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
});
},
healGiveMaxEnergy: false, //for tech 1st ionization energy
orb: {
research(num = 1) {
switch (num) {
case 1:
return `
`
case 2:
return `
`
case 3:
return `
`
case 4:
return `
`
case 5:
return `
`
case 6:
return `
`
}
let text = ''
for (let i = 0; i < num; i++) {
text += ``
}
text += ' '
for (let i = 0; i < num; i++) {
text += ' '
}
return text
},
ammo(num = 1) {
switch (num) {
case 1:
return ``
}
let text = ''
for (let i = 0; i < num; i++) {
text += ``
}
text += ' '
for (let i = 0; i < num; i++) {
text += ' '
}
return text
},
heal(num = 1) {
if (powerUps.healGiveMaxEnergy) {
switch (num) {
case 1:
return ``
}
let text = ''
for (let i = 0; i < num; i++) {
text += ``
}
text += ' '
for (let i = 0; i < num; i++) {
text += ' '
}
return text
} else {
switch (num) {
case 1:
return ``
}
let text = ''
for (let i = 0; i < num; i++) {
text += ``
}
text += ' '
for (let i = 0; i < num; i++) {
text += ' '
}
return text
}
},
tech(num = 1) {
return ``
},
coupling(num = 1) {
switch (num) {
case 1:
return ``
}
let text = ''
for (let i = 0; i < num; i++) {
text += ``
}
text += ' '
for (let i = 0; i < num; i++) {
text += ' '
}
return text
},
boost(num = 1) {
switch (num) {
case 1:
return ``
}
let text = ''
for (let i = 0; i < num; i++) {
text += ``
}
text += ' '
for (let i = 0; i < num; i++) {
text += ' '
}
return text
},
},
totalPowerUps: 0, //used for tech that count power ups at the end of a level
do() { },
setPowerUpMode() {
if (tech.duplicationChance() > 0 || tech.isAnthropicTech) {
powerUps.draw = powerUps.drawDup
if (tech.isPowerUpsVanish) {
if (tech.isHealAttract) {
powerUps.do = () => {
powerUps.dupExplode();
powerUps.draw();
powerUps.attractHeal();
}
} else {
powerUps.do = () => {
powerUps.dupExplode();
powerUps.draw();
}
}
} else if (tech.isHealAttract) {
powerUps.do = () => {
powerUps.draw();
powerUps.attractHeal();
}
} else {
powerUps.do = () => powerUps.draw();
}
tech.maxDuplicationEvent() //check to see if hitting 100% duplication
} else {
powerUps.draw = powerUps.drawCircle
if (tech.isHealAttract) {
powerUps.do = () => {
powerUps.draw();
powerUps.attractHeal();
}
} else {
powerUps.do = powerUps.draw
}
}
},
draw() { },
drawCircle() {
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;
},
drawDup() {
ctx.globalAlpha = 0.4 * Math.sin(simulation.cycle * 0.15) + 0.6;
for (let i = 0, len = powerUp.length; i < len; ++i) {
ctx.beginPath();
if (powerUp[i].isDuplicated) {
let vertices = powerUp[i].vertices;
ctx.moveTo(vertices[0].x, vertices[0].y);
for (let j = 1; j < vertices.length; j++) {
ctx.lineTo(vertices[j].x, vertices[j].y);
}
ctx.lineTo(vertices[0].x, vertices[0].y);
} else {
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;
},
attractHeal() {
for (let i = 0; i < powerUp.length; i++) { //attract heal power ups to player
if (powerUp[i].name === "heal") {
let attract = Vector.mult(Vector.normalise(Vector.sub(m.pos, powerUp[i].position)), 0.015 * powerUp[i].mass)
powerUp[i].force.x += attract.x;
powerUp[i].force.y += attract.y - powerUp[i].mass * simulation.g; //negate gravity
Matter.Body.setVelocity(powerUp[i], Vector.mult(powerUp[i].velocity, 0.7));
}
}
},
dupExplode() {
for (let i = 0, len = powerUp.length; i < len; ++i) {
if (powerUp[i].isDuplicated) {
if (Math.random() < 0.003) { // (1-0.003)^240 = chance to be removed after 4 seconds, 240 = 4 seconds * 60 cycles per second
b.explosion(powerUp[i].position, 175 + (11 + 3 * Math.random()) * powerUp[i].size);
Matter.Composite.remove(engine.world, powerUp[i]);
powerUp.splice(i, 1);
break
}
if (Math.random() < 0.3) { //draw electricity
const mag = 4 + 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, 4 * (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("${b.guns[index].name}")`
if (b.inventory.length === 1) text += `
input.key.gun: ["MouseLeft"]`
if (b.inventory.length === 2) text += `
input.key.nextGun: ["${input.key.nextGun}","MouseWheel"]
input.key.previousGun: ["${input.key.previousGun}","MouseWheel"]`
simulation.makeTextLog(text);
} else if (type === "field") {
m.setField(index)
} else if (type === "tech") {
// if (tech.isBanish && tech.tech[index].isBanished) tech.tech[index].isBanished = false
simulation.makeTextLog(`tech.giveTech("${tech.tech[index].name}")`);
tech.giveTech(index)
}
powerUps.endDraft(type);
},
showDraft() {
//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";
}, 400);
simulation.isChoosing = true; //stops p from un pausing on key down
if (!simulation.paused) {
if (tech.isNoDraftPause) {
document.getElementById("choose-grid").style.opacity = "1"
} else {
simulation.paused = true;
document.getElementById("choose-grid").style.opacity = "1"
}
document.getElementById("choose-grid").style.transitionDuration = "0.5s"; //how long is the fade in on
document.getElementById("choose-grid").style.visibility = "visible"
requestAnimationFrame(() => {
ctx.fillStyle = `rgba(150,150,150,0.9)`; //`rgba(221,221,221,0.6)`;
ctx.fillRect(0, 0, canvas.width, canvas.height);
});
// document.getElementById("pause-grid-right").style.opacity = "0.7"
// document.getElementById("pause-grid-left").style.opacity = "0.7"
}
// build.pauseGrid()
},
endDraft(type, isCanceled = false) { //type should be a gun, tech, or field
if (isCanceled) {
if (tech.isCancelTech && Math.random() < 0.85 && type !== "entanglement") {
// powerUps.research.use('tech')
powerUps[type].effect();
return
}
if (tech.isCancelDuplication) {
tech.duplication += 0.041
tech.maxDuplicationEvent()
simulation.makeTextLog(`tech.duplicationChance() += ${0.043}`)
simulation.circleFlare(0.043);
}
if (tech.isCancelRerolls) {
for (let i = 0, len = 5 + 5 * Math.random(); i < len; i++) {
let spawnType
if (Math.random() < 0.4 && !tech.isEnergyNoAmmo) {
spawnType = "ammo"
} else if (Math.random() < 0.33 && !tech.isSuperDeterminism) {
spawnType = "research"
} else {
spawnType = "heal"
}
powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), spawnType, false);
}
}
if (tech.isCancelCouple) powerUps.spawnDelay("coupling", 5)
// 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(`options exchange: returns 1 tech`)
// }
// 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: ${Math.max(0,powerUps.tech.lastTotalChoices - banishLength)}`)
// }
}
if (tech.isAnsatz && powerUps.research.count < 1) {
for (let i = 0; i < 2; i++) powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "research", false);
}
// document.getElementById("choose-grid").style.display = "none"
document.getElementById("choose-grid").style.visibility = "hidden"
document.getElementById("choose-grid").style.opacity = "0"
document.body.style.cursor = "none";
// document.body.style.overflow = "hidden"
// if (m.alive){}
if (simulation.paused) requestAnimationFrame(cycle);
if (m.alive) simulation.paused = false;
simulation.isChoosing = false; //stops p from un pausing on key down
build.unPauseGrid()
if (m.immuneCycle < m.cycle + 15) m.immuneCycle = m.cycle + 15; //player is immune to damage for 30 cycles
if (m.holdingTarget) m.drop();
},
coupling: {
name: "coupling",
color: "#0ae", //"#0cf",
size() {
return 13;
},
effect() {
m.couplingChange(1)
},
// spawnDelay(num) {
// let count = num
// let respawnDrones = () => {
// if (count > 0) {
// requestAnimationFrame(respawnDrones);
// if (!simulation.paused && !simulation.isChoosing) { //&& !(simulation.cycle % 2)
// count--
// const where = { x: m.pos.x + 50 * (Math.random() - 0.5), y: m.pos.y + 50 * (Math.random() - 0.5) }
// powerUps.spawn(where.x, where.y, "coupling");
// }
// }
// }
// requestAnimationFrame(respawnDrones);
// }
},
boost: {
name: "boost",
color: "#f55", //"#0cf",
size() {
return 11;
},
endCycle: 0,
duration: null, //set by "tech: band gap"
damage: null, //set by "tech: band gap"
effect() {
powerUps.boost.endCycle = m.cycle + Math.floor(Math.max(0, powerUps.boost.endCycle - m.cycle) * 0.6) + powerUps.boost.duration //duration+seconds plus 2/3 of current time left
},
draw() {
// console.log(this.endCycle)
if (powerUps.boost.endCycle > m.cycle) {
ctx.strokeStyle = "rgba(255,0,0,0.8)" //m.fieldMeterColor; //"rgba(255,255,0,0.2)" //ctx.strokeStyle = `rgba(0,0,255,${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)
},
isMakingBots: false, //to prevent bot fabrication from running 2 sessions at once
changeRerolls(amount) {
if (amount !== 0) powerUps.research.count += amount
if (tech.isRerollBots && !this.isMakingBots) {
let cycle = () => {
const cost = 2 + Math.floor(0.2 * b.totalBots())
if (m.alive && powerUps.research.count >= cost) {
requestAnimationFrame(cycle);
this.isMakingBots = true
} else {
this.isMakingBots = false
}
if (!simulation.paused && !simulation.isChoosing && !(simulation.cycle % 60)) {
powerUps.research.count -= cost
b.randomBot()
if (tech.renormalization) {
for (let i = 0; i < cost; i++) {
if (Math.random() < 0.46) {
m.fieldCDcycle = m.cycle + 20;
powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "research");
}
}
}
}
}
requestAnimationFrame(cycle);
}
if (tech.isDeathAvoid && document.getElementById("tech-anthropic")) {
document.getElementById("tech-anthropic").innerHTML = `-${powerUps.research.count}`
}
if (tech.renormalization && Math.random() < 0.46 && 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 = ${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);
if (healOutput > 0) simulation.makeTextLog(`m.health += ${(healOutput).toFixed(3)}`) //
${m.health.toFixed(3)}
if (tech.isOverHeal && overHeal > 0) { //tech quenching
const scaledOverHeal = overHeal // * 0.9
m.damage(scaledOverHeal);
simulation.makeTextLog(`m.health -= ${(scaledOverHeal).toFixed(3)}`) //
${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();
} else if (overHeal > 0.1) {
requestAnimationFrame(() => {
powerUps.directSpawn(this.position.x, this.position.y, "heal", true, null, overHeal * 40 * (simulation.healScale ** 0.25))// directSpawn(x, y, target, moving = true, mode = null, size = powerUps[target].size()) {
});
}
if (tech.isHealBrake) {
const totalTime = 900
//check if you already have this effect
let foundActiveEffect = false
for (let i = 0; i < simulation.ephemera.length; i++) {
if (simulation.ephemera[i].name === "healPush") {
foundActiveEffect = true
simulation.ephemera[i].count = 0.5 * simulation.ephemera[i].count + totalTime //add time
simulation.ephemera[i].scale = 0.5 * (simulation.ephemera[i].scale + Math.min(Math.max(0.6, heal * 6), 2.3)) //take average of scale
}
}
if (!foundActiveEffect) {
simulation.ephemera.push({
name: "healPush",
count: totalTime, //cycles before it self removes
range: 0,
scale: Math.min(Math.max(0.7, heal * 4), 2.2), //typically heal is 0.35
do() {
this.count--
if (this.count < 0) simulation.removeEphemera(this.name)
this.range = this.range * 0.99 + 0.01 * (300 * this.scale + 100 * Math.sin(m.cycle * 0.022))
if (this.count < 120) this.range -= 5 * this.scale
this.range = Math.max(this.range, 1) //don't go negative
// const range = 300 + 100 * Math.sin(m.cycle * 0.022)
for (let i = 0; i < mob.length; i++) {
const distance = Vector.magnitude(Vector.sub(m.pos, mob[i].position))
if (distance < this.range) {
const cap = mob[i].isShielded ? 3 : 1
if (mob[i].speed > cap && Vector.dot(mob[i].velocity, Vector.sub(m.pos, mob[i].position)) > 0) { // if velocity is directed towards player
Matter.Body.setVelocity(mob[i], Vector.mult(Vector.normalise(mob[i].velocity), cap)); //set velocity to cap, but keep the direction
}
}
}
ctx.beginPath();
ctx.arc(m.pos.x, m.pos.y, this.range, 0, 2 * Math.PI);
ctx.fillStyle = "hsla(200,50%,61%,0.18)";
ctx.fill();
},
})
}
}
}
}
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 !== null) { //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 * 0.8) //0.7 is average
target.ammo = ammoAdded
// simulation.makeTextLog(`${target.name}.ammo = ${ammoAdded}`)
} else {
const ammoAdded = Math.ceil((0.7 * Math.random() + 0.7 * Math.random()) * target.ammoPack * 0.8)
target.ammo += ammoAdded
// simulation.makeTextLog(`${target.name}.ammo += ${ammoAdded}`)
}
}
} else { //give ammo to all guns in inventory
// let textLog = ""
for (let i = 0, len = b.inventory.length; i < len; i++) {
const target = b.guns[b.inventory[i]]
if (target.ammo !== Infinity) {
if (tech.ammoCap) {
const ammoAdded = Math.ceil(target.ammoPack * 0.45 * tech.ammoCap) //0.45 is average
target.ammo = ammoAdded
// textLog += `${target.name}.ammo = ${ammoAdded}
`
} else {
const ammoAdded = Math.ceil((0.45 * Math.random() + 0.45 * Math.random()) * target.ammoPack) //Math.ceil(Math.random() * target.ammoPack)
target.ammo += ammoAdded
// textLog += `${target.name}.ammo += ${ammoAdded}
`
}
}
}
// simulation.makeTextLog(textLog)
}
// } else { //give ammo to all guns in inventory
// for (let i = 0, len = b.inventory.length; i < len; i++) {
// const target = b.guns[b.inventory[i]]
// if (target.ammo !== Infinity) {
// if (tech.ammoCap) {
// const ammoAdded = Math.ceil(target.ammoPack * 0.45 * tech.ammoCap) //0.45 is average
// target.ammo = ammoAdded
// simulation.makeTextLog(`${target.name}.ammo = ${ammoAdded}`)
// } else {
// const ammoAdded = Math.ceil((0.45 * Math.random() + 0.45 * Math.random()) * target.ammoPack) //Math.ceil(Math.random() * target.ammoPack)
// target.ammo += ammoAdded
// simulation.makeTextLog(`${target.name}.ammo += ${ammoAdded}`)
// }
// }
// }
// }
simulation.updateGunHUD();
}
}
},
cancelText(type) {
// if (localSettings.isHideImages) { }
if (tech.isSuperDeterminism) {
return ``
} else if (tech.isCancelTech) {
return `randomize
`
} else {
return `cancel
`
}
},
researchText(type) {
let text = ""
if (type === "entanglement") {
text += `entanglement
`
} else if (tech.isJunkResearch && powerUps.research.currentRerollCount < 3) {
text += `` // style = "margin-left: 192px; margin-right: -192px;"
tech.junkResearchNumber = Math.ceil(4 * Math.random())
text += `
`
for (let i = 0; i < tech.junkResearchNumber; i++) {
text += ``
}
text += ` pseudoscience `
} else if (powerUps.research.count > 0) {
text += `` // style = "margin-left: 192px; margin-right: -192px;"
text += `
`
for (let i = 0, len = Math.min(powerUps.research.count, 30); i < len; i++) text += ``
text += ` ${tech.isResearchReality ? "alternate reality" : "research"} `
} else {
text += ``
}
return text
},
researchAndCancelText(type) {
let text = ``
if (type === "entanglement") {
text += `
entanglement` //
} else if (tech.isJunkResearch && powerUps.research.currentRerollCount < 3) {
text += `
` // style = "margin-left: 192px; margin-right: -192px;"
tech.junkResearchNumber = Math.ceil(4 * Math.random())
text += ``
for (let i = 0, len = tech.junkResearchNumber; i < len; i++) {
text += ``
}
text += ` ${tech.isResearchReality ? "alternate reality" : "research"} `
} else if (powerUps.research.count > 0) {
text += `
` // style = "margin-left: 192px; margin-right: -192px;"
text += ``
let researchCap = 18
if (tech.isCancelTech) researchCap -= 2
if (canvas.width < 1951) researchCap -= 3
if (canvas.width < 1711) researchCap -= 4
for (let i = 0, len = Math.min(powerUps.research.count, researchCap); i < len; i++) {
text += ``
}
text += ` ${tech.isResearchReality ? "alternate reality" : "research"} `
} else {
text += `
research` //
}
if (tech.isSuperDeterminism) {
text += `
cancel`
} else if (tech.isCancelTech) {
text += `
randomize`
} else {
text += `
cancel`
}
return text + "
"
},
buildColumns(totalChoices, type) {
let width
if (canvas.width < 1710) {
width = "285px"
} else if (canvas.width < 1950) {
width = "340px"
} else {
width = "384px"
}
let text = ""
if (localSettings.isHideImages) {
document.getElementById("choose-grid").style.gridTemplateColumns = width
text += powerUps.researchAndCancelText(type)
} else if (totalChoices === 1 || canvas.width < 1200) {
document.getElementById("choose-grid").style.gridTemplateColumns = width
text += powerUps.researchAndCancelText(type)
// console.log('hi')
// text += powerUps.cancelText(type)
// text += powerUps.researchText(type)
} else if (totalChoices === 2) {
document.getElementById("choose-grid").style.gridTemplateColumns = `repeat(2, ${width})`
text += powerUps.researchText(type)
text += powerUps.cancelText(type)
} else {
document.getElementById("choose-grid").style.gridTemplateColumns = `repeat(3, ${width})`
text += ""
text += powerUps.researchText(type)
text += powerUps.cancelText(type)
}
return text
},
// researchAndCancelText(type) {
// let text = ""
// if (tech.isJunkResearch && powerUps.research.currentRerollCount < 3) {
// text += `
` // style = "margin-left: 192px; margin-right: -192px;"
// tech.junkResearchNumber = Math.ceil(4 * Math.random())
// text += `
`
// for (let i = 0; i < tech.junkResearchNumber; i++) text += ``
// text += ` pseudoscience `
// } else if (powerUps.research.count > 0) {
// text += `
` // style = "margin-left: 192px; margin-right: -192px;"
// text += `
`
// for (let i = 0, len = Math.min(powerUps.research.count, 30); i < len; i++) text += ``
// text += ` ${tech.isResearchReality?"alternate reality": "research"} `
// } else {
// text += `
`
// }
// return text + '
'
// },
hideStyle: `style="height:auto; border: none; background-color: transparent;"`,
gunText(choose, click) {
const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/gun/${b.guns[choose].name}.webp');"`
return `
${b.guns[choose].description}
`
},
fieldText(choose, click) {
const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/field/${m.fieldUpgrades[choose].name}${choose === 0 ? Math.floor(Math.random() * 10) : ""}.webp');"`
return `
${m.fieldUpgrades[choose].name}
${m.fieldUpgrades[choose].description}
`
},
techText(choose, click) {
const techCountText = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count + 1}x)` : "";
const style = localSettings.isHideImages || tech.tech[choose].isLore ? powerUps.hideStyle : `style="background-image: url('img/${tech.tech[choose].name}.webp');"`
return `
${tech.tech[choose].name} ${techCountText}
${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}
`
},
skinTechText(choose, click) {
const techCountText = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count + 1}x)` : "";
const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/${tech.tech[choose].name}.webp');"`
return `
${tech.tech[choose].name} ${techCountText}
${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}
`
},
fieldTechText(choose, click) {
const techCountText = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count + 1}x)` : "";
const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/${tech.tech[choose].name}.webp');"`
return `
${tech.tech[choose].name} ${techCountText}
${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}
`
},
gunTechText(choose, click) {
const techCountText = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count + 1}x)` : "";
const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/${tech.tech[choose].name}.webp');"`
return `
${tech.tech[choose].name} ${techCountText}
${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}
`
},
junkTechText(choose, click) {
const techCountText = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count + 1}x)` : "";
const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-size: contain;background-repeat: no-repeat;background-image: url('img/junk.webp');"`
if (!localSettings.isHideImages) {
setTimeout(() => { //delay so that the html element exists
if (tech.tech[choose].url === undefined) { //if on url has been set yet
const url = "https://images.search.yahoo.com/search/images?p=" + tech.tech[choose].name;
fetch(url, { signal: AbortSignal.timeout(1000) }) //give up if it takes over 1 second
.then((response) => response.text())
.then((html) => {
const parser = new DOMParser();
const doc = parser.parseFromString(html, "text/html");
const elements = doc.getElementsByClassName("ld");
// console.log(i, elements[i].getAttribute("data"), JSON.parse(elements[i].getAttribute("data")).iurl)
const index = Math.floor(Math.random() * 4) //randomly choose from the first 4 images
if (parseInt(JSON.parse(elements[index].getAttribute("data")).s.slice(0, -2)) < 500) { //make sure it isn't too big
tech.tech[choose].url = JSON.parse(elements[index].getAttribute("data")).iurl //store the url
document.getElementById(`junk-${choose}`).style.backgroundImage = `url('${tech.tech[choose].url}')` //make the url the background image
} else if (parseInt(JSON.parse(elements[index + 1].getAttribute("data")).s.slice(0, -2)) < 500) { //try a different images and see if it is smaller
tech.tech[choose].url = JSON.parse(elements[index + 1].getAttribute("data")).iurl
document.getElementById(`junk-${choose}`).style.backgroundImage = `url('${tech.tech[choose].url}')`
} else if (parseInt(JSON.parse(elements[index + 2].getAttribute("data")).s.slice(0, -2)) < 500) { //try a different images and see if it is smaller
tech.tech[choose].url = JSON.parse(elements[index + 2].getAttribute("data")).iurl
document.getElementById(`junk-${choose}`).style.backgroundImage = `url('${tech.tech[choose].url}')`
}
});
} else {
document.getElementById(`junk-${choose}`).style.backgroundImage = `url('${tech.tech[choose].url}')`
}
}, 1);
}
return `
${tech.tech[choose].name} ${techCountText}
${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}
`
},
incoherentTechText(choose, click) {
// text += `${tech.tech[choose].name} - incoherent
`
const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/${tech.tech[choose].name}.webp');"`
return ``
},
gun: {
name: "gun",
color: "#26a",
size() {
return 35;
},
effect() {
if (m.alive) {
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 + 2 * (m.fieldMode === 8)))
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) {
let text = powerUps.buildColumns(totalChoices, "gun")
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 += ` ${b.guns[choose].description}
`
text += powerUps.gunText(choose, `powerUps.choose('gun',${choose})`)
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 += ` ⭓▸●■ ${tech.tech[choose].name} ${isCount}
${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}
`
const choose = botTech[Math.floor(Math.random() * botTech.length)];
const techCountText = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count + 1}x)` : "";
const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/${tech.tech[choose].name}.webp');"`
text += `
⭓▸●■ ${tech.tech[choose].name} ${techCountText}
${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}
`
}
}
if (tech.isOneGun && b.inventory.length > 0) text += `replaces your current gun
`
document.getElementById("choose-grid").innerHTML = text
powerUps.showDraft();
}
}
},
},
field: {
name: "field",
color: "#0cf",
size() {
return 45;
},
effect() {
if (m.alive) {
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 + 2 * (m.fieldMode === 8)))
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) {
let text = powerUps.buildColumns(totalChoices, "field")
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 += ` ${m.fieldUpgrades[choose].name}
${m.fieldUpgrades[choose].description}
` //default
text += powerUps.fieldText(choose, `powerUps.choose('field',${choose})`)
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 += ` ⭓▸●■ ${tech.tech[choose].name} ${isCount}
${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}
`
const choose = botTech[Math.floor(Math.random() * botTech.length)];
const techCountText = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count + 1}x)` : "";
const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/${tech.tech[choose].name}.webp');"`
text += `
⭓▸●■ ${tech.tech[choose].name} ${techCountText}
${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}
`
}
}
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 junkCount = 0 //used for junk estimation
let totalCount = 0 //used for junk estimation
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 + 2 * (m.fieldMode === 8))
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
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 tech ejected`)
simulation.makeTextLog(`options reset`)
}
}
if (tech.tooManyTechChoices) {
tech.tooManyTechChoices = false
totalChoices = optionLengthNoDuplicates
}
if (optionLengthNoDuplicates > totalChoices) { //check for tech that were a choice last time and remove them
for (let i = 0; i < tech.tech.length; i++) {
if (optionLengthNoDuplicates > totalChoices) {
if (tech.tech[i].isRecentlyShown) 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
if (options.length > 0) {
let text = powerUps.buildColumns(totalChoices, "tech")
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 += powerUps.fieldTechText(choose, `powerUps.choose('tech',${choose})`)
} else if (tech.tech[choose].isGunTech) {
text += powerUps.gunTechText(choose, `powerUps.choose('tech',${choose})`)
} else if (tech.tech[choose].isJunk) {
text += powerUps.junkTechText(choose, `powerUps.choose('tech',${choose})`)
} else if (tech.tech[choose].isSkin) {
text += powerUps.skinTechText(choose, `powerUps.choose('tech',${choose})`)
} else { //normal tech
text += powerUps.techText(choose, `powerUps.choose('tech',${choose})`)
}
if (options.length < 1) break
}
if (tech.isExtraBotOption) {
const botTech = [] //make an array of bot options
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].isBotTech && tech.tech[i].count < tech.tech[i].maxCount && tech.tech[i].allowed() && !tech.tech[i].isRecentlyShown) botTech.push(i)
}
if (botTech.length > 0) { //pick random bot tech
// const choose = botTech[Math.floor(Math.random() * botTech.length)];
// const isCount = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count+1}x)` : "";
// text += ` ⭓▸●■ ${tech.tech[choose].name} ${isCount}
${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}
`
const choose = botTech[Math.floor(Math.random() * botTech.length)];
const techCountText = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count + 1}x)` : "";
const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/${tech.tech[choose].name}.webp');"`
text += `
⭓▸●■ ${tech.tech[choose].name} ${techCountText}
${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}
`
}
}
if (tech.isMassProduction) {
// const techOptions = [] //make an array of bot options
// for (let i = 0, len = tech.tech.length; i < len; i++) {
// if (tech.tech[i].isMassProduction) techOptions.push(i)
// }
// if (techOptions.length > 0) { //pick random bot tech
// const choose = techOptions[Math.floor(Math.random() * techOptions.length)];
// const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/${tech.tech[choose].name}.webp');"`
// text += `
//
//
${tech.tech[choose].name}
// ${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}
`
// }
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].isMassProduction) {
const style = localSettings.isHideImages ? powerUps.hideStyle : `style="background-image: url('img/${tech.tech[i].name}.webp');"`
text += `
${tech.tech[i].name}
${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() : tech.tech[i].description}
`
}
}
}
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 += ` ${b.guns[pick].description}
`
text += powerUps.gunText(pick, `powerUps.choose('gun',${pick})`)
} 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 += ` ${m.fieldUpgrades[pick].name}
${m.fieldUpgrades[pick].description}
`
text += powerUps.fieldText(pick, `powerUps.choose('field',${pick})`)
}
}
// 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 += ` microtransaction: ${tech.tech[choose].name}
${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}
`
// }
if (tech.isBrainstorm && !tech.isBrainstormActive && !simulation.isChoosing) {
tech.isBrainstormActive = true
let count = 1
let timeStart = performance.now()
const cycle = (timestamp) => {
// if (timeStart === undefined) timeStart = timestamp
// console.log(timestamp, timeStart)
if (timestamp - timeStart > tech.brainStormDelay * count && simulation.isChoosing) {
count++
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";
}
if (count < 5 && simulation.isChoosing) {
requestAnimationFrame(cycle);
} else {
tech.isBrainstormActive = false
}
}
requestAnimationFrame(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
// }
}
// if (localSettings.isHideImages) text += powerUps.researchText('tech')
document.getElementById("choose-grid").innerHTML = text
powerUps.showDraft();
//fade in all circles
// requestAnimationFrame(() => {
// var elements = document.getElementsByClassName('circle-grid');
// for (var i in elements) {
// if (elements.hasOwnProperty(i)) {
// elements[i].style.opacity = '1';
// }
// }
// });
}
}
},
},
entanglement: {
name: "entanglement",
color: "#fff", //"hsl(248,100%,65%)",
size() {
return 40
},
effect() {
if (m.alive && localSettings.entanglement) {
// let text = ""
// document.getElementById("choose-grid").style.gridTemplateColumns = "384px 384px 384px"
let text = powerUps.buildColumns(3, "entanglement")
// text += powerUps.researchText('tech')
// text += ""
// text += "entanglement
"
// text += `cancel
` //powerUps.cancelText('tech')
if (localSettings.entanglement.fieldIndex && localSettings.entanglement.fieldIndex !== m.fieldMode) {
const choose = localSettings.entanglement.fieldIndex //add field
text += powerUps.fieldText(choose, `powerUps.choose('field',${choose})`)
}
for (let i = 0; i < localSettings.entanglement.gunIndexes.length; i++) { //add guns
const choose = localSettings.entanglement.gunIndexes[i]
//check if you always have this gun
let alreadyHasGun = false
for (let j = 0; j < b.inventory.length; j++) {
if (b.inventory[j] === choose) alreadyHasGun = true
}
// text += ` ${b.guns[gun].description}
`
if (!alreadyHasGun) text += powerUps.gunText(choose, `powerUps.choose('gun',${choose})`)
}
for (let i = 0; i < localSettings.entanglement.techIndexes.length; i++) { //add tech
let choose = localSettings.entanglement.techIndexes[i]
const isCount = tech.tech[choose].count > 0 ? `(${tech.tech[choose].count + 1}x)` : "";
if (choose === null || tech.tech[choose].count + 1 > tech.tech[choose].maxCount || !tech.tech[choose].allowed()) {
// text += `${tech.tech[choose].name} - incoherent
`
text += powerUps.incoherentTechText(choose)
} else {
if (tech.tech[choose].isFieldTech) {
text += powerUps.fieldTechText(choose, `powerUps.choose('tech',${choose})`)
} else if (tech.tech[choose].isGunTech) {
text += powerUps.gunTechText(choose, `powerUps.choose('tech',${choose})`)
} else if (tech.tech[choose].isLore) {
text += ` ${tech.tech[choose].name} ${isCount}
${tech.tech[choose].descriptionFunction ? tech.tech[choose].descriptionFunction() : tech.tech[choose].description}
`
} else if (tech.tech[choose].isJunk) {
text += powerUps.junkTechText(choose, `powerUps.choose('tech',${choose})`)
} else if (tech.tech[choose].isSkin) {
text += powerUps.skinTechText(choose, `powerUps.choose('tech',${choose})`)
} else { //normal tech
text += powerUps.techText(choose, `powerUps.choose('tech',${choose})`)
}
}
}
// document.getElementById("choose-grid").classList.add("flipX");
document.getElementById("choose-grid").innerHTML = text
powerUps.showDraft();
localSettings.entanglement = undefined
if (localSettings.isAllowed) localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
}
},
},
spawnDelay(type, num) {
let count = num
let cycle = () => {
if (count > 0) {
if (m.alive) requestAnimationFrame(cycle);
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, 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() < 0.5) {
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 = ` = OFF`
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 = ` = ON`
m.eyeFillColor = m.fieldMeterColor //'#0cf'
}
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() < 0.14) {
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)
}
if (!(simulation.difficulty > spawn.secondaryBossThreshold)) {
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() < 0.45 - 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(`tech.remove("${tech.tech[choose].name}")`)
for (let i = 0; i < tech.tech[choose].count; i++) {
powerUps.directSpawn(m.pos.x, m.pos.y, "tech");
// powerUp[powerUp.length - 1].isDuplicated = true
}
// remove a random tech from the list of tech you have
tech.tech[choose].remove();
tech.tech[choose].count = 0;
tech.tech[choose].isLost = true;
simulation.updateTechHUD();
m.fieldCDcycle = m.cycle + 30; //disable field so you can't pick up the ejected tech
return true
} else {
return false
}
} else if (tech.tech[choose].count && !tech.tech[choose].isNonRefundable) {
simulation.makeTextLog(`tech.remove("${tech.tech[choose].name}")`)
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(`${index}-pause-tech`).onclick = null
}
},
// removeRandomTech() {
// const have = [] //find which tech you have
// for (let i = 0; i < tech.tech.length; i++) {
// if (tech.tech[i].count > 0) have.push(i)
// }
// if (have.length) {
// const choose = have[Math.floor(Math.random() * have.length)]
// simulation.makeTextLog(`tech.removeTech("${tech.tech[choose].name}")`)
// 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
// },
randomize(where) { //makes a random power up convert into a random different power up
//put 10 power ups close together
const len = Math.min(10, powerUp.length)
for (let i = 0; i < len; i++) { //collide the first 10 power ups
const unit = Vector.rotate({ x: 1, y: 0 }, 6.28 * Math.random())
Matter.Body.setPosition(powerUp[i], Vector.add(where, Vector.mult(unit, 20 + 25 * Math.random())));
Matter.Body.setVelocity(powerUp[i], Vector.mult(unit, 20));
}
//count big power ups and small power ups
let options = ["heal", "research", "ammo"]
if (m.coupling) options.push("coupling")
if (tech.isBoostPowerUps) options.push("boost")
let bigIndexes = []
let smallIndexes = []
for (let i = 0; i < powerUp.length; i++) {
if (powerUp[i].name === "tech" || powerUp[i].name === "gun" || powerUp[i].name === "field") {
bigIndexes.push(i)
} else {
smallIndexes.push(i)
}
}
if (bigIndexes.length > 0) {
// console.log("at least 1 big will always spilt")
const index = bigIndexes[Math.floor(Math.random() * bigIndexes.length)]
for (let i = 0; i < 3; i++) powerUps.directSpawn(where.x, where.y, options[Math.floor(Math.random() * options.length)], false)
Matter.Composite.remove(engine.world, powerUp[index]);
powerUp.splice(index, 1);
} else if (smallIndexes.length > 2 && Math.random() < 0.33) {
// console.log("no big, at least 3 small can combine")
for (let j = 0; j < 3; j++) {
for (let i = 0; i < powerUp.length; i++) {
if (powerUp[i].name === "heal" || powerUp[i].name === "research" || powerUp[i].name === "ammo" || powerUp[i].name === "coupling" || powerUp[i].name === "boost") {
Matter.Composite.remove(engine.world, powerUp[i]);
powerUp.splice(i, 1);
break
}
}
}
options = ["tech", "gun", "field"]
powerUps.directSpawn(where.x, where.y, options[Math.floor(Math.random() * options.length)], false)
} else if (smallIndexes.length > 0) {
// console.log("no big, at least 1 small will swap flavors")
const index = Math.floor(Math.random() * powerUp.length)
options = options.filter(e => e !== powerUp[index].name); //don't repeat the current power up type
powerUps.directSpawn(where.x, where.y, options[Math.floor(Math.random() * options.length)], false)
Matter.Composite.remove(engine.world, powerUp[index]);
powerUp.splice(index, 1);
}
},
directSpawn(x, y, target, moving = true, mode = null, size = powerUps[target].size(), isDuplicated = false) {
let index = powerUp.length;
let properties = {
density: 0.001,
frictionAir: 0.03,
restitution: 0.85,
collisionFilter: {
group: 0,
category: cat.powerUp,
mask: cat.map | cat.powerUp
},
color: powerUps[target].color,
effect: powerUps[target].effect,
name: powerUps[target].name,
size: size
}
let polygonSides
if (isDuplicated) {
polygonSides = tech.isPowerUpsVanish ? 3 : Math.floor(4 + 2 * Math.random())
properties.isDuplicated = true
} else {
properties.inertia = Infinity //prevents rotation for circles only
polygonSides = 0
}
powerUp[index] = Matter.Bodies.polygon(x, y, polygonSides, size, properties);
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]);
},
spawn(x, y, target, moving = true, mode = null, size = powerUps[target].size()) {
if (
(!tech.isSuperDeterminism || (target !== 'research')) &&
!(tech.isEnergyNoAmmo && target === 'ammo')
) {
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, true)
powerUp[powerUp.length - 1].isDuplicated = true
// if (tech.isPowerUpsVanish) powerUp[powerUp.length - 1].endCycle = simulation.cycle + 300
}
}
},
};