Updated Cache to use Objects1

This commit is contained in:
Daniel van Noord
2021-02-06 22:07:25 +01:00
parent bc6e6eb110
commit 8ceef4cf2d
3 changed files with 72 additions and 90 deletions

View File

@@ -392,7 +392,7 @@ CM.Cache.NextNumber = function(base) {
CM.Cache.RemakeBuildingsPrices = function() { CM.Cache.RemakeBuildingsPrices = function() {
for (let i of Object.keys(Game.Objects)) { 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.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); 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() { CM.Cache.RemakeIncome = function() {
// Simulate Building Buys for 1 amount // Simulate Building Buys for 1 amount
CM.Sim.BuyBuildings(1, 'Objects'); CM.Sim.BuyBuildings(1, 'Objects1');
// Simulate Upgrade Buys // Simulate Upgrade Buys
CM.Sim.BuyUpgrades(); CM.Sim.BuyUpgrades();
@@ -418,24 +418,24 @@ CM.Cache.RemakeBuildingsPP = function() {
CM.Cache.mid = -1; CM.Cache.mid = -1;
// Calculate PP and colors when compared to purchase of single optimal building // Calculate PP and colors when compared to purchase of single optimal building
if (CM.Options.ColorPPBulkMode == 0) { if (CM.Options.ColorPPBulkMode == 0) {
for (let i of Object.keys(CM.Cache.Objects)) { for (let i of Object.keys(CM.Cache.Objects1)) {
//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 (Game.cookiesPs) { 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 { } 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.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.Objects[i].pp > CM.Cache.max) CM.Cache.max = CM.Cache.Objects[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; 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 = ''; let color = '';
if (CM.Cache.Objects[i].pp == CM.Cache.min) color = CM.Disp.colorGreen; if (CM.Cache.Objects1[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.Objects1[i].pp == CM.Cache.max) color = CM.Disp.colorRed;
else if (CM.Cache.Objects[i].pp > CM.Cache.mid) color = CM.Disp.colorOrange; else if (CM.Cache.Objects1[i].pp > CM.Cache.mid) color = CM.Disp.colorOrange;
else color = CM.Disp.colorYellow; else color = CM.Disp.colorYellow;
CM.Cache.Objects[i].color = color; CM.Cache.Objects1[i].color = color;
} }
// Buildings for 10 amount // Buildings for 10 amount
CM.Cache.RemakeBuildingsOtherPP(10, 'Objects10'); 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 // Calculate PP and colors when compared to purchase of selected bulk mode
else { else {
if (Game.buyBulk == 1) { if (Game.buyBulk == 1) {
for (let i of Object.keys(CM.Cache.Objects)) { for (let i of Object.keys(CM.Cache.Objects1)) {
//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 (Game.cookiesPs) { 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 { } 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.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.Objects[i].pp > CM.Cache.max) CM.Cache.max = CM.Cache.Objects[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; 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 = ''; let color = '';
if (CM.Cache.Objects[i].pp == CM.Cache.min) color = CM.Disp.colorGreen; if (CM.Cache.Objects1[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.Objects1[i].pp == CM.Cache.max) color = CM.Disp.colorRed;
else if (CM.Cache.Objects[i].pp > CM.Cache.mid) color = CM.Disp.colorOrange; else if (CM.Cache.Objects1[i].pp > CM.Cache.mid) color = CM.Disp.colorOrange;
else color = CM.Disp.colorYellow; 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(10, 'Objects10');
CM.Cache.RemakeBuildingsOtherPP(100, 'Objects100'); CM.Cache.RemakeBuildingsOtherPP(100, 'Objects100');
} }
else if (Game.buyBulk == 10) { 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) { 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); 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 { } 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; 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; 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 = ''; let color = '';
if (CM.Cache.Objects10[i].pp == CM.Cache.min) color = CM.Disp.colorGreen; 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; 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'); CM.Cache.RemakeBuildingsOtherPP(100, 'Objects100');
} }
else if (Game.buyBulk == 100) { 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) { 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); 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 { } 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; 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; 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 = ''; let color = '';
if (CM.Cache.Objects100[i].pp == CM.Cache.min) color = CM.Disp.colorGreen; 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; 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() * It is called by CM.Loop()
*/ */
CM.Disp.UpdateBotBar = function() { CM.Disp.UpdateBotBar = function() {
if (CM.Options.BotBar == 1 && CM.Cache.Objects) { if (CM.Options.BotBar == 1 && CM.Cache.Objects1) {
var count = 0; var count = 0;
for (let i of Object.keys(CM.Cache.Objects)) { for (let i of Object.keys(CM.Cache.Objects1)) {
var target = 'Objects'; let target = `Objects${Game.buyBulk}`
if (Game.buyBulk == 10) {target = 'Objects10';}
if (Game.buyBulk == 100) {target = 'Objects100';}
count++; count++;
CM.Disp.BotBar.firstChild.firstChild.childNodes[0].childNodes[count].childNodes[1].textContent = Game.Objects[i].amount; CM.Disp.BotBar.firstChild.firstChild.childNodes[0].childNodes[count].childNodes[1].textContent = Game.Objects[i].amount;
CM.Disp.BotBar.firstChild.firstChild.childNodes[1].childNodes[count].textContent = Beautify(CM.Cache[target][i].bonus, 2); CM.Disp.BotBar.firstChild.firstChild.childNodes[1].childNodes[count].textContent = Beautify(CM.Cache[target][i].bonus, 2);
@@ -1929,9 +1927,7 @@ CM.Disp.UpdateBotTimerBarPosition = function() {
* And by changes in CM.Options.BuildColor, CM.Options.SortBuild & CM.ConfigData.BulkBuildColor * And by changes in CM.Options.BuildColor, CM.Options.SortBuild & CM.ConfigData.BulkBuildColor
*/ */
CM.Disp.UpdateBuildings = function() { CM.Disp.UpdateBuildings = function() {
let target = 'Objects'; let target = `Objects${Game.buyBulk}`
if (Game.buyBulk == 10 && CM.Options.BulkBuildColor == 1) target = 'Objects10';
else if (Game.buyBulk == 100 && CM.Options.BulkBuildColor == 1) target = 'Objects100';
if (Game.buyMode == 1) { if (Game.buyMode == 1) {
if (CM.Options.BuildColor == 1) { if (CM.Options.BuildColor == 1) {
for (let i of Object.keys(CM.Cache[target])) { for (let i of Object.keys(CM.Cache[target])) {
@@ -1944,7 +1940,7 @@ CM.Disp.UpdateBuildings = function() {
} }
} }
else if (Game.buyMode == -1) { 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]; var o = Game.Objects[i];
l('productPrice' + o.id).style.color = ''; 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); Game.Objects[arr[x].name].l.style.gridRow = (x + 2) + "/" + (x + 2);
} }
} else { } 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.name = k;
o.id = Game.Objects[k].id; o.id = Game.Objects[k].id;
return o; return o;
@@ -2669,12 +2665,7 @@ CM.Disp.UpdateTooltipBuilding = function() {
let tooltipBox = l('CMTooltipBorder'); let tooltipBox = l('CMTooltipBorder');
CM.Disp.TooltipCreateCalculationSection(tooltipBox); CM.Disp.TooltipCreateCalculationSection(tooltipBox);
var target = ''; let target = `Objects${Game.buyBulk}`
// 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';
CM.Disp.TooltipPrice = Game.Objects[CM.Disp.tooltipName].bulkPrice; CM.Disp.TooltipPrice = Game.Objects[CM.Disp.tooltipName].bulkPrice;
CM.Disp.TooltipBonusIncome = CM.Cache[target][CM.Disp.tooltipName].bonus; CM.Disp.TooltipBonusIncome = CM.Cache[target][CM.Disp.tooltipName].bonus;

View File

@@ -360,7 +360,7 @@ CM.Cache.NextNumber = function(base) {
CM.Cache.RemakeBuildingsPrices = function() { CM.Cache.RemakeBuildingsPrices = function() {
for (let i of Object.keys(Game.Objects)) { 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.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); 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() { CM.Cache.RemakeIncome = function() {
// Simulate Building Buys for 1 amount // Simulate Building Buys for 1 amount
CM.Sim.BuyBuildings(1, 'Objects'); CM.Sim.BuyBuildings(1, 'Objects1');
// Simulate Upgrade Buys // Simulate Upgrade Buys
CM.Sim.BuyUpgrades(); CM.Sim.BuyUpgrades();
@@ -386,24 +386,24 @@ CM.Cache.RemakeBuildingsPP = function() {
CM.Cache.mid = -1; CM.Cache.mid = -1;
// Calculate PP and colors when compared to purchase of single optimal building // Calculate PP and colors when compared to purchase of single optimal building
if (CM.Options.ColorPPBulkMode == 0) { if (CM.Options.ColorPPBulkMode == 0) {
for (let i of Object.keys(CM.Cache.Objects)) { for (let i of Object.keys(CM.Cache.Objects1)) {
//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 (Game.cookiesPs) { 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 { } 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.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.Objects[i].pp > CM.Cache.max) CM.Cache.max = CM.Cache.Objects[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; 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 = ''; let color = '';
if (CM.Cache.Objects[i].pp == CM.Cache.min) color = CM.Disp.colorGreen; if (CM.Cache.Objects1[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.Objects1[i].pp == CM.Cache.max) color = CM.Disp.colorRed;
else if (CM.Cache.Objects[i].pp > CM.Cache.mid) color = CM.Disp.colorOrange; else if (CM.Cache.Objects1[i].pp > CM.Cache.mid) color = CM.Disp.colorOrange;
else color = CM.Disp.colorYellow; else color = CM.Disp.colorYellow;
CM.Cache.Objects[i].color = color; CM.Cache.Objects1[i].color = color;
} }
// Buildings for 10 amount // Buildings for 10 amount
CM.Cache.RemakeBuildingsOtherPP(10, 'Objects10'); 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 // Calculate PP and colors when compared to purchase of selected bulk mode
else { else {
if (Game.buyBulk == 1) { if (Game.buyBulk == 1) {
for (let i of Object.keys(CM.Cache.Objects)) { for (let i of Object.keys(CM.Cache.Objects1)) {
//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 (Game.cookiesPs) { 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 { } 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.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.Objects[i].pp > CM.Cache.max) CM.Cache.max = CM.Cache.Objects[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; 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 = ''; let color = '';
if (CM.Cache.Objects[i].pp == CM.Cache.min) color = CM.Disp.colorGreen; if (CM.Cache.Objects1[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.Objects1[i].pp == CM.Cache.max) color = CM.Disp.colorRed;
else if (CM.Cache.Objects[i].pp > CM.Cache.mid) color = CM.Disp.colorOrange; else if (CM.Cache.Objects1[i].pp > CM.Cache.mid) color = CM.Disp.colorOrange;
else color = CM.Disp.colorYellow; 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(10, 'Objects10');
CM.Cache.RemakeBuildingsOtherPP(100, 'Objects100'); CM.Cache.RemakeBuildingsOtherPP(100, 'Objects100');
} }
else if (Game.buyBulk == 10) { 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) { 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); 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 { } 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; 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; 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 = ''; let color = '';
if (CM.Cache.Objects10[i].pp == CM.Cache.min) color = CM.Disp.colorGreen; 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; 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'); CM.Cache.RemakeBuildingsOtherPP(100, 'Objects100');
} }
else if (Game.buyBulk == 100) { 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) { 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); 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 { } 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; 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; 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 = ''; let color = '';
if (CM.Cache.Objects100[i].pp == CM.Cache.min) color = CM.Disp.colorGreen; 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; else if (CM.Cache.Objects100[i].pp == CM.Cache.max) color = CM.Disp.colorRed;

View File

@@ -405,12 +405,10 @@ CM.Disp.CreateBotBar = function() {
* It is called by CM.Loop() * It is called by CM.Loop()
*/ */
CM.Disp.UpdateBotBar = function() { CM.Disp.UpdateBotBar = function() {
if (CM.Options.BotBar == 1 && CM.Cache.Objects) { if (CM.Options.BotBar == 1 && CM.Cache.Objects1) {
var count = 0; var count = 0;
for (let i of Object.keys(CM.Cache.Objects)) { for (let i of Object.keys(CM.Cache.Objects1)) {
var target = 'Objects'; let target = `Objects${Game.buyBulk}`
if (Game.buyBulk == 10) {target = 'Objects10';}
if (Game.buyBulk == 100) {target = 'Objects100';}
count++; count++;
CM.Disp.BotBar.firstChild.firstChild.childNodes[0].childNodes[count].childNodes[1].textContent = Game.Objects[i].amount; CM.Disp.BotBar.firstChild.firstChild.childNodes[0].childNodes[count].childNodes[1].textContent = Game.Objects[i].amount;
CM.Disp.BotBar.firstChild.firstChild.childNodes[1].childNodes[count].textContent = Beautify(CM.Cache[target][i].bonus, 2); CM.Disp.BotBar.firstChild.firstChild.childNodes[1].childNodes[count].textContent = Beautify(CM.Cache[target][i].bonus, 2);
@@ -715,9 +713,7 @@ CM.Disp.UpdateBotTimerBarPosition = function() {
* And by changes in CM.Options.BuildColor, CM.Options.SortBuild & CM.ConfigData.BulkBuildColor * And by changes in CM.Options.BuildColor, CM.Options.SortBuild & CM.ConfigData.BulkBuildColor
*/ */
CM.Disp.UpdateBuildings = function() { CM.Disp.UpdateBuildings = function() {
let target = 'Objects'; let target = `Objects${Game.buyBulk}`
if (Game.buyBulk == 10 && CM.Options.BulkBuildColor == 1) target = 'Objects10';
else if (Game.buyBulk == 100 && CM.Options.BulkBuildColor == 1) target = 'Objects100';
if (Game.buyMode == 1) { if (Game.buyMode == 1) {
if (CM.Options.BuildColor == 1) { if (CM.Options.BuildColor == 1) {
for (let i of Object.keys(CM.Cache[target])) { for (let i of Object.keys(CM.Cache[target])) {
@@ -730,7 +726,7 @@ CM.Disp.UpdateBuildings = function() {
} }
} }
else if (Game.buyMode == -1) { 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]; var o = Game.Objects[i];
l('productPrice' + o.id).style.color = ''; 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); Game.Objects[arr[x].name].l.style.gridRow = (x + 2) + "/" + (x + 2);
} }
} else { } 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.name = k;
o.id = Game.Objects[k].id; o.id = Game.Objects[k].id;
return o; return o;
@@ -1455,12 +1451,7 @@ CM.Disp.UpdateTooltipBuilding = function() {
let tooltipBox = l('CMTooltipBorder'); let tooltipBox = l('CMTooltipBorder');
CM.Disp.TooltipCreateCalculationSection(tooltipBox); CM.Disp.TooltipCreateCalculationSection(tooltipBox);
var target = ''; let target = `Objects${Game.buyBulk}`
// 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';
CM.Disp.TooltipPrice = Game.Objects[CM.Disp.tooltipName].bulkPrice; CM.Disp.TooltipPrice = Game.Objects[CM.Disp.tooltipName].bulkPrice;
CM.Disp.TooltipBonusIncome = CM.Cache[target][CM.Disp.tooltipName].bonus; CM.Disp.TooltipBonusIncome = CM.Cache[target][CM.Disp.tooltipName].bonus;