WIMPs for wormhole

tech: WIMPs now requires wormhole
  gives 3-9 research now (was 2-3)

tech: eddy current brake - is 15% larger and caps mob speeds at 20% slower

bug fixes
This commit is contained in:
landgreen
2021-06-13 18:45:53 -07:00
parent 36d44c2569
commit a285375e2b
7 changed files with 78 additions and 99 deletions

View File

@@ -308,10 +308,9 @@ const m = {
//remove all tech and count current tech total
let totalTech = 0;
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].isJunk) tech.tech[i].frequency = 0
if (tech.tech[i].count > 0 && !tech.tech[i].isLore) {
if (tech.tech[i].isJunk) {
tech.tech[i].frequency = 0
} else if (tech.tech[i].frequencyDefault) {
if (tech.tech[i].frequencyDefault) {
tech.tech[i].frequency = tech.tech[i].frequencyDefault
} else {
tech.tech[i].frequency = 1
@@ -1506,12 +1505,12 @@ const m = {
},
{
name: "standing wave harmonics",
description: "<strong>3</strong> oscillating <strong>shields</strong> are permanently active<br><strong>deflecting</strong> drains <strong class='color-f'>energy</strong> with no <strong>cool down</strong><br><strong>deflecting</strong> has <strong>75%</strong> less <strong>recoil</strong>", //<strong class='color-harm'>harm</strong> and
description: "<strong>3</strong> oscillating <strong>shields</strong> are permanently active<br><strong>deflecting</strong> drains <strong class='color-f'>energy</strong> with no <strong>cool down</strong><br><strong>deflecting</strong> has <strong>50%</strong> less <strong>recoil</strong>", //<strong class='color-harm'>harm</strong> and
effect: () => {
// m.fieldHarmReduction = 0.80;
m.fieldBlockCD = 0;
// m.fieldHarmReduction = 0.75;
m.blockingRecoil = 1 //4 is normal
m.blockingRecoil = 2 //4 is normal
m.fieldRange = 175
m.fieldShieldingScale = Math.pow(0.5, (tech.harmonics - 3))
m.harmonicRadius = 1 //for smoothing function when player holds mouse (for harmonicAtomic)
@@ -1548,7 +1547,11 @@ const m = {
}
m.pushMobs360(radius);
}
m.harmonicShield = m.harmonic3Phase
if (tech.harmonics === 2) {
m.harmonicShield = m.harmonic3Phase
} else {
m.harmonicShield = m.harmonicAtomic
}
m.hold = function() {
if (m.isHolding) {
m.drawHold(m.holdingTarget);
@@ -1633,11 +1636,11 @@ const m = {
m.drawFieldMeter()
if (tech.isPerfectBrake) { //cap mob speed around player
const range = 160 + 140 * wave + 150 * m.energy
const range = 160 + 140 * wave + 200 * m.energy
for (let i = 0; i < mob.length; i++) {
const distance = Vector.magnitude(Vector.sub(m.pos, mob[i].position))
if (distance < range) {
const cap = mob[i].isShielded ? 8.5 : 4.5
const cap = mob[i].isShielded ? 8 : 4
if (mob[i].speed > cap && Vector.dot(mob[i].velocity, Vector.sub(m.pos, mob[i].position)) > 0) { // if velocity is directed towards player
Matter.Body.setVelocity(mob[i], Vector.mult(Vector.normalise(mob[i].velocity), cap)); //set velocity to cap, but keep the direction
}