fixed merge conflict

This commit is contained in:
ferricles 2022-07-01 17:19:01 -07:00
commit 7832c1a1aa
14 changed files with 1729 additions and 1225 deletions

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@ -429,7 +429,7 @@
</div>
<div class = "col-3 py-2">
<button class = "col-auto button rounded scaled-font fw-bold text-light dark-5" id = "toggle-atree" onclick = "toggle_tab('atree-dropdown'); toggleButton('toggle-atree')">
Show Ability Tree
Edit Abilities
</button>
</div>
<div class = "col-3 py-2">
@ -618,10 +618,14 @@
</div>
<div class = "col dark-6 rounded-bottom my-3 my-xl-1" id = "atree-dropdown" style = "display:none;">
<div class="row row-cols-1 row-cols-xl-2">
<div class="col border border-semi-light rounded dark-9 hide-scroll" id="atree-ui" style="height: 50vh; overflow-y: auto;">
<div class="col border border-semi-light rounded dark-9 hide-scroll" id="atree-ui" style="height: 90vh; overflow-y: auto;">
</div>
<div class="col mx-auto" style="height: 50vh; overflow-y: auto;" id="atree-active">
<div class="col mx-auto" style="height: 90vh; overflow-y: auto;" id="atree-rhs">
<div class="col mx-auto" style="height: 2em; overflow-y: auto;" id="atree-header">
</div>
<div class="col mx-auto" style="overflow-y: auto;" id="atree-active">
</div>
</div>
</div>
</div>
@ -1332,7 +1336,7 @@
<div class="col-12 dark-5 scaled-font">
<footer class="text-center">
<div id="header2">
<p>Made by <b class = "hppeng">hppeng</b> and <b class = "ferricles">ferricles</b> with <a href = "../atlas" target = "_blank" class = "atlas link">Atlas Inc</a> (JavaScript required to function, nothing works without js)</p>
<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">

View file

@ -282,7 +282,7 @@
<div class="col dark-5 scaled-font">
<footer class="text-center">
<div id="header2">
<p>Made by <b class = "hppeng">hppeng</b> and <b class = "ferricles">ferricles</b> with <a href = "../atlas" target = "_blank" class = "atlas link">Atlas Inc</a> (JavaScript required to function, nothing works without js)</p>
<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">

20
credits.txt Normal file
View file

@ -0,0 +1,20 @@
Theme, formatting, and overall inspiration: Wynndata (Dukio)
- https://wynndata.tk
The game, of course
- wynncraft.com
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)
- 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

@ -1,5 +1,3 @@
let abil_points_current;
/**
ATreeNode spec:
@ -49,14 +47,17 @@ add_spell_prop: {
}
convert_spell_conv: {
"type": "convert_spell_conv",
"base_spell": int
"target_part": "all" | str,
"conversion": element_str
type: "convert_spell_conv"
base_spell: int // spell identifier
target_part: "all" | str // Part of the spell to modify. Can be not present/empty for ex. cost modifier.
// "all" means modify all parts.
conversion: element_str
}
raw_stat: {
"type": "raw_stat",
"bonuses": list[stat_bonus]
type: "raw_stat"
toggle: Optional[bool | str] // default: false; true means create anon. toggle,
// string value means bind to (or create) named button
bonuses: List[stat_bonus]
}
stat_bonus: {
"type": "stat" | "prop",
@ -70,7 +71,7 @@ stat_scaling: {
"slider_name": Optional[str],
"slider_step": Optional[float],
"inputs": Optional[list[scaling_target]],
"output": scaling_target,
"output": scaling_target | List[scaling_target],
"scaling": list[float],
"max": float
}
@ -124,16 +125,16 @@ const default_abils = {
/**
* Update ability tree internal representation. (topologically sorted node list)
*
* Signature: AbilityTreeUpdateNode(build: Build) => ATree (List of atree nodes in topological order)
* Signature: AbilityTreeUpdateNode(player-class: str) => ATree (List of atree nodes in topological order)
*/
const atree_node = new (class extends ComputeNode {
constructor() { super('builder-atree-update'); }
compute_func(input_map) {
if (input_map.size !== 1) { throw "AbilityTreeUpdateNode accepts exactly one input (build)"; }
const [build] = input_map.values(); // Extract values, pattern match it into size one list and bind to first element
if (input_map.size !== 1) { throw "AbilityTreeUpdateNode accepts exactly one input (player-class)"; }
const [player_class] = input_map.values(); // Extract values, pattern match it into size one list and bind to first element
const atree_raw = atrees[wep_to_class.get(build.weapon.statMap.get('type'))];
const atree_raw = atrees[player_class];
if (!atree_raw) return null;
let atree_map = new Map();
@ -169,15 +170,23 @@ const atree_node = new (class extends ComputeNode {
* Signature: AbilityTreeRenderNode(atree: ATree) => RenderedATree ( Map[id, RenderedATNode] )
*/
const atree_render = new (class extends ComputeNode {
constructor() { super('builder-atree-render'); this.fail_cb = true; }
constructor() {
super('builder-atree-render');
this.fail_cb = true;
this.UI_elem = document.getElementById("atree-ui");
this.list_elem = document.getElementById("atree-header");
}
compute_func(input_map) {
if (input_map.size !== 1) { throw "AbilityTreeRenderNode accepts exactly one input (atree)"; }
const [atree] = input_map.values(); // Extract values, pattern match it into size one list and bind to first element
//for some reason we have to cast to string
this.list_elem.innerHTML = ""; //reset all atree actives - should be done in a more general way later
this.UI_elem.innerHTML = ""; //reset the atree in the DOM
let ret = null;
if (atree) { ret = render_AT(document.getElementById("atree-ui"), document.getElementById("atree-active"), atree); }
if (atree) { ret = render_AT(this.UI_elem, this.list_elem, atree); }
//Toggle on, previously was toggled off
toggle_tab('atree-dropdown'); toggleButton('toggle-atree');
@ -186,6 +195,17 @@ const atree_render = new (class extends ComputeNode {
}
})().link_to(atree_node);
// This exists so i don't have to re-render the UI to push atree updates.
const atree_state_node = new (class extends ComputeNode {
constructor() { super('builder-atree-state'); }
compute_func(input_map) {
if (input_map.size !== 1) { throw "AbilityTreeStateNode accepts exactly one input (atree-rendered)"; }
const [rendered_atree] = input_map.values(); // Extract values, pattern match it into size one list and bind to first element
return rendered_atree;
}
})().link_to(atree_render, 'atree-render');
/**
* Create a reverse topological sort of the tree in the result list.
*
@ -216,7 +236,7 @@ function topological_sort_tree(tree, res, mark_state) {
* I stg if wynn makes abils that modify multiple spells
* ... well we can extend this by making `base_abil` a list instead but annoy
*
* Signature: AbilityTreeMergeNode(atree: ATree, atree-state: RenderedATree) => Map[id, Ability]
* Signature: AbilityTreeMergeNode(build: Build, atree: ATree, atree-state: RenderedATree) => Map[id, Ability]
*/
const atree_merge = new (class extends ComputeNode {
constructor() { super('builder-atree-merge'); }
@ -267,7 +287,146 @@ const atree_merge = new (class extends ComputeNode {
}
return abils_merged;
}
})().link_to(atree_node, 'atree').link_to(atree_render, 'atree-state'); // TODO: THIS IS WRONG!!!!! Need one "collect" node...
})().link_to(atree_node, 'atree').link_to(atree_state_node, 'atree-state'); // TODO: THIS IS WRONG!!!!! Need one "collect" node...
/**
* Validate ability tree.
* Return list of errors for rendering.
*
* Signature: AbilityTreeMergeNode(atree: ATree, atree-state: RenderedATree) => List[str]
*/
const atree_validate = new (class extends ComputeNode {
constructor() { super('atree-validator'); }
compute_func(input_map) {
const atree_state = input_map.get('atree-state');
const atree_order = input_map.get('atree');
let errors = [];
let reachable = new Map();
atree_dfs_mark(atree_order[0], atree_state, reachable);
let abil_points_total = 0;
let archetype_count = new Map();
for (const node of atree_order) {
const abil = node.ability;
if (!atree_state.get(abil.id).active) { continue; }
abil_points_total += abil.cost;
if (!reachable.get(abil.id)) { errors.push(abil.display_name + ' is not reachable!'); }
let failed_deps = [];
for (const dep_id of abil.dependencies) {
if (!atree_state.get(dep_id).active) { failed_deps.push(dep_id) }
}
if (failed_deps.length > 0) {
const dep_string = failed_deps.map(i => '"' + atree_state.get(i).ability.display_name + '"');
errors.push(abil.display_name + ' dependencies not satisfied: ' + dep_string.join(", "));
}
let blocking_ids = [];
for (const blocker_id of abil.blockers) {
if (atree_state.get(blocker_id).active) { blocking_ids.push(blocker_id); }
}
if (blocking_ids.length > 0) {
const blockers_string = blocking_ids.map(i => '"' + atree_state.get(i).ability.display_name + '"');
errors.push(abil.display_name+' is blocked by: '+blockers_string.join(", "));
}
if ('archetype' in abil && abil.archetype !== "") {
let val = 1;
if (archetype_count.has(abil.archetype)) {
val = archetype_count.get(abil.archetype) + 1;
}
archetype_count.set(abil.archetype, val);
}
}
// TODO: FIX THIS! ARCHETYPE REQ IS A PAIN IN THE ASS
// it doesn't follow topological order and theres some cases where "equip order" matters.
for (const node of atree_order) {
const abil = node.ability;
if (!atree_state.get(abil.id).active) { continue; }
if ('archetype_req' in abil && abil.archetype_req !== 0) {
const others = archetype_count.get(abil.archetype) - 1;
if (others < abil.archetype_req) {
errors.push(abil.display_name+' fails archetype: '+abil.archetype+': '+others+' < '+abil.archetype_req)
}
}
}
if (abil_points_total > 45) {
errors.push('too many ability points assigned! ('+abil_points_total+' > 45)');
}
return [abil_points_total, errors];
}
})().link_to(atree_node, 'atree').link_to(atree_state_node, 'atree-state');
function atree_dfs_mark(start, atree_state, mark) {
if (mark.get(start.ability.id)) { return; }
mark.set(start.ability.id, true);
for (const child of start.children) {
if (atree_state.get(child.ability.id).active) {
atree_dfs_mark(child, atree_state, mark);
}
}
}
const atree_render_active = new (class extends ComputeNode {
constructor() {
super('atree-render-active');
this.list_elem = document.getElementById("atree-active");
}
compute_func(input_map) {
const merged_abils = input_map.get('atree-merged');
const atree_order = input_map.get('atree-order');
const [abil_points_total, errors] = input_map.get('atree-errors');
this.list_elem.innerHTML = ""; //reset all atree actives - should be done in a more general way later
// TODO: move to display?
document.getElementById("active_AP_cost").textContent = abil_points_total;
if (errors.length > 0) {
let errorbox = document.createElement('div');
errorbox.classList.add("rounded-bottom", "dark-4", "border", "p-0", "mx-2", "my-4", "dark-shadow");
this.list_elem.appendChild(errorbox);
let error_title = document.createElement('b');
error_title.classList.add("warning", "scaled-font");
error_title.innerHTML = "ATree Error!";
errorbox.appendChild(error_title);
for (const error of errors) {
let atree_warning = document.createElement("p");
atree_warning.classList.add("warning", "small-text");
atree_warning.textContent = error;
errorbox.appendChild(atree_warning);
}
}
for (const node of atree_order) {
if (!merged_abils.has(node.ability.id)) {
continue;
}
const abil = merged_abils.get(node.ability.id);
let active_tooltip = document.createElement('div');
active_tooltip.classList.add("rounded-bottom", "dark-4", "border", "p-0", "mx-2", "my-4", "dark-shadow");
let active_tooltip_title = document.createElement('b');
active_tooltip_title.classList.add("scaled-font");
active_tooltip_title.innerHTML = abil.display_name;
active_tooltip.appendChild(active_tooltip_title);
for (const desc of abil.desc) {
let active_tooltip_desc = document.createElement('p');
active_tooltip_desc.classList.add("scaled-font-sm", "my-0", "mx-1", "text-wrap");
active_tooltip_desc.textContent = desc;
active_tooltip.appendChild(active_tooltip_desc);
}
this.list_elem.appendChild(active_tooltip);
}
}
})().link_to(atree_node, 'atree-order').link_to(atree_merge, 'atree-merged').link_to(atree_validate, 'atree-errors');
/**
* Collect spells from abilities.
@ -284,17 +443,26 @@ const atree_collect_spells = new (class extends ComputeNode {
let ret_spells = new Map();
for (const [abil_id, abil] of atree_merged.entries()) {
// TODO: Possibly, make a better way for detecting "spell abilities"?
if (abil.effects.length == 0 || abil.effects[0].type !== 'replace_spell') { continue; }
if (abil.effects.length == 0) { continue; }
let ret_spell = deepcopy(abil.effects[0]); // NOTE: do not mutate results of previous steps!
const base_spell_id = ret_spell.base_spell;
let has_spell_def = false;
for (const effect of abil.effects) {
switch (effect.type) {
case 'replace_spell':
if (effect.type === 'replace_spell') {
has_spell_def = true;
// replace_spell just replaces all (defined) aspects.
for (const key in effect) {
ret_spell[key] = effect[key];
}
}
}
if (!has_spell_def) { continue; }
const base_spell_id = ret_spell.base_spell;
for (const effect of abil.effects) {
switch (effect.type) {
case 'replace_spell':
// Already handled above.
continue;
case 'add_spell_prop': {
const { base_spell, target_part = null, cost = 0} = effect;
@ -308,9 +476,6 @@ const atree_collect_spells = new (class extends ComputeNode {
let found_part = false;
for (let part of ret_spell.parts) { // TODO: replace with Map? to avoid this linear search... idk prolly good since its not more verbose to type in json
if (part.name === target_part) {
if ('display' in effect) {
part.display = effect.display;
}
if ('multipliers' in effect) {
for (const [idx, v] of effect.multipliers.entries()) { // python: enumerate()
part.multipliers[idx] += v;
@ -321,7 +486,8 @@ const atree_collect_spells = new (class extends ComputeNode {
}
else if ('hits' in effect) {
for (const [idx, v] of Object.entries(effect.hits)) { // looks kinda similar to multipliers case... hmm... can we unify all of these three? (make healpower a list)
part.hits[idx] += v;
if (idx in part.hits) { part.hits[idx] += v; }
else { part.hits[idx] = v; }
}
}
else {
@ -336,6 +502,9 @@ const atree_collect_spells = new (class extends ComputeNode {
spell_part.name = target_part; // has some extra fields but whatever
ret_spell.parts.push(spell_part);
}
if ('display' in effect) {
ret_spell.display = effect.display;
}
continue;
}
case 'convert_spell_conv':
@ -404,7 +573,7 @@ class AbilityTreeEnsureNodesNode extends ComputeNode {
const spell_map = input_map.get('spells'); // TODO: is this gonna need more? idk...
// TODO shortcut update path for sliders
for (const [spell_id, spell] of spell_map.entries()) {
for (const [spell_id, spell] of new Map([...spell_map].sort((a, b) => a[0] - b[0])).entries()) {
let spell_node = new SpellSelectNode(spell);
spell_node.link_to(build_node, 'build');
@ -443,13 +612,9 @@ class AbilityTreeEnsureNodesNode extends ComputeNode {
*/
function render_AT(UI_elem, list_elem, tree) {
console.log("constructing ability tree UI");
list_elem.innerHTML = ""; //reset all atree actives - should be done in a more general way later
UI_elem.innerHTML = ""; //reset the atree in the DOM
// add in the "Active" title to atree
let active_row = document.createElement("div");
active_row.classList.add("row", "item-title", "mx-auto", "justify-content-center");
abil_points_current = 0;
let active_word = document.createElement("div");
active_word.classList.add("col-auto");
active_word.textContent = "Active Abilities:";
@ -596,6 +761,13 @@ function render_AT(UI_elem, list_elem, tree) {
tooltip_title.classList.add("row", "justify-content-center", "fw-bold");
tooltip_title.textContent = ability.display_name;
let tooltip_archetype;
if ('archetype' in ability && ability.archetype !== "") {
tooltip_archetype = document.createElement('div');
tooltip_archetype.classList.add("row", "mx-1", "text-start");
tooltip_archetype.textContent = "(Archetype: " + ability.archetype+")";
}
let tooltip_desc = document.createElement('div');
tooltip_desc.classList.add("row", "mx-1", "text-wrap");
tooltip_desc.textContent = ability.desc;
@ -608,8 +780,8 @@ function render_AT(UI_elem, list_elem, tree) {
let node_tooltip = document.createElement('div');
node_tooltip.classList.add("rounded-bottom", "dark-4", "border", "p-0", "my-1", "dark-shadow", "scaled-font", "container");
node_tooltip.style.display = "none";
node_tooltip.appendChild(tooltip_title);
node_tooltip.appendChild(tooltip_desc);
node_tooltip.append(tooltip_title, tooltip_archetype ? tooltip_archetype : "", tooltip_desc);
//active = copy of node
let active_tooltip = node_tooltip.cloneNode(true);
@ -641,25 +813,15 @@ function render_AT(UI_elem, list_elem, tree) {
//append node and active tooltips to corresponding parent elems
node_elem.appendChild(node_tooltip);
list_elem.appendChild(active_tooltip);
//list_elem.appendChild(active_tooltip); NOTE: moved to `atree_render_active`
node_wrap.elem = node_elem;
node_wrap.all_connectors_ref = atree_connectors_map;
node_elem.addEventListener('click', function(e) {
if (e.target !== this && e.target!== this.children[0]) {return;}
let tooltip = document.getElementById("atree-ab-" + ability.id);
if (tooltip.style.display === "block") {
tooltip.style.display = "none";
this.classList.remove("atree-selected");
abil_points_current -= ability.cost;
}
else {
tooltip.style.display = "block";
this.classList.add("atree-selected");
abil_points_current += ability.cost;
};
document.getElementById("active_AP_cost").textContent = abil_points_current;
atree_toggle_state(atree_connectors_map, node_wrap);
atree_merge.mark_dirty();
atree_merge.update();
atree_set_state(node_wrap, !node_wrap.active);
atree_state_node.mark_dirty().update();
});
// add tooltip
@ -748,9 +910,16 @@ function atree_render_connection(atree_connectors_map) {
};
// toggle the state of a node.
function atree_toggle_state(atree_connectors_map, node_wrapper) {
const new_state = !node_wrapper.active;
node_wrapper.active = new_state
function atree_set_state(node_wrapper, new_state) {
if (new_state) {
node_wrapper.active = true;
node_wrapper.elem.classList.add("atree-selected");
}
else {
node_wrapper.active = false;
node_wrapper.elem.classList.remove("atree-selected");
}
let atree_connectors_map = node_wrapper.all_connectors_ref;
for (const parent of node_wrapper.parents) {
if (parent.active) {
atree_set_edge(atree_connectors_map, parent, node_wrapper, new_state); // self->parent state only changes if parent is on

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@ -20,6 +20,8 @@ function parsePowdering(powder_info) {
return [powdering, powder_info];
}
let atree_data = null;
/*
* Populate fields based on url, and calculate build.
*/
@ -62,7 +64,7 @@ function decodeBuild(url_tag) {
}
info[1] = info_str.slice(start_idx);
}
else if (version_number <= 6) {
else if (version_number <= 7) {
let info_str = info[1];
let start_idx = 0;
for (let i = 0; i < 9; ++i ) {
@ -101,7 +103,7 @@ function decodeBuild(url_tag) {
let powder_info = info[1].slice(10);
let res = parsePowdering(powder_info);
powdering = res[0];
} else if (version_number <= 6){
} else if (version_number <= 7){
level = Base64.toInt(info[1].slice(10,12));
setValue("level-choice",level);
save_skp = true;
@ -117,7 +119,7 @@ function decodeBuild(url_tag) {
info[1] = res[1];
}
// Tomes.
if (version == 6) {
if (version >= 6) {
//tome values do not appear in anything before v6.
for (let i in tomes) {
let tome_str = info[1].charAt(i);
@ -128,6 +130,14 @@ function decodeBuild(url_tag) {
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]);
}
@ -139,12 +149,13 @@ function decodeBuild(url_tag) {
/* Stores the entire build in a string using B64 encoding and adds it to the URL.
*/
function encodeBuild(build, powders, skillpoints) {
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 = "";
@ -189,6 +200,12 @@ function encodeBuild(build, powders, skillpoints) {
}
build_string += tome_string;
if (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;
}
}
@ -216,3 +233,58 @@ function shareBuild(build) {
}
}
/**
* 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

@ -76,7 +76,8 @@ let item_fields = [ "name", "displayName", "lore", "color", "tier", "set", "slot
"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
"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" ]

View file

@ -49,7 +49,10 @@ let boosts_node = new (class extends ComputeNode {
if (key === "vanish") { def_boost += .15 }
}
}
return [damage_boost, def_boost];
let res = new Map();
res.set('damageMultiplier', 1+damage_boost);
res.set('defMultiplier', 1+def_boost);
return res;
}
})().update();
@ -344,6 +347,8 @@ class BuildEncodeNode extends ComputeNode {
compute_func(input_map) {
const build = input_map.get('build');
const atree = input_map.get('atree');
const atree_state = input_map.get('atree-state');
let powders = [
input_map.get('helmet-powder'),
input_map.get('chestplate-powder'),
@ -361,7 +366,7 @@ class BuildEncodeNode extends ComputeNode {
// TODO: grr global state for copy button..
player_build = build;
build_powders = powders;
return encodeBuild(build, powders, skillpoints);
return encodeBuild(build, powders, skillpoints, atree, atree_state);
}
}
@ -430,6 +435,16 @@ class BuildAssembleNode extends ComputeNode {
}
}
class PlayerClassNode extends ValueCheckComputeNode {
constructor(name) { super(name); }
compute_func(input_map) {
if (input_map.size !== 1) { throw "PlayerClassNode accepts exactly one input (build)"; }
const [build] = input_map.values(); // Extract values, pattern match it into size one list and bind to first element
return wep_to_class.get(build.weapon.statMap.get('type'));
}
}
/**
* Read an input field and parse into a list of powderings.
* Every two characters makes one powder. If parsing fails, NULL is returned.
@ -573,8 +588,17 @@ class SpellDamageCalcNode extends ComputeNode {
type: "heal",
heal_amount: _heal_amount
}
} else if ('hits' in part) {
spell_result = {
}
else {
continue;
}
spell_result.name = part.name;
spell_results.push(spell_result);
spell_result_map.set(part.name, spell_result);
}
for (const part of spell_parts) {
if ('hits' in part) {
let spell_result = {
normal_min: [0, 0, 0, 0, 0, 0],
normal_max: [0, 0, 0, 0, 0, 0],
normal_total: [0, 0],
@ -605,10 +629,10 @@ class SpellDamageCalcNode extends ComputeNode {
spell_result.heal_amount += subpart.heal_amount;
}
}
spell_result.name = part.name;
spell_results.push(spell_result);
spell_result_map.set(part.name, spell_result);
}
spell_result.name = part.name;
spell_results.push(spell_result);
spell_result_map.set(part.name, spell_result);
}
return spell_results;
}
@ -749,7 +773,7 @@ class DisplayBuildWarningsNode extends ComputeNode {
document.getElementById(skp_order[i]+"-warnings").textContent = ''
if (assigned > 100) {
let skp_warning = document.createElement("p");
skp_warning.classList.add("warning"); skp_warning.classList.add("small-text");
skp_warning.classList.add("warning", "small-text");
skp_warning.textContent += "Cannot assign " + assigned + " skillpoints in " + ["Strength","Dexterity","Intelligence","Defense","Agility"][i] + " manually.";
document.getElementById(skp_order[i]+"-warnings").appendChild(skp_warning);
}
@ -1071,12 +1095,15 @@ function builder_graph_init() {
// Phase 3/3: Set up atree stuff.
let class_node = new PlayerClassNode('builder-class').link_to(build_node);
// These two are defined in `atree.js`
atree_node.link_to(build_node, 'build');
atree_node.link_to(class_node, 'player-class');
atree_merge.link_to(build_node, 'build');
atree_graph_creator = new AbilityTreeEnsureNodesNode(build_node, stat_agg_node)
.link_to(atree_collect_spells, 'spells');
build_encode_node.link_to(atree_node, 'atree').link_to(atree_state_node, 'atree-state');
// ---------------------------------------------------------------
// Trigger the update cascade for build!
// ---------------------------------------------------------------
@ -1085,6 +1112,18 @@ function builder_graph_init() {
}
level_input.update();
// kinda janky, manually set atree and update. Some wasted compute here
if (atree_data !== null && atree_node.value !== null) { // janky check if atree is valid
const atree_state = atree_state_node.value;
if (atree_data.length > 0) {
const active_nodes = decode_atree(atree_node.value, atree_data);
for (const node of active_nodes) {
atree_set_state(atree_state.get(node.ability.id), true);
}
atree_state_node.mark_dirty().update();
}
}
// Powder specials.
let powder_special_calc = new PowderSpecialCalcNode().link_to(powder_special_input, 'powder-specials');
new PowderSpecialDisplayNode().link_to(powder_special_input, 'powder-specials')

View file

@ -14,7 +14,10 @@ class ComputeNode {
this.name = name;
this.update_task = null;
this.fail_cb = false; // Set to true to force updates even if parent failed.
this.dirty = true;
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);
@ -27,15 +30,17 @@ class ComputeNode {
if (this.inputs_dirty_count != 0) {
return;
}
if (!this.dirty) {
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);
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.value = this.compute_func(calc_inputs);
this.dirty = false;
this.dirty = 0;
for (const child of this.children) {
child.mark_input_clean(this.name, this.value);
}
@ -64,12 +69,12 @@ class ComputeNode {
}
}
mark_dirty() {
if (!this.dirty) {
this.dirty = true;
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();
child.mark_dirty(dirty_state);
}
}
return this;
@ -125,6 +130,50 @@ class ComputeNode {
}
}
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.
*

View file

@ -180,9 +180,8 @@ function calculateSpellDamage(stats, weapon, conversions, use_spell_damage, igno
Spell schema:
spell: {
name: str internal string name for the spell. Unique identifier
name: str internal string name for the spell. Unique identifier, also display
cost: Optional[int] ignored for spells that are not id 1-4
display_text: str short description of the spell, ex. Bash, Meteor, Arrow Shield
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"
@ -242,14 +241,12 @@ 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?
display_text: "Mage basic attack",
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...
display_text: "Heal spell!",
base_spell: 1,
display: "Total Heal",
parts: [
@ -261,7 +258,6 @@ const default_spells = {
spear: [{
type: "replace_spell", // not needed but makes this usable as an "abil part"
name: "Melee", // TODO: name for melee attacks?
display_text: "Warrior basic attack",
base_spell: 0,
scaling: "melee", use_atkspd: false,
display: "Melee",
@ -270,16 +266,14 @@ const default_spells = {
bow: [{
type: "replace_spell", // not needed but makes this usable as an "abil part"
name: "Bow Shot", // TODO: name for melee attacks?
display_text: "Archer basic attack",
base_spell: 0,
scaling: "melee", use_atkspd: false,
display: "Melee",
parts: [{ name: "Melee", multipliers: [100, 0, 0, 0, 0, 0] }]
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?
display_text: "Assassin basic attack",
base_spell: 0,
scaling: "melee", use_atkspd: false,
display: "Melee",
@ -288,7 +282,6 @@ const default_spells = {
relik: [{
type: "replace_spell", // not needed but makes this usable as an "abil part"
name: "Relik Melee", // TODO: name for melee attacks?
display_text: "Shaman basic attack",
base_spell: 0,
spell_type: "damage",
scaling: "melee", use_atkspd: false,

View file

@ -1603,7 +1603,7 @@ function displaySpellDamage(parent_elem, overallparent_elem, stats, spell, spell
let third = document.createElement("span");
third.textContent = ") [Base: " + getBaseSpellCost(stats, spellIdx, spell.cost) + " ]";
third.textContent = ")";// [Base: " + getBaseSpellCost(stats, spellIdx, spell.cost) + " ]";
title_elem.appendChild(third);
let third_summary = document.createElement("span");
third_summary.textContent = ")";
@ -1664,7 +1664,7 @@ function displaySpellDamage(parent_elem, overallparent_elem, stats, spell, spell
if (spell_info.name === spell.display) {
_summary(spell_info.name+ " Average: ", averageDamage, "Damage");
_summary(spell_info.name+ ": ", averageDamage, "Damage");
}
function _damage_display(label_text, average, dmg_min, dmg_max) {

View file

@ -74,8 +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+-";
@ -125,8 +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.
@ -238,7 +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() {
@ -246,7 +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) {
@ -298,8 +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.
@ -330,7 +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) {
@ -374,8 +614,8 @@ 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
@ -413,13 +653,13 @@ const getScript = url => new Promise((resolve, reject) => {
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.
* @param {String} msg - the error message to throw.
*/
function assert(arg, msg) {
if (!arg) {
@ -428,10 +668,10 @@ GENERIC TEST FUNCTIONS
}
/** 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.
* @param {String} msg - the error message to throw.
*/
function assert_equals(arg1, arg2, msg) {
if (!Object.is(arg1, arg2)) {
@ -440,10 +680,10 @@ function assert_equals(arg1, arg2, msg) {
}
/** 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.
* @param {String} msg - the error message to throw.
*/
function assert_not_equals(arg1, arg2, msg) {
if (Object.is(arg1, arg2)) {
@ -452,11 +692,11 @@ function assert_equals(arg1, arg2, msg) {
}
/** 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.
* @param {String} msg - the error message to throw.
*/
function assert_near(arg1, arg2, epsilon = 1E-5, msg) {
if (Math.abs(arg1 - arg2) > epsilon) {
@ -465,7 +705,7 @@ function assert_near(arg1, arg2, epsilon = 1E-5, msg) {
}
/** Asserts that the input argument is null.
*
*
* @param {*} arg - the argument to test for null.
* @param {String} msg - the error message to throw.
*/
@ -476,7 +716,7 @@ function assert_null(arg, msg) {
}
/** Asserts that the input argument is undefined.
*
*
* @param {*} arg - the argument to test for undefined.
* @param {String} msg - the error message to throw.
*/
@ -487,7 +727,7 @@ function assert_null(arg, msg) {
}
/** 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.
*/
@ -496,7 +736,7 @@ function assert_error(func_binding, msg) {
func_binding();
} catch (err) {
return;
}
}
throw new Error(msg ? msg : "Function didn't throw an error.");
}

View file

@ -37,22 +37,27 @@ for _class, info in atree_data.items():
translate([abil], "base_abil")
if "effects" not in info[abil]:
print("WARNING: abil missing 'effects' tag")
print(info[abil])
info[abil]["effects"] = []
for effect in info[abil]["effects"]:
if effect["type"] == "raw_stat":
for bonus in effect["bonuses"]:
if "abil" in bonus:
if "abil" in bonus and bonus["abil"] in id_data[_class]:
bonus["abil"] = id_data[_class][bonus["abil"]]
elif effect["type"] == "stat_scaling":
if "inputs" in effect: # Might not exist for sliders
for _input in effect["inputs"]:
if "abil" in _input:
if "abil" in _input and _input["abil"] in id_data[_class]:
_input["abil"] = id_data[_class][_input["abil"]]
if "abil" in effect["output"]:
effect["output"]["abil"] = id_data[_class][effect["output"]["abil"]]
if isinstance(effect["output"], list):
for output in effect["output"]:
if "abil" in output and output["abil"] in id_data[_class]:
output["abil"] = id_data[_class][output["abil"]]
else:
if "abil" in effect["output"] and effect["output"]["abil"] in id_data[_class]:
effect["output"]["abil"] = id_data[_class][effect["output"]["abil"]]
with open('atree_constants_idfied.json', 'w', encoding='utf-8') as abil_dest: