Fix Auto Buy bug (#41) #61
Open
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
I tested locally, and this should resolve #41
The Auto Buy was trying to buy 0 copies of a card when the framerate was very fast and
autobuyCountwas zero. When calculating the card cost, it was passing 0 as the amount bought. This would end up returning the base cost for the card. So the cost was subtracted, and the amount bought -- zero -- was added to the levels.I moved the break from the
forloop to the start. If we have no autobuy count, we shouldn't attempt to buy anything.I also moved the console.log to after
canBought(nowlevelsToBuybecause I think that name is clearer)