Files
n-gon-improved/js/powerup.js
landgreen 2dc633d2da reactor reactions
automonous navigation -> path integration
  sends spores and worms and drones to the next level with you
MIRV gives 10->12% smaller radius and damage
laser tech slow light has 33% less spacing
tech exciton gives 70%->88% damage
discrete optimization: 40%->35% damage and fire delay
degenerate matter 60->66% harm reduction while field is active
virtual particles 15% duplication is now allowed for time dilation
railgun no longer uses extra ammo when firing multiple bullets with smelting
  smelting now costs more ammo with railgun
plasma torch, ball, extruder all use 33% less energy, do 15% more damage
bremsstrahlung does 15% more damage
standing wave field gives 50 energy
  it's cooldown for blocking shields in now 0.5->0.33 s

reactor
  fight now starts when you press a button, so you can prep
  spawns more ammo 4->7, heals 0->2
  will no longer show up on levels 2,3,4
  fewer bosses spawn at high difficulty levels
  has a small chance to spawn all 3 boss types
  sprayBoss is 25% slower, but it goes immune while spraying instead of shielding

community maps have a short message onload giving credit to the author
new level element balance - it's basically spinners and rotors combined
  I'm replacing all rotors to fix potential BUGS
    sewers, house, perplex, vats

requirement text bug fixes
2022-04-16 17:28:31 -07:00

1118 lines
64 KiB
JavaScript

let powerUp = [];
const powerUps = {
ejectGraphic(color = "68, 102, 119") {
simulation.drawList.push({
x: m.pos.x,
y: m.pos.y,
radius: 100,
color: `rgba(${color}, 0.8)`,
time: 4
});
simulation.drawList.push({
x: m.pos.x,
y: m.pos.y,
radius: 75,
color: `rgba(${color}, 0.6)`,
time: 8
});
simulation.drawList.push({
x: m.pos.x,
y: m.pos.y,
radius: 50,
color: `rgba(${color}, 0.3)`,
time: 12
});
simulation.drawList.push({
x: m.pos.x,
y: m.pos.y,
radius: 25,
color: `rgba(${color}, 0.15)`,
time: 16
});
},
orb: {
research(num = 1) {
switch (num) {
case 1:
return `<div class="research-circle"></div> `
case 2:
return `<span style="position:relative;">
<div class="research-circle" style="position:absolute; top:0; left:0;"></div>
<div class="research-circle" style="position:absolute; top:0; left:7px;"></div>
</span> &nbsp; &nbsp; &nbsp; &nbsp;`
case 3:
return `<span style="position:relative;">
<div class="research-circle" style="position:absolute; top:0; left:0;"></div>
<div class="research-circle" style="position:absolute; top:0; left:8px;"></div>
<div class="research-circle" style="position:absolute; top:0; left:16px;"></div>
</span> &nbsp; &nbsp; &nbsp; &nbsp; &thinsp; `
case 4:
return `<span style="position:relative;">
<div class="research-circle" style="position:absolute; top:0; left:0;"></div>
<div class="research-circle" style="position:absolute; top:0; left:8px;"></div>
<div class="research-circle" style="position:absolute; top:0; left:16px;"></div>
<div class="research-circle" style="position:absolute; top:0; left:24px;"></div>
</span> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; `
case 5:
return `<span style="position:relative;">
<div class="research-circle" style="position:absolute; top:0; left:0;"></div>
<div class="research-circle" style="position:absolute; top:0; left:8px;"></div>
<div class="research-circle" style="position:absolute; top:0; left:16px;"></div>
<div class="research-circle" style="position:absolute; top:0; left:24px;"></div>
<div class="research-circle" style="position:absolute; top:0; left:32px;"></div>
</span> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; `
case 6:
return `<span style="position:relative;">
<div class="research-circle" style="position:absolute; top:0; left:0;"></div>
<div class="research-circle" style="position:absolute; top:0; left:8px;"></div>
<div class="research-circle" style="position:absolute; top:0; left:16px;"></div>
<div class="research-circle" style="position:absolute; top:0; left:24px;"></div>
<div class="research-circle" style="position:absolute; top:0; left:32px;"></div>
<div class="research-circle" style="position:absolute; top:0; left:40px;"></div>
</span> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; `
}
let text = '<span style="position:relative;">'
for (let i = 0; i < num; i++) {
text += `<div class="research-circle" style="position:absolute; top:0; left:${i*8}px;"></div>`
}
text += '</span> &nbsp; &nbsp; '
for (let i = 0; i < num; i++) {
text += '&nbsp; '
}
return text
},
ammo(num = 1) {
switch (num) {
case 1:
return `<div class="ammo-circle"></div>`
}
let text = '<span style="position:relative;">'
for (let i = 0; i < num; i++) {
text += `<div class="ammo-circle" style="position:absolute; top:1.5px; left:${i*8}px;"></div>`
}
text += '</span> &nbsp; &nbsp; '
for (let i = 0; i < num; i++) {
text += '&nbsp; '
}
return text
},
heal(num = 1) {
switch (num) {
case 1:
return `<div class="heal-circle"></div>`
}
let text = '<span style="position:relative;">'
for (let i = 0; i < num; i++) {
text += `<div class="heal-circle" style="position:absolute; top:1px; left:${i*10}px;"></div>`
}
text += '</span> &nbsp; &nbsp; '
for (let i = 0; i < num; i++) {
text += '&nbsp; '
}
return text
},
tech(num = 1) {
return `<div class="tech-circle"></div>`
}
},
totalPowerUps: 0, //used for tech that count power ups at the end of a level
lastTechIndex: null,
do() {},
setDupChance() {
if (tech.duplicationChance() > 0 || tech.isAnthropicTech) {
if (tech.isPowerUpsVanish) {
powerUps.do = powerUps.doDuplicatesVanish
} else if (tech.isPowerUpsAttract) {
powerUps.do = powerUps.doAttractDuplicates
} else {
powerUps.do = powerUps.doDuplicates
}
tech.maxDuplicationEvent() //check to see if hitting 100% duplication
} else if (tech.isPowerUpsAttract) {
powerUps.do = powerUps.doAttract
} else {
powerUps.do = powerUps.doDefault
}
},
doDefault() {
//draw power ups
ctx.globalAlpha = 0.4 * Math.sin(m.cycle * 0.15) + 0.6;
for (let i = 0, len = powerUp.length; i < len; ++i) {
ctx.beginPath();
ctx.arc(powerUp[i].position.x, powerUp[i].position.y, powerUp[i].size, 0, 2 * Math.PI);
ctx.fillStyle = powerUp[i].color;
ctx.fill();
}
ctx.globalAlpha = 1;
},
doAttract() {
powerUps.doDefault();
//pull in
for (let i = 0, len = powerUp.length; i < len; ++i) {
const force = Vector.mult(Vector.normalise(Vector.sub(m.pos, powerUp[i].position)), 0.0015 * powerUp[i].mass)
powerUp[i].force.x += force.x
powerUp[i].force.y = force.y - simulation.g
}
},
doAttractDuplicates() {
powerUps.doDuplicates();
//pull in
},
doDuplicates() { //draw power ups but give duplicates some electricity
ctx.globalAlpha = 0.4 * Math.sin(m.cycle * 0.15) + 0.6;
for (let i = 0, len = powerUp.length; i < len; ++i) {
ctx.beginPath();
ctx.arc(powerUp[i].position.x, powerUp[i].position.y, powerUp[i].size, 0, 2 * Math.PI);
ctx.fillStyle = powerUp[i].color;
ctx.fill();
}
ctx.globalAlpha = 1;
for (let i = 0, len = powerUp.length; i < len; ++i) {
if (powerUp[i].isDuplicated && Math.random() < 0.1) {
//draw electricity
const mag = 5 + powerUp[i].size / 5
let unit = Vector.rotate({
x: mag,
y: mag
}, 2 * Math.PI * Math.random())
let path = {
x: powerUp[i].position.x + unit.x,
y: powerUp[i].position.y + unit.y
}
ctx.beginPath();
ctx.moveTo(path.x, path.y);
for (let i = 0; i < 6; i++) {
unit = Vector.rotate(unit, 3 * (Math.random() - 0.5))
path = Vector.add(path, unit)
ctx.lineTo(path.x, path.y);
}
ctx.lineWidth = 0.5 + 2 * Math.random();
ctx.strokeStyle = "#000"
ctx.stroke();
}
}
},
doDuplicatesVanish() { //draw power ups but give duplicates some electricity
//remove power ups after 3 seconds
for (let i = 0, len = powerUp.length; i < len; ++i) {
if (powerUp[i].isDuplicated && Math.random() < 0.004) { // (1-0.004)^150 = chance to be removed after 3 seconds
b.explosion(powerUp[i].position, 150 + (10 + 3 * Math.random()) * powerUp[i].size);
Matter.Composite.remove(engine.world, powerUp[i]);
powerUp.splice(i, 1);
break
}
}
ctx.globalAlpha = 0.4 * Math.sin(m.cycle * 0.25) + 0.6
for (let i = 0, len = powerUp.length; i < len; ++i) {
ctx.beginPath();
ctx.arc(powerUp[i].position.x, powerUp[i].position.y, powerUp[i].size, 0, 2 * Math.PI);
ctx.fillStyle = powerUp[i].color;
ctx.fill();
}
ctx.globalAlpha = 1;
for (let i = 0, len = powerUp.length; i < len; ++i) {
if (powerUp[i].isDuplicated && Math.random() < 0.3) {
//draw electricity
const mag = 5 + powerUp[i].size / 5
let unit = Vector.rotate({
x: mag,
y: mag
}, 2 * Math.PI * Math.random())
let path = {
x: powerUp[i].position.x + unit.x,
y: powerUp[i].position.y + unit.y
}
ctx.beginPath();
ctx.moveTo(path.x, path.y);
for (let i = 0; i < 6; i++) {
unit = Vector.rotate(unit, 3 * (Math.random() - 0.5))
path = Vector.add(path, unit)
ctx.lineTo(path.x, path.y);
}
ctx.lineWidth = 0.5 + 2 * Math.random();
ctx.strokeStyle = "#000"
ctx.stroke();
}
}
},
choose(type, index) {
if (type === "gun") {
b.giveGuns(index)
let text = `b.giveGuns("<span class='color-text'>${b.guns[index].name}</span>")`
if (b.inventory.length === 1) text += `<br>input.key.gun<span class='color-symbol'>:</span> ["<span class='color-text'>MouseLeft</span>"]`
if (b.inventory.length === 2) text += `
<br>input.key.nextGun<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.nextGun}</span>","<span class='color-text'>MouseWheel</span>"]
<br>input.key.previousGun<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.previousGun}</span>","<span class='color-text'>MouseWheel</span>"]`
simulation.makeTextLog(text);
} else if (type === "field") {
m.setField(index)
} else if (type === "tech") {
setTimeout(() => {
powerUps.lastTechIndex = index
}, 10);
simulation.makeTextLog(`<span class='color-var'>tech</span>.giveTech("<span class='color-text'>${tech.tech[index].name}</span>")`);
tech.giveTech(index)
}
powerUps.endDraft(type);
},
showDraft() {
// document.getElementById("choose-grid").style.gridTemplateColumns = "repeat(2, minmax(370px, 1fr))"
// document.getElementById("choose-background").style.display = "inline"
document.getElementById("choose-background").style.visibility = "visible"
document.getElementById("choose-background").style.opacity = "0.6"
// document.getElementById("choose-grid").style.display = "grid"
document.getElementById("choose-grid").style.transitionDuration = "0.25s";
document.getElementById("choose-grid").style.visibility = "visible"
document.getElementById("choose-grid").style.opacity = "1"
//disable clicking for 1/2 a second to prevent mistake clicks
document.getElementById("choose-grid").style.pointerEvents = "none";
setTimeout(() => {
document.getElementById("choose-grid").style.pointerEvents = "auto";
document.body.style.cursor = "auto";
document.getElementById("choose-grid").style.transitionDuration = "0s";
}, 500);
// if (tech.isExtraChoice) {
// document.body.style.overflowY = "scroll";
// document.body.style.overflowX = "hidden";
// }
simulation.paused = true;
simulation.isChoosing = true; //stops p from un pausing on key down
build.pauseGrid(true)
},
endDraft(type, isCanceled = false) {
if (isCanceled) {
if (tech.isCancelDuplication) {
tech.cancelCount++
tech.maxDuplicationEvent()
simulation.makeTextLog(`tech.duplicationChance() <span class='color-symbol'>+=</span> ${0.043}`)
simulation.circleFlare(0.043);
}
if (tech.isCancelRerolls) {
for (let i = 0, len = 5 + 5 * Math.random(); i < len; i++) {
let spawnType = ((m.health < 0.25 && !tech.isEnergyHealth) || tech.isEnergyNoAmmo) ? "heal" : "ammo"
if (Math.random() < 0.36) {
spawnType = "heal"
} else if (Math.random() < 0.4 && !tech.isSuperDeterminism) {
spawnType = "research"
}
powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), spawnType, false);
}
}
if (tech.isBanish && type === 'tech') { // banish researched tech by adding them to the list of banished tech
const banishLength = tech.isDeterminism ? 1 : 3 + tech.isExtraChoice * 2
for (let i = 0; i < banishLength; i++) {
const index = powerUps.tech.choiceLog.length - i - 1
if (powerUps.tech.choiceLog[index] && tech.tech[powerUps.tech.choiceLog[index]]) {
tech.tech[powerUps.tech.choiceLog[index]].isBanished = true
}
}
simulation.makeTextLog(`powerUps.tech.length: ${Math.max(0,powerUps.tech.lastTotalChoices - banishLength)}`)
}
}
if (tech.isAnsatz && powerUps.research.count === 0) {
for (let i = 0; i < 2; i++) powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "research", false);
}
// document.getElementById("choose-grid").style.display = "none"
document.getElementById("choose-grid").style.visibility = "hidden"
document.getElementById("choose-grid").style.opacity = "0"
// document.getElementById("choose-background").style.display = "none"
document.getElementById("choose-background").style.visibility = "hidden"
document.getElementById("choose-background").style.opacity = "0"
document.body.style.cursor = "none";
// document.body.style.overflow = "hidden"
// if (m.alive){}
simulation.paused = false;
simulation.isChoosing = false; //stops p from un pausing on key down
if (m.immuneCycle < m.cycle + 15) m.immuneCycle = m.cycle + 15; //player is immune to damage for 30 cycles
build.unPauseGrid()
requestAnimationFrame(cycle);
if (m.holdingTarget) m.drop();
},
research: {
count: 0,
name: "research",
color: "#f7b",
size() {
return 20;
},
effect() {
powerUps.research.changeRerolls(1)
},
changeRerolls(amount) {
if (amount !== 0) {
powerUps.research.count += amount
if (powerUps.research.count < 0) {
powerUps.research.count = 0
}
// else {
// simulation.makeTextLog(`powerUps.research.count <span class='color-symbol'>+=</span> ${amount}`) // <br>${powerUps.research.count}
// }
}
if (tech.isRerollBots) {
let delay = 0
for (const cost = 2 + Math.floor(0.1666 * b.totalBots()); powerUps.research.count > cost - 1; powerUps.research.count -= cost) {
delay += 500
setTimeout(() => {
b.randomBot()
if (tech.renormalization) {
for (let i = 0; i < cost; i++) {
if (Math.random() < 0.4) {
m.fieldCDcycle = m.cycle + 20;
powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "research");
}
}
}
}, delay);
}
// for (let i = 0, len = tech.tech.length; i < len; i++) {
// if (tech.tech[i].name === "bot fabrication") tech.tech[i].description = `if you collect ${powerUps.orb.research(2 + Math.floor(0.2 * b.totalBots()))}use them to build a<br>random <strong class='color-bot'>bot</strong> <em>(+1 cost every 5 bots)</em>`
// }
}
if (tech.isDeathAvoid && document.getElementById("tech-anthropic")) {
document.getElementById("tech-anthropic").innerHTML = `-${powerUps.research.count}`
}
if (tech.renormalization && Math.random() < 0.4 && amount < 0) {
for (let i = 0, len = -amount; i < len; i++) powerUps.spawn(m.pos.x, m.pos.y, "research");
}
if (tech.isRerollHaste) {
if (powerUps.research.count === 0) {
tech.researchHaste = 0.66;
b.setFireCD();
} else {
tech.researchHaste = 1;
b.setFireCD();
}
}
},
currentRerollCount: 0,
use(type) { //runs when you actually research a list of selections, type can be field, gun, or tech
if (tech.isJunkResearch && powerUps.research.currentRerollCount < 3) {
tech.addJunkTechToPool(tech.junkResearchNumber * 0.01)
} else {
powerUps.research.changeRerolls(-1)
}
powerUps.research.currentRerollCount++
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
if (powerUps.tech.choiceLog[index] && tech.tech[powerUps.tech.choiceLog[index]]) tech.tech[powerUps.tech.choiceLog[index]].isBanished = true
}
simulation.makeTextLog(`powerUps.tech.length: ${Math.max(0,powerUps.tech.lastTotalChoices - banishLength)}`)
}
if (tech.isResearchReality) {
m.switchWorlds()
simulation.trails()
simulation.makeTextLog(`simulation.amplitude <span class='color-symbol'>=</span> ${Math.random()}`);
}
powerUps[type].effect();
},
},
heal: {
name: "heal",
color: "#0eb",
size() {
return 40 * (simulation.healScale ** 0.25) * Math.sqrt(tech.largerHeals) * Math.sqrt(0.1 + Math.random() * 0.5); //(simulation.healScale ** 0.25) gives a smaller radius as heal scale goes down
},
calculateHeal(size) {
return tech.largerHeals * (size / 40 / Math.sqrt(tech.largerHeals) / (simulation.healScale ** 0.25)) ** 2 //heal scale is undone here because heal scale is properly affected on m.addHealth()
},
effect() {
// if (!tech.isEnergyHealth && m.alive) {
// const heal = powerUps.heal.calculateHeal(this.size)
// if (heal > 0) {
// if (tech.isOverHeal && m.health === m.maxHealth) { //tech quenching
// m.damage(heal * simulation.healScale);
// //draw damage
// simulation.drawList.push({ //add dmg to draw queue
// x: m.pos.x,
// y: m.pos.y,
// radius: heal * 500 * simulation.healScale,
// color: simulation.mobDmgColor,
// time: simulation.drawTime
// });
// tech.extraMaxHealth += heal * simulation.healScale //increase max health
// m.setMaxHealth();
// } else {
// const healOutput = Math.min(m.maxHealth - m.health, heal) * simulation.healScale
// m.addHealth(heal);
// simulation.makeTextLog(`<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> &nbsp; ${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> &nbsp; ${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> &nbsp; ${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> &nbsp; ${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> &nbsp; ${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>&nbsp; <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:${(18 - len*0.3)*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
// text += `</span>&nbsp; <span class='research-select'>research</span></div></div>`
text += `</span>&nbsp; <span class='research-select'>${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>
&nbsp; &nbsp; &nbsp; &nbsp; ${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>
&nbsp; &nbsp; &nbsp; &nbsp; ${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> &nbsp; ${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> &nbsp; ${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> &nbsp; ${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> &nbsp; ${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> &nbsp; ${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> &nbsp; ${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> &nbsp; ${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> &nbsp; ${tech.tech[choice5].name}</div> ${tech.tech[choice5].description}</div>`
powerUps.tech.choiceLog.push(choice4)
powerUps.tech.choiceLog.push(choice5)
}
// if (powerUps.research.count) text += `<div class="choose-grid-module" onclick="powerUps.research.use('tech')"><div class="grid-title"><div class="circle-grid research"></div> &nbsp; research <span class="research-select">${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> &nbsp; ${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> &nbsp; ${m.fieldUpgrades[choiceField].name}</div> ${m.fieldUpgrades[choiceField].description}</div>`
}
}
if (tech.isBrainstorm && !tech.isBrainstormActive && !simulation.isChoosing) {
tech.isBrainstormActive = true
let count = 0
requestAnimationFrame(cycle);
function cycle() {
count++
if (count < tech.brainStormDelay * 5 && simulation.isChoosing) {
if (!(count % tech.brainStormDelay)) {
powerUps.tech.effect();
document.getElementById("choose-grid").style.pointerEvents = "auto"; //turn off the normal 500ms delay
document.body.style.cursor = "auto";
document.getElementById("choose-grid").style.transitionDuration = "0s";
}
requestAnimationFrame(cycle);
} else {
tech.isBrainstormActive = false
}
}
}
//add in research button or pseudoscience button
if (tech.isJunkResearch && powerUps.research.currentRerollCount < 3) {
tech.junkResearchNumber = Math.floor(5 * Math.random())
text += `<div class="choose-grid-module" onclick="powerUps.research.use('tech')"><div class="grid-title"> <span style="position:relative;">`
for (let i = 0; i < tech.junkResearchNumber; i++) text += `<div class="circle-grid junk" style="position:absolute; top:0; left:${15*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
text += `</span>&nbsp; <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:${(18 - len*0.3)*i}px;opacity:0.8; border: 1px #fff solid;"></div>`
// text += `</span>&nbsp; <span class='research-select'>research</span></div></div>`
text += `</span>&nbsp; <span class='research-select'>${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> &nbsp; ${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> &nbsp; ${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> &nbsp; ${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> &nbsp; ${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> &nbsp; ${b.guns[choice5].name}</div> ${b.guns[choice5].description}</div>`
powerUps.gun.choiceLog.push(choice4)
powerUps.gun.choiceLog.push(choice5)
}
powerUps.gun.choiceLog.push(choice1)
powerUps.gun.choiceLog.push(choice2)
powerUps.gun.choiceLog.push(choice3)
// if (powerUps.research.count) text += `<div class="choose-grid-module" onclick="powerUps.research.use('gun')"><div class="grid-title"><div class="circle-grid research"></div> &nbsp; research <span class="research-select">${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:${15*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
text += `</span>&nbsp; <span class='research-select'>pseudoscience</span></div></div>`
} else if (powerUps.research.count) {
text += `<div class="choose-grid-module" onclick="powerUps.research.use('gun')"><div class="grid-title"> <span style="position:relative;">`
for (let i = 0, len = Math.min(powerUps.research.count, 30); i < len; i++) text += `<div class="circle-grid research" style="position:absolute; top:0; left:${(18 - len*0.3)*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
text += `</span>&nbsp; <span class='research-select'>${tech.isResearchReality?"<span class='alt'>alternate reality</span>": "research"}</span></div></div>`
}
if (tech.isOneGun && b.inventory.length > 0) text += `<div style = "color: #f24">replaces your current gun</div>`
document.getElementById("choose-grid").innerHTML = text
powerUps.showDraft();
}
}
},
onPickUp(who) {
powerUps.research.currentRerollCount = 0
if (tech.isTechDamage && who.name === "tech") m.damage(0.11)
if (tech.isMassEnergy) m.energy += 2;
if (tech.isMineDrop && bullet.length < 150 && Math.random() < 0.60) {
if (tech.isLaserMine && input.down) {
b.laserMine(who.position)
} else {
b.mine(who.position, { x: 0, y: 0 }, 0)
}
}
if (tech.isRelay) {
if (tech.isFlipFlopOn) {
tech.isFlipFlopOn = false
if (document.getElementById("tech-switch")) document.getElementById("tech-switch").innerHTML = ` = <strong>OFF</strong>`
m.eyeFillColor = 'transparent'
} else {
tech.isFlipFlopOn = true //immune to damage this hit, lose immunity for next hit
if (document.getElementById("tech-switch")) document.getElementById("tech-switch").innerHTML = ` = <strong>ON</strong>`
m.eyeFillColor = m.fieldMeterColor //'#0cf'
}
if (tech.isRelayEnergy) m.setMaxEnergy();
}
},
// giveRandomAmmo() {
// const ammoTarget = Math.floor(Math.random() * (b.guns.length));
// const ammo = Math.ceil(b.guns[ammoTarget].ammoPack * 6);
// if (ammo !== Infinity) {
// b.guns[ammoTarget].ammo += ammo;
// simulation.updateGunHUD();
// simulation.makeTextLog(`${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> &nbsp; <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'>${tech.tech[choose].name}</span>")`)
for (let i = 0; i < tech.tech[choose].count; i++) {
powerUps.directSpawn(m.pos.x, m.pos.y, "tech");
powerUp[powerUp.length - 1].isDuplicated = true
}
// remove a random tech from the list of tech you have
tech.tech[choose].remove();
tech.tech[choose].count = 0;
tech.tech[choose].isLost = true;
simulation.updateTechHUD();
m.fieldCDcycle = m.cycle + 30; //disable field so you can't pick up the ejected tech
return true
} else {
return false
}
} else if (tech.tech[choose].count) {
// simulation.makeTextLog(`<div class='circle tech'></div> &nbsp; <strong>${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'>${tech.tech[choose].name}</span>")`)
for (let i = 0; i < tech.tech[choose].count; i++) {
powerUps.directSpawn(m.pos.x, m.pos.y, "tech");
powerUp[powerUp.length - 1].isDuplicated = true
}
// remove a random tech from the list of tech you have
tech.tech[choose].remove();
tech.tech[choose].count = 0;
tech.tech[choose].isLost = true;
simulation.updateTechHUD();
m.fieldCDcycle = m.cycle + 30; //disable field so you can't pick up the ejected tech
return true
} else {
return false
}
},
pauseEjectTech(index) {
if (tech.isPauseEjectTech || simulation.testing) {
if (Math.random() < 0.1 || tech.tech[index].isFromAppliedScience) {
tech.removeTech(index)
powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "research", false);
} else {
powerUps.ejectTech(index)
}
document.getElementById(`${index}-pause-tech`).style.textDecoration = "line-through"
document.getElementById(`${index}-pause-tech`).style.animation = ""
document.getElementById(`${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
}
}
},
};