nonRefundable
some bot related tech is no longer nonRefundable nonRefundable tech is now hidden in experiment mode
This commit is contained in:
39
js/bullet.js
39
js/bullet.js
@@ -35,7 +35,7 @@ const b = {
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},
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fireNotMove() { //added && player.speed < 0.5 && m.onGround
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if (b.inventory.length) {
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if (input.fire && m.fireCDcycle < m.cycle && (!input.field || m.fieldFire) && player.speed < 0.5 && m.onGround && Math.abs(m.yOff - m.yOffGoal) < 1) {
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if (input.fire && m.fireCDcycle < m.cycle && (!input.field || m.fieldFire) && player.speed < 2.5 && m.onGround && Math.abs(m.yOff - m.yOffGoal) < 1) {
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if (b.guns[b.activeGun].ammo > 0) {
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b.fireWithAmmo()
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} else {
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@@ -2369,8 +2369,7 @@ const b = {
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return tech.isNailBotUpgrade + tech.isFoamBotUpgrade + tech.isBoomBotUpgrade + tech.isLaserBotUpgrade + tech.isOrbitBotUpgrade + tech.isDynamoBotUpgrade
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},
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convertBotsTo(type) { //type can be a string like "dynamoBotCount"
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//count all bots
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const totalBots = b.totalBots()
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const totalPermanentBots = b.totalBots()
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//remove all bots techs and convert them to the new type so that tech refunds work correctly
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let totalTechToConvert = 0 //count how many tech need to be converted
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for (let i = 0; i < tech.tech.length; i++) {
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@@ -2379,28 +2378,24 @@ const b = {
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tech.removeTech(i)
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}
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}
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let name = ""
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if (type === "nailBotCount") name = "nail-bot"
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if (type === "orbitBotCount") name = "orbital-bot"
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if (type === "boomBotCount") name = "boom-bot"
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if (type === "laserBotCount") name = "laser-bot"
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if (type === "foamBotCount") name = "foam-bot"
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if (type === "dynamoBotCount") name = "dynamo-bot"
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if (type === "plasmaBotCount") name = "plasma-bot"
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if (type === "missileBotCount") name = "missile-bot"
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//spawn tech for the correct bot type
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for (let i = 0; i < totalTechToConvert; i++) tech.giveTech(name)
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//remove all bots
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b.zeroBotCount()
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for (let i = 0; i < bullet.length; i++) {
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if (bullet[i].botType && bullet[i].endCycle === Infinity) bullet[i].endCycle = 0 //don't remove temp bots
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b.clearPermanentBots()
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for (let i = 0; i < totalTechToConvert; i++) tech.giveTech(type) //spawn tech for the correct bot type
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//find index of new bot type tech effect
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let index = null
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for (let i = 0; i < tech.tech.length; i++) {
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if (tech.tech[i].name === type) {
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index = i
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break
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}
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}
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for (let i = 0, len = totalPermanentBots - totalTechToConvert; i < len; i++) tech.tech[index].effect(); //also convert any permanent bots that didn't come from a tech
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},
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clearPermanentBots() {
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for (let i = 0; i < bullet.length; i++) {
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if (bullet[i].botType && bullet[i].endCycle === Infinity) bullet[i].endCycle = 0 //remove active bots, but don't remove temp bots
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}
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//set all bots to type
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tech[type] = totalBots
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//respawn all bots
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b.respawnBots();
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},
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zeroBotCount() { //remove all bots
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tech.dynamoBotCount = 0
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