mirror of
https://github.com/Acamaeda/The-Modding-Tree.git
synced 2024-12-04 05:41:30 +00:00
294 lines
No EOL
10 KiB
JavaScript
294 lines
No EOL
10 KiB
JavaScript
var layers = {}
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const decimalZero = new Decimal(0)
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const decimalOne = new Decimal(1)
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const decimalNaN = new Decimal(NaN)
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const defaultGlow = "#ff0000"
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function layerShown(layer){
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return tmp[layer].layerShown;
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}
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var LAYERS = Object.keys(layers);
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var hotkeys = {};
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var maxRow = 0;
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function updateHotkeys()
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{
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hotkeys = {};
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for (layer in layers){
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hk = layers[layer].hotkeys
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if (hk){
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for (id in hk){
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hotkeys[hk[id].key] = hk[id]
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hotkeys[hk[id].key].layer = layer
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hotkeys[hk[id].key].id = id
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if (hk[id].unlocked === undefined)
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hk[id].unlocked = true
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}
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}
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}
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}
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var ROW_LAYERS = {}
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var TREE_LAYERS = {}
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var OTHER_LAYERS = {}
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function updateLayers(){
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LAYERS = Object.keys(layers);
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ROW_LAYERS = {}
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TREE_LAYERS = {}
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OTHER_LAYERS = {}
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for (layer in layers){
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setupLayer(layer)
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}
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for (row in OTHER_LAYERS) {
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OTHER_LAYERS[row].sort((a, b) => (a.position > b.position) ? 1 : -1)
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for (layer in OTHER_LAYERS[row])
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OTHER_LAYERS[row][layer] = OTHER_LAYERS[row][layer].layer
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}
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for (row in TREE_LAYERS) {
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TREE_LAYERS[row].sort((a, b) => (a.position > b.position) ? 1 : -1)
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for (layer in TREE_LAYERS[row])
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TREE_LAYERS[row][layer] = TREE_LAYERS[row][layer].layer
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}
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let treeLayers2 = []
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for (x = 0; x < maxRow + 1; x++) {
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if (TREE_LAYERS[x]) treeLayers2.push(TREE_LAYERS[x])
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}
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TREE_LAYERS = treeLayers2
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updateHotkeys()
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}
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function setupLayer(layer){
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layers[layer].layer = layer
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if (layers[layer].upgrades){
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setRowCol(layers[layer].upgrades)
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for (thing in layers[layer].upgrades){
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if (isPlainObject(layers[layer].upgrades[thing])){
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layers[layer].upgrades[thing].id = thing
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layers[layer].upgrades[thing].layer = layer
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if (layers[layer].upgrades[thing].unlocked === undefined)
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layers[layer].upgrades[thing].unlocked = true
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}
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}
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}
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if (layers[layer].milestones){
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for (thing in layers[layer].milestones){
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if (isPlainObject(layers[layer].milestones[thing])){
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layers[layer].milestones[thing].id = thing
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layers[layer].milestones[thing].layer = layer
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if (layers[layer].milestones[thing].unlocked === undefined)
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layers[layer].milestones[thing].unlocked = true
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}
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}
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}
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if (layers[layer].achievements){
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setRowCol(layers[layer].achievements)
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for (thing in layers[layer].achievements){
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if (isPlainObject(layers[layer].achievements[thing])){
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layers[layer].achievements[thing].id = thing
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layers[layer].achievements[thing].layer = layer
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if (layers[layer].achievements[thing].unlocked === undefined)
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layers[layer].achievements[thing].unlocked = true
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}
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}
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}
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if (layers[layer].challenges){
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setRowCol(layers[layer].challenges)
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for (thing in layers[layer].challenges){
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if (isPlainObject(layers[layer].challenges[thing])){
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layers[layer].challenges[thing].id = thing
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layers[layer].challenges[thing].layer = layer
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if (layers[layer].challenges[thing].unlocked === undefined)
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layers[layer].challenges[thing].unlocked = true
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if (layers[layer].challenges[thing].completionLimit === undefined)
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layers[layer].challenges[thing].completionLimit = 1
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else if (layers[layer].challenges[thing].marked === undefined)
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layers[layer].challenges[thing].marked = function() {return maxedChallenge(this.layer, this.id)}
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}
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}
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}
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if (layers[layer].buyables){
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layers[layer].buyables.layer = layer
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setRowCol(layers[layer].buyables)
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for (thing in layers[layer].buyables){
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if (isPlainObject(layers[layer].buyables[thing])){
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layers[layer].buyables[thing].id = thing
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layers[layer].buyables[thing].layer = layer
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if (layers[layer].buyables[thing].unlocked === undefined)
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layers[layer].buyables[thing].unlocked = true
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layers[layer].buyables[thing].canBuy = function() {return canBuyBuyable(this.layer, this.id)}
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if (layers[layer].buyables[thing].purchaseLimit === undefined) layers[layer].buyables[thing].purchaseLimit = new Decimal(Infinity)
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}
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}
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}
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if (layers[layer].clickables){
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layers[layer].clickables.layer = layer
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setRowCol(layers[layer].clickables)
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for (thing in layers[layer].clickables){
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if (isPlainObject(layers[layer].clickables[thing])){
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layers[layer].clickables[thing].id = thing
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layers[layer].clickables[thing].layer = layer
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if (layers[layer].clickables[thing].unlocked === undefined)
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layers[layer].clickables[thing].unlocked = true
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}
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}
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}
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if (layers[layer].bars){
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layers[layer].bars.layer = layer
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for (thing in layers[layer].bars){
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layers[layer].bars[thing].id = thing
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layers[layer].bars[thing].layer = layer
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if (layers[layer].bars[thing].unlocked === undefined)
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layers[layer].bars[thing].unlocked = true
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}
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}
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if (layers[layer].infoboxes){
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for (thing in layers[layer].infoboxes){
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layers[layer].infoboxes[thing].id = thing
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layers[layer].infoboxes[thing].layer = layer
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if (layers[layer].infoboxes[thing].unlocked === undefined)
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layers[layer].infoboxes[thing].unlocked = true
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}
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}
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if (layers[layer].grid) {
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layers[layer].grid.layer = layer
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if (layers[layer].grid.getUnlocked === undefined)
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layers[layer].grid.getUnlocked = true
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if (layers[layer].grid.getCanClick === undefined)
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layers[layer].grid.getCanClick = true
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}
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if (layers[layer].startData) {
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data = layers[layer].startData()
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if (data.best !== undefined && data.showBest === undefined) layers[layer].showBest = true
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if (data.total !== undefined && data.showTotal === undefined) layers[layer].showTotal = true
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}
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if(!layers[layer].componentStyles) layers[layer].componentStyles = {}
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if(layers[layer].symbol === undefined) layers[layer].symbol = layer.charAt(0).toUpperCase() + layer.slice(1)
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if(layers[layer].unlockOrder === undefined) layers[layer].unlockOrder = []
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if(layers[layer].gainMult === undefined) layers[layer].gainMult = decimalOne
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if(layers[layer].gainExp === undefined) layers[layer].gainExp = decimalOne
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if(layers[layer].directMult === undefined) layers[layer].directMult = decimalOne
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if(layers[layer].type === undefined) layers[layer].type = "none"
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if(layers[layer].base === undefined || layers[layer].base <= 1) layers[layer].base = 2
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if(layers[layer].softcap === undefined) layers[layer].softcap = new Decimal("e1e7")
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if(layers[layer].softcapPower === undefined) layers[layer].softcapPower = new Decimal("0.5")
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if(layers[layer].displayRow === undefined) layers[layer].displayRow = layers[layer].row
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if(layers[layer].name === undefined) layers[layer].name = layer
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if(layers[layer].layerShown === undefined) layers[layer].layerShown = true
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if(layers[layer].glowColor === undefined) layers[layer].glowColor = defaultGlow
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let row = layers[layer].row
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let displayRow = layers[layer].displayRow
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if(!ROW_LAYERS[row]) ROW_LAYERS[row] = {}
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if(!TREE_LAYERS[displayRow] && !isNaN(displayRow)) TREE_LAYERS[displayRow] = []
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if(!OTHER_LAYERS[displayRow] && isNaN(displayRow)) OTHER_LAYERS[displayRow] = []
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ROW_LAYERS[row][layer]=layer;
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let position = (layers[layer].position !== undefined ? layers[layer].position : layer)
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if (!isNaN(displayRow) || displayRow < 0) TREE_LAYERS[displayRow].push({layer: layer, position: position})
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else OTHER_LAYERS[displayRow].push({layer: layer, position: position})
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if (maxRow < layers[layer].displayRow) maxRow = layers[layer].displayRow
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}
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function addLayer(layerName, layerData, tabLayers = null){ // Call this to add layers from a different file!
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layers[layerName] = layerData
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layers[layerName].isLayer = true
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if (tabLayers !== null)
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{
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let format = {}
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for (id in tabLayers) {
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layer = tabLayers[id]
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format[(layers[layer].name ? layers[layer].name : layer)] = {
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embedLayer: layer,
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buttonStyle() {
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if (!tmp[this.embedLayer].nodeStyle) return {'border-color': tmp[this.embedLayer].color}
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else {
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style = tmp[this.embedLayer].nodeStyle
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if (style['border-color'] === undefined) style['border-color'] = tmp[this.embedLayer].color
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return style
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}
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},
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unlocked() {return tmp[this.embedLayer].layerShown},
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}
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}
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layers[layerName].tabFormat = format
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}
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}
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function addNode(layerName, layerData){ // Does the same thing, but for non-layer nodes
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layers[layerName] = layerData
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layers[layerName].isLayer = false
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}
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// If data is a function, return the result of calling it. Otherwise, return the data.
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function readData(data, args=null){
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if ((!!data && data.constructor && data.call && data.apply))
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return data(args);
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else
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return data;
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}
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function setRowCol(upgrades) {
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if (upgrades.rows && upgrades.cols) return
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let maxRow = 0
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let maxCol = 0
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for (up in upgrades) {
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if (!isNaN(up)) {
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if (Math.floor(up/10) > maxRow) maxRow = Math.floor(up/10)
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if (up%10 > maxCol) maxCol = up%10
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}
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}
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upgrades.rows = maxRow
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upgrades.cols = maxCol
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}
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function someLayerUnlocked(row){
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for (layer in ROW_LAYERS[row])
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if (player[layer].unlocked)
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return true
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return false
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}
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// This isn't worth making a .ts file over
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const UP = 0
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const DOWN = 1
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const LEFT = 2
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const RIGHT = 3
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addLayer("info-tab", {
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tabFormat: ["info-tab"],
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row: "otherside"
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})
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addLayer("options-tab", {
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tabFormat: ["options-tab"],
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row: "otherside"
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})
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addLayer("changelog-tab", {
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tabFormat() {return ([["raw-html", modInfo.changelog]])},
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row: "otherside"
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}) |