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// ************ Big Feature related ************
function respecBuyables ( layer ) {
if ( ! layers [ layer ] . buyables ) return
if ( ! layers [ layer ] . buyables . respec ) return
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if ( ! player [ layer ] . noRespecConfirm && ! confirm ( tmp [ layer ] . buyables . respecMessage || "Are you sure you want to respec? This will force you to do a \"" + ( tmp [ layer ] . name ? tmp [ layer ] . name : layer ) + "\" reset as well!" ) ) return
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run ( layers [ layer ] . buyables . respec , layers [ layer ] . buyables )
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updateBuyableTemp ( layer )
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document . activeElement . blur ( )
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}
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function canAffordUpgrade ( layer , id ) {
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let upg = tmp [ layer ] . upgrades [ id ]
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if ( tmp [ layer ] . upgrades [ id ] . canAfford !== undefined ) return tmp [ layer ] . upgrades [ id ] . canAfford
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let cost = tmp [ layer ] . upgrades [ id ] . cost
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return canAffordPurchase ( layer , upg , cost )
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}
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function canBuyBuyable ( layer , id ) {
let b = temp [ layer ] . buyables [ id ]
return ( b . unlocked && b . canAfford && player [ layer ] . buyables [ id ] . lt ( b . purchaseLimit ) )
}
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function hasUpgrade ( layer , id ) {
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return ( player [ layer ] . upgrades . includes ( toNumber ( id ) ) || player [ layer ] . upgrades . includes ( id . toString ( ) ) )
}
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function hasMilestone ( layer , id ) {
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return ( player [ layer ] . milestones . includes ( toNumber ( id ) ) || player [ layer ] . milestones . includes ( id . toString ( ) ) )
}
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function hasAchievement ( layer , id ) {
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return ( player [ layer ] . achievements . includes ( toNumber ( id ) ) || player [ layer ] . achievements . includes ( id . toString ( ) ) )
}
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function hasChallenge ( layer , id ) {
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return ( player [ layer ] . challenges [ id ] )
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}
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function maxedChallenge ( layer , id ) {
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return ( player [ layer ] . challenges [ id ] >= tmp [ layer ] . challenges [ id ] . completionLimit )
}
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function challengeCompletions ( layer , id ) {
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return ( player [ layer ] . challenges [ id ] )
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}
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function getBuyableAmount ( layer , id ) {
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return ( player [ layer ] . buyables [ id ] )
}
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function setBuyableAmount ( layer , id , amt ) {
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player [ layer ] . buyables [ id ] = amt
}
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function getClickableState ( layer , id ) {
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return ( player [ layer ] . clickables [ id ] )
}
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function setClickableState ( layer , id , state ) {
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player [ layer ] . clickables [ id ] = state
}
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function getGridData ( layer , id ) {
return ( player [ layer ] . grid [ id ] )
}
function setGridData ( layer , id , data ) {
player [ layer ] . grid [ id ] = data
}
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function upgradeEffect ( layer , id ) {
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return ( tmp [ layer ] . upgrades [ id ] . effect )
}
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function challengeEffect ( layer , id ) {
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return ( tmp [ layer ] . challenges [ id ] . rewardEffect )
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}
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function buyableEffect ( layer , id ) {
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return ( tmp [ layer ] . buyables [ id ] . effect )
}
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function clickableEffect ( layer , id ) {
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return ( tmp [ layer ] . clickables [ id ] . effect )
}
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function achievementEffect ( layer , id ) {
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return ( tmp [ layer ] . achievements [ id ] . effect )
}
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function gridEffect ( layer , id ) {
return ( gridRun ( layer , 'getEffect' , player [ layer ] . grid [ id ] , id ) )
}
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function canAffordPurchase ( layer , thing , cost ) {
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if ( thing . currencyInternalName ) {
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let name = thing . currencyInternalName
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if ( thing . currencyLocation ) {
return ! ( thing . currencyLocation [ name ] . lt ( cost ) )
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}
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else if ( thing . currencyLayer ) {
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let lr = thing . currencyLayer
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return ! ( player [ lr ] [ name ] . lt ( cost ) )
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}
else {
return ! ( player [ name ] . lt ( cost ) )
}
}
else {
return ! ( player [ layer ] . points . lt ( cost ) )
}
}
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function buyUpgrade ( layer , id ) {
buyUpg ( layer , id )
}
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function buyUpg ( layer , id ) {
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if ( ! tmp [ layer ] . upgrades || ! tmp [ layer ] . upgrades [ id ] ) return
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let upg = tmp [ layer ] . upgrades [ id ]
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if ( ! player [ layer ] . unlocked ) return
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if ( ! tmp [ layer ] . upgrades [ id ] . unlocked ) return
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if ( player [ layer ] . upgrades . includes ( id ) ) return
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if ( upg . canAfford === false ) return
let pay = layers [ layer ] . upgrades [ id ] . pay
if ( pay !== undefined )
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run ( pay , layers [ layer ] . upgrades [ id ] )
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else {
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let cost = tmp [ layer ] . upgrades [ id ] . cost
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if ( upg . currencyInternalName ) {
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let name = upg . currencyInternalName
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if ( upg . currencyLocation ) {
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if ( upg . currencyLocation [ name ] . lt ( cost ) ) return
upg . currencyLocation [ name ] = upg . currencyLocation [ name ] . sub ( cost )
}
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else if ( upg . currencyLayer ) {
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let lr = upg . currencyLayer
if ( player [ lr ] [ name ] . lt ( cost ) ) return
player [ lr ] [ name ] = player [ lr ] [ name ] . sub ( cost )
}
else {
if ( player [ name ] . lt ( cost ) ) return
player [ name ] = player [ name ] . sub ( cost )
}
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}
else {
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if ( player [ layer ] . points . lt ( cost ) ) return
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player [ layer ] . points = player [ layer ] . points . sub ( cost )
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}
}
player [ layer ] . upgrades . push ( id ) ;
if ( upg . onPurchase != undefined )
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run ( upg . onPurchase , upg )
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}
function buyMaxBuyable ( layer , id ) {
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if ( ! player [ layer ] . unlocked ) return
if ( ! tmp [ layer ] . buyables [ id ] . unlocked ) return
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if ( ! tmp [ layer ] . buyables [ id ] . canAfford ) return
if ( ! layers [ layer ] . buyables [ id ] . buyMax ) return
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run ( layers [ layer ] . buyables [ id ] . buyMax , layers [ layer ] . buyables [ id ] )
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updateBuyableTemp ( layer )
}
function buyBuyable ( layer , id ) {
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if ( ! player [ layer ] . unlocked ) return
if ( ! tmp [ layer ] . buyables [ id ] . unlocked ) return
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if ( ! tmp [ layer ] . buyables [ id ] . canBuy ) return
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run ( layers [ layer ] . buyables [ id ] . buy , layers [ layer ] . buyables [ id ] )
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updateBuyableTemp ( layer )
}
function clickClickable ( layer , id ) {
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if ( ! player [ layer ] . unlocked ) return
if ( ! tmp [ layer ] . clickables [ id ] . unlocked ) return
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if ( ! tmp [ layer ] . clickables [ id ] . canClick ) return
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run ( layers [ layer ] . clickables [ id ] . onClick , layers [ layer ] . clickables [ id ] )
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updateClickableTemp ( layer )
}
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function clickGrid ( layer , id ) {
if ( ! player [ layer ] . unlocked ) return
if ( ! run ( layers [ layer ] . grid . getUnlocked , layers [ layer ] . grid , id ) ) return
if ( ! gridRun ( layer , 'getCanClick' , player [ layer ] . grid [ id ] , id ) ) return
gridRun ( layer , 'onClick' , player [ layer ] . grid [ id ] , id )
}
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// Function to determine if the player is in a challenge
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function inChallenge ( layer , id ) {
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let challenge = player [ layer ] . activeChallenge
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if ( ! challenge ) return false
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id = toNumber ( id )
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if ( challenge == id ) return true
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if ( layers [ layer ] . challenges [ challenge ] . countsAs )
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return tmp [ layer ] . challenges [ challenge ] . countsAs . includes ( id )
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}
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// ************ Misc ************
var onTreeTab = true
function showTab ( name ) {
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if ( LAYERS . includes ( name ) && ! layerunlocked ( name ) ) return
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if ( player . tab === name && isPlainObject ( tmp [ name ] . tabFormat ) ) {
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player . subtabs [ name ] . mainTabs = Object . keys ( layers [ name ] . tabFormat ) [ 0 ]
}
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var toTreeTab = name == "none"
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player . tab = name
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if ( player . navTab == "none" && ( tmp [ name ] . row !== "side" ) && ( tmp [ name ] . row !== "otherside" ) ) player . lastSafeTab = name
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delete player . notify [ name ]
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updateTabFormats ( )
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needCanvasUpdate = true
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document . activeElement . blur ( )
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}
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function showNavTab ( name ) {
if ( LAYERS . includes ( name ) && ! layerunlocked ( name ) ) return
var toTreeTab = name == "tree"
player . navTab = name
player . notify [ name ] = false
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updateTabFormats ( )
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needCanvasUpdate = true
}
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function goBack ( ) {
if ( player . navTab !== "none" ) showTab ( "none" )
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else showTab ( player . lastSafeTab )
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}
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function layOver ( obj1 , obj2 ) {
for ( let x in obj2 ) {
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if ( obj2 [ x ] instanceof Decimal ) obj1 [ x ] = new Decimal ( obj2 [ x ] )
else if ( obj2 [ x ] instanceof Object ) layOver ( obj1 [ x ] , obj2 [ x ] ) ;
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else obj1 [ x ] = obj2 [ x ] ;
}
}
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function prestigeNotify ( layer ) {
if ( layers [ layer ] . prestigeNotify ) return layers [ layer ] . prestigeNotify ( )
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if ( isPlainObject ( tmp [ layer ] . tabFormat ) ) {
for ( subtab in tmp [ layer ] . tabFormat ) {
if ( subtabResetNotify ( layer , 'mainTabs' , subtab ) )
return true
}
}
for ( family in tmp [ layer ] . microtabs ) {
for ( subtab in tmp [ layer ] . microtabs [ family ] ) {
if ( subtabResetNotify ( layer , family , subtab ) )
return true
}
}
if ( tmp [ layer ] . autoPrestige || tmp [ layer ] . passiveGeneration ) return false
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else if ( tmp [ layer ] . type == "static" ) return tmp [ layer ] . canReset
else if ( tmp [ layer ] . type == "normal" ) return ( tmp [ layer ] . canReset && ( tmp [ layer ] . resetGain . gte ( player [ layer ] . points . div ( 10 ) ) ) )
else return false
}
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function notifyLayer ( name ) {
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if ( player . tab == name || ! layerunlocked ( name ) ) return
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player . notify [ name ] = 1
}
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function subtabShouldNotify ( layer , family , id ) {
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let subtab = { }
if ( family == "mainTabs" ) subtab = tmp [ layer ] . tabFormat [ id ]
else subtab = tmp [ layer ] . microtabs [ family ] [ id ]
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if ( subtab . embedLayer ) return tmp [ subtab . embedLayer ] . notify
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else return subtab . shouldNotify
}
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function subtabResetNotify ( layer , family , id ) {
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let subtab = { }
if ( family == "mainTabs" ) subtab = tmp [ layer ] . tabFormat [ id ]
else subtab = tmp [ layer ] . microtabs [ family ] [ id ]
if ( subtab . embedLayer ) return tmp [ subtab . embedLayer ] . prestigeNotify
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else return subtab . prestigeNotify
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}
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function nodeShown ( layer ) {
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if ( layerShown ( layer ) ) return true
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switch ( layer ) {
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case "idk" :
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return player . idk . unlocked
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break ;
}
return false
}
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function layerunlocked ( layer ) {
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if ( tmp [ layer ] && tmp [ layer ] . type == "none" ) return ( player [ layer ] . unlocked )
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return LAYERS . includes ( layer ) && ( player [ layer ] . unlocked || ( tmp [ layer ] . canReset && tmp [ layer ] . layerShown ) )
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}
function keepGoing ( ) {
player . keepGoing = true ;
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needCanvasUpdate = true ;
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goBack ( )
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}
function toNumber ( x ) {
if ( x . mag !== undefined ) return x . toNumber ( )
if ( x + 0 !== x ) return parseFloat ( x )
return x
}
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function updateMilestones ( layer ) {
for ( id in layers [ layer ] . milestones ) {
if ( ! ( hasMilestone ( layer , id ) ) && layers [ layer ] . milestones [ id ] . done ( ) ) {
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player [ layer ] . milestones . push ( id )
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if ( tmp [ layer ] . milestonePopups || tmp [ layer ] . milestonePopups === undefined ) doPopup ( "milestone" , tmp [ layer ] . milestones [ id ] . requirementDescription , "Milestone Gotten!" , 3 , tmp [ layer ] . color ) ;
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player [ layer ] . lastMilestone = id
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}
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}
}
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function updateAchievements ( layer ) {
for ( id in layers [ layer ] . achievements ) {
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if ( isPlainObject ( layers [ layer ] . achievements [ id ] ) && ! ( hasAchievement ( layer , id ) ) && layers [ layer ] . achievements [ id ] . done ( ) ) {
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player [ layer ] . achievements . push ( id )
if ( layers [ layer ] . achievements [ id ] . onComplete ) layers [ layer ] . achievements [ id ] . onComplete ( )
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if ( tmp [ layer ] . achievementPopups || tmp [ layer ] . achievementPopups === undefined ) doPopup ( "achievement" , tmp [ layer ] . achievements [ id ] . name , "Achievement Gotten!" , 3 , tmp [ layer ] . color ) ;
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}
}
}
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function addTime ( diff , layer ) {
let data = player
let time = data . timePlayed
if ( layer ) {
data = data [ layer ]
time = data . time
}
//I am not that good to perfectly fix that leak. ~ DB Aarex
if ( time + 0 !== time ) {
console . log ( "Memory leak detected. Trying to fix..." )
time = toNumber ( time )
if ( isNaN ( time ) || time == 0 ) {
console . log ( "Couldn't fix! Resetting..." )
time = layer ? player . timePlayed : 0
if ( ! layer ) player . timePlayedReset = true
}
}
time += toNumber ( diff )
if ( layer ) data . time = time
else data . timePlayed = time
}
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shiftDown = false
ctrlDown = false
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document . onkeydown = function ( e ) {
if ( player === undefined ) return ;
if ( gameEnded && ! player . keepGoing ) return ;
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shiftDown = e . shiftKey
ctrlDown = e . ctrlKey
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let key = e . key
if ( ctrlDown ) key = "ctrl+" + key
if ( onFocused ) return
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if ( ctrlDown && hotkeys [ key ] ) e . preventDefault ( )
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if ( hotkeys [ key ] ) {
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let k = hotkeys [ key ]
if ( player [ k . layer ] . unlocked && tmp [ k . layer ] . hotkeys [ k . id ] . unlocked )
k . onPress ( )
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}
}
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document . onkeyup = function ( e ) {
shiftDown = e . shiftKey
ctrlDown = e . ctrlKey
}
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var onFocused = false
function focused ( x ) {
onFocused = x
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}
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function isFunction ( obj ) {
return ! ! ( obj && obj . constructor && obj . call && obj . apply ) ;
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} ;
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function isPlainObject ( obj ) {
return ( ! ! obj ) && ( obj . constructor === Object )
}
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document . title = modInfo . name
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// Converts a string value to whatever it's supposed to be
function toValue ( value , oldValue ) {
if ( oldValue instanceof Decimal )
return new Decimal ( value )
else if ( ! isNaN ( oldValue ) )
return value . toNumber ( )
else return value
}
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// Variables that must be defined to display popups
var activePopups = [ ] ;
var popupID = 0 ;
// Function to show popups
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function doPopup ( type = "none" , text = "This is a test popup." , title = "" , timer = 3 , color = "" ) {
switch ( type ) {
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case "achievement" :
popupTitle = "Achievement Unlocked!" ;
popupType = "achievement-popup"
break ;
case "challenge" :
popupTitle = "Challenge Complete" ;
popupType = "challenge-popup"
break ;
default :
popupTitle = "Something Happened?" ;
popupType = "default-popup"
break ;
}
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if ( title != "" ) popupTitle = title ;
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popupMessage = text ;
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popupTimer = timer ;
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activePopups . push ( { "time" : popupTimer , "type" : popupType , "title" : popupTitle , "message" : ( popupMessage + "\n" ) , "id" : popupID , "color" : color } )
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popupID ++ ;
}
//Function to reduce time on active popups
function adjustPopupTime ( diff ) {
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for ( popup in activePopups ) {
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activePopups [ popup ] . time -= diff ;
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if ( activePopups [ popup ] [ "time" ] < 0 ) {
activePopups . splice ( popup , 1 ) ; // Remove popup when time hits 0
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}
}
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}
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function run ( func , target , args = null ) {
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if ( isFunction ( func ) ) {
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let bound = func . bind ( target )
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return bound ( args )
}
else
return func ;
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}
function gridRun ( layer , func , data , id ) {
if ( isFunction ( layers [ layer ] . grid [ func ] ) ) {
let bound = layers [ layer ] . grid [ func ] . bind ( layers [ layer ] . grid )
return bound ( data , id )
}
else
return layers [ layer ] . grid [ func ] ;
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}