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2.2.7 stuff
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8 changed files with 40 additions and 14 deletions
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# The Modding Tree changelog:
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### v2.2.7 11/30/20
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- Added autoUpgrade feature.
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- resource-display now shows resource gain per second if passiveGain is active.
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- Fixed formatting issues on some large numbers.
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- Better support for using classed objects in player and in layers/tmp.
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- Made hard resetting more effective.
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- Removed Herobrine from getStartClickables.
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@ -136,7 +136,9 @@ You can make almost any value dynamic by using a function in its place, includin
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- update(diff): **optional**. This function is called every game tick. Use it for any passive resource production or time-based things. `diff` is the time since the last tick.
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- automate(): **optional**. This function is called every game tick, after production. Use it to activate automation things other than prestige, if appropriate.
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- autoUpgrade: **optional**, a boolean value, if true, the game will attempt to buy this layer's upgrades every tick. Defaults to false.
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- automate(): **optional**. This function is called every game tick, after production. Use it to activate automation things that aren't otherwise supported.
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- resetsNothing: **optional**. Returns true if this layer shouldn't trigger any resets when you prestige.
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@ -27,7 +27,6 @@ addLayer("c", {
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// For normal layers, gain beyond [softcap] points is put to the [softcapPower]th power
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softcap: new Decimal(1e100),
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softcapPower: new Decimal(0.5),
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canBuyMax() {}, // Only needed for static layers with buy max
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gainMult() { // Calculate the multiplier for main currency from bonuses
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mult = new Decimal(1)
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@ -12,7 +12,7 @@ let modInfo = {
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// Set your version in num and name
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let VERSION = {
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num: "2.2.6",
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num: "2.2.7",
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name: "Uprooted",
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}
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@ -69,4 +69,4 @@ function maxTickLength() {
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// Use this if you need to undo inflation from an older version. If the version is older than the version that fixed the issue,
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// you can cap their current resources with this.
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function fixOldSave(oldVersion){
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}
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}
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@ -222,6 +222,7 @@ function loadVue() {
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template: `
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<div style="margin-top: -13px">
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<span v-if="tmp[layer].type=='normal' && tmp[layer].resetGain.lt(100) && player[layer].points.lt(1e3)"><br>You have {{formatWhole(tmp[layer].baseAmount)}} {{tmp[layer].baseResource}}</span>
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<span v-if="tmp[layer].passiveGeneration"><br>You are gaining {{formatWhole(tmp[layer].resetGain.times(tmp[layer].passiveGeneration))}} {{tmp[layer].resource}} per second</span>
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<br><br>
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<span v-if="tmp[layer].showBest">Your best {{tmp[layer].resource}} is {{formatWhole(player[layer].best)}}<br></span>
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<span v-if="tmp[layer].showTotal">You have made a total of {{formatWhole(player[layer].total)}} {{tmp[layer].resource}}<br></span>
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11
js/game.js
11
js/game.js
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@ -4,7 +4,7 @@ var gameEnded = false;
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// Don't change this
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const TMT_VERSION = {
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tmtNum: "2.2.6",
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tmtNum: "2.2.7",
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tmtName: "Uprooted"
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}
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@ -312,6 +312,7 @@ function gameLoop(diff) {
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let layer = TREE_LAYERS[x][item]
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if (tmp[layer].autoPrestige && tmp[layer].canReset) doReset(layer);
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if (layers[layer].automate) layers[layer].automate();
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if (layers[layer].autoUpgrade) autobuyUpgrades(layer)
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}
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}
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@ -320,6 +321,7 @@ function gameLoop(diff) {
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let layer = OTHER_LAYERS[row][item]
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if (tmp[layer].autoPrestige && tmp[layer].canReset) doReset(layer);
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if (layers[layer].automate) layers[layer].automate();
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if (layers[layer].autoUpgrade) autobuyUpgrades(layer)
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}
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}
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@ -330,6 +332,13 @@ function gameLoop(diff) {
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}
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function autobuyUpgrades(layer){
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if (!tmp[layer].upgrades) return
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for (id in tmp[layer].upgrades)
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if (layers[layer].canAfford === undefined || layers[layer].canAfford() === true)
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buyUpg(layer, id)
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}
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function hardReset() {
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if (!confirm("Are you sure you want to do this? You will lose all your progress!")) return
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player = null
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@ -13,6 +13,9 @@ for (item in noCall) {
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activeFunctions.push(noCall[item])
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}
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// Add the names of classes to traverse
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var traversableClasses = []
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function setupTemp() {
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tmp = {}
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tmp.pointGen = {}
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@ -46,6 +49,9 @@ function setupTempData(layerData, tmpData) {
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tmpData[item] = {}
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setupTempData(layerData[item], tmpData[item])
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}
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else if ((!!layerData[item]) && (typeof layerData[item] === "object") && traversableClasses.includes(layerData[item].constructor.name)) {
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tmpData[item] = new layerData[item].constructor()
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}
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else if (isFunction(layerData[item]) && !activeFunctions.includes(item)){
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tmpData[item] = new Decimal(1) // The safest thing to put probably?
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} else {
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@ -87,7 +93,7 @@ function updateTempData(layerData, tmpData) {
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if (Array.isArray(layerData[item])) {
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updateTempData(layerData[item], tmpData[item])
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}
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else if ((!!layerData[item]) && (layerData[item].constructor === Object)) {
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else if ((!!layerData[item]) && (layerData[item].constructor === Object) || (typeof layerData[item] === "object") && traversableClasses.includes(layerData[item].constructor.name)){
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updateTempData(layerData[item], tmpData[item])
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}
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else if (isFunction(layerData[item]) && !activeFunctions.includes(item)){
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20
js/utils.js
20
js/utils.js
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@ -1,6 +1,6 @@
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// ************ Number formatting ************
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function exponentialFormat(num, precision) {
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function exponentialFormat(num, precision, mantissa = true) {
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let e = num.log10().floor()
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let m = num.div(Decimal.pow(10, e))
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if(m.toStringWithDecimalPlaces(precision) == 10) {
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@ -8,13 +8,15 @@ function exponentialFormat(num, precision) {
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e = e.add(1)
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}
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e = (e.gte(10000) ? commaFormat(e, 0) : e.toStringWithDecimalPlaces(0))
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return m.toStringWithDecimalPlaces(precision)+"e"+e
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}
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if (mantissa)
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return m.toStringWithDecimalPlaces(precision)+"e"+e
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else return "e"+e
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}
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function commaFormat(num, precision) {
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if (num === null || num === undefined) return "NaN"
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if (num.mag < 0.001) return (0).toFixed(precision)
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return num.toStringWithDecimalPlaces(precision).replace(/\B(?=(\d{3})+(?!\d))/g, ",")
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return num.toStringWithDecimalPlaces(precision).replace(/(\d)(?=(\d\d\d)+(?!\d))/g, "$1,")
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}
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@ -34,7 +36,7 @@ function sumValues(x) {
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return x.reduce((a, b) => Decimal.add(a, b))
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}
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function format(decimal, precision=2) {
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function format(decimal, precision=2,) {
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decimal = new Decimal(decimal)
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if (isNaN(decimal.sign)||isNaN(decimal.layer)||isNaN(decimal.mag)) {
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player.hasNaN = true;
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@ -46,7 +48,9 @@ function format(decimal, precision=2) {
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var slog = decimal.slog()
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if (slog.gte(1e6)) return "F" + format(slog.floor())
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else return Decimal.pow(10, slog.sub(slog.floor())).toStringWithDecimalPlaces(3) + "F" + commaFormat(slog.floor(), 0)
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} else if (decimal.gte("1e1000")) return exponentialFormat(decimal, 0)
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}
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else if (decimal.gte("1e100000")) return exponentialFormat(decimal, 0, false)
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else if (decimal.gte("1e1000")) return exponentialFormat(decimal, 0)
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else if (decimal.gte(1e9)) return exponentialFormat(decimal, precision)
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else if (decimal.gte(1e3)) return commaFormat(decimal, 0)
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else return regularFormat(decimal, precision)
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@ -224,8 +228,8 @@ function fixData(defaultData, newData) {
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else
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newData[item] = new Decimal(newData[item])
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}
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else if ((!!defaultData[item]) && (defaultData[item].constructor === Object)) {
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if (newData[item] === undefined || (defaultData[item].constructor !== Object))
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else if ((!!defaultData[item]) && (typeof defaultData[item] === "object")) {
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if (newData[item] === undefined || (typeof defaultData[item] !== "object"))
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newData[item] = defaultData[item]
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else
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fixData(defaultData[item], newData[item])
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