JUNK percents

JUNK tech: facsimile - copy current level and insert into level queue
JUNK tech: planetesimals - spawn a tech, and play planetesimals, an annoying asteroids like game with realistic physics

tech that previously added 1 junk tech now adds 1% (of current non-JUNK tech options)
  the percent values may seem like more but I actually lowered the JUNK chance about 10%

meta-analysis no longer requires replication - (if you choose a JUNK tech get a random tech and 3 research)
symbiosis: only gives 1 bonus tech (was 1 or 2)
blink boss rebalanced (it's easier, and has two modes)

bug fixes
This commit is contained in:
landgreen
2021-10-27 19:21:51 -07:00
parent 34b1a02981
commit 79e27978ec
11 changed files with 985 additions and 86 deletions

View File

@@ -53,8 +53,8 @@
}
const totalRemoved = tech.tech[index].count
simulation.makeTextLog(`<span class='color-var'>tech</span>.removeTech("<span class='color-text'>${tech.tech[index].name}</span>")`)
tech.tech[index].count = 0;
tech.tech[index].remove();
tech.tech[index].count = 0;
simulation.updateTechHUD();
tech.tech[index].isLost = true
simulation.updateTechHUD();
@@ -73,15 +73,40 @@
// if (tech.tech[i].isLore && tech.tech[i].count === 0) tech.tech.splice(i, 1)
// }
// },
addJunkTechToPool(num = 1) {
addJunkTechToPool(chance) { //chance is number between 0-1
// { //count JUNK
// let count = 0
// for (let i = 0, len = tech.tech.length; i < len; i++) {
// if (tech.tech[i].count < tech.tech[i].maxCount && tech.tech[i].allowed() && tech.tech[i].isJunk && tech.tech[i].frequency > 0) count += tech.tech[i].frequency
// }
// console.log(count)
// }
// { //count not JUNK
// let count = 0
// for (let i = 0, len = tech.tech.length; i < len; i++) {
// if (tech.tech[i].count < tech.tech[i].maxCount && tech.tech[i].allowed() && !tech.tech[i].isJunk && tech.tech[i].frequency > 0) count++
// }
// console.log(count)
// }
// count total non junk tech
let count = 0
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].count < tech.tech[i].maxCount && tech.tech[i].allowed() && !tech.tech[i].isJunk) count += tech.tech[i].frequency
}
//make an array for possible junk tech to add
let options = [];
for (let i = 0; i < tech.tech.length; i++) {
if (tech.tech[i].count < tech.tech[i].maxCount && tech.tech[i].isJunk) options.push(i);
}
//add random array options to tech pool
if (options.length) {
const num = chance * count //scale number added
for (let i = 0; i < num; i++) tech.tech[options[Math.floor(Math.random() * options.length)]].frequency++
simulation.makeTextLog(`<span class='color-var'>tech</span>.tech.push(${num} <span class='color-text'>JUNK</span>)`)
return num
} else {
return 0
}
simulation.makeTextLog(`<span class='color-var'>tech</span>.tech.push(${num} <span class='color-text'>JUNK</span>)`)
},
removeJunkTechFromPool(num = 1) {
for (let j = 0; j < num; j++) {
@@ -506,7 +531,7 @@
{
name: "desublimated ammunition",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Deposition_(phase_transition)' class="link">desublimated ammunition</a>`,
description: "every other <strong>crouched</strong> shot uses no <strong class='color-ammo'>ammo</strong><br><strong>+6</strong> <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool",
description: "every other <strong>crouched</strong> shot uses no <strong class='color-ammo'>ammo</strong><br><strong>+6%</strong> <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool",
maxCount: 1,
count: 0,
frequency: 1,
@@ -517,32 +542,18 @@
requires: "",
effect() {
tech.isCrouchAmmo = true
tech.addJunkTechToPool(6)
this.refundAmount += tech.addJunkTechToPool(0.06)
},
refundAmount: 0,
remove() {
tech.isCrouchAmmo = false;
if (this.count > 0) tech.removeJunkTechFromPool(6)
tech.isExtraChoice = false;
if (this.count > 0 && this.refundAmount > 0) {
tech.removeJunkTechFromPool(this.refundAmount)
this.refundAmount = 0
}
}
},
// <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool",
// maxCount: 9,
// count: 0,
// frequency: 1,
// frequencyDefault: 1,
// allowed() {
// return true
// },
// requires: "",
// effect() {
// tech.bonusEnergy += 0.6
// m.setMaxEnergy()
// tech.addJunkTechToPool(10)
// },
// remove() {
// tech.bonusEnergy = 0;
// m.setMaxEnergy()
// if (this.count > 0) tech.removeJunkTechFromPool(10)
// }
{
name: "gun turret",
description: "reduce <strong class='color-harm'>harm</strong> by <strong>55%</strong> when <strong>crouching</strong>",
@@ -2470,7 +2481,7 @@
},
{
name: "overcharge",
description: "increase your <strong>maximum</strong> <strong class='color-f'>energy</strong> by <strong>60</strong><br><strong>+10</strong> <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool",
description: "increase your <strong>maximum</strong> <strong class='color-f'>energy</strong> by <strong>60</strong><br><strong>+10%</strong> <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool",
maxCount: 9,
count: 0,
frequency: 1,
@@ -2482,17 +2493,21 @@
effect() {
tech.bonusEnergy += 0.6
m.setMaxEnergy()
tech.addJunkTechToPool(10)
this.refundAmount += tech.addJunkTechToPool(0.1)
},
refundAmount: 0,
remove() {
tech.bonusEnergy = 0;
m.setMaxEnergy()
if (this.count > 0) tech.removeJunkTechFromPool(10)
if (this.count > 0 && this.refundAmount > 0) {
tech.removeJunkTechFromPool(this.refundAmount)
this.refundAmount = 0
}
}
},
{
name: "Maxwell's demon",
description: "<strong class='color-f'>energy</strong> above your max decays <strong>92%</strong> slower<br><strong>+18</strong> <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool",
description: "<strong class='color-f'>energy</strong> above your max decays <strong>92%</strong> slower<br><strong>+18%</strong> <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool",
maxCount: 1,
count: 0,
frequency: 2,
@@ -2503,11 +2518,15 @@
requires: "energy above your max",
effect() {
tech.overfillDrain = 0.85 //70% = 1-(1-0.75)/(1-0.15) //92% = 1-(1-0.75)/(1-0.87)
tech.addJunkTechToPool(18)
this.refundAmount += tech.addJunkTechToPool(0.18)
},
refundAmount: 0,
remove() {
tech.overfillDrain = 0.7
if (this.count > 0) tech.removeJunkTechFromPool(18)
if (this.count > 0 && this.refundAmount > 0) {
tech.removeJunkTechFromPool(this.refundAmount)
this.refundAmount = 0
}
}
},
{
@@ -3021,7 +3040,7 @@
},
{
name: "pseudoscience",
description: "<span style = 'font-size:94%;'>when <strong>selecting</strong> a power up, <strong class='color-r'>research</strong> <strong>3</strong> times</span><br>for <strong>free</strong>, but add <strong>0-3</strong> <strong class='color-j'>JUNK</strong> to the <strong class='color-m'>tech</strong> pool",
description: "<span style = 'font-size:94%;'>when <strong>selecting</strong> a power up, <strong class='color-r'>research</strong> <strong>3</strong> times</span><br>for <strong>free</strong>, but add <strong>0-3%</strong> <strong class='color-j'>JUNK</strong> to the <strong class='color-m'>tech</strong> pool",
maxCount: 1,
count: 0,
frequency: 1,
@@ -3072,7 +3091,7 @@
},
{
name: "abiogenesis",
description: `at the start of a level spawn a 2nd <strong>boss</strong><br>use ${powerUps.orb.research(4)}or add <strong>49</strong> <strong class='color-j'>JUNK</strong> to the <strong class='color-m'>tech</strong> pool`,
description: `at the start of a level spawn a 2nd <strong>boss</strong><br>use ${powerUps.orb.research(4)}or add <strong>49%</strong> <strong class='color-j'>JUNK</strong> to the <strong class='color-m'>tech</strong> pool`,
maxCount: 1,
count: 0,
frequency: 2,
@@ -3114,9 +3133,9 @@
frequency: 1,
frequencyDefault: 1,
allowed() {
return tech.duplicateChance
return true
},
requires: "replication",
requires: "",
effect() {
tech.isMetaAnalysis = true
},
@@ -3126,7 +3145,7 @@
},
{
name: "replication",
description: "<strong>10%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br><strong>+30</strong> <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool",
description: "<strong>10%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br><strong>+30%</strong> <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool",
maxCount: 9,
count: 0,
frequency: 1,
@@ -3139,12 +3158,16 @@
tech.duplicateChance += 0.1
powerUps.setDupChance(); //needed after adjusting duplication chance
if (!build.isExperimentSelection) simulation.circleFlare(0.1);
tech.addJunkTechToPool(30)
this.refundAmount += tech.addJunkTechToPool(0.3)
},
refundAmount: 0,
remove() {
tech.duplicateChance = 0
powerUps.setDupChance(); //needed after adjusting duplication chance
if (this.count > 1) tech.removeJunkTechFromPool(30)
if (this.count > 0 && this.refundAmount > 0) {
tech.removeJunkTechFromPool(this.refundAmount)
this.refundAmount = 0
}
}
},
{
@@ -3515,11 +3538,15 @@
requires: "not determinism",
effect: () => {
tech.isExtraChoice = true;
tech.addJunkTechToPool(5)
this.refundAmount += tech.addJunkTechToPool(0.05)
},
refundAmount: 0,
remove() {
tech.isExtraChoice = false;
if (this.count > 0) tech.removeJunkTechFromPool(5)
if (this.count > 0 && this.refundAmount > 0) {
tech.removeJunkTechFromPool(this.refundAmount)
this.refundAmount = 0
}
}
},
{
@@ -3584,7 +3611,7 @@
},
{
name: "dark patterns",
description: "reduce combat <strong>difficulty</strong> by <strong>1 level</strong><br><strong>+31</strong> <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool",
description: "reduce combat <strong>difficulty</strong> by <strong>1 level</strong><br><strong>+31%</strong> <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool",
maxCount: 1,
count: 0,
frequency: 1,
@@ -3597,12 +3624,13 @@
level.difficultyDecrease(simulation.difficultyMode)
// simulation.difficulty<span class='color-symbol'>-=</span>
simulation.makeTextLog(`level.difficultyDecrease(simulation.difficultyMode)`)
tech.addJunkTechToPool(31)
this.refundAmount += tech.addJunkTechToPool(0.31)
// for (let i = 0; i < tech.junk.length; i++) tech.tech.push(tech.junk[i])
},
refundAmount: 0,
remove() {
if (this.count > 0) {
tech.removeJunkTechFromPool(31)
if (this.refundAmount > 0) tech.removeJunkTechFromPool(this.refundAmount)
level.difficultyIncrease(simulation.difficultyMode)
}
}
@@ -3734,9 +3762,9 @@
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("nail gun") && !tech.nailInstantFireRate && !tech.isIceCrystals && !tech.isRivets && !tech.nailRecoil
return tech.haveGunCheck("nail gun") && !tech.nailInstantFireRate && !tech.isIceCrystals && !tech.isRivets && !tech.nailRecoil && !tech.nailRecoil
},
requires: "nail gun, not ice crystal, rivets, or pneumatic actuator",
requires: "nail gun, not ice crystal, rivets, rotary cannon, or pneumatic actuator",
effect() {
tech.isNeedles = true
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
@@ -4582,7 +4610,7 @@
},
{
name: "booby trap",
description: "drop a <strong>mine</strong> after picking up a <strong>power up</strong><br><strong>+53</strong> <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool",
description: "drop a <strong>mine</strong> after picking up a <strong>power up</strong><br><strong>+53%</strong> <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -4595,11 +4623,15 @@
effect() {
tech.isMineDrop = true;
if (tech.isMineDrop) b.mine(m.pos, { x: 0, y: 0 }, 0)
tech.addJunkTechToPool(53)
this.refundAmount += tech.addJunkTechToPool(0.53)
},
refundAmount: 0,
remove() {
tech.isMineDrop = false;
if (this.count > 0) tech.removeJunkTechFromPool(53)
if (this.count > 0 && this.refundAmount > 0) {
tech.removeJunkTechFromPool(this.refundAmount)
this.refundAmount = 0
}
}
},
{
@@ -6316,7 +6348,7 @@
},
{
name: "symbiosis",
description: "after a <strong>mob</strong> <strong>dies</strong>, lose <strong>1</strong> max <strong class='color-h'>health</strong><br><strong>bosses</strong> spawn <strong>1-2</strong> extra <strong class='color-m'>tech</strong> after they <strong>die</strong>",
description: "after a <strong>mob</strong> <strong>dies</strong>, lose <strong>1</strong> max <strong class='color-h'>health</strong><br><strong>bosses</strong> spawn <strong>1</strong> extra <strong class='color-m'>tech</strong> after they <strong>die</strong>",
isFieldTech: true,
maxCount: 1,
count: 0,
@@ -6890,6 +6922,43 @@
// },
// remove() {}
// },
{
name: "planetesimals",
description: `spawn a <strong class='color-m'>tech</strong> and play <strong>planetesimals</strong>,<br>an annoying asteroids game with Newtonian physics`,
maxCount: 1,
count: 0,
frequency: 0,
isNonRefundable: true,
isExperimentHide: true,
isJunk: true,
allowed() {
return true
},
requires: "",
effect() {
window.open('../../planetesimals/index.html', '_blank')
powerUps.spawn(m.pos.x, m.pos.y, "tech");
},
remove() {}
},
{
name: "facsimile",
description: `inserts a copy of your current level into the level list`,
maxCount: 1,
count: 0,
frequency: 0,
isNonRefundable: true,
isExperimentHide: true,
isJunk: true,
allowed() {
return true
},
requires: "",
effect() {
level.levels.splice(level.onLevel, 0, level.levels[level.onLevel]);
},
remove() {}
},
{
name: "negative friction",
description: "when you touch walls you speed up instead of slowing down. It's kinda fun.",
@@ -7872,7 +7941,7 @@
},
{
name: "expert system",
description: "spawn a <strong class='color-m'>tech</strong> power up<br><strong>+64</strong> <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool",
description: "spawn a <strong class='color-m'>tech</strong> power up<br><strong>+64%</strong> <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool",
maxCount: 9,
count: 0,
frequency: 0,
@@ -7885,7 +7954,7 @@
requires: "",
effect() {
powerUps.spawn(m.pos.x, m.pos.y, "tech");
tech.addJunkTechToPool(64)
tech.addJunkTechToPool(0.64)
},
remove() {}
},