wynnbuilder-forked-for-changes/js/builder_graph.js

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let armor_powder_node = new (class extends ComputeNode {
constructor() { super('builder-armor-powder-input'); }
compute_func(input_map) {
let damage_boost = 0;
let def_boost = 0;
let statMap = new Map();
for (const [e, elem] of zip2(skp_elements, skp_order)) {
let val = parseInt(document.getElementById(elem+"_boost_armor").value);
statMap.set(e+'DamPct', val);
}
return statMap;
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}
})();
let boosts_node = new (class extends ComputeNode {
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constructor() { super('builder-boost-input'); }
compute_func(input_map) {
let damage_boost = 0;
let def_boost = 0;
for (const [key, value] of damageMultipliers) {
let elem = document.getElementById(key + "-boost")
if (elem.classList.contains("toggleOn")) {
damage_boost += value;
if (key === "warscream") { def_boost += .20 }
if (key === "vanish") { def_boost += .15 }
}
}
let res = new Map();
res.set('damMult.Potion', 100*damage_boost);
res.set('defMult.Potion', 100*def_boost);
return res;
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}
})().update();
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/* Updates all spell boosts
*/
function update_boosts(buttonId) {
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let elem = document.getElementById(buttonId);
if (elem.classList.contains("toggleOn")) {
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elem.classList.remove("toggleOn");
} else {
elem.classList.add("toggleOn");
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}
boosts_node.mark_dirty().update();
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}
let specialNames = ["Quake", "Chain Lightning", "Curse", "Courage", "Wind Prison"];
let powder_special_input = new (class extends ComputeNode {
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constructor() { super('builder-powder-special-input'); }
compute_func(input_map) {
let powder_specials = []; // [ [special, power], [special, power]]
for (const sName of specialNames) {
for (let i = 1;i < 6; i++) {
if (document.getElementById(sName.replace(" ","_") + "-" + i).classList.contains("toggleOn")) {
let powder_special = powderSpecialStats[specialNames.indexOf(sName.replace("_"," "))];
powder_specials.push([powder_special, i]);
break;
}
}
}
return powder_specials;
}
})();
function updatePowderSpecials(buttonId) {
let prefix = (buttonId).split("-")[0].replace(' ', '_') + '-';
let elem = document.getElementById(buttonId);
if (elem.classList.contains("toggleOn")) { elem.classList.remove("toggleOn"); }
else {
for (let i = 1;i < 6; i++) { //toggle all pressed buttons of the same powder special off
//name is same, power is i
const elem2 = document.getElementById(prefix + i);
if(elem2.classList.contains("toggleOn")) { elem2.classList.remove("toggleOn"); }
}
//toggle the pressed button on
elem.classList.add("toggleOn");
}
powder_special_input.mark_dirty().update();
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}
class PowderSpecialCalcNode extends ComputeNode {
constructor() { super('builder-powder-special-apply'); }
compute_func(input_map) {
const powder_specials = input_map.get('powder-specials');
let stats = new Map();
for (const [special, power] of powder_specials) {
if (special["weaponSpecialEffects"].has("Damage Boost")) {
let name = special["weaponSpecialName"];
if (name === "Courage" || name === "Curse") { //courage and curse are is universal damage boost
stats.set("sdPct", special.weaponSpecialEffects.get("Damage Boost")[power-1]);
stats.set("mdPct", special.weaponSpecialEffects.get("Damage Boost")[power-1]);
stats.set("poisonPct", special.weaponSpecialEffects.get("Damage Boost")[power-1]);
} else if (name === "Wind Prison") {
stats.set("aDamPct", special.weaponSpecialEffects.get("Damage Boost")[power-1]);
}
}
}
return stats;
}
}
class PowderSpecialDisplayNode extends ComputeNode {
// TODO: Refactor this entirely to be adding more spells to the spell list
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constructor() {
super('builder-powder-special-display');
this.fail_cb = true;
}
compute_func(input_map) {
const powder_specials = input_map.get('powder-specials');
const stats = input_map.get('stats');
const weapon = input_map.get('build').weapon;
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displayPowderSpecials(document.getElementById("powder-special-stats"), powder_specials, stats, weapon.statMap, true);
}
}
/**
* Node for getting an item's stats from an item input field.
*
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* Signature: ItemInputNode(powdering: Optional[list[powder]]) => Item | null
*/
class ItemInputNode extends InputNode {
/**
* Make an item stat pulling compute node.
*
* @param name: Name of this node.
* @param item_input_field: Input field (html element) to listen for item names from.
* @param none_item: Item object to use as the "none" for this field.
*/
constructor(name, item_input_field, none_item) {
super(name, item_input_field);
this.none_item = new Item(none_item);
this.category = this.none_item.statMap.get('category');
if (this.category == 'armor' || this.category == 'weapon') {
this.none_item.statMap.set('powders', []);
apply_weapon_powders(this.none_item.statMap); // Needed to put in damagecalc zeros
}
this.none_item.statMap.set('NONE', true);
}
compute_func(input_map) {
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const powdering = input_map.get('powdering');
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// built on the assumption of no one will type in CI/CR letter by letter
let item_text = this.input_field.value;
if (!item_text) {
return this.none_item;
}
let item;
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if (item_text.slice(0, 3) == "CI-") { item = getCustomFromHash(item_text); }
else if (item_text.slice(0, 3) == "CR-") { item = getCraftFromHash(item_text); }
else if (itemMap.has(item_text)) { item = new Item(itemMap.get(item_text)); }
else if (tomeMap.has(item_text)) { item = new Item(tomeMap.get(item_text)); }
if (item) {
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if (powdering !== undefined) {
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const max_slots = item.statMap.get('slots');
item.statMap.set('powders', powdering.slice(0, max_slots));
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}
let type_match;
if (this.category == 'weapon') {
type_match = item.statMap.get('category') == 'weapon';
} else {
type_match = item.statMap.get('type') == this.none_item.statMap.get('type');
}
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if (type_match) {
if (item.statMap.get('category') == 'armor') {
applyArmorPowders(item.statMap);
}
else if (item.statMap.get('category') == 'weapon') {
apply_weapon_powders(item.statMap);
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}
return item;
}
}
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else if (this.none_item.statMap.get('category') === 'weapon' && item_text.startsWith("Morph-")) {
let replace_items = [ "Morph-Stardust",
"Morph-Steel",
"Morph-Iron",
"Morph-Gold",
"Morph-Topaz",
"Morph-Emerald",
"Morph-Amethyst",
"Morph-Ruby",
item_text.substring(6)
]
for (const [i, x] of zip2(equipment_inputs, replace_items)) { setValue(i, x); }
for (const node of item_nodes) {
if (node !== this) {
// save a tiny bit of compute
calcSchedule(node, 10);
}
}
// Needed to push the weapon node's updates forward
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return this.compute_func(input_map);
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}
return null;
}
}
/**
* Node for updating item input fields from parsed items.
*
* Signature: ItemInputDisplayNode(item: Item) => null
*/
class ItemInputDisplayNode extends ComputeNode {
constructor(name, eq, item_image) {
super(name);
this.input_field = document.getElementById(eq+"-choice");
this.health_field = document.getElementById(eq+"-health");
this.level_field = document.getElementById(eq+"-lv");
this.powder_field = document.getElementById(eq+"-powder"); // possibly None
this.image = item_image;
this.fail_cb = true;
}
compute_func(input_map) {
if (input_map.size !== 1) { throw "ItemInputDisplayNode accepts exactly one input (item)"; }
const [item] = input_map.values(); // Extract values, pattern match it into size one list and bind to first element
this.input_field.classList.remove("text-light", "is-invalid", 'Normal', 'Unique', 'Rare', 'Legendary', 'Fabled', 'Mythic', 'Set', 'Crafted', 'Custom');
this.input_field.classList.add("text-light");
this.image.classList.remove('Normal-shadow', 'Unique-shadow', 'Rare-shadow', 'Legendary-shadow', 'Fabled-shadow', 'Mythic-shadow', 'Set-shadow', 'Crafted-shadow', 'Custom-shadow');
if (this.health_field) {
// Doesn't exist for weapons.
this.health_field.textContent = "0";
}
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if (this.level_field) {
// Doesn't exist for tomes.
this.level_field.textContent = "0";
}
if (!item) {
this.input_field.classList.add("is-invalid");
return null;
}
if (this.powder_field && item.statMap.has('powders')) {
this.powder_field.placeholder = "powders";
}
if (item.statMap.has('NONE')) {
return null;
}
if (this.powder_field && item.statMap.has('powders')) {
this.powder_field.placeholder = item.statMap.get('slots') + ' slots';
}
const tier = item.statMap.get('tier');
this.input_field.classList.add(tier);
if (this.health_field) {
// Doesn't exist for weapons.
this.health_field.textContent = item.statMap.get('hp');
}
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if (this.level_field) {
// Doesn't exist for tomes.
this.level_field.textContent = item.statMap.get('lvl');
}
this.image.classList.add(tier + "-shadow");
return null;
}
}
/**
* Node for rendering an item.
*
* Signature: ItemDisplayNode(item: Item) => null
*/
class ItemDisplayNode extends ComputeNode {
constructor(name, target_elem) {
super(name);
this.target_elem = target_elem;
}
compute_func(input_map) {
if (input_map.size !== 1) { throw "ItemInputDisplayNode accepts exactly one input (item)"; }
const [item] = input_map.values(); // Extract values, pattern match it into size one list and bind to first element
displayExpandedItem(item.statMap, this.target_elem);
collapse_element("#"+this.target_elem);
}
}
/**
* Change the weapon to match correct type.
*
* Signature: WeaponInputDisplayNode(item: Item) => null
*/
class WeaponInputDisplayNode extends ComputeNode {
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constructor(name, image_field, dps_field) {
super(name);
this.image = image_field;
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this.dps_field = dps_field;
}
compute_func(input_map) {
if (input_map.size !== 1) { throw "WeaponDisplayNode accepts exactly one input (item)"; }
const [item] = input_map.values(); // Extract values, pattern match it into size one list and bind to first element
const type = item.statMap.get('type');
this.image.setAttribute('src', '../media/items/new/generic-'+type+'.png');
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let dps = get_base_dps(item.statMap);
if (isNaN(dps)) {
dps = dps[1];
if (isNaN(dps)) dps = 0;
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}
this.dps_field.textContent = Math.round(dps);
}
}
/**
* Encode the build into a url-able string.
*
* Signature: BuildEncodeNode(build: Build,
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* helmet-powder: List[powder],
* chestplate-powder: List[powder],
* leggings-powder: List[powder],
* boots-powder: List[powder],
* weapon-powder: List[powder]) => str
*/
class BuildEncodeNode extends ComputeNode {
constructor() { super("builder-encode"); }
compute_func(input_map) {
const build = input_map.get('build');
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const atree = input_map.get('atree');
const atree_state = input_map.get('atree-state');
let powders = [
input_map.get('helmet-powder'),
input_map.get('chestplate-powder'),
input_map.get('leggings-powder'),
input_map.get('boots-powder'),
input_map.get('weapon-powder')
];
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const skillpoints = [
input_map.get('str'),
input_map.get('dex'),
input_map.get('int'),
input_map.get('def'),
input_map.get('agi')
];
// TODO: grr global state for copy button..
player_build = build;
build_powders = powders;
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return encodeBuild(build, powders, skillpoints, atree, atree_state);
}
}
/**
* Update the window's URL.
*
* Signature: URLUpdateNode(build_str: str) => null
*/
class URLUpdateNode extends ComputeNode {
constructor() { super("builder-url-update"); }
compute_func(input_map) {
if (input_map.size !== 1) { throw "URLUpdateNode accepts exactly one input (build_str)"; }
const [build_str] = input_map.values(); // Extract values, pattern match it into size one list and bind to first element
location.hash = build_str;
}
}
/**
* Create a "build" object from a set of equipments.
* Returns a new Build object, or null if all items are NONE items.
*
* Signature: BuildAssembleNode(helmet-input: Item,
* chestplate-input: Item,
* leggings-input: Item,
* boots-input: Item,
* ring1-input: Item,
* ring2-input: Item,
* bracelet-input: Item,
* necklace-input: Item,
* weapon-input: Item,
* level-input: int) => Build | null
*/
class BuildAssembleNode extends ComputeNode {
constructor() { super("builder-make-build"); }
compute_func(input_map) {
let equipments = [
input_map.get('helmet-input'),
input_map.get('chestplate-input'),
input_map.get('leggings-input'),
input_map.get('boots-input'),
input_map.get('ring1-input'),
input_map.get('ring2-input'),
input_map.get('bracelet-input'),
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input_map.get('necklace-input'),
input_map.get('weaponTome1-input'),
input_map.get('weaponTome2-input'),
input_map.get('armorTome1-input'),
input_map.get('armorTome2-input'),
input_map.get('armorTome3-input'),
input_map.get('armorTome4-input'),
input_map.get('guildTome1-input')
];
let weapon = input_map.get('weapon-input');
let level = input_map.get('level-input');
let all_none = weapon.statMap.has('NONE');
for (const item of equipments) {
all_none = all_none && item.statMap.has('NONE');
}
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if (all_none && !location.hash) {
return null;
}
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return new Build(level, equipments, weapon);
}
}
class PlayerClassNode extends ValueCheckComputeNode {
constructor(name) { super(name); }
compute_func(input_map) {
if (input_map.size !== 1) { throw "PlayerClassNode accepts exactly one input (build)"; }
const [build] = input_map.values(); // Extract values, pattern match it into size one list and bind to first element
return wep_to_class.get(build.weapon.statMap.get('type'));
}
}
/**
* Read an input field and parse into a list of powderings.
* Every two characters makes one powder. If parsing fails, NULL is returned.
*
* Signature: PowderInputNode() => List[powder] | null
*/
class PowderInputNode extends InputNode {
constructor(name, input_field) { super(name, input_field); }
compute_func(input_map) {
// TODO: haha improve efficiency to O(n) dumb
// also, error handling is missing
let input = this.input_field.value.trim();
let powdering = [];
let errorederrors = [];
while (input) {
let first = input.slice(0, 2);
let powder = powderIDs.get(first);
if (powder === undefined) {
return null;
} else {
powdering.push(powder);
}
input = input.slice(2);
}
return powdering;
}
}
/**
* Select a spell+spell "variation" based on a build / spell idx.
* Right now this isn't much logic and is only used to abstract away major id interactions
* but will become significantly more complex in wynn2.
*
* Signature: SpellSelectNode<int>(build: Build) => [Spell, SpellParts]
*/
class SpellSelectNode extends ComputeNode {
constructor(spell) {
super("builder-spell"+spell.base_spell+"-select");
this.spell = spell;
}
compute_func(input_map) {
const build = input_map.get('build');
let stats = build.statMap;
// TODO: apply major ids... DOOM.....
return [this.spell, this.spell.parts];
}
}
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/*
* Get all defensive stats for this build.
*/
function getDefenseStats(stats) {
let defenseStats = [];
let def_pct = skillPointsToPercentage(stats.get('def')) * skillpoint_final_mult[3];
let agi_pct = skillPointsToPercentage(stats.get('agi')) * skillpoint_final_mult[4];
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//total hp
let totalHp = stats.get("hp") + stats.get("hpBonus");
if (totalHp < 5) totalHp = 5;
defenseStats.push(totalHp);
//EHP
let ehp = [totalHp, totalHp];
let defMult = (2 - stats.get("classDef"));
for (const [k, v] of stats.get("defMult").entries()) {
defMult *= (1 - v/100);
}
// newehp = oldehp / [0.1 * A(x) + (1 - A(x)) * (1 - D(x))]
ehp[0] = ehp[0] / (0.1*agi_pct + (1-agi_pct) * (1-def_pct));
ehp[0] /= defMult;
// ehp[0] /= (1-def_pct)*(1-agi_pct)*defMult;
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ehp[1] /= (1-def_pct)*defMult;
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defenseStats.push(ehp);
//HPR
let totalHpr = rawToPct(stats.get("hprRaw"), stats.get("hprPct")/100.);
defenseStats.push(totalHpr);
//EHPR
let ehpr = [totalHpr, totalHpr];
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ehpr[0] /= (1-def_pct)*(1-agi_pct)*defMult;
ehpr[1] /= (1-def_pct)*defMult;
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defenseStats.push(ehpr);
//skp stats
defenseStats.push([ def_pct*100, agi_pct*100]);
//eledefs - TODO POWDERS
let eledefs = [0, 0, 0, 0, 0];
for(const i in skp_elements){ //kinda jank but ok
eledefs[i] = rawToPct(stats.get(skp_elements[i] + "Def"), stats.get(skp_elements[i] + "DefPct")/100.);
}
defenseStats.push(eledefs);
//[total hp, [ehp w/ agi, ehp w/o agi], total hpr, [ehpr w/ agi, ehpr w/o agi], [def%, agi%], [edef,tdef,wdef,fdef,adef]]
return defenseStats;
}
/**
* Compute spell damage of spell parts.
* Currently kinda janky / TODO while we rework the internal rep. of spells.
*
* Signature: SpellDamageCalcNode(weapon-input: Item,
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* stats: StatMap,
* spell-info: [Spell, SpellParts]) => List[SpellDamage]
*/
class SpellDamageCalcNode extends ComputeNode {
constructor(spell_num) {
super("builder-spell"+spell_num+"-calc");
}
compute_func(input_map) {
const weapon = input_map.get('build').weapon.statMap;
const spell_info = input_map.get('spell-info');
const spell = spell_info[0];
const spell_parts = spell_info[1];
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const stats = input_map.get('stats');
const skillpoints = [
stats.get('str'),
stats.get('dex'),
stats.get('int'),
stats.get('def'),
stats.get('agi')
];
let spell_results = []
let spell_result_map = new Map();
const use_speed = (('use_atkspd' in spell) ? spell.use_atkspd : true);
const use_spell = (('scaling' in spell) ? spell.scaling === 'spell' : true);
// TODO: move preprocessing to separate node/node chain
for (const part of spell_parts) {
let spell_result;
if ('multipliers' in part) { // damage type spell
let results = calculateSpellDamage(stats, weapon, part.multipliers, use_spell, !use_speed, spell.base_spell + '.' + part.name);
spell_result = {
type: "damage",
normal_min: results[2].map(x => x[0]),
normal_max: results[2].map(x => x[1]),
normal_total: results[0],
crit_min: results[2].map(x => x[2]),
crit_max: results[2].map(x => x[3]),
crit_total: results[1],
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}
} else if ('power' in part) {
// TODO: wynn2 formula
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let _heal_amount = (part.power * getDefenseStats(stats)[0] * Math.max(0.5,Math.min(1.75, 1 + 0.5 * stats.get("wDamPct")/100)));
spell_result = {
type: "heal",
heal_amount: _heal_amount
}
}
else {
continue;
}
spell_result.name = part.name;
spell_results.push(spell_result);
spell_result_map.set(part.name, spell_result);
}
for (const part of spell_parts) {
if ('hits' in part) {
let spell_result = {
normal_min: [0, 0, 0, 0, 0, 0],
normal_max: [0, 0, 0, 0, 0, 0],
normal_total: [0, 0],
crit_min: [0, 0, 0, 0, 0, 0],
crit_max: [0, 0, 0, 0, 0, 0],
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crit_total: [0, 0],
heal_amount: 0
}
const dam_res_keys = ['normal_min', 'normal_max', 'normal_total', 'crit_min', 'crit_max', 'crit_total'];
for (const [subpart_name, hits] of Object.entries(part.hits)) {
const subpart = spell_result_map.get(subpart_name);
if (!subpart) { continue; }
if (spell_result.type) {
if (subpart.type !== spell_result.type) {
throw "SpellCalc total subpart type mismatch";
}
}
else {
spell_result.type = subpart.type;
}
if (spell_result.type === 'damage') {
for (const key of dam_res_keys) {
for (let i in spell_result.normal_min) {
spell_result[key][i] += subpart[key][i] * hits;
}
}
}
else {
spell_result.heal_amount += subpart.heal_amount;
}
}
spell_result.name = part.name;
spell_results.push(spell_result);
spell_result_map.set(part.name, spell_result);
}
}
return spell_results;
}
}
/**
* Display spell damage from spell parts.
* Currently kinda janky / TODO while we rework the internal rep. of spells.
*
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* Signature: SpellDisplayNode(stats: StatMap,
* spell-info: [Spell, SpellParts],
* spell-damage: List[SpellDamage]) => null
*/
class SpellDisplayNode extends ComputeNode {
constructor(spell_num) {
super("builder-spell"+spell_num+"-display");
this.spell_idx = spell_num;
}
compute_func(input_map) {
const stats = input_map.get('stats');
const spell_info = input_map.get('spell-info');
const damages = input_map.get('spell-damage');
const spell = spell_info[0];
const i = this.spell_idx;
let parent_elem = document.getElementById("spell"+i+"-info");
let overallparent_elem = document.getElementById("spell"+i+"-infoAvg");
displaySpellDamage(parent_elem, overallparent_elem, stats, spell, i+1, damages);
}
}
/* Get melee stats for build.
Returns an array in the order:
*/
function getMeleeStats(stats, weapon) {
stats = new Map(stats); // Shallow copy
const weapon_stats = weapon.statMap;
const skillpoints = [
stats.get('str'),
stats.get('dex'),
stats.get('int'),
stats.get('def'),
stats.get('agi')
];
if (weapon_stats.get("tier") === "Crafted") {
stats.set("damageBases", [weapon_stats.get("nDamBaseHigh"),weapon_stats.get("eDamBaseHigh"),weapon_stats.get("tDamBaseHigh"),weapon_stats.get("wDamBaseHigh"),weapon_stats.get("fDamBaseHigh"),weapon_stats.get("aDamBaseHigh")]);
}
let adjAtkSpd = attackSpeeds.indexOf(stats.get("atkSpd")) + stats.get("atkTier");
if(adjAtkSpd > 6){
adjAtkSpd = 6;
}else if(adjAtkSpd < 0){
adjAtkSpd = 0;
}
if (weapon_stats.get("type") === "relik") {
merge_stat(stats, 'damMult.ShamanMelee', 0.99); // CURSE YOU WYNNCRAFT
//One day we will create WynnWynn and no longer have shaman 99% melee injustice.
//In all seriousness 99% is because wynn uses 0.33 to estimate dividing the damage by 3 to split damage between 3 beams.
}
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let results = calculateSpellDamage(stats, weapon_stats, [100, 0, 0, 0, 0, 0], false, true);
let dex = skillpoints[1];
let totalDamNorm = results[0];
let totalDamCrit = results[1];
totalDamNorm.push(1-skillPointsToPercentage(dex));
totalDamCrit.push(skillPointsToPercentage(dex));
let damages_results = results[2];
let singleHitTotal = ((totalDamNorm[0]+totalDamNorm[1])*(totalDamNorm[2])
+(totalDamCrit[0]+totalDamCrit[1])*(totalDamCrit[2]))/2;
//Now do math
let normDPS = (totalDamNorm[0]+totalDamNorm[1])/2 * baseDamageMultiplier[adjAtkSpd];
let critDPS = (totalDamCrit[0]+totalDamCrit[1])/2 * baseDamageMultiplier[adjAtkSpd];
let avgDPS = (normDPS * (1 - skillPointsToPercentage(dex))) + (critDPS * (skillPointsToPercentage(dex)));
//[[n n n n] [e e e e] [t t t t] [w w w w] [f f f f] [a a a a] [lowtotal hightotal normalChance] [critlowtotal crithightotal critChance] normalDPS critCPS averageDPS adjAttackSpeed, singleHit]
return damages_results.concat([totalDamNorm,totalDamCrit,normDPS,critDPS,avgDPS,adjAtkSpd, singleHitTotal]).concat(results[3]);
}
/**
* Display build stats.
*
* Signature: BuildDisplayNode(build: Build) => null
*/
class BuildDisplayNode extends ComputeNode {
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constructor() { super("builder-stats-display"); }
compute_func(input_map) {
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const build = input_map.get('build');
const stats = input_map.get('stats');
displayBuildStats('overall-stats', build, build_all_display_commands, stats);
displayBuildStats("offensive-stats", build, build_offensive_display_commands, stats);
displaySetBonuses("set-info", build);
let meleeStats = getMeleeStats(stats, build.weapon);
// TODO: move weapon out?
displayMeleeDamage(document.getElementById("build-melee-stats"), document.getElementById("build-melee-statsAvg"), meleeStats);
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displayDefenseStats(document.getElementById("defensive-stats"), stats);
displayPoisonDamage(document.getElementById("build-poison-stats"), build);
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displayEquipOrder(document.getElementById("build-order"), build.equip_order);
}
}
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/**
* Show warnings for skillpoints, level, set bonus for a build
* Also shosw skill point remaining and other misc. info
*
* Signature: DisplayBuildWarningNode(build: Build, str: int, dex: int, int: int, def: int, agi: int) => null
*/
class DisplayBuildWarningsNode extends ComputeNode {
constructor() { super("builder-show-warnings"); }
compute_func(input_map) {
const build = input_map.get('build');
const min_assigned = build.base_skillpoints;
const base_totals = build.total_skillpoints;
const skillpoints = [
input_map.get('str'),
input_map.get('dex'),
input_map.get('int'),
input_map.get('def'),
input_map.get('agi')
];
let skp_effects = ["% more damage dealt.","% chance to crit.","% spell cost reduction.","% less damage taken.","% chance to dodge."];
let total_assigned = 0;
for (let i in skp_order){ //big bren
const assigned = skillpoints[i] - base_totals[i] + min_assigned[i]
setText(skp_order[i] + "-skp-base", "Original: " + base_totals[i]);
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setText(skp_order[i] + "-skp-assign", "Assign: " + assigned);
setValue(skp_order[i] + "-skp", skillpoints[i]);
let linebreak = document.createElement("br");
linebreak.classList.add("itemp");
setText(skp_order[i] + "-skp-pct", (skillPointsToPercentage(skillpoints[i])*100*skillpoint_final_mult[i]).toFixed(1).concat(skp_effects[i]));
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document.getElementById(skp_order[i]+"-warnings").textContent = ''
if (assigned > 100) {
let skp_warning = document.createElement("p");
skp_warning.classList.add("warning", "small-text");
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skp_warning.textContent += "Cannot assign " + assigned + " skillpoints in " + ["Strength","Dexterity","Intelligence","Defense","Agility"][i] + " manually.";
document.getElementById(skp_order[i]+"-warnings").appendChild(skp_warning);
}
total_assigned += assigned;
}
let summarybox = document.getElementById("summary-box");
summarybox.textContent = "";
let skpRow = document.createElement("p");
let remainingSkp = document.createElement("p");
remainingSkp.classList.add("scaled-font");
let remainingSkpTitle = document.createElement("b");
remainingSkpTitle.textContent = "Assigned " + total_assigned + " skillpoints. Remaining skillpoints: ";
let remainingSkpContent = document.createElement("b");
remainingSkpContent.textContent = "" + (levelToSkillPoints(build.level) - total_assigned);
remainingSkpContent.classList.add(levelToSkillPoints(build.level) - total_assigned < 0 ? "negative" : "positive");
remainingSkp.appendChild(remainingSkpTitle);
remainingSkp.appendChild(remainingSkpContent);
summarybox.append(skpRow);
summarybox.append(remainingSkp);
if(total_assigned > levelToSkillPoints(build.level)){
let skpWarning = document.createElement("span");
//skpWarning.classList.add("itemp");
skpWarning.classList.add("warning");
skpWarning.textContent = "WARNING: Too many skillpoints need to be assigned!";
let skpCount = document.createElement("p");
skpCount.classList.add("warning");
skpCount.textContent = "For level " + (build.level>101 ? "101+" : build.level) + ", there are only " + levelToSkillPoints(build.level) + " skill points available.";
summarybox.append(skpWarning);
summarybox.append(skpCount);
}
let lvlWarning;
for (const item of build.items) {
let item_lvl;
if (item.statMap.get("crafted")) {
//item_lvl = item.get("lvlLow") + "-" + item.get("lvl");
item_lvl = item.statMap.get("lvlLow");
}
else {
item_lvl = item.statMap.get("lvl");
}
if (build.level < item_lvl) {
if (!lvlWarning) {
lvlWarning = document.createElement("p");
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lvlWarning.classList.add("itemp"); lvlWarning.classList.add("warning");
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lvlWarning.textContent = "WARNING: A level " + build.level + " player cannot use some piece(s) of this build."
}
let baditem = document.createElement("p");
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baditem.classList.add("nocolor"); baditem.classList.add("itemp");
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baditem.textContent = item.statMap.get("displayName") + " requires level " + item_lvl + " to use.";
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lvlWarning.appendChild(baditem);
}
}
if(lvlWarning){
summarybox.append(lvlWarning);
}
for (const [setName, count] of build.activeSetCounts) {
const bonus = sets.get(setName).bonuses[count-1];
if (bonus["illegal"]) {
let setWarning = document.createElement("p");
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setWarning.classList.add("itemp"); setWarning.classList.add("warning");
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setWarning.textContent = "WARNING: illegal item combination: " + setName
summarybox.append(setWarning);
}
}
}
}
/**
* Aggregate stats from all inputs (merges statmaps).
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*
* Signature: AggregateStatsNode(*args) => StatMap
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*/
class AggregateStatsNode extends ComputeNode {
constructor() { super("builder-aggregate-stats"); }
compute_func(input_map) {
const output_stats = new Map();
for (const [k, v] of input_map.entries()) {
for (const [k2, v2] of v.entries()) {
merge_stat(output_stats, k2, v2);
}
}
return output_stats;
}
}
/**
* Aggregate editable ID stats with build and weapon type.
*
* Signature: AggregateEditableIDNode(build: Build, weapon: Item, *args) => StatMap
*/
class AggregateEditableIDNode extends ComputeNode {
constructor() { super("builder-aggregate-inputs"); }
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compute_func(input_map) {
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const build = input_map.get('build'); input_map.delete('build');
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const output_stats = new Map(build.statMap);
for (const [k, v] of input_map.entries()) {
output_stats.set(k, v);
}
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output_stats.set('classDef', classDefenseMultipliers.get(build.weapon.statMap.get("type")));
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return output_stats;
}
}
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let edit_id_output;
function resetEditableIDs() {
edit_id_output.notify();
}
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/**
* Set the editble id fields.
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*
* Signature: EditableIDSetterNode(build: Build) => null
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*/
class EditableIDSetterNode extends ComputeNode {
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constructor(notify_nodes) {
super("builder-id-setter");
this.notify_nodes = notify_nodes.slice();
}
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compute_func(input_map) {
if (input_map.size !== 1) { throw "EditableIDSetterNode accepts exactly one input (build)"; }
const [build] = input_map.values(); // Extract values, pattern match it into size one list and bind to first element
for (const id of editable_item_fields) {
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const val = build.statMap.get(id);
document.getElementById(id).value = val;
document.getElementById(id+'-base').textContent = 'Original Value: ' + val;
}
}
notify() {
this.mark_dirty();
this.update();
// NOTE: DO NOT merge these loops for performance reasons!!!
for (const node of this.notify_nodes) {
node.mark_dirty();
}
for (const node of this.notify_nodes) {
node.update();
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}
}
}
/**
* Set skillpoint fields from build.
* This is separate because..... because of the way we work with edit ids vs skill points during the load sequence....
*
* Signature: SkillPointSetterNode(build: Build) => null
*/
class SkillPointSetterNode extends ComputeNode {
constructor(notify_nodes) {
super("builder-skillpoint-setter");
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this.notify_nodes = notify_nodes.slice();
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}
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compute_func(input_map) {
if (input_map.size !== 1) { throw "SkillPointSetterNode accepts exactly one input (build)"; }
const [build] = input_map.values(); // Extract values, pattern match it into size one list and bind to first element
for (const [idx, elem] of skp_order.entries()) {
document.getElementById(elem+'-skp').value = build.total_skillpoints[idx];
}
// NOTE: DO NOT merge these loops for performance reasons!!!
for (const node of this.notify_nodes) {
node.mark_dirty();
}
for (const node of this.notify_nodes) {
node.update();
}
}
}
/**
* Get number (possibly summed) from a text input.
*
* Signature: SumNumberInputNode() => int
*/
class SumNumberInputNode extends InputNode {
compute_func(input_map) {
let value = this.input_field.value;
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if (value === "") { value = "0"; }
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let input_num = 0;
if (value.includes("+")) {
let skp = value.split("+");
for (const s of skp) {
const val = parseInt(s,10);
if (isNaN(val)) {
return null;
}
input_num += val;
}
} else {
input_num = parseInt(value,10);
if (isNaN(input_num)) {
return null;
}
}
return input_num;
}
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}
let item_nodes = [];
let powder_nodes = [];
let edit_input_nodes = [];
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let skp_inputs = [];
let build_node;
let stat_agg_node;
let edit_agg_node;
let atree_graph_creator;
function builder_graph_init() {
// Phase 1/3: Set up item input, propagate updates, etc.
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// Bind item input fields to input nodes, and some display stuff (for auto colorizing stuff).
for (const [eq, display_elem, none_item] of zip3(equipment_fields, build_fields, none_items)) {
let input_field = document.getElementById(eq+"-choice");
let item_image = document.getElementById(eq+"-img");
let item_input = new ItemInputNode(eq+'-input', input_field, none_item);
item_nodes.push(item_input);
new ItemInputDisplayNode(eq+'-input-display', eq, item_image).link_to(item_input);
new ItemDisplayNode(eq+'-item-display', display_elem).link_to(item_input);
//new PrintNode(eq+'-debug').link_to(item_input);
//document.querySelector("#"+eq+"-tooltip").setAttribute("onclick", "collapse_element('#"+ eq +"-tooltip');"); //toggle_plus_minus('" + eq + "-pm');
}
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for (const [eq, none_item] of zip2(tome_fields, [none_tomes[0], none_tomes[0], none_tomes[1], none_tomes[1], none_tomes[1], none_tomes[1], none_tomes[2]])) {
let input_field = document.getElementById(eq+"-choice");
let item_image = document.getElementById(eq+"-img");
let item_input = new ItemInputNode(eq+'-input', input_field, none_item);
item_nodes.push(item_input);
new ItemInputDisplayNode(eq+'-input-display', eq, item_image).link_to(item_input);
}
// weapon image changer node.
let weapon_image = document.getElementById("weapon-img");
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let weapon_dps = document.getElementById("weapon-dps");
new WeaponInputDisplayNode('weapon-type', weapon_image, weapon_dps).link_to(item_nodes[8]);
// Level input node.
let level_input = new InputNode('level-input', document.getElementById('level-choice'));
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// linking to atree verification
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atree_validate.link_to(level_input, 'level');
// "Build" now only refers to equipment and level (no powders). Powders are injected before damage calculation / stat display.
build_node = new BuildAssembleNode();
for (const input of item_nodes) {
build_node.link_to(input);
}
build_node.link_to(level_input);
let build_encode_node = new BuildEncodeNode();
build_encode_node.link_to(build_node, 'build');
let url_update_node = new URLUpdateNode();
url_update_node.link_to(build_encode_node, 'build-str');
for (const input of powder_inputs) {
let powder_node = new PowderInputNode(input, document.getElementById(input));
powder_nodes.push(powder_node);
build_encode_node.link_to(powder_node, input);
}
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item_nodes[0].link_to(powder_nodes[0], 'powdering');
item_nodes[1].link_to(powder_nodes[1], 'powdering');
item_nodes[2].link_to(powder_nodes[2], 'powdering');
item_nodes[3].link_to(powder_nodes[3], 'powdering');
item_nodes[8].link_to(powder_nodes[4], 'powdering');
// Phase 2/3: Set up editable IDs, skill points; use decodeBuild() skill points, calculate damage
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let build_disp_node = new BuildDisplayNode()
build_disp_node.link_to(build_node, 'build');
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// Create one node that will be the "aggregator node" (listen to all the editable id nodes, as well as the build_node (for non editable stats) and collect them into one statmap)
stat_agg_node = new AggregateStatsNode();
edit_agg_node = new AggregateEditableIDNode();
edit_agg_node.link_to(build_node, 'build');
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for (const field of editable_item_fields) {
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// Create nodes that listens to each editable id input, the node name should match the "id"
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const elem = document.getElementById(field);
const node = new SumNumberInputNode('builder-'+field+'-input', elem);
edit_agg_node.link_to(node, field);
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edit_input_nodes.push(node);
}
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// Edit IDs setter declared up here to set ids so they will be populated by default.
edit_id_output = new EditableIDSetterNode(edit_input_nodes); // Makes shallow copy of list.
edit_id_output.link_to(build_node);
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for (const skp of skp_order) {
const elem = document.getElementById(skp+'-skp');
const node = new SumNumberInputNode('builder-'+skp+'-input', elem);
edit_agg_node.link_to(node, skp);
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build_encode_node.link_to(node, skp);
edit_input_nodes.push(node);
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skp_inputs.push(node);
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}
stat_agg_node.link_to(edit_agg_node);
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build_disp_node.link_to(stat_agg_node, 'stats');
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// Phase 3/3: Set up atree stuff.
let class_node = new PlayerClassNode('builder-class').link_to(build_node);
// These two are defined in `atree.js`
atree_node.link_to(class_node, 'player-class');
atree_merge.link_to(class_node, 'player-class');
atree_stats.link_to(build_node, 'build');
stat_agg_node.link_to(atree_stats, 'atree-stats');
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build_encode_node.link_to(atree_node, 'atree').link_to(atree_state_node, 'atree-state');
// ---------------------------------------------------------------
// Trigger the update cascade for build!
// ---------------------------------------------------------------
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for (const input_node of item_nodes.concat(powder_nodes)) {
input_node.update();
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}
armor_powder_node.update();
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level_input.update();
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atree_graph_creator = new AbilityTreeEnsureNodesNode(build_node, stat_agg_node)
.link_to(atree_collect_spells, 'spells');
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// kinda janky, manually set atree and update. Some wasted compute here
if (atree_data !== null && atree_node.value !== null) { // janky check if atree is valid
const atree_state = atree_state_node.value;
if (atree_data.length > 0) {
const active_nodes = decode_atree(atree_node.value, atree_data);
for (const node of active_nodes) {
atree_set_state(atree_state.get(node.ability.id), true);
}
atree_state_node.mark_dirty().update();
}
}
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// Powder specials.
let powder_special_calc = new PowderSpecialCalcNode().link_to(powder_special_input, 'powder-specials');
new PowderSpecialDisplayNode().link_to(powder_special_input, 'powder-specials')
.link_to(stat_agg_node, 'stats').link_to(build_node, 'build');
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stat_agg_node.link_to(powder_special_calc, 'powder-boost');
stat_agg_node.link_to(armor_powder_node, 'armor-powder');
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powder_special_input.update();
// Potion boost.
stat_agg_node.link_to(boosts_node, 'potion-boost');
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// Also do something similar for skill points
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for (const node of edit_input_nodes) {
node.update();
}
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let skp_output = new SkillPointSetterNode(edit_input_nodes);
skp_output.link_to(build_node);
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let build_warnings_node = new DisplayBuildWarningsNode();
build_warnings_node.link_to(build_node, 'build');
for (const [skp_input, skp] of zip2(skp_inputs, skp_order)) {
build_warnings_node.link_to(skp_input, skp);
}
build_warnings_node.update();
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// call node.update() for each skillpoint node and stat edit listener node manually
// NOTE: the text boxes for skill points are already filled out by decodeBuild() so this will fix them
// this will propagate the update to the `stat_agg_node`, and then to damage calc
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console.log("Set up graph");
}