mirror of
https://github.com/Acamaeda/The-Modding-Tree.git
synced 2024-11-28 02:51:55 +00:00
394 lines
11 KiB
JavaScript
394 lines
11 KiB
JavaScript
var player;
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var tmp = {};
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var needCanvasUpdate = true;
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var NaNalert = false;
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var gameEnded = false;
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let VERSION = {
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num: "1.3",
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name: "Finally some real progress!"
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}
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function getPointGen() {
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let gain = new Decimal(1)
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if (hasUpg("c", 12)) gain = gain.times(layers.c.upgrades[12].effect())
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return gain
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}
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// Function to determine if the player is in a challenge
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function inChallenge(layer, id){
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let chall = player[layer].active
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if (chall==toNumber(id)) return true
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if (layers[layer].challs[chall].countsAs)
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return layers[layer].challs[id].countsAs.includes(id)
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}
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function convertToDecimal() {
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player.points = new Decimal(player.points)
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for (layer in layers) {
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player[layer].points = new Decimal(player[layer].points)
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if (player[layer].best != undefined) player[layer].best = new Decimal(player[layer].best)
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if (player[layer].total !== undefined) player[layer].total = new Decimal(player[layer].total)
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player[layer].spentOnBuyables = new Decimal(player[layer].spentOnBuyables)
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if (player[layer].buyables != undefined) {
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for (id in player[layer].buyables)
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player[layer].buyables[id] = new Decimal(player[layer].buyables[id])
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}
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player[layer].best = new Decimal(player[layer].best)
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if (layers[layer].convertToDecimal) layers[layer].convertToDecimal();
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}
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}
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function getResetGain(layer) {
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if (tmp.gainExp[layer].eq(0)) return new Decimal(0)
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if (layers[layer].type=="static") {
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if ((!layers[layer].canBuyMax()) || tmp.layerAmt[layer].lt(tmp.layerReqs[layer])) return new Decimal(1)
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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))
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return gain.floor().sub(player[layer].points).add(1).max(1);
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} else {
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if (tmp.layerAmt[layer].lt(tmp.layerReqs[layer])) return new Decimal(0)
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let gain = tmp.layerAmt[layer].div(tmp.layerReqs[layer]).pow(layers[layer].exponent).times(tmp.gainMults[layer]).pow(tmp.gainExp[layer])
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if (gain.gte("e1e7")) gain = gain.sqrt().times("e5e6")
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return gain.floor().max(0);
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}
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}
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function getNextAt(layer) {
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if (tmp.gainExp[layer].eq(0)) return new Decimal(1/0)
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if (layers[layer].type=="static") {
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let amt = player[layer].points
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let extraCost = Decimal.pow(layers[layer].base, amt.pow(layers[layer].exponent).div(tmp.gainExp[layer])).times(tmp.gainMults[layer])
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let cost = extraCost.times(tmp.layerReqs[layer]).max(tmp.layerReqs[layer])
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if (layers[layer].resCeil) cost = cost.ceil()
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return cost;
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} else {
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let next = tmp.resetGain[layer].add(1)
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if (next.gte("e1e7")) next = next.div("e5e6").pow(2)
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next = next.root(tmp.gainExp[layer]).div(tmp.gainMults[layer]).root(layers[layer].exponent).times(tmp.layerReqs[layer]).max(tmp.layerReqs[layer])
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if (layers[layer].resCeil) next = next.ceil()
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return next;
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}
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}
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// Return true if the layer should be highlighted. By default checks for upgrades only.
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function shouldNotify(layer){
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for (id in layers[layer].upgrades){
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if (!isNaN(id)){
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if (canAffordUpg(layer, id) && !hasUpg(layer, id) && tmp.upgrades[layer][id].unl){
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return true
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}
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}
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}
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if (layers[layer].shouldNotify){
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return layers[layer].shouldNotify()
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}
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else
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return false
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}
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function rowReset(row, layer) {
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for (lr in ROW_LAYERS[row]){
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if(layers[lr].doReset)
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layers[lr].doReset(layer)
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else
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if(layers[layer].row > layers[lr].row) fullLayerReset(lr)
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}
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}
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function fullLayerReset(layer) {
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player[layer] = layers[layer].startData();
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player[layer].upgrades = []
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player[layer].milestones = []
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player[layer].challs = []
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resetBuyables(layer)
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}
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function resetBuyables(layer){
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if (layers[layer].buyables)
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player[layer].buyables = getStartBuyables(layer)
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player[layer].spentOnBuyables = new Decimal(0)
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}
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function getStartBuyables(layer){
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let data = {}
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if (layers[layer].buyables) {
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for (id in layers[layer].buyables)
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if (!isNaN(id))
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data[id] = new Decimal(0)
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}
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return data
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}
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function addPoints(layer, gain) {
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player[layer].points = player[layer].points.add(gain).max(0)
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if (player[layer].best) player[layer].best = player[layer].best.max(player[layer].points)
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if (player[layer].total) player[layer].total = player[layer].total.add(gain)
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}
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function generatePoints(layer, diff) {
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addPoints(layer, tmp.resetGain[layer].times(diff))
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}
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var prevOnReset
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function doReset(layer, force=false) {
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let row = layers[layer].row
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if (!force) {
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if (tmp.layerAmt[layer].lt(tmp.layerReqs[layer])) return;
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let gain = tmp.resetGain[layer]
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if (layers[layer].type=="static") {
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if (tmp.layerAmt[layer].lt(tmp.nextAt[layer])) return;
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gain =(layers[layer].canBuyMax() ? gain : 1)
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}
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if (layers[layer].onPrestige)
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layers[layer].onPrestige(gain)
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addPoints(layer, gain)
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updateMilestones(layer)
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if (!player[layer].unl) {
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player[layer].unl = true;
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needCanvasUpdate = true;
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if (layers[layer].incr_order){
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for (lr in layers[layer].incr_order)
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if (!player[lr].unl) player[lr].order++
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}
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}
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tmp.layerAmt[layer] = new Decimal(0) // quick fix
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}
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if (layers[layer].resetsNothing && layers[layer].resetsNothing()) return
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for (layerResetting in layers) {
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if (row >= layers[layerResetting].row && (!force || layerResetting != layer)) completeChall(layerResetting)
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}
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prevOnReset = {...player} //Deep Copy
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player.points = (row == 0 ? new Decimal(0) : new Decimal(10))
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for (let x = row; x >= 0; x--) rowReset(x, layer)
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prevOnReset = undefined
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updateTemp()
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updateTemp()
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}
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function respecBuyables(layer) {
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if (!layers[layer].buyables) return
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if (!layers[layer].buyables.respec) return
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if (!confirm("Are you sure you want to respec? This will force you to do a \"" + layer + "\" reset as well!")) return
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layers[layer].buyables.respec()
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}
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function canAffordUpg(layer, id) {
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upg = layers[layer].upgrades[id]
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cost = tmp.upgrades[layer][id].cost
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return canAffordPurchase(layer, upg, cost)
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}
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function hasUpg(layer, id){
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return (player[layer].upgrades.includes(toNumber(id)))
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}
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function hasMilestone(layer, id){
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return (player[layer].milestones.includes(toNumber(id)))
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}
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function hasChall(layer, id){
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return (player[layer].challs.includes(toNumber(id)))
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}
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function canAffordPurchase(layer, thing, cost) {
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if (thing.currencyInternalName){
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let name = thing.currencyInternalName
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if (thing.currencyLayer){
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let lr = thing.currencyLayer
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return !(player[lr][name].lt(cost))
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}
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else {
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return !(player[name].lt(cost))
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}
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}
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else {
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return !(player[layer].points.lt(cost))
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}
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}
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function buyUpg(layer, id) {
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if (!player[layer].unl) return
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if (!layers[layer].upgrades[id].unl()) return
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if (player[layer].upgrades.includes(id)) return
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upg = layers[layer].upgrades[id]
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cost = tmp.upgrades[layer][id].cost
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if (upg.currencyInternalName){
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let name = upg.currencyInternalName
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if (upg.currencyLayer){
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let lr = upg.currencyLayer
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if (player[lr][name].lt(cost)) return
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player[lr][name] = player[lr][name].sub(cost)
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}
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else {
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if (player[name].lt(cost)) return
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player[name] = player[name].sub(cost)
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}
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}
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else {
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if (player[layer].points.lt(cost)) return
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player[layer].points = player[layer].points.sub(cost)
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}
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player[layer].upgrades.push(id);
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if (upg.onPurchase != undefined)
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upg.onPurchase()
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}
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function buyBuyable(layer, id) {
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if (!player[layer].unl) return
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if (!tmp.buyables[layer][id].unl) return
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if (!tmp.buyables[layer][id].canAfford) return
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layers[layer].buyables[id].buy()
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}
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function resetRow(row) {
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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
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let pre_layers = ROW_LAYERS[row-1]
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let layers = ROW_LAYERS[row]
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let post_layers = ROW_LAYERS[row+1]
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rowReset(row+1, post_layers[0])
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doReset(pre_layers[0], true)
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for (let layer in layers) {
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player[layers[layer]].unl = false
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if (player[layers[layer]].order) player[layers[layer]].order = 0
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}
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player.points = new Decimal(10)
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updateTemp();
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resizeCanvas();
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}
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function startChall(layer, x) {
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if (!player[layer].unl) return
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if (player[layer].active == x) {
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completeChall(layer, x)
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delete player[layer].active
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} else {
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player[layer].active = x
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}
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doReset(layer, true)
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updateChallTemp(layer)
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}
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function canCompleteChall(layer, x)
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{
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if (x != player[layer].active) return
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let chall = layers[layer].challs[x]
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if (chall.currencyInternalName){
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let name = chall.currencyInternalName
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if (chall.currencyLayer){
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let lr = chall.currencyLayer
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return !(player[lr][name].lt(readData(chall.goal)))
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}
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else {
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return !(player[name].lt(chall.cost))
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}
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}
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else {
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return !(player[layer].points.lt(chall.cost))
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}
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}
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function completeChall(layer, x) {
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var x = player[layer].active
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if (!x) return
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if (! canCompleteChall(layer, x)) return
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if (!player[layer].challs.includes(x)) {
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needCanvasUpdate = true
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player[layer].challs.push(x);
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if (layers[layer].challs[x].onComplete) layers[layer].challs[x].onComplete()
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}
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delete player[layer].active
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updateChallTemp(layer)
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}
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VERSION.withoutName = "v" + VERSION.num + (VERSION.pre ? " Pre-Release " + VERSION.pre : VERSION.pre ? " Beta " + VERSION.beta : "")
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VERSION.withName = VERSION.withoutName + (VERSION.name ? ": " + VERSION.name : "")
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const ENDGAME = new Decimal("e280000000");
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function gameLoop(diff) {
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if (player.points.gte(ENDGAME) || gameEnded) gameEnded = 1
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if (isNaN(diff)) diff = 0
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if (gameEnded && !player.keepGoing) {
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diff = 0
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player.tab = "gameEnded"
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}
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if (player.devSpeed) diff *= player.devSpeed
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addTime(diff)
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for (layer in layers){
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if (layers[layer].update) layers[layer].update(diff);
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}
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for (layer in layers){
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if (layers[layer].automate) layers[layer].automate();
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}
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for (layer in layers){
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if (layers[layer].milestones) updateMilestones(layer);
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}
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if (player.hasNaN&&!NaNalert) {
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clearInterval(interval);
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player.autosave = false;
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NaNalert = true;
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alert("We have detected a corruption in your save. Please visit https://discord.gg/wwQfgPa for help.")
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}
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}
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function hardReset() {
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if (!confirm("Are you sure you want to do this? You will lose all your progress!")) return
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player = getStartPlayer()
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save();
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window.location.reload();
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}
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var ticking = false
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var interval = setInterval(function() {
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if (player===undefined||tmp===undefined) return;
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if (ticking) return;
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if (gameEnded&&!player.keepGoing) return;
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ticking = true
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let now = Date.now()
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let diff = (now - player.time) / 1e3
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if (player.offTime !== undefined) {
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if (player.offTime.remain > modInfo.offlineLimit * 3600000) player.offlineTime.remain = modInfo.offlineLimit * 3600000
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if (player.offTime.remain > 0) {
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let offlineDiff = Math.max(player.offTime.remain / 10, diff)
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player.offTime.remain -= offlineDiff
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diff += offlineDiff
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}
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if (!player.offlineProd || player.offTime.remain <= 0) delete player.offTime
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}
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if (player.devSpeed) diff *= player.devSpeed
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player.time = now
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if (needCanvasUpdate) resizeCanvas();
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updateTemp();
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gameLoop(diff)
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ticking = false
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}, 50)
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