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castle.js
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3171 lines (2975 loc) · 103 KB
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'use strict';
/**************************************************************
* Helper Functions
*
* This section contains the non-Molpy functions.
*************************************************************/
function addCSSRule(sheet, selector, rules, index) {
if(sheet.insertRule) {
sheet.insertRule(selector + '{' + rules + '}', index);
}
else {
sheet.addRule(selector, rules, index);
}
}
jQuery.fn.canColorBorder = function() {
return this.each(function() {
var borderColorButton = $("<div class='ui-border-color-button'></div>");
borderColorButton.click(Molpy.CycleBorderClick);
$(this).append(borderColorButton);
});
};
function ONGsnip(time) {
if(time.getMinutes() >= 30 && Math.abs(Molpy.newpixNumber) <= 240) {
time.setMinutes(30);
} else {
time.setMinutes(0);
}
time.setSeconds(0);
time.setMilliseconds(0);
return time;
}
Molpy.extend = function(obj, args, overwrite){
for(var i in args){
if(!obj[i] || overwrite == true) obj[i] = args[i];
}
}
/**************************************************************
* Molpy Initialization
*************************************************************/
Molpy.Up = function() {
Molpy.molpish = 0;
Molpy.Wake = function() {
Molpy.molpish = 0;
Molpy.HardcodedData();//split some stuff into separate file
/**************************************************************
* Variables
*
* Main variables used for game engine.
*************************************************************/
Molpy.Life = 0; //number of gameticks that have passed
Molpy.fps = 30; //this is just for paint, not updates
Molpy.time = new Date().getTime();
Molpy.newpixNumber = 1; //to track which background to load, and other effects...
Molpy.ONGstart = ONGsnip(new Date()); //contains the time of the previous ONG
Molpy.NPlength = 1800; //seconds in current NewPix (or milliseconds in milliNewPix)
Molpy.updateFactor = 1; //increase to update more often
Molpy.options = [];
Molpy.lateness = 0;
Molpy.ketchupTime = 0;
Molpy.baseNinjaTime = 12 * 60 * 1000; //12 minutes for newpixbot delay
Molpy.ninjaTime = Molpy.baseNinjaTime;
Molpy.ninjad = 0; //ninja flag for newpixbots
Molpy.npbONG = 0; //activation flag for newpixbots
Molpy.sandManual = 0; //total sand dug through user clicks
Molpy.chipsManual = 0;
Molpy.castlesDestroyed = 0; //total castles destroyed by other structures throughout the game
Molpy.sandPermNP = 0; //sand per milliNewPix (recaculated when stuff is bought)
Molpy.glassPermNP = 0;
Molpy.prevCastleSand = 0; //sand cost of previous castle
Molpy.nextCastleSand = 1; //sand cost of next castle
Molpy.beachClicks = 0; //number of times beach has been clicked for sand
Molpy.ninjaFreeCount = 0; //newpix with no clicks in ninja period (but with clicks later)
Molpy.ninjaStealth = 0; //streak of uninterrupted ninja-free newpix
Molpy.saveCount = 0; //number of times game has been saved
Molpy.loadCount = 0; //number of times gave has been loaded
Molpy.autosaveCountup = 0;
Molpy.highestNPvisited = 1; //keep track of where the player has been
Molpy.timeTravels = 0; //number of times timetravel has been used
Molpy.totalCastlesDown = 0; //cumulative castles built and then wiped by Molpy Down throughout all games
Molpy.globalCastleMult = 1; //for boosting castle gains
Molpy.lGlass = 0;
Molpy.totalGlassBuilt = 0;
Molpy.totalGlassDestroyed = 0;
Molpy.toolsBuilt = 0;
Molpy.toolsBuiltTotal = 0;
Molpy.blockspmnp = 0;
Molpy.chipspmnp = 0;
Molpy.DefinePersist();
Molpy.DefineGUI();
/**************************************************************
* Math
*
* In which the mathematical methods of sandcastles are described
*************************************************************/
var sandEpsilon = 0.0000001; //because floating point errors
var previousSand = 0;
Molpy.Dig = function(amount) {
var newSand = Molpy.Boosts['Sand'].power;
var oldSand = newSand;
if(!isFinite(newSand)) amount = 0; //because why bother?
if(!Molpy.Boosts['Sand'].unlocked) Molpy.Boosts['Sand'].unlocked = 1;
Molpy.Boosts['Sand'].bought += amount;
newSand += amount;
if(isNaN(Molpy.Boosts['Sand'].bought)) Molpy.Boosts['Sand'].bought = 0;
var gap = Math.ceil(newSand) - newSand;
if(gap && gap < sandEpsilon) {
newSand = Math.ceil(newSand);
Molpy.Boosts['Sand'].bought = Math.ceil(Molpy.Boosts['Sand'].bought);
Molpy.EarnBadge('Clerical Error');
}
if(isFinite(previousSand) != isFinite(newSand) || isFinite(oldSand) != isFinite(newSand))
Molpy.recalculateDig = 1;
previousSand = newSand;
Molpy.Boosts['Sand'].power = newSand;
Molpy.SandToCastles();
if(newSand >= 50) {
Molpy.EarnBadge('Barn');
}
if(newSand >= 200) {
Molpy.EarnBadge('Storehouse');
}
if(newSand >= 500) {
Molpy.EarnBadge('Bigger Barn');
}
if(Molpy.Boosts['Sand'].bought >= 5000) Molpy.UnlockBoost('Molpies');
if(newSand >= 8000) {
Molpy.EarnBadge('Warehouse');
}
if(newSand >= 300000) {
Molpy.EarnBadge('Sand Silo');
}
if(newSand >= 7000000) {
Molpy.EarnBadge('Silicon Valley');
}
if(newSand >= 80000000) {
Molpy.EarnBadge('Glass Factory');
Molpy.UnlockBoost('Glass Furnace');
}
if(newSand >= 420000000) {
Molpy.EarnBadge('Seaish Sands');
}
if(newSand >= 123456789) {
Molpy.EarnBadge('You can do what you want');
}
if(newSand >= 782222222144) {
Molpy.EarnBadge('Store ALL of the sand');
}
};
Molpy.SandToCastles = function() {
Molpy.buildNotifyFlag = 0;
while(Molpy.Boosts['Sand'].power >= Molpy.nextCastleSand && isFinite(Molpy.Boosts['Castles'].power)) {
if(Molpy.Got('Fractal Sandcastles')) {
var m = 1.35;
if(Molpy.Got('Fractal Fractals')) m = 1.5;
Molpy.Build(Math.floor(Math.pow(m, Molpy.Boosts['Fractal Sandcastles'].power*Molpy.Papal('Fractal'))));
Molpy.Boosts['Fractal Sandcastles'].power++;
if(Molpy.Boosts['Fractal Sandcastles'].power >= 60) {
Molpy.EarnBadge('Fractals Forever');
}
} else {
Molpy.Build(1);
}
Molpy.Boosts['Sand'].power -= Molpy.nextCastleSand;
Molpy.currentCastleSand = Molpy.nextCastleSand;
//In which Fibbonacci occurs:
Molpy.nextCastleSand = Molpy.prevCastleSand + Molpy.currentCastleSand;
if(Molpy.nextCastleSand > 80) Molpy.EarnBadge('Getting Expensive');
Molpy.prevCastleSand = Molpy.currentCastleSand;
if(!isFinite(Molpy.Boosts['Sand'].power) || Molpy.nextCastleSand <= 0) {
Molpy.nextCastleSand = 1;
Molpy.Boosts['Castles'].power = Infinity;
Molpy.Boosts['Castles'].bought = Infinity;
return;
}
}
Molpy.buildNotifyFlag = 1;
Molpy.Build(0);
if(isNaN(Molpy.Boosts['Sand'].power)) {
Molpy.Boosts['Sand'].power = 0;
Molpy.EarnBadge('Mustard Cleanup');
}
if(isNaN(Molpy.Boosts['Castles'].power)) {
Molpy.Boosts['Castles'].power = 0;
Molpy.EarnBadge('Mustard Cleanup');
}
if(isNaN(Molpy.Boosts['Castles'].bought)) {
Molpy.Boosts['Castles'].bought = 0;
Molpy.EarnBadge('Mustard Cleanup');
}
};
Molpy.buildNotifyFlag = 1;
Molpy.buildNotifyCount = 0;
Molpy.Build = function(amount, refund) {
var currentCastles = Molpy.Boosts['Castles'].power; //avoid multiple lookups
if(!isFinite(currentCastles)) {
amount = 0; //no point in adding any more
}
if(!refund && amount)//don't multiply if amount is 0
{
amount = Math.round(amount * Molpy.globalCastleMult) || 0;
}
amount = Math.max(0, amount);
if(!Molpy.Boosts['Castles'].unlocked) Molpy.Boosts['Castles'].unlocked = 1; //quick fix for the castles built not loading.
Molpy.Boosts['Castles'].bought += amount;
currentCastles += amount;
if(amount && !isFinite(currentCastles)) Molpy.recalculateDig = 1;
if(Molpy.buildNotifyFlag) {
if(Molpy.buildNotifyCount) {
amount += Molpy.buildNotifyCount;
Molpy.buildNotifyCount = 0;
}
if(amount) {
if(amount >= currentCastles / 10000000)
Molpy.Notify(amount == 1 ? '+1 Castle' : Molpify(amount, 3) + ' Castles Built', 1);
else
Molpy.buildNotifyCount += amount;
}
} else {
Molpy.buildNotifyCount += amount;
}
if(Molpy.Boosts['Castles'].bought >= 1) {
Molpy.EarnBadge('Rook');
}
if(Molpy.Boosts['Castles'].bought >= 4) {
Molpy.EarnBadge('Enough for Chess');
}
if(Molpy.Boosts['Castles'].bought >= 40) {
Molpy.EarnBadge('Fortified');
}
if(Molpy.Boosts['Castles'].bought >= 320) {
Molpy.EarnBadge('All Along the Watchtower');
}
if(Molpy.Boosts['Castles'].bought >= 1000) {
Molpy.EarnBadge('Megopolis');
}
if(Molpy.Boosts['Castles'].bought >= 100000) {
Molpy.EarnBadge('Kingdom');
}
if(Molpy.Boosts['Castles'].bought >= 10000000) {
Molpy.EarnBadge('Empire');
}
if(Molpy.Boosts['Castles'].bought >= 1000000000) {
Molpy.EarnBadge('Reign of Terror');
}
if(Molpy.Boosts['Castles'].bought >= 2000000000000) {
Molpy.EarnBadge('Unreachable?');
}
if(Molpy.Has('Castles', 1000)) {
Molpy.EarnBadge('We Need a Bigger Beach');
}
if(Molpy.Has('Castles', 1000000)) {
Molpy.EarnBadge('Castle Nation');
}
if(Molpy.Has('Castles', 1000000000)) {
Molpy.EarnBadge('Castle Planet');
}
if(Molpy.Has('Castles', 1000000000000)) {
Molpy.EarnBadge('Castle Star');
}
if(Molpy.Has('Castles', 8888000000000000)) {
Molpy.EarnBadge('Castle Galaxy');
}
if(Molpy.Has('Castles', DeMolpify('1P'))) {
Molpy.EarnBadge('People Eating Tasty Animals');
}
if(Molpy.Has('Castles', DeMolpify('20P'))) {
Molpy.UnlockBoost('Free Advice');
}
if(Molpy.Has('Castles', DeMolpify('1Y'))) {
Molpy.EarnBadge('Y U NO RUN OUT OF SPACE?');
}
if(Molpy.Has('Castles', DeMolpify('1U'))) {
Molpy.EarnBadge('Dumpty');
}
if(Molpy.Has('Castles', DeMolpify('1S'))) {
Molpy.EarnBadge('This is a silly number');
}
if(Molpy.Has('Castles', DeMolpify('1H'))) {
Molpy.EarnBadge('To Da Choppah');
}
if(Molpy.Has('Castles', DeMolpify('1F'))) {
Molpy.EarnBadge('Toasters');
}
if(Molpy.Has('Castles', DeMolpify('1W'))) {
Molpy.EarnBadge('Dubya');
}
if(Molpy.Has('Castles', DeMolpify('1WW'))) {
Molpy.EarnBadge('Rub a Dub Dub');
}
if(Molpy.Has('Castles', DeMolpify('1WWW'))) {
Molpy.EarnBadge('WWW');
}
if(Molpy.Has('Castles', DeMolpify('1WWWW'))) {
Molpy.EarnBadge('Age of Empires');
}
if(Molpy.Has('Castles', DeMolpify('1Q'))) {
Molpy.EarnBadge('Queue');
}
if(Molpy.Has('Castles', DeMolpify('1WQ'))) {
Molpy.EarnBadge('What Queue');
}
if(!isFinite(currentCastles) && !isFinite(Molpy.Boosts['Sand'].power)) {
Molpy.EarnBadge('Everything but the Kitchen Windows');
}
Molpy.Boosts['Time Travel'].Refresh();
Molpy.Boosts['Castles'].power = currentCastles;
};
Molpy.MakeChips = function(times) {
var furnaceLevel = (Molpy.Boosts['Sand Refinery'].power) + 1;
if(times) furnaceLevel *= times;
if(Molpy.Got('Glass Goat') && Molpy.Has('Goats', 1)) {
furnaceLevel *= Molpy.Level('Goats');
}
Molpy.Add('GlassChips', Math.floor(furnaceLevel*Molpy.Papal('Chips')), 1);
};
Molpy.MakeBlocks = function(times) {
if(!isFinite(Molpy.Level('GlassBlocks'))) return;
var chillerLevel = (Molpy.Boosts['Glass Chiller'].power) + 1;
if(times) chillerLevel *= times;
var chipsFor = chillerLevel;
var rate = Molpy.ChipsPerBlock();
var backoff = 1;
while(!Molpy.Has('GlassChips', chipsFor * rate)) {
chipsFor = (chipsFor - backoff) || 0;
backoff *= 2;
}
if(chipsFor <= 0) {
Molpy.Notify('Not enough Glass Chips to make any Blocks', 1);
return;
} else if(chipsFor < chillerLevel) {
Molpy.Notify('Running low on Glass Chips!');
chillerLevel = chipsFor;
}
Molpy.Destroy('GlassChips', chipsFor * rate);
if(Molpy.Got('Glass Goat') && Molpy.Has('Goats', 1)) {
chillerLevel *= Molpy.Level('Goats');
}
Molpy.Add('GlassBlocks', Math.floor(chillerLevel*Molpy.Papal('Blocks')), 1);
};
Molpy.glassNotifyFactor = 1000000000;
Molpy.GlassNotifyFlush = function() {
Molpy.chipAddAmount = Math.round(Molpy.chipAddAmount);
Molpy.chipWasteAmount = Math.round(Molpy.chipWasteAmount);
Molpy.blockAddAmount = Math.round(Molpy.blockAddAmount);
Molpy.blockWasteAmount = Math.round(Molpy.blockWasteAmount);
if(Molpy.chipAddAmount > 0 && !Molpy.Boosts['AA'].power
&& Molpy.chipAddAmount * Molpy.glassNotifyFactor > Molpy.Boosts['GlassChips'].power)
Molpy.Notify('Gained ' + Molpify(Molpy.chipAddAmount, 3) + ' Glass Chip' + plural(Molpy.chipAddAmount), 1);
if(Molpy.chipAddAmount < 0
&& (-Molpy.chipAddAmount * Molpy.glassNotifyFactor) > Molpy.Boosts['GlassChips'].power)
Molpy.Notify('Consumed ' + Molpify(-Molpy.chipAddAmount, 3) + ' Glass Chip' + plural(-Molpy.chipAddAmount), 1);
Molpy.chipAddAmount = 0;
if(Molpy.chipWasteAmount > 0)
Molpy.Notify('Not enough Chip Storage for ' + Molpify(Molpy.chipWasteAmount) + ' Glass Chip' + plural(Molpy.chipWasteAmount), 1);
Molpy.chipWasteAmount = 0;
if(Molpy.blockAddAmount > 0 && !Molpy.Boosts['AA'].power
&& Molpy.blockAddAmount * Molpy.glassNotifyFactor > Molpy.Boosts['GlassBlocks'].power)
Molpy.Notify('Gained ' + Molpify(Molpy.blockAddAmount, 3) + ' Glass Block' + plural(Molpy.blockAddAmount), 1);
if(Molpy.blockAddAmount < 0
&& (-Molpy.blockAddAmount * Molpy.glassNotifyFactor) > Molpy.Boosts['GlassBlocks'].power)
Molpy.Notify('Consumed ' + Molpify(-Molpy.blockAddAmount, 3) + ' Glass Block' + plural(-Molpy.blockAddAmount), 1);
Molpy.blockAddAmount = 0;
if(Molpy.blockWasteAmount > 0)
Molpy.Notify('Not enough Block Storage for ' + Molpify(Molpy.blockWasteAmount, 3) + ' Glass Block' + plural(Molpy.blockWasteAmount), 1);
Molpy.blockWasteAmount = 0;
};
Molpy.DigGlass = function(amount) {
Molpy.totalGlassBuilt += amount;
Molpy.Add('TF', amount);
};
Molpy.DestroyGlass = function(amount) {
var tf = Molpy.Boosts['TF'];
amount = Math.min(tf.Level, amount);
tf.Destroy(amount);
Molpy.totalGlassDestroyed += amount;
};
Molpy.sandPerClick = function() {
var baserate = 1 + Molpy.Got('Bigger Buckets') * 0.1;
var mult = 1;
if(Molpy.Got('Huge Buckets')) mult *= 2;
if(Molpy.Got('Buccaneer')) mult *= 2;
baserate *= mult;
if(Molpy.Got('Helpful Hands')) {
var pairs = Math.min(Molpy.SandTools['Bucket'].amount, Molpy.SandTools['Cuegan'].amount);
baserate += 0.5 * pairs || 0;
}
if(Molpy.Got('True Colours')) {
var pairs = Math.min(Molpy.SandTools['Flag'].amount, Molpy.SandTools['Cuegan'].amount);
baserate += 5 * pairs || 0;
}
if(Molpy.Got('Raise the Flag')) {
var pairs = Math.min(Molpy.SandTools['Flag'].amount, Molpy.SandTools['Ladder'].amount);
baserate += 50 * pairs || 0;
}
if(Molpy.Got('Hand it Up')) {
var pairs = Math.min(Molpy.SandTools['Bag'].amount, Molpy.SandTools['Ladder'].amount);
baserate += 500 * pairs || 0;
}
if(Molpy.Got('Bucket Brigade')) {
baserate += Molpy.sandPermNP * 0.01 * Math.floor(Molpy.SandTools['Bucket'].amount / 50) || 0;
}
if(Molpy.Got('Bag Puns')) {
baserate += baserate * (4 / 10) * Math.max(-2, Math.floor((Molpy.SandTools['Bag'].amount - 25) / 5)) || 0;
}
if(Molpy.Got('Bone Clicker') && Molpy.Has('Bonemeal', 1)) {
baserate *= Molpy.Level('Bonemeal');
}
return baserate;
};
Molpy.computedSandPerClick = 1;
Molpy.globalSpmNPMult = 1;
Molpy.globalGpmNPMult = 1;
Molpy.lastClick = 0;
Molpy.chipsPerClick = 0;
Molpy.ClickBeach = function(event, leopard, recursion) {
Molpy.previewNP = 0;
if(!Molpy.layoutLocked && !leopard) {
Molpy.Notify('You cannnot click here while the layout is unlocked but you can use your leopard');
return;
}
var newsand = Molpy.computedSandPerClick;
Molpy.Dig(newsand);
if(newsand && Molpy.options.numbers) Molpy.AddSandParticle('+' + Molpify(newsand, 1));
Molpy.sandManual += newsand;
if(isNaN(Molpy.sandManual)) Molpy.sandManual = 0;
if(!isFinite(Molpy.Boosts['Sand'].power) && Molpy.Got('BG')) {
Molpy.chipsPerClick = Molpy.BoostsOwned * 4;
if(Molpy.Got('GM')) {
Molpy.chipsPerClick += Molpy.glassPermNP / 20;
}
if(Molpy.Got('Bone Clicker') && Molpy.Has('Bonemeal', 1)) {
Molpy.chipsPerClick *= Molpy.Level('Bonemeal');
}
Molpy.Add('TF', Molpy.chipsPerClick);
if(Molpy.chipsPerClick) {
Molpy.chipsManual += Molpy.chipsPerClick;
if(Molpy.chipsPerClick && Molpy.options.numbers)
Molpy.AddSandParticle('+' + Molpify(Molpy.chipsPerClick, 1));
}
}
if(Molpy.mustardTools) {
Molpy.Add('Mustard', Molpy.mustardTools);
if(Molpy.options.numbers) Molpy.AddSandParticle('+' + Molpify(Molpy.mustardTools, 1) + ' mustard');
}
Molpy.beachClicks += 1;
Molpy.CheckClickAchievements();
if(Molpy.ninjad == 0 && (!isFinite(Molpy.CastleTools['NewPixBot'].amount) || Molpy.CastleTools['NewPixBot'].amount)) {
if(Molpy.npbONG == 1) {
Molpy.StealthClick();
var saveRitual = false;
if(Molpy.Boosts['Ritual Sacrifice'].IsEnabled && Molpy.Boosts['Ninja Ritual'].power >= 25 && Molpy.Boosts['Ninja Ritual'].power < 101) {
if(Molpy.Spend({Goats: 5})) {
saveRitual = true;
Molpy.Notify('Sacrificed 5 Goats to continue Ninja Ritual');
} else {
Molpy.Notify('You need 5 Goats for Ritual Sacrifice');
}
}
if(Molpy.Boosts['Ritual Rift'].IsEnabled && !saveRitual) {
var ritualRiftCost = Math.floor(Molpy.Boosts['Ninja Ritual'].power / 10);
if(Molpy.Spend({FluxCrystals: ritualRiftCost})) {
saveRitual = true;
Molpy.Notify('Warped back in time with ' + ritualRiftCost + ' Flux Crystals to continue Ninja Ritual.');
} else {
Molpy.Notify('Not enough Flux Crystals for Ritual Rift.');
}
}
if(!saveRitual){
Molpy.Boosts['Ninja Ritual'].Level = 0;
}
} else if(Molpy.npbONG == 0) {
if(Molpy.NinjaUnstealth()) {
if(Molpy.CastleTools['NewPixBot'].currentActive) {
Molpy.EarnBadge('Ninja');
}
if(Molpy.CastleTools['NewPixBot'].currentActive >= 10) {
Molpy.EarnBadge('Ninja Strike');
}
}
if(Molpy.Got('Ninja Ritual')) {
Molpy.Add('Goats', 1 + Math.floor(Molpy.Boosts['Ninja Ritual'].Level++ / 5));
if(Molpy.Boosts['Ninja Ritual'].Level > 10)
Molpy.UnlockBoost('Western Paradox');
if(Molpy.Boosts['Ninja Ritual'].Level > 24)
Molpy.UnlockBoost('Ritual Sacrifice');
if(Molpy.Boosts['Ninja Ritual'].Level > 39 && Molpy.Boosts['Time Lord'].bought > 8)
Molpy.UnlockBoost('Ritual Rift');
}
else if(Molpy.Has('Goats', 10)) Molpy.UnlockBoost('Ninja Ritual');
if(Molpy.CastleTools['NewPixBot'].currentActive >= 1000) {
Molpy.EarnBadge('KiloNinja Strike');
if(Molpy.CastleTools['NewPixBot'].currentActive >= 1e6) {
Molpy.EarnBadge('MegaNinja Strike');
if(Molpy.CastleTools['NewPixBot'].currentActive >= 1e9) {
Molpy.EarnBadge('GigaNinja Strike');
}
}
}
}
} else if(Molpy.Got('VJ')) {
var sawmod = Molpy.Got('Short Saw') ? 20 : 100;
if(Molpy.beachClicks % sawmod == 0) {
Molpy.Notify(Molpy.Boosts['VJ'].name);
Molpy.Build(Molpy.CalcVJReward(1));
Molpy.Boosts['VJ'].power++;
Molpy.Boosts['VJ'].Refresh();
var sawType = 'Plain';
if(Molpy.Got('Swedish Chef')) sawType = 'Swedish Chef';
if(Molpy.Got('Phonesaw')) sawType = 'PhoneSaw';
if(Molpy.Got('Ninjasaw')) sawType = 'Ninjasaw';
if(Molpy.Got('Glass Saw')) {
var p = Molpy.Boosts['Glass Saw'].power;
if(p > 0) {
sawType = 'Glass Saw';
var maxGlass = Molpy.GlassCeilingCount() * 10000000 * p;
var absMaxGlass = maxGlass;
var rate = Molpy.ChipsPerBlock();
maxGlass = Math.min(maxGlass, Math.floor(Molpy.Level('TF') / rate));
var leave = 0;
var bl = Molpy.Boosts['GlassBlocks'];
if(Molpy.Got('Buzz Saw') && Molpy.Boosts['Stretchable Block Storage'].IsEnabled) {
sawType = 'Buzz Saw';
maxGlass = Math.max(maxGlass, 0) || 0;
} else {
if(Molpy.Boosts['AA'].power && Molpy.Boosts['Glass Blower'].IsEnabled) {
leave = Molpy.Boosts['Glass Chiller'].power * (1 + Molpy.Boosts['AC'].power) / 2 * 10; // 10 mnp space
}
maxGlass = Math.min(maxGlass, bl.bought * 50 - bl.power - leave);
maxGlass = Math.max(maxGlass, 0) || 0;
var backoff = 1;
while(bl.power + maxGlass > bl.bought * 50) {
maxGlass -= backoff;
backoff *= 2;
}
}
if(!isFinite(maxGlass)) {
Molpy.EarnBadge('Infinite Saw');
}
if(!isFinite(bl.Level)) Molpy.UnlockBoost('Buzz Saw');
Molpy.Add('GlassBlocks', Math.floor(maxGlass*Molpy.Papal('GlassSaw')), Molpy.Got('Buzz Saw'));
Molpy.Spend('TF', maxGlass * rate);
if(Molpy.Has('TF', absMaxGlass * rate * 10))
Molpy.Boosts['Glass Saw'].power = p * (10 + 5 * Molpy.Got('Buzz Saw'));
else if(Molpy.Has('TF', absMaxGlass * rate * 2))
Molpy.Boosts['Glass Saw'].power = p * (2 + Molpy.Got('Buzz Saw'));
if(maxGlass && p > 1e15 && maxGlass / absMaxGlass < .01) {
Molpy.UnlockBoost(['Buzz Saw', 'Stretchable Block Storage']);
}
} else {
if(!p) Molpy.Boosts['Glass Saw'].power = 1;
}
Molpy.Boosts['Glass Saw'].Refresh();
}
_gaq.push(['_trackEvent', Molpy.Boosts['VJ'].name, sawType, '' + Molpy.Boosts['VJ'].power]);
}
}
if(Molpy.Got('Bag Puns') && Molpy.Boosts['VJ'].bought != 1) {
if(Molpy.beachClicks % 20 == 0) {
Molpy.Notify(GLRschoice(Molpy.bp));
var p = Molpy.Boosts['Bag Puns'].power;
p++;
if(p > 100) Molpy.UnlockBoost('VJ');
Molpy.Boosts['Bag Puns'].power = p;
Molpy.Boosts['Bag Puns'].Refresh();
}
}
if(Molpy.Got('Spare Tools')) {
GLRschoice(Molpy.tfOrder).create(1).Refresh();
}
Molpy.ninjad = 1;
if(Molpy.oldBeachClass != 'beachongwarning') Molpy.UpdateBeachClass('beachsafe');
Molpy.HandleClickNP();
if(Molpy.Got('Temporal Rift') && Molpy.Boosts['Temporal Rift'].countdown < 5 && flandom(2) == 1) {
Molpy.Notify('You accidentally slip through the temporal rift!,1');
Molpy.RiftJump();
}
Molpy.Donkey();
if(!recursion && Molpy.Got('Doubletap')) Molpy.ClickBeach(event, leopard, 1);
Molpy.SandToCastles();
if(isNaN(Molpy.Boosts['Sand'].power)) {
Molpy.Boosts['Sand'].power = 0;
Molpy.EarnBadge('Mustard Cleanup');
}
if(isNaN(Molpy.Boosts['Castles'].power)) {
Molpy.Boosts['Castles'].power = 0;
Molpy.EarnBadge('Mustard Cleanup');
}
};
g('beach').onclick = Molpy.ClickBeach;
Molpy.CalcVJReward = function(includeNinja) {
var p = Molpy.Boosts['VJ'].power;
var mult = 1000000;
if(Molpy.Got('Swedish Chef')) {
mult *= 100;
} else {
if(p > 20) Molpy.UnlockBoost('Swedish Chef');
}
if(Molpy.Got('Phonesaw')) mult *= mult;
if(includeNinja && Molpy.Boosts['Ninjasaw'].IsEnabled) {
if(Molpy.Has('GlassBlocks', 50)) {
Molpy.Spend('GlassBlocks', 50);
mult *= Molpy.CalcStealthBuild(0, 1) / 10;
}
}
return p * mult;
};
Molpy.StealthClick = function() {
//clicking first time, after newpixbot
Molpy.EarnBadge('No Ninja');
Molpy.ninjaFreeCount++;
var ninjaInc = 1;
if(Molpy.Got('Active Ninja') && Molpy.NPlength > 1800) {
ninjaInc *= 3;
}
if(!Molpy.Boosts['Ninja Lockdown'].IsEnabled) {
if(Molpy.Got('Ninja League')) {
ninjaInc *= 100;
}
if(Molpy.Got('Ninja Legion')) {
ninjaInc *= 1000;
}
if(Molpy.Got('Ninja Ninja Duck')) {
ninjaInc *= 10;
}
ninjaInc *= Molpy.Papal('Ninja');
}
Molpy.ninjaStealth += ninjaInc;
if(Molpy.Got('Ninja Builder')) {
var stealthBuild = Molpy.CalcStealthBuild(1, 1);
Molpy.Build(stealthBuild + 1);
var fn = 'Factory Ninja';
if(Molpy.Got(fn)) {
var runs = Molpy.ActivateFactoryAutomation();
if(runs == 0 && Molpy.sandPermNP == Infinity) Molpy.EarnBadge('Pure Genius');
!Molpy.Boosts[fn].power--;
if(!Molpy.Boosts[fn].power) Molpy.LockBoost(fn);
}
} else {
Molpy.Build(1); //neat!
}
if(Molpy.ninjaStealth >= 6) {
Molpy.EarnBadge('Ninja Stealth');
Molpy.UnlockBoost('Stealthy Bot');
}
if(Molpy.ninjaStealth >= 16) {
Molpy.EarnBadge('Ninja Dedication');
Molpy.UnlockBoost('Ninja Builder');
}
if(Molpy.ninjaStealth >= 26) {
Molpy.EarnBadge('Ninja Madness');
Molpy.UnlockBoost('Ninja Hope');
}
if(Molpy.ninjaStealth >= 36) {
Molpy.EarnBadge('Ninja Omnipresence');
}
if(Molpy.ninjaStealth > 4000) {
Molpy.EarnBadge('Ninja Pact');
}
if(Molpy.ninjaStealth > 4000000) {
Molpy.EarnBadge('Ninja Unity');
}
if(Molpy.Got('Stealth Cam')) Molpy.Shutter();
};
Molpy.CalcStealthBuild = function(vj, spend) {
var stealthBuild = Molpy.ninjaStealth;
if(Molpy.Got('Ninja Assistants')) stealthBuild *= Molpy.CastleTools['NewPixBot'].amount;
if(Molpy.Got('Skull and Crossbones')) {
stealthBuild = Math.floor(stealthBuild * Math.pow(1.05, Math.max(-1, Molpy.SandTools['Flag'].amount - 40)));
}
if(Molpy.Boosts['Glass Jaw'].IsEnabled) {
if(Molpy.Has('GlassBlocks', 1)) {
if(spend) Molpy.Spend('GlassBlocks', 1);
stealthBuild *= 100;
}
}
if(Molpy.Got('Ninja Climber')) {
stealthBuild *= Molpy.SandTools['Ladder'].amount;
if(spend) {
Molpy.recalculateDig = 1;
}
}
if(vj && Molpy.Boosts['Ninjasaw'].power && Molpy.Boosts['VJ'].IsEnabled) {
if(Molpy.Has('GlassBlocks', 50)) {
if(spend) Molpy.Spend('GlassBlocks', 50);
stealthBuild *= Molpy.CalcVJReward();
}
}
return stealthBuild;
};
var prevKey = '';
Molpy.KeyDown = function(e) {
var key = String.fromCharCode(e.keyCode || e.charCode);
if(key == '5' && prevKey.toLowerCase() == 'f') {
Molpy.ClickBeach(e, 1);
Molpy.EarnBadge('Use Your Leopard');
}
prevKey = key;
};
window.onkeydown = Molpy.KeyDown;
Molpy.NinjaUnstealth = function() {
if(!Molpy.ninjaStealth) return 0; //Nothing to lose!
if(Molpy.Got('Impervious Ninja')) {
var payment = Math.floor(Molpy.Boosts['GlassChips'].power * .01);
if(payment >= 100) {
Molpy.Spend('GlassChips', payment);
Molpy.Notify('Ninja Forgiven', 1);
Molpy.Boosts['Impervious Ninja'].power--;
if(Molpy.Boosts['Impervious Ninja'].power <= 0) {
Molpy.LockBoost('Impervious Ninja');
}
return 0; //Safe
}
}
if(Molpy.Got('Ninja Hope') && Molpy.Boosts['Ninja Hope'].power) {
if(Molpy.Has('Castles', 10)) {
Molpy.Destroy('Castles', 10);
Molpy.Boosts['Ninja Hope'].power--;
Molpy.Notify('Ninja Forgiven', 1);
return 0;
}
}
if(Molpy.Got('Ninja Penance') && Molpy.Boosts['Ninja Penance'].power) {
if(Molpy.Has('Castles', 30)) {
Molpy.Destroy('Castles', 30);
Molpy.Boosts['Ninja Penance'].power--;
Molpy.Notify('Ninja Forgiven', 1);
return 0;
}
}
Molpy.Boosts['Ninja Hope'].power = 1;
Molpy.Boosts['Ninja Penance'].power = 2;
if(Molpy.ninjaStealth) Molpy.Notify('Ninja Unstealthed', 1);
if(Molpy.ninjaStealth >= 7 && Molpy.Got('Ninja Hope')) {
Molpy.UnlockBoost('Ninja Penance');
}
if(Molpy.ninjaStealth >= 30 && Molpy.ninjaStealth < 36) {
Molpy.EarnBadge('Ninja Shortcomings');
}
Molpy.ninjaStealth = 0;
return 1;
};
Molpy.HandleClickNP = function() {
var NP = Molpy.newpixNumber;
if(NP == 404) Molpy.EarnBadge('Badge Not Found');
if(NP == -404) Molpy.EarnBadge('Badge Found');
if(NP == 2101) Molpy.EarnBadge('War was beginning.');
};
/* In which we calculate how much sand per milliNewPix we dig
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++*/
Molpy.CalculateDigSpeed = function() {
Molpy.recalculateDig = 0;
var oldrate = Molpy.sandPermNP;
Molpy.sandPermNP = 0;
var multiplier = 1;
for( var i in Molpy.SandTools) {
var me = Molpy.SandTools[i];
me.storedSpmNP = EvalMaybeFunction(me.spmNP, me) || 0;
me.storedTotalSpmNP = me.amount * me.storedSpmNP;
Molpy.sandPermNP += me.storedTotalSpmNP || 0;
}
var ninjaFactor = 1;
if(Molpy.Got('Busy Bot')) ninjaFactor += 0.1;
if(Molpy.Got('Stealthy Bot')) ninjaFactor += 0.1;
if(Molpy.Got('Chequered Flag')) ninjaFactor += 0.2;
Molpy.ninjaTime = Molpy.baseNinjaTime / ninjaFactor;
if(Molpy.IsEnabled('Western Paradox')) Molpy.ninjaTime *= 3;
if(Molpy.Got('Molpies'))//molpy molpy molpy molpy molpy
{
multiplier += 0.01 * Molpy.BadgesOwned;
}
if(Molpy.Got('Grapevine'))//grapevine
{
multiplier += 0.02 * Molpy.BadgesOwned;
}
if(Molpy.Got('Ch*rpies')) {
multiplier += 0.05 * Molpy.BadgesOwned;
}
if(Molpy.Got('Blitzing')) {
multiplier *= Molpy.Boosts['Blitzing'].power / 100;
}
Molpy.computedSandPerClick = Molpy.sandPerClick() * multiplier;
if(!isFinite(Molpy.computedSandPerClick) || !isFinite(Molpy.Boosts['Sand'].power)) Molpy.computedSandPerClick = 0; //you can't dig infinite sand
//stuff beyond here doesn't apply to clicks
if(Molpy.Got('Overcompensating') && Molpy.NPlength > 1800) {
multiplier += Molpy.Boosts['Overcompensating'].power;
}
if(Molpy.Got('Facebugs')) {
multiplier += 0.1 * Molpy.BadgesOwned;
}
multiplier *= Molpy.BBC();
var glassUse = Molpy.CalcGlassUse();
multiplier *= Math.max(0, ((100 - glassUse) / 100));
Molpy.globalSpmNPMult = multiplier;
Molpy.sandPermNP *= Molpy.globalSpmNPMult;
if(isNaN(Molpy.sandPermNP)) {
Molpy.sandPermNP = 0;
}
if(Molpy.globalSpmNPMult == 0 && oldrate != 0) {
Molpy.Notify('Looks like all the sand you dig is being used to make glass', 1);
}
if(Molpy.sandPermNP > oldrate) Molpy.CheckSandRateBadges();
Molpy.CalcReportJudgeLevel();
if(Molpy.Got('Flux Turbine')) {
if(!isFinite(Molpy.totalCastlesDown)) {
Molpy.totalCastlesDown = Number.MAX_VALUE;
}
var fluxLevel = Math.log(Molpy.totalCastlesDown);
if(Molpy.Got('Flux Surge')) {
fluxLevel *= 1.5;
}
var oldMult = Molpy.globalCastleMult;
Molpy.globalCastleMult = Math.max(1, Math.pow(1.02, fluxLevel));
if(oldMult != Molpy.globalCastleMult) Molpy.Boosts['Flux Turbine'].Refresh();
} else {
Molpy.globalCastleMult = 1;
}
Molpy.shopRepaint = 1;
Molpy.CalculateGlassRate();
};
Molpy.CheckSandRateBadges = function() {
var sr = Molpy.sandPermNP;
if(sr >= 0.1) Molpy.EarnBadge('A light dusting');
if(sr >= 0.8) Molpy.EarnBadge('Sprinkle');
if(sr >= 6) Molpy.EarnBadge('Trickle');
if(sr >= 25) Molpy.EarnBadge('Pouring it on');
if(sr >= 100) Molpy.EarnBadge('Hundred Year Storm');
if(sr >= 400) Molpy.EarnBadge('Thundering Typhoon!');
if(sr >= 1600) Molpy.EarnBadge('Sandblaster');
if(sr >= 7500) Molpy.EarnBadge('Where is all this coming from?');
if(sr >= 30000) Molpy.EarnBadge('Seaish Sandstorm');
if(sr >= 500500) Molpy.EarnBadge('WHOOSH');
if(sr >= 2222222) Molpy.EarnBadge('We want some two!');
if(sr >= 10101010) Molpy.EarnBadge('Bittorrent');
if(sr >= 299792458) Molpy.EarnBadge('WARP SPEEEED');
if(sr >= 8888888888.8) Molpy.EarnBadge('Maxed out the display');
};
Molpy.CalcReportJudgeLevel = function() {
var judy = Molpy.JudgementDipReport()[0];
if(Molpy.judgeLevel == -1){ //just loaded
if(judy > 0) Molpy.Notify("Judgement Dip Level: " + Molpify(judy - 1, 2), 1);
} else if(judy > Molpy.judgeLevel)//increase
{
if(Molpy.judgeLevel < 2 && judy > 2) { //jumped from safe to multiple levels of judgement
Molpy.Notify('Judgement Dip is upon us!');
Molpy.Notify("Judgement Dip Level: " + Molpify(judy - 1, 2), 1);
} else if(judy > 2) {
Molpy.Notify('Things got worse!!');
Molpy.Notify("Judgement Dip Level: " + Molpify(judy - 1, 2), 1);
} else if(judy == 2) {
Molpy.Notify('Judgement Dip is upon us!', 1);
} else if(judy == 1) {
Molpy.Notify("You sense trouble. The bots are restless.", 1);
}
} else if(judy < Molpy.judgeLevel) { //decrease
if(judy > 1) {
Molpy.Notify('Things got better');
Molpy.Notify("Judgement Dip Level: " + Molpify(judy - 1, 2), 1);
} else if(judy == 1) {
Molpy.Notify("You feel relief but fear lingers.", 1);
} else if(judy == 0) {
if(Molpy.Boosts['NavCode'].IsEnabled) {
Molpy.Notify('Your alterations to the navigation code have saved the day!', 1);
} else {
Molpy.Notify('You feel safe.', 1);
}
}
}
Molpy.judgeLevel = judy;
if(Molpy.judgeLevel) Molpy.EarnBadge('Judgement Dip Warning');
if(Molpy.judgeLevel > 1) Molpy.EarnBadge('Judgement Dip');
};
Molpy.CalculateGlassRate = function() {
var oldrate = Molpy.glassPermNP;
Molpy.glassPermNP = 0;
var multiplier = 1;
var inf = (Molpy.Got('Sand to Glass') && !isFinite(Molpy.Boosts['Sand'].power)) * 1;
if(!inf && oldrate == 0) return;
for( var i in Molpy.SandTools) {
var me = Molpy.SandTools[i];
var tf = !isFinite(Molpy.priceFactor * me.price) * 1 * inf;
me.storedGpmNP = EvalMaybeFunction(me.gpmNP, me) * tf;
me.storedTotalGpmNP = me.amount * me.storedGpmNP;
Molpy.glassPermNP += me.storedTotalGpmNP || 0;
}
if(Molpy.Got('GL')) {
multiplier *= Molpy.Boosts['GL'].power / 100;
}
if(Molpy.Got('CFT')) {
multiplier *= Molpy.globalCastleMult;
}
Molpy.globalGpmNPMult = multiplier;
Molpy.glassPermNP *= Molpy.globalGpmNPMult;
if(!isFinite(Molpy.Boosts['Sand'].power) && Molpy.Got('BG')) {
Molpy.chipsPerClick = Molpy.BoostsOwned * 4;
if(Molpy.Got('GM')) {
Molpy.chipsPerClick += Molpy.glassPermNP / 20;
}
if(Molpy.Got('Bone Clicker') && Molpy.Has('Bonemeal', 1)) {
Molpy.chipsPerClick *= Molpy.Level('Bonemeal');
}
} else {
Molpy.chipsPerClick = 0;
}
if(Molpy.glassPermNP > oldrate) {
if(Molpy.glassPermNP >= 5000) Molpy.EarnBadge('Plain Potato Chips');
if(Molpy.glassPermNP >= 20000) Molpy.EarnBadge('Crinkle Cut Chips');
if(Molpy.glassPermNP >= 800000) Molpy.EarnBadge('BBQ Chips');
if(Molpy.glassPermNP >= 4e6) Molpy.EarnBadge('Corn Chips');
if(Molpy.glassPermNP >= 2e7) Molpy.EarnBadge('Sour Cream and Onion Chips');
if(Molpy.glassPermNP >= 1e8) Molpy.EarnBadge('Cinnamon Apple Chips');
if(Molpy.glassPermNP >= 3e9) Molpy.EarnBadge('Sweet Chili Chips');
if(Molpy.glassPermNP >= 1e11) Molpy.EarnBadge('Banana Chips');
if(Molpy.glassPermNP >= 5e12) Molpy.EarnBadge('Nuclear Fission Chips');
if(Molpy.glassPermNP >= 6e14) Molpy.EarnBadge('Silicon Chips');
if(Molpy.glassPermNP >= 1e19) Molpy.EarnBadge('Blue Poker Chips');
}
};
/**************************************************************
* Boost Shop
*************************************************************/
Molpy.shopRepaint = 1;
Molpy.sandToolPriceFactor = 1.1;
Molpy.SandTools = [];
Molpy.SandToolsById = [];
Molpy.SandToolsN = 0;
Molpy.CastleTools = [];
Molpy.CastleToolsById = [];
Molpy.CastleToolsN = 0;
Molpy.SandToolsOwned = 0;
Molpy.CastleToolsOwned = 0;
Molpy.priceFactor = 1;
Molpy.SandTool = function(args) {
this.id = Molpy.SandToolsN;
this.name = args.name;
args.commonName = args.commonName.split('|');
this.single = args.commonName[0];
this.plural = args.commonName[1];
this.actionName = args.commonName[2];
this.desc = args.desc;
this.basePrice = args.price;
this.price = this.basePrice;
this.spmNP = args.spmNP;