9ebac6b59e
patch: - ing changes (manual) - two endgame items (the ones that I got customs for) bugfix: - Fix bug in reverse mapping that mapped item "type" to "accessoryType"
385 lines
14 KiB
JavaScript
385 lines
14 KiB
JavaScript
let player_build;
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let build_powders;
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function getItemNameFromID(id) { return idMap.get(id); }
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function getTomeNameFromID(id) { return tomeIDMap.get(id); }
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function parsePowdering(powder_info) {
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// TODO: Make this run in linear instead of quadratic time... ew
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let powdering = [];
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for (let i = 0; i < 5; ++i) {
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let powders = "";
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let n_blocks = Base64.toInt(powder_info.charAt(0));
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// console.log(n_blocks + " blocks");
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powder_info = powder_info.slice(1);
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for (let j = 0; j < n_blocks; ++j) {
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let block = powder_info.slice(0,5);
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let six_powders = Base64.toInt(block);
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for (let k = 0; k < 6 && six_powders != 0; ++k) {
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powders += powderNames.get((six_powders & 0x1f) - 1);
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six_powders >>>= 5;
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}
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powder_info = powder_info.slice(5);
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}
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powdering[i] = powders;
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}
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return [powdering, powder_info];
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}
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let atree_data = null;
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const wynn_version_names = [
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'2.0.1.1',
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'2.0.1.2',
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'2.0.2.1',
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'2.0.2.3'
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];
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const WYNN_VERSION_LATEST = wynn_version_names.length - 1;
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// Default to the newest version.
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let wynn_version_id = WYNN_VERSION_LATEST;
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/*
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* Populate fields based on url, and calculate build.
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* TODO: THIS CODE IS GOD AWFUL result of being lazy
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* fix all the slice() and break into functions or do something about it... its inefficient, ugly and error prone
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*/
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async function parse_hash(url_tag) {
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const default_load_promises = [ load_atree_data(wynn_version_names[WYNN_VERSION_LATEST]),
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load_init(), load_ing_init(), load_tome_init() ];
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if (!url_tag) {
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await Promise.all(default_load_promises);
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return;
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}
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//default values
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let equipment = [null, null, null, null, null, null, null, null, null];
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let tomes = [null, null, null, null, null, null, null];
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let powdering = ["", "", "", "", ""];
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let info = url_tag.split("_");
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let version = info[0];
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// Whether skillpoints are manually updated. True if they should be set to something other than default values
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let save_skp = false;
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let skillpoints = [0, 0, 0, 0, 0];
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let level = 106;
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let version_number = parseInt(version);
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let data_str = info[1];
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if (version_number >= 8) {
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// parse query parameters
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// https://stackoverflow.com/questions/901115/how-can-i-get-query-string-values-in-javascript
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const url_params = new URLSearchParams(window.location.search);
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const version_id = url_params.get('v');
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wynn_version_id = parseInt(version_id);
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if (isNaN(wynn_version_id) || wynn_version_id > WYNN_VERSION_LATEST || wynn_version_id < 0) {
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// TODO: maybe make the NAN try to use the human readable version?
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// NOTE: Failing silently... do we want to raise a loud error?
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console.log("Explicit version not found or invalid, using latest version");
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wynn_version_id = WYNN_VERSION_LATEST;
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}
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else {
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console.log(`Build link for wynn version ${wynn_version_id} (${wynn_version_names[wynn_version_id]})`);
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}
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}
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else {
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// Change the default to oldest. (A time before v8)
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wynn_version_id = 0;
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}
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// the deal with this is because old versions should default to 0 (oldest wynn item version), and v8+ defaults to latest.
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// its ugly... but i think this is the behavior we want...
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if (wynn_version_id != WYNN_VERSION_LATEST) {
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// force reload item database and such.
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// TODO MUST: display a warning showing older version!
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const msg = 'This build was created in an older version of wynncraft '
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+ `(${wynn_version_names[wynn_version_id]} < ${wynn_version_names[WYNN_VERSION_LATEST]}). `
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+ 'Would you like to update to the latest version? Updating may break the build and ability tree.';
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if (confirm(msg)) {
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wynn_version_id = WYNN_VERSION_LATEST;
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}
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else {
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version_name = wynn_version_names[wynn_version_id];
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const load_promises = [ load_atree_data(version_name),
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load_old_version(version_name),
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load_ings_old_version(version_name),
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load_tome_old_version(version_name) ];
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console.log("Loading old version data...", version_name)
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await Promise.all(load_promises);
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}
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}
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if (wynn_version_id == WYNN_VERSION_LATEST) {
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await Promise.all(default_load_promises);
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}
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//equipment (items)
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// TODO: use filters
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if (version_number < 4) {
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let equipments = info[1];
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for (let i = 0; i < 9; ++i ) {
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let equipment_str = equipments.slice(i*3,i*3+3);
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equipment[i] = getItemNameFromID(Base64.toInt(equipment_str));
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}
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data_str = equipments.slice(27);
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}
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else if (version_number == 4) {
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let info_str = data_str;
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let start_idx = 0;
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for (let i = 0; i < 9; ++i ) {
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if (info_str.charAt(start_idx) === "-") {
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equipment[i] = "CR-"+info_str.slice(start_idx+1, start_idx+18);
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start_idx += 18;
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}
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else {
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let equipment_str = info_str.slice(start_idx, start_idx+3);
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equipment[i] = getItemNameFromID(Base64.toInt(equipment_str));
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start_idx += 3;
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}
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}
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data_str = info_str.slice(start_idx);
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}
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else if (version_number <= 8) {
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let info_str = data_str;
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let start_idx = 0;
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for (let i = 0; i < 9; ++i ) {
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if (info_str.slice(start_idx,start_idx+3) === "CR-") {
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equipment[i] = info_str.slice(start_idx, start_idx+20);
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start_idx += 20;
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} else if (info_str.slice(start_idx+3,start_idx+6) === "CI-") {
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let len = Base64.toInt(info_str.slice(start_idx,start_idx+3));
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equipment[i] = info_str.slice(start_idx+3,start_idx+3+len);
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start_idx += (3+len);
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} else {
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let equipment_str = info_str.slice(start_idx, start_idx+3);
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equipment[i] = getItemNameFromID(Base64.toInt(equipment_str));
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start_idx += 3;
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}
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}
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data_str = info_str.slice(start_idx);
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}
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//constant in all versions
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for (let i in equipment) {
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setValue(equipment_inputs[i], equipment[i]);
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}
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//level, skill point assignments, and powdering
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if (version_number == 0) {
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// do nothing! lol
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} else if (version_number == 1) {
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let powder_info = data_str;
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let res = parsePowdering(powder_info);
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powdering = res[0];
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} else if (version_number == 2) {
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save_skp = true;
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let skillpoint_info = data_str.slice(0, 10);
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for (let i = 0; i < 5; ++i ) {
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skillpoints[i] = Base64.toIntSigned(skillpoint_info.slice(i*2,i*2+2));
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}
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let powder_info = data_str.slice(10);
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let res = parsePowdering(powder_info);
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powdering = res[0];
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} else if (version_number <= 8){
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level = Base64.toInt(data_str.slice(10,12));
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setValue("level-choice",level);
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save_skp = true;
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let skillpoint_info = data_str.slice(0, 10);
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for (let i = 0; i < 5; ++i ) {
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skillpoints[i] = Base64.toIntSigned(skillpoint_info.slice(i*2,i*2+2));
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}
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let powder_info = data_str.slice(12);
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let res = parsePowdering(powder_info);
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powdering = res[0];
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data_str = res[1];
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}
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// Tomes.
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if (version_number >= 6) {
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//tome values do not appear in anything before v6.
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if (version_number < 8) {
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for (let i in tomes) {
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let tome_str = data_str.charAt(i);
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let tome_name = getTomeNameFromID(Base64.toInt(tome_str));
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setValue(tomeInputs[i], tome_name);
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}
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data_str = data_str.slice(7);
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}
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else {
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// 2chr tome encoding to allow for more tomes.
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for (let i in tomes) {
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let tome_str = data_str.slice(2*i, 2*i+2);
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let tome_name = getTomeNameFromID(Base64.toInt(tome_str));
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setValue(tomeInputs[i], tome_name);
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}
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data_str = data_str.slice(14);
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}
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}
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if (version_number >= 7) {
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// ugly af. only works since its the last thing. will be fixed with binary decode
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atree_data = new BitVector(data_str);
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}
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else {
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atree_data = null;
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}
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for (let i in powder_inputs) {
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setValue(powder_inputs[i], powdering[i]);
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}
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for (let i in skillpoints) {
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setValue(skp_order[i] + "-skp", skillpoints[i]);
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}
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return save_skp;
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}
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/* Stores the entire build in a string using B64 encoding and adds it to the URL.
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*/
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function encodeBuild(build, powders, skillpoints, atree, atree_state) {
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if (build) {
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let build_string;
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//V6 encoding - Tomes
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//V7 encoding - ATree
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//V8 encoding - wynn version
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build_version = 8;
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build_string = "";
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tome_string = "";
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for (const item of build.items) {
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if (item.statMap.get("custom")) {
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let custom = "CI-"+encodeCustom(item, true);
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build_string += Base64.fromIntN(custom.length, 3) + custom;
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//build_version = Math.max(build_version, 5);
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} else if (item.statMap.get("crafted")) {
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build_string += "CR-"+encodeCraft(item);
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} else if (item.statMap.get("category") === "tome") {
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let tome_id = item.statMap.get("id");
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if (tome_id <= 60) {
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// valid normal tome. ID 61-63 is for NONE tomes.
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//build_version = Math.max(build_version, 6);
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}
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tome_string += Base64.fromIntN(tome_id, 2);
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} else {
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build_string += Base64.fromIntN(item.statMap.get("id"), 3);
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}
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}
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for (const skp of skillpoints) {
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build_string += Base64.fromIntN(skp, 2); // Maximum skillpoints: 2048
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}
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build_string += Base64.fromIntN(build.level, 2);
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for (const _powderset of powders) {
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let n_bits = Math.ceil(_powderset.length / 6);
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build_string += Base64.fromIntN(n_bits, 1); // Hard cap of 378 powders.
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// Slice copy.
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let powderset = _powderset.slice();
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while (powderset.length != 0) {
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let firstSix = powderset.slice(0,6).reverse();
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let powder_hash = 0;
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for (const powder of firstSix) {
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powder_hash = (powder_hash << 5) + 1 + powder; // LSB will be extracted first.
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}
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build_string += Base64.fromIntN(powder_hash, 5);
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powderset = powderset.slice(6);
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}
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}
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build_string += tome_string;
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if (atree.length > 0 && atree_state.get(atree[0].ability.id).active) {
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//build_version = Math.max(build_version, 7);
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const bitvec = encode_atree(atree, atree_state);
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build_string += bitvec.toB64();
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}
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return build_version.toString() + "_" + build_string;
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}
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}
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function get_full_url() {
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return `${url_base}?v=${wynn_version_id.toString()}${location.hash}`
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}
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function copyBuild() {
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copyTextToClipboard(get_full_url());
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document.getElementById("copy-button").textContent = "Copied!";
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}
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function shareBuild(build) {
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if (build) {
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let text = get_full_url()+"\n"+
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"WynnBuilder build:\n"+
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"> "+build.items[0].statMap.get("displayName")+"\n"+
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"> "+build.items[1].statMap.get("displayName")+"\n"+
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"> "+build.items[2].statMap.get("displayName")+"\n"+
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"> "+build.items[3].statMap.get("displayName")+"\n"+
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"> "+build.items[4].statMap.get("displayName")+"\n"+
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"> "+build.items[5].statMap.get("displayName")+"\n"+
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"> "+build.items[6].statMap.get("displayName")+"\n"+
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"> "+build.items[7].statMap.get("displayName")+"\n"+
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"> "+build.items[15].statMap.get("displayName")+" ["+build_powders[4].map(x => powderNames.get(x)).join("")+"]\n";
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for (let tomeslots = 8; tomeslots < 15; tomeslots++) {
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if (!build.items[tomeslots].statMap.has('NONE')) {
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text += ">"+' (Has Tomes)' ;
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break;
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}
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}
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copyTextToClipboard(text);
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document.getElementById("share-button").textContent = "Copied!";
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}
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}
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/**
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* Ability tree encode and decode functions
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*
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* Based on a traversal, basically only uses bits to represent the nodes that are on (and "dark" outgoing edges).
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* credit: SockMower
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*/
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/**
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* Return: BitVector
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*/
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function encode_atree(atree, atree_state) {
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let ret_vec = new BitVector(0, 0);
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function traverse(head, atree_state, visited, ret) {
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for (const child of head.children) {
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if (visited.has(child.ability.id)) { continue; }
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visited.set(child.ability.id, true);
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if (atree_state.get(child.ability.id).active) {
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ret.append(1, 1);
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traverse(child, atree_state, visited, ret);
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}
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else {
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ret.append(0, 1);
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}
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}
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}
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traverse(atree[0], atree_state, new Map(), ret_vec);
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return ret_vec;
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}
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/**
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* Return: List of active nodes
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*/
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function decode_atree(atree, bits) {
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let i = 0;
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let ret = [];
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ret.push(atree[0]);
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function traverse(head, visited, ret) {
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for (const child of head.children) {
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if (visited.has(child.ability.id)) { continue; }
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visited.set(child.ability.id, true);
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if (bits.read_bit(i)) {
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i += 1;
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ret.push(child);
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traverse(child, visited, ret);
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}
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else {
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i += 1;
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}
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}
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}
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traverse(atree[0], new Map(), ret);
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return ret;
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}
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