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var player ;
var needCanvasUpdate = true ;
// Don't change this
const INC _VERSION = {
incNum : "2.6.6.2" ,
incName : "Fixed Reality"
}
// Return true if the layer should be highlighted. By default checks for upgrades only.
function shouldNotify ( layer ) {
for ( id in tmp [ layer ] . upgrades ) {
if ( isPlainObject ( layers [ layer ] . upgrades [ id ] ) ) {
if ( canAffordUpgrade ( layer , id ) && ! hasUpgrade ( layer , id ) && tmp [ layer ] . upgrades [ id ] . unlocked ) {
return true
}
}
}
if ( player [ layer ] . activeChallenge && canCompleteChallenge ( layer , player [ layer ] . activeChallenge ) ) {
return true
}
if ( tmp [ layer ] . shouldNotify )
return true
if ( isPlainObject ( tmp [ layer ] . tabFormat ) ) {
for ( subtab in tmp [ layer ] . tabFormat ) {
if ( subtabShouldNotify ( layer , 'mainTabs' , subtab ) ) {
tmp [ layer ] . trueGlowColor = tmp [ layer ] . tabFormat [ subtab ] . glowColor || defaultGlow
return true
}
}
}
for ( family in tmp [ layer ] . microtabs ) {
for ( subtab in tmp [ layer ] . microtabs [ family ] ) {
if ( subtabShouldNotify ( layer , family , subtab ) ) {
tmp [ layer ] . trueGlowColor = tmp [ layer ] . microtabs [ family ] [ subtab ] . glowColor
return true
}
}
}
return false
}
function canReset ( layer )
{
if ( layers [ layer ] . canReset !== undefined )
return run ( layers [ layer ] . canReset , layers [ layer ] )
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let type = PRESTIGE _TYPES [ tmp [ layer ] . type ]
if ( type === undefined )
return false
if ( type . total === false )
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return tmp [ layer ] . baseAmount . gte ( tmp [ layer ] . requires )
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if ( type . total === true )
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return tmp [ layer ] . baseAmount . gte ( tmp [ layer ] . nextAt )
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return false
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}
function rowReset ( row , layer ) {
for ( lr in ROW _LAYERS [ row ] ) {
if ( layers [ lr ] . doReset ) {
if ( ! isNaN ( row ) ) Vue . set ( player [ lr ] , "activeChallenge" , null ) // Exit challenges on any row reset on an equal or higher row
run ( layers [ lr ] . doReset , layers [ lr ] , layer )
}
else
if ( tmp [ layer ] . row > tmp [ lr ] . row && ! isNaN ( row ) ) layerDataReset ( lr )
}
}
function layerDataReset ( layer , keep = [ ] ) {
let storedData = { unlocked : player [ layer ] . unlocked , forceTooltip : player [ layer ] . forceTooltip , noRespecConfirm : player [ layer ] . noRespecConfirm , prevTab : player [ layer ] . prevTab } // Always keep these
for ( thing in keep ) {
if ( player [ layer ] [ keep [ thing ] ] !== undefined )
storedData [ keep [ thing ] ] = player [ layer ] [ keep [ thing ] ]
}
Vue . set ( player [ layer ] , "buyables" , getStartBuyables ( layer ) )
Vue . set ( player [ layer ] , "clickables" , getStartClickables ( layer ) )
Vue . set ( player [ layer ] , "challenges" , getStartChallenges ( layer ) )
Vue . set ( player [ layer ] , "grid" , getStartGrid ( layer ) )
layOver ( player [ layer ] , getStartLayerData ( layer ) )
player [ layer ] . upgrades = [ ]
player [ layer ] . milestones = [ ]
player [ layer ] . achievements = [ ]
for ( thing in storedData ) {
player [ layer ] [ thing ] = storedData [ thing ]
}
}
function addPoints ( layer , gain ) {
player [ layer ] . points = player [ layer ] . points . add ( gain ) . max ( 0 )
if ( player [ layer ] . best ) player [ layer ] . best = player [ layer ] . best . max ( player [ layer ] . points )
if ( player [ layer ] . total ) player [ layer ] . total = player [ layer ] . total . add ( gain )
}
function generatePoints ( layer , diff ) {
addPoints ( layer , tmp [ layer ] . resetGain . times ( diff ) )
}
function doReset ( layer , force = false ) {
if ( tmp [ layer ] . type == "none" ) return
let row = tmp [ layer ] . row
if ( ! force ) {
if ( tmp [ layer ] . canReset === false ) return ;
if ( tmp [ layer ] . baseAmount . lt ( tmp [ layer ] . requires ) ) return ;
let gain = tmp [ layer ] . resetGain
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if ( PRESTIGE _TYPES [ tmp [ layer ] . type ] && PRESTIGE _TYPES [ tmp [ layer ] . type ] . total ) {
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if ( tmp [ layer ] . baseAmount . lt ( tmp [ layer ] . nextAt ) ) return ;
gain = ( tmp [ layer ] . canBuyMax ? gain : 1 )
}
if ( layers [ layer ] . onPrestige )
run ( layers [ layer ] . onPrestige , layers [ layer ] , gain )
addPoints ( layer , gain )
updateMilestones ( layer )
updateAchievements ( layer )
if ( ! player [ layer ] . unlocked ) {
player [ layer ] . unlocked = true ;
needCanvasUpdate = true ;
if ( tmp [ layer ] . increaseUnlockOrder ) {
lrs = tmp [ layer ] . increaseUnlockOrder
for ( lr in lrs )
if ( ! player [ lrs [ lr ] ] . unlocked ) player [ lrs [ lr ] ] . unlockOrder ++
}
}
}
if ( run ( layers [ layer ] . resetsNothing , layers [ layer ] ) ) return
tmp [ layer ] . baseAmount = decimalZero // quick fix
for ( layerResetting in layers ) {
if ( row >= layers [ layerResetting ] . row && ( ! force || layerResetting != layer ) ) completeChallenge ( layerResetting )
}
player . points = ( row == 0 ? decimalZero : getStartPoints ( ) )
for ( let x = row ; x >= 0 ; x -- ) rowReset ( x , layer )
for ( r in OTHER _LAYERS ) {
rowReset ( r , layer )
}
player [ layer ] . resetTime = 0
updateTemp ( )
updateTemp ( )
}
function resetRow ( row ) {
if ( prompt ( 'Are you sure you want to reset this row? It is highly recommended that you wait until the end of your current run before doing this! Type "I WANT TO RESET THIS" to confirm' ) != "I WANT TO RESET THIS" ) return
let pre _layers = ROW _LAYERS [ row - 1 ]
let layers = ROW _LAYERS [ row ]
let post _layers = ROW _LAYERS [ row + 1 ]
rowReset ( row + 1 , post _layers [ 0 ] )
doReset ( pre _layers [ 0 ] , true )
for ( let layer in layers ) {
player [ layer ] . unlocked = false
if ( player [ layer ] . unlockOrder ) player [ layer ] . unlockOrder = 0
}
player . points = getStartPoints ( )
updateTemp ( ) ;
resizeCanvas ( ) ;
}
function startChallenge ( layer , x ) {
let enter = false
if ( ! player [ layer ] . unlocked || ! tmp [ layer ] . challenges [ x ] . unlocked ) return
if ( player [ layer ] . activeChallenge == x ) {
completeChallenge ( layer , x )
Vue . set ( player [ layer ] , "activeChallenge" , null )
} else {
enter = true
}
doReset ( layer , true )
if ( enter ) {
Vue . set ( player [ layer ] , "activeChallenge" , x )
run ( layers [ layer ] . challenges [ x ] . onEnter , layers [ layer ] . challenges [ x ] )
}
updateChallengeTemp ( layer )
}
function canCompleteChallenge ( layer , x )
{
if ( x != player [ layer ] . activeChallenge ) return
let challenge = tmp [ layer ] . challenges [ x ]
if ( challenge . canComplete !== undefined ) return challenge . canComplete
if ( challenge . currencyInternalName ) {
let name = challenge . currencyInternalName
if ( challenge . currencyLocation ) {
return ! ( challenge . currencyLocation [ name ] . lt ( challenge . goal ) )
}
else if ( challenge . currencyLayer ) {
let lr = challenge . currencyLayer
return ! ( player [ lr ] [ name ] . lt ( challenge . goal ) )
}
else {
return ! ( player [ name ] . lt ( challenge . goal ) )
}
}
else {
return ! ( player . points . lt ( challenge . goal ) )
}
}
function completeChallenge ( layer , x ) {
var x = player [ layer ] . activeChallenge
if ( ! x ) return
let completions = canCompleteChallenge ( layer , x )
if ( ! completions ) {
Vue . set ( player [ layer ] , "activeChallenge" , null )
run ( layers [ layer ] . challenges [ x ] . onExit , layers [ layer ] . challenges [ x ] )
return
}
if ( player [ layer ] . challenges [ x ] < tmp [ layer ] . challenges [ x ] . completionLimit ) {
needCanvasUpdate = true
player [ layer ] . challenges [ x ] += completions
player [ layer ] . challenges [ x ] = Math . min ( player [ layer ] . challenges [ x ] , tmp [ layer ] . challenges [ x ] . completionLimit )
if ( layers [ layer ] . challenges [ x ] . onComplete ) run ( layers [ layer ] . challenges [ x ] . onComplete , layers [ layer ] . challenges [ x ] )
}
Vue . set ( player [ layer ] , "activeChallenge" , null )
run ( layers [ layer ] . challenges [ x ] . onExit , layers [ layer ] . challenges [ x ] )
updateChallengeTemp ( layer )
}
VERSION . withoutName = "v" + VERSION . num + ( VERSION . pre ? " Pre-Release " + VERSION . pre : VERSION . pre ? " Beta " + VERSION . beta : "" )
VERSION . withName = VERSION . withoutName + ( VERSION . name ? ": " + VERSION . name : "" )
function autobuyUpgrades ( layer ) {
if ( ! tmp [ layer ] . upgrades ) return
for ( id in tmp [ layer ] . upgrades )
if ( isPlainObject ( tmp [ layer ] . upgrades [ id ] ) && ( layers [ layer ] . upgrades [ id ] . canAfford === undefined || layers [ layer ] . upgrades [ id ] . canAfford ( ) === true ) )
buyUpg ( layer , id )
}
function gameLoop ( diff ) {
if ( isEndgame ( ) || tmp . gameEnded ) {
tmp . gameEnded = true
clearParticles ( )
}
if ( isNaN ( diff ) || diff < 0 ) diff = 0
if ( tmp . gameEnded && ! player . keepGoing ) {
diff = 0
//player.tab = "tmp.gameEnded"
clearParticles ( )
}
if ( maxTickLength ) {
let limit = maxTickLength ( )
if ( diff > limit )
diff = limit
}
addTime ( diff )
player . points = player . points . add ( tmp . pointGen . times ( diff ) ) . max ( 0 )
for ( let x = 0 ; x <= maxRow ; x ++ ) {
for ( item in TREE _LAYERS [ x ] ) {
let layer = TREE _LAYERS [ x ] [ item ]
player [ layer ] . resetTime += diff
if ( tmp [ layer ] . passiveGeneration ) generatePoints ( layer , diff * tmp [ layer ] . passiveGeneration ) ;
if ( layers [ layer ] . update ) layers [ layer ] . update ( diff ) ;
}
}
for ( row in OTHER _LAYERS ) {
for ( item in OTHER _LAYERS [ row ] ) {
let layer = OTHER _LAYERS [ row ] [ item ]
player [ layer ] . resetTime += diff
if ( tmp [ layer ] . passiveGeneration ) generatePoints ( layer , diff * tmp [ layer ] . passiveGeneration ) ;
if ( layers [ layer ] . update ) layers [ layer ] . update ( diff ) ;
}
}
for ( let x = maxRow ; x >= 0 ; x -- ) {
for ( item in TREE _LAYERS [ x ] ) {
let layer = TREE _LAYERS [ x ] [ item ]
if ( tmp [ layer ] . autoPrestige && tmp [ layer ] . canReset ) doReset ( layer ) ;
if ( layers [ layer ] . automate ) layers [ layer ] . automate ( ) ;
if ( tmp [ layer ] . autoUpgrade ) autobuyUpgrades ( layer )
}
}
for ( row in OTHER _LAYERS ) {
for ( item in OTHER _LAYERS [ row ] ) {
let layer = OTHER _LAYERS [ row ] [ item ]
if ( tmp [ layer ] . autoPrestige && tmp [ layer ] . canReset ) doReset ( layer ) ;
if ( layers [ layer ] . automate ) layers [ layer ] . automate ( ) ;
player [ layer ] . best = player [ layer ] . best . max ( player [ layer ] . points )
if ( tmp [ layer ] . autoUpgrade ) autobuyUpgrades ( layer )
}
}
for ( layer in layers ) {
if ( layers [ layer ] . milestones ) updateMilestones ( layer ) ;
if ( layers [ layer ] . achievements ) updateAchievements ( layer )
}
}
function hardReset ( resetOptions ) {
if ( ! confirm ( "Are you sure you want to do this? You will lose all your progress!" ) ) return
player = null
if ( resetOptions ) options = null
save ( true ) ;
window . location . reload ( ) ;
}
var ticking = false
var interval = setInterval ( function ( ) {
if ( player === undefined || tmp === undefined ) return ;
if ( ticking ) return ;
if ( tmp . gameEnded && ! player . keepGoing ) return ;
ticking = true
let now = Date . now ( )
let diff = ( now - player . time ) / 1e3
let trueDiff = diff
if ( player . offTime !== undefined ) {
if ( player . offTime . remain > gameInfo . offlineLimit * 3600 ) player . offTime . remain = gameInfo . offlineLimit * 3600
if ( player . offTime . remain > 0 ) {
let offlineDiff = Math . max ( player . offTime . remain / 10 , diff )
player . offTime . remain -= offlineDiff
diff += offlineDiff
}
if ( ! options . offlineProd || player . offTime . remain <= 0 ) player . offTime = undefined
}
if ( player . devSpeed ) diff *= player . devSpeed
player . time = now
if ( needCanvasUpdate ) { resizeCanvas ( ) ;
needCanvasUpdate = false ;
}
tmp . scrolled = document . getElementById ( 'treeTab' ) && document . getElementById ( 'treeTab' ) . scrollTop > 30
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if ( player . devSpeed === 0 ) return
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updateTemp ( ) ;
updateOomps ( diff ) ;
updateWidth ( )
updateTabFormats ( )
gameLoop ( diff )
fixNaNs ( )
adjustPopupTime ( trueDiff )
updateParticles ( trueDiff )
ticking = false
} , 50 )
setInterval ( function ( ) { needCanvasUpdate = true } , 500 )