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();
}