代码拉取完成,页面将自动刷新
同步操作将从 锅巴汉化/猫国建设者(Kittens Game) 强制同步,此操作会覆盖自 Fork 仓库以来所做的任何修改,且无法恢复!!!
确定后同步将在后台操作,完成时将刷新页面,请耐心等待。
// ==UserScript==
// @name Kitten Scientists
// @namespace http://www.reddit.com/r/kittensgame/comments/34gb2u/kitten_scientists_automation_script/
// @description Launch Kitten Scientists
// @include *bloodrizer.ru/games/kittens/*
// @include file:///*kitten-game*
// @include *kittensgame.com/web/*
// @version 1.4.2
// @grant none
// @copyright 2015, cameroncondry
// ==/UserScript==
// ==========================================
// Begin Kitten Scientist's Automation Engine
// ==========================================
var version = '小猫珂学家 版本 1.4.2';
var address = '1MC7Vj5ovpq3mzn9JhyhYMPEBRFoRZgDwa';
// Game will be referenced in loadTest function
var game = null;
var run = function() {
var options = {
// When debug is enabled, messages that go to the game log are also logged using window.console.
debug: false,
// The interval at which the internal processing loop is run, in milliseconds.
interval: 2000,
// The default color for KS messages in the game log (like enabling and disabling items).
msgcolor: '#aa50fe', // dark purple
// The color for activity summaries.
summarycolor: '#009933', // light green
// The color for log messages that are about activities (like festivals and star observations).
activitycolor: '#E65C00', // orange
// The color for resources with stock counts higher than current resource max
stockwarncolor: '#DD1E00',
// The default consume rate.
consume: 0.6,
// The default settings for game automation.
auto: {
// Settings related to KS itself.
engine: {
// Should any automation run at all?
enabled: false
},
autotime: {
enabled: false,
trigger: 995,
items: {
x250: {enabled: false},
x50: {enabled: false},
x5: {enabled: false},
x2: {enabled: false}
}
},
faith: {
// Should religion building be automated?
enabled: true,
// At what percentage of the storage capacity should KS build faith buildings?
trigger: 0,
// Which religious upgrades should be researched?
items: {
// Variant denotes which category the building or upgrade falls within in the Religion tab.
// Ziggurats are variant z.
unicornTomb: {require: false, enabled: false, variant: 'z'},
ivoryTower: {require: false, enabled: false, variant: 'z'},
ivoryCitadel: {require: false, enabled: false, variant: 'z'},
skyPalace: {require: false, enabled: false, variant: 'z'},
unicornUtopia: {require: 'gold', enabled: false, variant: 'z'},
sunspire: {require: 'gold', enabled: false, variant: 'z'},
marker: {require: 'unobtainium', enabled: false, variant: 'z'},
unicornGraveyard: {require: false, enabled: false, variant: 'z'},
unicornNecropolis: {require: false, enabled: false, variant: 'z'},
blackPyramid: {require: 'unobtainium', enabled: false, variant: 'z'},
// Order of the Sun is variant s.
solarchant: {require: 'faith', enabled: true, variant: 's'},
scholasticism: {require: 'faith', enabled: true, variant: 's'},
goldenSpire: {require: 'faith', enabled: true, variant: 's'},
sunAltar: {require: 'faith', enabled: true, variant: 's'},
stainedGlass: {require: 'faith', enabled: true, variant: 's'},
solarRevolution: {require: 'faith', enabled: true, variant: 's'},
basilica: {require: 'faith', enabled: true, variant: 's'},
templars: {require: 'faith', enabled: true, variant: 's'},
apocripha: {require: 'faith', enabled: false, variant: 's'},
transcendence: {require: 'faith', enabled: true, variant: 's'},
// Cryptotheology is variant c.
blackObelisk: {require: false, enabled: false, variant: 'c'},
blackNexus: {require: false, enabled: false, variant: 'c'},
blackCore: {require: false, enabled: false, variant: 'c'},
singularity: {require: false, enabled: false, variant: 'c'},
blackLibrary: {require: false, enabled: false, variant: 'c'},
blackRadiance: {require: false, enabled: false, variant: 'c'},
blazar: {require: false, enabled: false, variant: 'c'},
darkNova: {require: false, enabled: false, variant: 'c'},
holyGenocide: {require: false, enabled: false, variant: 'c'},
}
},
build: {
// Should buildings be built automatically?
enabled: true,
// When a building requires a certain resource (this is what their *require* property refers to), then
// this is the percentage of the storage capacity of that resource, that has to be met for the building
// to be built.
trigger: 0.75,
// The items that be automatically built.
// Every item can define a required resource. This resource has to be available at a certain capacity for
// the building to be built. The capacity requirement is defined by the trigger value set for the section.
//
// Additionally, for upgradeable buildings, the item can define which upgrade stage it refers to.
// For upgraded buildings, the ID (or internal name) of the building can be controlled through the *name*
// property. For other buildings, the key of the item itself is used.
items: {
// housing
hut: {require: 'wood', enabled: false},
logHouse: {require: 'minerals', enabled: false},
mansion: {require: 'titanium', enabled: false},
// craft bonuses
workshop: {require: 'minerals', enabled: true},
factory: {require: 'titanium', enabled: true},
// production
field: {require: 'catnip', enabled: true},
pasture: {require: 'catnip', enabled: true, stage: 0},
solarFarm: {require: 'titanium', enabled: true, stage: 1, name: 'pasture'},
mine: {require: 'wood', enabled: true},
lumberMill: {require: 'minerals', enabled: true},
aqueduct: {require: 'minerals', enabled: true, stage: 0},
hydroPlant: {require: 'titanium', enabled: true, stage: 1, name: 'aqueduct'},
oilWell: {require: 'coal', enabled: true},
quarry: {require: 'coal', enabled: true},
// conversion
smelter: {require: 'minerals', enabled: true},
biolab: {require: 'science', enabled: false},
calciner: {require: 'titanium', enabled: false},
reactor: {require: 'titanium', enabled: false},
accelerator: {require: 'titanium', enabled: false},
steamworks: {require: false, enabled: false},
magneto: {require: false, enabled: false},
// science
library: {require: 'wood', enabled: true, stage: 0},
dataCenter: {require: false, enabled: true, stage: 1, name: 'library'},
academy: {require: 'wood', enabled: true},
observatory: {require: 'iron', enabled: true},
// other
amphitheatre: {require: 'minerals', enabled: true, stage: 0},
broadcastTower: {require: 'titanium', enabled: true, stage: 1, name: 'amphitheatre'},
tradepost: {require: 'gold', enabled: true},
chapel: {require: 'minerals', enabled: true},
temple: {require: 'gold', enabled: true},
mint: {require: false, enabled: false},
unicornPasture: {require: false, enabled: true},
ziggurat: {require: false, enabled: true},
chronosphere: {require: 'unobtainium', enabled: true},
aiCore: {require: false, enabled: false},
// storage
barn: {require: 'wood', enabled: true},
harbor: {require: false, enabled: false},
warehouse: {require: false, enabled: false}
}
},
space: {
// Should space buildings be built automatically?
enabled: false,
// The functionality of the space section is identical to the build section. It just needs to be treated
// seperately, because the game internals are slightly different.
trigger: 0,
items: {
// Cath
spaceElevator: {require: 'unobtainium', enabled: false},
sattelite: {require: 'titanium', enabled: false},
spaceStation: {require: 'oil', enabled: false},
// Moon
moonOutpost: {require: 'uranium', enabled: false},
moonBase: {require: 'unobtainium', enabled: false},
// Dune
planetCracker: {require: 'science', enabled: false},
hydrofracturer: {require: 'science', enabled: false},
spiceRefinery: {require: 'science', enabled: false},
// Piscine
researchVessel: {require: 'titanium', enabled: false},
orbitalArray: {require: 'eludium', enabled: false},
// Helios
sunlifter: {require: 'eludium', enabled: false},
containmentChamber: {require: 'science', enabled: false},
heatsink: {require: 'thorium', enabled: false},
sunforge: {require: false, enabled: false},
// T-Minus
cryostation: {require: 'eludium', enabled: false},
// Kairo
spaceBeacon: {require: 'antimatter', enabled: false},
// Yarn
terraformingStation: {require: 'antimatter', enabled: false},
hydroponics: {require: 'kerosene', enabled: false},
// Umbra
hrHarvester: {require: 'antimatter', enabled: false},
// Charon
entangler: {require: 'antimatter', enabled: false},
// Centaurus
tectonic: {require: 'antimatter', enabled: false},
moltenCore: {require: 'uranium', enabled: false}
}
},
time: {
// Should time upgrades be built automatically?
enabled: false,
trigger: 0,
items: {
// Variants denote whether these buildings fall within the Chronoforge or Void categories.
// Chronoforge has variant chrono.
temporalBattery: {require: false, enabled: false, variant: 'chrono'},
blastFurnace: {require: false, enabled: false, variant: 'chrono'},
temporalAccelerator: {require: false, enabled: false, variant: 'chrono'},
temporalImpedance: {require: false, enabled: false, variant: 'chrono'},
ressourceRetrieval: {require: false, enabled: false, variant: 'chrono'},
// Void Space has variant void.
cryochambers: {require: false, enabled: false, variant: 'void'},
voidHoover: {require: 'antimatter', enabled: false, variant: 'void'},
voidRift: {require: false, enabled: false, variant: 'void'},
chronocontrol: {require: 'temporalFlux', enabled: false, variant: 'void'},
voidResonator: {require: false, enabled: false, variant: 'void'}
}
},
craft: {
// Should resources be crafted automatically?
enabled: true,
// Every item can define a required resource with the *require* property.
// At what percentage of the storage capacity of that required resource should the listed resource be crafted?
trigger: 0.95,
// The items that can be crafted.
// In addition to the *require* property, which is explained above, items can also define a *max*. If they
// do, no more than that resource will be automatically produced. This feature can not be controlled through
// the UI and is not used for any resource by default.
// The *limited* property tells KS to craft resources whenever the ratio of the component cost of the stored resources
// to the number of stored components is greater than the limit ratio "limRat".
// This means that if limRat is 0.5, then if you have 1000 beams and 500 beams worth of scaffolds, 250 of the beams
// will be crafted into scaffolds. If instead limRat is 0.75, 625 of the beams will be crafted into scaffolds for a final result
// of 1125 beams-worth of scaffolds and 375 remaining beams.
// Currently, limRat is not modifiable through the UI, though if there is demand, perhaps this will be added in the future.
// Limited has a few other effects like balancing plates and steel while minimizing iron waste
// TLDR: The purpose of the limited property is to proportionally distribute raw materials
// across all crafted resources without wasting raw materials.
items: {
wood: {require: 'catnip', max: 0, limited: false, limRat: 0.5, enabled: true},
beam: {require: 'wood', max: 0, limited: false, limRat: 0.5, enabled: true},
slab: {require: 'minerals', max: 0, limited: false, limRat: 0.5, enabled: true},
steel: {require: 'coal', max: 0, limited: false, limRat: 0.5, enabled: true},
plate: {require: 'iron', max: 0, limited: false, limRat: 0.5, enabled: true},
alloy: {require: 'titanium', max: 0, limited: true, limRat: 0.5, enabled: true},
concrete: {require: false, max: 0, limited: true, limRat: 0.5, enabled: false},
gear: {require: false, max: 0, limited: true, limRat: 0.25, enabled: false},
scaffold: {require: false, max: 0, limited: true, limRat: 0.5, enabled: false},
ship: {require: false, max: 0, limited: true, limRat: 0.5, enabled: false},
tanker: {require: false, max: 0, limited: true, limRat: 0.5, enabled: false},
parchment: {require: false, max: 0, limited: false, limRat: 0.5, enabled: true},
manuscript: {require: 'culture', max: 0, limited: false, limRat: 0.5, enabled: true},
compendium: {require: 'science', max: 0, limited: false, limRat: 0.5, enabled: true},
blueprint: {require: 'science', max: 0, limited: false, limRat: 0.5, enabled: true},
kerosene: {require: 'oil', max: 0, limited: false, limRat: 0.5, enabled: true},
megalith: {require: false, max: 0, limited: true, limRat: 0.5, enabled: false},
eludium: {require: 'unobtainium', max: 0, limited: false, limRat: 0.5, enabled: true},
thorium: {require: 'uranium', max: 0, limited: false, limRat: 0.5, enabled: true}
}
},
trade: {
// Should KS automatically trade?
enabled: true,
// Every trade can define a required resource with the *require* property.
// At what percentage of the storage capacity of that required resource should the trade happen?
trigger: 0.98,
// Trades can be limited to only happen during specific seasons. This is because trades with certain races
// are more effective during specific seasons.
// The *allowcapped* property allows us to trade even if the sold resources are at their cap.
items: {
dragons: {enabled: false, require: 'titanium', allowcapped: false, limited: false,
summer: true, autumn: true, winter: true, spring: true},
zebras: {enabled: false, require: false, allowcapped: false, limited: false,
summer: true, autumn: true, winter: true, spring: true},
lizards: {enabled: false, require: 'minerals', allowcapped: false, limited: false,
summer: true, autumn: false, winter: false, spring: false},
sharks: {enabled: false, require: 'iron', allowcapped: false, limited: false,
summer: false, autumn: false, winter: true, spring: false},
griffins: {enabled: false, require: 'wood', allowcapped: false, limited: false,
summer: false, autumn: true, winter: false, spring: false},
nagas: {enabled: false, require: false, allowcapped: false, limited: false,
summer: false, autumn: false, winter: false, spring: true},
spiders: {enabled: false, require: false, allowcapped: false, limited: false,
summer: false, autumn: true, winter: false, spring: false},
leviathans: {enabled: false, require: 'unobtainium', allowcapped: true, limited: false,
summer: true, autumn: true, winter: true, spring: true}
}
},
upgrade: {
//Should KS automatically upgrade?
enabled: false,
items: {
upgrades: {enabled: true},
techs: {enabled: true},
races: {enabled: true},
missions: {enabled: true},
buildings: {enabled: true}
}
},
options: {
//Which misc options should be enabled?
enabled: true,
items: {
observe: {enabled: true, misc: true, label: '观测天文事件'},
festival: {enabled: true, misc: true, label: '举办节日'},
autoPraise: {enabled: true, subTrigger: 0.98, misc: true, label: '赞美太阳'},
autoczxy: {enabled: false, misc: true, label: '自动重置信仰'},
autoTranscendence: {enabled: false, misc: true, label: '自动超越'},
//shipOverride: {enabled: true, misc: true, label: '强制 243 艘船'},
autofeed: {enabled: true, misc: true, label: '献祭上古神'},
hunt: {enabled: true, subTrigger: 0.98, misc: true, label: '狩猎'},
crypto: {enabled: true, subTrigger: 10000, misc: true, label: '黑币交易'},
catDistribution: {enabled: false, subTrigger: 5, misc: true, label: '分配空闲猫咪'},
leaderPromote: {enabled: true, subTrigger: 0.98, misc: true, label: '提拔领袖'}
// buildEmbassies: {enabled: true, subTrigger: 0.9, misc: true, label: '建造大使馆 (测试功能)'},
// explore: {enabled: false, misc: true, label: '探索 (废弃功能))'}
}
},
filter: {
//What log messages should be filtered?
enabled: false,
items: {
buildFilter: {enabled: false, filter: true, label: '建筑', variant: "ks-activity type_ks-build"},
craftFilter: {enabled: false, filter: true, label: '工艺', variant: "ks-activity type_ks-craft"},
upgradeFilter: {enabled: false, filter: true, label: '升级', variant: "ks-activity type_ks-upgrade"},
researchFilter: {enabled: false, filter: true, label: '研究', variant: "ks-activity type_ks-research"},
tradeFilter: {enabled: false, filter: true, label: '贸易', variant: "ks-activity type_ks-trade"},
huntFilter: {enabled: false, filter: true, label: '狩猎', variant: "ks-activity type_ks-hunt"},
praiseFilter: {enabled: false, filter: true, label: '赞美太阳', variant: "ks-activity type_ks-praise"},
faithFilter: {enabled: false, filter: true, label: '太阳秩序', variant: "ks-activity type_ks-faith"},
festivalFilter: {enabled: false, filter: true, label: '节日', variant: "ks-activity type_ks-festival"},
starFilter: {enabled: false, filter: true, label: '天文事件', variant: "ks-activity type_ks-star"},
distributionFilter: {enabled: false, filter: true, label: '分配小猫', variant: "ks-activity type_ks-distribution"},
promoteFilter: {enabled: false, filter: true, label: '提拔领袖', variant: "ks-activity type_ks-promote"},
resetFaithFilter: {enabled: false, filter: true, label: '重置信仰', variant: "ks-activity type_ks-resetfaith"},
transcendenceFilter: {enabled: false, filter: true, label: '超越', variant: "ks-activity type_ks-transcendence"},
miscFilter: {enabled: false, filter: true, label: '杂项', variant: "ks-activity"}
}
},
resources: {
furs: {stock: 1000},
unobtainium: {consume: 1.0}
}/*,
cache: {
cache: [],
cacheSum: {}
}*/
}
};
// GameLog Modification
// ====================
// Increase messages displayed in log
game.console.maxMessages = 1000;
var printoutput = function (args) {
if (options.auto.filter.enabled) {
for (var filt in options.auto.filter.items) {
var filter = options.auto.filter.items[filt]
if (filter.enabled && filter.variant === args[1]) {return;}
}
}
var color = args.pop();
args[1] = args[1] || 'ks-default';
// update the color of the message immediately after adding
var msg = game.msg.apply(game, args);
$(msg.span).css('color', color);
if (options.debug && console) console.log(args);
};
// Used for option change messages and other special notifications
var message = function () {
var args = Array.prototype.slice.call(arguments);
args.push('ks-default');
args.push(options.msgcolor);
printoutput(args);
};
var activity = function () {
var args = Array.prototype.slice.call(arguments);
var activityClass = args.length > 1 ? ' type_' + args.pop() : '';
args.push('ks-activity' + activityClass);
args.push(options.activitycolor);
printoutput(args);
};
var summary = function () {
var args = Array.prototype.slice.call(arguments);
args.push('ks-summary');
args.push(options.summarycolor);
printoutput(args);
};
var warning = function () {
var args = Array.prototype.slice.call(arguments);
args.unshift('Warning!');
if (console) console.log(args);
};
// Core Engine for Kitten Scientists
// =================================
var Engine = function () {
this.upgradeManager = new UpgradeManager();
this.buildManager = new BuildManager();
this.spaceManager = new SpaceManager();
this.craftManager = new CraftManager();
this.bulkManager = new BulkManager();
this.tradeManager = new TradeManager();
this.religionManager = new ReligionManager();
this.timeManager = new TimeManager();
//this.explorationManager = new ExplorationManager();
this.villageManager = new TabManager('Village');
//this.cacheManager = new CacheManager();
};
Engine.prototype = {
upgradeManager: undefined,
buildManager: undefined,
spaceManager: undefined,
craftManager: undefined,
bulkManager: undefined,
tradeManager: undefined,
religionManager: undefined,
timeManager: undefined,
//explorationManager: undefined,
villageManager: undefined,
//cacheManager: undefined,
loop: undefined,
start: function () {
if (this.loop) return;
this.loop = setInterval(this.iterate.bind(this), options.interval);
message('启用小猫珂学家!');
},
stop: function () {
if (!this.loop) return;
clearInterval(this.loop);
this.loop = undefined;
message('禁用小猫珂学家!');
},
iterate: function () {
var subOptions = options.auto.options;
if (subOptions.enabled && subOptions.items.observe.enabled) this.observeStars();
if (options.auto.upgrade.enabled) this.upgrade();
if (subOptions.enabled && subOptions.items.festival.enabled) this.holdFestival();
if (options.auto.build.enabled) this.build();
if (options.auto.space.enabled) this.space();
if (options.auto.faith.enabled) this.worship();
if (options.auto.craft.enabled) this.craft();
if (options.auto.trade.enabled) this.trade();
if (subOptions.enabled && subOptions.items.hunt.enabled) this.hunt();
if (options.auto.time.enabled) this.chrono();
if (subOptions.enabled && subOptions.items.crypto.enabled) this.crypto();
//if (subOptions.enabled && subOptions.items.explore.enabled) this.explore();
if (subOptions.enabled && subOptions.items.autofeed.enabled) this.autofeed();
if (subOptions.enabled) this.miscOptions();
if (options.auto.autotime.enabled) this.autotime();
},
autofeed: function () {
var levi = game.diplomacy.get("leviathans");
var nCorn = game.resPool.get("necrocorn");
if (!(levi.unlocked && nCorn.value > 0)) {return;}
if (nCorn.value >= 1) {
if (levi.energy < game.religion.getZU("marker").val * 5 + 5) {
game.diplomacy.feedElders();
activity('小猫向上古神献上祭品。 上古神很高兴');
storeForSummary('feed', 1);
}
} else {
if (0.25 * (1 + game.getEffect("corruptionBoostRatio")) < 1) {
storeForSummary('feed', nCorn.value);
game.diplomacy.feedElders();
activity('小猫处理掉了影响效率的多余死灵兽。');
}
}
},
autotime: function(){
// 精密锻造已研究、有时间水晶
if (gamePage.workshop.get("chronoforge").researched && gamePage.resPool.get("timeCrystal").value >= 1) {
// 防止输入无效数值
var trigger = String(options.auto.autotime.trigger);
var trigger0 = trigger.charAt(0);
var trigger1 = trigger.charAt(1);
var trigger2 = trigger.charAt(2);
if (isNaN(trigger) || trigger < 100 || trigger > 999) {
trigger0 = 9;
trigger1 = 9;
trigger2 = 5;
}
var autotime = options.auto.autotime.items;
// 检查千禧年完成状态
var factor = gamePage.challenges.getChallenge("1000Years").researched ? 5 : 10;
// 设置燃烧倍数
var x = 1;
if (autotime.x250.enabled && gamePage.resPool.get("timeCrystal").value >= 250) {x = 250;}
else if (autotime.x50.enabled && gamePage.resPool.get("timeCrystal").value >= 50) {x = 50;}
else if (autotime.x5.enabled && gamePage.resPool.get("timeCrystal").value >= 5) {x = 5;}
else if (autotime.x2.enabled && gamePage.resPool.get("timeCrystal").value >= 2) {x = 2;}
// 设置周期年份为0年
if (x > 44 && gamePage.calendar.cycle != trigger2) {
if (gamePage.calendar.cycle < trigger2) {x = (trigger2 - gamePage.calendar.cycle) * 5 - gamePage.calendar.cycleYear;}
else {x = x - (gamePage.calendar.cycle - trigger2) * 5 - gamePage.calendar.cycleYear;}
}
else if (x > 4 && gamePage.calendar.cycleYear != 0) {
x = x - gamePage.calendar.cycleYear;
}
// 按trigger值燃烧水晶、指定周期内、日期大于0(防止跳过时间悖论)、计时炉不过热 或者 非指定周期、日期大于0(防止跳过时间悖论)、计时炉不过热
if ((gamePage.calendar.cycleYear >= trigger1 || gamePage.calendar.season >= trigger0 - 1) && gamePage.calendar.cycle == trigger2 && gamePage.calendar.day > 0 && gamePage.getEffect("heatMax") - gamePage.time.heat > factor * x || gamePage.calendar.cycle != trigger2 && gamePage.calendar.day > 0 && gamePage.getEffect("heatMax") - gamePage.time.heat > factor * x) {
gamePage.timeTab.cfPanel.children[0].children[0].controller.doShatterAmt(gamePage.timeTab.cfPanel.children[0].children[0].model, x);
gamePage.timeTab.cfPanel.children[0].children[0].update();
}
}
},
crypto: function () {
var coinPrice = game.calendar.cryptoPrice;
var previousRelic = game.resPool.get('relic').value;
var previousCoin = game.resPool.get('blackcoin').value;
var exchangedCoin = 0.0;
var exchangedRelic = 0.0;
var waitForBestPrice = false;
// Waits for coin price to drop below a certain treshold before starting the exchange process
if (waitForBestPrice == true && coinPrice < 860.0) { waitForBestPrice = false; }
// Exchanges up to a certain threshold, in order to keep a good exchange rate, then waits for a higher treshold before exchanging for relics.
if (waitForBestPrice == false && coinPrice < 1095.0 && previousRelic > options.auto.options.items.crypto.subTrigger) {
var currentCoin;
game.diplomacy.buyEcoin();
currentCoin = game.resPool.get('blackcoin').value;
exchangedCoin = Math.round(currentCoin - previousCoin);
activity('小猫出售了你的圣遗物并买入了 '+ exchangedCoin +' 黑币');
}
else if (coinPrice > 1099.9 && game.resPool.get('blackcoin').value > 0) {
var currentRelic;
waitForBestPrice = true;
game.diplomacy.sellEcoin();
currentRelic = game.resPool.get('relic').value;
exchangedRelic = Math.round(currentRelic - previousRelic);
activity('小猫出售了你的黑币并买入了 '+ exchangedRelic +' 圣遗物');
}
},
explore: function () {
var manager = this.explorationManager;
var expeditionNode = game.village.map.expeditionNode;
if ( expeditionNode == null) {
manager.getCheapestNode();
manager.explore(manager.cheapestNodeX, manager.cheapestNodeY);
activity('你的小猫开始探索地图上的结点 '+ manager.cheapestNodeX +'-'+ manager.cheapestNodeY +' 。');
}
},
worship: function () {
var builds = options.auto.faith.items;
var buildManager = this.religionManager;
var craftManager = this.craftManager;
var bulkManager = this.bulkManager;
var trigger = options.auto.faith.trigger;
// Render the tab to make sure that the buttons actually exist in the DOM. Otherwise we can't click them.
buildManager.manager.render();
var metaData = {};
for (var name in builds) {
var build = builds[name]
metaData[name] = buildManager.getBuild(name, build.variant);
if (!buildManager.getBuildButton(name, build.variant)) {
metaData[name].rHidden = true;
} else {
var model = buildManager.getBuildButton(name, build.variant).model;
var panel = (build.variant === 'c') ? game.science.techs[58].researched : true;
metaData[name].rHidden = !(model.visible && model.enabled && panel);
}
}
var buildList = bulkManager.bulk(builds, metaData, trigger);
var refreshRequired = false;
for (var entry in buildList) {
if (buildList[entry].count > 0) {
buildManager.build(buildList[entry].id, buildList[entry].variant, buildList[entry].count);
refreshRequired = true;
}
}
if (refreshRequired) {game.ui.render();}
},
chrono: function () {
if (!game.timeTab.visible) {return;}
var builds = options.auto.time.items;
var buildManager = this.timeManager;
var craftManager = this.craftManager;
var bulkManager = this.bulkManager;
var trigger = options.auto.time.trigger;
// Render the tab to make sure that the buttons actually exist in the DOM. Otherwise we can't click them.
buildManager.manager.render();
var metaData = {};
for (var name in builds) {
var build = builds[name]
metaData[name] = buildManager.getBuild(name, build.variant);
var model = buildManager.getBuildButton(name, build.variant).model;
var panel = (build.variant === 'chrono') ? game.tabs[7].cfPanel : game.tabs[7].vsPanel;
metaData[name].tHidden = (!model.visible || !model.enabled || !panel.visible);
}
var buildList = bulkManager.bulk(builds, metaData, trigger);
var refreshRequired = false;
for (var entry in buildList) {
if (buildList[entry].count > 0) {
buildManager.build(buildList[entry].id, buildList[entry].variant, buildList[entry].count);
refreshRequired = true;
}
}
if (refreshRequired) {game.ui.render();}
},
upgrade: function () {
var upgrades = options.auto.upgrade.items;
var upgradeManager = this.upgradeManager;
var craftManager = this.craftManager;
var bulkManager = this.bulkManager;
var buildManager = this.buildManager;
upgradeManager.workManager.render();
upgradeManager.sciManager.render();
if (upgrades.upgrades.enabled && gamePage.tabs[3].visible) {
var work = game.workshop.upgrades;
var noup = ["factoryOptimization","factoryRobotics","spaceEngineers","chronoEngineers","amFission","biofuel","gmo","pumpjack","factoryAutomation","advancedAutomation","pneumaticPress"];
workLoop:
for (var upg in work) {
if (work[upg].researched || !work[upg].unlocked) {continue;}
var prices = work[upg].prices;
for (var resource in prices) {
if (craftManager.getValueAvailable(prices[resource].name, true) < prices[resource].val) {continue workLoop;}
}
for (var name in noup) {
if (work[upg].name == noup[name]) {continue workLoop;}
}
upgradeManager.build(work[upg], 'workshop');
}
}
if (upgrades.techs.enabled && gamePage.tabs[2].visible) {
var tech = game.science.techs;
techLoop:
for (var upg in tech) {
if (tech[upg].researched || !tech[upg].unlocked) {continue;}
var prices = tech[upg].prices;
for (var resource in prices) {
if (craftManager.getValueAvailable(prices[resource].name, true) < prices[resource].val) {continue techLoop;}
}
upgradeManager.build(tech[upg], 'science');
}
}
if (upgrades.missions.enabled && gamePage.tabs[6].visible) {
var missions = game.space.meta[0].meta;
missionLoop:
for (var i = 0; i < missions.length; i++) {
if (!(missions[i].unlocked && missions[i].val < 1)) {continue;}
var model = game.tabs[6].GCPanel.children[i];
var prices = model.model.prices;
for (var resource in prices) {
if (craftManager.getValueAvailable(prices[resource].name, true) < prices[resource].val) {continue missionLoop;}
}
model.domNode.click();
if (i === 8 || i === 9 || i === 10) {
activity('小猫执行了 ' + missions[i].label, 'ks-upgrade');
} else if (i === 12) {
activity('小猫执行了 探索边界环 的任务', 'ks-upgrade');
} else {
activity('小猫执行了 ' + missions[i].label + ' 的任务', 'ks-upgrade');
}
}
}
if (upgrades.races.enabled && gamePage.tabs[4].visible) {
var maxRaces = (game.diplomacy.get('leviathans').unlocked) ? 8 : 7;
if (game.diplomacyTab.racePanels.length < maxRaces) {
var manpower = craftManager.getValueAvailable('manpower', true);
if (!game.diplomacy.get('lizards').unlocked) {
if (manpower >= 1000) {
game.resPool.get('manpower').value -= 1000;
activity('小猫遇到了 ' + game.diplomacy.unlockRandomRace().name, 'ks-upgrade');
manpower -= 1000;
game.ui.render();
}
}
if (!game.diplomacy.get('sharks').unlocked) {
if (manpower >= 1000) {
game.resPool.get('manpower').value -= 1000;
activity('小猫遇到了 ' + game.diplomacy.unlockRandomRace().name, 'ks-upgrade');
manpower -= 1000;
game.ui.render();
}
}
if (!game.diplomacy.get('griffins').unlocked) {
if (manpower >= 1000) {
game.resPool.get('manpower').value -= 1000;
activity('小猫遇到了 ' + game.diplomacy.unlockRandomRace().name, 'ks-upgrade');
manpower -= 1000;
game.ui.render();
}
}
if (!game.diplomacy.get('nagas').unlocked && game.resPool.get("culture").value >= 1500) {
if (manpower >= 1000) {
game.resPool.get('manpower').value -= 1000;
activity('小猫遇到了 ' + game.diplomacy.unlockRandomRace().name, 'ks-upgrade');
manpower -= 1000;
game.ui.render();
}
}
if (!game.diplomacy.get('zebras').unlocked && game.resPool.get("ship").value >= 1) {
if (manpower >= 1000) {
game.resPool.get('manpower').value -= 1000;
activity('小猫遇到了 ' + game.diplomacy.unlockRandomRace().name, 'ks-upgrade');
manpower -= 1000;
game.ui.render();
}
}
if (!game.diplomacy.get('spiders').unlocked && game.resPool.get("ship").value >= 100 && game.resPool.get("science").maxValue > 125000) {
if (manpower >= 1000) {
game.resPool.get('manpower').value -= 1000;
activity('小猫遇到了 ' + game.diplomacy.unlockRandomRace().name, 'ks-upgrade');
manpower -= 1000;
game.ui.render();
}
}
if (!game.diplomacy.get('dragons').unlocked && game.science.get("nuclearFission").researched) {
if (manpower >= 1000) {
game.resPool.get('manpower').value -= 1000;
activity('小猫遇到了 ' + game.diplomacy.unlockRandomRace().name, 'ks-upgrade');
manpower -= 1000;
game.ui.render();
}
}
}
}
if (upgrades.buildings.enabled) {
var pastures = (game.bld.getBuildingExt('pasture').meta.stage === 0) ? game.bld.getBuildingExt('pasture').meta.val: 0;
var aqueducts = (game.bld.getBuildingExt('aqueduct').meta.stage === 0) ? game.bld.getBuildingExt('aqueduct').meta.val: 0;
var pastureMeta = game.bld.getBuildingExt('pasture').meta;
if (pastureMeta.stage === 0) {
if (pastureMeta.stages[1].stageUnlocked) {
if (craftManager.getPotentialCatnip(true, 0, aqueducts) > 0) {
var prices = pastureMeta.stages[1].prices;
var priceRatio = bulkManager.getPriceRatio(pastureMeta, true);
if (bulkManager.singleBuildPossible(pastureMeta, prices, 1)) {
var button = buildManager.getBuildButton('pasture', 0);
button.controller.sellInternal(button.model, 0);
pastureMeta.on = 0;
pastureMeta.val = 0;
pastureMeta.stage = 1;
activity('将牧场升级为太阳能农场!', 'ks-upgrade');
game.ui.render();
buildManager.build('pasture', 1, 1);
game.ui.render();
return;
}
}
}
}
var aqueductMeta = game.bld.getBuildingExt('aqueduct').meta;
if (aqueductMeta.stage === 0) {
if (aqueductMeta.stages[1].stageUnlocked) {
if (craftManager.getPotentialCatnip(true, pastures, 0) > 0) {
var prices = aqueductMeta.stages[1].prices;
var priceRatio = bulkManager.getPriceRatio(aqueductMeta, true);
if (bulkManager.singleBuildPossible(aqueductMeta, prices, 1)) {
var button = buildManager.getBuildButton('aqueduct', 0);
button.controller.sellInternal(button.model, 0);
aqueductMeta.on = 0
aqueductMeta.val = 0
aqueductMeta.stage = 1
aqueductMeta.calculateEffects(aqueductMeta, game)
activity('将水渠升级为水电站!', 'ks-upgrade');
game.ui.render();
buildManager.build('aqueduct', 1, 1);
game.ui.render();
return;
}
}
}
}
var libraryMeta = game.bld.getBuildingExt('library').meta;
if (libraryMeta.stage === 0) {
if (libraryMeta.stages[1].stageUnlocked) {
var enCon = (game.workshop.get('cryocomputing').researched) ? 1 : 2;
if (game.challenges.currentChallenge == 'energy') {enCon *= 2;}
var libToDat = 3;
if (game.workshop.get('uplink').researched) {
libToDat *= (1 + game.bld.get('biolab').val * game.getEffect('uplinkDCRatio'));
}
if (game.workshop.get('machineLearning').researched) {
libToDat *= (1 + game.bld.get('aiCore').on * game.getEffect('dataCenterAIRatio'));
}
if (game.resPool.energyProd >= game.resPool.energyCons + enCon*libraryMeta.val/libToDat) {
var prices = libraryMeta.stages[1].prices;
var priceRatio = bulkManager.getPriceRatio(libraryMeta, true);
if (bulkManager.singleBuildPossible(libraryMeta, prices, 1)) {
var button = buildManager.getBuildButton('library', 0);
button.controller.sellInternal(button.model, 0);
libraryMeta.on = 0
libraryMeta.val = 0
libraryMeta.stage = 1
libraryMeta.calculateEffects(libraryMeta, game)
activity('将图书馆升级为数据中心!', 'ks-upgrade');
game.ui.render();
buildManager.build('library', 1, 1);
game.ui.render();
return;
}
}
}
}
var amphitheatreMeta = game.bld.getBuildingExt('amphitheatre').meta;
if (amphitheatreMeta.stage === 0) {
if (amphitheatreMeta.stages[1].stageUnlocked) {
var prices = amphitheatreMeta.stages[1].prices;
var priceRatio = bulkManager.getPriceRatio(amphitheatreMeta, true);
if (bulkManager.singleBuildPossible(amphitheatreMeta, prices, 1)) {
var button = buildManager.getBuildButton('amphitheatre', 0);
button.controller.sellInternal(button.model, 0);
amphitheatreMeta.on = 0
amphitheatreMeta.val = 0
amphitheatreMeta.stage = 1
activity('将剧场升级为广播塔!', 'ks-upgrade');
game.ui.render();
buildManager.build('amphitheatre', 1, 1);
game.ui.render();
return;
}
}
}
}
},
build: function () {
var builds = options.auto.build.items;
var buildManager = this.buildManager;
var craftManager = this.craftManager;
var bulkManager = this.bulkManager;
var trigger = options.auto.build.trigger;
// Render the tab to make sure that the buttons actually exist in the DOM. Otherwise we can't click them.
buildManager.manager.render();
var metaData = {};
for (var name in builds) {
var build = builds[name]
metaData[name] = buildManager.getBuild(build.name || name).meta;
}
var buildList = bulkManager.bulk(builds, metaData, trigger, 'bonfire');
var refreshRequired = false;
for (var entry in buildList) {
if (buildList[entry].count > 0) {
buildManager.build(buildList[entry].name || buildList[entry].id, buildList[entry].stage, buildList[entry].count);
refreshRequired = true;
}
}
if (refreshRequired) {game.ui.render();}
},
space: function () {
var builds = options.auto.space.items;
var buildManager = this.spaceManager;
var craftManager = this.craftManager;
var bulkManager = this.bulkManager;
var trigger = options.auto.space.trigger;
// Render the tab to make sure that the buttons actually exist in the DOM. Otherwise we can't click them.
buildManager.manager.render();
var metaData = {};
for (var name in builds) {
var build = builds[name]
metaData[name] = buildManager.getBuild(name);
}
var buildList = bulkManager.bulk(builds, metaData, trigger, 'space');
var refreshRequired = false;
for (var entry in buildList) {
if (buildList[entry].count > 0) {
buildManager.build(buildList[entry].id, buildList[entry].count);
refreshRequired = true;
}
}
if (refreshRequired) {game.ui.render();}
},
craft: function () {
var crafts = options.auto.craft.items;
var manager = this.craftManager;
var trigger = options.auto.craft.trigger;
for (var name in crafts) {
var craft = crafts[name];
var current = !craft.max ? false : manager.getResource(name);
var require = !craft.require ? false : manager.getResource(craft.require);
var season = game.calendar.season;
var amount = 0;
// Ensure that we have reached our cap
if (current && current.value > craft.max) continue;
if (!manager.singleCraftPossible(name)) {continue;}
// Craft the resource if we meet the trigger requirement
if (!require || trigger <= require.value / require.maxValue) {
amount = manager.getLowestCraftAmount(name, craft.limited, craft.limRat, true);
} else if (craft.limited) {
amount = manager.getLowestCraftAmount(name, craft.limited, craft.limRat, false);
}
if (amount > 0) {
manager.craft(name, amount);
}
}
},
holdFestival: function () {
if (!(game.science.get('drama').researched && game.calendar.festivalDays < 400)) {return;}
if (!game.prestige.getPerk('carnivals').researched && game.calendar.festivalDays > 0) {return;}
var craftManager = this.craftManager;
if (craftManager.getValueAvailable('manpower', true) < 1500 || craftManager.getValueAvailable('culture', true) < 5000) {return;}
var catpowProf = 4000 * craftManager.getTickVal(craftManager.getResource('manpower')) > 1500;
var cultureProf = 4000 * craftManager.getTickVal(craftManager.getResource('culture')) > 5000;
if (!(catpowProf && cultureProf)) {return;}
// Render the tab to make sure that the buttons actually exist in the DOM. Otherwise we can't click them.
this.villageManager.render();
if (game.villageTab.festivalBtn.model.enabled) {
var beforeDays = game.calendar.festivalDays;
game.villageTab.festivalBtn.onClick();
storeForSummary('festival');
if (beforeDays > 0) {
activity('小猫延长了节日', 'ks-festival');
} else {
activity('小猫开始举办节日', 'ks-festival');
}
}
},
observeStars: function () {
if (game.calendar.observeBtn != null){
game.calendar.observeHandler();
activity('小猫珂学家观察到一颗星星', 'ks-star');
storeForSummary('stars', 1);
}
},
hunt: function () {
var catpower = this.craftManager.getResource('catpower');
if (options.auto.options.items.hunt.subTrigger <= catpower.value / catpower.maxValue && catpower.value >= 100) {
// No way to send only some hunters. Thus, we hunt with everything
var huntCount = Math.floor(catpower.value/100);
storeForSummary('hunt', huntCount);
activity('派出 ' + huntCount + ' 波小猫去打猎', 'ks-hunt');
/*var huntCount = Math.floor(catpower.value/100);
var aveOutput = this.craftManager.getAverageHunt();
var trueOutput = {};
for (var out in aveOutput) {
var res = this.craftManager.getResource(out);
trueOutput[out] = (res.maxValue > 0) ? Math.min(aveOutput[out] * huntCount, Math.max(res.maxValue - res.value, 0)) : aveOutput[out] * huntCount;
}
this.cacheManager.pushToCache({'materials': trueOutput, 'timeStamp': game.timer.ticksTotal});*/
game.village.huntAll();
}
},
trade: function () {
var craftManager = this.craftManager;
var tradeManager = this.tradeManager;
//var cacheManager = this.cacheManager;
var gold = craftManager.getResource('gold');
var trades = [];
var requireTrigger = options.auto.trade.trigger;
tradeManager.manager.render();
if (!tradeManager.singleTradePossible(undefined)) {return;}
var season = game.calendar.getCurSeason().name;
// Determine how many races we will trade this cycle
for (var name in options.auto.trade.items) {
var trade = options.auto.trade.items[name];
// Check if the race is in season, enabled, unlocked, and can actually afford it
if (!trade.enabled) continue;
if (!trade[season]) continue;
var race = tradeManager.getRace(name);
if (!race.unlocked) {continue;}
var button = tradeManager.getTradeButton(race.name);
if (!button.model.enabled) {continue;}
if (!tradeManager.singleTradePossible(name)) {continue;}
var require = !trade.require ? false : craftManager.getResource(trade.require);
// If we have enough to trigger the check, then attempt to trade
var prof = tradeManager.getProfitability(name);
if (trade.limited && prof) {
trades.push(name);
} else if ((!require || requireTrigger <= require.value / require.maxValue) && requireTrigger <= gold.value / gold.maxValue) {
trades.push(name);
}
}
if (trades.length === 0) {return;}
// Figure out how much we can currently trade
var maxTrades = tradeManager.getLowestTradeAmount(undefined, true, false);
// Distribute max trades without starving any race
if (maxTrades < 1) {return;}
var maxByRace = [];
for (var i = 0; i < trades.length; i++) {
var name = trades[i];
var trade = options.auto.trade.items[name];
var require = !trade.require ? false : craftManager.getResource(trade.require);
var trigConditions = ((!require || requireTrigger <= require.value / require.maxValue) && requireTrigger <= gold.value / gold.maxValue);
var tradePos = tradeManager.getLowestTradeAmount(name, trade.limited, trigConditions);
if (tradePos < 1) {
trades.splice(i, 1);
i--;
continue;
}
maxByRace[i] = tradePos;
}
if (trades.length === 0) {return;}
var tradesDone = {};
while (trades.length > 0 && maxTrades >= 1) {
if (maxTrades < trades.length) {
var j = Math.floor(Math.random() * trades.length);
if (!tradesDone[trades[j]]) {tradesDone[trades[j]] = 0;}
tradesDone[trades[j]] += 1;
maxTrades -= 1;
trades.splice(j, 1);
maxByRace.splice(j, 1);
continue;
}
var minTrades = Math.floor(maxTrades / trades.length);
var minTradePos = 0;
for (var i = 0; i < trades.length; i++) {
if (maxByRace[i] < minTrades) {
minTrades = maxByRace[i];
minTradePos = i;
}
}
if (!tradesDone[trades[minTradePos]]) {tradesDone[trades[minTradePos]] = 0;}
tradesDone[trades[minTradePos]] += minTrades;
maxTrades -= minTrades;
trades.splice(minTradePos, 1);
maxByRace.splice(minTradePos, 1);
}
if (tradesDone.length === 0) {return;}
/*var tradeNet = {};
for (var name in tradesDone) {
var race = tradeManager.getRace(name);
var materials = tradeManager.getMaterials(name);
for (var mat in materials) {
if (!tradeNet[mat]) {tradeNet[mat] = 0;}
tradeNet[mat] -= materials[mat] * tradesDone[name];
}
var meanOutput = tradeManager.getAverageTrade(race);
for (var out in meanOutput) {
var res = craftManager.getResource(out);
if (!tradeNet[out]) {tradeNet[out] = 0;}
tradeNet[out] += (res.maxValue > 0) ? Math.min(meanOutput[out] * tradesDone[name], Math.max(res.maxValue - res.value, 0)) : meanOutput[out] * tradesDone[name];
}
}
cacheManager.pushToCache({'materials': tradeNet, 'timeStamp': game.timer.ticksTotal});*/
for (var name in tradesDone) {
if (tradesDone[name] > 0) {
tradeManager.trade(name, tradesDone[name]);
}
}
},
miscOptions: function () {
var craftManager = this.craftManager;
var optionVals = options.auto.options.items;
/*AutoEmbassy:
if (optionVals.buildEmbassies.enabled) {
var culture = craftManager.getResource('culture');
if (optionVals.buildEmbassies.subTrigger <= culture.value / culture.maxValue) {
var racePanels = game.diplomacyTab.racePanels;
var cultureVal = craftManager.getValueAvailable('culture', true);
var embassyBulk = {};
var bulkTracker = [];
for (var i = 0; i < racePanels.length; i++) {
if (!racePanels[i].embassyButton) {continue;}
var name = racePanels[i].race.name;
var race = game.diplomacy.get(name);
embassyBulk[name] = {'val': 0, 'basePrice': race.embassyPrices[0].val, 'currentEm': race.embassyLevel, 'priceSum': 0, 'race': race};
bulkTracker.push(name);
}
if (bulkTracker.length === 0) {break AutoEmbassy;}
var refreshRequired = false;
while (bulkTracker.length > 0) {
for (var i=0; i < bulkTracker.length; i++) {
var name = bulkTracker[i];
var emBulk = embassyBulk[name];
var nextPrice = emBulk.basePrice * Math.pow(1.15, emBulk.currentEm + emBulk.val);
if (nextPrice <= cultureVal) {
cultureVal -= nextPrice;
emBulk.priceSum += nextPrice;
emBulk.val += 1;
refreshRequired = true;
} else {
bulkTracker.splice(i, 1);
i--;
}
}
}
for (var name in embassyBulk) {
var emBulk = embassyBulk[name];
if (emBulk.val === 0) {continue;}
var cultureVal = craftManager.getValueAvailable('culture', true);
if (emBulk.priceSum > cultureVal) {warning('Something has gone horribly wrong.' + [emBulk.priceSum, cultureVal]);}
game.resPool.resources[13].value -= emBulk.priceSum;
emBulk.race.embassyLevel += emBulk.val;
storeForSummary('embassy', emBulk.val);
if (emBulk.val !== 1) {
activity('Built ' + emBulk.val + ' embassies for ' + name, 'ks-trade');
} else {
activity('Built ' + emBulk.val + ' embassy for ' + name, 'ks-trade');
}
}
if (refreshRequired) {game.ui.render();}
}
}*/
if (optionVals.autoPraise.enabled) {
var faith = craftManager.getResource('faith');
if (optionVals.autoPraise.subTrigger <= faith.value / faith.maxValue) {
var sumfaith = faith.value * (1 + game.religion.getFaithBonus());
storeForSummary('faith', sumfaith);
activity('赞美太阳!积累 ' + game.getDisplayValueExt(faith.value) + ' 信仰为 ' + game.getDisplayValueExt(sumfaith) + ' 信仰总数', 'ks-praise');
game.religion.praise();
}
}
if (optionVals.catDistribution.enabled) {
var kittens = game.village.getFreeKittens();
if (kittens > 0) {
switch (optionVals.catDistribution.subTrigger) {
case 0:
var name = 'woodcutter';
break;
case 1:
var name = 'farmer';
break;
case 2:
var name = 'scholar';
break;
case 3:
var name = 'hunter';
break;
case 4:
var name = 'miner';
break;
case 5:
var name = 'priest';
break;
case 6:
var name = 'geologist';
break;
case 7:
var name = 'engineer';
break;
default:
var name = 'priest';
}
if (game.village.getJob(name).unlocked) {
game.village.assignJob(game.village.getJob(name),kittens);
game.villageTab.updateTab();
activity('分配了 ' + kittens + ' 只小猫到 ' + cnItem(name), 'ks-distribution');
}
}
}
// 自动重置信仰
if (optionVals.autoczxy.enabled) {
if (gamePage.religion.getRU("apocripha").on && (gamePage.religion.faith / gamePage.religion.getFaithBonus()) > gamePage.resPool.get("faith").maxValue * 10) {
activity('重置了 ' + game.getDisplayValueExt(gamePage.religion.faith) + ' 信仰总数', 'ks-resetfaith');
gamePage.religionTab.resetFaithInternal(1.01);
}
}
if (optionVals.leaderPromote.enabled && game.science.get('civil').researched) {
var gold = craftManager.getResource('gold');
var leader = game.village.leader;
if (leader != null && leader.exp > game.village.getRankExp(leader.rank) && optionVals.leaderPromote.subTrigger <= gold.value / gold.maxValue) {
if (game.village.sim.promote(leader) > 0) {
activity('你的领袖被提拔到了 ' + leader.rank + ' 级', 'ks-promote');
gamePage.tabs[1].censusPanel.census.renderGovernment(gamePage.tabs[1].censusPanel.census);
gamePage.tabs[1].censusPanel.census.update();
}
}
}
if (optionVals.autoTranscendence.enabled && gamePage.religion.getRU("transcendence").on) {
var ratio = game.religion.faithRatio;
var lv = game.religion.tclevel;
var k = (lv + 2) / (lv + 1); k *= k;
var x1 = Math.exp(lv + 1) / 5 + 1; x1 *= x1;
var x2 = Math.exp(lv) / 5 + 1; x2 *= x2;
var x = (x1 - x2) / 80;
var rec = (1-k+Math.sqrt(80*(k*k-1)*x+(k-1)*(k-1)))*k/(40*(k+1)*(k+1)*(k-1))+x+x/(k*k-1);
//console.log('推荐值: ' + rec/x + ' ,当前值: ' + ratio/x);
if(ratio >= rec) {
game.religion.faithRatio -= x;
game.religion.tcratio += x;
++game.religion.tclevel;
activity('超越到了 ' + game.religion.tclevel + ' 级', 'ks-transcendence');
}
}
}
};
// Tab Manager
// ===========
var TabManager = function (name) {
this.setTab(name);
};
TabManager.prototype = {
tab: undefined,
render: function () {
if (this.tab && game.ui.activeTabId !== this.tab.tabId) this.tab.render();
return this;
},
setTab: function (name) {
for (var tab in game.tabs) {
if (game.tabs[tab].tabId === name) {
this.tab = game.tabs[tab];
break;
}
}
this.tab ? this.render() : warning('无法找到标签 ' + name);
}
};
// Exploration Manager
// ===================
var ExplorationManager = function () {
this.manager = new TabManager('Village');
};
ExplorationManager.prototype = {
manager: undefined,
currentCheapestNode: null,
currentCheapestNodeValue: null,
cheapestNodeX: null,
cheapestNodeY: null,
explore: function(x, y) {
game.village.map.expeditionNode = {x, y};
game.village.map.explore(x, y);
},
getCheapestNode: function () {
var tileArray = game.village.map.villageData;
var tileKey = "";
this.currentCheapestNode = null;
for (var i in tileArray) {
tileKey = i;
// Discards locked nodes
if (i.unlocked == false) { break; }
// Discards junk nodes
if (tileKey.includes('-')) { break; }
// Acquire node coordinates
var regex = /(\d).(\d*)/g;
var keyMatch = regex.exec(tileKey);
var xCoord = parseInt(keyMatch[1]);
var yCoord = parseInt(keyMatch[2]);
if (this.currentCheapestNode == null) {
this.currentCheapestNodeValue = this.getNodeValue(xCoord, yCoord)
this.currentCheapestNode = i;
this.cheapestNodeX = xCoord;
this.cheapestNodeY = yCoord;
}
if (this.currentCheapestNode != null && this.getNodeValue(xCoord, yCoord) < this.currentCheapestNodeValue) {
this.currentCheapestNodeValue = this.getNodeValue(xCoord, yCoord)
this.currentCheapestNode = i;
this.cheapestNodeX = xCoord;
this.cheapestNodeY = yCoord;
}
}
},
getNodeValue: function (x, y){
var nodePrice = game.village.map.toLevel(x, y);
var exploreCost = game.village.map.getExplorationPrice(x,y);
var tileValue = nodePrice / exploreCost;
return tileValue;
}
};
// Religion manager
// ================
var ReligionManager = function () {
this.manager = new TabManager('Religion');
this.crafts = new CraftManager();
this.bulkManager = new BulkManager();
};
var getButton = function(tab, buttonName){
for(var i in gamePage.tabs[tab].buttons){
if(gamePage.tabs[tab].buttons[i].opts.building == buttonName)
return parseInt(i);
}
};
var getBestUniBuilding = function(log=false) {
var validBuildings = ["unicornTomb","ivoryTower","ivoryCitadel","skyPalace","unicornUtopia","sunspire"];
var pastureButton = getButton(0, "unicornPasture");
var unicornsPerSecond = game.getEffect("unicornsPerTickBase") * game.getRateUI();
var globalRatio = game.getEffect("unicornsGlobalRatio")+1;
var religionRatio = game.getEffect("unicornsRatioReligion")+1;
var paragonRatio = game.prestige.getParagonProductionRatio()+1;
var faithBonus = game.religion.getProductionBonus()/100+1;
var cycle = 1;
if(game.calendar.cycles[game.calendar.cycle].festivalEffects["unicorns"]!=undefined)
if(game.prestige.getPerk("numeromancy").researched && game.calendar.festivalDays)
cycle=game.calendar.cycles[game.calendar.cycle].festivalEffects["unicorns"];
var onZig = Math.max(game.bld.getBuildingExt("ziggurat").meta.on,1);
var total = unicornsPerSecond * globalRatio * religionRatio * paragonRatio * faithBonus * cycle;
var baseUnicornsPerRift = 500 * (1 + game.getEffect("unicornsRatioReligion") * 0.1);
var riftChanceRatio = 1;
if(game.prestige.getPerk("unicornmancy").researched)
riftChanceRatio *= 1.1;
var baseRift = game.getEffect("riftChance") * riftChanceRatio / (10000 * 2) * baseUnicornsPerRift;
/*if(log){
console.log("Unicorns per second: "+total);
console.log("Base rift per second average: "+baseRift);
}*/
var bestAmoritization = Infinity;
var bestBuilding = "";
var pastureAmor = game.bld.getBuildingExt("unicornPasture").meta.effects["unicornsPerTickBase"] * game.getRateUI();
pastureAmor = pastureAmor * globalRatio * religionRatio * paragonRatio * faithBonus * cycle;
/*if(log){
console.log("unicornPasture");
console.log("\tBonus unicorns per second: "+pastureAmor);
}*/
pastureAmor = game.tabs[0].buttons[pastureButton].model.prices[0].val / pastureAmor;
/*if(log){
var baseWait = game.tabs[0].buttons[pastureButton].model.prices[0].val / total;
var avgWait = game.tabs[0].buttons[pastureButton].model.prices[0].val / (total + baseRift);
console.log("\tMaximum time to build: " + game.toDisplaySeconds(baseWait) + " | Average time to build: " + game.toDisplaySeconds(avgWait));
console.log("\tPrice: "+game.tabs[0].buttons[pastureButton].model.prices[0].val+" | Amortization: "+game.toDisplaySeconds(pastureAmor));
}*/
if(pastureAmor < bestAmoritization){
bestAmoritization = pastureAmor;
bestBuilding = "独角兽牧场";
}
for(var i in game.tabs[5].zgUpgradeButtons){
var btn = game.tabs[5].zgUpgradeButtons[i];
if(validBuildings.indexOf(btn.id)!=-1){
if(btn.model.visible){
unicornPrice = 0;
for(var j in btn.model.prices){
if(btn.model.prices[j].name=="unicorns")
unicornPrice += btn.model.prices[j].val;
if(btn.model.prices[j].name=="tears")
unicornPrice += btn.model.prices[j].val * 2500 / onZig;
}
var bld=game.religion.getZU(btn.id);
var relBonus = religionRatio;
var riftChance = game.getEffect("riftChance");
for(var j in bld.effects){
if(j=="unicornsRatioReligion")
relBonus += bld.effects[j]
if(j=="riftChance")
riftChance += bld.effects[j];
}
var unicornsPerRift = 500 * ((relBonus -1) * 0.1 +1);
var riftBonus = riftChance * riftChanceRatio / (10000 * 2) * unicornsPerRift;
riftBonus -= baseRift;
var amor = unicornsPerSecond * globalRatio * relBonus * paragonRatio * faithBonus * cycle;
amor -= total;
amor = amor + riftBonus;
/*if(log){
console.log(btn.id);
console.log("\tBonus unicorns per second: "+amor);
}*/
amor = unicornPrice / amor;
/*if(log){
var baseWait = unicornPrice / total;
var avgWait = unicornPrice / (total + baseRift);
var amorSeconds = gamePage.toDisplaySeconds(amor);
if(amorSeconds == "")
amorSeconds = "NA";
console.log("\tMaximum time to build: " + gamePage.toDisplaySeconds(baseWait) + " | Average time to build: " + gamePage.toDisplaySeconds(avgWait));
console.log("\tPrice: "+unicornPrice + " | Amortization: "+amorSeconds);
}*/
if(amor < bestAmoritization) {
if(riftBonus > 0 || relBonus > religionRatio && unicornPrice > 0){
bestAmoritization = amor;
switch (btn.id) {
case 'unicornTomb':
bestBuilding = '0';
break;
case 'ivoryTower':
bestBuilding = '1';
break;
case 'ivoryCitadel':
bestBuilding = '2';
break;
case 'skyPalace':
bestBuilding = '3';
break;
case 'unicornUtopia':
bestBuilding = '4';
break;
case 'sunspire':
bestBuilding = '5';
break;
}
}
}
}
}
}
return bestBuilding;
};
ReligionManager.prototype = {
manager: undefined,
crafts: undefined,
bulkManager: undefined,
build: function (name, variant, amount) {
var build = this.getBuild(name, variant);
var button = this.getBuildButton(name, variant);
if (!button || !button.model.enabled) return;
var amountTemp = amount;
var label = build.label;
amount=this.bulkManager.construct(button.model, button, amount);
if (amount !== amountTemp) {warning(label + ' Amount ordered: '+amountTemp+' Amount Constructed: '+amount);}
if (variant === "s") {
storeForSummary(label, amount, 'faith');
if (amount === 1) {
activity('小猫发现了 ' + label, 'ks-faith');
} else {
activity('小猫发现了 ' + label + ' ' + amount + ' 次。', 'ks-faith');
}
} else {
storeForSummary(label, amount, 'build');
if (amount === 1) {
activity('小猫建造了一个新的 ' + label, 'ks-build');
} else {
activity('小猫建造了 ' + amount + ' 个新的 ' + label, 'ks-build');
}
}
},
getBuild: function (name, variant) {
switch (variant) {
case 'z':
return game.religion.getZU(name);
case 's':
return game.religion.getRU(name);
case 'c':
return game.religion.getTU(name);
}
},
getBuildButton: function (name, variant) {
switch (variant) {
case 'z':
var buttons = this.manager.tab.zgUpgradeButtons;
break;
case 's':
var buttons = this.manager.tab.rUpgradeButtons;
break;
case 'c':
var buttons = this.manager.tab.children[0].children[0].children;
}
var build = this.getBuild(name, variant);
var zdmt = options.auto.faith.items;
for (var i in buttons) {
//判断是否为庙塔
if (variant === "z" && i <= 5) {
//设置庙塔升级ID
if (zdmt["unicornTomb"].enabled && zdmt["ivoryTower"].enabled && zdmt["ivoryCitadel"].enabled && zdmt["skyPalace"].enabled && zdmt["unicornUtopia"].enabled && zdmt["sunspire"].enabled) {
if (getBestUniBuilding() <= 5) {
i = getBestUniBuilding();
}
else {
i = 9;
}
}
//检测升级所需眼泪
var btn = game.tabs[5].zgUpgradeButtons[i];
for (var j in btn.model.prices) {
if (btn.model.prices[j].name=="tears") {
var unicornPrice = btn.model.prices[j].val;
}
}
//自动献祭独角兽
if (gamePage.bld.getBuildingExt("ziggurat").meta.on > 0) {
var maxSacrifice = Math.floor(gamePage.resPool.get("unicorns").value/2500);
var neededSacrifice = Math.ceil((unicornPrice - gamePage.resPool.get("tears").value) / gamePage.bld.getBuildingExt("ziggurat").meta.on);
if(neededSacrifice <= maxSacrifice && neededSacrifice > 0) {
gamePage.religionTab.sacrificeBtn.controller.sacrifice(gamePage.religionTab.sacrificeBtn.model,neededSacrifice);
}
}
}
var haystack = buttons[i].model.name;
if (haystack.indexOf(build.label) !== -1) {
return buttons[i];
}
}
}
};
// Time manager
// ============
var TimeManager = function () {
this.manager = new TabManager('Time');
this.crafts = new CraftManager();
this.bulkManager = new BulkManager();
};
TimeManager.prototype = {
manager: undefined,
crafts: undefined,
bulkManager: undefined,
build: function (name, variant, amount) {
var build = this.getBuild(name, variant);
var button = this.getBuildButton(name, variant);
if (!button || !button.model.enabled) return;
var amountTemp = amount;
var label = build.label;
amount=this.bulkManager.construct(button.model, button, amount);
if (amount !== amountTemp) {warning(label + ' Amount ordered: '+amountTemp+' Amount Constructed: '+amount);}
storeForSummary(label, amount, 'build');
if (amount === 1) {
activity('小猫建造了一个新的 ' + label, 'ks-build');
} else {
activity('小猫建造了 ' + amount + ' 个新的 ' + label, 'ks-build');
}
},
getBuild: function (name, variant) {
if (variant === 'chrono') {
return game.time.getCFU(name);
} else {
return game.time.getVSU(name);
}
},
getBuildButton: function (name, variant) {
if (variant === 'chrono') {
var buttons = this.manager.tab.children[2].children[0].children;
} else {
var buttons = this.manager.tab.children[3].children[0].children;
}
var build = this.getBuild(name, variant);
for (var i in buttons) {
var haystack = buttons[i].model.name;
if (haystack.indexOf(build.label) !== -1) {
return buttons[i];
}
}
}
};
// Upgrade manager
// ============
var UpgradeManager = function () {
this.workManager = new TabManager('Workshop');
this.sciManager = new TabManager('Science');
this.crafts = new CraftManager();
};
UpgradeManager.prototype = {
manager: undefined,
crafts: undefined,
build: function (upgrade, variant) {
var button = this.getBuildButton(upgrade, variant);
if (!button || !button.model.enabled) return;
//need to simulate a click so the game updates everything properly
button.domNode.click(upgrade);
var label = upgrade.label;
if (variant === 'workshop') {
storeForSummary(label, 1, 'upgrade');
activity('小猫购买了 ' + label + ' 升级', 'ks-upgrade');
} else {
storeForSummary(label, 1, 'research');
activity('小猫购买了 ' + label + ' 科学', 'ks-research');
}
},
getBuildButton: function (upgrade, variant) {
if (variant === 'workshop') {
var buttons = this.workManager.tab.buttons;
} else if (variant === 'science') {
var buttons = this.sciManager.tab.buttons;
}
for (var i in buttons) {
var haystack = buttons[i].model.name;
if (haystack === upgrade.label) {
return buttons[i];
}
}
}
};
// Building manager
// ================
var BuildManager = function () {
this.manager = new TabManager('Bonfire');
this.crafts = new CraftManager();
this.bulkManager = new BulkManager();
};
BuildManager.prototype = {
manager: undefined,
crafts: undefined,
bulkManager: undefined,
build: function (name, stage, amount) {
var build = this.getBuild(name);
var button = this.getBuildButton(name, stage);
if (!button || !button.model.enabled) return;
var amountTemp = amount;
var label = build.meta.label ? build.meta.label : build.meta.stages[stage].label;
amount=this.bulkManager.construct(button.model, button, amount);
if (amount !== amountTemp) {warning(label + ' Amount ordered: '+amountTemp+' Amount Constructed: '+amount);}
storeForSummary(label, amount, 'build');
if (amount === 1) {
activity('小猫建造了一个新的 ' + label, 'ks-build');
} else {
activity('小猫建造了 ' + amount + ' 个新的 ' + label, 'ks-build');
}
},
getBuild: function (name) {
return game.bld.getBuildingExt(name);
},
getBuildButton: function (name, stage) {
var buttons = this.manager.tab.buttons;
var build = this.getBuild(name);
var label = typeof stage !== 'undefined' ? build.meta.stages[stage].label : build.meta.label;
for (var i in buttons) {
var haystack = buttons[i].model.name;
if (haystack.indexOf(label) !== -1){
return buttons[i];
}
}
}
};
// Space manager
// ================
var SpaceManager = function () {
this.manager = new TabManager('Space');
this.crafts = new CraftManager();
this.bulkManager = new BulkManager();
};
SpaceManager.prototype = {
manager: undefined,
crafts: undefined,
bulkManager: undefined,
build: function (name, amount) {
var build = this.getBuild(name);
var button = this.getBuildButton(name);
if (!build.unlocked || !button || !button.model.enabled || !options.auto.space.items[name].enabled) return;
var amountTemp = amount;
var label = build.label;
amount=this.bulkManager.construct(button.model, button, amount);
if (amount !== amountTemp) {
warning(label + ' Amount ordered: '+amountTemp+' Amount Constructed: '+amount);
}
storeForSummary(label, amount, 'build');
if (amount === 1) {
activity('小猫建造了一个新的 ' + label, 'ks-build');
} else {
activity('小猫建造了 ' + amount + ' 个新的 ' + label, 'ks-build');
}
},
getBuild: function (name) {
return game.space.getBuilding(name);
},
getBuildButton: function (name) {
var panels = this.manager.tab.planetPanels;
for (var panel in panels) {
for (var child in panels[panel].children) {
if (panels[panel].children[child].id === name) return panels[panel].children[child];
}
}
}
};
// Crafting Manager
// ================
var CraftManager = function () {
//this.cacheManager = new CacheManager();
};
CraftManager.prototype = {
craft: function (name, amount) {
amount = Math.floor(amount);
if (!name || 1 > amount) return;
if (!this.canCraft(name, amount)) return;
var craft = this.getCraft(name);
var ratio = game.getResCraftRatio(craft);
game.craft(craft.name, amount);
// determine actual amount after crafting upgrades
amount = (amount * (1 + ratio)).toFixed(2);
storeForSummary(ucfirst(name), amount, 'craft');
activity('小猫制作了 ' + game.getDisplayValueExt(amount) + ' ' + cnItem(ucfirst(name)), 'ks-craft');
},
canCraft: function (name, amount) {
var craft = this.getCraft(name);
var enabled = options.auto.craft.items[name].enabled;
var result = false;
if (craft.unlocked && enabled) {
result = true;
for (var i in craft.prices) {
var price = craft.prices[i];
var value = this.getValueAvailable(price.name);
if (value < price.val * amount) {
result = false;
}
}
}
return result;
},
getCraft: function (name) {
return game.workshop.getCraft(this.getName(name));
},
singleCraftPossible: function (name) {
var materials = this.getMaterials(name);
for (var mat in materials) {
if (this.getValueAvailable(mat, true) < materials[mat]) {return false;}
}
return true;
},
getLowestCraftAmount: function (name, limited, limRat, aboveTrigger) {
var amount = Number.MAX_VALUE;
var plateMax = Number.MAX_VALUE;
var materials = this.getMaterials(name);
var craft = this.getCraft(name);
var ratio = game.getResCraftRatio(craft);
var trigger = options.auto.craft.trigger;
//var optionVal = options.auto.options.enabled && options.auto.options.items.shipOverride.enabled;
// Safeguard if materials for craft cannot be determined.
if (!materials) return 0;
if (name==='steel' && limited) {
var plateRatio=game.getResCraftRatio(this.getCraft('plate'));
if (this.getValueAvailable('plate')/this.getValueAvailable('steel') < ((plateRatio+1)/125)/((ratio+1)/100)) {
return 0;
}
} else if (name==='plate' && limited) {
var steelRatio=game.getResCraftRatio(this.getCraft('steel'));
if (game.getResourcePerTick('coal', true) > 0) {
if (this.getValueAvailable('plate')/this.getValueAvailable('steel') > ((ratio+1)/125)/((steelRatio+1)/100)) {
var ironInTime = ((this.getResource('coal').maxValue*trigger - this.getValue('coal'))/game.getResourcePerTick('coal', true))*Math.max(game.getResourcePerTick('iron', true), 0);
plateMax = (this.getValueAvailable('iron') - Math.max(this.getResource('coal').maxValue*trigger - ironInTime,0))/125;
}
}
}
var res = this.getResource(name);
for (var i in materials) {
var delta = undefined;
//if (!limited || (this.getResource(i).maxValue > 0 && aboveTrigger) || (name === 'ship' && optionVal && (this.getResource('ship').value < 243)) )
if (!limited || (this.getResource(i).maxValue > 0 && aboveTrigger)) {
// If there is a storage limit, we can just use everything returned by getValueAvailable, since the regulation happens there
delta = this.getValueAvailable(i) / materials[i];
} else {
// Take the currently present amount of material to craft into account
// Currently this determines the amount of resources that can be crafted such that base materials are proportionally distributed across limited resources.
// This base material distribution is governed by limRat "limited ratio" which defaults to 0.5, corresponding to half of the possible components being further crafted.
// If this were another value, such as 0.75, then if you had 10000 beams and 0 scaffolds, 7500 of the beams would be crafted into scaffolds.
delta = limRat * ((this.getValueAvailable(i, true) + (materials[i] / (1 + ratio)) * this.getValueAvailable(res.name, true)) / materials[i]) - (this.getValueAvailable(res.name, true) / (1 + ratio));
}
amount = Math.min(delta,amount,plateMax);
}
// If we have a maximum value, ensure that we don't produce more than
// this value. This should currently only impact wood crafting, but is
// written generically to ensure it works for any craft that produces a
// good with a maximum value.
if (res.maxValue > 0 && amount > (res.maxValue - res.value))
amount = res.maxValue - res.value;
return Math.floor(amount);
},
getMaterials: function (name) {
var materials = {};
var craft = this.getCraft(name);
// Safeguard against craft items that aren't actually available yet.
if (!craft) return;
var prices = game.workshop.getCraftPrice(craft);
for (var i in prices) {
var price = prices[i];
materials[price.name] = price.val;
}
return materials;
},
//getTickVal: function (res, preTrade)
getTickVal: function (res) {
var prod = game.getResourcePerTick(res.name, true);
if (res.craftable) {
var minProd=Number.MAX_VALUE;
var materials = this.getMaterials(res.name);
for (var mat in materials) {
var rat = (1+game.getResCraftRatio(res.name))/materials[mat];
//Currently preTrade is only true for the festival stuff, so including furs from hunting is ideal.
var addProd = this.getTickVal(this.getResource(mat));
minProd = Math.min(addProd * rat, minProd);
}
prod += (minProd!==Number.MAX_VALUE) ? minProd : 0;
}
if (prod <= 0 && (res.name === 'spice' || res.name === 'blueprint')) {return 'ignore';}
//if (!preTrade) {prod += this.cacheManager.getResValue(res.name);}
return prod;
},
getAverageHunt: function() {
var output = {};
var hunterRatio = game.getEffect('hunterRatio') + game.village.getEffectLeader('manager', 0);
output['furs'] = 40 + 32.5 * hunterRatio;
output['ivory'] = 50 * Math.min(0.225 + 0.01 * hunterRatio, 0.5) + 40 * hunterRatio * Math.min(0.225 + 0.01 * hunterRatio, 0.5);
output['unicorns'] = 0.05;
if (this.getValue('zebras') >= 10) {
output['bloodstone'] = (this.getValue('bloodstone') === 0) ? 0.05 : 0.0005;
}
if (game.ironWill && game.workshop.get('goldOre').researched) {
output['gold'] = 0.625 + 0.625 * hunterRatio;
}
return output;
},
getName: function (name) {
// adjust for spelling discrepancies in core game logic
if ('catpower' === name) name = 'manpower';
if ('compendium' === name) name = 'compedium';
if ('concrete' === name) name = 'concrate';
return name;
},
getResource: function (name) {
if (name === 'slabs') {name = 'slab';} //KG BETA BUGFIX
for (var i in game.resPool.resources) {
var res = game.resPool.resources[i];
if (res.name === this.getName(name)) return res;
}
warning('无法找到资源 ' + name);
return null;
},
getValue: function (name) {
return this.getResource(name).value;
},
getStock: function (name) {
var res = options.auto.resources[this.getName(name)];
var stock = res ? res.stock : 0;
return !stock ? 0 : stock;
},
getValueAvailable: function (name, all, typeTrigger) {
var value = this.getValue(name);
var stock = this.getStock(name);
if (!typeTrigger && typeTrigger !== 0) {
var trigger = options.auto.craft.trigger;
}
else {
var trigger = typeTrigger;
}
if ('catnip' === name) {
var pastures = (game.bld.getBuildingExt('pasture').meta.stage === 0) ? game.bld.getBuildingExt('pasture').meta.val: 0;
var aqueducts = (game.bld.getBuildingExt('aqueduct').meta.stage === 0) ? game.bld.getBuildingExt('aqueduct').meta.val: 0;
var resPerTick = this.getPotentialCatnip(true, pastures, aqueducts);
if (resPerTick < 0) stock -= resPerTick * 202 * 5;
}
value = Math.max(value - stock, 0);
// If we have a maxValue, and user hasn't requested all, check
// consumption rate
if (!all && this.getResource(name).maxValue > 0) {
var res = options.auto.resources[name];
var consume = res && (res.consume != undefined) ? res.consume : options.consume;
value -= Math.min(this.getResource(name).maxValue * trigger, value) * (1 - consume);
}
return value;
},
getPotentialCatnip: function (worstWeather, pastures, aqueducts) {
var fieldProd = game.getEffect('catnipPerTickBase');
if (worstWeather) {
fieldProd *= 0.1;
} else {
fieldProd *= game.calendar.getWeatherMod() + game.calendar.getCurSeason().modifiers['catnip'];
}
var vilProd = (game.village.getResProduction().catnip) ? game.village.getResProduction().catnip * (1 + game.getEffect('catnipJobRatio')) : 0;
var baseProd = fieldProd + vilProd;
var hydroponics = game.space.getBuilding('hydroponics').val;
if (game.prestige.meta[0].meta[21].researched) {
if (game.calendar.cycle === 2) {hydroponics *= 2;}
if (game.calendar.cycle === 7) {hydroponics *= 0.5;}
}
baseProd *= 1 + 0.03 * aqueducts + 0.025 * hydroponics;
var paragonBonus = (game.challenges.currentChallenge == "winterIsComing") ? 0 : game.prestige.getParagonProductionRatio();
baseProd *= 1 + paragonBonus;
baseProd *= 1 + game.religion.getProductionBonus()/100;
if (!game.opts.disableCMBR) {baseProd *= (1 + game.getCMBRBonus());}
baseProd = game.calendar.cycleEffectsFestival({catnip: baseProd})['catnip'];
var baseDemand = game.village.getResConsumption()['catnip'];
var uniPastures = game.bld.getBuildingExt('unicornPasture').meta.val;
baseDemand *= 1 + (game.getHyperbolicEffect(pastures * -0.005 + uniPastures * -0.0015, 1.0));
if (game.village.sim.kittens.length > 0 && game.village.happiness > 1) {
var happyCon = game.village.happiness - 1;
if (game.challenges.currentChallenge == "anarchy") {
baseDemand *= 1 + happyCon * (1 + game.getEffect("catnipDemandWorkerRatioGlobal"));
} else {
baseDemand *= 1 + happyCon * (1 + game.getEffect("catnipDemandWorkerRatioGlobal")) * (1 - game.village.getFreeKittens() / game.village.sim.kittens.length);
}
}
baseProd += baseDemand;
baseProd += game.getResourcePerTickConvertion('catnip');
//Might need to eventually factor in time acceleration using game.timeAccelerationRatio().
return baseProd;
}
};
// Bulk Manager
// ============
var BulkManager = function () {
this.craftManager = new CraftManager();
};
BulkManager.prototype = {
craftManager: undefined,
bulk: function (builds, metaData, trigger, source) {
var bList = [];
var countList = [];
var counter = 0;
for (var name in builds) {
var build = builds[name];
var data = metaData[name];
if (!build.enabled) {continue;}
if (data.tHidden === true) {continue;}
if (data.rHidden === true) {continue;}
if ((data.rHidden === undefined) && !data.unlocked) {continue;}
if (name === 'cryochambers' && (game.time.getVSU('usedCryochambers').val > 0
|| game.bld.getBuildingExt('chronosphere').meta.val <= data.val)) {continue;}
if (name === 'ressourceRetrieval' && data.val >= 100) {continue;}
var prices = (data.stages) ? data.stages[data.stage].prices : data.prices;
var priceRatio = this.getPriceRatio(data, source);
if (!this.singleBuildPossible(data, prices, priceRatio, source)) {continue;}
var require = !build.require ? false : this.craftManager.getResource(build.require);
if (!require || trigger <= require.value / require.maxValue) {
if (typeof(build.stage) !== 'undefined' && build.stage !== data.stage) {
continue;
}
bList.push(new Object());
bList[counter].id = name;
bList[counter].label = build.label;
bList[counter].name = build.name;
bList[counter].stage = build.stage;
bList[counter].variant = build.variant;
countList.push(new Object());
countList[counter].id = name;
countList[counter].name = build.name;
countList[counter].count = 0;
countList[counter].spot = counter;
countList[counter].prices = prices;
countList[counter].priceRatio = priceRatio;
countList[counter].source = source;
counter++;
}
}
if (countList.length === 0) {return;}
var tempPool = new Object();
for (var res in game.resPool.resources) {
tempPool[game.resPool.resources[res].name]=game.resPool.resources[res].value;
}
for (var res in tempPool) {tempPool[res] = this.craftManager.getValueAvailable(res, true);}
var k = 0;
while (countList.length !== 0) {
bulkLoop:
for (var j = 0; j < countList.length; j++) {
var build = countList[j];
var data = metaData[build.id];
var prices = build.prices;
var priceRatio = build.priceRatio;
var source = build.source;
for (var p = 0; p < prices.length; p++) {
var spaceOil = false;
var cryoKarma = false;
if (source && source === 'space' && prices[p].name === 'oil') {
spaceOil = true;
var oilPrice = prices[p].val * (1 - game.getHyperbolicEffect(game.getEffect('oilReductionRatio'), 0.75));
} else if (build.id === 'cryochambers' && prices[p].name === 'karma') {
cryoKarma = true;
var karmaPrice = prices[p].val * (1 - game.getHyperbolicEffect(0.01 * game.prestige.getBurnedParagonRatio(), 1.0));
}
if (spaceOil) {
var nextPriceCheck = (tempPool['oil'] < oilPrice * Math.pow(1.05, k + data.val));
} else if (cryoKarma) {
var nextPriceCheck = (tempPool['karma'] < karmaPrice * Math.pow(priceRatio, k + data.val));
} else {
var nextPriceCheck = (tempPool[prices[p].name] < prices[p].val * Math.pow(priceRatio, k + data.val));
}
if (nextPriceCheck || (data.noStackable && (k + data.val)>=1) || (build.id === 'ressourceRetrieval' && k + data.val >= 100)
|| (build.id === 'cryochambers' && game.bld.getBuildingExt('chronosphere').meta.val <= k + data.val)) {
for (var p2 = 0; p2 < p; p2++) {
if (source && source === 'space' && prices[p2].name === 'oil') {
var oilPriceRefund = prices[p2].val * (1 - game.getHyperbolicEffect(game.getEffect('oilReductionRatio'), 0.75));
tempPool['oil'] += oilPriceRefund * Math.pow(1.05, k + data.val);
} else if (build.id === 'cryochambers' && prices[p2].name === 'karma') {
var karmaPriceRefund = prices[p2].val * (1 - game.getHyperbolicEffect(0.01 * game.prestige.getBurnedParagonRatio(), 1.0));
tempPool['karma'] += karmaPriceRefund * Math.pow(priceRatio, k + data.val);
} else {
var refundVal = prices[p2].val * Math.pow(priceRatio, k + data.val);
tempPool[prices[p2].name] += (prices[p2].name === 'void') ? Math.ceil(refundVal) : refundVal;
}
}
bList[countList[j].spot].count = countList[j].count;
countList.splice(j, 1);
j--;
continue bulkLoop;
}
if (spaceOil) {
tempPool['oil'] -= oilPrice * Math.pow(1.05, k + data.val);
} else if (cryoKarma) {
tempPool['karma'] -= karmaPrice * Math.pow(priceRatio, k + data.val);
} else {
var pVal = prices[p].val * Math.pow(priceRatio, k + data.val);
tempPool[prices[p].name] -= (prices[p].name === 'void') ? Math.ceil(pVal) : pVal;
}
}
countList[j].count++;
}
k++;
}
return bList;
},
construct: function (model, button, amount) {
var meta = model.metadata;
var counter = 0;
if (typeof meta.limitBuild == "number" && meta.limitBuild - meta.val < amount) {
amount = meta.limitBuild - meta.val;
}
if (model.enabled && button.controller.hasResources(model) || game.devMode ) {
while (button.controller.hasResources(model) && amount > 0) {
model.prices=button.controller.getPrices(model);
button.controller.payPrice(model);
button.controller.incrementValue(model);
counter++;
amount--;
}
if (meta.breakIronWill) {game.ironWill = false;}
if (meta.unlocks) {game.unlock(meta.unlocks);}
if (meta.upgrades) {game.upgrade(meta.upgrades);}
}
return counter;
},
getPriceRatio: function (data, source) {
var ratio = (!data.stages) ? data.priceRatio : (data.priceRatio || data.stages[data.stage].priceRatio);
var ratioDiff = 0;
if (source && source === 'bonfire') {
ratioDiff = game.getEffect(data.name + "PriceRatio") +
game.getEffect("priceRatio") +
game.getEffect("mapPriceReduction");
ratioDiff = game.getHyperbolicEffect(ratioDiff, ratio - 1);
}
return ratio + ratioDiff;
},
singleBuildPossible: function (data, prices, priceRatio, source) {
for (var price in prices) {
if (source && source === 'space' && prices[price].name === 'oil') {
var oilPrice = prices[price].val * (1 - game.getHyperbolicEffect(game.getEffect('oilReductionRatio'), 0.75));
if (this.craftManager.getValueAvailable('oil', true) < oilPrice * Math.pow(1.05, data.val)) {return false;}
} else if (data.name === 'cryochambers' && prices[price].name === 'karma') {
var karmaPrice = prices[price].val * (1 - game.getHyperbolicEffect(0.01 * game.prestige.getBurnedParagonRatio(), 1.0));
if (this.craftManager.getValueAvailable('karma', true) < karmaPrice * Math.pow(priceRatio, data.val)) {return false;}
} else {
if (this.craftManager.getValueAvailable(prices[price].name, true) < prices[price].val * Math.pow(priceRatio, data.val)) {return false;}
}
}
return true;
}
};
// Trading Manager
// ===============
var TradeManager = function () {
this.craftManager = new CraftManager();
this.manager = new TabManager('Trade');
};
TradeManager.prototype = {
craftManager: undefined,
manager: undefined,
trade: function (name, amount) {
if (!name || 1 > amount) {warning('KS trade checks are not functioning properly, please create an issue on the github page.');}
var race = this.getRace(name);
var button = this.getTradeButton(race.name);
if (!button.model.enabled || !options.auto.trade.items[name].enabled) {warning('KS trade checks are not functioning properly, please create an issue on the github page.');}
game.diplomacy.tradeMultiple(race, amount);
storeForSummary(race.title, amount, 'trade');
activity('小猫和 ' + cnItem(ucfirst(name)) + ' 交易了 ' + amount + ' 次', 'ks-trade');
},
getProfitability: function (name) {
var race = this.getRace(name);
var materials = this.getMaterials(name);
var cost = 0;
for (var mat in materials) {
var tick = this.craftManager.getTickVal(this.craftManager.getResource(mat));
if (tick <= 0) {return false;}
cost += materials[mat]/tick;
}
var output = this.getAverageTrade(race);
var profit = 0;
for (var prod in output) {
var res = this.craftManager.getResource(prod);
var tick = this.craftManager.getTickVal(res);
if (tick === 'ignore') {continue;}
if (tick <= 0) {return true;}
profit += (res.maxValue > 0) ? Math.min(output[prod], Math.max(res.maxValue - res.value, 0))/tick : output[prod]/tick;
}
return (cost <= profit);
},
getAverageTrade: function (race) {
var standRat = game.getEffect("standingRatio");
standRat += (game.prestige.getPerk("diplomacy").researched) ? 10 : 0;
var rRatio = (race.name === "leviathans") ? (1 + 0.02 * race.energy) : 1;
var tRatio = 1 + game.diplomacy.getTradeRatio();
var successRat = (race.attitude === "hostile") ? Math.min(race.standing + standRat/100, 1) : 1;
var bonusRat = (race.attitude === "friendly") ? Math.min(race.standing + standRat/200, 1) : 0;
var output = {};
for (var s in race.sells) {
var item = race.sells[s];
if (!this.isValidTrade(item, race)) {continue;}
var resource = this.craftManager.getResource(item.name);
var mean = 0;
var tradeChance = (race.embassyPrices) ? item.chance * (1 + game.getHyperbolicEffect(0.01 * race.embassyLevel, 0.75)) : item.chance;
if (race.name == "zebras" && item.name == "titanium") {
var shipCount = game.resPool.get("ship").value;
var titanProb = Math.min(0.15 + shipCount * 0.0035, 1);
var titanRat = 1 + shipCount / 50;
mean = 1.5 * titanRat * (successRat * titanProb);
} else {
var sRatio = (!item.seasons) ? 1 : item.seasons[game.calendar.getCurSeason().name];
var normBought = (successRat - bonusRat) * Math.min(tradeChance/100, 1);
var normBonus = bonusRat * Math.min(tradeChance/100, 1);
mean = (normBought + 1.25 * normBonus) * item.value * rRatio * sRatio * tRatio;
}
output[item.name] = mean;
}
var spiceChance = (race.embassyPrices) ? 0.35 * (1 + 0.01 * race.embassyLevel) : 0.35;
var spiceTradeAmount = successRat * Math.min(spiceChance, 1);
output['spice'] = 25 * spiceTradeAmount + 50 * spiceTradeAmount * tRatio / 2;
output['blueprint'] = 0.1 * successRat;
return output;
},
isValidTrade: function (item, race) {
return (!(item.minLevel && race.embassyLevel < item.minLevel) && (game.resPool.get(item.name).unlocked || item.name === 'titanium' || item.name === 'uranium' || race.name === 'leviathans'));
},
getLowestTradeAmount: function (name, limited, trigConditions) {
var amount = undefined;
var highestCapacity = undefined;
var materials = this.getMaterials(name);
var race = this.getRace(name);
for (var i in materials) {
if (i === "catpower") {
var total = this.craftManager.getValueAvailable(i, true) / materials[i];
} else {
var total = this.craftManager.getValueAvailable(i, limited, options.auto.trade.trigger) / materials[i];
}
amount = (amount === undefined || total < amount) ? total : amount;
}
amount = Math.floor(amount);
if (amount === 0) {return 0;}
if (race === null || options.auto.trade.items[name].allowcapped) return amount;
// Loop through the items obtained by the race, and determine
// which good has the most space left. Once we've determined this,
// reduce the amount by this capacity. This ensures that we continue to trade
// as long as at least one resource has capacity, and we never over-trade.
var tradeOutput = this.getAverageTrade(race);
for (var s in race.sells) {
var item = race.sells[s];
var resource = this.craftManager.getResource(item.name);
var max = 0;
// No need to process resources that don't cap
if (!resource.maxValue) continue;
max = tradeOutput[item.name];
var capacity = Math.max((resource.maxValue - resource.value) / max, 0);
highestCapacity = (capacity < highestCapacity) ? highestCapacity : capacity;
}
// We must take the ceiling of capacity so that we will trade as long
// as there is any room, even if it doesn't have exact space. Otherwise
// we seem to starve trading altogether.
highestCapacity = Math.ceil(highestCapacity);
if (highestCapacity === 0) {return 0;}
// Now that we know the most we *should* trade for, check to ensure that
// we trade for our max cost, or our max capacity, whichever is lower.
// This helps us prevent trading for resources we can't store. Note that we
// essentially ignore blueprints here. In addition, if highestCapacity was never set,
// then we just
amount = (highestCapacity < amount) ? Math.max(highestCapacity - 1, 1) : amount;
return Math.floor(amount);
},
getMaterials: function (name) {
var materials = {catpower: 50, gold: 15};
if (name === undefined)
return materials;
var prices = this.getRace(name).buys;
for (var i in prices) {
var price = prices[i];
materials[price.name] = price.val;
}
return materials;
},
getRace: function (name) {
if (name === undefined)
return null;
else
return game.diplomacy.get(name);
},
getTradeButton: function (race) {
for (var i in this.manager.tab.racePanels) {
var panel = this.manager.tab.racePanels[i];
if (panel.race.name === race) return panel.tradeBtn;
}
},
singleTradePossible: function (name) {
var materials = this.getMaterials(name);
for (var mat in materials) {
if (this.craftManager.getValueAvailable(mat, true) < materials[mat]) {return false;}
}
return true;
}
};
// Cache Manager
// ===============
/*var CacheManager = function () {};
CacheManager.prototype = {
pushToCache: function (data) {
var cache = options.auto.cache.cache;
var cacheSum = options.auto.cache.cacheSum;
var materials = data['materials'];
var currentTick = game.timer.ticksTotal;
cache.push(data);
for (var mat in materials) {
if (!cacheSum[mat]) {cacheSum[mat] = 0;}
cacheSum[mat] += materials[mat];
}
for (var i = 0; i < cache.length; i++) {
var oldData = cache[i];
if (cache.length > 10000) {
var oldMaterials = oldData['materials'];
for (var mat in oldMaterials) {
if (!cacheSum[mat]) {cacheSum[mat] = 0;}
cacheSum[mat] -= oldMaterials[mat];
}
cache.shift;
i--;
} else {
return;
}
}
},
getResValue: function (res) {
var cache = options.auto.cache.cache;
if (cache.length === 0) {return 0;}
var cacheSum = options.auto.cache.cacheSum;
if (!cacheSum[res]) {return 0;}
var currentTick = game.timer.ticksTotal;
var startingTick = cache[0].timeStamp;
return (cacheSum[res] / (currentTick - startingTick));
}
};*/
// ==============================
// Configure overall page display
// ==============================
var right = $('#rightColumn');
var addRule = function (rule) {
var sheets = document.styleSheets;
sheets[0].insertRule(rule, 0);
};
var defaultSelector = 'body[data-ks-style]:not(.scheme_sleek)';
addRule(defaultSelector + ' #game {'
+ 'font-family: monospace;'
+ 'font-size: 12px;'
+ 'min-width: 1300px;'
+ 'top: 32px;'
+ '}');
addRule(defaultSelector + ' {'
+ 'font-family: monospace;'
+ 'font-size: 12px;'
+ '}');
addRule(defaultSelector + ' .column {'
+ 'min-height: inherit;'
+ 'max-width: inherit !important;'
+ 'padding: 1%;'
+ 'margin: 0;'
+ 'overflow-y: auto;'
+ '}');
addRule(defaultSelector + ' #leftColumn {'
+ 'height: 92%;'
+ 'width: 26%;'
+ '}');
addRule(defaultSelector + ' #midColumn {'
+ 'margin-top: 1% !important;'
+ 'height: 90%;'
+ 'width: 48%;'
+ '}');
addRule(defaultSelector + ' #rightColumn {'
+ 'overflow-y: scroll;'
+ 'height: 92%;'
+ 'width: 19%;'
+ '}');
addRule(defaultSelector + ' #gameLog .msg {'
+ 'display: block;'
+ '}');
addRule(defaultSelector + ' #gameLog {'
+ 'overflow-y: hidden !important;'
+ 'width: 100% !important;'
+ 'padding-top: 5px !important;'
+ '}');
addRule(defaultSelector + ' #resContainer .maxRes {'
+ 'color: #676766;'
+ '}');
addRule(defaultSelector + ' #game .btn {'
+ 'border-radius: 0px;'
+ 'font-family: monospace;'
+ 'font-size: 12px !important;'
+ 'margin: 0 5px 7px 0;'
+ 'width: 290px;'
+ '}');
addRule(defaultSelector + ' #game .map-viewport {'
+ 'height: 340px;'
+ 'max-width: 500px;'
+ 'overflow: visible;'
+ '}');
addRule(' #game .map-dashboard {'
+ 'height: 120px;'
+ 'width: 292px;'
+ '}');
addRule('#ks-options ul {'
+ 'list-style: none;'
+ 'margin: 0 0 5px;'
+ 'padding: 0;'
+ '}');
addRule('#ks-options ul:after {'
+ 'clear: both;'
+ 'content: " ";'
+ 'display: block;'
+ 'height: 0;'
+ '}');
addRule('#ks-options ul li {'
+ 'display: block;'
+ 'float: left;'
+ 'width: 100%;'
+ '}');
addRule('#ks-options #toggle-list-resources .stockWarn {'
+ 'color: ' + options.stockwarncolor + ';'
+ '}');
document.body.setAttribute("data-ks-style", "");
// Local Storage
// =============
var kittenStorageVersion = 1;
var kittenStorage = {
version: kittenStorageVersion,
toggles: {},
items: {},
resources: {},
triggers: {}
};
var initializeKittenStorage = function () {
$("#items-list-build, #items-list-craft, #items-list-trade").find("input[id^='toggle-']").each(function () {
kittenStorage.items[$(this).attr("id")] = $(this).prop("checked");
});
saveToKittenStorage();
};
var saveToKittenStorage = function () {
kittenStorage.toggles = {
build: options.auto.build.enabled,
space: options.auto.space.enabled,
craft: options.auto.craft.enabled,
upgrade: options.auto.upgrade.enabled,
trade: options.auto.trade.enabled,
faith: options.auto.faith.enabled,
time: options.auto.time.enabled,
options: options.auto.options.enabled,
filter: options.auto.filter.enabled,
autotime: options.auto.autotime.enabled
};
kittenStorage.resources = options.auto.resources;
kittenStorage.triggers = {
faith: options.auto.faith.trigger,
time: options.auto.time.trigger,
build: options.auto.build.trigger,
space: options.auto.space.trigger,
craft: options.auto.craft.trigger,
trade: options.auto.trade.trigger,
autotime: options.auto.autotime.trigger
};
localStorage['cbc.kitten-scientists'] = JSON.stringify(kittenStorage);
};
var loadFromKittenStorage = function () {
var saved = JSON.parse(localStorage['cbc.kitten-scientists'] || 'null');
if (saved && saved.version == kittenStorageVersion) {
kittenStorage = saved;
if (saved.toggles) {
for (var toggle in saved.toggles) {
if (toggle !== 'engine' && options.auto[toggle]) {
options.auto[toggle].enabled = !!saved.toggles[toggle];
var el = $('#toggle-' + toggle);
el.prop('checked', options.auto[toggle].enabled);
}
}
}
for (var item in kittenStorage.items) {
var value = kittenStorage.items[item];
var el = $('#' + item);
var option = el.data('option');
var name = item.split('-');
if (option === undefined) {
delete kittenStorage.items[item];
continue;
}
if (name[0] == 'set') {
el[0].title = value;
} else {
el.prop('checked', value);
}
if (name.length == 2) {
option.enabled = value;
} else {
if (name[1] == 'limited') {
option.limited = value;
} else {
option[name[2]] = value;
}
}
}
var list = $("#toggle-list-resources");
for (var resource in kittenStorage.resources) {
var res = kittenStorage.resources[resource];
if ($('#resource-' + resource).length === 0) {
list.append(addNewResourceOption(resource));
}
if ('stock' in res) {
setStockValue(resource, res.stock);
}
if ('consume' in res) {
setConsumeRate(resource, res.consume);
}
}
if (saved.triggers) {
options.auto.faith.trigger = saved.triggers.faith;
options.auto.time.trigger = saved.triggers.time;
options.auto.build.trigger = saved.triggers.build;
options.auto.space.trigger = saved.triggers.space;
options.auto.craft.trigger = saved.triggers.craft;
options.auto.trade.trigger = saved.triggers.trade;
options.auto.autotime.trigger = saved.triggers.autotime;
$('#trigger-faith')[0].title = options.auto.faith.trigger;
$('#trigger-time')[0].title = options.auto.time.trigger;
$('#trigger-build')[0].title = options.auto.build.trigger;
$('#trigger-space')[0].title = options.auto.space.trigger;
$('#trigger-craft')[0].title = options.auto.craft.trigger;
$('#trigger-trade')[0].title = options.auto.trade.trigger;
$('#trigger-autotime')[0].title = options.auto.autotime.trigger;
}
} else {
initializeKittenStorage();
}
};
// Add options element
// ===================
var ucfirst = function (string) {
return string.charAt(0).toUpperCase() + string.slice(1);
};
var roundToTwo = function (n) {
return +(Math.round(n + "e+2") + "e-2")
};
var setStockWarning = function(name, value) {
// simplest way to ensure it doesn't stick around too often; always do
// a remove first then re-add only if needed
$("#resource-" + name).removeClass("stockWarn");
var maxValue = game.resPool.resources.filter(i => i.name == name)[0].maxValue;
if (value > maxValue && !(maxValue === 0)) $("#resource-" + name).addClass("stockWarn");
}
var setStockValue = function (name, value) {
var n = Number(value);
if (isNaN(n) || n < 0) {
warning('忽略无效的库存值 ' + value);
return;
}
if (!options.auto.resources[name]) options.auto.resources[name] = {};
options.auto.resources[name].stock = n;
$('#stock-value-' + name).text('库存: ' + game.getDisplayValueExt(n));
setStockWarning(name, n);
};
var setConsumeRate = function (name, value) {
var n = parseFloat(value);
if (isNaN(n) || n < 0.0 || n > 1.0) {
warning('忽略无效的消耗率 ' + value);
return;
}
if (!options.auto.resources[name]) options.auto.resources[name] = {};
options.auto.resources[name].consume = n;
$('#consume-rate-' + name).text('消耗率: ' + n.toFixed(2));
};
var removeResourceControl = function (name) {
delete options.auto.resources[name];
};
var addNewResourceOption = function (name, title) {
var res = options.auto.resources[name];
var stock = res && (res.stock != undefined) ? res.stock : 0;
var consume = res && (res.consume != undefined) ? res.consume : options.consume;
var container = $('<div/>', {
id: 'resource-' + name,
css: {display: 'inline-block', width: '100%'},
});
var label = $('<div/>', {
id: 'resource-label-' + name,
text: cnItem(ucfirst(name)),
css: {display: 'inline-block', width: '95px'},
});
var stock = $('<div/>', {
id: 'stock-value-' + name,
text: '库存: ' + game.getDisplayValueExt(stock),
css: {cursor: 'pointer', display: 'inline-block', width: '80px'},
});
var consume = $('<div/>', {
id: 'consume-rate-' + name,
text: '消耗率: ' + consume.toFixed(2),
css: {cursor: 'pointer', display: 'inline-block'},
});
var del = $('<div/>', {
id: 'resource-delete-' + name,
text: '删除',
css: {cursor: 'pointer',
display: 'inline-block',
float: 'right',
paddingRight: '5px',
textShadow: '3px 3px 4px gray'},
});
container.append(label, stock, consume, del);
// once created, set color if relevant
if (res != undefined && res.stock != undefined) setStockWarning(name, res.stock);
stock.on('click', function () {
var value = window.prompt('库存 ' + cnItem(ucfirst(name)));
if (value !== null) {
setStockValue(name, value);
saveToKittenStorage();
}
});
consume.on('click', function () {
var value = window.prompt('消耗率 ' + cnItem(ucfirst(name)));
if (value !== null) {
setConsumeRate(name, value);
saveToKittenStorage();
}
});
del.on('click', function () {
if (window.confirm('确定取消自动转换 ' + cnItem(ucfirst(name)) + ' ?')) {
container.remove();
removeResourceControl(name);
saveToKittenStorage();
}
});
return container;
};
var getAvailableResourceOptions = function () {
var items = [];
for (var i in game.resPool.resources) {
var res = game.resPool.resources[i];
// Show only new resources that we don't have in the list and that are
// visible. This helps cut down on total size.
if (res.name && $('#resource-' + res.name).length === 0) {
var item = $('<div/>', {
id: 'resource-add-' + res.name,
text: cnItem(ucfirst(res.name)),
css: {cursor: 'pointer',
textShadow: '3px 3px 4px gray'},
});
// Wrapper function needed to make closure work
(function (res, item) {
item.on('click', function () {
item.remove();
if (!options.auto.resources[res.name]) options.auto.resources[res.name] = {};
options.auto.resources[res.name].stock = 0;
options.auto.resources[res.name].consume = options.consume;
$('#toggle-list-resources').append(addNewResourceOption(res.name, res.title));
});
})(res, item);
items.push(item);
}
}
return items;
};
var getResourceOptions = function () {
var list = $('<ul/>', {
id: 'toggle-list-resources',
css: {display: 'none', paddingLeft: '20px'}
});
var add = $('<div/>', {
id: 'resources-add',
text: '添加资源',
css: {cursor: 'pointer',
display: 'inline-block',
textShadow: '3px 3px 4px gray',
borderBottom: '1px solid rgba(185, 185, 185, 0.7)' },
});
var clearunused = $('<div/>', {
id: 'resources-clear-unused',
text: '清除未使用项',
css: {cursor: 'pointer',
display: 'inline-block',
float: 'right',
paddingRight: '5px',
textShadow: '3px 3px 4px gray' },
});
clearunused.on('click', function () {
for (var name in options.auto.resources) {
// Only delete resources with unmodified values. Require manual
// removal of resources with non-standard values.
if (!options.auto.resources[name].stock &&
options.auto.resources[name].consume == options.consume ||
options.auto.resources[name].consume == undefined) {
$('#resource-' + name).remove();
}
}
});
var allresources = $('<ul/>', {
id: 'available-resources-list',
css: {display: 'none', paddingLeft: '20px'}
});
add.on('click', function () {
allresources.toggle();
allresources.empty();
allresources.append(getAvailableResourceOptions());
});
list.append(add, clearunused, allresources);
// Add all the current resources
for (var name in options.auto.resources) {
list.append(addNewResourceOption(name));
}
return list;
};
var getToggle = function (toggleName, text) {
var auto = options.auto[toggleName];
var element = $('<li/>', {id: 'ks-' + toggleName});
var label = $('<label/>', {
'for': 'toggle-' + toggleName,
text: text
});
var input = $('<input/>', {
id: 'toggle-' + toggleName,
type: 'checkbox'
});
if (auto.enabled) {
input.prop('checked', true);
}
// engine needs a custom toggle
if (toggleName !== 'engine') {
input.on('change', function () {
if (input.is(':checked') && auto.enabled == false) {
auto.enabled = true;
if (toggleName === 'filter' || toggleName === 'options') {
message('启用 ' + cnItem(ucfirst(text)));
} else {
message('启用自动化 ' + cnItem(ucfirst(text)));
}
saveToKittenStorage();
} else if ((!input.is(':checked')) && auto.enabled == true) {
auto.enabled = false;
if (toggleName === 'filter' || toggleName === 'options') {
message('禁用 ' + cnItem(ucfirst(text)));
} else {
message('禁用自动化 ' + cnItem(ucfirst(text)));
}
saveToKittenStorage();
}
});
}
element.append(input, label);
if (auto.items) {
// Add a border on the element
element.css('borderBottom', '1px solid rgba(185, 185, 185, 0.7)');
var toggle = $('<div/>', {
css: {display: 'inline-block', float: 'right'}
});
var button = $('<div/>', {
id: 'toggle-items-' + toggleName,
text: '项目',
css: {cursor: 'pointer',
display: 'inline-block',
float: 'right',
paddingRight: '5px',
textShadow: '3px 3px 4px gray'}
});
element.append(button);
var list = $('<ul/>', {
id: 'items-list-' + toggleName,
css: {display: 'none', paddingLeft: '20px'}
});
var disableall = $('<div/>', {
id: 'toggle-all-items-' + toggleName,
text: '全部禁用',
css: {cursor: 'pointer',
display: 'inline-block',
textShadow: '3px 3px 4px gray',
marginRight: '8px'}
});
disableall.on('click', function () {
// can't use find as we only want one layer of checkboxes
var items = list.children().children(':checkbox');
items.prop('checked', false);
items.change();
list.children().children(':checkbox').change();
});
list.append(disableall);
var enableall = $('<div/>', {
id: 'toggle-all-items-' + toggleName,
text: '全部启用',
css: {cursor: 'pointer',
display: 'inline-block',
textShadow: '3px 3px 4px gray'}
});
enableall.on('click', function () {
// can't use find as we only want one layer of checkboxes
var items = list.children().children(':checkbox');
items.prop('checked', true);
items.change();
list.children().children(':checkbox').change();
});
list.append(enableall);
// fill out list with toggle items
for (var itemName in auto.items) {
if (toggleName === 'trade')
list.append(getTradeOption(itemName, auto.items[itemName]));
else if (toggleName === 'craft')
list.append(getCraftOption(itemName, auto.items[itemName]));
else if (toggleName === 'options')
list.append(getOptionsOption(itemName, auto.items[itemName]));
else
list.append(getOption(itemName, auto.items[itemName]));
}
button.on('click', function () {
list.toggle();
});
// Add resource controls for crafting, sort of a hack
if (toggleName === 'craft') {
var resources = $('<div/>', {
id: 'toggle-resource-controls',
text: '资源',
css: {cursor: 'pointer',
display: 'inline-block',
float: 'right',
paddingRight: '5px',
textShadow: '3px 3px 4px gray'},
});
var resourcesList = getResourceOptions();
// When we click the items button, make sure we clear resources
button.on('click', function () {
resourcesList.toggle(false);
});
resources.on('click', function () {
list.toggle(false);
resourcesList.toggle();
});
element.append(resources);
}
}
if (auto.trigger !== undefined) {
var triggerButton = $('<div/>', {
id: 'trigger-' + toggleName,
text: '触发条件',
title: auto.trigger,
css: {cursor: 'pointer',
display: 'inline-block',
float: 'right',
paddingRight: '5px',
textShadow: '3px 3px 4px gray'}
});
triggerButton.on('click', function () {
var value;
if (text == '自动燃烧水晶') {value = window.prompt('季节(百位)取值范围:1到4之间,5到9为关闭。\n' + '周期年份(十位)取值范围:0到4之间,5到9为关闭。\n' + '周期(个位)取值范围:0到9之间,5为红月。\n' + '\n栗子:挂5年995,1年915,1季215,无限烧195或905(季节或周期年份有1个满足条件就烧)', auto.trigger);}
else {value = window.prompt('输入新的触发值 ' + text + '。 取值范围为 0 到 1 之间的小数。', auto.trigger);}
if (value !== null) {
auto.trigger = parseFloat(value);
saveToKittenStorage();
triggerButton[0].title = auto.trigger;
}
});
element.append(triggerButton);
}
if (toggleName === 'craft') {element.append(resourcesList);}
if (auto.items) {element.append(toggle, list);}
return element;
};
var getTradeOption = function (name, option) {
var element = getOption(name, option);
element.css('borderBottom', '1px solid rgba(185, 185, 185, 0.7)');
//Limited Trading
var label = $('<label/>', {
'for': 'toggle-limited-' + name,
text: '限制'
});
var input = $('<input/>', {
id: 'toggle-limited-' + name,
type: 'checkbox'
}).data('option', option);
if (option.limited) {
input.prop('checked', true);
}
input.on('change', function () {
if (input.is(':checked') && option.limited == false) {
option.limited = true;
message('与 ' + cnItem(ucfirst(name)) + ' 的交易限制为比产量更优时才会触发');
} else if ((!input.is(':checked')) && option.limited == true) {
option.limited = false;
message('取消与 ' + cnItem(ucfirst(name)) + ' 交易的限制');
}
kittenStorage.items[input.attr('id')] = option.limited;
saveToKittenStorage();
});
element.append(input, label);
//Limited Trading End
var button = $('<div/>', {
id: 'toggle-seasons-' + name,
text: '季节',
css: {cursor: 'pointer',
display: 'inline-block',
float: 'right',
paddingRight: '5px',
textShadow: '3px 3px 4px gray'},
});
var list = $('<ul/>', {
id: 'seasons-list-' + name,
css: {display: 'none', paddingLeft: '20px'}
});
// fill out the list with seasons
list.append(getSeason(name, 'spring', option));
list.append(getSeason(name, 'summer', option));
list.append(getSeason(name, 'autumn', option));
list.append(getSeason(name, 'winter', option));
button.on('click', function () {
list.toggle();
});
element.append(button, list);
return element;
};
var getSeason = function (name, season, option) {
var element = $('<li/>');
var label = $('<label/>', {
'for': 'toggle-' + name + '-' + season,
text: cnItem(ucfirst(season))
});
var input = $('<input/>', {
id: 'toggle-' + name + '-' + season,
type: 'checkbox'
}).data('option', option);
if (option[season]) {
input.prop('checked', true);
}
input.on('change', function () {
if (input.is(':checked') && option[season] == false) {
option[season] = true;
message('启用在 ' + cnItem(ucfirst(season)) + ' 与 ' + cnItem(ucfirst(name)) + ' 的交易');
} else if ((!input.is(':checked')) && option[season] == true) {
option[season] = false;
message('停止在 ' + cnItem(ucfirst(season)) + ' 与 ' + cnItem(ucfirst(name)) + ' 交易');
}
kittenStorage.items[input.attr('id')] = option[season];
saveToKittenStorage();
});
element.append(input, label);
return element;
};
var getOption = function (name, option) {
var element = $('<li/>');
var elementLabel = option.label || cnItem(ucfirst(name));
var label = $('<label/>', {
'for': 'toggle-' + name,
text: elementLabel,
css: {display: 'inline-block', minWidth: '80px'}
});
var input = $('<input/>', {
id: 'toggle-' + name,
type: 'checkbox'
}).data('option', option);
if (option.enabled) {
input.prop('checked', true);
}
input.on('change', function () {
if (input.is(':checked') && option.enabled == false) {
option.enabled = true;
if (option.filter) {
message('过滤 ' + elementLabel);
} else if (option.misc) {
message('启用 ' + elementLabel);
} else {
message('启用自动化 ' + elementLabel);
}
} else if ((!input.is(':checked')) && option.enabled == true) {
option.enabled = false;
if (option.filter) {
message('取消过滤 ' + elementLabel);
} else if (option.misc) {
message('禁用 ' + elementLabel);
} else {
message('禁用自动化 ' + elementLabel);
}
}
kittenStorage.items[input.attr('id')] = option.enabled;
saveToKittenStorage();
});
element.append(input, label);
return element;
};
var getCraftOption = function (name, option) {
var element = getOption(name, option);
var label = $('<label/>', {
'for': 'toggle-limited-' + name,
text: '限制'
});
var input = $('<input/>', {
id: 'toggle-limited-' + name,
type: 'checkbox'
}).data('option', option);
if (option.limited) {
input.prop('checked', true);
}
input.on('change', function () {
if (input.is(':checked') && option.limited == false) {
option.limited = true;
message('每个季节只制作 ' + cnItem(ucfirst(name)) + ' 一次');
} else if ((!input.is(':checked')) && option.limited == true) {
option.limited = false;
message('制作 ' + cnItem(ucfirst(name)) + ' 不受限制');
}
kittenStorage.items[input.attr('id')] = option.limited;
saveToKittenStorage();
});
element.append(input, label);
return element;
};
var getOptionsOption = function (name, option) {
var element = getOption(name, option);
if (option.subTrigger !== undefined) {
var triggerButton = $('<div/>', {
id: 'set-' + name +'-subTrigger',
text: '触发条件',
title: option.subTrigger,
css: {cursor: 'pointer',
display: 'inline-block',
float: 'right',
paddingRight: '5px',
textShadow: '3px 3px 4px gray'}
}).data('option', option);
triggerButton.on('click', function () {
var value;
if (name == 'catDistribution'){value = window.prompt('输入一个新的触发值 ' + option.label + '。\n取值范围为 0 到 7 之间的整数,分别对应 8 种职业。(5 为牧师)', option.subTrigger);}
else if (name == 'crypto'){value = window.prompt('输入一个新的触发值 ' + option.label + '。\n设置触发黑币交易所需达到的圣遗物的数量。', option.subTrigger);}
else{value = window.prompt('输入一个新的触发值 ' + option.label + '。 取值范围为 0 到 1 之间的小数', option.subTrigger);}
if (value !== null) {
option.subTrigger = parseFloat(value);
kittenStorage.items[triggerButton.attr('id')] = option.subTrigger;
saveToKittenStorage();
triggerButton[0].title = option.subTrigger;
}
});
element.append(triggerButton);
}
return element;
};
// Grab button labels for religion options
var religionManager = new ReligionManager();
for (var buildOption in options.auto.faith.items) {
var buildItem = options.auto.faith.items[buildOption];
var build = religionManager.getBuild(buildItem.name || buildOption, buildItem.variant);
if (build) {
options.auto.faith.items[buildOption].label = build.label;
}
}
// Grab button labels for time options
var timeManager = new TimeManager();
for (var buildOption in options.auto.time.items) {
var buildItem = options.auto.time.items[buildOption];
var build = timeManager.getBuild(buildItem.name || buildOption, buildItem.variant);
if (build) {
options.auto.time.items[buildOption].label = build.label;
}
}
// Grab button labels for build options
var buildManager = new BuildManager();
for (var buildOption in options.auto.build.items) {
var buildItem = options.auto.build.items[buildOption];
var build = buildManager.getBuild(buildItem.name || buildOption);
if (build) {
if ("stage" in buildItem) {
options.auto.build.items[buildOption].label = build.meta.stages[buildItem.stage].label;
} else {
options.auto.build.items[buildOption].label = build.meta.label;
}
}
}
// Grab button labels for space options
var spaceManager = new SpaceManager();
for (var spaceOption in options.auto.space.items) {
var build = spaceManager.getBuild(spaceOption);
if (build) {
// It's changed to label in 1.3.0.0
var title = build.title ? build.title : build.label;
options.auto.space.items[spaceOption].label = title;
}
}
var optionsElement = $('<div/>', {id: 'ks-options', css: {marginBottom: '10px'}});
var optionsListElement = $('<ul/>');
var optionsTitleElement = $('<div/>', {
css: { bottomBorder: '1px solid gray', marginBottom: '5px' },
text: version
});
optionsElement.append(optionsTitleElement);
optionsListElement.append(getToggle('engine', '启用小猫珂学家'));
optionsListElement.append(getToggle('build', '建筑'));
optionsListElement.append(getToggle('space', '太空'));
optionsListElement.append(getToggle('craft', '工艺'));
optionsListElement.append(getToggle('upgrade', '升级'));
optionsListElement.append(getToggle('trade', '贸易'));
optionsListElement.append(getToggle('faith', '宗教'));
optionsListElement.append(getToggle('time', '时间'));
optionsListElement.append(getToggle('options', '选项'));
optionsListElement.append(getToggle('autotime', '自动燃烧水晶'));
optionsListElement.append(getToggle('filter', '日志过滤'));
// add activity button
// ===================
var activitySummary = {};
var resetActivitySummary = function () {
activitySummary = {
lastyear: game.calendar.year,
lastday: game.calendar.day,
craft: {},
trade: {},
build: {},
other: {}
};
};
var storeForSummary = function (name, amount, section) {
if (amount === undefined) amount = 1;
if (section === undefined) section = 'other';
if (activitySummary[section] === undefined)
activitySummary[section] = {};
if (activitySummary[section][name] === undefined) {
activitySummary[section][name] = parseFloat(amount);
} else {
activitySummary[section][name] += parseFloat(amount);
}
};
var displayActivitySummary = function () {
// Festivals
if (activitySummary.other.festival) {
summary('举办了 ' + game.getDisplayValueExt(activitySummary.other.festival) + ' 次节日');
}
// Observe stars
if (activitySummary.other.stars) {
summary('观察到 ' + game.getDisplayValueExt(activitySummary.other.stars) + ' 颗星星');
}
// Praise the Sun
if (activitySummary.other.faith) {
summary('通过赞美太阳累计了 ' + game.getDisplayValueExt(activitySummary.other.faith) + ' 信仰总数');
}
// Hunters
if (activitySummary.other.hunt) {
summary('派出了 ' + game.getDisplayValueExt(activitySummary.other.hunt) + ' 批可爱的小猫猎人');
}
// Embassies
if (activitySummary.other.embassy) {
summary('建造了 ' + game.getDisplayValueExt(activitySummary.other.embassy) + ' 栋大使馆');
}
// Necrocorns
if (activitySummary.other.feed) {
summary('献祭给上古神 ' + game.getDisplayValueExt(activitySummary.other.feed) + ' 只死灵兽');
}
// Techs
for (var name in activitySummary.research) {
summary('研究了 ' + cnItem(ucfirst(name)));
}
// Upgrades
for (var name in activitySummary.upgrade) {
summary('升级了 ' + cnItem(ucfirst(name)));
}
// Buildings
for (var name in activitySummary.build) {
summary('建造了 ' + game.getDisplayValueExt(activitySummary.build[name]) + ' 个 ' + cnItem(ucfirst(name)));
}
// Order of the Sun
for (var name in activitySummary.faith) {
summary('发现了 ' + game.getDisplayValueExt(activitySummary.faith[name]) + ' 次 ' + cnItem(ucfirst(name)));
}
// Crafts
for (var name in activitySummary.craft) {
summary('制作了 ' + game.getDisplayValueExt(activitySummary.craft[name]) + ' ' + cnItem(ucfirst(name)));
}
// Trading
for (var name in activitySummary.trade) {
summary('与 ' + cnItem(ucfirst(name)) + ' 贸易了 ' + game.getDisplayValueExt(activitySummary.trade[name]) + ' 次');
}
// Show time since last run. Assumes that the day and year are always higher.
if (activitySummary.lastyear && activitySummary.lastday) {
var years = game.calendar.year - activitySummary.lastyear;
var days = game.calendar.day - activitySummary.lastday;
if (days < 0) {
years -= 1;
days += 400;
}
var duration = '';
if (years > 0) {
duration += years + ' 年 ';
}
if (days >= 0) {
duration += roundToTwo(days) + ' 天 ';
}
summary('过去 ' + duration + ' 里的总结:');
}
// Clear out the old activity
resetActivitySummary()
};
resetActivitySummary();
var activityBox = $('<div/>', {
id: 'activity-box',
css: {
display: 'inline-block',
verticalAlign: 'top'
}
});
var showActivity = $('<a/>', {
id: 'showActivityHref',
text: '总结',
href: '#',
css: {
verticalAlign: 'top'
}
});
showActivity.on('click', displayActivitySummary);
activityBox.append(showActivity);
$('#clearLog').append(activityBox);
// Donation Button
// ===============
var donate = $('<li/>', {id: "ks-donate"}).append($('<a/>', {
href: 'bitcoin:' + address + '?amount=0.00048&label=Kittens Donation',
target: '_blank',
text: address
})).prepend($('<img/>', {
css: {
height: '15px',
width: '15px',
padding: '3px 4px 0 4px',
verticalAlign: 'bottom'
},
src: 'data:image/svg+xml;base64,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'
}));
// Add some padding above the donation item
donate.css('padding', '5px');
optionsListElement.append(donate);
// add the options above the game log
right.prepend(optionsElement.append(optionsListElement));
// Initialize and set toggles for Engine
// =====================================
var engine = new Engine();
var toggleEngine = $('#toggle-engine');
toggleEngine.on('change', function () {
if (toggleEngine.is(':checked')) {
engine.start();
} else {
engine.stop();
}
});
loadFromKittenStorage();
if (console && console.log) console.log(version + " 加载成功");
game._publish("kitten_scientists/ready", version);
}
var loadTest = function() {
if (typeof gamePage === 'undefined') {
// Test if kittens game is already loaded or wait 2s and try again
setTimeout(function(){
loadTest();
}, 2000);
} else {
// Kittens loaded, run Kitten Scientist's Automation Engine
game = gamePage;
run();
}
}
loadTest();
此处可能存在不合适展示的内容,页面不予展示。您可通过相关编辑功能自查并修改。
如您确认内容无涉及 不当用语 / 纯广告导流 / 暴力 / 低俗色情 / 侵权 / 盗版 / 虚假 / 无价值内容或违法国家有关法律法规的内容,可点击提交进行申诉,我们将尽快为您处理。