From 8ceef4cf2d07c4bdf0f6a1dbc117503cd4063d7a Mon Sep 17 00:00:00 2001 From: Daniel van Noord Date: Sat, 6 Feb 2021 22:07:25 +0100 Subject: [PATCH] Updated Cache to use Objects1 --- CookieMonster.js | 81 +++++++++++++++++++++--------------------------- src/Cache.js | 56 ++++++++++++++++----------------- src/Disp.js | 25 +++++---------- 3 files changed, 72 insertions(+), 90 deletions(-) diff --git a/CookieMonster.js b/CookieMonster.js index 238148e..0e467f6 100644 --- a/CookieMonster.js +++ b/CookieMonster.js @@ -392,7 +392,7 @@ CM.Cache.NextNumber = function(base) { CM.Cache.RemakeBuildingsPrices = function() { for (let i of Object.keys(Game.Objects)) { - CM.Cache.Objects[i].price = CM.Sim.BuildingGetPrice(Game.Objects[i], Game.Objects[i].basePrice, Game.Objects[i].amount, Game.Objects[i].free, 1); + CM.Cache.Objects1[i].price = CM.Sim.BuildingGetPrice(Game.Objects[i], Game.Objects[i].basePrice, Game.Objects[i].amount, Game.Objects[i].free, 1); CM.Cache.Objects10[i].price = CM.Sim.BuildingGetPrice(Game.Objects[i], Game.Objects[i].basePrice, Game.Objects[i].amount, Game.Objects[i].free, 10); CM.Cache.Objects100[i].price = CM.Sim.BuildingGetPrice(Game.Objects[i], Game.Objects[i].basePrice, Game.Objects[i].amount, Game.Objects[i].free, 100); } @@ -400,7 +400,7 @@ CM.Cache.RemakeBuildingsPrices = function() { CM.Cache.RemakeIncome = function() { // Simulate Building Buys for 1 amount - CM.Sim.BuyBuildings(1, 'Objects'); + CM.Sim.BuyBuildings(1, 'Objects1'); // Simulate Upgrade Buys CM.Sim.BuyUpgrades(); @@ -418,24 +418,24 @@ CM.Cache.RemakeBuildingsPP = function() { CM.Cache.mid = -1; // Calculate PP and colors when compared to purchase of single optimal building if (CM.Options.ColorPPBulkMode == 0) { - for (let i of Object.keys(CM.Cache.Objects)) { - //CM.Cache.Objects[i].pp = Game.Objects[i].getPrice() / CM.Cache.Objects[i].bonus; + for (let i of Object.keys(CM.Cache.Objects1)) { + //CM.Cache.Objects1[i].pp = Game.Objects[i].getPrice() / CM.Cache.Objects1[i].bonus; if (Game.cookiesPs) { - 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); + 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); } else { - CM.Cache.Objects[i].pp = (Game.Objects[i].getPrice() / CM.Cache.Objects[i].bonus); + CM.Cache.Objects1[i].pp = (Game.Objects[i].getPrice() / CM.Cache.Objects1[i].bonus); } - if (CM.Cache.min == -1 || CM.Cache.Objects[i].pp < CM.Cache.min) CM.Cache.min = CM.Cache.Objects[i].pp; - if (CM.Cache.max == -1 || CM.Cache.Objects[i].pp > CM.Cache.max) CM.Cache.max = CM.Cache.Objects[i].pp; + if (CM.Cache.min == -1 || CM.Cache.Objects1[i].pp < CM.Cache.min) CM.Cache.min = CM.Cache.Objects1[i].pp; + if (CM.Cache.max == -1 || CM.Cache.Objects1[i].pp > CM.Cache.max) CM.Cache.max = CM.Cache.Objects1[i].pp; } CM.Cache.mid = ((CM.Cache.max - CM.Cache.min) / 2) + CM.Cache.min; - for (let i of Object.keys(CM.Cache.Objects)) { + for (let i of Object.keys(CM.Cache.Objects1)) { let color = ''; - if (CM.Cache.Objects[i].pp == CM.Cache.min) color = CM.Disp.colorGreen; - else if (CM.Cache.Objects[i].pp == CM.Cache.max) color = CM.Disp.colorRed; - else if (CM.Cache.Objects[i].pp > CM.Cache.mid) color = CM.Disp.colorOrange; + if (CM.Cache.Objects1[i].pp == CM.Cache.min) color = CM.Disp.colorGreen; + else if (CM.Cache.Objects1[i].pp == CM.Cache.max) color = CM.Disp.colorRed; + else if (CM.Cache.Objects1[i].pp > CM.Cache.mid) color = CM.Disp.colorOrange; else color = CM.Disp.colorYellow; - CM.Cache.Objects[i].color = color; + CM.Cache.Objects1[i].color = color; } // Buildings for 10 amount CM.Cache.RemakeBuildingsOtherPP(10, 'Objects10'); @@ -446,30 +446,30 @@ CM.Cache.RemakeBuildingsPP = function() { // Calculate PP and colors when compared to purchase of selected bulk mode else { if (Game.buyBulk == 1) { - for (let i of Object.keys(CM.Cache.Objects)) { - //CM.Cache.Objects[i].pp = Game.Objects[i].getPrice() / CM.Cache.Objects[i].bonus; + for (let i of Object.keys(CM.Cache.Objects1)) { + //CM.Cache.Objects1[i].pp = Game.Objects[i].getPrice() / CM.Cache.Objects1[i].bonus; if (Game.cookiesPs) { - 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); + 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); } else { - CM.Cache.Objects[i].pp = (Game.Objects[i].getPrice() / CM.Cache.Objects[i].bonus); + CM.Cache.Objects1[i].pp = (Game.Objects[i].getPrice() / CM.Cache.Objects1[i].bonus); } - if (CM.Cache.min == -1 || CM.Cache.Objects[i].pp < CM.Cache.min) CM.Cache.min = CM.Cache.Objects[i].pp; - if (CM.Cache.max == -1 || CM.Cache.Objects[i].pp > CM.Cache.max) CM.Cache.max = CM.Cache.Objects[i].pp; + if (CM.Cache.min == -1 || CM.Cache.Objects1[i].pp < CM.Cache.min) CM.Cache.min = CM.Cache.Objects1[i].pp; + if (CM.Cache.max == -1 || CM.Cache.Objects1[i].pp > CM.Cache.max) CM.Cache.max = CM.Cache.Objects1[i].pp; } CM.Cache.mid = ((CM.Cache.max - CM.Cache.min) / 2) + CM.Cache.min; - for (let i of Object.keys(CM.Cache.Objects)) { + for (let i of Object.keys(CM.Cache.Objects1)) { let color = ''; - if (CM.Cache.Objects[i].pp == CM.Cache.min) color = CM.Disp.colorGreen; - else if (CM.Cache.Objects[i].pp == CM.Cache.max) color = CM.Disp.colorRed; - else if (CM.Cache.Objects[i].pp > CM.Cache.mid) color = CM.Disp.colorOrange; + if (CM.Cache.Objects1[i].pp == CM.Cache.min) color = CM.Disp.colorGreen; + else if (CM.Cache.Objects1[i].pp == CM.Cache.max) color = CM.Disp.colorRed; + else if (CM.Cache.Objects1[i].pp > CM.Cache.mid) color = CM.Disp.colorOrange; else color = CM.Disp.colorYellow; - CM.Cache.Objects[i].color = color; + CM.Cache.Objects1[i].color = color; } CM.Cache.RemakeBuildingsOtherPP(10, 'Objects10'); CM.Cache.RemakeBuildingsOtherPP(100, 'Objects100'); } else if (Game.buyBulk == 10) { - for (let i of Object.keys(CM.Cache.Objects)) { + for (let i of Object.keys(CM.Cache.Objects1)) { if (Game.cookiesPs) { 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); } else { @@ -479,7 +479,7 @@ CM.Cache.RemakeBuildingsPP = function() { if (CM.Cache.max == -1 || CM.Cache.Objects10[i].pp > CM.Cache.max) CM.Cache.max = CM.Cache.Objects10[i].pp; } CM.Cache.mid = ((CM.Cache.max - CM.Cache.min) / 2) + CM.Cache.min; - for (let i of Object.keys(CM.Cache.Objects)) { + for (let i of Object.keys(CM.Cache.Objects1)) { let color = ''; if (CM.Cache.Objects10[i].pp == CM.Cache.min) color = CM.Disp.colorGreen; else if (CM.Cache.Objects10[i].pp == CM.Cache.max) color = CM.Disp.colorRed; @@ -491,7 +491,7 @@ CM.Cache.RemakeBuildingsPP = function() { CM.Cache.RemakeBuildingsOtherPP(100, 'Objects100'); } else if (Game.buyBulk == 100) { - for (let i of Object.keys(CM.Cache.Objects)) { + for (let i of Object.keys(CM.Cache.Objects1)) { if (Game.cookiesPs) { 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); } else { @@ -501,7 +501,7 @@ CM.Cache.RemakeBuildingsPP = function() { if (CM.Cache.max == -1 || CM.Cache.Objects100[i].pp > CM.Cache.max) CM.Cache.max = CM.Cache.Objects100[i].pp; } CM.Cache.mid = ((CM.Cache.max - CM.Cache.min) / 2) + CM.Cache.min; - for (let i of Object.keys(CM.Cache.Objects)) { + for (let i of Object.keys(CM.Cache.Objects1)) { let color = ''; if (CM.Cache.Objects100[i].pp == CM.Cache.min) color = CM.Disp.colorGreen; else if (CM.Cache.Objects100[i].pp == CM.Cache.max) color = CM.Disp.colorRed; @@ -1619,12 +1619,10 @@ CM.Disp.CreateBotBar = function() { * It is called by CM.Loop() */ CM.Disp.UpdateBotBar = function() { - if (CM.Options.BotBar == 1 && CM.Cache.Objects) { + if (CM.Options.BotBar == 1 && CM.Cache.Objects1) { var count = 0; - for (let i of Object.keys(CM.Cache.Objects)) { - var target = 'Objects'; - if (Game.buyBulk == 10) {target = 'Objects10';} - if (Game.buyBulk == 100) {target = 'Objects100';} + for (let i of Object.keys(CM.Cache.Objects1)) { + let target = `Objects${Game.buyBulk}` count++; CM.Disp.BotBar.firstChild.firstChild.childNodes[0].childNodes[count].childNodes[1].textContent = Game.Objects[i].amount; CM.Disp.BotBar.firstChild.firstChild.childNodes[1].childNodes[count].textContent = Beautify(CM.Cache[target][i].bonus, 2); @@ -1929,9 +1927,7 @@ CM.Disp.UpdateBotTimerBarPosition = function() { * And by changes in CM.Options.BuildColor, CM.Options.SortBuild & CM.ConfigData.BulkBuildColor */ CM.Disp.UpdateBuildings = function() { - let target = 'Objects'; - if (Game.buyBulk == 10 && CM.Options.BulkBuildColor == 1) target = 'Objects10'; - else if (Game.buyBulk == 100 && CM.Options.BulkBuildColor == 1) target = 'Objects100'; + let target = `Objects${Game.buyBulk}` if (Game.buyMode == 1) { if (CM.Options.BuildColor == 1) { for (let i of Object.keys(CM.Cache[target])) { @@ -1944,7 +1940,7 @@ CM.Disp.UpdateBuildings = function() { } } else if (Game.buyMode == -1) { - for (let i of Object.keys(CM.Cache.Objects)) { + for (let i of Object.keys(CM.Cache.Objects1)) { var o = Game.Objects[i]; l('productPrice' + o.id).style.color = ''; /* @@ -1977,9 +1973,9 @@ CM.Disp.UpdateBuildings = function() { Game.Objects[arr[x].name].l.style.gridRow = (x + 2) + "/" + (x + 2); } } else { - let arr = Object.keys(CM.Cache.Objects).map(k => + let arr = Object.keys(CM.Cache.Objects1).map(k => { - var o = CM.Cache.Objects[k]; + var o = CM.Cache.Objects1[k]; o.name = k; o.id = Game.Objects[k].id; return o; @@ -2669,12 +2665,7 @@ CM.Disp.UpdateTooltipBuilding = function() { let tooltipBox = l('CMTooltipBorder'); CM.Disp.TooltipCreateCalculationSection(tooltipBox); - var target = ''; - // TODO: Change the Cache code and variables to use Objects1, Objectes10, Objects100 - // That would depreciate this target setting code - if (Game.buyMode == 1 && Game.buyBulk == 10) target = 'Objects10'; - else if (Game.buyMode == 1 && Game.buyBulk == 100) target = 'Objects100'; - else target = 'Objects'; + let target = `Objects${Game.buyBulk}` CM.Disp.TooltipPrice = Game.Objects[CM.Disp.tooltipName].bulkPrice; CM.Disp.TooltipBonusIncome = CM.Cache[target][CM.Disp.tooltipName].bonus; diff --git a/src/Cache.js b/src/Cache.js index 532d952..bb5a277 100644 --- a/src/Cache.js +++ b/src/Cache.js @@ -360,7 +360,7 @@ CM.Cache.NextNumber = function(base) { CM.Cache.RemakeBuildingsPrices = function() { for (let i of Object.keys(Game.Objects)) { - CM.Cache.Objects[i].price = CM.Sim.BuildingGetPrice(Game.Objects[i], Game.Objects[i].basePrice, Game.Objects[i].amount, Game.Objects[i].free, 1); + CM.Cache.Objects1[i].price = CM.Sim.BuildingGetPrice(Game.Objects[i], Game.Objects[i].basePrice, Game.Objects[i].amount, Game.Objects[i].free, 1); CM.Cache.Objects10[i].price = CM.Sim.BuildingGetPrice(Game.Objects[i], Game.Objects[i].basePrice, Game.Objects[i].amount, Game.Objects[i].free, 10); CM.Cache.Objects100[i].price = CM.Sim.BuildingGetPrice(Game.Objects[i], Game.Objects[i].basePrice, Game.Objects[i].amount, Game.Objects[i].free, 100); } @@ -368,7 +368,7 @@ CM.Cache.RemakeBuildingsPrices = function() { CM.Cache.RemakeIncome = function() { // Simulate Building Buys for 1 amount - CM.Sim.BuyBuildings(1, 'Objects'); + CM.Sim.BuyBuildings(1, 'Objects1'); // Simulate Upgrade Buys CM.Sim.BuyUpgrades(); @@ -386,24 +386,24 @@ CM.Cache.RemakeBuildingsPP = function() { CM.Cache.mid = -1; // Calculate PP and colors when compared to purchase of single optimal building if (CM.Options.ColorPPBulkMode == 0) { - for (let i of Object.keys(CM.Cache.Objects)) { - //CM.Cache.Objects[i].pp = Game.Objects[i].getPrice() / CM.Cache.Objects[i].bonus; + for (let i of Object.keys(CM.Cache.Objects1)) { + //CM.Cache.Objects1[i].pp = Game.Objects[i].getPrice() / CM.Cache.Objects1[i].bonus; if (Game.cookiesPs) { - 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); + 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); } else { - CM.Cache.Objects[i].pp = (Game.Objects[i].getPrice() / CM.Cache.Objects[i].bonus); + CM.Cache.Objects1[i].pp = (Game.Objects[i].getPrice() / CM.Cache.Objects1[i].bonus); } - if (CM.Cache.min == -1 || CM.Cache.Objects[i].pp < CM.Cache.min) CM.Cache.min = CM.Cache.Objects[i].pp; - if (CM.Cache.max == -1 || CM.Cache.Objects[i].pp > CM.Cache.max) CM.Cache.max = CM.Cache.Objects[i].pp; + if (CM.Cache.min == -1 || CM.Cache.Objects1[i].pp < CM.Cache.min) CM.Cache.min = CM.Cache.Objects1[i].pp; + if (CM.Cache.max == -1 || CM.Cache.Objects1[i].pp > CM.Cache.max) CM.Cache.max = CM.Cache.Objects1[i].pp; } CM.Cache.mid = ((CM.Cache.max - CM.Cache.min) / 2) + CM.Cache.min; - for (let i of Object.keys(CM.Cache.Objects)) { + for (let i of Object.keys(CM.Cache.Objects1)) { let color = ''; - if (CM.Cache.Objects[i].pp == CM.Cache.min) color = CM.Disp.colorGreen; - else if (CM.Cache.Objects[i].pp == CM.Cache.max) color = CM.Disp.colorRed; - else if (CM.Cache.Objects[i].pp > CM.Cache.mid) color = CM.Disp.colorOrange; + if (CM.Cache.Objects1[i].pp == CM.Cache.min) color = CM.Disp.colorGreen; + else if (CM.Cache.Objects1[i].pp == CM.Cache.max) color = CM.Disp.colorRed; + else if (CM.Cache.Objects1[i].pp > CM.Cache.mid) color = CM.Disp.colorOrange; else color = CM.Disp.colorYellow; - CM.Cache.Objects[i].color = color; + CM.Cache.Objects1[i].color = color; } // Buildings for 10 amount CM.Cache.RemakeBuildingsOtherPP(10, 'Objects10'); @@ -414,30 +414,30 @@ CM.Cache.RemakeBuildingsPP = function() { // Calculate PP and colors when compared to purchase of selected bulk mode else { if (Game.buyBulk == 1) { - for (let i of Object.keys(CM.Cache.Objects)) { - //CM.Cache.Objects[i].pp = Game.Objects[i].getPrice() / CM.Cache.Objects[i].bonus; + for (let i of Object.keys(CM.Cache.Objects1)) { + //CM.Cache.Objects1[i].pp = Game.Objects[i].getPrice() / CM.Cache.Objects1[i].bonus; if (Game.cookiesPs) { - 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); + 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); } else { - CM.Cache.Objects[i].pp = (Game.Objects[i].getPrice() / CM.Cache.Objects[i].bonus); + CM.Cache.Objects1[i].pp = (Game.Objects[i].getPrice() / CM.Cache.Objects1[i].bonus); } - if (CM.Cache.min == -1 || CM.Cache.Objects[i].pp < CM.Cache.min) CM.Cache.min = CM.Cache.Objects[i].pp; - if (CM.Cache.max == -1 || CM.Cache.Objects[i].pp > CM.Cache.max) CM.Cache.max = CM.Cache.Objects[i].pp; + if (CM.Cache.min == -1 || CM.Cache.Objects1[i].pp < CM.Cache.min) CM.Cache.min = CM.Cache.Objects1[i].pp; + if (CM.Cache.max == -1 || CM.Cache.Objects1[i].pp > CM.Cache.max) CM.Cache.max = CM.Cache.Objects1[i].pp; } CM.Cache.mid = ((CM.Cache.max - CM.Cache.min) / 2) + CM.Cache.min; - for (let i of Object.keys(CM.Cache.Objects)) { + for (let i of Object.keys(CM.Cache.Objects1)) { let color = ''; - if (CM.Cache.Objects[i].pp == CM.Cache.min) color = CM.Disp.colorGreen; - else if (CM.Cache.Objects[i].pp == CM.Cache.max) color = CM.Disp.colorRed; - else if (CM.Cache.Objects[i].pp > CM.Cache.mid) color = CM.Disp.colorOrange; + if (CM.Cache.Objects1[i].pp == CM.Cache.min) color = CM.Disp.colorGreen; + else if (CM.Cache.Objects1[i].pp == CM.Cache.max) color = CM.Disp.colorRed; + else if (CM.Cache.Objects1[i].pp > CM.Cache.mid) color = CM.Disp.colorOrange; else color = CM.Disp.colorYellow; - CM.Cache.Objects[i].color = color; + CM.Cache.Objects1[i].color = color; } CM.Cache.RemakeBuildingsOtherPP(10, 'Objects10'); CM.Cache.RemakeBuildingsOtherPP(100, 'Objects100'); } else if (Game.buyBulk == 10) { - for (let i of Object.keys(CM.Cache.Objects)) { + for (let i of Object.keys(CM.Cache.Objects1)) { if (Game.cookiesPs) { 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); } else { @@ -447,7 +447,7 @@ CM.Cache.RemakeBuildingsPP = function() { if (CM.Cache.max == -1 || CM.Cache.Objects10[i].pp > CM.Cache.max) CM.Cache.max = CM.Cache.Objects10[i].pp; } CM.Cache.mid = ((CM.Cache.max - CM.Cache.min) / 2) + CM.Cache.min; - for (let i of Object.keys(CM.Cache.Objects)) { + for (let i of Object.keys(CM.Cache.Objects1)) { let color = ''; if (CM.Cache.Objects10[i].pp == CM.Cache.min) color = CM.Disp.colorGreen; else if (CM.Cache.Objects10[i].pp == CM.Cache.max) color = CM.Disp.colorRed; @@ -459,7 +459,7 @@ CM.Cache.RemakeBuildingsPP = function() { CM.Cache.RemakeBuildingsOtherPP(100, 'Objects100'); } else if (Game.buyBulk == 100) { - for (let i of Object.keys(CM.Cache.Objects)) { + for (let i of Object.keys(CM.Cache.Objects1)) { if (Game.cookiesPs) { 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); } else { @@ -469,7 +469,7 @@ CM.Cache.RemakeBuildingsPP = function() { if (CM.Cache.max == -1 || CM.Cache.Objects100[i].pp > CM.Cache.max) CM.Cache.max = CM.Cache.Objects100[i].pp; } CM.Cache.mid = ((CM.Cache.max - CM.Cache.min) / 2) + CM.Cache.min; - for (let i of Object.keys(CM.Cache.Objects)) { + for (let i of Object.keys(CM.Cache.Objects1)) { let color = ''; if (CM.Cache.Objects100[i].pp == CM.Cache.min) color = CM.Disp.colorGreen; else if (CM.Cache.Objects100[i].pp == CM.Cache.max) color = CM.Disp.colorRed; diff --git a/src/Disp.js b/src/Disp.js index ac9ace8..ea9bdaa 100644 --- a/src/Disp.js +++ b/src/Disp.js @@ -405,12 +405,10 @@ CM.Disp.CreateBotBar = function() { * It is called by CM.Loop() */ CM.Disp.UpdateBotBar = function() { - if (CM.Options.BotBar == 1 && CM.Cache.Objects) { + if (CM.Options.BotBar == 1 && CM.Cache.Objects1) { var count = 0; - for (let i of Object.keys(CM.Cache.Objects)) { - var target = 'Objects'; - if (Game.buyBulk == 10) {target = 'Objects10';} - if (Game.buyBulk == 100) {target = 'Objects100';} + for (let i of Object.keys(CM.Cache.Objects1)) { + let target = `Objects${Game.buyBulk}` count++; CM.Disp.BotBar.firstChild.firstChild.childNodes[0].childNodes[count].childNodes[1].textContent = Game.Objects[i].amount; CM.Disp.BotBar.firstChild.firstChild.childNodes[1].childNodes[count].textContent = Beautify(CM.Cache[target][i].bonus, 2); @@ -715,9 +713,7 @@ CM.Disp.UpdateBotTimerBarPosition = function() { * And by changes in CM.Options.BuildColor, CM.Options.SortBuild & CM.ConfigData.BulkBuildColor */ CM.Disp.UpdateBuildings = function() { - let target = 'Objects'; - if (Game.buyBulk == 10 && CM.Options.BulkBuildColor == 1) target = 'Objects10'; - else if (Game.buyBulk == 100 && CM.Options.BulkBuildColor == 1) target = 'Objects100'; + let target = `Objects${Game.buyBulk}` if (Game.buyMode == 1) { if (CM.Options.BuildColor == 1) { for (let i of Object.keys(CM.Cache[target])) { @@ -730,7 +726,7 @@ CM.Disp.UpdateBuildings = function() { } } else if (Game.buyMode == -1) { - for (let i of Object.keys(CM.Cache.Objects)) { + for (let i of Object.keys(CM.Cache.Objects1)) { var o = Game.Objects[i]; l('productPrice' + o.id).style.color = ''; /* @@ -763,9 +759,9 @@ CM.Disp.UpdateBuildings = function() { Game.Objects[arr[x].name].l.style.gridRow = (x + 2) + "/" + (x + 2); } } else { - let arr = Object.keys(CM.Cache.Objects).map(k => + let arr = Object.keys(CM.Cache.Objects1).map(k => { - var o = CM.Cache.Objects[k]; + var o = CM.Cache.Objects1[k]; o.name = k; o.id = Game.Objects[k].id; return o; @@ -1455,12 +1451,7 @@ CM.Disp.UpdateTooltipBuilding = function() { let tooltipBox = l('CMTooltipBorder'); CM.Disp.TooltipCreateCalculationSection(tooltipBox); - var target = ''; - // TODO: Change the Cache code and variables to use Objects1, Objectes10, Objects100 - // That would depreciate this target setting code - if (Game.buyMode == 1 && Game.buyBulk == 10) target = 'Objects10'; - else if (Game.buyMode == 1 && Game.buyBulk == 100) target = 'Objects100'; - else target = 'Objects'; + let target = `Objects${Game.buyBulk}` CM.Disp.TooltipPrice = Game.Objects[CM.Disp.tooltipName].bulkPrice; CM.Disp.TooltipBonusIncome = CM.Cache[target][CM.Disp.tooltipName].bonus;