pages/gamedevtree/js/layerSupport.js

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var layers = {}
function layerShown(layer){
return layers[layer].layerShown();
}
var LAYERS = Object.keys(layers);
var hotkeys = {};
var maxRow = 0;
function updateHotkeys()
{
hotkeys = {};
for (layer in layers){
hk = layers[layer].hotkeys
if (hk){
for (id in hk){
hotkeys[hk[id].key] = hk[id]
hotkeys[hk[id].key].layer = layer
}
}
}
}
var ROW_LAYERS = {}
var TREE_LAYERS = {}
var OTHER_LAYERS = {}
function updateLayers(){
LAYERS = Object.keys(layers);
ROW_LAYERS = {}
TREE_LAYERS = {}
OTHER_LAYERS = {}
for (layer in layers){
layers[layer].layer = layer
if (layers[layer].upgrades){
for (thing in layers[layer].upgrades){
if (!isNaN(thing)){
layers[layer].upgrades[thing].id = thing
layers[layer].upgrades[thing].layer = layer
if (layers[layer].upgrades[thing].unlocked === undefined)
layers[layer].upgrades[thing].unlocked = true
}
}
}
if (layers[layer].milestones){
for (thing in layers[layer].milestones){
if (!isNaN(thing)){
layers[layer].milestones[thing].id = thing
layers[layer].milestones[thing].layer = layer
if (layers[layer].milestones[thing].unlocked === undefined)
layers[layer].milestones[thing].unlocked = true
}
}
}
if (layers[layer].achievements){
for (thing in layers[layer].achievements){
if (!isNaN(thing)){
layers[layer].achievements[thing].id = thing
layers[layer].achievements[thing].layer = layer
if (layers[layer].achievements[thing].unlocked === undefined)
layers[layer].achievements[thing].unlocked = true
}
}
}
if (layers[layer].challenges){
for (thing in layers[layer].challenges){
if (!isNaN(thing)){
layers[layer].challenges[thing].id = thing
layers[layer].challenges[thing].layer = layer
if (layers[layer].challenges[thing].unlocked === undefined)
layers[layer].challenges[thing].unlocked = true
if (layers[layer].challenges[thing].completionLimit === undefined)
layers[layer].challenges[thing].completionLimit = 1
}
}
}
if (layers[layer].buyables){
layers[layer].buyables.layer = layer
for (thing in layers[layer].buyables){
if (!isNaN(thing)){
layers[layer].buyables[thing].id = thing
layers[layer].buyables[thing].layer = layer
if (layers[layer].buyables[thing].unlocked === undefined)
layers[layer].buyables[thing].unlocked = true
}
}
}
if (layers[layer].clickables){
layers[layer].clickables.layer = layer
for (thing in layers[layer].clickables){
if (!isNaN(thing)){
layers[layer].clickables[thing].id = thing
layers[layer].clickables[thing].layer = layer
if (layers[layer].clickables[thing].unlocked === undefined)
layers[layer].clickables[thing].unlocked = true
}
}
}
if (layers[layer].bars){
layers[layer].bars.layer = layer
for (thing in layers[layer].bars){
layers[layer].bars[thing].id = thing
layers[layer].bars[thing].layer = layer
if (layers[layer].bars[thing].unlocked === undefined)
layers[layer].bars[thing].unlocked = true
}
}
if (layers[layer].infoboxes){
for (thing in layers[layer].infoboxes){
layers[layer].infoboxes[thing].id = thing
layers[layer].infoboxes[thing].layer = layer
if (layers[layer].infoboxes[thing].unlocked === undefined)
layers[layer].infoboxes[thing].unlocked = true
}
}
if(!layers[layer].componentStyles) layers[layer].componentStyles = {}
if(layers[layer].symbol === undefined) layers[layer].symbol = layer.charAt(0).toUpperCase() + layer.slice(1)
if(layers[layer].unlockOrder === undefined) layers[layer].unlockOrder = []
if(layers[layer].gainMult === undefined) layers[layer].gainMult = new Decimal(1)
if(layers[layer].gainExp === undefined) layers[layer].gainExp = new Decimal(1)
if(layers[layer].type === undefined) layers[layer].type = "none"
if(layers[layer].base === undefined || layers[layer].base <= 1) layers[layer].base = 2
let row = layers[layer].row
if(!ROW_LAYERS[row]) ROW_LAYERS[row] = {}
if(!TREE_LAYERS[row] && !isNaN(row)) TREE_LAYERS[row] = []
if(!OTHER_LAYERS[row] && isNaN(row)) OTHER_LAYERS[row] = []
ROW_LAYERS[row][layer]=layer;
let position = (layers[layer].position !== undefined ? layers[layer].position : layer)
if (!isNaN(row)) TREE_LAYERS[row].push({layer: layer, position: position})
else OTHER_LAYERS[row].push({layer: layer, position: position})
if (maxRow < layers[layer].row) maxRow = layers[layer].row
}
for (row in OTHER_LAYERS) {
OTHER_LAYERS[row].sort((a, b) => (a.position > b.position) ? 1 : -1)
}
for (row in TREE_LAYERS) {
TREE_LAYERS[row].sort((a, b) => (a.position > b.position) ? 1 : -1)
}
updateHotkeys()
}
function addLayer(layerName, layerData){ // Call this to add layers from a different file!
layers[layerName] = layerData
}
// If data is a function, return the result of calling it. Otherwise, return the data.
function readData(data, args=null){
if (!!(data && data.constructor && data.call && data.apply))
return data(args);
else
return data;
}
function someLayerUnlocked(row){
for (layer in ROW_LAYERS[row])
if (player[layer].unlocked)
return true
return false
}
// This isn't worth making a .ts file over
const UP = 0
const DOWN = 1
const LEFT = 2
const RIGHT = 3