const baseDamageMultiplier = [ 0.51, 0.83, 1.5, 2.05, 2.5, 3.1, 4.3 ]; const attackSpeeds = ["SUPER_SLOW", "VERY_SLOW", "SLOW", "NORMAL", "FAST", "VERY_FAST", "SUPER_FAST"]; const classDefenseMultipliers = new Map([ ["relik",0.60], ["bow",0.60], ["wand", 0.80], ["dagger", 1.0], ["spear",1.20] ]); /*Turns the input amount of skill points into a float precision percentage. * @param skp - the integer skillpoint count to be converted */ function skillPointsToPercentage(skp){ if (skp<=0){ return 0.0; }else if(skp>=150){ return 0.808; }else{ return(-0.0000000066695* Math.pow(Math.E, -0.00924033 * skp + 18.9) + 1.0771); //return(-0.0000000066695* Math.pow(Math.E, -0.00924033 * skp + 18.9) + 1.0771).toFixed(3); } } /*Turns the input amount of levels into skillpoints available. * * @param level - the integer level count te be converted */ function levelToSkillPoints(level){ if(level < 1){ return 0; }else if(level >= 101){ return 200; }else{ return (level - 1) * 2; } } /*Turns the input amount of levels in to base HP. * @param level - the integer level count to be converted */ function levelToHPBase(level){ if(level < 1){ //bad level return this.levelToHPBase(1); }else if (level > 106){ //also bad level return this.levelToHPBase(106); }else{ //good level return 5*level + 5; } } /*Class that represents a wynn player's build. */ class Build{ /* * Construct a build. * @param level : Level of the player. * @param equipment : List of equipment names that make up the build. * In order: Helmet, Chestplate, Leggings, Boots, Ring1, Ring2, Brace, Neck, Weapon. * @param powders : Powder application. List of lists of integers (powder IDs). * In order: Helmet, Chestplate, Leggings, Boots, Weapon. */ constructor(level,equipment, powders){ // 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{ throw new TypeError("No such helmet named ", equipment[0]); } if(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{ throw new TypeError("No such chestplate named ", equipment[1]); } if(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{ throw new TypeError("No such leggings named ", equipment[2]); } if(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{ throw new TypeError("No such boots named ", equipment[3]); } if(itemMap.get(equipment[4]).type === "ring") { const ring = itemMap.get(equipment[4]); this.ring1 = expandItem(ring, []); }else{ throw new TypeError("No such ring named ", equipment[4]); } if(itemMap.get(equipment[5]).type === "ring") { const ring = itemMap.get(equipment[5]); this.ring2 = expandItem(ring, []); }else{ throw new TypeError("No such ring named ", equipment[5]); } if(itemMap.get(equipment[6]).type === "bracelet") { const bracelet = itemMap.get(equipment[6]); this.bracelet = expandItem(bracelet, []); }else{ throw new TypeError("No such bracelet named ", equipment[6]); } if(itemMap.get(equipment[7]).type === "necklace") { const necklace = itemMap.get(equipment[7]); this.necklace = expandItem(necklace, []); }else{ throw new TypeError("No such necklace named ", equipment[7]); } if(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]); }else{ throw new TypeError("No such weapon named ", equipment[8]); } if(level < 1){ //Should these be constants? this.level = 1; }else if (level > 106){ this.level = 106; }else{ this.level = 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); 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.initBuildStats(); } /*Returns build in string format */ toString(){ return this.helmet.get("name") + ", " + this.chestplate.get("name") + ", " + this.leggings.get("name") + ", " + this.boots.get("name") + ", " + this.ring1.get("name") + ", " + this.ring2.get("name") + ", " + this.bracelet.get("name") + ", " + this.necklace.get("name") + ", " + this.weapon.get("name"); } /* Getters */ /* Get total health for build. */ getSpellCost(spellIdx, cost) { cost = Math.ceil(cost * (1 - skillPointsToPercentage(this.total_skillpoints[2]))); cost += this.statMap.get("spRaw"+spellIdx); return Math.max(1, 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; let adjAtkSpd = attackSpeeds.indexOf(stats.get("atkSpd")) + stats.get("atkTier"); if(adjAtkSpd > 6){ adjAtkSpd = 6; }else if(adjAtkSpd < 0){ adjAtkSpd = 0; } // 0 for melee damage. let results = calculateSpellDamage(stats, [100, 0, 0, 0, 0, 0], stats.get("mdRaw"), stats.get("mdPct"), 0, this.weapon, this.total_skillpoints); 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]; //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] //console.log(damages_results.concat([totalDamNorm,totalDamCrit,normDPS,critDPS,avgDPS,adjAtkSpd])); return damages_results.concat([totalDamNorm,totalDamCrit,normDPS,critDPS,avgDPS,adjAtkSpd]); } /* 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)); ehp[1] /= ((1-def_pct)*(2-defMult)); 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)); ehpr[1] /= ((1-def_pct)*(2-defMult)); defenseStats.push(ehpr); //skp stats defenseStats.push([def_pct*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 //This is universal for every possible build, so it's possible to move this elsewhere. let statMap = new Map(); for (const staticID of staticIDs) { statMap.set(staticID, 0); } statMap.set("hp", levelToHPBase(this.level)); //TODO: Add player base health 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)); } } } 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]); } } } // The stuff relevant for damage calculation!!! @ferricles statMap.set("atkSpd", this.weapon.get("atkSpd")); 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("eDam"), statMap.get("tDef"), statMap.get("wDef"), statMap.get("fDef"), statMap.get("aDef")]); statMap.set("defBonus", [statMap.get("eDamPct"), statMap.get("tDefPct"), statMap.get("wDefPct"), statMap.get("fDefPct"), statMap.get("aDefPct")]); this.statMap = statMap; } }