Files
n-gon-improved/js/engine.js
landgreen 220a6b4c15 constraint balance
tech: hidden-variable theory - after choosing a fieldtech gain 1.15x damage
  for pilot wave only
polariton - boosts also give 0.3x damage taken

constraints
  removed
    full damage taken after boss dies
      wording is too unclear
  new
    0.5x energy regen from all sources
  balanced
    slow bots
      bots have roughly 15% reduction in damage in addition to a slow follow speed
    mob death heals mobs
      has 1000->700 range and 1->0.33 healing
    periodically spawn WIMPs
      has a 30s delay and a 15->6s spawn rate
    50->40% JUNK chance

heuristics gives (1-1.5x)->(1-2x) fire rate and +5% JUNK
autonomous defense harpoon now scale from Bessemer process
  but at half the rate since there are 6 harpoons
Bessemer process and rail gun scale at 0.1->0.07

bugs
  crash with training level "heal" and power ups
  set difficulty mode level 2 for training
2024-08-18 21:14:02 -07:00

292 lines
16 KiB
JavaScript

//matter.js ***********************************************************
// module aliases
const Engine = Matter.Engine,
Events = Matter.Events,
Composites = Matter.Composites,
Composite = Matter.Composite,
Constraint = Matter.Constraint,
Vertices = Matter.Vertices,
Query = Matter.Query,
Body = Matter.Body,
Bodies = Matter.Bodies,
Vector = Matter.Vector;
// create an engine
const engine = Engine.create();
engine.world.gravity.scale = 0; //turn off gravity (it's added back in later)
// engine.velocityIterations = 100
// engine.positionIterations = 100
// engine.enableSleeping = true
// matter events
function playerOnGroundCheck(event) {
//runs on collisions events
function enter() {
m.numTouching++;
if (!m.onGround) {
m.onGround = true;
if (m.crouch) {
if (m.checkHeadClear()) {
m.undoCrouch();
} else {
m.yOffGoal = m.yOffWhen.crouch;
}
} else {
//sets a hard land where player stays in a crouch for a bit and can't jump
//crouch is forced in groundControl below
const momentum = player.velocity.y * player.mass //player mass is 5 so this triggers at 26 down velocity, unless the player is holding something
if (momentum > m.hardLanding) {
m.doCrouch();
m.yOff = m.yOffWhen.jump;
m.hardLandCD = m.cycle + m.hardLandCDScale * Math.min(momentum / 6.5 - 6, 40)
//falling damage
if (tech.isFallingDamage && m.immuneCycle < m.cycle && momentum > 150) {
m.damage(Math.min(Math.sqrt(momentum - 133) * 0.01, 0.25));
if (m.immuneCycle < m.cycle + m.collisionImmuneCycles) m.immuneCycle = m.cycle + m.collisionImmuneCycles; //player is immune to damage for 30 cycles
}
} else {
m.yOffGoal = m.yOffWhen.stand;
}
}
}
}
const pairs = event.pairs;
for (let i = 0, j = pairs.length; i != j; ++i) {
let pair = pairs[i];
if (pair.bodyA === jumpSensor) {
m.standingOn = pair.bodyB; //keeping track to correctly provide recoil on jump
if (m.standingOn.alive !== true || m.immuneCycle > m.cycle) enter();
} else if (pair.bodyB === jumpSensor) {
m.standingOn = pair.bodyA; //keeping track to correctly provide recoil on jump
if (m.standingOn.alive !== true || m.immuneCycle > m.cycle) enter();
}
}
m.numTouching = 0;
}
function playerOffGroundCheck(event) {
//runs on collisions events
const pairs = event.pairs;
for (let i = 0, j = pairs.length; i != j; ++i) {
if (pairs[i].bodyA === jumpSensor || pairs[i].bodyB === jumpSensor) {
if (m.onGround && m.numTouching === 0) {
m.onGround = false;
m.lastOnGroundCycle = m.cycle;
m.hardLandCD = 0 // disable hard landing
if (m.checkHeadClear()) {
if (m.crouch) {
m.undoCrouch();
}
m.yOffGoal = m.yOffWhen.jump;
}
}
}
}
}
function collisionChecks(event) {
const pairs = event.pairs;
for (let i = 0, j = pairs.length; i != j; i++) {
//mob + (player,bullet,body) collisions
for (let k = 0; k < mob.length; k++) {
if (mob[k].alive) {
if (pairs[i].bodyA === mob[k]) {
collideMob(pairs[i].bodyB);
break;
} else if (pairs[i].bodyB === mob[k]) {
collideMob(pairs[i].bodyA);
break;
}
function collideMob(obj) {
//player + mob collision
if (
m.immuneCycle < m.cycle &&
(obj === playerBody || obj === playerHead) &&
!mob[k].isSlowed && !mob[k].isStunned
) {
let dmg = Math.min(Math.max(0.025 * Math.sqrt(mob[k].mass), 0.05), 0.3) * simulation.dmgScale; //player damage is capped at 0.3*dmgScale of 1.0
// if (m.isCloak) dmg *= 0.5
mob[k].foundPlayer();
if (tech.isRewindAvoidDeath && m.energy > 0.85 * Math.min(1, m.maxEnergy) && dmg > 0.01) { //CPT reversal runs in m.damage, but it stops the rest of the collision code here too
m.damage(dmg);
return
}
m.damage(dmg); //normal damage
if (tech.isCollisionRealitySwitch && m.alive) {
m.switchWorlds()
simulation.trails(90)
simulation.inGameConsole(`simulation.amplitude <span class='color-symbol'>=</span> ${Math.random()}`);
}
if (tech.isPiezo) m.energy += 20.48 * level.isReducedRegen;
if (tech.isCouplingNoHit && m.coupling > 0) {
m.couplingChange(-3)
const unit = Vector.rotate({ x: 1, y: 0 }, 6.28 * Math.random())
let where = Vector.add(m.pos, Vector.mult(unit, 17))
simulation.drawList.push({ //add dmg to draw queue
x: where.x,
y: where.y,
radius: 22,
color: 'rgba(0, 171, 238, 0.33)',
time: 8
});
where = Vector.add(m.pos, Vector.mult(unit, 60))
simulation.drawList.push({ //add dmg to draw queue
x: where.x,
y: where.y,
radius: 18,
color: 'rgba(0, 171, 238, 0.5)',
time: 16
});
where = Vector.add(m.pos, Vector.mult(unit, 100))
simulation.drawList.push({ //add dmg to draw queue
x: where.x,
y: where.y,
radius: 14,
color: 'rgba(0, 171, 238, 0.6)',
time: 24
});
where = Vector.add(m.pos, Vector.mult(unit, 135))
simulation.drawList.push({ //add dmg to draw queue
x: where.x,
y: where.y,
radius: 10,
color: 'rgba(0, 171, 238, 0.7)',
time: 32
});
}
if (tech.isHarpoonDefense) { //fire harpoons at mobs after getting hit
const maxCount = 10 + 3 * tech.extraHarpoons //scale the number of hooks fired
let count = maxCount - 1
const angle = Math.atan2(mob[k].position.y - player.position.y, mob[k].position.x - player.position.x);
const mass = 0.75 * (tech.isLargeHarpoon ? 1 + 0.05 * Math.sqrt(this.ammo) : 1)
b.harpoon(m.pos, mob[k], angle, mass, true, 7) // harpoon(where, target, angle = m.angle, harpoonSize = 1, isReturn = false, totalCycles = 35, isReturnAmmo = true, thrust = 0.1) {
bullet[bullet.length - 1].drain = 0
for (; count > 0; count--) {
b.harpoon(m.pos, mob[k], angle + count * 2 * Math.PI / maxCount, mass, true, 7)
bullet[bullet.length - 1].drain = 0
}
}
if (tech.isStimulatedEmission) powerUps.ejectTech()
if (mob[k].onHit) mob[k].onHit();
if (m.immuneCycle < m.cycle + m.collisionImmuneCycles) m.immuneCycle = m.cycle + m.collisionImmuneCycles; //player is immune to damage for 30 cycles
//extra kick between player and mob //this section would be better with forces but they don't work...
let angle = Math.atan2(player.position.y - mob[k].position.y, player.position.x - mob[k].position.x);
Matter.Body.setVelocity(player, { x: player.velocity.x + 8 * Math.cos(angle), y: player.velocity.y + 8 * Math.sin(angle) });
Matter.Body.setVelocity(mob[k], { x: mob[k].velocity.x - 8 * Math.cos(angle), y: mob[k].velocity.y - 8 * Math.sin(angle) });
if (tech.isAnnihilation && !mob[k].shield && !mob[k].isShielded && !mob[k].isBoss && mob[k].isDropPowerUp && m.energy > 0.1 && mob[k].damageReduction > 0) {
m.energy -= 0.1 //* Math.max(m.maxEnergy, m.energy) //0.33 * m.energy
if (m.immuneCycle === m.cycle + m.collisionImmuneCycles) m.immuneCycle = 0; //player doesn't go immune to collision damage
mob[k].death();
simulation.drawList.push({ //add dmg to draw queue
x: pairs[i].activeContacts[0].vertex.x,
y: pairs[i].activeContacts[0].vertex.y,
radius: Math.sqrt(dmg) * 500,
color: "rgba(255,0,255,0.2)",
time: simulation.drawTime
});
} else {
simulation.drawList.push({ //add dmg to draw queue
x: pairs[i].activeContacts[0].vertex.x,
y: pairs[i].activeContacts[0].vertex.y,
radius: Math.sqrt(dmg) * 200,
color: simulation.mobDmgColor,
time: simulation.drawTime
});
}
// return;
// }
} else {
//mob + bullet collisions
if (obj.classType === "bullet" && obj.speed > obj.minDmgSpeed) {
obj.beforeDmg(mob[k]); //some bullets do actions when they hits things, like despawn //forces don't seem to work here
let dmg = m.dmgScale * (obj.dmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)))
if (tech.isCrit && mob[k].isStunned) dmg *= 4
// console.log(dmg) //remove this
mob[k].damage(dmg);
if (mob[k].alive) mob[k].foundPlayer();
if (mob[k].damageReduction) {
simulation.drawList.push({ //add dmg to draw queue
x: pairs[i].activeContacts[0].vertex.x,
y: pairs[i].activeContacts[0].vertex.y,
radius: Math.log(dmg + 1.1) * 40 * mob[k].damageReduction + 3,
color: simulation.playerDmgColor,
time: simulation.drawTime
});
}
if (tech.isLessDamageReduction && !mob[k].shield) mob[k].damageReduction *= mob[k].isBoss ? (mob[k].isFinalBoss ? 1.0005 : 1.0025) : 1.05
return;
}
//mob + body collisions
if (obj.classType === "body" && obj.speed > 6) {
const v = Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity));
if (v > 9) {
if (tech.blockDmg) { //electricity
Matter.Body.setVelocity(mob[k], { x: 0.5 * mob[k].velocity.x, y: 0.5 * mob[k].velocity.y });
if (tech.isBlockRadiation && !mob[k].isShielded && !mob[k].isMobBullet) {
mobs.statusDoT(mob[k], tech.blockDmg * 0.42, 180) //200% increase -> x (1+2) //over 7s -> 360/30 = 12 half seconds -> 3/12
} else {
mob[k].damage(tech.blockDmg * m.dmgScale)
simulation.drawList.push({
x: pairs[i].activeContacts[0].vertex.x,
y: pairs[i].activeContacts[0].vertex.y,
radius: 28 * mob[k].damageReduction + 3,
color: "rgba(255,0,255,0.8)",
time: 4
});
}
}
let dmg = tech.blockDamage * m.dmgScale * v * obj.mass * (tech.isMobBlockFling ? 2.5 : 1) * (tech.isBlockRestitution ? 2.5 : 1) * ((m.fieldMode === 0 || m.fieldMode === 8) ? 1 + 0.05 * m.coupling : 1);
if (mob[k].isShielded) dmg *= 0.7
mob[k].damage(dmg, true);
if (tech.isBlockPowerUps && !mob[k].alive && mob[k].isDropPowerUp && Math.random() < 0.5) {
options = ["coupling", "boost", "heal", "research"]
if (!tech.isEnergyNoAmmo) options.push("ammo")
powerUps.spawn(mob[k].position.x, mob[k].position.y, options[Math.floor(Math.random() * options.length)]);
}
const stunTime = dmg / Math.sqrt(obj.mass)
if (stunTime > 0.5 && mob[k].memory !== Infinity) mobs.statusStun(mob[k], 60 + 60 * Math.sqrt(stunTime))
if (mob[k].alive && mob[k].distanceToPlayer2() < 1000000 && !m.isCloak) mob[k].foundPlayer();
if (tech.fragments && obj.speed > 10 && !obj.hasFragmented) {
obj.hasFragmented = true;
b.targetedNail(obj.position, tech.fragments * 4)
}
if (mob[k].damageReduction) {
simulation.drawList.push({
x: pairs[i].activeContacts[0].vertex.x,
y: pairs[i].activeContacts[0].vertex.y,
radius: Math.log(dmg + 1.1) * 40 * mob[k].damageReduction + 3,
color: simulation.playerDmgColor,
time: simulation.drawTime
});
}
return;
}
}
}
}
}
}
}
}
//determine if player is on the ground
Events.on(engine, "collisionStart", function (event) {
playerOnGroundCheck(event);
// playerHeadCheck(event);
collisionChecks(event);
});
Events.on(engine, "collisionActive", function (event) {
playerOnGroundCheck(event);
// playerHeadCheck(event);
});
Events.on(engine, "collisionEnd", function (event) {
playerOffGroundCheck(event);
});