d9e5d6da95
* Fix enraged blow typo; allow "or" and "and" in adv search
...forgot to update json
* Lacerate is blocked by Echo, not Mirror Image
* Misc bugfix
Fix bug with skillpoints and negative set bonus
Add final multiplier for echo
* Clean up testing folder
and add script for quick plotting pairs of ids/item values
* Fix typo in better lightweaver
add to the correct dps
* Partial update to 2.0.2.3 (festival of heroes)
patch:
- ing changes (manual)
- two endgame items (the ones that I got customs for)
bugfix:
- Fix bug in reverse mapping that mapped item "type" to "accessoryType"
* Forgot to commit all the 2.0.2.3 data files...
* Fix epilogue displayName
* Fix minor incorrectness with fromIntV invocation
don't think this was a bug? but its not the correct number of arguments lol
* Move powder ingreds to ing load sequence
not used anywhere else
also, remove extra prints in crafter
* Refactor powder special display
fix quake/chain/courage not displaying some powder special information 💀
* Finally fix satsujin to work with powder specials
thanks to powder special display refactor
* Fix mask of the awakened giving outdated stats
e
* Add prologue and gleeman's tale
wynn api when
...fix epilgoue
---------
Co-authored-by: hppeng <hppeng>
278 lines
11 KiB
JavaScript
278 lines
11 KiB
JavaScript
/**
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* Apply skillpoint bonuses from an item.
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* Also applies set deltas.
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* Modifies the skillpoints array.
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*/
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function apply_skillpoints(skillpoints, item, activeSetCounts) {
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for (let i = 0; i < 5; i++) {
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skillpoints[i] += item.skillpoints[i];
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}
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const setName = item.set;
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if (setName) { // undefined/null means no set.
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let setCount = activeSetCounts.get(setName);
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let old_bonus = {};
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if (setCount) {
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old_bonus = sets.get(setName).bonuses[setCount-1];
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activeSetCounts.set(setName, setCount + 1);
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}
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else {
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setCount = 0;
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activeSetCounts.set(setName, 1);
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}
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const new_bonus = sets.get(setName).bonuses[setCount];
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//let skp_order = ["str","dex","int","def","agi"];
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for (const i in skp_order) {
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const delta = (new_bonus[skp_order[i]] || 0) - (old_bonus[skp_order[i]] || 0);
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skillpoints[i] += delta;
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}
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}
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}
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/**
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* Apply skillpoints until this item can be worn.
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* Also applies set deltas.
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* Confusingly, does not modify the skillpoints array.
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* Instead, return an array of deltas.
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*/
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function apply_to_fit(skillpoints, item, skillpoint_min, activeSetCounts) {
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let applied = [0, 0, 0, 0, 0];
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for (let i = 0; i < 5; i++) {
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if (item.skillpoints[i] < 0 && skillpoint_min[i]) {
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const unadjusted = skillpoints[i] + item.skillpoints[i];
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const delta = skillpoint_min[i] - unadjusted;
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if (delta > 0) {
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applied[i] += delta;
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}
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}
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if (item.reqs[i] == 0) continue;
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skillpoint_min[i] = Math.max(skillpoint_min[i], item.reqs[i] + item.skillpoints[i]);
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const req = item.reqs[i];
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const cur = skillpoints[i];
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if (req > cur) {
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const diff = req - cur;
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applied[i] += diff;
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}
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}
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const setName = item.set;
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if (setName) { // undefined/null means no set.
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const setCount = activeSetCounts.get(setName);
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if (setCount) {
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const old_bonus = sets.get(setName).bonuses[setCount-1];
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const new_bonus = sets.get(setName).bonuses[setCount];
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//let skp_order = ["str","dex","int","def","agi"];
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for (const i in skp_order) {
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const set_delta = (new_bonus[skp_order[i]] || 0) - (old_bonus[skp_order[i]] || 0);
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if (set_delta < 0 && skillpoint_min[i]) {
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const unadjusted = skillpoints[i] + set_delta;
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const delta = skillpoint_min[i] - unadjusted;
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if (delta > 0) {
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applied[i] += delta;
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}
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}
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}
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}
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}
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return applied;
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}
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function calculate_skillpoints(equipment, weapon) {
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// const start = performance.now();
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// Calculate equipment equipping order and required skillpoints.
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// Return value: [equip_order, best_skillpoints, final_skillpoints, best_total];
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let fixed = [];
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let consider = [];
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let noboost = [];
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let crafted = [];
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weapon.skillpoints = weapon.get('skillpoints');
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weapon.reqs = weapon.get('reqs');
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weapon.set = weapon.get('set');
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for (const item of equipment) {
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item.skillpoints = item.get('skillpoints');
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item.reqs = item.get('reqs');
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item.set = item.get('set');
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if (item.get("crafted")) {
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crafted.push(item);
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}
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// TODO hack: We will treat ALL set items as unsafe :(
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else if (item.set !== null) {
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consider.push(item);
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}
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else if (item.get("reqs").every(x => x === 0) && item.skillpoints.every(x => x >= 0)) {
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// All reqless item without -skillpoints.
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fixed.push(item);
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}
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else if (item.skillpoints.every(x => x <= 0)) {
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noboost.push(item);
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}
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else {
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consider.push(item);
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}
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}
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// Separate out the no req items and add them to the static skillpoint base.
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let static_skillpoints_base = [0, 0, 0, 0, 0]
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let static_activeSetCounts = new Map()
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for (const item of fixed) {
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apply_skillpoints(static_skillpoints_base, item, static_activeSetCounts);
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}
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let best = consider;
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let final_skillpoints = static_skillpoints_base.slice();
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let best_skillpoints = [0, 0, 0, 0, 0];
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let best_total = Infinity;
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let best_activeSetCounts = static_activeSetCounts;
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let allFalse = [0, 0, 0, 0, 0];
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if (consider.length > 0 || noboost.length > 0 || crafted.length > 0) {
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// Try every combination and pick the best one.
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const [root, terminal, sccs] = construct_scc_graph(consider);
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const end_checks = crafted.concat(noboost);
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end_checks.push(weapon);
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function check_end(skillpoints_applied, skillpoints, activeSetCounts, total_applied) {
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// Crafted skillpoint does not count initially.
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for (const item of end_checks) {
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const needed_skillpoints = apply_to_fit(skillpoints, item,
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[false, false, false, false, false], activeSetCounts);
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for (let i = 0; i < 5; ++i) {
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const skp = needed_skillpoints[i]
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skillpoints_applied[i] += skp;
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skillpoints[i] += skp;
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total_applied += skp;
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}
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if (best_total < total_applied) { return -1; }
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}
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return total_applied;
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}
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function permute_check(idx, _applied, _skillpoints, _sets, _has, _total_applied, order) {
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const {nodes, children} = sccs[idx];
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if (nodes[0] === terminal) {
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const total = check_end(_applied, _skillpoints, _sets, _total_applied);
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if (total !== -1 && total < best_total) {
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final_skillpoints = _skillpoints;
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best_skillpoints = _applied;
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best_total = total;
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best_activeSetCounts = _sets;
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best = order;
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}
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return;
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}
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for (let permutation of perm(nodes)) {
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const skillpoints_applied = _applied.slice();
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const skillpoints = _skillpoints.slice();
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const activeSetCounts = new Map(_sets);
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const has_skillpoint = _has.slice();
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let total_applied = _total_applied;
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let short_circuit = false;
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for (const {item} of permutation) {
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needed_skillpoints = apply_to_fit(skillpoints, item, has_skillpoint, activeSetCounts);
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for (let i = 0; i < 5; ++i) {
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skp = needed_skillpoints[i];
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skillpoints_applied[i] += skp;
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skillpoints[i] += skp;
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total_applied += skp;
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}
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if (total_applied >= best_total) {
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short_circuit = true;
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break; // short circuit failure
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}
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apply_skillpoints(skillpoints, item, activeSetCounts);
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}
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if (short_circuit) { continue; }
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permute_check(idx+1, skillpoints_applied, skillpoints, activeSetCounts, has_skillpoint, total_applied, order.concat(permutation.map(x => x.item)));
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}
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}
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if (sccs.length === 1) {
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// Only crafteds. Just do end check (check req first, then apply sp after)
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const total = check_end(best_skillpoints, final_skillpoints, best_activeSetCounts, allFalse.slice());
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final_skillpoints = best_skillpoints.slice();
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best_total = total;
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best_activeSetCounts = best_activeSetCounts;
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best = [];
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} else {
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// skip root.
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permute_check(1, best_skillpoints, final_skillpoints, best_activeSetCounts, allFalse.slice(), 0, []);
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}
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// add extra sp bonus
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apply_skillpoints(final_skillpoints, weapon, best_activeSetCounts);
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// Applying crafted item skill points last.
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for (const item of crafted) {
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apply_skillpoints(final_skillpoints, item, best_activeSetCounts);
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}
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}
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else {
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best_total = 0;
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needed_skillpoints = apply_to_fit(final_skillpoints, weapon, allFalse.slice(), best_activeSetCounts);
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for (let i = 0; i < 5; ++i) {
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const skp = needed_skillpoints[i];
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best_skillpoints[i] += skp;
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final_skillpoints[i] += skp;
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best_total += skp;
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}
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apply_skillpoints(final_skillpoints, weapon, best_activeSetCounts);
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}
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let equip_order = fixed.concat(best).concat(noboost).concat(crafted);
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// best_skillpoints: manually assigned (before any gear)
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// final_skillpoints: final totals (5 individ)
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// best_total: total skillpoints assigned (number)
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// const end = performance.now();
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// const output_msg = `skillpoint calculation took ${(end-start)/ 1000} seconds.`;
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// console.log(output_msg);
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return [equip_order, best_skillpoints, final_skillpoints, best_total, best_activeSetCounts];
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}
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function construct_scc_graph(items_to_consider) {
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let nodes = [];
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let terminal_node = {
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item: null,
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children: [],
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parents: nodes
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};
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let root_node = {
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item: null,
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children: nodes,
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parents: [],
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};
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for (const item of items_to_consider) {
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const set_neg = [false, false, false, false, false];
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const set_pos = [false, false, false, false, false];
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const set_name = item.set;
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if (set_name) {
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const bonuses = sets.get(set_name).bonuses;
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for (const bonus of bonuses) {
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for (const i in skp_order) {
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if (bonus[skp_order[i]] > 0) { set_pos[i] = true; }
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if (bonus[skp_order[i]] < 0) { set_neg[i] = true; }
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}
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}
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}
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nodes.push({item: item, children: [terminal_node], parents: [root_node], set_pos: set_pos, set_neg: set_neg});
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}
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// Dependency graph construction.
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for (const node_a of nodes) {
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const {item: a, children: a_children, set_pos: a_set_pos} = node_a;
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for (const node_b of nodes) {
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const {item: b, parents: b_parents, set_neg: b_set_neg} = node_b;
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const setName = b.set;
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for (let i = 0; i < 5; ++i) {
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if ((a.skillpoints[i] > 0 || a_set_pos[i] > 0)
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&& (a.reqs[i] < b.reqs[i] || b.skillpoints[i] < 0 || b_set_neg[i] < 0)) {
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a_children.push(node_b);
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b_parents.push(node_a);
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break;
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}
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}
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}
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}
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const sccs = make_SCC_graph(root_node, nodes);
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return [root_node, terminal_node, sccs];
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}
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