change Build internal item repr to include separate tomes array, allow bitvec to append using other bitvec (untested)
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4 changed files with 30 additions and 12 deletions
15
js/build.js
15
js/build.js
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@ -11,17 +11,15 @@ class Build{
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* @description Construct a build.
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* @description Construct a build.
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* @param {Number} level : Level of the player.
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* @param {Number} level : Level of the player.
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* @param {String[]} equipment : List of equipment names that make up the build.
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* @param {String[]} equipment : List of equipment names that make up the build.
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* In order: boots, Chestplate, Leggings, Boots, Ring1, Ring2, Brace, Neck, Weapon.
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* In order: boots, Chestplate, Leggings, Boots, Ring1, Ring2, Brace, Neck
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* @param {Number[]} powders : Powder application. List of lists of integers (powder IDs).
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* In order: boots, Chestplate, Leggings, Boots, Weapon.
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* @param {Object[]} inputerrors : List of instances of error-like classes.
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*
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*
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* @param {Object[]} tomes: List of tomes.
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* @param {Object[]} tomes: List of tomes.
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* In order: 2x Weapon Mastery Tome, 4x Armor Mastery Tome, 1x Guild Tome.
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* In order: 2x Weapon Mastery Tome, 4x Armor Mastery Tome, 1x Guild Tome.
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* 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)
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* 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)
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*
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* @param {Object} weapon: Weapon.
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*/
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*/
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constructor(level, items, weapon){
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constructor(level, equipment, tomes, weapon){
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if (level < 1) { //Should these be constants?
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if (level < 1) { //Should these be constants?
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this.level = 1;
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this.level = 1;
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} else if (level > 106) {
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} else if (level > 106) {
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@ -36,9 +34,10 @@ class Build{
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document.getElementById("level-choice").value = this.level;
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document.getElementById("level-choice").value = this.level;
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this.availableSkillpoints = levelToSkillPoints(this.level);
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this.availableSkillpoints = levelToSkillPoints(this.level);
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this.equipment = items;
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this.equipment = equipment;
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this.tomes = tomes;
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this.weapon = weapon;
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this.weapon = weapon;
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this.items = this.equipment.concat([this.weapon]);
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this.items = this.equipment.concat(tomes, [this.weapon]);
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// return [equip_order, best_skillpoints, final_skillpoints, best_total];
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// return [equip_order, best_skillpoints, final_skillpoints, best_total];
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// calc skillpoints requires statmaps only
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// calc skillpoints requires statmaps only
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@ -233,7 +233,15 @@ function encodeBuild(build, powders, skillpoints, atree, atree_state) {
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// [flag to indicate if tomes are included (0/1)]
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// [flag to indicate if tomes are included (0/1)]
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// [if set: 7 sequential tome IDs, each 6 bits unsigned]
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// [if set: 7 sequential tome IDs, each 6 bits unsigned]
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if (build.tomes.length > 0) {
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build_bits.append(1, 1);
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//decoding will assume that tomes has length of 7.
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for (const tome of build.tomes) {
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build_bits.append(tome.id, 6);
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}
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} else {
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build_bits.append(0, 1);
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}
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// ATREE
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// ATREE
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@ -397,7 +397,9 @@ class BuildAssembleNode extends ComputeNode {
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input_map.get('ring1-input'),
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input_map.get('ring1-input'),
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input_map.get('ring2-input'),
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input_map.get('ring2-input'),
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input_map.get('bracelet-input'),
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input_map.get('bracelet-input'),
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input_map.get('necklace-input'),
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input_map.get('necklace-input')
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];
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let tomes = [
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input_map.get('weaponTome1-input'),
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input_map.get('weaponTome1-input'),
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input_map.get('weaponTome2-input'),
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input_map.get('weaponTome2-input'),
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input_map.get('armorTome1-input'),
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input_map.get('armorTome1-input'),
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@ -419,7 +421,7 @@ class BuildAssembleNode extends ComputeNode {
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if (all_none && !location.hash) {
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if (all_none && !location.hash) {
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return null;
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return null;
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}
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}
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return new Build(level, equipments, weapon);
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return new Build(level, equipments, tomes, weapon);
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}
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}
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}
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}
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@ -373,10 +373,19 @@ Base64 = (function () {
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}
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}
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} else if (data instanceof BitVector) {
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} else if (data instanceof BitVector) {
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//fill to end of curr int of existing bv
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//fill to end of curr int of existing bv
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let other_pos = (32 - (pos % 32)) % 32;
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this.bits[curr_idx] |= data.slice(0, other_pos);
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curr_idx += 1;
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//fill full ints
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//fill full ints
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while (other_pos + 32 < data.length) {
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this.bits[curr_idx] = data.slice(other_pos, other_pos + 32);
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curr_idx += 1;
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other_pos += 32;
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}
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//fill from "rest of" length/bv
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//fill from "rest of" length/bv
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this.bits[curr_idx] = data.slice(other_pos, data.length);
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} else {
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} else {
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throw new TypeError("BitVector must be appended with a Number or a B64 String");
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throw new TypeError("BitVector must be appended with a Number or a B64 String");
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}
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}
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