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The-Modding-Tree/js/game.js

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var player;
var needCanvasUpdate = true;
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var gameEnded = false;
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var scrolled = false;
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// Don't change this
const TMT_VERSION = {
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tmtNum: "2.5.1",
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tmtName: "Dreams Really Do Come True"
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}
function getResetGain(layer, useType = null) {
let type = useType
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if (!useType){
type = tmp[layer].type
if (layers[layer].getResetGain !== undefined)
return layers[layer].getResetGain()
}
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if(tmp[layer].type == "none")
return new Decimal (0)
if (tmp[layer].gainExp.eq(0)) return new Decimal(0)
if (type=="static") {
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if ((!tmp[layer].canBuyMax) || tmp[layer].baseAmount.lt(tmp[layer].requires)) return new Decimal(1)
let gain = tmp[layer].baseAmount.div(tmp[layer].requires).div(tmp[layer].gainMult).max(1).log(tmp[layer].base).times(tmp[layer].gainExp).pow(Decimal.pow(tmp[layer].exponent, -1))
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return gain.floor().sub(player[layer].points).add(1).max(1);
} else if (type=="normal"){
if (tmp[layer].baseAmount.lt(tmp[layer].requires)) return new Decimal(0)
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let gain = tmp[layer].baseAmount.div(tmp[layer].requires).pow(tmp[layer].exponent).times(tmp[layer].gainMult).pow(tmp[layer].gainExp)
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if (gain.gte(tmp[layer].softcap)) gain = gain.pow(tmp[layer].softcapPower).times(tmp[layer].softcap.pow(decimalOne.sub(tmp[layer].softcapPower)))
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return gain.floor().max(0);
} else if (type=="custom"){
return layers[layer].getResetGain()
} else {
return new Decimal(0)
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}
}
function getNextAt(layer, canMax=false, useType = null) {
let type = useType
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if (!useType) {
type = tmp[layer].type
if (layers[layer].getNextAt !== undefined)
return layers[layer].getNextAt(canMax)
}
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if(tmp[layer].type == "none")
return new Decimal (Infinity)
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if (tmp[layer].gainMult.lte(0)) return new Decimal(Infinity)
if (tmp[layer].gainExp.lte(0)) return new Decimal(Infinity)
if (type=="static")
{
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if (!tmp[layer].canBuyMax) canMax = false
let amt = player[layer].points.plus((canMax&&tmp[layer].baseAmount.gte(tmp[layer].nextAt))?tmp[layer].resetGain:0)
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let extraCost = Decimal.pow(tmp[layer].base, amt.pow(tmp[layer].exponent).div(tmp[layer].gainExp)).times(tmp[layer].gainMult)
let cost = extraCost.times(tmp[layer].requires).max(tmp[layer].requires)
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if (tmp[layer].roundUpCost) cost = cost.ceil()
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return cost;
} else if (type=="normal"){
let next = tmp[layer].resetGain.add(1)
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if (next.gte(tmp[layer].softcap)) next = next.div(tmp[layer].softcap.pow(decimalOne.sub(tmp[layer].softcapPower))).pow(decimalOne.div(tmp[layer].softcapPower))
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next = next.root(tmp[layer].gainExp).div(tmp[layer].gainMult).root(tmp[layer].exponent).times(tmp[layer].requires).max(tmp[layer].requires)
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if (tmp[layer].roundUpCost) next = next.ceil()
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return next;
} else if (type=="custom"){
return layers[layer].getNextAt(canMax)
} else {
return new Decimal(0)
}}
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function softcap(value, cap, power = 0.5) {
if (value.lte(cap)) return value
else
return value.pow(power).times(cap.pow(decimalOne.sub(power)))
}
// Return true if the layer should be highlighted. By default checks for upgrades only.
function shouldNotify(layer){
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for (id in tmp[layer].upgrades){
if (!isNaN(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
}
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if (tmp[layer].shouldNotify)
return true
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if (isPlainObject(tmp[layer].tabFormat)) {
for (subtab in tmp[layer].tabFormat){
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if (subtabShouldNotify(layer, 'mainTabs', subtab)) {
tmp[layer].trueGlowColor = tmp[layer].tabFormat[subtab].glowColor
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return true
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}
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}
}
for (family in tmp[layer].microtabs) {
for (subtab in tmp[layer].microtabs[family]){
if (subtabShouldNotify(layer, family, subtab))
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tmp[layer].trueGlowColor = tmp[layer].microtabs[family][subtab].glowColor
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return true
}
}
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return false
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}
function canReset(layer)
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{
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if (layers[layer].canReset!== undefined)
return run(layers[layer].canReset, layers[layer])
else if(tmp[layer].type == "normal")
return tmp[layer].baseAmount.gte(tmp[layer].requires)
else if(tmp[layer].type== "static")
return tmp[layer].baseAmount.gte(tmp[layer].nextAt)
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else
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return false
}
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function rowReset(row, layer) {
for (lr in ROW_LAYERS[row]){
if(layers[lr].doReset) {
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player[lr].activeChallenge = null // Exit challenges on any row reset on an equal or higher row
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run(layers[lr].doReset, layers[lr], layer)
}
else
if(tmp[layer].row > tmp[lr].row && row !== "side" && !isNaN(row)) layerDataReset(lr)
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}
}
function layerDataReset(layer, keep = []) {
let storedData = {unlocked: player[layer].unlocked, forceTooltip: player[layer].forceTooltip} // Always keep these
for (thing in keep) {
if (player[layer][keep[thing]] !== undefined)
storedData[keep[thing]] = player[layer][keep[thing]]
}
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Vue.set(player[layer], "buyables", getStartBuyables(layer))
Vue.set(player[layer], "clickables", getStartClickables(layer))
Vue.set(player[layer], "challenges", getStartChallenges(layer))
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layOver(player[layer], getStartLayerData(layer))
player[layer].upgrades = []
player[layer].milestones = []
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player[layer].achievements = []
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player[layer].challenges = getStartChallenges(layer)
resetBuyables(layer)
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if (layers[layer].clickables && !player[layer].clickables)
player[layer].clickables = getStartClickables(layer)
for (thing in storedData) {
player[layer][thing] =storedData[thing]
}
}
function resetBuyables(layer){
if (layers[layer].buyables)
player[layer].buyables = getStartBuyables(layer)
player[layer].spentOnBuyables = new Decimal(0)
}
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function addPoints(layer, gain) {
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player[layer].points = player[layer].points.add(gain).max(0)
if (player[layer].best) player[layer].best = player[layer].best.max(player[layer].points)
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if (player[layer].total) player[layer].total = player[layer].total.add(gain)
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}
function generatePoints(layer, diff) {
addPoints(layer, tmp[layer].resetGain.times(diff))
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}
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var prevOnReset
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function doReset(layer, force=false) {
if (tmp[layer].type == "none") return
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let row = tmp[layer].row
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if (!force) {
if (tmp[layer].baseAmount.lt(tmp[layer].requires)) return;
let gain = tmp[layer].resetGain
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if (tmp[layer].type=="static") {
if (tmp[layer].baseAmount.lt(tmp[layer].nextAt)) return;
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gain =(tmp[layer].canBuyMax ? gain : 1)
}
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if (tmp[layer].type=="custom") {
if (!tmp[layer].canReset) return;
}
if (layers[layer].onPrestige)
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run(layers[layer].onPrestige, layers[layer], gain)
addPoints(layer, gain)
updateMilestones(layer)
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updateAchievements(layer)
if (!player[layer].unlocked) {
player[layer].unlocked = true;
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needCanvasUpdate = true;
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if (tmp[layer].increaseUnlockOrder){
lrs = tmp[layer].increaseUnlockOrder
for (lr in lrs)
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if (!player[lrs[lr]].unlocked) player[lrs[lr]].unlockOrder++
}
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}
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tmp[layer].baseAmount = new Decimal(0) // quick fix
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}
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if (tmp[layer].resetsNothing) return
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for (layerResetting in layers) {
if (row >= layers[layerResetting].row && (!force || layerResetting != layer)) completeChallenge(layerResetting)
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}
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prevOnReset = {...player} //Deep Copy
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player.points = (row == 0 ? new Decimal(0) : getStartPoints())
for (let x = row; x >= 0; x--) rowReset(x, layer)
rowReset("side", layer)
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prevOnReset = undefined
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player[layer].resetTime = 0
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updateTemp()
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updateTemp()
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}
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) {
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player[layer].unlocked = false
if (player[layer].unlockOrder) player[layer].unlockOrder = 0
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}
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player.points = getStartPoints()
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updateTemp();
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resizeCanvas();
}
function startChallenge(layer, x) {
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let enter = false
if (!player[layer].unlocked) return
if (player[layer].activeChallenge == x) {
completeChallenge(layer, x)
player[layer].activeChallenge = null
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} else {
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enter = true
}
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doReset(layer, true)
if(enter) player[layer].activeChallenge = x
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updateChallengeTemp(layer)
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}
function canCompleteChallenge(layer, x)
{
if (x != player[layer].activeChallenge) return
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let challenge = tmp[layer].challenges[x]
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if (challenge.canComplete !== undefined) return challenge.canComplete
if (challenge.currencyInternalName){
let name = challenge.currencyInternalName
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if (challenge.currencyLocation){
return !(challenge.currencyLocation[name].lt(challenge.goal))
}
else if (challenge.currencyLayer){
let lr = challenge.currencyLayer
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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
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if (!x) return
let completions = canCompleteChallenge(layer, x)
if (!completions){
player[layer].activeChallenge = null
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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)
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if (layers[layer].challenges[x].onComplete) run(layers[layer].challenges[x].onComplete, layers[layer].challenges[x])
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}
player[layer].activeChallenge = null
updateChallengeTemp(layer)
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}
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VERSION.withoutName = "v" + VERSION.num + (VERSION.pre ? " Pre-Release " + VERSION.pre : VERSION.pre ? " Beta " + VERSION.beta : "")
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VERSION.withName = VERSION.withoutName + (VERSION.name ? ": " + VERSION.name : "")
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function autobuyUpgrades(layer){
if (!tmp[layer].upgrades) return
for (id in tmp[layer].upgrades)
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if (isPlainObject(tmp[layer].upgrades[id]) && (layers[layer].upgrades[id].canAfford === undefined || layers[layer].upgrades[id].canAfford() === true))
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buyUpg(layer, id)
}
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function gameLoop(diff) {
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if (isEndgame() || gameEnded) gameEnded = 1
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if (isNaN(diff)) diff = 0
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if (gameEnded && !player.keepGoing) {
diff = 0
player.tab = "gameEnded"
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}
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if (player.devSpeed) diff *= player.devSpeed
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if (maxTickLength) {
let limit = maxTickLength()
if(diff > limit)
diff = limit
}
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addTime(diff)
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player.points = player.points.add(tmp.pointGen.times(diff)).max(0)
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for (let x = 0; x <= maxRow; x++){
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for (item in TREE_LAYERS[x]) {
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let layer = TREE_LAYERS[x][item]
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player[layer].resetTime += diff
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if (tmp[layer].passiveGeneration) generatePoints(layer, diff*tmp[layer].passiveGeneration);
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if (layers[layer].update) layers[layer].update(diff);
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}
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}
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for (row in OTHER_LAYERS){
for (item in OTHER_LAYERS[row]) {
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let layer = OTHER_LAYERS[row][item]
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player[layer].resetTime += diff
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if (tmp[layer].passiveGeneration) generatePoints(layer, diff*tmp[layer].passiveGeneration);
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if (layers[layer].update) layers[layer].update(diff);
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}
}
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for (let x = maxRow; x >= 0; x--){
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for (item in TREE_LAYERS[x]) {
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let layer = TREE_LAYERS[x][item]
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if (tmp[layer].autoPrestige && tmp[layer].canReset) doReset(layer);
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if (layers[layer].automate) layers[layer].automate();
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if (layers[layer].autoUpgrade) autobuyUpgrades(layer)
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}
}
for (row in OTHER_LAYERS){
for (item in OTHER_LAYERS[row]) {
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let layer = OTHER_LAYERS[row][item]
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if (tmp[layer].autoPrestige && tmp[layer].canReset) doReset(layer);
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if (layers[layer].automate) layers[layer].automate();
player[layer].best = player[layer].best.max(player[layer].points)
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if (layers[layer].autoUpgrade) autobuyUpgrades(layer)
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}
}
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for (layer in layers){
if (layers[layer].milestones) updateMilestones(layer);
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if (layers[layer].achievements) updateAchievements(layer)
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}
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}
function hardReset() {
if (!confirm("Are you sure you want to do this? You will lose all your progress!")) return
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player = null
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save();
window.location.reload();
}
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var ticking = false
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var interval = setInterval(function() {
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if (player===undefined||tmp===undefined) return;
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if (ticking) return;
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if (gameEnded&&!player.keepGoing) return;
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ticking = true
let now = Date.now()
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let diff = (now - player.time) / 1e3
if (player.offTime !== undefined) {
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if (player.offTime.remain > modInfo.offlineLimit * 3600) player.offTime.remain = modInfo.offlineLimit * 3600
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if (player.offTime.remain > 0) {
let offlineDiff = Math.max(player.offTime.remain / 10, diff)
player.offTime.remain -= offlineDiff
diff += offlineDiff
}
if (!player.offlineProd || player.offTime.remain <= 0) player.offTime = undefined
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}
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if (player.devSpeed) diff *= player.devSpeed
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player.time = now
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if (needCanvasUpdate){ resizeCanvas();
needCanvasUpdate = false;
}
tmp.scrolled = document.getElementById('treeTab') && document.getElementById('treeTab').scrollTop > 30
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updateTemp();
updateOomps(diff);
updateWidth()
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gameLoop(diff)
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fixNaNs()
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adjustPopupTime(0.05)
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ticking = false
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}, 50)
setInterval(function() {needCanvasUpdate = true}, 500)