Added prettier (#661)
* Added prettier * Added prettier * Added prettier
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@@ -5,54 +5,76 @@ import { Beautify } from '../../Disp/BeautifyAndFormatting/BeautifyFormatting';
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import CopyData from '../../Sim/SimulationData/CopyData';
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import { SimDoSims, SimObjects } from '../../Sim/VariablesAndData';
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import {
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CacheCostDragonUpgrade, CacheDragonAura, CacheDragonAura2, CacheLastDragonLevel,
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CacheCostDragonUpgrade,
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CacheDragonAura,
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CacheDragonAura2,
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CacheLastDragonLevel,
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} from '../VariablesAndData';
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/**
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* This functions caches the current cost of upgrading the dragon level so it can be displayed in the tooltip
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*/
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export default function CacheDragonCost() {
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if (CacheLastDragonLevel !== Game.dragonLevel || SimDoSims) {
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if (Game.dragonLevel < 25 && Game.dragonLevels[Game.dragonLevel].buy.toString().includes('sacrifice')) {
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let target = Game.dragonLevels[Game.dragonLevel].buy.toString().match(/Objects\[(.*)\]/)[1];
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const amount = Game.dragonLevels[Game.dragonLevel].buy.toString().match(/sacrifice\((.*?)\)/)[1];
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if (target !== 'i') {
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target = target.replaceAll("'", '');
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if (Game.Objects[target].amount < amount) {
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CacheCostDragonUpgrade = 'Not enough buildings to sell';
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} else {
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let cost = 0;
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CopyData();
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for (let i = 0; i < amount; i++) {
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let price = SimObjects[target].basePrice * Game.priceIncrease ** Math.max(0, SimObjects[target].amount - 1 - SimObjects[target].free);
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price = Game.modifyBuildingPrice(SimObjects[target], price);
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price = Math.ceil(price);
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cost += price;
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SimObjects[target].amount--;
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}
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CacheCostDragonUpgrade = `Cost to rebuy: ${(cost)}`;
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}
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} else {
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let cost = 0;
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CopyData();
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for (const j of Object.keys(Game.Objects)) {
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target = j;
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if (Game.Objects[target].amount < amount) {
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CacheCostDragonUpgrade = 'Not enough buildings to sell';
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break;
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} else {
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for (let i = 0; i < amount; i++) {
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let price = SimObjects[target].basePrice * Game.priceIncrease ** Math.max(0, SimObjects[target].amount - 1 - SimObjects[target].free);
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price = Game.modifyBuildingPrice(SimObjects[target], price);
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price = Math.ceil(price);
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cost += price;
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SimObjects[target].amount--;
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}
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}
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CacheCostDragonUpgrade = `Cost to rebuy: ${Beautify(cost)}`;
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}
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}
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}
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CacheLastDragonLevel = Game.dragonLevel;
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}
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if (CacheLastDragonLevel !== Game.dragonLevel || SimDoSims) {
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if (
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Game.dragonLevel < 25 &&
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Game.dragonLevels[Game.dragonLevel].buy.toString().includes('sacrifice')
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) {
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let target = Game.dragonLevels[Game.dragonLevel].buy
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.toString()
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.match(/Objects\[(.*)\]/)[1];
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const amount = Game.dragonLevels[Game.dragonLevel].buy
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.toString()
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.match(/sacrifice\((.*?)\)/)[1];
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if (target !== 'i') {
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target = target.replaceAll("'", '');
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if (Game.Objects[target].amount < amount) {
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CacheCostDragonUpgrade = 'Not enough buildings to sell';
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} else {
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let cost = 0;
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CopyData();
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for (let i = 0; i < amount; i++) {
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let price =
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SimObjects[target].basePrice *
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Game.priceIncrease **
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Math.max(
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0,
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SimObjects[target].amount - 1 - SimObjects[target].free,
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);
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price = Game.modifyBuildingPrice(SimObjects[target], price);
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price = Math.ceil(price);
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cost += price;
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SimObjects[target].amount--;
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}
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CacheCostDragonUpgrade = `Cost to rebuy: ${cost}`;
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}
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} else {
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let cost = 0;
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CopyData();
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for (const j of Object.keys(Game.Objects)) {
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target = j;
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if (Game.Objects[target].amount < amount) {
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CacheCostDragonUpgrade = 'Not enough buildings to sell';
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break;
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} else {
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for (let i = 0; i < amount; i++) {
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let price =
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SimObjects[target].basePrice *
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Game.priceIncrease **
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Math.max(
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0,
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SimObjects[target].amount - 1 - SimObjects[target].free,
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);
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price = Game.modifyBuildingPrice(SimObjects[target], price);
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price = Math.ceil(price);
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cost += price;
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SimObjects[target].amount--;
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}
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}
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CacheCostDragonUpgrade = `Cost to rebuy: ${Beautify(cost)}`;
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}
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}
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}
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CacheLastDragonLevel = Game.dragonLevel;
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}
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}
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