/* * TESTING SECTION */ const url_base = location.href.split("#")[0]; const url_tag = location.hash.slice(1); console.log(url_base); console.log(url_tag); /* * END testing section */ const BUILD_VERSION = "1.3"; document.getElementById("header").textContent = "Wynn build calculator "+BUILD_VERSION+" (db version "+DB_VERSION+")"; let player_build; // Set up item lists for quick access later. let armorTypes = [ "helmet", "chestplate", "leggings", "boots" ]; let accessoryTypes = [ "ring", "bracelet", "necklace" ]; let weaponTypes = [ "wand", "spear", "bow", "dagger", "relik" ]; let item_fields = [ "name", "displayName", "tier", "set", "slots", "type", "material", "drop", "quest", "restrict", "nDam", "fDam", "wDam", "aDam", "tDam", "eDam", "atkSpd", "hp", "fDef", "wDef", "aDef", "tDef", "eDef", "lvl", "classReq", "strReq", "dexReq", "intReq", "defReq", "agiReq", "hprPct", "mr", "sdPct", "mdPct", "ls", "ms", "xpb", "lb", "ref", "str", "dex", "int", "agi", "def", "thorns", "exploding", "spd", "atkTier", "poison", "hpBonus", "spRegen", "eSteal", "hprRaw", "sdRaw", "mdRaw", "fDamPct", "wDamPct", "aDamPct", "tDamPct", "eDamPct", "fDefPct", "wDefPct", "aDefPct", "tDefPct", "eDefPct", "fixID", "category", "spPct1", "spRaw1", "spPct2", "spRaw2", "spPct3", "spRaw3", "spPct4", "spRaw4", "rainbowRaw", "sprint", "sprintReg", "jh", "lq", "gXp", "gSpd", "id" ]; let skpReqs = ["strReq", "dexReq", "intReq", "defReq", "agiReq"]; let powderIDs = new Map(); let powderNames = new Map(); let _powderID = 0; for (const x of ['e', 't', 'w', 'f', 'a']) { for (let i = 1; i <= 6; ++i) { // Support both upper and lowercase, I guess. powderIDs.set(x.toUpperCase()+i, _powderID); powderIDs.set(x+i, _powderID); powderNames.set(_powderID, x+i); _powderID++; } } let powderInputs = [ "helmet-powder", "chestplate-powder", "leggings-powder", "boots-powder", "weapon-powder", ]; // Ordering: [dmgMin, dmgMax, convert, defPlus, defMinus (+6 mod 5)] let powderStats = [ [3,6,17,2,1], [6,9,21,4,2], [8,14,25,8,3], [11,16,31,14,5], [15,18,38,22,9], [18,22,46,30,13], [1,8,9,3,1], [1,13,11,5,1], [2,18,14,9,2], [3,24,17,14,4], [3,32,22,20,7], [5,40,28,28,10], [3,4,13,3,1], [4,7,15,6,1], [6,10,17,11,2], [8,12,21,18,4], [11,14,26,28,7], [13,17,32,40,10], [2,5,14,3,1], [4,8,16,5,2], [6,10,19,9,3], [9,13,24,16,5], [12,16,30,25,9], [15,19,37,36,13], [2,6,11,3,1], [4,9,14,6,2], [7,10,17,10,3], [9,13,22,16,5], [13,18,28,24,9], [16,18,35,34,13] ]; let itemTypes = armorTypes.concat(accessoryTypes).concat(weaponTypes); let itemLists = new Map(); for (const it of itemTypes) { itemLists.set(it, []); } let itemMap = new Map(); let idMap = new Map(); /* * Function that takes an item list and populates its corresponding dropdown. * Used for armors and bracelet/necklace. */ function populateItemList(type) { let item_list = document.getElementById(type+"-items"); for (const item of itemLists.get(type)) { let el = document.createElement("option"); el.value = item; item_list.appendChild(el); } } /* * Populate dropdowns, add listeners, etc. */ function init() { let noneItems = [ ["armor", "helmet", "No Helmet"], ["armor", "chestplate", "No Chestplate"], ["armor", "leggings", "No Leggings"], ["armor", "boots", "No Boots"], ["accessory", "ring", "No Ring 1"], ["accessory", "ring", "No Ring 2"], ["accessory", "bracelet", "No Bracelet"], ["accessory", "necklace", "No Necklace"], ["weapon", "wand", "No Weapon"], ]; for (let i = 0; i < 9; i++) { let item = Object(); for (const field of item_fields) { item[field] = 0; } item.category = noneItems[i][0]; item.type = noneItems[i][1]; item.name = noneItems[i][2]; item.displayName = item.name; item.set = null; item.quest = null; item.skillpoints = [0, 0, 0, 0, 0]; item.has_negstat = false; item.reqs = [0, 0, 0, 0, 0]; item.fixID = true; item.tier = " ";//do not get rid of this @hpp item.id = 10000 + i; item.nDam = "0-0"; item.eDam = "0-0"; item.tDam = "0-0"; item.wDam = "0-0"; item.fDam = "0-0"; item.aDam = "0-0"; noneItems[i] = item; } items = items.concat(noneItems); console.log(items); for (const item of items) { itemLists.get(item.type).push(item.displayName); itemMap.set(item.displayName, item); idMap.set(item.id, item.displayName); } /*for (const item of noneItems){ itemLists.get(item.type).push(item.name); itemMap.set(item.name, item); }*/ for (const armorType of armorTypes) { populateItemList(armorType); // Add change listener to update armor slots. document.getElementById(armorType+"-choice").addEventListener("change", (event) => { let item = itemMap.get(event.target.value); if (item !== undefined) { document.getElementById(armorType+"-slots").textContent = item.slots + " slots"; } else { document.getElementById(armorType+"-slots").textContent = "X slots"; } }); } let ring1_list = document.getElementById("ring1-items"); let ring2_list = document.getElementById("ring2-items"); for (const ring of itemLists.get("ring")) { let el1 = document.createElement("option"); let el2 = document.createElement("option"); el1.value = ring; el2.value = ring; ring1_list.appendChild(el1); ring2_list.appendChild(el2); } populateItemList("bracelet"); populateItemList("necklace"); let weapon_list = document.getElementById("weapon-items"); for (const weaponType of weaponTypes) { for (const weapon of itemLists.get(weaponType)) { let el = document.createElement("option"); el.value = weapon; weapon_list.appendChild(el); } } // Add change listener to update weapon slots. document.getElementById("weapon-choice").addEventListener("change", (event) => { let item = itemMap.get(event.target.value); if (item !== undefined) { document.getElementById("weapon-slots").textContent = item.slots + " slots"; } else { document.getElementById("weapon-slots").textContent = "X slots"; } }); populateFromURL(); } /* * Populate fields based on url, and calculate build. */ function populateFromURL() { if (url_tag) { let helmet; let chestplate; let leggings; let boots; let ring1; let ring2; let bracelet; let necklace; let weapon; let powdering = ["", "", "", "", ""]; let info = url_tag.split("_"); let version = info[0]; if (version === "0" || version === "1") { let equipments = info[1]; helmet = idMap.get(Base64.toInt(equipments.slice(0,3))); chestplate = idMap.get(Base64.toInt(equipments.slice(3,6))); leggings = idMap.get(Base64.toInt(equipments.slice(6,9))); boots = idMap.get(Base64.toInt(equipments.slice(9,12))); ring1 = idMap.get(Base64.toInt(equipments.slice(12,15))); ring2 = idMap.get(Base64.toInt(equipments.slice(15,18))); bracelet = idMap.get(Base64.toInt(equipments.slice(18,21))); necklace = idMap.get(Base64.toInt(equipments.slice(21,24))); weapon = idMap.get(Base64.toInt(equipments.slice(24,27))); } if (version === "1") { let powder_info = info[1].slice(27); console.log(powder_info); // TODO: Make this run in linear instead of quadratic time... for (let i = 0; i < 5; ++i) { let powders = ""; let n_blocks = Base64.toInt(powder_info.charAt(0)); console.log(n_blocks + " blocks"); powder_info = powder_info.slice(1); for (let j = 0; j < n_blocks; ++j) { let block = powder_info.slice(0,5); console.log(block); let six_powders = Base64.toInt(block); for (let k = 0; k < 6 && six_powders != 0; ++k) { powders += powderNames.get((six_powders & 0x1f) - 1); six_powders >>>= 5; } powder_info = powder_info.slice(5); } powdering[i] = powders; } } setValue("helmet-choice", helmet); setValue("helmet-powder", powdering[0]); setValue("chestplate-choice", chestplate); setValue("chestplate-powder", powdering[1]); setValue("leggings-choice", leggings); setValue("leggings-powder", powdering[2]); setValue("boots-choice", boots); setValue("boots-powder", powdering[3]); setValue("ring1-choice", ring1); setValue("ring2-choice", ring2); setValue("bracelet-choice", bracelet); setValue("necklace-choice", necklace); setValue("weapon-choice", weapon); setValue("weapon-powder", powdering[4]); setValue("str-skp", "0"); setValue("dex-skp", "0"); setValue("int-skp", "0"); setValue("def-skp", "0"); setValue("agi-skp", "0"); calculateBuild(); } } function encodeBuild() { if (player_build) { // let build_string = "0_" + Base64.fromIntN(player_build.helmet.id, 3) + // Base64.fromIntN(player_build.chestplate.id, 3) + // Base64.fromIntN(player_build.leggings.id, 3) + // Base64.fromIntN(player_build.boots.id, 3) + // Base64.fromIntN(player_build.ring1.id, 3) + // Base64.fromIntN(player_build.ring2.id, 3) + // Base64.fromIntN(player_build.bracelet.id, 3) + // Base64.fromIntN(player_build.necklace.id, 3) + // Base64.fromIntN(player_build.weapon.id, 3); let build_string = "1_" + Base64.fromIntN(player_build.helmet.id, 3) + Base64.fromIntN(player_build.chestplate.id, 3) + Base64.fromIntN(player_build.leggings.id, 3) + Base64.fromIntN(player_build.boots.id, 3) + Base64.fromIntN(player_build.ring1.id, 3) + Base64.fromIntN(player_build.ring2.id, 3) + Base64.fromIntN(player_build.bracelet.id, 3) + Base64.fromIntN(player_build.necklace.id, 3) + Base64.fromIntN(player_build.weapon.id, 3); for (const _powderset of player_build.powders) { let n_bits = Math.ceil(_powderset.length / 6); build_string += Base64.fromIntN(n_bits, 1); // Hard cap of 378 powders. // Slice copy. let powderset = _powderset.slice(); while (powderset.length != 0) { let firstSix = powderset.slice(0,6).reverse(); let powder_hash = 0; for (const powder of firstSix) { powder_hash = (powder_hash << 5) + 1 + powder; // LSB will be extracted first. } build_string += Base64.fromIntN(powder_hash, 5); powderset = powderset.slice(6); } } return build_string; } return ""; } function calculateBuild(){ /* TODO: implement level changing Make this entire function prettier */ let helmet = getValue("helmet-choice"); let chestplate = getValue("chestplate-choice"); let leggings = getValue("leggings-choice"); let boots = getValue("boots-choice"); let ring1 = getValue("ring1-choice"); let ring2 = getValue("ring2-choice"); let bracelet = getValue("bracelet-choice"); let necklace = getValue("necklace-choice"); let weapon = getValue("weapon-choice"); if(helmet===""){ helmet = "No Helmet"; } if(chestplate===""){ chestplate = "No Chestplate"; } if(leggings===""){ leggings = "No Leggings"; } if(boots===""){ boots = "No Boots"; } if(ring1===""){ ring1 = "No Ring 1"; } if(ring2===""){ ring2 = "No Ring 2"; } if(bracelet===""){ bracelet = "No Bracelet"; } if(necklace===""){ necklace = "No Necklace"; } if(weapon===""){ weapon = "No Weapon"; } let powderings = []; for (const i in powderInputs) { // read in two characters at a time. // TODO: make this more robust. let input = getValue(powderInputs[i]); let powdering = []; while (input) { let first = input.slice(0, 2); powdering.push(powderIDs.get(first)); input = input.slice(2); } powderings.push(powdering); } player_build = new Build( 106, itemMap.get(helmet), itemMap.get(chestplate), itemMap.get(leggings), itemMap.get(boots), itemMap.get(ring1), itemMap.get(ring2), itemMap.get(bracelet), itemMap.get(necklace), itemMap.get(weapon), powderings ); console.log(player_build.toString()); let equip_order_text = "Equip order:
"; for (const item of player_build.equip_order) { equip_order_text += item.displayName + "
"; } setHTML("build-order", equip_order_text); const assigned = player_build.base_skillpoints; const skillpoints = player_build.total_skillpoints; let skp_order = ["str","dex","int","def","agi"]; let skp_effects = ["% more damage dealt.","% chance to crit.","% spell cost reduction.","% less damage taken.","% chance to dodge."]; for (let i in skp_order){ //big bren setText(skp_order[i] + "-skp-assign", "Before Boosts: " + assigned[i]); setValue(skp_order[i] + "-skp", skillpoints[i]); if(assigned[i] <= 100){ setText(skp_order[i] + "-skp-base", "Original Value: " + skillpoints[i]); }else{ setHTML(skp_order[i] + "-skp-base", "Original Value: " + skillpoints[i] + "
WARNING: cannot assign " + assigned[i] + " skillpoints naturally."); } setText(skp_order[i] + "-skp-pct", (skillPointsToPercentage(skillpoints[i])*100).toFixed(1).concat(skp_effects[i])); } console.log(skillpoints); if(player_build.assigned_skillpoints > levelToSkillPoints(player_build.level)){ setHTML("summary-box", "Summary: Assigned "+player_build.assigned_skillpoints+" skillpoints.
" + "WARNING: Too many skillpoints need to be assigned!
For level " + player_build.level + ", there are only " + levelToSkillPoints(player_build.level) + " skill points available."); }else{ setText("summary-box", "Summary: Assigned "+player_build.assigned_skillpoints+" skillpoints."); } displayExpandedItem(expandItem(player_build.helmet), "build-helmet"); displayExpandedItem(expandItem(player_build.chestplate), "build-chestplate"); displayExpandedItem(expandItem(player_build.leggings), "build-leggings"); displayExpandedItem(expandItem(player_build.boots), "build-boots"); displayExpandedItem(expandItem(player_build.ring1), "build-ring1"); displayExpandedItem(expandItem(player_build.ring2), "build-ring2"); displayExpandedItem(expandItem(player_build.bracelet), "build-bracelet"); displayExpandedItem(expandItem(player_build.necklace), "build-necklace"); displayExpandedItem(expandItem(player_build.weapon), "build-weapon"); calculateBuildStats(); } function calculateBuildStats() { let meleeStats = player_build.getMeleeStats(); //nDamAdj,eDamAdj,tDamAdj,wDamAdj,fDamAdj,aDamAdj,totalDamNorm,totalDamCrit,normDPS,critDPS,avgDPS for (let i = 0; i < 6; ++i) { for (let j in meleeStats[i]) { meleeStats[i][j] = Math.round(meleeStats[i][j]); } } for (let i = 6; i < 8; ++i) { for (let j in meleeStats[i]) { meleeStats[i][j] = Math.round(meleeStats[i][j]); } } let meleeSummary = ""; meleeSummary = meleeSummary.concat("

Melee Stats

"); meleeSummary = meleeSummary.concat("

Average DPS: ",Math.round(meleeStats[10]),"


"); let attackSpeeds = ["SUPER SLOW", "VERY SLOW", "SLOW", "NORMAL", "FAST", "VERY FAST", "SUPER FAST"]; meleeSummary = meleeSummary.concat("Attack Speed: ",attackSpeeds[meleeStats[11]],"

"); meleeSummary = meleeSummary.concat("Non-Crit Stats:
"); let damagePrefixes = ["Neutral Damage: ","Earth Damage: ","Thunder Damage: ","Water Damage: ","Fire Damage: ","Air Damage: "]; for (let i = 0; i < 6; i++){ if(meleeStats[i][0] > 0){ meleeSummary = meleeSummary.concat(damagePrefixes[i],meleeStats[i][0]," -> ",meleeStats[i][1],"
"); } } meleeSummary = meleeSummary.concat("
Total Damage: ",meleeStats[6][0]," -> ",meleeStats[6][1],"
"); meleeSummary = meleeSummary.concat("Normal DPS: ",Math.round(meleeStats[8]),"

"); meleeSummary = meleeSummary.concat("Crit Stats:
"); for (let i = 0; i < 6; i++){ if(meleeStats[i][2] > 0){ meleeSummary = meleeSummary.concat(damagePrefixes[i],meleeStats[i][2]," -> ",meleeStats[i][3],"
"); } } meleeSummary = meleeSummary.concat("
Total Damage: ",meleeStats[7][0]," -> ",meleeStats[7][1],"
"); meleeSummary = meleeSummary.concat("Crit DPS: ",Math.round(meleeStats[9]),"

"); setHTML("build-melee-stats", "".concat(meleeSummary)); //basically complete function let defenseStats = ""; setHTML("build-defense-stats", "".concat(defenseStats)); location.hash = encodeBuild(); } function resetFields(){ setValue("helmet-choice", ""); setValue("helmet-powder", ""); setValue("chestplate-choice", ""); setValue("chestplate-powder", ""); setValue("leggings-choice", ""); setValue("leggings-powder", ""); setValue("boots-choice", ""); setValue("boots-powder", ""); setValue("ring1-choice", ""); setValue("ring2-choice", ""); setValue("bracelet-choice", ""); setValue("necklace-choice", ""); setValue("weapon-choice", ""); setValue("weapon-powder", ""); setValue("str-skp", "0"); setValue("dex-skp", "0"); setValue("int-skp", "0"); setValue("def-skp", "0"); setValue("agi-skp", "0"); location.hash = ""; } load_init(init);