Added tooltip information and building colors for bulk buying/selling and fixed a bug in Chocolate Egg calculation (it's still wrong, but will fix more in next commit)

This commit is contained in:
Aktanusa
2016-03-03 21:26:25 -05:00
parent ddd52c9583
commit be4587a905
5 changed files with 228 additions and 162 deletions

View File

@@ -19,6 +19,9 @@ CM.Cache.RemakeIncome = function() {
// Simulate Building Buys for 10 amount
CM.Sim.BuyBuildings(10, 'Objects10');
// Simulate Building Buys for 100 amount
CM.Sim.BuyBuildings(100, 'Objects100');
}
CM.Cache.RemakeBuildingsBCI = function() {
@@ -57,19 +60,19 @@ CM.Cache.RemakeUpgradeBCI = function() {
}
}
CM.Cache.RemakeBuildings10BCI = function() {
for (var i in CM.Cache.Objects10) {
CM.Cache.Objects10[i].price = CM.Sim.BuildingGetPrice(Game.Objects[i].basePrice, Game.Objects[i].amount, 10);
CM.Cache.Objects10[i].bci = CM.Cache.Objects10[i].price / CM.Cache.Objects10[i].bonus;
CM.Cache.RemakeBuildingsOtherBCI = function(amount, target) {
for (var i in CM.Cache[target]) {
CM.Cache[target][i].price = CM.Sim.BuildingGetPrice(Game.Objects[i].basePrice, Game.Objects[i].amount, Game.Objects[i].free, amount);
CM.Cache[target][i].bci = CM.Cache[target][i].price / CM.Cache[target][i].bonus;
var color = '';
if (CM.Cache.Objects10[i].bci <= 0 || CM.Cache.Objects10[i].bci == 'Infinity') color = CM.Disp.colorGray;
else if (CM.Cache.Objects10[i].bci < CM.Disp.min) color = CM.Disp.colorBlue;
else if (CM.Cache.Objects10[i].bci == CM.Disp.min) color = CM.Disp.colorGreen;
else if (CM.Cache.Objects10[i].bci == CM.Disp.max) color = CM.Disp.colorRed;
else if (CM.Cache.Objects10[i].bci > CM.Disp.max) color = CM.Disp.colorPurple;
else if (CM.Cache.Objects10[i].bci > CM.Disp.mid) color = CM.Disp.colorOrange;
if (CM.Cache[target][i].bci <= 0 || CM.Cache[target][i].bci == 'Infinity') color = CM.Disp.colorGray;
else if (CM.Cache[target][i].bci < CM.Disp.min) color = CM.Disp.colorBlue;
else if (CM.Cache[target][i].bci == CM.Disp.min) color = CM.Disp.colorGreen;
else if (CM.Cache[target][i].bci == CM.Disp.max) color = CM.Disp.colorRed;
else if (CM.Cache[target][i].bci > CM.Disp.max) color = CM.Disp.colorPurple;
else if (CM.Cache[target][i].bci > CM.Disp.mid) color = CM.Disp.colorOrange;
else color = CM.Disp.colorYellow;
CM.Cache.Objects10[i].color = color;
CM.Cache[target][i].color = color;
}
}
@@ -81,7 +84,10 @@ CM.Cache.RemakeBCI = function() {
CM.Cache.RemakeUpgradeBCI();
// Buildings for 10 amount
CM.Cache.RemakeBuildings10BCI();
CM.Cache.RemakeBuildingsOtherBCI(10, 'Objects10');
// Buildings for 100 amount
CM.Cache.RemakeBuildingsOtherBCI(100, 'Objects100');
}
CM.Cache.RemakeLucky = function() {
@@ -158,7 +164,7 @@ CM.Cache.RemakeSellAllTotal = function() {
var sellTotal = 0;
for (var i in Game.Objects) {
var me = Game.Objects[i];
sellTotal += CM.Sim.BuildingSell(me.basePrice, me.amount, me.amount);
sellTotal += CM.Sim.BuildingSell(me.basePrice, me.amount, me.free, me.amount);
}
CM.Cache.SellAllTotal = sellTotal;
}