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:
48
src/Sim.js
48
src/Sim.js
@@ -2,32 +2,36 @@
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* Sim *
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*******/
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CM.Sim.BuildingGetPrice = function(basePrice, start, increase) {
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var totalPrice = 0;
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var count = 0;
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while(count < increase) {
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var price = basePrice * Math.pow(Game.priceIncrease, start + count);
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if (Game.Has('Season savings')) price *= 0.99;
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if (Game.Has('Santa\'s dominion')) price *= 0.99;
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if (Game.Has('Faberge egg')) price *= 0.99;
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if (Game.Has('Divine discount')) price *= 0.99;
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if (Game.hasAura('Fierce Hoarder')) price *= 0.98;
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totalPrice += Math.ceil(price);
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count++;
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CM.Sim.BuildingGetPrice = function(basePrice, start, free, increase) {
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var price=0;
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for (var i = Math.max(0 , start); i < Math.max(0, start + increase); i++) {
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price += basePrice * Math.pow(Game.priceIncrease, Math.max(0, i - free));
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}
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return totalPrice;
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if (Game.Has('Season savings')) price *= 0.99;
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if (Game.Has('Santa\'s dominion')) price *= 0.99;
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if (Game.Has('Faberge egg')) price *= 0.99;
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if (Game.Has('Divine discount')) price *= 0.99;
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if (Game.hasAura('Fierce Hoarder')) price *= 0.98;
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return Math.ceil(price);
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}
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CM.Sim.BuildingSell = function(basePrice, start, amount) {
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var totalMoni = 0;
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while (amount > 0) {
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var giveBack = 0.5;
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if (Game.hasAura('Earth Shatterer')) giveBack = 0.85;
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totalMoni += Math.floor(CM.Sim.BuildingGetPrice(basePrice, start, 1) * giveBack);
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start--;
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amount--;
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CM.Sim.BuildingSell = function(basePrice, start, free, amount) {
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var price=0;
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for (var i = Math.max(0, start - amount); i < Math.max(0, start); i++) {
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price += basePrice * Math.pow(Game.priceIncrease, Math.max(0, i - free));
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}
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return totalMoni;
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if (Game.Has('Season savings')) price*=0.99;
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if (Game.Has('Santa\'s dominion')) price*=0.99;
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if (Game.Has('Faberge egg')) price*=0.99;
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if (Game.Has('Divine discount')) price*=0.99;
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if (Game.hasAura('Fierce Hoarder')) price*=0.98;
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if (Game.hasAura('Earth Shatterer')) {
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price *= 0.85;
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}
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else {
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price *= 0.5;
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}
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return Math.ceil(price);
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}
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CM.Sim.Has = function(what) {
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