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The-Modding-Tree/js/Demo/demoLayers.js

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var testTree = [["f", "c"],
["g", "spook", "h"]]
addLayer("c", {
layer: "c", // This is assigned automatically, both to the layer and all upgrades, etc. Shown here so you know about it
name: "Candies", // This is optional, only used in a few places, If absent it just uses the layer id.
symbol: "C", // This appears on the layer's node. Default is the id with the first letter capitalized
position: 0, // Horizontal position within a row. By default it uses the layer id and sorts in alphabetical order
startData() { return {
unlocked: true,
points: new Decimal(0),
best: new Decimal(0),
total: new Decimal(0),
buyables: {}, // You don't actually have to initialize this one
beep: false,
}},
color: "#4BDC13",
requires: 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}, // Get the current amount of baseResource
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))
roundUpCost: false, // True if the cost needs to be rounded up (use when baseResource is static?)
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// For normal layers, gain beyond [softcap] points is put to the [softcapPower]th power
softcap: new Decimal(1e100),
softcapPower: new Decimal(0.5),
canBuyMax() {}, // Only needed for static layers with buy max
gainMult() { // Calculate the multiplier for main currency from bonuses
mult = new Decimal(1)
if (hasUpgrade(this.layer, 166)) mult = mult.times(2) // These upgrades don't exist
if (hasUpgrade(this.layer, 120)) mult = mult.times(upgradeEffect(this.layer, 120))
return mult
},
gainExp() { // Calculate the exponent on main currency from bonuses
return new Decimal(1)
},
row: 0, // Row the layer is in on the tree (0 is the first row)
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[this.layer].points, 0.2)),
icecreamCap: (player[this.layer].points * 10)
}},
effectDescription() { // Optional text to describe the effects
eff = this.effect();
eff.waffleBoost = eff.waffleBoost.times(buyableEffect(this.layer, 11).first)
return "which are boosting waffles by "+format(eff.waffleBoost)+" and increasing the Ice Cream cap by "+format(eff.icecreamCap)
},
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infoboxes:{
coolInfo: {
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title: "Lore",
titleStyle: {'color': '#FE0000'},
body: "DEEP LORE!",
bodyStyle: {'background-color': "#0000EE"}
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}
},
milestones: {
0: {requirementDescription: "3 Lollipops",
done() {return player[this.layer].best.gte(3)}, // Used to determine when to give the milestone
effectDescription: "Unlock the next milestone",
},
1: {requirementDescription: "4 Lollipops",
unlocked() {return hasMilestone(this.layer, 0)},
done() {return player[this.layer].best.gte(4)},
effectDescription: "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"]],
style() {
if(hasMilestone(this.layer, this.id)) return {
'background-color': '#1111DD'
}},
},
},
challenges: {
rows: 2,
cols: 12,
11: {
name: "Fun",
completionLimit: 3,
challengeDescription() {return "Makes the game 0% harder<br>"+challengeCompletions(this.layer, this.id) + "/" + this.completionLimit + " completions"},
unlocked() { return player[this.layer].best.gt(0) },
goal: new Decimal("20"),
currencyDisplayName: "lollipops", // Use if using a nonstandard currency
currencyInternalName: "points", // Use if using a nonstandard currency
currencyLayer: this.layer, // Leave empty if not in a layer
rewardEffect() {
let ret = player[this.layer].points.add(1).tetrate(0.02)
return ret;
},
rewardDisplay() { return format(this.rewardEffect())+"x" },
countsAs: [12, 21], // Use this for if a challenge includes the effects of other challenges. Being in this challenge "counts as" being in these.
rewardDescription: "Says hi",
onComplete() {console.log("hiii")} // Called when you complete the challenge
},
},
upgrades: {
rows: 2,
cols: 3,
11: {
title: "Generator of Genericness",
description: "Gain 1 Point every second.",
cost: new Decimal(1),
unlocked() { return player[this.layer].unlocked }, // The upgrade is only visible when this is true
},
12: {
description: "Candy generation is faster based on your unspent Lollipops.",
cost: new Decimal(1),
unlocked() { return (hasUpgrade(this.layer, 11))},
effect() { // Calculate bonuses from the upgrade. Can return a single value or an object with multiple values
let ret = player[this.layer].points.add(1).pow(player[this.layer].upgrades.includes(24)?1.1:(player[this.layer].upgrades.includes(14)?0.75:0.5))
if (ret.gte("1e20000000")) ret = ret.sqrt().times("1e10000000")
return ret;
},
effectDisplay() { return format(this.effect())+"x" }, // Add formatting to the effect
},
13: {
description: "Unlock a <b>secret subtab</b> and make this layer act if you unlocked it first.",
cost: new Decimal(69),
currencyDisplayName: "candies", // Use if using a nonstandard currency
currencyInternalName: "points", // Use if using a nonstandard currency
currencyLocation: "", // The object in player data that the currency is contained in
unlocked() { return (hasUpgrade(this.layer, 12))},
onPurchase() { // This function triggers when the upgrade is purchased
player[this.layer].unlockOrder = 0
},
style() {
if (hasUpgrade(this.layer, this.id)) return {
'background-color': '#1111dd'
}
else if (!canAffordUpgrade(this.layer, this.id)) {
return {
'background-color': '#dd1111'
}
} // Otherwise use the default
},
},
22: {
title: "This upgrade doesn't exist",
description: "Or does it?.",
currencyLocation() {return player[this.layer].buyables}, // The object in player data that the currency is contained in
currencyDisplayName: "exhancers", // Use if using a nonstandard currency
currencyInternalName: 11, // Use if using a nonstandard currency
cost: new Decimal(3),
unlocked() { return player[this.layer].unlocked }, // The upgrade is only visible when this is true
},
},
buyables: {
rows: 1,
cols: 12,
showRespec: true,
respec() { // Optional, reset things and give back your currency. Having this function makes a respec button appear
player[this.layer].points = player[this.layer].points.add(player[this.layer].spentOnBuyables) // A built-in thing to keep track of this but only keeps a single value
resetBuyables(this.layer)
doReset(this.layer, true) // Force a reset
},
respecText: "Respec Thingies", // Text on Respec button, optional
11: {
title: "Exhancers", // Optional, displayed at the top in a larger font
cost(x=player[this.layer].buyables[this.id]) { // cost for buying xth buyable, can be an object if there are multiple currencies
if (x.gte(25)) x = x.pow(2).div(25)
let cost = Decimal.pow(2, x.pow(1.5))
return cost.floor()
},
effect(x=player[this.layer].buyables[this.id]) { // Effects of owning x of the items, x is a decimal
let eff = {}
if (x.gte(0)) eff.first = Decimal.pow(25, x.pow(1.1))
else eff.first = Decimal.pow(1/25, x.times(-1).pow(1.1))
if (x.gte(0)) eff.second = x.pow(0.8)
else eff.second = x.times(-1).pow(0.8).times(-1)
return eff;
},
display() { // Everything else displayed in the buyable button after the title
let data = tmp[this.layer].buyables[this.id]
return "Cost: " + format(data.cost) + " lollipops\n\
Amount: " + player[this.layer].buyables[this.id] + "\n\
Adds + " + format(data.effect.first) + " things and multiplies stuff by " + format(data.effect.second)
},
unlocked() { return player[this.layer].unlocked },
canAfford() {
return player[this.layer].points.gte(tmp[this.layer].buyables[this.id].cost)},
buy() {
cost = tmp[this.layer].buyables[this.id].cost
player[this.layer].points = player[this.layer].points.sub(cost)
player[this.layer].buyables[this.id] = player[this.layer].buyables[this.id].add(1)
player[this.layer].spentOnBuyables = player[this.layer].spentOnBuyables.add(cost) // This is a built-in system that you can use for respeccing but it only works with a single Decimal value
},
buyMax() {}, // You'll have to handle this yourself if you want
style: {'height':'222px'},
sellOne() {
let amount = getBuyableAmount(this.layer, this.id)
if (amount.lte(0)) return // Only sell one if there is at least one
setBuyableAmount(this.layer, this.id, amount.sub(1))
player[this.layer].points = player[this.layer].points.add(this.cost())
},
},
},
doReset(resettingLayer){ // Triggers when this layer is being reset, along with the layer doing the resetting. Not triggered by lower layers resetting, but is by layers on the same row.
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if(layers[resettingLayer].row > this.row) layerDataReset(this.layer) // This is actually the default behavior
},
layerShown() {return true}, // Condition for when layer appears on the tree
automate() {
}, // Do any automation inherent to this layer if appropriate
resetsNothing() {return false},
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.
hotkeys: [
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{key: "c", description: "C: reset for lollipops or whatever", onPress(){if (canReset(this.layer)) doReset(this.layer)}, unlocked() {return player.points.gte(10)}},
{key: "ctrl+c", description: "Ctrl+c: respec things", onPress(){if (player[this.layer].unlocked) respecBuyables(this.layer)}},
],
increaseUnlockOrder: [], // Array of layer names to have their order increased when this one is first unlocked
microtabs: {
stuff: {
first: {
content: ["upgrades", ["display-text", function() {return "confirmed"}]]
},
second: {
content: [["upgrade", 11],
["row", [["upgrade", 11], "blank", "blank", ["upgrade", 11],]],
["display-text", function() {return "double confirmed"}]]
},
},
otherStuff: {
// There could be another set of microtabs here
}
},
bars: {
longBoi: {
fillStyle: {'background-color' : "#FFFFFF"},
baseStyle: {'background-color' : "#696969"},
textStyle: {'color': '#04e050'},
borderStyle() {return {}},
direction: RIGHT,
width: 300,
height: 30,
progress() {
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return (player.points.add(1).log(10).div(10)).toNumber()
},
display() {
return format(player.points) + " / 1e10 points"
},
unlocked: true,
},
tallBoi: {
fillStyle: {'background-color' : "#4BEC13"},
baseStyle: {'background-color' : "#000000"},
textStyle: {'text-shadow': '0px 0px 2px #000000'},
borderStyle() {return {'border-width': "7px"}},
direction: UP,
width: 50,
height: 200,
progress() {
return player.points.div(100)
},
display() {
return formatWhole((player.points.div(1)).min(100)) + "%"
},
unlocked: true,
},
flatBoi: {
fillStyle: {'background-color' : "#FE0102"},
baseStyle: {'background-color' : "#222222"},
textStyle: {'text-shadow': '0px 0px 2px #000000'},
borderStyle() {return {}},
direction: UP,
width: 100,
height: 30,
progress() {
return player.c.points.div(50)
},
unlocked: true,
},
},
// Optional, lets you format the tab yourself by listing components. You can create your own components in v.js.
tabFormat: {
"main tab": {
buttonStyle() {return {'color': 'orange'}},
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shouldNotify: true,
content:
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["main-display",
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"prestige-button", "resource-display",
["blank", "5px"], // Height
["raw-html", function() {return "<button onclick='console.log(`yeet`)'>'HI'</button>"}],
["display-text",
function() {return 'I have ' + format(player.points) + ' pointy points!'},
{"color": "red", "font-size": "32px", "font-family": "Comic Sans MS"}],
"h-line", "milestones", "blank", "upgrades", "challenges"],
},
thingies: {
style() {return {'background-color': '#222222'}},
buttonStyle() {return {'border-color': 'orange'}},
content:[
["buyables", ""], "blank",
["row", [
["toggle", ["c", "beep"]], ["blank", ["30px", "10px"]], // Width, height
["display-text", function() {return "Beep"}], "blank", ["v-line", "200px"],
["column", [
["prestige-button", "", {'width': '150px', 'height': '80px'}],
["prestige-button", "", {'width': '100px', 'height': '150px'}],
]],
], {'width': '600px', 'height': '350px', 'background-color': 'green', 'border-style': 'solid'}],
"blank",
["display-image", "discord.png"],],
},
jail: {
content: [
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["infobox", "coolInfo"],
["bar", "longBoi"], "blank",
["row", [
["column", [
["display-text", "Sugar level:", {'color': 'teal'}], "blank", ["bar", "tallBoi"]],
{'background-color': '#555555', 'padding': '15px'}],
"blank",
["column", [
["display-text", "idk"],
["blank", ['0', '50px']], ["bar", "flatBoi"]
]],
]],
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"blank", ["display-text", "It's jail because \"bars\"! So funny! Ha ha!"],["tree", testTree],
],
},
illuminati: {
unlocked() {return (hasUpgrade("c", 13))},
content:[
["raw-html", function() {return "<h1> C O N F I R M E D </h1>"}], "blank",
["microtabs", "stuff", {'width': '600px', 'height': '350px', 'background-color': 'brown', 'border-style': 'solid'}]
]
}
},
style() {return {
//'background-color': '#3325CC'
}},
nodeStyle() {return { // Style on the layer node
'color': '#3325CC',
'text-decoration': 'underline'
}},
componentStyles: {
"challenge"() {return {'height': '200px'}},
"prestige-button"() {return {'color': '#AA66AA'}},
},
tooltip() { // Optional, tooltip displays when the layer is unlocked
let tooltip = formatWhole(player[this.layer].points) + " " + this.resource
if (player[this.layer].buyables[11].gt(0)) tooltip += "\n" + formatWhole(player[this.layer].buyables[11]) + " Exhancers"
return tooltip
},
shouldNotify() { // Optional, layer will be highlighted on the tree if true.
// Layer will automatically highlight if an upgrade is purchasable.
return (player.c.buyables[11] == 1)
},
resetDescription: "Melt your points into ",
})
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// This layer is mostly minimal but it uses a custom prestige type and a clickable
addLayer("f", {
startData() { return {
unlocked: false,
points: new Decimal(0),
boop: false,
clickables: {[11]: "Start"} // Optional default Clickable state
}},
color: "#FE0102",
requires() {return new Decimal(10)},
resource: "farm points",
baseResource: "candies",
baseAmount() {return player.points},
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type: "static",
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exponent: 0.5,
base: 3,
roundUpCost: true,
canBuyMax() {return hasAchievement('a', 13)},
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row: 1,
layerShown() {return true},
branches: ["c"], // When this layer appears, a branch will appear from this layer to any layers here. Each entry can be a pair consisting of a layer id and a color.
tooltipLocked() { // Optional, tooltip displays when the layer is locked
return ("This weird farmer dinosaur will only see you if you have at least " + this.requires() + " candies. You only have " + formatWhole(player.points))
},
midsection: [
"blank", ['display-image', 'https://images.beano.com/store/24ab3094eb95e5373bca1ccd6f330d4406db8d1f517fc4170b32e146f80d?auto=compress%2Cformat&dpr=1&w=390'],
["display-text", "Bork bork!"]
],
// The following are only currently used for "custom" Prestige type:
prestigeButtonText() { //Is secretly HTML
if (!this.canBuyMax()) return "Hi! I'm a <u>weird dinosaur</u> and I'll give you a Farm Point in exchange for all of your candies and lollipops! (At least " + formatWhole(tmp[this.layer].nextAt) + " candies)"
if (this.canBuyMax()) return "Hi! I'm a <u>weird dinosaur</u> and I'll give you <b>" + formatWhole(tmp[this.layer].resetGain) + "</b> Farm Points in exchange for all of your candies and lollipops! (You'll get another one at " + formatWhole(tmp[layer].nextAtDisp) + " candies)"
},
getResetGain() {
return getResetGain(this.layer, useType = "static")
},
getNextAt(canMax=false) { //
return getNextAt(this.layer, canMax, useType = "static")
},
canReset() {
return tmp[this.layer].baseAmount.gte(tmp[this.layer].nextAt)
},
// This is also non minimal, a Clickable!
clickables: {
rows: 1,
cols: 1,
masterButtonPress() { // Optional, reset things and give back your currency. Having this function makes a respec button appear
if (getClickableState(this.layer, 11) == "Borkened...")
player[this.layer].clickables[11] = "Start"
},
masterButtonText() {return (getClickableState(this.layer, 11) == "Borkened...") ? "Fix the clickable!" : "Does nothing"}, // Text on Respec button, optional
11: {
title: "Clicky clicky!", // Optional, displayed at the top in a larger font
display() { // Everything else displayed in the buyable button after the title
let data = getClickableState(this.layer, this.id)
return "Current state:<br>" + data
},
unlocked() { return player[this.layer].unlocked },
canClick() {
return getClickableState(this.layer, this.id) !== "Borkened..."},
onClick() {
switch(getClickableState(this.layer, this.id)){
case "Start":
player[this.layer].clickables[this.id] = "A new state!"
break;
case "A new state!":
player[this.layer].clickables[this.id] = "Keep going!"
break;
case "Keep going!":
player[this.layer].clickables[this.id] = "Maybe that's a bit too far..."
break;
case "Maybe that's a bit too far...":
player[this.layer].clickables[this.id] = "Borkened..."
break;
default:
player[this.layer].clickables[this.id] = "Start"
break;
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}
},
style() {
switch(getClickableState(this.layer, this.id)){
case "Start":
return {'background-color': 'green'}
break;
case "A new state!":
return {'background-color': 'yellow'}
break;
case "Keep going!":
return {'background-color': 'orange'}
break;
case "Maybe that's a bit too far...":
return {'background-color': 'red'}
break;
default:
return {}
break;
}},
},
},
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},
)
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// A side layer with achievements, with no prestige
addLayer("a", {
startData() { return {
unlocked: true,
points: new Decimal(0),
}},
color: "yellow",
resource: "achievement power",
row: "side",
layerShown() {return true},
tooltip() { // Optional, tooltip displays when the layer is locked
return ("Achievements")
},
achievements: {
rows: 2,
cols: 3,
11: {
name: "Get me!",
done() {return true}, // This one is a freebie
tooltip: "",
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goalTooltip: "How did this happen?", // Shows when achievement is not completed
doneTooltip: "You did it!", // Showed when the achievement is completed
},
12: {
name: "Impossible!",
done() {return false},
goalTooltip: "Mwahahaha!", // Shows when achievement is not completed
doneTooltip: "HOW????", // Showed when the achievement is completed
},
13: {
name: "EIEIO",
done() {return player.f.points.gte(1)},
tooltip: "Get a farm point.\n\nReward: The dinosaur is now your friend (you can max Farm Points).", // Showed when the achievement is completed
onComplete() {console.log("Bork bork bork!")}
},
},
},
)