finalBoss rework
(this is pretty raw, so expect a bug and balance patch soon)
finalBoss goes invulnerable a few times as it loses health
finalBoss damage reduction is higher
finalBoss damage reduction slowly decays as you do any damage to the boss
damage reduction resets to normal with each new invulnerability phase
after each invulnerability phase it randomly adds 1 more attack mode
lasers, black hole, mines, hoppers, seekers, mobs, orbiters, oscillation
mobs die below 0.05 -> 0.01 health
might cause bugs, but testing this out
guns and field power ups show 3 -> 2 options
bug fixes:
1382 lines
81 KiB
JavaScript
1382 lines
81 KiB
JavaScript
let powerUp = [];
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const powerUps = {
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ejectGraphic(color = "68, 102, 119") {
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simulation.drawList.push({
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x: m.pos.x,
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y: m.pos.y,
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radius: 100,
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color: `rgba(${color}, 0.8)`,
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time: 4
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});
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simulation.drawList.push({
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x: m.pos.x,
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y: m.pos.y,
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radius: 75,
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color: `rgba(${color}, 0.6)`,
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time: 8
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});
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simulation.drawList.push({
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x: m.pos.x,
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y: m.pos.y,
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radius: 50,
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color: `rgba(${color}, 0.3)`,
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time: 12
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});
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simulation.drawList.push({
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x: m.pos.x,
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y: m.pos.y,
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radius: 25,
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color: `rgba(${color}, 0.15)`,
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time: 16
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});
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},
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healGiveMaxEnergy: false, //for tech 1st ionization energy
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orb: {
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research(num = 1) {
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switch (num) {
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case 1:
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return `<div class="research-circle"></div> `
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case 2:
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return `<span style="position:relative;">
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<div class="research-circle" style="position:absolute; top:0; left:0;"></div>
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<div class="research-circle" style="position:absolute; top:0; left:7px;"></div>
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</span> `
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case 3:
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return `<span style="position:relative;">
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<div class="research-circle" style="position:absolute; top:0; left:0;"></div>
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<div class="research-circle" style="position:absolute; top:0; left:8px;"></div>
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<div class="research-circle" style="position:absolute; top:0; left:16px;"></div>
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</span>   `
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case 4:
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return `<span style="position:relative;">
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<div class="research-circle" style="position:absolute; top:0; left:0;"></div>
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<div class="research-circle" style="position:absolute; top:0; left:8px;"></div>
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<div class="research-circle" style="position:absolute; top:0; left:16px;"></div>
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<div class="research-circle" style="position:absolute; top:0; left:24px;"></div>
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</span> `
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case 5:
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return `<span style="position:relative;">
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<div class="research-circle" style="position:absolute; top:0; left:0;"></div>
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<div class="research-circle" style="position:absolute; top:0; left:8px;"></div>
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<div class="research-circle" style="position:absolute; top:0; left:16px;"></div>
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<div class="research-circle" style="position:absolute; top:0; left:24px;"></div>
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<div class="research-circle" style="position:absolute; top:0; left:32px;"></div>
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</span> `
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case 6:
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return `<span style="position:relative;">
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<div class="research-circle" style="position:absolute; top:0; left:0;"></div>
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<div class="research-circle" style="position:absolute; top:0; left:8px;"></div>
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<div class="research-circle" style="position:absolute; top:0; left:16px;"></div>
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<div class="research-circle" style="position:absolute; top:0; left:24px;"></div>
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<div class="research-circle" style="position:absolute; top:0; left:32px;"></div>
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<div class="research-circle" style="position:absolute; top:0; left:40px;"></div>
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</span> `
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}
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let text = '<span style="position:relative;">'
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for (let i = 0; i < num; i++) {
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text += `<div class="research-circle" style="position:absolute; top:0; left:${i*8}px;"></div>`
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}
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text += '</span> '
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for (let i = 0; i < num; i++) {
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text += ' '
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}
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return text
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},
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ammo(num = 1) {
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switch (num) {
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case 1:
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return `<div class="ammo-circle"></div>`
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}
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let text = '<span style="position:relative;">'
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for (let i = 0; i < num; i++) {
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text += `<div class="ammo-circle" style="position:absolute; top:1.5px; left:${i*8}px;"></div>`
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}
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text += '</span> '
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for (let i = 0; i < num; i++) {
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text += ' '
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}
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return text
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},
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heal(num = 1) {
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if (powerUps.healGiveMaxEnergy) {
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switch (num) {
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case 1:
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return `<div class="heal-circle-energy"></div>`
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}
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let text = '<span style="position:relative;">'
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for (let i = 0; i < num; i++) {
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text += `<div class="heal-circle-energy" style="position:absolute; top:1px; left:${i*10}px;"></div>`
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}
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text += '</span> '
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for (let i = 0; i < num; i++) {
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text += ' '
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}
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return text
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} else {
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switch (num) {
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case 1:
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return `<div class="heal-circle"></div>`
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}
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let text = '<span style="position:relative;">'
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for (let i = 0; i < num; i++) {
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text += `<div class="heal-circle" style="position:absolute; top:1px; left:${i*10}px;"></div>`
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}
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text += '</span> '
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for (let i = 0; i < num; i++) {
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text += ' '
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}
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return text
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}
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},
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tech(num = 1) {
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return `<div class="tech-circle"></div>`
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},
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coupling(num = 1) {
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switch (num) {
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case 1:
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return `<div class="coupling-circle"></div>`
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}
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let text = '<span style="position:relative;">'
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for (let i = 0; i < num; i++) {
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text += `<div class="coupling-circle" style="position:absolute; top:1.5px; left:${i*6}px;"></div>`
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}
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text += '</span> '
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for (let i = 0; i < num; i++) {
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text += '  '
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}
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return text
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},
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boost(num = 1) {
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switch (num) {
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case 1:
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return `<div class="boost-circle"></div>`
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}
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let text = '<span style="position:relative;">'
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for (let i = 0; i < num; i++) {
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text += `<div class="boost-circle" style="position:absolute; top:1.5px; left:${i*8}px;"></div>`
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}
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text += '</span> '
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for (let i = 0; i < num; i++) {
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text += ' '
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}
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return text
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},
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},
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totalPowerUps: 0, //used for tech that count power ups at the end of a level
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do() {},
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setDupChance() {
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if (tech.duplicationChance() > 0 || tech.isAnthropicTech) {
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if (tech.isPowerUpsVanish) {
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powerUps.do = powerUps.doDuplicatesVanish
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} else if (tech.isPowerUpsAttract) {
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powerUps.do = powerUps.doAttractDuplicates
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} else {
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powerUps.do = powerUps.doDuplicates
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}
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tech.maxDuplicationEvent() //check to see if hitting 100% duplication
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} else if (tech.isPowerUpsAttract) {
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powerUps.do = powerUps.doAttract
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} else {
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powerUps.do = powerUps.doDefault
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}
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},
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doDefault() {
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//draw power ups
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ctx.globalAlpha = 0.4 * Math.sin(simulation.cycle * 0.15) + 0.6;
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for (let i = 0, len = powerUp.length; i < len; ++i) {
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ctx.beginPath();
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ctx.arc(powerUp[i].position.x, powerUp[i].position.y, powerUp[i].size, 0, 2 * Math.PI);
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ctx.fillStyle = powerUp[i].color;
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ctx.fill();
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}
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ctx.globalAlpha = 1;
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},
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doAttract() {
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powerUps.doDefault();
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//pull in
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for (let i = 0, len = powerUp.length; i < len; ++i) {
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const force = Vector.mult(Vector.normalise(Vector.sub(m.pos, powerUp[i].position)), 0.0015 * powerUp[i].mass)
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powerUp[i].force.x += force.x
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powerUp[i].force.y = force.y - simulation.g
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}
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},
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doAttractDuplicates() {
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powerUps.doDuplicates();
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//pull in
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},
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doDuplicates() { //draw power ups but give duplicates some electricity
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ctx.globalAlpha = 0.4 * Math.sin(m.cycle * 0.15) + 0.6;
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for (let i = 0, len = powerUp.length; i < len; ++i) {
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ctx.beginPath();
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ctx.arc(powerUp[i].position.x, powerUp[i].position.y, powerUp[i].size, 0, 2 * Math.PI);
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ctx.fillStyle = powerUp[i].color;
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ctx.fill();
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}
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ctx.globalAlpha = 1;
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for (let i = 0, len = powerUp.length; i < len; ++i) {
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if (powerUp[i].isDuplicated && Math.random() < 0.1) {
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//draw electricity
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const mag = 5 + powerUp[i].size / 5
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let unit = Vector.rotate({
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x: mag,
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y: mag
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}, 2 * Math.PI * Math.random())
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let path = {
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x: powerUp[i].position.x + unit.x,
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y: powerUp[i].position.y + unit.y
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}
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ctx.beginPath();
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ctx.moveTo(path.x, path.y);
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for (let i = 0; i < 6; i++) {
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unit = Vector.rotate(unit, 3 * (Math.random() - 0.5))
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path = Vector.add(path, unit)
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ctx.lineTo(path.x, path.y);
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}
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ctx.lineWidth = 0.5 + 2 * Math.random();
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ctx.strokeStyle = "#000"
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ctx.stroke();
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}
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}
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},
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doDuplicatesVanish() { //draw power ups but give duplicates some electricity
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//remove power ups after 3 seconds
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for (let i = 0, len = powerUp.length; i < len; ++i) {
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if (powerUp[i].isDuplicated && Math.random() < 0.004) { // (1-0.004)^150 = chance to be removed after 3 seconds
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b.explosion(powerUp[i].position, 150 + (10 + 3 * Math.random()) * powerUp[i].size);
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Matter.Composite.remove(engine.world, powerUp[i]);
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powerUp.splice(i, 1);
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break
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}
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}
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ctx.globalAlpha = 0.4 * Math.sin(m.cycle * 0.25) + 0.6
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for (let i = 0, len = powerUp.length; i < len; ++i) {
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ctx.beginPath();
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ctx.arc(powerUp[i].position.x, powerUp[i].position.y, powerUp[i].size, 0, 2 * Math.PI);
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ctx.fillStyle = powerUp[i].color;
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ctx.fill();
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}
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ctx.globalAlpha = 1;
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for (let i = 0, len = powerUp.length; i < len; ++i) {
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if (powerUp[i].isDuplicated && Math.random() < 0.3) {
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//draw electricity
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const mag = 5 + powerUp[i].size / 5
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let unit = Vector.rotate({
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x: mag,
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y: mag
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}, 2 * Math.PI * Math.random())
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let path = {
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x: powerUp[i].position.x + unit.x,
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y: powerUp[i].position.y + unit.y
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}
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ctx.beginPath();
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ctx.moveTo(path.x, path.y);
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for (let i = 0; i < 6; i++) {
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unit = Vector.rotate(unit, 3 * (Math.random() - 0.5))
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path = Vector.add(path, unit)
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ctx.lineTo(path.x, path.y);
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}
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ctx.lineWidth = 0.5 + 2 * Math.random();
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ctx.strokeStyle = "#000"
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ctx.stroke();
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}
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}
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},
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choose(type, index) {
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if (type === "gun") {
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b.giveGuns(index)
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let text = `b.giveGuns("<span class='color-text'>${b.guns[index].name}</span>")`
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if (b.inventory.length === 1) text += `<br>input.key.gun<span class='color-symbol'>:</span> ["<span class='color-text'>MouseLeft</span>"]`
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if (b.inventory.length === 2) text += `
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<br>input.key.nextGun<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.nextGun}</span>","<span class='color-text'>MouseWheel</span>"]
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<br>input.key.previousGun<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.previousGun}</span>","<span class='color-text'>MouseWheel</span>"]`
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simulation.makeTextLog(text);
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} else if (type === "field") {
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m.setField(index)
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} else if (type === "tech") {
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// if (tech.isBanish && tech.tech[index].isBanished) tech.tech[index].isBanished = false
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simulation.makeTextLog(`<span class='color-var'>tech</span>.giveTech("<span class='color-text'>${tech.tech[index].name}</span>")`);
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tech.giveTech(index)
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}
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powerUps.endDraft(type);
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},
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showDraft() {
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// document.getElementById("choose-grid").style.gridTemplateColumns = "repeat(2, minmax(370px, 1fr))"
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// document.getElementById("choose-background").style.display = "inline"
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// document.getElementById("choose-background").style.visibility = "visible"
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// document.getElementById("choose-background").style.opacity = "0.8"
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// document.getElementById("choose-grid").style.display = "grid"
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//disable clicking for 1/2 a second to prevent mistake clicks
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document.getElementById("choose-grid").style.pointerEvents = "none";
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document.body.style.cursor = "none";
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setTimeout(() => {
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if (!tech.isNoDraftPause) document.body.style.cursor = "auto";
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document.getElementById("choose-grid").style.pointerEvents = "auto";
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document.getElementById("choose-grid").style.transitionDuration = "0s";
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}, 500);
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// if (tech.extraChoices) {
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// document.body.style.overflowY = "scroll";
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// document.body.style.overflowX = "hidden";
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// }
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simulation.isChoosing = true; //stops p from un pausing on key down
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if (!simulation.paused) {
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if (tech.isNoDraftPause) {
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// const cycle = () => {
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// m.fireCDcycle = m.cycle + 1; //fire cooldown
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// if (simulation.isChoosing && m.alive) requestAnimationFrame(cycle)
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// }
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// requestAnimationFrame(cycle);
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document.getElementById("choose-grid").style.opacity = "0.9"
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} else {
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simulation.paused = true;
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document.getElementById("choose-grid").style.opacity = "1"
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}
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document.getElementById("choose-grid").style.transitionDuration = "0.25s";
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document.getElementById("choose-grid").style.visibility = "visible"
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requestAnimationFrame(() => {
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ctx.fillStyle = `rgba(221,221,221,0.6)`;
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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});
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document.getElementById("pause-grid-right").style.opacity = "0.3"
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document.getElementById("pause-grid-left").style.opacity = "0.3"
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}
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build.pauseGrid()
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},
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endDraft(type, isCanceled = false) { //type should be a gun, tech, or field
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if (isCanceled) {
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if (tech.isCancelTech && Math.random() < 0.88) {
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// powerUps.research.use('tech')
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powerUps[type].effect();
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return
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}
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if (tech.isCancelDuplication) {
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tech.cancelCount++
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tech.maxDuplicationEvent()
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simulation.makeTextLog(`tech.duplicationChance() <span class='color-symbol'>+=</span> ${0.043}`)
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simulation.circleFlare(0.043);
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}
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if (tech.isCancelRerolls) {
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for (let i = 0, len = 5 + 5 * Math.random(); i < len; i++) {
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let spawnType = ((m.health < 0.25 && !tech.isEnergyHealth) || tech.isEnergyNoAmmo) ? "heal" : "ammo"
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if (Math.random() < 0.36) {
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spawnType = "heal"
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} else if (Math.random() < 0.4 && !tech.isSuperDeterminism) {
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spawnType = "research"
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}
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powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), spawnType, false);
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}
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}
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if (tech.isCancelCouple) powerUps.coupling.spawnDelay(5)
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// if (tech.isCancelTech && Math.random() < 0.3) {
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// powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "tech", false);
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// simulation.makeTextLog(`<strong>options exchange</strong>: returns 1 <strong class='color-m'>tech</strong>`)
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// }
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// if (tech.isBanish && type === 'tech') { // banish researched tech by adding them to the list of banished tech
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// const banishLength = tech.isDeterminism ? 1 : 3 + tech.extraChoices * 2
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// for (let i = 0; i < banishLength; i++) {
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// const index = powerUps.tech.choiceLog.length - i - 1
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// if (powerUps.tech.choiceLog[index] && tech.tech[powerUps.tech.choiceLog[index]]) {
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// tech.tech[powerUps.tech.choiceLog[index]].isBanished = true
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// }
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// }
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// simulation.makeTextLog(`powerUps.tech.length: ${Math.max(0,powerUps.tech.lastTotalChoices - banishLength)}`)
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// }
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}
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if (tech.isAnsatz && powerUps.research.count === 0) {
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for (let i = 0; i < 2; i++) powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "research", false);
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}
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// document.getElementById("choose-grid").style.display = "none"
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document.getElementById("choose-grid").style.visibility = "hidden"
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document.getElementById("choose-grid").style.opacity = "0"
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// document.getElementById("choose-background").style.display = "none"
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document.getElementById("choose-background").style.visibility = "hidden"
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document.getElementById("choose-background").style.opacity = "0"
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document.body.style.cursor = "none";
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// document.body.style.overflow = "hidden"
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// if (m.alive){}
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if (simulation.paused) requestAnimationFrame(cycle);
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if (m.alive) simulation.paused = false;
|
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simulation.isChoosing = false; //stops p from un pausing on key down
|
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build.unPauseGrid()
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if (m.immuneCycle < m.cycle + 15) m.immuneCycle = m.cycle + 15; //player is immune to damage for 30 cycles
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if (m.holdingTarget) m.drop();
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},
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coupling: {
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name: "coupling",
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color: "#0ae", //"#0cf",
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size() {
|
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return 13;
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},
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effect() {
|
|
m.couplingChange(0.1)
|
|
},
|
|
spawnDelay(num) {
|
|
let count = num
|
|
let respawnDrones = () => {
|
|
if (count > 0) {
|
|
requestAnimationFrame(respawnDrones);
|
|
if (!simulation.paused && !simulation.isChoosing) { //&& !(simulation.cycle % 2)
|
|
count--
|
|
const where = { x: m.pos.x + 50 * (Math.random() - 0.5), y: m.pos.y + 50 * (Math.random() - 0.5) }
|
|
powerUps.spawn(where.x, where.y, "coupling");
|
|
}
|
|
}
|
|
}
|
|
requestAnimationFrame(respawnDrones);
|
|
}
|
|
},
|
|
boost: {
|
|
name: "boost",
|
|
color: "#f55", //"#0cf",
|
|
size() {
|
|
return 11;
|
|
},
|
|
endCycle: 0,
|
|
duration: null, //set by "tech: band gap"
|
|
damage: null, //set by "tech: band gap"
|
|
effect() {
|
|
powerUps.boost.endCycle = m.cycle + Math.floor(Math.max(0, powerUps.boost.endCycle - m.cycle) * 0.6) + powerUps.boost.duration //duration+seconds plus 2/3 of current time left
|
|
},
|
|
draw() {
|
|
// console.log(this.endCycle)
|
|
if (powerUps.boost.endCycle > m.cycle) {
|
|
ctx.strokeStyle = "rgba(255,0,0,0.8)" //m.fieldMeterColor; //"rgba(255,255,0,0.2)" //ctx.strokeStyle = `rgba(0,0,255,${0.5+0.5*Math.random()})`
|
|
ctx.beginPath();
|
|
const arc = (powerUps.boost.endCycle - m.cycle) / powerUps.boost.duration
|
|
ctx.arc(m.pos.x, m.pos.y, 28, m.angle - Math.PI * arc, m.angle + Math.PI * arc); //- Math.PI / 2
|
|
ctx.lineWidth = 4
|
|
ctx.stroke();
|
|
}
|
|
},
|
|
},
|
|
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(0.2 * b.totalBots()); powerUps.research.count > cost - 1; powerUps.research.count -= cost) { // 1/5 = 0.2
|
|
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);
|
|
}
|
|
}
|
|
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.extraChoices * 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 Math.sqrt(0.1 + 0.25) * 40 * (simulation.healScale ** 0.25) * Math.sqrt(tech.largerHeals * (tech.isHalfHeals ? 0.5 : 1)) * (tech.isFlipFlopOn && tech.isFlipFlopHealth ? Math.sqrt(2) : 1); //(simulation.healScale ** 0.25) gives a smaller radius as heal scale goes down
|
|
},
|
|
effect() {
|
|
if (!tech.isEnergyHealth && m.alive) {
|
|
let heal = (this.size / 40 / (simulation.healScale ** 0.25)) ** 2 //simulation.healScale is undone here because heal scale is already properly affected on m.addHealth()
|
|
// console.log("size = " + this.size, "heal = " + heal)
|
|
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)}
|
|
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 (powerUps.healGiveMaxEnergy) {
|
|
tech.healMaxEnergyBonus += 0.08 * tech.largerHeals * (tech.isHalfHeals ? 0.5 : 1)
|
|
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> ${ammoAdded}`)
|
|
// }
|
|
// }
|
|
// }
|
|
// }
|
|
simulation.updateGunHUD();
|
|
}
|
|
}
|
|
},
|
|
gun: {
|
|
name: "gun",
|
|
color: "#26a",
|
|
size() {
|
|
return 35;
|
|
},
|
|
effect() {
|
|
if (m.alive) {
|
|
let text = ""
|
|
if (!tech.isSuperDeterminism) text += `<div class='cancel' onclick='powerUps.endDraft("gun",true)'>${tech.isCancelTech ? "?":"✕"}</div>`
|
|
text += `<h3 style = 'color:#fff; text-align:left; margin: 0px;'>gun</h3>`
|
|
let options = [];
|
|
for (let i = 0; i < b.guns.length; i++) {
|
|
if (!b.guns[i].have) options.push(i);
|
|
}
|
|
let totalChoices = Math.min(options.length, tech.isDeterminism ? 1 : 2 + tech.extraChoices)
|
|
if (tech.isFlipFlopChoices) totalChoices += tech.isRelay ? (tech.isFlipFlopOn ? -1 : 7) : (tech.isFlipFlopOn ? 7 : -1) //flip the order for relay
|
|
function removeOption(index) {
|
|
for (let i = 0; i < options.length; i++) {
|
|
if (options[i] === index) {
|
|
options.splice(i, 1) //remove a previous choice from option pool
|
|
return
|
|
}
|
|
}
|
|
}
|
|
//check for guns that were a choice last time and remove them
|
|
for (let i = 0; i < b.guns.length; i++) {
|
|
if (options.length - 1 < totalChoices) break //you have to repeat choices if there are not enough choices left to display
|
|
if (b.guns[i].isRecentlyShown) removeOption(i)
|
|
}
|
|
for (let i = 0; i < b.guns.length; i++) b.guns[i].isRecentlyShown = false //reset recently shown back to zero
|
|
if (options.length > 0) {
|
|
for (let i = 0; i < totalChoices; i++) {
|
|
const choose = options[Math.floor(Math.seededRandom(0, options.length))] //pick an element from the array of options
|
|
text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choose})"><div class="grid-title"><div class="circle-grid gun"></div> ${b.guns[choose].name}</div> ${b.guns[choose].description}</div>`
|
|
b.guns[choose].isRecentlyShown = true
|
|
removeOption(choose)
|
|
if (options.length < 1) break
|
|
}
|
|
if (tech.isExtraBotOption) {
|
|
const botTech = [] //make an array of bot options
|
|
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
|
if (tech.tech[i].isBotTech && tech.tech[i].count < tech.tech[i].maxCount && tech.tech[i].allowed()) botTech.push(i)
|
|
}
|
|
if (botTech.length > 0) { //pick random bot tech
|
|
const choose = botTech[Math.floor(Math.random() * botTech.length)];
|
|
const isCount = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count+1}x)` : "";
|
|
text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title"> <span id = "cellular-rule-id${this.id}" style = "font-size: 150%;font-family: 'Courier New', monospace;">⭓▸●■</span> ${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div>`
|
|
}
|
|
}
|
|
if (tech.isJunkResearch && powerUps.research.currentRerollCount < 3) {
|
|
tech.junkResearchNumber = Math.ceil(4 * Math.random())
|
|
text += `<div class="choose-grid-module" onclick="powerUps.research.use('gun')"><div class="grid-title"> <span style="position:relative;">`
|
|
for (let i = 0; i < tech.junkResearchNumber; i++) text += `<div class="circle-grid junk" style="position:absolute; top:0; left:${15*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
|
|
text += `</span> <span class='research-select'>pseudoscience</span></div></div>`
|
|
} else if (powerUps.research.count) {
|
|
text += `<div class="choose-grid-module" onclick="powerUps.research.use('gun')"><div class="grid-title"> <span style="position:relative;">`
|
|
for (let i = 0, len = Math.min(powerUps.research.count, 30); i < len; i++) text += `<div class="circle-grid research" style="position:absolute; top:0; left:${(18 - len*0.3)*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
|
|
text += `</span> <span class='research-select'>${tech.isResearchReality?"<span class='alt'>alternate reality</span>": "research"}</span></div></div>`
|
|
}
|
|
if (tech.isOneGun && b.inventory.length > 0) text += `<div style = "color: #f24">replaces your current gun</div>`
|
|
document.getElementById("choose-grid").innerHTML = text
|
|
powerUps.showDraft();
|
|
}
|
|
}
|
|
},
|
|
// pick(who, skip1 = -1, skip2 = -1, skip3 = -1, skip4 = -1) {
|
|
// let options = [];
|
|
// for (let i = 0; i < who.length; i++) {
|
|
// if (!who[i].have && i !== skip1 && i !== skip2 && i !== skip3 && i !== skip4) {
|
|
// options.push(i);
|
|
// }
|
|
// }
|
|
// //remove repeats from last selection
|
|
// const totalChoices = tech.isDeterminism ? 1 : 3 + tech.extraChoices * 2
|
|
// if (powerUps.gun.choiceLog.length > totalChoices || powerUps.gun.choiceLog.length === totalChoices) { //make sure this isn't the first time getting a power up and there are previous choices to remove
|
|
// for (let i = 0; i < totalChoices; i++) { //repeat for each choice from the last selection
|
|
// if (options.length > totalChoices) {
|
|
// for (let j = 0, len = options.length; j < len; j++) {
|
|
// if (powerUps.gun.choiceLog[powerUps.gun.choiceLog.length - 1 - i] === options[j]) {
|
|
// options.splice(j, 1) //remove previous choice from option pool
|
|
// break
|
|
// }
|
|
// }
|
|
// }
|
|
// }
|
|
// }
|
|
// if (options.length > 0) {
|
|
// return options[Math.floor(Math.seededRandom(0, options.length))]
|
|
// }
|
|
// },
|
|
// effectOld() {
|
|
// let choice1 = powerUps.gun.pick(b.guns)
|
|
// let choice2 = -1
|
|
// let choice3 = -1
|
|
// if (choice1 > -1) {
|
|
// let text = ""
|
|
// if (!tech.isSuperDeterminism) text += `<div class='cancel' onclick='powerUps.endDraft("gun",true)'>${tech.isCancelTech ? "?":"✕"}</div>`
|
|
// text += `<h3 style = 'color:#fff; text-align:left; margin: 0px;'>gun</h3>`
|
|
// text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice1})"><div class="grid-title"><div class="circle-grid gun"></div> ${b.guns[choice1].name}</div> ${b.guns[choice1].description}</div>`
|
|
// if (!tech.isDeterminism) {
|
|
// choice2 = powerUps.gun.pick(b.guns, choice1)
|
|
// if (choice2 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice2})"><div class="grid-title"><div class="circle-grid gun"></div> ${b.guns[choice2].name}</div> ${b.guns[choice2].description}</div>`
|
|
// choice3 = powerUps.gun.pick(b.guns, choice1, choice2)
|
|
// if (choice3 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice3})"><div class="grid-title"><div class="circle-grid gun"></div> ${b.guns[choice3].name}</div> ${b.guns[choice3].description}</div>`
|
|
// }
|
|
// if (tech.extraChoices) {
|
|
// let choice4 = powerUps.gun.pick(b.guns, choice1, choice2, choice3)
|
|
// if (choice4 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice4})"><div class="grid-title"><div class="circle-grid gun"></div> ${b.guns[choice4].name}</div> ${b.guns[choice4].description}</div>`
|
|
// let choice5 = powerUps.gun.pick(b.guns, choice1, choice2, choice3, choice4)
|
|
// if (choice5 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice5})">
|
|
// <div class="grid-title"><div class="circle-grid gun"></div> ${b.guns[choice5].name}</div> ${b.guns[choice5].description}</div>`
|
|
// powerUps.gun.choiceLog.push(choice4)
|
|
// powerUps.gun.choiceLog.push(choice5)
|
|
// }
|
|
// powerUps.gun.choiceLog.push(choice1)
|
|
// powerUps.gun.choiceLog.push(choice2)
|
|
// powerUps.gun.choiceLog.push(choice3)
|
|
// // if (powerUps.research.count) text += `<div class="choose-grid-module" onclick="powerUps.research.use('gun')"><div class="grid-title"><div class="circle-grid research"></div> research <span class="research-select">${powerUps.research.count}</span></div></div>`
|
|
|
|
// if (tech.isJunkResearch && powerUps.research.currentRerollCount < 3) {
|
|
// tech.junkResearchNumber = Math.floor(5 * Math.random())
|
|
// text += `<div class="choose-grid-module" onclick="powerUps.research.use('gun')"><div class="grid-title"> <span style="position:relative;">`
|
|
// for (let i = 0; i < tech.junkResearchNumber; i++) text += `<div class="circle-grid junk" style="position:absolute; top:0; left:${15*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
|
|
// text += `</span> <span class='research-select'>pseudoscience</span></div></div>`
|
|
// } else if (powerUps.research.count) {
|
|
// text += `<div class="choose-grid-module" onclick="powerUps.research.use('gun')"><div class="grid-title"> <span style="position:relative;">`
|
|
// for (let i = 0, len = Math.min(powerUps.research.count, 30); i < len; i++) text += `<div class="circle-grid research" style="position:absolute; top:0; left:${(18 - len*0.3)*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
|
|
// text += `</span> <span class='research-select'>${tech.isResearchReality?"<span class='alt'>alternate reality</span>": "research"}</span></div></div>`
|
|
// }
|
|
// if (tech.isOneGun && b.inventory.length > 0) text += `<div style = "color: #f24">replaces your current gun</div>`
|
|
// document.getElementById("choose-grid").innerHTML = text
|
|
// powerUps.showDraft();
|
|
// }
|
|
// }
|
|
},
|
|
field: {
|
|
name: "field",
|
|
color: "#0cf",
|
|
size() {
|
|
return 45;
|
|
},
|
|
effect() {
|
|
if (m.alive) {
|
|
let text = ""
|
|
if (!tech.isSuperDeterminism) text += `<div class='cancel' onclick='powerUps.endDraft("field",true)'>${tech.isCancelTech ? "?":"✕"}</div>`
|
|
text += `<h3 style = 'color:#fff; text-align:left; margin: 0px;'>field</h3>`
|
|
|
|
let options = [];
|
|
for (let i = 1; i < m.fieldUpgrades.length; i++) { //skip field emitter
|
|
if (i !== m.fieldMode) options.push(i);
|
|
}
|
|
let totalChoices = Math.min(options.length, tech.isDeterminism ? 1 : 2 + tech.extraChoices)
|
|
if (tech.isFlipFlopChoices) totalChoices += tech.isRelay ? (tech.isFlipFlopOn ? -1 : 7) : (tech.isFlipFlopOn ? 7 : -1) //flip the order for relay
|
|
|
|
function removeOption(index) {
|
|
for (let i = 0; i < options.length; i++) {
|
|
if (options[i] === index) {
|
|
options.splice(i, 1) //remove a previous choice from option pool
|
|
return
|
|
}
|
|
}
|
|
}
|
|
//check for fields that were a choice last time and remove them
|
|
for (let i = 0; i < m.fieldUpgrades.length; i++) {
|
|
if (options.length - 1 < totalChoices) break //you have to repeat choices if there are not enough choices left to display
|
|
if (m.fieldUpgrades[i].isRecentlyShown) removeOption(i)
|
|
}
|
|
for (let i = 0; i < m.fieldUpgrades.length; i++) m.fieldUpgrades[i].isRecentlyShown = false //reset recently shown back to zero
|
|
|
|
if (options.length > 0 || tech.isExtraBotOption) {
|
|
for (let i = 0; i < totalChoices; i++) {
|
|
const choose = options[Math.floor(Math.seededRandom(0, options.length))] //pick an element from the array of options
|
|
text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choose})"><div class="grid-title"><div class="circle-grid field"></div> ${m.fieldUpgrades[choose].name}</div> ${m.fieldUpgrades[choose].description}</div>`
|
|
m.fieldUpgrades[choose].isRecentlyShown = true
|
|
removeOption(choose)
|
|
if (options.length < 1) break
|
|
}
|
|
if (tech.isExtraBotOption) {
|
|
const botTech = [] //make an array of bot options
|
|
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
|
if (tech.tech[i].isBotTech && tech.tech[i].count < tech.tech[i].maxCount && tech.tech[i].allowed()) botTech.push(i)
|
|
}
|
|
if (botTech.length > 0) { //pick random bot tech
|
|
const choose = botTech[Math.floor(Math.random() * botTech.length)];
|
|
const isCount = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count+1}x)` : "";
|
|
text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title"> <span id = "cellular-rule-id${this.id}" style = "font-size: 150%;font-family: 'Courier New', monospace;">⭓▸●■</span> ${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div>`
|
|
}
|
|
}
|
|
if (tech.isJunkResearch && powerUps.research.currentRerollCount < 3) {
|
|
tech.junkResearchNumber = Math.ceil(4 * Math.random())
|
|
text += `<div class="choose-grid-module" onclick="powerUps.research.use('field')"><div class="grid-title"> <span style="position:relative;">`
|
|
for (let i = 0; i < tech.junkResearchNumber; i++) text += `<div class="circle-grid junk" style="position:absolute; top:0; left:${15*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
|
|
text += `</span> <span class='research-select'>pseudoscience</span></div></div>`
|
|
} else if (powerUps.research.count) {
|
|
text += `<div class="choose-grid-module" onclick="powerUps.research.use('field')"><div class="grid-title"> <span style="position:relative;">`
|
|
for (let i = 0, len = Math.min(powerUps.research.count, 30); i < len; i++) text += `<div class="circle-grid research" style="position:absolute; top:0; left:${(18 - len*0.3)*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
|
|
text += `</span> <span class='research-select'>${tech.isResearchReality?"<span class='alt'>alternate reality</span>": "research"}</span></div></div>`
|
|
}
|
|
document.getElementById("choose-grid").innerHTML = text
|
|
powerUps.showDraft();
|
|
}
|
|
}
|
|
},
|
|
// pick(who, skip1 = -1, skip2 = -1, skip3 = -1, skip4 = -1) {
|
|
// let options = [];
|
|
// for (let i = 1; i < who.length; i++) {
|
|
// if (i !== m.fieldMode && i !== skip1 && i !== skip2 && i !== skip3 && i !== skip4) options.push(i);
|
|
// }
|
|
// //remove repeats from last selection
|
|
// const totalChoices = tech.isDeterminism ? 1 : 3 + tech.extraChoices * 2
|
|
// if (powerUps.field.choiceLog.length > totalChoices || powerUps.field.choiceLog.length === totalChoices) { //make sure this isn't the first time getting a power up and there are previous choices to remove
|
|
// for (let i = 0; i < totalChoices; i++) { //repeat for each choice from the last selection
|
|
// if (options.length > totalChoices) {
|
|
// for (let j = 0, len = options.length; j < len; j++) {
|
|
// if (powerUps.field.choiceLog[powerUps.field.choiceLog.length - 1 - i] === options[j]) {
|
|
// options.splice(j, 1) //remove previous choice from option pool
|
|
// break
|
|
// }
|
|
// }
|
|
// }
|
|
// }
|
|
// }
|
|
// if (options.length > 0) {
|
|
// // return options[Math.floor(Math.random() * options.length)]
|
|
// return options[Math.floor(Math.seededRandom(0, options.length))]
|
|
// }
|
|
// },
|
|
// effectOld() {
|
|
// let choice1 = powerUps.field.pick(m.fieldUpgrades)
|
|
// let choice2 = -1
|
|
// let choice3 = -1
|
|
// if (choice1 > -1) {
|
|
// let text = ""
|
|
// if (!tech.isSuperDeterminism) text += `<div class='cancel' onclick='powerUps.endDraft("field",true)'>${tech.isCancelTech ? "?":"✕"}</div>`
|
|
// text += `<h3 style = 'color:#fff; text-align:left; margin: 0px;'>field</h3>`
|
|
// text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice1})"><div class="grid-title"><div class="circle-grid field"></div> ${m.fieldUpgrades[choice1].name}</div> ${m.fieldUpgrades[choice1].description}</div>`
|
|
// powerUps.field.choiceLog.push(choice1)
|
|
// if (!tech.isDeterminism) {
|
|
// choice2 = powerUps.field.pick(m.fieldUpgrades, choice1)
|
|
// if (choice2 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice2})"><div class="grid-title"><div class="circle-grid field"></div> ${m.fieldUpgrades[choice2].name}</div> ${m.fieldUpgrades[choice2].description}</div>`
|
|
// choice3 = powerUps.field.pick(m.fieldUpgrades, choice1, choice2)
|
|
// if (choice3 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice3})"><div class="grid-title"><div class="circle-grid field"></div> ${m.fieldUpgrades[choice3].name}</div> ${m.fieldUpgrades[choice3].description}</div>`
|
|
// powerUps.field.choiceLog.push(choice2)
|
|
// powerUps.field.choiceLog.push(choice3)
|
|
// }
|
|
// if (tech.extraChoices) {
|
|
// let choice4 = powerUps.field.pick(m.fieldUpgrades, choice1, choice2, choice3)
|
|
// if (choice4 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice4})"><div class="grid-title"><div class="circle-grid field"></div> ${m.fieldUpgrades[choice4].name}</div> ${m.fieldUpgrades[choice4].description}</div>`
|
|
// let choice5 = powerUps.field.pick(m.fieldUpgrades, choice1, choice2, choice3, choice4)
|
|
// if (choice5 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice5})"><div class="grid-title"><div class="circle-grid field"></div> ${m.fieldUpgrades[choice5].name}</div> ${m.fieldUpgrades[choice5].description}</div>`
|
|
// powerUps.field.choiceLog.push(choice4)
|
|
// powerUps.field.choiceLog.push(choice5)
|
|
// }
|
|
|
|
// if (tech.isJunkResearch && powerUps.research.currentRerollCount < 3) {
|
|
// tech.junkResearchNumber = Math.floor(4 * Math.random())
|
|
// text += `<div class="choose-grid-module" onclick="powerUps.research.use('field')"><div class="grid-title"> <span style="position:relative;">`
|
|
// for (let i = 0; i < tech.junkResearchNumber; i++) text += `<div class="circle-grid junk" style="position:absolute; top:0; left:${15*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
|
|
// text += `</span> <span class='research-select'>pseudoscience</span></div></div>`
|
|
// } else if (powerUps.research.count) {
|
|
// text += `<div class="choose-grid-module" onclick="powerUps.research.use('field')"><div class="grid-title"> <span style="position:relative;">`
|
|
// for (let i = 0, len = Math.min(powerUps.research.count, 30); i < len; i++) text += `<div class="circle-grid research" style="position:absolute; top:0; left:${(18 - len*0.3)*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
|
|
// // text += `</span> <span class='research-select'>research</span></div></div>`
|
|
// text += `</span> <span class='research-select'>${tech.isResearchReality?"<span class='alt'>alternate reality</span>": "research"}</span></div></div>`
|
|
// }
|
|
// //(${powerUps.research.count})
|
|
// // text += `<div style = 'color:#fff'>${simulation.SVGrightMouse} activate the shield with the right mouse<br>fields shield you from damage <br>and let you pick up and throw blocks</div>`
|
|
// document.getElementById("choose-grid").innerHTML = text
|
|
// powerUps.showDraft();
|
|
// }
|
|
// }
|
|
},
|
|
tech: {
|
|
name: "tech",
|
|
color: "hsl(246,100%,77%)", //"#a8f",
|
|
size() {
|
|
return 42;
|
|
},
|
|
effect() {
|
|
if (m.alive) {
|
|
let text = ""
|
|
if (!tech.isSuperDeterminism) text += `<div class='cancel' onclick='powerUps.endDraft("tech",true)'>${tech.isCancelTech ? "?":"✕"}</div>`
|
|
text += `<h3 style = 'color:#fff; text-align:left; margin: 0px;'>tech</h3>`
|
|
|
|
//used for junk estimation
|
|
let junkCount = 0
|
|
let totalCount = 0
|
|
|
|
let options = []; //generate all options
|
|
optionLengthNoDuplicates = 0
|
|
for (let i = 0; i < tech.tech.length; i++) {
|
|
if (tech.tech[i].count < tech.tech[i].maxCount && tech.tech[i].allowed() && !tech.tech[i].isBanished) {
|
|
totalCount += tech.tech[i].frequency
|
|
if (tech.tech[i].isJunk) junkCount += tech.tech[i].frequency
|
|
if (tech.tech[i].frequency > 0) optionLengthNoDuplicates++
|
|
for (let j = 0, len = tech.tech[i].frequency; j < len; j++) options.push(i);
|
|
}
|
|
}
|
|
|
|
function removeOption(index) {
|
|
for (let i = options.length - 1; i > -1; i--) {
|
|
if (index === options[i]) {
|
|
options.splice(i, 1) //remove all copies of that option form the options array (some tech are in the options array multiple times because of frequency)
|
|
optionLengthNoDuplicates--
|
|
}
|
|
if (options.length < 1) return;
|
|
}
|
|
}
|
|
|
|
//set total choices
|
|
let totalChoices = tech.isDeterminism ? 1 : 3 + tech.extraChoices
|
|
if (tech.isFlipFlopChoices) totalChoices += tech.isRelay ? (tech.isFlipFlopOn ? -1 : 7) : (tech.isFlipFlopOn ? 7 : -1) //flip the order for relay
|
|
if (optionLengthNoDuplicates < totalChoices + 1) { //if not enough options for all the choices
|
|
// console.log('if not enough options for all the choices')
|
|
totalChoices = optionLengthNoDuplicates
|
|
if (tech.isBanish) { //when you run out of options eject banish
|
|
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
|
if (tech.tech[i].name === "decoherence") {
|
|
// console.log(i)
|
|
powerUps.ejectTech(i, true)
|
|
}
|
|
}
|
|
simulation.makeTextLog(`decoherence <span class='color-var'>tech</span> ejected`)
|
|
simulation.makeTextLog(`options reset`)
|
|
}
|
|
}
|
|
if (tech.tooManyTechChoices) {
|
|
tech.tooManyTechChoices = false
|
|
totalChoices = optionLengthNoDuplicates
|
|
}
|
|
//check for tech that were a choice last time and remove them
|
|
if (optionLengthNoDuplicates > totalChoices) {
|
|
// console.log('check for tech that were a choice last time and remove them', optionLengthNoDuplicates, options.length)
|
|
for (let i = 0; i < tech.tech.length; i++) {
|
|
if (optionLengthNoDuplicates > totalChoices) {
|
|
if (tech.tech[i].isRecentlyShown) {
|
|
// console.log(i)
|
|
removeOption(i)
|
|
}
|
|
} else {
|
|
break //you have to repeat choices if there are not enough choices left to display
|
|
}
|
|
|
|
}
|
|
}
|
|
for (let i = 0; i < tech.tech.length; i++) tech.tech[i].isRecentlyShown = false //reset recently shown back to zero
|
|
// powerUps.tech.lastTotalChoices = options.length //this is recorded so that banish can know how many tech were available
|
|
// console.log(optionLengthNoDuplicates, options.length)
|
|
if (options.length > 0) {
|
|
for (let i = 0; i < totalChoices; i++) {
|
|
if (options.length < 1) break
|
|
const choose = options[Math.floor(Math.seededRandom(0, options.length))] //pick an element from the array of options
|
|
|
|
if (tech.isBanish) {
|
|
tech.tech[choose].isBanished = true
|
|
if (i === 0) simulation.makeTextLog(`options.length = ${optionLengthNoDuplicates}`)
|
|
}
|
|
|
|
removeOption(choose) //move from future options pool to avoid repeats on this selection
|
|
tech.tech[choose].isRecentlyShown = true //this flag prevents this option from being shown the next time you pick up a tech power up
|
|
|
|
const isCount = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count+1}x)` : "";
|
|
if (tech.tech[choose].isFieldTech) {
|
|
text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title">
|
|
<span style="position:relative;">
|
|
<div class="circle-grid tech" style="position:absolute; top:0; left:0;opacity:0.8;"></div>
|
|
<div class="circle-grid field" style="position:absolute; top:0; left:10px;opacity:0.65;"></div>
|
|
</span>
|
|
${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() :tech.tech[choose].description}</div></div>`
|
|
} else if (tech.tech[choose].isGunTech) {
|
|
text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title">
|
|
<span style="position:relative;">
|
|
<div class="circle-grid tech" style="position:absolute; top:0; left:0;opacity:0.8;"></div>
|
|
<div class="circle-grid gun" style="position:absolute; top:0; left:10px; opacity:0.65;"></div>
|
|
</span>
|
|
${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() :tech.tech[choose].description}</div></div>`
|
|
} else if (tech.tech[choose].isLore) {
|
|
text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title lore-text"><div class="circle-grid lore"></div> ${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div>`
|
|
} else if (tech.tech[choose].isJunk) {
|
|
text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title"><div class="circle-grid junk"></div> ${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div>`
|
|
} else {
|
|
text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title"><div class="circle-grid tech"></div> ${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div>`
|
|
}
|
|
if (options.length < 1) break
|
|
}
|
|
if (tech.isExtraBotOption) {
|
|
const botTech = [] //make an array of bot options
|
|
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
|
if (tech.tech[i].isBotTech && tech.tech[i].count < tech.tech[i].maxCount && tech.tech[i].allowed() && !tech.tech[i].isRecentlyShown) botTech.push(i)
|
|
}
|
|
if (botTech.length > 0) { //pick random bot tech
|
|
const choose = botTech[Math.floor(Math.random() * botTech.length)];
|
|
const isCount = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count+1}x)` : "";
|
|
text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title"> <span id = "cellular-rule-id${this.id}" style = "font-size: 150%;font-family: 'Courier New', monospace;">⭓▸●■</span> ${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div>`
|
|
}
|
|
}
|
|
|
|
if (tech.isExtraGunField) {
|
|
if (Math.random() > 0.5 && b.inventory.length < b.guns.length) {
|
|
let gunOptions = [];
|
|
for (let i = 0; i < b.guns.length; i++) {
|
|
if (!b.guns[i].have) gunOptions.push(i);
|
|
}
|
|
const pick = gunOptions[Math.floor(Math.seededRandom(0, gunOptions.length))] //pick an element from the array of options
|
|
text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${pick})"><div class="grid-title"><div class="circle-grid gun"></div> ${b.guns[pick].name}</div> ${b.guns[pick].description}</div>`
|
|
} else {
|
|
let fieldOptions = [];
|
|
for (let i = 1; i < m.fieldUpgrades.length; i++) { //skip field emitter
|
|
if (i !== m.fieldMode) fieldOptions.push(i);
|
|
}
|
|
const pick = fieldOptions[Math.floor(Math.seededRandom(0, fieldOptions.length))] //pick an element from the array of options
|
|
text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${pick})"><div class="grid-title"><div class="circle-grid field"></div> ${m.fieldUpgrades[pick].name}</div> ${m.fieldUpgrades[pick].description}</div>`
|
|
}
|
|
}
|
|
if (tech.isMicroTransactions && powerUps.research.count > 0) {
|
|
const skins = [] //find skins
|
|
for (let i = 0; i < tech.tech.length; i++) {
|
|
if (tech.tech[i].isSkin) skins.push(i)
|
|
}
|
|
const choose = skins[Math.floor(Math.seededRandom(0, skins.length))] //pick an element from the array of options
|
|
|
|
text += `<div class="choose-grid-module" onclick="tech.giveTech(${choose});powerUps.research.changeRerolls(-1);powerUps.endDraft('tech');powerUps.tech.effect();"><div class="grid-title"><div class="circle-grid research"></div> <span style = 'font-size:90%; font-weight: 100; letter-spacing: -1.5px;'>microtransaction:</span> ${tech.tech[choose].name}</div>${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div>`
|
|
}
|
|
if (tech.isBrainstorm && !tech.isBrainstormActive && !simulation.isChoosing) {
|
|
tech.isBrainstormActive = true
|
|
let count = 0
|
|
|
|
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
|
|
}
|
|
}
|
|
requestAnimationFrame(cycle);
|
|
}
|
|
//add in research button or pseudoscience button
|
|
if (tech.isJunkResearch && powerUps.research.currentRerollCount < 3) {
|
|
tech.junkResearchNumber = Math.ceil(4 * Math.random())
|
|
text += `<div class="choose-grid-module" onclick="powerUps.research.use('tech')"><div class="grid-title"> <span style="position:relative;">`
|
|
for (let i = 0; i < tech.junkResearchNumber; i++) text += `<div class="circle-grid junk" style="position:absolute; top:0; left:${15*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
|
|
text += `</span> <span class='research-select'>pseudoscience</span></div></div>`
|
|
} else if (powerUps.research.count > 0) {
|
|
text += `<div class="choose-grid-module" onclick="powerUps.research.use('tech')"><div class="grid-title"> <span style="position:relative;">`
|
|
for (let i = 0, len = Math.min(powerUps.research.count, 30); i < len; i++) text += `<div class="circle-grid research" style="position:absolute; top:0; left:${(18 - len*0.3)*i}px;opacity:0.8; border: 1px #fff solid;"></div>`
|
|
// text += `</span> <span class='research-select'>research</span></div></div>`
|
|
text += `</span> <span class='research-select'>${tech.isResearchReality?"<span class='alt'>alternate reality</span>": "research"}</span></div></div>`
|
|
}
|
|
document.getElementById("choose-grid").innerHTML = text
|
|
powerUps.showDraft();
|
|
}
|
|
}
|
|
},
|
|
},
|
|
spawnDelay(type, num) {
|
|
let count = num
|
|
let cycle = () => {
|
|
if (count > 0) {
|
|
requestAnimationFrame(cycle);
|
|
if (!simulation.paused && !simulation.isChoosing && m.alive) { //&& !(simulation.cycle % 2)
|
|
count--
|
|
const where = { x: m.pos.x + 50 * (Math.random() - 0.5), y: m.pos.y + 50 * (Math.random() - 0.5) }
|
|
powerUps.spawn(where.x, where.y, type);
|
|
}
|
|
}
|
|
}
|
|
requestAnimationFrame(cycle);
|
|
},
|
|
onPickUp(who) {
|
|
powerUps.research.currentRerollCount = 0
|
|
if (tech.isTechDamage && who.name === "tech") m.damage(0.1)
|
|
if (tech.isMassEnergy) m.energy += 2;
|
|
if (tech.isMineDrop && bullet.length < 150 && Math.random() < 0.6) {
|
|
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'
|
|
if (tech.isFlipFlopCoupling) {
|
|
m.couplingChange(-5)
|
|
for (let i = 0; i < mob.length; i++) {
|
|
if (mob[i].isDecoupling) mob[i].alive = false //remove WIMP
|
|
}
|
|
spawn.WIMP()
|
|
mob[mob.length - 1].isDecoupling = true //so you can find it to remove
|
|
}
|
|
} 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.isFlipFlopCoupling) {
|
|
m.couplingChange(5)
|
|
for (let i = 0; i < mob.length; i++) {
|
|
if (mob[i].isDecoupling) mob[i].alive = false //remove WIMP
|
|
}
|
|
}
|
|
}
|
|
if (tech.isRelayEnergy) m.setMaxEnergy();
|
|
}
|
|
},
|
|
spawnRandomPowerUp(x, y) { //mostly used after mob dies, doesn't always return a power up
|
|
if (!tech.isEnergyHealth && (Math.random() * Math.random() - 0.3 > Math.sqrt(m.health)) || 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 (tech.isCouplingPowerUps && Math.random() < 0.17) {
|
|
powerUps.spawn(x, y, "coupling");
|
|
return;
|
|
}
|
|
if (tech.isBoostPowerUps && Math.random() < 0.18) {
|
|
powerUps.spawn(x, y, "boost");
|
|
return;
|
|
}
|
|
// if (Math.random() < 0.01) {
|
|
// powerUps.spawn(x, y, "research");
|
|
// return;
|
|
// }
|
|
},
|
|
randomPowerUpCounter: 0,
|
|
isFieldSpawned: false, //makes it so a field spawns once but not more times
|
|
spawnBossPowerUp(x, y) { //boss spawns field and gun tech upgrades
|
|
if (level.levels[level.onLevel] !== "final") {
|
|
// if (level.levelsCleared === 1) powerUps.spawn(x, y, "field")
|
|
// if (m.fieldMode === 0 && !m.coupling) {
|
|
if (!powerUps.isFieldSpawned) {
|
|
powerUps.isFieldSpawned = true
|
|
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() < 0.5 - 0.3 && simulation.difficultyMode < 5) { //lower chance on why difficulty
|
|
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 on first 4 levels on all difficulties
|
|
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 { //after the first 4 levels just spawn a random power up
|
|
for (let i = 0; i < 3; i++) powerUps.spawnRandomPowerUp(x, y);
|
|
}
|
|
},
|
|
ejectTech(choose = 'random', isOverride = false) {
|
|
if (!simulation.isChoosing || isOverride) {
|
|
// console.log(tech.tech[choose].name, tech.tech[choose].count, tech.tech[choose].isNonRefundable)
|
|
//find which tech you have
|
|
if (choose === 'random') {
|
|
const have = []
|
|
for (let i = 0; i < tech.tech.length; i++) {
|
|
if (tech.tech[i].count > 0 && !tech.tech[i].isNonRefundable) have.push(i)
|
|
}
|
|
// if (have.length === 0) {
|
|
// for (let i = 0; i < tech.tech.length; i++) {
|
|
// if (tech.tech[i].count > 0) have.push(i)
|
|
// }
|
|
// }
|
|
|
|
if (have.length) {
|
|
choose = have[Math.floor(Math.random() * have.length)]
|
|
// simulation.makeTextLog(`<div class='circle tech'></div> <strong>${tech.tech[choose].name}</strong> was ejected`, 600) //message about what tech was lost
|
|
simulation.makeTextLog(`<span class='color-var'>tech</span>.remove("<span class='color-text'>${tech.tech[choose].name}</span>")`)
|
|
|
|
for (let i = 0; i < tech.tech[choose].count; i++) {
|
|
powerUps.directSpawn(m.pos.x, m.pos.y, "tech");
|
|
// powerUp[powerUp.length - 1].isDuplicated = true
|
|
}
|
|
// remove a random tech from the list of tech you have
|
|
tech.tech[choose].remove();
|
|
tech.tech[choose].count = 0;
|
|
tech.tech[choose].isLost = true;
|
|
simulation.updateTechHUD();
|
|
m.fieldCDcycle = m.cycle + 30; //disable field so you can't pick up the ejected tech
|
|
return true
|
|
} else {
|
|
return false
|
|
}
|
|
} else if (tech.tech[choose].count && !tech.tech[choose].isNonRefundable) {
|
|
// simulation.makeTextLog(`<div class='circle tech'></div> <strong>${tech.tech[choose].name}</strong> was ejected`, 600) //message about what tech was lost
|
|
simulation.makeTextLog(`<span class='color-var'>tech</span>.remove("<span class='color-text'>${tech.tech[choose].name}</span>")`)
|
|
|
|
for (let i = 0; i < tech.tech[choose].count; i++) {
|
|
powerUps.directSpawn(m.pos.x, m.pos.y, "tech");
|
|
powerUp[powerUp.length - 1].isDuplicated = true
|
|
}
|
|
// remove a random tech from the list of tech you have
|
|
tech.tech[choose].remove();
|
|
tech.tech[choose].count = 0;
|
|
tech.tech[choose].isLost = true;
|
|
simulation.updateTechHUD();
|
|
m.fieldCDcycle = m.cycle + 30; //disable field so you can't pick up the ejected tech
|
|
return true
|
|
} else {
|
|
return false
|
|
}
|
|
}
|
|
},
|
|
pauseEjectTech(index) {
|
|
if ((tech.isPauseEjectTech || simulation.testing) && !simulation.isChoosing && !tech.tech[index].isNonRefundable) {
|
|
if (Math.random() < 0.2 || tech.tech[index].isFromAppliedScience || (tech.tech[index].bonusResearch !== undefined && tech.tech[index].bonusResearch > powerUps.research.count)) {
|
|
tech.removeTech(index)
|
|
// powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "research", false);
|
|
} else {
|
|
powerUps.ejectTech(index)
|
|
}
|
|
document.getElementById(`${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)
|
|
) {
|
|
if (tech.isBoostReplaceAmmo && target === 'ammo') target = 'boost'
|
|
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
|
|
}
|
|
}
|
|
},
|
|
}; |