fixed merge conflicts
This commit is contained in:
commit
c3023f1615
5 changed files with 63 additions and 96 deletions
124
build.js
124
build.js
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@ -40,6 +40,17 @@ function levelToHPBase(level){
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}
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const baseDamageMultiplier = {
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SUPER_SLOW: 0.51,
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VERY_SLOW: 0.83,
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SLOW: 1.5,
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NORMAL: 2.05,
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FAST: 2.5,
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VERY_FAST: 3.1,
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SUPER_FAST: 4.3
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};
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const attackSpeeds = ["SUPER_SLOW", "VERY_SLOW", "SLOW", "NORMAL", "FAST", "VERY_FAST", "SUPER_FAST"];
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/*Class that represents a wynn player's build.
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*/
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class Build{
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@ -101,13 +112,15 @@ class Build{
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}
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this.availableSkillpoints = levelToSkillPoints(this.level);
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this.equipment = [ helmet, chestplate, leggings, boots, ring1, ring2, bracelet, necklace ];
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this.items = [helmet, chestplate, leggings, boots, ring1, ring2, bracelet, necklace, weapon];
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this.items = this.equipment.concat([weapon]);
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// return [equip_order, best_skillpoints, final_skillpoints, best_total];
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let result = calculate_skillpoints(this.equipment, weapon);
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this.equip_order = result[0];
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this.base_skillpoints = result[1];
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this.total_skillpoints = result[2];
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this.assigned_skillpoints = result[3];
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this.initBuildStats();
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}
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/*Returns build in string format
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@ -130,37 +143,12 @@ class Build{
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}
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/* Get melee stats for build.
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Returns an array in the order:
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*/
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getMeleeStats(){
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//Establish vars
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let meleeMult = new Map();
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meleeMult.set("SUPER_SLOW",0.51);
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meleeMult.set("VERY_SLOW",0.83);
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meleeMult.set("SLOW",1.5);
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meleeMult.set("NORMAL",2.05);
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meleeMult.set("FAST",2.5);
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meleeMult.set("VERY_FAST",3.1);
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meleeMult.set("SUPER_FAST",4.3);
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let atkSpdToNum = new Map();
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atkSpdToNum.set("SUPER_SLOW",-3);
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atkSpdToNum.set("VERY_SLOW",-2);
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atkSpdToNum.set("SLOW",-1);
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atkSpdToNum.set("NORMAL",0);
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atkSpdToNum.set("FAST",1);
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atkSpdToNum.set("VERY_FAST",2);
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atkSpdToNum.set("SUPER_FAST",3);
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let numToAtkSpd = new Map();
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numToAtkSpd.set(-3,"SUPER_SLOW");
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numToAtkSpd.set(-2,"VERY_SLOW");
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numToAtkSpd.set(-1,"SLOW");
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numToAtkSpd.set(0,"NORMAL");
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numToAtkSpd.set(1,"FAST");
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numToAtkSpd.set(2,"VERY_FAST");
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numToAtkSpd.set(3,"SUPER_FAST");
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let stats = this.getBuildStats();
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let nDam = stats.get("nDam").split("-").map(Number);
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let damages = []
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let eDam = stats.get("eDam").split("-").map(Number);
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let tDam = stats.get("tDam").split("-").map(Number);
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let wDam = stats.get("wDam").split("-").map(Number);
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@ -201,6 +189,9 @@ class Build{
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agi = agi + agiReq;
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let poison = stats.get("maxStats").get("poison");
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console.log(str);
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console.log(dex);
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//Now do math
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let nDamAdj = [Math.round(nDam[0] * (100 + mdPct + skillPointsToPercentage(str) * 100) / 100. + mdRaw), Math.round(nDam[1] * (100 + mdPct + skillPointsToPercentage(str) * 100) / 100. + mdRaw), Math.round(nDam[0] * (200 + mdPct + skillPointsToPercentage(str) * 100) / 100. + mdRaw), Math.round(nDam[1] * (200 + mdPct + skillPointsToPercentage(str) * 100) / 100. + mdRaw)];
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let eDamAdj = [Math.round(eDam[0] * (100 + mdPct + eDamPct + skillPointsToPercentage(str) * 100 + skillPointsToPercentage(str) * 100) / 100.), Math.round(eDam[1] * (100 + mdPct + eDamPct + skillPointsToPercentage(str) * 100 + skillPointsToPercentage(str) * 100) / 100.), Math.round(eDam[0] * (200 + mdPct + eDamPct + skillPointsToPercentage(str) * 100 + skillPointsToPercentage(str) * 100) / 100.), Math.round(eDam[1] * (200 + mdPct + eDamPct + skillPointsToPercentage(str) * 100 + skillPointsToPercentage(str) * 100) / 100.)];
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@ -225,70 +216,39 @@ class Build{
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@pre The build itself should be valid. No checking of validity of pieces is done here.
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@post The map returned will contain non-stacking IDs w/ a value null.
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*/
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getBuildStats(){
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initBuildStats(){
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let staticIDs = ["hp", "eDef", "tDef", "wDef", "fDef", "aDef"];
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//Create a map of this build's stats
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//This is universal for every possible build, so it's possible to move this elsewhere.
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let statMap = new Map();
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let minStats = new Map(); //for rolled mins
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let maxStats = new Map(); //for rolled maxs
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for (const i in item_fields){
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let id = item_fields[i];
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if(rolledIDs.includes(id)){ //ID is rolled - put the min and max rolls in min and max stats
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if(stackingIDs.includes(id)){ //IDs stack - make it number
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minStats.set(id,0);
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maxStats.set(id,0);
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}//if standaloneIDs includes id, something's wrong.
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}else{ //ID is not rolled - just set w/ default
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if(stackingIDs.includes(id)){//stacking but not rolled: ex skill points
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statMap.set(id,0);
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}else if(standaloneIDs.includes(id)){
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statMap.set(id,"");
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}else if(skpReqs.includes(id)){
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statMap.set(id,0);
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}
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}
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}
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statMap.set("minStats",minStats);
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statMap.set("maxStats",maxStats);
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for (const i in this.items){
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let item = expandItem(this.items[i]);
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console.log(item);
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for(const [key,value] of item){ //for each key:value pair in item
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if(key === "minRolls"){
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for (const [id,roll] of value){ //for each id:roll pair in minRolls
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statMap.get("minStats").set(id,statMap.get("minStats").get(id) + roll); //we know they must stack
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}
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}else if(key==="maxRolls"){
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for (const [id,roll] of value){ //for each id:roll pair in maxRolls
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statMap.get("maxStats").set(id,statMap.get("maxStats").get(id) + roll); //we know they must stack
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}
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}else if(typeof value === "undefined"){ //does not stack - convert to string
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statMap.set(key,statMap.get(key).concat("undefined,"));
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}else if(typeof value === "null"){ //does not stack - convert to string
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statMap.set(key,statMap.get(key).concat("null,"));
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}else if(typeof value === "number"){ //although the value is not rolled, it stacks b/c it's a number.
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if(key === "strReq" || key === "dexReq" || key === "intReq" || key === "defReq" || key === "agiReq" ){
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if(value > statMap.get(key)){
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statMap.set(key,value);
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}
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}else{
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statMap.set(key,statMap.get(key)+value);
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}
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}else if(typeof value === "string"){ //does not stack
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if(key === "nDam" || key === "eDam" || key === "tDam" || key === "wDam" || key === "fDam" || key === "aDam" || key === "atkSpd"){
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statMap.set(key,statMap.get(key).concat(value));
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}else{
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statMap.set(key,statMap.get(key).concat(value.concat(",")));
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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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for (const _item of this.items){
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let item = expandItem(_item);
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for (let [id, value] of item.get("maxRolls")) {
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statMap.set(id,(statMap.get(id) || 0)+value);
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}
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for (const staticID of staticIDs) {
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if (item[staticID]) { statMap.set(statMap.get(staticID) + item[staticID]); }
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}
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}
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// The stuff relevant for damage calculation!!! @ferricles
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statMap.set("atkSpd", this.weapon["atkSpd"]);
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statMap.set("damageRaw", [this.weapon["nDam"], this.weapon["fDam"], this.weapon["wDam"], this.weapon["aDam"], this.weapon["tDam"], this.weapon["eDam"]]);
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statMap.set("damageBonus", [statMap.get("fDamPct"), statMap.get("wDamPct"), statMap.get("aDamPct"), statMap.get("tDamPct"), statMap.get("eDamPct")]);
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statMap.set("defRaw", [statMap.get("fDef"), statMap.get("wDef"), statMap.get("aDef"), statMap.get("tDef"), statMap.get("eDef")]);
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statMap.set("defBonus", [statMap.get("fDefPct"), statMap.get("wDefPct"), statMap.get("aDefPct"), statMap.get("tDefPct"), statMap.get("eDefPct")]);
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console.log(statMap);
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return statMap;
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this.statMap = statMap;
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}
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/* Setters */
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}
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5
credits.txt
Normal file
5
credits.txt
Normal file
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@ -0,0 +1,5 @@
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Damage calculator checking: https://its0x7.cf/build/
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Theme and overall inspiration: Wynndata (Dukio)
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- https://wynndata.tk
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@ -1,7 +1,5 @@
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let nonRolledIDs = ["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","str", "dex", "int", "agi", "def", "fixID", "category", "id"];
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let rolledIDs = ["hprPct", "mr", "sdPct", "mdPct", "ls", "ms", "xpb", "lb", "ref", "thorns", "exploding", "spd", "atkTier", "poison", "hpBonus", "spRegen", "eSteal", "hprRaw", "sdRaw", "mdRaw", "fDamPct", "wDamPct", "aDamPct", "tDamPct", "eDamPct", "fDefPct", "wDefPct", "aDefPct", "tDefPct", "eDefPct", "spPct1", "spRaw1", "spPct2", "spRaw2", "spPct3", "spRaw3", "spPct4", "spRaw4", "rainbowRaw", "sprint", "sprintReg", "jh", "lq", "gXp", "gSpd"];
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let stackingIDs = ["hp", "hprPct", "mr", "sdPct", "mdPct", "ls", "ms", "xpb", "lb", "ref", "thorns", "exploding", "spd", "atkTier", "poison", "hpBonus", "spRegen", "eSteal", "hprRaw", "sdRaw", "mdRaw", "fDamPct", "wDamPct", "aDamPct", "tDamPct", "eDamPct", "fDefPct", "wDefPct", "aDefPct", "tDefPct", "eDefPct", "spPct1", "spRaw1", "spPct2", "spRaw2", "spPct3", "spRaw3", "spPct4", "spRaw4", "rainbowRaw", "sprint", "sprintReg", "jh", "lq", "gXp", "gSpd", "fDef", "wDef", "aDef", "tDef", "eDef", "str", "dex", "int", "agi", "def"];
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let standaloneIDs = ["name", "displayName", "tier", "set", "slots", "type", "material", "drop", "quest", "restrict", "nDam", "fDam", "wDam", "aDam", "tDam", "eDam", "atkSpd", "lvl", "classReq", "fixID", "category", "id"];
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function expandItem(item){
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let minRolls = new Map();
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@ -14,6 +14,9 @@
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<div class="header" id="header">
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Wynn build calculator
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</div>
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<div class="center" id="header">
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<a href="credits.txt">Credits</a>
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</div>
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<div class="equipment">
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<div class="center" style="grid-column:1;grid-row:1">
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<div>
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23
test.js
23
test.js
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@ -48,23 +48,24 @@ function populateItemList(type) {
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*/
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function init() {
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let noneItems = [
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["helmet", "No Helmet"],
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["chestplate", "No Chestplate"],
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["leggings", "No Leggings"],
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["boots", "No Boots"],
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["ring", "No Ring 1"],
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["ring", "No Ring 2"],
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["bracelet", "No Bracelet"],
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["necklace", "No Necklace"],
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["wand", "No Weapon"],
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["armor", "helmet", "No Helmet"],
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["armor", "chestplate", "No Chestplate"],
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["armor", "leggings", "No Leggings"],
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["armor", "boots", "No Boots"],
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["accessory", "ring", "No Ring 1"],
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["accessory", "ring", "No Ring 2"],
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["accessory", "bracelet", "No Bracelet"],
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["accessory", "necklace", "No Necklace"],
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["weapon", "wand", "No Weapon"],
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];
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for (let i = 0; i < 9; i++) {
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let item = Object();
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for (const field of item_fields) {
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item[field] = 0;
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}
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item.type = noneItems[i][0];
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item.name = noneItems[i][1];
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item.category = noneItems[i][0];
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item.type = noneItems[i][1];
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item.name = noneItems[i][2];
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item.displayName = item.name;
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item.set = null;
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item.quest = null;
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