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The-Modding-Tree/js/game.js

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var player;
var needCanvasUpdate = true;
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// Don't change this
const TMT_VERSION = {
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tmtNum: "2.7",
tmtName: "Δ"
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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)
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if (tmp[layer].gainExp.eq(0)) return decimalZero
if (type=="static") {
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if ((!tmp[layer].canBuyMax) || tmp[layer].baseAmount.lt(tmp[layer].requires)) return decimalOne
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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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gain = gain.times(tmp[layer].directMult)
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return gain.floor().sub(player[layer].points).add(1).max(1);
} else if (type=="normal"){
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if (tmp[layer].baseAmount.lt(tmp[layer].requires)) return decimalZero
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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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gain = gain.times(tmp[layer].directMult)
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return gain.floor().max(0);
} else if (type=="custom"){
return layers[layer].getResetGain()
} else {
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return decimalZero
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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
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let amt = player[layer].points.plus((canMax&&tmp[layer].baseAmount.gte(tmp[layer].nextAt))?tmp[layer].resetGain:0).div(tmp[layer].directMult)
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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"){
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let next = tmp[layer].resetGain.add(1).div(tmp[layer].directMult)
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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 {
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return decimalZero
}}
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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){
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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
}
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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)) {
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tmp[layer].trueGlowColor = tmp[layer].tabFormat[subtab].glowColor || defaultGlow
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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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}
}
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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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if (!isNaN(row)) Vue.set(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
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if(tmp[layer].row > tmp[lr].row && !isNaN(row)) layerDataReset(lr)
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}
}
function layerDataReset(layer, keep = []) {
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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]]
}
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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))
Vue.set(player[layer], "grid", getStartGrid(layer))
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layOver(player[layer], getStartLayerData(layer))
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player[layer].upgrades = []
player[layer].milestones = []
player[layer].achievements = []
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for (thing in storedData) {
player[layer][thing] =storedData[thing]
}
}
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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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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) {
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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 (tmp[layer].type=="static") {
if (tmp[layer].baseAmount.lt(tmp[layer].nextAt)) return;
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gain =(tmp[layer].canBuyMax ? gain : 1)
}
if (layers[layer].onPrestige){
updateMilestones(layer)
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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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}
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if (run(layers[layer].resetsNothing, layers[layer])) return
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tmp[layer].baseAmount = decimalZero // quick fix
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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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player.points = (row == 0 ? decimalZero : getStartPoints())
for (let x = row; x >= 0; x--) rowReset(x, layer)
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for (r in OTHER_LAYERS){
rowReset(r, layer)
}
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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
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if (!player[layer].unlocked || !tmp[layer].challenges[x].unlocked || !canEnterChallenge(layer, x)) return
if (player[layer].activeChallenge == x) {
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// This needs to be embedded due to how 'enter' works
if(canExitChallenge(layer, x)){
completeChallenge(layer, x)
Vue.set(player[layer], "activeChallenge", null)
}
}
else {
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enter = true
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}
if(enter || canExitChallenge(layer, x)) doReset(layer, true)
if(enter) {
Vue.set(player[layer], "activeChallenge", x)
run(layers[layer].challenges[x].onEnter, layers[layer].challenges[x])
}
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){
Vue.set(player[layer], "activeChallenge", null)
run(layers[layer].challenges[x].onExit, layers[layer].challenges[x])
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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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}
Vue.set(player[layer], "activeChallenge", null)
run(layers[layer].challenges[x].onExit, layers[layer].challenges[x])
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() || tmp.gameEnded){
tmp.gameEnded = true
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clearParticles()
}
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if (isNaN(diff) || diff < 0) diff = 0
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if (tmp.gameEnded && !player.keepGoing) {
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diff = 0
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//player.tab = "tmp.gameEnded"
clearParticles()
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}
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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 (tmp[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)
if (tmp[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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}
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function hardReset(resetOptions) {
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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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if(resetOptions) options = null
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save(true);
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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 (tmp.gameEnded&&!player.keepGoing) return;
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ticking = true
let now = Date.now()
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let diff = (now - player.time) / 1e3
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let trueDiff = diff
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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
}
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if (!options.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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updateTabFormats()
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gameLoop(diff)
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fixNaNs()
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adjustPopupTime(trueDiff)
updateParticles(trueDiff)
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ticking = false
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}, 50)
setInterval(function() {needCanvasUpdate = true}, 500)