Files
n-gon-improved/js/powerup.js
landgreen de99a27a29 resonance
tech: resonance - when a block gets vibrated by phonon, it has a chance to spin towards mobs
cross disciplinary gives 4% duplication
boson composite lets you move through elevators again

JUNK tech: microtransactions - buy in-game skins for 1 research anytime you choose a tech

bug fixes
2022-06-30 07:35:36 -07:00

1368 lines
85 KiB
JavaScript

let powerUp = [];
const powerUps = {
ejectGraphic(color = "68, 102, 119") {
simulation.drawList.push({
x: m.pos.x,
y: m.pos.y,
radius: 100,
color: `rgba(${color}, 0.8)`,
time: 4
});
simulation.drawList.push({
x: m.pos.x,
y: m.pos.y,
radius: 75,
color: `rgba(${color}, 0.6)`,
time: 8
});
simulation.drawList.push({
x: m.pos.x,
y: m.pos.y,
radius: 50,
color: `rgba(${color}, 0.3)`,
time: 12
});
simulation.drawList.push({
x: m.pos.x,
y: m.pos.y,
radius: 25,
color: `rgba(${color}, 0.15)`,
time: 16
});
},
orb: {
research(num = 1) {
switch (num) {
case 1:
return `<div class="research-circle"></div> `
case 2:
return `<span style="position:relative;">
<div class="research-circle" style="position:absolute; top:0; left:0;"></div>
<div class="research-circle" style="position:absolute; top:0; left:7px;"></div>
</span> &nbsp; &nbsp; &nbsp; &nbsp;`
case 3:
return `<span style="position:relative;">
<div class="research-circle" style="position:absolute; top:0; left:0;"></div>
<div class="research-circle" style="position:absolute; top:0; left:8px;"></div>
<div class="research-circle" style="position:absolute; top:0; left:16px;"></div>
</span> &nbsp; &nbsp; &nbsp; &nbsp; &thinsp; `
case 4:
return `<span style="position:relative;">
<div class="research-circle" style="position:absolute; top:0; left:0;"></div>
<div class="research-circle" style="position:absolute; top:0; left:8px;"></div>
<div class="research-circle" style="position:absolute; top:0; left:16px;"></div>
<div class="research-circle" style="position:absolute; top:0; left:24px;"></div>
</span> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; `
case 5:
return `<span style="position:relative;">
<div class="research-circle" style="position:absolute; top:0; left:0;"></div>
<div class="research-circle" style="position:absolute; top:0; left:8px;"></div>
<div class="research-circle" style="position:absolute; top:0; left:16px;"></div>
<div class="research-circle" style="position:absolute; top:0; left:24px;"></div>
<div class="research-circle" style="position:absolute; top:0; left:32px;"></div>
</span> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; `
case 6:
return `<span style="position:relative;">
<div class="research-circle" style="position:absolute; top:0; left:0;"></div>
<div class="research-circle" style="position:absolute; top:0; left:8px;"></div>
<div class="research-circle" style="position:absolute; top:0; left:16px;"></div>
<div class="research-circle" style="position:absolute; top:0; left:24px;"></div>
<div class="research-circle" style="position:absolute; top:0; left:32px;"></div>
<div class="research-circle" style="position:absolute; top:0; left:40px;"></div>
</span> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; `
}
let text = '<span style="position:relative;">'
for (let i = 0; i < num; i++) {
text += `<div class="research-circle" style="position:absolute; top:0; left:${i*8}px;"></div>`
}
text += '</span> &nbsp; &nbsp; '
for (let i = 0; i < num; i++) {
text += '&nbsp; '
}
return text
},
ammo(num = 1) {
switch (num) {
case 1:
return `<div class="ammo-circle"></div>`
}
let text = '<span style="position:relative;">'
for (let i = 0; i < num; i++) {
text += `<div class="ammo-circle" style="position:absolute; top:1.5px; left:${i*8}px;"></div>`
}
text += '</span> &nbsp; &nbsp; '
for (let i = 0; i < num; i++) {
text += '&nbsp; '
}
return text
},
heal(num = 1) {
switch (num) {
case 1:
return `<div class="heal-circle"></div>`
}
let text = '<span style="position:relative;">'
for (let i = 0; i < num; i++) {
text += `<div class="heal-circle" style="position:absolute; top:1px; left:${i*10}px;"></div>`
}
text += '</span> &nbsp; &nbsp; '
for (let i = 0; i < num; i++) {
text += '&nbsp; '
}
return text
},
tech(num = 1) {
return `<div class="tech-circle"></div>`
}
},
totalPowerUps: 0, //used for tech that count power ups at the end of a level
do() {},
setDupChance() {
if (tech.duplicationChance() > 0 || tech.isAnthropicTech) {
if (tech.isPowerUpsVanish) {
powerUps.do = powerUps.doDuplicatesVanish
} else if (tech.isPowerUpsAttract) {
powerUps.do = powerUps.doAttractDuplicates
} else {
powerUps.do = powerUps.doDuplicates
}
tech.maxDuplicationEvent() //check to see if hitting 100% duplication
} else if (tech.isPowerUpsAttract) {
powerUps.do = powerUps.doAttract
} else {
powerUps.do = powerUps.doDefault
}
},
doDefault() {
//draw power ups
ctx.globalAlpha = 0.4 * Math.sin(simulation.cycle * 0.15) + 0.6;
for (let i = 0, len = powerUp.length; i < len; ++i) {
ctx.beginPath();
ctx.arc(powerUp[i].position.x, powerUp[i].position.y, powerUp[i].size, 0, 2 * Math.PI);
ctx.fillStyle = powerUp[i].color;
ctx.fill();
}
ctx.globalAlpha = 1;
},
doAttract() {
powerUps.doDefault();
//pull in
for (let i = 0, len = powerUp.length; i < len; ++i) {
const force = Vector.mult(Vector.normalise(Vector.sub(m.pos, powerUp[i].position)), 0.0015 * powerUp[i].mass)
powerUp[i].force.x += force.x
powerUp[i].force.y = force.y - simulation.g
}
},
doAttractDuplicates() {
powerUps.doDuplicates();
//pull in
},
doDuplicates() { //draw power ups but give duplicates some electricity
ctx.globalAlpha = 0.4 * Math.sin(m.cycle * 0.15) + 0.6;
for (let i = 0, len = powerUp.length; i < len; ++i) {
ctx.beginPath();
ctx.arc(powerUp[i].position.x, powerUp[i].position.y, powerUp[i].size, 0, 2 * Math.PI);
ctx.fillStyle = powerUp[i].color;
ctx.fill();
}
ctx.globalAlpha = 1;
for (let i = 0, len = powerUp.length; i < len; ++i) {
if (powerUp[i].isDuplicated && Math.random() < 0.1) {
//draw electricity
const mag = 5 + powerUp[i].size / 5
let unit = Vector.rotate({
x: mag,
y: mag
}, 2 * Math.PI * Math.random())
let path = {
x: powerUp[i].position.x + unit.x,
y: powerUp[i].position.y + unit.y
}
ctx.beginPath();
ctx.moveTo(path.x, path.y);
for (let i = 0; i < 6; i++) {
unit = Vector.rotate(unit, 3 * (Math.random() - 0.5))
path = Vector.add(path, unit)
ctx.lineTo(path.x, path.y);
}
ctx.lineWidth = 0.5 + 2 * Math.random();
ctx.strokeStyle = "#000"
ctx.stroke();
}
}
},
doDuplicatesVanish() { //draw power ups but give duplicates some electricity
//remove power ups after 3 seconds
for (let i = 0, len = powerUp.length; i < len; ++i) {
if (powerUp[i].isDuplicated && Math.random() < 0.004) { // (1-0.004)^150 = chance to be removed after 3 seconds
b.explosion(powerUp[i].position, 150 + (10 + 3 * Math.random()) * powerUp[i].size);
Matter.Composite.remove(engine.world, powerUp[i]);
powerUp.splice(i, 1);
break
}
}
ctx.globalAlpha = 0.4 * Math.sin(m.cycle * 0.25) + 0.6
for (let i = 0, len = powerUp.length; i < len; ++i) {
ctx.beginPath();
ctx.arc(powerUp[i].position.x, powerUp[i].position.y, powerUp[i].size, 0, 2 * Math.PI);
ctx.fillStyle = powerUp[i].color;
ctx.fill();
}
ctx.globalAlpha = 1;
for (let i = 0, len = powerUp.length; i < len; ++i) {
if (powerUp[i].isDuplicated && Math.random() < 0.3) {
//draw electricity
const mag = 5 + powerUp[i].size / 5
let unit = Vector.rotate({
x: mag,
y: mag
}, 2 * Math.PI * Math.random())
let path = {
x: powerUp[i].position.x + unit.x,
y: powerUp[i].position.y + unit.y
}
ctx.beginPath();
ctx.moveTo(path.x, path.y);
for (let i = 0; i < 6; i++) {
unit = Vector.rotate(unit, 3 * (Math.random() - 0.5))
path = Vector.add(path, unit)
ctx.lineTo(path.x, path.y);
}
ctx.lineWidth = 0.5 + 2 * Math.random();
ctx.strokeStyle = "#000"
ctx.stroke();
}
}
},
choose(type, index) {
if (type === "gun") {
b.giveGuns(index)
let text = `b.giveGuns("<span class='color-text'>${b.guns[index].name}</span>")`
if (b.inventory.length === 1) text += `<br>input.key.gun<span class='color-symbol'>:</span> ["<span class='color-text'>MouseLeft</span>"]`
if (b.inventory.length === 2) text += `
<br>input.key.nextGun<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.nextGun}</span>","<span class='color-text'>MouseWheel</span>"]
<br>input.key.previousGun<span class='color-symbol'>:</span> ["<span class='color-text'>${input.key.previousGun}</span>","<span class='color-text'>MouseWheel</span>"]`
simulation.makeTextLog(text);
} else if (type === "field") {
m.setField(index)
} else if (type === "tech") {
// if (tech.isBanish && tech.tech[index].isBanished) tech.tech[index].isBanished = false
simulation.makeTextLog(`<span class='color-var'>tech</span>.giveTech("<span class='color-text'>${tech.tech[index].name}</span>")`);
tech.giveTech(index)
}
powerUps.endDraft(type);
},
showDraft() {
// document.getElementById("choose-grid").style.gridTemplateColumns = "repeat(2, minmax(370px, 1fr))"
// document.getElementById("choose-background").style.display = "inline"
// document.getElementById("choose-background").style.visibility = "visible"
// document.getElementById("choose-background").style.opacity = "0.8"
// document.getElementById("choose-grid").style.display = "grid"
//disable clicking for 1/2 a second to prevent mistake clicks
document.getElementById("choose-grid").style.pointerEvents = "none";
document.body.style.cursor = "none";
setTimeout(() => {
if (!tech.isNoDraftPause) document.body.style.cursor = "auto";
document.getElementById("choose-grid").style.pointerEvents = "auto";
document.getElementById("choose-grid").style.transitionDuration = "0s";
}, 500);
// if (tech.extraChoices) {
// document.body.style.overflowY = "scroll";
// document.body.style.overflowX = "hidden";
// }
simulation.isChoosing = true; //stops p from un pausing on key down
if (!simulation.paused) {
if (tech.isNoDraftPause) {
// const cycle = () => {
// m.fireCDcycle = m.cycle + 1; //fire cooldown
// if (simulation.isChoosing && m.alive) requestAnimationFrame(cycle)
// }
// requestAnimationFrame(cycle);
document.getElementById("choose-grid").style.opacity = "0.8"
} else {
simulation.paused = true;
document.getElementById("choose-grid").style.opacity = "1"
}
document.getElementById("choose-grid").style.transitionDuration = "0.25s";
document.getElementById("choose-grid").style.visibility = "visible"
requestAnimationFrame(() => {
ctx.fillStyle = `rgba(221,221,221,0.6)`;
ctx.fillRect(0, 0, canvas.width, canvas.height);
});
document.getElementById("pause-grid-right").style.opacity = "0.3"
document.getElementById("pause-grid-left").style.opacity = "0.3"
}
build.pauseGrid()
},
endDraft(type, isCanceled = false) { //type should be a gun, tech, or field
if (isCanceled) {
if (tech.isCancelTech && Math.random() < 0.96) {
// powerUps.research.use('tech')
powerUps[type].effect();
return
}
if (tech.isCancelDuplication) {
tech.cancelCount++
tech.maxDuplicationEvent()
simulation.makeTextLog(`tech.duplicationChance() <span class='color-symbol'>+=</span> ${0.043}`)
simulation.circleFlare(0.043);
}
if (tech.isCancelRerolls) {
for (let i = 0, len = 5 + 5 * Math.random(); i < len; i++) {
let spawnType = ((m.health < 0.25 && !tech.isEnergyHealth) || tech.isEnergyNoAmmo) ? "heal" : "ammo"
if (Math.random() < 0.36) {
spawnType = "heal"
} else if (Math.random() < 0.4 && !tech.isSuperDeterminism) {
spawnType = "research"
}
powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), spawnType, false);
}
}
// if (tech.isCancelTech && Math.random() < 0.3) {
// powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "tech", false);
// simulation.makeTextLog(`<strong>options exchange</strong>: returns 1 <strong class='color-m'>tech</strong>`)
// }
// if (tech.isBanish && type === 'tech') { // banish researched tech by adding them to the list of banished 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.isAnsatz && powerUps.research.count === 0) {
for (let i = 0; i < 2; i++) powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "research", false);
}
// document.getElementById("choose-grid").style.display = "none"
document.getElementById("choose-grid").style.visibility = "hidden"
document.getElementById("choose-grid").style.opacity = "0"
// document.getElementById("choose-background").style.display = "none"
document.getElementById("choose-background").style.visibility = "hidden"
document.getElementById("choose-background").style.opacity = "0"
document.body.style.cursor = "none";
// document.body.style.overflow = "hidden"
// if (m.alive){}
if (simulation.paused) requestAnimationFrame(cycle);
if (m.alive) simulation.paused = false;
simulation.isChoosing = false; //stops p from un pausing on key down
build.unPauseGrid()
if (m.immuneCycle < m.cycle + 15) m.immuneCycle = m.cycle + 15; //player is immune to damage for 30 cycles
if (m.holdingTarget) m.drop();
},
research: {
count: 0,
name: "research",
color: "#f7b",
size() {
return 20;
},
effect() {
powerUps.research.changeRerolls(1)
},
changeRerolls(amount) {
if (amount !== 0) {
powerUps.research.count += amount
if (powerUps.research.count < 0) {
powerUps.research.count = 0
}
// else {
// simulation.makeTextLog(`powerUps.research.count <span class='color-symbol'>+=</span> ${amount}`) // <br>${powerUps.research.count}
// }
}
if (tech.isRerollBots) {
let delay = 0
for (const cost = 2 + Math.floor(0.2 * 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);
}
// for (let i = 0, len = tech.tech.length; i < len; i++) {
// if (tech.tech[i].name === "bot fabrication") tech.tech[i].description = `if you collect ${powerUps.orb.research(2 + Math.floor(0.2 * b.totalBots()))}use them to build a<br>random <strong class='color-bot'>bot</strong> <em>(+1 cost every 5 bots)</em>`
// }
}
if (tech.isDeathAvoid && document.getElementById("tech-anthropic")) {
document.getElementById("tech-anthropic").innerHTML = `-${powerUps.research.count}`
}
if (tech.renormalization && Math.random() < 0.4 && amount < 0) {
for (let i = 0, len = -amount; i < len; i++) powerUps.spawn(m.pos.x, m.pos.y, "research");
}
if (tech.isRerollHaste) {
if (powerUps.research.count === 0) {
tech.researchHaste = 0.66;
b.setFireCD();
} else {
tech.researchHaste = 1;
b.setFireCD();
}
}
},
currentRerollCount: 0,
use(type) { //runs when you actually research a list of selections, type can be field, gun, or tech
if (tech.isJunkResearch && powerUps.research.currentRerollCount < 3) {
tech.addJunkTechToPool(tech.junkResearchNumber * 0.01)
} else {
powerUps.research.changeRerolls(-1)
}
powerUps.research.currentRerollCount++
// if (tech.isBanish && type === 'tech') { // banish researched tech
// const banishLength = tech.isDeterminism ? 1 : 3 + tech.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.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 && !tech.isNoHeals) {
const 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 (tech.healGiveMaxEnergy) {
tech.healMaxEnergyBonus += 0.1
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 : 3 + 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> &nbsp; ${b.guns[choose].name}</div> ${b.guns[choose].description}</div>`
b.guns[choose].isRecentlyShown = true
removeOption(choose)
if (options.length < 1) break
}
if (tech.isJunkResearch && powerUps.research.currentRerollCount < 3) {
tech.junkResearchNumber = Math.floor(5 * Math.random())
text += `<div class="choose-grid-module" onclick="powerUps.research.use('gun')"><div class="grid-title"> <span style="position:relative;">`
for (let i = 0; i < tech.junkResearchNumber; i++) text += `<div class="circle-grid junk" style="position:absolute; top:0; left:${15*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
text += `</span>&nbsp; <span class='research-select'>pseudoscience</span></div></div>`
} else if (powerUps.research.count) {
text += `<div class="choose-grid-module" onclick="powerUps.research.use('gun')"><div class="grid-title"> <span style="position:relative;">`
for (let i = 0, len = Math.min(powerUps.research.count, 30); i < len; i++) text += `<div class="circle-grid research" style="position:absolute; top:0; left:${(18 - len*0.3)*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
text += `</span>&nbsp; <span class='research-select'>${tech.isResearchReality?"<span class='alt'>alternate reality</span>": "research"}</span></div></div>`
}
if (tech.isOneGun && b.inventory.length > 0) text += `<div style = "color: #f24">replaces your current gun</div>`
document.getElementById("choose-grid").innerHTML = text
powerUps.showDraft();
}
}
},
// 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> &nbsp; ${b.guns[choice1].name}</div> ${b.guns[choice1].description}</div>`
// if (!tech.isDeterminism) {
// choice2 = powerUps.gun.pick(b.guns, choice1)
// if (choice2 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice2})"><div class="grid-title"><div class="circle-grid gun"></div> &nbsp; ${b.guns[choice2].name}</div> ${b.guns[choice2].description}</div>`
// choice3 = powerUps.gun.pick(b.guns, choice1, choice2)
// if (choice3 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice3})"><div class="grid-title"><div class="circle-grid gun"></div> &nbsp; ${b.guns[choice3].name}</div> ${b.guns[choice3].description}</div>`
// }
// if (tech.extraChoices) {
// let choice4 = powerUps.gun.pick(b.guns, choice1, choice2, choice3)
// if (choice4 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice4})"><div class="grid-title"><div class="circle-grid gun"></div> &nbsp; ${b.guns[choice4].name}</div> ${b.guns[choice4].description}</div>`
// let choice5 = powerUps.gun.pick(b.guns, choice1, choice2, choice3, choice4)
// if (choice5 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choice5})">
// <div class="grid-title"><div class="circle-grid gun"></div> &nbsp; ${b.guns[choice5].name}</div> ${b.guns[choice5].description}</div>`
// powerUps.gun.choiceLog.push(choice4)
// powerUps.gun.choiceLog.push(choice5)
// }
// powerUps.gun.choiceLog.push(choice1)
// powerUps.gun.choiceLog.push(choice2)
// powerUps.gun.choiceLog.push(choice3)
// // if (powerUps.research.count) text += `<div class="choose-grid-module" onclick="powerUps.research.use('gun')"><div class="grid-title"><div class="circle-grid research"></div> &nbsp; research <span class="research-select">${powerUps.research.count}</span></div></div>`
// if (tech.isJunkResearch && powerUps.research.currentRerollCount < 3) {
// tech.junkResearchNumber = Math.floor(5 * Math.random())
// text += `<div class="choose-grid-module" onclick="powerUps.research.use('gun')"><div class="grid-title"> <span style="position:relative;">`
// for (let i = 0; i < tech.junkResearchNumber; i++) text += `<div class="circle-grid junk" style="position:absolute; top:0; left:${15*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
// text += `</span>&nbsp; <span class='research-select'>pseudoscience</span></div></div>`
// } else if (powerUps.research.count) {
// text += `<div class="choose-grid-module" onclick="powerUps.research.use('gun')"><div class="grid-title"> <span style="position:relative;">`
// for (let i = 0, len = Math.min(powerUps.research.count, 30); i < len; i++) text += `<div class="circle-grid research" style="position:absolute; top:0; left:${(18 - len*0.3)*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
// text += `</span>&nbsp; <span class='research-select'>${tech.isResearchReality?"<span class='alt'>alternate reality</span>": "research"}</span></div></div>`
// }
// if (tech.isOneGun && b.inventory.length > 0) text += `<div style = "color: #f24">replaces your current gun</div>`
// document.getElementById("choose-grid").innerHTML = text
// powerUps.showDraft();
// }
// }
},
field: {
name: "field",
color: "#0cf",
size() {
return 45;
},
effect() {
if (m.alive) {
let text = ""
if (!tech.isSuperDeterminism) text += `<div class='cancel' onclick='powerUps.endDraft("field",true)'>${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 : 3 + 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) {
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> &nbsp; ${m.fieldUpgrades[choose].name}</div> ${m.fieldUpgrades[choose].description}</div>`
m.fieldUpgrades[choose].isRecentlyShown = true
removeOption(choose)
if (options.length < 1) break
}
if (tech.isJunkResearch && powerUps.research.currentRerollCount < 3) {
tech.junkResearchNumber = Math.floor(5 * Math.random())
text += `<div class="choose-grid-module" onclick="powerUps.research.use('field')"><div class="grid-title"> <span style="position:relative;">`
for (let i = 0; i < tech.junkResearchNumber; i++) text += `<div class="circle-grid junk" style="position:absolute; top:0; left:${15*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
text += `</span>&nbsp; <span class='research-select'>pseudoscience</span></div></div>`
} else if (powerUps.research.count) {
text += `<div class="choose-grid-module" onclick="powerUps.research.use('field')"><div class="grid-title"> <span style="position:relative;">`
for (let i = 0, len = Math.min(powerUps.research.count, 30); i < len; i++) text += `<div class="circle-grid research" style="position:absolute; top:0; left:${(18 - len*0.3)*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
text += `</span>&nbsp; <span class='research-select'>${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> &nbsp; ${m.fieldUpgrades[choice1].name}</div> ${m.fieldUpgrades[choice1].description}</div>`
// powerUps.field.choiceLog.push(choice1)
// if (!tech.isDeterminism) {
// choice2 = powerUps.field.pick(m.fieldUpgrades, choice1)
// if (choice2 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice2})"><div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${m.fieldUpgrades[choice2].name}</div> ${m.fieldUpgrades[choice2].description}</div>`
// choice3 = powerUps.field.pick(m.fieldUpgrades, choice1, choice2)
// if (choice3 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice3})"><div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${m.fieldUpgrades[choice3].name}</div> ${m.fieldUpgrades[choice3].description}</div>`
// powerUps.field.choiceLog.push(choice2)
// powerUps.field.choiceLog.push(choice3)
// }
// if (tech.extraChoices) {
// let choice4 = powerUps.field.pick(m.fieldUpgrades, choice1, choice2, choice3)
// if (choice4 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice4})"><div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${m.fieldUpgrades[choice4].name}</div> ${m.fieldUpgrades[choice4].description}</div>`
// let choice5 = powerUps.field.pick(m.fieldUpgrades, choice1, choice2, choice3, choice4)
// if (choice5 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choice5})"><div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${m.fieldUpgrades[choice5].name}</div> ${m.fieldUpgrades[choice5].description}</div>`
// powerUps.field.choiceLog.push(choice4)
// powerUps.field.choiceLog.push(choice5)
// }
// if (tech.isJunkResearch && powerUps.research.currentRerollCount < 3) {
// tech.junkResearchNumber = Math.floor(4 * Math.random())
// text += `<div class="choose-grid-module" onclick="powerUps.research.use('field')"><div class="grid-title"> <span style="position:relative;">`
// for (let i = 0; i < tech.junkResearchNumber; i++) text += `<div class="circle-grid junk" style="position:absolute; top:0; left:${15*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
// text += `</span>&nbsp; <span class='research-select'>pseudoscience</span></div></div>`
// } else if (powerUps.research.count) {
// text += `<div class="choose-grid-module" onclick="powerUps.research.use('field')"><div class="grid-title"> <span style="position:relative;">`
// for (let i = 0, len = Math.min(powerUps.research.count, 30); i < len; i++) text += `<div class="circle-grid research" style="position:absolute; top:0; left:${(18 - len*0.3)*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
// // text += `</span>&nbsp; <span class='research-select'>research</span></div></div>`
// text += `</span>&nbsp; <span class='research-select'>${tech.isResearchReality?"<span class='alt'>alternate reality</span>": "research"}</span></div></div>`
// }
// //(${powerUps.research.count})
// // text += `<div style = 'color:#fff'>${simulation.SVGrightMouse} activate the shield with the right mouse<br>fields shield you from damage <br>and let you pick up and throw blocks</div>`
// document.getElementById("choose-grid").innerHTML = text
// powerUps.showDraft();
// }
// }
},
tech: {
name: "tech",
color: "hsl(246,100%,77%)", //"#a8f",
size() {
return 42;
},
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>`
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) {
if (tech.tech[i].frequency > 0) optionLengthNoDuplicates++
for (let j = 0, len = tech.tech[i].frequency; j < len; j++) options.push(i);
}
}
// console.log(optionLengthNoDuplicates, options.length)
function removeOption(index) {
for (let i = options.length; 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") 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>
&nbsp; &nbsp; &nbsp; &nbsp; ${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() :tech.tech[choose].description}</div></div>`
} else if (tech.tech[choose].isGunTech) {
text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title">
<span style="position:relative;">
<div class="circle-grid tech" style="position:absolute; top:0; left:0;opacity:0.8;"></div>
<div class="circle-grid gun" style="position:absolute; top:0; left:10px; opacity:0.65;"></div>
</span>
&nbsp; &nbsp; &nbsp; &nbsp; ${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() :tech.tech[choose].description}</div></div>`
} else if (tech.tech[choose].isLore) {
text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title lore-text"><div class="circle-grid lore"></div> &nbsp; ${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div>`
} else if (tech.tech[choose].isJunk) {
text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title"><div class="circle-grid junk"></div> &nbsp; ${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div>`
} else {
text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title"><div class="circle-grid tech"></div> &nbsp; ${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div>`
}
if (options.length < 1) break
}
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> &nbsp; ${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> &nbsp; ${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.floor(5 * Math.random())
text += `<div class="choose-grid-module" onclick="powerUps.research.use('tech')"><div class="grid-title"> <span style="position:relative;">`
for (let i = 0; i < tech.junkResearchNumber; i++) text += `<div class="circle-grid junk" style="position:absolute; top:0; left:${15*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
text += `</span>&nbsp; <span class='research-select'>pseudoscience</span></div></div>`
} else if (powerUps.research.count) {
text += `<div class="choose-grid-module" onclick="powerUps.research.use('tech')"><div class="grid-title"> <span style="position:relative;">`
for (let i = 0, len = Math.min(powerUps.research.count, 30); i < len; i++) text += `<div class="circle-grid research" style="position:absolute; top:0; left:${(18 - len*0.3)*i}px;opacity:0.8; border: 1px #fff solid;"></div>`
// text += `</span>&nbsp; <span class='research-select'>research</span></div></div>`
text += `</span>&nbsp; <span class='research-select'>${tech.isResearchReality?"<span class='alt'>alternate reality</span>": "research"}</span></div></div>`
}
document.getElementById("choose-grid").innerHTML = text
powerUps.showDraft();
}
}
},
// effectOld() {
// if (m.alive) {
// function pick(skip1 = null, skip2 = null, skip3 = null, skip4 = null) {
// let options = [];
// for (let i = 0; i < tech.tech.length; i++) {
// if (tech.tech[i].count < tech.tech[i].maxCount && i !== skip1 && i !== skip2 && i !== skip3 && i !== skip4 && tech.tech[i].allowed() && !tech.tech[i].isBanished) {
// for (let j = 0, len = tech.tech[i].frequency; j < len; j++) options.push(i);
// }
// }
// powerUps.tech.lastTotalChoices = options.length //this is recorded so that banish can know how many tech were available
// const totalChoices = tech.isDeterminism ? 1 : 3 + tech.extraChoices * 2
// if (powerUps.tech.choiceLog.length > totalChoices || powerUps.tech.choiceLog.length === totalChoices) { //make sure this isn't the first time getting a power up and there are previous choices to remove
// for (let i = 0; i < totalChoices; i++) { //repeat for each choice from the last selection
// if (options.length > totalChoices) {
// for (let j = 0, len = options.length; j < len; j++) {
// if (powerUps.tech.choiceLog[powerUps.tech.length - 1 - i] === options[j]) {
// options.splice(j, 1) //remove previous choice from option pool
// break;
// }
// }
// }
// }
// }
// if (options.length > 0) {
// // const choose = options[Math.floor(Math.random() * options.length)]
// const choose = options[Math.floor(Math.seededRandom(0, options.length))]
// const isCount = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count+1}x)` : "";
// if (tech.tech[choose].isFieldTech) {
// text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title">
// <span style="position:relative;">
// <div class="circle-grid tech" style="position:absolute; top:0; left:0;opacity:0.8;"></div>
// <div class="circle-grid field" style="position:absolute; top:0; left:10px;opacity:0.65;"></div>
// </span>
// &nbsp; &nbsp; &nbsp; &nbsp; ${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() :tech.tech[choose].description}</div></div>`
// } else if (tech.tech[choose].isGunTech) {
// text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title">
// <span style="position:relative;">
// <div class="circle-grid tech" style="position:absolute; top:0; left:0;opacity:0.8;"></div>
// <div class="circle-grid gun" style="position:absolute; top:0; left:10px; opacity:0.65;"></div>
// </span>
// &nbsp; &nbsp; &nbsp; &nbsp; ${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() :tech.tech[choose].description}</div></div>`
// } else if (tech.tech[choose].isLore) {
// text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title lore-text"><div class="circle-grid lore"></div> &nbsp; ${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div>`
// } else if (tech.tech[choose].isJunk) {
// text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title"><div class="circle-grid junk"></div> &nbsp; ${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div>`
// } else {
// text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title"><div class="circle-grid tech"></div> &nbsp; ${tech.tech[choose].name} ${isCount}</div>${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}</div>`
// }
// // text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choose})"><div class="grid-title"><div class="circle-grid tech"></div> &nbsp; ${tech.tech[choose].name}</div> ${tech.tech[choose].description}</div>`
// return choose
// } else if (tech.isBanish) { //if no tech options available eject banish tech
// for (let i = 0, len = tech.tech.length; i < len; i++) {
// if (tech.tech[i].name === "decoherence") powerUps.ejectTech(i)
// }
// }
// }
// let text = ""
// if (!tech.isSuperDeterminism) text += `<div class='cancel' onclick='powerUps.endDraft("tech",true)'>${tech.isCancelTech ? "?":"✕"}</div>`
// text += `<h3 style = 'color:#fff; text-align:left; margin: 0px;'>tech</h3>`
// let choice1 = pick()
// // console.log(choice1)
// let choice2 = null
// let choice3 = null
// if (choice1 !== null) {
// powerUps.tech.choiceLog.push(choice1)
// if (!tech.isDeterminism) {
// choice2 = pick(choice1)
// // if (choice2 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choice2})"><div class="grid-title"><div class="circle-grid tech"></div> &nbsp; ${tech.tech[choice2].name}</div> ${tech.tech[choice2].description}</div>`
// choice3 = pick(choice1, choice2)
// // if (choice3 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choice3})"><div class="grid-title"><div class="circle-grid tech"></div> &nbsp; ${tech.tech[choice3].name}</div> ${tech.tech[choice3].description}</div>`
// powerUps.tech.choiceLog.push(choice2)
// powerUps.tech.choiceLog.push(choice3)
// }
// if (tech.extraChoices) {
// let choice4 = pick(choice1, choice2, choice3)
// // if (choice4 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choice4})"><div class="grid-title"><div class="circle-grid tech"></div> &nbsp; ${tech.tech[choice4].name}</div> ${tech.tech[choice4].description}</div>`
// let choice5 = pick(choice1, choice2, choice3, choice4)
// // if (choice5 > -1) text += `<div class="choose-grid-module" onclick="powerUps.choose('tech',${choice5})"><div class="grid-title"><div class="circle-grid tech"></div> &nbsp; ${tech.tech[choice5].name}</div> ${tech.tech[choice5].description}</div>`
// powerUps.tech.choiceLog.push(choice4)
// powerUps.tech.choiceLog.push(choice5)
// }
// // if (powerUps.research.count) text += `<div class="choose-grid-module" onclick="powerUps.research.use('tech')"><div class="grid-title"><div class="circle-grid research"></div> &nbsp; research <span class="research-select">${powerUps.research.count}</span></div></div>`
// if (tech.isExtraGunField) {
// if (Math.random() > 0.5 && b.inventory.length < b.guns.length) {
// //bonus gun in tech menu
// let choiceGun = powerUps.gun.pick(b.guns)
// powerUps.gun.choiceLog.push(choiceGun)
// text += `<div class="choose-grid-module" onclick="powerUps.choose('gun',${choiceGun})"><div class="grid-title"><div class="circle-grid gun"></div> &nbsp; ${b.guns[choiceGun].name}</div> ${b.guns[choiceGun].description}</div>`
// } else {
// //bonus field in tech menu
// let choiceField = powerUps.field.pick(m.fieldUpgrades)
// powerUps.field.choiceLog.push(choiceField)
// text += `<div class="choose-grid-module" onclick="powerUps.choose('field',${choiceField})"><div class="grid-title"><div class="circle-grid field"></div> &nbsp; ${m.fieldUpgrades[choiceField].name}</div> ${m.fieldUpgrades[choiceField].description}</div>`
// }
// }
// if (tech.tooManyTechChoices) {
// tech.tooManyTechChoices--
// for (let i = 0; i < powerUps.tech.lastTotalChoices; i++) pick()
// }
// if (tech.isBrainstorm && !tech.isBrainstormActive && !simulation.isChoosing) {
// tech.isBrainstormActive = true
// let count = 0
// requestAnimationFrame(cycle);
// function cycle() {
// count++
// if (count < tech.brainStormDelay * 5 && simulation.isChoosing) {
// if (!(count % tech.brainStormDelay)) {
// powerUps.tech.effect();
// document.getElementById("choose-grid").style.pointerEvents = "auto"; //turn off the normal 500ms delay
// document.body.style.cursor = "auto";
// document.getElementById("choose-grid").style.transitionDuration = "0s";
// }
// requestAnimationFrame(cycle);
// } else {
// tech.isBrainstormActive = false
// }
// }
// }
// //add in research button or pseudoscience button
// if (tech.isJunkResearch && powerUps.research.currentRerollCount < 3) {
// tech.junkResearchNumber = Math.floor(5 * Math.random())
// text += `<div class="choose-grid-module" onclick="powerUps.research.use('tech')"><div class="grid-title"> <span style="position:relative;">`
// for (let i = 0; i < tech.junkResearchNumber; i++) text += `<div class="circle-grid junk" style="position:absolute; top:0; left:${15*i}px ;opacity:0.8; border: 1px #fff solid;"></div>`
// text += `</span>&nbsp; <span class='research-select'>pseudoscience</span></div></div>`
// } else if (powerUps.research.count) {
// text += `<div class="choose-grid-module" onclick="powerUps.research.use('tech')"><div class="grid-title"> <span style="position:relative;">`
// for (let i = 0, len = Math.min(powerUps.research.count, 30); i < len; i++) text += `<div class="circle-grid research" style="position:absolute; top:0; left:${(18 - len*0.3)*i}px;opacity:0.8; border: 1px #fff solid;"></div>`
// // text += `</span>&nbsp; <span class='research-select'>research</span></div></div>`
// text += `</span>&nbsp; <span class='research-select'>${tech.isResearchReality?"<span class='alt'>alternate reality</span>": "research"}</span></div></div>`
// }
// document.getElementById("choose-grid").innerHTML = text
// powerUps.showDraft();
// }
// }
// }
},
onPickUp(who) {
powerUps.research.currentRerollCount = 0
if (tech.isTechDamage && who.name === "tech") m.damage(0.11 + 0.11 * tech.isEnergyHealth)
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'
} else {
tech.isFlipFlopOn = true //immune to damage this hit, lose immunity for next hit
if (document.getElementById("tech-switch")) document.getElementById("tech-switch").innerHTML = ` = <strong>ON</strong>`
m.eyeFillColor = m.fieldMeterColor //'#0cf'
}
if (tech.isRelayEnergy) m.setMaxEnergy();
}
},
// giveRandomAmmo() {
// const ammoTarget = Math.floor(Math.random() * (b.guns.length));
// const ammo = Math.ceil(b.guns[ammoTarget].ammoPack * 6);
// if (ammo !== Infinity) {
// b.guns[ammoTarget].ammo += ammo;
// simulation.updateGunHUD();
// simulation.makeTextLog(`${b.guns[ammoTarget].name}.<span class='color-g'>ammo</span> <span class='color-symbol'>+=</span> ${ammo}`);
// }
// },
spawnRandomPowerUp(x, y) { //mostly used after mob dies, doesn't always return a power up
if ((Math.random() * Math.random() - 0.3 > Math.sqrt(m.health) && !tech.isEnergyHealth) || Math.random() < 0.04) { //spawn heal chance is higher at low health
powerUps.spawn(x, y, "heal");
return;
}
if (Math.random() < 0.15 && b.inventory.length > 0) {
powerUps.spawn(x, y, "ammo");
return;
}
if (Math.random() < 0.0007 * (3 - b.inventory.length)) { //a new gun has a low chance for each not acquired gun up to 3
powerUps.spawn(x, y, "gun");
return;
}
// if (Math.random() < 0.0027 * (22 - tech.totalCount)) { //a new tech has a low chance for each not acquired tech up to 25
if (Math.random() < 0.005 * (10 - level.levelsCleared)) { //a new tech has a low chance that decreases in later levels
powerUps.spawn(x, y, "tech");
return;
}
if (Math.random() < 0.0015) {
powerUps.spawn(x, y, "field");
return;
}
// if (Math.random() < 0.01) {
// powerUps.spawn(x, y, "research");
// return;
// }
},
randomPowerUpCounter: 0,
spawnBossPowerUp(x, y) { //boss spawns field and gun tech upgrades
if (level.levels[level.onLevel] !== "final") {
if (m.fieldMode === 0) {
powerUps.spawn(x, y, "field")
} else {
powerUps.randomPowerUpCounter++;
powerUpChance(Math.max(level.levelsCleared, 10) * 0.1)
}
powerUps.randomPowerUpCounter += 0.6;
powerUpChance(Math.max(level.levelsCleared, 6) * 0.1)
function powerUpChance(chanceToFail) {
if (Math.random() * chanceToFail < powerUps.randomPowerUpCounter) {
powerUps.randomPowerUpCounter = 0;
if (Math.random() < 0.97) {
powerUps.spawn(x, y, "tech")
} else {
powerUps.spawn(x, y, "gun")
}
} else {
if (m.health < 0.65 && !tech.isEnergyHealth) {
powerUps.spawn(x, y, "heal");
powerUps.spawn(x, y, "heal");
} else {
powerUps.spawn(x, y, "ammo");
powerUps.spawn(x, y, "ammo");
}
}
}
}
},
chooseRandomPowerUp(x, y) { //100% chance to drop a random power up //used in spawn.debris
if (Math.random() < 0.5) {
powerUps.spawn(x, y, "heal", false);
} else {
powerUps.spawn(x, y, "ammo", false);
}
},
addResearchToLevel() { //add a random power up to a location that has a mob, mostly used to give each level one randomly placed research
if (mob.length && Math.random() < 0.8) { // 80% chance
const index = Math.floor(Math.random() * mob.length)
powerUps.spawn(mob[index].position.x, mob[index].position.y, "research");
}
},
spawnStartingPowerUps(x, y) { //used for map specific power ups, mostly to give player a starting gun
if (level.levelsCleared < 4) { //runs 4 times on all difficulty levels
if (level.levelsCleared > 1) powerUps.spawn(x, y, "tech")
if (b.inventory.length === 0) {
powerUps.spawn(x, y, "gun", false); //first gun
} else if (tech.totalCount === 0) { //first tech
powerUps.spawn(x, y, "tech", false);
} else if (b.inventory.length === 1) { //second gun or extra ammo
if (Math.random() < 0.4) {
powerUps.spawn(x, y, "gun", false);
} else {
for (let i = 0; i < 5; i++) powerUps.spawn(x, y, "ammo", false);
}
} else {
for (let i = 0; i < 4; i++) powerUps.spawnRandomPowerUp(x, y);
}
} else {
for (let i = 0; i < 3; i++) powerUps.spawnRandomPowerUp(x, y);
}
},
ejectTech(choose = 'random', isOverride = false) {
if (!simulation.isChoosing || isOverride) {
//find which tech you have
if (choose === 'random') {
const have = []
for (let i = 0; i < tech.tech.length; i++) {
if (tech.tech[i].count > 0 && !tech.tech[i].isNonRefundable) have.push(i)
}
if (have.length === 0) {
for (let i = 0; i < tech.tech.length; i++) {
if (tech.tech[i].count > 0) have.push(i)
}
}
if (have.length) {
choose = have[Math.floor(Math.random() * have.length)]
// simulation.makeTextLog(`<div class='circle tech'></div> &nbsp; <strong>${tech.tech[choose].name}</strong> was ejected`, 600) //message about what tech was lost
simulation.makeTextLog(`<span class='color-var'>tech</span>.remove("<span class='color-text'>${tech.tech[choose].name}</span>")`)
for (let i = 0; i < tech.tech[choose].count; i++) {
powerUps.directSpawn(m.pos.x, m.pos.y, "tech");
// powerUp[powerUp.length - 1].isDuplicated = true
}
// remove a random tech from the list of tech you have
tech.tech[choose].remove();
tech.tech[choose].count = 0;
tech.tech[choose].isLost = true;
simulation.updateTechHUD();
m.fieldCDcycle = m.cycle + 30; //disable field so you can't pick up the ejected tech
return true
} else {
return false
}
} else if (tech.tech[choose].count) {
// simulation.makeTextLog(`<div class='circle tech'></div> &nbsp; <strong>${tech.tech[choose].name}</strong> was ejected`, 600) //message about what tech was lost
simulation.makeTextLog(`<span class='color-var'>tech</span>.remove("<span class='color-text'>${tech.tech[choose].name}</span>")`)
for (let i = 0; i < tech.tech[choose].count; i++) {
powerUps.directSpawn(m.pos.x, m.pos.y, "tech");
powerUp[powerUp.length - 1].isDuplicated = true
}
// remove a random tech from the list of tech you have
tech.tech[choose].remove();
tech.tech[choose].count = 0;
tech.tech[choose].isLost = true;
simulation.updateTechHUD();
m.fieldCDcycle = m.cycle + 30; //disable field so you can't pick up the ejected tech
return true
} else {
return false
}
}
},
pauseEjectTech(index) {
if ((tech.isPauseEjectTech || simulation.testing) && !simulation.isChoosing && !tech.tech[index].isNonRefundable) {
if (Math.random() < 0.16 || tech.tech[index].isFromAppliedScience || (tech.tech[index].bonusResearch !== undefined && tech.tech[index].bonusResearch > powerUps.research.count)) {
tech.removeTech(index)
// powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "research", false);
} else {
powerUps.ejectTech(index)
}
document.getElementById(`${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)
) {
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
}
}
},
};