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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 : "2.4.0.1" ,
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tmtName : "Rationalized Edition"
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}
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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 new Decimal ( 0 )
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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 ) ;
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} else if ( type == "normal" ) {
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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 ) ;
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} else if ( type == "custom" ) {
return layers [ layer ] . getResetGain ( )
} else {
return new Decimal ( 0 )
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}
}
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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 )
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if ( type == "static" )
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{
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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 )
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let extraCost = Decimal . pow ( tmp [ layer ] . base , amt . pow ( tmp [ layer ] . exponent ) . div ( tmp [ layer ] . gainExp ) ) . times ( tmp [ layer ] . gainMult )
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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 ;
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} else if ( type == "normal" ) {
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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 ;
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} 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 ) ) )
}
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// Return true if the layer should be highlighted. By default checks for upgrades only.
function shouldNotify ( layer ) {
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if ( player . tab == layer || player . navTab == layer ) return false
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for ( id in tmp [ layer ] . upgrades ) {
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if ( ! isNaN ( id ) ) {
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if ( canAffordUpgrade ( layer , id ) && ! hasUpgrade ( layer , id ) && tmp [ layer ] . upgrades [ id ] . unlocked ) {
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return true
}
}
}
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if ( player [ layer ] . activeChallenge && canCompleteChallenge ( layer , player [ layer ] . activeChallenge ) ) {
return true
}
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if ( isPlainObject ( tmp [ layer ] . tabFormat ) ) {
for ( subtab in tmp [ layer ] . tabFormat ) {
if ( subtabShouldNotify ( layer , 'mainTabs' , subtab ) )
return true
}
}
for ( family in tmp [ layer ] . microtabs ) {
for ( subtab in tmp [ layer ] . microtabs [ family ] ) {
if ( subtabShouldNotify ( layer , family , subtab ) )
return true
}
}
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return tmp [ layer ] . shouldNotify
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}
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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" )
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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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}
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function rowReset ( row , layer ) {
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for ( lr in ROW _LAYERS [ row ] ) {
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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 )
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}
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else
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if ( tmp [ layer ] . row > tmp [ lr ] . row && row !== "side" && ! isNaN ( row ) ) layerDataReset ( lr )
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}
}
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function layerDataReset ( layer , keep = [ ] ) {
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let storedData = { unlocked : player [ layer ] . unlocked } // Always keep unlocked
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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 ) )
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player [ layer ] . upgrades = [ ]
player [ layer ] . milestones = [ ]
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player [ layer ] . achievements = [ ]
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player [ layer ] . challenges = getStartChallenges ( layer )
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resetBuyables ( layer )
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if ( layers [ layer ] . clickables && ! player [ layer ] . clickables )
player [ layer ] . clickables = getStartClickables ( layer )
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for ( thing in storedData ) {
player [ layer ] [ thing ] = storedData [ thing ]
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}
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}
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 )
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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 ) {
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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 ) {
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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 ] . baseAmount . lt ( tmp [ layer ] . requires ) ) return ;
let gain = tmp [ layer ] . resetGain
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if ( tmp [ layer ] . type == "static" ) {
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if ( tmp [ layer ] . baseAmount . lt ( tmp [ layer ] . nextAt ) ) return ;
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gain = ( tmp [ layer ] . canBuyMax ? gain : 1 )
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}
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if ( tmp [ layer ] . type == "custom" ) {
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if ( ! tmp [ layer ] . canReset ) return ;
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}
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if ( layers [ layer ] . onPrestige )
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run ( layers [ layer ] . onPrestige , layers [ layer ] , gain )
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addPoints ( layer , gain )
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updateMilestones ( layer )
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updateAchievements ( layer )
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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
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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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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 ) {
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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 ( ) )
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for ( let x = row ; x >= 0 ; x -- ) rowReset ( x , layer )
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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 ( ) ;
}
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function startChallenge ( layer , x ) {
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let enter = false
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if ( ! player [ layer ] . unlocked ) return
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if ( player [ layer ] . activeChallenge == x ) {
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completeChallenge ( layer , x )
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player [ layer ] . activeChallenge = null
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} else {
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enter = true
}
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doReset ( layer , true )
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if ( enter ) player [ layer ] . activeChallenge = x
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updateChallengeTemp ( layer )
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}
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function canCompleteChallenge ( layer , x )
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{
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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
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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 ) {
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let lr = challenge . currencyLayer
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return ! ( player [ lr ] [ name ] . lt ( challenge . goal ) )
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}
else {
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return ! ( player [ name ] . lt ( challenge . goal ) )
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}
}
else {
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return ! ( player . points . lt ( challenge . goal ) )
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}
}
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function completeChallenge ( layer , x ) {
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var x = player [ layer ] . activeChallenge
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if ( ! x ) return
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let completions = canCompleteChallenge ( layer , x )
if ( ! completions ) {
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player [ layer ] . activeChallenge = null
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return
}
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if ( player [ layer ] . challenges [ x ] < tmp [ layer ] . challenges [ x ] . completionLimit ) {
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needCanvasUpdate = true
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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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}
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player [ layer ] . activeChallenge = null
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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 ( x = 0 ; x <= maxRow ; x ++ ) {
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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}
}
for ( x = maxRow ; x >= 0 ; x -- ) {
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 ( ) ;
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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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}
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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
}
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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 ;
}
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tmp . scrolled = document . getElementById ( 'treeTab' ) . scrollTop > 30
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updateTemp ( ) ;
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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 )
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setInterval ( function ( ) { needCanvasUpdate = true } , 500 )