diff --git a/src/js/core/utils.js b/src/js/core/utils.js index f756a651..b33d3243 100644 --- a/src/js/core/utils.js +++ b/src/js/core/utils.js @@ -24,9 +24,7 @@ export const BOTTOM = new Vector(0, 1); export const LEFT = new Vector(-1, 0); export const ALL_DIRECTIONS = [TOP, RIGHT, BOTTOM, LEFT]; -export const thousand = 1000; -export const million = 1000 * 1000; -export const billion = 1000 * 1000 * 1000; +const bigNumberSuffixes = ["k", "M", "B", "T"]; /** * Returns the build id @@ -435,21 +433,21 @@ export function formatBigNumber(num, divider = ".") { if (num < 1000) { return sign + "" + num; + } else { + let leadingDigits = num; + let suffix = ""; + for (let suffixIndex = 0; suffixIndex < bigNumberSuffixes.length; ++suffixIndex) { + leadingDigits = leadingDigits / 1000; + suffix = bigNumberSuffixes[suffixIndex]; + if (leadingDigits < 1000) { + break; + } + } + // round down to nearest 0.1 + const leadingDigitsRounded = Math_floor(leadingDigits * 10) / 10; + const leadingDigitsNoTrailingDecimal = leadingDigitsRounded.toString().replace(".0", ""); + return sign + leadingDigitsNoTrailingDecimal + suffix; } - if (num > 10000) { - return Math_floor(num / 1000.0) + "k"; - } - - let rest = num; - let out = ""; - - while (rest >= 1000) { - out = (rest % 1000).toString().padStart(3, "0") + (out !== "" ? divider : "") + out; - rest = Math_floor(rest / 1000); - } - - out = rest + divider + out; - return sign + out; } /** @@ -731,14 +729,14 @@ export function checkTimerExpired(now, lastTick, tickRate) { Client A computes the timer and checks T > lastTick + interval. He computes 30 >= 29.90 + 0.1 <=> 30 >= 30.0000 <=> True <=> Tick performed - + However, this is what it looks on client B: - + 33 >= 32.90 + 0.1 <=> 33 >= 32.999999999999998 <=> False <=> No tick performed! - + This means that Client B will only tick at the *next* frame, which means it from now is out of sync by one tick, which means the game will resync further or later and be not able to recover, - since it will run into the same issue over and over. + since it will run into the same issue over and over. */ // The next tick, in our example it would be 30.0000 / 32.99999999998. In order to fix it, we quantize @@ -913,5 +911,5 @@ export function formatItemsPerSecond(speed, double = false) { return speed === 1.0 ? T.ingame.buildingPlacement.infoTexts.oneItemPerSecond : T.ingame.buildingPlacement.infoTexts.itemsPerSecond.replace("", "" + round2Digits(speed)) + - (double ? " " + T.ingame.buildingPlacement.infoTexts.itemsPerSecondDouble : ""); + (double ? " " + T.ingame.buildingPlacement.infoTexts.itemsPerSecondDouble : ""); }