Changed PP colour coding #683
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@@ -62,22 +62,42 @@ export default function UpdateBuildings() {
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// (grid rows are 1-based indexing, and row 1 is the bulk buy/sell options)
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// This regulates sorting of buildings
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if (Game.buyMode === 1 && CMOptions.SortBuildings) {
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const arr = Object.keys(target).map((k) => {
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const o = target[k];
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o.name = k;
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o.id = Game.Objects[k].id;
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return o;
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});
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let arr;
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if (CMOptions.SortBuildings === 1) {
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arr = Object.keys(CacheObjects1).map((k) => {
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const o = CacheObjects1[k];
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o.name = k;
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o.id = Game.Objects[k].id;
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return o;
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});
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arr.sort(function (a, b) {
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return Colors.indexOf(a.color) > Colors.indexOf(b.color)
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? 1
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: Colors.indexOf(a.color) < Colors.indexOf(b.color)
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? -1
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: a.pp < b.pp
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? -1
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: 0;
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});
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arr.sort(function (a, b) {
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return Colors.indexOf(a.color) > Colors.indexOf(b.color)
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? 1
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: Colors.indexOf(a.color) < Colors.indexOf(b.color)
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? -1
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: a.pp < b.pp
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? -1
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: 0;
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});
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} else if (CMOptions.SortBuildings === 2) {
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arr = Object.keys(target).map((k) => {
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const o = target[k];
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o.name = k;
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o.id = Game.Objects[k].id;
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return o;
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});
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arr.sort(function (a, b) {
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return Colors.indexOf(a.color) > Colors.indexOf(b.color)
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? 1
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: Colors.indexOf(a.color) < Colors.indexOf(b.color)
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? -1
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: a.pp < b.pp
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? -1
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: 0;
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});
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}
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for (let x = 0; x < arr.length; x++) {
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Game.Objects[arr[x].name].l.style.gridRow = `${x + 2}/${x + 2}`;
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