Internal spell representation overhaul
Using new (more expressive) schema Somehow made display code cleaner !!!
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4 changed files with 218 additions and 115 deletions
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@ -468,6 +468,7 @@ class PowderInputNode extends InputNode {
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* Signature: SpellSelectNode<int>(build: Build) => [Spell, SpellParts]
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*/
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class SpellSelectNode extends ComputeNode {
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// TODO: rewrite me entirely...
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constructor(spell_num) {
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super("builder-spell"+spell_num+"-select");
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this.spell_idx = spell_num;
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@ -475,10 +476,18 @@ class SpellSelectNode extends ComputeNode {
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compute_func(input_map) {
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const build = input_map.get('build');
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let stats = build.statMap;
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const i = this.spell_idx;
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let spell = spell_table[build.weapon.statMap.get("type")][i];
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let stats = build.statMap;
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const spells = default_spells[build.weapon.statMap.get("type")];
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let spell;
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for (const _spell of spells) {
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if (_spell.base_spell === i) {
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spell = _spell;
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break;
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}
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}
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if (spell === undefined) { return null; }
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let spell_parts;
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if (spell.parts) {
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@ -551,6 +560,7 @@ class SpellDamageCalcNode extends ComputeNode {
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compute_func(input_map) {
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const weapon = input_map.get('build').weapon.statMap;
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const spell_info = input_map.get('spell-info');
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const spell = spell_info[0];
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const spell_parts = spell_info[1];
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const stats = input_map.get('stats');
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const damage_mult = stats.get('damageMultiplier');
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@ -562,23 +572,66 @@ class SpellDamageCalcNode extends ComputeNode {
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stats.get('agi')
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];
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let spell_results = []
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let spell_result_map = new Map();
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const use_speed = (('use_atkspd' in spell) ? spell.use_atkspd : true);
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const use_spell = (('scaling' in spell) ? spell.scaling === 'spell' : true);
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// TODO: move preprocessing to separate node/node chain
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for (const part of spell_parts) {
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if (part.type === "damage") {
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let tmp_conv = [];
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for (let i in part.conversion) {
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tmp_conv.push(part.conversion[i] * part.multiplier/100);
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let spell_result;
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if ('multipliers' in part) { // damage type spell
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let results = calculateSpellDamage(stats, weapon, part.multipliers, use_spell, !use_speed);
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spell_result = {
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type: "damage",
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normal_min: results[2].map(x => x[0]),
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normal_max: results[2].map(x => x[1]),
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normal_total: results[0],
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crit_min: results[2].map(x => x[2]),
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crit_max: results[2].map(x => x[3]),
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crit_total: results[1],
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}
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let results = calculateSpellDamage(stats, weapon, tmp_conv, true);
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spell_results.push(results);
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} else if (part.type === "heal") {
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} else if ('power' in part) {
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// TODO: wynn2 formula
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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);
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spell_results.push(heal_amount);
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} else if (part.type === "total") {
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// TODO: remove "total" type
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spell_results.push(null);
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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);
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spell_result = {
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type: "heal",
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heal_amount: _heal_amount
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}
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} else if ('hits' in part) {
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spell_result = {
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normal_min: [0, 0, 0, 0, 0, 0],
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normal_max: [0, 0, 0, 0, 0, 0],
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normal_total: [0, 0],
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crit_min: [0, 0, 0, 0, 0, 0],
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crit_max: [0, 0, 0, 0, 0, 0],
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crit_total: [0, 0]
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}
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const dam_res_keys = ['normal_min', 'normal_max', 'normal_total', 'crit_min', 'crit_max', 'crit_total'];
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for (const [subpart_name, hits] of Object.entries(part.hits)) {
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const subpart = spell_result_map.get(subpart_name);
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if (spell_result.type) {
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if (subpart.type !== spell_result.type) {
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throw "SpellCalc total subpart type mismatch";
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}
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}
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else {
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spell_result.type = subpart.type;
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}
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if (spell_result.type === 'damage') {
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for (const key of dam_res_keys) {
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for (let i in spell_result.normal_min) {
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spell_result[key][i] += subpart[key][i] * hits;
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}
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}
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}
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else {
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spell_result.heal_amount += subpart.heal_amount;
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}
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}
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}
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spell_result.name = part.name;
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spell_results.push(spell_result);
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spell_result_map.set(part.name, spell_result);
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}
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return spell_results;
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}
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@ -604,12 +657,11 @@ class SpellDisplayNode extends ComputeNode {
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const spell_info = input_map.get('spell-info');
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const damages = input_map.get('spell-damage');
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const spell = spell_info[0];
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const spell_parts = spell_info[1];
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const i = this.spell_idx;
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let parent_elem = document.getElementById("spell"+i+"-info");
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let overallparent_elem = document.getElementById("spell"+i+"-infoAvg");
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displaySpellDamage(parent_elem, overallparent_elem, stats, spell, i+1, spell_parts, damages);
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displaySpellDamage(parent_elem, overallparent_elem, stats, spell, i+1, damages);
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}
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}
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@ -1059,7 +1111,8 @@ function builder_graph_init() {
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// Also do something similar for skill points
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for (let i = 0; i < 4; ++i) {
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//for (let i = 0; i < 4; ++i) {
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for (let i = 0; i < 1; ++i) {
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let spell_node = new SpellSelectNode(i);
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spell_node.link_to(build_node, 'build');
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// TODO: link and rewrite spell_node to the stat agg node
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@ -89,6 +89,9 @@ class ComputeNode {
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throw "no compute func specified";
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}
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/**
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* Add link to a parent compute node, optionally with an alias.
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*/
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link_to(parent_node, link_name) {
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this.inputs.push(parent_node)
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link_name = (link_name !== undefined) ? link_name : parent_node.name;
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@ -100,6 +103,26 @@ class ComputeNode {
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parent_node.children.push(this);
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return this;
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}
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/**
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* Delete a link to a parent node.
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* TODO: time complexity of list deletion (not super relevant but it hurts my soul)
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*/
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remove_link(parent_node) {
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const idx = this.inputs.indexOf(parent_node); // Get idx
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this.inputs.splice(idx, 1); // remove element
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this.input_translations.delete(parent_node.name);
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const was_dirty = this.inputs_dirty.get(parent_node.name);
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this.inputs_dirty.delete(parent_node.name);
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if (was_dirty) {
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this.inputs_dirty_count -= 1;
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}
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const idx2 = parent_node.children.indexOf(this);
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parent_node.children.splice(idx2, 1);
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return this;
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}
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}
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/**
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@ -56,11 +56,14 @@ function calculateSpellDamage(stats, weapon, conversions, use_spell_damage, igno
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// 2.2. Next, apply elemental conversions using damage computed in step 1.1.
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// Also, track which elements are present. (Add onto those present in the weapon itself.)
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let total_convert = 0; //TODO get confirmation that this is how raw works.
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for (let i = 1; i <= 5; ++i) {
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if (conversions[i] > 0) {
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damages[i][0] += conversions[i]/100 * weapon_min;
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damages[i][1] += conversions[i]/100 * weapon_max;
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const conv_frac = conversions[i]/100;
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damages[i][0] += conv_frac * weapon_min;
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damages[i][1] += conf_frac * weapon_max;
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present[i] = true;
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total_convert += conv_frac
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}
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}
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@ -125,22 +128,22 @@ function calculateSpellDamage(stats, weapon, conversions, use_spell_damage, igno
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raw_boost += stats.get(damage_prefix+'Raw') + stats.get(damage_elements[i]+'DamRaw');
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}
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// Next, rainraw and propRaw
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let new_min = damages_obj[0] + raw_boost;
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let new_max = damages_obj[1] + raw_boost;
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let min_boost = raw_boost;
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let max_boost = raw_boost;
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if (total_max > 0) { // TODO: what about total negative all raw?
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if (total_elem_min > 0) {
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new_min += (damages_obj[0] / total_min) * prop_raw;
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min_boost += (damages_obj[0] / total_min) * prop_raw;
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}
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new_max += (damages_obj[1] / total_max) * prop_raw;
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max_boost += (damages_obj[1] / total_max) * prop_raw;
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}
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if (i != 0 && total_elem_max > 0) { // rainraw TODO above
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if (total_elem_min > 0) {
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new_min += (damages_obj[0] / total_elem_min) * rainbow_raw;
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min_boost += (damages_obj[0] / total_elem_min) * rainbow_raw;
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}
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new_max += (damages_obj[1] / total_elem_max) * rainbow_raw;
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max_boost += (damages_obj[1] / total_elem_max) * rainbow_raw;
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}
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damages_obj[0] = new_min;
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damages_obj[1] = new_max;
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damages_obj[0] += min_boost * total_convert;
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damages_obj[1] += max_boost * total_convert;
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}
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// 6. Strength boosters
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@ -182,8 +185,9 @@ spell: {
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display_text: str short description of the spell, ex. Bash, Meteor, Arrow Shield
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base_spell: int spell index. 0-4 are reserved (0 is melee, 1-4 is common 4 spells)
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spell_type: str [TODO: DEPRECATED/REMOVE] "healing" or "damage"
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scaling: str "melee" or "spell"
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display: str "total" to sum all parts. Or, the name of a spell part
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scaling: Optional[str] [DEFAULT: "spell"] "melee" or "spell"
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use_atkspd: Optional[bool] [DEFAULT: true] true to factor attack speed, false otherwise.
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display: Optional[str] [DEFAULT: "total"] "total" to sum all parts. Or, the name of a spell part
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parts: List[part] Parts of this spell (different stuff the spell does basically)
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}
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@ -212,37 +216,74 @@ spell_total: {
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are not the same type of spell. Can only pull from spells defined before it.
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}
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Before passing to display, use the following structs.
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NOTE: total is collapsed into damage or healing.
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spell_damage: {
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type: "damage" Internal use
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name: str Display name of part. Should be human readable
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normal_min: array[num, 6] floating point damages (no crit, min), can be less than zero. Order: NETWFA
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normal_max: array[num, 6] floating point damages (no crit, max)
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normal_total: array[num, 2] (min, max) noncrit total damage (not negative)
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crit_min: array[num, 6] floating point damages (crit, min), can be less than zero. Order: NETWFA
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crit_max: array[num, 6] floating point damages (crit, max)
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crit_total: array[num, 2] (min, max) crit total damage (not negative)
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}
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spell_heal: {
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type: "heal" Internal use
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name: str Display name of part. Should be human readable
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heal_amount: num floating point HP healed (self)
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}
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*/
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const default_spells = {
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wand: [{
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name: "Melee", // TODO: name for melee attacks?
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name: "Magic Strike", // TODO: name for melee attacks?
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display_text: "Mage basic attack",
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base_spell: 0, // Spell 0 is special cased to be handled with melee logic.
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spell_type: "damage",
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scaling: "melee",
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display: "total",
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parts: { name: "Melee", multipliers: [100, 0, 0, 0, 0, 0] }
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base_spell: 0,
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scaling: "melee", use_atkspd: false,
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display: "Melee",
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parts: [{ name: "Melee", multipliers: [100, 0, 0, 0, 0, 0] }]
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}],
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spear: [{
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name: "Melee", // TODO: name for melee attacks?
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display_text: "Warrior basic attack",
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base_spell: 0, // Spell 0 is special cased to be handled with melee logic.
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spell_type: "damage",
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scaling: "melee",
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display: "total",
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parts: { name: "Melee", multipliers: [100, 0, 0, 0, 0, 0] }
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base_spell: 0,
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scaling: "melee", use_atkspd: false,
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display: "Melee",
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parts: [{ name: "Melee", multipliers: [100, 0, 0, 0, 0, 0] }]
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}],
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bow: [
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],
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dagger: [
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],
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relik: [
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],
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}
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bow: [{
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name: "Bow Shot", // TODO: name for melee attacks?
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display_text: "Archer basic attack",
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base_spell: 0,
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scaling: "melee", use_atkspd: false,
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display: "Melee",
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parts: [{ name: "Melee", multipliers: [100, 0, 0, 0, 0, 0] }]
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}],
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dagger: [{
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name: "Melee", // TODO: name for melee attacks?
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display_text: "Assassin basic attack",
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base_spell: 0,
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scaling: "melee", use_atkspd: false,
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display: "Melee",
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parts: [{ name: "Melee", multipliers: [100, 0, 0, 0, 0, 0] }]
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}],
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relik: [{
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name: "Spread Beam", // TODO: name for melee attacks?
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display_text: "Shaman basic attack",
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base_spell: 0,
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spell_type: "damage",
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scaling: "melee", use_atkspd: false,
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display: "Total",
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parts: [
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{ name: "Single Beam", multipliers: [33, 0, 0, 0, 0, 0] },
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{ name: "Total", hits: { "Single Beam": 3 } }
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]
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}]
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};
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const spell_table = {
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"wand": [
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116
js/display.js
116
js/display.js
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@ -1579,7 +1579,7 @@ function getBaseSpellCost(stats, spellIdx, cost) {
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}
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function displaySpellDamage(parent_elem, overallparent_elem, stats, spell, spellIdx, spell_parts, damages) {
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function displaySpellDamage(parent_elem, overallparent_elem, stats, spell, spellIdx, spell_results) {
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// TODO: remove spellIdx (just used to flag melee and cost)
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// TODO: move cost calc out
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parent_elem.textContent = "";
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@ -1589,7 +1589,7 @@ function displaySpellDamage(parent_elem, overallparent_elem, stats, spell, spell
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overallparent_elem.textContent = "";
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let title_elemavg = document.createElement("b");
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if (spellIdx != 0) {
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if ('cost' in spell) {
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let first = document.createElement("span");
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first.textContent = spell.title + " (";
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title_elem.appendChild(first.cloneNode(true)); //cloneNode is needed here.
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@ -1611,44 +1611,36 @@ function displaySpellDamage(parent_elem, overallparent_elem, stats, spell, spell
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title_elemavg.appendChild(third_summary);
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}
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else {
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title_elem.textContent = spell.title;
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title_elemavg.textContent = spell.title;
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title_elem.textContent = spell.name;
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title_elemavg.textContent = spell.name;
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}
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parent_elem.append(title_elem);
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overallparent_elem.append(title_elemavg);
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overallparent_elem.append(displayNextCosts(stats, spell, spellIdx));
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if ('cost' in spell) {
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overallparent_elem.append(displayNextCosts(stats, spell, spellIdx));
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}
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let critChance = skillPointsToPercentage(stats.get('dex'));
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let save_damages = [];
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let part_divavg = document.createElement("p");
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overallparent_elem.append(part_divavg);
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for (let i = 0; i < spell_parts.length; ++i) {
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const part = spell_parts[i];
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const damage = damages[i];
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for (let i = 0; i < spell_results.length; ++i) {
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const damage_info = spell_results[i];
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let part_div = document.createElement("p");
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parent_elem.append(part_div);
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let subtitle_elem = document.createElement("p");
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subtitle_elem.textContent = part.subtitle;
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subtitle_elem.textContent = damage_info.name
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part_div.append(subtitle_elem);
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if (part.type === "damage") {
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let _results = damage;
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let totalDamNormal = _results[0];
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let totalDamCrit = _results[1];
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let results = _results[2];
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for (let i = 0; i < 6; ++i) {
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for (let j in results[i]) {
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results[i][j] = results[i][j].toFixed(2);
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}
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}
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if (damage_info.type === "damage") {
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let totalDamNormal = damage_info.normal_total;
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let totalDamCrit = damage_info.crit_total;
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let nonCritAverage = (totalDamNormal[0]+totalDamNormal[1])/2 || 0;
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let critAverage = (totalDamCrit[0]+totalDamCrit[1])/2 || 0;
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let averageDamage = (1-critChance)*nonCritAverage+critChance*critAverage || 0;
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@ -1659,11 +1651,11 @@ function displaySpellDamage(parent_elem, overallparent_elem, stats, spell, spell
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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);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue