Deploying to pages from @ thepaperpilot/thepaperpilot.github.io@91ffe25fd6 🚀
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gamedevtree/Old Code
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gamedevtree/Old Code/archivedFunctions.js
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gamedevtree/Old Code/archivedFunctions.js
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gamedevtree/Old Code/archivedHTML.html
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gamedevtree/Old Code/archivedHTML.html
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<div v-if="layer=='g'">
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<table>
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<tr v-if="milestoneShown(player.g.best.gte(8)||player.h.best.gte(1)||player.q.best.gte(1))"><td v-bind:class="{ milestone: player.g.best.lt(8)&&player.h.best.lt(1)&&player.q.best.lt(1), milestoneDone: player.g.best.gte(8)||player.h.best.gte(1)||player.q.best.gte(1) }"><h3>8 Generators</h3><br>Keep Prestige Upgrades on reset</td></tr>
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<tr v-if="milestoneShown(player.g.best.gte(10))"><td v-bind:class="{ milestone: player.g.best.lt(10), milestoneDone: player.g.best.gte(10) }"><h3>10 Generators</h3><br>Gain 100% of Prestige Point gain every second</td></tr>
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<tr v-if="milestoneShown(player.g.best.gte(15))"><td v-bind:class="{ milestone: player.g.best.lt(15), milestoneDone: player.g.best.gte(15) }"><h3>15 Generators</h3><br>You can buy max Generators</td></tr>
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</table><br><br>
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You have {{format(player.g.power)}} Generator Power, which multiplies Point gain by {{format(tmp.genPowEff)}}
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</div>
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<div v-if="layer=='e'">
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<table>
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<tr v-if="milestoneShown(player.e.best.gte(2))"><td v-bind:class="{ milestone: player.e.best.lt(2), milestoneDone: player.e.best.gte(2) }"><h3>2 enhance points</h3><br>Keep Booster/Generator milestones on reset</td></tr>
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<tr v-if="milestoneShown(player.e.best.gte(10)||player.h.best.gte(1)||player.q.best.gte(1))"><td v-bind:class="{ milestone: player.e.best.lt(10)&&player.h.best.lt(1)&&player.q.best.lt(1), milestoneDone: player.e.best.gte(10)||player.h.best.gte(1)||player.q.best.gte(1) }"><h3>10 enhance points</h3><br>Keep Prestige Upgrades on reset</td></tr>
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</table><br><br>
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<button v-bind:class="{ upgBig: true, can: player.e.points.gte(getEnhancerCost()), locked: player.e.points.lt(getEnhancerCost()), e: true }" onclick="buyEnhancer()">Buy an Enhancer<br>Cost: {{formatWhole(getEnhancerCost())}} Enhance Points<br>Amount: {{formatWhole(player.e.enhancers.sub(tmp.subbedEnh))}}<br>Multiplies Prestige Point gain by {{format(tmp.enhEff)}}<br>Adds<span v-if="player.q.upgrades.includes(53)"> and multiplies</span> to base of Booster/Generator effects by {{format(tmp.enhEff2)}}</button>
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</div>
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<div v-if="layer=='t'">
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<table>
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<tr v-if="milestoneShown(player.t.best.gte(2))"><td v-bind:class="{ milestone: player.t.best.lt(2), milestoneDone: player.t.best.gte(2) }"><h3>2 time capsules</h3><br>Keep Booster/Generator milestones on reset</td></tr>
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<tr v-if="milestoneShown(player.t.best.gte(3)||player.h.best.gte(1)||player.q.best.gte(1))"><td v-bind:class="{ milestone: player.t.best.lt(3)&&player.h.best.lt(1)&&player.q.best.lt(1), milestoneDone: player.t.best.gte(3)||player.h.best.gte(1)||player.q.best.gte(1) }"><h3>3 time capsules</h3><br>Keep Prestige Upgrades on reset</td></tr>
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<tr v-if="milestoneShown(player.t.best.gte(4))"><td v-bind:class="{ milestone: player.t.best.lt(4), milestoneDone: player.t.best.gte(4) }"><h3>4 time capsules</h3><br>Keep Booster Upgrades on all row 3 resets</td></tr>
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<tr v-if="milestoneShown(player.t.best.gte(5), true)"><td v-bind:class="{ milestone: player.t.best.lt(5), milestoneDone: player.t.best.gte(5) }"><h3>5 time capsules</h3><br>Automatically purchase Boosters <button v-if="player.t.best.gte(5)" class="smallUpg can b" onclick="toggleAuto('b')">{{player.b.auto?"ON":"OFF"}}</button></td></tr>
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<tr v-if="milestoneShown(player.t.best.gte(12))"><td v-bind:class="{ milestone: player.t.best.lt(12), milestoneDone: player.t.best.gte(12) }"><h3>12 time capsules</h3><br>Boosters reset nothing</td></tr>
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</table><br><br>
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You have {{format(player.t.energy)}} Time Energy, which multiplies Point gain & Prestige Point gain by {{format(tmp.timeEff)}}<br>
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You have {{ format(player.b.points) }} Boosters<br><br>
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<button v-bind:class="{ upgBig: true, can: (player.b.points.gte(getExtCapsuleCost())&&player.t.unl), locked: (player.b.points.lt(getExtCapsuleCost())||!player.t.unl), t: true }" onclick="buyExtCapsule()">Buy an extra Time Capsule<br>Cost: {{formatWhole(getExtCapsuleCost())}} Boosters<br>Amount: {{formatWhole(player.t.extCapsules)}}</button>
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</div>
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<div v-if="layer=='s'">
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<table>
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<tr v-if="milestoneShown(player.s.best.gte(2))"><td v-bind:class="{ milestone: player.s.best.lt(2), milestoneDone: player.s.best.gte(2) }"><h3>2 space energy</h3><br>Keep Booster/Generator milestones on reset</td></tr>
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<tr v-if="milestoneShown(player.s.best.gte(3)||player.h.best.gte(1)||player.h.best.gte(1))"><td v-bind:class="{ milestone: player.s.best.lt(3)&&player.h.best.lt(1)&&player.q.best.lt(1), milestoneDone: player.s.best.gte(3)||player.h.best.gte(1)||player.q.best.gte(1) }"><h3>3 space energy</h3><br>Keep Prestige Upgrades on reset</td></tr>
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<tr v-if="milestoneShown(player.s.best.gte(4))"><td v-bind:class="{ milestone: player.s.best.lt(4), milestoneDone: player.s.best.gte(4) }"><h3>4 space energy</h3><br>Keep Generator Upgrades on all row 3 resets</td></tr>
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<tr v-if="milestoneShown(player.s.best.gte(5), true)"><td v-bind:class="{ milestone: player.s.best.lt(5), milestoneDone: player.s.best.gte(5) }"><h3>5 space energy</h3><br>Automatically purchase Generators <button v-if="player.s.best.gte(5)" class="smallUpg can g" onclick="toggleAuto('g')">{{player.g.auto?"ON":"OFF"}}</button></td></tr>
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<tr v-if="milestoneShown(player.s.best.gte(12))"><td v-bind:class="{ milestone: player.s.best.lt(12), milestoneDone: player.s.best.gte(12) }"><h3>12 space energy</h3><br>Generators reset nothing</td></tr>
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</table><br><br>
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You have {{formatWhole(getSpace())}} Space remaining for Space Buildings.<br>
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You have {{ format(player.g.power) }} Generator Power<br><br>
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<button onclick="respecSpaceBuildings()" v-bind:class="{ longUpg: true, s: true, can: player.s.unl, locked: !player.s.unl }">Respec Space Buildings</button><br>
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<div class="upgRow">
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<div v-for="id in tmp.s.trueSbUnl">
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<button v-bind:class="{ upg: true, can: (player.g.power.gte(getSpaceBuildingCost(id))&&player.s.unl&&getSpace().gte(1)), locked: (!(player.g.power.gte(getSpaceBuildingCost(id))&&player.s.unl&&getSpace().gte(1))), s: true }" v-on:click="buyBuilding(id)"><h3>Building {{id}}</h3><br>{{getSpaceBuildingEffDesc(id)}}<br><br>Level: {{formatWhole(tmp.s.sb[id])}}<br>Cost: {{format(getSpaceBuildingCost(id))}} Generator Power</button><br><br>
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<button v-if="player.q.best.gte(2500)" v-bind:class="{ longUpg: true, s: true, can: tmp.s.sb[id].gte(1), locked: tmp.s.sb[id].lt(1) }" v-on:click="destroyBuilding(id)">Destroy One</button><br>
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<button v-if="player.q.best.gte(2500)" v-bind:class="{ longUpg: true, s: true, can: tmp.s.sb[id].gte(1), locked: tmp.s.sb[id].lt(1) }" v-on:click="destroyBuilding(id, true)">Destroy All</button>
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</div>
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</div>
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</div>
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<div v-if="layer=='sb'">
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<table><tr v-if="milestoneShown(player.sb.best.gte(3)||player.h.best.gte(1)||player.q.best.gte(1))"><td v-bind:class="{ milestone: player.sb.best.lt(3)&&player.h.best.lt(1)&&player.q.best.lt(1), milestoneDone: player.sb.best.gte(3)||player.h.best.gte(1)||player.q.best.gte(1) }"><h3>3 Super-Boosters</h3><br>Keep Prestige Upgrades on reset</td></tr>
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<tr v-if="milestoneShown(player.sb.best.gte(4))"><td v-bind:class="{ milestone: player.sb.best.lt(4), milestoneDone: player.sb.best.gte(4) }"><h3>4 Super-Boosters</h3><br>Keep Booster/Generator milestones on reset</td></tr></table>
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</div>
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<div v-if="layer=='sg'">
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<table>
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<tr v-if="milestoneShown(player.sg.best.gte(1))"><td v-bind:class="{ milestone: player.sg.best.lt(1), milestoneDone: player.sg.best.gte(1) }"><h3>1 Super-Generator</h3><br>You can buy max Super-Generators, and Super-Generators reset nothing</td></tr>
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<tr v-if="milestoneShown(player.sg.best.gte(2), true)"><td v-bind:class="{ milestone: player.sg.best.lt(2), milestoneDone: player.sg.best.gte(2) }"><h3>2 Super-Generators</h3><br>Automatically purchase Super-Generators <button v-if="player.sg.best.gte(2)" class="smallUpg can sg" onclick="toggleAuto('sg')">{{player.sg.auto?"ON":"OFF"}}</button></td></tr>
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</table><br><br>
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You have {{format(player.sg.power)}} Super-Generator Power, which multiplies the Generator base by {{format(tmp.sGenPowEff)}}
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</div>
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<div v-if="layer=='h'">
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<table><tr v-if="milestoneShown(player.h.best.gte(1))"><td v-bind:class="{ milestone: player.h.best.lt(1), milestoneDone: player.h.best.gte(1) }"><h3>1 Hindrance Spirit</h3><br>Keep Prestige Upgrades on all previous resets, and gain 100x more Enhance Points</td></tr>
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<tr v-if="milestoneShown(player.h.best.gte(2))"><td v-bind:class="{ milestone: player.h.best.lt(2), milestoneDone: player.h.best.gte(2) }"><h3>2 Hindrance Spirit</h3><br>Keep all third row milestones on all fourth row resets, and start with your best-ever Space</td></tr>
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<tr v-if="milestoneShown(player.h.best.gte(4))"><td v-bind:class="{ milestone: player.h.best.lt(4), milestoneDone: player.h.best.gte(4) }"><h3>4 Hindrance Spirit</h3><br>Keep Time, Enhance, and Space Upgrades on all fourth row resets</td></tr>
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<tr v-if="milestoneShown(player.h.best.gte(5), true)"><td v-bind:class="{ milestone: player.h.best.lt(5), milestoneDone: player.h.best.gte(5) }"><h3>5 Hindrance Spirit</h3><br>Automatically purchase Extra Time Capsules <button v-if="player.h.best.gte(5)" class="smallUpg can t" onclick="toggleAuto('t', 'Cap')">{{player.t.autoCap?"ON":"OFF"}}</button></td></tr>
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<tr v-if="milestoneShown(player.h.best.gte(10))"><td v-bind:class="{ milestone: player.h.best.lt(10), milestoneDone: player.h.best.gte(10) }"><h3>10 Hindrance Spirit</h3><br>Keep Prestige & Super-Booster Upgrades on all fourth row resets</td></tr>
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<tr v-if="milestoneShown(player.h.best.gte(15), true)"><td v-bind:class="{ milestone: player.h.best.lt(15), milestoneDone: player.h.best.gte(15) }"><h3>15 Hindrance Spirit</h3><br>Automatically purchase Super-Boosters <button v-if="player.h.best.gte(15)" class="smallUpg can sb" onclick="toggleAuto('sb')">{{player.sb.auto?"ON":"OFF"}}</button></td></tr>
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<tr v-if="milestoneShown(player.h.best.gte(25))"><td v-bind:class="{ milestone: player.h.best.lt(25), milestoneDone: player.h.best.gte(25) }"><h3>25 Hindrance Spirit</h3><br>Time resets reset nothing</td></tr>
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<tr v-if="milestoneShown(player.h.best.gte(2500))"><td v-bind:class="{ milestone: player.h.best.lt(2500), milestoneDone: player.h.best.gte(2500) }"><h3>2,500 Hindrance Spirit</h3><br>Super-Boosters reset nothing</td></tr>
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</table>
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</div>
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<div v-if="layer=='q'">
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<table><tr v-if="milestoneShown(player.q.best.gte(1))"><td v-bind:class="{ milestone: player.q.best.lt(1), milestoneDone: player.q.best.gte(1) }"><h3>1 Quirk</h3><br>Keep Prestige Upgrades on all previous resets, and gain 100x more Enhance Points</td></tr>
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<tr v-if="milestoneShown(player.q.best.gte(2))"><td v-bind:class="{ milestone: player.q.best.lt(2), milestoneDone: player.q.best.gte(2) }"><h3>2 Quirks</h3><br>You can buy max Time Capsules & Space Energy</td></tr>
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<tr v-if="milestoneShown(player.q.best.gte(4))"><td v-bind:class="{ milestone: player.q.best.lt(4), milestoneDone: player.q.best.gte(4) }"><h3>4 Quirks</h3><br>Keep Space Buildings on all fourth row resets</td></tr>
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<tr v-if="milestoneShown(player.q.best.gte(5), true)"><td v-bind:class="{ milestone: player.q.best.lt(5), milestoneDone: player.q.best.gte(5) }"><h3>5 Quirks</h3><br>Automatically purchase Enhancers <button v-if="player.q.best.gte(5)" class="smallUpg can e" onclick="toggleAuto('e')">{{player.e.auto?"ON":"OFF"}}</button></td></tr>
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<tr v-if="milestoneShown(player.q.best.gte(10), true)"><td v-bind:class="{ milestone: player.q.best.lt(10), milestoneDone: player.q.best.gte(10) }"><h3>10 Quirks</h3><br>Automatically purchase Time Capsules & Space Energy<br><button v-if="player.q.best.gte(10)" class="smallUpg can t" onclick="toggleAuto('t')">{{player.t.auto?"ON":"OFF"}}</button> <button v-if="player.q.best.gte(10)" class="smallUpg can s" onclick="toggleAuto('s')">{{player.s.auto?"ON":"OFF"}}</button></td></tr>
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<tr v-if="milestoneShown(player.q.best.gte(15))"><td v-bind:class="{ milestone: player.q.best.lt(15), milestoneDone: player.q.best.gte(15) }"><h3>15 Quirks</h3><br>Gain 100% of Enhance Point gain every second</td></tr>
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<tr v-if="milestoneShown(player.q.best.gte(25))"><td v-bind:class="{ milestone: player.q.best.lt(25), milestoneDone: player.q.best.gte(25) }"><h3>25 Quirks</h3><br>Space resets reset nothing</td></tr>
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<tr v-if="milestoneShown(player.q.best.gte(2500))"><td v-bind:class="{ milestone: player.q.best.lt(2500), milestoneDone: player.q.best.gte(2500) }"><h3>2,500 Quirks</h3><br>You can destroy individual Space Buildings</td></tr>
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</table><br><br>
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You have {{format(player.q.energy)}} Quirk Energy (generated by Quirk Layers), which multiplies Point & Generator Power gain by {{format(tmp.quirkEff)}}<br>
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<button v-bind:class="{ upgBig: true, can: player.q.points.gte(getQuirkLayerCost()), locked: player.q.points.lt(getQuirkLayerCost()), q: true }" onclick="buyQuirkLayer()">Increment your Quirk Layer<br>Cost: {{formatWhole(getQuirkLayerCost())}} Quirks<br>Layers: {{formatWhole(player.q.layers)}}</button>
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</div>
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<div v-if="layer=='hb'">
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<table>
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<tr v-if="milestoneShown(player.hb.best.gte(1))"><td v-bind:class="{ milestone: player.hb.best.lt(1), milestoneDone: player.hb.best.gte(1) }"><h3>1 Hyper-Booster</h3><br>You can buy max Super-Boosters</td></tr>
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</table>
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</div>
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<div v-if="layer=='ss'">
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<table>
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<tr v-if="milestoneShown(player.ss.best.gte(1), true)"><td v-bind:class="{ milestone: player.ss.best.lt(1), milestoneDone: player.ss.best.gte(1) }"><h3>1 Subspace Energy</h3><br>Automatically purchase Space Buildings <button v-if="player.ss.best.gte(1)" class="smallUpg can s" onclick="toggleAuto('s', 'Build')">{{player.s.autoBuild?"ON":"OFF"}}</button></td></tr>
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</table><br><br>
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You have {{format(player.ss.subspace)}} Subspace, which provides you with {{formatWhole(tmp.ssEff1)}} extra Space, makes all Space Buildings {{format(tmp.ssEff2)}}x cheaper, and makes all Space Buildings {{format(tmp.ssEff3.sub(1).times(100))}}% stronger
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</div>
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<div v-if="layer=='m'">
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<table>
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<tr v-if="milestoneShown(player.m.total.gte(1))"><td v-bind:class="{ milestone: player.m.total.lt(1), milestoneDone: player.m.total.gte(1) }"><h3>1 total Magic</h3><br>Keep row 4 milestones on all resets</td></tr>
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<tr v-if="milestoneShown(player.m.total.gte(2))"><td v-bind:class="{ milestone: player.m.total.lt(2), milestoneDone: player.m.total.gte(2) }"><h3>2 total Magic</h3><br>Keep Hindrance completions on all resets</td></tr>
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<tr v-if="milestoneShown(player.m.total.gte(3))"><td v-bind:class="{ milestone: player.m.total.lt(3), milestoneDone: player.m.total.gte(3) }"><h3>3 total Magic</h3><br>Gain 100% of Hindrance Spirit & Quirk gain every second</td></tr>
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<tr v-if="milestoneShown(player.m.total.gte(4), true)"><td v-bind:class="{ milestone: player.m.total.lt(4), milestoneDone: player.m.total.gte(4) }"><h3>4 total Magic</h3><br>Automatically purchase Hyper-Boosters & Subspace <button v-if="player.m.total.gte(4)" class="smallUpg can hb" onclick="toggleAuto('hb')">{{player.hb.auto?"ON":"OFF"}}</button> <button v-if="player.m.total.gte(4)" class="smallUpg can ss" onclick="toggleAuto('ss')">{{player.ss.auto?"ON":"OFF"}}</button></td></tr>
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<tr v-if="milestoneShown(player.m.total.gte(50), true)"><td v-bind:class="{ milestone: player.m.total.lt(50), milestoneDone: player.m.total.gte(50) }"><h3>50 total Magic</h3><br>Automatically cast Spells <button v-if="player.m.total.gte(50)" class="smallUpg can m" onclick="toggleAuto('m')">{{player.m.auto?"ON":"OFF"}}</button></td></tr>
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<tr v-if="milestoneShown(player.m.total.gte(2.5e9))"><td v-bind:class="{ milestone: player.m.total.lt(2.5e9), milestoneDone: player.m.total.gte(2.5e9) }"><h3>2.5e9 total Magic</h3><br>Gain 100% of Hex gain every second, and Spells last 4x longer</td></tr>
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</table><br><br>
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<span v-if="player.sp.total.lt(2)">Note: Activating a Spell costs Magic.<br></span>
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<div class="upgRow">
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<div v-for="id in tmp.spellsUnl">
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<button v-bind:class="{ upg: true, bought: spellActive(id), can: ((player.m.points.gte(player.m.toCast[id]))&&player.m.unl&&!spellActive(id)), locked: (!(player.m.points.gte(player.m.toCast[id])||spellActive(id))), m: true }" v-on:click="activateSpell(id)"><h3>{{SPELL_NAMES[id]}}</h3><br>{{getSpellDesc(id)}}<br><br>Time: {{formatTime(player.m.spellTimes[id])}}</button><br><br>
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<div v-if="player.m.upgrades.includes(41)">
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<input v-model="player.m.toCast[id]" v-on:focus="focused(true)" v-on:blur="focused(false)" v-on:change="updateToCast(id)"></input><br><br>
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</div>
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</div>
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</div>
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You have {{formatWhole(player.m.hexes)}} Hexes, which are multiplying Hindrance Spirit & Quirk gain by {{format(tmp.hexEff)}}
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</div>
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<div v-if="layer=='ba'">
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<table>
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<tr v-if="milestoneShown(player.ba.best.gte(1))"><td v-bind:class="{ milestone: player.ba.best.lt(1), milestoneDone: player.ba.best.gte(1) }"><h3>1 Balance Energy</h3><br>Keep row 4 milestones on all resets</td></tr>
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<tr v-if="milestoneShown(player.ba.best.gte(2))"><td v-bind:class="{ milestone: player.ba.best.lt(2), milestoneDone: player.ba.best.gte(2) }"><h3>2 Balance Energy</h3><br>Keep Quirk Upgrades on all resets</td></tr>
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<tr v-if="milestoneShown(player.ba.best.gte(3), true)"><td v-bind:class="{ milestone: player.ba.best.lt(3), milestoneDone: player.ba.best.gte(3) }"><h3>3 Balance Energy</h3><br>Automatically purchase Quirk Layers <button v-if="player.ba.best.gte(3)" class="smallUpg can q" onclick="toggleAuto('q')">{{player.q.auto?"ON":"OFF"}}</button></td></tr>
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<tr v-if="milestoneShown(player.ba.best.gte(5))"><td v-bind:class="{ milestone: player.ba.best.lt(5), milestoneDone: player.ba.best.gte(5) }"><h3>5 Balance Energy</h3><br>Keep Hyper-Booster & Subspace Upgrades on all resets</td></tr>
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<tr v-if="milestoneShown(player.ba.best.gte(8))"><td v-bind:class="{ milestone: player.ba.best.lt(8), milestoneDone: player.ba.best.gte(8) }"><h3>8 Balance Energy</h3><br>You can buy max Hyper-Boosters & Subspace Energy, and Hyper-Boosters/Subspace Energy reset nothing</td></tr>
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</table><br><br>
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You have {{format(player.ba.power)}} Balance Power, which is multiplying Hindrance Spirit & Quirk gain by {{format(tmp.balEff)}}<br>
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You have {{format(player.ba.positivity)}} Positivity and {{format(player.ba.negativity)}} Negativity, which are multiplying Balance Power gain by {{format(tmp.balEff2)}}
|
||||
</div>
|
||||
<div v-if="layer=='ps'">
|
||||
<table>
|
||||
<tr v-if="milestoneShown(player.ps.best.gte(2), true)"><td v-bind:class="{ milestone: player.ps.best.lt(5), milestoneDone: player.ps.best.gte(2) }"><h3>2 Phantom Souls</h3><br>Automatically purchase Phantom Souls <button v-if="player.ps.best.gte(2)" class="smallUpg can ps" onclick="toggleAuto('ps')">{{player.ps.auto?"ON":"OFF"}}</button></td></tr>
|
||||
<tr v-if="milestoneShown(player.ps.best.gte(5))"><td v-bind:class="{ milestone: player.ps.best.lt(5), milestoneDone: player.ps.best.gte(5) }"><h3>5 Phantom Souls</h3><br>You can buy max Phantom Souls, and Phantom Souls reset nothing</td></tr>
|
||||
</table><br><br>
|
||||
</div>
|
||||
<div v-if="layer=='sp'">
|
||||
<table>
|
||||
<tr v-if="milestoneShown(player.sp.total.gte(1))"><td v-bind:class="{ milestone: player.sp.total.lt(1), milestoneDone: player.sp.total.gte(1) }"><h3>1 total Super-Prestige Point</h3><br>Upgrades of Rows 1-5 and Hindrances are kept on all resets</td></tr>
|
||||
<tr v-if="milestoneShown(player.sp.total.gte(2), true)"><td v-bind:class="{ milestone: player.sp.total.lt(2), milestoneDone: player.sp.total.gte(2) }"><h3>2 total Super-Prestige Points</h3><br>Keep Magic Milestones on reset, Spells do not cost Magic, and Magic Upgrade 13's effect can be auto-set to your current Magic <button v-if="player.sp.total.gte(2)" class="smallUpg can m" onclick="toggleAuto('m', 'Ins')">{{player.m.autoIns?"ON":"OFF"}}</button></td></tr>
|
||||
<tr v-if="milestoneShown(player.sp.total.gte(5))"><td v-bind:class="{ milestone: player.sp.total.lt(5), milestoneDone: player.sp.total.gte(5) }"><h3>5 total Super-Prestige Points</h3><br>Keep Balance Milestones on reset</td></tr>
|
||||
<tr v-if="milestoneShown(player.sp.total.gte(10))"><td v-bind:class="{ milestone: player.sp.total.lt(10), milestoneDone: player.sp.total.gte(10) }"><h3>10 total Super-Prestige Points</h3><br>Gain 100% of Magic & Balance Power gain every second</td></tr>
|
||||
</table>
|
||||
</div>
|
||||
<div v-if="layer=='l'">
|
||||
<br><br>
|
||||
You have {{format(player.l.power)}} Life Power (+{{format(LIFE_BOOSTERS.calcNewPower(1).sub(player.l.power))}}/s),<br>
|
||||
which is translating to:
|
||||
<div class="upgRow">
|
||||
<div v-for="i in tmp.l.lbUnl">
|
||||
<button v-bind:class="{ upgBig: true, l: true }"><h3>Life Booster {{i}}</h3><br>{{LIFE_BOOSTERS[i].effDesc(tmp.l.lbEff[i])}}<br><br>Boosters: {{formatWhole(tmp.l.lb[i])}}<br>Next at: {{formatWhole(LIFE_BOOSTERS.req(i).ceil())}} Phantom Souls</button>
|
||||
</div>
|
||||
</div>
|
||||
You have {{formatWhole(player.ps.points)}} Phantom Souls, {{getLayerEffDesc("ps")}}
|
||||
</div>
|
||||
<div v-if="layer=='hs'">
|
||||
<table>
|
||||
<tr v-if="milestoneShown(player.hs.best.gte(2e4))"><td v-bind:class="{ milestone: player.hs.best.lt(2e4), milestoneDone: player.hs.best.gte(2e4) }"><h3>20,000 Hyperspace Energy</h3><br>Gain 1% of Super-Prestige Points gain every second</td></tr>
|
||||
</table>
|
||||
<br><br>
|
||||
You have {{formatWhole(player.ba.points)}} Balance Energy
|
||||
<br>
|
||||
<button v-on:click="HYPERSPACE.buy()" v-bind:class="{ upgBig: true, hs: true, can: HYPERSPACE.canBuy(), locked: !HYPERSPACE.canBuy() }">Buy a Hyperspace<br>Amount: {{formatWhole(player.hs.space.sub(player.hs.spent))}}<br><br>Cost: {{formatWhole(HYPERSPACE.cost().hs)}} Hyperspace Energy & {{formatWhole(HYPERSPACE.cost().ba)}} Balance Energy</button>
|
||||
<br><br>
|
||||
<button v-on:click="HYPERSPACE.respec()" v-bind:class="{ longUpg: true, hs: true, can: player.hs.unl, locked: !player.hs.unl }">Respec Super-Upgrades</button><br>
|
||||
<div class="upgRow">
|
||||
<div v-for="i in tmp.s.trueSbUnl">
|
||||
<button v-on:click="HYPERSPACE.superUpg(i)" v-bind:class="{ upg: true, hs: true, can: HYPERSPACE.canSuperUpg(i), locked: !HYPERSPACE.canSuperUpg(i) }"><h3>Building {{i}}</h3><br>{{getSpaceBuildingEffDesc(i)}}<br><br>Super-Level: {{formatWhole(tmp.hs.su[i])}} / {{formatWhole(player.hs.superUpgradeCap)}}<br>({{format(tmp.hs.suEff[i].sub(1).times(100))}}% stronger)<br>Cost: 1 Hyperspace</button>
|
||||
</div>
|
||||
</div>
|
||||
<br>
|
||||
Get {{formatWhole(player.g.points)}} / {{formatWhole(HYPERSPACE.nextCapReq())}} Generators to increase the cap of Super-Upgrades
|
||||
</div>
|
||||
<div v-if="layer=='i'">
|
||||
<table>
|
||||
<tr v-if="milestoneShown(player.i.best.gte(3))"><td v-bind:class="{ milestone: player.i.best.lt(3), milestoneDone: player.i.best.gte(3) }"><h3>3 Imperium Bricks</h3><br>You can max out Imperium Bricks</td></tr>
|
||||
</table>
|
||||
<br><br>
|
||||
You have {{formatWhole(player.i.lifeBricks)}} Life Bricks<br>
|
||||
Next Life Brick is at {{format(player.l.power)}} / {{format(IMPERIUM.lifeReq())}} Life Power
|
||||
<br><br>
|
||||
<button v-on:click="IMPERIUM.build()" v-bind:class="{ upgBig: true, i: true, can: IMPERIUM.canBuild(), locked: !IMPERIUM.canBuild() }">
|
||||
<h3>Imperium Buildings</h3><br>
|
||||
<span v-if="tmp.s.sbUnl.lt(SPACE_BUILDINGS.max)">Build Space Building {{formatWhole(tmp.s.sbUnl.add(1))}}</span>
|
||||
<span v-if="tmp.s.sbUnl.gte(SPACE_BUILDINGS.max)">Enhance<sup v-if="tmp.s.sbUnl.div(SPACE_BUILDINGS.max).gte(2)">{{formatWhole(tmp.s.sbUnl.div(SPACE_BUILDINGS.max).floor())}}</sup> Space Building {{formatWhole(tmp.s.sbUnl.sub(tmp.s.sbUnl.div(SPACE_BUILDINGS.max).floor().times(SPACE_BUILDINGS.max)).add(1))}}</span>
|
||||
<br>
|
||||
Built Buildings: {{formatWhole(player.i.extraBuildings)}}
|
||||
<br><br>
|
||||
<span v-if="!player.i.building">Cost: {{IMPERIUM.cost().i}} Imperium Bricks & {{IMPERIUM.cost().l}} Life Bricks</span>
|
||||
<span v-if="player.i.building">Progress: {{format(player.i.progress * 100)}}%<br>Your {{formatWhole(player.sg.points)}} Super-Generators speed up your progress by {{format(IMPERIUM.sgSpeedBoost())}}x<br><br>Click to cancel building</span>
|
||||
</button>
|
||||
<br>
|
||||
Your Work is currently {{format(tmp.i.work)}}, which reduces the gain power of rows 1 - 5 by {{format(tmp.i.workEff)}}x
|
||||
<span v-for="i in IMPERIUM.maxCollapseRows"><span v-if="IMPERIUM.collapsed(i)"><br>Your Work also collapses row {{i}} layers by {{format(tmp.i.collapse[i].times(100))}}%</span></span>
|
||||
</div>
|
494
gamedevtree/Old Code/gametest.js
Normal file
494
gamedevtree/Old Code/gametest.js
Normal file
|
@ -0,0 +1,494 @@
|
|||
var player;
|
||||
var needCanvasUpdate = true;
|
||||
var NaNalert = false;
|
||||
var gameEnded = false;
|
||||
|
||||
|
||||
let modInfo = {
|
||||
name: "The Modding Tree",
|
||||
id: "modbase",
|
||||
pointsName: "points",
|
||||
discordName: "",
|
||||
discordLink: "",
|
||||
offlineLimit: 1 // In hours
|
||||
}
|
||||
|
||||
let VERSION = {
|
||||
num: "1.3.5 maybe",
|
||||
name: "Tabception... ception!",
|
||||
tmtNum: "1.3.5 maybe",
|
||||
tmtName: "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("p", 11)) return new Decimal(0)
|
||||
|
||||
let gain = new Decimal(1)
|
||||
if (hasUpg("p", 12)) gain = gain.times(upgEffect("p", 12))
|
||||
if (hasUpg("p", 13)) gain = gain.times(upgEffect("p", 13))
|
||||
if (hasUpg("p", 22)) gain = gain.times(upgEffect("p", 22))
|
||||
if (player.b.unl) gain = gain.times(layers.b.effect())
|
||||
if (player.g.unl) gain = gain.times(layers.g.effect().powerBoost)
|
||||
if (hasUpg("e", 11)) gain = gain.times(layers.e.upgrades[11].effect())
|
||||
if (player.e.unl && tmp.e.buyables) gain = gain.times(tmp.e.buyables[11].effect.second)
|
||||
if (player.r.upgrades.includes(11)) gain = gain.times(layers.r.upgrades[11].effect())
|
||||
if (player.d.buyables[12].gt(0)) gain = gain.times(layers.d.buyables[12].effect(player.d.buyables[12]).first)
|
||||
if (!player.s.active) if (player.pr.buyables[13].gt(0)) gain = gain.times(layers.pr.buyables[13].effect().first)
|
||||
if (player.d.banking == 1) gain = gain.sqrt()
|
||||
if (player.d.banking == 2) gain = gain.add(1).log10()
|
||||
return gain
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Function to determine if the player is in a challenge
|
||||
function inChallenge(layer, id){
|
||||
let challenge = player[layer].active
|
||||
if (challenge==toNumber(id)) return true
|
||||
|
||||
if (layers[layer].challenges[challenge].countsAs)
|
||||
return layers[layer].challenges[id].countsAs.includes(id)
|
||||
}
|
||||
|
||||
function getResetGain(layer, useType = null) {
|
||||
let type = useType
|
||||
if (!useType) type = layers[layer].type
|
||||
|
||||
if (tmp[layer].gainExp.eq(0)) return new Decimal(0)
|
||||
if (type=="static") {
|
||||
if ((!layers[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(layers[layer].base).times(tmp[layer].gainExp).pow(Decimal.pow(layers[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(layers[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 = layers[layer].type
|
||||
|
||||
if (tmp[layer].gainExp.eq(0)) return new Decimal(1/0)
|
||||
if (type=="static")
|
||||
{
|
||||
if (!layers[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(layers[layer].base, amt.pow(layers[layer].exponent).div(tmp[layer].gainExp)).times(tmp[layer].gainMult)
|
||||
let cost = extraCost.times(tmp[layer].requires).max(tmp[layer].requires)
|
||||
if (layers[layer].resCeil) 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(layers[layer].exponent).times(tmp[layer].requires).max(tmp[layer].requires))
|
||||
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[layer].upgrades[id].unl){
|
||||
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)
|
||||
else
|
||||
return layers[layer].canReset()
|
||||
}
|
||||
|
||||
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].challenges = []
|
||||
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[layer].resetGain.times(diff))
|
||||
}
|
||||
|
||||
var prevOnReset
|
||||
|
||||
function doReset(layer, force=false) {
|
||||
let row = layers[layer].row
|
||||
if (!force) {
|
||||
if (!tmp[layer].canReset) return
|
||||
let gain = tmp[layer].resetGain
|
||||
if (layers[layer].type=="static") {
|
||||
gain =(layers[layer].canBuyMax() ? gain : 1)
|
||||
}
|
||||
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[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) : 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()
|
||||
updateBuyableTemp(layer)
|
||||
}
|
||||
|
||||
|
||||
|
||||
function canAffordUpg(layer, id) {
|
||||
if (!layers[layer].upgrades) return false
|
||||
let upg = layers[layer].upgrades[id]
|
||||
let cost = tmp[layer].upgrades[id].cost
|
||||
return canAffordPurchase(layer, upg, cost)
|
||||
}
|
||||
|
||||
function hasUpg(layer, id){
|
||||
if (!layers[layer].upgrades) return false
|
||||
|
||||
return (player[layer].upgrades.includes(toNumber(id)) || player[layer].upgrades.includes(id.toString()))
|
||||
}
|
||||
|
||||
function hasMilestone(layer, id) {
|
||||
if (!layers[layer].milestones) return false
|
||||
|
||||
return (player[layer].milestones.includes(toNumber(id)) || player[layer].milestones.includes(id.toString()))
|
||||
}
|
||||
|
||||
function hasChallenge(layer, id){
|
||||
if (!layers[layer].challenges) return false
|
||||
|
||||
return (player[layer].challenges.includes(toNumber(id)) || player[layer].challenges.includes(id.toString()))
|
||||
}
|
||||
|
||||
function buyablesOwned(layer, id){
|
||||
return (player[layer].buyables[id])
|
||||
}
|
||||
|
||||
function clickableState(layer, id){
|
||||
return (player[layer].clickables[id])
|
||||
}
|
||||
|
||||
function upgEffect(layer, id){
|
||||
if (!layers[layer].upgrades) return {}
|
||||
|
||||
return (tmp[layer].upgrades[id].effect)
|
||||
}
|
||||
|
||||
function challengeEffect(layer, id){
|
||||
if (!layers[layer].challenge) return false
|
||||
|
||||
return (tmp[layer].challenges[id].effect)
|
||||
}
|
||||
|
||||
function buyableEffect(layer, id){
|
||||
if (!layers[layer].buyables) return false
|
||||
|
||||
return (tmp[layer].buyables[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[layer].upgrades[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 buyMaxBuyable(layer, id) {
|
||||
if (!player[layer].unl) return
|
||||
if (!tmp[layer].buyables[id].unl) return
|
||||
if (!tmp[layer].buyables[id].canAfford) return
|
||||
if (!layers[layer].buyables[id].buyMax) return
|
||||
|
||||
layers[layer].buyables[id].buyMax()
|
||||
updateBuyableTemp(layer)
|
||||
}
|
||||
|
||||
function buyBuyable(layer, id) {
|
||||
if (!player[layer].unl) return
|
||||
if (!tmp[layer].buyables[id].unl) return
|
||||
if (!tmp[layer].buyables[id].canAfford) return
|
||||
|
||||
layers[layer].buyables[id].buy()
|
||||
updateBuyableTemp(layer)
|
||||
}
|
||||
|
||||
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 startChallenge(layer, x) {
|
||||
let enter = false
|
||||
if (!player[layer].unl) return
|
||||
if (player[layer].active == x) {
|
||||
completeChallenge(layer, x)
|
||||
delete player[layer].active
|
||||
} else {
|
||||
enter = true
|
||||
}
|
||||
doReset(layer, true)
|
||||
if(enter) player[layer].active = x
|
||||
|
||||
updateChallengeTemp(layer)
|
||||
}
|
||||
|
||||
function canCompleteChallenge(layer, x)
|
||||
{
|
||||
if (x != player[layer].active) return
|
||||
|
||||
let challenge = layers[layer].challenges[x]
|
||||
|
||||
if (challenge.currencyInternalName){
|
||||
let name = challenge.currencyInternalName
|
||||
if (challenge.currencyLayer){
|
||||
let lr = challenge.currencyLayer
|
||||
return !(player[lr][name].lt(readData(challenge.goal)))
|
||||
}
|
||||
else {
|
||||
return !(player[name].lt(challenge.cost))
|
||||
}
|
||||
}
|
||||
else {
|
||||
return !(player[layer].points.lt(challenge.cost))
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function completeChallenge(layer, x) {
|
||||
var x = player[layer].active
|
||||
if (!x) return
|
||||
if (! canCompleteChallenge(layer, x)) return
|
||||
if (!player[layer].challenges.includes(x)) {
|
||||
needCanvasUpdate = true
|
||||
player[layer].challenges.push(x);
|
||||
if (layers[layer].challenges[x].onComplete) layers[layer].challenges[x].onComplete()
|
||||
}
|
||||
delete player[layer].active
|
||||
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 : "")
|
||||
|
||||
|
||||
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)
|
1872
gamedevtree/Old Code/test.js
Normal file
1872
gamedevtree/Old Code/test.js
Normal file
File diff suppressed because it is too large
Load diff
Loading…
Add table
Add a link
Reference in a new issue