Powder application logic reflects what is ingame
also fix violet shift interaction
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1 changed files with 44 additions and 4 deletions
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@ -159,6 +159,45 @@ function calc_weapon_powder(weapon, damageBases) {
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neutralBase = damages[0].slice();
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}
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//apply powders to weapon (1.21 fked implementation)
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let powder_apply_order = [];
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let powder_apply_map = new Map();
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for (const powderID of powders) {
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const powder = powderStats[powderID];
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// Bitwise to force conversion to integer (integer division).
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const element = (powderID/6) | 0;
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const conversion_ratio = powder.convert/100;
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if (powder_apply_map.has(element)) {
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let apply_info = powder_apply_map.get(element);
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apply_info.conv += conversion_ratio;
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apply_info.min += powder.min;
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apply_info.max += powder.max;
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}
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else {
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let apply_info = {
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conv: conversion_ratio,
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min: powder.min,
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max: powder.max
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};
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powder_apply_order.push(element);
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powder_apply_map.set(element, apply_info);
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}
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}
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for (const element of powder_apply_order) {
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const apply_info = powder_apply_map.get(element);
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const conversion_ratio = apply_info.conv;
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const min_diff = Math.min(neutralRemainingRaw[0], conversion_ratio * neutralRemainingRaw[0]);
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const max_diff = Math.min(neutralRemainingRaw[1], conversion_ratio * neutralRemainingRaw[1]);
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neutralRemainingRaw[0] -= min_diff;
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neutralRemainingRaw[1] -= max_diff;
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damages[element+1][0] += min_diff;
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damages[element+1][1] += max_diff;
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damages[element+1][0] += apply_info.min;
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damages[element+1][1] += apply_info.max;
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}
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/*
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//apply powders to weapon
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for (const powderID of powders) {
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const powder = powderStats[powderID];
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@ -181,14 +220,15 @@ function calc_weapon_powder(weapon, damageBases) {
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damages[element+1][0] += powder.min;
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damages[element+1][1] += powder.max;
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}
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*/
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// The ordering of these two blocks decides whether neutral is present when converted away or not.
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damages[0] = neutralRemainingRaw;
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// The ordering of these two blocks decides whether neutral is present when converted away or not.
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let present_elements = []
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for (const damage of damages) {
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present_elements.push(damage[1] > 0);
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}
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// The ordering of these two blocks decides whether neutral is present when converted away or not.
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damages[0] = neutralRemainingRaw;
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return [damages, present_elements];
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}
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