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https://github.com/IvarK/AntimatterDimensionsSourceCode.git
synced 2024-11-10 06:02:13 +00:00
Add option to auto-reality if no glyphs pass filter
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@ -109,22 +109,6 @@
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margin-bottom: 0.4rem;
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}
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.l-glyph-sacrifice-options__help {
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position: absolute;
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top: 0;
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left: calc(100% - 1.8rem);
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z-index: 2;
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}
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.c-glyph-sacrifice-options__help {
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font-size: 1.2rem;
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color: var(--color-reality-dark);
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}
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.s-base--dark .c-glyph-sacrifice-options__help {
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color: var(--color-reality-light);
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}
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.l-glyph-sacrifice-options__option {
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box-sizing: border-box;
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}
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@ -21,6 +21,7 @@ export default {
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alchemyUnlocked: false,
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// Note: there are two units at play: strength is from 1..3.5+; rarity is 0..100
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rarityThresholds: GLYPH_TYPES.mapToObject(e => e, () => 0),
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autoRealityForFilter: player.options.autoRealityForFilter,
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};
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},
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computed: {
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@ -116,6 +117,7 @@ export default {
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},
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setMode(m) {
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AutoGlyphProcessor.scoreMode = m;
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player.reality.hasCheckedFilter = false;
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},
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setRarityThreshold(id, value) {
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AutoGlyphProcessor.types[id].rarity = value;
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@ -166,6 +168,11 @@ export default {
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getSymbol(type) {
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return CosmeticGlyphTypes[type].currentSymbol.symbol;
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},
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toggleAutoReality() {
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player.options.autoRealityForFilter = !player.options.autoRealityForFilter;
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this.autoRealityForFilter = player.options.autoRealityForFilter;
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player.reality.hasCheckedFilter = false;
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},
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exportFilterSettings() {
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const filter = player.reality.glyphs.filter;
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const serializeType = settings => [settings.rarity, settings.score, settings.effectCount,
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@ -177,7 +184,7 @@ export default {
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},
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importFilterSettings() {
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Modal.importFilter.show();
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}
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},
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}
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};
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</script>
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@ -185,27 +192,31 @@ export default {
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<template>
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<div class="l-glyph-sacrifice-options c-glyph-sacrifice-options l-glyph-sidebar-panel-size">
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<div class="c-glyph-sacrifice-options c-glyph-sacrifice-options-container">
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<div class="l-glyph-sacrifice-options__help c-glyph-sacrifice-options__help">
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<div
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v-tooltip="questionmarkTooltip"
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class="o-questionmark o-clickable"
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@click="showFilterHowTo"
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>
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?
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</div>
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</div>
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<div class="c-glyph-filter-export">
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<div class="c-filter-extra-btns c-top-left">
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<i
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v-tooltip="'Export filter settings'"
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class="fas fa-file-export o-clickable l-glyph-filter-export-btn"
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class="fas fa-file-export l-top-left-btn"
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@click="exportFilterSettings"
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/>
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<i
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v-tooltip="'Import filter settings'"
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class="fas fa-file-import o-clickable l-glyph-filter-export-btn"
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class="fas fa-file-import l-top-left-btn"
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@click="importFilterSettings"
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/>
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</div>
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<div class="c-filter-extra-btns c-top-right">
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<i
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v-tooltip="'Immediately Reality if no choices pass filter, ignoring all other Auto-Reality settings'"
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class="fas fa-recycle l-top-right-btn"
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:class="{ 'o-quick-reality' : autoRealityForFilter }"
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@click="toggleAutoReality"
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/>
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<i
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v-tooltip="questionmarkTooltip"
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class="fas fa-question-circle l-top-right-btn o-borderless"
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@click="showFilterHowTo"
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/>
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</div>
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Current Filter Mode:
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<br>
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{{ filterMode(mode) }}
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@ -376,21 +387,49 @@ export default {
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cursor: pointer;
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}
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.c-glyph-filter-export {
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.c-filter-extra-btns {
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position: absolute;
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display: flex;
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flex-direction: row;
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top: 0;
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right: calc(100% - 8rem);
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z-index: 2;
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font-size: 1.3rem;
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}
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.c-top-left {
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right: calc(100% - 6rem);
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color: var(--color-reality-dark);
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}
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.l-glyph-filter-export-btn {
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.c-top-right {
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left: calc(100% - 5rem);
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}
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.l-top-left-btn {
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cursor: pointer;
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border: var(--var-border-width, 0.2rem) solid;
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width: 3rem;
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margin: 0.5rem;
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width: 2.5rem;
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margin: 0.5rem 0 0 0.5rem;
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padding: 0.5rem;
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}
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.l-top-right-btn {
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display: flex;
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justify-content: center;
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align-items: center;
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cursor: pointer;
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border: var(--var-border-width, 0.2rem) solid;
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width: 2rem;
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height: 2rem;
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margin: 0.5rem 0.5rem 0 0;
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padding: 0.2rem;
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}
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.o-borderless {
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border: none;
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}
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.o-quick-reality {
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background: var(--color-accent);
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}
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</style>
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@ -254,4 +254,20 @@ export default {
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.c-glyph-set-preview-area {
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width: 18rem;
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}
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.l-glyph-sacrifice-options__help {
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position: absolute;
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top: 0;
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left: calc(100% - 1.8rem);
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z-index: 2;
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}
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.c-glyph-sacrifice-options__help {
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font-size: 1.2rem;
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color: var(--color-reality-dark);
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}
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.s-base--dark .c-glyph-sacrifice-options__help {
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color: var(--color-reality-light);
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}
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</style>
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@ -76,6 +76,22 @@ Autobuyer.reality = new class RealityAutobuyerState extends AutobuyerState {
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}
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tick() {
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// Checking if auto-reality should trigger immediately due to bad glyph options happens at a higher priority
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// than everything else, preempting other settings and only checking them if it fails
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// In order to reduce excessive computational load, this only ever gets checked once per reality unless filter
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// settings are changed (in which case it checks once more); otherwise, glyph choices would be generated every tick
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const shouldCheckFilter = EffarigUnlock.glyphFilter.isUnlocked && !player.reality.hasCheckedFilter;
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if (isRealityAvailable() && player.options.autoRealityForFilter && shouldCheckFilter) {
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const choices = GlyphSelection.glyphList(GlyphSelection.choiceCount, gainedGlyphLevel(),
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{ isChoosingGlyph: false });
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const bestGlyph = AutoGlyphProcessor.pick(choices);
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player.reality.hasCheckedFilter = true;
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if (!AutoGlyphProcessor.wouldKeep(bestGlyph)) {
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autoReality();
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return;
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}
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}
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let proc = false;
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// The game generally displays amplified values, so we want to adjust the thresholds to
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// account for that and make the automation trigger based on the actual displayed values
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@ -528,6 +528,7 @@ window.player = {
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currentInfoPane: AutomatorPanels.INTRO_PAGE,
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},
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achTimer: 0,
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hasCheckedFilter: false,
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},
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blackHole: Array.range(0, 2).map(id => ({
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id,
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@ -886,6 +887,7 @@ window.player = {
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clearOnRestart: true,
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},
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invertTTgenDisplay: false,
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autoRealityForFilter: false,
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},
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IAP: {
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enabled: false,
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@ -720,6 +720,7 @@ export function finishProcessReality(realityProps) {
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if (!isReset) Ra.applyAlchemyReactions(realityRealTime);
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player.reality.gainedAutoAchievements = false;
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player.reality.hasCheckedFilter = false;
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if (realityProps.restoreCelestialState || player.options.retryCelestial) restoreCelestialRuns(celestialRunState);
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