change Build internal item repr to include separate tomes array, allow bitvec to append using other bitvec (untested)

This commit is contained in:
ferricles 2022-07-26 11:37:08 -07:00
parent d76ad45b9c
commit 31fd1a2f01
4 changed files with 30 additions and 12 deletions

View file

@ -11,17 +11,15 @@ class Build{
* @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.
* @param {Number[]} powders : Powder application. List of lists of integers (powder IDs).
* In order: boots, Chestplate, Leggings, Boots, Weapon.
* @param {Object[]} inputerrors : List of instances of error-like classes.
* In order: boots, Chestplate, Leggings, Boots, Ring1, Ring2, Brace, Neck
*
* @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)
*
* @param {Object} weapon: Weapon.
*/
constructor(level, items, weapon){
constructor(level, equipment, tomes, weapon){
if (level < 1) { //Should these be constants?
this.level = 1;
} else if (level > 106) {
@ -36,9 +34,10 @@ class Build{
document.getElementById("level-choice").value = this.level;
this.availableSkillpoints = levelToSkillPoints(this.level);
this.equipment = items;
this.equipment = equipment;
this.tomes = tomes;
this.weapon = weapon;
this.items = this.equipment.concat([this.weapon]);
this.items = this.equipment.concat(tomes, [this.weapon]);
// return [equip_order, best_skillpoints, final_skillpoints, best_total];
// calc skillpoints requires statmaps only

View file

@ -233,7 +233,15 @@ function encodeBuild(build, powders, skillpoints, atree, atree_state) {
// [flag to indicate if tomes are included (0/1)]
// [if set: 7 sequential tome IDs, each 6 bits unsigned]
if (build.tomes.length > 0) {
build_bits.append(1, 1);
//decoding will assume that tomes has length of 7.
for (const tome of build.tomes) {
build_bits.append(tome.id, 6);
}
} else {
build_bits.append(0, 1);
}
// ATREE

View file

@ -397,7 +397,9 @@ class BuildAssembleNode extends ComputeNode {
input_map.get('ring1-input'),
input_map.get('ring2-input'),
input_map.get('bracelet-input'),
input_map.get('necklace-input'),
input_map.get('necklace-input')
];
let tomes = [
input_map.get('weaponTome1-input'),
input_map.get('weaponTome2-input'),
input_map.get('armorTome1-input'),
@ -419,7 +421,7 @@ class BuildAssembleNode extends ComputeNode {
if (all_none && !location.hash) {
return null;
}
return new Build(level, equipments, weapon);
return new Build(level, equipments, tomes, weapon);
}
}

View file

@ -373,10 +373,19 @@ Base64 = (function () {
}
} else if (data instanceof BitVector) {
//fill to end of curr int of existing bv
let other_pos = (32 - (pos % 32)) % 32;
this.bits[curr_idx] |= data.slice(0, other_pos);
curr_idx += 1;
//fill full ints
while (other_pos + 32 < data.length) {
this.bits[curr_idx] = data.slice(other_pos, other_pos + 32);
curr_idx += 1;
other_pos += 32;
}
//fill from "rest of" length/bv
this.bits[curr_idx] = data.slice(other_pos, data.length);
} else {
throw new TypeError("BitVector must be appended with a Number or a B64 String");
}