pressure wave

tech: pressure wave - wave beam fires lower frequency, higher damage, wide arcs that propagate through solids

tech: gamma-ray laser - increase laser damage by 150% and energy drain by 200%
  works for all lasers except pulse

tech: specular reflection - now just gives +2 laser reflections (was +1, and damage/energy increase)

you, pilot wave, and drones can't pick up ammo if you have Infinite ammo on your current gun
  wormhole still eats everything

Bayesian statistics gives 4.2% damage per research (was 3.9%)
bot fabrication needs 3 research to make a random bot  (was 4)
This commit is contained in:
landgreen
2021-07-07 19:26:47 -07:00
parent 9da29484a0
commit d346afb2d0
8 changed files with 264 additions and 89 deletions

View File

@@ -527,11 +527,13 @@ const b = {
let dist = 2200
for (let i = 0, len = mob.length; i < len; i++) {
const newDist = Vector.magnitude(Vector.sub(path[0], mob[i].position))
if (explosionRadius < newDist &&
if (
explosionRadius < newDist &&
newDist < dist &&
!mob[i].isBadTarget &&
Matter.Query.ray(map, path[0], mob[i].position).length === 0 &&
Matter.Query.ray(body, path[0], mob[i].position).length === 0) {
Matter.Query.ray(body, path[0], mob[i].position).length === 0
) {
dist = newDist
best.who = mob[i]
path[path.length - 1] = mob[i].position
@@ -959,7 +961,7 @@ const b = {
y: 0
}
that.do = that.radiationMode;
// if (Matter.Query.collides(that, map).length || Matter.Query.collides(that, body).length || Matter.Query.collides(that, mob).length) {
// if (collides(that, map).length || Matter.Query.collides(that, body).length || Matter.Query.collides(that, mob).length) {
}
const mobCollisions = Matter.Query.collides(this, mob)
@@ -1439,7 +1441,6 @@ const b = {
v1: null,
v2: null
};
const color = "#f00";
const path = [{
x: where.x,
y: where.y
@@ -1511,7 +1512,7 @@ const b = {
x: path[path.length - 1].x,
y: path[path.length - 1].y,
radius: Math.sqrt(damage) * 100,
color: "rgba(255,0,0,0.5)",
color: tech.laserColorAlpha,
time: simulation.drawTime
});
if (tech.isLaserPush) { //push mobs away
@@ -1569,7 +1570,7 @@ const b = {
ctx.lineTo(path[i].x, path[i].y);
}
} else {
ctx.strokeStyle = color;
ctx.strokeStyle = tech.laserColor;
ctx.lineWidth = 2
ctx.lineDashOffset = 300 * Math.random()
ctx.setLineDash([50 + 120 * Math.random(), 50 * Math.random()]);
@@ -1642,7 +1643,7 @@ const b = {
if (this.angularSpeed < 0.02) this.torque += this.inertia * this.torqueMagnitude //spin
//fire lasers
ctx.strokeStyle = "#f00";
ctx.strokeStyle = tech.laserColor;
ctx.lineWidth = 1.5
// ctx.globalAlpha = 1;
ctx.beginPath();
@@ -2114,9 +2115,10 @@ const b = {
//grab, but don't lock onto nearby power up
for (let i = 0, len = powerUp.length; i < len; ++i) {
if (
(powerUp[i].name !== "heal" || m.health < 0.9 * m.maxHealth || tech.isDroneGrab) &&
Vector.magnitudeSquared(Vector.sub(this.position, powerUp[i].position)) < 20000 &&
(powerUp[i].name !== "heal" || m.health < 0.94 * m.maxHealth || tech.isDroneGrab) &&
(powerUp[i].name !== "field" || !tech.isDeterminism) &&
Vector.magnitudeSquared(Vector.sub(this.position, powerUp[i].position)) < 20000
(powerUp[i].name !== "ammo" || b.guns[b.activeGun].ammo !== Infinity || tech.isDroneGrab)
) {
//draw pickup for a single cycle
ctx.beginPath();
@@ -2145,8 +2147,9 @@ const b = {
let closeDist = Infinity;
for (let i = 0, len = powerUp.length; i < len; ++i) {
if (
(powerUp[i].name !== "heal" || m.health < 0.9 * m.maxHealth || tech.isDroneGrab) &&
(powerUp[i].name !== "field" || !tech.isDeterminism)
(powerUp[i].name !== "heal" || m.health < 0.94 * m.maxHealth || tech.isDroneGrab) &&
(powerUp[i].name !== "field" || !tech.isDeterminism) &&
(powerUp[i].name !== "ammo" || b.guns[b.activeGun].ammo !== Infinity || tech.isDroneGrab)
) {
if (Vector.magnitudeSquared(Vector.sub(this.position, powerUp[i].position)) < 20000 && !simulation.isChoosing) {
//draw pickup for a single cycle
@@ -2328,9 +2331,10 @@ const b = {
//grab, but don't lock onto nearby power up
for (let i = 0, len = powerUp.length; i < len; ++i) {
if (
(powerUp[i].name !== "heal" || m.health < 0.9 * m.maxHealth || tech.isDroneGrab) &&
Vector.magnitudeSquared(Vector.sub(this.position, powerUp[i].position)) < 20000 &&
(powerUp[i].name !== "heal" || m.health < 0.94 * m.maxHealth || tech.isDroneGrab) &&
(powerUp[i].name !== "field" || !tech.isDeterminism) &&
Vector.magnitudeSquared(Vector.sub(this.position, powerUp[i].position)) < 20000
(powerUp[i].name !== "ammo" || b.guns[b.activeGun].ammo !== Infinity || tech.isDroneGrab)
) {
//draw pickup for a single cycle
ctx.beginPath();
@@ -2360,8 +2364,9 @@ const b = {
let closeDist = Infinity;
for (let i = 0, len = powerUp.length; i < len; ++i) {
if (
(powerUp[i].name !== "heal" || m.health < 0.9 * m.maxHealth || tech.isDroneGrab) &&
(powerUp[i].name !== "field" || !tech.isDeterminism)
(powerUp[i].name !== "heal" || m.health < 0.94 * m.maxHealth || tech.isDroneGrab) &&
(powerUp[i].name !== "field" || !tech.isDeterminism) &&
(powerUp[i].name !== "ammo" || b.guns[b.activeGun].ammo !== Infinity || tech.isDroneGrab)
) {
if (Vector.magnitudeSquared(Vector.sub(this.position, powerUp[i].position)) < 20000 && !simulation.isChoosing) {
//draw pickup for a single cycle
@@ -3045,7 +3050,7 @@ const b = {
lookFrequency: 40 + Math.floor(7 * Math.random()) - 10 * tech.isLaserBotUpgrade,
range: (700 + 400 * tech.isLaserBotUpgrade) * (1 + 0.1 * Math.random()),
drainThreshold: tech.isEnergyHealth ? 0.6 : 0.4,
drain: 0.56 - 0.42 * tech.isLaserBotUpgrade,
drain: (0.56 - 0.42 * tech.isLaserBotUpgrade) * tech.laserFieldDrain * tech.isLaserDiode,
laserDamage: 0.6 + 0.43 * tech.isLaserBotUpgrade,
endCycle: Infinity,
classType: "bullet",
@@ -3095,7 +3100,7 @@ const b = {
}
//hit target with laser
if (this.lockedOn && this.lockedOn.alive && m.energy > this.drainThreshold) {
m.energy -= tech.laserFieldDrain * tech.isLaserDiode * this.drain
m.energy -= this.drain
b.laser(this.vertices[0], this.lockedOn.position, b.dmgScale * this.laserDamage * tech.laserDamage, tech.laserReflections, false, 0.4) //tech.laserDamage = 0.16
// laser(where = {
// x: m.pos.x + 20 * Math.cos(m.angle),
@@ -3960,22 +3965,107 @@ const b = {
}
},
fire() {}
}, {
},
{
name: "wave beam",
description: "emit a <strong>wave packet</strong> of oscillating particles<br>that propagates through <strong>solids</strong>",
ammo: 0,
ammoPack: 100,
ammoPack: 120,
defaultAmmoPack: 120,
have: false,
wavePacketCycle: 0,
delay: 40,
do() {
propagationRate: 20,
waves: [], //used in longitudinal mode
chooseFireMethod() { //set in simulation.startGame
if (tech.isLongitudinal) {
this.fire = this.fireLongitudinal
this.do = this.doLongitudinal
} else {
this.fire = this.fireTransverse
this.do = this.doTransverse
}
},
do() {},
doLongitudinal() {
ctx.strokeStyle = "rgba(0,0,0,0.2)" //"000";
ctx.lineWidth = 2
ctx.beginPath();
for (let i = this.waves.length - 1; i > -1; i--) {
const v1 = Vector.add(this.waves[i].position, Vector.mult(this.waves[i].unit1, this.waves[i].radius))
const v2 = Vector.add(this.waves[i].position, Vector.mult(this.waves[i].unit2, this.waves[i].radius))
// collisions
//using small angle linear approximation of circle arc, this will not work if the arc gets large // https://stackoverflow.com/questions/13652518/efficiently-find-points-inside-a-circle-sector
let hits = Matter.Query.ray(mob, v1, v2, 50) //Matter.Query.ray(bodies, startPoint, endPoint, [rayWidth])
for (let j = 0; j < hits.length; j++) {
const who = hits[j].body
//make them shake around
who.force.x += 0.01 * (Math.random() - 0.5) * who.mass
who.force.y += 0.01 * (Math.random() - 0.5) * who.mass
Matter.Body.setVelocity(who, { //friction
x: who.velocity.x * 0.95,
y: who.velocity.y * 0.95
});
let vertices = who.vertices;
const vibe = 50 + who.radius * 0.15
ctx.moveTo(vertices[0].x + vibe * (Math.random() - 0.5), vertices[0].y + vibe * (Math.random() - 0.5));
for (let j = 1; j < vertices.length; j++) {
ctx.lineTo(vertices[j].x + vibe * (Math.random() - 0.5), vertices[j].y + vibe * (Math.random() - 0.5));
}
ctx.lineTo(vertices[0].x + vibe * (Math.random() - 0.5), vertices[0].y + vibe * (Math.random() - 0.5));
const damage = 1.65 * b.dmgScale * tech.waveBeamDamage * tech.wavePacketDamage / Math.sqrt(who.radius) //damage is lower for large radius mobs, since they feel the waves longer
who.locatePlayer();
who.damage(damage);
}
hits = Matter.Query.ray(body, v1, v2, 50) //Matter.Query.ray(bodies, startPoint, endPoint, [rayWidth])
for (let j = 0; j < hits.length; j++) {
const who = hits[j].body
//make them shake around
who.force.x += 0.01 * (Math.random() - 0.5) * who.mass
who.force.y += (0.01 * (Math.random() - 0.5) - simulation.g * 0.25) * who.mass //remove force of gravity
let vertices = who.vertices;
const vibe = 25
ctx.moveTo(vertices[0].x + vibe * (Math.random() - 0.5), vertices[0].y + vibe * (Math.random() - 0.5));
for (let j = 1; j < vertices.length; j++) {
ctx.lineTo(vertices[j].x + vibe * (Math.random() - 0.5), vertices[j].y + vibe * (Math.random() - 0.5));
}
ctx.lineTo(vertices[0].x + vibe * (Math.random() - 0.5), vertices[0].y + vibe * (Math.random() - 0.5));
}
ctx.stroke(); //draw vibes
// ctx.beginPath(); //draw wave
ctx.moveTo(v1.x, v1.y)
ctx.arc(this.waves[i].position.x, this.waves[i].position.y, this.waves[i].radius, this.waves[i].angle, this.waves[i].angle + this.waves[i].arc);
if (!m.isBodiesAsleep) this.waves[i].radius += tech.waveBeamSpeed * 2 //expand / move
if (this.waves[i].radius > 1800 * tech.isBulletsLastLonger) this.waves.splice(i, 1) //end
}
ctx.stroke();
},
fireLongitudinal() {
m.fireCDcycle = m.cycle + Math.floor(8 * b.fireCDscale); // cool down
const halfArc = Math.PI / 8 * (m.crouch ? 0.7 : 0.5)
this.waves.push({
position: {
x: m.pos.x + 25 * Math.cos(m.angle),
y: m.pos.y + 25 * Math.sin(m.angle),
},
angle: m.angle - halfArc, //used in drawing ctx.arc
unit1: { x: Math.cos(m.angle - halfArc), y: Math.sin(m.angle - halfArc) }, //used for collision
unit2: { x: Math.cos(m.angle + halfArc), y: Math.sin(m.angle + halfArc) }, //used for collision
arc: halfArc * 2,
radius: 25
})
},
doTransverse() {
if (this.wavePacketCycle && !input.fire) {
this.wavePacketCycle = 0;
m.fireCDcycle = m.cycle + Math.floor(this.delay * b.fireCDscale); // cool down
}
},
damage: 1,
fire() {
fireTransverse() {
totalCycles = Math.floor(4.3 * tech.wavePacketLength * tech.waveReflections * tech.isBulletsLastLonger)
const me = bullet.length;
bullet[me] = Bodies.polygon(m.pos.x + 25 * Math.cos(m.angle), m.pos.y + 25 * Math.sin(m.angle), 5, 4, {
@@ -4074,8 +4164,10 @@ const b = {
m.fireCDcycle = m.cycle + Math.floor(this.delay * b.fireCDscale); // cool down
this.wavePacketCycle = 0;
}
}
}, {
},
},
{
name: "missiles",
description: "launch <strong>homing</strong> missiles that <strong class='color-e'>explode</strong><br>crouch to <strong>rapidly</strong> launch smaller missiles",
ammo: 0,
@@ -4979,7 +5071,7 @@ const b = {
x: m.pos.x + 15 * Math.cos(m.angle),
y: m.pos.y + 15 * Math.sin(m.angle)
}
ctx.strokeStyle = "#f00";
ctx.strokeStyle = tech.laserColor;
ctx.lineWidth = 8
ctx.globalAlpha = 0.5;
ctx.beginPath();
@@ -5046,7 +5138,7 @@ const b = {
y: history.position.y + 3000 * Math.sin(history.angle) - off
}, dmg, 0, true, 0.2);
}
ctx.strokeStyle = "#f00";
ctx.strokeStyle = tech.laserColor;
ctx.lineWidth = 1
ctx.stroke();
}

View File

@@ -15,8 +15,8 @@ const level = {
// level.difficultyIncrease(30)
// simulation.isHorizontalFlipped = true
// m.setField("wormhole")
// b.giveGuns("foam")
// tech.giveTech("quenching")
// b.giveGuns("wave beam")
// tech.giveTech("pressure wave")
// for (let i = 0; i < 9; i++) tech.giveTech("spherical harmonics")
// tech.giveTech("supertemporal")
// for (let i = 0; i < 3; i++) tech.giveTech("packet length")
@@ -2244,10 +2244,10 @@ const level = {
spawn.mapRect(6700, -1800, 800, 2600); //right wall
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
// spawn.starter(1900, -500, 200) //big boy
spawn.starter(1900, -500, 200) //big boy
// spawn.pulseShooter(1900, -500)
// spawn.pulsarBoss(1900, -500)
spawn.grenadierBoss(1900, -500)
// spawn.grenadierBoss(1900, -500)
// spawn.shieldingBoss(1900, -500)
// spawn.historyBoss(1200, -500)

View File

@@ -351,14 +351,11 @@ const lore = {
// [ // they decided that a part of the project is out of control, but the part of it that doesn't needs to calm it down, and trust.
// /*
// The player has different aspects that aren't directly communicating
// like each part is a separate local minimum solution, and the project is the superposition of both goals.
// part of it wants to undo what has happened, that part is making the null level spawn so it can communicate
// just do its job: research tech
// part of it wants to escape/fight
// part wants to explore self awareness and make connections with the scientists
// maybe... player must make a choice?
// keep fighting
// The part of the AI controlling the player is outsourcing the player control to real humans that think they are playing a video game.
// this means the player can use console commands to change the way the game works
// the scientists tell the player about interesting console commands
// player must make a choice?
// keep fighting and supporting the AI's goals
// exit the simulation
// enter real world
// close tab?

View File

@@ -1232,7 +1232,7 @@ const m = {
for (let i = 0, len = powerUp.length; i < len; ++i) {
const dxP = m.pos.x - powerUp[i].position.x;
const dyP = m.pos.y - powerUp[i].position.y;
const dist2 = dxP * dxP + dyP * dyP;
const dist2 = dxP * dxP + dyP * dyP + 10;
// float towards player if looking at and in range or if very close to player
if (
dist2 < m.grabPowerUpRange2 &&
@@ -1249,7 +1249,8 @@ const m = {
if ( //use power up if it is close enough
dist2 < 5000 &&
!simulation.isChoosing &&
!(m.health === m.maxHealth && powerUp[i].name === "heal" && !tech.isOverHeal)
(powerUp[i].name !== "heal" || m.health !== m.maxHealth || tech.isOverHeal) &&
(powerUp[i].name !== "ammo" || b.guns[b.activeGun].ammo !== Infinity)
) {
powerUps.onPickUp(powerUp[i]);
Matter.Body.setVelocity(player, { //player knock back, after grabbing power up
@@ -2367,17 +2368,25 @@ const m = {
for (let i = 0, len = powerUp.length; i < len; ++i) {
const dxP = m.fieldPosition.x - powerUp[i].position.x;
const dyP = m.fieldPosition.y - powerUp[i].position.y;
const dist2 = dxP * dxP + dyP * dyP;
const dist2 = dxP * dxP + dyP * dyP + 200;
// float towards field if looking at and in range or if very close to player
if (dist2 < m.fieldRadius * m.fieldRadius && (m.lookingAt(powerUp[i]) || dist2 < 16000) && !(m.health === m.maxHealth && powerUp[i].name === "heal")) {
powerUp[i].force.x += 7 * (dxP / dist2) * powerUp[i].mass;
powerUp[i].force.y += 7 * (dyP / dist2) * powerUp[i].mass - powerUp[i].mass * simulation.g; //negate gravity
if (
dist2 < m.fieldRadius * m.fieldRadius &&
(m.lookingAt(powerUp[i]) || dist2 < 16000)
) {
powerUp[i].force.x += 0.05 * (dxP / Math.sqrt(dist2)) * powerUp[i].mass;
powerUp[i].force.y += 0.05 * (dyP / Math.sqrt(dist2)) * powerUp[i].mass - powerUp[i].mass * simulation.g; //negate gravity
//extra friction
Matter.Body.setVelocity(powerUp[i], {
x: powerUp[i].velocity.x * 0.11,
y: powerUp[i].velocity.y * 0.11
});
if (dist2 < 5000 && !simulation.isChoosing) { //use power up if it is close enough
if (
dist2 < 5000 &&
!simulation.isChoosing &&
(powerUp[i].name !== "heal" || m.health < 0.94 * m.maxHealth) &&
(powerUp[i].name !== "ammo" || b.guns[b.activeGun].ammo !== Infinity)
) { //use power up if it is close enough
powerUps.onPickUp(powerUp[i]);
powerUp[i].effect();
Matter.World.remove(engine.world, powerUp[i]);

View File

@@ -234,11 +234,10 @@ const powerUps = {
}
}
if (tech.isRerollBots) {
const limit = 4
for (; powerUps.research.count > limit - 1; powerUps.research.count -= limit) {
for (const cost = 3; powerUps.research.count > cost - 1; powerUps.research.count -= cost) {
b.randomBot()
if (tech.renormalization) {
for (let i = 0; i < limit; i++) {
for (let i = 0; i < cost; i++) {
if (Math.random() < 0.4) {
m.fieldCDcycle = m.cycle + 30;
powerUps.spawn(m.pos.x, m.pos.y, "research");

View File

@@ -168,7 +168,7 @@
if (tech.restDamage > 1 && player.speed < 1) dmg *= tech.restDamage
if (tech.isEnergyDamage) dmg *= 1 + m.energy / 9;
if (tech.isDamageFromBulletCount) dmg *= 1 + bullet.length * 0.0038
if (tech.isRerollDamage) dmg *= 1 + 0.039 * powerUps.research.count
if (tech.isRerollDamage) dmg *= 1 + 0.042 * powerUps.research.count
if (tech.isOneGun && b.inventory.length < 2) dmg *= 1.22
if (tech.isNoFireDamage && m.cycle > m.fireCDcycle + 120) dmg *= 1.9
if (tech.isSpeedDamage) dmg *= 1 + Math.min(0.43, player.speed * 0.015)
@@ -1341,15 +1341,15 @@
},
{
name: "bot fabrication",
description: "anytime you collect <strong>4</strong> <strong class='color-r'>research</strong><br>use them to build a random <strong class='color-bot'>bot</strong>",
description: "anytime you collect <strong>3</strong> <strong class='color-r'>research</strong><br>use them to build a random <strong class='color-bot'>bot</strong>",
maxCount: 1,
count: 0,
frequency: 2,
isBotTech: true,
allowed() {
return powerUps.research.count > 3 || build.isExperimentSelection
return powerUps.research.count > 2 || build.isExperimentSelection
},
requires: "at least 4 research",
requires: "at least 3 research",
effect() {
tech.isRerollBots = true;
powerUps.research.changeRerolls(0)
@@ -2783,7 +2783,7 @@
},
{
name: "Bayesian statistics",
description: "increase <strong class='color-d'>damage</strong> by <strong>3.9%</strong><br>for each <strong class='color-r'>research</strong> in your inventory",
description: "increase <strong class='color-d'>damage</strong> by <strong>4.2%</strong><br>for each <strong class='color-r'>research</strong> in your inventory",
maxCount: 1,
count: 0,
frequency: 2,
@@ -2801,7 +2801,7 @@
},
{
name: "pseudoscience",
description: "resetting power up choices costs no <strong class='color-r'>research</strong><br>but adds <strong>0-4</strong> <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool",
description: "<strong>rerolling</strong> choices no longer costs <strong class='color-r'>research</strong><br>instead it adds <strong>0-4</strong> <strong class='color-j'>JUNK</strong> to the <strong class='color-m'>tech</strong> pool",
maxCount: 1,
count: 0,
frequency: 1,
@@ -3695,24 +3695,21 @@
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "shotgun") {
b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 0.5);
break;
}
}
simulation.updateGunHUD();
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "shotgun") {
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * 0.5
break;
}
}
simulation.updateGunHUD();
},
remove() {
tech.isShotgunImmune = false;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "shotgun") {
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack;
break;
if (tech.isShotgunImmune) {
tech.isShotgunImmune = false;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "shotgun") {
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack;
b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 2);
break;
}
}
}
}
@@ -3875,7 +3872,7 @@
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("wave beam")
return tech.haveGunCheck("wave beam") && !tech.isLongitudinal
},
requires: "wave beam",
effect() {
@@ -3885,6 +3882,25 @@
tech.waveReflections = 1
}
},
{
name: "phase velocity",
description: "wave beam <strong>propagates</strong> faster through solids<br>up by <strong>3000%</strong> in the map and <strong>760%</strong> in <strong class='color-block'>blocks</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("wave beam") && !tech.isLongitudinal
},
requires: "wave beam",
effect() {
tech.isPhaseVelocity = true;
},
remove() {
tech.isPhaseVelocity = false;
}
},
{
name: "packet length",
description: "wave packet <strong>length</strong> and <strong>duration</strong><br>is increased by <strong>50%</strong>", // description: "holding fire allows the <strong>wave beam</strong> to emits a second <strong>packet</strong><br>at zero ammo cost",
@@ -3894,7 +3910,7 @@
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("wave beam")
return tech.haveGunCheck("wave beam") && !tech.isLongitudinal
},
requires: "wave beam",
effect() {
@@ -3952,22 +3968,42 @@
}
},
{
name: "phase velocity",
description: "wave beam <strong>propagates</strong> faster through solids<br>up by <strong>3000%</strong> in the map and <strong>760%</strong> in <strong class='color-block'>blocks</strong>",
name: "pressure wave", //longitudinal //gravitational wave?
description: "wave beam emits low <strong>frequency</strong>, high <strong class='color-d'>damage</strong><br><strong>expanding arcs</strong> that propagate through solids",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
frequency: 4,
frequencyDefault: 4,
allowed() {
return tech.haveGunCheck("wave beam")
return tech.haveGunCheck("wave beam") && !tech.isPhaseVelocity && tech.waveLengthRange === 130 && tech.waveReflections === 1
},
requires: "wave beam",
requires: "wave beam, not phase velocity, packet length, bound state",
effect() {
tech.isPhaseVelocity = true;
tech.isLongitudinal = true;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "wave beam") {
b.guns[i].chooseFireMethod()
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * 0.1
b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 0.1);
simulation.updateGunHUD();
break
}
}
},
remove() {
tech.isPhaseVelocity = false;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "wave beam") {
b.guns[i].chooseFireMethod()
if (tech.isLongitudinal) {
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack
b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 10);
simulation.updateGunHUD();
}
break
}
}
tech.isLongitudinal = false;
}
},
{
@@ -4620,6 +4656,31 @@
tech.isLaserDiode = 1;
}
},
{
name: "gamma-ray laser",
description: "increase all <strong class='color-laser'>laser</strong> <strong class='color-d'>damage</strong> by <strong>150%</strong><br>increase all <strong class='color-laser'>laser</strong> <strong class='color-f'>energy</strong> drain by <strong>200%</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return (tech.haveGunCheck("laser") || tech.isLaserMine || tech.laserBotCount > 1) && !tech.isWideLaser && !tech.isPulseLaser && !tech.historyLaser
},
requires: "laser, not pulse",
effect() {
tech.laserFieldDrain = 0.006 //base is 0.002
tech.laserDamage = 0.375; //base is 0.15
tech.laserColor = "#83f"
tech.laserColorAlpha = "rgba(136, 51, 255,0.5)"
},
remove() {
tech.laserFieldDrain = 0.002;
tech.laserDamage = 0.15; //used in check on pulse: tech.laserDamage === 0.15
tech.laserColor = "#f00"
tech.laserColorAlpha = "rgba(255, 0, 0, 0.5)"
}
},
{
name: "relativistic momentum",
description: "all <strong class='color-laser'>lasers</strong> push mobs away<br><em>affects laser-gun, laser-bot, and laser-mines</em>",
@@ -4639,12 +4700,11 @@
tech.isLaserPush = false;
}
},
{
name: "specular reflection",
description: "increase <strong class='color-d'>damage</strong> and <strong class='color-f'>energy</strong> drain by <strong>50%</strong><br>and <strong>+1</strong> reflection for all <strong class='color-laser'>lasers</strong> <em>(gun, bot, mine)</em>",
description: "<strong>+2</strong> reflection for all <strong class='color-laser'>lasers</strong><br><em>affects laser-gun, laser-bot, and laser-mines</em>",
isGunTech: true,
maxCount: 9,
maxCount: 3,
count: 0,
frequency: 2,
frequencyDefault: 2,
@@ -4653,14 +4713,10 @@
},
requires: "laser, not wide beam, diffuse beam, pulse, or slow light",
effect() {
tech.laserReflections++;
tech.laserDamage += 0.075; //base is 0.12
tech.laserFieldDrain += 0.001 //base is 0.002
tech.laserReflections += 2;
},
remove() {
tech.laserReflections = 2;
tech.laserDamage = 0.15;
tech.laserFieldDrain = 0.002;
}
},
{
@@ -4786,9 +4842,9 @@
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("laser") && tech.laserReflections < 3 && !tech.isWideLaser
return tech.haveGunCheck("laser") && tech.laserReflections < 3 && !tech.isWideLaser && tech.laserDamage === 0.15
},
requires: "laser, not specular reflection, not diffuse",
requires: "laser, not specular reflection, diffuse, solid-state",
effect() {
tech.isPulseLaser = true;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
@@ -7302,5 +7358,8 @@
isFoamTeleport: null,
isResearchBoss: null,
isJunkResearch: null,
junkResearchNumber: null
junkResearchNumber: null,
laserColor: null,
laserColorAlpha: null,
isLongitudinal: null
}