Apply set bonuses during skillpoint calculation

This commit is contained in:
b 2021-01-09 22:29:07 -06:00
parent ad355127d4
commit 9508ab81ad
5 changed files with 65 additions and 75 deletions

View file

@ -133,6 +133,7 @@ class Build{
this.base_skillpoints = result[1];
this.total_skillpoints = result[2];
this.assigned_skillpoints = result[3];
this.activeSetCounts = result[4];
// For strength boosts like warscream, vanish, etc.
this.damageMultiplier = 1.0;
@ -197,29 +198,11 @@ class Build{
return damages_results.concat([totalDamNorm,totalDamCrit,normDPS,critDPS,avgDPS,adjAtkSpd]);
}
/*
* Gets a list of active sets and set counts.
*/
getSetBonuses() {
let activeSetCounts = new Map()
for (const item of this.items) {
console.log(item.get("name"));
const setName = setMap.get(item.get("name"));
if (setName) { // undefined/null means no set.
activeSetCounts.set(setName, (activeSetCounts.get(setName) || 0) + 1);
}
}
return activeSetCounts;
}
/* Get all stats for this build. Stores in this.statMap.
@pre The build itself should be valid. No checking of validity of pieces is done here.
*/
initBuildStats(){
let activeSetCounts = this.getSetBonuses();
this.activeSetCounts = activeSetCounts;
let staticIDs = ["hp", "eDef", "tDef", "wDef", "fDef", "aDef"];
//Create a map of this build's stats
@ -239,10 +222,15 @@ class Build{
if (item.get(staticID)) { statMap.set(staticID, statMap.get(staticID) + item.get(staticID)); }
}
}
for (const [setName, count] of activeSetCounts) {
for (const [setName, count] of this.activeSetCounts) {
const bonus = sets[setName].bonuses[count-1];
for (const id in bonus) {
statMap.set(id,(statMap.get(id) || 0)+bonus[id]);
if (skp_order.includes(id)) {
// pass. Don't include skillpoints in ids
}
else {
statMap.set(id,(statMap.get(id) || 0)+bonus[id]);
}
}
}

View file

@ -3,3 +3,5 @@ Damage calculator checking: https://its0x7.cf/build/
Theme and overall inspiration: Wynndata (Dukio)
- https://wynndata.tk
Additional Contributors:
- QuantumNep (Layout code/layout ideas)

View file

@ -250,16 +250,12 @@
<div class = "center build-weapon" id = "build-weapon" style = "grid-column:1;grid-row:3">
<div class = "center" id = "build-weapon-stats"></div>
</div>
<div class = "center build-overall" id = "build-overall" style = "grid-column:4;grid-row:3">
<p class="itemcenter">Overall Build Stats:<p>
<div class = "center" id = "build-overall-stats"></div>
</div>
<div class = "center build-melee-stats" id = "build-melee-stats" style = "grid-column:3;grid-row:3">
</div>
<div class = "center build-order" id = "build-order" style = "grid-column:2;grid-row:3">
</div>
<!--div class = "center" id = "build-defense-stats" style = "grid-column:4;grid-row:3">
</div-->
<div class = "center" id = "build-defense-stats" style = "grid-column:4;grid-row:3">
</div>
</div>
<div class = "spells">
<div class = "center spell-info" id = "spell0" style = "grid-column:1;grid-row:1">

View file

@ -10,32 +10,47 @@ function calculate_skillpoints(equipment, weapon) {
if (item.get("reqs").every(x => x === 0)) {
fixed.push(item);
}
else if (item.get("skillpoints").every(x => x === 0)) {
// TODO hack: We will treat ALL set items as unsafe :(
else if (item.get("skillpoints").every(x => x === 0) && item.get("set") === null) {
noboost.push(item);
}
else {
consider.push(item);
}
}
function apply_skillpoints(skillpoints, item) {
function apply_skillpoints(skillpoints, item, activeSetCounts) {
for (let i = 0; i < 5; i++) {
skillpoints[i] += item.get("skillpoints")[i];
}
}
function remove_skillpoints(skillpoints, item) {
for (let i = 0; i < 5; i++) {
skillpoints[i] -= item.get("skillpoints")[i];
const setName = item.get("set");
if (setName) { // undefined/null means no set.
let setCount = activeSetCounts.get(setName);
let old_bonus = {};
if (setCount) {
old_bonus = sets[setName].bonuses[setCount-1];
activeSetCounts.set(setName, setCount + 1);
}
else {
setCount = 0;
activeSetCounts.set(setName, 1);
}
const new_bonus = sets[setName].bonuses[setCount];
//let skp_order = ["str","dex","int","def","agi"];
for (const i in skp_order) {
const delta = (new_bonus[skp_order[i]] || 0) - (old_bonus[skp_order[i]] || 0);
skillpoints[i] += delta;
}
}
}
// Figure out (naively) how many skillpoints need to be applied to get the current item to fit.
// Doesn't handle -skp.
function apply_to_fit(skillpoints, item, skillpoint_filter) {
function apply_to_fit(skillpoints, item, skillpoint_filter, activeSetCounts) {
let applied = [0, 0, 0, 0, 0];
let total = 0;
for (let i = 0; i < 5; i++) {
if (item.get("skillpoints")[i] < 0 && skillpoint_filter[i] === true) {
if (item.get("skillpoints")[i] < 0 && skillpoint_filter[i]) {
applied[i] -= item.get("skillpoints")[i];
total -= item.get("skillpoints")[i];
}
@ -49,24 +64,46 @@ function calculate_skillpoints(equipment, weapon) {
total += diff;
}
}
const setName = item.get("set");
if (setName) { // undefined/null means no set.
const setCount = activeSetCounts.get(setName);
if (setCount) {
const old_bonus = sets[setName].bonuses[setCount-1];
const new_bonus = sets[setName].bonuses[setCount];
//let skp_order = ["str","dex","int","def","agi"];
for (const i in skp_order) {
const delta = (new_bonus[skp_order[i]] || 0) - (old_bonus[skp_order[i]] || 0);
if (delta < 0 && skillpoint_filter[i]) {
applied[i] -= delta;
total -= delta;
}
}
}
}
return [applied, total];
}
// Separate out the no req items and add them to the static skillpoint base.
let static_skillpoints_base = [0, 0, 0, 0, 0]
let static_activeSetCounts = new Map()
for (const item of fixed) {
apply_skillpoints(static_skillpoints_base, item);
apply_skillpoints(static_skillpoints_base, item, static_activeSetCounts);
}
let best = consider.concat(noboost);
let final_skillpoints = static_skillpoints_base.slice();
let best_skillpoints = [0, 0, 0, 0, 0];
let best_total = Infinity;
let best_activeSetCounts = static_activeSetCounts;
let allFalse = [false, false, false, false, false];
if (consider.length > 0 || noboost.length > 0) {
// Try every combination and pick the best one.
for (let permutation of perm(consider)) {
let activeSetCounts = new Map(static_activeSetCounts);
let has_skillpoint = allFalse.slice();
permutation = permutation.concat(noboost);
@ -81,7 +118,7 @@ function calculate_skillpoints(equipment, weapon) {
let needed_skillpoints;
let total_diff;
for (const item of permutation) {
result = apply_to_fit(skillpoints, item, has_skillpoint);
result = apply_to_fit(skillpoints, item, has_skillpoint, activeSetCounts);
needed_skillpoints = result[0];
total_diff = result[1];
@ -89,40 +126,14 @@ function calculate_skillpoints(equipment, weapon) {
skillpoints_applied[i] += needed_skillpoints[i];
skillpoints[i] += needed_skillpoints[i];
}
apply_skillpoints(skillpoints, item);
apply_skillpoints(skillpoints, item, activeSetCounts);
total_applied += total_diff;
if (total_applied >= best_total) {
break;
}
}
// if (total_applied < best_total) {
// console.log(total_applied);
// console.log(skillpoints_applied);
// console.log("Iteration 2");
// for (const item of permutation) {
// console.log(item);
//
// remove_skillpoints(skillpoints, item);
// console.log(skillpoints);
// result = apply_to_fit(skillpoints, item, has_skillpoint);
// needed_skillpoints = result[0];
// total_diff = result[1];
// for (let i = 0; i < 5; ++i) {
// skillpoints_applied[i] += needed_skillpoints[i];
// skillpoints[i] += needed_skillpoints[i];
// }
//
// apply_skillpoints(skillpoints, item);
// console.log(skillpoints);
// console.log(total_diff);
// total_applied += total_diff;
// if (total_applied >= best_total) {
// break;
// }
// }
// }
let pre = skillpoints.slice();
result = apply_to_fit(skillpoints, weapon, allFalse.slice());
result = apply_to_fit(skillpoints, weapon, allFalse.slice(), activeSetCounts);
needed_skillpoints = result[0];
total_diff = result[1];
for (let i = 0; i < 5; ++i) {
@ -130,7 +141,7 @@ function calculate_skillpoints(equipment, weapon) {
skillpoints[i] += needed_skillpoints[i];
}
apply_skillpoints(skillpoints, weapon);
apply_skillpoints(skillpoints, weapon, activeSetCounts);
total_applied += total_diff;
if (total_applied < best_total) {
@ -140,13 +151,14 @@ function calculate_skillpoints(equipment, weapon) {
final_skillpoints = skillpoints;
best_skillpoints = skillpoints_applied;
best_total = total_applied;
best_activeSetCounts = activeSetCounts;
}
}
}
else {
best_total = 0;
result = apply_to_fit(final_skillpoints, weapon, allFalse.slice());
result = apply_to_fit(final_skillpoints, weapon, allFalse.slice(), best_activeSetCounts);
needed_skillpoints = result[0];
total_diff = result[1];
for (let i = 0; i < 5; ++i) {
@ -157,5 +169,5 @@ function calculate_skillpoints(equipment, weapon) {
best_total += total_diff;
}
let equip_order = fixed.concat(best);
return [equip_order, best_skillpoints, final_skillpoints, best_total];
return [equip_order, best_skillpoints, final_skillpoints, best_total, best_activeSetCounts];
}

View file

@ -97,7 +97,6 @@ for (const it of itemTypes) {
}
let itemMap = new Map();
/* Mapping from item names to set names. */
let setMap = new Map();
let idMap = new Map();
/*
@ -161,13 +160,6 @@ function init() {
itemMap.set(item.displayName, item);
idMap.set(item.id, item.displayName);
}
for (const setName in sets) {
const set = sets[setName];
for (const itemName of set.items) {
setMap.set(itemName, setName);
}
}
for (const armorType of armorTypes) {
populateItemList(armorType);