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1 | var VERBOSE = false; | |
2 | ||
3 | var log = function() { | |
4 | if (!VERBOSE) { | |
5 | return; | |
6 | } | |
7 | console.log.apply(null, arguments); | |
8 | } | |
9 | ||
10 | ||
11 | var TickChallenge = function() { | |
12 | this.interval = null; | |
13 | this.period = 10; // ms | |
14 | } | |
15 | ||
16 | ||
17 | TickChallenge.prototype.start = function() { | |
18 | if (this.interval !== null) { | |
19 | clearInterval(this.interval); | |
20 | } | |
21 | ||
22 | this.interval = setInterval(this.oneTick.bind(this), this.period); | |
23 | }; | |
24 | ||
25 | TickChallenge.prototype.stop = function() { | |
26 | if (this.interval !== null) { | |
27 | clearInterval(this.interval); | |
28 | } | |
29 | }; | |
30 | ||
31 | ||
32 | TickChallenge.prototype.oneTick = function() { | |
33 | var maxTier = this.getTiers(); | |
34 | ||
35 | // max out the top dimension to keep the prices spaced. | |
36 | while (buyManyDimension(maxTier)) {} | |
37 | log("max tier", maxTier); | |
38 | ||
39 | // TODO should this be >0 or >=0? (i.e. does game 0 index or 1 index) | |
40 | // loop backwards | |
41 | for (var tier = maxTier - 1; tier > 0; tier--) { | |
42 | // buy this dimension until we can't buy anymore, or the price would catch up to the | |
43 | // next tier's price | |
44 | while (this.getNextPrice(tier).lessThan(this.getCurrentPrice(tier + 1))) { | |
45 | var buyResult = buyManyDimension(tier); | |
46 | if (!buyResult) { | |
47 | log("breaking due to !buyResult on tier", tier); | |
48 | break; | |
49 | } | |
50 | } | |
51 | log("finishing tier", tier); | |
52 | } | |
53 | ||
54 | // buy tick upgrades | |
55 | var lastTier = tier + 1; // this is the last tier we purchased, i.e. the first tier. I still don't know if we're 0 or 1 indexing ¯\_(ツ)_/¯ | |
56 | log("last tier", lastTier); | |
57 | while ( (this.getNextTickPrice().lessThan(this.getCurrentPrice(lastTier))) | |
58 | && buyTickSpeed()) {} | |
59 | }; | |
60 | ||
61 | TickChallenge.prototype.getNextTickPrice = function() { | |
62 | return player.tickSpeedCost.times(player.tickspeedMultiplier); | |
63 | - | return player.tickspeed.times(getTickSpeedMultiplier()); |
63 | + | |
64 | ||
65 | TickChallenge.prototype.getNextPrice = function(tier) { | |
66 | var currentPrice = this.getCurrentPrice(tier); | |
67 | multiplier = getDimensionCostMultiplier(tier); | |
68 | return currentPrice.times(multiplier); | |
69 | }; | |
70 | ||
71 | TickChallenge.prototype.getCurrentPrice = function(tier) { | |
72 | var name = TIER_NAMES[tier]; | |
73 | var cost = player[name + 'Cost'].times(10); | |
74 | return cost; | |
75 | }; | |
76 | ||
77 | ||
78 | TickChallenge.prototype.getTiers = function() { | |
79 | var i = 1; | |
80 | while (canBuyDimension(i)) { | |
81 | i++; | |
82 | } | |
83 | ||
84 | var maxCanBuy = i - 1; | |
85 | // 9 says it can be bought, but buyManyDimension(9) fails? | |
86 | if (maxCanBuy > 8) { | |
87 | return 8; | |
88 | } | |
89 | ||
90 | return maxCanBuy; | |
91 | }; | |
92 | ||
93 | var t = new TickChallenge(); | |
94 | t.start(); |