Files
n-gon-improved/js/powerup.js
landgreen c855508dda erase
field - wormhole now has a 10% chance to duplicate power ups
mod: erase - remove rerolled mods from the selection pool

custom now lets you reproduce builds that only occur in game when a mod/gun/field is removed is ejected
  example: in custom you can get time dilation only mods, then jump over to nano scale field and keep the crazy time dilation regen
  this might cause some problems, let me know if anything gets weird
2020-12-02 09:56:20 -08:00

644 lines
34 KiB
JavaScript

let powerUp = [];
const powerUps = {
totalPowerUps: 0, //used for mods that count power ups at the end of a level
choose(type, index) {
if (type === "gun") {
b.giveGuns(index)
// game.replaceTextLog = true;
// game.makeTextLog(`${game.SVGleftMouse} <strong style='font-size:30px;'>${b.guns[index].name}</strong><br><br>${b.guns[index].description}`, 500);
// game.replaceTextLog = false;
} else if (type === "field") {
mech.setField(index)
// game.replaceTextLog = true;
// game.makeTextLog(`${game.SVGrightMouse}<strong style='font-size:30px;'> ${mech.fieldUpgrades[mech.fieldMode].name}</strong><br><span class='faded'></span><br>${mech.fieldUpgrades[mech.fieldMode].description}`, 600);
// game.replaceTextLog = false;
} else if (type === "mod") {
mod.giveMod(index)
// game.replaceTextLog = true;
// game.makeTextLog(`<div class="circle mod"></div> &nbsp; <strong style='font-size:30px;'>${mod.mods[index].name}</strong><br><br> ${mod.mods[index].description}`, 500);
// game.replaceTextLog = false;
}
powerUps.endDraft();
},
showDraft() {
// document.getElementById("choose-grid").style.gridTemplateColumns = "repeat(2, minmax(370px, 1fr))"
document.getElementById("choose-grid").style.display = "grid"
document.getElementById("choose-background").style.display = "inline"
document.body.style.cursor = "auto";
if (mod.isExtraChoice) {
document.body.style.overflowY = "scroll";
document.body.style.overflowX = "hidden";
}
game.paused = true;
game.isChoosing = true; //stops p from un pausing on key down
build.pauseGrid(true)
},
endDraft(isCanceled = false) {
if (isCanceled) {
if (mod.isCancelDuplication) mod.cancelCount++
if (mod.isCancelRerolls) {
let type = (mech.health < 0.25 || mod.isEnergyNoAmmo) ? "heal" : "ammo"
if (Math.random() < 0.33) {
type = "heal"
} else if (Math.random() < 0.5 && !mod.isSuperDeterminism) {
type = "reroll"
}
for (let i = 0; i < 6; i++) powerUps.spawn(mech.pos.x + 40 * (Math.random() - 0.5), mech.pos.y + 40 * (Math.random() - 0.5), type, false);
}
}
if (mod.manyWorlds && powerUps.reroll.rerolls < 1) {
powerUps.spawn(mech.pos.x + 40 * (Math.random() - 0.5), mech.pos.y + 40 * (Math.random() - 0.5), "reroll", false);
}
document.getElementById("choose-grid").style.display = "none"
document.getElementById("choose-background").style.display = "none"
document.body.style.cursor = "none";
document.body.style.overflow = "hidden"
game.paused = false;
game.isChoosing = false; //stops p from un pausing on key down
mech.immuneCycle = mech.cycle + 60; //player is immune to collision damage for 30 cycles
build.unPauseGrid()
requestAnimationFrame(cycle);
},
reroll: {
rerolls: 0,
name: "reroll",
color: "#f7b",
size() {
return 20;
},
effect() {
powerUps.reroll.changeRerolls(1)
game.makeTextLog(`<div class='circle reroll'></div> &nbsp; <span style='font-size:115%;'><strong>rerolls:</strong> ${powerUps.reroll.rerolls}</span>`, 300)
},
changeRerolls(amount) {
powerUps.reroll.rerolls += amount
if (powerUps.reroll.rerolls < 0) powerUps.reroll.rerolls = 0
if (mod.isRerollBots) {
const limit = 4
for (; powerUps.reroll.rerolls > limit - 1; powerUps.reroll.rerolls -= limit) {
b.randomBot()
if (mod.renormalization) {
for (let i = 0; i < limit; i++) {
if (Math.random() < 0.37) {
mech.fieldCDcycle = mech.cycle + 30;
powerUps.spawn(mech.pos.x, mech.pos.y, "reroll");
}
}
}
}
}
if (mod.isDeathAvoid && document.getElementById("mod-anthropic")) {
document.getElementById("mod-anthropic").innerHTML = `-${powerUps.reroll.rerolls}`
}
if (mod.renormalization && Math.random() < 0.37 && amount < 0) powerUps.spawn(mech.pos.x, mech.pos.y, "reroll");
if (mod.isRerollHaste) {
if (powerUps.reroll.rerolls === 0) {
mod.rerollHaste = 0.66;
b.setFireCD();
} else {
mod.rerollHaste = 1;
b.setFireCD();
}
}
},
diceText() {
const diceLimit = 5
const r = powerUps.reroll.rerolls
const fullDice = Math.min(Math.floor(r / 6), diceLimit)
const lastDice = r % 6
let out = ''
if (Math.floor(r / 6) > diceLimit) out += "+"
for (let i = 0; i < fullDice; i++) {
out += '⚅'
}
if (lastDice === 1) {
out += '⚀'
} else if (lastDice === 2) {
out += '⚁'
} else if (lastDice === 3) {
out += '⚂'
} else if (lastDice === 4) {
out += '⚃'
} else if (lastDice === 5) {
out += '⚄'
}
return out
},
use(type) { //runs when you actually reroll a list of selections, type can be field, gun, or mod
powerUps.reroll.changeRerolls(-1)
// banish rerolled mods
if (mod.isBanish && type === 'mod') {
const banishLength = mod.isDeterminism ? 1 : 3 + mod.isExtraChoice * 2
if (powerUps.mod.choiceLog.length > banishLength || powerUps.mod.choiceLog.length === banishLength) { //I'm not sure this check is needed
for (let i = 0; i < banishLength; i++) {
powerUps.mod.banishLog.push(powerUps.mod.choiceLog[powerUps.mod.choiceLog.length - 1 - i])
}
}
if (powerUps.mod.lastTotalChoices - powerUps.mod.banishLog.length < 1) {
for (let i = 0, len = mod.mods.length; i < len; i++) {
if (mod.mods[i].name === "erase") {
powerUps.ejectMod(i)
}
}
game.makeTextLog(`No <strong class='color-m'>mods</strong> left<br><strong>erase</strong> has been ejected<br>erased <strong class='color-m'>mods</strong> have been recovered`, 300)
} else {
game.makeTextLog(`about ${powerUps.mod.lastTotalChoices - powerUps.mod.banishLog.length} estimated <strong class='color-m'>mods</strong> left`, 300)
}
// console.log(powerUps.mod.banishLog)
}
powerUps[type].effect();
},
},
heal: {
name: "heal",
color: "#0eb",
size() {
return 40 * (game.healScale ** 0.25) * Math.sqrt(mod.largerHeals) * Math.sqrt(0.1 + Math.random() * 0.5); //(game.healScale ** 0.25) gives a smaller radius as heal scale goes down
},
effect() {
if (!mod.isEnergyHealth && mech.alive) {
const heal = mod.largerHeals * (this.size / 40 / Math.sqrt(mod.largerHeals) / (game.healScale ** 0.25)) ** 2 //heal scale is undone here because heal scale is properly affected on mech.addHealth()
if (heal > 0) {
game.makeTextLog("<div class='circle heal'></div> &nbsp; <span style='font-size:115%;'> <strong style = 'letter-spacing: 2px;'>heal</strong> " + (Math.min(mech.maxHealth - mech.health, heal) * game.healScale * 100).toFixed(0) + "%</span>", 300)
mech.addHealth(heal);
}
}
if (mod.healGiveMaxEnergy) {
mod.healMaxEnergyBonus += 0.04
mech.setMaxEnergy();
}
},
spawn() { //used to spawn a heal with a specific size / heal amount, not normally used
}
},
ammo: {
name: "ammo",
color: "#467",
size() {
return 17;
},
effect() {
//give ammo to all guns in inventory
if (mod.isAmmoForGun && b.inventory.length > 0) {
const target = b.guns[b.activeGun]
target.ammo += Math.ceil(Math.random() * target.ammoPack) + Math.ceil(Math.random() * target.ammoPack)
game.makeTextLog("<div class='circle ammo'></div> &nbsp; added " + (Math.min(mech.maxHealth - mech.health, heal) * game.healScale * 100).toFixed(0) + "%</span>", 300)
} else {
for (let i = 0, len = b.inventory.length; i < len; i++) {
const target = b.guns[b.inventory[i]]
if (target.ammo !== Infinity) {
target.ammo += Math.ceil(Math.random() * target.ammoPack)
}
}
}
game.updateGunHUD();
}
},
field: {
name: "field",
color: "#0cf",
size() {
return 45;
},
choiceLog: [], //records all previous choice options
effect() {
function pick(who, skip1 = -1, skip2 = -1, skip3 = -1, skip4 = -1) {
let options = [];
for (let i = 1; i < who.length; i++) {
if (i !== mech.fieldMode && i !== skip1 && i !== skip2 && i !== skip3 && i !== skip4) options.push(i);
}
//remove repeats from last selection
const totalChoices = mod.isDeterminism ? 1 : 3 + mod.isExtraChoice * 2
if (powerUps.field.choiceLog.length > totalChoices || powerUps.field.choiceLog.length === totalChoices) { //make sure this isn't the first time getting a power up and there are previous choices to remove
for (let i = 0; i < totalChoices; i++) { //repeat for each choice from the last selection
if (options.length > totalChoices) {
for (let j = 0, len = options.length; j < len; j++) {
if (powerUps.field.choiceLog[powerUps.field.choiceLog.length - 1 - i] === options[j]) {
options.splice(j, 1) //remove previous choice from option pool
break
}
}
}
}
}
if (options.length > 0) {
return options[Math.floor(Math.random() * options.length)]
}
}
let choice1 = pick(mech.fieldUpgrades)
let choice2 = -1
let choice3 = -1
if (choice1 > -1) {
let text = ""
if (!mod.isDeterminism) text += `<div class='cancel' onclick='powerUps.endDraft(true)'>✕</div>`
text += `<h3 style = 'color:#fff; text-align:left; margin: 0px;'>choose a field</h3>`
text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice1})"><div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${mech.fieldUpgrades[choice1].name}</div> ${mech.fieldUpgrades[choice1].description}</div>`
if (!mod.isDeterminism) {
choice2 = pick(mech.fieldUpgrades, choice1)
if (choice2 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice2})"><div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${mech.fieldUpgrades[choice2].name}</div> ${mech.fieldUpgrades[choice2].description}</div>`
choice3 = pick(mech.fieldUpgrades, choice1, choice2)
if (choice3 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice3})"><div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${mech.fieldUpgrades[choice3].name}</div> ${mech.fieldUpgrades[choice3].description}</div>`
}
if (mod.isExtraChoice) {
let choice4 = pick(mech.fieldUpgrades, choice1, choice2, choice3)
if (choice4 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice4})"><div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${mech.fieldUpgrades[choice4].name}</div> ${mech.fieldUpgrades[choice4].description}</div>`
let choice5 = pick(mech.fieldUpgrades, choice1, choice2, choice3, choice4)
if (choice5 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice5})"><div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${mech.fieldUpgrades[choice5].name}</div> ${mech.fieldUpgrades[choice5].description}</div>`
powerUps.field.choiceLog.push(choice4)
powerUps.field.choiceLog.push(choice5)
}
powerUps.field.choiceLog.push(choice1)
powerUps.field.choiceLog.push(choice2)
powerUps.field.choiceLog.push(choice3)
if (powerUps.reroll.rerolls) text += `<div class="choose-grid-module" onclick="powerUps.reroll.use('field')"><div class="grid-title"><div class="circle-grid reroll"></div> &nbsp; reroll <span class='dice'>${powerUps.reroll.diceText()}</span></div></div>`
// text += `<div style = 'color:#fff'>${game.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();
} else {
powerUps.giveRandomAmmo()
}
}
},
mod: {
name: "mod",
color: "hsl(246,100%,77%)", //"#a8f",
size() {
return 42;
},
choiceLog: [], //records all previous choice options
lastTotalChoices: 0, //tracks how many mods were available for random selection last time a mod was picked up
banishLog: [], //records all mods permanently removed from the selection pool
effect() {
if (mech.alive) {
function pick(skip1 = -1, skip2 = -1, skip3 = -1, skip4 = -1) {
let options = [];
for (let i = 0; i < mod.mods.length; i++) {
if (mod.mods[i].count < mod.mods[i].maxCount && i !== skip1 && i !== skip2 && i !== skip3 && i !== skip4 && mod.mods[i].allowed()) {
options.push(i);
}
}
powerUps.mod.lastTotalChoices = options.length //this is recorded so that banish can know how many mods were available
if (mod.isBanish) { //remove banished mods from last selection
for (let i = 0; i < powerUps.mod.banishLog.length; i++) {
for (let j = 0; j < options.length; j++) {
if (powerUps.mod.banishLog[i] === options[j]) {
options.splice(j, 1)
break
}
}
}
} else {
//remove repeats from last selection
const totalChoices = mod.isDeterminism ? 1 : 3 + mod.isExtraChoice * 2
if (powerUps.mod.choiceLog.length > totalChoices || powerUps.mod.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.mod.choiceLog[powerUps.mod.choiceLog.length - 1 - i] === options[j]) {
options.splice(j, 1) //remove previous choice from option pool
break
}
}
}
}
}
}
if (options.length > 0) {
const choose = options[Math.floor(Math.random() * options.length)]
text += `<div class="choose-grid-module" onclick="powerUps.choose('mod',${choose})"><div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${mod.mods[choose].name}</div> ${mod.mods[choose].description}</div>`
return choose
}
}
let text = ""
if (!mod.isDeterminism) text += `<div class='cancel' onclick='powerUps.endDraft(true)'>✕</div>`
text += `<h3 style = 'color:#fff; text-align:left; margin: 0px;'>choose a mod</h3>`
let choice1 = pick()
let choice2 = -1
let choice3 = -1
if (choice1 > -1) {
if (!mod.isDeterminism) {
choice2 = pick(choice1)
// if (choice2 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('mod',${choice2})"><div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${mod.mods[choice2].name}</div> ${mod.mods[choice2].description}</div>`
choice3 = pick(choice1, choice2)
// if (choice3 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('mod',${choice3})"><div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${mod.mods[choice3].name}</div> ${mod.mods[choice3].description}</div>`
}
if (mod.isExtraChoice) {
let choice4 = pick(choice1, choice2, choice3)
// if (choice4 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('mod',${choice4})"><div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${mod.mods[choice4].name}</div> ${mod.mods[choice4].description}</div>`
let choice5 = pick(choice1, choice2, choice3, choice4)
// if (choice5 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('mod',${choice5})"><div class="grid-title"><div class="circle-grid mod"></div> &nbsp; ${mod.mods[choice5].name}</div> ${mod.mods[choice5].description}</div>`
powerUps.mod.choiceLog.push(choice4)
powerUps.mod.choiceLog.push(choice5)
}
powerUps.mod.choiceLog.push(choice1)
powerUps.mod.choiceLog.push(choice2)
powerUps.mod.choiceLog.push(choice3)
if (powerUps.reroll.rerolls) text += `<div class="choose-grid-module" onclick="powerUps.reroll.use('mod')"><div class="grid-title"><div class="circle-grid reroll"></div> &nbsp; reroll <span class='dice'>${powerUps.reroll.diceText()}</span></div></div>`
document.getElementById("choose-grid").innerHTML = text
powerUps.showDraft();
} else {
powerUps.giveRandomAmmo()
}
}
}
},
gun: {
name: "gun",
color: "#26a",
size() {
return 35;
},
choiceLog: [], //records all previous choice options
effect() {
function 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 = mod.isDeterminism ? 1 : 3 + mod.isExtraChoice * 2
if (powerUps.gun.choiceLog.length > totalChoices || powerUps.gun.choiceLog.length === totalChoices) { //make sure this isn't the first time getting a power up and there are previous choices to remove
for (let i = 0; i < totalChoices; i++) { //repeat for each choice from the last selection
if (options.length > totalChoices) {
for (let j = 0, len = options.length; j < len; j++) {
if (powerUps.gun.choiceLog[powerUps.gun.choiceLog.length - 1 - i] === options[j]) {
options.splice(j, 1) //remove previous choice from option pool
break
}
}
}
}
}
if (options.length > 0) {
return options[Math.floor(Math.random() * options.length)]
}
}
let choice1 = pick(b.guns)
let choice2 = -1
let choice3 = -1
if (choice1 > -1) {
let text = ""
if (!mod.isDeterminism) text += `<div class='cancel' onclick='powerUps.endDraft(true)'>✕</div>`
text += `<h3 style = 'color:#fff; text-align:left; margin: 0px;'>choose a gun</h3>`
text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice1})"><div class="grid-title"><div class="circle-grid gun"></div> &nbsp; ${b.guns[choice1].name}</div> ${b.guns[choice1].description}</div>`
if (!mod.isDeterminism) {
choice2 = pick(b.guns, choice1)
if (choice2 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice2})"><div class="grid-title"><div class="circle-grid gun"></div> &nbsp; ${b.guns[choice2].name}</div> ${b.guns[choice2].description}</div>`
choice3 = pick(b.guns, choice1, choice2)
if (choice3 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice3})"><div class="grid-title"><div class="circle-grid gun"></div> &nbsp; ${b.guns[choice3].name}</div> ${b.guns[choice3].description}</div>`
}
if (mod.isExtraChoice) {
let choice4 = pick(b.guns, choice1, choice2, choice3)
if (choice4 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice4})"><div class="grid-title"><div class="circle-grid gun"></div> &nbsp; ${b.guns[choice4].name}</div> ${b.guns[choice4].description}</div>`
let choice5 = pick(b.guns, choice1, choice2, choice3, choice4)
if (choice5 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice5})">
<div class="grid-title"><div class="circle-grid gun"></div> &nbsp; ${b.guns[choice5].name}</div> ${b.guns[choice5].description}</div>`
powerUps.gun.choiceLog.push(choice4)
powerUps.gun.choiceLog.push(choice5)
}
powerUps.gun.choiceLog.push(choice1)
powerUps.gun.choiceLog.push(choice2)
powerUps.gun.choiceLog.push(choice3)
if (powerUps.reroll.rerolls) text += `<div class="choose-grid-module" onclick="powerUps.reroll.use('gun')"><div class="grid-title"><div class="circle-grid reroll"></div> &nbsp; reroll <span class='dice'>${powerUps.reroll.diceText()}</span></div></div>`
// console.log(powerUps.gun.choiceLog)
// console.log(choice1, choice2, choice3)
if (mod.isOneGun) text += `<div style = "color: #f24">replaces your current gun</div>`
document.getElementById("choose-grid").innerHTML = text
powerUps.showDraft();
} else {
powerUps.giveRandomAmmo()
}
}
},
onPickUp(where) {
if (mod.isMassEnergy && mech.energy < mech.maxEnergy * 2.5) mech.energy = mech.maxEnergy * 2.5;
if (mod.isMineDrop) b.mine({
x: where.x,
y: where.y
}, {
x: 0,
y: 0
}, 0, mod.isMineAmmoBack)
},
giveRandomAmmo() {
const ammoTarget = Math.floor(Math.random() * (b.guns.length));
const ammo = Math.ceil(b.guns[ammoTarget].ammoPack * 6);
if (ammo === Infinity) {
b.guns[ammoTarget].ammo += ammo;
game.makeTextLog("<span style='font-size:115%;'><span class='color-f'>+energy</span></span>", 300);
} else {
b.guns[ammoTarget].ammo += ammo;
game.updateGunHUD();
game.makeTextLog("<span style='font-size:110%;'>+" + ammo + " ammo for " + b.guns[ammoTarget].name + "</span>", 300);
}
},
spawnRandomPowerUp(x, y) { //mostly used after mob dies, doesn't always return a power up
if ((Math.random() * Math.random() - 0.3 > Math.sqrt(mech.health) && !mod.isEnergyHealth) || Math.random() < 0.04) { //spawn heal chance is higher at low health
powerUps.spawn(x, y, "heal");
return;
}
if (Math.random() < 0.15 && b.inventory.length > 0) {
powerUps.spawn(x, y, "ammo");
return;
}
if (Math.random() < 0.0015 * (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 * (25 - mod.totalCount)) { //a new mod has a low chance for each not acquired mod up to 15
powerUps.spawn(x, y, "mod");
return;
}
if (Math.random() < 0.006) {
powerUps.spawn(x, y, "field");
return;
}
// if (Math.random() < 0.01) {
// powerUps.spawn(x, y, "reroll");
// return;
// }
},
randomPowerUpCounter: 0,
spawnBossPowerUp(x, y) { //boss spawns field and gun mod upgrades
level.bossKilled = true;
if (mech.fieldMode === 0) {
powerUps.spawn(x, y, "field")
} else {
powerUps.randomPowerUpCounter++;
powerUpChance(Math.max(level.levelsCleared, 10) * 0.1)
}
powerUps.randomPowerUpCounter += 0.6;
powerUpChance(Math.max(level.levelsCleared, 6) * 0.1)
function powerUpChance(chanceToFail) {
if (Math.random() * chanceToFail < powerUps.randomPowerUpCounter) {
powerUps.randomPowerUpCounter = 0;
if (Math.random() < 0.95) {
powerUps.spawn(x, y, "mod")
} else {
powerUps.spawn(x, y, "gun")
}
} else {
if (mech.health < 0.65 && !mod.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);
}
},
addRerollToLevel() { //add a random power up to a location that has a mob, mostly used to give each level one randomly placed reroll
if (mob.length && Math.random() < 0.8) { // 80% chance
const index = Math.floor(Math.random() * mob.length)
powerUps.spawn(mob[index].position.x, mob[index].position.y, "reroll");
}
},
spawnStartingPowerUps(x, y) { //used for map specific power ups, mostly to give player a starting gun
if (level.levelsCleared < 4) { //runs 4 times on all difficulty levels
if (level.levelsCleared > 1) powerUps.spawn(x, y, "mod")
//bonus power ups for clearing runs in the last game
if (level.levelsCleared === 0 && !game.isCheating) {
for (let i = 0; i < localSettings.levelsClearedLastGame / 4 - 1; i++) {
powerUps.spawn(mech.pos.x, mech.pos.y, "mod", false); //spawn a mod for levels cleared in last game
}
localSettings.levelsClearedLastGame = 0 //after getting bonus power ups reset run history
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
}
if (b.inventory.length === 0) {
powerUps.spawn(x, y, "gun", false); //first gun
} else if (mod.totalCount === 0) { //first mod
powerUps.spawn(x, y, "mod", false);
} else if (b.inventory.length < 2) { //second gun or extra ammo
if (Math.random() < 0.5) {
powerUps.spawn(x, y, "gun", false);
} else {
powerUps.spawn(x, y, "ammo", false);
powerUps.spawn(x, y, "ammo", false);
powerUps.spawn(x, y, "ammo", false);
powerUps.spawn(x, y, "ammo", false);
}
} else {
powerUps.spawnRandomPowerUp(x, y);
powerUps.spawnRandomPowerUp(x, y);
powerUps.spawnRandomPowerUp(x, y);
powerUps.spawnRandomPowerUp(x, y);
}
} else {
powerUps.spawnRandomPowerUp(x, y);
powerUps.spawnRandomPowerUp(x, y);
powerUps.spawnRandomPowerUp(x, y);
}
},
ejectMod(choose = 'random') {
//find which mods you have
if (choose === 'random') {
const have = []
for (let i = 0; i < mod.mods.length; i++) {
if (mod.mods[i].count > 0) have.push(i)
}
if (have.length) {
choose = have[Math.floor(Math.random() * have.length)]
game.makeTextLog(`<div class='circle mod'></div> &nbsp; <strong>${mod.mods[choose].name}</strong> was ejected`, 600) //message about what mod was lost
for (let i = 0; i < mod.mods[choose].count; i++) {
powerUps.directSpawn(mech.pos.x, mech.pos.y, "mod");
powerUp[powerUp.length - 1].isBonus = true
}
// remove a random mod from the list of mods you have
mod.mods[choose].remove();
mod.mods[choose].count = 0;
mod.mods[choose].isLost = true;
game.updateModHUD();
mech.fieldCDcycle = mech.cycle + 30; //disable field so you can't pick up the ejected mod
}
} else {
game.makeTextLog(`<div class='circle mod'></div> &nbsp; <strong>${mod.mods[choose].name}</strong> was ejected`, 600) //message about what mod was lost
for (let i = 0; i < mod.mods[choose].count; i++) {
powerUps.directSpawn(mech.pos.x, mech.pos.y, "mod");
powerUp[powerUp.length - 1].isBonus = true
}
// remove a random mod from the list of mods you have
mod.mods[choose].remove();
mod.mods[choose].count = 0;
mod.mods[choose].isLost = true;
game.updateModHUD();
mech.fieldCDcycle = mech.cycle + 30; //disable field so you can't pick up the ejected mod
}
},
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
});
}
World.add(engine.world, powerUp[index]); //add to world
},
spawn(x, y, target, moving = true, mode = null, size = powerUps[target].size()) {
if (
(!mod.isSuperDeterminism || (target === 'mod' || target === 'heal' || target === 'ammo')) &&
!(mod.isEnergyNoAmmo && target === 'ammo') &&
(!game.isNoPowerUps || (target === 'reroll' || target === 'heal' || target === 'ammo'))
) {
powerUps.directSpawn(x, y, target, moving, mode, size)
if (Math.random() < mod.duplicationChance()) {
powerUps.directSpawn(x, y, target, moving, mode)
powerUp[powerUp.length - 1].isBonus = true
}
}
},
};