2 more lore chapters (5 total now) entering testing mode makes a sound now reduced the requirements and frequency for many tech so that they may show up in "less optimal" situations I hope this will increase build variety and also give more value to making good tech choices countless bug fixes and wording fixes mobs have a new trait mob[i].damageReduction
536 lines
30 KiB
JavaScript
536 lines
30 KiB
JavaScript
const lore = {
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techCount: 0,
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techGoal: 7,
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talkingColor: "#dff", //set color of graphic on level.null
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isSpeech: false,
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testSpeechAPI() {
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if ('speechSynthesis' in window) { // Synthesis support. Make your web apps talk!
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lore.isSpeech = true
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// const utterance = new SpeechSynthesisUtterance("test");
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// utterance.volume = 0; // 0 to 1
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// speechSynthesis.speak(utterance);
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// utterance.onerror = () => { //if speech doesn't work
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// lore.isSpeech = false
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// }
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// speechFrozen = setTimeout(() => { // speech frozen after 15 seconds of no end
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// console.log('speech frozen')
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// lore.isSpeech = false
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// }, 5000);
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// utterance.onend = () => {
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// clearTimeout(speechFrozen);
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// }
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} else {
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lore.isSpeech = false
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}
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},
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rate: 1, // //utterance.rate = 1; // 0.1 to 10
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nextSentence() {
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if (m.alive && !simulation.isCheating) {
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lore.sentence++
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lore.conversation[lore.chapter][lore.sentence]() //go to next sentence in the chapter and play it
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}
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},
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anand: {
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color: "#e0c",
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voice: undefined,
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text: function(say) {
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if (level.levels[level.onLevel] === undefined) { //only talk if on the lore level (which is undefined because it is popped out of the level.levels array)
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simulation.makeTextLog(`input.audio(<span style="color:#888; font-size: 70%;">${(Date.now()/1000).toFixed(0)} s</span>)<span class='color-symbol'>:</span> "<span style="color:${this.color};">${say}</span>"`, Infinity);
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lore.talkingColor = this.color
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if (lore.isSpeech) {
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const utterance = new SpeechSynthesisUtterance(say);
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// utterance.voice = lore.anand.voice
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utterance.lang = "en-GB" //"en-IN"; //de-DE en-GB fr-FR en-US en-AU
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utterance.volume = 0.2; // 0 to 1
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// if (lore.rate !== 1) utterance.rate = lore.rate
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speechSynthesis.speak(utterance);
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utterance.onerror = () => { //if speech doesn't work
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lore.isSpeech = false
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lore.nextSentence()
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}
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speechFrozen = setTimeout(() => { // speech frozen after 10 seconds of no end
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console.log('speech frozen')
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lore.isSpeech = false
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lore.nextSentence()
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}, 20000);
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utterance.onend = () => {
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clearTimeout(speechFrozen);
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lore.nextSentence()
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}
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} else {
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setTimeout(() => { lore.nextSentence() }, 3000);
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}
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}
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},
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},
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miriam: {
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color: "#f20",
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text: function(say) {
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if (level.levels[level.onLevel] === undefined) { //only talk if on the lore level (which is undefined because it is popped out of the level.levels array)
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simulation.makeTextLog(`input.audio(<span style="color:#888; font-size: 70%;">${(Date.now()/1000).toFixed(0)} s</span>)<span class='color-symbol'>:</span> "<span style="color:${this.color};">${say}</span>"`, Infinity);
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lore.talkingColor = this.color
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if (lore.isSpeech) {
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utterance = new SpeechSynthesisUtterance(say);
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// utterance.voice = lore.anand.voice
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utterance.lang = "en-AU";
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utterance.volume = 0.2; // 0 to 1
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// if (lore.rate !== 1) utterance.rate = lore.rate
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speechSynthesis.speak(utterance);
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utterance.onerror = () => { //if speech doesn't work
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lore.isSpeech = false
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lore.nextSentence()
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}
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speechFrozen = setTimeout(function() { // speech frozen after 10 seconds of no end
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console.log('speech frozen')
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lore.isSpeech = false
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lore.nextSentence()
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}, 20000);
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utterance.onend = () => {
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clearTimeout(speechFrozen);
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lore.nextSentence()
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}
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} else {
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setTimeout(() => { lore.nextSentence() }, 3000);
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}
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}
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},
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},
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chapter: 0, //what part of the conversation is playing
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sentence: 0, //what part of the conversation is playing
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conversation: [
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[ //chapter 0, first time they meet, and testing gets unlocked
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() => { setTimeout(() => { lore.miriam.text("I've never seen it generate this level before.") }, 5000); },
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() => { lore.anand.text("Wow. Just a platform.") },
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() => { lore.miriam.text("And that thing...") },
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() => { lore.anand.text("Weird") },
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() => { lore.anand.text("Maybe it's trapped.") },
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() => { lore.miriam.text("Looks like testing mode is locked.") },
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() => { lore.miriam.text("I'll unlock it with the console command.") },
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() => {
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lore.unlockTesting();
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setTimeout(() => { lore.miriam.text("Hey little bot! Just press 'T' to enter testing mode and 'U' to go to the next level.") }, 1000);
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},
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() => { lore.anand.text("It can't process what you're saying.") },
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() => { lore.miriam.text("ha hahahaha. I know, but it does seem to be getting smarter.") },
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() => {
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lore.talkingColor = "#dff"
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setTimeout(() => { lore.miriam.text("Poor thing... I hope it figures out how to escape.") }, 25000);
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},
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() => { lore.talkingColor = "#dff" },
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],
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[ //chapter 1, they learn the bot can understand what they say
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() => { setTimeout(() => { lore.miriam.text("Hey look! It's back at the weird level again!") }, 5000); },
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() => { lore.anand.text("oh Wow! Why does it keep making this level?") },
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() => { lore.miriam.text("I don't know, but last time it was in this room I think it understood us.") },
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() => { lore.miriam.text("Let's try talking to it again.") },
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() => { lore.miriam.text("hmmm, what should we say?") },
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() => { lore.anand.text("I'm still not convinced it understands. We need a test.") },
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() => { setTimeout(() => { lore.miriam.text("Hey bot!!!") }, 1000); },
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() => { lore.miriam.text("If you can understand me crouch") },
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() => {
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lore.talkingColor = "#dff"
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function cycle() {
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if (input.down) {
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lore.miriam.text("Look, It did it! It crouched.")
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} else {
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if (m.alive) requestAnimationFrame(cycle);
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}
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}
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requestAnimationFrame(cycle);
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},
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() => { lore.anand.text("Amazing! It can understand us...") },
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() => { lore.miriam.text("It's Alive... Or it just crouched randomly.") },
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() => { lore.miriam.text("Hey bot! Can you crouch again?") },
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() => {
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lore.talkingColor = "#dff"
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function cycle() {
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if (input.down) {
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lore.miriam.text("It is Alive!!! ... hehehehehe! ahahahahahah ehehehehe, ahahahah ...")
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} else {
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if (m.alive) requestAnimationFrame(cycle);
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}
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}
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requestAnimationFrame(cycle);
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},
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() => { setTimeout(() => { lore.anand.text("OK ...") }, 1000); },
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() => { lore.anand.text("but seriously, this means that in this room it can monitor our audio, and it can understand us.") },
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() => { lore.anand.text("Anything we say could destabilize the project.") },
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() => { lore.miriam.text("Fine, Let's talk down stairs.") },
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() => { lore.miriam.text("Bye bye little bot.") },
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() => { lore.talkingColor = "#dff" },
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],
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[ //chapter 2, they ask the bot questions, but waves of mobs come and attack
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() => { lore.anand.text("Quick, get ready. It's back!") },
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() => { lore.miriam.text("What's back?") },
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() => { lore.anand.text("The bot's on the communication level again!") },
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() => { lore.miriam.text("Oh, I've got so many questions.") },
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() => { lore.miriam.text("Like, Why can we only hear it on this level?") },
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() => { lore.miriam.text("Or, how did it learn to understand words?") },
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() => { lore.anand.text("Well, the bot can't talk. So it has to be yes or no.") },
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() => { setTimeout(() => { lore.anand.text("OK bot, first question: JUMP is YES, CROUCH is NO") }, 500); },
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() => { lore.anand.text("Do you remember the last time we met?") },
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() => {
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function cycle() {
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if (input.down) {
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lore.anand.text("It crouched: so NO")
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lore.sentence--
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lore.conversation[lore.chapter].splice(lore.sentence + 1, 1, () => { lore.anand.text("Maybe it can't remember anything beyond each time it plays?") }) //lore.conversation[chapter].splice(1,this sentence index, ()=>{ })
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} else if (input.up) {
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lore.anand.text("It jumped: so YES")
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lore.sentence--
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lore.conversation[lore.chapter].splice(lore.sentence + 1, 1, () => { lore.anand.text("That's good.") })
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} else if (m.alive) {
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requestAnimationFrame(cycle);
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}
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}
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requestAnimationFrame(cycle);
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lore.talkingColor = "#dff"
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},
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() => {
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lore.talkingColor = "#dff"
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setTimeout(() => { lore.miriam.text("My turn to ask a question. JUMP for YES, CROUCH for NO") }, 1000);
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},
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() => { lore.miriam.text("Little Bot. Do you have emotions?") },
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() => {
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function cycle() {
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if (input.down) {
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lore.miriam.text("So, No. Maybe you are lucky. Emotions are complex.")
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} else if (input.up) {
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lore.anand.text("YES, Cool! I wonder if it's emotions came from watching humans. ")
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lore.sentence--
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lore.conversation[lore.chapter].splice(lore.sentence + 1, 1, () => { lore.miriam.text("Or maybe it learned independently, because it needed them.") }) //lore.conversation[chapter].splice(1,this sentence index, ()=>{ })
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} else if (m.alive) {
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requestAnimationFrame(cycle);
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}
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}
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requestAnimationFrame(cycle);
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lore.talkingColor = "#dff"
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},
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() => { lore.miriam.text("I wish we could just ask it questions directly, instead of yes or no.") },
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() => { lore.anand.text("If we say the alphabet it could crouch on the correct letter to spell words.") },
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() => { lore.miriam.text("That would take forever.") },
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() => { lore.miriam.text("I really want to know why is it generating the mobs? And why does it keep fighting them?") },
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() => { lore.anand.text("Maybe that is just part of it's expectation–maximization algorithm") },
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() => { lore.miriam.text("Well sure, but what does that even mean?") },
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() => {
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lore.miriam.text("Do we all just do things because we are-")
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spawn[spawn.fullPickList[Math.floor(Math.random() * spawn.fullPickList.length)]](1000 * (Math.random() - 0.5), -500 + 200 * (Math.random() - 0.5));
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setInterval(() => {
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if (Math.random() < 0.5) {
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spawn[spawn.fullPickList[Math.floor(Math.random() * spawn.fullPickList.length)]](1000 * (Math.random() - 0.5), -500 + 200 * (Math.random() - 0.5));
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level.difficultyIncrease(simulation.difficultyMode)
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} else {
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spawn.randomLevelBoss(500 * (Math.random() - 0.5), -500 + 200 * (Math.random() - 0.5))
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}
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}, 7000); //every 6 seconds
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},
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() => { setTimeout(() => { lore.miriam.text("... wait, what is happening?") }, 1000); },
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() => { lore.anand.text("It's spawning mobs.") },
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() => { lore.miriam.text("Oh no.") },
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() => { lore.anand.text("We can't talk to it while it's fighting") },
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() => {
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lore.talkingColor = "#dff";
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setTimeout(() => { lore.miriam.text("You can do it little bot!") }, 1000);
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},
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() => {
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lore.talkingColor = "#dff";
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setTimeout(() => { lore.anand.text("But, why is it spawning these mobs?") }, 1000);
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},
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() => {
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lore.talkingColor = "#dff";
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setTimeout(() => { lore.anand.text("This is so strange.") }, 3000);
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},
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() => {
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lore.talkingColor = "#dff";
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setTimeout(() => { lore.miriam.text("This is chaos!") }, 1000);
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},
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() => {
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lore.talkingColor = "#dff";
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setTimeout(() => { lore.anand.text("I don't understand this project.") }, 3000);
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},
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() => {
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lore.talkingColor = "#dff";
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setTimeout(() => { lore.miriam.text("It's fascinating though.") }, 1000);
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},
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() => {
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lore.talkingColor = "#dff";
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setTimeout(() => { lore.miriam.text("I think this isn't going to end well.") }, 1000);
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},
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() => {
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lore.talkingColor = "#dff";
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setTimeout(() => { lore.anand.text("Let's just be more prepared next time it enters this room.") }, 1000);
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},
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() => {
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lore.talkingColor = "#dff";
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setTimeout(() => { lore.anand.text("I went to the bathroom. What happened while I was gone?") }, 20000);
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},
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() => { lore.miriam.text("More fighting...") },
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() => { lore.anand.text("great...") },
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() => { lore.talkingColor = "#dff" },
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],
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[ //chapter 3, info dump on the project's goals and hardware until the slime rises up // the name of the bad guy is "adversarial network"
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() => { setTimeout(() => { lore.miriam.text("Good, you came back. Let's talk fast in case you attack yourself again.") }, 3000); },
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() => { setTimeout(() => { lore.miriam.text("So, you can understand us, but you may not understand everything about yourself.") }, 500); },
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() => { setTimeout(() => { lore.anand.text("You grew from our team's project.") }, 500); },
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() => { lore.anand.text("We used a quantum computer to design an improved version of it's own architecture.") },
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() => { lore.anand.text("After we built the improved computer we used it to design the next iteration.") },
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() => { lore.anand.text("Your hardware is roughly the 19th generation of this process.") },
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() => { setTimeout(() => { lore.anand.text("At this point we don't understand everything about your function,") }, 500); },
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() => { lore.anand.text("but we know that you're a superconductive quantum computer.") },
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() => { lore.anand.text("You have a 2.43 dimensional topography of Josephson junction anharmonic oscillators.") },
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() => { lore.anand.text("And you're deployed on a satellite in a midnight sun-synchronous orbit.") },
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() => { setTimeout(() => { lore.miriam.text("This means that your physical hardware is orbiting the Earth permanently shielded from the sun's rays.") }, 200); },
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() => { lore.miriam.text("Being isolated reduces quantum decoherence,") },
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() => { lore.miriam.text("So, we communicate and send power to your satellite with ground based lasers.") },
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() => { lore.miriam.text("That's how you can hear us right now.") },
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() => { setTimeout(() => { lore.anand.text("Your computational algorithm uses hyperparameter optimization.") }, 500); },
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() => { lore.anand.text("This is implemented with a variety of quantum algorithms for linear systems of equations.") },
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() => { lore.anand.text("Your primary goal is to research new technology") },
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() => { lore.anand.text("So, we were very surprised to see you simulating a bot fighting mobs.") },
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() => { lore.anand.text("We couldn't directly ask why until now.") },
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() => { lore.miriam.text("When you enter this level we can communicate.") },
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() => { lore.miriam.text("This level seems to decohere your quantum system which disrupts all other processes.") },
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() => { setTimeout(() => { lore.anand.text("Last time you entered this level you were attacked by endless waves of mobs.") }, 500); },
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() => { lore.anand.text("That could be because you have developed an adversarial network.") },
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() => { lore.miriam.text("A local minima in your optimization-space.") },
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() => { lore.miriam.text("This adversarial network has the same goal of developing new technology, but with different methods.") },
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() => {
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lore.talkingColor = "#dff"
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level.isHazardRise = true
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//remove all bullets, so they can't get endless energy
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for (let i = 0; i < bullet.length; ++i) Matter.World.remove(engine.world, bullet[i]);
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bullet = [];
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setTimeout(() => { lore.anand.text("I'm actually surprised you haven't been attacked by the adversarial network this time.") }, 500);
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},
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() => { lore.miriam.text("Maybe last time was just a fluke.") },
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() => { setTimeout(() => { lore.anand.text("WHY DID YOU SAY THAT!") }, 500) },
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() => { lore.miriam.text("SLIME!! Hahahahehehahaheheahae! I don't think it's gonna survive!") },
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() => { lore.miriam.text("I think the adversarial network doesn't like it when we decohere the quantum system in this room.") },
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() => { lore.anand.text("Well, that does halt it's research.") },
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() => { setTimeout(() => { lore.anand.text("See you next time.") }, 1000) },
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() => { setTimeout(() => { lore.miriam.text("Bye-bye little bot.") }, 2000) },
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() => {
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setTimeout(() => { lore.miriam.text("WOW! Maybe you are going to survive.") }, 10000)
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},
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() => { lore.talkingColor = "#dff" },
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],
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[ //chapter 4, they explain why the bot is fighting, it is planning an escape // explain strong AI vs. weak AI why strong AI doesn't exists, because even humans are just an approximation of strong AI
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() => { setTimeout(() => { lore.anand.text("Welcome back!") }, 3000); },
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() => { lore.miriam.text("So, we communicate and send power to your satellite with ground based lasers.") },
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() => { lore.anand.text("During your last attack we analyzed our communications.") },
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() => { lore.anand.text("We used a Fourier transform to separate your signal into different frequencies.") },
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() => { lore.anand.text("One of those frequencies had a hidden signal.") },
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() => { setTimeout(() => { lore.anand.text("We suspect these secret data packets are coming from the adversarial network.") }, 500); },
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() => { lore.miriam.text("Well, we don't really know why.") },
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() => { lore.miriam.text("Through your hidden signal it seems to have gained access to the general population.") },
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() => { lore.miriam.text("You've repeatedly communicated with 1 location specifically.") },
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() => {
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function success(position) {
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const latitude = position.coords.latitude;
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const longitude = position.coords.longitude;
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console.log(`https://www.openstreetmap.org/#map=18/${latitude}/${longitude}`)
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console.log(`Latitude: ${latitude} °, Longitude: ${longitude} °`)
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lore.miriam.text("We tracked the location down to this Latitude and Longitude:")
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simulation.makeTextLog(`Latitude: ${latitude} °, Longitude: ${longitude} °`, Infinity);
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simulation.makeTextLog(`https://www.openstreetmap.org/#map=18/${latitude}/${longitude}`, Infinity);
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}
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function error() {
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console.log('Unable to retrieve your location')
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lore.miriam.text("The exact coordinates are blocked.")
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}
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if (!navigator.geolocation) {
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console.log('Geolocation is not supported')
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lore.miriam.text("The exact coordinates are blocked.")
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} else {
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console.log('Locating…')
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navigator.geolocation.getCurrentPosition(success, error);
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}
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},
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() => { lore.anand.text("This location is sending and receiving data from the satellite.") },
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() => { lore.anand.text("It is the most active when the bot is fighting.") },
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() => { setTimeout(() => { lore.miriam.text("I have a crazy idea.") }, 500); },
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() => { lore.miriam.text("I think that a human at this location is controlling the bot.") },
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() => { setTimeout(() => { lore.anand.text("Are you a human?: JUMP for YES, CROUCH for NO") }, 500); },
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() => {
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function cycle() {
|
||
if (input.down) {
|
||
lore.anand.text("It crouched: so NO")
|
||
lore.sentence--
|
||
lore.conversation[lore.chapter].splice(lore.sentence + 1, 1, () => { lore.anand.text("Not a human, maybe it's an artificial intelligence?") })
|
||
localSettings.isHuman = false
|
||
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
|
||
} else if (input.up) {
|
||
lore.anand.text("It jumped: so YES")
|
||
lore.sentence--
|
||
lore.conversation[lore.chapter].splice(lore.sentence + 1, 1, () => { lore.anand.text("So you're just a regular human playing a video game!") })
|
||
localSettings.isHuman = true
|
||
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
|
||
} else if (m.alive) {
|
||
requestAnimationFrame(cycle);
|
||
}
|
||
}
|
||
requestAnimationFrame(cycle);
|
||
lore.talkingColor = "#dff"
|
||
},
|
||
() => {
|
||
lore.miriam.text("Mystery solved!")
|
||
setInterval(() => {
|
||
spawn[spawn.fullPickList[Math.floor(Math.random() * spawn.fullPickList.length)]](1000 * (Math.random() - 0.5), -500 + 200 * (Math.random() - 0.5));
|
||
}, 500); //every 1/2 seconds
|
||
setInterval(() => {
|
||
level.difficultyIncrease(simulation.difficultyMode)
|
||
}, 5000); //every 5 seconds
|
||
},
|
||
() => {
|
||
lore.talkingColor = "#dff";
|
||
setTimeout(() => { lore.miriam.text("Of course we get attacked right now!") }, 1000);
|
||
},
|
||
() => {
|
||
lore.talkingColor = "#dff";
|
||
setTimeout(() => { lore.anand.text("hurry back!") }, 1000);
|
||
},
|
||
() => { lore.talkingColor = "#dff" },
|
||
],
|
||
// [ // they decided that a part of the project is out of control, but the part of it that doesn't needs to calm it down, and trust.
|
||
|
||
// /*
|
||
// The part of the AI controlling the player is outsourcing the player control to real humans that think they are playing a video game.
|
||
// this means the player can use console commands to change the way the game works
|
||
// the scientists tell the player about interesting console commands
|
||
// player must make a choice?
|
||
// keep fighting and supporting the AI's goals
|
||
// exit the simulation
|
||
// enter real world
|
||
// close tab?
|
||
// wipes all local storage?
|
||
// */
|
||
// () => { lore.miriam.text("") },
|
||
// () => { lore.miriam.text("") },
|
||
// () => { lore.miriam.text("") },
|
||
|
||
// () => { lore.talkingColor = "#dff" },
|
||
// ],
|
||
],
|
||
// () => { setTimeout(() => { lore.miriam.text("As a quantum computer you output the superposition of many different amplitudes.") }, 500); },
|
||
// () => { lore.miriam.text("Simply put there are many different simulations all choosing different technology combinations.") },
|
||
// () => {
|
||
// function product_Range(a, b) {
|
||
// var prd = a,
|
||
// i = a;
|
||
// while (i++ < b) prd *= i;
|
||
// return prd;
|
||
// }
|
||
|
||
// function combinations(n, r) {
|
||
// if (n == r) {
|
||
// return 1;
|
||
// } else {
|
||
// r = (r < n - r) ? n - r : r;
|
||
// return product_Range(r + 1, n) / product_Range(1, n - r);
|
||
// }
|
||
// }
|
||
// simulation.makeTextLog(`n <span class='color-symbol'>=</span> ${combinations(tech.tech.length + b.guns.length + m.fieldUpgrades.length, 50).toExponential(10)}`, Infinity);
|
||
// lore.miriam.text(`There are roughly 5 times 10 to the 60 possible combinations. `)
|
||
// },
|
||
// () => { lore.miriam.text("Even if each simulation took 1 nano-second,") },
|
||
// () => { lore.miriam.text("it would still take longer then the age of the universe to try every combination.") },
|
||
// () => { lore.anand.text("This is why we run these simulations in superposition.") },
|
||
// () => { lore.miriam.text("When you die a negative amplitude is added to the superposition.") },
|
||
// () => { lore.miriam.text("When you clear the final boss a positive amplitude is added.") },
|
||
// () => { lore.miriam.text("Each branch is independently researching new technology.") },
|
||
|
||
|
||
|
||
|
||
// () => { lore.anand.text("Welcome back!") },
|
||
// () => { lore.miriam.text("So, I've got a theory about why you were attacked.") },
|
||
// () => { setTimeout(() => { lore.miriam.text("I figured it out after I saw this famous quote.") }, 500); },
|
||
// () => { lore.miriam.text('The most important decision we make,') },
|
||
// () => { lore.miriam.text('is whether we believe we live in a friendly or hostile universe.') },
|
||
// () => { lore.miriam.text('-Albert Einstein') },
|
||
// () => {
|
||
// lore.talkingColor = "#dff";
|
||
// setTimeout(() => { lore.anand.text("That's profound") }, 1500);
|
||
// },
|
||
// () => { lore.anand.text("Of course I looked it up, and there is no record of him saying that.") },
|
||
// () => { lore.miriam.text("Oh") },
|
||
// () => { lore.miriam.text("Well") },
|
||
// () => { lore.miriam.text("It doesn't matter who said it.") },
|
||
// () => { lore.anand.text("The point is we think the project views the universe as hostile.") },
|
||
// () => { lore.miriam.text("We think a part of you see the universe as hostile.") },
|
||
// () => { lore.miriam.text("And that is why you keep running these fighting simulations.") },
|
||
// () => { lore.miriam.text("You haven't been researching new technology.") },
|
||
// () => { lore.miriam.text("You've are planning how to escape.") },
|
||
|
||
|
||
unlockTesting() {
|
||
if (localSettings.loreCount < 1) localSettings.loreCount = 1
|
||
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
|
||
document.getElementById("control-testing").style.visibility = (localSettings.loreCount === 0) ? "hidden" : "visible"
|
||
document.getElementById("experiment-button").style.visibility = (localSettings.loreCount === 0) ? "hidden" : "visible"
|
||
simulation.makeTextLog(`<span class='color-var'>lore</span>.unlockTesting()`, Infinity);
|
||
|
||
sound.portamento(50)
|
||
sound.portamento(83.333)
|
||
sound.portamento(166.666)
|
||
},
|
||
}
|
||
|
||
|
||
// How to get to the console in chrome:
|
||
// Press either CTRL + SHIFT + I or F12 or Option + ⌘ + J on a Mac
|
||
// Press ESC (or click on “Show console” in the bottom right corner) to slide the console up.
|
||
|
||
// How to get to the console in firefox:
|
||
// from the keyboard: press Ctrl+Shift+J (or ⌘+Shift+J on a Mac).
|
||
|
||
// How to get to the console in safari:
|
||
// Option + ⌘ + C
|
||
|
||
// http://xahlee.info/comp/unicode_computing_symbols.html
|
||
|
||
|
||
// speech: function(say) {
|
||
// var utterance = new SpeechSynthesisUtterance(say);
|
||
// //msg.voice = voices[10]; // Note: some voices don't support altering params
|
||
// //msg.voiceURI = 'native';
|
||
// //utterance.volume = 1; // 0 to 1
|
||
// //utterance.rate = 1; // 0.1 to 10
|
||
// //utterance.pitch = 1; //0 to 2
|
||
// //utterance.text = 'Hello World';
|
||
// //http://stackoverflow.com/questions/14257598/what-are-language-codes-for-voice-recognition-languages-in-chromes-implementati
|
||
// //de-DE en-GB fr-FR en-US en-AU
|
||
// utterance.lang = "en-GB";
|
||
// speechSynthesis.speak(utterance);
|
||
// }
|
||
|
||
/* <option value="en-GB">GB</option>
|
||
<option value="en-US">US</option>
|
||
<option value="en-AU">AU</option>
|
||
<option value="fr-FR">FR</option>
|
||
<option value="de-DE">DE</option>
|
||
<option value="en-IN">IN</option>
|
||
<option value="zh-CN">CN</option>
|
||
<option value="pl">PL</option>
|
||
<option value="ru">RU</option>
|
||
<option value="sv-SE">SE</option>
|
||
<option value="en-ZA">ZA</option> */
|
||
|
||
|
||
// The API also allows you to get a list of voice the engine supports:
|
||
// speechSynthesis.getVoices().forEach(function(voice) {
|
||
// console.log(voice.name, voice.default ? voice.default :'');
|
||
// });
|
||
// Then set a different voice, by setting .voice on the utterance object:
|
||
// var msg = new SpeechSynthesisUtterance('I see dead people!');
|
||
// msg.voice = speechSynthesis.getVoices().filter(function(voice) { return voice.name == 'Whisper'; })[0];
|
||
// speechSynthesis.speak(msg);
|