wynnbuilder-forked-for-changes/build.js

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/*Turns the input amount of skill points into a float precision percentage.
* @param skp - the integer skillpoint count to be converted
*/
function skillPointsToPercentage(skp){
if (skp<=0){
return 0.0;
}else if(skp>=150){
return 0.808;
}else{
return(-0.0000000066695* Math.pow(Math.E, -0.00924033 * skp + 18.9) + 1.0771);
//return(-0.0000000066695* Math.pow(Math.E, -0.00924033 * skp + 18.9) + 1.0771).toFixed(3);
}
}
/*Turns the input amount of levels into skillpoints available.
*
* @param level - the integer level count te be converted
*/
function levelToSkillPoints(level){
if(level < 1){
return 0;
}else if(level >= 101){
return 200;
}else{
return (level - 1) * 2;
}
}
/*Turns the input amount of levels in to base HP.
* @param level - the integer level count to be converted
*/
function levelToHPBase(level){
if(level < 1){ //bad level
return this.levelToHPBase(1);
}else if (level > 106){ //also bad level
return this.levelToHPBase(106);
}else{ //good level
return 5*level + 5;
}
}
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const baseDamageMultiplier = [ 0.51, 0.83, 1.5, 2.05, 2.5, 3.1, 4.3 ];
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const attackSpeeds = ["SUPER_SLOW", "VERY_SLOW", "SLOW", "NORMAL", "FAST", "VERY_FAST", "SUPER_FAST"];
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/*Class that represents a wynn player's build.
*/
class Build{
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/*
* Construct a build.
* @param level : Level of the player.
* @param equipment : List of equipment names that make up the build.
* In order: Helmet, Chestplate, Leggings, Boots, Ring1, Ring2, Brace, Neck, Weapon.
* @param powders : Powder application. List of lists of integers (powder IDs).
* In order: Helmet, Chestplate, Leggings, Boots, Weapon.
*/
constructor(level,equipment, powders){
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// NOTE: powders is just an array of arrays of powder IDs. Not powder objects.
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this.powders = powders;
if(itemMap.get(equipment[0]) && itemMap.get(equipment[0]).type === "helmet") {
const helmet = itemMap.get(equipment[0]);
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this.powders[0] = this.powders[0].slice(0,helmet.slots);
this.helmet = expandItem(helmet, this.powders[0]);
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}else{
throw new TypeError("No such helmet named ", equipment[0]);
}
if(itemMap.get(equipment[1]).type === "chestplate") {
const chestplate = itemMap.get(equipment[1]);
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this.powders[1] = this.powders[1].slice(0,chestplate.slots);
this.chestplate = expandItem(chestplate, this.powders[1]);
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}else{
throw new TypeError("No such chestplate named ", equipment[1]);
}
if(itemMap.get(equipment[2]).type === "leggings") {
const leggings = itemMap.get(equipment[2]);
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this.powders[2] = this.powders[2].slice(0,leggings.slots);
this.leggings = expandItem(leggings, this.powders[2]);
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}else{
throw new TypeError("No such leggings named ", equipment[2]);
}
if(itemMap.get(equipment[3]).type === "boots") {
const boots = itemMap.get(equipment[3]);
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this.powders[3] = this.powders[3].slice(0,boots.slots);
this.boots = expandItem(boots, this.powders[3]);
}else{
throw new TypeError("No such boots named ", equipment[3]);
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}
if(itemMap.get(equipment[4]).type === "ring") {
const ring = itemMap.get(equipment[4]);
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this.ring1 = expandItem(ring, []);
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}else{
throw new TypeError("No such ring named ", equipment[4]);
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}
if(itemMap.get(equipment[5]).type === "ring") {
const ring = itemMap.get(equipment[5]);
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this.ring2 = expandItem(ring, []);
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}else{
throw new TypeError("No such ring named ", equipment[5]);
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}
if(itemMap.get(equipment[6]).type === "bracelet") {
const bracelet = itemMap.get(equipment[6]);
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this.bracelet = expandItem(bracelet, []);
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}else{
throw new TypeError("No such bracelet named ", equipment[6]);
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}
if(itemMap.get(equipment[7]).type === "necklace") {
const necklace = itemMap.get(equipment[7]);
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this.necklace = expandItem(necklace, []);
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}else{
throw new TypeError("No such necklace named ", equipment[7]);
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}
if(itemMap.get(equipment[8]).category === "weapon") {
const weapon = itemMap.get(equipment[8]);
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this.powders[4] = this.powders[4].slice(0,weapon.slots);
this.weapon = expandItem(weapon, this.powders[4]);
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}else{
throw new TypeError("No such weapon named ", equipment[8]);
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}
if(level < 1){ //Should these be constants?
this.level = 1;
}else if (level > 106){
this.level = 106;
}else{
this.level = level;
}
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this.availableSkillpoints = levelToSkillPoints(this.level);
this.equipment = [ this.helmet, this.chestplate, this.leggings, this.boots, this.ring1, this.ring2, this.bracelet, this.necklace ];
this.items = this.equipment.concat([this.weapon]);
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// return [equip_order, best_skillpoints, final_skillpoints, best_total];
let result = calculate_skillpoints(this.equipment, this.weapon);
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this.equip_order = result[0];
this.base_skillpoints = result[1];
this.total_skillpoints = result[2];
this.assigned_skillpoints = result[3];
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// For strength boosts like warscream, vanish, etc.
this.damageMultiplier = 1.0;
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this.initBuildStats();
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}
/*Returns build in string format
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*/
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toString(){
return this.helmet.get("name") + ", " + this.chestplate.get("name") + ", " + this.leggings.get("name") + ", " + this.boots.get("name") + ", " + this.ring1.get("name") + ", " + this.ring2.get("name") + ", " + this.bracelet.get("name") + ", " + this.necklace.get("name") + ", " + this.weapon.get("name");
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}
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/* Getters */
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/* Get total health for build.
*/
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getHealth(){
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let health = this.statMap.get("hp") + this.statMap.get("hpBonus");
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if(health<5){
return 5;
}else{
return health;
}
}
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getSpellCost(spellIdx, cost) {
cost = Math.ceil(cost * (1 - skillPointsToPercentage(this.total_skillpoints[2])));
cost += this.statMap.get("spRaw"+spellIdx);
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return Math.max(1, Math.floor(cost * (1 + this.statMap.get("spPct"+spellIdx) / 100)))
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}
/* Get melee stats for build.
Returns an array in the order:
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*/
getMeleeStats(){
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const stats = this.statMap;
let adjAtkSpd = attackSpeeds.indexOf(stats.get("atkSpd")) + stats.get("atkTier");
if(adjAtkSpd > 6){
adjAtkSpd = 6;
}else if(adjAtkSpd < 0){
adjAtkSpd = 0;
}
// 0 for melee damage.
let results = calculateSpellDamage(stats, [100, 0, 0, 0, 0, 0], stats.get("mdRaw"), stats.get("mdPct"), 0, this.weapon, this.total_skillpoints);
//TODO: Account for strength (this.damageMultiplier).
let totalDamNorm = results[0];
let totalDamCrit = results[1];
let damages_results = results[2];
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let dex = this.total_skillpoints[1];
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//Now do math
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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)));
//console.log([nDamAdj,eDamAdj,tDamAdj,wDamAdj,fDamAdj,aDamAdj,totalDamNorm,totalDamCrit,normDPS,critDPS,avgDPS]);
return damages_results.concat([totalDamNorm,totalDamCrit,normDPS,critDPS,avgDPS,adjAtkSpd]);
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}
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/* Get all stats for this build. Stores in this.statMap.
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@pre The build itself should be valid. No checking of validity of pieces is done here.
*/
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initBuildStats(){
let staticIDs = ["hp", "eDef", "tDef", "wDef", "fDef", "aDef"];
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//Create a map of this build's stats
//This is universal for every possible build, so it's possible to move this elsewhere.
let statMap = new Map();
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for (const staticID of staticIDs) {
statMap.set(staticID, 0);
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}
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statMap.set("hp", levelToHPBase(this.level)); //TODO: Add player base health
for (const item of this.items){
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for (let [id, value] of item.get("maxRolls")) {
statMap.set(id,(statMap.get(id) || 0)+value);
}
for (const staticID of staticIDs) {
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if (item.get(staticID)) { statMap.set(staticID, statMap.get(staticID) + item.get(staticID)); }
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}
}
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// The stuff relevant for damage calculation!!! @ferricles
statMap.set("atkSpd", this.weapon.get("atkSpd"));
statMap.set("damageRaw", [this.weapon.get("nDam"), this.weapon.get("eDam"), this.weapon.get("tDam"), this.weapon.get("wDam"), this.weapon.get("fDam"), this.weapon.get("aDam")]);
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statMap.set("damageBonus", [statMap.get("eDamPct"), statMap.get("tDamPct"), statMap.get("wDamPct"), statMap.get("fDamPct"), statMap.get("aDamPct")]);
statMap.set("defRaw", [statMap.get("eDam"), statMap.get("tDef"), statMap.get("wDef"), statMap.get("fDef"), statMap.get("aDef")]);
statMap.set("defBonus", [statMap.get("eDamPct"), statMap.get("tDefPct"), statMap.get("wDefPct"), statMap.get("fDefPct"), statMap.get("aDefPct")]);
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this.statMap = statMap;
}
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}