339 lines
12 KiB
JavaScript
339 lines
12 KiB
JavaScript
/*
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* TESTING SECTION
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*/
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const url_base = location.href.split("#")[0];
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const url_tag = location.hash.slice(1);
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console.log(url_base);
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console.log(url_tag);
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/*
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* END testing section
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*/
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const BUILD_VERSION = "1.0";
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document.getElementById("header").textContent = "Wynn build calculator "+BUILD_VERSION+" (db version "+DB_VERSION+")";
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let player_build;
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// Set up item lists for quick access later.
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let armorTypes = [ "helmet", "chestplate", "leggings", "boots" ];
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let accessoryTypes = [ "ring", "bracelet", "necklace" ];
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let weaponTypes = [ "wand", "spear", "bow", "dagger", "relik" ];
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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", "agiReq", "defReq", "hprPct", "mr", "sdPct", "mdPct", "ls", "ms", "xpb", "lb", "ref", "str", "dex", "int", "agi", "def", "thorns", "exploding", "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" ];
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let itemTypes = armorTypes.concat(accessoryTypes).concat(weaponTypes);
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let itemLists = new Map();
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for (const it of itemTypes) {
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itemLists.set(it, []);
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}
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let itemMap = new Map();
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let idMap = new Map();
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/*
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* Function that takes an item list and populates its corresponding dropdown.
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* Used for armors and bracelet/necklace.
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*/
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function populateItemList(type) {
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let item_list = document.getElementById(type+"-items");
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for (const item of itemLists.get(type)) {
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let el = document.createElement("option");
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el.value = item;
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item_list.appendChild(el);
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}
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}
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/*
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* Populate dropdowns, add listeners, etc.
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*/
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function init() {
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let noneItems = [
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["helmet", "No Helmet"],
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["chestplate", "No Chestplate"],
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["leggings", "No Leggings"],
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["boots", "No Boots"],
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["ring", "No Ring 1"],
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["ring", "No Ring 2"],
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["bracelet", "No Bracelet"],
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["necklace", "No Necklace"],
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["wand", "No Weapon"],
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];
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for (let i = 0; i < 9; i++) {
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let item = Object();
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for (const field of item_fields) {
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item[field] = 0;
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}
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item.type = noneItems[i][0];
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item.name = noneItems[i][1];
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item.displayName = item.name;
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item.set = null;
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item.quest = null;
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item.skillpoints = [0, 0, 0, 0, 0];
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item.has_negstat = false;
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item.reqs = [0, 0, 0, 0, 0];
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item.fixID = true;
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item.tier = " ";//do not get rid of this @hpp
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item.id = 10000 + i;
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noneItems[i] = item;
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}
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items = items.concat(noneItems);
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console.log(items);
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for (const item of items) {
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itemLists.get(item.type).push(item.displayName);
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itemMap.set(item.displayName, item);
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idMap.set(item.id, item.displayName);
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}
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/*for (const item of noneItems){
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itemLists.get(item.type).push(item.name);
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itemMap.set(item.name, item);
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}*/
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for (const armorType of armorTypes) {
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populateItemList(armorType);
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// Add change listener to update armor slots.
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document.getElementById(armorType+"-choice").addEventListener("change", (event) => {
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let item = itemMap.get(event.target.value);
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if (item !== undefined) {
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document.getElementById(armorType+"-slots").textContent = item.slots + " slots";
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}
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else {
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document.getElementById(armorType+"-slots").textContent = "X slots";
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}
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});
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}
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let ring1_list = document.getElementById("ring1-items");
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let ring2_list = document.getElementById("ring2-items");
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for (const ring of itemLists.get("ring")) {
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let el1 = document.createElement("option");
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let el2 = document.createElement("option");
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el1.value = ring;
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el2.value = ring;
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ring1_list.appendChild(el1);
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ring2_list.appendChild(el2);
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}
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populateItemList("bracelet");
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populateItemList("necklace");
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let weapon_list = document.getElementById("weapon-items");
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for (const weaponType of weaponTypes) {
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for (const weapon of itemLists.get(weaponType)) {
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let el = document.createElement("option");
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el.value = weapon;
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weapon_list.appendChild(el);
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}
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}
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// Add change listener to update weapon slots.
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document.getElementById("weapon-choice").addEventListener("change", (event) => {
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let item = itemMap.get(event.target.value);
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if (item !== undefined) {
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document.getElementById("weapon-slots").textContent = item.slots + " slots";
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}
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else {
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document.getElementById("weapon-slots").textContent = "X slots";
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}
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});
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populateFromURL();
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}
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/*
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* Populate fields based on url, and calculate build.
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*/
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function populateFromURL() {
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if (url_tag) {
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let helmet;
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let chestplate;
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let leggings;
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let boots;
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let ring1;
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let ring2;
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let bracelet;
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let necklace;
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let weapon;
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let info = url_tag.split("_");
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let version = info[0];
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if (version === "0") {
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let equipments = info[1];
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helmet = idMap.get(Base64.toInt(equipments.slice(0,3)));
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chestplate = idMap.get(Base64.toInt(equipments.slice(3,6)));
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leggings = idMap.get(Base64.toInt(equipments.slice(6,9)));
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boots = idMap.get(Base64.toInt(equipments.slice(9,12)));
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ring1 = idMap.get(Base64.toInt(equipments.slice(12,15)));
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ring2 = idMap.get(Base64.toInt(equipments.slice(15,18)));
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bracelet = idMap.get(Base64.toInt(equipments.slice(18,21)));
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necklace = idMap.get(Base64.toInt(equipments.slice(21,24)));
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weapon = idMap.get(Base64.toInt(equipments.slice(24,27)));
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}
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setValue("helmet-choice", helmet);
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setValue("helmet-powder", "");
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setValue("chestplate-choice", chestplate);
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setValue("chestplate-powder", "");
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setValue("leggings-choice", leggings);
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setValue("leggings-powder", "");
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setValue("boots-choice", boots);
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setValue("boots-powder", "");
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setValue("ring1-choice", ring1);
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setValue("ring2-choice", ring2);
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setValue("bracelet-choice", bracelet);
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setValue("necklace-choice", necklace);
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setValue("weapon-choice", weapon);
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setValue("weapon-powder", "");
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setValue("str-skp", "0");
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setValue("dex-skp", "0");
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setValue("int-skp", "0");
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setValue("def-skp", "0");
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setValue("agi-skp", "0");
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calculateBuild();
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}
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}
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function encodeBuild() {
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if (player_build) {
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let build_string = "0_" + Base64.fromIntN(player_build.helmet.id, 3) +
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Base64.fromIntN(player_build.chestplate.id, 3) +
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Base64.fromIntN(player_build.leggings.id, 3) +
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Base64.fromIntN(player_build.boots.id, 3) +
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Base64.fromIntN(player_build.ring1.id, 3) +
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Base64.fromIntN(player_build.ring2.id, 3) +
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Base64.fromIntN(player_build.bracelet.id, 3) +
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Base64.fromIntN(player_build.necklace.id, 3) +
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Base64.fromIntN(player_build.weapon.id, 3);
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return build_string;
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}
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return "";
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}
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function calculateBuild(){
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/* TODO: implement level changing
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Make this entire function prettier
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*/
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let helmet = document.getElementById("helmet-choice").value;
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let chestplate = document.getElementById("chestplate-choice").value;
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let leggings = document.getElementById("leggings-choice").value;
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let boots = document.getElementById("boots-choice").value;
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let ring1 = document.getElementById("ring1-choice").value;
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let ring2 = document.getElementById("ring2-choice").value;
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let bracelet = document.getElementById("bracelet-choice").value;
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let necklace = document.getElementById("necklace-choice").value;
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let weapon = document.getElementById("weapon-choice").value;
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if(helmet===""){
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helmet = "No Helmet";
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}
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if(chestplate===""){
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chestplate = "No Chestplate";
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}
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if(leggings===""){
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leggings = "No Leggings";
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}
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if(boots===""){
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boots = "No Boots";
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}
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if(ring1===""){
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ring1 = "No Ring 1";
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}
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if(ring2===""){
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ring2 = "No Ring 2";
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}
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if(bracelet===""){
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bracelet = "No Bracelet";
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}
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if(necklace===""){
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necklace = "No Necklace";
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}
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if(weapon===""){
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weapon = "No Weapon";
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}
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player_build = new Build(
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106,
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itemMap.get(helmet),
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itemMap.get(chestplate),
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itemMap.get(leggings),
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itemMap.get(boots),
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itemMap.get(ring1),
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itemMap.get(ring2),
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itemMap.get(bracelet),
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itemMap.get(necklace),
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itemMap.get(weapon),
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);
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console.log(player_build.toString());
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let equip_order_text = "Equip order: <br>";
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for (const item of player_build.equip_order) {
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equip_order_text += item.displayName + "<br>";
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}
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setHTML("build-order", equip_order_text);
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player_build.base_skillpoints;
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let skillpoints = player_build.total_skillpoints;
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setValue("str-skp", skillpoints[0]);
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setValue("dex-skp", skillpoints[1]);
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setValue("int-skp", skillpoints[2]);
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setValue("def-skp", skillpoints[3]);
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setValue("agi-skp", skillpoints[4]);
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console.log(skillpoints);
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player_build.assigned_skillpoints;
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setHTML("summary-box", "Summary: Assigned "+player_build.assigned_skillpoints+" skillpoints.");
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displayExpandedItem(expandItem(player_build.helmet), "build-helmet");
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displayExpandedItem(expandItem(player_build.chestplate), "build-chestplate");
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displayExpandedItem(expandItem(player_build.leggings), "build-leggings");
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displayExpandedItem(expandItem(player_build.boots), "build-boots");
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displayExpandedItem(expandItem(player_build.ring1), "build-ring1");
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displayExpandedItem(expandItem(player_build.ring2), "build-ring2");
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displayExpandedItem(expandItem(player_build.bracelet), "build-bracelet");
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displayExpandedItem(expandItem(player_build.necklace), "build-necklace");
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displayExpandedItem(expandItem(player_build.weapon), "build-weapon");
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//setHTML("build-cumulative-stats", player_build.getMeleeDPS()); //Incomplete function
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location.hash = encodeBuild();
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}
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/* Helper function that gets stats ranges for wearable items.
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@param item - an item in Object format.
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*/
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/* A second helper function that takes items from expandItem() and stringifies them.
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@param item - a map with non-rolled Ids as normal key:value pairs and all rolled IDs as 2 separate key:value pairs in the minRoll and maxRoll keys that are mapped to maps.
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TODO: write the function
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*/
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/*An independent helper function that rounds a rolled ID to the nearest integer OR brings the roll away from 0.
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* @param id
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*/
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function idRound(id){
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rounded = Math.round(id);
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if(rounded == 0){
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return 1;
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}else{
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return rounded;
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}
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}
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function resetFields(){
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setValue("helmet-choice", "");
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setValue("helmet-powder", "");
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setValue("chestplate-choice", "");
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setValue("chestplate-powder", "");
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setValue("leggings-choice", "");
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setValue("leggings-powder", "");
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setValue("boots-choice", "");
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setValue("boots-powder", "");
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setValue("ring1-choice", "");
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setValue("ring2-choice", "");
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setValue("bracelet-choice", "");
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setValue("necklace-choice", "");
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setValue("weapon-choice", "");
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setValue("weapon-powder", "");
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setValue("str-skp", "0");
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setValue("dex-skp", "0");
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setValue("int-skp", "0");
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setValue("def-skp", "0");
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setValue("agi-skp", "0");
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}
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load_init(init);
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