let armor_powder_node = new (class extends ComputeNode { constructor() { super('builder-armor-powder-input'); } compute_func(input_map) { let damage_boost = 0; let def_boost = 0; let statMap = new Map(); for (const [e, elem] of zip2(skp_elements, skp_order)) { let val = parseInt(document.getElementById(elem+"_boost_armor").value); statMap.set(e+'DamPct', val); } return statMap; } })().update(); /* Updates PASSIVE powder special boosts (armors) */ function update_armor_powder_specials(elem_id) { //we only update the powder special + external stats if the player has a build let wynn_elem = elem_id.split("_")[0]; //str, dex, int, def, agi //update the label associated w/ the slider let elem = document.getElementById(elem_id); let label = document.getElementById(elem_id + "_label"); let value = elem.value; label.textContent = label.textContent.split(":")[0] + ": " + value //update the slider's graphics let bg_color = elem_colors[skp_order.indexOf(wynn_elem)]; let pct = Math.round(100 * value / powderSpecialStats[skp_order.indexOf(wynn_elem)].cap); elem.style.background = `linear-gradient(to right, ${bg_color}, ${bg_color} ${pct}%, #AAAAAA ${pct}%, #AAAAAA 100%)`; armor_powder_node.mark_dirty().update(); } let boosts_node = new (class extends ComputeNode { constructor() { super('builder-boost-input'); } compute_func(input_map) { let damage_boost = 0; let def_boost = 0; for (const [key, value] of damageMultipliers) { let elem = document.getElementById(key + "-boost") if (elem.classList.contains("toggleOn")) { damage_boost += value; if (key === "warscream") { def_boost += .20 } if (key === "vanish") { def_boost += .15 } } } return [damage_boost, def_boost]; } })().update(); /* Updates all spell boosts */ function update_boosts(buttonId) { let elem = document.getElementById(buttonId); if (elem.classList.contains("toggleOn")) { elem.classList.remove("toggleOn"); } else { elem.classList.add("toggleOn"); } boosts_node.mark_dirty().update(); } let specialNames = ["Quake", "Chain Lightning", "Curse", "Courage", "Wind Prison"]; let powder_special_input = new (class extends ComputeNode { constructor() { super('builder-powder-special-input'); } compute_func(input_map) { let powder_specials = []; // [ [special, power], [special, power]] for (const sName of specialNames) { for (let i = 1;i < 6; i++) { if (document.getElementById(sName.replace(" ","_") + "-" + i).classList.contains("toggleOn")) { let powder_special = powderSpecialStats[specialNames.indexOf(sName.replace("_"," "))]; powder_specials.push([powder_special, i]); break; } } } return powder_specials; } })(); function updatePowderSpecials(buttonId) { let name = (buttonId).split("-")[0]; let power = (buttonId).split("-")[1]; // [1, 5] let elem = document.getElementById(buttonId); if (elem.classList.contains("toggleOn")) { //toggle the pressed button off elem.classList.remove("toggleOn"); } else { for (let i = 1;i < 6; i++) { //toggle all pressed buttons of the same powder special off //name is same, power is i if(document.getElementById(name.replace(" ", "_") + "-" + i).classList.contains("toggleOn")) { document.getElementById(name.replace(" ", "_") + "-" + i).classList.remove("toggleOn"); } } //toggle the pressed button on elem.classList.add("toggleOn"); } powder_special_input.mark_dirty().update(); } class PowderSpecialCalcNode extends ComputeNode { constructor() { super('builder-powder-special-apply'); } compute_func(input_map) { const powder_specials = input_map.get('powder-specials'); let stats = new Map(); for (const [special, power] of powder_specials) { if (special["weaponSpecialEffects"].has("Damage Boost")) { let name = special["weaponSpecialName"]; if (name === "Courage" || name === "Curse") { //courage and curse are is universal damage boost stats.set("sdPct", special.weaponSpecialEffects.get("Damage Boost")[power-1]); stats.set("mdPct", special.weaponSpecialEffects.get("Damage Boost")[power-1]); stats.set("poisonPct", special.weaponSpecialEffects.get("Damage Boost")[power-1]); } else if (name === "Wind Prison") { stats.set("aDamPct", special.weaponSpecialEffects.get("Damage Boost")[power-1]); } } } return stats; } } class PowderSpecialDisplayNode extends ComputeNode { constructor() { super('builder-powder-special-display'); this.fail_cb = true; } compute_func(input_map) { const powder_specials = input_map.get('powder-specials'); const stats = input_map.get('stats'); const weapon = input_map.get('weapon'); displayPowderSpecials(document.getElementById("powder-special-stats"), powder_specials, stats, weapon.statMap, true); } } /** * Apply armor powders. * Encoding shortcut assumes that all powders give +def to one element * and -def to the element "behind" it in cycle ETWFA, which is true * as of now and unlikely to change in the near future. */ function applyArmorPowders(expandedItem, powders) { for(const id of powders){ let powder = powderStats[id]; let name = powderNames.get(id).charAt(0); let prevName = skp_elements[(skp_elements.indexOf(name) + 4 )% 5]; expandedItem.set(name+"Def", (expandedItem.get(name+"Def") || 0) + powder["defPlus"]); expandedItem.set(prevName+"Def", (expandedItem.get(prevName+"Def") || 0) - powder["defMinus"]); } } /** * Node for getting an item's stats from an item input field. * * Signature: ItemInputNode(powdering: Optional[list[powder]]) => Item | null */ class ItemInputNode extends InputNode { /** * Make an item stat pulling compute node. * * @param name: Name of this node. * @param item_input_field: Input field (html element) to listen for item names from. * @param none_item: Item object to use as the "none" for this field. */ constructor(name, item_input_field, none_item) { super(name, item_input_field); this.none_item = new Item(none_item); this.none_item.statMap.set('NONE', true); } compute_func(input_map) { const powdering = input_map.get('powdering'); // built on the assumption of no one will type in CI/CR letter by letter let item_text = this.input_field.value; if (!item_text) { return this.none_item; } let item; if (item_text.slice(0, 3) == "CI-") { item = getCustomFromHash(item_text); } else if (item_text.slice(0, 3) == "CR-") { item = getCraftFromHash(item_text); } else if (itemMap.has(item_text)) { item = new Item(itemMap.get(item_text)); } else if (tomeMap.has(item_text)) { item = new Item(tomeMap.get(item_text)); } if (item) { if (powdering !== undefined) { item.statMap.set('powders', powdering); } let type_match; if (this.none_item.statMap.get('category') === 'weapon') { type_match = item.statMap.get('category') === 'weapon'; } else { type_match = item.statMap.get('type') === this.none_item.statMap.get('type'); } if (type_match) { if (item.statMap.get('category') === 'armor' && powdering !== undefined) { applyArmorPowders(item.statMap, powdering); } return item; } } else if (this.none_item.statMap.get('category') === 'weapon' && item_text.startsWith("Morph-")) { let replace_items = [ "Morph-Stardust", "Morph-Steel", "Morph-Iron", "Morph-Gold", "Morph-Topaz", "Morph-Emerald", "Morph-Amethyst", "Morph-Ruby", item_text.substring(6) ] for (const [i, x] of zip2(equipment_inputs, replace_items)) { setValue(i, x); } for (const node of item_nodes) { calcSchedule(node, 10); } return this.compute_func(input_map); } return null; } } /** * Node for updating item input fields from parsed items. * * Signature: ItemInputDisplayNode(item: Item) => null */ class ItemInputDisplayNode extends ComputeNode { constructor(name, eq, item_image) { super(name); this.input_field = document.getElementById(eq+"-choice"); this.health_field = document.getElementById(eq+"-health"); this.level_field = document.getElementById(eq+"-lv"); this.image = item_image; this.fail_cb = true; } compute_func(input_map) { if (input_map.size !== 1) { throw "ItemInputDisplayNode accepts exactly one input (item)"; } const [item] = input_map.values(); // Extract values, pattern match it into size one list and bind to first element this.input_field.classList.remove("text-light", "is-invalid", 'Normal', 'Unique', 'Rare', 'Legendary', 'Fabled', 'Mythic', 'Set', 'Crafted', 'Custom'); this.input_field.classList.add("text-light"); this.image.classList.remove('Normal-shadow', 'Unique-shadow', 'Rare-shadow', 'Legendary-shadow', 'Fabled-shadow', 'Mythic-shadow', 'Set-shadow', 'Crafted-shadow', 'Custom-shadow'); if (this.health_field) { // Doesn't exist for weapons. this.health_field.textContent = "0"; } if (this.level_field) { // Doesn't exist for tomes. this.level_field.textContent = "0"; } if (!item) { this.input_field.classList.add("is-invalid"); return null; } if (item.statMap.has('NONE')) { return null; } const tier = item.statMap.get('tier'); this.input_field.classList.add(tier); if (this.health_field) { // Doesn't exist for weapons. this.health_field.textContent = item.statMap.get('hp'); } if (this.level_field) { // Doesn't exist for tomes. this.level_field.textContent = item.statMap.get('lvl'); } this.image.classList.add(tier + "-shadow"); return null; } } /** * Node for rendering an item. * * Signature: ItemDisplayNode(item: Item) => null */ class ItemDisplayNode extends ComputeNode { constructor(name, target_elem) { super(name); this.target_elem = target_elem; } compute_func(input_map) { if (input_map.size !== 1) { throw "ItemInputDisplayNode accepts exactly one input (item)"; } const [item] = input_map.values(); // Extract values, pattern match it into size one list and bind to first element displayExpandedItem(item.statMap, this.target_elem); collapse_element("#"+this.target_elem); } } /** * Change the weapon to match correct type. * * Signature: WeaponInputDisplayNode(item: Item) => null */ class WeaponInputDisplayNode extends ComputeNode { constructor(name, image_field) { super(name); this.image = image_field; } compute_func(input_map) { if (input_map.size !== 1) { throw "WeaponDisplayNode accepts exactly one input (item)"; } const [item] = input_map.values(); // Extract values, pattern match it into size one list and bind to first element const type = item.statMap.get('type'); this.image.setAttribute('src', '../media/items/new/generic-'+type+'.png'); //as of now, we NEED to have the dropdown tab visible/not hidden in order to properly display atree stuff. if (!document.getElementById("toggle-atree").classList.contains("toggleOn")) { toggle_tab('atree-dropdown'); toggleButton('toggle-atree'); } //for some reason we have to cast to string construct_AT(document.getElementById("atree-ui"), atrees[wep_to_class.get(type)]); if (document.getElementById("toggle-atree").classList.contains("toggleOn")) { toggle_tab('atree-dropdown'); toggleButton('toggle-atree'); } console.log(document.getElementById("toggle-atree").classList.contains("toggleOn")); } } /** * Encode the build into a url-able string. * * Signature: BuildEncodeNode(build: Build, * helmet-powder: List[powder], * chestplate-powder: List[powder], * leggings-powder: List[powder], * boots-powder: List[powder], * weapon-powder: List[powder]) => str */ class BuildEncodeNode extends ComputeNode { constructor() { super("builder-encode"); } compute_func(input_map) { const build = input_map.get('build'); let powders = [ input_map.get('helmet-powder'), input_map.get('chestplate-powder'), input_map.get('leggings-powder'), input_map.get('boots-powder'), input_map.get('weapon-powder') ]; const skillpoints = [ input_map.get('str'), input_map.get('dex'), input_map.get('int'), input_map.get('def'), input_map.get('agi') ]; // TODO: grr global state for copy button.. player_build = build; build_powders = powders; return encodeBuild(build, powders, skillpoints); } } /** * Update the window's URL. * * Signature: URLUpdateNode(build_str: str) => null */ class URLUpdateNode extends ComputeNode { constructor() { super("builder-url-update"); } compute_func(input_map) { if (input_map.size !== 1) { throw "URLUpdateNode accepts exactly one input (build_str)"; } const [build_str] = input_map.values(); // Extract values, pattern match it into size one list and bind to first element location.hash = build_str; } } /** * Create a "build" object from a set of equipments. * Returns a new Build object, or null if all items are NONE items. * * Signature: BuildAssembleNode(helmet-input: Item, * chestplate-input: Item, * leggings-input: Item, * boots-input: Item, * ring1-input: Item, * ring2-input: Item, * bracelet-input: Item, * necklace-input: Item, * weapon-input: Item, * level-input: int) => Build | null */ class BuildAssembleNode extends ComputeNode { constructor() { super("builder-make-build"); } compute_func(input_map) { let equipments = [ input_map.get('helmet-input'), input_map.get('chestplate-input'), input_map.get('leggings-input'), input_map.get('boots-input'), input_map.get('ring1-input'), input_map.get('ring2-input'), input_map.get('bracelet-input'), input_map.get('necklace-input'), input_map.get('weaponTome1-input'), input_map.get('weaponTome2-input'), input_map.get('armorTome1-input'), input_map.get('armorTome2-input'), input_map.get('armorTome3-input'), input_map.get('armorTome4-input'), input_map.get('guildTome1-input') ]; let weapon = input_map.get('weapon-input'); let level = input_map.get('level-input'); let all_none = weapon.statMap.has('NONE'); for (const item of equipments) { all_none = all_none && item.statMap.has('NONE'); } if (all_none && !location.hash) { return null; } return new Build(level, equipments, weapon); } } /** * Read an input field and parse into a list of powderings. * Every two characters makes one powder. If parsing fails, NULL is returned. * * Signature: PowderInputNode() => List[powder] | null */ class PowderInputNode extends InputNode { constructor(name, input_field) { super(name, input_field); } compute_func(input_map) { // TODO: haha improve efficiency to O(n) dumb // also, error handling is missing let input = this.input_field.value.trim(); let powdering = []; let errorederrors = []; while (input) { let first = input.slice(0, 2); let powder = powderIDs.get(first); if (powder === undefined) { return null; } else { powdering.push(powder); } input = input.slice(2); } return powdering; } } /** * Select a spell+spell "variation" based on a build / spell idx. * Right now this isn't much logic and is only used to abstract away major id interactions * but will become significantly more complex in wynn2. * * Signature: SpellSelectNode(build: Build) => [Spell, SpellParts] */ class SpellSelectNode extends ComputeNode { constructor(spell_num) { super("builder-spell"+spell_num+"-select"); this.spell_idx = spell_num; } compute_func(input_map) { const build = input_map.get('build'); const i = this.spell_idx; let spell = spell_table[build.weapon.statMap.get("type")][i]; let stats = build.statMap; let spell_parts; if (spell.parts) { spell_parts = spell.parts; } else { spell_parts = spell.variants.DEFAULT; for (const majorID of stats.get("activeMajorIDs")) { if (majorID in spell.variants) { spell_parts = spell.variants[majorID]; break; } } } return [spell, spell_parts]; } } /* * Get all defensive stats for this build. */ function getDefenseStats(stats) { let defenseStats = []; let def_pct = skillPointsToPercentage(stats.get('def')); let agi_pct = skillPointsToPercentage(stats.get('agi')); //total hp let totalHp = stats.get("hp") + stats.get("hpBonus"); if (totalHp < 5) totalHp = 5; defenseStats.push(totalHp); //EHP let ehp = [totalHp, totalHp]; let defMult = (2 - stats.get("classDef")) * (2 - stats.get("defMultiplier")); ehp[0] /= (1-def_pct)*(1-agi_pct)*defMult; ehp[1] /= (1-def_pct)*defMult; defenseStats.push(ehp); //HPR let totalHpr = rawToPct(stats.get("hprRaw"), stats.get("hprPct")/100.); defenseStats.push(totalHpr); //EHPR let ehpr = [totalHpr, totalHpr]; ehpr[0] /= (1-def_pct)*(1-agi_pct)*defMult; ehpr[1] /= (1-def_pct)*defMult; defenseStats.push(ehpr); //skp stats defenseStats.push([ def_pct*100, agi_pct*100]); //eledefs - TODO POWDERS let eledefs = [0, 0, 0, 0, 0]; for(const i in skp_elements){ //kinda jank but ok eledefs[i] = rawToPct(stats.get(skp_elements[i] + "Def"), stats.get(skp_elements[i] + "DefPct")/100.); } defenseStats.push(eledefs); //[total hp, [ehp w/ agi, ehp w/o agi], total hpr, [ehpr w/ agi, ehpr w/o agi], [def%, agi%], [edef,tdef,wdef,fdef,adef]] return defenseStats; } /** * Compute spell damage of spell parts. * Currently kinda janky / TODO while we rework the internal rep. of spells. * * Signature: SpellDamageCalcNode(weapon-input: Item, * stats: StatMap, * spell-info: [Spell, SpellParts]) => List[SpellDamage] */ class SpellDamageCalcNode extends ComputeNode { constructor(spell_num) { super("builder-spell"+spell_num+"-calc"); } compute_func(input_map) { const weapon = new Map(input_map.get('weapon-input').statMap); const spell_info = input_map.get('spell-info'); const spell_parts = spell_info[1]; const stats = input_map.get('stats'); const damage_mult = stats.get('damageMultiplier'); const skillpoints = [ stats.get('str'), stats.get('dex'), stats.get('int'), stats.get('def'), stats.get('agi') ]; let spell_results = [] for (const part of spell_parts) { if (part.type === "damage") { let results = calculateSpellDamage(stats, part.conversion, stats.get("sdRaw") + stats.get("rainbowRaw"), stats.get("sdPct"), part.multiplier / 100, weapon, skillpoints, damage_mult); spell_results.push(results); } else if (part.type === "heal") { // 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); } } return spell_results; } } /** * Display spell damage from spell parts. * Currently kinda janky / TODO while we rework the internal rep. of spells. * * Signature: SpellDisplayNode(stats: StatMap, * spell-info: [Spell, SpellParts], * spell-damage: List[SpellDamage]) => null */ class SpellDisplayNode extends ComputeNode { constructor(spell_num) { super("builder-spell"+spell_num+"-display"); this.spell_idx = spell_num; } compute_func(input_map) { const stats = input_map.get('stats'); 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); } } /* Get melee stats for build. Returns an array in the order: */ function getMeleeStats(stats, weapon) { const weapon_stats = weapon.statMap; const skillpoints = [ stats.get('str'), stats.get('dex'), stats.get('int'), stats.get('def'), stats.get('agi') ]; if (weapon_stats.get("tier") === "Crafted") { stats.set("damageBases", [weapon_stats.get("nDamBaseHigh"),weapon_stats.get("eDamBaseHigh"),weapon_stats.get("tDamBaseHigh"),weapon_stats.get("wDamBaseHigh"),weapon_stats.get("fDamBaseHigh"),weapon_stats.get("aDamBaseHigh")]); } let adjAtkSpd = attackSpeeds.indexOf(stats.get("atkSpd")) + stats.get("atkTier"); if(adjAtkSpd > 6){ adjAtkSpd = 6; }else if(adjAtkSpd < 0){ adjAtkSpd = 0; } let damage_mult = stats.get("damageMultiplier"); if (weapon_stats.get("type") === "relik") { damage_mult = 0.99; // CURSE YOU WYNNCRAFT //One day we will create WynnWynn and no longer have shaman 99% melee injustice. //In all seriousness 99% is because wynn uses 0.33 to estimate dividing the damage by 3 to split damage between 3 beams. } // 0spellmult for melee damage. let results = calculateSpellDamage(stats, [100, 0, 0, 0, 0, 0], stats.get("mdRaw"), stats.get("mdPct"), 0, weapon_stats, skillpoints, damage_mult); let dex = skillpoints[1]; let totalDamNorm = results[0]; let totalDamCrit = results[1]; totalDamNorm.push(1-skillPointsToPercentage(dex)); totalDamCrit.push(skillPointsToPercentage(dex)); let damages_results = results[2]; let singleHitTotal = ((totalDamNorm[0]+totalDamNorm[1])*(totalDamNorm[2]) +(totalDamCrit[0]+totalDamCrit[1])*(totalDamCrit[2]))/2; //Now do math let normDPS = (totalDamNorm[0]+totalDamNorm[1])/2 * baseDamageMultiplier[adjAtkSpd]; let critDPS = (totalDamCrit[0]+totalDamCrit[1])/2 * baseDamageMultiplier[adjAtkSpd]; let avgDPS = (normDPS * (1 - skillPointsToPercentage(dex))) + (critDPS * (skillPointsToPercentage(dex))); //[[n n n n] [e e e e] [t t t t] [w w w w] [f f f f] [a a a a] [lowtotal hightotal normalChance] [critlowtotal crithightotal critChance] normalDPS critCPS averageDPS adjAttackSpeed, singleHit] return damages_results.concat([totalDamNorm,totalDamCrit,normDPS,critDPS,avgDPS,adjAtkSpd, singleHitTotal]).concat(results[3]); } /** * Display build stats. * * Signature: BuildDisplayNode(build: Build) => null */ class BuildDisplayNode extends ComputeNode { constructor() { super("builder-stats-display"); } compute_func(input_map) { const build = input_map.get('build'); const stats = input_map.get('stats'); displayBuildStats('overall-stats', build, build_all_display_commands, stats); displayBuildStats("offensive-stats", build, build_offensive_display_commands, stats); displaySetBonuses("set-info", build); let meleeStats = getMeleeStats(stats, build.weapon); // TODO: move weapon out? displayMeleeDamage(document.getElementById("build-melee-stats"), document.getElementById("build-melee-statsAvg"), meleeStats); displayDefenseStats(document.getElementById("defensive-stats"), stats); displayPoisonDamage(document.getElementById("build-poison-stats"), build); displayEquipOrder(document.getElementById("build-order"), build.equip_order); } } /** * Show warnings for skillpoints, level, set bonus for a build * Also shosw skill point remaining and other misc. info * * Signature: DisplayBuildWarningNode(build: Build, str: int, dex: int, int: int, def: int, agi: int) => null */ class DisplayBuildWarningsNode extends ComputeNode { constructor() { super("builder-show-warnings"); } compute_func(input_map) { const build = input_map.get('build'); const min_assigned = build.base_skillpoints; const base_totals = build.total_skillpoints; const skillpoints = [ input_map.get('str'), input_map.get('dex'), input_map.get('int'), input_map.get('def'), input_map.get('agi') ]; let skp_effects = ["% more damage dealt.","% chance to crit.","% spell cost reduction.","% less damage taken.","% chance to dodge."]; let total_assigned = 0; for (let i in skp_order){ //big bren const assigned = skillpoints[i] - base_totals[i] + min_assigned[i] setText(skp_order[i] + "-skp-assign", "Assign: " + assigned); setValue(skp_order[i] + "-skp", skillpoints[i]); let linebreak = document.createElement("br"); linebreak.classList.add("itemp"); setText(skp_order[i] + "-skp-pct", (skillPointsToPercentage(skillpoints[i])*100).toFixed(1).concat(skp_effects[i])); document.getElementById(skp_order[i]+"-warnings").textContent = '' if (assigned > 100) { let skp_warning = document.createElement("p"); skp_warning.classList.add("warning"); skp_warning.classList.add("small-text"); skp_warning.textContent += "Cannot assign " + assigned + " skillpoints in " + ["Strength","Dexterity","Intelligence","Defense","Agility"][i] + " manually."; document.getElementById(skp_order[i]+"-warnings").appendChild(skp_warning); } total_assigned += assigned; } let summarybox = document.getElementById("summary-box"); summarybox.textContent = ""; let skpRow = document.createElement("p"); let remainingSkp = document.createElement("p"); remainingSkp.classList.add("scaled-font"); let remainingSkpTitle = document.createElement("b"); remainingSkpTitle.textContent = "Assigned " + total_assigned + " skillpoints. Remaining skillpoints: "; let remainingSkpContent = document.createElement("b"); remainingSkpContent.textContent = "" + (levelToSkillPoints(build.level) - total_assigned); remainingSkpContent.classList.add(levelToSkillPoints(build.level) - total_assigned < 0 ? "negative" : "positive"); remainingSkp.appendChild(remainingSkpTitle); remainingSkp.appendChild(remainingSkpContent); summarybox.append(skpRow); summarybox.append(remainingSkp); if(total_assigned > levelToSkillPoints(build.level)){ let skpWarning = document.createElement("span"); //skpWarning.classList.add("itemp"); skpWarning.classList.add("warning"); skpWarning.textContent = "WARNING: Too many skillpoints need to be assigned!"; let skpCount = document.createElement("p"); skpCount.classList.add("warning"); skpCount.textContent = "For level " + (build.level>101 ? "101+" : build.level) + ", there are only " + levelToSkillPoints(build.level) + " skill points available."; summarybox.append(skpWarning); summarybox.append(skpCount); } let lvlWarning; for (const item of build.items) { let item_lvl; if (item.statMap.get("crafted")) { //item_lvl = item.get("lvlLow") + "-" + item.get("lvl"); item_lvl = item.statMap.get("lvlLow"); } else { item_lvl = item.statMap.get("lvl"); } if (build.level < item_lvl) { if (!lvlWarning) { lvlWarning = document.createElement("p"); lvlWarning.classList.add("itemp"); lvlWarning.classList.add("warning"); lvlWarning.textContent = "WARNING: A level " + build.level + " player cannot use some piece(s) of this build." } let baditem = document.createElement("p"); baditem.classList.add("nocolor"); baditem.classList.add("itemp"); baditem.textContent = item.statMap.get("displayName") + " requires level " + item_lvl + " to use."; lvlWarning.appendChild(baditem); } } if(lvlWarning){ summarybox.append(lvlWarning); } for (const [setName, count] of build.activeSetCounts) { const bonus = sets.get(setName).bonuses[count-1]; if (bonus["illegal"]) { let setWarning = document.createElement("p"); setWarning.classList.add("itemp"); setWarning.classList.add("warning"); setWarning.textContent = "WARNING: illegal item combination: " + setName summarybox.append(setWarning); } } } } /** * Aggregate stats from all inputs (merges statmaps). * * Signature: AggregateStatsNode(*args) => StatMap */ class AggregateStatsNode extends ComputeNode { constructor() { super("builder-aggregate-stats"); } compute_func(input_map) { const output_stats = new Map(); for (const [k, v] of input_map.entries()) { for (const [k2, v2] of v.entries()) { if (output_stats.has(k2)) { // TODO: ugly AF if (k2 === 'damageMultiplier' || k2 === 'defMultiplier') { output_stats.set(k2, v2 * output_stats.get(k2)); } else { output_stats.set(k2, v2 + output_stats.get(k2)); } } else { output_stats.set(k2, v2); } } } return output_stats; } } /** * Aggregate editable ID stats with build and weapon type. * * Signature: AggregateEditableIDNode(build: Build, weapon: Item, *args) => StatMap */ class AggregateEditableIDNode extends ComputeNode { constructor() { super("builder-aggregate-inputs"); } compute_func(input_map) { const build = input_map.get('build'); input_map.delete('build'); const weapon = input_map.get('weapon'); input_map.delete('weapon'); const output_stats = new Map(build.statMap); for (const [k, v] of input_map.entries()) { output_stats.set(k, v); } output_stats.set('classDef', classDefenseMultipliers.get(weapon.statMap.get("type"))); return output_stats; } } let edit_id_output; function resetEditableIDs() { edit_id_output.notify(); } /** * Set the editble id fields. * * Signature: EditableIDSetterNode(build: Build) => null */ class EditableIDSetterNode extends ComputeNode { constructor(notify_nodes) { super("builder-id-setter"); this.notify_nodes = notify_nodes.slice(); } compute_func(input_map) { if (input_map.size !== 1) { throw "EditableIDSetterNode accepts exactly one input (build)"; } const [build] = input_map.values(); // Extract values, pattern match it into size one list and bind to first element for (const id of editable_item_fields) { const val = build.statMap.get(id); document.getElementById(id).value = val; document.getElementById(id+'-base').textContent = 'Original Value: ' + val; } } notify() { this.mark_dirty(); this.update(); // NOTE: DO NOT merge these loops for performance reasons!!! for (const node of this.notify_nodes) { node.mark_dirty(); } for (const node of this.notify_nodes) { node.update(); } } } /** * Set skillpoint fields from build. * This is separate because..... because of the way we work with edit ids vs skill points during the load sequence.... * * Signature: SkillPointSetterNode(build: Build) => null */ class SkillPointSetterNode extends ComputeNode { constructor(notify_nodes) { super("builder-skillpoint-setter"); this.notify_nodes = notify_nodes.slice(); } compute_func(input_map) { if (input_map.size !== 1) { throw "SkillPointSetterNode accepts exactly one input (build)"; } const [build] = input_map.values(); // Extract values, pattern match it into size one list and bind to first element for (const [idx, elem] of skp_order.entries()) { setText(elem + "-skp-base", "Original: " + build.base_skillpoints[idx]); document.getElementById(elem+'-skp').value = build.total_skillpoints[idx]; } // NOTE: DO NOT merge these loops for performance reasons!!! for (const node of this.notify_nodes) { node.mark_dirty(); } for (const node of this.notify_nodes) { node.update(); } } } /** * Get number (possibly summed) from a text input. * * Signature: SumNumberInputNode() => int */ class SumNumberInputNode extends InputNode { compute_func(input_map) { const value = this.input_field.value; if (value === "") { value = 0; } let input_num = 0; if (value.includes("+")) { let skp = value.split("+"); for (const s of skp) { const val = parseInt(s,10); if (isNaN(val)) { return null; } input_num += val; } } else { input_num = parseInt(value,10); if (isNaN(input_num)) { return null; } } return input_num; } } let item_nodes = []; let powder_nodes = []; let spelldmg_nodes = []; let edit_input_nodes = []; let skp_inputs = []; function builder_graph_init() { // Phase 1/2: Set up item input, propagate updates, etc. // Bind item input fields to input nodes, and some display stuff (for auto colorizing stuff). for (const [eq, display_elem, none_item] of zip3(equipment_fields, build_fields, none_items)) { let input_field = document.getElementById(eq+"-choice"); let item_image = document.getElementById(eq+"-img"); let item_input = new ItemInputNode(eq+'-input', input_field, none_item); item_nodes.push(item_input); new ItemInputDisplayNode(eq+'-input-display', eq, item_image).link_to(item_input); new ItemDisplayNode(eq+'-item-display', display_elem).link_to(item_input); //new PrintNode(eq+'-debug').link_to(item_input); //document.querySelector("#"+eq+"-tooltip").setAttribute("onclick", "collapse_element('#"+ eq +"-tooltip');"); //toggle_plus_minus('" + eq + "-pm'); } console.log(none_tomes); for (const [eq, none_item] of zip2(tome_fields, [none_tomes[0], none_tomes[0], none_tomes[1], none_tomes[1], none_tomes[1], none_tomes[1], none_tomes[2]])) { let input_field = document.getElementById(eq+"-choice"); let item_image = document.getElementById(eq+"-img"); let item_input = new ItemInputNode(eq+'-input', input_field, none_item); item_nodes.push(item_input); new ItemInputDisplayNode(eq+'-input-display', eq, item_image).link_to(item_input); } // weapon image changer node. let weapon_image = document.getElementById("weapon-img"); new WeaponInputDisplayNode('weapon-type', weapon_image).link_to(item_nodes[8]); // Level input node. let level_input = new InputNode('level-input', document.getElementById('level-choice')); // "Build" now only refers to equipment and level (no powders). Powders are injected before damage calculation / stat display. let build_node = new BuildAssembleNode(); for (const input of item_nodes) { build_node.link_to(input); } build_node.link_to(level_input); let build_encode_node = new BuildEncodeNode(); build_encode_node.link_to(build_node, 'build'); let url_update_node = new URLUpdateNode(); url_update_node.link_to(build_encode_node, 'build-str'); for (const input of powder_inputs) { let powder_node = new PowderInputNode(input, document.getElementById(input)); powder_nodes.push(powder_node); build_encode_node.link_to(powder_node, input); } item_nodes[0].link_to(powder_nodes[0], 'powdering'); item_nodes[1].link_to(powder_nodes[1], 'powdering'); item_nodes[2].link_to(powder_nodes[2], 'powdering'); item_nodes[3].link_to(powder_nodes[3], 'powdering'); item_nodes[8].link_to(powder_nodes[4], 'powdering'); // Phase 2/2: Set up editable IDs, skill points; use decodeBuild() skill points, calculate damage let build_disp_node = new BuildDisplayNode() build_disp_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(); let edit_agg_node = new AggregateEditableIDNode(); edit_agg_node.link_to(build_node, 'build').link_to(item_nodes[8], 'weapon'); for (const field of editable_item_fields) { // Create nodes that listens to each editable id input, the node name should match the "id" const elem = document.getElementById(field); const node = new SumNumberInputNode('builder-'+field+'-input', elem); edit_agg_node.link_to(node, field); edit_input_nodes.push(node); } // Edit IDs setter declared up here to set ids so they will be populated by default. edit_id_output = new EditableIDSetterNode(edit_input_nodes); // Makes shallow copy of list. edit_id_output.link_to(build_node); 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); 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'); for (const input_node of item_nodes.concat(powder_nodes)) { input_node.update(); } level_input.update(); // Powder specials. let powder_special_calc = new PowderSpecialCalcNode().link_to(powder_special_input, 'powder-specials'); new PowderSpecialDisplayNode().link_to(powder_special_input, 'powder-specials') .link_to(stat_agg_node, 'stats').link_to(item_nodes[8], 'weapon'); stat_agg_node.link_to(powder_special_calc, 'powder-boost'); stat_agg_node.link_to(armor_powder_node, 'armor-powder'); powder_special_input.update(); // Potion boost. stat_agg_node.link_to(boosts_node, 'potion-boost'); // Also do something similar for skill points for (let i = 0; i < 4; ++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 spell_node.link_to(stat_agg_node, 'stats') let calc_node = new SpellDamageCalcNode(i); calc_node.link_to(item_nodes[8], 'weapon-input').link_to(stat_agg_node, 'stats') .link_to(spell_node, 'spell-info'); spelldmg_nodes.push(calc_node); let display_node = new SpellDisplayNode(i); display_node.link_to(stat_agg_node, 'stats'); // TODO: same here.. display_node.link_to(spell_node, 'spell-info'); display_node.link_to(calc_node, 'spell-damage'); } for (const node of edit_input_nodes) { node.update(); } 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 console.log("Set up graph"); }