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)