524 lines
20 KiB
JavaScript
524 lines
20 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 = "5.1";
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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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// THIS IS SUPER DANGEROUS, WE SHOULD NOT BE KEEPING THIS IN SO MANY PLACES
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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", "defReq", "agiReq", "hprPct", "mr", "sdPct", "mdPct", "ls", "ms", "xpb", "lb", "ref", "str", "dex", "int", "agi", "def", "thorns", "expd", "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 skp_order = ["str","dex","int","def","agi"];
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let skp_elements = ["e","t","w","f","a"];
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let skpReqs = skp_order.map(x => x + "Req");
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let equipment_fields = [
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"helmet",
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"chestplate",
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"leggings",
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"boots",
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"ring1",
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"ring2",
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"bracelet",
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"necklace",
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"weapon"
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];
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let equipment_names = [
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"Helmet",
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"Chestplate",
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"Leggings",
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"Boots",
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"Ring 1",
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"Ring 2",
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"Bracelet",
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"Necklace",
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"Weapon"
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];
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let equipmentInputs = equipment_fields.map(x => x + "-choice");
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let buildFields = equipment_fields.map(x => "build-"+x);
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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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let powderInputs = [
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"helmet-powder",
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"chestplate-powder",
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"leggings-powder",
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"boots-powder",
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"weapon-powder",
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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(6,9,21,4,2), _p(8,14,25,8,3), _p(11,16,31,14,5), _p(15,18,38,22,9), _p(18,22,46,30,13),
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_p(1,8,9,3,1), _p(1,13,11,5,1), _p(2,18,14,9,2), _p(3,24,17,14,4), _p(3,32,22,20,7), _p(5,40,28,28,10),
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_p(3,4,13,3,1), _p(4,7,15,6,1), _p(6,10,17,11,2), _p(8,12,21,18,4), _p(11,14,26,28,7), _p(13,17,32,40,10),
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_p(2,5,14,3,1), _p(4,8,16,5,2), _p(6,10,19,9,3), _p(9,13,24,16,5), _p(12,16,30,25,9), _p(15,19,37,36,13),
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_p(2,6,11,3,1), _p(4,9,14,6,2), _p(7,10,17,10,3), _p(9,13,22,16,5), _p(13,18,28,24,9), _p(16,18,35,34,13)
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];
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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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/* Mapping from item names to set names. */
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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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["armor", "helmet", "No Helmet"],
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["armor", "chestplate", "No Chestplate"],
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["armor", "leggings", "No Leggings"],
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["armor", "boots", "No Boots"],
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["accessory", "ring", "No Ring 1"],
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["accessory", "ring", "No Ring 2"],
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["accessory", "bracelet", "No Bracelet"],
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["accessory", "necklace", "No Necklace"],
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["weapon", "dagger", "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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item.slots = 0;
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item.category = noneItems[i][0];
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item.type = noneItems[i][1];
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item.name = noneItems[i][2];
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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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item.nDam = "0-0";
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item.eDam = "0-0";
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item.tDam = "0-0";
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item.wDam = "0-0";
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item.fDam = "0-0";
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item.aDam = "0-0";
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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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if (noneItems.includes(item)) {
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idMap.set(item.id, "");
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}
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else {
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idMap.set(item.id, item.displayName);
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}
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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 equipment = [null, null, 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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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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if (version === "0" || version === "1" || version === "2" || version === "3") {
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let equipments = info[1];
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for (let i = 0; i < 9; ++i ) {
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equipment[i] = idMap.get(Base64.toInt(equipments.slice(i*3,i*3+3)));
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}
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}
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if (version === "1") {
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let powder_info = info[1].slice(27);
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console.log(powder_info);
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// TODO: Make this run in linear instead of quadratic time... ew
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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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console.log(block);
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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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}
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if (version === "2") {
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save_skp = true;
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let skillpoint_info = info[1].slice(27, 37);
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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 = info[1].slice(37);
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console.log(powder_info);
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// TODO: Make this run in linear instead of quadratic time...
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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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console.log(block);
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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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}
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if(version === "3"){
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level = Base64.toInt(info[1].slice(37,39));
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setValue("level-choice",level);
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save_skp = true;
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let skillpoint_info = info[1].slice(27, 37);
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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 = info[1].slice(39);
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console.log(powder_info);
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// TODO: Make this run in linear instead of quadratic time...
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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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console.log(block);
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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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}
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for (let i in powderInputs) {
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setValue(powderInputs[i], powdering[i]);
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}
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for (let i in equipment) {
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setValue(equipmentInputs[i], equipment[i]);
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}
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calculateBuild(save_skp, skillpoints);
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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 = "3_" + Base64.fromIntN(player_build.helmet.get("id"), 3) +
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Base64.fromIntN(player_build.chestplate.get("id"), 3) +
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Base64.fromIntN(player_build.leggings.get("id"), 3) +
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Base64.fromIntN(player_build.boots.get("id"), 3) +
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Base64.fromIntN(player_build.ring1.get("id"), 3) +
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Base64.fromIntN(player_build.ring2.get("id"), 3) +
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Base64.fromIntN(player_build.bracelet.get("id"), 3) +
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Base64.fromIntN(player_build.necklace.get("id"), 3) +
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Base64.fromIntN(player_build.weapon.get("id"), 3);
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for (const skp of skp_order) {
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build_string += Base64.fromIntN(getValue(skp + "-skp"), 2); // Maximum skillpoints: 2048
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}
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build_string += Base64.fromIntN(player_build.level, 2);
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console.log(Base64.fromIntN(player_build.level, 2));
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for (const _powderset of player_build.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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return build_string;
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}
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return "";
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}
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function calculateBuild(save_skp, skp){
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save_skp = (typeof save_skp !== 'undefined') ? save_skp : false;
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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 equipment = [ null, null, null, null, null, null, null, null, null ];
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for (let i in equipment) {
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let equip = getValue(equipmentInputs[i]);
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if (equip === "") equip = "No " + equipment_names[i];
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equipment[i] = equip;
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}
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let powderings = [];
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for (const i in powderInputs) {
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// read in two characters at a time.
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// TODO: make this more robust.
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let input = getValue(powderInputs[i]);
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let powdering = [];
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while (input) {
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let first = input.slice(0, 2);
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powdering.push(powderIDs.get(first));
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input = input.slice(2);
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}
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powderings.push(powdering);
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}
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//level setting
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let level = document.getElementById("level-choice").value;
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if(level === ""){
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level = 106;
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}
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document.getElementById("level-choice").value = level;
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console.log(equipment);
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player_build = new Build(level, equipment, powderings);
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console.log(player_build.toString());
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displayEquipOrder(document.getElementById("build-order"),player_build.equip_order);
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const assigned = player_build.base_skillpoints;
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const skillpoints = player_build.total_skillpoints;
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for (let i in skp_order){ //big bren
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if(assigned[i] <= 100){
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setText(skp_order[i] + "-skp-base", "Original Value: " + skillpoints[i]);
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}else{
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setHTML(skp_order[i] + "-skp-base", "Original Value: " + skillpoints[i] + "<br>WARNING: cannot assign " + assigned[i] + " skillpoints naturally.");
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}
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}
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if (save_skp) {
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// TODO: reduce duplicated code, @updateStats
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let skillpoints = player_build.total_skillpoints;
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let delta_total = 0;
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for (let i in skp_order) {
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let manual_assigned = skp[i];
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let delta = manual_assigned - skillpoints[i];
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skillpoints[i] = manual_assigned;
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player_build.base_skillpoints[i] += delta;
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delta_total += delta;
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}
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player_build.assigned_skillpoints += delta_total;
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}
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calculateBuildStats();
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}
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function updateStats() {
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let skillpoints = player_build.total_skillpoints;
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let delta_total = 0;
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for (let i in skp_order) {
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let manual_assigned = getValue(skp_order[i] + "-skp");
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let delta = manual_assigned - skillpoints[i];
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skillpoints[i] = manual_assigned;
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player_build.base_skillpoints[i] += delta;
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delta_total += delta;
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}
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player_build.assigned_skillpoints += delta_total;
|
|
calculateBuildStats();
|
|
}
|
|
|
|
function calculateBuildStats() {
|
|
|
|
const assigned = player_build.base_skillpoints;
|
|
const skillpoints = player_build.total_skillpoints;
|
|
let skp_effects = ["% more damage dealt.","% chance to crit.","% spell cost reduction.","% less damage taken.","% chance to dodge."];
|
|
for (let i in skp_order){ //big bren
|
|
setText(skp_order[i] + "-skp-assign", "Manually Assigned: " + assigned[i]);
|
|
setValue(skp_order[i] + "-skp", skillpoints[i]);
|
|
setText(skp_order[i] + "-skp-pct", (skillPointsToPercentage(skillpoints[i])*100).toFixed(1).concat(skp_effects[i]));
|
|
}
|
|
|
|
let summarybox = document.getElementById("summary-box");
|
|
summarybox.textContent = "";
|
|
let skpSummary = document.createElement("p");
|
|
skpSummary.textContent = "Summary: Assigned "+player_build.assigned_skillpoints+" skillpoints. Total: ( " + player_build.total_skillpoints.join(" | ") + " )";
|
|
skpSummary.classList.add("itemp");
|
|
summarybox.append(skpSummary);
|
|
if(player_build.assigned_skillpoints > levelToSkillPoints(player_build.level)){
|
|
let skpWarning = document.createElement("p");
|
|
skpWarning.classList.add("itemp");
|
|
skpWarning.textContent = "WARNING: Too many skillpoints need to be assigned!";
|
|
let skpCount = document.createElement("p");
|
|
skpCount.classList.add("itemp");
|
|
skpCount.textContent = "For level " + player_build.level + ", there are only " + levelToSkillPoints(player_build.level) + " skill points available.";
|
|
summarybox.append(skpWarning);
|
|
summarybox.append(skpCount);
|
|
}
|
|
for(const item of player_build.items){
|
|
if(player_build.level < item.get("lvl")){
|
|
let lvlWarning = document.createElement("p");
|
|
lvlWarning.classList.add("itemp");
|
|
lvlWarning.textContent = "WARNING: The build is level " + player_build.level + " but " + item.get("name") + " requires level " + item.get("lvl") + " to use.";
|
|
summarybox.append(lvlWarning);
|
|
}
|
|
}
|
|
|
|
for (let i in player_build.items) {
|
|
displayExpandedItem(player_build.items[i], buildFields[i]);
|
|
}
|
|
|
|
displayBuildStats(player_build, "build-overall-stats");
|
|
displaySetBonuses(player_build, "set-info");
|
|
|
|
let meleeStats = player_build.getMeleeStats();
|
|
displayMeleeDamage(document.getElementById("build-melee-stats"), document.getElementById("build-melee-statsAvg"), meleeStats);
|
|
|
|
let defenseStats = player_build.getDefenseStats();
|
|
displayDefenseStats(document.getElementById("build-defense-stats"),defenseStats);
|
|
|
|
|
|
//let defenseStats = "";
|
|
|
|
//setHTML("build-defense-stats", "".concat(defenseStats));
|
|
|
|
let spells = spell_table[player_build.weapon.get("type")];
|
|
for (let i = 0; i < 4; ++i) {
|
|
let parent_elem = document.getElementById("spell"+i+"-info");
|
|
let overallparent_elem = document.getElementById("spell"+i+"-infoAvg");
|
|
displaySpellDamage(parent_elem, overallparent_elem, player_build, spells[i], i+1);
|
|
}
|
|
|
|
location.hash = encodeBuild();
|
|
}
|
|
|
|
function resetFields(){
|
|
for (let i in powderInputs) {
|
|
setValue(powderInputs[i], "");
|
|
}
|
|
for (let i in equipmentInputs) {
|
|
setValue(equipmentInputs[i], "");
|
|
}
|
|
setValue("str-skp", "0");
|
|
setValue("dex-skp", "0");
|
|
setValue("int-skp", "0");
|
|
setValue("def-skp", "0");
|
|
setValue("agi-skp", "0");
|
|
location.hash = "";
|
|
}
|
|
|
|
load_init(init);
|
|
|