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The-Modding-Tree/js/layers.js

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JavaScript

var layers = {
c: {
startData() { return {
unl: true,
points: new Decimal(0),
best: new Decimal(0),
total: new Decimal(0),
upgrades: [],
milestones: [],
buyables: {}, // You don't actually have to initialize this one
beep: false,
}},
color: "#4BEC13",
requires() {return new Decimal(10)}, // Can be a function that takes requirement increases into account
resource: "lollipops", // Name of prestige currency
baseResource: "candies", // Name of resource prestige is based on
baseAmount() {return player.points},
type: "normal", // normal: cost to gain currency depends on amount gained. static: cost depends on how much you already have
exponent: 0.5, // Prestige currency exponent
base: 5, // Only needed for static layers, base of the formula (b^(x^exp))
resCeil: false, // True if the resource needs to be rounded up
canBuyMax() {}, // Only needed for static layers
gainMult() {
mult = new Decimal(1)
if (player.c.upgrades.includes(21)) mult = mult.times(2)
if (player.c.upgrades.includes(23)) mult = mult.times(LAYER_UPGS.c[23].currently())
return mult
},
gainExp() {
return new Decimal(1)
},
row: 0,
effect() {return { // Formulas for any boosts inherent to resources in the layer. Can return a single value instead of an object if there is just one effect
waffleBoost: (true == false ? 0 : Decimal.pow(player.c.points, 0.2)),
icecreamCap: (player.c.points * 10)
}},
effectDescription() {
eff = layers.c.effect();
return "which are boosting waffles by "+format(eff.waffleBoost)+" and increasing the Ice Cream cap by "+format(eff.icecreamCap)
},
milestones: {
0: {requirementDesc: "3 Lollipops",
done() {return player.c.best.gte(3)},
effectDesc: "Makes this green",
},
1: {requirementDesc: "4 Lollipops",
done() {return player.c.best.gte(4)},
effectDesc: "You can toggle beep and boop (which do nothing)",
toggles: [
["c", "beep"], // Each toggle is defined by a layer and the data toggled for that layer
["f", "boop"]],
}
},
upgrades: {
rows: 1,
cols: 3,
11: {
desc: "Gain 1 Candy every second.",
cost: new Decimal(1),
unl() { return player.c.unl },
},
12: {
desc: "Candy generation is faster based on your unspent Lollipops.",
cost: new Decimal(1),
unl() { return player.c.upgrades.includes(11) },
effect() {
let ret = player.c.points.add(1).pow(player.c.upgrades.includes(24)?1.1:(player.c.upgrades.includes(14)?0.75:0.5))
if (ret.gte("1e20000000")) ret = ret.sqrt().times("1e10000000")
return ret;
},
effDisp(fx) { return format(fx)+"x" },
},
13: {
desc: "Make this layer act like you bought it first.",
cost: new Decimal(69),
currencyDisplayName: "candies", // Use if using a nonstandard currency
currencyInternalName: "points", // Use if using a nonstandard currency
currencyLayer: "", // Leave empty if not in a layer "e.g. points"
unl() { return player.c.upgrades.includes(12) },
onPurchase() {
player.c.order = 0
}
},
},
buyables: {
rows: 1,
cols: 1,
respec() { // Optional, reset things and give back your currency. Having this function makes a respec button appear
player.c.points = player.c.points.add(player.c.spentOnBuyables) // A built-in thing to keep track of this but only keeps a single value
resetBuyables("c")
doReset("c", true) // Force a reset
},
respecText: "Respec Thingies", // Text on Respec button, optional
11: {
title: "Exhancers", // Optional, displayed at the top in a larger font
cost(x) { // cost for buying xth buyable, can be an object if there are multiple currencies
if (x.gte(25)) x = x.pow(2).div(25)
let cost = Decimal.pow(2, x.pow(1.5))
return cost.floor()
},
effects(x) { // Effects of owning x of the items, x is a decimal
let eff = {}
if (x.gte(0)) eff.first = Decimal.pow(25, x.pow(1.1))
else eff.first = Decimal.pow(1/25, x.times(-1).pow(1.1))
if (x.gte(0)) eff.second = x.pow(0.8)
else eff.second = x.times(-1).pow(0.8).times(-1)
return eff;
},
display (){
let data = tmp.buyables.c["11"]
return "Cost: " + format(data.cost) + " lollipops\n\
Amount: " + player.c.buyables["11"] + "\n\
Adds + " + format(data.effects.first) + " things and multiplies stuff by " + format(data.effects.second)
},
unl() { return player.c.unl },
canAfford() {return player.c.points.gte(tmp.buyables.c[11].cost)},
buy() {
cost = tmp.buyables.c[11].cost
player.c.points = player.c.points.sub(cost)
player.c.buyables[11] = player.c.buyables[11].add(1)
player.c.spentOnBuyables = player.c.spentOnBuyables.add(cost) // This is a built-in system that you can use for respeccing but it only works with a single Decimal value
},
buyMax() {}, // You'll have to handle this yourself if you want
},
},
doReset(layer){
if(layers[layer].row > layers["c"].row) fullLayerReset('c') // This is actually the default behavior
},
convertToDecimal() {
// Convert any layer-specific values (besides points, total, and best) to Decimal
},
layerShown() {return true}, // Condition for when layer appears
update(diff) {
if (player.c.upgrades.includes(11)) player.points = player.points.add(tmp.pointGen.times(diff)).max(0)
}, // Do any gameloop things (e.g. resource generation) inherent to this layer
automate() {
}, // Do any automation inherent to this layer if appropriate
updateTemp() {
}, // Do any necessary temp updating
resetsNothing() {return false},
incr_order: [], // Array of layer names to have their order increased when this one is first unlocked
// Optional, lets you format the tab yourself by listing components. You can create your own components in v.js.
tabFormat: ["main-display",
["prestige-button", function(){return "Melt your points into "}],
["raw-html", function() {return "<button onclick='console.log(`yeet`)'>'HI'</button>"}],
["display-text",
function() {return 'I have ' + format(player.points) + ' pointy points!'},
{"color": "red", "font-size": "32px", "font-family": "Comic Sans MS"}],
["buyables", "150px"],
["toggle", ["c", "beep"]],
"milestones", "upgrades"],
style: {
'background-color': 'blue'
},
},
f: {
startData() { return {
unl: false,
points: new Decimal(0),
boop: false,
}},
color: "#FE0102",
requires() {return new Decimal(200)},
resource: "farm points",
baseResource: "candies",
baseAmount() {return player.points},
type: "normal",
exponent: 0.5,
resCeil: false,
gainMult() {
return new Decimal(1)
},
gainExp() {
return new Decimal(1)
},
row: 1,
layerShown() {return true},
branches: [["c", 1]] // Each pair corresponds to a line added to the tree when this node is unlocked. The letter is the other end of the line, and the number affects the color, 1 is default
},
}
function layerShown(layer){
return layers[layer].layerShown();
}
var LAYERS = Object.keys(layers);
var ROW_LAYERS = {}
for (layer in layers){
row = layers[layer].row
if(!ROW_LAYERS[row]) ROW_LAYERS[row] = {}
ROW_LAYERS[row][layer]=layer;
}
function addLayer(layerName, layerData){ // Call this to add layers from a different file!
layers[layerName] = layerData
LAYERS = Object.keys(layers);
ROW_LAYERS = {}
for (layer in layers){
row = layers[layer].row
if(!ROW_LAYERS[row]) ROW_LAYERS[row] = {}
ROW_LAYERS[row][layer]=layer;
}
}