// ---------------- Constants ----------------- // const DATA_UNKNOWN = "Data unknown"; const SYMBOL_FALSE = ""; // "❌ "; const SYMBOL_TRUE = ""; // "✅ "; const SYMBOL_INFO = ""; // "ℹ "; // ---------------- Variables ----------------- // let currentData = DATA_UNKNOWN; let completionSymbol = SYMBOL_FALSE; let divStart = [ "
" ].join("\n"); let divEnd = [ "
" ].join("\n"); // ---------------- Hollow Knight Data Constant Objects ----------------- // const DIV_ID = { intro: { h2: "Game Status", id: "hk-intro", maxPercent: 112 }, hints: { h2: "My old friend Elderbug once told me about...", id: "hk-hints", }, bosses: { h2: "Bosses", id: "hk-bosses", maxPercent: 14 }, charms: { h2: "Charms", id: "hk-charms", maxPercent: 36 }, equipment: { h2: "Equipment", id: "hk-equipment", maxPercent: 14 }, nailUpgrades: { h2: "Nail Upgrades", id: "hk-nailupgrades", maxPercent: 4 }, nailArts: { h2: "Nail Arts", id: "hk-nailarts", maxPercent: 3 }, spells: { h2: "Spells", id: "hk-spells", maxPercent: 6 }, maskShards: { h2: "Mask Shards", id: "hk-maskshards", maxPercent: 4 }, vesselFragments: { h2: "Vessel Fragments", id: "hk-vesselfragments", maxPercent: 3 }, dreamNail: { h2: "Dream Nail and Essence", id: "hk-dreamnail", maxPercent: 3 }, warriorDreams: { h2: "Warrior Dreams", id: "hk-warriordreams", maxPercent: 7 }, dreamers: { h2: "Dreamers", id: "hk-dreamers", maxPercent: 3 }, colosseum: { h2: "Colosseum of Fools", id: "hk-colosseum", maxPercent: 3 }, grimmTroupe: { h2: "Grimm Troupe Content Pack", id: "hk-grimmtroupe", maxPercent: 6 }, lifeblood: { h2: "Lifeblood Content Pack", id: "hk-lifeblood", maxPercent: 1 }, godmaster: { h2: "Godmaster Content Pack", id: "hk-godmaster", maxPercent: 5 } }; const HK_HINTS = { fireballLevel: ["", "...a mysterious shaman living in a dwelling below the town of Dirtmouth"], hornet1Defeated: ["", "...a skilled protector guarding ruins in a lush green forest"], hasDash: ["", "...an old cloak lying on a green path by a broken shell"], hasWalljump: ["", "...a sharp claw lying forgotten somewhere amidst the insect village"], Crossroads_04: ["", "...a mother sleeping peacefully below the town of Dirtmouth"], slyRescued: ["", "...a fellow town bug who seems to be lost somewhere in the crossroads"], hasLantern: ["", "...a precious item able to carry some light to even the darkest places"], hasSuperDash: ["", "...some powerful crystal beating somewhere deep inside the mines"], hasDreamNail: ["", "...a weapon from a dream world only found where the souls can peacefully rest"], killedInfectedKnight: ["", "...a shattered corpse forgotten in a windy cave in the depths below the city"], hasDoubleJump: ["", "...something incredibly light dropped by a monarchfly in the depths below the city"], killedBlackKnight: ["", "...discarded shells of black guards lying on the floor of a high spire"], lurienDefeated: ["", "...a dreamer sleeping somewhere at the top of a high spire"], dungDefenderOrHornet2: ["", "...a skilled combatant living at the heart of the sewers or watching over a shell amidst ash falling from the sky"], ismaTearOrShadeCloak: ["", "...something precious in a grove accessed from the waterways or a massive door guarding a cloak behind the darkness"], defeatedMegaJelly: ["", "...an intelligent being floating inside hidden archives behind the fog"], monomonDefeated: ["", "...a dreamer sleeping somewhere hidden in a foggy area"], hegemolDefeated: ["", "...a dreamer sleeping near a spider nest area"], killedHollowKnight: ["", "...a disturbance inside a black temple"], }; const HK_BOSSES = { falseKnightDefeated: ["False Knight", "Forgotten Crossroads"], // "Battle Scene" - "Crossroads_10" ? hornet1Defeated: ["Hornet Protector", "Greenpath"], defeatedDungDefender: ["Dung Defender", "Royal Waterways"], mageLordDefeated: ["Soul Master", "City of Tears: Soul Sanctum"], killedBlackKnight: ["Watcher Knights", "City of Tears: Watcher's Spire"], collectorDefeated: ["The Collector", "City of Tears: Tower of Love"], defeatedMantisLords: ["Mantis Lords", "Mantis Village"], defeatedMegaJelly: ["Uumuu", "Fog Canyon: Teacher's Archives"], hornetOutskirtsDefeated: ["Hornet Sentinel", "Kingdom's Edge"], killedInfectedKnight: ["Broken Vessel", "Ancient Basin"], killedMimicSpider: ["Nosk", "Deepnest"], // "Battle Scene" - "Deepnest_32" ? killedTraitorLord: ["Traitor Lord", "Queen's Gardens"] // "Battle Scene" - "Fungus3_23" ? }; // "Battle Scene" sceneData.persistentBoolItems.id const HK_BOSSES_WORLD = { Crossroads_04: ["Gruz Mother", "Forgotten Crossroads"], // killedBigFly Crossroads_09: ["Brooding Mawlek", "Forgotten Crossroads"] // killedMawlek }; // reference: https://radiance.host/apidocs/Charms.html const HK_CHARMS = { gotCharm_1: ["Gathering Swarm", "Sly: 300 Geo"], // 1 gotCharm_2: ["Wayward Compass", "Iselda: 220 Geo"], // 1 gotCharm_3: ["Grubsong", "Grubfather: 10 Grubs"], // 1 gotCharm_4: ["Stalwart Shell", "Sly: 200 Geo"], // 2 gotCharm_5: ["Baldur Shell", "Howling Cliffs"], // 2 gotCharm_6: ["Fury of the Fallen", "King's Pass"], // 2 gotCharm_7: ["Quick Focus", "Salubra: 800 Geo"], // 3 gotCharm_8: ["Lifeblood Heart", "Salubra: 250 Geo"], // 2 gotCharm_9: ["Lifeblood Core", "The Abyss: 15 Lifeblood masks"], // 3 gotCharm_10: ["Defender's Crest", "Royal Waterways"], // 1 gotCharm_11: ["Flukenest", "Royal Waterways"], // 3 gotCharm_12: ["Thorns of Agony", "Greenpath"], // 1 gotCharm_13: ["Mark of Pride", "Mantis Village"], // 3 gotCharm_14: ["Steady Body", "Salubra: 120 Geo"], // 1 gotCharm_15: ["Heavy Blow", "Sly: 350 Geo + Shopkeeper's Key"], // 2 gotCharm_16: ["Sharp Shadow", "Deepnest"], // 2 gotCharm_17: ["Spore Shroom", "Fungal Wastes"], // 1 gotCharm_18: ["Longnail", "Salubra: 300 Geo"], // 2 gotCharm_19: ["Shaman Stone", "Salubra: 220 Geo"], // 3 gotCharm_20: ["Soul Catcher", "Forgotten Crossroads: Ancestral Mound"], // 2 gotCharm_21: ["Soul Eater", "Resting Grounds"], // 4 gotCharm_22: ["Glowing Womb", "Forgotten Crossroads"], // 2 gotCharm_23: ["Fragile / Unbreakable Heart", "Leg Eater: 350/280 Geo"], // 2 gotCharm_24: ["Fragile / Unbreakable Greed", "Leg Eater: 250/200 Geo"], // 2 gotCharm_25: ["Fragile / Unbreakable Strength", "Leg Eater: 600/480 Geo"], // 3 gotCharm_26: ["Nailmaster’s Glory", "Sly: All Nail Arts"], // 1 gotCharm_27: ["Joni’s Blessing", "Howling Cliffs: Joni's Repose"], // 4 gotCharm_28: ["Shape of Unn", "Greenpath: Lake of Unn"], // 2 gotCharm_29: ["Hiveblood", "The Hive"], // 4 gotCharm_30: ["Dream Wielder", "Seer: 500 Essence"], // 1 gotCharm_31: ["Dashmaster", "Fungal Wastes"], // 2 gotCharm_32: ["Quick Slash", "Kingdom's Edge"], // 3 gotCharm_33: ["Spell Twister", "City of Tears: Soul Sanctum"], // 2 gotCharm_34: ["Deep Focus", "Crystal Peak"], // 4 gotCharm_35: ["Grubberfly’s Elegy", "Grubfather: 46 Grubs"], // 3 gotCharm_36: ["Kingsoul / Void Heart", "Queen's Gardens, Ancient Basin, Birthplace"], // 5 }; const HK_COLOSSEUM = { colosseumBronzeCompleted: ["Trial of the Warrior", "Little Fool: 100 Geo"], colosseumSilverCompleted: ["Trial of the Conqueror", "Little Fool: 450 Geo + Warrior completed"], colosseumGoldCompleted: ["Trial of the Fool", "Little Fool: 800 Geo + Conqueror completed"], }; const HK_DREAMERS = { lurienDefeated: ["Lurien the Watcher", "City of Tears: Watcher's Spire"], monomonDefeated: ["Monomon the Teacher", "Fog Canyon: Teacher's Archives"], hegemolDefeated: ["Herrah the Beast", "Deepnest: Distant Village"] }; const HK_DREAMNAIL = { hasDreamNail: ["Dream Nail acquired", "Resting Grounds"], dreamNailUpgraded: ["Awoken Dream Nail", "Seer: 1800 Essence"], mothDeparted: ["Hear the Seer's final words", "Seer: 2400 Essence"] }; const HK_EQUIPMENT = { hasDash: ["Mothwing Cloak", "Greenpath: Dash ability"], hasWalljump: ["Mantis Claw", "Mantis Village: Wall Jump ability"], hasSuperDash: ["Crystal Heart", "Crystal Peak: Super Dash ability"], hasDoubleJump: ["Monarch Wings", "Ancient Basin: Double Jump ability"], hasAcidArmour: ["Isma's Tear", "Royal Waterways: Acid Armour ability"], hasKingsBrand: ["King's Brand", "Kingdom's Edge"], hasShadowDash: ["Shade Cloak", "The Abyss: Shadow Dash ability"] }; const HK_MASKSHARDS = { slyShellFrag1: ["Mask Shard #1", "Sly: 150 Geo"], slyShellFrag2: ["Mask Shard #2", "Sly: 500 Geo"], slyShellFrag3: ["Mask Shard #3", "Sly: 800 Geo + Shopkeeper's Key"], slyShellFrag4: ["Mask Shard #4", "Sly: 1500 Geo + Shopkeeper's Key"], dreamReward7: ["Mask Shard #5", "Seer: 1500 Essence"] }; // "Heart Piece" sceneData.persistentBoolItems.id const HK_MASKSHARDS_WORLD = { Crossroads_13: ["Mask Shard #6", "Forgotten Crossroads: below Hot Springs"], Crossroads_09: ["Mask Shard #7", "Forgotten Crossroads: Brooding Mawlek"], Crossroads_38: ["Mask Shard #8", "Grubfather: 5 Grubs"], Room_Bretta: ["Mask Shard #9", "Dirtmouth: Bretta's Room"], Fungus2_01: ["Mask Shard #10", "Queen's Station"], Waterways_04b: ["Mask Shard #11", "Royal Waterways"], Fungus1_36: ["Mask Shard #12", "Greenpath: Stone Sanctuary"], Mines_32: ["Mask Shard #13", "Crystal Peak: Enraged Guardian"], Fungus2_25: ["Mask Shard #14", "Deepnest: entrance from Fungal Wastes"], Hive_04: ["Mask Shard #15", "The Hive"], Room_Mansion: ["Mask Shard #16", "Resting Grounds: Delicate Flower"] }; const HK_VESSELFRAGMENTS = { slyVesselFrag1: ["Vessel Fragment #1", "Sly: 550 Geo"], slyVesselFrag2: ["Vessel Fragment #2", "Sly: 900 Geo"], dreamReward5: ["Vessel Fragment #3", "Seer: 700 Essence"], vesselFragStagNest: ["Vessel Fragment #4", "Stag Nest"] }; // "Vessel Fragment" sceneData.persistentBoolItems.id const HK_VESSELFRAGMENTS_WORLD = { Fungus1_13: ["Vessel Fragment #5", "Greenpath: near Queen's Gardens exit"], Crossroads_37: ["Vessel Fragment #6", "Forgotten Crossroads: unlock City of Tears lift"], Ruins2_09: ["Vessel Fragment #7", "Above King's Station"], Deepnest_38: ["Vessel Fragment #8", "Deepnest: Goam platforming challenge"], Abyss_04: ["Vessel Fragment #9", "Ancient Basin Fountain: 3000 Geo"] }; const HK_NAILARTS = { hasUpwardSlash: ["Great Slash", "Nailmaster Sheo: Greenpath"], hasDashSlash: ["Dash Slash", "Nailmaster Oro: Kingdom's Edge, 800 Geo"], hasCyclone: ["Cyclone Slash", " Nailmaster Mato: Howling Cliffs"], }; const HK_NAILUPGRADES = [ ["#0 Old Nail", "Starting Weapon"], ["#1 Sharpened Nail", "Nailsmith: 250 Geo"], ["#2 Channeled Nail", "Nailsmith: 800 Geo + 1 Pale Ore"], ["#3 Coiled Nail", "Nailsmith: 2000 Geo + 2 Pale Ore"], ["#4 Pure Nail", "Nailsmith: 4000 Geo + 3 Pale Ore"] ]; const HK_SPELLS = { fireballLevel: { 1: ["Vengeful Spirit", "Forgotten Crossroads: Ancestral Mound"], 2: ["Shade Soul", "City of Tears: Soul Sanctum + Elegant Key"], }, quakeLevel: { 1: ["Desolate Dive", "City of Tears: Soul Sanctum"], 2: ["Descending Dark", "Crystal Peak: Crystallised Mound"], }, screamLevel: { 1: ["Howling Wraiths", "Fog Canyon: Overgrown Mound"], 2: ["Abyss Shriek", "The Abyss"], } }; const HK_WARRIORDREAMS = { xeroDefeated: ["Xero", "Resting Grounds"], noEyesDefeated: ["No Eyes", "Greenpath: Stone Sanctuary"], elderHuDefeated: ["Elder Hu", "Fungal Wastes"], aladarSlugDefeated: ["Gorb", "Howling Cliffs"], mumCaterpillarDefeated: ["Marmu", "Queen's Gardens"], galienDefeated: ["Galien", "Deepnest"], markothDefeated: ["Markoth", "Kingdom's Edge"], }; const HK_GRIMMTROUPE = { gotCharm_37: ["Charm #37 Sprintmaster", "Sly: 400 Geo + Shopkeeper's Key"], gotCharm_38: ["Charm #38 Dreamshield", "Resting Grounds"], gotCharm_39: ["Charm #39 Weaversong", "Deepnest: Weaver's Den"], gotCharm_40: ["Charm #40 Grimmchild / Carefree Melody", "Dirtmouth"], killedGrimm: ["Troupe Leader Grimm", "Dirtmouth"] }; const HK_LIFEBLOOD = { killedHiveKnight: ["Hive Knight", "The Hive"] }; const HK_GODMASTER = { hasGodfinder: ["Godtuner", "Junk Pit"] }; const HK_GODMASTER_DOORS = [ ["#1 Pantheon of the Master", "Godhome"], ["#2 Pantheon of the Artist", "Godhome"], ["#3 Pantheon of the Sage", "Godhome"], ["#4 Pantheon of the Knight", "Godhome"] ]; /** * Checks Hollow Knight game completion by analyzing the save file * @param {object} jsonObject Decoded save data in JavaScript Object Notation form (JSON) */ function HKCheckCompletion(jsonObject) { // start benchmark let countBegin = new Date(); // Prevents wrong checkbox behaviour CheckboxHintsToggle("hide"); CheckboxLocationsToggle("hide"); // Pre-Cleaning and filling initial data (h2, id) needed for FillHTML() PrefillHTML(DIV_ID); // Shallow Clone const objects (used for destructive functions) let HK_HINTS_temp = Object.assign({}, HK_HINTS); let HK_BOSSES_temp = Object.assign({}, HK_BOSSES); let HK_BOSSES_WORLD_temp = Object.assign({}, HK_BOSSES_WORLD); let HK_CHARMS_temp = Object.assign({}, HK_CHARMS); let HK_COLOSSEUM_temp = Object.assign({}, HK_COLOSSEUM); let HK_DREAMERS_temp = Object.assign({}, HK_DREAMERS); let HK_DREAMNAIL_temp = Object.assign({}, HK_DREAMNAIL); let HK_EQUIPMENT_temp = Object.assign({}, HK_EQUIPMENT); let HK_MASKSHARDS_temp = Object.assign({}, HK_MASKSHARDS); let HK_MASKSHARDS_WORLD_temp = Object.assign({}, HK_MASKSHARDS_WORLD); let HK_NAILARTS_temp = Object.assign({}, HK_NAILARTS); let HK_VESSELFRAGMENTS_temp = Object.assign({}, HK_VESSELFRAGMENTS); let HK_VESSELFRAGMENTS_WORLD_temp = Object.assign({}, HK_VESSELFRAGMENTS_WORLD); let HK_WARRIORDREAMS_temp = Object.assign({}, HK_WARRIORDREAMS); let HK_GRIMMTROUPE_temp = Object.assign({}, HK_GRIMMTROUPE); let HK_LIFEBLOOD_temp = Object.assign({}, HK_LIFEBLOOD); let HK_GODMASTER_temp = Object.assign({}, HK_GODMASTER); // Shallow Clone const arrays (used for destructive functions) let HK_GODMASTER_DOORS_temp = Array.from(HK_GODMASTER_DOORS); let HK_NAILUPGRADES_temp = Array.from(HK_NAILUPGRADES); // Deep Clone const spells multi-layer object (used for destructive functions) let HK_SPELLS_temp = JSON.parse(JSON.stringify(HK_SPELLS)); let HKPlayerData = jsonObject.playerData; let HKWorldItems = jsonObject.sceneData.persistentBoolItems; // ================================================================================== // // ---------------- Time Played ----------------- // CheckPlayTime(DIV_ID.intro, HKPlayerData.playTime); // ---------------- Game Completion Status ----------------- // CheckCompletionPercent(DIV_ID.intro, HKPlayerData); // ---------------- Bosses (Base Game) --------------------- // CheckIfDataTrue(DIV_ID.bosses, HK_BOSSES_temp, HKPlayerData); // ---------------- Gruz Mother and Mawlek (World Map) --------------------- // CheckWorldDataTrue(DIV_ID.bosses, "Battle Scene", HK_BOSSES_WORLD_temp, HKWorldItems); // ---------------- Charms --------------------- // CheckIfDataTrue(DIV_ID.charms, HK_CHARMS_temp, HKPlayerData); // ---------------- Colosseum of Fools --------------------- // CheckIfDataTrue(DIV_ID.colosseum, HK_COLOSSEUM_temp, HKPlayerData); // ---------------- Dreamers --------------------- // CheckIfDataTrue(DIV_ID.dreamers, HK_DREAMERS_temp, HKPlayerData); // ---------------- Dream Nail and Essence --------------------- // CheckIfDataTrue(DIV_ID.dreamNail, HK_DREAMNAIL_temp, HKPlayerData); // ---------------- Equipment --------------------- // CheckIfDataTrue(DIV_ID.equipment, HK_EQUIPMENT_temp, HKPlayerData); // ---------------- Nail Upgrades --------------------- // for (let i = 0, length = HK_NAILUPGRADES_temp.length; i < length; i++) { (HKPlayerData.nailSmithUpgrades >= i) ? CurrentDataTrue(): CurrentDataFalse(); FillHTML(DIV_ID.nailUpgrades, HK_NAILUPGRADES_temp[i][0], HK_NAILUPGRADES_temp[i][1]); } // ---------------- Mask Shards --------------------- // CheckIfDataTrue(DIV_ID.maskShards, HK_MASKSHARDS_temp, HKPlayerData); // ---------------- Mask Shards (World Map) --------------------- // CheckWorldDataTrue(DIV_ID.maskShards, "Heart Piece", HK_MASKSHARDS_WORLD_temp, HKWorldItems); // ---------------- Nail Arts --------------------- // CheckIfDataTrue(DIV_ID.nailArts, HK_NAILARTS_temp, HKPlayerData); // ---------------- Spells --------------------- // CheckSpellLevel(DIV_ID.spells, HK_SPELLS_temp, HKPlayerData); // ---------------- Vessel Fragments --------------------- // CheckIfDataTrue(DIV_ID.vesselFragments, HK_VESSELFRAGMENTS_temp, HKPlayerData); // ---------------- Vessel Fragments (World Map) --------------------- // CheckWorldDataTrue(DIV_ID.vesselFragments, "Vessel Fragment", HK_VESSELFRAGMENTS_WORLD_temp, HKWorldItems); // ---------------- Warrior Dreams --------------------- // CheckWarriorDreams(DIV_ID.warriorDreams, HK_WARRIORDREAMS_temp, HKPlayerData); // ---------------- Grimm Troupe Content Pack --------------------- // CheckIfDataTrue(DIV_ID.grimmTroupe, HK_GRIMMTROUPE_temp, HKPlayerData); (HKPlayerData.grimmChildLevel >= 4) ? CurrentDataTrue(): CurrentDataFalse(); FillHTML(DIV_ID.grimmTroupe, "Nightmare King Grimm / Banishment", "Dirtmouth or Howling Cliffs"); // ---------------- Lifeblood Content Pack --------------------- // CheckIfDataTrue(DIV_ID.lifeblood, HK_LIFEBLOOD_temp, HKPlayerData); // ---------------- Godmaster Content Pack --------------------- // CheckIfDataTrue(DIV_ID.godmaster, HK_GODMASTER_temp, HKPlayerData); for (let i = 1; i <= 4; i++) { (HKPlayerData["bossDoorStateTier" + i].completed === true) ? CurrentDataTrue(): CurrentDataFalse(); FillHTML(DIV_ID.godmaster, HK_GODMASTER_DOORS_temp[i - 1][0], HK_GODMASTER_DOORS_temp[i - 1][1]); } // ------------------------- Hints ----------------------------- // CheckHintsTrue(DIV_ID.hints, HK_HINTS_temp, HKPlayerData, HKWorldItems); // finish and show benchmark let countEnd = new Date(); console.info("HKCheckCompletion() time (ms) =", countEnd - countBegin); } /** * Cleans "generated" and fills all HTML elements of ids from a given list. Creates only div with id, and h2 with title inside it. * @param {object} jsObj Object with HTML data to fill */ function PrefillHTML(jsObj) { // Clean "generated" div document.getElementById("generated").innerHTML = ""; let h2 = ""; let id = ""; let mp = ""; // max Percent let cl = ""; // class for (let i in jsObj) { h2 = jsObj[i].h2; id = jsObj[i].id; (i === "hints") ? cl = " class='hidden'": cl = ""; mp = " (" + jsObj[i].maxPercent + "%)"; if (!jsObj[i].hasOwnProperty("maxPercent") || i === "intro") mp = ""; document.getElementById("generated").innerHTML += "
" + "
"; document.getElementById(id).innerHTML += "

" + h2 + mp + "

"; } } /** * Generates and appends a new entry inside the HTML of a given ID * @param {object} divId object containing div ID and h2 title of the HTML element * @param {string} textPrefix Main name of the entry * @param {string} textSuffix Optional suffix after the main name */ function FillHTML(divId, textPrefix = "Unknown Completion Element: ", textSuffix = "") { let icon = completionSymbol; let b = ["", ""]; if (!textPrefix.length) b = ["", ""]; let span = [""]; if (divId === DIV_ID.hints) { span[0] = ""; icon = SYMBOL_INFO; } let dash = ""; if (textSuffix.length && textPrefix.length) dash = " — "; document.getElementById(divId.id).innerHTML += divStart + icon + b[0] + textPrefix + b[1] + span[0] + dash + textSuffix + span[1] + divEnd; } /** * Switches global variables to a "completed" symbol * @param {string} textData Optional completion name for use in HTML */ function CurrentDataTrue() { completionSymbol = SYMBOL_TRUE; } /** * Switches global variables to a "not completed" symbol * @param {string} textData Optional completion name for use in HTML */ function CurrentDataFalse() { completionSymbol = SYMBOL_FALSE; } /** * Fills HTML with the playTime value of the save file * @param {object} divId ID of the HTML element for data appending * @param {number} playTime Number of total gameplay time in seconds */ function CheckPlayTime(divId, playTime) { let icon = ""; let seconds = Math.floor(playTime); let minutes = Math.floor((seconds / 60) % 60); let hours = Math.floor(seconds / 3600); let sec = Math.floor(seconds % 60); if (sec <= 10) sec = "0" + sec; if (minutes <= 10) minutes = "0" + minutes; let textFill = "Time Played: " + hours + " h " + minutes + " min " + sec + " sec"; document.getElementById(divId.id).innerHTML += divStart + icon + textFill + divEnd; } /** * Searches for completionPercentage in playerData and fills HTML with the value of the save file * @param {object} divId ID of the HTML element for data appending * @param {object} playerData Reference/pointer to specific data where to search */ function CheckCompletionPercent(divId, playerData) { let textFill = ""; CurrentDataFalse(); for (let i in playerData) { if (i === "completionPercentage") { if (playerData[i] >= 112) CurrentDataTrue(); textFill = "Game Completion: " + playerData[i] + " % (out of " + divId.maxPercent + " %)"; document.getElementById(divId.id).innerHTML += divStart + completionSymbol + textFill + divEnd; } } } /** * Verifies if the data in a specific object is true or false, and appends HTML accordingly. Destructive function. * @param {string} divId ID of the HTML element for data appending * @param {object} dataObject Object containing data to be verified (use copy - data inside this object will be deleted) * @param {object} playerData Reference/pointer to specific data where to search */ function CheckIfDataTrue(divId, dataObject, playerData) { for (let i in dataObject) { (playerData[i] === true) ? CurrentDataTrue(): CurrentDataFalse(); FillHTML(divId, dataObject[i][0], dataObject[i][1]); delete dataObject[i]; } } /** * Verifies if the data in a specific object is 0 or > 0, and appends HTML accordingly. Destructive function. * @param {string} divId ID of the HTML element for data appending * @param {object} dataObject Object containing data to be verified (use copy - data inside this object will be deleted) * @param {object} playerData Reference/pointer to specific data where to search */ function CheckSpellLevel(divId, dataObject, playerData) { for (let i in dataObject) { for (let j = 1; j <= 2; j++) { (playerData[i] >= j) ? CurrentDataTrue(): CurrentDataFalse(); FillHTML(divId, dataObject[i][j][0], dataObject[i][j][1]); } } } /** * Verifies if the data in a specific object is 0 or > 0, and appends HTML accordingly. Destructive function. * @param {string} divId ID of the HTML element for data appending * @param {object} dataObject Object containing data to be verified (use copy - data inside this object will be deleted) * @param {object} playerData Reference/pointer to specific data where to search */ function CheckWarriorDreams(divId, dataObject, playerData) { for (let i in dataObject) { (playerData[i] > 0) ? CurrentDataTrue(): CurrentDataFalse(); FillHTML(divId, dataObject[i][0], dataObject[i][1]); // delete dataObject[i]; } } /** * Verifies if the data in a specific object are true or false, and appends HTML accordingly. Creates a copy of dataObject. * @param {string} divId ID of the HTML element for data appending * @param {string} idText Text string inside save data to search for * @param {object} dataObject Object containing data to be verified * @param {object} worldData Reference/pointer to specific data where to search */ function CheckWorldDataTrue(divId, idText, dataObject, worldData) { let orderedArray = []; let size = ObjectLength(dataObject); // Order the items before displaying them (creates a copy of dataObject) for (let i in dataObject) { orderedArray.push([i, dataObject[i][0], dataObject[i][1], false]); } // Search for completed items and mark them for display for (let i = 0, length = worldData.length; i < length; i++) { for (let j = 0; j < size; j++) { if (worldData[i].id === idText && worldData[i].sceneName === orderedArray[j][0] && worldData[i].activated === true) { orderedArray[j][3] = true; } } } // Display the items as they were initially ordered for (let i = 0; i < size; i++) { CurrentDataFalse(); if (orderedArray[i][3] === true) CurrentDataTrue(); FillHTML(divId, orderedArray[i][1], orderedArray[i][2]); } } /** * 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. * @param {object} divId object containing div hints ID and h2 title * @param {object} dataObject object containing all hints data * @param {object} playerData object containing HK Player Data to look in * @param {object} worldData object containing HK World Data to look in */ function CheckHintsTrue(divId, dataObject, playerData, worldData) { for (let i in dataObject) { if (playerData[i] === true) { if (i === "killedHollowKnight") { // a text to show when player already finished their first playthrough (killed Hollow Knight first time) FillHTML(divId, "", "...a successful Knight who doesn't need hints anymore"); break; } continue; } else if (i === "fireballLevel") { if (playerData[i] >= 1) { continue; } else { FillHTML(divId, dataObject[i][0], dataObject[i][1]); break; } } else if (i === "Crossroads_04") { let GruzMotherDefeated = false; for (let k = 0, length = worldData.length; k < length; k++) { if (worldData[k].id === "Battle Scene" && worldData[k].sceneName === "Crossroads_04" && worldData[k].activated === true) { GruzMotherDefeated = true; break; } } if (GruzMotherDefeated) { continue; // next dataObject (i) } else { FillHTML(divId, dataObject[i][0], dataObject[i][1]); break; } } else if (i === "dungDefenderOrHornet2") { if (playerData.defeatedDungDefender === true) { continue; } else if (playerData.hornetOutskirtsDefeated === true) { continue; } else { // if no Dung Defender or Hornet 2 FillHTML(divId, dataObject[i][0], dataObject[i][1]); break; } } else if (i === "ismaTearOrShadeCloak") { if (playerData.hasAcidArmour === true) { continue; } else if (playerData.hasKingsBrand === true) { if (playerData.hasShadowDash === true) { continue; } else { // if Kings Brand but no Shade Cloak FillHTML(divId, dataObject[i][0], dataObject[i][1]); break; } } else { // if no Isma's Tear or Kings Brand FillHTML(divId, dataObject[i][0], dataObject[i][1]); break; } } else { // if anything from the hints list is not done FillHTML(divId, dataObject[i][0], dataObject[i][1]); break; } } // end: for (let i in dataObject) } // function CheckHintsTrue() /** * Pre-Cleans HTML. Reads contents inside text area and parses it to a JavaScript object. If not empty, runs HKCheckCompletion() to check data. */ function HKReadTextArea() { InitialHTMLPopulate(DIV_ID); let textAreaId = "save-area"; let contents = document.getElementById(textAreaId).value; if (contents.length) { let jsonObject = JSON.parse(contents); // console.log(jsonObject); if (jsonObject.hasOwnProperty("playerData")) HKCheckCompletion(jsonObject); // console.log(jsonObject); } } /** * Checks the length of a JavaScript Object like Array.length * @param {object} object JavaScript Object * @return {number} length of the Object */ function ObjectLength(object) { let length = 0; for (let key in object) { if (object.hasOwnProperty(key)) { ++length; } } return length; } /** * Populate all HTML with given ID and their initial data set as false (used at DOM load) * @param {object} divIdObj JavaScript Object containing all HTML IDs to populate */ function InitialHTMLPopulate(divIdObj) { PrefillHTML(divIdObj); CurrentDataFalse(); // Play Time let icon = ""; let textFill = "Time Played: 0 h 00 min 00 sec"; document.getElementById(divIdObj.intro.id).innerHTML += divStart + icon + textFill + divEnd; // Game Completion textFill = "Game Completion: 0 % (out of " + divIdObj.intro.maxPercent + " %)"; document.getElementById(divIdObj.intro.id).innerHTML += divStart + completionSymbol + textFill + divEnd; // First Hint Only FillHTML(divIdObj.hints, HK_HINTS.fireballLevel[0], HK_HINTS.fireballLevel[1]); // Temp arrays storing references (addresses) to objects for looping through them (duplicates important) let hkObjArray = [HK_BOSSES, HK_BOSSES_WORLD, HK_CHARMS, HK_EQUIPMENT, HK_NAILARTS, HK_MASKSHARDS, HK_MASKSHARDS_WORLD, HK_VESSELFRAGMENTS, HK_VESSELFRAGMENTS_WORLD, HK_DREAMERS, HK_COLOSSEUM, HK_DREAMNAIL, HK_WARRIORDREAMS, HK_GRIMMTROUPE, HK_LIFEBLOOD, HK_GODMASTER]; // duplicates and order important - must be the same as in hkObjArray[] let 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]; // Looped filling to reduce redundancy do { for (let parameter in hkObjArray[0]) { FillHTML(divObjArray[0], hkObjArray[0][parameter][0], hkObjArray[0][parameter][1]); } divObjArray.shift(); } while (hkObjArray.shift()); // Nail Upgrades Misc for (let i = 0; i < HK_NAILUPGRADES.length; i++) { FillHTML(divIdObj.nailUpgrades, HK_NAILUPGRADES[i][0], HK_NAILUPGRADES[i][1]); } // Spells Misc for (let i in HK_SPELLS) { for (let j = 1; j <= 2; j++) { FillHTML(divIdObj.spells, HK_SPELLS[i][j][0], HK_SPELLS[i][j][1]); } } // Nightmare King Grimm / Banishment Misc FillHTML(divIdObj.grimmTroupe, "Nightmare King Grimm / Banishment", "Dirtmouth or Howling Cliffs"); // Godmaster Doors Misc for (let i = 0; i < ObjectLength(HK_GODMASTER_DOORS); i++) { FillHTML(divIdObj.godmaster, HK_GODMASTER_DOORS[i][0], HK_GODMASTER_DOORS[i][1]); } } /** * Toggles display of "hk-hints". On click with no parameters or on demand when called with a parameter * @param {string} param "hide", "show" or none (optional) */ function CheckboxHintsToggle(param) { let checkboxId = document.getElementById("checkbox-hints"); switch (param) { case "hide": document.getElementById("hk-hints").classList.add("hidden"); checkboxId.value = "hints-off"; checkboxId.checked = false; break; case "show": document.getElementById("hk-hints").classList.remove("hidden"); checkboxId.value = "hints-on"; checkboxId.checked = true; break; default: if (checkboxId.checked === false) { document.getElementById("hk-hints").classList.add("hidden"); checkboxId.value = "hints-off"; } else { document.getElementById("hk-hints").classList.remove("hidden"); checkboxId.value = "hints-on"; } } } /** * Toggles display of ".location" class. On click with no parameters or on demand when called with a parameter * @param {string} param "hide", "show" or none (optional) */ function CheckboxLocationsToggle(param) { let checkboxId = document.getElementById("checkbox-locations"); let allClassElements = document.querySelectorAll(".location"); let length = allClassElements.length; switch (param) { case "hide": for (let i = 0; i < length; i++) { allClassElements[i].classList.add("hidden"); } checkboxId.value = "locations-off"; checkboxId.checked = false; break; case "show": for (let i = 0; i < length; i++) { allClassElements[i].classList.remove("hidden"); } checkboxId.value = "locations-on"; checkboxId.checked = true; break; default: if (checkboxId.checked === false) { for (let i = 0; i < length; i++) { allClassElements[i].classList.add("hidden"); } checkboxId.value = "locations-off"; } else { for (let i = 0; i < length; i++) { allClassElements[i].classList.remove("hidden"); } checkboxId.value = "locations-on"; } } }