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                /**  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                 dark  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                 Component that handles dark matter and second prestige logic.  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                 It handles dark matter production and dark upgrades.  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                 A second prestige resets the progress of all elements with exotic  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                 matter and produces dark matter.  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                 @namespace Components  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                 */  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                'use strict';  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                angular.module('game').component('dark', { | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                  templateUrl: 'views/dark.html',  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                  controller: ['state', 'format', 'visibility', 'upgrade', 'data', 'util', dark],  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                  controllerAs: 'ct'  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                });  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                function dark(state, format, visibility, upgrade, data, util) { | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                  let ct = this;  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                  ct.state = state;  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                  ct.data = data;  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                  ct.util = util;  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                  ct.format = format;  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                  ct.darkProduction = function() { | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                    let production = 0;  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                    for (let element in data.elements) { | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                      let exotic = data.elements[element].exotic;  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                      if (!state.player.resources[exotic].unlocked) { | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                        continue;  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                      }  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                      production += Math.floor(Math.max(0, Math.log(state.player.resources[exotic].number)));  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                    }  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                    return production;  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                  };  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                  ct.darkPrestige = function() { | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                    let resources = state.player.resources;  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                    let production = ct.darkProduction();  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                    resources.dark_matter.number += production;  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                    resources.dark_matter.unlocked = true;  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                    for(let key in data.elements){ | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                      let element = data.elements[key];  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                      state.player.resources[element.exotic].number = 0;  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                      if(!state.player.exotic_upgrades[key]){ | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                        continue;  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                      }  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                      for(let up in data.exotic_upgrades){ | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                        state.player.exotic_upgrades[key][up] = false;  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                      }  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                    }  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                    for(let slot of state.player.element_slots){ | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                      if(!slot){ | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                        continue;  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                      }  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                      upgrade.resetElement(state.player, slot.element);  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                    }  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                    for(let i in state.player.element_slots){ | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                      state.player.element_slots[i] = null;  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                    }  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                  };  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                  ct.buyDarkUpgrade = function(name) { | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                    let upgrades = state.player.dark_upgrades;  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                    let price = data.dark_upgrades[name].price;  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                    let currency = 'dark_matter';  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                    upgrade.buyUpgrade(state.player,  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                      upgrades,  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                      data.dark_upgrades[name],  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                      name,  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                      price,  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                      currency);  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                  };  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                  ct.visibleDarkUpgrades = function() { | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                    return visibility.visible(data.dark_upgrades, isDarkUpgradeVisible, 0);  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                  };  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                  // here we receive not the name of the element, but the index in the element_slots  | 
            
            
                                                        
            
                                    
            
            
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                  function isDarkUpgradeVisible(name, index) { | 
            
            
                                                        
            
                                    
            
            
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                    return visibility.isUpgradeVisible(name, index, data.dark_upgrades[name]);  | 
            
            
                                                        
            
                                    
            
            
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                  }  | 
            
            
                                                        
            
                                    
            
            
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                }  | 
            
            
                                                        
            
                                    
            
            
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