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- ShowTooltips=true;
- document.getElementById("resourceColumn").innerHTML += '<input id="chkBuyStorage" title="autobuy Storage" style="left: 50%; top: 50%; position: absolute;" type="checkbox">';
- AutoBuyStorage=function ()
- {
- if (!document.getElementById("chkBuyStorage"))
- {
- document.getElementById("resourceColumn").innerHTML += '<input id="chkBuyStorage" title="autobuy Storage" style="left: 50%; top: 50%; position: absolute;" type="checkbox">';
- }
- return document.getElementById("chkBuyStorage").checked;
- }
- document.getElementById("buildingsTitleSpan").outerHTML += '<input id="chkBuyBuilding" title="autobuy Buildings" type="checkbox">';
- AutoBuyBuilding=function ()
- {
- if (!document.getElementById("chkBuyBuilding"))
- {
- document.getElementById("buildingsTitleSpan").outerHTML += '<input id="chkBuyBuilding" title="autobuy Storage" type="checkbox">';
- }
- return document.getElementById("chkBuyBuilding").checked;
- }
- document.getElementById("upgradesTitleSpan").outerHTML += '<input id="chkBuyUpgrades" title="autobuy non eqipment Upgrades" type="checkbox">';
- AutoBuyUpgrades=function ()
- {
- if (!document.getElementById("chkBuyUpgrades"))
- {
- document.getElementById("upgradesTitleSpan").outerHTML += '<input id="chkBuyUpgrades" title="autobuy non eqipment Upgrades" type="checkbox">';
- }
- return document.getElementById("chkBuyUpgrades").checked;
- }
- document.getElementById("equipmentTitleSpan").innerHTML += '<table><tr><td><input id="chkBuyEquipH" title="autobuy Armor" type="checkbox"><input id="chkBuyEquipA" title="autobuy Weapons" type="checkbox"></td></tr><tr><td><input id="chkBuyPrestigeH" title="autobuy Armor Upgrades" type="checkbox"><input id="chkBuyPrestigeA" title="autobuy Weapon Upgrades" type="checkbox"></td></tr></table>';
- AutoBuyEquipH=function ()
- {
- if (!document.getElementById("chkBuyEquipH"))
- {
- document.getElementById("equipmentTitleSpan").innerHTML += '<table><tr><td><input id="chkBuyEquipH" title="autobuy Armor" type="checkbox"><input id="chkBuyEquipA" title="autobuy Weapons" type="checkbox"></td></tr><tr><td><input id="chkBuyPrestigeH" title="autobuy Armor Upgrades" type="checkbox"><input id="chkBuyPrestigeA" title="autobuy Weapon Upgrades" type="checkbox"></td></tr></table>';
- }
- return document.getElementById("chkBuyEquipH").checked;
- }
- AutoBuyPrestigeH=function ()
- {
- if (!document.getElementById("chkBuyPrestigeH"))
- {
- document.getElementById("equipmentTitleSpan").innerHTML += '<table><tr><td><input id="chkBuyEquipH" title="autobuy Armor" type="checkbox"><input id="chkBuyEquipA" title="autobuy Weapons" type="checkbox"></td></tr><tr><td><input id="chkBuyPrestigeH" title="autobuy Armor Upgrades" type="checkbox"><input id="chkBuyPrestigeA" title="autobuy Weapon Upgrades" type="checkbox"></td></tr></table>';
- }
- return document.getElementById("chkBuyPrestigeH").checked;
- }
- AutoBuyEquipA=function ()
- {
- if (!document.getElementById("chkBuyEquipA"))
- {
- document.getElementById("equipmentTitleSpan").innerHTML += '<table><tr><td><input id="chkBuyEquipH" title="autobuy Armor" type="checkbox"><input id="chkBuyEquipA" title="autobuy Weapons" type="checkbox"></td></tr><tr><td><input id="chkBuyPrestigeH" title="autobuy Armor Upgrades" type="checkbox"><input id="chkBuyPrestigeA" title="autobuy Weapon Upgrades" type="checkbox"></td></tr></table>';
- }
- return document.getElementById("chkBuyEquipA").checked;
- }
- AutoBuyPrestigeA=function ()
- {
- if (!document.getElementById("chkBuyPrestigeA"))
- {
- document.getElementById("equipmentTitleSpan").innerHTML += '<table><tr><td><input id="chkBuyEquipH" title="autobuy Armor" type="checkbox"><input id="chkBuyEquipA" title="autobuy Weapons" type="checkbox"></td></tr><tr><td><input id="chkBuyPrestigeH" title="autobuy Armor Upgrades" type="checkbox"><input id="chkBuyPrestigeA" title="autobuy Weapon Upgrades" type="checkbox"></td></tr></table>';
- }
- return document.getElementById("chkBuyPrestigeA").checked;
- }
- OldTooltip=tooltip;
- tooltip=function(a,b,c,d,e,f,g,h,i,j,k,l,m)
- {
- if (ShowTooltips || a=='hide')
- {
- OldTooltip(a,b,c,d,e,f,g,h,i,j,k,l,m);
- }
- }
- BuyDaBuilding=function(what)
- {
- ShowTooltips=false;
- buyBuilding(what);
- ShowTooltips=true;
- }
- BuyDaEquip=function(what)
- {
- ShowTooltips=false;
- buyEquipment(what);
- ShowTooltips=true;
- }
- BuyDaUpgrade=function(what)
- {
- ShowTooltips=false;
- buyUpgrade(what);
- ShowTooltips=true;
- }
- TheThings={
- 'Dagger':{
- Upgrade: 'Dagadder',
- Stat:'attack',
- Resource:'metal',
- Equip:true
- },
- 'Mace':{
- Upgrade: 'Megamace',
- Stat:'attack',
- Resource:'metal',
- Equip:true
- },
- 'Polearm':{
- Upgrade: 'Polierarm',
- Stat:'attack',
- Resource:'metal',
- Equip:true
- },
- 'Battleaxe':{
- Upgrade: 'Axeidic',
- Stat:'attack',
- Resource:'metal',
- Equip:true
- },
- 'Greatsword':{
- Upgrade: 'Greatersword',
- Stat:'attack',
- Resource:'metal',
- Equip:true
- },
- 'Boots':{
- Upgrade: 'Bootboost',
- Stat:'health',
- Resource:'metal',
- Equip:true
- },
- 'Helmet':{
- Upgrade: 'Hellishmet',
- Stat:'health',
- Resource:'metal',
- Equip:true
- },
- 'Pants':{
- Upgrade: 'Pantastic',
- Stat:'health',
- Resource:'metal',
- Equip:true
- },
- 'Shoulderguards':{
- Upgrade: 'Smoldershoulder',
- Stat:'health',
- Resource:'metal',
- Equip:true
- },
- 'Breastplate':{
- Upgrade: 'Bestplate',
- Stat:'health',
- Resource:'metal',
- Equip:true
- },
- 'Arbalest':{
- Upgrade: 'Harmbalest',
- Stat:'attack',
- Resource:'metal',
- Equip:true
- },
- 'Gambeson':{
- Upgrade: 'GambesOP',
- Stat:'health',
- Resource:'metal',
- Equip:true
- },
- 'Shield':{
- Upgrade: 'Supershield',
- Stat:'health',
- Resource:'wood',
- Equip:true
- },
- 'Gym':{
- Upgrade: 'Gymystic',
- Stat:'block',
- Resource:'wood',
- Equip:false
- }
- }
- function GetObject(what)
- {
- var Thing=TheThings[what];
- return Thing.Equip?game.equipment[what]:game.buildings[what];
- }
- function Factor(what)
- {
- var Thing=TheThings[what];
- var Object=GetObject(what);
- if (what=='Shield')
- {
- if (Object.blockNow)
- {
- Thing.Stat='block';
- }
- else
- {
- Thing.Stat='health';
- }
- }
- var Eff=Effect(Object,Thing);
- var Cos=Cost(Object,Thing);
- var Res=Eff/Cos;
- var Status='white';
- var Wall=false;
- //white - Upgrade is not available
- //yellow - Upgrade is not affordable
- //orange - Upgrade is affordable, but will lower stats
- //red - Yes, do it now!
- if (!game.upgrades[Thing.Upgrade].locked)
- {
- //Evaluating upgrade!
- var CanAfford=canAffordTwoLevel(game.upgrades[Thing.Upgrade]);
- if (Thing.Equip)
- {
- var NextEff=PrestigeValue(Thing.Upgrade);
- var NextCost=getNextPrestigeCost(Thing.Upgrade) * Math.pow(1 - game.portal.Artisanistry.modifier, game.portal.Artisanistry.level);
- Wall=NextEff/NextCost>Res;
- }
- if (!CanAfford)
- {
- Status='yellow';
- }
- else
- {
- if (!Thing.Equip)
- {
- //Gymystic is always cool, fuck shield
- Status='red';
- }
- else
- {
- var CurrEff=Object.level*Eff;
- var NeedLevel=Math.ceil(CurrEff/NextEff);
- var Ratio=Object.cost[Thing.Resource][1];
- var NeedResource=NextCost*(Math.pow(Ratio,NeedLevel)-1)/(Ratio-1);
- if (game.resources[Thing.Resource].owned>NeedResource)
- {
- Status='red';
- }
- else
- {
- Status='orange';
- }
- }
- }
- }
- return {
- Stat:Thing.Stat,
- Factor:Res,
- Status:Status,
- Wall:Wall
- };
- }
- function Effect(Object,Thing)
- {
- if (Thing.Equip)
- {
- return Object[Thing.Stat+'Calculated'];
- }
- else
- {
- //That be Gym
- var oldBlock = Object.increase.by*Object.owned;
- var Mod=game.upgrades.Gymystic.done?(game.upgrades.Gymystic.modifier + (0.01 * (game.upgrades.Gymystic.done - 1))):1;
- var newBlock=Object.increase.by*(Object.owned+1)*Mod;
- return newBlock-oldBlock;
- }
- }
- function Cost(Object,Thing)
- {
- var price = parseFloat(getBuildingItemPrice(Object, Thing.Resource, Thing.Equip));
- if (Thing.Equip) price = Math.ceil(price * (Math.pow(1 - game.portal.Artisanistry.modifier, game.portal.Artisanistry.level)));
- return price;
- }
- function PrestigeValue(what)
- {
- var name = game.upgrades[what].prestiges;
- var equipment = game.equipment[name];
- var stat;
- if (equipment.blockNow) stat = "block";
- else stat = (typeof equipment.health !== 'undefined') ? "health" : "attack";
- var toReturn = Math.round(equipment[stat] * Math.pow(1.19, ((equipment.prestige) * game.global.prestige[stat]) + 1));
- return toReturn;
- }
- function EvalAll()
- {
- var Best={
- 'healthwood':{Factor:0,Name:'',Wall:false,Status:'white'},
- 'healthmetal':{Factor:0,Name:'',Wall:false,Status:'white'},
- 'attackmetal':{Factor:0,Name:'',Wall:false,Status:'white'},
- 'blockwood':{Factor:0,Name:'',Wall:false,Status:'white'},
- };
- for (var what in TheThings)
- {
- var Object=GetObject(what);
- if (!Object.locked)
- {
- document.getElementById(what).style.color='white';
- var Evaluation=Factor(what);
- var BKey=TheThings[what].Stat+TheThings[what].Resource;
- //console.log(BKey);
- if (Best[BKey].Factor==0 || Best[BKey].Factor<Evaluation.Factor)
- {
- Best[BKey].Factor=Evaluation.Factor;
- Best[BKey].Name=what;
- Best[BKey].Wall=Evaluation.Wall;
- Best[BKey].Status=Evaluation.Status;
- }
- document.getElementById(what).style.borderColor=Evaluation.Status;
- if (Evaluation.Status!='white' && Evaluation.Status!='yellow')
- {
- document.getElementById(TheThings[what].Upgrade).style.color=Evaluation.Status;
- }
- if (Evaluation.Status=='yellow')
- {
- document.getElementById(TheThings[what].Upgrade).style.color='white';
- }
- if (Evaluation.Wall)
- {
- document.getElementById(what).style.color='yellow';
- }
- if(
- Evaluation.Status=='red'
- &&
- (
- (
- AutoBuyPrestigeA()
- &&
- TheThings[what].Stat=='attack'
- )
- ||
- (
- AutoBuyPrestigeH()
- &&
- (
- TheThings[what].Stat=='health'
- ||
- TheThings[what].Stat=='block'
- )
- )
- )
- )
- {
- var upgrade = TheThings[what].Upgrade;
- console.log('Wanna do upgrade '+upgrade);
- BuyDaUpgrade(upgrade);
- }
- }
- }
- for (var stat in Best)
- {
- if (Best[stat].Name!='')
- {
- var DaThing=TheThings[Best[stat].Name];
- document.getElementById(Best[stat].Name).style.color=Best[stat].Wall?'orange':'red';
- if (
- (
- AutoBuyEquipA()
- &&
- DaThing.Stat=='attack'
- )
- ||
- (
- AutoBuyEquipH()
- &&
- (
- DaThing.Stat=='health'
- ||
- DaThing.Stat=='block'
- )
- )
- )
- {
- if (DaThing.Equip && !Best[stat].Wall && canAffordBuilding(Best[stat].Name, null, null, true))
- {
- console.log('Wanna level equip '+Best[stat].Name);
- BuyDaEquip(Best[stat].Name);
- }
- }
- }
- }
- }
- setInterval('EvalAll()',250);
- Builder={
- Buys: {},
- Start: function(what, counter)
- {
- this.Buys[what]=setInterval(function()
- {
- if (what=='Warpstation') //Special cases!
- {
- if (AutoBuyBuilding() && !game.buildings[what].locked && canAffordBuilding(what))
- {
- console.log('Wanna buy '+what);
- BuyDaBuilding(what);
- }
- else if (
- (
- counter!=null
- &&
- game.buildings[what].owned>=counter+game.upgrades.Gigastation.done*counter/10.0
- )
- &&
- AutoBuyUpgrades()
- &&
- !game.upgrades.Gigastation.locked
- )
- {
- if (canAffordTwoLevel(game.upgrades.Gigastation))
- {
- var upgrade = 'Gigastation';
- console.log('Wanna do upgrade '+upgrade);
- BuyDaUpgrade(upgrade);
- }
- }
- }
- else if (AutoBuyBuilding() && !game.buildings[what].locked && canAffordBuilding(what))
- {
- if (counter==null || game.buildings[what].purchased<counter)
- {
- if (what=='Collector') // Special cases FTW
- {
- var Coll=game.buildings.Collector;
- var Warp=game.buildings.Warpstation;
- if (!Warp.locked)
- {
- CollGemCost=Coll.cost.gems[0]*Math.pow(Coll.cost.gems[1],Coll.purchased);
- CollEffect=Coll.increase.by/CollGemCost;
- WarpGemCost=Warp.cost.gems[0]*Math.pow(Warp.cost.gems[1],Warp.purchased);
- WarpEffect=Warp.increase.by/WarpGemCost;
- }
- if (Warp.locked || CollEffect>WarpEffect || game.resources.gems.owned>CollGemCost+WarpGemCost)
- {
- console.log('Wanna buy '+what);
- BuyDaBuilding(what);
- }
- }
- else if (what=='Nursery')
- {
- var Wanna=true;
- if (game.jobs.Geneticist.locked && (GetBreedTime()<GeneticistTimeLimit()+1 || game.buildings.Nursery.purchased!=game.buildings.Nursery.owned))
- {
- Wanna=false;
- }
- if (!game.buildings.Collector.locked && !game.global.brokenPlanet && game.buildings.Collector.purchased<game.buildings.Nursery.purchased/10)
- {
- Wanna=false;
- }
- if (Wanna)
- {
- console.log('Wanna buy '+what);
- BuyDaBuilding(what);
- }
- }
- else
- {
- console.log('Wanna buy '+what);
- BuyDaBuilding(what);
- }
- }
- }
- },250);
- },
- Stop: function(what)
- {
- if (this.Buys[what])
- {
- clearInterval(this.Buys[what]);
- delete this.Buys[what];
- }
- }
- }
- setInterval(function(){
- var packMod = 1 + game.portal.Packrat.level * game.portal.Packrat.modifier;
- var motMod = 1 + game.portal.Motivation.level * game.portal.Motivation.modifier;
- var Bs={'Barn':'food','Shed':'wood','Forge':'metal'};
- var Js={'Barn':'Farmer','Shed':'Lumberjack','Forge':'Miner'};
- for (var B in Bs)
- {
- var Res=game.resources[Bs[B]];
- var Job=game.jobs[Js[B]];
- if (Res.owned>Res.max*packMod*0.9 || Job.owned*Job.modifier*motMod*600>Res.max*packMod)
- {
- //console.log(B+': '+Bs[B]+' - '+game.resources[Bs[B]].owned+'/'+(game.resources[Bs[B]].max*packMod*0.99));
- if (AutoBuyStorage() && canAffordBuilding(B))
- {
- console.log('Wanna buy '+B);
- BuyDaBuilding(B);
- }
- }
- }
- },
- 250);
- Us=[
- 'Coordination',
- 'Speedminer',
- 'Speedlumber',
- 'Speedfarming',
- 'Speedscience',
- 'Megaminer',
- 'Megalumber',
- 'Megafarming',
- 'Megascience',
- 'Efficiency',
- 'Potency',
- 'TrainTacular',
- 'Miners',
- 'Scientists',
- 'Trainers',
- 'Explorers',
- 'Blockmaster',
- 'Battle',
- 'Bloodlust',
- 'Bounty',
- 'Egg',
- 'Anger',
- 'Formations',
- 'Dominance',
- 'Barrier',
- 'UberHut',
- 'UberHouse',
- 'UberMansion',
- 'UberHotel',
- 'UberResort'
- ];
- setInterval(function(){
- for (var U in Us)
- {
- var name=Us[U];
- var up=game.upgrades[Us[U]];
- if (AutoBuyUpgrades() && up.allowed>up.done && canAffordTwoLevel(up))
- {
- if (name=='Potency')
- {
- if ((game.jobs.Geneticist.locked && GetBreedTime()>GeneticistTimeLimit()+1) || !game.jobs.Geneticist.locked)
- {
- console.log('Wanna read '+name);
- BuyDaUpgrade(name);
- }
- }
- else
- {
- if (name!='Coordination')
- {
- console.log('Wanna read '+name);
- }
- BuyDaUpgrade(name);
- }
- }
- }
- },
- 250);
- Builder.Start('Hut',75)
- Builder.Start('House',75)
- Builder.Start('Gym')
- Builder.Start('Mansion',75)
- Builder.Start('Hotel',75)
- Builder.Start('Resort',75)
- Builder.Start('Gateway',20)
- Builder.Start('Wormhole',10)
- Builder.Start('Collector', 250)
- Builder.Start('Warpstation',27)
- Builder.Start('Tribute')
- Builder.Start('Nursery')
- document.getElementById("jobsTitleSpan").innerHTML += '<input id="chkBuyJobs" title="autobuy Jobs" type="checkbox"><input id="txtGeneticistTimeLimit" title="balance Geneticists for this breeding time" style="width: 40px; height: 25px; color: black;" type="text" value="30"></input>';
- AutoBuyJobs=function ()
- {
- if (!document.getElementById("chkBuyJobs"))
- {
- document.getElementById("jobsTitleSpan").innerHTML += '<input id="chkBuyJobs" title="autobuy Jobs" type="checkbox"><input id="txtGeneticistTimeLimit" title="balance Geneticists for this breeding time" style="width: 40px; height: 25px; color: black;" type="text" value="30"></input>';
- }
- return document.getElementById("chkBuyJobs").checked;
- }
- GeneticistTimeLimit=function ()
- {
- if (!document.getElementById("txtGeneticistTimeLimit"))
- {
- document.getElementById("jobsTitleSpan").innerHTML += '<input id="chkBuyJobs" title="autobuy Jobs" type="checkbox"><input id="txtGeneticistTimeLimit" title="balance Geneticists for this breeding time" style="width: 40px; height: 25px; color: black;" type="text" value="30"></input>';
- }
- var BT=parseInt(document.getElementById("txtGeneticistTimeLimit").value) || 3;
- BT=(BT>3 && game.global.challengeActive=="Electricity")?3:BT;
- return BT;
- }
- function MaxWorkers()
- {
- return Math.ceil(game.resources.trimps.realMax() / 2);
- }
- function FreeWorkers()
- {
- return MaxWorkers()-game.resources.trimps.employed;
- }
- function canAffordJobLight(what, take, HowMany) {
- var trimps = game.resources.trimps;
- var toBuy = HowMany;
- var job = game.jobs[what];
- for (var costItem in job.cost) {
- if (!checkJobItem(what, take, costItem, null, toBuy)) return false;
- }
- if (take) return toBuy;
- return true;
- }
- function TryAddGuys(what, HowMany)
- {
- var workspaces = FreeWorkers();
- if (workspaces < HowMany) return;
- if (!canAffordJobLight(what, false, HowMany)) return 0;
- var added = canAffordJobLight(what, true, HowMany);
- game.jobs[what].owned += added;
- game.resources.trimps.employed += added;
- return added;
- }
- function TryRemoveGuys(what, HowMany)
- {
- if (game.jobs[what].owned < 1) return 0;
- var toR=(game.jobs[what].owned < HowMany) ? game.jobs[what].owned : HowMany;
- game.resources.trimps.employed -= toR;
- game.jobs[what].owned -= toR;
- if (game.jobs[what].owned < 0) game.jobs[what].owned = 0;
- if (game.resources.trimps.employed < 0) game.resources.trimps.employed = 0;
- return toR;
- }
- function canAffordJobLight(what, take, HowMany) {
- var trimps = game.resources.trimps;
- var toBuy = HowMany;
- var job = game.jobs[what];
- for (var costItem in job.cost) {
- if (!checkJobItem(what, take, costItem, null, toBuy)) return false;
- }
- if (take) return toBuy;
- return true;
- }
- function GetBreedTime()
- {
- var trimps = game.resources.trimps;
- var trimpsMax = trimps.realMax();
- var Soldiers= game.portal.Coordinated.level ? game.portal.Coordinated.currentSend: game.resources.trimps.maxSoldiers;
- var potencyMod = trimps.potency;
- potencyMod += (potencyMod * game.portal.Pheromones.level * game.portal.Pheromones.modifier);
- if (game.jobs.Geneticist.owned > 0) potencyMod *= Math.pow(.98, game.jobs.Geneticist.owned);
- if (game.unlocks.quickTrimps) potencyMod *= 2;
- if (!game.global.brokenPlanet) potencyMod *= 10;
- if (game.global.challengeActive == "Toxicity" && game.challenges.Toxicity.stacks > 0){
- potencyMod *= Math.pow(game.challenges.Toxicity.stackMult, game.challenges.Toxicity.stacks);
- }
- var max = Math.ceil((trimpsMax - trimps.employed) * 0.05);
- var timeRemaining = log10((trimpsMax - max - trimps.employed) / (trimpsMax - max - Soldiers - trimps.employed)) / log10(1 + (potencyMod / 10));
- return timeRemaining;
- }
- TheJobs=[
- {
- Name:'Explorer',
- Want:1,
- Buffer:0,
- Increase:function(want){return game.jobs.Explorer.owned<100?10:0;}
- },
- {
- Name:'Trainer',
- Want:1,
- Buffer:0,
- Increase:function(want){return Math.ceil((game.jobs.Trainer.owned+1)/100);}
- },
- {
- Name:'Geneticist',
- Want:1,
- Buffer:0,
- Increase:function(want){
- var BT=GeneticistTimeLimit();
- var RBT=GetBreedTime();
- BT=(BT<1)?1:((BT>30?30:BT));
- return (RBT<BT+0.3)?1:((RBT>BT+0.9)?-1:0);
- }
- },
- {
- Name:'Miner',
- Want:0.3,
- Buffer:104,
- Increase:function(want){return Math.ceil(want/10);}
- },
- {
- Name:'Farmer',
- Want:0.3,
- Buffer:102,
- Increase:function(want){return Math.ceil(want/10);}
- },
- {
- Name:'Lumberjack',
- Want:0.3,
- Buffer:100,
- Increase:function(want){return Math.ceil(want/10);}
- },
- {
- Name:'Scientist',
- Want:0.1,
- Buffer:50,
- Increase:function(want){
- return Math.ceil((Math.min(10000,game.jobs.Lumberjack.owned)-game.jobs.Scientist.owned)/10);
- }
- }
- ];
- function JobsTime()
- {
- var MaxW=MaxWorkers();
- var FreeW=FreeWorkers();
- for (var TJ in TheJobs)
- {
- var TheJob=TheJobs[TJ];
- if (!game.jobs[TheJob.Name].locked && AutoBuyJobs())
- {
- if (document.getElementById(TheJob.Name))
- {
- var Target=Math.floor((MaxW-TheJob.Buffer)*TheJob.Want);
- var Want=Math.min(FreeW-TheJob.Buffer,TheJob.Increase(Math.min(FreeW-TheJob.Buffer, Target-game.jobs[TheJob.Name].owned)));
- if (Want>0 && game.resources.trimps.owned>MaxWorkers())
- {
- var added=TryAddGuys(TheJob.Name,Want);
- if (added>0)
- {
- //console.log('Want '+Want+' of '+TheJob.Name);
- FreeW-=added;
- }
- }
- else if (Want<0 && TheJob.Name=='Geneticist')
- {
- //console.log('Want '+Want+' of '+TheJob.Name);
- var removed=TryRemoveGuys(TheJob.Name, -Want);
- if (removed>0)
- {
- //console.log('Want '+Want+' of '+TheJob.Name);
- FreeW+=removed;
- }
- }
- }
- }
- }
- }
- setInterval('JobsTime()',250);
- var ManualGather='metal';
- function ManualLabor()
- {
- if (game.global.playerGathering && game.global.playerGathering!='buildings' && game.global.playerGathering!='science')
- {
- ManualGather=game.global.playerGathering;
- }
- if ((game.global.buildingsQueue.length > 2)||(game.global.buildingsQueue.length > 0 && game.global.playerModifier>1000)&& game.global.playerGathering!='buildings')
- {
- setGather('buildings');
- }
- else if (game.global.playerModifier*60>game.resources.science.owned)
- {
- setGather('science');
- }
- else
- {
- setGather(ManualGather);
- }
- }
- setInterval('ManualLabor()',250);
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