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import { globalConfig, IS_DEBUG } from "./config";
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import { Vector } from "./vector";
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import { T } from "../translations";
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// Constants
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export const TOP = new Vector(0, -1);
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export const RIGHT = new Vector(1, 0);
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export const BOTTOM = new Vector(0, 1);
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export const LEFT = new Vector(-1, 0);
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export const ALL_DIRECTIONS = [TOP, RIGHT, BOTTOM, LEFT];
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const bigNumberSuffixTranslationKeys = ["thousands", "millions", "billions", "trillions"];
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/**
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|
* Returns the build id
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* @returns {string}
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|
*/
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|
export function getBuildId() {
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if (G_IS_DEV && IS_DEBUG) {
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return "local-dev";
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} else if (G_IS_DEV) {
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return "dev-" + getPlatformName() + "-" + G_BUILD_COMMIT_HASH;
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} else {
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return "prod-" + getPlatformName() + "-" + G_BUILD_COMMIT_HASH;
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}
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}
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/**
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* Returns the environment id (dev, prod, etc)
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* @returns {string}
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|
*/
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export function getEnvironmentId() {
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|
|
if (G_IS_DEV && IS_DEBUG) {
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|
return "local-dev";
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|
} else if (G_IS_DEV) {
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|
return "dev-" + getPlatformName();
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|
} else if (G_IS_RELEASE) {
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|
return "release-" + getPlatformName();
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|
} else {
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|
return "staging-" + getPlatformName();
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|
}
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}
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/**
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* Returns if this platform is android
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* @returns {boolean}
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*/
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|
export function isAndroid() {
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|
|
if (!G_IS_MOBILE_APP) {
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|
return false;
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|
}
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const platform = window.device.platform;
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return platform === "Android" || platform === "amazon-fireos";
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}
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/**
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* Returns if this platform is iOs
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* @returns {boolean}
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*/
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|
export function isIos() {
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|
|
if (!G_IS_MOBILE_APP) {
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|
return false;
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}
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|
return window.device.platform === "iOS";
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}
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/**
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|
* Returns a platform name
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|
* @returns {string}
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|
*/
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|
|
export function getPlatformName() {
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|
|
if (G_IS_STANDALONE) {
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|
|
return "standalone";
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|
|
} else if (G_IS_BROWSER) {
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|
|
return "browser";
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|
|
} else if (G_IS_MOBILE_APP && isAndroid()) {
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|
|
return "android";
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|
|
} else if (G_IS_MOBILE_APP && isIos()) {
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|
|
return "ios";
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|
|
}
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|
|
return "unknown";
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|
|
}
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|
|
/**
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|
|
* Returns the IPC renderer, or null if not within the standalone
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|
|
* @returns {object|null}
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|
|
*/
|
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|
|
let ipcRenderer = null;
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|
|
export function getIPCRenderer() {
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|
|
if (!G_IS_STANDALONE) {
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|
|
return null;
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|
|
}
|
|
|
|
if (!ipcRenderer) {
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|
|
ipcRenderer = eval("require")("electron").ipcRenderer;
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|
|
}
|
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|
|
return ipcRenderer;
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|
|
}
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|
|
/**
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|
|
* Formats a sensitive token by only displaying the first digits of it. Use for
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|
|
* stuff like savegame keys etc which should not appear in the log.
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|
|
* @param {string} key
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|
|
*/
|
|
|
|
export function formatSensitive(key) {
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|
|
|
if (!key) {
|
|
|
|
return "<null>";
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|
|
|
}
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|
|
key = key || "";
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|
|
|
return "[" + key.substr(0, 8) + "...]";
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|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Creates a new 2D array with the given fill method
|
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|
|
* @param {number} w Width
|
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|
|
* @param {number} h Height
|
|
|
|
* @param {(function(number, number) : any) | number | boolean | string | null | undefined} filler Either Fill method, which should return the content for each cell, or static content
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|
|
|
* @param {string=} context Optional context for memory tracking
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|
|
|
* @returns {Array<Array<any>>}
|
|
|
|
*/
|
|
|
|
export function make2DArray(w, h, filler, context = null) {
|
|
|
|
if (typeof filler === "function") {
|
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|
|
const tiles = new Array(w);
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|
|
for (let x = 0; x < w; ++x) {
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|
|
const row = new Array(h);
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|
|
for (let y = 0; y < h; ++y) {
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|
|
row[y] = filler(x, y);
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|
|
|
}
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|
|
tiles[x] = row;
|
|
|
|
}
|
|
|
|
return tiles;
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|
|
|
} else {
|
|
|
|
const tiles = new Array(w);
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|
|
|
const row = new Array(h);
|
|
|
|
for (let y = 0; y < h; ++y) {
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|
|
row[y] = filler;
|
|
|
|
}
|
|
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|
|
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|
|
for (let x = 0; x < w; ++x) {
|
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|
|
tiles[x] = row.slice();
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|
|
|
}
|
|
|
|
return tiles;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Makes a new 2D array with undefined contents
|
|
|
|
* @param {number} w
|
|
|
|
* @param {number} h
|
|
|
|
* @param {string=} context
|
|
|
|
* @returns {Array<Array<any>>}
|
|
|
|
*/
|
|
|
|
export function make2DUndefinedArray(w, h, context = null) {
|
|
|
|
const result = new Array(w);
|
|
|
|
for (let x = 0; x < w; ++x) {
|
|
|
|
result[x] = new Array(h);
|
|
|
|
}
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Clears a given 2D array with the given fill method
|
|
|
|
* @param {Array<Array<any>>} array
|
|
|
|
* @param {number} w Width
|
|
|
|
* @param {number} h Height
|
|
|
|
* @param {(function(number, number) : any) | number | boolean | string | null | undefined} filler Either Fill method, which should return the content for each cell, or static content
|
|
|
|
*/
|
|
|
|
export function clear2DArray(array, w, h, filler) {
|
|
|
|
assert(array.length === w, "Array dims mismatch w");
|
|
|
|
assert(array[0].length === h, "Array dims mismatch h");
|
|
|
|
if (typeof filler === "function") {
|
|
|
|
for (let x = 0; x < w; ++x) {
|
|
|
|
const row = array[x];
|
|
|
|
for (let y = 0; y < h; ++y) {
|
|
|
|
row[y] = filler(x, y);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
for (let x = 0; x < w; ++x) {
|
|
|
|
const row = array[x];
|
|
|
|
for (let y = 0; y < h; ++y) {
|
|
|
|
row[y] = filler;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Creates a new map (an empty object without any props)
|
|
|
|
*/
|
|
|
|
export function newEmptyMap() {
|
|
|
|
return Object.create(null);
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns a random integer in the range [start,end]
|
|
|
|
* @param {number} start
|
|
|
|
* @param {number} end
|
|
|
|
*/
|
|
|
|
export function randomInt(start, end) {
|
|
|
|
return start + Math.round(Math.random() * (end - start));
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Access an object in a very annoying way, used for obsfuscation.
|
|
|
|
* @param {any} obj
|
|
|
|
* @param {Array<string>} keys
|
|
|
|
*/
|
|
|
|
export function accessNestedPropertyReverse(obj, keys) {
|
|
|
|
let result = obj;
|
|
|
|
for (let i = keys.length - 1; i >= 0; --i) {
|
|
|
|
result = result[keys[i]];
|
|
|
|
}
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Chooses a random entry of an array
|
|
|
|
* @param {Array | string} arr
|
|
|
|
*/
|
|
|
|
export function randomChoice(arr) {
|
|
|
|
return arr[Math.floor(Math.random() * arr.length)];
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Deletes from an array by swapping with the last element
|
|
|
|
* @param {Array<any>} array
|
|
|
|
* @param {number} index
|
|
|
|
*/
|
|
|
|
export function fastArrayDelete(array, index) {
|
|
|
|
if (index < 0 || index >= array.length) {
|
|
|
|
throw new Error("Out of bounds");
|
|
|
|
}
|
|
|
|
// When the element is not the last element
|
|
|
|
if (index !== array.length - 1) {
|
|
|
|
// Get the last element, and swap it with the one we want to delete
|
|
|
|
const last = array[array.length - 1];
|
|
|
|
array[index] = last;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Finally remove the last element
|
|
|
|
array.length -= 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Deletes from an array by swapping with the last element. Searches
|
|
|
|
* for the value in the array first
|
|
|
|
* @param {Array<any>} array
|
|
|
|
* @param {any} value
|
|
|
|
*/
|
|
|
|
export function fastArrayDeleteValue(array, value) {
|
|
|
|
if (array == null) {
|
|
|
|
throw new Error("Tried to delete from non array!");
|
|
|
|
}
|
|
|
|
const index = array.indexOf(value);
|
|
|
|
if (index < 0) {
|
|
|
|
console.error("Value", value, "not contained in array:", array, "!");
|
|
|
|
return value;
|
|
|
|
}
|
|
|
|
return fastArrayDelete(array, index);
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @see fastArrayDeleteValue
|
|
|
|
* @param {Array<any>} array
|
|
|
|
* @param {any} value
|
|
|
|
*/
|
|
|
|
export function fastArrayDeleteValueIfContained(array, value) {
|
|
|
|
if (array == null) {
|
|
|
|
throw new Error("Tried to delete from non array!");
|
|
|
|
}
|
|
|
|
const index = array.indexOf(value);
|
|
|
|
if (index < 0) {
|
|
|
|
return value;
|
|
|
|
}
|
|
|
|
return fastArrayDelete(array, index);
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Deletes from an array at the given index
|
|
|
|
* @param {Array<any>} array
|
|
|
|
* @param {number} index
|
|
|
|
*/
|
|
|
|
export function arrayDelete(array, index) {
|
|
|
|
if (index < 0 || index >= array.length) {
|
|
|
|
throw new Error("Out of bounds");
|
|
|
|
}
|
|
|
|
array.splice(index, 1);
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Deletes the given value from an array
|
|
|
|
* @param {Array<any>} array
|
|
|
|
* @param {any} value
|
|
|
|
*/
|
|
|
|
export function arrayDeleteValue(array, value) {
|
|
|
|
if (array == null) {
|
|
|
|
throw new Error("Tried to delete from non array!");
|
|
|
|
}
|
|
|
|
const index = array.indexOf(value);
|
|
|
|
if (index < 0) {
|
|
|
|
console.error("Value", value, "not contained in array:", array, "!");
|
|
|
|
return value;
|
|
|
|
}
|
|
|
|
return arrayDelete(array, index);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Converts a direction into a 0 .. 7 index
|
|
|
|
/**
|
|
|
|
* Converts a direction into a index from 0 .. 7, used for miners, zombies etc which have 8 sprites
|
|
|
|
* @param {Vector} offset direction
|
|
|
|
* @param {boolean} inverse if inverse, the direction is reversed
|
|
|
|
* @returns {number} in range [0, 7]
|
|
|
|
*/
|
|
|
|
export function angleToSpriteIndex(offset, inverse = false) {
|
|
|
|
const twoPi = 2.0 * Math.PI;
|
|
|
|
const factor = inverse ? -1 : 1;
|
|
|
|
const offs = inverse ? 2.5 : 3.5;
|
|
|
|
const angle = (factor * Math.atan2(offset.y, offset.x) + offs * Math.PI) % twoPi;
|
|
|
|
|
|
|
|
const index = Math.round((angle / twoPi) * 8) % 8;
|
|
|
|
return index;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Compare two floats for epsilon equality
|
|
|
|
* @param {number} a
|
|
|
|
* @param {number} b
|
|
|
|
* @returns {boolean}
|
|
|
|
*/
|
|
|
|
export function epsilonCompare(a, b, epsilon = 1e-5) {
|
|
|
|
return Math.abs(a - b) < epsilon;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Compare a float for epsilon equal to 0
|
|
|
|
* @param {number} a
|
|
|
|
* @returns {boolean}
|
|
|
|
*/
|
|
|
|
export function epsilonIsZero(a) {
|
|
|
|
return epsilonCompare(a, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Interpolates two numbers
|
|
|
|
* @param {number} a
|
|
|
|
* @param {number} b
|
|
|
|
* @param {number} x Mix factor, 0 means 100% a, 1 means 100%b, rest is interpolated
|
|
|
|
*/
|
|
|
|
export function lerp(a, b, x) {
|
|
|
|
return a * (1 - x) + b * x;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Finds a value which is nice to display, e.g. 15669 -> 15000. Also handles fractional stuff
|
|
|
|
* @param {number} num
|
|
|
|
*/
|
|
|
|
export function findNiceValue(num) {
|
|
|
|
if (num > 1e8) {
|
|
|
|
return num;
|
|
|
|
}
|
|
|
|
if (num < 0.00001) {
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
let roundAmount = 1;
|
|
|
|
if (num > 50000) {
|
|
|
|
roundAmount = 10000;
|
|
|
|
} else if (num > 20000) {
|
|
|
|
roundAmount = 5000;
|
|
|
|
} else if (num > 5000) {
|
|
|
|
roundAmount = 1000;
|
|
|
|
} else if (num > 2000) {
|
|
|
|
roundAmount = 500;
|
|
|
|
} else if (num > 1000) {
|
|
|
|
roundAmount = 100;
|
|
|
|
} else if (num > 100) {
|
|
|
|
roundAmount = 20;
|
|
|
|
} else if (num > 20) {
|
|
|
|
roundAmount = 5;
|
|
|
|
}
|
|
|
|
|
|
|
|
const niceValue = Math.floor(num / roundAmount) * roundAmount;
|
|
|
|
if (num >= 10) {
|
|
|
|
return Math.round(niceValue);
|
|
|
|
}
|
|
|
|
if (num >= 1) {
|
|
|
|
return Math.round(niceValue * 10) / 10;
|
|
|
|
}
|
|
|
|
|
|
|
|
return Math.round(niceValue * 100) / 100;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Finds a nice integer value
|
|
|
|
* @see findNiceValue
|
|
|
|
* @param {number} num
|
|
|
|
*/
|
|
|
|
export function findNiceIntegerValue(num) {
|
|
|
|
return Math.ceil(findNiceValue(num));
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Smart rounding + fractional handling
|
|
|
|
* @param {number} n
|
|
|
|
*/
|
|
|
|
function roundSmart(n) {
|
|
|
|
if (n < 100) {
|
|
|
|
return n.toFixed(1);
|
|
|
|
}
|
|
|
|
return Math.round(n);
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Formats a big number
|
|
|
|
* @param {number} num
|
|
|
|
* @param {string=} divider THe divider for numbers like 50,000 (divider=',')
|
|
|
|
* @returns {string}
|
|
|
|
*/
|
|
|
|
export function formatBigNumber(num, divider = ".") {
|
|
|
|
const sign = num < 0 ? "-" : "";
|
|
|
|
num = Math.abs(num);
|
|
|
|
|
|
|
|
if (num > 1e54) {
|
|
|
|
return sign + T.global.infinite;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (num < 10 && !Number.isInteger(num)) {
|
|
|
|
return sign + num.toFixed(2);
|
|
|
|
}
|
|
|
|
if (num < 50 && !Number.isInteger(num)) {
|
|
|
|
return sign + num.toFixed(1);
|
|
|
|
}
|
|
|
|
num = Math.floor(num);
|
|
|
|
|
|
|
|
if (num < 1000) {
|
|
|
|
return sign + "" + num;
|
|
|
|
} else {
|
|
|
|
let leadingDigits = num;
|
|
|
|
let suffix = "";
|
|
|
|
for (let suffixIndex = 0; suffixIndex < bigNumberSuffixTranslationKeys.length; ++suffixIndex) {
|
|
|
|
leadingDigits = leadingDigits / 1000;
|
|
|
|
suffix = T.global.suffix[bigNumberSuffixTranslationKeys[suffixIndex]];
|
|
|
|
if (leadingDigits < 1000) {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
const leadingDigitsRounded = round1Digit(leadingDigits);
|
|
|
|
const leadingDigitsNoTrailingDecimal = leadingDigitsRounded.toString().replace(".0", "");
|
|
|
|
return sign + leadingDigitsNoTrailingDecimal + suffix;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Formats a big number, but does not add any suffix and instead uses its full representation
|
|
|
|
* @param {number} num
|
|
|
|
* @param {string=} divider THe divider for numbers like 50,000 (divider=',')
|
|
|
|
* @returns {string}
|
|
|
|
*/
|
|
|
|
export function formatBigNumberFull(num, divider = T.global.thousandsDivider) {
|
|
|
|
if (num < 1000) {
|
|
|
|
return num + "";
|
|
|
|
}
|
|
|
|
if (num > 1e54) {
|
|
|
|
return T.global.infinite;
|
|
|
|
}
|
|
|
|
let rest = num;
|
|
|
|
let out = "";
|
|
|
|
while (rest >= 1000) {
|
|
|
|
out = (rest % 1000).toString().padStart(3, "0") + divider + out;
|
|
|
|
rest = Math.floor(rest / 1000);
|
|
|
|
}
|
|
|
|
out = rest + divider + out;
|
|
|
|
|
|
|
|
return out.substring(0, out.length - 1);
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Delayes a promise so that it will resolve after a *minimum* amount of time only
|
|
|
|
* @param {Promise<any>} promise The promise to delay
|
|
|
|
* @param {number} minTimeMs The time to make it run at least
|
|
|
|
* @returns {Promise<any>} The delayed promise
|
|
|
|
*/
|
|
|
|
export function artificialDelayedPromise(promise, minTimeMs = 500) {
|
|
|
|
if (G_IS_DEV && globalConfig.debug.noArtificialDelays) {
|
|
|
|
return promise;
|
|
|
|
}
|
|
|
|
|
|
|
|
const startTime = performance.now();
|
|
|
|
return promise.then(
|
|
|
|
result => {
|
|
|
|
const timeTaken = performance.now() - startTime;
|
|
|
|
const waitTime = Math.floor(minTimeMs - timeTaken);
|
|
|
|
if (waitTime > 0) {
|
|
|
|
return new Promise(resolve => {
|
|
|
|
setTimeout(() => {
|
|
|
|
resolve(result);
|
|
|
|
}, waitTime);
|
|
|
|
});
|
|
|
|
} else {
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
error => {
|
|
|
|
const timeTaken = performance.now() - startTime;
|
|
|
|
const waitTime = Math.floor(minTimeMs - timeTaken);
|
|
|
|
if (waitTime > 0) {
|
|
|
|
// @ts-ignore
|
|
|
|
return new Promise((resolve, reject) => {
|
|
|
|
setTimeout(() => {
|
|
|
|
reject(error);
|
|
|
|
}, waitTime);
|
|
|
|
});
|
|
|
|
} else {
|
|
|
|
throw error;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
);
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Computes a sine-based animation which pulsates from 0 .. 1 .. 0
|
|
|
|
* @param {number} time Current time in seconds
|
|
|
|
* @param {number} duration Duration of the full pulse in seconds
|
|
|
|
* @param {number} seed Seed to offset the animation
|
|
|
|
*/
|
|
|
|
export function pulseAnimation(time, duration = 1.0, seed = 0.0) {
|
|
|
|
return Math.sin((time * Math.PI * 2.0) / duration + seed * 5642.86729349) * 0.5 + 0.5;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns the smallest angle between two angles
|
|
|
|
* @param {number} a
|
|
|
|
* @param {number} b
|
|
|
|
* @returns {number} 0 .. 2 PI
|
|
|
|
*/
|
|
|
|
export function smallestAngle(a, b) {
|
|
|
|
return safeMod(a - b + Math.PI, 2.0 * Math.PI) - Math.PI;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Modulo which works for negative numbers
|
|
|
|
* @param {number} n
|
|
|
|
* @param {number} m
|
|
|
|
*/
|
|
|
|
export function safeMod(n, m) {
|
|
|
|
return ((n % m) + m) % m;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Wraps an angle between 0 and 2 pi
|
|
|
|
* @param {number} angle
|
|
|
|
*/
|
|
|
|
export function wrapAngle(angle) {
|
|
|
|
return safeMod(angle, 2.0 * Math.PI);
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Waits two frames so the ui is updated
|
|
|
|
* @returns {Promise<void>}
|
|
|
|
*/
|
|
|
|
export function waitNextFrame() {
|
|
|
|
return new Promise(function (resolve, reject) {
|
|
|
|
window.requestAnimationFrame(function () {
|
|
|
|
window.requestAnimationFrame(function () {
|
|
|
|
resolve();
|
|
|
|
});
|
|
|
|
});
|
|
|
|
});
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Rounds 1 digit
|
|
|
|
* @param {number} n
|
|
|
|
* @returns {number}
|
|
|
|
*/
|
|
|
|
export function round1Digit(n) {
|
|
|
|
return Math.floor(n * 10.0) / 10.0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Rounds 2 digits
|
|
|
|
* @param {number} n
|
|
|
|
* @returns {number}
|
|
|
|
*/
|
|
|
|
export function round2Digits(n) {
|
|
|
|
return Math.floor(n * 100.0) / 100.0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Rounds 3 digits
|
|
|
|
* @param {number} n
|
|
|
|
* @returns {number}
|
|
|
|
*/
|
|
|
|
export function round3Digits(n) {
|
|
|
|
return Math.floor(n * 1000.0) / 1000.0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Rounds 4 digits
|
|
|
|
* @param {number} n
|
|
|
|
* @returns {number}
|
|
|
|
*/
|
|
|
|
export function round4Digits(n) {
|
|
|
|
return Math.floor(n * 10000.0) / 10000.0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Clamps a value between [min, max]
|
|
|
|
* @param {number} v
|
|
|
|
* @param {number=} minimum Default 0
|
|
|
|
* @param {number=} maximum Default 1
|
|
|
|
*/
|
|
|
|
export function clamp(v, minimum = 0, maximum = 1) {
|
|
|
|
return Math.max(minimum, Math.min(maximum, v));
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Measures how long a function took
|
|
|
|
* @param {string} name
|
|
|
|
* @param {function():void} target
|
|
|
|
*/
|
|
|
|
export function measure(name, target) {
|
|
|
|
const now = performance.now();
|
|
|
|
for (let i = 0; i < 25; ++i) {
|
|
|
|
target();
|
|
|
|
}
|
|
|
|
const dur = (performance.now() - now) / 25.0;
|
|
|
|
console.warn("->", name, "took", dur.toFixed(2), "ms");
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Helper method to create a new div element
|
|
|
|
* @param {string=} id
|
|
|
|
* @param {Array<string>=} classes
|
|
|
|
* @param {string=} innerHTML
|
|
|
|
*/
|
|
|
|
export function makeDivElement(id = null, classes = [], innerHTML = "") {
|
|
|
|
const div = document.createElement("div");
|
|
|
|
if (id) {
|
|
|
|
div.id = id;
|
|
|
|
}
|
|
|
|
for (let i = 0; i < classes.length; ++i) {
|
|
|
|
div.classList.add(classes[i]);
|
|
|
|
}
|
|
|
|
div.innerHTML = innerHTML;
|
|
|
|
return div;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Helper method to create a new div
|
|
|
|
* @param {Element} parent
|
|
|
|
* @param {string=} id
|
|
|
|
* @param {Array<string>=} classes
|
|
|
|
* @param {string=} innerHTML
|
|
|
|
*/
|
|
|
|
export function makeDiv(parent, id = null, classes = [], innerHTML = "") {
|
|
|
|
const div = makeDivElement(id, classes, innerHTML);
|
|
|
|
parent.appendChild(div);
|
|
|
|
return div;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Helper method to create a new div and place before reference Node
|
|
|
|
* @param {Element} parent
|
|
|
|
* @param {Element} referenceNode
|
|
|
|
* @param {string=} id
|
|
|
|
* @param {Array<string>=} classes
|
|
|
|
* @param {string=} innerHTML
|
|
|
|
*/
|
|
|
|
export function makeDivBefore(parent, referenceNode, id = null, classes = [], innerHTML = "") {
|
|
|
|
const div = makeDivElement(id, classes, innerHTML);
|
|
|
|
parent.insertBefore(div, referenceNode);
|
|
|
|
return div;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Helper method to create a new button element
|
|
|
|
* @param {Array<string>=} classes
|
|
|
|
* @param {string=} innerHTML
|
|
|
|
*/
|
|
|
|
export function makeButtonElement(classes = [], innerHTML = "") {
|
|
|
|
const element = document.createElement("button");
|
|
|
|
for (let i = 0; i < classes.length; ++i) {
|
|
|
|
element.classList.add(classes[i]);
|
|
|
|
}
|
|
|
|
element.classList.add("styledButton");
|
|
|
|
element.innerHTML = innerHTML;
|
|
|
|
return element;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Helper method to create a new button
|
|
|
|
* @param {Element} parent
|
|
|
|
* @param {Array<string>=} classes
|
|
|
|
* @param {string=} innerHTML
|
|
|
|
*/
|
|
|
|
export function makeButton(parent, classes = [], innerHTML = "") {
|
|
|
|
const element = makeButtonElement(classes, innerHTML);
|
|
|
|
parent.appendChild(element);
|
|
|
|
return element;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Helper method to create a new button and place before reference Node
|
|
|
|
* @param {Element} parent
|
|
|
|
* @param {Element} referenceNode
|
|
|
|
* @param {Array<string>=} classes
|
|
|
|
* @param {string=} innerHTML
|
|
|
|
*/
|
|
|
|
export function makeButtonBefore(parent, referenceNode, classes = [], innerHTML = "") {
|
|
|
|
const element = makeButtonElement(classes, innerHTML);
|
|
|
|
parent.insertBefore(element, referenceNode);
|
|
|
|
return element;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Removes all children of the given element
|
|
|
|
* @param {Element} elem
|
|
|
|
*/
|
|
|
|
export function removeAllChildren(elem) {
|
|
|
|
if (elem) {
|
|
|
|
var range = document.createRange();
|
|
|
|
range.selectNodeContents(elem);
|
|
|
|
range.deleteContents();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
export function smartFadeNumber(current, newOne, minFade = 0.01, maxFade = 0.9) {
|
|
|
|
const tolerance = Math.min(current, newOne) * 0.5 + 10;
|
|
|
|
let fade = minFade;
|
|
|
|
if (Math.abs(current - newOne) < tolerance) {
|
|
|
|
fade = maxFade;
|
|
|
|
}
|
|
|
|
|
|
|
|
return current * fade + newOne * (1 - fade);
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Fixes lockstep simulation by converting times like 34.0000000003 to 34.00.
|
|
|
|
* We use 3 digits of precision, this allows to store sufficient precision of 1 ms without
|
|
|
|
* the risk to simulation errors due to resync issues
|
|
|
|
* @param {number} value
|
|
|
|
*/
|
|
|
|
export function quantizeFloat(value) {
|
|
|
|
return Math.round(value * 1000.0) / 1000.0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Safe check to check if a timer is expired. quantizes numbers
|
|
|
|
* @param {number} now Current time
|
|
|
|
* @param {number} lastTick Last tick of the timer
|
|
|
|
* @param {number} tickRate Interval of the timer
|
|
|
|
*/
|
|
|
|
export function checkTimerExpired(now, lastTick, tickRate) {
|
|
|
|
if (G_IS_DEV) {
|
|
|
|
if (quantizeFloat(now) !== now) {
|
|
|
|
console.error("Got non-quantizied time:" + now + " vs " + quantizeFloat(now));
|
|
|
|
now = quantizeFloat(now);
|
|
|
|
}
|
|
|
|
if (quantizeFloat(lastTick) !== lastTick) {
|
|
|
|
// FIXME: REENABLE
|
|
|
|
// console.error("Got non-quantizied timer:" + lastTick + " vs " + quantizeFloat(lastTick));
|
|
|
|
lastTick = quantizeFloat(lastTick);
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// just to be safe
|
|
|
|
now = quantizeFloat(now);
|
|
|
|
lastTick = quantizeFloat(lastTick);
|
|
|
|
}
|
|
|
|
/*
|
|
|
|
Ok, so heres the issue (Died a bit while debugging it):
|
|
|
|
|
|
|
|
In multiplayer lockstep simulation, client A will simulate everything at T, but client B
|
|
|
|
will simulate it at T + 3. So we are running into the following precision issue:
|
|
|
|
Lets say on client A the time is T = 30. Then on clientB the time is T = 33.
|
|
|
|
Now, our timer takes 0.1 seconds and ticked at 29.90 - What does happen now?
|
|
|
|
Client A computes the timer and checks T > lastTick + interval. He computes
|
|
|
|
|
|
|
|
30 >= 29.90 + 0.1 <=> 30 >= 30.0000 <=> True <=> Tick performed
|
|
|
|
|
|
|
|
However, this is what it looks on client B:
|
|
|
|
|
|
|
|
33 >= 32.90 + 0.1 <=> 33 >= 32.999999999999998 <=> False <=> No tick performed!
|
|
|
|
|
|
|
|
This means that Client B will only tick at the *next* frame, which means it from now is out
|
|
|
|
of sync by one tick, which means the game will resync further or later and be not able to recover,
|
|
|
|
since it will run into the same issue over and over.
|
|
|
|
*/
|
|
|
|
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// The next tick, in our example it would be 30.0000 / 32.99999999998. In order to fix it, we quantize
|
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// it, so its now 30.0000 / 33.0000
|
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|
|
const nextTick = quantizeFloat(lastTick + tickRate);
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|
|
// This check is safe, but its the only check where you may compare times. You always need to use
|
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|
|
// this method!
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|
|
return now >= nextTick;
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|
|
}
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|
|
/**
|
|
|
|
* Returns if the game supports this browser
|
|
|
|
*/
|
|
|
|
export function isSupportedBrowser() {
|
|
|
|
// please note,
|
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|
|
// that IE11 now returns undefined again for window.chrome
|
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|
|
// and new Opera 30 outputs true for window.chrome
|
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|
|
// but needs to check if window.opr is not undefined
|
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|
|
// and new IE Edge outputs to true now for window.chrome
|
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|
|
// and if not iOS Chrome check
|
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|
|
// so use the below updated condition
|
|
|
|
|
|
|
|
if (G_IS_MOBILE_APP || G_IS_STANDALONE) {
|
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|
|
return true;
|
|
|
|
}
|
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|
|
|
|
|
|
// @ts-ignore
|
|
|
|
var isChromium = window.chrome;
|
|
|
|
var winNav = window.navigator;
|
|
|
|
var vendorName = winNav.vendor;
|
|
|
|
// @ts-ignore
|
|
|
|
var isIEedge = winNav.userAgent.indexOf("Edge") > -1;
|
|
|
|
var isIOSChrome = winNav.userAgent.match("CriOS");
|
|
|
|
|
|
|
|
if (isIOSChrome) {
|
|
|
|
// is Google Chrome on IOS
|
|
|
|
return false;
|
|
|
|
} else if (
|
|
|
|
isChromium !== null &&
|
|
|
|
typeof isChromium !== "undefined" &&
|
|
|
|
vendorName === "Google Inc." &&
|
|
|
|
isIEedge === false
|
|
|
|
) {
|
|
|
|
// is Google Chrome
|
|
|
|
return true;
|
|
|
|
} else {
|
|
|
|
// not Google Chrome
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Helper function to create a json schema object
|
|
|
|
* @param {any} properties
|
|
|
|
*/
|
|
|
|
export function schemaObject(properties) {
|
|
|
|
return {
|
|
|
|
type: "object",
|
|
|
|
required: Object.keys(properties).slice(),
|
|
|
|
additionalProperties: false,
|
|
|
|
properties,
|
|
|
|
};
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Quickly
|
|
|
|
* @param {number} x
|
|
|
|
* @param {number} y
|
|
|
|
* @param {number} deg
|
|
|
|
* @returns {Vector}
|
|
|
|
*/
|
|
|
|
export function fastRotateMultipleOf90(x, y, deg) {
|
|
|
|
switch (deg) {
|
|
|
|
case 0: {
|
|
|
|
return new Vector(x, y);
|
|
|
|
}
|
|
|
|
case 90: {
|
|
|
|
return new Vector(x, y);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Formats an amount of seconds into something like "5s ago"
|
|
|
|
* @param {number} secs Seconds
|
|
|
|
* @returns {string}
|
|
|
|
*/
|
|
|
|
export function formatSecondsToTimeAgo(secs) {
|
|
|
|
const seconds = Math.floor(secs);
|
|
|
|
const minutes = Math.floor(seconds / 60);
|
|
|
|
const hours = Math.floor(minutes / 60);
|
|
|
|
const days = Math.floor(hours / 24);
|
|
|
|
|
|
|
|
if (seconds < 60) {
|
|
|
|
if (seconds === 1) {
|
|
|
|
return T.global.time.oneSecondAgo;
|
|
|
|
}
|
|
|
|
return T.global.time.xSecondsAgo.replace("<x>", "" + seconds);
|
|
|
|
} else if (minutes < 60) {
|
|
|
|
if (minutes === 1) {
|
|
|
|
return T.global.time.oneMinuteAgo;
|
|
|
|
}
|
|
|
|
return T.global.time.xMinutesAgo.replace("<x>", "" + minutes);
|
|
|
|
} else if (hours < 24) {
|
|
|
|
if (hours === 1) {
|
|
|
|
return T.global.time.oneHourAgo;
|
|
|
|
}
|
|
|
|
return T.global.time.xHoursAgo.replace("<x>", "" + hours);
|
|
|
|
} else {
|
|
|
|
if (days === 1) {
|
|
|
|
return T.global.time.oneDayAgo;
|
|
|
|
}
|
|
|
|
return T.global.time.xDaysAgo.replace("<x>", "" + days);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Formats seconds into a readable string like "5h 23m"
|
|
|
|
* @param {number} secs Seconds
|
|
|
|
* @returns {string}
|
|
|
|
*/
|
|
|
|
export function formatSeconds(secs) {
|
|
|
|
const trans = T.global.time;
|
|
|
|
secs = Math.ceil(secs);
|
|
|
|
if (secs < 60) {
|
|
|
|
return trans.secondsShort.replace("<seconds>", "" + secs);
|
|
|
|
} else if (secs < 60 * 60) {
|
|
|
|
const minutes = Math.floor(secs / 60);
|
|
|
|
const seconds = secs % 60;
|
|
|
|
return trans.minutesAndSecondsShort
|
|
|
|
.replace("<seconds>", "" + seconds)
|
|
|
|
.replace("<minutes>", "" + minutes);
|
|
|
|
} else {
|
|
|
|
const hours = Math.floor(secs / 3600);
|
|
|
|
const minutes = Math.floor(secs / 60) % 60;
|
|
|
|
return trans.hoursAndMinutesShort.replace("<minutes>", "" + minutes).replace("<hours>", "" + hours);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Generates a file download
|
|
|
|
* @param {string} filename
|
|
|
|
* @param {string} text
|
|
|
|
*/
|
|
|
|
export function generateFileDownload(filename, text) {
|
|
|
|
var element = document.createElement("a");
|
|
|
|
element.setAttribute("href", "data:text/plain;charset=utf-8," + encodeURIComponent(text));
|
|
|
|
element.setAttribute("download", filename);
|
|
|
|
|
|
|
|
element.style.display = "none";
|
|
|
|
document.body.appendChild(element);
|
|
|
|
|
|
|
|
element.click();
|
|
|
|
document.body.removeChild(element);
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Capitalizes the first letter
|
|
|
|
* @param {string} str
|
|
|
|
*/
|
|
|
|
export function capitalizeFirstLetter(str) {
|
|
|
|
return str.substr(0, 1).toUpperCase() + str.substr(1).toLowerCase();
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Formats a number like 2.5 to "2.5 items / s"
|
|
|
|
* @param {number} speed
|
|
|
|
* @param {boolean=} double
|
|
|
|
*/
|
|
|
|
export function formatItemsPerSecond(speed, double = false) {
|
|
|
|
return speed === 1.0
|
|
|
|
? T.ingame.buildingPlacement.infoTexts.oneItemPerSecond
|
|
|
|
: T.ingame.buildingPlacement.infoTexts.itemsPerSecond.replace("<x>", "" + round2Digits(speed)) +
|
|
|
|
(double ? " " + T.ingame.buildingPlacement.infoTexts.itemsPerSecondDouble : "");
|
|
|
|
}
|