Files
CookieMonster/src/Cache.js
2020-12-28 12:57:34 +01:00

674 lines
27 KiB
JavaScript

/*********
* Cache *
*********/
/********
* 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) {
count = CM.Cache.NextNumber(count);
}
return (base + count);
}
CM.Cache.RemakeBuildingsPrices = function() {
for (var i in Game.Objects) {
CM.Cache.Objects[i].price = CM.Sim.BuildingGetPrice(Game.Objects[i], Game.Objects[i].basePrice, Game.Objects[i].amount, Game.Objects[i].free, 1);
CM.Cache.Objects10[i].price = CM.Sim.BuildingGetPrice(Game.Objects[i], Game.Objects[i].basePrice, Game.Objects[i].amount, Game.Objects[i].free, 10);
CM.Cache.Objects100[i].price = CM.Sim.BuildingGetPrice(Game.Objects[i], Game.Objects[i].basePrice, Game.Objects[i].amount, Game.Objects[i].free, 100);
}
}
CM.Cache.RemakeIncome = function() {
// Simulate Building Buys for 1 amount
CM.Sim.BuyBuildings(1, 'Objects');
// Simulate Upgrade Buys
CM.Sim.BuyUpgrades();
// Simulate Building Buys for 10 amount
CM.Sim.BuyBuildings(10, 'Objects10');
// Simulate Building Buys for 100 amount
CM.Sim.BuyBuildings(100, 'Objects100');
}
CM.Cache.RemakeBuildingsPP = function() {
CM.Cache.min = -1;
CM.Cache.max = -1;
CM.Cache.mid = -1;
// Calculate PP and colors when compared to purchase of single optimal building
if (CM.Options.ColorPPBulkMode == 0) {
for (var i in CM.Cache.Objects) {
//CM.Cache.Objects[i].pp = Game.Objects[i].getPrice() / CM.Cache.Objects[i].bonus;
if (Game.cookiesPs) {
CM.Cache.Objects[i].pp = (Math.max(Game.Objects[i].getPrice() - (Game.cookies + CM.Disp.GetWrinkConfigBank()), 0) / Game.cookiesPs) + (Game.Objects[i].getPrice() / CM.Cache.Objects[i].bonus);
} else {
CM.Cache.Objects[i].pp = (Game.Objects[i].getPrice() / CM.Cache.Objects[i].bonus);
}
if (CM.Cache.min == -1 || CM.Cache.Objects[i].pp < CM.Cache.min) CM.Cache.min = CM.Cache.Objects[i].pp;
if (CM.Cache.max == -1 || CM.Cache.Objects[i].pp > CM.Cache.max) CM.Cache.max = CM.Cache.Objects[i].pp;
}
CM.Cache.mid = ((CM.Cache.max - CM.Cache.min) / 2) + CM.Cache.min;
for (var i in CM.Cache.Objects) {
var color = '';
if (CM.Cache.Objects[i].pp == CM.Cache.min) color = CM.Disp.colorGreen;
else if (CM.Cache.Objects[i].pp == CM.Cache.max) color = CM.Disp.colorRed;
else if (CM.Cache.Objects[i].pp > CM.Cache.mid) color = CM.Disp.colorOrange;
else color = CM.Disp.colorYellow;
CM.Cache.Objects[i].color = color;
}
// Buildings for 10 amount
CM.Cache.RemakeBuildingsOtherPP(10, 'Objects10');
// Buildings for 100 amount
CM.Cache.RemakeBuildingsOtherPP(100, 'Objects100');
}
// Calculate PP and colors when compared to purchase of selected bulk mode
else {
if (Game.buyBulk == 1) {
for (var i in CM.Cache.Objects) {
//CM.Cache.Objects[i].pp = Game.Objects[i].getPrice() / CM.Cache.Objects[i].bonus;
if (Game.cookiesPs) {
CM.Cache.Objects[i].pp = (Math.max(Game.Objects[i].getPrice() - (Game.cookies + CM.Disp.GetWrinkConfigBank()), 0) / Game.cookiesPs) + (Game.Objects[i].getPrice() / CM.Cache.Objects[i].bonus);
} else {
CM.Cache.Objects[i].pp = (Game.Objects[i].getPrice() / CM.Cache.Objects[i].bonus);
}
if (CM.Cache.min == -1 || CM.Cache.Objects[i].pp < CM.Cache.min) CM.Cache.min = CM.Cache.Objects[i].pp;
if (CM.Cache.max == -1 || CM.Cache.Objects[i].pp > CM.Cache.max) CM.Cache.max = CM.Cache.Objects[i].pp;
}
CM.Cache.mid = ((CM.Cache.max - CM.Cache.min) / 2) + CM.Cache.min;
for (var i in CM.Cache.Objects) {
var color = '';
if (CM.Cache.Objects[i].pp == CM.Cache.min) color = CM.Disp.colorGreen;
else if (CM.Cache.Objects[i].pp == CM.Cache.max) color = CM.Disp.colorRed;
else if (CM.Cache.Objects[i].pp > CM.Cache.mid) color = CM.Disp.colorOrange;
else color = CM.Disp.colorYellow;
CM.Cache.Objects[i].color = color;
}
CM.Cache.RemakeBuildingsOtherPP(10, 'Objects10');
CM.Cache.RemakeBuildingsOtherPP(100, 'Objects100');
}
else if (Game.buyBulk == 10) {
for (var i in CM.Cache.Objects) {
if (Game.cookiesPs) {
CM.Cache.Objects10[i].pp = (Math.max(Game.Objects[i].bulkPrice - (Game.cookies + CM.Disp.GetWrinkConfigBank()), 0) / Game.cookiesPs) + (Game.Objects[i].bulkPrice / CM.Cache.Objects10[i].bonus);
} else {
CM.Cache.Objects10[i].pp = (Game.Objects[i].bulkPrice / CM.Cache.Objects10[i].bonus);
}
if (CM.Cache.min == -1 || CM.Cache.Objects10[i].pp < CM.Cache.min) CM.Cache.min = CM.Cache.Objects10[i].pp;
if (CM.Cache.max == -1 || CM.Cache.Objects10[i].pp > CM.Cache.max) CM.Cache.max = CM.Cache.Objects10[i].pp;
}
CM.Cache.mid = ((CM.Cache.max - CM.Cache.min) / 2) + CM.Cache.min;
for (var i in CM.Cache.Objects) {
var color = '';
if (CM.Cache.Objects10[i].pp == CM.Cache.min) color = CM.Disp.colorGreen;
else if (CM.Cache.Objects10[i].pp == CM.Cache.max) color = CM.Disp.colorRed;
else if (CM.Cache.Objects10[i].pp > CM.Cache.mid) color = CM.Disp.colorOrange;
else color = CM.Disp.colorYellow;
CM.Cache.Objects10[i].color = color;
}
CM.Cache.RemakeBuildingsOtherPP(1, 'Objects');
CM.Cache.RemakeBuildingsOtherPP(100, 'Objects100');
}
else if (Game.buyBulk == 100) {
for (var i in CM.Cache.Objects) {
if (Game.cookiesPs) {
CM.Cache.Objects100[i].pp = (Math.max(Game.Objects[i].bulkPrice - (Game.cookies + CM.Disp.GetWrinkConfigBank()), 0) / Game.cookiesPs) + (Game.Objects[i].bulkPrice / CM.Cache.Objects100[i].bonus);
} else {
CM.Cache.Objects100[i].pp = (Game.Objects[i].bulkPrice / CM.Cache.Objects100[i].bonus);
}
if (CM.Cache.min == -1 || CM.Cache.Objects100[i].pp < CM.Cache.min) CM.Cache.min = CM.Cache.Objects100[i].pp;
if (CM.Cache.max == -1 || CM.Cache.Objects100[i].pp > CM.Cache.max) CM.Cache.max = CM.Cache.Objects100[i].pp;
}
CM.Cache.mid = ((CM.Cache.max - CM.Cache.min) / 2) + CM.Cache.min;
for (var i in CM.Cache.Objects) {
var color = '';
if (CM.Cache.Objects100[i].pp == CM.Cache.min) color = CM.Disp.colorGreen;
else if (CM.Cache.Objects100[i].pp == CM.Cache.max) color = CM.Disp.colorRed;
else if (CM.Cache.Objects100[i].pp > CM.Cache.mid) color = CM.Disp.colorOrange;
else color = CM.Disp.colorYellow;
CM.Cache.Objects100[i].color = color;
}
CM.Cache.RemakeBuildingsOtherPP(1, 'Objects');
CM.Cache.RemakeBuildingsOtherPP(10, 'Objects10');
}
}
}
CM.Cache.RemakeUpgradePP = function() {
for (var i in CM.Cache.Upgrades) {
//CM.Cache.Upgrades[i].pp = Game.Upgrades[i].getPrice() / CM.Cache.Upgrades[i].bonus;
if (Game.cookiesPs) {
CM.Cache.Upgrades[i].pp = (Math.max(Game.Upgrades[i].getPrice() - (Game.cookies + CM.Disp.GetWrinkConfigBank()), 0) / Game.cookiesPs) + (Game.Upgrades[i].getPrice() / CM.Cache.Upgrades[i].bonus);
} else {
CM.Cache.Upgrades[i].pp = (Game.Upgrades[i].getPrice() / CM.Cache.Upgrades[i].bonus);
}
if (isNaN(CM.Cache.Upgrades[i].pp)) CM.Cache.Upgrades[i].pp = Infinity;
var color = '';
if (CM.Cache.Upgrades[i].pp <= 0 || CM.Cache.Upgrades[i].pp == Infinity) color = CM.Disp.colorGray;
else if (CM.Cache.Upgrades[i].pp < CM.Cache.min) color = CM.Disp.colorBlue;
else if (CM.Cache.Upgrades[i].pp == CM.Cache.min) color = CM.Disp.colorGreen;
else if (CM.Cache.Upgrades[i].pp == CM.Cache.max) color = CM.Disp.colorRed;
else if (CM.Cache.Upgrades[i].pp > CM.Cache.max) color = CM.Disp.colorPurple;
else if (CM.Cache.Upgrades[i].pp > CM.Cache.mid) color = CM.Disp.colorOrange;
else color = CM.Disp.colorYellow;
CM.Cache.Upgrades[i].color = color;
}
}
CM.Cache.RemakeBuildingsOtherPP = function(amount, target) {
for (var i in CM.Cache[target]) {
//CM.Cache[target][i].pp = CM.Cache[target][i].price / CM.Cache[target][i].bonus;
if (Game.cookiesPs) {
CM.Cache[target][i].pp = (Math.max(CM.Cache[target][i].price - (Game.cookies + CM.Disp.GetWrinkConfigBank()), 0) / Game.cookiesPs) + (CM.Cache[target][i].price / CM.Cache[target][i].bonus);
} else {
CM.Cache[target][i].pp = (CM.Cache[target][i].price / CM.Cache[target][i].bonus);
}
var color = '';
if (CM.Cache[target][i].pp <= 0 || CM.Cache[target][i].pp == Infinity) color = CM.Disp.colorGray;
else if (CM.Cache[target][i].pp < CM.Cache.min) color = CM.Disp.colorBlue;
else if (CM.Cache[target][i].pp == CM.Cache.min) color = CM.Disp.colorGreen;
else if (CM.Cache[target][i].pp == CM.Cache.max) color = CM.Disp.colorRed;
else if (CM.Cache[target][i].pp > CM.Cache.max) color = CM.Disp.colorPurple;
else if (CM.Cache[target][i].pp > CM.Cache.mid) color = CM.Disp.colorOrange;
else color = CM.Disp.colorYellow;
CM.Cache[target][i].color = color;
}
}
CM.Cache.RemakePP = function() {
// Buildings
CM.Cache.RemakeBuildingsPP();
// Upgrades
CM.Cache.RemakeUpgradePP();
}
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, 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 * 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 * 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.Cache.DragonsFortuneMultAdjustment;
var cpsBuffMult = CM.Sim.getCPSBuffMult();
if (cpsBuffMult > 0) {
maxPayout /= cpsBuffMult;
} else {
maxPayout = 0;
}
var goldenMult = CM.Cache.GoldenCookiesMult;
var wrathMult = CM.Cache.WrathCookiesMult;
CM.Cache.ChainReward = CM.Cache.MaxChainMoni(7, maxPayout, goldenMult);
CM.Cache.ChainWrathReward = CM.Cache.MaxChainMoni(6, maxPayout, wrathMult);
if (maxPayout < CM.Cache.ChainReward) {
CM.Cache.Chain = 0;
}
else {
CM.Cache.Chain = CM.Cache.NextNumber(CM.Cache.ChainReward) / 0.5;
}
if (maxPayout < CM.Cache.ChainWrathReward) {
CM.Cache.ChainWrath = 0;
}
else {
CM.Cache.ChainWrath = CM.Cache.NextNumber(CM.Cache.ChainWrathReward) / 0.5;
}
CM.Cache.ChainFrenzyReward = CM.Cache.MaxChainMoni(7, maxPayout * 7, goldenMult);
CM.Cache.ChainFrenzyWrathReward = CM.Cache.MaxChainMoni(6, maxPayout * 7, wrathMult);
if ((maxPayout * 7) < CM.Cache.ChainFrenzyReward) {
CM.Cache.ChainFrenzy = 0;
}
else {
CM.Cache.ChainFrenzy = CM.Cache.NextNumber(CM.Cache.ChainFrenzyReward) / 0.5;
}
if ((maxPayout * 7) < CM.Cache.ChainFrenzyWrathReward) {
CM.Cache.ChainFrenzyWrath = 0;
}
else {
CM.Cache.ChainFrenzyWrath = CM.Cache.NextNumber(CM.Cache.ChainFrenzyWrathReward) / 0.5;
}
}
CM.Cache.RemakeSeaSpec = function() {
if (Game.season == 'christmas') {
var val = Game.cookiesPs * 60;
if (Game.hasBuff('Elder frenzy')) val *= 0.5; // very sorry
if (Game.hasBuff('Frenzy')) val *= 0.75; // I sincerely apologize
CM.Cache.SeaSpec = Math.max(25, val);
if (Game.Has('Ho ho ho-flavored frosting')) CM.Cache.SeaSpec *= 2;
}
}
CM.Cache.RemakeSellForChoEgg = function() {
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.min = -1;
CM.Cache.max = -1;
CM.Cache.mid = -1;
CM.Cache.GoldenCookiesMult = 1;
CM.Cache.WrathCookiesMult = 1;
CM.Cache.DragonsFortuneMultAdjustment = 1;
CM.Cache.NoGoldSwitchCookiesPS = 0;
CM.Cache.SeaSpec = 0;
CM.Cache.Chain = 0;
CM.Cache.ChainWrath = 0;
CM.Cache.ChainReward = 0;
CM.Cache.ChainWrathReward = 0;
CM.Cache.ChainFrenzy = 0;
CM.Cache.ChainFrenzyWrath = 0;
CM.Cache.ChainFrenzyReward = 0;
CM.Cache.ChainFrenzyWrathReward = 0;
CM.Cache.CentEgg = 0;
CM.Cache.SellForChoEgg = 0;
CM.Cache.Title = '';
CM.Cache.HadBuildAura = false;
CM.Cache.RealCookiesEarned = -1;
CM.Cache.seasonPopShimmer;
CM.Cache.goldenShimmersByID = {};
CM.Cache.spawnedGoldenShimmer = 0;