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2
Combine.sh
Executable file
2
Combine.sh
Executable file
@@ -0,0 +1,2 @@
|
||||
#!/bin/sh
|
||||
cat ./src/Header.js ./src/Cache.js ./src/Config.js ./src/Data.js ./src/Disp.js ./src/Main.js ./src/Sim.js ./src/Footer.js > CookieMonster.js
|
||||
4086
CookieMonster.js
4086
CookieMonster.js
File diff suppressed because it is too large
Load Diff
81
README.md
81
README.md
@@ -1,6 +1,6 @@
|
||||
# Cookie Monster
|
||||
|
||||
**Cookie Monster** is an addon you can load into Cookie Clicker, that offers a wide range of tools and statistics to enhance the game. It is **not** a cheat interface – although it does offer helpers for golden cookies and such, everything can be toggled off at will to only leave how much information you want.
|
||||
**Cookie Monster** is an addon you can load into Cookie Clicker, that offers a wide range of tools and statistics to enhance the game. **It is not a cheat interface** – although it does offer helpers for golden cookies and such, everything can be toggled off at will to only leave how much information you want.
|
||||
|
||||
This is a helper, and it is here to help you at *whichever* degree you want, if you only need some help shortening long numbers, it does that. If you need to be accompanied by hand to pick the best buildings to buy, it does that, but **everything is an option**.
|
||||
|
||||
@@ -10,27 +10,27 @@ You can see the current version, and a full history of all versions and what the
|
||||
|
||||
## What it does
|
||||
|
||||
At its core, Cookie Monster computes an index on both buildings and upgrades :
|
||||
At its core, Cookie Monster computes an index on both buildings and upgrades:
|
||||
|
||||
* **Base Cost per Income (BCI)** : Indicates how much a building is worth by comparing how much it costs to how much income gained
|
||||
* **Payback Period (PP)**: Indicates how much a building is worth by using the formula max(cost - cookies in bank, 0)/cps + cost/Δ cps
|
||||
|
||||
Cookie Monster also indicates the time left before being able to buy an upgrade or building, and takes it into consideration. It will take *everything* in consideration, meaning if buying a building also unlocks an achievement which boosts your income, which unlocks an achievement, it will know and highlight that building's value.
|
||||
|
||||
This index is computed for buildings and upgrades. If the relevant option is enabled, it will color-code each of them based on their value :
|
||||
This index is computed for buildings and upgrades. If the relevant option is enabled, it will color-code each of them based on their value:
|
||||
|
||||
* Light Blue : (upgrades) This item has a better BCI than any building
|
||||
* Green : This item has the best BCI
|
||||
* Yellow : This item is not the best, but it is closer to best than it is to worst
|
||||
* Orange : This item is not the worst, but it is closer to worst than it is to best
|
||||
* Red : This item has the worst BCI
|
||||
* Purple : (upgrades) This item has a worse BCI than any building
|
||||
* Gray : (upgrades) This item has not been calculated and/or cannot be calculated due to no definitive worth.
|
||||
* Light Blue: (upgrades) This item has a better PP than any building
|
||||
* Green: This item has the best PP
|
||||
* Yellow: This item is not the best, but it is closer to best than it is to worst
|
||||
* Orange: This item is not the worst, but it is closer to worst than it is to best
|
||||
* Red: This item has the worst PP
|
||||
* Purple: (upgrades) This item has a worse PP than any building
|
||||
* Gray: (upgrades) This item has not been calculated and/or cannot be calculated due to no definitive worth.
|
||||
|
||||
Note : For this index, **lower is better**, meaning a building with a BCI of 1 is more interesting than one with a BCI of 3.
|
||||
Note: For this index, **lower is better**, meaning a building with a PP of 1 is more interesting than one with a PP of 3.
|
||||
|
||||
## What it doesn't do
|
||||
|
||||
Most likely you'll find items in gray like Golden Cookie upgrades, clicking upgrades – everything that doesn't earn you a direct bonus to your income will display as gray. This means the following upgrades are **not** taken into account by Cookie Monster :
|
||||
Most likely you'll find items in gray like Golden Cookie upgrades, clicking upgrades, season upgrades – everything that doesn't earn you a direct bonus to your income will display as gray. This means the following upgrades are **not** taken into account by Cookie Monster:
|
||||
|
||||
* Plastic mouse
|
||||
* Iron mouse
|
||||
@@ -54,12 +54,20 @@ Copy this code and save it as a bookmark. Paste it in the URL section. To activa
|
||||
|
||||
```javascript
|
||||
javascript: (function () {
|
||||
Game.LoadMod('http://aktanusa.github.io/CookieMonster/CookieMonster.js');
|
||||
Game.LoadMod('https://aktanusa.github.io/CookieMonster/CookieMonster.js');
|
||||
}());
|
||||
```
|
||||
|
||||
If (for some reason) the above doesn't work, trying pasting everything after the <code>javascript:</code> bit into your browser's console.
|
||||
|
||||
For beta, use the following instead:
|
||||
|
||||
```javascript
|
||||
javascript: (function () {
|
||||
Game.LoadMod('https://aktanusa.github.io/CookieMonster/CookieMonsterBeta.js');
|
||||
}());
|
||||
```
|
||||
|
||||
## Userscript
|
||||
|
||||
If you'd rather use the addon as a script via per example *Greasemonkey* or *Tampermonkey*, you can use the following script, which will automatically load *Cookie Monster* every time the original game loads. You may need to specify <code>http://orteil.dashnet.org/cookieclicker/</code> when asked for a *namespace* or *includes*. For how to add an userscript to your browser, refer to your browser/plugin's documentation as the method changes for each one.
|
||||
@@ -69,18 +77,40 @@ If you'd rather use the addon as a script via per example *Greasemonkey* or *Tam
|
||||
// @name Cookie Monster
|
||||
// @namespace Cookie
|
||||
// @include http://orteil.dashnet.org/cookieclicker/
|
||||
// @include https://orteil.dashnet.org/cookieclicker/
|
||||
// @version 1
|
||||
// @grant none
|
||||
// ==/UserScript==
|
||||
|
||||
javascript:(function() {
|
||||
var checkReady = setInterval(function() {
|
||||
(function() {
|
||||
const checkReady = setInterval(function() {
|
||||
if (typeof Game.ready !== 'undefined' && Game.ready) {
|
||||
Game.LoadMod('http://aktanusa.github.io/CookieMonster/CookieMonster.js');
|
||||
Game.LoadMod('https://aktanusa.github.io/CookieMonster/CookieMonster.js');
|
||||
clearInterval(checkReady);
|
||||
}
|
||||
}, 1000);
|
||||
}());
|
||||
})();
|
||||
```
|
||||
If you are using the beta, use this instead:
|
||||
|
||||
```javascript
|
||||
// ==UserScript==
|
||||
// @name Cookie Monster Beta
|
||||
// @namespace Cookie
|
||||
// @include http://orteil.dashnet.org/cookieclicker/beta/
|
||||
// @include https://orteil.dashnet.org/cookieclicker/beta/
|
||||
// @version 1
|
||||
// @grant none
|
||||
// ==/UserScript==
|
||||
|
||||
(function() {
|
||||
const checkReady = setInterval(function() {
|
||||
if (typeof Game.ready !== 'undefined' && Game.ready) {
|
||||
Game.LoadMod('https://aktanusa.github.io/CookieMonster/CookieMonsterBeta.js');
|
||||
clearInterval(checkReady);
|
||||
}
|
||||
}, 1000);
|
||||
})();
|
||||
```
|
||||
|
||||
# Bugs and suggestions
|
||||
@@ -91,7 +121,7 @@ Before submitting a bug, make sure to give a shot at the latest version of the a
|
||||
|
||||
```javascript
|
||||
javascript: (function () {
|
||||
Game.LoadMod('https://raw.githubusercontent.com/Aktanusa/CookieMonster/dev/CookieMonster.js');
|
||||
Game.LoadMod('https://cdn.rawgit.com/Aktanusa/CookieMonster/dev/CookieMonster.js');
|
||||
}());
|
||||
```
|
||||
|
||||
@@ -99,9 +129,12 @@ If the bug is still here, you can submit an issue for it.
|
||||
|
||||
All suggestions are welcome, even the smallest ones.
|
||||
|
||||
#Contributors
|
||||
# Contributors
|
||||
|
||||
* **[Raving_Kumquat](http://cookieclicker.wikia.com/wiki/User:Raving_Kumquat)** : Original author
|
||||
* **[Maxime Fabre](https://github.com/Anahkiasen)** : Previous maintainer
|
||||
* **Alderi Tokori** : ROI calculations (unused now)
|
||||
* **[Aktanusa](https://github.com/Aktanusa)** : Current maintainer
|
||||
* **[Raving_Kumquat](https://cookieclicker.wikia.com/wiki/User:Raving_Kumquat)**: Original author
|
||||
* **[Maxime Fabre](https://github.com/Anahkiasen)**: Previous maintainer
|
||||
* **[Alderi Tokori](http://forum.dashnet.org/profile/Alderi)**: ROI calculations (unused now)
|
||||
* **[Alhifar](https://github.com/Alhifar)**: Missed Golden Cookie Stat
|
||||
* **[BlackenedGem](https://github.com/BlackenedGem)**: Golden/Wrath Cookie Favicons
|
||||
* **[Sandworm](https://github.com/svschouw)**: Modified PP calculation
|
||||
* **[Aktanusa](https://github.com/Aktanusa)**: Current maintainer
|
||||
|
||||
BIN
favicon/goldenCookie.ico
Normal file
BIN
favicon/goldenCookie.ico
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 31 KiB |
BIN
favicon/wrathCookie.ico
Normal file
BIN
favicon/wrathCookie.ico
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 31 KiB |
82
queue/queue.js
Normal file
82
queue/queue.js
Normal file
@@ -0,0 +1,82 @@
|
||||
/*
|
||||
|
||||
Queue.js
|
||||
|
||||
A function to represent a queue
|
||||
|
||||
Created by Stephen Morley - http://code.stephenmorley.org/ - and released under
|
||||
the terms of the CC0 1.0 Universal legal code:
|
||||
|
||||
http://creativecommons.org/publicdomain/zero/1.0/legalcode
|
||||
|
||||
*/
|
||||
|
||||
/* Creates a new queue. A queue is a first-in-first-out (FIFO) data structure -
|
||||
* items are added to the end of the queue and removed from the front.
|
||||
*/
|
||||
function Queue(){
|
||||
|
||||
// initialise the queue and offset
|
||||
var queue = [];
|
||||
var offset = 0;
|
||||
|
||||
// Returns the length of the queue.
|
||||
this.getLength = function(){
|
||||
return (queue.length - offset);
|
||||
}
|
||||
|
||||
// Returns true if the queue is empty, and false otherwise.
|
||||
this.isEmpty = function(){
|
||||
return (queue.length == 0);
|
||||
}
|
||||
|
||||
/* Enqueues the specified item. The parameter is:
|
||||
*
|
||||
* item - the item to enqueue
|
||||
*/
|
||||
this.enqueue = function(item){
|
||||
queue.push(item);
|
||||
}
|
||||
|
||||
/* Dequeues an item and returns it. If the queue is empty, the value
|
||||
* 'undefined' is returned.
|
||||
*/
|
||||
this.dequeue = function(){
|
||||
|
||||
// if the queue is empty, return immediately
|
||||
if (queue.length == 0) return undefined;
|
||||
|
||||
// store the item at the front of the queue
|
||||
var item = queue[offset];
|
||||
|
||||
// increment the offset and remove the free space if necessary
|
||||
if (++ offset * 2 >= queue.length){
|
||||
queue = queue.slice(offset);
|
||||
offset = 0;
|
||||
}
|
||||
|
||||
// return the dequeued item
|
||||
return item;
|
||||
|
||||
}
|
||||
|
||||
/* Returns the item at the front of the queue (without dequeuing it). If the
|
||||
* queue is empty then undefined is returned.
|
||||
*/
|
||||
this.peek = function(){
|
||||
return (queue.length > 0 ? queue[offset] : undefined);
|
||||
}
|
||||
|
||||
/* Returns the item at the spot specified by place in the queue (without
|
||||
* dequeuing it). If the queue is emprty or the requested place is outside
|
||||
* the queue then undefined is returned.
|
||||
*/
|
||||
this.get = function(place){
|
||||
var item = undefined;
|
||||
if (queue.length > 0 && place < (queue.length - offset) && place >= 0) {
|
||||
item = queue[(offset + place)];
|
||||
}
|
||||
return item;
|
||||
}
|
||||
|
||||
}
|
||||
514
src/Cache.js
514
src/Cache.js
@@ -2,6 +2,13 @@
|
||||
* Cache *
|
||||
*********/
|
||||
|
||||
CM.Cache.AddQueue = function() {
|
||||
CM.Cache.Queue = document.createElement('script');
|
||||
CM.Cache.Queue.type = 'text/javascript';
|
||||
CM.Cache.Queue.setAttribute('src', 'https://aktanusa.github.io/CookieMonster/queue/queue.js');
|
||||
document.head.appendChild(CM.Cache.Queue);
|
||||
}
|
||||
|
||||
CM.Cache.NextNumber = function(base) {
|
||||
var count = base > Math.pow(2, 53) ? Math.pow(2, Math.floor(Math.log(base) / Math.log(2)) - 53) : 1;
|
||||
while (base == base + count) {
|
||||
@@ -10,6 +17,14 @@ CM.Cache.NextNumber = function(base) {
|
||||
return (base + count);
|
||||
}
|
||||
|
||||
CM.Cache.RemakeBuildingsPrices = function() {
|
||||
for (var i in Game.Objects) {
|
||||
CM.Cache.Objects[i].price = CM.Sim.BuildingGetPrice(Game.Objects[i], Game.Objects[i].basePrice, Game.Objects[i].amount, Game.Objects[i].free, 1);
|
||||
CM.Cache.Objects10[i].price = CM.Sim.BuildingGetPrice(Game.Objects[i], Game.Objects[i].basePrice, Game.Objects[i].amount, Game.Objects[i].free, 10);
|
||||
CM.Cache.Objects100[i].price = CM.Sim.BuildingGetPrice(Game.Objects[i], Game.Objects[i].basePrice, Game.Objects[i].amount, Game.Objects[i].free, 100);
|
||||
}
|
||||
}
|
||||
|
||||
CM.Cache.RemakeIncome = function() {
|
||||
// Simulate Building Buys for 1 amount
|
||||
CM.Sim.BuyBuildings(1, 'Objects');
|
||||
@@ -19,161 +34,494 @@ 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() {
|
||||
CM.Disp.min = -1;
|
||||
CM.Disp.max = -1;
|
||||
CM.Disp.mid = -1;
|
||||
for (var i in CM.Cache.Objects) {
|
||||
CM.Cache.Objects[i].bci = Game.Objects[i].getPrice() / CM.Cache.Objects[i].bonus;
|
||||
if (CM.Disp.min == -1 || CM.Cache.Objects[i].bci < CM.Disp.min) CM.Disp.min = CM.Cache.Objects[i].bci;
|
||||
if (CM.Disp.max == -1 || CM.Cache.Objects[i].bci > CM.Disp.max) CM.Disp.max = CM.Cache.Objects[i].bci;
|
||||
CM.Cache.RemakeWrinkBank = function() {
|
||||
var totalSucked = 0;
|
||||
for (var i in Game.wrinklers) {
|
||||
var sucked = Game.wrinklers[i].sucked;
|
||||
var toSuck = 1.1;
|
||||
if (Game.Has('Sacrilegious corruption')) toSuck *= 1.05;
|
||||
if (Game.wrinklers[i].type==1) toSuck *= 3; // Shiny wrinklers
|
||||
sucked *= toSuck;
|
||||
if (Game.Has('Wrinklerspawn')) sucked *= 1.05;
|
||||
if (CM.Sim.Objects.Temple.minigameLoaded) {
|
||||
var godLvl = CM.Sim.hasGod('scorn');
|
||||
if (godLvl == 1) sucked *= 1.15;
|
||||
else if (godLvl == 2) sucked *= 1.1;
|
||||
else if (godLvl == 3) sucked *= 1.05;
|
||||
}
|
||||
totalSucked += sucked;
|
||||
}
|
||||
CM.Disp.mid = ((CM.Disp.max - CM.Disp.min) / 2) + CM.Disp.min;
|
||||
for (var i in CM.Cache.Objects) {
|
||||
var color = '';
|
||||
if (CM.Cache.Objects[i].bci == CM.Disp.min) color = CM.Disp.colorGreen;
|
||||
else if (CM.Cache.Objects[i].bci == CM.Disp.max) color = CM.Disp.colorRed;
|
||||
else if (CM.Cache.Objects[i].bci > CM.Disp.mid) color = CM.Disp.colorOrange;
|
||||
else color = CM.Disp.colorYellow;
|
||||
CM.Cache.Objects[i].color = color;
|
||||
CM.Cache.WrinkBank = totalSucked;
|
||||
CM.Cache.WrinkGodBank = totalSucked;
|
||||
if (CM.Sim.Objects.Temple.minigameLoaded) {
|
||||
var godLvl = CM.Sim.hasGod('scorn');
|
||||
if (godLvl == 2) CM.Cache.WrinkGodBank = CM.Cache.WrinkGodBank * 1.15 / 1.1;
|
||||
else if (godLvl == 3) CM.Cache.WrinkGodBank = CM.Cache.WrinkGodBank * 1.15 / 1.05;
|
||||
else if (godLvl != 1) CM.Cache.WrinkGodBank *= 1.15;
|
||||
}
|
||||
}
|
||||
|
||||
CM.Cache.RemakeUpgradeBCI = function() {
|
||||
CM.Cache.RemakeBuildingsPP = function() {
|
||||
CM.Cache.min = -1;
|
||||
CM.Cache.max = -1;
|
||||
CM.Cache.mid = -1;
|
||||
// Calculate PP and colors when compared to purchase of single optimal building
|
||||
if (CM.Config.ColorPPBulkMode == 0) {
|
||||
for (var i in CM.Cache.Objects) {
|
||||
//CM.Cache.Objects[i].pp = Game.Objects[i].getPrice() / CM.Cache.Objects[i].bonus;
|
||||
if (Game.cookiesPs) {
|
||||
CM.Cache.Objects[i].pp = (Math.max(Game.Objects[i].getPrice() - (Game.cookies + CM.Disp.GetWrinkConfigBank()), 0) / Game.cookiesPs) + (Game.Objects[i].getPrice() / CM.Cache.Objects[i].bonus);
|
||||
} else {
|
||||
CM.Cache.Objects[i].pp = (Game.Objects[i].getPrice() / CM.Cache.Objects[i].bonus);
|
||||
}
|
||||
if (CM.Cache.min == -1 || CM.Cache.Objects[i].pp < CM.Cache.min) CM.Cache.min = CM.Cache.Objects[i].pp;
|
||||
if (CM.Cache.max == -1 || CM.Cache.Objects[i].pp > CM.Cache.max) CM.Cache.max = CM.Cache.Objects[i].pp;
|
||||
}
|
||||
CM.Cache.mid = ((CM.Cache.max - CM.Cache.min) / 2) + CM.Cache.min;
|
||||
for (var i in CM.Cache.Objects) {
|
||||
var color = '';
|
||||
if (CM.Cache.Objects[i].pp == CM.Cache.min) color = CM.Disp.colorGreen;
|
||||
else if (CM.Cache.Objects[i].pp == CM.Cache.max) color = CM.Disp.colorRed;
|
||||
else if (CM.Cache.Objects[i].pp > CM.Cache.mid) color = CM.Disp.colorOrange;
|
||||
else color = CM.Disp.colorYellow;
|
||||
CM.Cache.Objects[i].color = color;
|
||||
}
|
||||
// Buildings for 10 amount
|
||||
CM.Cache.RemakeBuildingsOtherPP(10, 'Objects10');
|
||||
|
||||
// Buildings for 100 amount
|
||||
CM.Cache.RemakeBuildingsOtherPP(100, 'Objects100');
|
||||
}
|
||||
// Calculate PP and colors when compared to purchase of selected bulk mode
|
||||
else {
|
||||
if (Game.buyBulk == 1) {
|
||||
for (var i in CM.Cache.Objects) {
|
||||
//CM.Cache.Objects[i].pp = Game.Objects[i].getPrice() / CM.Cache.Objects[i].bonus;
|
||||
if (Game.cookiesPs) {
|
||||
CM.Cache.Objects[i].pp = (Math.max(Game.Objects[i].getPrice() - (Game.cookies + CM.Disp.GetWrinkConfigBank()), 0) / Game.cookiesPs) + (Game.Objects[i].getPrice() / CM.Cache.Objects[i].bonus);
|
||||
} else {
|
||||
CM.Cache.Objects[i].pp = (Game.Objects[i].getPrice() / CM.Cache.Objects[i].bonus);
|
||||
}
|
||||
if (CM.Cache.min == -1 || CM.Cache.Objects[i].pp < CM.Cache.min) CM.Cache.min = CM.Cache.Objects[i].pp;
|
||||
if (CM.Cache.max == -1 || CM.Cache.Objects[i].pp > CM.Cache.max) CM.Cache.max = CM.Cache.Objects[i].pp;
|
||||
}
|
||||
CM.Cache.mid = ((CM.Cache.max - CM.Cache.min) / 2) + CM.Cache.min;
|
||||
for (var i in CM.Cache.Objects) {
|
||||
var color = '';
|
||||
if (CM.Cache.Objects[i].pp == CM.Cache.min) color = CM.Disp.colorGreen;
|
||||
else if (CM.Cache.Objects[i].pp == CM.Cache.max) color = CM.Disp.colorRed;
|
||||
else if (CM.Cache.Objects[i].pp > CM.Cache.mid) color = CM.Disp.colorOrange;
|
||||
else color = CM.Disp.colorYellow;
|
||||
CM.Cache.Objects[i].color = color;
|
||||
}
|
||||
CM.Cache.RemakeBuildingsOtherPP(10, 'Objects10');
|
||||
CM.Cache.RemakeBuildingsOtherPP(100, 'Objects100');
|
||||
}
|
||||
else if (Game.buyBulk == 10) {
|
||||
for (var i in CM.Cache.Objects) {
|
||||
if (Game.cookiesPs) {
|
||||
CM.Cache.Objects10[i].pp = (Math.max(Game.Objects[i].bulkPrice - (Game.cookies + CM.Disp.GetWrinkConfigBank()), 0) / Game.cookiesPs) + (Game.Objects[i].bulkPrice / CM.Cache.Objects10[i].bonus);
|
||||
} else {
|
||||
CM.Cache.Objects10[i].pp = (Game.Objects[i].bulkPrice / CM.Cache.Objects10[i].bonus);
|
||||
}
|
||||
if (CM.Cache.min == -1 || CM.Cache.Objects10[i].pp < CM.Cache.min) CM.Cache.min = CM.Cache.Objects10[i].pp;
|
||||
if (CM.Cache.max == -1 || CM.Cache.Objects10[i].pp > CM.Cache.max) CM.Cache.max = CM.Cache.Objects10[i].pp;
|
||||
}
|
||||
CM.Cache.mid = ((CM.Cache.max - CM.Cache.min) / 2) + CM.Cache.min;
|
||||
for (var i in CM.Cache.Objects) {
|
||||
var color = '';
|
||||
if (CM.Cache.Objects10[i].pp == CM.Cache.min) color = CM.Disp.colorGreen;
|
||||
else if (CM.Cache.Objects10[i].pp == CM.Cache.max) color = CM.Disp.colorRed;
|
||||
else if (CM.Cache.Objects10[i].pp > CM.Cache.mid) color = CM.Disp.colorOrange;
|
||||
else color = CM.Disp.colorYellow;
|
||||
CM.Cache.Objects10[i].color = color;
|
||||
}
|
||||
CM.Cache.RemakeBuildingsOtherPP(1, 'Objects');
|
||||
CM.Cache.RemakeBuildingsOtherPP(100, 'Objects100');
|
||||
}
|
||||
else if (Game.buyBulk == 100) {
|
||||
for (var i in CM.Cache.Objects) {
|
||||
if (Game.cookiesPs) {
|
||||
CM.Cache.Objects100[i].pp = (Math.max(Game.Objects[i].bulkPrice - (Game.cookies + CM.Disp.GetWrinkConfigBank()), 0) / Game.cookiesPs) + (Game.Objects[i].bulkPrice / CM.Cache.Objects100[i].bonus);
|
||||
} else {
|
||||
CM.Cache.Objects100[i].pp = (Game.Objects[i].bulkPrice / CM.Cache.Objects100[i].bonus);
|
||||
}
|
||||
if (CM.Cache.min == -1 || CM.Cache.Objects100[i].pp < CM.Cache.min) CM.Cache.min = CM.Cache.Objects100[i].pp;
|
||||
if (CM.Cache.max == -1 || CM.Cache.Objects100[i].pp > CM.Cache.max) CM.Cache.max = CM.Cache.Objects100[i].pp;
|
||||
}
|
||||
CM.Cache.mid = ((CM.Cache.max - CM.Cache.min) / 2) + CM.Cache.min;
|
||||
for (var i in CM.Cache.Objects) {
|
||||
var color = '';
|
||||
if (CM.Cache.Objects100[i].pp == CM.Cache.min) color = CM.Disp.colorGreen;
|
||||
else if (CM.Cache.Objects100[i].pp == CM.Cache.max) color = CM.Disp.colorRed;
|
||||
else if (CM.Cache.Objects100[i].pp > CM.Cache.mid) color = CM.Disp.colorOrange;
|
||||
else color = CM.Disp.colorYellow;
|
||||
CM.Cache.Objects100[i].color = color;
|
||||
}
|
||||
CM.Cache.RemakeBuildingsOtherPP(1, 'Objects');
|
||||
CM.Cache.RemakeBuildingsOtherPP(10, 'Objects10');
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
CM.Cache.RemakeUpgradePP = function() {
|
||||
for (var i in CM.Cache.Upgrades) {
|
||||
CM.Cache.Upgrades[i].bci = Game.Upgrades[i].getPrice() / CM.Cache.Upgrades[i].bonus;
|
||||
//CM.Cache.Upgrades[i].pp = Game.Upgrades[i].getPrice() / CM.Cache.Upgrades[i].bonus;
|
||||
if (Game.cookiesPs) {
|
||||
CM.Cache.Upgrades[i].pp = (Math.max(Game.Upgrades[i].getPrice() - (Game.cookies + CM.Disp.GetWrinkConfigBank()), 0) / Game.cookiesPs) + (Game.Upgrades[i].getPrice() / CM.Cache.Upgrades[i].bonus);
|
||||
} else {
|
||||
CM.Cache.Upgrades[i].pp = (Game.Upgrades[i].getPrice() / CM.Cache.Upgrades[i].bonus);
|
||||
}
|
||||
if (isNaN(CM.Cache.Upgrades[i].pp)) CM.Cache.Upgrades[i].pp = Infinity;
|
||||
var color = '';
|
||||
if (CM.Cache.Upgrades[i].bci <= 0 || CM.Cache.Upgrades[i].bci == 'Infinity') color = CM.Disp.colorGray;
|
||||
else if (CM.Cache.Upgrades[i].bci < CM.Disp.min) color = CM.Disp.colorBlue;
|
||||
else if (CM.Cache.Upgrades[i].bci == CM.Disp.min) color = CM.Disp.colorGreen;
|
||||
else if (CM.Cache.Upgrades[i].bci == CM.Disp.max) color = CM.Disp.colorRed;
|
||||
else if (CM.Cache.Upgrades[i].bci > CM.Disp.max) color = CM.Disp.colorPurple;
|
||||
else if (CM.Cache.Upgrades[i].bci > CM.Disp.mid) color = CM.Disp.colorOrange;
|
||||
if (CM.Cache.Upgrades[i].pp <= 0 || CM.Cache.Upgrades[i].pp == Infinity) color = CM.Disp.colorGray;
|
||||
else if (CM.Cache.Upgrades[i].pp < CM.Cache.min) color = CM.Disp.colorBlue;
|
||||
else if (CM.Cache.Upgrades[i].pp == CM.Cache.min) color = CM.Disp.colorGreen;
|
||||
else if (CM.Cache.Upgrades[i].pp == CM.Cache.max) color = CM.Disp.colorRed;
|
||||
else if (CM.Cache.Upgrades[i].pp > CM.Cache.max) color = CM.Disp.colorPurple;
|
||||
else if (CM.Cache.Upgrades[i].pp > CM.Cache.mid) color = CM.Disp.colorOrange;
|
||||
else color = CM.Disp.colorYellow;
|
||||
CM.Cache.Upgrades[i].color = color;
|
||||
}
|
||||
}
|
||||
|
||||
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.RemakeBuildingsOtherPP = function(amount, target) {
|
||||
for (var i in CM.Cache[target]) {
|
||||
//CM.Cache[target][i].pp = CM.Cache[target][i].price / CM.Cache[target][i].bonus;
|
||||
if (Game.cookiesPs) {
|
||||
CM.Cache[target][i].pp = (Math.max(CM.Cache[target][i].price - (Game.cookies + CM.Disp.GetWrinkConfigBank()), 0) / Game.cookiesPs) + (CM.Cache[target][i].price / CM.Cache[target][i].bonus);
|
||||
} else {
|
||||
CM.Cache[target][i].pp = (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].pp <= 0 || CM.Cache[target][i].pp == Infinity) color = CM.Disp.colorGray;
|
||||
else if (CM.Cache[target][i].pp < CM.Cache.min) color = CM.Disp.colorBlue;
|
||||
else if (CM.Cache[target][i].pp == CM.Cache.min) color = CM.Disp.colorGreen;
|
||||
else if (CM.Cache[target][i].pp == CM.Cache.max) color = CM.Disp.colorRed;
|
||||
else if (CM.Cache[target][i].pp > CM.Cache.max) color = CM.Disp.colorPurple;
|
||||
else if (CM.Cache[target][i].pp > CM.Cache.mid) color = CM.Disp.colorOrange;
|
||||
else color = CM.Disp.colorYellow;
|
||||
CM.Cache.Objects10[i].color = color;
|
||||
CM.Cache[target][i].color = color;
|
||||
}
|
||||
}
|
||||
|
||||
CM.Cache.RemakeBCI = function() {
|
||||
// Buildings for 1 amount
|
||||
CM.Cache.RemakeBuildingsBCI();
|
||||
CM.Cache.RemakePP = function() {
|
||||
// Buildings
|
||||
CM.Cache.RemakeBuildingsPP();
|
||||
|
||||
// Upgrades
|
||||
CM.Cache.RemakeUpgradeBCI();
|
||||
CM.Cache.RemakeUpgradePP();
|
||||
}
|
||||
|
||||
// Buildings for 10 amount
|
||||
CM.Cache.RemakeBuildings10BCI();
|
||||
CM.Cache.RemakeGoldenAndWrathCookiesMults = function() {
|
||||
var goldenMult = 1;
|
||||
var wrathMult = 1;
|
||||
var mult = 1;
|
||||
|
||||
// Factor auras and upgrade in mults
|
||||
if (CM.Sim.Has('Green yeast digestives')) mult *= 1.01;
|
||||
if (CM.Sim.Has('Dragon fang')) mult *= 1.03;
|
||||
|
||||
goldenMult *= 1 + CM.Sim.auraMult('Ancestral Metamorphosis') * 0.1;
|
||||
goldenMult *= CM.Sim.eff('goldenCookieGain');
|
||||
wrathMult *= 1 + CM.Sim.auraMult('Unholy Dominion') * 0.1;
|
||||
wrathMult *= CM.Sim.eff('wrathCookieGain');
|
||||
|
||||
// Calculate final golden and wrath multipliers
|
||||
CM.Cache.GoldenCookiesMult = mult * goldenMult;
|
||||
CM.Cache.WrathCookiesMult = mult * wrathMult;
|
||||
|
||||
// Calculate Dragon's Fortune multiplier adjustment:
|
||||
// If Dragon's Fortune (or Reality Bending) aura is active and there are currently no golden cookies,
|
||||
// compute a multiplier adjustment to apply on the current CPS to simulate 1 golden cookie on screen.
|
||||
// Otherwise, the aura effect will be factored in the base CPS making the multiplier not requiring adjustment.
|
||||
CM.Cache.DragonsFortuneMultAdjustment = 1;
|
||||
if (Game.shimmerTypes.golden.n === 0) {
|
||||
CM.Cache.DragonsFortuneMultAdjustment *= 1 + CM.Sim.auraMult('Dragon\'s Fortune') * 1.23;
|
||||
}
|
||||
}
|
||||
|
||||
CM.Cache.RemakeLucky = function() {
|
||||
CM.Cache.Lucky = (Game.cookiesPs * 60 * 20) / 0.1;
|
||||
if (Game.frenzy > 0) {
|
||||
CM.Cache.Lucky /= Game.frenzyPower;
|
||||
var goldenMult = CM.Cache.GoldenCookiesMult;
|
||||
var wrathMult = CM.Cache.WrathCookiesMult;
|
||||
|
||||
CM.Cache.Lucky = (CM.Cache.NoGoldSwitchCookiesPS * 900) / 0.15;
|
||||
CM.Cache.Lucky *= CM.Cache.DragonsFortuneMultAdjustment;
|
||||
var cpsBuffMult = CM.Sim.getCPSBuffMult();
|
||||
if (cpsBuffMult > 0) {
|
||||
CM.Cache.Lucky /= cpsBuffMult;
|
||||
} else {
|
||||
CM.Cache.Lucky = 0;
|
||||
}
|
||||
CM.Cache.LuckyReward = (CM.Cache.Lucky * 0.1) + 13;
|
||||
CM.Cache.LuckyReward = goldenMult * (CM.Cache.Lucky * 0.15) + 13;
|
||||
CM.Cache.LuckyWrathReward = wrathMult * (CM.Cache.Lucky * 0.15) + 13;
|
||||
CM.Cache.LuckyFrenzy = CM.Cache.Lucky * 7;
|
||||
CM.Cache.LuckyRewardFrenzy = (CM.Cache.LuckyFrenzy * 0.1) + 13;
|
||||
CM.Cache.LuckyRewardFrenzy = goldenMult * (CM.Cache.LuckyFrenzy * 0.15) + 13;
|
||||
CM.Cache.LuckyWrathRewardFrenzy = wrathMult * (CM.Cache.LuckyFrenzy * 0.15) + 13;
|
||||
CM.Cache.Conjure = CM.Cache.Lucky * 2;
|
||||
CM.Cache.ConjureReward = CM.Cache.Conjure * 0.15;
|
||||
}
|
||||
|
||||
CM.Cache.MaxChainMoni = function(digit, maxPayout) {
|
||||
CM.Cache.MaxChainMoni = function(digit, maxPayout, mult) {
|
||||
var chain = 1 + Math.max(0, Math.ceil(Math.log(Game.cookies) / Math.LN10) - 10);
|
||||
var moni = Math.max(digit, Math.min(Math.floor(1 / 9 * Math.pow(10, chain) * digit), maxPayout));
|
||||
var nextMoni = Math.max(digit, Math.min(Math.floor(1 / 9 * Math.pow(10, chain + 1) * digit), maxPayout));
|
||||
var moni = Math.max(digit, Math.min(Math.floor(1 / 9 * Math.pow(10, chain) * digit * mult), maxPayout));
|
||||
var nextMoni = Math.max(digit, Math.min(Math.floor(1 / 9 * Math.pow(10, chain + 1) * digit * mult), maxPayout));
|
||||
while (nextMoni < maxPayout) {
|
||||
chain++;
|
||||
moni = Math.max(digit, Math.min(Math.floor(1 / 9 * Math.pow(10, chain) * digit), maxPayout));
|
||||
nextMoni = Math.max(digit, Math.min(Math.floor(1 / 9 * Math.pow(10, chain + 1) * digit), maxPayout));
|
||||
moni = Math.max(digit, Math.min(Math.floor(1 / 9 * Math.pow(10, chain) * digit * mult), maxPayout));
|
||||
nextMoni = Math.max(digit, Math.min(Math.floor(1 / 9 * Math.pow(10, chain + 1) * digit * mult), maxPayout));
|
||||
}
|
||||
return moni;
|
||||
}
|
||||
|
||||
CM.Cache.RemakeChain = function() {
|
||||
var maxPayout = Game.cookiesPs * 60 * 60 * 3;
|
||||
if (Game.frenzy > 0) {
|
||||
maxPayout /= Game.frenzyPower;
|
||||
var maxPayout = CM.Cache.NoGoldSwitchCookiesPS * 60 * 60 * 6;
|
||||
maxPayout *= CM.Cache.DragonsFortuneMultAdjustment;
|
||||
var cpsBuffMult = CM.Sim.getCPSBuffMult();
|
||||
if (cpsBuffMult > 0) {
|
||||
maxPayout /= cpsBuffMult;
|
||||
} else {
|
||||
maxPayout = 0;
|
||||
}
|
||||
|
||||
CM.Cache.ChainReward = CM.Cache.MaxChainMoni(7, maxPayout);
|
||||
var goldenMult = CM.Cache.GoldenCookiesMult;
|
||||
var wrathMult = CM.Cache.WrathCookiesMult;
|
||||
|
||||
CM.Cache.ChainWrathReward = CM.Cache.MaxChainMoni(6, maxPayout);
|
||||
CM.Cache.ChainReward = CM.Cache.MaxChainMoni(7, maxPayout, goldenMult);
|
||||
|
||||
var base = 0;
|
||||
if (CM.Cache.ChainReward > CM.Cache.ChainWrathReward) {
|
||||
base = CM.Cache.ChainReward;
|
||||
}
|
||||
else {
|
||||
base = CM.Cache.ChainWrathReward;
|
||||
}
|
||||
var count = 1;
|
||||
if (maxPayout < base) {
|
||||
CM.Cache.ChainWrathReward = CM.Cache.MaxChainMoni(6, maxPayout, wrathMult);
|
||||
|
||||
if (maxPayout < CM.Cache.ChainReward) {
|
||||
CM.Cache.Chain = 0;
|
||||
}
|
||||
else {
|
||||
CM.Cache.Chain = CM.Cache.NextNumber(base) / 0.25;
|
||||
CM.Cache.Chain = CM.Cache.NextNumber(CM.Cache.ChainReward) / 0.5;
|
||||
}
|
||||
|
||||
CM.Cache.ChainFrenzyReward = CM.Cache.MaxChainMoni(7, maxPayout * 7);
|
||||
|
||||
CM.Cache.ChainFrenzyWrathReward = CM.Cache.MaxChainMoni(6, maxPayout * 7);
|
||||
|
||||
if (CM.Cache.ChainFrenzyReward > CM.Cache.ChainFrenzyWrathReward) {
|
||||
base = CM.Cache.ChainFrenzyReward;
|
||||
if (maxPayout < CM.Cache.ChainWrathReward) {
|
||||
CM.Cache.ChainWrath = 0;
|
||||
}
|
||||
else {
|
||||
base = CM.Cache.ChainFrenzyWrathReward;
|
||||
CM.Cache.ChainWrath = CM.Cache.NextNumber(CM.Cache.ChainWrathReward) / 0.5;
|
||||
}
|
||||
if ((maxPayout * 7) < base) {
|
||||
|
||||
CM.Cache.ChainFrenzyReward = CM.Cache.MaxChainMoni(7, maxPayout * 7, goldenMult);
|
||||
|
||||
CM.Cache.ChainFrenzyWrathReward = CM.Cache.MaxChainMoni(6, maxPayout * 7, wrathMult);
|
||||
|
||||
if ((maxPayout * 7) < CM.Cache.ChainFrenzyReward) {
|
||||
CM.Cache.ChainFrenzy = 0;
|
||||
}
|
||||
else {
|
||||
CM.Cache.ChainFrenzy = CM.Cache.NextNumber(base) / 0.25;
|
||||
CM.Cache.ChainFrenzy = CM.Cache.NextNumber(CM.Cache.ChainFrenzyReward) / 0.5;
|
||||
}
|
||||
if ((maxPayout * 7) < CM.Cache.ChainFrenzyWrathReward) {
|
||||
CM.Cache.ChainFrenzyWrath = 0;
|
||||
}
|
||||
else {
|
||||
CM.Cache.ChainFrenzyWrath = CM.Cache.NextNumber(CM.Cache.ChainFrenzyWrathReward) / 0.5;
|
||||
}
|
||||
}
|
||||
|
||||
CM.Cache.RemakeSeaSpec = function() {
|
||||
if (Game.season == 'christmas') {
|
||||
CM.Cache.SeaSpec = Math.max(25, Game.cookiesPs * 60 * 1);
|
||||
var val = Game.cookiesPs * 60;
|
||||
if (Game.hasBuff('Elder frenzy')) val *= 0.5; // very sorry
|
||||
if (Game.hasBuff('Frenzy')) val *= 0.75; // I sincerely apologize
|
||||
CM.Cache.SeaSpec = Math.max(25, val);
|
||||
if (Game.Has('Ho ho ho-flavored frosting')) CM.Cache.SeaSpec *= 2;
|
||||
}
|
||||
}
|
||||
|
||||
CM.Cache.RemakeSellAllTotal = function() {
|
||||
CM.Cache.RemakeSellForChoEgg = 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);
|
||||
// Compute cookies earned by selling stock market goods
|
||||
if (Game.Objects.Bank.minigameLoaded) {
|
||||
var marketGoods = Game.Objects.Bank.minigame.goods;
|
||||
var goodsVal = 0;
|
||||
for (var i in marketGoods) {
|
||||
var marketGood = marketGoods[i];
|
||||
goodsVal += marketGood.stock * marketGood.val;
|
||||
}
|
||||
sellTotal += goodsVal * Game.cookiesPsRawHighest;
|
||||
}
|
||||
CM.Cache.SellAllTotal = sellTotal;
|
||||
// Compute cookies earned by selling all buildings with optimal auras (ES + RB)
|
||||
sellTotal += CM.Sim.SellBuildingsForChoEgg();
|
||||
CM.Cache.SellForChoEgg = sellTotal;
|
||||
}
|
||||
|
||||
CM.Cache.InitCookiesDiff = function() {
|
||||
CM.Cache.CookiesDiff = new Queue();
|
||||
CM.Cache.WrinkDiff = new Queue();
|
||||
CM.Cache.ChoEggDiff = new Queue();
|
||||
CM.Cache.ClicksDiff = new Queue();
|
||||
}
|
||||
|
||||
CM.Cache.UpdateAvgCPS = function() {
|
||||
var currDate = Math.floor(Date.now() / 1000);
|
||||
if (CM.Cache.lastDate != currDate) {
|
||||
var choEggTotal = Game.cookies + CM.Cache.SellForChoEgg;
|
||||
if (Game.cpsSucked > 0) {
|
||||
choEggTotal += CM.Cache.WrinkGodBank;
|
||||
}
|
||||
CM.Cache.RealCookiesEarned = Math.max(Game.cookiesEarned, choEggTotal);
|
||||
choEggTotal *= 0.05;
|
||||
|
||||
if (CM.Cache.lastDate != -1) {
|
||||
var timeDiff = currDate - CM.Cache.lastDate
|
||||
var bankDiffAvg = Math.max(0, (Game.cookies - CM.Cache.lastCookies)) / timeDiff;
|
||||
var wrinkDiffAvg = Math.max(0, (CM.Cache.WrinkBank - CM.Cache.lastWrinkCookies)) / timeDiff;
|
||||
var choEggDiffAvg = Math.max(0,(choEggTotal - CM.Cache.lastChoEgg)) / timeDiff;
|
||||
var clicksDiffAvg = (Game.cookieClicks - CM.Cache.lastClicks) / timeDiff;
|
||||
for (var i = 0; i < timeDiff; i++) {
|
||||
CM.Cache.CookiesDiff.enqueue(bankDiffAvg);
|
||||
CM.Cache.WrinkDiff.enqueue(wrinkDiffAvg);
|
||||
CM.Cache.ChoEggDiff.enqueue(choEggDiffAvg);
|
||||
CM.Cache.ClicksDiff.enqueue(clicksDiffAvg);
|
||||
}
|
||||
// Assumes the queues are the same length
|
||||
while (CM.Cache.CookiesDiff.getLength() > 1800) {
|
||||
CM.Cache.CookiesDiff.dequeue();
|
||||
CM.Cache.WrinkDiff.dequeue();
|
||||
CM.Cache.ClicksDiff.dequeue();
|
||||
}
|
||||
|
||||
while (CM.Cache.ClicksDiff.getLength() > 30) {
|
||||
CM.Cache.ClicksDiff.dequeue();
|
||||
}
|
||||
}
|
||||
CM.Cache.lastDate = currDate;
|
||||
CM.Cache.lastCookies = Game.cookies;
|
||||
CM.Cache.lastWrinkCookies = CM.Cache.WrinkBank;
|
||||
CM.Cache.lastChoEgg = choEggTotal;
|
||||
CM.Cache.lastClicks = Game.cookieClicks;
|
||||
|
||||
var sortedGainBank = new Array();
|
||||
var sortedGainWrink = new Array();
|
||||
var sortedGainChoEgg = new Array();
|
||||
|
||||
var cpsLength = Math.min(CM.Cache.CookiesDiff.getLength(), CM.Disp.cookieTimes[CM.Config.AvgCPSHist]);
|
||||
|
||||
// Assumes the queues are the same length
|
||||
for (var i = CM.Cache.CookiesDiff.getLength() - cpsLength; i < CM.Cache.CookiesDiff.getLength(); i++) {
|
||||
sortedGainBank.push(CM.Cache.CookiesDiff.get(i));
|
||||
sortedGainWrink.push(CM.Cache.WrinkDiff.get(i));
|
||||
sortedGainChoEgg.push(CM.Cache.ChoEggDiff.get(i));
|
||||
}
|
||||
|
||||
sortedGainBank.sort(function(a, b) { return a - b; });
|
||||
sortedGainWrink.sort(function(a, b) { return a - b; });
|
||||
sortedGainChoEgg.sort(function(a, b) { return a - b; });
|
||||
|
||||
var cut = Math.round(sortedGainBank.length / 10);
|
||||
|
||||
while (cut > 0) {
|
||||
sortedGainBank.shift();
|
||||
sortedGainBank.pop();
|
||||
sortedGainWrink.shift();
|
||||
sortedGainWrink.pop();
|
||||
sortedGainChoEgg.shift();
|
||||
sortedGainChoEgg.pop();
|
||||
cut--;
|
||||
}
|
||||
|
||||
var totalGainBank = 0;
|
||||
var totalGainWrink = 0;
|
||||
var totalGainChoEgg = 0;
|
||||
|
||||
for (var i = 0; i < sortedGainBank.length; i++) {
|
||||
totalGainBank += sortedGainBank[i];
|
||||
totalGainWrink += sortedGainWrink[i];
|
||||
totalGainChoEgg += sortedGainChoEgg[i];
|
||||
}
|
||||
CM.Cache.AvgCPS = (totalGainBank + (CM.Config.CalcWrink ? totalGainWrink : 0)) / sortedGainBank.length;
|
||||
|
||||
var choEgg = (Game.HasUnlocked('Chocolate egg') && !Game.Has('Chocolate egg'));
|
||||
|
||||
if (choEgg || CM.Config.CalcWrink == 0) {
|
||||
CM.Cache.AvgCPSChoEgg = (totalGainBank + totalGainWrink + (choEgg ? totalGainChoEgg : 0)) / sortedGainBank.length;
|
||||
}
|
||||
else {
|
||||
CM.Cache.AvgCPSChoEgg = CM.Cache.AvgCPS;
|
||||
}
|
||||
|
||||
var totalClicks = 0;
|
||||
var clicksLength = Math.min(CM.Cache.ClicksDiff.getLength(), CM.Disp.clickTimes[CM.Config.AvgClicksHist]);
|
||||
for (var i = CM.Cache.ClicksDiff.getLength() - clicksLength; i < CM.Cache.ClicksDiff.getLength(); i++) {
|
||||
totalClicks += CM.Cache.ClicksDiff.get(i);
|
||||
}
|
||||
CM.Cache.AvgClicks = totalClicks / clicksLength;
|
||||
}
|
||||
}
|
||||
|
||||
CM.Cache.CalcMissingUpgrades = function() {
|
||||
var currentMissingUpgrades = []
|
||||
for (var i in CM.Cache.MissingUpgrades) {
|
||||
if ((CM.Cache.MissingUpgrades[i].pool == "" || CM.Cache.MissingUpgrades[i].pool == "tech") && CM.Cache.MissingUpgrades[i].bought != 1) {
|
||||
currentMissingUpgrades.push(CM.Cache.MissingUpgrades[i])
|
||||
}
|
||||
}
|
||||
CM.Cache.MissingUpgrades = currentMissingUpgrades
|
||||
|
||||
var currentMissingCookies = []
|
||||
for (var i in CM.Cache.MissingCookies) {
|
||||
if (CM.Cache.MissingCookies[i].pool == "cookie" && CM.Cache.MissingCookies[i].bought != 1) {
|
||||
currentMissingCookies.push(CM.Cache.MissingCookies[i])
|
||||
}
|
||||
}
|
||||
CM.Cache.MissingCookies = currentMissingCookies
|
||||
}
|
||||
|
||||
CM.Cache.min = -1;
|
||||
CM.Cache.max = -1;
|
||||
CM.Cache.mid = -1;
|
||||
CM.Cache.WrinkBank = -1;
|
||||
CM.Cache.WrinkGodBank = -1;
|
||||
CM.Cache.GoldenCookiesMult = 1;
|
||||
CM.Cache.WrathCookiesMult = 1;
|
||||
CM.Cache.DragonsFortuneMultAdjustment = 1;
|
||||
CM.Cache.NoGoldSwitchCookiesPS = 0;
|
||||
CM.Cache.Lucky = 0;
|
||||
CM.Cache.LuckyReward = 0;
|
||||
CM.Cache.LuckyWrathReward = 0;
|
||||
CM.Cache.LuckyFrenzy = 0;
|
||||
CM.Cache.LuckyRewardFrenzy = 0;
|
||||
CM.Cache.LuckyWrathRewardFrenzy = 0;
|
||||
CM.Cache.Conjure = 0;
|
||||
CM.Cache.ConjureReward = 0;
|
||||
CM.Cache.SeaSpec = 0;
|
||||
CM.Cache.Chain = 0;
|
||||
CM.Cache.ChainWrath = 0;
|
||||
CM.Cache.ChainReward = 0;
|
||||
CM.Cache.ChainWrathReward = 0;
|
||||
CM.Cache.ChainFrenzy = 0;
|
||||
CM.Cache.ChainFrenzyWrath = 0;
|
||||
CM.Cache.ChainFrenzyReward = 0;
|
||||
CM.Cache.ChainFrenzyWrathReward = 0;
|
||||
CM.Cache.SellAllTotal = 0;
|
||||
CM.Cache.CentEgg = 0;
|
||||
CM.Cache.SellForChoEgg = 0;
|
||||
CM.Cache.Title = '';
|
||||
CM.Cache.HadBuildAura = false;
|
||||
CM.Cache.RealCookiesEarned = -1;
|
||||
CM.Cache.lastDate = -1;
|
||||
CM.Cache.lastCookies = -1;
|
||||
CM.Cache.lastWrinkCookies = -1;
|
||||
CM.Cache.lastChoEgg = -1;
|
||||
CM.Cache.lastClicks = -1;
|
||||
CM.Cache.CookiesDiff;
|
||||
CM.Cache.WrinkDiff;
|
||||
CM.Cache.ChoEggDiff;
|
||||
CM.Cache.ClicksDiff;
|
||||
CM.Cache.AvgCPS = -1;
|
||||
CM.Cache.AvgCPSChoEgg = -1;
|
||||
CM.Cache.AvgClicks = -1;
|
||||
CM.Cache.MissingUpgrades = Game.Upgrades;
|
||||
CM.Cache.MissingCookies = Game.Upgrades;
|
||||
CM.Cache.UpgradesOwned = -1;
|
||||
CM.Cache.MissingUpgradesString = null;
|
||||
CM.Cache.MissingCookiesString = null;
|
||||
|
||||
|
||||
176
src/Config.js
176
src/Config.js
@@ -40,7 +40,7 @@ CM.LoadConfig = function() {
|
||||
}
|
||||
}
|
||||
else { // Colors
|
||||
for (var j in CM.ConfigDefault.StatsPref) {
|
||||
for (var j in CM.ConfigDefault.Colors) {
|
||||
if (typeof CM.Config[i][j] === 'undefined' || typeof CM.Config[i][j] != 'string') {
|
||||
mod = true;
|
||||
CM.Config[i][j] = CM.ConfigDefault[i][j];
|
||||
@@ -51,7 +51,7 @@ CM.LoadConfig = function() {
|
||||
if (mod) CM.SaveConfig(CM.Config);
|
||||
CM.Loop(); // Do loop once
|
||||
for (var i in CM.ConfigDefault) {
|
||||
if (i != 'StatsPref' && typeof CM.ConfigData[i].func !== 'undefined') {
|
||||
if (i != 'StatsPref' && i != 'MenuPref' && typeof CM.ConfigData[i].func !== 'undefined') {
|
||||
CM.ConfigData[i].func();
|
||||
}
|
||||
}
|
||||
@@ -68,6 +68,18 @@ CM.RestoreDefault = function() {
|
||||
Game.UpdateMenu();
|
||||
}
|
||||
|
||||
CM.ToggleConfig = function(config) {
|
||||
CM.ToggleConfigUp(config);
|
||||
if (CM.ConfigData[config].toggle) {
|
||||
if (CM.Config[config] == 0) {
|
||||
l(CM.ConfigPrefix + config).className = 'option off';
|
||||
}
|
||||
else {
|
||||
l(CM.ConfigPrefix + config).className = 'option';
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
CM.ToggleConfigUp = function(config) {
|
||||
CM.Config[config]++;
|
||||
if (CM.Config[config] == CM.ConfigData[config].label.length) {
|
||||
@@ -102,30 +114,144 @@ CM.ToggleStatsConfig = function(config) {
|
||||
CM.SaveConfig(CM.Config);
|
||||
}
|
||||
|
||||
CM.ConfigData.BotBar = {label: ['Bottom Bar OFF', 'Bottom Bar ON'], desc: 'Building Information', func: function() {CM.Disp.ToggleBotBar();}};
|
||||
CM.ConfigData.TimerBar = {label: ['Timer Bar OFF', 'Timer Bar ON'], desc: 'Timers of Golden Cookie, Season Popup, Frenzy (Normal, Clot, Elder), Click Frenzy', func: function() {CM.Disp.ToggleTimerBar();}};
|
||||
CM.ConfigData.TimerBarPos = {label: ['Timer Bar Position (Top Left)', 'Timer Bar Position (Bottom)'], desc: 'Placement of the Timer Bar', func: function() {CM.Disp.ToggleTimerBarPos();}};
|
||||
CM.ConfigData.BuildColor = {label: ['Building Colors OFF', 'Building Colors ON'], desc: 'Color code buildings', func: function() {CM.Disp.UpdateBuildings();}};
|
||||
CM.ConfigData.UpBarColor = {label: ['Upgrade Bar/Colors OFF', 'Upgrade Bar/Colors ON'], desc: 'Color code upgrades and add a counter', func: function() {CM.Disp.ToggleUpBarColor();}};
|
||||
CM.ConfigData.Colors = {desc: {Blue: 'Color for better than best BCI building', Green: 'Color for best BCI building', Yellow: 'Color for between best and worst BCI buildings closer to best', Orange: 'Color for between best and worst BCI buildings closer to worst', Red: 'Color for worst BCI building', Purple: 'Color for worse than worst BCI building', Gray: 'Color for negative or infinity BCI'}, func: function() {CM.Disp.UpdateColors();}};
|
||||
CM.ConfigData.Flash = {label: ['Flash OFF', 'Flash ON'], desc: 'Flash screen on Golden Cookie/Season Popup'};
|
||||
CM.ConfigData.Sound = {label: ['Sounds OFF', 'Sounds ON'], desc: 'Play a sound on Golden Cookie/Season Popup'};
|
||||
CM.ConfigData.Volume = {label: [], desc: 'Volume of the sound'};
|
||||
CM.ToggleMenuConfig = function(config) {
|
||||
if (CM.Config.MenuPref[config] == 0) {
|
||||
CM.Config.MenuPref[config]++;
|
||||
}
|
||||
else {
|
||||
CM.Config.MenuPref[config]--;
|
||||
}
|
||||
CM.SaveConfig(CM.Config);
|
||||
}
|
||||
|
||||
// Checks if the browsers has permissions to produce notifications
|
||||
// Should be triggered when Config related to Notifications is toggled on
|
||||
CM.CheckNotificationPermissions = function(ToggleOnOff) {
|
||||
if (ToggleOnOff == 1) {
|
||||
// Check if browser support Promise version of Notification Permissions
|
||||
function checkNotificationPromise() {
|
||||
try {
|
||||
Notification.requestPermission().then();
|
||||
} catch(e) {
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
// Check if the browser supports notifications and which type
|
||||
if (!('Notification' in window)) {
|
||||
console.log("This browser does not support notifications.");
|
||||
}
|
||||
else {
|
||||
if(checkNotificationPromise()) {
|
||||
Notification.requestPermission().then();
|
||||
}
|
||||
else {
|
||||
Notification.requestPermission();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
CM.ConfigData.BotBar = {label: ['Bottom Bar OFF', 'Bottom Bar ON'], desc: 'Building Information', toggle: true, func: function() {CM.Disp.ToggleBotBar();}};
|
||||
CM.ConfigData.TimerBar = {label: ['Timer Bar OFF', 'Timer Bar ON'], desc: 'Timers of Golden Cookie, Season Popup, Frenzy (Normal, Clot, Elder), Click Frenzy', toggle: true, func: function() {CM.Disp.ToggleTimerBar();}};
|
||||
CM.ConfigData.TimerBarPos = {label: ['Timer Bar Position (Top Left)', 'Timer Bar Position (Bottom)'], desc: 'Placement of the Timer Bar', toggle: false, func: function() {CM.Disp.ToggleTimerBarPos();}};
|
||||
CM.ConfigData.BuildColor = {label: ['Building Colors OFF', 'Building Colors ON'], desc: 'Color code buildings', toggle: true, func: function() {CM.Disp.UpdateBuildings();}};
|
||||
CM.ConfigData.BulkBuildColor = {label: ['Bulk Building Colors (Single Building Color)', 'Bulk Building Colors (Calculated Bulk Color)'], desc: 'Color code bulk buildings based on single buildings color or calculated bulk value color', toggle: false, func: function() {CM.Disp.UpdateBuildings();}};
|
||||
CM.ConfigData.ColorPPBulkMode = {label: ['Color of PP (Compared to Single)', 'Color of PP (Compared to Bulk)'], desc: 'Color PP-values based on comparison with single purchase or with selected bulk-buy mode', toggle: false};
|
||||
CM.ConfigData.UpBarColor = {label: ['Upgrade Colors/Bar OFF', 'Upgrade Colors with Bar ON', 'Upgrade Colors without Bar ON'], desc: 'Color code upgrades and optionally add a counter bar', toggle: false, func: function() {CM.Disp.ToggleUpBarColor();}};
|
||||
CM.ConfigData.Colors = {
|
||||
desc: {
|
||||
Blue: 'Color Blue. Used to show better than best PP building, for Click Frenzy bar, and for various labels',
|
||||
Green: 'Color Green. Used to show best PP building, for Blood Frenzy bar, and for various labels',
|
||||
Yellow: 'Color Yellow. Used to show between best and worst PP buildings closer to best, for Frenzy bar, and for various labels',
|
||||
Orange: 'Color Orange. Used to show between best and worst PP buildings closer to worst, for Next Reindeer bar, and for various labels',
|
||||
Red: 'Color Red. Used to show worst PP building, for Clot bar, and for various labels',
|
||||
Purple: 'Color Purple. Used to show worse than worst PP building, for Next Cookie bar, and for various labels',
|
||||
Gray: 'Color Gray. Used to show negative or infinity PP, and for Next Cookie/Next Reindeer bar',
|
||||
Pink: 'Color Pink. Used for Dragonflight bar',
|
||||
Brown: 'Color Brown. Used for Dragon Harvest bar'
|
||||
},
|
||||
func: function() {CM.Disp.UpdateColors();}
|
||||
};
|
||||
CM.ConfigData.UpgradeBarFixedPos = {label: ['Upgrade Bar Fixed Position OFF', 'Upgrade Bar Fixed Position ON'], desc: 'Lock the upgrade bar at top of the screen to prevent it from moving ofscreen when scrolling', toggle: true, func: function() {CM.Disp.ToggleUpgradeBarFixedPos();}};
|
||||
CM.ConfigData.CalcWrink = {label: ['Calculate with Wrinklers OFF', 'Calculate with Wrinklers ON'], desc: 'Calculate times and average Cookies Per Second with Wrinklers', toggle: true};
|
||||
CM.ConfigData.CPSMode = {label: ['Current Cookies Per Second', 'Average Cookies Per Second'], desc: 'Calculate times using current Cookies Per Second or average Cookies Per Second', toggle: false};
|
||||
CM.ConfigData.AvgCPSHist = {label: ['Average CPS for past 10s', 'Average CPS for past 15s', 'Average CPS for past 30s', 'Average CPS for past 1m', 'Average CPS for past 5m', 'Average CPS for past 10m', 'Average CPS for past 15m', 'Average CPS for past 30m'], desc: 'How much time average Cookies Per Second should consider', toggle: false};
|
||||
CM.ConfigData.AvgClicksHist = {label: ['Average Cookie Clicks for past 1s', 'Average Cookie Clicks for past 5s', 'Average Cookie Clicks for past 10s', 'Average Cookie Clicks for past 15s', 'Average Cookie Clicks for past 30s'], desc: 'How much time average Cookie Clicks should consider', toggle: false};
|
||||
CM.ConfigData.ToolWarnBon = {label: ['Calculate Tooltip Warning With Bonus CPS OFF', 'Calculate Tooltip Warning With Bonus CPS ON'], desc: 'Calculate the warning with or without the bonus CPS you get from buying', toggle: true};
|
||||
CM.ConfigData.GCNotification = {label: ['Golden Cookie Notification OFF', 'Golden Cookie Notification ON'], desc: 'Create a notification when Golden Cookie spawns', toggle: true, func: function () {CM.CheckNotificationPermissions(CM.Config.GCNotification);}};
|
||||
CM.ConfigData.GCFlash = {label: ['Golden Cookie Flash OFF', 'Golden Cookie Flash ON'], desc: 'Flash screen on Golden Cookie', toggle: true};
|
||||
CM.ConfigData.GCSound = {label: ['Golden Cookie Sound OFF', 'Golden Cookie Sound ON'], desc: 'Play a sound on Golden Cookie', toggle: true};
|
||||
CM.ConfigData.GCVolume = {label: [], desc: 'Volume of the Golden Cookie sound'};
|
||||
for (var i = 0; i < 101; i++) {
|
||||
CM.ConfigData.Volume.label[i] = i + '%';
|
||||
CM.ConfigData.GCVolume.label[i] = i + '%';
|
||||
}
|
||||
CM.ConfigData.GCSoundURL = {label: 'Golden Cookie Sound URL:', desc: 'URL of the sound to be played when a Golden Cookie spawns'};
|
||||
CM.ConfigData.GCTimer = {label: ['Golden Cookie Timer OFF', 'Golden Cookie Timer ON'], desc: 'A timer on the Golden Cookie when it has been spawned', toggle: true, func: function() {CM.Disp.ToggleGCTimer();}};
|
||||
CM.ConfigData.Favicon = {label: ['Favicon OFF', 'Favicon ON'], desc: 'Update favicon with Golden/Wrath Cookie', toggle: true, func: function() {CM.Disp.UpdateFavicon();}};
|
||||
CM.ConfigData.FortuneNotification = {label: ['Fortune Cookie Notification OFF', 'Fortune Cookie Notification ON'], desc: 'Create a notification when Fortune Cookie is on the Ticker', toggle: true, func: function () {CM.CheckNotificationPermissions(CM.Config.FortuneNotification);}};
|
||||
CM.ConfigData.FortuneFlash = {label: ['Fortune Cookie Flash OFF', 'Fortune Cookie Flash ON'], desc: 'Flash screen on Fortune Cookie', toggle: true};
|
||||
CM.ConfigData.FortuneSound = {label: ['Fortune Cookie Sound OFF', 'Fortune Cookie Sound ON'], desc: 'Play a sound on Fortune Cookie', toggle: true};
|
||||
CM.ConfigData.FortuneVolume = {label: [], desc: 'Volume of the Fortune Cookie sound'};
|
||||
for (var i = 0; i < 101; i++) {
|
||||
CM.ConfigData.FortuneVolume.label[i] = i + '%';
|
||||
}
|
||||
CM.ConfigData.FortuneSoundURL = {label: 'Fortune Cookie Sound URL:', desc: 'URL of the sound to be played when the Ticker has a Fortune Cookie'};
|
||||
CM.ConfigData.SeaNotification = {label: ['Season Special Notification OFF', 'Season Special Notification ON'], desc: 'Create a notification on Season Popup', toggle: true, func: function () {CM.CheckNotificationPermissions(CM.Config.SeaNotification);}};
|
||||
CM.ConfigData.SeaFlash = {label: ['Season Special Flash OFF', 'Season Special Flash ON'], desc: 'Flash screen on Season Popup', toggle: true};
|
||||
CM.ConfigData.SeaSound = {label: ['Season Special Sound OFF', 'Season Special Sound ON'], desc: 'Play a sound on Season Popup', toggle: true};
|
||||
CM.ConfigData.SeaVolume = {label: [], desc: 'Volume of the Season Special sound'};
|
||||
for (var i = 0; i < 101; i++) {
|
||||
CM.ConfigData.SeaVolume.label[i] = i + '%';
|
||||
}
|
||||
CM.ConfigData.SeaSoundURL = {label: 'Season Special Sound URL:', desc: 'URL of the sound to be played when a Season Special spawns'};
|
||||
CM.ConfigData.GCTimer = {label: ['Golden Cookie Timer OFF', 'Golden Cookie Timer ON'], desc: 'A timer on the Golden Cookie when it has been spawned', func: function() {CM.Disp.ToggleGCTimer();}};
|
||||
CM.ConfigData.Title = {label: ['Title OFF', 'Title ON'], desc: 'Update title with Golden Cookie/Season Popup timers'};
|
||||
CM.ConfigData.Tooltip = {label: ['Tooltip Information OFF', 'Tooltip Information ON'], desc: 'Extra information in tooltip for buildings/upgrades'};
|
||||
CM.ConfigData.TooltipAmor = {label: ['Tooltip Amortization Information OFF', 'Tooltip Amortization Information ON'], desc: 'Add amortization information to buildings tooltip'};
|
||||
CM.ConfigData.ToolWarnCaut = {label: ['Tooltip Warning/Caution OFF', 'Tooltip Warning/Caution ON'], desc: 'A warning/caution when buying if it will put the bank under the amount needed for max "Lucky!"/"Lucky!" (Frenzy) rewards', func: function() {CM.Disp.ToggleToolWarnCaut();}};
|
||||
CM.ConfigData.ToolWarnCautPos = {label: ['Tooltip Warning/Caution Position (Left)', 'Tooltip Warning/Caution Position (Bottom)'], desc: 'Placement of the warning/caution boxes', func: function() {CM.Disp.ToggleToolWarnCautPos();}};
|
||||
CM.ConfigData.ToolWarnCautBon = {label: ['Calculate Tooltip Warning/Caution With Bonus CPS OFF', 'Calculate Tooltip Warning/Caution With Bonus CPS ON'], desc: 'Calculate the warning/caution with or without the bonus CPS you get from buying'};
|
||||
CM.ConfigData.ToolWrink = {label: ['Wrinkler Tooltip OFF', 'Wrinkler Tooltip ON'], desc: 'Shows the amount of cookies a wrinkler will give when popping it'};
|
||||
CM.ConfigData.Stats = {label: ['Statistics OFF', 'Statistics ON'], desc: 'Extra Cookie Monster statistics!'};
|
||||
CM.ConfigData.UpStats = {label: ['Statistics Update Rate (Default)', 'Statistics Update Rate (1s)'], desc: 'Default Game rate is once every 3 seconds'};
|
||||
CM.ConfigData.SayTime = {label: ['Format Time OFF', 'Format Time ON'], desc: 'Change how time is displayed in statistics', func: function() {CM.Disp.ToggleSayTime();}};
|
||||
CM.ConfigData.Scale = {label: ['Game\'s Setting Scale', 'Metric', 'Short Scale', 'Scientific Notation'], desc: 'Change how long numbers are handled', func: function() {CM.Disp.RefreshScale();}};
|
||||
|
||||
CM.ConfigData.GardFlash = {label: ['Garden Tick Flash OFF', 'Garden Tick Flash ON'], desc: 'Flash screen on Garden Tick', toggle: true};
|
||||
CM.ConfigData.GardSound = {label: ['Garden Tick Sound OFF', 'Garden Tick Sound ON'], desc: 'Play a sound on Garden Tick', toggle: true};
|
||||
CM.ConfigData.GardVolume = {label: [], desc: 'Volume of the Garden Tick sound'};
|
||||
for (var i = 0; i < 101; i++) {
|
||||
CM.ConfigData.GardVolume.label[i] = i + '%';
|
||||
}
|
||||
CM.ConfigData.GardSoundURL = {label: 'Garden Tick Sound URL:', desc: 'URL of the sound to be played when the garden ticks'};
|
||||
CM.ConfigData.MagicNotification = {label: ['Magic Max Notification OFF', 'Magic Max Notification ON'], desc: 'Create a notification when magic reaches maximum', toggle: true, func: function () {CM.CheckNotificationPermissions(CM.Config.MagicNotification);}};
|
||||
CM.ConfigData.MagicFlash = {label: ['Magic Max Flash OFF', 'Magic Max Flash ON'], desc: 'Flash screen when magic reaches maximum', toggle: true};
|
||||
CM.ConfigData.MagicSound = {label: ['Magic Max Sound OFF', 'Magic Max Sound ON'], desc: 'Play a sound when magic reaches maximum', toggle: true};
|
||||
CM.ConfigData.MagicVolume = {label: [], desc: 'Volume of the Max Magic sound'};
|
||||
for (var i = 0; i < 101; i++) {
|
||||
CM.ConfigData.MagicVolume.label[i] = i + '%';
|
||||
}
|
||||
CM.ConfigData.MagicSoundURL = {label: 'Magic Max Sound URL:', desc: 'URL of the sound to be played when magic reaches maxium'};
|
||||
CM.ConfigData.WrinklerNotification = {label: ['Wrinkler Notification OFF', 'Wrinkler Notification ON'], desc: 'Create a notification when a Wrinkler appears', toggle: true, func: function () {CM.CheckNotificationPermissions(CM.Config.WrinklerNotification);}};
|
||||
CM.ConfigData.WrinklerFlash = {label: ['Wrinkler Flash OFF', 'Wrinkler Flash ON'], desc: 'Flash screen when a Wrinkler appears', toggle: true};
|
||||
CM.ConfigData.WrinklerSound = {label: ['Wrinkler Sound OFF', 'Wrinkler Sound ON'], desc: 'Play a sound when a Wrinkler appears', toggle: true};
|
||||
CM.ConfigData.WrinklerVolume = {label: [], desc: 'Volume of the Wrinkler sound'};
|
||||
for (var i = 0; i < 101; i++) {
|
||||
CM.ConfigData.WrinklerVolume.label[i] = i + '%';
|
||||
}
|
||||
CM.ConfigData.WrinklerSoundURL = {label: 'Wrinkler Sound URL:', desc: 'URL of the sound to be played when a Wrinkler appears'};
|
||||
CM.ConfigData.WrinklerMaxNotification = {label: ['Wrinkler Max Notification OFF', 'Wrinkler Max Notification ON'], desc: 'Create a notification when the maximum amount of Wrinklers has appeared', toggle: true, func: function () {CM.CheckNotificationPermissions(CM.Config.WrinklerMaxNotification);}};
|
||||
CM.ConfigData.WrinklerMaxFlash = {label: ['Wrinkler Max Flash OFF', 'Wrinkler Max Flash ON'], desc: 'Flash screen when the maximum amount of Wrinklers has appeared', toggle: true};
|
||||
CM.ConfigData.WrinklerMaxSound = {label: ['Wrinkler Max Sound OFF', 'Wrinkler Max Sound ON'], desc: 'Play a sound when the maximum amount of Wrinklers has appeared', toggle: true};
|
||||
CM.ConfigData.WrinklerMaxVolume = {label: [], desc: 'Volume of the Wrinkler Max sound'};
|
||||
for (var i = 0; i < 101; i++) {
|
||||
CM.ConfigData.WrinklerMaxVolume.label[i] = i + '%';
|
||||
}
|
||||
CM.ConfigData.WrinklerMaxSoundURL = {label: 'Wrinkler Max Sound URL:', desc: 'URL of the sound to be played when the maximum amount of Wrinklers has appeared'};
|
||||
CM.ConfigData.Title = {label: ['Title OFF', 'Title ON', 'Title Pinned Tab Highlight'], desc: 'Update title with Golden Cookie/Season Popup timers; pinned tab highlight only changes the title when a Golden Cookie/Season Popup spawns', toggle: true};
|
||||
CM.ConfigData.TooltipBuildUp = {label: ['Buildings/Upgrades Tooltip Information OFF', 'Buildings/Upgrades Tooltip Information ON'], desc: 'Extra information in tooltip for buildings/upgrades', toggle: true};
|
||||
CM.ConfigData.TooltipAmor = {label: ['Buildings Tooltip Amortization Information OFF', 'Buildings Tooltip Amortization Information ON'], desc: 'Add amortization information to buildings tooltip', toggle: true};
|
||||
CM.ConfigData.ToolWarnLucky = {label: ['Tooltip Lucky Warning OFF', 'Tooltip Lucky Warning ON'], desc: 'A warning when buying if it will put the bank under the amount needed for max "Lucky!"/"Lucky!" (Frenzy) rewards', toggle: true};
|
||||
CM.ConfigData.ToolWarnConjure = {label: ['Tooltip Conjure Warning OFF', 'Tooltip Conjure Warning ON'], desc: 'A warning when buying if it will put the bank under the amount needed for max "Conjure Baked Goods" rewards', toggle: true};
|
||||
CM.ConfigData.ToolWarnPos = {label: ['Tooltip Warning Position (Left)', 'Tooltip Warning Position (Bottom)'], desc: 'Placement of the warning boxes', toggle: false, func: function() {CM.Disp.ToggleToolWarnPos();}};
|
||||
CM.ConfigData.TooltipGrim = {label: ['Grimoire Tooltip Information OFF', 'Grimoire Tooltip Information ON'], desc: 'Extra information in tooltip for grimoire', toggle: true};
|
||||
CM.ConfigData.ToolWrink = {label: ['Wrinkler Tooltip OFF', 'Wrinkler Tooltip ON'], desc: 'Shows the amount of cookies a wrinkler will give when popping it', toggle: true};
|
||||
CM.ConfigData.TooltipLump = {label: ['Sugar Lump Tooltip OFF', 'Sugar Lump Tooltip ON'], desc: 'Shows the current Sugar Lump type in Sugar lump tooltip.', toggle: true};
|
||||
CM.ConfigData.Stats = {label: ['Statistics OFF', 'Statistics ON'], desc: 'Extra Cookie Monster statistics!', toggle: true};
|
||||
CM.ConfigData.MissingUpgrades = {label: ['Missing Upgrades OFF', 'Missing Upgrades ON'], desc: 'Shows Missing upgrades in Stats Menu. This feature can be laggy for users with a low amount of unlocked achievements.', toggle: true};
|
||||
CM.ConfigData.UpStats = {label: ['Statistics Update Rate (Default)', 'Statistics Update Rate (1s)'], desc: 'Default Game rate is once every 5 seconds', toggle: false};
|
||||
CM.ConfigData.TimeFormat = {label: ['Time XXd, XXh, XXm, XXs', 'Time XX:XX:XX:XX:XX'], desc: 'Change the time format', toggle: false};
|
||||
CM.ConfigData.SayTime = {label: ['Format Time OFF', 'Format Time ON'], desc: 'Change how time is displayed in statistics', toggle: true, func: function() {CM.Disp.ToggleSayTime();}};
|
||||
CM.ConfigData.GrimoireBar = {label: ['Grimoire Magic Meter Timer OFF', 'Grimoire Magic Meter Timer ON'], desc: 'A timer on how long before the Grimoire magic meter is full', toggle: true};
|
||||
CM.ConfigData.Scale = {label: ['Game\'s Setting Scale', 'Metric', 'Short Scale', 'Scientific Notation', 'Engineering Notation'], desc: 'Change how long numbers are handled', toggle: false, func: function() {CM.Disp.RefreshScale();}};
|
||||
CM.ConfigData.SortBuildings = {label: ['Sort Buildings: Default', 'Sort Buildings: PP'], desc: 'Sort the display of buildings in either default order or by PP', toggle: false, func: function () { CM.Disp.UpdateBuildings();}};
|
||||
CM.ConfigData.SortUpgrades = {label: ['Sort Upgrades: Default', 'Sort Upgrades: PP'], desc: 'Sort the display of upgrades in either default order or by PP', toggle: false, func: function () { CM.Disp.UpdateUpgrades();}};
|
||||
|
||||
27
src/Data.js
27
src/Data.js
@@ -2,7 +2,32 @@
|
||||
* Data *
|
||||
********/
|
||||
|
||||
CM.Data.Fortunes = [
|
||||
'Fortune #001',
|
||||
'Fortune #002',
|
||||
'Fortune #003',
|
||||
'Fortune #004',
|
||||
'Fortune #005',
|
||||
'Fortune #006',
|
||||
'Fortune #007',
|
||||
'Fortune #008',
|
||||
'Fortune #009',
|
||||
'Fortune #010',
|
||||
'Fortune #011',
|
||||
'Fortune #012',
|
||||
'Fortune #013',
|
||||
'Fortune #014',
|
||||
'Fortune #015',
|
||||
'Fortune #016',
|
||||
'Fortune #017',
|
||||
'Fortune #018',
|
||||
'Fortune #100',
|
||||
'Fortune #101',
|
||||
'Fortune #102',
|
||||
'Fortune #103',
|
||||
'Fortune #104'
|
||||
];
|
||||
CM.Data.HalloCookies = ['Skull cookies', 'Ghost cookies', 'Bat cookies', 'Slime cookies', 'Pumpkin cookies', 'Eyeball cookies', 'Spider cookies'];
|
||||
CM.Data.ChristCookies = ['Christmas tree biscuits', 'Snowflake biscuits', 'Snowman biscuits', 'Holly biscuits', 'Candy cane biscuits', 'Bell biscuits', 'Present biscuits'];
|
||||
CM.Data.ValCookies = ['Pure heart biscuits', 'Ardent heart biscuits', 'Sour heart biscuits', 'Weeping heart biscuits', 'Golden heart biscuits', 'Eternal heart biscuits'];
|
||||
CM.Data.ValCookies = ['Pure heart biscuits', 'Ardent heart biscuits', 'Sour heart biscuits', 'Weeping heart biscuits', 'Golden heart biscuits', 'Eternal heart biscuits', 'Prism heart biscuits'];
|
||||
|
||||
|
||||
2276
src/Disp.js
2276
src/Disp.js
File diff suppressed because it is too large
Load Diff
@@ -2,4 +2,8 @@
|
||||
* Footer *
|
||||
**********/
|
||||
|
||||
CM.Init();
|
||||
if (!CM.isRunning) {
|
||||
CM.Init();
|
||||
CM.isRunning = 1
|
||||
}
|
||||
|
||||
|
||||
@@ -1,20 +1,25 @@
|
||||
/**********
|
||||
* Header *
|
||||
**********/
|
||||
RunCookieMonsterHeader = function() {
|
||||
CM = {};
|
||||
|
||||
CM = {};
|
||||
CM.Backup = {};
|
||||
|
||||
CM.Backup = {};
|
||||
CM.Cache = {};
|
||||
|
||||
CM.Cache = {};
|
||||
CM.Config = {};
|
||||
|
||||
CM.Config = {};
|
||||
CM.ConfigData = {};
|
||||
|
||||
CM.ConfigData = {};
|
||||
CM.Data = {};
|
||||
|
||||
CM.Data = {};
|
||||
CM.Disp = {};
|
||||
|
||||
CM.Disp = {};
|
||||
CM.Sim = {};
|
||||
}
|
||||
|
||||
CM.Sim = {};
|
||||
if (typeof CM == "undefined") {
|
||||
RunCookieMonsterHeader();
|
||||
}
|
||||
|
||||
|
||||
281
src/Main.js
281
src/Main.js
@@ -7,18 +7,10 @@ CM.ReplaceNative = function() {
|
||||
Beautify = CM.Disp.Beautify;
|
||||
|
||||
CM.Backup.CalculateGains = Game.CalculateGains;
|
||||
eval('CM.Backup.CalculateGainsMod = ' + Game.CalculateGains.toString().split('ages\');').join('ages\');CM.Sim.DateAges = Date.now();').split('if (Game.Has(\'Century').join('CM.Sim.DateCentury = Date.now();if (Game.Has(\'Century'));
|
||||
Game.CalculateGains = function() {
|
||||
CM.Backup.CalculateGains();
|
||||
CM.Backup.CalculateGainsMod();
|
||||
CM.Sim.DoSims = 1;
|
||||
CM.Sim.Date = new Date().getTime();
|
||||
}
|
||||
|
||||
CM.Backup.seasonPopup = {};
|
||||
CM.Backup.seasonPopup.spawn = Game.seasonPopup.spawn;
|
||||
eval('CM.Backup.seasonPopup.spawnMod = ' + Game.seasonPopup.spawn.toString().split('this').join('Game.seasonPopup'));
|
||||
Game.seasonPopup.spawn = function() {
|
||||
CM.Backup.seasonPopup.spawnMod();
|
||||
CM.Disp.EmphSeasonPopup();
|
||||
}
|
||||
|
||||
CM.Backup.tooltip = {};
|
||||
@@ -26,21 +18,44 @@ CM.ReplaceNative = function() {
|
||||
eval('CM.Backup.tooltip.drawMod = ' + Game.tooltip.draw.toString().split('this').join('Game.tooltip'));
|
||||
Game.tooltip.draw = function(from, text, origin) {
|
||||
CM.Backup.tooltip.drawMod(from, text, origin);
|
||||
CM.Disp.DrawTooltipWarnCaut();
|
||||
CM.Disp.DrawTooltipWarn();
|
||||
}
|
||||
|
||||
CM.Backup.tooltip.update = Game.tooltip.update;
|
||||
eval('CM.Backup.tooltip.updateMod = ' + Game.tooltip.update.toString().split('this').join('Game.tooltip'));
|
||||
eval('CM.Backup.tooltip.updateMod = ' + Game.tooltip.update.toString().split('this.').join('Game.tooltip.'));
|
||||
Game.tooltip.update = function() {
|
||||
CM.Backup.tooltip.updateMod();
|
||||
CM.Disp.UpdateTooltipWarnCaut();
|
||||
CM.Disp.UpdateTooltipWarn();
|
||||
CM.Disp.UpdateTooltipLocation();
|
||||
}
|
||||
|
||||
CM.Backup.UpdateWrinklers = Game.UpdateWrinklers;
|
||||
Game.UpdateWrinklers = function() {
|
||||
CM.Disp.FixMouseY(CM.Backup.UpdateWrinklers);
|
||||
}
|
||||
|
||||
CM.Backup.UpdateSpecial = Game.UpdateSpecial;
|
||||
Game.UpdateSpecial = function() {
|
||||
CM.Disp.FixMouseY(CM.Backup.UpdateSpecial);
|
||||
}
|
||||
|
||||
// Assumes newer browsers
|
||||
l('bigCookie').removeEventListener('click', Game.ClickCookie, false);
|
||||
l('bigCookie').addEventListener('click', function() { CM.Disp.FixMouseY(Game.ClickCookie); }, false);
|
||||
|
||||
// Probably better to load per minigame
|
||||
CM.Backup.scriptLoaded = Game.scriptLoaded;
|
||||
Game.scriptLoaded = function(who, script) {
|
||||
CM.Backup.scriptLoaded(who, script);
|
||||
CM.Disp.AddTooltipGrimoire()
|
||||
CM.ReplaceNativeGrimoire();
|
||||
}
|
||||
|
||||
CM.Backup.RebuildUpgrades = Game.RebuildUpgrades;
|
||||
Game.RebuildUpgrades = function() {
|
||||
CM.Backup.RebuildUpgrades();
|
||||
CM.Disp.AddTooltipUpgrade();
|
||||
Game.CalculateGains();
|
||||
}
|
||||
|
||||
CM.Backup.UpdateMenu = Game.UpdateMenu;
|
||||
@@ -62,43 +77,133 @@ CM.ReplaceNative = function() {
|
||||
CM.Backup.Loop();
|
||||
CM.Loop();
|
||||
}
|
||||
|
||||
CM.Backup.Logic = Game.Logic;
|
||||
eval('CM.Backup.LogicMod = ' + Game.Logic.toString().split('document.title').join('CM.Cache.Title'));
|
||||
Game.Logic = function() {
|
||||
CM.Backup.LogicMod();
|
||||
|
||||
// Update Title
|
||||
CM.Disp.UpdateTitle();
|
||||
}
|
||||
}
|
||||
|
||||
CM.ReplaceNativeGrimoire = function() {
|
||||
CM.ReplaceNativeGrimoireLaunch();
|
||||
CM.ReplaceNativeGrimoireDraw();
|
||||
}
|
||||
|
||||
CM.ReplaceNativeGrimoireLaunch = function() {
|
||||
if (!CM.HasReplaceNativeGrimoireLaunch && Game.Objects['Wizard tower'].minigameLoaded) {
|
||||
var minigame = Game.Objects['Wizard tower'].minigame;
|
||||
CM.Backup.GrimoireLaunch = minigame.launch;
|
||||
eval('CM.Backup.GrimoireLaunchMod = ' + minigame.launch.toString().split('=this').join('= Game.Objects[\'Wizard tower\'].minigame'));
|
||||
Game.Objects['Wizard tower'].minigame.launch = function() {
|
||||
CM.Backup.GrimoireLaunchMod();
|
||||
CM.Disp.AddTooltipGrimoire();
|
||||
CM.HasReplaceNativeGrimoireDraw = false;
|
||||
CM.ReplaceNativeGrimoireDraw();
|
||||
}
|
||||
CM.HasReplaceNativeGrimoireLaunch = true;
|
||||
}
|
||||
}
|
||||
|
||||
CM.ReplaceNativeGrimoireDraw = function() {
|
||||
if (!CM.HasReplaceNativeGrimoireDraw && Game.Objects['Wizard tower'].minigameLoaded) {
|
||||
var minigame = Game.Objects['Wizard tower'].minigame;
|
||||
CM.Backup.GrimoireDraw = minigame.draw;
|
||||
Game.Objects['Wizard tower'].minigame.draw = function() {
|
||||
CM.Backup.GrimoireDraw();
|
||||
if (CM.Config.GrimoireBar == 1 && minigame.magic < minigame.magicM) {
|
||||
minigame.magicBarTextL.innerHTML += ' (' + CM.Disp.FormatTime(CM.Disp.CalculateGrimoireRefillTime(minigame.magic, minigame.magicM, minigame.magicM)) + ')';
|
||||
}
|
||||
}
|
||||
CM.HasReplaceNativeGrimoireDraw = true;
|
||||
}
|
||||
}
|
||||
|
||||
CM.Loop = function() {
|
||||
if (CM.Sim.DoSims) {
|
||||
CM.Cache.RemakeIncome();
|
||||
CM.Cache.RemakeBCI();
|
||||
CM.Cache.RemakeLucky();
|
||||
CM.Cache.RemakeChain();
|
||||
CM.Cache.RemakeSeaSpec();
|
||||
CM.Cache.RemakeSellAllTotal();
|
||||
if (CM.Disp.lastAscendState != Game.OnAscend) {
|
||||
CM.Disp.lastAscendState = Game.OnAscend;
|
||||
CM.Disp.UpdateAscendState();
|
||||
}
|
||||
if (!Game.OnAscend && Game.AscendTimer == 0) {
|
||||
if (CM.Sim.DoSims) {
|
||||
CM.Cache.RemakeIncome();
|
||||
|
||||
CM.Sim.NoGoldSwitchCookiesPS(); // Needed first
|
||||
CM.Cache.RemakeGoldenAndWrathCookiesMults();
|
||||
CM.Cache.RemakeLucky();
|
||||
CM.Cache.RemakeChain();
|
||||
|
||||
CM.Cache.RemakeSeaSpec();
|
||||
CM.Cache.RemakeSellForChoEgg();
|
||||
|
||||
CM.Sim.DoSims = 0;
|
||||
}
|
||||
|
||||
// Check for aura change to recalculate buildings prices
|
||||
var hasBuildAura = Game.auraMult('Fierce Hoarder') > 0;
|
||||
if (!CM.Cache.HadBuildAura && hasBuildAura) {
|
||||
CM.Cache.HadBuildAura = true;
|
||||
CM.Cache.DoRemakeBuildPrices = 1;
|
||||
}
|
||||
else if (CM.Cache.HadBuildAura && !hasBuildAura) {
|
||||
CM.Cache.HadBuildAura = false;
|
||||
CM.Cache.DoRemakeBuildPrices = 1;
|
||||
}
|
||||
|
||||
if (CM.Cache.DoRemakeBuildPrices) {
|
||||
CM.Cache.RemakeBuildingsPrices();
|
||||
CM.Cache.DoRemakeBuildPrices = 0;
|
||||
}
|
||||
|
||||
// Update Wrinkler Bank
|
||||
CM.Cache.RemakeWrinkBank();
|
||||
|
||||
// Calculate PP
|
||||
CM.Cache.RemakePP();
|
||||
|
||||
// Update colors
|
||||
CM.Disp.UpdateBotBarOther();
|
||||
CM.Disp.UpdateBuildings();
|
||||
CM.Disp.UpdateUpgrades();
|
||||
|
||||
CM.Sim.DoSims = 0;
|
||||
// Redraw timers
|
||||
CM.Disp.UpdateBotBarTime();
|
||||
CM.Disp.UpdateTimerBar();
|
||||
|
||||
// Update Tooltip
|
||||
CM.Disp.UpdateTooltip();
|
||||
|
||||
// Update Wrinkler Tooltip
|
||||
CM.Disp.CheckWrinklerTooltip();
|
||||
CM.Disp.UpdateWrinklerTooltip();
|
||||
|
||||
// Change menu refresh interval
|
||||
CM.Disp.RefreshMenu();
|
||||
}
|
||||
|
||||
// Redraw timers
|
||||
CM.Disp.UpdateBotBarTime();
|
||||
CM.Disp.UpdateTimerBar();
|
||||
|
||||
// Update Tooltip
|
||||
CM.Disp.UpdateTooltip();
|
||||
|
||||
// Update Wrinkler Tooltip
|
||||
CM.Disp.CheckWrinklerTooltip();
|
||||
CM.Disp.UpdateWrinklerTooltip();
|
||||
|
||||
// Check Golden Cookies
|
||||
CM.Disp.CheckGoldenCookie();
|
||||
|
||||
// Update Title
|
||||
CM.Disp.UpdateTitle();
|
||||
// Check Fortune Cookies
|
||||
CM.Disp.CheckTickerFortune();
|
||||
|
||||
// Change menu refresh interval
|
||||
CM.Disp.RefreshMenu();
|
||||
// Check Season Popup
|
||||
CM.Disp.CheckSeasonPopup();
|
||||
|
||||
// Check Garden Tick
|
||||
CM.Disp.CheckGardenTick();
|
||||
|
||||
// Check Grimoire Meter
|
||||
CM.Disp.CheckMagicMeter();
|
||||
|
||||
// Check Wrinklers
|
||||
CM.Disp.CheckWrinklerCount();
|
||||
|
||||
// Update Average CPS (might need to move)
|
||||
CM.Cache.UpdateAvgCPS()
|
||||
}
|
||||
|
||||
CM.Init = function() {
|
||||
@@ -107,10 +212,11 @@ CM.Init = function() {
|
||||
proceed = confirm('Cookie Monster version ' + CM.VersionMajor + '.' + CM.VersionMinor + ' is meant for Game version ' + CM.VersionMajor + '. Loading a different version may cause errors. Do you still want to load Cookie Monster?');
|
||||
}
|
||||
if (proceed) {
|
||||
CM.Cache.AddQueue();
|
||||
CM.Disp.AddJscolor();
|
||||
|
||||
var delay = setInterval(function() {
|
||||
if (typeof jscolor !== 'undefined') {
|
||||
if (typeof Queue !== 'undefined' && typeof jscolor !== 'undefined') {
|
||||
CM.DelayInit();
|
||||
clearInterval(delay);
|
||||
}
|
||||
@@ -119,31 +225,114 @@ CM.Init = function() {
|
||||
}
|
||||
|
||||
CM.DelayInit = function() {
|
||||
CM.Sim.InitData();
|
||||
CM.Disp.CreateCssArea();
|
||||
CM.Disp.CreateBotBar();
|
||||
CM.Disp.CreateTimerBar();
|
||||
CM.Disp.CreateUpgradeBar();
|
||||
CM.Disp.CreateWhiteScreen();
|
||||
CM.Disp.CreateGCTimer();
|
||||
CM.Disp.CreateResetTooltip();
|
||||
CM.Disp.CreateChoEggTooltip();
|
||||
CM.Disp.CreateTooltipWarnCaut();
|
||||
CM.Disp.CreateFavicon();
|
||||
for (var i in CM.Disp.TooltipText) {
|
||||
CM.Disp.CreateTooltip(CM.Disp.TooltipText[i][0], CM.Disp.TooltipText[i][1], CM.Disp.TooltipText[i][2]);
|
||||
}
|
||||
CM.Disp.CreateTooltipWarn();
|
||||
CM.Disp.AddTooltipBuild();
|
||||
CM.Disp.AddTooltipBuildExtra();
|
||||
CM.Disp.AddTooltipGrimoire();
|
||||
CM.Disp.AddTooltipLump();
|
||||
CM.Disp.AddWrinklerAreaDetect();
|
||||
CM.Cache.InitCookiesDiff();
|
||||
CM.ReplaceNative();
|
||||
CM.ReplaceNativeGrimoire();
|
||||
Game.CalculateGains();
|
||||
CM.LoadConfig(); // Must be after all things are created!
|
||||
CM.Disp.lastAscendState = Game.OnAscend;
|
||||
CM.Disp.lastBuyMode = Game.buyMode;
|
||||
CM.Disp.lastBuyBulk = Game.buyBulk;
|
||||
|
||||
if (Game.prefs.popups) Game.Popup('Cookie Monster version ' + CM.VersionMajor + '.' + CM.VersionMinor + ' loaded!');
|
||||
else Game.Notify('Cookie Monster version ' + CM.VersionMajor + '.' + CM.VersionMinor + ' loaded!','','',1);
|
||||
else Game.Notify('Cookie Monster version ' + CM.VersionMajor + '.' + CM.VersionMinor + ' loaded!', '', '', 1, 1);
|
||||
|
||||
|
||||
Game.Win('Third-party');
|
||||
}
|
||||
|
||||
CM.ConfigDefault = {BotBar: 1, TimerBar: 1, TimerBarPos: 0, BuildColor: 1, UpBarColor: 1, Flash: 1, Sound: 1, Volume: 100, GCSoundURL: 'http://freesound.org/data/previews/66/66717_931655-lq.mp3', SeaSoundURL: 'http://www.freesound.org/data/previews/121/121099_2193266-lq.mp3', GCTimer: 1, Title: 1, Tooltip: 1, TooltipAmor: 0, ToolWarnCaut: 1, ToolWarnCautPos: 1, ToolWarnCautBon: 0, ToolWrink: 1, Stats: 1, UpStats: 1, SayTime: 1, Scale: 2, StatsPref: {Lucky: 1, Chain: 1, HC: 1, Wrink: 1, Sea: 1}, Colors : {Blue: '#4bb8f0', Green: '#00ff00', Yellow: '#ffff00', Orange: '#ff7f00', Red: '#ff0000', Purple: '#ff00ff', Gray: '#b3b3b3'}};
|
||||
CM.HasReplaceNativeGrimoireLaunch = false;
|
||||
CM.HasReplaceNativeGrimoireDraw = false;
|
||||
|
||||
CM.ConfigDefault = {
|
||||
BotBar: 1,
|
||||
TimerBar: 1,
|
||||
TimerBarPos: 0,
|
||||
BuildColor: 1,
|
||||
BulkBuildColor: 0,
|
||||
ColorPPBulkMode: 0,
|
||||
UpBarColor: 1,
|
||||
UpgradeBarFixedPos: 1,
|
||||
CalcWrink: 0,
|
||||
CPSMode: 1,
|
||||
AvgCPSHist: 3,
|
||||
AvgClicksHist: 0,
|
||||
ToolWarnBon: 0,
|
||||
GCNotification: 0,
|
||||
GCFlash: 1,
|
||||
GCSound: 1,
|
||||
GCVolume: 100,
|
||||
GCSoundURL: 'https://freesound.org/data/previews/66/66717_931655-lq.mp3',
|
||||
GCTimer: 1,
|
||||
Favicon: 1,
|
||||
FortuneNotification: 0,
|
||||
FortuneFlash: 1,
|
||||
FortuneSound: 1,
|
||||
FortuneVolume: 100,
|
||||
FortuneSoundURL: 'https://freesound.org/data/previews/174/174027_3242494-lq.mp3',
|
||||
SeaNotification: 0,
|
||||
SeaFlash: 1,
|
||||
SeaSound: 1,
|
||||
SeaVolume: 100,
|
||||
SeaSoundURL: 'https://www.freesound.org/data/previews/121/121099_2193266-lq.mp3',
|
||||
GardFlash: 1,
|
||||
GardSound: 1,
|
||||
GardVolume: 100,
|
||||
GardSoundURL: 'https://freesound.org/data/previews/103/103046_861714-lq.mp3',
|
||||
MagicNotification: 0,
|
||||
MagicFlash: 1,
|
||||
MagicSound: 1,
|
||||
MagicVolume: 100,
|
||||
MagicSoundURL: 'https://freesound.org/data/previews/221/221683_1015240-lq.mp3',
|
||||
WrinklerNotification: 0,
|
||||
WrinklerFlash: 1,
|
||||
WrinklerSound: 1,
|
||||
WrinklerVolume: 100,
|
||||
WrinklerSoundURL: 'https://freesound.org/data/previews/124/124186_8043-lq.mp3',
|
||||
WrinklerMaxNotification: 0,
|
||||
WrinklerMaxFlash: 1,
|
||||
WrinklerMaxSound: 1,
|
||||
WrinklerMaxVolume: 100,
|
||||
WrinklerMaxSoundURL: 'https://freesound.org/data/previews/152/152743_15663-lq.mp3',
|
||||
Title: 1,
|
||||
TooltipBuildUp: 1,
|
||||
TooltipAmor: 0,
|
||||
ToolWarnLucky: 1,
|
||||
ToolWarnConjure: 1,
|
||||
ToolWarnPos: 1,
|
||||
TooltipGrim:1,
|
||||
ToolWrink: 1,
|
||||
TooltipLump: 1,
|
||||
Stats: 1,
|
||||
MissingUpgrades: 0,
|
||||
UpStats: 1,
|
||||
TimeFormat: 0,
|
||||
SayTime: 1,
|
||||
GrimoireBar: 1,
|
||||
Scale: 2,
|
||||
MenuPref: {BarsColors: 1, Calculation: 1, Notification: 1, Tooltip: 1, Statistics: 1, Other: 1},
|
||||
StatsPref: {Lucky: 1, Conjure: 1, Chain: 1, Prestige: 1, Wrink: 1, Sea: 1, Misc: 1},
|
||||
Colors : {Blue: '#4bb8f0', Green: '#00ff00', Yellow: '#ffff00', Orange: '#ff7f00', Red: '#ff0000', Purple: '#ff00ff', Gray: '#b3b3b3', Pink: '#ff1493', Brown: '#8b4513'},
|
||||
SortBuildings: 0,
|
||||
SortUpgrades: 0
|
||||
};
|
||||
CM.ConfigPrefix = 'CMConfig';
|
||||
|
||||
CM.VersionMajor = '1.0466';
|
||||
CM.VersionMinor = '1';
|
||||
CM.VersionMajor = '2.031';
|
||||
CM.VersionMinor = '2';
|
||||
|
||||
|
||||
785
src/Sim.js
785
src/Sim.js
@@ -2,220 +2,510 @@
|
||||
* Sim *
|
||||
*******/
|
||||
|
||||
CM.Sim.BuildingGetPrice = function(basePrice, start, increase) {
|
||||
var totalPrice = 0;
|
||||
var count = 0;
|
||||
while(count < increase) {
|
||||
var price = basePrice * Math.pow(Game.priceIncrease, start + count);
|
||||
if (Game.Has('Season savings')) price *= 0.99;
|
||||
if (Game.Has('Santa\'s dominion')) price *= 0.99;
|
||||
if (Game.Has('Faberge egg')) price *= 0.99;
|
||||
totalPrice += Math.ceil(price);
|
||||
count++;
|
||||
CM.Sim.BuildingGetPrice = function(build, basePrice, start, free, increase) {
|
||||
/*var price=0;
|
||||
for (var i = Math.max(0 , start); i < Math.max(0, start + increase); i++) {
|
||||
price += basePrice * Math.pow(Game.priceIncrease, Math.max(0, i - free));
|
||||
}
|
||||
return totalPrice;
|
||||
if (Game.Has('Season savings')) price *= 0.99;
|
||||
if (Game.Has('Santa\'s dominion')) price *= 0.99;
|
||||
if (Game.Has('Faberge egg')) price *= 0.99;
|
||||
if (Game.Has('Divine discount')) price *= 0.99;
|
||||
if (Game.hasAura('Fierce Hoarder')) price *= 0.98;
|
||||
return Math.ceil(price);*/
|
||||
|
||||
var moni = 0;
|
||||
for (var i = 0; i < increase; i++) {
|
||||
var price = basePrice * Math.pow(Game.priceIncrease, Math.max(0, start - free));
|
||||
price = Game.modifyBuildingPrice(build, price);
|
||||
price = Math.ceil(price);
|
||||
moni += price;
|
||||
start++;
|
||||
}
|
||||
return moni;
|
||||
}
|
||||
|
||||
CM.Sim.BuildingSell = function(basePrice, start, amount) {
|
||||
var totalMoni = 0;
|
||||
while (amount > 0) {
|
||||
totalMoni += Math.floor(CM.Sim.BuildingGetPrice(basePrice, start, 1) * 0.5);
|
||||
start--;
|
||||
amount--;
|
||||
CM.Sim.BuildingSell = function(build, basePrice, start, free, amount, noSim) {
|
||||
/*var price=0;
|
||||
for (var i = Math.max(0, start - amount); i < Math.max(0, start); i++) {
|
||||
price += basePrice * Math.pow(Game.priceIncrease, Math.max(0, i - free));
|
||||
}
|
||||
return totalMoni;
|
||||
if (Game.Has('Season savings')) price*=0.99;
|
||||
if (Game.Has('Santa\'s dominion')) price*=0.99;
|
||||
if (Game.Has('Faberge egg')) price*=0.99;
|
||||
if (Game.Has('Divine discount')) price*=0.99;
|
||||
if (Game.hasAura('Fierce Hoarder')) price *= 0.98;
|
||||
if (Game.hasAura('Earth Shatterer') || emuAura) {
|
||||
price *= 0.85;
|
||||
}
|
||||
else {
|
||||
price *= 0.5;
|
||||
}
|
||||
return Math.ceil(price);*/
|
||||
|
||||
// Calculate money gains from selling buildings
|
||||
// If noSim is set, use Game methods to compute price instead of Sim ones.
|
||||
noSim = typeof noSim === "undefined" ? 0 : noSim;
|
||||
var moni = 0;
|
||||
if (amount == -1) amount = start;
|
||||
if (!amount) amount = Game.buyBulk;
|
||||
for (var i = 0; i < amount; i++) {
|
||||
var price = basePrice * Math.pow(Game.priceIncrease, Math.max(0, start - free));
|
||||
price = noSim ? Game.modifyBuildingPrice(build, price) : CM.Sim.modifyBuildingPrice(build, price);
|
||||
price = Math.ceil(price);
|
||||
var giveBack = noSim ? build.getSellMultiplier() : CM.Sim.getSellMultiplier();
|
||||
price = Math.floor(price * giveBack);
|
||||
if (start > 0) {
|
||||
moni += price;
|
||||
start--;
|
||||
}
|
||||
}
|
||||
return moni;
|
||||
}
|
||||
|
||||
CM.Sim.Has = function(what) {
|
||||
var it = CM.Sim.Upgrades[what];
|
||||
if (Game.ascensionMode == 1 && (it.pool == 'prestige' || it.tier == 'fortune')) return 0;
|
||||
return (it ? it.bought : 0);
|
||||
}
|
||||
|
||||
eval('CM.Sim.Has = ' + Game.Has.toString().split('Game').join('CM.Sim'));
|
||||
|
||||
CM.Sim.Win = function(what) {
|
||||
if (CM.Sim.Achievements[what]) {
|
||||
if (CM.Sim.Achievements[what].won == 0) {
|
||||
CM.Sim.Achievements[what].won = 1;
|
||||
if (Game.Achievements[what].hide != 3) CM.Sim.AchievementsOwned++;
|
||||
if (Game.Achievements[what].pool != 'shadow') CM.Sim.AchievementsOwned++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
eval('CM.Sim.HasAchiev = ' + Game.HasAchiev.toString().split('Game').join('CM.Sim'));
|
||||
|
||||
CM.Sim.CookNeedPrest = function(prestige) {
|
||||
return ((Math.pow(((prestige * 2) + 1), 2) - 1) / 8) * 1000000000000;
|
||||
eval('CM.Sim.GetHeavenlyMultiplier = ' + Game.GetHeavenlyMultiplier.toString().split('Game.Has').join('CM.Sim.Has').split('Game.hasAura').join('CM.Sim.hasAura').split('Game.auraMult').join('CM.Sim.auraMult'));
|
||||
|
||||
// Check for Pantheon Auras
|
||||
CM.Sim.hasAura = function(what) {
|
||||
if (Game.dragonAuras[CM.Sim.dragonAura].name == what || Game.dragonAuras[CM.Sim.dragonAura2].name == what)
|
||||
return true;
|
||||
else
|
||||
return false;
|
||||
}
|
||||
|
||||
CM.Sim.CopyData = function() {
|
||||
// Other variables
|
||||
CM.Sim.prestige = Game.prestige['Heavenly chips'];
|
||||
CM.Sim.UpgradesOwned = Game.UpgradesOwned;
|
||||
CM.Sim.pledges = Game.pledges;
|
||||
CM.Sim.AchievementsOwned = Game.AchievementsOwned;
|
||||
// Check if multiplier auras are present
|
||||
// Used as CM.Sim.auraMult('Aura') * mult, i.e. CM.Sim.auraMult('Dragon God) * 0.05
|
||||
CM.Sim.auraMult = function(what) {
|
||||
var n = 0;
|
||||
if (Game.dragonAuras[CM.Sim.dragonAura].name == what || Game.dragonAuras[CM.Sim.dragonAura2].name == what)
|
||||
n = 1;
|
||||
if (Game.dragonAuras[CM.Sim.dragonAura].name == 'Reality Bending' || Game.dragonAuras[CM.Sim.dragonAura2].name == 'Reality Bending')
|
||||
n += 0.1;
|
||||
return n;
|
||||
}
|
||||
|
||||
CM.Sim.hasGod=function(what) {
|
||||
var possibleGods = CM.Sim.Objects.Temple.minigame.gods
|
||||
var god=possibleGods[what];
|
||||
for (var i=0;i<3;i++)
|
||||
{
|
||||
if (CM.Sim.Objects.Temple.minigame.slot[i]==god.id) return (i+1);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
CM.Sim.eff = function(name) {
|
||||
if (typeof CM.Sim.effs[name]==='undefined') {
|
||||
CM.Sim.effs[name] = 1
|
||||
return CM.Sim.effs[name]
|
||||
}
|
||||
else {
|
||||
return Game.effs[name];
|
||||
}
|
||||
}
|
||||
|
||||
eval('CM.Sim.GetTieredCpsMult = ' + Game.GetTieredCpsMult.toString()
|
||||
.split('Game.Has').join('CM.Sim.Has')
|
||||
.split('me.tieredUpgrades').join('Game.Objects[me.name].tieredUpgrades')
|
||||
.split('me.synergies').join('Game.Objects[me.name].synergies')
|
||||
.split('syn.buildingTie1.amount').join('CM.Sim.Objects[syn.buildingTie1.name].amount')
|
||||
.split('syn.buildingTie2.amount').join('CM.Sim.Objects[syn.buildingTie2.name].amount')
|
||||
.split('me.grandma').join('Game.Objects[me.name].grandma')
|
||||
.split('me.id').join('Game.Objects[me.name].id')
|
||||
.split('Game.Objects[\'Grandma\']').join('CM.Sim.Objects[\'Grandma\']')
|
||||
.split('me.fortune').join('Game.Objects[me.name].fortune')
|
||||
);
|
||||
|
||||
CM.Sim.getCPSBuffMult = function() {
|
||||
var mult = 1;
|
||||
for (var i in Game.buffs) {
|
||||
if (typeof Game.buffs[i].multCpS != 'undefined') mult *= Game.buffs[i].multCpS;
|
||||
}
|
||||
return mult;
|
||||
}
|
||||
|
||||
/* Constructs an object with the static properties of a building,
|
||||
* but with a 'cps' method changed to use 'CM.Sim.Has' instead of 'Game.Has'
|
||||
* (and similar to 'hasAura', 'Objects', 'GetTieredCpsMult' and 'auraMult').
|
||||
*
|
||||
* The dynamic properties of the building,
|
||||
* namely level and amount owned,
|
||||
* are set by CM.Sim.CopyData.
|
||||
*/
|
||||
CM.Sim.InitialBuildingData = function(buildingName) {
|
||||
var me = Game.Objects[buildingName];
|
||||
var you = {};
|
||||
eval('you.cps = ' + me.cps.toString()
|
||||
.split('Game.Has').join('CM.Sim.Has')
|
||||
.split('Game.hasAura').join('CM.Sim.hasAura')
|
||||
.split('Game.Objects').join('CM.Sim.Objects')
|
||||
.split('Game.GetTieredCpsMult').join('CM.Sim.GetTieredCpsMult')
|
||||
.split('Game.auraMult').join('CM.Sim.auraMult')
|
||||
);
|
||||
// Below is needed for above eval!
|
||||
you.baseCps = me.baseCps;
|
||||
you.name = me.name;
|
||||
return you;
|
||||
}
|
||||
|
||||
/* Similar to the previous function, but for upgrades.
|
||||
* Note: currently no static data is used by Cookie Monster,
|
||||
* so this function just returns an empty object.
|
||||
*/
|
||||
CM.Sim.InitUpgrade = function(upgradeName) {
|
||||
return {};
|
||||
}
|
||||
|
||||
/* Similar to the previous function, but for achievements.
|
||||
* Note: currently no static data is used by Cookie Monster,
|
||||
* so this function just returns an empty object.
|
||||
*/
|
||||
CM.Sim.InitAchievement = function(achievementName) {
|
||||
return {};
|
||||
}
|
||||
|
||||
CM.Sim.InitData = function() {
|
||||
// Buildings
|
||||
CM.Sim.Objects = [];
|
||||
for (var i in Game.Objects) {
|
||||
CM.Sim.Objects[i] = {};
|
||||
var me = Game.Objects[i];
|
||||
var you = CM.Sim.Objects[i];
|
||||
you.amount = me.amount;
|
||||
eval('you.cps = ' + me.cps.toString().split('Game.Has').join('CM.Sim.Has').split('Game.Objects').join('CM.Sim.Objects'));
|
||||
you.name = me.name; // Needed for above eval!
|
||||
CM.Sim.Objects[i] = CM.Sim.InitialBuildingData(i);
|
||||
}
|
||||
|
||||
// Upgrades
|
||||
CM.Sim.Upgrades = [];
|
||||
for (var i in Game.Upgrades) {
|
||||
CM.Sim.Upgrades[i] = {};
|
||||
var me = Game.Upgrades[i];
|
||||
var you = CM.Sim.Upgrades[i];
|
||||
you.bought = me.bought;
|
||||
CM.Sim.Upgrades[i] = CM.Sim.InitUpgrade(i);
|
||||
}
|
||||
|
||||
// Achievements
|
||||
CM.Sim.Achievements = [];
|
||||
for (var i in Game.Achievements) {
|
||||
CM.Sim.Achievements[i] = {};
|
||||
CM.Sim.Achievements[i] = CM.Sim.InitAchievement(i);
|
||||
}
|
||||
}
|
||||
|
||||
CM.Sim.CopyData = function() {
|
||||
// Other variables
|
||||
CM.Sim.UpgradesOwned = Game.UpgradesOwned;
|
||||
CM.Sim.pledges = Game.pledges;
|
||||
CM.Sim.AchievementsOwned = Game.AchievementsOwned;
|
||||
CM.Sim.heavenlyPower = Game.heavenlyPower; // Unneeded? > Might be modded
|
||||
CM.Sim.prestige = Game.prestige;
|
||||
CM.Sim.dragonAura = Game.dragonAura;
|
||||
CM.Sim.dragonAura2 = Game.dragonAura2;
|
||||
|
||||
// Buildings
|
||||
for (var i in Game.Objects) {
|
||||
var me = Game.Objects[i];
|
||||
var you = CM.Sim.Objects[i];
|
||||
if (you == undefined) { // New building!
|
||||
you = CM.Sim.Objects[i] = CM.Sim.InitialBuildingData(i);
|
||||
CM.Disp.CreateBotBarBuildingColumn(i); // Add new building to the bottom bar
|
||||
}
|
||||
you.amount = me.amount;
|
||||
you.level = me.level;
|
||||
you.totalCookies = me.totalCookies;
|
||||
if (me.minigameLoaded) you.minigameLoaded = me.minigameLoaded; you.minigame = me.minigame;
|
||||
}
|
||||
|
||||
// Upgrades
|
||||
for (var i in Game.Upgrades) {
|
||||
var me = Game.Upgrades[i];
|
||||
var you = CM.Sim.Upgrades[i];
|
||||
if (you == undefined) {
|
||||
you = CM.Sim.Upgrades[i] = CM.Sim.InitUpgrade(i);
|
||||
}
|
||||
you.bought = me.bought;
|
||||
}
|
||||
|
||||
// Achievements
|
||||
for (var i in Game.Achievements) {
|
||||
var me = Game.Achievements[i];
|
||||
var you = CM.Sim.Achievements[i];
|
||||
if (you == undefined) {
|
||||
you = CM.Sim.Achievements[i] = CM.Sim.InitAchievement(i);
|
||||
}
|
||||
you.won = me.won;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
CM.Sim.CalculateGains = function() {
|
||||
CM.Sim.cookiesPs = 0;
|
||||
var mult = 1;
|
||||
for (var i in CM.Sim.Upgrades) {
|
||||
var me = CM.Sim.Upgrades[i];
|
||||
if (me.bought > 0) {
|
||||
if (Game.Upgrades[i].type == 'cookie' && CM.Sim.Has(Game.Upgrades[i].name)) mult += Game.Upgrades[i].power * 0.01;
|
||||
// Include minigame effects
|
||||
var effs={};
|
||||
for (var i in CM.Cache.Objects) {
|
||||
// TODO Store minigames and effects in Cache
|
||||
// Include possibility of new/modded building and new/modded minigames
|
||||
if (CM.Sim.Objects[i].minigameLoaded && CM.Sim.Objects[i].minigame.effs) {
|
||||
var myEffs = CM.Sim.Objects[i].minigame.effs;
|
||||
for (var ii in myEffs) {
|
||||
if (effs[ii]) effs[ii]*=myEffs[ii];
|
||||
else effs[ii]=myEffs[ii];
|
||||
}
|
||||
}
|
||||
}
|
||||
mult += CM.Sim.Has('Specialized chocolate chips') * 0.01;
|
||||
mult += CM.Sim.Has('Designer cocoa beans') * 0.02;
|
||||
mult += CM.Sim.Has('Underworld ovens') * 0.03;
|
||||
mult += CM.Sim.Has('Exotic nuts') * 0.04;
|
||||
mult += CM.Sim.Has('Arcane sugar') * 0.05;
|
||||
CM.Sim.effs = effs;
|
||||
|
||||
if (CM.Sim.Has('Increased merriness')) mult += 0.15;
|
||||
if (CM.Sim.Has('Improved jolliness')) mult += 0.15;
|
||||
if (CM.Sim.Has('A lump of coal')) mult += 0.01;
|
||||
if (CM.Sim.Has('An itchy sweater')) mult += 0.01;
|
||||
if (CM.Sim.Has('Santa\'s dominion')) mult += 0.5;
|
||||
if (Game.ascensionMode != 1) mult += parseFloat(CM.Sim.prestige) * 0.01 * CM.Sim.heavenlyPower * CM.Sim.GetHeavenlyMultiplier();
|
||||
|
||||
if (CM.Sim.Has('Santa\'s legacy')) mult += (Game.santaLevel + 1) * 0.1;
|
||||
mult *= CM.Sim.eff('cps');
|
||||
|
||||
var heavenlyMult = 0;
|
||||
if (CM.Sim.Has('Heavenly chip secret')) heavenlyMult += 0.05;
|
||||
if (CM.Sim.Has('Heavenly cookie stand')) heavenlyMult += 0.20;
|
||||
if (CM.Sim.Has('Heavenly bakery')) heavenlyMult += 0.25;
|
||||
if (CM.Sim.Has('Heavenly confectionery')) heavenlyMult += 0.25;
|
||||
if (CM.Sim.Has('Heavenly key')) heavenlyMult += 0.25;
|
||||
mult += parseFloat(CM.Sim.prestige) * 0.02 * heavenlyMult;
|
||||
if (CM.Sim.Has('Heralds') && Game.ascensionMode != 1) mult *= 1 + 0.01 * Game.heralds;
|
||||
|
||||
// TODO: Make function call cached function where Game.Has is replaced with CM.Has
|
||||
// Related to valentine cookies
|
||||
for (var i in Game.cookieUpgrades) {
|
||||
var me = Game.cookieUpgrades[i];
|
||||
if (CM.Sim.Has(me.name)) {
|
||||
mult *= (1 + (typeof(me.power) == 'function' ? me.power(me) : me.power) * 0.01);
|
||||
}
|
||||
}
|
||||
|
||||
if (CM.Sim.Has('Specialized chocolate chips')) mult *= 1.01;
|
||||
if (CM.Sim.Has('Designer cocoa beans')) mult *= 1.02;
|
||||
if (CM.Sim.Has('Underworld ovens')) mult *= 1.03;
|
||||
if (CM.Sim.Has('Exotic nuts')) mult *= 1.04;
|
||||
if (CM.Sim.Has('Arcane sugar')) mult *= 1.05;
|
||||
|
||||
if (CM.Sim.Has('Increased merriness')) mult *= 1.15;
|
||||
if (CM.Sim.Has('Improved jolliness')) mult *= 1.15;
|
||||
if (CM.Sim.Has('A lump of coal')) mult *= 1.01;
|
||||
if (CM.Sim.Has('An itchy sweater')) mult *= 1.01;
|
||||
if (CM.Sim.Has('Santa\'s dominion')) mult *= 1.2;
|
||||
|
||||
if (CM.Sim.Has('Fortune #100')) mult *= 1.01;
|
||||
if (CM.Sim.Has('Fortune #101')) mult *= 1.07;
|
||||
|
||||
if (CM.Sim.Has('Dragon scale')) mult *= 1.03;
|
||||
|
||||
// Check effect of chosen Gods
|
||||
var buildMult = 1;
|
||||
if (CM.Sim.Objects.Temple.minigameLoaded) {
|
||||
var godLvl = CM.Sim.hasGod('asceticism');
|
||||
if (godLvl == 1) mult *= 1.15;
|
||||
else if (godLvl == 2) mult *= 1.1;
|
||||
else if (godLvl == 3) mult *= 1.05;
|
||||
|
||||
// TODO: What does DateAges do?
|
||||
var godLvl = CM.Sim.hasGod('ages');
|
||||
if (godLvl == 1) mult *= 1 + 0.15 * Math.sin((CM.Sim.DateAges / 1000 / (60 * 60 * 3)) * Math.PI * 2);
|
||||
else if (godLvl == 2) mult *= 1 + 0.15 * Math.sin((CM.Sim.DateAges / 1000 / (60 * 60 * 12)) * Math.PI*2);
|
||||
else if (godLvl == 3) mult *= 1 + 0.15 * Math.sin((CM.Sim.DateAges / 1000 / (60 * 60 * 24)) * Math.PI*2);
|
||||
|
||||
var godLvl = CM.Sim.hasGod('decadence');
|
||||
if (godLvl == 1) buildMult *= 0.93;
|
||||
else if (godLvl == 2) buildMult *= 0.95;
|
||||
else if (godLvl == 3) buildMult *= 0.98;
|
||||
|
||||
var godLvl = CM.Sim.hasGod('industry');
|
||||
if (godLvl == 1) buildMult *= 1.1;
|
||||
else if (godLvl == 2) buildMult *= 1.06;
|
||||
else if (godLvl == 3) buildMult *= 1.03;
|
||||
|
||||
var godLvl = CM.Sim.hasGod('labor');
|
||||
if (godLvl == 1) buildMult *= 0.97;
|
||||
else if (godLvl == 2) buildMult *= 0.98;
|
||||
else if (godLvl == 3) buildMult *= 0.99;
|
||||
}
|
||||
|
||||
if (CM.Sim.Has('Santa\'s legacy')) mult *= 1 + (Game.santaLevel + 1) * 0.03;
|
||||
|
||||
var milkProgress = CM.Sim.AchievementsOwned / 25;
|
||||
var milkMult = 1;
|
||||
if (CM.Sim.Has('Santa\'s milk and cookies')) milkMult *= 1.05;
|
||||
//if (CM.Sim.hasAura('Breath of Milk')) milkMult *= 1.05;
|
||||
milkMult *= 1 + CM.Sim.auraMult('Breath of Milk') * 0.05;
|
||||
if (CM.Sim.Objects.Temple.minigameLoaded) {
|
||||
var godLvl = CM.Sim.hasGod('mother');
|
||||
if (godLvl == 1) milkMult *= 1.1;
|
||||
else if (godLvl == 2) milkMult *= 1.05;
|
||||
else if (godLvl == 3) milkMult *= 1.03;
|
||||
}
|
||||
// TODO Store minigame buffs?
|
||||
milkMult *= CM.Sim.eff('milk');
|
||||
|
||||
var catMult = 1;
|
||||
|
||||
if (CM.Sim.Has('Kitten helpers')) catMult *= (1 + milkProgress * 0.1 * milkMult);
|
||||
if (CM.Sim.Has('Kitten workers')) catMult *= (1 + milkProgress * 0.125 * milkMult);
|
||||
if (CM.Sim.Has('Kitten engineers')) catMult *= (1 + milkProgress * 0.15 * milkMult);
|
||||
if (CM.Sim.Has('Kitten overseers')) catMult *= (1 + milkProgress * 0.175 * milkMult);
|
||||
if (CM.Sim.Has('Kitten managers')) catMult *= (1 + milkProgress * 0.2 * milkMult);
|
||||
if (CM.Sim.Has('Kitten accountants')) catMult *= (1 + milkProgress * 0.2 * milkMult);
|
||||
if (CM.Sim.Has('Kitten specialists')) catMult *= (1 + milkProgress * 0.2 * milkMult);
|
||||
if (CM.Sim.Has('Kitten experts')) catMult *= (1 + milkProgress * 0.2 * milkMult);
|
||||
if (CM.Sim.Has('Kitten consultants')) catMult *= (1 + milkProgress * 0.2 * milkMult);
|
||||
if (CM.Sim.Has('Kitten assistants to the regional manager')) catMult *= (1 + milkProgress * 0.175 * milkMult);
|
||||
if (CM.Sim.Has('Kitten marketeers')) catMult *= (1 + milkProgress * 0.15 * milkMult);
|
||||
if (CM.Sim.Has('Kitten analysts')) catMult *= (1 + milkProgress * 0.125 * milkMult);
|
||||
if (CM.Sim.Has('Kitten executives')) catMult *= (1 + milkProgress * 0.115 * milkMult);
|
||||
if (CM.Sim.Has('Kitten angels')) catMult *= (1 + milkProgress * 0.1 * milkMult);
|
||||
if (CM.Sim.Has('Fortune #103')) catMult *= (1 + milkProgress * 0.05 * milkMult);
|
||||
|
||||
for (var i in CM.Sim.Objects) {
|
||||
var me = CM.Sim.Objects[i];
|
||||
CM.Sim.cookiesPs += me.amount * (typeof(me.cps) == 'function' ? me.cps() : me.cps);
|
||||
var storedCps = (typeof(me.cps) == 'function' ? me.cps(me) : me.cps);
|
||||
if (Game.ascensionMode != 1) storedCps *= (1 + me.level * 0.01) * buildMult;
|
||||
if (me.name == "Grandma" && CM.Sim.Has('Milkhelp® lactose intolerance relief tablets')) storedCps *= 1 + 0.05 * milkProgress * milkMult;
|
||||
CM.Sim.cookiesPs += me.amount * storedCps;
|
||||
}
|
||||
|
||||
if (CM.Sim.Has('"egg"')) CM.Sim.cookiesPs += 9; // "egg"
|
||||
if (CM.Sim.Has('"egg"')) CM.Sim.cookiesPs += 9;//"egg"
|
||||
|
||||
var milkMult = CM.Sim.Has('Santa\'s milk and cookies') ? 1.05 : 1;
|
||||
if (CM.Sim.Has('Kitten helpers')) mult *= (1 + (CM.Sim.AchievementsOwned / 25) * 0.05 * milkMult);
|
||||
if (CM.Sim.Has('Kitten workers')) mult *= (1 + (CM.Sim.AchievementsOwned / 25) * 0.1 * milkMult);
|
||||
if (CM.Sim.Has('Kitten engineers')) mult *= (1 + (CM.Sim.AchievementsOwned / 25) * 0.2 * milkMult);
|
||||
if (CM.Sim.Has('Kitten overseers')) mult *= (1 + (CM.Sim.AchievementsOwned / 25) * 0.2 * milkMult);
|
||||
if (CM.Sim.Has('Kitten managers')) mult *= (1 + (CM.Sim.AchievementsOwned / 25) * 0.2 * milkMult);
|
||||
mult *= catMult;
|
||||
|
||||
var eggMult = 0;
|
||||
if (CM.Sim.Has('Chicken egg')) eggMult++;
|
||||
if (CM.Sim.Has('Duck egg')) eggMult++;
|
||||
if (CM.Sim.Has('Turkey egg')) eggMult++;
|
||||
if (CM.Sim.Has('Quail egg')) eggMult++;
|
||||
if (CM.Sim.Has('Robin egg')) eggMult++;
|
||||
if (CM.Sim.Has('Ostrich egg')) eggMult++;
|
||||
if (CM.Sim.Has('Cassowary egg')) eggMult++;
|
||||
if (CM.Sim.Has('Salmon roe')) eggMult++;
|
||||
if (CM.Sim.Has('Frogspawn')) eggMult++;
|
||||
if (CM.Sim.Has('Shark egg')) eggMult++;
|
||||
if (CM.Sim.Has('Turtle egg')) eggMult++;
|
||||
if (CM.Sim.Has('Ant larva')) eggMult++;
|
||||
var eggMult = 1;
|
||||
if (CM.Sim.Has('Chicken egg')) eggMult *= 1.01;
|
||||
if (CM.Sim.Has('Duck egg')) eggMult *= 1.01;
|
||||
if (CM.Sim.Has('Turkey egg')) eggMult *= 1.01;
|
||||
if (CM.Sim.Has('Quail egg')) eggMult *= 1.01;
|
||||
if (CM.Sim.Has('Robin egg')) eggMult *= 1.01;
|
||||
if (CM.Sim.Has('Ostrich egg')) eggMult *= 1.01;
|
||||
if (CM.Sim.Has('Cassowary egg')) eggMult *= 1.01;
|
||||
if (CM.Sim.Has('Salmon roe')) eggMult *= 1.01;
|
||||
if (CM.Sim.Has('Frogspawn')) eggMult *= 1.01;
|
||||
if (CM.Sim.Has('Shark egg')) eggMult *= 1.01;
|
||||
if (CM.Sim.Has('Turtle egg')) eggMult *= 1.01;
|
||||
if (CM.Sim.Has('Ant larva')) eggMult *= 1.01;
|
||||
if (CM.Sim.Has('Century egg')) {
|
||||
// The boost increases a little every day, with diminishing returns up to +10% on the 100th day
|
||||
var day = Math.floor((CM.Sim.Date - Game.startDate) / 1000 / 10) * 10 / 60 / 60 / 24;
|
||||
day = Math.min(day,100);
|
||||
eggMult += (1 - Math.pow(1 - day / 100, 3)) * 10;
|
||||
var day = Math.floor((CM.Sim.DateCentury - Game.startDate) / 1000 / 10) * 10 / 60 / 60 / 24;
|
||||
day = Math.min(day, 100);
|
||||
CM.Cache.CentEgg = 1 + (1 - Math.pow(1 - day / 100, 3)) * 0.1;
|
||||
eggMult *= CM.Cache.CentEgg;
|
||||
}
|
||||
mult *= (1 + 0.01 * eggMult);
|
||||
mult *= eggMult;
|
||||
|
||||
// TODO Store lumps?
|
||||
if (CM.Sim.Has('Sugar baking')) mult *= (1 + Math.min(100, Game.lumps) * 0.01);
|
||||
|
||||
//if (CM.Sim.hasAura('Radiant Appetite')) mult *= 2;
|
||||
mult *= 1 + CM.Sim.auraMult('Radiant Appetite');
|
||||
|
||||
var rawCookiesPs = CM.Sim.cookiesPs * mult;
|
||||
for (var i = 0; i < Game.cpsAchievs.length / 2; i++) {
|
||||
if (rawCookiesPs >= Game.cpsAchievs[i * 2 + 1]) CM.Sim.Win(Game.cpsAchievs[i * 2]);
|
||||
for (var i in Game.CpsAchievements) {
|
||||
if (rawCookiesPs >= Game.CpsAchievements[i].threshold) CM.Sim.Win(Game.CpsAchievements[i].name);
|
||||
}
|
||||
|
||||
if (Game.frenzy > 0) mult *= Game.frenzyPower;
|
||||
CM.Sim.cookiesPsRaw=rawCookiesPs;
|
||||
|
||||
if (CM.Sim.hasAura('Dragon\'s Fortune')) {
|
||||
var n = Game.shimmerTypes['golden'].n;
|
||||
for (var i = 0; i < n; i++) {
|
||||
mult *= 1.23;
|
||||
}
|
||||
}
|
||||
|
||||
var name = Game.bakeryName.toLowerCase();
|
||||
if (name == 'orteil') mult *= 0.99;
|
||||
else if (name == 'ortiel') mult *= 0.98;
|
||||
|
||||
// TODO: Move CalcWink option and calculation here from CM.Disp
|
||||
|
||||
if (CM.Sim.Has('Elder Covenant')) mult *= 0.95;
|
||||
|
||||
if (CM.Sim.Has('Golden switch [off]')) {
|
||||
var goldenSwitchMult = 1.5;
|
||||
if (CM.Sim.Has('Residual luck')) {
|
||||
var upgrades = Game.goldenCookieUpgrades;
|
||||
for (var i in upgrades) {
|
||||
if (CM.Sim.Has(upgrades[i])) goldenSwitchMult += 0.1;
|
||||
}
|
||||
}
|
||||
mult *= goldenSwitchMult;
|
||||
}
|
||||
if (CM.Sim.Has('Shimmering veil [off]')) {
|
||||
var veilMult = 0.5;
|
||||
if (CM.Sim.Has('Reinforced membrane')) veilMult += 0.1;
|
||||
mult *= 1 + veilMult;
|
||||
}
|
||||
|
||||
// Removed debug upgrades
|
||||
|
||||
// TODO: Check if this is handled correctly
|
||||
CM.Sim.cookiesPs = Game.runModHookOnValue('cps', CM.Sim.cookiesPs);
|
||||
|
||||
mult *= CM.Sim.getCPSBuffMult();
|
||||
|
||||
CM.Sim.cookiesPs *= mult;
|
||||
|
||||
// if (Game.hasBuff('Cursed finger')) Game.cookiesPs = 0;
|
||||
};
|
||||
|
||||
CM.Sim.CheckOtherAchiev = function() {
|
||||
var grandmas=0;
|
||||
if (CM.Sim.Has('Farmer grandmas')) grandmas++;
|
||||
if (CM.Sim.Has('Worker grandmas')) grandmas++;
|
||||
if (CM.Sim.Has('Miner grandmas')) grandmas++;
|
||||
if (CM.Sim.Has('Cosmic grandmas')) grandmas++;
|
||||
if (CM.Sim.Has('Transmuted grandmas')) grandmas++;
|
||||
if (CM.Sim.Has('Altered grandmas')) grandmas++;
|
||||
if (CM.Sim.Has('Grandmas\' grandmas')) grandmas++;
|
||||
if (CM.Sim.Has('Antigrandmas')) grandmas++;
|
||||
if (CM.Sim.Has('Rainbow grandmas')) grandmas++;
|
||||
var grandmas = 0;
|
||||
for (var i in Game.GrandmaSynergies) {
|
||||
if (CM.Sim.Has(Game.GrandmaSynergies[i])) grandmas++;
|
||||
}
|
||||
if (!CM.Sim.HasAchiev('Elder') && grandmas >= 7) CM.Sim.Win('Elder');
|
||||
if (!CM.Sim.HasAchiev('Veteran') && grandmas >= 14) CM.Sim.Win('Veteran');
|
||||
|
||||
var buildingsOwned = 0;
|
||||
var oneOfEach = 1;
|
||||
var mathematician = 1;
|
||||
var base10 = 1;
|
||||
var centennial = 1;
|
||||
var centennialhalf = 1;
|
||||
var bicentennial = 1;
|
||||
var minAmount = 100000;
|
||||
for (var i in CM.Sim.Objects) {
|
||||
buildingsOwned += CM.Sim.Objects[i].amount;
|
||||
if (!CM.Sim.HasAchiev('One with everything')) {
|
||||
if (CM.Sim.Objects[i].amount == 0) oneOfEach = 0;
|
||||
}
|
||||
minAmount = Math.min(CM.Sim.Objects[i].amount, minAmount);
|
||||
if (!CM.Sim.HasAchiev('Mathematician')) {
|
||||
if (CM.Sim.Objects[i].amount < Math.min(128, Math.pow(2, (Game.ObjectsById.length - Game.Objects[i].id) - 1))) mathematician = 0;
|
||||
}
|
||||
if (!CM.Sim.HasAchiev('Base 10')) {
|
||||
if (CM.Sim.Objects[i].amount < (Game.ObjectsById.length - Game.Objects[i].id)*10) base10 = 0;
|
||||
}
|
||||
if (!CM.Sim.HasAchiev('Centennial')) {
|
||||
if (CM.Sim.Objects[i].amount < 100) centennial = 0;
|
||||
}
|
||||
if (!CM.Sim.HasAchiev('Centennial and a half')) {
|
||||
if (CM.Sim.Objects[i].amount < 150) centennialhalf = 0;
|
||||
}
|
||||
if (!CM.Sim.HasAchiev('Bicentennial')) {
|
||||
if (CM.Sim.Objects[i].amount < 200) bicentennial = 0;
|
||||
if (CM.Sim.Objects[i].amount < (Game.ObjectsById.length - Game.Objects[i].id) * 10) base10 = 0;
|
||||
}
|
||||
}
|
||||
if (oneOfEach == 1) CM.Sim.Win('One with everything');
|
||||
if (minAmount >= 1) CM.Sim.Win('One with everything');
|
||||
if (mathematician == 1) CM.Sim.Win('Mathematician');
|
||||
if (base10 == 1) CM.Sim.Win('Base 10');
|
||||
if (centennial == 1) CM.Sim.Win('Centennial');
|
||||
if (centennialhalf == 1) CM.Sim.Win('Centennial and a half');
|
||||
if (bicentennial == 1) CM.Sim.Win('Bicentennial');
|
||||
if (minAmount >= 100) CM.Sim.Win('Centennial');
|
||||
if (minAmount >= 150) CM.Sim.Win('Centennial and a half');
|
||||
if (minAmount >= 200) CM.Sim.Win('Bicentennial');
|
||||
if (minAmount >= 250) CM.Sim.Win('Bicentennial and a half');
|
||||
if (minAmount >= 300) CM.Sim.Win('Tricentennial');
|
||||
if (minAmount >= 350) CM.Sim.Win('Tricentennial and a half');
|
||||
if (minAmount >= 400) CM.Sim.Win('Quadricentennial');
|
||||
if (minAmount >= 450) CM.Sim.Win('Quadricentennial and a half');
|
||||
if (minAmount >= 500) CM.Sim.Win('Quincentennial');
|
||||
if (minAmount >= 550) CM.Sim.Win('Quincentennial and a half');
|
||||
if (minAmount >= 600) CM.Sim.Win('Sexcentennial');
|
||||
|
||||
if (buildingsOwned >= 100) CM.Sim.Win('Builder');
|
||||
if (buildingsOwned >= 400) CM.Sim.Win('Architect');
|
||||
if (buildingsOwned >= 800) CM.Sim.Win('Engineer');
|
||||
if (buildingsOwned >= 1500) CM.Sim.Win('Lord of Constructs');
|
||||
if (buildingsOwned >= 500) CM.Sim.Win('Architect');
|
||||
if (buildingsOwned >= 1000) CM.Sim.Win('Engineer');
|
||||
if (buildingsOwned >= 2000) CM.Sim.Win('Lord of Constructs');
|
||||
if (buildingsOwned >= 4000) CM.Sim.Win('Grand design');
|
||||
if (buildingsOwned >= 8000) CM.Sim.Win('Ecumenopolis');
|
||||
|
||||
if (CM.Sim.UpgradesOwned >= 20) CM.Sim.Win('Enhancer');
|
||||
if (CM.Sim.UpgradesOwned >= 50) CM.Sim.Win('Augmenter');
|
||||
if (CM.Sim.UpgradesOwned >= 100) CM.Sim.Win('Upgrader');
|
||||
if (CM.Sim.UpgradesOwned >= 150) CM.Sim.Win('Lord of Progress');
|
||||
if (CM.Sim.UpgradesOwned >= 200) CM.Sim.Win('Lord of Progress');
|
||||
if (CM.Sim.UpgradesOwned >= 300) CM.Sim.Win('The full picture');
|
||||
if (CM.Sim.UpgradesOwned >= 400) CM.Sim.Win('When there\'s nothing left to add');
|
||||
|
||||
if (buildingsOwned >= 4000 && CM.Sim.UpgradesOwned >= 300) CM.Sim.Win('Polymath');
|
||||
if (buildingsOwned >= 8000 && CM.Sim.UpgradesOwned >= 400) CM.Sim.Win('Renaissance baker');
|
||||
|
||||
if (CM.Sim.Objects['Cursor'].amount + CM.Sim.Objects['Grandma'].amount >= 777) CM.Sim.Win('The elder scrolls');
|
||||
|
||||
var hasAllHalloCook = true;
|
||||
for (var i in CM.Data.HalloCookies) {
|
||||
@@ -228,6 +518,15 @@ CM.Sim.CheckOtherAchiev = function() {
|
||||
if (!CM.Sim.Has(CM.Data.ChristCookies[i])) hasAllChristCook = false;
|
||||
}
|
||||
if (hasAllChristCook) CM.Sim.Win('Let it snow');
|
||||
|
||||
if (CM.Sim.Has('Fortune cookies')) {
|
||||
var list = Game.Tiers['fortune'].upgrades;
|
||||
var fortunes = 0;
|
||||
for (var i in list) {
|
||||
if (CM.Sim.Has(list[i].name)) fortunes++;
|
||||
}
|
||||
if (fortunes >= list.length) CM.Sim.Win('O Fortuna');
|
||||
}
|
||||
}
|
||||
|
||||
CM.Sim.BuyBuildings = function(amount, target) {
|
||||
@@ -245,77 +544,16 @@ CM.Sim.BuyBuildings = function(amount, target) {
|
||||
if (me.amount >= 200) CM.Sim.Win('The Digital');
|
||||
if (me.amount >= 300) CM.Sim.Win('Extreme polydactyly');
|
||||
if (me.amount >= 400) CM.Sim.Win('Dr. T');
|
||||
if (me.amount >= 500) CM.Sim.Win('Thumbs, phalanges, metacarpals');
|
||||
if (me.amount >= 600) CM.Sim.Win('With her finger and her thumb');
|
||||
if (me.amount >= 700) CM.Sim.Win('Gotta hand it to you');
|
||||
if (me.amount >= 800) CM.Sim.Win('The devil\'s workshop');
|
||||
}
|
||||
else if (i == 'Grandma') {
|
||||
if (me.amount >= 1) CM.Sim.Win('Grandma\'s cookies');
|
||||
if (me.amount >= 50) CM.Sim.Win('Sloppy kisses');
|
||||
if (me.amount >= 100) CM.Sim.Win('Retirement home');
|
||||
if (me.amount >= 150) CM.Sim.Win('Friend of the ancients');
|
||||
if (me.amount >= 200) CM.Sim.Win('Ruler of the ancients');
|
||||
if (me.amount >= 250) CM.Sim.Win('The old never bothered me anyway');
|
||||
}
|
||||
else if (i == 'Farm') {
|
||||
if (me.amount >= 1) CM.Sim.Win('My first farm');
|
||||
if (me.amount >= 50) CM.Sim.Win('Reap what you sow');
|
||||
if (me.amount >= 100) CM.Sim.Win('Farm ill');
|
||||
if (me.amount >= 150) CM.Sim.Win('Perfected agriculture');
|
||||
if (me.amount >= 200) CM.Sim.Win('Homegrown');
|
||||
}
|
||||
else if (i == 'Factory') {
|
||||
if (me.amount >= 1) CM.Sim.Win('Production chain');
|
||||
if (me.amount >= 50) CM.Sim.Win('Industrial revolution');
|
||||
if (me.amount >= 100) CM.Sim.Win('Global warming');
|
||||
if (me.amount >= 150) CM.Sim.Win('Ultimate automation');
|
||||
if (me.amount >= 200) CM.Sim.Win('Technocracy');
|
||||
}
|
||||
else if (i == 'Mine') {
|
||||
if (me.amount >= 1) CM.Sim.Win('You know the drill');
|
||||
if (me.amount >= 50) CM.Sim.Win('Excavation site');
|
||||
if (me.amount >= 100) CM.Sim.Win('Hollow the planet');
|
||||
if (me.amount >= 150) CM.Sim.Win('Can you dig it');
|
||||
if (me.amount >= 200) CM.Sim.Win('The center of the Earth');
|
||||
}
|
||||
else if (i == 'Shipment') {
|
||||
if (me.amount >= 1) CM.Sim.Win('Expedition');
|
||||
if (me.amount >= 50) CM.Sim.Win('Galactic highway');
|
||||
if (me.amount >= 100) CM.Sim.Win('Far far away');
|
||||
if (me.amount >= 150) CM.Sim.Win('Type II civilization');
|
||||
if (me.amount >= 200) CM.Sim.Win('We come in peace');
|
||||
}
|
||||
else if (i == 'Alchemy lab') {
|
||||
if (me.amount >= 1) CM.Sim.Win('Transmutation');
|
||||
if (me.amount >= 50) CM.Sim.Win('Transmogrification');
|
||||
if (me.amount >= 100) CM.Sim.Win('Gold member');
|
||||
if (me.amount >= 150) CM.Sim.Win('Gild wars');
|
||||
if (me.amount >= 200) CM.Sim.Win('The secrets of the universe');
|
||||
}
|
||||
else if (i == 'Portal') {
|
||||
if (me.amount >= 1) CM.Sim.Win('A whole new world');
|
||||
if (me.amount >= 50) CM.Sim.Win('Now you\'re thinking');
|
||||
if (me.amount >= 100) CM.Sim.Win('Dimensional shift');
|
||||
if (me.amount >= 150) CM.Sim.Win('Brain-split');
|
||||
if (me.amount >= 200) CM.Sim.Win('Realm of the Mad God');
|
||||
}
|
||||
else if (i == 'Time machine') {
|
||||
if (me.amount >= 1) CM.Sim.Win('Time warp');
|
||||
if (me.amount >= 50) CM.Sim.Win('Alternate timeline');
|
||||
if (me.amount >= 100) CM.Sim.Win('Rewriting history');
|
||||
if (me.amount >= 150) CM.Sim.Win('Time duke');
|
||||
if (me.amount >= 200) CM.Sim.Win('Forever and ever');
|
||||
}
|
||||
else if (i == 'Antimatter condenser') {
|
||||
if (me.amount >= 1) CM.Sim.Win('Antibatter');
|
||||
if (me.amount >= 50) CM.Sim.Win('Quirky quarks');
|
||||
if (me.amount >= 100) CM.Sim.Win('It does matter!');
|
||||
if (me.amount >= 150) CM.Sim.Win('Molecular maestro');
|
||||
if (me.amount >= 200) CM.Sim.Win('Walk the planck');
|
||||
}
|
||||
else if (i == 'Prism') {
|
||||
if (me.amount >= 1) CM.Sim.Win('Lone photon');
|
||||
if (me.amount >= 50) CM.Sim.Win('Dazzling glimmer');
|
||||
if (me.amount >= 100) CM.Sim.Win('Blinding flash');
|
||||
if (me.amount >= 150) CM.Sim.Win('Unending glow');
|
||||
if (me.amount >= 200) CM.Sim.Win('Rise and shine');
|
||||
else {
|
||||
for (var j in Game.Objects[me.name].tieredAchievs) {
|
||||
if (me.amount >= Game.Tiers[Game.Objects[me.name].tieredAchievs[j].tier].achievUnlock)
|
||||
CM.Sim.Win(Game.Objects[me.name].tieredAchievs[j].name);
|
||||
}
|
||||
}
|
||||
|
||||
var lastAchievementsOwned = CM.Sim.AchievementsOwned;
|
||||
@@ -330,17 +568,20 @@ CM.Sim.BuyBuildings = function(amount, target) {
|
||||
|
||||
CM.Cache[target][i] = {};
|
||||
CM.Cache[target][i].bonus = CM.Sim.cookiesPs - Game.cookiesPs;
|
||||
if (amount != 1) {
|
||||
CM.Cache.DoRemakeBuildPrices = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
CM.Sim.BuyUpgrades = function() {
|
||||
CM.Cache.Upgrades = [];
|
||||
for (var i in Game.Upgrades) {
|
||||
if (Game.Upgrades[i].bought == 0 && Game.Upgrades[i].unlocked) {
|
||||
if (Game.Upgrades[i].pool == 'toggle' || (Game.Upgrades[i].bought == 0 && Game.Upgrades[i].unlocked && Game.Upgrades[i].pool != 'prestige')) {
|
||||
CM.Sim.CopyData();
|
||||
var me = CM.Sim.Upgrades[i];
|
||||
me.bought = 1;
|
||||
if (Game.Upgrades[i].hide != 3) CM.Sim.UpgradesOwned++;
|
||||
if (Game.CountsAsUpgradeOwned(Game.Upgrades[i].pool)) CM.Sim.UpgradesOwned++;
|
||||
|
||||
if (i == 'Elder Pledge') {
|
||||
CM.Sim.pledges++;
|
||||
@@ -350,7 +591,7 @@ CM.Sim.BuyUpgrades = function() {
|
||||
else if (i == 'Elder Covenant') {
|
||||
CM.Sim.Win('Elder calm')
|
||||
}
|
||||
else if (i == 'Eternal heart biscuits') {
|
||||
else if (i == 'Prism heart biscuits') {
|
||||
CM.Sim.Win('Lovely cookies');
|
||||
}
|
||||
else if (i == 'Heavenly key') {
|
||||
@@ -373,30 +614,152 @@ CM.Sim.BuyUpgrades = function() {
|
||||
}
|
||||
}
|
||||
|
||||
CM.Sim.ResetBonus = function() {
|
||||
CM.Sim.NoGoldSwitchCookiesPS = function() {
|
||||
if (Game.Has('Golden switch [off]')) {
|
||||
CM.Sim.CopyData();
|
||||
CM.Sim.Upgrades['Golden switch [off]'].bought = 0;
|
||||
CM.Sim.CalculateGains();
|
||||
CM.Cache.NoGoldSwitchCookiesPS = CM.Sim.cookiesPs;
|
||||
}
|
||||
else CM.Cache.NoGoldSwitchCookiesPS = Game.cookiesPs;
|
||||
}
|
||||
|
||||
CM.Sim.ResetBonus = function(possiblePresMax) {
|
||||
var lastAchievementsOwned = -1;
|
||||
|
||||
// Calculate CPS with all Heavenly upgrades
|
||||
var curCPS = Game.cookiesPs;
|
||||
|
||||
CM.Sim.CopyData();
|
||||
|
||||
if (Game.cookiesEarned >= 1000000) CM.Sim.Win('Sacrifice');
|
||||
if (Game.cookiesEarned >= 1000000000) CM.Sim.Win('Oblivion');
|
||||
if (Game.cookiesEarned >= 1000000000000) CM.Sim.Win('From scratch');
|
||||
if (Game.cookiesEarned >= 1000000000000000) CM.Sim.Win('Nihilism');
|
||||
if (CM.Sim.Upgrades['Heavenly key'].bought == 0) {
|
||||
CM.Sim.Upgrades['Heavenly chip secret'].bought = 1;
|
||||
CM.Sim.Upgrades['Heavenly cookie stand'].bought = 1;
|
||||
CM.Sim.Upgrades['Heavenly bakery'].bought = 1;
|
||||
CM.Sim.Upgrades['Heavenly confectionery'].bought = 1;
|
||||
CM.Sim.Upgrades['Heavenly key'].bought = 1;
|
||||
|
||||
if (Game.cookiesEarned >= 1000000000000000000) CM.Sim.Win('Dematerialize');
|
||||
if (Game.cookiesEarned >= 1000000000000000000000) CM.Sim.Win('Nil zero zilch');
|
||||
if (Game.cookiesEarned >= 1000000000000000000000000) CM.Sim.Win('Transcendence');
|
||||
if (Game.cookiesEarned >= 1000000000000000000000000000) CM.Sim.Win('Obliterate');
|
||||
if (Game.cookiesEarned >= 1000000000000000000000000000000) CM.Sim.Win('Negative void');
|
||||
CM.Sim.CalculateGains();
|
||||
|
||||
CM.Sim.prestige = Game.HowMuchPrestige(Game.cookiesEarned + Game.cookiesReset);
|
||||
curCPS = CM.Sim.cookiesPs;
|
||||
|
||||
var lastAchievementsOwned = CM.Sim.AchievementsOwned;
|
||||
CM.Sim.CopyData();
|
||||
}
|
||||
|
||||
if (CM.Cache.RealCookiesEarned >= 1000000) CM.Sim.Win('Sacrifice');
|
||||
if (CM.Cache.RealCookiesEarned >= 1000000000) CM.Sim.Win('Oblivion');
|
||||
if (CM.Cache.RealCookiesEarned >= 1000000000000) CM.Sim.Win('From scratch');
|
||||
if (CM.Cache.RealCookiesEarned >= 1000000000000000) CM.Sim.Win('Nihilism');
|
||||
if (CM.Cache.RealCookiesEarned >= 1000000000000000000) CM.Sim.Win('Dematerialize');
|
||||
if (CM.Cache.RealCookiesEarned >= 1000000000000000000000) CM.Sim.Win('Nil zero zilch');
|
||||
if (CM.Cache.RealCookiesEarned >= 1000000000000000000000000) CM.Sim.Win('Transcendence');
|
||||
if (CM.Cache.RealCookiesEarned >= 1000000000000000000000000000) CM.Sim.Win('Obliterate');
|
||||
if (CM.Cache.RealCookiesEarned >= 1000000000000000000000000000000) CM.Sim.Win('Negative void');
|
||||
if (CM.Cache.RealCookiesEarned >= 1000000000000000000000000000000000) CM.Sim.Win('To crumbs, you say?');
|
||||
if (CM.Cache.RealCookiesEarned >= 1000000000000000000000000000000000000) CM.Sim.Win('You get nothing');
|
||||
if (CM.Cache.RealCookiesEarned >= 1000000000000000000000000000000000000000) CM.Sim.Win('Humble rebeginnings');
|
||||
if (CM.Cache.RealCookiesEarned >= 1000000000000000000000000000000000000000000) CM.Sim.Win('The end of the world');
|
||||
if (CM.Cache.RealCookiesEarned >= 1000000000000000000000000000000000000000000000) CM.Sim.Win('Oh, you\'re back');
|
||||
if (CM.Cache.RealCookiesEarned >= 1000000000000000000000000000000000000000000000000) CM.Sim.Win('Lazarus');
|
||||
if (CM.Cache.RealCookiesEarned >= 1000000000000000000000000000000000000000000000000000) CM.Sim.Win('Smurf account');
|
||||
if (CM.Cache.RealCookiesEarned >= 1000000000000000000000000000000000000000000000000000000) CM.Sim.Win('If at first you don\'t succeed');
|
||||
|
||||
CM.Sim.Upgrades['Heavenly chip secret'].bought = 1;
|
||||
CM.Sim.Upgrades['Heavenly cookie stand'].bought = 1;
|
||||
CM.Sim.Upgrades['Heavenly bakery'].bought = 1;
|
||||
CM.Sim.Upgrades['Heavenly confectionery'].bought = 1;
|
||||
CM.Sim.Upgrades['Heavenly key'].bought = 1;
|
||||
|
||||
CM.Sim.prestige = possiblePresMax;
|
||||
|
||||
lastAchievementsOwned = CM.Sim.AchievementsOwned;
|
||||
|
||||
CM.Sim.CalculateGains();
|
||||
|
||||
CM.Sim.CheckOtherAchiev();
|
||||
|
||||
if (lastAchievementsOwned != CM.Sim.AchievementsOwned) {
|
||||
CM.Sim.CalculateGains();
|
||||
}
|
||||
|
||||
return (CM.Sim.cookiesPs - Game.cookiesPs);
|
||||
var ResetCPS = CM.Sim.cookiesPs - curCPS
|
||||
|
||||
// Reset Pretige level after calculation
|
||||
CM.Sim.prestige = Game.prestige;
|
||||
|
||||
return (ResetCPS);
|
||||
}
|
||||
|
||||
CM.Sim.getSellMultiplier = function() {
|
||||
var giveBack = 0.25;
|
||||
giveBack *= 1 + CM.Sim.auraMult('Earth Shatterer');
|
||||
return giveBack;
|
||||
}
|
||||
|
||||
CM.Sim.modifyBuildingPrice = function(building,price) {
|
||||
if (CM.Sim.Has('Season savings')) price *= 0.99;
|
||||
if (CM.Sim.Has('Santa\'s dominion')) price *= 0.99;
|
||||
if (CM.Sim.Has('Faberge egg')) price *= 0.99;
|
||||
if (CM.Sim.Has('Divine discount')) price *= 0.99;
|
||||
if (CM.Sim.Has('Fortune #100')) price *= 0.99;
|
||||
//if (CM.Sim.hasAura('Fierce Hoarder')) price *= 0.98;
|
||||
price *= 1 - CM.Sim.auraMult('Fierce Hoarder') * 0.02;
|
||||
if (Game.hasBuff('Everything must go')) price *= 0.95;
|
||||
if (Game.hasBuff('Crafty pixies')) price *= 0.98;
|
||||
if (Game.hasBuff('Nasty goblins')) price *= 1.02;
|
||||
if (building.fortune && CM.Sim.Has(building.fortune.name)) price *= 0.93;
|
||||
price *= CM.Sim.eff('buildingCost');
|
||||
if (CM.Sim.Objects.Temple.minigameLoaded) {
|
||||
var godLvl = CM.Sim.hasGod('creation');
|
||||
if (godLvl == 1) price *= 0.93;
|
||||
else if (godLvl == 2) price *= 0.95;
|
||||
else if (godLvl == 3) price *= 0.98;
|
||||
}
|
||||
return price;
|
||||
}
|
||||
|
||||
CM.Sim.SellBuildingsForChoEgg = function() {
|
||||
var sellTotal = 0;
|
||||
|
||||
CM.Sim.CopyData();
|
||||
|
||||
// Change auras to Earth Shatterer + Reality bending to optimize money made by selling
|
||||
var buildingsToSacrifice = 2;
|
||||
if (CM.Sim.dragonAura === 5 || CM.Sim.dragonAura === 18) {
|
||||
--buildingsToSacrifice;
|
||||
}
|
||||
if (CM.Sim.dragonAura2 === 5 || CM.Sim.dragonAura2 === 18) {
|
||||
--buildingsToSacrifice;
|
||||
}
|
||||
CM.Sim.dragonAura = 5;
|
||||
CM.Sim.dragonAura2 = 18;
|
||||
// Sacrifice highest buildings for the aura switch
|
||||
for (var i = 0; i < buildingsToSacrifice; ++i) {
|
||||
var highestBuilding = 0;
|
||||
for (var j in CM.Sim.Objects) {
|
||||
if (CM.Sim.Objects[j].amount > 0) {
|
||||
highestBuilding = CM.Sim.Objects[j];
|
||||
}
|
||||
}
|
||||
highestBuilding.amount--;
|
||||
CM.Sim.buildingsOwned--;
|
||||
}
|
||||
|
||||
// Get money made by selling all remaining buildings
|
||||
for (var i in CM.Sim.Objects) {
|
||||
var me = CM.Sim.Objects[i];
|
||||
sellTotal += CM.Sim.BuildingSell(Game.Objects[me.name], Game.Objects[i].basePrice, me.amount, Game.Objects[i].free, me.amount);
|
||||
}
|
||||
|
||||
// CM.Sim.CalculateGains();
|
||||
|
||||
// CM.Sim.CheckOtherAchiev();
|
||||
|
||||
// if (lastAchievementsOwned != CM.Sim.AchievementsOwned) {
|
||||
// CM.Sim.CalculateGains();
|
||||
// }
|
||||
|
||||
// CM.Cache.DoRemakeBuildPrices = 1;
|
||||
|
||||
return sellTotal;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user