let tmp = {}; let temp = tmp; // Proxy for tmp let funcs = {}; // noinspection SpellCheckingInspection let NaNalert = false; // Tmp will not call these const activeFunctions = [ "startData", "onPrestige", "doReset", "update", "automate", "buy", "buyMax", "respec", "onComplete", "onPurchase", "onPress", "onClick", "masterButtonPress", "sellOne", "sellAll", "pay", "actualCostFunction", "actualEffectFunction", "effectDescription", "display", "fullDisplay", "effectDisplay", "rewardDisplay", "tabFormat", "content", "onComplete", "onPurchase", "onEnter", "onExit", "getUnlocked", "getStyle", "getCanClick", "getTitle", "getDisplay" ]; const noCall = doNotCallTheseFunctionsEveryTick; for (let item in noCall) { activeFunctions.push(noCall[item]) } // Add the names of classes to traverse const traversableClasses = []; function setupTemp() { tmp = {} tmp.pointGen = {} tmp.displayThings = [] tmp.scrolled = 0 funcs = {} setupTempData(layers, tmp, funcs) for (let layer in layers){ tmp[layer].resetGain = {} tmp[layer].nextAt = {} tmp[layer].nextAtDisp = {} tmp[layer].canReset = {} tmp[layer].notify = {} tmp[layer].prestigeNotify = {} tmp[layer].computedNodeStyle = [] setupBuyables(layer) tmp[layer].trueGlowColor = [] } tmp.other = { lastPoints: player.points || decimalZero, oomps: decimalZero, screenWidth: 0, screenHeight: 0, } updateWidth() temp = tmp } function setupTempData(layerData, tmpData, funcsData) { for (let 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 { // noinspection JSUnfilteredForInLoop if (isFunction(layerData[item]) && !activeFunctions.includes(item)){ funcsData[item] = layerData[item] tmpData[item] = decimalOne // The safest thing to put probably? } else { tmpData[item] = layerData[item] } } } } function updateTemp() { if (tmp === undefined) setupTemp() updateTempData(layers, tmp, funcs) for (let 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].trueGlowColor = tmp[layer].glowColor tmp[layer].notify = shouldNotify(layer) tmp[layer].prestigeNotify = prestigeNotify(layer) } tmp.pointGen = getPointGen() tmp.displayThings = [] for (let thing in displayThings){ let text = displayThings[thing] if (isFunction(text)) text = text() tmp.displayThings.push(text) } } function updateTempData(layerData, tmpData, funcsData) { for (let item in funcsData){ if (Array.isArray(layerData[item])) { if (item !== "tabFormat" && item !== "content") // These are only updated when needed 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 setupBuyables(layer) { for (id in layers[layer].buyables) { if (isPlainObject(layers[layer].buyables[id])) { let b = layers[layer].buyables[id] b.actualCostFunction = b.cost b.cost = function(x) { x = (x === undefined ? player[this.layer].buyables[this.id] : x) return layers[this.layer].buyables[this.id].actualCostFunction(x) } b.actualEffectFunction = b.effect b.effect = function(x) { x = (x === undefined ? player[this.layer].buyables[this.id] : x) return layers[this.layer].buyables[this.id].actualEffectFunction(x) } } } }