wynnbuilder-forked-for-changes/dev/index.html
hppeng-wynn 2561feb621
Wynn versioning method (#238)
* Update tomes.json with 2.0 tomes

Added the 18 new weapon tomes coming in update 2.0.
Also fixed fabled t1 weapon tomes having level 80 instead of 60.

* Update tome_map.json with 2.0 tomes

Added the 18 new weapon tomes coming in update 2.0.

* Add missing regression tests

* Encode and decode V8, initial files

* Adding shortcut load

use json directly meme

* Dummy data for 2.0.1.2 (same as 2.0.1.1)

update documentation slightly

* Tier 3 tomes, and update files from api

.... tech debt... when binary encode

* Change versioning system to use query instead of hash

hopefully less breaking change; also just prettier

* More misc bugfix

Fix race condition in builder graph load
Fix loading empty hash
Add boundless set tag and set bonus
Update mage atree

* Data files for wynn version 2.0.1.2, and updated atree const json

* Add ability for nodes to have (single) archetype req but no archetype

Possibly we want to make a more general req system

* Finish inputting rest of the atree changes

hopefully

* Minify index.html

* Add tree decoding pseudocode to dev/index.html

* Update V8 docs

* Style fixes, bump db versions

* missing... semicolons...

Co-authored-by: FrozenEarth <39888817+FrozenEarth-git@users.noreply.github.com>
Co-authored-by: hppeng <hppeng>
2022-12-16 10:29:01 +00:00

1036 lines
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<!DOCTYPE html>
<html scroll-behavior="smooth">
<head>
<title>WynnBuilder Dev</title>
<link rel="icon" href="../media/icons/new/atlas64.png">
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<body id="body" class="all" style="overflow-y: scroll">
<div id="main-sidebar" class="sidebar dark-7 dark-shadow">
<a href="../builder/"><img src="../media/icons/new/builder.png" alt="WynnBuilder"
title="WynnBuilder"><b>WynnBuilder</b></a>
<a href="../crafter/"><img src="../media/icons/new/crafter.png" alt="WynnCrafter"
title="WynnCrafter"><b>WynnCrafter</b></a>
<a href="../items/"><img src="../media/icons/new/searcher.png" alt="WynnAtlas"
title="WynnAtlas"><b>WynnAtlas</b></a>
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title="WynnCustom"><b>WynnCustom</b></a>
<a href="../map/"><img src="../media/icons/new/compass.png" alt="WynnGPS" title="WynnGPS"><b>WynnGPS</b></a>
<a href="../wynnfo/"><img src="../media/icons/new/book.png" alt="Wynnfo"
title="WynnCrafter"><b>WynnCrafter</b></a>
<a href="" onclick="toggleIcons()"><img src="../media/icons/new/reload.png" alt=""
title="Swap items on page"><b>Swap Icon Style</b></a>
<hr />
<a href = "https://discord.gg/CGavnAnerv" target = "_blank"><img src = "../media/icons/discord.png" alt = "WB Discord" title = "WB Discord"><b>WB Discord</b></a>
</div>
<div class="container text-light px-5 scaled-font">
<div class="row justify-content-center page-title">
Wynnbuilder Developer Page
</div>
<div class="row">
Welcome to the Wynnbuilder page for developers! Here we provide documentation and specifications for our
website. Read through these sections to learn more about how WynnBuilder works!
</div>
<div class="row section" title="Decoding WynnBuilder links">
<p>
This section is about the encoding schemes Wynnbuilder uses for its various saveable items (builds,
crafted items, and custom items).
</p>
<p>
We use a Base 64 (B64) encode/decode system in most shareable links. It would be quite clunky to put a
bunch of numbers (the data we save and read) into one link. To save some space, we compress the
base 10 numerical alphabet into a custom B64 alphabet.
</p>
<div class="row section" title="WB Base 64 (B64)">
<p>
The Wynnbuilder B64 character table:
</p>
<pre class="full-width">
0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz+-
^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^
| | | | | | | | | | | | |
0 5 10 15 20 25 30 35 40 45 50 55 60 </pre>
<p>
The B64 encoding of a number (in the 0 to 63 range) is equal to the character at the index
within the above string.
</p>
<p>
For example, if we have a set of items with id numbers in the range [<number>0</number>,
<number>10000</number>], we need at most 3 B64 characters to encode any of these items
in the link! The item of id <number>1337</number> corresponds to the B64 hash <code>0Kv</code>:
<math>1337 = 0 * 4096 + 20 * 64 + 57</math>, <number>0</number> maps to <code>0</code>,
<number>20</number> maps to <code>K</code>, and <number>57</number> maps to <code>v</code>.
</p>
<p>
Decoding is a little different. We can either interpret the B64 string as a <b>signed</b> or <b>unsigned</b> number (signed: using 2s complement binary).
</p>
<p>
Things that should be interpreted as <b>signed</b> are:
</p>
<ul class = "indent">
<li>Skill Points</li>
<li>Any numerical identification value for custom items</li>
</ul>
<p>
Things that should be interpreted as <b>unsigned</b> are:
</p>
<ul class = "indent">
<li>Item ID numbers</li>
<li>Tome ID numbers</li>
<li>Build Level</li>
<li>Ingredient ID numbers</li>
<li>Recipe ID numbers</li>
<li>Powder numbers</li>
</ul>
</div>
<p>
Now that we understand the B64 system, we can move on to the way builds, crafted items, and custom items are stored in links.
</p>
<div class="row section" title="Builds">
<p>
First, what do we need in order to encode an entire build?
</p>
<p>
Wynnbuilder mainly runs calculations for damages and defense. Therefore, we need:
</p>
<ul class="indent">
<li>The build's items (equipment, tomes)</li>
<li>The skill points distributed by the user (and user level)</li>
<li>Item powderings</li>
</ul>
<p>
Wynnbuilder assigns each item in the Wynncraft item pool to a unique ID number.
<!-- For example, the bracelet <b class="atlas">Atlas</b>
has an id number of <number>167</number>. We can then store all of a build's item pool items in a link with the items' id numbers. A
similar idea is used for skill points and powders. However, we know how many different skills there are already (5), so we can encode
the user's assignment of skill points in 5 numbers. With powders, it's a little different. There are 31 "states" of powder: 1 for no
powder and then 5 elements with 6 tiers of powder for each element. We will know how many available powder slots we have based on our
equipment. We can then put all of these numbers in a specific order (after running B64 encoding) to get our build link. -->
</p>
<div class = "row section" title = "ID number specifics">
<p>
For items, you can download the item DB here: <a href = "../clean.json" target = "_blank">clean.json</a>. Each item has an id value that can be put in a map. The NoneItem ID numbers start at 10000 in the canonical order: [helmet, chestplate, leggings, boots, ring 1, ring 2, bracelet, necklace, weapon] (No Weapon has an id of 10008).
</p>
<p>
For tomes, you can download the tome DB here: <a href = "../tome_map.json" target = "_blank">tome_map.json</a>. The NoneTome ID numbers start at 61 in the order [no weapon tome, no armor tome, no guild tome] so that we can store tome IDs in 1 B64 character.
</p>
<p>
For powders: id numbers <number>1</number> through <number>30</number> map to Earth I, Earth II, ..., Earth VI,
etc. in the order Earth, Thunder, Water, Fire, Air. 0 is the id number for no powder.
</p>
</div>
<p>
All build links starting from Version 8 may look like "?v=[wynn version number]#[version number]_[build hash]".
The query section is optional.
</p>
<p>
All build links older than Version 8 look like "#[version number]_[build hash]".
</p>
<div class="row section" title="Version 8">
<p>
Version 8 was made to account for an oversight made when designing the tome encoding, and to signal the beginning of versions that support wynn version history. Version 8 and higher links may start with a query indicating the wynn version to use.
</p>
<p>
Additionally, Version 8 uses 2 characters instead of 1 character to encode the ID of each tome. (The IDs representing NONE tomes does not change.)
</p>
</div>
<div class="row section" title="Version 7">
<p>
Version 7 was made to account for ability trees in wynncraft 2.0. Version 7 introduces a new field at the end of the build hash, for ability tree data. Atree data is compressed using a depth first search algorithm into a binary blob, which is then base-64 encoded and appended to the V6 hash. The binry blob is decompressed by using the corresponding traversal.
</p>
<p>
The tree structure defining the ability tree can be found in a json file (by default, <code>js/builder/atree_constants_min.json</code>). The file defines connections between the ability tree nodes: Each node has an unordered list of parent nodes, and an ordered list of child nodes.
</p>
<p>
A reference implementation of the encoding/decoding algorithms can be found in <code>js/builder/build_encode_decode.js</code>. A pseudocode description of the algorithms is given here:
</p>
<code style="white-space: pre">
// Encode an ability tree configuration into a binary blob.
// NOTE: this algorithm only works for "connected" (valid) ability trees.
// Its behavior is not well defined otherwise.
//
// Parameters:
// tree_data: Object containing ability tree structure.
// tree_state: Object containing info about which abilities are selected.
function encode(tree_data, tree_state):
return_vector = BitVector()
visited = Set()
function recursive_traverse(head_node):
for each child of head_node, in order:
if child is not in visited:
add child to visited set
if tree_state.is_active(child):
append bit 1 to return_vector
recursive_traverse(child)
else:
append bit 0 to return_vector
recursive_traverse(tree_data.root)
return return_vector
// Decode a binary blob into an ability tree configuration
//
// Parameters:
// tree_data: Object containing ability tree structure.
// tree_state: Object containing info about which abilities are selected.
// tree_bitvector: raw binary data, accessed one bit at a time
function decode(tree_data, tree_state, tree_bitvector):
i = 0
visited = Set()
function recursive_traverse(head_node):
for each child of head_node, in order:
if child is not in visited:
add child to visited set
if tree_bitvector[i]:
child.active = True
recursive_traverse(child)
else:
child.active = False
i = i + 1
</code>
</div>
<div class="row section" title="Version 6">
<p>
Version 6 was made to account for the desire to save tomes in a build.
</p>
<div class = "row section" title = "Example 1: With Tomes">
<code class="full-width">
https://hppeng-wynn.github.io/builder/#6_06W2SH0D40Qq2SK2SL02d0og0Qi191V-E0i2C1g0000100nZ6ZU6FCDo
</code>
<p>
Build hash format:
</p>
<ul class = "indent">
<li>
<number>9</number> items from <code>idMap</code> (<number>3</number> B64 characters each):
<code>06W</code>,
<code>2SH</code>,
<code>0D4</code>,
<code>0Qq</code>,
<code>2SK</code>,
<code>2SL</code>,
<code>02d</code>,
<code>0og</code>,
<code>0Qi</code>
</li>
<li>
<number>5</number> skill point totals (<number>2</number> B64 characters each):
<code>19</code>,
<code>1V</code>,
<code>-E</code>,
<code>0i</code>,
<code>2C</code>
</li>
<li>
<number>1</number> player level (<number>2</number> B64 characters):
<code>1g</code>
</li>
<li>
A <b>variable</b> number of powder "blocks" (<number>5</number> B64 characters which give us <number>6</number> powders per block).
<ul class = "indent">
<li>For each of the 5 powderable equipment fields [helmet, chestplate, leggings, boots, weapon], we will have the following:</li>
<li><number>1</number> B64 character that says that we need <number>n</number> blocks for this item.</li>
<li><number>n</number> blocks of <number>5</number> B64 characters.</li>
<li>
Since there are 4 <code>0</code>s (B64 0 = 0 unsigned) in this example, we have no powders on any of the armor piece (no blocks).
</li>
<li>
Then, we have <code>1</code> (B64 1 = 1 unsigned). There is 1 block of powders to decode for the weapon item. That is <code>00nZ6</code>.
</li>
<ul class = "indent">
<li>The unsigned equivalent of <code>00nZ6</code> in binary is 30 <b>binary</b> bits long (omitted). Each section of 5 bits directly corresponds to an powder ID.</li>
</ul>
</ul>
</li>
<li>
<number>7</number> tomes (<number>1</number> character each):
<code>ZU6FCDo</code>
<ul class = "indent">
<li>The order of tomes listed is [2x weapon tome, 4x armor tome, 1x guild tome].</li>
</ul>
</li>
</ul>
</div>
</div>
<div class="row section" title="Version 5">
<p>
Version 5 was made to allow for the ability to save custom items. To learn the specifics about custom item encoding, refer to the Custom Items section.
</p>
<p>
As of the last version of this documentation, version 5 is only used for encoding when there are custom items (and no tomes) in the build.
</p>
<div class = "row section" title = "Example 1: With Custom Item">
<code class = "full-width">
https://hppeng-wynn.github.io/builder/#5_06W00mCI-10000JCustom%20Chestplate0220510G020Fe0M0201a0D40Qq2SK2SL02d0og0Qi191V-E0i2C1g0000100nZ6zz++++-
</code>
<p>
Build Hash format:
</p>
<ul class = "indent">
<li>
<number>9</number> items from <code>idMap</code> (<number>3</number> B64 characters each):
<code>06W</code>,
<code>00m</code> (with the custom item <code>CI-10000JCustom%20Chestplate0220510G020Fe0M0201a</code>),
<code>0D4</code>,
<code>0Qq</code>,
<code>2SK</code>,
<code>2SL</code>,
<code>02d</code>,
<code>0og</code>,
<code>0Qi</code>
<ul class = "indent">
<li>Starting in this version, to encode a custom item we substitute in the length of the full hash of a custom item ("CI-[gibberish]") in <number>3</number> B64 characters for the item ID, followed by the full hash.</li>
<li>When decoding build links of this version or higher, you must check whether or not the 3 characters after the current item are "CI-". If they are, the current 3 characters are the B64 representation of the unsigned length of the custom item hash (<math>n</math>), in characters. Then the next <math>n</math> characters make up the full custom item hash.</li>
<li>No existing item has an item ID of "CI-" in B64, so we can define a special case check for this "id number".</li>
<li>Further details on parsing and loading this custom item are in the Custom Item section.</li>
</ul>
</li>
<li>
<number>5</number> skill point totals (<number>2</number> B64 characters each):
<code>19</code>,
<code>1V</code>,
<code>-E</code>,
<code>0i</code>,
<code>2C</code>
</li>
<li>
<number>1</number> player level (<number>2</number> B64 characters):
<code>1g</code>
</li>
<li>
A <b>variable</b> number of powder "blocks" (<number>5</number> B64 characters which give us <number>6</number> powders per block).
<ul class = "indent">
<li>For each of the 5 powderable equipment fields [helmet, chestplate, leggings, boots, weapon], we will have the following:</li>
<li><number>1</number> B64 character that says that we need <number>n</number> blocks for this item.</li>
<li><number>n</number> blocks of <number>5</number> B64 characters.</li>
<li>
Since there are 4 <code>0</code>s (B64 0 = 0 unsigned) in this example, we have no powders on any of the armor piece (no blocks).
</li>
<li>
Then, we have <code>1</code> (B64 1 = 1 unsigned). There is 1 block of powders to decode for the weapon item. That is <code>00nZ6</code>.
</li>
<ul class = "indent">
<li>The unsigned equivalent of <code>00nZ6</code> in binary is 30 <b>binary</b> bits long (omitted). Each section of 5 bits directly corresponds to an powder ID.</li>
</ul>
</ul>
</li>
</ul>
</div>
<p>
It is possible that version 5 links will have an extra tome section at the end like above (see: Version 6 section). We ignore this in decoding.
</p>
</div>
<div class="row section" title="Version 4">
<p>
Version 4 was made to allow for the ability to save crafted items. To learn the specifics about crafted item encoding, refer to the Crafted Items section.
</p>
<p>
As of the last version of this documentation, version 4 is the default version and is used when there are no custom items or tomes in the build.
</p>
<div class = "row section" title = "Example 1: No Crafted Items">
<code class = "full-width">
https://hppeng-wynn.github.io/builder/#4_06W2SH0D40Qq2SK2SL02d0og0Qi191V-E0i2C1g0000100nZ6zz++++-
</code>
<p>
Build Hash format:
</p>
<ul class = "indent">
<li>
<number>9</number> items from <code>idMap</code> (<number>3</number> N64 characters each):
<code>06W</code>,
<code>2SH</code>,
<code>0D4</code>,
<code>0Qq</code>,
<code>2SK</code>,
<code>2SL</code>,
<code>02d</code>,
<code>0og</code>,
<code>0Qi</code>
</li>
<li>
<number>5</number> skill point totals (<number>2</number> B64 characters each):
<code>19</code>,
<code>1V</code>,
<code>-E</code>,
<code>0i</code>,
<code>2C</code>
</li>
<li>
<number>1</number> player level (<number>2</number> B64 characters):
<code>1g</code>
</li>
<li>
A <b>variable</b> number of powder "blocks" (<number>5</number> B64 characters which give us <number>6</number> powders per block).
<ul class = "indent">
<li>For each of the 5 powderable equipment fields [helmet, chestplate, leggings, boots, weapon], we will have the following:</li>
<li><number>1</number> B64 character that says that we need <number>n</number> blocks for this item.</li>
<li><number>n</number> blocks of <number>5</number> B64 characters.</li>
<li>
Since there are 4 <code>0</code>s (B64 0 = 0 unsigned) in this example, we have no powders on any of the armor piece (no blocks).
</li>
<li>
Then, we have <code>1</code> (B64 1 = 1 unsigned). There is 1 block of powders to decode for the weapon item. That is <code>00nZ6</code>.
</li>
<ul class = "indent">
<li>The unsigned equivalent of <code>00nZ6</code> in binary is 30 <b>binary</b> bits long (omitted). Each section of 5 bits directly corresponds to an powder ID.</li>
</ul>
</ul>
</li>
</ul>
</div>
<div class = "row section" title = "Example 2: With Crafted Items">
<code class = "full-width">
https://hppeng-wynn.github.io/builder/#4_06WCR-1628i8v8v94948f210D40Qq2SK2SL02d0og0Qi1Q1V-E0l2C1g0000100nZ6zz++++-
</code>
<p>
Build Hash format:
</p>
<ul class = "indent">
<li>
<number>9</number> items from <code>idMap</code> (<number>3</number> B64 characters each):
<code>06W</code>,
<code>CR-1628i8v8v94948f21</code>,
<code>0D4</code>,
<code>0Qq</code>,
<code>2SK</code>,
<code>2SL</code>,
<code>02d</code>,
<code>0og</code>,
<code>0Qi</code>
<ul class = "indent">
<li>Starting in this version, you can substitute in the full hash of a crafted item ("CR-[gibberish]") for the 3-character hash of an item pool item.</li>
<li>The way we can tell that an item is a crafted item is when the 3-character hash of the 'item' is "CR-". No existing item has an item ID of "CR-" in B64, so we can define a special case check for this "id number".</li>
<li>Further details on parsing and loading this custom item are in the Crafted Item section.</li>
</ul>
</li>
<li>
<number>5</number> skill point totals (<number>2</number> B64 characters each):
<code>19</code>,
<code>1V</code>,
<code>-E</code>,
<code>0i</code>,
<code>2C</code>
</li>
<li>
<number>1</number> player level (<number>2</number> B64 characters):
<code>1g</code>
</li>
<li>
A <b>variable</b> number of powder "blocks" (<number>5</number> B64 characters which give us <number>6</number> powders per block).
<ul class = "indent">
<li>For each of the 5 powderable equipment fields [helmet, chestplate, leggings, boots, weapon], we will have the following:</li>
<li><number>1</number> B64 character that says that we need <number>n</number> blocks for this item.</li>
<li><number>n</number> blocks of <number>5</number> B64 characters.</li>
<li>
Since there are 4 <code>0</code>s (B64 0 = 0 unsigned) in this example, we have no powders on any of the armor piece (no blocks).
</li>
<li>
Then, we have <code>1</code> (B64 1 = 1 unsigned). There is 1 block of powders to decode for the weapon item. That is <code>00nZ6</code>.
</li>
<ul class = "indent">
<li>The unsigned equivalent of <code>00nZ6</code> in binary is 30 <b>binary</b> bits long (omitted). Each section of 5 bits directly corresponds to an powder ID.</li>
</ul>
</ul>
</li>
</ul>
</div>
<p>
It is possible that version 4 links will have an extra tome string like above (see: Version 6 section) after the powders. You can ignore this in decoding.
</p>
</div>
<div class="row section" title="Version 3">
<p>
Version 3 encoding added the ability to save build level.
</p>
<div class = "row section" title = "Example">
<code class="full-width">
https://hppeng-wynn.github.io/builder/#3_06W2SH0D40Qq2SK2SL02d0og0Qi191V-E0i2C1g0000100nZ6
</code>
<p>
Build hash format:
</p>
<ul class = "indent">
<li>
<number>9</number> items from <code>idMap</code> (<number>3</number> B64 characters each):
<code>06W</code>,
<code>2SH</code>,
<code>0D4</code>,
<code>0Qq</code>,
<code>2SK</code>,
<code>2SL</code>,
<code>02d</code>,
<code>0og</code>,
<code>0Qi</code>
</li>
<li>
<number>5</number> skill point totals (<number>2</number> B64 characters each):
<code>19</code>,
<code>1V</code>,
<code>-E</code>,
<code>0i</code>,
<code>2C</code>
</li>
<li>
<number>1</number> player level (<number>2</number> B64 characters):
<code>1g</code>
</li>
<li>
A <b>variable</b> number of powder "blocks" (<number>5</number> B64 characters which give us <number>6</number> powders per block).
<ul class = "indent">
<li>For each of the 5 powderable equipment fields [helmet, chestplate, leggings, boots, weapon], we will have the following:</li>
<li><number>1</number> B64 character that says that we need <number>n</number> blocks for this item.</li>
<li><number>n</number> blocks of <number>5</number> B64 characters.</li>
<li>
Since there are 4 <code>0</code>s (B64 0 = 0 unsigned) in this example, we have no powders on any of the armor piece (no blocks).
</li>
<li>
Then, we have <code>1</code> (B64 1 = 1 unsigned). There is 1 block of powders to decode for the weapon item. That is <code>00nZ6</code>.
</li>
<ul class = "indent">
<li>The unsigned equivalent of <code>00nZ6</code> in binary is 30 <b>binary</b> bits long (omitted). Each section of 5 bits directly corresponds to an powder ID.</li>
</ul>
</ul>
</li>
</ul>
</div>
</div>
<div class="row section" title="Version 2">
<p>
Version 2 encoding added the ability to save skill point info.
</p>
<div class = "row section" title = "Example">
<code class="full-width">
https://hppeng-wynn.github.io/builder/#2_06W2SH0D40Qq2SK2SL02d0og0Qi191V-E0i2C0000100nZ6
</code>
<p>
Build hash format:
</p>
<ul class = "indent">
<li>
<number>9</number> items from <code>idMap</code> (<number>3</number> B64 characters each):
<code>06W</code>,
<code>2SH</code>,
<code>0D4</code>,
<code>0Qq</code>,
<code>2SK</code>,
<code>2SL</code>,
<code>02d</code>,
<code>0og</code>,
<code>0Qi</code>
</li>
<li>
<number>5</number> skill point totals (<number>2</number> B64 characters each):
<code>19</code>,
<code>1V</code>,
<code>-E</code>,
<code>0i</code>,
<code>2C</code>
</li>
<li>
A <b>variable</b> number of powder "blocks" (<number>5</number> B64 characters which give us <number>6</number> powders per block).
<ul class = "indent">
<li>For each of the 5 powderable equipment fields [helmet, chestplate, leggings, boots, weapon], we will have the following:</li>
<li><number>1</number> B64 character that says that we need <number>n</number> blocks for this item.</li>
<li><number>n</number> blocks of <number>5</number> B64 characters.</li>
<li>
Since there are 4 <code>0</code>s (B64 0 = 0 unsigned) in this example, we have no powders on any of the armor piece (no blocks).
</li>
<li>
Then, we have <code>1</code> (B64 1 = 1 unsigned). There is 1 block of powders to decode for the weapon item. That is <code>00nZ6</code>.
</li>
<ul class = "indent">
<li>The unsigned equivalent of <code>00nZ6</code> in binary is 30 <b>binary</b> bits long (omitted). Each section of 5 bits directly corresponds to an powder ID.</li>
</ul>
</ul>
</li>
</ul>
</div>
</div>
<div class="row section" title="Version 1">
<p>
Version 1 is the very first encoding version by Wynnbuilder. It allows for saving all equipment (armors, accessories, weapon) and powders put on that equipment.
</p>
<div class = "row section" title = "Example">
<code class="full-width">
https://hppeng-wynn.github.io/builder/#1_06W2SH0D40Qq2SK2SL02d0og0Qi0000100nZ6
</code>
<p>
Build hash format:
</p>
<ul class = "indent">
<li>
<number>9</number> items from <code>idMap</code> (<number>3</number> B64 characters each):
<code>06W</code>,
<code>2SH</code>,
<code>0D4</code>,
<code>0Qq</code>,
<code>2SK</code>,
<code>2SL</code>,
<code>02d</code>,
<code>0og</code>,
<code>0Qi</code>
</li>
<li>
A <b>variable</b> number of powder "blocks" (<number>5</number> B64 characters which give us <number>6</number> powders per block).
<ul class = "indent">
<li>For each of the 5 powderable equipment fields [helmet, chestplate, leggings, boots, weapon], we will have the following:</li>
<li><number>1</number> B64 character that says that we need <number>n</number> blocks for this item.</li>
<li><number>n</number> blocks of <number>5</number> B64 characters.</li>
<li>
Since there are 4 <code>0</code>s (B64 0 = 0 unsigned) in this example, we have no powders on any of the armor piece (no blocks).
</li>
<li>
Then, we have <code>1</code> (B64 1 = 1 unsigned). There is 1 block of powders to decode for the weapon item. That is <code>00nZ6</code>.
</li>
<ul class = "indent">
<li>The unsigned equivalent of <code>00nZ6</code> in binary is 30 <b>binary</b> bits long (omitted). Each section of 5 bits directly corresponds to an powder ID.</li>
</ul>
</ul>
</li>
</ul>
</div>
</div>
</div>
<div class="row section" title="Crafted Items">
<p>
This section is about how to decode crafted items. To view an example of a crafted item in a build, check out <b>Builds > Version 4</b>.
</p>
<p>
Crafted items always start with "CR-" so that they are, as an entire category, distinguishable from item pool items. The ingredients and materials that make up the crafted item are stored in the rest of the "hash".
</p>
<p>
To encode all the info about a crafted item, we need:
</p>
<ul class = "indent">
<li>Ingredient Data</li>
<li>Recipe Data</li>
<li>Crafting Material Tiers</li>
<li>Attack Speed (for weapons)</li>
</ul>
<p>
Wynnbuilder assigns each ingredient and recipe to a unique ID number.
</p>
<div class = "row section" title = "ID number specifics">
<p>
For ingredients, you can download the ingredient id map here: <a href = "../ing_map.json" target = "_blank">ing_map.json</a>. The ID number for No Ingredient is 4000.
</p>
<p>
For recipes, you can download the recipe id map here: <a href = "../recipe_map.json" target = "_blank">recipe_map.json</a> or the recipe DB here: <a href = "recipes_clean.json" target = "_blank">recipes_clean.json</a>.
</p>
</div>
<div class = "row section" title = "Version 1">
<p>
This is the first version of crafted item encoding. Crafted Items are always stored in a constant number of B64 characters.
</p>
<div class = "row section" title = "Example - Crafted Item">
<p>
This example shows how to parse a crafted item hash.
</p>
<code class = "full-width">
CR-1628i8v8v94948f21
</code>
<p>
Crafted item hash format:
</p>
<ul class = "indent">
<li><number>3</number> characters to denote item type as crafted: <code>CR-</code> (always)</li>
<li><number>1</number> character for encoding version: <code>1</code> </li>
<li><number>6</number> ingredient IDs (<number>2</number> B64 characters each):
<code>62</code>,
<code>8i</code>,
<code>8v</code>,
<code>8v</code>,
<code>94</code>,
<code>94</code>
</li>
<li><number>2</number> B64 characters for recipe ID: <code>8f</code></li>
<li><number>1</number> character to encode material tiers: <code>2</code>
<ul class = "indent">
<li>There are 2 material tiers to decode. The ordering of materials is determined by their order within the corresponding recipe object held in the db.</li>
<li>The material tier character (from here on <math>t</math>) is in the range [<number>1</number>, <number>9</number>]. </li>
<li>Mat 1's tier is equal to <math>t % 3</math> except when this yields 0, in which case it becomes 3.</li>
<li>Mat 2's tier is equal to ceil(<math> (t - 0.5) / 3</math>).</li>
</ul>
</li>
<li><number>1</number> character to encode attack speed: <code>1</code>
<ul class = "indent">
<li>The integer after doing unsigned decoding from the B64 character denotes the index within the following array: [SLOW, NORMAL, FAST]. B64 <code>1</code> maps to the unsigned integer <number>1</number>, meaning that the attack speed of this crafted item would be NORMAL if it were a weapon.</li>
<li>Note: although only weapons will have attack speed, we decided to include the character in all crafted item hashes to keep a constant hash length.</li>
</ul>
</li>
</ul>
<p>
You may need to parse a crafted item from a wynnbuilder crafter link.
</p>
<code class = "full-width">
https://hppeng-wynn.github.io/crafter/#1628i8v8v94948f21
</code>
<p>
We can simply take the string after the octothorpe/hash tag (#), tack on "CR-" in front of this string, and arrive at the full hash for the crafted item in question. Decode using the same logic as the previous example.
</p>
</div>
</div>
</div>
<div class="row section" title="Custom Items">
<p>
This section is about how to decode custom items. To view an example of a custom item in a build, check out <b>Builds > Version 5</b>.
</p>
<p>
Custom items always start with "CI-" so that they are, as an entire category, distinguishable from item pool items. The stats and values that make up the custom item are stored in the rest of the "hash".
</p>
<div class = "row section" title = "Version 1">
<p>This is the first version of custom item encoding and decoding.</p>
<p>You will need the full array of item identification saving order and all non-rolled identifications (ex: name). View them below.</p>
<div class = "row section" title = "Important Arrays">
<p> ID saving order: <code>ci_save_order = ["name", "lore", "tier", "set", "slots", "type", "material", "drop", "quest", "nDam", "fDam", "wDam", "aDam", "tDam", "eDam", "atkSpd", "hp", "fDef", "wDef", "aDef", "tDef", "eDef", "lvl", "classReq", "strReq", "dexReq", "intReq", "defReq", "agiReq","str", "dex", "int", "agi", "def", "id", "skillpoints", "reqs", "nDam_", "fDam_", "wDam_", "aDam_", "tDam_", "eDam_", "majorIds", "hprPct", "mr", "sdPct", "mdPct", "ls", "ms", "xpb", "lb", "ref", "thorns", "expd", "spd", "atkTier", "poison", "hpBonus", "spRegen", "eSteal", "hprRaw", "sdRaw", "mdRaw", "fDamPct", "wDamPct", "aDamPct", "tDamPct", "eDamPct", "fDefPct", "wDefPct", "aDefPct", "tDefPct", "eDefPct", "spPct1", "spRaw1", "spPct2", "spRaw2", "spPct3", "spRaw3", "spPct4", "spRaw4", "rainbowRaw", "sprint", "sprintReg", "jh", "lq", "gXp", "gSpd","durability","duration","charges"];</code> </p>
<p> Non-rolled string IDs: <code>nonRolled_strings = ["name", "lore", "tier", "set", "type", "material", "drop", "quest", "majorIds", "classReq", "atkSpd", "displayName", "nDam", "fDam", "wDam", "aDam", "tDam", "eDam", "nDam_", "fDam_", "wDam_", "aDam_", "tDam_", "eDam_", "durability", "duration"];</code></p>
<p> Rolled IDs: <code>rolledIDs = ["hprPct", "mr", "sdPct", "mdPct", "ls", "ms", "xpb", "lb", "ref", "thorns", "expd", "spd", "atkTier", "poison", "hpBonus", "spRegen", "eSteal", "hprRaw", "sdRaw", "mdRaw", "fDamPct", "wDamPct", "aDamPct", "tDamPct", "eDamPct", "fDefPct", "wDefPct", "aDefPct", "tDefPct", "eDefPct", "spPct1", "spRaw1", "spPct2", "spRaw2", "spPct3", "spRaw3", "spPct4", "spRaw4", "rainbowRaw", "sprint", "sprintReg", "jh", "lq", "gXp", "gSpd"];</code></p>
<p> Non-rolled IDs: <code>nonRolledIDs = ["name", "lore", "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", "str", "dex", "int", "agi", "def", "fixID", "category", "id", "skillpoints", "reqs", "nDam_", "fDam_", "wDam_", "aDam_", "tDam_", "eDam_", "majorIds"];</code></p>
<p> Tiers: <code>tiers = ["Normal", "Unique", "Rare", "Legendary", "Fabled", "Mythic", "Set", "Crafted"]</code></p>
<p> Types: <code>types = [ "helmet", "chestplate", "leggings", "boots", "ring", "bracelet", "necklace", "wand", "spear", "bow", "dagger", "relik", "potion", "scroll", "food"];</code></p>
<p> Attack Speeds: <code>attackSpeeds = ["SUPER_SLOW", "VERY_SLOW", "SLOW", "NORMAL", "FAST", "VERY_FAST", "SUPER_FAST"];</code></p>
<p> Class Requirements: <code>classes = ["Warrior", "Assassin", "Mage", "Archer", "Shaman"]</code> </p>
</div>
<div class = "row section" title = "Example">
<p>
Here's an example of a custom item hash.
</p>
<code class = "full-width">
CI-10000HMeta%20Chestplate010Gbest%20in%20slot0240401030510G0302SG0H020Fe0I020Fe0J020Fe0K020Fe0L020Fe0M0201Y0i0200U220z0204iKK150200U22160200U22170200U22180200U22190200U22
</code>
<p>
Given a custom item hash, we will in general continue to parse through many identifications and their values until we reach the end of the custom item hash.
</p>
<p>
Custom item hash format:
</p>
<ul class = "indent">
<li><number>1</number> B64 character denoting encoding/decoding version number: <code>1</code></li>
<li><number>1</number> character denoting whether or not this item has fixed IDs: <code>0</code>. (0 for no fixed IDs, 1 for fixed IDs)</li>
<li>A series of encoded identifications, each taking a variable number of characters. For every ID, we have to save:
<ul class = "indent">
<li><number>2</number> B64 characters that represent the identification ID (its index in the CI save order array). </li>
<li><number>2</number> B64 characters that represent the length <math>len</math> of the value of the identification.</li>
<li>A variable number characters to encode the value of the identification.
<li>For string-valued identifications (in the non-rolled strings array), we do not use any encoding for the value. The next <number>len</number> characters of the custom item hash is the raw value of the identification (before substituting space for "%20").
<ul class = "indent">
<li>Exception: for the identifications <code>tier</code>, <code>type</code>, <code>atkSpd</code>, and <code>classReq</code>, there is no string used. They are encoded as a numerical value representing an index in a pre-defined array (check the Important Arrays section above). They also do not use the earlier-specified 2 characters to store length; instead, they each use only 1 B64 character to store their index in their corresponding arrays.</li>
</ul>
</li>
<li>For numerical-valued identifications, encoding depends on the fixed ID value from before.
<ul class = "indent">
<li>Rolled IDs (with non-fixed IDs):
<ul class = "indent">
<li><number>1</number> character to denote the sign of the min and max values: 0 for both positive, 1 for negative min and positive max, 2 for positive min and negative max, and 3 for both negative.</li>
<li><number>len</number> B64 characters that represent the unsigned <b>minimum</b> value of the identification.</li>
<li><number>len</number> B64 characters that represent the unsigned <b>maximum</b> value of the identification.</li>
</ul>
</li>
<li>Rolled IDs (with fixed IDs) and Non-Rolled IDs:
<ul class = "indent">
<li><number>1</number> character (binary bit) to denote the sign of the value (0 positive, 1 negative).</li>
<li><number>len</number> B64 characters that represent the unsigned value of the identification.</li>
</ul>
</li>
</ul>
</li>
</li>
</ul>
</li>
<li>To finish the example, we'll go through all the actual identifications of the provided custom item.
<ul class = "indent">
<li>"CI-" constant portion</li>
<li>Encoding version number: <code>1</code></li>
<li>Fixed IDs: <code>0</code> (non-fixed IDs)</li>
<li><code>000HMeta%20Chestplate</code>
<ul class = "indent">
<li>ID name: <code>00</code> ("name")</li>
<li>ID value length: <code>0H</code> (<number>17</number>)</li>
<li>ID value: <code>Meta%20Chestplate</code> ("Meta Chestplate")</li>
</ul>
</li>
<li><code>010Gbest%20in%20slot</code>
<ul class = "indent">
<li>ID name: <code>01</code> ("lore")</li>
<li>ID value length: <code>0G</code> (<number>16</number>)</li>
<li>ID value: <code>best%20in%20slot</code> ("best in slot")</li>
</ul>
</li>
<li><code>024</code>
<ul class = "indent">
<li>ID name: <code>02</code> ("tier")</li>
<li>ID value length: None (exception) </li>
<li>ID value: <code>4</code> (tiers[4] = "Fabled")</li>
</ul>
</li>
<li><code>040103</code>
<ul class = "indent">
<li>ID name: <code>04</code> ("slots")</li>
<li>ID value length: <code>01</code> (<number>1</number>)</li>
<li>ID sign: <code>0</code> (positive)</li>
<li>ID value: <code>3</code> (<number>3</number>)</li>
</ul>
</li>
<li><code>051</code>
<ul class = "indent">
<li>ID name: <code>05</code> ("type")</li>
<li>ID value length: None (exception)</li>
<li>ID value: <code>1</code> (types[1] = "chestplate")</li>
</ul>
</li>
<li><code>0G0302SG</code>
<ul class = "indent">
<li>ID name: <code>0G</code> ("hp")</li>
<li>ID value length: <code>03</code> (<number>3</number>) </li>
<li>ID sign: <code>0</code> (positive)</li>
<li>ID value: <code>2SG</code> (<number>10000</number>)</li>
</ul>
</li>
<li><code>0H020Fe</code>
<ul class = "indent">
<li>ID name: <code>0H</code> ("fDef")</li>
<li>ID value length: <code>02</code> (<number>2</number>) </li>
<li>ID sign: <code>0</code> (positive)</li>
<li>ID value: <code>Fe</code> (<number>1000</number>)</li>
</ul>
</li>
<li><code>0I020Fe</code>
<ul class = "indent">
<li>ID name: <code>0I</code> ("wDef")</li>
<li>ID value length: <code>02</code> (<number>2</number>) </li>
<li>ID sign: <code>0</code> (positive)</li>
<li>ID value: <code>Fe</code> (<number>1000</number>)</li>
</ul>
</li>
<li><code>0J020Fe</code>
<ul class = "indent">
<li>ID name: <code>0J</code> ("aDef")</li>
<li>ID value length: <code>02</code> (<number>2</number>) </li>
<li>ID sign: <code>0</code> (positive)</li>
<li>ID value: <code>Fe</code> (<number>1000</number>)</li>
</ul>
</li>
<li><code>0K020Fe</code>
<ul class = "indent">
<li>ID name: <code>0K</code> ("tDef")</li>
<li>ID value length: <code>02</code> (<number>2</number>) </li>
<li>ID sign: <code>0</code> (positive)</li>
<li>ID value: <code>Fe</code> (<number>1000</number>)</li>
</ul>
</li>
<li><code>0L020Fe</code>
<ul class = "indent">
<li>ID name: <code>0L</code> ("eDef")</li>
<li>ID value length: <code>02</code> (<number>2</number>) </li>
<li>ID sign: <code>0</code> (positive)</li>
<li>ID value: <code>Fe</code> (<number>1000</number>)</li>
</ul>
</li>
<li><code>0M0201Y</code>
<ul class = "indent">
<li>ID name: <code>0M</code> ("lvl")</li>
<li>ID value length: <code>02</code> (<number>2</number>) </li>
<li>ID sign: <code>0</code> (positive)</li>
<li>ID value: <code>1Y</code> (<number>98</number>)</li>
</ul>
</li>
<li><code>0i0200U22</code>
<ul class = "indent">
<li>ID name: <code>0i</code> ("hprPct")</li>
<li>ID value length: <code>02</code> (<number>2</number>) </li>
<li>ID sign: <code>0</code> (both positive)</li>
<li>ID value minimum: <code>0U</code> (<number>30</number>)</li>
<li>ID value maximum: <code>22</code> (<number>130</number>)</li>
</ul>
</li>
<li><code>0z0204iKK</code>
<ul class = "indent">
<li>ID name: <code>0z</code> ("hprRaw")</li>
<li>ID value length: <code>02</code> (<number>2</number>) </li>
<li>ID sign: <code>0</code> (both positive)</li>
<li>ID value minimum: <code>4i</code> (<number>300</number>)</li>
<li>ID value maximum: <code>KK</code> (<number>1300</number>)</li>
</ul>
</li>
<li><code>0z0204iKK</code>
<ul class = "indent">
<li>ID name: <code>0z</code> ("hprRaw")</li>
<li>ID value length: <code>02</code> (<number>2</number>) </li>
<li>ID sign: <code>0</code> (both positive)</li>
<li>ID value minimum: <code>4i</code> (<number>300</number>)</li>
<li>ID value maximum: <code>KK</code> (<number>1300</number>)</li>
</ul>
</li>
<li><code>150200U22</code>
<ul class = "indent">
<li>ID name: <code>15</code> ("fDefPct")</li>
<li>ID value length: <code>02</code> (<number>2</number>) </li>
<li>ID sign: <code>0</code> (both positive)</li>
<li>ID value minimum: <code>0U</code> (<number>30</number>)</li>
<li>ID value maximum: <code>22</code> (<number>130</number>)</li>
</ul>
</li>
<li><code>160200U22</code>
<ul class = "indent">
<li>ID name: <code>16</code> ("wDefPct")</li>
<li>ID value length: <code>02</code> (<number>2</number>) </li>
<li>ID sign: <code>0</code> (both positive)</li>
<li>ID value minimum: <code>0U</code> (<number>30</number>)</li>
<li>ID value maximum: <code>22</code> (<number>130</number>)</li>
</ul>
</li>
<li><code>170200U22</code>
<ul class = "indent">
<li>ID name: <code>17</code> ("aDefPct")</li>
<li>ID value length: <code>02</code> (<number>2</number>) </li>
<li>ID sign: <code>0</code> (both positive)</li>
<li>ID value minimum: <code>0U</code> (<number>30</number>)</li>
<li>ID value maximum: <code>22</code> (<number>130</number>)</li>
</ul>
</li>
<li><code>180200U22</code>
<ul class = "indent">
<li>ID name: <code>18</code> ("tDefPct")</li>
<li>ID value length: <code>02</code> (<number>2</number>) </li>
<li>ID sign: <code>0</code> (both positive)</li>
<li>ID value minimum: <code>0U</code> (<number>30</number>)</li>
<li>ID value maximum: <code>22</code> (<number>130</number>)</li>
</ul>
</li>
<li><code>190200U22</code>
<ul class = "indent">
<li>ID name: <code>19</code> ("eDefPct")</li>
<li>ID value length: <code>02</code> (<number>2</number>) </li>
<li>ID sign: <code>0</code> (both positive)</li>
<li>ID value minimum: <code>0U</code> (<number>30</number>)</li>
<li>ID value maximum: <code>22</code> (<number>130</number>)</li>
</ul>
</li>
</ul>
</li>
</ul>
<!-- TODO -->
<p>
You may need to parse a custom item from a Wynnbuilder customizer link.
</p>
<code class = "full-width">
hppeng-wynn.github.io/custom/#10000HMeta%20Chestplate010Gbest%20in%20slot0240401030510G0302SG0H020Fe0I020Fe0J020Fe0K020Fe0L020Fe0M0201Y0i0200U220z0204iKK150200U22160200U22170200U22180200U22190200U22
</code>
<p>
Similar to crafted items, the part of the link after the "#" is the rest of the custom item after the "CI-" constant portion. You may need to convert all "%20" to spaces manually.
</p>
<p>
Details on reading custom items in build links are provided in the Decoding WB links > Builds section.
</p>
</div>
</div>
</div>
<p>
Last updated: 30 May 2022
</p>
</div>
<div class="row section" title="Wynnbuilder Internals (compute graph)">
<p>
This section is about how Wynnbuilder's main builder page processes user input and calculates results.
Might be useful if you want to script wynnbuilder or extend it! Or for wynnbuilder developers (internal docs).
</p>
<div class="row section" title="Why?">
<p>
Modeling wynnbuilder's internal computations as a directed graph has a few advantages:
</p>
<ul class = "indent">
<li>Each compute "node" is small(er); easier to debug.</li>
<li>Information flow is specified explicitly (easier to debug).</li>
<li>Easy to build caching for arbitrary computations (only calculate what u need)</li>
<li>Stateless builder! Abstract the entire builder as a chain of function calls</li>
<li>Makes for pretty pictures</li>
</ul>
</div>
<div class="row section" title="TODO ComputeNode details">
TODO
</div>
<p>
An overview of wynnbuilder's internal structure can be seen <a href = "./compute_graph.svg" target = "_blank">here</a>. Arrows indicate flow of information.
Colors correspond roughly as follows:
</p>
<img src="./builder_colorcode.png"/>
<p>
The overall logic flow is as follows:
<ul class = "indent">
<li>Item and Powder inputs are parsed. Powders are applied to items.</li>
<li>Items and level information are combined to make a build.</li>
<li>Information from input fields for skill points and edit IDs is collected into an ID bonuses table.</li>
<li>Information about active powder specials, strength boosts, etc. are collected into their own ID tables.</li>
<li>All of the above tables are merged with the build's stats table to produce the "Final" ID bonus table.</li>
<li>Which spell variant (think: major id) to use for each of the 4 spells is computed based on the build.</li>
<li>Spell damage is calculated, using the merged stat table, spell info, and weapon info.</li>
</ul>
</p>
<p>
Outputs are computed as follows:
<ul class = "indent">
<li>Input box highlights are computed from the items produced by item input box nodes.</li>
<li>Item display is computed from item input boxes.</li>
<li>Build hash/URL is computed from the build, and skillpoint assignment.</li>
<li>Spell damage is displayed based on calculated spell damage results.</li>
<li>Build stats are displayed by builder-stats-display (this same node also displays a bunch of stuff at the bottom of the screen...)</li>
</ul>
</p>
<div class="row section" title="Gotchas">
<p>
The build sets default skillpoints and edited IDs automatically, whenever a build item/level is updated.
This is done using "soft links" by two nodes shown in red (builder-skillpoint-setter and builder-id-setter).
</p>
<p>
A soft link is where something goes and manually marks nodes dirty and calls their update methods.
This is useful for these cases because the skillpoints and editable ID fields usually take their value from
user input, but in some cases we want to programatically set them.
</p>
<p>
For example another soft link (not shown) is used to implement the reset button.
</p>
</div>
</div>
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