Bayesian statistics

blocks drift towards the center of pilot wave's field

mod: Bayesian statistics - no longer stops ammo spawns
  30% to double power ups, but ejects a mod when you take damage

mod: exciton-lattice - 40% damage, but no ammo can spawn
This commit is contained in:
landgreen
2020-09-08 17:38:44 -07:00
parent e3d8dda23f
commit 8ce7f684c8
11 changed files with 135 additions and 107 deletions

View File

@@ -59,13 +59,15 @@ const mech = {
radius: 30,
fillColor: "#fff",
fillColorDark: "#ccc",
color: {
hue: 0,
sat: 0,
light: 100,
},
setFillColors() {
const hue = 0
const saturation = 10
const light = 70 + mech.harmReduction() * 30
// console.log(mech.harmReduction())
this.fillColor = `hsl(${hue},${saturation}%,${light}%)`
this.fillColorDark = `hsl(${hue},${saturation}%,${light-20}%)`
console.log(mech.color)
this.fillColor = `hsl(${mech.color.hue},${mech.color.sat}%,${mech.color.light}%)`
this.fillColorDark = `hsl(${mech.color.hue},${mech.color.sat}%,${mech.color.light-20}%)`
},
height: 42,
yOffWhen: {
@@ -473,7 +475,6 @@ const mech = {
let dmg = 1
dmg *= mech.fieldHarmReduction
dmg *= mod.isSlowFPS ? 0.85 : 1
if (mod.isEjectMod) dmg *= 0.2
if (mod.isHarmReduce && mech.fieldUpgrades[mech.fieldMode].name === "negative mass field" && mech.isFieldActive) dmg *= 0.6
if (mod.isBotArmor) dmg *= 0.95 ** mod.totalBots()
if (mod.isHarmArmor && mech.lastHarmCycle + 600 > mech.cycle) dmg *= 0.5;
@@ -1481,7 +1482,7 @@ const mech = {
});
}
if (mod.isFreezeMobs) {
const ICE_DRAIN = 0.00015
const ICE_DRAIN = 0.0003
for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].distanceToPlayer() + mob[i].radius < this.fieldDrawRadius && !mob[i].shield && !mob[i].isShielded) {
if (mech.energy > ICE_DRAIN * 2) {
@@ -2009,7 +2010,12 @@ const mech = {
mech.energy -= DRAIN;
Matter.Body.setVelocity(body[i], velocity); //give block mouse velocity
Matter.Body.setAngularVelocity(body[i], body[i].angularVelocity * 0.8)
body[i].force.y -= body[i].mass * game.g; //remove gravity effects
// body[i].force.y -= body[i].mass * game.g; //remove gravity effects
//blocks drift towards center of pilot wave
const sub = Vector.sub(mech.fieldPosition, body[i].position)
const unit = Vector.mult(Vector.normalise(sub), 0.00005 * Vector.magnitude(sub))
body[i].force.x += unit.x
body[i].force.y += unit.y - body[i].mass * game.g //remove gravity effects
} else {
mech.fieldCDcycle = mech.cycle + 120;
mech.fieldOn = false