/** * File containing compute graph structure of the builder page. */ 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; } })(); const damageMultipliers = new Map([ ["totem", .2], ["warscream", 0.0], ["ragnarokkr", 0.30], ["fortitude", 0.60] ]); 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 += .10 } if (key === "vanish") { def_boost += .15 } } } let res = new Map(); res.set('damMult.Potion', 100*damage_boost); res.set('defMult.Potion', 100*def_boost); return res; } })().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 prefix = (buttonId).split("-")[0].replace(' ', '_') + '-'; let elem = document.getElementById(buttonId); if (elem.classList.contains("toggleOn")) { 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 const elem2 = document.getElementById(prefix + i); if(elem2.classList.contains("toggleOn")) { elem2.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 { // TODO: Refactor this entirely to be adding more spells to the spell list 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('build').weapon; displayPowderSpecials(document.getElementById("powder-special-stats"), powder_specials, stats, weapon.statMap, true); } } /** * Node for getting an item's stats from an item input field. * * Signature: ItemInputNode() => 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.category = this.none_item.statMap.get('category'); if (this.category == 'armor' || this.category == 'weapon') { this.none_item.statMap.set('powders', []); apply_weapon_powders(this.none_item.statMap); // Needed to put in damagecalc zeros } this.none_item.statMap.set('NONE', true); } compute_func(input_map) { // 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) { let type_match; if (this.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) { 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) { if (node !== this) { // save a tiny bit of compute calcSchedule(node, 10); } } // Needed to push the weapon node's updates forward return this.compute_func(input_map); } return null; } } /** * Node for updating item input fields from parsed items. * * Signature: ItemInputDisplayNode(item: Item, powdering: List[powder]) => Item */ class ItemPowderingNode extends ComputeNode { constructor(name) { super(name); } compute_func(input_map) { const powdering = input_map.get('powdering'); const input_item = input_map.get('item'); const item = input_item.copy(); // TODO: performance const max_slots = item.statMap.get('slots'); item.statMap.set('powders', powdering.slice(0, max_slots)); if (item.statMap.get('category') == 'armor') { applyArmorPowders(item.statMap); } else if (item.statMap.get('category') == 'weapon') { apply_weapon_powders(item.statMap); } return item; } } /** * 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, dps_field) { super(name); this.image = image_field; this.dps_field = dps_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.style.backgroundPosition = itemBGPositions[type]; let dps = get_base_dps(item.statMap); if (isNaN(dps)) { dps = dps[1]; if (isNaN(dps)) dps = 0; } this.dps_field.textContent = Math.round(dps); } } /** * 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'); const atree = input_map.get('atree'); const atree_state = input_map.get('atree-state'); 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, atree, atree_state); } } /** * 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: Item, * chestplate: Item, * leggings: Item, * boots: Item, * ring1: Item, * ring2: Item, * bracelet: Item, * necklace: Item, * weapon: Item, * level: int) => Build | null */ class BuildAssembleNode extends ComputeNode { constructor() { super("builder-make-build"); } compute_func(input_map) { let equipments = [ input_map.get('helmet'), input_map.get('chestplate'), input_map.get('leggings'), input_map.get('boots'), input_map.get('ring1'), input_map.get('ring2'), input_map.get('bracelet'), input_map.get('necklace'), input_map.get('weaponTome1'), input_map.get('weaponTome2'), input_map.get('armorTome1'), input_map.get('armorTome2'), input_map.get('armorTome3'), input_map.get('armorTome4'), input_map.get('guildTome1') ]; let weapon = input_map.get('weapon'); let level = parseInt(input_map.get('level-input')); if (isNaN(level)) { level = 106; } 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); } } class PlayerClassNode extends ValueCheckComputeNode { constructor(name) { super(name); } compute_func(input_map) { if (input_map.size !== 1) { throw "PlayerClassNode accepts exactly one input (build)"; } const [build] = input_map.values(); // Extract values, pattern match it into size one list and bind to first element if (build.weapon.statMap.has('NONE')) { return null; } return wep_to_class.get(build.weapon.statMap.get('type')); } } /** * 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(item: Item) => List[powder] | null */ class PowderInputNode extends InputNode { constructor(name, input_field) { super(name, input_field); this.fail_cb = true; } compute_func(input_map) { if (input_map.size !== 1) { throw "PowderInputNode accepts exactly one input (item)"; } const [item] = input_map.values(); // Extract values, pattern match it into size one list and bind to first element if (item === null) { this.input_field.placeholder = 'powders'; return []; } if (item.statMap.has('slots')) { this.input_field.placeholder = item.statMap.get('slots') + ' slots'; } // TODO: haha improve efficiency to O(n) dumb 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) { if (first.length > 0) { errorederrors.push(first); } else { break; } } else { powdering.push(powder); } input = input.slice(2); } if (this.input_field.getAttribute("placeholder") != null) { if (item.statMap.get('slots') < powdering.length) { errorederrors.push("Too many powders: " + powdering.length); } } if (errorederrors.length) { this.input_field.classList.add("is-invalid"); } else { this.input_field.classList.remove("is-invalid"); } 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) { super("builder-spell"+spell.base_spell+"-select"); this.spell = spell; } compute_func(input_map) { const build = input_map.get('build'); let stats = build.statMap; // TODO: apply major ids... DOOM..... return [this.spell, this.spell.parts]; } } /* * Get all defensive stats for this build. */ function getDefenseStats(stats) { let defenseStats = []; let def_pct = skillPointsToPercentage(stats.get('def')) * skillpoint_final_mult[3]; let agi_pct = skillPointsToPercentage(stats.get('agi')) * skillpoint_final_mult[4]; //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")); for (const [k, v] of stats.get("defMult").entries()) { defMult *= (1 - v/100); } // newehp = oldehp / [0.1 * A(x) + (1 - A(x)) * (1 - D(x))] ehp[0] = ehp[0] / (0.1*agi_pct + (1-agi_pct) * (1-def_pct)); ehp[0] /= defMult; // 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 = input_map.get('build').weapon.statMap; const spell_info = input_map.get('spell-info'); const spell = spell_info[0]; const spell_parts = spell_info[1]; const stats = input_map.get('stats'); const skillpoints = [ stats.get('str'), stats.get('dex'), stats.get('int'), stats.get('def'), stats.get('agi') ]; let spell_results = [] let spell_result_map = new Map(); const use_speed = (('use_atkspd' in spell) ? spell.use_atkspd : true); const use_spell = (('scaling' in spell) ? spell.scaling === 'spell' : true); // TODO: move preprocessing to separate node/node chain for (const part of spell_parts) { let spell_result; if ('multipliers' in part) { // damage type spell let results = calculateSpellDamage(stats, weapon, part.multipliers, use_spell, !use_speed, spell.base_spell + '.' + part.name); spell_result = { type: "damage", normal_min: results[2].map(x => x[0]), normal_max: results[2].map(x => x[1]), normal_total: results[0], crit_min: results[2].map(x => x[2]), crit_max: results[2].map(x => x[3]), crit_total: results[1], } } else if ('power' in part) { // TODO: wynn2 formula let _heal_amount = (part.power * getDefenseStats(stats)[0] * (stats.get('healPct')/100)); spell_result = { type: "heal", heal_amount: _heal_amount } } else { continue; } spell_result.name = part.name; spell_results.push(spell_result); spell_result_map.set(part.name, spell_result); } for (const part of spell_parts) { if ('hits' in part) { let spell_result = { normal_min: [0, 0, 0, 0, 0, 0], normal_max: [0, 0, 0, 0, 0, 0], normal_total: [0, 0], crit_min: [0, 0, 0, 0, 0, 0], crit_max: [0, 0, 0, 0, 0, 0], crit_total: [0, 0], heal_amount: 0 } const dam_res_keys = ['normal_min', 'normal_max', 'normal_total', 'crit_min', 'crit_max', 'crit_total']; for (const [subpart_name, hits] of Object.entries(part.hits)) { const subpart = spell_result_map.get(subpart_name); if (!subpart) { continue; } if (spell_result.type) { if (subpart.type !== spell_result.type) { throw "SpellCalc total subpart type mismatch"; } } else { spell_result.type = subpart.type; } if (spell_result.type === 'damage') { for (const key of dam_res_keys) { for (let i in spell_result.normal_min) { spell_result[key][i] += subpart[key][i] * hits; } } } else { spell_result.heal_amount += subpart.heal_amount * hits; } } spell_result.name = part.name; spell_results.push(spell_result); spell_result_map.set(part.name, spell_result); } } 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 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, damages); } } /** * 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('summary-stats', build, build_overall_display_commands, stats); displayBuildStats("detailed-stats", build, build_detailed_display_commands, stats); displaySetBonuses("set-info", build); // TODO: move weapon out? // 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 = ["% damage","% crit","% cost red.","% resist","% 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-base", "Original: " + base_totals[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*skillpoint_final_mult[i]).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", "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 remainingSkp = make_elem("p", ['scaled-font', 'my-0']); let remainingSkpTitle = make_elem("b", [], { 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.append(remainingSkpTitle); remainingSkp.append(remainingSkpContent); 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(name) { super(name); } compute_func(input_map) { const output_stats = new Map(); for (const [k, v] of input_map.entries()) { for (const [k2, v2] of v.entries()) { merge_stat(output_stats, 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 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(build.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; } } /** * Overriding this to bridge the transparent gap. */ mark_dirty(dirty_state=2) { super.mark_dirty(dirty_state); for (const node of this.notify_nodes) { node.mark_dirty(dirty_state); } return this; } 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()) { 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) { let 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 item_nodes_map = new Map(); let powder_nodes = []; let edit_input_nodes = []; let skp_inputs = []; let equip_inputs = []; let build_node; let stat_agg_node; let edit_agg_node; let atree_graph_creator; function builder_graph_init() { // Phase 1/3: Set up item input, propagate updates, etc. // 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. build_node = new BuildAssembleNode(); for (const input of item_nodes) { } build_node.link_to(level_input); let build_encode_node = new BuildEncodeNode(); build_encode_node.link_to(build_node, 'build'); // 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); equip_inputs.push(item_input); if (powder_inputs.includes(eq+'-powder')) { // TODO: fragile const powder_name = eq+'-powder'; let powder_node = new PowderInputNode(powder_name, document.getElementById(powder_name)) .link_to(item_input, 'item'); powder_nodes.push(powder_node); build_encode_node.link_to(powder_node, powder_name); let item_powdering = new ItemPowderingNode(eq+'-powder-apply') .link_to(powder_node, 'powdering').link_to(item_input, 'item'); item_input = item_powdering; } item_nodes.push(item_input); item_nodes_map.set(eq, 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'); build_node.link_to(item_input, eq); } 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); equip_inputs.push(item_input); item_nodes.push(item_input); new ItemInputDisplayNode(eq+'-input-display', eq, item_image).link_to(item_input); build_node.link_to(item_input, eq); } // weapon image changer node. let weapon_image = document.getElementById("weapon-img"); let weapon_dps = document.getElementById("weapon-dps"); new WeaponInputDisplayNode('weapon-type', weapon_image, weapon_dps).link_to(item_nodes[8]); // linking to atree verification atree_validate.link_to(level_input, 'level'); let url_update_node = new URLUpdateNode(); url_update_node.link_to(build_encode_node, 'build-str'); // Phase 2/3: Set up editable IDs, skill points; use decodeBuild() skill points, calculate damage // 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) pre_scale_agg_node = new AggregateStatsNode('pre-scale-stats'); stat_agg_node = new AggregateStatsNode('final-stats'); edit_agg_node = new AggregateEditableIDNode(); edit_agg_node.link_to(build_node, 'build'); 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); } pre_scale_agg_node.link_to(edit_agg_node); // Phase 3/3: Set up atree stuff. let class_node = new PlayerClassNode('builder-class').link_to(build_node); // These two are defined in `atree.js` atree_node.link_to(class_node, 'player-class'); atree_merge.link_to(class_node, 'player-class'); pre_scale_agg_node.link_to(atree_raw_stats, 'atree-raw-stats'); atree_scaling.link_to(pre_scale_agg_node, 'scale-stats'); stat_agg_node.link_to(pre_scale_agg_node, 'pre-scaling'); stat_agg_node.link_to(atree_scaling_stats, 'atree-scaling'); build_encode_node.link_to(atree_node, 'atree').link_to(atree_state_node, 'atree-state'); // --------------------------------------------------------------- // Trigger the update cascade for build! // --------------------------------------------------------------- for (const input_node of equip_inputs) { input_node.update(); } armor_powder_node.update(); level_input.update(); atree_graph_creator = new AbilityTreeEnsureNodesNode(build_node, stat_agg_node) .link_to(atree_collect_spells, 'spells'); // kinda janky, manually set atree and update. Some wasted compute here if (atree_data !== null && atree_node.value !== null) { // janky check if atree is valid const atree_state = atree_state_node.value; if (atree_data.length > 0) { const active_nodes = decode_atree(atree_node.value, atree_data); for (const node of active_nodes) { atree_set_state(atree_state.get(node.ability.id), true); } atree_state_node.mark_dirty().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(build_node, 'build'); pre_scale_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 let build_disp_node = new BuildDisplayNode() build_disp_node.link_to(build_node, 'build'); build_disp_node.link_to(stat_agg_node, 'stats'); 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"); graph_live_update = true; }