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Change auto-achievement to only hold one extra achievement
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@ -41,7 +41,7 @@ Vue.component("normal-achievements-tab", {
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achievementPower: 0,
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achTPeffect: 0,
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achCountdown: 0,
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availableAchieves: 0,
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missingAchievements: 0,
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showAutoAchieve: false,
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isAutoAchieveActive: false,
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hideCompletedRows: false,
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@ -69,7 +69,7 @@ Vue.component("normal-achievements-tab", {
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this.achievementPower = Achievements.power;
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this.achTPeffect = RealityUpgrade(8).config.effect();
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this.achCountdown = Achievements.timeToNextAutoAchieve / getGameSpeedupFactor();
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this.availableAchieves = Achievements.availableAutoAchieves;
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this.missingAchievements = Achievements.preReality.countWhere(a => !a.isUnlocked);
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this.showAutoAchieve = PlayerProgress.realityUnlocked() && !Perk.achievementGroup6.isBought;
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this.isAutoAchieveActive = player.reality.autoAchieve;
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this.hideCompletedRows = player.options.hideCompletedAchievementRows;
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@ -129,10 +129,10 @@ Vue.component("normal-achievements-tab", {
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Automatically gain the next missing Achievement in {{ timeDisplayNoDecimals(achCountdown) }}.
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(left-to-right, top-to-bottom)
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</div>
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<span v-if="availableAchieves > 0">
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When turning Auto back on, you will immediately gain the next {{ formatInt(availableAchieves) }}
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{{ "Achievement" | pluralize(availableAchieves, "Achievements") }}.
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</span>
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<div v-else-if="achCountdown === 0 && missingAchievements !== 0" class="c-achievements-tab__header">
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Automatically gain the next missing Achievement as soon as you enable Auto Achievements.
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(left-to-right, top-to-bottom)
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</div>
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<div class="l-achievement-grid">
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<normal-achievement-row v-for="(row, i) in rows" :key="i" :row="row" />
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</div>
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@ -110,7 +110,7 @@ const Achievements = {
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autoAchieveUpdate(diff) {
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if (!PlayerProgress.realityUnlocked()) return;
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if (!player.reality.autoAchieve) {
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player.reality.achTimer += diff;
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player.reality.achTimer = Math.clampMax(player.reality.achTimer + diff, this.period);
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return;
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}
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if (Achievements.preReality.every(a => a.isUnlocked)) return;
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@ -136,12 +136,7 @@ const Achievements = {
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if (!PlayerProgress.realityUnlocked()) return 0;
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if (GameCache.achievementPeriod.value === 0) return 0;
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if (Achievements.preReality.countWhere(a => !a.isUnlocked) === 0) return 0;
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return (this.availableAutoAchieves + 1) * this.period - player.reality.achTimer;
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},
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get availableAutoAchieves() {
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const allRemaining = Achievements.preReality.countWhere(a => !a.isUnlocked);
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return Math.clampMax(Math.floor(player.reality.achTimer / this.period), allRemaining);
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return this.period - player.reality.achTimer;
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},
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_power: new Lazy(() => {
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