Use CookieMonsterFramework for save/load, infoMenu
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@@ -5,7 +5,6 @@ import {
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CacheObjects100,
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CacheObjectsNextAchievement,
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} from '../../Cache/VariablesAndData';
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import { CMOptions } from '../../Config/VariablesAndData';
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import BuildingSell from '../../Sim/SimulationEvents/SellBuilding';
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import Beautify from '../BeautifyAndFormatting/Beautify';
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import { ColoursOrdering, LastTargetBuildings } from '../VariablesAndData';
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@@ -36,11 +35,15 @@ export default function UpdateBuildings() {
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l(`storeBulk100`).style.removeProperty('color');
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if (Game.buyMode === 1) {
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if (CMOptions.BuildColour === 1) {
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if (Game.mods.cookieMonsterFramework.saveData.cookieMonsterMod.settings.BuildColour === 1) {
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Object.keys(target).forEach((i) => {
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l(`productPrice${Game.Objects[i].id}`).style.color = CMOptions[`Colour${target[i].color}`];
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l(`productPrice${Game.Objects[i].id}`).style.color =
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Game.mods.cookieMonsterFramework.saveData.cookieMonsterMod.settings[
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`Colour${target[i].color}`
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];
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});
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l(`storeBulk${CacheMinPPBulk}`).style.color = CMOptions.ColourGreen;
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l(`storeBulk${CacheMinPPBulk}`).style.color =
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Game.mods.cookieMonsterFramework.saveData.cookieMonsterMod.settings.ColourGreen;
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} else {
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Object.keys(Game.Objects).forEach((i) => {
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l(`productPrice${Game.Objects[i].id}`).style.removeProperty('color');
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@@ -67,8 +70,11 @@ export default function UpdateBuildings() {
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// Build array of pointers and sort according to the user's configured sort option.
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// This regulates sorting of buildings.
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let arr;
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if (Game.buyMode !== 1 || !CMOptions.SortBuildings) {
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arr = Object.keys(CacheObjects1).map(k => {
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if (
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Game.buyMode !== 1 ||
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!Game.mods.cookieMonsterFramework.saveData.cookieMonsterMod.settings.SortBuildings
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) {
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arr = Object.keys(CacheObjects1).map((k) => {
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const o = {};
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o.name = k;
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o.id = Game.Objects[k].id;
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@@ -76,8 +82,10 @@ export default function UpdateBuildings() {
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});
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// Sort using default order.
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arr.sort((a, b) => a.id - b.id);
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} else if (CMOptions.SortBuildings === 1) {
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arr = Object.keys(CacheObjects1).map(k => {
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} else if (
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Game.mods.cookieMonsterFramework.saveData.cookieMonsterMod.settings.SortBuildings === 1
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) {
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arr = Object.keys(CacheObjects1).map((k) => {
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const o = {};
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o.name = k;
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o.pp = CacheObjects1[k].pp;
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@@ -88,10 +96,12 @@ export default function UpdateBuildings() {
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arr.sort((a, b) =>
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ColoursOrdering.indexOf(a.color) === ColoursOrdering.indexOf(b.color)
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? a.pp - b.pp
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: ColoursOrdering.indexOf(a.color) - ColoursOrdering.indexOf(b.color)
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: ColoursOrdering.indexOf(a.color) - ColoursOrdering.indexOf(b.color),
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);
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} else if (CMOptions.SortBuildings === 2) {
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arr = Object.keys(target).map(k => {
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} else if (
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Game.mods.cookieMonsterFramework.saveData.cookieMonsterMod.settings.SortBuildings === 2
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) {
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arr = Object.keys(target).map((k) => {
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const o = {};
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o.name = k;
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o.pp = target[k].pp;
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@@ -102,10 +112,12 @@ export default function UpdateBuildings() {
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arr.sort((a, b) =>
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ColoursOrdering.indexOf(a.color) === ColoursOrdering.indexOf(b.color)
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? a.pp - b.pp
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: ColoursOrdering.indexOf(a.color) - ColoursOrdering.indexOf(b.color)
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: ColoursOrdering.indexOf(a.color) - ColoursOrdering.indexOf(b.color),
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);
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} else if (CMOptions.SortBuildings === 3) {
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arr = Object.keys(CacheObjectsNextAchievement).map(k => {
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} else if (
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Game.mods.cookieMonsterFramework.saveData.cookieMonsterMod.settings.SortBuildings === 3
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) {
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arr = Object.keys(CacheObjectsNextAchievement).map((k) => {
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const o = {};
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o.name = k;
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o.id = Game.Objects[k].id;
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@@ -118,9 +130,10 @@ export default function UpdateBuildings() {
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// Sort by price until next achievement.
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// Buildings that aren't within 100 of an achievement are placed at the end, still in
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// default order relative to each other because sort() is guaranteed stable.
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arr.sort((a, b) =>
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(a.amountUntilNext !== 101 ? a.priceUntilNext : Infinity) -
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(b.amountUntilNext !== 101 ? b.priceUntilNext : Infinity)
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arr.sort(
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(a, b) =>
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(a.amountUntilNext !== 101 ? a.priceUntilNext : Infinity) -
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(b.amountUntilNext !== 101 ? b.priceUntilNext : Infinity),
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);
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}
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