Fix issues with "till next achievement"
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@@ -4,6 +4,7 @@ import CacheAvgCPS from './CPS/CPS';
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import CacheCurrWrinklerCPS from './CPS/CurrWrinklerCPS';
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import CachePP from './PP/PP';
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import CacheHeavenlyChipsPS from './Stats/HeavenlyChips';
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import AllAmountTillNextAchievement from './TillNextAchievement/AllAmountTillNextAchievement';
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import { CacheTimeTillNextPrestige } from './VariablesAndData'; // eslint-disable-line no-unused-vars
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import CacheWrinklers from './Wrinklers/Wrinklers';
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@@ -16,6 +17,7 @@ export default function LoopCache() {
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CacheWrinklers();
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CachePP();
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AllAmountTillNextAchievement(false);
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CacheCurrWrinklerCPS();
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CacheAvgCPS();
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CacheHeavenlyChipsPS();
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@@ -1,23 +1,34 @@
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import { CacheObjectsNextAchievement } from '../VariablesAndData';
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import IndividualAmountTillNextAchievement from './IndividualAmountTillNextAchievement';
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export default function AllAmountTillNextAchievement() {
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/**
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* This functions caches the amount of buildings needed till next achievement
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* @param {boolean} forceRecalc Whether a recalcution should be forced (after CPS change)
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*/
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export default function AllAmountTillNextAchievement(forceRecalc) {
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const result = {};
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Object.keys(Game.Objects).forEach((i) => {
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if (
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Object.keys(CacheObjectsNextAchievement).length !== 0 &&
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CacheObjectsNextAchievement[i].TotalNeeded > Game.Objects[i].amount
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CacheObjectsNextAchievement[i].TotalNeeded > Game.Objects[i].amount &&
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!forceRecalc
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) {
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result[i] = {
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AmountNeeded: CacheObjectsNextAchievement[i].TotalNeeded - Game.Objects[i].amount,
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TotalNeeded: CacheObjectsNextAchievement[i].TotalNeeded,
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price: Game.Objects[i].getSumPrice(
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CacheObjectsNextAchievement[i].TotalNeeded - Game.Objects[i].amount,
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),
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};
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} else {
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const tillNext = IndividualAmountTillNextAchievement(i);
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result[i] = {
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AmountNeeded: tillNext,
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TotalNeeded: Game.Objects[i].amount + tillNext,
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price: Game.Objects[i].getSumPrice(
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Game.Objects[i].amount + tillNext - Game.Objects[i].amount,
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),
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};
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}
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});
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