From c51f9484bf13d5e3a537761ef73e37967b85629a Mon Sep 17 00:00:00 2001 From: ReznoRMichael Date: Thu, 18 Feb 2021 02:28:27 +0100 Subject: [PATCH] optimized speed --- build/app.js | 4 ++-- src/js/HKCheckCompletion.js | 2 +- src/js/LoadSaveFile.js | 15 +++++++-------- 3 files changed, 10 insertions(+), 11 deletions(-) diff --git a/build/app.js b/build/app.js index b342e33..40c55d3 100644 --- a/build/app.js +++ b/build/app.js @@ -16,7 +16,7 @@ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"HKReadTextArea\": () => /* binding */ HKReadTextArea\n/* harmony export */ });\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 _page_functions_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./page-functions.js */ \"./src/js/page-functions.js\");\n/* harmony import */ var _hk_functions_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./hk-functions.js */ \"./src/js/hk-functions.js\");\n/* harmony import */ var _img_health_mask_png__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ../img/health-mask.png */ \"./src/img/health-mask.png\");\n/* harmony import */ var _img_health_mask_steel_png__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! ../img/health-mask-steel.png */ \"./src/img/health-mask-steel.png\");\n/* harmony import */ var _img_soul_orb_png__WEBPACK_IMPORTED_MODULE_5__ = __webpack_require__(/*! ../img/soul-orb.png */ \"./src/img/soul-orb.png\");\n/* harmony import */ var _img_notch_png__WEBPACK_IMPORTED_MODULE_6__ = __webpack_require__(/*! ../img/notch.png */ \"./src/img/notch.png\");\n/* harmony import */ var _img_notch_filled_png__WEBPACK_IMPORTED_MODULE_7__ = __webpack_require__(/*! ../img/notch-filled.png */ \"./src/img/notch-filled.png\");\n/* harmony import */ var _img_notch_overcharmed_png__WEBPACK_IMPORTED_MODULE_8__ = __webpack_require__(/*! ../img/notch-overcharmed.png */ \"./src/img/notch-overcharmed.png\");\n/* harmony import */ var _img_geo_png__WEBPACK_IMPORTED_MODULE_9__ = __webpack_require__(/*! ../img/geo.png */ \"./src/img/geo.png\");\n/* harmony import */ var _img_geo_shade_png__WEBPACK_IMPORTED_MODULE_10__ = __webpack_require__(/*! ../img/geo-shade.png */ \"./src/img/geo-shade.png\");\n/* eslint-disable no-prototype-builtins */\n\n/* ---------------- Load main Hollow Knight database files ----------------- */\n\n/* ----------------- Helper functions --------------------------------------- */\n\n\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 = \"
\";\nvar WIKI_LINK = \"https://hollowknight.fandom.com/wiki/\"; // ---------------- 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;\n/* -------------------------- 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 PrepareHTMLString()\n\n\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.PrefillHTML)(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.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__.default.DIV_ID); // ================================================================================== //\n // ---------------- Time Played ----------------- //\n\n CheckPlayTime(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.intro, HKPlayerData.playTime); // ---------------- Game Completion Status ----------------- //\n\n CheckCompletionPercent(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.intro, HKPlayerData.completionPercentage); // ---------------- Game Completion Status ----------------- //\n\n CheckSaveFileVersion(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.intro, HKPlayerData.version); // ---------------- Fleur Divide ----------------- //\n\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.intro, FLEUR_DIVIDE); // ---------------- Health Masks ----------------- //\n\n CheckHealthMasks(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.intro, HKPlayerData.maxHealthBase, HKPlayerData.permadeathMode); // ---------------- Soul Orbs ----------------- //\n\n CheckSoulOrbs(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.intro, HKPlayerData.maxMP + HKPlayerData.MPReserveMax); // ---------------- Charm Notches (Slots) ----------------- //\n\n CheckNotches(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.intro, HKPlayerData.charmSlots, HKPlayerData.charmSlotsFilled); // ---------------- Geo Amount ----------------- //\n\n CheckGeo(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.intro, HKPlayerData.geo, HKPlayerData.geoPool); // ---------------- Bosses (Base Game) --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.bosses, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.BOSSES, HKPlayerData); // ---------------- Gruz Mother and Mawlek (World Map) --------------------- //\n\n if (HKWorldItems) CheckWorldDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.bosses, \"Battle Scene\", _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.BOSSES_WORLD, HKWorldItems); // ---------------- Charms --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.charms, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.CHARMS, HKPlayerData); // ---------------- Colosseum of Fools --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.colosseum, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.COLOSSEUM, HKPlayerData); // ---------------- Dreamers --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.dreamers, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DREAMERS, HKPlayerData); // ---------------- Dream Nail and Essence --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.dreamNail, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DREAMNAIL, HKPlayerData); // ---------------- Equipment --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.equipment, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.EQUIPMENT, HKPlayerData); // ---------------- Nail Upgrades --------------------- //\n\n CheckNailUpgrades(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.nailUpgrades, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.NAILUPGRADES, HKPlayerData); // ---------------- Mask Shards --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.maskShards, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.MASKSHARDS, HKPlayerData); // ---------------- Mask Shards (World Map) --------------------- //\n\n CheckWorldDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.maskShards, \"Heart Piece\", _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.MASKSHARDS_WORLD, HKWorldItems); // ---------------- Nail Arts --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.nailArts, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.NAILARTS, HKPlayerData); // ---------------- Spells --------------------- //\n\n CheckSpellLevel(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.spells, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.SPELLS, HKPlayerData); // ---------------- Vessel Fragments --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.vesselFragments, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.VESSELFRAGMENTS, HKPlayerData); // ---------------- Vessel Fragments (World Map) --------------------- //\n\n CheckWorldDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.vesselFragments, \"Vessel Fragment\", _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.VESSELFRAGMENTS_WORLD, HKWorldItems); // ---------------- Warrior Dreams --------------------- //\n\n CheckWarriorDreams(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.warriorDreams, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.WARRIORDREAMS, HKPlayerData); // ---------------- Grimm Troupe Content Pack --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.grimmTroupe, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.GRIMMTROUPE, HKPlayerData); // ---------------- Lifeblood Content Pack --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.lifeblood, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.LIFEBLOOD, HKPlayerData); // ---------------- Godmaster Content Pack --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.godmaster, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.GODMASTER, HKPlayerData);\n CheckGodmasterDoors(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.godmaster, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.GODMASTER_DOORS, HKPlayerData); // ---------------- Fleur Divide ----------------- //\n\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.godmaster, FLEUR_DIVIDE); // ------------------------- Essential Things ----------------------------- //\n\n CheckAdditionalThings(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.essential, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.ESSENTIAL, HKPlayerData, HKWorldItems); // ---------------- Fleur Divide ----------------- //\n\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.essential, FLEUR_DIVIDE); // ------------------------- Achievements ----------------------------- //\n\n CheckAdditionalThings(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.achievements, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.ACHIEVEMENTS, HKPlayerData, HKWorldItems); // ---------------- Fleur Divide ----------------- //\n\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.achievements, FLEUR_DIVIDE); // ------------------------- Game Statistics ----------------------------- //\n\n CheckAdditionalThings(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.statistics, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.STATISTICS, HKPlayerData, HKWorldItems, HKSceneData); // ------------------------- Hints ----------------------------- //\n\n CheckHintsTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.hints, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.HINTS, HKPlayerData, HKWorldItems); // ------------------------- Fill completion ----------------------------- //\n\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.CompletionHTML)(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID, HKPlayerData.completionPercentage); // Prevents wrong checkbox behaviour (must run after everything is finished)\n\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.CheckboxHintsToggle)();\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.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 * 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 PrepareHTMLString(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 wiki = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : \"\";\n var icon = completionSymbol;\n var b = [\"\", \"\"];\n if (!textPrefix.length) b = [\"\", \"\"];\n if (wiki.length) b = [\"\"), \"\"];\n var span = [\"\", \"\"];\n var spoilerSpan = [\"\", \"\"];\n\n if (divId === \"hints\") {\n span[0] = \"\";\n icon = \"\";\n }\n\n var dash = \"\";\n if (textSuffix.length && textPrefix.length) dash = \"— \";\n if (textPrefix.includes(\"\")) dash = \"\"; // return divStart + icon + b[0] + textPrefix + b[1] + span[0] + pSpan + spoilerSpan[0] + dash + textSuffix + spoilerSpan[1] + span[1] + divEnd;\n\n return \"\\n \".concat(divStart, \"\\n \").concat(icon).concat(b[0]).concat(textPrefix).concat(b[1]).concat(span[0]).concat(pSpan).concat(spoilerSpan[0]).concat(dash).concat(textSuffix).concat(spoilerSpan[1]).concat(span[1], \"\\n \").concat(divEnd, \"\\n \");\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 * Reads the \"version\" string from the save file and appends it to the selected div ID element\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {string} saveVersion Save File version in format 0.0.0.0\r\n */\n\n\nfunction CheckSaveFileVersion(divId) {\n var saveVersion = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.intro.saveVersion;\n CurrentDataBlank();\n var textFill = \"Save Version:\".concat(pSpan, \"\").concat(saveVersion, \"\").concat(pSpan);\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 _i = 0; _i < overcharmedNotches; _i++) {\n notchImages += notchOvercharmedImage;\n }\n } // Lastly, fill all unused notches\n\n\n if (unusedNotches > 0) {\n for (var _i2 = 0; _i2 < unusedNotches; _i2++) {\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 var _ref = \"\",\n textPrefix = _ref.textPrefix,\n textSuffix = _ref.textSuffix;\n var sFillText = \"\";\n var wiki = \"\";\n\n for (var i in dataObject) {\n textPrefix = dataObject[i].name;\n textSuffix = dataObject[i].spoiler;\n dataObject[i].hasOwnProperty(\"wiki\") ? wiki = dataObject[i].wiki : wiki = \"\";\n\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 case \"gotCharm_37\":\n case \"gotCharm_38\":\n case \"gotCharm_39\":\n case \"gotCharm_40\":\n case \"killedGrimm\":\n case \"grimmChildLevel\":\n case \"killedHiveKnight\":\n case \"hasGodfinder\":\n // fades out the entries if save file is from older game versions\n if (playerData.hasOwnProperty(i) === false) {\n CurrentDataBlank();\n textPrefix = \"\".concat(textPrefix, \"\");\n textSuffix = \"\".concat(textSuffix, \"\");\n break;\n }\n\n if (i === \"grimmChildLevel\") {\n playerData.grimmChildLevel >= 4 ? CurrentDataTrue(divId) : CurrentDataFalse();\n break;\n }\n\n playerData[i] === true ? CurrentDataTrue(divId) : CurrentDataFalse();\n break;\n\n default:\n playerData[i] === true ? CurrentDataTrue(divId) : CurrentDataFalse();\n }\n\n sFillText += PrepareHTMLString(divId, textPrefix, textSuffix, wiki);\n }\n\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(divId, sFillText);\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 var sFillText = \"\";\n\n for (var i in dataObject) {\n switch (i) {\n case \"vengefulSpirit\":\n case \"shadeSoul\":\n playerData.fireballLevel >= dataObject[i].fireballLevel ? CurrentDataTrue(divId) : CurrentDataFalse();\n sFillText += PrepareHTMLString(divId, dataObject[i].name, dataObject[i].spoiler, dataObject[i].wiki);\n break;\n\n case \"desolateDive\":\n case \"descendingDark\":\n playerData.quakeLevel >= dataObject[i].quakeLevel ? CurrentDataTrue(divId) : CurrentDataFalse();\n sFillText += PrepareHTMLString(divId, dataObject[i].name, dataObject[i].spoiler, dataObject[i].wiki);\n break;\n\n case \"howlingWraiths\":\n case \"abyssShriek\":\n playerData.screamLevel >= dataObject[i].screamLevel ? CurrentDataTrue(divId) : CurrentDataFalse();\n sFillText += PrepareHTMLString(divId, dataObject[i].name, dataObject[i].spoiler, dataObject[i].wiki);\n break;\n\n default:\n break;\n }\n }\n\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(divId, sFillText);\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\r\n * @param {object} playerData Reference/pointer to specific data where to search\r\n */\n\n\nfunction CheckWarriorDreams(divId, dataObject, playerData) {\n var sFillText = \"\";\n\n for (var i in dataObject) {\n playerData[i] >= 2 ? CurrentDataTrue(divId) : CurrentDataFalse();\n sFillText += PrepareHTMLString(divId, dataObject[i].name, dataObject[i].spoiler, dataObject[i].wiki);\n }\n\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(divId, sFillText);\n}\n/**\r\n * Verifies if the Godmaster Pantheons 1-4 are completed by the player, and appends HTML accordingly.\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {object} dataObject Object containing pantheon data to be verified\r\n * @param {object} playerData Reference/pointer to specific data where to search in the save file\r\n */\n\n\nfunction CheckGodmasterDoors(divId, dataObject, playerData) {\n // appends \"pantheon\" to every array element\n // same as names in the database object\n var pantheon = [\"Master\", \"Artist\", \"Sage\", \"Knight\"].map(function (element) {\n return \"pantheon\" + element;\n });\n var sFillText = \"\";\n\n for (var i = 0; i < 4; i++) {\n // compatibility with earlier game versions\n if (playerData.hasOwnProperty(\"bossDoorStateTier\" + (i + 1)) === false) {\n CurrentDataBlank();\n sFillText += PrepareHTMLString(divId, \"\".concat(dataObject[pantheon[i]].name, \"\"), \"\".concat(dataObject[pantheon[i]].spoiler, \"\"), dataObject[pantheon[i]].wiki);\n } else {\n playerData[\"bossDoorStateTier\" + (i + 1)].completed === true ? CurrentDataTrue(divId) : CurrentDataFalse();\n sFillText += PrepareHTMLString(divId, dataObject[pantheon[i]].name, dataObject[pantheon[i]].spoiler, dataObject[pantheon[i]].wiki);\n }\n }\n\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(divId, sFillText);\n}\n/**\r\n * Verifies the level of player's nail upgrades, and appends HTML accordingly.\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {object} dataObject Object containing nail upgrades data to be verified\r\n * @param {object} playerData Reference/pointer to specific data where to search in the save file\r\n */\n\n\nfunction CheckNailUpgrades(divId, dataObject, playerData) {\n // appends \"Nail\" to every array element\n // same as names in the database object\n var nail = [\"old\", \"sharpened\", \"channeled\", \"coiled\", \"pure\"].map(function (element) {\n return element + \"Nail\";\n });\n var sFillText = \"\";\n\n for (var i = 0; i < 5; i++) {\n playerData.nailSmithUpgrades >= i ? CurrentDataTrue(divId) : CurrentDataFalse();\n sFillText += PrepareHTMLString(divId, dataObject[nail[i]].name, dataObject[nail[i]].spoiler, dataObject[nail[i]].wiki);\n }\n\n if (divId.percent) divId.percent--; // subject one for the Old Nail\n\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(divId, sFillText);\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 = (0,_hk_functions_js__WEBPACK_IMPORTED_MODULE_2__.ObjectLength)(dataObject);\n var sFillText = \"\"; // Order the items before displaying them (creates a copy of dataObject)\n\n for (var i in dataObject) {\n orderedArray.push([i, dataObject[i].name, dataObject[i].spoiler, dataObject[i].wiki, false]);\n } // Search for completed items and mark them for display\n\n\n for (var _i3 = 0, length = worldData.length; _i3 < length; _i3++) {\n for (var j = 0; j < size; j++) {\n if (worldData[_i3].id === idText && worldData[_i3].sceneName === orderedArray[j][0] && worldData[_i3].activated === true) {\n orderedArray[j][4] = true;\n }\n }\n } // Display the items as they were initially ordered\n\n\n for (var _i4 = 0; _i4 < size; _i4++) {\n CurrentDataFalse();\n if (orderedArray[_i4][4] === true) CurrentDataTrue(divId);\n sFillText += PrepareHTMLString(divId, orderedArray[_i4][1], orderedArray[_i4][2], orderedArray[_i4][3]);\n }\n\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(divId, sFillText);\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 _ref2 = \"\",\n textPrefix = _ref2.textPrefix,\n textSuffix = _ref2.textSuffix,\n wiki = _ref2.wiki;\n var sFillText = \"\"; // Start main loop\n\n for (var i in dataObject) {\n textPrefix = dataObject[i].name;\n dataObject[i].hasOwnProperty(\"spoiler\") ? textSuffix = dataObject[i].spoiler : textSuffix = \"\";\n dataObject[i].hasOwnProperty(\"wiki\") ? wiki = dataObject[i].wiki : wiki = \"\";\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].list);\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 if (i === \"grubsCollected\") LogMissingGrubs();\n textPrefix += \": \" + countTotal;\n\n if (i === \"greyPrinceDefeats\") {\n // backwards compatibility with earlier game versions\n if (playerData.hasOwnProperty(i) === false) {\n CurrentDataBlank();\n textPrefix = \"\".concat(dataObject[i].name, \"\");\n textSuffix = \"\".concat(textSuffix, \"\");\n break;\n } else if (playerData.zoteDead === true || playerData.zoteRescuedBuzzer === false && playerData.hasWalljump === true) {\n textPrefix = \"\".concat(textPrefix, \"\");\n textSuffix = \"\".concat(textSuffix, \"\");\n }\n }\n\n if (i === \"whiteDefenderDefeats\") {\n // backwards compatibility with earlier game versions\n if (playerData.hasOwnProperty(i) === false) {\n CurrentDataBlank();\n textPrefix = \"\".concat(dataObject[i].name, \"\");\n textSuffix = \"\".concat(textSuffix, \"\");\n break;\n }\n }\n\n amount >= dataObject[i].max ? CurrentDataTrue() : CurrentDataBlank();\n break;\n\n case \"geoPool\":\n case \"rancidEggs\":\n case \"jinnEggsSold\":\n case \"xunFlowerBrokeTimes\":\n textPrefix += \": \" + Math.abs(playerData[i]);\n i === \"geoPool\" && playerData[i] > 0 ? CurrentDataBlank() : CurrentDataTrue();\n\n if (i === \"jinnEggsSold\") {\n // fade out if not on Steel Soul\n if (playerData.permadeathMode < 1) {\n CurrentDataBlank();\n textPrefix = \"\".concat(textPrefix, \"\");\n textSuffix = \"\".concat(textSuffix, \"\");\n break;\n }\n }\n\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 \"gotLurkerKey\":\n case \"nightmareLanternLit\":\n case \"killedPaleLurker\":\n case \"whiteDefenderDefeated\":\n case \"gotGrimmNotch\":\n case \"fragileGreed_unbreakable\":\n case \"fragileHealth_unbreakable\":\n case \"fragileStrength_unbreakable\":\n case \"killedBindingSeal\":\n case \"killedGodseekerMask\":\n case \"givenGodseekerFlower\":\n case \"givenOroFlower\":\n case \"givenWhiteLadyFlower\":\n case \"givenEmilitiaFlower\":\n if (playerData.hasOwnProperty(i) === false) {\n CurrentDataBlank();\n textPrefix = \"\".concat(textPrefix, \"\");\n textSuffix = \"\".concat(textSuffix, \"\");\n break;\n }\n\n playerData[i] === true ? 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].nameHeld] + playerData[dataObject[i].nameSold];\n total >= dataObject[i].max ? CurrentDataTrue() : CurrentDataBlank();\n textPrefix += \": \" + total;\n break;\n\n case \"bossDoorStateTier5\":\n if (playerData.hasOwnProperty(\"bossDoorStateTier5\") === false) {\n CurrentDataBlank();\n textPrefix = \"\".concat(textPrefix, \"\");\n textSuffix = \"\".concat(textSuffix, \"\");\n } else {\n playerData[i].completed === true ? CurrentDataTrue() : CurrentDataFalse();\n }\n\n break;\n\n case \"killsBindingSeal\":\n if (playerData.hasOwnProperty(i) === false) {\n CurrentDataBlank();\n textPrefix = \"\".concat(textPrefix, \"\");\n textSuffix = \"\".concat(textSuffix, \"\");\n break;\n }\n\n playerData[i] == 0 ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"killedVoidIdol_1\":\n if (playerData.hasOwnProperty(i) === false) {\n CurrentDataBlank();\n textPrefix = \"\".concat(textPrefix, \"\");\n textSuffix = \"\".concat(textSuffix, \"\");\n break;\n }\n\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 if (playerData.hasOwnProperty(i) === false) {\n CurrentDataBlank();\n textPrefix = \"\".concat(textPrefix, \"\");\n textSuffix = \"\".concat(textSuffix, \"\");\n break;\n }\n\n playerData[i] === true ? CurrentDataTrue() : CurrentDataFalse();\n if (playerData[i] === false && playerData.killedVoidIdol_3 === true) CurrentDataTrue();\n break;\n\n case \"killedVoidIdol_3\":\n if (playerData.hasOwnProperty(i) === false) {\n CurrentDataBlank();\n textPrefix = \"\".concat(textPrefix, \"\");\n textSuffix = \"\".concat(textSuffix, \"\");\n break;\n }\n\n playerData[i] === true ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"greyPrinceDefeated\":\n // compatibility with earlier game versions\n if (playerData.hasOwnProperty(i) === false) {\n CurrentDataBlank();\n textPrefix = \"\".concat(textPrefix, \"\");\n textSuffix = \"\".concat(textSuffix, \"\");\n break;\n } else if (playerData.zoteDead === true || playerData.zoteRescuedBuzzer === false && playerData.hasWalljump === true) {\n textPrefix = \"\".concat(textPrefix, \"\");\n textSuffix = \"\".concat(textSuffix, \"\");\n }\n\n playerData[i] === true ? CurrentDataTrue() : CurrentDataBlank();\n if (playerData.zoteRescuedBuzzer === true && playerData[i] === false) CurrentDataFalse();\n break;\n\n case \"zoteStatus\":\n CurrentDataFalse();\n\n if (playerData.zoteDead === true) {\n textPrefix = dataObject[i].nameNeglect;\n textSuffix = dataObject[i].spoilerNeglect;\n CurrentDataTrue();\n } else if (playerData.killedZote === true) {\n textPrefix = dataObject[i].nameRivalry;\n textSuffix = dataObject[i].spoilerRivalry;\n CurrentDataTrue();\n } else if (playerData.zoteRescuedBuzzer === false) {\n if (playerData.hasWalljump === false) {\n textPrefix = dataObject[i].nameTrappedVengefly;\n textSuffix = dataObject[i].spoilerTrappedVengefly;\n } else if (playerData.hasWalljump === true) {\n textPrefix = dataObject[i].nameNotRescuedVengefly;\n textSuffix = dataObject[i].spoilerNotRescuedVengefly;\n }\n } else if (playerData.zoteRescuedBuzzer === true) {\n if (playerData.zoteRescuedDeepnest === false) {\n textPrefix = dataObject[i].nameTrappedDeepnest;\n textSuffix = dataObject[i].spoilerTrappedDeepnest;\n } else if (playerData.zoteRescuedDeepnest === true) {\n if (playerData.killedZote === false) {\n textPrefix = dataObject[i].nameColosseum;\n textSuffix = dataObject[i].spoilerColosseum;\n }\n }\n }\n\n break;\n\n case \"nailsmithStatus\":\n CurrentDataFalse();\n\n if (playerData.nailsmithKilled === true) {\n textPrefix = dataObject[i].namePurity;\n textSuffix = dataObject[i].spoilerPurity;\n CurrentDataTrue();\n } else if (playerData.nailsmithConvoArt === true) {\n textPrefix = dataObject[i].nameHappyCouple;\n textSuffix = dataObject[i].spoilerHappyCouple;\n CurrentDataTrue();\n } else if (playerData.nailsmithSpared === true) {\n textPrefix = dataObject[i].nameSheoHutWaiting;\n textSuffix = dataObject[i].spoilerSheoHutWaiting;\n } else {\n textPrefix = dataObject[i].nameUpgradeNail;\n textSuffix = dataObject[i].spoilerUpgradeNail;\n }\n\n break;\n\n case \"mrMushroomState\":\n sFillText += CheckMrMushroomState(divId, dataObject[i], playerData[i]);\n break;\n\n default:\n playerData[i] === true ? CurrentDataTrue() : CurrentDataFalse();\n } // end switch (i)\n\n\n if (i === \"mrMushroomState\") continue;\n sFillText += PrepareHTMLString(divId, textPrefix, textSuffix, wiki);\n } // end for (let i in dataObject)\n\n\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(divId, sFillText); // ==========================================\n // -------------- Methods ---------------- //\n\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 _i5 = 0, length = worldData.length; _i5 < length; _i5++) {\n if (worldData[_i5].id === itemId) {\n if (worldData[_i5].sceneName === itemArea) {\n if (worldData[_i5].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 _i6 = 0, length = worldData.length; _i6 < length; _i6++) {\n if (worldData[_i6].id === itemId) {\n if (worldData[_i6].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 _i7 = 0, len = mapArray.length; _i7 < len; _i7++) {\n if (playerData[mapArray[_i7]] === 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 var geoRocksLog = [];\n\n if (mode === \"unbroken\") {\n for (var _i8 = 0; _i8 < arrayLength; _i8++) {\n if (sceneData.geoRocks[_i8].hitsLeft > 0) {\n countTotal++;\n geoRocksLog.push(\"#\".concat(countTotal, \" \\uD83C\\uDFD4\\uFE0F \").concat(sceneData.geoRocks[_i8].id, \" \\uD83D\\uDDFA\\uFE0F \").concat((0,_hk_functions_js__WEBPACK_IMPORTED_MODULE_2__.TranslateMapName)(sceneData.geoRocks[_i8].sceneName), \" \\u2328\\uFE0F \").concat(sceneData.geoRocks[_i8].sceneName));\n }\n }\n\n if (!countTotal) {\n console.log(\"%cAll Geo Rocks Broken!\", \"color: #16c60c; font-weight: 700;\");\n } else {\n console.groupCollapsed(\"%cUnbroken Geo Rocks (\".concat(countTotal, \"):\"), \"color: #16c60c; font-weight: 700;\");\n\n for (var _i9 = 0, length = geoRocksLog.length; _i9 < length; _i9++) {\n console.log(geoRocksLog[_i9]);\n }\n\n console.groupEnd();\n }\n } else {\n for (var _i10 = 0; _i10 < arrayLength; _i10++) {\n if (sceneData.geoRocks[_i10].hitsLeft === 0) countTotal++;\n }\n }\n\n return countTotal;\n }\n /**\r\n * Compares and logs all unrescued Grubs in a list: IDs and map locations\r\n */\n\n\n function LogMissingGrubs() {\n var rescuedGrubsSceneList = [];\n\n for (var _i11 = 0, _length = worldData.length; _i11 < _length; _i11++) {\n if (worldData[_i11].id.includes(\"Grub Bottle\")) {\n if (worldData[_i11].activated === true) {\n // There are 3 duplicates of the same map scene name from older game save files. Prevents adding duplicates\n\n /* if (worldData[i].sceneName === \"Ruins2_11\" && worldData[i].id === \"Grub Bottle (1)\") {\r\n continue;\r\n } else if (worldData[i].sceneName === \"Ruins2_11\" && worldData[i].id === \"Grub Bottle (2)\") {\r\n continue;\r\n } else { */\n rescuedGrubsSceneList.push(worldData[_i11].sceneName); // }\n }\n }\n } // Filtering the reference database Grub list to include only the missing values\n\n\n var missingGrubsList = _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.GRUBS_LIST.filter(function (x) {\n return !rescuedGrubsSceneList.includes(x);\n });\n var length = missingGrubsList.length;\n\n if (!length) {\n console.log(\"%cAll Grubs Rescued!\", \"color: #16c60c; font-weight: 700;\");\n } else {\n console.groupCollapsed(\"%cUnrescued Grubs (\".concat(length, \"):\"), \"color: #16c60c; font-weight: 700;\");\n\n for (var _i12 = 0; _i12 < length; _i12++) {\n console.log(\"#\".concat(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.GRUBS_LIST.indexOf(missingGrubsList[_i12]) + 1, \" \\uD83D\\uDDFA\\uFE0F \").concat((0,_hk_functions_js__WEBPACK_IMPORTED_MODULE_2__.TranslateMapName)(missingGrubsList[_i12]), \" \\u2328\\uFE0F \").concat(missingGrubsList[_i12]));\n }\n\n console.groupEnd();\n }\n\n return false;\n }\n}\n/**\r\n * Checks and fills all the 7 locations of Mr Mushroom.\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {object} dataObject object containing the Mr Mushroom name and spoilers/locations\r\n * @param {number} mrMushroomState playerData.mrMushroomState read from the save file. (0-8)\r\n */\n\n\nfunction CheckMrMushroomState(divId, dataObject) {\n var mrMushroomState = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;\n var sFillText = \"\";\n\n if (mrMushroomState > 1) {\n for (var i = 1; i <= 7; i++) {\n mrMushroomState > i ? CurrentDataTrue() : CurrentDataFalse();\n sFillText += PrepareHTMLString(divId, \"\".concat(dataObject.name, \" #\").concat(i), dataObject[\"spoiler\" + i], dataObject.wiki);\n }\n } else {\n CurrentDataFalse();\n\n for (var _i13 = 1; _i13 <= 7; _i13++) {\n sFillText += PrepareHTMLString(divId, \"\".concat(dataObject.name, \" #\").concat(_i13), dataObject[\"spoiler\" + _i13], dataObject.wiki);\n }\n }\n\n return sFillText;\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 var sFillText = \"\";\n\n if (playerData.killedHollowKnight === true) {\n // a text to show when player already finished their first playthrough (killed Hollow Knight first time)\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(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 sFillText += PrepareHTMLString(divId, \"\", dataObject[i].spoiler);\n break;\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 sFillText += PrepareHTMLString(divId, \"\", dataObject[i].spoiler);\n break;\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 sFillText += PrepareHTMLString(divId, \"\", dataObject[i].spoiler);\n break;\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 sFillText += PrepareHTMLString(divId, \"\", dataObject[i].spoiler);\n break;\n }\n } else {\n // if no Isma's Tear or Kings Brand\n sFillText += PrepareHTMLString(divId, \"\", dataObject[i].spoiler);\n break;\n }\n } else {\n // if anything from the hints list is not done\n sFillText += PrepareHTMLString(divId, \"\", dataObject[i].spoiler);\n break;\n }\n } // end: for (let i in dataObject)\n\n\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(divId, sFillText);\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__.default.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 * 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 var sFillText = \"\";\n CurrentDataFalse();\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.PrefillHTML)(divIdObj); // Play Time\n\n CheckPlayTime(divIdObj.intro, 0); // Game Completion\n\n CheckCompletionPercent(divIdObj.intro, 0); // Save File Version\n\n CheckSaveFileVersion(divIdObj.intro); // Fleur Divide\n\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.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); // Keep symbol False\n\n CurrentDataFalse(); // First Hint Only\n\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(divIdObj.hints, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.HINTS.fireballLevel.spoiler); // Temp arrays storing references (addresses) to objects for looping through them (duplicates important)\n\n var hkObjArray = [_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.BOSSES, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.BOSSES_WORLD, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.CHARMS, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.EQUIPMENT, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.NAILARTS, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.MASKSHARDS, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.MASKSHARDS_WORLD, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.VESSELFRAGMENTS, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.VESSELFRAGMENTS_WORLD, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DREAMERS, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.COLOSSEUM, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DREAMNAIL, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.WARRIORDREAMS, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.GRIMMTROUPE, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.LIFEBLOOD, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.GODMASTER, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.ESSENTIAL, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.ACHIEVEMENTS, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.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 entry in hkObjArray[0]) {\n if (entry === \"mrMushroomState\") continue;\n sFillText += PrepareHTMLString(divObjArray[0], hkObjArray[0][entry].name, hkObjArray[0][entry].spoiler, hkObjArray[0][entry].wiki);\n }\n\n if (divObjArray[0]) {\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(divObjArray[0], sFillText);\n }\n\n sFillText = \"\";\n divObjArray.shift();\n } while (hkObjArray.shift()); // Nail Upgrades Misc\n\n\n sFillText = \"\";\n\n for (var i in _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.NAILUPGRADES) {\n sFillText += PrepareHTMLString(divIdObj.nailUpgrades, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.NAILUPGRADES[i].name, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.NAILUPGRADES[i].spoiler, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.NAILUPGRADES[i].wiki);\n }\n\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(divIdObj.nailUpgrades, sFillText); // Spells Misc\n\n sFillText = \"\";\n\n for (var _i14 in _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.SPELLS) {\n sFillText += PrepareHTMLString(divIdObj.spells, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.SPELLS[_i14].name, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.SPELLS[_i14].spoiler, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.SPELLS[_i14].wiki);\n }\n\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(divIdObj.spells, sFillText); // Godmaster Doors Misc\n\n sFillText = \"\";\n\n for (var _i15 in _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.GODMASTER_DOORS) {\n sFillText += PrepareHTMLString(divIdObj.godmaster, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.GODMASTER_DOORS[_i15].name, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.GODMASTER_DOORS[_i15].spoiler, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.GODMASTER_DOORS[_i15].wiki);\n }\n\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(divIdObj.godmaster, sFillText); // Mr Mushroom 1 - 7\n\n sFillText = CheckMrMushroomState(divIdObj.achievements, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.ACHIEVEMENTS.mrMushroomState);\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(divIdObj.achievements, sFillText); // Fleur Dividers\n\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(divIdObj.godmaster, FLEUR_DIVIDE);\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(divIdObj.essential, FLEUR_DIVIDE);\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.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 ((0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.StorageAvailable)('localStorage')) {\n if (localStorage.getItem(\"hkCheckboxHints\") === \"checked\") document.getElementById(\"checkbox-hints\").checked = true;\n if (localStorage.getItem(\"hkCheckboxSpoilers\") === \"checked\") document.getElementById(\"checkbox-spoilers\").checked = true;\n } // if (localStorage.getItem(\"hkCheckboxHints\") === \"checked\") document.getElementById(\"checkbox-hints\").checked = true;\n // if (localStorage.getItem(\"hkCheckboxSpoilers\") === \"checked\") document.getElementById(\"checkbox-spoilers\").checked = true;\n // Prevents wrong checkbox behaviour (must run after everything is finished)\n\n\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.CheckboxHintsToggle)();\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.CheckboxSpoilersToggle)();\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}\n/* ----------------------- Event Listeners -------------------------- */\n// Populate HTML at load (before img and css)\n\n\ndocument.addEventListener(\"DOMContentLoaded\", function () {\n InitialHTMLPopulate(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID);\n}); // 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); // Choose File input field\n\ndocument.getElementById(\"save-location-input\").addEventListener(\"mouseout\", function () {\n FillInnerHTML(\"save-location-input-tooltip\", \"Click once to copy to clipboard\");\n}, false); // Analyze Text button\n\ndocument.getElementById(\"save-area-read\").addEventListener(\"click\", function () {\n HKReadTextArea(\"save-area\");\n}, false);\n\n\n//# sourceURL=webpack://hollow-knight-completion-check/./src/js/HKCheckCompletion.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"HKCheckCompletion\": () => /* binding */ HKCheckCompletion,\n/* harmony export */ \"HKReadTextArea\": () => /* binding */ HKReadTextArea\n/* harmony export */ });\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 _page_functions_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./page-functions.js */ \"./src/js/page-functions.js\");\n/* harmony import */ var _hk_functions_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./hk-functions.js */ \"./src/js/hk-functions.js\");\n/* harmony import */ var _img_health_mask_png__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ../img/health-mask.png */ \"./src/img/health-mask.png\");\n/* harmony import */ var _img_health_mask_steel_png__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! ../img/health-mask-steel.png */ \"./src/img/health-mask-steel.png\");\n/* harmony import */ var _img_soul_orb_png__WEBPACK_IMPORTED_MODULE_5__ = __webpack_require__(/*! ../img/soul-orb.png */ \"./src/img/soul-orb.png\");\n/* harmony import */ var _img_notch_png__WEBPACK_IMPORTED_MODULE_6__ = __webpack_require__(/*! ../img/notch.png */ \"./src/img/notch.png\");\n/* harmony import */ var _img_notch_filled_png__WEBPACK_IMPORTED_MODULE_7__ = __webpack_require__(/*! ../img/notch-filled.png */ \"./src/img/notch-filled.png\");\n/* harmony import */ var _img_notch_overcharmed_png__WEBPACK_IMPORTED_MODULE_8__ = __webpack_require__(/*! ../img/notch-overcharmed.png */ \"./src/img/notch-overcharmed.png\");\n/* harmony import */ var _img_geo_png__WEBPACK_IMPORTED_MODULE_9__ = __webpack_require__(/*! ../img/geo.png */ \"./src/img/geo.png\");\n/* harmony import */ var _img_geo_shade_png__WEBPACK_IMPORTED_MODULE_10__ = __webpack_require__(/*! ../img/geo-shade.png */ \"./src/img/geo-shade.png\");\n/* eslint-disable no-prototype-builtins */\n\n/* ---------------- Load main Hollow Knight database files ----------------- */\n\n/* ----------------- Helper functions --------------------------------------- */\n\n\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 = \"
\";\nvar WIKI_LINK = \"https://hollowknight.fandom.com/wiki/\"; // ---------------- 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;\n/* -------------------------- 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 PrepareHTMLString()\n\n\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.PrefillHTML)(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.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__.default.DIV_ID); // ================================================================================== //\n // ---------------- Time Played ----------------- //\n\n CheckPlayTime(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.intro, HKPlayerData.playTime); // ---------------- Game Completion Status ----------------- //\n\n CheckCompletionPercent(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.intro, HKPlayerData.completionPercentage); // ---------------- Game Completion Status ----------------- //\n\n CheckSaveFileVersion(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.intro, HKPlayerData.version); // ---------------- Fleur Divide ----------------- //\n\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.intro, FLEUR_DIVIDE); // ---------------- Health Masks ----------------- //\n\n CheckHealthMasks(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.intro, HKPlayerData.maxHealthBase, HKPlayerData.permadeathMode); // ---------------- Soul Orbs ----------------- //\n\n CheckSoulOrbs(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.intro, HKPlayerData.maxMP + HKPlayerData.MPReserveMax); // ---------------- Charm Notches (Slots) ----------------- //\n\n CheckNotches(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.intro, HKPlayerData.charmSlots, HKPlayerData.charmSlotsFilled); // ---------------- Geo Amount ----------------- //\n\n CheckGeo(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.intro, HKPlayerData.geo, HKPlayerData.geoPool); // ---------------- Bosses (Base Game) --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.bosses, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.BOSSES, HKPlayerData); // ---------------- Gruz Mother and Mawlek (World Map) --------------------- //\n\n if (HKWorldItems) CheckWorldDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.bosses, \"Battle Scene\", _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.BOSSES_WORLD, HKWorldItems); // ---------------- Charms --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.charms, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.CHARMS, HKPlayerData); // ---------------- Colosseum of Fools --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.colosseum, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.COLOSSEUM, HKPlayerData); // ---------------- Dreamers --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.dreamers, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DREAMERS, HKPlayerData); // ---------------- Dream Nail and Essence --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.dreamNail, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DREAMNAIL, HKPlayerData); // ---------------- Equipment --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.equipment, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.EQUIPMENT, HKPlayerData); // ---------------- Nail Upgrades --------------------- //\n\n CheckNailUpgrades(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.nailUpgrades, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.NAILUPGRADES, HKPlayerData); // ---------------- Mask Shards --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.maskShards, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.MASKSHARDS, HKPlayerData); // ---------------- Mask Shards (World Map) --------------------- //\n\n CheckWorldDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.maskShards, \"Heart Piece\", _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.MASKSHARDS_WORLD, HKWorldItems); // ---------------- Nail Arts --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.nailArts, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.NAILARTS, HKPlayerData); // ---------------- Spells --------------------- //\n\n CheckSpellLevel(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.spells, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.SPELLS, HKPlayerData); // ---------------- Vessel Fragments --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.vesselFragments, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.VESSELFRAGMENTS, HKPlayerData); // ---------------- Vessel Fragments (World Map) --------------------- //\n\n CheckWorldDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.vesselFragments, \"Vessel Fragment\", _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.VESSELFRAGMENTS_WORLD, HKWorldItems); // ---------------- Warrior Dreams --------------------- //\n\n CheckWarriorDreams(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.warriorDreams, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.WARRIORDREAMS, HKPlayerData); // ---------------- Grimm Troupe Content Pack --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.grimmTroupe, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.GRIMMTROUPE, HKPlayerData); // ---------------- Lifeblood Content Pack --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.lifeblood, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.LIFEBLOOD, HKPlayerData); // ---------------- Godmaster Content Pack --------------------- //\n\n CheckIfDataTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.godmaster, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.GODMASTER, HKPlayerData);\n CheckGodmasterDoors(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.godmaster, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.GODMASTER_DOORS, HKPlayerData); // ---------------- Fleur Divide ----------------- //\n\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.godmaster, FLEUR_DIVIDE); // ------------------------- Essential Things ----------------------------- //\n\n CheckAdditionalThings(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.essential, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.ESSENTIAL, HKPlayerData, HKWorldItems); // ---------------- Fleur Divide ----------------- //\n\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.essential, FLEUR_DIVIDE); // ------------------------- Achievements ----------------------------- //\n\n CheckAdditionalThings(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.achievements, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.ACHIEVEMENTS, HKPlayerData, HKWorldItems); // ---------------- Fleur Divide ----------------- //\n\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.achievements, FLEUR_DIVIDE); // ------------------------- Game Statistics ----------------------------- //\n\n CheckAdditionalThings(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.statistics, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.STATISTICS, HKPlayerData, HKWorldItems, HKSceneData); // ------------------------- Hints ----------------------------- //\n\n CheckHintsTrue(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.hints, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.HINTS, HKPlayerData, HKWorldItems); // ------------------------- Fill completion ----------------------------- //\n\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.CompletionHTML)(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID, HKPlayerData.completionPercentage); // Prevents wrong checkbox behaviour (must run after everything is finished)\n\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.CheckboxHintsToggle)();\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.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 * 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 PrepareHTMLString(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 wiki = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : \"\";\n var icon = completionSymbol;\n var b = [\"\", \"\"];\n if (!textPrefix.length) b = [\"\", \"\"];\n if (wiki.length) b = [\"\"), \"\"];\n var span = [\"\", \"\"];\n var spoilerSpan = [\"\", \"\"];\n\n if (divId === \"hints\") {\n span[0] = \"\";\n icon = \"\";\n }\n\n var dash = \"\";\n if (textSuffix.length && textPrefix.length) dash = \"— \";\n if (textPrefix.includes(\"\")) dash = \"\"; // return divStart + icon + b[0] + textPrefix + b[1] + span[0] + pSpan + spoilerSpan[0] + dash + textSuffix + spoilerSpan[1] + span[1] + divEnd;\n\n return \"\\n \".concat(divStart, \"\\n \").concat(icon).concat(b[0]).concat(textPrefix).concat(b[1]).concat(span[0]).concat(pSpan).concat(spoilerSpan[0]).concat(dash).concat(textSuffix).concat(spoilerSpan[1]).concat(span[1], \"\\n \").concat(divEnd, \"\\n \");\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 * Reads the \"version\" string from the save file and appends it to the selected div ID element\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {string} saveVersion Save File version in format 0.0.0.0\r\n */\n\n\nfunction CheckSaveFileVersion(divId) {\n var saveVersion = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID.intro.saveVersion;\n CurrentDataBlank();\n var textFill = \"Save Version:\".concat(pSpan, \"\").concat(saveVersion, \"\").concat(pSpan);\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 _i = 0; _i < overcharmedNotches; _i++) {\n notchImages += notchOvercharmedImage;\n }\n } // Lastly, fill all unused notches\n\n\n if (unusedNotches > 0) {\n for (var _i2 = 0; _i2 < unusedNotches; _i2++) {\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 var _ref = \"\",\n textPrefix = _ref.textPrefix,\n textSuffix = _ref.textSuffix;\n var sFillText = \"\";\n var wiki = \"\";\n\n for (var i in dataObject) {\n textPrefix = dataObject[i].name;\n textSuffix = dataObject[i].spoiler;\n dataObject[i].hasOwnProperty(\"wiki\") ? wiki = dataObject[i].wiki : wiki = \"\";\n\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 case \"gotCharm_37\":\n case \"gotCharm_38\":\n case \"gotCharm_39\":\n case \"gotCharm_40\":\n case \"killedGrimm\":\n case \"grimmChildLevel\":\n case \"killedHiveKnight\":\n case \"hasGodfinder\":\n // fades out the entries if save file is from older game versions\n if (playerData.hasOwnProperty(i) === false) {\n CurrentDataBlank();\n textPrefix = \"\".concat(textPrefix, \"\");\n textSuffix = \"\".concat(textSuffix, \"\");\n break;\n }\n\n if (i === \"grimmChildLevel\") {\n playerData.grimmChildLevel >= 4 ? CurrentDataTrue(divId) : CurrentDataFalse();\n break;\n }\n\n playerData[i] === true ? CurrentDataTrue(divId) : CurrentDataFalse();\n break;\n\n default:\n playerData[i] === true ? CurrentDataTrue(divId) : CurrentDataFalse();\n }\n\n sFillText += PrepareHTMLString(divId, textPrefix, textSuffix, wiki);\n }\n\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(divId, sFillText);\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 var sFillText = \"\";\n\n for (var i in dataObject) {\n switch (i) {\n case \"vengefulSpirit\":\n case \"shadeSoul\":\n playerData.fireballLevel >= dataObject[i].fireballLevel ? CurrentDataTrue(divId) : CurrentDataFalse();\n sFillText += PrepareHTMLString(divId, dataObject[i].name, dataObject[i].spoiler, dataObject[i].wiki);\n break;\n\n case \"desolateDive\":\n case \"descendingDark\":\n playerData.quakeLevel >= dataObject[i].quakeLevel ? CurrentDataTrue(divId) : CurrentDataFalse();\n sFillText += PrepareHTMLString(divId, dataObject[i].name, dataObject[i].spoiler, dataObject[i].wiki);\n break;\n\n case \"howlingWraiths\":\n case \"abyssShriek\":\n playerData.screamLevel >= dataObject[i].screamLevel ? CurrentDataTrue(divId) : CurrentDataFalse();\n sFillText += PrepareHTMLString(divId, dataObject[i].name, dataObject[i].spoiler, dataObject[i].wiki);\n break;\n\n default:\n break;\n }\n }\n\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(divId, sFillText);\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\r\n * @param {object} playerData Reference/pointer to specific data where to search\r\n */\n\n\nfunction CheckWarriorDreams(divId, dataObject, playerData) {\n var sFillText = \"\";\n\n for (var i in dataObject) {\n playerData[i] >= 2 ? CurrentDataTrue(divId) : CurrentDataFalse();\n sFillText += PrepareHTMLString(divId, dataObject[i].name, dataObject[i].spoiler, dataObject[i].wiki);\n }\n\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(divId, sFillText);\n}\n/**\r\n * Verifies if the Godmaster Pantheons 1-4 are completed by the player, and appends HTML accordingly.\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {object} dataObject Object containing pantheon data to be verified\r\n * @param {object} playerData Reference/pointer to specific data where to search in the save file\r\n */\n\n\nfunction CheckGodmasterDoors(divId, dataObject, playerData) {\n // appends \"pantheon\" to every array element\n // same as names in the database object\n var pantheon = [\"Master\", \"Artist\", \"Sage\", \"Knight\"].map(function (element) {\n return \"pantheon\" + element;\n });\n var sFillText = \"\";\n\n for (var i = 0; i < 4; i++) {\n // compatibility with earlier game versions\n if (playerData.hasOwnProperty(\"bossDoorStateTier\" + (i + 1)) === false) {\n CurrentDataBlank();\n sFillText += PrepareHTMLString(divId, \"\".concat(dataObject[pantheon[i]].name, \"\"), \"\".concat(dataObject[pantheon[i]].spoiler, \"\"), dataObject[pantheon[i]].wiki);\n } else {\n playerData[\"bossDoorStateTier\" + (i + 1)].completed === true ? CurrentDataTrue(divId) : CurrentDataFalse();\n sFillText += PrepareHTMLString(divId, dataObject[pantheon[i]].name, dataObject[pantheon[i]].spoiler, dataObject[pantheon[i]].wiki);\n }\n }\n\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(divId, sFillText);\n}\n/**\r\n * Verifies the level of player's nail upgrades, and appends HTML accordingly.\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {object} dataObject Object containing nail upgrades data to be verified\r\n * @param {object} playerData Reference/pointer to specific data where to search in the save file\r\n */\n\n\nfunction CheckNailUpgrades(divId, dataObject, playerData) {\n // appends \"Nail\" to every array element\n // same as names in the database object\n var nail = [\"old\", \"sharpened\", \"channeled\", \"coiled\", \"pure\"].map(function (element) {\n return element + \"Nail\";\n });\n var sFillText = \"\";\n\n for (var i = 0; i < 5; i++) {\n playerData.nailSmithUpgrades >= i ? CurrentDataTrue(divId) : CurrentDataFalse();\n sFillText += PrepareHTMLString(divId, dataObject[nail[i]].name, dataObject[nail[i]].spoiler, dataObject[nail[i]].wiki);\n }\n\n if (divId.percent) divId.percent--; // subject one for the Old Nail\n\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(divId, sFillText);\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 = (0,_hk_functions_js__WEBPACK_IMPORTED_MODULE_2__.ObjectLength)(dataObject);\n var sFillText = \"\"; // Order the items before displaying them (creates a copy of dataObject)\n\n for (var i in dataObject) {\n orderedArray.push([i, dataObject[i].name, dataObject[i].spoiler, dataObject[i].wiki, false]);\n } // Search for completed items and mark them for display\n\n\n for (var _i3 = 0, length = worldData.length; _i3 < length; _i3++) {\n for (var j = 0; j < size; j++) {\n if (worldData[_i3].id === idText && worldData[_i3].sceneName === orderedArray[j][0] && worldData[_i3].activated === true) {\n orderedArray[j][4] = true;\n }\n }\n } // Display the items as they were initially ordered\n\n\n for (var _i4 = 0; _i4 < size; _i4++) {\n CurrentDataFalse();\n if (orderedArray[_i4][4] === true) CurrentDataTrue(divId);\n sFillText += PrepareHTMLString(divId, orderedArray[_i4][1], orderedArray[_i4][2], orderedArray[_i4][3]);\n }\n\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(divId, sFillText);\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 _ref2 = \"\",\n textPrefix = _ref2.textPrefix,\n textSuffix = _ref2.textSuffix,\n wiki = _ref2.wiki;\n var sFillText = \"\"; // Start main loop\n\n for (var i in dataObject) {\n textPrefix = dataObject[i].name;\n dataObject[i].hasOwnProperty(\"spoiler\") ? textSuffix = dataObject[i].spoiler : textSuffix = \"\";\n dataObject[i].hasOwnProperty(\"wiki\") ? wiki = dataObject[i].wiki : wiki = \"\";\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].list);\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 if (i === \"grubsCollected\") LogMissingGrubs();\n textPrefix += \": \" + countTotal;\n\n if (i === \"greyPrinceDefeats\") {\n // backwards compatibility with earlier game versions\n if (playerData.hasOwnProperty(i) === false) {\n CurrentDataBlank();\n textPrefix = \"\".concat(dataObject[i].name, \"\");\n textSuffix = \"\".concat(textSuffix, \"\");\n break;\n } else if (playerData.zoteDead === true || playerData.zoteRescuedBuzzer === false && playerData.hasWalljump === true) {\n textPrefix = \"\".concat(textPrefix, \"\");\n textSuffix = \"\".concat(textSuffix, \"\");\n }\n }\n\n if (i === \"whiteDefenderDefeats\") {\n // backwards compatibility with earlier game versions\n if (playerData.hasOwnProperty(i) === false) {\n CurrentDataBlank();\n textPrefix = \"\".concat(dataObject[i].name, \"\");\n textSuffix = \"\".concat(textSuffix, \"\");\n break;\n }\n }\n\n amount >= dataObject[i].max ? CurrentDataTrue() : CurrentDataBlank();\n break;\n\n case \"geoPool\":\n case \"rancidEggs\":\n case \"jinnEggsSold\":\n case \"xunFlowerBrokeTimes\":\n textPrefix += \": \" + Math.abs(playerData[i]);\n i === \"geoPool\" && playerData[i] > 0 ? CurrentDataBlank() : CurrentDataTrue();\n\n if (i === \"jinnEggsSold\") {\n // fade out if not on Steel Soul\n if (playerData.permadeathMode < 1) {\n CurrentDataBlank();\n textPrefix = \"\".concat(textPrefix, \"\");\n textSuffix = \"\".concat(textSuffix, \"\");\n break;\n }\n }\n\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 \"gotLurkerKey\":\n case \"nightmareLanternLit\":\n case \"killedPaleLurker\":\n case \"whiteDefenderDefeated\":\n case \"gotGrimmNotch\":\n case \"fragileGreed_unbreakable\":\n case \"fragileHealth_unbreakable\":\n case \"fragileStrength_unbreakable\":\n case \"killedBindingSeal\":\n case \"killedGodseekerMask\":\n case \"givenGodseekerFlower\":\n case \"givenOroFlower\":\n case \"givenWhiteLadyFlower\":\n case \"givenEmilitiaFlower\":\n if (playerData.hasOwnProperty(i) === false) {\n CurrentDataBlank();\n textPrefix = \"\".concat(textPrefix, \"\");\n textSuffix = \"\".concat(textSuffix, \"\");\n break;\n }\n\n playerData[i] === true ? 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].nameHeld] + playerData[dataObject[i].nameSold];\n total >= dataObject[i].max ? CurrentDataTrue() : CurrentDataBlank();\n textPrefix += \": \" + total;\n break;\n\n case \"bossDoorStateTier5\":\n if (playerData.hasOwnProperty(\"bossDoorStateTier5\") === false) {\n CurrentDataBlank();\n textPrefix = \"\".concat(textPrefix, \"\");\n textSuffix = \"\".concat(textSuffix, \"\");\n } else {\n playerData[i].completed === true ? CurrentDataTrue() : CurrentDataFalse();\n }\n\n break;\n\n case \"killsBindingSeal\":\n if (playerData.hasOwnProperty(i) === false) {\n CurrentDataBlank();\n textPrefix = \"\".concat(textPrefix, \"\");\n textSuffix = \"\".concat(textSuffix, \"\");\n break;\n }\n\n playerData[i] == 0 ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"killedVoidIdol_1\":\n if (playerData.hasOwnProperty(i) === false) {\n CurrentDataBlank();\n textPrefix = \"\".concat(textPrefix, \"\");\n textSuffix = \"\".concat(textSuffix, \"\");\n break;\n }\n\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 if (playerData.hasOwnProperty(i) === false) {\n CurrentDataBlank();\n textPrefix = \"\".concat(textPrefix, \"\");\n textSuffix = \"\".concat(textSuffix, \"\");\n break;\n }\n\n playerData[i] === true ? CurrentDataTrue() : CurrentDataFalse();\n if (playerData[i] === false && playerData.killedVoidIdol_3 === true) CurrentDataTrue();\n break;\n\n case \"killedVoidIdol_3\":\n if (playerData.hasOwnProperty(i) === false) {\n CurrentDataBlank();\n textPrefix = \"\".concat(textPrefix, \"\");\n textSuffix = \"\".concat(textSuffix, \"\");\n break;\n }\n\n playerData[i] === true ? CurrentDataTrue() : CurrentDataFalse();\n break;\n\n case \"greyPrinceDefeated\":\n // compatibility with earlier game versions\n if (playerData.hasOwnProperty(i) === false) {\n CurrentDataBlank();\n textPrefix = \"\".concat(textPrefix, \"\");\n textSuffix = \"\".concat(textSuffix, \"\");\n break;\n } else if (playerData.zoteDead === true || playerData.zoteRescuedBuzzer === false && playerData.hasWalljump === true) {\n textPrefix = \"\".concat(textPrefix, \"\");\n textSuffix = \"\".concat(textSuffix, \"\");\n }\n\n playerData[i] === true ? CurrentDataTrue() : CurrentDataBlank();\n if (playerData.zoteRescuedBuzzer === true && playerData[i] === false) CurrentDataFalse();\n break;\n\n case \"zoteStatus\":\n CurrentDataFalse();\n\n if (playerData.zoteDead === true) {\n textPrefix = dataObject[i].nameNeglect;\n textSuffix = dataObject[i].spoilerNeglect;\n CurrentDataTrue();\n } else if (playerData.killedZote === true) {\n textPrefix = dataObject[i].nameRivalry;\n textSuffix = dataObject[i].spoilerRivalry;\n CurrentDataTrue();\n } else if (playerData.zoteRescuedBuzzer === false) {\n if (playerData.hasWalljump === false) {\n textPrefix = dataObject[i].nameTrappedVengefly;\n textSuffix = dataObject[i].spoilerTrappedVengefly;\n } else if (playerData.hasWalljump === true) {\n textPrefix = dataObject[i].nameNotRescuedVengefly;\n textSuffix = dataObject[i].spoilerNotRescuedVengefly;\n }\n } else if (playerData.zoteRescuedBuzzer === true) {\n if (playerData.zoteRescuedDeepnest === false) {\n textPrefix = dataObject[i].nameTrappedDeepnest;\n textSuffix = dataObject[i].spoilerTrappedDeepnest;\n } else if (playerData.zoteRescuedDeepnest === true) {\n if (playerData.killedZote === false) {\n textPrefix = dataObject[i].nameColosseum;\n textSuffix = dataObject[i].spoilerColosseum;\n }\n }\n }\n\n break;\n\n case \"nailsmithStatus\":\n CurrentDataFalse();\n\n if (playerData.nailsmithKilled === true) {\n textPrefix = dataObject[i].namePurity;\n textSuffix = dataObject[i].spoilerPurity;\n CurrentDataTrue();\n } else if (playerData.nailsmithConvoArt === true) {\n textPrefix = dataObject[i].nameHappyCouple;\n textSuffix = dataObject[i].spoilerHappyCouple;\n CurrentDataTrue();\n } else if (playerData.nailsmithSpared === true) {\n textPrefix = dataObject[i].nameSheoHutWaiting;\n textSuffix = dataObject[i].spoilerSheoHutWaiting;\n } else {\n textPrefix = dataObject[i].nameUpgradeNail;\n textSuffix = dataObject[i].spoilerUpgradeNail;\n }\n\n break;\n\n case \"mrMushroomState\":\n sFillText += CheckMrMushroomState(divId, dataObject[i], playerData[i]);\n break;\n\n default:\n playerData[i] === true ? CurrentDataTrue() : CurrentDataFalse();\n } // end switch (i)\n\n\n if (i === \"mrMushroomState\") continue;\n sFillText += PrepareHTMLString(divId, textPrefix, textSuffix, wiki);\n } // end for (let i in dataObject)\n\n\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(divId, sFillText); // ==========================================\n // -------------- Methods ---------------- //\n\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 _i5 = 0, length = worldData.length; _i5 < length; _i5++) {\n if (worldData[_i5].id === itemId) {\n if (worldData[_i5].sceneName === itemArea) {\n if (worldData[_i5].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 _i6 = 0, length = worldData.length; _i6 < length; _i6++) {\n if (worldData[_i6].id === itemId) {\n if (worldData[_i6].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 _i7 = 0, len = mapArray.length; _i7 < len; _i7++) {\n if (playerData[mapArray[_i7]] === 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 var geoRocksLog = [];\n\n if (mode === \"unbroken\") {\n for (var _i8 = 0; _i8 < arrayLength; _i8++) {\n if (sceneData.geoRocks[_i8].hitsLeft > 0) {\n countTotal++;\n geoRocksLog.push(\"#\".concat(countTotal, \" \\uD83C\\uDFD4\\uFE0F \").concat(sceneData.geoRocks[_i8].id, \" \\uD83D\\uDDFA\\uFE0F \").concat((0,_hk_functions_js__WEBPACK_IMPORTED_MODULE_2__.TranslateMapName)(sceneData.geoRocks[_i8].sceneName), \" \\u2328\\uFE0F \").concat(sceneData.geoRocks[_i8].sceneName));\n }\n }\n\n if (!countTotal) {\n console.log(\"%cAll Geo Rocks Broken!\", \"color: #16c60c; font-weight: 700;\");\n } else {\n console.groupCollapsed(\"%cUnbroken Geo Rocks (\".concat(countTotal, \"):\"), \"color: #16c60c; font-weight: 700;\");\n\n for (var _i9 = 0, length = geoRocksLog.length; _i9 < length; _i9++) {\n console.log(geoRocksLog[_i9]);\n }\n\n console.groupEnd();\n }\n } else {\n for (var _i10 = 0; _i10 < arrayLength; _i10++) {\n if (sceneData.geoRocks[_i10].hitsLeft === 0) countTotal++;\n }\n }\n\n return countTotal;\n }\n /**\r\n * Compares and logs all unrescued Grubs in a list: IDs and map locations\r\n */\n\n\n function LogMissingGrubs() {\n var rescuedGrubsSceneList = [];\n\n for (var _i11 = 0, _length = worldData.length; _i11 < _length; _i11++) {\n if (worldData[_i11].id.includes(\"Grub Bottle\")) {\n if (worldData[_i11].activated === true) {\n // There are 3 duplicates of the same map scene name from older game save files. Prevents adding duplicates\n\n /* if (worldData[i].sceneName === \"Ruins2_11\" && worldData[i].id === \"Grub Bottle (1)\") {\r\n continue;\r\n } else if (worldData[i].sceneName === \"Ruins2_11\" && worldData[i].id === \"Grub Bottle (2)\") {\r\n continue;\r\n } else { */\n rescuedGrubsSceneList.push(worldData[_i11].sceneName); // }\n }\n }\n } // Filtering the reference database Grub list to include only the missing values\n\n\n var missingGrubsList = _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.GRUBS_LIST.filter(function (x) {\n return !rescuedGrubsSceneList.includes(x);\n });\n var length = missingGrubsList.length;\n\n if (!length) {\n console.log(\"%cAll Grubs Rescued!\", \"color: #16c60c; font-weight: 700;\");\n } else {\n console.groupCollapsed(\"%cUnrescued Grubs (\".concat(length, \"):\"), \"color: #16c60c; font-weight: 700;\");\n\n for (var _i12 = 0; _i12 < length; _i12++) {\n console.log(\"#\".concat(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.GRUBS_LIST.indexOf(missingGrubsList[_i12]) + 1, \" \\uD83D\\uDDFA\\uFE0F \").concat((0,_hk_functions_js__WEBPACK_IMPORTED_MODULE_2__.TranslateMapName)(missingGrubsList[_i12]), \" \\u2328\\uFE0F \").concat(missingGrubsList[_i12]));\n }\n\n console.groupEnd();\n }\n\n return false;\n }\n}\n/**\r\n * Checks and fills all the 7 locations of Mr Mushroom.\r\n * @param {object} divId ID of the HTML element for data appending\r\n * @param {object} dataObject object containing the Mr Mushroom name and spoilers/locations\r\n * @param {number} mrMushroomState playerData.mrMushroomState read from the save file. (0-8)\r\n */\n\n\nfunction CheckMrMushroomState(divId, dataObject) {\n var mrMushroomState = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;\n var sFillText = \"\";\n\n if (mrMushroomState > 1) {\n for (var i = 1; i <= 7; i++) {\n mrMushroomState > i ? CurrentDataTrue() : CurrentDataFalse();\n sFillText += PrepareHTMLString(divId, \"\".concat(dataObject.name, \" #\").concat(i), dataObject[\"spoiler\" + i], dataObject.wiki);\n }\n } else {\n CurrentDataFalse();\n\n for (var _i13 = 1; _i13 <= 7; _i13++) {\n sFillText += PrepareHTMLString(divId, \"\".concat(dataObject.name, \" #\").concat(_i13), dataObject[\"spoiler\" + _i13], dataObject.wiki);\n }\n }\n\n return sFillText;\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 var sFillText = \"\";\n\n if (playerData.killedHollowKnight === true) {\n // a text to show when player already finished their first playthrough (killed Hollow Knight first time)\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(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 sFillText += PrepareHTMLString(divId, \"\", dataObject[i].spoiler);\n break;\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 sFillText += PrepareHTMLString(divId, \"\", dataObject[i].spoiler);\n break;\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 sFillText += PrepareHTMLString(divId, \"\", dataObject[i].spoiler);\n break;\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 sFillText += PrepareHTMLString(divId, \"\", dataObject[i].spoiler);\n break;\n }\n } else {\n // if no Isma's Tear or Kings Brand\n sFillText += PrepareHTMLString(divId, \"\", dataObject[i].spoiler);\n break;\n }\n } else {\n // if anything from the hints list is not done\n sFillText += PrepareHTMLString(divId, \"\", dataObject[i].spoiler);\n break;\n }\n } // end: for (let i in dataObject)\n\n\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(divId, sFillText);\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__.default.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 * 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 var sFillText = \"\";\n CurrentDataFalse();\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.PrefillHTML)(divIdObj); // Play Time\n\n CheckPlayTime(divIdObj.intro, 0); // Game Completion\n\n CheckCompletionPercent(divIdObj.intro, 0); // Save File Version\n\n CheckSaveFileVersion(divIdObj.intro); // Fleur Divide\n\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.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); // Keep symbol False\n\n CurrentDataFalse(); // First Hint Only\n\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(divIdObj.hints, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.HINTS.fireballLevel.spoiler); // Temp arrays storing references (addresses) to objects for looping through them (duplicates important)\n\n var hkObjArray = [_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.BOSSES, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.BOSSES_WORLD, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.CHARMS, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.EQUIPMENT, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.NAILARTS, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.MASKSHARDS, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.MASKSHARDS_WORLD, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.VESSELFRAGMENTS, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.VESSELFRAGMENTS_WORLD, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DREAMERS, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.COLOSSEUM, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DREAMNAIL, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.WARRIORDREAMS, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.GRIMMTROUPE, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.LIFEBLOOD, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.GODMASTER, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.ESSENTIAL, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.ACHIEVEMENTS, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.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 entry in hkObjArray[0]) {\n if (entry === \"mrMushroomState\") continue;\n sFillText += PrepareHTMLString(divObjArray[0], hkObjArray[0][entry].name, hkObjArray[0][entry].spoiler, hkObjArray[0][entry].wiki);\n }\n\n if (divObjArray[0]) {\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(divObjArray[0], sFillText);\n }\n\n sFillText = \"\";\n divObjArray.shift();\n } while (hkObjArray.shift()); // Nail Upgrades Misc\n\n\n sFillText = \"\";\n\n for (var i in _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.NAILUPGRADES) {\n sFillText += PrepareHTMLString(divIdObj.nailUpgrades, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.NAILUPGRADES[i].name, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.NAILUPGRADES[i].spoiler, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.NAILUPGRADES[i].wiki);\n }\n\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(divIdObj.nailUpgrades, sFillText); // Spells Misc\n\n sFillText = \"\";\n\n for (var _i14 in _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.SPELLS) {\n sFillText += PrepareHTMLString(divIdObj.spells, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.SPELLS[_i14].name, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.SPELLS[_i14].spoiler, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.SPELLS[_i14].wiki);\n }\n\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(divIdObj.spells, sFillText); // Godmaster Doors Misc\n\n sFillText = \"\";\n\n for (var _i15 in _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.GODMASTER_DOORS) {\n sFillText += PrepareHTMLString(divIdObj.godmaster, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.GODMASTER_DOORS[_i15].name, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.GODMASTER_DOORS[_i15].spoiler, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.GODMASTER_DOORS[_i15].wiki);\n }\n\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(divIdObj.godmaster, sFillText); // Mr Mushroom 1 - 7\n\n sFillText = CheckMrMushroomState(divIdObj.achievements, _hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.ACHIEVEMENTS.mrMushroomState);\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(divIdObj.achievements, sFillText); // Fleur Dividers\n\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(divIdObj.godmaster, FLEUR_DIVIDE);\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.AppendHTML)(divIdObj.essential, FLEUR_DIVIDE);\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.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 ((0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.StorageAvailable)('localStorage')) {\n if (localStorage.getItem(\"hkCheckboxHints\") === \"checked\") document.getElementById(\"checkbox-hints\").checked = true;\n if (localStorage.getItem(\"hkCheckboxSpoilers\") === \"checked\") document.getElementById(\"checkbox-spoilers\").checked = true;\n } // if (localStorage.getItem(\"hkCheckboxHints\") === \"checked\") document.getElementById(\"checkbox-hints\").checked = true;\n // if (localStorage.getItem(\"hkCheckboxSpoilers\") === \"checked\") document.getElementById(\"checkbox-spoilers\").checked = true;\n // Prevents wrong checkbox behaviour (must run after everything is finished)\n\n\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.CheckboxHintsToggle)();\n (0,_page_functions_js__WEBPACK_IMPORTED_MODULE_1__.CheckboxSpoilersToggle)();\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}\n/* ----------------------- Event Listeners -------------------------- */\n// Populate HTML at load (before img and css)\n\n\ndocument.addEventListener(\"DOMContentLoaded\", function () {\n InitialHTMLPopulate(_hk_database_js__WEBPACK_IMPORTED_MODULE_0__.default.DIV_ID);\n}); // 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); // Choose File input field\n\ndocument.getElementById(\"save-location-input\").addEventListener(\"mouseout\", function () {\n FillInnerHTML(\"save-location-input-tooltip\", \"Click once to copy to clipboard\");\n}, false); // Analyze Text button\n\ndocument.getElementById(\"save-area-read\").addEventListener(\"click\", function () {\n HKReadTextArea(\"save-area\");\n}, false);\n\n\n//# sourceURL=webpack://hollow-knight-completion-check/./src/js/HKCheckCompletion.js?"); /***/ }), @@ -27,7 +27,7 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony import */ var _HKCheckCompletion_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./HKCheckCompletion.js */ \"./src/js/HKCheckCompletion.js\");\n/* \r\n Parts of the code thanks to bloodorca https://github.com/bloodorca/hollow (base64.js, functions.js) with slight modifications.\r\n The steps used there for decryption were taken from KayDeeTee https://github.com/KayDeeTee/Hollow-Knight-SaveManager\r\n Without these two people the existence of this tool wouldn't be possible :)\r\n*/\n// ---------------- Constants ----------------- //\n// AES JS for file decryption\nvar aesjs = __webpack_require__(/*! ./aes-js.js */ \"./src/js/aes-js.js\"); // For reading the text area after save decoding\n\n\n\nvar CSHARP_HEADER = [0, 1, 0, 0, 0, 255, 255, 255, 255, 1, 0, 0, 0, 0, 0, 0, 0, 6, 1, 0, 0, 0]; // 22 bytes\n\nvar BASE64_ARRAY = \"ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=\".split(\"\").map(function (c) {\n return c.charCodeAt(0);\n});\nvar BASE64_DECODE_TABLE = new Map(BASE64_ARRAY.map(function (ord, i) {\n return [ord, i];\n}));\nvar AES_KEY = new TextEncoder().encode('UKu52ePUBwetZ9wNX88o54dnfKRu0T1l'); // encodes a string to Uint8Array (prepare for AES JS)\n\nvar ECB_STREAM_CIPHER = new aesjs.ModeOfOperation.ecb(AES_KEY); // create a new AES stream cipher object using the encoded key\n// ---------------- Variables ----------------- //\n\nvar benchLSFBegin, benchLSFEnd, benchTotal; // ---------------- Functions ----------------- //\n\n/**\r\n * Main input tag file function. Selects the first file, reads it as an Array Buffer, starts the processing of the file when loaded.\r\n * Starts benchmarking.\r\n * @param {FileList} input FileList object containing a list of File objects. The FileList behaves like an array, so you can check its length property to get the number of selected files.\r\n */\n// eslint-disable-next-line no-unused-vars\n\nfunction LoadSaveFile(input, time) {\n var inputFileList = input.files; // console.info(\"Input length: \" + input.files.length)\n // Cease further processing if user canceled the file input dialog\n\n if (inputFileList.length < 1) return false; // start benchmark\n\n benchLSFBegin = time; // Prepares a File object from the first file of the input files for reading as an Array Buffer\n\n var inputFileObject = inputFileList[0]; // Cleans the file list to avoid problems after subsequent use\n // document.getElementById(\"save-area-file\").value = \"\";\n // 1. read file\n // The ArrayBuffer object is used to represent a generic, fixed-length raw binary data buffer.\n // It is an array of bytes, often referred to in other languages as a \"byte array\".\n // new FileReader()\n\n var inputReader = new FileReader(); // readAsArrayBuffer(file)\n\n inputReader.readAsArrayBuffer(inputFileObject); // addEventListener(\"load\", function) - to decode the file when loaded\n\n inputReader.addEventListener(\"load\", ProcessFileObject);\n}\n/**\r\n * Reads the File object as an Array Buffer and does all other operations (decoding, decryption, conversion to string, pasting to text area).\r\n * Launches the HKReadTextArea() function automatically after pasting the string to text area\r\n */\n\n\nfunction ProcessFileObject() {\n var inputArrayBuffer = this.result;\n var decodedString; // 2. Decode file\n\n try {\n // Uint8Array(ArrayBuffer) uint8_t equivalent in C\n inputArrayBuffer = new Uint8Array(inputArrayBuffer); // ArrayBuffer.slice()\n // The slice() method copies up to, but not including, the byte indicated by the end parameter.\n\n inputArrayBuffer.slice(); // remove C# header and LengthPrefixedString header (ArrayBuffer)\n\n inputArrayBuffer = RemoveHeaders(inputArrayBuffer); // base64 Decoding (ArrayBuffer)\n\n inputArrayBuffer = Base64Decode(inputArrayBuffer); // AES decryption (ECB) removes pkcs7 padding (ArrayBuffer)\n\n inputArrayBuffer = AESDecryption(inputArrayBuffer); // Convert ArrayBuffer to string/text TextDecoder().decode(ArrayBuffer)\n\n decodedString = new TextDecoder().decode(inputArrayBuffer); // 4. Paste decoded string file to text area\n\n document.getElementById(\"save-area\").value = \"\";\n document.getElementById(\"save-area\").value = decodedString; // finish and show benchmark\n\n benchLSFEnd = new Date();\n console.info(\"LoadSaveFile() time (ms) =\", benchLSFEnd - benchLSFBegin); // after pasting the decoded string, launch the main analyzing function immediately\n\n (0,_HKCheckCompletion_js__WEBPACK_IMPORTED_MODULE_0__.HKReadTextArea)(\"save-area\"); // finish total and show benchmark\n\n benchTotal = new Date();\n console.info(\"Total time (ms) =\", benchTotal - benchLSFBegin); // alert(`Decoded String: ${decodedString}`);\n // alert(`Array Buffer: ${inputArrayBuffer}`);\n } catch (error) {\n alert(\"The file cannot be decoded. \".concat(error));\n console.info(\"The file cannot be decoded. \".concat(error));\n }\n}\n/**\r\n * Removes C# header, LengthPrefixedString header and byte 11 at the end of the Uint8 Array Buffer\r\n * @param {Uint8Array} buffer Uint8Array buffer for removing the header from\r\n * @param {Uint8Array} csHeader Uint8Array for the C# header length calculation\r\n * @returns {Uint8Array}\r\n */\n\n\nfunction RemoveHeaders(buffer) {\n var csHeader = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : CSHARP_HEADER;\n // Remove the fixed C# header and byte 11 at the end. \n buffer = buffer.subarray(csHeader.length, buffer.length - 1); // Remove LengthPrefixedString header\n\n var lengthCount = 0;\n\n for (var i = 0; i < 5; i++) {\n lengthCount++;\n\n if ((buffer[i] & 0x80) == 0) {\n break;\n }\n }\n\n return buffer.subarray(lengthCount);\n}\n/**\r\n * Decodes an Array Buffer using a Base64 decode table\r\n * @param {Uint8Array} buffer Uint8Array Buffer to decode\r\n * @returns {Uint8Array}\r\n */\n\n\nfunction Base64Decode(buffer) {\n buffer = new Uint8Array(buffer).slice();\n buffer = buffer.map(function (v) {\n return BASE64_DECODE_TABLE.get(v);\n }); // The indexOf() method returns the first index at which a given element can be found in the array, or -1 if it is not present.\n\n var p = buffer.indexOf(64);\n var end;\n\n if (p != -1) {\n end = p;\n } else {\n end = buffer.length;\n }\n\n buffer = buffer.subarray(0, end);\n var output = new Uint8Array(3 * buffer.length / 4);\n var continuous = Math.floor(buffer.length / 4) * 4;\n\n for (var i = 0; i < continuous; i += 4) {\n var k = 3 * i / 4;\n output[k] = buffer[i] << 2 | buffer[i + 1] >> 4;\n output[k + 1] = (buffer[i + 1] & 0x0F) << 4 | buffer[i + 2] >> 2;\n output[k + 2] = (buffer[i + 2] & 0x03) << 6 | buffer[i + 3];\n }\n\n if (buffer[continuous] != undefined) {\n var _k = 3 * continuous / 4;\n\n output[_k] = buffer[continuous] << 2 | buffer[continuous + 1] >> 4;\n\n if (buffer[continuous + 2] != undefined) {\n output[_k + 1] = (buffer[continuous + 1] & 0x0F) << 4 | buffer[continuous + 2] >> 2;\n }\n }\n\n return output;\n}\n/**\r\n * Decrypt an Uint8Array Buffer using aesjs (ECB) and a predefined AES key + remove pkcs7 padding\r\n * @param {Uint8Array} buffer Uint8Array buffer to decrypt\r\n * @returns {Uint8Array}\r\n */\n\n\nfunction AESDecryption(buffer) {\n var cipherObject = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : ECB_STREAM_CIPHER;\n var output = cipherObject.decrypt(buffer);\n return output.subarray(0, -output[output.length - 1]);\n} // Assign actions (functions) to launch when a specific element is used\n\n\ndocument.getElementById(\"save-area-file\").addEventListener(\"change\", function (event) {\n LoadSaveFile(event.target, new Date());\n});\ndocument.getElementById(\"save-area-file\").addEventListener(\"click\", function (mouseEvent) {\n mouseEvent.target.value = \"\";\n});\n\n//# sourceURL=webpack://hollow-knight-completion-check/./src/js/LoadSaveFile.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony import */ var _HKCheckCompletion_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./HKCheckCompletion.js */ \"./src/js/HKCheckCompletion.js\");\n/* \r\n Parts of the code thanks to bloodorca https://github.com/bloodorca/hollow (base64.js, functions.js) with slight modifications.\r\n The steps used there for decryption were taken from KayDeeTee https://github.com/KayDeeTee/Hollow-Knight-SaveManager\r\n Without these two people the existence of this tool wouldn't be possible :)\r\n*/\n// ---------------- Constants ----------------- //\n// AES JS for file decryption\nvar aesjs = __webpack_require__(/*! ./aes-js.js */ \"./src/js/aes-js.js\"); // For reading the text area after save decoding\n\n\n\nvar CSHARP_HEADER = [0, 1, 0, 0, 0, 255, 255, 255, 255, 1, 0, 0, 0, 0, 0, 0, 0, 6, 1, 0, 0, 0]; // 22 bytes\n\nvar BASE64_ARRAY = \"ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=\".split(\"\").map(function (c) {\n return c.charCodeAt(0);\n});\nvar BASE64_DECODE_TABLE = new Map(BASE64_ARRAY.map(function (ord, i) {\n return [ord, i];\n}));\nvar AES_KEY = new TextEncoder().encode('UKu52ePUBwetZ9wNX88o54dnfKRu0T1l'); // encodes a string to Uint8Array (prepare for AES JS)\n\nvar ECB_STREAM_CIPHER = new aesjs.ModeOfOperation.ecb(AES_KEY); // create a new AES stream cipher object using the encoded key\n// ---------------- Variables ----------------- //\n\nvar benchLSFBegin, benchLSFEnd, benchTotal; // ---------------- Functions ----------------- //\n\n/**\r\n * Main input tag file function. Selects the first file, reads it as an Array Buffer, starts the processing of the file when loaded.\r\n * Starts benchmarking.\r\n * @param {FileList} input FileList object containing a list of File objects. The FileList behaves like an array, so you can check its length property to get the number of selected files.\r\n */\n// eslint-disable-next-line no-unused-vars\n\nfunction LoadSaveFile(input, time) {\n var inputFileList = input.files; // console.info(\"Input length: \" + input.files.length)\n // Cease further processing if user canceled the file input dialog\n\n if (inputFileList.length < 1) return false; // start benchmark\n\n benchLSFBegin = time; // Prepares a File object from the first file of the input files for reading as an Array Buffer\n\n var inputFileObject = inputFileList[0]; // Cleans the file list to avoid problems after subsequent use\n // document.getElementById(\"save-area-file\").value = \"\";\n // 1. read file\n // The ArrayBuffer object is used to represent a generic, fixed-length raw binary data buffer.\n // It is an array of bytes, often referred to in other languages as a \"byte array\".\n // new FileReader()\n\n var inputReader = new FileReader(); // readAsArrayBuffer(file)\n\n inputReader.readAsArrayBuffer(inputFileObject); // addEventListener(\"load\", function) - to decode the file when loaded\n\n inputReader.addEventListener(\"load\", ProcessFileObject);\n}\n/**\r\n * Reads the File object as an Array Buffer and does all other operations (decoding, decryption, conversion to string, pasting to text area).\r\n * Launches the HKReadTextArea() function automatically after pasting the string to text area\r\n */\n\n\nfunction ProcessFileObject() {\n var inputArrayBuffer = this.result;\n var decodedString; // 2. Decode file\n\n try {\n // Uint8Array(ArrayBuffer) uint8_t equivalent in C\n inputArrayBuffer = new Uint8Array(inputArrayBuffer); // ArrayBuffer.slice()\n // The slice() method copies up to, but not including, the byte indicated by the end parameter.\n\n inputArrayBuffer.slice(); // remove C# header and LengthPrefixedString header (ArrayBuffer)\n\n inputArrayBuffer = RemoveHeaders(inputArrayBuffer); // base64 Decoding (ArrayBuffer)\n\n inputArrayBuffer = Base64Decode(inputArrayBuffer); // AES decryption (ECB) removes pkcs7 padding (ArrayBuffer)\n\n inputArrayBuffer = AESDecryption(inputArrayBuffer); // Convert ArrayBuffer to string/text TextDecoder().decode(ArrayBuffer)\n\n decodedString = new TextDecoder().decode(inputArrayBuffer); // finish and show benchmark\n\n benchLSFEnd = new Date();\n console.info(\"LoadSaveFile() time (ms) =\", benchLSFEnd - benchLSFBegin); // Analyze the decoded string immediately\n\n (0,_HKCheckCompletion_js__WEBPACK_IMPORTED_MODULE_0__.HKCheckCompletion)(JSON.parse(decodedString)); // 4. Paste decoded string file to text area\n\n document.getElementById(\"save-area\").value = \"\";\n document.getElementById(\"save-area\").value = decodedString; // after pasting the decoded string, launch the main analyzing function immediately\n // HKReadTextArea(\"save-area\");\n // finish total and show benchmark\n\n benchTotal = new Date();\n console.info(\"Total time (ms) =\", benchTotal - benchLSFBegin); // alert(`Decoded String: ${decodedString}`);\n // alert(`Array Buffer: ${inputArrayBuffer}`);\n } catch (error) {\n alert(\"The file cannot be decoded. \".concat(error));\n console.info(\"The file cannot be decoded. \".concat(error));\n }\n}\n/**\r\n * Removes C# header, LengthPrefixedString header and byte 11 at the end of the Uint8 Array Buffer\r\n * @param {Uint8Array} buffer Uint8Array buffer for removing the header from\r\n * @param {Uint8Array} csHeader Uint8Array for the C# header length calculation\r\n * @returns {Uint8Array}\r\n */\n\n\nfunction RemoveHeaders(buffer) {\n var csHeader = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : CSHARP_HEADER;\n // Remove the fixed C# header and byte 11 at the end. \n buffer = buffer.subarray(csHeader.length, buffer.length - 1); // Remove LengthPrefixedString header\n\n var lengthCount = 0;\n\n for (var i = 0; i < 5; i++) {\n lengthCount++;\n\n if ((buffer[i] & 0x80) == 0) {\n break;\n }\n }\n\n return buffer.subarray(lengthCount);\n}\n/**\r\n * Decodes an Array Buffer using a Base64 decode table\r\n * @param {Uint8Array} buffer Uint8Array Buffer to decode\r\n * @returns {Uint8Array}\r\n */\n\n\nfunction Base64Decode(buffer) {\n buffer = new Uint8Array(buffer).slice();\n buffer = buffer.map(function (v) {\n return BASE64_DECODE_TABLE.get(v);\n }); // The indexOf() method returns the first index at which a given element can be found in the array, or -1 if it is not present.\n\n var p = buffer.indexOf(64);\n var end;\n\n if (p != -1) {\n end = p;\n } else {\n end = buffer.length;\n }\n\n buffer = buffer.subarray(0, end);\n var output = new Uint8Array(3 * buffer.length / 4);\n var continuous = Math.floor(buffer.length / 4) * 4;\n\n for (var i = 0; i < continuous; i += 4) {\n var k = 3 * i / 4;\n output[k] = buffer[i] << 2 | buffer[i + 1] >> 4;\n output[k + 1] = (buffer[i + 1] & 0x0F) << 4 | buffer[i + 2] >> 2;\n output[k + 2] = (buffer[i + 2] & 0x03) << 6 | buffer[i + 3];\n }\n\n if (buffer[continuous] != undefined) {\n var _k = 3 * continuous / 4;\n\n output[_k] = buffer[continuous] << 2 | buffer[continuous + 1] >> 4;\n\n if (buffer[continuous + 2] != undefined) {\n output[_k + 1] = (buffer[continuous + 1] & 0x0F) << 4 | buffer[continuous + 2] >> 2;\n }\n }\n\n return output;\n}\n/**\r\n * Decrypt an Uint8Array Buffer using aesjs (ECB) and a predefined AES key + remove pkcs7 padding\r\n * @param {Uint8Array} buffer Uint8Array buffer to decrypt\r\n * @returns {Uint8Array}\r\n */\n\n\nfunction AESDecryption(buffer) {\n var cipherObject = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : ECB_STREAM_CIPHER;\n var output = cipherObject.decrypt(buffer);\n return output.subarray(0, -output[output.length - 1]);\n} // Assign actions (functions) to launch when a specific element is used\n\n\ndocument.getElementById(\"save-area-file\").addEventListener(\"change\", function (event) {\n LoadSaveFile(event.target, new Date());\n});\ndocument.getElementById(\"save-area-file\").addEventListener(\"click\", function (mouseEvent) {\n mouseEvent.target.value = \"\";\n});\n\n//# sourceURL=webpack://hollow-knight-completion-check/./src/js/LoadSaveFile.js?"); /***/ }), diff --git a/src/js/HKCheckCompletion.js b/src/js/HKCheckCompletion.js index cad9d38..81c5db6 100644 --- a/src/js/HKCheckCompletion.js +++ b/src/js/HKCheckCompletion.js @@ -1409,5 +1409,5 @@ document.getElementById("save-area-read").addEventListener("click", () => { export { // to use in LoadSaveFile.js for auto-analyzing file after decoding - HKReadTextArea + HKCheckCompletion }; \ No newline at end of file diff --git a/src/js/LoadSaveFile.js b/src/js/LoadSaveFile.js index 0fda1f5..447bb6c 100644 --- a/src/js/LoadSaveFile.js +++ b/src/js/LoadSaveFile.js @@ -10,7 +10,7 @@ const aesjs = require("./aes-js.js"); // For reading the text area after save decoding import { - HKReadTextArea + HKCheckCompletion } from "./HKCheckCompletion.js"; const CSHARP_HEADER = [0, 1, 0, 0, 0, 255, 255, 255, 255, 1, 0, 0, 0, 0, 0, 0, 0, 6, 1, 0, 0, 0]; // 22 bytes @@ -91,17 +91,16 @@ function ProcessFileObject() { // Convert ArrayBuffer to string/text TextDecoder().decode(ArrayBuffer) decodedString = new TextDecoder().decode(inputArrayBuffer); - // 4. Paste decoded string file to text area - - document.getElementById("save-area").value = ""; - document.getElementById("save-area").value = decodedString; - // finish and show benchmark benchLSFEnd = new Date(); console.info("LoadSaveFile() time (ms) =", benchLSFEnd - benchLSFBegin); - // after pasting the decoded string, launch the main analyzing function immediately - HKReadTextArea("save-area"); + // 4. Analyze the decoded string immediately + HKCheckCompletion(JSON.parse(decodedString)); + + // 5. Paste decoded string file to text area + document.getElementById("save-area").value = ""; + document.getElementById("save-area").value = decodedString; // finish total and show benchmark benchTotal = new Date();