var player; var tmp = {}; var needCanvasUpdate = true; var NaNalert = false; var gameEnded = false; let VERSION = { num: "1.3", name: "Tabbing Out" } // Calculate points/sec! function getPointGen() { let gain = new Decimal(1) if (hasUpg("c", 12)) gain = gain.times(upgEffect("c", 12)) return gain } // Determines if it should show points/sec function showPointGen(){ return (true) } // 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 convertToDecimal() { player.points = new Decimal(player.points) for (layer in layers) { player[layer].points = new Decimal(player[layer].points) if (player[layer].best != undefined) player[layer].best = new Decimal(player[layer].best) if (player[layer].total !== undefined) player[layer].total = new Decimal(player[layer].total) player[layer].spentOnBuyables = new Decimal(player[layer].spentOnBuyables) if (player[layer].buyables != undefined) { for (id in player[layer].buyables) player[layer].buyables[id] = new Decimal(player[layer].buyables[id]) } player[layer].best = new Decimal(player[layer].best) if (layers[layer].convertToDecimal) layers[layer].convertToDecimal(); } } function getResetGain(layer) { if (tmp.gainExp[layer].eq(0)) return new Decimal(0) if (layers[layer].type=="static") { if ((!layers[layer].canBuyMax()) || tmp.layerAmt[layer].lt(tmp.layerReqs[layer])) return new Decimal(1) let gain = tmp.layerAmt[layer].div(tmp.layerReqs[layer]).div(tmp.gainMults[layer]).max(1).log(layers[layer].base).times(tmp.gainExp[layer]).pow(Decimal.pow(layers[layer].exponent, -1)) return gain.floor().sub(player[layer].points).add(1).max(1); } else { if (tmp.layerAmt[layer].lt(tmp.layerReqs[layer])) return new Decimal(0) let gain = tmp.layerAmt[layer].div(tmp.layerReqs[layer]).pow(layers[layer].exponent).times(tmp.gainMults[layer]).pow(tmp.gainExp[layer]) if (gain.gte("e1e7")) gain = gain.sqrt().times("e5e6") return gain.floor().max(0); } } function getNextAt(layer) { if (tmp.gainExp[layer].eq(0)) return new Decimal(1/0) if (layers[layer].type=="static") { let amt = player[layer].points let extraCost = Decimal.pow(layers[layer].base, amt.pow(layers[layer].exponent).div(tmp.gainExp[layer])).times(tmp.gainMults[layer]) let cost = extraCost.times(tmp.layerReqs[layer]).max(tmp.layerReqs[layer]) if (layers[layer].resCeil) cost = cost.ceil() return cost; } else { let next = tmp.resetGain[layer].add(1) if (next.gte("e1e7")) next = next.div("e5e6").pow(2) next = next.root(tmp.gainExp[layer]).div(tmp.gainMults[layer]).root(layers[layer].exponent).times(tmp.layerReqs[layer]).max(tmp.layerReqs[layer]) if (layers[layer].resCeil) next = next.ceil() return next; } } // 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.upgrades[layer][id].unl){ return true } } } if (layers[layer].shouldNotify){ return layers[layer].shouldNotify() } else return false } function rowReset(row, layer) { for (lr in ROW_LAYERS[row]){ if(layers[lr].doReset) 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 = [] 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.resetGain[layer].times(diff)) } var prevOnReset function doReset(layer, force=false) { let row = layers[layer].row if (!force) { if (tmp.layerAmt[layer].lt(tmp.layerReqs[layer])) return; let gain = tmp.resetGain[layer] if (layers[layer].type=="static") { if (tmp.layerAmt[layer].lt(tmp.nextAt[layer])) return; 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.layerAmt[layer] = new Decimal(0) // quick fix } if (layers[layer].resetsNothing && layers[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 \"" + layer + "\" reset as well!")) return layers[layer].buyables.respec() } function canAffordUpg(layer, id) { upg = layers[layer].upgrades[id] cost = tmp.upgrades[layer][id].cost return canAffordPurchase(layer, upg, cost) } function hasUpg(layer, id){ return (player[layer].upgrades.includes(toNumber(id))) } function hasMilestone(layer, id){ return (player[layer].milestones.includes(toNumber(id)) || player[layer].milestones.includes(id)) } function hasChall(layer, id){ return (player[layer].challs.includes(toNumber(id))) } function upgEffect(layer, id){ return (tmp.upgrades[layer][id].effect) } function challEffect(layer, id){ return (tmp.challs[layer][id].effect) } function buyableEffect(layer, id){ return (tmp.buyables[layer][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 upg = layers[layer].upgrades[id] cost = tmp.upgrades[layer][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 buyBuyable(layer, id) { if (!player[layer].unl) return if (!tmp.buyables[layer][id].unl) return if (!tmp.buyables[layer][id].canAfford) return layers[layer].buyables[id].buy() } 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) { if (!player[layer].unl) return if (player[layer].active == x) { completeChall(layer, x) delete player[layer].active } else { player[layer].active = x } doReset(layer, true) 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)