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:
hppeng 2022-07-26 23:18:55 -07:00
parent 883f6602f0
commit 75e1a87a44

View file

@ -121,7 +121,7 @@ class PowderSpecialDisplayNode extends ComputeNode {
/**
* 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 {
/**
@ -143,8 +143,6 @@ class ItemInputNode extends InputNode {
}
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
let item_text = this.input_field.value;
if (!item_text) {
@ -158,10 +156,6 @@ class ItemInputNode extends InputNode {
else if (tomeMap.has(item_text)) { item = new Item(tomeMap.get(item_text)); }
if (item) {
if (powdering !== undefined) {
const max_slots = item.statMap.get('slots');
item.statMap.set('powders', powdering.slice(0, max_slots));
}
let type_match;
if (this.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');
}
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;
}
}
@ -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.
*
@ -217,7 +230,6 @@ class ItemInputDisplayNode extends ComputeNode {
this.input_field = document.getElementById(eq+"-choice");
this.health_field = document.getElementById(eq+"-health");
this.level_field = document.getElementById(eq+"-lv");
this.powder_field = document.getElementById(eq+"-powder"); // possibly None
this.image = item_image;
this.fail_cb = true;
}
@ -242,18 +254,11 @@ class ItemInputDisplayNode extends ComputeNode {
this.input_field.classList.add("is-invalid");
return null;
}
if (this.powder_field && item.statMap.has('powders')) {
this.powder_field.placeholder = "powders";
}
if (item.statMap.has('NONE')) {
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');
this.input_field.classList.add(tier);
if (this.health_field) {
@ -374,39 +379,39 @@ class URLUpdateNode extends ComputeNode {
* Create a "build" object from a set of equipments.
* Returns a new Build object, or null if all items are NONE items.
*
* Signature: BuildAssembleNode(helmet-input: Item,
* chestplate-input: Item,
* leggings-input: Item,
* boots-input: Item,
* ring1-input: Item,
* ring2-input: Item,
* bracelet-input: Item,
* necklace-input: Item,
* weapon-input: Item,
* level-input: int) => Build | null
* Signature: BuildAssembleNode(helmet: Item,
* chestplate: Item,
* leggings: Item,
* boots: Item,
* ring1: Item,
* ring2: Item,
* bracelet: Item,
* necklace: Item,
* weapon: Item,
* level: int) => Build | null
*/
class BuildAssembleNode extends ComputeNode {
constructor() { super("builder-make-build"); }
compute_func(input_map) {
let equipments = [
input_map.get('helmet-input'),
input_map.get('chestplate-input'),
input_map.get('leggings-input'),
input_map.get('boots-input'),
input_map.get('ring1-input'),
input_map.get('ring2-input'),
input_map.get('bracelet-input'),
input_map.get('necklace-input'),
input_map.get('weaponTome1-input'),
input_map.get('weaponTome2-input'),
input_map.get('armorTome1-input'),
input_map.get('armorTome2-input'),
input_map.get('armorTome3-input'),
input_map.get('armorTome4-input'),
input_map.get('guildTome1-input')
input_map.get('helmet'),
input_map.get('chestplate'),
input_map.get('leggings'),
input_map.get('boots'),
input_map.get('ring1'),
input_map.get('ring2'),
input_map.get('bracelet'),
input_map.get('necklace'),
input_map.get('weaponTome1'),
input_map.get('weaponTome2'),
input_map.get('armorTome1'),
input_map.get('armorTome2'),
input_map.get('armorTome3'),
input_map.get('armorTome4'),
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'));
if (isNaN(level)) {
level = 106;
@ -437,13 +442,24 @@ class PlayerClassNode extends ValueCheckComputeNode {
* Read an input field and parse into a list of powderings.
* 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 {
constructor(name, input_field) { super(name, input_field); }
constructor(name, input_field) { super(name, input_field); this.fail_cb = true; }
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
let input = this.input_field.value.trim();
let powdering = [];
@ -464,10 +480,10 @@ class PowderInputNode extends InputNode {
}
if (this.input_field.getAttribute("placeholder") != null) {
let placeholder = this.input_field.getAttribute("placeholder");
if (placeholder.includes(" slots") && parseInt(placeholder[0]) < powdering.length)
if (item.statMap.get('slots') < powdering.length) {
errorederrors.push("Too many powders: " + powdering.length);
}
}
if (errorederrors.length) {
this.input_field.classList.add("is-invalid");
@ -941,9 +957,11 @@ class SumNumberInputNode extends InputNode {
}
let item_nodes = [];
let item_nodes_map = new Map();
let powder_nodes = [];
let edit_input_nodes = [];
let skp_inputs = [];
let equip_inputs = [];
let build_node;
let stat_agg_node;
let edit_agg_node;
@ -952,25 +970,53 @@ let atree_graph_creator;
function builder_graph_init() {
// 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).
for (const [eq, display_elem, none_item] of zip3(equipment_fields, build_fields, none_items)) {
let input_field = document.getElementById(eq+"-choice");
let item_image = document.getElementById(eq+"-img");
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_map.set(eq, 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 PrintNode(eq+'-debug').link_to(item_input);
//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]])) {
let input_field = document.getElementById(eq+"-choice");
let item_image = document.getElementById(eq+"-img");
let item_input = new ItemInputNode(eq+'-input', input_field, none_item);
equip_inputs.push(item_input);
item_nodes.push(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.
@ -978,38 +1024,12 @@ function builder_graph_init() {
let weapon_dps = document.getElementById("weapon-dps");
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
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();
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
// 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!
// ---------------------------------------------------------------
for (const input_node of item_nodes.concat(powder_nodes)) {
for (const input_node of equip_inputs) {
input_node.update();
}
armor_powder_node.update();