First iteration blazing fast sp engine
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parent
3e9414ef1e
commit
1e4ebee975
3 changed files with 201 additions and 156 deletions
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@ -30,7 +30,6 @@ class Build{
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this.level = level;
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} else if (typeof level === "string") {
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this.level = level;
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errors.push(new IncorrectInput(level, "a number", "level-choice"));
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} else {
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errors.push("Level is not a string or number.");
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}
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@ -407,7 +407,10 @@ class BuildAssembleNode extends ComputeNode {
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input_map.get('guildTome1-input')
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];
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let weapon = input_map.get('weapon-input');
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let level = input_map.get('level-input');
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let level = parseInt(input_map.get('level-input'));
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if (isNaN(level)) {
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level = 106;
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}
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let all_none = weapon.statMap.has('NONE');
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for (const item of equipments) {
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@ -1,3 +1,82 @@
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/**
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* Apply skillpoint bonuses from an item.
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* Also applies set deltas.
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* Modifies the skillpoints array.
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*/
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function apply_skillpoints(skillpoints, item, activeSetCounts) {
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for (let i = 0; i < 5; i++) {
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skillpoints[i] += item.skillpoints[i];
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}
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const setName = item.set;
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if (setName) { // undefined/null means no set.
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let setCount = activeSetCounts.get(setName);
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let old_bonus = {};
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if (setCount) {
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old_bonus = sets.get(setName).bonuses[setCount-1];
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activeSetCounts.set(setName, setCount + 1);
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}
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else {
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setCount = 0;
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activeSetCounts.set(setName, 1);
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}
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const new_bonus = sets.get(setName).bonuses[setCount];
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//let skp_order = ["str","dex","int","def","agi"];
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for (const i in skp_order) {
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const delta = (new_bonus[skp_order[i]] || 0) - (old_bonus[skp_order[i]] || 0);
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skillpoints[i] += delta;
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}
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}
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}
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/**
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* Apply skillpoints until this item can be worn.
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* Also applies set deltas.
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* Confusingly, does not modify the skillpoints array.
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* Instead, return an array of deltas.
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*/
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function apply_to_fit(skillpoints, item, skillpoint_min, activeSetCounts) {
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let applied = [0, 0, 0, 0, 0];
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for (let i = 0; i < 5; i++) {
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if (item.skillpoints[i] < 0 && skillpoint_min[i]) {
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const unadjusted = skillpoints[i] + item.skillpoints[i];
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const delta = skillpoint_min[i] - unadjusted;
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if (delta > 0) {
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applied[i] += delta;
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}
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}
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if (item.reqs[i] == 0) continue;
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skillpoint_min[i] = Math.max(skillpoint_min[i], item.reqs[i] + item.skillpoints[i]);
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const req = item.reqs[i];
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const cur = skillpoints[i];
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if (req > cur) {
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const diff = req - cur;
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applied[i] += diff;
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}
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}
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const setName = item.set;
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if (setName) { // undefined/null means no set.
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const setCount = activeSetCounts.get(setName);
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if (setCount) {
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const old_bonus = sets.get(setName).bonuses[setCount-1];
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const new_bonus = sets.get(setName).bonuses[setCount];
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//let skp_order = ["str","dex","int","def","agi"];
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for (const i in skp_order) {
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const set_delta = (new_bonus[skp_order[i]] || 0) - (old_bonus[skp_order[i]] || 0);
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if (set_delta < 0 && skillpoint_min[i]) {
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const unadjusted = skillpoints[i] + set_delta;
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const delta = skillpoint_min[i] - unadjusted;
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if (delta > 0) {
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applied[i] += delta;
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}
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}
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}
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}
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}
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return applied;
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}
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function calculate_skillpoints(equipment, weapon) {
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const start = performance.now();
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// Calculate equipment equipping order and required skillpoints.
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@ -28,78 +107,7 @@ function calculate_skillpoints(equipment, weapon) {
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consider.push(item);
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}
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}
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function apply_skillpoints(skillpoints, item, activeSetCounts) {
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for (let i = 0; i < 5; i++) {
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skillpoints[i] += item.skillpoints[i];
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}
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const setName = item.set;
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if (setName) { // undefined/null means no set.
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let setCount = activeSetCounts.get(setName);
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let old_bonus = {};
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if (setCount) {
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old_bonus = sets.get(setName).bonuses[setCount-1];
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activeSetCounts.set(setName, setCount + 1);
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}
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else {
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setCount = 0;
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activeSetCounts.set(setName, 1);
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}
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const new_bonus = sets.get(setName).bonuses[setCount];
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//let skp_order = ["str","dex","int","def","agi"];
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for (const i in skp_order) {
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const delta = (new_bonus[skp_order[i]] || 0) - (old_bonus[skp_order[i]] || 0);
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skillpoints[i] += delta;
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}
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}
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}
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function apply_to_fit(skillpoints, item, skillpoint_min, activeSetCounts) {
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let applied = [0, 0, 0, 0, 0];
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let total = 0;
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for (let i = 0; i < 5; i++) {
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if (item.skillpoints[i] < 0 && skillpoint_min[i]) {
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const unadjusted = skillpoints[i] + item.skillpoints[i];
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const delta = skillpoint_min[i] - unadjusted;
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if (delta > 0) {
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applied[i] += delta;
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total += delta;
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}
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}
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if (item.reqs[i] == 0) continue;
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skillpoint_min[i] = Math.max(skillpoint_min[i], item.reqs[i] + item.skillpoints[i]);
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const req = item.reqs[i];
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const cur = skillpoints[i];
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if (req > cur) {
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const diff = req - cur;
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applied[i] += diff;
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total += diff;
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}
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}
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const setName = item.set;
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if (setName) { // undefined/null means no set.
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const setCount = activeSetCounts.get(setName);
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if (setCount) {
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const old_bonus = sets.get(setName).bonuses[setCount-1];
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const new_bonus = sets.get(setName).bonuses[setCount];
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//let skp_order = ["str","dex","int","def","agi"];
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for (const i in skp_order) {
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const set_delta = (new_bonus[skp_order[i]] || 0) - (old_bonus[skp_order[i]] || 0);
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if (set_delta < 0 && skillpoint_min[i]) {
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const unadjusted = skillpoints[i] + set_delta;
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const delta = skillpoint_min[i] - unadjusted;
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if (delta > 0) {
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applied[i] += delta;
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total += delta;
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}
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}
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}
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}
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}
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return [applied, total];
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}
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// Separate out the no req items and add them to the static skillpoint base.
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let static_skillpoints_base = [0, 0, 0, 0, 0]
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@ -108,7 +116,7 @@ function calculate_skillpoints(equipment, weapon) {
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apply_skillpoints(static_skillpoints_base, item, static_activeSetCounts);
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}
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let best = consider.concat(noboost);
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let best = consider;
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let final_skillpoints = static_skillpoints_base.slice();
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let best_skillpoints = [0, 0, 0, 0, 0];
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let best_total = Infinity;
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@ -117,97 +125,91 @@ function calculate_skillpoints(equipment, weapon) {
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let allFalse = [0, 0, 0, 0, 0];
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if (consider.length > 0 || noboost.length > 0 || crafted.length > 0) {
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// Try every combination and pick the best one.
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construct_scc_graph(consider);
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for (let permutation of perm(consider)) {
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let activeSetCounts = new Map(static_activeSetCounts);
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let has_skillpoint = allFalse.slice();
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permutation = permutation.concat(noboost);
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const [root, terminal, sccs] = construct_scc_graph(consider);
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console.log(sccs);
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const end_checks = crafted.concat(noboost);
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end_checks.push(weapon);
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// naive way first.
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let skillpoints_applied = [0, 0, 0, 0, 0];
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// Complete slice is a shallow copy.
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let skillpoints = static_skillpoints_base.slice();
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let total_applied = 0;
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let result;
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let needed_skillpoints;
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let total_diff;
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for (const item of permutation) {
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result = apply_to_fit(skillpoints, item, has_skillpoint, activeSetCounts);
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needed_skillpoints = result[0];
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total_diff = result[1];
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for (let i = 0; i < 5; ++i) {
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skillpoints_applied[i] += needed_skillpoints[i];
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skillpoints[i] += needed_skillpoints[i];
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}
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apply_skillpoints(skillpoints, item, activeSetCounts);
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total_applied += total_diff;
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if (total_applied >= best_total) {
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break;
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}
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}
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function check_end(skillpoints_applied, skillpoints, activeSetCounts, total_applied) {
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// Crafted skillpoint does not count initially.
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for (const item of crafted) {
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//console.log(item)
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result = apply_to_fit(skillpoints, item, allFalse.slice(), activeSetCounts);
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//console.log(result)
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needed_skillpoints = result[0];
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total_diff = result[1];
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for (const item of end_checks) {
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const needed_skillpoints = apply_to_fit(skillpoints, item,
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[false, false, false, false, false], activeSetCounts);
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for (let i = 0; i < 5; ++i) {
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skillpoints_applied[i] += needed_skillpoints[i];
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skillpoints[i] += needed_skillpoints[i];
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const skp = needed_skillpoints[i]
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skillpoints_applied[i] += skp;
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skillpoints[i] += skp;
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total_applied += skp;
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}
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total_applied += total_diff;
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}
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if (total_applied >= best_total) {
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continue;
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}
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let pre = skillpoints.slice();
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result = apply_to_fit(skillpoints, weapon, allFalse.slice(), activeSetCounts);
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needed_skillpoints = result[0];
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total_diff = result[1];
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for (let i = 0; i < 5; ++i) {
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skillpoints_applied[i] += needed_skillpoints[i];
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skillpoints[i] += needed_skillpoints[i];
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}
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apply_skillpoints(skillpoints, weapon, activeSetCounts);
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total_applied += total_diff;
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// Applying crafted item skill points last.
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for (const item of crafted) {
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apply_skillpoints(skillpoints, item, activeSetCounts);
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//total_applied += total_diff;
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}
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if (total_applied < best_total) {
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best = permutation;
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final_skillpoints = skillpoints;
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best_skillpoints = skillpoints_applied;
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best_total = total_applied;
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best_activeSetCounts = activeSetCounts;
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if (best_total < total_applied) { return -1; }
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}
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return total_applied;
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}
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function permute_check(idx, _applied, _skillpoints, _sets, _has, _total_applied, order) {
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const {nodes, children} = sccs[idx];
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if (nodes[0] === terminal) {
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const total = check_end(_applied, _skillpoints, _sets, _total_applied);
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if (total < best_total) {
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final_skillpoints = _skillpoints;
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best_skillpoints = _applied;
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best_total = total;
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best_activeSetCounts = _sets;
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best = order;
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console.log('new best');
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console.log(order);
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}
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return;
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}
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for (let permutation of perm(nodes)) {
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const skillpoints_applied = _applied.slice();
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const skillpoints = _skillpoints.slice();
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const activeSetCounts = new Map(_sets);
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const has_skillpoint = _has.slice();
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let total_applied = _total_applied;
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let short_circuit = false;
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for (const {item} of permutation) {
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needed_skillpoints = apply_to_fit(skillpoints, item, has_skillpoint, activeSetCounts);
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for (let i = 0; i < 5; ++i) {
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skp = needed_skillpoints[i];
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skillpoints_applied[i] += skp;
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skillpoints[i] += skp;
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total_applied += skp;
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}
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if (total_applied >= best_total) {
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short_circuit = true;
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break; // short circuit failure
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}
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apply_skillpoints(skillpoints, item, activeSetCounts);
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}
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if (short_circuit) { continue; }
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permute_check(idx+1, skillpoints_applied, skillpoints, activeSetCounts, has_skillpoint, total_applied, order.concat(permutation.map(x => x.item)));
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}
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}
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// skip root.
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permute_check(1, final_skillpoints, best_skillpoints, best_activeSetCounts, allFalse.slice(), 0, []);
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// add extra sp bonus
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apply_skillpoints(final_skillpoints, weapon, best_activeSetCounts);
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// Applying crafted item skill points last.
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for (const item of crafted) {
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apply_skillpoints(final_skillpoints, item, best_activeSetCounts);
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}
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}
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else {
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best_total = 0;
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result = apply_to_fit(final_skillpoints, weapon, allFalse.slice(), best_activeSetCounts);
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needed_skillpoints = result[0];
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total_diff = result[1];
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needed_skillpoints = apply_to_fit(final_skillpoints, weapon, allFalse.slice(), best_activeSetCounts);
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for (let i = 0; i < 5; ++i) {
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best_skillpoints[i] += needed_skillpoints[i];
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final_skillpoints[i] += needed_skillpoints[i];
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const skp = needed_skillpoints[i];
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best_skillpoints[i] += skp;
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final_skillpoints[i] += skp;
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best_skillpoints += skp;
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}
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apply_skillpoints(final_skillpoints, weapon, best_activeSetCounts);
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best_total += total_diff;
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}
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let equip_order = fixed.concat(best).concat(crafted);
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let equip_order = fixed.concat(best).concat(noboost).concat(crafted);
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// best_skillpoints: manually assigned (before any gear)
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// final_skillpoints: final totals (5 individ)
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// best_total: total skillpoints assigned (number)
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@ -220,21 +222,32 @@ function calculate_skillpoints(equipment, weapon) {
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function construct_scc_graph(items_to_consider) {
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let nodes = [];
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for (const item of items_to_consider) {
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nodes.push({item: item, children: [], parents: [], visited: false});
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}
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let terminal_node = {
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item: null,
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children: [],
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parents: nodes,
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visited: false,
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assigned: false,
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scc: null
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};
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let root_node = {
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item: null,
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children: nodes,
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parents: [],
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visited: false
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visited: false,
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assigned: false,
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scc: null
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};
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for (const item of items_to_consider) {
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nodes.push({item: item, children: [terminal_node], parents: [root_node], visited: false, assigned: false, scc: null});
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}
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// Dependency graph construction.
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for (const node_a of nodes) {
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const {item: a, children: a_children} = node_a;
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for (const node_b of nodes) {
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const {item: b, parents: b_parents} = node_b;
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for (let i = 0; i < 5; ++i) {
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if (b.reqs[i] < a.reqs[i] && b.skillpoints[i]) {
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if (a.reqs[i] < b.reqs[i] && a.skillpoints[i]) {
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a_children.push(node_b);
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b_parents.push(node_a);
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break;
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@ -257,5 +270,35 @@ function construct_scc_graph(items_to_consider) {
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}
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visit(root_node, res);
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res.reverse();
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console.log(res);
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const sccs = [];
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function assign(node, cur_scc) {
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if (node.assigned) { return; }
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cur_scc.nodes.push(node);
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node.scc = cur_scc;
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node.assigned = true;
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for (const parent of node.parents) {
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assign(parent, cur_scc);
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}
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}
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for (const node of res) {
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if (node.assigned) { continue; }
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const cur_scc = {
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nodes: [],
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children: new Set(),
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parents: new Set()
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};
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assign(node, cur_scc);
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sccs.push(cur_scc);
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}
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for (const scc of sccs) {
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for (const node of scc.nodes) {
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for (const child of node.children) {
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scc.children.add(child.scc);
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}
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for (const parent of node.parents) {
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scc.parents.add(parent.scc);
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}
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}
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}
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return [root_node, terminal_node, sccs];
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}
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