78974c157e
also fix violet shift interaction
234 lines
10 KiB
JavaScript
234 lines
10 KiB
JavaScript
let powderIDs = new Map();
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let powderNames = new Map();
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let _powderID = 0;
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for (const x of skp_elements) {
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for (let i = 1; i <= 6; ++i) {
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// Support both upper and lowercase, I guess.
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powderIDs.set(x.toUpperCase()+i, _powderID);
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powderIDs.set(x+i, _powderID);
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powderNames.set(_powderID, x+i);
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_powderID++;
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}
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}
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// Ordering: [dmgMin, dmgMax, convert, defPlus, defMinus (+6 mod 5)]
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class Powder {
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constructor(min, max, convert, defPlus, defMinus) {
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this.min = min;
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this.max = max;
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this.convert = convert;
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this.defPlus = defPlus;
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this.defMinus = defMinus;
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}
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}
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function _p(a,b,c,d,e) { return new Powder(a,b,c,d,e); } //bruh moment
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let powderStats = [
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_p(3,6,17,2,1), _p(5,8,21,4,2), _p(6,10,25,8,3), _p(7,10,31,14,5), _p(9,11,38,22,9), _p(11,13,46,30,13),
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_p(1,8,9,3,1), _p(1,12,11,5,1), _p(2,15,13,9,2), _p(3,15,17,14,4), _p(4,17,22,20,7), _p(5,20,28,28,10),
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_p(3,4,13,3,1), _p(4,6,15,6,1), _p(5,8,17,11,2), _p(6,8,21,18,4), _p(7,10,26,28,7), _p(9,11,32,40,10),
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_p(2,5,14,3,1), _p(4,8,16,5,2), _p(5,9,19,9,3), _p(6,9,24,16,5), _p(8,10,30,25,9), _p(10,12,37,36,13),
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_p(2,6,11,3,1), _p(3,10,14,6,2), _p(4,11,17,10,3), _p(5,11,22,16,5), _p(7,12,28,24,9), _p(8,14,35,34,13)
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];
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class PowderIngredient {
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constructor(durability, skpReq) {
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this.durability = durability;
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this.skpReq = skpReq;
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}
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}
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function _pi(a,b) { return new PowderIngredient(a,b)}
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let powderIngreds = [
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_pi(-35,0),_pi(-52.5,0),_pi(-70,10),_pi(-91,20),_pi(-112,28),_pi(-133,36)
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];
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//Ordering: [weapon special name, weapon special effects, armor special name, armor special effects]
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class PowderSpecial{
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constructor(wSpName, wSpEff, aSpName, aSpEff, cap){
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this.weaponSpecialName = wSpName;
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this.weaponSpecialEffects = wSpEff;
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this.armorSpecialName = aSpName;
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this.armorSpecialEffects = aSpEff;
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this.cap = cap;
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}
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}
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function _ps(a,b,c,d,e) { return new PowderSpecial(a,b,c,d,e); } //bruh moment
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let powderSpecialStats = [
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_ps("Quake",new Map([["Radius",[4.5,5,5.5,6,6.5]], ["Damage",[240,280,320,360,400]] ]),"Rage",new Map([ ["Damage", [0.2,0.4,0.6,0.8,1.0]],["Description", "% " + "\u2764" + " Missing below 75%"] ]),300), //e
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_ps("Chain Lightning",new Map([ ["Chains", [5,6,7,8,9]], ["Damage", [200,225,250,275,300]] ]),"Kill Streak",new Map([ ["Damage", [3,4.5,6,7.5,9]],["Duration", [5,5,5,5,5]],["Description", "Mob Killed"] ]),150), //t
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_ps("Curse",new Map([ ["Duration", [4,4,4,4,4]],["Damage Boost", [10,15,20,25,30]] ]),"Concentration",new Map([ ["Damage", [0.05,0.1,0.15,0.2,0.25]],["Duration",[1,1,1,1,1]],["Description", "Mana Used"] ]),100), //w
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_ps("Courage",new Map([ ["Duration", [4,4,4,4,4]],["Damage", [60, 70, 80, 90, 100]],["Damage Boost", [10,12.5,15,17.5,20]] ]),"Endurance",new Map([ ["Damage", [2,3,4,5,6]],["Duration", [8,8,8,8,8]],["Description", "Hit Taken"] ]),100), //f
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_ps("Wind Prison",new Map([ ["Duration", [3,3.5,4,4.5,5]],["Damage Boost", [100,125,150,175,200]],["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
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];
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/**
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* Apply armor powders.
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* Encoding shortcut assumes that all powders give +def to one element
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* and -def to the element "behind" it in cycle ETWFA, which is true
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* as of now and unlikely to change in the near future.
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*/
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function applyArmorPowders(expandedItem) {
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const powders = expandedItem.get('powders');
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for(const id of powders){
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let powder = powderStats[id];
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let name = powderNames.get(id).charAt(0);
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let prevName = skp_elements[(skp_elements.indexOf(name) + 4 )% 5];
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expandedItem.set(name+"Def", (expandedItem.get(name+"Def") || 0) + powder["defPlus"]);
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expandedItem.set(prevName+"Def", (expandedItem.get(prevName+"Def") || 0) - powder["defMinus"]);
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}
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}
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const damage_keys = [ "nDam_", "eDam_", "tDam_", "wDam_", "fDam_", "aDam_" ];
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const damage_present_key = 'damagePresent';
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/**
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* Apply weapon powders. MUTATES THE ITEM!
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* Adds entries for `damage_keys` and `damage_present_key`
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* For normal items, `damage_keys` is 6x2 list (elem: [min, max])
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* For crafted items, `damage_keys` is 6x2x2 list (elem: [minroll: [min, max], maxroll: [min, max]])
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*/
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function apply_weapon_powders(item) {
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let present;
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if (item.get("tier") !== "Crafted") {
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let weapon_result = calc_weapon_powder(item);
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let damages = weapon_result[0];
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present = weapon_result[1];
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for (const i in damage_keys) {
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item.set(damage_keys[i], damages[i]);
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}
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} else {
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let base_low = [item.get("nDamBaseLow"),item.get("eDamBaseLow"),item.get("tDamBaseLow"),item.get("wDamBaseLow"),item.get("fDamBaseLow"),item.get("aDamBaseLow")];
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let results_low = calc_weapon_powder(item, base_low);
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let damage_low = results_low[0];
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let base_high = [item.get("nDamBaseHigh"),item.get("eDamBaseHigh"),item.get("tDamBaseHigh"),item.get("wDamBaseHigh"),item.get("fDamBaseHigh"),item.get("aDamBaseHigh")];
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let results_high = calc_weapon_powder(item, base_high);
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let damage_high = results_high[0];
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present = results_high[1];
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for (const i in damage_keys) {
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item.set(damage_keys[i], [damage_low[i], damage_high[i]]);
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}
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}
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item.set(damage_present_key, present);
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}
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/**
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* Calculate weapon damage from powder.
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*
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* Params:
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* weapon: Weapon to apply powder to
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* damageBases: used by crafted
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*
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* Return:
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* [damages, damage_present]
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*/
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function calc_weapon_powder(weapon, damageBases) {
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let powders = weapon.get("powders").slice();
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// Array of neutral + ewtfa damages. Each entry is a pair (min, max).
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let damages = [
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weapon.get('nDam').split('-').map(Number),
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weapon.get('eDam').split('-').map(Number),
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weapon.get('tDam').split('-').map(Number),
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weapon.get('wDam').split('-').map(Number),
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weapon.get('fDam').split('-').map(Number),
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weapon.get('aDam').split('-').map(Number)
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];
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// Applying spell conversions
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let neutralBase = damages[0].slice();
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let neutralRemainingRaw = damages[0].slice();
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//powder application for custom crafted weapons is inherently fucked because there is no base. Unsure what to do.
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//Powder application for Crafted weapons - this implementation is RIGHT YEAAAAAAAAA
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//1st round - apply each as ingred, 2nd round - apply as normal
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if (weapon.get("tier") === "Crafted" && !weapon.get("custom")) {
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for (const p of powders.concat(weapon.get("ingredPowders"))) {
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let powder = powderStats[p]; //use min, max, and convert
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let element = Math.floor((p+0.01)/6); //[0,4], the +0.01 attempts to prevent division error
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let diff = Math.floor(damageBases[0] * powder.convert/100);
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damageBases[0] -= diff;
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damageBases[element+1] += diff + Math.floor( (powder.min + powder.max) / 2 );
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}
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//update all damages
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for (let i = 0; i < damages.length; i++) {
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damages[i] = [Math.floor(damageBases[i] * 0.9), Math.floor(damageBases[i] * 1.1)];
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}
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neutralRemainingRaw = damages[0].slice();
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neutralBase = damages[0].slice();
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}
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//apply powders to weapon (1.21 fked implementation)
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let powder_apply_order = [];
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let powder_apply_map = new Map();
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for (const powderID of powders) {
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const powder = powderStats[powderID];
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// Bitwise to force conversion to integer (integer division).
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const element = (powderID/6) | 0;
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const conversion_ratio = powder.convert/100;
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if (powder_apply_map.has(element)) {
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let apply_info = powder_apply_map.get(element);
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apply_info.conv += conversion_ratio;
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apply_info.min += powder.min;
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apply_info.max += powder.max;
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}
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else {
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let apply_info = {
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conv: conversion_ratio,
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min: powder.min,
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max: powder.max
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};
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powder_apply_order.push(element);
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powder_apply_map.set(element, apply_info);
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}
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}
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for (const element of powder_apply_order) {
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const apply_info = powder_apply_map.get(element);
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const conversion_ratio = apply_info.conv;
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const min_diff = Math.min(neutralRemainingRaw[0], conversion_ratio * neutralRemainingRaw[0]);
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const max_diff = Math.min(neutralRemainingRaw[1], conversion_ratio * neutralRemainingRaw[1]);
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neutralRemainingRaw[0] -= min_diff;
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neutralRemainingRaw[1] -= max_diff;
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damages[element+1][0] += min_diff;
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damages[element+1][1] += max_diff;
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damages[element+1][0] += apply_info.min;
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damages[element+1][1] += apply_info.max;
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}
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/*
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//apply powders to weapon
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for (const powderID of powders) {
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const powder = powderStats[powderID];
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// Bitwise to force conversion to integer (integer division).
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const element = (powderID/6) | 0;
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let conversionRatio = powder.convert/100;
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if (neutralRemainingRaw[1] > 0) {
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let min_diff = Math.min(neutralRemainingRaw[0], conversionRatio * neutralBase[0]);
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let max_diff = Math.min(neutralRemainingRaw[1], conversionRatio * neutralBase[1]);
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damages[element+1][0] = Math.floor(round_near(damages[element+1][0] + min_diff));
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damages[element+1][1] = Math.floor(round_near(damages[element+1][1] + max_diff));
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neutralRemainingRaw[0] = Math.floor(round_near(neutralRemainingRaw[0] - min_diff));
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neutralRemainingRaw[1] = Math.floor(round_near(neutralRemainingRaw[1] - max_diff));
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//damages[element+1][0] += min_diff;
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//damages[element+1][1] += max_diff;
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//neutralRemainingRaw[0] -= min_diff;
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//neutralRemainingRaw[1] -= max_diff;
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}
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damages[element+1][0] += powder.min;
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damages[element+1][1] += powder.max;
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}
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*/
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// The ordering of these two blocks decides whether neutral is present when converted away or not.
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damages[0] = neutralRemainingRaw;
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// The ordering of these two blocks decides whether neutral is present when converted away or not.
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let present_elements = []
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for (const damage of damages) {
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present_elements.push(damage[1] > 0);
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}
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return [damages, present_elements];
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}
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