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 = []; console.log(equipment); for (const item of equipment) { if (item.get("reqs").every(x => x === 0)) { fixed.push(item); } else if (item.get("skillpoints").every(x => x === 0)) { noboost.push(item); } else { consider.push(item); } } function apply_skillpoints(skillpoints, item) { for (let i = 0; i < 5; i++) { skillpoints[i] += item.get("skillpoints")[i]; } } function remove_skillpoints(skillpoints, item) { for (let i = 0; i < 5; i++) { skillpoints[i] -= item.get("skillpoints")[i]; } } // Figure out (naively) how many skillpoints need to be applied to get the current item to fit. // Doesn't handle -skp. function apply_to_fit(skillpoints, item, skillpoint_filter) { let applied = [0, 0, 0, 0, 0]; let total = 0; for (let i = 0; i < 5; i++) { if (item.get("skillpoints")[i] < 0 && skillpoint_filter[i] === true) { applied[i] -= item.get("skillpoints")[i]; total -= item.get("skillpoints")[i]; } if (item.get("reqs")[i] == 0) continue; if (skillpoint_filter) skillpoint_filter[i] = true; const req = item.get("reqs")[i]; const cur = skillpoints[i]; if (req > cur) { const diff = req - cur; applied[i] += diff; total += diff; } } return [applied, total]; } // Separate out the no req items and add them to the static skillpoint base. let static_skillpoints_base = [0, 0, 0, 0, 0] for (const item of fixed) { apply_skillpoints(static_skillpoints_base, item); } let best = consider.concat(noboost); let final_skillpoints = static_skillpoints_base.slice(); let best_skillpoints = [0, 0, 0, 0, 0]; let best_total = Infinity; let allFalse = [false, false, false, false, false]; if (consider.length > 0 || noboost.length > 0) { // Try every combination and pick the best one. for (let permutation of perm(consider)) { let has_skillpoint = allFalse.slice(); permutation = permutation.concat(noboost); let skillpoints_applied = [0, 0, 0, 0, 0]; // Complete slice is a shallow copy. let skillpoints = static_skillpoints_base.slice(); let total_applied = 0; let result; let needed_skillpoints; let total_diff; for (const item of permutation) { result = apply_to_fit(skillpoints, item, has_skillpoint); needed_skillpoints = result[0]; total_diff = result[1]; for (let i = 0; i < 5; ++i) { skillpoints_applied[i] += needed_skillpoints[i]; skillpoints[i] += needed_skillpoints[i]; } apply_skillpoints(skillpoints, item); total_applied += total_diff; if (total_applied >= best_total) { break; } } // if (total_applied < best_total) { // console.log(total_applied); // console.log(skillpoints_applied); // console.log("Iteration 2"); // for (const item of permutation) { // console.log(item); // // remove_skillpoints(skillpoints, item); // console.log(skillpoints); // result = apply_to_fit(skillpoints, item, has_skillpoint); // needed_skillpoints = result[0]; // total_diff = result[1]; // for (let i = 0; i < 5; ++i) { // skillpoints_applied[i] += needed_skillpoints[i]; // skillpoints[i] += needed_skillpoints[i]; // } // // apply_skillpoints(skillpoints, item); // console.log(skillpoints); // console.log(total_diff); // total_applied += total_diff; // if (total_applied >= best_total) { // break; // } // } // } let pre = skillpoints.slice(); result = apply_to_fit(skillpoints, weapon, allFalse.slice()); needed_skillpoints = result[0]; total_diff = result[1]; for (let i = 0; i < 5; ++i) { skillpoints_applied[i] += needed_skillpoints[i]; skillpoints[i] += needed_skillpoints[i]; } apply_skillpoints(skillpoints, weapon); total_applied += total_diff; if (total_applied < best_total) { console.log(pre); console.log(skillpoints); best = permutation; final_skillpoints = skillpoints; best_skillpoints = skillpoints_applied; best_total = total_applied; } } } else { best_total = 0; result = apply_to_fit(final_skillpoints, weapon, allFalse.slice()); needed_skillpoints = result[0]; total_diff = result[1]; for (let i = 0; i < 5; ++i) { best_skillpoints[i] += needed_skillpoints[i]; final_skillpoints[i] += needed_skillpoints[i]; } apply_skillpoints(final_skillpoints, weapon); best_total += total_diff; } let equip_order = fixed.concat(best); return [equip_order, best_skillpoints, final_skillpoints, best_total]; }