var player; var needCanvasUpdate = true; var gameEnded = false; // Don't change this const TMT_VERSION = { tmtNum: "2.6.3", tmtName: "Fixed Reality" } function getResetGain(layer, useType = null) { let type = useType if (!useType){ type = tmp[layer].type if (layers[layer].getResetGain !== undefined) return layers[layer].getResetGain() } if(tmp[layer].type == "none") return new Decimal (0) if (tmp[layer].gainExp.eq(0)) return decimalZero if (type=="static") { if ((!tmp[layer].canBuyMax) || tmp[layer].baseAmount.lt(tmp[layer].requires)) return decimalOne let gain = tmp[layer].baseAmount.div(tmp[layer].requires).div(tmp[layer].gainMult).max(1).log(tmp[layer].base).times(tmp[layer].gainExp).pow(Decimal.pow(tmp[layer].exponent, -1)) gain = gain.times(tmp[layer].directMult) return gain.floor().sub(player[layer].points).add(1).max(1); } else if (type=="normal"){ if (tmp[layer].baseAmount.lt(tmp[layer].requires)) return decimalZero let gain = tmp[layer].baseAmount.div(tmp[layer].requires).pow(tmp[layer].exponent).times(tmp[layer].gainMult).pow(tmp[layer].gainExp) if (gain.gte(tmp[layer].softcap)) gain = gain.pow(tmp[layer].softcapPower).times(tmp[layer].softcap.pow(decimalOne.sub(tmp[layer].softcapPower))) gain = gain.times(tmp[layer].directMult) return gain.floor().max(0); } else if (type=="custom"){ return layers[layer].getResetGain() } else { return decimalZero } } function getNextAt(layer, canMax=false, useType = null) { let type = useType if (!useType) { type = tmp[layer].type if (layers[layer].getNextAt !== undefined) return layers[layer].getNextAt(canMax) } if(tmp[layer].type == "none") return new Decimal (Infinity) if (tmp[layer].gainMult.lte(0)) return new Decimal(Infinity) if (tmp[layer].gainExp.lte(0)) return new Decimal(Infinity) if (type=="static") { if (!tmp[layer].canBuyMax) canMax = false let amt = player[layer].points.plus((canMax&&tmp[layer].baseAmount.gte(tmp[layer].nextAt))?tmp[layer].resetGain:0).div(tmp[layer].directMult) let extraCost = Decimal.pow(tmp[layer].base, amt.pow(tmp[layer].exponent).div(tmp[layer].gainExp)).times(tmp[layer].gainMult) let cost = extraCost.times(tmp[layer].requires).max(tmp[layer].requires) if (tmp[layer].roundUpCost) cost = cost.ceil() return cost; } else if (type=="normal"){ let next = tmp[layer].resetGain.add(1).div(tmp[layer].directMult) if (next.gte(tmp[layer].softcap)) next = next.div(tmp[layer].softcap.pow(decimalOne.sub(tmp[layer].softcapPower))).pow(decimalOne.div(tmp[layer].softcapPower)) next = next.root(tmp[layer].gainExp).div(tmp[layer].gainMult).root(tmp[layer].exponent).times(tmp[layer].requires).max(tmp[layer].requires) if (tmp[layer].roundUpCost) next = next.ceil() return next; } else if (type=="custom"){ return layers[layer].getNextAt(canMax) } else { return decimalZero }} function softcap(value, cap, power = 0.5) { if (value.lte(cap)) return value else return value.pow(power).times(cap.pow(decimalOne.sub(power))) } // Return true if the layer should be highlighted. By default checks for upgrades only. function shouldNotify(layer){ for (id in tmp[layer].upgrades){ if (isPlainObject(layers[layer].upgrades[id])){ if (canAffordUpgrade(layer, id) && !hasUpgrade(layer, id) && tmp[layer].upgrades[id].unlocked){ return true } } } if (player[layer].activeChallenge && canCompleteChallenge(layer, player[layer].activeChallenge)) { return true } if (tmp[layer].shouldNotify) return true if (isPlainObject(tmp[layer].tabFormat)) { for (subtab in tmp[layer].tabFormat){ if (subtabShouldNotify(layer, 'mainTabs', subtab)) { tmp[layer].trueGlowColor = tmp[layer].tabFormat[subtab].glowColor return true } } } for (family in tmp[layer].microtabs) { for (subtab in tmp[layer].microtabs[family]){ if (subtabShouldNotify(layer, family, subtab)) { tmp[layer].trueGlowColor = tmp[layer].microtabs[family][subtab].glowColor return true } } } return false } function canReset(layer) { if (layers[layer].canReset!== undefined) return run(layers[layer].canReset, layers[layer]) else 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 false } function rowReset(row, layer) { for (lr in ROW_LAYERS[row]){ if(layers[lr].doReset) { if (!isNaN(row)) Vue.set(player[lr], "activeChallenge", null) // Exit challenges on any row reset on an equal or higher row run(layers[lr].doReset, layers[lr], layer) } else if(tmp[layer].row > tmp[lr].row && !isNaN(row)) layerDataReset(lr) } } function layerDataReset(layer, keep = []) { let storedData = {unlocked: player[layer].unlocked, forceTooltip: player[layer].forceTooltip, noRespecConfirm: player[layer].noRespecConfirm, prevTab:player[layer].prevTab} // Always keep these for (thing in keep) { if (player[layer][keep[thing]] !== undefined) storedData[keep[thing]] = player[layer][keep[thing]] } Vue.set(player[layer], "buyables", getStartBuyables(layer)) Vue.set(player[layer], "clickables", getStartClickables(layer)) Vue.set(player[layer], "challenges", getStartChallenges(layer)) layOver(player[layer], getStartLayerData(layer)) player[layer].upgrades = [] player[layer].milestones = [] player[layer].achievements = [] player[layer].challenges = getStartChallenges(layer) resetBuyables(layer) if (layers[layer].clickables && !player[layer].clickables) player[layer].clickables = getStartClickables(layer) for (thing in storedData) { player[layer][thing] =storedData[thing] } } function resetBuyables(layer){ if (layers[layer].buyables) player[layer].buyables = getStartBuyables(layer) player[layer].spentOnBuyables = decimalZero } 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) { if (tmp[layer].type == "none") return let row = tmp[layer].row if (!force) { if (tmp[layer].baseAmount.lt(tmp[layer].requires)) return; let gain = tmp[layer].resetGain if (tmp[layer].type=="static") { if (tmp[layer].baseAmount.lt(tmp[layer].nextAt)) return; gain =(tmp[layer].canBuyMax ? gain : 1) } if (tmp[layer].type=="custom") { if (!tmp[layer].canReset) return; } if (layers[layer].onPrestige) run(layers[layer].onPrestige, layers[layer], gain) addPoints(layer, gain) updateMilestones(layer) updateAchievements(layer) if (!player[layer].unlocked) { player[layer].unlocked = true; needCanvasUpdate = true; if (tmp[layer].increaseUnlockOrder){ lrs = tmp[layer].increaseUnlockOrder for (lr in lrs) if (!player[lrs[lr]].unlocked) player[lrs[lr]].unlockOrder++ } } tmp[layer].baseAmount = decimalZero // quick fix } if (run(layers[layer].resetsNothing, layers[layer])) return for (layerResetting in layers) { if (row >= layers[layerResetting].row && (!force || layerResetting != layer)) completeChallenge(layerResetting) } prevOnReset = {...player} player.points = (row == 0 ? decimalZero : getStartPoints()) for (let x = row; x >= 0; x--) rowReset(x, layer) for (r in OTHER_LAYERS){ rowReset(r, layer) } prevOnReset = undefined player[layer].resetTime = 0 updateTemp() updateTemp() } 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[layer].unlocked = false if (player[layer].unlockOrder) player[layer].unlockOrder = 0 } player.points = getStartPoints() updateTemp(); resizeCanvas(); } function startChallenge(layer, x) { let enter = false if (!player[layer].unlocked) return if (player[layer].activeChallenge == x) { completeChallenge(layer, x) Vue.set(player[layer], "activeChallenge", null) } else { enter = true } doReset(layer, true) if(enter) { Vue.set(player[layer], "activeChallenge", x) run(layers[layer].challenges[x].onEnter, layers[layer].challenges[x]) } updateChallengeTemp(layer) } function canCompleteChallenge(layer, x) { if (x != player[layer].activeChallenge) return let challenge = tmp[layer].challenges[x] if (challenge.canComplete !== undefined) return challenge.canComplete if (challenge.currencyInternalName){ let name = challenge.currencyInternalName if (challenge.currencyLocation){ return !(challenge.currencyLocation[name].lt(challenge.goal)) } else if (challenge.currencyLayer){ let lr = challenge.currencyLayer return !(player[lr][name].lt(challenge.goal)) } else { return !(player[name].lt(challenge.goal)) } } else { return !(player.points.lt(challenge.goal)) } } function completeChallenge(layer, x) { var x = player[layer].activeChallenge if (!x) return let completions = canCompleteChallenge(layer, x) if (!completions){ Vue.set(player[layer], "activeChallenge", null) run(layers[layer].challenges[x].onExit, layers[layer].challenges[x]) return } if (player[layer].challenges[x] < tmp[layer].challenges[x].completionLimit) { needCanvasUpdate = true 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]) } Vue.set(player[layer], "activeChallenge", null) run(layers[layer].challenges[x].onExit, layers[layer].challenges[x]) updateChallengeTemp(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 : "") function autobuyUpgrades(layer){ if (!tmp[layer].upgrades) return for (id in tmp[layer].upgrades) if (isPlainObject(tmp[layer].upgrades[id]) && (layers[layer].upgrades[id].canAfford === undefined || layers[layer].upgrades[id].canAfford() === true)) buyUpg(layer, id) } function gameLoop(diff) { if (isEndgame() || gameEnded){ gameEnded = 1 clearParticles() } if (isNaN(diff) || diff < 0) diff = 0 if (gameEnded && !player.keepGoing) { diff = 0 //player.tab = "gameEnded" clearParticles() } if (maxTickLength) { let limit = maxTickLength() if(diff > limit) diff = limit } addTime(diff) player.points = player.points.add(tmp.pointGen.times(diff)).max(0) for (let x = 0; x <= maxRow; x++){ for (item in TREE_LAYERS[x]) { let layer = TREE_LAYERS[x][item] player[layer].resetTime += diff if (tmp[layer].passiveGeneration) generatePoints(layer, diff*tmp[layer].passiveGeneration); if (layers[layer].update) layers[layer].update(diff); } } for (row in OTHER_LAYERS){ for (item in OTHER_LAYERS[row]) { let layer = OTHER_LAYERS[row][item] player[layer].resetTime += diff if (tmp[layer].passiveGeneration) generatePoints(layer, diff*tmp[layer].passiveGeneration); if (layers[layer].update) layers[layer].update(diff); } } for (let x = maxRow; x >= 0; x--){ for (item in TREE_LAYERS[x]) { let layer = TREE_LAYERS[x][item] if (tmp[layer].autoPrestige && tmp[layer].canReset) doReset(layer); if (layers[layer].automate) layers[layer].automate(); if (tmp[layer].autoUpgrade) autobuyUpgrades(layer) } } for (row in OTHER_LAYERS){ for (item in OTHER_LAYERS[row]) { let layer = OTHER_LAYERS[row][item] if (tmp[layer].autoPrestige && tmp[layer].canReset) doReset(layer); if (layers[layer].automate) layers[layer].automate(); player[layer].best = player[layer].best.max(player[layer].points) if (tmp[layer].autoUpgrade) autobuyUpgrades(layer) } } for (layer in layers){ if (layers[layer].milestones) updateMilestones(layer); if (layers[layer].achievements) updateAchievements(layer) } } function hardReset(resetOptions) { if (!confirm("Are you sure you want to do this? You will lose all your progress!")) return player = null if(resetOptions) options = null save(true); 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 let trueDiff = diff if (player.offTime !== undefined) { if (player.offTime.remain > modInfo.offlineLimit * 3600) player.offTime.remain = modInfo.offlineLimit * 3600 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) player.offTime = undefined } if (player.devSpeed) diff *= player.devSpeed player.time = now if (needCanvasUpdate){ resizeCanvas(); needCanvasUpdate = false; } tmp.scrolled = document.getElementById('treeTab') && document.getElementById('treeTab').scrollTop > 30 updateTemp(); updateOomps(diff); updateWidth() updateTabFormats() gameLoop(diff) fixNaNs() adjustPopupTime(trueDiff) updateParticles(trueDiff) ticking = false }, 50) setInterval(function() {needCanvasUpdate = true}, 500)