Fixed linting issues
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@@ -1,7 +1,4 @@
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import {
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CacheDragonAura,
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CacheDragonAura2,
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} from '../../Cache/VariablesAndData';
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import { CacheDragonAura, CacheDragonAura2 } from '../../Cache/VariablesAndData';
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import CalculateGains from '../Calculations/CalculateGains';
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import CheckOtherAchiev from '../Calculations/CheckOtherAchiev';
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import CopyData from '../SimulationData/CopyData';
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@@ -24,18 +21,13 @@ export default function CalculateChangeAura(aura) {
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CopyData();
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// Check if aura being changed is first or second aura
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const auraToBeChanged = l('promptContent').children[0].innerHTML.includes(
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'secondary',
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);
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const auraToBeChanged = l('promptContent').children[0].innerHTML.includes('secondary');
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if (auraToBeChanged) SimDragonAura2 = aura;
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else SimDragonAura = aura;
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// Sell highest building but only if aura is different
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let price = 0;
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if (
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SimDragonAura !== CacheDragonAura ||
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SimDragonAura2 !== CacheDragonAura2
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) {
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if (SimDragonAura !== CacheDragonAura || SimDragonAura2 !== CacheDragonAura2) {
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for (let i = Game.ObjectsById.length - 1; i > -1; --i) {
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if (Game.ObjectsById[i].amount > 0) {
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const highestBuilding = SimObjects[Game.ObjectsById[i].name].name;
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@@ -44,12 +36,7 @@ export default function CalculateChangeAura(aura) {
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price =
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SimObjects[highestBuilding].basePrice *
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Game.priceIncrease **
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Math.max(
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0,
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SimObjects[highestBuilding].amount -
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1 -
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SimObjects[highestBuilding].free,
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);
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Math.max(0, SimObjects[highestBuilding].amount - 1 - SimObjects[highestBuilding].free);
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price = Game.modifyBuildingPrice(SimObjects[highestBuilding], price);
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price = Math.ceil(price);
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break;
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