mirror of
https://github.com/Acamaeda/The-Modding-Tree.git
synced 2024-11-22 00:21:32 +00:00
v1.1 Beta 1
This commit is contained in:
parent
89ac54bd8d
commit
1c2c24f717
5 changed files with 181 additions and 48 deletions
19
index.html
19
index.html
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@ -409,10 +409,17 @@
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<td><button class="treeNode hidden"></button></td>
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</table><table>
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<td v-if="player.tab=='tree'&&player.sp.unl" class="left"><br><br><img class="remove" src="remove.png" onclick="resetRow(5)"></img></td>
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<td id="l" v-if="layerUnl('l')"><button class="treeNode l">L</button></td>
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<td id="l" v-if="layerUnl('l')"><button onclick="showTab('l')" v-bind:tooltip="(player.b.points.gte(tmp.layerReqs.l)||player.l.unl) ? (formatWhole(player.l.points)+' life essence') : ('Reach '+format(tmp.layerReqs.l)+' boosters to unlock')" v-bind:class="{ treeNode: true, l: true, locked: (player.b.points.lt(tmp.layerReqs.l)&&!player.l.unl), can: (player.b.points.gte(tmp.layerReqs.l)||player.l.unl) }">L</button></td>
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<td id="sp" v-if="layerUnl('sp')"><button onclick="showTab('sp')" v-bind:tooltip="(player.p.points.gte(tmp.layerReqs.sp)||player.sp.unl) ? (formatWhole(player.sp.points)+' super-prestige points') : ('Reach '+format(tmp.layerReqs.sp)+' prestige points to unlock')" v-bind:class="{ treeNode: true, sp: true, locked: (player.p.points.lt(tmp.layerReqs.sp)&&!player.sp.unl), can: (player.p.points.gte(tmp.layerReqs.sp)||player.sp.unl) }">SP</button></td>
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<td id="hs" v-if="layerUnl('hs')"><button class="treeNode hs">HS</button></td>
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<td id="hs" v-if="layerUnl('hs')"><button onclick="showTab('hs')" v-bind:tooltip="(player.s.points.gte(tmp.layerReqs.hs)||player.hs.unl) ? (formatWhole(player.hs.points)+' hyperspace') : ('Reach '+format(tmp.layerReqs.hs)+' space energy to unlock')" v-bind:class="{ treeNode: true, hs: true, locked: (player.s.points.lt(tmp.layerReqs.hs)&&!player.hs.unl), can: (player.s.points.gte(tmp.layerReqs.hs)||player.hs.unl) }">HS</button></td>
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<td id="i" v-if="layerUnl('ps')||layerUnl('i')"><button v-bind:class="{treeNode: true, i: true, hidden: !layerUnl('i')}">I</button></td>
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</table><table>
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<td><button class="treeNode hidden"></button></td>
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</table><table>
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<td v-if="player.tab=='tree'&&layerUnl('tm')" class="left"><br><br><img class="remove" src="remove.png" onclick="resetRow(6)"></img></td>
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<td id="mb" v-if="layerUnl('mb')"><button class="treeNode mb">MB</button></td>
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<td id="ge" v-if="layerUnl('ge')"><button class="treeNode ge">Ge</button></td>
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<td id="ma" v-if="layerUnl('ma')"><button class="treeNode tm">Ma</button></td>
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</table>
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<canvas id="treeCanvas" class="canvas"></canvas>
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</div>
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@ -471,10 +478,10 @@
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You have {{ format(player.g.power) }} Generator Power<br><br>
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<button onclick="respecSpaceBuildings()" v-bind:class="{ longUpg: true, can: player.s.unl, locked: !player.s.unl }">Respec Space Buildings</button><br>
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<div class="upgRow">
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<div v-for="id in tmp.sbUnl">
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<button v-bind:class="{ upg: true, can: (player.g.power.gte(getSpaceBuildingCost(id))&&player.s.unl&&getSpace().gte(1)), locked: (!(player.g.power.gte(getSpaceBuildingCost(id))&&player.s.unl&&getSpace().gte(1))), s: true }" v-on:click="buyBuilding(id)"><h3>Building {{id}}</h3><br>{{getSpaceBuildingEffDesc(id)}}<br><br>Level: {{formatWhole(player.s.buildings[id])}}<br>Cost: {{format(getSpaceBuildingCost(id))}} Generator Power</button><br><br>
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<button v-if="player.q.best.gte(2500)" v-bind:class="{ longUpg: true, can: player.s.buildings[id].gte(1), locked: player.s.buildings[id].lt(1) }" v-on:click="destroyBuilding(id)">Destroy One</button><br>
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<button v-if="player.q.best.gte(2500)" v-bind:class="{ longUpg: true, can: player.s.buildings[id].gte(1), locked: player.s.buildings[id].lt(1) }" v-on:click="destroyBuilding(id, true)">Destroy All</button>
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<div v-for="id in tmp.trueSbUnl">
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<button v-bind:class="{ upg: true, can: (player.g.power.gte(getSpaceBuildingCost(id))&&player.s.unl&&getSpace().gte(1)), locked: (!(player.g.power.gte(getSpaceBuildingCost(id))&&player.s.unl&&getSpace().gte(1))), s: true }" v-on:click="buyBuilding(id)"><h3>Building {{id}}</h3><br>{{getSpaceBuildingEffDesc(id)}}<br><br>Level: {{formatWhole(tmp.spaceBuildLvl[id])}}<br>Cost: {{format(getSpaceBuildingCost(id))}} Generator Power</button><br><br>
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<button v-if="player.q.best.gte(2500)" v-bind:class="{ longUpg: true, can: tmp.spaceBuildLvl[id].gte(1), locked: tmp.spaceBuildLvl[id].lt(1) }" v-on:click="destroyBuilding(id)">Destroy One</button><br>
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<button v-if="player.q.best.gte(2500)" v-bind:class="{ longUpg: true, can: tmp.spaceBuildLvl[id].gte(1), locked: tmp.spaceBuildLvl[id].lt(1) }" v-on:click="destroyBuilding(id, true)">Destroy All</button>
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</div>
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</div>
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</div>
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11
js/canvas.js
11
js/canvas.js
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@ -83,6 +83,17 @@ function drawTree() {
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if (layerUnl('i')) {
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drawTreeBranch("ss", "i")
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}
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if (layerUnl('mb')) {
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drawTreeBranch("l", "mb")
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drawTreeBranch("ps", "mb", 2)
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}
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if (layerUnl('ge')) {
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drawTreeBranch("sp", "ge")
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}
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if (layerUnl('ma')) {
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drawTreeBranch("hs", "ma")
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drawTreeBranch("i", "ma")
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}
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needCanvasUpdate = false;
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}
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148
js/game.js
148
js/game.js
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@ -175,10 +175,27 @@ function getStartPlayer() {
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total: new Decimal(0),
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upgrades: [],
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},
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l: {
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unl: false,
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order: 0,
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points: new Decimal(0),
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best: new Decimal(0),
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upgrades: [],
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power: new Decimal(0),
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boosters: {},
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},
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hs: {
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unl: false,
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order: 0,
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points: new Decimal(0),
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best: new Decimal(0),
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upgrades: [],
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hyperUpgrades: {},
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},
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}
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}
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const LAYERS = ["p", "b", "g", "e", "t", "s", "sb", "sg", "h", "q", "hb", "ss", "m", "ba", "sp"]
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const LAYERS = ["p", "b", "g", "e", "t", "s", "sb", "sg", "h", "q", "hb", "ss", "m", "ba", "sp", "l", "hs"]
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const LAYER_REQS = {
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p: new Decimal(10),
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@ -196,6 +213,8 @@ const LAYER_REQS = {
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m: new Decimal(1e80),
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ba: new Decimal(1e130),
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sp: new Decimal("1e8500000"),
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l: new Decimal(1415),
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hs: new Decimal(715),
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}
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const LAYER_RES = {
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@ -214,6 +233,8 @@ const LAYER_RES = {
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m: "magic",
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ba: "balance energy",
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sp: "super-prestige points",
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l: "life essence",
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hs: "hyperspace",
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}
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const LAYER_RES_CEIL = ["sb", "sg", "hb", "ss"]
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@ -234,6 +255,8 @@ const LAYER_TYPE = {
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m: "normal",
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ba: "normal",
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sp: "normal",
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l: "normal",
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hs: "normal",
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}
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const LAYER_EXP = {
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@ -252,6 +275,8 @@ const LAYER_EXP = {
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m: new Decimal(0.01),
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ba: new Decimal(0.00667),
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sp: new Decimal(2e-7),
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l: new Decimal(1e-9),
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hs: new Decimal(1e-9),
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}
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const LAYER_BASE = {
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@ -281,6 +306,8 @@ const LAYER_ROW = {
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m: 4,
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ba: 4,
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sp: 5,
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l: 5,
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hs: 5,
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future_layer: 6,
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}
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@ -290,7 +317,7 @@ const ROW_LAYERS = [
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["e","t","s","sb","sg"],
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["h","q","hb","ss"],
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["m","ba"],
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["sp"],
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["sp","l","hs"],
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["future_layer"],
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]
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@ -299,8 +326,8 @@ const ORDER_UP = [
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[],
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["e","t","s","sb"],
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["hb","ss"],
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["sp"],
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[],
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["l","hs"],
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]
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const LAYER_EFFS = {
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@ -803,7 +830,7 @@ const LAYER_UPGS = {
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desc: "Space Building Levels boost Generator Power gain, and get 2 extra Space.",
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cost: new Decimal(3),
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unl: function() { return player.s.upgrades.includes(11) },
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currently: function() { return Decimal.pow(20, Object.values(player.s.buildings).reduce((a,b) => Decimal.add(a,b))) },
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currently: function() { return Decimal.pow(20, sumValues(player.s.buildings)) },
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effDisp: function(x) { return format(x)+"x" },
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},
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14: {
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@ -856,7 +883,7 @@ const LAYER_UPGS = {
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desc: "Space Buildings boost the Generator Power effect (before all other boosts).",
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cost: new Decimal(15),
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unl: function() { return player.t.unl&&player.e.unl&&player.t.order==0&&player.e.order==0&&player.s.order==0 },
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currently: function() { return Decimal.pow(Object.values(player.s.buildings).reduce((a,b) => Decimal.add(a,b)), 0.2).div(17.5) },
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currently: function() { return Decimal.pow(sumValues(player.s.buildings), 0.2).div(17.5) },
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effDisp: function(x) { return "Add "+format(x)+" to exponent" },
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},
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41: {
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@ -1333,7 +1360,7 @@ const LAYER_UPGS = {
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desc: "The Space Building 1 effect is stronger based on your Space Building 1 amount.",
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cost: new Decimal(3e11),
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unl: function() { return player.ba.upgrades.includes(33)&&player.ba.upgrades.includes(34) },
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currently: function() { return player.s.buildings[1].plus(1).pow(0.8) },
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currently: function() { return tmp.spaceBuildLvl[1].plus(1).pow(0.8) },
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effDisp: function(x) { return "^"+format(x) },
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},
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43: {
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@ -1457,6 +1484,14 @@ const LAYER_UPGS = {
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unl: function() { return player.sp.upgrades.includes(33) },
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},
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},
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l: {
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rows: 0,
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cols: 0,
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},
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hs: {
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rows: 0,
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cols: 0,
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},
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}
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const TAB_REQS = {
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@ -1480,6 +1515,8 @@ const TAB_REQS = {
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m: function() { return (player.m.unl||player.h.points.gte(tmp.layerReqs.m))&&layerUnl('m') },
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ba: function() { return (player.ba.unl||player.q.points.gte(tmp.layerReqs.ba))&&layerUnl('ba') },
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sp: function() { return (player.sp.unl||player.p.points.gte(tmp.layerReqs.sp))&&layerUnl('sp') },
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l: function() { return (player.l.unl||player.b.points.gte(tmp.layerReqs.l))&&layerUnl('l') },
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hs: function() { return (player.hs.unl||player.s.points.gte(tmp.layerReqs.hs))&&layerUnl('hs') },
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}
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const LAYER_AMT_NAMES = {
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@ -1498,6 +1535,8 @@ const LAYER_AMT_NAMES = {
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m: "hindrance spirit",
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ba: "quirks",
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sp: "prestige points",
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l: "boosters",
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hs: "space energy",
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}
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function getLayerAmt(layer) {
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@ -1530,6 +1569,12 @@ function getLayerAmt(layer) {
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case "sp":
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return player.p.points;
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break;
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case "l":
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return player.b.points;
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break;
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case "hs":
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return player.s.points;
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break;
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}
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return amt
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}
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@ -1655,8 +1700,6 @@ function checkForVars() {
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if (player.t.auto===undefined) player.t.auto = false
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if (player.t.autoCap===undefined) player.t.autoCap = false
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if (player.s === undefined) player.s = start.s
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if (player.s.buildings[4] === undefined) player.s.buildings[4] = new Decimal(0);
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if (player.s.buildings[5] === undefined) player.s.buildings[5] = new Decimal(0);
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if (player.s.auto === undefined) player.s.auto = false
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if (player.s.autoBuild === undefined) player.s.autoBuild = false
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if (player.sb === undefined) player.sb = start.sb
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@ -1689,6 +1732,8 @@ function checkForVars() {
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if (player.notify === undefined) player.notify = {}
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if (player.sp === undefined) player.sp = start.sp
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if (player.keepGoing === undefined) player.keepGoing = false
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if (player.l === undefined) player.l = start.l
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if (player.hs === undefined) player.hs = start.hs
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}
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function convertToDecimal() {
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@ -1710,7 +1755,7 @@ function convertToDecimal() {
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player.s.points = new Decimal(player.s.points)
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player.s.best = new Decimal(player.s.best)
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player.s.spent = new Decimal(player.s.spent)
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for (let i=1;i<=5;i++) player.s.buildings[i] = new Decimal(player.s.buildings[i])
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for (let i=1;i<=MAX_BUILDINGS;i++) if (player.s.buildings[i]) player.s.buildings[i] = new Decimal(player.s.buildings[i])
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player.sb.points = new Decimal(player.sb.points)
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player.sb.best = new Decimal(player.sb.best)
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player.sg.points = new Decimal(player.sg.points)
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@ -1731,7 +1776,7 @@ function convertToDecimal() {
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player.m.points = new Decimal(player.m.points)
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player.m.best = new Decimal(player.m.best)
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player.m.hexes = new Decimal(player.m.hexes)
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for (let i=1;i<=4;i++) player.m.casted[i] = new Decimal(player.m.casted[i])
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for (let i=1;i<=MAX_SPELLS;i++) if (player.m.casted[i]) player.m.casted[i] = new Decimal(player.m.casted[i])
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player.ba.points = new Decimal(player.ba.points)
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player.ba.best = new Decimal(player.ba.best)
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player.ba.power = new Decimal(player.ba.power)
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@ -1740,6 +1785,12 @@ function convertToDecimal() {
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player.sp.points = new Decimal(player.sp.points)
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player.sp.best = new Decimal(player.sp.best)
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player.sp.total = new Decimal(player.sp.total)
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player.l.points = new Decimal(player.l.points)
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player.l.best = new Decimal(player.l.best)
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player.l.power = new Decimal(player.l.power)
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player.hs.points = new Decimal(player.hs.points)
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player.hs.best = new Decimal(player.hs.best)
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for (let i=1;i<=MAX_BUILDINGS;i++) if (player.hs.hyperUpgrades[i]) player.hs.hyperUpgrades[i] = new Decimal(player.hs.hyperUpgrades[i])
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}
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function toggleOpt(name) {
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@ -1766,6 +1817,16 @@ function commaFormat(num, precision) {
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return num.toStringWithDecimalPlaces(precision).replace(/\B(?=(\d{3})+(?!\d))/g, ",")
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}
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function fixValue(x, y = 0) {
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return x || new Decimal(y)
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}
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function sumValues(x) {
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x = Object.values(x)
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if (x.length == 0) return new Decimal(0)
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return x.reduce((a,b) => Decimal.add())
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}
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function format(decimal, precision=3) {
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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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@ -1865,6 +1926,12 @@ function getLayerReq(layer) {
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case "ss":
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if (player.ss.order>0) req = new Decimal(45)
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break;
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case "l":
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if (player.l.order>0) req = new Decimal(1/0)
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break;
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case "hs":
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if (player.hs.order>0) req = new Decimal(1/0)
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break;
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}
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return req
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}
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@ -2035,17 +2102,26 @@ function layerUnl(layer) {
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return player.m.unl&&player.ba.unl
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break;
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case "l":
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return false //player.sp.unl
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return player.sp.unl
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break;
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case "ps":
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return false //player.l.unl
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break;
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case "hs":
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return false //player.sp.unl
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return player.sp.unl
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break;
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case "i":
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return false //player.ps.unl && player.hs.unl
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break;
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case "mb":
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return false //player.ps.unl && player.hs.unl
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break;
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case "ge":
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return false //player.ps.unl && player.hs.unl
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break;
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case "ma":
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return false //player.ps.unl && player.hs.unl
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break;
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}
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}
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@ -2107,13 +2183,7 @@ function rowReset(row, layer) {
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points: new Decimal(0),
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best: (player.h.best.gte(2)||player.m.best.gte(1)) ? player.s.best : new Decimal(0),
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spent: (player.q.best.gte(4)&&(layer=="h"||layer=="q"||layer=="ss"||layer=="hb")) ? player.s.spent : new Decimal(0),
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buildings: (player.q.best.gte(4)&&(layer=="h"||layer=="q"||layer=="ss"||layer=="hb")) ? player.s.buildings : ({
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1: new Decimal(0),
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2: new Decimal(0),
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3: new Decimal(0),
|
||||
4: new Decimal(0),
|
||||
5: new Decimal(0)
|
||||
}),
|
||||
buildings: (player.q.best.gte(4)&&(layer=="h"||layer=="q"||layer=="ss"||layer=="hb")) ? player.s.buildings : ({}),
|
||||
upgrades: (player.h.best.gte(4)||player.sp.total.gte(1)) ? player.s.upgrades : [],
|
||||
auto: player.s.auto,
|
||||
autoBuild: player.s.autoBuild,
|
||||
|
@ -2211,6 +2281,8 @@ function rowReset(row, layer) {
|
|||
break;
|
||||
case 6:
|
||||
player.sp = start.sp
|
||||
player.l = start.l
|
||||
player.hs = start.hs
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -2532,6 +2604,8 @@ function getSpace() {
|
|||
return baseSpace.sub(player.s.spent).max(0)
|
||||
}
|
||||
|
||||
const MAX_BUILDINGS = 5
|
||||
|
||||
function getSpaceBuildingCostMod() {
|
||||
let mod = new Decimal(1)
|
||||
if (player.s.upgrades.includes(24)&&!(tmp.hcActive?tmp.hcActive[12]:true)) mod = mod.times(0.5)
|
||||
|
@ -2549,7 +2623,7 @@ function getSpaceBuildingCostMult() {
|
|||
|
||||
function getSpaceBuildingCost(x) {
|
||||
let inputVal = new Decimal([1e3,1e10,1e25,1e48,1e100][x-1])
|
||||
let bought = player.s.buildings[x]
|
||||
let bought = tmp.spaceBuildLvl[x]
|
||||
if (bought.gte(100)) bought = bought.pow(2).div(100)
|
||||
let cost = Decimal.pow(inputVal, bought.times(getSpaceBuildingCostMod()).pow(1.35)).times(inputVal).times((bought.gt(0)||x>1)?1:0).times(getSpaceBuildingCostMult())
|
||||
return cost
|
||||
|
@ -2588,9 +2662,9 @@ function getExtraBuildingLevels(x) {
|
|||
}
|
||||
|
||||
function getSpaceBuildingEff(x) {
|
||||
let bought = player.s.buildings[x].plus(getExtraBuildingLevels(x));
|
||||
let bought = tmp.spaceBuildLvl[x].plus(getExtraBuildingLevels(x));
|
||||
if (!player.s.unl) bought = new Decimal(0);
|
||||
if (tmp.sbUnl<x) bought = new Decimal(0);
|
||||
if (tmp.trueSbUnl<x) bought = new Decimal(0);
|
||||
let power = getSpaceBuildingPow()
|
||||
bought = bought.times(power)
|
||||
let ret;
|
||||
|
@ -2641,40 +2715,40 @@ function getSpaceBuildingEffDesc(x) {
|
|||
|
||||
function buyBuilding(x) {
|
||||
if (!player.s.unl) return
|
||||
if (tmp.sbUnl<x) return
|
||||
if (tmp.trueSbUnl<x) return
|
||||
if (getSpace().lt(1)) return
|
||||
let cost = getSpaceBuildingCost(x)
|
||||
if (player.g.power.lt(cost)) return
|
||||
player.g.power = player.g.power.sub(cost)
|
||||
player.s.spent = player.s.spent.plus(1)
|
||||
player.s.buildings[x] = player.s.buildings[x].plus(1)
|
||||
player.s.buildings[x] = tmp.spaceBuildLvl[x].plus(1)
|
||||
}
|
||||
|
||||
function maxSpaceBuilding(x) {
|
||||
if (!player.s.unl) return
|
||||
if (tmp.sbUnl<x) return
|
||||
if (tmp.trueSbUnl<x) return
|
||||
let space = getSpace()
|
||||
if (space.lt(1)) return
|
||||
let target = getSpaceBuildingTarg(x)
|
||||
let bulk = target.sub(player.s.buildings[x]).min(space)
|
||||
let bulk = target.sub(tmp.spaceBuildLvl[x]).min(space)
|
||||
if (bulk.lt(1)) return
|
||||
player.s.spent = player.s.spent.plus(bulk)
|
||||
player.s.buildings[x] = player.s.buildings[x].plus(bulk)
|
||||
player.s.buildings[x] = tmp.spaceBuildLvl[x].plus(bulk)
|
||||
}
|
||||
|
||||
function destroyBuilding(x, all=false) {
|
||||
if (!player.s.unl) return
|
||||
if (tmp.sbUnl<x) return
|
||||
if (player.s.buildings[x].lt(1)) return
|
||||
if (tmp.trueSbUnl<x) return
|
||||
if (tmp.spaceBuildLvl[x].lt(1)) return
|
||||
if (player.q.best.lt(2500)) return
|
||||
player.s.spent = player.s.spent.sub(all?player.s.buildings[x]:1)
|
||||
player.s.buildings[x] = all?new Decimal(0):player.s.buildings[x].sub(1)
|
||||
player.s.spent = player.s.spent.sub(all?tmp.spaceBuildLvl[x]:1)
|
||||
player.s.buildings[x] = all?new Decimal(0):tmp.spaceBuildLvl[x].sub(1)
|
||||
}
|
||||
|
||||
function respecSpaceBuildings() {
|
||||
if (!player.s.unl) return;
|
||||
if (!confirm("Are you sure you want to reset your Space Buildings? This will force you to do a Space reset as well!")) return
|
||||
for (let i=1;i<=5;i++) player.s.buildings[i] = new Decimal(0)
|
||||
player.s.buildings = {}
|
||||
player.s.spent = new Decimal(0)
|
||||
doReset("s", true)
|
||||
}
|
||||
|
@ -3052,6 +3126,8 @@ function getBalPowGainMult() {
|
|||
return mult;
|
||||
}
|
||||
|
||||
const MAX_SPELLS = 4
|
||||
|
||||
const SPELL_NAMES = {
|
||||
1: "Booster Launch",
|
||||
2: "Time Warp",
|
||||
|
@ -3227,7 +3303,11 @@ function gameLoop(diff) {
|
|||
player.ba.positivity = player.ba.positivity.plus(tmp.layerEffs.ba.pos.times(getPosGainMult()).times(diff)).max(0)
|
||||
player.ba.negativity = player.ba.negativity.plus(tmp.layerEffs.ba.neg.times(getNegGainMult()).times(diff)).max(0)
|
||||
}
|
||||
if (player.m.unl) for (let i=1;i<=tmp.spellsUnl;i++) player.m.spellTimes[i] = Decimal.sub(player.m.spellTimes[i], diff).max(0).toNumber()
|
||||
if (player.m.unl) {
|
||||
for (let i=1;i<=tmp.spellsUnl;i++) {
|
||||
player.m.spellTimes[i] = Decimal.sub(player.m.spellTimes[i], diff).max(0).toNumber()
|
||||
}
|
||||
}
|
||||
if (player.m.best.gte(3)) {
|
||||
generatePoints("h", diff)
|
||||
generatePoints("q", diff)
|
||||
|
@ -3244,7 +3324,7 @@ function gameLoop(diff) {
|
|||
if (player.t.autoCap&&player.h.best.gte(5)) maxExtTimeCapsules()
|
||||
if (player.t.auto&&player.q.best.gte(10)) doReset("t")
|
||||
if (player.s.auto&&player.q.best.gte(10)) doReset("s")
|
||||
if (player.s.autoBuild&&player.ss.best.gte(1)) for (let i=tmp.sbUnl;i>=1;i--) maxSpaceBuilding(i)
|
||||
if (player.s.autoBuild&&player.ss.best.gte(1)) for (let i=tmp.trueSbUnl;i>=1;i--) maxSpaceBuilding(i)
|
||||
if (player.sb.auto&&player.h.best.gte(15)) doReset("sb")
|
||||
if (player.sg.auto&&player.sg.best.gte(2)) doReset("sg")
|
||||
if (player.q.auto&&player.ba.best.gte(3)) maxQuirkLayers()
|
||||
|
|
19
js/temp.js
19
js/temp.js
|
@ -23,14 +23,14 @@ function updateTemp() {
|
|||
tmp.resetGain[LAYERS[i]] = getResetGain(LAYERS[i])
|
||||
tmp.nextAt[LAYERS[i]] = getNextAt(LAYERS[i])
|
||||
}
|
||||
|
||||
|
||||
tmp.pointGen = getPointGen()
|
||||
|
||||
|
||||
tmp.atbb = addToBoosterBase()
|
||||
tmp.atgb = addToGenBase()
|
||||
|
||||
|
||||
tmp.genPowEff = getGenPowerEff()
|
||||
|
||||
|
||||
tmp.enhPow = getEnhancerPow()
|
||||
tmp.enhEff = getEnhancerEff()
|
||||
tmp.enhEff2 = getEnhancerEff2()
|
||||
|
@ -38,14 +38,19 @@ function updateTemp() {
|
|||
if (tmp.hcActive ? tmp.hcActive[52] : true) {
|
||||
tmp.subbedEnh = tmp.subbedEnh.plus(new Decimal(player.h.time).times(40).plus(1).log10().pow(10).max(10)).round()
|
||||
}
|
||||
|
||||
|
||||
tmp.freeExtCap = getFreeExtCapsules()
|
||||
tmp.timeEff = getTimeEnergyEff()
|
||||
tmp.attb = addToTimeBase()
|
||||
|
||||
|
||||
if (!tmp.spaceBuildLvl) tmp.spaceBuildLvl = {}
|
||||
if (!tmp.spaceBuildEff) tmp.spaceBuildEff = {}
|
||||
for (let i=1;i<=5;i++) tmp.spaceBuildEff[i] = getSpaceBuildingEff(i)
|
||||
for (let i=1;i<=MAX_BUILDINGS;i++) {
|
||||
tmp.spaceBuildLvl[i] = fixValue(player.s.buildings[i])
|
||||
tmp.spaceBuildEff[i] = getSpaceBuildingEff(i)
|
||||
}
|
||||
tmp.sbUnl = getSpaceBuildingsUnl()
|
||||
tmp.trueSbUnl = Decimal.min(tmp.sbUnl, MAX_BUILDINGS).floor().toNumber()
|
||||
|
||||
tmp.quirkEff = getQuirkEnergyEff()
|
||||
tmp.qCB = getQuirkLayerCostBase()
|
||||
|
|
32
style.css
32
style.css
|
@ -65,7 +65,7 @@ h1, h2, h3, b, input {
|
|||
}
|
||||
|
||||
.locked {
|
||||
background-color: #9c6e6e !important;
|
||||
background-color: #bf8f8f !important;
|
||||
cursor: not-allowed;
|
||||
}
|
||||
|
||||
|
@ -359,6 +359,36 @@ h1, h2, h3, b, input {
|
|||
text-shadow: 0px 0px 10px #e5dab7;
|
||||
}
|
||||
|
||||
.mb {
|
||||
background-color: #ff9f7f;
|
||||
color: rgba(0, 0, 0, 0.5);
|
||||
}
|
||||
|
||||
.mb_txt {
|
||||
color: #ff9f7f;
|
||||
text-shadow: 0px 0px 10px #ff9f7f;
|
||||
}
|
||||
|
||||
.ge {
|
||||
background-color: #bfbfbf;
|
||||
color: rgba(0, 0, 0, 0.5);
|
||||
}
|
||||
|
||||
.ge_txt {
|
||||
color: #bfbfbf;
|
||||
text-shadow: 0px 0px 10px #bfbfbf;
|
||||
}
|
||||
|
||||
.ma {
|
||||
background-color: #9f9f9f;
|
||||
color: rgba(0, 0, 0, 0.5);
|
||||
}
|
||||
|
||||
.ma_txt {
|
||||
color: #9f9f9f;
|
||||
text-shadow: 0px 0px 10px #9f9f9f;
|
||||
}
|
||||
|
||||
#optionWheel {
|
||||
position: absolute;
|
||||
top: 0px;
|
||||
|
|
Loading…
Reference in a new issue