tech grappling hook - can attack to walls and pull you towards the walls harpoon extends farther as you hold down fire, but no longer has auto-steering mobs do 4% less harm per difficulty level railgun/harpoon auto-targeting is smarter at long distances with multiple small targets but it still has trouble with moving targets booby trap only has a 100 -> 50% chance to drop a mine when picking up power ups added fallback for browsers that don't allow local storage
1116 lines
64 KiB
JavaScript
1116 lines
64 KiB
JavaScript
let powerUp = [];
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const powerUps = {
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ejectGraphic(color = "68, 102, 119") {
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simulation.drawList.push({
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x: m.pos.x,
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y: m.pos.y,
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radius: 100,
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color: `rgba(${color}, 0.8)`,
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time: 4
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});
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simulation.drawList.push({
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x: m.pos.x,
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y: m.pos.y,
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radius: 75,
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color: `rgba(${color}, 0.6)`,
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time: 8
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});
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simulation.drawList.push({
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x: m.pos.x,
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y: m.pos.y,
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radius: 50,
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color: `rgba(${color}, 0.3)`,
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time: 12
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});
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simulation.drawList.push({
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x: m.pos.x,
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y: m.pos.y,
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radius: 25,
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color: `rgba(${color}, 0.15)`,
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time: 16
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});
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},
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orb: {
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research(num = 1) {
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switch (num) {
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case 1:
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return `<div class="research-circle"></div> `
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case 2:
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return `<span style="position:relative;">
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<div class="research-circle" style="position:absolute; top:0; left:0;"></div>
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<div class="research-circle" style="position:absolute; top:0; left:7px;"></div>
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</span> `
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case 3:
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return `<span style="position:relative;">
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<div class="research-circle" style="position:absolute; top:0; left:0;"></div>
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<div class="research-circle" style="position:absolute; top:0; left:8px;"></div>
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<div class="research-circle" style="position:absolute; top:0; left:16px;"></div>
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</span>   `
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case 4:
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return `<span style="position:relative;">
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<div class="research-circle" style="position:absolute; top:0; left:0;"></div>
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<div class="research-circle" style="position:absolute; top:0; left:8px;"></div>
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<div class="research-circle" style="position:absolute; top:0; left:16px;"></div>
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<div class="research-circle" style="position:absolute; top:0; left:24px;"></div>
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</span> `
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case 5:
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return `<span style="position:relative;">
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<div class="research-circle" style="position:absolute; top:0; left:0;"></div>
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<div class="research-circle" style="position:absolute; top:0; left:8px;"></div>
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<div class="research-circle" style="position:absolute; top:0; left:16px;"></div>
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<div class="research-circle" style="position:absolute; top:0; left:24px;"></div>
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<div class="research-circle" style="position:absolute; top:0; left:32px;"></div>
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</span> `
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case 6:
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return `<span style="position:relative;">
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<div class="research-circle" style="position:absolute; top:0; left:0;"></div>
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<div class="research-circle" style="position:absolute; top:0; left:8px;"></div>
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<div class="research-circle" style="position:absolute; top:0; left:16px;"></div>
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<div class="research-circle" style="position:absolute; top:0; left:24px;"></div>
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<div class="research-circle" style="position:absolute; top:0; left:32px;"></div>
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<div class="research-circle" style="position:absolute; top:0; left:40px;"></div>
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</span> `
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}
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let text = '<span style="position:relative;">'
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for (let i = 0; i < num; i++) {
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text += `<div class="research-circle" style="position:absolute; top:0; left:${i*8}px;"></div>`
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}
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text += '</span> '
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for (let i = 0; i < num; i++) {
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text += ' '
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}
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return text
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},
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ammo(num = 1) {
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switch (num) {
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case 1:
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return `<div class="ammo-circle"></div>`
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}
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let text = '<span style="position:relative;">'
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for (let i = 0; i < num; i++) {
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text += `<div class="ammo-circle" style="position:absolute; top:1.5px; left:${i*8}px;"></div>`
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}
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text += '</span> '
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for (let i = 0; i < num; i++) {
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text += ' '
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}
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return text
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},
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heal(num = 1) {
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switch (num) {
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case 1:
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return `<div class="heal-circle"></div>`
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}
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let text = '<span style="position:relative;">'
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for (let i = 0; i < num; i++) {
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text += `<div class="heal-circle" style="position:absolute; top:1px; left:${i*10}px;"></div>`
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}
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text += '</span> '
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for (let i = 0; i < num; i++) {
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text += ' '
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}
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return text
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},
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tech(num = 1) {
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return `<div class="tech-circle"></div>`
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}
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},
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totalPowerUps: 0, //used for tech that count power ups at the end of a level
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lastTechIndex: null,
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do() {},
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setDupChance() {
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if (tech.duplicationChance() > 0 || tech.isAnthropicTech) {
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if (tech.isPowerUpsVanish) {
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powerUps.do = powerUps.doDuplicatesVanish
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} else if (tech.isPowerUpsAttract) {
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powerUps.do = powerUps.doAttractDuplicates
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} else {
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powerUps.do = powerUps.doDuplicates
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}
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tech.maxDuplicationEvent() //check to see if hitting 100% duplication
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} else if (tech.isPowerUpsAttract) {
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powerUps.do = powerUps.doAttract
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} else {
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powerUps.do = powerUps.doDefault
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}
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},
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doDefault() {
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//draw power ups
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ctx.globalAlpha = 0.4 * Math.sin(m.cycle * 0.15) + 0.6;
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for (let i = 0, len = powerUp.length; i < len; ++i) {
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ctx.beginPath();
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ctx.arc(powerUp[i].position.x, powerUp[i].position.y, powerUp[i].size, 0, 2 * Math.PI);
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ctx.fillStyle = powerUp[i].color;
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ctx.fill();
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}
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ctx.globalAlpha = 1;
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},
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doAttract() {
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powerUps.doDefault();
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//pull in
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for (let i = 0, len = powerUp.length; i < len; ++i) {
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const force = Vector.mult(Vector.normalise(Vector.sub(m.pos, powerUp[i].position)), 0.0015 * powerUp[i].mass)
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powerUp[i].force.x += force.x
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powerUp[i].force.y = force.y - simulation.g
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}
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},
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doAttractDuplicates() {
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powerUps.doDuplicates();
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//pull in
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},
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doDuplicates() { //draw power ups but give duplicates some electricity
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ctx.globalAlpha = 0.4 * Math.sin(m.cycle * 0.15) + 0.6;
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for (let i = 0, len = powerUp.length; i < len; ++i) {
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ctx.beginPath();
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ctx.arc(powerUp[i].position.x, powerUp[i].position.y, powerUp[i].size, 0, 2 * Math.PI);
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ctx.fillStyle = powerUp[i].color;
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ctx.fill();
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}
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ctx.globalAlpha = 1;
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for (let i = 0, len = powerUp.length; i < len; ++i) {
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if (powerUp[i].isDuplicated && Math.random() < 0.1) {
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//draw electricity
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const mag = 5 + powerUp[i].size / 5
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let unit = Vector.rotate({
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x: mag,
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y: mag
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}, 2 * Math.PI * Math.random())
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let path = {
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x: powerUp[i].position.x + unit.x,
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y: powerUp[i].position.y + unit.y
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}
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ctx.beginPath();
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ctx.moveTo(path.x, path.y);
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for (let i = 0; i < 6; i++) {
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unit = Vector.rotate(unit, 3 * (Math.random() - 0.5))
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path = Vector.add(path, unit)
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ctx.lineTo(path.x, path.y);
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}
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ctx.lineWidth = 0.5 + 2 * Math.random();
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ctx.strokeStyle = "#000"
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ctx.stroke();
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}
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}
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},
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doDuplicatesVanish() { //draw power ups but give duplicates some electricity
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//remove power ups after 3 seconds
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for (let i = 0, len = powerUp.length; i < len; ++i) {
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if (powerUp[i].isDuplicated && Math.random() < 0.004) { // (1-0.004)^150 = chance to be removed after 3 seconds
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b.explosion(powerUp[i].position, 150 + (10 + 3 * Math.random()) * powerUp[i].size);
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Matter.Composite.remove(engine.world, powerUp[i]);
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powerUp.splice(i, 1);
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break
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}
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}
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ctx.globalAlpha = 0.4 * Math.sin(m.cycle * 0.25) + 0.6
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for (let i = 0, len = powerUp.length; i < len; ++i) {
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ctx.beginPath();
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ctx.arc(powerUp[i].position.x, powerUp[i].position.y, powerUp[i].size, 0, 2 * Math.PI);
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ctx.fillStyle = powerUp[i].color;
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ctx.fill();
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}
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ctx.globalAlpha = 1;
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for (let i = 0, len = powerUp.length; i < len; ++i) {
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if (powerUp[i].isDuplicated && Math.random() < 0.3) {
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//draw electricity
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const mag = 5 + powerUp[i].size / 5
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let unit = Vector.rotate({
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x: mag,
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y: mag
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}, 2 * Math.PI * Math.random())
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let path = {
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x: powerUp[i].position.x + unit.x,
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y: powerUp[i].position.y + unit.y
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}
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ctx.beginPath();
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ctx.moveTo(path.x, path.y);
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for (let i = 0; i < 6; i++) {
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unit = Vector.rotate(unit, 3 * (Math.random() - 0.5))
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path = Vector.add(path, unit)
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ctx.lineTo(path.x, path.y);
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}
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ctx.lineWidth = 0.5 + 2 * Math.random();
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ctx.strokeStyle = "#000"
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ctx.stroke();
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}
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}
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},
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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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} else if (type === "tech") {
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setTimeout(() => {
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powerUps.lastTechIndex = index
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}, 10);
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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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tech.giveTech(index)
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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-background").style.display = "inline"
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document.getElementById("choose-background").style.visibility = "visible"
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document.getElementById("choose-background").style.opacity = "0.6"
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// document.getElementById("choose-grid").style.display = "grid"
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document.getElementById("choose-grid").style.transitionDuration = "0.25s";
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document.getElementById("choose-grid").style.visibility = "visible"
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document.getElementById("choose-grid").style.opacity = "1"
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//disable clicking for 1/2 a second to prevent mistake clicks
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document.getElementById("choose-grid").style.pointerEvents = "none";
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setTimeout(() => {
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document.getElementById("choose-grid").style.pointerEvents = "auto";
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document.body.style.cursor = "auto";
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document.getElementById("choose-grid").style.transitionDuration = "0s";
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}, 500);
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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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simulation.makeTextLog(`tech.duplicationChance() <span class='color-symbol'>+=</span> ${0.043}`)
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simulation.circleFlare(0.043);
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}
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if (tech.isCancelRerolls) {
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for (let i = 0, len = 5 + 5 * Math.random(); i < len; i++) {
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let spawnType = ((m.health < 0.25 && !tech.isEnergyHealth) || tech.isEnergyNoAmmo) ? "heal" : "ammo"
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if (Math.random() < 0.36) {
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spawnType = "heal"
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} else if (Math.random() < 0.4 && !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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for (let i = 0; i < banishLength; i++) {
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const index = powerUps.tech.choiceLog.length - i - 1
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if (powerUps.tech.choiceLog[index] && tech.tech[powerUps.tech.choiceLog[index]]) {
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tech.tech[powerUps.tech.choiceLog[index]].isBanished = true
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}
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}
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simulation.makeTextLog(`powerUps.tech.length: ${Math.max(0,powerUps.tech.lastTotalChoices - banishLength)}`)
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}
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}
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if (tech.isAnsatz && 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-grid").style.visibility = "hidden"
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document.getElementById("choose-grid").style.opacity = "0"
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// document.getElementById("choose-background").style.display = "none"
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document.getElementById("choose-background").style.visibility = "hidden"
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document.getElementById("choose-background").style.opacity = "0"
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document.body.style.cursor = "none";
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// document.body.style.overflow = "hidden"
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// if (m.alive){}
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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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if (m.immuneCycle < m.cycle + 15) m.immuneCycle = m.cycle + 15; //player is immune to damage for 30 cycles
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build.unPauseGrid()
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requestAnimationFrame(cycle);
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if (m.holdingTarget) m.drop();
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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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}
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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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let delay = 0
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for (const cost = 2 + Math.floor(0.1666 * b.totalBots()); powerUps.research.count > cost - 1; powerUps.research.count -= cost) {
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delay += 500
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setTimeout(() => {
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b.randomBot()
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if (tech.renormalization) {
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for (let i = 0; i < cost; i++) {
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if (Math.random() < 0.4) {
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m.fieldCDcycle = m.cycle + 20;
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powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "research");
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}
|
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}
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}
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}, delay);
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}
|
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// for (let i = 0, len = tech.tech.length; i < len; i++) {
|
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// if (tech.tech[i].name === "bot fabrication") tech.tech[i].description = `if you collect ${powerUps.orb.research(2 + Math.floor(0.2 * b.totalBots()))}use them to build a<br>random <strong class='color-bot'>bot</strong> <em>(+1 cost every 5 bots)</em>`
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// }
|
|
}
|
|
if (tech.isDeathAvoid && document.getElementById("tech-anthropic")) {
|
|
document.getElementById("tech-anthropic").innerHTML = `-${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,
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|
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)
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}
|
|
powerUps.research.currentRerollCount++
|
|
if (tech.isBanish && type === 'tech') { // banish researched tech
|
|
const banishLength = tech.isDeterminism ? 1 : 3 + tech.isExtraChoice * 2
|
|
for (let i = 0; i < banishLength; i++) {
|
|
const index = powerUps.tech.choiceLog.length - i - 1
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if (powerUps.tech.choiceLog[index] && tech.tech[powerUps.tech.choiceLog[index]]) tech.tech[powerUps.tech.choiceLog[index]].isBanished = true
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}
|
|
simulation.makeTextLog(`powerUps.tech.length: ${Math.max(0,powerUps.tech.lastTotalChoices - banishLength)}`)
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}
|
|
if (tech.isResearchReality) {
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|
m.switchWorlds()
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|
simulation.trails()
|
|
simulation.makeTextLog(`simulation.amplitude <span class='color-symbol'>=</span> ${Math.random()}`);
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|
}
|
|
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(`<span class='color-var'>m</span>.health <span class='color-symbol'>+=</span> ${(healOutput).toFixed(3)}`) // <br>${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(`<span class='color-var'>m</span>.health <span class='color-symbol'>+=</span> ${(healOutput).toFixed(3)}`) // <br>${m.health.toFixed(3)}
|
|
|
|
if (tech.isOverHeal && overHeal > 0) { //tech quenching
|
|
const scaledOverHeal = overHeal * 0.7
|
|
m.damage(scaledOverHeal);
|
|
simulation.makeTextLog(`<span class='color-var'>m</span>.health <span class='color-symbol'>-=</span> ${(scaledOverHeal).toFixed(3)}`) // <br>${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 += 0.08
|
|
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}.<span class='color-g'>ammo</span> <span class='color-symbol'>=</span> ${ammoAdded}`)
|
|
} else {
|
|
const ammoAdded = Math.ceil((0.7 * Math.random() + 0.7 * Math.random()) * target.ammoPack)
|
|
target.ammo += ammoAdded
|
|
// simulation.makeTextLog(`${target.name}.<span class='color-g'>ammo</span> <span class='color-symbol'>+=</span> ${ammoAdded}`)
|
|
}
|
|
}
|
|
} else { //give ammo to all guns in inventory
|
|
// let textLog = ""
|
|
for (let i = 0, len = b.inventory.length; i < len; i++) {
|
|
const target = b.guns[b.inventory[i]]
|
|
if (target.ammo !== Infinity) {
|
|
if (tech.ammoCap) {
|
|
const ammoAdded = Math.ceil(target.ammoPack * 0.45 * tech.ammoCap) //0.45 is average
|
|
target.ammo = ammoAdded
|
|
// textLog += `${target.name}.<span class='color-g'>ammo</span> <span class='color-symbol'>=</span> ${ammoAdded}<br>`
|
|
} else {
|
|
const ammoAdded = Math.ceil((0.45 * Math.random() + 0.45 * Math.random()) * target.ammoPack) //Math.ceil(Math.random() * target.ammoPack)
|
|
target.ammo += ammoAdded
|
|
// textLog += `${target.name}.<span class='color-g'>ammo</span> <span class='color-symbol'>+=</span> ${ammoAdded}<br>`
|
|
}
|
|
}
|
|
}
|
|
// simulation.makeTextLog(textLog)
|
|
}
|
|
// } else { //give ammo to all guns in inventory
|
|
// for (let i = 0, len = b.inventory.length; i < len; i++) {
|
|
// const target = b.guns[b.inventory[i]]
|
|
// if (target.ammo !== Infinity) {
|
|
// if (tech.ammoCap) {
|
|
// const ammoAdded = Math.ceil(target.ammoPack * 0.45 * tech.ammoCap) //0.45 is average
|
|
// target.ammo = ammoAdded
|
|
// simulation.makeTextLog(`${target.name}.<span class='color-g'>ammo</span> <span class='color-symbol'>=</span> ${ammoAdded}`)
|
|
// } else {
|
|
// const ammoAdded = Math.ceil((0.45 * Math.random() + 0.45 * Math.random()) * target.ammoPack) //Math.ceil(Math.random() * target.ammoPack)
|
|
// target.ammo += ammoAdded
|
|
// simulation.makeTextLog(`${target.name}.<span class='color-g'>ammo</span> <span class='color-symbol'>+=</span> ${ammoAdded}`)
|
|
// }
|
|
// }
|
|
// }
|
|
// }
|
|
simulation.updateGunHUD();
|
|
}
|
|
}
|
|
},
|
|
field: {
|
|
name: "field",
|
|
color: "#0cf",
|
|
size() {
|
|
return 45;
|
|
},
|
|
pick(who, skip1 = -1, skip2 = -1, skip3 = -1, skip4 = -1) {
|
|
let options = [];
|
|
for (let i = 1; i < who.length; i++) {
|
|
if (i !== m.fieldMode && i !== skip1 && i !== skip2 && i !== skip3 && i !== skip4) options.push(i);
|
|
}
|
|
//remove repeats from last selection
|
|
const totalChoices = tech.isDeterminism ? 1 : 3 + tech.isExtraChoice * 2
|
|
if (powerUps.field.choiceLog.length > totalChoices || powerUps.field.choiceLog.length === totalChoices) { //make sure this isn't the first time getting a power up and there are previous choices to remove
|
|
for (let i = 0; i < totalChoices; i++) { //repeat for each choice from the last selection
|
|
if (options.length > totalChoices) {
|
|
for (let j = 0, len = options.length; j < len; j++) {
|
|
if (powerUps.field.choiceLog[powerUps.field.choiceLog.length - 1 - i] === options[j]) {
|
|
options.splice(j, 1) //remove previous choice from option pool
|
|
break
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (options.length > 0) {
|
|
// return options[Math.floor(Math.random() * options.length)]
|
|
return options[Math.floor(Math.seededRandom(0, options.length))]
|
|
}
|
|
},
|
|
choiceLog: [], //records all previous choice options
|
|
effect() {
|
|
let choice1 = powerUps.field.pick(m.fieldUpgrades)
|
|
let choice2 = -1
|
|
let choice3 = -1
|
|
if (choice1 > -1) {
|
|
let text = ""
|
|
if (!tech.isSuperDeterminism) text += `<div class='cancel' onclick='powerUps.endDraft("field",true)'>✕</div>`
|
|
text += `<h3 style = 'color:#fff; text-align:left; margin: 0px;'>field</h3>`
|
|
text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice1})"><div class="grid-title"><div class="circle-grid field"></div> ${m.fieldUpgrades[choice1].name}</div> ${m.fieldUpgrades[choice1].description}</div>`
|
|
powerUps.field.choiceLog.push(choice1)
|
|
if (!tech.isDeterminism) {
|
|
choice2 = powerUps.field.pick(m.fieldUpgrades, choice1)
|
|
if (choice2 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice2})"><div class="grid-title"><div class="circle-grid field"></div> ${m.fieldUpgrades[choice2].name}</div> ${m.fieldUpgrades[choice2].description}</div>`
|
|
choice3 = powerUps.field.pick(m.fieldUpgrades, choice1, choice2)
|
|
if (choice3 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice3})"><div class="grid-title"><div class="circle-grid field"></div> ${m.fieldUpgrades[choice3].name}</div> ${m.fieldUpgrades[choice3].description}</div>`
|
|
powerUps.field.choiceLog.push(choice2)
|
|
powerUps.field.choiceLog.push(choice3)
|
|
}
|
|
if (tech.isExtraChoice) {
|
|
let choice4 = powerUps.field.pick(m.fieldUpgrades, choice1, choice2, choice3)
|
|
if (choice4 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice4})"><div class="grid-title"><div class="circle-grid field"></div> ${m.fieldUpgrades[choice4].name}</div> ${m.fieldUpgrades[choice4].description}</div>`
|
|
let choice5 = powerUps.field.pick(m.fieldUpgrades, choice1, choice2, choice3, choice4)
|
|
if (choice5 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice5})"><div class="grid-title"><div class="circle-grid field"></div> ${m.fieldUpgrades[choice5].name}</div> ${m.fieldUpgrades[choice5].description}</div>`
|
|
powerUps.field.choiceLog.push(choice4)
|
|
powerUps.field.choiceLog.push(choice5)
|
|
}
|
|
|
|
if (tech.isJunkResearch && powerUps.research.currentRerollCount < 3) {
|
|
tech.junkResearchNumber = Math.floor(4 * Math.random())
|
|
text += `<div class="choose-grid-module" onclick="powerUps.research.use('field')"><div class="grid-title"> <span style="position:relative;">`
|
|
for (let i = 0; i < tech.junkResearchNumber; i++) text += `<div class="circle-grid junk" style="position:absolute; top:0; left:${15*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
|
|
text += `</span> <span class='research-select'>pseudoscience</span></div></div>`
|
|
} else if (powerUps.research.count) {
|
|
text += `<div class="choose-grid-module" onclick="powerUps.research.use('field')"><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:${(18 - len*0.3)*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
|
|
// text += `</span> <span class='research-select'>research</span></div></div>`
|
|
text += `</span> <span class='research-select'>${tech.isResearchReality?"<span class='alt'>alternate reality</span>": "research"}</span></div></div>`
|
|
}
|
|
//(${powerUps.research.count})
|
|
// text += `<div style = 'color:#fff'>${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>`
|
|
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 = null, skip2 = null, skip3 = null, skip4 = null) {
|
|
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() && !tech.tech[i].isBanished) {
|
|
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
|
|
|
|
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 choose = options[Math.floor(Math.seededRandom(0, options.length))]
|
|
const isCount = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count+1}x)` : "";
|
|
|
|
if (tech.tech[choose].isFieldTech) {
|
|
text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title">
|
|
<span style="position:relative;">
|
|
<div class="circle-grid tech" style="position:absolute; top:0; left:0;opacity:0.8;"></div>
|
|
<div class="circle-grid field" style="position:absolute; top:0; left:10px;opacity:0.65;"></div>
|
|
</span>
|
|
${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() :tech.tech[choose].description}</div></div>`
|
|
} else if (tech.tech[choose].isGunTech) {
|
|
text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title">
|
|
<span style="position:relative;">
|
|
<div class="circle-grid tech" style="position:absolute; top:0; left:0;opacity:0.8;"></div>
|
|
<div class="circle-grid gun" style="position:absolute; top:0; left:10px; opacity:0.65;"></div>
|
|
</span>
|
|
${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() :tech.tech[choose].description}</div></div>`
|
|
} else if (tech.tech[choose].isLore) {
|
|
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].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div>`
|
|
} else if (tech.tech[choose].isJunk) {
|
|
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].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div>`
|
|
} else {
|
|
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].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div>`
|
|
}
|
|
|
|
// 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> ${tech.tech[choose].description}</div>`
|
|
return choose
|
|
} else if (tech.isBanish) { //if no tech options available eject banish tech
|
|
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
|
if (tech.tech[i].name === "decoherence") powerUps.ejectTech(i)
|
|
}
|
|
}
|
|
}
|
|
|
|
let text = ""
|
|
if (!tech.isSuperDeterminism) text += `<div class='cancel' onclick='powerUps.endDraft("tech",true)'>✕</div>`
|
|
text += `<h3 style = 'color:#fff; text-align:left; margin: 0px;'>tech</h3>`
|
|
let choice1 = pick()
|
|
// console.log(choice1)
|
|
let choice2 = null
|
|
let choice3 = null
|
|
if (choice1 !== null) {
|
|
powerUps.tech.choiceLog.push(choice1)
|
|
if (!tech.isDeterminism) {
|
|
choice2 = pick(choice1)
|
|
// if (choice2 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${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> ${tech.tech[choice3].description}</div>`
|
|
powerUps.tech.choiceLog.push(choice2)
|
|
powerUps.tech.choiceLog.push(choice3)
|
|
}
|
|
if (tech.isExtraChoice) {
|
|
let choice4 = pick(choice1, choice2, choice3)
|
|
// if (choice4 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${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> ${tech.tech[choice5].description}</div>`
|
|
powerUps.tech.choiceLog.push(choice4)
|
|
powerUps.tech.choiceLog.push(choice5)
|
|
}
|
|
// if (powerUps.research.count) text += `<div class="choose-grid-module" onclick="powerUps.research.use('tech')"><div class="grid-title"><div class="circle-grid research"></div> research <span class="research-select">${powerUps.research.count}</span></div></div>`
|
|
|
|
if (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 += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choiceGun})"><div class="grid-title"><div class="circle-grid gun"></div> ${b.guns[choiceGun].name}</div> ${b.guns[choiceGun].description}</div>`
|
|
} else {
|
|
//bonus field in tech menu
|
|
let choiceField = powerUps.field.pick(m.fieldUpgrades)
|
|
powerUps.field.choiceLog.push(choiceField)
|
|
text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choiceField})"><div class="grid-title"><div class="circle-grid field"></div> ${m.fieldUpgrades[choiceField].name}</div> ${m.fieldUpgrades[choiceField].description}</div>`
|
|
}
|
|
}
|
|
|
|
if (tech.isBrainstorm && !tech.isBrainstormActive && !simulation.isChoosing) {
|
|
tech.isBrainstormActive = true
|
|
let count = 0
|
|
requestAnimationFrame(cycle);
|
|
|
|
function cycle() {
|
|
count++
|
|
if (count < 600 && simulation.isChoosing) {
|
|
if (!(count % tech.brainStormDelay)) {
|
|
powerUps.tech.effect();
|
|
document.getElementById("choose-grid").style.pointerEvents = "auto"; //turn off the normal 500ms delay
|
|
document.body.style.cursor = "auto";
|
|
document.getElementById("choose-grid").style.transitionDuration = "0s";
|
|
}
|
|
requestAnimationFrame(cycle);
|
|
} else {
|
|
tech.isBrainstormActive = false
|
|
}
|
|
}
|
|
}
|
|
|
|
//add in research button or pseudoscience button
|
|
if (tech.isJunkResearch && powerUps.research.currentRerollCount < 3) {
|
|
tech.junkResearchNumber = Math.floor(5 * Math.random())
|
|
text += `<div class="choose-grid-module" onclick="powerUps.research.use('tech')"><div class="grid-title"> <span style="position:relative;">`
|
|
for (let i = 0; i < tech.junkResearchNumber; i++) text += `<div class="circle-grid junk" style="position:absolute; top:0; left:${15*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
|
|
text += `</span> <span class='research-select'>pseudoscience</span></div></div>`
|
|
} else 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:${(18 - len*0.3)*i}px;opacity:0.8; border: 1px #fff solid;"></div>`
|
|
// text += `</span> <span class='research-select'>research</span></div></div>`
|
|
text += `</span> <span class='research-select'>${tech.isResearchReality?"<span class='alt'>alternate reality</span>": "research"}</span></div></div>`
|
|
}
|
|
|
|
// if (tech.isBrainstorm && tech.isBrainstormActive < 4) {
|
|
// setTimeout(() => {
|
|
// if (simulation.isChoosing) {
|
|
// tech.isBrainstormActive++
|
|
// powerUps.tech.effect();
|
|
// //turn off the normal 500ms delay
|
|
// document.getElementById("choose-grid").style.pointerEvents = "auto";
|
|
// document.body.style.cursor = "auto";
|
|
// document.getElementById("choose-grid").style.transitionDuration = "0s";
|
|
// } else {
|
|
// tech.isBrainstormActive = 0;
|
|
// }
|
|
// }, 1000);
|
|
// } else {
|
|
// tech.isBrainstormActive = 0;
|
|
// }
|
|
|
|
document.getElementById("choose-grid").innerHTML = text
|
|
powerUps.showDraft();
|
|
|
|
}
|
|
}
|
|
}
|
|
},
|
|
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) {
|
|
// console.log(`random: ${Math.seededRandom(0, options.length)}`)
|
|
|
|
return options[Math.floor(Math.seededRandom(0, options.length))]
|
|
// return options[Math.floor(Math.random() * options.length)]
|
|
}
|
|
},
|
|
choiceLog: [], //records all previous choice options
|
|
effect() {
|
|
let choice1 = powerUps.gun.pick(b.guns)
|
|
let choice2 = -1
|
|
let choice3 = -1
|
|
if (choice1 > -1) {
|
|
let text = ""
|
|
if (!tech.isSuperDeterminism) text += `<div class='cancel' onclick='powerUps.endDraft("gun",true)'>✕</div>`
|
|
text += `<h3 style = 'color:#fff; text-align:left; margin: 0px;'>gun</h3>`
|
|
text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice1})"><div class="grid-title"><div class="circle-grid gun"></div> ${b.guns[choice1].name}</div> ${b.guns[choice1].description}</div>`
|
|
if (!tech.isDeterminism) {
|
|
choice2 = powerUps.gun.pick(b.guns, choice1)
|
|
if (choice2 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice2})"><div class="grid-title"><div class="circle-grid gun"></div> ${b.guns[choice2].name}</div> ${b.guns[choice2].description}</div>`
|
|
choice3 = powerUps.gun.pick(b.guns, choice1, choice2)
|
|
if (choice3 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice3})"><div class="grid-title"><div class="circle-grid gun"></div> ${b.guns[choice3].name}</div> ${b.guns[choice3].description}</div>`
|
|
}
|
|
if (tech.isExtraChoice) {
|
|
let choice4 = powerUps.gun.pick(b.guns, choice1, choice2, choice3)
|
|
if (choice4 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice4})"><div class="grid-title"><div class="circle-grid gun"></div> ${b.guns[choice4].name}</div> ${b.guns[choice4].description}</div>`
|
|
let choice5 = powerUps.gun.pick(b.guns, choice1, choice2, choice3, choice4)
|
|
if (choice5 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${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 (tech.isJunkResearch && powerUps.research.currentRerollCount < 3) {
|
|
tech.junkResearchNumber = Math.floor(5 * Math.random())
|
|
text += `<div class="choose-grid-module" onclick="powerUps.research.use('gun')"><div class="grid-title"> <span style="position:relative;">`
|
|
for (let i = 0; i < tech.junkResearchNumber; i++) text += `<div class="circle-grid junk" style="position:absolute; top:0; left:${15*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
|
|
text += `</span> <span class='research-select'>pseudoscience</span></div></div>`
|
|
} else if (powerUps.research.count) {
|
|
text += `<div class="choose-grid-module" onclick="powerUps.research.use('gun')"><div class="grid-title"> <span style="position:relative;">`
|
|
for (let i = 0, len = Math.min(powerUps.research.count, 30); i < len; i++) text += `<div class="circle-grid research" style="position:absolute; top:0; left:${(18 - len*0.3)*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
|
|
text += `</span> <span class='research-select'>${tech.isResearchReality?"<span class='alt'>alternate reality</span>": "research"}</span></div></div>`
|
|
}
|
|
if (tech.isOneGun && b.inventory.length > 0) text += `<div style = "color: #f24">replaces your current gun</div>`
|
|
document.getElementById("choose-grid").innerHTML = text
|
|
powerUps.showDraft();
|
|
}
|
|
}
|
|
},
|
|
onPickUp(who) {
|
|
powerUps.research.currentRerollCount = 0
|
|
if (tech.isTechDamage && who.name === "tech") m.damage(0.11)
|
|
if (tech.isMassEnergy) m.energy += 2;
|
|
if (tech.isMineDrop && bullet.length < 150 && Math.random() < 0.66) {
|
|
if (tech.isLaserMine && input.down) {
|
|
b.laserMine(who.position)
|
|
} else {
|
|
b.mine(who.position, { x: 0, y: 0 }, 0)
|
|
}
|
|
}
|
|
if (tech.isRelay) {
|
|
if (tech.isFlipFlopOn) {
|
|
tech.isFlipFlopOn = false
|
|
if (document.getElementById("tech-switch")) document.getElementById("tech-switch").innerHTML = ` = <strong>OFF</strong>`
|
|
m.eyeFillColor = 'transparent'
|
|
} else {
|
|
tech.isFlipFlopOn = true //immune to damage this hit, lose immunity for next hit
|
|
if (document.getElementById("tech-switch")) document.getElementById("tech-switch").innerHTML = ` = <strong>ON</strong>`
|
|
m.eyeFillColor = m.fieldMeterColor //'#0cf'
|
|
}
|
|
}
|
|
},
|
|
// giveRandomAmmo() {
|
|
// const ammoTarget = Math.floor(Math.random() * (b.guns.length));
|
|
// const ammo = Math.ceil(b.guns[ammoTarget].ammoPack * 6);
|
|
// if (ammo !== Infinity) {
|
|
// b.guns[ammoTarget].ammo += ammo;
|
|
// simulation.updateGunHUD();
|
|
// simulation.makeTextLog(`${b.guns[ammoTarget].name}.<span class='color-g'>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() < 0.0007 * (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) {
|
|
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(`<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'>${tech.tech[choose].name}</span>")`)
|
|
|
|
for (let i = 0; i < tech.tech[choose].count; i++) {
|
|
powerUps.directSpawn(m.pos.x, m.pos.y, "tech");
|
|
powerUp[powerUp.length - 1].isDuplicated = true
|
|
}
|
|
// remove a random tech from the list of tech you have
|
|
tech.tech[choose].remove();
|
|
tech.tech[choose].count = 0;
|
|
tech.tech[choose].isLost = true;
|
|
simulation.updateTechHUD();
|
|
m.fieldCDcycle = m.cycle + 30; //disable field so you can't pick up the ejected tech
|
|
return true
|
|
} else {
|
|
return false
|
|
}
|
|
} else if (tech.tech[choose].count) {
|
|
// simulation.makeTextLog(`<div class='circle tech'></div> <strong>${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'>${tech.tech[choose].name}</span>")`)
|
|
|
|
for (let i = 0; i < tech.tech[choose].count; i++) {
|
|
powerUps.directSpawn(m.pos.x, m.pos.y, "tech");
|
|
powerUp[powerUp.length - 1].isDuplicated = true
|
|
}
|
|
// remove a random tech from the list of tech you have
|
|
tech.tech[choose].remove();
|
|
tech.tech[choose].count = 0;
|
|
tech.tech[choose].isLost = true;
|
|
simulation.updateTechHUD();
|
|
m.fieldCDcycle = m.cycle + 30; //disable field so you can't pick up the ejected tech
|
|
return true
|
|
} else {
|
|
return false
|
|
}
|
|
},
|
|
pauseEjectTech(index) {
|
|
if (tech.isPauseEjectTech || simulation.testing) {
|
|
if (Math.random() < 0.04) {
|
|
tech.removeTech(index)
|
|
m.energy += 20.48;
|
|
} else {
|
|
powerUps.ejectTech(index)
|
|
}
|
|
document.getElementById(`${index}-pause-tech`).style.textDecoration = "line-through"
|
|
document.getElementById(`${index}-pause-tech`).onclick = null
|
|
}
|
|
},
|
|
// removeRandomTech() {
|
|
// const have = [] //find which tech you have
|
|
// for (let i = 0; i < tech.tech.length; i++) {
|
|
// if (tech.tech[i].count > 0) have.push(i)
|
|
// }
|
|
// if (have.length) {
|
|
// const choose = have[Math.floor(Math.random() * have.length)]
|
|
// simulation.makeTextLog(`<span class='color-var'>tech</span>.removeTech("<span class='color-text'>${tech.tech[choose].name}</span>")`)
|
|
// 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 !== 'research')) &&
|
|
!(tech.isEnergyNoAmmo && target === 'ammo') &&
|
|
(!simulation.isNoPowerUps)
|
|
) {
|
|
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
|
|
}
|
|
}
|
|
},
|
|
}; |