var tmp = {} var temp = tmp // Proxy for tmp var funcs = {} var NaNalert = false; // Tmp will not call these var activeFunctions = [ "startData", "onPrestige", "doReset", "update", "automate", "buy", "buyMax", "respec", "onComplete", "onPurchase", "onPress", "onClick", "onHold", "masterButtonPress", "sellOne", "sellAll", "pay", "actualCostFunction", "actualEffectFunction", "effectDescription", "display", "fullDisplay", "effectDisplay", "rewardDisplay", ] var noCall = doNotCallTheseFunctionsEveryTick for (item in noCall) { activeFunctions.push(noCall[item]) } // Add the names of classes to traverse var traversableClasses = [] function setupTemp() { tmp = {} tmp.pointGen = {} tmp.displayThings = [] tmp.scrolled = 0 funcs = {} setupTempData(layers, tmp, funcs) for (layer in layers){ tmp[layer].resetGain = {} tmp[layer].nextAt = {} tmp[layer].nextAtDisp = {} tmp[layer].canReset = {} tmp[layer].notify = {} tmp[layer].prestigeNotify = {} tmp[layer].computedNodeStyle = [] setupBarStyles(layer) setupBuyables(layer) } tmp.other = { screenWidth: window.innerWidth, splitScreen: window.innerWidth >=1024, lastPoints: player.points || new Decimal(0), oomps: new Decimal(0), held: { time: null, id: null, layer: null, type: null, } } temp = tmp } function setupTempData(layerData, tmpData, funcsData) { for (item in layerData){ if (layerData[item] == null) { tmpData[item] = null } else if (layerData[item] instanceof Decimal) tmpData[item] = layerData[item] else if (Array.isArray(layerData[item])) { tmpData[item] = [] funcsData[item] = [] setupTempData(layerData[item], tmpData[item], funcsData[item]) } else if ((!!layerData[item]) && (layerData[item].constructor === Object)) { tmpData[item] = {} funcsData[item] = [] setupTempData(layerData[item], tmpData[item], funcsData[item]) } else if ((!!layerData[item]) && (typeof layerData[item] === "object") && traversableClasses.includes(layerData[item].constructor.name)) { tmpData[item] = new layerData[item].constructor() funcsData[item] = new layerData[item].constructor() } else if (isFunction(layerData[item]) && !activeFunctions.includes(item)){ funcsData[item] = layerData[item] tmpData[item] = new Decimal(1) // The safest thing to put probably? } else { tmpData[item] = layerData[item] } } } function updateTemp() { if (tmp === undefined) setupTemp() updateTempData(layers, tmp, funcs) for (layer in layers){ tmp[layer].resetGain = getResetGain(layer) tmp[layer].nextAt = getNextAt(layer) tmp[layer].nextAtDisp = getNextAt(layer, true) tmp[layer].canReset = canReset(layer) tmp[layer].notify = shouldNotify(layer) tmp[layer].prestigeNotify = prestigeNotify(layer) constructBarStyles(layer) } tmp.pointGen = getPointGen() tmp.displayThings = [] for (thing in displayThings){ let text = displayThings[thing] if (isFunction(text)) text = text() tmp.displayThings.push(text) } } function updateTempData(layerData, tmpData, funcsData) { for (item in funcsData){ if (Array.isArray(layerData[item])) { updateTempData(layerData[item], tmpData[item], funcsData[item]) } else if ((!!layerData[item]) && (layerData[item].constructor === Object) || (typeof layerData[item] === "object") && traversableClasses.includes(layerData[item].constructor.name)){ updateTempData(layerData[item], tmpData[item], funcsData[item]) } else if (isFunction(layerData[item]) && !isFunction(tmpData[item])){ let value = layerData[item]() if (value !== value || value === decimalNaN){ if (NaNalert === true || confirm ("Invalid value found in tmp, named '" + item + "'. Please let the creator of this mod know! Would you like to try to auto-fix the save and keep going?")){ NaNalert = true value = (value !== value ? 0 : decimalZero) } else { clearInterval(interval); player.autosave = false; NaNalert = true; } } Vue.set(tmpData, item, value) } } } function updateChallengeTemp(layer) { updateTempData(layers[layer].challenges, tmp[layer].challenges, funcs[layer].challenges) } function updateBuyableTemp(layer) { updateTempData(layers[layer].buyables, tmp[layer].buyables, funcs[layer].buyables) } function updateClickableTemp(layer) { updateTempData(layers[layer].clickables, tmp[layer].clickables, funcs[layer].clickables) } function constructBarStyles(layer){ if (layers[layer].bars === undefined) return for (id in layers[layer].bars){ if (id !== "layer") { let bar = tmp[layer].bars[id] if (bar.progress instanceof Decimal) bar.progress = bar.progress.toNumber() bar.progress = (1 -Math.min(Math.max(bar.progress, 0), 1)) * 100 bar.dims = {'width': bar.width + "px", 'height': bar.height + "px"} let dir = bar.direction bar.fillDims = {'width': (bar.width + 0.5) + "px", 'height': (bar.height + 0.5) + "px"} if (dir !== undefined) { bar.fillDims['clip-path'] = 'inset(0% 50% 0% 0%)' if(dir == UP){ bar.fillDims['clip-path'] = 'inset(' + bar.progress + '% 0% 0% 0%)' } else if(dir == DOWN){ bar.fillDims['clip-path'] = 'inset(0% 0% ' + bar.progress + '% 0%)' } else if(dir == RIGHT){ bar.fillDims['clip-path'] = 'inset(0% ' + bar.progress + '% 0% 0%)' } else if(dir == LEFT){ bar.fillDims['clip-path'] = 'inset(0% 0% 0% ' + bar.progress + '%)' } } } } } function setupBarStyles(layer){ if (layers[layer].bars === undefined) return for (id in layers[layer].bars){ let bar = tmp[layer].bars[id] bar.dims = {} bar.fillDims = {} } } function setupBuyables(layer) { for (id in layers[layer].buyables) { if (!isNaN(id)) { let b = layers[layer].buyables[id] b.actualCostFunction = b.cost b.cost = function(x) { x = x ?? player[this.layer].buyables[this.id] return layers[this.layer].buyables[this.id].actualCostFunction(x) } b.actualEffectFunction = b.effect b.effect = function(x) { x = x ?? player[this.layer].buyables[this.id] return layers[this.layer].buyables[this.id].actualEffectFunction(x) } } } }