Use CookieMonsterFramework for save/load, infoMenu

This commit is contained in:
Daniël van Noord
2021-07-11 10:21:16 +02:00
parent b959b3c024
commit c0e788b143
95 changed files with 809 additions and 675 deletions

View File

@@ -1,6 +1,5 @@
import InitCache from '../Cache/CacheInit';
import { CacheStatsCookies } from '../Cache/Stats/Stats';
import { LoadConfig } from '../Config/SaveLoadReload/SaveLoadReloadSettings';
import { VersionMajor, VersionMinor } from '../Data/Moddata.ts';
import CreateUpgradeBar from '../Disp/BuildingsUpgrades/UpgradeBar';
import { CreateBotBar } from '../Disp/InfoBars/BottomBar';
@@ -20,6 +19,7 @@ import ReplaceNative from './ReplaceGameFunctions/ReplaceNative';
import { LastModCount } from './VariablesAndData'; // eslint-disable-line no-unused-vars
import AddWrinklerAreaDetect from './WrinklerArea/AddDetectArea';
import CreateBuildingLockButtons from '../Disp/Buildings/CreateBuildingLockButtons';
import createMenuInfo from '../Disp/MenuSections/createMenuInfo';
/**
* Initialization loop of Cookie Monster
@@ -28,6 +28,9 @@ export default function InitializeCookieMonster() {
// Create global data object
window.CookieMonsterData = {};
// Register listeners in Cookie Monster Mod Framework
Game.mods.cookieMonsterFramework.listeners.infoMenu.push(createMenuInfo);
InitData();
CacheStatsCookies();
InitCache();
@@ -58,7 +61,6 @@ export default function InitializeCookieMonster() {
ReplaceNativeGrimoire();
Game.CalculateGains();
LoadConfig();
CMLastAscendState = Game.OnAscend;
if (Game.prefs.popups)