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23
.github/ISSUE_TEMPLATE/bug_report.md
vendored
Normal file
23
.github/ISSUE_TEMPLATE/bug_report.md
vendored
Normal file
@@ -0,0 +1,23 @@
|
||||
---
|
||||
name: Bug report
|
||||
about: Please use this template to report bugs you might have found
|
||||
title: ''
|
||||
labels: Bug
|
||||
assignees: ''
|
||||
|
||||
---
|
||||
|
||||
**Describe the bug**
|
||||
Please describe the bug and what you would have expected the mod to do
|
||||
|
||||
**To Reproduce**
|
||||
The steps needed to reproduce the behavior:
|
||||
1. ...
|
||||
|
||||
**Screenshots**
|
||||
If applicable, add screenshots to help explain your problem.
|
||||
|
||||
**Save file**
|
||||
```
|
||||
If applicable please copy your save file here
|
||||
```
|
||||
14
.github/ISSUE_TEMPLATE/feature_request.md
vendored
Normal file
14
.github/ISSUE_TEMPLATE/feature_request.md
vendored
Normal file
@@ -0,0 +1,14 @@
|
||||
---
|
||||
name: Feature request
|
||||
about: Suggest an idea for CookieMonster
|
||||
title: ''
|
||||
labels: Enhancement
|
||||
assignees: ''
|
||||
|
||||
---
|
||||
|
||||
**Describe the function you'd like to see added to CookieMonster**
|
||||
A clear and concise description of what you want to happen.
|
||||
|
||||
**Additional files**
|
||||
Add any other files such as save files or screenshots about the feature request here.
|
||||
2
Combine.sh
Normal file → Executable file
2
Combine.sh
Normal file → Executable file
@@ -1,2 +1,2 @@
|
||||
#!/bin/sh
|
||||
cat src/*.js > CookieMonster.js
|
||||
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
|
||||
|
||||
6044
CookieMonster.js
6044
CookieMonster.js
File diff suppressed because it is too large
Load Diff
91
README.md
91
README.md
@@ -1,18 +1,18 @@
|
||||
# Cookie Monster
|
||||
## 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.
|
||||
|
||||
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**.
|
||||
|
||||
## Current version
|
||||
|
||||
### Current version
|
||||
You can see the current version, and a full history of all versions and what they changed by consulting the [releases page](https://github.com/Aktanusa/CookieMonster/releases).
|
||||
|
||||
## What it does
|
||||
### What it does
|
||||
|
||||
At its core, Cookie Monster computes an index on both buildings and upgrades:
|
||||
|
||||
* **Payback Period (PP)**: Indicates how much a building is worth by using the formula max(cost - cookies in bank, 0)/cps + cost/Δ cps
|
||||
At its core, Cookie Monster computes an index for both buildings and upgrades: the **Payback Period (PP)**. This indicates how much a building is worth by using the following 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.
|
||||
|
||||
@@ -28,47 +28,27 @@ This index is computed for buildings and upgrades. If the relevant option is ena
|
||||
|
||||
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
|
||||
### What it doesn't do
|
||||
|
||||
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
|
||||
* Titanium mouse
|
||||
* Adamantium mouse
|
||||
* Unobtainium mouse
|
||||
* Lucky day
|
||||
* Serendipity
|
||||
* Get lucky
|
||||
* Elder Pledge
|
||||
* Sacrificial rolling pins
|
||||
* **etc.**
|
||||
Some upgrades do not give a direct bonus to your income and will display as gray. These are mainly Golden Cookie upgrades and season upgrades.
|
||||
|
||||
Do note though that, although these upgrades have no direct value, if buying them earns you an achievement of some sort which in return gives you milk and income, Cookie Monster **will** display that value.
|
||||
|
||||
# Using
|
||||
## Using
|
||||
|
||||
## Bookmarklet
|
||||
### Bookmarklet
|
||||
|
||||
Copy this code and save it as a bookmark. Paste it in the URL section. To activate, click the bookmark when the game's open.
|
||||
|
||||
```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('http://aktanusa.github.io/CookieMonster/CookieMonsterBeta.js');
|
||||
}());
|
||||
```
|
||||
|
||||
## Userscript
|
||||
### 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.
|
||||
|
||||
@@ -77,62 +57,39 @@ 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==
|
||||
|
||||
(function() {
|
||||
var checkReady = setInterval(function() {
|
||||
const checkReady = setInterval(function() {
|
||||
if (typeof Game.ready !== 'undefined' && Game.ready) {
|
||||
Game.LoadMod('http://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/
|
||||
// @version 1
|
||||
// @grant none
|
||||
// ==/UserScript==
|
||||
|
||||
(function() {
|
||||
var checkReady = setInterval(function() {
|
||||
if (typeof Game.ready !== 'undefined' && Game.ready) {
|
||||
Game.LoadMod('http://aktanusa.github.io/CookieMonster/CookieMonsterBeta.js');
|
||||
Game.LoadMod('https://aktanusa.github.io/CookieMonster/CookieMonster.js');
|
||||
clearInterval(checkReady);
|
||||
}
|
||||
}, 1000);
|
||||
})();
|
||||
```
|
||||
|
||||
# Bugs and suggestions
|
||||
## Bugs and suggestions
|
||||
|
||||
Any bug or suggestion should be **opened as an issue** [in the repository](https://github.com/Aktanusa/CookieMonster/issues) for easier tracking. This allows me to close issues once they're fixed.
|
||||
Any bug or suggestion should be **opened as an issue** [in the repository](https://github.com/Aktanusa/CookieMonster/issues) for easier tracking. This allows us to close issues once they're fixed.
|
||||
|
||||
Before submitting a bug, make sure to give a shot at the latest version of the addon on the <code>dev</code> branch. For this, use the following bookmarklet:
|
||||
Before submitting a bug, make sure to give a shot at the latest version of the addon on the <code>dev</code> branch. This version can be tested by copying the `CookieMonster.js` file of the dev branch into your console.
|
||||
|
||||
```javascript
|
||||
javascript: (function () {
|
||||
Game.LoadMod('https://cdn.rawgit.com/Aktanusa/CookieMonster/dev/CookieMonster.js');
|
||||
}());
|
||||
```
|
||||
|
||||
If the bug is still here, you can submit an issue for it.
|
||||
If the bug is still here, you can submit an issue for it. Please do so by using the bug report template.
|
||||
|
||||
All suggestions are welcome, even the smallest ones.
|
||||
|
||||
# Contributors
|
||||
## Contributors
|
||||
|
||||
* **[Raving_Kumquat](http://cookieclicker.wikia.com/wiki/User:Raving_Kumquat)**: Original author
|
||||
* **[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
|
||||
* **[DanielNoord](https://github.com/DanielNoord)**: Current maintainer
|
||||
* **[bitsandbytes1708](https://github.com/bitsandbytes1708)**: Current maintainer
|
||||
|
||||
@@ -1,82 +0,0 @@
|
||||
/*
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
}
|
||||
675
src/Cache.js
675
src/Cache.js
@@ -2,13 +2,353 @@
|
||||
* Cache *
|
||||
*********/
|
||||
|
||||
CM.Cache.AddQueue = function() {
|
||||
CM.Cache.Queue = document.createElement('script');
|
||||
CM.Cache.Queue.type = 'text/javascript';
|
||||
CM.Cache.Queue.setAttribute('src', 'http://aktanusa.github.io/CookieMonster/queue/queue.js');
|
||||
document.head.appendChild(CM.Cache.Queue);
|
||||
/********
|
||||
* Section: General Cache related functions */
|
||||
|
||||
/**
|
||||
* This functions runs all cache-functions to generate all "full" cache
|
||||
* The declaration follows the structure of the CM.Cache.js file
|
||||
* It is called by CM.DelayInit
|
||||
* TODO: Add all functions that should be here and remove them from CM.Loop()
|
||||
*/
|
||||
CM.Cache.InitCache = function() {
|
||||
CM.Cache.CacheDragonAuras();
|
||||
CM.Cache.CacheWrinklers();
|
||||
CM.Cache.CacheStats();
|
||||
CM.Cache.CacheMissingUpgrades();
|
||||
}
|
||||
|
||||
/********
|
||||
* Section: Functions related to Dragon Auras */
|
||||
|
||||
/**
|
||||
* This functions caches the currently selected Dragon Auras
|
||||
* It is called by CM.Sim.CopyData() and CM.Cache.InitCache()
|
||||
* Uncapitalized dragon follows Game-naming
|
||||
* @global {number} CM.Cache.dragonAura The number of the first (right) Aura
|
||||
* @global {number} CM.Cache.dragonAura2 The number of the second (left) Aura
|
||||
*/
|
||||
CM.Cache.CacheDragonAuras = function() {
|
||||
/** @global */
|
||||
CM.Cache.dragonAura = Game.dragonAura;
|
||||
CM.Cache.dragonAura2 = Game.dragonAura2;
|
||||
}
|
||||
|
||||
/********
|
||||
* Section: Functions related to Wrinklers */
|
||||
|
||||
/**
|
||||
* This functions caches data related to Wrinklers
|
||||
* It is called by CM.Loop() and CM.Cache.InitCache()
|
||||
* @global {number} CM.Cache.WrinklersTotal The cookies of all wrinklers
|
||||
* @global {number} CM.Cache.WrinklersNormal The cookies of all normal wrinklers
|
||||
* @global {[{number}, {number}]} CM.Cache.WrinklersFattest A list containing the cookies and the id of the fattest wrinkler
|
||||
*/
|
||||
CM.Cache.CacheWrinklers = function() {
|
||||
CM.Cache.WrinklersTotal = 0;
|
||||
CM.Cache.WrinklersNormal = 0;
|
||||
CM.Cache.WrinklersFattest = [0, null];
|
||||
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;
|
||||
}
|
||||
CM.Cache.WrinklersTotal += sucked;
|
||||
if (Game.wrinklers[i].type == 0) CM.Cache.WrinklersNormal += sucked;
|
||||
if (sucked > CM.Cache.WrinklersFattest[0]) CM.Cache.WrinklersFattest = [sucked, i];
|
||||
}
|
||||
}
|
||||
|
||||
/********
|
||||
* Section: Functions related to Caching stats */
|
||||
|
||||
/**
|
||||
* This functions caches variables related to the stats apge
|
||||
* It is called by CM.Loop() upon changes to cps and CM.Cache.InitCache()
|
||||
* @global {number} CM.Cache.Lucky Cookies required for max Lucky
|
||||
* @global {number} CM.Cache.LuckyReward Reward for max normal Lucky
|
||||
* @global {number} CM.Cache.LuckyWrathReward Reward for max normal Lucky from Wrath cookie
|
||||
* @global {number} CM.Cache.LuckyFrenzy Cookies required for max Lucky Frenzy
|
||||
* @global {number} CM.Cache.LuckyRewardFrenzy Reward for max Lucky Frenzy
|
||||
* @global {number} CM.Cache.LuckyWrathRewardFrenzy Reward for max Lucky Frenzy from Wrath cookie
|
||||
* @global {number} CM.Cache.Conjure Cookies required for max Conjure Baked Goods
|
||||
* @global {number} CM.Cache.ConjureReward Reward for max Conjure Baked Goods
|
||||
* @global {number} CM.Cache.Edifice Cookies required for most expensive building through Spontaneous Edifice
|
||||
* @global {string} CM.Cache.EdificeBuilding Name of most expensive building possible with Spontaneous Edifice
|
||||
*/
|
||||
CM.Cache.CacheStats = function() {
|
||||
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 = 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 = 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.Edifice = 0;
|
||||
var max = 0;
|
||||
var n = 0;
|
||||
for (var i in Game.Objects) {
|
||||
if (Game.Objects[i].amount > max) max = Game.Objects[i].amount;
|
||||
if (Game.Objects[i].amount > 0) n++;
|
||||
}
|
||||
for (var i in Game.Objects) {
|
||||
if ((Game.Objects[i].amount < max || n == 1) &&
|
||||
Game.Objects[i].amount < 400 &&
|
||||
Game.Objects[i].price * 2 > CM.Cache.Edifice) {
|
||||
CM.Cache.Edifice = Game.Objects[i].price * 2;
|
||||
CM.Cache.EdificeBuilding = i;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* This functions caches variables related to missing upgrades
|
||||
* It is called by CM.Loop() and CM.Cache.InitCache()
|
||||
* @global {string} CM.Cache.MissingUpgrades String containig the HTML to create the "crates" for missing normal upgrades
|
||||
* @global {string} CM.Cache.MissingUpgradesCookies String containig the HTML to create the "crates" for missing cookie upgrades
|
||||
* @global {string} CM.Cache.MissingUpgradesPrestige String containig the HTML to create the "crates" for missing prestige upgrades
|
||||
*/
|
||||
CM.Cache.CacheMissingUpgrades = function() {
|
||||
CM.Cache.MissingUpgrades = "";
|
||||
CM.Cache.MissingUpgradesCookies = "";
|
||||
CM.Cache.MissingUpgradesPrestige = "";
|
||||
var list = [];
|
||||
//sort the upgrades
|
||||
for (var i in Game.Upgrades) {
|
||||
list.push(Game.Upgrades[i]);
|
||||
}
|
||||
var sortMap = function(a, b) {
|
||||
if (a.order>b.order) return 1;
|
||||
else if (a.order<b.order) return -1;
|
||||
else return 0;
|
||||
}
|
||||
list.sort(sortMap);
|
||||
|
||||
for (var i in list) {
|
||||
var me = list[i];
|
||||
|
||||
if (me.bought == 0) {
|
||||
var str = '';
|
||||
|
||||
str += CM.Disp.crateMissing(me);
|
||||
if (me.pool == 'prestige') CM.Cache.MissingUpgradesPrestige += str;
|
||||
else if (me.pool == 'cookie') CM.Cache.MissingUpgradesCookies += str;
|
||||
else if (me.pool != 'toggle' && me.pool != 'unused') CM.Cache.MissingUpgrades += str;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/********
|
||||
* Section: Functions related to Caching CPS */
|
||||
|
||||
/**
|
||||
* @class
|
||||
* @classdesc This is a class used to store values used to calculate average over time (mostly cps)
|
||||
* @var {number} maxLength The maximum length of the value-storage
|
||||
* @var {[]} queue The values stored
|
||||
* @method addLatest(newValue) Appends newValue to the value storage
|
||||
* @method calcAverage(timePeriod) Returns the average over the specified timeperiod
|
||||
*/
|
||||
class CMAvgQueue {
|
||||
constructor(maxLength) {
|
||||
this.maxLength = maxLength;
|
||||
this.queue = []
|
||||
}
|
||||
|
||||
addLatest (newValue) {
|
||||
if (this.queue.push(newValue) > this.maxLength) {
|
||||
this.queue.shift();
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: Might want to do this according to "https://stackoverflow.com/questions/10359907/how-to-compute-the-sum-and-average-of-elements-in-an-array"
|
||||
calcAverage (timePeriod) {
|
||||
if (timePeriod > this.maxLength) timePeriod = this.maxLength, console.log("Called for average of Queue for time-period longer than MaxLength");
|
||||
if (timePeriod > this.queue.length) timePeriod = this.queue.length;
|
||||
var ret = 0
|
||||
for (var i = this.queue.length - 1; i >= 0 && i > this.queue.length - 1 - timePeriod; i--) {
|
||||
ret += this.queue[i];
|
||||
}
|
||||
return ret / timePeriod;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* This functions caches creates the CMAvgQueue used by CM.Cache.UpdateAvgCPS() to calculate CPS
|
||||
* Called by CM.DelayInit()
|
||||
*/
|
||||
CM.Cache.InitCookiesDiff = function() {
|
||||
CM.Cache.CookiesDiff = new CMAvgQueue(CM.Disp.cookieTimes[CM.Disp.cookieTimes.length - 1]);
|
||||
CM.Cache.WrinkDiff = new CMAvgQueue(CM.Disp.cookieTimes[CM.Disp.cookieTimes.length - 1]);
|
||||
CM.Cache.WrinkFattestDiff = new CMAvgQueue(CM.Disp.cookieTimes[CM.Disp.cookieTimes.length - 1]);
|
||||
CM.Cache.ChoEggDiff = new CMAvgQueue(CM.Disp.cookieTimes[CM.Disp.cookieTimes.length - 1]);
|
||||
CM.Cache.ClicksDiff = new CMAvgQueue(CM.Disp.clickTimes[CM.Disp.clickTimes.length - 1]);
|
||||
}
|
||||
|
||||
/**
|
||||
* This functions caches two variables related average CPS and Clicks
|
||||
* * It is called by CM.Loop()
|
||||
* TODO: Check if this can be made more concise
|
||||
* @global {number} CM.Cache.AvgCPS Average cookies over time-period as defined by AvgCPSHist
|
||||
* @global {number} CM.Cache.AverageClicks Average cookies from clicking over time-period as defined by AvgClicksHist
|
||||
*/
|
||||
CM.Cache.UpdateAvgCPS = function() {
|
||||
var currDate = Math.floor(Date.now() / 1000);
|
||||
// Only calculate every new second
|
||||
if ((Game.T / Game.fps) % 1 == 0) {
|
||||
var choEggTotal = Game.cookies + CM.Cache.SellForChoEgg;
|
||||
if (Game.cpsSucked > 0) {
|
||||
choEggTotal += CM.Cache.WrinklersTotal;
|
||||
}
|
||||
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.WrinklersTotal - CM.Cache.lastWrinkCookies)) / timeDiff;
|
||||
var wrinkFattestDiffAvg = Math.max(0, (CM.Cache.WrinklersFattest[0] - CM.Cache.lastWrinkFattestCookies)) / 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.addLatest(bankDiffAvg);
|
||||
CM.Cache.WrinkDiff.addLatest(wrinkDiffAvg);
|
||||
CM.Cache.WrinkFattestDiff.addLatest(wrinkFattestDiffAvg);
|
||||
CM.Cache.ChoEggDiff.addLatest(choEggDiffAvg);
|
||||
CM.Cache.ClicksDiff.addLatest(clicksDiffAvg);
|
||||
}
|
||||
}
|
||||
CM.Cache.lastDate = currDate;
|
||||
CM.Cache.lastCookies = Game.cookies;
|
||||
CM.Cache.lastWrinkCookies = CM.Cache.WrinklersTotal;
|
||||
CM.Cache.lastWrinkFattestCookies = CM.Cache.WrinklersFattest[0];
|
||||
CM.Cache.lastChoEgg = choEggTotal;
|
||||
CM.Cache.lastClicks = Game.cookieClicks;
|
||||
|
||||
var cpsLength = CM.Disp.cookieTimes[CM.Options.AvgCPSHist];
|
||||
|
||||
CM.Cache.AverageGainBank = CM.Cache.CookiesDiff.calcAverage(cpsLength);
|
||||
CM.Cache.AverageGainWrink = CM.Cache.WrinkDiff.calcAverage(cpsLength);
|
||||
CM.Cache.AverageGainWrinkFattest = CM.Cache.WrinkFattestDiff.calcAverage(cpsLength);
|
||||
CM.Cache.AverageGainChoEgg = CM.Cache.ChoEggDiff.calcAverage(cpsLength);
|
||||
|
||||
CM.Cache.AvgCPS = CM.Cache.AverageGainBank
|
||||
if (CM.Options.CalcWrink == 1) CM.Cache.AvgCPS += CM.Cache.AverageGainWrink;
|
||||
if (CM.Options.CalcWrink == 2) CM.Cache.AvgCPS += CM.Cache.AverageGainWrinkFattest;
|
||||
|
||||
var choEgg = (Game.HasUnlocked('Chocolate egg') && !Game.Has('Chocolate egg'));
|
||||
|
||||
// TODO: Why and where is this used?
|
||||
if (choEgg || CM.Options.CalcWrink == 0) {
|
||||
CM.Cache.AvgCPSChoEgg = CM.Cache.AverageGainBank + CM.Cache.AverageGainWrink + (choEgg ? CM.Cache.AverageGainChoEgg : 0);
|
||||
}
|
||||
else CM.Cache.AvgCPSChoEgg = CM.Cache.AvgCPS;
|
||||
|
||||
CM.Cache.AverageClicks = CM.Cache.ClicksDiff.calcAverage(CM.Disp.clickTimes[CM.Options.AvgClicksHist]);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* This functions caches the current Wrinkler CPS multiplier
|
||||
* It is called by CM.Loop(). Variables are mostly used by CM.Disp.GetCPS().
|
||||
* @global {number} CM.Cache.CurrWrinklerCount Current number of wrinklers
|
||||
* @global {number} CM.Cache.CurrWrinklerCPSMult Current multiplier of CPS because of wrinklers (excluding their negative sucking effect)
|
||||
*/
|
||||
CM.Cache.UpdateCurrWrinklerCPS = function() {
|
||||
CM.Cache.CurrWrinklerCPSMult = 0;
|
||||
let count = 0;
|
||||
for (let i in Game.wrinklers) {
|
||||
if (Game.wrinklers[i].phase == 2) count++
|
||||
}
|
||||
let godMult = 1;
|
||||
if (CM.Sim.Objects.Temple.minigameLoaded) {
|
||||
var godLvl = CM.Sim.hasGod('scorn');
|
||||
if (godLvl == 1) godMult *= 1.15;
|
||||
else if (godLvl == 2) godMult *= 1.1;
|
||||
else if (godLvl == 3) godMult *= 1.05;
|
||||
}
|
||||
CM.Cache.CurrWrinklerCount = count;
|
||||
CM.Cache.CurrWrinklerCPSMult = count * (count * 0.05 * 1.1) * (Game.Has('Sacrilegious corruption') * 0.05 + 1) * (Game.Has('Wrinklerspawn') * 0.05 + 1) * godMult;
|
||||
}
|
||||
|
||||
/********
|
||||
* Section: Functions related to "Specials" (Dragon and Santa) */
|
||||
|
||||
/**
|
||||
* This functions caches the current cost of upgrading the dragon level so it can be displayed in the tooltip
|
||||
* It is called by the relevan tooltip-code as a result of CM.Disp.AddDragonLevelUpTooltip() and by CM.Loop()
|
||||
* @global {number} CM.Cache.lastDragonLevel The last cached dragon level
|
||||
* @global {string} CM.Cache.CostDragonUpgrade The Beautified cost of the next upgrade
|
||||
*/
|
||||
CM.Cache.CacheDragonCost = function() {
|
||||
if (CM.Cache.lastDragonLevel != Game.dragonLevel || CM.Sim.DoSims) {
|
||||
if (Game.dragonLevel < 25 && Game.dragonLevels[Game.dragonLevel].buy.toString().includes("sacrifice")) {
|
||||
var target = Game.dragonLevels[Game.dragonLevel].buy.toString().match(/Objects\[(.*)\]/)[1];
|
||||
var amount = Game.dragonLevels[Game.dragonLevel].buy.toString().match(/sacrifice\((.*?)\)/)[1];
|
||||
if (target != "i") {
|
||||
target = target.replaceAll("\'", "");
|
||||
if (Game.Objects[target].amount < amount) {
|
||||
CM.Cache.CostDragonUpgrade = "Not enough buildings to sell";
|
||||
}
|
||||
else {
|
||||
var cost = 0;
|
||||
CM.Sim.CopyData();
|
||||
for (var i = 0; i < amount; i++) {
|
||||
var price = CM.Sim.Objects[target].basePrice * Math.pow(Game.priceIncrease, Math.max(0, CM.Sim.Objects[target].amount - 1 - CM.Sim.Objects[target].free));
|
||||
price = Game.modifyBuildingPrice(CM.Sim.Objects[target], price);
|
||||
price = Math.ceil(price);
|
||||
cost += price;
|
||||
CM.Sim.Objects[target].amount--;
|
||||
}
|
||||
CM.Cache.CostDragonUpgrade = "Cost to rebuy: " + CM.Disp.Beautify(cost);
|
||||
}
|
||||
}
|
||||
else {
|
||||
var cost = 0;
|
||||
CM.Sim.CopyData();
|
||||
for (var j in Game.Objects) {
|
||||
target = j;
|
||||
if (Game.Objects[target].amount < amount) {
|
||||
CM.Cache.CostDragonUpgrade = "Not enough buildings to sell";
|
||||
break
|
||||
}
|
||||
else {
|
||||
for (var i = 0; i < amount; i++) {
|
||||
var price = CM.Sim.Objects[target].basePrice * Math.pow(Game.priceIncrease, Math.max(0, CM.Sim.Objects[target].amount - 1 - CM.Sim.Objects[target].free));
|
||||
price = Game.modifyBuildingPrice(CM.Sim.Objects[target], price);
|
||||
price = Math.ceil(price);
|
||||
cost += price;
|
||||
CM.Sim.Objects[target].amount--;
|
||||
}
|
||||
}
|
||||
CM.Cache.CostDragonUpgrade = "Cost to rebuy: " + CM.Disp.Beautify(cost);
|
||||
}
|
||||
}
|
||||
}
|
||||
CM.Cache.lastDragonLevel = Game.dragonLevel;
|
||||
}
|
||||
}
|
||||
|
||||
/********
|
||||
* Section: UNSORTED */
|
||||
|
||||
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) {
|
||||
@@ -19,8 +359,9 @@ CM.Cache.NextNumber = function(base) {
|
||||
|
||||
CM.Cache.RemakeBuildingsPrices = function() {
|
||||
for (var i in Game.Objects) {
|
||||
CM.Cache.Objects10[i].price = CM.Sim.BuildingGetPrice(Game.Objects[i].basePrice, Game.Objects[i].amount, Game.Objects[i].free, 10);
|
||||
CM.Cache.Objects100[i].price = CM.Sim.BuildingGetPrice(Game.Objects[i].basePrice, Game.Objects[i].amount, Game.Objects[i].free, 100);
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -38,33 +379,19 @@ CM.Cache.RemakeIncome = function() {
|
||||
CM.Sim.BuyBuildings(100, 'Objects100');
|
||||
}
|
||||
|
||||
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 (Game.hasGod) {
|
||||
var godLvl = Game.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.Cache.WrinkBank = totalSucked;
|
||||
}
|
||||
|
||||
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.Options.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;
|
||||
}
|
||||
@@ -77,12 +404,92 @@ CM.Cache.RemakeBuildingsPP = function() {
|
||||
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].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].pp <= 0 || CM.Cache.Upgrades[i].pp == Infinity) color = CM.Disp.colorGray;
|
||||
@@ -99,7 +506,11 @@ CM.Cache.RemakeUpgradePP = function() {
|
||||
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[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;
|
||||
@@ -113,75 +524,98 @@ CM.Cache.RemakeBuildingsOtherPP = function(amount, target) {
|
||||
}
|
||||
|
||||
CM.Cache.RemakePP = function() {
|
||||
// Buildings for 1 amount
|
||||
// Buildings
|
||||
CM.Cache.RemakeBuildingsPP();
|
||||
|
||||
// Upgrades
|
||||
CM.Cache.RemakeUpgradePP();
|
||||
|
||||
// Buildings for 10 amount
|
||||
CM.Cache.RemakeBuildingsOtherPP(10, 'Objects10');
|
||||
|
||||
// Buildings for 100 amount
|
||||
CM.Cache.RemakeBuildingsOtherPP(100, 'Objects100');
|
||||
}
|
||||
|
||||
CM.Cache.RemakeLucky = function() {
|
||||
CM.Cache.Lucky = (CM.Cache.NoGoldSwitchCookiesPS * 60 * 15) / 0.15;
|
||||
CM.Cache.Lucky /= CM.Sim.getCPSBuffMult();
|
||||
CM.Cache.LuckyReward = (CM.Cache.Lucky * 0.15) + 13;
|
||||
CM.Cache.LuckyFrenzy = CM.Cache.Lucky * 7;
|
||||
CM.Cache.LuckyRewardFrenzy = (CM.Cache.LuckyFrenzy * 0.15) + 13;
|
||||
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.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 = CM.Cache.NoGoldSwitchCookiesPS * 60 * 60 * 6;
|
||||
maxPayout /= CM.Sim.getCPSBuffMult();
|
||||
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);
|
||||
|
||||
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(CM.Cache.ChainReward) / 0.25;
|
||||
CM.Cache.Chain = CM.Cache.NextNumber(CM.Cache.ChainReward) / 0.5;
|
||||
}
|
||||
if (maxPayout < CM.Cache.ChainWrathReward) {
|
||||
CM.Cache.ChainWrath = 0;
|
||||
}
|
||||
else {
|
||||
CM.Cache.ChainWrath = CM.Cache.NextNumber(CM.Cache.ChainWrathReward) / 0.25;
|
||||
CM.Cache.ChainWrath = CM.Cache.NextNumber(CM.Cache.ChainWrathReward) / 0.5;
|
||||
}
|
||||
|
||||
CM.Cache.ChainFrenzyReward = CM.Cache.MaxChainMoni(7, maxPayout * 7);
|
||||
CM.Cache.ChainFrenzyReward = CM.Cache.MaxChainMoni(7, maxPayout * 7, goldenMult);
|
||||
|
||||
CM.Cache.ChainFrenzyWrathReward = CM.Cache.MaxChainMoni(6, maxPayout * 7);
|
||||
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(CM.Cache.ChainFrenzyReward) / 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) / 0.25;
|
||||
CM.Cache.ChainFrenzyWrath = CM.Cache.NextNumber(CM.Cache.ChainFrenzyWrathReward) / 0.5;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -196,118 +630,29 @@ CM.Cache.RemakeSeaSpec = function() {
|
||||
}
|
||||
|
||||
CM.Cache.RemakeSellForChoEgg = function() {
|
||||
if (Game.hasAura('Earth Shatterer') || Game.dragonLevel < 9) {
|
||||
var sellTotal = 0;
|
||||
for (var i in Game.Objects) {
|
||||
var me = Game.Objects[i];
|
||||
sellTotal += CM.Sim.BuildingSell(me.basePrice, me.amount, me.free, me.amount, 0);
|
||||
}
|
||||
}
|
||||
else {
|
||||
var highestBuilding = '';
|
||||
for (var i in Game.Objects) {
|
||||
if (Game.Objects[i].amount > 0) highestBuilding = i;
|
||||
}
|
||||
var sellTotal = 0;
|
||||
for (var i in Game.Objects) {
|
||||
var me = Game.Objects[i];
|
||||
var amount = 0;
|
||||
if (i == highestBuilding) {
|
||||
amount = me.amount - 1;
|
||||
}
|
||||
else {
|
||||
amount = me.amount;
|
||||
}
|
||||
sellTotal += CM.Sim.BuildingSell(me.basePrice, amount, me.free, amount, 1);
|
||||
// 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;
|
||||
}
|
||||
// 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.WrinkBank;
|
||||
}
|
||||
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 totalGainBank = 0;
|
||||
var totalGainWrink = 0;
|
||||
var totalGainChoEgg = 0;
|
||||
var cpsLength = Math.min(CM.Cache.CookiesDiff.getLength(), CM.Disp.times[CM.Config.AvgCPSHist] * 60);
|
||||
// Assumes the queues are the same length
|
||||
for (var i = CM.Cache.CookiesDiff.getLength() - cpsLength; i < CM.Cache.CookiesDiff.getLength(); i++) {
|
||||
totalGainBank += CM.Cache.CookiesDiff.get(i);
|
||||
totalGainWrink += CM.Cache.WrinkDiff.get(i);
|
||||
totalGainChoEgg += CM.Cache.ChoEggDiff.get(i);
|
||||
}
|
||||
CM.Cache.AvgCPS = (totalGainBank + (CM.Config.CalcWrink ? totalGainWrink : 0)) / cpsLength;
|
||||
|
||||
var choEgg = (Game.HasUnlocked('Chocolate egg') && !Game.Has('Chocolate egg'));
|
||||
|
||||
if (choEgg || CM.Config.CalcWrink == 0) {
|
||||
CM.Cache.AvgCPSChoEgg = (totalGainBank + totalGainWrink + (choEgg ? totalGainChoEgg : 0)) / cpsLength;
|
||||
}
|
||||
else {
|
||||
CM.Cache.AvgCPSChoEgg = CM.Cache.AvgCPS;
|
||||
}
|
||||
|
||||
var totalClicks = 0;
|
||||
var clicksLength = Math.min(CM.Cache.ClicksDiff.getLength(), CM.Disp.times[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.min = -1;
|
||||
CM.Cache.max = -1;
|
||||
CM.Cache.mid = -1;
|
||||
CM.Cache.WrinkBank = -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.LuckyFrenzy = 0;
|
||||
CM.Cache.LuckyRewardFrenzy = 0;
|
||||
CM.Cache.SeaSpec = 0;
|
||||
CM.Cache.Chain = 0;
|
||||
CM.Cache.ChainWrath = 0;
|
||||
@@ -320,17 +665,9 @@ CM.Cache.ChainFrenzyWrathReward = 0;
|
||||
CM.Cache.CentEgg = 0;
|
||||
CM.Cache.SellForChoEgg = 0;
|
||||
CM.Cache.Title = '';
|
||||
CM.Cache.HadFierHoard = false;
|
||||
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.HadBuildAura = false;
|
||||
CM.Cache.RealCookiesEarned = -1;
|
||||
CM.Cache.seasonPopShimmer;
|
||||
CM.Cache.goldenShimmersByID = {};
|
||||
CM.Cache.spawnedGoldenShimmer = 0;
|
||||
|
||||
|
||||
215
src/Config.js
215
src/Config.js
@@ -2,149 +2,178 @@
|
||||
* Config *
|
||||
**********/
|
||||
|
||||
CM.SaveConfig = function(config) {
|
||||
localStorage.setItem(CM.ConfigPrefix, JSON.stringify(config));
|
||||
/********
|
||||
* Section: Functions related to saving, loading and restoring configs */
|
||||
|
||||
/**
|
||||
* This function saves the config of CookieMonster without saving any of the other save-data
|
||||
* This allows saving in between the autosave intervals
|
||||
* It is called by CM.Config.LoadConfig(), CM.Config.RestoreDefault(), CM.Config.ToggleConfig(),
|
||||
* CM.ToggleConfigVolume() and changes in options with type "url", "color" or "numscale"
|
||||
*/
|
||||
CM.Config.SaveConfig = function() {
|
||||
let saveString = b64_to_utf8(unescape(localStorage.getItem('CookieClickerGame')).split('!END!')[0]);
|
||||
CookieMonsterSave = saveString.match(/CookieMonster.*(;|$)/);
|
||||
if (CookieMonsterSave != null) {
|
||||
newSaveString = saveString.replace(CookieMonsterSave[0], "CookieMonster:" + CM.save());
|
||||
localStorage.setItem('CookieClickerGame', escape(utf8_to_b64(newSaveString)+'!END!'))
|
||||
}
|
||||
}
|
||||
|
||||
CM.LoadConfig = function() {
|
||||
if (localStorage.getItem(CM.ConfigPrefix) != null) {
|
||||
CM.Config = JSON.parse(localStorage.getItem(CM.ConfigPrefix));
|
||||
/**
|
||||
* This function loads the config of CookieMonster saved in localStorage and loads it into CM.Options
|
||||
* It is called by CM.DelayInit() and CM.Config.RestoreDefault()
|
||||
*/
|
||||
CM.Config.LoadConfig = function(settings) {
|
||||
// This removes cookies left from earlier versions of CookieMonster
|
||||
if (typeof localStorage.CMConfig != "undefined") {
|
||||
delete localStorage.CMConfig;
|
||||
}
|
||||
if (settings != null) {
|
||||
CM.Options = settings;
|
||||
|
||||
// Check values
|
||||
var mod = false;
|
||||
for (var i in CM.ConfigDefault) {
|
||||
if (typeof CM.Config[i] === 'undefined') {
|
||||
for (var i in CM.Data.ConfigDefault) {
|
||||
if (typeof CM.Options[i] === 'undefined') {
|
||||
mod = true;
|
||||
CM.Config[i] = CM.ConfigDefault[i];
|
||||
CM.Options[i] = CM.Data.ConfigDefault[i];
|
||||
}
|
||||
else if (i != 'StatsPref' && i != 'Colors') {
|
||||
else if (i != 'Header' && i != 'Colors') {
|
||||
if (i.indexOf('SoundURL') == -1) {
|
||||
if (!(CM.Config[i] > -1 && CM.Config[i] < CM.ConfigData[i].label.length)) {
|
||||
if (!(CM.Options[i] > -1 && CM.Options[i] < CM.ConfigData[i].label.length)) {
|
||||
mod = true;
|
||||
CM.Config[i] = CM.ConfigDefault[i];
|
||||
CM.Options[i] = CM.Data.ConfigDefault[i];
|
||||
}
|
||||
}
|
||||
else { // Sound URLs
|
||||
if (typeof CM.Config[i] != 'string') {
|
||||
if (typeof CM.Options[i] != 'string') {
|
||||
mod = true;
|
||||
CM.Config[i] = CM.ConfigDefault[i];
|
||||
CM.Options[i] = CM.Data.ConfigDefault[i];
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (i == 'StatsPref') {
|
||||
for (var j in CM.ConfigDefault.StatsPref) {
|
||||
if (typeof CM.Config[i][j] === 'undefined' || !(CM.Config[i][j] > -1 && CM.Config[i][j] < 2)) {
|
||||
else if (i == 'Header') {
|
||||
for (var j in CM.Data.ConfigDefault.Header) {
|
||||
if (typeof CM.Options[i][j] === 'undefined' || !(CM.Options[i][j] > -1 && CM.Options[i][j] < 2)) {
|
||||
mod = true;
|
||||
CM.Config[i][j] = CM.ConfigDefault[i][j];
|
||||
CM.Options[i][j] = CM.Data.ConfigDefault[i][j];
|
||||
}
|
||||
}
|
||||
}
|
||||
else { // Colors
|
||||
for (var j in CM.ConfigDefault.Colors) {
|
||||
if (typeof CM.Config[i][j] === 'undefined' || typeof CM.Config[i][j] != 'string') {
|
||||
for (var j in CM.Data.ConfigDefault.Colors) {
|
||||
if (typeof CM.Options[i][j] === 'undefined' || typeof CM.Options[i][j] != 'string') {
|
||||
mod = true;
|
||||
CM.Config[i][j] = CM.ConfigDefault[i][j];
|
||||
CM.Options[i][j] = CM.Data.ConfigDefault[i][j];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (mod) CM.SaveConfig(CM.Config);
|
||||
if (mod) CM.Config.SaveConfig();
|
||||
CM.Loop(); // Do loop once
|
||||
for (var i in CM.ConfigDefault) {
|
||||
if (i != 'StatsPref' && typeof CM.ConfigData[i].func !== 'undefined') {
|
||||
for (var i in CM.Data.ConfigDefault) {
|
||||
if (i != 'Header' && typeof CM.ConfigData[i].func !== 'undefined') {
|
||||
CM.ConfigData[i].func();
|
||||
}
|
||||
}
|
||||
}
|
||||
else { // Default values
|
||||
CM.RestoreDefault();
|
||||
CM.Config.RestoreDefault();
|
||||
}
|
||||
}
|
||||
|
||||
CM.RestoreDefault = function() {
|
||||
CM.Config = {};
|
||||
CM.SaveConfig(CM.ConfigDefault);
|
||||
CM.LoadConfig();
|
||||
/**
|
||||
* This function reloads and resaves the default config as stored in CM.Data.ConfigDefault
|
||||
* It is called by resDefBut.onclick loaded in the options page or by CM.Config.LoadConfig if no localStorage is found
|
||||
*/
|
||||
CM.Config.RestoreDefault = function() {
|
||||
CM.Config.LoadConfig(CM.Data.ConfigDefault);
|
||||
CM.Config.SaveConfig();
|
||||
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';
|
||||
}
|
||||
}
|
||||
}
|
||||
/********
|
||||
* Section: Functions related to toggling or changing configs */
|
||||
|
||||
CM.ToggleConfigUp = function(config) {
|
||||
CM.Config[config]++;
|
||||
if (CM.Config[config] == CM.ConfigData[config].label.length) {
|
||||
CM.Config[config] = 0;
|
||||
/**
|
||||
* This function toggles options by incrementing them with 1 and handling changes
|
||||
* It is called by the onclick event of options of the "bool" type
|
||||
* @param {string} config The name of the option
|
||||
*/
|
||||
CM.Config.ToggleConfig = function(config) {
|
||||
CM.Options[config]++;
|
||||
|
||||
if (CM.Options[config] == CM.ConfigData[config].label.length) {
|
||||
CM.Options[config] = 0;
|
||||
if (CM.ConfigData[config].toggle) l(CM.ConfigPrefix + config).className = 'option off';
|
||||
}
|
||||
else l(CM.ConfigPrefix + config).className = 'option';
|
||||
|
||||
if (typeof CM.ConfigData[config].func !== 'undefined') {
|
||||
CM.ConfigData[config].func();
|
||||
}
|
||||
l(CM.ConfigPrefix + config).innerHTML = CM.Disp.GetConfigDisplay(config);
|
||||
CM.SaveConfig(CM.Config);
|
||||
|
||||
l(CM.ConfigPrefix + config).innerHTML = CM.ConfigData[config].label[CM.Options[config]];
|
||||
CM.Config.SaveConfig();
|
||||
}
|
||||
|
||||
CM.ToggleConfigDown = function(config) {
|
||||
CM.Config[config]--;
|
||||
if (CM.Config[config] < 0) {
|
||||
CM.Config[config] = CM.ConfigData[config].label.length - 1;
|
||||
/**
|
||||
* This function sets the value of the specified volume-option and updates the display in the options menu
|
||||
* It is called by the oninput and onchange event of "vol" type options
|
||||
* @param {string} config The name of the option
|
||||
*/
|
||||
CM.Config.ToggleConfigVolume = function(config) {
|
||||
if (l("slider" + config) != null) {
|
||||
l("slider" + config + "right").innerHTML = l("slider" + config).value + "%";
|
||||
CM.Options[config] = Math.round(l("slider" + config).value);
|
||||
}
|
||||
if (typeof CM.ConfigData[config].func !== 'undefined') {
|
||||
CM.ConfigData[config].func();
|
||||
}
|
||||
l(CM.ConfigPrefix + config).innerHTML = CM.Disp.GetConfigDisplay(config);
|
||||
CM.SaveConfig(CM.Config);
|
||||
CM.Config.SaveConfig();
|
||||
}
|
||||
|
||||
CM.ToggleStatsConfig = function(config) {
|
||||
if (CM.Config.StatsPref[config] == 0) {
|
||||
CM.Config.StatsPref[config]++;
|
||||
/**
|
||||
* This function toggles header options by incrementing them with 1 and handling changes
|
||||
* It is called by the onclick event of the +/- next to headers
|
||||
* @param {string} config The name of the header
|
||||
*/
|
||||
CM.Config.ToggleHeader = function(config) {
|
||||
CM.Options.Header[config]++;
|
||||
if (CM.Options.Header[config] > 1) CM.Options.Header[config] = 0;
|
||||
CM.Config.SaveConfig();
|
||||
}
|
||||
|
||||
/********
|
||||
* Section: Functions related to notifications */
|
||||
|
||||
/**
|
||||
* This function checks if the user has given permissions for notifications
|
||||
* It is called by a change in any of the notification options
|
||||
* Note that most browsers will stop asking if the user has ignored the prompt around 6 times
|
||||
* @param {number} ToggleOnOff A number indicating whether the option has been turned off (0) or on (1)
|
||||
*/
|
||||
CM.Config.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 {
|
||||
CM.Config.StatsPref[config]--;
|
||||
if(checkNotificationPromise()) {
|
||||
Notification.requestPermission().then();
|
||||
}
|
||||
else {
|
||||
Notification.requestPermission();
|
||||
}
|
||||
}
|
||||
CM.SaveConfig(CM.Config);
|
||||
}
|
||||
|
||||
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 Buildings Color)', 'Bulk Building Colors (Calculated 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.UpBarColor = {label: ['Upgrade Bar/Colors OFF', 'Upgrade Bar/Colors ON'], desc: 'Color code upgrades and add a counter', toggle: true, 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.CalcWrink = {label: ['Calculate with Wrinklers OFF', 'Calculate with Wrinklers ON'], desc: 'Calculate times and average Cookies Per Second with Wrinkers', 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 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.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', toggle: true};
|
||||
CM.ConfigData.Flash = {label: ['Flash OFF', 'Flash ON'], desc: 'Flash screen on Golden Cookie/Season Popup', toggle: true};
|
||||
CM.ConfigData.Sound = {label: ['Sounds OFF', 'Sounds ON'], desc: 'Play a sound on Golden Cookie/Season Popup', toggle: true};
|
||||
CM.ConfigData.Volume = {label: [], desc: 'Volume of the sound'};
|
||||
for (var i = 0; i < 101; i++) {
|
||||
CM.ConfigData.Volume.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.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', toggle: true, func: function() {CM.Disp.ToggleGCTimer();}};
|
||||
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.Favicon = {label: ['Favicon OFF', 'Favicon ON'], desc: 'Update favicon with Golden/Wrath Cookie', toggle: true, func: function() {CM.Disp.UpdateFavicon();}};
|
||||
CM.ConfigData.Tooltip = {label: ['Tooltip Information OFF', 'Tooltip Information ON'], desc: 'Extra information in tooltip for buildings/upgrades', toggle: true};
|
||||
CM.ConfigData.TooltipAmor = {label: ['Tooltip Amortization Information OFF', 'Tooltip Amortization Information ON'], desc: 'Add amortization information to buildings tooltip', toggle: true};
|
||||
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', toggle: true, 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', toggle: false, func: function() {CM.Disp.ToggleToolWarnCautPos();}};
|
||||
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.Stats = {label: ['Statistics OFF', 'Statistics ON'], desc: 'Extra Cookie Monster statistics!', 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.Scale = {label: ['Game\'s Setting Scale', 'Metric', 'Short Scale', 'Scientific Notation'], desc: 'Change how long numbers are handled', toggle: false, func: function() {CM.Disp.RefreshScale();}};
|
||||
|
||||
|
||||
291
src/Data.js
291
src/Data.js
@@ -2,7 +2,296 @@
|
||||
* Data *
|
||||
********/
|
||||
|
||||
/********
|
||||
* Section: Data used in the stats page to show not yet purchased updates. See CM.Disp.CreateStatsMissDisp() */
|
||||
|
||||
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'];
|
||||
CM.Data.PlantDrops = ['Elderwort biscuits', 'Bakeberry cookies', 'Duketater cookies', 'Green yeast digestives', 'Wheat slims', 'Fern tea', 'Ichor syrup']
|
||||
|
||||
/********
|
||||
* Section: Data for the various scales used by CookieMonster */
|
||||
|
||||
CM.Data.metric = ['', '', 'M', 'G', 'T', 'P', 'E', 'Z', 'Y'];
|
||||
CM.Data.shortScale = ['', '', 'M', 'B', 'Tr', 'Quadr', 'Quint', 'Sext', 'Sept', 'Oct', 'Non', 'Dec', 'Undec', 'Duodec', 'Tredec', 'Quattuordec', 'Quindec', 'Sexdec', 'Septendec', 'Octodec', 'Novemdec', 'Vigint', 'Unvigint', 'Duovigint', 'Trevigint', 'Quattuorvigint'];
|
||||
CM.Data.shortScaleAbbreviated = ['', 'K', 'M', 'B', 'T', 'Qa', 'Qi', 'Sx', 'Sp', 'Oc', 'No', 'De',
|
||||
'UDe', 'DDe', 'TDe', 'QaDe', 'QiDe', 'SxDe', 'SpDe', 'ODe', 'NDe', 'Vi',
|
||||
'UVi', 'DVi', 'TVi', 'QaVi', 'QiVi', 'SxVi', 'SpVi', 'OVi', 'NVi', 'Tr',
|
||||
'UTr', 'DTr', 'TTr', 'QaTr', 'QiTr', 'SxTr', 'SpTr', 'OTr', 'NTr', 'Qaa',
|
||||
'UQa', 'DQa', 'TQa', 'QaQa', 'QiQa', 'SxQa', 'SpQa', 'OQa', 'NQa', 'Qia',
|
||||
'UQi', 'DQi', 'TQi', 'QaQi', 'QiQi', 'SxQi', 'SpQi', 'OQi', 'NQi', 'Sxa',
|
||||
'USx', 'DSx', 'TSx', 'QaSx', 'QiSx', 'SxSx', 'SpSx', 'OSx', 'NSx', 'Spa',
|
||||
'USp', 'DSp', 'TSp', 'QaSp', 'QiSp', 'SxSp', 'SpSp', 'OSp', 'NSp', 'Oco',
|
||||
'UOc', 'DOc', 'TOc', 'QaOc', 'QiOc', 'SxOc', 'SpOc', 'OOc', 'NOc', 'Noa',
|
||||
'UNo', 'DNo', 'TNo', 'QaNo', 'QiNo', 'SxNo', 'SpNo', 'ONo', 'NNo', 'Ct',
|
||||
'UCt']
|
||||
|
||||
/********
|
||||
* Section: Two array's containing all Config groups and their to-be displayed title */
|
||||
|
||||
CM.ConfigGroups = {
|
||||
BarsColors: "Bars/Colors",
|
||||
Calculation: "Calculation",
|
||||
Notification: "Notification",
|
||||
Tooltip: "Tooltips",
|
||||
Statistics: "Statistics",
|
||||
Notation: "Notation",
|
||||
Miscellaneous: "Miscellaneous"
|
||||
}
|
||||
|
||||
CM.ConfigGroupsNotification = {
|
||||
NotificationGC: "Golden Cookie",
|
||||
NotificationFC: "Fortune Cookie",
|
||||
NotificationSea: "Season Special",
|
||||
NotificationGard: "Garden Tick",
|
||||
NotificationMagi: "Full Magic Bar",
|
||||
NotificationWrink: "Wrinkler",
|
||||
NotificationWrinkMax: "Maximum Wrinklers",
|
||||
}
|
||||
|
||||
/********
|
||||
* Section: An array (CM.ConfigData) containing all Config options and an array of default settings */
|
||||
|
||||
/**
|
||||
* This includes all options of CookieMonster and relevant data
|
||||
* Each individual option-array in the has the following items
|
||||
* @item {string} type The type of option (bool(ean), vol(ume), url or color)
|
||||
* @item {string} group The options-group the option belongs to
|
||||
* @item {[string, ...]} label A list of the various configurations of the option
|
||||
* @item {string} desc Description to be used in options menu
|
||||
* @item {boolean} toggle Whether it should be displayed as a grey/white toggle in the options menu
|
||||
* @item {function} func A function to be called when the option is toggled
|
||||
*/
|
||||
// Barscolors
|
||||
CM.ConfigData.BotBar = {type: 'bool', group: 'BarsColors', label: ['Bottom Bar OFF', 'Bottom Bar ON'], desc: 'Building Information', toggle: true, func: function() {CM.Disp.ToggleBotBar();}};
|
||||
CM.ConfigData.TimerBar = {type: 'bool', group: 'BarsColors', 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 = {type: 'bool', group: 'BarsColors', 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.SortBuildings = {type: 'bool', group: 'BarsColors', 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 = {type: 'bool', group: 'BarsColors', 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();}};
|
||||
CM.ConfigData.BuildColor = {type: 'bool', group: 'BarsColors', label: ['Building Colors OFF', 'Building Colors ON'], desc: 'Color code buildings', toggle: true, func: function() {CM.Disp.UpdateBuildings();}};
|
||||
CM.ConfigData.BulkBuildColor = {type: 'bool', group: 'BarsColors', 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 = {type: 'bool', group: 'BarsColors', 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 = {type: 'bool', group: 'BarsColors', 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.ToggleUpgradeBarAndColor();}};
|
||||
CM.ConfigData.Colors = { type: 'color', group: 'BarsColors',
|
||||
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 = {type: 'bool', group: 'BarsColors', 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();}};
|
||||
|
||||
// Calculation
|
||||
CM.ConfigData.CalcWrink = {type: 'bool', group: 'Calculation', label: ['Calculate with Wrinklers OFF', 'Calculate with Wrinklers ON', 'Calculate with Single Fattest Wrinkler ON'], desc: 'Calculate times and average Cookies Per Second with (only the single fattest) Wrinklers', toggle: true};
|
||||
CM.ConfigData.CPSMode = {type: 'bool', group: 'Calculation', 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 = {type: 'bool', group: 'Calculation', 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 = {type: 'bool', group: 'Calculation', 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 = {type: 'bool', group: 'Calculation', 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};
|
||||
|
||||
// Notification
|
||||
CM.ConfigData.GCNotification = {type: 'bool', group: 'NotificationGC', label: ['Notification OFF', 'Notification ON'], desc: 'Create a notification when Golden Cookie spawns', toggle: true, func: function () {CM.Config.CheckNotificationPermissions(CM.Options.GCNotification);}};
|
||||
CM.ConfigData.GCFlash = {type: 'bool', group: 'NotificationGC', label: ['Flash OFF', 'Flash ON'], desc: 'Flash screen on Golden Cookie', toggle: true};
|
||||
CM.ConfigData.GCSound = {type: 'bool', group: 'NotificationGC', label: ['Sound OFF', 'Sound ON'], desc: 'Play a sound on Golden Cookie', toggle: true};
|
||||
CM.ConfigData.GCVolume = {type: 'vol', group: 'NotificationGC', label: [], desc: 'Volume'};
|
||||
for (var i = 0; i < 101; i++) {
|
||||
CM.ConfigData.GCVolume.label[i] = i + '%';
|
||||
}
|
||||
CM.ConfigData.GCSoundURL = {type: 'url', group: 'NotificationGC', label: 'Sound URL:', desc: 'URL of the sound to be played when a Golden Cookie spawns'};
|
||||
CM.ConfigData.FortuneNotification = {type: 'bool', group: 'NotificationFC', label: ['Notification OFF', 'Notification ON'], desc: 'Create a notification when Fortune Cookie is on the Ticker', toggle: true, func: function () {CM.Config.CheckNotificationPermissions(CM.Options.FortuneNotification);}};
|
||||
CM.ConfigData.FortuneFlash = {type: 'bool', group: 'NotificationFC', label: ['Flash OFF', 'Flash ON'], desc: 'Flash screen on Fortune Cookie', toggle: true};
|
||||
CM.ConfigData.FortuneSound = {type: 'bool', group: 'NotificationFC', label: ['Sound OFF', 'Sound ON'], desc: 'Play a sound on Fortune Cookie', toggle: true};
|
||||
CM.ConfigData.FortuneVolume = {type: 'vol', group: 'NotificationFC', label: [], desc: 'Volume'};
|
||||
for (var i = 0; i < 101; i++) {
|
||||
CM.ConfigData.FortuneVolume.label[i] = i + '%';
|
||||
}
|
||||
CM.ConfigData.FortuneSoundURL = {type: 'url', group: 'NotificationFC', label: 'Sound URL:', desc: 'URL of the sound to be played when the Ticker has a Fortune Cookie'};
|
||||
CM.ConfigData.SeaNotification = {type: 'bool', group: 'NotificationSea', label: ['Notification OFF', 'Notification ON'], desc: 'Create a notification on Season Popup', toggle: true, func: function () {CM.Config.CheckNotificationPermissions(CM.Options.SeaNotification);}};
|
||||
CM.ConfigData.SeaFlash = {type: 'bool', group: 'NotificationSea', label: ['Flash OFF', 'Flash ON'], desc: 'Flash screen on Season Popup', toggle: true};
|
||||
CM.ConfigData.SeaSound = {type: 'bool', group: 'NotificationSea', label: ['Sound OFF', 'Sound ON'], desc: 'Play a sound on Season Popup', toggle: true};
|
||||
CM.ConfigData.SeaVolume = {type: 'vol', group: 'NotificationSea', label: [], desc: 'Volume'};
|
||||
for (var i = 0; i < 101; i++) {
|
||||
CM.ConfigData.SeaVolume.label[i] = i + '%';
|
||||
}
|
||||
CM.ConfigData.SeaSoundURL = {type: 'url', group: 'NotificationSea', label: 'Sound URL:', desc: 'URL of the sound to be played when a Season Special spawns'};
|
||||
CM.ConfigData.GardFlash = {type: 'bool', group: 'NotificationGard', label: ['Garden Tick Flash OFF', 'Flash ON'], desc: 'Flash screen on Garden Tick', toggle: true};
|
||||
CM.ConfigData.GardSound = {type: 'bool', group: 'NotificationGard', label: ['Sound OFF', 'Sound ON'], desc: 'Play a sound on Garden Tick', toggle: true};
|
||||
CM.ConfigData.GardVolume = {type: 'vol', group: 'NotificationGard', label: [], desc: 'Volume'};
|
||||
for (var i = 0; i < 101; i++) {
|
||||
CM.ConfigData.GardVolume.label[i] = i + '%';
|
||||
}
|
||||
CM.ConfigData.GardSoundURL = {type: 'url', group: 'NotificationGard', label: 'Garden Tick Sound URL:', desc: 'URL of the sound to be played when the garden ticks'};
|
||||
CM.ConfigData.MagicNotification = {type: 'bool', group: 'NotificationMagi', label: ['Notification OFF', 'Notification ON'], desc: 'Create a notification when magic reaches maximum', toggle: true, func: function () {CM.Config.CheckNotificationPermissions(CM.Options.MagicNotification);}};
|
||||
CM.ConfigData.MagicFlash = {type: 'bool', group: 'NotificationMagi', label: ['Flash OFF', 'Flash ON'], desc: 'Flash screen when magic reaches maximum', toggle: true};
|
||||
CM.ConfigData.MagicSound = {type: 'bool', group: 'NotificationMagi', label: ['Sound OFF', 'Sound ON'], desc: 'Play a sound when magic reaches maximum', toggle: true};
|
||||
CM.ConfigData.MagicVolume = {type: 'vol', group: 'NotificationMagi', label: [], desc: 'Volume'};
|
||||
for (var i = 0; i < 101; i++) {
|
||||
CM.ConfigData.MagicVolume.label[i] = i + '%';
|
||||
}
|
||||
CM.ConfigData.MagicSoundURL = {type: 'url', group: 'NotificationMagi', label: 'Sound URL:', desc: 'URL of the sound to be played when magic reaches maxium'};
|
||||
CM.ConfigData.WrinklerNotification = {type: 'bool', group: 'NotificationWrink', label: ['Notification OFF', 'Notification ON'], desc: 'Create a notification when a Wrinkler appears', toggle: true, func: function () {CM.Config.CheckNotificationPermissions(CM.Options.WrinklerNotification);}};
|
||||
CM.ConfigData.WrinklerFlash = {type: 'bool', group: 'NotificationWrink', label: ['Flash OFF', 'Flash ON'], desc: 'Flash screen when a Wrinkler appears', toggle: true};
|
||||
CM.ConfigData.WrinklerSound = {type: 'bool', group: 'NotificationWrink', label: ['Sound OFF', 'Sound ON'], desc: 'Play a sound when a Wrinkler appears', toggle: true};
|
||||
CM.ConfigData.WrinklerVolume = {type: 'vol', group: 'NotificationWrink', label: [], desc: 'Volume'};
|
||||
for (var i = 0; i < 101; i++) {
|
||||
CM.ConfigData.WrinklerVolume.label[i] = i + '%';
|
||||
}
|
||||
CM.ConfigData.WrinklerSoundURL = {type: 'url', group: 'NotificationWrink', label: 'Sound URL:', desc: 'URL of the sound to be played when a Wrinkler appears'};
|
||||
CM.ConfigData.WrinklerMaxNotification = {type: 'bool', group: 'NotificationWrinkMax', label: ['Notification OFF', 'Notification ON'], desc: 'Create a notification when the maximum amount of Wrinklers has appeared', toggle: true, func: function () {CM.Config.CheckNotificationPermissions(CM.Options.WrinklerMaxNotification);}};
|
||||
CM.ConfigData.WrinklerMaxFlash = {type: 'bool', group: 'NotificationWrinkMax', label: ['Flash OFF', 'Flash ON'], desc: 'Flash screen when the maximum amount of Wrinklers has appeared', toggle: true};
|
||||
CM.ConfigData.WrinklerMaxSound = {type: 'bool', group: 'NotificationWrinkMax', label: ['Sound OFF', 'Sound ON'], desc: 'Play a sound when the maximum amount of Wrinklers has appeared', toggle: true};
|
||||
CM.ConfigData.WrinklerMaxVolume = {type: 'vol', group: 'NotificationWrinkMax', label: [], desc: 'Volume'};
|
||||
for (var i = 0; i < 101; i++) {
|
||||
CM.ConfigData.WrinklerMaxVolume.label[i] = i + '%';
|
||||
}
|
||||
CM.ConfigData.WrinklerMaxSoundURL = {type: 'url', group: 'NotificationWrinkMax', label: 'Sound URL:', desc: 'URL of the sound to be played when the maximum amount of Wrinklers has appeared'};
|
||||
CM.ConfigData.Title = {type: 'bool', group: 'Notification', 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};
|
||||
|
||||
// Tooltip
|
||||
CM.ConfigData.TooltipBuildUp = {type: 'bool', group: 'Tooltip', label: ['Buildings/Upgrades Tooltip Information OFF', 'Buildings/Upgrades Tooltip Information ON'], desc: 'Extra information in tooltip for buildings/upgrades', toggle: true};
|
||||
CM.ConfigData.TooltipAmor = {type: 'bool', group: 'Tooltip', label: ['Buildings Tooltip Amortization Information OFF', 'Buildings Tooltip Amortization Information ON'], desc: 'Add amortization information to buildings tooltip', toggle: true};
|
||||
CM.ConfigData.ToolWarnLucky = {type: 'bool', group: 'Tooltip', 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!" rewards', toggle: true};
|
||||
CM.ConfigData.ToolWarnLuckyFrenzy = {type: 'bool', group: 'Tooltip', label: ['Tooltip Lucky Frenzy Warning OFF', 'Tooltip Lucky Frenzy Warning ON'], desc: 'A warning when buying if it will put the bank under the amount needed for max "Lucky!" (Frenzy) rewards', toggle: true};
|
||||
CM.ConfigData.ToolWarnConjure = {type: 'bool', group: 'Tooltip', 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.ToolWarnEdifice = {type: 'bool', group: 'Tooltip', label: ['Tooltip Edifice Warning OFF', 'Tooltip Edifice Warning ON'], desc: 'A warning when buying if it will put the bank under the amount needed for "Spontaneous Edifice" to possibly give you your most expensive building', toggle: true};
|
||||
CM.ConfigData.ToolWarnPos = {type: 'bool', group: 'Tooltip', 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 = {type: 'bool', group: 'Tooltip', label: ['Grimoire Tooltip Information OFF', 'Grimoire Tooltip Information ON'], desc: 'Extra information in tooltip for grimoire', toggle: true};
|
||||
CM.ConfigData.ToolWrink = {type: 'bool', group: 'Tooltip', 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 = {type: 'bool', group: 'Tooltip', label: ['Sugar Lump Tooltip OFF', 'Sugar Lump Tooltip ON'], desc: 'Shows the current Sugar Lump type in Sugar lump tooltip.', toggle: true};
|
||||
CM.ConfigData.DragonAuraInfo = {type: 'bool', group: 'Tooltip', label: ['Extra Dragon Aura Info OFF', 'Extra Dragon Aura Info ON'], desc: 'Shows information about changes in CPS and costs in the dragon aura interface.', toggle: true};
|
||||
|
||||
// Statistics
|
||||
CM.ConfigData.Stats = {type: 'bool', group: 'Statistics', label: ['Statistics OFF', 'Statistics ON'], desc: 'Extra Cookie Monster statistics!', toggle: true};
|
||||
CM.ConfigData.MissingUpgrades = {type: 'bool', group: 'Statistics', 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 = {type: 'bool', group: 'Statistics', label: ['Statistics Update Rate (Default)', 'Statistics Update Rate (1s)'], desc: 'Default Game rate is once every 5 seconds', toggle: false};
|
||||
CM.ConfigData.TimeFormat = {type: 'bool', group: 'Statistics', label: ['Time XXd, XXh, XXm, XXs', 'Time XX:XX:XX:XX:XX'], desc: 'Change the time format', toggle: false};
|
||||
CM.ConfigData.DetailedTime = {type: 'bool', group: 'Statistics', label: ['Detailed Time OFF', 'Detailed Time ON'], desc: 'Change how time is displayed in certain statistics and tooltips', toggle: true, func: function() {CM.Disp.ToggleDetailedTime();}};
|
||||
CM.ConfigData.GrimoireBar = {type: 'bool', group: 'Statistics', 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};
|
||||
|
||||
// Notation
|
||||
CM.ConfigData.Scale = {type: 'bool', group: 'Notation', label: ['Game\'s Setting Scale', 'Metric', 'Short Scale', 'Short Scale (Abbreviated)', 'Scientific Notation', 'Engineering Notation'], desc: 'Change how long numbers are handled', toggle: false, func: function() {CM.Disp.RefreshScale();}};
|
||||
CM.ConfigData.ScaleDecimals = {type: 'bool', group: 'Notation', label: ['1 decimals', '2 decimals', '3 decimals'], desc: 'Set the number of decimals used when applicable', toggle: false, func: function() {CM.Disp.RefreshScale();}};
|
||||
CM.ConfigData.ScaleSeparator = {type: 'bool', group: 'Notation', label: ['. for decimals (Standard)', '. for thousands'], desc: 'Set the separator used for decimals and thousands', toggle: false, func: function() {CM.Disp.RefreshScale();}};
|
||||
CM.ConfigData.ScaleCutoff = {type: 'numscale', group: 'Notation', label: 'Notation Cut-off Point', desc: 'The number from which CookieMonster will start formatting numbers based on chosen scale. Standard is 999,999. Setting this above 999,999,999 might break certain notations.', min: 1, max: 999999999};
|
||||
|
||||
// Miscellaneous
|
||||
CM.ConfigData.GCTimer = {type: 'bool', group: 'Miscellaneous', 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 = {type: 'bool', group: 'Miscellaneous', label: ['Favicon OFF', 'Favicon ON'], desc: 'Update favicon with Golden/Wrath Cookie', toggle: true, func: function() {CM.Disp.UpdateFavicon();}};
|
||||
CM.ConfigData.WrinklerButtons = {type: 'bool', group: 'Miscellaneous', label: ['Extra Buttons OFF', 'Extra Buttons ON'], desc: 'Show buttons for popping wrinklers at bottom of cookie section', toggle: true, func: function() {CM.Disp.UpdateWrinklerButtons();}};
|
||||
|
||||
|
||||
/**
|
||||
* This array describes all default settings
|
||||
* It is used by CM.LoadConfig() and CM.Config.RestoreDefault()
|
||||
*/
|
||||
CM.Data.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',
|
||||
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,
|
||||
ToolWarnLuckyFrenzy: 1,
|
||||
ToolWarnConjure: 1,
|
||||
ToolWarnEdifice: 1,
|
||||
ToolWarnPos: 1,
|
||||
TooltipGrim:1,
|
||||
ToolWrink: 1,
|
||||
TooltipLump: 1,
|
||||
DragonAuraInfo: 1,
|
||||
Stats: 1,
|
||||
MissingUpgrades: 1,
|
||||
UpStats: 1,
|
||||
TimeFormat: 0,
|
||||
DetailedTime: 1,
|
||||
GrimoireBar: 1,
|
||||
Scale: 2,
|
||||
ScaleDecimals: 2,
|
||||
ScaleSeparator: 0,
|
||||
ScaleCutoff: 999999,
|
||||
Colors: {Blue: '#4bb8f0', Green: '#00ff00', Yellow: '#ffff00', Orange: '#ff7f00', Red: '#ff0000', Purple: '#ff00ff', Gray: '#b3b3b3', Pink: '#ff1493', Brown: '#8b4513'},
|
||||
SortBuildings: 0,
|
||||
SortUpgrades: 0,
|
||||
GCTimer: 1,
|
||||
Favicon: 1,
|
||||
WrinklerButtons: 1,
|
||||
Header: {BarsColors: 1, Calculation: 1, Notification: 1, NotificationGC: 1, NotificationFC: 1, NotificationSea: 1, NotificationGard: 1, NotificationMagi: 1, NotificationWrink: 1, NotificationWrinkMax: 1, Tooltip: 1, Statistics: 1, Notation: 1, Miscellaneous: 1, Lucky: 1, Spells: 1, Chain: 1, Prestige: 1, Wrink: 1, Sea: 1, Misc: 1},
|
||||
};
|
||||
|
||||
|
||||
3752
src/Disp.js
3752
src/Disp.js
File diff suppressed because it is too large
Load Diff
@@ -2,4 +2,74 @@
|
||||
* Footer *
|
||||
**********/
|
||||
|
||||
CM.Init();
|
||||
/********
|
||||
* Section: Functions related to base game modding API */
|
||||
|
||||
/**
|
||||
* This register a init function to the CM object. Per Game code/comments:
|
||||
* "this function is called as soon as the mod is registered
|
||||
* declare hooks here"
|
||||
* It starts the further initialization of CookieMonster and registers hooks
|
||||
*/
|
||||
CM.init = function() {
|
||||
var proceed = true;
|
||||
if (Game.version != CM.VersionMajor) {
|
||||
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.DelayInit();
|
||||
Game.registerHook('draw', CM.Disp.Draw);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* This registers a save function to the CM object. Per Game code/comments:
|
||||
* "use this to store persistent data associated with your mod
|
||||
* return 'a string to be saved';"
|
||||
*/
|
||||
CM.save = function() {
|
||||
return JSON.stringify({
|
||||
settings: CM.Options,
|
||||
version: CM.VersionMajor + '.' + CM.VersionMinor,
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* This registers a load function to the CM object. Per Game code/comments:
|
||||
* "do stuff with the string data you saved previously"
|
||||
*/
|
||||
CM.load = function(str) {
|
||||
let save = JSON.parse(str);
|
||||
CM.Config.LoadConfig(save.settings);
|
||||
}
|
||||
|
||||
/********
|
||||
* Section: Functions related to the initialization of CookieMonster */
|
||||
|
||||
/**
|
||||
* This functions loads an external script (on the same repository) that creates the
|
||||
* functionality needed to dynamiccaly change colours
|
||||
* It is called by the last function in the footer
|
||||
*/
|
||||
CM.Footer.AddJscolor = function() {
|
||||
CM.Footer.Jscolor = document.createElement('script');
|
||||
CM.Footer.Jscolor.type = 'text/javascript';
|
||||
CM.Footer.Jscolor.setAttribute('src', 'https://aktanusa.github.io/CookieMonster/jscolor/jscolor.js');
|
||||
document.head.appendChild(CM.Footer.Jscolor);
|
||||
}
|
||||
|
||||
/**
|
||||
* This functions starts the initizialization and register CookieMonster
|
||||
* It is called as the last function in this script's execution
|
||||
*/
|
||||
if (!CM.isRunning) {
|
||||
CM.Footer.AddJscolor();
|
||||
var delay = setInterval(function() {
|
||||
if (typeof jscolor !== 'undefined') {
|
||||
Game.registerMod('CookieMonster', CM);
|
||||
clearInterval(delay);
|
||||
}
|
||||
}, 500);
|
||||
CM.isRunning = 1
|
||||
}
|
||||
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
/**********
|
||||
* Header *
|
||||
**********/
|
||||
|
||||
RunCookieMonsterHeader = function() {
|
||||
CM = {};
|
||||
|
||||
CM.Backup = {};
|
||||
@@ -16,5 +16,16 @@ CM.Data = {};
|
||||
|
||||
CM.Disp = {};
|
||||
|
||||
CM.Sim = {};
|
||||
CM.Footer = {};
|
||||
|
||||
CM.Main = {};
|
||||
|
||||
CM.Options = {};
|
||||
|
||||
CM.Sim = {};
|
||||
}
|
||||
|
||||
if (typeof CM == "undefined") {
|
||||
RunCookieMonsterHeader();
|
||||
}
|
||||
|
||||
|
||||
397
src/Main.js
397
src/Main.js
@@ -7,10 +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 = Date.now();
|
||||
}
|
||||
|
||||
CM.Backup.tooltip = {};
|
||||
@@ -18,37 +18,68 @@ 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.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.UpdateTooltipLocation();
|
||||
}
|
||||
|
||||
CM.Backup.UpdateWrinklers = Game.UpdateWrinklers;
|
||||
Game.UpdateWrinklers = function() {
|
||||
CM.Main.FixMouseY(CM.Backup.UpdateWrinklers);
|
||||
}
|
||||
|
||||
CM.Backup.UpdateSpecial = Game.UpdateSpecial;
|
||||
Game.UpdateSpecial = function() {
|
||||
if (CM.Config.TimerBar == 1 && CM.Config.TimerBarPos == 0) {
|
||||
var timerBarHeight = parseInt(CM.Disp.TimerBar.style.height);
|
||||
Game.mouseY -= timerBarHeight;
|
||||
CM.Backup.UpdateSpecial();
|
||||
Game.mouseY += timerBarHeight;
|
||||
}
|
||||
else {
|
||||
CM.Backup.UpdateSpecial();
|
||||
}
|
||||
CM.Main.FixMouseY(CM.Backup.UpdateSpecial);
|
||||
}
|
||||
|
||||
// Assumes newer browsers
|
||||
l('bigCookie').removeEventListener('click', Game.ClickCookie, false);
|
||||
l('bigCookie').addEventListener('click', function() { CM.Main.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.ReplaceTooltipGrimoire()
|
||||
CM.ReplaceNativeGrimoire();
|
||||
}
|
||||
|
||||
// TODO: Move this ReplaceTooltip function too other ReplaceTooltip functions
|
||||
// OR: Move all other into this function
|
||||
CM.Backup.RebuildUpgrades = Game.RebuildUpgrades;
|
||||
Game.RebuildUpgrades = function() {
|
||||
CM.Backup.RebuildUpgrades();
|
||||
CM.Disp.AddTooltipUpgrade();
|
||||
CM.Disp.ReplaceTooltipUpgrade();
|
||||
Game.CalculateGains();
|
||||
}
|
||||
|
||||
|
||||
CM.Backup.DescribeDragonAura = Game.DescribeDragonAura;
|
||||
/**
|
||||
* This functions adds the function CM.Disp.AddAuraInfo() to Game.DescribeDragonAura()
|
||||
* This adds information about CPS differences and costs to the aura choosing interface
|
||||
* @param {number} aura The number of the aura currently selected by the mouse/user
|
||||
*/
|
||||
Game.DescribeDragonAura = function(aura) {
|
||||
CM.Backup.DescribeDragonAura(aura);
|
||||
CM.Disp.AddAuraInfo(aura);
|
||||
}
|
||||
|
||||
CM.Backup.ToggleSpecialMenu = Game.ToggleSpecialMenu;
|
||||
/**
|
||||
* This functions adds the code to display the tooltips for the levelUp button of the dragon
|
||||
*/
|
||||
Game.ToggleSpecialMenu = function(on) {
|
||||
CM.Backup.ToggleSpecialMenu(on);
|
||||
CM.Disp.AddDragonLevelUpTooltip();
|
||||
}
|
||||
|
||||
|
||||
CM.Backup.UpdateMenu = Game.UpdateMenu;
|
||||
Game.UpdateMenu = function() {
|
||||
if (typeof jscolor.picker === 'undefined' || typeof jscolor.picker.owner === 'undefined') {
|
||||
@@ -79,33 +110,72 @@ CM.ReplaceNative = function() {
|
||||
}
|
||||
}
|
||||
|
||||
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.ReplaceTooltipGrimoire();
|
||||
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.Options.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.Disp.lastAscendState != Game.OnAscend) {
|
||||
CM.Disp.lastAscendState = Game.OnAscend;
|
||||
CM.Disp.UpdateAscendState();
|
||||
}
|
||||
if (!Game.OnAscend && Game.AscendTimer == 0) {
|
||||
// CM.Sim.DoSims is set whenever CPS has changed
|
||||
if (CM.Sim.DoSims) {
|
||||
CM.Cache.RemakeIncome();
|
||||
|
||||
CM.Sim.NoGoldSwitchCookiesPS(); // Needed first
|
||||
CM.Cache.RemakeLucky();
|
||||
CM.Cache.RemakeGoldenAndWrathCookiesMults();
|
||||
CM.Cache.CacheStats();
|
||||
CM.Cache.CacheMissingUpgrades();
|
||||
CM.Cache.RemakeChain();
|
||||
CM.Cache.CacheDragonCost();
|
||||
|
||||
CM.Cache.RemakeSeaSpec();
|
||||
CM.Cache.RemakeSellForChoEgg();
|
||||
|
||||
CM.Sim.DoSims = 0;
|
||||
|
||||
}
|
||||
|
||||
// Check for aura change to recalculate buildings prices
|
||||
var hasFierHoard = Game.hasAura('Fierce Hoarder');
|
||||
if (!CM.Cache.HadFierHoard && hasFierHoard) {
|
||||
CM.Cache.HadFierHoard = true;
|
||||
var hasBuildAura = Game.auraMult('Fierce Hoarder') > 0;
|
||||
if (!CM.Cache.HadBuildAura && hasBuildAura) {
|
||||
CM.Cache.HadBuildAura = true;
|
||||
CM.Cache.DoRemakeBuildPrices = 1;
|
||||
}
|
||||
else if (CM.Cache.HadFierHoard && !hasFierHoard) {
|
||||
CM.Cache.HadFierHoard = false;
|
||||
else if (CM.Cache.HadBuildAura && !hasBuildAura) {
|
||||
CM.Cache.HadBuildAura = false;
|
||||
CM.Cache.DoRemakeBuildPrices = 1;
|
||||
}
|
||||
|
||||
@@ -115,20 +185,21 @@ CM.Loop = function() {
|
||||
}
|
||||
|
||||
// Update Wrinkler Bank
|
||||
CM.Cache.RemakeWrinkBank();
|
||||
CM.Cache.CacheWrinklers();
|
||||
|
||||
// Calculate PP
|
||||
CM.Cache.RemakePP();
|
||||
|
||||
// Update colors
|
||||
CM.Disp.UpdateBotBarOther();
|
||||
CM.Disp.UpdateBuildings();
|
||||
CM.Disp.UpdateUpgrades();
|
||||
|
||||
// Redraw timers
|
||||
CM.Disp.UpdateBotBarTime();
|
||||
CM.Disp.UpdateTimerBar();
|
||||
|
||||
// Update Bottom Bar
|
||||
CM.Disp.UpdateBotBar();
|
||||
|
||||
// Update Tooltip
|
||||
CM.Disp.UpdateTooltip();
|
||||
|
||||
@@ -140,56 +211,41 @@ CM.Loop = function() {
|
||||
CM.Disp.RefreshMenu();
|
||||
}
|
||||
|
||||
// Check Golden Cookies
|
||||
CM.Disp.CheckGoldenCookie();
|
||||
|
||||
// Check Season Popup
|
||||
CM.Disp.CheckSeasonPopup();
|
||||
// Check all changing minigames and game-states
|
||||
CM.Main.CheckGoldenCookie();
|
||||
CM.Main.CheckTickerFortune();
|
||||
CM.Main.CheckSeasonPopup();
|
||||
CM.Main.CheckGardenTick();
|
||||
CM.Main.CheckMagicMeter();
|
||||
CM.Main.CheckWrinklerCount();
|
||||
|
||||
// Update Average CPS (might need to move)
|
||||
CM.Cache.UpdateAvgCPS()
|
||||
}
|
||||
|
||||
CM.Init = function() {
|
||||
var proceed = true;
|
||||
if (Game.version != CM.VersionMajor) {
|
||||
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 Queue !== 'undefined' && typeof jscolor !== 'undefined') {
|
||||
CM.DelayInit();
|
||||
clearInterval(delay);
|
||||
}
|
||||
}, 500);
|
||||
}
|
||||
CM.Cache.UpdateCurrWrinklerCPS();
|
||||
CM.Cache.UpdateAvgCPS();
|
||||
}
|
||||
|
||||
CM.DelayInit = function() {
|
||||
CM.Sim.InitData();
|
||||
CM.Cache.InitCache();
|
||||
CM.Disp.CreateCssArea();
|
||||
CM.Disp.CreateBotBar();
|
||||
CM.Disp.CreateTimerBar();
|
||||
CM.Disp.CreateUpgradeBar();
|
||||
CM.Disp.CreateWhiteScreen();
|
||||
CM.Disp.CreateFavicon();
|
||||
CM.Disp.CreateGCTimer();
|
||||
CM.Disp.CreateTooltip('GoldCookTooltipPlaceholder', 'Calculated with Golden Switch off', '200px');
|
||||
CM.Disp.CreateTooltip('PrestMaxTooltipPlaceholder', 'The MAX prestige is calculated with the cookies gained from popping all wrinklers, selling all buildings with Earth Shatterer aura, and buying Chocolate egg', '310px');
|
||||
CM.Disp.CreateTooltip('NextPrestTooltipPlaceholder', 'Not calculated with cookies gained from wrinklers or Chocolate egg', '200px');
|
||||
CM.Disp.CreateTooltip('HeavenChipMaxTooltipPlaceholder', 'The MAX heavenly chips is calculated with the cookies gained from popping all wrinklers, selling all buildings with Earth Shatterer aura, and buying Chocolate egg', '310px');
|
||||
CM.Disp.CreateTooltip('ResetTooltipPlaceholder', 'The bonus income you would get from new prestige levels at 100% of its potential and from reset achievements if you have the same buildings/upgrades after reset', '340px');
|
||||
CM.Disp.CreateTooltip('ChoEggTooltipPlaceholder', 'The amount of cookies you would get from popping all wrinklers, selling all buildings with Earth Shatterer aura, and then buying Chocolate egg', '300px');
|
||||
CM.Disp.CreateTooltipWarnCaut();
|
||||
CM.Disp.AddTooltipBuild();
|
||||
CM.Disp.AddWrinklerAreaDetect();
|
||||
for (var i in CM.Disp.TooltipText) {
|
||||
CM.Disp.CreateSimpleTooltip(CM.Disp.TooltipText[i][0], CM.Disp.TooltipText[i][1], CM.Disp.TooltipText[i][2]);
|
||||
}
|
||||
CM.Disp.CreateWrinklerButtons();
|
||||
CM.Disp.ReplaceTooltipBuild();
|
||||
CM.Disp.ReplaceTooltipGrimoire();
|
||||
CM.Disp.ReplaceTooltipLump();
|
||||
CM.Main.AddWrinklerAreaDetect();
|
||||
CM.Cache.InitCookiesDiff();
|
||||
CM.ReplaceNative();
|
||||
CM.ReplaceNativeGrimoire();
|
||||
Game.CalculateGains();
|
||||
CM.LoadConfig(); // Must be after all things are created!
|
||||
CM.Config.LoadConfig(); // Must be after all things are created!
|
||||
CM.Disp.lastAscendState = Game.OnAscend;
|
||||
CM.Disp.lastBuyMode = Game.buyMode;
|
||||
CM.Disp.lastBuyBulk = Game.buyBulk;
|
||||
@@ -197,12 +253,229 @@ CM.DelayInit = function() {
|
||||
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, 1);
|
||||
|
||||
// given the architecture of your code, you probably want these lines somewhere else,
|
||||
// but I stuck them here for convenience
|
||||
l("products").style.display = "grid";
|
||||
l("storeBulk").style.gridRow = "1/1";
|
||||
|
||||
l("upgrades").style.display = "flex";
|
||||
l("upgrades").style["flex-wrap"] = "wrap";
|
||||
|
||||
Game.Win('Third-party');
|
||||
}
|
||||
|
||||
CM.ConfigDefault = {BotBar: 1, TimerBar: 1, TimerBarPos: 0, BuildColor: 1, BulkBuildColor: 0, UpBarColor: 1, CalcWrink: 0, CPSMode: 1, AvgCPSHist: 2, AvgClicksHist: 2, ToolWarnCautBon: 0, 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, Favicon: 1, Tooltip: 1, TooltipAmor: 0, ToolWarnCaut: 1, ToolWarnCautPos: 1, ToolWrink: 1, Stats: 1, UpStats: 1, TimeFormat: 0, SayTime: 1, Scale: 2, StatsPref: {Lucky: 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'}};
|
||||
/********
|
||||
* Section: Functions related to checking for changes in Minigames/GC's/Ticker
|
||||
* TODO: Possibly move this section */
|
||||
|
||||
/**
|
||||
* Auxilirary function that finds all currently spawned shimmers.
|
||||
* CM.Cache.spawnedGoldenShimmer stores the non-user spawned cookie to later determine data for the favicon and tab-title
|
||||
* It is called by CM.CM.Main.CheckGoldenCookie
|
||||
*/
|
||||
CM.Main.FindShimmer = function() {
|
||||
CM.Main.currSpawnedGoldenCookieState = 0;
|
||||
CM.Cache.goldenShimmersByID = {}
|
||||
for (var i in Game.shimmers) {
|
||||
CM.Cache.goldenShimmersByID[Game.shimmers[i].id] = Game.shimmers[i]
|
||||
if (Game.shimmers[i].spawnLead && Game.shimmers[i].type == 'golden') {
|
||||
CM.Cache.spawnedGoldenShimmer = Game.shimmers[i];
|
||||
CM.Main.currSpawnedGoldenCookieState += 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* This function checks for changes in the amount of Golden Cookies
|
||||
* It is called by CM.Loop
|
||||
* TODO: Remove the delete function, as it does not delete correctly and crowds CM.Disp.GCTimers
|
||||
*/
|
||||
CM.Main.CheckGoldenCookie = function() {
|
||||
CM.Main.FindShimmer();
|
||||
for (var i in CM.Disp.GCTimers) {
|
||||
if (typeof CM.Cache.goldenShimmersByID[i] == "undefined") {
|
||||
CM.Disp.GCTimers[i].parentNode.removeChild(CM.Disp.GCTimers[i]);
|
||||
// TODO remove delete here
|
||||
delete CM.Disp.GCTimers[i];
|
||||
}
|
||||
}
|
||||
if (CM.Main.lastGoldenCookieState != Game.shimmerTypes['golden'].n) {
|
||||
CM.Main.lastGoldenCookieState = Game.shimmerTypes['golden'].n;
|
||||
if (CM.Main.lastGoldenCookieState) {
|
||||
if (CM.Main.lastSpawnedGoldenCookieState < CM.Main.currSpawnedGoldenCookieState) {
|
||||
CM.Disp.Flash(3, 'GCFlash');
|
||||
CM.Disp.PlaySound(CM.Options.GCSoundURL, 'GCSound', 'GCVolume');
|
||||
CM.Disp.Notification('GCNotification', "Golden Cookie Spawned", "A Golden Cookie has spawned. Click it now!")
|
||||
}
|
||||
|
||||
for (var i in Game.shimmers) {
|
||||
if (typeof CM.Disp.GCTimers[Game.shimmers[i].id] == "undefined") {
|
||||
CM.Disp.CreateGCTimer(Game.shimmers[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
CM.Disp.UpdateFavicon();
|
||||
CM.Main.lastSpawnedGoldenCookieState = CM.Main.currSpawnedGoldenCookieState;
|
||||
if (CM.Main.currSpawnedGoldenCookieState == 0) CM.Cache.spawnedGoldenShimmer = 0;
|
||||
}
|
||||
else if (CM.Options.GCTimer == 1 && CM.Main.lastGoldenCookieState) {
|
||||
for (var i in CM.Disp.GCTimers) {
|
||||
CM.Disp.GCTimers[i].style.opacity = CM.Cache.goldenShimmersByID[i].l.style.opacity;
|
||||
CM.Disp.GCTimers[i].style.transform = CM.Cache.goldenShimmersByID[i].l.style.transform;
|
||||
CM.Disp.GCTimers[i].textContent = Math.ceil(CM.Cache.goldenShimmersByID[i].life / Game.fps);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* This function checks if there is reindeer that has spawned
|
||||
* It is called by CM.Loop
|
||||
*/
|
||||
CM.Main.CheckSeasonPopup = function() {
|
||||
if (CM.Main.lastSeasonPopupState != Game.shimmerTypes['reindeer'].spawned) {
|
||||
CM.Main.lastSeasonPopupState = Game.shimmerTypes['reindeer'].spawned;
|
||||
for (var i in Game.shimmers) {
|
||||
if (Game.shimmers[i].spawnLead && Game.shimmers[i].type == 'reindeer') {
|
||||
CM.Cache.seasonPopShimmer = Game.shimmers[i];
|
||||
break;
|
||||
}
|
||||
}
|
||||
CM.Disp.Flash(3, 'SeaFlash');
|
||||
CM.Disp.PlaySound(CM.Options.SeaSoundURL, 'SeaSound', 'SeaVolume');
|
||||
CM.Disp.Notification('SeaNotification',"Reindeer sighted!", "A Reindeer has spawned. Click it now!")
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* This function checks if there is a fortune cookie on the ticker
|
||||
* It is called by CM.Loop
|
||||
*/
|
||||
CM.Main.CheckTickerFortune = function() {
|
||||
if (CM.Main.lastTickerFortuneState != (Game.TickerEffect && Game.TickerEffect.type == 'fortune')) {
|
||||
CM.Main.lastTickerFortuneState = (Game.TickerEffect && Game.TickerEffect.type == 'fortune');
|
||||
if (CM.Main.lastTickerFortuneState) {
|
||||
CM.Disp.Flash(3, 'FortuneFlash');
|
||||
CM.Disp.PlaySound(CM.Options.FortuneSoundURL, 'FortuneSound', 'FortuneVolume');
|
||||
CM.Disp.Notification('FortuneNotification', "Fortune Cookie found", "A Fortune Cookie has appeared on the Ticker.")
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* This function checks if a garden tick has happened
|
||||
* It is called by CM.Loop
|
||||
*/
|
||||
CM.Main.CheckGardenTick = function() {
|
||||
if (Game.Objects['Farm'].minigameLoaded && CM.Main.lastGardenNextStep != Game.Objects['Farm'].minigame.nextStep) {
|
||||
if (CM.Main.lastGardenNextStep != 0 && CM.Main.lastGardenNextStep < Date.now()) {
|
||||
CM.Disp.Flash(3, 'GardFlash');
|
||||
CM.Disp.PlaySound(CM.Options.GardSoundURL, 'GardSound', 'GardVolume');
|
||||
}
|
||||
CM.Main.lastGardenNextStep = Game.Objects['Farm'].minigame.nextStep;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* This function checks if the magic meter is full
|
||||
* It is called by CM.Loop
|
||||
*/
|
||||
CM.Main.CheckMagicMeter = function() {
|
||||
if (Game.Objects['Wizard tower'].minigameLoaded && CM.Options.GrimoireBar == 1) {
|
||||
var minigame = Game.Objects['Wizard tower'].minigame;
|
||||
if (minigame.magic < minigame.magicM) CM.Main.lastMagicBarFull = false;
|
||||
else if (!CM.Main.lastMagicBarFull) {
|
||||
CM.Main.lastMagicBarFull = true;
|
||||
CM.Disp.Flash(3, 'MagicFlash');
|
||||
CM.Disp.PlaySound(CM.Options.MagicSoundURL, 'MagicSound', 'MagicVolume');
|
||||
CM.Disp.Notification('MagicNotification', "Magic Meter full", "Your Magic Meter is full. Cast a spell!")
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* This function checks if any new Wrinklers have popped up
|
||||
* It is called by CM.Loop
|
||||
*/
|
||||
CM.Main.CheckWrinklerCount = function() {
|
||||
if (Game.elderWrath > 0) {
|
||||
var CurrentWrinklers = 0;
|
||||
for (var i in Game.wrinklers) {
|
||||
if (Game.wrinklers[i].phase == 2) CurrentWrinklers++;
|
||||
}
|
||||
if (CurrentWrinklers > CM.Main.lastWrinklerCount) {
|
||||
CM.Main.lastWrinklerCount = CurrentWrinklers
|
||||
if (CurrentWrinklers == Game.getWrinklersMax() && CM.Options.WrinklerMaxFlash) {
|
||||
CM.Disp.Flash(3, 'WrinklerMaxFlash');
|
||||
} else {
|
||||
CM.Disp.Flash(3, 'WrinklerFlash');
|
||||
}
|
||||
if (CurrentWrinklers == Game.getWrinklersMax() && CM.Options.WrinklerMaxSound) {
|
||||
CM.Disp.PlaySound(CM.Options.WrinklerMaxSoundURL, 'WrinklerMaxSound', 'WrinklerMaxVolume');
|
||||
} else {
|
||||
CM.Disp.PlaySound(CM.Options.WrinklerSoundURL, 'WrinklerSound', 'WrinklerVolume');
|
||||
}
|
||||
if (CurrentWrinklers == Game.getWrinklersMax() && CM.Options.WrinklerMaxNotification) {
|
||||
CM.Disp.Notification('WrinklerMaxNotification', "Maximum Wrinklers Reached", "You have reached your maximum ammount of wrinklers")
|
||||
} else {
|
||||
CM.Disp.Notification('WrinklerNotification', "A Wrinkler appeared", "A new wrinkler has appeared")
|
||||
}
|
||||
} else {
|
||||
CM.Main.lastWrinklerCount = CurrentWrinklers
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* This function creates .onmouseover/out events that determine if the mouse is hovering-over a Wrinkler
|
||||
* It is called by CM.DelayInit
|
||||
* TODO: The system for displaying wrinklers should ideally use a similar system as other tooltips
|
||||
* Thus, writing a CM.Disp.ReplaceTooltipWrinkler function etc.
|
||||
*/
|
||||
CM.Main.AddWrinklerAreaDetect = function() {
|
||||
l('backgroundLeftCanvas').onmouseover = function() {CM.Disp.TooltipWrinklerArea = 1;};
|
||||
l('backgroundLeftCanvas').onmouseout = function() {
|
||||
CM.Disp.TooltipWrinklerArea = 0;
|
||||
Game.tooltip.hide();
|
||||
for (var i in Game.wrinklers) {
|
||||
CM.Disp.TooltipWrinklerBeingShown[i] = 0;
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
/********
|
||||
* Section: Functions related to the mouse */
|
||||
|
||||
/**
|
||||
* This function fixes Game.mouseY as a result of bars that are added by CookieMonster
|
||||
* It is called by Game.UpdateWrinklers(), Game.UpdateSpecial() and the .onmousover of the BigCookie
|
||||
* before execution of their actual function
|
||||
*/
|
||||
CM.Main.FixMouseY = function(target) {
|
||||
if (CM.Options.TimerBar == 1 && CM.Options.TimerBarPos == 0) {
|
||||
var timerBarHeight = parseInt(CM.Disp.TimerBar.style.height);
|
||||
Game.mouseY -= timerBarHeight;
|
||||
target();
|
||||
Game.mouseY += timerBarHeight;
|
||||
}
|
||||
else {
|
||||
target();
|
||||
}
|
||||
}
|
||||
|
||||
CM.HasReplaceNativeGrimoireLaunch = false;
|
||||
CM.HasReplaceNativeGrimoireDraw = false;
|
||||
|
||||
CM.Main.lastGoldenCookieState = 0;
|
||||
CM.Main.lastSpawnedGoldenCookieState = 0;
|
||||
CM.Main.currSpawnedGoldenCookieState
|
||||
CM.Main.lastTickerFortuneState = 0;
|
||||
CM.Main.lastSeasonPopupState = 0;
|
||||
CM.Main.lastGardenNextStep = 0;
|
||||
CM.Main.lastMagicBarFull = 0;
|
||||
CM.Main.lastWrinklerCount = 0;
|
||||
|
||||
CM.ConfigPrefix = 'CMConfig';
|
||||
|
||||
CM.VersionMajor = '2.0042';
|
||||
CM.VersionMinor = '1';
|
||||
CM.VersionMajor = '2.031';
|
||||
CM.VersionMinor = '3';
|
||||
|
||||
|
||||
624
src/Sim.js
624
src/Sim.js
@@ -2,7 +2,7 @@
|
||||
* Sim *
|
||||
*******/
|
||||
|
||||
CM.Sim.BuildingGetPrice = function(basePrice, start, free, increase) {
|
||||
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));
|
||||
@@ -17,7 +17,7 @@ CM.Sim.BuildingGetPrice = function(basePrice, start, free, increase) {
|
||||
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(null, price);
|
||||
price = Game.modifyBuildingPrice(build, price);
|
||||
price = Math.ceil(price);
|
||||
moni += price;
|
||||
start++;
|
||||
@@ -25,7 +25,7 @@ CM.Sim.BuildingGetPrice = function(basePrice, start, free, increase) {
|
||||
return moni;
|
||||
}
|
||||
|
||||
CM.Sim.BuildingSell = function(basePrice, start, free, amount, emuAura) {
|
||||
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));
|
||||
@@ -43,13 +43,17 @@ CM.Sim.BuildingSell = function(basePrice, start, free, amount, emuAura) {
|
||||
}
|
||||
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 = Game.modifyBuildingPrice(null, price);
|
||||
price = noSim ? Game.modifyBuildingPrice(build, price) : CM.Sim.modifyBuildingPrice(build, price);
|
||||
price = Math.ceil(price);
|
||||
var giveBack = 0.5;
|
||||
if (Game.hasAura('Earth Shatterer') || emuAura) giveBack=0.85;
|
||||
var giveBack = noSim ? build.getSellMultiplier() : CM.Sim.getSellMultiplier();
|
||||
price = Math.floor(price * giveBack);
|
||||
if (start > 0) {
|
||||
moni += price;
|
||||
@@ -60,8 +64,9 @@ CM.Sim.BuildingSell = function(basePrice, start, free, amount, emuAura) {
|
||||
}
|
||||
|
||||
CM.Sim.Has = function(what) {
|
||||
if (Game.ascensionMode == 1 && Game.Upgrades[what].pool == 'prestige') return 0;
|
||||
return (CM.Sim.Upgrades[what] ? CM.Sim.Upgrades[what].bought : 0);
|
||||
var it = CM.Sim.Upgrades[what];
|
||||
if (Game.ascensionMode == 1 && (it.pool == 'prestige' || it.tier == 'fortune')) return 0;
|
||||
return (it ? it.bought : 0);
|
||||
}
|
||||
|
||||
|
||||
@@ -76,8 +81,9 @@ CM.Sim.Win = function(what) {
|
||||
|
||||
eval('CM.Sim.HasAchiev = ' + Game.HasAchiev.toString().split('Game').join('CM.Sim'));
|
||||
|
||||
eval('CM.Sim.GetHeavenlyMultiplier = ' + Game.GetHeavenlyMultiplier.toString().split('Game.Has').join('CM.Sim.Has').split('Game.hasAura').join('CM.Sim.hasAura'));
|
||||
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;
|
||||
@@ -85,9 +91,48 @@ CM.Sim.hasAura = function(what) {
|
||||
return false;
|
||||
}
|
||||
|
||||
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'));
|
||||
// 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;
|
||||
}
|
||||
|
||||
eval('CM.Sim.getGrandmaSynergyUpgradeMultiplier = ' + Game.getGrandmaSynergyUpgradeMultiplier.toString().split('Game.Objects[\'Grandma\']').join('CM.Sim.Objects[\'Grandma\']'));
|
||||
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 CM.Sim.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;
|
||||
@@ -97,30 +142,72 @@ CM.Sim.getCPSBuffMult = function() {
|
||||
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) {
|
||||
var me = Game.Upgrades[upgradeName];
|
||||
var you = {};
|
||||
you.pool = me.pool;
|
||||
you.name = me.name;
|
||||
return you;
|
||||
}
|
||||
|
||||
/**
|
||||
* 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];
|
||||
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.getGrandmaSynergyUpgradeMultiplier').join('CM.Sim.getGrandmaSynergyUpgradeMultiplier'));
|
||||
// Below is needed for above eval!
|
||||
you.baseCps = me.baseCps;
|
||||
you.name = me.name;
|
||||
CM.Sim.Objects[i] = CM.Sim.InitialBuildingData(i);
|
||||
}
|
||||
|
||||
// Upgrades
|
||||
CM.Sim.Upgrades = [];
|
||||
for (var i in Game.Upgrades) {
|
||||
CM.Sim.Upgrades[i] = {};
|
||||
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
|
||||
}
|
||||
|
||||
CM.Sim.CopyData = function() {
|
||||
@@ -128,23 +215,32 @@ CM.Sim.CopyData = function() {
|
||||
CM.Sim.UpgradesOwned = Game.UpgradesOwned;
|
||||
CM.Sim.pledges = Game.pledges;
|
||||
CM.Sim.AchievementsOwned = Game.AchievementsOwned;
|
||||
CM.Sim.heavenlyPower = Game.heavenlyPower;
|
||||
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;
|
||||
you.basePrice = me.basePrice;
|
||||
you.free = me.free;
|
||||
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;
|
||||
}
|
||||
|
||||
@@ -152,18 +248,44 @@ CM.Sim.CopyData = function() {
|
||||
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;
|
||||
}
|
||||
};
|
||||
|
||||
// Auras
|
||||
CM.Cache.CacheDragonAuras();
|
||||
CM.Sim.dragonAura = CM.Cache.dragonAura;
|
||||
CM.Sim.dragonAura2 = CM.Cache.dragonAura2;
|
||||
};
|
||||
|
||||
CM.Sim.CalculateGains = function() {
|
||||
CM.Sim.cookiesPs = 0;
|
||||
var mult = 1;
|
||||
// Include minigame effects
|
||||
var effs={};
|
||||
for (var i in Game.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];
|
||||
}
|
||||
}
|
||||
}
|
||||
CM.Sim.effs = effs;
|
||||
|
||||
if (Game.ascensionMode != 1) mult += parseFloat(CM.Sim.prestige) * 0.01 * CM.Sim.heavenlyPower * CM.Sim.GetHeavenlyMultiplier();
|
||||
|
||||
var cookieMult = 0;
|
||||
mult *= CM.Sim.eff('cps');
|
||||
|
||||
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)) {
|
||||
@@ -171,7 +293,6 @@ CM.Sim.CalculateGains = function() {
|
||||
}
|
||||
}
|
||||
|
||||
mult *= (1 + 0.01 * cookieMult);
|
||||
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;
|
||||
@@ -184,29 +305,36 @@ CM.Sim.CalculateGains = function() {
|
||||
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 (Game.hasGod) {
|
||||
var godLvl = Game.hasGod('asceticism');
|
||||
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;
|
||||
|
||||
var godLvl = Game.hasGod('ages');
|
||||
if (godLvl == 1) mult *= 1 + 0.15 * Math.sin((CM.Sim.Date / 1000 / (60 * 60 * 3)) * Math.PI * 2);
|
||||
else if (godLvl == 2) mult *= 1 + 0.15 * Math.sin((CM.Sim.Date / 1000 / (60 * 60 * 12)) * Math.PI*2);
|
||||
else if (godLvl == 3) mult *= 1 + 0.15 * Math.sin((CM.Sim.Date / 1000 / (60 * 60 * 24)) * Math.PI*2);
|
||||
// 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 = Game.hasGod('decadence');
|
||||
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 = Game.hasGod('industry');
|
||||
var godLvl = CM.Sim.hasGod('industry');
|
||||
if (godLvl == 1) buildMult *= 1.1;
|
||||
else if (godLvl == 2) buildMult *= 1.05;
|
||||
else if (godLvl == 2) buildMult *= 1.06;
|
||||
else if (godLvl == 3) buildMult *= 1.03;
|
||||
|
||||
var godLvl = Game.hasGod('labor');
|
||||
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;
|
||||
@@ -214,35 +342,49 @@ CM.Sim.CalculateGains = function() {
|
||||
|
||||
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];
|
||||
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"
|
||||
|
||||
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;
|
||||
if (Game.hasGod) {
|
||||
var godLvl = Game.hasGod('mother');
|
||||
if (godLvl == 1) milkMult *= 1.1;
|
||||
else if (godLvl == 2) milkMult *= 1.06;
|
||||
else if (godLvl == 3) milkMult *= 1.03;
|
||||
}
|
||||
if (CM.Sim.Has('Kitten helpers')) mult *= (1 + (CM.Sim.AchievementsOwned / 25) * 0.1 * milkMult);
|
||||
if (CM.Sim.Has('Kitten workers')) mult *= (1 + (CM.Sim.AchievementsOwned / 25) * 0.125 * milkMult);
|
||||
if (CM.Sim.Has('Kitten engineers')) mult *= (1 + (CM.Sim.AchievementsOwned / 25) * 0.15 * milkMult);
|
||||
if (CM.Sim.Has('Kitten overseers')) mult *= (1 + (CM.Sim.AchievementsOwned / 25) * 0.175 * milkMult);
|
||||
if (CM.Sim.Has('Kitten managers')) mult *= (1 + (CM.Sim.AchievementsOwned / 25) * 0.2 * milkMult);
|
||||
if (CM.Sim.Has('Kitten accountants')) mult *= (1 + (CM.Sim.AchievementsOwned / 25) * 0.2 * milkMult);
|
||||
if (CM.Sim.Has('Kitten specialists')) mult *= (1 + (CM.Sim.AchievementsOwned / 25) * 0.2 * milkMult);
|
||||
if (CM.Sim.Has('Kitten experts')) mult *= (1 + (CM.Sim.AchievementsOwned / 25) * 0.2 * milkMult);
|
||||
if (CM.Sim.Has('Kitten consultants')) mult *= (1 + (CM.Sim.AchievementsOwned / 25) * 0.2 * milkMult);
|
||||
if (CM.Sim.Has('Kitten assistants to the regional manager')) mult *= (1 + (CM.Sim.AchievementsOwned / 25) * 0.2 * milkMult);
|
||||
if (CM.Sim.Has('Kitten angels')) mult *= (1 + (CM.Sim.AchievementsOwned / 25) * 0.1 * milkMult);
|
||||
mult *= catMult;
|
||||
|
||||
var eggMult = 1;
|
||||
if (CM.Sim.Has('Chicken egg')) eggMult *= 1.01;
|
||||
@@ -259,70 +401,75 @@ CM.Sim.CalculateGains = function() {
|
||||
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;
|
||||
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 *= eggMult;
|
||||
|
||||
if (CM.Sim.hasAura('Radiant Appetite')) mult *= 2;
|
||||
// TODO Store lumps?
|
||||
if (CM.Sim.Has('Sugar baking')) mult *= (1 + Math.min(100, Game.lumps) * 0.01);
|
||||
|
||||
if (Game.hasAura('Dragon\'s Fortune')) {
|
||||
var n = Game.shimmerTypes['golden'].n;
|
||||
for (var i = 0; i < n; i++) {
|
||||
mult *= 2.11;
|
||||
}
|
||||
}
|
||||
//if (CM.Sim.hasAura('Radiant Appetite')) mult *= 2;
|
||||
mult *= 1 + CM.Sim.auraMult('Radiant Appetite');
|
||||
|
||||
var rawCookiesPs = CM.Sim.cookiesPs * mult;
|
||||
|
||||
for (var i in Game.CpsAchievements) {
|
||||
if (rawCookiesPs >= Game.CpsAchievements[i].threshold) CM.Sim.Win(Game.CpsAchievements[i].name);
|
||||
}
|
||||
|
||||
mult *= CM.Sim.getCPSBuffMult();
|
||||
CM.Sim.cookiesPsRaw = rawCookiesPs;
|
||||
|
||||
// Pointless?
|
||||
name = Game.bakeryName.toLowerCase();
|
||||
var n = Game.shimmerTypes['golden'].n;
|
||||
var auraMult = CM.Sim.auraMult('Dragon\'s Fortune');
|
||||
for (var i = 0; i < n; i++){
|
||||
mult *= 1 + auraMult * 1.23;
|
||||
}
|
||||
|
||||
var name = Game.bakeryName.toLowerCase();
|
||||
if (name == 'orteil') mult *= 0.99;
|
||||
else if (name == 'ortiel') mult *= 0.98; //or so help me
|
||||
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 = ['Get lucky', 'Lucky day', 'Serendipity', 'Heavenly luck', 'Lasting fortune', 'Decisive fate', 'Lucky digit', 'Lucky number', 'Lucky payout'];
|
||||
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;
|
||||
|
||||
// TODO remove?
|
||||
// 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++;
|
||||
if (CM.Sim.Has('Banker grandmas')) grandmas++;
|
||||
if (CM.Sim.Has('Priestess grandmas')) grandmas++;
|
||||
if (CM.Sim.Has('Witch grandmas')) grandmas++;
|
||||
if (CM.Sim.Has('Lucky grandmas')) grandmas++;
|
||||
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 mathematician = 1;
|
||||
@@ -346,18 +493,29 @@ CM.Sim.CheckOtherAchiev = function() {
|
||||
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 >= 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 >= 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 >= 3000 && CM.Sim.UpgradesOwned >= 300) CM.Sim.Win('Polymath');
|
||||
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');
|
||||
|
||||
@@ -372,6 +530,15 @@ 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) {
|
||||
@@ -390,6 +557,9 @@ CM.Sim.BuyBuildings = function(amount, target) {
|
||||
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 {
|
||||
for (var j in Game.Objects[me.name].tieredAchievs) {
|
||||
@@ -433,7 +603,7 @@ 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') {
|
||||
@@ -452,10 +622,53 @@ CM.Sim.BuyUpgrades = function() {
|
||||
|
||||
CM.Cache.Upgrades[i] = {};
|
||||
CM.Cache.Upgrades[i].bonus = CM.Sim.cookiesPs - Game.cookiesPs;
|
||||
|
||||
var diffMouseCPS = CM.Sim.mouseCps() - Game.computedMouseCps;
|
||||
if (diffMouseCPS) CM.Cache.Upgrades[i].bonusMouse = diffMouseCPS;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* This functions calculates the cps and cost of changing a Dragon Aura
|
||||
* It is called by CM.Disp.AddAuraInfo()
|
||||
* @param {number} aura The number of the aura currently selected by the mouse/user
|
||||
* @returns {[number, number]} [CM.Sim.cookiesPs - Game.cookiesPs, price] The bonus cps and the price of the change
|
||||
*/
|
||||
CM.Sim.CalculateChangeAura = function(aura) {
|
||||
CM.Sim.CopyData();
|
||||
|
||||
// Check if aura being changed is first or second aura
|
||||
var auraToBeChanged = l('promptContent').children[0].innerHTML.includes("secondary")
|
||||
if (auraToBeChanged) CM.Sim.dragonAura2 = aura;
|
||||
else CM.Sim.dragonAura = aura;
|
||||
|
||||
// Sell highest building but only if aura is different
|
||||
if (CM.Sim.dragonAura != CM.Cache.dragonAura || CM.Sim.dragonAura2 != CM.Cache.dragonAura2) {
|
||||
for (var i = Game.ObjectsById.length; i > -1, --i;) {
|
||||
if (Game.ObjectsById[i].amount > 0) {
|
||||
var highestBuilding = CM.Sim.Objects[Game.ObjectsById[i].name].name;
|
||||
CM.Sim.Objects[highestBuilding].amount -=1;
|
||||
CM.Sim.buildingsOwned -= 1;
|
||||
break
|
||||
}
|
||||
}
|
||||
// This calculates price of highest building
|
||||
var price = CM.Sim.Objects[highestBuilding].basePrice * Math.pow(Game.priceIncrease, Math.max(0, CM.Sim.Objects[highestBuilding].amount - 1 -CM.Sim.Objects[highestBuilding].free));
|
||||
price = Game.modifyBuildingPrice(CM.Sim.Objects[highestBuilding], price);
|
||||
price = Math.ceil(price);
|
||||
} else var price = 0;
|
||||
|
||||
var lastAchievementsOwned = CM.Sim.AchievementsOwned;
|
||||
CM.Sim.CalculateGains();
|
||||
|
||||
CM.Sim.CheckOtherAchiev();
|
||||
if (lastAchievementsOwned != CM.Sim.AchievementsOwned) {
|
||||
CM.Sim.CalculateGains();
|
||||
}
|
||||
return [CM.Sim.cookiesPs - Game.cookiesPs, price]
|
||||
}
|
||||
|
||||
CM.Sim.NoGoldSwitchCookiesPS = function() {
|
||||
if (Game.Has('Golden switch [off]')) {
|
||||
CM.Sim.CopyData();
|
||||
@@ -471,78 +684,46 @@ CM.Sim.ResetBonus = function(possiblePresMax) {
|
||||
|
||||
// Calculate CPS with all Heavenly upgrades
|
||||
var curCPS = Game.cookiesPs;
|
||||
if (CM.Sim.Upgrades['Heavenly chip secret'].bought == 0 || CM.Sim.Upgrades['Heavenly cookie stand'].bought == 0 || CM.Sim.Upgrades['Heavenly bakery'].bought == 0 || CM.Sim.Upgrades['Heavenly confectionery'].bought == 0 || CM.Sim.Upgrades['Heavenly key'].bought == 0) {
|
||||
|
||||
CM.Sim.CopyData();
|
||||
|
||||
if (CM.Sim.Upgrades['Heavenly chip secret'].bought == 0) {
|
||||
CM.Sim.Upgrades['Heavenly chip secret'].bought = 1;
|
||||
CM.Sim.UpgradesOwned++;
|
||||
}
|
||||
if (CM.Sim.Upgrades['Heavenly cookie stand'].bought == 0) {
|
||||
CM.Sim.Upgrades['Heavenly cookie stand'].bought = 1;
|
||||
CM.Sim.UpgradesOwned++;
|
||||
}
|
||||
if (CM.Sim.Upgrades['Heavenly bakery'].bought == 0) {
|
||||
CM.Sim.Upgrades['Heavenly bakery'].bought = 1;
|
||||
CM.Sim.UpgradesOwned++;
|
||||
}
|
||||
if (CM.Sim.Upgrades['Heavenly confectionery'].bought == 0) {
|
||||
CM.Sim.Upgrades['Heavenly confectionery'].bought = 1;
|
||||
CM.Sim.UpgradesOwned++;
|
||||
}
|
||||
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;
|
||||
CM.Sim.UpgradesOwned++;
|
||||
CM.Sim.Win('Wholesome');
|
||||
}
|
||||
|
||||
lastAchievementsOwned = CM.Sim.AchievementsOwned;
|
||||
|
||||
CM.Sim.CalculateGains();
|
||||
|
||||
CM.Sim.CheckOtherAchiev();
|
||||
|
||||
if (lastAchievementsOwned != CM.Sim.AchievementsOwned) {
|
||||
CM.Sim.CalculateGains();
|
||||
}
|
||||
|
||||
curCPS = CM.Sim.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 (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');
|
||||
if (Game.cookiesEarned >= 1000000000000000000000000000000000) CM.Sim.Win('To crumbs, you say?');
|
||||
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');
|
||||
|
||||
if (CM.Sim.Upgrades['Heavenly chip secret'].bought == 0) {
|
||||
CM.Sim.Upgrades['Heavenly chip secret'].bought = 1;
|
||||
CM.Sim.UpgradesOwned++;
|
||||
}
|
||||
if (CM.Sim.Upgrades['Heavenly cookie stand'].bought == 0) {
|
||||
CM.Sim.Upgrades['Heavenly cookie stand'].bought = 1;
|
||||
CM.Sim.UpgradesOwned++;
|
||||
}
|
||||
if (CM.Sim.Upgrades['Heavenly bakery'].bought == 0) {
|
||||
CM.Sim.Upgrades['Heavenly bakery'].bought = 1;
|
||||
CM.Sim.UpgradesOwned++;
|
||||
}
|
||||
if (CM.Sim.Upgrades['Heavenly confectionery'].bought == 0) {
|
||||
CM.Sim.Upgrades['Heavenly confectionery'].bought = 1;
|
||||
CM.Sim.UpgradesOwned++;
|
||||
}
|
||||
if (CM.Sim.Upgrades['Heavenly key'].bought == 0) {
|
||||
CM.Sim.Upgrades['Heavenly key'].bought = 1;
|
||||
CM.Sim.UpgradesOwned++;
|
||||
CM.Sim.Win('Wholesome');
|
||||
}
|
||||
|
||||
CM.Sim.prestige = possiblePresMax;
|
||||
|
||||
@@ -556,6 +737,165 @@ CM.Sim.ResetBonus = function(possiblePresMax) {
|
||||
CM.Sim.CalculateGains();
|
||||
}
|
||||
|
||||
return (CM.Sim.cookiesPs - curCPS);
|
||||
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;
|
||||
}
|
||||
|
||||
/********
|
||||
* Section: Functions used to calculate clicking power */
|
||||
|
||||
/**
|
||||
* This function calculates the cookies per click
|
||||
* It is called by CM.Sim.BuyUpgrades() when an upgrades has no bonus-income (and is thus a clicking-upgrade)
|
||||
*/
|
||||
CM.Sim.mouseCps = function() {
|
||||
var add=0;
|
||||
if (CM.Sim.Has('Thousand fingers')) add += 0.1;
|
||||
if (CM.Sim.Has('Million fingers')) add *= 5;
|
||||
if (CM.Sim.Has('Billion fingers')) add *= 10;
|
||||
if (CM.Sim.Has('Trillion fingers')) add *= 20;
|
||||
if (CM.Sim.Has('Quadrillion fingers')) add *= 20;
|
||||
if (CM.Sim.Has('Quintillion fingers')) add *= 20;
|
||||
if (CM.Sim.Has('Sextillion fingers')) add *= 20;
|
||||
if (CM.Sim.Has('Septillion fingers')) add *= 20;
|
||||
if (CM.Sim.Has('Octillion fingers')) add *= 20;
|
||||
if (CM.Sim.Has('Nonillion fingers')) add *= 20;
|
||||
var num=0;
|
||||
for (var i in CM.Sim.Objects) {num+=CM.Sim.Objects[i].amount;}
|
||||
num -= CM.Sim.Objects['Cursor'].amount;
|
||||
add = add * num;
|
||||
|
||||
// Use CM.Sim.cookiesPs as function is always called after CM.Sim.CalculateGains()
|
||||
if (CM.Sim.Has('Plastic mouse')) add += CM.Sim.cookiesPs * 0.01;
|
||||
if (CM.Sim.Has('Iron mouse')) add += CM.Sim.cookiesPs * 0.01;
|
||||
if (CM.Sim.Has('Titanium mouse')) add += CM.Sim.cookiesPs * 0.01;
|
||||
if (CM.Sim.Has('Adamantium mouse')) add += CM.Sim.cookiesPs * 0.01;
|
||||
if (CM.Sim.Has('Unobtainium mouse')) add += CM.Sim.cookiesPs * 0.01;
|
||||
if (CM.Sim.Has('Eludium mouse')) add += CM.Sim.cookiesPs * 0.01;
|
||||
if (CM.Sim.Has('Wishalloy mouse')) add += CM.Sim.cookiesPs * 0.01;
|
||||
if (CM.Sim.Has('Fantasteel mouse')) add += CM.Sim.cookiesPs * 0.01;
|
||||
if (CM.Sim.Has('Nevercrack mouse')) add += CM.Sim.cookiesPs * 0.01;
|
||||
if (CM.Sim.Has('Armythril mouse')) add += CM.Sim.cookiesPs * 0.01;
|
||||
if (CM.Sim.Has('Technobsidian mouse')) add += CM.Sim.cookiesPs * 0.01;
|
||||
if (CM.Sim.Has('Plasmarble mouse')) add += CM.Sim.cookiesPs * 0.01;
|
||||
if (CM.Sim.Has('Miraculite mouse')) add += CM.Sim.cookiesPs * 0.01;
|
||||
|
||||
if (CM.Sim.Has('Fortune #104')) add += CM.Sim.cookiesPs * 0.01;
|
||||
|
||||
|
||||
var mult=1;
|
||||
if (CM.Sim.Has('Santa\'s helpers')) mult *= 1.1;
|
||||
if (CM.Sim.Has('Cookie egg')) mult *= 1.1;
|
||||
if (CM.Sim.Has('Halo gloves')) mult *= 1.1;
|
||||
if (CM.Sim.Has('Dragon claw')) mult *= 1.03;
|
||||
|
||||
if (CM.Sim.Has('Aura gloves'))
|
||||
{
|
||||
mult *= 1 + 0.05 * Math.min(Game.Objects['Cursor'].level, CM.Sim.Has('Luminous gloves') ? 20 : 10);
|
||||
}
|
||||
|
||||
mult *= CM.Sim.eff('click');
|
||||
|
||||
if (CM.Sim.hasGod)
|
||||
{
|
||||
var godLvl = CM.Sim.hasGod('labor');
|
||||
if (godLvl == 1) mult *= 1.15;
|
||||
else if (godLvl == 2) mult *= 1.1;
|
||||
else if (godLvl == 3) mult *= 1.05;
|
||||
}
|
||||
|
||||
for (var i in Game.buffs)
|
||||
{
|
||||
if (typeof Game.buffs[i].multClick != 'undefined') mult*=Game.buffs[i].multClick;
|
||||
}
|
||||
|
||||
//if (CM.Sim.auraMult('Dragon Cursor')) mult*=1.05;
|
||||
mult *= 1 + CM.Sim.auraMult('Dragon Cursor') * 0.05;
|
||||
|
||||
// No need to make this function a CM function
|
||||
var out = mult * Game.ComputeCps(1, CM.Sim.Has('Reinforced index finger') + CM.Sim.Has('Carpal tunnel prevention cream') + CM.Sim.Has('Ambidextrous'), add);
|
||||
|
||||
out = Game.runModHookOnValue('cookiesPerClick', out);
|
||||
|
||||
if (Game.hasBuff('Cursed finger')) out = Game.buffs['Cursed finger'].power;
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user