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The-Modding-Tree/js/game.js

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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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// Don't change this
const TMT_VERSION = {
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tmtNum: "2.1.3.1",
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tmtName: "We should have thought of this sooner!"
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}
function getResetGain(layer, useType = null) {
let type = useType
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if (!useType) type = tmp[layer].type
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if(tmp[layer].type == "none")
return new Decimal (0)
if (tmp[layer].gainExp.eq(0)) return new Decimal(0)
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);
} else if (type=="normal"){
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("e1e7")) gain = gain.sqrt().times("e5e6")
return gain.floor().max(0);
} else if (type=="custom"){
return layers[layer].getResetGain()
} else {
return new Decimal(0)
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}
}
function getNextAt(layer, canMax=false, useType = null) {
let type = useType
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if (!useType) type = tmp[layer].type
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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
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)
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"){
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 (tmp[layer].roundUpCost) next = next.ceil()
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return next;
} 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){
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for (id in tmp[layer].upgrades){
if (!isNaN(id)){
if (canAffordUpgrade(layer, id) && !hasUpgrade(layer, id) && tmp[layer].upgrades[id].unlocked){
return true
}
}
}
if (layers[layer].shouldNotify){
return layers[layer].shouldNotify()
}
else
return false
}
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)
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if(tmp[layer].type == "none")
return false
else
return layers[layer].canReset()
}
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function rowReset(row, layer) {
for (lr in ROW_LAYERS[row]){
if(layers[lr].doReset) {
player[lr].activeChallenge = null // Exit challenges on any row reset on an equal or higher row
layers[lr].doReset(layer)
}
else
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if(tmp[layer].row > tmp[lr].row && row !== "side") layerDataReset(lr)
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}
}
function layerDataReset(layer, keep = []) {
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let storedData = {unlocked: player[layer].unlocked} // Always keep unlocked
for (thing in keep) {
if (player[layer][keep[thing]] !== undefined)
storedData[keep[thing]] = player[layer][keep[thing]]
}
player[layer] = layers[layer].startData();
player[layer].upgrades = []
player[layer].milestones = []
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player[layer].challenges = getStartChallenges(layer)
resetBuyables(layer)
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if (layers[layer].clickables && !player[layer].clickables)
player[layer].clickables = getStartClickables(layer)
for (thing in storedData) {
player[layer][thing] =storedData[thing]
}
}
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)
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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var prevOnReset
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function doReset(layer, force=false) {
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let row = tmp[layer].row
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if (!force) {
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)
}
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if (tmp[layer].type=="custom") {
if (!tmp[layer].canReset) return;
}
if (layers[layer].onPrestige)
layers[layer].onPrestige(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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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) {
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())
for (let x = row; x >= 0; x--) rowReset(x, layer)
rowReset("side", 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[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
if (!player[layer].unlocked) return
if (player[layer].activeChallenge == x) {
completeChallenge(layer, x)
delete player[layer].activeChallenge
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} else {
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enter = true
}
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doReset(layer, true)
if(enter) player[layer].activeChallenge = x
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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]
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
return !(player[lr][name].lt(readData(challenge.goal)))
}
else {
return !(player[name].lt(challenge.cost))
}
}
else {
return !(player[layer].points.lt(challenge.cost))
}
}
function completeChallenge(layer, x) {
var x = player[layer].activeChallenge
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if (!x) return
if (! canCompleteChallenge(layer, x)){
delete player[layer].activeChallenge
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return
}
if (player[layer].challenges[x] < tmp[layer].challenges[x].completionLimit) {
needCanvasUpdate = true
player[layer].challenges[x] += 1
if (layers[layer].challenges[x].onComplete) layers[layer].challenges[x].onComplete()
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}
delete player[layer].activeChallenge
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 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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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]) {
let layer = TREE_LAYERS[x][item].layer
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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]) {
let layer = OTHER_LAYERS[row][item].layer
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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]) {
let layer = TREE_LAYERS[x][item].layer
if (layers[layer].automate) layers[layer].automate();
}
}
for (row in OTHER_LAYERS){
for (item in OTHER_LAYERS[row]) {
let layer = OTHER_LAYERS[row][item].layer
if (layers[layer].automate) layers[layer].automate();
}
}
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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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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 one of the discords in the info panel 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.offTime.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)