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286 Commits

Author SHA1 Message Date
DanielNoord
0ccd16577f Merge pull request #436 from Aktanusa/dev (Version 2.031.3)
Merge dev-branch for v2.031.3 into master-branch
2020-12-28 14:10:06 +01:00
DanielNoord
7c9d6f570d Merge branch 'master' into dev 2020-12-28 14:08:13 +01:00
DanielNoord
2648af3095 Merge pull request #483 from DanielNoord/version, Bump to version 2.031.3 (#397)
Bump to version 2.031.3
2020-12-28 14:01:53 +01:00
Daniel van Noord
cb284ed22d Bumped version to 2.031.3 2020-12-28 14:00:35 +01:00
Daniel van Noord
5f5a1abac0 Removed a TODO 2020-12-28 14:00:21 +01:00
DanielNoord
66429ff0d2 Merge pull request #482 from DanielNoord/popbutton
Option for extra wrinkler popping buttons (#126)
2020-12-28 13:26:09 +01:00
Daniel van Noord
c997ace2cf Option for extra wrinkler popping buttons (#126) 2020-12-28 13:25:26 +01:00
DanielNoord
9e0dac5413 Merge pull request #481 from DanielNoord/popbutton
Another hotfix for levelup tooltip
2020-12-28 13:02:49 +01:00
Daniel van Noord
4a3bb46f8b Another hotfix for levelup tooltip 2020-12-28 12:57:34 +01:00
DanielNoord
69fb8af639 Merge pull request #480 from DanielNoord/tooltip
Hotfix for dragon levelup Tooltip
2020-12-28 12:53:04 +01:00
Daniel van Noord
ad7d35e1ee Hotfix for dragon levelup Tooltip 2020-12-28 12:51:50 +01:00
DanielNoord
2bedae477d Merge pull request #479 from DanielNoord/tooltip (#65)
Added tooltip with costs for Dragon Levels (#65)
2020-12-28 12:41:39 +01:00
Daniel van Noord
91ebbf39b9 Added tooltip with costs for Dragon Levels (#65) 2020-12-28 12:41:01 +01:00
DanielNoord
a8b874f37d Merge pull request #478 from DanielNoord/save
Allow saving outside of autosave-interval (#469)
2020-12-28 10:55:22 +01:00
Daniel van Noord
b58c3ea292 Allow saving outside of autosave-interval (#469) 2020-12-28 10:53:58 +01:00
DanielNoord
cafa12204e Merge pull request #477 from DanielNoord/fix/timerbar (#88)
Added indicator when upgrades/buildings are purchasable with wrinklers
2020-12-27 14:13:05 +01:00
Daniel van Noord
b4e2236fb7 Fixed #88 2020-12-27 14:11:21 +01:00
DanielNoord
5d126b6be3 Merge pull request #476 from DanielNoord/fix/timerbar (#147, #304, #388)
Multiple commits related tot he TimerBar
2020-12-27 13:37:56 +01:00
Daniel van Noord
b6cd262ff2 Fixed (#388) and add percentage overlay to timers 2020-12-27 13:27:44 +01:00
Daniel van Noord
6edda5420f Fixed Timers for loans (#304) 2020-12-27 13:07:07 +01:00
Daniel van Noord
97014d273e Added timer overlays in TimerBar (#147) 2020-12-27 12:39:33 +01:00
DanielNoord
319a3102de Merge pull request #475 from DanielNoord/fix/avgcps (#401, #97)
Fixed calculation of average and current CPS
2020-12-26 17:56:08 +01:00
Daniel van Noord
b9a1a5444f Fixed calculation of average and current CPS 2020-12-26 17:53:12 +01:00
DanielNoord
3f405da833 Merge pull request #447 from Aktanusa/readmeupdate
Update README.md
2020-12-24 23:52:05 +01:00
Daniel van Noord
9a649f93d2 Removed action .yml files 2020-12-24 11:02:22 +01:00
DanielNoord
d89c8e3a0f Create Lint.yml 2020-12-24 10:58:01 +01:00
DanielNoord
6bb99ace11 Update main.yml 2020-12-24 10:54:32 +01:00
DanielNoord
68c30e7bdd Update main.yml 2020-12-24 10:51:56 +01:00
DanielNoord
3ca1018a51 Create main.yml 2020-12-24 10:42:15 +01:00
DanielNoord
aed9b75397 Merge pull request #472 from DanielNoord/fix/various (#470, #471)
Fix/various
2020-12-22 23:17:58 +01:00
Daniel van Noord
0c095e4d81 Add new options section (#470) 2020-12-22 23:16:50 +01:00
Daniel van Noord
2f430e82e1 Added CM to version number in BotBar (#471) 2020-12-22 23:13:12 +01:00
DanielNoord
56d23aae22 Merge pull request #466 from DanielNoord/removecookies (#445)
Started to remove left over cookies and made subsections in notifications options
2020-12-21 23:58:29 +01:00
Daniel van Noord
c1501b47d6 Add subsections for notifications settings (#445) 2020-12-21 23:56:50 +01:00
Daniel van Noord
63ddf7fa38 Added code to remove cookies from old save system 2020-12-21 23:28:00 +01:00
DanielNoord
798f61cafe Merge pull request #465 from DanielNoord/saveapi (#463)
Incorporated Modding API
2020-12-21 22:55:39 +01:00
Daniel van Noord
72aef84fcc Combined CookieMonster (#364) 2020-12-21 22:54:14 +01:00
Daniel van Noord
203dc8137e Incorporated Modding API 2020-12-21 22:53:23 +01:00
DanielNoord
e6118f14c2 Merge pull request #464 from DanielNoord/missingupgrades (#386)
Rewrote Missing Upgrades code
2020-12-21 11:25:35 +01:00
Daniel van Noord
1cffb822fb Rewrote Missing Upgrades code 2020-12-21 11:24:23 +01:00
DanielNoord
1a0f9ed1a2 Merge pull request #462 from DanielNoord/edificestats
Fixed lay-out of code
2020-12-20 13:14:26 +01:00
Daniel van Noord
ca0889790d Fixed lay-out of code 2020-12-20 13:13:02 +01:00
DanielNoord
5fc662980a Merge pull request #461 from DanielNoord/edificestats
Added Edifice to Spells stats section
2020-12-20 13:09:50 +01:00
Daniel van Noord
5d5256bfc9 Added Edifice to Spells stats section 2020-12-20 13:09:16 +01:00
DanielNoord
0f5f244fdc Merge pull request #460 from DanielNoord/edifice (#168)
Optional warning for spontaneous edifice
2020-12-20 12:28:39 +01:00
Daniel van Noord
1715306374 Removed tooltip box from Sell tooltip 2020-12-20 12:27:43 +01:00
Daniel van Noord
a05c9290de Created warning for ToolWarnEdifice 2020-12-20 12:15:50 +01:00
Daniel van Noord
51617c9777 Added ToolWarnEdifice option 2020-12-20 11:50:48 +01:00
DanielNoord
f7bf34d7af Merge pull request #459 from DanielNoord/wrinklers (#177, #245)
Added some functionality related to wrinklers
2020-12-19 18:34:48 +01:00
Daniel van Noord
07d73b10e3 Option to calc with single fattest wrinkler (#245) 2020-12-19 18:32:53 +01:00
Daniel van Noord
0f865f3897 Button and stat for single fattest wrinkler (#177) 2020-12-19 18:26:38 +01:00
Daniel van Noord
389dae4daa Created function CM.Cache.InitCache 2020-12-19 17:45:33 +01:00
Daniel van Noord
c6c54054ee Added section to Cache.js 2020-12-19 17:37:01 +01:00
DanielNoord
2246e31bb5 Merge pull request #458 from DanielNoord/fix/buildingcolors (#430)
Fixed building colors not reverting (#430)
2020-12-19 14:38:59 +01:00
Daniel van Noord
7cfdcc7662 Fixed building colors not reverting (#430) 2020-12-19 14:38:14 +01:00
DanielNoord
938e850e29 Merge pull request #457 from DanielNoord/cutoffscale (#373)
Made notation cutoff configurable
2020-12-19 10:50:06 +01:00
Daniel van Noord
d3a4eb936a Made notation cutoff configurable 2020-12-19 10:49:17 +01:00
Daniel van Noord
c4295a1ed0 Updated Readme 2020-12-19 09:35:27 +01:00
DanielNoord
30c4617bde Merge pull request #456 from DanielNoord/wrinklercps (#301, #254)
Added cookie per click bonus to tooltip
2020-12-18 23:25:39 +01:00
Daniel van Noord
37b378ad08 Fixed spelling 2020-12-18 23:23:07 +01:00
Daniel van Noord
90a79dbc0c Added cookie per click bonus to tooltip 2020-12-18 23:17:10 +01:00
DanielNoord
7164801156 Merge pull request #455 from DanielNoord/abrshortscale (#268)
Added Abbreviated short scale (#268)
2020-12-18 20:48:15 +01:00
Daniel van Noord
c530bd1a4a Added Abbreviated short scale (#268) 2020-12-18 20:47:03 +01:00
DanielNoord
7d7516bb21 Merge pull request #454 from DanielNoord/plantdrops (#206_
Added missing plant drops to stats page
2020-12-18 20:32:56 +01:00
Daniel van Noord
28fbb1e094 Added missing plant drops to stats page 2020-12-18 20:31:25 +01:00
DanielNoord
ff30cc2818 Merge pull request #453 from DanielNoord/splitwarning (#243)
Split the options for Lucky/LuckyFrenzy warning
2020-12-18 20:20:29 +01:00
Daniel van Noord
9542093f1b Split the options for Lucky/LuckyFrenzy warning 2020-12-18 20:19:37 +01:00
DanielNoord
208c99baf5 Merge pull request #452 from DanielNoord/fix/beautify (#450)
Fixed small numbers for Beautify
2020-12-18 20:09:21 +01:00
Daniel van Noord
5e4471d929 Fixed small numbers for Beautify 2020-12-18 20:08:03 +01:00
DanielNoord
2a5fb05a2f Merge pull request #451 from DanielNoord/savesettings (#444)
Save settings of headers and rewrite of Config.js
2020-12-18 18:11:56 +01:00
Daniel van Noord
8aa8a7c878 Fully annotated Config.js 2020-12-18 18:10:39 +01:00
Daniel van Noord
0ae29ce2e8 Missed some CM.Config's 2020-12-18 17:29:54 +01:00
Daniel van Noord
367702dc00 Changed CM.Config into CM.Options 2020-12-18 17:26:59 +01:00
Daniel van Noord
73ca07a0e9 Partial rewrite of Config.js 2020-12-18 17:17:54 +01:00
DanielNoord
bd59f7b4a9 Merge pull request #449 from DanielNoord/choceggtooltip (#272)
Choc egg tooltip shows cookies to be gained
2020-12-18 16:50:03 +01:00
Daniel van Noord
f6f2f99966 Choc egg tooltip shows cookies to be gained 2020-12-18 16:49:14 +01:00
DanielNoord
04714f22ac Merge pull request #448 from DanielNoord/wrinklerinfo (#196)
Stats displays reward pop all normal wrinkler
2020-12-18 16:13:48 +01:00
Daniel van Noord
b65f31bee1 Stats displays reward pop all normal wrinkler 2020-12-18 16:12:33 +01:00
DanielNoord
7a094a8990 Merge pull request #446 from Aktanusa/issue-templates
Update issue templates
2020-12-18 15:46:41 +01:00
DanielNoord
e230a3c89e Update README.md 2020-12-18 15:45:22 +01:00
DanielNoord
a8002f29e3 Update issue templates 2020-12-18 15:38:16 +01:00
DanielNoord
05e84d42d3 Merge pull request #443 from DanielNoord/fix/defaultconfig
Changed structure of Data.js
2020-12-17 18:19:58 +01:00
Daniel van Noord
556e71434d Changed structure of Data.js 2020-12-17 18:18:58 +01:00
DanielNoord
101c309cec Merge pull request #442 from DanielNoord/seperator (#392)
Separator is now changeable
2020-12-17 18:09:22 +01:00
Daniel van Noord
8037615659 Added functionality for ScaleSeparator 2020-12-17 18:07:34 +01:00
Daniel van Noord
fcadf1cc18 Added Config.ScaleSeparator 2020-12-17 17:41:25 +01:00
DanielNoord
671ff61830 Merge pull request #441 from DanielNoord/decimals (#264)
Make amount of decimals an option
2020-12-16 14:12:07 +01:00
Daniel van Noord
2fbbd39118 Added CM.Config.ScaleDecimals to CM.Disp.Beautify 2020-12-16 14:10:11 +01:00
Daniel van Noord
cff7377789 Created ScaleDecimals as option 2020-12-16 13:31:49 +01:00
DanielNoord
583501e01b Merge pull request #440 from DanielNoord/volumeoption (#26)
Changed Volume-options into sliders
2020-12-15 15:20:29 +01:00
Daniel van Noord
10482dfd2d Fixed lay-out issue 2020-12-15 15:19:50 +01:00
Daniel van Noord
08b30e9c62 Changed Volume-options into sliders 2020-12-15 15:17:49 +01:00
DanielNoord
6098a398f0 Merge pull request #439 from DanielNoord/fix/gamesound (#437)
Incorporated the general game volume in calculation of notifications volumes
2020-12-13 22:14:36 +01:00
Daniel van Noord
b80d2b63e8 Fixed bug with Sound of notifications 2020-12-13 22:12:53 +01:00
Daniel van Noord
a867d3d896 Incorporated Game volume settings 2020-12-13 22:10:06 +01:00
DanielNoord
f398aa9564 Merge pull request #438 from Aktanusa/dragoninfo (#185)
Added extra info to dragon aura selector display
2020-12-13 21:55:56 +01:00
Daniel van Noord
6a6a27680f Annotated CM.Sim.CalculateChangeAura 2020-12-13 21:54:29 +01:00
Daniel van Noord
15b859e8b9 Changed display of DragonAuraInfo in options 2020-12-13 21:50:39 +01:00
Daniel van Noord
f13c9fb02d Added Aura caching and changing 2020-12-13 21:50:04 +01:00
Daniel van Noord
f72e95301c Fixed some annotations in Sim.js 2020-12-10 22:31:26 +01:00
Daniel van Noord
8ffc0a2664 Added CM.Disp.AddAuraInfo() 2020-12-10 22:30:07 +01:00
Daniel van Noord
f9c4f68bb8 Add config and replace-function for AuraInfo 2020-12-10 22:13:26 +01:00
DanielNoord
6bf81085ca Merge pull request #435 from DanielNoord/dispstats
Final work on initial rewrite of Disp.js
2020-12-07 21:26:40 +01:00
Daniel van Noord
ea4776ae4b Final rework of Disp.js 2020-12-07 21:25:02 +01:00
DanielNoord
efd4e9319d Merge pull request #433 from Chorizorro/fix/gains
Fix Dragon's Fortune mult in CalculateGains sim
2020-12-07 10:18:04 +01:00
Chorizorro
f30ebd081e Fix Dragon's Fortune mult in CalculateGains sim 2020-12-07 10:11:07 +01:00
DanielNoord
2f761dfce8 Merge pull request #431 from Chorizorro/hotfix/gains (Fixes #426)
Hotfix Dragon's Fortune mult in CM.Sim.CalculateGains
2020-12-07 10:05:50 +01:00
Chorizorro
88792454c2 Fix Dragon's Fortune mult in CalculateGains sim 2020-12-07 09:52:39 +01:00
Daniel van Noord
8805eacb0e Created CM.Disp.CreateStatsLuckySection 2020-12-06 20:51:04 +01:00
DanielNoord
62d05ea074 Merge pull request #428 from DanielNoord/fix/sellpricedev
Fix #416 on dev-branch
2020-12-06 19:38:49 +01:00
DanielNoord
759d665019 Merge pull request #427 from DanielNoord/fix/sellprice
Fix sell price being displayed #416
2020-12-06 19:38:10 +01:00
Daniel van Noord
b462ed2ced Fix #416 on dev-branch 2020-12-06 19:37:34 +01:00
Daniel van Noord
eb7a710464 Fix sell price being displayed #416 2020-12-06 19:36:29 +01:00
DanielNoord
7c08431271 Merge pull request #423 from Chorizorro/fix/disp
Fix favicon not being reset with no GC left
2020-12-06 12:43:00 +01:00
DanielNoord
534e744532 Merge pull request #424 from Chorizorro/hotfix
Hotfix favicon not being reset with no GC left
2020-12-06 12:42:03 +01:00
Chorizorro
0d9f45a537 Fix favicon not being reset with no GC left 2020-12-06 09:01:05 +01:00
Daniel van Noord
e066c8c43b Merge branch 'fix/cleanupdisp' of https://github.com/DanielNoord/CookieMonster into fix/cleanupdisp 2020-12-05 23:17:28 +01:00
Daniel van Noord
bbc2fdf29f Fix for challenge mode 2020-12-05 23:17:15 +01:00
Daniel van Noord
b6370c1873 First version of stats page 2020-12-05 23:17:15 +01:00
DanielNoord
bf8e1922cb Merge pull request #420 from Chorizorro/fix/disp
Move CM.Disp.Draw out of bottom bar section
2020-12-05 23:15:38 +01:00
Chorizorro
87a85bfc59 Fix favicon not being reset with no GC left 2020-12-05 23:14:12 +01:00
Daniel van Noord
7e101edf82 Fix for challenge mode 2020-12-05 23:13:53 +01:00
Daniel van Noord
36e64d3d90 First version of stats page 2020-12-05 23:13:28 +01:00
DanielNoord
6c5821593f Merge pull request #421 from Aktanusa/fix/sellprice
Hotfix for #414
2020-12-05 23:09:28 +01:00
Daniel van Noord
1b88b70c72 Hotfix for #414 2020-12-05 23:05:43 +01:00
Chorizorro
15d467992d Move CM.Disp.Draw out of bottom bar section 2020-12-05 22:31:40 +01:00
DanielNoord
15e4291489 Merge pull request #417 from Chorizorro/fix/disp
Enhance autosave timer refresh
2020-12-05 17:00:49 +01:00
Chorizorro
7cd62e1735 Enhance autosave timer refresh #375 2020-12-05 16:54:58 +01:00
DanielNoord
d0ad7c418d Merge pull request #418 from DanielNoord/fix/cleanupdisp
Further revision of Disp.js
2020-12-05 16:24:14 +01:00
Daniel van Noord
77447cfca3 Further revision of Disp.js 2020-12-05 15:44:33 +01:00
DanielNoord
28b144ee70 Merge pull request #415 from DanielNoord/fix/cleanupdisp
Fixes to some of the new CM.Disp code
2020-12-05 14:28:42 +01:00
Daniel van Noord
b6cdc77064 Fixed Warning tooltips 2020-12-05 14:27:48 +01:00
Daniel van Noord
e0915bc307 Fix CM.Disp.Beautify failing when num=0 2020-12-05 14:10:42 +01:00
DanielNoord
7e935aab1a Merge pull request #399 from DanielNoord/fix/cleanupdisp
Preliminary overhaul of CM.Disp and related code
2020-12-05 10:34:42 +01:00
Daniel van Noord
9dc95d760a Almost done with updating Disp.js 2020-12-04 23:41:23 +01:00
Daniel van Noord
f3ea56f34d Hotfix v3 #405 2020-12-04 22:50:41 +01:00
Daniel van Noord
9ce42f2f3c Hotfix for #405 2020-12-04 22:45:55 +01:00
Daniel van Noord
4baae5c9f7 Updated timer bar code 2020-12-04 22:38:14 +01:00
Daniel van Noord
02b31c8932 Fixed CM.Disp.Beautify 2020-12-04 21:14:17 +01:00
Daniel van Noord
343327a1b5 Fix CalculateGains 2020-12-04 21:06:23 +01:00
DanielNoord
3bca426eb1 Merge pull request #409 from DanielNoord/fix/hotfix
Hotfixes for v2.031.2
2020-12-04 20:57:14 +01:00
Daniel van Noord
5c736b7790 Fix GC no longer updating 2020-12-04 20:55:44 +01:00
Daniel van Noord
a22ab829ec Fixed crash on selecting Sell mode #407 2020-12-04 20:52:51 +01:00
Daniel van Noord
f65749db50 Fixed negative PP #406 2020-12-04 20:50:20 +01:00
Daniel van Noord
a3f2fe5dab Reworked Tooltip code v1 2020-12-04 20:23:58 +01:00
Daniel van Noord
ed814ef39a FIx for floating numbers 2020-12-03 19:00:27 +01:00
Daniel van Noord
74b353d530 Fix CM.Sim.eff 2020-12-03 18:31:45 +01:00
Daniel van Noord
d6aca47698 Initial work on Tooltip section 2020-12-03 18:17:07 +01:00
Daniel van Noord
106331af85 Update state-checking code v2 2020-12-03 16:40:21 +01:00
Daniel van Noord
8a303c2d27 Update state-checking code 2020-12-03 16:36:19 +01:00
Daniel van Noord
cbaf06a76b Updated GCTimer code 2020-12-03 16:06:25 +01:00
Daniel van Noord
e6f2c4c966 Merge branch 'dev' of https://github.com/Aktanusa/CookieMonster into dev 2020-12-03 15:46:49 +01:00
Daniel van Noord
08e005b9db Reorgainzed src/Disp.js 2020-12-03 15:45:49 +01:00
Daniel van Noord
4067410397 Added annotations to CM.Disp.FormatTime 2020-12-03 15:44:16 +01:00
Daniel van Noord
e3861f1ffe Cleaned CM.Disp.FormatTime 2020-12-03 15:44:16 +01:00
DanielNoord
e6d0774734 Merge pull request #402 from Chorizorro/fix/misc #400
Hotfix for numbers Engineering notation
2020-12-03 15:35:36 +01:00
Daniel van Noord
95f19fbfd7 Fixded CM.Disp.GetTimeColor 2020-12-03 15:28:38 +01:00
Daniel van Noord
63c3a493fa Rewrote the code and data for the options-page 2020-12-03 15:23:12 +01:00
Chorizorro
17efc10568 Fix numbers Engineering notation #400 2020-12-03 13:32:01 +01:00
Daniel van Noord
9cad31da3e Updated CM.Disp.GetTimeColor v2 2020-12-03 13:24:34 +01:00
Daniel van Noord
5b9d171bf4 Updated CM.Disp.GetTimeColor 2020-12-03 13:23:36 +01:00
Daniel van Noord
44f75247cd Updated functions related to tab-bar v2 2020-12-03 13:05:43 +01:00
Daniel van Noord
06c7f59cd6 Updated functions related to tab-bar 2020-12-03 13:05:22 +01:00
Daniel van Noord
28ab2eab22 Annotated section on flashes/sound/notification 2020-12-03 12:33:21 +01:00
Daniel van Noord
854bec1519 Updated upgrade bar code 2020-12-03 12:17:00 +01:00
Daniel van Noord
243e43188f Cleaned up bottom bar code 2020-12-03 11:40:05 +01:00
Daniel van Noord
391b70017a Cleaned up CM.Disp.Beautify 2020-12-03 10:50:00 +01:00
DanielNoord
cd6f1ddaf4 Merge pull request #398 from DanielNoord/fix/cleanupdisp
Initial re-organization of src/Disp.js
2020-12-02 22:26:21 +01:00
Daniel van Noord
7efbd59062 Reorgainzed src/Disp.js 2020-12-02 22:23:17 +01:00
Daniel van Noord
e256d39101 Added annotations to CM.Disp.FormatTime 2020-12-02 21:55:57 +01:00
Daniel van Noord
0f5291b41c Cleaned CM.Disp.FormatTime 2020-12-02 21:53:19 +01:00
DanielNoord
8bbec4c8a4 Merge dev-branch into master for v2.031.2 2020-12-02 14:02:11 +01:00
DanielNoord
e518f25f24 Pushed Dev-branch to version 2.031.2 2020-12-02 13:59:52 +01:00
Daniel van Noord
e644fcb49f Pushed version to 2.031.2 2020-12-02 13:29:27 +01:00
DanielNoord
b9c7a0f154 Avoid crash on double-loading of the mod #252 2020-12-02 13:26:07 +01:00
Daniel van Noord
94745fb013 Avoid crash on double-loading 2020-12-02 13:24:56 +01:00
DanielNoord
a8e3691507 Adjust Lucky/Chain stats for Dragon's Fortune & Reality Bending #289 2020-12-02 12:36:54 +01:00
Chorizorro
cb8114ecfb Adjust Lucky/Chain stats for Dragon's Fortune #289
Add a multiplier adjustment when Dragon's Fortune aura is set
(either via Dragon's Fortune itself or via Reality Bending) and use
it to adjust CPS with 1 golden cookie even if there are no golden
cookies currently on screen
2020-12-02 10:20:03 +01:00
DanielNoord
f864e60e87 Remove Cookes till achievement in tooltip if all are obtained #89 2020-12-01 17:47:57 +01:00
Daniel van Noord
53117009e7 Remove Cookes till achievement if all are got 2020-12-01 17:46:20 +01:00
DanielNoord
5f4dda4adb Added warning for lagginess of "Missing Achievs" (see #386) 2020-12-01 16:44:54 +01:00
Daniel van Noord
63e5ddf1ca Added warning for lagginess of "Missing Achievs" 2020-12-01 16:43:23 +01:00
DanielNoord
8c5ea875bf Fix: Changed CM.Sim.Has to HasAchiev in Building tooltip #384
Fix: Changed CM.Sim.Has to HasAchiev in Building tooltip
2020-12-01 16:28:06 +01:00
Daniel van Noord
af0f210c54 Changed CM.Sim.Has to HasAchiev 2020-12-01 16:26:11 +01:00
DanielNoord
31e701505e Added cookies till achievement in building tooltip #89 2020-12-01 16:11:11 +01:00
Daniel van Noord
cb6b97a269 Added cookies till achievement in building tooltip 2020-12-01 16:10:12 +01:00
DanielNoord
0bebb12808 Fix stats for lucky/chain cookies #379
Fix stats for lucky/chain cookies
2020-12-01 15:10:17 +01:00
Chorizorro
8a3609092d Handle lucky wrath cookies rewards (#379) 2020-12-01 14:40:15 +01:00
Chorizorro
8dc5d4b849 Fix golden and wrath cookies multipliers (#379) 2020-12-01 14:39:52 +01:00
DanielNoord
63a00a2ae1 Added cookies to be gained/lost to Conjure Baked Goods tooltip #130
Added cookies to be gained/lost to Conjure Baked Goods tooltip
2020-12-01 13:40:36 +01:00
Daniel van Noord
71a4407da8 Added cookies to be gained/lost to conjure tooltip 2020-12-01 13:38:49 +01:00
DanielNoord
7cf021ac5d Fixed sorting when PP = Infinity #353
Fixed sorting when PP = Infinity
2020-12-01 12:44:58 +01:00
Daniel van Noord
810c5adfba Fixed sorting when PP = Infinity 2020-12-01 12:44:13 +01:00
DanielNoord
26549a148a Optional display of missing upgrades in stats menu #193
Optional display of missing upgrades in stats menu
2020-12-01 11:44:45 +01:00
Daniel van Noord
f810c42b73 Optional display of missing upgrades to stats 2020-12-01 11:37:03 +01:00
DanielNoord
e3c3c1b1fe Re-base dev-branch to master-branch
Re-base dev-branch to master-branch
2020-12-01 08:48:42 +01:00
DanielNoord
9b87b1d5ad Fixed PP calculation when CPS = 0 #368
Fixed PP calculation when CPS = 0
2020-12-01 08:45:47 +01:00
Daniel van Noord
baf21e888f Fixed PP calculation when CPS = 0 2020-12-01 08:44:23 +01:00
DanielNoord
8a26fc3178 Removed console.log left from debugging
Removed console.log from debugging
2020-11-30 22:28:10 +01:00
Daniel van Noord
a30f07be77 Removed console.log from debugging 2020-11-30 22:27:00 +01:00
DanielNoord
428c000a5a Added 'Seconds till autosave' to Misc. stats #287 2020-11-30 22:09:37 +01:00
Daniel van Noord
42960d9780 Added 'seconds till autosave' to Misc. tats 2020-11-30 22:07:47 +01:00
DanielNoord
27567b3cff Fix building price displayed in sell mode (source code is incorrect) #359
Fix building price displayed in sell mode
2020-11-30 12:35:13 +01:00
Chorizorro
17f13239ca Fix building price in store in sell mode (#359) 2020-11-30 11:42:36 +01:00
Chorizorro
d257830de8 Fix building tooltip in sell mode (#359) 2020-11-30 11:42:35 +01:00
DanielNoord
c87a9d47d0 Fixed notations bugging out #282
Fixed notations bugging out #282
2020-11-30 10:37:37 +01:00
Daniel van Noord
a11f82fce4 Fixed notations bugging out 2020-11-30 10:36:34 +01:00
DanielNoord
786ece6667 Added Game.runModHookOnValue in CalcGains #170
Added Game.runModHookOnValue in CalcGains #170
2020-11-30 08:49:06 +01:00
Daniel van Noord
0ac966a905 Added Game.runModHookOnValue in CalcGains 2020-11-30 08:47:29 +01:00
DanielNoord
0a29e2f4a0 Rewrote GCTimer Code #288
Rewrote GCTimer Code #288
2020-11-29 23:59:47 +01:00
Daniel van Noord
292a80b807 Rewrote GCTimer Code 2020-11-29 23:57:52 +01:00
DanielNoord
32b87738ee Option sections are now collapsable #351 2020-11-29 16:43:47 +01:00
Daniel van Noord
b91d0e1195 Option sections are now collapsable 2020-11-29 16:42:14 +01:00
DanielNoord
5cc08170bc Fixed pp-sort breaking for sell-mode (#364)
Fixed pp-sort breaking for sell-mode (#364)
2020-11-29 14:59:06 +01:00
Daniel van Noord
f7192d1e90 Fixed pp-sort breaking for sell-mode 2020-11-29 14:57:48 +01:00
DanielNoord
7128df5d50 Simpler readme Userscript code in README
Simpler readme Userscript code
2020-11-28 16:49:04 +01:00
DanielNoord
1398b3fbaf Incorporate effect of garden on Lucky and Chain payouts (#187)
Incorporate effect of garden on Lucky and Chain payouts (#187)
2020-11-28 16:27:41 +01:00
Daniel van Noord
78888e784c Fixed GC rewards not considering garden buffs 2020-11-28 16:20:44 +01:00
DanielNoord
a6863bc8e6 Fix accidentally erasing data if a new building/upgrade/achievement is found
Fix accidentally erasing data if a new building/upgrade/achievement is found
2020-11-28 15:43:42 +01:00
DanielNoord
b6f19737cb Fixed some errors in CalculateGains and added some TODOs
Fixed some errors in CalculateGains and added some TODOs
2020-11-28 15:38:32 +01:00
Daniel van Noord
57cfdad215 Store minigame effects as Sim data 2020-11-28 15:36:41 +01:00
DanielNoord
8e46a55ee5 Fix Lucky/Chain cookies stats when CpS is zero
Fix Lucky/Chain cookies stats when CpS is zero
2020-11-28 14:39:02 +01:00
Daniel van Noord
d7883e7238 Cache gods and implement CM.Sim.hasGodI() 2020-11-28 13:46:39 +01:00
Chorizorro
c458d46d33 Fix Lucky/Chain cookies stats when CpS is zero 2020-11-28 13:37:47 +01:00
Daniel van Noord
9de7591531 Fixed CM.Sim.prestige not resetting 2020-11-28 12:44:32 +01:00
Daniel van Noord
564d136df3 Cleaned up CM.Sim.CalculateGains and added TODOs 2020-11-28 12:41:26 +01:00
DanielNoord
9714e00938 Added correct simulation for selling buildings for chocolate egg (#355)
Fix selling of buildings value in chocolate egg calculation
2020-11-28 10:50:05 +01:00
Chorizorro
44d532146b Update ascension, heavenly chips and chocolate egg tooltips
Update ascension, heavenly chips and chocolate egg tooltips
2020-11-28 10:44:53 +01:00
Static Variable James
8f809cc093 Fix accidentally erasing data if a new building/upgrade/achievement is found. 2020-11-27 11:45:44 -06:00
Chorizorro
291ff1ae6a Add sim for selling buildings for chocolate egg
Add a simulation for selling all buildings with Earth Shatterer +
Reality bending auras, and use it in chocolate egg value calculation
2020-11-27 18:20:56 +01:00
DanielNoord
744ee0dc5e Bottom bar now changes depending on bulk-mode and has a height that fits all info (#354) 2020-11-26 18:56:34 +01:00
staticvariablejames
66ac922ae2 Compatibility with content mods (#350) 2020-11-26 18:01:06 +01:00
DanielNoord
3d965943c0 Optional Sound/Flash/Notif. for (Max) Wrinklers (#349) 2020-11-25 21:44:14 +01:00
Chorizorro
e05db88a72 Compute stock market in chocolate egg value (#345) 2020-11-25 14:06:55 +01:00
DanielNoord
8a98c6f4db Option to colour PP values based on the selected buy mode (#346) 2020-11-25 12:46:47 +01:00
DanielNoord
272f17be71 Fixed warning tooltips not disappearing (#344) 2020-11-25 11:25:56 +01:00
DanielNoord
6922dd0465 Option for notifications for Golden/Fortunes/Season Cookies & full Magic Bar (#341) 2020-11-24 23:32:35 +01:00
DanielNoord
d40f90d233 Sort Building list based on PP of selected buy mode (#340) 2020-11-24 18:35:56 +01:00
DanielNoord
8ea9400a07 Fixed mistake with CopyData (#338) 2020-11-24 15:59:02 +01:00
DanielNoord
eda7514001 Option to play sound at full Grimoire Meter (#337) 2020-11-24 13:29:02 +01:00
DanielNoord
935ce42305 Support for Modded Objects/Upgrades/Achievs (#335) 2020-11-24 12:41:36 +01:00
DanielNoord
c68febd794 Added stats for Conjure Baked Goods (#334) 2020-11-24 11:23:52 +01:00
Daniel van Noord
3c28df38c8 Optional warning for Conjure Baked Goods 2020-11-23 23:20:48 +01:00
Daniel van Noord
f8c1dd9308 Updated warning tooltip code 2020-11-23 22:23:09 +01:00
Daniel van Noord
3721052cc3 Removed all mentiones of warn/caut 2020-11-23 21:46:18 +01:00
DanielNoord
94fe8878fd Release of 2.032.1
Merge of the dev-branch into the master-branch
2020-11-23 18:18:23 +01:00
Daniel van Noord
2e2631fca8 Cleaned up repository 2020-11-23 18:09:12 +01:00
DanielNoord
65b335b853 Version 2.031.1 (#329) 2020-11-23 18:03:20 +01:00
DanielNoord
fc20c8490c Finalized version 2.031 (#327) 2020-11-23 17:56:07 +01:00
bitsandbytes1708
bd98741ffe Merge pull request #222 from jshepler/luckyPrestigeStats
Lucky prestige stats
2020-11-23 11:11:06 -05:00
Rune Tynan
deb309c08f Fix accidental global leakage (#250)
* Fix accidental global leakage
2020-11-23 16:50:32 +01:00
bitsandbytes1708
011698a3c9 Merge pull request #216 from BONNe/lump
Current Sugar Lump Type
2020-11-23 10:46:44 -05:00
bitsandbytes1708
d25af61007 Merge branch 'dev' into lump 2020-11-23 10:46:16 -05:00
DanielNoord
981dc2d1c0 Revert "Extend metric unit prefixes" (#325) 2020-11-23 16:45:09 +01:00
Fabian
bcef69a344 Sort buildings and upgrades by PP (#253) 2020-11-23 16:41:46 +01:00
bitsandbytes1708
cd52377639 Merge pull request #285 from Tydus/patch-1
Extend metric unit prefixes
2020-11-23 10:41:08 -05:00
DanielNoord
7660e6dff3 Config option to make upgrade bar sticky (#323)
Option to make Upgrade Bar sticky
2020-11-23 16:32:27 +01:00
DanielNoord
a061bbb564 Merge pull request #319 from Chorizorro/master
Update to 2.031
2020-11-23 16:02:49 +01:00
Chorizorro
e2ec8a34f2 Add Fortune #018 to Fortunes data.
Add Fortune #018 (Idleverse related fortune cookie) introduced in v2.031
to the list of fortune cookies.
2020-11-05 14:15:54 +01:00
Chorizorro
356b1fec57 Handle Prism heart biscuits from Valentine season
Add Prism heart biscuits to Valentine cookies data.

Update required Valentine upgrade for "Lovely cookies" achievement to
"Prism heart biscuits".
2020-11-05 14:15:40 +01:00
Chorizorro
f69fe11921 Fix grandma Cps gains calculation with Milkhelp®
Add support for the "Milkhelp® lactose intolerance relief tablets"
ascension upgrade, as it isn't computed in the game's Grandma CpS.
2020-11-04 20:30:11 +01:00
Chorizorro
c05071ab6e Add sim gains calculation support up to v2.0.31
Add the Dragon scale upgrade in gains calculation.

Add the following achievements in gains calculation:
- Quincentennial and a half
- Sexcentennial
- Grand design
- Ecumenopolis
- The full picture
- When there's nothing left to add
- Polymath
- Renaissance baker
- Gotta hand it to you
- The devil's workshop
2020-11-04 13:54:52 +01:00
steven nguyen
dc6d643f7d scoping of variables. 2020-07-05 10:58:17 -05:00
steven nguyen
706fb7231e Window.eval()? Var? 2020-07-05 10:50:19 -05:00
Tydus
2ff37d561c Extend metric unit prefixes
The extra unit prefixes are combinations of basic prefixes (KMGTPEZY) with several Y's, means to combine (multiply) these prefixes.
E.g. KY means 1,000 * Y => 1e27
2019-12-22 00:19:46 +09:00
Aktanusa
a13efd0c5b Change to Version 2.022.1 and fixed for Version 2.022 of Cookie Clicker (Issues #276) 2019-10-20 17:43:12 -04:00
Aktanusa
a920e9e5fb Added stat to show missing Fortune upgrades left to buy (Issue #263 and #271) 2019-10-10 22:22:44 -04:00
Aktanusa
fa6b998f67 Changed default Fortune Cookie sound effect 2019-10-10 20:34:36 -04:00
Aktanusa
244d0342ec Minor code cleanup from merge 2019-10-10 20:23:23 -04:00
Aktanusa
9f649d8806 Merge branch 'Azmaeus-fortune-cookie-effects' into dev 2019-10-10 20:10:05 -04:00
Aktanusa
2e751e966d Merge branch 'fortune-cookie-effects' of https://github.com/Azmaeus/CookieMonster into Azmaeus-fortune-cookie-effects 2019-10-10 20:09:45 -04:00
Aktanusa
06ba2ad000 Change to Version 2.021.2 2019-10-09 21:23:24 -04:00
Aktanusa
cb4b85a594 Fixed for Version 2.021 of Cookie Clicker (Issues #257, #259, and #265) 2019-10-06 22:01:37 -04:00
Eric Olsen
b5eac1ce22 Add [F] to title when Fortune Cookie is present (remove when it's not) 2019-10-05 15:33:36 -06:00
Eric Olsen
431b1e6cd0 cleaned-up whitespace formatting to match the rest (tabs instead of spaces) 2019-10-05 00:29:57 -06:00
Eric Olsen
836804b3f9 combine Fortune Cooke effect commits into CookieMonster.js 2019-10-04 23:58:30 -06:00
Eric Olsen
8af54cfe8c Fortune Cookie checker function and added to the main loop 2019-10-04 23:46:42 -06:00
Eric Olsen
8e2777df0e more Fortune Cookie config stuff 2019-10-04 23:44:33 -06:00
Eric Olsen
3ff3b970a0 Fortune Cookie Effects configuration 2019-10-04 23:42:05 -06:00
Aktanusa
108a0d836d Change to Version 2.021.1 2019-10-04 21:02:37 -04:00
Aktanusa
9937efddb6 Change to Version 2.019.1 2019-04-01 13:26:48 -04:00
BONNe
254d1ad34b Merge pull request #2 from Aktanusa/master
Update Lump Tooltips
2018-10-29 18:51:43 +02:00
Jeff Shepler
ac015ab5a8 added stats 2018-09-19 20:57:21 -04:00
BONNe
ea817e3eed Merge branch 'dev' into lump 2018-08-28 13:02:13 +03:00
BONNe1704
5b9d3636db Add possibility to disable Sugar Lump tooltip. 2018-08-28 13:00:50 +03:00
BONNe
7cfba6f80a Improve Sugar lump Tooltip.
Add message that shows current sugar lump type.
2018-08-28 11:59:30 +03:00
14 changed files with 8305 additions and 4436 deletions

23
.github/ISSUE_TEMPLATE/bug_report.md vendored Normal file
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@@ -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
```

View 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.

0
Combine.sh Normal file → Executable file
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File diff suppressed because it is too large Load Diff

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@@ -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.
@@ -28,27 +28,15 @@ 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.
@@ -60,15 +48,7 @@ javascript: (function () {
If (for some reason) the above doesn't work, trying pasting everything after the <code>javascript:</code> bit into your browser's console.
For beta, use the following instead:
```javascript
javascript: (function () {
Game.LoadMod('https://aktanusa.github.io/CookieMonster/CookieMonsterBeta.js');
}());
```
## Userscript
### 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.
@@ -82,58 +62,27 @@ If you'd rather use the addon as a script via per example *Greasemonkey* or *Tam
// @grant none
// ==/UserScript==
var code = "(" + (function() {
var checkReady = setInterval(function() {
(function() {
const checkReady = setInterval(function() {
if (typeof Game.ready !== 'undefined' && Game.ready) {
Game.LoadMod('https://aktanusa.github.io/CookieMonster/CookieMonster.js');
clearInterval(checkReady);
}
}, 1000);
}).toString() + ")()";
window.eval(code);
```
If you are using the beta, use this instead:
```javascript
// ==UserScript==
// @name Cookie Monster Beta
// @namespace Cookie
// @include http://orteil.dashnet.org/cookieclicker/beta/
// @include https://orteil.dashnet.org/cookieclicker/beta/
// @version 1
// @grant none
// ==/UserScript==
var code = "(" + (function() {
var checkReady = setInterval(function() {
if (typeof Game.ready !== 'undefined' && Game.ready) {
Game.LoadMod('https://aktanusa.github.io/CookieMonster/CookieMonsterBeta.js');
clearInterval(checkReady);
}
}, 1000);
}).toString() + ")()";
window.eval(code);
})();
```
# 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](https://cookieclicker.wikia.com/wiki/User:Raving_Kumquat)**: Original author
* **[Maxime Fabre](https://github.com/Anahkiasen)**: Previous maintainer
@@ -142,3 +91,5 @@ All suggestions are welcome, even the smallest ones.
* **[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

View File

@@ -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;
}
}

View File

@@ -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', 'https://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);
}
}
@@ -38,58 +379,117 @@ 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.WrinkGodBank = totalSucked;
if (Game.hasGod) {
var godLvl = Game.hasGod('scorn');
if (godLvl == 2) CM.Cache.WrinkGodBank = CM.Cache.WrinkGodBank * 1.15 / 1.1;
else if (godLvl == 3) CM.Cache.WrinkGodBank = CM.Cache.WrinkGodBank * 1.15 / 1.05;
else if (godLvl != 1) CM.Cache.WrinkGodBank *= 1.15;
}
}
CM.Cache.RemakeBuildingsPP = function() {
CM.Cache.min = -1;
CM.Cache.max = -1;
CM.Cache.mid = -1;
for (var i in CM.Cache.Objects) {
//CM.Cache.Objects[i].pp = Game.Objects[i].getPrice() / CM.Cache.Objects[i].bonus;
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);
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;
// 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;
}
CM.Cache.mid = ((CM.Cache.max - CM.Cache.min) / 2) + CM.Cache.min;
for (var i in CM.Cache.Objects) {
var color = '';
if (CM.Cache.Objects[i].pp == CM.Cache.min) color = CM.Disp.colorGreen;
else if (CM.Cache.Objects[i].pp == CM.Cache.max) color = CM.Disp.colorRed;
else if (CM.Cache.Objects[i].pp > CM.Cache.mid) color = CM.Disp.colorOrange;
else color = CM.Disp.colorYellow;
CM.Cache.Objects[i].color = color;
}
// Buildings for 10 amount
CM.Cache.RemakeBuildingsOtherPP(10, 'Objects10');
// Buildings for 100 amount
CM.Cache.RemakeBuildingsOtherPP(100, 'Objects100');
}
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;
// 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;
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);
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;
@@ -106,7 +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;
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);
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;
@@ -120,46 +524,69 @@ 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;
@@ -174,9 +601,9 @@ CM.Cache.RemakeChain = function() {
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;
@@ -203,148 +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);
var sellTotal = 0;
// 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.WrinkGodBank;
}
CM.Cache.RealCookiesEarned = Math.max(Game.cookiesEarned, choEggTotal);
choEggTotal *= 0.05;
if (CM.Cache.lastDate != -1) {
var timeDiff = currDate - CM.Cache.lastDate
var bankDiffAvg = Math.max(0, (Game.cookies - CM.Cache.lastCookies)) / timeDiff;
var wrinkDiffAvg = Math.max(0, (CM.Cache.WrinkBank - CM.Cache.lastWrinkCookies)) / timeDiff;
var choEggDiffAvg = Math.max(0,(choEggTotal - CM.Cache.lastChoEgg)) / timeDiff;
var clicksDiffAvg = (Game.cookieClicks - CM.Cache.lastClicks) / timeDiff;
for (var i = 0; i < timeDiff; i++) {
CM.Cache.CookiesDiff.enqueue(bankDiffAvg);
CM.Cache.WrinkDiff.enqueue(wrinkDiffAvg);
CM.Cache.ChoEggDiff.enqueue(choEggDiffAvg);
CM.Cache.ClicksDiff.enqueue(clicksDiffAvg);
}
// Assumes the queues are the same length
while (CM.Cache.CookiesDiff.getLength() > 1800) {
CM.Cache.CookiesDiff.dequeue();
CM.Cache.WrinkDiff.dequeue();
CM.Cache.ClicksDiff.dequeue();
}
while (CM.Cache.ClicksDiff.getLength() > 30) {
CM.Cache.ClicksDiff.dequeue();
}
}
CM.Cache.lastDate = currDate;
CM.Cache.lastCookies = Game.cookies;
CM.Cache.lastWrinkCookies = CM.Cache.WrinkBank;
CM.Cache.lastChoEgg = choEggTotal;
CM.Cache.lastClicks = Game.cookieClicks;
var sortedGainBank = new Array();
var sortedGainWrink = new Array();
var sortedGainChoEgg = new Array();
var cpsLength = Math.min(CM.Cache.CookiesDiff.getLength(), CM.Disp.cookieTimes[CM.Config.AvgCPSHist]);
// Assumes the queues are the same length
for (var i = CM.Cache.CookiesDiff.getLength() - cpsLength; i < CM.Cache.CookiesDiff.getLength(); i++) {
sortedGainBank.push(CM.Cache.CookiesDiff.get(i));
sortedGainWrink.push(CM.Cache.WrinkDiff.get(i));
sortedGainChoEgg.push(CM.Cache.ChoEggDiff.get(i));
}
sortedGainBank.sort(function(a, b) { return a - b; });
sortedGainWrink.sort(function(a, b) { return a - b; });
sortedGainChoEgg.sort(function(a, b) { return a - b; });
var cut = Math.round(sortedGainBank.length / 10);
while (cut > 0) {
sortedGainBank.shift();
sortedGainBank.pop();
sortedGainWrink.shift();
sortedGainWrink.pop();
sortedGainChoEgg.shift();
sortedGainChoEgg.pop();
cut--;
}
var totalGainBank = 0;
var totalGainWrink = 0;
var totalGainChoEgg = 0;
for (var i = 0; i < sortedGainBank.length; i++) {
totalGainBank += sortedGainBank[i];
totalGainWrink += sortedGainWrink[i];
totalGainChoEgg += sortedGainChoEgg[i];
}
CM.Cache.AvgCPS = (totalGainBank + (CM.Config.CalcWrink ? totalGainWrink : 0)) / sortedGainBank.length;
var choEgg = (Game.HasUnlocked('Chocolate egg') && !Game.Has('Chocolate egg'));
if (choEgg || CM.Config.CalcWrink == 0) {
CM.Cache.AvgCPSChoEgg = (totalGainBank + totalGainWrink + (choEgg ? totalGainChoEgg : 0)) / sortedGainBank.length;
}
else {
CM.Cache.AvgCPSChoEgg = CM.Cache.AvgCPS;
}
var totalClicks = 0;
var clicksLength = Math.min(CM.Cache.ClicksDiff.getLength(), CM.Disp.clickTimes[CM.Config.AvgClicksHist]);
for (var i = CM.Cache.ClicksDiff.getLength() - clicksLength; i < CM.Cache.ClicksDiff.getLength(); i++) {
totalClicks += CM.Cache.ClicksDiff.get(i);
}
CM.Cache.AvgClicks = totalClicks / clicksLength;
}
}
CM.Cache.min = -1;
CM.Cache.max = -1;
CM.Cache.mid = -1;
CM.Cache.WrinkBank = -1;
CM.Cache.WrinkGodBank = -1;
CM.Cache.GoldenCookiesMult = 1;
CM.Cache.WrathCookiesMult = 1;
CM.Cache.DragonsFortuneMultAdjustment = 1;
CM.Cache.NoGoldSwitchCookiesPS = 0;
CM.Cache.Lucky = 0;
CM.Cache.LuckyReward = 0;
CM.Cache.LuckyFrenzy = 0;
CM.Cache.LuckyRewardFrenzy = 0;
CM.Cache.SeaSpec = 0;
CM.Cache.Chain = 0;
CM.Cache.ChainWrath = 0;
@@ -357,18 +665,9 @@ CM.Cache.ChainFrenzyWrathReward = 0;
CM.Cache.CentEgg = 0;
CM.Cache.SellForChoEgg = 0;
CM.Cache.Title = '';
CM.Cache.HadFierHoard = false;
CM.Cache.HadBuildAura = false;
CM.Cache.RealCookiesEarned = -1;
CM.Cache.lastDate = -1;
CM.Cache.lastCookies = -1;
CM.Cache.lastWrinkCookies = -1;
CM.Cache.lastChoEgg = -1;
CM.Cache.lastClicks = -1;
CM.Cache.CookiesDiff;
CM.Cache.WrinkDiff;
CM.Cache.ChoEggDiff;
CM.Cache.ClicksDiff;
CM.Cache.AvgCPS = -1;
CM.Cache.AvgCPSChoEgg = -1;
CM.Cache.AvgClicks = -1;
CM.Cache.seasonPopShimmer;
CM.Cache.goldenShimmersByID = {};
CM.Cache.spawnedGoldenShimmer = 0;

View File

@@ -2,177 +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';
/********
* Section: Functions related to toggling or changing configs */
/**
* 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.ConfigData[config].label[CM.Options[config]];
CM.Config.SaveConfig();
}
/**
* 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);
}
CM.Config.SaveConfig();
}
/**
* 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 {
l(CM.ConfigPrefix + config).className = 'option';
if(checkNotificationPromise()) {
Notification.requestPermission().then();
}
else {
Notification.requestPermission();
}
}
}
}
CM.ToggleConfigUp = function(config) {
CM.Config[config]++;
if (CM.Config[config] == CM.ConfigData[config].label.length) {
CM.Config[config] = 0;
}
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.ToggleConfigDown = function(config) {
CM.Config[config]--;
if (CM.Config[config] < 0) {
CM.Config[config] = CM.ConfigData[config].label.length - 1;
}
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.ToggleStatsConfig = function(config) {
if (CM.Config.StatsPref[config] == 0) {
CM.Config.StatsPref[config]++;
}
else {
CM.Config.StatsPref[config]--;
}
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 Colors/Bar OFF', 'Upgrade Colors with Bar ON', 'Upgrade Colors without Bar ON'], desc: 'Color code upgrades and optionally add a counter bar', toggle: false, func: function() {CM.Disp.ToggleUpBarColor();}};
CM.ConfigData.Colors = {
desc: {
Blue: 'Color Blue. Used to show better than best PP building, for Click Frenzy bar, and for various labels',
Green: 'Color Green. Used to show best PP building, for Blood Frenzy bar, and for various labels',
Yellow: 'Color Yellow. Used to show between best and worst PP buildings closer to best, for Frenzy bar, and for various labels',
Orange: 'Color Orange. Used to show between best and worst PP buildings closer to worst, for Next Reindeer bar, and for various labels',
Red: 'Color Red. Used to show worst PP building, for Clot bar, and for various labels',
Purple: 'Color Purple. Used to show worse than worst PP building, for Next Cookie bar, and for various labels',
Gray: 'Color Gray. Used to show negative or infinity PP, and for Next Cookie/Next Reindeer bar',
Pink: 'Color Pink. Used for Dragonflight bar',
Brown: 'Color Brown. Used for Dragon Harvest bar'
},
func: function() {CM.Disp.UpdateColors();}
};
CM.ConfigData.CalcWrink = {label: ['Calculate with Wrinklers OFF', 'Calculate with Wrinklers ON'], desc: 'Calculate times and average Cookies Per Second with Wrinklers', toggle: true};
CM.ConfigData.CPSMode = {label: ['Current Cookies Per Second', 'Average Cookies Per Second'], desc: 'Calculate times using current Cookies Per Second or average Cookies Per Second', toggle: false};
CM.ConfigData.AvgCPSHist = {label: ['Average CPS for past 10s', 'Average CPS for past 15s', 'Average CPS for past 30s', 'Average CPS for past 1m', 'Average CPS for past 5m', 'Average CPS for past 10m', 'Average CPS for past 15m', 'Average CPS for past 30m'], desc: 'How much time average Cookies Per Second should consider', toggle: false};
CM.ConfigData.AvgClicksHist = {label: ['Average Cookie Clicks for past 1s', 'Average Cookie Clicks for past 5s', 'Average Cookie Clicks for past 10s', 'Average Cookie Clicks for past 15s', 'Average Cookie Clicks for past 30s'], desc: 'How much time average Cookie Clicks should consider', toggle: false};
CM.ConfigData.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.GCFlash = {label: ['Golden Cookie Flash OFF', 'Golden Cookie Flash ON'], desc: 'Flash screen on Golden Cookie', toggle: true};
CM.ConfigData.GCSound = {label: ['Golden Cookie Sound OFF', 'Golden Cookie Sound ON'], desc: 'Play a sound on Golden Cookie', toggle: true};
CM.ConfigData.GCVolume = {label: [], desc: 'Volume of the Golden Cookie sound'};
for (var i = 0; i < 101; i++) {
CM.ConfigData.GCVolume.label[i] = i + '%';
}
CM.ConfigData.GCSoundURL = {label: 'Golden Cookie Sound URL:', desc: 'URL of the sound to be played when a Golden Cookie spawns'};
CM.ConfigData.GCTimer = {label: ['Golden Cookie Timer OFF', 'Golden Cookie Timer ON'], desc: 'A timer on the Golden Cookie when it has been spawned', toggle: true, func: function() {CM.Disp.ToggleGCTimer();}};
CM.ConfigData.Favicon = {label: ['Favicon OFF', 'Favicon ON'], desc: 'Update favicon with Golden/Wrath Cookie', toggle: true, func: function() {CM.Disp.UpdateFavicon();}};
CM.ConfigData.SeaFlash = {label: ['Season Special Flash OFF', 'Season Special Flash ON'], desc: 'Flash screen on Season Popup', toggle: true};
CM.ConfigData.SeaSound = {label: ['Season Special Sound OFF', 'Season Special Sound ON'], desc: 'Play a sound on Season Popup', toggle: true};
CM.ConfigData.SeaVolume = {label: [], desc: 'Volume of the Season Special sound'};
for (var i = 0; i < 101; i++) {
CM.ConfigData.SeaVolume.label[i] = i + '%';
}
CM.ConfigData.SeaSoundURL = {label: 'Season Special Sound URL:', desc: 'URL of the sound to be played when a Season Special spawns'};
CM.ConfigData.GardFlash = {label: ['Garden Tick Flash OFF', 'Garden Tick Flash ON'], desc: 'Flash screen on Garden Tick', toggle: true};
CM.ConfigData.GardSound = {label: ['Garden Tick Sound OFF', 'Garden Tick Sound ON'], desc: 'Play a sound on Garden Tick', toggle: true};
CM.ConfigData.GardVolume = {label: [], desc: 'Volume of the Garden Tick sound'};
for (var i = 0; i < 101; i++) {
CM.ConfigData.GardVolume.label[i] = i + '%';
}
CM.ConfigData.GardSoundURL = {label: 'Garden Tick Sound URL:', desc: 'URL of the sound to be played when the garden ticks'};
CM.ConfigData.Title = {label: ['Title OFF', 'Title ON', 'Title Pinned Tab Highlight'], desc: 'Update title with Golden Cookie/Season Popup timers; pinned tab highlight only changes the title when a Golden Cookie/Season Popup spawns', toggle: true};
CM.ConfigData.TooltipBuildUp = {label: ['Buildings/Upgrades Tooltip Information OFF', 'Buildings/Upgrades Tooltip Information ON'], desc: 'Extra information in tooltip for buildings/upgrades', toggle: true};
CM.ConfigData.TooltipAmor = {label: ['Buildings Tooltip Amortization Information OFF', 'Buildings Tooltip Amortization Information ON'], desc: 'Add amortization information to buildings tooltip', toggle: true};
CM.ConfigData.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.TooltipGrim = {label: ['Grimoire Tooltip Information OFF', 'Grimoire Tooltip Information ON'], desc: 'Extra information in tooltip for grimoire', toggle: true};
CM.ConfigData.ToolWrink = {label: ['Wrinkler Tooltip OFF', 'Wrinkler Tooltip ON'], desc: 'Shows the amount of cookies a wrinkler will give when popping it', toggle: true};
CM.ConfigData.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.GrimoireBar = {label: ['Grimoire Magic Meter Timer OFF', 'Grimoire Magic Meter Timer ON'], desc: 'A timer on how long before the Grimoire magic meter is full', toggle: true};
CM.ConfigData.Scale = {label: ['Game\'s Setting Scale', 'Metric', 'Short Scale', 'Scientific Notation', 'Engineering Notation'], desc: 'Change how long numbers are handled', toggle: false, func: function() {CM.Disp.RefreshScale();}};

View File

@@ -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},
};

File diff suppressed because it is too large Load Diff

View File

@@ -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
}

View File

@@ -1,20 +1,31 @@
/**********
* Header *
**********/
RunCookieMonsterHeader = function() {
CM = {};
CM = {};
CM.Backup = {};
CM.Backup = {};
CM.Cache = {};
CM.Cache = {};
CM.Config = {};
CM.Config = {};
CM.ConfigData = {};
CM.ConfigData = {};
CM.Data = {};
CM.Data = {};
CM.Disp = {};
CM.Disp = {};
CM.Footer = {};
CM.Sim = {};
CM.Main = {};
CM.Options = {};
CM.Sim = {};
}
if (typeof CM == "undefined") {
RunCookieMonsterHeader();
}

View File

@@ -18,46 +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.'));
Game.tooltip.update = function() {
CM.Backup.tooltip.updateMod();
CM.Disp.UpdateTooltipWarnCaut();
CM.Disp.UpdateTooltipLocation();
}
CM.Backup.UpdateWrinklers = Game.UpdateWrinklers;
Game.UpdateWrinklers = function() {
CM.Disp.FixMouseY(CM.Backup.UpdateWrinklers);
CM.Main.FixMouseY(CM.Backup.UpdateWrinklers);
}
CM.Backup.UpdateSpecial = Game.UpdateSpecial;
Game.UpdateSpecial = function() {
CM.Disp.FixMouseY(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.Disp.FixMouseY(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.AddTooltipGrimoire()
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') {
@@ -100,7 +122,7 @@ CM.ReplaceNativeGrimoireLaunch = function() {
eval('CM.Backup.GrimoireLaunchMod = ' + minigame.launch.toString().split('=this').join('= Game.Objects[\'Wizard tower\'].minigame'));
Game.Objects['Wizard tower'].minigame.launch = function() {
CM.Backup.GrimoireLaunchMod();
CM.Disp.AddTooltipGrimoire();
CM.Disp.ReplaceTooltipGrimoire();
CM.HasReplaceNativeGrimoireDraw = false;
CM.ReplaceNativeGrimoireDraw();
}
@@ -114,7 +136,7 @@ CM.ReplaceNativeGrimoireDraw = function() {
CM.Backup.GrimoireDraw = minigame.draw;
Game.Objects['Wizard tower'].minigame.draw = function() {
CM.Backup.GrimoireDraw();
if (CM.Config.GrimoireBar == 1 && minigame.magic < minigame.magicM) {
if (CM.Options.GrimoireBar == 1 && minigame.magic < minigame.magicM) {
minigame.magicBarTextL.innerHTML += ' (' + CM.Disp.FormatTime(CM.Disp.CalculateGrimoireRefillTime(minigame.magic, minigame.magicM, minigame.magicM)) + ')';
}
}
@@ -128,27 +150,32 @@ CM.Loop = function() {
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;
}
@@ -158,20 +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();
@@ -183,58 +211,41 @@ CM.Loop = function() {
CM.Disp.RefreshMenu();
}
// Check Golden Cookies
CM.Disp.CheckGoldenCookie();
// Check Season Popup
CM.Disp.CheckSeasonPopup();
// Check Garden Tick
CM.Disp.CheckGardenTick();
// 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();
for (var i in CM.Disp.TooltipText) {
CM.Disp.CreateTooltip(CM.Disp.TooltipText[i][0], CM.Disp.TooltipText[i][1], CM.Disp.TooltipText[i][2]);
CM.Disp.CreateSimpleTooltip(CM.Disp.TooltipText[i][0], CM.Disp.TooltipText[i][1], CM.Disp.TooltipText[i][2]);
}
CM.Disp.CreateTooltipWarnCaut();
CM.Disp.AddTooltipBuild();
CM.Disp.AddTooltipGrimoire();
CM.Disp.AddWrinklerAreaDetect();
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;
@@ -242,56 +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');
}
/********
* 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.ConfigDefault = {
BotBar: 1,
TimerBar: 1,
TimerBarPos: 0,
BuildColor: 1,
BulkBuildColor: 0,
UpBarColor: 1,
CalcWrink: 0,
CPSMode: 1,
AvgCPSHist: 3,
AvgClicksHist: 0,
ToolWarnCautBon: 0,
GCFlash: 1,
GCSound: 1,
GCVolume: 100,
GCSoundURL: 'https://freesound.org/data/previews/66/66717_931655-lq.mp3',
GCTimer: 1,
Favicon: 1,
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',
Title: 1,
TooltipBuildUp: 1,
TooltipAmor: 0,
ToolWarnCaut: 1,
ToolWarnCautPos: 1,
TooltipGrim:1,
ToolWrink: 1,
Stats: 1,
UpStats: 1,
TimeFormat: 0,
SayTime: 1,
GrimoireBar: 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'}
};
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 = '2.018';
CM.VersionMinor = '1';
CM.VersionMajor = '2.031';
CM.VersionMinor = '3';

View File

@@ -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);*/
var moni=0;
// 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 = 0.25;
if (Game.hasAura('Earth Shatterer') || emuAura) giveBack = 0.5;
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;
@@ -85,6 +91,37 @@ CM.Sim.hasAura = function(what) {
return false;
}
// Check if multiplier auras are present
// Used as CM.Sim.auraMult('Aura') * mult, i.e. CM.Sim.auraMult('Dragon God) * 0.05
CM.Sim.auraMult = function(what) {
var n = 0;
if (Game.dragonAuras[CM.Sim.dragonAura].name == what || Game.dragonAuras[CM.Sim.dragonAura2].name == what)
n = 1;
if (Game.dragonAuras[CM.Sim.dragonAura].name == 'Reality Bending' || Game.dragonAuras[CM.Sim.dragonAura2].name == 'Reality Bending')
n += 0.1;
return n;
}
CM.Sim.hasGod=function(what) {
var possibleGods = CM.Sim.Objects.Temple.minigame.gods
var god=possibleGods[what];
for (var i=0;i<3;i++)
{
if (CM.Sim.Objects.Temple.minigame.slot[i]==god.id) return (i+1);
}
return false;
}
CM.Sim.eff = function(name) {
if (typeof CM.Sim.effs[name]==='undefined') {
CM.Sim.effs[name] = 1;
return CM.Sim.effs[name];
}
else {
return 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')
@@ -94,6 +131,7 @@ eval('CM.Sim.GetTieredCpsMult = ' + Game.GetTieredCpsMult.toString()
.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() {
@@ -104,30 +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'));
// 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() {
@@ -135,23 +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; // Unneeded?
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;
}
@@ -159,23 +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();
// TODO Store minigame buffs?
mult *= Game.eff('cps');
mult *= CM.Sim.eff('cps');
if (CM.Sim.Has('Heralds') && Game.ascensionMode != 1) mult *= 1 + 0.01 * Game.heralds;
var cookieMult = 0;
// 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)) {
@@ -183,7 +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;
@@ -196,29 +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');
// 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 *= 1.06;
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;
@@ -226,42 +342,47 @@ CM.Sim.CalculateGains = function() {
if (CM.Sim.Has('Santa\'s legacy')) mult *= 1 + (Game.santaLevel + 1) * 0.03;
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;
CM.Sim.cookiesPs += me.amount * storedCps;
}
if (CM.Sim.Has('"egg"')) CM.Sim.cookiesPs += 9; // "egg"
var milkMult=1;
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;
if (Game.hasGod) {
var godLvl = Game.hasGod('mother');
//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 *= Game.eff('milk');
milkMult *= CM.Sim.eff('milk');
var catMult = 1;
if (CM.Sim.Has('Kitten helpers')) catMult *= (1 + (CM.Sim.AchievementsOwned / 25) * 0.1 * milkMult);
if (CM.Sim.Has('Kitten workers')) catMult *= (1 + (CM.Sim.AchievementsOwned / 25) * 0.125 * milkMult);
if (CM.Sim.Has('Kitten engineers')) catMult *= (1 + (CM.Sim.AchievementsOwned / 25) * 0.15 * milkMult);
if (CM.Sim.Has('Kitten overseers')) catMult *= (1 + (CM.Sim.AchievementsOwned / 25) * 0.175 * milkMult);
if (CM.Sim.Has('Kitten managers')) catMult *= (1 + (CM.Sim.AchievementsOwned / 25) * 0.2 * milkMult);
if (CM.Sim.Has('Kitten accountants')) catMult *= (1 + (CM.Sim.AchievementsOwned / 25) * 0.2 * milkMult);
if (CM.Sim.Has('Kitten specialists')) catMult *= (1 + (CM.Sim.AchievementsOwned / 25) * 0.2 * milkMult);
if (CM.Sim.Has('Kitten experts')) catMult *= (1 + (CM.Sim.AchievementsOwned / 25) * 0.2 * milkMult);
if (CM.Sim.Has('Kitten consultants')) catMult *= (1 + (CM.Sim.AchievementsOwned / 25) * 0.2 * milkMult);
if (CM.Sim.Has('Kitten assistants to the regional manager')) catMult *= (1 + (CM.Sim.AchievementsOwned / 25) * 0.175 * milkMult);
if (CM.Sim.Has('Kitten marketeers')) catMult *= (1 + (CM.Sim.AchievementsOwned / 25) * 0.15 * milkMult);
if (CM.Sim.Has('Kitten analysts')) catMult *= (1 + (CM.Sim.AchievementsOwned / 25) * 0.125 * milkMult);
if (CM.Sim.Has('Kitten angels')) catMult *= (1 + (CM.Sim.AchievementsOwned / 25) * 0.1 * milkMult);
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&reg; 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"
mult *= catMult;
@@ -290,27 +411,27 @@ CM.Sim.CalculateGains = function() {
// TODO Store lumps?
if (CM.Sim.Has('Sugar baking')) mult *= (1 + Math.min(100, Game.lumps) * 0.01);
if (CM.Sim.hasAura('Radiant Appetite')) mult *= 2;
if (Game.hasAura('Dragon\'s Fortune')) {
var n = Game.shimmerTypes['golden'].n;
for (var i = 0; i < n; i++) {
mult *= 2.23;
}
}
//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;
@@ -329,13 +450,16 @@ CM.Sim.CalculateGains = function() {
if (CM.Sim.Has('Reinforced membrane')) veilMult += 0.1;
mult *= 1 + veilMult;
}
// Removed debug upgrades
// Removed buffs
// 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;
};
@@ -373,19 +497,25 @@ CM.Sim.CheckOtherAchiev = function() {
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 >= 400) CM.Sim.Win('Renaissance baker');
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');
@@ -400,6 +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) {
@@ -419,6 +558,8 @@ CM.Sim.BuyBuildings = function(amount, target) {
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) {
@@ -462,7 +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') {
@@ -481,10 +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();
@@ -532,6 +716,8 @@ CM.Sim.ResetBonus = function(possiblePresMax) {
if (CM.Cache.RealCookiesEarned >= 1000000000000000000000000000000000000000000) CM.Sim.Win('The end of the world');
if (CM.Cache.RealCookiesEarned >= 1000000000000000000000000000000000000000000000) CM.Sim.Win('Oh, you\'re back');
if (CM.Cache.RealCookiesEarned >= 1000000000000000000000000000000000000000000000000) CM.Sim.Win('Lazarus');
if (CM.Cache.RealCookiesEarned >= 1000000000000000000000000000000000000000000000000000) CM.Sim.Win('Smurf account');
if (CM.Cache.RealCookiesEarned >= 1000000000000000000000000000000000000000000000000000000) CM.Sim.Win('If at first you don\'t succeed');
CM.Sim.Upgrades['Heavenly chip secret'].bought = 1;
CM.Sim.Upgrades['Heavenly cookie stand'].bought = 1;
@@ -551,6 +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;
}