let powerUp = []; const powerUps = { orb: { research(num = 1) { switch (num) { case 1: return `
` case 2: return `
       ` case 3: return `
          ` case 4: return `
            ` case 5: return `
              ` case 6: return `
                ` } let text = '' for (let i = 0; i < num; i++) { text += `
` } text += '
    ' for (let i = 0; i < num; i++) { text += '  ' } return text }, ammo(num = 1) { switch (num) { case 1: return `
` } let text = '' for (let i = 0; i < num; i++) { text += `
` } text += '
    ' for (let i = 0; i < num; i++) { text += '  ' } return text }, heal(num = 1) { switch (num) { case 1: return `
` } let text = '' for (let i = 0; i < num; i++) { text += `
` } text += '
    ' for (let i = 0; i < num; i++) { text += '  ' } return text }, tech(num = 1) { return `
` } }, totalPowerUps: 0, //used for tech that count power ups at the end of a level lastTechIndex: null, do() {}, setDupChance() { if (tech.duplicationChance() > 0 || tech.isAnthropicTech) { if (tech.isPowerUpsVanish) { powerUps.do = powerUps.doDuplicatesVanish } else if (tech.isPowerUpsAttract) { powerUps.do = powerUps.doAttractDuplicates } else { powerUps.do = powerUps.doDuplicates } tech.maxDuplicationEvent() //check to see if hitting 100% duplication } else if (tech.isPowerUpsAttract) { powerUps.do = powerUps.doAttract } else { powerUps.do = powerUps.doDefault } }, doDefault() { //draw power ups ctx.globalAlpha = 0.4 * Math.sin(m.cycle * 0.15) + 0.6; for (let i = 0, len = powerUp.length; i < len; ++i) { ctx.beginPath(); ctx.arc(powerUp[i].position.x, powerUp[i].position.y, powerUp[i].size, 0, 2 * Math.PI); ctx.fillStyle = powerUp[i].color; ctx.fill(); } ctx.globalAlpha = 1; }, doAttract() { powerUps.doDefault(); //pull in for (let i = 0, len = powerUp.length; i < len; ++i) { const force = Vector.mult(Vector.normalise(Vector.sub(m.pos, powerUp[i].position)), 0.0015 * powerUp[i].mass) powerUp[i].force.x += force.x powerUp[i].force.y = force.y - simulation.g } }, doAttractDuplicates() { powerUps.doDuplicates(); //pull in }, doDuplicates() { //draw power ups but give duplicates some electricity ctx.globalAlpha = 0.4 * Math.sin(m.cycle * 0.15) + 0.6; for (let i = 0, len = powerUp.length; i < len; ++i) { ctx.beginPath(); ctx.arc(powerUp[i].position.x, powerUp[i].position.y, powerUp[i].size, 0, 2 * Math.PI); ctx.fillStyle = powerUp[i].color; ctx.fill(); } ctx.globalAlpha = 1; for (let i = 0, len = powerUp.length; i < len; ++i) { if (powerUp[i].isDuplicated && Math.random() < 0.1) { //draw electricity const mag = 5 + powerUp[i].size / 5 let unit = Vector.rotate({ x: mag, y: mag }, 2 * Math.PI * Math.random()) let path = { x: powerUp[i].position.x + unit.x, y: powerUp[i].position.y + unit.y } ctx.beginPath(); ctx.moveTo(path.x, path.y); for (let i = 0; i < 6; i++) { unit = Vector.rotate(unit, 3 * (Math.random() - 0.5)) path = Vector.add(path, unit) ctx.lineTo(path.x, path.y); } ctx.lineWidth = 0.5 + 2 * Math.random(); ctx.strokeStyle = "#000" ctx.stroke(); } } }, doDuplicatesVanish() { //draw power ups but give duplicates some electricity //remove power ups after 3 seconds for (let i = 0, len = powerUp.length; i < len; ++i) { if (powerUp[i].isDuplicated && Math.random() < 0.004) { // (1-0.004)^150 = chance to be removed after 3 seconds b.explosion(powerUp[i].position, 150 + (10 + 3 * Math.random()) * powerUp[i].size); Matter.Composite.remove(engine.world, powerUp[i]); powerUp.splice(i, 1); break } } ctx.globalAlpha = 0.4 * Math.sin(m.cycle * 0.25) + 0.6 for (let i = 0, len = powerUp.length; i < len; ++i) { ctx.beginPath(); ctx.arc(powerUp[i].position.x, powerUp[i].position.y, powerUp[i].size, 0, 2 * Math.PI); ctx.fillStyle = powerUp[i].color; ctx.fill(); } ctx.globalAlpha = 1; for (let i = 0, len = powerUp.length; i < len; ++i) { if (powerUp[i].isDuplicated && Math.random() < 0.3) { //draw electricity const mag = 5 + powerUp[i].size / 5 let unit = Vector.rotate({ x: mag, y: mag }, 2 * Math.PI * Math.random()) let path = { x: powerUp[i].position.x + unit.x, y: powerUp[i].position.y + unit.y } ctx.beginPath(); ctx.moveTo(path.x, path.y); for (let i = 0; i < 6; i++) { unit = Vector.rotate(unit, 3 * (Math.random() - 0.5)) path = Vector.add(path, unit) ctx.lineTo(path.x, path.y); } ctx.lineWidth = 0.5 + 2 * Math.random(); ctx.strokeStyle = "#000" ctx.stroke(); } } }, choose(type, index) { if (type === "gun") { b.giveGuns(index) let text = `b.giveGuns("${b.guns[index].name}")` if (b.inventory.length === 1) text += `
input.key.gun: ["MouseLeft"]` if (b.inventory.length === 2) text += `
input.key.nextGun: ["${input.key.nextGun}","MouseWheel"]
input.key.previousGun: ["${input.key.previousGun}","MouseWheel"]` simulation.makeTextLog(text); } else if (type === "field") { m.setField(index) } else if (type === "tech") { setTimeout(() => { powerUps.lastTechIndex = index }, 10); simulation.makeTextLog(`tech.giveTech("${tech.tech[index].name}")`); tech.giveTech(index) } powerUps.endDraft(type); }, showDraft() { // document.getElementById("choose-grid").style.gridTemplateColumns = "repeat(2, minmax(370px, 1fr))" // document.getElementById("choose-background").style.display = "inline" document.getElementById("choose-background").style.visibility = "visible" document.getElementById("choose-background").style.opacity = "0.6" // document.getElementById("choose-grid").style.display = "grid" document.getElementById("choose-grid").style.transitionDuration = "0.25s"; document.getElementById("choose-grid").style.visibility = "visible" document.getElementById("choose-grid").style.opacity = "1" //disable clicking for 1/2 a second to prevent mistake clicks document.getElementById("choose-grid").style.pointerEvents = "none"; setTimeout(() => { document.getElementById("choose-grid").style.pointerEvents = "auto"; document.body.style.cursor = "auto"; document.getElementById("choose-grid").style.transitionDuration = "0s"; }, 500); // if (tech.isExtraChoice) { // document.body.style.overflowY = "scroll"; // document.body.style.overflowX = "hidden"; // } simulation.paused = true; simulation.isChoosing = true; //stops p from un pausing on key down build.pauseGrid(true) }, endDraft(type, isCanceled = false) { if (isCanceled) { if (tech.isCancelDuplication) { tech.cancelCount++ tech.maxDuplicationEvent() simulation.makeTextLog(`tech.duplicationChance() += ${0.045}`) simulation.circleFlare(0.045); } if (tech.isCancelRerolls) { for (let i = 0, len = 5 + 5 * Math.random(); i < len; i++) { let spawnType = ((m.health < 0.25 && !tech.isEnergyHealth) || tech.isEnergyNoAmmo) ? "heal" : "ammo" if (Math.random() < 0.36) { spawnType = "heal" } else if (Math.random() < 0.4 && !tech.isSuperDeterminism) { spawnType = "research" } powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), spawnType, false); } } if (tech.isBanish && type === 'tech') { // banish researched tech by adding them to the list of banished tech const banishLength = tech.isDeterminism ? 1 : 3 + tech.isExtraChoice * 2 if (powerUps.tech.choiceLog.length > banishLength || powerUps.tech.choiceLog.length === banishLength) { //I'm not sure this check is needed for (let i = 0; i < banishLength; i++) { powerUps.tech.banishLog.push(powerUps.tech.choiceLog[powerUps.tech.choiceLog.length - 1 - i]) } } simulation.makeTextLog(`powerUps.tech.length: ${Math.max(0,powerUps.tech.lastTotalChoices - powerUps.tech.banishLog.length)}`) } } if (tech.isAnsatz && powerUps.research.count === 0) { for (let i = 0; i < 2; i++) powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "research", false); } // document.getElementById("choose-grid").style.display = "none" document.getElementById("choose-grid").style.visibility = "hidden" document.getElementById("choose-grid").style.opacity = "0" // document.getElementById("choose-background").style.display = "none" document.getElementById("choose-background").style.visibility = "hidden" document.getElementById("choose-background").style.opacity = "0" document.body.style.cursor = "none"; // document.body.style.overflow = "hidden" // if (m.alive){} simulation.paused = false; simulation.isChoosing = false; //stops p from un pausing on key down if (m.immuneCycle < m.cycle + 15) m.immuneCycle = m.cycle + 15; //player is immune to damage for 30 cycles build.unPauseGrid() requestAnimationFrame(cycle); if (m.holdingTarget) m.drop(); }, research: { count: 0, name: "research", color: "#f7b", size() { return 20; }, effect() { powerUps.research.changeRerolls(1) }, changeRerolls(amount) { if (amount !== 0) { powerUps.research.count += amount if (powerUps.research.count < 0) { powerUps.research.count = 0 } else { simulation.makeTextLog(`powerUps.research.count += ${amount}`) //
${powerUps.research.count} } } if (tech.isRerollBots) { let delay = 0 for (const cost = 2 + Math.floor(0.2 * b.totalBots()); powerUps.research.count > cost - 1; powerUps.research.count -= cost) { delay += 500 setTimeout(() => { b.randomBot() if (tech.renormalization) { for (let i = 0; i < cost; i++) { if (Math.random() < 0.4) { m.fieldCDcycle = m.cycle + 20; powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "research"); } } } }, delay); } // for (let i = 0, len = tech.tech.length; i < len; i++) { // if (tech.tech[i].name === "bot fabrication") tech.tech[i].description = `if you collect ${powerUps.orb.research(2 + Math.floor(0.2 * b.totalBots()))}use them to build a
random bot (+1 cost every 5 bots)` // } } if (tech.isDeathAvoid && document.getElementById("tech-anthropic")) { document.getElementById("tech-anthropic").innerHTML = `-${powerUps.research.count}` } if (tech.renormalization && Math.random() < 0.4 && amount < 0) { for (let i = 0, len = -amount; i < len; i++) powerUps.spawn(m.pos.x, m.pos.y, "research"); } if (tech.isRerollHaste) { if (powerUps.research.count === 0) { tech.researchHaste = 0.66; b.setFireCD(); } else { tech.researchHaste = 1; b.setFireCD(); } } }, currentRerollCount: 0, use(type) { //runs when you actually research a list of selections, type can be field, gun, or tech if (tech.isJunkResearch && powerUps.research.currentRerollCount < 3) { tech.addJunkTechToPool(tech.junkResearchNumber * 0.01) } else { powerUps.research.changeRerolls(-1) } powerUps.research.currentRerollCount++ // simulation.makeTextLog(`m.research-- //
${powerUps.research.count}`) if (tech.isBanish && type === 'tech') { // banish researched tech const banishLength = tech.isDeterminism ? 1 : 3 + tech.isExtraChoice * 2 if (powerUps.tech.choiceLog.length > banishLength || powerUps.tech.choiceLog.length === banishLength) { //I'm not sure this check is needed for (let i = 0; i < banishLength; i++) { powerUps.tech.banishLog.push(powerUps.tech.choiceLog[powerUps.tech.choiceLog.length - 1 - i]) } } // simulation.makeTextLog(`${Math.max(0,powerUps.tech.lastTotalChoices - powerUps.tech.banishLog.length)} estimated tech choices remaining`) simulation.makeTextLog(`powerUps.tech.length: ${Math.max(0,powerUps.tech.lastTotalChoices - powerUps.tech.banishLog.length)}`) } if (tech.isResearchReality) { m.switchWorlds() simulation.trails() simulation.makeTextLog(`simulation.amplitude = ${Math.random()}`); } powerUps[type].effect(); }, }, heal: { name: "heal", color: "#0eb", size() { return 40 * (simulation.healScale ** 0.25) * Math.sqrt(tech.largerHeals) * Math.sqrt(0.1 + Math.random() * 0.5); //(simulation.healScale ** 0.25) gives a smaller radius as heal scale goes down }, calculateHeal(size) { return tech.largerHeals * (size / 40 / Math.sqrt(tech.largerHeals) / (simulation.healScale ** 0.25)) ** 2 //heal scale is undone here because heal scale is properly affected on m.addHealth() }, effect() { // if (!tech.isEnergyHealth && m.alive) { // const heal = powerUps.heal.calculateHeal(this.size) // if (heal > 0) { // if (tech.isOverHeal && m.health === m.maxHealth) { //tech quenching // m.damage(heal * simulation.healScale); // //draw damage // simulation.drawList.push({ //add dmg to draw queue // x: m.pos.x, // y: m.pos.y, // radius: heal * 500 * simulation.healScale, // color: simulation.mobDmgColor, // time: simulation.drawTime // }); // tech.extraMaxHealth += heal * simulation.healScale //increase max health // m.setMaxHealth(); // } else { // const healOutput = Math.min(m.maxHealth - m.health, heal) * simulation.healScale // m.addHealth(heal); // simulation.makeTextLog(`m.health += ${(healOutput).toFixed(3)}`) //
${m.health.toFixed(3)} // } // } // } if (!tech.isEnergyHealth && m.alive && !tech.isNoHeals) { const heal = powerUps.heal.calculateHeal(this.size) if (heal > 0) { const overHeal = m.health + heal * simulation.healScale - m.maxHealth //used with tech.isOverHeal const healOutput = Math.min(m.maxHealth - m.health, heal) * simulation.healScale m.addHealth(heal); simulation.makeTextLog(`m.health += ${(healOutput).toFixed(3)}`) //
${m.health.toFixed(3)} if (tech.isOverHeal && overHeal > 0) { //tech quenching const scaledOverHeal = overHeal * 0.7 m.damage(scaledOverHeal); simulation.makeTextLog(`m.health -= ${(scaledOverHeal).toFixed(3)}`) //
${m.health.toFixed(3)} //draw damage simulation.drawList.push({ //add dmg to draw queue x: m.pos.x, y: m.pos.y, radius: scaledOverHeal * 500 * simulation.healScale, color: simulation.mobDmgColor, time: simulation.drawTime }); tech.extraMaxHealth += scaledOverHeal * simulation.healScale //increase max health m.setMaxHealth(); } } } if (tech.healGiveMaxEnergy) { tech.healMaxEnergyBonus += 0.07 m.setMaxEnergy(); } }, spawn(x, y, size) { //used to spawn a heal with a specific size / heal amount, not normally used powerUps.directSpawn(x, y, "heal", false, null, size) if (Math.random() < tech.duplicationChance()) { powerUps.directSpawn(x, y, "heal", false, null, size) powerUp[powerUp.length - 1].isDuplicated = true } } }, ammo: { name: "ammo", color: "#467", size() { return 17; }, effect() { if (b.inventory.length > 0) { if (tech.isAmmoForGun && b.activeGun) { //give extra ammo to one gun only with tech logistics const target = b.guns[b.activeGun] if (target.ammo !== Infinity) { if (tech.ammoCap) { const ammoAdded = Math.ceil(target.ammoPack * 0.7 * tech.ammoCap) //0.7 is average target.ammo = ammoAdded simulation.makeTextLog(`${target.name}.ammo = ${ammoAdded}`) } else { const ammoAdded = Math.ceil((0.7 * Math.random() + 0.7 * Math.random()) * target.ammoPack) target.ammo += ammoAdded simulation.makeTextLog(`${target.name}.ammo += ${ammoAdded}`) } } } else { //give ammo to all guns in inventory let textLog = "" for (let i = 0, len = b.inventory.length; i < len; i++) { const target = b.guns[b.inventory[i]] if (target.ammo !== Infinity) { if (tech.ammoCap) { const ammoAdded = Math.ceil(target.ammoPack * 0.45 * tech.ammoCap) //0.45 is average target.ammo = ammoAdded textLog += `${target.name}.ammo = ${ammoAdded}
` } else { const ammoAdded = Math.ceil((0.45 * Math.random() + 0.45 * Math.random()) * target.ammoPack) //Math.ceil(Math.random() * target.ammoPack) target.ammo += ammoAdded textLog += `${target.name}.ammo += ${ammoAdded}
` } } } simulation.makeTextLog(textLog) } // } else { //give ammo to all guns in inventory // for (let i = 0, len = b.inventory.length; i < len; i++) { // const target = b.guns[b.inventory[i]] // if (target.ammo !== Infinity) { // if (tech.ammoCap) { // const ammoAdded = Math.ceil(target.ammoPack * 0.45 * tech.ammoCap) //0.45 is average // target.ammo = ammoAdded // simulation.makeTextLog(`${target.name}.ammo = ${ammoAdded}`) // } else { // const ammoAdded = Math.ceil((0.45 * Math.random() + 0.45 * Math.random()) * target.ammoPack) //Math.ceil(Math.random() * target.ammoPack) // target.ammo += ammoAdded // simulation.makeTextLog(`${target.name}.ammo += ${ammoAdded}`) // } // } // } // } simulation.updateGunHUD(); } } }, field: { name: "field", color: "#0cf", size() { return 45; }, pick(who, skip1 = -1, skip2 = -1, skip3 = -1, skip4 = -1) { let options = []; for (let i = 1; i < who.length; i++) { if (i !== m.fieldMode && i !== skip1 && i !== skip2 && i !== skip3 && i !== skip4) options.push(i); } //remove repeats from last selection const totalChoices = tech.isDeterminism ? 1 : 3 + tech.isExtraChoice * 2 if (powerUps.field.choiceLog.length > totalChoices || powerUps.field.choiceLog.length === totalChoices) { //make sure this isn't the first time getting a power up and there are previous choices to remove for (let i = 0; i < totalChoices; i++) { //repeat for each choice from the last selection if (options.length > totalChoices) { for (let j = 0, len = options.length; j < len; j++) { if (powerUps.field.choiceLog[powerUps.field.choiceLog.length - 1 - i] === options[j]) { options.splice(j, 1) //remove previous choice from option pool break } } } } } if (options.length > 0) { return options[Math.floor(Math.random() * options.length)] } }, choiceLog: [], //records all previous choice options effect() { let choice1 = powerUps.field.pick(m.fieldUpgrades) let choice2 = -1 let choice3 = -1 if (choice1 > -1) { let text = "" if (!tech.isDeterminism) text += `
` text += `

field

` text += `
  ${m.fieldUpgrades[choice1].name}
${m.fieldUpgrades[choice1].description}
` if (!tech.isDeterminism) { choice2 = powerUps.field.pick(m.fieldUpgrades, choice1) if (choice2 > -1) text += `
  ${m.fieldUpgrades[choice2].name}
${m.fieldUpgrades[choice2].description}
` choice3 = powerUps.field.pick(m.fieldUpgrades, choice1, choice2) if (choice3 > -1) text += `
  ${m.fieldUpgrades[choice3].name}
${m.fieldUpgrades[choice3].description}
` } if (tech.isExtraChoice) { let choice4 = powerUps.field.pick(m.fieldUpgrades, choice1, choice2, choice3) if (choice4 > -1) text += `
  ${m.fieldUpgrades[choice4].name}
${m.fieldUpgrades[choice4].description}
` let choice5 = powerUps.field.pick(m.fieldUpgrades, choice1, choice2, choice3, choice4) if (choice5 > -1) text += `
  ${m.fieldUpgrades[choice5].name}
${m.fieldUpgrades[choice5].description}
` powerUps.field.choiceLog.push(choice4) powerUps.field.choiceLog.push(choice5) } powerUps.field.choiceLog.push(choice1) powerUps.field.choiceLog.push(choice2) powerUps.field.choiceLog.push(choice3) if (tech.isJunkResearch && powerUps.research.currentRerollCount < 3) { tech.junkResearchNumber = Math.floor(4 * Math.random()) text += `
` for (let i = 0; i < tech.junkResearchNumber; i++) text += `
` text += `
  pseudoscience
` } else if (powerUps.research.count) { text += `
` for (let i = 0, len = Math.min(powerUps.research.count, 30); i < len; i++) text += `
` // text += `
  research
` text += `  ${tech.isResearchReality?"alternate reality": "research"}` } //(${powerUps.research.count}) // text += `
${simulation.SVGrightMouse} activate the shield with the right mouse
fields shield you from damage
and let you pick up and throw blocks
` document.getElementById("choose-grid").innerHTML = text powerUps.showDraft(); } } }, tech: { name: "tech", color: "hsl(246,100%,77%)", //"#a8f", size() { return 42; }, choiceLog: [], //records all previous choice options lastTotalChoices: 0, //tracks how many tech were available for random selection last time a tech was picked up banishLog: [], //records all tech permanently removed from the selection pool effect() { if (m.alive) { function pick(skip1 = -1, skip2 = -1, skip3 = -1, skip4 = -1) { let options = []; for (let i = 0; i < tech.tech.length; i++) { if (tech.tech[i].count < tech.tech[i].maxCount && i !== skip1 && i !== skip2 && i !== skip3 && i !== skip4 && tech.tech[i].allowed()) { for (let j = 0, len = tech.tech[i].frequency; j < len; j++) options.push(i); } } powerUps.tech.lastTotalChoices = options.length //this is recorded so that banish can know how many tech were available if (tech.isBanish) { //remove banished tech from last selection for (let i = 0; i < powerUps.tech.banishLog.length; i++) { for (let j = 0; j < options.length; j++) { if (powerUps.tech.banishLog[i] === options[j]) { options.splice(j, 1) break } } } } else { //remove repeats from last selection const totalChoices = tech.isDeterminism ? 1 : 3 + tech.isExtraChoice * 2 if (powerUps.tech.choiceLog.length > totalChoices || powerUps.tech.choiceLog.length === totalChoices) { //make sure this isn't the first time getting a power up and there are previous choices to remove for (let i = 0; i < totalChoices; i++) { //repeat for each choice from the last selection if (options.length > totalChoices) { for (let j = 0, len = options.length; j < len; j++) { if (powerUps.tech.choiceLog[powerUps.tech.choiceLog.length - 1 - i] === options[j]) { options.splice(j, 1) //remove previous choice from option pool break; } } } } } } if (options.length > 0) { const choose = options[Math.floor(Math.random() * options.length)] const isCount = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count+1}x)` : ""; if (tech.tech[choose].isFieldTech) { text += `
        ${tech.tech[choose].name} ${isCount}
${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() :tech.tech[choose].description}
` } else if (tech.tech[choose].isGunTech) { text += `
        ${tech.tech[choose].name} ${isCount}
${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() :tech.tech[choose].description}
` } else if (tech.tech[choose].isLore) { text += `
  ${tech.tech[choose].name} ${isCount}
${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}
` } else if (tech.tech[choose].isJunk) { text += `
  ${tech.tech[choose].name} ${isCount}
${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}
` } else { text += `
  ${tech.tech[choose].name} ${isCount}
${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}
` } // text += `
  ${tech.tech[choose].name}
${tech.tech[choose].description}
` return choose } } let text = "" if (!tech.isDeterminism) text += `
` text += `

tech

` let choice1 = pick() let choice2 = -1 let choice3 = -1 if (choice1 > -1) { if (!tech.isDeterminism) { choice2 = pick(choice1) // if (choice2 > -1) text += `
  ${tech.tech[choice2].name}
${tech.tech[choice2].description}
` choice3 = pick(choice1, choice2) // if (choice3 > -1) text += `
  ${tech.tech[choice3].name}
${tech.tech[choice3].description}
` } if (tech.isExtraChoice) { let choice4 = pick(choice1, choice2, choice3) // if (choice4 > -1) text += `
  ${tech.tech[choice4].name}
${tech.tech[choice4].description}
` let choice5 = pick(choice1, choice2, choice3, choice4) // if (choice5 > -1) text += `
  ${tech.tech[choice5].name}
${tech.tech[choice5].description}
` powerUps.tech.choiceLog.push(choice4) powerUps.tech.choiceLog.push(choice5) } powerUps.tech.choiceLog.push(choice1) powerUps.tech.choiceLog.push(choice2) powerUps.tech.choiceLog.push(choice3) // if (powerUps.research.count) text += `
  research ${powerUps.research.count}
` if (tech.isExtraGunField) { if (Math.random() > 0.5 && b.inventory.length < b.guns.length) { //bonus gun in tech menu let choiceGun = powerUps.gun.pick(b.guns) powerUps.gun.choiceLog.push(choiceGun) text += `
  ${b.guns[choiceGun].name}
${b.guns[choiceGun].description}
` } else { //bonus field in tech menu let choiceField = powerUps.field.pick(m.fieldUpgrades) powerUps.field.choiceLog.push(choiceField) text += `
  ${m.fieldUpgrades[choiceField].name}
${m.fieldUpgrades[choiceField].description}
` } } if (tech.isJunkResearch && powerUps.research.currentRerollCount < 3) { tech.junkResearchNumber = Math.floor(5 * Math.random()) text += `
` for (let i = 0; i < tech.junkResearchNumber; i++) text += `
` text += `
  pseudoscience
` } else if (powerUps.research.count) { text += `
` for (let i = 0, len = Math.min(powerUps.research.count, 30); i < len; i++) text += `
` // text += `
  research
` text += `  ${tech.isResearchReality?"alternate reality": "research"}` } document.getElementById("choose-grid").innerHTML = text powerUps.showDraft(); } else if (tech.isBanish) { for (let i = 0, len = tech.tech.length; i < len; i++) { if (tech.tech[i].name === "decoherence") powerUps.ejectTech(i) } // simulation.makeTextLog(`No tech left
erased tech have been recovered`) simulation.makeTextLog(`powerUps.tech.length: ${Math.max(0,powerUps.tech.lastTotalChoices - powerUps.tech.banishLog.length)}`) // powerUps.spawn(m.pos.x, m.pos.y, "tech"); powerUps.endDraft("tech"); } } } }, gun: { name: "gun", color: "#26a", size() { return 35; }, pick(who, skip1 = -1, skip2 = -1, skip3 = -1, skip4 = -1) { let options = []; for (let i = 0; i < who.length; i++) { if (!who[i].have && i !== skip1 && i !== skip2 && i !== skip3 && i !== skip4) { options.push(i); } } //remove repeats from last selection const totalChoices = tech.isDeterminism ? 1 : 3 + tech.isExtraChoice * 2 if (powerUps.gun.choiceLog.length > totalChoices || powerUps.gun.choiceLog.length === totalChoices) { //make sure this isn't the first time getting a power up and there are previous choices to remove for (let i = 0; i < totalChoices; i++) { //repeat for each choice from the last selection if (options.length > totalChoices) { for (let j = 0, len = options.length; j < len; j++) { if (powerUps.gun.choiceLog[powerUps.gun.choiceLog.length - 1 - i] === options[j]) { options.splice(j, 1) //remove previous choice from option pool break } } } } } if (options.length > 0) { return options[Math.floor(Math.random() * options.length)] } }, choiceLog: [], //records all previous choice options effect() { let choice1 = powerUps.gun.pick(b.guns) let choice2 = -1 let choice3 = -1 if (choice1 > -1) { let text = "" if (!tech.isDeterminism) text += `
` text += `

gun

` text += `
  ${b.guns[choice1].name}
${b.guns[choice1].description}
` if (!tech.isDeterminism) { choice2 = powerUps.gun.pick(b.guns, choice1) if (choice2 > -1) text += `
  ${b.guns[choice2].name}
${b.guns[choice2].description}
` choice3 = powerUps.gun.pick(b.guns, choice1, choice2) if (choice3 > -1) text += `
  ${b.guns[choice3].name}
${b.guns[choice3].description}
` } if (tech.isExtraChoice) { let choice4 = powerUps.gun.pick(b.guns, choice1, choice2, choice3) if (choice4 > -1) text += `
  ${b.guns[choice4].name}
${b.guns[choice4].description}
` let choice5 = powerUps.gun.pick(b.guns, choice1, choice2, choice3, choice4) if (choice5 > -1) text += `
  ${b.guns[choice5].name}
${b.guns[choice5].description}
` powerUps.gun.choiceLog.push(choice4) powerUps.gun.choiceLog.push(choice5) } powerUps.gun.choiceLog.push(choice1) powerUps.gun.choiceLog.push(choice2) powerUps.gun.choiceLog.push(choice3) // if (powerUps.research.count) text += `
  research ${powerUps.research.count}
` if (tech.isJunkResearch && powerUps.research.currentRerollCount < 3) { tech.junkResearchNumber = Math.floor(5 * Math.random()) text += `
` for (let i = 0; i < tech.junkResearchNumber; i++) text += `
` text += `
  pseudoscience
` } else if (powerUps.research.count) { text += `
` for (let i = 0, len = Math.min(powerUps.research.count, 30); i < len; i++) text += `
` text += `
  ${tech.isResearchReality?"alternate reality": "research"}
` } // console.log(powerUps.gun.choiceLog) // console.log(choice1, choice2, choice3) if (tech.isOneGun && b.inventory.length > 0) text += `
replaces your current gun
` document.getElementById("choose-grid").innerHTML = text powerUps.showDraft(); } } }, onPickUp(who) { powerUps.research.currentRerollCount = 0 if (tech.isTechDamage && who.name === "tech") m.damage(0.11) if (tech.isMassEnergy) m.energy += 2; if (tech.isMineDrop && bullet.length < 150) { if (tech.isLaserMine && input.down) { b.laserMine(who.position) } else { b.mine(who.position, { x: 0, y: 0 }, 0) } } if (tech.isRelay) { if (tech.isFlipFlopOn) { tech.isFlipFlopOn = false if (document.getElementById("tech-switch")) document.getElementById("tech-switch").innerHTML = ` = OFF` m.eyeFillColor = 'transparent' } else { tech.isFlipFlopOn = true //immune to damage this hit, lose immunity for next hit if (document.getElementById("tech-switch")) document.getElementById("tech-switch").innerHTML = ` = ON` m.eyeFillColor = m.fieldMeterColor //'#0cf' } } }, // giveRandomAmmo() { // const ammoTarget = Math.floor(Math.random() * (b.guns.length)); // const ammo = Math.ceil(b.guns[ammoTarget].ammoPack * 6); // if (ammo !== Infinity) { // b.guns[ammoTarget].ammo += ammo; // simulation.updateGunHUD(); // simulation.makeTextLog(`${b.guns[ammoTarget].name}.ammo += ${ammo}`); // } // }, spawnRandomPowerUp(x, y) { //mostly used after mob dies, doesn't always return a power up if ((Math.random() * Math.random() - 0.3 > Math.sqrt(m.health) && !tech.isEnergyHealth) || Math.random() < 0.04) { //spawn heal chance is higher at low health powerUps.spawn(x, y, "heal"); return; } if (Math.random() < 0.15 && b.inventory.length > 0) { powerUps.spawn(x, y, "ammo"); return; } if (Math.random() < 0.0007 * (3 - b.inventory.length)) { //a new gun has a low chance for each not acquired gun up to 3 powerUps.spawn(x, y, "gun"); return; } // if (Math.random() < 0.0027 * (22 - tech.totalCount)) { //a new tech has a low chance for each not acquired tech up to 25 if (Math.random() < 0.005 * (10 - level.levelsCleared)) { //a new tech has a low chance that decreases in later levels powerUps.spawn(x, y, "tech"); return; } if (Math.random() < 0.0015) { powerUps.spawn(x, y, "field"); return; } // if (Math.random() < 0.01) { // powerUps.spawn(x, y, "research"); // return; // } }, randomPowerUpCounter: 0, spawnBossPowerUp(x, y) { //boss spawns field and gun tech upgrades if (level.levels[level.onLevel] !== "final") { if (m.fieldMode === 0 && !tech.isSuperDeterminism) { powerUps.spawn(x, y, "field") } else { powerUps.randomPowerUpCounter++; powerUpChance(Math.max(level.levelsCleared, 10) * 0.1) } powerUps.randomPowerUpCounter += 0.6; powerUpChance(Math.max(level.levelsCleared, 6) * 0.1) function powerUpChance(chanceToFail) { if (Math.random() * chanceToFail < powerUps.randomPowerUpCounter) { powerUps.randomPowerUpCounter = 0; if (Math.random() < 0.97) { powerUps.spawn(x, y, "tech") } else { powerUps.spawn(x, y, "gun") } } else { if (m.health < 0.65 && !tech.isEnergyHealth) { powerUps.spawn(x, y, "heal"); powerUps.spawn(x, y, "heal"); } else { powerUps.spawn(x, y, "ammo"); powerUps.spawn(x, y, "ammo"); } } } } }, chooseRandomPowerUp(x, y) { //100% chance to drop a random power up //used in spawn.debris if (Math.random() < 0.5) { powerUps.spawn(x, y, "heal", false); } else { powerUps.spawn(x, y, "ammo", false); } }, addResearchToLevel() { //add a random power up to a location that has a mob, mostly used to give each level one randomly placed research if (mob.length && Math.random() < 0.8) { // 80% chance const index = Math.floor(Math.random() * mob.length) powerUps.spawn(mob[index].position.x, mob[index].position.y, "research"); } }, spawnStartingPowerUps(x, y) { //used for map specific power ups, mostly to give player a starting gun if (level.levelsCleared < 4) { //runs 4 times on all difficulty levels if (level.levelsCleared > 1) powerUps.spawn(x, y, "tech") if (b.inventory.length === 0) { powerUps.spawn(x, y, "gun", false); //first gun } else if (tech.totalCount === 0) { //first tech powerUps.spawn(x, y, "tech", false); } else if (b.inventory.length === 1) { //second gun or extra ammo if (Math.random() < 0.4) { powerUps.spawn(x, y, "gun", false); } else { for (let i = 0; i < 5; i++) powerUps.spawn(x, y, "ammo", false); } } else { for (let i = 0; i < 4; i++) powerUps.spawnRandomPowerUp(x, y); } } else { for (let i = 0; i < 3; i++) powerUps.spawnRandomPowerUp(x, y); } }, ejectTech(choose = 'random') { //find which tech you have if (choose === 'random') { const have = [] for (let i = 0; i < tech.tech.length; i++) { if (tech.tech[i].count > 0 && !tech.tech[i].isNonRefundable) have.push(i) } if (have.length === 0) { for (let i = 0; i < tech.tech.length; i++) { if (tech.tech[i].count > 0) have.push(i) } } if (have.length) { choose = have[Math.floor(Math.random() * have.length)] // simulation.makeTextLog(`
  ${tech.tech[choose].name} was ejected`, 600) //message about what tech was lost simulation.makeTextLog(`tech.remove("${tech.tech[choose].name}")`) for (let i = 0; i < tech.tech[choose].count; i++) { powerUps.directSpawn(m.pos.x, m.pos.y, "tech"); powerUp[powerUp.length - 1].isDuplicated = true } // remove a random tech from the list of tech you have tech.tech[choose].remove(); tech.tech[choose].count = 0; tech.tech[choose].isLost = true; simulation.updateTechHUD(); m.fieldCDcycle = m.cycle + 30; //disable field so you can't pick up the ejected tech } } else { // simulation.makeTextLog(`
  ${tech.tech[choose].name} was ejected`, 600) //message about what tech was lost simulation.makeTextLog(`tech.remove("${tech.tech[choose].name}")`) for (let i = 0; i < tech.tech[choose].count; i++) { powerUps.directSpawn(m.pos.x, m.pos.y, "tech"); powerUp[powerUp.length - 1].isDuplicated = true } // remove a random tech from the list of tech you have tech.tech[choose].remove(); tech.tech[choose].count = 0; tech.tech[choose].isLost = true; simulation.updateTechHUD(); m.fieldCDcycle = m.cycle + 30; //disable field so you can't pick up the ejected tech } }, // removeRandomTech() { // const have = [] //find which tech you have // for (let i = 0; i < tech.tech.length; i++) { // if (tech.tech[i].count > 0) have.push(i) // } // if (have.length) { // const choose = have[Math.floor(Math.random() * have.length)] // simulation.makeTextLog(`tech.removeTech("${tech.tech[choose].name}")`) // const totalRemoved = tech.tech[choose].count // tech.tech[choose].count = 0; // tech.tech[choose].remove(); // remove a random tech form the list of tech you have // tech.tech[choose].isLost = true // simulation.updateTechHUD(); // return totalRemoved // } // return 0 // }, directSpawn(x, y, target, moving = true, mode = null, size = powerUps[target].size()) { let index = powerUp.length; target = powerUps[target]; powerUp[index] = Matter.Bodies.polygon(x, y, 0, size, { density: 0.001, frictionAir: 0.03, restitution: 0.85, inertia: Infinity, //prevents rotation collisionFilter: { group: 0, category: cat.powerUp, mask: cat.map | cat.powerUp }, color: target.color, effect: target.effect, name: target.name, size: size }); if (mode) powerUp[index].mode = mode if (moving) { Matter.Body.setVelocity(powerUp[index], { x: (Math.random() - 0.5) * 15, y: Math.random() * -9 - 3 }); } Composite.add(engine.world, powerUp[index]); //add to world }, spawn(x, y, target, moving = true, mode = null, size = powerUps[target].size()) { if ( (!tech.isSuperDeterminism || (target === 'tech' || target === 'heal' || target === 'ammo')) && !(tech.isEnergyNoAmmo && target === 'ammo') && (!simulation.isNoPowerUps || (target === 'research' || target === 'heal' || target === 'ammo')) ) { powerUps.directSpawn(x, y, target, moving, mode, size) if (Math.random() < tech.duplicationChance()) { powerUps.directSpawn(x, y, target, moving, mode, size) powerUp[powerUp.length - 1].isDuplicated = true // if (tech.isPowerUpsVanish) powerUp[powerUp.length - 1].endCycle = simulation.cycle + 300 } } }, };