many worlds renamed to ansatz new tech many-worlds: at the start of each new level switch realities removed tech: electroactive polymers - convert bots to the same type on weapon swap all bot upgrades convert current bots to the upgraded type only one bot upgrade allowed
676 lines
40 KiB
JavaScript
676 lines
40 KiB
JavaScript
let powerUp = [];
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const powerUps = {
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totalPowerUps: 0, //used for tech that count power ups at the end of a level
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choose(type, index) {
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if (type === "gun") {
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b.giveGuns(index)
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let text = `b.giveGuns("<span class='color-text'>${b.guns[index].name}</span>")`
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if (b.inventory.length === 1) text += `<br>input.key.gun<span class='color-symbol'>:</span> ["<span class='color-text'>MouseLeft</span>"]`
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if (b.inventory.length === 2) text += `
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<br>input.key.nextGun<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.nextGun}</span>","<span class='color-text'>MouseWheel</span>"]
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<br>input.key.previousGun<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.previousGun}</span>","<span class='color-text'>MouseWheel</span>"]`
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simulation.makeTextLog(text);
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} else if (type === "field") {
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m.setField(index)
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simulation.makeTextLog(`<span class='color-var'>m</span>.setField("<span class='color-text'>${m.fieldUpgrades[m.fieldMode].name}</span>")`);
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} else if (type === "tech") {
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tech.giveTech(index)
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simulation.makeTextLog(`<span class='color-var'>tech</span>.giveTech("<span class='color-text'>${tech.tech[index].name}</span>")`);
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}
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powerUps.endDraft(type);
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},
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showDraft() {
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// document.getElementById("choose-grid").style.gridTemplateColumns = "repeat(2, minmax(370px, 1fr))"
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document.getElementById("choose-grid").style.display = "grid"
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document.getElementById("choose-background").style.display = "inline"
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document.body.style.cursor = "auto";
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if (tech.isExtraChoice) {
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document.body.style.overflowY = "scroll";
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document.body.style.overflowX = "hidden";
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}
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simulation.paused = true;
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simulation.isChoosing = true; //stops p from un pausing on key down
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build.pauseGrid(true)
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},
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endDraft(type, isCanceled = false) {
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if (isCanceled) {
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if (tech.isCancelDuplication) {
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tech.cancelCount++
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tech.maxDuplicationEvent()
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}
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if (tech.isCancelRerolls) {
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for (let i = 0; i < 8; i++) {
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let spawnType = (m.health < 0.25 || tech.isEnergyNoAmmo) ? "heal" : "ammo"
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if (Math.random() < 0.33) {
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spawnType = "heal"
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} else if (Math.random() < 0.5 && !tech.isSuperDeterminism) {
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spawnType = "research"
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}
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powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), spawnType, false);
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}
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}
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if (tech.isBanish && type === 'tech') { // banish researched tech by adding them to the list of banished tech
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const banishLength = tech.isDeterminism ? 1 : 3 + tech.isExtraChoice * 2
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if (powerUps.tech.choiceLog.length > banishLength || powerUps.tech.choiceLog.length === banishLength) { //I'm not sure this check is needed
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for (let i = 0; i < banishLength; i++) {
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powerUps.tech.banishLog.push(powerUps.tech.choiceLog[powerUps.tech.choiceLog.length - 1 - i])
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}
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}
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simulation.makeTextLog(`powerUps.tech.length: ${Math.max(0,powerUps.tech.lastTotalChoices - powerUps.tech.banishLog.length)}`)
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}
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}
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if (tech.manyWorlds && powerUps.research.count === 0) {
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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);
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}
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document.getElementById("choose-grid").style.display = "none"
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document.getElementById("choose-background").style.display = "none"
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document.body.style.cursor = "none";
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document.body.style.overflow = "hidden"
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simulation.paused = false;
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simulation.isChoosing = false; //stops p from un pausing on key down
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m.immuneCycle = m.cycle + 60; //player is immune to collision damage for 30 cycles
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build.unPauseGrid()
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requestAnimationFrame(cycle);
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},
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research: {
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count: 0,
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name: "research",
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color: "#f7b",
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size() {
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return 20;
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},
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effect() {
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powerUps.research.changeRerolls(1)
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},
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changeRerolls(amount) {
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if (amount !== 0) {
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powerUps.research.count += amount
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if (powerUps.research.count < 0) {
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powerUps.research.count = 0
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} else {
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simulation.makeTextLog(`powerUps.research.count <span class='color-symbol'>+=</span> ${amount}`) // <br>${powerUps.research.count}
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}
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}
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if (tech.isRerollBots) {
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const limit = 4
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for (; powerUps.research.count > limit - 1; powerUps.research.count -= limit) {
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b.randomBot()
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if (tech.renormalization) {
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for (let i = 0; i < limit; i++) {
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if (Math.random() < 0.37) {
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m.fieldCDcycle = m.cycle + 30;
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powerUps.spawn(m.pos.x, m.pos.y, "research");
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}
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}
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}
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}
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}
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if (tech.isDeathAvoid && document.getElementById("tech-anthropic")) {
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document.getElementById("tech-anthropic").innerHTML = `-${powerUps.research.count}`
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}
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if (tech.renormalization && Math.random() < 0.37 && amount < 0) powerUps.spawn(m.pos.x, m.pos.y, "research");
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if (tech.isRerollHaste) {
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if (powerUps.research.count === 0) {
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tech.researchHaste = 0.66;
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b.setFireCD();
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} else {
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tech.researchHaste = 1;
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b.setFireCD();
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}
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}
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},
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use(type) { //runs when you actually research a list of selections, type can be field, gun, or tech
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powerUps.research.changeRerolls(-1)
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// simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-r'>research</span><span class='color-symbol'>--</span>
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// <br>${powerUps.research.count}`)
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if (tech.isBanish && type === 'tech') { // banish researched tech
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const banishLength = tech.isDeterminism ? 1 : 3 + tech.isExtraChoice * 2
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if (powerUps.tech.choiceLog.length > banishLength || powerUps.tech.choiceLog.length === banishLength) { //I'm not sure this check is needed
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for (let i = 0; i < banishLength; i++) {
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powerUps.tech.banishLog.push(powerUps.tech.choiceLog[powerUps.tech.choiceLog.length - 1 - i])
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}
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}
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// simulation.makeTextLog(`${Math.max(0,powerUps.tech.lastTotalChoices - powerUps.tech.banishLog.length)} estimated <strong class='color-m'>tech</strong> choices remaining`)
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simulation.makeTextLog(`powerUps.tech.length: ${Math.max(0,powerUps.tech.lastTotalChoices - powerUps.tech.banishLog.length)}`)
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}
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powerUps[type].effect();
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},
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},
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heal: {
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name: "heal",
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color: "#0eb",
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size() {
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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
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},
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effect() {
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if (!tech.isEnergyHealth && m.alive) {
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const heal = tech.largerHeals * (this.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()
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if (heal > 0) {
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const healOutput = Math.min(m.maxHealth - m.health, heal) * simulation.healScale
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m.addHealth(heal);
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simulation.makeTextLog(`<span class='color-var'>m</span>.health <span class='color-symbol'>+=</span> ${(healOutput).toFixed(3)}`) // <br>${m.health.toFixed(3)}
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// simulation.makeTextLog("<div class='circle heal'></div> <span style='font-size:115%;'> <strong style = 'letter-spacing: 2px;'>heal</strong> " + (Math.min(m.maxHealth - m.health, heal) * simulation.healScale * 100).toFixed(0) + "%</span>", 300)
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}
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}
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if (tech.healGiveMaxEnergy) {
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tech.healMaxEnergyBonus += 0.05
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m.setMaxEnergy();
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}
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},
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spawn(x, y, size) { //used to spawn a heal with a specific size / heal amount, not normally used
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powerUps.directSpawn(x, y, "heal", false, null, size)
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if (Math.random() < tech.duplicationChance()) {
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powerUps.directSpawn(x, y, "heal", false, null, size)
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powerUp[powerUp.length - 1].isBonus = true
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}
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}
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},
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ammo: {
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name: "ammo",
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color: "#467",
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size() {
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return 17;
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},
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effect() {
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if (tech.isAmmoForGun && b.inventory.length > 0 && b.activeGun) {
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const target = b.guns[b.activeGun]
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if (target.ammo !== Infinity) {
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const ammoAdded = Math.ceil(Math.random() * target.ammoPack) + Math.ceil(0.7 * Math.random() * target.ammoPack)
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target.ammo += ammoAdded
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simulation.makeTextLog(`${target.name}.<span class='color-gun'>ammo</span> <span class='color-symbol'>+=</span> ${ammoAdded}`)
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}
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} else { //give ammo to all guns in inventory
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for (let i = 0, len = b.inventory.length; i < len; i++) {
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const target = b.guns[b.inventory[i]]
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if (target.ammo !== Infinity) {
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const ammoAdded = Math.ceil(Math.random() * target.ammoPack)
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target.ammo += ammoAdded
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simulation.makeTextLog(`${target.name}.<span class='color-gun'>ammo</span> <span class='color-symbol'>+=</span> ${ammoAdded}`)
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}
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}
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}
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simulation.updateGunHUD();
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}
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},
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field: {
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name: "field",
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color: "#0cf",
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size() {
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return 45;
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},
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choiceLog: [], //records all previous choice options
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effect() {
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function pick(who, skip1 = -1, skip2 = -1, skip3 = -1, skip4 = -1) {
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let options = [];
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for (let i = 1; i < who.length; i++) {
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if (i !== m.fieldMode && i !== skip1 && i !== skip2 && i !== skip3 && i !== skip4) options.push(i);
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}
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//remove repeats from last selection
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const totalChoices = tech.isDeterminism ? 1 : 3 + tech.isExtraChoice * 2
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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
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for (let i = 0; i < totalChoices; i++) { //repeat for each choice from the last selection
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if (options.length > totalChoices) {
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for (let j = 0, len = options.length; j < len; j++) {
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if (powerUps.field.choiceLog[powerUps.field.choiceLog.length - 1 - i] === options[j]) {
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options.splice(j, 1) //remove previous choice from option pool
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break
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}
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}
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}
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}
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}
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if (options.length > 0) {
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return options[Math.floor(Math.random() * options.length)]
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}
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}
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let choice1 = pick(m.fieldUpgrades)
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let choice2 = -1
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let choice3 = -1
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if (choice1 > -1) {
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let text = ""
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if (!tech.isDeterminism) text += `<div class='cancel' onclick='powerUps.endDraft("field",true)'>✕</div>`
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text += `<h3 style = 'color:#fff; text-align:left; margin: 0px;'>field</h3>`
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text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice1})"><div class="grid-title"><div class="circle-grid field"></div> ${m.fieldUpgrades[choice1].name}</div> ${m.fieldUpgrades[choice1].description}</div>`
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if (!tech.isDeterminism) {
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choice2 = pick(m.fieldUpgrades, choice1)
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if (choice2 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice2})"><div class="grid-title"><div class="circle-grid field"></div> ${m.fieldUpgrades[choice2].name}</div> ${m.fieldUpgrades[choice2].description}</div>`
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choice3 = pick(m.fieldUpgrades, choice1, choice2)
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if (choice3 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice3})"><div class="grid-title"><div class="circle-grid field"></div> ${m.fieldUpgrades[choice3].name}</div> ${m.fieldUpgrades[choice3].description}</div>`
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}
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if (tech.isExtraChoice) {
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let choice4 = pick(m.fieldUpgrades, choice1, choice2, choice3)
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if (choice4 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice4})"><div class="grid-title"><div class="circle-grid field"></div> ${m.fieldUpgrades[choice4].name}</div> ${m.fieldUpgrades[choice4].description}</div>`
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let choice5 = pick(m.fieldUpgrades, choice1, choice2, choice3, choice4)
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if (choice5 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice5})"><div class="grid-title"><div class="circle-grid field"></div> ${m.fieldUpgrades[choice5].name}</div> ${m.fieldUpgrades[choice5].description}</div>`
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powerUps.field.choiceLog.push(choice4)
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powerUps.field.choiceLog.push(choice5)
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}
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powerUps.field.choiceLog.push(choice1)
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powerUps.field.choiceLog.push(choice2)
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powerUps.field.choiceLog.push(choice3)
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if (powerUps.research.count) {
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text += `<div class="choose-grid-module" onclick="powerUps.research.use('field')"><div class="grid-title"> <span style="position:relative;">`
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for (let i = 0, len = Math.min(powerUps.research.count, 30); i < len; i++) text += `<div class="circle-grid research" style="position:absolute; top:0; left:${(18 - len*0.3)*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
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text += `</span><span class='research-select'>research</span></div></div>`
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}
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//(${powerUps.research.count})
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// text += `<div style = 'color:#fff'>${simulation.SVGrightMouse} activate the shield with the right mouse<br>fields shield you from damage <br>and let you pick up and throw blocks</div>`
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document.getElementById("choose-grid").innerHTML = text
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powerUps.showDraft();
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} else {
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powerUps.giveRandomAmmo()
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}
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}
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},
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tech: {
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name: "tech",
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color: "hsl(246,100%,77%)", //"#a8f",
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size() {
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return 42;
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},
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choiceLog: [], //records all previous choice options
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lastTotalChoices: 0, //tracks how many tech were available for random selection last time a tech was picked up
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banishLog: [], //records all tech permanently removed from the selection pool
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effect() {
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if (m.alive) {
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function pick(skip1 = -1, skip2 = -1, skip3 = -1, skip4 = -1) {
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let options = [];
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for (let i = 0; i < tech.tech.length; i++) {
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if (tech.tech[i].count < tech.tech[i].maxCount && i !== skip1 && i !== skip2 && i !== skip3 && i !== skip4 && tech.tech[i].allowed()) {
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options.push(i);
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}
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}
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powerUps.tech.lastTotalChoices = options.length //this is recorded so that banish can know how many tech were available
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if (tech.isBanish) { //remove banished tech from last selection
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for (let i = 0; i < powerUps.tech.banishLog.length; i++) {
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for (let j = 0; j < options.length; j++) {
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if (powerUps.tech.banishLog[i] === options[j]) {
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options.splice(j, 1)
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break
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}
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}
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}
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} else { //remove repeats from last selection
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const totalChoices = tech.isDeterminism ? 1 : 3 + tech.isExtraChoice * 2
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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
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for (let i = 0; i < totalChoices; i++) { //repeat for each choice from the last selection
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if (options.length > totalChoices) {
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for (let j = 0, len = options.length; j < len; j++) {
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if (powerUps.tech.choiceLog[powerUps.tech.choiceLog.length - 1 - i] === options[j]) {
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options.splice(j, 1) //remove previous choice from option pool
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break
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}
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}
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}
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}
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}
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}
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if (options.length > 0) {
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const choose = options[Math.floor(Math.random() * options.length)]
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const isCount = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count+1}x)` : "";
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if (tech.tech[choose].isFieldTech) {
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text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title">
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<span style="position:relative;">
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<div class="circle-grid tech" style="position:absolute; top:0; left:0;opacity:0.8;"></div>
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<div class="circle-grid field" style="position:absolute; top:0; left:10px;opacity:0.65;"></div>
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</span>
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${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].description}</div></div>`
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} else if (tech.tech[choose].isGunTech) {
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text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title">
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<span style="position:relative;">
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<div class="circle-grid tech" style="position:absolute; top:0; left:0;opacity:0.8;"></div>
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<div class="circle-grid gun" style="position:absolute; top:0; left:10px; opacity:0.65;"></div>
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</span>
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${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].description}</div></div>`
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} else if (tech.tech[choose].isLore) {
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text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title lore-text"><div class="circle-grid lore"></div> ${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].description}</div>`
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} else if (tech.tech[choose].isJunk) {
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text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title"><div class="circle-grid junk"></div> ${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].description}</div>`
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} else {
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text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title"><div class="circle-grid tech"></div> ${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].description}</div>`
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}
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// text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title"><div class="circle-grid tech"></div> ${tech.tech[choose].name}</div> ${tech.tech[choose].description}</div>`
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return choose
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}
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}
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let text = ""
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if (!tech.isDeterminism) text += `<div class='cancel' onclick='powerUps.endDraft("tech",true)'>✕</div>`
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text += `<h3 style = 'color:#fff; text-align:left; margin: 0px;'>tech</h3>`
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let choice1 = pick()
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let choice2 = -1
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let choice3 = -1
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if (choice1 > -1) {
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if (!tech.isDeterminism) {
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choice2 = pick(choice1)
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// if (choice2 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choice2})"><div class="grid-title"><div class="circle-grid tech"></div> ${tech.tech[choice2].name}</div> ${tech.tech[choice2].description}</div>`
|
|
choice3 = pick(choice1, choice2)
|
|
// if (choice3 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choice3})"><div class="grid-title"><div class="circle-grid tech"></div> ${tech.tech[choice3].name}</div> ${tech.tech[choice3].description}</div>`
|
|
}
|
|
if (tech.isExtraChoice) {
|
|
let choice4 = pick(choice1, choice2, choice3)
|
|
// if (choice4 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choice4})"><div class="grid-title"><div class="circle-grid tech"></div> ${tech.tech[choice4].name}</div> ${tech.tech[choice4].description}</div>`
|
|
let choice5 = pick(choice1, choice2, choice3, choice4)
|
|
// if (choice5 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choice5})"><div class="grid-title"><div class="circle-grid tech"></div> ${tech.tech[choice5].name}</div> ${tech.tech[choice5].description}</div>`
|
|
powerUps.tech.choiceLog.push(choice4)
|
|
powerUps.tech.choiceLog.push(choice5)
|
|
}
|
|
powerUps.tech.choiceLog.push(choice1)
|
|
powerUps.tech.choiceLog.push(choice2)
|
|
powerUps.tech.choiceLog.push(choice3)
|
|
// if (powerUps.research.count) text += `<div class="choose-grid-module" onclick="powerUps.research.use('tech')"><div class="grid-title"><div class="circle-grid research"></div> research <span class="research-select">${powerUps.research.count}</span></div></div>`
|
|
|
|
if (powerUps.research.count) {
|
|
text += `<div class="choose-grid-module" onclick="powerUps.research.use('tech')"><div class="grid-title"> <span style="position:relative;">`
|
|
for (let i = 0, len = Math.min(powerUps.research.count, 30); i < len; i++) text += `<div class="circle-grid research" style="position:absolute; top:0; left:${(18 - len*0.3)*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
|
|
text += `</span><span class='research-select'>research</span></div></div>`
|
|
}
|
|
|
|
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 === "erase") powerUps.ejectTech(i)
|
|
}
|
|
// simulation.makeTextLog(`No <strong class='color-m'>tech</strong> left<br>erased <strong class='color-m'>tech</strong> have been recovered`)
|
|
simulation.makeTextLog(`powerUps.tech.length: ${Math.max(0,powerUps.tech.lastTotalChoices - powerUps.tech.banishLog.length)}`)
|
|
powerUps.spawn(m.pos.x, m.pos.y, "tech");
|
|
powerUps.endDraft("tech");
|
|
} else {
|
|
powerUps.giveRandomAmmo()
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
gun: {
|
|
name: "gun",
|
|
color: "#26a",
|
|
size() {
|
|
return 35;
|
|
},
|
|
choiceLog: [], //records all previous choice options
|
|
effect() {
|
|
function pick(who, skip1 = -1, skip2 = -1, skip3 = -1, skip4 = -1) {
|
|
let options = [];
|
|
for (let i = 0; i < who.length; i++) {
|
|
if (!who[i].have && i !== skip1 && i !== skip2 && i !== skip3 && i !== skip4) {
|
|
options.push(i);
|
|
}
|
|
}
|
|
|
|
//remove repeats from last selection
|
|
const totalChoices = tech.isDeterminism ? 1 : 3 + tech.isExtraChoice * 2
|
|
if (powerUps.gun.choiceLog.length > totalChoices || powerUps.gun.choiceLog.length === totalChoices) { //make sure this isn't the first time getting a power up and there are previous choices to remove
|
|
for (let i = 0; i < totalChoices; i++) { //repeat for each choice from the last selection
|
|
if (options.length > totalChoices) {
|
|
for (let j = 0, len = options.length; j < len; j++) {
|
|
if (powerUps.gun.choiceLog[powerUps.gun.choiceLog.length - 1 - i] === options[j]) {
|
|
options.splice(j, 1) //remove previous choice from option pool
|
|
break
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (options.length > 0) {
|
|
return options[Math.floor(Math.random() * options.length)]
|
|
}
|
|
}
|
|
|
|
let choice1 = pick(b.guns)
|
|
let choice2 = -1
|
|
let choice3 = -1
|
|
if (choice1 > -1) {
|
|
let text = ""
|
|
if (!tech.isDeterminism) text += `<div class='cancel' onclick='powerUps.endDraft("gun",true)'>✕</div>`
|
|
text += `<h3 style = 'color:#fff; text-align:left; margin: 0px;'>gun</h3>`
|
|
text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice1})"><div class="grid-title"><div class="circle-grid gun"></div> ${b.guns[choice1].name}</div> ${b.guns[choice1].description}</div>`
|
|
if (!tech.isDeterminism) {
|
|
choice2 = pick(b.guns, choice1)
|
|
if (choice2 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice2})"><div class="grid-title"><div class="circle-grid gun"></div> ${b.guns[choice2].name}</div> ${b.guns[choice2].description}</div>`
|
|
choice3 = pick(b.guns, choice1, choice2)
|
|
if (choice3 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice3})"><div class="grid-title"><div class="circle-grid gun"></div> ${b.guns[choice3].name}</div> ${b.guns[choice3].description}</div>`
|
|
}
|
|
if (tech.isExtraChoice) {
|
|
let choice4 = pick(b.guns, choice1, choice2, choice3)
|
|
if (choice4 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice4})"><div class="grid-title"><div class="circle-grid gun"></div> ${b.guns[choice4].name}</div> ${b.guns[choice4].description}</div>`
|
|
let choice5 = pick(b.guns, choice1, choice2, choice3, choice4)
|
|
if (choice5 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice5})">
|
|
<div class="grid-title"><div class="circle-grid gun"></div> ${b.guns[choice5].name}</div> ${b.guns[choice5].description}</div>`
|
|
powerUps.gun.choiceLog.push(choice4)
|
|
powerUps.gun.choiceLog.push(choice5)
|
|
}
|
|
powerUps.gun.choiceLog.push(choice1)
|
|
powerUps.gun.choiceLog.push(choice2)
|
|
powerUps.gun.choiceLog.push(choice3)
|
|
// if (powerUps.research.count) text += `<div class="choose-grid-module" onclick="powerUps.research.use('gun')"><div class="grid-title"><div class="circle-grid research"></div> research <span class="research-select">${powerUps.research.count}</span></div></div>`
|
|
if (powerUps.research.count) {
|
|
text += `<div class="choose-grid-module" onclick="powerUps.research.use('gun')"><div class="grid-title"> <span style="position:relative;">`
|
|
for (let i = 0, len = Math.min(powerUps.research.count, 30); i < len; i++) text += `<div class="circle-grid research" style="position:absolute; top:0; left:${(18 - len*0.3)*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
|
|
text += `</span><span class='research-select'>research</span></div></div>`
|
|
}
|
|
// console.log(powerUps.gun.choiceLog)
|
|
// console.log(choice1, choice2, choice3)
|
|
if (tech.isOneGun && b.inventory.length > 0) text += `<div style = "color: #f24">replaces your current gun</div>`
|
|
document.getElementById("choose-grid").innerHTML = text
|
|
powerUps.showDraft();
|
|
} else {
|
|
powerUps.giveRandomAmmo()
|
|
}
|
|
}
|
|
},
|
|
onPickUp(who) {
|
|
if (tech.isTechDamage && who.name === "tech") m.damage(0.11)
|
|
if (tech.isMassEnergy) m.energy += 2.5;
|
|
if (tech.isMineDrop) {
|
|
if (tech.isLaserMine) {
|
|
b.laserMine(who.position)
|
|
} else {
|
|
b.mine(who.position, { x: 0, y: 0 }, 0, tech.isMineAmmoBack)
|
|
}
|
|
}
|
|
},
|
|
giveRandomAmmo() {
|
|
const ammoTarget = Math.floor(Math.random() * (b.guns.length));
|
|
const ammo = Math.ceil(b.guns[ammoTarget].ammoPack * 6);
|
|
if (ammo !== Infinity) {
|
|
b.guns[ammoTarget].ammo += ammo;
|
|
simulation.updateGunHUD();
|
|
simulation.makeTextLog(`${b.guns[ammoTarget].name}.<span class='color-gun'>ammo</span> <span class='color-symbol'>+=</span> ${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() < 0.001 * (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 * (25 - tech.totalCount)) { //a new tech has a low chance for each not acquired tech up to 25
|
|
powerUps.spawn(x, y, "tech");
|
|
return;
|
|
}
|
|
if (Math.random() < 0.006) {
|
|
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 (m.fieldMode === 0) {
|
|
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);
|
|
}
|
|
},
|
|
addRerollToLevel() { //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")
|
|
|
|
//bonus power ups for clearing runs in the last game
|
|
if (level.levelsCleared === 0 && !simulation.isCheating && localSettings.levelsClearedLastGame > 1) {
|
|
for (let i = 0; i < localSettings.levelsClearedLastGame / 3; i++) powerUps.spawn(m.pos.x, m.pos.y, "tech", false); //spawn a tech for levels cleared in last game
|
|
localSettings.levelsClearedLastGame = 0 //after getting bonus power ups reset run history
|
|
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
|
|
}
|
|
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(`<div class='circle tech'></div> <strong>${tech.tech[choose].name}</strong> was ejected`, 600) //message about what tech was lost
|
|
simulation.makeTextLog(`<span class='color-var'>tech</span>.remove("<span class='color-text'>${tech.tech[choose].name}</span>")`)
|
|
|
|
for (let i = 0; i < tech.tech[choose].count; i++) {
|
|
powerUps.directSpawn(m.pos.x, m.pos.y, "tech");
|
|
powerUp[powerUp.length - 1].isBonus = true
|
|
}
|
|
// remove a random tech from the list of tech you have
|
|
tech.tech[choose].remove();
|
|
tech.tech[choose].count = 0;
|
|
tech.tech[choose].isLost = true;
|
|
simulation.updateTechHUD();
|
|
m.fieldCDcycle = m.cycle + 30; //disable field so you can't pick up the ejected tech
|
|
}
|
|
} else {
|
|
// simulation.makeTextLog(`<div class='circle tech'></div> <strong>${tech.tech[choose].name}</strong> was ejected`, 600) //message about what tech was lost
|
|
simulation.makeTextLog(`<span class='color-var'>tech</span>.remove("<span class='color-text'>${tech.tech[choose].name}</span>")`)
|
|
|
|
for (let i = 0; i < tech.tech[choose].count; i++) {
|
|
powerUps.directSpawn(m.pos.x, m.pos.y, "tech");
|
|
powerUp[powerUp.length - 1].isBonus = 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
|
|
}
|
|
},
|
|
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
|
|
});
|
|
}
|
|
World.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].isBonus = true
|
|
}
|
|
}
|
|
},
|
|
}; |