Remove debugging print (2)
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2d9a6bb5a1
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1 changed files with 4 additions and 8 deletions
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@ -78,7 +78,7 @@ function apply_to_fit(skillpoints, item, skillpoint_min, activeSetCounts) {
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}
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}
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function calculate_skillpoints(equipment, weapon) {
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function calculate_skillpoints(equipment, weapon) {
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const start = performance.now();
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// const start = performance.now();
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// Calculate equipment equipping order and required skillpoints.
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// Calculate equipment equipping order and required skillpoints.
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// Return value: [equip_order, best_skillpoints, final_skillpoints, best_total];
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// Return value: [equip_order, best_skillpoints, final_skillpoints, best_total];
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let fixed = [];
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let fixed = [];
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@ -131,7 +131,6 @@ function calculate_skillpoints(equipment, weapon) {
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const [root, terminal, sccs] = construct_scc_graph(consider);
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const [root, terminal, sccs] = construct_scc_graph(consider);
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const end_checks = crafted.concat(noboost);
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const end_checks = crafted.concat(noboost);
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end_checks.push(weapon);
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end_checks.push(weapon);
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console.log(sccs);
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function check_end(skillpoints_applied, skillpoints, activeSetCounts, total_applied) {
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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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// Crafted skillpoint does not count initially.
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@ -153,7 +152,6 @@ function calculate_skillpoints(equipment, weapon) {
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function permute_check(idx, _applied, _skillpoints, _sets, _has, _total_applied, order) {
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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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const {nodes, children} = sccs[idx];
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if (nodes[0] === terminal) {
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if (nodes[0] === terminal) {
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console.log(order);
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const total = check_end(_applied, _skillpoints, _sets, _total_applied);
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const total = check_end(_applied, _skillpoints, _sets, _total_applied);
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if (total !== -1 && total < best_total) {
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if (total !== -1 && total < best_total) {
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final_skillpoints = _skillpoints;
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final_skillpoints = _skillpoints;
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@ -161,8 +159,6 @@ function calculate_skillpoints(equipment, weapon) {
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best_total = total;
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best_total = total;
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best_activeSetCounts = _sets;
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best_activeSetCounts = _sets;
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best = order;
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best = order;
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console.log('new best');
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console.log(total);
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}
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}
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return;
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return;
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}
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}
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@ -216,9 +212,9 @@ function calculate_skillpoints(equipment, weapon) {
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// best_skillpoints: manually assigned (before any gear)
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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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// final_skillpoints: final totals (5 individ)
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// best_total: total skillpoints assigned (number)
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// best_total: total skillpoints assigned (number)
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const end = performance.now();
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// const end = performance.now();
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const output_msg = `skillpoint calculation took ${(end-start)/ 1000} seconds.`;
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// const output_msg = `skillpoint calculation took ${(end-start)/ 1000} seconds.`;
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console.log(output_msg);
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// console.log(output_msg);
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return [equip_order, best_skillpoints, final_skillpoints, best_total, best_activeSetCounts];
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return [equip_order, best_skillpoints, final_skillpoints, best_total, best_activeSetCounts];
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}
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}
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