/* * 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 = "6.3"; document.getElementById("header").textContent = "WynnBuilder version "+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" ]; // THIS IS SUPER DANGEROUS, WE SHOULD NOT BE KEEPING THIS IN SO MANY PLACES 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", "expd", "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 skp_order = ["str","dex","int","def","agi"]; let skp_elements = ["e","t","w","f","a"]; let elementIcons = ["\u2724","\u2726", "\u2749", "\u2739", "\u274b" ]; let skpReqs = skp_order.map(x => x + "Req"); let equipment_fields = [ "helmet", "chestplate", "leggings", "boots", "ring1", "ring2", "bracelet", "necklace", "weapon" ]; let equipment_names = [ "Helmet", "Chestplate", "Leggings", "Boots", "Ring 1", "Ring 2", "Bracelet", "Necklace", "Weapon" ]; let equipmentInputs = equipment_fields.map(x => x + "-choice"); let buildFields = equipment_fields.map(x => "build-"+x); let powderIDs = new Map(); let powderNames = new Map(); let _powderID = 0; for (const x of skp_elements) { 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)] class Powder { constructor(min, max, convert, defPlus, defMinus) { this.min = min; this.max = max; this.convert = convert; this.defPlus = defPlus; this.defMinus = defMinus; } } function _p(a,b,c,d,e) { return new Powder(a,b,c,d,e); } //bruh moment let powderStats = [ _p(3,6,17,2,1), _p(6,9,21,4,2), _p(8,14,25,8,3), _p(11,16,31,14,5), _p(15,18,38,22,9), _p(18,22,46,30,13), _p(1,8,9,3,1), _p(1,13,11,5,1), _p(2,18,14,9,2), _p(3,24,17,14,4), _p(3,32,22,20,7), _p(5,40,28,28,10), _p(3,4,13,3,1), _p(4,7,15,6,1), _p(6,10,17,11,2), _p(8,12,21,18,4), _p(11,14,26,28,7), _p(13,17,32,40,10), _p(2,5,14,3,1), _p(4,8,16,5,2), _p(6,10,19,9,3), _p(9,13,24,16,5), _p(12,16,30,25,9), _p(15,19,37,36,13), _p(2,6,11,3,1), _p(4,9,14,6,2), _p(7,10,17,10,3), _p(9,13,22,16,5), _p(13,18,28,24,9), _p(16,18,35,34,13) ]; //Ordering: [weapon special name, weapon special effects, armor special name, armor special effects] class PowderSpecial{ constructor(wSpName, wSpEff, aSpName, aSpEff, cap){ this.weaponSpecialName = wSpName; this.weaponSpecialEffects = wSpEff; this.armorSpecialName = aSpName; this.armorSpecialEffects = aSpEff; this.cap = cap; } } function _ps(a,b,c,d,e) { return new PowderSpecial(a,b,c,d,e); } //bruh moment let powderSpecialStats = [ _ps("Quake",new Map([["Radius",[5,5.5,6,6.5,7]], ["Damage",[155,220,285,350,415]] ]),"Rage",new Map([ ["Damage", [0.3,0.4,0.5,0.7,1.0]],["Description", "% " + "\u2764" + " Missing"] ]),400), //e _ps("Chain Lightning",new Map([ ["Chains", [5,6,7,8,9]], ["Damage", [80,120,160,200,240]] ]),"Kill Streak",new Map([ ["Damage", [3,4.5,6,7.5,9]],["Duration", [5,5,5,5,5]],["Description", "Mob Killed"] ]),200), //t _ps("Curse",new Map([ ["Duration", [7,7.5,8,8.5,9]],["Damage", [90,120,150,180,210]] ]),"Concentration",new Map([ ["Damage", [1,2,3,4,5]],["Duration",[1,1,1,1,1]],["Description", "Mana Used"] ]),150), //w _ps("Courage",new Map([ ["Duration", [6,6.5,7,7.5,8]],["Damage", [75,87.5,100,112.5,125]],["Damage Boost", [70,90,110,130,150]] ]),"Endurance",new Map([ ["Damage", [2,3,4,5,6]],["Duration", [8,8,8,8,8]],["Description", "Hit Taken"] ]),200), //f _ps("Air Prison",new Map([ ["Duration", [3,3.5,4,4.5,5]],["Damage Boost", [400,450,500,550,600]],["Knockback", [8,12,16,20,24]] ]),"Dodge",new Map([ ["Damage",[2,3,4,5,6]],["Duration",[2,3,4,5,6]],["Description","Near Mobs"] ]),150) //a ]; let itemTypes = armorTypes.concat(accessoryTypes).concat(weaponTypes); let itemLists = new Map(); for (const it of itemTypes) { itemLists.set(it, []); } let itemMap = new Map(); /* Mapping from item names to set names. */ 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", "dagger", "No Weapon"], ]; for (let i = 0; i < 9; i++) { let item = Object(); item.slots = 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); if (noneItems.includes(item)) { idMap.set(item.id, ""); } else { idMap.set(item.id, item.displayName); } } 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"; } }); decodeBuild(url_tag); } /* * Populate fields based on url, and calculate build. */ function decodeBuild(url_tag) { if (url_tag) { let equipment = [null, null, null, null, null, null, null, null, null]; let powdering = ["", "", "", "", ""]; let info = url_tag.split("_"); let version = info[0]; let save_skp = false; let skillpoints = [0, 0, 0, 0, 0]; let level = 106; if (version === "0" || version === "1" || version === "2" || version === "3") { let equipments = info[1]; for (let i = 0; i < 9; ++i ) { equipment[i] = idMap.get(Base64.toInt(equipments.slice(i*3,i*3+3))); } } if (version === "1") { let powder_info = info[1].slice(27); console.log(powder_info); // TODO: Make this run in linear instead of quadratic time... ew 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; } } if (version === "2") { save_skp = true; let skillpoint_info = info[1].slice(27, 37); for (let i = 0; i < 5; ++i ) { skillpoints[i] = Base64.toIntSigned(skillpoint_info.slice(i*2,i*2+2)); } let powder_info = info[1].slice(37); 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; } } if(version === "3"){ level = Base64.toInt(info[1].slice(37,39)); setValue("level-choice",level); save_skp = true; let skillpoint_info = info[1].slice(27, 37); for (let i = 0; i < 5; ++i ) { skillpoints[i] = Base64.toIntSigned(skillpoint_info.slice(i*2,i*2+2)); } let powder_info = info[1].slice(39); 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; } } for (let i in powderInputs) { setValue(powderInputs[i], powdering[i]); } for (let i in equipment) { setValue(equipmentInputs[i], equipment[i]); } calculateBuild(save_skp, skillpoints); } } function encodeBuild() { if (player_build) { let build_string = "3_" + Base64.fromIntN(player_build.helmet.get("id"), 3) + Base64.fromIntN(player_build.chestplate.get("id"), 3) + Base64.fromIntN(player_build.leggings.get("id"), 3) + Base64.fromIntN(player_build.boots.get("id"), 3) + Base64.fromIntN(player_build.ring1.get("id"), 3) + Base64.fromIntN(player_build.ring2.get("id"), 3) + Base64.fromIntN(player_build.bracelet.get("id"), 3) + Base64.fromIntN(player_build.necklace.get("id"), 3) + Base64.fromIntN(player_build.weapon.get("id"), 3); for (const skp of skp_order) { build_string += Base64.fromIntN(getValue(skp + "-skp"), 2); // Maximum skillpoints: 2048 } build_string += Base64.fromIntN(player_build.level, 2); console.log(Base64.fromIntN(player_build.level, 2)); 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(save_skp, skp){ save_skp = (typeof save_skp !== 'undefined') ? save_skp : false; /* TODO: implement level changing Make this entire function prettier */ let equipment = [ null, null, null, null, null, null, null, null, null ]; for (let i in equipment) { let equip = getValue(equipmentInputs[i]); if (equip === "") equip = "No " + equipment_names[i]; equipment[i] = equip; } 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); } //level setting let level = document.getElementById("level-choice").value; if(level === ""){ level = 106; } document.getElementById("level-choice").value = level; console.log(equipment); player_build = new Build(level, equipment, powderings); console.log(player_build.toString()); displayEquipOrder(document.getElementById("build-order"),player_build.equip_order); const assigned = player_build.base_skillpoints; const skillpoints = player_build.total_skillpoints; if (save_skp) { // TODO: reduce duplicated code, @updateStats let skillpoints = player_build.total_skillpoints; let delta_total = 0; for (let i in skp_order) { let manual_assigned = skp[i]; let delta = manual_assigned - skillpoints[i]; skillpoints[i] = manual_assigned; player_build.base_skillpoints[i] += delta; delta_total += delta; } player_build.assigned_skillpoints += delta_total; } calculateBuildStats(); } function updateStats() { //WILL BREAK WEBSITE IF NO BUILD HAS BEEN INITIALIZED! @HPP let skillpoints = player_build.total_skillpoints; let delta_total = 0; for (let i in skp_order) { let manual_assigned = getValue(skp_order[i] + "-skp"); let delta = manual_assigned - skillpoints[i]; skillpoints[i] = manual_assigned; player_build.base_skillpoints[i] += delta; delta_total += delta; } player_build.assigned_skillpoints += delta_total; calculateBuildStats(); } function calculateBuildStats() { const assigned = player_build.base_skillpoints; const skillpoints = player_build.total_skillpoints; 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", "Manually Assigned: " + assigned[i]); setValue(skp_order[i] + "-skp", skillpoints[i]); let linebreak = document.createElement("br"); linebreak.classList.add("itemp"); document.getElementById(skp_order[i] + "-skp-label").append(document.createElement("br")); setText(skp_order[i] + "-skp-pct", (skillPointsToPercentage(skillpoints[i])*100).toFixed(1).concat(skp_effects[i])); if (assigned[i] > 100) { let skp_warning = document.createElement("p"); skp_warning.classList.add("warning"); skp_warning.textContent += "WARNING: Cannot assign " + assigned[i] + " skillpoints in " + ["Strength","Dexterity","Intelligence","Defense","Agility"][i] + " manually."; document.getElementById(skp_order[i]+"-skp-pct").appendChild(skp_warning); } } let summarybox = document.getElementById("summary-box"); summarybox.textContent = ""; let skpRow = document.createElement("tr"); let skpSummary = document.createElement("td"); skpSummary.textContent = "Summary: Assigned " + player_build.assigned_skillpoints + " skillpoints. Total: ("; skpSummary.classList.add("itemp"); skpRow.appendChild(skpSummary); for (let i = 0; i < skp_order.length; i++){ let skp = document.createElement("td"); let boost = document.createElement("td"); let separator = document.createElement("td"); skp.classList.add("itemp"); skp.classList.add("nopadding"); skp.classList.add(damageClasses[i+1]); boost.classList.add("itemp"); boost.classList.add("nopadding"); boost.textContent = player_build.total_skillpoints[i]; skpRow.appendChild(skp); skpRow.appendChild(document.createElement("br")); skpRow.appendChild(boost); if(i < 4){ skpRow.appendChild(separator); } } let skpEnd = document.createElement("td"); skpEnd.textContent = ")"; skpEnd.classList.add("itemp"); skpRow.append(skpEnd); let remainingRow = document.createElement("tr"); remainingRow.classList.add("itemp"); let remainingSkp = document.createElement("td"); remainingSkp.classList.add("left"); let remainingSkpTitle = document.createElement("b"); remainingSkpTitle.textContent = "Remaining skillpoints: "; let remainingSkpContent = document.createElement("b"); remainingSkpContent.textContent = "" + (levelToSkillPoints(player_build.level) - player_build.assigned_skillpoints < 0 ? "< 0" : levelToSkillPoints(player_build.level) - player_build.assigned_skillpoints); remainingSkpContent.classList.add(levelToSkillPoints(player_build.level) - player_build.assigned_skillpoints < 0 ? "negative" : "positive"); remainingSkp.appendChild(remainingSkpTitle); remainingSkp.appendChild(remainingSkpContent); remainingRow.appendChild(remainingSkp); summarybox.append(skpRow); summarybox.append(remainingRow); if(player_build.assigned_skillpoints > levelToSkillPoints(player_build.level)){ let skpWarning = document.createElement("p"); //skpWarning.classList.add("itemp"); skpWarning.classList.add("warning"); skpWarning.classList.add("itemp"); skpWarning.textContent = "WARNING: Too many skillpoints need to be assigned!"; let skpCount = document.createElement("p"); skpCount.classList.add("itemp"); skpCount.textContent = "For level " + (player_build.level>101 ? "101+" : player_build.level) + ", there are only " + levelToSkillPoints(player_build.level) + " skill points available."; summarybox.append(skpWarning); summarybox.append(skpCount); } let lvlWarning; for (const item of player_build.items) { if (player_build.level < item.get("lvl")) { if (!lvlWarning) { lvlWarning = document.createElement("p"); lvlWarning.classList.add("itemp"); lvlWarning.classList.add("warning"); lvlWarning.textContent = "WARNING: A level 50 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.get("name") + " requires level " + item.get("lvl") + " to use."; lvlWarning.appendChild(baditem); } } if(lvlWarning){ summarybox.append(lvlWarning); } for (let i in player_build.items) { displayExpandedItem(player_build.items[i], buildFields[i]); } displayBuildStats(player_build, "build-overall-stats"); displaySetBonuses(player_build, "set-info"); let meleeStats = player_build.getMeleeStats(); displayMeleeDamage(document.getElementById("build-melee-stats"), document.getElementById("build-melee-statsAvg"), meleeStats); let defenseStats = player_build.getDefenseStats(); displayDefenseStats(document.getElementById("build-defense-stats"),defenseStats); displayPoisonDamage(document.getElementById("build-poison-stats"),player_build); let spells = spell_table[player_build.weapon.get("type")]; for (let i = 0; i < 4; ++i) { let parent_elem = document.getElementById("spell"+i+"-info"); let overallparent_elem = document.getElementById("spell"+i+"-infoAvg"); displaySpellDamage(parent_elem, overallparent_elem, player_build, spells[i], i+1); } location.hash = encodeBuild(); } function copyBuild() { if (player_build) { copyTextToClipboard(url_base+location.hash); document.getElementById("copy-button").textContent = "Copied!"; } } function shareBuild() { if (player_build) { let text = url_base+location.hash+"\n"+ "WynnBuilder build:\n"+ "> "+player_build.helmet.get("displayName")+"\n"+ "> "+player_build.chestplate.get("displayName")+"\n"+ "> "+player_build.leggings.get("displayName")+"\n"+ "> "+player_build.boots.get("displayName")+"\n"+ "> "+player_build.ring1.get("displayName")+"\n"+ "> "+player_build.ring2.get("displayName")+"\n"+ "> "+player_build.bracelet.get("displayName")+"\n"+ "> "+player_build.necklace.get("displayName")+"\n"+ "> "+player_build.weapon.get("displayName")+" ["+player_build.weapon.get("powders").map(x => powderNames.get(x)).join("")+"]"; copyTextToClipboard(text); document.getElementById("share-button").textContent = "Copied!"; } } function resetFields(){ for (let i in powderInputs) { setValue(powderInputs[i], ""); } for (let i in equipmentInputs) { setValue(equipmentInputs[i], ""); } setValue("str-skp", "0"); setValue("dex-skp", "0"); setValue("int-skp", "0"); setValue("def-skp", "0"); setValue("agi-skp", "0"); setValue("level-choice", ""); location.hash = ""; } load_init(init);