797 lines
33 KiB
JavaScript
797 lines
33 KiB
JavaScript
/**
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* Cache *
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*/
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/**
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* Section: General Cache related functions */
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/**
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* This functions runs all cache-functions to generate all "full" cache
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* The declaration follows the structure of the CM.Cache.js file
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* It is called by CM.Main.DelayInit
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*/
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CM.Cache.InitCache = function () {
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CM.Cache.CacheDragonAuras();
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CM.Cache.CacheWrinklers();
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CM.Cache.CacheStats();
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CM.Cache.CacheGoldenAndWrathCookiesMults();
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CM.Cache.CacheChain();
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CM.Cache.CacheMissingUpgrades();
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CM.Cache.CacheSeaSpec();
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CM.Cache.InitCookiesDiff();
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CM.Cache.HeavenlyChipsDiff = new CMAvgQueue(5); // Used by CM.Cache.CacheHeavenlyChipsPS()
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CM.Cache.CacheHeavenlyChipsPS();
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CM.Cache.CacheAvgCPS();
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CM.Cache.CacheIncome();
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CM.Cache.CacheBuildingsPrices();
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CM.Cache.CachePP();
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};
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/**
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* This functions caches variables that are needed every loop
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* It is called by CM.Main.Loop()
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* @global {string} CM.Cache.TimeTillNextPrestige Time requried till next prestige level
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*/
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CM.Cache.LoopCache = function () {
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// Update Wrinkler Bank
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CM.Cache.CacheWrinklers();
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CM.Cache.CachePP();
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CM.Cache.CacheCurrWrinklerCPS();
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CM.Cache.CacheAvgCPS();
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CM.Cache.CacheHeavenlyChipsPS();
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const cookiesToNext = Game.HowManyCookiesReset(Math.floor(Game.HowMuchPrestige(Game.cookiesReset + Game.cookiesEarned)) + 1) - (Game.cookiesEarned + Game.cookiesReset);
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CM.Cache.TimeTillNextPrestige = CM.Disp.FormatTime(cookiesToNext / CM.Disp.GetCPS());
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};
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/**
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* Section: Helper functions */
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/**
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* @class
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* @classdesc This is a class used to store values used to calculate average over time (mostly cps)
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* @var {number} maxLength The maximum length of the value-storage
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* @var {[]} queue The values stored
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* @method addLatest(newValue) Appends newValue to the value storage
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* @method calcAverage(timePeriod) Returns the average over the specified timeperiod
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*/
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class CMAvgQueue {
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constructor(maxLength) {
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this.maxLength = maxLength;
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this.queue = [];
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}
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addLatest(newValue) {
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if (this.queue.push(newValue) > this.maxLength) {
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this.queue.shift();
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}
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}
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/**
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* This functions returns the average of the values in the queue
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* @param {number} timePeriod The period in seconds to computer average over
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* @returns {number} ret The average
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*/
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calcAverage(timePeriod) {
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if (timePeriod > this.maxLength) timePeriod = this.maxLength;
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if (timePeriod > this.queue.length) timePeriod = this.queue.length;
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let ret = 0;
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for (let i = this.queue.length - 1; i >= 0 && i > this.queue.length - 1 - timePeriod; i--) {
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ret += this.queue[i];
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}
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return ret / timePeriod;
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}
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}
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/**
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* Section: Functions related to Dragon Auras */
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/**
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* This functions caches the currently selected Dragon Auras
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* It is called by CM.Sim.CopyData() and CM.Cache.InitCache()
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* Uncapitalized dragon follows Game-naming
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* @global {number} CM.Cache.dragonAura The number of the first (right) Aura
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* @global {number} CM.Cache.dragonAura2 The number of the second (left) Aura
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*/
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CM.Cache.CacheDragonAuras = function () {
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CM.Cache.dragonAura = Game.dragonAura;
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CM.Cache.dragonAura2 = Game.dragonAura2;
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};
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/**
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* Section: Functions related to Wrinklers */
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/**
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* This functions caches data related to Wrinklers
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* It is called by CM.Cache.LoopCache() and CM.Cache.InitCache()
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* @global {number} CM.Cache.WrinklersTotal The cookies of all wrinklers
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* @global {number} CM.Cache.WrinklersNormal The cookies of all normal wrinklers
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* @global {[{number}, {number}]} CM.Cache.WrinklersFattest A list containing the cookies and the id of the fattest non-shiny wrinkler
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*/
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CM.Cache.CacheWrinklers = function () {
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CM.Cache.WrinklersTotal = 0;
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CM.Cache.WrinklersNormal = 0;
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CM.Cache.WrinklersFattest = [0, null];
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for (let i = 0; i < Game.wrinklers.length; i++) {
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let sucked = Game.wrinklers[i].sucked;
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let toSuck = 1.1;
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if (Game.Has('Sacrilegious corruption')) toSuck *= 1.05;
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if (Game.wrinklers[i].type === 1) toSuck *= 3; // Shiny wrinklers
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sucked *= toSuck;
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if (Game.Has('Wrinklerspawn')) sucked *= 1.05;
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if (CM.Sim.Objects.Temple.minigameLoaded) {
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const godLvl = Game.hasGod('scorn');
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if (godLvl === 1) sucked *= 1.15;
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else if (godLvl === 2) sucked *= 1.1;
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else if (godLvl === 3) sucked *= 1.05;
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}
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CM.Cache.WrinklersTotal += sucked;
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if (Game.wrinklers[i].type === 0) {
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CM.Cache.WrinklersNormal += sucked;
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if (sucked > CM.Cache.WrinklersFattest[0]) CM.Cache.WrinklersFattest = [sucked, i];
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}
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}
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};
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/**
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* Section: Functions related to Caching stats */
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/**
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* This functions caches variables related to the stats page
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* It is called by CM.Main.Loop() upon changes to cps and CM.Cache.InitCache()
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* @global {number} CM.Cache.Lucky Cookies required for max Lucky
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* @global {number} CM.Cache.LuckyReward Reward for max normal Lucky
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* @global {number} CM.Cache.LuckyWrathReward Reward for max normal Lucky from Wrath cookie
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* @global {number} CM.Cache.LuckyFrenzy Cookies required for max Lucky Frenzy
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* @global {number} CM.Cache.LuckyRewardFrenzy Reward for max Lucky Frenzy
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* @global {number} CM.Cache.LuckyWrathRewardFrenzy Reward for max Lucky Frenzy from Wrath cookie
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* @global {number} CM.Cache.Conjure Cookies required for max Conjure Baked Goods
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* @global {number} CM.Cache.ConjureReward Reward for max Conjure Baked Goods
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* @global {number} CM.Cache.Edifice Cookies required for most expensive building through Spontaneous Edifice
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* @global {string} CM.Cache.EdificeBuilding Name of most expensive building possible with Spontaneous Edifice
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*/
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CM.Cache.CacheStats = function () {
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CM.Cache.Lucky = (CM.Cache.NoGoldSwitchCookiesPS * 900) / 0.15;
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CM.Cache.Lucky *= CM.Cache.DragonsFortuneMultAdjustment;
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const cpsBuffMult = CM.Cache.getCPSBuffMult();
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if (cpsBuffMult > 0) CM.Cache.Lucky /= cpsBuffMult;
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else CM.Cache.Lucky = 0;
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CM.Cache.LuckyReward = CM.Cache.GoldenCookiesMult * (CM.Cache.Lucky * 0.15) + 13;
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CM.Cache.LuckyWrathReward = CM.Cache.WrathCookiesMult * (CM.Cache.Lucky * 0.15) + 13;
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CM.Cache.LuckyFrenzy = CM.Cache.Lucky * 7;
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CM.Cache.LuckyRewardFrenzy = CM.Cache.GoldenCookiesMult * (CM.Cache.LuckyFrenzy * 0.15) + 13;
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CM.Cache.LuckyWrathRewardFrenzy = CM.Cache.WrathCookiesMult * (CM.Cache.LuckyFrenzy * 0.15) + 13;
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CM.Cache.Conjure = CM.Cache.Lucky * 2;
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CM.Cache.ConjureReward = CM.Cache.Conjure * 0.15;
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CM.Cache.Edifice = 0;
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let max = 0;
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let n = 0;
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for (const i of Object.keys(Game.Objects)) {
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if (Game.Objects[i].amount > max) max = Game.Objects[i].amount;
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if (Game.Objects[i].amount > 0) n++;
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}
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for (const i of Object.keys(Game.Objects)) {
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if ((Game.Objects[i].amount < max || n === 1)
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&& Game.Objects[i].amount < 400
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&& Game.Objects[i].price * 2 > CM.Cache.Edifice) {
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CM.Cache.Edifice = Game.Objects[i].price * 2;
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CM.Cache.EdificeBuilding = i;
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}
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}
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};
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/**
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* This functions calculates the multipliers of Golden and Wrath cookie rewards
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* It is mostly used by CM.Cache.MaxChainCookieReward() and CM.Cache.CacheChain()
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* It is called by CM.Disp.CreateStatsChainSection() and CM.Cache.CacheChain()
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* @param {number} CM.Cache.GoldenCookiesMult Multiplier for golden cookies
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* @param {number} CM.Cache.WrathCookiesMult Multiplier for wrath cookies
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* @param {number} CM.Cache.DragonsFortuneMultAdjustment Multiplier for dragon fortune + active golden cookie
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*/
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CM.Cache.CacheGoldenAndWrathCookiesMults = function () {
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if (CM.Footer.isInitzializing) {
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CM.Cache.GoldenCookiesMult = 1;
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CM.Cache.WrathCookiesMult = 1;
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CM.Cache.DragonsFortuneMultAdjustment = 1;
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} else {
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let goldenMult = 1;
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let wrathMult = 1;
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let mult = 1;
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// Factor auras and upgrade in mults
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if (CM.Sim.Has('Green yeast digestives')) mult *= 1.01;
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if (CM.Sim.Has('Dragon fang')) mult *= 1.03;
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goldenMult *= 1 + Game.auraMult('Ancestral Metamorphosis') * 0.1;
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goldenMult *= Game.eff('goldenCookieGain');
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wrathMult *= 1 + Game.auraMult('Unholy Dominion') * 0.1;
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wrathMult *= Game.eff('wrathCookieGain');
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// Calculate final golden and wrath multipliers
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CM.Cache.GoldenCookiesMult = mult * goldenMult;
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CM.Cache.WrathCookiesMult = mult * wrathMult;
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// Calculate Dragon's Fortune multiplier adjustment:
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// If Dragon's Fortune (or Reality Bending) aura is active and there are currently no golden cookies,
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// compute a multiplier adjustment to apply on the current CPS to simulate 1 golden cookie on screen.
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// Otherwise, the aura effect will be factored in the base CPS making the multiplier not requiring adjustment.
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CM.Cache.DragonsFortuneMultAdjustment = 1;
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if (Game.shimmerTypes.golden.n === 0) {
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CM.Cache.DragonsFortuneMultAdjustment *= 1 + Game.auraMult('Dragon\'s Fortune') * 1.23;
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}
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}
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};
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/**
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* This functions calculates the max possible payout given a set of variables
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* It is called by CM.Disp.CreateStatsChainSection() and CM.Cache.CacheChain()
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* @param {number} digit Number of Golden Cookies in chain
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* @param {number} maxPayout Maximum payout
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* @param {number} mult Multiplier
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* @returns [{number, number, number}] Total cookies earned, cookie needed for this and next level
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*/
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CM.Cache.MaxChainCookieReward = function (digit, maxPayout, mult) {
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let totalFromChain = 0;
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let moni = 0;
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let nextMoni = 0;
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let nextRequired = 0;
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let chain = 1 + Math.max(0, Math.ceil(Math.log(Game.cookies) / Math.LN10) - 10);
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while (nextMoni < maxPayout) {
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moni = Math.max(digit, Math.min(Math.floor(1 / 9 * 10 ** chain * digit * mult), maxPayout * mult));
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nextMoni = Math.max(digit, Math.min(Math.floor(1 / 9 * 10 ** (chain + 1) * digit * mult), maxPayout * mult));
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nextRequired = Math.floor(1 / 9 * 10 ** (chain + 1) * digit * mult);
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totalFromChain += moni;
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chain++;
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}
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return [totalFromChain, moni, nextRequired];
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};
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/**
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* This functions caches data related to Chain Cookies reward from Golden Cookioes
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* It is called by CM.Main.Loop() upon changes to cps and CM.Cache.InitCache()
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* @global [{number, number}] CM.Cache.ChainMaxReward Total cookies earned, and cookies needed for next level for normal chain
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* @global {number} CM.Cache.ChainRequired Cookies needed for maximum reward for normal chain
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* @global {number} CM.Cache.ChainRequiredNext Total cookies needed for next level for normal chain
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* @global [{number, number}] CM.Cache.ChainMaxWrathReward Total cookies earned, and cookies needed for next level for wrath chain
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* @global {number} CM.Cache.ChainWrathRequired Cookies needed for maximum reward for wrath chain
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* @global {number} CM.Cache.ChainWrathRequiredNext Total cookies needed for next level for wrath chain
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* @global [{number, number}] CM.Cache.ChainFrenzyMaxReward Total cookies earned, and cookies needed for next level for normal frenzy chain
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* @global {number} CM.Cache.ChainFrenzyRequired Cookies needed for maximum reward for normal frenzy chain
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* @global {number} CM.Cache.ChainFrenzyRequiredNext Total cookies needed for next level for normal frenzy chain
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* @global [{number, number}] CM.Cache.ChainFrenzyWrathMaxReward Total cookies earned, and cookies needed for next level for wrath frenzy chain
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* @global {number} CM.Cache.ChainFrenzyWrathRequired Cookies needed for maximum reward for wrath frenzy chain
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* @global {number} CM.Cache.ChainFrenzyWrathRequiredNext Total cookies needed for next level for wrath frenzy chain
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*/
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CM.Cache.CacheChain = function () {
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let maxPayout = CM.Cache.NoGoldSwitchCookiesPS * 60 * 60 * 6 * CM.Cache.DragonsFortuneMultAdjustment;
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// Removes effect of Frenzy etc.
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const cpsBuffMult = CM.Cache.getCPSBuffMult();
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if (cpsBuffMult > 0) maxPayout /= cpsBuffMult;
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else maxPayout = 0;
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CM.Cache.ChainMaxReward = CM.Cache.MaxChainCookieReward(7, maxPayout, CM.Cache.GoldenCookiesMult);
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CM.Cache.ChainRequired = CM.Cache.ChainMaxReward[1] * 2 / CM.Cache.GoldenCookiesMult;
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CM.Cache.ChainRequiredNext = CM.Cache.ChainMaxReward[2] / 60 / 60 / 6 / CM.Cache.DragonsFortuneMultAdjustment;
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CM.Cache.ChainMaxWrathReward = CM.Cache.MaxChainCookieReward(6, maxPayout, CM.Cache.WrathCookiesMult);
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CM.Cache.ChainWrathRequired = CM.Cache.ChainMaxWrathReward[1] * 2 / CM.Cache.WrathCookiesMult;
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CM.Cache.ChainWrathRequiredNext = CM.Cache.ChainMaxWrathReward[2] / 60 / 60 / 6 / CM.Cache.DragonsFortuneMultAdjustment;
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CM.Cache.ChainFrenzyMaxReward = CM.Cache.MaxChainCookieReward(7, maxPayout * 7, CM.Cache.GoldenCookiesMult);
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CM.Cache.ChainFrenzyRequired = CM.Cache.ChainFrenzyMaxReward[1] * 2 / CM.Cache.GoldenCookiesMult;
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CM.Cache.ChainFrenzyRequiredNext = CM.Cache.ChainFrenzyMaxReward[2] / 60 / 60 / 6 / CM.Cache.DragonsFortuneMultAdjustment;
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CM.Cache.ChainFrenzyMaxWrathReward = CM.Cache.MaxChainCookieReward(6, maxPayout * 7, CM.Cache.WrathCookiesMult);
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CM.Cache.ChainFrenzyWrathRequired = CM.Cache.ChainFrenzyMaxWrathReward[1] * 2 / CM.Cache.WrathCookiesMult;
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CM.Cache.ChainFrenzyWrathRequiredNext = CM.Cache.ChainFrenzyMaxWrathReward[2] / 60 / 60 / 6 / CM.Cache.DragonsFortuneMultAdjustment;
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};
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/**
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* This functions caches variables related to missing upgrades
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* It is called by CM.Main.Loop() and CM.Cache.InitCache()
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* @global {string} CM.Cache.MissingUpgrades String containig the HTML to create the "crates" for missing normal upgrades
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* @global {string} CM.Cache.MissingUpgradesCookies String containig the HTML to create the "crates" for missing cookie upgrades
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* @global {string} CM.Cache.MissingUpgradesPrestige String containig the HTML to create the "crates" for missing prestige upgrades
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*/
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CM.Cache.CacheMissingUpgrades = function () {
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CM.Cache.MissingUpgrades = '';
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CM.Cache.MissingUpgradesCookies = '';
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CM.Cache.MissingUpgradesPrestige = '';
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const list = [];
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// sort the upgrades
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for (const i of Object.keys(Game.Upgrades)) {
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list.push(Game.Upgrades[i]);
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}
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const sortMap = function (a, b) {
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if (a.order > b.order) return 1;
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else if (a.order < b.order) return -1;
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return 0;
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};
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list.sort(sortMap);
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for (const i of Object.keys(list)) {
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const me = list[i];
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if (me.bought === 0) {
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let str = '';
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str += CM.Disp.crateMissing(me);
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if (me.pool === 'prestige') CM.Cache.MissingUpgradesPrestige += str;
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else if (me.pool === 'cookie') CM.Cache.MissingUpgradesCookies += str;
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else if (me.pool !== 'toggle' && me.pool !== 'unused' && me.pool !== 'debug') CM.Cache.MissingUpgrades += str;
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}
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}
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};
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/**
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* This functions caches the reward of popping a reindeer
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* It is called by CM.Main.Loop() and CM.Cache.InitCache()
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* @global {number} CM.Cache.SeaSpec The reward for popping a reindeer
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*/
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CM.Cache.CacheSeaSpec = function () {
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if (Game.season === 'christmas') {
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let val = Game.cookiesPs * 60;
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if (Game.hasBuff('Elder frenzy')) val *= 0.5;
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if (Game.hasBuff('Frenzy')) val *= 0.75;
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CM.Cache.SeaSpec = Math.max(25, val);
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if (Game.Has('Ho ho ho-flavored frosting')) CM.Cache.SeaSpec *= 2;
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}
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};
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/**
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* This functions caches the heavenly chips per second in the last five seconds
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* It is called by CM.Cache.LoopCache()
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* @global {number} CM.Cache.HCPerSecond The Heavenly Chips per second in the last five seconds
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*/
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CM.Cache.CacheHeavenlyChipsPS = function () {
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CM.Cache.HCPerSecond = 0; // Mainly there to not throw errors during initialization
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const currDate = Math.floor(Date.now() / 1000);
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// Only calculate every new second
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if ((Game.T / Game.fps) % 1 === 0) {
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const chipsOwned = Game.HowMuchPrestige(Game.cookiesReset);
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const ascendNowToOwn = Math.floor(Game.HowMuchPrestige(Game.cookiesReset + Game.cookiesEarned));
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const ascendNowToGet = ascendNowToOwn - Math.floor(chipsOwned);
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// Add recent gains to AvgQueue's
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const timeDiff = currDate - CM.Cache.lastHeavenlyCheck;
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const heavenlyChipsDiffAvg = Math.max(0, (ascendNowToGet - CM.Cache.lastHeavenlyChips)) / timeDiff;
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for (let i = 0; i < timeDiff; i++) {
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CM.Cache.HeavenlyChipsDiff.addLatest(heavenlyChipsDiffAvg);
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}
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// Store current data for next loop
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CM.Cache.lastHeavenlyCheck = currDate;
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CM.Cache.lastHeavenlyChips = ascendNowToGet;
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// Get average gain over period of 5 seconds
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CM.Cache.HCPerSecond = CM.Cache.HeavenlyChipsDiff.calcAverage(5);
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}
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};
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/**
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* Section: Functions related to caching CPS */
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/**
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* This functions caches creates the CMAvgQueue used by CM.Cache.CacheAvgCPS() to calculate CPS
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* Called by CM.Cache.InitCache()
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*/
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CM.Cache.InitCookiesDiff = function () {
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CM.Cache.CookiesDiff = new CMAvgQueue(CM.Disp.cookieTimes[CM.Disp.cookieTimes.length - 1]);
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CM.Cache.WrinkDiff = new CMAvgQueue(CM.Disp.cookieTimes[CM.Disp.cookieTimes.length - 1]);
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CM.Cache.WrinkFattestDiff = new CMAvgQueue(CM.Disp.cookieTimes[CM.Disp.cookieTimes.length - 1]);
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CM.Cache.ChoEggDiff = new CMAvgQueue(CM.Disp.cookieTimes[CM.Disp.cookieTimes.length - 1]);
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CM.Cache.ClicksDiff = new CMAvgQueue(CM.Disp.clickTimes[CM.Disp.clickTimes.length - 1]);
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};
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/**
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* This functions caches two variables related average CPS and Clicks
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* It is called by CM.Cache.LoopCache()
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* @global {number} CM.Cache.RealCookiesEarned Cookies earned including the Chocolate Egg
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* @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
|
|
* @global {number} CM.Cache.AvgCPSChoEgg Average cookies from combination of normal CPS and average Chocolate Cookie CPS
|
|
*/
|
|
CM.Cache.CacheAvgCPS = function () {
|
|
const currDate = Math.floor(Date.now() / 1000);
|
|
// Only calculate every new second
|
|
if ((Game.T / Game.fps) % 1 === 0) {
|
|
let 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;
|
|
|
|
// Add recent gains to AvgQueue's
|
|
const timeDiff = currDate - CM.Cache.lastCPSCheck;
|
|
const bankDiffAvg = Math.max(0, (Game.cookies - CM.Cache.lastCookies)) / timeDiff;
|
|
const wrinkDiffAvg = Math.max(0, (CM.Cache.WrinklersTotal - CM.Cache.lastWrinkCookies)) / timeDiff;
|
|
const wrinkFattestDiffAvg = Math.max(0, (CM.Cache.WrinklersFattest[0] - CM.Cache.lastWrinkFattestCookies)) / timeDiff;
|
|
const choEggDiffAvg = Math.max(0, (choEggTotal - CM.Cache.lastChoEgg)) / timeDiff;
|
|
const clicksDiffAvg = (Game.cookieClicks - CM.Cache.lastClicks) / timeDiff;
|
|
for (let 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);
|
|
}
|
|
|
|
// Store current data for next loop
|
|
CM.Cache.lastCPSCheck = 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;
|
|
|
|
// Get average gain over period of cpsLength seconds
|
|
const 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;
|
|
|
|
const choEgg = (Game.HasUnlocked('Chocolate egg') && !Game.Has('Chocolate egg'));
|
|
|
|
if (choEgg || CM.Options.CalcWrink === 0) {
|
|
CM.Cache.AvgCPSWithChoEgg = CM.Cache.AverageGainBank + CM.Cache.AverageGainWrink + (choEgg ? CM.Cache.AverageGainChoEgg : 0);
|
|
} else CM.Cache.AvgCPSWithChoEgg = CM.Cache.AvgCPS;
|
|
|
|
CM.Cache.AverageClicks = CM.Cache.ClicksDiff.calcAverage(CM.Disp.clickTimes[CM.Options.AvgClicksHist]);
|
|
}
|
|
};
|
|
|
|
/**
|
|
* This functions caches the reward for selling the Chocolate egg
|
|
* It is called by CM.Main.Loop()
|
|
* @global {number} CM.Cache.SellForChoEgg Total cookies to be gained from selling Chocolate egg
|
|
*/
|
|
CM.Cache.CacheSellForChoEgg = function () {
|
|
let sellTotal = 0;
|
|
// Compute cookies earned by selling stock market goods
|
|
if (Game.Objects.Bank.minigameLoaded) {
|
|
const marketGoods = Game.Objects.Bank.minigame.goods;
|
|
let goodsVal = 0;
|
|
for (const i of Object.keys(marketGoods)) {
|
|
const 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;
|
|
};
|
|
|
|
/**
|
|
* This functions caches the current Wrinkler CPS multiplier
|
|
* It is called by CM.Cache.LoopCache(). 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.CacheCurrWrinklerCPS = function () {
|
|
CM.Cache.CurrWrinklerCPSMult = 0;
|
|
let count = 0;
|
|
for (const i in Game.wrinklers) {
|
|
if (Game.wrinklers[i].phase === 2) count++;
|
|
}
|
|
let godMult = 1;
|
|
if (CM.Sim.Objects.Temple.minigameLoaded) {
|
|
const godLvl = Game.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;
|
|
};
|
|
|
|
/**
|
|
* This function returns the current CPS buff
|
|
* It is called by CM.Sim.CalculateGains(), CM.Disp.UpdateTooltipWarnings(), CM.Cache.CacheStats() and CM.Cache.CacheChain()
|
|
* @returns {number} mult The multiplier
|
|
*/
|
|
CM.Cache.getCPSBuffMult = function () {
|
|
let mult = 1;
|
|
for (const i of Object.keys(Game.buffs)) {
|
|
if (typeof Game.buffs[i].multCpS !== 'undefined') mult *= Game.buffs[i].multCpS;
|
|
}
|
|
return mult;
|
|
};
|
|
|
|
/**
|
|
* This function calculates CPS without the Golden Switch as it might be needed in other functions
|
|
* If so it CM.Sim.Win()'s them and the caller function will know to recall CM.Sim.CalculateGains()
|
|
* It is called at the end of any functions that simulates certain behaviour
|
|
*/
|
|
CM.Cache.NoGoldSwitchCPS = function () {
|
|
if (Game.Has('Golden switch [off]')) {
|
|
CM.Cache.NoGoldSwitchCookiesPS = CM.Sim.NoGoldSwitchCPS();
|
|
} else CM.Cache.NoGoldSwitchCookiesPS = Game.cookiesPs;
|
|
};
|
|
|
|
/**
|
|
* 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.Main.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')) {
|
|
let target = Game.dragonLevels[Game.dragonLevel].buy.toString().match(/Objects\[(.*)\]/)[1];
|
|
const 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 {
|
|
let cost = 0;
|
|
CM.Sim.CopyData();
|
|
for (let i = 0; i < amount; i++) {
|
|
let price = CM.Sim.Objects[target].basePrice * 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 {
|
|
let cost = 0;
|
|
CM.Sim.CopyData();
|
|
for (const j of Object.keys(Game.Objects)) {
|
|
target = j;
|
|
if (Game.Objects[target].amount < amount) {
|
|
CM.Cache.CostDragonUpgrade = 'Not enough buildings to sell';
|
|
break;
|
|
} else {
|
|
for (let i = 0; i < amount; i++) {
|
|
let price = CM.Sim.Objects[target].basePrice * 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: Functions related to caching income */
|
|
|
|
/**
|
|
* This functions caches the income gain of each building and upgrade and stores it in the cache
|
|
* It is called by CM.Main.Loop() and CM.Cache.InitCache()
|
|
*/
|
|
CM.Cache.CacheIncome = function () {
|
|
// Simulate Building Buys for 1, 10 and 100 amount
|
|
CM.Cache.CacheBuildingIncome(1, 'Objects1');
|
|
CM.Cache.CacheBuildingIncome(10, 'Objects10');
|
|
CM.Cache.CacheBuildingIncome(100, 'Objects100');
|
|
|
|
// Simulate Upgrade Buys
|
|
CM.Cache.CacheUpgradeIncome();
|
|
};
|
|
|
|
/**
|
|
* This functions starts the calculation/simulation of the bonus income of buildings
|
|
* It is called by CM.Cache.CacheIncome()
|
|
* @param {amount} amount Amount to be bought
|
|
* @parem {string} target The target Cache object ("Objects1", "Objects10" or "Objects100")
|
|
*/
|
|
CM.Cache.CacheBuildingIncome = function (amount, target) {
|
|
CM.Cache[target] = [];
|
|
for (const i of Object.keys(Game.Objects)) {
|
|
CM.Cache[target][i] = {};
|
|
CM.Cache[target][i].bonus = CM.Sim.BuyBuildingsBonusIncome(i, amount);
|
|
if (amount !== 1) {
|
|
CM.Cache.DoRemakeBuildPrices = 1;
|
|
}
|
|
}
|
|
};
|
|
|
|
/**
|
|
* This functions starts the calculation/simulation of the bonus income of upgrades
|
|
* It is called by CM.Cache.CacheIncome()
|
|
*/
|
|
CM.Cache.CacheUpgradeIncome = function () {
|
|
CM.Cache.Upgrades = [];
|
|
for (const i of Object.keys(Game.Upgrades)) {
|
|
const bonusIncome = CM.Sim.BuyUpgradesBonusIncome(i);
|
|
CM.Cache.Upgrades[i] = {};
|
|
if (bonusIncome[0]) CM.Cache.Upgrades[i].bonus = bonusIncome[0];
|
|
if (bonusIncome[1]) CM.Cache.Upgrades[i].bonusMouse = bonusIncome[1];
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Section: Functions related to caching prices */
|
|
|
|
/**
|
|
* This functions caches the price of each building and stores it in the cache
|
|
* It is called by CM.Main.Loop() and CM.Cache.InitCache()
|
|
*/
|
|
CM.Cache.CacheBuildingsPrices = function () {
|
|
for (const i of Object.keys(Game.Objects)) {
|
|
CM.Cache.Objects1[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);
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Section: Functions related to caching PP */
|
|
|
|
/**
|
|
* This functions caches the PP of each building and upgrade and stores it in the cache
|
|
* It is called by CM.Cache.LoopCache() and CM.Cache.InitCache()
|
|
*/
|
|
CM.Cache.CachePP = function () {
|
|
CM.Cache.CacheBuildingsPP();
|
|
CM.Cache.CacheUpgradePP();
|
|
};
|
|
|
|
/**
|
|
* This functions return the colour assosciated with the given pp value
|
|
* It is called by CM.Cache.CacheBuildingsPP(), CM.Cache.CacheBuildingsBulkPP() and CM.Cache.CacheUpgradePP()
|
|
* @params {object} obj The obj of which the pp value should be checked
|
|
* @params {number} price The price of the object
|
|
* @returns {string} color The colour assosciated with the pp value
|
|
*/
|
|
CM.Cache.ColourOfPP = function (me, price) {
|
|
let color = '';
|
|
// Colour based on PP
|
|
if (me.pp <= 0 || me.pp === Infinity) color = CM.Disp.colorGray;
|
|
else if (me.pp < CM.Cache.min) color = CM.Disp.colorBlue;
|
|
else if (me.pp === CM.Cache.min) color = CM.Disp.colorGreen;
|
|
else if (me.pp === CM.Cache.max) color = CM.Disp.colorRed;
|
|
else if (me.pp > CM.Cache.max) color = CM.Disp.colorPurple;
|
|
else if (me.pp > CM.Cache.mid) color = CM.Disp.colorOrange;
|
|
else color = CM.Disp.colorYellow;
|
|
|
|
// Colour based on price in terms of CPS
|
|
if (Number(CM.Options.PPSecondsLowerLimit) !== 0) {
|
|
if (price / CM.Disp.GetCPS() < Number(CM.Options.PPSecondsLowerLimit)) color = CM.Disp.colorBlue;
|
|
}
|
|
// Colour based on being able to purchase
|
|
if (CM.Options.PPOnlyConsiderBuyable) {
|
|
if (price - Game.cookies > 0) color = CM.Disp.colorRed;
|
|
}
|
|
return color;
|
|
};
|
|
|
|
/**
|
|
* This functions caches the PP of each building it saves all date in CM.Cache.Objects...
|
|
* It is called by CM.Cache.CachePP()
|
|
*/
|
|
CM.Cache.CacheBuildingsPP = function () {
|
|
CM.Cache.min = Infinity;
|
|
CM.Cache.max = 1;
|
|
CM.Cache.ArrayOfPPs = [];
|
|
if (typeof CM.Options.PPExcludeTop === 'undefined') CM.Options.PPExcludeTop = 0; // Otherwise breaks during initialization
|
|
|
|
// Calculate PP and colors when compared to purchase of optimal building in single-purchase mode
|
|
if (CM.Options.ColorPPBulkMode === 0 && Game.buyMode > 0) {
|
|
for (const i of Object.keys(CM.Cache.Objects1)) {
|
|
if (Game.cookiesPs) {
|
|
CM.Cache.Objects1[i].pp = (Math.max(Game.Objects[i].getPrice() - (Game.cookies + CM.Disp.GetWrinkConfigBank()), 0) / Game.cookiesPs) + (Game.Objects[i].getPrice() / CM.Cache.Objects1[i].bonus);
|
|
} else CM.Cache.Objects1[i].pp = (Game.Objects[i].getPrice() / CM.Cache.Objects1[i].bonus);
|
|
CM.Cache.ArrayOfPPs.push([CM.Cache.Objects1[i].pp, Game.Objects[i].getPrice()]);
|
|
}
|
|
// Set CM.Cache.min to best non-excluded buidliung
|
|
CM.Cache.ArrayOfPPs.sort((a, b) => a[0] - b[0]);
|
|
if (CM.Options.PPOnlyConsiderBuyable) {
|
|
while (CM.Cache.ArrayOfPPs[0][1] > Game.cookies) {
|
|
if (CM.Cache.ArrayOfPPs.length === 1) {
|
|
break;
|
|
}
|
|
CM.Cache.ArrayOfPPs.shift();
|
|
}
|
|
}
|
|
CM.Cache.min = CM.Cache.ArrayOfPPs[CM.Options.PPExcludeTop][0];
|
|
CM.Cache.max = CM.Cache.ArrayOfPPs[CM.Cache.ArrayOfPPs.length - 1][0];
|
|
CM.Cache.mid = ((CM.Cache.max - CM.Cache.min) / 2) + CM.Cache.min;
|
|
for (const i of Object.keys(CM.Cache.Objects1)) {
|
|
CM.Cache.Objects1[i].color = CM.Cache.ColourOfPP(CM.Cache.Objects1[i], Game.Objects[i].getPrice());
|
|
// Colour based on excluding certain top-buildings
|
|
for (let j = 0; j < CM.Options.PPExcludeTop; j++) {
|
|
if (CM.Cache.Objects1[i].pp === CM.Cache.ArrayOfPPs[j][0]) CM.Cache.Objects1[i].color = CM.Disp.colorGray;
|
|
}
|
|
}
|
|
// Calculate PP of bulk-buy modes
|
|
CM.Cache.CacheBuildingsBulkPP('Objects10');
|
|
CM.Cache.CacheBuildingsBulkPP('Objects100');
|
|
} else if (Game.buyMode > 0) {
|
|
// Calculate PP and colors when compared to purchase of selected bulk mode
|
|
const target = `Objects${Game.buyBulk}`;
|
|
for (const i of Object.keys(CM.Cache[target])) {
|
|
if (Game.cookiesPs) {
|
|
CM.Cache[target][i].pp = (Math.max(Game.Objects[i].bulkPrice - (Game.cookies + CM.Disp.GetWrinkConfigBank()), 0) / Game.cookiesPs) + (Game.Objects[i].bulkPrice / CM.Cache[target][i].bonus);
|
|
} else CM.Cache[target][i].pp = (Game.Objects[i].bulkPrice / CM.Cache[target][i].bonus);
|
|
CM.Cache.ArrayOfPPs.push([CM.Cache[target][i].pp, Game.Objects[i].bulkPrice]);
|
|
}
|
|
// Set CM.Cache.min to best non-excluded buidliung
|
|
CM.Cache.ArrayOfPPs.sort((a, b) => a[0] - b[0]);
|
|
if (CM.Options.PPOnlyConsiderBuyable) {
|
|
while (CM.Cache.ArrayOfPPs[0][1] > Game.cookies) {
|
|
if (CM.Cache.ArrayOfPPs.length === 1) {
|
|
break;
|
|
}
|
|
CM.Cache.ArrayOfPPs.shift();
|
|
}
|
|
}
|
|
CM.Cache.min = CM.Cache.ArrayOfPPs[CM.Options.PPExcludeTop][0];
|
|
CM.Cache.max = CM.Cache.ArrayOfPPs[CM.Cache.ArrayOfPPs.length - 1][0];
|
|
CM.Cache.mid = ((CM.Cache.max - CM.Cache.min) / 2) + CM.Cache.min;
|
|
|
|
for (const i of Object.keys(CM.Cache.Objects1)) {
|
|
CM.Cache[target][i].color = CM.Cache.ColourOfPP(CM.Cache[target][i], Game.Objects[i].bulkPrice);
|
|
// Colour based on excluding certain top-buildings
|
|
for (let j = 0; j < CM.Options.PPExcludeTop; j++) {
|
|
if (CM.Cache[target][i].pp === CM.Cache.ArrayOfPPs[j][0]) CM.Cache[target][i].color = CM.Disp.colorGray;
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
/**
|
|
* This functions caches the buildings of bulk-buy mode when PP is compared against optimal single-purchase building
|
|
* It saves all date in CM.Cache.Objects...
|
|
* It is called by CM.Cache.CacheBuildingsPP()
|
|
*/
|
|
CM.Cache.CacheBuildingsBulkPP = function (target) {
|
|
for (const i of Object.keys(CM.Cache[target])) {
|
|
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);
|
|
|
|
CM.Cache[target][i].color = CM.Cache.ColourOfPP(CM.Cache[target][i], CM.Cache[target][i].price);
|
|
}
|
|
};
|
|
|
|
/**
|
|
* This functions caches the PP of each building it saves all date in CM.Cache.Upgrades
|
|
* It is called by CM.Cache.CachePP()
|
|
*/
|
|
CM.Cache.CacheUpgradePP = function () {
|
|
for (const i of Object.keys(CM.Cache.Upgrades)) {
|
|
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 (Number.isNaN(CM.Cache.Upgrades[i].pp)) CM.Cache.Upgrades[i].pp = Infinity;
|
|
|
|
CM.Cache.Upgrades[i].color = CM.Cache.ColourOfPP(CM.Cache.Upgrades[i], Game.Upgrades[i].getPrice());
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Section: Cached variables */
|
|
|
|
/**
|
|
* Used to store the multiplier of the Century Egg
|
|
*/
|
|
CM.Cache.CentEgg = 0;
|
|
|
|
/**
|
|
* Used to store if there was a Build Aura (used in CM.Main)
|
|
*/
|
|
CM.Cache.HadBuildAura = false;
|
|
|
|
/**
|
|
* Used to store CPS without Golden Cookie Switch
|
|
*/
|
|
CM.Cache.NoGoldSwitchCookiesPS = 0;
|