech</strong><br>only <strong>1 choice</strong> for <strong class='color-m'>tech</strong>, <strong class='color-f'>fields</strong>, and <strong class='color-g'>guns</strong>",
maxCount: 1, maxCount: 1,
count: 0, count: 0,
frequency: 1, frequency: 1,
@@ -2990,9 +3027,9 @@ const tech = {
isBadRandomOption: true, isBadRandomOption: true,
isNonRefundable: true, isNonRefundable: true,
allowed() { allowed() {
return !tech.isExtraChoice && !tech.isExtraGunField return !tech.extraChoices && !tech.isExtraGunField && !tech.isFlipFlopChoices
}, },
requires: "NOT EXPERIMENT MODE, not emergence, cross disciplinary", requires: "NOT EXPERIMENT MODE, not emergence, cross disciplinary, integrated circuit",
effect: () => { effect: () => {
tech.isDeterminism = true; tech.isDeterminism = true;
//if you change the number spawned also change it in Born rule //if you change the number spawned also change it in Born rule
@@ -3019,7 +3056,7 @@ const tech = {
}, },
{ {
name: "superdeterminism", name: "superdeterminism",
description: `spawn <strong>5</strong> <strong class='color-m'>tech</strong>, but you have <strong>no cancel</strong><br>and ${powerUps.orb.research(1)}, no longer <strong>spawn</strong>`, description: `spawn <strong>5</strong> <strong class='color-m'>tech</strong><br>you have <strong>no cancel</strong> and ${powerUps.orb.research(1)}, no longer <strong>spawn</strong>`,
maxCount: 1, maxCount: 1,
count: 0, count: 0,
frequency: 4, frequency: 4,
@@ -3106,7 +3143,7 @@ const tech = {
{ {
name: "eternalism", name: "eternalism",
// description: `increase <strong class='color-d'>damage</strong> by <strong>60%</strong>, but <strong>time</strong> doesn't <strong>pause</strong><br>while choosing a choosing a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong>`, //${powerUps.orb.heal()} or // description: `increase <strong class='color-d'>damage</strong> by <strong>60%</strong>, but <strong>time</strong> doesn't <strong>pause</strong><br>while choosing a choosing a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong>`, //${powerUps.orb.heal()} or
description: "<strong>+40%</strong> <strong class='color-d'>damage</strong><br><strong>time</strong> can't be <strong>paused</strong> <em>(time can be dilated)</em>", description: "<strong>+34%</strong> <strong class='color-d'>damage</strong><br><strong>time</strong> can't be <strong>paused</strong> <em>(time can be dilated)</em>",
maxCount: 1, maxCount: 1,
count: 0, count: 0,
frequency: 1, frequency: 1,
@@ -3253,7 +3290,7 @@ const tech = {
{ {
name: "options exchange", name: "options exchange",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Option_(finance)' class="link">options exchange</a>`, link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Option_(finance)' class="link">options exchange</a>`,
description: `clicking <strong style = 'font-size:150%;'>×</strong> for a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong> has a <strong>94%</strong><br>chance to randomize <strong>choices</strong> and not <strong>cancel</strong>`, description: `clicking <strong style = 'font-size:150%;'>×</strong> for a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong> has a <strong>96%</strong><br>chance to randomize <strong>choices</strong> and not <strong>cancel</strong>`,
maxCount: 1, maxCount: 1,
count: 0, count: 0,
frequency: 1, frequency: 1,
@@ -3602,7 +3639,7 @@ const tech = {
// text = `` // text = ``
// let num = 3 // let num = 3
// if (tech.isExtraChoice) num = 5 // if (tech.extraChoices) num = 5
// if (tech.isDeterminism) num = 1 // if (tech.isDeterminism) num = 1
// for (let i = 0; i < num; i++) { // for (let i = 0; i < num; i++) {
// const index = powerUps.tech.choiceLog[powerUps.tech.choiceLog.length - i - 1] // const index = powerUps.tech.choiceLog[powerUps.tech.choiceLog.length - i - 1]
@@ -3627,7 +3664,7 @@ const tech = {
// effect: () => { // effect: () => {
// powerUps.research.changeRerolls(-2) // powerUps.research.changeRerolls(-2)
// let num = 3 // let num = 3
// if (tech.isExtraChoice) num = 5 // if (tech.extraChoices) num = 5
// if (tech.isDeterminism) num = 1 // if (tech.isDeterminism) num = 1
// for (let i = 0; i < num; i++) { // for (let i = 0; i < num; i++) {
// const index = powerUps.tech.choiceLog[powerUps.tech.choiceLog.length - i - 1] // const index = powerUps.tech.choiceLog[powerUps.tech.choiceLog.length - i - 1]
@@ -9591,27 +9628,6 @@ const tech = {
// tech.tooManyTechChoices = 0 // tech.tooManyTechChoices = 0
// } // }
// }, // },
{
name: "path integral",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Path_integral_formulation' class="link">path integral</a>`,
// description: "your next <strong>3</strong> <strong class='color-m'>tech</strong> choices<br>present almost every possible <strong>option</strong>",
description: "your next <strong class='color-m'>tech</strong> choice<br>presents almost every possible <strong>option</strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
isNonRefundable: true,
isJunk: true,
allowed() { return true },
requires: "",
effect() {
tech.tooManyTechChoices = 1
for (let i = 0; i < this.bonusResearch; i++) powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "research", false);
},
remove() {
tech.tooManyTechChoices = 0
}
},
{ {
name: "rule 30", name: "rule 30",
maxCount: 1, maxCount: 1,
@@ -9625,7 +9641,7 @@ const tech = {
effect() {}, effect() {},
remove() {}, remove() {},
state: [ state: [
[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] [Math.random() > 0.8, false, false, false, Math.random() > 0.8, false, false, false, false, false, false, false, false, false, true, false, false, false, Math.random() > 0.8, false, false, false, Math.random() > 0.8, false, false, false, false, Math.random() > 0.8, false]
], ],
rule(state, a, b, c) { rule(state, a, b, c) {
//30 //30
@@ -9640,14 +9656,56 @@ const tech = {
}, },
id: 0, id: 0,
descriptionFunction() { descriptionFunction() {
const loop = () => {
if (this.id === 0 && Math.random() < 0.5) { if ((simulation.paused || simulation.isChoosing) && m.alive && !build.isExperimentSelection) { //&& (!simulation.isChoosing || this.count === 0)
// for (let i = 0; i < 29; i++) this.state[0][i] = Math.random() < 0.5 //randomize seed let b = []; //produce next row
this.name = "rule 90" b.push(this.rule(this.state[this.state.length - 1], this.state[this.state.length - 1].length - 1, 0, 1)); //left edge wrap around
this.link = `<a target="_blank" href='https://en.wikipedia.org/w/index.php?search=${encodeURIComponent(this.name).replace(/'/g, '%27')}&title=Special:Search' class="link">${this.name}</a>` for (let i = 1; i < this.state[this.state.length - 1].length - 1; i++) { //apply rule to the rest of the array
// console.log(this.name) b.push(this.rule(this.state[this.state.length - 1], i - 1, i, i + 1));
this.state[0] = [false, false, false, false, false, false, false, false, false, false, false, false, false, false, true, true, false, false, false, false, false, false, false, false, false, false, false, false, false] }
this.rule = function(state, a, b, c) { b.push(this.rule(this.state[this.state.length - 1], this.state[this.state.length - 1].length - 2, this.state[this.state.length - 1].length - 1, 0)); //right edge wrap around
this.state.push(b)
if (document.getElementById(`cellular-rule-id${this.id}`)) document.getElementById(`cellular-rule-id${this.id}`).innerHTML = this.outputText() //convert to squares and send HTML
if (this.count && this.state.length < 120 && !(this.state.length % 10)) powerUps.spawn(m.pos.x - 50 + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "research");
setTimeout(() => { loop() }, 400);
}
}
setTimeout(() => { loop() }, 400);
this.id++
return `<span id = "cellular-rule-id${this.id}" style = "letter-spacing: 0px;font-size: 50%;line-height: normal;">${this.outputText()}</span>`
},
outputText() {
let text = ""
for (let j = 0; j < this.state.length; j++) {
text += "<p style = 'margin-bottom: -11px;'>"
for (let i = 0; i < this.state[j].length; i++) {
if (this.state[j][i]) {
text += "⬛" //"█" //"■"
} else {
text += "⬜" //"&nbsp;&nbsp;&nbsp;&nbsp;" //"□"
}
}
text += "</p>"
}
return text
},
},
{
name: "rule 90",
maxCount: 1,
count: 0,
frequency: 0,
isJunk: true,
allowed() {
return true
},
requires: "",
effect() {},
remove() {},
state: [
[false, false, false, false, Math.random() > 0.8, false, false, false, false, Math.random() > 0.8, false, false, false, Math.random() > 0.8, true, true, false, false, false, false, Math.random() > 0.8, Math.random() > 0.8, false, false, false, false, false, false, Math.random() > 0.8]
],
rule(state, a, b, c) { //90
if (state[a] && state[b] && state[c]) return false; // TTT => F if (state[a] && state[b] && state[c]) return false; // TTT => F
if (state[a] && state[b] && !state[c]) return true; // TTF => T if (state[a] && state[b] && !state[c]) return true; // TTF => T
if (state[a] && !state[b] && state[c]) return false; //TFT => F if (state[a] && !state[b] && state[c]) return false; //TFT => F
@@ -9656,9 +9714,10 @@ const tech = {
if (!state[a] && state[b] && !state[c]) return false; //FTF => F if (!state[a] && state[b] && !state[c]) return false; //FTF => F
if (!state[a] && !state[b] && state[c]) return true; //FFT => T if (!state[a] && !state[b] && state[c]) return true; //FFT => T
if (!state[a] && !state[b] && !state[c]) return false; //FFF => F if (!state[a] && !state[b] && !state[c]) return false; //FFF => F
} },
} id: 90,
descriptionFunction() {
// this.link = `<a target="_blank" href='https://en.wikipedia.org/w/index.php?search=${encodeURIComponent(this.name).replace(/'/g, '%27')}&title=Special:Search' class="link">${this.name}</a>`
const loop = () => { const loop = () => {
if ((simulation.paused || simulation.isChoosing) && m.alive && !build.isExperimentSelection) { //&& (!simulation.isChoosing || this.count === 0) if ((simulation.paused || simulation.isChoosing) && m.alive && !build.isExperimentSelection) { //&& (!simulation.isChoosing || this.count === 0)
let b = []; //produce next row let b = []; //produce next row
@@ -9955,7 +10014,7 @@ const tech = {
isFarAwayDmg: null, isFarAwayDmg: null,
isEntanglement: null, isEntanglement: null,
isMassEnergy: null, isMassEnergy: null,
isExtraChoice: null, extraChoices: null,
laserBotCount: null, laserBotCount: null,
dynamoBotCount: null, dynamoBotCount: null,
nailBotCount: null, nailBotCount: null,
@@ -10134,6 +10193,7 @@ const tech = {
// isFlipFlopLevelReset: null, // isFlipFlopLevelReset: null,
isFlipFlopDamage: null, isFlipFlopDamage: null,
isFlipFlopEnergy: null, isFlipFlopEnergy: null,
isFlipFlopChoices: null,
isRelay: null, isRelay: null,
relayIce: null, relayIce: null,
isMetaAnalysis: null, isMetaAnalysis: null,

4
lib/matter.min.js vendored

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@@ -1,24 +1,59 @@
******************************************************** NEXT PATCH ************************************************** ******************************************************** NEXT PATCH **************************************************
nail gun tech: stress concentration - if a mob has below 50% durability after taking damage rewrite of the tech,gun,field selection code
from needles or rivets near the center of it's body it dies odds of new bugs is pretty high, but the code is shorter and faster, so easier to fix
path integral is no longer a JUNK tech
lets you choose from every option on next tech
emergence is stackable
+2 power up choices per stack
caliber 16->25% nail, needle, rivet size/damage tech: integrated circuit - if ON +7 power up choices if OFF -1
combined tech: flagella - spores move +50% faster
spores follow you if they can't find a target
shock wave stun also applies to sporangium
no longer reduces explosion size
JUNK tech: reincarnation - kill all mobs and spawn new ones update matter.js engine 0.17.1 -> 0.18.0
(also spawn a few extra mobs for fun) shouldn't change anything
big fixes
updated pause menu and fields descriptions to new wording style
bug fixes
*********************************************************** TODO ***************************************************** *********************************************************** TODO *****************************************************
Tech: florescence
wormhole tech: entropic gravity - gain defense for each research
requires wormhole or negative mass field or pilot wave
shrapnel: a new bullet type: a very small bullet with no targeting that has a high gravity arc
maybe 1 bounce or no bounce before it ends on map or mob collision
often spawns in groups
testChamber2
mechanics
companion cube
bring cube to the end and use it to unlock research
level draws on the block to show it's different
only this block can trigger a button
if cube no longer exists or is off the map spawn a new one
double portal fling chain
for player?
for cube
button that activates a laser beam that hits a target and opens a door
in order to enter the door you need to place the cube on the button to activate the laser
cube has to fly through a portal in oder to get to the button
you can't use your body
story:
you pick up the cube early on and have to get it to a button
you run through the level to get the cube, clearing the level of mobs
picking up the cube spawns the boss
maybe an extra hard boss that is designed for that level
blockBoss?
you must get the cube to a button near the start of the level
the button opens a door
normal blocks don't work
normal blocks spawn into mobs like blockBoss
or mobs don't spawn blocks
or just the code looks for the cube
or the cube is resting on a button, and when you take the cube off the button the laser fires
mitosis: after needle,bullets or rivets hit a surface split off into two smaller less damaging versions that have their velocity reset -firerate
tech: florescence
Hitting a mob makes it emit lasers from its vertices Hitting a mob makes it emit lasers from its vertices
all laser but pulse? all laser but pulse?
should trigger a global cd so it can't occur more then once per cycle should trigger a global cd so it can't occur more then once per cycle
@@ -68,6 +103,9 @@ super balls do more damage after bouncing?
how to check for bounce? how to check for bounce?
maybe just increases damage after hitting a mob maybe just increases damage after hitting a mob
Make environmental damages also damage mobs
So if a mob passes through laser, it gets damaged
dark mode: dark mode:
look at Tinyfolks, 20 minutes till dawn look at Tinyfolks, 20 minutes till dawn