total algorithm revamp
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fc355fb09c
commit
3d0f1b1642
4 changed files with 709 additions and 222 deletions
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@ -21,7 +21,7 @@ const HK = {
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id: "timePlayed",
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icon: "clock",
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name: "Time Played:",
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spoiler: "0 h 0 min 0 sec",
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spoiler: "0 h 00 min 00 sec",
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timeH: 0,
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timeM: 0,
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timeS: 0,
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@ -133,10 +133,42 @@ function GenerateInnerHTML(db) {
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/* console.log(sections); */
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let entries = {};
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let obj = {
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icon: "",
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textPrefix: "",
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textSuffix: "",
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wiki: "",
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div: `<div class='single-entry'>`,
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b: ["<b>", "</b>"],
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p: "<span class='p-left-small'></span>",
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span: ["", ""],
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spoiler: ["", ""],
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spoilerAfter: "",
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};
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let iconGreen = SYMBOL_TRUE;
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let iconRed = SYMBOL_FALSE;
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let iconClock = SYMBOL_CLOCK;
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let iconNull = SYMBOL_EMPTY;
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let finalHTMLFill = "";
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let textFill = "";
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let Img = "";
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let maskNormal = `<img src='${HEALTH_MASK_IMAGE}' class='health-mask' alt='health mask image' title='Health Mask'>`;
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let maskSteel = `<img src='${HEALTH_MASK_STEEL_IMAGE}' class='health-mask' alt='steel health mask image' title='Steel Health Mask'>`;
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let soulNormal = `<img src='${SOUL_ORB_IMAGE}' class='soul-orb' alt='soul orb image' title='Single Soul Orb (one spell cast)'>`;
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let notchNormalImage = `<img src='${NOTCH_IMAGE}' class='notch' alt='notch image' title='Charm Notch (Free)'>`;
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let notchFilledImage = `<img src='${NOTCH_FILLED_IMAGE}' class='notch' alt='notch image' title='Charm Notch (Used)'>`;
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let notchOvercharmedImage = `<img src='${NOTCH_OVERCHARMED_IMAGE}' class='notch' alt='notch image' title='Charm Notch (Overcharmed)'>`;
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let geoNormalImage = `<img src='${GEO_IMAGE}' class='geo-symbol' alt='geo symbol image' title='Geo'>`;
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let geoShadeImage = `<img src='${GEO_SHADE_IMAGE}' class='geo-symbol' alt='shade geo symbol image' title='Shade Geo'>`;
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let divFlex = `<div class='flex-container align-center'>`;
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/* #################### Different behaviour depending on the section ####################### */
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let entries = {};
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for (let section in sections) {
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@ -153,16 +185,218 @@ function GenerateInnerHTML(db) {
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textFill += CompletionFillNoSave(sections[section]);
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}
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/* create all main entries */
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/* ############################## create all main entries ############################## */
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switch (section) {
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case "hints":
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/* display only one (current) hint */
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textFill += SingleEntryFill(section, entries[sections[section].current]);
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/* ############### Game Status (intro) ################ */
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case "intro":
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obj.b = ["", ""];
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obj.span = ["<b>", "</b>"];
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/* ############## Loop ############### */
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for (let entry in entries) {
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obj.textPrefix = entries[entry].name;
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obj.textSuffix = entries[entry].spoiler;
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/* Different text and images for each entry in the "Game Status" section */
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switch (entries[entry].id) {
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case "gameCompletion":
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obj.textSuffix = `${obj.textSuffix} %`;
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break;
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case "health":
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obj.div = divFlex;
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obj.span = ["", ""];
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(entries[entry].permadeathMode) ? Img = maskSteel: Img = maskNormal;
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for (let i = 0, total = entries[entry].amountTotal; i < total; i++) {
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obj.textSuffix += Img;
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}
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obj.textSuffix += `${obj.p}<sup>(${entries[entry].amountTotal})</sup>`;
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obj.p = "";
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break;
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case "soul":
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obj.div = divFlex;
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obj.span = ["", ""];
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Img = soulNormal;
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for (let i = 0, total = Math.round(entries[entry].amountTotal / 33); i < total; i++) {
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obj.textSuffix += Img;
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}
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obj.textSuffix += `${obj.p}<sup>(${Math.round(entries[entry].amountTotal / 33)})</sup>`;
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obj.p = "";
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break;
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case "notches":
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obj.div = divFlex;
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obj.span = ["", ""];
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/* First, check filled (used) notches and fill them (skips if no filled notches) */
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if (entries[entry].amountFilled > 0) {
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for (let i = 0, total = entries[entry].amountFilled; i < total; i++) {
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obj.textSuffix += notchFilledImage;
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}
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}
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/* Second, check overcharmed notches and fill them (skips if player is not overcharmed) */
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if (entries[entry].amountOvercharmed > 0) {
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for (let i = 0, total = entries[entry].amountOvercharmed; i < total; i++) {
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obj.textSuffix += notchOvercharmedImage;
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}
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}
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/* Last, fill all unused notches */
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if (entries[entry].amountUnused > 0) {
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for (let i = 0, total = entries[entry].amountUnused; i < total; i++) {
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obj.textSuffix += notchNormalImage;
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}
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}
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obj.textSuffix += `${obj.p}<sup>(${entries[entry].amountTotal})</sup>`;
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break;
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case "geo":
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obj.div = divFlex;
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obj.span = ["", ""];
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obj.textSuffix += `${geoNormalImage}<b>${entries[entry].amount}</b>`;
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// Show Shade Geo value and image only if Shade has at least 1 Geo on it
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if (entries[entry].amountShade > 0) obj.textSuffix += `${obj.p}+${geoShadeImage}<b>${entries[entry].amountShade}</b>`;
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// Show also total Geo (Geo + Shade Geo) if player has at least 1 geo alongside the shade geo
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if (entries[entry].amount > 0 && entries[entry].amountShade > 0) {
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obj.textSuffix += `${obj.p}=${obj.p}<b>${entries[entry].amountTotal}</b>`;
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}
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obj.p = "";
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break;
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default:
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}
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/* Optimized only for the "intro" section! */
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if (entries[entry].hasOwnProperty("spoilerAfter")) {
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obj.spoilerAfter = `</b> ${entries[entry].spoilerAfter}`;
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obj.span[1] = "";
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}
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textFill += SingleEntryFill(obj);
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}
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break;
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/* #################### Hints (hints) #################### */
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case "hints":
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obj.b = ["", ""];
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obj.span = ["<span>", "</span>"];
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obj.icon = iconNull;
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obj.textPrefix = "";
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obj.textSuffix = entries[sections[section].current].spoiler;
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/* display only one (current) hint */
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textFill += SingleEntryFill(obj);
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break;
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/* ###################### All other sections ##################### */
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default:
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for (let entry in entries) {
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textFill += SingleEntryFill(section, entries[entry]);
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if (entries[entry].hasOwnProperty("icon")) {
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switch (entries[entry].icon) {
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case "clock":
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obj.icon = iconClock;
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break;
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case "green":
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obj.icon = iconGreen;
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break;
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case "red":
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obj.icon = iconRed;
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break;
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default:
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obj.icon = iconNull;
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}
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} else {
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obj.icon = iconRed;
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}
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obj.textPrefix = entries[entry].name;
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obj.textSuffix = `— ${entries[entry].spoiler}`;
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obj.wiki = entries[entry].wiki;
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obj.b = [`<a class="wiki" href="${WIKI_LINK}${obj.wiki}" target="_blank">`, "</a>"];
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obj.span = ["<span class='spoiler-span'>", "</span>"];
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obj.spoiler = ["<span class='spoiler-text'>", "</span>"];
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if (entries[entry].hasOwnProperty("amount")) {
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if (entries[entry].hasOwnProperty("disabled")) {
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if (entries[entry].disabled !== true) {
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obj.textPrefix += `: ${entries[entry].amount}`;
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}
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} else {
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obj.textPrefix += `: ${entries[entry].amount}`;
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}
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}
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if (entries[entry].hasOwnProperty("amountTotal")) {
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obj.textPrefix += ` / ${entries[entry].amountTotal}`;
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}
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if (entries[entry].hasOwnProperty("id")) {
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switch (entries[entry].id) {
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case "geoRocks":
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case "itemsDiscovered":
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obj.textPrefix += `: ${entries[entry].notActivated} | ${entries[entry].activated} | ${entries[entry].discoveredTotal}`;
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break;
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case "zoteStatus":
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case "nailsmithStatus":
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if (entries[entry].hasOwnProperty("currentName") && entries[entry].hasOwnProperty("currentSpoiler")) {
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obj.textPrefix = entries[entry][entries[entry].currentName];
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obj.textSuffix = entries[entry][entries[entry].currentSpoiler];
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}
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break;
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default:
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}
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}
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if (entries[entry].hasOwnProperty("disabled")) {
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if (entries[entry].disabled === true) {
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obj.textPrefix = `<del>${obj.textPrefix}</del>`;
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}
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}
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if (obj.textPrefix.includes("<del>")) obj.textSuffix = `<del>${obj.textSuffix}</del>`;
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/* textFill += SingleEntryFill(section, entries[entry]); */
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textFill += SingleEntryFill(obj);
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/* ##################### Horizontal lines ####################### */
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switch (entry) {
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case "saveVersion":
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@ -276,8 +510,9 @@ function SectionStart(section) {
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}
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function SingleEntryFill(section, entry) {
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/* function SingleEntryFill(section, entry) { */
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function SingleEntryFill(obj) {
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/*
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let icon = "";
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let iconGreen = SYMBOL_TRUE;
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let iconRed = SYMBOL_FALSE;
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@ -341,7 +576,7 @@ function SingleEntryFill(section, entry) {
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if (!textPrefix.length) b = ["", ""];
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if (wiki.length) b = [`<a class="wiki" href="${WIKI_LINK}${wiki}" target="_blank">`, "</a>"];
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/* #################### Different behaviour depending on the section ####################### */
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// #################### Different behaviour depending on the section #######################
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switch (section) {
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@ -349,7 +584,7 @@ function SingleEntryFill(section, entry) {
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b = ["", ""];
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span = ["<b>", "</b>"];
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/* Different text and images for each entry in the "Game Status" section */
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// Different text and images for each entry in the "Game Status" section
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switch (entry.id) {
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case "gameCompletion":
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@ -390,21 +625,21 @@ function SingleEntryFill(section, entry) {
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div = divFlex;
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span = ["", ""];
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/* First, check filled (used) notches and fill them (skips if no filled notches) */
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// First, check filled (used) notches and fill them (skips if no filled notches)
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if (entry.amountFilled > 0) {
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for (let i = 0, total = entry.amountFilled; i < total; i++) {
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textSuffix += notchFilledImage;
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}
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}
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/* Second, check overcharmed notches and fill them (skips if player is not overcharmed) */
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// Second, check overcharmed notches and fill them (skips if player is not overcharmed)
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if (entry.amountOvercharmed > 0) {
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for (let i = 0, total = entry.amountOvercharmed; i < total; i++) {
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textSuffix += notchOvercharmedImage;
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}
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}
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/* Last, fill all unused notches */
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// Last, fill all unused notches
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if (entry.amountUnused > 0) {
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for (let i = 0, total = entry.amountUnused; i < total; i++) {
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textSuffix += notchNormalImage;
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@ -432,7 +667,7 @@ function SingleEntryFill(section, entry) {
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default:
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}
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/* Optimized only for the "intro" section! */
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// Optimized only for the "intro" section!
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if (entry.hasOwnProperty("spoilerAfter")) {
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spoilerAfter = `</b> ${entry.spoilerAfter}`;
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span[1] = "";
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@ -497,8 +732,8 @@ function SingleEntryFill(section, entry) {
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if (textPrefix.includes("<del>")) textSuffix = `<del>${textSuffix}</del>`;
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}
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return [
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*/
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/* return [
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div,
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icon,
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`${b[0]}${textPrefix}${b[1]}`,
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@ -509,6 +744,19 @@ function SingleEntryFill(section, entry) {
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spoiler[1],
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span[1],
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"</div>\n"
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].join(""); */
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return [
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obj.div,
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obj.icon,
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`${obj.b[0]}${obj.textPrefix}${obj.b[1]}`,
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obj.span[0],
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obj.p,
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obj.spoiler[0],
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`${obj.textSuffix}${obj.spoilerAfter}`,
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obj.spoiler[1],
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obj.span[1],
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"</div>\n"
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].join("");
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}
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