153 lines
5.2 KiB
JavaScript
153 lines
5.2 KiB
JavaScript
/* eslint-disable no-unused-vars */
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import UpdateTooltips, * as UpdateTooltip from './UpdateTooltips';
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import { TooltipCreateTooltipBox } from './CreateTooltip';
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import {
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Beautify,
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GetTimeColor,
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} from '../BeautifyAndFormatting/BeautifyFormatting';
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import CopyData from '../../Sim/SimulationData/CopyData';
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import {
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SimpleTooltipElements,
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TooltipName,
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TooltipType,
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} from '../VariablesAndData';
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import { CMOptions } from '../../Config/VariablesAndData';
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import BuildingGetPrice from '../../Sim/SimulationEvents/BuyBuilding';
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/** All general functions related to creating and updating tooltips */
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/**
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* This function creates some very basic tooltips, (e.g., the tooltips in the stats page)
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* The tooltips are created with CM.Disp[placeholder].appendChild(desc)
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* @param {string} placeholder The name used to later refer and spawn the tooltip
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* @param {string} text The text of the tooltip
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* @param {string} minWidth The minimum width of the tooltip
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*/
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export function CreateSimpleTooltip(placeholder, text, minWidth) {
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const Tooltip = document.createElement('div');
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Tooltip.id = placeholder;
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const desc = document.createElement('div');
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desc.style.minWidth = minWidth;
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desc.style.marginBottom = '4px';
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const div = document.createElement('div');
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div.style.textAlign = 'left';
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div.textContent = text;
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desc.appendChild(div);
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Tooltip.appendChild(desc);
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SimpleTooltipElements[placeholder] = Tooltip;
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}
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/**
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* This function enhance the standard tooltips by creating and changing l('tooltip')
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* The function is called by .onmouseover events that have replaced original code to use CM.Disp.Tooltip()
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* @param {string} type Type of tooltip (b, u, s or g)
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* @param {string} name Name of the object/item the tooltip relates to
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* @returns {string} l('tooltip').innerHTML The HTML of the l('tooltip')-object
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*/
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export function CreateTooltip(type, name) {
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if (type === 'b') {
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// Buildings
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l('tooltip').innerHTML = Game.Objects[name].tooltip();
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// Adds amortization info to the list of info per building
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if (CMOptions.TooltipAmor === 1) {
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const buildPrice = BuildingGetPrice(
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Game.Objects[name],
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Game.Objects[name].basePrice,
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0,
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Game.Objects[name].free,
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Game.Objects[name].amount,
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);
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const amortizeAmount = buildPrice - Game.Objects[name].totalCookies;
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if (amortizeAmount > 0) {
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l('tooltip').innerHTML = l('tooltip')
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.innerHTML.split('so far</div>')
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.join(
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`so far<br/>• <b>${Beautify(amortizeAmount)}</b> ${
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Math.floor(amortizeAmount) === 1 ? 'cookie' : 'cookies'
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} left to amortize (${
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GetTimeColor(
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(buildPrice - Game.Objects[name].totalCookies) /
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(Game.Objects[name].storedTotalCps * Game.globalCpsMult),
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).text
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})</div>`,
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);
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}
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}
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if (Game.buyMode === -1) {
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/*
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* Fix sell price displayed in the object tooltip.
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*
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* The buildings sell price displayed by the game itself (without any mod) is incorrect.
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* The following line of code fixes this issue, and can be safely removed when the game gets fixed.
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*
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* This issue is extensively detailed here: https://github.com/Aktanusa/CookieMonster/issues/359#issuecomment-735658262
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*/
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l('tooltip').innerHTML = l('tooltip')
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.innerHTML.split(Beautify(Game.Objects[name].bulkPrice))
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.join(
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Beautify(
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(Game.Objects[name],
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Game.Objects[name].basePrice,
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Game.Objects[name].amount,
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Game.Objects[name].free,
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Game.buyBulk,
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1),
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),
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);
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}
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} else if (type === 'u') {
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// Upgrades
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if (!Game.UpgradesInStore[name]) return '';
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l('tooltip').innerHTML = Game.crateTooltip(
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Game.UpgradesInStore[name],
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'store',
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);
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} else if (type === 's') l('tooltip').innerHTML = Game.lumpTooltip();
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// Sugar Lumps
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else if (type === 'g')
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l('tooltip').innerHTML = Game.Objects['Wizard tower'].minigame.spellTooltip(
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name,
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)();
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// Grimoire
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else if (type === 'p')
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l('tooltip').innerHTML = Game.ObjectsById[2].minigame.tileTooltip(
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name[0],
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name[1],
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)();
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// Harvest all button in garden
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else if (type === 'ha')
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l('tooltip').innerHTML = Game.ObjectsById[2].minigame.toolTooltip(1)();
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else if (type === 'wb') l('tooltip').innerHTML = '';
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else if (type === 'pag')
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l('tooltip').innerHTML = Game.Objects.Temple.minigame.godTooltip(name)();
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else if (type === 'pas')
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l('tooltip').innerHTML = Game.Objects.Temple.minigame.slotTooltip(
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name[0],
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)();
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// Adds area for extra tooltip-sections
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if (
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(type === 'b' && Game.buyMode === 1) ||
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type === 'u' ||
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type === 's' ||
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type === 'g' ||
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(type === 'p' && !Game.keys[16]) ||
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type === 'ha' ||
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type === 'wb' ||
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type === 'pag' ||
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(type === 'pas' && name[1] !== -1)
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) {
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const area = document.createElement('div');
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area.id = 'CMTooltipArea';
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l('tooltip').appendChild(area);
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}
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// Sets global variables used by CM.Disp.UpdateTooltip()
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TooltipType = type;
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TooltipName = name;
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UpdateTooltips();
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return l('tooltip').innerHTML;
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}
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