const classDefenseMultipliers = new Map([ ["relik",0.50], ["bow",0.60], ["wand", 0.80], ["dagger", 1.0], ["spear",1.0], ["sword", 1.10]]); /* * Class that represents a wynn player's build. */ class Build{ /** * @description Construct a build. * @param {Number} level : Level of the player. * @param {String[]} equipment : List of equipment names that make up the build. * In order: boots, Chestplate, Leggings, Boots, Ring1, Ring2, Brace, Neck, Weapon. * @param {Number[]} powders : Powder application. List of lists of integers (powder IDs). * In order: boots, Chestplate, Leggings, Boots, Weapon. * @param {Object[]} inputerrors : List of instances of error-like classes. * * @param {Object[]} tomes: List of tomes. * 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, weapon){ if (level < 1) { //Should these be constants? this.level = 1; } else if (level > 106) { this.level = 106; } else if (level <= 106 && level >= 1) { this.level = level; } else if (typeof level === "string") { this.level = level; errors.push(new IncorrectInput(level, "a number", "level-choice")); } else { errors.push("Level is not a string or number."); } document.getElementById("level-choice").value = this.level; this.availableSkillpoints = levelToSkillPoints(this.level); this.equipment = items; this.weapon = weapon; 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.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]; // How many skillpoints the build ended up with (5 number) this.total_skillpoints = result[2]; // How many skillpoints assigned (1 number, sum of base_skillpoints) this.assigned_skillpoints = result[3]; this.activeSetCounts = result[4]; this.initBuildStats(); } /*Returns build in string format */ toString(){ return [this.equipment,this.weapon].flat(); } /* Get all stats for this build. Stores in this.statMap. @pre The build itself should be valid. No checking of validity of pieces is done here. */ initBuildStats(){ let staticIDs = ["hp", "eDef", "tDef", "wDef", "fDef", "aDef", "str", "dex", "int", "def", "agi", "damMobs", "defMobs"]; let must_ids = [ "eMdPct","eMdRaw","eSdPct","eSdRaw","eDamPct","eDamRaw","eDamAddMin","eDamAddMax", "tMdPct","tMdRaw","tSdPct","tSdRaw","tDamPct","tDamRaw","tDamAddMin","tDamAddMax", "wMdPct","wMdRaw","wSdPct","wSdRaw","wDamPct","wDamRaw","wDamAddMin","wDamAddMax", "fMdPct","fMdRaw","fSdPct","fSdRaw","fDamPct","fDamRaw","fDamAddMin","fDamAddMax", "aMdPct","aMdRaw","aSdPct","aSdRaw","aDamPct","aDamRaw","aDamAddMin","aDamAddMax", "nMdPct","nMdRaw","nSdPct","nSdRaw","nDamPct","nDamRaw","nDamAddMin","nDamAddMax", // neutral which is now an element "mdPct","mdRaw","sdPct","sdRaw","damPct","damRaw","damAddMin","damAddMax", // These are the old ids. Become proportional. "rMdPct","rMdRaw","rSdPct","rSdRaw","rDamPct","rDamRaw","rDamAddMin","rDamAddMax" // rainbow (the "element" of all minus neutral). rSdRaw is rainraw ] //Create a map of this build's stats let statMap = new Map(); for (const staticID of staticIDs) { statMap.set(staticID, 0); } for (const staticID of must_ids) { statMap.set(staticID, 0); } statMap.set("hp", levelToHPBase(this.level)); let major_ids = new Set(); for (const item of this.items){ const item_stats = item.statMap; for (let [id, value] of item_stats.get("maxRolls")) { if (staticIDs.includes(id)) { continue; } statMap.set(id,(statMap.get(id) || 0)+value); } for (const staticID of staticIDs) { if (item_stats.get(staticID)) { statMap.set(staticID, statMap.get(staticID) + item_stats.get(staticID)); } } if (item_stats.get("majorIds")) { for (const major_id of item_stats.get("majorIds")) { major_ids.add(major_id); } } } statMap.set('damMult', new Map()); statMap.set('defMult', new Map()); statMap.get('damMult').set('tome', statMap.get('damMobs')) statMap.get('defMult').set('tome', statMap.get('defMobs')) statMap.set("activeMajorIDs", major_ids); for (const [setName, count] of this.activeSetCounts) { const bonus = sets.get(setName).bonuses[count-1]; for (const id in bonus) { if (skp_order.includes(id)) { // pass. Don't include skillpoints in ids } else { statMap.set(id,(statMap.get(id) || 0)+bonus[id]); } } } statMap.set("poisonPct", 100); // The stuff relevant for damage calculation!!! @ferricles statMap.set("atkSpd", this.weapon.statMap.get("atkSpd")); this.statMap = statMap; } }