Complete overhaul of code structure and relevant files (#639)
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src/Cache/CPS/CurrWrinklerCPS.js
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25
src/Cache/CPS/CurrWrinklerCPS.js
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/* eslint-disable no-unused-vars */
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import { SimObjects } from '../../Sim/VariablesAndData';
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import { CacheCurrWrinklerCount, CacheCurrWrinklerCPSMult } from '../VariablesAndData';
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/**
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* This functions caches the current Wrinkler CPS multiplier
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* @global {number} CM.Cache.CurrWrinklerCount Current number of wrinklers
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* @global {number} CM.Cache.CurrWrinklerCPSMult Current multiplier of CPS because of wrinklers (excluding their negative sucking effect)
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*/
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export default function CacheCurrWrinklerCPS() {
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CacheCurrWrinklerCPSMult = 0;
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let count = 0;
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for (const i in Game.wrinklers) {
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if (Game.wrinklers[i].phase === 2) count++;
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}
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let godMult = 1;
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if (SimObjects.Temple.minigameLoaded) {
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const godLvl = Game.hasGod('scorn');
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if (godLvl === 1) godMult *= 1.15;
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else if (godLvl === 2) godMult *= 1.1;
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else if (godLvl === 3) godMult *= 1.05;
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}
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CacheCurrWrinklerCount = count;
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CacheCurrWrinklerCPSMult = count * (count * 0.05 * 1.1) * (Game.Has('Sacrilegious corruption') * 0.05 + 1) * (Game.Has('Wrinklerspawn') * 0.05 + 1) * godMult;
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}
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