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var player ;
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var tmp = { } ;
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var needCanvasUpdate = true ;
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var NaNalert = false ;
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var gameEnded = false ;
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let VERSION = {
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num : "1.3" ,
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name : "Tabception... ception!"
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}
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// Determines if it should show points/sec
function showPointGen ( ) {
return ( tmp . pointGen . neq ( new Decimal ( 0 ) ) )
}
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// Calculate points/sec!
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function getPointGen ( ) {
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if ( ! hasUpg ( "c" , 11 ) )
return new Decimal ( 0 )
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let gain = new Decimal ( 1 )
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if ( hasUpg ( "c" , 12 ) ) gain = gain . times ( upgEffect ( "c" , 12 ) )
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return gain
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}
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// Function to determine if the player is in a challenge
function inChallenge ( layer , id ) {
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let chall = player [ layer ] . active
if ( chall == toNumber ( id ) ) return true
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if ( layers [ layer ] . challs [ chall ] . countsAs )
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return layers [ layer ] . challs [ id ] . countsAs . includes ( id )
}
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function convertToDecimal ( ) {
player . points = new Decimal ( player . points )
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for ( layer in layers ) {
player [ layer ] . points = new Decimal ( player [ layer ] . points )
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if ( player [ layer ] . best != undefined ) player [ layer ] . best = new Decimal ( player [ layer ] . best )
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if ( player [ layer ] . total !== undefined ) player [ layer ] . total = new Decimal ( player [ layer ] . total )
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player [ layer ] . spentOnBuyables = new Decimal ( player [ layer ] . spentOnBuyables )
if ( player [ layer ] . buyables != undefined ) {
for ( id in player [ layer ] . buyables )
player [ layer ] . buyables [ id ] = new Decimal ( player [ layer ] . buyables [ id ] )
}
player [ layer ] . best = new Decimal ( player [ layer ] . best )
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if ( layers [ layer ] . convertToDecimal ) layers [ layer ] . convertToDecimal ( ) ;
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}
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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 . gainExp [ layer ] . eq ( 0 ) ) return new Decimal ( 0 )
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if ( type == "static" ) {
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if ( ( ! layers [ layer ] . canBuyMax ( ) ) || tmp . layerAmt [ layer ] . lt ( tmp . layerReqs [ layer ] ) ) return new Decimal ( 1 )
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let gain = tmp . layerAmt [ layer ] . div ( tmp . layerReqs [ layer ] ) . div ( tmp . gainMults [ layer ] ) . max ( 1 ) . log ( layers [ layer ] . base ) . times ( tmp . gainExp [ layer ] ) . 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 . layerAmt [ layer ] . lt ( tmp . layerReqs [ layer ] ) ) return new Decimal ( 0 )
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let gain = tmp . layerAmt [ layer ] . div ( tmp . layerReqs [ layer ] ) . pow ( layers [ layer ] . exponent ) . times ( tmp . gainMults [ layer ] ) . pow ( tmp . gainExp [ layer ] )
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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 . gainExp [ layer ] . eq ( 0 ) ) return new Decimal ( 1 / 0 )
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if ( type == "static" )
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{
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if ( ! layers [ layer ] . canBuyMax ( ) ) canMax = false
let amt = player [ layer ] . points . plus ( ( canMax && tmp . layerAmt [ layer ] . gte ( tmp . nextAt [ layer ] ) ) ? tmp . resetGain [ layer ] : 0 )
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let extraCost = Decimal . pow ( layers [ layer ] . base , amt . pow ( layers [ layer ] . exponent ) . div ( tmp . gainExp [ layer ] ) ) . times ( tmp . gainMults [ layer ] )
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let cost = extraCost . times ( tmp . layerReqs [ layer ] ) . max ( tmp . layerReqs [ layer ] )
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if ( layers [ layer ] . resCeil ) cost = cost . ceil ( )
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return cost ;
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} else if ( type == "normal" ) {
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let next = tmp . resetGain [ layer ] . add ( 1 )
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if ( next . gte ( "e1e7" ) ) next = next . div ( "e5e6" ) . pow ( 2 )
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next = next . root ( tmp . gainExp [ layer ] ) . div ( tmp . gainMults [ layer ] ) . root ( layers [ layer ] . exponent ) . times ( tmp . layerReqs [ layer ] ) . max ( tmp . layerReqs [ layer ] )
if ( layers [ layer ] . resCeil ) 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 ) ) {
if ( canAffordUpg ( layer , id ) && ! hasUpg ( layer , id ) && tmp . upgrades [ layer ] [ id ] . unl ) {
return true
}
}
}
if ( layers [ layer ] . shouldNotify ) {
return layers [ layer ] . shouldNotify ( )
}
else
return false
}
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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 = [ ]
player [ layer ] . challs = [ ]
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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 )
}
function getStartBuyables ( layer ) {
let data = { }
if ( layers [ layer ] . buyables ) {
for ( id in layers [ layer ] . buyables )
if ( ! isNaN ( id ) )
data [ id ] = new Decimal ( 0 )
}
return data
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}
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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 ) {
addPoints ( layer , tmp . resetGain [ layer ] . times ( diff ) )
}
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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 . layerAmt [ layer ] . lt ( tmp . layerReqs [ layer ] ) ) return ;
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let gain = tmp . resetGain [ layer ]
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if ( layers [ layer ] . type == "static" ) {
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if ( tmp . layerAmt [ layer ] . lt ( tmp . nextAt [ layer ] ) ) return ;
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gain = ( layers [ layer ] . canBuyMax ( ) ? gain : 1 )
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}
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if ( layers [ layer ] . type == "custom" ) {
if ( ! tmp . canReset [ layer ] ) return ;
}
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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 ] . unl ) {
player [ layer ] . unl = true ;
needCanvasUpdate = true ;
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if ( layers [ layer ] . incr _order ) {
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lrs = layers [ layer ] . incr _order
for ( lr in lrs )
if ( ! player [ lrs [ lr ] ] . unl ) player [ lrs [ lr ] ] . order ++
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}
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}
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tmp . layerAmt [ layer ] = new Decimal ( 0 ) // quick fix
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}
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if ( layers [ layer ] . resetsNothing && layers [ layer ] . resetsNothing ( ) ) return
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for ( layerResetting in layers ) {
if ( row >= layers [ layerResetting ] . row && ( ! force || layerResetting != layer ) ) completeChall ( 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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}
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function respecBuyables ( layer ) {
if ( ! layers [ layer ] . buyables ) return
if ( ! layers [ layer ] . buyables . respec ) return
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if ( ! confirm ( "Are you sure you want to respec? This will force you to do a \"" + ( layers [ layer ] . name ? layers [ layer ] . name : layer ) + "\" reset as well!" ) ) return
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layers [ layer ] . buyables . respec ( )
}
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function canAffordUpg ( layer , id ) {
upg = layers [ layer ] . upgrades [ id ]
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cost = tmp . upgrades [ layer ] [ id ] . cost
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return canAffordPurchase ( layer , upg , cost )
}
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function hasUpg ( layer , id ) {
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return ( player [ layer ] . upgrades . includes ( toNumber ( id ) ) )
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}
function hasMilestone ( layer , id ) {
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return ( player [ layer ] . milestones . includes ( toNumber ( id ) ) || player [ layer ] . milestones . includes ( id ) )
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}
function hasChall ( layer , id ) {
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return ( player [ layer ] . challs . includes ( toNumber ( id ) ) )
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}
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function upgEffect ( layer , id ) {
return ( tmp . upgrades [ layer ] [ id ] . effect )
}
function challEffect ( layer , id ) {
return ( tmp . challs [ layer ] [ id ] . effect )
}
function buyableEffect ( layer , id ) {
return ( tmp . buyables [ layer ] [ id ] . effect )
}
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function canAffordPurchase ( layer , thing , cost ) {
if ( thing . currencyInternalName ) {
let name = thing . currencyInternalName
if ( thing . currencyLayer ) {
let lr = thing . currencyLayer
return ! ( player [ lr ] [ name ] . lt ( cost ) )
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}
else {
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return ! ( player [ name ] . lt ( cost ) )
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}
}
else {
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return ! ( player [ layer ] . points . lt ( cost ) )
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}
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}
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function buyUpg ( layer , id ) {
if ( ! player [ layer ] . unl ) return
if ( ! layers [ layer ] . upgrades [ id ] . unl ( ) ) return
if ( player [ layer ] . upgrades . includes ( id ) ) return
upg = layers [ layer ] . upgrades [ id ]
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cost = tmp . upgrades [ layer ] [ id ] . cost
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if ( upg . currencyInternalName ) {
let name = upg . currencyInternalName
if ( upg . currencyLayer ) {
let lr = upg . currencyLayer
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if ( player [ lr ] [ name ] . lt ( cost ) ) return
player [ lr ] [ name ] = player [ lr ] [ name ] . sub ( cost )
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}
else {
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if ( player [ name ] . lt ( cost ) ) return
player [ name ] = player [ name ] . sub ( cost )
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}
}
else {
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if ( player [ layer ] . points . lt ( cost ) ) return
player [ layer ] . points = player [ layer ] . points . sub ( cost )
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}
player [ layer ] . upgrades . push ( id ) ;
if ( upg . onPurchase != undefined )
upg . onPurchase ( )
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}
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function buyBuyable ( layer , id ) {
if ( ! player [ layer ] . unl ) return
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if ( ! tmp . buyables [ layer ] [ id ] . unl ) return
if ( ! tmp . buyables [ layer ] [ id ] . canAfford ) return
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layers [ layer ] . buyables [ id ] . buy ( )
}
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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 ) {
player [ layers [ layer ] ] . unl = 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 startChall ( layer , x ) {
if ( ! player [ layer ] . unl ) return
if ( player [ layer ] . active == x ) {
completeChall ( layer , x )
delete player [ layer ] . active
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} else {
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player [ layer ] . active = x
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}
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doReset ( layer , true )
updateChallTemp ( layer )
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}
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function canCompleteChall ( layer , x )
{
if ( x != player [ layer ] . active ) return
let chall = layers [ layer ] . challs [ x ]
if ( chall . currencyInternalName ) {
let name = chall . currencyInternalName
if ( chall . currencyLayer ) {
let lr = chall . currencyLayer
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return ! ( player [ lr ] [ name ] . lt ( readData ( chall . goal ) ) )
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}
else {
return ! ( player [ name ] . lt ( chall . cost ) )
}
}
else {
return ! ( player [ layer ] . points . lt ( chall . cost ) )
}
}
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function completeChall ( layer , x ) {
var x = player [ layer ] . active
if ( ! x ) return
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if ( ! canCompleteChall ( layer , x ) ) return
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if ( ! player [ layer ] . challs . includes ( x ) ) {
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needCanvasUpdate = true
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player [ layer ] . challs . push ( x ) ;
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if ( layers [ layer ] . challs [ x ] . onComplete ) layers [ layer ] . challs [ x ] . onComplete ( )
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}
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delete player [ layer ] . active
updateChallTemp ( 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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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 )