training maps

first 4 levels of the training maps are live
  this is very much a work in progress, but I'm putting it up for feedback

stunned and frozen mobs do no harm by default
  removed tech: osmoprotectant - stunned and frozen mobs do no harm

tech: annelids - randomly increase worm size and damage up to 100%

weak anthropic principle gives 45->50% duplication chance after almost dieing
complex spin-statistics immune to harm for 1.5->1.8 s every 7 s
exciton gives 60->66% damage
electronegativity gives 1% dmg for every 11->10 stored energy
arsenal gives 14->12% more damage per gun
pair production is now also a standing wave field tech
mass-energy takes 10% less damage
JUNK tech black hole cluster spawns mobs farther away, so you have a better chance to survive
undefinded tech no longer shows up on your first couple times playing, since it's a distraction for new players
This commit is contained in:
landgreen committed 2021-12-20 12:03:38 -08:00
1 parent 1a5a395992
commit 9dc5c8d456
13 files changed
+860 -430

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+7 -5
View File
@@ -2361,9 +2361,9 @@ const b = {
},
worm(where, isFreeze = tech.isSporeFreeze) { //used with the tech upgrade in mob.death()
const bIndex = bullet.length;
const size = 3
const wormSize = 6 + tech.wormSize * 7.2 * Math.random()
if (bIndex < 500) { //can't make over 500 spores
bullet[bIndex] = Bodies.polygon(where.x, where.y, size, size, {
bullet[bIndex] = Bodies.polygon(where.x, where.y, 3, 3, {
inertia: Infinity,
isFreeze: isFreeze,
restitution: 0.5,
@@ -2371,7 +2371,9 @@ const b = {
friction: 0,
frictionAir: 0.025,
thrust: (tech.isFastSpores ? 0.001 : 0.0005) * (1 + 0.5 * (Math.random() - 0.5)),
dmg: (tech.isMutualism ? 16.8 : 7) * 2.5, //bonus damage from tech.isMutualism //2.5 is extra damage as worm
wormSize: wormSize,
wormTail: 1 + wormSize,
dmg: (tech.isMutualism ? 7 : 2.9) * wormSize, //bonus damage from tech.isMutualism //2.5 is extra damage as worm
lookFrequency: 100 + Math.floor(37 * Math.random()),
classType: "bullet",
collisionFilter: {
@@ -2408,10 +2410,10 @@ const b = {
do() {
ctx.beginPath(); //draw nematode
ctx.moveTo(this.position.x, this.position.y);
const dir = Vector.mult(Vector.normalise(this.velocity), -Math.min(45, 7 * this.speed))
const dir = Vector.mult(Vector.normalise(this.velocity), -Math.min(100, this.wormTail * this.speed))
const tail = Vector.add(this.position, dir)
ctx.lineTo(tail.x, tail.y);
ctx.lineWidth = 6;
ctx.lineWidth = this.wormSize;
ctx.strokeStyle = "#000";
ctx.stroke();
+1 -1
View File
@@ -103,7 +103,7 @@ function collisionChecks(event) {
if (
m.immuneCycle < m.cycle &&
(obj === playerBody || obj === playerHead) &&
!(tech.isFreezeHarmImmune && (mob[k].isSlowed || mob[k].isStunned))
!mob[k].isSlowed && !mob[k].isStunned
) {
let dmg = Math.min(Math.max(0.025 * Math.sqrt(mob[k].mass), 0.05), 0.3) * simulation.dmgScale; //player damage is capped at 0.3*dmgScale of 1.0
if (m.isCloak) dmg *= 0.5
+2 -12
View File
@@ -622,6 +622,7 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>": ""}
function openExperimentMenu() {
document.getElementById("experiment-button").style.display = "none";
document.getElementById("training-button").style.display = "none";
const el = document.getElementById("experiment-grid")
el.style.display = "grid"
document.body.style.overflowY = "scroll";
@@ -1295,16 +1296,5 @@ function cycle() {
level.start();
}
simulation.loop();
// if (isNaN(m.health) || isNaN(m.energy)) {
// console.log(`m.health = ${m.health}`)
// simulation.paused = true;
// build.pauseGrid()
// document.body.style.cursor = "auto";
// alert("health is NaN, please report this bug to the discord \n https://discordapp.com/invite/2eC9pgJ")
// }
// for (let i = 0, len = loop.length; i < len; i++) {
// loop[i]()
// }
}
}
// simulation.introPlayer()
}
+372 -32
View File
@@ -8,6 +8,7 @@ const level = {
onLevel: -1,
levelsCleared: 0,
playableLevels: ["labs", "rooftops", "skyscrapers", "warehouse", "highrise", "office", "aerie", "satellite", "sewers", "testChamber"],
trainingLevels: ["trainingHold", "trainingThrow", "trainingCrouch", "trainingJump"],
levels: [],
start() {
if (level.levelsCleared === 0) { //this code only runs on the first level
@@ -17,19 +18,23 @@ const level = {
// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
// simulation.isHorizontalFlipped = true
// m.setField("plasma torch")
// b.giveGuns("drones")
// b.giveGuns("spores")
// b.giveGuns("nail gun")
// b.giveGuns("harpoon")
// tech.giveTech("brainstorming")
// tech.giveTech("nanowires")
// tech.giveTech("relativistic momentum")
// tech.giveTech("nematodes")
// for (let i = 0; i < 9; i++) tech.giveTech("annelids")
// tech.giveTech("tinsellated flagella")
// for (let i = 0; i < 2; i++) tech.giveTech("refractory metal")
// tech.giveTech("antiscience")
// for (let i = 0; i < 1; i++) tech.giveTech("reticulum")
// for (let i = 0; i < 2; i++) tech.giveTech("laser-bot")
// tech.tech[297].frequency = 100
level.intro(); //starting level
// level.trainingThrow();
if (simulation.isTraining) {
level.trainingHold();
} else {
level.intro(); //starting level
}
// level.testing(); //not in rotation, used for testing
// level.template(); //not in rotation, blank start new map development
// level.final() //final boss level
@@ -68,13 +73,13 @@ const level = {
spawn.setSpawnList(); //picks a couple mobs types for a themed random mob spawns
// spawn.pickList = ["focuser", "focuser"]
level[level.levels[level.onLevel]](); //picks the current map from the the levels array
if (!simulation.isCheating && !build.isExperimentRun) {
if (!simulation.isCheating && !build.isExperimentRun && !simulation.isTraining) {
localSettings.runCount += level.levelsCleared //track the number of total runs locally
localSettings.levelsClearedLastGame = level.levelsCleared
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
}
}
level.levelAnnounce();
if (!simulation.isTraining) level.levelAnnounce();
simulation.noCameraScroll();
simulation.setZoom();
level.addToWorld(); //add bodies to game engine
@@ -131,6 +136,337 @@ const level = {
// for (let i = 0; i < 2; i++) powerUps.spawn(player.position.x + 90 * (Math.random() - 0.5), player.position.y + 90 * (Math.random() - 0.5), "tech", false); //start
}
},
trainingJump() { //learn to crouch
m.addHealth(Infinity)
document.getElementById("health").style.display = "none" //hide your health bar
document.getElementById("health-bg").style.display = "none"
level.setPosToSpawn(60, -50); //normal spawn
spawn.mapRect(10, -10, 100, 20); //small platform for player
level.exit.x = 1775;
level.exit.y = -35;
spawn.mapRect(level.exit.x, level.exit.y + 25, 100, 100); //exit bump
simulation.zoomScale = 1400 //1400 is normal
level.defaultZoom = 1400
simulation.zoomTransition(level.defaultZoom, 1)
document.body.style.backgroundColor = "#e1e1e1";
simulation.lastLogTime = 0; //clear previous messages
let instruction = 0
simulation.makeTextLog(`hold down <strong>${input.key.up}</strong> longer to jump higher`, Infinity)
level.custom = () => {
if (instruction === 0 && m.pos.x > 300) {
instruction++
simulation.lastLogTime = 0; //clear previous messages
simulation.makeTextLog(`<s>hold down <strong>${input.key.up}</strong> longer to jump higher</s>`, Infinity)
}
m.health = 1 //can't die
//exit room
ctx.fillStyle = "#f2f2f2"
ctx.fillRect(1600, -400, 400, 400)
level.exit.draw();
level.enter.draw();
level.playerExitCheck();
};
level.customTopLayer = () => {
//dark
ctx.fillStyle = "rgba(0,0,0,0.2)"
ctx.fillRect(1000, 0, 450, 1800)
//exit room glow
ctx.fillStyle = "rgba(0,255,255,0.05)"
ctx.fillRect(1600, -400, 400, 400)
};
spawn.mapRect(-2750, -2800, 2600, 4600); //left wall
spawn.mapRect(2000, -2800, 2600, 4600); //right wall
spawn.mapRect(275, -350, 200, 375);
spawn.mapRect(-250, 0, 1250, 1800);
spawn.mapRect(1450, 0, 1075, 1800);
spawn.mapRect(-250, -2800, 3500, 2200); //roof
spawn.mapRect(1600, -1200, 500, 850); //exit roof
spawn.mapRect(1600, -400, 50, 225); //exit room left upper wall
},
trainingCrouch() { //learn to crouch
m.addHealth(Infinity)
//hide your health bar
document.getElementById("health").style.display = "none"
document.getElementById("health-bg").style.display = "none"
level.setPosToSpawn(60, -50); //normal spawn
spawn.mapRect(10, -10, 100, 20); //small platform for player
level.exit.x = 1775;
level.exit.y = -35;
spawn.mapRect(level.exit.x, level.exit.y + 25, 100, 100); //exit bump
simulation.zoomScale = 1400 //1400 is normal
level.defaultZoom = 1400
simulation.zoomTransition(level.defaultZoom, 1)
document.body.style.backgroundColor = "#e1e1e1";
simulation.lastLogTime = 0; //clear previous messages
let instruction = 0
simulation.makeTextLog(`press <strong>${input.key.down}</strong> to crouch`, Infinity)
level.custom = () => {
if (instruction === 0 && input.down) {
instruction++
simulation.lastLogTime = 0; //clear previous messages
simulation.makeTextLog(`<s>press <strong>${input.key.down}</strong> to crouch</s>`, Infinity)
}
//exit room
ctx.fillStyle = "#f2f2f2"
ctx.fillRect(1650, -400, 400, 400)
level.exit.draw();
level.enter.draw();
level.playerExitCheck();
};
level.customTopLayer = () => {
//exit room glow
ctx.fillStyle = "rgba(0,255,255,0.05)"
ctx.fillRect(1650, -400, 400, 400)
//dark
ctx.fillStyle = "rgba(0,0,0,0.2)"
ctx.fillRect(625, -100, 1025, 175)
};
// spawn.mapRect(1025, -675, 300, 623); //crouch wall
spawn.mapRect(625, -650, 1025, 550);
spawn.mapRect(-200, -650, 875, 300);
spawn.mapRect(-2750, -2800, 2600, 4600); //left wall
spawn.mapRect(2000, -2800, 2600, 4600); //right wall
spawn.mapRect(-250, 50, 3500, 1750); //floor
spawn.mapRect(-200, 0, 950, 100);
spawn.mapRect(1575, 0, 500, 100);
spawn.mapRect(-250, -2800, 3500, 2200); //roof
spawn.mapRect(725, 12, 50, 25);
spawn.mapRect(725, 25, 75, 25);
spawn.mapRect(750, 38, 75, 25);
spawn.mapRect(1525, 25, 75, 50);
spawn.mapRect(1500, 38, 50, 25);
spawn.mapRect(1550, 12, 50, 25);
spawn.mapRect(1600, -1200, 500, 850); //exit roof
spawn.mapRect(1600, -400, 50, 225); //exit room left upper wall
},
trainingThrow() { //throw a block on button to open door
m.addHealth(Infinity)
//hide your health bar
document.getElementById("health").style.display = "none"
document.getElementById("health-bg").style.display = "none"
level.setPosToSpawn(60, -50); //normal spawn
spawn.mapRect(10, -10, 100, 20); //small platform for player
level.exit.x = 1775;
level.exit.y = -35;
spawn.mapRect(level.exit.x, level.exit.y + 25, 100, 100); //exit bump
simulation.zoomScale = 1400 //1400 is normal
level.defaultZoom = 1400
simulation.zoomTransition(level.defaultZoom, 1)
document.body.style.backgroundColor = "#e1e1e1";
spawn.bodyRect(1025, -75, 50, 50); //block to go on button
const buttonDoor = level.button(1635, -400)
const door = level.door(1612.5, -175, 25, 190, 185, 3)
simulation.lastLogTime = 0; //clear previous messages
let instruction = 0
simulation.makeTextLog(`activate your <strong class='color-f'>field</strong> with <strong>space</strong> or <strong>right mouse</strong>
<br>pick up the <strong class='color-block'>block</strong> with your <strong class='color-f'>field</strong>`, Infinity)
level.custom = () => {
console.log(m.throwCharge)
if (instruction === 0 && m.isHolding) {
instruction++
simulation.lastLogTime = 0; //clear previous messages
simulation.makeTextLog(`<s>pick up the <strong class='color-block'>block</strong> with your <strong class='color-f'>field</strong></s>
<br>hold your <strong class='color-f'>field</strong> down to charge up then release to throw a <strong class='color-block'>block</strong>`, Infinity)
} else if (instruction === 1 && m.throwCharge > 2) {
instruction++
simulation.lastLogTime = 0; //clear previous messages
simulation.makeTextLog(`<s>pick up the <strong class='color-block'>block</strong> with your <strong class='color-f'>field</strong>
<br>hold your <strong class='color-f'>field</strong> down to charge up then release to throw a <strong class='color-block'>block</strong></s>
<br>throw the <strong class='color-block'>block</strong> onto the button`, Infinity)
// the <strong class='color-block'>block</strong> at the button
} else if (instruction === 2 && !buttonDoor.isUp && Vector.magnitudeSquared(Vector.sub(body[0].position, buttonDoor.min)) < 10000) {
instruction++
simulation.lastLogTime = 0; //clear previous messages
simulation.makeTextLog(`<s>pick up the <strong class='color-block'>block</strong> with your <strong class='color-f'>field</strong>
<br>hold your <strong class='color-f'>field</strong> down to charge up then release to throw a <strong class='color-block'>block</strong>
<br>throw the <strong class='color-block'>block</strong> onto the button</s>`, Infinity)
}
//exit room
ctx.fillStyle = "#f2f2f2"
ctx.fillRect(1600, -400, 400, 400)
level.exit.draw();
level.enter.draw();
level.playerExitCheck();
};
level.customTopLayer = () => {
buttonDoor.query();
buttonDoor.draw();
if (buttonDoor.isUp) {
door.isOpen = true
} else {
door.isOpen = false
}
door.openClose();
door.draw();
//exit room glow
ctx.fillStyle = "rgba(0,255,255,0.05)"
ctx.fillRect(1600, -400, 400, 400)
};
spawn.mapRect(-2750, -2800, 2600, 4600); //left wall
spawn.mapRect(2000, -2800, 2600, 4600); //right wall
spawn.mapRect(-250, 50, 3500, 1750); //floor
spawn.mapRect(-200, 0, 950, 100);
spawn.mapRect(1575, 0, 500, 100);
spawn.mapRect(-250, -2800, 3500, 2200); //roof
spawn.mapRect(725, 12, 50, 25);
spawn.mapRect(725, 25, 75, 25);
spawn.mapRect(750, 38, 75, 25);
spawn.mapRect(1525, 25, 75, 50);
spawn.mapRect(1500, 38, 50, 25);
spawn.mapRect(1550, 12, 50, 25);
// spawn.mapRect(1600, -1200, 500, 850); //exit roof
spawn.mapRect(1790, -600, 250, 225); //button left wall
spawn.mapRect(1625, -400, 400, 50);
spawn.mapRect(1600, -400, 50, 225); //exit room left upper wall
},
trainingHold() { //put block on button to open door
m.addHealth(Infinity)
//hide your health bar
document.getElementById("health").style.display = "none"
document.getElementById("health-bg").style.display = "none"
level.setPosToSpawn(60, -50); //normal spawn
spawn.mapRect(10, -10, 100, 20); //small platform for player
level.exit.x = 1775;
level.exit.y = -35;
spawn.mapRect(level.exit.x, level.exit.y + 25, 100, 100); //exit bump
simulation.zoomScale = 1400 //1400 is normal
level.defaultZoom = 1400
simulation.zoomTransition(level.defaultZoom, 1)
document.body.style.backgroundColor = "#e1e1e1";
spawn.bodyRect(1025, -75, 50, 50); //block to go on button
const buttonDoor = level.button(500, 0)
const door = level.door(1612.5, -175, 25, 190, 185, 3)
simulation.lastLogTime = 0; //clear previous messages
let instruction = 0
simulation.makeTextLog(`activate your <strong class='color-f'>field</strong> with <strong>space</strong> or <strong>right mouse</strong>`, Infinity)
level.custom = () => {
if (instruction === 0 && input.field) {
instruction++
simulation.lastLogTime = 0; //clear previous messages
simulation.makeTextLog(`<s>activate your <strong class='color-f'>field</strong> with <strong>space</strong> or <strong>right mouse</strong></s><br>release your <strong class='color-f'>field</strong> on a <strong class='color-block'>block</strong> to pick it up`, Infinity)
} else if (instruction === 1 && m.isHolding) {
instruction++
simulation.lastLogTime = 0; //clear previous messages
simulation.makeTextLog(`<s>activate your <strong class='color-f'>field</strong> with <strong>space</strong> or <strong>right mouse</strong><br>release your <strong class='color-f'>field</strong> on a <strong class='color-block'>block</strong> to pick it up</s><br>drop the <strong class='color-block'>block</strong> on the red button to open the door`, Infinity)
} else if (instruction === 2 && !buttonDoor.isUp && Vector.magnitudeSquared(Vector.sub(body[0].position, buttonDoor.min)) < 10000) {
instruction++
simulation.lastLogTime = 0; //clear previous messages
simulation.makeTextLog(`<s>activate your <strong class='color-f'>field</strong> with <strong>space</strong> or <strong>right mouse</strong><br>release your <strong class='color-f'>field</strong> on a <strong class='color-block'>block</strong> to pick it up<br>drop the <strong class='color-block'>block</strong> on the red button to open the door</s>`, Infinity)
}
//exit room
ctx.fillStyle = "#f2f2f2"
ctx.fillRect(1600, -400, 400, 400)
level.exit.draw();
level.enter.draw();
level.playerExitCheck();
};
level.customTopLayer = () => {
buttonDoor.query();
buttonDoor.draw();
if (buttonDoor.isUp) {
door.isOpen = true
} else {
door.isOpen = false
}
door.openClose();
door.draw();
//exit room glow
ctx.fillStyle = "rgba(0,255,255,0.05)"
ctx.fillRect(1600, -400, 400, 400)
};
spawn.mapRect(-2750, -2800, 2600, 4600); //left wall
spawn.mapRect(2000, -2800, 2600, 4600); //right wall
spawn.mapRect(-250, 50, 3500, 1750); //floor
spawn.mapRect(-200, 0, 950, 100);
spawn.mapRect(1575, 0, 500, 100);
spawn.mapRect(-250, -2800, 3500, 2200); //roof
spawn.mapRect(725, 12, 50, 25);
spawn.mapRect(725, 25, 75, 25);
spawn.mapRect(750, 38, 75, 25);
spawn.mapRect(1525, 25, 75, 50);
spawn.mapRect(1500, 38, 50, 25);
spawn.mapRect(1550, 12, 50, 25);
spawn.mapRect(1600, -1200, 500, 850); //exit roof
spawn.mapRect(1600, -400, 50, 225); //exit room left upper wall
},
trainingTemplate() { //learn to crouch
m.addHealth(Infinity)
document.getElementById("health").style.display = "none" //hide your health bar
document.getElementById("health-bg").style.display = "none"
level.setPosToSpawn(60, -50); //normal spawn
spawn.mapRect(10, -10, 100, 20); //small platform for player
level.exit.x = 1775;
level.exit.y = -35;
spawn.mapRect(level.exit.x, level.exit.y + 25, 100, 100); //exit bump
simulation.zoomScale = 1400 //1400 is normal
level.defaultZoom = 1400
simulation.zoomTransition(level.defaultZoom, 1)
document.body.style.backgroundColor = "#e1e1e1";
simulation.lastLogTime = 0; //clear previous messages
let instruction = 0
simulation.makeTextLog(`press <strong>${input.key.down}</strong> to crouch`, Infinity)
level.custom = () => {
if (instruction === 0 && input.down) {
instruction++
simulation.lastLogTime = 0; //clear previous messages
simulation.makeTextLog(`<s>press <strong>${input.key.down}</strong> to crouch</s>`, Infinity)
}
//exit room
ctx.fillStyle = "#f2f2f2"
ctx.fillRect(1600, -400, 400, 400)
level.exit.draw();
level.enter.draw();
level.playerExitCheck();
};
level.customTopLayer = () => {
//exit room glow
ctx.fillStyle = "rgba(0,255,255,0.05)"
ctx.fillRect(1600, -400, 400, 400)
};
spawn.mapRect(-2750, -2800, 2600, 4600); //left wall
spawn.mapRect(2000, -2800, 2600, 4600); //right wall
spawn.mapRect(-250, 50, 3500, 1750); //floor
spawn.mapRect(-200, 0, 950, 100);
spawn.mapRect(1575, 0, 500, 100);
spawn.mapRect(-250, -2800, 3500, 2200); //roof
spawn.mapRect(725, 12, 50, 25);
spawn.mapRect(725, 25, 75, 25);
spawn.mapRect(750, 38, 75, 25);
spawn.mapRect(1525, 25, 75, 50);
spawn.mapRect(1500, 38, 50, 25);
spawn.mapRect(1550, 12, 50, 25);
spawn.mapRect(1600, -1200, 500, 850); //exit roof
spawn.mapRect(1600, -400, 50, 225); //exit room left upper wall
},
custom() {},
customTopLayer() {},
setDifficulty() {
@@ -214,27 +550,31 @@ const level = {
simulation.clearNow = true; //triggers in simulation.clearMap to remove all physics bodies and setup for new map
},
populateLevels() {
simulation.isHorizontalFlipped = (Math.random() < 0.5) ? true : false //if true, some maps are flipped horizontally
level.levels = level.playableLevels.slice(0) //copy array, not by just by assignment
if (simulation.isCommunityMaps) {
level.levels.push("stronghold");
level.levels.push("basement");
level.levels.push("crossfire");
level.levels.push("vats")
level.levels.push("n-gon")
level.levels.push("house");
level.levels.push("perplex");
level.levels.push("coliseum");
level.levels.push("tunnel");
level.levels = shuffle(level.levels); //shuffles order of maps
level.levels.splice(0, 9); //remove some random levels to make up for adding the community levels
if (simulation.isTraining) {
level.levels = level.trainingLevels.slice(0) //copy array, not by just by assignment
} else {
level.levels = shuffle(level.levels); //shuffles order of maps
}
if (!build.isExperimentSelection || (build.hasExperimentalMode && !simulation.isCheating)) { //experimental mode is endless, unless you only have an experiment Tech
level.levels.unshift("intro"); //add level to the start of the randomized levels list
level.levels.push("gauntlet"); //add level to the end of the randomized levels list
level.levels.push("final"); //add level to the end of the randomized levels list
simulation.isHorizontalFlipped = (Math.random() < 0.5) ? true : false //if true, some maps are flipped horizontally
level.levels = level.playableLevels.slice(0) //copy array, not by just by assignment
if (simulation.isCommunityMaps) {
level.levels.push("stronghold");
level.levels.push("basement");
level.levels.push("crossfire");
level.levels.push("vats")
level.levels.push("n-gon")
level.levels.push("house");
level.levels.push("perplex");
level.levels.push("coliseum");
level.levels.push("tunnel");
level.levels = shuffle(level.levels); //shuffles order of maps
level.levels.splice(0, 9); //remove some random levels to make up for adding the community levels
} else {
level.levels = shuffle(level.levels); //shuffles order of maps
}
if (!build.isExperimentSelection || (build.hasExperimentalMode && !simulation.isCheating)) { //experimental mode is endless, unless you only have an experiment Tech
level.levels.unshift("intro"); //add level to the start of the randomized levels list
level.levels.push("gauntlet"); //add level to the end of the randomized levels list
level.levels.push("final"); //add level to the end of the randomized levels list
}
}
},
flipHorizontal() {
@@ -723,7 +1063,7 @@ const level = {
}
}
},
door(x, y, width, height, distance) {
door(x, y, width, height, distance, speed = 1) {
x = x + width / 2
y = y + height / 2
const doorBlock = body[body.length] = Bodies.rectangle(x, y, width, height, {
@@ -743,7 +1083,7 @@ const level = {
if (this.position.y > y - distance) { //try to open
const position = {
x: this.position.x,
y: this.position.y - 1
y: this.position.y - speed
}
Matter.Body.setPosition(this, position)
}
@@ -756,7 +1096,7 @@ const level = {
) {
const position = {
x: this.position.x,
y: this.position.y + 1
y: this.position.y + speed
}
Matter.Body.setPosition(this, position)
}
@@ -1228,7 +1568,7 @@ const level = {
spawn.randomMob(x + 1175, y - 725, mobSpawnChance);
spawn.randomMob(x + 1450, y - 725, mobSpawnChance);
spawn.randomMob(x + 425, y - 100, mobSpawnChance);
spawn.randomMob(x + 1200, y - 125, mobSpawnChance);
spawn.randomMob(x + 1700, y - 300, mobSpawnChance);
spawn.randomMob(x + 1300, y - 375, mobSpawnChance);
}
ctx.fillStyle = "#d4f4f4"
+1 -1
View File
@@ -45,7 +45,7 @@ const lore = {
if (localSettings.loreCount < 1) localSettings.loreCount = 1
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
document.getElementById("control-testing").style.visibility = (localSettings.loreCount === 0) ? "hidden" : "visible"
document.getElementById("experiment-button").style.visibility = (localSettings.loreCount === 0) ? "hidden" : "visible"
// document.getElementById("experiment-button").style.visibility = (localSettings.loreCount === 0) ? "hidden" : "visible"
simulation.makeTextLog(`<span class='color-var'>lore</span>.unlockTesting()`, Infinity);
sound.portamento(50)
+2 -5
View File
@@ -647,7 +647,7 @@ const m = {
}
if (tech.isEnergyHealth) {
m.energy -= dmg * 1.1;
m.energy -= dmg
if (m.energy < 0 || isNaN(m.energy)) { //taking deadly damage
if (tech.isDeathAvoid && powerUps.research.count && !tech.isDeathAvoidedThisLevel) {
tech.isDeathAvoidedThisLevel = true
@@ -1248,7 +1248,6 @@ const m = {
ctx.beginPath();
ctx.arc(m.pos.x, m.pos.y, range, m.angle - Math.PI * m.fieldArc, m.angle + Math.PI * m.fieldArc, false);
ctx.lineWidth = 2;
ctx.lineCap = "butt"
ctx.stroke();
let eye = 13;
let aMag = 0.75 * Math.PI * m.fieldArc
@@ -1741,7 +1740,6 @@ const m = {
ctx.beginPath();
ctx.arc(m.pos.x, m.pos.y, m.fieldRange, m.angle - Math.PI * m.fieldArc, m.angle + Math.PI * m.fieldArc, false);
ctx.lineWidth = 2.5 - 1.5 * wave;
ctx.lineCap = "butt"
ctx.stroke();
const curve = 0.57 + 0.04 * wave
const aMag = (1 - curve * 1.2) * Math.PI * m.fieldArc
@@ -1766,7 +1764,6 @@ const m = {
ctx.beginPath();
ctx.arc(m.fieldPosition.x, m.fieldPosition.y, m.fieldRange, m.fieldAngle - Math.PI * m.fieldArc, m.fieldAngle + Math.PI * m.fieldArc, false);
ctx.lineWidth = 2.5 - 1.5 * wave;
ctx.lineCap = "butt"
ctx.stroke();
const curve = 0.8 + 0.06 * wave
const aMag = (1 - curve * 1.2) * Math.PI * m.fieldArc
@@ -3564,7 +3561,7 @@ const m = {
m.immuneCycle < m.cycle &&
// (obj === playerBody || obj === playerHead) &&
(obj === player) &&
!(tech.isFreezeHarmImmune && (mob[k].isSlowed || mob[k].isStunned))
!mob[k].isSlowed && !mob[k].isStunned
) {
mob[k].foundPlayer();
let dmg = Math.min(Math.max(0.025 * Math.sqrt(mob[k].mass), 0.05), 0.3) * simulation.dmgScale; //player damage is capped at 0.3*dmgScale of 1.0
+10 -2
View File
@@ -110,6 +110,7 @@ const simulation = {
g: 0.0024, // applies to player, bodies, and power ups (not mobs)
onTitlePage: true,
isCheating: false,
isTraining: false,
paused: false,
isChoosing: false,
testing: false, //testing mode: shows wire frame and some variables
@@ -530,6 +531,8 @@ const simulation = {
document.getElementById("info").style.opacity = "0";
document.getElementById("experiment-button").style.display = "inline"
document.getElementById("experiment-button").style.opacity = "0";
document.getElementById("training-button").style.display = "inline"
document.getElementById("training-button").style.opacity = "0";
document.getElementById("experiment-grid").style.display = "none"
document.getElementById("pause-grid-left").style.display = "none"
document.getElementById("pause-grid-right").style.display = "none"
@@ -540,6 +543,7 @@ const simulation = {
document.body.style.cursor = "auto";
setTimeout(() => {
document.getElementById("experiment-button").style.opacity = "1";
document.getElementById("training-button").style.opacity = "1";
document.getElementById("info").style.opacity = "1";
document.getElementById("splash").style.opacity = "1";
}, 200);
@@ -588,7 +592,7 @@ const simulation = {
requestAnimationFrame(cycle)
}, 1000);
},
startGame(isBuildRun = false) {
startGame(isBuildRun = false, isTrainingRun = false) {
simulation.clearMap()
if (!isBuildRun) { //if a build run logic flow returns to "experiment-button").addEventListener
document.body.style.cursor = "none";
@@ -601,6 +605,7 @@ const simulation = {
document.getElementById("experiment-grid").style.display = "none"
document.getElementById("info").style.display = "none";
document.getElementById("experiment-button").style.display = "none";
document.getElementById("training-button").style.display = "none";
// document.getElementById("experiment-button").style.opacity = "0";
document.getElementById("splash").onclick = null; //removes the onclick effect so the function only runs once
document.getElementById("splash").style.display = "none"; //hides the element that spawned the function
@@ -616,7 +621,7 @@ const simulation = {
} else {
Composite.add(engine.world, [player])
}
if (isTrainingRun) simulation.isTraining = true
level.populateLevels()
input.endKeySensing();
@@ -694,6 +699,7 @@ const simulation = {
tech.healMaxEnergyBonus = 0
m.setMaxEnergy();
m.energy = 0
m.immuneCycle = 0;
// simulation.makeTextLog(`${simulation.SVGrightMouse}<strong style='font-size:30px;'> ${m.fieldUpgrades[m.fieldMode].name}</strong><br><span class='faded'></span><br>${m.fieldUpgrades[m.fieldMode].description}`, 600);
// simulation.makeTextLog(`
// input.key.up <span class='color-symbol'>=</span> ["<span class='color-text'>${input.key.up}</span>", "<span class='color-text'>ArrowUp</span>"]
@@ -751,6 +757,7 @@ const simulation = {
if (b.guns[i].name === "mine") {
if (tech.isCrouchAmmo) count = Math.ceil(count / 2)
b.guns[i].ammo += count
if (tech.ammoCap) b.guns[i].ammo = Math.min(tech.ammoCap, b.guns[i].ammo)
simulation.updateGunHUD();
break;
}
@@ -779,6 +786,7 @@ const simulation = {
}
}
}
simulation.lastLogTime = 0; //clear previous messages
powerUps.totalPowerUps = powerUp.length
let holdTarget = (m.holdingTarget) ? m.holdingTarget : undefined //if player is holding something this remembers it before it gets deleted
tech.deathSpawnsFromBoss = 0;
+3 -1
View File
@@ -140,7 +140,9 @@ const spawn = {
me.chaseSpeed = 3.3
me.isMACHO = true;
me.frictionAir = 0.006
me.onDeath = function() {
tech.isHarmMACHO = false;
}
me.do = function() {
const sine = Math.sin(simulation.cycle * 0.015)
this.radius = 370 * (1 + 0.1 * sine)
+397 -365
View File
@@ -13,8 +13,10 @@ const tech = {
tech.tech[i].frequency = 2
}
}
//remove lore if it's your first time playing since it's confusing
//also remove lore if cheating
lore.techCount = 0;
if (simulation.isCheating) { //simulation.isCommunityMaps ||
if (simulation.isCheating || localSettings.runCount > 1) { //simulation.isCommunityMaps ||
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].isLore) {
tech.tech[i].frequency = 0;
@@ -219,14 +221,14 @@ const tech = {
if (tech.isDupDamage) dmg *= 1 + Math.min(1, tech.duplicationChance())
if (tech.isLowEnergyDamage) dmg *= 1 + 0.7 * Math.max(0, 1 - m.energy)
if (tech.isMaxEnergyTech) dmg *= 1.5
if (tech.isEnergyNoAmmo) dmg *= 1.6
if (tech.isDamageForGuns) dmg *= 1 + 0.14 * b.inventory.length
if (tech.isEnergyNoAmmo) dmg *= 1.66
if (tech.isDamageForGuns) dmg *= 1 + 0.12 * b.inventory.length
if (tech.isLowHealthDmg) dmg *= 1 + Math.max(0, 1 - m.health) * 0.5
if (tech.isHarmDamage && m.lastHarmCycle + 600 > m.cycle) dmg *= 3;
if (tech.isEnergyLoss) dmg *= 1.55;
if (tech.isAcidDmg && m.health > 1) dmg *= 1.35;
if (tech.restDamage > 1 && player.speed < 1) dmg *= tech.restDamage
if (tech.isEnergyDamage) dmg *= 1 + m.energy / 11;
if (tech.isEnergyDamage) dmg *= 1 + m.energy * 0.1;
if (tech.isDamageFromBulletCount) dmg *= 1 + bullet.length * 0.007
if (tech.isRerollDamage) dmg *= 1 + 0.037 * powerUps.research.count
if (tech.isOneGun && b.inventory.length < 2) dmg *= 1.25
@@ -237,7 +239,7 @@ const tech = {
return dmg * tech.slowFire * tech.aimDamage
},
duplicationChance() {
return Math.max(0, (tech.isPowerUpsVanish ? 0.12 : 0) + (tech.isStimulatedEmission ? 0.15 : 0) + tech.cancelCount * 0.042 + tech.duplicateChance + m.duplicateChance + tech.wormDuplicate + tech.cloakDuplication + (tech.isAnthropicTech && tech.isDeathAvoidedThisLevel ? 0.45 : 0))
return Math.max(0, (tech.isPowerUpsVanish ? 0.12 : 0) + (tech.isStimulatedEmission ? 0.15 : 0) + tech.cancelCount * 0.042 + tech.duplicateChance + m.duplicateChance + tech.wormDuplicate + tech.cloakDuplication + (tech.isAnthropicTech && tech.isDeathAvoidedThisLevel ? 0.5 : 0))
},
isScaleMobsWithDuplication: false,
maxDuplicationEvent() {
@@ -457,7 +459,7 @@ const tech = {
// descriptionFunction() {
// return `increase <strong class='color-d'>damage</strong> by <strong>${14 * b.inventory.length}%</strong><br><strong>14%</strong> for each <strong class='color-g'>gun</strong> in your inventory`
// },
description: "increase <strong class='color-d'>damage</strong> by <strong>14%</strong><br>for each <strong class='color-g'>gun</strong> in your inventory",
description: "increase <strong class='color-d'>damage</strong> by <strong>12%</strong><br>for each <strong class='color-g'>gun</strong> in your inventory",
maxCount: 1,
count: 0,
frequency: 1,
@@ -493,24 +495,6 @@ const tech = {
b.setFireCD();
}
},
{
name: "logistics",
description: `${powerUps.orb.ammo()} give <strong>80%</strong> more <strong class='color-ammo'>ammo</strong>, but<br>it's only added to your current <strong class='color-g'>gun</strong>`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isEnergyNoAmmo
},
requires: "not exciton",
effect() {
tech.isAmmoForGun = true;
},
remove() {
tech.isAmmoForGun = false;
}
},
{
name: "supply chain",
junk: 0.05,
@@ -542,10 +526,31 @@ const tech = {
}
}
},
{
name: "logistics",
description: `${powerUps.orb.ammo()} give <strong>80%</strong> more <strong class='color-ammo'>ammo</strong>, but<br>it's only added to your current <strong class='color-g'>gun</strong>`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isEnergyNoAmmo
},
requires: "not exciton",
effect() {
tech.isAmmoForGun = true;
},
remove() {
tech.isAmmoForGun = false;
}
},
{
name: "cache",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Cache_(computing)' class="link">cache</a>`,
description: `${powerUps.orb.ammo()} give <strong>13x</strong> more <strong class='color-ammo'>ammo</strong>, but<br>you can't <strong>store</strong> any more <strong class='color-ammo'>ammo</strong> than that`,
// ammo powerups always max out your gun,
// but the maximum ammo ti limited
// description: `${powerUps.orb.ammo()} give <strong>13x</strong> more <strong class='color-ammo'>ammo</strong>, but<br>you can't <strong>store</strong> any more <strong class='color-ammo'>ammo</strong> than that`,
maxCount: 1,
count: 0,
frequency: 1,
@@ -580,6 +585,24 @@ const tech = {
tech.isAmmoFromHealth = false;
}
},
{
name: "exciton",
description: `increase <strong class='color-d'>damage</strong> by <strong>66%</strong>, but<br>${powerUps.orb.ammo()} will no longer <strong>spawn</strong>`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isAmmoFromHealth
},
requires: "not catabolism",
effect() {
tech.isEnergyNoAmmo = true;
},
remove() {
tech.isEnergyNoAmmo = false;
}
},
{
name: "desublimated ammunition",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Deposition_(phase_transition)' class="link">desublimated ammunition</a>`,
@@ -743,7 +766,23 @@ const tech = {
tech.isLessDamageReduction = false
}
},
{
name: "microstates",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Microstate_(statistical_mechanics)' class="link">microstates</a>`,
description: "increase <strong class='color-d'>damage</strong> by <strong>7%</strong><br>for every <strong>10</strong> active <strong>projectiles</strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() { return true },
requires: "",
effect() {
tech.isDamageFromBulletCount = true
},
remove() {
tech.isDamageFromBulletCount = false
}
},
{
name: "simulated annealing",
description: "increase <strong class='color-d'>damage</strong> by <strong>20%</strong><br><strong>20%</strong> increased <strong><em>delay</em></strong> after firing",
@@ -798,23 +837,6 @@ const tech = {
tech.isCrit = false;
}
},
{
name: "microstates",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Microstate_(statistical_mechanics)' class="link">microstates</a>`,
description: "increase <strong class='color-d'>damage</strong> by <strong>7%</strong><br>for every <strong>10</strong> active <strong>projectiles</strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() { return true },
requires: "",
effect() {
tech.isDamageFromBulletCount = true
},
remove() {
tech.isDamageFromBulletCount = false
}
},
{
name: "thermal runaway",
description: "mobs <strong class='color-e'>explode</strong> when they <strong>die</strong>",
@@ -1620,7 +1642,7 @@ const tech = {
},
{
name: "complex spin-statistics",
description: `become <strong>immune</strong> to <strong class='color-harm'>harm</strong> for <strong>1.5</strong> seconds<br>once every <strong>7</strong> seconds`,
description: `become <strong>immune</strong> to <strong class='color-harm'>harm</strong> for <strong>1.8</strong> seconds<br>once every <strong>7</strong> seconds`,
maxCount: 3,
count: 0,
frequency: 1,
@@ -1630,7 +1652,7 @@ const tech = {
},
requires: "",
effect() {
tech.cyclicImmunity += 90;
tech.cyclicImmunity += 108;
},
remove() {
tech.cyclicImmunity = 0;
@@ -1857,24 +1879,24 @@ const tech = {
tech.isAoESlow = false
}
},
{
name: "osmoprotectant",
description: `collisions with <strong>stunned</strong> or <strong class='color-s'>frozen</strong> mobs<br>cause you <strong>no</strong> <strong class='color-harm'>harm</strong>`,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isStunField || tech.isExplosionStun || tech.isMineStun || tech.oneSuperBall || tech.isHarmFreeze || tech.isIceField || tech.relayIce || tech.isNeedleIce || tech.isIceCrystals || tech.isSporeFreeze || tech.isAoESlow || tech.isFreezeMobs || tech.isCloakStun || tech.orbitBotCount > 1 || tech.isWormholeDamage || tech.blockingIce > 1 || tech.iceIXOnDeath || tech.isIceShot
},
requires: "a freezing or stunning effect",
effect() {
tech.isFreezeHarmImmune = true;
},
remove() {
tech.isFreezeHarmImmune = false;
}
},
// {
// name: "osmoprotectant",
// description: `collisions with <strong>stunned</strong> or <strong class='color-s'>frozen</strong> mobs<br>cause you <strong>no</strong> <strong class='color-harm'>harm</strong>`,
// maxCount: 1,
// count: 0,
// frequency: 2,
// frequencyDefault: 2,
// allowed() {
// return tech.isStunField || tech.isExplosionStun || tech.isMineStun || tech.oneSuperBall || tech.isHarmFreeze || tech.isIceField || tech.relayIce || tech.isNeedleIce || tech.isIceCrystals || tech.isSporeFreeze || tech.isAoESlow || tech.isFreezeMobs || tech.isCloakStun || tech.orbitBotCount > 1 || tech.isWormholeDamage || tech.blockingIce > 1 || tech.iceIXOnDeath || tech.isIceShot
// },
// requires: "a freezing or stunning effect",
// effect() {
// tech.isFreezeHarmImmune = true;
// },
// remove() {
// tech.isFreezeHarmImmune = false;
// }
// },
{
name: "liquid cooling",
description: `<strong class='color-s'>freeze</strong> all mobs for <strong>7</strong> seconds<br>after receiving <strong class='color-harm'>harm</strong>`,
@@ -1911,22 +1933,6 @@ const tech = {
tech.isSlowFPS = false;
}
},
{
name: "quantum immortality",
description: "reduce <strong class='color-harm'>harm</strong> by <strong>33%</strong><br>after <strong>dying</strong>, continue in an <strong class='alt'>alternate reality</strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() { return true },
requires: "",
effect() {
tech.isImmortal = true;
},
remove() {
tech.isImmortal = false;
}
},
{
name: "MACHO",
description: "a massive but compact object slowly <strong>follows</strong> you<br>take <strong>66%</strong> less <strong class='color-harm'>harm</strong> inside it's <strong>halo</strong>",
@@ -1944,6 +1950,7 @@ const tech = {
},
remove() {
tech.isMACHO = false;
tech.isHarmMACHO = false;
for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].isMACHO) mob[i].alive = false;
}
@@ -2218,7 +2225,7 @@ const tech = {
},
{
name: "electronegativity",
description: "increase <strong class='color-d'>damage</strong> by <strong>1%</strong><br>for every <strong>11</strong> stored <strong class='color-f'>energy</strong>",
description: "increase <strong class='color-d'>damage</strong> by <strong>1%</strong><br>for every <strong>10</strong> stored <strong class='color-f'>energy</strong>",
maxCount: 1,
count: 0,
frequency: 1,
@@ -2232,22 +2239,6 @@ const tech = {
tech.isEnergyDamage = false;
}
},
{
name: "exciton",
description: `increase <strong class='color-d'>damage</strong> by <strong>60%</strong>, but<br>${powerUps.orb.ammo()} will no longer <strong>spawn</strong>`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() { return true },
requires: "",
effect() {
tech.isEnergyNoAmmo = true;
},
remove() {
tech.isEnergyNoAmmo = false;
}
},
{
name: "exothermic process",
description: "increase <strong class='color-d'>damage</strong> by <strong>50%</strong><br>if a mob <strong>dies</strong> drain <strong class='color-f'>energy</strong> by <strong>25%</strong>",
@@ -2426,7 +2417,7 @@ const tech = {
},
{
name: "predator",
description: "if a mob has <strong>died</strong> in the last <strong>5 seconds</strong><br><span style = 'font-size:91%;'>increase <strong class='color-d'>damage</strong> <strong>50%</strong> and inhibit <strong class='color-f'>energy</strong> regen",
description: "<span style = 'font-size:91%;'>if a mob has <strong>died</strong> in the last <strong>5 seconds</strong> inhibit<br>passive <strong class='color-f'>energy</strong> regen and increase <strong class='color-d'>damage</strong> <strong>50%</strong>",
maxCount: 1,
count: 0,
frequency: 1,
@@ -2686,7 +2677,7 @@ const tech = {
},
{
name: "weak anthropic principle",
description: "after <strong>anthropic principle</strong> prevents your <strong>death</strong><br>add <strong>45%</strong> <strong class='color-dup'>duplication</strong> chance for that level",
description: "after <strong>anthropic principle</strong> prevents your <strong>death</strong><br>add <strong>50%</strong> <strong class='color-dup'>duplication</strong> chance for that level",
maxCount: 1,
count: 0,
frequency: 3,
@@ -2722,6 +2713,22 @@ const tech = {
tech.isAnthropicDamage = false
}
},
{
name: "quantum immortality",
description: "reduce <strong class='color-harm'>harm</strong> by <strong>33%</strong><br>after <strong>dying</strong>, continue in an <strong class='alt'>alternate reality</strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() { return true },
requires: "",
effect() {
tech.isImmortal = true;
},
remove() {
tech.isImmortal = false;
}
},
{
name: "non-unitary operator",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Unitary_operator' class="link">non-unitary operator</a>`,
@@ -2903,7 +2910,7 @@ const tech = {
},
{
name: "brainstorming",
description: "the <strong class='color-m'>tech</strong> choice menu <strong>randomizes</strong><br>every <strong>2</strong> seconds for <strong>10</strong> seconds",
description: "<strong class='color-m'>tech</strong> choices <strong>randomize</strong><br>every <strong>2</strong> seconds for <strong>10</strong> seconds",
maxCount: 1,
count: 0,
frequency: 1,
@@ -2922,144 +2929,6 @@ const tech = {
tech.isBrainstormActive = false
}
},
{
name: "Born rule",
description: "<strong>remove</strong> all current <strong class='color-m'>tech</strong><br>spawn new <strong class='color-m'>tech</strong> to replace them",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
isNonRefundable: true,
isBadRandomOption: true,
allowed() {
return (tech.totalCount > 6)
},
requires: "NOT EXPERIMENT MODE, more than 6 tech",
effect: () => {
//remove active bullets //to get rid of bots
for (let i = 0; i < bullet.length; ++i) Matter.Composite.remove(engine.world, bullet[i]);
bullet = [];
let count = 1 //count tech
for (let i = 0, len = tech.tech.length; i < len; i++) { // spawn new tech power ups
if (!tech.tech[i].isNonRefundable) count += tech.tech[i].count
}
if (tech.isDeterminism) count -= 4 //remove the bonus tech
if (tech.isSuperDeterminism) count -= 4 //remove the bonus tech
tech.setupAllTech(); // remove all tech
if (simulation.isCheating) tech.setCheating();
lore.techCount = 0;
// tech.addLoreTechToPool();
for (let i = 0; i < count; i++) powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "tech"); // spawn new tech power ups
//have state is checked in m.death()
},
remove() {}
},
{
name: "Occam's razor",
descriptionFunction() {
return `randomly remove <strong>${this.removePercent * 100}%</strong> of your <strong class='color-m'>tech</strong><br>for each removed gain <strong>${this.damagePerRemoved * 100}%</strong> <strong class='color-d'>damage</strong>`
},
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
isNonRefundable: true,
isBadRandomOption: true,
allowed() {
return (tech.totalCount > 6)
},
requires: "NOT EXPERIMENT MODE, more than 6 tech",
removePercent: 0.5,
damagePerRemoved: 0.5,
effect() {
let pool = []
for (let i = 0, len = tech.tech.length; i < len; i++) { // spawn new tech power ups
if (tech.tech[i].count && !tech.tech[i].isNonRefundable) pool.push(i)
}
pool = shuffle(pool); //shuffles order of maps
let removeCount = 0
for (let i = 0, len = pool.length * this.removePercent; i < len; i++) removeCount += tech.removeTech(pool[i])
tech.OccamDamage = 1 + this.damagePerRemoved * removeCount
// tech.OccamDamage = Math.pow(1.25, removeCount)
},
remove() {
tech.OccamDamage = 0;
}
},
{
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`,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return (build.isExperimentSelection || powerUps.research.count > 3) && !tech.isDuplicateBoss
},
requires: "at least 4 research and not parthenogenesis",
effect() {
tech.isResearchBoss = true; //abiogenesis
},
remove() {
tech.isResearchBoss = false;
}
},
{
name: "bubble fusion",
description: `after destroying a mob's natural <strong>shield</strong><br>spawn <strong>1-2</strong> ${powerUps.orb.heal()}, ${powerUps.orb.ammo()}, or ${powerUps.orb.research(1)}`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() { return true },
requires: "",
effect() {
tech.isShieldAmmo = true;
},
remove() {
tech.isShieldAmmo = false;
}
},
{
name: "meta-analysis",
description: `if you choose a <strong class='color-j'>JUNK</strong> <strong class='color-m'>tech</strong> you instead get a<br>random normal <strong class='color-m'>tech</strong> and ${powerUps.orb.research(3)}`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() { return true },
requires: "",
effect() {
tech.isMetaAnalysis = true
},
remove() {
tech.isMetaAnalysis = false
}
},
{
name: "unified field theory",
description: `spawn ${powerUps.orb.research(6)}and when <strong>paused</strong><br><strong>clicking</strong> the <strong class='color-f'>field</strong> box switches your <strong class='color-f'>field</strong>`,
// description: `in the <strong>pause</strong> menu, change your <strong class='color-f'>field</strong><br>by <strong>clicking</strong> on your <strong class='color-f'>field's</strong> box`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return true
},
requires: "not superdeterminism",
effect() {
tech.isPauseSwitchField = true;
for (let i = 0; i < 6; i++) powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "research", false);
},
remove() {
if (tech.isPauseSwitchField) {
tech.isPauseSwitchField = false;
powerUps.research.changeRerolls(-6)
}
}
},
{
name: "cross disciplinary",
description: "<strong class='color-m'>tech</strong> have an extra <strong class='color-f'>field</strong> or <strong class='color-g'>gun</strong> <strong>choice</strong>",
@@ -3117,7 +2986,7 @@ const tech = {
allowed() {
return !tech.isExtraChoice && !tech.isExtraGunField
},
requires: "not emergence, cross disciplinary",
requires: "NOT EXPERIMENT MODE, not emergence, cross disciplinary",
effect: () => {
tech.isDeterminism = true;
//if you change the number spawned also change it in Born rule
@@ -3154,7 +3023,7 @@ const tech = {
allowed() {
return tech.isDeterminism && !tech.isAnsatz
},
requires: "determinism, not ansatz",
requires: "NOT EXPERIMENT MODE, determinism, not ansatz",
effect: () => {
tech.isSuperDeterminism = true;
//if you change the number spawned also change it in Born rule
@@ -3168,6 +3037,174 @@ const tech = {
// }
}
},
{
name: "unified field theory",
description: `spawn ${powerUps.orb.research(6)}and when <strong>paused</strong><br><strong>clicking</strong> the <strong class='color-f'>field</strong> box switches your <strong class='color-f'>field</strong>`,
// description: `in the <strong>pause</strong> menu, change your <strong class='color-f'>field</strong><br>by <strong>clicking</strong> on your <strong class='color-f'>field's</strong> box`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return true
},
requires: "not superdeterminism",
effect() {
tech.isPauseSwitchField = true;
for (let i = 0; i < 6; i++) powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "research", false);
},
remove() {
if (tech.isPauseSwitchField) {
tech.isPauseSwitchField = false;
powerUps.research.changeRerolls(-6)
}
}
},
{
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`,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return (build.isExperimentSelection || powerUps.research.count > 3) && !tech.isDuplicateBoss
},
requires: "at least 4 research and not parthenogenesis",
effect() {
tech.isResearchBoss = true; //abiogenesis
},
remove() {
tech.isResearchBoss = false;
}
},
{
name: "meta-analysis",
description: `if you choose a <strong class='color-j'>JUNK</strong> <strong class='color-m'>tech</strong> you instead get a<br>random normal <strong class='color-m'>tech</strong> and ${powerUps.orb.research(3)}`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() { return true },
requires: "",
effect() {
tech.isMetaAnalysis = true
},
remove() {
tech.isMetaAnalysis = false
}
},
{
name: "dark patterns",
description: "reduce combat <strong>difficulty</strong> by <strong>1 level</strong><br><strong>+31%</strong> <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return level.onLevel < 8 && level.onLevel > 0
},
requires: "on levels 1 through 7",
effect() {
level.difficultyDecrease(simulation.difficultyMode)
// simulation.difficulty<span class='color-symbol'>-=</span>
simulation.makeTextLog(`level.difficultyDecrease(simulation.difficultyMode)`)
this.refundAmount += tech.addJunkTechToPool(0.31)
// for (let i = 0; i < tech.junk.length; i++) tech.tech.push(tech.junk[i])
},
refundAmount: 0,
remove() {
if (this.count > 0) {
if (this.refundAmount > 0) tech.removeJunkTechFromPool(this.refundAmount)
level.difficultyIncrease(simulation.difficultyMode)
}
}
},
{
name: "ergodicity",
description: `reduce combat <strong>difficulty</strong> by <strong>2 levels</strong><br>${powerUps.orb.heal()} have <strong>no</strong> effect`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return level.onLevel > 1 && !tech.isEnergyHealth
},
requires: "past levels 1, not mass-energy",
effect() {
tech.isNoHeals = true;
level.difficultyDecrease(simulation.difficultyMode * 2)
simulation.makeTextLog(`level.difficultyDecrease(simulation.difficultyMode <span class='color-symbol'>*</span> 2)`)
powerUps.heal.color = "#abb"
for (let i = 0; i < powerUp.length; i++) { //find active heal power ups and adjust color live
if (powerUp[i].name === "heal") powerUp[i].color = powerUps.heal.color
}
},
remove() {
if (tech.isNoHeals) {
powerUps.heal.color = "#0eb"
for (let i = 0; i < powerUp.length; i++) { //find active heal power ups and adjust color live
if (powerUp[i].name === "heal") powerUp[i].color = powerUps.heal.color
}
}
tech.isNoHeals = false;
if (this.count > 0) level.difficultyIncrease(simulation.difficultyMode * 2)
}
},
{
name: "bubble fusion",
description: `after destroying a mob's natural <strong>shield</strong><br>spawn <strong>1-2</strong> ${powerUps.orb.heal()}, ${powerUps.orb.ammo()}, or ${powerUps.orb.research(1)}`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() { return true },
requires: "",
effect() {
tech.isShieldAmmo = true;
},
remove() {
tech.isShieldAmmo = false;
}
},
{
name: "commodities exchange",
description: `clicking <strong style = 'font-size:150%;'>×</strong> to cancel a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong><br>spawns <strong>5-10</strong> ${powerUps.orb.heal()}, ${powerUps.orb.ammo()}, or ${powerUps.orb.research(1)}`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isSuperDeterminism
},
requires: "not superdeterminism",
effect() {
tech.isCancelRerolls = true
},
remove() {
tech.isCancelRerolls = false
}
},
{
name: "futures exchange",
description: "clicking <strong style = 'font-size:150%;'>×</strong> to <strong>cancel</strong> a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong><br>adds <strong>4.2%</strong> power up <strong class='color-dup'>duplication</strong> chance",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return tech.duplicationChance() < 1 && !tech.isSuperDeterminism
},
requires: "below 100% duplication chance, not superdeterminism",
effect() {
tech.isCancelDuplication = true //search for tech.cancelCount to balance
powerUps.setDupChance(); //needed after adjusting duplication chance
},
remove() {
tech.isCancelDuplication = false
powerUps.setDupChance(); //needed after adjusting duplication chance
}
},
{
name: "replication",
description: "<strong>10%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br><strong>+40%</strong> <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool",
@@ -3237,44 +3274,6 @@ const tech = {
powerUps.setDupChance(); //needed after adjusting duplication chance
}
},
{
name: "futures exchange",
description: "clicking <strong style = 'font-size:150%;'>×</strong> to <strong>cancel</strong> a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong><br>adds <strong>4.2%</strong> power up <strong class='color-dup'>duplication</strong> chance",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return tech.duplicationChance() < 1 && !tech.isSuperDeterminism
},
requires: "below 100% duplication chance, not superdeterminism",
effect() {
tech.isCancelDuplication = true //search for tech.cancelCount to balance
powerUps.setDupChance(); //needed after adjusting duplication chance
},
remove() {
tech.isCancelDuplication = false
powerUps.setDupChance(); //needed after adjusting duplication chance
}
},
{
name: "commodities exchange",
description: `clicking <strong style = 'font-size:150%;'>×</strong> to cancel a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong><br>spawns <strong>5-10</strong> ${powerUps.orb.heal()}, ${powerUps.orb.ammo()}, or ${powerUps.orb.research(1)}`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isSuperDeterminism
},
requires: "not superdeterminism",
effect() {
tech.isCancelRerolls = true
},
remove() {
tech.isCancelRerolls = false
}
},
{
name: "correlated damage",
description: "your chance to <strong class='color-dup'>duplicate</strong> power ups<br>increases your <strong class='color-d'>damage</strong> by the same percent",
@@ -3331,9 +3330,77 @@ const tech = {
tech.is111Duplicate = false;
}
},
{
name: "Born rule",
description: "<strong>remove</strong> all current <strong class='color-m'>tech</strong><br>spawn new <strong class='color-m'>tech</strong> to replace them",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
isNonRefundable: true,
isBadRandomOption: true,
allowed() {
return (tech.totalCount > 6)
},
requires: "NOT EXPERIMENT MODE, more than 6 tech",
effect: () => {
//remove active bullets //to get rid of bots
for (let i = 0; i < bullet.length; ++i) Matter.Composite.remove(engine.world, bullet[i]);
bullet = [];
let count = 1 //count tech
for (let i = 0, len = tech.tech.length; i < len; i++) { // spawn new tech power ups
if (!tech.tech[i].isNonRefundable) count += tech.tech[i].count
}
if (tech.isDeterminism) count -= 4 //remove the bonus tech
if (tech.isSuperDeterminism) count -= 4 //remove the bonus tech
tech.setupAllTech(); // remove all tech
if (simulation.isCheating) tech.setCheating();
lore.techCount = 0;
// tech.addLoreTechToPool();
for (let i = 0; i < count; i++) powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "tech"); // spawn new tech power ups
//have state is checked in m.death()
},
remove() {}
},
{
name: "Occam's razor",
// descriptionFunction() {
// return `randomly remove <strong>${this.removePercent * 100}%</strong> of your <strong class='color-m'>tech</strong><br>for each removed gain <strong>${this.damagePerRemoved * 100}%</strong> <strong class='color-d'>damage</strong>`
// },
descriptionFunction() {
return `randomly remove <strong>half</strong> your <strong class='color-m'>tech</strong><br>for each removed gain <strong>${this.damagePerRemoved * 100}%</strong> <strong class='color-d'>damage</strong> <em>(~${this.damagePerRemoved * 50 * tech.totalCount}%)</em>`
},
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 100,
isNonRefundable: true,
isBadRandomOption: true,
allowed() {
return (tech.totalCount > 6)
},
requires: "NOT EXPERIMENT MODE, more than 6 tech",
removePercent: 0.5,
damagePerRemoved: 0.5,
effect() {
let pool = []
for (let i = 0, len = tech.tech.length; i < len; i++) { // spawn new tech power ups
if (tech.tech[i].count && !tech.tech[i].isNonRefundable) pool.push(i)
}
pool = shuffle(pool); //shuffles order of maps
let removeCount = 0
for (let i = 0, len = pool.length * this.removePercent; i < len; i++) removeCount += tech.removeTech(pool[i])
tech.OccamDamage = 1 + this.damagePerRemoved * removeCount
// tech.OccamDamage = Math.pow(1.25, removeCount)
},
remove() {
tech.OccamDamage = 0;
}
},
{
name: "exchange symmetry",
description: "convert <strong>1</strong> random <strong class='color-m'>tech</strong> into <strong>2</strong> new <strong class='color-g'>guns</strong><br><em>recursive tech lose all stacks</em>",
description: "remove <strong>1</strong> random <strong class='color-m'>tech</strong><br>spawn <strong>2</strong> new <strong class='color-g'>guns</strong>",
maxCount: 1,
count: 0,
frequency: 1,
@@ -3365,7 +3432,7 @@ const tech = {
},
{
name: "monte carlo experiment",
description: "spawn <strong>2</strong> <strong class='color-m'>tech</strong><br>remove <strong>1</strong> random <strong class='color-m'>tech</strong>",
description: "remove <strong>1</strong> random <strong class='color-m'>tech</strong><br>spawn <strong>2</strong> <strong class='color-m'>tech</strong>",
maxCount: 1,
count: 0,
frequency: 1,
@@ -3496,63 +3563,6 @@ const tech = {
// },
// remove() {}
// },
{
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",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return level.onLevel < 8 && level.onLevel > 0
},
requires: "on levels 1 through 7",
effect() {
level.difficultyDecrease(simulation.difficultyMode)
// simulation.difficulty<span class='color-symbol'>-=</span>
simulation.makeTextLog(`level.difficultyDecrease(simulation.difficultyMode)`)
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) {
if (this.refundAmount > 0) tech.removeJunkTechFromPool(this.refundAmount)
level.difficultyIncrease(simulation.difficultyMode)
}
}
},
{
name: "ergodicity",
description: `reduce combat <strong>difficulty</strong> by <strong>2 levels</strong><br>${powerUps.orb.heal()} have <strong>no</strong> effect`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return level.onLevel > 1 && !tech.isEnergyHealth
},
requires: "past levels 1, not mass-energy",
effect() {
tech.isNoHeals = true;
level.difficultyDecrease(simulation.difficultyMode * 2)
simulation.makeTextLog(`level.difficultyDecrease(simulation.difficultyMode <span class='color-symbol'>*</span> 2)`)
powerUps.heal.color = "#abb"
for (let i = 0; i < powerUp.length; i++) { //find active heal power ups and adjust color live
if (powerUp[i].name === "heal") powerUp[i].color = powerUps.heal.color
}
},
remove() {
if (tech.isNoHeals) {
powerUps.heal.color = "#0eb"
for (let i = 0; i < powerUp.length; i++) { //find active heal power ups and adjust color live
if (powerUp[i].name === "heal") powerUp[i].color = powerUps.heal.color
}
}
tech.isNoHeals = false;
if (this.count > 0) level.difficultyIncrease(simulation.difficultyMode * 2)
}
},
//**************************************************
//************************************************** gun
//************************************************** tech
@@ -4985,8 +4995,8 @@ const tech = {
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 4,
frequencyDefault: 4,
frequency: 3,
frequencyDefault: 3,
allowed() {
return tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || tech.isSporeField || tech.isWormholeSpores
},
@@ -4998,6 +5008,25 @@ const tech = {
tech.isSporeWorm = false
}
},
{
name: "annelids",
description: "increase <strong class='color-p' style='letter-spacing: -0.8px;'>worm</strong> size and <strong class='color-d'>damage</strong><br>between <strong>10%</strong> and <strong>120%</strong>",
isGunTech: true,
maxCount: 9,
count: 0,
frequency: 3,
frequencyDefault: 3,
allowed() {
return tech.isSporeWorm || tech.isWormShot
},
requires: "spore gun, shotgun, worms",
effect() {
tech.wormSize++
},
remove() {
tech.wormSize = 0
}
},
{
name: "necrophage",
description: "if <strong class='color-p' style='letter-spacing: -0.8px;'>worms</strong> <strong>kill</strong> their target<br>they reset their <strong>lifespan</strong>",
@@ -5009,7 +5038,7 @@ const tech = {
allowed() {
return tech.isSporeWorm || tech.isWormShot
},
requires: "spore gun, worms",
requires: "spore gun, shotgun, worms",
effect() {
tech.wormSurviveDmg = true
},
@@ -5447,7 +5476,7 @@ const tech = {
{
name: "unaaq",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Harpoon#/media/File:Harpon_Unaaq_MHNT_ETH_AC_198.jpg' class="link">unaaq</a>`, //https://en.wikipedia.org/wiki/Weapon
description: "increase the <strong>size</strong> of your <strong>harpoon</strong><br>by <strong>10%</strong> of the square root of its <strong class='color-ammo'>ammo</strong>",
description: "increase the <strong>size</strong> of your <strong>harpoon</strong><br>by <strong>10%</strong> of the square root of harpoon <strong class='color-ammo'>ammo</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -5881,7 +5910,7 @@ const tech = {
},
{
name: "expansion",
description: "using <strong>standing wave</strong> field temporarily<br><strong>expands</strong> its <strong>radius</strong>",
description: "using <strong>standing wave</strong> field<br>temporarily <strong>expands</strong> its <strong>radius</strong>",
// description: "use <strong class='color-f'>energy</strong> to <strong>expand</strong> <strong>standing wave</strong><br>the field slowly <strong>contracts</strong> when not used",
isFieldTech: true,
maxCount: 1,
@@ -6104,6 +6133,26 @@ const tech = {
tech.isFreezeMobs = false
}
},
{
name: "pair production",
description: "picking up a <strong>power up</strong> gives you <strong>200</strong> <strong class='color-f'>energy</strong>",
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "molecular assembler" || m.fieldUpgrades[m.fieldMode].name === "standing wave" || m.fieldUpgrades[m.fieldMode].name === "pilot wave"
},
requires: "molecular assembler or pilot wave",
effect: () => {
tech.isMassEnergy = true // used in m.grabPowerUp
m.energy += 2
},
remove() {
tech.isMassEnergy = false;
}
},
{
name: "bot manufacturing",
description: `use <strong>molecular assembler</strong> and ${powerUps.orb.research(2)}<br>to build <strong>3</strong> random <strong class='color-bot'>bots</strong>`,
@@ -6288,26 +6337,6 @@ const tech = {
if (this.count > 0) powerUps.research.changeRerolls(1)
}
},
{
name: "pair production",
description: "picking up a <strong>power up</strong> gives you <strong>200</strong> <strong class='color-f'>energy</strong>",
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "molecular assembler" || m.fieldUpgrades[m.fieldMode].name === "pilot wave"
},
requires: "molecular assembler or pilot wave",
effect: () => {
tech.isMassEnergy = true // used in m.grabPowerUp
m.energy += 2
},
remove() {
tech.isMassEnergy = false;
}
},
// {
// name: "thermal reservoir",
// description: "increase your <strong class='color-plasma'>plasma</strong> <strong class='color-d'>damage</strong> by <strong>100%</strong><br><strong class='color-plasma'>plasma</strong> temporarily lowers health not <strong class='color-f'>energy</strong>",
@@ -8790,9 +8819,11 @@ const tech = {
effect() {
const unit = { x: 1, y: 0 }
for (let i = 0; i < 30; i++) {
const where = Vector.add(m.pos, Vector.mult(Vector.rotate(unit, Math.random() * 2 * Math.PI), 600 + 200 * Math.random()))
spawn.sucker(where.x, where.y, 250)
mob[mob.length - 1].damageReduction = 0.2
const where = Vector.add(m.pos, Vector.mult(Vector.rotate(unit, Math.random() * 2 * Math.PI), 2000 + 1200 * Math.random()))
spawn.sucker(where.x, where.y, 200)
const who = mob[mob.length - 1]
who.locatePlayer()
// who.damageReduction = 0.2
}
},
remove() {}
@@ -8993,7 +9024,7 @@ const tech = {
nailInstantFireRate: null,
isCapacitor: null,
isEnergyNoAmmo: null,
isFreezeHarmImmune: null,
// isFreezeHarmImmune: null,
isSmallExplosion: null,
isExplosionHarm: null,
extraMaxHealth: null,
@@ -9163,5 +9194,6 @@ const tech = {
needleTunnel: null,
isBrainstorm: null,
isBrainstormActive: null,
brainStormDelay: null
brainStormDelay: null,
wormSize: null
}