mirror of
https://github.com/Acamaeda/The-Modding-Tree.git
synced 2024-11-24 09:21:46 +00:00
e6c03dbf4d
Also fixed the screen width detection
434 lines
No EOL
12 KiB
JavaScript
434 lines
No EOL
12 KiB
JavaScript
// ************ Big Feature related ************
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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 (!player[layer].noRespecConfirm && !confirm(tmp[layer].buyables.respecMessage || "Are you sure you want to respec? This will force you to do a \"" + (tmp[layer].name ? tmp[layer].name : layer) + "\" reset as well!")) return
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run(layers[layer].buyables.respec, layers[layer].buyables)
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updateBuyableTemp(layer)
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document.activeElement.blur()
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}
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function canAffordUpgrade(layer, id) {
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let upg = tmp[layer].upgrades[id]
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if (tmp[layer].upgrades[id].canAfford !== undefined) return tmp[layer].upgrades[id].canAfford
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let cost = tmp[layer].upgrades[id].cost
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return canAffordPurchase(layer, upg, cost)
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}
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function canBuyBuyable(layer, id) {
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let b = temp[layer].buyables[id]
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return (b.unlocked && b.canAfford && player[layer].buyables[id].lt(b.purchaseLimit))
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}
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function hasUpgrade(layer, id) {
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return (player[layer].upgrades.includes(toNumber(id)) || player[layer].upgrades.includes(id.toString()))
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}
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function hasMilestone(layer, id) {
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return (player[layer].milestones.includes(toNumber(id)) || player[layer].milestones.includes(id.toString()))
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}
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function hasAchievement(layer, id) {
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return (player[layer].achievements.includes(toNumber(id)) || player[layer].achievements.includes(id.toString()))
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}
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function hasChallenge(layer, id) {
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return (player[layer].challenges[id])
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}
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function maxedChallenge(layer, id) {
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return (player[layer].challenges[id] >= tmp[layer].challenges[id].completionLimit)
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}
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function challengeCompletions(layer, id) {
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return (player[layer].challenges[id])
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}
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function getBuyableAmount(layer, id) {
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return (player[layer].buyables[id])
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}
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function setBuyableAmount(layer, id, amt) {
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player[layer].buyables[id] = amt
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}
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function getClickableState(layer, id) {
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return (player[layer].clickables[id])
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}
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function setClickableState(layer, id, state) {
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player[layer].clickables[id] = state
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}
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function upgradeEffect(layer, id) {
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return (tmp[layer].upgrades[id].effect)
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}
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function challengeEffect(layer, id) {
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return (tmp[layer].challenges[id].rewardEffect)
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}
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function buyableEffect(layer, id) {
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return (tmp[layer].buyables[id].effect)
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}
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function clickableEffect(layer, id) {
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return (tmp[layer].clickables[id].effect)
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}
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function achievementEffect(layer, id) {
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return (tmp[layer].achievements[id].effect)
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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.currencyLocation) {
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return !(thing.currencyLocation[name].lt(cost))
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}
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else 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 buyUpgrade(layer, id) {
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buyUpg(layer, id)
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}
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function buyUpg(layer, id) {
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if (!tmp[layer].upgrades || !tmp[layer].upgrades[id]) return
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let upg = tmp[layer].upgrades[id]
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if (!player[layer].unlocked) return
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if (!tmp[layer].upgrades[id].unlocked) return
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if (player[layer].upgrades.includes(id)) return
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if (upg.canAfford === false) return
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let pay = layers[layer].upgrades[id].pay
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if (pay !== undefined)
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run(pay, layers[layer].upgrades[id])
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else {
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let cost = tmp[layer].upgrades[id].cost
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if (upg.currencyInternalName) {
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let name = upg.currencyInternalName
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if (upg.currencyLocation) {
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if (upg.currencyLocation[name].lt(cost)) return
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upg.currencyLocation[name] = upg.currencyLocation[name].sub(cost)
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}
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else 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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}
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player[layer].upgrades.push(id);
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if (upg.onPurchase != undefined)
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run(upg.onPurchase, upg)
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}
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function buyMaxBuyable(layer, id) {
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if (!player[layer].unlocked) return
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if (!tmp[layer].buyables[id].unlocked) return
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if (!tmp[layer].buyables[id].canAfford) return
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if (!layers[layer].buyables[id].buyMax) return
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run(layers[layer].buyables[id].buyMax, layers[layer].buyables[id])
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updateBuyableTemp(layer)
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}
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function buyBuyable(layer, id) {
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if (!player[layer].unlocked) return
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if (!tmp[layer].buyables[id].unlocked) return
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if (!tmp[layer].buyables[id].canBuy) return
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run(layers[layer].buyables[id].buy, layers[layer].buyables[id])
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updateBuyableTemp(layer)
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}
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function clickClickable(layer, id) {
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if (!player[layer].unlocked) return
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if (!tmp[layer].clickables[id].unlocked) return
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if (!tmp[layer].clickables[id].canClick) return
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run(layers[layer].clickables[id].onClick, layers[layer].clickables[id])
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updateClickableTemp(layer)
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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 challenge = player[layer].activeChallenge
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if (!challenge) return false
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id = toNumber(id)
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if (challenge == id) return true
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if (layers[layer].challenges[challenge].countsAs)
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return tmp[layer].challenges[challenge].countsAs.includes(id)
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}
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// ************ Misc ************
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var onTreeTab = true
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function showTab(name) {
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if (LAYERS.includes(name) && !layerunlocked(name)) return
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if (player.tab === name && isPlainObject(tmp[name].tabFormat)) {
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player.subtabs[name].mainTabs = Object.keys(layers[name].tabFormat)[0]
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}
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var toTreeTab = name == "none"
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player.tab = name
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if (player.navTab == "none" && (tmp[name].row !== "side") && (tmp[name].row !== "otherside")) player.lastSafeTab = name
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delete player.notify[name]
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needCanvasUpdate = true
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document.activeElement.blur()
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}
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function showNavTab(name) {
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if (LAYERS.includes(name) && !layerunlocked(name)) return
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var toTreeTab = name == "tree"
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player.navTab = name
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player.notify[name] = false
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needCanvasUpdate = true
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}
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function goBack() {
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if (player.navTab !== "none") showTab("none")
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else showTab(player.lastSafeTab)
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}
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function layOver(obj1, obj2) {
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for (let x in obj2) {
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if (obj2[x] instanceof Decimal) obj1[x] = new Decimal(obj2[x])
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else if (obj2[x] instanceof Object) layOver(obj1[x], obj2[x]);
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else obj1[x] = obj2[x];
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}
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}
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function prestigeNotify(layer) {
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if (layers[layer].prestigeNotify) return layers[layer].prestigeNotify()
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if (isPlainObject(tmp[layer].tabFormat)) {
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for (subtab in tmp[layer].tabFormat){
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if (subtabResetNotify(layer, 'mainTabs', subtab))
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return true
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}
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}
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for (family in tmp[layer].microtabs) {
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for (subtab in tmp[layer].microtabs[family]){
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if (subtabResetNotify(layer, family, subtab))
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return true
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}
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}
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if (tmp[layer].autoPrestige || tmp[layer].passiveGeneration) return false
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else if (tmp[layer].type == "static") return tmp[layer].canReset
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else if (tmp[layer].type == "normal") return (tmp[layer].canReset && (tmp[layer].resetGain.gte(player[layer].points.div(10))))
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else return false
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}
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function notifyLayer(name) {
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if (player.tab == name || !layerunlocked(name)) return
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player.notify[name] = 1
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}
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function subtabShouldNotify(layer, family, id) {
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let subtab = {}
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if (family == "mainTabs") subtab = tmp[layer].tabFormat[id]
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else subtab = tmp[layer].microtabs[family][id]
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if (subtab.embedLayer) return tmp[subtab.embedLayer].notify
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else return subtab.shouldNotify
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}
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function subtabResetNotify(layer, family, id) {
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let subtab = {}
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if (family == "mainTabs") subtab = tmp[layer].tabFormat[id]
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else subtab = tmp[layer].microtabs[family][id]
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if (subtab.embedLayer) return tmp[subtab.embedLayer].prestigeNotify
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else return subtab.prestigeNotify
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}
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function nodeShown(layer) {
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if (layerShown(layer)) return true
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switch (layer) {
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case "idk":
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return player.idk.unlocked
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break;
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}
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return false
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}
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function layerunlocked(layer) {
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if (tmp[layer] && tmp[layer].type == "none") return (player[layer].unlocked)
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return LAYERS.includes(layer) && (player[layer].unlocked || (tmp[layer].canReset && tmp[layer].layerShown))
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}
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function keepGoing() {
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player.keepGoing = true;
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needCanvasUpdate = true;
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goBack()
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}
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function toNumber(x) {
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if (x.mag !== undefined) return x.toNumber()
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if (x + 0 !== x) return parseFloat(x)
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return x
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}
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function updateMilestones(layer) {
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for (id in layers[layer].milestones) {
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if (!(hasMilestone(layer, id)) && layers[layer].milestones[id].done()) {
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player[layer].milestones.push(id)
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if (tmp[layer].milestonePopups || tmp[layer].milestonePopups === undefined) doPopup("milestone", tmp[layer].milestones[id].requirementDescription, "Milestone Gotten!", 3, tmp[layer].color);
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player[layer].lastMilestone = id
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}
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}
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}
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function updateAchievements(layer) {
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for (id in layers[layer].achievements) {
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if (isPlainObject(layers[layer].achievements[id]) && !(hasAchievement(layer, id)) && layers[layer].achievements[id].done()) {
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player[layer].achievements.push(id)
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if (layers[layer].achievements[id].onComplete) layers[layer].achievements[id].onComplete()
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if (tmp[layer].achievementPopups || tmp[layer].achievementPopups === undefined) doPopup("achievement", tmp[layer].achievements[id].name, "Achievement Gotten!", 3, tmp[layer].color);
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}
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}
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}
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function addTime(diff, layer) {
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let data = player
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let time = data.timePlayed
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if (layer) {
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data = data[layer]
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time = data.time
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}
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//I am not that good to perfectly fix that leak. ~ DB Aarex
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if (time + 0 !== time) {
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console.log("Memory leak detected. Trying to fix...")
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time = toNumber(time)
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if (isNaN(time) || time == 0) {
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console.log("Couldn't fix! Resetting...")
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time = layer ? player.timePlayed : 0
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if (!layer) player.timePlayedReset = true
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}
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}
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time += toNumber(diff)
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if (layer) data.time = time
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else data.timePlayed = time
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}
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shiftDown = false
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ctrlDown = false
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document.onkeydown = function (e) {
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if (player === undefined) return;
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if (gameEnded && !player.keepGoing) return;
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shiftDown = e.shiftKey
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ctrlDown = e.ctrlKey
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let key = e.key
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if (ctrlDown) key = "ctrl+" + key
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if (onFocused) return
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if (ctrlDown && hotkeys[key]) e.preventDefault()
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if (hotkeys[key]) {
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let k = hotkeys[key]
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if (player[k.layer].unlocked && tmp[k.layer].hotkeys[k.id].unlocked)
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k.onPress()
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}
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}
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document.onkeyup = function (e) {
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shiftDown = e.shiftKey
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ctrlDown = e.ctrlKey
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}
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var onFocused = false
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function focused(x) {
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onFocused = x
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}
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function isFunction(obj) {
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return !!(obj && obj.constructor && obj.call && obj.apply);
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};
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function isPlainObject(obj) {
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return (!!obj) && (obj.constructor === Object)
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}
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document.title = modInfo.name
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// Converts a string value to whatever it's supposed to be
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function toValue(value, oldValue) {
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if (oldValue instanceof Decimal)
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return new Decimal (value)
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else if (!isNaN(oldValue))
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return value.toNumber()
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else return value
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}
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// Variables that must be defined to display popups
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var activePopups = [];
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var popupID = 0;
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// Function to show popups
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function doPopup(type = "none", text = "This is a test popup.", title = "", timer = 3, color = "") {
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switch (type) {
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case "achievement":
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popupTitle = "Achievement Unlocked!";
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popupType = "achievement-popup"
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break;
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case "challenge":
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popupTitle = "Challenge Complete";
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popupType = "challenge-popup"
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break;
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default:
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popupTitle = "Something Happened?";
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popupType = "default-popup"
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break;
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}
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if (title != "") popupTitle = title;
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popupMessage = text;
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popupTimer = timer;
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activePopups.push({ "time": popupTimer, "type": popupType, "title": popupTitle, "message": (popupMessage + "\n"), "id": popupID, "color": color })
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popupID++;
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}
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//Function to reduce time on active popups
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function adjustPopupTime(diff) {
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for (popup in activePopups) {
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activePopups[popup].time -= diff;
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if (activePopups[popup]["time"] < 0) {
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activePopups.splice(popup, 1); // Remove popup when time hits 0
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}
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}
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}
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function run(func, target, args = null) {
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if (!!(func && func.constructor && func.call && func.apply)) {
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let bound = func.bind(target)
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return bound(args)
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}
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else
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return func;
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} |