408f697d56
* Janky radiance implementation ..... * Special case scale tome multipliers * Update doc.html * Remove poison display, no more poison special treatment * Fix fatal typo with defmult processing, only affect positive IDs * Properly handle negative spellcost and negative IDs * Fix some fatal typos Co-authored-by: hppeng <hppeng>
141 lines
5.7 KiB
JavaScript
141 lines
5.7 KiB
JavaScript
/**
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* This file defines a class representing the player Build.
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*
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* Keeps track of equipment list, equip order, skillpoint assignment (initial),
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* Aggregates item stats into a statMap to be used in damage calculation.
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*/
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const classDefenseMultipliers = new Map([ ["relik",0.60], ["bow",0.70], ["wand", 0.80], ["dagger", 1.0], ["spear", 1.0]]);
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/*
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* Class that represents a wynn player's build.
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*/
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class Build{
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/**
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* @description Construct a build.
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* @param {Number} level : Level of the player.
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* @param {String[]} items: List of equipment names that make up the build.
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* In order: Helmet, Chestplate, Leggings, Boots, Ring1, Ring2, Brace, Neck, Tomes [x7].
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* @param {Item} weapon: Weapon that this build is using.
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*/
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constructor(level, items, weapon){
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if (level < 1) { //Should these be constants?
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this.level = 1;
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} else if (level > 106) {
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this.level = 106;
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} else if (level <= 106 && level >= 1) {
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this.level = level;
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} else if (typeof level === "string") {
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this.level = level;
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} else {
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errors.push("Level is not a string or number.");
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}
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document.getElementById("level-choice").value = this.level;
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this.availableSkillpoints = levelToSkillPoints(this.level);
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this.equipment = items;
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this.weapon = weapon;
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this.items = this.equipment.concat([this.weapon]);
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// calc skillpoints requires statmaps only
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let result = calculate_skillpoints(this.equipment.map((x) => x.statMap), this.weapon.statMap);
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const _equip_order = result[0].slice();
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this.equip_order = [];
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for (const item of _equip_order) {
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if (item.get('category') === 'tome' || item.has('NONE')) { continue; }
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this.equip_order.push(item);
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}
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// How many skillpoints the player had to assign (5 number)
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this.base_skillpoints = result[1];
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// How many skillpoints the build ended up with (5 number)
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this.total_skillpoints = result[2];
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// How many skillpoints assigned (1 number, sum of base_skillpoints)
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this.assigned_skillpoints = result[3];
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this.activeSetCounts = result[4];
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this.initBuildStats();
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}
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/*Returns build in string format
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*/
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toString(){
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return [this.equipment,this.weapon].flat();
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}
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/* Get all stats for this build. Stores in this.statMap.
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@pre The build itself should be valid. No checking of validity of pieces is done here.
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*/
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initBuildStats(){
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let staticIDs = ["hp", "eDef", "tDef", "wDef", "fDef", "aDef", "str", "dex", "int", "def", "agi", "damMobs", "defMobs"];
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let must_ids = [
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"eMdPct","eMdRaw","eSdPct","eSdRaw","eDamPct","eDamRaw","eDamAddMin","eDamAddMax",
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"tMdPct","tMdRaw","tSdPct","tSdRaw","tDamPct","tDamRaw","tDamAddMin","tDamAddMax",
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"wMdPct","wMdRaw","wSdPct","wSdRaw","wDamPct","wDamRaw","wDamAddMin","wDamAddMax",
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"fMdPct","fMdRaw","fSdPct","fSdRaw","fDamPct","fDamRaw","fDamAddMin","fDamAddMax",
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"aMdPct","aMdRaw","aSdPct","aSdRaw","aDamPct","aDamRaw","aDamAddMin","aDamAddMax",
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"nMdPct","nMdRaw","nSdPct","nSdRaw","nDamPct","nDamRaw","nDamAddMin","nDamAddMax", // neutral which is now an element
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"mdPct","mdRaw","sdPct","sdRaw","damPct","damRaw","damAddMin","damAddMax", // These are the old ids. Become proportional.
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"rMdPct","rMdRaw","rSdPct","rSdRaw","rDamPct","rDamRaw","rDamAddMin","rDamAddMax" // rainbow (the "element" of all minus neutral). rSdRaw is rainraw
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]
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//Create a map of this build's stats
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let statMap = new Map();
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for (const staticID of staticIDs) {
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statMap.set(staticID, 0);
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}
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for (const staticID of must_ids) {
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statMap.set(staticID, 0);
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}
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statMap.set("hp", levelToHPBase(this.level));
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let major_ids = new Set();
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for (const item of this.items){
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const item_stats = item.statMap;
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for (let [id, value] of item_stats.get("maxRolls")) {
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if (staticIDs.includes(id)) {
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continue;
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}
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statMap.set(id,(statMap.get(id) || 0)+value);
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}
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for (const staticID of staticIDs) {
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if (item_stats.get(staticID)) {
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statMap.set(staticID, statMap.get(staticID) + item_stats.get(staticID));
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}
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}
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if (item_stats.get("majorIds")) {
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for (const major_id of item_stats.get("majorIds")) {
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major_ids.add(major_id);
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}
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}
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}
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statMap.set('damMult', new Map());
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statMap.set('defMult', new Map());
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statMap.get('damMult').set('tome', statMap.get('damMobs'))
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statMap.get('defMult').set('tome', statMap.get('defMobs'))
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statMap.set("activeMajorIDs", major_ids);
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for (const [setName, count] of this.activeSetCounts) {
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const bonus = sets.get(setName).bonuses[count-1];
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for (const id in bonus) {
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if (skp_order.includes(id)) {
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// pass. Don't include skillpoints in ids
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}
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else {
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statMap.set(id,(statMap.get(id) || 0)+bonus[id]);
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}
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}
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}
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statMap.set("poisonPct", 0);
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statMap.set("critDamPct", 0);
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statMap.set("healPct", 0);
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// The stuff relevant for damage calculation!!! @ferricles
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statMap.set("atkSpd", this.weapon.statMap.get("atkSpd"));
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this.statMap = statMap;
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}
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}
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