let getUrl = window.location; const url_base = getUrl.protocol + "//" + getUrl.host + "/" + getUrl.pathname.split('/')[1]; const zip = (a, b) => a.map((k, i) => [k, b[i]]); //updates all the OGP tags for a webpage. Should be called when build changes function updateOGP() { //update the embed URL let url_elem = document.getElementById("ogp-url"); if (url_elem) { url_elem.content = url_base+location.hash; } //update the embed text content let build_elem = document.getElementById("ogp-build-list"); if (build_elem && player_build) { let text = "WynnBuilder build:\n"+ "> "+player_build.helmet.get("displayName")+"\n"+ "> "+player_build.chestplate.get("displayName")+"\n"+ "> "+player_build.leggings.get("displayName")+"\n"+ "> "+player_build.boots.get("displayName")+"\n"+ "> "+player_build.ring1.get("displayName")+"\n"+ "> "+player_build.ring2.get("displayName")+"\n"+ "> "+player_build.bracelet.get("displayName")+"\n"+ "> "+player_build.necklace.get("displayName")+"\n"+ "> "+player_build.weapon.get("displayName")+" ["+player_build.weapon.get("powders").map(x => powderNames.get(x)).join("")+"]"; build_elem.content = text; } } function clamp(num, low, high){ return Math.min(Math.max(num, low), high); } function sleep(ms) { return new Promise(resolve => setTimeout(resolve, ms)); } // Permutations in js reference (also cool algorithm): // https://stackoverflow.com/a/41068709 function perm(a){ if (a.length == 0) return [[]]; var r = [[a[0]]], t = [], s = []; if (a.length == 1) return r; for (var i = 1, la = a.length; i < la; i++){ for (var j = 0, lr = r.length; j < lr; j++){ r[j].push(a[i]); t.push(r[j]); for(var k = 1, lrj = r[j].length; k < lrj; k++){ for (var l = 0; l < lrj; l++) s[l] = r[j][(k+l)%lrj]; t[t.length] = s; s = []; } } r = t; t = []; } return r; } function round_near(value) { let eps = 0.00000001; if (Math.abs(value - Math.round(value)) < eps) { return Math.round(value); } return value; } function setText(id, text) { document.getElementById(id).textContent = text; } function setHTML(id, html) { document.getElementById(id).innerHTML = html; } function setValue(id, value) { let el = document.getElementById(id); if (el == null) { console.log("WARN tried to set text value of id {"+id+"} to ["+value+"] but did not exist!"); return; } el.value = value; el.dispatchEvent(new Event("change")); } function getValue(id) { return document.getElementById(id).value; } function log(b, n) { return Math.log(n) / Math.log(b); } // Base 64 encoding tools // https://stackoverflow.com/a/27696695 // Modified for fixed precision // Base64.fromInt(-2147483648); // gives "200000" // Base64.toInt("200000"); // gives -2147483648 Base64 = (function () { var digitsStr = // 0 8 16 24 32 40 48 56 63 // v v v v v v v v v "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz+-"; var digits = digitsStr.split(''); var digitsMap = {}; for (var i = 0; i < digits.length; i++) { digitsMap[digits[i]] = i; } return { fromIntV: function(int32) { var result = ''; while (true) { result = digits[int32 & 0x3f] + result; int32 >>>= 6; if (int32 === 0) break; } return result; }, fromIntN: function(int32, n) { var result = ''; for (let i = 0; i < n; ++i) { result = digits[int32 & 0x3f] + result; int32 >>= 6; } return result; }, toInt: function(digitsStr) { var result = 0; var digits = digitsStr.split(''); for (var i = 0; i < digits.length; i++) { result = (result << 6) + digitsMap[digits[i]]; } return result; }, toIntSigned: function(digitsStr) { var result = 0; var digits = digitsStr.split(''); if (digits[0] && (digitsMap[digits[0]] & 0x20)) { result = -1; } for (var i = 0; i < digits.length; i++) { result = (result << 6) + digitsMap[digits[i]]; } return result; } }; })(); /** A class used to represent an arbitrary length bit vector. Very useful for encoding and decoding. * */ class BitVector { /** Constructs an arbitrary-length bit vector. * @class * @param {String | Number} data - The data to append. * @param {Number} length - A set length for the data. Ignored if data is a string. * * The structure of the Uint32Array should be [[last, ..., first], ..., [last, ..., first], [empty space, last, ..., first]] */ constructor(data, length) { let bit_vec = []; if (typeof data === "string") { let int = 0; let bv_idx = 0; length = data.length * 6; for (let i = 0; i < data.length; i++) { let char = Base64.toInt(data[i]); let pre_pos = bv_idx % 32; int |= (char << bv_idx); bv_idx += 6; let post_pos = bv_idx % 32; if (post_pos < pre_pos) { //we have to have filled up the integer bit_vec.push(int); int = (char >>> (6 - post_pos)); } if (i == data.length - 1 && post_pos != 0) { bit_vec.push(int); } } } else if (typeof data === "number") { if (typeof length === "undefined") if (length < 0) { throw new RangeError("BitVector must have nonnegative length."); } //convert to int just in case data = Math.round(data); //range of numbers that won't fit in a uint32 if (data > 2**32 - 1 || data < -(2 ** 32 - 1)) { throw new RangeError("Numerical data has to fit within a 32-bit integer range to instantiate a BitVector."); } bit_vec.push(data); } else { throw new TypeError("BitVector must be instantiated with a Number or a B64 String"); } this.length = length; this.bits = new Uint32Array(bit_vec); } /** Return value of bit at index idx. * * @param {Number} idx - The index to read * * @returns The bit value at position idx */ read_bit(idx) { if (idx < 0 || idx >= this.length) { throw new RangeError("Cannot read bit outside the range of the BitVector."); } return ((this.bits[Math.floor(idx / 32)] & (1 << (idx % 32))) == 0 ? 0 : 1); } /** Returns an integer value (if possible) made from the range of bits [start, end). Undefined behavior if the range to read is too big. * * @param {Number} start - The index to start slicing from. Inclusive. * @param {Number} end - The index to end slicing at. Exclusive. * * @returns An integer representation of the sliced bits. */ slice(start, end) { //TO NOTE: JS shifting is ALWAYS in mod 32. a << b will do a << (b mod 32) implicitly. if (end < start) { throw new RangeError("Cannot slice a range where the end is before the start."); } else if (end == start) { return 0; } else if (end - start > 32) { //requesting a slice of longer than 32 bits (safe integer "length") throw new RangeError("Cannot slice a range of longer than 32 bits (unsafe to store in an integer)."); } let res = 0; if (Math.floor((end - 1) / 32) == Math.floor(start / 32)) { //the range is within 1 uint32 section - do some relatively fast bit twiddling res = (this.bits[Math.floor(start / 32)] & ~((((~0) << ((end - 1))) << 1) | ~((~0) << (start)))) >>> (start % 32); } else { //the number of bits in the uint32s let start_pos = (start % 32); let int_idx = Math.floor(start/32); res = (this.bits[int_idx] & ((~0) << (start))) >>> (start_pos); res |= (this.bits[int_idx + 1] & ~((~0) << (end))) << (32 - start_pos); } return res; // General code - slow // for (let i = start; i < end; i++) { // res |= (get_bit(i) << (i - start)); // } } /** Assign bit at index idx to 1. * * @param {Number} idx - The index to set. */ set_bit(idx) { if (idx < 0 || idx >= this.length) { throw new RangeError("Cannot set bit outside the range of the BitVector."); } this.bits[Math.floor(idx / 32)] |= (1 << idx % 32); } /** Assign bit at index idx to 0. * * @param {Number} idx - The index to clear. */ clear_bit(idx) { if (idx < 0 || idx >= this.length) { throw new RangeError("Cannot clear bit outside the range of the BitVector."); } this.bits[Math.floor(idx / 32)] &= ~(1 << idx % 32); } /** Creates a string version of the bit vector in B64. Does not keep the order of elements a sensible human readable format. * * @returns A b64 string representation of the BitVector. */ toB64() { if (this.length == 0) { return ""; } let b64_str = ""; let i = 0; while (i < this.length) { b64_str += Base64.fromIntV(this.slice(i, i + 6), 1); i += 6; } return b64_str; } /** Returns a BitVector in bitstring format. Probably only useful for dev debugging. * * @returns A bit string representation of the BitVector. Goes from higher-indexed bits to lower-indexed bits. (n ... 0) */ toString() { let ret_str = ""; for (let i = 0; i < this.length; i++) { ret_str = (this.read_bit(i) == 0 ? "0": "1") + ret_str; } return ret_str; } /** Returns a BitVector in bitstring format. Probably only useful for dev debugging. * * @returns A bit string representation of the BitVector. Goes from lower-indexed bits to higher-indexed bits. (0 ... n) */ toStringR() { let ret_str = ""; for (let i = 0; i < this.length; i++) { ret_str += (this.read_bit(i) == 0 ? "0": "1"); } return ret_str; } /** Appends data to the BitVector. * * @param {Number | String} data - The data to append. * @param {Number} length - The length, in bits, of the new data. This is ignored if data is a string. Defaults to 32 for numbers. */ append(data, length = 32) { if (length < 0) { throw new RangeError("BitVector length must increase by a nonnegative number."); } //actual new data length is needed for resizing purposes if (typeof data === "string") { length = data.length * 6; } let new_length = this.length + length; let mult = 1; while (mult * this.bits.length * this.bits.BYTES_PER_ELEMENT * 8 < new_length) { mult *= 2; } if (mult > 1) { //we have to expand the uint32array repr - double size let bit_vec = []; for (const uint of this.bits) { bit_vec.push(uint); } if (typeof data === "string") { let int = bit_vec[bit_vec.length - 1]; let bv_idx = this.length; let updated_curr = false; for (let i = 0; i < data.length; i++) { let char = Base64.toInt(data[i]); let pre_pos = bv_idx % 32; int |= (char << bv_idx); bv_idx += 6; let post_pos = bv_idx % 32; if (post_pos < pre_pos) { //we have to have filled up the integer if (bit_vec.length == this.bits.length && !updated_curr) { bit_vec[bit_vec.length - 1] = int; updated_curr = true; } else { bit_vec.push(int); } int = (char >>> (6 - post_pos)); } if (i == data.length - 1) { if (bit_vec.length == this.bits.length && !updated_curr) { bit_vec[bit_vec.length - 1] = int; } else if (post_pos != 0) { bit_vec.push(int); } } } } else if (typeof data === "number") { //convert to int just in case let int = Math.round(data); //range of numbers that "could" fit in a uint32 -> [0, 2^32) U [-2^31, 2^31) if (data > 2**32 - 1 || data < -(2 ** 31)) { throw new RangeError("Numerical data has to fit within a 32-bit integer range to instantiate a BitVector."); } //could be split between multiple new ints //reminder that shifts implicitly mod 32 bit_vec[bit_vec.length - 1] |= ((int & ~((~0) << length)) << (this.length)); if (((this.length - 1) % 32 + 1) + length > 32) { bit_vec.push(int >>> (32 - this.length)); } } else { throw new TypeError("BitVector must be appended with a Number or a B64 String"); } //pad the end with 0s for (let i = bit_vec.length; i < this.bits.length; i++) { bit_vec.push(0); } this.bits = new Uint32Array(bit_vec); } else { //just write to the original bitvec let curr_idx = Math.floor(this.length / 32); let pos = this.length; if (typeof data === "string") { //daily reminder that shifts are modded by 32 for (const char of data) { char = Base64.toInt(char); this.bits[curr_idx] |= (char << pos); //if we go to the "next" char, update it if (Math.floor((pos - 1) / 32) < Math.floor((pos + 5) / 32)) { this.bits[curr_idx + 1] |= (char >>> (6 - (pos + 6) % 32)); } //update counters pos += 6; curr_idx = Math.floor(pos / 32); } } else if (typeof data === "number") { //convert to int just in case let int = Math.round(data); //range of numbers that "could" fit in a uint32 -> [0, 2^32) U [-2^31, 2^31) if (data > 2**32 - 1 || data < -(2 ** 31)) { throw new RangeError("Numerical data has to fit within a 32-bit integer range to instantiate a BitVector."); } //could be split between multiple new ints //reminder that shifts implicitly mod 32 this.bits[curr_idx] |= ((int & ~((~0) << length)) << (this.length)); if (((this.length - 1) % 32 + 1) + length > 32) { this.bits[curr_idx + 1] = (int >>> (32 - this.length)); } } else { throw new TypeError("BitVector must be appended with a Number or a B64 String"); } } //update length this.length += length; } }; /* Turns a raw stat and a % stat into a final stat on the basis that - raw and >= 100% becomes 0 and + raw and <=-100% becomes negative. Pct would be 0.80 for 80%, -1.20 for 120%, etc Example Outputs: raw: -100 pct: +0.20, output = -80 pct: +1.20, output = 0 pct: -0.20, output = -120 pct: -1.20, output = -220 raw: +100 pct: +0.20, output = 120 pct: +1.20, output = 220 pct: -0.20, output = 80 pct: -1.20, output = -20 */ function rawToPct(raw, pct){ final = 0; if (raw < 0){ final = (Math.min(0, raw - (raw * pct) )); }else if(raw > 0){ final = raw + (raw * pct); }else{ //do nothing - final's already 0 } return final; } /* * Clipboard utilities * From: https://stackoverflow.com/a/30810322 */ function fallbackCopyTextToClipboard(text) { var textArea = document.createElement("textarea"); // // *** This styling is an extra step which is likely not required. *** // // Why is it here? To ensure: // 1. the element is able to have focus and selection. // 2. if the element was to flash render it has minimal visual impact. // 3. less flakyness with selection and copying which **might** occur if // the textarea element is not visible. // // The likelihood is the element won't even render, not even a // flash, so some of these are just precautions. However in // Internet Explorer the element is visible whilst the popup // box asking the user for permission for the web page to // copy to the clipboard. // // Place in the top-left corner of screen regardless of scroll position. textArea.style.position = 'fixed'; textArea.style.top = 0; textArea.style.left = 0; // Ensure it has a small width and height. Setting to 1px / 1em // doesn't work as this gives a negative w/h on some browsers. textArea.style.width = '2em'; textArea.style.height = '2em'; // We don't need padding, reducing the size if it does flash render. textArea.style.padding = 0; // Clean up any borders. textArea.style.border = 'none'; textArea.style.outline = 'none'; textArea.style.boxShadow = 'none'; // Avoid flash of the white box if rendered for any reason. textArea.style.background = 'transparent'; textArea.value = text; document.body.appendChild(textArea); textArea.focus(); textArea.select(); try { var successful = document.execCommand('copy'); var msg = successful ? 'successful' : 'unsuccessful'; console.log('Copying text command was ' + msg); } catch (err) { console.log('Oops, unable to copy'); } document.body.removeChild(textArea); } function copyTextToClipboard(text) { if (!navigator.clipboard) { fallbackCopyTextToClipboard(text); return; } navigator.clipboard.writeText(text).then(function() { console.log('Async: Copying to clipboard was successful!'); }, function(err) { console.error('Async: Could not copy text: ', err); }); } /** * Generates a random color using the #(R)(G)(B) format. */ function randomColor() { return '#' + Math.round(Math.random() * 0xFFFFFF).toString(16); } /** * Generates a random color, but lightning must be relatively high (>0.5). * * @returns a random color in RGB 6-bit form. */ function randomColorLight() { return randomColorHSL([0,1],[0,1],[0.5,1]); } /** Generates a random color given HSL restrictions. * * @returns a random color in RGB 6-bit form. */ function randomColorHSL(h,s,l) { var letters = '0123456789abcdef'; let h_var = h[0] + (h[1]-h[0])*Math.random(); //hue let s_var = s[0] + (s[1]-s[0])*Math.random(); //saturation let l_var = l[0] + (l[1]-l[0])*Math.random(); //lightness let rgb = hslToRgb(h_var,s_var,l_var); let color = "#"; for (const c of rgb) { color += letters[Math.floor(c/16)] + letters[c%16]; } return color; } /** * Converts an HSL color value to RGB. Conversion formula * adapted from http://en.wikipedia.org/wiki/HSL_color_space. * Assumes h, s, and l are contained in the set [0, 1] and * returns r, g, and b in the set [0, 255]. Not written by wynnbuilder devs. * * @param {number} h The hue * @param {number} s The saturation * @param {number} l The lightness * @return {Array} The RGB representation */ function hslToRgb(h, s, l){ var r, g, b; if(s == 0){ r = g = b = l; // achromatic }else{ var hue2rgb = function hue2rgb(p, q, t){ if(t < 0) t += 1; if(t > 1) t -= 1; if(t < 1/6) return p + (q - p) * 6 * t; if(t < 1/2) return q; if(t < 2/3) return p + (q - p) * (2/3 - t) * 6; return p; } var q = l < 0.5 ? l * (1 + s) : l + s - l * s; var p = 2 * l - q; r = hue2rgb(p, q, h + 1/3); g = hue2rgb(p, q, h); b = hue2rgb(p, q, h - 1/3); } return [Math.round(r * 255), Math.round(g * 255), Math.round(b * 255)]; } /** Creates a tooltip. * * @param {DOM Element} elem - the element to make a tooltip * @param {String} element_type - the HTML element type that the tooltiptext should be. * @param {String} tooltiptext - the text to display in the tooltip. * @param {DOM Element} parent - the parent elem. optional. * @param {String[]} classList - a list of classes to add to the element. */ function createTooltip(elem, element_type, tooltiptext, parent, classList) { elem = document.createElement(element_type); elem.classList.add("tooltiptext"); if (tooltiptext.includes("\n")) { let texts = tooltiptext.split("\n"); for (const t of texts) { let child = document.createElement(element_type); child.textContent = t; elem.appendChild(child); } } else { elem.textContent = tooltiptext; } for (const c of classList) { elem.classList.add(c); } if (parent) { parent.classList.add("tooltip"); parent.appendChild(elem); } return elem; } /** A generic function that toggles the on and off state of a button. * * @param {String} button_id - the id name of the button. */ function toggleButton(button_id) { let elem = document.getElementById(button_id); if (elem.tagName === "BUTTON") { if (elem.classList.contains("toggleOn")) { //toggle the pressed button off elem.classList.remove("toggleOn"); } else { elem.classList.add("toggleOn"); } } } /** * If the input object is undefined, make it "match" the target type * with default value (0 or empty str). */ function matchType(object, target) { if (typeof object === 'undefined') { switch (target) { case 'string': return ""; case 'number': return 0; case 'undefined': return undefined; default: throw new Error(`Incomparable type ${target}`); } } return object; } /** * Add multiple classes to a html element */ function addClasses(elem, classes) { for (let _class of classes) { elem.classList.add(_class); } return elem; } /** A utility function that reloads the page forcefully. * */ async function hardReload() { //https://gist.github.com/rmehner/b9a41d9f659c9b1c3340 const dbs = await window.indexedDB.databases(); await dbs.forEach(db => { window.indexedDB.deleteDatabase(db.name) }); location.reload(true); } function capitalizeFirst(str) { return str[0].toUpperCase() + str.substring(1); }