Halbach array

tech: Halbach array - throwing a block will also throw other nearby blocks

tech non-renewables now spawns ammo, but ammo can't be picked up
grenade tech that cause multiple explosions have less knock back for mobs
constraint:  0->0.5x healing
wormhole 7->8% duplication
many worlds takes a few frames between each tech given

bug fixes
 harpoon ammo gain on autonomous defense fixed
 constraints are properly randomized again
This commit is contained in:
landgreen
2024-10-20 16:01:05 -07:00
parent 9c2c9be4ed
commit 8bb8222b73
10 changed files with 416 additions and 298 deletions

View File

@@ -374,7 +374,7 @@ const b = {
explosionRange() {
return tech.explosiveRadius * (tech.isExplosionHarm ? 1.7 : 1) * (tech.isSmallExplosion ? 0.7 : 1) * (tech.isExplodeRadio ? 1.25 : 1)
},
explosion(where, radius, color = "rgba(255,25,0,0.6)") { // typically explode is used for some bullets with .onEnd
explosion(where, radius, color = "rgba(255,25,0,0.6)", reducedKnock = 1) { // typically explode is used for some bullets with .onEnd
radius *= tech.explosiveRadius
let dist, sub, knock;
@@ -525,7 +525,7 @@ const b = {
if (Matter.Query.ray(map, mob[i].position, where).length > 0) dmg *= 0.5 //reduce damage if a wall is in the way
mob[i].damage(dmg * damageScale * m.dmgScale);
mob[i].locatePlayer();
knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg * damageScale) * mob[i].mass * (mob[i].isBoss ? 0.003 : 0.01));
knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg * damageScale) * mob[i].mass * (mob[i].isBoss ? 0.003 : 0.01) * reducedKnock);
if (tech.isStun) {
mobs.statusStun(mob[i], 30)
} else if (!mob[i].isInvulnerable) {
@@ -536,7 +536,7 @@ const b = {
damageScale *= 0.87 //reduced damage for each additional explosion target
} else if (!mob[i].seePlayer.recall && dist < alertRange) {
mob[i].locatePlayer();
knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg * damageScale) * mob[i].mass * (mob[i].isBoss ? 0 : 0.006));
knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg * damageScale) * mob[i].mass * (mob[i].isBoss ? 0 : 0.006 * reducedKnock));
if (tech.isStun) {
mobs.statusStun(mob[i], 30)
} else if (!mob[i].isInvulnerable) {
@@ -630,11 +630,8 @@ const b = {
count++
if (count < 84) requestAnimationFrame(cycle);
if (!(count % 7)) {
const unit = Vector.rotate({
x: 1,
y: 0
}, 6.28 * Math.random())
b.explosion(Vector.add(where, Vector.mult(unit, size * (count * 0.01 + 0.03 * Math.random()))), size * (0.4 + Math.random() * 0.35), `hsla(${360 * Math.random()},100%,66%,0.6)`); //makes bullet do explosive damage at end
const unit = Vector.rotate({ x: 1, y: 0 }, 6.28 * Math.random())
b.explosion(Vector.add(where, Vector.mult(unit, size * (count * 0.01 + 0.03 * Math.random()))), size * (0.4 + Math.random() * 0.35), `hsla(${360 * Math.random()},100%,66%,0.6)`, 0.2); //makes bullet do explosive damage at end
}
}
}
@@ -656,7 +653,7 @@ const b = {
x: 1,
y: 0
}, curl * 6.28 * count / 18 + off)
b.explosion(Vector.add(where, Vector.mult(unit, size * 0.75)), size * 0.7, color); //makes bullet do explosive damage at end
b.explosion(Vector.add(where, Vector.mult(unit, size * 0.75)), size * 0.7, color, 0.5); //makes bullet do explosive damage at end
}
}
}
@@ -677,7 +674,7 @@ const b = {
if (count < 30 && m.alive) requestAnimationFrame(cycle);
if (count === 0) {
const color = `hsla(${360 * Math.random()},100%,66%,0.6)`
b.explosion(where, size * 0.8, color);
b.explosion(where, size * 0.8, color, 0.5);
}
if (count === 8) {
const color = `hsla(${360 * Math.random()},100%,66%,0.6)`
@@ -686,7 +683,7 @@ const b = {
x: 1,
y: 0
}, 6.28 * i / len)
b.explosion(Vector.add(where, Vector.mult(unit, 1.1 * range)), size * 0.6, color); //makes bullet do explosive damage at end
b.explosion(Vector.add(where, Vector.mult(unit, 1.1 * range)), size * 0.6, color, 0.5); //makes bullet do explosive damage at end
}
}
if (count === 16) {
@@ -696,7 +693,7 @@ const b = {
x: 1,
y: 0
}, 6.28 * i / len)
b.explosion(Vector.add(where, Vector.mult(unit, 1.4 * range)), size * 0.45, color); //makes bullet do explosive damage at end
b.explosion(Vector.add(where, Vector.mult(unit, 1.4 * range)), size * 0.45, color, 0.5); //makes bullet do explosive damage at end
}
}
count++
@@ -1611,6 +1608,7 @@ const b = {
Matter.Body.setVelocity(this.caughtPowerUp, { x: 0, y: 0 })
} else {
for (let i = 0, len = powerUp.length; i < len; ++i) {
if (tech.isEnergyNoAmmo && powerUp[i].name === "ammo") continue
const radius = powerUp[i].circleRadius + 50
if (Vector.magnitudeSquared(Vector.sub(this.vertices[2], powerUp[i].position)) < radius * radius) {
if (powerUp[i].name !== "heal" || m.health !== m.maxHealth || tech.isOverHeal) {
@@ -1906,6 +1904,7 @@ const b = {
Matter.Body.setVelocity(this.caughtPowerUp, { x: 0, y: 0 })
} else { //&& simulation.cycle % 2
for (let i = 0, len = powerUp.length; i < len; ++i) {
if (tech.isEnergyNoAmmo && powerUp[i].name === "ammo") continue
const radius = powerUp[i].circleRadius + 50
if (Vector.magnitudeSquared(Vector.sub(this.vertices[2], powerUp[i].position)) < radius * radius && !powerUp[i].isGrabbed) {
if (powerUp[i].name !== "heal" || m.health !== m.maxHealth || tech.isOverHeal) {
@@ -3307,9 +3306,11 @@ const b = {
for (let i = 0, len = powerUp.length; i < len; ++i) { //grab, but don't lock onto nearby power up
if (
Vector.magnitudeSquared(Vector.sub(this.position, powerUp[i].position)) < 20000 &&
(powerUp[i].name !== "heal" || m.health < 0.97 * m.maxHealth || tech.isDroneGrab) &&
(powerUp[i].name !== "field" || !tech.isSuperDeterminism)
// &&(b.inventory.length > 1 || powerUp[i].name !== "ammo" || b.guns[b.activeGun].ammo !== Infinity || tech.isDroneGrab)
!(
(m.health > 0.93 * m.maxHealth && !tech.isDroneGrab && powerUp[i].name === "heal") ||
(tech.isSuperDeterminism && powerUp[i].name === "field") ||
((tech.isEnergyNoAmmo || b.inventory.length === 0) && powerUp[i].name === "ammo")
)
) {
//draw pickup for a single cycle
ctx.beginPath();
@@ -3337,11 +3338,11 @@ const b = {
//look for power ups to lock onto
let closeDist = Infinity;
for (let i = 0, len = powerUp.length; i < len; ++i) {
if (
(powerUp[i].name !== "heal" || m.health < 0.97 * m.maxHealth || tech.isDroneGrab) &&
(powerUp[i].name !== "field" || !tech.isSuperDeterminism)
// &&(b.inventory.length > 1 || powerUp[i].name !== "ammo" || b.guns[b.activeGun].ammo !== Infinity || tech.isDroneGrab)
) {
if (!(
(m.health > 0.93 * m.maxHealth && !tech.isDroneGrab && powerUp[i].name === "heal") ||
(tech.isSuperDeterminism && powerUp[i].name === "field") ||
((tech.isEnergyNoAmmo || b.inventory.length === 0) && powerUp[i].name === "ammo")
)) {
if (Vector.magnitudeSquared(Vector.sub(this.position, powerUp[i].position)) < 20000 && !simulation.isChoosing) {
//draw pickup for a single cycle
ctx.beginPath();
@@ -3543,9 +3544,11 @@ const b = {
for (let i = 0, len = powerUp.length; i < len; ++i) {
if (
Vector.magnitudeSquared(Vector.sub(this.position, powerUp[i].position)) < 20000 &&
(powerUp[i].name !== "heal" || m.health < 0.93 * m.maxHealth || tech.isDroneGrab) &&
(powerUp[i].name !== "field" || !tech.isSuperDeterminism)
// &&(powerUp[i].name !== "ammo" || b.guns[b.activeGun].ammo !== Infinity || tech.isDroneGrab)
!(
(m.health > 0.93 * m.maxHealth && !tech.isDroneGrab && powerUp[i].name === "heal") ||
(tech.isSuperDeterminism && powerUp[i].name === "field") ||
((tech.isEnergyNoAmmo || b.inventory.length === 0) && powerUp[i].name === "ammo")
)
) {
//draw pickup for a single cycle
ctx.beginPath();
@@ -3574,11 +3577,11 @@ const b = {
//look for power ups to lock onto
let closeDist = Infinity;
for (let i = 0, len = powerUp.length; i < len; ++i) {
if (
(powerUp[i].name !== "heal" || m.health < 0.93 * m.maxHealth || tech.isDroneGrab) &&
(powerUp[i].name !== "field" || !tech.isSuperDeterminism)
// &&(powerUp[i].name !== "ammo" || b.guns[b.activeGun].ammo !== Infinity || tech.isDroneGrab)
) {
if (!(
(m.health > 0.93 * m.maxHealth && !tech.isDroneGrab && powerUp[i].name === "heal") ||
(tech.isSuperDeterminism && powerUp[i].name === "field") ||
((tech.isEnergyNoAmmo || b.inventory.length === 0) && powerUp[i].name === "ammo")
)) {
if (Vector.magnitudeSquared(Vector.sub(this.position, powerUp[i].position)) < 20000 && !simulation.isChoosing) {
//draw pickup for a single cycle
ctx.beginPath();

View File

@@ -163,10 +163,10 @@ function collisionChecks(event) {
let count = maxCount - 1
const angle = Math.atan2(mob[k].position.y - player.position.y, mob[k].position.x - player.position.x);
const mass = 0.75 * ((tech.isLargeHarpoon) ? 1 + Math.min(0.05 * Math.sqrt(b.guns[9].ammo), 10) : 1)
b.harpoon(m.pos, mob[k], angle, mass, true, 7) // harpoon(where, target, angle = m.angle, harpoonSize = 1, isReturn = false, totalCycles = 35, isReturnAmmo = true, thrust = 0.1) {
b.harpoon(m.pos, mob[k], angle, mass, true, 7, false) // harpoon(where, target, angle = m.angle, harpoonSize = 1, isReturn = false, totalCycles = 35, isReturnAmmo = true, thrust = 0.1) {
bullet[bullet.length - 1].drain = 0
for (; count > 0; count--) {
b.harpoon(m.pos, mob[k], angle + count * 2 * Math.PI / maxCount, mass, true, 7)
b.harpoon(m.pos, mob[k], angle + count * 2 * Math.PI / maxCount, mass, true, 7, false)
bullet[bullet.length - 1].drain = 0
}
}
@@ -245,8 +245,7 @@ function collisionChecks(event) {
mob[k].damage(dmg, true);
if (tech.isBlockPowerUps && !mob[k].alive && mob[k].isDropPowerUp && Math.random() < 0.5) {
options = ["coupling", "boost", "heal", "research"]
if (!tech.isEnergyNoAmmo) options.push("ammo")
options = ["coupling", "boost", "heal", "research", "ammo"]
powerUps.spawn(mob[k].position.x, mob[k].position.y, options[Math.floor(Math.random() * options.length)]);
}

View File

@@ -30,7 +30,7 @@ const level = {
// tech.tech[297].frequency = 100
// tech.addJunkTechToPool(0.5)
// m.couplingChange(10)
// m.setField("standing wave") //1 standing wave 2 perfect diamagnetism 3 negative mass 4 molecular assembler 5 plasma torch 6 time dilation 7 metamaterial cloaking 8 pilot wave 9 wormhole 10 grappling hook
// m.setField("negative mass") //1 standing wave 2 perfect diamagnetism 3 negative mass 4 molecular assembler 5 plasma torch 6 time dilation 7 metamaterial cloaking 8 pilot wave 9 wormhole 10 grappling hook
// m.energy = 0
// powerUps.research.count = 3
// tech.isHookWire = true
@@ -38,21 +38,21 @@ const level = {
// simulation.molecularMode = 2
// m.damage(0.1);
// b.giveGuns("nail gun") //0 nail gun 1 shotgun 2 super balls 3 wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
// b.giveGuns("spores") //0 nail gun 1 shotgun 2 super balls 3 wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
// b.giveGuns("harpoon") //0 nail gun 1 shotgun 2 super balls 3 wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
// b.giveGuns("laser") //0 nail gun 1 shotgun 2 super balls 3 wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
// tech.laserColor = "#fff"
// tech.laserColorAlpha = "rgba(255, 255, 255, 0.5)"
// b.guns[8].ammo = 100000000
// requestAnimationFrame(() => { tech.giveTech("stimulated emission") });
// requestAnimationFrame(() => { tech.giveTech("non-renewables") });
// tech.giveTech("dark matter")
// tech.addJunkTechToPool(0.5)
// for (let i = 0; i < 1; ++i) tech.giveTech("entropic gravity")
// for (let i = 0; i < 1; ++i) tech.giveTech("nitinol")
// for (let i = 0; i < 1; ++i) tech.giveTech("many-worlds")
// for (let i = 0; i < 1; ++i) tech.giveTech("quantum immortality")
// m.skin.egg();
// for (let i = 0; i < 1; ++i) tech.giveTech("depolarization")
// requestAnimationFrame(() => { for (let i = 0; i < 1; i++) tech.giveTech("wikipedia") });
// for (let i = 0; i < 1; ++i) tech.giveTech("non-renewables")
// requestAnimationFrame(() => { for (let i = 0; i < 1; i++) tech.giveTech("quasiparticles") });
// requestAnimationFrame(() => { for (let i = 0; i < 1; i++) tech.giveTech("field coupling") });
// for (let i = 0; i < 1; i++) tech.giveTech("interest")
// m.lastKillCycle = m.cycle
@@ -64,7 +64,7 @@ const level = {
level[simulation.isTraining ? "walk" : "initial"]() //normal starting level **************************************************
// for (let i = 0; i < 1; ++i) spawn.snakeBoss(1900, -500)
// for (let i = 0; i < 5; ++i) spawn.sneaker(1900, -500)
// for (let i = 0; i < 1; i++) spawn.mantisBoss(1900, -500)
// for (let i = 0; i < 1; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "entanglement");
@@ -77,7 +77,7 @@ const level = {
// for (let i = 0; i < 5; i++) tech.giveTech("undefined")
// lore.techCount = 1
// level.levelsCleared = 10
// localSettings.loreCount = 2 //this sets what conversation is heard
// localSettings.loreCount = 1 //this sets what conversation is heard
// localSettings.levelsClearedLastGame = 10
// if (localSettings.isAllowed) localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
// level.onLevel = -1 //this sets level.levels[level.onLevel] = undefined which is required to run the conversation
@@ -333,12 +333,12 @@ const level = {
constraintDescription2: "",
constraint: [
{
description: "healing disabled",
description: "0.5x healing",
effect() {
level.isNoHeal = true
level.isLowHeal = true
},
remove() {
level.isNoHeal = false
level.isLowHeal = false
}
},
{
@@ -599,7 +599,7 @@ const level = {
isReducedRegen: 1,
isHideHealth: false,
isNoPause: false,
isNoHeal: false,
isLowHeal: false,
levelAnnounce() {
const cheating = simulation.isCheating ? "(testing)" : ""
if (level.levelsCleared === 0) {

View File

@@ -1299,7 +1299,7 @@ const mobs = {
powerUps.setPowerUpMode(); //needed after adjusting duplication chance
}
} else if (tech.isShieldAmmo && this.shield && this.shieldCount === 1) {
let type = tech.isEnergyNoAmmo ? "heal" : "ammo"
let type = "ammo"
if (Math.random() < 0.4) {
type = "heal"
} else if (Math.random() < 0.3 && !tech.isSuperDeterminism) {

View File

@@ -316,101 +316,127 @@ const m = {
m.isHolding = true;
},
alive: false,
isSwitchingWorlds: false,
switchWorlds() {
powerUps.boost.endCycle = 0
const totalGuns = b.inventory.length
//track ammo/ ammoPack count
let ammoCount = 0
for (let i = 0, len = b.inventory.length; i < len; i++) {
if (b.guns[b.inventory[i]].ammo !== Infinity) {
ammoCount += b.guns[b.inventory[i]].ammo / b.guns[b.inventory[i]].ammoPack
} else {
ammoCount += 5
}
}
simulation.isTextLogOpen = false; //prevent console spam
//remove all tech and count current tech total
let totalTech = 0;
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].isJunk) tech.tech[i].frequency = 0
if (tech.tech[i].count > 0 && !tech.tech[i].isLore) {
if (tech.tech[i].frequencyDefault) {
tech.tech[i].frequency = tech.tech[i].frequencyDefault
if (!m.isSwitchingWorlds) {
powerUps.boost.endCycle = 0
const totalGuns = b.inventory.length
//track ammo/ ammoPack count
let ammoCount = 0
for (let i = 0, len = b.inventory.length; i < len; i++) {
if (b.guns[b.inventory[i]].ammo !== Infinity) {
ammoCount += b.guns[b.inventory[i]].ammo / b.guns[b.inventory[i]].ammoPack
} else {
tech.tech[i].frequency = 1
}
if (
!tech.tech[i].isNonRefundable &&
// !tech.tech[i].isFromAppliedScience &&
!tech.tech[i].isAltRealityTech
) {
totalTech += tech.tech[i].count
tech.tech[i].remove();
tech.tech[i].isLost = false
tech.tech[i].count = 0
ammoCount += 5
}
}
}
// lore.techCount = 0;
// tech.removeLoreTechFromPool();
// tech.addLoreTechToPool();
// tech.removeJunkTechFromPool();
tech.junkChance = 0;
tech.duplication = 0;
tech.extraMaxHealth = 0;
tech.totalCount = 0;
tech.removeCount = 0;
const randomBotCount = b.totalBots()
b.zeroBotCount()
//remove all bullets, respawn bots
for (let i = 0; i < bullet.length; ++i) Matter.Composite.remove(engine.world, bullet[i]);
bullet = [];
//randomize health
m.health = m.health * (1 + 0.5 * (Math.random() - 0.5))
if (m.health > 1) m.health = 1;
m.displayHealth();
//randomize field
m.setField(Math.ceil(Math.random() * (m.fieldUpgrades.length - 1)))
//removes guns and ammo
b.inventory = [];
b.activeGun = null;
b.inventoryGun = 0;
for (let i = 0, len = b.guns.length; i < len; ++i) {
b.guns[i].have = false;
if (b.guns[i].ammo !== Infinity) {
b.guns[i].ammo = 0;
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack;
}
}
//give random guns
for (let i = 0; i < totalGuns; i++) b.giveGuns()
//randomize ammo based on ammo/ammoPack count
for (let i = 0, len = b.inventory.length; i < len; i++) {
if (b.guns[b.inventory[i]].ammo !== Infinity) b.guns[b.inventory[i]].ammo = Math.max(0, Math.floor(ammoCount / b.inventory.length * b.guns[b.inventory[i]].ammoPack * (2.5 + 0.3 * (Math.random() - 0.5))))
}
// console.log(b.activeGun)
//randomize tech
for (let i = 0; i < totalTech; i++) {
//find what tech I could get
let options = [];
simulation.isTextLogOpen = false; //prevent console spam
//remove all tech and count current tech total
let totalTech = 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].isBadRandomOption && !tech.tech[i].isLore && !tech.tech[i].isJunk) {
for (let j = 0; j < tech.tech[i].frequency; j++) options.push(i);
if (tech.tech[i].isJunk) tech.tech[i].frequency = 0
if (tech.tech[i].count > 0 && !tech.tech[i].isLore) {
if (tech.tech[i].frequencyDefault) {
tech.tech[i].frequency = tech.tech[i].frequencyDefault
} else {
tech.tech[i].frequency = 1
}
if (
!tech.tech[i].isNonRefundable &&
// !tech.tech[i].isFromAppliedScience &&
!tech.tech[i].isAltRealityTech
) {
totalTech += tech.tech[i].count
tech.tech[i].remove();
tech.tech[i].isLost = false
tech.tech[i].count = 0
}
}
}
//add a new tech from options pool
if (options.length > 0) tech.giveTech(options[Math.floor(Math.random() * options.length)])
// lore.techCount = 0;
// tech.removeLoreTechFromPool();
// tech.addLoreTechToPool();
// tech.removeJunkTechFromPool();
tech.junkChance = 0;
tech.duplication = 0;
tech.extraMaxHealth = 0;
tech.totalCount = 0;
tech.removeCount = 0;
const randomBotCount = b.totalBots()
b.zeroBotCount()
//remove all bullets, respawn bots
for (let i = 0; i < bullet.length; ++i) Matter.Composite.remove(engine.world, bullet[i]);
bullet = [];
//randomize health
m.health = m.health * (1 + 0.5 * (Math.random() - 0.5))
if (m.health > 1) m.health = 1;
m.displayHealth();
//randomize field
m.setField(Math.ceil(Math.random() * (m.fieldUpgrades.length - 1)))
//removes guns and ammo
b.inventory = [];
b.activeGun = null;
b.inventoryGun = 0;
for (let i = 0, len = b.guns.length; i < len; ++i) {
b.guns[i].have = false;
if (b.guns[i].ammo !== Infinity) {
b.guns[i].ammo = 0;
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack;
}
}
//give random guns
for (let i = 0; i < totalGuns; i++) b.giveGuns()
//randomize ammo based on ammo/ammoPack count
for (let i = 0, len = b.inventory.length; i < len; i++) {
if (b.guns[b.inventory[i]].ammo !== Infinity) b.guns[b.inventory[i]].ammo = Math.max(0, Math.floor(ammoCount / b.inventory.length * b.guns[b.inventory[i]].ammoPack * (2.5 + 0.3 * (Math.random() - 0.5))))
}
//randomize tech
// for (let i = 0; i < totalTech; i++) {
// let options = [];
// 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].isBadRandomOption && !tech.tech[i].isLore && !tech.tech[i].isJunk) {
// for (let j = 0; j < tech.tech[i].frequency; j++) options.push(i);
// }
// }
// if (options.length > 0) tech.giveTech(options[Math.floor(Math.random() * options.length)]) //add a new tech from options pool
// }
let loop = () => {
if (!(m.cycle % 10)) {
if (totalTech > 0 && m.alive) {
totalTech--
let options = [];
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].isBadRandomOption && !tech.tech[i].isLore && !tech.tech[i].isJunk) {
for (let j = 0; j < tech.tech[i].frequency; j++) options.push(i);
}
}
if (options.length > 0) tech.giveTech(options[Math.floor(Math.random() * options.length)]) //add a new tech from options pool
requestAnimationFrame(loop);
} else {
m.isSwitchingWorlds = false
}
} else if (m.alive) {
requestAnimationFrame(loop);
} else {
m.isSwitchingWorlds = false
}
}
requestAnimationFrame(loop);
b.respawnBots();
for (let i = 0; i < randomBotCount; i++) b.randomBot()
simulation.makeGunHUD(); //update gun HUD
simulation.updateTechHUD();
simulation.isTextLogOpen = true;
m.drop();
if (simulation.paused) build.pauseGrid() //update the build when paused
}
b.respawnBots();
for (let i = 0; i < randomBotCount; i++) b.randomBot()
simulation.makeGunHUD(); //update gun HUD
simulation.updateTechHUD();
simulation.isTextLogOpen = true;
m.drop();
if (simulation.paused) build.pauseGrid() //update the build when paused
},
dmgScale: null, //scales all damage, but not raw .dmg
death() {
@@ -440,8 +466,8 @@ const m = {
ctx.fillRect(0, 0, canvas.width, canvas.height);
}
spawn.setSpawnList(); //new mob types
simulation.clearNow = true; //triggers a map reset
m.switchWorlds()
// simulation.clearNow = true; //triggers a map reset
// m.switchWorlds()
simulation.isTextLogOpen = true;
simulation.inGameConsole(`simulation.amplitude <span class='color-symbol'>=</span> 0.${len - i - 1}`, swapPeriod);
simulation.isTextLogOpen = false;
@@ -528,8 +554,8 @@ const m = {
// }
},
addHealth(heal) {
if (!tech.isEnergyHealth && !level.isNoHeal) {
m.health += heal * simulation.healScale;
if (!tech.isEnergyHealth) {
m.health += heal * simulation.healScale * (level.isLowHeal ? 0.5 : 1);
if (m.health > m.maxHealth) m.health = m.maxHealth;
m.displayHealth();
}
@@ -2765,6 +2791,29 @@ const m = {
}
} else {
if (tech.isGroupThrow) {
const range = 810000
for (let i = 0; i < body.length; i++) {
const sub = Vector.sub(m.pos, body[i].position)
const dist2 = Vector.magnitudeSquared(sub)
if (dist2 < range) {
body[i].force.y -= body[i].mass * (simulation.g * 1.01); //remove a bit more then standard gravity
if (dist2 > 40000) {
const f = Vector.mult(Vector.normalise(sub), 0.0008 * body[i].mass)
body[i].force.x += f.x
body[i].force.y += f.y
Matter.Body.setVelocity(body[i], { x: 0.96 * body[i].velocity.x, y: 0.96 * body[i].velocity.y });
}
}
}
ctx.beginPath();
ctx.arc(m.pos.x, m.pos.y, Math.sqrt(range), 0, 2 * Math.PI);
ctx.fillStyle = "rgba(245,245,255,0.15)";
ctx.fill();
// ctx.globalCompositeOperation = "difference";
// ctx.globalCompositeOperation = "source-over";
}
//draw charge
const x = m.pos.x + 15 * Math.cos(m.angle);
const y = m.pos.y + 15 * Math.sin(m.angle);
@@ -2885,6 +2934,21 @@ const m = {
};
expand(m.holdingTarget, Math.min(20, m.holdingTarget.mass * 3))
}
if (tech.isGroupThrow) {
const range = 810000
for (let i = 0; i < body.length; i++) {
if (body[i] !== m.holdingTarget) {
const dist2 = Vector.magnitudeSquared(Vector.sub(m.pos, body[i].position))
if (dist2 < range) {
const blockSpeed = 90 * charge * Math.min(0.85, 0.8 / Math.pow(body[i].mass, 0.25)) * Math.pow((range - dist2) / range, 0.2)
Matter.Body.setVelocity(body[i], {
x: body[i].velocity.x * 0.5 + Math.cos(m.angle) * blockSpeed,
y: body[i].velocity.y * 0.5 + Math.sin(m.angle) * blockSpeed
});
}
}
}
}
}
}
} else {
@@ -3041,6 +3105,7 @@ const m = {
grabPowerUp() { //look for power ups to grab with field
if (m.fireCDcycle < m.cycle) m.fireCDcycle = m.cycle - 1
for (let i = 0, len = powerUp.length; i < len; ++i) {
if (tech.isEnergyNoAmmo && powerUp[i].name === "ammo") continue
const dxP = m.pos.x - powerUp[i].position.x;
const dyP = m.pos.y - powerUp[i].position.y;
const dist2 = dxP * dxP + dyP * dyP + 10;
@@ -3868,15 +3933,9 @@ const m = {
}
//add extra friction for horizontal motion
if (input.down || input.up || input.left || input.right) {
Matter.Body.setVelocity(player, {
x: player.velocity.x * 0.99,
y: player.velocity.y * 0.98
});
Matter.Body.setVelocity(player, { x: player.velocity.x * 0.99, y: player.velocity.y * 0.98 });
} else { //slow rise and fall
Matter.Body.setVelocity(player, {
x: player.velocity.x * 0.99,
y: player.velocity.y * 0.98
});
Matter.Body.setVelocity(player, { x: player.velocity.x * 0.99, y: player.velocity.y * 0.98 });
}
// if (tech.isFreezeMobs) {
// const ICE_DRAIN = 0.0005
@@ -4967,6 +5026,8 @@ const m = {
//grab power ups into the field
for (let i = 0, len = powerUp.length; i < len; ++i) {
if (tech.isEnergyNoAmmo && powerUp[i].name === "ammo") continue
const dxP = m.fieldPosition.x - powerUp[i].position.x;
const dyP = m.fieldPosition.y - powerUp[i].position.y;
const dist2 = dxP * dxP + dyP * dyP + 200;
@@ -4978,14 +5039,11 @@ const m = {
powerUp[i].force.x += 0.05 * (dxP / Math.sqrt(dist2)) * powerUp[i].mass;
powerUp[i].force.y += 0.05 * (dyP / Math.sqrt(dist2)) * powerUp[i].mass - powerUp[i].mass * simulation.g; //negate gravity
//extra friction
Matter.Body.setVelocity(powerUp[i], {
x: powerUp[i].velocity.x * 0.11,
y: powerUp[i].velocity.y * 0.11
});
Matter.Body.setVelocity(powerUp[i], { x: powerUp[i].velocity.x * 0.11, y: powerUp[i].velocity.y * 0.11 });
if (
dist2 < 5000 &&
!simulation.isChoosing &&
(powerUp[i].name !== "heal" || m.maxHealth - m.health > 0.01 || tech.isOverHeal)
(tech.isOverHeal || powerUp[i].name !== "heal" || m.maxHealth - m.health > 0.01)
// (powerUp[i].name !== "heal" || m.health < 0.94 * m.maxHealth)
// (powerUp[i].name !== "ammo" || b.guns[b.activeGun].ammo !== Infinity)
) { //use power up if it is close enough
@@ -5104,13 +5162,13 @@ const m = {
{
name: "wormhole",
//<strong class='color-worm'>wormholes</strong> attract <strong class='color-block'>blocks</strong> and power ups<br>
description: "use <strong class='color-f'>energy</strong> to <strong>tunnel</strong> through a <strong class='color-worm'>wormhole</strong><br><strong>+7%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br><strong>7</strong> <strong class='color-f'>energy</strong> per second", //<br>bullets may also traverse <strong class='color-worm'>wormholes</strong>
description: "use <strong class='color-f'>energy</strong> to <strong>tunnel</strong> through a <strong class='color-worm'>wormhole</strong><br><strong>+8%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br><strong>7</strong> <strong class='color-f'>energy</strong> per second", //<br>bullets may also traverse <strong class='color-worm'>wormholes</strong>
drain: 0,
effect: function () {
m.fieldMeterColor = "#bbf" //"#0c5"
m.eyeFillColor = m.fieldMeterColor
m.duplicateChance = 0.07
m.duplicateChance = 0.08
m.fieldRange = 0
powerUps.setPowerUpMode(); //needed after adjusting duplication chance
@@ -5146,6 +5204,7 @@ const m = {
//suck power ups
for (let i = 0, len = powerUp.length; i < len; ++i) {
if (tech.isEnergyNoAmmo && powerUp[i].name === "ammo") continue
//which hole is closer
const dxP1 = m.hole.pos1.x - powerUp[i].position.x;
const dyP1 = m.hole.pos1.y - powerUp[i].position.y;
@@ -5165,26 +5224,6 @@ const m = {
powerUp[i].force.y += 4 * (dyP / dist2) * powerUp[i].mass - powerUp[i].mass * simulation.g; //negate gravity
Matter.Body.setVelocity(powerUp[i], { x: powerUp[i].velocity.x * 0.05, y: powerUp[i].velocity.y * 0.05 });
if (dist2 < 1000 && !simulation.isChoosing) { //use power up if it is close enough
// if (true) { //AoE radiation effect
// const range = 800
// for (let i = 0, len = mob.length; i < len; ++i) {
// if (mob[i].alive && !mob[i].isShielded) {
// dist = Vector.magnitude(Vector.sub(powerUp[i].position, mob[i].position)) - mob[i].radius;
// if (dist < range) mobs.statusDoT(mob[i], 0.5) //apply radiation damage status effect on direct hits
// }
// }
// simulation.drawList.push({
// x: powerUp[i].position.x,
// y: powerUp[i].position.y,
// radius: range,
// color: "rgba(0,150,200,0.3)",
// time: 4
// });
// }
m.fieldRange *= 0.8
powerUps.onPickUp(powerUp[i]);
powerUp[i].effect();
@@ -6053,7 +6092,7 @@ const m = {
if (mob[k].isShielded) dmg *= 0.7
mob[k].damage(dmg, true);
if (tech.isBlockPowerUps && !mob[k].alive && mob[k].isDropPowerUp && Math.random() < 0.5) {
let type = tech.isEnergyNoAmmo ? "heal" : "ammo"
let type = "ammo"
if (Math.random() < 0.4) {
type = "heal"
} else if (Math.random() < 0.4 && !tech.isSuperDeterminism) {

View File

@@ -293,7 +293,7 @@ const powerUps = {
if (tech.isCancelRerolls) {
for (let i = 0, len = 8 + 4 * Math.random(); i < len; i++) {
let spawnType
if (Math.random() < 0.4 && !tech.isEnergyNoAmmo) {
if (Math.random() < 0.4) {
spawnType = "ammo"
} else if (Math.random() < 0.33 && !tech.isSuperDeterminism) {
spawnType = "research"
@@ -461,24 +461,24 @@ const powerUps = {
document.getElementById("choose-grid").classList.add('choose-grid-no-images');
document.getElementById("choose-grid").classList.remove('choose-grid');
document.getElementById("choose-grid").style.gridTemplateColumns = "200px"//adjust this to increase the width of the whole menu, but mostly the center column
let levelChoices = `<div class="choose-grid-module" style="font-size: 1.5rem;color:rgb(110,155,160);text-align:center;"><strong>WARP</strong></div>`
levelChoices += `<div class="choose-grid-module" style="font-size: 1rem;color:rgb(110,155,160);background-color:#444;text-align:center;">level.uniqueLevels</div>`
let text = `<div class="choose-grid-module" style="font-size: 1.5rem;color:rgb(110,155,160);text-align:center;"><strong>WARP</strong></div>`
text += `<div class="choose-grid-module" id="exit" style="font-size: 1rem;color:rgb(110,155,160);text-align:right;padding-right:5px;"><strong>cancel</strong></div>`
text += `<div class="choose-grid-module" style="font-size: 1rem;color:rgb(110,155,160);background-color:#444;text-align:center;">level.uniqueLevels</div>`
for (let i = 0; i < level.uniqueLevels.length; i++) {
levelChoices += `<div class="choose-grid-module" style="font-size: 1rem;padding-left:5px;" onclick="powerUps.warp.load('${level.uniqueLevels[i]}')">${level.uniqueLevels[i]}</div>` //id="uniqueLevels-warp-${i}"
text += `<div class="choose-grid-module" style="font-size: 1rem;padding-left:5px;" onclick="powerUps.warp.load('${level.uniqueLevels[i]}')">${level.uniqueLevels[i]}</div>` //id="uniqueLevels-warp-${i}"
}
levelChoices += `<div class="choose-grid-module" style="color:rgb(110,155,160);background-color:#444;text-align:center;">level.playableLevels</div>`
text += `<div class="choose-grid-module" style="color:rgb(110,155,160);background-color:#444;text-align:center;">level.playableLevels</div>`
for (let i = 0; i < level.playableLevels.length; i++) {
levelChoices += `<div class="choose-grid-module" style="padding-left:5px;" onclick="powerUps.warp.load('${level.playableLevels[i]}')">${level.playableLevels[i]}</div>`
text += `<div class="choose-grid-module" style="padding-left:5px;" onclick="powerUps.warp.load('${level.playableLevels[i]}')">${level.playableLevels[i]}</div>`
}
levelChoices += `<div class="choose-grid-module" style="color:rgb(110,155,160);background-color:#444;text-align:center;">level.communityLevels</div>`
text += `<div class="choose-grid-module" style="color:rgb(110,155,160);background-color:#444;text-align:center;">level.communityLevels</div>`
for (let i = 0; i < level.communityLevels.length; i++) {
levelChoices += `<div class="choose-grid-module" style="padding-left:5px;" onclick="powerUps.warp.load('${level.communityLevels[i]}')">${level.communityLevels[i]}</div>`
text += `<div class="choose-grid-module" style="padding-left:5px;" onclick="powerUps.warp.load('${level.communityLevels[i]}')">${level.communityLevels[i]}</div>`
}
levelChoices += `<div class="choose-grid-module" style="color:rgb(110,155,160);background-color:#444;text-align:center;">level.trainingLevels</div>`
text += `<div class="choose-grid-module" style="color:rgb(110,155,160);background-color:#444;text-align:center;">level.trainingLevels</div>`
for (let i = 0; i < level.trainingLevels.length; i++) {
levelChoices += `<div class="choose-grid-module" style="padding-left:5px;" onclick="powerUps.warp.load('${level.trainingLevels[i]}')">${level.trainingLevels[i]}</div>`
text += `<div class="choose-grid-module" style="padding-left:5px;" onclick="powerUps.warp.load('${level.trainingLevels[i]}')">${level.trainingLevels[i]}</div>`
}
let text = `${levelChoices} <div class="choose-grid-module" id="exit" style="font-size: 1.4rem;color:rgb(110,155,160);text-align:right;padding-right:5px;"><strong>exit</strong></div>`
document.getElementById("choose-grid").innerHTML = text
//show level info
document.getElementById("choose-grid").style.opacity = "1"
@@ -1777,10 +1777,7 @@ const powerUps = {
}
},
spawn(x, y, name, moving = true, size = powerUps[name].size()) {
if (
(!tech.isSuperDeterminism || (name !== 'research')) &&
!(tech.isEnergyNoAmmo && name === 'ammo')
) {
if ((!tech.isSuperDeterminism || (name !== 'research'))) {
if (tech.isBoostReplaceAmmo && name === 'ammo') {
name = 'boost'
size = powerUps[name].size()

View File

@@ -3,73 +3,151 @@
const simulation = {
loop() { }, //main game loop, gets set to normal or testing loop
normalLoop() {
simulation.gravity();
Engine.update(engine, simulation.delta);
simulation.wipe();
simulation.textLog();
if (m.onGround) {
m.groundControl()
} else {
m.airControl()
try {
simulation.gravity();
Engine.update(engine, simulation.delta);
simulation.wipe();
simulation.textLog();
if (m.onGround) {
m.groundControl()
} else {
m.airControl()
}
m.move();
m.look();
simulation.camera();
level.custom();
powerUps.do();
mobs.draw();
simulation.draw.cons();
simulation.draw.body();
if (!m.isBodiesAsleep) mobs.loop();
mobs.healthBar();
m.draw();
m.hold();
level.customTopLayer();
simulation.draw.drawMapPath();
b.fire();
b.bulletRemove();
b.bulletDraw();
if (!m.isBodiesAsleep) b.bulletDo();
simulation.drawCircle();
simulation.runEphemera();
ctx.restore();
} catch (error) {
simulation.inGameConsole(`<strong style='color:red;'>ERROR:</strong> ${(error.stack && error.stack.replace(/\n/g, "<br>")) || (error.message + ` <u>${error.filename}:${error.lineno}</u>`)}`);
} finally {
simulation.drawCursor();
}
m.move();
m.look();
simulation.camera();
level.custom();
powerUps.do();
mobs.draw();
simulation.draw.cons();
simulation.draw.body();
if (!m.isBodiesAsleep) mobs.loop();
mobs.healthBar();
m.draw();
m.hold();
level.customTopLayer();
simulation.draw.drawMapPath();
b.fire();
b.bulletRemove();
b.bulletDraw();
if (!m.isBodiesAsleep) b.bulletDo();
simulation.drawCircle();
simulation.runEphemera();
ctx.restore();
simulation.drawCursor();
},
testingLoop() {
simulation.gravity();
Engine.update(engine, simulation.delta);
simulation.wipe();
simulation.textLog();
if (m.onGround) {
m.groundControl()
} else {
m.airControl()
}
m.move();
m.look();
simulation.camera();
level.custom();
m.draw();
m.hold();
level.customTopLayer();
simulation.draw.wireFrame();
if (input.fire && m.fireCDcycle < m.cycle) {
m.fireCDcycle = m.cycle + 15; //fire cooldown
for (let i = 0, len = mob.length; i < len; i++) {
if (Vector.magnitudeSquared(Vector.sub(mob[i].position, simulation.mouseInGame)) < mob[i].radius * mob[i].radius) {
console.log(mob[i])
try {
simulation.gravity();
Engine.update(engine, simulation.delta);
simulation.wipe();
simulation.textLog();
if (m.onGround) {
m.groundControl()
} else {
m.airControl()
}
m.move();
m.look();
simulation.camera();
level.custom();
m.draw();
m.hold();
level.customTopLayer();
simulation.draw.wireFrame();
if (input.fire && m.fireCDcycle < m.cycle) {
m.fireCDcycle = m.cycle + 15; //fire cooldown
for (let i = 0, len = mob.length; i < len; i++) {
if (Vector.magnitudeSquared(Vector.sub(mob[i].position, simulation.mouseInGame)) < mob[i].radius * mob[i].radius) {
console.log(mob[i])
}
}
}
simulation.draw.cons();
simulation.draw.testing();
simulation.drawCircle();
simulation.runEphemera();
simulation.constructCycle()
} catch (error) {
simulation.inGameConsole(`<strong style='color:red;'>ERROR:</strong> ${(error.stack && error.stack.replace(/\n/g, "<br>")) || (error.message + ` <u>${error.filename}:${error.lineno}</u>`)}`);
} finally {
ctx.restore();
simulation.testingOutput();
simulation.drawCursor();
}
simulation.draw.cons();
simulation.draw.testing();
simulation.drawCircle();
simulation.runEphemera();
simulation.constructCycle()
ctx.restore();
simulation.testingOutput();
simulation.drawCursor();
},
// normalLoop() {
// simulation.gravity();
// Engine.update(engine, simulation.delta);
// simulation.wipe();
// simulation.textLog();
// if (m.onGround) {
// m.groundControl()
// } else {
// m.airControl()
// }
// m.move();
// m.look();
// simulation.camera();
// level.custom();
// powerUps.do();
// mobs.draw();
// simulation.draw.cons();
// simulation.draw.body();
// if (!m.isBodiesAsleep) mobs.loop();
// mobs.healthBar();
// m.draw();
// m.hold();
// level.customTopLayer();
// simulation.draw.drawMapPath();
// b.fire();
// b.bulletRemove();
// b.bulletDraw();
// if (!m.isBodiesAsleep) b.bulletDo();
// simulation.drawCircle();
// simulation.runEphemera();
// ctx.restore();
// simulation.drawCursor();
// },
// testingLoop() {
// simulation.gravity();
// Engine.update(engine, simulation.delta);
// simulation.wipe();
// simulation.textLog();
// if (m.onGround) {
// m.groundControl()
// } else {
// m.airControl()
// }
// m.move();
// m.look();
// simulation.camera();
// level.custom();
// m.draw();
// m.hold();
// level.customTopLayer();
// simulation.draw.wireFrame();
// if (input.fire && m.fireCDcycle < m.cycle) {
// m.fireCDcycle = m.cycle + 15; //fire cooldown
// for (let i = 0, len = mob.length; i < len; i++) {
// if (Vector.magnitudeSquared(Vector.sub(mob[i].position, simulation.mouseInGame)) < mob[i].radius * mob[i].radius) {
// console.log(mob[i])
// }
// }
// }
// simulation.draw.cons();
// simulation.draw.testing();
// simulation.drawCircle();
// simulation.runEphemera();
// simulation.constructCycle()
// ctx.restore();
// simulation.testingOutput();
// simulation.drawCursor();
// },
isTimeSkipping: false,
timeSkip(cycles = 60) {
simulation.isTimeSkipping = true;
@@ -864,7 +942,7 @@ const simulation = {
} else {
Composite.add(engine.world, [player])
}
// shuffle(level.constraint)
shuffle(level.constraint)
level.populateLevels()
input.endKeySensing();
simulation.ephemera = []
@@ -889,6 +967,7 @@ const simulation = {
tech.plasmaBotCount = 0;
tech.missileBotCount = 0;
m.isSwitchingWorlds = false
simulation.isChoosing = false;
b.setFireMethod()
b.setFireCD();
@@ -935,7 +1014,7 @@ const simulation = {
m.onGround = false
m.lastOnGroundCycle = 0
m.health = 0;
level.isNoHeal = false
level.isLowHeal = false
m.addHealth(0.25)
m.drop();
m.holdingTarget = null

View File

@@ -917,7 +917,7 @@ const tech = {
//give the tech that was found for this gun
if (gunTechPool.length) {
const index = Math.floor(Math.random() * gunTechPool.length)
simulation.inGameConsole(`<span class='color-var'>tech</span>.giveTech("<span class='color-text'>${tech.tech[gunTechPool[index]].name}</span>")`, 360)
simulation.inGameConsole(`<span class='color-var'>tech</span>.giveTech("<strong class='color-text'>${tech.tech[gunTechPool[index]].name}</strong>")`, 360)
tech.giveTech(gunTechPool[index]) // choose from the gun pool
simulation.boldActiveGunHUD();
}
@@ -1103,7 +1103,7 @@ const tech = {
},
{
name: "non-renewables",
description: `<strong>2x</strong> <strong class='color-d'>damage</strong><br>${powerUps.orb.ammo()} can't <strong>spawn</strong>`,
description: `<strong>2x</strong> <strong class='color-d'>damage</strong><br>you can't pickup ${powerUps.orb.ammo()}`,
maxCount: 1,
count: 0,
frequency: 1,
@@ -1116,15 +1116,17 @@ const tech = {
effect() {
tech.damage *= this.damage
tech.isEnergyNoAmmo = true;
powerUps.ammo.color = "#c1c6c9"//"#abb3b8"// "#535e63"
},
remove() {
if (this.count && m.alive) tech.damage /= this.damage
tech.isEnergyNoAmmo = false;
powerUps.ammo.color = "#467"
}
},
{
name: "desublimated ammunition",
description: `if <strong>crouching</strong><br>alternating shots use no <strong class='color-ammo'>ammo</strong>`,
description: `if <strong>crouching</strong><br>alternating shots cost no <strong class='color-ammo'>ammo</strong>`,
maxCount: 1,
count: 0,
frequency: 1,
@@ -2419,6 +2421,24 @@ const tech = {
tech.blockDamage = 0.075
}
},
{
name: "Halbach array",
description: "throwing a <strong class='color-block'>block</strong> will<br>also throw other nearby <strong class='color-block'>blocks</strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return (tech.blockDamage > 0.075 || tech.isPrinter) && m.fieldMode !== 8 && m.fieldMode !== 9 && !tech.isTokamak
},
requires: "mass driver, printer, not wormhole, pilot wave, tokamak",
effect() {
tech.isGroupThrow = true
},
remove() {
tech.isGroupThrow = false
}
},
{
name: "inflation",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Inflation_(cosmology)' class="link">inflation</a>`,
@@ -2430,7 +2450,7 @@ const tech = {
allowed() {
return (tech.blockDamage > 0.075 || tech.isPrinter) && m.fieldMode !== 8 && m.fieldMode !== 9 && !tech.isTokamak
},
requires: "mass driver, not pilot wave, tokamak, wormhole",
requires: "mass driver, printer, not pilot wave, tokamak, wormhole",
effect() {
tech.isAddBlockMass = true
},
@@ -2448,7 +2468,7 @@ const tech = {
allowed() {
return (tech.blockDamage > 0.075 || tech.isPrinter) && m.fieldUpgrades[m.fieldMode].name !== "pilot wave" && m.fieldUpgrades[m.fieldMode].name !== "wormhole" && !tech.isTokamak
},
requires: "mass driver, not pilot wave, tokamak, wormhole",
requires: "mass driver, printer, not pilot wave, tokamak, wormhole",
effect() {
tech.isBlockRestitution = true
},
@@ -2466,7 +2486,7 @@ const tech = {
allowed() {
return (tech.blockDamage > 0.075 || tech.isPrinter) && !tech.nailsDeathMob && !tech.sporesOnDeath && !tech.isExplodeMob && !tech.botSpawner && !tech.iceIXOnDeath
},
requires: "mass driver, no other mob death tech",
requires: "mass driver, printer, no other mob death tech",
effect() {
tech.isMobBlockFling = true
},
@@ -2486,7 +2506,7 @@ const tech = {
allowed() {
return (tech.blockDamage > 0.075 || tech.isPrinter) && m.fieldUpgrades[m.fieldMode].name !== "pilot wave" && !tech.isTokamak
},
requires: "mass driver, not pilot wave, tokamak",
requires: "mass driver, printer, not pilot wave, tokamak",
effect() {
tech.isBlockPowerUps = true
},
@@ -2688,7 +2708,7 @@ const tech = {
},
requires: "",
effect() {
m.collisionImmuneCycles += 480;
m.collisionImmuneCycles += 420;
if (m.immuneCycle < m.cycle + m.collisionImmuneCycles) m.immuneCycle = m.cycle + m.collisionImmuneCycles; //player is immune to damage
},
remove() {
@@ -5994,9 +6014,9 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("grenades") && !tech.isVacuumBomb && !tech.isSmartRadius
return tech.haveGunCheck("grenades") && !tech.isVacuumBomb && !tech.isSmartRadius && !tech.isEnergyHealth
},
requires: "grenades, not vacuum bomb, shaped charges",
requires: "grenades, not vacuum bomb, shaped charges, mass-energy",
effect() {
tech.isImmuneExplosion = true;
tech.isRPG = true;
@@ -7281,7 +7301,7 @@ const tech = {
frequency: 1,
frequencyDefault: 1,
allowed() {
return ((tech.haveGunCheck("wave") && tech.isInfiniteWaveAmmo) || tech.haveGunCheck("laser") || (tech.haveGunCheck("harpoon") && !tech.isRailGun)) && !tech.isEnergyNoAmmo
return ((tech.haveGunCheck("wave") && tech.isInfiniteWaveAmmo) || tech.haveGunCheck("laser") || (tech.haveGunCheck("harpoon") && !tech.isRailGun))
},
requires: "harpoon, laser, wave, frequency, not railgun, non-renewables",
effect() {