378 lines
11 KiB
JavaScript
378 lines
11 KiB
JavaScript
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var player;
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var needCanvasUpdate = true;
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var NaNalert = false;
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var gameEnded = false;
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// Don't change this
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const TMT_VERSION = {
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tmtNum: "2.1.3.1",
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tmtName: "We should have thought of this sooner!"
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}
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function getResetGain(layer, useType = null) {
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let type = useType
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if (!useType) type = tmp[layer].type
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if(tmp[layer].type == "none")
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return new Decimal (0)
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if (tmp[layer].gainExp.eq(0)) return new Decimal(0)
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if (type=="static") {
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if ((!tmp[layer].canBuyMax) || tmp[layer].baseAmount.lt(tmp[layer].requires)) return new Decimal(1)
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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))
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return gain.floor().sub(player[layer].points).add(1).max(1);
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} else if (type=="normal"){
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if (tmp[layer].baseAmount.lt(tmp[layer].requires)) return new Decimal(0)
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let gain = tmp[layer].baseAmount.div(tmp[layer].requires).pow(tmp[layer].exponent).times(tmp[layer].gainMult).pow(tmp[layer].gainExp)
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if (gain.gte("e1e7")) gain = gain.sqrt().times("e5e6")
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return gain.floor().max(0);
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} else if (type=="custom"){
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return layers[layer].getResetGain()
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} else {
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return new Decimal(0)
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}
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}
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function getNextAt(layer, canMax=false, useType = null) {
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let type = useType
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if (!useType) type = tmp[layer].type
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if(tmp[layer].type == "none")
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return new Decimal (Infinity)
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if (tmp[layer].gainMult.lte(0)) return new Decimal(Infinity)
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if (tmp[layer].gainExp.lte(0)) return new Decimal(Infinity)
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if (type=="static")
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{
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if (!tmp[layer].canBuyMax) canMax = false
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let amt = player[layer].points.plus((canMax&&tmp[layer].baseAmount.gte(tmp[layer].nextAt))?tmp[layer].resetGain:0)
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let extraCost = Decimal.pow(tmp[layer].base, amt.pow(tmp[layer].exponent).div(tmp[layer].gainExp)).times(tmp[layer].gainMult)
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let cost = extraCost.times(tmp[layer].requires).max(tmp[layer].requires)
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if (tmp[layer].roundUpCost) cost = cost.ceil()
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return cost;
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} else if (type=="normal"){
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let next = tmp[layer].resetGain.add(1)
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if (next.gte("e1e7")) next = next.div("e5e6").pow(2)
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next = next.root(tmp[layer].gainExp).div(tmp[layer].gainMult).root(tmp[layer].exponent).times(tmp[layer].requires).max(tmp[layer].requires)
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if (tmp[layer].roundUpCost) next = next.ceil()
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return next;
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} else if (type=="custom"){
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return layers[layer].getNextAt(canMax)
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} else {
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return new Decimal(0)
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}}
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// Return true if the layer should be highlighted. By default checks for upgrades only.
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function shouldNotify(layer){
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for (id in tmp[layer].upgrades){
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if (!isNaN(id)){
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if (canAffordUpgrade(layer, id) && !hasUpgrade(layer, id) && tmp[layer].upgrades[id].unlocked){
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return true
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}
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}
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}
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if (layers[layer].type === "static" && (layers[layer].canBuyMax == null || !layers[layer].canBuyMax()) && canReset(layer)) {
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return true
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}
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if (layers[layer].shouldNotify){
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return layers[layer].shouldNotify()
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}
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else
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return false
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}
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function canReset(layer)
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{
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if(tmp[layer].type == "normal")
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return tmp[layer].baseAmount.gte(tmp[layer].requires)
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else if(tmp[layer].type== "static")
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return tmp[layer].baseAmount.gte(tmp[layer].nextAt)
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if(tmp[layer].type == "none")
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return false
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else
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return layers[layer].canReset()
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}
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function rowReset(row, layer) {
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for (lr in ROW_LAYERS[row]){
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if(layers[lr].doReset) {
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player[lr].activeChallenge = null // Exit challenges on any row reset on an equal or higher row
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layers[lr].doReset(layer)
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}
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else
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if(tmp[layer].row > tmp[lr].row && row !== "side") layerDataReset(lr)
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}
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}
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function layerDataReset(layer, keep = []) {
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let storedData = {unlocked: player[layer].unlocked} // Always keep unlocked
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for (thing in keep) {
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if (player[layer][keep[thing]] !== undefined)
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storedData[keep[thing]] = player[layer][keep[thing]]
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}
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layOver(player[layer], layers[layer].startData());
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player[layer].upgrades = []
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player[layer].milestones = []
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player[layer].challenges = getStartChallenges(layer)
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resetBuyables(layer)
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if (layers[layer].clickables && !player[layer].clickables)
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player[layer].clickables = getStartClickables(layer)
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for (thing in storedData) {
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player[layer][thing] =storedData[thing]
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}
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}
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function resetBuyables(layer){
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if (layers[layer].buyables)
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player[layer].buyables = getStartBuyables(layer)
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player[layer].spentOnBuyables = new Decimal(0)
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}
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function addPoints(layer, gain) {
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player[layer].points = player[layer].points.add(gain).max(0)
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if (player[layer].best) player[layer].best = player[layer].best.max(player[layer].points)
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if (player[layer].total) player[layer].total = player[layer].total.add(gain)
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}
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function generatePoints(layer, diff) {
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addPoints(layer, tmp[layer].resetGain.times(diff))
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}
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var prevOnReset
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function doReset(layer, force=false) {
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let row = tmp[layer].row
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if (!force) {
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if (tmp[layer].baseAmount.lt(tmp[layer].requires)) return;
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let gain = tmp[layer].resetGain
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if (tmp[layer].type=="static") {
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if (tmp[layer].baseAmount.lt(tmp[layer].nextAt)) return;
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gain =(tmp[layer].canBuyMax ? gain : 1)
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}
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if (tmp[layer].type=="custom") {
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if (!tmp[layer].canReset) return;
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}
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if (layers[layer].onPrestige)
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layers[layer].onPrestige(gain)
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addPoints(layer, gain)
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updateMilestones(layer)
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updateAchievements(layer)
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if (!player[layer].unlocked) {
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player[layer].unlocked = true;
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needCanvasUpdate = true;
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if (tmp[layer].increaseUnlockOrder){
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lrs = tmp[layer].increaseUnlockOrder
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for (lr in lrs)
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if (!player[lrs[lr]].unlocked) player[lrs[lr]].unlockOrder++
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}
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}
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tmp[layer].baseAmount = new Decimal(0) // quick fix
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}
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if (tmp[layer].resetsNothing) return
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/*
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for (layerResetting in layers) {
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if (row >= layers[layerResetting].row && (!force || layerResetting != layer)) completeChallenge(layerResetting)
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}
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*/
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prevOnReset = {...player} //Deep Copy
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player.points = (row == 0 ? new Decimal(0) : getStartPoints())
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for (let x = row; x >= 0; x--) rowReset(x, layer)
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rowReset("side", layer)
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prevOnReset = undefined
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updateTemp()
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updateTemp()
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}
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function resetRow(row) {
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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
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let pre_layers = ROW_LAYERS[row-1]
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let layers = ROW_LAYERS[row]
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let post_layers = ROW_LAYERS[row+1]
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rowReset(row+1, post_layers[0])
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doReset(pre_layers[0], true)
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for (let layer in layers) {
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player[layer].unlocked = false
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if (player[layer].unlockOrder) player[layer].unlockOrder = 0
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}
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player.points = getStartPoints()
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updateTemp();
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resizeCanvas();
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}
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function startChallenge(layer, x) {
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let enter = false
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if (!player[layer].unlocked) return
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if (player[layer].activeChallenge == x) {
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completeChallenge(layer, x)
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delete player[layer].activeChallenge
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} else {
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enter = true
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}
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if(enter) {
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player[layer].activeChallenge = x
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if (isFunction(layers[layer].challenges[x].onStart)) layers[layer].challenges[x].onStart()
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}
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doReset(layer, true)
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updateChallengeTemp(layer)
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}
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function canCompleteChallenge(layer, x)
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{
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if (x != player[layer].activeChallenge) return
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let challenge = tmp[layer].challenges[x]
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if (challenge.currencyInternalName){
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let name = challenge.currencyInternalName
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if (challenge.currencyLocation){
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return !(challenge.currencyLocation[name].lt(challenge.goal))
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}
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else if (challenge.currencyLayer){
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let lr = challenge.currencyLayer
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return !(player[lr][name].lt(readData(challenge.goal)))
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}
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else {
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return !(player[name].lt(challenge.goal))
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}
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}
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else {
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return !(player[layer].points.lt(challenge.goal))
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}
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}
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function completeChallenge(layer, x) {
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var x = player[layer].activeChallenge
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if (!x) return
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if (! canCompleteChallenge(layer, x)){
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delete player[layer].activeChallenge
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return
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}
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if (player[layer].challenges[x] < tmp[layer].challenges[x].completionLimit) {
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needCanvasUpdate = true
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player[layer].challenges[x] += 1
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if (layers[layer].challenges[x].onComplete) layers[layer].challenges[x].onComplete()
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}
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delete player[layer].activeChallenge
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updateChallengeTemp(layer)
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}
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VERSION.withoutName = "v" + VERSION.num + (VERSION.pre ? " Pre-Release " + VERSION.pre : VERSION.pre ? " Beta " + VERSION.beta : "")
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VERSION.withName = VERSION.withoutName + (VERSION.name ? ": " + VERSION.name : "")
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function gameLoop(diff) {
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if (isEndgame() || gameEnded) gameEnded = 1
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if (isNaN(diff)) diff = 0
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if (gameEnded && !player.keepGoing) {
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diff = 0
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player.tab = "gameEnded"
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}
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if (player.devSpeed) diff *= player.devSpeed
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let limit = maxTickLength()
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if(diff > limit)
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diff = limit
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addTime(diff)
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if (layers.t) diff *= layers.t.effect()
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if(diff > limit)
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diff = limit
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player.points = player.points.add(tmp.pointGen.times(diff)).max(0)
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for (x = 0; x <= maxRow; x++){
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for (item in TREE_LAYERS[x]) {
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let layer = TREE_LAYERS[x][item].layer
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if (layers[layer].update) layers[layer].update(diff);
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}
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}
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for (row in OTHER_LAYERS){
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for (item in OTHER_LAYERS[row]) {
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let layer = OTHER_LAYERS[row][item].layer
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if (layers[layer].update) layers[layer].update(diff);
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}
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}
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for (x = maxRow; x >= 0; x--){
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for (item in TREE_LAYERS[x]) {
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let layer = TREE_LAYERS[x][item].layer
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if (layers[layer].automate) layers[layer].automate();
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}
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}
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for (row in OTHER_LAYERS){
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for (item in OTHER_LAYERS[row]) {
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let layer = OTHER_LAYERS[row][item].layer
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if (layers[layer].automate) layers[layer].automate();
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}
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}
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for (layer in layers){
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if (layers[layer].milestones) updateMilestones(layer);
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if (layers[layer].achievements) updateAchievements(layer)
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}
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if (player.hasNaN&&!NaNalert) {
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clearInterval(interval);
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player.autosave = false;
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NaNalert = true;
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alert("We have detected a corruption in your save. Please visit one of the discords in the info panel for help.")
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}
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}
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function hardReset() {
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if (!confirm("Are you sure you want to do this? You will lose all your progress!")) return
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player = getStartPlayer()
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save();
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window.location.reload();
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}
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var ticking = false
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var interval = setInterval(function() {
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if (player===undefined||tmp===undefined) return;
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if (ticking) return;
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if (gameEnded&&!player.keepGoing) return;
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ticking = true
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let now = Date.now()
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let diff = (now - player.time) / 1e3
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if (player.offTime !== undefined) {
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if (player.offTime.remain > modInfo.offlineLimit * 3600000) player.offTime.remain = modInfo.offlineLimit * 3600000
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if (player.offTime.remain > 0) {
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let offlineDiff = Math.max(player.offTime.remain / 10, diff)
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player.offTime.remain -= offlineDiff
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diff += offlineDiff
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}
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if (!player.offlineProd || player.offTime.remain <= 0) delete player.offTime
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}
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if (player.devSpeed) diff *= player.devSpeed
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player.time = now
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if (needCanvasUpdate) resizeCanvas();
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needCanvasUpdate = false;
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updateTemp();
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gameLoop(diff)
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ticking = false
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}, 50)
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