HOTFIX: tome patch

This commit is contained in:
hppeng 2022-06-23 03:42:18 -07:00
parent 0e97dae2f9
commit ef5dd8f6c6
3 changed files with 18 additions and 15 deletions

View file

@ -105,7 +105,7 @@ class Build{
* In order: 2x Weapon Mastery Tome, 4x Armor Mastery Tome, 1x Guild Tome.
* 2x Slaying Mastery Tome, 2x Dungeoneering Mastery Tome, 2x Gathering Mastery Tome are in game, but do not have "useful" stats (those that affect damage calculations or building)
*/
constructor(level, items, tomes, weapon){
constructor(level, items, weapon){
if (level < 1) { //Should these be constants?
this.level = 1;
@ -123,13 +123,12 @@ class Build{
this.availableSkillpoints = levelToSkillPoints(this.level);
this.equipment = items;
this.tomes = tomes;
this.weapon = weapon;
this.items = this.equipment.concat([this.weapon]).concat(this.tomes);
this.items = this.equipment.concat([this.weapon]);
// return [equip_order, best_skillpoints, final_skillpoints, best_total];
// calc skillpoints requires statmaps only
let result = calculate_skillpoints(this.equipment.concat(this.tomes).map((x) => x.statMap), this.weapon.statMap);
let result = calculate_skillpoints(this.equipment.map((x) => x.statMap), this.weapon.statMap);
this.equip_order = result[0];
// How many skillpoints the player had to assign (5 number)
this.base_skillpoints = result[1];
@ -145,7 +144,7 @@ class Build{
/*Returns build in string format
*/
toString(){
return [this.equipment,this.weapon,this.tomes].flat();
return [this.equipment,this.weapon].flat();
}

View file

@ -119,11 +119,11 @@ function decodeBuild(url_tag) {
// Tomes.
if (version == 6) {
//tome values do not appear in anything before v6.
for (let i = 0; i < 7; ++i) {
for (let i in tomes) {
let tome_str = info[1].charAt(i);
for (let i in tomes) {
setValue(tomeInputs[i], getTomeNameFromID(Base64.toInt(tome_str)));
}
let tome_name = getTomeNameFromID(Base64.toInt(tome_str));
console.log(tome_name);
setValue(tomeInputs[i], tome_name);
}
info[1] = info[1].slice(7);
}

View file

@ -382,8 +382,6 @@ class URLUpdateNode extends ComputeNode {
* Create a "build" object from a set of equipments.
* Returns a new Build object, or null if all items are NONE items.
*
* TODO: add tomes
*
* Signature: BuildAssembleNode(helmet-input: Item,
* chestplate-input: Item,
* leggings-input: Item,
@ -426,7 +424,7 @@ class BuildAssembleNode extends ComputeNode {
if (all_none && !location.hash) {
return null;
}
return new Build(level, equipments, [], weapon);
return new Build(level, equipments, weapon);
}
}
@ -1007,8 +1005,6 @@ function builder_graph_init() {
let build_disp_node = new BuildDisplayNode()
build_disp_node.link_to(build_node, 'build');
let build_warnings_node = new DisplayBuildWarningsNode();
build_warnings_node.link_to(build_node, 'build');
// Create one node that will be the "aggregator node" (listen to all the editable id nodes, as well as the build_node (for non editable stats) and collect them into one statmap)
let stat_agg_node = new AggregateStatsNode();
@ -1026,14 +1022,15 @@ function builder_graph_init() {
edit_id_output = new EditableIDSetterNode(edit_input_nodes); // Makes shallow copy of list.
edit_id_output.link_to(build_node);
let skp_inputs = [];
for (const skp of skp_order) {
const elem = document.getElementById(skp+'-skp');
const node = new SumNumberInputNode('builder-'+skp+'-input', elem);
edit_agg_node.link_to(node, skp);
build_encode_node.link_to(node, skp);
build_warnings_node.link_to(node, skp);
edit_input_nodes.push(node);
skp_inputs.push(node);
}
stat_agg_node.link_to(edit_agg_node);
build_disp_node.link_to(stat_agg_node, 'stats');
@ -1079,6 +1076,13 @@ function builder_graph_init() {
let skp_output = new SkillPointSetterNode(edit_input_nodes);
skp_output.link_to(build_node);
let build_warnings_node = new DisplayBuildWarningsNode();
build_warnings_node.link_to(build_node, 'build');
for (const [skp_input, skp] of zip2(skp_inputs, skp_order)) {
build_warnings_node.link_to(skp_input, skp);
}
build_warnings_node.update();
// call node.update() for each skillpoint node and stat edit listener node manually
// NOTE: the text boxes for skill points are already filled out by decodeBuild() so this will fix them
// this will propagate the update to the `stat_agg_node`, and then to damage calc