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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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// Set your version in num and name, but leave the tmt values so people know what version it is
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let VERSION = {
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num : "2.0.5.1" ,
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name : "Pinnacle of Achievement Mountain" ,
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tmtNum : "2.0.5.1" ,
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tmtName : "Pinnacle of Achievement Mountain"
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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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// You can change this if you have things that can be messed up by long tick lengths
function maxTickLength ( ) {
return ( 3600000 ) // Default is 1 hour which is just arbitrarily large
}
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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 )
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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 ( "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
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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 )
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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 ( "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 ;
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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 ) {
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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
}
}
}
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 )
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if ( tmp [ layer ] . type == "none" )
return false
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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 ) {
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player [ lr ] . activeChallenge = 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
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if ( tmp [ layer ] . row > tmp [ lr ] . row && row !== "side" ) layerDataReset ( lr )
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}
}
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function layerDataReset ( layer , keep = [ ] ) {
let storedData = { }
for ( thing in keep ) {
if ( player [ layer ] [ keep [ thing ] ] !== undefined )
storedData [ keep [ thing ] ] = player [ layer ] [ keep [ thing ] ]
}
console . log ( storedData )
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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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resetBuyables ( 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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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 )
layers [ layer ] . onPrestige ( gain )
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 ) : new Decimal ( 10 ) )
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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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 = 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 ] . activeChallenge == x ) {
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completeChallenge ( layer , x )
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delete player [ layer ] . activeChallenge
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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 . 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
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 ] . activeChallenge
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if ( ! x ) return
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if ( ! canCompleteChallenge ( layer , x ) ) {
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delete player [ layer ] . activeChallenge
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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 ] += 1
if ( layers [ layer ] . challenges [ x ] . onComplete ) layers [ layer ] . challenges [ x ] . onComplete ( )
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}
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delete player [ layer ] . activeChallenge
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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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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 ( 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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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 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 . 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 )