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