Allow PP to ignore non-buyable buildings #148
This commit is contained in:
43
src/Cache.js
43
src/Cache.js
@@ -20,6 +20,7 @@ CM.Cache.InitCache = function() {
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CM.Cache.CacheSeaSpec();
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CM.Cache.InitCookiesDiff();
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CM.Cache.HeavenlyChipsDiff = new CMAvgQueue(5); // Used by CM.Cache.CacheHeavenlyChipsPS()
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CM.Cache.CacheHeavenlyChipsPS
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CM.Cache.CacheAvgCPS();
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CM.Cache.CacheIncome();
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CM.Cache.CacheBuildingsPrices();
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@@ -347,6 +348,7 @@ CM.Cache.CacheSeaSpec = function() {
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* @global {number} CM.Cache.HCPerSecond The Heavenly Chips per second in the last five seconds
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*/
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CM.Cache.CacheHeavenlyChipsPS = function() {
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CM.Cache.HCPerSecond = 0; // Mainly there to not throw errors during initialization
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let currDate = Math.floor(Date.now() / 1000);
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// Only calculate every new second
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if ((Game.T / Game.fps) % 1 === 0) {
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@@ -671,6 +673,10 @@ CM.Cache.ColourOfPP = function(me, price) {
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if (Number(CM.Options.PPSecondsLowerLimit) !== 0) {
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if (price / CM.Cache.AvgCPS < Number(CM.Options.PPSecondsLowerLimit)) color = CM.Disp.colorBlue
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}
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// Colour based on being able to purchase
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if (CM.Options.PPOnlyConsiderBuyable) {
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if (price - Game.cookies > 0) color = CM.Disp.colorRed;
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}
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return color
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};
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@@ -682,6 +688,7 @@ CM.Cache.CacheBuildingsPP = function() {
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CM.Cache.min = Infinity;
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CM.Cache.max = 1;
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CM.Cache.ArrayOfPPs = [];
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if (typeof CM.Options.PPExcludeTop === "undefined") CM.Options.PPExcludeTop = 0; // Otherwise breaks during initialization
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// Calculate PP and colors when compared to purchase of optimal building in single-purchase mode
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if (CM.Options.ColorPPBulkMode === 0) {
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@@ -689,18 +696,26 @@ CM.Cache.CacheBuildingsPP = function() {
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if (Game.cookiesPs) {
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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 CM.Cache.Objects1[i].pp = (Game.Objects[i].getPrice() / CM.Cache.Objects1[i].bonus);
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CM.Cache.ArrayOfPPs.push(CM.Cache.Objects1[i].pp)
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CM.Cache.ArrayOfPPs.push([CM.Cache.Objects1[i].pp, Game.Objects[i].getPrice()]);
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}
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// Set CM.Cache.min to best non-excluded buidliung
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CM.Cache.ArrayOfPPs.sort((a, b) => a - b)
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CM.Cache.min = CM.Cache.ArrayOfPPs[CM.Options.PPExcludeTop]
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CM.Cache.max = CM.Cache.ArrayOfPPs[CM.Cache.ArrayOfPPs.length - 1];
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CM.Cache.ArrayOfPPs.sort((a, b) => a[0] - b[0]);
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if (CM.Options.PPOnlyConsiderBuyable) {
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while (CM.Cache.ArrayOfPPs[0][1] > Game.cookies) {
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if (CM.Cache.ArrayOfPPs.length === 1) {
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break;
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}
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CM.Cache.ArrayOfPPs.shift()
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}
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}
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CM.Cache.min = CM.Cache.ArrayOfPPs[CM.Options.PPExcludeTop][0];
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CM.Cache.max = CM.Cache.ArrayOfPPs[CM.Cache.ArrayOfPPs.length - 1][0];
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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.Objects1)) {
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CM.Cache.Objects1[i].color = CM.Cache.ColourOfPP(CM.Cache.Objects1[i], Game.Objects[i].getPrice());
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// Colour based on excluding certain top-buildings
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for (let j = 0; j < CM.Options.PPExcludeTop; j++) {
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if (CM.Cache.Objects1[i].pp === CM.Cache.ArrayOfPPs[j]) CM.Cache.Objects1[i].color = CM.Disp.colorGray;
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if (CM.Cache.Objects1[i].pp === CM.Cache.ArrayOfPPs[j][0]) CM.Cache.Objects1[i].color = CM.Disp.colorGray;
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}
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}
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// Calculate PP of bulk-buy modes
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@@ -714,19 +729,27 @@ CM.Cache.CacheBuildingsPP = function() {
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if (Game.cookiesPs) {
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CM.Cache[target][i].pp = (Math.max(Game.Objects[i].bulkPrice - (Game.cookies + CM.Disp.GetWrinkConfigBank()), 0) / Game.cookiesPs) + (Game.Objects[i].bulkPrice / CM.Cache[target][i].bonus);
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} else CM.Cache[target][i].pp = (Game.Objects[i].bulkPrice / CM.Cache[target][i].bonus);
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CM.Cache.ArrayOfPPs.push(CM.Cache[target][i].pp)
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CM.Cache.ArrayOfPPs.push([CM.Cache[target][i].pp, Game.Objects[i].bulkPrice])
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}
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// Set CM.Cache.min to best non-excluded buidliung
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CM.Cache.ArrayOfPPs.sort((a, b) => a - b)
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CM.Cache.min = CM.Cache.ArrayOfPPs[CM.Options.PPExcludeTop]
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CM.Cache.max = CM.Cache.ArrayOfPPs[CM.Cache.ArrayOfPPs.length - 1];
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CM.Cache.ArrayOfPPs.sort((a, b) => a[0] - b[0]);
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if (CM.Options.PPOnlyConsiderBuyable) {
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while (CM.Cache.ArrayOfPPs[0][1] > Game.cookies) {
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if (CM.Cache.ArrayOfPPs.length === 1) {
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break;
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}
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CM.Cache.ArrayOfPPs.shift()
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}
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}
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CM.Cache.min = CM.Cache.ArrayOfPPs[CM.Options.PPExcludeTop][0];
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CM.Cache.max = CM.Cache.ArrayOfPPs[CM.Cache.ArrayOfPPs.length - 1][0];
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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.Objects1)) {
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CM.Cache[target][i].color = CM.Cache.ColourOfPP(CM.Cache[target][i], Game.Objects[i].bulkPrice);
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// Colour based on excluding certain top-buildings
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for (let j = 0; j < CM.Options.PPExcludeTop; j++) {
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if (CM.Cache[target][i].pp === CM.Cache.ArrayOfPPs[j]) CM.Cache[target][i].color = CM.Disp.colorGray;
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if (CM.Cache[target][i].pp === CM.Cache.ArrayOfPPs[j][0]) CM.Cache[target][i].color = CM.Disp.colorGray;
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}
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}
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}
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