wynnbuilder-forked-for-changes/js/atree.js
2022-07-16 19:17:51 -07:00

1211 lines
51 KiB
JavaScript

/**
ATreeNode spec:
ATreeNode: {
children: List[ATreeNode] // nodes that this node can link to downstream (or sideways)
parents: List[ATreeNode] // nodes that can link to this one from upstream (or sideways)
ability: atree_node // raw data from atree json
}
atree_node: {
display_name: str
id: int
desc: str
archetype: Optional[str] // not present or empty string = no arch
archetype_req: Optional[int] // default: 0
base_abil: Optional[int] // Modify another abil? poorly defined...
parents: List[int]
dependencies: List[int] // Hard reqs
blockers: List[int] // If any in here are taken, i am invalid
cost: int // cost in AP
display: { // stuff for rendering ATree
row: int
col: int
icon: str
}
properties: Map[str, float] // Dynamic (modifiable) misc. properties; ex. AOE
effects: List[effect]
}
effect: replace_spell | add_spell_prop | convert_spell_conv | raw_stat | stat_scaling
replace_spell: {
type: "replace_spell"
... rest of fields are same as `spell` type (see: damage_calc.js)
}
add_spell_prop: {
type: "add_spell_prop"
base_spell: int // spell identifier
target_part: Optional[str] // Part of the spell to modify. Can be not present/empty for ex. cost modifier.
// If target part does not exist, a new part is created.
behavior: Optional[str] // One of: "merge", "modify". default: merge
// merge: add if exist, make new part if not exist
// modify: change existing part. do nothing if not exist
cost: Optional[int] // change to spellcost
multipliers: Optional[array[float, 6]] // Additive changes to spellmult (for damage spell)
power: Optional[float] // Additive change to healing power (for heal spell)
hits: Optional[Map[str, float]] // Additive changes to hits (for total entry)
display: Optional[str] // Optional change to the displayed entry. Replaces old
}
convert_spell_conv: {
type: "convert_spell_conv"
base_spell: int // spell identifier
target_part: "all" | str // Part of the spell to modify. Can be not present/empty for ex. cost modifier.
// "all" means modify all parts.
conversion: element_str
}
raw_stat: {
type: "raw_stat"
toggle: Optional[bool | str] // default: false; true means create anon. toggle,
// string value means bind to (or create) named button
behavior: Optional[str] // One of: "merge", "modify". default: merge
// merge: add if exist, make new part if not exist
// modify: change existing part. do nothing if not exist
bonuses: List[stat_bonus]
}
stat_bonus: {
"type": "stat" | "prop",
"abil": Optional[int],
"name": str,
"value": float
}
stat_scaling: {
"type": "stat_scaling",
"slider": bool,
"slider_name": Optional[str],
"slider_step": Optional[float],
slider_behavior: Optional[str] // One of: "merge", "modify". default: merge
// merge: add if exist, make new part if not exist
// modify: change existing part. do nothing if not exist
slider_max: Optional[float] // affected by slider_behavior
"inputs": Optional[list[scaling_target]],
"output": scaling_target | List[scaling_target],
"scaling": list[float],
"max": float
}
scaling_target: {
"type": "stat" | "prop",
"abil": Optional[int],
"name": str
}
*/
const elem_mastery_abil = { display_name: "Elemental Mastery", id: 998, properties: {}, effects: [] };
// TODO: Range numbers
const default_abils = {
Mage: [{
display_name: "Mage Melee",
id: 999,
desc: "Mage basic attack.",
properties: {range: 5000},
effects: [default_spells.wand[0]]
}, elem_mastery_abil ],
Warrior: [{
display_name: "Warrior Melee",
id: 999,
desc: "Warrior basic attack.",
properties: {range: 2},
effects: [default_spells.spear[0]]
}, elem_mastery_abil ],
Archer: [{
display_name: "Archer Melee",
id: 999,
desc: "Archer basic attack.",
properties: {range: 20},
effects: [default_spells.bow[0]]
}, elem_mastery_abil ],
Assassin: [{
display_name: "Assassin Melee",
id: 999,
desc: "Assassin basic attack.",
properties: {range: 2},
effects: [default_spells.dagger[0]]
}, elem_mastery_abil ],
Shaman: [{
display_name: "Shaman Melee",
id: 999,
desc: "Shaman basic attack.",
properties: {range: 15, speed: 0},
effects: [default_spells.relik[0]]
}, elem_mastery_abil ],
};
/**
* Update ability tree internal representation. (topologically sorted node list)
*
* Signature: AbilityTreeUpdateNode(player-class: str) => ATree (List of atree nodes in topological order)
*/
const atree_node = new (class extends ComputeNode {
constructor() { super('builder-atree-update'); }
compute_func(input_map) {
if (input_map.size !== 1) { throw "AbilityTreeUpdateNode accepts exactly one input (player-class)"; }
const [player_class] = input_map.values(); // Extract values, pattern match it into size one list and bind to first element
const atree_raw = atrees[player_class];
if (!atree_raw) return [];
let atree_map = new Map();
let atree_head;
for (const i of atree_raw) {
atree_map.set(i.id, {children: [], ability: i});
if (i.parents.length == 0) {
// Assuming there is only one head.
atree_head = atree_map.get(i.id);
}
}
for (const i of atree_raw) {
let node = atree_map.get(i.id);
let parents = [];
for (const parent_id of node.ability.parents) {
let parent_node = atree_map.get(parent_id);
parent_node.children.push(node);
parents.push(parent_node);
}
node.parents = parents;
}
console.log(atree_map);
let atree_topo_sort = [];
topological_sort_tree(atree_head, atree_topo_sort, new Map());
atree_topo_sort.reverse();
return atree_topo_sort;
}
})();
/**
* Create a reverse topological sort of the tree in the result list.
* NOTE: our structure isn't a tree... it isn't even acyclic... but do it anyway i guess...
*
* https://en.wikipedia.org/wiki/Topological_sorting
* @param tree: Root of tree to sort
* @param res: Result list (reverse topological order)
* @param mark_state: Bookkeeping. Call with empty Map()
*/
function topological_sort_tree(tree, res, mark_state) {
const state = mark_state.get(tree);
if (state === undefined) {
// unmarked.
mark_state.set(tree, false); // temporary mark
for (const child of tree.children) {
topological_sort_tree(child, res, mark_state);
}
mark_state.set(tree, true); // permanent mark
res.push(tree);
}
// these cases are not needed. Case 1 does nothing, case 2 should never happen.
// else if (state === true) { return; } // permanent mark.
// else if (state === false) { throw "not a DAG"; } // temporary mark.
}
/**
* Display ability tree from topologically sorted list.
*
* Signature: AbilityTreeRenderNode(atree: ATree) => RenderedATree ( Map[id, RenderedATNode] )
*/
const atree_render = new (class extends ComputeNode {
constructor() {
super('builder-atree-render');
this.fail_cb = true;
this.UI_elem = document.getElementById("atree-ui");
this.list_elem = document.getElementById("atree-header");
}
compute_func(input_map) {
if (input_map.size !== 1) { throw "AbilityTreeRenderNode accepts exactly one input (atree)"; }
const [atree] = input_map.values(); // Extract values, pattern match it into size one list and bind to first element
//for some reason we have to cast to string
this.list_elem.innerHTML = ""; //reset all atree actives - should be done in a more general way later
this.UI_elem.innerHTML = ""; //reset the atree in the DOM
let ret = null;
if (atree) { ret = render_AT(this.UI_elem, this.list_elem, atree); }
//Toggle on, previously was toggled off
toggle_tab('atree-dropdown'); toggleButton('toggle-atree');
return ret;
}
})().link_to(atree_node);
// This exists so i don't have to re-render the UI to push atree updates.
const atree_state_node = new (class extends ComputeNode {
constructor() { super('builder-atree-state'); }
compute_func(input_map) {
if (input_map.size !== 1) { throw "AbilityTreeStateNode accepts exactly one input (atree-rendered)"; }
const [rendered_atree] = input_map.values(); // Extract values, pattern match it into size one list and bind to first element
return rendered_atree;
}
})().link_to(atree_render, 'atree-render');
/**
* Collect abilities and condense them into a list of "final abils".
* This is just for rendering purposes, and for collecting things that modify spells into one chunk.
* I stg if wynn makes abils that modify multiple spells
* ... well we can extend this by making `base_abil` a list instead but annoy
*
* Signature: AbilityTreeMergeNode(player-class: WeaponType, atree: ATree, atree-state: RenderedATree) => Map[id, Ability]
*/
const atree_merge = new (class extends ComputeNode {
constructor() { super('builder-atree-merge'); }
compute_func(input_map) {
const player_class = input_map.get('player-class');
const atree_state = input_map.get('atree-state');
const atree_order = input_map.get('atree');
let abils_merged = new Map();
for (const abil of default_abils[player_class]) {
let tmp_abil = deepcopy(abil);
if (!('desc' in tmp_abil)) {
tmp_abil.desc = [];
}
else if (!Array.isArray(tmp_abil.desc)) {
tmp_abil.desc = [tmp_abil.desc];
}
tmp_abil.subparts = [abil.id];
abils_merged.set(abil.id, tmp_abil);
}
for (const node of atree_order) {
const abil_id = node.ability.id;
if (!atree_state.get(abil_id).active) {
continue;
}
const abil = node.ability;
if ('base_abil' in abil) {
if (abils_merged.has(abil.base_abil)) {
// Merge abilities.
// TODO: What if there is more than one base abil?
let base_abil = abils_merged.get(abil.base_abil);
if (Array.isArray(abil.desc)) { base_abil.desc = base_abil.desc.concat(abil.desc); }
else { base_abil.desc.push(abil.desc); }
base_abil.subparts.push(abil.id);
base_abil.effects = base_abil.effects.concat(abil.effects);
for (let propname in abil.properties) {
base_abil[propname] = abil[propname];
}
}
// do nothing otherwise.
}
else {
let tmp_abil = deepcopy(abil);
if (!Array.isArray(tmp_abil.desc)) {
tmp_abil.desc = [tmp_abil.desc];
}
tmp_abil.subparts = [abil.id];
abils_merged.set(abil_id, tmp_abil);
}
}
return abils_merged;
}
})().link_to(atree_node, 'atree').link_to(atree_state_node, 'atree-state');
/**
* Check if an atree node can be activated.
*
* Return: [yes/no, hard error, reason]
*/
function abil_can_activate(atree_node, atree_state, reachable, archetype_count, points_remain) {
const {parents, ability} = atree_node;
if (parents.length === 0) {
return [true, false, ""];
}
let failed_deps = [];
for (const dep_id of ability.dependencies) {
if (!atree_state.get(dep_id).active) { failed_deps.push(dep_id) }
}
if (failed_deps.length > 0) {
const dep_strings = failed_deps.map(i => '"' + atree_state.get(i).ability.display_name + '"');
return [false, true, 'missing dep: ' + dep_strings.join(", ")];
}
let blocking_ids = [];
for (const blocker_id of ability.blockers) {
if (atree_state.get(blocker_id).active) { blocking_ids.push(blocker_id); }
}
if (blocking_ids.length > 0) {
const blockers_strings = blocking_ids.map(i => '"' + atree_state.get(i).ability.display_name + '"');
return [false, true, 'blocked by: '+blockers_strings.join(", ")];
}
let node_reachable = false;
for (const parent of parents) {
if (reachable.has(parent.ability.id)) {
node_reachable = true;
break;
}
}
if (!node_reachable) {
return [false, false, 'not reachable'];
}
if ('archetype' in ability && ability.archetype !== "") {
if ('archetype_req' in ability && ability.archetype_req !== 0) {
const others = (archetype_count.get(ability.archetype) || 0);
if (others < ability.archetype_req) {
return [false, false, ability.archetype+': '+others+' < '+ability.archetype_req];
}
}
}
if (ability.cost > points_remain) {
return [false, false, "not enough ability points left"];
}
return [true, false, ""];
}
/**
* Validate ability tree.
* Return list of errors for rendering.
*
* Signature: AbilityTreeMergeNode(atree: ATree, atree-state: RenderedATree) => List[str]
*/
const atree_validate = new (class extends ComputeNode {
constructor() { super('atree-validator'); }
compute_func(input_map) {
const atree_state = input_map.get('atree-state');
const atree_order = input_map.get('atree');
const level = parseInt(input_map.get('level'));
if (atree_order.length == 0) { return [0, false, ['no atree data']]; }
let atree_to_add = [];
let atree_not_present = [];
// mark all selected nodes as bright, and mark all other nodes as dark.
// also initialize the "to check" list, and the "not present" list.
for (const node of atree_order) {
const abil = node.ability;
if (atree_state.get(abil.id).active) {
atree_to_add.push([node, 'not reachable', false]);
atree_state.get(abil.id).img.src = '../media/atree/' + abil.display.icon + '_selected.png';
}
else {
atree_not_present.push(abil.id);
atree_state.get(abil.id).img.src = '../media/atree/' + abil.display.icon + '_blocked.png';
}
}
let reachable = new Set();
let abil_points_total = 0;
let archetype_count = new Map();
while (true) {
let _add = [];
for (const [node, fail_reason, fail_hardness] of atree_to_add) {
const {ability} = node;
const [success, hard_error, reason] = abil_can_activate(node, atree_state, reachable, archetype_count, 9999);
if (!success) {
_add.push([node, reason, hard_error]);
continue;
}
if ('archetype' in ability && ability.archetype !== "") {
let val = 1;
if (archetype_count.has(ability.archetype)) {
val = archetype_count.get(ability.archetype) + 1;
}
archetype_count.set(ability.archetype, val);
}
abil_points_total += ability.cost;
reachable.add(ability.id);
}
if (atree_to_add.length == _add.length) {
break;
}
atree_to_add = _add;
}
const atree_level_table = ['lvl0wtf',1,2,2,3,3,4,4,5,5,6,6,7,8,8,9,9,10,11,11,12,12,13,14,14,15,16,16,17,17,18,18,19,19,20,20,20,21,21,22,22,23,23,23,24,24,25,25,26,26,27,27,28,28,29,29,30,30,31,31,32,32,33,33,34,34,34,35,35,35,36,36,36,37,37,37,38,38,38,38,39,39,39,39,40,40,40,40,41,41,41,41,42,42,42,42,43,43,43,43,44,44,44,44,45,45,45];
let AP_cap;
if (isNaN(level)) {
AP_cap = 45;
}
else {
AP_cap = atree_level_table[level];
}
document.getElementById('active_AP_cap').textContent = AP_cap;
document.getElementById("active_AP_cost").textContent = abil_points_total;
const ap_left = AP_cap - abil_points_total;
// using the "not present" list, highlight one-step reachable nodes.
for (const node_id of atree_not_present) {
const node = atree_state.get(node_id);
const [success, hard_error, reason] = abil_can_activate(node, atree_state, reachable, archetype_count, ap_left);
if (success) {
node.img.src = '../media/atree/'+node.ability.display.icon+'.png';
}
}
let hard_error = false;
let errors = [];
if (abil_points_total > AP_cap) {
errors.push('too many ability points assigned! ('+abil_points_total+' > '+AP_cap+')');
}
for (const [node, fail_reason, fail_hardness] of atree_to_add) {
if (fail_hardness) { hard_error = true; }
errors.push(node.ability.display_name + ": " + fail_reason);
}
return [hard_error, errors];
}
})().link_to(atree_node, 'atree').link_to(atree_state_node, 'atree-state');
/**
* Render ability tree.
* Return map of id -> corresponding html element.
*
* Signature: AbilityTreeRenderActiveNode(atree-merged: MergedATree, atree-order: ATree, atree-errors: List[str]) => Map[int, ATreeNode]
*/
const atree_render_active = new (class extends ComputeNode {
constructor() {
super('atree-render-active');
this.list_elem = document.getElementById("atree-active");
}
compute_func(input_map) {
const merged_abils = input_map.get('atree-merged');
const atree_order = input_map.get('atree-order');
const [hard_error, _errors] = input_map.get('atree-errors');
const errors = deepcopy(_errors);
this.list_elem.innerHTML = ""; //reset all atree actives - should be done in a more general way later
// TODO: move to display?
if (errors.length > 0) {
let errorbox = document.createElement('div');
errorbox.classList.add("rounded-bottom", "dark-4", "border", "p-0", "mx-2", "my-4", "dark-shadow");
this.list_elem.appendChild(errorbox);
let error_title = document.createElement('b');
error_title.classList.add("warning", "scaled-font");
error_title.innerHTML = "ATree Error!";
errorbox.appendChild(error_title);
for (let i = 0; i < 5 && i < errors.length; ++i) {
const error = errors[i];
const atree_warning = make_elem("p", ["warning", "small-text"], {textContent: error});
errorbox.appendChild(atree_warning);
}
if (errors.length > 5) {
const error = '... ' + (errors.length-5) + ' errors not shown';
const atree_warning = make_elem("p", ["warning", "small-text"], {textContent: error});
errorbox.appendChild(atree_warning);
}
}
const ret_map = new Map();
const to_render_id = [999, 998];
for (const node of atree_order) {
if (!merged_abils.has(node.ability.id)) {
continue;
}
to_render_id.push(node.ability.id);
}
for (const id of to_render_id) {
const abil = merged_abils.get(id);
let active_tooltip = document.createElement('div');
active_tooltip.classList.add("rounded-bottom", "dark-4", "border", "p-0", "mx-2", "my-4", "dark-shadow");
let active_tooltip_title = document.createElement('b');
active_tooltip_title.classList.add("scaled-font");
active_tooltip_title.innerHTML = abil.display_name;
active_tooltip.appendChild(active_tooltip_title);
for (const desc of abil.desc) {
let active_tooltip_desc = document.createElement('p');
active_tooltip_desc.classList.add("scaled-font-sm", "my-0", "mx-1", "text-wrap");
active_tooltip_desc.textContent = desc;
active_tooltip.appendChild(active_tooltip_desc);
}
ret_map.set(abil.id, active_tooltip);
this.list_elem.appendChild(active_tooltip);
}
return ret_map;
}
})().link_to(atree_node, 'atree-order').link_to(atree_merge, 'atree-merged').link_to(atree_validate, 'atree-errors');
/**
* Collect spells from abilities.
*
* Signature: AbilityCollectSpellsNode(atree-merged: Map[id, Ability]) => List[Spell]
*/
const atree_collect_spells = new (class extends ComputeNode {
constructor() { super('atree-spell-collector'); }
compute_func(input_map) {
const atree_merged = input_map.get('atree-merged');
const [hard_error, errors] = input_map.get('atree-errors');
if (hard_error) { return []; }
let ret_spells = new Map();
for (const [abil_id, abil] of atree_merged.entries()) {
// TODO: Possibly, make a better way for detecting "spell abilities"?
for (const effect of abil.effects) {
if (effect.type === 'replace_spell') {
// replace_spell just replaces all (defined) aspects.
const ret_spell = ret_spells.get(effect.base_spell);
if (ret_spell) {
// NOTE: do not mutate results of previous steps!
for (const key in effect) {
ret_spell[key] = deepcopy(effect[key]);
}
}
else {
ret_spells.set(effect.base_spell, deepcopy(effect));
}
}
}
}
for (const [abil_id, abil] of atree_merged.entries()) {
for (const effect of abil.effects) {
switch (effect.type) {
case 'replace_spell':
// Already handled above.
continue;
case 'add_spell_prop': {
const { base_spell, target_part = null, cost = 0, behavior = 'merge'} = effect;
const ret_spell = ret_spells.get(base_spell);
// TODO: unjankify this...
if ('cost' in ret_spell) { ret_spell.cost += cost; }
if (target_part === null) {
continue;
}
let found_part = false;
for (let part of ret_spell.parts) { // TODO: replace with Map? to avoid this linear search... idk prolly good since its not more verbose to type in json
if (part.name === target_part) {
if ('multipliers' in effect) {
for (const [idx, v] of effect.multipliers.entries()) { // python: enumerate()
part.multipliers[idx] += v;
}
}
else if ('power' in effect) {
part.power += effect.power;
}
else if ('hits' in effect) {
for (const [idx, v] of Object.entries(effect.hits)) { // looks kinda similar to multipliers case... hmm... can we unify all of these three? (make healpower a list)
if (idx in part.hits) { part.hits[idx] += v; }
else { part.hits[idx] = v; }
}
}
else {
throw "uhh invalid spell add effect";
}
found_part = true;
break;
}
}
if (!found_part && behavior === 'merge') { // add part. if behavior is merge
let spell_part = deepcopy(effect);
spell_part.name = target_part; // has some extra fields but whatever
ret_spell.parts.push(spell_part);
}
if ('display' in effect) {
ret_spell.display = effect.display;
}
continue;
}
case 'convert_spell_conv':
const { base_spell, target_part, conversion } = effect;
const ret_spell = ret_spells.get(base_spell);
const elem_idx = damageClasses.indexOf(conversion);
let filter = target_part === 'all';
for (let part of ret_spell.parts) { // TODO: replace with Map? to avoid this linear search... idk prolly good since its not more verbose to type in json
if (filter || part.name === target_part) {
if ('multipliers' in part) {
let total_conv = 0;
for (let i = 1; i < 6; ++i) { // skip neutral
total_conv += part.multipliers[i];
}
let new_conv = [part.multipliers[0], 0, 0, 0, 0, 0];
new_conv[elem_idx] = total_conv;
part.multipliers = new_conv;
}
}
}
continue;
}
}
}
return ret_spells;
}
})().link_to(atree_merge, 'atree-merged').link_to(atree_validate, 'atree-errors');
/**
* Make interactive elements (sliders, buttons)
*
* Signature: AbilityActiveUINode(atree-merged: MergedATree) => Map<str, slider_info>
*
* ElemState: {
* value: int // value for sliders; 0-1 for toggles
* }
*/
const atree_make_interactives = new (class extends ComputeNode {
constructor() { super('atree-make-interactives'); }
compute_func(input_map) {
const merged_abils = input_map.get('atree-merged');
const atree_order = input_map.get('atree-order');
const atree_html = input_map.get('atree-elements');
/**
* slider_info
* label_name: str,
* max: int,
* step: int,
* id: str,
* abil: atree_node
* slider: html element
* }
*/
// Map<str, slider_info>
const slider_map = new Map();
// first, pull out all the sliders.
for (const [abil_id, ability] of merged_abils.entries()) {
for (const effect of ability.effects) {
if (effect['type'] === "stat_scaling" && effect['slider'] === true) {
const { slider_name, slider_behavior = 'merge', slider_max, slider_step } = effect;
if (slider_map.has(slider_name)) {
if (slider_max !== undefined) {
const slider_info = slider_map.get(slider_name);
slider_info.max += slider_max;
}
}
else if (slider_behavior === 'merge') {
slider_map.set(slider_name, {
label_name: slider_name,
max: slider_max,
step: slider_step,
id: "ability-slider"+ability.id,
//color: effect['slider_color'] TODO: add colors to json
abil: ability
});
}
}
}
}
// next, render the sliders onto the abilities.
for (const [slider_name, slider_info] of slider_map.entries()) {
let slider_container = gen_slider_labeled(slider_info);
atree_html.get(slider_info.abil.id).appendChild(slider_container);
slider_info.slider = document.getElementById(slider_info.id);
slider_info.slider.addEventListener("change", (e) => atree_stats.mark_dirty().update());
}
return slider_map;
}
})().link_to(atree_node, 'atree-order').link_to(atree_merge, 'atree-merged').link_to(atree_render_active, 'atree-elements');
/**
* Collect stats from ability tree.
* Return StatMap of added stats (incl. cost modifications as raw cost)
*
* Signature: AbilityTreeStatsNode(atree-merged: MergedATree, build: Build, atree-interactive: Map<str, slider_info>) => StatMap
*/
const atree_stats = new (class extends ComputeNode {
constructor() { super('atree-stats-collector'); }
compute_func(input_map) {
const atree_merged = input_map.get('atree-merged');
const item_stats = input_map.get('build').statMap;
const interactive_map = input_map.get('atree-interactive');
let ret_effects = new Map();
for (const [abil_id, abil] of atree_merged.entries()) {
if (abil.effects.length == 0) { continue; }
for (const effect of abil.effects) {
switch (effect.type) {
case 'stat_scaling':
if (effect.slider) {
if ('output' in effect) { // sometimes nodes will modify slider without having effect.
const slider_val = interactive_map.get(effect.slider_name).slider.value;
let total = Math.floor(round_near(parseInt(slider_val) * effect.scaling[0]));
if ('max' in effect && total > effect.max) { total = effect.max; }
if (Array.isArray(effect.output)) {
for (const output of effect.output) {
if (output.type === 'stat') { // TODO: prop
merge_stat(ret_effects, output.name, total);
}
}
}
else {
if (effect.output.type === 'stat') {
merge_stat(ret_effects, effect.output.name, total);
}
}
}
}
else {
// TODO: type: prop?
let total = 0;
for (const [scaling, input] of zip2(effect.scaling, effect.inputs)) {
total += scaling * item_stats.get(input.name);
}
if (total < 0) { total = 0; } // Normal stat scaling will not go negative.
if ('max' in effect && total > effect.max) { total = effect.max; }
// TODO: output (list...)
if (Array.isArray(effect.output)) {
for (const output of effect.output) {
if (output.type === 'stat') {
merge_stat(ret_effects, output.name, total);
}
}
}
else {
if (effect.output.type === 'stat') {
merge_stat(ret_effects, effect.output.name, total);
}
}
}
continue;
case 'raw_stat':
// TODO: toggles...
for (const bonus of effect.bonuses) {
const { type, name, abil = "", value } = bonus;
// TODO: prop
if (type === "stat") {
merge_stat(ret_effects, name, value);
}
}
continue;
case 'add_spell_prop':
continue;
// TODO unjankify....
// costs are converted to raw cost ID
// const { base_spell, cost = 0} = effect;
// if (cost) {
// const key = "spRaw"+base_spell;
// if (ret_effects.has(key)) { ret_effects.set(key, ret_effects.get(key) + cost); }
// else { ret_effects.set(key, cost); }
// }
// continue;
}
}
}
if (ret_effects.has('baseResist')) {
merge_stat(ret_effects, "defMult", 1 - (ret_effects.get('baseResist') / 100));
}
return ret_effects;
}
})().link_to(atree_merge, 'atree-merged').link_to(atree_make_interactives, 'atree-interactive');
/**
* Construct compute nodes to link builder items and edit IDs to the appropriate display outputs.
* To make things a bit cleaner, the compute graph structure goes like
* [builder, build stats] -> [one agg node that is just a passthrough] -> all the spell calc nodes
* This way, when things have to be deleted i can just delete one node from the dependencies of builder/build stats...
* thats the idea anyway.
*
* Whenever this is updated, it forces an update of all the newly created spell nodes (if the build is clean).
*
* Signature: AbilityEnsureSpellsNodes(spells: Map[id, Spell]) => null
*/
class AbilityTreeEnsureNodesNode extends ComputeNode {
/**
* Kinda "hyper-node": Constructor takes nodes that should be linked to (build node and stat agg node)
*/
constructor(build_node, stat_agg_node) {
super('atree-make-nodes');
this.build_node = build_node;
this.stat_agg_node = stat_agg_node;
// Slight amount of wasted compute to keep internal state non-changing.
this.passthrough = new PassThroughNode('atree-make-nodes_internal').link_to(this.build_node, 'build').link_to(this.stat_agg_node, 'stats');
this.spelldmg_nodes = []; // debugging use
this.spell_display_elem = document.getElementById("all-spells-display");
}
compute_func(input_map) {
console.log('atree make nodes');
this.passthrough.remove_link(this.build_node);
this.passthrough.remove_link(this.stat_agg_node);
this.passthrough = new PassThroughNode('atree-make-nodes_internal').link_to(this.build_node, 'build').link_to(this.stat_agg_node, 'stats');
this.spell_display_elem.textContent = "";
const build_node = this.passthrough.get_node('build'); // aaaaaaaaa performance... savings... help....
const stat_agg_node = this.passthrough.get_node('stats');
const spell_map = input_map.get('spells'); // TODO: is this gonna need more? idk...
// TODO shortcut update path for sliders
for (const [spell_id, spell] of new Map([...spell_map].sort((a, b) => a[0] - b[0])).entries()) {
let spell_node = new SpellSelectNode(spell);
spell_node.link_to(build_node, 'build');
let calc_node = new SpellDamageCalcNode(spell.base_spell);
calc_node.link_to(build_node, 'build').link_to(stat_agg_node, 'stats')
.link_to(spell_node, 'spell-info');
this.spelldmg_nodes.push(calc_node);
let display_elem = document.createElement('div');
display_elem.classList.add("col", "pe-0");
// TODO: just pass these elements into the display node instead of juggling the raw IDs...
let spell_summary = document.createElement('div'); spell_summary.setAttribute('id', "spell"+spell.base_spell+"-infoAvg");
spell_summary.classList.add("col", "spell-display", "spell-expand", "dark-5", "rounded", "dark-shadow", "pt-2", "border", "border-dark");
let spell_detail = document.createElement('div'); spell_detail.setAttribute('id', "spell"+spell.base_spell+"-info");
spell_detail.classList.add("col", "spell-display", "dark-5", "rounded", "dark-shadow", "py-2");
spell_detail.style.display = "none";
display_elem.appendChild(spell_summary); display_elem.appendChild(spell_detail);
let display_node = new SpellDisplayNode(spell.base_spell);
display_node.link_to(stat_agg_node, 'stats');
display_node.link_to(spell_node, 'spell-info');
display_node.link_to(calc_node, 'spell-damage');
this.spell_display_elem.appendChild(display_elem);
}
this.passthrough.mark_dirty().update(); // Force update once.
}
}
/** The main function for rendering an ability tree.
*
* @param {Element} UI_elem - the DOM element to draw the atree within.
* @param {Element} list_elem - the DOM element to list selected abilities within.
* @param {*} tree - the ability tree to work with.
*/
function render_AT(UI_elem, list_elem, tree) {
console.log("constructing ability tree UI");
// increase padding, since images are larger than the space provided
UI_elem.style.paddingRight = "calc(var(--bs-gutter-x) * 1)";
UI_elem.style.paddingLeft = "calc(var(--bs-gutter-x) * 1)";
UI_elem.style.paddingTop = "calc(var(--bs-gutter-x) * .5)";
// add in the "Active" title to atree
let active_row = make_elem("div", ["row", "item-title", "mx-auto", "justify-content-center"]);
let active_word = make_elem("div", ["col-auto"], {textContent: "Active Abilities:"});
let active_AP_container = make_elem("div", ["col-auto"]);
let active_AP_subcontainer = make_elem("div", ["row"]);
let active_AP_cost = make_elem("div", ["col-auto", "mx-0", "px-0"], {id: "active_AP_cost", textContent: "0"});
let active_AP_slash = make_elem("div", ["col-auto", "mx-0", "px-0"], {textContent: "/"});
let active_AP_cap = make_elem("div", ["col-auto", "mx-0", "px-0"], {id: "active_AP_cap"});
let active_AP_end = make_elem("div", ["col-auto", "mx-0", "px-0"], {textContent: " AP"});
active_AP_container.appendChild(active_AP_subcontainer);
active_AP_subcontainer.append(active_AP_cost, active_AP_slash, active_AP_cap, active_AP_end);
active_row.append(active_word, active_AP_container);
list_elem.appendChild(active_row);
let atree_map = new Map();
let atree_connectors_map = new Map()
let max_row = 0;
for (const i of tree) {
atree_map.set(i.ability.id, {ability: i.ability, connectors: new Map(), active: false});
if (i.ability.display.row > max_row) {
max_row = i.ability.display.row;
}
}
// Copy graph structure.
for (const i of tree) {
let node_wrapper = atree_map.get(i.ability.id);
node_wrapper.parents = [];
node_wrapper.children = [];
for (const parent of i.parents) {
node_wrapper.parents.push(atree_map.get(parent.ability.id));
}
for (const child of i.children) {
node_wrapper.children.push(atree_map.get(child.ability.id));
}
}
// Setup grid.
for (let j = 0; j <= max_row; j++) {
let row = document.createElement('div');
row.classList.add("row");
row.id = "atree-row-" + j;
for (let k = 0; k < 9; k++) {
col = document.createElement('div');
col.classList.add('col', 'px-0');
col.style = "position: relative; aspect-ratio: 1/1;"
row.appendChild(col);
}
UI_elem.appendChild(row);
}
for (const _node of tree) {
let node_wrap = atree_map.get(_node.ability.id);
let ability = _node.ability;
// create connectors based on parent location
for (let parent of node_wrap.parents) {
node_wrap.connectors.set(parent, []);
let parent_abil = parent.ability;
const parent_id = parent_abil.id;
let connect_elem = document.createElement("div");
connect_elem.style = "background-size: cover; width: 200%; height: 200%; position: absolute; top: -50%; left: -50%; image-rendering: pixelated;";
// connect up
for (let i = ability.display.row - 1; i > parent_abil.display.row; i--) {
const coord = i + "," + ability.display.col;
let connector = connect_elem.cloneNode();
node_wrap.connectors.get(parent).push(coord);
resolve_connector(atree_connectors_map, coord, {connector: connector, connections: [0, 0, 1, 1]});
}
// connect horizontally
let min = Math.min(parent_abil.display.col, ability.display.col);
let max = Math.max(parent_abil.display.col, ability.display.col);
for (let i = min + 1; i < max; i++) {
const coord = parent_abil.display.row + "," + i;
let connector = connect_elem.cloneNode();
node_wrap.connectors.get(parent).push(coord);
resolve_connector(atree_connectors_map, coord, {connector: connector, connections: [1, 1, 0, 0]});
}
// connect corners
if (parent_abil.display.row != ability.display.row && parent_abil.display.col != ability.display.col) {
const coord = parent_abil.display.row + "," + ability.display.col;
let connector = connect_elem.cloneNode();
node_wrap.connectors.get(parent).push(coord);
let connections = [0, 0, 0, 1];
if (parent_abil.display.col > ability.display.col) {
connections[1] = 1;
}
else {// if (parent_node.display.col < node.display.col && (parent_node.display.row != node.display.row)) {
connections[0] = 1;
}
resolve_connector(atree_connectors_map, coord, {connector: connector, connections: connections});
}
}
// create node
let node_elem = document.createElement('div');
let icon = ability.display.icon;
if (icon === undefined) {
icon = "node";
}
let node_img = document.createElement('img');
node_img.src = '../media/atree/'+icon+'.png';
node_img.style = "width: 200%; height: 200%; position: absolute; top: -50%; left: -50%; image-rendering: pixelated; z-index: 1;";
node_elem.appendChild(node_img);
node_wrap.img = node_img;
// create hitbox
// this is necessary since images exceed the size of their square, but should only be interactible within that square
let hitbox = document.createElement("div");
hitbox.style = "position: absolute; cursor: pointer; left: 0; top: 0; width: 100%; height: 100%; z-index: 2;"
node_elem.appendChild(hitbox);
node_wrap.elem = node_elem;
node_wrap.all_connectors_ref = atree_connectors_map;
hitbox.addEventListener('click', function(e) {
if (e.target !== this && e.target!== this.children[0]) {return;}
atree_set_state(node_wrap, !node_wrap.active);
atree_state_node.mark_dirty().update();
});
// add tooltip
// tooltips are being changed to generate on mouseover for fin444's future style updates
// this is being implemented before those updates since it helps with a hotfix
hitbox.addEventListener('mouseover', function(e) {
if (e.target !== this) {
return;
}
if (node_wrap.tooltip_elem) {
node_wrap.tooltip_elem.remove();
delete node_wrap.tooltip_elem;
}
node_wrap.tooltip_elem = generateTooltip(UI_elem, node_elem, ability);
});
hitbox.addEventListener('mouseout', function(e) {
if (e.target !== this) {
return;
}
if (node_wrap.tooltip_elem) {
node_wrap.tooltip_elem.remove();
delete node_wrap.tooltip_elem;
}
});
document.getElementById("atree-row-" + ability.display.row).children[ability.display.col].appendChild(node_elem);
};
atree_render_connection(atree_connectors_map);
return atree_map;
};
function generateTooltip(UI_elem, node_elem, ability) {
let tooltip = document.createElement('div');
tooltip.classList.add("rounded-bottom", "dark-4", "border", "p-0", "mx-2", "my-4", "dark-shadow");
// tooltip text formatting
let tooltip_title = document.createElement('b');
tooltip_title.classList.add("scaled-font");
tooltip_title.innerHTML = ability.display_name;
tooltip.appendChild(tooltip_title);
if ('archetype' in ability && ability.archetype !== "") {
let tooltip_archetype = document.createElement('p');
tooltip_archetype.classList.add("scaled-font");
tooltip_archetype.innerHTML = "(Archetype: " + ability.archetype+")";
tooltip.appendChild(tooltip_archetype);
}
let tooltip_desc = document.createElement('p');
tooltip_desc.classList.add("scaled-font-sm", "my-0", "mx-1", "text-wrap");
tooltip_desc.textContent = ability.desc;
tooltip.appendChild(tooltip_desc);
let tooltip_cost = document.createElement('p');
tooltip_cost.classList.add("scaled-font-sm", "my-0", "mx-1", "text-start");
tooltip_cost.textContent = "Cost: " + ability.cost + " AP";
tooltip.appendChild(tooltip_cost);
tooltip.style.position = "absolute";
tooltip.style.zIndex = "100";
tooltip.style.top = (node_elem.getBoundingClientRect().top + window.pageYOffset + 50) + "px";
tooltip.style.left = UI_elem.getBoundingClientRect().left + "px";
tooltip.style.width = UI_elem.getBoundingClientRect().width * 0.95 + "px";
UI_elem.appendChild(tooltip);
return tooltip;
}
// resolve connector conflict, when they occupy the same cell.
function resolve_connector(atree_connectors_map, pos, new_connector) {
if (!atree_connectors_map.has(pos)) {
atree_connectors_map.set(pos, new_connector);
return;
}
let existing = atree_connectors_map.get(pos).connections;
for (let i = 0; i < 4; ++i) {
existing[i] += new_connector.connections[i];
}
}
function set_connector_type(connector_info) { // left right up down
connector_info.type = "";
for (let i = 0; i < 4; i++) {
connector_info.type += connector_info.connections[i] == 0 ? "0" : "1";
}
}
// draw the connector onto the screen
function atree_render_connection(atree_connectors_map) {
for (let i of atree_connectors_map.keys()) {
let connector_info = atree_connectors_map.get(i);
let connector_elem = connector_info.connector;
let connector_img = document.createElement('img');
set_connector_type(connector_info);
connector_img.src = '../media/atree/connect_'+connector_info.type+'.png';
connector_img.style = "width: 100%; height: 100%;"
connector_elem.replaceChildren(connector_img);
connector_info.highlight = [0, 0, 0, 0];
let target_elem = document.getElementById("atree-row-" + i.split(",")[0]).children[i.split(",")[1]];
if (target_elem.children.length != 0) {
// janky special case...
connector_elem.style.display = 'none';
}
target_elem.appendChild(connector_elem);
};
};
// toggle the state of a node.
function atree_set_state(node_wrapper, new_state) {
let icon = node_wrapper.ability.display.icon;
if (icon === undefined) {
icon = "node";
}
if (new_state) {
node_wrapper.active = true;
node_wrapper.elem.children[0].src = "../media/atree/" + icon + "_selected.png";
}
else {
node_wrapper.active = false;
node_wrapper.elem.children[0].src = "../media/atree/" + icon + ".png";
}
let atree_connectors_map = node_wrapper.all_connectors_ref;
for (const parent of node_wrapper.parents) {
if (parent.active) {
atree_set_edge(atree_connectors_map, parent, node_wrapper, new_state); // self->parent state only changes if parent is on
}
}
for (const child of node_wrapper.children) {
if (child.active) {
atree_set_edge(atree_connectors_map, node_wrapper, child, new_state); // Same logic as above.
}
}
};
function atree_set_edge(atree_connectors_map, parent, child, state) {
const connectors = child.connectors.get(parent);
const parent_row = parent.ability.display.row;
const parent_col = parent.ability.display.col;
const child_row = child.ability.display.row;
const child_col = child.ability.display.col;
let state_delta = (state ? 1 : -1);
let child_side_idx = (parent_col > child_col ? 0 : 1);
let parent_side_idx = 1 - child_side_idx;
for (const connector_label of connectors) {
let connector_info = atree_connectors_map.get(connector_label);
let connector_elem = connector_info.connector;
let highlight_state = connector_info.highlight; // left right up down
let connector_img_elem = document.createElement("img");
connector_img_elem.style = "width: 100%; height: 100%;";
const ctype = connector_info.type;
let num_1s = 0;
for (let i = 0; i < 4; i++) {
if (ctype.charAt(i) == "1") {
num_1s++;
}
}
if (num_1s > 2) { // t branch or 4-way
const [connector_row, connector_col] = connector_label.split(',').map(x => parseInt(x));
if (connector_row === parent_row) {
highlight_state[parent_side_idx] += state_delta;
}
else {
highlight_state[2] += state_delta; // up connection guaranteed.
}
if (connector_col === child_col) {
highlight_state[3] += state_delta;
}
else {
highlight_state[child_side_idx] += state_delta;
}
let render = "";
for (let i = 0; i < 4; i++) {
render += highlight_state[i] === 0 ? "0" : "1";
}
if (render == "0000") {
connector_img_elem.src = "../media/atree/connect_" + ctype + ".png";
} else {
connector_img_elem.src = "../media/atree/connect_" + ctype + "_" + render + ".png";
}
connector_elem.replaceChildren(connector_img_elem);
continue;
}
// lol bad overloading, [0] is just the whole state
highlight_state[0] += state_delta;
if (highlight_state[0] > 0) {
connector_img_elem.src = '../media/atree/connect_' + ctype + '_1.png';
connector_elem.replaceChildren(connector_img_elem);
}
else {
connector_img_elem.src = '../media/atree/connect_'+ctype+'.png';
connector_elem.replaceChildren(connector_img_elem);
}
}
}