mirror of
https://github.com/Acamaeda/The-Modding-Tree.git
synced 2024-11-27 18:41:57 +00:00
179 lines
No EOL
5.1 KiB
JavaScript
179 lines
No EOL
5.1 KiB
JavaScript
var tmp = {}
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var temp = tmp // Proxy for tmp
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var funcs = {}
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var NaNalert = false;
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// Tmp will not call these
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var activeFunctions = [
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"startData", "onPrestige", "doReset", "update", "automate",
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"buy", "buyMax", "respec", "onPress", "onClick", "onHold", "masterButtonPress",
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"sellOne", "sellAll", "pay", "actualCostFunction", "actualEffectFunction",
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"effectDescription", "display", "fullDisplay", "effectDisplay", "rewardDisplay",
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"tabFormat", "content",
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"onComplete", "onPurchase", "onEnter", "onExit", "done",
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"getUnlocked", "getStyle", "getCanClick", "getTitle", "getDisplay"
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]
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var noCall = doNotCallTheseFunctionsEveryTick
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for (item in noCall) {
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activeFunctions.push(noCall[item])
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}
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// Add the names of classes to traverse
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var traversableClasses = []
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function setupTemp() {
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tmp = {}
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tmp.pointGen = {}
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tmp.backgroundStyle = {}
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tmp.displayThings = []
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tmp.scrolled = 0
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tmp.gameEnded = false
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funcs = {}
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setupTempData(layers, tmp, funcs)
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for (layer in layers){
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tmp[layer].resetGain = {}
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tmp[layer].nextAt = {}
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tmp[layer].nextAtDisp = {}
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tmp[layer].canReset = {}
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tmp[layer].notify = {}
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tmp[layer].prestigeNotify = {}
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tmp[layer].computedNodeStyle = []
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setupBuyables(layer)
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tmp[layer].trueGlowColor = []
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}
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tmp.other = {
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lastPoints: player.points || decimalZero,
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oomps: decimalZero,
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screenWidth: 0,
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screenHeight: 0,
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}
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updateWidth()
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temp = tmp
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}
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const boolNames = ["unlocked", "deactivated"]
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function setupTempData(layerData, tmpData, funcsData) {
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for (item in layerData){
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if (layerData[item] == null) {
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tmpData[item] = null
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}
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else if (layerData[item] instanceof Decimal)
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tmpData[item] = layerData[item]
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else if (Array.isArray(layerData[item])) {
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tmpData[item] = []
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funcsData[item] = []
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setupTempData(layerData[item], tmpData[item], funcsData[item])
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}
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else if ((!!layerData[item]) && (layerData[item].constructor === Object)) {
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tmpData[item] = {}
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funcsData[item] = []
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setupTempData(layerData[item], tmpData[item], funcsData[item])
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}
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else if ((!!layerData[item]) && (typeof layerData[item] === "object") && traversableClasses.includes(layerData[item].constructor.name)) {
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tmpData[item] = new layerData[item].constructor()
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funcsData[item] = new layerData[item].constructor()
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}
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else if (isFunction(layerData[item]) && !activeFunctions.includes(item)){
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funcsData[item] = layerData[item]
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if (boolNames.includes(item))
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tmpData[item] = false
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else
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tmpData[item] = decimalOne // The safest thing to put probably?
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} else {
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tmpData[item] = layerData[item]
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}
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}
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}
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function updateTemp() {
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if (tmp === undefined)
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setupTemp()
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updateTempData(layers, tmp, funcs)
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for (layer in layers){
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tmp[layer].resetGain = getResetGain(layer)
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tmp[layer].nextAt = getNextAt(layer)
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tmp[layer].nextAtDisp = getNextAt(layer, true)
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tmp[layer].canReset = canReset(layer)
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tmp[layer].trueGlowColor = tmp[layer].glowColor
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tmp[layer].notify = shouldNotify(layer)
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tmp[layer].prestigeNotify = prestigeNotify(layer)
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if (tmp[layer].passiveGeneration === true) tmp[layer].passiveGeneration = 1 // new Decimal(true) = decimalZero
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}
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tmp.pointGen = getPointGen()
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tmp.backgroundStyle = readData(backgroundStyle)
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tmp.displayThings = []
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for (thing in displayThings){
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let text = displayThings[thing]
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if (isFunction(text)) text = text()
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tmp.displayThings.push(text)
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}
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}
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function updateTempData(layerData, tmpData, funcsData, useThis) {
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for (item in funcsData){
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if (Array.isArray(layerData[item])) {
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if (item !== "tabFormat" && item !== "content") // These are only updated when needed
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updateTempData(layerData[item], tmpData[item], funcsData[item], useThis)
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}
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else if ((!!layerData[item]) && (layerData[item].constructor === Object) || (typeof layerData[item] === "object") && traversableClasses.includes(layerData[item].constructor.name)){
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updateTempData(layerData[item], tmpData[item], funcsData[item], useThis)
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}
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else if (isFunction(layerData[item]) && !isFunction(tmpData[item])){
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let value
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if (useThis !== undefined) value = layerData[item].bind(useThis)()
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else value = layerData[item]()
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Vue.set(tmpData, item, value)
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}
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}
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}
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function updateChallengeTemp(layer)
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{
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updateTempData(layers[layer].challenges, tmp[layer].challenges, funcs[layer].challenges)
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}
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function updateBuyableTemp(layer)
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{
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updateTempData(layers[layer].buyables, tmp[layer].buyables, funcs[layer].buyables)
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}
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function updateClickableTemp(layer)
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{
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updateTempData(layers[layer].clickables, tmp[layer].clickables, funcs[layer].clickables)
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}
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function setupBuyables(layer) {
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for (id in layers[layer].buyables) {
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if (isPlainObject(layers[layer].buyables[id])) {
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let b = layers[layer].buyables[id]
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b.actualCostFunction = b.cost
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b.cost = function(x) {
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x = (x === undefined ? player[this.layer].buyables[this.id] : x)
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return layers[this.layer].buyables[this.id].actualCostFunction(x)
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}
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b.actualEffectFunction = b.effect
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b.effect = function(x) {
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x = (x === undefined ? player[this.layer].buyables[this.id] : x)
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return layers[this.layer].buyables[this.id].actualEffectFunction(x)
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}
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}
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}
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}
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function checkDecimalNaN(x) {
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return (x instanceof Decimal) && !x.eq(x)
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} |