This commit is contained in:
lodenrogue 2022-07-07 00:10:20 -04:00
commit 147e34aa09
337 changed files with 26465 additions and 11755 deletions

1
.gitignore vendored
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*.swp
*.bat
*.json
sets/
.idea/

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<!DOCTYPE html>
<html scroll-behavior="smooth">
<head>
<meta charset="UTF-8" />
<!-- nunito font, copying wynndata -->
<link rel="preconnect" href="https://fonts.gstatic.com">
<link href="https://fonts.googleapis.com/css2?family=Nunito&display=swap" rel="stylesheet">
<link rel="stylesheet" href="/css/styles.css">
<link rel="icon" href="favicon.png">
<link rel="manifest" href="manifest.json">
<title>ATLAS???</title>
</head>
<body class="all">
<div class="center">
<header class = "header nomarginp">
<div class = "headerleft" id = "headerleft">
</div>
<div class = "headercenter" id = "headercenter">
<div >
<p class = "itemp" id = "header">Atlas???</p>
</div>
</div>
<div class = "headerright" id = "headerright">
<div>
<button class = "atlas" onclick = "atlasClick()" style = "padding:0">
<img src = "/favicon.png" style = "left:0;top:0;width:48px;height:48px"/>
</button>
</div>
</div>
</header>
</div>
<div class = "center" id = "flavortext">
...
</div>
<div class = "center bodydiv" id = "bodydiv">
</div>
<script type="text/javascript" src="/js/loadheader.js"></script>
<script type="text/javascript" src="/js/icons.js"></script>
<script type="text/javascript" src="/js/atlas.js"></script>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<title>ATLAS???</title>
<link rel="icon" href="favicon.png">
<meta name="viewport" content="width=device-width, initial-scale=.45, user-scalable=no">
<!-- nunito font, copying wynnbuilder, which is copying wynndata -->
<link rel="preconnect" href="https://fonts.googleapis.com">
<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin>
<link href="https://fonts.googleapis.com/css2?family=Nunito&display=swap" rel="stylesheet">
<link href="https://cdn.jsdelivr.net/npm/bootstrap@5.1.3/dist/css/bootstrap.min.css" rel="stylesheet" integrity="sha384-1BmE4kWBq78iYhFldvKuhfTAU6auU8tT94WrHftjDbrCEXSU1oBoqyl2QvZ6jIW3" crossorigin="anonymous">
<link rel="stylesheet" href="https://cdn.jsdelivr.net/npm/@tarekraafat/autocomplete.js@10.2.6/dist/css/autoComplete.min.css">
<link rel="stylesheet" href="../css/sidebar.css">
<link rel="stylesheet" href="../css/sq2bs.css">
</head>
<body class="text-light d-flex justify-content-center" id = "body">
<div id="main-sidebar" class="sidebar dark-7 dark-shadow col">
<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>
<a href = "/customizer.html"><img src = "../media/icons/new/custom.png" alt = "WynnCustom" title = "WynnCustom"><b>WynnCustom</b></a>
<a href = "/map.html"><img src = "../media/icons/new/compass.png" alt = "WynnGPS" title = "WynnGPS"><b>WynnGPS</b></a>
<a href = "/wynnfo/index.html"><img src = "../media/icons/new/book.png" alt = "Wynnfo" title = "WynnCrafter"><b>WynnCrafter</b></a>
<a 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-fluid py-1 vh-100">
<div class = "row">
<div class = "col-4" id = "headerleft">
</div>
<div class = "col-4 d-flex justify-content-center" id = "headercenter" style = "color:#fbcd49; font-size: 200%;">
<div>
<p class = "itemp box-title" id = "header">Atlas???</p>
</div>
</div>
<div class = "col-4 d-flex justify-content-end" id = "headerright">
<div>
<button class = "rounded atlas" onclick = "atlasClick()" style = "padding:0; text-align: right">
<img src = "favicon.png" class = "rounded" style = "left:0;top:0;width:48px;height:48px"/>
</button>
</div>
</div>
</div>
<div class = "row d-flex text-center justify-content-center scaled-font" id = "flavortext">
...
</div>
<div class = "col navbar navbar-fixed-bottom vh-75 min-vh-50 text-break ml-5" id = "bodydiv" style = "min-height: 75vh; display: flex; flex-direction: column;" >
</div>
<audio id="bruh_sound_effect" src="../media/audio/bruh_sound_effect.mp3" preload="auto"></audio>
</div>
<!-- sidebar -->
<!-- main body -->
<script src="https://cdn.jsdelivr.net/npm/bootstrap@5.1.3/dist/js/bootstrap.bundle.min.js" integrity="sha384-ka7Sk0Gln4gmtz2MlQnikT1wXgYsOg+OMhuP+IlRH9sENBO0LRn5q+8nbTov4+1p" crossorigin="anonymous"></script>
<script src="https://cdn.jsdelivr.net/npm/@tarekraafat/autocomplete.js@10.2.6/dist/autoComplete.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/macy@2"></script>
<script type="text/javascript" src="../js/utils.js"></script>
<script type="text/javascript" src="../js/icons.js"></script>
<script type="text/javascript" src="../js/atlas.js"></script>
</body>
</html>

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clean.json

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<!DOCTYPE html>
<html scroll-behavior="smooth">
<head>
<meta charset="UTF-8" />
<!-- nunito font, copying wynndata -->
<link rel="preconnect" href="https://fonts.gstatic.com">
<link href="https://fonts.googleapis.com/css2?family=Nunito&display=swap" rel="stylesheet">
<link rel="stylesheet" href="/css/styles.css">
<link rel="stylesheet" media="screen and (min-width: 1100px)" href="/css/crafter-wide.css"/>
<link rel="stylesheet" media="screen and (max-width: 1099px)" href="/css/crafter-narrow.css"/>
<link rel="icon" href="./media/icons/new/crafter.png">
<link rel="manifest" href="manifest.json">
<title>WynnCrafter</title>
</head>
<body class="all">
<div class="center">
<header class = "header nomarginp">
<div class = "headerleft" id = "headerleft">
</div>
<div class = "headercenter" id = "headercenter">
<div >
<p class = "itemp" id = "header">WynnCrafter</p>
</div>
</div>
<div class = "headerright" id = "headerright">
</div>
</header>
</div>
<div class = "container" display = "grid">
<div class = "center" style = "grid-column:1;grid-row:1" >
<div class = "crafter">
<table class = "center">
<tr>
<td>
<label for="recipe-choice">Recipe Type:</label>
<br/>
<input class="recipeinput" list="recipe-choices" id="recipe-choice" name="recipe-choice" placeholder="Potion"/>
<datalist id="recipe-choices">
</datalist>
</td>
<td >
<label for="level-choice">Recipe Level:</label>
<br/>
<input class="levelinput" list="level-choices" id="level-choice" name="level-choice" placeholder="103-105" />
<datalist id="level-choices">
</datalist>
</td>
</tr>
<tr>
<td class="center">
<label id = "mat-1" for="mat-1-tier-choice">Material 1 Tier:</label>
<br/>
<button class = "button Star" id = "mat-1-1" onclick = "toggleMaterial('mat-1-1')">1</button>
<button class = "button Star" id = "mat-1-2" onclick = "toggleMaterial('mat-1-2')">2</button>
<button class = "button Star" id = "mat-1-3" onclick = "toggleMaterial('mat-1-3')">3</button>
</td>
<td class="center">
<label id = "mat-2" for="mat-2-tier-choice">Material 2 Tier:</label>
<br/>
<button class = "button Star" id = "mat-2-1" onclick = "toggleMaterial('mat-2-1')">1</button>
<button class = "button Star" id = "mat-2-2" onclick = "toggleMaterial('mat-2-2')">2</button>
<button class = "button Star" id = "mat-2-3" onclick = "toggleMaterial('mat-2-3')">3</button>
</td>
</tr>
<tr>
<td class="center">
<label for="ing-choice-1">Ingredient 1:</label>
<br/>
<input class="inginput" list="ing-choices-1" id="ing-choice-1" name="ing-choice-1" placeholder="No Ingredient" />
<datalist id="ing-choices-1">
</datalist>
</td>
<td class="center">
<label for="ing-choice-2">Ingredient 2:</label>
<br/>
<input class="inginput" list="ing-choices-2" id="ing-choice-2" name="ing-choice-2" placeholder="No Ingredient" />
<datalist id="ing-choices-2">
</datalist>
</td>
</tr>
<tr>
<td class="center">
<label for="ing-choice-3">Ingredient 3:</label>
<br/>
<input class="inginput" list="ing-choices-3" id="ing-choice-3" name="ing-choice-3" placeholder="No Ingredient" />
<datalist id="ing-choices-3">
</datalist>
</td>
<td class="center">
<label for="ing-choice-4">Ingredient 4:</label>
<br/>
<input class="inginput" list="ing-choices-4" id="ing-choice-4" name="ing-choice-4" placeholder="No Ingredient" />
<datalist id="ing-choices-4">
</datalist>
</td>
</tr>
<tr>
<td class="center">
<label for="ing-choice-5">Ingredient 5:</label>
<br/>
<input class="inginput" list="ing-choices-5" id="ing-choice-5" name="ing-choice-5" placeholder="No Ingredient" />
<datalist id="ing-choices-5">
</datalist>
</td>
<td class="center">
<label for="ing-choice-6">Ingredient 6:</label>
<br/>
<input class="inginput" list="ing-choices-6" id="ing-choice-6" name="ing-choice-6" placeholder="No Ingredient" />
<datalist id="ing-choices-6">
</datalist>
</td>
</tr>
</table>
<label for = "atkSpdChoices"> Attack Speed (weapons only):</label>
<table class = "center" id = "atkSpdChoices">
<tr>
<td class = "center">
<button class = "button" id = "slow-atk-button" onclick = "toggleAtkSpd('slow-atk-button')">
Slow
</button>
</td>
<td class = "center">
<button class = "button" id = "normal-atk-button" onclick = "toggleAtkSpd('normal-atk-button')">
Normal
</button>
</td>
<td class = "center">
<button class = "button" id = "fast-atk-button" onclick = "toggleAtkSpd('fast-atk-button')">
Fast
</button>
</td>
</tr>
</table>
<table class = "center">
<tr>
<td class = "center">
<button class = "button" id = "craft-button" onclick = "calculateCraft()">
Craft Item
</button>
</td>
<td class = "center">
<button class = "button" id = "reset-button" onclick = "resetFields()">
Reset
</button>
</td>
<td class = "center">
<button class = "button" id = "copy-button" onclick = "copyRecipe()">
Copy Short
</button>
</td>
<td class = "center">
<button class = "button" id = "share-button" onclick = "shareRecipe()">
Copy Long
</button>
</td>
</tr>
</table>
</div>
</div>
<div class = "recipe center hide-container-block" style = "display:none">
<div class = "recipe-stats">
<div class = "center" id = "recipe-stats"></div>
</div>
<div class = "craft-warnings">
<div class = "center" id = "craft-warnings"></div>
</div>
</div>
<div class = "crafted center hide-container-block" style = "display:none">
<div class = "craft-stats">
<div class = "center" id = "craft-stats"></div>
</div>
</div>
<!--This is also incredibly janky.-->
<p></p>
<p></p>
<p></p>
<div class="ingredients-container hide-container-grid" id = "ingreds" style = "display:none">
<p class="center title hide-container-block" style = "display:block">
Ingredients
</p>
<div class = "ingredients hide-container-grid" id = "ingreds">
<div class="ing-stats" id = "ing-1" style = "grid-item-1">
<div class = "center" id = "ing-1-stats"></div>
</div>
<div class="ing-stats" id = "ing-2" style = "grid-item-2">
<div class = "center" id = "ing-2-stats"></div>
</div>
<div class="ing-stats" id = "ing-3" style = "grid-item-3">
<div class = "center" id = "ing-3-stats"></div>
</div>
<div class="ing-stats" id = "ing-4" style = "grid-item-4">
<div class = "center" id = "ing-4-stats"></div>
</div>
<div class="ing-stats" id = "ing-5" style = "grid-item-5">
<div class = "center" id = "ing-5-stats"></div>
</div>
<div class="ing-stats" id = "ing-6" style = "grid-item-6">
<div class = "center" id = "ing-6-stats"></div>
</div>
</div>
</div>
</div>
<div class = "center">
<footer>
<div class="center" id="header2">
<p>Made by <b class = "hppeng">hppeng</b> and <b class = "ferricles">ferricles</b> with <a href = "./atlas.html" target = "_blank" class = "link">Atlas Inc</a> (JavaScript required to function, nothing works without js)</p>
<p>Hard refresh the page (Ctrl+Shift+R on windows/chrome) if it isn't updating correctly.</p>
</div>
<div class="center" id="credits">
<a href="https://hppeng-wynn.github.io/credits.txt" class="link">Additional credits</a>
</div>
</footer>
</div>
<script type="text/javascript" src="/js/utils.js"></script>
<script type="text/javascript" src="/js/build_utils.js"></script>
<script type="text/javascript" src="/js/loadheader.js"></script>
<script type="text/javascript" src="/js/icons.js"></script>
<script type="text/javascript" src="/js/powders.js"></script>
<script type="text/javascript" src="/js/skillpoints.js"></script>
<script type="text/javascript" src="/js/damage_calc.js"></script>
<script type="text/javascript" src="/js/display_constants.js"></script>
<script type="text/javascript" src="/js/display.js"></script>
<script type="text/javascript" src="/js/load_ing.js"></script>
<script type="text/javascript" src="/js/craft.js"></script>
<script type="text/javascript" src="/js/crafter.js"></script>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<title>WynnCrafter</title>
<link rel="icon" href="../media/icons/new/crafter.png" type="image/icon type">
<meta name="viewport" content="width=device-width, initial-scale=.45, user-scalable=no">
<!-- nunito font, copying wynnbuilder, which is copying wynndata -->
<link rel="preconnect" href="https://fonts.googleapis.com">
<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin>
<link href="https://fonts.googleapis.com/css2?family=Nunito&display=swap" rel="stylesheet">
<link href="https://cdn.jsdelivr.net/npm/bootstrap@5.1.3/dist/css/bootstrap.min.css" rel="stylesheet" integrity="sha384-1BmE4kWBq78iYhFldvKuhfTAU6auU8tT94WrHftjDbrCEXSU1oBoqyl2QvZ6jIW3" crossorigin="anonymous">
<link rel="stylesheet" href="https://cdn.jsdelivr.net/npm/@tarekraafat/autocomplete.js@10.2.6/dist/css/autoComplete.min.css">
<link rel="stylesheet" href="../css/sq2bs.css">
<link rel="stylesheet" href="../css/sidebar.css">
<link rel="stylesheet" href="../css/wynnstyles.css">
</head>
<body id = "body" class = "text-light d-flex justify-content-center">
<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 = ""><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>
<a href = "../custom/"><img src = "../media/icons/new/custom.png" alt = "WynnCustom" 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 = "Wynnfo"><b>Wynnfo</b></a>
<a 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 py-5 vh-100 mx-0 mx-lg-auto">
<div class = "col">
<div class = "row g-3">
<div class = "col-lg-5 col-sm-12 text-center">
<div class = "row gx-5 mb-2">
<div class = "col-lg-6 col-sm-12">
<div id = "recipe-dropdown" class = "row h-100 dark-shadow dark-6 rounded">
<div id = "recipe-img-loc" class = "col-auto px-lg-1 g-0 dark-7 rounded-end my-auto text-center scaled-item-icon">
<img id = "recipe-img" class = "img-fluid rounded Crafted-shadow" src = "../media/items/new/generic-potion.png">
</div>
<div class = "col px-0">
<div class = "row align-items-center">
<div class = "col-4 px-0">
<p class = "text-right mb-0 scaled-font fw-bold">Type:</p>
</div>
<div class = "col-7 px-0">
<input class="recipeinput border-dark text-light dark-10 rounded scaled-font form-control form-control-sm" list="recipe-choices" id="recipe-choice" name="recipe-choice" placeholder="Potion"/>
<datalist id="recipe-choices">
</datalist>
</div>
</div>
<div class = "row align-items-center">
<div class = "col-4 px-0">
<p class = "text-right mb-0 scaled-font fw-bold">Lv:</p>
</div>
<div class = "col-7 px-0">
<input class="levelinput border-dark text-light dark-10 rounded scaled-font form-control form-control-sm" list="level-choices" id="level-choice" name="level-choice" placeholder="103-105" />
<datalist id="level-choices">
</datalist>
</div>
</div>
</div>
</div>
</div>
<div class = "col-lg-6 col-sm-12">
<div id = "atkSpdChoices" class = "row h-100 dark-shadow dark-6 rounded">
<div class = "col py-2">
<div class = "row h-50 align-items-center">
<p class = "text-right mb-0 scaled-font fw-bold">Attack Speed</p>
</div>
<div class = "row h-50">
<div class = "col-4 pl-1">
<button class = "button rounded scaled-font fw-bold text-light dark-5" id = "slow-atk-button" onclick = "toggleAtkSpd('slow-atk-button')">
Slow
</button>
</div>
<div class = "col-4 px-0">
<button class = "button rounded scaled-font fw-bold text-light dark-5" id = "normal-atk-button" onclick = "toggleAtkSpd('normal-atk-button')">
Normal
</button>
</div>
<div class = "col-4 pr-1">
<button class = "button rounded scaled-font fw-bold text-light dark-5" id = "fast-atk-button" onclick = "toggleAtkSpd('fast-atk-button')">
Fast
</button>
</div>
</div>
</div>
</div>
</div>
</div>
<div class = "row gx-5 mb-2">
<div class = "col-lg-6 col-sm-12 justify-content-center">
<div class = "row dark-shadow dark-6 rounded py-1 align-items-center">
<div class = "col-6 px-0">
<p class = "mb-0 scaled-font fw-bold" id = "mat-1">Mat 1 Tier:</p>
</div>
<div class = "col px-0">
<button class = "button Star rounded scaled-font fw-bold text-light dark-5" id = "mat-1-1" onclick = "toggleMaterial('mat-1-1')">1</button>
</div>
<div class = "col px-0">
<button class = "button Star rounded scaled-font fw-bold text-light dark-5" id = "mat-1-2" onclick = "toggleMaterial('mat-1-2')">2</button>
</div>
<div class = "col px-0">
<button class = "button Star rounded scaled-font fw-bold text-light dark-5" id = "mat-1-3" onclick = "toggleMaterial('mat-1-3')">3</button>
</div>
</div>
</div>
<div class = "col-lg-6 col-sm-12 justify-content-center">
<div class = "row dark-shadow dark-6 rounded py-1 align-items-center">
<div class = "col-6 px-0">
<p class = "mb-0 scaled-font fw-bold" id = "mat-2">Mat 2 Tier:</p>
</div>
<div class = "col px-0">
<button class = "button Star rounded scaled-font fw-bold text-light dark-5" id = "mat-2-1" onclick = "toggleMaterial('mat-2-1')">1</button>
</div>
<div class = "col px-0">
<button class = "button Star rounded scaled-font fw-bold text-light dark-5" id = "mat-2-2" onclick = "toggleMaterial('mat-2-2')">2</button>
</div>
<div class = "col px-0">
<button class = "button Star rounded scaled-font fw-bold text-light dark-5" id = "mat-2-3" onclick = "toggleMaterial('mat-2-3')">3</button>
</div>
</div>
</div>
</div>
<div class = "row gx-5 mb-1">
<div class = "col">
<div class = "row h-100 dark-shadow dark-6 rounded align-items-center">
<div class = "col-3 px-0">
<p class = "mb-0 scaled-font fw-bold">Ing 1:</p>
</div>
<div class = "col-9 px-0">
<input class="inginput border-dark text-light dark-10 rounded scaled-font form-control form-control-sm" list="ing-choices-1" id="ing-choice-1" name="ing-choice-1" placeholder="No Ingredient" />
<datalist id="ing-choices-1">
</datalist>
</div>
</div>
</div>
<div class = "col">
<div class = "row h-100 dark-shadow dark-6 rounded align-items-center">
<div class = "col-3 px-0">
<p class = "mb-0 scaled-font fw-bold">Ing 2:</p>
</div>
<div class = "col-9 px-0">
<input class="inginput border-dark text-light dark-10 rounded scaled-font form-control form-control-sm" list="ing-choices-2" id="ing-choice-2" name="ing-choice-2" placeholder="No Ingredient" />
<datalist id="ing-choices-2">
</datalist>
</div>
</div>
</div>
</div>
<div class = "row gx-5 mb-1">
<div class = "col">
<div class = "row h-100 dark-shadow dark-6 rounded align-items-center">
<div class = "col-3 px-0">
<p class = "mb-0 scaled-font fw-bold">Ing 3:</p>
</div>
<div class = "col-9 px-0">
<input class="inginput border-dark text-light dark-10 rounded scaled-font form-control form-control-sm" list="ing-choices-3" id="ing-choice-3" name="ing-choice-3" placeholder="No Ingredient" />
<datalist id="ing-choices-3">
</datalist>
</div>
</div>
</div>
<div class = "col">
<div class = "row h-100 dark-shadow dark-6 rounded align-items-center">
<div class = "col-3 px-0">
<p class = "mb-0 scaled-font fw-bold">Ing 4:</p>
</div>
<div class = "col-9 px-0">
<input class="inginput border-dark text-light dark-10 rounded scaled-font form-control form-control-sm" list="ing-choices-4" id="ing-choice-4" name="ing-choice-4" placeholder="No Ingredient" />
<datalist id="ing-choices-4">
</datalist>
</div>
</div>
</div>
</div>
<div class = "row gx-5 mb-1">
<div class = "col">
<div class = "row h-100 dark-shadow dark-6 rounded align-items-center">
<div class = "col-3 px-0">
<p class = "mb-0 scaled-font fw-bold">Ing 5:</p>
</div>
<div class = "col-9 px-0">
<input class="inginput border-dark text-light dark-10 rounded scaled-font form-control form-control-sm" list="ing-choices-5" id="ing-choice-5" name="ing-choice-5" placeholder="No Ingredient" />
<datalist id="ing-choices-5">
</datalist>
</div>
</div>
</div>
<div class = "col">
<div class = "row h-100 dark-shadow dark-6 rounded align-items-center">
<div class = "col-3 px-0">
<p class = "mb-0 scaled-font fw-bold">Ing 6:</p>
</div>
<div class = "col-9 px-0">
<input class="inginput border-dark text-light dark-10 rounded scaled-font form-control form-control-sm" list="ing-choices-6" id="ing-choice-6" name="ing-choice-6" placeholder="No Ingredient" />
<datalist id="ing-choices-6">
</datalist>
</div>
</div>
</div>
</div>
<div class = "row rounded dark-shadow dark-6 py-2 gy-3">
<div class = "col-lg-2 col-sm-6">
<button class = "button rounded scaled-font fw-bold text-light dark-5" id = "reset-button" onclick = "resetFields()">
Reset
</button>
</div>
<div class = "col-lg-3 col-sm-6">
<button class = "button rounded scaled-font fw-bold text-light dark-5" id = "copy-hash-button" onclick = "copyRecipeHash()">
Copy Hash
</button>
</div>
<div class = "col-lg-4 col-sm-6">
<button class = "button rounded scaled-font fw-bold text-light dark-5" id = "copy-button" onclick = "copyRecipe()">
Copy Short
</button>
</div>
<div class = "col-lg-3 col-sm-6">
<button class = "button rounded scaled-font fw-bold text-light dark-5" id = "share-button" onclick = "shareRecipe()">
Copy Long
</button>
</div>
</div>
</div>
<div class = "col-lg-4">
<div class = "recipe hide-container-block px-3 col rounded dark-6 text-light scaled-font p-3 border-dark dark-shadow g-0" style = "display:none">
<div class = "row recipe-stats">
<div class = "col" id = "recipe-stats"></div>
</div>
<div class = "row craft-warnings">
<div class = "" id = "craft-warnings"></div>
</div>
</div>
</div>
<div class = "col-lg-3">
<div class = "crafted row hide-container-block" style = "display:none">
<div class = "craft-stats">
<div class = "col rounded dark-6 text-light scaled-font p-3 border-dark dark-shadow g-0" id = "craft-stats"></div>
</div>
</div>
</div>
</div>
</div>
<div class="col ingredients-container hide-container-grid" id = "ingreds" style = "display:none">
<div class = "col-lg-6 col-sm-12 hide-container-grid" id = "ingreds">
<div class = "row mb-3">
<p class="box-title hide-container-block">
Ingredients
</p>
</div>
<div class = "row mb-3">
<div class="ing-stats col-lg-6 col-sm scaled-font" id = "ing-1">
<div class = "rounded col g-0 dark-6 border border-3 border-dark dark-shadow p-3" id = "ing-1-stats"></div>
</div>
<div class="ing-stats col-lg-6 col-sm scaled-font" id = "ing-2">
<div class = "rounded col g-0 dark-6 border border-3 border-dark dark-shadow p-3" id = "ing-2-stats"></div>
</div>
</div>
<div class = "row mb-3">
<div class="ing-stats col-lg-6 col-sm scaled-font" id = "ing-3">
<div class = "rounded col g-0 dark-6 border border-3 border-dark dark-shadow p-3" id = "ing-3-stats"></div>
</div>
<div class="ing-stats col-lg-6 col-sm scaled-font" id = "ing-4">
<div class = "rounded col g-0 dark-6 border border-3 border-dark dark-shadow p-3" id = "ing-4-stats"></div>
</div>
</div>
<div class = "row mb-3">
<div class="ing-stats col-lg-6 col-sm scaled-font" id = "ing-5">
<div class = "rounded col g-0 dark-6 border border-3 border-dark dark-shadow p-3" id = "ing-5-stats"></div>
</div>
<div class="ing-stats col-lg-6 col-sm scaled-font" id = "ing-6">
<div class = "rounded col g-0 dark-6 border border-3 border-dark dark-shadow p-3" id = "ing-6-stats"></div>
</div>
</div>
</div>
</div>
<div class="col dark-5 scaled-font">
<footer class="text-center">
<div id="header2">
<p>Made by <b class = "hppeng">hppeng</b>, <b class = "ferricles">ferricles</b>, and <b>reschan</b> with <a href = "../atlas" target = "_blank" class = "atlas link">Atlas Inc</a> (JavaScript required to function, nothing works without js)</p>
<p>Hard refresh the page (Ctrl+Shift+R on windows/chrome) if it isn't updating correctly.</p>
</div>
<div id="credits">
<a href="credits.txt" class="link">Additional credits</a>
</div>
</footer>
</div>
</div>
<script type="text/javascript" src="../js/query.js"></script>
<script type="text/javascript" src="../js/query_2.js"></script>
<script type="text/javascript" src="../js/utils.js"></script>
<script type="text/javascript" src="../js/build_utils.js"></script>
<script type="text/javascript" src="../js/sq2icons.js"></script>
<script type="text/javascript" src="../js/powders.js"></script>
<script type="text/javascript" src="../js/skillpoints.js"></script>
<script type="text/javascript" src="../js/damage_calc.js"></script>
<script type="text/javascript" src="../js/display_constants.js"></script>
<script type="text/javascript" src="../js/display.js"></script>
<script type="text/javascript" src="../js/load_ing.js"></script>
<script type="text/javascript" src="../js/load.js"></script>
<script type="text/javascript" src="../js/craft.js"></script>
<script type="text/javascript" src="../js/crafter.js"></script>
<script type="text/javascript" src="../js/expr_parser.js"></script>
<script type="text/javascript" src="../js/items.js"></script>
<!-- <script type="text/javascript" src="../js/sq2items.js"></script> -->
</body>
</html>

View file

@ -1,14 +1,20 @@
Theme, formatting, and overall inspiration: Wynndata (Dukio)
- https://wynndata.tk
The game, of course
- wynncraft.com
Additional Contributors:
Additional Contributors, in no particular order:
- Kiocifer (Icons!)
- IncinerateMe (helping transition to 1.20.3 / CI helper)
- puppy (wynn2 ability tree help)
- SockMower (ability tree encode/decode optimization)
- ITechnically (coding emotional support / misc)
- touhoku (best IM)
- HeyZeer0 (huge help in getting our damage formulas right)
- Lennon (Skill point formula reversing)
- Phanta (WynnAtlas custom expression parser / item search)
- QuantumNep (Layout code/layout ideas)
- nbcss (Crafted Item mechanics reverse engineering)
- dr_carlos (Hiding UI elements properly, fade animations, proper error handling)
- Atlas Inc discord (feedback, ideas, damage calc, etc)

View file

@ -102,7 +102,7 @@ main .heart {
}
.full-width > img {
width: 100%;
width: 80%;
background-color: #000;
filter: brightness(0.7) contrast(1.2) grayscale(0.5);
}

85
css/dev.css Normal file
View file

@ -0,0 +1,85 @@
/* General Styling - used for all elements on /dev/ */
.row > * {
margin-bottom: 0.75rem;
margin-left: 0.5rem;
padding-left: 0 !important; /*Override grid.scss (bs) */
}
.row {
overflow-wrap: break-word;
}
.section {
margin-top: 1rem;
margin-bottom: 1rem;
margin-left: 0.5rem;
margin-right: 0.5rem;
border-left: 3px solid white;
border-radius: 0.1rem;
/* padding-right: 0rem !important;
padding-left: 0rem !important; */
}
.section-title:hover{
font-weight: bold;
}
.section-title {
margin-bottom: 1.5rem;;
}
ul {
/*Needed to override <ul> style in sq2bs.css*/
list-style-type: circle;
}
.indent {
margin-left: 2rem;
}
/* Math */
math, number {
font-family: 'CMU Serif', 'Cambria Math', 'Times New Roman', serif;
}
number {
color: rgb(17, 234, 9);
}
.full-width {
width: 100%;
text-align: center;
}
/* Variable Sizing (specific to dev page) */
@media screen and (max-width: 600px) {
.section-title > * {
font-size: 3.5rem;
}
.page-title {
font-size: 6rem;
}
}
@media screen and (min-width: 600px) and (max-width: 1400px) {
.section-title > * {
font-size: 1.25rem;
}
.page-title {
font-size: 4rem;
}
}
@media screen and (min-width: 1400px) {
.section-title > *{
font-size: 1.5rem;
}
.page-title {
font-size: 4.5rem;
}
}

View file

@ -6,12 +6,6 @@
.overall-container{
margin-bottom: 10px;
}
.container{
width: 95%;
border: 3px solid #BCBCBC;
border-radius: 3px;
padding: 2% 4% 4%;
}
.coord-container {
display: grid;
grid-template-columns: 1fr 1fr 1fr;

View file

@ -15,11 +15,6 @@
grid-column-gap: 5px;
grid-auto-rows: minmax(32px, auto);
}
.container{
width: 95%;
border: 3px solid #BCBCBC;
border-radius: 3px;
}
.leaflet-tooltip.labelp {
font-family: 'Nunito', sans-serif;
font-size: 1.1em;

48
css/sidebar.css Normal file
View file

@ -0,0 +1,48 @@
:root {
--sidebar-width: 3.5vw;
}
/* sidebar stuff */
.sidebar {
height: 100%; /* 100% Full-height */
width: var(--sidebar-width); /* 0 width - change this with JavaScript */
position: fixed; /* Stay in place */
top: 0;
left: 0;
overflow-x: hidden; /* Disable horizontal scroll */
transition: 0.5s; /* 0.5 second transition effect to slide in the sidebar */
z-index: 100;
}
.sidebar:hover {
width: 11vw;
}
.sidebar a {
padding: .4vw .4vw .4vw .4vw;
display: block;
color: white;
white-space: nowrap;
text-decoration: none;
}
.sidebar a img {
margin-right: .6vw;
width: 2.5vw;
}
.sidebar a b {
font-size: .85vw;
}
.sidebar a:hover {
background-color: hsl(0, 0%, 8%);
color: rgb(210, 210, 210);
}
@media screen and (max-width: 992px) {
:root {
--sidebar-width: 0px;
}
.sidebar {display: none;}
}

507
css/sq2bs.css Normal file
View file

@ -0,0 +1,507 @@
* {
font-family: 'Nunito', sans-serif;
}
#body {
background-color: #121212;
}
/* builder containers */
.e_slider, .t_slider, .w_slider, .f_slider, .a_slider {
-webkit-appearance: none;
background: #AAAAAA;
border-radius: 30px;
height: 0.5rem;
}
/***** Chrome, Safari, Opera, and Edge Chromium *****/
.e_slider::-webkit-slider-runnable-track, .t_slider::-webkit-slider-runnable-track, .w_slider::-webkit-slider-runnable-track, .f_slider::-webkit-slider-runnable-track, .a_slider::-webkit-slider-runnable-track {
-webkit-appeareance: none;
background:transparent;
height: 0.5rem;
}
/******** Firefox **** **/
.e_slider::-moz-range-track, .t_slider::-moz-range-track, .w_slider::-moz-range-track, .f_slider::-moz-range-track, .a_slider::-moz-range-track {
-webkit-appearance: none;
background-color: transparent;
border-radius: 30px;
height: 0.5rem;
}
.e_slider::-webkit-slider-thumb, .t_slider::-webkit-slider-thumb, .w_slider::-webkit-slider-thumb, .f_slider::-webkit-slider-thumb, .a_slider::-webkit-slider-thumb {
-webkit-appearance: none;
appearance: none;
height: 0.75rem;
width: 0.75rem;
border-radius: 0.375rem;
margin-top: -0.125rem;
background-color: #FFFFFF;
border: solid 2px #82CFD0;
}
input[type=range]:focus {
outline: none; /* Removes the border. */
}
/* equipment field specifics */
/* inputs and dropdowns */
.form-control {
transition: none !important;
box-shadow: none !important;
width: 95% !important;
}
ul {
list-style-type: none;
}
ul.search-box {
position: absolute;
padding: 0;
overflow: auto;
}
li.search-item {
cursor: pointer;
}
li.search-item:hover {
background-color: hsl(0, 0%, 11%) !important;
}
/* boosts styles */
.button-boost:hover {
background-color: rgba(255, 255, 255, .1);
}
button.toggleOn {
background-color: #0a0 !important;
}
/* floating tooltip styles */
.float-tooltip {
background-color: hsl(0, 0%, 16%);
position: absolute;
transition: .3s;
cursor: pointer;
}
/* generic */
input {
min-width: 0;
width: 100%;
}
input.equipment-input {
font-weight: bold;
background-color: hsl(0, 0%, 21%) !important;
border-radius: 0.375rem !important;
border-color: rgba(33, 37, 41, 1) !important;
min-height: calc(1.2 * var(--scaled-fontsize) + 2px);
padding: 0rem 0.5rem;
font-size: var(--scaled-fontsize);
}
.my-container {
position: fixed; /* Stay in place */
left: var(--sidebar-width);
overflow-y: scroll;
height: 100%;
}
.text-right {
float: right;
}
.text-left {
float: left;
}
.spell-display p {
margin-bottom: 0;
}
.spell-display b {
font-size: 3rem;
font-weight: bold;
}
.spell-expand {
cursor: pointer;
}
:root {
--scaled-fontsize: 2.5rem;
}
.scaled-font {
font-size: 2.5rem;
}
.box-title {
text-align: center;
font-size: 3rem;
}
.item-title {
text-align: center;
overflow-wrap: break-word;
font-size: 3.5rem;
}
.big-title {
text-align: center;
overflow-wrap: break-word;
font-size: 4.5rem;
}
.skp-tooltip {
font-size: 2.1875rem;
font-weight: bold;
}
.spellcost-tooltip b {
font-size: 2.1875rem !important;
font-weight: bold;
}
.warning {
color: #ff8180;
font-size: 1.875rem;
margin-bottom: 0;
font-weight: bold;
}
.scaled-item-icon {
width: 8rem;
}
.scaled-item-icon img {
width: 6.5rem;
}
.scaled-bckgrd {
width: 10rem;
height: 10rem;
}
.scaled-bckgrd img {
width: 6.5rem;
}
@media screen and (min-width: 1200px) and (max-width: 1400px) {
:root {
--scaled-fontsize: 1rem;
}
.scaled-font {
font-size: 1rem;
}
.box-title {
font-size: 1rem;
}
.item-title {
font-size: 1.2rem;
}
.big-title {
font-size: 1.5rem;
}
.skp-tooltip {
font-size: .625rem;
}
.spellcost-tooltip b {
font-size: .625rem !important;
}
.scaled-item-icon {
width: 3.2rem;
}
.scaled-item-icon img {
width: 2.8rem;
}
.scaled-bckgrd {
width: 4rem;
height: 4rem;
}
.scaled-bckgrd img {
width: 2.8rem;
}
.warning {
font-size: .7rem;
}
.spell-display b {
font-size: 1rem;
}
}
@media screen and (min-width: 1400px) {
:root {
--scaled-fontsize: 1rem;
}
.scaled-font {
font-size: 1rem;
}
.box-title {
font-size: 1.25rem;
}
.item-title {
font-size: 1.5rem;
}
.big-title {
font-size: 1.8rem;
}
.skp-tooltip {
font-size: .78rem;
}
.spellcost-tooltip b {
font-size: .78rem !important;
}
.scaled-item-icon {
width: 4rem;
}
.scaled-item-icon img {
width: 3.5rem;
}
.scaled-bckgrd {
width: 5rem;
height: 5rem;
}
.scaled-bckgrd img {
width: 3.5rem;
}
.warning {
font-size: .8rem;
}
.spell-display b {
font-size: 1.2rem;
}
}
/* WynnAtlas Mini */
.search-field {
background-color: hsl(0, 0%, 14%) !important;
color: white;
font-weight: bold;
border-color: hsl(0, 0%, 8%);
}
/* Fake button for build stats */
.fake-button {
cursor: pointer;
}
.fake-button:hover, .selected-btn{
background-color: hsl(0, 0%, 14%) !important;
}
/* material design dark mode */
.dark-1 {
background-color: hsl(0, 0%, 5%) !important;
}
.dark-2 {
background-color: hsl(0, 0%, 7%) !important;
}
.dark-3 {
background-color: hsl(0, 0%, 8%) !important;
}
.dark-4 {
background-color: hsl(0, 0%, 9%) !important;
}
.dark-5 {
background-color: hsl(0, 0%, 11%) !important;
}
.dark-6 {
background-color: hsl(0, 0%, 12%) !important;
}
.dark-7 {
background-color: hsl(0, 0%, 14%) !important;
}
.dark-8 {
background-color: hsl(0, 0%, 15%) !important;
}
.dark-9 {
background-color: hsl(0, 0%, 16%) !important;
}
.dark-10 {
background-color: hsl(0, 0%, 20%) !important;
}
.dark-1u {
background-color: hsl(0, 0%, 5%);
}
.dark-2u {
background-color: hsl(0, 0%, 7%);
}
.dark-3u {
background-color: hsl(0, 0%, 8%);
}
.dark-4u {
background-color: hsl(0, 0%, 9%);
}
.dark-5u {
background-color: hsl(0, 0%, 11%);
}
.dark-6u {
background-color: hsl(0, 0%, 12%);
}
.dark-7u {
background-color: hsl(0, 0%, 14%);
}
.dark-8u {
background-color: hsl(0, 0%, 15%);
}
.dark-9u {
background-color: hsl(0, 0%, 16%);
}
.border-dark-7 {
border-color:hsl(0, 0%, 14%) !important;
}
/* BOX SHADOW STYLES */
.dark-shadow {
box-shadow: 0rem 0rem 0.5rem 0.075rem black;
}
.dark-shadow-sm {
box-shadow: 0rem 0rem 0.25rem 0.05rem black;
}
.atlas {
color: #fbcd49;
}
a {
color: #88FFFF;
}
a:hover {
color: #ff88ff;
}
.border-semi-light {
border-color: #aaa;
}
/* supposed to work in firefox but doesn't */
input[type=number]::-webkit-inner-spin-button,
input[type=number]::-webkit-outer-spin-button {
-webkit-appearance: none;
-moz-appearance: none;
appearance: none;
}
/* Make links bold when hovered over */
.clickable:hover {
font-weight: bold;
}
a:hover {
font-weight: bold;
}
.button {
border-color: #fff;
}
/* atree connector rotations */
.rotate-90 {
-webkit-transform: rotate(90deg);
-moz-transform: rotate(90deg);
-ms-transform: rotate(90deg);
-o-transform: rotate(90deg);
transform: rotate(90deg);
}
.rotate-180 {
-webkit-transform: rotate(180deg);
-moz-transform: rotate(180deg);
-ms-transform: rotate(180deg);
-o-transform: rotate(180deg);
transform: rotate(180deg);
}
.rotate-270 {
-webkit-transform: rotate(270deg);
-moz-transform: rotate(270deg);
-ms-transform: rotate(270deg);
-o-transform: rotate(270deg);
transform: rotate(270deg);
}
.rotate-flip {
-webkit-transform: scaleX(-1);
transform: scaleX(-1);
}
.hide-scroll {
-ms-overflow-style: none; /* Internet Explorer 10+ */
scrollbar-width: none; /* Firefox */
}
.hide-scroll::-webkit-scrollbar {
display: none; /* Safari and Chrome */
}
.atree-selected {
outline: 5px solid rgba(95, 214, 223, 0.8);
}
.atree-circle {
border-radius:50%;
-moz-border-radius:50%;
-webkit-border-radius:50%;
}
.hppeng{
color: #20c2b6;
}
.ferricles{
color: #5be553;
}

View file

@ -356,43 +356,6 @@ input {
::placeholder{
color: #aaa;
}
/* Tier colors tier colors */
.none {
color: #aaa;
}
.lore {
color: #555;
}
.Normal{
color: #fff;
}
.Unique{
color:#ff5;
}
.Rare{
color:#f5f;
}
.Legendary{
color:#5ff;
}
.Fabled{
color:#f55;
}
.Mythic{
color:#a0a;
}
.Crafted {
color: #0aa;
}
.Custom {
color: #0aa;
}
.Set{
color:#5f5;
}
.restrict, .warning {
color: #ff8180;
}
button.toggleOn{
background-color:#0a0;
@ -411,40 +374,11 @@ button.toggleOn:hover {
}
.Star {
color:rgb(255, 198, 85);
}
.Star:after {
content: "\272B";
}
.externalBuffs {
width: 100%;
}
.T0 {
color: #555;
}
.T1 {
color: #ff5;
}
.T2 {
color: #f5f;
}
.T3 {
color: #5ff;
}
.T0-bracket {
color: #555;
}
.T1-bracket {
color: #fa0;
}
.T2-bracket {
color: #a0a;
}
.T3-bracket {
color: #0aa;
}
.hide-container-block, .hide-container-grid, .set-info-div, .fade-in {
animation-duration: 0.5s;
animation-name: fadeInFromNone;
@ -548,7 +482,3 @@ button.toggleOn:hover {
height: 100vh;
}
.atlas{
height: 48px;
width: 48px;
}

184
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/*
Wynn-Related CSS
*/
/* Misc/Util Colors */
.positive {
color: #5f5;
}
.negative {
color: #f55;
}
.Health {
color: #AA0000
}
.Health:before {
content: "\2764" ' ';
}
.Mana {
color: #5ff;
}
.Mana:after {
content: "\273A"
}
.lvl:before {
content: 'Lv. '
}
/* Tier Colors */
.Normal {
color: #FFFFFF !important;
}
.Unique {
color: #FFFF55 !important;
}
.Rare {
color: #FF55FF !important;
}
.Legendary {
color: #55FFFF !important;
}
.Fabled {
color: #FF5555 !important;
}
.Mythic {
color: #AA00AA !important;
}
.Set {
color: #5f5 !important;
}
.Crafted, .Custom {
color: #0aa !important;
}
/* Tier Shadows */
.Normal-shadow {
box-shadow: 0rem 0rem 0.25rem 0.05rem #fff;
}
.Unique-shadow {
box-shadow: 0rem 0rem 0.25rem 0.05rem #ff5;
}
.Rare-shadow {
box-shadow: 0rem 0rem 0.25rem 0.05rem #f5f;
}
.Legendary-shadow {
box-shadow: 0rem 0rem 0.25rem 0.05rem #5ff;
}
.Fabled-shadow {
box-shadow: 0rem 0rem 0.25rem 0.05rem #f55;
}
.Mythic-shadow {
box-shadow: 0rem 0rem 0.25rem 0.05rem #a0a;
}
.Crafted-shadow {
box-shadow: 0rem 0rem 0.25rem 0.05rem #0aa;
}
.Custom-shadow {
box-shadow: 0rem 0rem 0.25rem 0.05rem #0aa;
}
.Set-shadow {
box-shadow: 0rem 0rem 0.25rem 0.05rem #5f5;
}
/* CR Styles */
.Star {
color:rgb(255, 198, 85);
}
.Star:after {
content: "\272B";
}
.T0 {
color: #555;
}
.T1 {
color: #ff5;
}
.T2 {
color: #f5f;
}
.T3 {
color: #5ff;
}
.T0-bracket {
color: #555;
}
.T1-bracket {
color: #fa0;
}
.T2-bracket {
color: #a0a;
}
.T3-bracket {
color: #0aa;
}
/* Damages */
.base_dps:before { /* Little Dagger icon */
content: "\1F5E1";
}
.Damage {
color: rgb(255, 198, 85)
}
.nDam, .Neutral {
color: #FFAA00;
}
.nDam:before, .Neutral:before {
content: "\2724" ' ';
}
.eDam, .Earth, .Earth_powder {
color: #00AA00;
}
.eDam:before, .Earth:before, .Earth_powder:before { content: "\2724" ' '; }
.tDam, .Thunder, .Thunder_powder {
color: #FFFF55;
}
.tDam:before, .Thunder:before, .Thunder_powder:before { content: "\2726" ' '; }
.wDam, .Water, .Water_powder {
color: #55FFFF
}
.wDam:before, .Water:before, .Water_powder:before { content: "\2749" ' '; }
.fDam, .Fire, .Fire_powder {
color: #FF5555;
}
.fDam:before, .Fire:before, .Fire_powder:before { content: "\2739" ' '; }
.aDam, .Air, .Air_powder {
color: #FFFFFF
}
.aDam:before, .Air:before, .Air_powder:before { content: "\274b" ' '; }
.restrict {
color: #ff8180;
}

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<!DOCTYPE html>
<html scroll-behavior="smooth">
<head>
<title>WynnBuilder Dev</title>
<link rel="icon" href="../media/icons/new/atlas64.png">
<link rel="manifest" href="manifest.json">
<meta name="viewport" content="width=device-width, initial-scale=.45, user-scalable=no">
<!-- nunito font, copying wynnbuilder, which is copying wynndata -->
<link rel="preconnect" href="https://fonts.googleapis.com">
<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin>
<link href="https://fonts.googleapis.com/css2?family=Nunito&display=swap" rel="stylesheet">
<link href="https://fonts.googleapis.com/css2?family=Nunito&display=swap" rel="stylesheet">
<link href="https://cdn.jsdelivr.net/npm/bootstrap@5.1.3/dist/css/bootstrap.min.css" rel="stylesheet"
integrity="sha384-1BmE4kWBq78iYhFldvKuhfTAU6auU8tT94WrHftjDbrCEXSU1oBoqyl2QvZ6jIW3" crossorigin="anonymous">
<link rel="stylesheet"
href="https://cdn.jsdelivr.net/npm/@tarekraafat/autocomplete.js@10.2.6/dist/css/autoComplete.min.css">
<link rel="stylesheet" href="../css/sq2bs.css">
<link rel="stylesheet" href="../css/sidebar.css">
<link rel="stylesheet" href="../css/wynnstyles.css">
<link rel="stylesheet" href="../css/dev.css">
</head>
<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>
<a href="../custom/"><img src="../media/icons/new/custom.png" alt="WynnCustom"
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 will end in "#[version number]_[build hash]".
</p>
<div class="row section" title="Version 6">
<p>
Version 6 was made to account for the desire to save tomes in a build. As of the last version of this documentation, version 6 is used for encoding whenever there are tomes in the 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>
<!-- <div class="row section" title="Test Section">
</div> -->
</div>
<script type="text/javascript" src="../js/dev.js"></script>
<script type="text/javascript" src="../js/sq2icons.js"></script>
</body>
</html>

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<!DOCTYPE html>
<html scroll-behavior="smooth">
<head>
<meta name="HandheldFriendly" content="true" />
<meta name="MobileOptimized" content="320" />
<meta name="viewport" content="initial-scale=1.0, maximum-scale=1.0, width=device-width, user-scalable=no" />
<!-- nunito font, copying wynndata -->
<link rel="preconnect" href="https://fonts.gstatic.com">
<link href="https://fonts.googleapis.com/css2?family=Nunito&display=swap" rel="stylesheet">
<link rel="stylesheet" href="/css/styles.css">
<link rel="stylesheet" href="/css/items.css">
<link rel="stylesheet" media="screen and (min-width: 800px)" href="/css/item-wide.css"/>
<link rel="stylesheet" media="screen and (max-width: 799px)" href="/css/item-narrow.css"/>
<link rel="icon" href="./favicon.png">
<link rel="manifest" href="manifest.json">
<title>Wynn Clientside</title>
</head>
<body class="all">
<div class="center">
<header class = "header nomarginp">
<div class = "headerleft" id = "headerleft">
</div>
<div class = "headercenter" id = "headercenter">
<div >
<p class = "itemp" id = "header">Item Info</p>
</div>
</div>
<div class = "headerright" id = "headerright">
</div>
</header>
</div>
<br>
<div class = "overall center">
<div class = "overall-container" style = "display:grid">
<div class = "item-view-container hide-container-grid" display = "grid-item-1">
<p class = "title"></p>
<div class = "item-view container" id = "item-view">
</div>
</div>
<div class = "info" display = "grid-item-2">
<p class = "title" >Additional Info</p>
<div class = "additional-info" id = "additional-info"></div>
</div>
</div>
<div class = "container set-bonus-info bigcontainer" id = "set-bonus-info" style = "display: none">
</div>
<div class = "container identification-costs bigcontainer" id = "identification-costs" style = "display: none">
</div>
<div class = "container identification-probabilities bigcontainer" id = "identification-probabilities" style = "display: none">
</div>
</div>
<script type="text/javascript" src="/js/utils.js"></script>
<script type="text/javascript" src="/js/build_utils.js"></script>
<script type="text/javascript" src="/js/loadheader.js"></script>
<script type="text/javascript" src="/js/icons.js"></script>
<script type="text/javascript" src="/js/damage_calc.js"></script>
<script type="text/javascript" src="/js/powders.js"></script>
<script type="text/javascript" src="/js/load.js"></script>
<script type="text/javascript" src="/js/load_ing.js"></script>
<script type="text/javascript" src="/js/crafter.js"></script>
<script type="text/javascript" src="/js/craft.js"></script>
<script type="text/javascript" src="/js/display_constants.js"></script>
<script type="text/javascript" src="/js/display.js"></script>
<script type="text/javascript" src="/js/custom.js"></script>
<script type="text/javascript" src="/js/customizer.js"></script>
<script type="text/javascript" src="/js/item.js"></script>
</body>
</html>

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<!DOCTYPE html>
<!DOCTYPE html>
<html scroll-behavior="smooth">
<head>
<title>WB Item Viewer</title>
<link rel="icon" href="../media/icons/new/searcher.png" type="image/icon type">
<meta name="viewport" content="width=device-width, initial-scale=.45, user-scalable=no">
<!-- nunito font, copying wynnbuilder, which is copying wynndata -->
<link rel="preconnect" href="https://fonts.googleapis.com">
<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin>
<link href="https://fonts.googleapis.com/css2?family=Nunito&display=swap" rel="stylesheet">
<link href="https://cdn.jsdelivr.net/npm/bootstrap@5.1.3/dist/css/bootstrap.min.css" rel="stylesheet" integrity="sha384-1BmE4kWBq78iYhFldvKuhfTAU6auU8tT94WrHftjDbrCEXSU1oBoqyl2QvZ6jIW3" crossorigin="anonymous">
<link rel="stylesheet" href="https://cdn.jsdelivr.net/npm/@tarekraafat/autocomplete.js@10.2.6/dist/css/autoComplete.min.css">
<link rel="stylesheet" href="../css/sq2bs.css">
<link rel="stylesheet" href="../css/sidebar.css">
<link rel="stylesheet" href="../css/wynnstyles.css">
</head>
<body class = "text-light d-flex justify-content-center" id = "body">
<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>
<a href = "../custom/"><img src = "../media/icons/new/custom.png" alt = "WynnCustom" 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 = "Wynnfo"><b>Wynnfo</b></a>
<a 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 py-5 vh-100 mx-0 mx-lg-auto scaled-font">
<div class="col">
<div class="row h-100 gx-lg-5 gy-3 mx-2 mx-lg-0 mb-3">
<div class = "col-lg-3 col-sm-12">
<div class = "rounded col g-0 scaled-font border border-3 border-dark dark-shadow p-3 dark-7" id = "item-view">
</div>
</div>
<div class = "col-lg-6 col-sm-12">
<div class = "rounded col scaled-font border border-3 border-dark dark-shadow p-3" id = "additional-info"></div>
</div>
</div>
<div class = "row mb-3 rounded border border-semi-dark border-3 p-3" id = "set-bonus-info" style = "display: none">
</div>
<div class = "row mb-3 rounded border border-semi-dark border-3 p-3" id = "identification-costs" style = "display: none">
</div>
<div class = "row mb-3 rounded border border-semi-dark border-3 p-3" id = "identification-probabilities" style = "display: none">
</div>
</div>
</div>
<script type="text/javascript" src="/js/utils.js"></script>
<script type="text/javascript" src="/js/build_utils.js"></script>
<script type="text/javascript" src="/js/icons.js"></script>
<script type="text/javascript" src="/js/damage_calc.js"></script>
<!-- <script type="text/javascript" src="/js/powders.js"></script> -->
<script type="text/javascript" src="/js/load.js"></script>
<script type="text/javascript" src="/js/load_ing.js"></script>
<script type="text/javascript" src="/js/display_constants.js"></script>
<script type="text/javascript" src="/js/display.js"></script>
<script type="text/javascript" src="/js/item.js"></script>
</body>
</html>

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<!DOCTYPE html>
<html scroll-behavior="smooth">
<head>
<meta charset="UTF-8" />
<meta name="HandheldFriendly" content="true" />
<meta name="MobileOptimized" content="320" />
<meta name="viewport" content="initial-scale=1.0, maximum-scale=1.0, width=device-width, user-scalable=no" />
<!-- nunito font, copying wynndata -->
<link rel="preconnect" href="https://fonts.gstatic.com">
<link href="https://fonts.googleapis.com/css2?family=Nunito&display=swap" rel="stylesheet">
<link rel="stylesheet" href="/css/styles.css">
<link rel="stylesheet" href="/css/items.css">
<link rel="stylesheet" media="screen and (min-width: 1100px)" href="/css/items-wide.css"/>
<link rel="stylesheet" media="screen and (max-width: 1099px)" href="/css/items-narrow.css"/>
<link rel="icon" href="./media/icons/new/searcher.png">
<link rel="manifest" href="manifest.json">
<title>Wynn Clientside</title>
</head>
<body class="all">
<div class="center">
<header class = "header nomarginp">
<div class = "headerleft" id = "headerleft">
</div>
<div class = "headercenter" id = "headercenter">
<div >
<p class = "itemp" id = "header">WynnAtlas</p>
</div>
</div>
<div class = "headerright" id = "headerright">
<div class="center" id="advanced">
<a href="./items_2.html" class = "link">Advanced Search</a>
</div>
</div>
</header>
</div>
<br>
<br>
<div class="itemsearch">
<div class="searchbox">
<div class="left">
<label for="name-choice">Name:</label><br>
<input class="searchinput" type="text" id="name-choice" name="name-choice" placeholder="Item name (case insensitive)" tabindex="1" autofocus/>
<p class="error"></p>
</div>
<div class="left">
<label for="category-choice">Category:</label><br>
<input class="searchinput" list="category-items" id="category-choice" name="category-choice" placeholder="ALL" tabindex="2"/>
<datalist id="category-items">
<option value="ALL">
<option value="armor">
<option value="helmet">
<option value="chestplate">
<option value="leggings">
<option value="boots">
<option value="accessory">
<option value="ring">
<option value="bracelet">
<option value="necklace">
<option value="weapon">
<option value="wand">
<option value="spear">
<option value="bow">
<option value="dagger">
<option value="relik">
</datalist>
<p class="error"></p>
</div>
<div class="left">
<label for="rarity-choice">Rarity:</label><br>
<input class="searchinput" list="rarity-items" id="rarity-choice" name="rarity-choice" placeholder="ANY" tabindex="3"/>
<datalist id="rarity-items">
<option value="ANY">
<option value="Normal">
<option value="Unique">
<option value="Set">
<option value="Rare">
<option value="Legendary">
<option value="Fabled">
<option value="Mythic">
<option value="Sane">
</datalist>
<p class="error"></p>
</div>
<div class="left">
<label for="level-choice">Level:</label><br>
<input class="searchinput" type="text" id="level-choice" name="level-choice" value="1-106" tabindex="4"/>
<p class="error"></p>
</div>
<datalist id="filter-items">
</datalist>
<div class="left">
<label for="filter1-choice">Filter 1:</label><br>
<input class="searchinput" list="filter-items" id="filter1-choice" name="filter1-choice" placeholder="ANY" tabindex="5"/>
<p class="error"></p>
</div>
<div class="left">
<label for="filter2-choice">Filter 2:</label><br>
<input class="searchinput" list="filter-items" id="filter2-choice" name="filter2-choice" placeholder="ANY" tabindex="6"/>
<p class="error"></p>
</div>
<div class="left">
<label for="filter3-choice">Filter 3:</label><br>
<input class="searchinput" list="filter-items" id="filter3-choice" name="filter3-choice" placeholder="ANY" tabindex="7"/>
<p class="error"></p>
</div>
<div class="left">
<label for="filter4-choice">Filter 4:</label><br>
<input class="searchinput" list="filter-items" id="filter4-choice" name="filter4-choice" placeholder="ANY" tabindex="8"/>
<p class="error"></p>
</div>
<div class="right" style="grid-column:1/span 2">
<button class = "button" id = "search-button" onclick = "doItemSearch()" tabindex="9">
Search!
</button>
</div>
<div id="summary" class="left" style="grid-column:3/span 2">
Hello!
</div>
</div>
<div class="center items" id="main">
</div>
</div>
<script type="text/javascript" src="/js/utils.js"></script>
<script type="text/javascript" src="/js/build_utils.js"></script>
<script type="text/javascript" src="/js/loadheader.js"></script>
<script type="text/javascript" src="/js/icons.js"></script>
<script type="text/javascript" src="/js/damage_calc.js"></script>
<script type="text/javascript" src="/js/display_constants.js"></script>
<script type="text/javascript" src="/js/display.js"></script>
<script type="text/javascript" src="/js/query_2.js"></script>
<script type="text/javascript" src="/js/expr_parser.js"></script>
<script type="text/javascript" src="/js/load.js"></script>
<script type="text/javascript" src="/js/items.js"></script>
</body>
</html>

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<!DOCTYPE html>
<html scroll-behavior="smooth">
<head>
<title>WynnAtlas</title>
<link rel="icon" href="../media/icons/new/searcher.png" type="image/icon type">
<meta name="viewport" content="width=device-width, initial-scale=.45, user-scalable=no">
<!-- nunito font, copying wynnbuilder, which is copying wynndata -->
<link rel="preconnect" href="https://fonts.googleapis.com">
<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin>
<link href="https://fonts.googleapis.com/css2?family=Nunito&display=swap" rel="stylesheet">
<link href="https://cdn.jsdelivr.net/npm/bootstrap@5.1.3/dist/css/bootstrap.min.css" rel="stylesheet" integrity="sha384-1BmE4kWBq78iYhFldvKuhfTAU6auU8tT94WrHftjDbrCEXSU1oBoqyl2QvZ6jIW3" crossorigin="anonymous">
<link rel="stylesheet" href="https://cdn.jsdelivr.net/npm/@tarekraafat/autocomplete.js@10.2.6/dist/css/autoComplete.min.css">
<link rel="stylesheet" href="../css/sq2bs.css">
<link rel="stylesheet" href="../css/sidebar.css">
<link rel="stylesheet" href="../css/wynnstyles.css">
</head>
<body class = "text-light d-flex justify-content-center" id = "body">
<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 = ""><img src = "../media/icons/new/searcher.png" alt = "WynnAtlas" title = "WynnAtlas"><b>WynnAtlas</b></a>
<a href = "../custom/"><img src = "../media/icons/new/custom.png" alt = "WynnCustom" 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 = "Wynnfo"><b>Wynnfo</b></a>
<a 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 py-5 vh-100 mx-0 mx-lg-auto scaled-font">
<div class = "col">
<div class = "row">
<div class = "col text-end">
<a href = "../items_adv/">Advanced Item Search</a>
</div>
</div>
<div class = "row">
<div class = "row">
<div class = "col-lg-3 col-sm-12">
<div class = "col fw-bold">Name:</div>
<input class = "col border-dark text-light dark-5 rounded scaled-font form-control form-control-sm" type="text" id="item-name-choice" name="item-name-choice" placeholder="Item name (case insensitive)"/>
<p class="error col"></p>
</div>
<div class = "col-lg-3 col-sm-12">
<div class = "col fw-bold">Category:</div>
<input class="col border-dark text-light dark-5 rounded scaled-font form-control form-control-sm" id="item-category-choice" name="item-category-choice" placeholder="ALL"/>
<datalist id="category-items">
<option value="ALL">
<option value="armor">
<option value="helmet">
<option value="chestplate">
<option value="leggings">
<option value="boots">
<option value="accessory">
<option value="ring">
<option value="bracelet">
<option value="necklace">
<option value="weapon">
<option value="wand">
<option value="spear">
<option value="bow">
<option value="dagger">
<option value="relik">
</datalist>
<p class="error"></p>
</div>
<div class = "col-lg-3 col-sm-12">
<div class = "col fw-bold">Rarity:</div>
<input class = "border-dark text-light dark-5 rounded scaled-font form-control form-control-sm" id="item-rarity-choice" name="item-rarity-choice" placeholder="ANY"/>
<datalist id = "rarity-items">
<option value="ANY">
<option value="Normal">
<option value="Unique">
<option value="Set">
<option value="Rare">
<option value="Legendary">
<option value="Fabled">
<option value="Mythic">
<option value="Sane">
</datalist>
<p class="error col-auto"></p>
</div>
<div class = "col-lg-3 col-sm-12">
<div class = "col fw-bold">Level Range:</div>
<input class = "border-dark text-light dark-5 rounded scaled-font form-control form-control-sm" type="text" id="item-level-choice" name="item-level-choice" placeholder = "1-106"/>
<p class="error col-auto"></p>
</div>
</div>
<div class = "row">
<div class = "col-lg-3 col-sm-12">
<div class = "col fw-bold">Filter 1:</div>
<input class = "border-dark text-light dark-5 rounded scaled-font form-control form-control-sm" id="filter1-choice" name="filter1-choice" placeholder="ANY"/>
<p class="error col-auto"></p>
</div>
<div class = "col-lg-3 col-sm-12">
<div class = "col fw-bold">Filter 2:</div>
<input class = "border-dark text-light dark-5 rounded scaled-font form-control form-control-sm" id="filter2-choice" name="filter2-choice" placeholder="ANY"/>
<p class="error col-auto"></p>
</div>
<div class = "col-lg-3 col-sm-12">
<div class = "col fw-bold">Filter 3:</div>
<input class = "border-dark text-light dark-5 rounded scaled-font form-control form-control-sm" id="filter3-choice" name="filter3-choice" placeholder="ANY"/>
<p class="error col-auto"></p>
</div>
<div class = "col-lg-3 col-sm-12">
<div class = "col fw-bold">Filter 4:</div>
<input class = "border-dark text-light dark-5 rounded scaled-font form-control form-control-sm" id="filter4-choice" name="filter4-choice" placeholder="ANY"/>
<p class="error col-auto"></p>
</div>
<datalist id = "filter-items"></datalist>
</div>
<div class = "row">
<div class = "col-auto">
<button class = "button rounded scaled-font fw-bold text-light dark-5" id = "search-button" onclick = "doItemSearch()">
Search!
</button>
</div>
<div class = "col-auto">
<button class = "button rounded scaled-font fw-bold text-light dark-5" id = "reset-button" onclick = "resetItemSearch()">
Reset
</button>
</div>
</div>
</div>
<div class = "row box-title justify-content-center" id = "summary">
</div>
<div class = "row" id = "search-results">
</div>
</div>
</div>
<script src="https://cdn.jsdelivr.net/npm/@tarekraafat/autocomplete.js@10.2.6/dist/autoComplete.min.js"></script>
<script type="text/javascript" src="../js/utils.js"></script>
<script type="text/javascript" src="../js/build_utils.js"></script>
<script type="text/javascript" src="../js/icons.js"></script>
<script type="text/javascript" src="../js/damage_calc.js"></script>
<script type="text/javascript" src="../js/display_constants.js"></script>
<script type="text/javascript" src="../js/display.js"></script>
<script type="text/javascript" src="../js/sq2display_constants.js"></script>
<script type="text/javascript" src="../js/sq2display.js"></script>
<script type="text/javascript" src="../js/query.js"></script>
<script type="text/javascript" src="../js/query_2.js"></script>
<script type="text/javascript" src="../js/expr_parser.js"></script>
<script type="text/javascript" src="../js/load.js"></script>
<script type="text/javascript" src="../js/items.js"></script>
<script type="text/javascript" src="../js/sq2items.js"></script>
</body>
</html>

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<!DOCTYPE html>
<html scroll-behavior="smooth">
<head>
<meta charset="UTF-8" />
<meta name="HandheldFriendly" content="true" />
<meta name="MobileOptimized" content="320" />
<meta name="viewport" content="initial-scale=1.0, maximum-scale=1.0, width=device-width, user-scalable=no" />
<!-- nunito font, copying wynndata -->
<link rel="preconnect" href="https://fonts.gstatic.com">
<link href="https://fonts.googleapis.com/css2?family=Nunito&display=swap" rel="stylesheet">
<link rel="stylesheet" href="/css/styles.css">
<link rel="stylesheet" href="/css/items_2.css">
<link rel="icon" href="./media/icons/new/searcher.png">
<link rel="manifest" href="manifest.json">
<title>WynnAtlas</title>
</head>
<body class="all">
<header class="header nomarginp">
<div class="headerleft" id = "headerleft">
</div>
<div class="headercenter" id = "headercenter">
<div>
<p class="itemp" id="header">WynnAtlas</p>
</div>
</div>
<div class="headerright" id = "headerright">
<div class="center" id="basic">
<a href="./items.html" class="link">Basic Search</a>
</div>
</div>
</header>
<div class="center" id="credits">
<a href="https://hppeng-wynn.github.io/credits.txt" class="link">Additional credits</a>
</div>
<div class="center" id="help">
<a href="items_2_help.html" class="link" target="_blank">Search Guide</a>
</div>
<div class="center" id="main">
<div id="search-container">
<div class="search-field-container left" id="search-filter">
<label class="search-field-label" for="search-filter-field">Filter By:</label>
<input class="search-field" id="search-filter-field" type="text" autofocus="true"
placeholder="name ?= &quot;blue&quot; & str >= 15 & dex >= 10">
<div class="search-field-error" id="search-filter-error"></div>
<div class="search-field-compl" id="search-filter-compl"></div>
</div>
<div class="search-field-container left" id="search-sort">
<label class="search-field-label" for="search-sort-field">Sort By:</label>
<input class="search-field" id="search-sort-field" type="text"
placeholder="str + dex; meleerawdmg + spellrawdmg">
<div class="search-field-error" id="search-sort-error"></div>
<div class="search-field-compl" id="search-sort-compl"></div>
</div>
</div>
<div id="item-list-container">
<div class="left" id="item-list"></div>
<div class="center" id="item-list-footer"></div>
</div>
</div>
<div id="scroll-up">&uparrow;</div>
<script type="text/javascript" src="/js/utils.js"></script>
<script type="text/javascript" src="/js/build_utils.js"></script>
<script type="text/javascript" src="/js/loadheader.js"></script>
<script type="text/javascript" src="/js/icons.js"></script>
<script type="text/javascript" src="/js/damage_calc.js"></script>
<script type="text/javascript" src="/js/display_constants.js"></script>
<script type="text/javascript" src="/js/display.js"></script>
<script type="text/javascript" src="/js/query_2.js"></script>
<script type="text/javascript" src="/js/expr_parser.js"></script>
<script type="text/javascript" src="/js/load.js"></script>
<script type="text/javascript" src="/js/items_2.js"></script>
</body>
</html>

14
items_adv/credits.txt Normal file
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@ -0,0 +1,14 @@
Theme, formatting, and overall inspiration: Wynndata (Dukio)
- https://wynndata.tk
The game, of course
- wynncraft.com
Additional Contributors:
- Kiocifer (Icons!)
- Lennon (Skill point formula reversing)
- Phanta (WynnAtlas custom expression parser / item search)
- QuantumNep (Layout code/layout ideas)
- nbcss (Crafted Item mechanics reverse engineering)
- dr_carlos (Hiding UI elements properly, fade animations, proper error handling)
- Atlas Inc discord (feedback, ideas, damage calc, etc)

BIN
items_adv/help_photo.png Normal file

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After

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88
items_adv/index.html Normal file
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@ -0,0 +1,88 @@
<!DOCTYPE html>
<html scroll-behavior="smooth">
<head>
<title>WynnAtlas</title>
<link rel="icon" href="../media/icons/new/searcher.png" type="image/icon type">
<meta name="viewport" content="width=device-width, initial-scale=.45, user-scalable=no">
<!-- nunito font, copying wynnbuilder, which is copying wynndata -->
<link rel="preconnect" href="https://fonts.googleapis.com">
<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin>
<link href="https://fonts.googleapis.com/css2?family=Nunito&display=swap" rel="stylesheet">
<link href="https://cdn.jsdelivr.net/npm/bootstrap@5.1.3/dist/css/bootstrap.min.css" rel="stylesheet" integrity="sha384-1BmE4kWBq78iYhFldvKuhfTAU6auU8tT94WrHftjDbrCEXSU1oBoqyl2QvZ6jIW3" crossorigin="anonymous">
<link rel="stylesheet" href="https://cdn.jsdelivr.net/npm/@tarekraafat/autocomplete.js@10.2.6/dist/css/autoComplete.min.css">
<link rel="stylesheet" href="../css/sq2bs.css">
<link rel="stylesheet" href="../css/items_2.css">
<link rel="stylesheet" href="../css/sidebar.css">
<link rel="stylesheet" href="../css/wynnstyles.css">
</head>
<body class = "text-light d-flex justify-content-center" id = "body">
<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>
<a href = "/customizer.html"><img src = "../media/icons/new/custom.png" alt = "WynnCustom" title = "WynnCustom"><b>WynnCustom</b></a>
<a href = "/map.html"><img src = "../media/icons/new/compass.png" alt = "WynnGPS" title = "WynnGPS"><b>WynnGPS</b></a>
<a href = "/wynnfo/index.html"><img src = "../media/icons/new/book.png" alt = "Wynnfo" title = "WynnCrafter"><b>WynnCrafter</b></a>
<a 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 py-5 vh-100 mx-0 mx-lg-auto scaled-font">
<div class = "col">
<div class = "row">
<div class = "col text-start" id = "credits">
<a href="credits.txt" class="link">Additional credits</a>
</div>
<div class = "col text-center" id = "help">
<a href="items_2_help.html" class="link" target="_blank">Search Guide</a>
</div>
<div class = "col text-end">
<a href = "../items/">Basic Item Search</a>
</div>
</div>
<div class = "row">
<div class="col" id="main">
<div class = "row" id="search-container">
<div class="col search-field-container" id="search-filter">
<div class="col fw-bold">Filter By:</div>
<input class="col border-dark text-light dark-5 rounded scaled-font form-control form-control-sm" id="search-filter-field" type="text" autofocus="true"
placeholder="name ?= &quot;blue&quot; & str >= 15 & dex >= 10">
<div class="search-field-error" id="search-filter-error"></div>
<div class="search-field-compl" id="search-filter-compl"></div>
</div>
<div class="col search-field-container" id="search-sort">
<div class="col fw-bold">Sort By:</div>
<input class="col border-dark text-light dark-5 rounded scaled-font form-control form-control-sm" id="search-sort-field" type="text"
placeholder="str + dex; meleerawdmg + spellrawdmg">
<div class="search-field-error" id="search-sort-error"></div>
<div class="search-field-compl" id="search-sort-compl"></div>
</div>
</div>
<div class = "row" id="item-list-container">
<div class="row" id="item-list"></div>
<div class="row" id="item-list-footer"></div>
</div>
</div>
</div>
<div class = "row" id="scroll-up">&uparrow;</div>
</div>
</div>
<script type="text/javascript" src="/js/utils.js"></script>
<script type="text/javascript" src="/js/build_utils.js"></script>
<script type="text/javascript" src="/js/icons.js"></script>
<script type="text/javascript" src="/js/damage_calc.js"></script>
<script type="text/javascript" src="/js/display_constants.js"></script>
<script type="text/javascript" src="/js/display.js"></script>
<script type="text/javascript" src="/js/query_2.js"></script>
<script type="text/javascript" src="/js/expr_parser.js"></script>
<script type="text/javascript" src="/js/load.js"></script>
<script type="text/javascript" src="/js/items_2.js"></script>
</body>
</html>

View file

@ -1,32 +1,45 @@
<!DOCTYPE html>
<html scroll-behavior="smooth">
<head>
<!-- nunito font, copying wynndata -->
<link rel="preconnect" href="https://fonts.gstatic.com">
<title>WynnAtlas Help</title>
<link rel="icon" href="../media/icons/new/searcher.png">
<link rel="manifest" href="manifest.json">
<meta name="viewport" content="width=device-width, initial-scale=.45, user-scalable=no">
<!-- nunito font, copying wynnbuilder, which is copying wynndata -->
<link rel="preconnect" href="https://fonts.googleapis.com">
<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin>
<link href="https://fonts.googleapis.com/css2?family=Nunito&display=swap" rel="stylesheet">
<link rel="stylesheet" href="/css/styles.css">
<link rel="stylesheet" href="/css/article.css">
<link rel="icon" href="./media/icons/new/searcher.png">
<link rel="manifest" href="manifest.json">
<title>WynnAtlas</title>
<link href="https://fonts.googleapis.com/css2?family=Nunito&display=swap" rel="stylesheet">
<link href="https://cdn.jsdelivr.net/npm/bootstrap@5.1.3/dist/css/bootstrap.min.css" rel="stylesheet" integrity="sha384-1BmE4kWBq78iYhFldvKuhfTAU6auU8tT94WrHftjDbrCEXSU1oBoqyl2QvZ6jIW3" crossorigin="anonymous">
<link rel="stylesheet" href="https://cdn.jsdelivr.net/npm/@tarekraafat/autocomplete.js@10.2.6/dist/css/autoComplete.min.css">
<link rel="stylesheet" href="../css/article.css">
<link rel="stylesheet" href="../css/styles.css">
<link rel="stylesheet" href="../css/sidebar.css">
<link rel="stylesheet" href="../css/wynnstyles.css">
</head>
<body class="all" style="overflow-y: scroll">
<header class="header nomarginp">
<div class="headerleft" id = "headerleft">
</div>
<div class="headercenter" id = "headercenter">
<div>
<p class="itemp" id="header">WynnAtlas</p>
</div>
</div>
<div class="headerright" id = "headerright">
</div>
</header>
<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>
<a href = "../custom/"><img src = "../media/icons/new/custom.png" alt = "WynnCustom" 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 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>
<main>
<div class="full-width">
<img src="https://i.imgur.com/Ap6Zd3Q.png"/>
<div class="full-width text-center">
<img src="./help_photo.png"/>
</div>
<div class="section">
<h2>What the heck is &ldquo;Advanced Item Search&rdquo;?</h2>
<p>The WynnBuilder team has been hard at work giving you the latest and greatest tools for optimizing your most complex Wynncraft builds. Now, we're introducing <strong class="rb-text">WynnAtlas</strong>, the new, bigger, better, smarter, powerful-er item guide! Featuring an extremely flexible expression language for filtering and sorting items, WynnAtlas' advanced item search system gives build engineers the power to select items with a high degree of granularity. Picking components for your brand-new Divzer WFA build has never been easier!</p>
@ -208,7 +221,6 @@
docsFns.append(genDocEntry(entry[0], entry[1], null, entry[2]));
}
</script>
<script type="text/javascript" src="/js/loadheader.js"></script>
<script type="text/javascript" src="/js/icons.js"></script>
<script type="text/javascript" src="../js/sq2icons.js"></script>
</body>
</html>

View file

@ -0,0 +1,5 @@
How to convert:
1. edit `atree_constants.js`
2. run `python3 ../py_script/atree-generateID.py
3. check that the site still works

View file

@ -6,25 +6,33 @@ function setTitle() {
}
setTitle();
const flavortexts = ["JALA?? \n ATLAS?? \n ANYONE??",
"this really do be a bruh moment.",
"OH, LOOK AT YOU. YOU FOUND THE FUNNY BUILDER GUILDER MEME PAGE. AREN'T YOU PROUD OF YOURSELF?",
"Downloading Atlas Inc Virus 2.0...",
"Any WynnBuilders in the chat?",
":sunglaso:",
"This says a lot about our society.",
"WynnCraft is overrated. Stay on this page forever!",
"Now trading Smash invite letters for Atlas Inc invites!",
"You have reached the customer support page of Wynnbuilder. Please call [REDACTED] to get your problems solved!",
"",
"Isn't this like that one game Amogus?",
"Mom, what does 'hppeng' mean?",
"hpgbegg",
"| |I || |_",
"",
];
const flavortexts = [
"JALA?? \n ATLAS?? \n ANYONE??",
"this really do be a bruh moment.",
"OH, LOOK AT YOU. YOU FOUND THE FUNNY BUILDER GUILDER MEME PAGE. AREN'T YOU PROUD OF YOURSELF?",
"Downloading Atlas Inc Virus 2.0...",
"Any WynnBuilders in the chat?",
":sunglaso:",
"This says a lot about our society.",
"WynnCraft is overrated. Stay on this page forever!",
"Now trading Smash invite letters for Atlas Inc invites!",
"You have reached the customer support page of Wynnbuilder. Please call [REDACTED] to get your problems solved!",
"Mom, what does 'hppeng' mean?",
"hpgbegg",
"| |I || |_",
"Wynn was so good they made Wynn 2",
"Join Monumenta today!",
"do NOT look up the 25th largest island of Greece",
"whatever you do, don't search for lego piece 26047.",
"guys what does perbromic acid look like",
"Hello Chat",
"Goodbye Chat",
"Look up. Now look down. Now look up again. Spin your head 3 times clockwise. You look real silly.",
"There\'s \'guillble\' written on the ceiling",
"when the pretender is conspicuous...",
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH"];
const dt = 10; //millis
const PIX_PER_SEC = 1000;
const PIX_PER_SEC = 1337;
const EPSILON = 1E-7 * dt;
let atli = [];
@ -32,11 +40,13 @@ let atli = [];
function atlasClick() {
let atlas = document.createElement("div");
let atlas_img = document.createElement("img");
atlas_img.src = "favicon.png";
atlas.style.maxWidth = "64px";
atlas.style.maxHeight = "64px";
atlas_img.src = "../atlas/favicon.png";
atlas_img.style.width = "100%";
atlas_img.style.height = "100%";
atlas_img.style.maxWidth = "48px";
atlas_img.style.maxHeight = "48px";
atlas_img.style.maxWidth = "64px";
atlas_img.style.maxHeight = "64px";
atlas_img.style.zIndex = 1;
atlas.classList.add("atlas");
let roll = Math.random();
@ -44,7 +54,7 @@ function atlasClick() {
let rollList = ["lmoa","doom","agony","enraged","sunglaso","thonk","unglaso"];
for (let i = rollList.length-1; i > -1; i--) {
if (roll < (i+1) * rollchance) {
atlas_img.src = "./media/memes/" + rollList[i] + ".png";
atlas_img.src = "../media/memes/" + rollList[i] + ".png";
}
}
atlas.appendChild(atlas_img);
@ -52,7 +62,8 @@ function atlasClick() {
atlas.style.position = "absolute";
rect = document.getElementById("bodydiv").getBoundingClientRect(); //use rect.top, rect.left, rect.bottom, and rect.top
console.log(rect)
atlasrect = atlas.getBoundingClientRect();
atlas.style.left = Math.floor((rect.right - rect.left - 2*(atlasrect.right - atlasrect.left) ) * Math.random() + rect.left + (atlasrect.right - atlasrect.left) )+ "px";
atlas.style.top = Math.floor((rect.bottom - rect.top - 2*(atlasrect.bottom - atlasrect.top) ) * Math.random() + rect.top + (atlasrect.bottom - atlasrect.top) ) + "px";
@ -108,6 +119,10 @@ function runAtlas() {
let center = [(at1[0]+at2[0])/2, (at1[1]+at2[1])/2 ];
if (Math.sqrt(((at2[1]+atlas2.vy) - (at1[1]+atlas1.vy))**2 + ((at2[0]+atlas2.vx) - (at1[0]+atlas1.vx))**2) < 2*r) {
//Play bruh sound effect
document.getElementById('bruh_sound_effect').play();
document.getElementById('bruh_sound_effect').currentTime = 0;
if(Math.sqrt( (at2[1]-at1[1])**2 + (at2[0]-at1[0])**2 ) < 2*r ) {//check for collision
//Move both away slightly - correct alg this time :)
atlas1.style.left = parseFloat(atlas1.style.left.replace("px","")) + (at1[0]-center[0]) * 2 * r / Math.sqrt(dx**2 + dy**2) + "px";

1082
js/atree.js Normal file

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3978
js/atree_constants.js Normal file

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File diff suppressed because one or more lines are too long

146
js/atree_ids.json Normal file
View file

@ -0,0 +1,146 @@
{
"Archer": {
"Arrow Shield": 0,
"Escape": 1,
"Arrow Bomb": 2,
"Heart Shatter": 3,
"Fire Creep": 4,
"Bryophyte Roots": 5,
"Nimble String": 6,
"Arrow Storm": 7,
"Guardian Angels": 8,
"Windy Feet": 9,
"Basaltic Trap": 10,
"Windstorm": 11,
"Grappling Hook": 12,
"Implosion": 13,
"Twain's Arc": 14,
"Fierce Stomp": 15,
"Scorched Earth": 16,
"Leap": 17,
"Shocking Bomb": 18,
"Mana Trap": 19,
"Escape Artist": 20,
"Initiator": 21,
"Call of the Hound": 22,
"Arrow Hurricane": 23,
"Geyser Stomp": 24,
"Crepuscular Ray": 25,
"Grape Bomb": 26,
"Tangled Traps": 27,
"Snow Storm": 28,
"All-Seeing Panoptes": 29,
"Minefield": 30,
"Bow Proficiency I": 31,
"Cheaper Arrow Bomb": 32,
"Cheaper Arrow Storm": 33,
"Cheaper Escape": 34,
"Earth Mastery": 35,
"Thunder Mastery": 36,
"Water Mastery": 37,
"Air Mastery": 38,
"Fire Mastery": 39,
"More Shields": 40,
"Stormy Feet": 41,
"Refined Gunpowder": 42,
"More Traps": 43,
"Better Arrow Shield": 44,
"Better Leap": 45,
"Better Guardian Angels": 46,
"Cheaper Arrow Storm (2)": 47,
"Precise Shot": 48,
"Cheaper Arrow Shield": 49,
"Rocket Jump": 50,
"Cheaper Escape (2)": 51,
"Stronger Hook": 52,
"Cheaper Arrow Bomb (2)": 53,
"Bouncing Bomb": 54,
"Homing Shots": 55,
"Shrapnel Bomb": 56,
"Elusive": 57,
"Double Shots": 58,
"Triple Shots": 59,
"Power Shots": 60,
"Focus": 61,
"More Focus": 62,
"More Focus (2)": 63,
"Traveler": 64,
"Patient Hunter": 65,
"Stronger Patient Hunter": 66,
"Frenzy": 67,
"Phantom Ray": 68,
"Arrow Rain": 69,
"Decimator": 70
},
"Warrior": {
"Bash": 0,
"Spear Proficiency 1": 1,
"Cheaper Bash": 2,
"Double Bash": 3,
"Charge": 4,
"Heavy Impact": 5,
"Vehement": 6,
"Tougher Skin": 7,
"Uppercut": 8,
"Cheaper Charge": 9,
"War Scream": 10,
"Earth Mastery": 11,
"Thunder Mastery": 12,
"Water Mastery": 13,
"Air Mastery": 14,
"Fire Mastery": 15,
"Quadruple Bash": 16,
"Fireworks": 17,
"Half-Moon Swipe": 18,
"Flyby Jab": 19,
"Flaming Uppercut": 20,
"Iron Lungs": 21,
"Generalist": 22,
"Counter": 23,
"Mantle of the Bovemists": 24,
"Bak'al's Grasp": 25,
"Spear Proficiency 2": 26,
"Cheaper Uppercut": 27,
"Aerodynamics": 28,
"Provoke": 29,
"Precise Strikes": 30,
"Air Shout": 31,
"Enraged Blow": 32,
"Flying Kick": 33,
"Stronger Mantle": 34,
"Manachism": 35,
"Boiling Blood": 36,
"Ragnarokkr": 37,
"Ambidextrous": 38,
"Burning Heart": 39,
"Stronger Bash": 40,
"Intoxicating Blood": 41,
"Comet": 42,
"Collide": 43,
"Rejuvenating Skin": 44,
"Uncontainable Corruption": 45,
"Radiant Devotee": 46,
"Whirlwind Strike": 47,
"Mythril Skin": 48,
"Armour Breaker": 49,
"Shield Strike": 50,
"Sparkling Hope": 51,
"Massive Bash": 52,
"Tempest": 53,
"Spirit of the Rabbit": 54,
"Massacre": 55,
"Axe Kick": 56,
"Radiance": 57,
"Cheaper Bash 2": 58,
"Cheaper War Scream": 59,
"Discombobulate": 60,
"Thunderclap": 61,
"Cyclone": 62,
"Second Chance": 63,
"Blood Pact": 64,
"Haemorrhage": 65,
"Brink of Madness": 66,
"Cheaper Uppercut 2": 67,
"Martyr": 68
}
}

View file

@ -100,238 +100,12 @@ class Build{
* @param {Number[]} powders : Powder application. List of lists of integers (powder IDs).
* In order: boots, Chestplate, Leggings, Boots, Weapon.
* @param {Object[]} inputerrors : List of instances of error-like classes.
*
* @param {Object[]} tomes: List of tomes.
* In order: 2x Weapon Mastery Tome, 4x Armor Mastery Tome, 1x Guild Tome.
* 2x Slaying Mastery Tome, 2x Dungeoneering Mastery Tome, 2x Gathering Mastery Tome are in game, but do not have "useful" stats (those that affect damage calculations or building)
*/
constructor(level,equipment, powders, externalStats, inputerrors=[]){
let errors = inputerrors;
//this contains the Craft objects, if there are any crafted items. this.boots, etc. will contain the statMap of the Craft (which is built to be an expandedItem).
this.craftedItems = [];
this.customItems = [];
// NOTE: powders is just an array of arrays of powder IDs. Not powder objects.
this.powders = powders;
if(itemMap.get(equipment[0]) && itemMap.get(equipment[0]).type === "helmet") {
const helmet = itemMap.get(equipment[0]);
this.powders[0] = this.powders[0].slice(0,helmet.slots);
this.helmet = expandItem(helmet, this.powders[0]);
} else {
try {
let helmet = getCustomFromHash(equipment[0]) ? getCustomFromHash(equipment[0]) : (getCraftFromHash(equipment[0]) ? getCraftFromHash(equipment[0]) : undefined);
if (helmet.statMap.get("type") !== "helmet") {
throw new Error("Not a helmet");
}
this.powders[0] = this.powders[0].slice(0,helmet.statMap.get("slots"));
helmet.statMap.set("powders",this.powders[0].slice());
this.helmet = helmet.statMap;
applyArmorPowders(this.helmet, this.powders[0]);
if (this.helmet.get("custom")) {
this.customItems.push(helmet);
} else if (this.helmet.get("crafted")) { //customs can also be crafted, but custom takes priority.
this.craftedItems.push(helmet);
}
} catch (Error) {
const helmet = itemMap.get("No Helmet");
this.powders[0] = this.powders[0].slice(0,helmet.slots);
this.helmet = expandItem(helmet, this.powders[0]);
errors.push(new ItemNotFound(equipment[0], "helmet", true));
}
}
if(itemMap.get(equipment[1]) && itemMap.get(equipment[1]).type === "chestplate") {
const chestplate = itemMap.get(equipment[1]);
this.powders[1] = this.powders[1].slice(0,chestplate.slots);
this.chestplate = expandItem(chestplate, this.powders[1]);
} else {
try {
let chestplate = getCustomFromHash(equipment[1]) ? getCustomFromHash(equipment[1]) : (getCraftFromHash(equipment[1]) ? getCraftFromHash(equipment[1]) : undefined);
if (chestplate.statMap.get("type") !== "chestplate") {
throw new Error("Not a chestplate");
}
this.powders[1] = this.powders[1].slice(0,chestplate.statMap.get("slots"));
chestplate.statMap.set("powders",this.powders[1].slice());
this.chestplate = chestplate.statMap;
applyArmorPowders(this.chestplate, this.powders[1]);
if (this.chestplate.get("custom")) {
this.customItems.push(chestplate);
} else if (this.chestplate.get("crafted")) { //customs can also be crafted, but custom takes priority.
this.craftedItems.push(chestplate);
}
} catch (Error) {
console.log(Error);
const chestplate = itemMap.get("No Chestplate");
this.powders[1] = this.powders[1].slice(0,chestplate.slots);
this.chestplate = expandItem(chestplate, this.powders[1]);
errors.push(new ItemNotFound(equipment[1], "chestplate", true));
}
}
if (itemMap.get(equipment[2]) && itemMap.get(equipment[2]).type === "leggings") {
const leggings = itemMap.get(equipment[2]);
this.powders[2] = this.powders[2].slice(0,leggings.slots);
this.leggings = expandItem(leggings, this.powders[2]);
} else {
try {
let leggings = getCustomFromHash(equipment[2]) ? getCustomFromHash(equipment[2]) : (getCraftFromHash(equipment[2]) ? getCraftFromHash(equipment[2]) : undefined);
if (leggings.statMap.get("type") !== "leggings") {
throw new Error("Not a leggings");
}
this.powders[2] = this.powders[2].slice(0,leggings.statMap.get("slots"));
leggings.statMap.set("powders",this.powders[2].slice());
this.leggings = leggings.statMap;
applyArmorPowders(this.leggings, this.powders[2]);
if (this.leggings.get("custom")) {
this.customItems.push(leggings);
} else if (this.leggings.get("crafted")) { //customs can also be crafted, but custom takes priority.
this.craftedItems.push(leggings);
}
} catch (Error) {
const leggings = itemMap.get("No Leggings");
this.powders[2] = this.powders[2].slice(0,leggings.slots);
this.leggings = expandItem(leggings, this.powders[2]);
errors.push(new ItemNotFound(equipment[2], "leggings", true));
}
}
if (itemMap.get(equipment[3]) && itemMap.get(equipment[3]).type === "boots") {
const boots = itemMap.get(equipment[3]);
this.powders[3] = this.powders[3].slice(0,boots.slots);
this.boots = expandItem(boots, this.powders[3]);
} else {
try {
let boots = getCustomFromHash(equipment[3]) ? getCustomFromHash(equipment[3]) : (getCraftFromHash(equipment[3]) ? getCraftFromHash(equipment[3]) : undefined);
if (boots.statMap.get("type") !== "boots") {
throw new Error("Not a boots");
}
this.powders[3] = this.powders[3].slice(0,boots.statMap.get("slots"));
boots.statMap.set("powders",this.powders[3].slice());
this.boots = boots.statMap;
applyArmorPowders(this.boots, this.powders[3]);
if (this.boots.get("custom")) {
this.customItems.push(boots);
} else if (this.boots.get("crafted")) { //customs can also be crafted, but custom takes priority.
this.craftedItems.push(boots);
}
} catch (Error) {
const boots = itemMap.get("No Boots");
this.powders[3] = this.powders[3].slice(0,boots.slots);
this.boots = expandItem(boots, this.powders[3]);
errors.push(new ItemNotFound(equipment[3], "boots", true));
}
}
if(itemMap.get(equipment[4]) && itemMap.get(equipment[4]).type === "ring") {
const ring = itemMap.get(equipment[4]);
this.ring1 = expandItem(ring, []);
}else{
try {
let ring = getCustomFromHash(equipment[4]) ? getCustomFromHash(equipment[4]) : (getCraftFromHash(equipment[4]) ? getCraftFromHash(equipment[4]) : undefined);
if (ring.statMap.get("type") !== "ring") {
throw new Error("Not a ring");
}
this.ring1 = ring.statMap;
if (this.ring1.get("custom")) {
this.customItems.push(ring);
} else if (this.ring1.get("crafted")) { //customs can also be crafted, but custom takes priority.
this.craftedItems.push(ring);
}
} catch (Error) {
const ring = itemMap.get("No Ring 1");
this.ring1 = expandItem(ring, []);
errors.push(new ItemNotFound(equipment[4], "ring1", true, "ring"));
}
}
if(itemMap.get(equipment[5]) && itemMap.get(equipment[5]).type === "ring") {
const ring = itemMap.get(equipment[5]);
this.ring2 = expandItem(ring, []);
}else{
try {
let ring = getCustomFromHash(equipment[5]) ? getCustomFromHash(equipment[5]) : (getCraftFromHash(equipment[5]) ? getCraftFromHash(equipment[5]) : undefined);
if (ring.statMap.get("type") !== "ring") {
throw new Error("Not a ring");
}
this.ring2 = ring.statMap;
if (this.ring2.get("custom")) {
this.customItems.push(ring);
} else if (this.ring2.get("crafted")) { //customs can also be crafted, but custom takes priority.
this.craftedItems.push(ring);
}
} catch (Error) {
const ring = itemMap.get("No Ring 2");
this.ring2 = expandItem(ring, []);
errors.push(new ItemNotFound(equipment[5], "ring2", true, "ring"));
}
}
if(itemMap.get(equipment[6]) && itemMap.get(equipment[6]).type === "bracelet") {
const bracelet = itemMap.get(equipment[6]);
this.bracelet = expandItem(bracelet, []);
}else{
try {
let bracelet = getCustomFromHash(equipment[6]) ? getCustomFromHash(equipment[6]) : (getCraftFromHash(equipment[6]) ? getCraftFromHash(equipment[6]) : undefined);
if (bracelet.statMap.get("type") !== "bracelet") {
throw new Error("Not a bracelet");
}
this.bracelet = bracelet.statMap;
if (this.bracelet.get("custom")) {
this.customItems.push(bracelet);
} else if (this.bracelet.get("crafted")) { //customs can also be crafted, but custom takes priority.
this.craftedItems.push(bracelet);
}
} catch (Error) {
const bracelet = itemMap.get("No Bracelet");
this.bracelet = expandItem(bracelet, []);
errors.push(new ItemNotFound(equipment[6], "bracelet", true));
}
}
if(itemMap.get(equipment[7]) && itemMap.get(equipment[7]).type === "necklace") {
const necklace = itemMap.get(equipment[7]);
this.necklace = expandItem(necklace, []);
}else{
try {
let necklace = getCustomFromHash(equipment[7]) ? getCustomFromHash(equipment[7]) : (getCraftFromHash(equipment[7]) ? getCraftFromHash(equipment[7]) : undefined);
if (necklace.statMap.get("type") !== "necklace") {
throw new Error("Not a necklace");
}
this.necklace = necklace.statMap;
if (this.necklace.get("custom")) {
this.customItems.push(necklace);
} else if (this.necklace.get("crafted")) { //customs can also be crafted, but custom takes priority.
this.craftedItems.push(necklace);
}
} catch (Error) {
const necklace = itemMap.get("No Necklace");
this.necklace = expandItem(necklace, []);
errors.push(new ItemNotFound(equipment[7], "necklace", true));
}
}
if(itemMap.get(equipment[8]) && itemMap.get(equipment[8]).category === "weapon") {
const weapon = itemMap.get(equipment[8]);
this.powders[4] = this.powders[4].slice(0,weapon.slots);
this.weapon = expandItem(weapon, this.powders[4]);
if (equipment[8] !== "No Weapon") {
document.getElementsByClassName("powder-specials")[0].style.display = "grid";
} else {
document.getElementsByClassName("powder-specials")[0].style.display = "none";
}
}else{
try {
let weapon = getCustomFromHash(equipment[8]) ? getCustomFromHash(equipment[8]) : (getCraftFromHash(equipment[8]) ? getCraftFromHash(equipment[8]) : undefined);
if (weapon.statMap.get("category") !== "weapon") {
throw new Error("Not a weapon");
}
this.weapon = weapon.statMap;
if (this.weapon.get("custom")) {
this.customItems.push(weapon);
} else if (this.weapon.get("crafted")) { //customs can also be crafted, but custom takes priority.
this.craftedItems.push(weapon);
}
this.powders[4] = this.powders[4].slice(0,this.weapon.get("slots"));
this.weapon.set("powders",this.powders[4].slice());
document.getElementsByClassName("powder-specials")[0].style.display = "grid";
} catch (Error) {
const weapon = itemMap.get("No Weapon");
this.powders[4] = this.powders[4].slice(0,weapon.slots);
this.weapon = expandItem(weapon, this.powders[4]);
document.getElementsByClassName("powder-specials")[0].style.display = "none";
errors.push(new ItemNotFound(equipment[8], "weapon", true));
}
}
//console.log(this.craftedItems)
constructor(level, items, weapon){
if (level < 1) { //Should these be constants?
this.level = 1;
@ -348,11 +122,13 @@ class Build{
document.getElementById("level-choice").value = this.level;
this.availableSkillpoints = levelToSkillPoints(this.level);
this.equipment = [ this.helmet, this.chestplate, this.leggings, this.boots, this.ring1, this.ring2, this.bracelet, this.necklace ];
this.equipment = items;
this.weapon = weapon;
this.items = this.equipment.concat([this.weapon]);
// return [equip_order, best_skillpoints, final_skillpoints, best_total];
let result = calculate_skillpoints(this.equipment, this.weapon);
console.log(result);
// calc skillpoints requires statmaps only
let result = calculate_skillpoints(this.equipment.map((x) => x.statMap), this.weapon.statMap);
this.equip_order = result[0];
// How many skillpoints the player had to assign (5 number)
this.base_skillpoints = result[1];
@ -361,22 +137,8 @@ class Build{
// How many skillpoints assigned (1 number, sum of base_skillpoints)
this.assigned_skillpoints = result[3];
this.activeSetCounts = result[4];
// For strength boosts like warscream, vanish, etc.
this.damageMultiplier = 1.0;
this.defenseMultiplier = 1.0;
// For other external boosts ;-;
this.externalStats = externalStats;
this.initBuildStats();
// Remove every error before adding specific ones
for (let i of document.getElementsByClassName("error")) {
i.textContent = "";
}
this.errors = errors;
if (errors.length > 0) this.errored = true;
}
/*Returns build in string format
@ -385,138 +147,62 @@ class Build{
return [this.equipment,this.weapon].flat();
}
/* Getters */
getSpellCost(spellIdx, cost) {
return Math.max(1, this.getBaseSpellCost(spellIdx, cost));
}
getBaseSpellCost(spellIdx, cost) {
cost = Math.ceil(cost * (1 - skillPointsToPercentage(this.total_skillpoints[2])));
cost += this.statMap.get("spRaw"+spellIdx);
return Math.floor(cost * (1 + this.statMap.get("spPct"+spellIdx) / 100));
}
/* Get melee stats for build.
Returns an array in the order:
*/
getMeleeStats(){
const stats = this.statMap;
if (this.weapon.get("tier") === "Crafted") {
stats.set("damageBases", [this.weapon.get("nDamBaseHigh"),this.weapon.get("eDamBaseHigh"),this.weapon.get("tDamBaseHigh"),this.weapon.get("wDamBaseHigh"),this.weapon.get("fDamBaseHigh"),this.weapon.get("aDamBaseHigh")]);
}
let adjAtkSpd = attackSpeeds.indexOf(stats.get("atkSpd")) + stats.get("atkTier");
if(adjAtkSpd > 6){
adjAtkSpd = 6;
}else if(adjAtkSpd < 0){
adjAtkSpd = 0;
}
let damage_mult = 1;
if (this.weapon.get("type") === "relik") {
damage_mult = 0.99; // CURSE YOU WYNNCRAFT
//One day we will create WynnWynn and no longer have shaman 99% melee injustice.
//In all seriousness 99% is because wynn uses 0.33 to estimate dividing the damage by 3 to split damage between 3 beams.
}
// 0spellmult for melee damage.
let results = calculateSpellDamage(stats, [100, 0, 0, 0, 0, 0], stats.get("mdRaw"), stats.get("mdPct") + this.externalStats.get("mdPct"), 0, this.weapon, this.total_skillpoints, damage_mult * this.damageMultiplier, this.externalStats);
let dex = this.total_skillpoints[1];
let totalDamNorm = results[0];
let totalDamCrit = results[1];
totalDamNorm.push(1-skillPointsToPercentage(dex));
totalDamCrit.push(skillPointsToPercentage(dex));
let damages_results = results[2];
let singleHitTotal = ((totalDamNorm[0]+totalDamNorm[1])*(totalDamNorm[2])
+(totalDamCrit[0]+totalDamCrit[1])*(totalDamCrit[2]))/2;
//Now do math
let normDPS = (totalDamNorm[0]+totalDamNorm[1])/2 * baseDamageMultiplier[adjAtkSpd];
let critDPS = (totalDamCrit[0]+totalDamCrit[1])/2 * baseDamageMultiplier[adjAtkSpd];
let avgDPS = (normDPS * (1 - skillPointsToPercentage(dex))) + (critDPS * (skillPointsToPercentage(dex)));
//[[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, singleHit]
return damages_results.concat([totalDamNorm,totalDamCrit,normDPS,critDPS,avgDPS,adjAtkSpd, singleHitTotal]).concat(results[3]);
}
/*
Get all defensive stats for this build.
*/
getDefenseStats(){
const stats = this.statMap;
let defenseStats = [];
let def_pct = skillPointsToPercentage(this.total_skillpoints[3]);
let agi_pct = skillPointsToPercentage(this.total_skillpoints[4]);
//total hp
let totalHp = stats.get("hp") + stats.get("hpBonus");
if (totalHp < 5) totalHp = 5;
defenseStats.push(totalHp);
//EHP
let ehp = [totalHp, totalHp];
let defMult = classDefenseMultipliers.get(this.weapon.get("type"));
ehp[0] /= ((1-def_pct)*(1-agi_pct)*(2-defMult)*(2-this.defenseMultiplier));
ehp[1] /= ((1-def_pct)*(2-defMult)*(2-this.defenseMultiplier));
defenseStats.push(ehp);
//HPR
let totalHpr = rawToPct(stats.get("hprRaw"), stats.get("hprPct")/100.);
defenseStats.push(totalHpr);
//EHPR
let ehpr = [totalHpr, totalHpr];
ehpr[0] /= ((1-def_pct)*(1-agi_pct)*(2-defMult)*(2-this.defenseMultiplier));
ehpr[1] /= ((1-def_pct)*(2-defMult)*(2-this.defenseMultiplier));
defenseStats.push(ehpr);
//skp stats
defenseStats.push([ (1 - ((1-def_pct) * (2 - this.defenseMultiplier)))*100, agi_pct*100]);
//eledefs - TODO POWDERS
let eledefs = [0, 0, 0, 0, 0];
for(const i in skp_elements){ //kinda jank but ok
eledefs[i] = rawToPct(stats.get(skp_elements[i] + "Def"), stats.get(skp_elements[i] + "DefPct")/100.);
}
defenseStats.push(eledefs);
//[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]]
return defenseStats;
}
/* Get all stats for this build. Stores in this.statMap.
@pre The build itself should be valid. No checking of validity of pieces is done here.
*/
initBuildStats(){
let staticIDs = ["hp", "eDef", "tDef", "wDef", "fDef", "aDef", "str", "dex", "int", "def", "agi"];
let staticIDs = ["hp", "eDef", "tDef", "wDef", "fDef", "aDef", "str", "dex", "int", "def", "agi", "damMobs", "defMobs"];
let must_ids = [
"eMdPct","eMdRaw","eSdPct","eSdRaw","eDamPct","eDamRaw","eDamAddMin","eDamAddMax",
"tMdPct","tMdRaw","tSdPct","tSdRaw","tDamPct","tDamRaw","tDamAddMin","tDamAddMax",
"wMdPct","wMdRaw","wSdPct","wSdRaw","wDamPct","wDamRaw","wDamAddMin","wDamAddMax",
"fMdPct","fMdRaw","fSdPct","fSdRaw","fDamPct","fDamRaw","fDamAddMin","fDamAddMax",
"aMdPct","aMdRaw","aSdPct","aSdRaw","aDamPct","aDamRaw","aDamAddMin","aDamAddMax",
"nMdPct","nMdRaw","nSdPct","nSdRaw","nDamPct","nDamRaw","nDamAddMin","nDamAddMax", // neutral which is now an element
"mdPct","mdRaw","sdPct","sdRaw","damPct","damRaw","damAddMin","damAddMax", // These are the old ids. Become proportional.
"rMdPct","rMdRaw","rSdPct","rSdRaw","rDamPct","rDamRaw","rDamAddMin","rDamAddMax" // rainbow (the "element" of all minus neutral). rSdRaw is rainraw
]
//Create a map of this build's stats
let statMap = new Map();
statMap.set("defMultiplier", 1);
for (const staticID of staticIDs) {
statMap.set(staticID, 0);
}
for (const staticID of must_ids) {
statMap.set(staticID, 0);
}
statMap.set("hp", levelToHPBase(this.level));
let major_ids = new Set();
for (const item of this.items){
for (let [id, value] of item.get("maxRolls")) {
const item_stats = item.statMap;
for (let [id, value] of item_stats.get("maxRolls")) {
if (staticIDs.includes(id)) {
continue;
}
statMap.set(id,(statMap.get(id) || 0)+value);
}
for (const staticID of staticIDs) {
if (item.get(staticID)) {
statMap.set(staticID, statMap.get(staticID) + item.get(staticID));
if (item_stats.get(staticID)) {
statMap.set(staticID, statMap.get(staticID) + item_stats.get(staticID));
}
}
if (item.get("majorIds")) {
for (const major_id of item.get("majorIds")) {
if (item_stats.get("majorIds")) {
for (const major_id of item_stats.get("majorIds")) {
major_ids.add(major_id);
}
}
}
statMap.set('damageMultiplier', 1 + (statMap.get('damMobs') / 100));
statMap.set('defMultiplier', 1 - (statMap.get('defMobs') / 100));
statMap.set("activeMajorIDs", major_ids);
for (const [setName, count] of this.activeSetCounts) {
const bonus = sets[setName].bonuses[count-1];
const bonus = sets.get(setName).bonuses[count-1];
for (const id in bonus) {
if (skp_order.includes(id)) {
// pass. Don't include skillpoints in ids
@ -529,27 +215,8 @@ class Build{
statMap.set("poisonPct", 100);
// The stuff relevant for damage calculation!!! @ferricles
statMap.set("atkSpd", this.weapon.get("atkSpd"));
statMap.set("atkSpd", this.weapon.statMap.get("atkSpd"));
for (const x of skp_elements) {
this.externalStats.set(x + "DamPct", 0);
}
this.externalStats.set("mdPct", 0);
this.externalStats.set("sdPct", 0);
this.externalStats.set("damageBonus", [0, 0, 0, 0, 0]);
this.externalStats.set("defBonus",[0, 0, 0, 0, 0]);
this.externalStats.set("poisonPct", 0);
this.statMap = statMap;
this.aggregateStats();
}
aggregateStats() {
let statMap = this.statMap;
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")]);
statMap.set("damageBonus", [statMap.get("eDamPct"), statMap.get("tDamPct"), statMap.get("wDamPct"), statMap.get("fDamPct"), statMap.get("aDamPct")]);
statMap.set("defRaw", [statMap.get("eDef"), statMap.get("tDef"), statMap.get("wDef"), statMap.get("fDef"), statMap.get("aDef")]);
statMap.set("defBonus", [statMap.get("eDefPct"), statMap.get("tDefPct"), statMap.get("wDefPct"), statMap.get("fDefPct"), statMap.get("aDefPct")]);
statMap.set("defMult", classDefenseMultipliers.get(this.weapon.get("type")));
}
}

View file

@ -1,550 +0,0 @@
const classDefenseMultipliers = new Map([ ["relik",0.50], ["bow",0.60], ["wand", 0.80], ["dagger", 1.0], ["spear",1.20] ]);
/**
* @description Error to catch items that don't exist.
* @module ItemNotFound
*/
class ItemNotFound {
/**
* @class
* @param {String} item the item name entered
* @param {String} type the type of item
* @param {Boolean} genElement whether to generate an element from inputs
* @param {String} override override for item type
*/
constructor(item, type, genElement, override) {
/**
* @public
* @type {String}
*/
this.message = `Cannot find ${override||type} named ${item}`;
if (genElement)
/**
* @public
* @type {Element}
*/
this.element = document.getElementById(`${type}-choice`).parentElement.querySelectorAll("p.error")[0];
else
this.element = document.createElement("div");
}
}
/**
* @description Error to catch incorrect input.
* @module IncorrectInput
*/
class IncorrectInput {
/**
* @class
* @param {String} input the inputted text
* @param {String} format the correct format
* @param {String} sibling the id of the error node's sibling
*/
constructor(input, format, sibling) {
/**
* @public
* @type {String}
*/
this.message = `${input} is incorrect. Example: ${format}`;
/**
* @public
* @type {String}
*/
this.id = sibling;
}
}
/**
* @description Error that inputs an array of items to generate errors of.
* @module ListError
* @extends Error
*/
class ListError extends Error {
/**
* @class
* @param {Array} errors array of errors
*/
constructor(errors) {
let ret = [];
if (typeof errors[0] == "string") {
super(errors[0]);
} else {
super(errors[0].message);
}
for (let i of errors) {
if (typeof i == "string") {
ret.push(new Error(i));
} else {
ret.push(i);
}
}
/**
* @public
* @type {Object[]}
*/
this.errors = ret;
}
}
/*Class that represents a wynn player's build.
*/
class Build{
/**
* @description Construct a build.
* @param {Number} level : Level of the player.
* @param {String[]} equipment : List of equipment names that make up the build.
* In order: boots, Chestplate, Leggings, Boots, Ring1, Ring2, Brace, Neck, Weapon.
* @param {Number[]} powders : Powder application. List of lists of integers (powder IDs).
* In order: boots, Chestplate, Leggings, Boots, Weapon.
* @param {Object[]} inputerrors : List of instances of error-like classes.
*/
constructor(level,equipment, powders, externalStats, inputerrors=[]){
let errors = inputerrors;
//this contains the Craft objects, if there are any crafted items. this.boots, etc. will contain the statMap of the Craft (which is built to be an expandedItem).
this.craftedItems = [];
this.customItems = [];
// NOTE: powders is just an array of arrays of powder IDs. Not powder objects.
this.powders = powders;
if(itemMap.get(equipment[0]) && itemMap.get(equipment[0]).type === "helmet") {
const helmet = itemMap.get(equipment[0]);
this.powders[0] = this.powders[0].slice(0,helmet.slots);
this.helmet = expandItem(helmet, this.powders[0]);
} else {
try {
//let boots = getCraftFromHash(equipment[0]) ? getCraftFromHash(equipment[0]) : (getCustomFromHash(equipment[0])? getCustomFromHash(equipment[0]) : undefined);
let helmet = getCustomFromHash(equipment[0]) ? getCustomFromHash(equipment[0]) : (getCraftFromHash(equipment[0]) ? getCraftFromHash(equipment[0]) : undefined);
if (helmet.statMap.get("type") !== "helmet") {
throw new Error("Not a helmet");
}
this.powders[0] = this.powders[0].slice(0,helmet.statMap.get("slots"));
helmet.statMap.set("powders",this.powders[0].slice());
helmet.applyPowders();
this.helmet = helmet.statMap;
if (this.helmet.get("custom")) {
this.customItems.push(helmet);
} else if (this.helmet.get("crafted")) { //customs can also be crafted, but custom takes priority.
this.craftedItems.push(helmet);
}
} catch (Error) {
//console.log(Error); //fix
const helmet = itemMap.get("No Helmet");
this.powders[0] = this.powders[0].slice(0,helmet.slots);
this.helmet = expandItem(helmet, this.powders[0]);
errors.push(new ItemNotFound(equipment[0], "helmet", true));
}
}
if(itemMap.get(equipment[1]) && itemMap.get(equipment[1]).type === "chestplate") {
const chestplate = itemMap.get(equipment[1]);
this.powders[1] = this.powders[1].slice(0,chestplate.slots);
this.chestplate = expandItem(chestplate, this.powders[1]);
} else {
try {
let chestplate = getCustomFromHash(equipment[1]) ? getCustomFromHash(equipment[1]) : (getCraftFromHash(equipment[1]) ? getCraftFromHash(equipment[1]) : undefined);
if (chestplate.statMap.get("type") !== "chestplate") {
throw new Error("Not a chestplate");
}
this.powders[1] = this.powders[1].slice(0,chestplate.statMap.get("slots"));
chestplate.statMap.set("powders",this.powders[1].slice());
chestplate.applyPowders();
this.chestplate = chestplate.statMap;
if (this.chestplate.get("custom")) {
this.customItems.push(chestplate);
} else if (this.chestplate.get("crafted")) { //customs can also be crafted, but custom takes priority.
this.craftedItems.push(chestplate);
}
} catch (Error) {
const chestplate = itemMap.get("No Chestplate");
this.powders[1] = this.powders[1].slice(0,chestplate.slots);
this.chestplate = expandItem(chestplate, this.powders[1]);
errors.push(new ItemNotFound(equipment[1], "chestplate", true));
}
}
if (itemMap.get(equipment[2]) && itemMap.get(equipment[2]).type === "leggings") {
const leggings = itemMap.get(equipment[2]);
this.powders[2] = this.powders[2].slice(0,leggings.slots);
this.leggings = expandItem(leggings, this.powders[2]);
} else {
try {
let leggings = getCustomFromHash(equipment[2]) ? getCustomFromHash(equipment[2]) : (getCraftFromHash(equipment[2]) ? getCraftFromHash(equipment[2]) : undefined);
if (leggings.statMap.get("type") !== "leggings") {
throw new Error("Not a leggings");
}
this.powders[2] = this.powders[2].slice(0,leggings.statMap.get("slots"));
leggings.statMap.set("powders",this.powders[2].slice());
leggings.applyPowders();
this.leggings = leggings.statMap;
if (this.leggings.get("custom")) {
this.customItems.push(leggings);
} else if (this.leggings.get("crafted")) { //customs can also be crafted, but custom takes priority.
this.craftedItems.push(leggings);
}
} catch (Error) {
const leggings = itemMap.get("No Leggings");
this.powders[2] = this.powders[2].slice(0,leggings.slots);
this.leggings = expandItem(leggings, this.powders[2]);
errors.push(new ItemNotFound(equipment[2], "leggings", true));
}
}
if (itemMap.get(equipment[3]) && itemMap.get(equipment[3]).type === "boots") {
const boots = itemMap.get(equipment[3]);
this.powders[3] = this.powders[3].slice(0,boots.slots);
this.boots = expandItem(boots, this.powders[3]);
} else {
try {
let boots = getCustomFromHash(equipment[3]) ? getCustomFromHash(equipment[3]) : (getCraftFromHash(equipment[3]) ? getCraftFromHash(equipment[3]) : undefined);
if (boots.statMap.get("type") !== "boots") {
throw new Error("Not a boots");
}
this.powders[3] = this.powders[3].slice(0,boots.statMap.get("slots"));
boots.statMap.set("powders",this.powders[3].slice());
boots.applyPowders();
this.boots = boots.statMap;
console.log(boots);
if (this.boots.get("custom")) {
this.customItems.push(boots);
} else if (this.boots.get("crafted")) { //customs can also be crafted, but custom takes priority.
this.craftedItems.push(boots);
}
} catch (Error) {
const boots = itemMap.get("No Boots");
this.powders[3] = this.powders[3].slice(0,boots.slots);
this.boots = expandItem(boots, this.powders[3]);
errors.push(new ItemNotFound(equipment[3], "boots", true));
}
}
if(itemMap.get(equipment[4]) && itemMap.get(equipment[4]).type === "ring") {
const ring = itemMap.get(equipment[4]);
this.ring1 = expandItem(ring, []);
}else{
try {
let ring = getCustomFromHash(equipment[4]) ? getCustomFromHash(equipment[4]) : (getCraftFromHash(equipment[4]) ? getCraftFromHash(equipment[4]) : undefined);
if (ring.statMap.get("type") !== "ring") {
throw new Error("Not a ring");
}
this.ring1 = ring.statMap;
if (this.ring1.get("custom")) {
this.customItems.push(ring);
} else if (this.ring1.get("crafted")) { //customs can also be crafted, but custom takes priority.
this.craftedItems.push(ring);
}
} catch (Error) {
const ring = itemMap.get("No Ring 1");
this.ring1 = expandItem(ring, []);
errors.push(new ItemNotFound(equipment[4], "ring1", true, "ring"));
}
}
if(itemMap.get(equipment[5]) && itemMap.get(equipment[5]).type === "ring") {
const ring = itemMap.get(equipment[5]);
this.ring2 = expandItem(ring, []);
}else{
try {
let ring = getCustomFromHash(equipment[5]) ? getCustomFromHash(equipment[5]) : (getCraftFromHash(equipment[5]) ? getCraftFromHash(equipment[5]) : undefined);
if (ring.statMap.get("type") !== "ring") {
throw new Error("Not a ring");
}
this.ring2 = ring.statMap;
if (this.ring2.get("custom")) {
this.customItems.push(ring);
} else if (this.ring2.get("crafted")) { //customs can also be crafted, but custom takes priority.
this.craftedItems.push(ring);
}
} catch (Error) {
const ring = itemMap.get("No Ring 2");
this.ring2 = expandItem(ring, []);
errors.push(new ItemNotFound(equipment[5], "ring2", true, "ring"));
}
}
if(itemMap.get(equipment[6]) && itemMap.get(equipment[6]).type === "bracelet") {
const bracelet = itemMap.get(equipment[6]);
this.bracelet = expandItem(bracelet, []);
}else{
try {
let bracelet = getCustomFromHash(equipment[6]) ? getCustomFromHash(equipment[6]) : (getCraftFromHash(equipment[6]) ? getCraftFromHash(equipment[6]) : undefined);
if (bracelet.statMap.get("type") !== "bracelet") {
throw new Error("Not a bracelet");
}
this.bracelet = bracelet.statMap;
if (this.bracelet.get("custom")) {
this.customItems.push(bracelet);
} else if (this.bracelet.get("crafted")) { //customs can also be crafted, but custom takes priority.
this.craftedItems.push(bracelet);
}
} catch (Error) {
const bracelet = itemMap.get("No Bracelet");
this.bracelet = expandItem(bracelet, []);
errors.push(new ItemNotFound(equipment[6], "bracelet", true));
}
}
if(itemMap.get(equipment[7]) && itemMap.get(equipment[7]).type === "necklace") {
const necklace = itemMap.get(equipment[7]);
this.necklace = expandItem(necklace, []);
}else{
try {
let necklace = getCustomFromHash(equipment[7]) ? getCustomFromHash(equipment[7]) : (getCraftFromHash(equipment[7]) ? getCraftFromHash(equipment[7]) : undefined);
if (necklace.statMap.get("type") !== "necklace") {
throw new Error("Not a necklace");
}
this.necklace = necklace.statMap;
if (this.necklace.get("custom")) {
this.customItems.push(necklace);
} else if (this.necklace.get("crafted")) { //customs can also be crafted, but custom takes priority.
this.craftedItems.push(necklace);
}
} catch (Error) {
const necklace = itemMap.get("No Necklace");
this.necklace = expandItem(necklace, []);
errors.push(new ItemNotFound(equipment[7], "necklace", true));
}
}
if(itemMap.get(equipment[8]) && itemMap.get(equipment[8]).category === "weapon") {
const weapon = itemMap.get(equipment[8]);
this.powders[4] = this.powders[4].slice(0,weapon.slots);
this.weapon = expandItem(weapon, this.powders[4]);
if (equipment[8] !== "No Weapon") {
document.getElementsByClassName("powder-specials")[0].style.display = "grid";
} else {
document.getElementsByClassName("powder-specials")[0].style.display = "none";
}
}else{
try {
let weapon = getCustomFromHash(equipment[8]) ? getCustomFromHash(equipment[8]) : (getCraftFromHash(equipment[8]) ? getCraftFromHash(equipment[8]) : undefined);
if (weapon.statMap.get("category") !== "weapon") {
throw new Error("Not a weapon");
}
this.weapon = weapon.statMap;
if (this.weapon.get("custom")) {
this.customItems.push(weapon);
} else if (this.weapon.get("crafted")) { //customs can also be crafted, but custom takes priority.
this.craftedItems.push(weapon);
}
this.powders[4] = this.powders[4].slice(0,this.weapon.get("slots"));
this.weapon.set("powders",this.powders[4].slice());
document.getElementsByClassName("powder-specials")[0].style.display = "grid";
} catch (Error) {
const weapon = itemMap.get("No Weapon");
this.powders[4] = this.powders[4].slice(0,weapon.slots);
this.weapon = expandItem(weapon, this.powders[4]);
document.getElementsByClassName("powder-specials")[0].style.display = "none";
errors.push(new ItemNotFound(equipment[8], "weapon", true));
}
}
//console.log(this.craftedItems)
if (level < 1) { //Should these be constants?
this.level = 1;
} else if (level > 106) {
this.level = 106;
} else if (level <= 106 && level >= 1) {
this.level = level;
} else if (typeof level === "string") {
this.level = level;
errors.push(new IncorrectInput(level, "a number", "level-choice"));
} else {
errors.push("Level is not a string or number.");
}
document.getElementById("level-choice").value = this.level;
this.availableSkillpoints = levelToSkillPoints(this.level);
this.equipment = [ this.helmet, this.chestplate, this.leggings, this.boots, this.ring1, this.ring2, this.bracelet, this.necklace ];
this.items = this.equipment.concat([this.weapon]);
// return [equip_order, best_skillpoints, final_skillpoints, best_total];
let result = calculate_skillpoints(this.equipment, this.weapon);
console.log(result);
this.equip_order = result[0];
this.base_skillpoints = result[1];
this.total_skillpoints = result[2];
this.assigned_skillpoints = result[3];
this.activeSetCounts = result[4];
// For strength boosts like warscream, vanish, etc.
this.damageMultiplier = 1.0;
this.defenseMultiplier = 1.0;
// For other external boosts ;-;
this.externalStats = externalStats;
this.initBuildStats();
// Remove every error before adding specific ones
for (let i of document.getElementsByClassName("error")) {
i.textContent = "";
}
this.errors = errors;
if (errors.length > 0) this.errored = true;
}
/*Returns build in string format
*/
toString(){
return [this.equipment,this.weapon].flat();
}
/* Getters */
/* Get total health for build.
*/
getSpellCost(spellIdx, cost) {
cost = Math.ceil(cost * (1 - skillPointsToPercentage(this.total_skillpoints[2])));
cost = Math.max(0, Math.floor(cost * (1 + this.statMap.get("spPct"+spellIdx) / 100)));
return Math.max(1, cost + this.statMap.get("spRaw"+spellIdx));
}
/* Get melee stats for build.
Returns an array in the order:
*/
getMeleeStats(){
const stats = this.statMap;
if (this.weapon.get("tier") === "Crafted") {
stats.set("damageBases", [this.weapon.get("nDamBaseHigh"),this.weapon.get("eDamBaseHigh"),this.weapon.get("tDamBaseHigh"),this.weapon.get("wDamBaseHigh"),this.weapon.get("fDamBaseHigh"),this.weapon.get("aDamBaseHigh")]);
}
let adjAtkSpd = attackSpeeds.indexOf(stats.get("atkSpd")) + stats.get("atkTier");
if(adjAtkSpd > 6){
adjAtkSpd = 6;
}else if(adjAtkSpd < 0){
adjAtkSpd = 0;
}
let damage_mult = 1;
if (this.weapon.get("type") === "relik") {
damage_mult = 0.99; // CURSE YOU WYNNCRAFT
//One day we will create WynnWynn and no longer have shaman 99% melee injustice.
//In all seriousness 99% is because wynn uses 0.33 to estimate dividing the damage by 3 to split damage between 3 beams.
}
// 0spellmult for melee damage.
let results = calculateSpellDamage(stats, [100, 0, 0, 0, 0, 0], stats.get("mdRaw"), stats.get("mdPct") + this.externalStats.get("mdPct"), 0, this.weapon, this.total_skillpoints, damage_mult * this.damageMultiplier, this.externalStats);
let dex = this.total_skillpoints[1];
let totalDamNorm = results[0];
let totalDamCrit = results[1];
totalDamNorm.push(1-skillPointsToPercentage(dex));
totalDamCrit.push(skillPointsToPercentage(dex));
let damages_results = results[2];
let singleHitTotal = ((totalDamNorm[0]+totalDamNorm[1])*(totalDamNorm[2])
+(totalDamCrit[0]+totalDamCrit[1])*(totalDamCrit[2]))/2;
//Now do math
let normDPS = (totalDamNorm[0]+totalDamNorm[1])/2 * baseDamageMultiplier[adjAtkSpd];
let critDPS = (totalDamCrit[0]+totalDamCrit[1])/2 * baseDamageMultiplier[adjAtkSpd];
let avgDPS = (normDPS * (1 - skillPointsToPercentage(dex))) + (critDPS * (skillPointsToPercentage(dex)));
//[[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, singleHit]
return damages_results.concat([totalDamNorm,totalDamCrit,normDPS,critDPS,avgDPS,adjAtkSpd, singleHitTotal]).concat(results[3]);
}
/*
Get all defensive stats for this build.
*/
getDefenseStats(){
const stats = this.statMap;
let defenseStats = [];
let def_pct = skillPointsToPercentage(this.total_skillpoints[3]);
let agi_pct = skillPointsToPercentage(this.total_skillpoints[4]);
//total hp
let totalHp = stats.get("hp") + stats.get("hpBonus");
if (totalHp < 5) totalHp = 5;
defenseStats.push(totalHp);
//EHP
let ehp = [totalHp, totalHp];
let defMult = classDefenseMultipliers.get(this.weapon.get("type"));
ehp[0] /= ((1-def_pct)*(1-agi_pct)*(2-defMult)*(2-this.defenseMultiplier));
ehp[1] /= ((1-def_pct)*(2-defMult)*(2-this.defenseMultiplier));
defenseStats.push(ehp);
//HPR
let totalHpr = rawToPct(stats.get("hprRaw"), stats.get("hprPct")/100.);
defenseStats.push(totalHpr);
//EHPR
let ehpr = [totalHpr, totalHpr];
ehpr[0] /= ((1-def_pct)*(1-agi_pct)*(2-defMult)*(2-this.defenseMultiplier));
ehpr[1] /= ((1-def_pct)*(2-defMult)*(2-this.defenseMultiplier));
defenseStats.push(ehpr);
//skp stats
defenseStats.push([ (1 - ((1-def_pct) * (2 - this.defenseMultiplier)))*100, agi_pct*100]);
//eledefs - TODO POWDERS
let eledefs = [0, 0, 0, 0, 0];
for(const i in skp_elements){ //kinda jank but ok
eledefs[i] = rawToPct(stats.get(skp_elements[i] + "Def"), stats.get(skp_elements[i] + "DefPct")/100.);
}
defenseStats.push(eledefs);
//[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]]
return defenseStats;
}
/* Get all stats for this build. Stores in this.statMap.
@pre The build itself should be valid. No checking of validity of pieces is done here.
*/
initBuildStats(){
let staticIDs = ["hp", "eDef", "tDef", "wDef", "fDef", "aDef"];
//Create a map of this build's stats
let statMap = new Map();
for (const staticID of staticIDs) {
statMap.set(staticID, 0);
}
statMap.set("hp", levelToHPBase(this.level));
let major_ids = new Set();
for (const item of this.items){
for (let [id, value] of item.get("maxRolls")) {
statMap.set(id,(statMap.get(id) || 0)+value);
}
for (const staticID of staticIDs) {
if (item.get(staticID)) {
statMap.set(staticID, statMap.get(staticID) + item.get(staticID));
}
}
if (item.get("majorIds")) {
for (const majorID of item.get("majorIds")) {
major_ids.add(majorID);
}
}
}
statMap.set("activeMajorIDs", major_ids);
for (const [setName, count] of this.activeSetCounts) {
const bonus = sets[setName].bonuses[count-1];
for (const id in bonus) {
if (skp_order.includes(id)) {
// pass. Don't include skillpoints in ids
}
else {
statMap.set(id,(statMap.get(id) || 0)+bonus[id]);
}
}
}
statMap.set("poisonPct", 100);
// The stuff relevant for damage calculation!!! @ferricles
statMap.set("atkSpd", this.weapon.get("atkSpd"));
for (const x of skp_elements) {
this.externalStats.set(x + "DamPct", 0);
}
this.externalStats.set("mdPct", 0);
this.externalStats.set("sdPct", 0);
this.externalStats.set("damageBonus", [0, 0, 0, 0, 0]);
this.externalStats.set("defBonus",[0, 0, 0, 0, 0]);
this.externalStats.set("poisonPct", 0);
this.statMap = statMap;
this.aggregateStats();
}
aggregateStats() {
let statMap = this.statMap;
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")]);
statMap.set("damageBonus", [statMap.get("eDamPct"), statMap.get("tDamPct"), statMap.get("wDamPct"), statMap.get("fDamPct"), statMap.get("aDamPct")]);
statMap.set("defRaw", [statMap.get("eDef"), statMap.get("tDef"), statMap.get("wDef"), statMap.get("fDef"), statMap.get("aDef")]);
statMap.set("defBonus", [statMap.get("eDefPct"), statMap.get("tDefPct"), statMap.get("wDefPct"), statMap.get("fDefPct"), statMap.get("aDefPct")]);
statMap.set("defMult", classDefenseMultipliers.get(this.weapon.get("type")));
}
}

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/**
* I kinda lied. Theres some listener stuff in here
* but its mostly constants for builder page specifically.
*/
const url_tag = location.hash.slice(1);
const BUILD_VERSION = "7.0.19";
let player_build;
// THIS IS SUPER DANGEROUS, WE SHOULD NOT BE KEEPING THIS IN SO MANY PLACES
let editable_item_fields = [ "sdPct", "sdRaw", "mdPct", "mdRaw", "poison",
"fDamPct", "wDamPct", "aDamPct", "tDamPct", "eDamPct",
"fDefPct", "wDefPct", "aDefPct", "tDefPct", "eDefPct",
"hprRaw", "hprPct", "hpBonus", "atkTier",
"spPct1", "spRaw1", "spPct2", "spRaw2",
"spPct3", "spRaw3", "spPct4", "spRaw4" ];
let editable_elems = [];
for (let i of editable_item_fields) {
let elem = document.getElementById(i);
elem.addEventListener("change", (event) => {
elem.classList.add("highlight");
});
editable_elems.push(elem);
}
for (let i of skp_order) {
let elem = document.getElementById(i+"-skp");
elem.addEventListener("change", (event) => {
elem.classList.add("highlight");
});
editable_elems.push(elem);
}
function clear_highlights() {
for (let i of editable_elems) {
i.classList.remove("highlight");
}
}
let equipment_fields = [
"helmet",
"chestplate",
"leggings",
"boots",
"ring1",
"ring2",
"bracelet",
"necklace",
"weapon"
];
let tome_fields = [
"weaponTome1",
"weaponTome2",
"armorTome1",
"armorTome2",
"armorTome3",
"armorTome4",
"guildTome1",
]
let equipment_names = [
"Helmet",
"Chestplate",
"Leggings",
"Boots",
"Ring 1",
"Ring 2",
"Bracelet",
"Necklace",
"Weapon"
];
let tome_names = [
"Weapon Tome",
"Weapon Tome",
"Armor Tome",
"Armor Tome",
"Armor Tome",
"Armor Tome",
"Guild Tome",
]
let equipment_inputs = equipment_fields.map(x => x + "-choice");
let build_fields = equipment_fields.map(x => x+"-tooltip");
let tomeInputs = tome_fields.map(x => x + "-choice");
let powder_inputs = [
"helmet-powder",
"chestplate-powder",
"leggings-powder",
"boots-powder",
"weapon-powder",
];
let weapon_keys = ['dagger', 'wand', 'bow', 'relik', 'spear'];
let armor_keys = ['helmet', 'chestplate', 'leggings', 'boots'];
let accessory_keys= ['ring1', 'ring2', 'bracelet', 'necklace'];
let powderable_keys = ['helmet', 'chestplate', 'leggings', 'boots', 'weapon'];
let equipment_keys = ['helmet', 'chestplate', 'leggings', 'boots', 'ring1', 'ring2', 'bracelet', 'necklace', 'weapon'];
let tome_keys = ['weaponTome1', 'weaponTome2', 'armorTome1', 'armorTome2', 'armorTome3', 'armorTome4', 'guildTome1'];
let spell_disp = ['build-melee-stats', 'spell0-info', 'spell1-info', 'spell2-info', 'spell3-info'];
let other_disp = ['build-order', 'set-info', 'int-info'];

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function parsePowdering(powder_info) {
// TODO: Make this run in linear instead of quadratic time... ew
let powdering = [];
for (let i = 0; i < 5; ++i) {
let powders = "";
let n_blocks = Base64.toInt(powder_info.charAt(0));
// console.log(n_blocks + " blocks");
powder_info = powder_info.slice(1);
for (let j = 0; j < n_blocks; ++j) {
let block = powder_info.slice(0,5);
let six_powders = Base64.toInt(block);
for (let k = 0; k < 6 && six_powders != 0; ++k) {
powders += powderNames.get((six_powders & 0x1f) - 1);
six_powders >>>= 5;
}
powder_info = powder_info.slice(5);
}
powdering[i] = powders;
}
return [powdering, powder_info];
}
let atree_data = null;
/*
* Populate fields based on url, and calculate build.
*/
function decodeBuild(url_tag) {
if (url_tag) {
//default values
let equipment = [null, null, null, null, null, null, null, null, null];
let tomes = [null, null, null, null, null, null, null];
let powdering = ["", "", "", "", ""];
let info = url_tag.split("_");
let version = info[0];
let save_skp = false;
let skillpoints = [0, 0, 0, 0, 0];
let level = 106;
let version_number = parseInt(version)
//equipment (items)
// TODO: use filters
if (version_number < 4) {
let equipments = info[1];
for (let i = 0; i < 9; ++i ) {
let equipment_str = equipments.slice(i*3,i*3+3);
equipment[i] = getItemNameFromID(Base64.toInt(equipment_str));
}
info[1] = equipments.slice(27);
}
else if (version_number == 4) {
let info_str = info[1];
let start_idx = 0;
for (let i = 0; i < 9; ++i ) {
if (info_str.charAt(start_idx) === "-") {
equipment[i] = "CR-"+info_str.slice(start_idx+1, start_idx+18);
start_idx += 18;
}
else {
let equipment_str = info_str.slice(start_idx, start_idx+3);
equipment[i] = getItemNameFromID(Base64.toInt(equipment_str));
start_idx += 3;
}
}
info[1] = info_str.slice(start_idx);
}
else if (version_number <= 7) {
let info_str = info[1];
let start_idx = 0;
for (let i = 0; i < 9; ++i ) {
if (info_str.slice(start_idx,start_idx+3) === "CR-") {
equipment[i] = info_str.slice(start_idx, start_idx+20);
start_idx += 20;
} else if (info_str.slice(start_idx+3,start_idx+6) === "CI-") {
let len = Base64.toInt(info_str.slice(start_idx,start_idx+3));
equipment[i] = info_str.slice(start_idx+3,start_idx+3+len);
start_idx += (3+len);
} else {
let equipment_str = info_str.slice(start_idx, start_idx+3);
equipment[i] = getItemNameFromID(Base64.toInt(equipment_str));
start_idx += 3;
}
}
info[1] = info_str.slice(start_idx);
}
//constant in all versions
for (let i in equipment) {
setValue(equipment_inputs[i], equipment[i]);
}
//level, skill point assignments, and powdering
if (version_number == 1) {
let powder_info = info[1];
let res = parsePowdering(powder_info);
powdering = res[0];
} else if (version_number == 2) {
save_skp = true;
let skillpoint_info = info[1].slice(0, 10);
for (let i = 0; i < 5; ++i ) {
skillpoints[i] = Base64.toIntSigned(skillpoint_info.slice(i*2,i*2+2));
}
let powder_info = info[1].slice(10);
let res = parsePowdering(powder_info);
powdering = res[0];
} else if (version_number <= 7){
level = Base64.toInt(info[1].slice(10,12));
setValue("level-choice",level);
save_skp = true;
let skillpoint_info = info[1].slice(0, 10);
for (let i = 0; i < 5; ++i ) {
skillpoints[i] = Base64.toIntSigned(skillpoint_info.slice(i*2,i*2+2));
}
let powder_info = info[1].slice(12);
let res = parsePowdering(powder_info);
powdering = res[0];
info[1] = res[1];
}
// Tomes.
if (version >= 6) {
//tome values do not appear in anything before v6.
for (let i in tomes) {
let tome_str = info[1].charAt(i);
let tome_name = getTomeNameFromID(Base64.toInt(tome_str));
console.log(tome_name);
setValue(tomeInputs[i], tome_name);
}
info[1] = info[1].slice(7);
}
if (version >= 7) {
// ugly af. only works since its the last thing. will be fixed with binary decode
atree_data = new BitVector(info[1]);
}
else {
atree_data = null;
}
for (let i in powder_inputs) {
setValue(powder_inputs[i], powdering[i]);
}
for (let i in skillpoints) {
setValue(skp_order[i] + "-skp", skillpoints[i]);
}
}
}
/* Stores the entire build in a string using B64 encoding and adds it to the URL.
*/
function encodeBuild(build, powders, skillpoints, atree, atree_state) {
if (build) {
let build_string;
//V6 encoding - Tomes
//V7 encoding - ATree
build_version = 5;
build_string = "";
tome_string = "";
for (const item of build.items) {
if (item.statMap.get("custom")) {
let custom = "CI-"+encodeCustom(item, true);
build_string += Base64.fromIntN(custom.length, 3) + custom;
build_version = Math.max(build_version, 5);
} else if (item.statMap.get("crafted")) {
build_string += "CR-"+encodeCraft(item);
} else if (item.statMap.get("category") === "tome") {
let tome_id = item.statMap.get("id");
if (tome_id <= 60) {
// valid normal tome. ID 61-63 is for NONE tomes.
build_version = Math.max(build_version, 6);
}
tome_string += Base64.fromIntN(tome_id, 1);
} else {
build_string += Base64.fromIntN(item.statMap.get("id"), 3);
}
}
for (const skp of skillpoints) {
build_string += Base64.fromIntN(skp, 2); // Maximum skillpoints: 2048
}
build_string += Base64.fromIntN(build.level, 2);
for (const _powderset of powders) {
let n_bits = Math.ceil(_powderset.length / 6);
build_string += Base64.fromIntN(n_bits, 1); // Hard cap of 378 powders.
// Slice copy.
let powderset = _powderset.slice();
while (powderset.length != 0) {
let firstSix = powderset.slice(0,6).reverse();
let powder_hash = 0;
for (const powder of firstSix) {
powder_hash = (powder_hash << 5) + 1 + powder; // LSB will be extracted first.
}
build_string += Base64.fromIntN(powder_hash, 5);
powderset = powderset.slice(6);
}
}
build_string += tome_string;
if (atree.length > 0 && atree_state.get(atree[0].ability.id).active) {
build_version = Math.max(build_version, 7);
const bitvec = encode_atree(atree, atree_state);
build_string += bitvec.toB64();
}
return build_version.toString() + "_" + build_string;
}
}
function copyBuild() {
copyTextToClipboard(url_base+location.hash);
document.getElementById("copy-button").textContent = "Copied!";
}
function shareBuild(build) {
if (build) {
let text = url_base+location.hash+"\n"+
"WynnBuilder build:\n"+
"> "+build.items[0].statMap.get("displayName")+"\n"+
"> "+build.items[1].statMap.get("displayName")+"\n"+
"> "+build.items[2].statMap.get("displayName")+"\n"+
"> "+build.items[3].statMap.get("displayName")+"\n"+
"> "+build.items[4].statMap.get("displayName")+"\n"+
"> "+build.items[5].statMap.get("displayName")+"\n"+
"> "+build.items[6].statMap.get("displayName")+"\n"+
"> "+build.items[7].statMap.get("displayName")+"\n"+
"> "+build.items[15].statMap.get("displayName")+" ["+build_powders[4].map(x => powderNames.get(x)).join("")+"]";
copyTextToClipboard(text);
document.getElementById("share-button").textContent = "Copied!";
}
}
/**
* Ability tree encode and decode functions
*
* Based on a traversal, basically only uses bits to represent the nodes that are on (and "dark" outgoing edges).
* credit: SockMower
*/
/**
* Return: BitVector
*/
function encode_atree(atree, atree_state) {
let ret_vec = new BitVector(0, 0);
function traverse(head, atree_state, visited, ret) {
for (const child of head.children) {
if (visited.has(child.ability.id)) { continue; }
visited.set(child.ability.id, true);
if (atree_state.get(child.ability.id).active) {
ret.append(1, 1);
traverse(child, atree_state, visited, ret);
}
else {
ret.append(0, 1);
}
}
}
traverse(atree[0], atree_state, new Map(), ret_vec);
return ret_vec;
}
/**
* Return: List of active nodes
*/
function decode_atree(atree, bits) {
let i = 0;
let ret = [];
ret.push(atree[0]);
function traverse(head, visited, ret) {
for (const child of head.children) {
if (visited.has(child.ability.id)) { continue; }
visited.set(child.ability.id, true);
if (bits.read_bit(i)) {
i += 1;
ret.push(child);
traverse(child, visited, ret);
}
else {
i += 1;
}
}
}
traverse(atree[0], new Map(), ret);
return ret;
}

View file

@ -15,6 +15,11 @@ function skillPointsToPercentage(skp){
//return clamp((-0.0000000066695* Math.pow(Math.E, -0.00924033 * skp + 18.9) + 1.0771), 0.00, 0.808);
}
// WYNN2: Skillpoint max scaling. Intel is cost reduction
const skillpoint_final_mult = [1, 1, 0.5, 0.867, 0.951];
// intel damage and water%
const skillpoint_damage_mult = [1, 1, 1, 0.867, 0.951];
/*Turns the input amount of levels into skillpoints available.
*
* @param level - the integer level count to be converted
@ -51,29 +56,247 @@ const armorTypes = [ "helmet", "chestplate", "leggings", "boots" ];
const accessoryTypes = [ "ring", "bracelet", "necklace" ];
const weaponTypes = [ "wand", "spear", "bow", "dagger", "relik" ];
const consumableTypes = [ "potion", "scroll", "food"];
const tomeTypes = ["armorTome", "weaponTome", "guildTome", "dungeonTome", "gatheringTome", "slayingTome"]
const tome_types = ['weaponTome', 'armorTome', 'guildTome'];
const attackSpeeds = ["SUPER_SLOW", "VERY_SLOW", "SLOW", "NORMAL", "FAST", "VERY_FAST", "SUPER_FAST"];
const baseDamageMultiplier = [ 0.51, 0.83, 1.5, 2.05, 2.5, 3.1, 4.3 ];
//0.51, 0.82, 1.50, 2.05, 2.50, 3.11, 4.27
const classes = ["Warrior", "Assassin", "Mage", "Archer", "Shaman"];
const wep_to_class = new Map([["dagger", "Assassin"], ["spear", "Warrior"], ["wand", "Mage"], ["bow", "Archer"], ["relik", "Shaman"]])
const tiers = ["Normal", "Unique", "Rare", "Legendary", "Fabled", "Mythic", "Set", "Crafted"] //I'm not sure why you would make a custom crafted but if you do you should be able to use it w/ the correct powder formula
const types = armorTypes.concat(accessoryTypes).concat(weaponTypes).concat(consumableTypes).concat(tomeTypes).map(x => x.substring(0,1).toUpperCase() + x.substring(1));
const all_types = armorTypes.concat(accessoryTypes).concat(weaponTypes).concat(consumableTypes).concat(tome_types).map(x => x.substring(0,1).toUpperCase() + x.substring(1));
//weaponTypes.push("sword");
//console.log(types)
let itemTypes = armorTypes.concat(accessoryTypes).concat(weaponTypes).concat(tomeTypes);
let itemTypes = armorTypes.concat(accessoryTypes).concat(weaponTypes).concat(tome_types);
let elementIcons = ["\u2724","\u2726", "\u2749", "\u2739", "\u274b" ];
let skpReqs = skp_order.map(x => x + "Req");
let item_fields = [ "name", "displayName", "lore", "color", "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", "hprPct", "mr", "sdPct", "mdPct", "ls", "ms", "xpb", "lb", "ref", "str", "dex", "int", "agi", "def", "thorns", "expd", "spd", "atkTier", "poison", "hpBonus", "spRegen", "eSteal", "hprRaw", "sdRaw", "mdRaw", "fDamPct", "wDamPct", "aDamPct", "tDamPct", "eDamPct", "fDefPct", "wDefPct", "aDefPct", "tDefPct", "eDefPct", "fixID", "category", "spPct1", "spRaw1", "spPct2", "spRaw2", "spPct3", "spRaw3", "spPct4", "spRaw4", "rainbowRaw", "sprint", "sprintReg", "jh", "lq", "gXp", "gSpd", "id", "majorIds", "dmgMobs", "defMobs"];
let item_fields = [ "name", "displayName", "lore", "color", "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", "hprPct", "mr", "sdPct", "mdPct", "ls", "ms", "xpb", "lb", "ref", "str", "dex", "int", "agi", "def", "thorns", "expd", "spd", "atkTier", "poison", "hpBonus", "spRegen", "eSteal", "hprRaw", "sdRaw", "mdRaw", "fDamPct", "wDamPct", "aDamPct", "tDamPct", "eDamPct", "fDefPct", "wDefPct", "aDefPct", "tDefPct", "eDefPct", "fixID", "category", "spPct1", "spRaw1", "spPct2", "spRaw2", "spPct3", "spRaw3", "spPct4", "spRaw4", "rSdRaw", "sprint", "sprintReg", "jh", "lq", "gXp", "gSpd", "id", "majorIds", "damMobs", "defMobs",
// wynn2 damages.
"eMdPct","eMdRaw","eSdPct","eSdRaw",/*"eDamPct"*/,"eDamRaw","eDamAddMin","eDamAddMax",
"tMdPct","tMdRaw","tSdPct","tSdRaw",/*"tDamPct"*/,"tDamRaw","tDamAddMin","tDamAddMax",
"wMdPct","wMdRaw","wSdPct","wSdRaw",/*"wDamPct"*/,"wDamRaw","wDamAddMin","wDamAddMax",
"fMdPct","fMdRaw","fSdPct","fSdRaw",/*"fDamPct"*/,"fDamRaw","fDamAddMin","fDamAddMax",
"aMdPct","aMdRaw","aSdPct","aSdRaw",/*"aDamPct"*/,"aDamRaw","aDamAddMin","aDamAddMax",
"nMdPct","nMdRaw","nSdPct","nSdRaw","nDamPct","nDamRaw","nDamAddMin","nDamAddMax", // neutral which is now an element
/*"mdPct","mdRaw","sdPct","sdRaw",*/"damPct","damRaw","damAddMin","damAddMax", // These are the old ids. Become proportional.
"rMdPct","rMdRaw","rSdPct",/*"rSdRaw",*/"rDamPct","rDamRaw","rDamAddMin","rDamAddMax", // rainbow (the "element" of all minus neutral). rSdRaw is rainraw
"critDamPct"
];
// Extra fake IDs (reserved for use in spell damage calculation) : damageMultiplier, defMultiplier, poisonPct, activeMajorIDs
let str_item_fields = [ "name", "displayName", "lore", "color", "tier", "set", "type", "material", "drop", "quest", "restrict", "category", "atkSpd" ]
//File reading for ID translations for JSON purposes
let reversetranslations = new Map();
let translations = new Map([["name", "name"], ["displayName", "displayName"], ["tier", "tier"], ["set", "set"], ["sockets", "slots"], ["type", "type"], ["dropType", "drop"], ["quest", "quest"], ["restrictions", "restrict"], ["damage", "nDam"], ["fireDamage", "fDam"], ["waterDamage", "wDam"], ["airDamage", "aDam"], ["thunderDamage", "tDam"], ["earthDamage", "eDam"], ["attackSpeed", "atkSpd"], ["health", "hp"], ["fireDefense", "fDef"], ["waterDefense", "wDef"], ["airDefense", "aDef"], ["thunderDefense", "tDef"], ["earthDefense", "eDef"], ["level", "lvl"], ["classRequirement", "classReq"], ["strength", "strReq"], ["dexterity", "dexReq"], ["intelligence", "intReq"], ["agility", "agiReq"], ["defense", "defReq"], ["healthRegen", "hprPct"], ["manaRegen", "mr"], ["spellDamage", "sdPct"], ["damageBonus", "mdPct"], ["lifeSteal", "ls"], ["manaSteal", "ms"], ["xpBonus", "xpb"], ["lootBonus", "lb"], ["reflection", "ref"], ["strengthPoints", "str"], ["dexterityPoints", "dex"], ["intelligencePoints", "int"], ["agilityPoints", "agi"], ["defensePoints", "def"], ["thorns", "thorns"], ["exploding", "expd"], ["speed", "spd"], ["attackSpeedBonus", "atkTier"], ["poison", "poison"], ["healthBonus", "hpBonus"], ["soulPoints", "spRegen"], ["emeraldStealing", "eSteal"], ["healthRegenRaw", "hprRaw"], ["spellDamageRaw", "sdRaw"], ["damageBonusRaw", "mdRaw"], ["bonusFireDamage", "fDamPct"], ["bonusWaterDamage", "wDamPct"], ["bonusAirDamage", "aDamPct"], ["bonusThunderDamage", "tDamPct"], ["bonusEarthDamage", "eDamPct"], ["bonusFireDefense", "fDefPct"], ["bonusWaterDefense", "wDefPct"], ["bonusAirDefense", "aDefPct"], ["bonusThunderDefense", "tDefPct"], ["bonusEarthDefense", "eDefPct"], ["type", "type"], ["identified", "fixID"], ["skin", "skin"], ["category", "category"], ["spellCostPct1", "spPct1"], ["spellCostRaw1", "spRaw1"], ["spellCostPct2", "spPct2"], ["spellCostRaw2", "spRaw2"], ["spellCostPct3", "spPct3"], ["spellCostRaw3", "spRaw3"], ["spellCostPct4", "spPct4"], ["spellCostRaw4", "spRaw4"], ["rainbowSpellDamageRaw", "rainbowRaw"], ["sprint", "sprint"], ["sprintRegen", "sprintReg"], ["jumpHeight", "jh"], ["lootQuality", "lq"], ["gatherXpBonus", "gXp"], ["gatherSpeed", "gSpd"]]);
//does not include dmgMobs (wep tomes) and defMobs (armor tomes)
let translations = new Map([["name", "name"], ["displayName", "displayName"], ["tier", "tier"], ["set", "set"], ["sockets", "slots"], ["type", "type"], ["dropType", "drop"], ["quest", "quest"], ["restrictions", "restrict"], ["damage", "nDam"], ["fireDamage", "fDam"], ["waterDamage", "wDam"], ["airDamage", "aDam"], ["thunderDamage", "tDam"], ["earthDamage", "eDam"], ["attackSpeed", "atkSpd"], ["health", "hp"], ["fireDefense", "fDef"], ["waterDefense", "wDef"], ["airDefense", "aDef"], ["thunderDefense", "tDef"], ["earthDefense", "eDef"], ["level", "lvl"], ["classRequirement", "classReq"], ["strength", "strReq"], ["dexterity", "dexReq"], ["intelligence", "intReq"], ["agility", "agiReq"], ["defense", "defReq"], ["healthRegen", "hprPct"], ["manaRegen", "mr"], ["spellDamage", "sdPct"], ["damageBonus", "mdPct"], ["lifeSteal", "ls"], ["manaSteal", "ms"], ["xpBonus", "xpb"], ["lootBonus", "lb"], ["reflection", "ref"], ["strengthPoints", "str"], ["dexterityPoints", "dex"], ["intelligencePoints", "int"], ["agilityPoints", "agi"], ["defensePoints", "def"], ["thorns", "thorns"], ["exploding", "expd"], ["speed", "spd"], ["attackSpeedBonus", "atkTier"], ["poison", "poison"], ["healthBonus", "hpBonus"], ["soulPoints", "spRegen"], ["emeraldStealing", "eSteal"], ["healthRegenRaw", "hprRaw"], ["spellDamageRaw", "sdRaw"], ["damageBonusRaw", "mdRaw"], ["bonusFireDamage", "fDamPct"], ["bonusWaterDamage", "wDamPct"], ["bonusAirDamage", "aDamPct"], ["bonusThunderDamage", "tDamPct"], ["bonusEarthDamage", "eDamPct"], ["bonusFireDefense", "fDefPct"], ["bonusWaterDefense", "wDefPct"], ["bonusAirDefense", "aDefPct"], ["bonusThunderDefense", "tDefPct"], ["bonusEarthDefense", "eDefPct"], ["type", "type"], ["identified", "fixID"], ["skin", "skin"], ["category", "category"], ["spellCostPct1", "spPct1"], ["spellCostRaw1", "spRaw1"], ["spellCostPct2", "spPct2"], ["spellCostRaw2", "spRaw2"], ["spellCostPct3", "spPct3"], ["spellCostRaw3", "spRaw3"], ["spellCostPct4", "spPct4"], ["spellCostRaw4", "spRaw4"], ["rainbowSpellDamageRaw", "rSdRaw"], ["sprint", "sprint"], ["sprintRegen", "sprintReg"], ["jumpHeight", "jh"], ["lootQuality", "lq"], ["gatherXpBonus", "gXp"], ["gatherSpeed", "gSpd"]]);
//does not include damMobs (wep tomes) and defMobs (armor tomes)
for (const [k, v] of translations) {
reversetranslations.set(v, k);
}
console.log(translations);
let 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",
"damMobs",
"defMobs",
// wynn2 damages.
"eDamAddMin","eDamAddMax",
"tDamAddMin","tDamAddMax",
"wDamAddMin","wDamAddMax",
"fDamAddMin","fDamAddMax",
"aDamAddMin","aDamAddMax",
"nDamAddMin","nDamAddMax", // neutral which is now an element
"damAddMin","damAddMax", // all
"rDamAddMin","rDamAddMax" // rainbow (the "element" of all minus neutral).
];
let 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",
"pDamRaw",
"sprint",
"sprintReg",
"jh",
"lq",
"gXp",
"gSpd",
// wynn2 damages.
"eMdPct","eMdRaw","eSdPct","eSdRaw",/*"eDamPct"*/,"eDamRaw","eDamAddMin","eDamAddMax",
"tMdPct","tMdRaw","tSdPct","tSdRaw",/*"tDamPct"*/,"tDamRaw","tDamAddMin","tDamAddMax",
"wMdPct","wMdRaw","wSdPct","wSdRaw",/*"wDamPct"*/,"wDamRaw","wDamAddMin","wDamAddMax",
"fMdPct","fMdRaw","fSdPct","fSdRaw",/*"fDamPct"*/,"fDamRaw","fDamAddMin","fDamAddMax",
"aMdPct","aMdRaw","aSdPct","aSdRaw",/*"aDamPct"*/,"aDamRaw","aDamAddMin","aDamAddMax",
"nMdPct","nMdRaw","nSdPct","nSdRaw","nDamPct","nDamRaw","nDamAddMin","nDamAddMax", // neutral which is now an element
/*"mdPct","mdRaw","sdPct","sdRaw",*/"damPct","damRaw","damAddMin","damAddMax", // These are the old ids. Become proportional.
"rMdPct","rMdRaw","rSdPct",/*"rSdRaw",*/"rDamPct","rDamRaw","rDamAddMin","rDamAddMax" // rainbow (the "element" of all minus neutral). rSdRaw is rainraw
];
let reversedIDs = [ "spPct1", "spRaw1", "spPct2", "spRaw2", "spPct3", "spRaw3", "spPct4", "spRaw4" ];
/**
* Take an item with id list and turn it into a set of minrolls and maxrolls.
*/
function expandItem(item) {
let minRolls = new Map();
let maxRolls = new Map();
let expandedItem = new Map();
if (item.fixID) { //The item has fixed IDs.
expandedItem.set("fixID",true);
for (const id of rolledIDs) { //all rolled IDs are numerical
let val = (item[id] || 0);
minRolls.set(id,val);
maxRolls.set(id,val);
}
} else { //The item does not have fixed IDs.
for (const id of rolledIDs) {
let val = (item[id] || 0);
if (val > 0) { // positive rolled IDs
if (reversedIDs.includes(id)) {
maxRolls.set(id,idRound(val*0.3));
minRolls.set(id,idRound(val*1.3));
} else {
maxRolls.set(id,idRound(val*1.3));
minRolls.set(id,idRound(val*0.3));
}
} else if (val < 0) { //negative rolled IDs
if (reversedIDs.includes(id)) {
maxRolls.set(id,idRound(val*1.3));
minRolls.set(id,idRound(val*0.7));
}
else {
maxRolls.set(id,idRound(val*0.7));
minRolls.set(id,idRound(val*1.3));
}
}
else { // if val == 0
// NOTE: DO NOT remove this case! idRound behavior does not round to 0!
maxRolls.set(id,0);
minRolls.set(id,0);
}
}
}
for (const id of nonRolledIDs) {
expandedItem.set(id,item[id]);
}
expandedItem.set("minRolls",minRolls);
expandedItem.set("maxRolls",maxRolls);
return expandedItem;
}
class Item {
constructor(item_obj) {
this.statMap = expandItem(item_obj);
}
}
/* Takes in an ingredient object and returns an equivalent Map().
*/
function expandIngredient(ing) {
let expandedIng = new Map();
let mapIds = ['consumableIDs', 'itemIDs', 'posMods'];
for (const id of mapIds) {
let idMap = new Map();
for (const key of Object.keys(ing[id])) {
idMap.set(key, ing[id][key]);
}
expandedIng.set(id, idMap);
}
let normIds = ['lvl','name', 'displayName','tier','skills','id'];
for (const id of normIds) {
expandedIng.set(id, ing[id]);
}
if (ing['isPowder']) {
expandedIng.set("isPowder",ing['isPowder']);
expandedIng.set("pid",ing['pid']);
}
//now the actually hard one
let idMap = new Map();
idMap.set("minRolls", new Map());
idMap.set("maxRolls", new Map());
for (const field of ingFields) {
let val = (ing['ids'][field] || 0);
idMap.get("minRolls").set(field, val['minimum']);
idMap.get("maxRolls").set(field, val['maximum']);
}
expandedIng.set("ids",idMap);
return expandedIng;
}
/* Takes in a recipe object and returns an equivalent Map().
*/
function expandRecipe(recipe) {
let expandedRecipe = new Map();
let normIDs = ["name", "skill", "type","id"];
for (const id of normIDs) {
expandedRecipe.set(id,recipe[id]);
}
let rangeIDs = ["durability","lvl", "healthOrDamage", "duration", "basicDuration"];
for (const id of rangeIDs) {
if(recipe[id]){
expandedRecipe.set(id, [recipe[id]['minimum'], recipe[id]['maximum']]);
} else {
expandedRecipe.set(id, [0,0]);
}
}
expandedRecipe.set("materials", [ new Map([ ["item", recipe['materials'][0]['item']], ["amount", recipe['materials'][0]['amount']] ]) , new Map([ ["item", recipe['materials'][1]['item']], ["amount",recipe['materials'][1]['amount'] ] ]) ]);
return expandedRecipe;
}
/*An independent helper function that rounds a rolled ID to the nearest integer OR brings the roll away from 0.
* @param id
*/
function idRound(id){
rounded = Math.round(id);
if(rounded == 0){
return 1; //this is a hack, will need changing along w/ rest of ID system if anything changes
}else{
return rounded;
}
}

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1166
js/builder_graph.js Normal file

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263
js/computation_graph.js Normal file
View file

@ -0,0 +1,263 @@
let all_nodes = [];
class ComputeNode {
/**
* Make a generic compute node.
* Adds the node to the global map of nodenames to nodes (for calling from html listeners).
*
* @param name : Name of the node (string). Must be unique. Must "fit in" a JS string (terminated by single quotes).
*/
constructor(name) {
this.inputs = []; // parent nodes
this.input_translation = new Map();
this.children = [];
this.value = null;
this.name = name;
this.update_task = null;
this.fail_cb = false; // Set to true to force updates even if parent failed.
this.dirty = 2; // 3 states:
// 2: dirty
// 1: possibly dirty
// 0: clean
this.inputs_dirty = new Map();
this.inputs_dirty_count = 0;
all_nodes.push(this);
}
/**
* Request update of this compute node. Pushes updates to children.
*/
update() {
if (this.inputs_dirty_count != 0) {
return;
}
if (this.dirty === 0) {
return;
}
if (this.dirty == 2) {
let calc_inputs = new Map();
for (const input of this.inputs) {
calc_inputs.set(this.input_translation.get(input.name), input.value);
}
this.value = this.compute_func(calc_inputs);
}
this.dirty = 0;
for (const child of this.children) {
child.mark_input_clean(this.name, this.value);
}
return this;
}
/**
* Mark parent as not dirty. Propagates calculation if all inputs are present.
*/
mark_input_clean(input_name, value) {
if (value !== null || this.fail_cb) {
if (this.inputs_dirty.get(input_name)) {
this.inputs_dirty.set(input_name, false);
this.inputs_dirty_count -= 1;
}
if (this.inputs_dirty_count === 0) {
this.update();
}
}
}
mark_input_dirty(input_name) {
if (!this.inputs_dirty.get(input_name)) {
this.inputs_dirty.set(input_name, true);
this.inputs_dirty_count += 1;
}
}
mark_dirty(dirty_state=2) {
if (this.dirty < dirty_state) {
this.dirty = dirty_state;
for (const child of this.children) {
child.mark_input_dirty(this.name);
child.mark_dirty(dirty_state);
}
}
return this;
}
/**
* Get value of this compute node. Can't trigger update cascades (push based update, not pull based.)
*/
get_value() {
return this.value
}
/**
* Abstract method for computing something. Return value is set into this.value
*/
compute_func(input_map) {
throw "no compute func specified";
}
/**
* Add link to a parent compute node, optionally with an alias.
*/
link_to(parent_node, link_name) {
this.inputs.push(parent_node)
link_name = (link_name !== undefined) ? link_name : parent_node.name;
this.input_translation.set(parent_node.name, link_name);
if (parent_node.dirty || (parent_node.value === null && !this.fail_cb)) {
this.inputs_dirty_count += 1;
this.inputs_dirty.set(parent_node.name, true);
}
parent_node.children.push(this);
return this;
}
/**
* Delete a link to a parent node.
* TODO: time complexity of list deletion (not super relevant but it hurts my soul)
*/
remove_link(parent_node) {
const idx = this.inputs.indexOf(parent_node); // Get idx
this.inputs.splice(idx, 1); // remove element
this.input_translation.delete(parent_node.name);
const was_dirty = this.inputs_dirty.get(parent_node.name);
this.inputs_dirty.delete(parent_node.name);
if (was_dirty) {
this.inputs_dirty_count -= 1;
}
const idx2 = parent_node.children.indexOf(this);
parent_node.children.splice(idx2, 1);
return this;
}
}
class ValueCheckComputeNode extends ComputeNode {
constructor(name) { super(name); }
/**
* Request update of this compute node. Pushes updates to children,
* but only if this node's value changed.
*/
update() {
if (this.inputs_dirty_count != 0) {
return;
}
if (this.dirty === 0) {
return;
}
let calc_inputs = new Map();
for (const input of this.inputs) {
calc_inputs.set(this.input_translation.get(input.name), input.value);
}
let val = this.compute_func(calc_inputs);
if (val !== this.value) {
super.mark_dirty(2);
}
else {
console.log("soft update");
}
this.value = val;
this.dirty = 0;
for (const child of this.children) {
child.mark_input_clean(this.name, this.value);
}
return this;
}
/**
* Defaulting to "dusty" state.
*/
mark_dirty(dirty_state="unused") {
return super.mark_dirty(1);
}
}
/**
* Schedule a ComputeNode to be updated.
*
* @param node : ComputeNode to schedule an update for.
*/
function calcSchedule(node, timeout) {
if (node.update_task !== null) {
clearTimeout(node.update_task);
}
node.mark_dirty();
node.update_task = setTimeout(function() {
node.update();
node.update_task = null;
}, timeout);
}
class PrintNode extends ComputeNode {
constructor(name) {
super(name);
this.fail_cb = true;
}
compute_func(input_map) {
console.log([this.name, input_map]);
return null;
}
}
/**
* Node for getting an input from an input field.
* Fires updates whenever the input field is updated.
*
* Signature: InputNode() => str
*/
class InputNode extends ComputeNode {
constructor(name, input_field) {
super(name);
this.input_field = input_field;
this.input_field.addEventListener("input", () => calcSchedule(this, 500));
this.input_field.addEventListener("change", () => calcSchedule(this, 5));
//calcSchedule(this); Manually fire first update for better control
}
compute_func(input_map) {
return this.input_field.value;
}
}
/**
* Passthrough node for simple aggregation.
* Unfortunately if you use this too much you get layers and layers of maps...
*
* Signature: PassThroughNode(**kwargs) => Map[...]
*/
class PassThroughNode extends ComputeNode {
constructor(name) {
super(name);
this.breakout_nodes = new Map();
}
compute_func(input_map) {
return input_map;
}
/**
* Get a ComputeNode that will "break out" one part of this aggregation input.
* There is some overhead to this operation because ComputeNode is not exactly a free abstraction... oof
* Also you will recv updates whenever any input that is part of the aggregation changes even
* if the specific sub-input didn't change.
*
* Parameters:
* sub-input: The key to listen to
*/
get_node(sub_input) {
if (this.breakout_nodes.has(sub_input)) {
return this.breakout_nodes.get(sub_input);
}
const _name = this.name;
const ret = new (class extends ComputeNode {
constructor() { super('passthrough-'+_name+'-'+sub_input); }
compute_func(input_map) { return input_map.get(_name).get(sub_input); }
})().link_to(this);
this.breakout_nodes.set(sub_input, ret);
return ret;
}
}

View file

@ -170,7 +170,6 @@ class Craft{
statMap.set(e + "Dam", "0-0");
statMap.set(e + "DamLow", "0-0");
}
//statMap.set("damageBonus", [statMap.get("eDamPct"), statMap.get("tDamPct"), statMap.get("wDamPct"), statMap.get("fDamPct"), statMap.get("aDamPct")]);
statMap.set("category","weapon");
statMap.set("atkSpd",this.atkSpd);
}
@ -190,7 +189,6 @@ class Craft{
let amounts = this.recipe.get("materials").map(x=> x.get("amount"));
//Mat Multipliers - should work!
matmult = (tierToMult[tiers[0]]*amounts[0] + tierToMult[tiers[1]]*amounts[1]) / (amounts[0]+amounts[1]);
console.log(matmult);
let low = this.recipe.get("healthOrDamage")[0];
let high = this.recipe.get("healthOrDamage")[1];
@ -382,12 +380,10 @@ class Craft{
statMap.set("reqs",[0,0,0,0,0]);
statMap.set("skillpoints", [0,0,0,0,0]);
statMap.set("damageBonus",[0,0,0,0,0]);
for (const e in skp_order) {
statMap.set(skp_order[e], statMap.get("maxRolls").has(skp_order[e]) ? statMap.get("maxRolls").get(skp_order[e]) : 0);
statMap.get("skillpoints")[e] = statMap.get("maxRolls").has(skp_order[e]) ? statMap.get("maxRolls").get(skp_order[e]) : 0;
statMap.get("reqs")[e] = statMap.has(skp_order[e]+"Req") && !consumableTypes.includes(statMap.get("type"))? statMap.get(skp_order[e]+"Req") : 0;
statMap.get("damageBonus")[e] = statMap.has(skp_order[e]+"DamPct") ? statMap.get(skp_order[e]+"DamPct") : 0;
}
for (const id of rolledIDs) {
if (statMap.get("minRolls").has(id)) {

View file

@ -22,10 +22,10 @@ const ING_BUILD_VERSION = "7.0.1";
*/
let player_craft;
function setTitle() {
document.getElementById("header").textContent = "WynnCrafter version "+ING_BUILD_VERSION+" (ingredient db version "+ING_DB_VERSION+")";
document.getElementById("header").classList.add("funnynumber");
}
// function setTitle() {
// document.getElementById("header").textContent = "WynnCrafter version "+ING_BUILD_VERSION+" (ingredient db version "+ING_DB_VERSION+")";
// document.getElementById("header").classList.add("funnynumber");
// }
@ -44,16 +44,32 @@ function init_crafter() {
try {
document.getElementById("recipe-choice").addEventListener("change", (event) => {
updateMaterials();
updateCraftedImage();
calculateCraftSchedule();
});
document.getElementById("recipe-choice").addEventListener("oninput", (event) => {
updateCraftedImage();
});
document.getElementById("level-choice").addEventListener("change", (event) => {
updateMaterials();
calculateCraftSchedule();
});
for (let i = 1; i < 4; ++i) {
document.getElementById("mat-1-"+i).setAttribute("onclick", document.getElementById("mat-1-"+i).getAttribute("onclick") + "; calculateCraftSchedule();");
document.getElementById("mat-2-"+i).setAttribute("onclick", document.getElementById("mat-2-"+i).getAttribute("onclick") + "; calculateCraftSchedule();");
}
for (let i = 1; i < 7; ++i) {
document.getElementById("ing-choice-" + i ).setAttribute("oninput", "calculateCraftSchedule();");
}
for (const str of ["slow", "normal", "fast"]) {
document.getElementById(str + "-atk-button").setAttribute("onclick", document.getElementById(str + "-atk-button").getAttribute("onclick") + "; calculateCraftSchedule();");
}
populateFields();
decodeCraft(ing_url_tag);
setTitle();
} catch (error) {
console.log("If you are seeing this while building, do not worry. Oherwise, panic! (jk contact ferricles)");
console.log(error);
}
@ -89,6 +105,20 @@ function toggleAtkSpd(buttonId) {
}
}
let doCraftTask = null;
function calculateCraftSchedule(){
console.log("Craft Schedule called");
if (doCraftTask !== null) {
clearTimeout(doCraftTask);
}
doCraftTask = setTimeout(function(){
doCraftTask = null;
calculateCraft();
window.dispatchEvent(new Event('resize'));
}, 250);
}
function calculateCraft() {
//Make things display.
for (let i of document.getElementsByClassName("hide-container-block")) {
@ -117,7 +147,8 @@ function calculateCraft() {
}
let ingreds = [];
for (i = 1; i < 7; i++) {
console.log(getValue("ing-choice-"+i));
console.log("ing-choice-"+i);
// console.log(getValue("ing-choice-"+i));
getValue("ing-choice-" + i) === "" ? ingreds.push(expandIngredient(ingMap.get("No Ingredient"))) : ingreds.push(expandIngredient(ingMap.get(getValue("ing-choice-" + i))));
}
let atkSpd = "NORMAL"; //default attack speed will be normal.
@ -138,16 +169,19 @@ function calculateCraft() {
console.log(levelrange)
console.log(mat_tiers)
console.log(ingreds)*/
document.getElementById("mat-1").textContent = recipe.get("materials")[0].get("item").split(" ").slice(1).join(" ") + " Tier:";
document.getElementById("mat-2").textContent = recipe.get("materials")[1].get("item").split(" ").slice(1).join(" ") + " Tier:";
//Display Recipe Stats
displayRecipeStats(player_craft, "recipe-stats");
for(let i = 0; i < 6; i++) {
displayExpandedIngredient(player_craft["ingreds"][i],"tooltip-" + i);
}
//Display Craft Stats
displayCraftStats(player_craft, "craft-stats");
// displayCraftStats(player_craft, "craft-stats");
let mock_item = player_craft.statMap;
if (mock_item.get('category') === 'weapon') { apply_weapon_powders(mock_item) };
displayExpandedItem(mock_item, "craft-stats");
//Display Ingredients' Stats
for (let i = 1; i < 7; i++) {
displayExpandedIngredient(player_craft.ingreds[i-1] , "ing-"+i+"-stats");
@ -187,6 +221,7 @@ function decodeCraft(ing_url_tag) {
//console.log(Base64.toInt(tag.substring(12,14)));
recipesName = recipe.split("-");
setValue("recipe-choice",recipesName[0]);
updateCraftedImage();
setValue("level-choice",recipesName[1]+"-"+recipesName[2]);
tierNum = Base64.toInt(tag.substring(14,15));
mat_tiers = [];
@ -227,11 +262,20 @@ function populateFields() {
}
/* Copy the link
/*
Copies the CR Hash (CR-blahblahblah)
*/
function copyRecipe(){
function copyRecipeHash() {
if (player_craft) {
copyTextToClipboard("CR-"+location.hash.slice(1));
document.getElementById("copy-hash-button").textContent = "Copied!";
}
}
/*
Copies the link (hppeng-wynn.github.io/crafter/#blahblah)
*/
function copyRecipe() {
if (player_craft) {
copyTextToClipboard(ing_url_base+location.hash);
document.getElementById("copy-button").textContent = "Copied!";
@ -240,7 +284,7 @@ function copyRecipe(){
/* Copy the link AND a display of all ingredients
*/
function shareRecipe(){
function shareRecipe() {
if (player_craft) {
let copyString = ing_url_base+location.hash + "\n";
let name = player_craft.recipe.get("name").split("-");
@ -296,6 +340,16 @@ function toggleMaterial(buttonId) {
}
}
/* Updates the crafted icon.
*/
function updateCraftedImage() {
let input = document.getElementById("recipe-choice");
if (all_types.includes(input.value)) {
document.getElementById("recipe-img").src = "../media/items/" + (newIcons ? "new/":"old/") + "generic-" + input.value.toLowerCase() + ".png";
}
}
/* Reset all fields
*/
function resetFields() {
@ -313,4 +367,8 @@ function resetFields() {
calculateCraft();
}
load_ing_init(init_crafter);
(async function() {
let load_promises = [ load_ing_init() ];
await Promise.all(load_promises);
init_crafter();
})();

View file

@ -1,5 +1,6 @@
const 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"];
const 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"];
const 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"];
const 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"];
//omitted restrict - it's always "Custom Item"
//omitted displayName - either it's the same as name (repetitive) or it's "Custom Item"
//omitted category - can always get this from type
@ -16,7 +17,7 @@ const nonRolled_strings = ["name","lore", "tier","set","type","material","drop",
function encodeCustom(custom, verbose) {
if (custom) {
if (custom.statMap) {
custom = custom.statMap;
custom = custom.statMap;
}
let hash = "1";
//version 1
@ -34,55 +35,53 @@ function encodeCustom(custom, verbose) {
// 1 - min neg max pos
// 2 - min pos max neg (how?)
// 3 - min neg max neg
let sign = (Boolean(val_min / Math.abs(val_min) < 0) | 0) + 2*(Boolean(val_max / Math.abs(val_max) < 0) | 0);
let sign = (Boolean(val_min / Math.abs(val_min) < 0) | 0) + 2 * (Boolean(val_max / Math.abs(val_max) < 0) | 0);
//console.log(id + ": " + sign);
let min_len = Math.max(1,Math.ceil(log(64,Math.abs(val_min)+1)));
let max_len = Math.max(1,Math.ceil(log(64,Math.abs(val_max)+1)));
let len = Math.max(min_len,max_len);
let min_len = Math.max(1, Math.ceil(log(64, Math.abs(val_min) + 1)));
let max_len = Math.max(1, Math.ceil(log(64, Math.abs(val_max) + 1)));
let len = Math.max(min_len, max_len);
val_min = Math.abs(val_min);
val_max = Math.abs(val_max);
if ( val_min != 0 || val_max != 0 ) {
if (val_min != 0 || val_max != 0) {
if (custom.get("fixID")) {
hash += Base64.fromIntN(i,2) + Base64.fromIntN(len,2) + sign + Base64.fromIntN(val_min, len);
hash += Base64.fromIntN(i, 2) + Base64.fromIntN(len, 2) + sign + Base64.fromIntN(val_min, len);
} else {
hash += Base64.fromIntN(i,2) + Base64.fromIntN(len,2) + sign + Base64.fromIntN(val_min, len) + Base64.fromIntN(val_max,len);
hash += Base64.fromIntN(i, 2) + Base64.fromIntN(len, 2) + sign + Base64.fromIntN(val_min, len) + Base64.fromIntN(val_max, len);
}
}
} else {
let damages = ["nDam", "eDam", "tDam", "wDam", "fDam", "aDam"]; //"nDam_", "eDam_", "tDam_", "wDam_", "fDam_", "aDam_"
let val = custom.get(id);
if (id == "majorIds") {
console.log(val);
if (val.length > 0) {
val = val[0];
}
else {
val = "";
}
console.log(val);
}
if (typeof(val) === "string" && val !== "") {
if ((damages.includes(id) && val === "0-0") || (!verbose && ["lore","majorIds","quest","materials","drop","set"].includes(id))) { continue; }
if (typeof (val) === "string" && val !== "") {
if ((damages.includes(id) && val === "0-0") || (!verbose && ["lore", "majorIds", "quest", "materials", "drop", "set"].includes(id))) { continue; }
if (id === "type") {
hash += Base64.fromIntN(i,2) + Base64.fromIntN(types.indexOf(val.substring(0,1).toUpperCase()+val.slice(1)),1);
hash += Base64.fromIntN(i, 2) + Base64.fromIntN(types.indexOf(val.substring(0, 1).toUpperCase() + val.slice(1)), 1);
} else if (id === "tier") {
hash += Base64.fromIntN(i,2) + Base64.fromIntN(tiers.indexOf(val),1);
hash += Base64.fromIntN(i, 2) + Base64.fromIntN(tiers.indexOf(val), 1);
} else if (id === "atkSpd") {
hash += Base64.fromIntN(i,2) + Base64.fromIntN(attackSpeeds.indexOf(val),1);
hash += Base64.fromIntN(i, 2) + Base64.fromIntN(attackSpeeds.indexOf(val), 1);
} else if (id === "classReq") {
hash += Base64.fromIntN(i,2) + Base64.fromIntN(classes.indexOf(val),1);
hash += Base64.fromIntN(i, 2) + Base64.fromIntN(classes.indexOf(val), 1);
} else {
hash += Base64.fromIntN(i,2) + Base64.fromIntN(val.replaceAll(" ", "%20").length,2) + val.replaceAll(" ", "%20"); //values cannot go above 4096 chars!!!! Is this ok?
hash += Base64.fromIntN(i, 2) + Base64.fromIntN(val.replaceAll(" ", "%20").length, 2) + val.replaceAll(" ", "%20"); //values cannot go above 4096 chars!!!! Is this ok?
}
} else if (typeof(val) === "number" && val != 0) {
let len = Math.max(1,Math.ceil(log(64,Math.abs(val))));
} else if (typeof (val) === "number" && val != 0) {
let len = Math.max(1, Math.ceil(log(64, Math.abs(val))));
let sign = Boolean(val / Math.abs(val) < 0) | 0;
//console.log(sign);
//hash += Base64.fromIntN(i,2) + Base64.fromIntN(val,Math.max(1,Math.ceil(log(64,Math.abs(val))))) + "_";
hash += Base64.fromIntN(i,2) + Base64.fromIntN(len,2) + sign + Base64.fromIntN(Math.abs(val),len);
}
hash += Base64.fromIntN(i, 2) + Base64.fromIntN(len, 2) + sign + Base64.fromIntN(Math.abs(val), len);
}
}
}
@ -95,49 +94,51 @@ function encodeCustom(custom, verbose) {
function getCustomFromHash(hash) {
let name = hash.slice();
let statMap;
console.log("decoding");
try {
if (name.slice(0,3) === "CI-") {
if (name.slice(0, 3) === "CI-") {
name = name.substring(3);
} else {
throw new Error("Not a custom item!");
}
//probably change vers and fixID to be encoded and decoded to/from B64 in the future
let version = name.charAt(0);
let fixID = Boolean(parseInt(name.charAt(1),10));
let fixID = Boolean(parseInt(name.charAt(1), 10));
let tag = name.substring(2);
statMap = new Map();
statMap.set("minRolls", new Map());
statMap.set("maxRolls", new Map());
if (version === "1") {
//do the things
if (fixID) {
statMap.set("fixID", true);
}
}
while (tag !== "") {
let id = ci_save_order[Base64.toInt(tag.slice(0,2))];
let len = Base64.toInt(tag.slice(2,4));
let id = ci_save_order[Base64.toInt(tag.slice(0, 2))];
let len = Base64.toInt(tag.slice(2, 4));
if (rolledIDs.includes(id)) {
let sign = parseInt(tag.slice(4,5),10);
let minRoll = Base64.toInt(tag.slice(5,5+len));
let sign = parseInt(tag.slice(4, 5), 10);
let minRoll = Base64.toInt(tag.slice(5, 5 + len));
if (!fixID) {
let maxRoll = Base64.toInt(tag.slice(5+len,5+2*len));
let maxRoll = Base64.toInt(tag.slice(5 + len, 5 + 2 * len));
if (sign > 1) {
maxRoll *= -1;
}
if (sign % 2 == 1) {
minRoll *= -1;
}
statMap.get("minRolls").set(id,minRoll);
statMap.get("maxRolls").set(id,maxRoll);
tag = tag.slice(5+2*len);
statMap.get("minRolls").set(id, minRoll);
statMap.get("maxRolls").set(id, maxRoll);
tag = tag.slice(5 + 2 * len);
} else {
if (sign != 0) {
minRoll *= -1;
}
statMap.get("minRolls").set(id,minRoll);
statMap.get("maxRolls").set(id,minRoll);
tag = tag.slice(5+len);
statMap.get("minRolls").set(id, minRoll);
statMap.get("maxRolls").set(id, minRoll);
tag = tag.slice(5 + len);
}
} else {
let val;
@ -155,17 +156,17 @@ function getCustomFromHash(hash) {
val = classes[Base64.toInt(tag.charAt(2))];
len = -1;
} else { //general case
val = tag.slice(4,4+len).replaceAll("%20"," ");
val = tag.slice(4, 4 + len).replaceAll("%20", " ");
}
tag = tag.slice(4+len);
tag = tag.slice(4 + len);
} else {
let sign = parseInt(tag.slice(4,5),10);
val = Base64.toInt(tag.slice(5,5+len));
let sign = parseInt(tag.slice(4, 5), 10);
val = Base64.toInt(tag.slice(5, 5 + len));
if (sign == 1) {
val *= -1;
}
tag = tag.slice(5+len);
}
tag = tag.slice(5 + len);
}
if (id === "majorIds") {
val = [val];
console.log(val);
@ -173,27 +174,28 @@ function getCustomFromHash(hash) {
statMap.set(id, val);
}
}
statMap.set("hash","CI-"+name);
statMap.set("hash", "CI-" + name);
statMap.set("custom", true);
return new Custom(statMap);
}
} catch (error) {
//console.log(statMap);
return undefined;
}
}
/** An object representing a Custom Item. Mostly for vanity purposes.
* @dep Requires the use of nonRolledIDs and rolledIDs from display_constants.js.
* @dep Requires the use of attackSpeeds from build.js.
*/
class Custom{
class Custom {
/**
* @description Construct a custom item (CI) from a statMap.
* @param {statMap}: A map with keys from rolledIDs or nonRolledIDs or minRolls/maxRolls and values befitting the keys. minRolls and maxRolls are their own maps and have the same keys, but with minimum and maximum values (for rolls).
*
*/
constructor(statMap){
constructor(statMap) {
this.statMap = statMap;
// TODO patch
// this.statMap.set("majorIds", [this.statMap.get("majorIds")]);
@ -202,17 +204,17 @@ class Custom{
setHash(hash) {
let ihash = hash.slice();
if (ihash.slice(0,3) !== "CI-") {
if (ihash.slice(0, 3) !== "CI-") {
ihash = "CI-" + hash;
}
this.hash = ihash;
this.statMap.set("hash",ihash);
this.statMap.set("hash", ihash);
}
updateName(name) {
this.name = name;
this.displayName = name;
this.displayName = name;
}
/* Get all stats for this CI.
@ -220,26 +222,24 @@ class Custom{
* Follows the expandedItem item structure, similar to a crafted item.
* TODO: Check if this is even useful
*/
initCustomStats(){
initCustomStats() {
//this.setHashVerbose(); //do NOT move sethash from here please
this.statMap.set("custom", true);
console.log(this.statMap);
for (const id of ci_save_order) {
if (rolledIDs.includes(id)) {
if (!(this.statMap.get("minRolls").has(id) && this.statMap.get("minRolls").get(id))) {
this.statMap.get("minRolls").set(id,0);
this.statMap.get("maxRolls").set(id,0);
this.statMap.get("minRolls").set(id, 0);
this.statMap.get("maxRolls").set(id, 0);
}
} else {
if (nonRolled_strings.includes(id)) {
if (!(this.statMap.has(id)&&this.statMap.get(id))) {
this.statMap.set(id,"");
if (!(this.statMap.has(id) && this.statMap.get(id))) {
this.statMap.set(id, "");
}
} else {
if (!(this.statMap.has(id)&&this.statMap.get(id))) {
this.statMap.set(id,0);
if (!(this.statMap.has(id) && this.statMap.get(id))) {
this.statMap.set(id, 0);
}
}
}
@ -247,30 +247,30 @@ class Custom{
let type = this.statMap.get("type").toLowerCase();
console.log(type);
if (weaponTypes.includes(type)) {
for (const n of ["nDam","eDam","tDam","wDam","fDam","aDam"]) {
for (const n of ["nDam", "eDam", "tDam", "wDam", "fDam", "aDam"]) {
if (!(this.statMap.has(n) && this.statMap.get(n))) {
this.statMap.set(n,"0-0");
this.statMap.set(n, "0-0");
}
}
}
else {
for (const n of ["nDam","eDam","tDam","wDam","fDam","aDam"]) {
for (const n of ["nDam", "eDam", "tDam", "wDam", "fDam", "aDam"]) {
if (this.statMap.has(n)) {
this.statMap.delete(n);
}
}
}
if (this.statMap.get("type")) {
this.statMap.set("type",this.statMap.get("type").toLowerCase());
this.statMap.set("type", this.statMap.get("type").toLowerCase());
if (armorTypes.includes(this.statMap.get("type"))) {
this.statMap.set("category","armor");
this.statMap.set("category", "armor");
} else if (accessoryTypes.includes(this.statMap.get("type"))) {
this.statMap.set("category","accessory");
this.statMap.set("category", "accessory");
} else if (weaponTypes.includes(this.statMap.get("type"))) {
this.statMap.set("category","weapon");
this.statMap.set("category", "weapon");
} else if (consumableTypes.includes(this.statMap.get("type"))) {
this.statMap.set("category","consumable");
this.statMap.set("category", "consumable");
} else if (tomeTypes.includes(this.statMap.get("type"))) {
this.statMap.set("category", "tome");
}
@ -280,13 +280,13 @@ class Custom{
this.statMap.set("crafted", true);
for (const e of skp_elements) {
this.statMap.set(e+"DamLow", this.statMap.get(e+"Dam"));
this.statMap.set(e + "DamLow", this.statMap.get(e + "Dam"));
}
this.statMap.set("nDamLow", this.statMap.get("nDam"));
this.statMap.set("hpLow", this.statMap.get("hp"));
for (const e of skp_order) {
this.statMap.get("minRolls").set(e,this.statMap.get(e));
this.statMap.get("maxRolls").set(e,this.statMap.get(e));
this.statMap.get("minRolls").set(e, this.statMap.get(e));
this.statMap.get("maxRolls").set(e, this.statMap.get(e));
}
// for (const e of ["durability", "duration"]) {
// if (this.statMap.get(e) === "") {
@ -296,15 +296,15 @@ class Custom{
// }
// }
this.statMap.set("lvlLow",this.statMap.get("lvl"));
this.statMap.set("lvlLow", this.statMap.get("lvl"));
if (this.statMap.get("category") === "weapon") {
//this is for powder purposes.
//users will likely not stick to the 0.9,1.1 rule because custom item. We will get around this by breaking everything and rewarding users for sticking to 0.9,1.1.
this.statMap.set("nDamBaseLow", Math.floor((parseFloat(this.statMap.get("nDamLow")) + parseFloat(this.statMap.get("nDam"))) / 2) );
this.statMap.set("nDamBaseHigh", Math.floor((parseFloat(this.statMap.get("nDamLow")) + parseFloat(this.statMap.get("nDam"))) / 2) );
this.statMap.set("nDamBaseLow", Math.floor((parseFloat(this.statMap.get("nDamLow")) + parseFloat(this.statMap.get("nDam"))) / 2));
this.statMap.set("nDamBaseHigh", Math.floor((parseFloat(this.statMap.get("nDamLow")) + parseFloat(this.statMap.get("nDam"))) / 2));
for (const e in skp_elements) {
this.statMap.set(skp_elements[e]+"DamBaseLow", Math.floor((parseFloat(this.statMap.get(skp_elements[e]+"DamLow")) + parseFloat(this.statMap.get(skp_elements[e]+"Dam"))) / 2));
this.statMap.set(skp_elements[e]+"DamBaseHigh", Math.floor((parseFloat(this.statMap.get(skp_elements[e]+"DamLow")) + parseFloat(this.statMap.get(skp_elements[e]+"Dam"))) / 2));
this.statMap.set(skp_elements[e] + "DamBaseLow", Math.floor((parseFloat(this.statMap.get(skp_elements[e] + "DamLow")) + parseFloat(this.statMap.get(skp_elements[e] + "Dam"))) / 2));
this.statMap.set(skp_elements[e] + "DamBaseHigh", Math.floor((parseFloat(this.statMap.get(skp_elements[e] + "DamLow")) + parseFloat(this.statMap.get(skp_elements[e] + "Dam"))) / 2));
}
this.statMap.set("ingredPowders", []);
}
@ -312,7 +312,7 @@ class Custom{
if (this.statMap.get("category") !== "weapon") {
this.statMap.set("atkSpd", "");
for (const n in ["nDam","eDam","tDam","wDam","fDam","aDam"]) {
for (const n in ["nDam", "eDam", "tDam", "wDam", "fDam", "aDam"]) {
//this.statMap.set(n,"");
}
} else {
@ -325,12 +325,12 @@ class Custom{
} else {
this.statMap.set("displayName", "Custom Item");
}
this.statMap.set("powders",[]);
this.statMap.set("powders", []);
this.statMap.set("reqs",[this.statMap.get("strReq"),this.statMap.get("dexReq"),this.statMap.get("intReq"),this.statMap.get("defReq"),this.statMap.get("agiReq")]);
this.statMap.set("skillpoints", [this.statMap.get("str"),this.statMap.get("dex"),this.statMap.get("int"),this.statMap.get("def"),this.statMap.get("agi")]);
this.statMap.set("reqs", [this.statMap.get("strReq"), this.statMap.get("dexReq"), this.statMap.get("intReq"), this.statMap.get("defReq"), this.statMap.get("agiReq")]);
this.statMap.set("skillpoints", [this.statMap.get("str"), this.statMap.get("dex"), this.statMap.get("int"), this.statMap.get("def"), this.statMap.get("agi")]);
this.statMap.set("restrict", "Custom Item")
}

View file

@ -1,16 +1,6 @@
const custom_url_base = location.href.split("#")[0];
const custom_url_tag = location.hash.slice(1);
const CUSTOM_BUILD_VERSION = "7.0.1";
function setTitle() {
let text = "WynnCustom version "+CUSTOM_BUILD_VERSION;
document.getElementById("header").classList.add("funnynumber");
document.getElementById("header").textContent = text;
}
setTitle();
let player_custom_item;
let player_custom_ing;
let base_item; //the item that a user starts from, if any
@ -51,7 +41,6 @@ function init_customizer() {
} catch (error) {
console.log("If you are seeing this while building, do not worry. Oherwise, panic! (jk contact ferricles)");
console.log(error);
}
}
@ -74,7 +63,7 @@ function calculateCustom() {
statMap.set("maxRolls", new Map());
let inputs = document.getElementsByTagName("input");
if (document.getElementById("fixID-choice").textContent === "yes") {//Fixed IDs
if (document.getElementById("fixID-choice").classList.contains("toggleOn")) {//Fixed IDs
for (const input of inputs) {
if (input.id.includes("-min") || input.id.includes("-max")) {
continue;
@ -187,33 +176,34 @@ function calculateCustom() {
player_custom_item = new Custom(statMap);
document.getElementById("right-container").classList.remove("sticky-box");
let custom_str = encodeCustom(player_custom_item.statMap, true);
location.hash = custom_str;
player_custom_item.setHash(custom_str);
//console.log(player_custom_item.statMap.get("hash"));
displayExpandedItem(player_custom_item.statMap, "custom-stats");
//console.log(player_custom_item.statMap);
displaysq2ExpandedItem(player_custom_item.statMap, "custom-stats");
}catch (error) {
//USE THE ERROR <p>S!
//The error elements no longer exist in the page. Add them back if needed.
// console.log(error.stack);
let msg = error.stack;
let lines = msg.split("\n");
let header = document.getElementById("header");
header.textContent = "";
for (const line of lines) {
let p = document.createElement("p");
p.classList.add("itemp");
p.textContent = line;
header.appendChild(p);
for (line of lines) {
console.log(line);
}
let p2 = document.createElement("p");
p2.textContent = "If you believe this is an error, contact hppeng on forums or discord.";
header.appendChild(p2);
// let header = document.getElementById("header");
// header.textContent = "";
// for (const line of lines) {
// let p = document.createElement("p");
// p.classList.add("itemp");
// p.textContent = line;
// header.appendChild(p);
// }
// let p2 = document.createElement("p");
// p2.textContent = "If you believe this is an error, contact hppeng on forums or discord.";
// header.appendChild(p2);
}
}
@ -236,13 +226,13 @@ function decodeCustom(custom_url_tag) {
if (fixID) {
statMap.set("fixId", true);
toggleButton("fixID-choice");
toggleYN("fixID-choice");
toggleFixed(document.getElementById("fixID-choice"));
toggleFixed(document.getElementById("fixID-choice").classList.contains("toggleOn"));
}
while (tag !== "") {
let id = ci_save_order[Base64.toInt(tag.slice(0,2))];
//console.log(tag.slice(0, 2) + ": " + id);
let len = Base64.toInt(tag.slice(2,4));
if (rolledIDs.includes(id)) {
let sign = parseInt(tag.slice(4,5),10);
let minRoll = Base64.toInt(tag.slice(5,5+len));
@ -350,27 +340,15 @@ function populateFields() {
/* Changes an element's text content from yes to no or vice versa
*/
function toggleYN(elemId) {
let elem = document.getElementById(elemId);
if (elem.textContent && elem.textContent === "no") {
elem.textContent = "yes";
} else if (elem.textContent === "yes") {
elem.textContent = "no";
} else {
elem.textContent = "no";
}
}
/**
* @param fixed : a boolean for the state of the fixID button.
*/
function toggleFixed(fixed) {
function toggleFixed() {
let fixedID_bool = document.getElementById("fixID-choice").classList.contains("toggleOn");
for (const id of rolledIDs) {
let elem = document.getElementById(id);
if (elem) {
if (fixed.textContent === "yes") { //now fixed IDs -> go to 1 input
if (fixedID_bool) { //now fixed IDs -> go to 1 input
document.getElementById(id+"-choice-fixed-container").style = "";
document.getElementById(id+"-choice-container").style = "display:none";
} else { //now rollable -> go to 2 inputs
@ -392,7 +370,7 @@ function useBaseItem(elem) {
//Check items db.
for (const [name,itemObj] of itemMap) {
if (itemName === name) {
baseItem = expandItem(itemObj, []);
baseItem = expandItem(itemObj);
break;
}
}

View file

@ -1,190 +1,299 @@
const damageMultipliers = new Map([ ["allytotem", .15], ["yourtotem", .35], ["vanish", 0.80], ["warscream", 0.10], ["bash", 0.50] ]);
// Calculate spell damage given a spell elemental conversion table, and a spell multiplier.
// If spell mult is 0, its melee damage and we don't multiply by attack speed.
// externalStats should be a map
function calculateSpellDamage(stats, spellConversions, rawModifier, pctModifier, spellMultiplier, weapon, total_skillpoints, damageMultiplier, externalStats) {
let buildStats = new Map(stats);
let tooltipinfo = new Map();
//6x for damages, normal min normal max crit min crit max
let damageformulas = [["Min: = ","Max: = ","Min: = ","Max: = "],["Min: = ","Max: = ","Min: = ","Max: = "],["Min: = ","Max: = ","Min: = ","Max: = "],["Min: = ","Max: = ","Min: = ","Max: = "],["Min: = ","Max: = ","Min: = ","Max: = "],["Min: = ","Max: = ","Min: = ","Max: = "]];
if(externalStats) { //if nothing is passed in, then this hopefully won't trigger
for (const entry of externalStats) {
const key = entry[0];
const value = entry[1];
if (typeof value === "number") {
buildStats.set(key, buildStats.get(key) + value);
} else if (Array.isArray(value)) {
arr = [];
for (let j = 0; j < value.length; j++) {
arr[j] = buildStats.get(key)[j] + value[j];
}
buildStats.set(key, arr);
}
function get_base_dps(item) {
const attack_speed_mult = baseDamageMultiplier[attackSpeeds.indexOf(item.get("atkSpd"))];
//SUPER JANK @HPP PLS FIX
if (item.get("tier") !== "Crafted") {
let total_damage = 0;
for (const damage_k of damage_keys) {
damages = item.get(damage_k);
total_damage += damages[0] + damages[1];
}
}
let powders = weapon.get("powders").slice();
// Array of neutral + ewtfa damages. Each entry is a pair (min, max).
let damages = [];
const rawDamages = buildStats.get("damageRaw");
for (let i = 0; i < rawDamages.length; i++) {
const damage_vals = rawDamages[i].split("-").map(Number);
damages.push(damage_vals);
}
// Applying spell conversions
let neutralBase = damages[0].slice();
let neutralRemainingRaw = damages[0].slice();
//powder application for custom crafted weapons is inherently fucked because there is no base. Unsure what to do.
//Powder application for Crafted weapons - this implementation is RIGHT YEAAAAAAAAA
//1st round - apply each as ingred, 2nd round - apply as normal
if (weapon.get("tier") === "Crafted") {
let damageBases = buildStats.get("damageBases").slice();
for (const p of powders.concat(weapon.get("ingredPowders"))) {
let powder = powderStats[p]; //use min, max, and convert
let element = Math.floor((p+0.01)/6); //[0,4], the +0.01 attempts to prevent division error
let diff = Math.floor(damageBases[0] * powder.convert/100);
damageBases[0] -= diff;
damageBases[element+1] += diff + Math.floor( (powder.min + powder.max) / 2 );
}
//update all damages
if(!weapon.get("custom")) {
for (let i = 0; i < damages.length; i++) {
damages[i] = [Math.floor(damageBases[i] * 0.9), Math.floor(damageBases[i] * 1.1)];
}
}
neutralRemainingRaw = damages[0].slice();
neutralBase = damages[0].slice();
}
for (let i = 0; i < 5; ++i) {
let conversionRatio = spellConversions[i+1]/100;
let min_diff = Math.min(neutralRemainingRaw[0], conversionRatio * neutralBase[0]);
let max_diff = Math.min(neutralRemainingRaw[1], conversionRatio * neutralBase[1]);
damages[i+1][0] = Math.floor(round_near(damages[i+1][0] + min_diff));
damages[i+1][1] = Math.floor(round_near(damages[i+1][1] + max_diff));
neutralRemainingRaw[0] = Math.floor(round_near(neutralRemainingRaw[0] - min_diff));
neutralRemainingRaw[1] = Math.floor(round_near(neutralRemainingRaw[1] - max_diff));
}
//apply powders to weapon
for (const powderID of powders) {
const powder = powderStats[powderID];
// Bitwise to force conversion to integer (integer division).
const element = (powderID/6) | 0;
let conversionRatio = powder.convert/100;
if (neutralRemainingRaw[1] > 0) {
let min_diff = Math.min(neutralRemainingRaw[0], conversionRatio * neutralBase[0]);
let max_diff = Math.min(neutralRemainingRaw[1], conversionRatio * neutralBase[1]);
damages[element+1][0] = Math.floor(round_near(damages[element+1][0] + min_diff));
damages[element+1][1] = Math.floor(round_near(damages[element+1][1] + max_diff));
neutralRemainingRaw[0] = Math.floor(round_near(neutralRemainingRaw[0] - min_diff));
neutralRemainingRaw[1] = Math.floor(round_near(neutralRemainingRaw[1] - max_diff));
}
damages[element+1][0] += powder.min;
damages[element+1][1] += powder.max;
}
//console.log(tooltipinfo);
damages[0] = neutralRemainingRaw;
tooltipinfo.set("damageBases", damages);
let damageMult = damageMultiplier;
let melee = false;
// If we are doing melee calculations:
tooltipinfo.set("dmgMult", damageMult);
if (spellMultiplier == 0) {
spellMultiplier = 1;
melee = true;
return total_damage * attack_speed_mult / 2;
}
else {
tooltipinfo.set("dmgMult", `(${tooltipinfo.get("dmgMult")} * ${spellMultiplier} * ${baseDamageMultiplier[attackSpeeds.indexOf(buildStats.get("atkSpd"))]})`)
damageMult *= spellMultiplier * baseDamageMultiplier[attackSpeeds.indexOf(buildStats.get("atkSpd"))];
}
//console.log(damages);
//console.log(damageMult);
tooltipinfo.set("rawModifier", `(${rawModifier} * ${spellMultiplier} * ${damageMultiplier})`);
rawModifier *= spellMultiplier * damageMultiplier;
let totalDamNorm = [0, 0];
let totalDamCrit = [0, 0];
let damages_results = [];
// 0th skillpoint is strength, 1st is dex.
let str = total_skillpoints[0];
let strBoost = 1 + skillPointsToPercentage(str);
if(!melee){
let baseDam = rawModifier * strBoost;
let baseDamCrit = rawModifier * (1 + strBoost);
totalDamNorm = [baseDam, baseDam];
totalDamCrit = [baseDamCrit, baseDamCrit];
for (let arr of damageformulas) {
arr = arr.map(x => x + " + " +tooltipinfo.get("rawModifier"));
let total_damage_min = 0;
let total_damage_max = 0;
for (const damage_k of damage_keys) {
damages = item.get(damage_k);
total_damage_min += damages[0][0] + damages[0][1];
total_damage_max += damages[1][0] + damages[1][1];
}
total_damage_min = attack_speed_mult * total_damage_min / 2;
total_damage_max = attack_speed_mult * total_damage_max / 2;
return [total_damage_min, total_damage_max];
}
let staticBoost = (pctModifier / 100.);
tooltipinfo.set("staticBoost", `${(pctModifier/ 100.).toFixed(2)}`);
tooltipinfo.set("skillBoost",["","","","","",""]);
let skillBoost = [0];
for (let i in total_skillpoints) {
skillBoost.push(skillPointsToPercentage(total_skillpoints[i]) + buildStats.get("damageBonus")[i] / 100.);
tooltipinfo.get("skillBoost")[parseInt(i,10)+1] = `(${skillPointsToPercentage(total_skillpoints[i]).toFixed(2)} + ${(buildStats.get("damageBonus")[i]/100.).toFixed(2)})`
}
tooltipinfo.get("skillBoost")[0] = undefined;
for (let i in damages) {
let damageBoost = 1 + skillBoost[i] + staticBoost;
tooltipinfo.set("damageBoost", `(1 + ${(tooltipinfo.get("skillBoost")[i] ? tooltipinfo.get("skillBoost")[i] + " + " : "")} ${tooltipinfo.get("staticBoost")})`)
damages_results.push([
Math.max(damages[i][0] * strBoost * Math.max(damageBoost,0) * damageMult, 0), // Normal min
Math.max(damages[i][1] * strBoost * Math.max(damageBoost,0) * damageMult, 0), // Normal max
Math.max(damages[i][0] * (strBoost + 1) * Math.max(damageBoost,0) * damageMult, 0), // Crit min
Math.max(damages[i][1] * (strBoost + 1) * Math.max(damageBoost,0) * damageMult, 0), // Crit max
]);
damageformulas[i][0] += `(max((${tooltipinfo.get("damageBases")[i][0]} * ${strBoost} * max(${tooltipinfo.get("damageBoost")}, 0) * ${tooltipinfo.get("dmgMult")}), 0))`
damageformulas[i][1] += `(max((${tooltipinfo.get("damageBases")[i][1]} * ${strBoost} * max(${tooltipinfo.get("damageBoost")}, 0) * ${tooltipinfo.get("dmgMult")}), 0))`
damageformulas[i][2] += `(max((${tooltipinfo.get("damageBases")[i][0]} * ${strBoost} * 2 * max(${tooltipinfo.get("damageBoost")}, 0) * ${tooltipinfo.get("dmgMult")}), 0))`
damageformulas[i][3] += `(max((${tooltipinfo.get("damageBases")[i][1]} * ${strBoost} * 2 * max(${tooltipinfo.get("damageBoost")}, 0) * ${tooltipinfo.get("dmgMult")}), 0))`
totalDamNorm[0] += damages_results[i][0];
totalDamNorm[1] += damages_results[i][1];
totalDamCrit[0] += damages_results[i][2];
totalDamCrit[1] += damages_results[i][3];
}
if (melee) {
totalDamNorm[0] += Math.max(strBoost*rawModifier, -damages_results[0][0]);
totalDamNorm[1] += Math.max(strBoost*rawModifier, -damages_results[0][1]);
totalDamCrit[0] += Math.max((strBoost+1)*rawModifier, -damages_results[0][2]);
totalDamCrit[1] += Math.max((strBoost+1)*rawModifier, -damages_results[0][3]);
}
damages_results[0][0] += strBoost*rawModifier;
damages_results[0][1] += strBoost*rawModifier;
damages_results[0][2] += (strBoost + 1)*rawModifier;
damages_results[0][3] += (strBoost + 1)*rawModifier;
for (let i = 0; i < 2; i++) {
damageformulas[0][i] += ` + (${strBoost} * ${tooltipinfo.get("rawModifier")})`
}
for (let i = 2; i < 4; i++) {
damageformulas[0][i] += ` + (2 * ${strBoost} * ${tooltipinfo.get("rawModifier")})`
}
if (totalDamNorm[0] < 0) totalDamNorm[0] = 0;
if (totalDamNorm[1] < 0) totalDamNorm[1] = 0;
if (totalDamCrit[0] < 0) totalDamCrit[0] = 0;
if (totalDamCrit[1] < 0) totalDamCrit[1] = 0;
tooltipinfo.set("damageformulas", damageformulas);
return [totalDamNorm, totalDamCrit, damages_results, tooltipinfo];
}
function calculateSpellDamage(stats, weapon, conversions, use_spell_damage, ignore_speed=false) {
// TODO: Roll all the loops together maybe
// Array of neutral + ewtfa damages. Each entry is a pair (min, max).
// 1. Get weapon damage (with powders).
let weapon_damages;
if (weapon.get('tier') === 'Crafted') {
weapon_damages = damage_keys.map(x => weapon.get(x)[1]);
}
else {
weapon_damages = damage_keys.map(x => weapon.get(x));
}
let present = weapon.get(damage_present_key);
// 2. Conversions.
// 2.1. First, apply neutral conversion (scale weapon damage). Keep track of total weapon damage here.
let damages = [];
const neutral_convert = conversions[0] / 100;
let weapon_min = 0;
let weapon_max = 0;
for (const damage of weapon_damages) {
let min_dmg = damage[0] * neutral_convert;
let max_dmg = damage[1] * neutral_convert;
damages.push([min_dmg, max_dmg]);
weapon_min += damage[0];
weapon_max += damage[1];
}
// 2.2. Next, apply elemental conversions using damage computed in step 1.1.
// Also, track which elements are present. (Add onto those present in the weapon itself.)
let total_convert = 0; //TODO get confirmation that this is how raw works.
for (let i = 1; i <= 5; ++i) {
if (conversions[i] > 0) {
const conv_frac = conversions[i]/100;
damages[i][0] += conv_frac * weapon_min;
damages[i][1] += conv_frac * weapon_max;
present[i] = true;
total_convert += conv_frac
}
}
total_convert += conversions[0]/100;
// Also theres prop and rainbow!!
const damage_elements = ['n'].concat(skp_elements); // netwfa
if (!ignore_speed) {
// 3. Apply attack speed multiplier. Ignored for melee single hit
const attack_speed_mult = baseDamageMultiplier[attackSpeeds.indexOf(weapon.get("atkSpd"))];
for (let i = 0; i < 6; ++i) {
damages[i][0] *= attack_speed_mult;
damages[i][1] *= attack_speed_mult;
}
}
// 4. Add additive damage. TODO: Is there separate additive damage?
for (let i = 0; i < 6; ++i) {
if (present[i]) {
damages[i][0] += stats.get(damage_elements[i]+'DamAddMin');
damages[i][1] += stats.get(damage_elements[i]+'DamAddMax');
}
}
// 5. ID bonus.
let specific_boost_str = 'Md';
if (use_spell_damage) {
specific_boost_str = 'Sd';
}
// 5.1: %boost application
let skill_boost = [0]; // no neutral skillpoint booster
for (let i in skp_order) {
const skp = skp_order[i];
skill_boost.push(skillPointsToPercentage(stats.get(skp)) * skillpoint_damage_mult[i]);
}
let static_boost = (stats.get(specific_boost_str.toLowerCase()+'Pct') + stats.get('damPct')) / 100;
// These do not count raw damage. I think. Easy enough to change
let total_min = 0;
let total_max = 0;
for (let i in damages) {
let damage_prefix = damage_elements[i] + specific_boost_str;
let damageBoost = 1 + skill_boost[i] + static_boost
+ ((stats.get(damage_prefix+'Pct') + stats.get(damage_elements[i]+'DamPct')) /100);
damages[i][0] *= Math.max(damageBoost, 0);
damages[i][1] *= Math.max(damageBoost, 0);
// Collect total damage post %boost
total_min += damages[i][0];
total_max += damages[i][1];
}
let total_elem_min = total_min - damages[0][0];
let total_elem_max = total_max - damages[0][1];
// 5.2: Raw application.
let prop_raw = stats.get(specific_boost_str.toLowerCase()+'Raw') + stats.get('damRaw');
let rainbow_raw = stats.get('r'+specific_boost_str+'Raw') + stats.get('rDamRaw');
for (let i in damages) {
let damages_obj = damages[i];
let damage_prefix = damage_elements[i] + specific_boost_str;
// Normie raw
let raw_boost = 0;
if (present[i]) {
raw_boost += stats.get(damage_prefix+'Raw') + stats.get(damage_elements[i]+'DamRaw');
}
// Next, rainraw and propRaw
let min_boost = raw_boost;
let max_boost = raw_boost;
if (total_max > 0) { // TODO: what about total negative all raw?
if (total_min > 0) {
min_boost += (damages_obj[0] / total_min) * prop_raw;
}
max_boost += (damages_obj[1] / total_max) * prop_raw;
}
if (i != 0 && total_elem_max > 0) { // rainraw TODO above
if (total_elem_min > 0) {
min_boost += (damages_obj[0] / total_elem_min) * rainbow_raw;
}
max_boost += (damages_obj[1] / total_elem_max) * rainbow_raw;
}
damages_obj[0] += min_boost * total_convert;
damages_obj[1] += max_boost * total_convert;
}
// 6. Strength boosters
// str/dex, as well as any other mutually multiplicative effects
let strBoost = 1 + skill_boost[1];
let total_dam_norm = [0, 0];
let total_dam_crit = [0, 0];
let damages_results = [];
const damage_mult = stats.get("damageMultiplier");
for (const damage of damages) {
const res = [
damage[0] * strBoost * damage_mult, // Normal min
damage[1] * strBoost * damage_mult, // Normal max
damage[0] * (strBoost + 1) * damage_mult, // Crit min
damage[1] * (strBoost + 1) * damage_mult, // Crit max
];
damages_results.push(res);
total_dam_norm[0] += res[0];
total_dam_norm[1] += res[1];
total_dam_crit[0] += res[2];
total_dam_crit[1] += res[3];
}
if (total_dam_norm[0] < 0) total_dam_norm[0] = 0;
if (total_dam_norm[1] < 0) total_dam_norm[1] = 0;
if (total_dam_crit[0] < 0) total_dam_crit[0] = 0;
if (total_dam_crit[1] < 0) total_dam_crit[1] = 0;
return [total_dam_norm, total_dam_crit, damages_results];
}
/*
Spell schema:
spell: {
name: str internal string name for the spell. Unique identifier, also display
cost: Optional[int] ignored for spells that are not id 1-4
base_spell: int spell index. 0-4 are reserved (0 is melee, 1-4 is common 4 spells)
spell_type: str [TODO: DEPRECATED/REMOVE] "healing" or "damage"
scaling: Optional[str] [DEFAULT: "spell"] "melee" or "spell"
use_atkspd: Optional[bool] [DEFAULT: true] true to factor attack speed, false otherwise.
display: Optional[str] [DEFAULT: "total"] "total" to sum all parts. Or, the name of a spell part
parts: List[part] Parts of this spell (different stuff the spell does basically)
}
NOTE: when using `replace_spell` on an existing spell, all fields become optional.
Specified fields overwrite existing fields; unspecified fields are left unchanged.
There are three possible spell "part" types: damage, heal, and total.
part: spell_damage | spell_heal | spell_total
spell_damage: {
name: str != "total" Name of the part.
type: "damage" [TODO: DEPRECATED/REMOVE] flag signaling what type of part it is. Can infer from fields
multipliers: array[num, 6] floating point spellmults (though supposedly wynn only supports integer mults)
}
spell_heal: {
name: str != "total" Name of the part.
type: "heal" [TODO: DEPRECATED/REMOVE] flag signaling what type of part it is. Can infer from fields
power: num floating point healing power (1 is 100% of max hp).
}
spell_total: {
name: str != "total" Name of the part.
type: "total" [TODO: DEPRECATED/REMOVE] flag signaling what type of part it is. Can infer from fields
hits: Map[str, num] Keys are other part names, numbers are the multipliers. Undefined behavior if subparts
are not the same type of spell. Can only pull from spells defined before it.
}
Before passing to display, use the following structs.
NOTE: total is collapsed into damage or healing.
spell_damage: {
type: "damage" Internal use
name: str Display name of part. Should be human readable
normal_min: array[num, 6] floating point damages (no crit, min), can be less than zero. Order: NETWFA
normal_max: array[num, 6] floating point damages (no crit, max)
normal_total: array[num, 2] (min, max) noncrit total damage (not negative)
crit_min: array[num, 6] floating point damages (crit, min), can be less than zero. Order: NETWFA
crit_max: array[num, 6] floating point damages (crit, max)
crit_total: array[num, 2] (min, max) crit total damage (not negative)
}
spell_heal: {
type: "heal" Internal use
name: str Display name of part. Should be human readable
heal_amount: num floating point HP healed (self)
}
*/
const default_spells = {
wand: [{
type: "replace_spell", // not needed but makes this usable as an "abil part"
name: "Wand Melee", // TODO: name for melee attacks?
base_spell: 0,
scaling: "melee", use_atkspd: false,
display: "Melee",
parts: [{ name: "Melee", multipliers: [100, 0, 0, 0, 0, 0] }]
}, {
name: "Heal", // TODO: name for melee attacks? // JUST FOR TESTING...
base_spell: 1,
display: "Total Heal",
parts: [
{ name: "First Pulse", power: 0.12 },
{ name: "Second and Third Pulses", power: 0.06 },
{ name: "Total Heal", hits: { "First Pulse": 1, "Second and Third Pulses": 2 } }
]
}],
spear: [{
type: "replace_spell", // not needed but makes this usable as an "abil part"
name: "Melee", // TODO: name for melee attacks?
base_spell: 0,
scaling: "melee", use_atkspd: false,
display: "Melee",
parts: [{ name: "Melee", multipliers: [100, 0, 0, 0, 0, 0] }]
}],
bow: [{
type: "replace_spell", // not needed but makes this usable as an "abil part"
name: "Bow Shot", // TODO: name for melee attacks?
base_spell: 0,
scaling: "melee", use_atkspd: false,
display: "Single Shot",
parts: [{ name: "Single Shot", multipliers: [100, 0, 0, 0, 0, 0] }]
}],
dagger: [{
type: "replace_spell", // not needed but makes this usable as an "abil part"
name: "Melee", // TODO: name for melee attacks?
base_spell: 0,
scaling: "melee", use_atkspd: false,
display: "Melee",
parts: [{ name: "Melee", multipliers: [100, 0, 0, 0, 0, 0] }]
}],
relik: [{
type: "replace_spell", // not needed but makes this usable as an "abil part"
name: "Relik Melee", // TODO: name for melee attacks?
base_spell: 0,
spell_type: "damage",
scaling: "melee", use_atkspd: false,
display: "Total",
parts: [
{ name: "Single Beam", multipliers: [33, 0, 0, 0, 0, 0] },
{ name: "Total", hits: { "Single Beam": 3 } }
]
}]
};
const spell_table = {
"wand": [

67
js/dev.js Normal file
View file

@ -0,0 +1,67 @@
function init_dev() {
let sections = document.getElementsByClassName("section");
for (const section of sections) {
//so clicking works
section.classList.add("down");
//add title and toggle character
let title_row = document.createElement("div");
title_row.classList.add("row", "section-title");
let title = document.createElement("div");
title.classList.add("col");
title.textContent = section.title ? section.title : "";
title_row.appendChild(title);
section.insertBefore(title_row, section.firstChild);
let toggle_char = document.createElement("div");
toggle_char.classList.add("col-auto", "arrow");
toggle_char.textContent = "V";
title_row.appendChild(toggle_char);
title_row.addEventListener("click", (event) =>
{
toggleSection(section);
}, false);
for (const child of section.children) {
if (!child.classList.contains("section-title")) {
child.style.display = "none";
}
}
}
}
/*
Toggles section content as well as up and down arrow
@params:
*/
function toggleSection(section) {
//has down arrow (default state)
let down = section.classList.contains("down");
let arrow_elem = section.getElementsByClassName("arrow")[0];
if (down) {
section.classList.remove("down");
section.classList.add("up");
arrow_elem.style.transform = 'rotate(180deg)';
for (const elem of section.children) {
if (!elem.classList.contains("section-title")) {
elem.style.display = "";
}
}
} else {
section.classList.remove("up");
section.classList.add("down");
arrow_elem.style.transform = 'rotate(0deg)';
for (const elem of section.children) {
if (!elem.classList.contains("section-title")) {
elem.style.display = "none";
}
}
}
}
init_dev();

File diff suppressed because it is too large Load diff

View file

@ -1,99 +1,3 @@
let 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"];
let 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"
];
let reversedIDs = [ "spPct1", "spRaw1", "spPct2", "spRaw2", "spPct3", "spRaw3", "spPct4", "spRaw4" ];
let colorMap = new Map(
[
["Normal", "#fff"],
@ -305,23 +209,24 @@ let posModSuffixes = {
/*
* Display commands
*/
let build_overall_display_commands = [
"#table",
let build_all_display_commands = [
"#defense-stats",
"str", "dex", "int", "def", "agi",
"!spacer",
"mr", "ms",
"hprRaw", "hprPct",
"ls",
"sdRaw", "sdPct",
"mdRaw", "mdPct",
"ref", "thorns",
"ls",
"poison",
"expd",
"spd",
"atkTier",
"!elemental",
"fDamPct", "wDamPct", "aDamPct", "tDamPct", "eDamPct",
"!elemental",
"spPct1", "spRaw1", "spPct2", "spRaw2", "spPct3", "spRaw3", "spPct4", "spRaw4",
"atkTier",
"poison",
"ref", "thorns",
"expd",
"spd",
"rainbowRaw",
"sprint", "sprintReg",
"jh",
@ -331,26 +236,51 @@ let build_overall_display_commands = [
"gXp", "gSpd",
];
let item_display_commands = [
"#cdiv",
let build_offensive_display_commands = [
"str", "dex", "int", "def", "agi",
"mr", "ms",
"sdRaw", "sdPct",
"mdRaw", "mdPct",
"ref", "thorns",
"ls",
"poison",
"expd",
"spd",
"atkTier",
"rainbowRaw",
"!elemental",
"fDamPct", "wDamPct", "aDamPct", "tDamPct", "eDamPct",
"!elemental",
"spPct1", "spRaw1", "spPct2", "spRaw2", "spPct3", "spRaw3", "spPct4", "spRaw4",
];
let build_basic_display_commands = [
'#defense-stats',
// defense stats [hp, ehp, hpr, ]
// "sPot", // base * atkspd + spell raws
// melee potential
// "mPot", // melee% * (base * atkspd) + melee raws
"mr", "ms",
"ls",
"poison",
"spd",
"atkTier",
]
let sq2_item_display_commands = [
"displayName",
//"type", //REPLACE THIS WITH SKIN
"#ldiv",
"atkSpd",
"#ldiv",
"!elemental",
"hp",
"nDam_", "fDam_", "wDam_", "aDam_", "tDam_", "eDam_",
"!spacer",
"fDef", "wDef", "aDef", "tDef", "eDef",
"!elemental",
"#ldiv",
"classReq",
"lvl",
"strReq", "dexReq", "intReq", "defReq","agiReq",
"#ldiv",
"!spacer",
"str", "dex", "int", "def", "agi",
"#table",
"str", "dex", "int", "def", "agi", //jank lmao
"hpBonus",
"hprRaw", "hprPct",
"sdRaw", "sdPct",
@ -374,11 +304,33 @@ let item_display_commands = [
"spRegen",
"eSteal",
"gXp", "gSpd",
"#ldiv",
"majorIds",
"!spacer",
"slots",
"!spacer",
"set",
"lore",
"quest",
"restrict"
];
let sq2_ing_display_order = [
"displayName", //tier will be displayed w/ name
"!spacer",
"ids",
"!spacer",
"posMods",
"itemIDs",
"consumableIDs",
"!spacer",
"lvl",
"skills",
]
let elem_colors = [
"#00AA00",
"#FFFF55",
"#55FFFF",
"#FF5555",
"#FFFFFF"
]

View file

@ -213,14 +213,14 @@ function redraw(data) {
let tier_mod = tiers_mod.get(tier);
let y_max = baseline_y.map(x => 2.1*x*tier_mod*type_mod);
let y_min = baseline_y.map(x => 2.0*x*tier_mod*type_mod);
line_top.datum(zip(baseline_x, y_max))
line_top.datum(zip2(baseline_x, y_max))
.attr("fill", "none")
.attr("stroke", d => colorMap.get(tier))
.attr("d", d3.line()
.x(function(d) { return x(d[0]) })
.y(function(d) { return y(d[1]) })
)
line_bot.datum(zip(baseline_x, y_min))
line_bot.datum(zip2(baseline_x, y_min))
.attr("fill", "none")
.attr("stroke", d => colorMap.get(tier))
.attr("d", d3.line()

View file

@ -1,13 +1,9 @@
//which icons to use
let window_storage = window.localStorage;
console.log(window_storage);
icon_state_stored = window_storage.getItem("newicons");
newIcons = true;
if (icon_state_stored === "false") {toggleIcons()}
//REMOVE THIS IN THE REAL VERSION 7 OR SOMETHING
window_storage.removeItem("rick");
/** Toggle icons on the ENTIRE page.
*
*/

View file

@ -10,13 +10,6 @@ const item_url_tag = location.hash.slice(1);
const ITEM_BUILD_VERSION = "7.0.1";
function setTitle() {
let text = "WynnInfo version "+ITEM_BUILD_VERSION;
document.getElementById("header").classList.add("funnynumber");
document.getElementById("header").textContent = text;
}
setTitle();
let item;
let amp_state = 0; //the level of corkian map used for ID purposes. Default 0.
@ -27,16 +20,17 @@ function init_itempage() {
//displayExpandedItem(expandItem(itemMap.get(item_url_tag).statMap, []), "item-view");
try{
item = expandItem(itemMap.get(item_url_tag.replaceAll("%20"," ")), []);
displayExpandedItem(item, "item-view");
displayAdditionalInfo("additional-info", item);
displayIDCosts("identification-costs", item);
displaysq2ExpandedItem(item, "item-view");
displaysq2AdditionalInfo("additional-info", item);
displaysq2IDCosts("identification-costs", item);
if (item.get("set") && sets[item.get("set")]) {
displayAllSetBonuses("set-bonus-info",item.get("set"));
displaysq2AllSetBonuses("set-bonus-info",item.get("set"));
}
console.log(item);
displayIDProbabilities("identification-probabilities", item, amp_state);
displaysq2IDProbabilities("identification-probabilities", item, amp_state);
} catch (error) {
console.log(error);
console.log(error.stack);
}
}
@ -45,7 +39,6 @@ function init_itempage() {
* @param {Number} button_id the ID of the button just pressed.
*/
function toggleAmps(button_id) {
console.log(button_id);
amp_state = 0;
if (button_id == 0) {return;}
else {
@ -59,7 +52,7 @@ function toggleAmps(button_id) {
amp_state = button_id;
}
}
displayIDProbabilities("identification-probabilities", item, amp_state);
displaysq2IDProbabilities("identification-probabilities", item, amp_state);
}

View file

@ -103,15 +103,17 @@ const special_mappings = {
};
let itemFilters = document.getElementById("filter-items");
for (let x in translate_mappings) {
let el = document.createElement("option");
el.value = x;
itemFilters.appendChild(el);
}
for (let x in special_mappings) {
let el = document.createElement("option");
el.value = x;
itemFilters.appendChild(el);
if (itemFilters) {
for (let x in translate_mappings) {
let el = document.createElement("option");
el.value = x;
itemFilters.appendChild(el);
}
for (let x in special_mappings) {
let el = document.createElement("option");
el.value = x;
itemFilters.appendChild(el);
}
}
let itemCategories = [ "armor", "accessory", "weapon" ];
@ -137,9 +139,9 @@ let searchDb;
function doItemSearch() {
window.scrollTo(0, 0);
let queries = [];
queries.push('f:name?="'+document.getElementById("name-choice").value.trim()+'"');
queries.push('f:name?="'+document.getElementById("item-name-choice").value.trim()+'"');
let categoryOrType = document.getElementById("category-choice").value;
let categoryOrType = document.getElementById("item-category-choice").value;
if (itemTypes.includes(categoryOrType)) {
queries.push('f:type="'+categoryOrType+'"');
}
@ -147,7 +149,7 @@ function doItemSearch() {
queries.push('f:cat="'+categoryOrType+'"');
}
let rarity = document.getElementById("rarity-choice").value;
let rarity = document.getElementById("item-rarity-choice").value;
if (rarity) {
if (rarity === "ANY") {
@ -160,7 +162,7 @@ function doItemSearch() {
}
}
let level_dat = document.getElementById("level-choice").value.split("-");
let level_dat = document.getElementById("item-level-choice").value.split("-");
queries.push('f:(lvl>='+parseInt(level_dat[0])+'&lvl<='+parseInt(level_dat[1])+')');
for (let i = 1; i <= 4; ++i) {
@ -178,7 +180,6 @@ function doItemSearch() {
}
}
document.getElementById("main").textContent = "";
let filterQuery = "true";
let sortQueries = [];
console.log(queries);

View file

@ -239,17 +239,22 @@ function init_items2() {
const itemListFooter = document.getElementById('item-list-footer');
// compile the search db from the item db
const searchDb = items.filter(i => !i.remapID).map(i => [i, expandItem(i, [])]);
const searchDb = items.filter(i => !i.remapID).map(i => [i, expandItem(i)]);
// init item list elements
const ITEM_LIST_SIZE = 64;
const itemEntries = [];
for (let i = 0; i < ITEM_LIST_SIZE; i++) {
const itemElem = document.createElement('div');
itemElem.classList.add('item-entry', 'box');
itemElem.setAttribute('id', `item-entry-${i}`);
itemElem.classList.add('col-lg-3', 'col-sm-auto', "p-2");
// itemElem.setAttribute('id', `item-entry-${i}`);
itemList.append(itemElem);
itemEntries.push(itemElem);
const itemElemContained = document.createElement("div");
itemElemContained.classList.add("dark-7", "rounded", "px-2", "col-auto");
itemElemContained.setAttribute('id', `item-entry-${i}`);
itemElem.appendChild(itemElemContained);
}
// create the expression parser
@ -323,10 +328,10 @@ function init_items2() {
for (let i = 0; i < searchMax; i++) {
const result = searchResults[i];
itemEntries[i].classList.add('visible');
displayExpandedItem(result.itemExp, `item-entry-${i}`);
displaysq2ExpandedItem(result.itemExp, `item-entry-${i}`);
if (result.sortKeys.length > 0) {
const sortKeyListContainer = document.createElement('div');
sortKeyListContainer.classList.add('itemleft');
sortKeyListContainer.classList.add('row');
const sortKeyList = document.createElement('ul');
sortKeyList.classList.add('item-entry-sort-key', 'itemp', 'T0');
sortKeyListContainer.append(sortKeyList);

View file

@ -1,4 +1,4 @@
const DB_VERSION = 90;
const DB_VERSION = 93;
// @See https://github.com/mdn/learning-area/blob/master/javascript/apis/client-side-storage/indexeddb/video-store/index.jsA
let db;
@ -6,7 +6,7 @@ let reload = false;
let load_complete = false;
let load_in_progress = false;
let items;
let sets;
let sets = new Map();
let itemMap;
let idMap;
let redirectMap;
@ -14,42 +14,46 @@ let itemLists = new Map();
/*
* Load item set from local DB. Calls init() on success.
*/
async function load_local(init_func) {
let get_tx = db.transaction(['item_db', 'set_db'], 'readonly');
let sets_store = get_tx.objectStore('set_db');
let get_store = get_tx.objectStore('item_db');
let request = get_store.getAll();
request.onerror = function(event) {
console.log("Could not read local item db...");
}
request.onsuccess = function(event) {
console.log("Successfully read local item db.");
items = request.result;
//console.log(items);
let request2 = sets_store.openCursor();
sets = {};
request2.onerror = function(event) {
console.log("Could not read local set db...");
async function load_local() {
return new Promise(function(resolve, reject) {
let get_tx = db.transaction(['item_db', 'set_db'], 'readonly');
let sets_store = get_tx.objectStore('set_db');
let get_store = get_tx.objectStore('item_db');
let request = get_store.getAll();
request.onerror = function(event) {
reject("Could not read local item db...");
}
request.onsuccess = function(event) {
console.log("Successfully read local item db.");
}
// key-value iteration (hpp don't break this again)
// https://stackoverflow.com/questions/47931595/indexeddb-getting-all-data-with-keys
let request2 = sets_store.openCursor();
request2.onerror = function(event) {
reject("Could not read local set db...");
}
request2.onsuccess = function(event) {
let cursor = event.target.result;
if (cursor) {
sets[cursor.primaryKey] = cursor.value;
let key = cursor.primaryKey;
let value = cursor.value;
sets.set(key, value);
cursor.continue();
}
else {
// no more results
console.log("Successfully read local set db.");
//console.log(sets);
init_maps();
init_func();
load_complete = true;
}
};
get_tx.oncomplete = function(event) {
items = request.result;
init_maps();
load_complete = true;
db.close();
resolve();
}
}
await get_tx.complete;
db.close();
});
}
/*
@ -91,7 +95,7 @@ function clean_item(item) {
/*
* Load item set from remote DB (aka a big json file). Calls init() on success.
*/
async function load(init_func) {
async function load() {
let getUrl = window.location;
let baseUrl = getUrl.protocol + "//" + getUrl.host + "/";// + getUrl.pathname.split('/')[1];
@ -99,18 +103,8 @@ async function load(init_func) {
let url = baseUrl + "/compress.json?"+new Date();
let result = await (await fetch(url)).json();
items = result.items;
sets = result.sets;
let sets_ = result.sets;
// let clear_tx = db.transaction(['item_db', 'set_db'], 'readwrite');
// let clear_items = clear_tx.objectStore('item_db');
// let clear_sets = clear_tx.objectStore('item_db');
//
// await clear_items.clear();
// await clear_sets.clear();
// await clear_tx.complete;
let add_tx = db.transaction(['item_db', 'set_db'], 'readwrite');
add_tx.onabort = function(e) {
console.log(e);
@ -127,78 +121,114 @@ async function load(init_func) {
add_promises.push(req);
}
let sets_store = add_tx.objectStore('set_db');
for (const set in sets) {
add_promises.push(sets_store.add(sets[set], set));
for (const set in sets_) {
add_promises.push(sets_store.add(sets_[set], set));
sets.set(set, sets_[set]);
}
add_promises.push(add_tx.complete);
Promise.all(add_promises).then((values) => {
init_maps();
init_func();
load_complete = true;
});
// DB not closed? idfk man
await Promise.all(add_promises);
init_maps();
load_complete = true;
db.close();
}
function load_init(init_func) {
if (load_complete) {
console.log("Item db already loaded, skipping load sequence");
init_func();
return;
}
let request = window.indexedDB.open('item_db', DB_VERSION);
async function load_init() {
return new Promise((resolve, reject) => {
let request = window.indexedDB.open('item_db', DB_VERSION);
request.onerror = function() {
console.log("DB failed to open...");
};
request.onerror = function() {
reject("DB failed to open...");
};
request.onsuccess = function() {
(async function() {
request.onsuccess = async function() {
db = request.result;
if (!reload) {
console.log("Using stored data...")
load_local(init_func);
if (load_in_progress) {
while (!load_complete) {
await sleep(100);
}
console.log("Skipping load...")
}
else {
if (load_in_progress) {
while (!load_complete) {
await sleep(100);
}
console.log("Skipping load...")
init_func();
load_in_progress = true
if (reload) {
console.log("Using new data...")
await load();
}
else {
// Not 100% safe... whatever!
load_in_progress = true
console.log("Using new data...")
load(init_func);
console.log("Using stored data...")
await load_local();
}
}
})()
}
resolve();
};
request.onupgradeneeded = function(e) {
reload = true;
request.onupgradeneeded = function(e) {
reload = true;
let db = e.target.result;
try {
db.deleteObjectStore('item_db');
}
catch (error) {
console.log("Could not delete item DB. This is probably fine");
}
try {
db.deleteObjectStore('set_db');
}
catch (error) {
console.log("Could not delete set DB. This is probably fine");
}
let db = e.target.result;
try {
db.deleteObjectStore('item_db');
}
catch (error) {
console.log("Could not delete item DB. This is probably fine");
}
try {
db.deleteObjectStore('set_db');
}
catch (error) {
console.log("Could not delete set DB. This is probably fine");
}
db.createObjectStore('item_db');
db.createObjectStore('set_db');
db.createObjectStore('item_db');
db.createObjectStore('set_db');
console.log("DB setup complete...");
}
console.log("DB setup complete...");
};
});
}
// List of 'raw' "none" items (No Helmet, etc), in order helmet, chestplate... ring1, ring2, brace, neck, weapon.
for (const it of itemTypes) {
itemLists.set(it, []);
}
let none_items = [
["armor", "helmet", "No Helmet"],
["armor", "chestplate", "No Chestplate"],
["armor", "leggings", "No Leggings"],
["armor", "boots", "No Boots"],
["accessory", "ring", "No Ring 1"],
["accessory", "ring", "No Ring 2"],
["accessory", "bracelet", "No Bracelet"],
["accessory", "necklace", "No Necklace"],
["weapon", "dagger", "No Weapon"],
];
for (let i = 0; i < none_items.length; i++) {
let item = Object();
item.slots = 0;
item.category = none_items[i][0];
item.type = none_items[i][1];
item.name = none_items[i][2];
item.displayName = item.name;
item.set = null;
item.quest = null;
item.skillpoints = [0, 0, 0, 0, 0];
item.has_negstat = false;
item.reqs = [0, 0, 0, 0, 0];
item.fixID = true;
item.tier = "Normal";
item.id = 10000 + i;
item.nDam = "0-0";
item.eDam = "0-0";
item.tDam = "0-0";
item.wDam = "0-0";
item.fDam = "0-0";
item.aDam = "0-0";
clean_item(item);
none_items[i] = item;
}
function init_maps() {
@ -207,56 +237,13 @@ function init_maps() {
/* Mapping from item names to set names. */
idMap = new Map();
redirectMap = new Map();
for (const it of itemTypes) {
itemLists.set(it, []);
}
let noneItems = [
["armor", "helmet", "No Helmet"],
["armor", "chestplate", "No Chestplate"],
["armor", "leggings", "No Leggings"],
["armor", "boots", "No Boots"],
["accessory", "ring", "No Ring 1"],
["accessory", "ring", "No Ring 2"],
["accessory", "bracelet", "No Bracelet"],
["accessory", "necklace", "No Necklace"],
["weapon", "dagger", "No Weapon"],
["tome", "weaponTome", "No Weapon Tome"],
["tome", "armorTome", "No Armour Tome"],
["tome", "guildTome", "No Guild Tome"]
];
for (let i = 0; i < 12; i++) {
let item = Object();
item.slots = 0;
item.category = noneItems[i][0];
item.type = noneItems[i][1];
item.name = noneItems[i][2];
item.displayName = item.name;
item.set = null;
item.quest = null;
item.skillpoints = [0, 0, 0, 0, 0];
item.has_negstat = false;
item.reqs = [0, 0, 0, 0, 0];
item.fixID = true;
item.tier = "Normal";//do not get rid of this @hpp
item.id = 10000 + i;
item.nDam = "0-0";
item.eDam = "0-0";
item.tDam = "0-0";
item.wDam = "0-0";
item.fDam = "0-0";
item.aDam = "0-0";
clean_item(item);
noneItems[i] = item;
}
items = items.concat(noneItems);
items = items.concat(none_items);
//console.log(items);
for (const item of items) {
if (item.remapID === undefined) {
itemLists.get(item.type).push(item.displayName);
itemMap.set(item.displayName, item);
if (noneItems.includes(item)) {
if (none_items.includes(item)) {
idMap.set(item.id, "");
}
else {

View file

@ -4,6 +4,7 @@ const ING_DB_VERSION = 13;
let idb;
let ireload = false;
let iload_in_progress = false;
let iload_complete = false;
let ings;
let recipes;
@ -20,32 +21,34 @@ let recipeIDMap;
/*
* Load item set from local DB. Calls init() on success.
*/
async function ing_load_local(init_func) {
console.log("IngMap is: \n " + ingMap);
let get_tx = idb.transaction(['ing_db', 'recipe_db'], 'readonly');
let ings_store = get_tx.objectStore('ing_db');
let recipes_store = get_tx.objectStore('recipe_db');
let request3 = ings_store.getAll();
request3.onerror = function(event) {
console.log("Could not read local ingredient db...");
}
request3.onsuccess = function(event) {
console.log("Successfully read local ingredient db.");
ings = request3.result;
async function ing_load_local() {
return new Promise(function(resolve, reject) {
let get_tx = idb.transaction(['ing_db', 'recipe_db'], 'readonly');
let ings_store = get_tx.objectStore('ing_db');
let recipes_store = get_tx.objectStore('recipe_db');
let request3 = ings_store.getAll();
request3.onerror = function(event) {
reject("Could not read local ingredient db...");
}
request3.onsuccess = function(event) {
console.log("Successfully read local ingredient db.");
}
let request4 = recipes_store.getAll();
request4.onerror = function(event) {
console.log("Could not read local recipe db...");
reject("Could not read local recipe db...");
}
request4.onsuccess = function(event) {
console.log("Successfully read local recipe db.");
}
get_tx.oncomplete = function(event) {
ings = request3.result;
recipes = request4.result;
init_ing_maps();
init_func();
iload_complete = true;
idb.close();
resolve()
}
}
await get_tx.complete;
idb.close();
});
}
function clean_ing(ing) {
@ -59,11 +62,12 @@ function clean_ing(ing) {
/*
* Load item set from remote DB (aka a big json file). Calls init() on success.
*/
async function load_ings(init_func) {
async function load_ings() {
let getUrl = window.location;
let baseUrl = getUrl.protocol + "//" + getUrl.host + "/" + getUrl.pathname.split('/')[1];
let url = baseUrl + "/ingreds_compress.json";
let baseUrl = getUrl.protocol + "//" + getUrl.host + "/";// + getUrl.pathname.split('/')[1];
// "Random" string to prevent caching!
let url = baseUrl + "/ingreds_compress.json?"+new Date();
url = url.replace(/\w+.html/, "") ;
let result = await (await fetch(url)).json();
@ -97,59 +101,65 @@ async function load_ings(init_func) {
}
add_promises.push(add_tx2.complete);
add_promises.push(add_tx3.complete);
Promise.all(add_promises).then((values) => {
init_ing_maps();
init_func();
iload_complete = true;
});
// DB not closed? idfk man
await Promise.all(add_promises);
init_ing_maps();
iload_complete = true;
idb.close();
}
function load_ing_init(init_func) {
if (iload_complete) {
console.log("Ingredient db already loaded, skipping load sequence");
init_func();
return;
}
let request = window.indexedDB.open("ing_db", ING_DB_VERSION)
request.onerror = function() {
console.log("DB failed to open...");
}
async function load_ing_init() {
return new Promise((resolve, reject) => {
let request = window.indexedDB.open("ing_db", ING_DB_VERSION)
request.onerror = function() {
reject("DB failed to open...");
}
request.onsuccess = function() {
idb = request.result;
if (!ireload) {
console.log("Using stored data...")
ing_load_local(init_func);
request.onsuccess = async function() {
idb = request.result;
if (iload_in_progress) {
while (!iload_complete) {
await sleep(100);
}
console.log("Skipping load...")
}
else {
iload_in_progress = true
if (ireload) {
console.log("Using new data...")
await load_ings();
}
else {
console.log("Using stored data...")
await ing_load_local();
}
}
resolve();
}
else {
console.log("Using new data...")
load_ings(init_func);
}
}
request.onupgradeneeded = function(e) {
ireload = true;
request.onupgradeneeded = function(e) {
ireload = true;
let idb = e.target.result;
try {
idb.deleteObjectStore('ing_db');
}
catch (error) {
console.log("Could not delete ingredient DB. This is probably fine");
}
try {
idb.deleteObjectStore('recipe_db');
}
catch (error) {
console.log("Could not delete recipe DB. This is probably fine");
}
idb.createObjectStore('ing_db');
idb.createObjectStore('recipe_db');
let idb = e.target.result;
try {
idb.deleteObjectStore('ing_db');
}
catch (error) {
console.log("Could not delete ingredient DB. This is probably fine");
}
try {
idb.deleteObjectStore('recipe_db');
}
catch (error) {
console.log("Could not delete recipe DB. This is probably fine");
}
idb.createObjectStore('ing_db');
idb.createObjectStore('recipe_db');
console.log("DB setup complete...");
}
console.log("DB setup complete...");
}
});
}
function init_ing_maps() {
@ -222,4 +232,5 @@ function init_ing_maps() {
recipeList.push(recipe["name"]);
recipeIDMap.set(recipe["id"],recipe["name"]);
}
console.log(ingMap);
}

180
js/load_tome.js Normal file
View file

@ -0,0 +1,180 @@
const TOME_DB_VERSION = 3;
// @See https://github.com/mdn/learning-area/blob/master/javascript/apis/client-side-storage/indexeddb/video-store/index.jsA
let tdb;
let treload = false;
let tload_complete = false;
let tload_in_progress = false;
let tomes;
let tomeMap;
let tometomeIDMap;
let tomeRedirectMap;
let tomeLists = new Map();
/*
* Load tome set from local DB. Calls init() on success.
*/
async function load_tome_local() {
return new Promise(function(resolve, reject) {
let get_tx = tdb.transaction(['tome_db'], 'readonly');
let get_store = get_tx.objectStore('tome_db');
let request = get_store.getAll();
request.onerror = function(event) {
reject("Could not read local tome db...");
}
request.onsuccess = function(event) {
console.log("Successfully read local tome db.");
}
get_tx.oncomplete = function(event) {
tomes = request.result;
init_tome_maps();
tload_complete = true;
tdb.close();
resolve();
}
});
}
/*
* Load tome set from remote DB (json). Calls init() on success.
*/
async function load_tome() {
let getUrl = window.location;
let baseUrl = getUrl.protocol + "//" + getUrl.host + "/";// + getUrl.pathname.split('/')[1];
// "Random" string to prevent caching!
let url = baseUrl + "/tomes.json?"+new Date();
let result = await (await fetch(url)).json();
tomes = result.tomes
let add_tx = tdb.transaction(['tome_db'], 'readwrite');
add_tx.onabort = function(e) {
console.log(e);
console.log("Not enough space...");
};
let tomes_store = add_tx.objectStore('tome_db');
let add_promises = [];
for (const tome of tomes) {
//dependency on clean_item in load.js
clean_item(tome);
let req = tomes_store.add(tome, tome.name);
req.onerror = function() {
console.log("ADD TOME ERROR? " + tome.name);
};
add_promises.push(req);
}
add_promises.push(add_tx.complete);
await Promise.all(add_promises);
init_tome_maps();
tload_complete = true;
tdb.close();
}
async function load_tome_init() {
return new Promise((resolve, reject) => {
let request = window.indexedDB.open('tome_db', TOME_DB_VERSION);
request.onerror = function() {
reject("DB failed to open...");
};
request.onsuccess = async function() {
tdb = request.result;
if (tload_in_progress) {
while (!tload_complete) {
await sleep(100);
}
console.log("Skipping load...")
}
else {
tload_in_progress = true
if (treload) {
console.log("Using new data...")
await load_tome();
}
else {
console.log("Using stored data...")
await load_tome_local();
}
}
resolve();
}
request.onupgradeneeded = function(e) {
treload = true;
let tdb = e.target.result;
try {
tdb.deleteObjectStore('tome_db');
}
catch (error) {
console.log("Could not delete tome DB. This is probably fine");
}
tdb.createObjectStore('tome_db');
console.log("DB setup complete...");
}
});
}
let none_tomes = [
["tome", "weaponTome", "No Weapon Tome"],
["tome", "armorTome", "No Armor Tome"],
["tome", "guildTome", "No Guild Tome"]
];
function init_tome_maps() {
//warp
tomeMap = new Map();
/* Mapping from item names to set names. */
tomeIDMap = new Map();
tomeRedirectMap = new Map();
for (const it of tome_types) {
tomeLists.set(it, []);
}
for (let i = 0; i < 3; i++) {
let tome = Object();
tome.slots = 0;
tome.category = none_tomes[i][0];
tome.type = none_tomes[i][1];
tome.name = none_tomes[i][2];
tome.displayName = tome.name;
tome.set = null;
tome.quest = null;
tome.skillpoints = [0, 0, 0, 0, 0];
tome.has_negstat = false;
tome.reqs = [0, 0, 0, 0, 0];
tome.fixID = true;
tome.tier = "Normal";
tome.id = 61 + i; //special case!
tome.nDam = "0-0";
tome.eDam = "0-0";
tome.tDam = "0-0";
tome.wDam = "0-0";
tome.fDam = "0-0";
tome.aDam = "0-0";
//dependency - load.js
clean_item(tome);
none_tomes[i] = tome;
}
tomes = tomes.concat(none_tomes);
for (const tome of tomes) {
if (tome.remapID === undefined) {
tomeLists.get(tome.type).push(tome.displayName);
tomeMap.set(tome.displayName, tome);
if (none_tomes.includes(tome)) {
tomeIDMap.set(tome.id, "");
}
else {
tomeIDMap.set(tome.id, tome.displayName);
}
}
else {
tomeRedirectMap.set(tome.id, tome.remapID);
}
}
}

View file

@ -1,102 +0,0 @@
/*
<div class = "headerleft">
<a href = "./index.html" class = "nomarginp iconlink tooltip">
<img src = "/media/icons/new/builder.png" class = "left linkoptions headericon">
<div class = "tooltiptext center">WynnBuilder</div>
</img>
</a>
<a href = "./crafter.html" class = "nomarginp iconlink tooltip">
<img src = "/media/icons/new/crafter.png" class = "left linkoptions headericon">
<div class = "tooltiptext center">WynnCrafter</div>
</img>
</a>
<a href = "./items.html" class = "nomarginp iconlink tooltip">
<img src = "/media/icons/new/searcher.png" class = "left linkoptions headericon">
<div class = "tooltiptext center">WynnAtlas</div>
</img>
</a>
<a href = "./customizer.html" class = "nomarginp iconlink tooltip">
<img src = "/media/icons/new/custom.png" class = "left linkoptions headericon">
<div class = "tooltiptext center">WynnCustom</div>
</img>
</a> <a href = "./map.html" class = "nomarginp iconlink tooltip">
<img src = "/media/icons/new/compass.png" class = "left linkoptions headericon">
</img>
<div class = "tooltiptext center">WynnGPS</div>
</a>
</div>
<div class = "headerright">
<button class = "button" id = "toggle-icon-button" onclick="toggleIcons();">
Use Old Icons
</button>
</div>
*/
let header_icon_map_left = new Map([
["index",["builder","WynnBuilder"]],
["crafter",["crafter","WynnCrafter"]],
["items",["searcher","WynnAtlas"]],
["customizer",["custom","WynnCustom"]],
["map",["compass","WynnGPS"]],
["wynnfo/index",["book","Wynnfo"]]
]);
function setHeaders() {
let headerleft = document.getElementById("headerleft");
let headerright = document.getElementById("headerright");
for (const [name,data] of header_icon_map_left) {
let a_elem = document.createElement("a");
let img = document.createElement("img");
let div = document.createElement("div");
a_elem.classList.add("nomarginp");
a_elem.classList.add("iconlink");
a_elem.classList.add("tooltip");
a_elem.href = "../" + name + ".html";
img.classList.add("left");
img.classList.add("linkoptions");
img.classList.add("headericon");
img.src = "/media/icons/new/" + data[0] + ".png";
div.classList.add("tooltiptext");
div.classList.add("header-tooltip");
div.classList.add("center");
div.textContent = data[1];
a_elem.appendChild(img);
a_elem.appendChild(div);
headerleft.appendChild(a_elem);
}
let toggle_icon_button = document.createElement("button");
toggle_icon_button.classList.add("button");
toggle_icon_button.id = "toggle-icon-button";
toggle_icon_button.onclick = function() {toggleIcons()};
toggle_icon_button.textContent = "Use Old Icons";
headerright.appendChild(toggle_icon_button);
let reload_div = document.createElement("div");
let reload_button = document.createElement("button");
reload_button.classList.add("button");
reload_button.style.left = '0px';
reload_button.style.top = '0px';
reload_button.style.width = '48px';
reload_button.style.height = '48px';
reload_button.style.padding = '0px';
reload_button.onclick = hardReload;
let reload_img = document.createElement("img");
reload_img.src = "/media/icons/new/reload.png"
reload_img.style.width = "100%";
let reload_tooltip;
reload_tooltip = createTooltip(reload_tooltip, "p", "Reload", reload_button, ["center","reloadtooltip"]);
//reload_tooltip.style.position = "relative";
reload_tooltip.style.left = "-50%";
reload_tooltip.style.top = "70%";
reload_div.appendChild(reload_button);
reload_button.appendChild(reload_img);
headerright.appendChild(reload_div);
console.log("Set Header");
}
setHeaders();

View file

@ -9,16 +9,6 @@ const map_url_tag = location.hash.slice(1);
// console.log(map_url_base);
// console.log(map_url_tag);
const MAP_BUILD_VERSION = "7";
function setTitle() {
let text = "WynnGPS version "+MAP_BUILD_VERSION;
document.getElementById("header").classList.add("funnynumber");
document.getElementById("header").textContent = text;
}
setTitle();
@ -73,7 +63,7 @@ function init_map(){ //async just in case we need async stuff
zoomControl: false,
zoom: 1
}).setView([0,0], 1);
L.imageOverlay("/media/maps/world-map.png", bounds).addTo(map);
L.imageOverlay("../media/maps/world-map.png", bounds).addTo(map);
map.fitBounds(bounds);
@ -144,10 +134,10 @@ function placeMarker(lat, lng) {
}
marker = L.marker([lat, lng], {icon: L.icon({
iconUrl: '/media/icons/' + (newIcons ? "new/" : "old/" ) + 'marker.png',
iconUrl: '../media/icons/' + (newIcons ? "new/" : "old/" ) + 'marker.png',
iconSize: [32, 32],
iconAnchor: [16, 32],
shadowUrl: '/media/icons/' + (newIcons ? "new/" : "old/" ) + 'shadow.png',
shadowUrl: '../media/icons/' + (newIcons ? "new/" : "old/" ) + 'shadow.png',
shadowSize: [1,1],
shadowAnchor: [16, 32],
className: "marker"
@ -243,7 +233,7 @@ function pullguilds() {
.then(res => {
guildTags.set(guild, res.prefix);
guildColors.set(guild, randomColorHSL([0,1],[0,1],[0.4,1]));
console.log("Succesfully pulled guild data for " + guild + ".");
// console.log("Succesfully pulled guild data for " + guild + ".");
})
.catch(error => {
console.log(error);
@ -286,7 +276,7 @@ function pullguilds() {
let li = document.createElement("li");
let i = document.createElement("img");
i.src = "./media/icons/locations/" + img;
i.src = "../media/icons/locations/" + img;
i.style.maxWidth = "32px";
i.style.maxHeight = "32px";
li.appendChild(i);
@ -467,10 +457,10 @@ function toggleResources() {
let imgBounds = [ [ TRcorner[0]-(16*n)-20-gap*n,TRcorner[1]+4], [ TRcorner[0]-(16*n)-4-gap*n,TRcorner[1]+20] ];
imgBounds = [xytolatlng(imgBounds[0][0],imgBounds[0][1]), xytolatlng(imgBounds[1][0],imgBounds[1][1])];
let resourceObj = L.imageOverlay("/media/icons/" + (newIcons ? "new/" : "old/" ) +resource+".png", imgBounds, {className: `${resource} resourceimg`}).addTo(map);
let resourceObj = L.imageOverlay("../media/icons/" + (newIcons ? "new/" : "old/" ) +resource+".png", imgBounds, {className: `${resource} resourceimg`}).addTo(map);
resourceObjs.push(resourceObj);
}
let gearObj = L.imageOverlay("/media/icons/" + (newIcons ? "new/" : "old/" ) + "Gears.png", [xytolatlng(TRcorner[0]-(16*terr_resources.length)-20-gap*terr_resources.length,TRcorner[1]+4), xytolatlng(TRcorner[0]-(16*terr_resources.length)-4-gap*terr_resources.length,TRcorner[1]+20)], {className: `Ore resourceimg`}).addTo(map);
let gearObj = L.imageOverlay("../media/icons/" + (newIcons ? "new/" : "old/" ) + "Gears.png", [xytolatlng(TRcorner[0]-(16*terr_resources.length)-20-gap*terr_resources.length,TRcorner[1]+4), xytolatlng(TRcorner[0]-(16*terr_resources.length)-4-gap*terr_resources.length,TRcorner[1]+20)], {className: `Ore resourceimg`}).addTo(map);
resourceObjs.push(gearObj);
//draw resource storage
for (const n in terr_storage) {
@ -479,10 +469,10 @@ function toggleResources() {
let imgBounds = [ [ DRcorner[0]-(16*n)-20-gap*n,DRcorner[1]-20], [ DRcorner[0]-(16*n)-4-gap*n,DRcorner[1]-4] ];
imgBounds = [xytolatlng(imgBounds[0][0],imgBounds[0][1]), xytolatlng(imgBounds[1][0],imgBounds[1][1])];
let resourceObj = L.imageOverlay("/media/icons/" + (newIcons ? "new/" : "old/" ) +storage+".png", imgBounds, {alt: `${storage}`, className: `${storage} resourceimg`}).addTo(map);
let resourceObj = L.imageOverlay("../media/icons/" + (newIcons ? "new/" : "old/" ) +storage+".png", imgBounds, {alt: `${storage}`, className: `${storage} resourceimg`}).addTo(map);
resourceObjs.push(resourceObj);
}
let chestObj = L.imageOverlay("/media/icons/" + (newIcons ? "new/" : "old/" ) + "Chest.png", [xytolatlng(DRcorner[0]-(16*terr_storage.length)-20-gap*terr_storage.length,DRcorner[1]-20), xytolatlng(DRcorner[0]-(16*terr_storage.length)-4-gap*terr_storage.length,DRcorner[1]-4)], {className: `Wood resourceimg`}).addTo(map);
let chestObj = L.imageOverlay("../media/icons/" + (newIcons ? "new/" : "old/" ) + "Chest.png", [xytolatlng(DRcorner[0]-(16*terr_storage.length)-20-gap*terr_storage.length,DRcorner[1]-20), xytolatlng(DRcorner[0]-(16*terr_storage.length)-4-gap*terr_storage.length,DRcorner[1]-4)], {className: `Wood resourceimg`}).addTo(map);
resourceObjs.push(chestObj);
}

100
js/optimize.js Normal file
View file

@ -0,0 +1,100 @@
function optimizeStrDex() {
if (!player_build) {
return;
}
const skillpoints = skp_inputs.map(x => x.value); // JANK
let total_assigned = 0;
const min_assigned = player_build.base_skillpoints;
const base_totals = player_build.total_skillpoints;
let base_skillpoints = [];
for (let i in skp_order){ //big bren
const assigned = skillpoints[i] - base_totals[i] + min_assigned[i]
base_skillpoints.push(assigned);
total_assigned += assigned;
}
const remaining = levelToSkillPoints(player_build.level) - total_assigned;
const max_str_boost = 100 - base_skillpoints[0];
const max_dex_boost = 100 - base_skillpoints[1];
if (Math.min(remaining, max_str_boost, max_dex_boost) < 0) return; // Unwearable
let str_bonus = remaining;
let dex_bonus = 0;
let best_skillpoints = skillpoints;
let best_damage = 0;
for (let i = 0; i <= remaining; ++i) {
let total_skillpoints = skillpoints.slice();
total_skillpoints[0] += Math.min(max_str_boost, str_bonus);
total_skillpoints[1] += Math.min(max_dex_boost, dex_bonus);
// Calculate total 3rd spell damage
let spell = spell_table[player_build.weapon.statMap.get("type")][2];
const stats = player_build.statMap;
let critChance = skillPointsToPercentage(total_skillpoints[1]);
let save_damages = [];
let spell_parts;
if (spell.parts) {
spell_parts = spell.parts;
}
else {
spell_parts = spell.variants.DEFAULT;
for (const majorID of stats.get("activeMajorIDs")) {
if (majorID in spell.variants) {
spell_parts = spell.variants[majorID];
break;
}
}
}
let total_damage = 0;
for (const part of spell_parts) {
if (part.type === "damage") {
let tmp_conv = [];
for (let i in part.conversion) {
tmp_conv.push(part.conversion[i] * part.multiplier);
}
let _results = calculateSpellDamage(stats, player_build.weapon.statMap, tmp_conv, true);
let totalDamNormal = _results[0];
let totalDamCrit = _results[1];
let results = _results[2];
let tooltipinfo = _results[3];
for (let i = 0; i < 6; ++i) {
for (let j in results[i]) {
results[i][j] = results[i][j].toFixed(2);
}
}
let nonCritAverage = (totalDamNormal[0]+totalDamNormal[1])/2 || 0;
let critAverage = (totalDamCrit[0]+totalDamCrit[1])/2 || 0;
let averageDamage = (1-critChance)*nonCritAverage+critChance*critAverage || 0;
save_damages.push(averageDamage);
if (part.summary == true) {
total_damage = averageDamage;
}
} else if (part.type === "total") {
total_damage = 0;
for (let i in part.factors) {
total_damage += save_damages[i] * part.factors[i];
}
}
} // END Calculate total 3rd spell damage (total_damage)
if (total_damage > best_damage) {
best_damage = total_damage;
best_skillpoints = total_skillpoints.slice();
}
str_bonus -= 1;
dex_bonus += 1;
}
console.log(best_skillpoints);
// TODO do not merge for performance reasons
for (let i in skp_order) {
skp_inputs[i].input_field.value = best_skillpoints[i];
skp_inputs[i].mark_dirty();
}
for (let i in skp_order) {
skp_inputs[i].update();
}
}

View file

@ -55,9 +55,140 @@ class PowderSpecial{
function _ps(a,b,c,d,e) { return new PowderSpecial(a,b,c,d,e); } //bruh moment
let powderSpecialStats = [
_ps("Quake",new Map([["Radius",[4.4,4.9,5.4,5.9,6.4]], ["Damage",[155,220,285,350,415]] ]),"Rage",new Map([ ["Damage", [0.3,0.4,0.5,0.7,1.0]],["Description", "% " + "\u2764" + " Missing"] ]),400), //e
_ps("Quake",new Map([["Radius",[4.4,4.9,5.4,5.9,6.4]], ["Damage",[155,220,285,350,415]] ]),"Rage",new Map([ ["Damage", [0.3,0.4,0.5,0.7,1.0]],["Description", "% " + "\u2764" + " Missing"] ]), 396), //e
_ps("Chain Lightning",new Map([ ["Chains", [5,6,7,8,9]], ["Damage", [200,225,250,275,300]] ]),"Kill Streak",new Map([ ["Damage", [3,4.5,6,7.5,9]],["Duration", [5,5,5,5,5]],["Description", "Mob Killed"] ]),200), //t
_ps("Curse",new Map([ ["Duration", [7,7.5,8,8.5,9]],["Damage Boost", [90,120,150,180,210]] ]),"Concentration",new Map([ ["Damage", [1,2,3,4,5]],["Duration",[1,1,1,1,1]],["Description", "Mana Used"] ]),150), //w
_ps("Courage",new Map([ ["Duration", [6,6.5,7,7.5,8]],["Damage", [75,87.5,100,112.5,125]],["Damage Boost", [70,90,110,130,150]] ]),"Endurance",new Map([ ["Damage", [2,3,4,5,6]],["Duration", [8,8,8,8,8]],["Description", "Hit Taken"] ]),200), //f
_ps("Wind Prison",new Map([ ["Duration", [3,3.5,4,4.5,5]],["Damage Boost", [400,450,500,550,600]],["Knockback", [8,12,16,20,24]] ]),"Dodge",new Map([ ["Damage",[2,3,4,5,6]],["Duration",[2,3,4,5,6]],["Description","Near Mobs"] ]),150) //a
];
/**
* Apply armor powders.
* Encoding shortcut assumes that all powders give +def to one element
* and -def to the element "behind" it in cycle ETWFA, which is true
* as of now and unlikely to change in the near future.
*/
function applyArmorPowders(expandedItem) {
const powders = expandedItem.get('powders');
for(const id of powders){
let powder = powderStats[id];
let name = powderNames.get(id).charAt(0);
let prevName = skp_elements[(skp_elements.indexOf(name) + 4 )% 5];
expandedItem.set(name+"Def", (expandedItem.get(name+"Def") || 0) + powder["defPlus"]);
expandedItem.set(prevName+"Def", (expandedItem.get(prevName+"Def") || 0) - powder["defMinus"]);
}
}
const damage_keys = [ "nDam_", "eDam_", "tDam_", "wDam_", "fDam_", "aDam_" ];
const damage_present_key = 'damagePresent';
/**
* Apply weapon powders. MUTATES THE ITEM!
* Adds entries for `damage_keys` and `damage_present_key`
* For normal items, `damage_keys` is 6x2 list (elem: [min, max])
* For crafted items, `damage_keys` is 6x2x2 list (elem: [minroll: [min, max], maxroll: [min, max]])
*/
function apply_weapon_powders(item) {
let present;
if (item.get("tier") !== "Crafted") {
let weapon_result = calc_weapon_powder(item);
let damages = weapon_result[0];
present = weapon_result[1];
for (const i in damage_keys) {
item.set(damage_keys[i], damages[i]);
}
} else {
let base_low = [item.get("nDamBaseLow"),item.get("eDamBaseLow"),item.get("tDamBaseLow"),item.get("wDamBaseLow"),item.get("fDamBaseLow"),item.get("aDamBaseLow")];
let results_low = calc_weapon_powder(item, base_low);
let damage_low = results_low[0];
let base_high = [item.get("nDamBaseHigh"),item.get("eDamBaseHigh"),item.get("tDamBaseHigh"),item.get("wDamBaseHigh"),item.get("fDamBaseHigh"),item.get("aDamBaseHigh")];
let results_high = calc_weapon_powder(item, base_high);
let damage_high = results_high[0];
present = results_high[1];
for (const i in damage_keys) {
item.set(damage_keys[i], [damage_low[i], damage_high[i]]);
}
}
item.set(damage_present_key, present);
}
/**
* Calculate weapon damage from powder.
*
* Params:
* weapon: Weapon to apply powder to
* damageBases: used by crafted
*
* Return:
* [damages, damage_present]
*/
function calc_weapon_powder(weapon, damageBases) {
let powders = weapon.get("powders").slice();
// Array of neutral + ewtfa damages. Each entry is a pair (min, max).
let damages = [
weapon.get('nDam').split('-').map(Number),
weapon.get('eDam').split('-').map(Number),
weapon.get('tDam').split('-').map(Number),
weapon.get('wDam').split('-').map(Number),
weapon.get('fDam').split('-').map(Number),
weapon.get('aDam').split('-').map(Number)
];
// Applying spell conversions
let neutralBase = damages[0].slice();
let neutralRemainingRaw = damages[0].slice();
//powder application for custom crafted weapons is inherently fucked because there is no base. Unsure what to do.
//Powder application for Crafted weapons - this implementation is RIGHT YEAAAAAAAAA
//1st round - apply each as ingred, 2nd round - apply as normal
if (weapon.get("tier") === "Crafted" && !weapon.get("custom")) {
for (const p of powders.concat(weapon.get("ingredPowders"))) {
let powder = powderStats[p]; //use min, max, and convert
let element = Math.floor((p+0.01)/6); //[0,4], the +0.01 attempts to prevent division error
let diff = Math.floor(damageBases[0] * powder.convert/100);
damageBases[0] -= diff;
damageBases[element+1] += diff + Math.floor( (powder.min + powder.max) / 2 );
}
//update all damages
for (let i = 0; i < damages.length; i++) {
damages[i] = [Math.floor(damageBases[i] * 0.9), Math.floor(damageBases[i] * 1.1)];
}
neutralRemainingRaw = damages[0].slice();
neutralBase = damages[0].slice();
}
//apply powders to weapon
for (const powderID of powders) {
const powder = powderStats[powderID];
// Bitwise to force conversion to integer (integer division).
const element = (powderID/6) | 0;
let conversionRatio = powder.convert/100;
if (neutralRemainingRaw[1] > 0) {
let min_diff = Math.min(neutralRemainingRaw[0], conversionRatio * neutralBase[0]);
let max_diff = Math.min(neutralRemainingRaw[1], conversionRatio * neutralBase[1]);
damages[element+1][0] = Math.floor(round_near(damages[element+1][0] + min_diff));
damages[element+1][1] = Math.floor(round_near(damages[element+1][1] + max_diff));
neutralRemainingRaw[0] = Math.floor(round_near(neutralRemainingRaw[0] - min_diff));
neutralRemainingRaw[1] = Math.floor(round_near(neutralRemainingRaw[1] - max_diff));
//damages[element+1][0] += min_diff;
//damages[element+1][1] += max_diff;
//neutralRemainingRaw[0] -= min_diff;
//neutralRemainingRaw[1] -= max_diff;
}
damages[element+1][0] += powder.min;
damages[element+1][1] += powder.max;
}
// The ordering of these two blocks decides whether neutral is present when converted away or not.
let present_elements = []
for (const damage of damages) {
present_elements.push(damage[1] > 0);
}
// The ordering of these two blocks decides whether neutral is present when converted away or not.
damages[0] = neutralRemainingRaw;
return [damages, present_elements];
}

205
js/render_compute_graph.js Normal file
View file

@ -0,0 +1,205 @@
// Set-up the export button
function set_export_button(svg, button_id, output_id) {
d3.select('#'+button_id).on('click', function(){
//get svg source.
var serializer = new XMLSerializer();
var source = serializer.serializeToString(svg.node());
console.log(source);
source = source.replace(/^<g/, '<svg');
source = source.replace(/<\/g>$/, '</svg>');
//add name spaces.
if(!source.match(/^<svg[^>]+xmlns="http\:\/\/www\.w3\.org\/2000\/svg"/)){
source = source.replace(/^<svg/, '<svg xmlns="http://www.w3.org/2000/svg"');
}
if(!source.match(/^<svg[^>]+"http\:\/\/www\.w3\.org\/1999\/xlink"/)){
source = source.replace(/^<svg/, '<svg xmlns:xlink="http://www.w3.org/1999/xlink"');
}
//add xml declaration
source = '<?xml version="1.0" standalone="no"?>\r\n' + source;
//convert svg source to URI data scheme.
var url = "data:image/svg+xml;charset=utf-8,"+encodeURIComponent(source);
//set url value to a element's href attribute.
document.getElementById(output_id).href = url;
});
}
d3.select("#graph_body")
.append("div")
.attr("style", "width: 100%; height: 100%; min-height: 0px; flex-grow: 1")
.append("svg")
.attr("preserveAspectRatio", "xMinYMin meet")
.classed("svg-content-responsive", true);
let graph = d3.select("svg");
let svg = graph.append('g');
let margin = {top: 20, right: 20, bottom: 35, left: 40};
function bbox() {
let ret = graph.node().parentNode.getBoundingClientRect();
return ret;
}
let _bbox = bbox();
const colors = ['aqua', 'yellow', 'fuchsia', 'white', 'teal', 'olive', 'purple', 'gray', 'blue', 'lime', 'red', 'silver', 'navy', 'green', 'maroon'];
const n_colors = colors.length;
const view = svg.append("rect")
.attr("class", "view")
.attr("x", 0)
.attr("y", 0);
function convert_data(nodes_raw) {
let edges = [];
let node_id = new Map();
nodes = [];
for (let i in nodes_raw) {
node_id.set(nodes_raw[i], i);
nodes.push({id: i, color: 0, data: nodes_raw[i]});
}
for (const node of nodes_raw) {
const to = node_id.get(node);
for (const input of node.inputs) {
const from = node_id.get(input);
let name = input.name;
let link_name = node.input_translation.get(name);
edges.push({
source: from,
target: to,
name: link_name
});
}
}
return {
nodes: nodes,
links: edges
}
}
function create_svg(data, redraw_func) {
// Initialize the links
var link = svg
.selectAll("line")
.data(data.links)
.enter()
.append("line")
.style("stroke", "#aaa")
// Initialize the nodes
let node = svg
.selectAll("g")
.data(data.nodes);
let node_enter = node.enter()
.append('g')
let circles = node_enter.append("circle")
.attr("r", 20)
.style("fill", ({id, color, data}) => colors[color])
node_enter.append('text')
.attr("dx", -20)
.attr("dy", -22)
.style('fill', 'white')
.text(({id, color, data}) => data.name);
// Let's list the force we wanna apply on the network
var simulation = d3.forceSimulation(data.nodes) // Force algorithm is applied to data.nodes
.force("link", d3.forceLink().strength(0.1) // This force provides links between nodes
.id(function(d) { return d.id; }) // This provide the id of a node
.links(data.links) // and this the list of links
)
.force("charge", d3.forceManyBody().strength(-400)) // This adds repulsion between nodes. Play with the -400 for the repulsion strength
//.force("center", d3.forceCenter(_bbox.width / 2, _bbox.height / 2).strength(0.1)) // This force attracts nodes to the center of the svg area
.on("tick", ticked);
// This function is run at each iteration of the force algorithm, updating the nodes position.
let scale_transform = {k: 1, x: 0, y: 0}
function ticked() {
link
.attr("x1", function(d) { return d.source.x; })
.attr("y1", function(d) { return d.source.y; })
.attr("x2", function(d) { return d.target.x; })
.attr("y2", function(d) { return d.target.y; });
node_enter.attr("transform", function (d) { return 'translate('+scale_transform.x+','+scale_transform.y+') scale('+scale_transform.k+') translate('+d.x+','+d.y+')' })
}
const drag = d3.drag()
.on("start", dragstart)
.on("drag", dragged);
node_enter.call(drag).on('click', click);
function click(event, d) {
if (event.ctrlKey) {
// Color cycle.
d.color = (d.color + 1) % n_colors;
d3.select(this).selectAll('circle').style("fill", ({id, color, data}) => colors[color])
}
else {
delete d.fx;
delete d.fy;
d3.select(this).classed("fixed", false);
simulation.alpha(0.5).restart();
}
}
function dragstart() {
d3.select(this).classed("fixed", true);
}
function dragged(event, d) {
d.fx = event.x;
d.fy = event.y;
simulation.alpha(0.5).restart();
}
const zoom = d3.zoom()
.scaleExtent([0.01, 10])
.translateExtent([[-10000, -10000], [10000, 10000]])
.filter(filter)
.on("zoom", zoomed);
view.call(zoom);
function zoomed({ transform }) {
link.attr('transform', transform);
scale_transform = transform;
node_enter.attr("transform", function (d) { return 'translate('+scale_transform.x+','+scale_transform.y+') scale('+scale_transform.k+') translate('+d.x+','+d.y+')' })
redraw_func();
}
// prevent scrolling then apply the default filter
function filter(event) {
event.preventDefault();
return (!event.ctrlKey || event.type === 'wheel') && !event.button;
}
}
set_export_button(svg, 'saveButton', 'saveLink');
(async function() {
// JANKY
while (edit_id_output === undefined) {
await sleep(500);
}
function redraw() {
_bbox = bbox();
graph.attr("viewBox", [0, 0, _bbox.width, _bbox.height]);
view.attr("width", _bbox.width - 1)
.attr("height", _bbox.height - 1);
}
d3.select(window)
.on("resize", function() {
redraw();
});
redraw();
const data = convert_data(all_nodes);
create_svg(data, redraw);
console.log("render");
})();

View file

@ -1,7 +1,6 @@
function calculate_skillpoints(equipment, weapon) {
// Calculate equipment equipping order and required skillpoints.
// Return value: [equip_order, best_skillpoints, final_skillpoints, best_total];
let fixed = [];
let consider = [];
let noboost = [];
@ -32,14 +31,14 @@ function calculate_skillpoints(equipment, weapon) {
let setCount = activeSetCounts.get(setName);
let old_bonus = {};
if (setCount) {
old_bonus = sets[setName].bonuses[setCount-1];
old_bonus = sets.get(setName).bonuses[setCount-1];
activeSetCounts.set(setName, setCount + 1);
}
else {
setCount = 0;
activeSetCounts.set(setName, 1);
}
const new_bonus = sets[setName].bonuses[setCount];
const new_bonus = sets.get(setName).bonuses[setCount];
//let skp_order = ["str","dex","int","def","agi"];
for (const i in skp_order) {
const delta = (new_bonus[skp_order[i]] || 0) - (old_bonus[skp_order[i]] || 0);
@ -75,8 +74,8 @@ function calculate_skillpoints(equipment, weapon) {
if (setName) { // undefined/null means no set.
const setCount = activeSetCounts.get(setName);
if (setCount) {
const old_bonus = sets[setName].bonuses[setCount-1];
const new_bonus = sets[setName].bonuses[setCount];
const old_bonus = sets.get(setName).bonuses[setCount-1];
const new_bonus = sets.get(setName).bonuses[setCount];
//let skp_order = ["str","dex","int","def","agi"];
for (const i in skp_order) {
const set_delta = (new_bonus[skp_order[i]] || 0) - (old_bonus[skp_order[i]] || 0);

34
js/sq2icons.js Normal file
View file

@ -0,0 +1,34 @@
//which icons to use
let window_storage = window.localStorage;
console.log(window_storage);
icon_state_stored = window_storage.getItem("newicons");
newIcons = true;
if (icon_state_stored === "false") {toggleIcons()}
/** Toggle icons on the ENTIRE page.
*
*/
function toggleIcons() {
newIcons = !newIcons;
let imgs = document.getElementsByTagName("IMG");
let favicon = document.querySelector("link[rel~='icon']");
if (newIcons) { //switch to new
favicon.href = favicon.href.replace("media/icons/old","media/icons/new");
for (const img of imgs) {
if (img.src.includes("media/icons/old")) {img.src = img.src.replace("media/icons/old","media/icons/new");}
if (img.src.includes("media/items/old")) {img.src = img.src.replace("media/items/old","media/items/new");}
}
//toggleiconbutton.textContent = "Use Old Icons";
window_storage.setItem("newicons","true");
} else { //switch to old
favicon.href = favicon.href.replace("media/icons/new","media/icons/old");
for (const img of imgs) {
if (img.src.includes("media/icons/new")) {img.src = img.src.replace("media/icons/new","media/icons/old");}
if (img.src.includes("media/items/new")) {img.src = img.src.replace("media/items/new","media/items/old");}
}
//toggleiconbutton.textContent = "Use New Icons";
window_storage.setItem("newicons","false");
}
}

256
js/sq2items.js Normal file
View file

@ -0,0 +1,256 @@
document.addEventListener("DOMContentLoaded", function() {
let filterInputs = new Map([["item-category", ["ALL", "armor", "helmet", "chestplate", "leggings", "boots", "accessory", "ring", "bracelet", "necklace", "weapon", "wand", "spear", "bow", "dagger", "relik"]],
["item-rarity", ["ANY", "Normal", "Unique", "Set", "Rare", "Legendary", "Fabled", "Mythic", "Sane"]],
["filter1", sq2ItemFilters],
["filter2", sq2ItemFilters],
["filter3", sq2ItemFilters],
["filter4", sq2ItemFilters]]);
for (const [field, data] of filterInputs) {
let field_choice = document.getElementById(field+"-choice");
// show dropdown on click
field_choice.onclick = function() {field_choice.dispatchEvent(new Event('input', {bubbles:true}));};
filterInputs.set(field, new autoComplete({
data: {
src: data,
},
threshold: 0,
selector: "#"+ field +"-choice",
wrapper: false,
resultsList: {
maxResults: 100,
tabSelect: true,
noResults: true,
class: "search-box dark-7 rounded-bottom px-2 fw-bold dark-shadow-sm",
element: (list, data) => {
let position = document.getElementById(field+'-choice').getBoundingClientRect();
list.style.top = position.bottom + window.scrollY +"px";
list.style.left = position.x+"px";
list.style.width = position.width+"px";
list.style.maxHeight = position.height * 4 +"px";
if (!data.results.length) {
message = document.createElement('li');
message.classList.add('scaled-font');
message.textContent = "No results found!";
list.prepend(message);
};
},
},
resultItem: {
class: "scaled-font search-item",
selected: "dark-5",
},
events: {
input: {
selection: (event) => {
if (event.detail.selection.value) {
event.target.value = event.detail.selection.value;
};
},
},
}
}));
};
});
const sq2_translate_mappings = {
//"Name": "name",
//"Display Name": "displayName",
//"tier"Tier": ",
//"Set": "set",
"Powder Slots": "slots",
//"Type": "type",
//"armorType", (deleted)
//"color", (deleted)
//"lore", (deleted)
//"material", (deleted)
"Drop type": "drop",
"Quest requirement": "quest",
"Restriction": "restrict",
//"Base Neutral Damage": "nDam",
//"Base Fire Damage": "fDam",
//"Base Water Damage": "wDam",
//"Base Air Damage": "aDam",
//"Base Thunder Damage": "tDam",
//"Base Earth Damage": "eDam",
//"Base Attack Speed": "atkSpd",
"Health": "hp",
"Raw Fire Defense": "fDef",
"Raw Water Defense": "wDef",
"Raw Air Defense": "aDef",
"Raw Thunder Defense": "tDef",
"Raw Earth Defense": "eDef",
"Combat Level": "lvl",
//"Class Requirement": "classReq",
"Req Strength": "strReq",
"Req Dexterity": "dexReq",
"Req Intelligence": "intReq",
"Req Agility": "agiReq",
"Req Defense": "defReq",
"% Health Regen": "hprPct",
"Mana Regen": "mr",
"% Spell Damage": "sdPct",
"% Melee Damage": "mdPct",
"Life Steal": "ls",
"Mana Steal": "ms",
"XP Bonus": "xpb",
"Loot Bonus": "lb",
"Reflection": "ref",
"Strength": "str",
"Dexterity": "dex",
"Intelligence": "int",
"Agility": "agi",
"Defense": "def",
"Thorns": "thorns",
"Exploding": "expd",
"Walk Speed": "spd",
"Attack Speed Bonus": "atkTier",
"Poison": "poison",
"Health Bonus": "hpBonus",
"Soul Point Regen": "spRegen",
"Stealing": "eSteal",
"Raw Health Regen": "hprRaw",
"Raw Spell": "sdRaw",
"Raw Melee": "mdRaw",
"% Fire Damage": "fDamPct",
"% Water Damage": "wDamPct",
"% Air Damage": "aDamPct",
"% Thunder Damage": "tDamPct",
"% Earth Damage": "eDamPct",
"% Fire Defense": "fDefPct",
"% Water Defense": "wDefPct",
"% Air Defense": "aDefPct",
"% Thunder Defense": "tDefPct",
"% Earth Defense": "eDefPct",
"Fixed IDs": "fixID",
"Custom Skin": "skin",
//"Item Category": "category",
"1st Spell Cost %": "spPct1",
"1st Spell Cost Raw": "spRaw1",
"2nd Spell Cost %": "spPct2",
"2nd Spell Cost Raw": "spRaw2",
"3rd Spell Cost %": "spPct3",
"3rd Spell Cost Raw": "spRaw3",
"4th Spell Cost %": "spPct4",
"4th Spell Cost Raw": "spRaw4",
"Rainbow Spell Damage": "rainbowRaw",
"Sprint": "sprint",
"Sprint Regen": "sprintReg",
"Jump Height": "jh",
"Loot Quality": "lq",
"Gather XP Bonus": "gXp",
"Gather Speed Bonus": "gSpd",
};
const sq2_special_mappings = {
"Sum (skill points)": new SumQuery(["str", "dex", "int", "def", "agi"]),
"Sum (Mana Sustain)": new SumQuery(["mr", "ms"]),
"Sum (Life Sustain)": new SumQuery(["hpr", "ls"]),
"Sum (Health + Health Bonus)": new SumQuery(["hp", "hpBonus"]),
"No Strength Req": new NegateQuery("strReq"),
"No Dexterity Req": new NegateQuery("dexReq"),
"No Intelligence Req": new NegateQuery("intReq"),
"No Agility Req": new NegateQuery("agiReq"),
"No Defense Req": new NegateQuery("defReq"),
};
let sq2ItemFilters = []
for (let x in sq2_translate_mappings) {
sq2ItemFilters.push(x);
}
for (let x in sq2_special_mappings) {
sq2ItemFilters.push(x);
}
function applyQuery(items, query) {
return items.filter(query.filter, query).sort(query.compare);
}
function displayItems(items_copy) {
let items_parent = document.getElementById("search-results");
for (let i in items_copy) {
if (i > 200) {break;}
let item = items_copy[i];
let box = document.createElement("div");
box.classList.add("col-lg-3", "col-sm-6", "p-2");
box.id = "item"+i;
box.addEventListener("dblclick", function() {set_item(item);});
let bckgrdbox = document.createElement("div");
bckgrdbox.classList.add("dark-7", "rounded", "px-2", "col-auto");
box.appendChild(bckgrdbox);
bckgrdbox.id = "item"+i+"b";
items_parent.appendChild(box);
displaysq2ExpandedItem(item, bckgrdbox.id);
}
}
let items_expanded;
function doItemSearch() {
// window.scrollTo(0, 0);
let queries = [];
queries.push(new NameQuery(document.getElementById("item-name-choice").value.trim()));
let categoryOrType = document.getElementById("item-category-choice").value;
if (itemTypes.includes(categoryOrType)) {
queries.push(new IdMatchQuery("type", categoryOrType));
}
else if (itemCategories.includes(categoryOrType)) {
queries.push(new IdMatchQuery("category", categoryOrType));
}
let rarity = document.getElementById("item-rarity-choice").value;
if (rarity) {
if (rarity === "ANY") {
}
else {
queries.push(new IdMatchQuery("tier", rarity));
}
}
let level_dat = document.getElementById("item-level-choice").value ? document.getElementById("item-level-choice").value.split("-") : [1, 106];
queries.push(new LevelRangeQuery(parseInt(level_dat[0]), parseInt(level_dat[1])));
for (let i = 1; i <= 4; ++i) {
let raw_dat = document.getElementById("filter"+i+"-choice").value;
let filter_dat = translate_mappings[raw_dat];
if (filter_dat !== undefined) {
queries.push(new IdQuery(filter_dat));
continue;
}
filter_dat = special_mappings[raw_dat];
if (filter_dat !== undefined) {
queries.push(filter_dat);
continue;
}
}
let items_copy = items_expanded.slice();
document.getElementById("search-results").textContent = "";
for (const query of queries) {
console.log(items_copy.length);
console.log(query, query.filter);
items_copy = applyQuery(items_copy, query);
console.log(items_copy.length);
}
document.getElementById("summary").textContent = items_copy.length + " results:"
displayItems(items_copy);
}
function resetItemSearch() {
resetFields = ["item-name-choice", "item-category-choice", "item-rarity-choice", "item-level-choice", "filter1-choice", "filter2-choice", "filter3-choice", "filter4-choice"]
for (const field of resetFields) {
document.getElementById(field).value = "";
}
}
function init_items() {
items_expanded = items.filter( (i) => !("remapID" in i) ).map( (i) => expandItem(i) );
}
load_init(init_items);

View file

@ -1,32 +1,8 @@
let getUrl = window.location;
const url_base = getUrl.protocol + "//" + getUrl.host + "/" + getUrl.pathname.split('/')[1];
const zip = (a, b) => a.map((k, i) => [k, b[i]]);
//updates all the OGP tags for a webpage. Should be called when build changes
function updateOGP() {
//update the embed URL
let url_elem = document.getElementById("ogp-url");
if (url_elem) {
url_elem.content = url_base+location.hash;
}
//update the embed text content
let build_elem = document.getElementById("ogp-build-list");
if (build_elem && player_build) {
let text = "WynnBuilder build:\n"+
"> "+player_build.helmet.get("displayName")+"\n"+
"> "+player_build.chestplate.get("displayName")+"\n"+
"> "+player_build.leggings.get("displayName")+"\n"+
"> "+player_build.boots.get("displayName")+"\n"+
"> "+player_build.ring1.get("displayName")+"\n"+
"> "+player_build.ring2.get("displayName")+"\n"+
"> "+player_build.bracelet.get("displayName")+"\n"+
"> "+player_build.necklace.get("displayName")+"\n"+
"> "+player_build.weapon.get("displayName")+" ["+player_build.weapon.get("powders").map(x => powderNames.get(x)).join("")+"]";
build_elem.content = text;
}
}
const zip2 = (a, b) => a.map((k, i) => [k, b[i]]);
const zip3 = (a, b, c) => a.map((k, i) => [k, b[i], c[i]]);
function clamp(num, low, high){
return Math.min(Math.max(num, low), high);
@ -98,8 +74,10 @@ function log(b, n) {
// https://stackoverflow.com/a/27696695
// Modified for fixed precision
// Base64.fromInt(-2147483648); // gives "200000"
// Base64.toInt("200000"); // gives -2147483648
Base64 = (function () {
var digitsStr =
var digitsStr =
// 0 8 16 24 32 40 48 56 63
// v v v v v v v v v
"0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz+-";
@ -149,8 +127,246 @@ Base64 = (function () {
};
})();
// Base64.fromInt(-2147483648); // gives "200000"
// Base64.toInt("200000"); // gives -2147483648
/** A class used to represent an arbitrary length bit vector. Very useful for encoding and decoding.
*
*/
class BitVector {
/** Constructs an arbitrary-length bit vector.
* @class
* @param {String | Number} data - The data to append.
* @param {Number} length - A set length for the data. Ignored if data is a string.
*
* The structure of the Uint32Array should be [[last, ..., first], ..., [last, ..., first], [empty space, last, ..., first]]
*/
constructor(data, length) {
let bit_vec = [];
if (typeof data === "string") {
let int = 0;
let bv_idx = 0;
length = data.length * 6;
for (let i = 0; i < data.length; i++) {
let char = Base64.toInt(data[i]);
let pre_pos = bv_idx % 32;
int |= (char << bv_idx);
bv_idx += 6;
let post_pos = bv_idx % 32;
if (post_pos < pre_pos) { //we have to have filled up the integer
bit_vec.push(int);
int = (char >>> (6 - post_pos));
}
if (i == data.length - 1 && post_pos != 0) {
bit_vec.push(int);
}
}
} else if (typeof data === "number") {
if (typeof length === "undefined")
if (length < 0) {
throw new RangeError("BitVector must have nonnegative length.");
}
//convert to int just in case
data = Math.round(data);
//range of numbers that won't fit in a uint32
if (data > 2**32 - 1 || data < -(2 ** 32 - 1)) {
throw new RangeError("Numerical data has to fit within a 32-bit integer range to instantiate a BitVector.");
}
bit_vec.push(data);
} else {
throw new TypeError("BitVector must be instantiated with a Number or a B64 String");
}
this.length = length;
this.bits = new Uint32Array(bit_vec);
}
/** Return value of bit at index idx.
*
* @param {Number} idx - The index to read
*
* @returns The bit value at position idx
*/
read_bit(idx) {
if (idx < 0 || idx >= this.length) {
throw new RangeError("Cannot read bit outside the range of the BitVector. ("+idx+" > "+this.length+")");
}
return ((this.bits[Math.floor(idx / 32)] & (1 << idx)) == 0 ? 0 : 1);
}
/** Returns an integer value (if possible) made from the range of bits [start, end). Undefined behavior if the range to read is too big.
*
* @param {Number} start - The index to start slicing from. Inclusive.
* @param {Number} end - The index to end slicing at. Exclusive.
*
* @returns An integer representation of the sliced bits.
*/
slice(start, end) {
//TO NOTE: JS shifting is ALWAYS in mod 32. a << b will do a << (b mod 32) implicitly.
if (end < start) {
throw new RangeError("Cannot slice a range where the end is before the start.");
} else if (end == start) {
return 0;
} else if (end - start > 32) {
//requesting a slice of longer than 32 bits (safe integer "length")
throw new RangeError("Cannot slice a range of longer than 32 bits (unsafe to store in an integer).");
}
let res = 0;
if (Math.floor((end - 1) / 32) == Math.floor(start / 32)) {
//the range is within 1 uint32 section - do some relatively fast bit twiddling
res = (this.bits[Math.floor(start / 32)] & ~((((~0) << ((end - 1))) << 1) | ~((~0) << (start)))) >>> (start % 32);
} else {
//the number of bits in the uint32s
let start_pos = (start % 32);
let int_idx = Math.floor(start/32);
res = (this.bits[int_idx] & ((~0) << (start))) >>> (start_pos);
res |= (this.bits[int_idx + 1] & ~((~0) << (end))) << (32 - start_pos);
}
return res;
// General code - slow
// for (let i = start; i < end; i++) {
// res |= (get_bit(i) << (i - start));
// }
}
/** Assign bit at index idx to 1.
*
* @param {Number} idx - The index to set.
*/
set_bit(idx) {
if (idx < 0 || idx >= this.length) {
throw new RangeError("Cannot set bit outside the range of the BitVector.");
}
this.bits[Math.floor(idx / 32)] |= (1 << idx % 32);
}
/** Assign bit at index idx to 0.
*
* @param {Number} idx - The index to clear.
*/
clear_bit(idx) {
if (idx < 0 || idx >= this.length) {
throw new RangeError("Cannot clear bit outside the range of the BitVector.");
}
this.bits[Math.floor(idx / 32)] &= ~(1 << idx % 32);
}
/** Creates a string version of the bit vector in B64. Does not keep the order of elements a sensible human readable format.
*
* @returns A b64 string representation of the BitVector.
*/
toB64() {
if (this.length == 0) {
return "";
}
let b64_str = "";
let i = 0;
while (i < this.length) {
b64_str += Base64.fromIntV(this.slice(i, i + 6), 1);
i += 6;
}
return b64_str;
}
/** Returns a BitVector in bitstring format. Probably only useful for dev debugging.
*
* @returns A bit string representation of the BitVector. Goes from higher-indexed bits to lower-indexed bits. (n ... 0)
*/
toString() {
let ret_str = "";
for (let i = 0; i < this.length; i++) {
ret_str = (this.read_bit(i) == 0 ? "0": "1") + ret_str;
}
return ret_str;
}
/** Returns a BitVector in bitstring format. Probably only useful for dev debugging.
*
* @returns A bit string representation of the BitVector. Goes from lower-indexed bits to higher-indexed bits. (0 ... n)
*/
toStringR() {
let ret_str = "";
for (let i = 0; i < this.length; i++) {
ret_str += (this.read_bit(i) == 0 ? "0": "1");
}
return ret_str;
}
/** Appends data to the BitVector.
*
* @param {Number | String} data - The data to append.
* @param {Number} length - The length, in bits, of the new data. This is ignored if data is a string.
*/
append(data, length) {
if (length < 0) {
throw new RangeError("BitVector length must increase by a nonnegative number.");
}
let bit_vec = [];
for (const uint of this.bits) {
bit_vec.push(uint);
}
if (typeof data === "string") {
let int = bit_vec[bit_vec.length - 1];
let bv_idx = this.length;
length = data.length * 6;
let updated_curr = false;
for (let i = 0; i < data.length; i++) {
let char = Base64.toInt(data[i]);
let pre_pos = bv_idx % 32;
int |= (char << bv_idx);
bv_idx += 6;
let post_pos = bv_idx % 32;
if (post_pos < pre_pos) { //we have to have filled up the integer
if (bit_vec.length == this.bits.length && !updated_curr) {
bit_vec[bit_vec.length - 1] = int;
updated_curr = true;
} else {
bit_vec.push(int);
}
int = (char >>> (6 - post_pos));
}
if (i == data.length - 1) {
if (bit_vec.length == this.bits.length && !updated_curr) {
bit_vec[bit_vec.length - 1] = int;
} else if (post_pos != 0) {
bit_vec.push(int);
}
}
}
} else if (typeof data === "number") {
//convert to int just in case
let int = Math.round(data);
//range of numbers that "could" fit in a uint32 -> [0, 2^32) U [-2^31, 2^31)
if (data > 2**32 - 1 || data < -(2 ** 31)) {
throw new RangeError("Numerical data has to fit within a 32-bit integer range to instantiate a BitVector.");
}
//could be split between multiple new ints
//reminder that shifts implicitly mod 32
bit_vec[bit_vec.length - 1] |= ((int & ~((~0) << length)) << (this.length));
if (((this.length - 1) % 32 + 1) + length > 32) {
bit_vec.push(int >>> (32 - this.length));
}
} else {
throw new TypeError("BitVector must be appended with a Number or a B64 String");
}
this.bits = new Uint32Array(bit_vec);
this.length += length;
}
};
/*
Turns a raw stat and a % stat into a final stat on the basis that - raw and >= 100% becomes 0 and + raw and <=-100% becomes negative.
@ -262,7 +478,7 @@ function randomColor() {
/**
* Generates a random color, but lightning must be relatively high (>0.5).
*
*
* @returns a random color in RGB 6-bit form.
*/
function randomColorLight() {
@ -270,7 +486,7 @@ function randomColorLight() {
}
/** Generates a random color given HSL restrictions.
*
*
* @returns a random color in RGB 6-bit form.
*/
function randomColorHSL(h,s,l) {
@ -322,8 +538,8 @@ function randomColorHSL(h,s,l) {
return [Math.round(r * 255), Math.round(g * 255), Math.round(b * 255)];
}
/** Creates a tooltip.
*
/** Creates a tooltip.
*
* @param {DOM Element} elem - the element to make a tooltip
* @param {String} element_type - the HTML element type that the tooltiptext should be.
* @param {String} tooltiptext - the text to display in the tooltip.
@ -354,7 +570,7 @@ function createTooltip(elem, element_type, tooltiptext, parent, classList) {
}
/** A generic function that toggles the on and off state of a button.
*
*
* @param {String} button_id - the id name of the button.
*/
function toggleButton(button_id) {
@ -398,14 +614,142 @@ function addClasses(elem, classes) {
return elem;
}
/** A utility function that reloads the page forcefully.
*
/** A utility function that reloads the page forcefully.
*
*/
async function hardReload() {
//https://gist.github.com/rmehner/b9a41d9f659c9b1c3340
const dbs = await window.indexedDB.databases();
await dbs.forEach(db => { window.indexedDB.deleteDatabase(db.name) });
location.reload();
location.reload(true);
}
function capitalizeFirst(str) {
return str[0].toUpperCase() + str.substring(1);
}
/** https://stackoverflow.com/questions/16839698/jquery-getscript-alternative-in-native-javascript
* If we ever want to write something that needs to import other js files
*/
const getScript = url => new Promise((resolve, reject) => {
const script = document.createElement('script');
script.src = url;
script.async = true;
script.onerror = reject;
script.onload = script.onreadystatechange = function () {
const loadState = this.readyState;
if (loadState && loadState !== 'loaded' && loadState !== 'complete') return
script.onload = script.onreadystatechange = null;
resolve();
}
document.head.appendChild(script);
})
/*
GENERIC TEST FUNCTIONS
*/
/** The generic assert function. Fails on all "false-y" values. Useful for non-object equality checks, boolean value checks, and existence checks.
*
* @param {*} arg - argument to assert.
* @param {String} msg - the error message to throw.
*/
function assert(arg, msg) {
if (!arg) {
throw new Error(msg ? msg : "Assert failed.");
}
}
/** Asserts object equality of the 2 parameters. For loose and strict asserts, use assert().
*
* @param {*} arg1 - first argument to compare.
* @param {*} arg2 - second argument to compare.
* @param {String} msg - the error message to throw.
*/
function assert_equals(arg1, arg2, msg) {
if (!Object.is(arg1, arg2)) {
throw new Error(msg ? msg : "Assert Equals failed. " + arg1 + " is not " + arg2 + ".");
}
}
/** Asserts object inequality of the 2 parameters. For loose and strict asserts, use assert().
*
* @param {*} arg1 - first argument to compare.
* @param {*} arg2 - second argument to compare.
* @param {String} msg - the error message to throw.
*/
function assert_not_equals(arg1, arg2, msg) {
if (Object.is(arg1, arg2)) {
throw new Error(msg ? msg : "Assert Not Equals failed. " + arg1 + " is " + arg2 + ".");
}
}
/** Asserts proximity between 2 arguments. Should be used for any floating point datatype.
*
* @param {*} arg1 - first argument to compare.
* @param {*} arg2 - second argument to compare.
* @param {Number} epsilon - the margin of error (<= del difference is ok). Defaults to -1E5.
* @param {String} msg - the error message to throw.
*/
function assert_near(arg1, arg2, epsilon = 1E-5, msg) {
if (Math.abs(arg1 - arg2) > epsilon) {
throw new Error(msg ? msg : "Assert Near failed. " + arg1 + " is not within " + epsilon + " of " + arg2 + ".");
}
}
/** Asserts that the input argument is null.
*
* @param {*} arg - the argument to test for null.
* @param {String} msg - the error message to throw.
*/
function assert_null(arg, msg) {
if (arg !== null) {
throw new Error(msg ? msg : "Assert Near failed. " + arg + " is not null.");
}
}
/** Asserts that the input argument is undefined.
*
* @param {*} arg - the argument to test for undefined.
* @param {String} msg - the error message to throw.
*/
function assert_undefined(arg, msg) {
if (arg !== undefined) {
throw new Error(msg ? msg : "Assert Near failed. " + arg + " is not undefined.");
}
}
/** Asserts that there is an error when a callback function is run.
*
* @param {Function} func_binding - a function binding to run. Can be passed in with func.bind(null, arg1, ..., argn)
* @param {String} msg - the error message to throw.
*/
function assert_error(func_binding, msg) {
try {
func_binding();
} catch (err) {
return;
}
throw new Error(msg ? msg : "Function didn't throw an error.");
}
/**
* Deep copy object/array of basic types.
*/
function deepcopy(obj) {
if (typeof(obj) !== 'object' || obj === null) { // null or value type
return obj;
}
let ret = Array.isArray(obj) ? [] : {};
for (let key in obj) {
ret[key] = deepcopy(obj[key]);
}
return ret;
}

132
map.html
View file

@ -1,132 +0,0 @@
<!DOCTYPE html>
<html scroll-behavior="smooth">
<head>
<meta name="HandheldFriendly" content="true" />
<meta name="MobileOptimized" content="320" />
<meta name="viewport" content="initial-scale=1.0, maximum-scale=1.0, width=device-width, user-scalable=no" />
<!-- nunito font, copying wynndata -->
<link rel="preconnect" href="https://fonts.gstatic.com">
<link href="https://fonts.googleapis.com/css2?family=Nunito&display=swap" rel="stylesheet">
<link rel="stylesheet" href="/css/styles.css">
<link rel="stylesheet" media="screen and (min-width: 900px)" href="/css/map-wide.css"/>
<link rel="stylesheet" media="screen and (max-width: 899px)" href="/css/map-narrow.css"/>
<link rel="icon" href="./media/icons/new/compass2.png">
<link rel="manifest" href="manifest.json">
<!--Leaflet for map-->
<link rel="stylesheet" href="https://unpkg.com/leaflet@1.7.1/dist/leaflet.css"
integrity="sha512-xodZBNTC5n17Xt2atTPuE1HxjVMSvLVW9ocqUKLsCC5CXdbqCmblAshOMAS6/keqq/sMZMZ19scR4PsZChSR7A=="
crossorigin="anonymous"/>
<script src="https://unpkg.com/leaflet@1.7.1/dist/leaflet.js"
integrity="sha512-XQoYMqMTK8LvdxXYG3nZ448hOEQiglfqkJs1NOQV44cWnUrBc8PkAOcXy20w0vlaXaVUearIOBhiXZ5V3ynxwA=="
crossorigin="anonymous"></script>
<title>WynnGPS</title>
</head>
<body class="all">
<div class="center">
<header class = "header nomarginp">
<div class = "headerleft" id = "headerleft">
</div>
<div class = "headercenter" id = "headercenter">
<div>
<p class = "itemp" id = "header">WynnGPS</p>
</div>
</div>
<div class = "headerright" id = "headerright">
<p class = "center">Right click to place marker.</p>
</div>
</header>
</div>
<br>
<div class = "overall-container" display = "grid">
<div id = "mapdiv" class ="mapdiv container" display = "grid-item-1">
</div>
<div id = "mapoptions-container" class = "container" display = "grid-item-2">
<div id = "coord-container" class = "center coord-container" display = "grid">
<p class = "nomargin"></p>
<p class = "title center nomargin">Options</p>
<p class = "nomargin"></p>
<p class = "nomargin" display = "grid-item-1">X</p>
<p class = "nomargin" display = "grid-item-2"></p>
<p class = "nomargin" display = "grid-item-3">Z</p>
<p class = "nomargin" id = "coord-x" display = "grid-item-4"></p>
<p class = "nomargin" id = "coord-img" display = "grid-item-5">
<img src = "/media/icons/new/compass2.png" alt style = "max-width:32px; max-height:32px"/>
</p>
<p class = "nomargin" id = "coord-z" display = "grid-item-6"></p>
<p class = "nomargin" id = "marker-coord-x" display = "none"></p>
<p class = "nomargin" id = "marker-coord-img" display = "none">
<img src = "/media/icons/new/marker.png" alt style = "max-width:32px; max-height:32px"/>
</p>
<p class = "nomargin" id = "marker-coord-z" display = "none"></p>
</div>
<div id = "button-choices container">
<button class = "left" id = "territories-button" onclick = "toggleButton('territories-button'); toggleTerritories()">Show Territories</button>
<button class = "left" id = "claims-button" onclick = "toggleButton('claims-button'); toggleClaims()">Show Claims</button>
<button class = "left" id = "routes-button" onclick = "toggleButton('routes-button'); toggleRoutes()">Show Routes</button>
<button class = "left" id = "resources-button" onclick = "toggleButton('resources-button'); toggleResources()">Show Resources</button>
<button class = "left" id = "locations-button" onclick = "toggleButton('locations-button'); toggleLocations()">Show Locations</button>
<button class = "left" id = "pull-button" onclick = "refreshData()">Refresh Data</button>
<p class = "left" style = "color:red">Do NOT refresh too often.</p>
</div>
<div id ="territory-stats">
</div>
</div>
</div>
<div id = "key-container" class = "container">
<div id = "key-title" class = "center">
<p class = "center title"> All Keys </p>
</div>
<table>
<tr>
<td>
<div id = "guild-key" style = "display:none">
<p class = "left">Guild Key:</p>
<ul id = "guildkeylist">
</ul>
</div>
</td>
<td>
<div id = "resources-key" style = "display:none">
<p class = "left">Resource Key:</p>
<ul id = "resourcelist">
<li><img src= "media/icons/new/Emeralds.png" style ="max-width:16px;max-height:16px" class = "Emeralds"/> Emeralds</li>
<li><img src= "media/icons/new/Ore.png" style ="max-width:16px;max-height:16px" class = "Ore"/> Ore</li>
<li><img src= "media/icons/new/Wood.png" style ="max-width:16px;max-height:16px" class = "Wood"/> Wood</li>
<li><img src= "media/icons/new/Crops.png" style ="max-width:16px;max-height:16px" class = "Crops"/> Crops</li>
<li><img src= "media/icons/new/Fish.png" style ="max-width:16px;max-height:16px" class = "Fish"/> Fish</li>
<li><img src= "media/icons/new/Chest.png" style ="max-width:16px;max-height:16px" class = "Wood"/> Storage</li>
<li><img src= "media/icons/new/Gears.png" style ="max-width:16px;max-height:16px" class = "Ore"/> Production</li>
<li>Double image means double generation</li>
</ul>
</div>
</td>
<td>
<div id = "locations-key" style = "display:none">
<p class = "left">Locations Key:</p>
<ul id = "locationlist">
</ul>
</div>
</td>
</tr>
</table>
</div>
<script type="text/javascript" src="/js/utils.js"></script>
<script type="text/javascript" src="/js/loadheader.js"></script>
<script type="text/javascript" src="/js/icons.js"></script>
<script type="text/javascript" src="/js/load_map.js"></script>
<script type="text/javascript" src="/js/map.js"></script>
</body>
</html>

164
map/index.html Normal file
View file

@ -0,0 +1,164 @@
<!DOCTYPE html>
<html scroll-behavior="smooth">
<head>
<meta name="HandheldFriendly" content="true" />
<meta name="MobileOptimized" content="320" />
<meta name="viewport" content="initial-scale=1.0, maximum-scale=1.0, width=device-width, user-scalable=no" />
<!-- nunito font, copying wynndata -->
<link rel="preconnect" href="https://fonts.gstatic.com">
<link href="https://fonts.googleapis.com/css2?family=Nunito&display=swap" rel="stylesheet">
<meta name="viewport" content="width=device-width, initial-scale=.45, user-scalable=no">
<link href="https://fonts.googleapis.com/css2?family=Nunito&display=swap" rel="stylesheet">
<link href="https://cdn.jsdelivr.net/npm/bootstrap@5.1.3/dist/css/bootstrap.min.css" rel="stylesheet" integrity="sha384-1BmE4kWBq78iYhFldvKuhfTAU6auU8tT94WrHftjDbrCEXSU1oBoqyl2QvZ6jIW3" crossorigin="anonymous">
<link rel="stylesheet" href="https://cdn.jsdelivr.net/npm/@tarekraafat/autocomplete.js@10.2.6/dist/css/autoComplete.min.css">
<link rel="stylesheet" media="screen and (min-width: 900px)" href="/css/map-wide.css"/>
<link rel="stylesheet" media="screen and (max-width: 899px)" href="/css/map-narrow.css"/>
<link rel="stylesheet" href="../css/sq2bs.css">
<link rel="stylesheet" href="../css/sidebar.css">
<link rel="stylesheet" href="../css/wynnstyles.css">
<link rel="icon" href="../media/icons/new/compass2.png">
<link rel="manifest" href="manifest.json">
<!--Leaflet for map-->
<link rel="stylesheet" href="https://unpkg.com/leaflet@1.7.1/dist/leaflet.css"
integrity="sha512-xodZBNTC5n17Xt2atTPuE1HxjVMSvLVW9ocqUKLsCC5CXdbqCmblAshOMAS6/keqq/sMZMZ19scR4PsZChSR7A=="
crossorigin="anonymous"/>
<script src="https://unpkg.com/leaflet@1.7.1/dist/leaflet.js"
integrity="sha512-XQoYMqMTK8LvdxXYG3nZ448hOEQiglfqkJs1NOQV44cWnUrBc8PkAOcXy20w0vlaXaVUearIOBhiXZ5V3ynxwA=="
crossorigin="anonymous"></script>
<title>WynnGPS</title>
</head>
<body class = "text-light d-flex justify-content-center" id = "body">
<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>
<a href = "../custom/"><img src = "../media/icons/new/custom.png" alt = "WynnCustom" title = "WynnCustom"><b>WynnCustom</b></a>
<a href = ""><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 = "Wynnfo"><b>Wynnfo</b></a>
<a 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 row py-5 vh-100 mx-0 mx-lg-auto scaled-font">
<div id = "mapdiv" class = "col-lg-8 col-sm-12 rounded border border-light border-3">
</div>
<div id = "mapoptions-container" class = "col-lg-3 col-sm-12 rounded border border-light border-3 mx-1">
<div id = "coord-container" class = "row justify-content-center text-center">
<div class = "row big-title justify-content-center">Options</div>
<div class = "row justify-content-center">Right click to place marker.</div>
<div class = "row">
<div class = "col-4">X</div>
<div class = "col-4"></div>
<div class = "col-4">Z</div>
</div>
<div class = "row mb-1">
<div class = "col-4" id = "coord-x"></div>
<div class = "col-4">
<p class = "nomargin" id = "coord-img">
<img src = "../media/icons/new/compass2.png" alt style = "max-width:32px; max-height:32px"/>
</p>
</div>
<div class = "col-4" id = "coord-z"></div>
</div>
<div class = "row mb-1">
<div class = "col-4" id = "marker-coord-x"></div>
<div class = "col-4">
<p class = "nomargin" id = "marker-coord-img" display = "none">
<img src = "../media/icons/new/marker.png" alt style = "max-width:32px; max-height:32px"/>
</p>
</div>
<div class = "col-4" id = "marker-coord-z"></div>
</div>
</div>
<div id = "button-choices row">
<div class = "row">
<div class = "col mb-1">
<button class = "w-100 button rounded scaled-font fw-bold text-light dark-5" id = "territories-button" onclick = "toggleButton('territories-button'); toggleTerritories()">Show Territories</button>
</div>
<div class = "col mb-1">
<button class = "w-100 button rounded scaled-font fw-bold text-light dark-5" id = "claims-button" onclick = "toggleButton('claims-button'); toggleClaims()">Show Claims</button>
</div>
</div>
<div class = "row">
<div class = "col mb-1">
<button class = "w-100 button rounded scaled-font fw-bold text-light dark-5" id = "routes-button" onclick = "toggleButton('routes-button'); toggleRoutes()">Show Routes</button>
</div>
<div class = "col mb-1">
<button class = "w-100 button rounded scaled-font fw-bold text-light dark-5" id = "resources-button" onclick = "toggleButton('resources-button'); toggleResources()">Show Resources</button>
</div>
</div>
<div class = "row">
<div class = "col mb-1">
<button class = "w-100 button rounded scaled-font fw-bold text-light dark-5" id = "locations-button" onclick = "toggleButton('locations-button'); toggleLocations()">Show Locations</button>
</div>
<div class = "col mb-1">
<button class = "w-100 button rounded scaled-font fw-bold text-light dark-5" id = "pull-button" onclick = "refreshData()">Refresh Data</button>
</div>
</div>
</div>
<div class = "row">
<p class = "warning" style = "color:red">Do NOT refresh too often.</p>
</div>
<div id ="territory-stats">
</div>
</div>
<div id = "key-container" class = "row rounded border border-light border-3 my-1">
<div id = "key-title" class = "row">
<p class = "item-title"> All Keys </p>
</div>
<table>
<tr>
<td>
<div id = "guild-key" style = "display:none">
<p class = "left">Guild Key:</p>
<ul id = "guildkeylist">
</ul>
</div>
</td>
<td>
<div id = "resources-key" style = "display:none">
<p class = "left">Resource Key:</p>
<ul id = "resourcelist">
<li><img src= "../media/icons/new/Emeralds.png" style ="max-width:16px;max-height:16px" class = "Emeralds"/> Emeralds</li>
<li><img src= "../media/icons/new/Ore.png" style ="max-width:16px;max-height:16px" class = "Ore"/> Ore</li>
<li><img src= "../media/icons/new/Wood.png" style ="max-width:16px;max-height:16px" class = "Wood"/> Wood</li>
<li><img src= "../media/icons/new/Crops.png" style ="max-width:16px;max-height:16px" class = "Crops"/> Crops</li>
<li><img src= "../media/icons/new/Fish.png" style ="max-width:16px;max-height:16px" class = "Fish"/> Fish</li>
<li><img src= "../media/icons/new/Chest.png" style ="max-width:16px;max-height:16px" class = "Wood"/> Storage</li>
<li><img src= "../media/icons/new/Gears.png" style ="max-width:16px;max-height:16px" class = "Ore"/> Production</li>
<li>Double image means double generation</li>
</ul>
</div>
</td>
<td>
<div id = "locations-key" style = "display:none">
<p class = "left">Locations Key:</p>
<ul id = "locationlist">
</ul>
</div>
</td>
</tr>
</table>
</div>
</div>
<script type="text/javascript" src="../js/utils.js"></script>
<script type="text/javascript" src="../js/icons.js"></script>
<script type="text/javascript" src="../js/load_map.js"></script>
<script type="text/javascript" src="../js/map.js"></script>
</body>
</html>

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