fixed merge conflicts

This commit is contained in:
ferricles 2021-01-07 21:39:57 -08:00
commit c3023f1615
5 changed files with 63 additions and 96 deletions

124
build.js
View file

@ -40,6 +40,17 @@ function levelToHPBase(level){
}
const baseDamageMultiplier = {
SUPER_SLOW: 0.51,
VERY_SLOW: 0.83,
SLOW: 1.5,
NORMAL: 2.05,
FAST: 2.5,
VERY_FAST: 3.1,
SUPER_FAST: 4.3
};
const attackSpeeds = ["SUPER_SLOW", "VERY_SLOW", "SLOW", "NORMAL", "FAST", "VERY_FAST", "SUPER_FAST"];
/*Class that represents a wynn player's build.
*/
class Build{
@ -101,13 +112,15 @@ class Build{
}
this.availableSkillpoints = levelToSkillPoints(this.level);
this.equipment = [ helmet, chestplate, leggings, boots, ring1, ring2, bracelet, necklace ];
this.items = [helmet, chestplate, leggings, boots, ring1, ring2, bracelet, necklace, weapon];
this.items = this.equipment.concat([weapon]);
// return [equip_order, best_skillpoints, final_skillpoints, best_total];
let result = calculate_skillpoints(this.equipment, weapon);
this.equip_order = result[0];
this.base_skillpoints = result[1];
this.total_skillpoints = result[2];
this.assigned_skillpoints = result[3];
this.initBuildStats();
}
/*Returns build in string format
@ -130,37 +143,12 @@ class Build{
}
/* Get melee stats for build.
Returns an array in the order:
*/
getMeleeStats(){
//Establish vars
let meleeMult = new Map();
meleeMult.set("SUPER_SLOW",0.51);
meleeMult.set("VERY_SLOW",0.83);
meleeMult.set("SLOW",1.5);
meleeMult.set("NORMAL",2.05);
meleeMult.set("FAST",2.5);
meleeMult.set("VERY_FAST",3.1);
meleeMult.set("SUPER_FAST",4.3);
let atkSpdToNum = new Map();
atkSpdToNum.set("SUPER_SLOW",-3);
atkSpdToNum.set("VERY_SLOW",-2);
atkSpdToNum.set("SLOW",-1);
atkSpdToNum.set("NORMAL",0);
atkSpdToNum.set("FAST",1);
atkSpdToNum.set("VERY_FAST",2);
atkSpdToNum.set("SUPER_FAST",3);
let numToAtkSpd = new Map();
numToAtkSpd.set(-3,"SUPER_SLOW");
numToAtkSpd.set(-2,"VERY_SLOW");
numToAtkSpd.set(-1,"SLOW");
numToAtkSpd.set(0,"NORMAL");
numToAtkSpd.set(1,"FAST");
numToAtkSpd.set(2,"VERY_FAST");
numToAtkSpd.set(3,"SUPER_FAST");
let stats = this.getBuildStats();
let nDam = stats.get("nDam").split("-").map(Number);
let damages = []
let eDam = stats.get("eDam").split("-").map(Number);
let tDam = stats.get("tDam").split("-").map(Number);
let wDam = stats.get("wDam").split("-").map(Number);
@ -201,6 +189,9 @@ class Build{
agi = agi + agiReq;
let poison = stats.get("maxStats").get("poison");
console.log(str);
console.log(dex);
//Now do math
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)];
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.)];
@ -225,70 +216,39 @@ class Build{
@pre The build itself should be valid. No checking of validity of pieces is done here.
@post The map returned will contain non-stacking IDs w/ a value null.
*/
getBuildStats(){
initBuildStats(){
let staticIDs = ["hp", "eDef", "tDef", "wDef", "fDef", "aDef"];
//Create a map of this build's stats
//This is universal for every possible build, so it's possible to move this elsewhere.
let statMap = new Map();
let minStats = new Map(); //for rolled mins
let maxStats = new Map(); //for rolled maxs
for (const i in item_fields){
let id = item_fields[i];
if(rolledIDs.includes(id)){ //ID is rolled - put the min and max rolls in min and max stats
if(stackingIDs.includes(id)){ //IDs stack - make it number
minStats.set(id,0);
maxStats.set(id,0);
}//if standaloneIDs includes id, something's wrong.
}else{ //ID is not rolled - just set w/ default
if(stackingIDs.includes(id)){//stacking but not rolled: ex skill points
statMap.set(id,0);
}else if(standaloneIDs.includes(id)){
statMap.set(id,"");
}else if(skpReqs.includes(id)){
statMap.set(id,0);
}
}
}
statMap.set("minStats",minStats);
statMap.set("maxStats",maxStats);
for (const i in this.items){
let item = expandItem(this.items[i]);
console.log(item);
for(const [key,value] of item){ //for each key:value pair in item
if(key === "minRolls"){
for (const [id,roll] of value){ //for each id:roll pair in minRolls
statMap.get("minStats").set(id,statMap.get("minStats").get(id) + roll); //we know they must stack
}
}else if(key==="maxRolls"){
for (const [id,roll] of value){ //for each id:roll pair in maxRolls
statMap.get("maxStats").set(id,statMap.get("maxStats").get(id) + roll); //we know they must stack
}
}else if(typeof value === "undefined"){ //does not stack - convert to string
statMap.set(key,statMap.get(key).concat("undefined,"));
}else if(typeof value === "null"){ //does not stack - convert to string
statMap.set(key,statMap.get(key).concat("null,"));
}else if(typeof value === "number"){ //although the value is not rolled, it stacks b/c it's a number.
if(key === "strReq" || key === "dexReq" || key === "intReq" || key === "defReq" || key === "agiReq" ){
if(value > statMap.get(key)){
statMap.set(key,value);
}
}else{
statMap.set(key,statMap.get(key)+value);
}
}else if(typeof value === "string"){ //does not stack
if(key === "nDam" || key === "eDam" || key === "tDam" || key === "wDam" || key === "fDam" || key === "aDam" || key === "atkSpd"){
statMap.set(key,statMap.get(key).concat(value));
}else{
statMap.set(key,statMap.get(key).concat(value.concat(",")));
for (const staticID of staticIDs) {
statMap.set(staticID, 0);
}
statMap.set("hp", 505); //TODO: Add player base health
for (const _item of this.items){
let item = expandItem(_item);
for (let [id, value] of item.get("maxRolls")) {
statMap.set(id,(statMap.get(id) || 0)+value);
}
for (const staticID of staticIDs) {
if (item[staticID]) { statMap.set(statMap.get(staticID) + item[staticID]); }
}
}
// The stuff relevant for damage calculation!!! @ferricles
statMap.set("atkSpd", this.weapon["atkSpd"]);
statMap.set("damageRaw", [this.weapon["nDam"], this.weapon["fDam"], this.weapon["wDam"], this.weapon["aDam"], this.weapon["tDam"], this.weapon["eDam"]]);
statMap.set("damageBonus", [statMap.get("fDamPct"), statMap.get("wDamPct"), statMap.get("aDamPct"), statMap.get("tDamPct"), statMap.get("eDamPct")]);
statMap.set("defRaw", [statMap.get("fDef"), statMap.get("wDef"), statMap.get("aDef"), statMap.get("tDef"), statMap.get("eDef")]);
statMap.set("defBonus", [statMap.get("fDefPct"), statMap.get("wDefPct"), statMap.get("aDefPct"), statMap.get("tDefPct"), statMap.get("eDefPct")]);
console.log(statMap);
return statMap;
this.statMap = statMap;
}
/* Setters */
}

5
credits.txt Normal file
View file

@ -0,0 +1,5 @@
Damage calculator checking: https://its0x7.cf/build/
Theme and overall inspiration: Wynndata (Dukio)
- https://wynndata.tk

View file

@ -1,7 +1,5 @@
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"];
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"];
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"];
let standaloneIDs = ["name", "displayName", "tier", "set", "slots", "type", "material", "drop", "quest", "restrict", "nDam", "fDam", "wDam", "aDam", "tDam", "eDam", "atkSpd", "lvl", "classReq", "fixID", "category", "id"];
function expandItem(item){
let minRolls = new Map();

View file

@ -14,6 +14,9 @@
<div class="header" id="header">
Wynn build calculator
</div>
<div class="center" id="header">
<a href="credits.txt">Credits</a>
</div>
<div class="equipment">
<div class="center" style="grid-column:1;grid-row:1">
<div>

23
test.js
View file

@ -48,23 +48,24 @@ function populateItemList(type) {
*/
function init() {
let noneItems = [
["helmet", "No Helmet"],
["chestplate", "No Chestplate"],
["leggings", "No Leggings"],
["boots", "No Boots"],
["ring", "No Ring 1"],
["ring", "No Ring 2"],
["bracelet", "No Bracelet"],
["necklace", "No Necklace"],
["wand", "No Weapon"],
["armor", "helmet", "No Helmet"],
["armor", "chestplate", "No Chestplate"],
["armor", "leggings", "No Leggings"],
["armor", "boots", "No Boots"],
["accessory", "ring", "No Ring 1"],
["accessory", "ring", "No Ring 2"],
["accessory", "bracelet", "No Bracelet"],
["accessory", "necklace", "No Necklace"],
["weapon", "wand", "No Weapon"],
];
for (let i = 0; i < 9; i++) {
let item = Object();
for (const field of item_fields) {
item[field] = 0;
}
item.type = noneItems[i][0];
item.name = noneItems[i][1];
item.category = noneItems[i][0];
item.type = noneItems[i][1];
item.name = noneItems[i][2];
item.displayName = item.name;
item.set = null;
item.quest = null;