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)