Internal spell representation overhaul

Using new (more expressive) schema
Somehow made display code cleaner !!!
This commit is contained in:
hppeng 2022-06-26 23:42:00 -07:00
parent 581891116d
commit c7fd1c53f8
4 changed files with 218 additions and 115 deletions

View file

@ -468,6 +468,7 @@ class PowderInputNode extends InputNode {
* Signature: SpellSelectNode<int>(build: Build) => [Spell, SpellParts]
*/
class SpellSelectNode extends ComputeNode {
// TODO: rewrite me entirely...
constructor(spell_num) {
super("builder-spell"+spell_num+"-select");
this.spell_idx = spell_num;
@ -475,10 +476,18 @@ class SpellSelectNode extends ComputeNode {
compute_func(input_map) {
const build = input_map.get('build');
let stats = build.statMap;
const i = this.spell_idx;
let spell = spell_table[build.weapon.statMap.get("type")][i];
let stats = build.statMap;
const spells = default_spells[build.weapon.statMap.get("type")];
let spell;
for (const _spell of spells) {
if (_spell.base_spell === i) {
spell = _spell;
break;
}
}
if (spell === undefined) { return null; }
let spell_parts;
if (spell.parts) {
@ -551,6 +560,7 @@ class SpellDamageCalcNode extends ComputeNode {
compute_func(input_map) {
const weapon = input_map.get('build').weapon.statMap;
const spell_info = input_map.get('spell-info');
const spell = spell_info[0];
const spell_parts = spell_info[1];
const stats = input_map.get('stats');
const damage_mult = stats.get('damageMultiplier');
@ -562,23 +572,66 @@ class SpellDamageCalcNode extends ComputeNode {
stats.get('agi')
];
let spell_results = []
let spell_result_map = new Map();
const use_speed = (('use_atkspd' in spell) ? spell.use_atkspd : true);
const use_spell = (('scaling' in spell) ? spell.scaling === 'spell' : true);
// TODO: move preprocessing to separate node/node chain
for (const part of spell_parts) {
if (part.type === "damage") {
let tmp_conv = [];
for (let i in part.conversion) {
tmp_conv.push(part.conversion[i] * part.multiplier/100);
let spell_result;
if ('multipliers' in part) { // damage type spell
let results = calculateSpellDamage(stats, weapon, part.multipliers, use_spell, !use_speed);
spell_result = {
type: "damage",
normal_min: results[2].map(x => x[0]),
normal_max: results[2].map(x => x[1]),
normal_total: results[0],
crit_min: results[2].map(x => x[2]),
crit_max: results[2].map(x => x[3]),
crit_total: results[1],
}
let results = calculateSpellDamage(stats, weapon, tmp_conv, true);
spell_results.push(results);
} else if (part.type === "heal") {
} else if ('power' in part) {
// TODO: wynn2 formula
let heal_amount = (part.strength * getDefenseStats(stats)[0] * Math.max(0.5,Math.min(1.75, 1 + 0.5 * stats.get("wDamPct")/100))).toFixed(2);
spell_results.push(heal_amount);
} else if (part.type === "total") {
// TODO: remove "total" type
spell_results.push(null);
let _heal_amount = (part.strength * getDefenseStats(stats)[0] * Math.max(0.5,Math.min(1.75, 1 + 0.5 * stats.get("wDamPct")/100))).toFixed(2);
spell_result = {
type: "heal",
heal_amount: _heal_amount
}
} else if ('hits' in part) {
spell_result = {
normal_min: [0, 0, 0, 0, 0, 0],
normal_max: [0, 0, 0, 0, 0, 0],
normal_total: [0, 0],
crit_min: [0, 0, 0, 0, 0, 0],
crit_max: [0, 0, 0, 0, 0, 0],
crit_total: [0, 0]
}
const dam_res_keys = ['normal_min', 'normal_max', 'normal_total', 'crit_min', 'crit_max', 'crit_total'];
for (const [subpart_name, hits] of Object.entries(part.hits)) {
const subpart = spell_result_map.get(subpart_name);
if (spell_result.type) {
if (subpart.type !== spell_result.type) {
throw "SpellCalc total subpart type mismatch";
}
}
else {
spell_result.type = subpart.type;
}
if (spell_result.type === 'damage') {
for (const key of dam_res_keys) {
for (let i in spell_result.normal_min) {
spell_result[key][i] += subpart[key][i] * hits;
}
}
}
else {
spell_result.heal_amount += subpart.heal_amount;
}
}
}
spell_result.name = part.name;
spell_results.push(spell_result);
spell_result_map.set(part.name, spell_result);
}
return spell_results;
}
@ -604,12 +657,11 @@ class SpellDisplayNode extends ComputeNode {
const spell_info = input_map.get('spell-info');
const damages = input_map.get('spell-damage');
const spell = spell_info[0];
const spell_parts = spell_info[1];
const i = this.spell_idx;
let parent_elem = document.getElementById("spell"+i+"-info");
let overallparent_elem = document.getElementById("spell"+i+"-infoAvg");
displaySpellDamage(parent_elem, overallparent_elem, stats, spell, i+1, spell_parts, damages);
displaySpellDamage(parent_elem, overallparent_elem, stats, spell, i+1, damages);
}
}
@ -1059,7 +1111,8 @@ function builder_graph_init() {
// Also do something similar for skill points
for (let i = 0; i < 4; ++i) {
//for (let i = 0; i < 4; ++i) {
for (let i = 0; i < 1; ++i) {
let spell_node = new SpellSelectNode(i);
spell_node.link_to(build_node, 'build');
// TODO: link and rewrite spell_node to the stat agg node

View file

@ -89,6 +89,9 @@ class ComputeNode {
throw "no compute func specified";
}
/**
* Add link to a parent compute node, optionally with an alias.
*/
link_to(parent_node, link_name) {
this.inputs.push(parent_node)
link_name = (link_name !== undefined) ? link_name : parent_node.name;
@ -100,6 +103,26 @@ class ComputeNode {
parent_node.children.push(this);
return this;
}
/**
* Delete a link to a parent node.
* TODO: time complexity of list deletion (not super relevant but it hurts my soul)
*/
remove_link(parent_node) {
const idx = this.inputs.indexOf(parent_node); // Get idx
this.inputs.splice(idx, 1); // remove element
this.input_translations.delete(parent_node.name);
const was_dirty = this.inputs_dirty.get(parent_node.name);
this.inputs_dirty.delete(parent_node.name);
if (was_dirty) {
this.inputs_dirty_count -= 1;
}
const idx2 = parent_node.children.indexOf(this);
parent_node.children.splice(idx2, 1);
return this;
}
}
/**

View file

@ -56,11 +56,14 @@ function calculateSpellDamage(stats, weapon, conversions, use_spell_damage, igno
// 2.2. Next, apply elemental conversions using damage computed in step 1.1.
// Also, track which elements are present. (Add onto those present in the weapon itself.)
let total_convert = 0; //TODO get confirmation that this is how raw works.
for (let i = 1; i <= 5; ++i) {
if (conversions[i] > 0) {
damages[i][0] += conversions[i]/100 * weapon_min;
damages[i][1] += conversions[i]/100 * weapon_max;
const conv_frac = conversions[i]/100;
damages[i][0] += conv_frac * weapon_min;
damages[i][1] += conf_frac * weapon_max;
present[i] = true;
total_convert += conv_frac
}
}
@ -125,22 +128,22 @@ function calculateSpellDamage(stats, weapon, conversions, use_spell_damage, igno
raw_boost += stats.get(damage_prefix+'Raw') + stats.get(damage_elements[i]+'DamRaw');
}
// Next, rainraw and propRaw
let new_min = damages_obj[0] + raw_boost;
let new_max = damages_obj[1] + raw_boost;
let min_boost = raw_boost;
let max_boost = raw_boost;
if (total_max > 0) { // TODO: what about total negative all raw?
if (total_elem_min > 0) {
new_min += (damages_obj[0] / total_min) * prop_raw;
min_boost += (damages_obj[0] / total_min) * prop_raw;
}
new_max += (damages_obj[1] / total_max) * prop_raw;
max_boost += (damages_obj[1] / total_max) * prop_raw;
}
if (i != 0 && total_elem_max > 0) { // rainraw TODO above
if (total_elem_min > 0) {
new_min += (damages_obj[0] / total_elem_min) * rainbow_raw;
min_boost += (damages_obj[0] / total_elem_min) * rainbow_raw;
}
new_max += (damages_obj[1] / total_elem_max) * rainbow_raw;
max_boost += (damages_obj[1] / total_elem_max) * rainbow_raw;
}
damages_obj[0] = new_min;
damages_obj[1] = new_max;
damages_obj[0] += min_boost * total_convert;
damages_obj[1] += max_boost * total_convert;
}
// 6. Strength boosters
@ -182,8 +185,9 @@ spell: {
display_text: str short description of the spell, ex. Bash, Meteor, Arrow Shield
base_spell: int spell index. 0-4 are reserved (0 is melee, 1-4 is common 4 spells)
spell_type: str [TODO: DEPRECATED/REMOVE] "healing" or "damage"
scaling: str "melee" or "spell"
display: str "total" to sum all parts. Or, the name of a spell part
scaling: Optional[str] [DEFAULT: "spell"] "melee" or "spell"
use_atkspd: Optional[bool] [DEFAULT: true] true to factor attack speed, false otherwise.
display: Optional[str] [DEFAULT: "total"] "total" to sum all parts. Or, the name of a spell part
parts: List[part] Parts of this spell (different stuff the spell does basically)
}
@ -212,37 +216,74 @@ spell_total: {
are not the same type of spell. Can only pull from spells defined before it.
}
Before passing to display, use the following structs.
NOTE: total is collapsed into damage or healing.
spell_damage: {
type: "damage" Internal use
name: str Display name of part. Should be human readable
normal_min: array[num, 6] floating point damages (no crit, min), can be less than zero. Order: NETWFA
normal_max: array[num, 6] floating point damages (no crit, max)
normal_total: array[num, 2] (min, max) noncrit total damage (not negative)
crit_min: array[num, 6] floating point damages (crit, min), can be less than zero. Order: NETWFA
crit_max: array[num, 6] floating point damages (crit, max)
crit_total: array[num, 2] (min, max) crit total damage (not negative)
}
spell_heal: {
type: "heal" Internal use
name: str Display name of part. Should be human readable
heal_amount: num floating point HP healed (self)
}
*/
const default_spells = {
wand: [{
name: "Melee", // TODO: name for melee attacks?
name: "Magic Strike", // TODO: name for melee attacks?
display_text: "Mage basic attack",
base_spell: 0, // Spell 0 is special cased to be handled with melee logic.
spell_type: "damage",
scaling: "melee",
display: "total",
parts: { name: "Melee", multipliers: [100, 0, 0, 0, 0, 0] }
base_spell: 0,
scaling: "melee", use_atkspd: false,
display: "Melee",
parts: [{ name: "Melee", multipliers: [100, 0, 0, 0, 0, 0] }]
}],
spear: [{
name: "Melee", // TODO: name for melee attacks?
display_text: "Warrior basic attack",
base_spell: 0, // Spell 0 is special cased to be handled with melee logic.
spell_type: "damage",
scaling: "melee",
display: "total",
parts: { name: "Melee", multipliers: [100, 0, 0, 0, 0, 0] }
base_spell: 0,
scaling: "melee", use_atkspd: false,
display: "Melee",
parts: [{ name: "Melee", multipliers: [100, 0, 0, 0, 0, 0] }]
}],
bow: [
],
dagger: [
],
relik: [
],
}
bow: [{
name: "Bow Shot", // TODO: name for melee attacks?
display_text: "Archer basic attack",
base_spell: 0,
scaling: "melee", use_atkspd: false,
display: "Melee",
parts: [{ name: "Melee", multipliers: [100, 0, 0, 0, 0, 0] }]
}],
dagger: [{
name: "Melee", // TODO: name for melee attacks?
display_text: "Assassin basic attack",
base_spell: 0,
scaling: "melee", use_atkspd: false,
display: "Melee",
parts: [{ name: "Melee", multipliers: [100, 0, 0, 0, 0, 0] }]
}],
relik: [{
name: "Spread Beam", // TODO: name for melee attacks?
display_text: "Shaman basic attack",
base_spell: 0,
spell_type: "damage",
scaling: "melee", use_atkspd: false,
display: "Total",
parts: [
{ name: "Single Beam", multipliers: [33, 0, 0, 0, 0, 0] },
{ name: "Total", hits: { "Single Beam": 3 } }
]
}]
};
const spell_table = {
"wand": [

View file

@ -1579,7 +1579,7 @@ function getBaseSpellCost(stats, spellIdx, cost) {
}
function displaySpellDamage(parent_elem, overallparent_elem, stats, spell, spellIdx, spell_parts, damages) {
function displaySpellDamage(parent_elem, overallparent_elem, stats, spell, spellIdx, spell_results) {
// TODO: remove spellIdx (just used to flag melee and cost)
// TODO: move cost calc out
parent_elem.textContent = "";
@ -1589,7 +1589,7 @@ function displaySpellDamage(parent_elem, overallparent_elem, stats, spell, spell
overallparent_elem.textContent = "";
let title_elemavg = document.createElement("b");
if (spellIdx != 0) {
if ('cost' in spell) {
let first = document.createElement("span");
first.textContent = spell.title + " (";
title_elem.appendChild(first.cloneNode(true)); //cloneNode is needed here.
@ -1611,44 +1611,36 @@ function displaySpellDamage(parent_elem, overallparent_elem, stats, spell, spell
title_elemavg.appendChild(third_summary);
}
else {
title_elem.textContent = spell.title;
title_elemavg.textContent = spell.title;
title_elem.textContent = spell.name;
title_elemavg.textContent = spell.name;
}
parent_elem.append(title_elem);
overallparent_elem.append(title_elemavg);
overallparent_elem.append(displayNextCosts(stats, spell, spellIdx));
if ('cost' in spell) {
overallparent_elem.append(displayNextCosts(stats, spell, spellIdx));
}
let critChance = skillPointsToPercentage(stats.get('dex'));
let save_damages = [];
let part_divavg = document.createElement("p");
overallparent_elem.append(part_divavg);
for (let i = 0; i < spell_parts.length; ++i) {
const part = spell_parts[i];
const damage = damages[i];
for (let i = 0; i < spell_results.length; ++i) {
const damage_info = spell_results[i];
let part_div = document.createElement("p");
parent_elem.append(part_div);
let subtitle_elem = document.createElement("p");
subtitle_elem.textContent = part.subtitle;
subtitle_elem.textContent = damage_info.name
part_div.append(subtitle_elem);
if (part.type === "damage") {
let _results = damage;
let totalDamNormal = _results[0];
let totalDamCrit = _results[1];
let results = _results[2];
for (let i = 0; i < 6; ++i) {
for (let j in results[i]) {
results[i][j] = results[i][j].toFixed(2);
}
}
if (damage_info.type === "damage") {
let totalDamNormal = damage_info.normal_total;
let totalDamCrit = damage_info.crit_total;
let nonCritAverage = (totalDamNormal[0]+totalDamNormal[1])/2 || 0;
let critAverage = (totalDamCrit[0]+totalDamCrit[1])/2 || 0;
let averageDamage = (1-critChance)*nonCritAverage+critChance*critAverage || 0;
@ -1659,11 +1651,11 @@ function displaySpellDamage(parent_elem, overallparent_elem, stats, spell, spell
part_div.append(averageLabel);
if (part.summary == true) {
if (damage_info.name === spell.display) {
let overallaverageLabel = document.createElement("p");
let first = document.createElement("span");
let second = document.createElement("span");
first.textContent = part.subtitle + " Average: ";
first.textContent = damage_info.name+ " Average: ";
second.textContent = averageDamage.toFixed(2);
overallaverageLabel.appendChild(first);
overallaverageLabel.appendChild(second);
@ -1671,71 +1663,65 @@ function displaySpellDamage(parent_elem, overallparent_elem, stats, spell, spell
part_divavg.append(overallaverageLabel);
}
function _damage_display(label_text, average, result_idx) {
function _damage_display(label_text, average, dmg_min, dmg_max) {
let label = document.createElement("p");
label.textContent = label_text+average.toFixed(2);
part_div.append(label);
let arrmin = [];
let arrmax = [];
for (let i = 0; i < 6; i++){
if (results[i][1] != 0){
if (dmg_max[i] != 0){
let p = document.createElement("p");
p.classList.add(damageClasses[i]);
p.textContent = results[i][result_idx] + " \u2013 " + results[i][result_idx + 1];
arrmin.push(results[i][result_idx]);
arrmax.push(results[i][result_idx + 1]);
p.textContent = dmg_min[i].toFixed(2)+" \u2013 "+dmg_max[i].toFixed(2);
part_div.append(p);
}
}
}
_damage_display("Non-Crit Average: ", nonCritAverage, 0);
_damage_display("Crit Average: ", critAverage, 2);
save_damages.push(averageDamage);
} else if (part.type === "heal") {
let heal_amount = damage;
_damage_display("Non-Crit Average: ", nonCritAverage, damage_info.normal_min, damage_info.normal_max);
_damage_display("Crit Average: ", critAverage, damage_info.crit_min, damage_info.crit_max);
} else if (damage_info.type === "heal") {
let heal_amount = damage_info.heal_amount;
let healLabel = document.createElement("p");
healLabel.textContent = heal_amount;
// healLabel.classList.add("damagep");
part_div.append(healLabel);
if (part.summary == true) {
if (damage_info.name === spell.display) {
let overallhealLabel = document.createElement("p");
let first = document.createElement("span");
let second = document.createElement("span");
first.textContent = part.subtitle + ": ";
first.textContent = damage_info.name+ ": ";
second.textContent = heal_amount;
overallhealLabel.appendChild(first);
second.classList.add("Set");
overallhealLabel.appendChild(second);
part_divavg.append(overallhealLabel);
}
} else if (part.type === "total") {
let total_damage = 0;
for (let i in part.factors) {
total_damage += save_damages[i] * part.factors[i];
}
let dmgarr = part.factors.slice();
dmgarr = dmgarr.map(x => "(" + x + " * " + save_damages[dmgarr.indexOf(x)].toFixed(2) + ")");
let averageLabel = document.createElement("p");
averageLabel.textContent = "Average: "+total_damage.toFixed(2);
averageLabel.classList.add("damageSubtitle");
part_div.append(averageLabel);
let overallaverageLabel = document.createElement("p");
let overallaverageLabelFirst = document.createElement("span");
let overallaverageLabelSecond = document.createElement("span");
overallaverageLabelFirst.textContent = "Average: ";
overallaverageLabelSecond.textContent = total_damage.toFixed(2);
overallaverageLabelSecond.classList.add("Damage");
overallaverageLabel.appendChild(overallaverageLabelFirst);
overallaverageLabel.appendChild(overallaverageLabelSecond);
part_divavg.append(overallaverageLabel);
// } else if (part.type === "total") {
// let total_damage = 0;
// for (let i in part.factors) {
// total_damage += save_damages[i] * part.factors[i];
// }
//
// let dmgarr = part.factors.slice();
// dmgarr = dmgarr.map(x => "(" + x + " * " + save_damages[dmgarr.indexOf(x)].toFixed(2) + ")");
//
//
// let averageLabel = document.createElement("p");
// averageLabel.textContent = "Average: "+total_damage.toFixed(2);
// averageLabel.classList.add("damageSubtitle");
// part_div.append(averageLabel);
//
// let overallaverageLabel = document.createElement("p");
// let overallaverageLabelFirst = document.createElement("span");
// let overallaverageLabelSecond = document.createElement("span");
// overallaverageLabelFirst.textContent = "Average: ";
// overallaverageLabelSecond.textContent = total_damage.toFixed(2);
// overallaverageLabelSecond.classList.add("Damage");
//
//
// overallaverageLabel.appendChild(overallaverageLabelFirst);
// overallaverageLabel.appendChild(overallaverageLabelSecond);
// part_divavg.append(overallaverageLabel);
}
}