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The-Modding-Tree/js/game.js
2020-10-07 17:15:25 -04:00

451 lines
13 KiB
JavaScript

var player;
var tmp = {};
var needCanvasUpdate = true;
var NaNalert = false;
var gameEnded = false;
let VERSION = {
num: "1.3.2",
name: "Tabception... ception!"
}
// Determines if it should show points/sec
function showPointGen(){
return (tmp.pointGen.neq(new Decimal(0)))
}
// Calculate points/sec!
function getPointGen() {
if(!hasUpg("c", 11))
return new Decimal(0)
let gain = new Decimal(1)
if (hasUpg("c", 12)) gain = gain.times(upgEffect("c", 12))
return gain
}
// Function to determine if the player is in a challenge
function inChallenge(layer, id){
let chall = player[layer].active
if (chall==toNumber(id)) return true
if (layers[layer].challs[chall].countsAs)
return layers[layer].challs[id].countsAs.includes(id)
}
function convertToDecimal() {
player.points = new Decimal(player.points)
for (layer in layers) {
player[layer].points = new Decimal(player[layer].points)
if (player[layer].best != undefined) player[layer].best = new Decimal(player[layer].best)
if (player[layer].total !== undefined) player[layer].total = new Decimal(player[layer].total)
player[layer].spentOnBuyables = new Decimal(player[layer].spentOnBuyables)
if (player[layer].buyables != undefined) {
for (id in player[layer].buyables)
player[layer].buyables[id] = new Decimal(player[layer].buyables[id])
}
player[layer].best = new Decimal(player[layer].best)
if (layers[layer].convertToDecimal) layers[layer].convertToDecimal();
}
}
function getResetGain(layer, useType = null) {
let type = useType
if (!useType) type = layers[layer].type
if (tmp.gainExp[layer].eq(0)) return new Decimal(0)
if (type=="static") {
if ((!layers[layer].canBuyMax()) || tmp.layerAmt[layer].lt(tmp.layerReqs[layer])) return new Decimal(1)
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))
return gain.floor().sub(player[layer].points).add(1).max(1);
} else if (type=="normal"){
if (tmp.layerAmt[layer].lt(tmp.layerReqs[layer])) return new Decimal(0)
let gain = tmp.layerAmt[layer].div(tmp.layerReqs[layer]).pow(layers[layer].exponent).times(tmp.gainMults[layer]).pow(tmp.gainExp[layer])
if (gain.gte("e1e7")) gain = gain.sqrt().times("e5e6")
return gain.floor().max(0);
} else if (type=="custom"){
return layers[layer].getResetGain()
} else {
return new Decimal(0)
}
}
function getNextAt(layer, canMax=false, useType = null) {
let type = useType
if (!useType) type = layers[layer].type
if (tmp.gainExp[layer].eq(0)) return new Decimal(1/0)
if (type=="static")
{
if (!layers[layer].canBuyMax()) canMax = false
let amt = player[layer].points.plus((canMax&&tmp.layerAmt[layer].gte(tmp.nextAt[layer]))?tmp.resetGain[layer]:0)
let extraCost = Decimal.pow(layers[layer].base, amt.pow(layers[layer].exponent).div(tmp.gainExp[layer])).times(tmp.gainMults[layer])
let cost = extraCost.times(tmp.layerReqs[layer]).max(tmp.layerReqs[layer])
if (layers[layer].resCeil) cost = cost.ceil()
return cost;
} else if (type=="normal"){
let next = tmp.resetGain[layer].add(1)
if (next.gte("e1e7")) next = next.div("e5e6").pow(2)
next = next.root(tmp.gainExp[layer]).div(tmp.gainMults[layer]).root(layers[layer].exponent).times(tmp.layerReqs[layer]).max(tmp.layerReqs[layer])
if (layers[layer].resCeil) next = next.ceil()
return next;
} else if (type=="custom"){
return layers[layer].getNextAt(canMax)
} else {
return new Decimal(0)
}}
// Return true if the layer should be highlighted. By default checks for upgrades only.
function shouldNotify(layer){
for (id in layers[layer].upgrades){
if (!isNaN(id)){
if (canAffordUpg(layer, id) && !hasUpg(layer, id) && tmp.upgrades[layer][id].unl){
return true
}
}
}
if (layers[layer].shouldNotify){
return layers[layer].shouldNotify()
}
else
return false
}
function rowReset(row, layer) {
for (lr in ROW_LAYERS[row]){
if(layers[lr].doReset) {
player[lr].active = null // Exit challenges on any row reset on an equal or higher row
layers[lr].doReset(layer)
}
else
if(layers[layer].row > layers[lr].row) fullLayerReset(lr)
}
}
function fullLayerReset(layer) {
player[layer] = layers[layer].startData();
player[layer].upgrades = []
player[layer].milestones = []
player[layer].challs = []
if (layers[layer].tabFormat && !Array.isArray(layers[layer].tabFormat)) {
if (player.subtabs[layer] == undefined) player.subtabs[layer] = {}
if (player.subtabs[layer].mainTabs == undefined) player.subtabs[layer].mainTabs = Object.keys(layers[layer].tabFormat)[0]
}
if (layers[layer].microtabs) {
if (player.subtabs[layer] == undefined) player.subtabs[layer] = {}
for (item in layers[layer].microtabs)
if (player.subtabs[layer][item] == undefined) player.subtabs[layer][item] = Object.keys(layers[layer].microtabs[item])[0]
}
resetBuyables(layer)
}
function resetBuyables(layer){
if (layers[layer].buyables)
player[layer].buyables = getStartBuyables(layer)
player[layer].spentOnBuyables = new Decimal(0)
}
function getStartBuyables(layer){
let data = {}
if (layers[layer].buyables) {
for (id in layers[layer].buyables)
if (!isNaN(id))
data[id] = new Decimal(0)
}
return data
}
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.resetGain[layer].times(diff))
}
var prevOnReset
function doReset(layer, force=false) {
let row = layers[layer].row
if (!force) {
if (tmp.layerAmt[layer].lt(tmp.layerReqs[layer])) return;
let gain = tmp.resetGain[layer]
if (layers[layer].type=="static") {
if (tmp.layerAmt[layer].lt(tmp.nextAt[layer])) return;
gain =(layers[layer].canBuyMax() ? gain : 1)
}
if (layers[layer].type=="custom") {
if (!tmp.canReset[layer]) return;
}
if (layers[layer].onPrestige)
layers[layer].onPrestige(gain)
addPoints(layer, gain)
updateMilestones(layer)
if (!player[layer].unl) {
player[layer].unl = true;
needCanvasUpdate = true;
if (layers[layer].incr_order){
lrs = layers[layer].incr_order
for (lr in lrs)
if (!player[lrs[lr]].unl) player[lrs[lr]].order++
}
}
tmp.layerAmt[layer] = new Decimal(0) // quick fix
}
if (layers[layer].resetsNothing && layers[layer].resetsNothing()) return
for (layerResetting in layers) {
if (row >= layers[layerResetting].row && (!force || layerResetting != layer)) completeChall(layerResetting)
}
prevOnReset = {...player} //Deep Copy
player.points = (row == 0 ? new Decimal(0) : new Decimal(10))
for (let x = row; x >= 0; x--) rowReset(x, layer)
prevOnReset = undefined
updateTemp()
updateTemp()
}
function respecBuyables(layer) {
if (!layers[layer].buyables) return
if (!layers[layer].buyables.respec) return
if (!confirm("Are you sure you want to respec? This will force you to do a \"" + (layers[layer].name ? layers[layer].name : layer) + "\" reset as well!")) return
layers[layer].buyables.respec()
}
function canAffordUpg(layer, id) {
let upg = layers[layer].upgrades[id]
let cost = tmp.upgrades[layer][id].cost
return canAffordPurchase(layer, upg, cost)
}
function hasUpg(layer, id){
return (player[layer].upgrades.includes(toNumber(id)) || player[layer].upgrades.includes(id.toString()))
}
function hasMilestone(layer, id){
return (player[layer].milestones.includes(toNumber(id)) || player[layer].milestones.includes(id.toString()))
}
function hasChall(layer, id){
return (player[layer].challs.includes(toNumber(id)) || player[layer].challs.includes(id.toString()))
}
function upgEffect(layer, id){
return (tmp.upgrades[layer][id].effect)
}
function challEffect(layer, id){
return (tmp.challs[layer][id].effect)
}
function buyableEffect(layer, id){
return (tmp.buyables[layer][id].effect)
}
function canAffordPurchase(layer, thing, cost) {
if (thing.currencyInternalName){
let name = thing.currencyInternalName
if (thing.currencyLayer){
let lr = thing.currencyLayer
return !(player[lr][name].lt(cost))
}
else {
return !(player[name].lt(cost))
}
}
else {
return !(player[layer].points.lt(cost))
}
}
function buyUpg(layer, id) {
if (!player[layer].unl) return
if (!layers[layer].upgrades[id].unl()) return
if (player[layer].upgrades.includes(id)) return
let upg = layers[layer].upgrades[id]
let cost = tmp.upgrades[layer][id].cost
if (upg.currencyInternalName){
let name = upg.currencyInternalName
if (upg.currencyLayer){
let lr = upg.currencyLayer
if (player[lr][name].lt(cost)) return
player[lr][name] = player[lr][name].sub(cost)
}
else {
if (player[name].lt(cost)) return
player[name] = player[name].sub(cost)
}
}
else {
if (player[layer].points.lt(cost)) return
player[layer].points = player[layer].points.sub(cost)
}
player[layer].upgrades.push(id);
if (upg.onPurchase != undefined)
upg.onPurchase()
}
function buyBuyable(layer, id) {
if (!player[layer].unl) return
if (!tmp.buyables[layer][id].unl) return
if (!tmp.buyables[layer][id].canAfford) return
layers[layer].buyables[id].buy()
}
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[layers[layer]].unl = false
if (player[layers[layer]].order) player[layers[layer]].order = 0
}
player.points = new Decimal(10)
updateTemp();
resizeCanvas();
}
function startChall(layer, x) {
let enter = false
if (!player[layer].unl) return
if (player[layer].active == x) {
completeChall(layer, x)
delete player[layer].active
} else {
enter = true
}
doReset(layer, true)
if(enter) player[layer].active = x
updateChallTemp(layer)
}
function canCompleteChall(layer, x)
{
if (x != player[layer].active) return
let chall = layers[layer].challs[x]
if (chall.currencyInternalName){
let name = chall.currencyInternalName
if (chall.currencyLayer){
let lr = chall.currencyLayer
return !(player[lr][name].lt(readData(chall.goal)))
}
else {
return !(player[name].lt(chall.cost))
}
}
else {
return !(player[layer].points.lt(chall.cost))
}
}
function completeChall(layer, x) {
var x = player[layer].active
if (!x) return
if (! canCompleteChall(layer, x)) return
if (!player[layer].challs.includes(x)) {
needCanvasUpdate = true
player[layer].challs.push(x);
if (layers[layer].challs[x].onComplete) layers[layer].challs[x].onComplete()
}
delete player[layer].active
updateChallTemp(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 : "")
const ENDGAME = new Decimal("e280000000");
function gameLoop(diff) {
if (player.points.gte(ENDGAME) || gameEnded) gameEnded = 1
if (isNaN(diff)) diff = 0
if (gameEnded && !player.keepGoing) {
diff = 0
player.tab = "gameEnded"
}
if (player.devSpeed) diff *= player.devSpeed
addTime(diff)
for (layer in layers){
if (layers[layer].update) layers[layer].update(diff);
}
for (layer in layers){
if (layers[layer].automate) layers[layer].automate();
}
for (layer in layers){
if (layers[layer].milestones) updateMilestones(layer);
}
if (player.hasNaN&&!NaNalert) {
clearInterval(interval);
player.autosave = false;
NaNalert = true;
alert("We have detected a corruption in your save. Please visit https://discord.gg/wwQfgPa for help.")
}
}
function hardReset() {
if (!confirm("Are you sure you want to do this? You will lose all your progress!")) return
player = getStartPlayer()
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
if (player.offTime !== undefined) {
if (player.offTime.remain > modInfo.offlineLimit * 3600000) player.offlineTime.remain = modInfo.offlineLimit * 3600000
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) delete player.offTime
}
if (player.devSpeed) diff *= player.devSpeed
player.time = now
if (needCanvasUpdate) resizeCanvas();
updateTemp();
gameLoop(diff)
ticking = false
}, 50)