Save powders
This commit is contained in:
parent
370e18fef2
commit
9d9554209b
4 changed files with 155 additions and 30 deletions
34
build.js
34
build.js
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@ -49,26 +49,32 @@ class Build{
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/*Construct a build.
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*/
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constructor(level,helmet,chestplate,leggings,boots,ring1,ring2,bracelet,necklace,weapon){
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constructor(level,helmet,chestplate,leggings,boots,ring1,ring2,bracelet,necklace,weapon,powders){
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// NOTE: powders is just an array of arrays of powder IDs. Not powder objects.
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this.powders = powders
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if(helmet.type.valueOf() != "helmet".valueOf()){
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throw new TypeError("No such helmet named ", helmet.name);
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}else{
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this.helmet = helmet;
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this.powders[0] = this.powders[0].slice(0,helmet.slots);
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}
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if(chestplate.type.valueOf() != "chestplate"){
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throw new TypeError("No such chestplate named ", chestplate.name);
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}else{
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this.chestplate = chestplate;
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this.powders[1] = this.powders[1].slice(0,chestplate.slots);
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}
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if(leggings.type.valueOf() != "leggings"){
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throw new TypeError("No such leggings named ", leggings.name);
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}else{
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this.leggings = leggings;
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this.powders[2] = this.powders[2].slice(0,leggings.slots);
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}
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if(boots.type.valueOf() != "boots"){
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throw new TypeError("No such boots named ", boots.name);
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}else{
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this.boots = boots;
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this.powders[3] = this.powders[3].slice(0,boots.slots);
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}
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if(ring1.type.valueOf() != "ring"){
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throw new TypeError("No such ring named ", ring1.name);
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@ -92,6 +98,7 @@ class Build{
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}
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if(weapon.type.valueOf() == "wand" || weapon.type.valueOf() == "bow" || weapon.type.valueOf() == "dagger" || weapon.type.valueOf() == "spear" || weapon.type.valueOf() == "relik"){
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this.weapon = weapon;
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this.powders[4] = this.powders[4].slice(0,weapon.slots);
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}else{
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throw new TypeError("No such weapon named ", weapon.name);
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}
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@ -112,6 +119,9 @@ class Build{
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this.total_skillpoints = result[2];
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this.assigned_skillpoints = result[3];
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// For strength boosts like warscream, vanish, etc.
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this.damage_multiplier = 1.0;
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this.initBuildStats();
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}
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@ -126,7 +136,11 @@ class Build{
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/* Get total health for build.
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*/
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getHealth(){
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health = parseInt(this.helmet.hp,10) + parseInt(this.helmet.hpBonus,10) + parseInt(this.chestplate.hp,10) + parseInt(this.chestplate.hpBonus,10) + parseInt(this.leggings.hp,10) + parseInt(this.leggings.hpBonus,10) + parseInt(this.boots.hp,10) + parseInt(this.boots.hpBonus,10) + parseInt(this.ring1.hp,10) + parseInt(this.ring1.hpBonus,10) + parseInt(this.ring2.hp,10) + parseInt(this.ring2.hpBonus,10) + parseInt(this.bracelet.hp,10) + parseInt(this.bracelet.hpBonus,10) + parseInt(this.necklace.hp,10) + parseInt(this.necklace.hpBonus,10) + parseInt(this.weapon.hp,10) + parseInt(this.weapon.hpBonus,10) + levelToHPBase(this.level);
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let health = levelToHPBase(this.level);
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for (const item in this.items) {
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if (item.hp) health += item.hp;
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if (item.hpBonus) health += item.hpBonus;
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}
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if(health<5){
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return 5;
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}else{
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@ -168,15 +182,13 @@ class Build{
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for (let i in this.total_skillpoints) {
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skillBoost.push(skillPointsToPercentage(this.total_skillpoints[i]) + stats.get("damageBonus")[i] / 100.);
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}
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console.log(skillBoost);
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for (let i in damages) {
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let damageBoost = 1 + skillBoost[i] + staticBoost;
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console.log(damageBoost);
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damages_results.push([
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Math.round(damages[i][0] * damageBoost), // Normal min
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Math.round(damages[i][1] * damageBoost), // Normal max
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Math.round(damages[i][0] * (1 + damageBoost)), // Crit min
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Math.round(damages[i][1] * (1 + damageBoost)), // Crit max
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Math.max(damages[i][0] * damageBoost * this.damage_multiplier, 0), // Normal min
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Math.max(damages[i][1] * damageBoost * this.damage_multiplier, 0), // Normal max
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Math.max(damages[i][0] * (1 + damageBoost) * this.damage_multiplier, 0), // Crit min
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Math.max(damages[i][1] * (1 + damageBoost) * this.damage_multiplier, 0), // Crit max
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]);
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totalDamNorm[0] += damages_results[i][0];
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totalDamNorm[1] += damages_results[i][1];
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@ -184,7 +196,7 @@ class Build{
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totalDamCrit[1] += damages_results[i][3];
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}
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for (let i in damages_results[0]) {
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damages_results[0][i] += mdRaw;
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damages_results[0][i] += mdRaw * this.damage_multiplier;
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}
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//Now do math
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@ -210,7 +222,7 @@ class Build{
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for (const staticID of staticIDs) {
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statMap.set(staticID, 0);
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}
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statMap.set("hp", 505); //TODO: Add player base health
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statMap.set("hp", this.getHealth());
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for (const _item of this.items){
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let item = expandItem(_item);
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@ -229,8 +241,6 @@ class Build{
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statMap.set("defRaw", [statMap.get("eDam"), statMap.get("tDef"), statMap.get("wDef"), statMap.get("fDef"), statMap.get("aDef")]);
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statMap.set("defBonus", [statMap.get("eDamPct"), statMap.get("tDefPct"), statMap.get("wDefPct"), statMap.get("fDefPct"), statMap.get("aDefPct")]);
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console.log(statMap);
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this.statMap = statMap;
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}
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@ -12,7 +12,7 @@
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padding: 4%;
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display: grid;
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grid-template-columns: repeat(4, 1fr);
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gap: 25px;
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gap: 15px;
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grid-auto-rows: minmax(60px, auto);
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}
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145
test.js
145
test.js
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@ -22,6 +22,35 @@ let accessoryTypes = [ "ring", "bracelet", "necklace" ];
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let weaponTypes = [ "wand", "spear", "bow", "dagger", "relik" ];
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let item_fields = [ "name", "displayName", "tier", "set", "slots", "type", "material", "drop", "quest", "restrict", "nDam", "fDam", "wDam", "aDam", "tDam", "eDam", "atkSpd", "hp", "fDef", "wDef", "aDef", "tDef", "eDef", "lvl", "classReq", "strReq", "dexReq", "intReq", "defReq", "agiReq", "hprPct", "mr", "sdPct", "mdPct", "ls", "ms", "xpb", "lb", "ref", "str", "dex", "int", "agi", "def", "thorns", "exploding", "spd", "atkTier", "poison", "hpBonus", "spRegen", "eSteal", "hprRaw", "sdRaw", "mdRaw", "fDamPct", "wDamPct", "aDamPct", "tDamPct", "eDamPct", "fDefPct", "wDefPct", "aDefPct", "tDefPct", "eDefPct", "fixID", "category", "spPct1", "spRaw1", "spPct2", "spRaw2", "spPct3", "spRaw3", "spPct4", "spRaw4", "rainbowRaw", "sprint", "sprintReg", "jh", "lq", "gXp", "gSpd", "id" ];
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let skpReqs = ["strReq", "dexReq", "intReq", "defReq", "agiReq"];
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let powderIDs = new Map();
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let powderNames = new Map();
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let _powderID = 0;
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for (const x of ['e', 't', 'w', 'f', 'a']) {
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for (let i = 1; i <= 6; ++i) {
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// Support both upper and lowercase, I guess.
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powderIDs.set(x.toUpperCase()+i, _powderID);
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powderIDs.set(x+i, _powderID);
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powderNames.set(_powderID, x+i);
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_powderID++;
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}
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}
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let powderInputs = [
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"helmet-powder",
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"chestplate-powder",
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"leggings-powder",
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"boots-powder",
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"weapon-powder",
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];
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// Ordering: [dmgMin, dmgMax, convert, defPlus, defMinus (+6 mod 5)]
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let powderStats = [
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[3,6,17,2,1], [6,9,21,4,2], [8,14,25,8,3], [11,16,31,14,5], [15,18,38,22,9], [18,22,46,30,13],
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[1,8,9,3,1], [1,13,11,5,1], [2,18,14,9,2], [3,24,17,14,4], [3,32,22,20,7], [5,40,28,28,10],
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[3,4,13,3,1], [4,7,15,6,1], [6,10,17,11,2], [8,12,21,18,4], [11,14,26,28,7], [13,17,32,40,10],
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[2,5,14,3,1], [4,8,16,5,2], [6,10,19,9,3], [9,13,24,16,5], [12,16,30,25,9], [15,19,37,36,13],
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[2,6,11,3,1], [4,9,14,6,2], [7,10,17,10,3], [9,13,22,16,5], [13,18,28,24,9], [16,18,35,34,13]
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];
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let itemTypes = armorTypes.concat(accessoryTypes).concat(weaponTypes);
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let itemLists = new Map();
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for (const it of itemTypes) {
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@ -75,6 +104,12 @@ function init() {
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item.fixID = true;
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item.tier = " ";//do not get rid of this @hpp
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item.id = 10000 + i;
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item.nDam = "0-0";
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item.eDam = "0-0";
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item.tDam = "0-0";
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item.wDam = "0-0";
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item.fDam = "0-0";
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item.aDam = "0-0";
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noneItems[i] = item;
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}
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@ -155,9 +190,10 @@ function populateFromURL() {
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let bracelet;
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let necklace;
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let weapon;
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let powdering = ["", "", "", "", ""];
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let info = url_tag.split("_");
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let version = info[0];
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if (version === "0") {
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if (version === "0" || version === "1") {
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let equipments = info[1];
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helmet = idMap.get(Base64.toInt(equipments.slice(0,3)));
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chestplate = idMap.get(Base64.toInt(equipments.slice(3,6)));
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@ -169,21 +205,43 @@ function populateFromURL() {
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necklace = idMap.get(Base64.toInt(equipments.slice(21,24)));
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weapon = idMap.get(Base64.toInt(equipments.slice(24,27)));
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}
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if (version === "1") {
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let powder_info = info[1].slice(27);
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console.log(powder_info);
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// TODO: Make this run in linear instead of quadratic time...
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for (let i = 0; i < 5; ++i) {
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let powders = "";
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let n_blocks = Base64.toInt(powder_info.charAt(0));
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console.log(n_blocks + " blocks");
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powder_info = powder_info.slice(1);
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for (let j = 0; j < n_blocks; ++j) {
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let block = powder_info.slice(0,5);
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console.log(block);
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let six_powders = Base64.toInt(block);
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for (let k = 0; k < 6 && six_powders != 0; ++k) {
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powders += powderNames.get((six_powders & 0x1f) - 1);
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six_powders >>>= 5;
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}
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powder_info = powder_info.slice(5);
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}
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powdering[i] = powders;
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}
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}
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setValue("helmet-choice", helmet);
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setValue("helmet-powder", "");
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setValue("helmet-powder", powdering[0]);
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setValue("chestplate-choice", chestplate);
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setValue("chestplate-powder", "");
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setValue("chestplate-powder", powdering[1]);
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setValue("leggings-choice", leggings);
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setValue("leggings-powder", "");
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setValue("leggings-powder", powdering[2]);
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setValue("boots-choice", boots);
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setValue("boots-powder", "");
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setValue("boots-powder", powdering[3]);
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setValue("ring1-choice", ring1);
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setValue("ring2-choice", ring2);
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setValue("bracelet-choice", bracelet);
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setValue("necklace-choice", necklace);
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setValue("weapon-choice", weapon);
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setValue("weapon-powder", "");
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setValue("weapon-powder", powdering[4]);
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setValue("str-skp", "0");
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setValue("dex-skp", "0");
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setValue("int-skp", "0");
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@ -195,7 +253,16 @@ function populateFromURL() {
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function encodeBuild() {
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if (player_build) {
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let build_string = "0_" + Base64.fromIntN(player_build.helmet.id, 3) +
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// let build_string = "0_" + Base64.fromIntN(player_build.helmet.id, 3) +
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// Base64.fromIntN(player_build.chestplate.id, 3) +
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// Base64.fromIntN(player_build.leggings.id, 3) +
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// Base64.fromIntN(player_build.boots.id, 3) +
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// Base64.fromIntN(player_build.ring1.id, 3) +
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// Base64.fromIntN(player_build.ring2.id, 3) +
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// Base64.fromIntN(player_build.bracelet.id, 3) +
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// Base64.fromIntN(player_build.necklace.id, 3) +
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// Base64.fromIntN(player_build.weapon.id, 3);
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let build_string = "1_" + Base64.fromIntN(player_build.helmet.id, 3) +
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Base64.fromIntN(player_build.chestplate.id, 3) +
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Base64.fromIntN(player_build.leggings.id, 3) +
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Base64.fromIntN(player_build.boots.id, 3) +
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@ -205,6 +272,22 @@ function encodeBuild() {
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Base64.fromIntN(player_build.necklace.id, 3) +
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Base64.fromIntN(player_build.weapon.id, 3);
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for (const _powderset of player_build.powders) {
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let n_bits = Math.ceil(_powderset.length / 6);
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build_string += Base64.fromIntN(n_bits, 1); // Hard cap of 378 powders.
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// Slice copy.
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let powderset = _powderset.slice();
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while (powderset.length != 0) {
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let firstSix = powderset.slice(0,6).reverse();
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let powder_hash = 0;
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for (const powder of firstSix) {
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powder_hash = (powder_hash << 5) + 1 + powder; // LSB will be extracted first.
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}
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build_string += Base64.fromIntN(powder_hash, 5);
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powderset = powderset.slice(6);
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}
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}
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return build_string;
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}
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return "";
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/* TODO: implement level changing
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Make this entire function prettier
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*/
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let helmet = document.getElementById("helmet-choice").value;
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let chestplate = document.getElementById("chestplate-choice").value;
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let leggings = document.getElementById("leggings-choice").value;
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let boots = document.getElementById("boots-choice").value;
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let ring1 = document.getElementById("ring1-choice").value;
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let ring2 = document.getElementById("ring2-choice").value;
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let bracelet = document.getElementById("bracelet-choice").value;
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let necklace = document.getElementById("necklace-choice").value;
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let weapon = document.getElementById("weapon-choice").value;
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let helmet = getValue("helmet-choice");
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let chestplate = getValue("chestplate-choice");
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let leggings = getValue("leggings-choice");
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let boots = getValue("boots-choice");
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let ring1 = getValue("ring1-choice");
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let ring2 = getValue("ring2-choice");
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let bracelet = getValue("bracelet-choice");
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let necklace = getValue("necklace-choice");
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let weapon = getValue("weapon-choice");
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if(helmet===""){
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helmet = "No Helmet";
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}
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@ -250,6 +333,19 @@ function calculateBuild(){
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if(weapon===""){
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weapon = "No Weapon";
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}
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let powderings = [];
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for (const i in powderInputs) {
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// read in two characters at a time.
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// TODO: make this more robust.
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let input = getValue(powderInputs[i]);
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let powdering = [];
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while (input) {
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let first = input.slice(0, 2);
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powdering.push(powderIDs.get(first));
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input = input.slice(2);
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}
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powderings.push(powdering);
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}
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player_build = new Build(
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106,
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itemMap.get(helmet),
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@ -261,6 +357,7 @@ function calculateBuild(){
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itemMap.get(bracelet),
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itemMap.get(necklace),
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itemMap.get(weapon),
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powderings
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);
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console.log(player_build.toString());
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@ -288,7 +385,6 @@ function calculateBuild(){
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setText("int-skp-base", "Original Value: " + skillpoints[2]);
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setText("def-skp-base", "Original Value: " + skillpoints[3]);
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setText("agi-skp-base", "Original Value: " + skillpoints[4]);
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console.log(skillpoints);
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setHTML("str-skp-pct", skillPointsToPercentage(skillpoints[0])*100 );
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setHTML("dex-skp-pct", skillPointsToPercentage(skillpoints[1])*100 );
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@ -307,8 +403,23 @@ function calculateBuild(){
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displayExpandedItem(expandItem(player_build.bracelet), "build-bracelet");
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displayExpandedItem(expandItem(player_build.necklace), "build-necklace");
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displayExpandedItem(expandItem(player_build.weapon), "build-weapon");
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calculateBuildStats();
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}
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function calculateBuildStats() {
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let meleeStats = player_build.getMeleeStats();
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//nDamAdj,eDamAdj,tDamAdj,wDamAdj,fDamAdj,aDamAdj,totalDamNorm,totalDamCrit,normDPS,critDPS,avgDPS
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for (let i = 0; i < 6; ++i) {
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for (let j in meleeStats[i]) {
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meleeStats[i][j] = Math.round(meleeStats[i][j]);
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}
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}
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for (let i = 6; i < 8; ++i) {
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for (let j in meleeStats[i]) {
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meleeStats[i][j] = Math.round(meleeStats[i][j]);
|
||||
}
|
||||
}
|
||||
let meleeSummary = "";
|
||||
meleeSummary = meleeSummary.concat("<h1><u>Melee Stats</u></h1>");
|
||||
meleeSummary = meleeSummary.concat("<h2>Average DPS: ",Math.round(meleeStats[10]),"</h2> <br><br>");
|
||||
|
|
4
utils.js
4
utils.js
|
@ -36,6 +36,10 @@ function setValue(id, value) {
|
|||
el.dispatchEvent(new Event("change"));
|
||||
}
|
||||
|
||||
function getValue(id) {
|
||||
return document.getElementById(id).value;
|
||||
}
|
||||
|
||||
// Base 64 encoding tools
|
||||
// https://stackoverflow.com/a/27696695
|
||||
// Modified for fixed precision
|
||||
|
|
Loading…
Reference in a new issue