Files
CookieMonster/src/Disp/BuildingsUpgrades/Buildings.js

146 lines
5.3 KiB
JavaScript

import {
CacheMinPPBulk,
CacheObjects1,
CacheObjects10,
CacheObjects100,
CacheObjectsNextAchievement,
} from '../../Cache/VariablesAndData.js';
import BuildingSell from '../../Sim/SimulationEvents/SellBuilding.js';
import Beautify from '../BeautifyAndFormatting/Beautify.js';
import { ColoursOrdering, LastTargetBuildings } from '../VariablesAndData.js';
/**
* Section: Functions related to right column of the screen (buildings/upgrades)
/**
* This function adjusts some things in the column of buildings.
* It colours them, helps display the correct sell-price and shuffles the order when CM.Options.SortBuildings is set
* The function is called by CM.Disp.Draw(), CM.Disp.UpdateColours() & CM.Disp.RefreshScale()
* And by changes in CM.Options.BuildColour, CM.Options.SortBuild & CM.Data.Config.BulkBuildColour
*/
export default function UpdateBuildings() {
let target = Game.buyBulk;
if (Game.buyMode === 1) {
LastTargetBuildings = target;
} else {
target = LastTargetBuildings;
}
if (target === 1) target = CacheObjects1;
else if (target === 10) target = CacheObjects10;
else if (target === 100) target = CacheObjects100;
// Remove colour if applied
l(`storeBulk1`).style.removeProperty('color');
l(`storeBulk10`).style.removeProperty('color');
l(`storeBulk100`).style.removeProperty('color');
if (Game.buyMode === 1) {
if (Game.mods.cookieMonsterFramework.saveData.cookieMonsterMod.settings.BuildColour === 1) {
Object.keys(target).forEach((i) => {
l(`productPrice${Game.Objects[i].id}`).style.color =
Game.mods.cookieMonsterFramework.saveData.cookieMonsterMod.settings[
`Colour${target[i].colour}`
];
});
l(`storeBulk${CacheMinPPBulk}`).style.color =
Game.mods.cookieMonsterFramework.saveData.cookieMonsterMod.settings.ColourGreen;
} else {
Object.keys(Game.Objects).forEach((i) => {
l(`productPrice${Game.Objects[i].id}`).style.removeProperty('color');
});
}
} else if (Game.buyMode === -1) {
Object.keys(CacheObjects1).forEach((i) => {
const o = Game.Objects[i];
l(`productPrice${o.id}`).style.color = '';
/*
* Fix sell price displayed in the object in the store.
*
* The buildings sell price displayed by the game itself (without any mod) is incorrect.
* The following line of code fixes this issue, and can be safely removed when the game gets fixed.
*
* This issue is extensively detailed here: https://github.com/Aktanusa/CookieMonster/issues/359#issuecomment-735658262
*/
l(`productPrice${o.id}`).innerHTML = Beautify(
BuildingSell(o, o.basePrice, o.amount, o.free, Game.buyBulk, 1),
);
});
}
// Build array of pointers and sort according to the user's configured sort option.
// This regulates sorting of buildings.
let arr;
if (
Game.buyMode !== 1 ||
!Game.mods.cookieMonsterFramework.saveData.cookieMonsterMod.settings.SortBuildings
) {
arr = Object.keys(CacheObjects1).map((k) => {
const o = {};
o.name = k;
o.id = Game.Objects[k].id;
return o;
});
// Sort using default order.
arr.sort((a, b) => a.id - b.id);
} else if (
Game.mods.cookieMonsterFramework.saveData.cookieMonsterMod.settings.SortBuildings === 1
) {
arr = Object.keys(CacheObjects1).map((k) => {
const o = {};
o.name = k;
o.pp = CacheObjects1[k].pp;
o.colour = CacheObjects1[k].colour;
return o;
});
// Sort by pp colour group, then by pp.
arr.sort((a, b) =>
ColoursOrdering.indexOf(a.colour) === ColoursOrdering.indexOf(b.colour)
? a.pp - b.pp
: ColoursOrdering.indexOf(a.colour) - ColoursOrdering.indexOf(b.colour),
);
} else if (
Game.mods.cookieMonsterFramework.saveData.cookieMonsterMod.settings.SortBuildings === 2
) {
arr = Object.keys(target).map((k) => {
const o = {};
o.name = k;
o.pp = target[k].pp;
o.colour = target[k].colour;
return o;
});
// Sort by pp colour group, then by pp.
arr.sort((a, b) =>
ColoursOrdering.indexOf(a.colour) === ColoursOrdering.indexOf(b.colour)
? a.pp - b.pp
: ColoursOrdering.indexOf(a.colour) - ColoursOrdering.indexOf(b.colour),
);
} else if (
Game.mods.cookieMonsterFramework.saveData.cookieMonsterMod.settings.SortBuildings === 3
) {
arr = Object.keys(CacheObjectsNextAchievement).map((k) => {
const o = {};
o.name = k;
o.id = Game.Objects[k].id;
o.amountUntilNext = CacheObjectsNextAchievement[k].AmountNeeded;
o.priceUntilNext = CacheObjectsNextAchievement[k].price;
return o;
});
// First, sort using default order.
arr.sort((a, b) => a.id - b.id);
// Sort by price until next achievement.
// Buildings that aren't within 100 of an achievement are placed at the end, still in
// default order relative to each other because sort() is guaranteed stable.
arr.sort(
(a, b) =>
(a.amountUntilNext !== 101 ? a.priceUntilNext : Infinity) -
(b.amountUntilNext !== 101 ? b.priceUntilNext : Infinity),
);
}
// Use array index (+2) as the grid row number.
// (grid rows are 1-based indexing, and row 1 is the bulk buy/sell options)
for (let x = 0; x < arr.length; x++) {
Game.Objects[arr[x].name].l.style.gridRow = `${x + 2}/${x + 2}`;
}
}