Updated Cache to use Objects1
This commit is contained in:
@@ -392,7 +392,7 @@ CM.Cache.NextNumber = function(base) {
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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.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.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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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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@@ -400,7 +400,7 @@ CM.Cache.RemakeBuildingsPrices = function() {
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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, 'Objects');
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CM.Sim.BuyBuildings(1, 'Objects1');
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// Simulate Upgrade Buys
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CM.Sim.BuyUpgrades();
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@@ -418,24 +418,24 @@ CM.Cache.RemakeBuildingsPP = function() {
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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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if (CM.Options.ColorPPBulkMode == 0) {
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for (let i of Object.keys(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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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.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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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.Objects[i].pp = (Game.Objects[i].getPrice() / CM.Cache.Objects[i].bonus);
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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.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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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.Objects)) {
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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.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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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.Objects[i].color = color;
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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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@@ -446,30 +446,30 @@ CM.Cache.RemakeBuildingsPP = function() {
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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.Objects)) {
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//CM.Cache.Objects[i].pp = Game.Objects[i].getPrice() / CM.Cache.Objects[i].bonus;
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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.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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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.Objects[i].pp = (Game.Objects[i].getPrice() / CM.Cache.Objects[i].bonus);
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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.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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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.Objects)) {
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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.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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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.Objects[i].color = color;
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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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}
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else if (Game.buyBulk == 10) {
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for (let i of Object.keys(CM.Cache.Objects)) {
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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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@@ -479,7 +479,7 @@ CM.Cache.RemakeBuildingsPP = function() {
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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.Objects)) {
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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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@@ -491,7 +491,7 @@ CM.Cache.RemakeBuildingsPP = function() {
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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.Objects)) {
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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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@@ -501,7 +501,7 @@ CM.Cache.RemakeBuildingsPP = function() {
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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.Objects)) {
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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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@@ -1619,12 +1619,10 @@ CM.Disp.CreateBotBar = function() {
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* It is called by CM.Loop()
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*/
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CM.Disp.UpdateBotBar = function() {
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if (CM.Options.BotBar == 1 && CM.Cache.Objects) {
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if (CM.Options.BotBar == 1 && CM.Cache.Objects1) {
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var count = 0;
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for (let i of Object.keys(CM.Cache.Objects)) {
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var target = 'Objects';
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if (Game.buyBulk == 10) {target = 'Objects10';}
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if (Game.buyBulk == 100) {target = 'Objects100';}
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for (let i of Object.keys(CM.Cache.Objects1)) {
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let target = `Objects${Game.buyBulk}`
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count++;
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CM.Disp.BotBar.firstChild.firstChild.childNodes[0].childNodes[count].childNodes[1].textContent = Game.Objects[i].amount;
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CM.Disp.BotBar.firstChild.firstChild.childNodes[1].childNodes[count].textContent = Beautify(CM.Cache[target][i].bonus, 2);
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@@ -1929,9 +1927,7 @@ CM.Disp.UpdateBotTimerBarPosition = function() {
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* And by changes in CM.Options.BuildColor, CM.Options.SortBuild & CM.ConfigData.BulkBuildColor
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*/
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CM.Disp.UpdateBuildings = function() {
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let target = 'Objects';
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if (Game.buyBulk == 10 && CM.Options.BulkBuildColor == 1) target = 'Objects10';
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else if (Game.buyBulk == 100 && CM.Options.BulkBuildColor == 1) target = 'Objects100';
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let target = `Objects${Game.buyBulk}`
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if (Game.buyMode == 1) {
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if (CM.Options.BuildColor == 1) {
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for (let i of Object.keys(CM.Cache[target])) {
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@@ -1944,7 +1940,7 @@ CM.Disp.UpdateBuildings = function() {
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}
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}
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else if (Game.buyMode == -1) {
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for (let i of Object.keys(CM.Cache.Objects)) {
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for (let i of Object.keys(CM.Cache.Objects1)) {
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var o = Game.Objects[i];
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l('productPrice' + o.id).style.color = '';
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/*
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@@ -1977,9 +1973,9 @@ CM.Disp.UpdateBuildings = function() {
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Game.Objects[arr[x].name].l.style.gridRow = (x + 2) + "/" + (x + 2);
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}
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} else {
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let arr = Object.keys(CM.Cache.Objects).map(k =>
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let arr = Object.keys(CM.Cache.Objects1).map(k =>
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{
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var o = CM.Cache.Objects[k];
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var o = CM.Cache.Objects1[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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@@ -2669,12 +2665,7 @@ CM.Disp.UpdateTooltipBuilding = function() {
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let tooltipBox = l('CMTooltipBorder');
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CM.Disp.TooltipCreateCalculationSection(tooltipBox);
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var target = '';
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// TODO: Change the Cache code and variables to use Objects1, Objectes10, Objects100
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// That would depreciate this target setting code
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if (Game.buyMode == 1 && Game.buyBulk == 10) target = 'Objects10';
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else if (Game.buyMode == 1 && Game.buyBulk == 100) target = 'Objects100';
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else target = 'Objects';
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let target = `Objects${Game.buyBulk}`
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CM.Disp.TooltipPrice = Game.Objects[CM.Disp.tooltipName].bulkPrice;
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CM.Disp.TooltipBonusIncome = CM.Cache[target][CM.Disp.tooltipName].bonus;
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56
src/Cache.js
56
src/Cache.js
@@ -360,7 +360,7 @@ CM.Cache.NextNumber = function(base) {
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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.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.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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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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@@ -368,7 +368,7 @@ CM.Cache.RemakeBuildingsPrices = function() {
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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, 'Objects');
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CM.Sim.BuyBuildings(1, 'Objects1');
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// Simulate Upgrade Buys
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CM.Sim.BuyUpgrades();
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@@ -386,24 +386,24 @@ CM.Cache.RemakeBuildingsPP = function() {
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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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if (CM.Options.ColorPPBulkMode == 0) {
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for (let i of Object.keys(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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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.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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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.Objects[i].pp = (Game.Objects[i].getPrice() / CM.Cache.Objects[i].bonus);
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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.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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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.Objects)) {
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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.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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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.Objects[i].color = color;
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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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@@ -414,30 +414,30 @@ CM.Cache.RemakeBuildingsPP = function() {
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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.Objects)) {
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//CM.Cache.Objects[i].pp = Game.Objects[i].getPrice() / CM.Cache.Objects[i].bonus;
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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.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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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.Objects[i].pp = (Game.Objects[i].getPrice() / CM.Cache.Objects[i].bonus);
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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.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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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.Objects)) {
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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.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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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.Objects[i].color = color;
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||||
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;
|
||||
|
||||
25
src/Disp.js
25
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;
|
||||
|
||||
Reference in New Issue
Block a user