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var player ;
var needCanvasUpdate = true ;
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var NaNalert = false ;
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var gameEnded = false ;
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let modInfo = {
name : "The Modding Tree" ,
id : "modbase" ,
pointsName : "points" ,
discordName : "" ,
discordLink : "" ,
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changelogLink : "https://github.com/Acamaeda/The-Modding-Tree/blob/master/changelog.md" ,
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offlineLimit : 1 // In hours
}
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let VERSION = {
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num : "1.3.5 maybe" ,
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name : "Tabception... ception!" ,
tmtNum : "1.3.5 maybe" ,
tmtName : "Tabception... ception!"
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}
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// Determines if it should show points/sec
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function canGenPoints ( ) {
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return hasUpgrade ( "c" , 11 )
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}
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// Calculate points/sec!
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function getPointGen ( ) {
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if ( ! canGenPoints ( ) )
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return new Decimal ( 0 )
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let gain = new Decimal ( 1 )
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if ( hasUpgrade ( "c" , 12 ) ) gain = gain . times ( upgradeEffect ( "c" , 12 ) )
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return gain
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}
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function getResetGain ( layer , useType = null ) {
let type = useType
if ( ! useType ) type = layers [ layer ] . type
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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 ( ( ! layers [ 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 ( layers [ layer ] . base ) . times ( tmp [ layer ] . gainExp ) . pow ( Decimal . pow ( layers [ 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 )
let gain = tmp [ layer ] . baseAmount . div ( tmp [ layer ] . requires ) . pow ( layers [ layer ] . exponent ) . times ( tmp [ layer ] . gainMult ) . pow ( tmp [ layer ] . gainExp )
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if ( gain . gte ( "e1e7" ) ) gain = gain . sqrt ( ) . times ( "e5e6" )
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
if ( ! useType ) type = layers [ layer ] . type
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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 ( ! layers [ 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 ( layers [ 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 ( layers [ 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 ( "e1e7" ) ) next = next . div ( "e5e6" ) . pow ( 2 )
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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 ( layers [ 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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// Return true if the layer should be highlighted. By default checks for upgrades only.
function shouldNotify ( layer ) {
for ( id in layers [ layer ] . upgrades ) {
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
}
}
}
if ( layers [ layer ] . shouldNotify ) {
return layers [ layer ] . shouldNotify ( )
}
else
return false
}
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function canReset ( layer )
{
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 )
else
return layers [ layer ] . canReset ( )
}
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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 ) {
player [ lr ] . active = null // Exit challenges on any row reset on an equal or higher row
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layers [ lr ] . doReset ( layer )
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}
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else
if ( layers [ layer ] . row > layers [ lr ] . row ) fullLayerReset ( lr )
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}
}
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function fullLayerReset ( layer ) {
player [ layer ] = layers [ layer ] . startData ( ) ;
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player [ layer ] . upgrades = [ ]
player [ layer ] . milestones = [ ]
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player [ layer ] . challenges = [ ]
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if ( layers [ layer ] . tabFormat && ! Array . isArray ( layers [ layer ] . tabFormat ) ) {
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if ( player . subtabs [ layer ] == undefined ) player . subtabs [ layer ] = { }
if ( player . subtabs [ layer ] . mainTabs == undefined ) player . subtabs [ layer ] . mainTabs = Object . keys ( layers [ layer ] . tabFormat ) [ 0 ]
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}
if ( layers [ layer ] . microtabs ) {
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if ( player . subtabs [ layer ] == undefined ) player . subtabs [ layer ] = { }
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for ( item in layers [ layer ] . microtabs )
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if ( player . subtabs [ layer ] [ item ] == undefined ) player . subtabs [ layer ] [ item ] = Object . keys ( layers [ layer ] . microtabs [ item ] ) [ 0 ]
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}
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resetBuyables ( layer )
}
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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let row = layers [ 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 ( layers [ layer ] . type == "static" ) {
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if ( tmp [ layer ] . baseAmount . lt ( tmp [ layer ] . nextAt ) ) return ;
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gain = ( layers [ layer ] . canBuyMax ( ) ? gain : 1 )
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}
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if ( layers [ layer ] . type == "custom" ) {
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if ( ! tmp [ layer ] . canReset ) return ;
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}
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if ( layers [ layer ] . onPrestige )
layers [ layer ] . onPrestige ( gain )
addPoints ( layer , gain )
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updateMilestones ( layer )
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if ( ! player [ layer ] . unlocked ) {
player [ layer ] . unlocked = true ;
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needCanvasUpdate = true ;
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if ( layers [ layer ] . incr _order ) {
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lrs = layers [ layer ] . incr _order
for ( lr in lrs )
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if ( ! player [ lrs [ lr ] ] . unlocked ) player [ lrs [ lr ] ] . order ++
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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 ) : new Decimal ( 10 ) )
for ( let x = row ; x >= 0 ; x -- ) rowReset ( x , layer )
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prevOnReset = undefined
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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 [ layers [ layer ] ] . unlocked = false
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if ( player [ layers [ layer ] ] . order ) player [ layers [ layer ] ] . order = 0
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}
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player . points = new Decimal ( 10 )
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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 ] . active == x ) {
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completeChallenge ( layer , x )
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delete player [ layer ] . active
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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 ] . active = x
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updateChallengeTemp ( layer )
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}
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function canCompleteChallenge ( layer , x )
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{
if ( x != player [ layer ] . active ) return
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let challenge = layers [ layer ] . challenges [ x ]
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if ( challenge . currencyInternalName ) {
let name = challenge . currencyInternalName
if ( challenge . currencyLayer ) {
let lr = challenge . currencyLayer
return ! ( player [ lr ] [ name ] . lt ( readData ( challenge . goal ) ) )
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}
else {
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return ! ( player [ name ] . lt ( challenge . cost ) )
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}
}
else {
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return ! ( player [ layer ] . points . lt ( challenge . cost ) )
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}
}
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function completeChallenge ( layer , x ) {
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var x = player [ layer ] . active
if ( ! x ) return
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if ( ! canCompleteChallenge ( layer , x ) ) {
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delete player [ layer ] . active
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 ] += 1
if ( layers [ layer ] . challenges [ x ] . onComplete ) layers [ layer ] . challenges [ x ] . onComplete ( )
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}
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delete player [ layer ] . active
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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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const ENDGAME = new Decimal ( "e280000000" ) ;
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function gameLoop ( diff ) {
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if ( player . points . gte ( ENDGAME ) || 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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addTime ( diff )
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player . points = player . points . add ( tmp . pointGen . times ( diff ) ) . max ( 0 )
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for ( layer in layers ) {
if ( layers [ layer ] . update ) layers [ layer ] . update ( diff ) ;
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}
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for ( layer in layers ) {
if ( layers [ layer ] . automate ) layers [ layer ] . automate ( ) ;
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}
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for ( layer in layers ) {
if ( layers [ layer ] . milestones ) updateMilestones ( layer ) ;
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}
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if ( player . hasNaN && ! NaNalert ) {
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clearInterval ( interval ) ;
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player . autosave = false ;
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NaNalert = true ;
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alert ( "We have detected a corruption in your save. Please visit https://discord.gg/wwQfgPa for help." )
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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
player = getStartPlayer ( )
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 * 3600000 ) player . offlineTime . remain = modInfo . offlineLimit * 3600000
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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 ) delete player . offTime
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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 ( ) ;
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updateTemp ( ) ;
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gameLoop ( diff )
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ticking = false
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} , 50 )