wynnbuilder-forked-for-changes/js/builder/build.js
hppeng 1d6b302f38 parent 3e725eded8
author hppeng <hppeng> 1699417872 -0800
committer hppeng <hppeng> 1720354753 -0700

parent 3e725eded8
author hppeng <hppeng> 1699417872 -0800
committer hppeng <hppeng> 1720354749 -0700

parent 3e725eded8
author hppeng <hppeng> 1699417872 -0800
committer hppeng <hppeng> 1720354744 -0700

parent 3e725eded8
author hppeng <hppeng> 1699417872 -0800
committer hppeng <hppeng> 1720354739 -0700

parent 3e725eded8
author hppeng <hppeng> 1699417872 -0800
committer hppeng <hppeng> 1720354735 -0700

parent 3e725eded8
author hppeng <hppeng> 1699417872 -0800
committer hppeng <hppeng> 1720354730 -0700

parent 3e725eded8
author hppeng <hppeng> 1699417872 -0800
committer hppeng <hppeng> 1720354688 -0700

Update recipes.json (#265)

Change ratio of gems to oil as it has been updated in 2.0.4

> Updated the Jeweling Recipe Changes (Bracelet- 2:1 gems:oil, Necklaces- 3:1 gems:oil)

https://forums.wynncraft.com/threads/2-0-4-full-changelog-new-bank-lootruns-more.310535/

Finish updating recipes.json

why are there 4 versions of this file active at any given time

Fix damage calculation for rainbow raw

wow this bug has been here for a LONG time

also bump version for ing db

Bunch of bugfixes

- new major ID
- divine honor: reduce earth damage
- radiance: don't boost tomes, xp/loot bonuses

atree:
- parry: minor typo
- death magnet: marked dep
- nightcloak knife: 15s desc

Api v3 (#267)

* Tweak ordering to be consistent internally

* v3 items  (#266)

* item_wrapper script

for updating item data with v3 endpoint

* metadata from v3

* v3 item format

For the purpose of wynnbuilder, additional mapping might be needed.

* v3 item format

additional mapping might be needed for wb

* v3 compressed item json

* clean item json v3 format

* Update translate map to api v3

partially... we will need to redo scripts to flatmap all the items

* Fix items for 2.0.4.3

finally

* New ingredients (and parse script update)

just realized I forgot to commit the parse script this whole time

* Forgot to commit data files, and bump ing db version

* Sketchily reverse translate major ids

internalname and separate lookup table lol

* Forgot to update data files

todo: script should update all files at once

* Bump wynn version number

already outdated...

* Forgot to update 2.0.4.3 major ids

---------

Co-authored-by: hppeng <hppeng>
Co-authored-by: RawFish69 <108964215+RawFish69@users.noreply.github.com>

Add missing fields to ingreds

missing ids and consumableIDs tags in some ingreds

Fix missing properties in item search setup

these should be unified maybe to avoid duplicated code

Fix sacshrine dependency on fluid healing

also: fix ": " in item searcher

I managed to mess up all major ids

note: major ids min file is generated along with atree. it uses numeric ids, not just json compress

2.0.4.4 update (#269)

* 2.0.4.4 update

Fix v3 item api debug script
Implement hellfire (discombob disallow not happening yet)

* Fix boiling blood implementation

slightly more intuitive
also, janky first pass implementation for hellfire

* Atree default update

Allow sliders to specify a default value, for puppet and boiling blood for now

* Fix rainbow def

display on items and build stats
Calculate into raw def correctly

* Atree backend improvements

Allow major ids to have dependencies
Implement cherry bomb new ver. (wooo replace_spell just works out of the box!)
Add comments to atree.js

* Fix name of normal items

don't you love it when wynn api makes breaking changes for no reason

* Misc bugfix

Reckless abandon req Tempest
new damage ID in search

* Fix major id search

and temblor desc

* Fix blockers on mage

* Fix flaming uppercut implementation

* Force base dps display to display less digits

* Tomes finally pulling from the API

but still with alias feature enabled!

* Lootrun tomes (finally?)

cool? maybe?

* Fix beachside set set bonus

---------

Co-authored-by: hppeng <hppeng>

Fix rainbow def

display on items and build stats
Calculate into raw def correctly

Fix major id search

and temblor desc

Force base dps display to display less digits

Fix beachside set set bonus

Fix build decode error

reading only 7 tome fields no matter what

Give NONE tomes correct ids in load_tome

i hate this system so much

Allow searching for max/min of ranges

Fix crafted item damage display

in the process, also update powder calculation logic! Should be fully correct now...

TL;DR: Weapon damage is floating point; item display is wrong; ingame displays (damage floaters and compass) are floored.

Fluid healing now multiplicative with heal efficiency ID

NOTE: this breaks backwards compatibility with older atree jsons.
Do we care about this?

Realizing how much of a nightmare it will be (and already is) to keep
atree fully backwards compatible. Maybe that will be something left to
`git clone` instead.

fix (#274)
2024-07-07 05:19:16 -07:00

144 lines
5.8 KiB
JavaScript

/**
* This file defines a class representing the player Build.
*
* Keeps track of equipment list, equip order, skillpoint assignment (initial),
* Aggregates item stats into a statMap to be used in damage calculation.
*/
const classDefenseMultipliers = new Map([ ["relik",0.60], ["bow",0.70], ["wand", 0.80], ["dagger", 1.0], ["spear", 1.0]]);
/*
* Class that represents a wynn player's build.
*/
class Build {
/**
* @description Construct a build.
* @param {Number} level : Level of the player.
* @param {String[]} items: List of equipment names that make up the build.
* In order: Helmet, Chestplate, Leggings, Boots, Ring1, Ring2, Brace, Neck, Tomes [x7].
* @param {Item} weapon: Weapon that this build is using.
*/
constructor(level, items, weapon){
if (level < 1) { //Should these be constants?
this.level = 1;
} else if (level > 106) {
this.level = 106;
} else if (level <= 106 && level >= 1) {
this.level = level;
} else if (typeof level === "string") {
this.level = level;
} else {
errors.push("Level is not a string or number.");
}
document.getElementById("level-choice").value = this.level;
this.availableSkillpoints = levelToSkillPoints(this.level);
this.equipment = items;
this.weapon = weapon;
this.items = this.equipment.concat([this.weapon]);
// calc skillpoints requires statmaps only
let result = calculate_skillpoints(this.equipment.map((x) => x.statMap), this.weapon.statMap);
const _equip_order = result[0].slice();
this.equip_order = [];
for (const item of _equip_order) {
if (item.get('category') === 'tome' || item.has('NONE')) { continue; }
this.equip_order.push(item);
}
// How many skillpoints the player had to assign (5 number)
this.base_skillpoints = result[1];
// How many skillpoints the build ended up with (5 number)
this.total_skillpoints = result[2];
// How many skillpoints assigned (1 number, sum of base_skillpoints)
this.assigned_skillpoints = result[3];
this.activeSetCounts = result[4];
this.initBuildStats();
}
/*Returns build in string format
*/
toString(){
return [this.equipment,this.weapon].flat();
}
/* Get all stats for this build. Stores in this.statMap.
@pre The build itself should be valid. No checking of validity of pieces is done here.
*/
initBuildStats(){
let staticIDs = ["hp", "eDef", "tDef", "wDef", "fDef", "aDef", "str", "dex", "int", "def", "agi", "damMobs", "defMobs"];
let must_ids = [
"eMdPct","eMdRaw","eSdPct","eSdRaw","eDamPct","eDamRaw","eDamAddMin","eDamAddMax",
"tMdPct","tMdRaw","tSdPct","tSdRaw","tDamPct","tDamRaw","tDamAddMin","tDamAddMax",
"wMdPct","wMdRaw","wSdPct","wSdRaw","wDamPct","wDamRaw","wDamAddMin","wDamAddMax",
"fMdPct","fMdRaw","fSdPct","fSdRaw","fDamPct","fDamRaw","fDamAddMin","fDamAddMax",
"aMdPct","aMdRaw","aSdPct","aSdRaw","aDamPct","aDamRaw","aDamAddMin","aDamAddMax",
"nMdPct","nMdRaw","nSdPct","nSdRaw","nDamPct","nDamRaw","nDamAddMin","nDamAddMax", // neutral which is now an element
"mdPct","mdRaw","sdPct","sdRaw","damPct","damRaw","damAddMin","damAddMax", // These are the old ids. Become proportional.
"rMdPct","rMdRaw","rSdPct","rSdRaw","rDamPct","rDamRaw","rDamAddMin","rDamAddMax", // rainbow (the "element" of all minus neutral). rSdRaw is rainraw
"healPct",
]
//Create a map of this build's stats
let statMap = new Map();
for (const staticID of staticIDs) {
statMap.set(staticID, 0);
}
for (const staticID of must_ids) {
statMap.set(staticID, 0);
}
statMap.set("hp", levelToHPBase(this.level));
let major_ids = new Set();
for (const item of this.items){
const item_stats = item.statMap;
for (let [id, value] of item_stats.get("maxRolls")) {
if (staticIDs.includes(id)) {
continue;
}
statMap.set(id,(statMap.get(id) || 0)+value);
}
for (const staticID of staticIDs) {
if (item_stats.get(staticID)) {
statMap.set(staticID, statMap.get(staticID) + item_stats.get(staticID));
}
}
if (item_stats.get("majorIds")) {
for (const major_id of item_stats.get("majorIds")) {
major_ids.add(major_id);
}
}
}
statMap.set('damMult', new Map());
statMap.set('defMult', new Map());
statMap.get('damMult').set('tome', statMap.get('damMobs'));
statMap.get('defMult').set('tome', statMap.get('defMobs'));
statMap.set("activeMajorIDs", major_ids);
for (const [setName, count] of this.activeSetCounts) {
const bonus = sets.get(setName).bonuses[count-1];
for (const id in bonus) {
if (skp_order.includes(id)) {
// pass. Don't include skillpoints in ids
}
else {
statMap.set(id,(statMap.get(id) || 0)+bonus[id]);
}
}
}
statMap.set("poisonPct", 0);
statMap.set("critDamPct", 0);
statMap.set("healMult", new Map());
statMap.get('healMult').set('item', statMap.get('healPct'));
// The stuff relevant for damage calculation!!! @ferricles
statMap.set("atkSpd", this.weapon.statMap.get("atkSpd"));
this.statMap = statMap;
}
}