Finished annotation of Main.js #556

This commit is contained in:
Daniël van Noord
2021-02-19 21:16:36 +01:00
parent d3aa2c30db
commit 59f8808b61
6 changed files with 196 additions and 162 deletions

File diff suppressed because one or more lines are too long

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@@ -8,8 +8,8 @@
/** /**
* This functions runs all cache-functions to generate all "full" cache * This functions runs all cache-functions to generate all "full" cache
* The declaration follows the structure of the CM.Cache.js file * The declaration follows the structure of the CM.Cache.js file
* It is called by CM.DelayInit * It is called by CM.Main.DelayInit
* TODO: Add all functions that should be here and remove them from CM.Loop() * TODO: Add all functions that should be here and remove them from CM.Main.Loop()
*/ */
CM.Cache.InitCache = function() { CM.Cache.InitCache = function() {
CM.Cache.CacheDragonAuras(); CM.Cache.CacheDragonAuras();
@@ -19,6 +19,7 @@ CM.Cache.InitCache = function() {
CM.Cache.CacheChain(); CM.Cache.CacheChain();
CM.Cache.CacheMissingUpgrades(); CM.Cache.CacheMissingUpgrades();
CM.Cache.CacheSeaSpec(); CM.Cache.CacheSeaSpec();
CM.Cache.InitCookiesDiff();
CM.Cache.CacheAvgCPS(); CM.Cache.CacheAvgCPS();
CM.Cache.CacheIncome(); CM.Cache.CacheIncome();
CM.Cache.CacheBuildingsPrices(); CM.Cache.CacheBuildingsPrices();
@@ -45,7 +46,7 @@ CM.Cache.CacheDragonAuras = function() {
/** /**
* This functions caches data related to Wrinklers * This functions caches data related to Wrinklers
* It is called by CM.Loop() and CM.Cache.InitCache() * It is called by CM.Main.Loop() and CM.Cache.InitCache()
* @global {number} CM.Cache.WrinklersTotal The cookies of all wrinklers * @global {number} CM.Cache.WrinklersTotal The cookies of all wrinklers
* @global {number} CM.Cache.WrinklersNormal The cookies of all normal wrinklers * @global {number} CM.Cache.WrinklersNormal The cookies of all normal wrinklers
* @global {[{number}, {number}]} CM.Cache.WrinklersFattest A list containing the cookies and the id of the fattest non-shiny wrinkler * @global {[{number}, {number}]} CM.Cache.WrinklersFattest A list containing the cookies and the id of the fattest non-shiny wrinkler
@@ -80,7 +81,7 @@ CM.Cache.CacheWrinklers = function() {
/** /**
* This functions caches variables related to the stats apge * This functions caches variables related to the stats apge
* It is called by CM.Loop() upon changes to cps and CM.Cache.InitCache() * It is called by CM.Main.Loop() upon changes to cps and CM.Cache.InitCache()
* @global {number} CM.Cache.Lucky Cookies required for max Lucky * @global {number} CM.Cache.Lucky Cookies required for max Lucky
* @global {number} CM.Cache.LuckyReward Reward for max normal Lucky * @global {number} CM.Cache.LuckyReward Reward for max normal Lucky
* @global {number} CM.Cache.LuckyWrathReward Reward for max normal Lucky from Wrath cookie * @global {number} CM.Cache.LuckyWrathReward Reward for max normal Lucky from Wrath cookie
@@ -190,7 +191,7 @@ CM.Cache.MaxChainMoni = function(digit, maxPayout, mult) {
/** /**
* This functions caches data related to Chain Cookies reward from Golden Cookioes * This functions caches data related to Chain Cookies reward from Golden Cookioes
* It is called by CM.Loop() upon changes to cps and CM.Cache.InitCache() * It is called by CM.Main.Loop() upon changes to cps and CM.Cache.InitCache()
* @global [{number, number}] CM.Cache.ChainReward Total cookies earned, and cookies needed for next level for normal chain * @global [{number, number}] CM.Cache.ChainReward Total cookies earned, and cookies needed for next level for normal chain
* @global {number} CM.Cache.ChainRequired Cookies needed for maximum reward for normal chain * @global {number} CM.Cache.ChainRequired Cookies needed for maximum reward for normal chain
* @global {number} CM.Cache.ChainRequiredNext Total cookies needed for next level for normal chain * @global {number} CM.Cache.ChainRequiredNext Total cookies needed for next level for normal chain
@@ -231,7 +232,7 @@ CM.Cache.CacheChain = function() {
/** /**
* This functions caches variables related to missing upgrades * This functions caches variables related to missing upgrades
* It is called by CM.Loop() and CM.Cache.InitCache() * It is called by CM.Main.Loop() and CM.Cache.InitCache()
* @global {string} CM.Cache.MissingUpgrades String containig the HTML to create the "crates" for missing normal upgrades * @global {string} CM.Cache.MissingUpgrades String containig the HTML to create the "crates" for missing normal upgrades
* @global {string} CM.Cache.MissingUpgradesCookies String containig the HTML to create the "crates" for missing cookie upgrades * @global {string} CM.Cache.MissingUpgradesCookies String containig the HTML to create the "crates" for missing cookie upgrades
* @global {string} CM.Cache.MissingUpgradesPrestige String containig the HTML to create the "crates" for missing prestige upgrades * @global {string} CM.Cache.MissingUpgradesPrestige String containig the HTML to create the "crates" for missing prestige upgrades
@@ -268,7 +269,7 @@ CM.Cache.CacheMissingUpgrades = function() {
/** /**
* This functions caches the reward of popping a reindeer * This functions caches the reward of popping a reindeer
* It is called by CM.Loop() and CM.Cache.InitCache() * It is called by CM.Main.Loop() and CM.Cache.InitCache()
* @global {number} CM.Cache.SeaSpec The reward for popping a reindeer * @global {number} CM.Cache.SeaSpec The reward for popping a reindeer
*/ */
CM.Cache.CacheSeaSpec = function() { CM.Cache.CacheSeaSpec = function() {
@@ -318,7 +319,7 @@ class CMAvgQueue {
/** /**
* This functions caches creates the CMAvgQueue used by CM.Cache.CacheAvgCPS() to calculate CPS * This functions caches creates the CMAvgQueue used by CM.Cache.CacheAvgCPS() to calculate CPS
* Called by CM.DelayInit() * Called by CM.Cache.InitCache()
*/ */
CM.Cache.InitCookiesDiff = function() { CM.Cache.InitCookiesDiff = function() {
CM.Cache.CookiesDiff = new CMAvgQueue(CM.Disp.cookieTimes[CM.Disp.cookieTimes.length - 1]); CM.Cache.CookiesDiff = new CMAvgQueue(CM.Disp.cookieTimes[CM.Disp.cookieTimes.length - 1]);
@@ -330,7 +331,7 @@ CM.Cache.InitCookiesDiff = function() {
/** /**
* This functions caches two variables related average CPS and Clicks * This functions caches two variables related average CPS and Clicks
* It is called by CM.Loop() * It is called by CM.Main.Loop()
* TODO: Check if this can be made more concise * TODO: Check if this can be made more concise
* @global {number} CM.Cache.RealCookiesEarned Cookies earned including the Chocolate Egg * @global {number} CM.Cache.RealCookiesEarned Cookies earned including the Chocolate Egg
* @global {number} CM.Cache.AvgCPS Average cookies over time-period as defined by AvgCPSHist * @global {number} CM.Cache.AvgCPS Average cookies over time-period as defined by AvgCPSHist
@@ -394,7 +395,7 @@ CM.Cache.CacheAvgCPS = function() {
/** /**
* This functions caches the reward for selling the Chocolate egg * This functions caches the reward for selling the Chocolate egg
* It is called by CM.Loop() * It is called by CM.Main.Loop()
* @global {number} CM.Cache.SellForChoEgg Total cookies to be gained from selling Chocolate egg * @global {number} CM.Cache.SellForChoEgg Total cookies to be gained from selling Chocolate egg
*/ */
CM.Cache.CacheSellForChoEgg = function() { CM.Cache.CacheSellForChoEgg = function() {
@@ -416,7 +417,7 @@ CM.Cache.CacheSellForChoEgg = function() {
/** /**
* This functions caches the current Wrinkler CPS multiplier * This functions caches the current Wrinkler CPS multiplier
* It is called by CM.Loop(). Variables are mostly used by CM.Disp.GetCPS(). * It is called by CM.Main.Loop(). Variables are mostly used by CM.Disp.GetCPS().
* @global {number} CM.Cache.CurrWrinklerCount Current number of wrinklers * @global {number} CM.Cache.CurrWrinklerCount Current number of wrinklers
* @global {number} CM.Cache.CurrWrinklerCPSMult Current multiplier of CPS because of wrinklers (excluding their negative sucking effect) * @global {number} CM.Cache.CurrWrinklerCPSMult Current multiplier of CPS because of wrinklers (excluding their negative sucking effect)
*/ */
@@ -442,7 +443,7 @@ CM.Cache.CacheCurrWrinklerCPS = function() {
/** /**
* This functions caches the current cost of upgrading the dragon level so it can be displayed in the tooltip * This functions caches the current cost of upgrading the dragon level so it can be displayed in the tooltip
* It is called by the relevan tooltip-code as a result of CM.Disp.AddDragonLevelUpTooltip() and by CM.Loop() * It is called by the relevan tooltip-code as a result of CM.Disp.AddDragonLevelUpTooltip() and by CM.Main.Loop()
* @global {number} CM.Cache.lastDragonLevel The last cached dragon level * @global {number} CM.Cache.lastDragonLevel The last cached dragon level
* @global {string} CM.Cache.CostDragonUpgrade The Beautified cost of the next upgrade * @global {string} CM.Cache.CostDragonUpgrade The Beautified cost of the next upgrade
*/ */
@@ -500,7 +501,7 @@ CM.Cache.CacheDragonCost = function() {
/** /**
* This functions caches the income gain of each building and upgrade and stores it in the cache * This functions caches the income gain of each building and upgrade and stores it in the cache
* It is called by CM.Loop() and CM.Cache.InitCache() * It is called by CM.Main.Loop() and CM.Cache.InitCache()
*/ */
CM.Cache.CacheIncome = function() { CM.Cache.CacheIncome = function() {
// Simulate Building Buys for 1, 10 and 100 amount // Simulate Building Buys for 1, 10 and 100 amount
@@ -517,7 +518,7 @@ CM.Cache.CacheIncome = function() {
/** /**
* This functions caches the price of each building and stores it in the cache * This functions caches the price of each building and stores it in the cache
* It is called by CM.Loop() and CM.Cache.InitCache() * It is called by CM.Main.Loop() and CM.Cache.InitCache()
*/ */
CM.Cache.CacheBuildingsPrices = function() { CM.Cache.CacheBuildingsPrices = function() {
for (let i of Object.keys(Game.Objects)) { for (let i of Object.keys(Game.Objects)) {
@@ -532,7 +533,7 @@ CM.Cache.CacheBuildingsPrices = function() {
/** /**
* This functions caches the PP of each building and upgrade and stores it in the cache * This functions caches the PP of each building and upgrade and stores it in the cache
* It is called by CM.Loop() and CM.Cache.InitCache() * It is called by CM.Main.Loop() and CM.Cache.InitCache()
*/ */
CM.Cache.CachePP = function() { CM.Cache.CachePP = function() {
CM.Cache.CacheBuildingsPP(); CM.Cache.CacheBuildingsPP();

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@@ -22,7 +22,7 @@ CM.Config.SaveConfig = function() {
/** /**
* This function loads the config of CookieMonster saved in localStorage and loads it into CM.Options * This function loads the config of CookieMonster saved in localStorage and loads it into CM.Options
* It is called by CM.DelayInit() and CM.Config.RestoreDefault() * It is called by CM.Main.DelayInit() and CM.Config.RestoreDefault()
*/ */
CM.Config.LoadConfig = function(settings) { CM.Config.LoadConfig = function(settings) {
// This removes cookies left from earlier versions of CookieMonster // This removes cookies left from earlier versions of CookieMonster
@@ -71,7 +71,7 @@ CM.Config.LoadConfig = function(settings) {
} }
} }
if (mod) CM.Config.SaveConfig(); if (mod) CM.Config.SaveConfig();
CM.Loop(); // Do loop once CM.Main.Loop(); // Do loop once
for (let i in CM.Data.ConfigDefault) { for (let i in CM.Data.ConfigDefault) {
if (i != 'Header' && typeof CM.ConfigData[i].func !== 'undefined') { if (i != 'Header' && typeof CM.ConfigData[i].func !== 'undefined') {
CM.ConfigData[i].func(); CM.ConfigData[i].func();

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@@ -257,7 +257,7 @@ CM.Disp.Beautify = function(num, floats, forced) {
/** /**
* This function disables and shows the bars created by CookieMonster when the game is "ascending" * This function disables and shows the bars created by CookieMonster when the game is "ascending"
* It is called by CM.Loop() * It is called by CM.Main.Loop()
*/ */
CM.Disp.UpdateAscendState = function() { CM.Disp.UpdateAscendState = function() {
if (Game.OnAscend) { if (Game.OnAscend) {
@@ -274,7 +274,7 @@ CM.Disp.UpdateAscendState = function() {
/** /**
* This function creates a CSS style that stores certain standard CSS classes used by CookieMonster * This function creates a CSS style that stores certain standard CSS classes used by CookieMonster
* It is called by CM.DelayInit() * It is called by CM.Main.DelayInit()
*/ */
CM.Disp.CreateCssArea = function() { CM.Disp.CreateCssArea = function() {
CM.Disp.Css = document.createElement('style'); CM.Disp.Css = document.createElement('style');
@@ -353,7 +353,7 @@ CM.Disp.ToggleBotBar = function() {
/** /**
* This function creates the bottom bar and appends it to l('wrapper') * This function creates the bottom bar and appends it to l('wrapper')
* It is called by CM.DelayInit and a change in CM.Options.BotBar * It is called by CM.Main.DelayInit and a change in CM.Options.BotBar
*/ */
CM.Disp.CreateBotBar = function() { CM.Disp.CreateBotBar = function() {
CM.Disp.BotBar = document.createElement('div'); CM.Disp.BotBar = document.createElement('div');
@@ -404,7 +404,7 @@ CM.Disp.CreateBotBar = function() {
/** /**
* This function updates the bonus-, pp-, and time-rows in the the bottom bar * This function updates the bonus-, pp-, and time-rows in the the bottom bar
* It is called by CM.Loop() * It is called by CM.Main.Loop()
*/ */
CM.Disp.UpdateBotBar = function() { CM.Disp.UpdateBotBar = function() {
if (CM.Options.BotBar === 1 && CM.Cache.Objects1) { if (CM.Options.BotBar === 1 && CM.Cache.Objects1) {
@@ -461,7 +461,7 @@ CM.Disp.CreateBotBarBuildingColumn = function(buildingName) {
/** /**
* This function creates the TimerBar and appends it to l('wrapper') * This function creates the TimerBar and appends it to l('wrapper')
* It is called by CM.DelayInit() * It is called by CM.Main.DelayInit()
*/ */
CM.Disp.CreateTimerBar = function() { CM.Disp.CreateTimerBar = function() {
CM.Disp.TimerBar = document.createElement('div'); CM.Disp.TimerBar = document.createElement('div');
@@ -495,7 +495,7 @@ CM.Disp.CreateTimerBar = function() {
/** /**
* This function creates an indivudual timer for the timer bar * This function creates an indivudual timer for the timer bar
* It is called by CM.DelayInit() * It is called by CM.Main.DelayInit()
* @param {string} id An id to identify the timer * @param {string} id An id to identify the timer
* @param {string} name The title of the timer * @param {string} name The title of the timer
* @param [{{string}, {string}}, ...] bars ([id, color]) The id and colours of individual parts of the timer * @param [{{string}, {string}}, ...] bars ([id, color]) The id and colours of individual parts of the timer
@@ -557,7 +557,7 @@ CM.Disp.TimerBarCreateBar = function(id, name, bars) {
/** /**
* This function updates indivudual timers in the timer bar * This function updates indivudual timers in the timer bar
* It is called by CM.Loop() * It is called by CM.Main.Loop()
*/ */
CM.Disp.UpdateTimerBar = function() { CM.Disp.UpdateTimerBar = function() {
if (CM.Options.TimerBar === 1) { if (CM.Options.TimerBar === 1) {
@@ -711,7 +711,7 @@ CM.Disp.UpdateBotTimerBarPosition = function() {
/** /**
* This function adjusts some things in the column of buildings. * This function adjusts some things in the column of buildings.
* It colours them, helps display the correct sell-price and shuffles the order when CM.Options.SortBuildings is set * It colours them, helps display the correct sell-price and shuffles the order when CM.Options.SortBuildings is set
* The function is called by CM.Loop(), CM.Disp.UpdateColors() & CM.Disp.RefreshScale() * The function is called by CM.Main.Loop(), CM.Disp.UpdateColors() & CM.Disp.RefreshScale()
* And by changes in CM.Options.BuildColor, CM.Options.SortBuild & CM.ConfigData.BulkBuildColor * And by changes in CM.Options.BuildColor, CM.Options.SortBuild & CM.ConfigData.BulkBuildColor
*/ */
CM.Disp.UpdateBuildings = function() { CM.Disp.UpdateBuildings = function() {
@@ -778,7 +778,7 @@ CM.Disp.UpdateBuildings = function() {
/** /**
* This function adjusts some things in the upgrades section * This function adjusts some things in the upgrades section
* It colours them and shuffles the order when CM.Options.SortBuildings is set * It colours them and shuffles the order when CM.Options.SortBuildings is set
* The function is called by CM.Loop(), CM.Disp.ToggleUpgradeBarAndColor & CM.Disp.RefreshScale() * The function is called by CM.Main.Loop(), CM.Disp.ToggleUpgradeBarAndColor & CM.Disp.RefreshScale()
* And by changes in CM.Options.SortUpgrades * And by changes in CM.Options.SortUpgrades
*/ */
CM.Disp.UpdateUpgrades = function() { CM.Disp.UpdateUpgrades = function() {
@@ -971,7 +971,7 @@ CM.Disp.CreateUpgradeBarLegend = function() {
/** /**
* This function creates a white square over the full screen and appends it to l('wrapper') * This function creates a white square over the full screen and appends it to l('wrapper')
* It is used by CM.Disp.Flash() to create the effect of a flash and called by CM.DelayInit() * It is used by CM.Disp.Flash() to create the effect of a flash and called by CM.Main.DelayInit()
*/ */
CM.Disp.CreateWhiteScreen = function() { CM.Disp.CreateWhiteScreen = function() {
CM.Disp.WhiteScreen = document.createElement('div'); CM.Disp.WhiteScreen = document.createElement('div');
@@ -1047,7 +1047,7 @@ CM.Disp.Notification = function(notifyConfig, title, message) {
* Section: Functions related to updating the tab in the browser's tab-bar * Section: Functions related to updating the tab in the browser's tab-bar
/** /**
* This function creates the Favicon, it is called by CM.DelayInit() * This function creates the Favicon, it is called by CM.Main.DelayInit()
*/ */
CM.Disp.CreateFavicon = function() { CM.Disp.CreateFavicon = function() {
CM.Disp.Favicon = document.createElement('link'); CM.Disp.Favicon = document.createElement('link');
@@ -1193,7 +1193,7 @@ CM.Disp.ToggleGCTimer = function() {
/** /**
* This function creates some very basic tooltips, (e.g., the tooltips in the stats page) * This function creates some very basic tooltips, (e.g., the tooltips in the stats page)
* The tooltips are created with CM.Disp[placeholder].appendChild(desc) * The tooltips are created with CM.Disp[placeholder].appendChild(desc)
* It is called by CM.DelayInit() * It is called by CM.Main.DelayInit()
* @param {string} placeholder The name used to later refer and spawn the tooltip * @param {string} placeholder The name used to later refer and spawn the tooltip
* @param {string} text The text of the tooltip * @param {string} text The text of the tooltip
* @param {string} minWidth The minimum width of the tooltip * @param {string} minWidth The minimum width of the tooltip
@@ -1213,7 +1213,7 @@ CM.Disp.CreateSimpleTooltip = function(placeholder, text, minWidth) {
/** /**
* This function replaces the original .onmouseover functions of upgrades so that it calls CM.Disp.Tooltip() * This function replaces the original .onmouseover functions of upgrades so that it calls CM.Disp.Tooltip()
* CM.Disp.Tooltip() sets the tooltip type to 'u' * CM.Disp.Tooltip() sets the tooltip type to 'u'
* It is called by Game.RebuildUpgrades() through CM.ReplaceNative() and is therefore not permanent like the other ReplaceTooltip functions * It is called by Game.RebuildUpgrades() through CM.Main.ReplaceNative() and is therefore not permanent like the other ReplaceTooltip functions
*/ */
CM.Disp.ReplaceTooltipUpgrade = function() { CM.Disp.ReplaceTooltipUpgrade = function() {
CM.Disp.TooltipUpgradeBackup = []; CM.Disp.TooltipUpgradeBackup = [];
@@ -1409,7 +1409,7 @@ CM.Disp.TooltipCreateWarningSection = function() {
/** /**
* This function updates the sections of the tooltips created by CookieMonster * This function updates the sections of the tooltips created by CookieMonster
* It is called when tooltips are created by and CM.Disp.Tooltip() on every loop by CM.Loop() * It is called when tooltips are created by and CM.Disp.Tooltip() on every loop by CM.Main.Loop()
*/ */
CM.Disp.UpdateTooltip = function() { CM.Disp.UpdateTooltip = function() {
CM.Sim.CopyData(); CM.Sim.CopyData();
@@ -1778,7 +1778,7 @@ CM.Disp.UpdateTooltipWarnings = function() {
/** /**
* This function updates the location of the tooltip * This function updates the location of the tooltip
* It is called by Game.tooltip.update() because of CM.ReplaceNative() * It is called by Game.tooltip.update() because of CM.Main.ReplaceNative()
*/ */
CM.Disp.UpdateTooltipLocation = function() { CM.Disp.UpdateTooltipLocation = function() {
if (Game.tooltip.origin === 'store') { if (Game.tooltip.origin === 'store') {
@@ -1816,7 +1816,7 @@ CM.Disp.ToggleToolWarnPos = function() {
/** /**
* This function checks and create a tooltip for the wrinklers * This function checks and create a tooltip for the wrinklers
* It is called by CM.Loop() * It is called by CM.Main.Loop()
* TODO: Change this code to be the same as other tooltips. (i.d., create tooltip with type "w") * TODO: Change this code to be the same as other tooltips. (i.d., create tooltip with type "w")
*/ */
CM.Disp.CheckWrinklerTooltip = function() { CM.Disp.CheckWrinklerTooltip = function() {
@@ -1854,7 +1854,7 @@ CM.Disp.CheckWrinklerTooltip = function() {
/** /**
* This function updates the amount to be displayed by the wrinkler tooltip created by CM.Disp.CheckWrinklerTooltip() * This function updates the amount to be displayed by the wrinkler tooltip created by CM.Disp.CheckWrinklerTooltip()
* It is called by CM.Loop() * It is called by CM.Main.Loop()
* TODO: Change this code to be the same as other tooltips. Fit this into CM.Disp.UpdateTooltip() * TODO: Change this code to be the same as other tooltips. Fit this into CM.Disp.UpdateTooltip()
*/ */
CM.Disp.UpdateWrinklerTooltip = function() { CM.Disp.UpdateWrinklerTooltip = function() {
@@ -1880,7 +1880,7 @@ CM.Disp.UpdateWrinklerTooltip = function() {
/** /**
* This functions adds the two extra lines about CPS and time to recover to the aura picker infoscreen * This functions adds the two extra lines about CPS and time to recover to the aura picker infoscreen
* It is called by Game.DescribeDragonAura() after CM.ReplaceNative() * It is called by Game.DescribeDragonAura() after CM.Main.ReplaceNative()
* @param {number} aura The number of the aura currently selected by the mouse/user * @param {number} aura The number of the aura currently selected by the mouse/user
*/ */
CM.Disp.AddAuraInfo = function(aura) { CM.Disp.AddAuraInfo = function(aura) {
@@ -1908,7 +1908,7 @@ CM.Disp.AddAuraInfo = function(aura) {
/** /**
* This functions adds a tooltip to the level up button displaying the cost of rebuying all * This functions adds a tooltip to the level up button displaying the cost of rebuying all
* It is called by Game.ToggleSpecialMenu() after CM.ReplaceNative() * It is called by Game.ToggleSpecialMenu() after CM.Main.ReplaceNative()
*/ */
CM.Disp.AddDragonLevelUpTooltip = function() { CM.Disp.AddDragonLevelUpTooltip = function() {
// Check if it is the dragon popup that is on screen // Check if it is the dragon popup that is on screen
@@ -1949,7 +1949,7 @@ CM.Disp.AddMenu = function() {
/** /**
* This function refreshes the stats page, CM.Options.UpStats determines the rate at which that happens * This function refreshes the stats page, CM.Options.UpStats determines the rate at which that happens
* It is called by CM.Loop() * It is called by CM.Main.Loop()
*/ */
CM.Disp.RefreshMenu = function() { CM.Disp.RefreshMenu = function() {
if (CM.Options.UpStats && Game.onMenu === 'stats' && (Game.drawT - 1) % (Game.fps * 5) != 0 && (Game.drawT - 1) % Game.fps === 0) Game.UpdateMenu(); if (CM.Options.UpStats && Game.onMenu === 'stats' && (Game.drawT - 1) % (Game.fps * 5) != 0 && (Game.drawT - 1) % Game.fps === 0) Game.UpdateMenu();
@@ -2831,7 +2831,7 @@ CM.Disp.crateMissing = function(me) {
/** /**
* This function creates two objects at the bottom of the left column that allowing popping of wrinklers * This function creates two objects at the bottom of the left column that allowing popping of wrinklers
* It is called by CM.DelayInit() * It is called by CM.Main.DelayInit()
*/ */
CM.Disp.CreateWrinklerButtons = function() { CM.Disp.CreateWrinklerButtons = function() {
var popAllA = document.createElement('a'); var popAllA = document.createElement('a');
@@ -2868,7 +2868,7 @@ CM.Disp.UpdateWrinklerButtons = function() {
/** /**
* This list is used to make some very basic tooltips. * This list is used to make some very basic tooltips.
* It is used by CM.DelayInit() in the call of CM.Disp.CreateSimpleTooltip() * It is used by CM.Main.DelayInit() in the call of CM.Disp.CreateSimpleTooltip()
* @item {string} placeholder * @item {string} placeholder
* @item {string} text * @item {string} text
* @item {string} minWidth * @item {string} minWidth
@@ -2909,8 +2909,11 @@ CM.Disp.colors = [CM.Disp.colorBlue, CM.Disp.colorGreen, CM.Disp.colorYellow, CM
* This array is used to give certain timers specific colours * This array is used to give certain timers specific colours
*/ */
CM.Disp.buffColors = {'Frenzy': CM.Disp.colorYellow, 'Dragon Harvest': CM.Disp.colorBrown, 'Elder frenzy': CM.Disp.colorGreen, 'Clot': CM.Disp.colorRed, 'Click frenzy': CM.Disp.colorBlue, 'Dragonflight': CM.Disp.colorPink}; CM.Disp.buffColors = {'Frenzy': CM.Disp.colorYellow, 'Dragon Harvest': CM.Disp.colorBrown, 'Elder frenzy': CM.Disp.colorGreen, 'Clot': CM.Disp.colorRed, 'Click frenzy': CM.Disp.colorBlue, 'Dragonflight': CM.Disp.colorPink};
/**
* This array is used to track GC timers
*/
CM.Disp.GCTimers = {}; CM.Disp.GCTimers = {};
CM.Disp.lastAscendState = -1;
/** /**
* These lists are used in the stats page to show * These lists are used in the stats page to show

View File

@@ -18,9 +18,9 @@ CM.init = function() {
proceed = confirm('Cookie Monster version ' + CM.VersionMajor + '.' + CM.VersionMinor + ' is meant for Game version ' + CM.VersionMajor + '. Loading a different version may cause errors. Do you still want to load Cookie Monster?'); proceed = confirm('Cookie Monster version ' + CM.VersionMajor + '.' + CM.VersionMinor + ' is meant for Game version ' + CM.VersionMajor + '. Loading a different version may cause errors. Do you still want to load Cookie Monster?');
} }
if (proceed) { if (proceed) {
CM.DelayInit(); CM.Main.DelayInit();
Game.registerHook('draw', CM.Disp.Draw); Game.registerHook('draw', CM.Disp.Draw);
Game.registerHook('logic', CM.Loop); Game.registerHook('logic', CM.Main.Loop);
CM.Footer.isInitzializing = false CM.Footer.isInitzializing = false
} }
}; };

View File

@@ -2,7 +2,124 @@
* Main * * Main *
********/ ********/
CM.ReplaceNative = function() { /********
* Section: Functions related to the main and initialization loop */
/**
* Main loop of Cookie Monster
* CM.init registers it to the "logic" hook provided by the modding api
*/
CM.Main.Loop = function() {
if (CM.Disp.lastAscendState != Game.OnAscend) {
CM.Disp.lastAscendState = Game.OnAscend;
CM.Disp.UpdateAscendState();
}
if (!Game.OnAscend && Game.AscendTimer === 0) {
// CM.Sim.DoSims is set whenever CPS has changed
if (CM.Sim.DoSims) {
CM.Cache.CacheIncome();
CM.Sim.NoGoldSwitchCookiesPS(); // Needed first
CM.Cache.CacheGoldenAndWrathCookiesMults();
CM.Cache.CacheStats();
CM.Cache.CacheMissingUpgrades();
CM.Cache.CacheChain();
CM.Cache.CacheDragonCost();
CM.Cache.CacheSeaSpec();
CM.Cache.CacheSellForChoEgg();
CM.Sim.DoSims = 0;
}
// Check for aura change to recalculate buildings prices
var hasBuildAura = Game.auraMult('Fierce Hoarder') > 0;
if (!CM.Cache.HadBuildAura && hasBuildAura) {
CM.Cache.HadBuildAura = true;
CM.Cache.DoRemakeBuildPrices = 1;
}
else if (CM.Cache.HadBuildAura && !hasBuildAura) {
CM.Cache.HadBuildAura = false;
CM.Cache.DoRemakeBuildPrices = 1;
}
if (CM.Cache.DoRemakeBuildPrices) {
CM.Cache.CacheBuildingsPrices();
CM.Cache.DoRemakeBuildPrices = 0;
}
// Update Wrinkler Bank
CM.Cache.CacheWrinklers();
// Calculate PP
CM.Cache.CachePP();
}
// Check all changing minigames and game-states
CM.Main.CheckGoldenCookie();
CM.Main.CheckTickerFortune();
CM.Main.CheckSeasonPopup();
CM.Main.CheckGardenTick();
CM.Main.CheckMagicMeter();
CM.Main.CheckWrinklerCount();
// Cache average CPS
CM.Cache.CacheCurrWrinklerCPS();
CM.Cache.CacheAvgCPS();
};
/**
* Initialization loop of Cookie Monster
* Called by CM.init()
*/
CM.Main.DelayInit = function() {
CM.Sim.InitData();
CM.Cache.InitCache();
// Creating visual elements
CM.Disp.CreateCssArea();
CM.Disp.CreateBotBar();
CM.Disp.CreateTimerBar();
CM.Disp.CreateUpgradeBar();
CM.Disp.CreateWhiteScreen();
CM.Disp.CreateFavicon();
for (let i of Object.keys(CM.Disp.TooltipText)) {
CM.Disp.CreateSimpleTooltip(CM.Disp.TooltipText[i][0], CM.Disp.TooltipText[i][1], CM.Disp.TooltipText[i][2]);
}
CM.Disp.CreateWrinklerButtons();
CM.Main.ReplaceTooltips();
CM.Main.AddWrinklerAreaDetect();
// Replace native functions
CM.Main.ReplaceNative();
CM.Main.ReplaceNativeGrimoire();
Game.CalculateGains();
CM.Config.LoadConfig(); // Must be after all things are created!
CM.Disp.lastAscendState = Game.OnAscend;
if (Game.prefs.popups) Game.Popup('Cookie Monster version ' + CM.VersionMajor + '.' + CM.VersionMinor + ' loaded!');
else Game.Notify('Cookie Monster version ' + CM.VersionMajor + '.' + CM.VersionMinor + ' loaded!', '', '', 1, 1);
// TODO: given the architecture of your code, you probably want these lines somewhere else,
// but I stuck them here for convenience
l("products").style.display = "grid";
l("storeBulk").style.gridRow = "1/1";
l("upgrades").style.display = "flex";
l("upgrades").style["flex-wrap"] = "wrap";
Game.Win('Third-party');
};
/********
* Section: Functions related to replacing stuff */
/**
* This function replaces certain native (from the base-game) functions
* It is called by CM.Main.DelayInit()
*/
CM.Main.ReplaceNative = function() {
CM.Backup.Beautify = Beautify; CM.Backup.Beautify = Beautify;
Beautify = CM.Disp.Beautify; Beautify = CM.Disp.Beautify;
@@ -48,11 +165,11 @@ CM.ReplaceNative = function() {
Game.CalculateGains(); Game.CalculateGains();
}; };
CM.Backup.ClickProduct = Game.ClickProduct;
/** /**
* This optiond adds a check to the purchase of a building to allow BulkBuyBlock to work. * This function adds a check to the purchase of a building to allow BulkBuyBlock to work.
* If the options is 1 (on) bulkPrice is under cookies you can't buy the building. * If the options is 1 (on) bulkPrice is under cookies you can't buy the building.
*/ */
CM.Backup.ClickProduct = Game.ClickProduct;
Game.ClickProduct = function(what) { Game.ClickProduct = function(what) {
if (!CM.Options.BulkBuyBlock || Game.ObjectsById[what].bulkPrice < Game.cookies) { if (!CM.Options.BulkBuyBlock || Game.ObjectsById[what].bulkPrice < Game.cookies) {
CM.Backup.ClickProduct(what); CM.Backup.ClickProduct(what);
@@ -61,7 +178,7 @@ CM.ReplaceNative = function() {
CM.Backup.DescribeDragonAura = Game.DescribeDragonAura; CM.Backup.DescribeDragonAura = Game.DescribeDragonAura;
/** /**
* This functions adds the function CM.Disp.AddAuraInfo() to Game.DescribeDragonAura() * This function adds the function CM.Disp.AddAuraInfo() to Game.DescribeDragonAura()
* This adds information about CPS differences and costs to the aura choosing interface * This adds information about CPS differences and costs to the aura choosing interface
* @param {number} aura The number of the aura currently selected by the mouse/user * @param {number} aura The number of the aura currently selected by the mouse/user
*/ */
@@ -72,7 +189,7 @@ CM.ReplaceNative = function() {
CM.Backup.ToggleSpecialMenu = Game.ToggleSpecialMenu; CM.Backup.ToggleSpecialMenu = Game.ToggleSpecialMenu;
/** /**
* This functions adds the code to display the tooltips for the levelUp button of the dragon * This function adds the code to display the tooltips for the levelUp button of the dragon
*/ */
Game.ToggleSpecialMenu = function(on) { Game.ToggleSpecialMenu = function(on) {
CM.Backup.ToggleSpecialMenu(on); CM.Backup.ToggleSpecialMenu(on);
@@ -97,18 +214,25 @@ CM.ReplaceNative = function() {
eval('CM.Backup.LogicMod = ' + Game.Logic.toString().split('document.title').join('CM.Disp.Title')); eval('CM.Backup.LogicMod = ' + Game.Logic.toString().split('document.title').join('CM.Disp.Title'));
Game.Logic = function() { Game.Logic = function() {
CM.Backup.LogicMod(); CM.Backup.LogicMod();
// Update Title // Update Title
CM.Disp.UpdateTitle(); CM.Disp.UpdateTitle();
}; };
}; };
CM.ReplaceNativeGrimoire = function() { /**
CM.ReplaceNativeGrimoireLaunch(); * This function fixes replaces the Launch and Draw functions of the Grimoire
CM.ReplaceNativeGrimoireDraw(); * It is called by CM.Main.DelayInit() and Game.LoadMinigames()
*/
CM.Main.ReplaceNativeGrimoire = function() {
CM.Main.ReplaceNativeGrimoireLaunch();
CM.Main.ReplaceNativeGrimoireDraw();
}; };
CM.ReplaceNativeGrimoireLaunch = function() { /**
* This function fixes replaces the .launch function of the Grimoire
* It is called by CM.Main.ReplaceNativeGrimoire()
*/
CM.Main.ReplaceNativeGrimoireLaunch = function() {
if (!CM.HasReplaceNativeGrimoireLaunch && Game.Objects['Wizard tower'].minigameLoaded) { if (!CM.HasReplaceNativeGrimoireLaunch && Game.Objects['Wizard tower'].minigameLoaded) {
var minigame = Game.Objects['Wizard tower'].minigame; var minigame = Game.Objects['Wizard tower'].minigame;
CM.Backup.GrimoireLaunch = minigame.launch; CM.Backup.GrimoireLaunch = minigame.launch;
@@ -117,13 +241,17 @@ CM.ReplaceNativeGrimoireLaunch = function() {
CM.Backup.GrimoireLaunchMod(); CM.Backup.GrimoireLaunchMod();
CM.Main.ReplaceTooltipGrimoire(); CM.Main.ReplaceTooltipGrimoire();
CM.HasReplaceNativeGrimoireDraw = false; CM.HasReplaceNativeGrimoireDraw = false;
CM.ReplaceNativeGrimoireDraw(); CM.Main.ReplaceNativeGrimoireDraw();
}; };
CM.HasReplaceNativeGrimoireLaunch = true; CM.HasReplaceNativeGrimoireLaunch = true;
} }
}; };
CM.ReplaceNativeGrimoireDraw = function() { /**
* This function fixes replaces the .draw function of the Grimoire
* It is called by CM.Main.ReplaceNativeGrimoire()
*/
CM.Main.ReplaceNativeGrimoireDraw = function() {
if (!CM.HasReplaceNativeGrimoireDraw && Game.Objects['Wizard tower'].minigameLoaded) { if (!CM.HasReplaceNativeGrimoireDraw && Game.Objects['Wizard tower'].minigameLoaded) {
var minigame = Game.Objects['Wizard tower'].minigame; var minigame = Game.Objects['Wizard tower'].minigame;
CM.Backup.GrimoireDraw = minigame.draw; CM.Backup.GrimoireDraw = minigame.draw;
@@ -137,110 +265,12 @@ CM.ReplaceNativeGrimoireDraw = function() {
} }
}; };
CM.Loop = function() {
if (CM.Disp.lastAscendState != Game.OnAscend) {
CM.Disp.lastAscendState = Game.OnAscend;
CM.Disp.UpdateAscendState();
}
if (!Game.OnAscend && Game.AscendTimer === 0) {
// CM.Sim.DoSims is set whenever CPS has changed
if (CM.Sim.DoSims) {
CM.Cache.CacheIncome();
CM.Sim.NoGoldSwitchCookiesPS(); // Needed first
CM.Cache.CacheGoldenAndWrathCookiesMults();
CM.Cache.CacheStats();
CM.Cache.CacheMissingUpgrades();
CM.Cache.CacheChain();
CM.Cache.CacheDragonCost();
CM.Cache.CacheSeaSpec();
CM.Cache.CacheSellForChoEgg();
CM.Sim.DoSims = 0;
}
// Check for aura change to recalculate buildings prices
var hasBuildAura = Game.auraMult('Fierce Hoarder') > 0;
if (!CM.Cache.HadBuildAura && hasBuildAura) {
CM.Cache.HadBuildAura = true;
CM.Cache.DoRemakeBuildPrices = 1;
}
else if (CM.Cache.HadBuildAura && !hasBuildAura) {
CM.Cache.HadBuildAura = false;
CM.Cache.DoRemakeBuildPrices = 1;
}
if (CM.Cache.DoRemakeBuildPrices) {
CM.Cache.CacheBuildingsPrices();
CM.Cache.DoRemakeBuildPrices = 0;
}
// Update Wrinkler Bank
CM.Cache.CacheWrinklers();
// Calculate PP
CM.Cache.CachePP();
}
// Check all changing minigames and game-states
CM.Main.CheckGoldenCookie();
CM.Main.CheckTickerFortune();
CM.Main.CheckSeasonPopup();
CM.Main.CheckGardenTick();
CM.Main.CheckMagicMeter();
CM.Main.CheckWrinklerCount();
// Update Average CPS (might need to move)
CM.Cache.CacheCurrWrinklerCPS();
CM.Cache.CacheAvgCPS();
};
CM.DelayInit = function() {
CM.Sim.InitData();
CM.Cache.InitCache();
CM.Disp.CreateCssArea();
CM.Disp.CreateBotBar();
CM.Disp.CreateTimerBar();
CM.Disp.CreateUpgradeBar();
CM.Disp.CreateWhiteScreen();
CM.Disp.CreateFavicon();
for (let i of Object.keys(CM.Disp.TooltipText)) {
CM.Disp.CreateSimpleTooltip(CM.Disp.TooltipText[i][0], CM.Disp.TooltipText[i][1], CM.Disp.TooltipText[i][2]);
}
CM.Disp.CreateWrinklerButtons();
CM.Main.ReplaceTooltips();
CM.Main.AddWrinklerAreaDetect();
CM.Cache.InitCookiesDiff();
CM.ReplaceNative();
CM.ReplaceNativeGrimoire();
Game.CalculateGains();
CM.Config.LoadConfig(); // Must be after all things are created!
CM.Disp.lastAscendState = Game.OnAscend;
CM.Disp.lastBuyMode = Game.buyMode;
CM.Disp.lastBuyBulk = Game.buyBulk;
if (Game.prefs.popups) Game.Popup('Cookie Monster version ' + CM.VersionMajor + '.' + CM.VersionMinor + ' loaded!');
else Game.Notify('Cookie Monster version ' + CM.VersionMajor + '.' + CM.VersionMinor + ' loaded!', '', '', 1, 1);
// given the architecture of your code, you probably want these lines somewhere else,
// but I stuck them here for convenience
l("products").style.display = "grid";
l("storeBulk").style.gridRow = "1/1";
l("upgrades").style.display = "flex";
l("upgrades").style["flex-wrap"] = "wrap";
Game.Win('Third-party');
};
/******** /********
* Section: Functions related to first initizalition of CM */ * Section: Functions related to first initizalition of CM */
/** /**
* This function call all functions that replace Game-tooltips with CM-enhanced tooltips * This function call all functions that replace Game-tooltips with CM-enhanced tooltips
* It is called by CM.DelayInit() * It is called by CM.Main.DelayInit()
*/ */
CM.Main.ReplaceTooltips = function() { CM.Main.ReplaceTooltips = function() {
CM.Main.ReplaceTooltipBuild(); CM.Main.ReplaceTooltipBuild();
@@ -253,7 +283,7 @@ CM.Main.ReplaceTooltips = function() {
CM.Backup.LoadMinigames(); CM.Backup.LoadMinigames();
CM.Main.ReplaceTooltipGarden(); CM.Main.ReplaceTooltipGarden();
CM.Main.ReplaceTooltipGrimoire(); CM.Main.ReplaceTooltipGrimoire();
CM.ReplaceNativeGrimoire(); CM.Main.ReplaceNativeGrimoire();
}; };
Game.LoadMinigames(); Game.LoadMinigames();
}; };
@@ -343,7 +373,7 @@ CM.Main.FindShimmer = function() {
/** /**
* This function checks for changes in the amount of Golden Cookies * This function checks for changes in the amount of Golden Cookies
* It is called by CM.Loop * It is called by CM.Main.Loop
*/ */
CM.Main.CheckGoldenCookie = function() { CM.Main.CheckGoldenCookie = function() {
CM.Main.FindShimmer(); CM.Main.FindShimmer();
@@ -383,7 +413,7 @@ CM.Main.CheckGoldenCookie = function() {
/** /**
* This function checks if there is reindeer that has spawned * This function checks if there is reindeer that has spawned
* It is called by CM.Loop * It is called by CM.Main.Loop
*/ */
CM.Main.CheckSeasonPopup = function() { CM.Main.CheckSeasonPopup = function() {
if (CM.Main.lastSeasonPopupState != Game.shimmerTypes.reindeer.spawned) { if (CM.Main.lastSeasonPopupState != Game.shimmerTypes.reindeer.spawned) {
@@ -402,7 +432,7 @@ CM.Main.CheckSeasonPopup = function() {
/** /**
* This function checks if there is a fortune cookie on the ticker * This function checks if there is a fortune cookie on the ticker
* It is called by CM.Loop * It is called by CM.Main.Loop
*/ */
CM.Main.CheckTickerFortune = function() { CM.Main.CheckTickerFortune = function() {
if (CM.Main.lastTickerFortuneState != (Game.TickerEffect && Game.TickerEffect.type === 'fortune')) { if (CM.Main.lastTickerFortuneState != (Game.TickerEffect && Game.TickerEffect.type === 'fortune')) {
@@ -417,7 +447,7 @@ CM.Main.CheckTickerFortune = function() {
/** /**
* This function checks if a garden tick has happened * This function checks if a garden tick has happened
* It is called by CM.Loop * It is called by CM.Main.Loop
*/ */
CM.Main.CheckGardenTick = function() { CM.Main.CheckGardenTick = function() {
if (Game.Objects.Farm.minigameLoaded && CM.Main.lastGardenNextStep != Game.Objects.Farm.minigame.nextStep) { if (Game.Objects.Farm.minigameLoaded && CM.Main.lastGardenNextStep != Game.Objects.Farm.minigame.nextStep) {
@@ -431,7 +461,7 @@ CM.Main.CheckGardenTick = function() {
/** /**
* This function checks if the magic meter is full * This function checks if the magic meter is full
* It is called by CM.Loop * It is called by CM.Main.Loop
*/ */
CM.Main.CheckMagicMeter = function() { CM.Main.CheckMagicMeter = function() {
if (Game.Objects['Wizard tower'].minigameLoaded && CM.Options.GrimoireBar === 1) { if (Game.Objects['Wizard tower'].minigameLoaded && CM.Options.GrimoireBar === 1) {
@@ -448,7 +478,7 @@ CM.Main.CheckMagicMeter = function() {
/** /**
* This function checks if any new Wrinklers have popped up * This function checks if any new Wrinklers have popped up
* It is called by CM.Loop * It is called by CM.Main.Loop
*/ */
CM.Main.CheckWrinklerCount = function() { CM.Main.CheckWrinklerCount = function() {
if (Game.elderWrath > 0) { if (Game.elderWrath > 0) {
@@ -481,7 +511,7 @@ CM.Main.CheckWrinklerCount = function() {
/** /**
* This function creates .onmouseover/out events that determine if the mouse is hovering-over a Wrinkler * This function creates .onmouseover/out events that determine if the mouse is hovering-over a Wrinkler
* It is called by CM.DelayInit * It is called by CM.Main.DelayInit
* TODO: The system for displaying wrinklers should ideally use a similar system as other tooltips * TODO: The system for displaying wrinklers should ideally use a similar system as other tooltips
* Thus, writing a CM.Main.ReplaceTooltipWrinkler function etc. * Thus, writing a CM.Main.ReplaceTooltipWrinkler function etc.
*/ */