path intergral
boss orbitals and mineBoss mines are destroyed when you deflect them with your field drones, spores and other bullets that target mobs, will not target invulnerable mobs timeSKipBoss is a bit slower with a bit less time skipping fixed color to better match level background colors JUNK tech: path integral - your next tech choice has almost all possible choices bug fixes
This commit is contained in:
330
js/bullet.js
330
js/bullet.js
@@ -595,7 +595,8 @@ const b = {
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newDist < dist &&
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!mob[i].isBadTarget &&
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Matter.Query.ray(map, path[0], mob[i].position).length === 0 &&
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Matter.Query.ray(body, path[0], mob[i].position).length === 0
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Matter.Query.ray(body, path[0], mob[i].position).length === 0 &&
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!mob[i].isInvulnerable
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) {
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dist = newDist
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best.who = mob[i]
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@@ -1271,148 +1272,148 @@ const b = {
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}
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}
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},
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dart(where, angle = m.angle, size = 0.8) {
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//find a target
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const closest = {
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score: 10000,
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position: null
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}
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for (let i = 0, len = mob.length; i < len; ++i) {
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if (mob[i].alive && !mob[i].isBadTarget && Matter.Query.ray(map, where, mob[i].position).length === 0) {
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const dot = Vector.dot({ x: Math.cos(angle), y: Math.sin(angle) }, Vector.normalise(Vector.sub(mob[i].position, where))) //the dot product of diff and dir will return how much over lap between the vectors
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const dist = Vector.magnitude(Vector.sub(where, mob[i].position))
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// if (dist < closest.score && ((dist > 500 && dot > 0) || (dot > 0.9))) { //target closest mob that player is looking at and isn't too close to target
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if (dist < closest.score && dot > 0.9 - 0.0004 * dist) { //target closest mob that player is looking at and isn't too close to target
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closest.score = dist
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closest.position = mob[i].position
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}
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}
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}
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if (!closest.position) {
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// const unit = Vector.mult(sub(simulation.mouseInGame, where), 10000)
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closest.position = Vector.mult(Vector.sub(simulation.mouseInGame, where), 10000)
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}
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const me = bullet.length;
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bullet[me] = Bodies.fromVertices(where.x, where.y, [{ x: -20 * size, y: 2 * size, index: 0, isInternal: false }, { x: -20 * size, y: -2 * size, index: 1, isInternal: false }, { x: 5 * size, y: -2 * size, index: 4, isInternal: false }, { x: 20 * size, y: 0, index: 3, isInternal: false }, { x: 5 * size, y: 2 * size, index: 4, isInternal: false }], {
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cycle: 0,
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angle: angle,
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friction: 1,
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frictionAir: 0.15,
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thrustMag: 0.03,
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turnRate: 0.15, //0.015
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drawStringControlMagnitude: 3000 + 5000 * Math.random(),
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drawStringFlip: (Math.round(Math.random()) ? 1 : -1),
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dmg: 7, //damage done in addition to the damage from momentum
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classType: "bullet",
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endCycle: simulation.cycle + 120,
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collisionFilter: {
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category: cat.bullet,
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mask: tech.isShieldPierce ? cat.body | cat.mob | cat.mobBullet : cat.body | cat.mob | cat.mobBullet | cat.mobShield,
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},
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minDmgSpeed: 0,
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lookFrequency: Math.floor(7 + Math.random() * 3),
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density: 0.001, //0.001 is normal for blocks, 0.008 is normal for harpoon, 0.008*6 when buffed
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beforeDmg(who) {
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if (tech.isShieldPierce && who.isShielded) { //disable shields
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who.isShielded = false
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requestAnimationFrame(() => { who.isShielded = true });
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}
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if (tech.fragments) {
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b.targetedNail(this.vertices[2], tech.fragments * Math.floor(2 + 1.5 * Math.random()))
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this.endCycle = 0;
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}
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if (!who.isBadTarget) {
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this.frictionAir = 0.01
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this.do = this.doNoTargeting
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}
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},
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onEnd() {},
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doNoTargeting: function() {
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// this.force.y += this.mass * 0.001;
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if (Matter.Query.collides(this, map).length) { //stick in walls
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this.collisionFilter.mask = 0;
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Matter.Body.setAngularVelocity(this, 0)
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Matter.Body.setVelocity(this, {
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x: 0,
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y: 0
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});
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this.do = () => {
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// if (!Matter.Query.collides(this, map).length) this.force.y += this.mass * 0.001;
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}
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}
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},
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do() {
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this.cycle++
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// if (this.cycle > 40) {
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// this.frictionAir = 0.003
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// this.do = this.doNoTargeting
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// }
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// if (closest.target) { //rotate towards the target
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const face = { x: Math.cos(this.angle), y: Math.sin(this.angle) };
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const vectorGoal = Vector.normalise(Vector.sub(this.position, closest.position));
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const cross = Vector.cross(vectorGoal, face)
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if (cross > 0.01) {
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Matter.Body.rotate(this, this.turnRate * Math.sqrt(cross));
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} else if (cross < 0.01) {
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Matter.Body.rotate(this, -this.turnRate * Math.sqrt(Math.abs(cross)));
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}
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this.force.x += this.thrustMag * this.mass * Math.cos(this.angle);
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this.force.y += this.thrustMag * this.mass * Math.sin(this.angle);
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// }
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if (Matter.Query.collides(this, map).length) { //stick in walls
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this.collisionFilter.mask = 0;
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Matter.Body.setAngularVelocity(this, 0)
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Matter.Body.setVelocity(this, {
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x: 0,
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y: 0
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});
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this.do = this.doNoTargeting
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}
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// else if (!(this.cycle % 2)) { //look for a target if you don't have one
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// simulation.drawList.push({ //add dmg to draw queue
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// x: this.position.x,
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// y: this.position.y,
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// radius: 10,
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// color: simulation.mobDmgColor,
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// time: simulation.drawTime
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// });
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// let closest = {
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// distance: 2000,
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// target: null
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// }
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// const dir = Vector.normalise(this.velocity) //make a vector for direction of length 1
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// for (let i = 0, len = mob.length; i < len; ++i) {
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// if (
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// mob[i].alive && !mob[i].isBadTarget &&
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// Matter.Query.ray(map, this.position, mob[i].position).length === 0 && //check for map in Line of sight
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// Vector.dot(dir, Vector.normalise(Vector.sub(mob[i].position, this.position))) > 0.55 //the dot product of diff and dir will return how much over lap between the vectors
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// ) {
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// const dist = Vector.magnitude(Vector.sub(this.position, mob[i].position))
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// if (dist < closest.distance) {
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// closest.distance = dist
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// closest.target = mob[i]
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// }
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// }
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// }
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// if (closest.target) {
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// target = closest.target
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// this.turnRate = 0.05
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// this.frictionAir = 0.8
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// }
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// }
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},
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});
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Matter.Body.setVelocity(bullet[me], {
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x: m.Vx / 2 + 40 * Math.cos(bullet[me].angle),
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y: m.Vy / 2 + 40 * Math.sin(bullet[me].angle)
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});
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// if (!closest.target) {
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// bullet[me].frictionAir = 0.002
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// bullet[me].do = bullet[me].doNoTargeting
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// }
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Composite.add(engine.world, bullet[me]); //add bullet to world
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// dart(where, angle = m.angle, size = 0.8) {
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// //find a target
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// const closest = {
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// score: 10000,
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// position: null
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// }
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// for (let i = 0, len = mob.length; i < len; ++i) {
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// if (mob[i].alive && !mob[i].isBadTarget && Matter.Query.ray(map, where, mob[i].position).length === 0) {
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// const dot = Vector.dot({ x: Math.cos(angle), y: Math.sin(angle) }, Vector.normalise(Vector.sub(mob[i].position, where))) //the dot product of diff and dir will return how much over lap between the vectors
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// const dist = Vector.magnitude(Vector.sub(where, mob[i].position))
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// // if (dist < closest.score && ((dist > 500 && dot > 0) || (dot > 0.9))) { //target closest mob that player is looking at and isn't too close to target
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// if (dist < closest.score && dot > 0.9 - 0.0004 * dist) { //target closest mob that player is looking at and isn't too close to target
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// closest.score = dist
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// closest.position = mob[i].position
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// }
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// }
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// }
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// if (!closest.position) {
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// // const unit = Vector.mult(sub(simulation.mouseInGame, where), 10000)
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// closest.position = Vector.mult(Vector.sub(simulation.mouseInGame, where), 10000)
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// }
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// const me = bullet.length;
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// bullet[me] = Bodies.fromVertices(where.x, where.y, [{ x: -20 * size, y: 2 * size, index: 0, isInternal: false }, { x: -20 * size, y: -2 * size, index: 1, isInternal: false }, { x: 5 * size, y: -2 * size, index: 4, isInternal: false }, { x: 20 * size, y: 0, index: 3, isInternal: false }, { x: 5 * size, y: 2 * size, index: 4, isInternal: false }], {
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// cycle: 0,
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// angle: angle,
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// friction: 1,
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// frictionAir: 0.15,
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// thrustMag: 0.03,
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// turnRate: 0.15, //0.015
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// drawStringControlMagnitude: 3000 + 5000 * Math.random(),
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// drawStringFlip: (Math.round(Math.random()) ? 1 : -1),
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// dmg: 7, //damage done in addition to the damage from momentum
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// classType: "bullet",
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// endCycle: simulation.cycle + 120,
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// collisionFilter: {
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// category: cat.bullet,
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// mask: tech.isShieldPierce ? cat.body | cat.mob | cat.mobBullet : cat.body | cat.mob | cat.mobBullet | cat.mobShield,
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// },
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// minDmgSpeed: 0,
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// lookFrequency: Math.floor(7 + Math.random() * 3),
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// density: 0.001, //0.001 is normal for blocks, 0.008 is normal for harpoon, 0.008*6 when buffed
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// beforeDmg(who) {
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// if (tech.isShieldPierce && who.isShielded) { //disable shields
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// who.isShielded = false
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// requestAnimationFrame(() => { who.isShielded = true });
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// }
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// if (tech.fragments) {
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// b.targetedNail(this.vertices[2], tech.fragments * Math.floor(2 + 1.5 * Math.random()))
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// this.endCycle = 0;
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// }
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// if (!who.isBadTarget) {
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// this.frictionAir = 0.01
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// this.do = this.doNoTargeting
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// }
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// },
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// onEnd() {},
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// doNoTargeting: function() {
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// // this.force.y += this.mass * 0.001;
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// if (Matter.Query.collides(this, map).length) { //stick in walls
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// this.collisionFilter.mask = 0;
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// Matter.Body.setAngularVelocity(this, 0)
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// Matter.Body.setVelocity(this, {
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// x: 0,
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// y: 0
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// });
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// this.do = () => {
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// // if (!Matter.Query.collides(this, map).length) this.force.y += this.mass * 0.001;
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// }
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// }
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// },
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// do() {
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// this.cycle++
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// // if (this.cycle > 40) {
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// // this.frictionAir = 0.003
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// // this.do = this.doNoTargeting
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// // }
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// // if (closest.target) { //rotate towards the target
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// const face = { x: Math.cos(this.angle), y: Math.sin(this.angle) };
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// const vectorGoal = Vector.normalise(Vector.sub(this.position, closest.position));
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// const cross = Vector.cross(vectorGoal, face)
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// if (cross > 0.01) {
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// Matter.Body.rotate(this, this.turnRate * Math.sqrt(cross));
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// } else if (cross < 0.01) {
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// Matter.Body.rotate(this, -this.turnRate * Math.sqrt(Math.abs(cross)));
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// }
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// this.force.x += this.thrustMag * this.mass * Math.cos(this.angle);
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// this.force.y += this.thrustMag * this.mass * Math.sin(this.angle);
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// // }
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// if (Matter.Query.collides(this, map).length) { //stick in walls
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// this.collisionFilter.mask = 0;
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// Matter.Body.setAngularVelocity(this, 0)
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// Matter.Body.setVelocity(this, {
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// x: 0,
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// y: 0
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// });
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// this.do = this.doNoTargeting
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// }
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// // else if (!(this.cycle % 2)) { //look for a target if you don't have one
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// // simulation.drawList.push({ //add dmg to draw queue
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// // x: this.position.x,
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// // y: this.position.y,
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// // radius: 10,
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// // color: simulation.mobDmgColor,
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// // time: simulation.drawTime
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// // });
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// // let closest = {
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// // distance: 2000,
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// // target: null
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// // }
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// // const dir = Vector.normalise(this.velocity) //make a vector for direction of length 1
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// // for (let i = 0, len = mob.length; i < len; ++i) {
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// // if (
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// // mob[i].alive && !mob[i].isBadTarget &&
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// // Matter.Query.ray(map, this.position, mob[i].position).length === 0 && //check for map in Line of sight
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// // Vector.dot(dir, Vector.normalise(Vector.sub(mob[i].position, this.position))) > 0.55 //the dot product of diff and dir will return how much over lap between the vectors
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// // ) {
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// // const dist = Vector.magnitude(Vector.sub(this.position, mob[i].position))
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// // if (dist < closest.distance) {
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// // closest.distance = dist
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// // closest.target = mob[i]
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// // }
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// // }
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// // }
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// // if (closest.target) {
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// // target = closest.target
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// // this.turnRate = 0.05
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// // this.frictionAir = 0.8
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// // }
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// // }
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// },
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// });
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// Matter.Body.setVelocity(bullet[me], {
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// x: m.Vx / 2 + 40 * Math.cos(bullet[me].angle),
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// y: m.Vy / 2 + 40 * Math.sin(bullet[me].angle)
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// });
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// // if (!closest.target) {
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// // bullet[me].frictionAir = 0.002
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// // bullet[me].do = bullet[me].doNoTargeting
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// // }
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// Composite.add(engine.world, bullet[me]); //add bullet to world
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},
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// },
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grapple(where, angle = m.angle, harpoonSize = 1) {
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const me = bullet.length;
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const returnRadius = 100 * Math.sqrt(harpoonSize)
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@@ -2012,7 +2013,8 @@ const b = {
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for (let i = 0, len = mob.length; i < len; ++i) {
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if (
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mob[i].alive && !mob[i].isBadTarget &&
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Matter.Query.ray(map, this.position, mob[i].position).length === 0
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Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
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!mob[i].isInvulnerable
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// && Matter.Query.ray(body, this.position, mob[i].position).length === 0
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) {
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const futureDist = Vector.magnitude(Vector.sub(futurePos, mob[i].position));
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@@ -2639,7 +2641,8 @@ const b = {
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!mob[i].isBadTarget &&
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Vector.magnitude(Vector.sub(this.position, mob[i].position)) < 700 + mob[i].radius + random &&
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Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
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Matter.Query.ray(body, this.position, mob[i].position).length === 0
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Matter.Query.ray(body, this.position, mob[i].position).length === 0 &&
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!mob[i].isInvulnerable
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) {
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if (tech.isExplosionStun) b.AoEStunEffect(this.position, 700 + mob[i].radius + random);
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if (tech.isMineSentry) {
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@@ -2753,7 +2756,7 @@ const b = {
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this.lockedOn = null;
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let closeDist = Infinity;
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for (let i = 0, len = mob.length; i < len; ++i) {
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if (!mob[i].isBadTarget && Matter.Query.ray(map, this.position, mob[i].position).length === 0) {
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if (!mob[i].isBadTarget && Matter.Query.ray(map, this.position, mob[i].position).length === 0 && !mob[i].isInvulnerable) {
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const targetVector = Vector.sub(this.position, mob[i].position)
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const dist = Vector.magnitude(targetVector) * (Math.random() + 0.5);
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if (dist < closeDist) {
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@@ -2841,7 +2844,7 @@ const b = {
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this.lockedOn = null;
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let closeDist = Infinity;
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for (let i = 0, len = mob.length; i < len; ++i) {
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if (!mob[i].isBadTarget && Matter.Query.ray(map, this.position, mob[i].position).length === 0) {
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if (!mob[i].isBadTarget && Matter.Query.ray(map, this.position, mob[i].position).length === 0 && !mob[i].isInvulnerable) {
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const targetVector = Vector.sub(this.position, mob[i].position)
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const dist = Vector.magnitude(targetVector) * (Math.random() + 0.5);
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if (dist < closeDist) {
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@@ -2957,7 +2960,8 @@ const b = {
|
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if (
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!mob[i].isBadTarget &&
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Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
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Matter.Query.ray(body, this.position, mob[i].position).length === 0
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Matter.Query.ray(body, this.position, mob[i].position).length === 0 &&
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!mob[i].isInvulnerable
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) {
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const TARGET_VECTOR = Vector.sub(this.position, mob[i].position)
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const DIST = Vector.magnitude(TARGET_VECTOR);
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@@ -3059,7 +3063,6 @@ const b = {
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Matter.Body.scale(this, scale, scale);
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} else {
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this.force.y += this.mass * 0.0002;
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if (!(simulation.cycle % this.lookFrequency)) {
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//find mob targets
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this.lockedOn = null;
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@@ -3068,7 +3071,8 @@ const b = {
|
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if (
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!mob[i].isBadTarget &&
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Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
|
||||
Matter.Query.ray(body, this.position, mob[i].position).length === 0
|
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Matter.Query.ray(body, this.position, mob[i].position).length === 0 &&
|
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!mob[i].isInvulnerable
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) {
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const TARGET_VECTOR = Vector.sub(this.position, mob[i].position)
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const DIST = Vector.magnitude(TARGET_VECTOR);
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@@ -3297,7 +3301,8 @@ const b = {
|
||||
if (
|
||||
!mob[i].isBadTarget &&
|
||||
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
|
||||
Matter.Query.ray(body, this.position, mob[i].position).length === 0
|
||||
Matter.Query.ray(body, this.position, mob[i].position).length === 0 &&
|
||||
!mob[i].isInvulnerable
|
||||
) {
|
||||
const TARGET_VECTOR = Vector.sub(this.position, mob[i].position)
|
||||
const DIST = Vector.magnitude(TARGET_VECTOR);
|
||||
@@ -3785,9 +3790,10 @@ const b = {
|
||||
const dist = Vector.magnitude(Vector.sub(position, mob[i].position));
|
||||
if (
|
||||
dist < range + mob[i].radius &&
|
||||
(!mob[i].isBadTarget) && //|| mob[i].isMobBullet
|
||||
!mob[i].isBadTarget && //|| mob[i].isMobBullet
|
||||
Matter.Query.ray(map, position, mob[i].position).length === 0 &&
|
||||
Matter.Query.ray(body, position, mob[i].position).length === 0
|
||||
Matter.Query.ray(body, position, mob[i].position).length === 0 &&
|
||||
!mob[i].isInvulnerable
|
||||
) {
|
||||
targets.push(Vector.add(mob[i].position, Vector.mult(mob[i].velocity, dist / 60))) //predict where the mob will be in a few cycles
|
||||
}
|
||||
@@ -4280,7 +4286,8 @@ const b = {
|
||||
dist < 3000000 &&
|
||||
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
|
||||
Matter.Query.ray(body, this.position, mob[i].position).length === 0 &&
|
||||
!mob[i].isShielded
|
||||
!mob[i].isShielded &&
|
||||
!mob[i].isInvulnerable
|
||||
) {
|
||||
const unit = Vector.normalise(Vector.sub(Vector.add(mob[i].position, Vector.mult(mob[i].velocity, Math.sqrt(dist) / 60)), this.position))
|
||||
if (this.isUpgraded) {
|
||||
@@ -4338,7 +4345,8 @@ const b = {
|
||||
mob[i].alive &&
|
||||
!mob[i].isBadTarget &&
|
||||
dist2 > 40000 &&
|
||||
Matter.Query.ray(map, this.position, mob[i].position).length === 0
|
||||
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
|
||||
!mob[i].isInvulnerable
|
||||
) {
|
||||
this.cd = simulation.cycle + this.delay;
|
||||
const angle = Vector.angle(this.position, mob[i].position)
|
||||
@@ -4670,10 +4678,12 @@ const b = {
|
||||
let closeDist = tech.isPlasmaRange * 1000;
|
||||
for (let i = 0, len = mob.length; i < len; ++i) {
|
||||
const DIST = Vector.magnitude(Vector.sub(this.position, mob[i].position)) - mob[i].radius;
|
||||
if (DIST < closeDist &&
|
||||
(!mob[i].isBadTarget || mob[i].isMobBullet) &&
|
||||
if (
|
||||
DIST < closeDist && (!mob[i].isBadTarget || mob[i].isMobBullet) &&
|
||||
Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
|
||||
Matter.Query.ray(body, this.position, mob[i].position).length === 0) {
|
||||
Matter.Query.ray(body, this.position, mob[i].position).length === 0 &&
|
||||
!mob[i].isInvulnerable
|
||||
) {
|
||||
closeDist = DIST;
|
||||
this.lockedOn = mob[i]
|
||||
}
|
||||
@@ -6376,7 +6386,7 @@ const b = {
|
||||
const dir = { x: Math.cos(angle), y: Math.sin(angle) }; //make a vector for the player's direction of length 1; used in dot product
|
||||
|
||||
for (let i = 0, len = mob.length; i < len; ++i) {
|
||||
if (mob[i].alive && !mob[i].isBadTarget && !mob[i].shield && Matter.Query.ray(map, m.pos, mob[i].position).length === 0) {
|
||||
if (mob[i].alive && !mob[i].isBadTarget && !mob[i].shield && Matter.Query.ray(map, m.pos, mob[i].position).length === 0 && !mob[i].isInvulnerable) {
|
||||
const dot = Vector.dot(dir, Vector.normalise(Vector.sub(mob[i].position, m.pos))) //the dot product of diff and dir will return how much over lap between the vectors
|
||||
const dist = Vector.magnitude(Vector.sub(where, mob[i].position))
|
||||
// console.log(dot, 0.95 - Math.min(dist * 0.00015, 0.3))
|
||||
@@ -6521,7 +6531,7 @@ const b = {
|
||||
const range = 450 * (tech.isFilament ? 1 + 0.005 * Math.min(110, this.ammo) : 1)
|
||||
let targetCount = 0
|
||||
for (let i = 0, len = mob.length; i < len; ++i) {
|
||||
if (mob[i].alive && !mob[i].isBadTarget && !mob[i].shield && Matter.Query.ray(map, m.pos, mob[i].position).length === 0) {
|
||||
if (mob[i].alive && !mob[i].isBadTarget && !mob[i].shield && Matter.Query.ray(map, m.pos, mob[i].position).length === 0 && !mob[i].isInvulnerable) {
|
||||
const dot = Vector.dot(dir, Vector.normalise(Vector.sub(mob[i].position, m.pos))) //the dot product of diff and dir will return how much over lap between the vectors
|
||||
const dist = Vector.magnitude(Vector.sub(where, mob[i].position))
|
||||
if (dist < range && dot > 0.9) { //lower dot product threshold for targeting then if you only have one harpoon //target closest mob that player is looking at and isn't too close to target
|
||||
@@ -6553,7 +6563,7 @@ const b = {
|
||||
//single harpoon
|
||||
const dir = { x: Math.cos(m.angle), y: Math.sin(m.angle) }; //make a vector for the player's direction of length 1; used in dot product
|
||||
for (let i = 0, len = mob.length; i < len; ++i) {
|
||||
if (mob[i].alive && !mob[i].isBadTarget && Matter.Query.ray(map, m.pos, mob[i].position).length === 0) {
|
||||
if (mob[i].alive && !mob[i].isBadTarget && Matter.Query.ray(map, m.pos, mob[i].position).length === 0 && !mob[i].isInvulnerable) {
|
||||
const dot = Vector.dot(dir, Vector.normalise(Vector.sub(mob[i].position, m.pos))) //the dot product of diff and dir will return how much over lap between the vectors
|
||||
const dist = Vector.magnitude(Vector.sub(where, mob[i].position))
|
||||
if (dist < closest.distance && dot > 0.98 - Math.min(dist * 0.00014, 0.3)) { //target closest mob that player is looking at and isn't too close to target
|
||||
|
||||
Reference in New Issue
Block a user