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Performance improvements and good tweaks

This commit is contained in:
Harley White 2021-01-21 17:52:09 -05:00
parent 25fc1ef35e
commit 384269c593
5 changed files with 22 additions and 15 deletions

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@ -1,6 +1,9 @@
# The Modding Tree changelog: # The Modding Tree changelog:
## v2.3.6 - ## v2.3.6 -
- Performance improvements.
- Added support for bulk challenge completions.
- "Best" is updated automatically.
- Fixed keeping Decimal values on reset. - Fixed keeping Decimal values on reset.
## v2.3.5 - 12/21/20 ## v2.3.5 - 12/21/20

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@ -34,7 +34,8 @@ Individual Challenges can have these features:
- goalDescription: A description of the win condition for the challenge. It can also be a function that returns updating text. - goalDescription: A description of the win condition for the challenge. It can also be a function that returns updating text.
Can use basic HTML. (Optional if using the old goal system) Can use basic HTML. (Optional if using the old goal system)
- canComplete(): A function that returns true if you meet the win condition for the challenge. (Optional if using the old goal system) - canComplete(): A function that returns true if you meet the win condition for the challenge. Returning a number will allow bulk completing the challenge.
(Optional if using the old goal system)
- rewardDescription: A description of the reward's effect. *You will also have to implement the effect where it is applied.* It can also be a function that returns updating text. Can use basic HTML. - rewardDescription: A description of the reward's effect. *You will also have to implement the effect where it is applied.* It can also be a function that returns updating text. Can use basic HTML.

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@ -17,7 +17,7 @@ addLayer("c", {
color: "#4BDC13", color: "#4BDC13",
requires: new Decimal(10), // Can be a function that takes requirement increases into account requires: new Decimal(10), // Can be a function that takes requirement increases into account
resource: "lollipops", // Name of prestige currency resource: "lollipops", // Name of prestige currency
baseResource: "candies", // Name of resource prestige is based on baseResource: "points", // Name of resource prestige is based on
baseAmount() {return player.points}, // Get the current amount of baseResource baseAmount() {return player.points}, // Get the current amount of baseResource
type: "normal", // normal: cost to gain currency depends on amount gained. static: cost depends on how much you already have type: "normal", // normal: cost to gain currency depends on amount gained. static: cost depends on how much you already have
exponent: 0.5, // Prestige currency exponent exponent: 0.5, // Prestige currency exponent
@ -83,11 +83,10 @@ addLayer("c", {
completionLimit: 3, completionLimit: 3,
challengeDescription() {return "Makes the game 0% harder<br>"+challengeCompletions(this.layer, this.id) + "/" + this.completionLimit + " completions"}, challengeDescription() {return "Makes the game 0% harder<br>"+challengeCompletions(this.layer, this.id) + "/" + this.completionLimit + " completions"},
unlocked() { return player[this.layer].best.gt(0) }, unlocked() { return player[this.layer].best.gt(0) },
goalDescription: 'Have 20 lollipops I guess', goalDescription: 'Have 20 points I guess',
goal: new Decimal("20"), canComplete() {
currencyDisplayName: "lollipops", // Use if using a nonstandard currency return player.points.gte(20)
currencyInternalName: "points", // Use if using a nonstandard currency },
currencyLayer: this.layer, // Leave empty if not in a layer
rewardEffect() { rewardEffect() {
let ret = player[this.layer].points.add(1).tetrate(0.02) let ret = player[this.layer].points.add(1).tetrate(0.02)
return ret; return ret;
@ -108,7 +107,7 @@ addLayer("c", {
unlocked() { return player[this.layer].unlocked }, // The upgrade is only visible when this is true unlocked() { return player[this.layer].unlocked }, // The upgrade is only visible when this is true
}, },
12: { 12: {
description: "Candy generation is faster based on your unspent Lollipops.", description: "Point generation is faster based on your unspent Lollipops.",
cost: new Decimal(1), cost: new Decimal(1),
unlocked() { return (hasUpgrade(this.layer, 11))}, unlocked() { return (hasUpgrade(this.layer, 11))},
effect() { // Calculate bonuses from the upgrade. Can return a single value or an object with multiple values effect() { // Calculate bonuses from the upgrade. Can return a single value or an object with multiple values
@ -380,7 +379,7 @@ addLayer("f", {
color: "#FE0102", color: "#FE0102",
requires() {return new Decimal(10)}, requires() {return new Decimal(10)},
resource: "farm points", resource: "farm points",
baseResource: "candies", baseResource: "points",
baseAmount() {return player.points}, baseAmount() {return player.points},
type: "static", type: "static",
exponent: 0.5, exponent: 0.5,
@ -393,7 +392,7 @@ addLayer("f", {
branches: ["c"], // When this layer appears, a branch will appear from this layer to any layers here. Each entry can be a pair consisting of a layer id and a color. branches: ["c"], // When this layer appears, a branch will appear from this layer to any layers here. Each entry can be a pair consisting of a layer id and a color.
tooltipLocked() { // Optional, tooltip displays when the layer is locked tooltipLocked() { // Optional, tooltip displays when the layer is locked
return ("This weird farmer dinosaur will only see you if you have at least " + this.requires() + " candies. You only have " + formatWhole(player.points)) return ("This weird farmer dinosaur will only see you if you have at least " + this.requires() + " points. You only have " + formatWhole(player.points))
}, },
midsection: [ midsection: [
"blank", ['display-image', 'https://images.beano.com/store/24ab3094eb95e5373bca1ccd6f330d4406db8d1f517fc4170b32e146f80d?auto=compress%2Cformat&dpr=1&w=390'], "blank", ['display-image', 'https://images.beano.com/store/24ab3094eb95e5373bca1ccd6f330d4406db8d1f517fc4170b32e146f80d?auto=compress%2Cformat&dpr=1&w=390'],
@ -401,8 +400,8 @@ addLayer("f", {
], ],
// The following are only currently used for "custom" Prestige type: // The following are only currently used for "custom" Prestige type:
prestigeButtonText() { //Is secretly HTML prestigeButtonText() { //Is secretly HTML
if (!this.canBuyMax()) return "Hi! I'm a <u>weird dinosaur</u> and I'll give you a Farm Point in exchange for all of your candies and lollipops! (At least " + formatWhole(tmp[this.layer].nextAt) + " candies)" if (!this.canBuyMax()) return "Hi! I'm a <u>weird dinosaur</u> and I'll give you a Farm Point in exchange for all of your points and lollipops! (At least " + formatWhole(tmp[this.layer].nextAt) + " points)"
if (this.canBuyMax()) return "Hi! I'm a <u>weird dinosaur</u> and I'll give you <b>" + formatWhole(tmp[this.layer].resetGain) + "</b> Farm Points in exchange for all of your candies and lollipops! (You'll get another one at " + formatWhole(tmp[layer].nextAtDisp) + " candies)" if (this.canBuyMax()) return "Hi! I'm a <u>weird dinosaur</u> and I'll give you <b>" + formatWhole(tmp[this.layer].resetGain) + "</b> Farm Points in exchange for all of your points and lollipops! (You'll get another one at " + formatWhole(tmp[layer].nextAtDisp) + " points)"
}, },
getResetGain() { getResetGain() {
return getResetGain(this.layer, useType = "static") return getResetGain(this.layer, useType = "static")

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@ -288,13 +288,16 @@ function canCompleteChallenge(layer, x)
function completeChallenge(layer, x) { function completeChallenge(layer, x) {
var x = player[layer].activeChallenge var x = player[layer].activeChallenge
if (!x) return if (!x) return
if (! canCompleteChallenge(layer, x)){
let completions = canCompleteChallenge(layer, x)
if (!completions){
player[layer].activeChallenge = null player[layer].activeChallenge = null
return return
} }
if (player[layer].challenges[x] < tmp[layer].challenges[x].completionLimit) { if (player[layer].challenges[x] < tmp[layer].challenges[x].completionLimit) {
needCanvasUpdate = true needCanvasUpdate = true
player[layer].challenges[x] += 1 player[layer].challenges[x] += completions
player[layer].challenges[x] = Math.min(player[layer].challenges[x], tmp[layer].challenges[x].completionLimit)
if (layers[layer].challenges[x].onComplete) run(layers[layer].challenges[x].onComplete, layers[layer].challenges[x]) if (layers[layer].challenges[x].onComplete) run(layers[layer].challenges[x].onComplete, layers[layer].challenges[x])
} }
player[layer].activeChallenge = null player[layer].activeChallenge = null
@ -362,6 +365,7 @@ function gameLoop(diff) {
let layer = OTHER_LAYERS[row][item] let layer = OTHER_LAYERS[row][item]
if (tmp[layer].autoPrestige && tmp[layer].canReset) doReset(layer); if (tmp[layer].autoPrestige && tmp[layer].canReset) doReset(layer);
if (layers[layer].automate) layers[layer].automate(); if (layers[layer].automate) layers[layer].automate();
player[layer].best = player[layer].best.max(player[layer].points)
if (layers[layer].autoUpgrade) autobuyUpgrades(layer) if (layers[layer].autoUpgrade) autobuyUpgrades(layer)
} }
} }

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@ -103,7 +103,7 @@ function updateTempData(layerData, tmpData) {
else if ((!!layerData[item]) && (layerData[item].constructor === Object) || (typeof layerData[item] === "object") && traversableClasses.includes(layerData[item].constructor.name)){ else if ((!!layerData[item]) && (layerData[item].constructor === Object) || (typeof layerData[item] === "object") && traversableClasses.includes(layerData[item].constructor.name)){
updateTempData(layerData[item], tmpData[item]) updateTempData(layerData[item], tmpData[item])
} }
else if (isFunction(layerData[item]) && !activeFunctions.includes(item)){ else if (isFunction(layerData[item]) && !isFunction(tmpData[item])){
let value = layerData[item]() let value = layerData[item]()
if (value !== value || value === decimalNaN){ if (value !== value || value === decimalNaN){
if (NaNalert === true || confirm ("Invalid value found in tmp, named '" + item + "'. Please let the creator of this mod know! Would you like to try to auto-fix the save and keep going?")){ if (NaNalert === true || confirm ("Invalid value found in tmp, named '" + item + "'. Please let the creator of this mod know! Would you like to try to auto-fix the save and keep going?")){