finalBoss has a bit less health

laser lens has a glow effect
slow light has 11->7 unique beams
  slow light has 38% more damage per beam
infrared diode 50->60% energy efficiency
dye laser 20->25% energy efficiency
          20->25% laser damage
free-electron laser 190->200% laser damage
crit angle is smaller for iridescence and stress concentration on large mobs
ordnance has +5% JUNK
CPT uses 25% less energy and leaves you with about 10-20 energy

JUNK tech: placebo -  +777% damage +777% defense

bug fixes
This commit is contained in:
landgreen
2022-10-15 08:16:01 -07:00
parent 3c860797b3
commit d996c4f2a2
8 changed files with 306 additions and 139 deletions

View File

@@ -2251,23 +2251,8 @@ const b = {
}, dmg = tech.laserDamage, reflections = tech.laserReflections, isThickBeam = false, push = 1) {
const reflectivity = 1 - 1 / (reflections * 3)
let damage = m.dmgScale * dmg
let best = {
x: 1,
y: 1,
dist2: Infinity,
who: null,
v1: 1,
v2: 1
};
const path = [{
x: where.x,
y: where.y
},
{
x: whereEnd.x,
y: whereEnd.y
}
];
let best = { x: 1, y: 1, dist2: Infinity, who: null, v1: 1, v2: 1 };
const path = [{ x: where.x, y: where.y }, { x: whereEnd.x, y: whereEnd.y }];
const vertexCollision = function(v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
let vertices = domain[i].vertices;
@@ -2310,14 +2295,7 @@ const b = {
};
const checkForCollisions = function() {
best = {
x: 1,
y: 1,
dist2: Infinity,
who: null,
v1: 1,
v2: 1
};
best = { x: 1, y: 1, dist2: Infinity, who: null, v1: 1, v2: 1 };
vertexCollision(path[path.length - 2], path[path.length - 1], mob);
vertexCollision(path[path.length - 2], path[path.length - 1], map);
vertexCollision(path[path.length - 2], path[path.length - 1], body);
@@ -2328,7 +2306,7 @@ const b = {
if (best.who.damageReduction) {
if ( //iridescence
tech.laserCrit && !best.who.shield &&
Vector.dot(Vector.normalise(Vector.sub(best.who.position, path[path.length - 1])), Vector.normalise(Vector.sub(path[path.length - 1], path[path.length - 2]))) > 0.997 - 0.6 / best.who.radius
Vector.dot(Vector.normalise(Vector.sub(best.who.position, path[path.length - 1])), Vector.normalise(Vector.sub(path[path.length - 1], path[path.length - 2]))) > 0.999 - 0.5 / best.who.radius
) {
damage *= 1 + tech.laserCrit
simulation.drawList.push({ //add dmg to draw queue
@@ -2374,10 +2352,7 @@ const b = {
let lastBestOdd
let lastBestEven = best.who //used in hack below
if (best.dist2 !== Infinity) { //if hitting something
path[path.length - 1] = {
x: best.x,
y: best.y
};
path[path.length - 1] = { x: best.x, y: best.y };
laserHitMob();
for (let i = 0; i < reflections; i++) {
reflection();
@@ -2385,10 +2360,7 @@ const b = {
if (best.dist2 !== Infinity) { //if hitting something
lastReflection = best
path[path.length - 1] = {
x: best.x,
y: best.y
};
path[path.length - 1] = { x: best.x, y: best.y };
damage *= reflectivity
laserHitMob();
//I'm not clear on how this works, but it gets rid of a bug where the laser reflects inside a block, often vertically.
@@ -2409,6 +2381,31 @@ const b = {
ctx.moveTo(path[i - 1].x, path[i - 1].y);
ctx.lineTo(path[i].x, path[i].y);
}
} else if (tech.isLaserLens && b.guns[11].lensDamage !== 1) {
ctx.strokeStyle = tech.laserColor;
ctx.lineWidth = 2
ctx.lineDashOffset = 900 * Math.random()
ctx.setLineDash([50 + 120 * Math.random(), 50 * Math.random()]);
for (let i = 1, len = path.length; i < len; ++i) {
ctx.beginPath();
ctx.moveTo(path[i - 1].x, path[i - 1].y);
ctx.lineTo(path[i].x, path[i].y);
ctx.stroke();
ctx.globalAlpha *= reflectivity; //reflections are less intense
}
ctx.setLineDash([]);
// ctx.globalAlpha = 1;
//glow
ctx.lineWidth = 9 + 2 * b.guns[11].lensDamageOn
ctx.globalAlpha = 0.13
ctx.beginPath();
for (let i = 1, len = path.length; i < len; ++i) {
ctx.moveTo(path[i - 1].x, path[i - 1].y);
ctx.lineTo(path[i].x, path[i].y);
}
ctx.stroke();
ctx.globalAlpha = 1;
} else {
ctx.strokeStyle = tech.laserColor;
ctx.lineWidth = 2
@@ -3356,20 +3353,8 @@ const b = {
deathCycles: 110 + RADIUS * 5,
isImproved: false,
radioRadius: 0,
maxRadioRadius: 300 + Math.floor(100 * Math.random()),
beforeDmg() {
// const unit = Vector.mult(Vector.normalise(Vector.sub(this.position, who.position)), -20) //move away from target after hitting
// Matter.Body.setVelocity(this, {
// x: unit.x,
// y: unit.y
// });
// this.lockedOn = null
// if (this.endCycle > simulation.cycle + this.deathCycles) {
// this.endCycle -= 60
// if (simulation.cycle + this.deathCycles > this.endCycle) this.endCycle = simulation.cycle + this.deathCycles
// }
},
maxRadioRadius: 270 + Math.floor(90 * Math.random()),
beforeDmg() {},
onEnd() {
if (tech.isDroneRespawn && b.inventory.length) {
const who = b.guns[b.activeGun]
@@ -3387,12 +3372,12 @@ const b = {
this.radioRadius = this.radioRadius * 0.993 + 0.007 * this.maxRadioRadius //smooth radius towards max
//aoe damage to player
if (Vector.magnitude(Vector.sub(player.position, this.position)) < this.radioRadius) {
const DRAIN = tech.isRadioactiveResistance ? 0.002 * 0.25 : 0.002
const DRAIN = tech.isRadioactiveResistance ? 0.001 : 0.004
if (m.energy > DRAIN) {
if (m.immuneCycle < m.cycle) m.energy -= DRAIN
} else {
m.energy = 0;
if (simulation.dmgScale) m.damage((tech.isRadioactiveResistance ? 0.00015 * 0.25 : 0.00015) * tech.radioactiveDamage) //0.00015
if (simulation.dmgScale) m.damage((tech.isRadioactiveResistance ? 0.00005 : 0.0002) * tech.radioactiveDamage) //0.00015
}
}
//aoe damage to mobs
@@ -3928,7 +3913,8 @@ const b = {
}
},
crit(mob, bullet) {
if (!mob.shield && Vector.dot(Vector.normalise(Vector.sub(mob.position, bullet.position)), Vector.normalise(bullet.velocity)) > 0.99 - 4 / mob.radius) {
if (!mob.shield && Vector.dot(Vector.normalise(Vector.sub(mob.position, bullet.position)), Vector.normalise(bullet.velocity)) > 0.999 - 1 / mob.radius) {
if (mob.isFinalBoss && !(Vector.dot(Vector.normalise(Vector.sub(mob.position, bullet.position)), Vector.normalise(bullet.velocity)) > 0.999999)) return
let cycle = () => { //makes this run after damage
if (mob.health < 0.5 && mob.damageReduction > 0 && mob.alive) {
// mob.death();
@@ -4693,45 +4679,155 @@ const b = {
//hit target with laser
if (this.lockedOn && this.lockedOn.alive && m.energy > this.drainThreshold) {
m.energy -= this.drain
b.laser(this.vertices[0], this.lockedOn.position, m.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),
// y: m.pos.y + 20 * Math.sin(m.angle)
// }, whereEnd = {
// x: where.x + 3000 * Math.cos(m.angle),
// y: where.y + 3000 * Math.sin(m.angle)
// }, dmg = tech.laserDamage, reflections = tech.laserReflections, isThickBeam = false, push = 1) {
this.laser();
// b.laser(this.vertices[0], this.lockedOn.position, m.dmgScale * this.laserDamage * tech.laserDamage, tech.laserReflections, false, 0.4) //tech.laserDamage = 0.16
}
},
laser() {
const push = 0.4
const reflectivity = 1 - 1 / (tech.laserReflections * 3)
let damage = m.dmgScale * this.laserDamage * tech.laserDamage
let best = { x: 1, y: 1, dist2: Infinity, who: null, v1: 1, v2: 1 };
const path = [{ x: this.vertices[0].x, y: this.vertices[0].y }, { x: this.lockedOn.position.x, y: this.lockedOn.position.y }];
const vertexCollision = function(v1, v1End, domain) {
for (let i = 0; i < domain.length; ++i) {
let vertices = domain[i].vertices;
const len = vertices.length - 1;
for (let j = 0; j < len; j++) {
results = simulation.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[j],
v2: vertices[j + 1]
};
}
}
}
results = simulation.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
if (results.onLine1 && results.onLine2) {
const dx = v1.x - results.x;
const dy = v1.y - results.y;
const dist2 = dx * dx + dy * dy;
if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
best = {
x: results.x,
y: results.y,
dist2: dist2,
who: domain[i],
v1: vertices[0],
v2: vertices[len]
};
}
}
}
};
const checkForCollisions = function() {
best = { x: 1, y: 1, dist2: Infinity, who: null, v1: 1, v2: 1 };
vertexCollision(path[path.length - 2], path[path.length - 1], mob);
vertexCollision(path[path.length - 2], path[path.length - 1], map);
vertexCollision(path[path.length - 2], path[path.length - 1], body);
};
const laserHitMob = function() {
if (best.who.alive) {
best.who.locatePlayer();
if (best.who.damageReduction) {
if ( //iridescence
tech.laserCrit && !best.who.shield &&
Vector.dot(Vector.normalise(Vector.sub(best.who.position, path[path.length - 1])), Vector.normalise(Vector.sub(path[path.length - 1], path[path.length - 2]))) > 0.999 - 0.5 / best.who.radius
) {
damage *= 1 + tech.laserCrit
simulation.drawList.push({ //add dmg to draw queue
x: path[path.length - 1].x,
y: path[path.length - 1].y,
radius: Math.sqrt(2500 * damage * best.who.damageReduction) + 5,
color: `hsla(${60 + 283*Math.random()},100%,70%,0.5)`, // random hue, but not red
time: 16
});
} else {
simulation.drawList.push({ //add dmg to draw queue
x: path[path.length - 1].x,
y: path[path.length - 1].y,
radius: Math.sqrt(2000 * damage * best.who.damageReduction) + 2,
color: tech.laserColorAlpha,
time: simulation.drawTime
});
}
best.who.damage(damage);
}
if (tech.isLaserPush) { //push mobs away
const index = path.length - 1
Matter.Body.setVelocity(best.who, { x: best.who.velocity.x * 0.97, y: best.who.velocity.y * 0.97 });
const force = Vector.mult(Vector.normalise(Vector.sub(path[index], path[Math.max(0, index - 1)])), 0.003 * push * Math.min(6, best.who.mass))
Matter.Body.applyForce(best.who, path[index], force)
}
} else if (tech.isLaserPush && best.who.classType === "body") {
const index = path.length - 1
Matter.Body.setVelocity(best.who, { x: best.who.velocity.x * 0.97, y: best.who.velocity.y * 0.97 });
const force = Vector.mult(Vector.normalise(Vector.sub(path[index], path[Math.max(0, index - 1)])), 0.003 * push * Math.min(6, best.who.mass))
Matter.Body.applyForce(best.who, path[index], force)
}
};
const reflection = function() { // https://math.stackexchange.com/questions/13261/how-to-get-a-reflection-vector
const n = Vector.perp(Vector.normalise(Vector.sub(best.v1, best.v2)));
const d = Vector.sub(path[path.length - 1], path[path.length - 2]);
const nn = Vector.mult(n, 2 * Vector.dot(d, n));
const r = Vector.normalise(Vector.sub(d, nn));
path[path.length] = Vector.add(Vector.mult(r, 3000), path[path.length - 1]);
};
checkForCollisions();
let lastBestOdd
let lastBestEven = best.who //used in hack below
if (best.dist2 !== Infinity) { //if hitting something
path[path.length - 1] = { x: best.x, y: best.y };
laserHitMob();
for (let i = 0; i < tech.laserReflections; i++) {
reflection();
checkForCollisions();
if (best.dist2 !== Infinity) { //if hitting something
lastReflection = best
path[path.length - 1] = { x: best.x, y: best.y };
damage *= reflectivity
laserHitMob();
//I'm not clear on how this works, but it gets rid of a bug where the laser reflects inside a block, often vertically.
//I think it checks to see if the laser is reflecting off a different part of the same block, if it is "inside" a block
if (i % 2) {
if (lastBestOdd === best.who) break
} else {
lastBestOdd = best.who
if (lastBestEven === best.who) break
}
} else {
break
}
}
}
ctx.strokeStyle = tech.laserColor;
ctx.lineWidth = 2
ctx.lineDashOffset = 900 * Math.random()
ctx.setLineDash([50 + 120 * Math.random(), 50 * Math.random()]);
for (let i = 1, len = path.length; i < len; ++i) {
ctx.beginPath();
ctx.moveTo(path[i - 1].x, path[i - 1].y);
ctx.lineTo(path[i].x, path[i].y);
ctx.stroke();
ctx.globalAlpha *= reflectivity; //reflections are less intense
}
ctx.setLineDash([]);
ctx.globalAlpha = 1;
}
})
Composite.add(engine.world, bullet[me]); //add bullet to world
//laser mobs that fire with the player
// if (true) {
// bullet[me].do = function() {
// if (!(simulation.cycle % this.lookFrequency)) {
// if (Math.random() < 0.15) {
// const range = 170 + 3 * b.totalBots()
// this.offPlayer = {
// x: range * (Math.random() - 0.5),
// y: range * (Math.random() - 0.5) - 20,
// }
// }
// }
// const playerPos = Vector.add(Vector.add(this.offPlayer, m.pos), Vector.mult(player.velocity, 20)) //also include an offset unique to this bot to keep many bots spread out
// const farAway = Math.max(0, (Vector.magnitude(Vector.sub(this.position, playerPos))) / this.playerRange) //linear bounding well
// const mag = Math.min(farAway, 4) * this.mass * this.acceleration
// this.force = Vector.mult(Vector.normalise(Vector.sub(playerPos, this.position)), mag)
// //manual friction to not lose rotational velocity
// Matter.Body.setVelocity(this, { x: this.velocity.x * 0.95, y: this.velocity.y * 0.95 });
// //hit target with laser
// if (input.fire && m.energy > this.drain) {
// m.energy -= this.drain
// const unit = Vector.sub(simulation.mouseInGame, this.vertices[0])
// b.laser(this.vertices[0], Vector.mult(unit, 1000), m.dmgScale * this.laserDamage * tech.laserDamage, tech.laserReflections, false, 0.4) //tech.laserDamage = 0.16
// }
// }
// }
},
boomBot(position = { x: player.position.x + 50 * (Math.random() - 0.5), y: player.position.y + 50 * (Math.random() - 0.5) }, isConsole = true) {
if (isConsole) simulation.makeTextLog(`<span class='color-var'>b</span>.boomBot()`);
@@ -7255,6 +7351,11 @@ const b = {
}
}
ctx.stroke();
if (tech.isLaserLens && b.guns[11].lensDamage !== 1) {
ctx.lineWidth = 20 + 3 * b.guns[11].lensDamageOn
ctx.globalAlpha = 0.3
ctx.stroke();
}
ctx.globalAlpha = 1;
}
},
@@ -7265,8 +7366,8 @@ const b = {
} else {
m.fireCDcycle = m.cycle
m.energy -= drain
const dmg = 0.37 * tech.laserDamage / b.fireCDscale * this.lensDamage // 3.5 * 0.55 = 200% more damage
const spacing = Math.ceil(5 - 0.4 * tech.historyLaser)
const dmg = 0.5 * tech.laserDamage / b.fireCDscale * this.lensDamage // 3.5 * 0.55 = 200% more damage
const spacing = Math.ceil(10 - 0.4 * tech.historyLaser)
ctx.beginPath();
b.laser({
x: m.pos.x + 20 * Math.cos(m.angle),
@@ -7275,7 +7376,7 @@ const b = {
x: m.pos.x + 3000 * Math.cos(m.angle),
y: m.pos.y + 3000 * Math.sin(m.angle)
}, dmg, 0, true, 0.2);
for (let i = 1, len = 5 + tech.historyLaser * 5; i < len; i++) {
for (let i = 1, len = 3 + tech.historyLaser * 3; i < len; i++) {
const history = m.history[(m.cycle - i * spacing) % 600]
const off = history.yOff - 24.2859
b.laser({
@@ -7289,6 +7390,13 @@ const b = {
ctx.strokeStyle = tech.laserColor;
ctx.lineWidth = 1
ctx.stroke();
if (tech.isLaserLens && b.guns[11].lensDamage !== 1) {
ctx.strokeStyle = tech.laserColor;
ctx.lineWidth = 10 + 2 * b.guns[11].lensDamageOn
ctx.globalAlpha = 0.2
ctx.stroke(); //glow
ctx.globalAlpha = 1;
}
}
},
},