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/*
* @licstart The following is the entire license notice for the JavaScript
* code in this page.
*
* This file is part of gish-ap-calc.
*
* gish-ap-calc is free software: you can redistribute it and/or modify it
* under the terms of the GNU Affero General Public License as published by the
* Free Software Foundation, either version 3 of the License, or (at your
* option) any later version.
*
* gish-ap-calc is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License
* for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with gish-ap-calc. If not, see <https://www.gnu.org/licenses/>.
*
* @licend The above is the entire license notice for the JavaScript code in
* this page.
*/
import { allocateAp } from "./lib.js";
import {
mDps,
meleePeriod,
mHitRate,
psm,
spellPeriod,
wacc,
wDps,
wHitRate,
} from "./mechanics.js";
import {
Monster,
Speed,
Spell,
SpellType,
Stats,
Weapon,
WeaponType,
} from "./types.js";
document.addEventListener("readystatechange", () => {
if (document.readyState === "complete") {
main();
}
});
function main(): void {
/**************** INPUTS ****************/
// Base stats
const strBaseInput = document.getElementById(
"str-base",
) as HTMLInputElement;
const dexBaseInput = document.getElementById(
"dex-base",
) as HTMLInputElement;
const intBaseInput = document.getElementById(
"int-base",
) as HTMLInputElement;
const lukBaseInput = document.getElementById(
"luk-base",
) as HTMLInputElement;
// Additional stats
const strAdditionalInput = document.getElementById(
"str-additional",
) as HTMLInputElement;
const dexAdditionalInput = document.getElementById(
"dex-additional",
) as HTMLInputElement;
const intAdditionalInput = document.getElementById(
"int-additional",
) as HTMLInputElement;
const lukAdditionalInput = document.getElementById(
"luk-additional",
) as HTMLInputElement;
const waccAdditionalInput = document.getElementById(
"wacc-additional",
) as HTMLInputElement;
const matkAdditionalInput = document.getElementById(
"matk-additional",
) as HTMLInputElement;
// Total WATK
const totalWatkInput = document.getElementById(
"total-watk",
) as HTMLInputElement;
// AP available
const apAvailableInput = document.getElementById(
"ap-available",
) as HTMLInputElement;
// Character
const levelInput = document.getElementById("level") as HTMLInputElement;
// Weapon/spell
const weaponTypeInput = document.getElementById(
"weapon-type",
) as HTMLSelectElement;
const speedInput = document.getElementById("speed") as HTMLSelectElement;
const spellInput = document.getElementById("spell") as HTMLSelectElement;
const spellBasicAtkInput = document.getElementById(
"spell-basic-atk",
) as HTMLInputElement;
const spellLinesInput = document.getElementById(
"spell-lines",
) as HTMLSelectElement;
const masteryInput = document.getElementById(
"mastery",
) as HTMLInputElement;
const spellBoosterInput = document.getElementById(
"spell-booster",
) as HTMLInputElement;
// Elemental stuff
const eleAmpInput = document.getElementById("ele-amp") as HTMLInputElement;
const eleWepInput = document.getElementById("ele-wep") as HTMLInputElement;
// Enemy
const wdefInput = document.getElementById(
"enemy-wdef",
) as HTMLInputElement;
const mdefInput = document.getElementById(
"enemy-mdef",
) as HTMLInputElement;
const avoidInput = document.getElementById(
"enemy-avoid",
) as HTMLInputElement;
const eleSusInput = document.getElementById(
"ele-sus",
) as HTMLSelectElement;
const enemyLevelInput = document.getElementById(
"enemy-level",
) as HTMLInputElement;
const enemyCountInput = document.getElementById(
"enemy-count",
) as HTMLInputElement;
// wDominanceFactor
const wDominanceFactorInput = document.getElementById(
"w-dominance-factor",
) as HTMLInputElement;
/**************** OUTPUTS ****************/
// Stats
const strOutput = document.getElementById("str-output") as HTMLSpanElement;
const strBaseOutput = document.getElementById(
"str-base-output",
) as HTMLSpanElement;
const strAdditionalOutput = document.getElementById(
"str-additional-output",
) as HTMLSpanElement;
const dexOutput = document.getElementById("dex-output") as HTMLSpanElement;
const dexBaseOutput = document.getElementById(
"dex-base-output",
) as HTMLSpanElement;
const dexAdditionalOutput = document.getElementById(
"dex-additional-output",
) as HTMLSpanElement;
const intOutput = document.getElementById("int-output") as HTMLSpanElement;
const intBaseOutput = document.getElementById(
"int-base-output",
) as HTMLSpanElement;
const intAdditionalOutput = document.getElementById(
"int-additional-output",
) as HTMLSpanElement;
const lukOutput = document.getElementById("luk-output") as HTMLSpanElement;
const lukBaseOutput = document.getElementById(
"luk-base-output",
) as HTMLSpanElement;
const lukAdditionalOutput = document.getElementById(
"luk-additional-output",
) as HTMLSpanElement;
// Combat
const meleeDpsOutput = document.getElementById(
"melee-dps",
) as HTMLSpanElement;
const spellDpsOutput = document.getElementById(
"spell-dps",
) as HTMLSpanElement;
const meleeHitRateOutput = document.getElementById(
"melee-hit-rate",
) as HTMLSpanElement;
const spellHitRateOutput = document.getElementById(
"spell-hit-rate",
) as HTMLSpanElement;
function recalculate(): void {
const initialBaseStats = new Stats(
handleIntInput(strBaseInput, 4, 4),
handleIntInput(dexBaseInput, 4, 4),
handleIntInput(intBaseInput, 4, 4),
handleIntInput(lukBaseInput, 4, 4),
);
const level = handleIntInput(levelInput, 8, 30, 200);
const wepTypeInt = handleIntInput(weaponTypeInput, 30, 30, 44);
const wepType = (() => {
if (!(wepTypeInt in WeaponType)) {
weaponTypeInput.value = "30";
return WeaponType.OneHandedSword;
}
return wepTypeInt as WeaponType;
})();
const wepSpeed = handleIntInput(speedInput, 6, 2, 9) as Speed;
const weapon = new Weapon(
psm(wepType),
meleePeriod(wepType, wepSpeed),
);
const spellTypeInt = handleIntInput(spellInput, 0, 0, 2321008);
const spellType = (() => {
if (!(spellTypeInt in SpellType)) {
spellInput.value = "0";
return SpellType.Other;
}
return spellTypeInt as SpellType;
})();
const spellT = (() => {
let t = spellPeriod(
handleIntInput(spellBoosterInput, 0, -2, 0),
spellType,
wepSpeed,
);
if (t === undefined) {
console.error(
`spellPeriod(${handleIntInput(
spellBoosterInput,
0,
-2,
0,
)}, ${spellType}, ${wepSpeed}) is undefined`,
);
t = 0.81;
}
return t;
})();
const spell = new Spell(
handleIntInput(spellBasicAtkInput, 10, 1),
handleIntInput(masteryInput, 15, 10, 90) / 100,
spellT,
handleIntInput(spellLinesInput, 1, 1),
);
const totalWatk = handleIntInput(totalWatkInput, 1, 0);
const rawMatk = handleIntInput(matkAdditionalInput, 0, 0);
const rawWacc = handleIntInput(waccAdditionalInput, 0, 0);
const monster = new Monster(
handleIntInput(enemyLevelInput, 1, 1),
handleIntInput(avoidInput, 1, 1),
handleIntInput(wdefInput, 0),
handleIntInput(mdefInput, 0),
);
const [baseStats, totalStats] = allocateAp(
handleIntInput(apAvailableInput, 1, 1),
initialBaseStats,
new Stats(
handleIntInput(strAdditionalInput, 0, 0),
handleIntInput(dexAdditionalInput, 0, 0),
handleIntInput(intAdditionalInput, 0, 0),
handleIntInput(lukAdditionalInput, 0, 0),
).add(initialBaseStats),
level,
weapon,
spell,
totalWatk,
rawMatk,
rawWacc,
monster,
handleFloatInput(wDominanceFactorInput, 2, 1),
);
const additionalStats = totalStats.clone().sub(baseStats);
strOutput.textContent = "" + totalStats.str;
dexOutput.textContent = "" + totalStats.dex;
intOutput.textContent = "" + totalStats.int;
lukOutput.textContent = "" + totalStats.luk;
strBaseOutput.textContent = "" + baseStats.str;
dexBaseOutput.textContent = "" + baseStats.dex;
intBaseOutput.textContent = "" + baseStats.int;
lukBaseOutput.textContent = "" + baseStats.luk;
strAdditionalOutput.textContent = "" + additionalStats.str;
dexAdditionalOutput.textContent = "" + additionalStats.dex;
intAdditionalOutput.textContent = "" + additionalStats.int;
lukAdditionalOutput.textContent = "" + additionalStats.luk;
const d = Math.max(monster.level - level, 0);
meleeDpsOutput.textContent = wDps(
totalStats,
rawWacc,
totalWatk,
weapon,
monster,
d,
).toFixed(3);
spellDpsOutput.textContent = mDps(
totalStats,
rawMatk,
spell,
monster,
d,
).toFixed(3);
meleeHitRateOutput.textContent = (
100 *
wHitRate(
wacc(totalStats.dex, totalStats.luk, rawWacc),
monster.avoid,
d,
)
).toFixed(2);
spellHitRateOutput.textContent = (
100 * mHitRate(totalStats.int, totalStats.luk, monster.avoid, d)
).toFixed(2);
}
for (const input of [
strBaseInput,
dexBaseInput,
intBaseInput,
lukBaseInput,
strAdditionalInput,
dexAdditionalInput,
intAdditionalInput,
lukAdditionalInput,
waccAdditionalInput,
matkAdditionalInput,
totalWatkInput,
apAvailableInput,
levelInput,
weaponTypeInput,
speedInput,
spellInput,
spellBasicAtkInput,
spellLinesInput,
masteryInput,
spellBoosterInput,
eleAmpInput,
eleWepInput,
wdefInput,
mdefInput,
avoidInput,
eleSusInput,
enemyLevelInput,
enemyCountInput,
wDominanceFactorInput,
]) {
input.addEventListener("change", recalculate);
}
recalculate();
}
function handleIntInput(
input: HTMLInputElement | HTMLSelectElement,
def: number,
min: number = Number.NEGATIVE_INFINITY,
max: number = Number.POSITIVE_INFINITY,
): number {
let x = Math.min(Math.max(parseInt(input.value, 10), min), max);
if (!Number.isFinite(x)) {
x = def;
}
input.value = "" + x;
return x;
}
function handleFloatInput(
input: HTMLInputElement | HTMLSelectElement,
def: number,
min: number = Number.NEGATIVE_INFINITY,
max: number = Number.POSITIVE_INFINITY,
): number {
let x = Math.min(Math.max(parseFloat(input.value), min), max);
if (!Number.isFinite(x)) {
x = def;
}
input.value = "" + x;
return x;
}