209 lines
8 KiB
JavaScript
209 lines
8 KiB
JavaScript
function calculate_skillpoints(equipment, weapon) {
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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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for (const item of equipment) {
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if (item.get("crafted")) {
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crafted.push(item);
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}
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else if (item.get("reqs").every(x => x === 0) && item.get("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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// TODO hack: We will treat ALL set items as unsafe :(
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else if (item.get("skillpoints").every(x => x === 0) && item.get("set") === null) {
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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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function apply_skillpoints(skillpoints, item, activeSetCounts) {
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for (let i = 0; i < 5; i++) {
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skillpoints[i] += item.get("skillpoints")[i];
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}
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const setName = item.get("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[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[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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function apply_to_fit(skillpoints, item, skillpoint_min, activeSetCounts) {
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let applied = [0, 0, 0, 0, 0];
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let total = 0;
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for (let i = 0; i < 5; i++) {
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if (item.get("skillpoints")[i] < 0 && skillpoint_min[i]) {
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const unadjusted = skillpoints[i] + item.get("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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total += delta;
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}
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}
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if (item.get("reqs")[i] == 0) continue;
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skillpoint_min[i] = Math.max(skillpoint_min[i], item.get("reqs")[i] + item.get("skillpoints")[i]);
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const req = item.get("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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total += diff;
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}
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}
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const setName = item.get("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[setName].bonuses[setCount-1];
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const new_bonus = sets[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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total += 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, total];
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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.concat(noboost);
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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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for (let permutation of perm(consider)) {
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let activeSetCounts = new Map(static_activeSetCounts);
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let has_skillpoint = allFalse.slice();
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permutation = permutation.concat(noboost);
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let skillpoints_applied = [0, 0, 0, 0, 0];
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// Complete slice is a shallow copy.
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let skillpoints = static_skillpoints_base.slice();
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let total_applied = 0;
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let result;
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let needed_skillpoints;
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let total_diff;
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for (const item of permutation) {
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result = apply_to_fit(skillpoints, item, has_skillpoint, activeSetCounts);
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needed_skillpoints = result[0];
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total_diff = result[1];
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for (let i = 0; i < 5; ++i) {
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skillpoints_applied[i] += needed_skillpoints[i];
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skillpoints[i] += needed_skillpoints[i];
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}
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apply_skillpoints(skillpoints, item, activeSetCounts);
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total_applied += total_diff;
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if (total_applied >= best_total) {
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break;
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}
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}
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// Crafted skillpoint does not count initially.
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for (const item of crafted) {
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//console.log(item)
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result = apply_to_fit(skillpoints, item, allFalse.slice(), activeSetCounts);
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//console.log(result)
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needed_skillpoints = result[0];
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total_diff = result[1];
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for (let i = 0; i < 5; ++i) {
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skillpoints_applied[i] += needed_skillpoints[i];
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skillpoints[i] += needed_skillpoints[i];
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}
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total_applied += total_diff;
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}
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if (total_applied >= best_total) {
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continue;
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}
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let pre = skillpoints.slice();
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result = apply_to_fit(skillpoints, weapon, allFalse.slice(), activeSetCounts);
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needed_skillpoints = result[0];
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total_diff = result[1];
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for (let i = 0; i < 5; ++i) {
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skillpoints_applied[i] += needed_skillpoints[i];
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skillpoints[i] += needed_skillpoints[i];
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}
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apply_skillpoints(skillpoints, weapon, activeSetCounts);
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total_applied += total_diff;
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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(skillpoints, item, activeSetCounts);
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//total_applied += total_diff;
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}
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if (total_applied < best_total) {
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best = permutation;
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final_skillpoints = skillpoints;
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best_skillpoints = skillpoints_applied;
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best_total = total_applied;
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best_activeSetCounts = activeSetCounts;
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}
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}
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}
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else {
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best_total = 0;
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result = apply_to_fit(final_skillpoints, weapon, allFalse.slice(), best_activeSetCounts);
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needed_skillpoints = result[0];
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total_diff = result[1];
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for (let i = 0; i < 5; ++i) {
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best_skillpoints[i] += needed_skillpoints[i];
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final_skillpoints[i] += needed_skillpoints[i];
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}
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apply_skillpoints(final_skillpoints, weapon, best_activeSetCounts);
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best_total += total_diff;
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}
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let equip_order = fixed.concat(best).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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return [equip_order, best_skillpoints, final_skillpoints, best_total, best_activeSetCounts];
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}
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