var player; var tmp = {}; var needCanvasUpdate = true; var NaNalert = false; function getStartPlayer() { return { tab: "tree", time: Date.now(), autosave: true, versionType: "beta", version: 1.1, timePlayed: 0, hasNaN: false, points: new Decimal(10), p: { unl: false, points: new Decimal(0), best: new Decimal(0), upgrades: [], }, b: { unl: false, points: new Decimal(0), best: new Decimal(0), upgrades: [], auto: false, }, g: { unl: false, points: new Decimal(0), power: new Decimal(0), best: new Decimal(0), upgrades: [], auto: false, }, e: { unl: false, auto: false, order: 0, points: new Decimal(0), best: new Decimal(0), enhancers: new Decimal(0), upgrades: [], }, t: { unl: false, auto: false, autoCap: false, order: 0, points: new Decimal(0), best: new Decimal(0), energy: new Decimal(0), extCapsules: new Decimal(0), upgrades: [], }, s: { unl: false, auto: false, order: 0, points: new Decimal(0), best: new Decimal(0), spent: new Decimal(0), buildings: { 1: new Decimal(0), 2: new Decimal(0), 3: new Decimal(0), 4: new Decimal(0), 5: new Decimal(0) }, upgrades: [], }, sb: { unl: false, order: 0, auto: false, points: new Decimal(0), best: new Decimal(0), upgrades: [], }, h: { unl: false, points: new Decimal(0), best: new Decimal(0), active: 0, challs: [], upgrades: [], }, q: { unl: false, points: new Decimal(0), best: new Decimal(0), layers: new Decimal(0), energy: new Decimal(0), time: new Decimal(0), upgrades: [], }, } } const LAYERS = ["p", "b", "g", "e", "t", "s", "sb", "h", "q"] const LAYER_REQS = { p: new Decimal(10), b: new Decimal(200), g: new Decimal(200), e: new Decimal(1e120), t: new Decimal(1e120), s: new Decimal(1e120), sb: new Decimal(180), h: new Decimal(1e220), q: new Decimal("1e512"), } const LAYER_RES = { p: "prestige points", b: "boosters", g: "generators", e: "enhance points", t: "time capsules", s: "space energy", sb: "super-boosters", h: "hindrance spirit", q: "quirks", } const LAYER_RES_CEIL = ["sb"] const LAYER_TYPE = { p: "normal", b: "static", g: "static", e: "normal", t: "static", s: "static", sb: "static", h: "normal", q: "normal", } const LAYER_EXP = { p: new Decimal(0.5), b: new Decimal(1.25), g: new Decimal(1.25), e: new Decimal(0.02), t: new Decimal(1.85), s: new Decimal(1.85), sb: new Decimal(1.25), h: new Decimal(0.015), q: new Decimal(0.0075), } const LAYER_BASE = { b: new Decimal(5), g: new Decimal(5), t: new Decimal(1e15), s: new Decimal(1e15), sb: new Decimal(1.05), } const LAYER_ROW = { p: 0, b: 1, g: 1, e: 2, t: 2, s: 2, sb: 2, h: 3, q: 3, future_layer: 4, } const ROW_LAYERS = [ ["p"], ["b","g"], ["e","t","s","sb"], ["h","q"], ["future_layer"], ] const LAYER_EFFS = { b: function() { if (HCActive(11)) return new Decimal(1); return Decimal.pow(Decimal.add(2, tmp.atbb), player.b.points.plus(getFreeBoosters())) }, g: function() { return Decimal.pow(Decimal.add(2, tmp.atgb), player.g.points).sub(1).times(getGenPowerGainMult()) }, t: function() { return { gain: Decimal.pow(3, player.t.points.plus(player.t.extCapsules.plus(tmp.freeExtCap))).sub(1).times(getTimeEnergyGainMult()), limit: Decimal.pow(2, player.t.points.plus(player.t.extCapsules.plus(tmp.freeExtCap))).sub(1).times(100).times(getTimeEnergyLimitMult()), }}, sb: function() { return Decimal.pow(1.5, player.sb.points.times(getSuperBoosterPow())) }, h: function() { let ret = player.h.points.plus(1).times(player.points.times(player.h.points).plus(1).log10().plus(1).log10().plus(1)).log10().times(5).root(player.q.upgrades.includes(12)?1.25:2); if (ret.gte(100)) ret = ret.log10().times(50).min(ret); return ret; }, } const LAYER_UPGS = { p: { rows: 3, cols: 3, 11: { desc: "Gain 1 Point every second.", cost: new Decimal(1), unl: function() { return player.p.unl }, }, 12: { desc: "Point generation is faster based on your unspent Prestige Points.", cost: new Decimal(1), unl: function() { return player.p.upgrades.includes(11) }, currently: function() { return player.p.points.plus(1).pow(player.g.upgrades.includes(24)?1.1:(player.g.upgrades.includes(14)?0.75:0.5)) }, effDisp: function(x) { return format(x)+"x" }, }, 13: { desc: "Point generation is faster based on your Point amount.", cost: new Decimal(5), unl: function() { return player.p.upgrades.includes(12) }, currently: function() { let ret = player.points.plus(1).log10().pow(0.75).plus(1) if (player.g.upgrades.includes(15)) ret = ret.pow(LAYER_UPGS.g[15].currently()) return ret; }, effDisp: function(x) { return format(x)+"x" }, }, 21: { desc: "Prestige Point gain is doubled.", cost: new Decimal(20), unl: function() { return (player.b.unl||player.g.unl)&&player.p.upgrades.includes(11) }, }, 22: { desc: "Point generation is faster based on your Prestige Upgrades bought.", cost: new Decimal(75), unl: function() { return (player.b.unl||player.g.unl)&&player.p.upgrades.includes(12) }, currently: function() { return Decimal.pow(1.4, player.p.upgrades.length) }, effDisp: function(x) { return format(x)+"x" }, }, 23: { desc: "Prestige Point gain is boosted by your Point amount.", cost: new Decimal(5e3), unl: function() { return (player.b.unl||player.g.unl)&&player.p.upgrades.includes(13) }, currently: function() { let ret = player.points.plus(1).log10().cbrt().plus(1) if (player.g.upgrades.includes(23)) ret = ret.pow(LAYER_UPGS.g[23].currently()) if (player.p.upgrades.includes(33)) ret = ret.pow(1.25) return ret; }, effDisp: function(x) { return format(x)+"x" }, }, 31: { desc: "Prestige Point gain is boosted by your Prestige Point amount.", cost: new Decimal("1e4450"), unl: function() { return player.e.upgrades.includes(33) }, currently: function() { return player.p.points.plus(1).log10().plus(1).pow(player.p.points.plus(1).log10().div(200).plus(1)).pow(player.p.upgrades.includes(32) ? LAYER_UPGS.p[32].currently() : 1) }, effDisp: function(x) { return format(x)+"x" }, }, 32: { desc: "The upgrade to the left is stronger based on your Points.", cost: new Decimal("1e5140"), unl: function() { return player.e.upgrades.includes(33) }, currently: function() { return player.points.plus(1).log10().plus(1).root(16) }, effDisp: function(x) { return format(x.sub(1).times(100))+"% stronger" }, }, 33: { desc: "The above upgrade is 25% stronger.", cost: new Decimal("1e5500"), unl: function() { return player.e.upgrades.includes(33) }, }, }, b: { rows: 2, cols: 3, 11: { desc: "Boosters boost Prestige Point gain.", cost: new Decimal(3), unl: function() { return player.b.unl }, currently: function() { return player.b.points.sqrt().plus(1).max(1.5) }, effDisp: function(x) { return format(x)+"x" }, }, 12: { desc: "Generators add to the Booster effect.", cost: new Decimal(7), unl: function() { return player.g.unl }, currently: function() { return player.g.points.plus(1).log10().sqrt().div(3).times(player.t.upgrades.includes(14)?8.5:1) }, effDisp: function(x) { return "+"+format(x)+" to base" }, }, 13: { desc: "Prestige Points add to the Booster effect.", cost: new Decimal(8), unl: function() { return player.b.best.gte(8) }, currently: function() { return player.p.points.plus(1).log10().plus(1).log10().div(3) }, effDisp: function(x) { return "+"+format(x)+" to base" }, }, 21: { desc: "Square the Generator Power effect.", cost: new Decimal(10), unl: function() { return player.b.upgrades.includes(11) && player.b.upgrades.includes(12) }, }, 22: { desc: "The Generator Power effect is raised to the power of 1.2.", cost: new Decimal(15), unl: function() { return player.b.upgrades.includes(12) && player.b.upgrades.includes(13) }, }, 23: { desc: "Boosters are cheaper based on your points.", cost: new Decimal(18), unl: function() { return player.b.upgrades.includes(21) || player.b.upgrades.includes(22) }, currently: function() { return player.points.plus(1).log10().plus(1).pow(3.2).pow(tmp.spaceBuildEff?tmp.spaceBuildEff[4]:1) }, effDisp: function(x) { return "/"+format(x) }, }, }, g: { rows: 2, cols: 5, 11: { desc: "Generators boost Prestige Point gain.", cost: new Decimal(3), unl: function() { return player.g.unl }, currently: function() { return player.g.points.sqrt().plus(1).max(1.5) }, effDisp: function(x) { return format(x)+"x" }, }, 12: { desc: "Boosters boost Generator Power gain.", cost: new Decimal(7), unl: function() { return player.b.unl }, currently: function() { return player.b.points.plus(1).log10().sqrt().div(3).times(player.t.upgrades.includes(14)?3.75:1) }, effDisp: function(x) { return "+"+format(x)+" to base" }, }, 13: { desc: "Prestige Points boost Generator Power gain.", cost: new Decimal(8), unl: function() { return player.g.best.gte(8) }, currently: function() { return player.p.points.plus(1).log10().plus(1).log10().div(3) }, effDisp: function(x) { return "+"+format(x)+" to base" }, }, 14: { desc: "Prestige Upgrade 2 uses a better formula.", cost: new Decimal(13), unl: function() { return player.g.best.gte(10) }, }, 15: { desc: "Prestige Upgrade 3 is stronger based on your Generators.", cost: new Decimal(15), unl: function() { return player.g.upgrades.includes(13) }, currently: function() { return player.g.points.sqrt().plus(1).times((player.e.upgrades.includes(32)) ? LAYER_UPGS.e[32].currently() : 1) }, effDisp: function(x) { return "^"+format(x) }, }, 21: { desc: "Generator Power generates faster based on its amount.", cost: new Decimal(18), unl: function() { return player.g.upgrades.includes(15) }, currently: function() { return player.g.power.plus(1).log10().plus(1) }, effDisp: function(x) { return format(x)+"x" }, }, 22: { desc: "Generators are cheaper based on your Prestige Points.", cost: new Decimal(19), unl: function() { return player.g.upgrades.includes(15) }, currently: function() { return player.p.points.plus(1).pow(0.25) }, effDisp: function(x) { return "/"+format(x) }, }, 23: { desc: "Prestige Upgrade 6 is stronger based on your Boosters.", cost: new Decimal(20), unl: function() { return player.b.unl && player.g.upgrades.includes(15) }, currently: function() { return player.b.points.pow(0.75).plus(1) }, effDisp: function(x) { return "^"+format(x) }, }, 24: { desc: "Prestige Upgrade 2 uses an even better formula.", cost: new Decimal(22), unl: function() { return player.g.upgrades.includes(14) && (player.g.upgrades.includes(21)||player.g.upgrades.includes(22)) }, }, 25: { desc: "Prestige Points boost Generator Power gain.", cost: new Decimal(28), unl: function() { return player.g.upgrades.includes(23) && player.g.upgrades.includes(24) }, currently: function() { return player.p.points.plus(1).log10().sqrt().plus(1).pow(player.t.upgrades.includes(14)?2.75:1) }, effDisp: function(x) { return format(x)+"x" }, }, }, e: { rows: 3, cols: 5, 11: { desc: "Boosters & Generators boost each other.", cost: new Decimal(40), unl: function() { return player.e.unl }, currently: function() { let exp = 1 if (player.e.upgrades.includes(14)) exp = 1.5 return {g: player.b.points.plus(1).log10().pow(exp), b: player.g.points.plus(1).log10().pow(exp)} }, effDisp: function(x) { return "+"+format(x.g)+" to Generator base, +"+format(x.b)+" to Booster base" }, }, 12: { desc: "Unspent Enhance Points boost Prestige Point gain.", cost: new Decimal(150), unl: function() { return player.e.unl&&player.e.best.gte(40) }, currently: function() { return player.e.points.plus(1).pow(player.e.upgrades.includes(15)?3.25:1.5) }, effDisp: function(x) { return format(x)+"x" }, }, 13: { desc: "You gain 1e10x as many Prestige Points.", cost: new Decimal(1000), unl: function() { return player.e.upgrades.includes(11)||player.e.upgrades.includes(12) }, }, 14: { desc: "Enhance Upgrade 1 uses a better formula.", cost: new Decimal(5e7), unl: function() { return player.e.upgrades.includes(13)&&(player.t.unl||player.s.unl) }, }, 15: { desc: "Enhance Upgrade 2 uses a better formula.", cost: new Decimal(2e10), unl: function() { return player.e.upgrades.includes(14)&&(player.t.unl||player.s.unl)&&player.e.best.gte(1e9) }, }, 21: { desc: "The Generator Power effect is raised to the power of 1.15.", cost: new Decimal(1e15), unl: function() { return player.t.unl&&(player.t.order==1||player.s.unl)&&player.e.upgrades.includes(14) }, }, 22: { desc: "This layer behaves as if you chose it first (base req is now 1e120 points)", cost: new Decimal(1e22), unl: function() { return (player.t.unl&&player.s.unl&&player.e.order==2)||player.e.upgrades.includes(22)||player.e.upgrades.includes(23) }, }, 23: { desc: "This layer behaves as if you chose it first (base req is now 1e120 points)", cost: new Decimal(1e40), unl: function() { return (player.t.unl&&player.s.unl)||player.e.upgrades.includes(22)||player.e.upgrades.includes(23) }, }, 24: { desc: "Prestige Points boost Enhance Point gain.", cost: new Decimal(1e65), unl: function() { return player.t.unl&&player.s.unl&&player.e.best.gte(1e50) }, currently: function() { return player.p.points.plus(1).pow(0.002) }, effDisp: function(x) { return format(x)+"x" }, }, 25: { desc: "Enhancers are stronger based on your Space Energy & Time Capsules.", cost: new Decimal(7.777e77), unl: function() { return player.t.unl&&player.s.unl&&player.e.best.gte(1e60) }, currently: function() { let ret = player.s.points.plus(player.t.points).div(32).plus(1); if (ret.gte(2)) ret = ret.log(2).plus(1).times(2).sqrt(); return ret; }, effDisp: function(x) { return format(x.sub(1).times(100))+"% stronger" }, }, 31: { desc: "Enhancers are stronger based on your Super-Boosters.", cost: new Decimal(1e90), unl: function() { return player.e.upgrades.includes(25)&&player.sb.unl }, currently: function() { return player.sb.points.pow(0.75).div(4).plus(1) }, effDisp: function(x) { return format(x.sub(1).times(100))+"% stronger" }, }, 32: { desc: "Generator Upgrade 5 is stronger based on your Enhance Points.", cost: new Decimal(7.5e108), unl: function() { return player.e.upgrades.includes(25)&&player.sb.unl }, currently: function() { let ret = Decimal.pow(10, player.e.points.plus(1).log10().pow(0.085)).div(10).max(1); return ret; }, effDisp: function(x) { return format(x)+"x" }, }, 33: { desc: "Unlock 3 new Prestige Upgrades.", cost: new Decimal(2.5e139), unl: function() { return player.e.upgrades.includes(31)||player.e.upgrades.includes(32) }, }, 34: { desc: "You gain 1e40x as many Prestige Points.", cost: new Decimal(1e152), unl: function() { return player.e.upgrades.includes(31)&&player.e.upgrades.includes(32) }, }, 35: { desc: "Points boost Generator Power gain.", cost: new Decimal(2e189), unl: function() { return player.e.upgrades.includes(33)||player.e.upgrades.includes(34) }, currently: function() { return player.points.plus(1).pow(0.004) }, effDisp: function(x) { return format(x)+"x" }, }, }, t: { rows: 3, cols: 4, 11: { desc: "Non-extra Time Capsules boost the Booster effect.", cost: new Decimal(2), unl: function() { return player.t.unl }, currently: function() { return player.t.points.pow(0.9).plus(0.5).plus(player.t.upgrades.includes(13)?LAYER_UPGS.t[13].currently():0) }, effDisp: function(x) { return "+"+format(x)+" to base" }, }, 12: { desc: "The Time Energy cap starts later based on your Boosters, and you get a free Extra Time Capsule.", cost: new Decimal(3), unl: function() { return player.t.best.gte(2)&&player.t.unl }, currently: function() { return player.b.points.pow(0.95).plus(1) }, effDisp: function(x) { return format(x)+"x" }, }, 13: { desc: "Extra Time Capsules are added to the first Time Upgrade's effect formula, but at a reduced amount.", cost: new Decimal(3), unl: function() { return player.t.upgrades.includes(11) }, currently: function() { return player.t.extCapsules.plus(tmp.freeExtCap).pow(0.95) }, effDisp: function(x) { return "+"+format(x) }, }, 14: { desc: "Generator Upgrades 2 & 10 are 275% stronger, and Booster Upgrade 2 is 750% stronger.", cost: new Decimal(4), unl: function() { return player.t.upgrades.includes(12)||player.t.upgrades.includes(13) }, }, 21: { desc: "Time Energy boosts its own production & limit, and the Time Energy effect uses a better formula.", cost: new Decimal(4), unl: function() { return player.t.upgrades.includes(14) }, currently: function() { return player.t.energy.plus(1).log10().pow(1.1).plus(1) }, effDisp: function(x) { return format(x)+"x" }, }, 22: { desc: "Time Energy production & limit are boosted by your Enhance Points.", cost: new Decimal(5), unl: function() { return player.t.upgrades.includes(14)&&player.e.unl }, currently: function() { return player.e.points.plus(1).pow(0.8/(1+player.t.order)) }, effDisp: function(x) { return format(x)+"x" }, }, 23: { desc: "Time Energy production & limit are boosted by your Space Energy.", cost: new Decimal(5), unl: function() { return player.t.upgrades.includes(14)&&player.s.unl }, currently: function() { return Decimal.pow(3, player.s.points.pow(0.9)) }, effDisp: function(x) { return format(x)+"x" }, }, 24: { desc: "Get 18 free boosters added to their effect.", cost: new Decimal(7), unl: function() { return player.t.upgrades.includes(21)&&player.t.best.gte(5) }, }, 31: { desc: "Add 25 to the booster effect base.", cost: new Decimal(8), unl: function() { return (player.t.upgrades.includes(22)&&(player.e.order==1||player.s.unl))||(player.t.upgrades.includes(23)&&(player.s.order==1||player.e.unl)) }, }, 32: { desc: "This layer behaves as if you chose it first (base req is now 1e120 points)", cost: new Decimal(12), unl: function() { return (player.s.unl&&player.e.unl)||player.t.upgrades.includes(32) }, }, 33: { desc: "Add 40 to the booster effect base.", cost: new Decimal(16), unl: function() { return player.s.unl&&player.e.unl&&player.t.upgrades.includes(32) }, }, 34: { desc: "Time Energy caps later and generates faster based on your non-free Time Capsules.", cost: new Decimal(18), unl: function() { return player.t.upgrades.includes(33)&&player.sb.unl }, currently: function() { return Decimal.pow(10, player.t.points.pow(1.2)) }, effDisp: function(x) { return format(x)+"x" }, }, }, s: { rows: 3, cols: 4, 11: { desc: "Add a free level to all Space Buildings.", cost: new Decimal(2), unl: function() { return player.s.unl }, }, 12: { desc: "Generator Power boosts its own generation.", cost: new Decimal(3), unl: function() { return player.s.best.gte(2)&&player.s.unl }, currently: function() { return player.g.power.plus(1).log10().plus(1) }, effDisp: function(x) { return format(x)+"x" }, }, 13: { desc: "Space Building Levels boost Generator Power gain, and get 2 extra Space.", cost: new Decimal(3), unl: function() { return player.s.upgrades.includes(11) }, currently: function() { return Decimal.pow(20, Object.values(player.s.buildings).reduce((a,b) => Decimal.add(a,b))) }, effDisp: function(x) { return format(x)+"x" }, }, 14: { desc: "Unlock a 4th Space Building, and add a free level to all Space Buildings.", cost: new Decimal(4), unl: function() { return player.s.upgrades.includes(12)&&player.s.upgrades.includes(13) }, }, 21: { desc: "All Space Buildings are stronger based on your Generators.", cost: new Decimal(4), unl: function() { return player.s.upgrades.includes(14) }, currently: function() { return player.g.points.plus(1).log10().div(1.5).plus(1) }, effDisp: function(x) { return format(x.sub(1).times(100))+"% stronger" }, }, 22: { desc: "Space Buildings are stronger based on your Time Energy.", cost: new Decimal(6), unl: function() { return player.s.upgrades.includes(14)&&player.t.unl }, currently: function() { return player.t.energy.plus(1).log10().plus(1).log10().div(5).plus(1) }, effDisp: function(x) { return format(x.sub(1).times(100))+"% stronger" }, }, 23: { desc: "Space Buildings are stronger based on your Enhancers.", cost: new Decimal(5), unl: function() { return player.s.upgrades.includes(14)&&player.e.unl }, currently: function() { return player.e.enhancers.sqrt().div((player.s.order==0)?5:7).plus(1) }, effDisp: function(x) { return format(x.sub(1).times(100))+"% stronger" }, }, 24: { desc: "Space Building costs scale half as fast, and you have 3 more Space.", cost: new Decimal(7), unl: function() { return player.s.upgrades.includes(21)&&(player.t.unl||player.e.unl) }, }, 31: { desc: "Space Building 1 uses a better formula.", cost: new Decimal(7), unl: function() { return (player.s.upgrades.includes(22)&&(player.t.order==0||player.e.unl))||(player.s.upgrades.includes(23)&&(player.e.order==0||player.t.unl)) }, }, 32: { desc: "Unlock a 5th Space Building.", cost: new Decimal(8), unl: function() { return (player.s.upgrades.includes(22)&&(player.t.order==1||player.e.unl))||(player.s.upgrades.includes(23)&&(player.e.order==1||player.t.unl)) }, }, 33: { desc: "This layer behaves as if you chose it first (base req is now 1e120 points)", cost: new Decimal(12), unl: function() { return (player.t.unl&&player.e.unl)||player.s.upgrades.includes(33) }, }, 34: { desc: "Space Buildings boost the Generator Power effect (before all other boosts).", cost: new Decimal(15), unl: function() { return player.t.unl&&player.e.unl&&player.t.order==0&&player.e.order==0&&player.s.order==0 }, currently: function() { return Decimal.pow(Object.values(player.s.buildings).reduce((a,b) => Decimal.add(a,b)), 0.2).div(17.5) }, effDisp: function(x) { return "Add "+format(x)+" to exponent" }, }, }, sb: { rows: 1, cols: 2, 11: { desc: "Super-Boosters are stronger based on your Prestige Points.", cost: new Decimal(2), unl: function() { return player.sb.unl }, currently: function() { let ret = Decimal.pow(10, player.p.points.plus(1).log10().div(1e5).sqrt()); if (ret.gte(2.5)) ret = ret.log(2.5).plus(1.5).min(ret); return ret.max(1); }, effDisp: function(x) { return format(x)+"x" }, }, 12: { desc: "Super-Boosters are stronger based on your Generators.", cost: new Decimal(4), unl: function() { return player.sb.upgrades.includes(11) }, currently: function() { return player.g.points.div(10).pow(0.04).max(1) }, effDisp: function(x) { return format(x)+"x" }, }, }, h: { rows: 0, cols: 0, }, q: { rows: 1, cols: 3, 11: { desc: "Quirks & Hindrance Spirit boost Point, Prestige Point, and Enhance Point gain.", cost: new Decimal(1), unl: function() { return player.q.unl&&player.q.layers.gt(0) }, currently: function() { return player.q.points.plus(1).times(player.h.points.plus(1)).pow(0.75) }, effDisp: function(x) { return format(x)+"x" }, }, 12: { desc: "The Quirk Energy and Hindrance Spirit effects use better formulas.", cost: new Decimal(5), unl: function() { return player.q.upgrades.includes(11)&&player.h.best.gte(3) }, }, 13: { desc: "Quirk Layers are twice as fast.", cost: new Decimal(50), unl: function() { return player.q.upgrades.includes(11)&&player.h.challs.includes(11) }, }, }, } const TAB_REQS = { tree: function() { return true }, options: function() { return true }, info: function() { return true }, changelog: function() { return true }, credits: function() { return true }, p: function() { return (player.p.unl||player.points.gte(tmp.layerReqs.p))&&layerUnl('p') }, b: function() { return (player.b.unl||player.points.gte(tmp.layerReqs.b))&&layerUnl('b') }, g: function() { return (player.g.unl||player.points.gte(tmp.layerReqs.g))&&layerUnl('g') }, e: function() { return (player.e.unl||player.points.gte(tmp.layerReqs.e))&&layerUnl('e') }, t: function() { return (player.t.unl||player.points.gte(tmp.layerReqs.t))&&layerUnl('t') }, s: function() { return (player.s.unl||player.points.gte(tmp.layerReqs.s))&&layerUnl('s') }, sb: function() { return (player.sb.unl||player.b.points.gte(tmp.layerReqs.sb))&&layerUnl('sb') }, h: function() { return (player.h.unl||player.t.energy.gte(tmp.layerReqs.h))&&layerUnl('h') }, q: function() { return (player.q.unl||player.g.power.gte(tmp.layerReqs.q))&&layerUnl('q') }, } const LAYER_AMT_NAMES = { p: "points", b: "points", g: "points", t: "points", e: "points", s: "points", sb: "boosters", h: "time energy", q: "generator power", } function getLayerAmt(layer) { let amt = player.points switch(layer) { case "sb": return player.b.points; break; case "h": return player.t.energy; break; case "q": return player.g.power; break; } return amt } function getLayerEffDesc(layer) { if (!Object.keys(LAYER_EFFS).includes(layer)) return "???" let eff = tmp.layerEffs[layer] switch(layer) { case "b": return "translated to a "+format(eff)+"x multiplier to point gain" break; case "g": return "which are generating "+format(eff)+" Generator Power/sec" break; case "t": return "which are generating "+format(eff.gain)+" Time Energy/sec, but with a limit of "+format(eff.limit)+" Time Energy" break; case "sb": return "which are multiplying the Booster effect base by "+format(eff) break; case "h": return "which are providing "+format(eff)+" free extra Time Capsules (boosted by your points)" break; } } function save() { localStorage.setItem("prestige-tree", btoa(JSON.stringify(player))) } function load() { let get = localStorage.getItem("prestige-tree"); if (get===null||get===undefined) player = getStartPlayer() else player = JSON.parse(atob(get)) player.tab = "tree" checkForVars(); convertToDecimal(); versionCheck(); updateTemp(); loadVue(); } function exportSave() { let str = btoa(JSON.stringify(player)) const el = document.createElement("textarea"); el.value = str; document.body.appendChild(el); el.select(); el.setSelectionRange(0, 99999); document.execCommand("copy"); document.body.removeChild(el); } function importSave(imported=undefined) { if (imported===undefined) imported = prompt("Paste your save here") try { player = JSON.parse(atob(imported)) save() window.location.reload() } catch(e) { return; } } function versionCheck() { let setVersion = true if (player.versionType===undefined||player.version===undefined) { player.versionType = "alpha" player.version = 0 } if (player.versionType=="alpha") { if (player.version<10&&player.sb.unl) { if (confirm("Since the last time you played, several changes to Super-Booster effects have been made. Would you like to roll back your save to that point in the progression, in order for you to experience the new features properly?")) importSave(SAVES.PRE_SUPER_BOOSTERS) setVersion = false; } } if (setVersion) { player.versionType = getStartPlayer().versionType player.version = getStartPlayer().version } } function checkForVars() { if (player.autosave===undefined) player.autosave = true; if (player.b===undefined) player.b = getStartPlayer().b if (player.g===undefined) player.g = getStartPlayer().g if (player.p.best===undefined) player.p.best = player.p.points if (player.b.best===undefined) player.b.best = player.b.points if (player.b.auto===undefined) player.b.auto = false if (player.g.best===undefined) player.g.best = player.g.points if (player.g.auto===undefined) player.g.auto = false if (player.e === undefined) player.e = getStartPlayer().e if (player.e.order === undefined) player.e.order = 0 if (player.e.auto===undefined) player.e.auto = false if (player.t === undefined) player.t = getStartPlayer().t if (player.t.auto===undefined) player.t.auto = false if (player.t.autoCap===undefined) player.t.autoCap = false if (player.s === undefined) player.s = getStartPlayer().s if (player.s.buildings[4] === undefined) player.s.buildings[4] = new Decimal(0); if (player.s.buildings[5] === undefined) player.s.buildings[5] = new Decimal(0); if (player.s.auto === undefined) player.s.auto = false if (player.sb === undefined) player.sb = getStartPlayer().sb if (player.sb.auto === undefined) player.sb.auto = false if (player.timePlayed === undefined) player.timePlayed = 0 if (player.hasNaN === undefined) player.hasNaN = false if (player.h === undefined) player.h = getStartPlayer().h if (player.h.active === undefined) player.h.active = 0 if (player.q === undefined) player.q = getStartPlayer().q } function convertToDecimal() { player.points = new Decimal(player.points) player.p.points = new Decimal(player.p.points) player.p.best = new Decimal(player.p.best) player.b.points = new Decimal(player.b.points) player.b.best = new Decimal(player.b.best) player.g.points = new Decimal(player.g.points) player.g.best = new Decimal(player.g.best) player.g.power = new Decimal(player.g.power) player.e.points = new Decimal(player.e.points) player.e.best = new Decimal(player.e.best) player.e.enhancers = new Decimal(player.e.enhancers) player.t.points = new Decimal(player.t.points) player.t.best = new Decimal(player.t.best) player.t.energy = new Decimal(player.t.energy) player.t.extCapsules = new Decimal(player.t.extCapsules) player.s.points = new Decimal(player.s.points) player.s.best = new Decimal(player.s.best) player.s.spent = new Decimal(player.s.spent) for (let i=1;i<=5;i++) player.s.buildings[i] = new Decimal(player.s.buildings[i]) player.sb.points = new Decimal(player.sb.points) player.sb.best = new Decimal(player.sb.best) player.h.points = new Decimal(player.h.points) player.h.best = new Decimal(player.h.best) player.q.points = new Decimal(player.q.points) player.q.best = new Decimal(player.q.best) player.q.layers = new Decimal(player.q.layers) player.q.energy = new Decimal(player.q.energy) player.q.time = new Decimal(player.q.time) } function toggleOpt(name) { player[name] = !player[name] } function exponentialFormat(num, precision) { let e = num.log10().floor() let m = num.div(Decimal.pow(10, e)) return m.toStringWithDecimalPlaces(3)+"e"+e.toStringWithDecimalPlaces(0) } function commaFormat(num, precision) { if (num === null || num === undefined) return "NaN" return num.toStringWithDecimalPlaces(precision).replace(/\B(?=(\d{3})+(?!\d))/g, ",") } function format(decimal, precision=3) { decimal = new Decimal(decimal) if (isNaN(decimal.sign)||isNaN(decimal.layer)||isNaN(decimal.mag)) { player.hasNaN = true; return "NaN" } if (decimal.eq(1/0)) return "Infinity" if (decimal.gte("eee1000")) return exponentialFormat(decimal, precision) else if (decimal.gte("ee1000")) return "ee"+format(decimal.log10().log10()) else if (decimal.gte("1e1000")) return decimal.div(Decimal.pow(10, decimal.log10().floor())).toStringWithDecimalPlaces(3)+"e"+format(decimal.log10().floor()) else if (decimal.gte(1e9)) return exponentialFormat(decimal, precision) else if (decimal.gte(1e3)) return commaFormat(decimal, 0) else return commaFormat(decimal, precision) } function formatWhole(decimal) { return format(decimal, 0) } function formatTime(s) { if (s<60) return format(s)+"s" else if (s<3600) return formatWhole(Math.floor(s/60))+"m "+format(s%60)+"s" else return formatWhole(Math.floor(s/3600))+"h "+formatWhole(Math.floor(s/60)%60)+"m "+format(s%60)+"s" } function showTab(name) { if (!TAB_REQS[name]()) return player.tab = name if (name=="tree") needCanvasUpdate = true; } function canBuyMax(layer) { switch(layer) { case "b": return player.b.best.gte(15) break; case "g": return player.g.best.gte(15) break; case "t": return player.q.best.gte(2) break; case "s": return player.q.best.gte(2) break; } return false; } function getLayerReq(layer) { let req = LAYER_REQS[layer] switch(layer) { case "b": if (player.g.unl && !player.b.unl) req = req.times(5000) break; case "g": if (player.b.unl && !player.g.unl) req = req.times(5000) break; case "e": req = req.times(Decimal.pow("1e200", Decimal.pow(player.e.order, 2))) break; case "t": req = req.times(Decimal.pow("1e200", Decimal.pow(player.t.order, 2))) break; case "s": req = req.times(Decimal.pow("1e200", Decimal.pow(player.s.order, 2))) break; } return req } function getLayerGainMult(layer) { let mult = new Decimal(1) switch(layer) { case "p": if (player.p.upgrades.includes(21)) mult = mult.times(2) if (player.p.upgrades.includes(23)) mult = mult.times(LAYER_UPGS.p[23].currently()) if (player.p.upgrades.includes(31)) mult = mult.times(LAYER_UPGS.p[31].currently()) if (player.b.upgrades.includes(11)) mult = mult.times(LAYER_UPGS.b[11].currently()) if (player.g.upgrades.includes(11)) mult = mult.times(LAYER_UPGS.g[11].currently()) if (player.e.unl) mult = mult.times(tmp.enhEff) if (player.e.upgrades.includes(12)) mult = mult.times(LAYER_UPGS.e[12].currently()) if (player.e.upgrades.includes(13)) mult = mult.times(1e10) if (player.e.upgrades.includes(34)) mult = mult.times(1e40) if (player.t.unl) mult = mult.times(tmp.timeEff) if (player.s.unl && tmp.spaceBuildEff) mult = mult.times(tmp.spaceBuildEff[1]) if (player.q.upgrades.includes(11)) mult = mult.times(LAYER_UPGS.q[11].currently()) break; case "b": if (player.b.upgrades.includes(23)) mult = mult.div(LAYER_UPGS.b[23].currently()) if (player.s.unl && tmp.spaceBuildEff) mult = mult.div(tmp.spaceBuildEff[3]) break; case "g": if (player.g.upgrades.includes(22)) mult = mult.div(LAYER_UPGS.g[22].currently()) if (player.s.unl && tmp.spaceBuildEff) mult = mult.div(tmp.spaceBuildEff[3]) break; case "e": if (player.e.upgrades.includes(24)) mult = mult.times(LAYER_UPGS.e[24].currently()) if (player.h.best.gte(1)) mult = mult.times(100) if (player.q.best.gte(1)) mult = mult.times(100) if (player.q.upgrades.includes(11)) mult = mult.times(LAYER_UPGS.q[11].currently()) break; } return mult } function getResetGain(layer) { if (LAYER_TYPE[layer]=="static") { if ((!canBuyMax(layer)) || 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(LAYER_BASE[layer]).pow(Decimal.pow(LAYER_EXP[layer], -1)) if (gain.gte(12)) gain = gain.times(12).sqrt() return gain.floor().sub(player[layer].points).plus(1).max(1); } if (tmp.layerAmt[layer].lt(tmp.layerReqs[layer])) return new Decimal(0) let gain = tmp.layerAmt[layer].div(tmp.layerReqs[layer]).pow(LAYER_EXP[layer]).times(tmp.gainMults[layer]) return gain.floor().max(0); } function getNextAt(layer) { if (LAYER_TYPE[layer]=="static") { let amt = player[layer].points if (amt.gte(12)) amt = amt.pow(2).div(12) let extraCost = Decimal.pow(LAYER_BASE[layer], amt.pow(LAYER_EXP[layer])).times(tmp.gainMults[layer]) let cost = extraCost.times(tmp.layerReqs[layer]).max(tmp.layerReqs[layer]) if (LAYER_RES_CEIL.includes(layer)) cost = cost.ceil() return cost; } else { let next = tmp.resetGain[layer].plus(1).div(tmp.gainMults[layer]).root(LAYER_EXP[layer]).times(tmp.layerReqs[layer]).max(tmp.layerReqs[layer]) if (LAYER_RES_CEIL.includes(layer)) next = next.ceil() return next; } } function layerUnl(layer) { switch(layer) { case "p": return true; break; case "b": return player.p.unl; break; case "g": return player.p.unl; break; case "e": return player.b.unl&&player.g.unl; break; case "t": return player.b.unl; break; case "s": return player.g.unl; break; case "sb": return player.e.unl&&player.t.unl&&player.s.unl; break; case "h": return player.t.unl&&player.sb.unl break; case "q": return player.e.unl&&player.sb.unl break; } } function rowReset(row, layer) { let prev = JSON.parse(JSON.stringify(player)) // Deep Copy let start = getStartPlayer() switch(row) { case 0: player.points = new Decimal(0); break; case 1: player.points = new Decimal(10); player.p.points = new Decimal(0); if (LAYER_ROW[layer]>=3 && player.h.best.gte(10)) player.p.upgrades = prev.p.upgrades; else if ((player.h.best.lt(1)&&player.q.best.lt(1))||LAYER_ROW[layer]>=3) { if (layer=="b"||layer=="g") { if (player[layer].best.lt(8)) player.p.upgrades = []; } else if (layer=="t"||layer=="s"||layer=="sb") { if (player[layer].best.lt(3)) player.p.upgrades = []; } else if (layer=="e") { if (player[layer].best.lt(10)) player.p.upgrades = []; } else player.p.upgrades = []; } player.g.power = new Decimal(0); break; case 2: player.b.points = new Decimal(0); player.b.best = new Decimal(0); if (!player.t.best.gte(4)) player.b.upgrades = []; player.g.points = new Decimal(0); player.g.power = new Decimal(0); player.g.best = new Decimal(0); if (!player.s.best.gte(4)) player.g.upgrades = []; player.t.energy = new Decimal(0); if (layer=="t"||layer=="e"||layer=="s") { if (player[layer].best.gte(2)) { player.b.best = new Decimal(prev.b.best) player.g.best = new Decimal(prev.g.best) } } else if (player.sb.best.gte(4)&&layer=="sb") { player.b.best = new Decimal(prev.b.best) player.g.best = new Decimal(prev.g.best) } break; case 3: player.t.points = new Decimal(0); player.t.order = 0 if (player.h.best.lt(2)) player.t.best = new Decimal(0); if (player.h.best.lt(4)) player.t.upgrades = []; player.t.extCapsules = new Decimal(0); player.e.order = 0 player.e.points = new Decimal(0); if (player.h.best.lt(2)) player.e.best = new Decimal(0); player.e.enhancers = new Decimal(0); if (player.h.best.lt(4)) player.e.upgrades = []; player.s = { unl: player.s.unl, order: 0, points: new Decimal(0), best: player.h.best.gte(2) ? player.s.best : new Decimal(0), spent: player.q.best.gte(4) ? player.s.spent : new Decimal(0), buildings: player.q.best.gte(4) ? player.s.buildings : ({ 1: new Decimal(0), 2: new Decimal(0), 3: new Decimal(0), 4: new Decimal(0), 5: new Decimal(0) }), upgrades: player.h.best.gte(4) ? player.s.upgrades : [], auto: player.s.auto, } player.sb = { unl: player.sb.unl, auto: player.sb.auto, order: 0, points: new Decimal(0), best: player.h.best.gte(2) ? player.sb.best : new Decimal(0), upgrades: player.h.best.gte(10) ? player.sb.upgrades : [], } player.q.time = new Decimal(0); player.q.energy = new Decimal(0); break; case 4: player.h = start.h player.q = start.q break; } } function doReset(layer, force=false) { if (!force) { if (tmp.layerAmt[layer].lt(tmp.layerReqs[layer])) return; let gain = tmp.resetGain[layer] if (LAYER_TYPE[layer]=="static") { if (tmp.layerAmt[layer].lt(tmp.nextAt[layer])) return; player[layer].points = player[layer].points.plus(canBuyMax(layer)?gain:1) } else player[layer].points = player[layer].points.plus(gain) player[layer].best = player[layer].best.max(player[layer].points) if (!player[layer].unl) { player[layer].unl = true; needCanvasUpdate = true; let layers = ROW_LAYERS[LAYER_ROW[layer]] for (let i in layers) if (!player[layers[i]].unl && player[layers[i]]!==undefined) player[layers[i]].order++ } tmp.layerAmt[layer] = new Decimal(0) // quick fix } if ((layer=="b"&&player.t.best.gte(12))||(layer=="g"&&player.s.best.gte(12))) return; if ((layer=="t"&&player.h.best.gte(25))||(layer=="s"&&player.q.best.gte(25))) return; let row = LAYER_ROW[layer] if (row==0) rowReset(0, layer) else for (let x=row;x>=1;x--) rowReset(x, layer) } function buyUpg(layer, id) { if (!player[layer].unl) return if (!LAYER_UPGS[layer][id].unl()) return if (player[layer].upgrades.includes(id)) return if (player[layer].points.lt(LAYER_UPGS[layer][id].cost)) return player[layer].points = player[layer].points.sub(LAYER_UPGS[layer][id].cost) player[layer].upgrades.push(id); if (layer=="t"&&id==32) player.t.order = 0; if (layer=="e"&&(id==22||id==23)) { player.e.order = 0; if (!player.e.upgrades.includes(22)) player.e.upgrades.push(22) if (!player.e.upgrades.includes(23)) player.e.upgrades.push(23) } if (layer=="s"&&id==33) player.s.order = 0; } function getPointGen() { let gain = new Decimal(1) if (player.p.upgrades.includes(12)) gain = gain.times(LAYER_UPGS.p[12].currently()) if (player.p.upgrades.includes(13)) gain = gain.times(LAYER_UPGS.p[13].currently()) if (player.p.upgrades.includes(22)) gain = gain.times(LAYER_UPGS.p[22].currently()) if (player.b.unl) gain = gain.times(tmp.layerEffs.b) if (player.g.unl) gain = gain.times(tmp.genPowEff) if (player.t.unl) gain = gain.times(tmp.timeEff) if (player.s.unl && tmp.spaceBuildEff) gain = gain.times(tmp.spaceBuildEff[1]) if (player.q.unl && tmp.quirkEff) gain = gain.times(tmp.quirkEff) if (player.q.upgrades.includes(11)) gain = gain.times(LAYER_UPGS.q[11].currently()) return gain } function addToBoosterBase() { let toAdd = new Decimal(0) if (player.b.upgrades.includes(12)) toAdd = toAdd.plus(LAYER_UPGS.b[12].currently()) if (player.b.upgrades.includes(13)) toAdd = toAdd.plus(LAYER_UPGS.b[13].currently()) if (player.t.upgrades.includes(11)) toAdd = toAdd.plus(LAYER_UPGS.t[11].currently()) if (player.t.upgrades.includes(31)) toAdd = toAdd.plus(25) if (player.t.upgrades.includes(33)) toAdd = toAdd.plus(40) if (player.e.unl) toAdd = toAdd.plus(tmp.enhEff2) if (player.e.upgrades.includes(11)) toAdd = toAdd.plus(LAYER_UPGS.e[11].currently().b) if (player.s.unl && tmp.spaceBuildEff) toAdd = toAdd.plus(tmp.spaceBuildEff[2]) if (player.sb.unl) toAdd = toAdd.times(tmp.layerEffs.sb) return toAdd } function getFreeBoosters() { let free = new Decimal(0) if (player.t.upgrades.includes(24)) free = free.plus(18) return free } function addToGenBase() { let toAdd = new Decimal(0) if (player.g.upgrades.includes(12)) toAdd = toAdd.plus(LAYER_UPGS.g[12].currently()) if (player.g.upgrades.includes(13)) toAdd = toAdd.plus(LAYER_UPGS.g[13].currently()) if (player.e.unl) toAdd = toAdd.plus(tmp.enhEff2) if (player.e.upgrades.includes(11)) toAdd = toAdd.plus(LAYER_UPGS.e[11].currently().g) if (player.s.unl && tmp.spaceBuildEff) toAdd = toAdd.plus(tmp.spaceBuildEff[2]) return toAdd } function getGenPowerGainMult() { let mult = new Decimal(1) if (player.g.upgrades.includes(21)) mult = mult.times(LAYER_UPGS.g[21].currently()) if (player.g.upgrades.includes(25)) mult = mult.times(LAYER_UPGS.g[25].currently()) if (player.e.upgrades.includes(35)) mult = mult.times(LAYER_UPGS.e[35].currently()) if (player.s.upgrades.includes(12)) mult = mult.times(LAYER_UPGS.s[12].currently()) if (player.s.upgrades.includes(13)) mult = mult.times(LAYER_UPGS.s[13].currently()) if (player.q.unl && tmp.quirkEff) mult = mult.times(tmp.quirkEff) return mult } function getGenPowerEffExp() { let exp = new Decimal(1/3) if (player.s.upgrades.includes(34)) exp = exp.plus(LAYER_UPGS.s[34].currently()) if (player.b.upgrades.includes(21)) exp = exp.times(2) if (player.b.upgrades.includes(22)) exp = exp.times(1.2) if (player.e.upgrades.includes(21)) exp = exp.times(1.15) if (player.h.challs.includes(11)) exp = exp.times(1.25) return exp; } function getGenPowerEff() { if (HCActive(11)) return new Decimal(1) let eff = player.g.power.plus(1).pow(getGenPowerEffExp()); return eff } 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 } updateTemp(); resizeCanvas(); } function getEnhancerPow() { let pow = new Decimal(1) if (player.e.upgrades.includes(25)) pow = pow.times(LAYER_UPGS.e[25].currently()) if (player.e.upgrades.includes(31)) pow = pow.times(LAYER_UPGS.e[31].currently()) return pow } function getEnhancerEff() { if (!player.e.unl) return new Decimal(1) let eff = Decimal.pow(25, player.e.enhancers.times(tmp.enhPow).pow(1.1)) return eff } function getEnhancerEff2() { if (!player.e.unl) return new Decimal(0) let eff = player.e.enhancers.times(tmp.enhPow).pow(0.8) return eff; } function getEnhancerCost() { let e = player.e.enhancers if (e.gte(25)) e = e.pow(2).div(25) let cost = Decimal.pow(2, e.pow(1.5)) return cost.floor() } function buyEnhancer() { let cost = getEnhancerCost() if (player.e.points.lt(cost)) return player.e.points = player.e.points.sub(cost) player.e.enhancers = player.e.enhancers.plus(1) } function maxEnhancers() { let target = player.e.points.max(1).log(2).root(1.5) if (target.gte(25)) target = target.times(25).sqrt() target = target.plus(1).floor() if (target.lte(player.e.enhancers)) return player.e.enhancers = player.e.enhancers.max(target) } function getFreeExtCapsules() { let amt = new Decimal(0) if (player.t.upgrades.includes(12)) amt = amt.plus(1) if (player.h.unl) amt = amt.plus(tmp.layerEffs.h) return amt } function getTimeEnergyEff() { if (!player.t.unl) return new Decimal(1) let exp = 1.2 if (player.t.upgrades.includes(21)) exp = 1.75 let eff = player.t.energy.plus(1).pow(exp) return eff; } function getTimeEnergyGainMult() { if (!player.t.unl) return new Decimal(1) let mult = new Decimal(1); if (player.t.upgrades.includes(21)) mult = mult.times(LAYER_UPGS.t[21].currently()) if (player.t.upgrades.includes(22)) mult = mult.times(LAYER_UPGS.t[22].currently()) if (player.t.upgrades.includes(23)) mult = mult.times(LAYER_UPGS.t[23].currently()) if (player.t.upgrades.includes(34)) mult = mult.times(LAYER_UPGS.t[34].currently()) return mult; } function getTimeEnergyLimitMult() { if (!player.t.unl) return new Decimal(1) let mult = new Decimal(1); if (player.t.upgrades.includes(12)) mult = mult.times(LAYER_UPGS.t[12].currently()) if (player.t.upgrades.includes(21)) mult = mult.times(LAYER_UPGS.t[21].currently()) if (player.t.upgrades.includes(22)) mult = mult.times(LAYER_UPGS.t[22].currently()) if (player.t.upgrades.includes(23)) mult = mult.times(LAYER_UPGS.t[23].currently()) if (player.t.upgrades.includes(34)) mult = mult.times(LAYER_UPGS.t[34].currently()) return mult; } function getExtCapsuleCost() { let amt = player.t.extCapsules if (amt.gte(25)) amt = amt.pow(2).div(25) let cost = amt.times(0.4).pow(1.2).plus(1).times(10) return cost.floor() } function buyExtCapsule() { if (!player.t.unl) return let cost = getExtCapsuleCost() if (player.b.points.lt(cost)) return player.b.points = player.b.points.sub(cost) player.t.extCapsules = player.t.extCapsules.plus(1) } function maxExtTimeCapsules() { let target = player.b.points.div(10).sub(1).root(1.2).div(0.4) if (target.gte(25)) target = target.times(25).sqrt() target = target.plus(1).floor() if (target.lte(player.t.extCapsules)) return player.t.extCapsules = player.t.extCapsules.max(target) } function getSpace() { let baseSpace = player.s.best.pow(1.1).times(3).floor() if (player.s.upgrades.includes(13)) baseSpace = baseSpace.plus(2); if (player.s.upgrades.includes(24)) baseSpace = baseSpace.plus(3); return baseSpace.sub(player.s.spent) } function getSpaceBuildingCostMod() { let mod = new Decimal(1) if (player.s.upgrades.includes(24)) mod = new Decimal(0.5) return mod; } function getSpaceBuildingCost(x) { let inputVal = new Decimal([1e3,1e10,1e25,1e48,1e100][x-1]) let bought = player.s.buildings[x] let cost = Decimal.pow(inputVal, bought.times(getSpaceBuildingCostMod()).pow(1.35)).times(inputVal).times((bought.gt(0)||x>1)?1:0) return cost } function getSpaceBuildingPow() { if (!player.s.unl) return new Decimal(0) let pow = new Decimal(1) if (player.s.upgrades.includes(21)) pow = pow.times(LAYER_UPGS.s[21].currently()) if (player.s.upgrades.includes(22)) pow = pow.times(LAYER_UPGS.s[22].currently()) if (player.s.upgrades.includes(23)) pow = pow.times(LAYER_UPGS.s[23].currently()) return pow } function getExtraBuildingLevels(x) { let lvl = new Decimal(0) if (player.s.upgrades.includes(11)) lvl = lvl.plus(1); if (player.s.upgrades.includes(14)) lvl = lvl.plus(1); if (x<5) lvl = lvl.plus(tmp.spaceBuildEff[5]) return lvl } function getSpaceBuildingEff(x) { let bought = player.s.buildings[x].plus(getExtraBuildingLevels(x)); if (!player.s.unl) bought = new Decimal(0); if (tmp.sbUnl