Powder application logic reflects what is ingame

also fix violet shift interaction
This commit is contained in:
hppeng 2022-11-19 20:28:02 -08:00
parent 416a07c787
commit 78974c157e

View file

@ -159,6 +159,45 @@ function calc_weapon_powder(weapon, damageBases) {
neutralBase = damages[0].slice();
}
//apply powders to weapon (1.21 fked implementation)
let powder_apply_order = [];
let powder_apply_map = new Map();
for (const powderID of powders) {
const powder = powderStats[powderID];
// Bitwise to force conversion to integer (integer division).
const element = (powderID/6) | 0;
const conversion_ratio = powder.convert/100;
if (powder_apply_map.has(element)) {
let apply_info = powder_apply_map.get(element);
apply_info.conv += conversion_ratio;
apply_info.min += powder.min;
apply_info.max += powder.max;
}
else {
let apply_info = {
conv: conversion_ratio,
min: powder.min,
max: powder.max
};
powder_apply_order.push(element);
powder_apply_map.set(element, apply_info);
}
}
for (const element of powder_apply_order) {
const apply_info = powder_apply_map.get(element);
const conversion_ratio = apply_info.conv;
const min_diff = Math.min(neutralRemainingRaw[0], conversion_ratio * neutralRemainingRaw[0]);
const max_diff = Math.min(neutralRemainingRaw[1], conversion_ratio * neutralRemainingRaw[1]);
neutralRemainingRaw[0] -= min_diff;
neutralRemainingRaw[1] -= max_diff;
damages[element+1][0] += min_diff;
damages[element+1][1] += max_diff;
damages[element+1][0] += apply_info.min;
damages[element+1][1] += apply_info.max;
}
/*
//apply powders to weapon
for (const powderID of powders) {
const powder = powderStats[powderID];
@ -181,14 +220,15 @@ function calc_weapon_powder(weapon, damageBases) {
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.
damages[0] = neutralRemainingRaw;
// 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];
}