179 lines
6.3 KiB
JavaScript
179 lines
6.3 KiB
JavaScript
var layers = {}
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function layerShown(layer){
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return layers[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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}
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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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layers[layer].layer = layer
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if (layers[layer].upgrades){
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for (thing in layers[layer].upgrades){
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if (!isNaN(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 (!isNaN(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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for (thing in layers[layer].achievements){
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if (!isNaN(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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for (thing in layers[layer].challenges){
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if (!isNaN(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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}
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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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for (thing in layers[layer].buyables){
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if (!isNaN(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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}
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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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for (thing in layers[layer].clickables){
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if (!isNaN(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].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 = new Decimal(1)
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if(layers[layer].gainExp === undefined) layers[layer].gainExp = new Decimal(1)
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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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let row = layers[layer].row
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if(!ROW_LAYERS[row]) ROW_LAYERS[row] = {}
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if(!TREE_LAYERS[row] && !isNaN(row)) TREE_LAYERS[row] = []
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if(!OTHER_LAYERS[row] && isNaN(row)) OTHER_LAYERS[row] = []
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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(row)) TREE_LAYERS[row].push({layer: layer, position: position})
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else OTHER_LAYERS[row].push({layer: layer, position: position})
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if (maxRow < layers[layer].row) maxRow = layers[layer].row
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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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}
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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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}
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updateHotkeys()
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}
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function addLayer(layerName, layerData){ // Call this to add layers from a different file!
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layers[layerName] = layerData
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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 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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