283 lines
12 KiB
JavaScript
283 lines
12 KiB
JavaScript
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const baseDamageMultiplier = [ 0.51, 0.83, 1.5, 2.05, 2.5, 3.1, 4.3 ];
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const attackSpeeds = ["SUPER_SLOW", "VERY_SLOW", "SLOW", "NORMAL", "FAST", "VERY_FAST", "SUPER_FAST"];
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const classDefenseMultipliers = new Map([ ["relik",0.60], ["bow",0.60], ["wand", 0.80], ["dagger", 1.0], ["spear",1.20] ]);
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/*Turns the input amount of skill points into a float precision percentage.
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* @param skp - the integer skillpoint count to be converted
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*/
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function skillPointsToPercentage(skp){
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if (skp<=0){
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return 0.0;
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}else if(skp>=150){
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return 0.808;
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}else{
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return(-0.0000000066695* Math.pow(Math.E, -0.00924033 * skp + 18.9) + 1.0771);
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//return(-0.0000000066695* Math.pow(Math.E, -0.00924033 * skp + 18.9) + 1.0771).toFixed(3);
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}
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}
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/*Turns the input amount of levels into skillpoints available.
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*
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* @param level - the integer level count te be converted
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*/
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function levelToSkillPoints(level){
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if(level < 1){
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return 0;
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}else if(level >= 101){
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return 200;
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}else{
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return (level - 1) * 2;
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}
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}
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/*Turns the input amount of levels in to base HP.
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* @param level - the integer level count to be converted
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*/
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function levelToHPBase(level){
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if(level < 1){ //bad level
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return this.levelToHPBase(1);
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}else if (level > 106){ //also bad level
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return this.levelToHPBase(106);
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}else{ //good level
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return 5*level + 5;
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}
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}
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/*Class that represents a wynn player's build.
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*/
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class Build{
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/*
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* Construct a build.
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* @param level : Level of the player.
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* @param equipment : List of equipment names that make up the build.
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* In order: Helmet, Chestplate, Leggings, Boots, Ring1, Ring2, Brace, Neck, Weapon.
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* @param powders : Powder application. List of lists of integers (powder IDs).
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* In order: Helmet, Chestplate, Leggings, Boots, Weapon.
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*/
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constructor(level,equipment, powders){
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// NOTE: powders is just an array of arrays of powder IDs. Not powder objects.
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this.powders = powders;
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if(itemMap.get(equipment[0]) && itemMap.get(equipment[0]).type === "helmet") {
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const helmet = itemMap.get(equipment[0]);
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this.powders[0] = this.powders[0].slice(0,helmet.slots);
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this.helmet = expandItem(helmet, this.powders[0]);
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}else{
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throw new TypeError("No such helmet named ", equipment[0]);
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}
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if(itemMap.get(equipment[1]).type === "chestplate") {
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const chestplate = itemMap.get(equipment[1]);
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this.powders[1] = this.powders[1].slice(0,chestplate.slots);
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this.chestplate = expandItem(chestplate, this.powders[1]);
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}else{
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throw new TypeError("No such chestplate named ", equipment[1]);
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}
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if(itemMap.get(equipment[2]).type === "leggings") {
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const leggings = itemMap.get(equipment[2]);
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this.powders[2] = this.powders[2].slice(0,leggings.slots);
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this.leggings = expandItem(leggings, this.powders[2]);
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}else{
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throw new TypeError("No such leggings named ", equipment[2]);
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}
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if(itemMap.get(equipment[3]).type === "boots") {
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const boots = itemMap.get(equipment[3]);
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this.powders[3] = this.powders[3].slice(0,boots.slots);
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this.boots = expandItem(boots, this.powders[3]);
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}else{
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throw new TypeError("No such boots named ", equipment[3]);
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}
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if(itemMap.get(equipment[4]).type === "ring") {
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const ring = itemMap.get(equipment[4]);
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this.ring1 = expandItem(ring, []);
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}else{
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throw new TypeError("No such ring named ", equipment[4]);
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}
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if(itemMap.get(equipment[5]).type === "ring") {
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const ring = itemMap.get(equipment[5]);
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this.ring2 = expandItem(ring, []);
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}else{
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throw new TypeError("No such ring named ", equipment[5]);
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}
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if(itemMap.get(equipment[6]).type === "bracelet") {
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const bracelet = itemMap.get(equipment[6]);
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this.bracelet = expandItem(bracelet, []);
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}else{
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throw new TypeError("No such bracelet named ", equipment[6]);
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}
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if(itemMap.get(equipment[7]).type === "necklace") {
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const necklace = itemMap.get(equipment[7]);
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this.necklace = expandItem(necklace, []);
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}else{
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throw new TypeError("No such necklace named ", equipment[7]);
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}
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if(itemMap.get(equipment[8]).category === "weapon") {
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const weapon = itemMap.get(equipment[8]);
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this.powders[4] = this.powders[4].slice(0,weapon.slots);
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this.weapon = expandItem(weapon, this.powders[4]);
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}else{
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throw new TypeError("No such weapon named ", equipment[8]);
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}
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if(level < 1){ //Should these be constants?
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this.level = 1;
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}else if (level > 106){
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this.level = 106;
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}else{
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this.level = level;
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}
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this.availableSkillpoints = levelToSkillPoints(this.level);
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this.equipment = [ this.helmet, this.chestplate, this.leggings, this.boots, this.ring1, this.ring2, this.bracelet, this.necklace ];
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this.items = this.equipment.concat([this.weapon]);
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// return [equip_order, best_skillpoints, final_skillpoints, best_total];
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let result = calculate_skillpoints(this.equipment, this.weapon);
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this.equip_order = result[0];
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this.base_skillpoints = result[1];
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this.total_skillpoints = result[2];
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this.assigned_skillpoints = result[3];
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this.activeSetCounts = result[4];
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// For strength boosts like warscream, vanish, etc.
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this.damageMultiplier = 1.0;
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this.initBuildStats();
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}
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/*Returns build in string format
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*/
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toString(){
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return this.helmet.get("name") + ", " + this.chestplate.get("name") + ", " + this.leggings.get("name") + ", " + this.boots.get("name") + ", " + this.ring1.get("name") + ", " + this.ring2.get("name") + ", " + this.bracelet.get("name") + ", " + this.necklace.get("name") + ", " + this.weapon.get("name");
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}
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/* Getters */
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/* Get total health for build.
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*/
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getSpellCost(spellIdx, cost) {
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cost = Math.ceil(cost * (1 - skillPointsToPercentage(this.total_skillpoints[2])));
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cost += this.statMap.get("spRaw"+spellIdx);
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return Math.max(1, Math.floor(cost * (1 + this.statMap.get("spPct"+spellIdx) / 100)))
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}
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/* Get melee stats for build.
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Returns an array in the order:
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*/
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getMeleeStats(){
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const stats = this.statMap;
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let adjAtkSpd = attackSpeeds.indexOf(stats.get("atkSpd")) + stats.get("atkTier");
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if(adjAtkSpd > 6){
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adjAtkSpd = 6;
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}else if(adjAtkSpd < 0){
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adjAtkSpd = 0;
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}
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// 0 for melee damage.
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let results = calculateSpellDamage(stats, [100, 0, 0, 0, 0, 0], stats.get("mdRaw"), stats.get("mdPct"), 0, this.weapon, this.total_skillpoints);
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let dex = this.total_skillpoints[1];
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let totalDamNorm = results[0];
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let totalDamCrit = results[1];
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totalDamNorm.push(1-skillPointsToPercentage(dex));
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totalDamCrit.push(skillPointsToPercentage(dex));
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let damages_results = results[2];
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//Now do math
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let normDPS = (totalDamNorm[0]+totalDamNorm[1])/2 * baseDamageMultiplier[adjAtkSpd];
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let critDPS = (totalDamCrit[0]+totalDamCrit[1])/2 * baseDamageMultiplier[adjAtkSpd];
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let avgDPS = (normDPS * (1 - skillPointsToPercentage(dex))) + (critDPS * (skillPointsToPercentage(dex)));
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//[[n n n n] [e e e e] [t t t t] [w w w w] [f f f f] [a a a a] [lowtotal hightotal normalChance] [critlowtotal crithightotal critChance] normalDPS critCPS averageDPS adjAttackSpeed]
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//console.log(damages_results.concat([totalDamNorm,totalDamCrit,normDPS,critDPS,avgDPS,adjAtkSpd]));
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return damages_results.concat([totalDamNorm,totalDamCrit,normDPS,critDPS,avgDPS,adjAtkSpd]);
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}
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/*
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Get all defensive stats for this build.
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*/
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getDefenseStats(){
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const stats = this.statMap;
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let defenseStats = [];
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let def_pct = skillPointsToPercentage(this.total_skillpoints[3]);
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let agi_pct = skillPointsToPercentage(this.total_skillpoints[4]);
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//total hp
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let totalHp = stats.get("hp") + stats.get("hpBonus");
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if (totalHp < 5) totalHp = 5;
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defenseStats.push(totalHp);
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//EHP
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let ehp = [totalHp, totalHp];
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let defMult = classDefenseMultipliers.get(this.weapon.get("type"));
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ehp[0] /= ((1-def_pct)*(1-agi_pct)*(2-defMult));
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ehp[1] /= ((1-def_pct)*(2-defMult));
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defenseStats.push(ehp);
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//HPR
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let totalHpr = rawToPct(stats.get("hprRaw"), stats.get("hprPct")/100.);
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defenseStats.push(totalHpr);
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//EHPR
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let ehpr = [totalHpr, totalHpr];
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ehpr[0] /= ((1-def_pct)*(1-agi_pct)*(2-defMult));
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ehpr[1] /= ((1-def_pct)*(2-defMult));
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defenseStats.push(ehpr);
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//skp stats
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defenseStats.push([def_pct*100, agi_pct*100]);
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//eledefs - TODO POWDERS
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let eledefs = [0, 0, 0, 0, 0];
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for(const i in skp_elements){ //kinda jank but ok
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eledefs[i] = rawToPct(stats.get(skp_elements[i] + "Def"), stats.get(skp_elements[i] + "DefPct")/100.);
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}
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defenseStats.push(eledefs);
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//[total hp, [ehp w/ agi, ehp w/o agi], total hpr, [ehpr w/ agi, ehpr w/o agi], [def%, agi%], [edef,tdef,wdef,fdef,adef]]
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return defenseStats;
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}
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/* Get all stats for this build. Stores in this.statMap.
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@pre The build itself should be valid. No checking of validity of pieces is done here.
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*/
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initBuildStats(){
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let staticIDs = ["hp", "eDef", "tDef", "wDef", "fDef", "aDef"];
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//Create a map of this build's stats
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//This is universal for every possible build, so it's possible to move this elsewhere.
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let statMap = new Map();
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for (const staticID of staticIDs) {
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statMap.set(staticID, 0);
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}
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statMap.set("hp", levelToHPBase(this.level)); //TODO: Add player base health
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for (const item of this.items){
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for (let [id, value] of item.get("maxRolls")) {
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statMap.set(id,(statMap.get(id) || 0)+value);
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}
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for (const staticID of staticIDs) {
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if (item.get(staticID)) {
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statMap.set(staticID, statMap.get(staticID) + item.get(staticID));
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}
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}
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}
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for (const [setName, count] of this.activeSetCounts) {
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const bonus = sets[setName].bonuses[count-1];
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for (const id in bonus) {
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if (skp_order.includes(id)) {
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// pass. Don't include skillpoints in ids
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}
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else {
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statMap.set(id,(statMap.get(id) || 0)+bonus[id]);
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}
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}
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}
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// The stuff relevant for damage calculation!!! @ferricles
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statMap.set("atkSpd", this.weapon.get("atkSpd"));
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statMap.set("damageRaw", [this.weapon.get("nDam"), this.weapon.get("eDam"), this.weapon.get("tDam"), this.weapon.get("wDam"), this.weapon.get("fDam"), this.weapon.get("aDam")]);
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statMap.set("damageBonus", [statMap.get("eDamPct"), statMap.get("tDamPct"), statMap.get("wDamPct"), statMap.get("fDamPct"), statMap.get("aDamPct")]);
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statMap.set("defRaw", [statMap.get("eDam"), statMap.get("tDef"), statMap.get("wDef"), statMap.get("fDef"), statMap.get("aDef")]);
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statMap.set("defBonus", [statMap.get("eDamPct"), statMap.get("tDefPct"), statMap.get("wDefPct"), statMap.get("fDefPct"), statMap.get("aDefPct")]);
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this.statMap = statMap;
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}
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}
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