Merge branch 'master' into atree
This commit is contained in:
commit
727c7c76f9
2 changed files with 134 additions and 95 deletions
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@ -102,12 +102,15 @@ input.equipment-input {
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font-weight: bold;
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background-color: hsl(0, 0%, 21%) !important;
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border-radius: 0.375rem !important;
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border-color: rgba(33, 37, 41, 1) !important;
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min-height: calc(1.2 * var(--scaled-fontsize) + 2px);
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padding: 0rem 0.5rem;
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font-size: var(--scaled-fontsize);
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}
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input.equipment-input:not(.is-invalid) {
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border-color: rgba(33, 37, 41, 1) !important;
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}
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.my-container {
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position: fixed; /* Stay in place */
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left: var(--sidebar-width);
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@ -121,7 +121,7 @@ class PowderSpecialDisplayNode extends ComputeNode {
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/**
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* Node for getting an item's stats from an item input field.
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*
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* Signature: ItemInputNode(powdering: Optional[list[powder]]) => Item | null
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* Signature: ItemInputNode() => Item | null
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*/
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class ItemInputNode extends InputNode {
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/**
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@ -143,8 +143,6 @@ class ItemInputNode extends InputNode {
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}
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compute_func(input_map) {
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const powdering = input_map.get('powdering');
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// built on the assumption of no one will type in CI/CR letter by letter
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let item_text = this.input_field.value;
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if (!item_text) {
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@ -158,10 +156,6 @@ class ItemInputNode extends InputNode {
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else if (tomeMap.has(item_text)) { item = new Item(tomeMap.get(item_text)); }
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if (item) {
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if (powdering !== undefined) {
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const max_slots = item.statMap.get('slots');
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item.statMap.set('powders', powdering.slice(0, max_slots));
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}
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let type_match;
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if (this.category == 'weapon') {
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type_match = item.statMap.get('category') == 'weapon';
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@ -169,12 +163,6 @@ class ItemInputNode extends InputNode {
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type_match = item.statMap.get('type') == this.none_item.statMap.get('type');
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}
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if (type_match) {
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if (item.statMap.get('category') == 'armor') {
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applyArmorPowders(item.statMap);
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}
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else if (item.statMap.get('category') == 'weapon') {
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apply_weapon_powders(item.statMap);
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}
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return item;
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}
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}
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@ -205,6 +193,31 @@ class ItemInputNode extends InputNode {
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}
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}
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/**
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* Node for updating item input fields from parsed items.
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*
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* Signature: ItemInputDisplayNode(item: Item, powdering: List[powder]) => Item
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*/
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class ItemPowderingNode extends ComputeNode {
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constructor(name) { super(name); }
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compute_func(input_map) {
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const powdering = input_map.get('powdering');
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const item = {};
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item.statMap = new Map(input_map.get('item').statMap); // TODO: performance
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const max_slots = item.statMap.get('slots');
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item.statMap.set('powders', powdering.slice(0, max_slots));
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if (item.statMap.get('category') == 'armor') {
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applyArmorPowders(item.statMap);
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}
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else if (item.statMap.get('category') == 'weapon') {
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apply_weapon_powders(item.statMap);
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}
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return item;
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}
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}
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/**
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* Node for updating item input fields from parsed items.
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*
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@ -217,7 +230,6 @@ class ItemInputDisplayNode extends ComputeNode {
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this.input_field = document.getElementById(eq+"-choice");
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this.health_field = document.getElementById(eq+"-health");
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this.level_field = document.getElementById(eq+"-lv");
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this.powder_field = document.getElementById(eq+"-powder"); // possibly None
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this.image = item_image;
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this.fail_cb = true;
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}
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@ -242,18 +254,11 @@ class ItemInputDisplayNode extends ComputeNode {
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this.input_field.classList.add("is-invalid");
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return null;
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}
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if (this.powder_field && item.statMap.has('powders')) {
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this.powder_field.placeholder = "powders";
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}
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if (item.statMap.has('NONE')) {
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return null;
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}
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if (this.powder_field && item.statMap.has('powders')) {
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this.powder_field.placeholder = item.statMap.get('slots') + ' slots';
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}
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const tier = item.statMap.get('tier');
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this.input_field.classList.add(tier);
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if (this.health_field) {
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@ -374,39 +379,39 @@ class URLUpdateNode extends ComputeNode {
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* Create a "build" object from a set of equipments.
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* Returns a new Build object, or null if all items are NONE items.
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*
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* Signature: BuildAssembleNode(helmet-input: Item,
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* chestplate-input: Item,
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* leggings-input: Item,
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* boots-input: Item,
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* ring1-input: Item,
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* ring2-input: Item,
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* bracelet-input: Item,
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* necklace-input: Item,
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* weapon-input: Item,
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* level-input: int) => Build | null
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* Signature: BuildAssembleNode(helmet: Item,
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* chestplate: Item,
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* leggings: Item,
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* boots: Item,
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* ring1: Item,
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* ring2: Item,
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* bracelet: Item,
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* necklace: Item,
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* weapon: Item,
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* level: int) => Build | null
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*/
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class BuildAssembleNode extends ComputeNode {
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constructor() { super("builder-make-build"); }
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compute_func(input_map) {
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let equipments = [
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input_map.get('helmet-input'),
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input_map.get('chestplate-input'),
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input_map.get('leggings-input'),
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input_map.get('boots-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('bracelet-input'),
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input_map.get('necklace-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('armorTome1-input'),
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input_map.get('armorTome2-input'),
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input_map.get('armorTome3-input'),
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input_map.get('armorTome4-input'),
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input_map.get('guildTome1-input')
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input_map.get('helmet'),
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input_map.get('chestplate'),
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input_map.get('leggings'),
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input_map.get('boots'),
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input_map.get('ring1'),
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input_map.get('ring2'),
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input_map.get('bracelet'),
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input_map.get('necklace'),
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input_map.get('weaponTome1'),
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input_map.get('weaponTome2'),
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input_map.get('armorTome1'),
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input_map.get('armorTome2'),
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input_map.get('armorTome3'),
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input_map.get('armorTome4'),
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input_map.get('guildTome1')
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];
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let weapon = input_map.get('weapon-input');
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let weapon = input_map.get('weapon');
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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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@ -438,15 +443,25 @@ class PlayerClassNode extends ValueCheckComputeNode {
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* Read an input field and parse into a list of powderings.
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* Every two characters makes one powder. If parsing fails, NULL is returned.
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*
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* Signature: PowderInputNode() => List[powder] | null
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* Signature: PowderInputNode(item: Item) => List[powder] | null
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*/
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class PowderInputNode extends InputNode {
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constructor(name, input_field) { super(name, input_field); }
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constructor(name, input_field) { super(name, input_field); this.fail_cb = true; }
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compute_func(input_map) {
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if (input_map.size !== 1) { throw "PowderInputNode accepts exactly one input (item)"; }
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const [item] = input_map.values(); // Extract values, pattern match it into size one list and bind to first element
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if (item === null) {
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this.input_field.placeholder = 'powders';
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return [];
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}
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if (item.statMap.has('slots')) {
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this.input_field.placeholder = item.statMap.get('slots') + ' slots';
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}
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// TODO: haha improve efficiency to O(n) dumb
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// also, error handling is missing
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let input = this.input_field.value.trim();
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let powdering = [];
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let errorederrors = [];
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@ -454,12 +469,29 @@ class PowderInputNode extends InputNode {
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let first = input.slice(0, 2);
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let powder = powderIDs.get(first);
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if (powder === undefined) {
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return null;
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if (first.length > 0) {
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errorederrors.push(first);
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} else {
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break;
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}
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} else {
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powdering.push(powder);
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}
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input = input.slice(2);
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}
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if (this.input_field.getAttribute("placeholder") != null) {
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if (item.statMap.get('slots') < powdering.length) {
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errorederrors.push("Too many powders: " + powdering.length);
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}
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}
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if (errorederrors.length) {
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this.input_field.classList.add("is-invalid");
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} else {
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this.input_field.classList.remove("is-invalid");
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}
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return powdering;
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}
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}
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@ -926,9 +958,11 @@ class SumNumberInputNode extends InputNode {
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}
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let item_nodes = [];
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let item_nodes_map = new Map();
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let powder_nodes = [];
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let edit_input_nodes = [];
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let skp_inputs = [];
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let equip_inputs = [];
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let build_node;
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let stat_agg_node;
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let edit_agg_node;
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@ -937,25 +971,53 @@ let atree_graph_creator;
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function builder_graph_init() {
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// Phase 1/3: Set up item input, propagate updates, etc.
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// Level input node.
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let level_input = new InputNode('level-input', document.getElementById('level-choice'));
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// "Build" now only refers to equipment and level (no powders). Powders are injected before damage calculation / stat display.
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build_node = new BuildAssembleNode();
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for (const input of item_nodes) {
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}
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build_node.link_to(level_input);
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let build_encode_node = new BuildEncodeNode();
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build_encode_node.link_to(build_node, 'build');
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// Bind item input fields to input nodes, and some display stuff (for auto colorizing stuff).
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for (const [eq, display_elem, none_item] of zip3(equipment_fields, build_fields, none_items)) {
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let input_field = document.getElementById(eq+"-choice");
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let item_image = document.getElementById(eq+"-img");
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let item_input = new ItemInputNode(eq+'-input', input_field, none_item);
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equip_inputs.push(item_input);
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if (powder_inputs.includes(eq+'-powder')) { // TODO: fragile
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const powder_name = eq+'-powder';
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let powder_node = new PowderInputNode(powder_name, document.getElementById(powder_name))
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.link_to(item_input, 'item');
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powder_nodes.push(powder_node);
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build_encode_node.link_to(powder_node, powder_name);
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let item_powdering = new ItemPowderingNode(eq+'-powder-apply')
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.link_to(powder_node, 'powdering').link_to(item_input, 'item');
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item_input = item_powdering;
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}
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item_nodes.push(item_input);
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item_nodes_map.set(eq, item_input);
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new ItemInputDisplayNode(eq+'-input-display', eq, item_image).link_to(item_input);
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new ItemDisplayNode(eq+'-item-display', display_elem).link_to(item_input);
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//new PrintNode(eq+'-debug').link_to(item_input);
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//document.querySelector("#"+eq+"-tooltip").setAttribute("onclick", "collapse_element('#"+ eq +"-tooltip');"); //toggle_plus_minus('" + eq + "-pm');
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build_node.link_to(item_input, eq);
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}
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for (const [eq, none_item] of zip2(tome_fields, [none_tomes[0], none_tomes[0], none_tomes[1], none_tomes[1], none_tomes[1], none_tomes[1], none_tomes[2]])) {
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let input_field = document.getElementById(eq+"-choice");
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let item_image = document.getElementById(eq+"-img");
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let item_input = new ItemInputNode(eq+'-input', input_field, none_item);
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equip_inputs.push(item_input);
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item_nodes.push(item_input);
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new ItemInputDisplayNode(eq+'-input-display', eq, item_image).link_to(item_input);
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build_node.link_to(item_input, eq);
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}
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// weapon image changer node.
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@ -963,38 +1025,12 @@ function builder_graph_init() {
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let weapon_dps = document.getElementById("weapon-dps");
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new WeaponInputDisplayNode('weapon-type', weapon_image, weapon_dps).link_to(item_nodes[8]);
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// Level input node.
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let level_input = new InputNode('level-input', document.getElementById('level-choice'));
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// linking to atree verification
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atree_validate.link_to(level_input, 'level');
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// "Build" now only refers to equipment and level (no powders). Powders are injected before damage calculation / stat display.
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build_node = new BuildAssembleNode();
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for (const input of item_nodes) {
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build_node.link_to(input);
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}
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build_node.link_to(level_input);
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let build_encode_node = new BuildEncodeNode();
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build_encode_node.link_to(build_node, 'build');
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let url_update_node = new URLUpdateNode();
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url_update_node.link_to(build_encode_node, 'build-str');
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for (const input of powder_inputs) {
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let powder_node = new PowderInputNode(input, document.getElementById(input));
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powder_nodes.push(powder_node);
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build_encode_node.link_to(powder_node, input);
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}
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item_nodes[0].link_to(powder_nodes[0], 'powdering');
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item_nodes[1].link_to(powder_nodes[1], 'powdering');
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item_nodes[2].link_to(powder_nodes[2], 'powdering');
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item_nodes[3].link_to(powder_nodes[3], 'powdering');
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item_nodes[8].link_to(powder_nodes[4], 'powdering');
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// Phase 2/3: Set up editable IDs, skill points; use decodeBuild() skill points, calculate damage
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// Create one node that will be the "aggregator node" (listen to all the editable id nodes, as well as the build_node (for non editable stats) and collect them into one statmap)
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@ -1041,7 +1077,7 @@ function builder_graph_init() {
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// ---------------------------------------------------------------
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// Trigger the update cascade for build!
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// ---------------------------------------------------------------
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for (const input_node of item_nodes.concat(powder_nodes)) {
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for (const input_node of equip_inputs) {
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input_node.update();
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}
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armor_powder_node.update();
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Reference in a new issue