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The-Modding-Tree/js/game.js
2021-05-18 18:36:17 -04:00

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JavaScript

var player;
var needCanvasUpdate = true;
var gameEnded = false;
var scrolled = false;
// Don't change this
const TMT_VERSION = {
tmtNum: "2.5.9.1",
tmtName: "Dreams Really Do Come True"
}
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) {
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 && row !== "side" && !isNaN(row)) layerDataReset(lr)
}
}
function layerDataReset(layer, keep = []) {
let storedData = {unlocked: player[layer].unlocked, forceTooltip: player[layer].forceTooltip, noRespecConfirm: player[layer].noRespecConfirm} // 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 (tmp[layer].resetsNothing) return
for (layerResetting in layers) {
if (row >= layers[layerResetting].row && (!force || layerResetting != layer)) completeChallenge(layerResetting)
}
prevOnReset = {...player} //Deep Copy
player.points = (row == 0 ? decimalZero : getStartPoints())
for (let x = row; x >= 0; x--) rowReset(x, layer)
rowReset("side", 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)
player[layer].activeChallenge = null
} else {
enter = true
}
doReset(layer, true)
if(enter) {
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){
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])
}
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
if (isNaN(diff)) diff = 0
if (gameEnded && !player.keepGoing) {
diff = 0
player.tab = "gameEnded"
clearParticles()
}
if (player.devSpeed) diff *= player.devSpeed
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() {
if (!confirm("Are you sure you want to do this? You will lose all your progress!")) return
player = null
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
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)