wynnbuilder-forked-for-changes/skillpoints.js

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function calculate_skillpoints(equipment, weapon) {
// Calculate equipment equipping order and required skillpoints.
// Return value: [equip_order, best_skillpoints, final_skillpoints, best_total];
let fixed = [];
let consider = [];
let noboost = [];
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for (const item of equipment) {
if (item.reqs.every(x => x === 0)) {
fixed.push(item);
}
else if (item.skillpoints.every(x => x === 0)) {
noboost.push(item);
}
else {
consider.push(item);
}
}
function apply_skillpoints(skillpoints, item) {
for (let i = 0; i < 5; i++) {
skillpoints[i] += item.skillpoints[i];
}
}
function remove_skillpoints(skillpoints, item) {
for (let i = 0; i < 5; i++) {
skillpoints[i] -= item.skillpoints[i];
}
}
// Figure out (naively) how many skillpoints need to be applied to get the current item to fit.
// Doesn't handle -skp.
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function apply_to_fit(skillpoints, item, skillpoint_filter) {
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let applied = [0, 0, 0, 0, 0];
let total = 0;
for (let i = 0; i < 5; i++) {
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if (item.skillpoints[i] < 0 && skillpoint_filter[i]) {
applied[i] -= item.skillpoints[i];
total -= item.skillpoints[i];
}
if (item.reqs[i] == 0) continue;
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if (skillpoint_filter) skillpoint_filter[i] = true;
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const req = item.reqs[i];
const cur = skillpoints[i];
if (req > cur) {
const diff = req - cur;
applied[i] += diff;
total += diff;
}
}
return [applied, total];
}
// Separate out the no req items and add them to the static skillpoint base.
let static_skillpoints_base = [0, 0, 0, 0, 0]
for (const item of fixed) {
apply_skillpoints(static_skillpoints_base, item);
}
let best = null;
let final_skillpoints = null;
let best_skillpoints = [0, 0, 0, 0, 0];
let best_total = Infinity;
if (consider.length > 0 || noboost.length > 0) {
// Try every combination and pick the best one.
for (let permutation of perm(consider)) {
let has_skillpoint = [false, false, false, false, false];
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permutation = permutation.concat(noboost);
console.log(permutation);
let skillpoints_applied = [0, 0, 0, 0, 0];
// Complete slice is a shallow copy.
let skillpoints = static_skillpoints_base.slice();
let total_applied = 0;
let result;
let needed_skillpoints;
let total_diff;
for (const item of permutation) {
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result = apply_to_fit(skillpoints, item, has_skillpoint);
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needed_skillpoints = result[0];
total_diff = result[1];
for (let i = 0; i < 5; ++i) {
skillpoints_applied[i] += needed_skillpoints[i];
skillpoints[i] += needed_skillpoints[i];
}
apply_skillpoints(skillpoints, item);
total_applied += total_diff;
if (total_applied >= best_total) {
break;
}
}
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// if (total_applied < best_total) {
// console.log(total_applied);
// console.log(skillpoints_applied);
// console.log("Iteration 2");
// for (const item of permutation) {
// console.log(item);
//
// remove_skillpoints(skillpoints, item);
// console.log(skillpoints);
// result = apply_to_fit(skillpoints, item, has_skillpoint);
// needed_skillpoints = result[0];
// total_diff = result[1];
// for (let i = 0; i < 5; ++i) {
// skillpoints_applied[i] += needed_skillpoints[i];
// skillpoints[i] += needed_skillpoints[i];
// }
//
// apply_skillpoints(skillpoints, item);
// console.log(skillpoints);
// console.log(total_diff);
// total_applied += total_diff;
// if (total_applied >= best_total) {
// break;
// }
// }
// }
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result = apply_to_fit(skillpoints, weapon);
needed_skillpoints = result[0];
total_diff = result[1];
for (let i = 0; i < 5; ++i) {
skillpoints_applied[i] += needed_skillpoints[i];
skillpoints[i] += needed_skillpoints[i];
}
apply_skillpoints(skillpoints, weapon);
total_applied += total_diff;
if (total_applied < best_total) {
best = permutation;
final_skillpoints = skillpoints;
best_skillpoints = skillpoints_applied;
best_total = total_applied;
}
}
let equip_order = fixed.concat(best);
return [equip_order, best_skillpoints, final_skillpoints, best_total];
}
else {
return [fixed.concat(noboost), best_skillpoints, static_skillpoints_base, 0];
}
}