From eab973158aa59574c207235f2d651abe7a267bf7 Mon Sep 17 00:00:00 2001 From: ReznoRMichael Date: Thu, 4 Feb 2021 02:51:31 +0100 Subject: [PATCH] docs for CountGeoRocks --- docs/app.js | 2 +- src/js/HKCheckCompletion.js | 8 +++++++- 2 files changed, 8 insertions(+), 2 deletions(-) diff --git a/docs/app.js b/docs/app.js index eedde8e..cd3ab27 100644 --- a/docs/app.js +++ b/docs/app.js @@ -16,7 +16,7 @@ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony import */ var _hk_database_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./hk-database.js */ \"./src/js/hk-database.js\");\n/* harmony import */ var _img_health_mask_png__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ../img/health-mask.png */ \"./src/img/health-mask.png\");\n/* harmony import */ var _img_health_mask_steel_png__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ../img/health-mask-steel.png */ \"./src/img/health-mask-steel.png\");\n/* harmony import */ var _img_soul_orb_png__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ../img/soul-orb.png */ \"./src/img/soul-orb.png\");\n/* harmony import */ var _img_notch_png__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! ../img/notch.png */ \"./src/img/notch.png\");\n/* harmony import */ var _img_notch_filled_png__WEBPACK_IMPORTED_MODULE_5__ = __webpack_require__(/*! ../img/notch-filled.png */ \"./src/img/notch-filled.png\");\n/* harmony import */ var _img_notch_overcharmed_png__WEBPACK_IMPORTED_MODULE_6__ = __webpack_require__(/*! ../img/notch-overcharmed.png */ \"./src/img/notch-overcharmed.png\");\n/* harmony import */ var _img_geo_png__WEBPACK_IMPORTED_MODULE_7__ = __webpack_require__(/*! ../img/geo.png */ \"./src/img/geo.png\");\n/* harmony import */ var _img_geo_shade_png__WEBPACK_IMPORTED_MODULE_8__ = __webpack_require__(/*! ../img/geo-shade.png */ \"./src/img/geo-shade.png\");\n/* eslint-disable no-prototype-builtins */\n// ---------------- Load main Hollow Knight database file ----------------- //\n // ---------------- Load image files (necessary for Webpack) ----------------- //\n\n\n\n\n\n\n\n\n // ---------------- Constants ----------------- //\n// const DATA_UNKNOWN = \"Data unknown\";\n\nvar SYMBOL_FALSE = \"\"; // \"❌ \"\n\nvar SYMBOL_TRUE = \"\"; // \"✅ \"\n// const SYMBOL_INFO = \"\"; // \"ℹ \"\n\nvar SYMBOL_EMPTY = \"\";\nvar FLEUR_DIVIDE = \"
\"; // ---------------- Variables ----------------- //\n// let currentData = DATA_UNKNOWN;\n\nvar completionSymbol = SYMBOL_FALSE;\nvar divStart = [\"
\"].join(\"\\n\");\nvar divStartCenter = [\"
\"].join(\"\\n\");\nvar divEnd = [\"
\"].join(\"\\n\");\nvar pSpan = \"\";\nvar benchHKCCBegin, benchHKCCEnd; // ---------------- Functions ----------------- //\n\n/**\r\n * Main Function. Checks Hollow Knight game completion by analyzing the save file\r\n * @param {object} jsonObject Decoded save data in JavaScript Object Notation form (JSON)\r\n */\n\nfunction HKCheckCompletion(jsonObject) {\n // start benchmark\n benchHKCCBegin = new Date();\n var HKPlayerData;\n var HKWorldItems;\n var HKSceneData;\n\n if (jsonObject.hasOwnProperty(\"playerData\")) {\n HKPlayerData = jsonObject.playerData;\n } else return false;\n\n if (jsonObject.hasOwnProperty(\"sceneData\")) {\n HKSceneData = jsonObject.sceneData;\n\n if (jsonObject.sceneData.hasOwnProperty(\"persistentBoolItems\")) {\n HKWorldItems = jsonObject.sceneData.persistentBoolItems;\n } else return false;\n } else return false; // Pre-Cleaning and filling initial data (h2, id) needed for FillHTML()\n\n\n PrefillHTML(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID); // Prevents adding current percent data after each function call (each click of Analyze button)\n\n ResetCompletion(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID); // Shallow Clone const objects (used for destructive functions)\n\n var HK_HINTS_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.HINTS);\n var HK_BOSSES_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.BOSSES);\n var HK_BOSSES_WORLD_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.BOSSES_WORLD);\n var HK_CHARMS_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.CHARMS);\n var HK_COLOSSEUM_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.COLOSSEUM);\n var HK_DREAMERS_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DREAMERS);\n var HK_DREAMNAIL_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DREAMNAIL);\n var HK_EQUIPMENT_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.EQUIPMENT);\n var HK_MASKSHARDS_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.MASKSHARDS);\n var HK_MASKSHARDS_WORLD_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.MASKSHARDS_WORLD);\n var HK_NAILARTS_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.NAILARTS);\n var HK_VESSELFRAGMENTS_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.VESSELFRAGMENTS);\n var HK_VESSELFRAGMENTS_WORLD_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.VESSELFRAGMENTS_WORLD);\n var HK_WARRIORDREAMS_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.WARRIORDREAMS);\n var HK_GRIMMTROUPE_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.GRIMMTROUPE);\n var HK_LIFEBLOOD_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.LIFEBLOOD);\n var HK_GODMASTER_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.GODMASTER); // Shallow Clone const arrays (used for destructive functions)\n\n var HK_GODMASTER_DOORS_temp = Array.from(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.GODMASTER_DOORS);\n var HK_NAILUPGRADES_temp = Array.from(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.NAILUPGRADES); // Deep Clone const spells multi-layer object (used for destructive functions)\n\n var HK_SPELLS_temp = JSON.parse(JSON.stringify(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.SPELLS)); // ================================================================================== //\n // ---------------- Time Played ----------------- //\n\n CheckPlayTime(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.intro, HKPlayerData.playTime); // ---------------- Game Completion Status ----------------- //\n\n CheckCompletionPercent(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.intro, HKPlayerData.completionPercentage); // ---------------- Fleur Divide ----------------- //\n\n AppendHTML(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.intro, FLEUR_DIVIDE); // ---------------- Health Masks ----------------- //\n\n CheckHealthMasks(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.intro, HKPlayerData.maxHealthBase, HKPlayerData.permadeathMode); // ---------------- Soul Orbs ----------------- //\n\n CheckSoulOrbs(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.intro, HKPlayerData.maxMP + HKPlayerData.MPReserveMax); // ---------------- Charm Notches (Slots) ----------------- //\n\n CheckNotches(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.intro, HKPlayerData.charmSlots, HKPlayerData.charmSlotsFilled); // ---------------- Geo Amount ----------------- //\n\n CheckGeo(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.intro, HKPlayerData.geo, HKPlayerData.geoPool); // ---------------- Bosses (Base Game) --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.bosses, HK_BOSSES_temp, HKPlayerData); // ---------------- Gruz Mother and Mawlek (World Map) --------------------- //\n\n if (HKWorldItems) CheckWorldDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.bosses, \"Battle Scene\", HK_BOSSES_WORLD_temp, HKWorldItems); // ---------------- Charms --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.charms, HK_CHARMS_temp, HKPlayerData); // ---------------- Colosseum of Fools --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.colosseum, HK_COLOSSEUM_temp, HKPlayerData); // ---------------- Dreamers --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.dreamers, HK_DREAMERS_temp, HKPlayerData); // ---------------- Dream Nail and Essence --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.dreamNail, HK_DREAMNAIL_temp, HKPlayerData); // ---------------- Equipment --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.equipment, HK_EQUIPMENT_temp, HKPlayerData); // ---------------- Nail Upgrades --------------------- //\n\n for (var i = 0, length = HK_NAILUPGRADES_temp.length; i < length; i++) {\n HKPlayerData.nailSmithUpgrades >= i ? CurrentDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.nailUpgrades) : CurrentDataFalse();\n FillHTML(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.nailUpgrades, HK_NAILUPGRADES_temp[i][0], HK_NAILUPGRADES_temp[i][1]);\n }\n\n if (_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.nailUpgrades.percent) _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.nailUpgrades.percent--; // subject one for the Old Nail\n // ---------------- Mask Shards --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.maskShards, HK_MASKSHARDS_temp, HKPlayerData); // ---------------- Mask Shards (World Map) --------------------- //\n\n CheckWorldDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.maskShards, \"Heart Piece\", HK_MASKSHARDS_WORLD_temp, HKWorldItems); // ---------------- Nail Arts --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.nailArts, HK_NAILARTS_temp, HKPlayerData); // ---------------- Spells --------------------- //\n\n CheckSpellLevel(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.spells, HK_SPELLS_temp, HKPlayerData); // ---------------- Vessel Fragments --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.vesselFragments, HK_VESSELFRAGMENTS_temp, HKPlayerData); // ---------------- Vessel Fragments (World Map) --------------------- //\n\n CheckWorldDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.vesselFragments, \"Vessel Fragment\", HK_VESSELFRAGMENTS_WORLD_temp, HKWorldItems); // ---------------- Warrior Dreams --------------------- //\n\n CheckWarriorDreams(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.warriorDreams, HK_WARRIORDREAMS_temp, HKPlayerData); // ---------------- Grimm Troupe Content Pack --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.grimmTroupe, HK_GRIMMTROUPE_temp, HKPlayerData);\n HKPlayerData.grimmChildLevel >= 4 ? CurrentDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.grimmTroupe) : CurrentDataFalse();\n FillHTML(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.grimmTroupe, \"Nightmare King Grimm / Banishment\", \"Dirtmouth or Howling Cliffs\"); // ---------------- Lifeblood Content Pack --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.lifeblood, HK_LIFEBLOOD_temp, HKPlayerData); // ---------------- Godmaster Content Pack --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.godmaster, HK_GODMASTER_temp, HKPlayerData);\n\n for (var _i = 1; _i <= 4; _i++) {\n HKPlayerData[\"bossDoorStateTier\" + _i].completed === true ? CurrentDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.godmaster) : CurrentDataFalse();\n FillHTML(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.godmaster, HK_GODMASTER_DOORS_temp[_i - 1][0], HK_GODMASTER_DOORS_temp[_i - 1][1]);\n } // ---------------- Fleur Divide ----------------- //\n\n\n AppendHTML(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.godmaster, FLEUR_DIVIDE); // ------------------------- Essential Things ----------------------------- //\n\n CheckAdditionalThings(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.essential, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.ESSENTIAL, HKPlayerData, HKWorldItems); // ---------------- Fleur Divide ----------------- //\n\n AppendHTML(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.essential, FLEUR_DIVIDE); // ------------------------- Achievements ----------------------------- //\n\n CheckAdditionalThings(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.achievements, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.ACHIEVEMENTS, HKPlayerData, HKWorldItems); // ---------------- Fleur Divide ----------------- //\n\n AppendHTML(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.achievements, FLEUR_DIVIDE); // ------------------------- Game Statistics ----------------------------- //\n\n CheckAdditionalThings(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.statistics, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.STATISTICS, HKPlayerData, HKWorldItems, HKSceneData); // ------------------------- Hints ----------------------------- //\n\n CheckHintsTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.hints, HK_HINTS_temp, HKPlayerData, HKWorldItems); // ------------------------- Fill completion ----------------------------- //\n\n CompletionHTML(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID, HKPlayerData.completionPercentage); // Prevents wrong checkbox behaviour (must run after everything is finished)\n\n CheckboxHintsToggle();\n CheckboxSpoilersToggle(); // finish and show benchmark\n\n benchHKCCEnd = new Date();\n console.info(\"HKCheckCompletion() time (ms) =\", benchHKCCEnd - benchHKCCBegin);\n return true;\n}\n/**\r\n * Cleans \"generated\" and fills all HTML elements of ids from a given list. Creates only div with id, and h2 with title inside it.\r\n * @param {object} jsObj Object with HTML data to fill\r\n */\n\n\nfunction PrefillHTML(jsObj) {\n // Clean \"generated\" div\n document.getElementById(\"generated\").innerHTML = \"\";\n var id = \"\";\n var h2 = \"\";\n var h2id = \"\";\n var mp = \"\"; // max Percent\n\n var cl = \"\"; // class\n\n for (var i in jsObj) {\n id = jsObj[i].id;\n h2 = jsObj[i].h2;\n h2id = \"h2-\" + jsObj[i].id;\n mp = \"
\".concat(i === \"intro\" ? 0 : jsObj[i].maxPercent, \"%
\");\n if (!jsObj[i].hasOwnProperty(\"maxPercent\")) mp = \"\";\n document.getElementById(\"generated\").innerHTML += \"
\" + \"
\"; // document.getElementById(id).innerHTML += \"

\" + h2 + mp + \"

\";\n\n document.getElementById(id).innerHTML += \"

\").concat(h2).concat(mp, \"

\");\n }\n}\n/**\r\n * Replaces the h2 titles with a current percent/max percent values as read from the save file\r\n * @param {object} jsObj Object with HTML data to fill\r\n */\n\n\nfunction CompletionHTML(jsObj, hkGameCompletion) {\n var h2 = \"\";\n var h2id = \"\";\n var cl = \"\";\n var clGreen = \"box-green\";\n var clRed = \"box-red\";\n var cp = 0; // current Percent\n\n var mp = 0; // max Percent\n\n var fillText = \"\";\n\n for (var i in jsObj) {\n h2 = jsObj[i].h2;\n h2id = \"h2-\" + jsObj[i].id;\n jsObj[i].hasOwnProperty(\"percent\") ? cp = jsObj[i].percent : cp = 0;\n if (i === \"intro\") cp = hkGameCompletion; // Don't use percent-box for Essentials, Achievements, Statistics\n\n if (!jsObj[i].hasOwnProperty(\"maxPercent\")) {\n fillText = \"\";\n } // otherwise use percent-box with values cp/mp%\n else {\n mp = jsObj[i].maxPercent;\n\n if (i === \"maskShards\") {\n var perc = jsObj[i].percent;\n perc % 4 ? cp = Math.floor(perc / 4) : cp = perc / 4;\n } else if (i === \"vesselFragments\") {\n var _perc = jsObj[i].percent;\n _perc % 3 ? cp = Math.floor(_perc / 3) : cp = _perc / 3;\n } // switches the box to red when a section (h2) is 0\n\n\n if (cp === 0) {\n cl = \" \".concat(clRed);\n } // switches the box to green when a section (h2) is completed\n else if (cp === mp) {\n cl = \" \".concat(clGreen);\n } // default is blue (partially completed and starting value)\n else cl = \"\"; // needed for Game Status to show percentage properly (adds a slash for all boxes except the Game Status one)\n\n\n if (jsObj[i].hasOwnProperty(\"percent\")) cp += \"/\";\n fillText = \"
\").concat(i === \"intro\" ? cp : cp + jsObj[i].maxPercent, \"%
\");\n }\n\n document.getElementById(h2id).innerHTML = h2 + fillText;\n }\n}\n/**\r\n * Generates and appends a new entry inside the HTML of a given ID\r\n * @param {object} divId object containing div ID and h2 title of the HTML element\r\n * @param {string} textPrefix Main name of the entry\r\n * @param {string} textSuffix Optional suffix after the main name (spoilers: locations, costs etc.)\r\n */\n\n\nfunction FillHTML(divId) {\n var textPrefix = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : \"Unknown Completion Element: \";\n var textSuffix = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : \"Unknown Description Element\";\n var icon = completionSymbol;\n var b = [\"\", \"\"];\n if (!textPrefix.length) b = [\"\", \"\"];\n var span = [\"\", \"\"];\n var spoilerSpan = [\"\", \"\"];\n\n if (divId === _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.hints) {\n span[0] = \"\";\n icon = \"\";\n }\n\n var dash = \"\";\n if (textSuffix.length && textPrefix.length) dash = \"— \";\n document.getElementById(divId.id).innerHTML += divStart + icon + b[0] + textPrefix + b[1] + span[0] + pSpan + spoilerSpan[0] + dash + textSuffix + spoilerSpan[1] + span[1] + divEnd;\n}\n/**\r\n * Adds HTML string to an element with a given ID.\r\n * @param {object} divId object containing div ID of the HTML element to append to\r\n * @param {string} content HTML contents to append\r\n */\n\n\nfunction AppendHTML(divId, content) {\n document.getElementById(divId.id).innerHTML += \"\\n\" + content;\n}\n/**\r\n * Switches global variable to a \"completed\" symbol. Adds +1 or +2 to percent property.\r\n */\n\n\nfunction CurrentDataTrue() {\n var divId = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : \"\";\n completionSymbol = SYMBOL_TRUE;\n\n if (divId) {\n divId.percent++;\n if (divId.id === \"hk-equipment\") divId.percent++; // double % for equipment\n }\n}\n/**\r\n * Switches global variable to a \"not completed\" symbol\r\n */\n\n\nfunction CurrentDataFalse() {\n completionSymbol = SYMBOL_FALSE;\n}\n/**\r\n * Switches global variable to an \"information\" symbol\r\n */\n\n/* function CurrentDataInfo() {\r\n completionSymbol = SYMBOL_INFO;\r\n} */\n\n/**\r\n * Switches global variable to no symbol (span with left padding)\r\n */\n\n\nfunction CurrentDataBlank() {\n completionSymbol = SYMBOL_EMPTY;\n}\n/**\r\n * Fills HTML with the playTime value of the save file\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {number} playTime Number of total gameplay time in seconds\r\n */\n\n\nfunction CheckPlayTime(divId, playTime) {\n var icon = \"\";\n var seconds = Math.floor(playTime);\n var minutes = Math.floor(seconds / 60 % 60);\n var hours = Math.floor(seconds / 3600);\n var sec = Math.floor(seconds % 60);\n if (sec < 10) sec = \"0\" + sec;\n if (minutes < 10) minutes = \"0\" + minutes;\n var textFill = \"Time Played:\" + pSpan + \"\" + hours + \" h \" + minutes + \" min \" + sec + \" sec\";\n document.getElementById(divId.id).innerHTML += divStart + icon + textFill + divEnd;\n}\n/**\r\n * Searches for completionPercentage in playerData and fills HTML with the value of the save file\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {number} completionPercentage Number of completion percentage\r\n */\n\n\nfunction CheckCompletionPercent(divId, completionPercentage) {\n completionPercentage >= 112 ? CurrentDataTrue() : CurrentDataFalse();\n var textFill = \"Game Completion:\" + pSpan + \"\" + completionPercentage + \" %\" + pSpan + \"(out of \" + divId.maxPercent + \" %)\";\n document.getElementById(divId.id).innerHTML += divStart + completionSymbol + textFill + divEnd;\n}\n/**\r\n * Fills HTML with appropriate number of health mask images\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {number} masks Number of max health masks from the save (baseline without charms and lifeblood)\r\n * @param {number} permadeathMode Value of permadeathMode property. 0 = Normal, 1 = Steel Soul, 2 = Steel Soul broken save\r\n */\n\n\nfunction CheckHealthMasks(divId) {\n var masks = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 5;\n var permadeathMode = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;\n var icon = SYMBOL_EMPTY;\n var textFill = \"Health:\";\n var maskImages = \"\";\n var maskNormal = \"health mask image\");\n var maskSteel = \"steel health mask image\");\n var maskImg = \"\";\n permadeathMode > 0 ? maskImg = maskSteel : maskImg = maskNormal;\n\n for (var i = 0; i < masks; i++) {\n maskImages += maskImg;\n }\n\n document.getElementById(divId.id).innerHTML += divStartCenter + icon + textFill + maskImages + divEnd;\n}\n/**\r\n * Fills HTML with appropriate number of soul orbs images\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {number} totalSoul Number of max Soul reserve from the save. 99 = full Soul Orb\r\n */\n\n\nfunction CheckSoulOrbs(divId, totalSoul) {\n var icon = SYMBOL_EMPTY;\n var textFill = \"Soul:\";\n var soulImages = \"\";\n var soulNormal = \"soul orb image\");\n var soulImg = soulNormal;\n\n for (var i = 0, total = totalSoul / 33; i < total; i++) {\n soulImages += soulImg;\n }\n\n document.getElementById(divId.id).innerHTML += divStartCenter + icon + textFill + soulImages + divEnd;\n}\n/**\r\n * Fills HTML with the Geo value of the save file\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {number} geoValue Number of total Geo value\r\n */\n\n\nfunction CheckGeo(divId) {\n var geoValue = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n var geoPoolValue = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;\n var icon = SYMBOL_EMPTY;\n var textFill = \"Geo:geo symbol image\").concat(geoValue, \"\"); // Show Shade Geo value and image only if Shade has at least 1 Geo on it\n\n if (geoPoolValue > 0) textFill += \"\\n \".concat(pSpan, \"+shade geo symbol image\").concat(geoPoolValue, \"\"); // Show also total Geo (Geo + Shade Geo) if player has at least 1 geo alongside the shade geo\n\n if (geoValue > 0 && geoPoolValue > 0) textFill += \"\".concat(pSpan, \"=\").concat(pSpan, \"\").concat(geoValue + geoPoolValue, \"\");\n document.getElementById(divId.id).innerHTML += divStartCenter + icon + textFill + divEnd;\n}\n/**\r\n * Fills HTML with appropriate number of notch images\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {number} totalNotches Number of total Charm Notches the player has. 11 = max\r\n * @param {number} filledNotches Number of total used Charm Notches (including overcharmed notches). 15 = max\r\n */\n\n\nfunction CheckNotches(divId) {\n var totalNotches = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 3;\n var filledNotches = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;\n var _ = 0,\n overcharmedNotches = _.overcharmedNotches,\n unusedNotches = _.unusedNotches; // How many overcharmed notches images to show\n\n overcharmedNotches = filledNotches - totalNotches;\n if (overcharmedNotches < 1) overcharmedNotches = 0; // How many unused notches images to show\n\n unusedNotches = totalNotches - filledNotches;\n if (unusedNotches < 1) unusedNotches = 0; // Correct number of filled/used notches images to show when player is overcharmed\n\n if (filledNotches > totalNotches) filledNotches = totalNotches;\n var icon = SYMBOL_EMPTY;\n var textFill = \"Notches:\".concat(pSpan);\n var notchImages = \"\";\n var notchNormalImage = \"notch image\");\n var notchFilledImage = \"notch image\");\n var notchOvercharmedImage = \"notch image\"); // First check filled (used) notches and fill them (skips if no filled notches)\n\n if (filledNotches > 0) {\n for (var i = 0; i < filledNotches; i++) {\n notchImages += notchFilledImage;\n }\n } // Second check overcharmed notches and fill them (skips if player is not overcharmed)\n\n\n if (overcharmedNotches > 0) {\n for (var _i2 = 0; _i2 < overcharmedNotches; _i2++) {\n notchImages += notchOvercharmedImage;\n }\n } // Lastly, fill all unused notches\n\n\n if (unusedNotches > 0) {\n for (var _i3 = 0; _i3 < unusedNotches; _i3++) {\n notchImages += notchNormalImage;\n }\n }\n\n document.getElementById(divId.id).innerHTML += divStartCenter + icon + textFill + notchImages + divEnd;\n}\n/**\r\n * Verifies if the data in a specific object is true or false, and appends HTML accordingly.\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {object} dataObject Object containing data to be verified (use copy - data inside this object will be deleted)\r\n * @param {object} playerData Reference/pointer to specific data where to search\r\n */\n\n\nfunction CheckIfDataTrue(divId, dataObject, playerData) {\n for (var i in dataObject) {\n switch (i) {\n case \"gotCharm_36\":\n // prevents green checkbox and adding 1% when only got one white fragment\n playerData.gotQueenFragment === true && playerData.gotKingFragment === true ? CurrentDataTrue(divId) : CurrentDataFalse();\n break;\n\n default:\n playerData[i] === true ? CurrentDataTrue(divId) : CurrentDataFalse();\n }\n\n FillHTML(divId, dataObject[i][0], dataObject[i][1]);\n }\n}\n/**\r\n * Verifies if the data in a specific object is 0 or > 0, and appends HTML accordingly.\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {object} dataObject Object containing data to be verified (use copy - data inside this object will be deleted)\r\n * @param {object} playerData Reference/pointer to specific data where to search\r\n */\n\n\nfunction CheckSpellLevel(divId, dataObject, playerData) {\n for (var i in dataObject) {\n for (var j = 1; j <= 2; j++) {\n playerData[i] >= j ? CurrentDataTrue(divId) : CurrentDataFalse();\n FillHTML(divId, dataObject[i][j][0], dataObject[i][j][1]);\n }\n }\n}\n/**\r\n * Verifies if the data in a specific object is 0 or > 0, and appends HTML accordingly.\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {object} dataObject Object containing data to be verified (use copy - data inside this object will be deleted)\r\n * @param {object} playerData Reference/pointer to specific data where to search\r\n */\n\n\nfunction CheckWarriorDreams(divId, dataObject, playerData) {\n for (var i in dataObject) {\n playerData[i] > 0 ? CurrentDataTrue(divId) : CurrentDataFalse();\n FillHTML(divId, dataObject[i][0], dataObject[i][1]);\n }\n}\n/**\r\n * Verifies if the data in a specific object are true or false, and appends HTML accordingly. Creates a copy of dataObject.\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {string} idText Text string inside save data to search for\r\n * @param {object} dataObject Object containing data to be verified\r\n * @param {object} worldData Reference/pointer to specific data where to search\r\n */\n\n\nfunction CheckWorldDataTrue(divId, idText, dataObject, worldData) {\n var orderedArray = [];\n var size = ObjectLength(dataObject); // Order the items before displaying them (creates a copy of dataObject)\n\n for (var i in dataObject) {\n orderedArray.push([i, dataObject[i][0], dataObject[i][1], false]);\n } // Search for completed items and mark them for display\n\n\n for (var _i4 = 0, length = worldData.length; _i4 < length; _i4++) {\n for (var j = 0; j < size; j++) {\n if (worldData[_i4].id === idText && worldData[_i4].sceneName === orderedArray[j][0] && worldData[_i4].activated === true) {\n orderedArray[j][3] = true;\n }\n }\n } // Display the items as they were initially ordered\n\n\n for (var _i5 = 0; _i5 < size; _i5++) {\n CurrentDataFalse();\n if (orderedArray[_i5][3] === true) CurrentDataTrue(divId);\n FillHTML(divId, orderedArray[_i5][1], orderedArray[_i5][2]);\n }\n}\n/**\r\n * Verifies if the data in a specific object are true or false, or checks what values they have, and appends HTML accordingly.\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {object} dataObject Object containing data to be verified\r\n * @param {object} playerData Reference/pointer to specific data where to search\r\n * @param {object} worldData Reference/pointer to specific data where to search\r\n */\n\n\nfunction CheckAdditionalThings(divId, dataObject, playerData, worldData, sceneData) {\n var textPrefix = \"\";\n var textSuffix = \"\";\n /**\r\n * Searches for a given item in the in-game area and returns true when found and collected.\r\n * @param {string} itemArea Code of the in-game area on the map\r\n * @param {string} itemId Name of the item\r\n * @returns {boolean}\r\n */\n\n function FindWorldItem() {\n var itemArea = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : \"\";\n var itemId = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : \"Shiny Item\";\n\n for (var i = 0, length = worldData.length; i < length; i++) {\n if (worldData[i].id === itemId) {\n if (worldData[i].sceneName === itemArea) {\n if (worldData[i].activated === true) return true;\n }\n }\n }\n\n return false;\n }\n /**\r\n * Searches for a given item that the player has found and returns the amount of them that the player completed.\r\n * @param {string} itemId Name of the item\r\n * @returns {number}\r\n */\n\n\n function CountWorldItem() {\n var itemId = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : \"\";\n var total = 0;\n\n for (var i = 0, length = worldData.length; i < length; i++) {\n if (worldData[i].id === itemId) {\n if (worldData[i].activated === true) total++;\n }\n }\n\n return total;\n }\n /**\r\n * Counts the number of maps the player has acquired (from the list in an array)\r\n * @param {array} mapArray Array of strings with area map names\r\n * @returns {number}\r\n */\n\n\n function CountMaps(mapArray) {\n var totalMaps = 0;\n\n for (var i = 0, len = mapArray.length; i < len; i++) {\n if (playerData[mapArray[i]] === true) totalMaps++;\n }\n\n return totalMaps;\n }\n\n function CountGeoRocks(arrayLength) {\n var mode = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : \"unbroken\";\n var countTotal = 0;\n\n if (mode === \"unbroken\") {\n for (var i = 0; i < arrayLength; i++) {\n if (sceneData.geoRocks[i].hitsLeft > 0) {\n countTotal++;\n console.log(\"Unbroken ID: \".concat(sceneData.geoRocks[i].id, \", Map location: \").concat(sceneData.geoRocks[i].sceneName));\n }\n }\n } else {\n for (var _i6 = 0; _i6 < arrayLength; _i6++) {\n if (sceneData.geoRocks[_i6].hitsLeft === 0) countTotal++;\n }\n }\n\n return countTotal;\n }\n\n for (var i in dataObject) {\n textPrefix = dataObject[i][0];\n dataObject[i][1] ? textSuffix = dataObject[i][1] : textSuffix = \"\";\n var _2 = 0,\n amount = _2.amount,\n countTotal = _2.countTotal,\n total = _2.total,\n unbroken = _2.unbroken,\n broken = _2.broken,\n discoveredTotal = _2.discoveredTotal;\n\n switch (i) {\n case \"areaMaps\":\n case \"grubsCollected\":\n case \"dreamOrbs\":\n case \"fountainGeo\":\n case \"nailDamage\":\n case \"stationsOpened\":\n case \"charmSlots\":\n case \"whisperingRoots\":\n case \"journalEntriesCompleted\":\n case \"journalNotesCompleted\":\n case \"whiteDefenderDefeats\":\n case \"greyPrinceDefeats\":\n if (i === \"areaMaps\") {\n amount = CountMaps(dataObject[i][3]);\n } else if (i === \"whisperingRoots\") {\n amount = CountWorldItem(\"Dream Plant\");\n } else {\n amount = playerData[i];\n }\n\n if (i === \"stationsOpened\") {\n if (playerData.openedHiddenStation === true) amount++;\n }\n\n countTotal = amount;\n\n if (i === \"journalEntriesCompleted\" || i === \"journalNotesCompleted\") {\n countTotal = amount + \" / \" + playerData.journalEntriesTotal;\n }\n\n textPrefix += \": \" + countTotal;\n amount >= dataObject[i][2] ? CurrentDataTrue() : CurrentDataBlank();\n break;\n\n case \"geoPool\":\n case \"rancidEggs\":\n case \"xunFlowerBrokeTimes\":\n textPrefix += \": \" + Math.abs(playerData[i]);\n i === \"geoPool\" && playerData[i] > 0 ? CurrentDataBlank() : CurrentDataTrue();\n break;\n\n case \"geoRocks\":\n discoveredTotal = sceneData.geoRocks.length;\n unbroken = CountGeoRocks(discoveredTotal, \"unbroken\");\n broken = CountGeoRocks(discoveredTotal, \"broken\");\n textPrefix += \": \".concat(unbroken, \" | \").concat(broken, \" | \").concat(discoveredTotal);\n CurrentDataTrue();\n break;\n\n case \"shopkeeperKey\":\n playerData.hasSlykey === true || playerData.gaveSlykey === true ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"elegantKey\":\n playerData.hasWhiteKey === true || playerData.usedWhiteKey === true ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"loveKey\":\n playerData.hasLoveKey === true || playerData.openedLoveDoor === true ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"simpleKeyCityOfTears\":\n // #2\n FindWorldItem(\"Ruins1_17\", \"Shiny Item\") ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"simpleKeyAncientBasin\":\n // #3\n FindWorldItem(\"Abyss_20\", \"Shiny Item Stand\") ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"paleOreAncientBasin\":\n // #1\n FindWorldItem(\"Abyss_17\", \"Battle Scene Ore\") ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"paleOreSeer\":\n // #2\n playerData.dreamReward2 === true ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"paleOreCrystalPeak\":\n // #3\n FindWorldItem(\"Mines_34\", \"Shiny Item Stand\") ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"paleOreDeepnest\":\n // #4\n FindWorldItem(\"Deepnest_32\", \"Shiny Item Stand\") ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"paleOreGrubfather\":\n // #5\n FindWorldItem(\"Crossroads_38\", \"Shiny Item Ore\") ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"paleOreColosseum\":\n // #6\n FindWorldItem(\"Room_Colosseum_Silver\", \"Shiny Item\") ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"relicsWandererJournal\":\n case \"relicsHallownestSeal\":\n case \"relicsKingsIdol\":\n case \"relicsArcaneEgg\":\n total = playerData[dataObject[i][3]] + playerData[dataObject[i][4]];\n total >= dataObject[i][2] ? CurrentDataTrue() : CurrentDataBlank();\n textPrefix += \": \" + total;\n break;\n\n case \"bossDoorStateTier5\":\n playerData[i].completed === true ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"killsBindingSeal\":\n playerData[i] == 0 ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"killedVoidIdol_1\":\n playerData[i] === true ? CurrentDataTrue() : CurrentDataFalse();\n if (playerData[i] === false && (playerData.killedVoidIdol_2 === true || playerData.killedVoidIdol_3 === true)) CurrentDataTrue();\n break;\n\n case \"killedVoidIdol_2\":\n playerData[i] === true ? CurrentDataTrue() : CurrentDataFalse();\n if (playerData[i] === false && playerData.killedVoidIdol_3 === true) CurrentDataTrue();\n break;\n\n case \"greyPrinceDefeated\":\n case \"zoteDead\":\n case \"nailsmithSpared\":\n playerData[i] === true ? CurrentDataTrue() : CurrentDataBlank();\n break;\n\n default:\n playerData[i] === true ? CurrentDataTrue() : CurrentDataFalse();\n }\n\n FillHTML(divId, textPrefix, textSuffix);\n }\n}\n/**\r\n * Checks, validates and shows hints to the player depending on their save progression, in chronological order. Shows only hint for the last uncompleted event. If Hollow Knight is defeated, shows a dummy text.\r\n * @param {object} divId object containing div hints ID and h2 title\r\n * @param {object} dataObject object containing all hints data\r\n * @param {object} playerData object containing HK Player Data to look in\r\n * @param {object} worldData object containing HK World Data to look in\r\n * @returns {bool} true when defeated Hollow Knight, false if not\r\n */\n\n\nfunction CheckHintsTrue(divId, dataObject, playerData, worldData) {\n if (playerData.killedHollowKnight === true) {\n // a text to show when player already finished their first playthrough (killed Hollow Knight first time)\n FillHTML(divId, \"\", \"...a successful Knight who doesn't need hints anymore. The Knight explores the world of Hallownest patiently in constant search of its remaining secrets...\");\n return true;\n }\n\n for (var i in dataObject) {\n if (playerData[i] === true) {\n continue;\n } else if (i === \"fireballLevel\") {\n if (playerData[i] >= 1) {\n continue;\n } else {\n FillHTML(divId, dataObject[i][0], dataObject[i][1]);\n return false;\n }\n } else if (i === \"Crossroads_04\") {\n var GruzMotherDefeated = false;\n\n for (var k = 0, length = worldData.length; k < length; k++) {\n if (worldData[k].id === \"Battle Scene\" && worldData[k].sceneName === \"Crossroads_04\" && worldData[k].activated === true) {\n GruzMotherDefeated = true;\n break;\n }\n }\n\n if (GruzMotherDefeated) {\n continue; // next dataObject (i)\n } else {\n FillHTML(divId, dataObject[i][0], dataObject[i][1]);\n return false;\n }\n } else if (i === \"dungDefenderOrHornet2\") {\n if (playerData.defeatedDungDefender === true) {\n continue;\n } else if (playerData.hornetOutskirtsDefeated === true) {\n continue;\n } else {\n // if no Dung Defender or Hornet 2\n FillHTML(divId, dataObject[i][0], dataObject[i][1]);\n return false;\n }\n } else if (i === \"ismaTearOrShadeCloak\") {\n if (playerData.hasAcidArmour === true) {\n continue;\n } else if (playerData.hasKingsBrand === true) {\n if (playerData.hasShadowDash === true) {\n continue;\n } else {\n // if Kings Brand but no Shade Cloak\n FillHTML(divId, dataObject[i][0], dataObject[i][1]);\n return false;\n }\n } else {\n // if no Isma's Tear or Kings Brand\n FillHTML(divId, dataObject[i][0], dataObject[i][1]);\n return false;\n }\n } else {\n // if anything from the hints list is not done\n FillHTML(divId, dataObject[i][0], dataObject[i][1]);\n return false;\n }\n } // end: for (let i in dataObject)\n\n} // function CheckHintsTrue()\n\n/**\r\n * Pre-Cleans HTML. Reads contents inside text area and parses it to a JavaScript object. If not empty, runs HKCheckCompletion() to check data.\r\n */\n\n\nfunction HKReadTextArea() {\n var textAreaId = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : \"\";\n // refresh and prepare document for filling with data from the save\n InitialHTMLPopulate(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID);\n var contents = document.getElementById(textAreaId).value;\n\n if (contents.length) {\n try {\n var jsonObject = JSON.parse(contents); // console.log(jsonObject);\n\n if (jsonObject.hasOwnProperty(\"playerData\")) HKCheckCompletion(jsonObject); // console.log(jsonObject);\n } catch (error) {\n alert(\"This seems like not a valid Hollow Knight save. \".concat(error));\n console.info(\"This seems like not a valid Hollow Knight save. \".concat(error));\n }\n }\n}\n/**\r\n * Checks the length of a JavaScript Object like Array.length\r\n * @param {object} object JavaScript Object\r\n * @return {number} length of the Object\r\n */\n\n\nfunction ObjectLength(object) {\n var length = 0;\n\n for (var key in object) {\n if (object.hasOwnProperty(key)) {\n ++length;\n }\n }\n\n return length;\n}\n/**\r\n * Populate all HTML with given ID and their initial data set as false (used at DOM load)\r\n * @param {object} divIdObj JavaScript Object containing all HTML IDs to populate\r\n */\n\n\nfunction InitialHTMLPopulate(divIdObj) {\n PrefillHTML(divIdObj);\n CurrentDataFalse(); // Play Time\n\n CheckPlayTime(divIdObj.intro, 0); // Game Completion\n\n CheckCompletionPercent(divIdObj.intro, 0); // Fleur Divide\n\n AppendHTML(divIdObj.intro, FLEUR_DIVIDE); // Health Masks\n\n CheckHealthMasks(divIdObj.intro); // Soul Orbs\n\n CheckSoulOrbs(divIdObj.intro, 99); // Charm Notches\n\n CheckNotches(divIdObj.intro); // Geo\n\n CheckGeo(divIdObj.intro); // First Hint Only\n\n FillHTML(divIdObj.hints, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.HINTS.fireballLevel[0], _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.HINTS.fireballLevel[1]); // Temp arrays storing references (addresses) to objects for looping through them (duplicates important)\n\n var hkObjArray = [_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.BOSSES, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.BOSSES_WORLD, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.CHARMS, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.EQUIPMENT, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.NAILARTS, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.MASKSHARDS, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.MASKSHARDS_WORLD, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.VESSELFRAGMENTS, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.VESSELFRAGMENTS_WORLD, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DREAMERS, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.COLOSSEUM, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DREAMNAIL, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.WARRIORDREAMS, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.GRIMMTROUPE, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.LIFEBLOOD, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.GODMASTER, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.ESSENTIAL, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.ACHIEVEMENTS, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.STATISTICS]; // duplicates and order important - must be the same as in hkObjArray[]\n\n var divObjArray = [divIdObj.bosses, divIdObj.bosses, divIdObj.charms, divIdObj.equipment, divIdObj.nailArts, divIdObj.maskShards, divIdObj.maskShards, divIdObj.vesselFragments, divIdObj.vesselFragments, divIdObj.dreamers, divIdObj.colosseum, divIdObj.dreamNail, divIdObj.warriorDreams, divIdObj.grimmTroupe, divIdObj.lifeblood, divIdObj.godmaster, divIdObj.essential, divIdObj.achievements, divIdObj.statistics]; // Looped filling to reduce redundancy\n\n do {\n for (var parameter in hkObjArray[0]) {\n FillHTML(divObjArray[0], hkObjArray[0][parameter][0], hkObjArray[0][parameter][1]);\n }\n\n divObjArray.shift();\n } while (hkObjArray.shift()); // Nail Upgrades Misc\n\n\n for (var i = 0; i < _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.NAILUPGRADES.length; i++) {\n FillHTML(divIdObj.nailUpgrades, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.NAILUPGRADES[i][0], _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.NAILUPGRADES[i][1]);\n } // Spells Misc\n\n\n for (var _i7 in _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.SPELLS) {\n for (var j = 1; j <= 2; j++) {\n FillHTML(divIdObj.spells, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.SPELLS[_i7][j][0], _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.SPELLS[_i7][j][1]);\n }\n } // Nightmare King Grimm / Banishment Misc\n\n\n FillHTML(divIdObj.grimmTroupe, \"Nightmare King Grimm / Banishment\", \"Dirtmouth or Howling Cliffs\"); // Godmaster Doors Misc\n\n for (var _i8 = 0; _i8 < ObjectLength(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.GODMASTER_DOORS); _i8++) {\n FillHTML(divIdObj.godmaster, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.GODMASTER_DOORS[_i8][0], _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.GODMASTER_DOORS[_i8][1]);\n } // Fleur Dividers\n\n\n AppendHTML(divIdObj.godmaster, FLEUR_DIVIDE);\n AppendHTML(divIdObj.essential, FLEUR_DIVIDE);\n AppendHTML(divIdObj.achievements, FLEUR_DIVIDE); // Check local storage first to set proper checkbox state before the below functions start (default is always unchecked)\n\n if (localStorage.getItem(\"hkCheckboxHints\") === \"checked\") document.getElementById(\"checkbox-hints\").checked = true;\n if (localStorage.getItem(\"hkCheckboxSpoilers\") === \"checked\") document.getElementById(\"checkbox-spoilers\").checked = true; // Prevents wrong checkbox behaviour (must run after everything is finished)\n\n CheckboxHintsToggle();\n CheckboxSpoilersToggle();\n}\n/**\r\n * Toggles display of \"hk-hints\". On click with no parameters or on demand when called with a parameter\r\n * @param {string} param \"hide\", \"show\" or none (optional)\r\n */\n\n\nfunction CheckboxHintsToggle() {\n var param = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : \"none\";\n var checkboxId = document.getElementById(\"checkbox-hints\");\n\n switch (param) {\n case \"hide\":\n document.getElementById(\"hk-hints\").classList.add(\"hidden\");\n checkboxId.value = \"hints-off\";\n checkboxId.checked = false; // remember this choice for subsequent page visits and browser restarts\n\n localStorage.setItem(\"hkCheckboxHints\", \"unchecked\");\n break;\n\n case \"show\":\n document.getElementById(\"hk-hints\").classList.remove(\"hidden\");\n checkboxId.value = \"hints-on\";\n checkboxId.checked = true; // remember this choice for subsequent page visits and browser restarts\n\n localStorage.setItem(\"hkCheckboxHints\", \"checked\");\n break;\n\n default:\n // This runs when the checkbox is not checked\n if (checkboxId.checked === false) {\n document.getElementById(\"hk-hints\").classList.add(\"hidden\");\n checkboxId.value = \"hints-off\"; // remember this choice for subsequent page visits and browser restarts\n\n localStorage.setItem(\"hkCheckboxHints\", \"unchecked\");\n } // This runs when the checkbox is checked\n else {\n document.getElementById(\"hk-hints\").classList.remove(\"hidden\");\n checkboxId.value = \"hints-on\"; // remember this choice for subsequent page visits and browser restarts\n\n localStorage.setItem(\"hkCheckboxHints\", \"checked\");\n }\n\n }\n}\n/**\r\n * Toggles display of \".spoiler-span\" class. On click with no parameters or on demand when called with a parameter\r\n * @param {string} param \"hide\", \"show\" or none (optional)\r\n */\n\n\nfunction CheckboxSpoilersToggle() {\n var param = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : \"none\";\n var checkboxId = document.getElementById(\"checkbox-spoilers\");\n var allClassElements = document.querySelectorAll(\".spoiler-span\");\n var length = allClassElements.length;\n\n switch (param) {\n case \"hide\":\n for (var i = 0; i < length; i++) {\n allClassElements[i].classList.add(\"hidden\");\n }\n\n checkboxId.value = \"spoilers-off\";\n checkboxId.checked = false; // remember this choice for subsequent page visits and browser restarts\n\n localStorage.setItem(\"hkCheckboxSpoilers\", \"unchecked\");\n break;\n\n case \"show\":\n for (var _i9 = 0; _i9 < length; _i9++) {\n allClassElements[_i9].classList.remove(\"hidden\");\n }\n\n checkboxId.value = \"spoilers-on\";\n checkboxId.checked = true; // remember this choice for subsequent page visits and browser restarts\n\n localStorage.setItem(\"hkCheckboxSpoilers\", \"checked\");\n break;\n\n default:\n // This runs when the checkbox is not checked\n if (checkboxId.checked === false) {\n for (var _i10 = 0; _i10 < length; _i10++) {\n allClassElements[_i10].classList.add(\"hidden\");\n }\n\n checkboxId.value = \"spoilers-off\"; // remember this choice for subsequent page visits and browser restarts\n\n localStorage.setItem(\"hkCheckboxSpoilers\", \"unchecked\");\n } // This runs when the checkbox is checked\n else {\n for (var _i11 = 0; _i11 < length; _i11++) {\n allClassElements[_i11].classList.remove(\"hidden\");\n }\n\n checkboxId.value = \"spoilers-on\"; // remember this choice for subsequent page visits and browser restarts\n\n localStorage.setItem(\"hkCheckboxSpoilers\", \"checked\");\n }\n\n }\n}\n/**\r\n * Zero-fill all \"percent\" properties in the JSON Object (reset to default)\r\n * @param {object} jsObj object containing the \"percent\" properties to be reset to 0\r\n */\n\n\nfunction ResetCompletion(jsObj) {\n for (var i in jsObj) {\n if (jsObj[i].hasOwnProperty(\"percent\")) jsObj[i].percent = 0;\n }\n}\n/**\r\n * Focuses, selects and copies to clipboard contents inside a clicked element. Includes optional tooltip update after the copying is done.\r\n * @param {MouseEvent} mouseEvent from the clicked element (AddEventListener)\r\n * @param {string} tooltipId Element ID of the tooltip to update\r\n * @param {string} tooltipFill Updated contents of the tooltip\r\n */\n\n\nfunction SelectCopyInputText(mouseEvent) {\n var tooltipId = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : \"\";\n var tooltipFill = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : \"\";\n var element = document.getElementById(mouseEvent.target.id); // this prevents the un-selected effect after clicking the second time (clears all selection first)\n\n if (window.getSelection) {\n window.getSelection().removeAllRanges();\n }\n\n element.focus(); // best to focus the element first before selecting\n\n element.select();\n element.setSelectionRange(0, 99999); // for mobile devices\n // Copy the text inside the text field to clipboard\n\n document.execCommand(\"copy\"); // optional tooltip showing\n\n if (tooltipFill.length && tooltipId.length) FillInnerHTML(tooltipId, tooltipFill);\n}\n/**\r\n * Fills the innerHTML of a given HTML Element with provided contents\r\n * @param {string} elementId Element ID to update\r\n * @param {string} textFill Updated contents (innerHTML)\r\n */\n\n\nfunction FillInnerHTML(elementId, textFill) {\n var element = document.getElementById(elementId);\n element.innerHTML = textFill;\n} // Populate HTML at load (before img and css)\n\n\ndocument.addEventListener(\"DOMContentLoaded\", InitialHTMLPopulate(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID)); // Does an action when the save file location input text is clicked once (auto select & copy to clipboard)\n\ndocument.getElementById(\"save-location-input\").addEventListener(\"click\", function (e) {\n SelectCopyInputText(e, \"save-location-input-tooltip\", \"Copied save file location to clipboard\");\n}, false);\ndocument.getElementById(\"save-location-input\").addEventListener(\"mouseout\", function () {\n FillInnerHTML(\"save-location-input-tooltip\", \"Click once to copy to clipboard\");\n}, false); // Make functions global so they can be used on click and change events (for Webpack)\n\nwindow.HKReadTextArea = HKReadTextArea;\nwindow.InitialHTMLPopulate = InitialHTMLPopulate;\nwindow.CheckboxSpoilersToggle = CheckboxSpoilersToggle;\nwindow.CheckboxHintsToggle = CheckboxHintsToggle;\n\n//# sourceURL=webpack://hollow-knight-completion-check/./src/js/HKCheckCompletion.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony import */ var _hk_database_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./hk-database.js */ \"./src/js/hk-database.js\");\n/* harmony import */ var _img_health_mask_png__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ../img/health-mask.png */ \"./src/img/health-mask.png\");\n/* harmony import */ var _img_health_mask_steel_png__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ../img/health-mask-steel.png */ \"./src/img/health-mask-steel.png\");\n/* harmony import */ var _img_soul_orb_png__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ../img/soul-orb.png */ \"./src/img/soul-orb.png\");\n/* harmony import */ var _img_notch_png__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! ../img/notch.png */ \"./src/img/notch.png\");\n/* harmony import */ var _img_notch_filled_png__WEBPACK_IMPORTED_MODULE_5__ = __webpack_require__(/*! ../img/notch-filled.png */ \"./src/img/notch-filled.png\");\n/* harmony import */ var _img_notch_overcharmed_png__WEBPACK_IMPORTED_MODULE_6__ = __webpack_require__(/*! ../img/notch-overcharmed.png */ \"./src/img/notch-overcharmed.png\");\n/* harmony import */ var _img_geo_png__WEBPACK_IMPORTED_MODULE_7__ = __webpack_require__(/*! ../img/geo.png */ \"./src/img/geo.png\");\n/* harmony import */ var _img_geo_shade_png__WEBPACK_IMPORTED_MODULE_8__ = __webpack_require__(/*! ../img/geo-shade.png */ \"./src/img/geo-shade.png\");\n/* eslint-disable no-prototype-builtins */\n// ---------------- Load main Hollow Knight database file ----------------- //\n // ---------------- Load image files (necessary for Webpack) ----------------- //\n\n\n\n\n\n\n\n\n // ---------------- Constants ----------------- //\n// const DATA_UNKNOWN = \"Data unknown\";\n\nvar SYMBOL_FALSE = \"\"; // \"❌ \"\n\nvar SYMBOL_TRUE = \"\"; // \"✅ \"\n// const SYMBOL_INFO = \"\"; // \"ℹ \"\n\nvar SYMBOL_EMPTY = \"\";\nvar FLEUR_DIVIDE = \"
\"; // ---------------- Variables ----------------- //\n// let currentData = DATA_UNKNOWN;\n\nvar completionSymbol = SYMBOL_FALSE;\nvar divStart = [\"
\"].join(\"\\n\");\nvar divStartCenter = [\"
\"].join(\"\\n\");\nvar divEnd = [\"
\"].join(\"\\n\");\nvar pSpan = \"\";\nvar benchHKCCBegin, benchHKCCEnd; // ---------------- Functions ----------------- //\n\n/**\r\n * Main Function. Checks Hollow Knight game completion by analyzing the save file\r\n * @param {object} jsonObject Decoded save data in JavaScript Object Notation form (JSON)\r\n */\n\nfunction HKCheckCompletion(jsonObject) {\n // start benchmark\n benchHKCCBegin = new Date();\n var HKPlayerData;\n var HKWorldItems;\n var HKSceneData;\n\n if (jsonObject.hasOwnProperty(\"playerData\")) {\n HKPlayerData = jsonObject.playerData;\n } else return false;\n\n if (jsonObject.hasOwnProperty(\"sceneData\")) {\n HKSceneData = jsonObject.sceneData;\n\n if (jsonObject.sceneData.hasOwnProperty(\"persistentBoolItems\")) {\n HKWorldItems = jsonObject.sceneData.persistentBoolItems;\n } else return false;\n } else return false; // Pre-Cleaning and filling initial data (h2, id) needed for FillHTML()\n\n\n PrefillHTML(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID); // Prevents adding current percent data after each function call (each click of Analyze button)\n\n ResetCompletion(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID); // Shallow Clone const objects (used for destructive functions)\n\n var HK_HINTS_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.HINTS);\n var HK_BOSSES_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.BOSSES);\n var HK_BOSSES_WORLD_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.BOSSES_WORLD);\n var HK_CHARMS_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.CHARMS);\n var HK_COLOSSEUM_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.COLOSSEUM);\n var HK_DREAMERS_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DREAMERS);\n var HK_DREAMNAIL_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DREAMNAIL);\n var HK_EQUIPMENT_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.EQUIPMENT);\n var HK_MASKSHARDS_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.MASKSHARDS);\n var HK_MASKSHARDS_WORLD_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.MASKSHARDS_WORLD);\n var HK_NAILARTS_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.NAILARTS);\n var HK_VESSELFRAGMENTS_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.VESSELFRAGMENTS);\n var HK_VESSELFRAGMENTS_WORLD_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.VESSELFRAGMENTS_WORLD);\n var HK_WARRIORDREAMS_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.WARRIORDREAMS);\n var HK_GRIMMTROUPE_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.GRIMMTROUPE);\n var HK_LIFEBLOOD_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.LIFEBLOOD);\n var HK_GODMASTER_temp = Object.assign({}, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.GODMASTER); // Shallow Clone const arrays (used for destructive functions)\n\n var HK_GODMASTER_DOORS_temp = Array.from(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.GODMASTER_DOORS);\n var HK_NAILUPGRADES_temp = Array.from(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.NAILUPGRADES); // Deep Clone const spells multi-layer object (used for destructive functions)\n\n var HK_SPELLS_temp = JSON.parse(JSON.stringify(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.SPELLS)); // ================================================================================== //\n // ---------------- Time Played ----------------- //\n\n CheckPlayTime(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.intro, HKPlayerData.playTime); // ---------------- Game Completion Status ----------------- //\n\n CheckCompletionPercent(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.intro, HKPlayerData.completionPercentage); // ---------------- Fleur Divide ----------------- //\n\n AppendHTML(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.intro, FLEUR_DIVIDE); // ---------------- Health Masks ----------------- //\n\n CheckHealthMasks(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.intro, HKPlayerData.maxHealthBase, HKPlayerData.permadeathMode); // ---------------- Soul Orbs ----------------- //\n\n CheckSoulOrbs(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.intro, HKPlayerData.maxMP + HKPlayerData.MPReserveMax); // ---------------- Charm Notches (Slots) ----------------- //\n\n CheckNotches(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.intro, HKPlayerData.charmSlots, HKPlayerData.charmSlotsFilled); // ---------------- Geo Amount ----------------- //\n\n CheckGeo(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.intro, HKPlayerData.geo, HKPlayerData.geoPool); // ---------------- Bosses (Base Game) --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.bosses, HK_BOSSES_temp, HKPlayerData); // ---------------- Gruz Mother and Mawlek (World Map) --------------------- //\n\n if (HKWorldItems) CheckWorldDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.bosses, \"Battle Scene\", HK_BOSSES_WORLD_temp, HKWorldItems); // ---------------- Charms --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.charms, HK_CHARMS_temp, HKPlayerData); // ---------------- Colosseum of Fools --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.colosseum, HK_COLOSSEUM_temp, HKPlayerData); // ---------------- Dreamers --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.dreamers, HK_DREAMERS_temp, HKPlayerData); // ---------------- Dream Nail and Essence --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.dreamNail, HK_DREAMNAIL_temp, HKPlayerData); // ---------------- Equipment --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.equipment, HK_EQUIPMENT_temp, HKPlayerData); // ---------------- Nail Upgrades --------------------- //\n\n for (var i = 0, length = HK_NAILUPGRADES_temp.length; i < length; i++) {\n HKPlayerData.nailSmithUpgrades >= i ? CurrentDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.nailUpgrades) : CurrentDataFalse();\n FillHTML(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.nailUpgrades, HK_NAILUPGRADES_temp[i][0], HK_NAILUPGRADES_temp[i][1]);\n }\n\n if (_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.nailUpgrades.percent) _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.nailUpgrades.percent--; // subject one for the Old Nail\n // ---------------- Mask Shards --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.maskShards, HK_MASKSHARDS_temp, HKPlayerData); // ---------------- Mask Shards (World Map) --------------------- //\n\n CheckWorldDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.maskShards, \"Heart Piece\", HK_MASKSHARDS_WORLD_temp, HKWorldItems); // ---------------- Nail Arts --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.nailArts, HK_NAILARTS_temp, HKPlayerData); // ---------------- Spells --------------------- //\n\n CheckSpellLevel(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.spells, HK_SPELLS_temp, HKPlayerData); // ---------------- Vessel Fragments --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.vesselFragments, HK_VESSELFRAGMENTS_temp, HKPlayerData); // ---------------- Vessel Fragments (World Map) --------------------- //\n\n CheckWorldDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.vesselFragments, \"Vessel Fragment\", HK_VESSELFRAGMENTS_WORLD_temp, HKWorldItems); // ---------------- Warrior Dreams --------------------- //\n\n CheckWarriorDreams(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.warriorDreams, HK_WARRIORDREAMS_temp, HKPlayerData); // ---------------- Grimm Troupe Content Pack --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.grimmTroupe, HK_GRIMMTROUPE_temp, HKPlayerData);\n HKPlayerData.grimmChildLevel >= 4 ? CurrentDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.grimmTroupe) : CurrentDataFalse();\n FillHTML(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.grimmTroupe, \"Nightmare King Grimm / Banishment\", \"Dirtmouth or Howling Cliffs\"); // ---------------- Lifeblood Content Pack --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.lifeblood, HK_LIFEBLOOD_temp, HKPlayerData); // ---------------- Godmaster Content Pack --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.godmaster, HK_GODMASTER_temp, HKPlayerData);\n\n for (var _i = 1; _i <= 4; _i++) {\n HKPlayerData[\"bossDoorStateTier\" + _i].completed === true ? CurrentDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.godmaster) : CurrentDataFalse();\n FillHTML(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.godmaster, HK_GODMASTER_DOORS_temp[_i - 1][0], HK_GODMASTER_DOORS_temp[_i - 1][1]);\n } // ---------------- Fleur Divide ----------------- //\n\n\n AppendHTML(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.godmaster, FLEUR_DIVIDE); // ------------------------- Essential Things ----------------------------- //\n\n CheckAdditionalThings(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.essential, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.ESSENTIAL, HKPlayerData, HKWorldItems); // ---------------- Fleur Divide ----------------- //\n\n AppendHTML(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.essential, FLEUR_DIVIDE); // ------------------------- Achievements ----------------------------- //\n\n CheckAdditionalThings(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.achievements, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.ACHIEVEMENTS, HKPlayerData, HKWorldItems); // ---------------- Fleur Divide ----------------- //\n\n AppendHTML(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.achievements, FLEUR_DIVIDE); // ------------------------- Game Statistics ----------------------------- //\n\n CheckAdditionalThings(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.statistics, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.STATISTICS, HKPlayerData, HKWorldItems, HKSceneData); // ------------------------- Hints ----------------------------- //\n\n CheckHintsTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.hints, HK_HINTS_temp, HKPlayerData, HKWorldItems); // ------------------------- Fill completion ----------------------------- //\n\n CompletionHTML(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID, HKPlayerData.completionPercentage); // Prevents wrong checkbox behaviour (must run after everything is finished)\n\n CheckboxHintsToggle();\n CheckboxSpoilersToggle(); // finish and show benchmark\n\n benchHKCCEnd = new Date();\n console.info(\"HKCheckCompletion() time (ms) =\", benchHKCCEnd - benchHKCCBegin);\n return true;\n}\n/**\r\n * Cleans \"generated\" and fills all HTML elements of ids from a given list. Creates only div with id, and h2 with title inside it.\r\n * @param {object} jsObj Object with HTML data to fill\r\n */\n\n\nfunction PrefillHTML(jsObj) {\n // Clean \"generated\" div\n document.getElementById(\"generated\").innerHTML = \"\";\n var id = \"\";\n var h2 = \"\";\n var h2id = \"\";\n var mp = \"\"; // max Percent\n\n var cl = \"\"; // class\n\n for (var i in jsObj) {\n id = jsObj[i].id;\n h2 = jsObj[i].h2;\n h2id = \"h2-\" + jsObj[i].id;\n mp = \"
\".concat(i === \"intro\" ? 0 : jsObj[i].maxPercent, \"%
\");\n if (!jsObj[i].hasOwnProperty(\"maxPercent\")) mp = \"\";\n document.getElementById(\"generated\").innerHTML += \"
\" + \"
\"; // document.getElementById(id).innerHTML += \"

\" + h2 + mp + \"

\";\n\n document.getElementById(id).innerHTML += \"

\").concat(h2).concat(mp, \"

\");\n }\n}\n/**\r\n * Replaces the h2 titles with a current percent/max percent values as read from the save file\r\n * @param {object} jsObj Object with HTML data to fill\r\n */\n\n\nfunction CompletionHTML(jsObj, hkGameCompletion) {\n var h2 = \"\";\n var h2id = \"\";\n var cl = \"\";\n var clGreen = \"box-green\";\n var clRed = \"box-red\";\n var cp = 0; // current Percent\n\n var mp = 0; // max Percent\n\n var fillText = \"\";\n\n for (var i in jsObj) {\n h2 = jsObj[i].h2;\n h2id = \"h2-\" + jsObj[i].id;\n jsObj[i].hasOwnProperty(\"percent\") ? cp = jsObj[i].percent : cp = 0;\n if (i === \"intro\") cp = hkGameCompletion; // Don't use percent-box for Essentials, Achievements, Statistics\n\n if (!jsObj[i].hasOwnProperty(\"maxPercent\")) {\n fillText = \"\";\n } // otherwise use percent-box with values cp/mp%\n else {\n mp = jsObj[i].maxPercent;\n\n if (i === \"maskShards\") {\n var perc = jsObj[i].percent;\n perc % 4 ? cp = Math.floor(perc / 4) : cp = perc / 4;\n } else if (i === \"vesselFragments\") {\n var _perc = jsObj[i].percent;\n _perc % 3 ? cp = Math.floor(_perc / 3) : cp = _perc / 3;\n } // switches the box to red when a section (h2) is 0\n\n\n if (cp === 0) {\n cl = \" \".concat(clRed);\n } // switches the box to green when a section (h2) is completed\n else if (cp === mp) {\n cl = \" \".concat(clGreen);\n } // default is blue (partially completed and starting value)\n else cl = \"\"; // needed for Game Status to show percentage properly (adds a slash for all boxes except the Game Status one)\n\n\n if (jsObj[i].hasOwnProperty(\"percent\")) cp += \"/\";\n fillText = \"
\").concat(i === \"intro\" ? cp : cp + jsObj[i].maxPercent, \"%
\");\n }\n\n document.getElementById(h2id).innerHTML = h2 + fillText;\n }\n}\n/**\r\n * Generates and appends a new entry inside the HTML of a given ID\r\n * @param {object} divId object containing div ID and h2 title of the HTML element\r\n * @param {string} textPrefix Main name of the entry\r\n * @param {string} textSuffix Optional suffix after the main name (spoilers: locations, costs etc.)\r\n */\n\n\nfunction FillHTML(divId) {\n var textPrefix = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : \"Unknown Completion Element: \";\n var textSuffix = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : \"Unknown Description Element\";\n var icon = completionSymbol;\n var b = [\"\", \"\"];\n if (!textPrefix.length) b = [\"\", \"\"];\n var span = [\"\", \"\"];\n var spoilerSpan = [\"\", \"\"];\n\n if (divId === _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID.hints) {\n span[0] = \"\";\n icon = \"\";\n }\n\n var dash = \"\";\n if (textSuffix.length && textPrefix.length) dash = \"— \";\n document.getElementById(divId.id).innerHTML += divStart + icon + b[0] + textPrefix + b[1] + span[0] + pSpan + spoilerSpan[0] + dash + textSuffix + spoilerSpan[1] + span[1] + divEnd;\n}\n/**\r\n * Adds HTML string to an element with a given ID.\r\n * @param {object} divId object containing div ID of the HTML element to append to\r\n * @param {string} content HTML contents to append\r\n */\n\n\nfunction AppendHTML(divId, content) {\n document.getElementById(divId.id).innerHTML += \"\\n\" + content;\n}\n/**\r\n * Switches global variable to a \"completed\" symbol. Adds +1 or +2 to percent property.\r\n */\n\n\nfunction CurrentDataTrue() {\n var divId = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : \"\";\n completionSymbol = SYMBOL_TRUE;\n\n if (divId) {\n divId.percent++;\n if (divId.id === \"hk-equipment\") divId.percent++; // double % for equipment\n }\n}\n/**\r\n * Switches global variable to a \"not completed\" symbol\r\n */\n\n\nfunction CurrentDataFalse() {\n completionSymbol = SYMBOL_FALSE;\n}\n/**\r\n * Switches global variable to an \"information\" symbol\r\n */\n\n/* function CurrentDataInfo() {\r\n completionSymbol = SYMBOL_INFO;\r\n} */\n\n/**\r\n * Switches global variable to no symbol (span with left padding)\r\n */\n\n\nfunction CurrentDataBlank() {\n completionSymbol = SYMBOL_EMPTY;\n}\n/**\r\n * Fills HTML with the playTime value of the save file\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {number} playTime Number of total gameplay time in seconds\r\n */\n\n\nfunction CheckPlayTime(divId, playTime) {\n var icon = \"\";\n var seconds = Math.floor(playTime);\n var minutes = Math.floor(seconds / 60 % 60);\n var hours = Math.floor(seconds / 3600);\n var sec = Math.floor(seconds % 60);\n if (sec < 10) sec = \"0\" + sec;\n if (minutes < 10) minutes = \"0\" + minutes;\n var textFill = \"Time Played:\" + pSpan + \"\" + hours + \" h \" + minutes + \" min \" + sec + \" sec\";\n document.getElementById(divId.id).innerHTML += divStart + icon + textFill + divEnd;\n}\n/**\r\n * Searches for completionPercentage in playerData and fills HTML with the value of the save file\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {number} completionPercentage Number of completion percentage\r\n */\n\n\nfunction CheckCompletionPercent(divId, completionPercentage) {\n completionPercentage >= 112 ? CurrentDataTrue() : CurrentDataFalse();\n var textFill = \"Game Completion:\" + pSpan + \"\" + completionPercentage + \" %\" + pSpan + \"(out of \" + divId.maxPercent + \" %)\";\n document.getElementById(divId.id).innerHTML += divStart + completionSymbol + textFill + divEnd;\n}\n/**\r\n * Fills HTML with appropriate number of health mask images\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {number} masks Number of max health masks from the save (baseline without charms and lifeblood)\r\n * @param {number} permadeathMode Value of permadeathMode property. 0 = Normal, 1 = Steel Soul, 2 = Steel Soul broken save\r\n */\n\n\nfunction CheckHealthMasks(divId) {\n var masks = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 5;\n var permadeathMode = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;\n var icon = SYMBOL_EMPTY;\n var textFill = \"Health:\";\n var maskImages = \"\";\n var maskNormal = \"health mask image\");\n var maskSteel = \"steel health mask image\");\n var maskImg = \"\";\n permadeathMode > 0 ? maskImg = maskSteel : maskImg = maskNormal;\n\n for (var i = 0; i < masks; i++) {\n maskImages += maskImg;\n }\n\n document.getElementById(divId.id).innerHTML += divStartCenter + icon + textFill + maskImages + divEnd;\n}\n/**\r\n * Fills HTML with appropriate number of soul orbs images\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {number} totalSoul Number of max Soul reserve from the save. 99 = full Soul Orb\r\n */\n\n\nfunction CheckSoulOrbs(divId, totalSoul) {\n var icon = SYMBOL_EMPTY;\n var textFill = \"Soul:\";\n var soulImages = \"\";\n var soulNormal = \"soul orb image\");\n var soulImg = soulNormal;\n\n for (var i = 0, total = totalSoul / 33; i < total; i++) {\n soulImages += soulImg;\n }\n\n document.getElementById(divId.id).innerHTML += divStartCenter + icon + textFill + soulImages + divEnd;\n}\n/**\r\n * Fills HTML with the Geo value of the save file\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {number} geoValue Number of total Geo value\r\n */\n\n\nfunction CheckGeo(divId) {\n var geoValue = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n var geoPoolValue = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;\n var icon = SYMBOL_EMPTY;\n var textFill = \"Geo:geo symbol image\").concat(geoValue, \"\"); // Show Shade Geo value and image only if Shade has at least 1 Geo on it\n\n if (geoPoolValue > 0) textFill += \"\\n \".concat(pSpan, \"+shade geo symbol image\").concat(geoPoolValue, \"\"); // Show also total Geo (Geo + Shade Geo) if player has at least 1 geo alongside the shade geo\n\n if (geoValue > 0 && geoPoolValue > 0) textFill += \"\".concat(pSpan, \"=\").concat(pSpan, \"\").concat(geoValue + geoPoolValue, \"\");\n document.getElementById(divId.id).innerHTML += divStartCenter + icon + textFill + divEnd;\n}\n/**\r\n * Fills HTML with appropriate number of notch images\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {number} totalNotches Number of total Charm Notches the player has. 11 = max\r\n * @param {number} filledNotches Number of total used Charm Notches (including overcharmed notches). 15 = max\r\n */\n\n\nfunction CheckNotches(divId) {\n var totalNotches = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 3;\n var filledNotches = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;\n var _ = 0,\n overcharmedNotches = _.overcharmedNotches,\n unusedNotches = _.unusedNotches; // How many overcharmed notches images to show\n\n overcharmedNotches = filledNotches - totalNotches;\n if (overcharmedNotches < 1) overcharmedNotches = 0; // How many unused notches images to show\n\n unusedNotches = totalNotches - filledNotches;\n if (unusedNotches < 1) unusedNotches = 0; // Correct number of filled/used notches images to show when player is overcharmed\n\n if (filledNotches > totalNotches) filledNotches = totalNotches;\n var icon = SYMBOL_EMPTY;\n var textFill = \"Notches:\".concat(pSpan);\n var notchImages = \"\";\n var notchNormalImage = \"notch image\");\n var notchFilledImage = \"notch image\");\n var notchOvercharmedImage = \"notch image\"); // First check filled (used) notches and fill them (skips if no filled notches)\n\n if (filledNotches > 0) {\n for (var i = 0; i < filledNotches; i++) {\n notchImages += notchFilledImage;\n }\n } // Second check overcharmed notches and fill them (skips if player is not overcharmed)\n\n\n if (overcharmedNotches > 0) {\n for (var _i2 = 0; _i2 < overcharmedNotches; _i2++) {\n notchImages += notchOvercharmedImage;\n }\n } // Lastly, fill all unused notches\n\n\n if (unusedNotches > 0) {\n for (var _i3 = 0; _i3 < unusedNotches; _i3++) {\n notchImages += notchNormalImage;\n }\n }\n\n document.getElementById(divId.id).innerHTML += divStartCenter + icon + textFill + notchImages + divEnd;\n}\n/**\r\n * Verifies if the data in a specific object is true or false, and appends HTML accordingly.\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {object} dataObject Object containing data to be verified (use copy - data inside this object will be deleted)\r\n * @param {object} playerData Reference/pointer to specific data where to search\r\n */\n\n\nfunction CheckIfDataTrue(divId, dataObject, playerData) {\n for (var i in dataObject) {\n switch (i) {\n case \"gotCharm_36\":\n // prevents green checkbox and adding 1% when only got one white fragment\n playerData.gotQueenFragment === true && playerData.gotKingFragment === true ? CurrentDataTrue(divId) : CurrentDataFalse();\n break;\n\n default:\n playerData[i] === true ? CurrentDataTrue(divId) : CurrentDataFalse();\n }\n\n FillHTML(divId, dataObject[i][0], dataObject[i][1]);\n }\n}\n/**\r\n * Verifies if the data in a specific object is 0 or > 0, and appends HTML accordingly.\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {object} dataObject Object containing data to be verified (use copy - data inside this object will be deleted)\r\n * @param {object} playerData Reference/pointer to specific data where to search\r\n */\n\n\nfunction CheckSpellLevel(divId, dataObject, playerData) {\n for (var i in dataObject) {\n for (var j = 1; j <= 2; j++) {\n playerData[i] >= j ? CurrentDataTrue(divId) : CurrentDataFalse();\n FillHTML(divId, dataObject[i][j][0], dataObject[i][j][1]);\n }\n }\n}\n/**\r\n * Verifies if the data in a specific object is 0 or > 0, and appends HTML accordingly.\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {object} dataObject Object containing data to be verified (use copy - data inside this object will be deleted)\r\n * @param {object} playerData Reference/pointer to specific data where to search\r\n */\n\n\nfunction CheckWarriorDreams(divId, dataObject, playerData) {\n for (var i in dataObject) {\n playerData[i] > 0 ? CurrentDataTrue(divId) : CurrentDataFalse();\n FillHTML(divId, dataObject[i][0], dataObject[i][1]);\n }\n}\n/**\r\n * Verifies if the data in a specific object are true or false, and appends HTML accordingly. Creates a copy of dataObject.\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {string} idText Text string inside save data to search for\r\n * @param {object} dataObject Object containing data to be verified\r\n * @param {object} worldData Reference/pointer to specific data where to search\r\n */\n\n\nfunction CheckWorldDataTrue(divId, idText, dataObject, worldData) {\n var orderedArray = [];\n var size = ObjectLength(dataObject); // Order the items before displaying them (creates a copy of dataObject)\n\n for (var i in dataObject) {\n orderedArray.push([i, dataObject[i][0], dataObject[i][1], false]);\n } // Search for completed items and mark them for display\n\n\n for (var _i4 = 0, length = worldData.length; _i4 < length; _i4++) {\n for (var j = 0; j < size; j++) {\n if (worldData[_i4].id === idText && worldData[_i4].sceneName === orderedArray[j][0] && worldData[_i4].activated === true) {\n orderedArray[j][3] = true;\n }\n }\n } // Display the items as they were initially ordered\n\n\n for (var _i5 = 0; _i5 < size; _i5++) {\n CurrentDataFalse();\n if (orderedArray[_i5][3] === true) CurrentDataTrue(divId);\n FillHTML(divId, orderedArray[_i5][1], orderedArray[_i5][2]);\n }\n}\n/**\r\n * Verifies if the data in a specific object are true or false, or checks what values they have, and appends HTML accordingly.\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {object} dataObject Object containing data to be verified\r\n * @param {object} playerData Reference/pointer to specific data where to search\r\n * @param {object} worldData Reference/pointer to specific data where to search\r\n */\n\n\nfunction CheckAdditionalThings(divId, dataObject, playerData, worldData, sceneData) {\n var textPrefix = \"\";\n var textSuffix = \"\";\n /**\r\n * Searches for a given item in the in-game area and returns true when found and collected.\r\n * @param {string} itemArea Code of the in-game area on the map\r\n * @param {string} itemId Name of the item\r\n * @returns {boolean}\r\n */\n\n function FindWorldItem() {\n var itemArea = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : \"\";\n var itemId = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : \"Shiny Item\";\n\n for (var i = 0, length = worldData.length; i < length; i++) {\n if (worldData[i].id === itemId) {\n if (worldData[i].sceneName === itemArea) {\n if (worldData[i].activated === true) return true;\n }\n }\n }\n\n return false;\n }\n /**\r\n * Searches for a given item that the player has found and returns the amount of them that the player completed.\r\n * @param {string} itemId Name of the item\r\n * @returns {number}\r\n */\n\n\n function CountWorldItem() {\n var itemId = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : \"\";\n var total = 0;\n\n for (var i = 0, length = worldData.length; i < length; i++) {\n if (worldData[i].id === itemId) {\n if (worldData[i].activated === true) total++;\n }\n }\n\n return total;\n }\n /**\r\n * Counts the number of maps the player has acquired (from the list in an array)\r\n * @param {array} mapArray Array of strings with area map names\r\n * @returns {number}\r\n */\n\n\n function CountMaps(mapArray) {\n var totalMaps = 0;\n\n for (var i = 0, len = mapArray.length; i < len; i++) {\n if (playerData[mapArray[i]] === true) totalMaps++;\n }\n\n return totalMaps;\n }\n /**\r\n * Counts the total amount of Geo Rocks Unbroken or Broken. Logs to console all the Unbroken IDs and Map locations.\r\n * @param {number} arrayLength How many items the Geo Rocks array is currently storing (for iteration)\r\n * @param {string} mode Choose which Geo Rocks to count (broken or unbroken)\r\n */\n\n\n function CountGeoRocks(arrayLength) {\n var mode = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : \"unbroken\";\n var countTotal = 0;\n\n if (mode === \"unbroken\") {\n for (var i = 0; i < arrayLength; i++) {\n if (sceneData.geoRocks[i].hitsLeft > 0) {\n countTotal++;\n console.log(\"Unbroken ID: \".concat(sceneData.geoRocks[i].id, \", Map location: \").concat(sceneData.geoRocks[i].sceneName));\n }\n }\n } else {\n for (var _i6 = 0; _i6 < arrayLength; _i6++) {\n if (sceneData.geoRocks[_i6].hitsLeft === 0) countTotal++;\n }\n }\n\n return countTotal;\n } // Start main loop\n\n\n for (var i in dataObject) {\n textPrefix = dataObject[i][0];\n dataObject[i][1] ? textSuffix = dataObject[i][1] : textSuffix = \"\";\n var _2 = 0,\n amount = _2.amount,\n countTotal = _2.countTotal,\n total = _2.total,\n unbroken = _2.unbroken,\n broken = _2.broken,\n discoveredTotal = _2.discoveredTotal;\n\n switch (i) {\n case \"areaMaps\":\n case \"grubsCollected\":\n case \"dreamOrbs\":\n case \"fountainGeo\":\n case \"nailDamage\":\n case \"stationsOpened\":\n case \"charmSlots\":\n case \"whisperingRoots\":\n case \"journalEntriesCompleted\":\n case \"journalNotesCompleted\":\n case \"whiteDefenderDefeats\":\n case \"greyPrinceDefeats\":\n if (i === \"areaMaps\") {\n amount = CountMaps(dataObject[i][3]);\n } else if (i === \"whisperingRoots\") {\n amount = CountWorldItem(\"Dream Plant\");\n } else {\n amount = playerData[i];\n }\n\n if (i === \"stationsOpened\") {\n if (playerData.openedHiddenStation === true) amount++;\n }\n\n countTotal = amount;\n\n if (i === \"journalEntriesCompleted\" || i === \"journalNotesCompleted\") {\n countTotal = amount + \" / \" + playerData.journalEntriesTotal;\n }\n\n textPrefix += \": \" + countTotal;\n amount >= dataObject[i][2] ? CurrentDataTrue() : CurrentDataBlank();\n break;\n\n case \"geoPool\":\n case \"rancidEggs\":\n case \"xunFlowerBrokeTimes\":\n textPrefix += \": \" + Math.abs(playerData[i]);\n i === \"geoPool\" && playerData[i] > 0 ? CurrentDataBlank() : CurrentDataTrue();\n break;\n\n case \"geoRocks\":\n discoveredTotal = sceneData.geoRocks.length;\n unbroken = CountGeoRocks(discoveredTotal, \"unbroken\");\n broken = CountGeoRocks(discoveredTotal, \"broken\");\n textPrefix += \": \".concat(unbroken, \" | \").concat(broken, \" | \").concat(discoveredTotal);\n CurrentDataTrue();\n break;\n\n case \"shopkeeperKey\":\n playerData.hasSlykey === true || playerData.gaveSlykey === true ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"elegantKey\":\n playerData.hasWhiteKey === true || playerData.usedWhiteKey === true ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"loveKey\":\n playerData.hasLoveKey === true || playerData.openedLoveDoor === true ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"simpleKeyCityOfTears\":\n // #2\n FindWorldItem(\"Ruins1_17\", \"Shiny Item\") ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"simpleKeyAncientBasin\":\n // #3\n FindWorldItem(\"Abyss_20\", \"Shiny Item Stand\") ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"paleOreAncientBasin\":\n // #1\n FindWorldItem(\"Abyss_17\", \"Battle Scene Ore\") ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"paleOreSeer\":\n // #2\n playerData.dreamReward2 === true ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"paleOreCrystalPeak\":\n // #3\n FindWorldItem(\"Mines_34\", \"Shiny Item Stand\") ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"paleOreDeepnest\":\n // #4\n FindWorldItem(\"Deepnest_32\", \"Shiny Item Stand\") ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"paleOreGrubfather\":\n // #5\n FindWorldItem(\"Crossroads_38\", \"Shiny Item Ore\") ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"paleOreColosseum\":\n // #6\n FindWorldItem(\"Room_Colosseum_Silver\", \"Shiny Item\") ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"relicsWandererJournal\":\n case \"relicsHallownestSeal\":\n case \"relicsKingsIdol\":\n case \"relicsArcaneEgg\":\n total = playerData[dataObject[i][3]] + playerData[dataObject[i][4]];\n total >= dataObject[i][2] ? CurrentDataTrue() : CurrentDataBlank();\n textPrefix += \": \" + total;\n break;\n\n case \"bossDoorStateTier5\":\n playerData[i].completed === true ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"killsBindingSeal\":\n playerData[i] == 0 ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"killedVoidIdol_1\":\n playerData[i] === true ? CurrentDataTrue() : CurrentDataFalse();\n if (playerData[i] === false && (playerData.killedVoidIdol_2 === true || playerData.killedVoidIdol_3 === true)) CurrentDataTrue();\n break;\n\n case \"killedVoidIdol_2\":\n playerData[i] === true ? CurrentDataTrue() : CurrentDataFalse();\n if (playerData[i] === false && playerData.killedVoidIdol_3 === true) CurrentDataTrue();\n break;\n\n case \"greyPrinceDefeated\":\n case \"zoteDead\":\n case \"nailsmithSpared\":\n playerData[i] === true ? CurrentDataTrue() : CurrentDataBlank();\n break;\n\n default:\n playerData[i] === true ? CurrentDataTrue() : CurrentDataFalse();\n } // end main for loop\n\n\n FillHTML(divId, textPrefix, textSuffix);\n }\n}\n/**\r\n * Checks, validates and shows hints to the player depending on their save progression, in chronological order. Shows only hint for the last uncompleted event. If Hollow Knight is defeated, shows a dummy text.\r\n * @param {object} divId object containing div hints ID and h2 title\r\n * @param {object} dataObject object containing all hints data\r\n * @param {object} playerData object containing HK Player Data to look in\r\n * @param {object} worldData object containing HK World Data to look in\r\n * @returns {bool} true when defeated Hollow Knight, false if not\r\n */\n\n\nfunction CheckHintsTrue(divId, dataObject, playerData, worldData) {\n if (playerData.killedHollowKnight === true) {\n // a text to show when player already finished their first playthrough (killed Hollow Knight first time)\n FillHTML(divId, \"\", \"...a successful Knight who doesn't need hints anymore. The Knight explores the world of Hallownest patiently in constant search of its remaining secrets...\");\n return true;\n }\n\n for (var i in dataObject) {\n if (playerData[i] === true) {\n continue;\n } else if (i === \"fireballLevel\") {\n if (playerData[i] >= 1) {\n continue;\n } else {\n FillHTML(divId, dataObject[i][0], dataObject[i][1]);\n return false;\n }\n } else if (i === \"Crossroads_04\") {\n var GruzMotherDefeated = false;\n\n for (var k = 0, length = worldData.length; k < length; k++) {\n if (worldData[k].id === \"Battle Scene\" && worldData[k].sceneName === \"Crossroads_04\" && worldData[k].activated === true) {\n GruzMotherDefeated = true;\n break;\n }\n }\n\n if (GruzMotherDefeated) {\n continue; // next dataObject (i)\n } else {\n FillHTML(divId, dataObject[i][0], dataObject[i][1]);\n return false;\n }\n } else if (i === \"dungDefenderOrHornet2\") {\n if (playerData.defeatedDungDefender === true) {\n continue;\n } else if (playerData.hornetOutskirtsDefeated === true) {\n continue;\n } else {\n // if no Dung Defender or Hornet 2\n FillHTML(divId, dataObject[i][0], dataObject[i][1]);\n return false;\n }\n } else if (i === \"ismaTearOrShadeCloak\") {\n if (playerData.hasAcidArmour === true) {\n continue;\n } else if (playerData.hasKingsBrand === true) {\n if (playerData.hasShadowDash === true) {\n continue;\n } else {\n // if Kings Brand but no Shade Cloak\n FillHTML(divId, dataObject[i][0], dataObject[i][1]);\n return false;\n }\n } else {\n // if no Isma's Tear or Kings Brand\n FillHTML(divId, dataObject[i][0], dataObject[i][1]);\n return false;\n }\n } else {\n // if anything from the hints list is not done\n FillHTML(divId, dataObject[i][0], dataObject[i][1]);\n return false;\n }\n } // end: for (let i in dataObject)\n\n} // function CheckHintsTrue()\n\n/**\r\n * Pre-Cleans HTML. Reads contents inside text area and parses it to a JavaScript object. If not empty, runs HKCheckCompletion() to check data.\r\n */\n\n\nfunction HKReadTextArea() {\n var textAreaId = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : \"\";\n // refresh and prepare document for filling with data from the save\n InitialHTMLPopulate(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID);\n var contents = document.getElementById(textAreaId).value;\n\n if (contents.length) {\n try {\n var jsonObject = JSON.parse(contents); // console.log(jsonObject);\n\n if (jsonObject.hasOwnProperty(\"playerData\")) HKCheckCompletion(jsonObject); // console.log(jsonObject);\n } catch (error) {\n alert(\"This seems like not a valid Hollow Knight save. \".concat(error));\n console.info(\"This seems like not a valid Hollow Knight save. \".concat(error));\n }\n }\n}\n/**\r\n * Checks the length of a JavaScript Object like Array.length\r\n * @param {object} object JavaScript Object\r\n * @return {number} length of the Object\r\n */\n\n\nfunction ObjectLength(object) {\n var length = 0;\n\n for (var key in object) {\n if (object.hasOwnProperty(key)) {\n ++length;\n }\n }\n\n return length;\n}\n/**\r\n * Populate all HTML with given ID and their initial data set as false (used at DOM load)\r\n * @param {object} divIdObj JavaScript Object containing all HTML IDs to populate\r\n */\n\n\nfunction InitialHTMLPopulate(divIdObj) {\n PrefillHTML(divIdObj);\n CurrentDataFalse(); // Play Time\n\n CheckPlayTime(divIdObj.intro, 0); // Game Completion\n\n CheckCompletionPercent(divIdObj.intro, 0); // Fleur Divide\n\n AppendHTML(divIdObj.intro, FLEUR_DIVIDE); // Health Masks\n\n CheckHealthMasks(divIdObj.intro); // Soul Orbs\n\n CheckSoulOrbs(divIdObj.intro, 99); // Charm Notches\n\n CheckNotches(divIdObj.intro); // Geo\n\n CheckGeo(divIdObj.intro); // First Hint Only\n\n FillHTML(divIdObj.hints, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.HINTS.fireballLevel[0], _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.HINTS.fireballLevel[1]); // Temp arrays storing references (addresses) to objects for looping through them (duplicates important)\n\n var hkObjArray = [_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.BOSSES, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.BOSSES_WORLD, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.CHARMS, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.EQUIPMENT, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.NAILARTS, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.MASKSHARDS, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.MASKSHARDS_WORLD, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.VESSELFRAGMENTS, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.VESSELFRAGMENTS_WORLD, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DREAMERS, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.COLOSSEUM, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DREAMNAIL, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.WARRIORDREAMS, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.GRIMMTROUPE, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.LIFEBLOOD, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.GODMASTER, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.ESSENTIAL, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.ACHIEVEMENTS, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.STATISTICS]; // duplicates and order important - must be the same as in hkObjArray[]\n\n var divObjArray = [divIdObj.bosses, divIdObj.bosses, divIdObj.charms, divIdObj.equipment, divIdObj.nailArts, divIdObj.maskShards, divIdObj.maskShards, divIdObj.vesselFragments, divIdObj.vesselFragments, divIdObj.dreamers, divIdObj.colosseum, divIdObj.dreamNail, divIdObj.warriorDreams, divIdObj.grimmTroupe, divIdObj.lifeblood, divIdObj.godmaster, divIdObj.essential, divIdObj.achievements, divIdObj.statistics]; // Looped filling to reduce redundancy\n\n do {\n for (var parameter in hkObjArray[0]) {\n FillHTML(divObjArray[0], hkObjArray[0][parameter][0], hkObjArray[0][parameter][1]);\n }\n\n divObjArray.shift();\n } while (hkObjArray.shift()); // Nail Upgrades Misc\n\n\n for (var i = 0; i < _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.NAILUPGRADES.length; i++) {\n FillHTML(divIdObj.nailUpgrades, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.NAILUPGRADES[i][0], _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.NAILUPGRADES[i][1]);\n } // Spells Misc\n\n\n for (var _i7 in _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.SPELLS) {\n for (var j = 1; j <= 2; j++) {\n FillHTML(divIdObj.spells, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.SPELLS[_i7][j][0], _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.SPELLS[_i7][j][1]);\n }\n } // Nightmare King Grimm / Banishment Misc\n\n\n FillHTML(divIdObj.grimmTroupe, \"Nightmare King Grimm / Banishment\", \"Dirtmouth or Howling Cliffs\"); // Godmaster Doors Misc\n\n for (var _i8 = 0; _i8 < ObjectLength(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.GODMASTER_DOORS); _i8++) {\n FillHTML(divIdObj.godmaster, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.GODMASTER_DOORS[_i8][0], _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.GODMASTER_DOORS[_i8][1]);\n } // Fleur Dividers\n\n\n AppendHTML(divIdObj.godmaster, FLEUR_DIVIDE);\n AppendHTML(divIdObj.essential, FLEUR_DIVIDE);\n AppendHTML(divIdObj.achievements, FLEUR_DIVIDE); // Check local storage first to set proper checkbox state before the below functions start (default is always unchecked)\n\n if (localStorage.getItem(\"hkCheckboxHints\") === \"checked\") document.getElementById(\"checkbox-hints\").checked = true;\n if (localStorage.getItem(\"hkCheckboxSpoilers\") === \"checked\") document.getElementById(\"checkbox-spoilers\").checked = true; // Prevents wrong checkbox behaviour (must run after everything is finished)\n\n CheckboxHintsToggle();\n CheckboxSpoilersToggle();\n}\n/**\r\n * Toggles display of \"hk-hints\". On click with no parameters or on demand when called with a parameter\r\n * @param {string} param \"hide\", \"show\" or none (optional)\r\n */\n\n\nfunction CheckboxHintsToggle() {\n var param = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : \"none\";\n var checkboxId = document.getElementById(\"checkbox-hints\");\n\n switch (param) {\n case \"hide\":\n document.getElementById(\"hk-hints\").classList.add(\"hidden\");\n checkboxId.value = \"hints-off\";\n checkboxId.checked = false; // remember this choice for subsequent page visits and browser restarts\n\n localStorage.setItem(\"hkCheckboxHints\", \"unchecked\");\n break;\n\n case \"show\":\n document.getElementById(\"hk-hints\").classList.remove(\"hidden\");\n checkboxId.value = \"hints-on\";\n checkboxId.checked = true; // remember this choice for subsequent page visits and browser restarts\n\n localStorage.setItem(\"hkCheckboxHints\", \"checked\");\n break;\n\n default:\n // This runs when the checkbox is not checked\n if (checkboxId.checked === false) {\n document.getElementById(\"hk-hints\").classList.add(\"hidden\");\n checkboxId.value = \"hints-off\"; // remember this choice for subsequent page visits and browser restarts\n\n localStorage.setItem(\"hkCheckboxHints\", \"unchecked\");\n } // This runs when the checkbox is checked\n else {\n document.getElementById(\"hk-hints\").classList.remove(\"hidden\");\n checkboxId.value = \"hints-on\"; // remember this choice for subsequent page visits and browser restarts\n\n localStorage.setItem(\"hkCheckboxHints\", \"checked\");\n }\n\n }\n}\n/**\r\n * Toggles display of \".spoiler-span\" class. On click with no parameters or on demand when called with a parameter\r\n * @param {string} param \"hide\", \"show\" or none (optional)\r\n */\n\n\nfunction CheckboxSpoilersToggle() {\n var param = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : \"none\";\n var checkboxId = document.getElementById(\"checkbox-spoilers\");\n var allClassElements = document.querySelectorAll(\".spoiler-span\");\n var length = allClassElements.length;\n\n switch (param) {\n case \"hide\":\n for (var i = 0; i < length; i++) {\n allClassElements[i].classList.add(\"hidden\");\n }\n\n checkboxId.value = \"spoilers-off\";\n checkboxId.checked = false; // remember this choice for subsequent page visits and browser restarts\n\n localStorage.setItem(\"hkCheckboxSpoilers\", \"unchecked\");\n break;\n\n case \"show\":\n for (var _i9 = 0; _i9 < length; _i9++) {\n allClassElements[_i9].classList.remove(\"hidden\");\n }\n\n checkboxId.value = \"spoilers-on\";\n checkboxId.checked = true; // remember this choice for subsequent page visits and browser restarts\n\n localStorage.setItem(\"hkCheckboxSpoilers\", \"checked\");\n break;\n\n default:\n // This runs when the checkbox is not checked\n if (checkboxId.checked === false) {\n for (var _i10 = 0; _i10 < length; _i10++) {\n allClassElements[_i10].classList.add(\"hidden\");\n }\n\n checkboxId.value = \"spoilers-off\"; // remember this choice for subsequent page visits and browser restarts\n\n localStorage.setItem(\"hkCheckboxSpoilers\", \"unchecked\");\n } // This runs when the checkbox is checked\n else {\n for (var _i11 = 0; _i11 < length; _i11++) {\n allClassElements[_i11].classList.remove(\"hidden\");\n }\n\n checkboxId.value = \"spoilers-on\"; // remember this choice for subsequent page visits and browser restarts\n\n localStorage.setItem(\"hkCheckboxSpoilers\", \"checked\");\n }\n\n }\n}\n/**\r\n * Zero-fill all \"percent\" properties in the JSON Object (reset to default)\r\n * @param {object} jsObj object containing the \"percent\" properties to be reset to 0\r\n */\n\n\nfunction ResetCompletion(jsObj) {\n for (var i in jsObj) {\n if (jsObj[i].hasOwnProperty(\"percent\")) jsObj[i].percent = 0;\n }\n}\n/**\r\n * Focuses, selects and copies to clipboard contents inside a clicked element. Includes optional tooltip update after the copying is done.\r\n * @param {MouseEvent} mouseEvent from the clicked element (AddEventListener)\r\n * @param {string} tooltipId Element ID of the tooltip to update\r\n * @param {string} tooltipFill Updated contents of the tooltip\r\n */\n\n\nfunction SelectCopyInputText(mouseEvent) {\n var tooltipId = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : \"\";\n var tooltipFill = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : \"\";\n var element = document.getElementById(mouseEvent.target.id); // this prevents the un-selected effect after clicking the second time (clears all selection first)\n\n if (window.getSelection) {\n window.getSelection().removeAllRanges();\n }\n\n element.focus(); // best to focus the element first before selecting\n\n element.select();\n element.setSelectionRange(0, 99999); // for mobile devices\n // Copy the text inside the text field to clipboard\n\n document.execCommand(\"copy\"); // optional tooltip showing\n\n if (tooltipFill.length && tooltipId.length) FillInnerHTML(tooltipId, tooltipFill);\n}\n/**\r\n * Fills the innerHTML of a given HTML Element with provided contents\r\n * @param {string} elementId Element ID to update\r\n * @param {string} textFill Updated contents (innerHTML)\r\n */\n\n\nfunction FillInnerHTML(elementId, textFill) {\n var element = document.getElementById(elementId);\n element.innerHTML = textFill;\n} // Populate HTML at load (before img and css)\n\n\ndocument.addEventListener(\"DOMContentLoaded\", InitialHTMLPopulate(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.DIV_ID)); // Does an action when the save file location input text is clicked once (auto select & copy to clipboard)\n\ndocument.getElementById(\"save-location-input\").addEventListener(\"click\", function (e) {\n SelectCopyInputText(e, \"save-location-input-tooltip\", \"Copied save file location to clipboard\");\n}, false);\ndocument.getElementById(\"save-location-input\").addEventListener(\"mouseout\", function () {\n FillInnerHTML(\"save-location-input-tooltip\", \"Click once to copy to clipboard\");\n}, false); // Make functions global so they can be used on click and change events (for Webpack)\n\nwindow.HKReadTextArea = HKReadTextArea;\nwindow.InitialHTMLPopulate = InitialHTMLPopulate;\nwindow.CheckboxSpoilersToggle = CheckboxSpoilersToggle;\nwindow.CheckboxHintsToggle = CheckboxHintsToggle;\n\n//# sourceURL=webpack://hollow-knight-completion-check/./src/js/HKCheckCompletion.js?"); /***/ }), diff --git a/src/js/HKCheckCompletion.js b/src/js/HKCheckCompletion.js index ab20c51..691392c 100644 --- a/src/js/HKCheckCompletion.js +++ b/src/js/HKCheckCompletion.js @@ -706,6 +706,11 @@ function CheckAdditionalThings(divId, dataObject, playerData, worldData, sceneDa return totalMaps; } + /** + * Counts the total amount of Geo Rocks Unbroken or Broken. Logs to console all the Unbroken IDs and Map locations. + * @param {number} arrayLength How many items the Geo Rocks array is currently storing (for iteration) + * @param {string} mode Choose which Geo Rocks to count (broken or unbroken) + */ function CountGeoRocks(arrayLength, mode = "unbroken") { let countTotal = 0; @@ -726,6 +731,7 @@ function CheckAdditionalThings(divId, dataObject, playerData, worldData, sceneDa return countTotal; } + // Start main loop for (let i in dataObject) { textPrefix = dataObject[i][0]; (dataObject[i][1]) ? textSuffix = dataObject[i][1]: textSuffix = ""; @@ -846,7 +852,7 @@ function CheckAdditionalThings(divId, dataObject, playerData, worldData, sceneDa break; default: (playerData[i] === true) ? CurrentDataTrue(): CurrentDataFalse(); - } + } // end main for loop FillHTML(divId, textPrefix, textSuffix); }