From 0168e11f7f7344aca42d85e068aa491961f819dd Mon Sep 17 00:00:00 2001 From: Acamaeda Date: Mon, 30 Nov 2020 21:58:42 -0500 Subject: [PATCH] 2.2.7 stuff --- changelog.md | 5 +++++ docs/layer-features.md | 4 +++- js/Demo/demoLayers.js | 1 - js/Demo/demoMod.js | 4 ++-- js/components.js | 1 + js/game.js | 11 ++++++++++- js/technical/temp.js | 8 +++++++- js/utils.js | 20 ++++++++++++-------- 8 files changed, 40 insertions(+), 14 deletions(-) diff --git a/changelog.md b/changelog.md index c350827..6e3aac9 100644 --- a/changelog.md +++ b/changelog.md @@ -1,5 +1,10 @@ # The Modding Tree changelog: +### v2.2.7 11/30/20 +- Added autoUpgrade feature. +- resource-display now shows resource gain per second if passiveGain is active. +- Fixed formatting issues on some large numbers. +- Better support for using classed objects in player and in layers/tmp. - Made hard resetting more effective. - Removed Herobrine from getStartClickables. diff --git a/docs/layer-features.md b/docs/layer-features.md index 59a99b1..538f109 100644 --- a/docs/layer-features.md +++ b/docs/layer-features.md @@ -136,7 +136,9 @@ You can make almost any value dynamic by using a function in its place, includin - 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. -- automate(): **optional**. This function is called every game tick, after production. Use it to activate automation things other than prestige, if appropriate. +- autoUpgrade: **optional**, a boolean value, if true, the game will attempt to buy this layer's upgrades every tick. Defaults to false. + +- automate(): **optional**. This function is called every game tick, after production. Use it to activate automation things that aren't otherwise supported. - resetsNothing: **optional**. Returns true if this layer shouldn't trigger any resets when you prestige. diff --git a/js/Demo/demoLayers.js b/js/Demo/demoLayers.js index 905ca41..0c4bbc0 100644 --- a/js/Demo/demoLayers.js +++ b/js/Demo/demoLayers.js @@ -27,7 +27,6 @@ addLayer("c", { // 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) diff --git a/js/Demo/demoMod.js b/js/Demo/demoMod.js index 4d6e724..eae2d18 100644 --- a/js/Demo/demoMod.js +++ b/js/Demo/demoMod.js @@ -12,7 +12,7 @@ let modInfo = { // Set your version in num and name let VERSION = { - num: "2.2.6", + num: "2.2.7", name: "Uprooted", } @@ -69,4 +69,4 @@ function maxTickLength() { // Use this if you need to undo inflation from an older version. If the version is older than the version that fixed the issue, // you can cap their current resources with this. function fixOldSave(oldVersion){ -} \ No newline at end of file +} diff --git a/js/components.js b/js/components.js index afe6509..d7831b0 100644 --- a/js/components.js +++ b/js/components.js @@ -222,6 +222,7 @@ function loadVue() { template: `

You have {{formatWhole(tmp[layer].baseAmount)}} {{tmp[layer].baseResource}}
+
You are gaining {{formatWhole(tmp[layer].resetGain.times(tmp[layer].passiveGeneration))}} {{tmp[layer].resource}} per second


Your best {{tmp[layer].resource}} is {{formatWhole(player[layer].best)}}
You have made a total of {{formatWhole(player[layer].total)}} {{tmp[layer].resource}}
diff --git a/js/game.js b/js/game.js index 2b4efa2..5a0cedd 100644 --- a/js/game.js +++ b/js/game.js @@ -4,7 +4,7 @@ var gameEnded = false; // Don't change this const TMT_VERSION = { - tmtNum: "2.2.6", + tmtNum: "2.2.7", tmtName: "Uprooted" } @@ -312,6 +312,7 @@ function gameLoop(diff) { let layer = TREE_LAYERS[x][item] if (tmp[layer].autoPrestige && tmp[layer].canReset) doReset(layer); if (layers[layer].automate) layers[layer].automate(); + if (layers[layer].autoUpgrade) autobuyUpgrades(layer) } } @@ -320,6 +321,7 @@ function gameLoop(diff) { let layer = OTHER_LAYERS[row][item] if (tmp[layer].autoPrestige && tmp[layer].canReset) doReset(layer); if (layers[layer].automate) layers[layer].automate(); + if (layers[layer].autoUpgrade) autobuyUpgrades(layer) } } @@ -330,6 +332,13 @@ function gameLoop(diff) { } +function autobuyUpgrades(layer){ + if (!tmp[layer].upgrades) return + for (id in tmp[layer].upgrades) + if (layers[layer].canAfford === undefined || layers[layer].canAfford() === true) + buyUpg(layer, id) +} + function hardReset() { if (!confirm("Are you sure you want to do this? You will lose all your progress!")) return player = null diff --git a/js/technical/temp.js b/js/technical/temp.js index c07b9de..f058ba1 100644 --- a/js/technical/temp.js +++ b/js/technical/temp.js @@ -13,6 +13,9 @@ for (item in noCall) { activeFunctions.push(noCall[item]) } +// Add the names of classes to traverse +var traversableClasses = [] + function setupTemp() { tmp = {} tmp.pointGen = {} @@ -46,6 +49,9 @@ function setupTempData(layerData, tmpData) { tmpData[item] = {} setupTempData(layerData[item], tmpData[item]) } + else if ((!!layerData[item]) && (typeof layerData[item] === "object") && traversableClasses.includes(layerData[item].constructor.name)) { + tmpData[item] = new layerData[item].constructor() + } else if (isFunction(layerData[item]) && !activeFunctions.includes(item)){ tmpData[item] = new Decimal(1) // The safest thing to put probably? } else { @@ -87,7 +93,7 @@ function updateTempData(layerData, tmpData) { if (Array.isArray(layerData[item])) { updateTempData(layerData[item], tmpData[item]) } - else if ((!!layerData[item]) && (layerData[item].constructor === Object)) { + else if ((!!layerData[item]) && (layerData[item].constructor === Object) || (typeof layerData[item] === "object") && traversableClasses.includes(layerData[item].constructor.name)){ updateTempData(layerData[item], tmpData[item]) } else if (isFunction(layerData[item]) && !activeFunctions.includes(item)){ diff --git a/js/utils.js b/js/utils.js index 382f87b..ed3915c 100644 --- a/js/utils.js +++ b/js/utils.js @@ -1,6 +1,6 @@ // ************ Number formatting ************ -function exponentialFormat(num, precision) { +function exponentialFormat(num, precision, mantissa = true) { let e = num.log10().floor() let m = num.div(Decimal.pow(10, e)) if(m.toStringWithDecimalPlaces(precision) == 10) { @@ -8,13 +8,15 @@ function exponentialFormat(num, precision) { e = e.add(1) } e = (e.gte(10000) ? commaFormat(e, 0) : e.toStringWithDecimalPlaces(0)) - return m.toStringWithDecimalPlaces(precision)+"e"+e -} + if (mantissa) + return m.toStringWithDecimalPlaces(precision)+"e"+e + else return "e"+e + } function commaFormat(num, precision) { if (num === null || num === undefined) return "NaN" if (num.mag < 0.001) return (0).toFixed(precision) - return num.toStringWithDecimalPlaces(precision).replace(/\B(?=(\d{3})+(?!\d))/g, ",") + return num.toStringWithDecimalPlaces(precision).replace(/(\d)(?=(\d\d\d)+(?!\d))/g, "$1,") } @@ -34,7 +36,7 @@ function sumValues(x) { return x.reduce((a, b) => Decimal.add(a, b)) } -function format(decimal, precision=2) { +function format(decimal, precision=2,) { decimal = new Decimal(decimal) if (isNaN(decimal.sign)||isNaN(decimal.layer)||isNaN(decimal.mag)) { player.hasNaN = true; @@ -46,7 +48,9 @@ function format(decimal, precision=2) { var slog = decimal.slog() if (slog.gte(1e6)) return "F" + format(slog.floor()) else return Decimal.pow(10, slog.sub(slog.floor())).toStringWithDecimalPlaces(3) + "F" + commaFormat(slog.floor(), 0) - } else if (decimal.gte("1e1000")) return exponentialFormat(decimal, 0) + } + else if (decimal.gte("1e100000")) return exponentialFormat(decimal, 0, false) + else if (decimal.gte("1e1000")) return exponentialFormat(decimal, 0) else if (decimal.gte(1e9)) return exponentialFormat(decimal, precision) else if (decimal.gte(1e3)) return commaFormat(decimal, 0) else return regularFormat(decimal, precision) @@ -224,8 +228,8 @@ function fixData(defaultData, newData) { else newData[item] = new Decimal(newData[item]) } - else if ((!!defaultData[item]) && (defaultData[item].constructor === Object)) { - if (newData[item] === undefined || (defaultData[item].constructor !== Object)) + else if ((!!defaultData[item]) && (typeof defaultData[item] === "object")) { + if (newData[item] === undefined || (typeof defaultData[item] !== "object")) newData[item] = defaultData[item] else fixData(defaultData[item], newData[item])