Added prettier to master (#662)
* Bump dev to 2.031.6 * Added prettier (#661) * Added prettier * Added prettier * Added prettier
This commit is contained in:
@@ -4,8 +4,8 @@
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* @returns {Object} you The static object
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*/
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export default function InitAchievement(achievementName) {
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const me = Game.Achievements[achievementName];
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const you = {};
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you.name = me.name;
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return you;
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const me = Game.Achievements[achievementName];
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const you = {};
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you.name = me.name;
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return you;
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}
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@@ -10,22 +10,22 @@ import InitUpgrade from './InitUpgrade';
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* This function creates static objects for Buildings, Upgrades and Achievements
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*/
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export default function InitData() {
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// Buildings
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SimObjects = [];
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for (const i of Object.keys(Game.Objects)) {
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SimObjects[i] = InitialBuildingData(i);
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}
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// Buildings
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SimObjects = [];
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for (const i of Object.keys(Game.Objects)) {
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SimObjects[i] = InitialBuildingData(i);
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}
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// Upgrades
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SimUpgrades = [];
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for (const i of Object.keys(Game.Upgrades)) {
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SimUpgrades[i] = InitUpgrade(i);
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}
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// Upgrades
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SimUpgrades = [];
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for (const i of Object.keys(Game.Upgrades)) {
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SimUpgrades[i] = InitUpgrade(i);
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}
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// Achievements
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SimAchievements = [];
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for (const i of Object.keys(Game.Achievements)) {
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SimAchievements[i] = InitAchievement(i);
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}
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CopyData();
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// Achievements
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SimAchievements = [];
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for (const i of Object.keys(Game.Achievements)) {
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SimAchievements[i] = InitAchievement(i);
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}
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CopyData();
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}
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@@ -8,33 +8,33 @@ import { SimObjects } from '../VariablesAndData';
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* @returns {Object} you The static object
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*/
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export default function InitUpgrade(upgradeName) {
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const me = Game.Upgrades[upgradeName];
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const you = {};
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// Some upgrades have a function for .power (notably the valentine cookies)
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you.power = me.power;
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if (typeof (me.power) === 'function') {
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if (me.name === 'Sugar crystal cookies') {
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me.power = function () {
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let n = 5;
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for (const i in SimObjects) {
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if (SimObjects[i].level >= 10) n += 1;
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}
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return n;
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};
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}
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me.power = function () {
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let pow = 2;
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if (SimHas('Starlove')) pow = 3;
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if (Game.hasGod) {
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const godLvl = SimHasGod('seasons');
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if (godLvl === 1) pow *= 1.3;
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else if (godLvl === 2) pow *= 1.2;
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else if (godLvl === 3) pow *= 1.1;
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}
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return pow;
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};
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}
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you.pool = me.pool;
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you.name = me.name;
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return you;
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const me = Game.Upgrades[upgradeName];
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const you = {};
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// Some upgrades have a function for .power (notably the valentine cookies)
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you.power = me.power;
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if (typeof me.power === 'function') {
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if (me.name === 'Sugar crystal cookies') {
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me.power = function () {
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let n = 5;
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for (const i in SimObjects) {
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if (SimObjects[i].level >= 10) n += 1;
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}
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return n;
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};
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}
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me.power = function () {
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let pow = 2;
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if (SimHas('Starlove')) pow = 3;
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if (Game.hasGod) {
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const godLvl = SimHasGod('seasons');
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if (godLvl === 1) pow *= 1.3;
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else if (godLvl === 2) pow *= 1.2;
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else if (godLvl === 3) pow *= 1.1;
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}
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return pow;
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};
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}
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you.pool = me.pool;
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you.name = me.name;
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return you;
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}
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@@ -12,84 +12,97 @@ import { SimObjects } from '../VariablesAndData';
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* @returns {Object} you The static object
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*/
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export default function InitialBuildingData(buildingName) {
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const me = Game.Objects[buildingName];
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const you = {};
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if (me.name === 'Cursor') {
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you.cps = function (it) {
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let add = 0;
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if (SimHas('Thousand fingers')) add += 0.1;
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if (SimHas('Million fingers')) add *= 5;
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if (SimHas('Billion fingers')) add *= 10;
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if (SimHas('Trillion fingers')) add *= 20;
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if (SimHas('Quadrillion fingers')) add *= 20;
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if (SimHas('Quintillion fingers')) add *= 20;
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if (SimHas('Sextillion fingers')) add *= 20;
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if (SimHas('Septillion fingers')) add *= 20;
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if (SimHas('Octillion fingers')) add *= 20;
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if (SimHas('Nonillion fingers')) add *= 20;
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let mult = 1;
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let num = 0;
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for (const i in SimObjects) { if (SimObjects[i].name !== 'Cursor') num += SimObjects[i].amount; }
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add *= num;
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mult *= SimGetTieredCpsMult(it);
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mult *= Game.magicCpS('Cursor');
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mult *= SimEff('cursorCps');
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return Game.ComputeCps(0.1, SimHas('Reinforced index finger') + SimHas('Carpal tunnel prevention cream') + SimHas('Ambidextrous'), add) * mult;
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};
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} else if (me.name === 'Grandma') {
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you.cps = function (it) {
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let mult = 1;
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for (const i in Game.GrandmaSynergies) {
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if (SimHas(Game.GrandmaSynergies[i])) mult *= 2;
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}
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if (SimHas('Bingo center/Research facility')) mult *= 4;
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if (SimHas('Ritual rolling pins')) mult *= 2;
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if (SimHas('Naughty list')) mult *= 2;
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const me = Game.Objects[buildingName];
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const you = {};
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if (me.name === 'Cursor') {
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you.cps = function (it) {
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let add = 0;
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if (SimHas('Thousand fingers')) add += 0.1;
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if (SimHas('Million fingers')) add *= 5;
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if (SimHas('Billion fingers')) add *= 10;
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if (SimHas('Trillion fingers')) add *= 20;
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if (SimHas('Quadrillion fingers')) add *= 20;
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if (SimHas('Quintillion fingers')) add *= 20;
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if (SimHas('Sextillion fingers')) add *= 20;
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if (SimHas('Septillion fingers')) add *= 20;
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if (SimHas('Octillion fingers')) add *= 20;
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if (SimHas('Nonillion fingers')) add *= 20;
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let mult = 1;
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let num = 0;
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for (const i in SimObjects) {
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if (SimObjects[i].name !== 'Cursor') num += SimObjects[i].amount;
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}
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add *= num;
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mult *= SimGetTieredCpsMult(it);
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mult *= Game.magicCpS('Cursor');
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mult *= SimEff('cursorCps');
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return (
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Game.ComputeCps(
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0.1,
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SimHas('Reinforced index finger') +
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SimHas('Carpal tunnel prevention cream') +
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SimHas('Ambidextrous'),
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add,
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) * mult
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);
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};
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} else if (me.name === 'Grandma') {
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you.cps = function (it) {
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let mult = 1;
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for (const i in Game.GrandmaSynergies) {
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if (SimHas(Game.GrandmaSynergies[i])) mult *= 2;
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}
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if (SimHas('Bingo center/Research facility')) mult *= 4;
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if (SimHas('Ritual rolling pins')) mult *= 2;
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if (SimHas('Naughty list')) mult *= 2;
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if (SimHas('Elderwort biscuits')) mult *= 1.02;
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if (SimHas('Elderwort biscuits')) mult *= 1.02;
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mult *= SimEff('grandmaCps');
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mult *= SimEff('grandmaCps');
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if (SimHas('Cat ladies')) {
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for (let i = 0; i < Game.UpgradesByPool.kitten.length; i++) {
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if (SimHas(Game.UpgradesByPool.kitten[i].name)) mult *= 1.29;
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}
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}
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if (SimHas('Cat ladies')) {
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for (let i = 0; i < Game.UpgradesByPool.kitten.length; i++) {
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if (SimHas(Game.UpgradesByPool.kitten[i].name)) mult *= 1.29;
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}
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}
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mult *= SimGetTieredCpsMult(it);
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mult *= SimGetTieredCpsMult(it);
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let add = 0;
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if (SimHas('One mind')) add += SimObjects.Grandma.amount * 0.02;
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if (SimHas('Communal brainsweep')) add += SimObjects.Grandma.amount * 0.02;
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if (SimHas('Elder Pact')) add += SimObjects.Portal.amount * 0.05;
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let add = 0;
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if (SimHas('One mind')) add += SimObjects.Grandma.amount * 0.02;
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if (SimHas('Communal brainsweep'))
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add += SimObjects.Grandma.amount * 0.02;
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if (SimHas('Elder Pact')) add += SimObjects.Portal.amount * 0.05;
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let num = 0;
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for (const i in SimObjects) { if (SimObjects[i].name !== 'Grandma') num += SimObjects[i].amount; }
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// if (Game.hasAura('Elder Battalion')) mult*=1+0.01*num;
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mult *= 1 + SimAuraMult('Elder Battalion') * 0.01 * num;
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let num = 0;
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for (const i in SimObjects) {
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if (SimObjects[i].name !== 'Grandma') num += SimObjects[i].amount;
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}
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// if (Game.hasAura('Elder Battalion')) mult*=1+0.01*num;
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mult *= 1 + SimAuraMult('Elder Battalion') * 0.01 * num;
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mult *= Game.magicCpS(me.name);
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mult *= Game.magicCpS(me.name);
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return (me.baseCps + add) * mult;
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};
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} else {
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you.cps = function (it) {
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let mult = 1;
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mult *= SimGetTieredCpsMult(it);
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mult *= Game.magicCpS(it.name);
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return it.baseCPS * mult;
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};
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}
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return (me.baseCps + add) * mult;
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};
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} else {
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you.cps = function (it) {
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let mult = 1;
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mult *= SimGetTieredCpsMult(it);
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mult *= Game.magicCpS(it.name);
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return it.baseCPS * mult;
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};
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}
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// Below is needed for above eval, specifically for the GetTieredCpsMult function
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you.baseCps = me.baseCps;
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you.name = me.name;
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you.tieredUpgrades = me.tieredUpgrades;
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you.synergies = me.synergies;
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you.fortune = me.fortune;
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you.grandma = me.grandma;
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you.baseCPS = me.baseCps;
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you.id = me.id;
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you.vanilla = me.vanilla;
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return you;
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// Below is needed for above eval, specifically for the GetTieredCpsMult function
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you.baseCps = me.baseCps;
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you.name = me.name;
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you.tieredUpgrades = me.tieredUpgrades;
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you.synergies = me.synergies;
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you.fortune = me.fortune;
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you.grandma = me.grandma;
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you.baseCPS = me.baseCps;
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you.id = me.id;
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you.vanilla = me.vanilla;
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return you;
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}
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