wynnbuilder-forked-for-changes/js/builder/build.js

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/**
* This file defines a class representing the player Build.
*
* Keeps track of equipment list, equip order, skillpoint assignment (initial),
* Aggregates item stats into a statMap to be used in damage calculation.
*/
const classDefenseMultipliers = new Map([ ["relik",0.60], ["bow",0.70], ["wand", 0.80], ["dagger", 1.0], ["spear", 1.0]]);
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/*
* Class that represents a wynn player's build.
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*/
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class Build{
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/**
* @description Construct a build.
* @param {Number} level : Level of the player.
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* @param {String[]} items: List of equipment names that make up the build.
* In order: Helmet, Chestplate, Leggings, Boots, Ring1, Ring2, Brace, Neck, Tomes [x7].
* @param {Item} weapon: Weapon that this build is using.
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*/
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constructor(level, items, weapon){
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if (level < 1) { //Should these be constants?
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this.level = 1;
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} else if (level > 106) {
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this.level = 106;
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} else if (level <= 106 && level >= 1) {
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this.level = level;
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} else if (typeof level === "string") {
this.level = level;
} else {
errors.push("Level is not a string or number.");
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}
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document.getElementById("level-choice").value = this.level;
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this.availableSkillpoints = levelToSkillPoints(this.level);
this.equipment = items;
this.weapon = weapon;
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this.items = this.equipment.concat([this.weapon]);
// calc skillpoints requires statmaps only
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let result = calculate_skillpoints(this.equipment.map((x) => x.statMap), this.weapon.statMap);
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const _equip_order = result[0].slice();
this.equip_order = [];
for (const item of _equip_order) {
if (item.get('category') === 'tome' || item.has('NONE')) { continue; }
this.equip_order.push(item);
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}
// How many skillpoints the player had to assign (5 number)
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this.base_skillpoints = result[1];
// How many skillpoints the build ended up with (5 number)
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this.total_skillpoints = result[2];
// How many skillpoints assigned (1 number, sum of base_skillpoints)
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this.assigned_skillpoints = result[3];
this.activeSetCounts = result[4];
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this.initBuildStats();
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}
/*Returns build in string format
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*/
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toString(){
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return [this.equipment,this.weapon].flat();
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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(){
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let staticIDs = ["hp", "eDef", "tDef", "wDef", "fDef", "aDef", "str", "dex", "int", "def", "agi", "damMobs", "defMobs"];
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let must_ids = [
"eMdPct","eMdRaw","eSdPct","eSdRaw","eDamPct","eDamRaw","eDamAddMin","eDamAddMax",
"tMdPct","tMdRaw","tSdPct","tSdRaw","tDamPct","tDamRaw","tDamAddMin","tDamAddMax",
"wMdPct","wMdRaw","wSdPct","wSdRaw","wDamPct","wDamRaw","wDamAddMin","wDamAddMax",
"fMdPct","fMdRaw","fSdPct","fSdRaw","fDamPct","fDamRaw","fDamAddMin","fDamAddMax",
"aMdPct","aMdRaw","aSdPct","aSdRaw","aDamPct","aDamRaw","aDamAddMin","aDamAddMax",
"nMdPct","nMdRaw","nSdPct","nSdRaw","nDamPct","nDamRaw","nDamAddMin","nDamAddMax", // neutral which is now an element
"mdPct","mdRaw","sdPct","sdRaw","damPct","damRaw","damAddMin","damAddMax", // These are the old ids. Become proportional.
"rMdPct","rMdRaw","rSdPct","rSdRaw","rDamPct","rDamRaw","rDamAddMin","rDamAddMax" // rainbow (the "element" of all minus neutral). rSdRaw is rainraw
]
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//Create a map of this build's stats
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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for (const staticID of must_ids) {
statMap.set(staticID, 0);
}
statMap.set("hp", levelToHPBase(this.level));
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let major_ids = new Set();
for (const item of this.items){
const item_stats = item.statMap;
for (let [id, value] of item_stats.get("maxRolls")) {
if (staticIDs.includes(id)) {
continue;
}
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statMap.set(id,(statMap.get(id) || 0)+value);
}
for (const staticID of staticIDs) {
if (item_stats.get(staticID)) {
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statMap.set(staticID, statMap.get(staticID) + item_stats.get(staticID));
}
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}
if (item_stats.get("majorIds")) {
for (const major_id of item_stats.get("majorIds")) {
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major_ids.add(major_id);
}
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}
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}
statMap.set('damMult', new Map());
statMap.set('defMult', new Map());
statMap.get('damMult').set('tome', statMap.get('damMobs'))
statMap.get('defMult').set('tome', statMap.get('defMobs'))
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statMap.set("activeMajorIDs", major_ids);
for (const [setName, count] of this.activeSetCounts) {
const bonus = sets.get(setName).bonuses[count-1];
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for (const id in bonus) {
if (skp_order.includes(id)) {
// pass. Don't include skillpoints in ids
}
else {
statMap.set(id,(statMap.get(id) || 0)+bonus[id]);
}
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}
}
statMap.set("poisonPct", 0);
statMap.set("critDamPct", 0);
statMap.set("healPct", 0);
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// The stuff relevant for damage calculation!!! @ferricles
statMap.set("atkSpd", this.weapon.statMap.get("atkSpd"));
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this.statMap = statMap;
}
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}