From 3e54af55a77919c95ef0b3e1abf78cfdc516018b Mon Sep 17 00:00:00 2001 From: Skriv <skrivelese@gmail.com> Date: Sat, 9 Mar 2019 01:11:54 +0100 Subject: [PATCH] conversion to template literals --- src/js/utilJS.js | 56 ++++++++++++++++++++++++------------------------ 1 file changed, 28 insertions(+), 28 deletions(-) diff --git a/src/js/utilJS.js b/src/js/utilJS.js index e570569b0ab..52f617f58e0 100644 --- a/src/js/utilJS.js +++ b/src/js/utilJS.js @@ -51,7 +51,7 @@ * * There's also limitHeight which you're not using. It's basically limitMult in different units. */ -window.Height = (function(){ +window.Height = (function() { 'use strict'; // Global configuration (for different game modes/options/types) @@ -139,7 +139,7 @@ window.Height = (function(){ // Helper method - table lookup for nationality/race combinations const nationalityMeanHeight = function(table, nationality, race, def) { - return table[nationality + "." + race] || table[nationality] || table["." + race] || table[""] || def; + return table[`${nationality }.${ race}`] || table[nationality] || table[`.${ race}`] || table[""] || def; }; // Helper method: Generate a skewed normal random variable with the skew s @@ -240,10 +240,10 @@ window.Height = (function(){ result = nationalityMeanHeight(xyMeanHeight, nationality, race) * 1.04; break; case 'Y': case 'Y0': case 'YY': case 'YYY': - console.log("Height.mean(): non-viable genes " + genes); + console.log(`Height.mean(): non-viable genes ${ genes}`); break; default: - console.log("Height.mean(): unknown genes " + genes + ", returning mean between XX and XY"); + console.log(`Height.mean(): unknown genes ${ genes }, returning mean between XX and XY`); result = nationalityMeanHeight(xxMeanHeight, nationality, race) * 0.5 + nationalityMeanHeight(xyMeanHeight, nationality, race) * 0.5; break; } @@ -312,7 +312,7 @@ window.Height = (function(){ * * This was modeled using the Height generator above. For some more information, see the comments for that. */ -window.Intelligence = (function(){ +window.Intelligence = (function() { 'use strict'; // Global configuration (for different game modes/options/types) @@ -486,7 +486,7 @@ window.commaNum = function(s) { window.cashFormat = function(s) { if (!s) { s = 0; } - return "¤" + commaNum(s); + return `¤${ commaNum(s)}`; }; window.repFormat = function(s) { @@ -494,11 +494,11 @@ window.repFormat = function(s) { /*if (!s) { s = 0; }*/ if (V.cheatMode == 1 || V.debugMode == 1) { if (s > 0) { - return "@@.green;" + commaNum(Math.round(s * 100) / 100) + " rep@@"; + return `@@.green;${ commaNum(Math.round(s * 100) / 100) } rep@@`; } else if (s < 0) { - return "@@.red;" + commaNum(Math.round(s * 100) / 100) + " rep@@"; + return `@@.red;${ commaNum(Math.round(s * 100) / 100) } rep@@`; } else { - return commaNum(Math.round(s * 100) / 100) + " rep"; + return `${commaNum(Math.round(s * 100) / 100) } rep`; } } else { /* In order to calculate just how much any one category matters so we can show a "fuzzy" symbolic value to the player, we need to know how "busy" reputation was this week. To calculate this, I ADD income to expenses. Why? 100 - 100 and 10000 - 10000 BOTH are 0, but a +50 event matters a lot more in the first case than the second. I exclude overflow from the calculation because it's not a "real" expense for our purposes, and divide by half just to make percentages a bit easier. */ @@ -587,16 +587,16 @@ window.massFormat = function(s) { if(s >= 1000) { s = commaNum(Math.trunc(s / 1000)); if(s !== 1) { - return s+" tons"; + return `${s} tons`; } else { - return s+" ton"; + return `${s} ton`; } } else { - return commaNum(s)+" kg"; + return `${commaNum(s)} kg`; } }; -window.isFloat = function(n){ +window.isFloat = function(n) { return n === +n && n !== (n|0); }; @@ -696,7 +696,7 @@ window.numberToWords = function (x) { if (x > 0) { return string; } else { - return "negative " + string; + return `negative ${ string}`; } } else { return commaNum(x); @@ -705,7 +705,7 @@ window.numberToWords = function (x) { if (x > 0) { return string; } else { - return "negative " + string; + return `negative ${ string}`; } } } else { @@ -894,7 +894,7 @@ window.cmToInchString = function(s) { window.cmToFootInchString = function(s) { if (Math.round(s/2.54) < 12) return cmToInchString(s); - return Math.trunc(Math.round(s/2.54)/12) + `'` + Math.round(s/2.54)%12 + `"`; + return `${Math.trunc(Math.round(s/2.54)/12) }'${ Math.round(s/2.54)%12 }"`; }; //takes a dick value e.g. $activeSlave.dick, returns a string in the format 6 inches @@ -922,37 +922,37 @@ window.ballsToCM = function(s) { //takes a dick value e.g. $activeSlave.dick, returns a string in the format of either `20cm (8 inches)`, `8 inches`, or `20cm` window.dickToEitherUnit = function(s) { if (State.variables.showInches === 1) - return dickToCM(s) + "cm (" + dickToInchString(s) + ")"; + return `${dickToCM(s) }cm (${ dickToInchString(s) })`; if (State.variables.showInches === 2) return dickToInchString(s); - return dickToCM(s) + "cm"; + return `${dickToCM(s) }cm`; }; //takes a ball value e.g. $activeSlave.balls, returns a string in the format of either `20cm (8 inches)`, `8 inches`, or `20cm` window.ballsToEitherUnit = function(s) { if (State.variables.showInches === 1) - return ballsToCM(s) + "cm (" + ballsToInchString(s) + ")"; + return `${ballsToCM(s) }cm (${ ballsToInchString(s) })`; if (State.variables.showInches === 2) return ballsToInchString(s); - return ballsToCM(s) + "cm"; + return `${ballsToCM(s) }cm`; }; //takes an int in centimeters e.g. $activeSlave.height, returns a string in the format of either `200cm (6'7")`, `6'7"`, or `200cm` window.heightToEitherUnit = function(s) { if (State.variables.showInches === 1) - return s + "cm (" + cmToFootInchString(s) + ")"; + return `${s }cm (${ cmToFootInchString(s) })`; if (State.variables.showInches === 2) return cmToFootInchString(s); - return s + "cm"; + return `${s }cm`; }; //takes an int in centimeters e.g. $activeSlave.hLength, returns a string in the format of either `30cm (12 inches)`, `12 inches`, or `30cm` window.lengthToEitherUnit = function(s) { if (State.variables.showInches === 1) - return s + "cm (" + cmToInchString(s) + ")"; + return `${s }cm (${ cmToInchString(s) })`; if (State.variables.showInches === 2) return cmToInchString(s); - return s + "cm"; + return `${s }cm`; }; /* decoration should be passed as "facilityDecoration" in quotes. For example, ValidateFacilityDecoration("brothelDecoration"). The quotes are important, do not pass it as a story variable. */ @@ -1342,15 +1342,15 @@ window.ordinalSuffix = function ordinalSuffix(i) { var j = i % 10, k = i % 100; if (j === 1 && k !== 11) { - return i + "st"; + return `${i }st`; } if (j === 2 && k !== 12) { - return i + "nd"; + return `${i }nd`; } if (j === 3 && k !== 13) { - return i + "rd"; + return `${i }rd`; } - return i + "th"; + return `${i }th`; }; window.removeDuplicates = function removeDuplicates(array) { -- GitLab