pages/gamedevtree/js/game.js

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var player;
var needCanvasUpdate = true;
var NaNalert = false;
var gameEnded = false;
// Don't change this
const TMT_VERSION = {
tmtNum: "2.1.3.1",
tmtName: "We should have thought of this sooner!"
}
function getResetGain(layer, useType = null) {
let type = useType
if (!useType) type = tmp[layer].type
if(tmp[layer].type == "none")
return new Decimal (0)
if (tmp[layer].gainExp.eq(0)) return new Decimal(0)
if (type=="static") {
if ((!tmp[layer].canBuyMax) || tmp[layer].baseAmount.lt(tmp[layer].requires)) return new Decimal(1)
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))
return gain.floor().sub(player[layer].points).add(1).max(1);
} else if (type=="normal"){
if (tmp[layer].baseAmount.lt(tmp[layer].requires)) return new Decimal(0)
let gain = tmp[layer].baseAmount.div(tmp[layer].requires).pow(tmp[layer].exponent).times(tmp[layer].gainMult).pow(tmp[layer].gainExp)
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 = tmp[layer].type
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)
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)
if (next.gte("e1e7")) next = next.div("e5e6").pow(2)
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 new Decimal(0)
}}
// Return true if the layer should be highlighted. By default checks for upgrades only.
function shouldNotify(layer){
for (id in tmp[layer].upgrades){
if (!isNaN(id)){
if (canAffordUpgrade(layer, id) && !hasUpgrade(layer, id) && tmp[layer].upgrades[id].unlocked){
return true
}
}
}
if (layers[layer].type === "static" && (layers[layer].canBuyMax == null || !layers[layer].canBuyMax()) && canReset(layer)) {
return true
}
if (layers[layer].shouldNotify){
return layers[layer].shouldNotify()
}
else
return false
}
function canReset(layer)
{
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)
if(tmp[layer].type == "none")
return false
else
return layers[layer].canReset()
}
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
layers[lr].doReset(layer)
}
else
if(tmp[layer].row > tmp[lr].row && row !== "side") layerDataReset(lr)
}
}
function layerDataReset(layer, keep = []) {
let storedData = {unlocked: player[layer].unlocked} // Always keep unlocked
for (thing in keep) {
if (player[layer][keep[thing]] !== undefined)
storedData[keep[thing]] = player[layer][keep[thing]]
}
layOver(player[layer], layers[layer].startData());
player[layer].upgrades = []
player[layer].milestones = []
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 = new Decimal(0)
}
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) {
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)
layers[layer].onPrestige(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 = new Decimal(0) // 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 ? new Decimal(0) : getStartPoints())
for (let x = row; x >= 0; x--) rowReset(x, layer)
rowReset("side", layer)
prevOnReset = undefined
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)
delete player[layer].activeChallenge
} else {
enter = true
}
if(enter) {
player[layer].activeChallenge = x
if (isFunction(layers[layer].challenges[x].onStart)) layers[layer].challenges[x].onStart()
}
doReset(layer, true)
updateChallengeTemp(layer)
}
function canCompleteChallenge(layer, x)
{
if (x != player[layer].activeChallenge) return
let challenge = tmp[layer].challenges[x]
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(readData(challenge.goal)))
}
else {
return !(player[name].lt(challenge.goal))
}
}
else {
return !(player[layer].points.lt(challenge.goal))
}
}
function completeChallenge(layer, x) {
var x = player[layer].activeChallenge
if (!x) return
if (! canCompleteChallenge(layer, x)){
delete player[layer].activeChallenge
return
}
if (player[layer].challenges[x] < tmp[layer].challenges[x].completionLimit) {
needCanvasUpdate = true
player[layer].challenges[x] += 1
if (layers[layer].challenges[x].onComplete) layers[layer].challenges[x].onComplete()
}
delete player[layer].activeChallenge
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 gameLoop(diff) {
if (isEndgame() || gameEnded) gameEnded = 1
if (isNaN(diff)) diff = 0
if (gameEnded && !player.keepGoing) {
diff = 0
player.tab = "gameEnded"
}
if (player.devSpeed) diff *= player.devSpeed
let limit = maxTickLength()
if(diff > limit)
diff = limit
addTime(diff)
if (layers.t) diff *= layers.t.effect()
if(diff > limit)
diff = limit
player.points = player.points.add(tmp.pointGen.times(diff)).max(0)
for (x = 0; x <= maxRow; x++){
for (item in TREE_LAYERS[x]) {
let layer = TREE_LAYERS[x][item].layer
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].layer
if (layers[layer].update) layers[layer].update(diff);
}
}
for (x = maxRow; x >= 0; x--){
for (item in TREE_LAYERS[x]) {
let layer = TREE_LAYERS[x][item].layer
if (layers[layer].automate) layers[layer].automate();
}
}
for (row in OTHER_LAYERS){
for (item in OTHER_LAYERS[row]) {
let layer = OTHER_LAYERS[row][item].layer
if (layers[layer].automate) layers[layer].automate();
}
}
for (layer in layers){
if (layers[layer].milestones) updateMilestones(layer);
if (layers[layer].achievements) updateAchievements(layer)
}
if (player.hasNaN&&!NaNalert) {
clearInterval(interval);
player.autosave = false;
NaNalert = true;
alert("We have detected a corruption in your save. Please visit one of the discords in the info panel 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.offTime.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();
needCanvasUpdate = false;
updateTemp();
gameLoop(diff)
ticking = false
}, 50)