1Game.interstellar.stars = (function(){ 2 3 var instance = {}; 4 5 instance.dataVersion = 1; 6 instance.entries = {}; 7 instance.starCount = 0; 8 9 instance.systemsConquered = 0; 10 11 instance.initialise = function() { 12 for (var id in Game.starData) { 13 var data = Game.starData[id]; 14 15 this.starCount++; 16 this.entries[id] = $.extend({}, data, { 17 id: id, 18 htmlId: 'star_' + id, 19 current: 0, 20 spy: 0, 21 explored: false, 22 owned: false, 23 displayNeedsUpdate: false, 24 }); 25 26 } 27 28 console.debug("Loaded " + this.starCount + " Stars"); 29 30 }; 31 32 instance.save = function(data) { 33 data.stars = { v: this.dataVersion, i: {}}; 34 for(var key in this.entries) { 35 data.stars.i[key] = this.entries[key].current; 36 } 37 }; 38 39 instance.exploreSystem = function(id){ 40 if(Game.interstellar.rocket.entries.tier1Rocket.built == true){ 41 var data = this.entries[id]; 42 var exploreCost = data.distance * 10000; 43 if(antimatter >= exploreCost){ 44 antimatter -= exploreCost; 45 data.explored = true; 46 document.getElementById('star_' + id).className = "hidden"; 47 document.getElementById('star_' + id + '_conquer').className = ""; 48 newNavUnlock('intnav_' + data.factionId); 49 data.displayNeedsUpdate = true; 50 } 51 } 52 }; 53 54 instance.getStarData = function(id) { 55 return this.entries[id]; 56 }; 57 58 59 return instance; 60}());
Line numbers count LF bytes from the start of the resource, as the search results do. Vendor segments are library code the classifier recognised; they are stored but not indexed. Bytes are shown as Latin1 characters, one per byte.