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 = [];
console.log(equipment);
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for (const item of equipment) {
if (item.get("reqs").every(x => x === 0)) {
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fixed.push(item);
}
// TODO hack: We will treat ALL set items as unsafe :(
else if (item.get("skillpoints").every(x => x === 0) && item.get("set") === null) {
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noboost.push(item);
}
else {
consider.push(item);
}
}
function apply_skillpoints(skillpoints, item, activeSetCounts) {
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for (let i = 0; i < 5; i++) {
skillpoints[i] += item.get("skillpoints")[i];
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}
const setName = item.get("set");
if (setName) { // undefined/null means no set.
let setCount = activeSetCounts.get(setName);
let old_bonus = {};
if (setCount) {
old_bonus = sets[setName].bonuses[setCount-1];
activeSetCounts.set(setName, setCount + 1);
}
else {
setCount = 0;
activeSetCounts.set(setName, 1);
}
const new_bonus = sets[setName].bonuses[setCount];
//let skp_order = ["str","dex","int","def","agi"];
for (const i in skp_order) {
const delta = (new_bonus[skp_order[i]] || 0) - (old_bonus[skp_order[i]] || 0);
skillpoints[i] += delta;
}
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}
}
// Figure out (naively) how many skillpoints need to be applied to get the current item to fit.
// Doesn't handle -skp.
function apply_to_fit(skillpoints, item, skillpoint_filter, activeSetCounts) {
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let applied = [0, 0, 0, 0, 0];
let total = 0;
for (let i = 0; i < 5; i++) {
if (item.get("skillpoints")[i] < 0 && skillpoint_filter[i]) {
applied[i] -= item.get("skillpoints")[i];
total -= item.get("skillpoints")[i];
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}
if (item.get("reqs")[i] == 0) continue;
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if (skillpoint_filter) skillpoint_filter[i] = true;
const req = item.get("reqs")[i];
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const cur = skillpoints[i];
if (req > cur) {
const diff = req - cur;
applied[i] += diff;
total += diff;
}
}
const setName = item.get("set");
if (setName) { // undefined/null means no set.
const setCount = activeSetCounts.get(setName);
if (setCount) {
const old_bonus = sets[setName].bonuses[setCount-1];
const new_bonus = sets[setName].bonuses[setCount];
//let skp_order = ["str","dex","int","def","agi"];
for (const i in skp_order) {
const delta = (new_bonus[skp_order[i]] || 0) - (old_bonus[skp_order[i]] || 0);
if (delta < 0 && skillpoint_filter[i]) {
applied[i] -= delta;
total -= delta;
}
}
}
}
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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]
let static_activeSetCounts = new Map()
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for (const item of fixed) {
apply_skillpoints(static_skillpoints_base, item, static_activeSetCounts);
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}
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let best = consider.concat(noboost);
let final_skillpoints = static_skillpoints_base.slice();
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let best_skillpoints = [0, 0, 0, 0, 0];
let best_total = Infinity;
let best_activeSetCounts = static_activeSetCounts;
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let allFalse = [false, false, false, false, false];
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if (consider.length > 0 || noboost.length > 0) {
// Try every combination and pick the best one.
for (let permutation of perm(consider)) {
let activeSetCounts = new Map(static_activeSetCounts);
let has_skillpoint = allFalse.slice();
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permutation = permutation.concat(noboost);
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) {
result = apply_to_fit(skillpoints, item, has_skillpoint, activeSetCounts);
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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, activeSetCounts);
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total_applied += total_diff;
if (total_applied >= best_total) {
break;
}
}
let pre = skillpoints.slice();
result = apply_to_fit(skillpoints, weapon, allFalse.slice(), activeSetCounts);
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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, weapon, activeSetCounts);
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total_applied += total_diff;
if (total_applied < best_total) {
console.log(pre);
console.log(skillpoints);
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best = permutation;
final_skillpoints = skillpoints;
best_skillpoints = skillpoints_applied;
best_total = total_applied;
best_activeSetCounts = activeSetCounts;
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}
}
}
else {
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best_total = 0;
result = apply_to_fit(final_skillpoints, weapon, allFalse.slice(), best_activeSetCounts);
needed_skillpoints = result[0];
total_diff = result[1];
for (let i = 0; i < 5; ++i) {
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best_skillpoints[i] += needed_skillpoints[i];
final_skillpoints[i] += needed_skillpoints[i];
}
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apply_skillpoints(final_skillpoints, weapon);
best_total += total_diff;
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}
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let equip_order = fixed.concat(best);
return [equip_order, best_skillpoints, final_skillpoints, best_total, best_activeSetCounts];
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}