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var layers = {
c : {
startData ( ) { return {
unl : true ,
points : new Decimal ( 0 ) ,
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best : new Decimal ( 0 ) ,
total : new Decimal ( 0 ) ,
order : 0 , // Used for tracking other relevant layers unlocked before this one
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upgrades : [ ] ,
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milestones : [ ] ,
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challs : [ ] ,
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beep : false ,
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} } ,
color : "#4BEC13" ,
requires ( ) { return new Decimal ( 10 ) } , // Can be a function that takes requirement increases into account
resource : "lollipops" , // Name of prestige currency
baseResource : "candies" , // Name of resource prestige is based on
baseAmount ( ) { return player . points } ,
type : "normal" , // normal: cost to gain currency depends on amount gained. static: cost depends on how much you already have
exponent : 0.5 , // Prestige currency exponent
base : 5 , // Only needed for static layers, base of the formula (b^(x^exp))
resCeil : false , // True if the resource needs to be rounded up
canBuyMax ( ) { } , // Only needed for static layers
gainMult ( ) {
mult = new Decimal ( 1 )
if ( player . c . upgrades . includes ( 21 ) ) mult = mult . times ( 2 )
if ( player . c . upgrades . includes ( 23 ) ) mult = mult . times ( LAYER _UPGS . c [ 23 ] . currently ( ) )
return mult
} ,
gainExp ( ) {
return new Decimal ( 1 )
} ,
row : 0 ,
effect ( ) { return { // Formulas for any boosts inherent to resources in the layer. Can return a single value instead of an object if there is just one effect
waffleBoost : ( true == false ? 0 : Decimal . pow ( player . c . points , 0.2 ) ) ,
icecreamCap : ( player . c . points * 10 )
} } ,
effectDescription ( ) {
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eff = layers . c . effect ( ) ;
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return "which are boosting waffles by " + format ( eff . waffleBoost ) + " and increasing the Ice Cream cap by " + format ( eff . icecreamCap )
} ,
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doReset ( layer ) {
if ( layers [ layer ] . row > layers [ "c" ] . row ) fullLayerReset ( 'c' ) // This is actually the default behavior
} ,
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upgrades : {
rows : 1 ,
cols : 3 ,
11 : {
desc : "Gain 1 Candy every second." ,
cost : new Decimal ( 1 ) ,
unl ( ) { return player . c . unl } ,
} ,
12 : {
desc : "Candy generation is faster based on your unspent Lollipops." ,
cost : new Decimal ( 1 ) ,
unl ( ) { return player . c . upgrades . includes ( 11 ) } ,
effect ( ) {
let ret = player . c . points . add ( 1 ) . pow ( player . c . upgrades . includes ( 24 ) ? 1.1 : ( player . c . upgrades . includes ( 14 ) ? 0.75 : 0.5 ) )
if ( ret . gte ( "1e20000000" ) ) ret = ret . sqrt ( ) . times ( "1e10000000" )
return ret ;
} ,
effDisp ( x ) { return format ( x ) + "x" } ,
} ,
13 : {
desc : "Make this layer act like you bought it first." ,
cost : new Decimal ( 69 ) ,
currencyDisplayName : "candies" , // Use if using a nonstandard currency
currencyInternalName : "points" , // Use if using a nonstandard currency
currencyLayer : "" , // Leave empty if not in a layer "e.g. points"
unl ( ) { return player . c . upgrades . includes ( 12 ) } ,
onPurchase ( ) {
player . c . order = 0
}
} ,
} ,
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milestones : {
0 : { requirementDesc : "3 Lollipops" ,
done ( ) { return player . c . best . gte ( 3 ) } ,
effectDesc : "Makes this green" ,
} ,
1 : { requirementDesc : "4 Lollipops" ,
done ( ) { return player . c . best . gte ( 4 ) } ,
effectDesc : "You can toggle beep and boop (which do nothing)" ,
toggles : [
[ "c" , "beep" ] , // Each toggle is defined by a layer and the data toggled for that layer
[ "f" , "boop" ]
] ,
}
} ,
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challs : {
rows : 1 ,
cols : 1 ,
active ( x ) {
if ( x < 71 && x != 42 && x != 52 ) if ( this . active ( 71 ) ) return true
if ( x == 11 || x == 41 ) if ( this . active ( 51 ) ) return true
if ( x == 31 || x == 32 ) if ( this . active ( 61 ) ) return true
return player . c . active == x ;
} ,
11 : {
name : "Skip the Second" ,
desc : "Boosters and Generator Power do nothing" ,
unl ( ) { return player . c . best . gt ( 0 ) } ,
goal : new Decimal ( "1e2400" ) ,
reward : "The generator power effect is raised to the power of 1.25" ,
} ,
} ,
convertToDecimal ( ) {
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// Convert any layer-specific values (besides points, total, and best) to Decimal after loading
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} ,
layerShown ( ) { return true } , // Condition for when layer appears
update ( diff ) {
if ( player . c . upgrades . includes ( 11 ) ) player . points = player . points . add ( tmp . pointGen . times ( diff ) ) . max ( 0 )
} , // Do any gameloop things (e.g. resource generation) inherent to this layer
automate ( ) { } , // Do any automation inherent to this layer if appropriate
updateTemp ( ) { } , // Do any necessary temp updating
resetsNothing ( ) { return false } ,
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onPrestige ( gain ) {
return
} , // Useful for if you gain secondary resources or have other interesting things happen to this layer when you reset it. You gain the currency after this function ends.
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incr _order : [ ] , // Array of layer names to have their order increased when this one is first unlocked
branches : [ ] // Each pair corresponds to a line added to the tree when this node is unlocked. The letter is the other end of the line, and the number affects the color, 1 is default
} ,
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f : { // This layer contains a more minimal set of things, besides a branch and "boop"
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startData ( ) { return {
unl : false ,
points : new Decimal ( 0 ) ,
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boop : false ,
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} } ,
color : "#FE0102" ,
requires ( ) { return new Decimal ( 200 ) } ,
resource : "stuff" ,
baseResource : "points" ,
baseAmount ( ) { return player . points } ,
type : "normal" ,
exponent : 0.5 ,
resCeil : false ,
gainMult ( ) {
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return new Decimal ( 1 )
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} ,
gainExp ( ) {
return new Decimal ( 1 )
} ,
row : 1 ,
layerShown ( ) { return true } , // Condition for when layer appears
branches : [ [ "c" , 1 ] ] // Each pair corresponds to a line added to the tree when this node is unlocked. The letter is the other end of the line, and the number affects the color, 1 is default
} ,
}
function layerShown ( layer ) {
return layers [ layer ] . layerShown ( ) ;
}
const LAYERS = Object . keys ( layers ) ;