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

140 lines
5.9 KiB
JavaScript
Raw Normal View History

2021-01-10 10:02:23 +00:00
2022-07-10 21:57:02 +00:00
const classDefenseMultipliers = new Map([ ["relik",0.50], ["bow",0.60], ["wand", 0.80], ["dagger", 1.0], ["spear",1.0], ["sword", 1.10]]);
2021-01-10 10:02:23 +00:00
/*
* Class that represents a wynn player's build.
2021-01-17 21:01:20 +00:00
*/
2021-01-07 00:02:10 +00:00
class Build{
2021-01-17 21:01:20 +00:00
/**
* @description Construct a build.
* @param {Number} level : Level of the player.
* @param {String[]} equipment : List of equipment names that make up the build.
* In order: boots, Chestplate, Leggings, Boots, Ring1, Ring2, Brace, Neck, Weapon.
2021-01-17 21:01:20 +00:00
* @param {Number[]} powders : Powder application. List of lists of integers (powder IDs).
* In order: boots, Chestplate, Leggings, Boots, Weapon.
2021-01-17 21:01:20 +00:00
* @param {Object[]} inputerrors : List of instances of error-like classes.
*
* @param {Object[]} tomes: List of tomes.
* In order: 2x Weapon Mastery Tome, 4x Armor Mastery Tome, 1x Guild Tome.
* 2x Slaying Mastery Tome, 2x Dungeoneering Mastery Tome, 2x Gathering Mastery Tome are in game, but do not have "useful" stats (those that affect damage calculations or building)
2021-01-09 08:52:58 +00:00
*/
2022-06-23 10:42:18 +00:00
constructor(level, items, weapon){
2021-01-17 21:01:20 +00:00
if (level < 1) { //Should these be constants?
2021-01-07 00:02:10 +00:00
this.level = 1;
2021-01-17 21:01:20 +00:00
} else if (level > 106) {
2021-01-07 00:02:10 +00:00
this.level = 106;
2021-01-17 21:01:20 +00:00
} else if (level <= 106 && level >= 1) {
2021-01-07 00:02:10 +00:00
this.level = level;
2021-01-17 21:01:20 +00:00
} else if (typeof level === "string") {
this.level = level;
} else {
errors.push("Level is not a string or number.");
2021-01-07 00:02:10 +00:00
}
2021-01-17 21:01:20 +00:00
document.getElementById("level-choice").value = this.level;
2021-01-07 06:41:41 +00:00
this.availableSkillpoints = levelToSkillPoints(this.level);
this.equipment = items;
this.weapon = weapon;
2022-06-23 10:42:18 +00:00
this.items = this.equipment.concat([this.weapon]);
2021-01-07 06:41:41 +00:00
// return [equip_order, best_skillpoints, final_skillpoints, best_total];
// calc skillpoints requires statmaps only
2022-06-23 10:42:18 +00:00
let result = calculate_skillpoints(this.equipment.map((x) => x.statMap), this.weapon.statMap);
2021-01-07 06:41:41 +00:00
this.equip_order = result[0];
// How many skillpoints the player had to assign (5 number)
2021-01-07 06:41:41 +00:00
this.base_skillpoints = result[1];
// How many skillpoints the build ended up with (5 number)
2021-01-07 06:41:41 +00:00
this.total_skillpoints = result[2];
// How many skillpoints assigned (1 number, sum of base_skillpoints)
2021-01-07 06:41:41 +00:00
this.assigned_skillpoints = result[3];
this.activeSetCounts = result[4];
2021-01-08 04:31:29 +00:00
this.initBuildStats();
2021-01-07 00:02:10 +00:00
}
/*Returns build in string format
2021-01-07 06:41:41 +00:00
*/
2021-01-07 00:02:10 +00:00
toString(){
2022-06-23 10:42:18 +00:00
return [this.equipment,this.weapon].flat();
2021-01-07 00:02:10 +00:00
}
2021-01-10 10:02:23 +00:00
2021-01-08 05:36:57 +00:00
/* Get all stats for this build. Stores in this.statMap.
2021-01-07 21:32:36 +00:00
@pre The build itself should be valid. No checking of validity of pieces is done here.
*/
2021-01-08 04:31:29 +00:00
initBuildStats(){
2022-06-26 11:08:54 +00:00
let staticIDs = ["hp", "eDef", "tDef", "wDef", "fDef", "aDef", "str", "dex", "int", "def", "agi", "damMobs", "defMobs"];
2021-01-08 04:31:29 +00:00
2022-06-24 10:35:03 +00:00
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
]
2021-01-07 21:32:36 +00:00
//Create a map of this build's stats
let statMap = new Map();
2021-01-08 04:31:29 +00:00
for (const staticID of staticIDs) {
statMap.set(staticID, 0);
2021-01-07 21:32:36 +00:00
}
2022-06-24 10:35:03 +00:00
for (const staticID of must_ids) {
statMap.set(staticID, 0);
}
statMap.set("hp", levelToHPBase(this.level));
2021-01-30 12:03:40 +00:00
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;
}
2021-01-08 04:31:29 +00:00
statMap.set(id,(statMap.get(id) || 0)+value);
}
for (const staticID of staticIDs) {
if (item_stats.get(staticID)) {
2022-06-23 09:23:56 +00:00
statMap.set(staticID, statMap.get(staticID) + item_stats.get(staticID));
}
2021-01-07 21:32:36 +00:00
}
if (item_stats.get("majorIds")) {
for (const major_id of item_stats.get("majorIds")) {
2021-07-23 07:47:13 +00:00
major_ids.add(major_id);
}
2021-01-30 12:03:40 +00:00
}
2021-01-07 21:32:36 +00:00
}
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'))
2021-01-30 12:03:40 +00:00
statMap.set("activeMajorIDs", major_ids);
for (const [setName, count] of this.activeSetCounts) {
const bonus = sets.get(setName).bonuses[count-1];
2021-01-10 03:40:15 +00:00
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]);
}
2021-01-10 03:40:15 +00:00
}
}
statMap.set("poisonPct", 100);
statMap.set("critDamPct", 100);
2022-07-19 05:23:16 +00:00
statMap.set("healPct", 100);
2021-01-07 06:41:41 +00:00
2021-01-08 04:31:29 +00:00
// The stuff relevant for damage calculation!!! @ferricles
statMap.set("atkSpd", this.weapon.statMap.get("atkSpd"));
2021-01-08 04:31:29 +00:00
this.statMap = statMap;
}
2021-01-07 00:02:10 +00:00
}