ice IX energy

laser bots now use the same laser code as the player
mod: thermoelectric effect - ice IX bullets give you 7% energy after they collides with mobs
This commit is contained in:
landgreen
2020-10-04 18:16:01 -07:00
parent b1f4109827
commit 7947e69d4d
6 changed files with 144 additions and 86 deletions

View File

@@ -379,7 +379,10 @@ const b = {
laser(where = {
x: mech.pos.x + 20 * Math.cos(mech.angle),
y: mech.pos.y + 20 * Math.sin(mech.angle)
}, angle = mech.angle, dmg = mod.laserDamage, reflections = mod.laserReflections, isThickBeam = false) {
}, whereEnd = {
x: where.x + 3000 * Math.cos(mech.angle),
y: where.y + 3000 * Math.sin(mech.angle)
}, dmg = mod.laserDamage, reflections = mod.laserReflections, isThickBeam = false) {
const reflectivity = 1 - 1 / (reflections * 1.5)
let damage = b.dmgScale * dmg
let best = {
@@ -391,14 +394,13 @@ const b = {
v2: null
};
const color = "#f00";
const range = 3000;
const path = [{
x: where.x,
y: where.y
},
{
x: where.x + range * Math.cos(angle),
y: where.y + range * Math.sin(angle)
x: whereEnd.x,
y: whereEnd.y
}
];
const vertexCollision = function (v1, v1End, domain) {
@@ -470,7 +472,7 @@ const b = {
const d = Vector.sub(path[path.length - 1], path[path.length - 2]);
const nn = Vector.mult(n, 2 * Vector.dot(d, n));
const r = Vector.normalise(Vector.sub(d, nn));
path[path.length] = Vector.add(Vector.mult(r, range), path[path.length - 1]);
path[path.length] = Vector.add(Vector.mult(r, 3000), path[path.length - 1]);
};
checkForCollisions();
@@ -802,6 +804,7 @@ const b = {
mobs.statusSlow(who, 60)
this.endCycle = game.cycle
if (mod.isHeavyWater) mobs.statusDoT(who, 0.1, 300)
if (mod.iceEnergy && !who.shield) mech.energy += mod.iceEnergy //&& mech.energy < mech.maxEnergy
},
onEnd() {},
do() {
@@ -1323,7 +1326,7 @@ const b = {
minDmgSpeed: 2,
lookFrequency: 40 + Math.floor(7 * Math.random()),
acceleration: 0.0015 * (1 + 0.3 * Math.random()),
range: 500 * (1 + 0.2 * Math.random()) + 150 * mod.isLaserBotUpgrade,
range: 700 * (1 + 0.1 * Math.random()) + 250 * mod.isLaserBotUpgrade,
followRange: 150 + Math.floor(30 * Math.random()),
offPlayer: {
x: 0,
@@ -1351,17 +1354,19 @@ const b = {
y: this.velocity.y * 0.95
});
//find targets
if (!(game.cycle % this.lookFrequency) && !mech.isCloak) {
if (!(game.cycle % this.lookFrequency)) {
this.lockedOn = null;
let closeDist = this.range;
for (let i = 0, len = mob.length; i < len; ++i) {
const DIST = Vector.magnitude(Vector.sub(this.vertices[0], mob[i].position));
if (DIST - mob[i].radius < closeDist &&
!mob[i].isShielded &&
Matter.Query.ray(map, this.vertices[0], mob[i].position).length === 0 &&
Matter.Query.ray(body, this.vertices[0], mob[i].position).length === 0) {
closeDist = DIST;
this.lockedOn = mob[i]
if (!mech.isCloak) {
let closeDist = this.range;
for (let i = 0, len = mob.length; i < len; ++i) {
const DIST = Vector.magnitude(Vector.sub(this.vertices[0], mob[i].position));
if (DIST - mob[i].radius < closeDist &&
!mob[i].isShielded &&
Matter.Query.ray(map, this.vertices[0], mob[i].position).length === 0 &&
Matter.Query.ray(body, this.vertices[0], mob[i].position).length === 0) {
closeDist = DIST;
this.lockedOn = mob[i]
}
}
}
//randomize position relative to player
@@ -1374,42 +1379,46 @@ const b = {
}
//hit target with laser
if (this.lockedOn && this.lockedOn.alive && mech.energy > 0.15) {
mech.energy -= 0.0014 * mod.isLaserDiode
//make sure you can still see vertex
const DIST = Vector.magnitude(Vector.sub(this.vertices[0], this.lockedOn.position));
if (DIST - this.lockedOn.radius < this.range + 150 &&
Matter.Query.ray(map, this.vertices[0], this.lockedOn.position).length === 0 &&
Matter.Query.ray(body, this.vertices[0], this.lockedOn.position).length === 0) {
//move towards the target
this.force = Vector.add(this.force, Vector.mult(Vector.normalise(Vector.sub(this.lockedOn.position, this.position)), 0.0013))
//find the closest vertex
let bestVertexDistance = Infinity
let bestVertex = null
for (let i = 0; i < this.lockedOn.vertices.length; i++) {
const dist = Vector.magnitude(Vector.sub(this.vertices[0], this.lockedOn.vertices[i]));
if (dist < bestVertexDistance) {
bestVertex = i
bestVertexDistance = dist
}
}
const dmg = b.dmgScale * (0.06 + 0.08 * this.isUpgraded);
this.lockedOn.damage(dmg);
this.lockedOn.locatePlayer();
mech.energy -= 0.0012 * mod.isLaserDiode
// const sub = Vector.sub(this.lockedOn.position, this.vertices[0])
// const angle = Math.atan2(sub.y, sub.x);
b.laser(this.vertices[0], this.lockedOn.position, b.dmgScale * (0.06 + 0.08 * this.isUpgraded))
ctx.beginPath(); //draw laser
ctx.moveTo(this.vertices[0].x, this.vertices[0].y);
ctx.lineTo(this.lockedOn.vertices[bestVertex].x, this.lockedOn.vertices[bestVertex].y);
ctx.strokeStyle = "#f00";
ctx.lineWidth = "2"
ctx.lineDashOffset = 300 * Math.random()
ctx.setLineDash([50 + 100 * Math.random(), 100 * Math.random()]);
ctx.stroke();
ctx.setLineDash([0, 0]);
ctx.beginPath();
ctx.arc(this.lockedOn.vertices[bestVertex].x, this.lockedOn.vertices[bestVertex].y, Math.sqrt(dmg) * 100, 0, 2 * Math.PI);
ctx.fillStyle = "#f00";
ctx.fill();
}
// //make sure you can still see vertex
// const DIST = Vector.magnitude(Vector.sub(this.vertices[0], this.lockedOn.position));
// if (DIST - this.lockedOn.radius < this.range + 150 &&
// Matter.Query.ray(map, this.vertices[0], this.lockedOn.position).length === 0 &&
// Matter.Query.ray(body, this.vertices[0], this.lockedOn.position).length === 0) {
// //move towards the target
// this.force = Vector.add(this.force, Vector.mult(Vector.normalise(Vector.sub(this.lockedOn.position, this.position)), 0.0013))
// //find the closest vertex
// let bestVertexDistance = Infinity
// let bestVertex = null
// for (let i = 0; i < this.lockedOn.vertices.length; i++) {
// const dist = Vector.magnitude(Vector.sub(this.vertices[0], this.lockedOn.vertices[i]));
// if (dist < bestVertexDistance) {
// bestVertex = i
// bestVertexDistance = dist
// }
// }
// const dmg = b.dmgScale * (0.06 + 0.08 * this.isUpgraded);
// this.lockedOn.damage(dmg);
// this.lockedOn.locatePlayer();
// ctx.beginPath(); //draw laser
// ctx.moveTo(this.vertices[0].x, this.vertices[0].y);
// ctx.lineTo(this.lockedOn.vertices[bestVertex].x, this.lockedOn.vertices[bestVertex].y);
// ctx.strokeStyle = "#f00";
// ctx.lineWidth = "2"
// ctx.lineDashOffset = 300 * Math.random()
// ctx.setLineDash([50 + 100 * Math.random(), 100 * Math.random()]);
// ctx.stroke();
// ctx.setLineDash([0, 0]);
// ctx.beginPath();
// ctx.arc(this.lockedOn.vertices[bestVertex].x, this.lockedOn.vertices[bestVertex].y, Math.sqrt(dmg) * 100, 0, 2 * Math.PI);
// ctx.fillStyle = "#f00";
// ctx.fill();
// }
}
}
})
@@ -3231,25 +3240,31 @@ const b = {
if (mod.isWideLaser) {
const off = 8
const dmg = 0.4 * mod.laserDamage // 5 * 0.4 = 200% more damage
b.laser({
const where = {
x: mech.pos.x + 20 * Math.cos(mech.angle),
y: mech.pos.y + 20 * Math.sin(mech.angle)
}, mech.angle, dmg, 0, true)
}
b.laser(where, {
x: where.x + 3000 * Math.cos(mech.angle),
y: where.y + 3000 * Math.sin(mech.angle)
}, dmg, 0, true)
for (let i = 1; i < 3; i++) {
b.laser(Vector.add({
x: mech.pos.x + 20 * Math.cos(mech.angle),
y: mech.pos.y + 20 * Math.sin(mech.angle)
}, {
let whereOff = Vector.add(where, {
x: i * off * Math.cos(mech.angle + Math.PI / 2),
y: i * off * Math.sin(mech.angle + Math.PI / 2)
}), mech.angle, dmg, 0, true)
b.laser(Vector.add({
x: mech.pos.x + 20 * Math.cos(mech.angle),
y: mech.pos.y + 20 * Math.sin(mech.angle)
}, {
})
b.laser(whereOff, {
x: whereOff.x + 3000 * Math.cos(mech.angle),
y: whereOff.y + 3000 * Math.sin(mech.angle)
}, dmg, 0, true)
whereOff = Vector.add(where, {
x: i * off * Math.cos(mech.angle - Math.PI / 2),
y: i * off * Math.sin(mech.angle - Math.PI / 2)
}), mech.angle, dmg, 0, true)
})
b.laser(whereOff, {
x: whereOff.x + 3000 * Math.cos(mech.angle),
y: whereOff.y + 3000 * Math.sin(mech.angle)
}, dmg, 0, true)
}
} else if (mod.beamSplitter) {
let dmg = mod.laserDamage * 0.9
@@ -3257,10 +3272,19 @@ const b = {
x: mech.pos.x + 20 * Math.cos(mech.angle),
y: mech.pos.y + 20 * Math.sin(mech.angle)
}
b.laser(where, mech.angle, dmg)
b.laser(where, {
x: where.x + 3000 * Math.cos(mech.angle),
y: where.y + 3000 * Math.sin(mech.angle)
}, dmg)
for (let i = 1; i < 1 + mod.beamSplitter; i++) {
b.laser(where, mech.angle + i * 0.2, dmg)
b.laser(where, mech.angle - i * 0.2, dmg)
b.laser(where, {
x: where.x + 3000 * Math.cos(mech.angle + i * 0.2),
y: where.y + 3000 * Math.sin(mech.angle + i * 0.2)
}, dmg)
b.laser(where, {
x: where.x + 3000 * Math.cos(mech.angle - i * 0.2),
y: where.y + 3000 * Math.sin(mech.angle - i * 0.2)
}, dmg)
dmg *= 0.9
}
} else {