Tweak graph flow for weapon powdering
unjankify: Move powder application out of weapon input node. Item input node now produces an unpowdered item. Powder input node reads this, and uses it to update `slots` message and error. ItemPowderingNode collects from these two nodes and produces a powdered item.
This commit is contained in:
parent
883f6602f0
commit
75e1a87a44
1 changed files with 114 additions and 94 deletions
|
@ -121,7 +121,7 @@ class PowderSpecialDisplayNode extends ComputeNode {
|
||||||
/**
|
/**
|
||||||
* Node for getting an item's stats from an item input field.
|
* Node for getting an item's stats from an item input field.
|
||||||
*
|
*
|
||||||
* Signature: ItemInputNode(powdering: Optional[list[powder]]) => Item | null
|
* Signature: ItemInputNode() => Item | null
|
||||||
*/
|
*/
|
||||||
class ItemInputNode extends InputNode {
|
class ItemInputNode extends InputNode {
|
||||||
/**
|
/**
|
||||||
|
@ -143,8 +143,6 @@ class ItemInputNode extends InputNode {
|
||||||
}
|
}
|
||||||
|
|
||||||
compute_func(input_map) {
|
compute_func(input_map) {
|
||||||
const powdering = input_map.get('powdering');
|
|
||||||
|
|
||||||
// built on the assumption of no one will type in CI/CR letter by letter
|
// built on the assumption of no one will type in CI/CR letter by letter
|
||||||
let item_text = this.input_field.value;
|
let item_text = this.input_field.value;
|
||||||
if (!item_text) {
|
if (!item_text) {
|
||||||
|
@ -158,10 +156,6 @@ class ItemInputNode extends InputNode {
|
||||||
else if (tomeMap.has(item_text)) { item = new Item(tomeMap.get(item_text)); }
|
else if (tomeMap.has(item_text)) { item = new Item(tomeMap.get(item_text)); }
|
||||||
|
|
||||||
if (item) {
|
if (item) {
|
||||||
if (powdering !== undefined) {
|
|
||||||
const max_slots = item.statMap.get('slots');
|
|
||||||
item.statMap.set('powders', powdering.slice(0, max_slots));
|
|
||||||
}
|
|
||||||
let type_match;
|
let type_match;
|
||||||
if (this.category == 'weapon') {
|
if (this.category == 'weapon') {
|
||||||
type_match = item.statMap.get('category') == 'weapon';
|
type_match = item.statMap.get('category') == 'weapon';
|
||||||
|
@ -169,12 +163,6 @@ class ItemInputNode extends InputNode {
|
||||||
type_match = item.statMap.get('type') == this.none_item.statMap.get('type');
|
type_match = item.statMap.get('type') == this.none_item.statMap.get('type');
|
||||||
}
|
}
|
||||||
if (type_match) {
|
if (type_match) {
|
||||||
if (item.statMap.get('category') == 'armor') {
|
|
||||||
applyArmorPowders(item.statMap);
|
|
||||||
}
|
|
||||||
else if (item.statMap.get('category') == 'weapon') {
|
|
||||||
apply_weapon_powders(item.statMap);
|
|
||||||
}
|
|
||||||
return item;
|
return item;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -205,6 +193,31 @@ class ItemInputNode extends InputNode {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Node for updating item input fields from parsed items.
|
||||||
|
*
|
||||||
|
* Signature: ItemInputDisplayNode(item: Item, powdering: List[powder]) => Item
|
||||||
|
*/
|
||||||
|
class ItemPowderingNode extends ComputeNode {
|
||||||
|
constructor(name) { super(name); }
|
||||||
|
|
||||||
|
compute_func(input_map) {
|
||||||
|
const powdering = input_map.get('powdering');
|
||||||
|
const item = {};
|
||||||
|
item.statMap = new Map(input_map.get('item').statMap); // TODO: performance
|
||||||
|
|
||||||
|
const max_slots = item.statMap.get('slots');
|
||||||
|
item.statMap.set('powders', powdering.slice(0, max_slots));
|
||||||
|
if (item.statMap.get('category') == 'armor') {
|
||||||
|
applyArmorPowders(item.statMap);
|
||||||
|
}
|
||||||
|
else if (item.statMap.get('category') == 'weapon') {
|
||||||
|
apply_weapon_powders(item.statMap);
|
||||||
|
}
|
||||||
|
return item;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Node for updating item input fields from parsed items.
|
* Node for updating item input fields from parsed items.
|
||||||
*
|
*
|
||||||
|
@ -217,7 +230,6 @@ class ItemInputDisplayNode extends ComputeNode {
|
||||||
this.input_field = document.getElementById(eq+"-choice");
|
this.input_field = document.getElementById(eq+"-choice");
|
||||||
this.health_field = document.getElementById(eq+"-health");
|
this.health_field = document.getElementById(eq+"-health");
|
||||||
this.level_field = document.getElementById(eq+"-lv");
|
this.level_field = document.getElementById(eq+"-lv");
|
||||||
this.powder_field = document.getElementById(eq+"-powder"); // possibly None
|
|
||||||
this.image = item_image;
|
this.image = item_image;
|
||||||
this.fail_cb = true;
|
this.fail_cb = true;
|
||||||
}
|
}
|
||||||
|
@ -242,18 +254,11 @@ class ItemInputDisplayNode extends ComputeNode {
|
||||||
this.input_field.classList.add("is-invalid");
|
this.input_field.classList.add("is-invalid");
|
||||||
return null;
|
return null;
|
||||||
}
|
}
|
||||||
if (this.powder_field && item.statMap.has('powders')) {
|
|
||||||
this.powder_field.placeholder = "powders";
|
|
||||||
}
|
|
||||||
|
|
||||||
if (item.statMap.has('NONE')) {
|
if (item.statMap.has('NONE')) {
|
||||||
return null;
|
return null;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (this.powder_field && item.statMap.has('powders')) {
|
|
||||||
this.powder_field.placeholder = item.statMap.get('slots') + ' slots';
|
|
||||||
}
|
|
||||||
|
|
||||||
const tier = item.statMap.get('tier');
|
const tier = item.statMap.get('tier');
|
||||||
this.input_field.classList.add(tier);
|
this.input_field.classList.add(tier);
|
||||||
if (this.health_field) {
|
if (this.health_field) {
|
||||||
|
@ -374,39 +379,39 @@ class URLUpdateNode extends ComputeNode {
|
||||||
* Create a "build" object from a set of equipments.
|
* Create a "build" object from a set of equipments.
|
||||||
* Returns a new Build object, or null if all items are NONE items.
|
* Returns a new Build object, or null if all items are NONE items.
|
||||||
*
|
*
|
||||||
* Signature: BuildAssembleNode(helmet-input: Item,
|
* Signature: BuildAssembleNode(helmet: Item,
|
||||||
* chestplate-input: Item,
|
* chestplate: Item,
|
||||||
* leggings-input: Item,
|
* leggings: Item,
|
||||||
* boots-input: Item,
|
* boots: Item,
|
||||||
* ring1-input: Item,
|
* ring1: Item,
|
||||||
* ring2-input: Item,
|
* ring2: Item,
|
||||||
* bracelet-input: Item,
|
* bracelet: Item,
|
||||||
* necklace-input: Item,
|
* necklace: Item,
|
||||||
* weapon-input: Item,
|
* weapon: Item,
|
||||||
* level-input: int) => Build | null
|
* level: int) => Build | null
|
||||||
*/
|
*/
|
||||||
class BuildAssembleNode extends ComputeNode {
|
class BuildAssembleNode extends ComputeNode {
|
||||||
constructor() { super("builder-make-build"); }
|
constructor() { super("builder-make-build"); }
|
||||||
|
|
||||||
compute_func(input_map) {
|
compute_func(input_map) {
|
||||||
let equipments = [
|
let equipments = [
|
||||||
input_map.get('helmet-input'),
|
input_map.get('helmet'),
|
||||||
input_map.get('chestplate-input'),
|
input_map.get('chestplate'),
|
||||||
input_map.get('leggings-input'),
|
input_map.get('leggings'),
|
||||||
input_map.get('boots-input'),
|
input_map.get('boots'),
|
||||||
input_map.get('ring1-input'),
|
input_map.get('ring1'),
|
||||||
input_map.get('ring2-input'),
|
input_map.get('ring2'),
|
||||||
input_map.get('bracelet-input'),
|
input_map.get('bracelet'),
|
||||||
input_map.get('necklace-input'),
|
input_map.get('necklace'),
|
||||||
input_map.get('weaponTome1-input'),
|
input_map.get('weaponTome1'),
|
||||||
input_map.get('weaponTome2-input'),
|
input_map.get('weaponTome2'),
|
||||||
input_map.get('armorTome1-input'),
|
input_map.get('armorTome1'),
|
||||||
input_map.get('armorTome2-input'),
|
input_map.get('armorTome2'),
|
||||||
input_map.get('armorTome3-input'),
|
input_map.get('armorTome3'),
|
||||||
input_map.get('armorTome4-input'),
|
input_map.get('armorTome4'),
|
||||||
input_map.get('guildTome1-input')
|
input_map.get('guildTome1')
|
||||||
];
|
];
|
||||||
let weapon = input_map.get('weapon-input');
|
let weapon = input_map.get('weapon');
|
||||||
let level = parseInt(input_map.get('level-input'));
|
let level = parseInt(input_map.get('level-input'));
|
||||||
if (isNaN(level)) {
|
if (isNaN(level)) {
|
||||||
level = 106;
|
level = 106;
|
||||||
|
@ -437,13 +442,24 @@ class PlayerClassNode extends ValueCheckComputeNode {
|
||||||
* Read an input field and parse into a list of powderings.
|
* Read an input field and parse into a list of powderings.
|
||||||
* Every two characters makes one powder. If parsing fails, NULL is returned.
|
* Every two characters makes one powder. If parsing fails, NULL is returned.
|
||||||
*
|
*
|
||||||
* Signature: PowderInputNode() => List[powder] | null
|
* Signature: PowderInputNode(item: Item) => List[powder] | null
|
||||||
*/
|
*/
|
||||||
class PowderInputNode extends InputNode {
|
class PowderInputNode extends InputNode {
|
||||||
|
|
||||||
constructor(name, input_field) { super(name, input_field); }
|
constructor(name, input_field) { super(name, input_field); this.fail_cb = true; }
|
||||||
|
|
||||||
compute_func(input_map) {
|
compute_func(input_map) {
|
||||||
|
if (input_map.size !== 1) { throw "PowderInputNode accepts exactly one input (item)"; }
|
||||||
|
const [item] = input_map.values(); // Extract values, pattern match it into size one list and bind to first element
|
||||||
|
if (item === null) {
|
||||||
|
this.input_field.placeholder = 'powders';
|
||||||
|
return [];
|
||||||
|
}
|
||||||
|
|
||||||
|
if (item.statMap.has('slots')) {
|
||||||
|
this.input_field.placeholder = item.statMap.get('slots') + ' slots';
|
||||||
|
}
|
||||||
|
|
||||||
// TODO: haha improve efficiency to O(n) dumb
|
// TODO: haha improve efficiency to O(n) dumb
|
||||||
let input = this.input_field.value.trim();
|
let input = this.input_field.value.trim();
|
||||||
let powdering = [];
|
let powdering = [];
|
||||||
|
@ -464,10 +480,10 @@ class PowderInputNode extends InputNode {
|
||||||
}
|
}
|
||||||
|
|
||||||
if (this.input_field.getAttribute("placeholder") != null) {
|
if (this.input_field.getAttribute("placeholder") != null) {
|
||||||
let placeholder = this.input_field.getAttribute("placeholder");
|
if (item.statMap.get('slots') < powdering.length) {
|
||||||
if (placeholder.includes(" slots") && parseInt(placeholder[0]) < powdering.length)
|
|
||||||
errorederrors.push("Too many powders: " + powdering.length);
|
errorederrors.push("Too many powders: " + powdering.length);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
if (errorederrors.length) {
|
if (errorederrors.length) {
|
||||||
this.input_field.classList.add("is-invalid");
|
this.input_field.classList.add("is-invalid");
|
||||||
|
@ -941,9 +957,11 @@ class SumNumberInputNode extends InputNode {
|
||||||
}
|
}
|
||||||
|
|
||||||
let item_nodes = [];
|
let item_nodes = [];
|
||||||
|
let item_nodes_map = new Map();
|
||||||
let powder_nodes = [];
|
let powder_nodes = [];
|
||||||
let edit_input_nodes = [];
|
let edit_input_nodes = [];
|
||||||
let skp_inputs = [];
|
let skp_inputs = [];
|
||||||
|
let equip_inputs = [];
|
||||||
let build_node;
|
let build_node;
|
||||||
let stat_agg_node;
|
let stat_agg_node;
|
||||||
let edit_agg_node;
|
let edit_agg_node;
|
||||||
|
@ -952,25 +970,53 @@ let atree_graph_creator;
|
||||||
function builder_graph_init() {
|
function builder_graph_init() {
|
||||||
// Phase 1/3: Set up item input, propagate updates, etc.
|
// Phase 1/3: Set up item input, propagate updates, etc.
|
||||||
|
|
||||||
|
// Level input node.
|
||||||
|
let level_input = new InputNode('level-input', document.getElementById('level-choice'));
|
||||||
|
|
||||||
|
// "Build" now only refers to equipment and level (no powders). Powders are injected before damage calculation / stat display.
|
||||||
|
build_node = new BuildAssembleNode();
|
||||||
|
for (const input of item_nodes) {
|
||||||
|
}
|
||||||
|
build_node.link_to(level_input);
|
||||||
|
|
||||||
|
let build_encode_node = new BuildEncodeNode();
|
||||||
|
build_encode_node.link_to(build_node, 'build');
|
||||||
|
|
||||||
// Bind item input fields to input nodes, and some display stuff (for auto colorizing stuff).
|
// Bind item input fields to input nodes, and some display stuff (for auto colorizing stuff).
|
||||||
for (const [eq, display_elem, none_item] of zip3(equipment_fields, build_fields, none_items)) {
|
for (const [eq, display_elem, none_item] of zip3(equipment_fields, build_fields, none_items)) {
|
||||||
let input_field = document.getElementById(eq+"-choice");
|
let input_field = document.getElementById(eq+"-choice");
|
||||||
let item_image = document.getElementById(eq+"-img");
|
let item_image = document.getElementById(eq+"-img");
|
||||||
|
|
||||||
let item_input = new ItemInputNode(eq+'-input', input_field, none_item);
|
let item_input = new ItemInputNode(eq+'-input', input_field, none_item);
|
||||||
|
equip_inputs.push(item_input);
|
||||||
|
if (powder_inputs.includes(eq+'-powder')) { // TODO: fragile
|
||||||
|
const powder_name = eq+'-powder';
|
||||||
|
let powder_node = new PowderInputNode(powder_name, document.getElementById(powder_name))
|
||||||
|
.link_to(item_input, 'item');
|
||||||
|
powder_nodes.push(powder_node);
|
||||||
|
build_encode_node.link_to(powder_node, powder_name);
|
||||||
|
let item_powdering = new ItemPowderingNode(eq+'-powder-apply')
|
||||||
|
.link_to(powder_node, 'powdering').link_to(item_input, 'item');
|
||||||
|
item_input = item_powdering;
|
||||||
|
}
|
||||||
item_nodes.push(item_input);
|
item_nodes.push(item_input);
|
||||||
|
item_nodes_map.set(eq, item_input);
|
||||||
new ItemInputDisplayNode(eq+'-input-display', eq, item_image).link_to(item_input);
|
new ItemInputDisplayNode(eq+'-input-display', eq, item_image).link_to(item_input);
|
||||||
new ItemDisplayNode(eq+'-item-display', display_elem).link_to(item_input);
|
new ItemDisplayNode(eq+'-item-display', display_elem).link_to(item_input);
|
||||||
//new PrintNode(eq+'-debug').link_to(item_input);
|
//new PrintNode(eq+'-debug').link_to(item_input);
|
||||||
//document.querySelector("#"+eq+"-tooltip").setAttribute("onclick", "collapse_element('#"+ eq +"-tooltip');"); //toggle_plus_minus('" + eq + "-pm');
|
//document.querySelector("#"+eq+"-tooltip").setAttribute("onclick", "collapse_element('#"+ eq +"-tooltip');"); //toggle_plus_minus('" + eq + "-pm');
|
||||||
|
build_node.link_to(item_input, eq);
|
||||||
}
|
}
|
||||||
|
|
||||||
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]])) {
|
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]])) {
|
||||||
let input_field = document.getElementById(eq+"-choice");
|
let input_field = document.getElementById(eq+"-choice");
|
||||||
let item_image = document.getElementById(eq+"-img");
|
let item_image = document.getElementById(eq+"-img");
|
||||||
|
|
||||||
let item_input = new ItemInputNode(eq+'-input', input_field, none_item);
|
let item_input = new ItemInputNode(eq+'-input', input_field, none_item);
|
||||||
|
equip_inputs.push(item_input);
|
||||||
item_nodes.push(item_input);
|
item_nodes.push(item_input);
|
||||||
new ItemInputDisplayNode(eq+'-input-display', eq, item_image).link_to(item_input);
|
new ItemInputDisplayNode(eq+'-input-display', eq, item_image).link_to(item_input);
|
||||||
|
build_node.link_to(item_input, eq);
|
||||||
}
|
}
|
||||||
|
|
||||||
// weapon image changer node.
|
// weapon image changer node.
|
||||||
|
@ -978,38 +1024,12 @@ function builder_graph_init() {
|
||||||
let weapon_dps = document.getElementById("weapon-dps");
|
let weapon_dps = document.getElementById("weapon-dps");
|
||||||
new WeaponInputDisplayNode('weapon-type', weapon_image, weapon_dps).link_to(item_nodes[8]);
|
new WeaponInputDisplayNode('weapon-type', weapon_image, weapon_dps).link_to(item_nodes[8]);
|
||||||
|
|
||||||
// Level input node.
|
|
||||||
let level_input = new InputNode('level-input', document.getElementById('level-choice'));
|
|
||||||
|
|
||||||
// linking to atree verification
|
// linking to atree verification
|
||||||
atree_validate.link_to(level_input, 'level');
|
atree_validate.link_to(level_input, 'level');
|
||||||
|
|
||||||
// "Build" now only refers to equipment and level (no powders). Powders are injected before damage calculation / stat display.
|
|
||||||
build_node = new BuildAssembleNode();
|
|
||||||
for (const input of item_nodes) {
|
|
||||||
build_node.link_to(input);
|
|
||||||
}
|
|
||||||
build_node.link_to(level_input);
|
|
||||||
|
|
||||||
let build_encode_node = new BuildEncodeNode();
|
|
||||||
build_encode_node.link_to(build_node, 'build');
|
|
||||||
|
|
||||||
let url_update_node = new URLUpdateNode();
|
let url_update_node = new URLUpdateNode();
|
||||||
url_update_node.link_to(build_encode_node, 'build-str');
|
url_update_node.link_to(build_encode_node, 'build-str');
|
||||||
|
|
||||||
|
|
||||||
for (const input of powder_inputs) {
|
|
||||||
let powder_node = new PowderInputNode(input, document.getElementById(input));
|
|
||||||
powder_nodes.push(powder_node);
|
|
||||||
build_encode_node.link_to(powder_node, input);
|
|
||||||
}
|
|
||||||
|
|
||||||
item_nodes[0].link_to(powder_nodes[0], 'powdering');
|
|
||||||
item_nodes[1].link_to(powder_nodes[1], 'powdering');
|
|
||||||
item_nodes[2].link_to(powder_nodes[2], 'powdering');
|
|
||||||
item_nodes[3].link_to(powder_nodes[3], 'powdering');
|
|
||||||
item_nodes[8].link_to(powder_nodes[4], 'powdering');
|
|
||||||
|
|
||||||
// Phase 2/3: Set up editable IDs, skill points; use decodeBuild() skill points, calculate damage
|
// Phase 2/3: Set up editable IDs, skill points; use decodeBuild() skill points, calculate damage
|
||||||
|
|
||||||
// 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)
|
// 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)
|
||||||
|
@ -1053,7 +1073,7 @@ function builder_graph_init() {
|
||||||
// ---------------------------------------------------------------
|
// ---------------------------------------------------------------
|
||||||
// Trigger the update cascade for build!
|
// Trigger the update cascade for build!
|
||||||
// ---------------------------------------------------------------
|
// ---------------------------------------------------------------
|
||||||
for (const input_node of item_nodes.concat(powder_nodes)) {
|
for (const input_node of equip_inputs) {
|
||||||
input_node.update();
|
input_node.update();
|
||||||
}
|
}
|
||||||
armor_powder_node.update();
|
armor_powder_node.update();
|
||||||
|
|
Loading…
Reference in a new issue