Fixed linting issues

This commit is contained in:
Daniël van Noord
2021-05-01 22:43:02 +02:00
parent 1d12977984
commit 1c8bd79640
94 changed files with 8692 additions and 1316 deletions

View File

@@ -1,9 +1,5 @@
import UpdateTooltips from './UpdateTooltips';
import {
SimpleTooltipElements,
TooltipName,
TooltipType,
} from '../VariablesAndData';
import { SimpleTooltipElements, TooltipName, TooltipType } from '../VariablesAndData';
import { CMOptions } from '../../Config/VariablesAndData';
import BuildingGetPrice from '../../Sim/SimulationEvents/BuyBuilding';
import GetTimeColour from '../BeautifyAndFormatting/GetTimeColour';
@@ -93,32 +89,20 @@ export function CreateTooltip(type, name) {
} else if (type === 'u') {
// Upgrades
if (!Game.UpgradesInStore[name]) return '';
l('tooltip').innerHTML = Game.crateTooltip(
Game.UpgradesInStore[name],
'store',
);
l('tooltip').innerHTML = Game.crateTooltip(Game.UpgradesInStore[name], 'store');
} else if (type === 's') l('tooltip').innerHTML = Game.lumpTooltip();
// Sugar Lumps
else if (type === 'g')
l('tooltip').innerHTML = Game.Objects['Wizard tower'].minigame.spellTooltip(
name,
)();
l('tooltip').innerHTML = Game.Objects['Wizard tower'].minigame.spellTooltip(name)();
// Grimoire
else if (type === 'p')
l('tooltip').innerHTML = Game.ObjectsById[2].minigame.tileTooltip(
name[0],
name[1],
)();
l('tooltip').innerHTML = Game.ObjectsById[2].minigame.tileTooltip(name[0], name[1])();
// Harvest all button in garden
else if (type === 'ha')
l('tooltip').innerHTML = Game.ObjectsById[2].minigame.toolTooltip(1)();
else if (type === 'ha') l('tooltip').innerHTML = Game.ObjectsById[2].minigame.toolTooltip(1)();
else if (type === 'wb') l('tooltip').innerHTML = '';
else if (type === 'pag')
l('tooltip').innerHTML = Game.Objects.Temple.minigame.godTooltip(name)();
else if (type === 'pag') l('tooltip').innerHTML = Game.Objects.Temple.minigame.godTooltip(name)();
else if (type === 'pas')
l('tooltip').innerHTML = Game.Objects.Temple.minigame.slotTooltip(
name[0],
)();
l('tooltip').innerHTML = Game.Objects.Temple.minigame.slotTooltip(name[0])();
// Adds area for extra tooltip-sections
if (