/*Turns the input amount of skill points into a float precision percentage. * @param skp - the integer skillpoint count to be converted */ function skillPointsToPercentage(skp){ if (skp<=0){ return 0.0; }else if(skp>=150){ return 0.808; }else{ return(-0.0000000066695* Math.pow(Math.E, -0.00924033 * skp + 18.9) + 1.0771); //return(-0.0000000066695* Math.pow(Math.E, -0.00924033 * skp + 18.9) + 1.0771).toFixed(3); } } /*Turns the input amount of levels into skillpoints available. * * @param level - the integer level count te be converted */ function levelToSkillPoints(level){ if(level < 1){ return 0; }else if(level >= 101){ return 200; }else{ return (level - 1) * 2; } } /*Turns the input amount of levels in to base HP. * @param level - the integer level count to be converted */ function levelToHPBase(level){ if(level < 1){ //bad level return this.levelToHPBase(1); }else if (level > 106){ //also bad level return this.levelToHPBase(106); }else{ //good level return 5*level + 5; } } const baseDamageMultiplier = [ 0.51, 0.83, 1.5, 2.05, 2.5, 3.1, 4.3 ]; const attackSpeeds = ["SUPER_SLOW", "VERY_SLOW", "SLOW", "NORMAL", "FAST", "VERY_FAST", "SUPER_FAST"]; /*Class that represents a wynn player's build. */ class Build{ /*Construct a build. */ constructor(level,helmet,chestplate,leggings,boots,ring1,ring2,bracelet,necklace,weapon,powders){ // NOTE: powders is just an array of arrays of powder IDs. Not powder objects. this.powders = powders if(helmet.type.valueOf() != "helmet".valueOf()){ throw new TypeError("No such helmet named ", helmet.name); }else{ this.powders[0] = this.powders[0].slice(0,helmet.slots); this.helmet = expandItem(helmet, this.powders[0]); } if(chestplate.type.valueOf() != "chestplate"){ throw new TypeError("No such chestplate named ", chestplate.name); }else{ this.powders[1] = this.powders[1].slice(0,chestplate.slots); this.chestplate = expandItem(chestplate, this.powders[1]); } if(leggings.type.valueOf() != "leggings"){ throw new TypeError("No such leggings named ", leggings.name); }else{ this.powders[2] = this.powders[2].slice(0,leggings.slots); this.leggings = expandItem(leggings, this.powders[2]); } if(boots.type.valueOf() != "boots"){ throw new TypeError("No such boots named ", boots.name); }else{ this.powders[3] = this.powders[3].slice(0,boots.slots); this.boots = expandItem(boots, this.powders[3]); } if(ring1.type.valueOf() != "ring"){ throw new TypeError("No such ring named ", ring1.name); }else{ this.ring1 = expandItem(ring1, []); } if(ring2.type.valueOf() != "ring"){ throw new TypeError("No such ring named ", ring2.name); }else{ this.ring2 = expandItem(ring2, []); } if(bracelet.type.valueOf() != "bracelet"){ throw new TypeError("No such bracelet named ", bracelet.name); }else{ this.bracelet = expandItem(bracelet, []); } if(necklace.type.valueOf() != "necklace"){ throw new TypeError("No such necklace named ", necklace.name); }else{ this.necklace = expandItem(necklace, []); } if(weapon.type.valueOf() == "wand" || weapon.type.valueOf() == "bow" || weapon.type.valueOf() == "dagger" || weapon.type.valueOf() == "spear" || weapon.type.valueOf() == "relik"){ this.powders[4] = this.powders[4].slice(0,weapon.slots); this.weapon = expandItem(weapon, this.powders[4]); }else{ throw new TypeError("No such weapon named ", weapon.name); } if(level < 1){ //Should these be constants? this.level = 1; }else if (level > 106){ this.level = 106; }else{ this.level = level; } this.availableSkillpoints = levelToSkillPoints(this.level); this.equipment = [ this.helmet, this.chestplate, this.leggings, this.boots, this.ring1, this.ring2, this.bracelet, this.necklace ]; this.items = this.equipment.concat([this.weapon]); // return [equip_order, best_skillpoints, final_skillpoints, best_total]; let result = calculate_skillpoints(this.equipment, this.weapon); this.equip_order = result[0]; this.base_skillpoints = result[1]; this.total_skillpoints = result[2]; this.assigned_skillpoints = result[3]; // For strength boosts like warscream, vanish, etc. this.damageMultiplier = 1.0; this.initBuildStats(); } /*Returns build in string format */ toString(){ return this.helmet.get("name") + ", " + this.chestplate.get("name") + ", " + this.leggings.get("name") + ", " + this.boots.get("name") + ", " + this.ring1.get("name") + ", " + this.ring2.get("name") + ", " + this.bracelet.get("name") + ", " + this.necklace.get("name") + ", " + this.weapon.get("name"); } /* Getters */ /* Get total health for build. */ getHealth(){ let health = levelToHPBase(this.level); for (const item in this.items) { if (item.hp) health += item.hp; if (item.hpBonus) health += item.hpBonus; } if(health<5){ return 5; }else{ return health; } } /* Get melee stats for build. Returns an array in the order: */ getMeleeStats(){ const stats = this.statMap; let adjAtkSpd = attackSpeeds.indexOf(stats.get("atkSpd")) + stats.get("atkTier"); if(adjAtkSpd > 6){ adjAtkSpd = 6; }else if(adjAtkSpd < 0){ adjAtkSpd = 0; } // 0 for melee damage. let results = calculateSpellDamage(stats, [100, 0, 0, 0, 0, 0], stats.get("mdRaw"), stats.get("mdPct"), 0, this.weapon, this.damageMultiplier, this.total_skillpoints); let totalDamNorm = results[0]; let totalDamCrit = results[1]; let damages_results = results[2]; let dex = this.total_skillpoints[1]; //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))); //console.log([nDamAdj,eDamAdj,tDamAdj,wDamAdj,fDamAdj,aDamAdj,totalDamNorm,totalDamCrit,normDPS,critDPS,avgDPS]); return damages_results.concat([totalDamNorm,totalDamCrit,normDPS,critDPS,avgDPS,adjAtkSpd]); } /* 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"]; //Create a map of this build's stats //This is universal for every possible build, so it's possible to move this elsewhere. let statMap = new Map(); for (const staticID of staticIDs) { statMap.set(staticID, 0); } statMap.set("hp", levelToHPBase(this.level)); //TODO: Add player base health for (const item of this.items){ for (let [id, value] of item.get("maxRolls")) { statMap.set(id,(statMap.get(id) || 0)+value); } for (const staticID of staticIDs) { if (item[staticID]) { statMap.set(statMap.get(staticID) + item[staticID]); } } } // The stuff relevant for damage calculation!!! @ferricles statMap.set("atkSpd", this.weapon.get("atkSpd")); statMap.set("damageRaw", [this.weapon.get("nDam"), this.weapon.get("eDam"), this.weapon.get("tDam"), this.weapon.get("wDam"), this.weapon.get("fDam"), this.weapon.get("aDam")]); statMap.set("damageBonus", [statMap.get("eDamPct"), statMap.get("tDamPct"), statMap.get("wDamPct"), statMap.get("fDamPct"), statMap.get("aDamPct")]); statMap.set("defRaw", [statMap.get("eDam"), statMap.get("tDef"), statMap.get("wDef"), statMap.get("fDef"), statMap.get("aDef")]); statMap.set("defBonus", [statMap.get("eDamPct"), statMap.get("tDefPct"), statMap.get("wDefPct"), statMap.get("fDefPct"), statMap.get("aDefPct")]); this.statMap = statMap; } }