Annotated Cache.js and solved issues #555
This commit is contained in:
File diff suppressed because one or more lines are too long
378
src/Cache.js
378
src/Cache.js
@@ -15,8 +15,13 @@ CM.Cache.InitCache = function() {
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CM.Cache.CacheDragonAuras();
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CM.Cache.CacheWrinklers();
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CM.Cache.CacheStats();
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CM.Cache.RemakeGoldenAndWrathCookiesMults();
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CM.Cache.RemakeChain();
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CM.Cache.CacheMissingUpgrades();
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CM.Cache.RemakeSeaSpec();
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CM.Cache.RemakeIncome();
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CM.Cache.RemakeBuildingsPrices();
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CM.Cache.RemakePP();
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};
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/********
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@@ -117,6 +122,48 @@ CM.Cache.CacheStats = function() {
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}
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};
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/**
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* This functions calculates the multipliers of Golden and Wrath cookie rewards
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* It is mostly used by CM.Cache.MaxChainMoni() and CM.Cache.RemakeChain()
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* It is called by CM.Disp.CreateStatsChainSection() and CM.Cache.RemakeChain()
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* @param {number} CM.Cache.GoldenCookiesMult Multiplier for golden cookies
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* @param {number} CM.Cache.WrathCookiesMult Multiplier for wrath cookies
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* @param {number} CM.Cache.DragonsFortuneMultAdjustment Multiplier for dragon fortune + active golden cookie
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*/
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CM.Cache.RemakeGoldenAndWrathCookiesMults = function() {
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if (CM.Footer.isInitzializing) {
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CM.Cache.GoldenCookiesMult = 1;
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CM.Cache.WrathCookiesMult = 1;
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CM.Cache.DragonsFortuneMultAdjustment = 1;
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} else {
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var goldenMult = 1;
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var wrathMult = 1;
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var mult = 1;
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// Factor auras and upgrade in mults
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if (CM.Sim.Has('Green yeast digestives')) mult *= 1.01;
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if (CM.Sim.Has('Dragon fang')) mult *= 1.03;
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goldenMult *= 1 + CM.Sim.auraMult('Ancestral Metamorphosis') * 0.1;
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goldenMult *= CM.Sim.eff('goldenCookieGain');
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wrathMult *= 1 + CM.Sim.auraMult('Unholy Dominion') * 0.1;
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wrathMult *= CM.Sim.eff('wrathCookieGain');
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// Calculate final golden and wrath multipliers
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CM.Cache.GoldenCookiesMult = mult * goldenMult;
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CM.Cache.WrathCookiesMult = mult * wrathMult;
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// Calculate Dragon's Fortune multiplier adjustment:
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// If Dragon's Fortune (or Reality Bending) aura is active and there are currently no golden cookies,
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// compute a multiplier adjustment to apply on the current CPS to simulate 1 golden cookie on screen.
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// Otherwise, the aura effect will be factored in the base CPS making the multiplier not requiring adjustment.
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CM.Cache.DragonsFortuneMultAdjustment = 1;
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if (Game.shimmerTypes.golden.n === 0) {
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CM.Cache.DragonsFortuneMultAdjustment *= 1 + CM.Sim.auraMult('Dragon\'s Fortune') * 1.23;
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}
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}
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};
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/**
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* This functions calculates the max possible payout
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* It is called by CM.Disp.CreateStatsChainSection() and CM.Cache.RemakeChain()
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@@ -134,7 +181,6 @@ CM.Cache.MaxChainMoni = function(digit, maxPayout, mult) {
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moni = Math.max(digit, Math.min(Math.floor(1 / 9 * Math.pow(10, chain) * digit * mult), maxPayout));
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// TODO: Calculate Cookies or cps needed for next level of chain
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nextMoni = Math.max(digit, Math.min(Math.floor(1 / 9 * Math.pow(10, chain + 1) * digit * mult), maxPayout));
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lastMoni = moni
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totalFromChain += moni;
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chain++;
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}
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@@ -219,6 +265,21 @@ CM.Cache.CacheMissingUpgrades = function() {
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}
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};
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/**
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* This functions caches the reward of popping a reindeer
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* It is called by CM.Loop() and CM.Cache.InitCache()
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* @global {number} CM.Cache.SeaSpec The reward for popping a reindeer
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*/
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CM.Cache.RemakeSeaSpec = function() {
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if (Game.season === 'christmas') {
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var val = Game.cookiesPs * 60;
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if (Game.hasBuff('Elder frenzy')) val *= 0.5;
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if (Game.hasBuff('Frenzy')) val *= 0.75;
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CM.Cache.SeaSpec = Math.max(25, val);
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if (Game.Has('Ho ho ho-flavored frosting')) CM.Cache.SeaSpec *= 2;
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}
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};
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/********
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* Section: Functions related to Caching CPS */
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@@ -268,8 +329,9 @@ CM.Cache.InitCookiesDiff = function() {
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/**
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* This functions caches two variables related average CPS and Clicks
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* * It is called by CM.Loop()
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* It is called by CM.Loop()
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* TODO: Check if this can be made more concise
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* @global {number} CM.Cache.RealCookiesEarned Cookies earned including the Chocolate Egg
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* @global {number} CM.Cache.AvgCPS Average cookies over time-period as defined by AvgCPSHist
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* @global {number} CM.Cache.AverageClicks Average cookies from clicking over time-period as defined by AvgClicksHist
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* @global {number} CM.Cache.AvgCPSChoEgg Average cookies from combination of normal CPS and average Chocolate Cookie CPS
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@@ -329,6 +391,28 @@ CM.Cache.UpdateAvgCPS = function() {
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}
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};
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/**
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* This functions caches the reward for selling the Chocolate egg
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* It is called by CM.Loop()
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* @global {number} CM.Cache.SellForChoEgg Total cookies to be gained from selling Chocolate egg
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*/
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CM.Cache.RemakeSellForChoEgg = function() {
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var sellTotal = 0;
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// Compute cookies earned by selling stock market goods
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if (Game.Objects.Bank.minigameLoaded) {
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var marketGoods = Game.Objects.Bank.minigame.goods;
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var goodsVal = 0;
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for (let i of Object.keys(marketGoods)) {
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var marketGood = marketGoods[i];
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goodsVal += marketGood.stock * marketGood.val;
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}
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sellTotal += goodsVal * Game.cookiesPsRawHighest;
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}
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// Compute cookies earned by selling all buildings with optimal auras (ES + RB)
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sellTotal += CM.Sim.SellBuildingsForChoEgg();
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CM.Cache.SellForChoEgg = sellTotal;
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};
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/**
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* This functions caches the current Wrinkler CPS multiplier
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* It is called by CM.Loop(). Variables are mostly used by CM.Disp.GetCPS().
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@@ -411,11 +495,29 @@ CM.Cache.CacheDragonCost = function() {
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};
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/********
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* Section: ? */
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* Section: Functions related to caching income */
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/**
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* This functions caches the income gain of each building and upgrade and stores it in the cache
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* It is called by CM.Loop() and CM.Cache.InitCache()
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*/
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CM.Cache.RemakeIncome = function() {
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// Simulate Building Buys for 1, 10 and 100 amount
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CM.Sim.BuyBuildings(1, 'Objects1');
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CM.Sim.BuyBuildings(10, 'Objects10');
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CM.Sim.BuyBuildings(100, 'Objects100');
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// Simulate Upgrade Buys
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CM.Sim.BuyUpgrades();
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};
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/********
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* Section: UNSORTED */
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* Section: Functions related to caching prices */
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/**
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* This functions caches the price of each building and stores it in the cache
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* It is called by CM.Loop() and CM.Cache.InitCache()
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*/
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CM.Cache.RemakeBuildingsPrices = function() {
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for (let i of Object.keys(Game.Objects)) {
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CM.Cache.Objects1[i].price = CM.Sim.BuildingGetPrice(Game.Objects[i], Game.Objects[i].basePrice, Game.Objects[i].amount, Game.Objects[i].free, 1);
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@@ -424,33 +526,32 @@ CM.Cache.RemakeBuildingsPrices = function() {
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}
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};
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CM.Cache.RemakeIncome = function() {
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// Simulate Building Buys for 1 amount
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CM.Sim.BuyBuildings(1, 'Objects1');
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/********
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* Section: Functions related to caching PP */
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// Simulate Upgrade Buys
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CM.Sim.BuyUpgrades();
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// Simulate Building Buys for 10 amount
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CM.Sim.BuyBuildings(10, 'Objects10');
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// Simulate Building Buys for 100 amount
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CM.Sim.BuyBuildings(100, 'Objects100');
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/**
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* This functions caches the PP of each building and upgrade and stores it in the cache
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* It is called by CM.Loop() and CM.Cache.InitCache()
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*/
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CM.Cache.RemakePP = function() {
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CM.Cache.RemakeBuildingsPP();
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CM.Cache.RemakeUpgradePP();
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};
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/**
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* This functions caches the PP of each building it saves all date in CM.Cache.Objects...
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* It is called by CM.Cache.RemakePP()
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*/
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CM.Cache.RemakeBuildingsPP = function() {
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CM.Cache.min = -1;
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CM.Cache.max = -1;
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CM.Cache.mid = -1;
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// Calculate PP and colors when compared to purchase of single optimal building
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// Calculate PP and colors when compared to purchase of optimal building in single-purchase mode
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if (CM.Options.ColorPPBulkMode === 0) {
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for (let i of Object.keys(CM.Cache.Objects1)) {
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//CM.Cache.Objects1[i].pp = Game.Objects[i].getPrice() / CM.Cache.Objects1[i].bonus;
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if (Game.cookiesPs) {
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CM.Cache.Objects1[i].pp = (Math.max(Game.Objects[i].getPrice() - (Game.cookies + CM.Disp.GetWrinkConfigBank()), 0) / Game.cookiesPs) + (Game.Objects[i].getPrice() / CM.Cache.Objects1[i].bonus);
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} else {
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CM.Cache.Objects1[i].pp = (Game.Objects[i].getPrice() / CM.Cache.Objects1[i].bonus);
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}
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} else CM.Cache.Objects1[i].pp = (Game.Objects[i].getPrice() / CM.Cache.Objects1[i].bonus);
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if (CM.Cache.min === -1 || CM.Cache.Objects1[i].pp < CM.Cache.min) CM.Cache.min = CM.Cache.Objects1[i].pp;
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if (CM.Cache.max === -1 || CM.Cache.Objects1[i].pp > CM.Cache.max) CM.Cache.max = CM.Cache.Objects1[i].pp;
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}
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@@ -463,92 +564,64 @@ CM.Cache.RemakeBuildingsPP = function() {
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else color = CM.Disp.colorYellow;
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CM.Cache.Objects1[i].color = color;
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}
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// Buildings for 10 amount
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CM.Cache.RemakeBuildingsOtherPP(10, 'Objects10');
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// Buildings for 100 amount
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CM.Cache.RemakeBuildingsOtherPP(100, 'Objects100');
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// Calculate PP of bulk-buy modes
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CM.Cache.RemakeBuildingsBulkPP('Objects10');
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CM.Cache.RemakeBuildingsBulkPP('Objects100');
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}
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// Calculate PP and colors when compared to purchase of selected bulk mode
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else {
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if (Game.buyBulk === 1) {
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for (let i of Object.keys(CM.Cache.Objects1)) {
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//CM.Cache.Objects1[i].pp = Game.Objects[i].getPrice() / CM.Cache.Objects1[i].bonus;
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if (Game.cookiesPs) {
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CM.Cache.Objects1[i].pp = (Math.max(Game.Objects[i].getPrice() - (Game.cookies + CM.Disp.GetWrinkConfigBank()), 0) / Game.cookiesPs) + (Game.Objects[i].getPrice() / CM.Cache.Objects1[i].bonus);
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} else {
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CM.Cache.Objects1[i].pp = (Game.Objects[i].getPrice() / CM.Cache.Objects1[i].bonus);
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}
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if (CM.Cache.min === -1 || CM.Cache.Objects1[i].pp < CM.Cache.min) CM.Cache.min = CM.Cache.Objects1[i].pp;
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if (CM.Cache.max === -1 || CM.Cache.Objects1[i].pp > CM.Cache.max) CM.Cache.max = CM.Cache.Objects1[i].pp;
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}
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CM.Cache.mid = ((CM.Cache.max - CM.Cache.min) / 2) + CM.Cache.min;
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for (let i of Object.keys(CM.Cache.Objects1)) {
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let color = '';
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if (CM.Cache.Objects1[i].pp === CM.Cache.min) color = CM.Disp.colorGreen;
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else if (CM.Cache.Objects1[i].pp === CM.Cache.max) color = CM.Disp.colorRed;
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else if (CM.Cache.Objects1[i].pp > CM.Cache.mid) color = CM.Disp.colorOrange;
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else color = CM.Disp.colorYellow;
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CM.Cache.Objects1[i].color = color;
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}
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CM.Cache.RemakeBuildingsOtherPP(10, 'Objects10');
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CM.Cache.RemakeBuildingsOtherPP(100, 'Objects100');
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let target = `Objects${Game.buyBulk}`
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for (let i of Object.keys(CM.Cache[target])) {
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if (Game.cookiesPs) {
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CM.Cache[target][i].pp = (Math.max(Game.Objects[i].bulkPrice - (Game.cookies + CM.Disp.GetWrinkConfigBank()), 0) / Game.cookiesPs) + (Game.Objects[i].bulkPrice / CM.Cache[target][i].bonus);
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} else CM.CM.Cache[target][i].pp = (Game.Objects[i].bulkPrice / CM.Cache[target][i].bonus);
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if (CM.Cache.min === -1 || CM.Cache[target][i].pp < CM.Cache.min) CM.Cache.min = CM.Cache[target][i].pp;
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if (CM.Cache.max === -1 || CM.Cache[target][i].pp > CM.Cache.max) CM.Cache.max = CM.Cache[target][i].pp;
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}
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else if (Game.buyBulk === 10) {
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for (let i of Object.keys(CM.Cache.Objects1)) {
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if (Game.cookiesPs) {
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CM.Cache.Objects10[i].pp = (Math.max(Game.Objects[i].bulkPrice - (Game.cookies + CM.Disp.GetWrinkConfigBank()), 0) / Game.cookiesPs) + (Game.Objects[i].bulkPrice / CM.Cache.Objects10[i].bonus);
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} else {
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CM.Cache.Objects10[i].pp = (Game.Objects[i].bulkPrice / CM.Cache.Objects10[i].bonus);
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}
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if (CM.Cache.min === -1 || CM.Cache.Objects10[i].pp < CM.Cache.min) CM.Cache.min = CM.Cache.Objects10[i].pp;
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if (CM.Cache.max === -1 || CM.Cache.Objects10[i].pp > CM.Cache.max) CM.Cache.max = CM.Cache.Objects10[i].pp;
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}
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CM.Cache.mid = ((CM.Cache.max - CM.Cache.min) / 2) + CM.Cache.min;
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for (let i of Object.keys(CM.Cache.Objects1)) {
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let color = '';
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if (CM.Cache.Objects10[i].pp === CM.Cache.min) color = CM.Disp.colorGreen;
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else if (CM.Cache.Objects10[i].pp === CM.Cache.max) color = CM.Disp.colorRed;
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else if (CM.Cache.Objects10[i].pp > CM.Cache.mid) color = CM.Disp.colorOrange;
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else color = CM.Disp.colorYellow;
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CM.Cache.Objects10[i].color = color;
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}
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CM.Cache.RemakeBuildingsOtherPP(1, 'Objects');
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CM.Cache.RemakeBuildingsOtherPP(100, 'Objects100');
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}
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else if (Game.buyBulk === 100) {
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for (let i of Object.keys(CM.Cache.Objects1)) {
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if (Game.cookiesPs) {
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CM.Cache.Objects100[i].pp = (Math.max(Game.Objects[i].bulkPrice - (Game.cookies + CM.Disp.GetWrinkConfigBank()), 0) / Game.cookiesPs) + (Game.Objects[i].bulkPrice / CM.Cache.Objects100[i].bonus);
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} else {
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CM.Cache.Objects100[i].pp = (Game.Objects[i].bulkPrice / CM.Cache.Objects100[i].bonus);
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}
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if (CM.Cache.min === -1 || CM.Cache.Objects100[i].pp < CM.Cache.min) CM.Cache.min = CM.Cache.Objects100[i].pp;
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if (CM.Cache.max === -1 || CM.Cache.Objects100[i].pp > CM.Cache.max) CM.Cache.max = CM.Cache.Objects100[i].pp;
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}
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CM.Cache.mid = ((CM.Cache.max - CM.Cache.min) / 2) + CM.Cache.min;
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for (let i of Object.keys(CM.Cache.Objects1)) {
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let color = '';
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if (CM.Cache.Objects100[i].pp === CM.Cache.min) color = CM.Disp.colorGreen;
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else if (CM.Cache.Objects100[i].pp === CM.Cache.max) color = CM.Disp.colorRed;
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else if (CM.Cache.Objects100[i].pp > CM.Cache.mid) color = CM.Disp.colorOrange;
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else color = CM.Disp.colorYellow;
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CM.Cache.Objects100[i].color = color;
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}
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CM.Cache.RemakeBuildingsOtherPP(1, 'Objects');
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CM.Cache.RemakeBuildingsOtherPP(10, 'Objects10');
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CM.Cache.mid = ((CM.Cache.max - CM.Cache.min) / 2) + CM.Cache.min;
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for (let i of Object.keys(CM.Cache.Objects1)) {
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let color = '';
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if (CM.Cache[target][i].pp === CM.Cache.min) color = CM.Disp.colorGreen;
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else if (CM.Cache[target][i].pp === CM.Cache.max) color = CM.Disp.colorRed;
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else if (CM.Cache[target][i].pp > CM.Cache.mid) color = CM.Disp.colorOrange;
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else color = CM.Disp.colorYellow;
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CM.Cache[target][i].color = color;
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}
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}
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};
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/**
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* This functions caches the buildings of bulk-buy mode when PP is compared against optimal single-purchase building
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* It saves all date in CM.Cache.Objects...
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* It is called by CM.Cache.RemakeBuildingsPP()
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*/
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CM.Cache.RemakeBuildingsBulkPP = function(target) {
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for (let i of Object.keys(CM.Cache[target])) {
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if (Game.cookiesPs) {
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CM.Cache[target][i].pp = (Math.max(CM.Cache[target][i].price - (Game.cookies + CM.Disp.GetWrinkConfigBank()), 0) / Game.cookiesPs) + (CM.Cache[target][i].price / CM.Cache[target][i].bonus);
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} else CM.Cache[target][i].pp = (CM.Cache[target][i].price / CM.Cache[target][i].bonus);
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let color = '';
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if (CM.Cache[target][i].pp <= 0 || CM.Cache[target][i].pp === Infinity) color = CM.Disp.colorGray;
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else if (CM.Cache[target][i].pp < CM.Cache.min) color = CM.Disp.colorBlue;
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else if (CM.Cache[target][i].pp === CM.Cache.min) color = CM.Disp.colorGreen;
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else if (CM.Cache[target][i].pp === CM.Cache.max) color = CM.Disp.colorRed;
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else if (CM.Cache[target][i].pp > CM.Cache.max) color = CM.Disp.colorPurple;
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else if (CM.Cache[target][i].pp > CM.Cache.mid) color = CM.Disp.colorOrange;
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else color = CM.Disp.colorYellow;
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CM.Cache[target][i].color = color;
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}
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};
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/**
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* This functions caches the PP of each building it saves all date in CM.Cache.Upgrades
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* It is called by CM.Cache.RemakePP()
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*/
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CM.Cache.RemakeUpgradePP = function() {
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for (let i of Object.keys(CM.Cache.Upgrades)) {
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//CM.Cache.Upgrades[i].pp = Game.Upgrades[i].getPrice() / CM.Cache.Upgrades[i].bonus;
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if (Game.cookiesPs) {
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CM.Cache.Upgrades[i].pp = (Math.max(Game.Upgrades[i].getPrice() - (Game.cookies + CM.Disp.GetWrinkConfigBank()), 0) / Game.cookiesPs) + (Game.Upgrades[i].getPrice() / CM.Cache.Upgrades[i].bonus);
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} else {
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CM.Cache.Upgrades[i].pp = (Game.Upgrades[i].getPrice() / CM.Cache.Upgrades[i].bonus);
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}
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} else CM.Cache.Upgrades[i].pp = (Game.Upgrades[i].getPrice() / CM.Cache.Upgrades[i].bonus);
|
||||
if (isNaN(CM.Cache.Upgrades[i].pp)) CM.Cache.Upgrades[i].pp = Infinity;
|
||||
let color = '';
|
||||
if (CM.Cache.Upgrades[i].pp <= 0 || CM.Cache.Upgrades[i].pp === Infinity) color = CM.Disp.colorGray;
|
||||
@@ -562,109 +635,20 @@ CM.Cache.RemakeUpgradePP = function() {
|
||||
}
|
||||
};
|
||||
|
||||
CM.Cache.RemakeBuildingsOtherPP = function(amount, target) {
|
||||
for (let i of Object.keys(CM.Cache[target])) {
|
||||
//CM.Cache[target][i].pp = CM.Cache[target][i].price / CM.Cache[target][i].bonus;
|
||||
if (Game.cookiesPs) {
|
||||
CM.Cache[target][i].pp = (Math.max(CM.Cache[target][i].price - (Game.cookies + CM.Disp.GetWrinkConfigBank()), 0) / Game.cookiesPs) + (CM.Cache[target][i].price / CM.Cache[target][i].bonus);
|
||||
} else {
|
||||
CM.Cache[target][i].pp = (CM.Cache[target][i].price / CM.Cache[target][i].bonus);
|
||||
}
|
||||
let color = '';
|
||||
if (CM.Cache[target][i].pp <= 0 || CM.Cache[target][i].pp === Infinity) color = CM.Disp.colorGray;
|
||||
else if (CM.Cache[target][i].pp < CM.Cache.min) color = CM.Disp.colorBlue;
|
||||
else if (CM.Cache[target][i].pp === CM.Cache.min) color = CM.Disp.colorGreen;
|
||||
else if (CM.Cache[target][i].pp === CM.Cache.max) color = CM.Disp.colorRed;
|
||||
else if (CM.Cache[target][i].pp > CM.Cache.max) color = CM.Disp.colorPurple;
|
||||
else if (CM.Cache[target][i].pp > CM.Cache.mid) color = CM.Disp.colorOrange;
|
||||
else color = CM.Disp.colorYellow;
|
||||
CM.Cache[target][i].color = color;
|
||||
}
|
||||
};
|
||||
/********
|
||||
* Section: Cached variables */
|
||||
|
||||
CM.Cache.RemakePP = function() {
|
||||
// Buildings
|
||||
CM.Cache.RemakeBuildingsPP();
|
||||
|
||||
// Upgrades
|
||||
CM.Cache.RemakeUpgradePP();
|
||||
};
|
||||
|
||||
CM.Cache.RemakeGoldenAndWrathCookiesMults = function() {
|
||||
var goldenMult = 1;
|
||||
var wrathMult = 1;
|
||||
var mult = 1;
|
||||
|
||||
// Factor auras and upgrade in mults
|
||||
if (CM.Sim.Has('Green yeast digestives')) mult *= 1.01;
|
||||
if (CM.Sim.Has('Dragon fang')) mult *= 1.03;
|
||||
|
||||
goldenMult *= 1 + CM.Sim.auraMult('Ancestral Metamorphosis') * 0.1;
|
||||
goldenMult *= CM.Sim.eff('goldenCookieGain');
|
||||
wrathMult *= 1 + CM.Sim.auraMult('Unholy Dominion') * 0.1;
|
||||
wrathMult *= CM.Sim.eff('wrathCookieGain');
|
||||
|
||||
// Calculate final golden and wrath multipliers
|
||||
CM.Cache.GoldenCookiesMult = mult * goldenMult;
|
||||
CM.Cache.WrathCookiesMult = mult * wrathMult;
|
||||
|
||||
// Calculate Dragon's Fortune multiplier adjustment:
|
||||
// If Dragon's Fortune (or Reality Bending) aura is active and there are currently no golden cookies,
|
||||
// compute a multiplier adjustment to apply on the current CPS to simulate 1 golden cookie on screen.
|
||||
// Otherwise, the aura effect will be factored in the base CPS making the multiplier not requiring adjustment.
|
||||
CM.Cache.DragonsFortuneMultAdjustment = 1;
|
||||
if (Game.shimmerTypes.golden.n === 0) {
|
||||
CM.Cache.DragonsFortuneMultAdjustment *= 1 + CM.Sim.auraMult('Dragon\'s Fortune') * 1.23;
|
||||
}
|
||||
};
|
||||
|
||||
CM.Cache.RemakeSeaSpec = function() {
|
||||
if (Game.season === 'christmas') {
|
||||
var val = Game.cookiesPs * 60;
|
||||
if (Game.hasBuff('Elder frenzy')) val *= 0.5; // very sorry
|
||||
if (Game.hasBuff('Frenzy')) val *= 0.75; // I sincerely apologize
|
||||
CM.Cache.SeaSpec = Math.max(25, val);
|
||||
if (Game.Has('Ho ho ho-flavored frosting')) CM.Cache.SeaSpec *= 2;
|
||||
}
|
||||
};
|
||||
|
||||
CM.Cache.RemakeSellForChoEgg = function() {
|
||||
var sellTotal = 0;
|
||||
// Compute cookies earned by selling stock market goods
|
||||
if (Game.Objects.Bank.minigameLoaded) {
|
||||
var marketGoods = Game.Objects.Bank.minigame.goods;
|
||||
var goodsVal = 0;
|
||||
for (let i of Object.keys(marketGoods)) {
|
||||
var marketGood = marketGoods[i];
|
||||
goodsVal += marketGood.stock * marketGood.val;
|
||||
}
|
||||
sellTotal += goodsVal * Game.cookiesPsRawHighest;
|
||||
}
|
||||
// Compute cookies earned by selling all buildings with optimal auras (ES + RB)
|
||||
sellTotal += CM.Sim.SellBuildingsForChoEgg();
|
||||
CM.Cache.SellForChoEgg = sellTotal;
|
||||
};
|
||||
|
||||
CM.Cache.min = -1;
|
||||
CM.Cache.max = -1;
|
||||
CM.Cache.mid = -1;
|
||||
CM.Cache.GoldenCookiesMult = 1;
|
||||
CM.Cache.WrathCookiesMult = 1;
|
||||
CM.Cache.DragonsFortuneMultAdjustment = 1;
|
||||
CM.Cache.NoGoldSwitchCookiesPS = 0;
|
||||
CM.Cache.SeaSpec = 0;
|
||||
CM.Cache.Chain = 0;
|
||||
CM.Cache.ChainWrath = 0;
|
||||
CM.Cache.ChainReward = 0;
|
||||
CM.Cache.ChainWrathReward = 0;
|
||||
CM.Cache.ChainFrenzy = 0;
|
||||
CM.Cache.ChainFrenzyWrath = 0;
|
||||
CM.Cache.ChainFrenzyReward = 0;
|
||||
CM.Cache.ChainFrenzyWrathReward = 0;
|
||||
/**
|
||||
* Used to store the multiplier of the Century Egg
|
||||
*/
|
||||
CM.Cache.CentEgg = 0;
|
||||
CM.Cache.SellForChoEgg = 0;
|
||||
CM.Cache.Title = '';
|
||||
|
||||
/**
|
||||
* Used to store if there was a Build Aura (used in CM.Main)
|
||||
*/
|
||||
CM.Cache.HadBuildAura = false;
|
||||
CM.Cache.RealCookiesEarned = -1;
|
||||
CM.Cache.goldenShimmersByID = {};
|
||||
CM.Cache.spawnedGoldenShimmer = 0;
|
||||
|
||||
/**
|
||||
* Used to store CPS without Golden Cookie Switch
|
||||
*/
|
||||
CM.Cache.NoGoldSwitchCookiesPS = 0;
|
||||
|
||||
15
src/Disp.js
15
src/Disp.js
@@ -341,7 +341,9 @@ CM.Disp.Draw = function () {
|
||||
CM.Disp.ToggleBotBar = function() {
|
||||
if (CM.Options.BotBar === 1) {
|
||||
CM.Disp.BotBar.style.display = '';
|
||||
CM.Disp.UpdateBotBar();
|
||||
if (!CM.Footer.isInitzializing) {
|
||||
CM.Disp.UpdateBotBar();
|
||||
}
|
||||
}
|
||||
else {
|
||||
CM.Disp.BotBar.style.display = 'none';
|
||||
@@ -1070,11 +1072,11 @@ CM.Disp.UpdateFavicon = function() {
|
||||
|
||||
/**
|
||||
* This function updates the tab title
|
||||
* It is called on every loop by Game.Logic() which also sets CM.Cache.Title to Game.cookies
|
||||
* It is called on every loop by Game.Logic() which also sets CM.Disp.Title to Game.cookies
|
||||
*/
|
||||
CM.Disp.UpdateTitle = function() {
|
||||
if (Game.OnAscend || CM.Options.Title === 0) {
|
||||
document.title = CM.Cache.Title;
|
||||
document.title = CM.Disp.Title;
|
||||
}
|
||||
else if (CM.Options.Title === 1) {
|
||||
let addFC = false;
|
||||
@@ -1106,7 +1108,7 @@ CM.Disp.UpdateTitle = function() {
|
||||
}
|
||||
|
||||
// Remove previous timers and add current cookies
|
||||
let str = CM.Cache.Title;
|
||||
let str = CM.Disp.Title;
|
||||
if (str.charAt(0) === '[') {
|
||||
str = str.substring(str.lastIndexOf(']') + 1);
|
||||
}
|
||||
@@ -2920,6 +2922,11 @@ CM.Disp.clickTimes = [1, 5, 10, 15, 30];
|
||||
*/
|
||||
CM.Disp.TooltipWrinklerBeingShown = [];
|
||||
|
||||
/**
|
||||
* Used to store the number of cookies to be displayed in the tab-title
|
||||
*/
|
||||
CM.Disp.Title = '';
|
||||
|
||||
/**
|
||||
* These are variables with base-values that get initalized when initliazing CookieMonster
|
||||
* TODO: See if these can be removed or moved
|
||||
|
||||
@@ -94,7 +94,7 @@ CM.ReplaceNative = function() {
|
||||
};
|
||||
|
||||
CM.Backup.Logic = Game.Logic;
|
||||
eval('CM.Backup.LogicMod = ' + Game.Logic.toString().split('document.title').join('CM.Cache.Title'));
|
||||
eval('CM.Backup.LogicMod = ' + Game.Logic.toString().split('document.title').join('CM.Disp.Title'));
|
||||
Game.Logic = function() {
|
||||
CM.Backup.LogicMod();
|
||||
|
||||
|
||||
Reference in New Issue
Block a user