forked from profectus/Profectus
Fix respecing buyables
This commit is contained in:
parent
6a13fdbfaa
commit
273b9e0118
5 changed files with 13 additions and 14 deletions
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@ -53,12 +53,7 @@ export default {
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}
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}
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},
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},
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respec() {
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respec() {
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// If they're controlling confirmRespec, assume they're also controlling what's being respecced
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layers[this.layer || this.tab.layer].buyables.respec?.();
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if (this.confirmRespec != undefined) {
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this.$emit("respec");
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} else {
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layers[this.layer || this.tab.layer].buyables.respec();
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}
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}
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}
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}
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}
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};
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};
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@ -17,12 +17,8 @@
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<div slot="footer">
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<div slot="footer">
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<div class="modal-footer">
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<div class="modal-footer">
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<div class="modal-flex-grow"></div>
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<div class="modal-flex-grow"></div>
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<button class="button modal-button danger" @click="cancel">
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<danger-button class="button modal-button" @click="confirm" skipConfirm>Yes</danger-button>
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Yes!
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<button class="button modal-button" @click="cancel">Cancel</button>
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</button>
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<button class="button modal-button" @click="cancel">
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Cancel
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</button>
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</div>
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</div>
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</div>
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</div>
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</Modal>
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</Modal>
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@ -18,7 +18,8 @@ export default {
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}
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}
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},
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},
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props: {
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props: {
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disabled: Boolean
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disabled: Boolean,
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skipConfirm: Boolean
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},
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},
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watch: {
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watch: {
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confirming(newValue) {
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confirming(newValue) {
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@ -27,6 +28,10 @@ export default {
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},
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},
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methods: {
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methods: {
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click() {
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click() {
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if (this.skipConfirm) {
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this.$emit('click');
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return;
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}
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if (this.confirming) {
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if (this.confirming) {
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this.$emit('click');
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this.$emit('click');
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}
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}
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@ -160,7 +160,7 @@ export default {
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},
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},
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buyables: {
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buyables: {
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showRespec: true,
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showRespec: true,
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reset() { // Optional, reset things and give back your currency. Having this function makes a respec button appear
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respec() { // Optional, reset things and give back your currency. Having this function makes a respec button appear
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player[this.layer].points = player[this.layer].points.add(player[this.layer].spentOnBuyables) // A built-in thing to keep track of this but only keeps a single value
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player[this.layer].points = player[this.layer].points.add(player[this.layer].spentOnBuyables) // A built-in thing to keep track of this but only keeps a single value
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this.reset();
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this.reset();
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resetLayer(this.layer, true) // Force a reset
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resetLayer(this.layer, true) // Force a reset
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@ -242,6 +242,9 @@ export function addLayer(layer, player = null) {
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} else {
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} else {
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layer.buyables.reset.forceCached = false;
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layer.buyables.reset.forceCached = false;
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}
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}
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if (layer.buyables.respec != undefined) {
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layer.buyables.respec.forceCached = false;
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}
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for (let id in layer.buyables) {
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for (let id in layer.buyables) {
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if (isPlainObject(layer.buyables[id])) {
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if (isPlainObject(layer.buyables[id])) {
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layer.buyables[id].amount = function() {
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layer.buyables[id].amount = function() {
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