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Test with Despacit Tree Delta, numerous fixes

This commit is contained in:
Acamaeda 2020-10-11 14:49:29 -04:00
parent 1ff8042fc7
commit e9105e9865
8 changed files with 2378 additions and 26 deletions

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@ -1,11 +1,12 @@
#The Modding Tree changelog:
Moved modInfo to game.js, added a spot for a Discord link, and a separate mod version from the TMT version
Tree structure is based on layer data, no index.html needed.
Tmp does not need to be manually updated.
Almost every value in layer data can be a function or a constant value!
effectDisplay in Challenges and Upgrades no longer takes an argument
You don't have to have the same amount of upgrades in every row (and challs and buyables)
Unl is optional for all Big Components (defaults to true).
Moved modInfo to game.js, added a spot for a Discord link, and a separate mod version from the TMT version
effectDisplay in Challenges and Upgrades no longer takes an argument
##v1.3.5
- Completely automated convertToDecimal, now you never have to worry about it again.

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@ -22,10 +22,7 @@ which applies its style to the component.
These are the existing components, but you can create more in v.js:
- display-text: Displays some text. The argument is the text to display. It can also be a function that returns updating text.
- raw-html: Displays some HTML. The argument is the HTML as a string, or a function that returns updating HTML.
It doesn't work with many vue things.
- display-text: Displays some text (can use basic HTML). The argument is the text to display. It can also be a function that returns updating text.
- blank: Adds empty space. The default dimensions are 8px x 17px. The argument changes the dimensions.
If it's a single value (e.g. "20px"), that determines the height.

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@ -6,9 +6,9 @@
<script src="https://cdn.jsdelivr.net/npm/vue@2.6.12"></script>
<script type="text/javascript" src="js/break_eternity.js"></script>
<script type="text/javascript" src="js/layerSupport.js"></script>
<script type="text/javascript" src="js/layers.js"></script>
<script type="text/javascript" src="js/test.js"></script>
<script type="text/javascript" src="js/temp.js"></script>
<script type="text/javascript" src="js/game.js"></script>
<script type="text/javascript" src="js/gametest.js"></script>
<script type="text/javascript" src="js/utils.js"></script>
<script type="text/javascript" src="js/v.js"></script>
<script type="text/javascript" src="js/canvas.js"></script>

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@ -27,7 +27,7 @@ function showPointGen(){
// Calculate points/sec!
function getPointGen() {
if(!hasUpg("c", 11))
if(!hasUpg("p", 11))
return new Decimal(0)
let gain = new Decimal(1)
@ -264,6 +264,7 @@ function buyableEffect(layer, id){
return (tmp[layer].buyables[id].effect)
}
function canAffordPurchase(layer, thing, cost) {
if (thing.currencyInternalName){
let name = thing.currencyInternalName

486
js/gametest.js Normal file
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@ -0,0 +1,486 @@
var player;
var needCanvasUpdate = true;
var NaNalert = false;
var gameEnded = false;
let modInfo = {
name: "The Modding Tree",
id: "modbase",
pointsName: "points",
discordName: "",
discordLink: "",
offlineLimit: 1 // In hours
}
let VERSION = {
num: "1.3.5 maybe",
name: "Tabception... ception!",
tmtNum: "1.3.5 maybe",
tmtName: "Tabception... ception!"
}
// Determines if it should show points/sec
function showPointGen(){
return (tmp.pointGen.neq(new Decimal(0)))
}
// Calculate points/sec!
function getPointGen() {
if(!hasUpg("p", 11)) return new Decimal(0)
let gain = new Decimal(1)
if (hasUpg("p", 12)) gain = gain.times(upgEffect("p", 12))
if (hasUpg("p", 13)) gain = gain.times(upgEffect("p", 13))
if (hasUpg("p", 22)) gain = gain.times(upgEffect("p", 22))
if (player.b.unl) gain = gain.times(layers.b.effect())
if (player.g.unl) gain = gain.times(layers.g.effect().powerBoost)
if (hasUpg("e", 11)) gain = gain.times(layers.e.upgrades[11].effect())
if (player.e.unl && tmp.e.buyables) gain = gain.times(tmp.e.buyables[11].effect.second)
if (player.r.upgrades.includes(11)) gain = gain.times(layers.r.upgrades[11].effect())
if (player.d.buyables[12].gt(0)) gain = gain.times(layers.d.buyables[12].effect(player.d.buyables[12]).first)
if (!player.s.active) if (player.pr.buyables[13].gt(0)) gain = gain.times(layers.pr.buyables[13].effect().first)
if (player.d.banking == 1) gain = gain.sqrt()
if (player.d.banking == 2) gain = gain.add(1).log10()
return gain
}
// Function to determine if the player is in a challenge
function inChallenge(layer, id){
let chall = player[layer].active
if (chall==toNumber(id)) return true
if (layers[layer].challs[chall].countsAs)
return layers[layer].challs[id].countsAs.includes(id)
}
function getResetGain(layer, useType = null) {
let type = useType
if (!useType) type = layers[layer].type
if (tmp[layer].gainExp.eq(0)) return new Decimal(0)
if (type=="static") {
if ((!layers[layer].canBuyMax()) || tmp[layer].baseAmount.lt(tmp[layer].requires)) return new Decimal(1)
let gain = tmp[layer].baseAmount.div(tmp[layer].requires).div(tmp[layer].gainMult).max(1).log(layers[layer].base).times(tmp[layer].gainExp).pow(Decimal.pow(layers[layer].exponent, -1))
return gain.floor().sub(player[layer].points).add(1).max(1);
} else if (type=="normal"){
if (tmp[layer].baseAmount.lt(tmp[layer].requires)) return new Decimal(0)
let gain = tmp[layer].baseAmount.div(tmp[layer].requires).pow(layers[layer].exponent).times(tmp[layer].gainMult).pow(tmp[layer].gainExp)
if (gain.gte("e1e7")) gain = gain.sqrt().times("e5e6")
return gain.floor().max(0);
} else if (type=="custom"){
return layers[layer].getResetGain()
} else {
return new Decimal(0)
}
}
function getNextAt(layer, canMax=false, useType = null) {
let type = useType
if (!useType) type = layers[layer].type
if (tmp[layer].gainExp.eq(0)) return new Decimal(1/0)
if (type=="static")
{
if (!layers[layer].canBuyMax()) canMax = false
let amt = player[layer].points.plus((canMax&&tmp[layer].baseAmount.gte(tmp[layer].nextAt))?tmp[layer].resetGain:0)
let extraCost = Decimal.pow(layers[layer].base, amt.pow(layers[layer].exponent).div(tmp[layer].gainExp)).times(tmp[layer].gainMult)
let cost = extraCost.times(tmp[layer].requires).max(tmp[layer].requires)
if (layers[layer].resCeil) cost = cost.ceil()
return cost;
} else if (type=="normal"){
let next = tmp[layer].resetGain.add(1)
if (next.gte("e1e7")) next = next.div("e5e6").pow(2)
next = next.root(tmp[layer].gainExp.div(tmp[layer].gainMult).root(layers[layer].exponent).times(tmp[layer].requires).max(tmp[layer].requires))
if (layers[layer].resCeil) next = next.ceil()
return next;
} else if (type=="custom"){
return layers[layer].getNextAt(canMax)
} else {
return new Decimal(0)
}}
// 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[layer].upgrades[id].unl){
return true
}
}
}
if (layers[layer].shouldNotify){
return layers[layer].shouldNotify()
}
else
return false
}
function canReset(layer)
{
if(tmp[layer].type == "normal")
return tmp[layer].baseAmount.gte(tmp[layer].requires)
else if(tmp[layer].type== "static")
return tmp[layer].baseAmount.gte(tmp[layer].nextAt)
else
return layers[layer].canReset()
}
function rowReset(row, layer) {
for (lr in ROW_LAYERS[row]){
if(layers[lr].doReset) {
player[lr].active = null // Exit challenges on any row reset on an equal or higher row
layers[lr].doReset(layer)
}
else
if(layers[layer].row > layers[lr].row) fullLayerReset(lr)
}
}
function fullLayerReset(layer) {
player[layer] = layers[layer].startData();
player[layer].upgrades = []
player[layer].milestones = []
player[layer].challs = []
if (layers[layer].tabFormat && !Array.isArray(layers[layer].tabFormat)) {
if (player.subtabs[layer] == undefined) player.subtabs[layer] = {}
if (player.subtabs[layer].mainTabs == undefined) player.subtabs[layer].mainTabs = Object.keys(layers[layer].tabFormat)[0]
}
if (layers[layer].microtabs) {
if (player.subtabs[layer] == undefined) player.subtabs[layer] = {}
for (item in layers[layer].microtabs)
if (player.subtabs[layer][item] == undefined) player.subtabs[layer][item] = Object.keys(layers[layer].microtabs[item])[0]
}
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
}
function addPoints(layer, gain) {
player[layer].points = player[layer].points.add(gain).max(0)
if (player[layer].best) player[layer].best = player[layer].best.max(player[layer].points)
if (player[layer].total) player[layer].total = player[layer].total.add(gain)
}
function generatePoints(layer, diff) {
addPoints(layer, tmp[layer].resetGain.times(diff))
}
var prevOnReset
function doReset(layer, force=false) {
let row = layers[layer].row
if (!force) {
if (!tmp[layer].canReset) return
let gain = tmp[layer].resetGain
if (layers[layer].type=="static") {
gain =(layers[layer].canBuyMax() ? gain : 1)
}
if (layers[layer].onPrestige)
layers[layer].onPrestige(gain)
addPoints(layer, gain)
updateMilestones(layer)
if (!player[layer].unl) {
player[layer].unl = true;
needCanvasUpdate = true;
if (layers[layer].incr_order){
lrs = layers[layer].incr_order
for (lr in lrs)
if (!player[lrs[lr]].unl) player[lrs[lr]].order++
}
}
tmp[layer].baseAmount = new Decimal(0) // quick fix
}
if (tmp[layer].resetsNothing) return
for (layerResetting in layers) {
if (row >= layers[layerResetting].row && (!force || layerResetting != layer)) completeChall(layerResetting)
}
prevOnReset = {...player} //Deep Copy
player.points = (row == 0 ? new Decimal(0) : new Decimal(10))
for (let x = row; x >= 0; x--) rowReset(x, layer)
prevOnReset = undefined
updateTemp()
updateTemp()
}
function respecBuyables(layer) {
if (!layers[layer].buyables) return
if (!layers[layer].buyables.respec) return
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
layers[layer].buyables.respec()
updateBuyableTemp(layer)
}
function canAffordUpg(layer, id) {
if (!layers[layer].upgrades) return false
let upg = layers[layer].upgrades[id]
let cost = tmp[layer].upgrades[id].cost
return canAffordPurchase(layer, upg, cost)
}
function hasUpg(layer, id){
if (!layers[layer].upgrades) return false
return (player[layer].upgrades.includes(toNumber(id)) || player[layer].upgrades.includes(id.toString()))
}
function hasMilestone(layer, id) {
if (!layers[layer].milestones) return false
return (player[layer].milestones.includes(toNumber(id)) || player[layer].milestones.includes(id.toString()))
}
function hasChall(layer, id){
if (!layers[layer].challs) return false
return (player[layer].challs.includes(toNumber(id)) || player[layer].challs.includes(id.toString()))
}
function upgEffect(layer, id){
if (!layers[layer].upgrades) return {}
return (tmp[layer].upgrades[id].effect)
}
function challEffect(layer, id){
if (!layers[layer].chall) return false
return (tmp[layer].challs[id].effect)
}
function buyableEffect(layer, id){
if (!layers[layer].buyables) return false
return (tmp[layer].buyables[id].effect)
}
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))
}
else {
return !(player[name].lt(cost))
}
}
else {
return !(player[layer].points.lt(cost))
}
}
function buyUpg(layer, id) {
if (!player[layer].unl) return
if (!layers[layer].upgrades[id].unl()) return
if (player[layer].upgrades.includes(id)) return
let upg = layers[layer].upgrades[id]
let cost = tmp[layer].upgrades[id].cost
if (upg.currencyInternalName){
let name = upg.currencyInternalName
if (upg.currencyLayer){
let lr = upg.currencyLayer
if (player[lr][name].lt(cost)) return
player[lr][name] = player[lr][name].sub(cost)
}
else {
if (player[name].lt(cost)) return
player[name] = player[name].sub(cost)
}
}
else {
if (player[layer].points.lt(cost)) return
player[layer].points = player[layer].points.sub(cost)
}
player[layer].upgrades.push(id);
if (upg.onPurchase != undefined)
upg.onPurchase()
}
function buyMaxBuyable(layer, id) {
if (!player[layer].unl) return
if (!tmp[layer].buyables[id].unl) return
if (!tmp[layer].buyables[id].canAfford) return
if (!layers[layer].buyables[id].buyMax) return
layers[layer].buyables[id].buyMax()
updateBuyableTemp(layer)
}
function buyBuyable(layer, id) {
if (!player[layer].unl) return
if (!tmp[layer].buyables[id].unl) return
if (!tmp[layer].buyables[id].canAfford) return
layers[layer].buyables[id].buy()
updateBuyableTemp(layer)
}
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
if (player[layers[layer]].order) player[layers[layer]].order = 0
}
player.points = new Decimal(10)
updateTemp();
resizeCanvas();
}
function startChall(layer, x) {
let enter = false
if (!player[layer].unl) return
if (player[layer].active == x) {
completeChall(layer, x)
delete player[layer].active
} else {
enter = true
}
doReset(layer, true)
if(enter) player[layer].active = x
updateChallTemp(layer)
}
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
return !(player[lr][name].lt(readData(chall.goal)))
}
else {
return !(player[name].lt(chall.cost))
}
}
else {
return !(player[layer].points.lt(chall.cost))
}
}
function completeChall(layer, x) {
var x = player[layer].active
if (!x) return
if (! canCompleteChall(layer, x)) return
if (!player[layer].challs.includes(x)) {
needCanvasUpdate = true
player[layer].challs.push(x);
if (layers[layer].challs[x].onComplete) layers[layer].challs[x].onComplete()
}
delete player[layer].active
updateChallTemp(layer)
}
VERSION.withoutName = "v" + VERSION.num + (VERSION.pre ? " Pre-Release " + VERSION.pre : VERSION.pre ? " Beta " + VERSION.beta : "")
VERSION.withName = VERSION.withoutName + (VERSION.name ? ": " + VERSION.name : "")
const ENDGAME = new Decimal("e280000000");
function gameLoop(diff) {
if (player.points.gte(ENDGAME) || gameEnded) gameEnded = 1
if (isNaN(diff)) diff = 0
if (gameEnded && !player.keepGoing) {
diff = 0
player.tab = "gameEnded"
}
if (player.devSpeed) diff *= player.devSpeed
addTime(diff)
for (layer in layers){
if (layers[layer].update) layers[layer].update(diff);
}
for (layer in layers){
if (layers[layer].automate) layers[layer].automate();
}
for (layer in layers){
if (layers[layer].milestones) updateMilestones(layer);
}
if (player.hasNaN&&!NaNalert) {
clearInterval(interval);
player.autosave = false;
NaNalert = true;
alert("We have detected a corruption in your save. Please visit https://discord.gg/wwQfgPa for help.")
}
}
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();
}
var ticking = false
var interval = setInterval(function() {
if (player===undefined||tmp===undefined) return;
if (ticking) return;
if (gameEnded&&!player.keepGoing) return;
ticking = true
let now = Date.now()
let diff = (now - player.time) / 1e3
if (player.offTime !== undefined) {
if (player.offTime.remain > modInfo.offlineLimit * 3600000) player.offlineTime.remain = modInfo.offlineLimit * 3600000
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
}
if (player.devSpeed) diff *= player.devSpeed
player.time = now
if (needCanvasUpdate) resizeCanvas();
updateTemp();
gameLoop(diff)
ticking = false
}, 50)

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@ -28,6 +28,8 @@ function setupTempData(layerData, tmpData) {
if (layerData[item] == null) {
tmpData[item] = null
}
else if (layerData[item] instanceof Decimal)
tmpData[item] = layerData[item]
else if (Array.isArray(layerData[item])) {
tmpData[item] = []
setupTempData(layerData[item], tmpData[item])
@ -37,7 +39,7 @@ function setupTempData(layerData, tmpData) {
setupTempData(layerData[item], tmpData[item])
}
else if (isFunction(layerData[item]) && !activeFunctions.includes(item)){
tmpData[item] = {}
tmpData[item] = new Decimal(1) // The safest thing to put probably?
} else {
tmpData[item] = layerData[item]
}
@ -73,7 +75,7 @@ function updateTempData(layerData, tmpData) {
updateTempData(layerData[item], tmpData[item])
}
else if (isFunction(layerData[item]) && !activeFunctions.includes(item)){
tmpData[item] = layerData[item]()
Vue.set(tmpData, item, layerData[item]())
}
}
}

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js/test.js Normal file

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19
js/v.js
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@ -5,17 +5,10 @@ function loadVue() {
Vue.component('display-text', {
props: ['layer', 'data'],
template: `
<span v-html="readData(data)"></span>
<span v-html="data"></span>
`
})
// data = a function returning html content, with some limited functionality
Vue.component('raw-html', {
props: ['layer', 'data'],
template: `
<span v-html="readData(data)"></span>
`
})
// Blank space, data = optional height in px or pair with width and height in px
Vue.component('blank', {
@ -33,7 +26,7 @@ function loadVue() {
Vue.component('display-image', {
props: ['layer', 'data'],
template: `
<img v-bind:src= "readData(data)" v-bind:alt= "readData(data)">
<img v-bind:src= "data" v-bind:alt= "data">
`
})
@ -45,8 +38,8 @@ function loadVue() {
<div class="upgRow">
<div v-for="item in data">
<div v-if="!Array.isArray(item)" v-bind:is="item" :layer= "layer" v-bind:style="tmp[layer].componentStyles[item]"></div>
<div v-else-if="item.length==3" v-bind:style="[tmp[layer].componentStyles[item], (item[2] ? item[2] : {})]" v-bind:is="item[0]" :layer= "layer" :data= "item[1]"></div>
<div v-else-if="item.length==2" v-bind:is="item[0]" :layer= "layer" :data= "item[1]" v-bind:style="tmp[layer].componentStyles[item]"></div>
<div v-else-if="item.length==3" v-bind:style="[tmp[layer].componentStyles[item[0]], (item[2] ? item[2] : {})]" v-bind:is="item[0]" :layer= "layer" :data= "item[1]"></div>
<div v-else-if="item.length==2" v-bind:is="item[0]" :layer= "layer" :data= "item[1]" v-bind:style="tmp[layer].componentStyles[item[0]]"></div>
</div>
</div>
</div>
@ -61,8 +54,8 @@ function loadVue() {
<div class="upgCol">
<div v-for="item in data">
<div v-if="!Array.isArray(item)" v-bind:is="item" :layer= "layer" v-bind:style="tmp[layer].componentStyles[item]"></div>
<div v-else-if="item.length==3" v-bind:style="[tmp[layer].componentStyles[item], (item[2] ? item[2] : {})]" v-bind:is="item[0]" :layer= "layer" :data= "item[1]"></div>
<div v-else-if="item.length==2" v-bind:is="item[0]" :layer= "layer" :data= "item[1]" v-bind:style="tmp[layer].componentStyles[item]"></div>
<div v-else-if="item.length==3" v-bind:style="[tmp[layer].componentStyles[item[0]], (item[2] ? item[2] : {})]" v-bind:is="item[0]" :layer= "layer" :data= "item[1]"></div>
<div v-else-if="item.length==2" v-bind:is="item[0]" :layer= "layer" :data= "item[1]" v-bind:style="tmp[layer].componentStyles[item[0]]"></div>
</div>
</div>
</div>