Option to colour PP values based on the selected buy mode (#346)
This commit is contained in:
103
src/Cache.js
103
src/Cache.js
@@ -19,6 +19,7 @@ CM.Cache.NextNumber = function(base) {
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CM.Cache.RemakeBuildingsPrices = function() {
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for (var i in Game.Objects) {
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CM.Cache.Objects[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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CM.Cache.Objects10[i].price = CM.Sim.BuildingGetPrice(Game.Objects[i], Game.Objects[i].basePrice, Game.Objects[i].amount, Game.Objects[i].free, 10);
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CM.Cache.Objects100[i].price = CM.Sim.BuildingGetPrice(Game.Objects[i], Game.Objects[i].basePrice, Game.Objects[i].amount, Game.Objects[i].free, 100);
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}
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@@ -69,20 +70,86 @@ 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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for (var i in CM.Cache.Objects) {
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//CM.Cache.Objects[i].pp = Game.Objects[i].getPrice() / CM.Cache.Objects[i].bonus;
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CM.Cache.Objects[i].pp = (Math.max(Game.Objects[i].getPrice() - (Game.cookies + CM.Disp.GetWrinkConfigBank()), 0) / Game.cookiesPs) + (Game.Objects[i].getPrice() / CM.Cache.Objects[i].bonus);
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if (CM.Cache.min == -1 || CM.Cache.Objects[i].pp < CM.Cache.min) CM.Cache.min = CM.Cache.Objects[i].pp;
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if (CM.Cache.max == -1 || CM.Cache.Objects[i].pp > CM.Cache.max) CM.Cache.max = CM.Cache.Objects[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 (var i in CM.Cache.Objects) {
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var color = '';
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if (CM.Cache.Objects[i].pp == CM.Cache.min) color = CM.Disp.colorGreen;
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else if (CM.Cache.Objects[i].pp == CM.Cache.max) color = CM.Disp.colorRed;
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else if (CM.Cache.Objects[i].pp > CM.Cache.mid) color = CM.Disp.colorOrange;
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else color = CM.Disp.colorYellow;
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CM.Cache.Objects[i].color = color;
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// Calculate PP and colors when compared to purchase of single optimal building
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if (CM.Config.ColorPPBulkMode == 0) {
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for (var i in CM.Cache.Objects) {
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//CM.Cache.Objects[i].pp = Game.Objects[i].getPrice() / CM.Cache.Objects[i].bonus;
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CM.Cache.Objects[i].pp = (Math.max(Game.Objects[i].getPrice() - (Game.cookies + CM.Disp.GetWrinkConfigBank()), 0) / Game.cookiesPs) + (Game.Objects[i].getPrice() / CM.Cache.Objects[i].bonus);
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if (CM.Cache.min == -1 || CM.Cache.Objects[i].pp < CM.Cache.min) CM.Cache.min = CM.Cache.Objects[i].pp;
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if (CM.Cache.max == -1 || CM.Cache.Objects[i].pp > CM.Cache.max) CM.Cache.max = CM.Cache.Objects[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 (var i in CM.Cache.Objects) {
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var color = '';
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if (CM.Cache.Objects[i].pp == CM.Cache.min) color = CM.Disp.colorGreen;
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else if (CM.Cache.Objects[i].pp == CM.Cache.max) color = CM.Disp.colorRed;
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else if (CM.Cache.Objects[i].pp > CM.Cache.mid) color = CM.Disp.colorOrange;
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else color = CM.Disp.colorYellow;
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CM.Cache.Objects[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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}
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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 (var i in CM.Cache.Objects) {
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//CM.Cache.Objects[i].pp = Game.Objects[i].getPrice() / CM.Cache.Objects[i].bonus;
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CM.Cache.Objects[i].pp = (Math.max(Game.Objects[i].getPrice() - (Game.cookies + CM.Disp.GetWrinkConfigBank()), 0) / Game.cookiesPs) + (Game.Objects[i].getPrice() / CM.Cache.Objects[i].bonus);
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if (CM.Cache.min == -1 || CM.Cache.Objects[i].pp < CM.Cache.min) CM.Cache.min = CM.Cache.Objects[i].pp;
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if (CM.Cache.max == -1 || CM.Cache.Objects[i].pp > CM.Cache.max) CM.Cache.max = CM.Cache.Objects[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 (var i in CM.Cache.Objects) {
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var color = '';
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if (CM.Cache.Objects[i].pp == CM.Cache.min) color = CM.Disp.colorGreen;
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else if (CM.Cache.Objects[i].pp == CM.Cache.max) color = CM.Disp.colorRed;
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else if (CM.Cache.Objects[i].pp > CM.Cache.mid) color = CM.Disp.colorOrange;
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else color = CM.Disp.colorYellow;
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CM.Cache.Objects[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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}
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else if (Game.buyBulk == 10) {
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for (var i in CM.Cache.Objects) {
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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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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 (var i in CM.Cache.Objects) {
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var 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 (var i in CM.Cache.Objects) {
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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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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 (var i in CM.Cache.Objects) {
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var 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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}
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}
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}
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@@ -120,17 +187,11 @@ CM.Cache.RemakeBuildingsOtherPP = function(amount, target) {
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}
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CM.Cache.RemakePP = function() {
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// Buildings for 1 amount
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// Buildings
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CM.Cache.RemakeBuildingsPP();
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// Upgrades
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CM.Cache.RemakeUpgradePP();
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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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}
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CM.Cache.RemakeLucky = function() {
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