MediaWiki:Script/Calculator.js : Différence entre versions
(22 révisions intermédiaires par le même utilisateur non affichées) | |||
Ligne 8 : | Ligne 8 : | ||
function removeAccent(str) { | function removeAccent(str) { | ||
− | return str | + | return str.normalize("NFD").replace(/[\u0300-\u036f]/g, ""); |
− | + | } | |
− | + | ||
+ | function toNormalForm(str) { | ||
+ | return removeAccent(str) | ||
+ | .replace("-", " ") | ||
+ | .replace(/[^a-zA-Z0-9 ]/g, "") | ||
.toLowerCase(); | .toLowerCase(); | ||
} | } | ||
− | function | + | function pseudoFormat(str) { |
− | return removeAccent(str).replace(/[^ | + | return removeAccent(str).replace(/[^A-Za-z0-9 \(\)\+_-]+/g, ""); |
} | } | ||
Ligne 28 : | Ligne 32 : | ||
} | } | ||
return copy; | return copy; | ||
+ | } | ||
+ | |||
+ | function compareNumbers(a, b) { | ||
+ | return b - a; | ||
+ | } | ||
+ | |||
+ | function isChecked(attribute) { | ||
+ | return attribute === "on"; | ||
} | } | ||
Ligne 34 : | Ligne 46 : | ||
} | } | ||
− | function | + | function truncateNumber(number, precision) { |
− | return Math. | + | return Math.floor(number * 10 ** precision) / 10 ** precision; |
} | } | ||
Ligne 46 : | Ligne 58 : | ||
} | } | ||
− | function | + | function editTableResultRow(row, valuesToDisplay, numberFormat) { |
− | var | + | row.innerHTML = ""; |
− | + | for (var index = 0; index < valuesToDisplay.length; index++) { | |
+ | var cell = row.insertCell(); | ||
+ | var textContent; | ||
− | + | if (index >= 3) { | |
− | + | textContent = numberFormat.format(valuesToDisplay[index]); | |
+ | } else { | ||
+ | textContent = valuesToDisplay[index]; | ||
+ | } | ||
+ | |||
+ | cell.textContent = textContent; | ||
+ | } | ||
+ | |||
+ | return row; | ||
+ | } | ||
− | + | function addRowToTableResultHistory( | |
+ | tableResultHistory, | ||
+ | valuesToDisplay, | ||
+ | deleteFightTemplate, | ||
+ | numberFormat | ||
+ | ) { | ||
+ | var row = tableResultHistory.insertRow(); | ||
+ | editTableResultRow(row, valuesToDisplay, numberFormat); | ||
+ | var cell = row.insertCell(); | ||
+ | cell.appendChild(deleteFightTemplate.cloneNode(true)); | ||
} | } | ||
− | function | + | function calcMeanDamages(damagesWeightedByType, totalCardinal) { |
− | var | + | var sumDamages = 0; |
− | for (var | + | for (var damagesTypeName in damagesWeightedByType) { |
− | if ( | + | if (damagesTypeName === "miss") { |
− | + | continue; | |
− | |||
− | |||
− | |||
− | |||
} | } | ||
− | var | + | var damagesWeighted = damagesWeightedByType[damagesTypeName]; |
− | |||
− | + | for (var damages in damagesWeighted) { | |
− | + | sumDamages += damages * damagesWeighted[damages]; | |
− | + | } | |
− | |||
− | |||
− | |||
− | |||
} | } | ||
− | + | return sumDamages / totalCardinal; | |
− | |||
− | |||
− | |||
} | } | ||
− | function | + | function prepareDamagesData( |
− | var | + | damagesWeightedByType, |
− | var | + | possibleDamagesCountTemp, |
+ | totalCardinal | ||
+ | ) { | ||
+ | var minDamages = Infinity; | ||
+ | var maxDamages = 0; | ||
+ | var scatterDataByType = {}; | ||
+ | var sumDamages = 0; | ||
+ | var possibleDamagesCount = 0; | ||
+ | var uniqueDamagesCount = 0; | ||
+ | |||
+ | for (var damagesTypeName in damagesWeightedByType) { | ||
+ | if (damagesTypeName === "miss") { | ||
+ | scatterDataByType.miss = damagesWeightedByType.miss; | ||
+ | possibleDamagesCount++; | ||
+ | uniqueDamagesCount++; | ||
+ | continue; | ||
+ | } | ||
− | + | var firstIteration = true; | |
− | + | var damagesWeighted = damagesWeightedByType[damagesTypeName]; | |
− | + | var scatterData = []; | |
− | + | scatterDataByType[damagesTypeName] = scatterData; | |
− | + | for (var damages in damagesWeighted) { | |
− | + | damages = +damages; | |
− | + | if (firstIteration) { | |
− | + | if (damages < minDamages) { | |
− | + | minDamages = damages; | |
− | + | } | |
− | + | firstIteration = false; | |
} | } | ||
− | + | ||
− | } | + | var weight = damagesWeighted[damages]; |
− | + | var probability = weight / totalCardinal; | |
+ | |||
+ | sumDamages += damages * weight; | ||
+ | damagesWeighted[damages] = probability; | ||
+ | scatterData.push({ x: damages, y: probability }); | ||
+ | } | ||
+ | |||
+ | var scatterDataLength = scatterData.length; | ||
+ | |||
+ | possibleDamagesCount += possibleDamagesCountTemp; | ||
+ | uniqueDamagesCount += scatterDataLength; | ||
+ | |||
+ | if (damages > maxDamages) { | ||
+ | maxDamages = damages; | ||
} | } | ||
} | } | ||
− | if ( | + | |
− | + | if (minDamages === Infinity) { | |
+ | minDamages = 0; | ||
} | } | ||
+ | |||
+ | return [ | ||
+ | sumDamages / totalCardinal, | ||
+ | minDamages, | ||
+ | maxDamages, | ||
+ | scatterDataByType, | ||
+ | possibleDamagesCount, | ||
+ | uniqueDamagesCount, | ||
+ | ]; | ||
} | } | ||
− | function | + | function aggregateDamages(scatterData, maxPoints) { |
− | + | var dataLength = scatterData.length; | |
− | + | var remainingData = dataLength; | |
− | + | var aggregateScatterData = []; | |
− | |||
− | ) { | ||
− | var | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | var | ||
− | + | for (var groupIndex = 0; groupIndex < maxPoints; groupIndex++) { | |
− | var | + | var groupLength = Math.floor(remainingData / (maxPoints - groupIndex)); |
+ | var startIndex = dataLength - remainingData; | ||
+ | var aggregateDamages = 0; | ||
+ | var aggregateProbability = 0; | ||
− | + | for (var index = startIndex; index < startIndex + groupLength; index++) { | |
− | + | var { x: damages, y: probability } = scatterData[index]; | |
+ | aggregateDamages += damages * probability; | ||
+ | aggregateProbability += probability; | ||
} | } | ||
+ | |||
+ | aggregateScatterData.push({ | ||
+ | x: aggregateDamages / aggregateProbability, | ||
+ | y: aggregateProbability, | ||
+ | }); | ||
+ | |||
+ | remainingData -= groupLength; | ||
} | } | ||
− | + | return aggregateScatterData; | |
+ | } | ||
− | for (var index = 0; index < | + | function addToDamagesChart( |
− | var | + | scatterDataByType, |
+ | damagesChart, | ||
+ | isReducePointsChecked | ||
+ | ) { | ||
+ | var { chart, datasetsStyle, maxPoints, reduceChartPointsContainer } = | ||
+ | damagesChart; | ||
+ | var isFirstDataset = true; | ||
+ | var datasets = chart.data.datasets; | ||
+ | |||
+ | datasets.length = 0; | ||
+ | |||
+ | for (var index = 0; index < datasetsStyle.length; index++) { | ||
+ | var dataset = copyObject(datasetsStyle[index]); | ||
+ | |||
+ | if (!scatterDataByType.hasOwnProperty(dataset.name)) { | ||
+ | continue; | ||
+ | } | ||
+ | |||
+ | var scatterData = scatterDataByType[dataset.name]; | ||
+ | var canBeReduced = scatterData.length > 2 * maxPoints; | ||
+ | |||
+ | dataset.hidden = !isFirstDataset; | ||
+ | dataset.canBeReduced = canBeReduced; | ||
− | if ( | + | if (canBeReduced && isReducePointsChecked) { |
− | + | dataset.data = aggregateDamages(scatterData, maxPoints); | |
} else { | } else { | ||
− | hideElement( | + | dataset.data = scatterData; |
+ | } | ||
+ | |||
+ | if (isFirstDataset) { | ||
+ | isFirstDataset = false; | ||
+ | |||
+ | if (canBeReduced) { | ||
+ | showElement(reduceChartPointsContainer); | ||
+ | |||
+ | if (!isReducePointsChecked) { | ||
+ | handleChartAnimations(chart, false); | ||
+ | } | ||
+ | } else { | ||
+ | hideElement(reduceChartPointsContainer); | ||
+ | handleChartAnimations(chart, true); | ||
+ | } | ||
} | } | ||
+ | |||
+ | datasets.push(dataset); | ||
} | } | ||
+ | |||
+ | chart.data.missPercentage = scatterDataByType.miss; | ||
+ | chart.update(); | ||
} | } | ||
− | function | + | function addToBonusVariationChart( |
− | + | damagesByBonus, | |
+ | augmentationByBonus, | ||
+ | xLabel, | ||
+ | chart | ||
+ | ) { | ||
+ | chart.data.datasets[0].data = damagesByBonus; | ||
+ | chart.data.datasets[1].data = augmentationByBonus; | ||
+ | chart.options.scales.x.title.text = xLabel; | ||
+ | chart.update(); | ||
} | } | ||
− | function | + | function handleChartAnimations(chart, addAnimations) { |
− | + | chart.options.animation = addAnimations; | |
− | + | chart.options.animations.colors = addAnimations; | |
− | + | chart.options.animations.x = addAnimations; | |
− | + | chart.options.transitions.active.animation.duration = addAnimations * 1000; | |
− | |||
− | |||
− | |||
− | |||
− | |||
} | } | ||
− | function | + | function updateDamagesChartDescription( |
− | + | uniqueDamagesCounters, | |
− | + | uniqueDamagesCount, | |
− | + | formatNumber | |
− | + | ) { | |
− | + | uniqueDamagesCounters.forEach(function (element) { | |
− | + | if (uniqueDamagesCount <= 1) { | |
− | ) { | + | hideElement(element.parentElement); |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
} else { | } else { | ||
− | + | showElement(element.parentElement); | |
− | + | element.textContent = formatNumber.format(uniqueDamagesCount); | |
} | } | ||
− | } | + | }); |
} | } | ||
− | function | + | function getMonsterName(monsterVnum) { |
− | + | var monsterAttributes = monsterData[monsterVnum]; | |
− | + | return monsterAttributes[monsterAttributes.length - 1]; | |
− | |||
− | |||
− | |||
} | } | ||
− | function | + | function filterClass(selectedRace, classChoice, selectValueIsChanged = false) { |
− | + | showElement(classChoice.parentElement); | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | for (var option of classChoice.options) { | |
− | for (var | + | if (option.getAttribute("data-race") === selectedRace) { |
− | if ( | + | if (!selectValueIsChanged) { |
− | showElement( | + | classChoice.value = option.value; |
+ | selectValueIsChanged = true; | ||
+ | } | ||
+ | showElement(option); | ||
} else { | } else { | ||
− | hideElement( | + | hideElement(option); |
} | } | ||
+ | } | ||
+ | if (selectedRace == "lycan") { | ||
+ | hideElement(classChoice.parentElement); | ||
} | } | ||
} | } | ||
− | function | + | function filterWeapon( |
− | + | selectedRace, | |
− | var | + | weaponElement, |
− | + | weaponCategory, | |
+ | allowedWeaponsPerRace, | ||
+ | selectValueIsChanged = false | ||
+ | ) { | ||
+ | var allowedWeapons = allowedWeaponsPerRace[selectedRace]; | ||
− | + | if (!selectValueIsChanged) { | |
− | + | var weaponType = weaponData[weaponElement.value][1]; | |
− | if ( | + | if (!isValueInArray(weaponType, allowedWeapons)) { |
− | + | weaponElement.value = 0; | |
− | + | } | |
− | + | } | |
− | + | ||
− | + | var children = weaponCategory.children; | |
− | + | ||
− | + | for (var index = 0; index < children.length; index++) { | |
− | + | var child = children[index]; | |
− | + | if (isValueInArray(index, allowedWeapons)) { | |
− | + | showElement(child); | |
− | + | } else { | |
− | + | hideElement(child); | |
} | } | ||
} | } | ||
} | } | ||
− | function | + | function getSelectedWeapon(weaponCategory) { |
− | + | return weaponCategory.querySelector("input[type='radio']:checked"); | |
− | + | } | |
− | |||
− | + | function handleWeaponDisplay(weaponDisplay, newWeapon, weaponVnum) { | |
− | + | var newImage = newWeapon.nextElementSibling.cloneNode(); | |
− | + | var newText = document.createElement("span"); | |
− | + | var oldImage = weaponDisplay.firstChild; | |
− | + | var oldText = oldImage.nextElementSibling; | |
− | + | var weaponName = createWeapon(weaponVnum).name; | |
− | |||
− | |||
− | |||
− | + | if (weaponVnum == 0) { | |
− | + | newText.textContent = " " + weaponName + " "; | |
− | + | } else { | |
− | + | var weaponLink = document.createElement("a"); | |
− | + | weaponLink.href = mw.util.getUrl(weaponName); | |
− | + | weaponLink.title = weaponName; | |
− | + | weaponLink.textContent = weaponName; | |
− | + | ||
− | + | newText.appendChild(document.createTextNode(" ")); | |
− | + | newText.appendChild(weaponLink); | |
− | + | newText.appendChild(document.createTextNode(" ")); | |
− | + | } | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | weaponDisplay.replaceChild(newImage, oldImage); | |
− | + | weaponDisplay.replaceChild(newText, oldText); | |
− | + | } | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | function filterUpgrade( | |
− | + | selectedRace, | |
− | + | weaponUpgrade, | |
− | + | weaponVnum, | |
− | + | randomAttackValue, | |
− | + | randomMagicAttackValue, | |
− | + | currentUpgrade | |
− | + | ) { | |
− | + | var weapon = createWeapon(weaponVnum); | |
− | + | ||
− | + | if (weapon.isSerpent) { | |
− | + | showElement(randomAttackValue); | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | if ( | + | if (selectedRace === "sura" || selectedRace === "shaman") { |
− | + | showElement(randomMagicAttackValue); | |
} | } | ||
− | }); | + | } else { |
− | } | + | hideElement(randomAttackValue); |
+ | hideElement(randomMagicAttackValue); | ||
+ | } | ||
− | + | var upgradeNumber = weapon.upgrades.length; | |
− | var | ||
− | if ( | + | if (upgradeNumber <= 1) { |
− | + | hideElement(weaponUpgrade.parentElement); | |
+ | } else { | ||
+ | showElement(weaponUpgrade.parentElement); | ||
} | } | ||
− | |||
− | |||
− | + | weaponUpgrade.innerHTML = ""; | |
− | |||
− | + | for (var upgrade = 0; upgrade < upgradeNumber; upgrade++) { | |
− | + | var option = document.createElement("option"); | |
+ | option.value = upgrade; | ||
+ | option.textContent = "+" + upgrade; | ||
+ | weaponUpgrade.appendChild(option); | ||
+ | } | ||
+ | if (currentUpgrade === undefined) { | ||
+ | option.selected = true; | ||
+ | } else { | ||
+ | weaponUpgrade.value = currentUpgrade; | ||
+ | currentUpgrade = undefined; | ||
} | } | ||
− | |||
} | } | ||
− | function | + | function filterState(selectedState, polymorphMonster) { |
− | + | if (selectedState === "polymorph") { | |
− | + | showElement(polymorphMonster.parentElement); | |
− | + | } else { | |
− | + | hideElement(polymorphMonster.parentElement); | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
} | } | ||
+ | } | ||
− | + | function filterCheckbox(checkbox, element) { | |
− | + | if (checkbox.checked) { | |
− | + | showElement(element); | |
+ | } else { | ||
+ | hideElement(element); | ||
} | } | ||
− | |||
− | |||
− | |||
} | } | ||
− | function | + | function filterSkills(selectedClass, skillElementsToFilter) { |
− | var | + | for (var element of skillElementsToFilter) { |
− | + | if (isValueInArray(selectedClass, element.dataset.class)) { | |
+ | showElement(element); | ||
+ | } else { | ||
+ | hideElement(element); | ||
+ | } | ||
+ | } | ||
} | } | ||
− | function | + | function filterAttackTypeSelection(attacker, attackTypeSelection) { |
− | + | var attackerClass = attacker.class; | |
− | " | + | var selectedOption = |
− | + | attackTypeSelection.options[attackTypeSelection.selectedIndex]; | |
− | + | var attackerIsNotPolymorph = !isPolymorph(attacker); | |
+ | |||
+ | for (var index = 2; index < attackTypeSelection.options.length; index++) { | ||
+ | var option = attackTypeSelection.options[index]; | ||
+ | var optionClass = option.dataset.class; | ||
+ | var optionValue = option.value; | ||
+ | |||
+ | if ( | ||
+ | attackerIsNotPolymorph && | ||
+ | attacker[optionValue] && | ||
+ | (attackerClass === optionClass || | ||
+ | (optionValue.startsWith("horseSkill") && | ||
+ | isRiding(attacker) && | ||
+ | (!optionClass || isValueInArray(attackerClass, optionClass)))) | ||
+ | ) { | ||
+ | showElement(option); | ||
+ | } else { | ||
+ | hideElement(option); | ||
+ | |||
+ | if (selectedOption === option) { | ||
+ | attackTypeSelection.selectedIndex = 0; | ||
+ | } | ||
+ | } | ||
+ | } | ||
} | } | ||
− | function | + | function filterAttackTypeSelectionMonster(attackTypeSelection) { |
− | + | for (var index = 2; index < attackTypeSelection.options.length; index++) { | |
− | + | hideElement(attackTypeSelection.options[index]); | |
− | + | } | |
− | ); | + | |
+ | if (attackTypeSelection.selectedIndex !== 1) { | ||
+ | attackTypeSelection.selectedIndex = 0; | ||
+ | } | ||
} | } | ||
− | function | + | function filterForm(characters, battle) { |
− | + | var characterCreation = characters.characterCreation; | |
− | characterCreation | + | var allowedWeaponsPerRace = battle.constants.allowedWeaponsPerRace; |
− | battle | + | |
− | + | characterCreation.addEventListener("change", function (event) { | |
− | + | var target = event.target; | |
− | + | var targetName = target.name; | |
− | |||
− | var | ||
− | var | ||
− | + | switch (targetName) { | |
− | + | case "race": | |
− | + | var selectedRace = target.value; | |
− | + | var classChoice = characterCreation.class; | |
+ | var weaponElement = characterCreation.weapon; | ||
− | + | filterClass(selectedRace, classChoice); | |
− | + | filterWeapon( | |
+ | selectedRace, | ||
+ | weaponElement, | ||
+ | characters.weaponCategory, | ||
+ | allowedWeaponsPerRace | ||
+ | ); | ||
− | + | var newWeapon = getSelectedWeapon(characters.weaponCategory); | |
− | + | handleWeaponDisplay( | |
− | + | characters.weaponDisplay, | |
− | + | newWeapon, | |
− | + | weaponElement.value | |
− | + | ); | |
− | + | filterUpgrade( | |
− | + | selectedRace, | |
− | + | characterCreation.weaponUpgrade, | |
+ | weaponElement.value, | ||
+ | characters.randomAttackValue, | ||
+ | characters.randomMagicAttackValue | ||
+ | ); | ||
+ | filterSkills(classChoice.value, characters.skillElementsToFilter); | ||
− | + | if (characterCreation.name.value === battle.attackerSelection.value) { | |
− | + | battle.resetAttackType = true; | |
− | + | } | |
− | + | break; | |
− | + | case "class": | |
− | + | filterSkills(target.value, characters.skillElementsToFilter); | |
− | |||
− | |||
− | + | if (characterCreation.name.value === battle.attackerSelection.value) { | |
− | + | battle.resetAttackType = true; | |
− | + | } | |
− | + | break; | |
− | + | case "weapon": | |
− | + | handleWeaponDisplay( | |
− | + | characters.weaponDisplay, | |
− | + | target, | |
− | + | characterCreation.weapon.value | |
− | + | ); | |
− | + | filterUpgrade( | |
− | characters. | + | characterCreation.race.value, |
− | characters. | + | characterCreation.weaponUpgrade, |
− | + | target.value, | |
− | ) | + | characters.randomAttackValue, |
− | + | characters.randomMagicAttackValue | |
− | + | ); | |
+ | break; | ||
+ | case "state": | ||
+ | filterState(target.value, characterCreation.polymorphMonster); | ||
+ | if (characterCreation.name.value === battle.attackerSelection.value) { | ||
+ | battle.resetAttackType = true; | ||
+ | } | ||
+ | break; | ||
+ | case "lowRank": | ||
+ | filterCheckbox(target, characterCreation.playerRank.parentElement); | ||
+ | break; | ||
+ | case "isBlessed": | ||
+ | filterCheckbox(target, characters.blessingCreation); | ||
+ | break; | ||
+ | case "onYohara": | ||
+ | filterCheckbox(target, characters.yoharaCreation); | ||
+ | break; | ||
+ | case "isMarried": | ||
+ | filterCheckbox(target, characters.marriageCreation); | ||
+ | break; | ||
+ | } | ||
+ | |||
+ | if ( | ||
+ | targetName.startsWith("attackSkill") || | ||
+ | targetName.startsWith("horseSkill") | ||
+ | ) { | ||
+ | battle.resetAttackType = true; | ||
} | } | ||
}); | }); | ||
} | } | ||
− | function | + | function addUniquePseudo(characterDataObject, savedCharactersPseudo) { |
− | var | + | var characterPseudo = String(characterDataObject.name); |
− | + | var originalPseudo = characterPseudo; | |
− | var | + | var count = 0; |
− | var | ||
− | + | var regex = /(.*)(\d)$/; | |
− | + | var match = characterPseudo.match(regex); | |
− | |||
− | |||
− | |||
− | + | if (match) { | |
− | + | originalPseudo = match[1]; | |
− | + | count = match[2]; | |
− | + | } | |
− | |||
− | ) { | ||
− | |||
− | + | while (isValueInArray(characterPseudo, savedCharactersPseudo)) { | |
− | + | characterPseudo = originalPseudo + count; | |
− | + | count++; | |
− | + | } | |
− | + | characterDataObject.name = characterPseudo; | |
− | + | return [characterDataObject, characterPseudo]; | |
− | + | } | |
− | + | function convertToNumber(value) { | |
+ | var valueNumber = Number(value); | ||
+ | return isNaN(valueNumber) ? value : valueNumber; | ||
+ | } | ||
− | + | function getLocalStorageValue(key, defaultValue) { | |
− | + | var storedValue = localStorage.getItem(key); | |
− | + | if (storedValue) { | |
− | + | return JSON.parse(storedValue); | |
− | + | } | |
− | |||
− | |||
− | |||
− | |||
− | + | return defaultValue; | |
− | + | } | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | function getSavedCharacters() { | |
− | + | return getLocalStorageValue("savedCharactersCalculator", {}); | |
− | + | } | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | function getSavedMonsters() { | |
− | + | return getLocalStorageValue("savedMonstersCalculator", []).filter(function ( | |
− | + | num | |
− | + | ) { | |
− | + | return !isNaN(Number(num)); | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
}); | }); | ||
} | } | ||
− | function | + | function getSavedFights() { |
− | + | return getLocalStorageValue("savedFightsCalculator", []); | |
− | + | } | |
− | |||
− | + | function saveToLocalStorage(key, value) { | |
− | + | localStorage.setItem(key, JSON.stringify(value)); | |
+ | } | ||
− | + | function updateSavedCharacters(savedCharacters) { | |
− | + | saveToLocalStorage("savedCharactersCalculator", savedCharacters); | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
} | } | ||
− | function | + | function updateSavedMonsters(savedMonsters) { |
− | + | saveToLocalStorage("savedMonstersCalculator", savedMonsters); | |
− | + | } | |
− | |||
− | |||
− | |||
− | |||
− | + | function updateSavedFights(savedFights) { | |
− | + | saveToLocalStorage("savedFightsCalculator", savedFights); | |
} | } | ||
− | function | + | function saveCharacter( |
− | var | + | savedCharacters, |
+ | characterCreation, | ||
+ | battle, | ||
+ | newCharacter, | ||
+ | characterDataObject | ||
+ | ) { | ||
+ | if (!characterDataObject) { | ||
+ | var characterData = new FormData(characterCreation); | ||
+ | var characterDataObject = {}; | ||
+ | |||
+ | characterData.forEach(function (value, key) { | ||
+ | characterDataObject[key] = convertToNumber(value); | ||
+ | }); | ||
+ | } | ||
+ | |||
+ | savedCharacters[characterDataObject.name] = characterDataObject; | ||
+ | updateSavedCharacters(savedCharacters); | ||
− | if ( | + | if (newCharacter) { |
− | + | addBattleChoice(battle, characterDataObject.name); | |
} | } | ||
− | + | if (battle.resetAttackType) { | |
− | + | filterAttackTypeSelection(characterDataObject, battle.attackTypeSelection); | |
+ | battle.resetAttackType = false; | ||
+ | } | ||
} | } | ||
− | function | + | function saveButtonGreen(saveButton) { |
− | + | saveButton.classList.remove("unsaved-character"); | |
− | + | } | |
− | |||
− | + | function saveButtonOrange(saveButton) { | |
+ | saveButton.classList.add("unsaved-character"); | ||
+ | } | ||
− | + | function characterCreationListener(characters, battle) { | |
− | + | var { characterCreation, saveButton, weaponCategory } = characters; | |
+ | |||
+ | characterCreation.addEventListener("submit", function (event) { | ||
+ | event.preventDefault(); | ||
− | if ( | + | if (characters.unsavedChanges) { |
− | + | saveCharacter(characters.savedCharacters, characterCreation, battle); | |
+ | saveButtonGreen(saveButton); | ||
+ | characters.unsavedChanges = false; | ||
} | } | ||
+ | }); | ||
− | + | document.addEventListener("keydown", function (event) { | |
− | + | if (event.ctrlKey && event.key === "s") { | |
− | + | event.preventDefault(); | |
− | + | saveButton.click(); | |
− | |||
− | |||
} | } | ||
− | } | + | }); |
− | + | ||
− | + | weaponCategory.addEventListener("mouseover", function (event) { | |
+ | label = event.target.closest("label"); | ||
− | + | if (label) { | |
− | + | var tooltip = label.lastChild; | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | if (tooltip.classList.contains("popContenu")) { | |
− | + | var tooltipRect = tooltip.getBoundingClientRect(); | |
− | + | var modalRect = weaponCategory.getBoundingClientRect(); | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | function | + | if (tooltipRect.right > modalRect.right) { |
− | + | tooltip.style.left = "-100%"; | |
− | + | } else if (tooltipRect.left < modalRect.left) { | |
+ | tooltip.style.left = "200%"; | ||
+ | } | ||
+ | } | ||
+ | } | ||
+ | }); | ||
+ | } | ||
+ | |||
+ | function downloadData(content, type, filename) { | ||
+ | var link = document.createElement("a"); | ||
+ | var blob = new Blob([content], { type: type }); | ||
+ | var blobURL = URL.createObjectURL(blob); | ||
+ | |||
+ | link.href = blobURL; | ||
+ | link.download = filename; | ||
+ | document.body.appendChild(link); | ||
+ | |||
+ | link.click(); | ||
+ | document.body.removeChild(link); | ||
+ | URL.revokeObjectURL(blobURL); | ||
+ | } | ||
+ | |||
+ | function uploadCharacter( | ||
+ | selectedFiles, | ||
characters, | characters, | ||
− | + | characterTemplate, | |
− | + | charactersContainer, | |
− | + | battle | |
) { | ) { | ||
− | var | + | var selectFilesLength = selectedFiles.length; |
− | + | ||
+ | for (var fileIndex = 0; fileIndex < selectFilesLength; fileIndex++) { | ||
+ | var selectedFile = selectedFiles[fileIndex]; | ||
+ | |||
+ | if (selectedFile.type === "text/plain") { | ||
+ | var reader = new FileReader(); | ||
+ | reader.onload = function (e) { | ||
+ | var fileContent = e.target.result; | ||
+ | try { | ||
+ | var characterDataObject = JSON.parse(fileContent); | ||
+ | |||
+ | if (characterDataObject.hasOwnProperty("name")) { | ||
+ | var characterPseudo = String(characterDataObject.name); | ||
− | + | hideElement(characters.characterCreation); | |
− | + | characterPseudo = validPseudo(characterPseudo); | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | [characterDataObject, characterPseudo] = addUniquePseudo( | |
− | + | characterDataObject, | |
− | + | Object.keys(characters.savedCharacters) | |
− | + | ); | |
− | + | var selectedCharacter = handleNewCharacter( | |
− | + | characters, | |
− | + | characterTemplate, | |
− | + | charactersContainer, | |
− | + | battle, | |
− | + | characterPseudo | |
− | + | )[0]; | |
− | |||
− | |||
− | |||
− | + | if (selectFilesLength === 1) { | |
− | + | updateForm( | |
− | + | characterDataObject, | |
− | + | characters.characterCreation, | |
− | + | characters, | |
− | + | selectedCharacter, | |
− | + | battle | |
− | + | ); | |
− | + | } | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | saveCharacter( | |
− | + | characters.savedCharacters, | |
− | + | characters.characterCreation, | |
− | characters. | ||
− | characters. | ||
battle, | battle, | ||
− | + | true, | |
+ | characterDataObject | ||
); | ); | ||
− | + | } | |
− | + | } catch (error) { | |
+ | console.log(error); | ||
+ | if (error.name === "TypeError") { | ||
+ | // delete the character | ||
} | } | ||
} | } | ||
− | + | }; | |
+ | reader.readAsText(selectedFile); | ||
+ | } | ||
+ | } | ||
+ | } | ||
+ | |||
+ | function handleUploadCharacter( | ||
+ | characters, | ||
+ | characterTemplate, | ||
+ | charactersContainer, | ||
+ | battle | ||
+ | ) { | ||
+ | var characterInput = characters.characterInput; | ||
+ | var dropZone = characters.dropZone; | ||
− | + | characterInput.accept = ".txt"; | |
− | + | characterInput.multiple = true; | |
− | + | dropZone.setAttribute("tabindex", "0"); | |
− | + | dropZone.addEventListener("click", function () { | |
− | + | characterInput.click(); | |
− | + | }); | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | function | + | dropZone.addEventListener("dragover", function (event) { |
− | + | event.preventDefault(); | |
− | + | dropZone.classList.add("drop-zone--dragover"); | |
− | + | }); | |
− | |||
− | |||
− | ) { | ||
− | |||
− | |||
− | + | ["dragleave", "dragend"].forEach(function (type) { | |
− | + | dropZone.addEventListener(type, function () { | |
+ | dropZone.classList.remove("drop-zone--dragover"); | ||
+ | }); | ||
+ | }); | ||
− | + | dropZone.addEventListener("drop", function (event) { | |
− | + | event.preventDefault(); | |
− | + | uploadCharacter( | |
− | } | + | event.dataTransfer.files, |
+ | characters, | ||
+ | characterTemplate, | ||
+ | charactersContainer, | ||
+ | battle | ||
+ | ); | ||
+ | dropZone.classList.remove("drop-zone--dragover"); | ||
+ | }); | ||
− | + | characterInput.addEventListener("change", function (event) { | |
− | + | uploadCharacter( | |
− | + | event.target.files, | |
− | + | characters, | |
− | + | characterTemplate, | |
− | + | charactersContainer, | |
− | + | battle | |
− | + | ); | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
}); | }); | ||
+ | } | ||
− | + | function deleteCharacter(characters, pseudo, element, battle) { | |
− | + | battle.battleForm.reset(); | |
− | + | delete characters.savedCharacters[pseudo]; | |
− | + | element.remove(); | |
− | + | ||
+ | updateSavedCharacters(characters.savedCharacters); | ||
+ | removeBattleChoice(battle, pseudo); | ||
− | + | if ( | |
+ | !Object.keys(characters.savedCharacters).length || | ||
+ | characters.characterCreation.name.value === pseudo | ||
+ | ) { | ||
+ | saveButtonGreen(characters.saveButton); | ||
+ | characters.unsavedChanges = false; | ||
+ | hideElement(characters.characterCreation); | ||
+ | showElement(characters.characterCreation.previousElementSibling); | ||
+ | } | ||
} | } | ||
− | function | + | function deleteMonster(characters, monsterVnum, element, battle) { |
− | + | battle.battleForm.reset(); | |
+ | characters.savedMonsters.splice( | ||
+ | characters.savedMonsters.indexOf(monsterVnum), | ||
+ | 1 | ||
+ | ); | ||
− | if ( | + | if (element) { |
− | + | element.remove(); | |
} | } | ||
− | + | updateSavedMonsters(characters.savedMonsters); | |
+ | removeBattleChoice(battle, monsterVnum); | ||
} | } | ||
− | function | + | function handleStyle(characters, selectedElement) { |
− | characters, | + | var currentCharacter = characters.currentCharacter; |
− | + | ||
− | + | if (currentCharacter) { | |
− | + | currentCharacter.classList.remove("selected-character"); | |
− | + | } | |
+ | |||
+ | selectedElement.classList.add("selected-character"); | ||
+ | characters.currentCharacter = selectedElement; | ||
+ | } | ||
+ | |||
+ | function updateForm( | ||
+ | formData, | ||
+ | characterCreation, | ||
+ | characters, | ||
+ | selectedElement, | ||
+ | battle | ||
) { | ) { | ||
− | + | saveButtonGreen(characters.saveButton); | |
− | + | hideElement(characterCreation.previousElementSibling); | |
+ | showElement(characterCreation); | ||
+ | handleStyle(characters, selectedElement); | ||
+ | |||
+ | characterCreation.reset(); | ||
− | + | for (var [name, value] of Object.entries(formData)) { | |
− | var | + | var formElement = characterCreation[name]; |
− | if ( | + | if (!formElement) { |
− | + | continue; | |
} | } | ||
− | + | if (formElement.type === "checkbox") { | |
− | + | if (isChecked(value)) { | |
− | + | formElement.checked = true; | |
− | + | } | |
− | + | } else { | |
+ | formElement.value = value; | ||
+ | } | ||
+ | } | ||
+ | var selectedRace = characterCreation.race.value; | ||
+ | var classChoice = characterCreation.class; | ||
+ | var weaponElement = characterCreation.weapon; | ||
− | + | filterClass(selectedRace, classChoice, true); | |
− | + | filterWeapon( | |
− | + | selectedRace, | |
+ | weaponElement, | ||
+ | characters.weaponCategory, | ||
+ | battle.constants.allowedWeaponsPerRace, | ||
+ | true | ||
+ | ); | ||
− | + | var newWeapon = getSelectedWeapon(characters.weaponCategory); | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | handleWeaponDisplay(characters.weaponDisplay, newWeapon, weaponElement.value); | |
− | + | filterUpgrade( | |
− | + | selectedRace, | |
− | + | characterCreation.weaponUpgrade, | |
− | + | weaponElement.value, | |
− | + | characters.randomAttackValue, | |
− | + | characters.randomMagicAttackValue, | |
− | + | formData.weaponUpgrade | |
− | + | ); | |
+ | filterState( | ||
+ | characterCreation.state.value, | ||
+ | characterCreation.polymorphMonster | ||
+ | ); | ||
+ | filterCheckbox( | ||
+ | characterCreation.lowRank, | ||
+ | characterCreation.playerRank.parentElement | ||
+ | ); | ||
+ | filterCheckbox(characterCreation.onYohara, characters.yoharaCreation); | ||
+ | filterCheckbox(characterCreation.isBlessed, characters.blessingCreation); | ||
+ | filterCheckbox(characterCreation.isMarried, characters.marriageCreation); | ||
+ | filterSkills(classChoice.value, characters.skillElementsToFilter); | ||
+ | handleBonusVariationUpdate(characterCreation, characters.bonusVariation); | ||
+ | } | ||
+ | |||
+ | function handleClickOnCharacter( | ||
+ | spanInput, | ||
+ | target, | ||
+ | characters, | ||
+ | characterElement, | ||
+ | battle, | ||
+ | edition | ||
+ | ) { | ||
+ | var displayedPseudo = characters.characterCreation.name.value; | ||
+ | var pseudo = spanInput.dataset.name; | ||
+ | if (edition) { | ||
+ | if (!characters.unsavedChanges) { | ||
updateForm( | updateForm( | ||
− | + | characters.savedCharacters[pseudo], | |
characters.characterCreation, | characters.characterCreation, | ||
characters, | characters, | ||
− | + | characterElement, | |
+ | battle | ||
); | ); | ||
− | + | } else if (displayedPseudo === pseudo) { | |
− | + | // pass | |
− | + | } else { | |
− | + | var result = confirm( | |
− | + | "Voulez-vous continuer ? Les dernières modifications ne seront pas sauvegardées." | |
); | ); | ||
− | |||
− | + | if (result) { | |
− | if ( | + | updateForm( |
− | + | characters.savedCharacters[pseudo], | |
− | + | characters.characterCreation, | |
− | + | characters, | |
− | + | characterElement, | |
+ | battle | ||
+ | ); | ||
+ | characters.unsavedChanges = false; | ||
} | } | ||
} | } | ||
− | + | } else { | |
− | + | if (target.tagName === "path") { | |
− | + | target = target.parentElement; | |
− | |||
− | |||
} | } | ||
− | + | switch (target.dataset.icon) { | |
− | if ( | + | case "duplicate": |
− | + | if (!characters.unsavedChanges) { | |
− | + | addNewCharacter( | |
− | + | characters, | |
− | + | characters.newCharacterTemplate, | |
− | + | characters.charactersContainer, | |
+ | battle, | ||
+ | pseudo | ||
+ | ); | ||
+ | } else { | ||
+ | var result = confirm( | ||
+ | "Voulez-vous continuer ? Les dernières modifications ne seront pas sauvegardées." | ||
+ | ); | ||
− | + | if (result) { | |
− | + | addNewCharacter( | |
− | + | characters, | |
+ | characters.newCharacterTemplate, | ||
+ | characters.charactersContainer, | ||
+ | battle, | ||
+ | pseudo | ||
+ | ); | ||
+ | saveButtonGreen(characters.saveButton); | ||
+ | characters.unsavedChanges = false; | ||
+ | } | ||
+ | } | ||
+ | break; | ||
− | + | case "download": | |
− | + | var character = characters.savedCharacters[pseudo]; | |
− | + | downloadData( | |
− | + | JSON.stringify(character), | |
+ | "text/plain", | ||
+ | character.name + ".txt" | ||
+ | ); | ||
+ | break; | ||
− | + | case "delete": | |
− | + | var result = confirm( | |
− | + | "Voulez-vous vraiment supprimer définitivement le personnage " + | |
− | + | pseudo + | |
− | + | " ?" | |
− | + | ); | |
− | + | if (result) { | |
− | + | deleteCharacter(characters, pseudo, characterElement, battle); | |
− | + | } | |
+ | break; | ||
+ | } | ||
+ | } | ||
} | } | ||
− | function | + | function handleNewCharacter( |
− | var | + | characters, |
− | + | characterTemplate, | |
− | + | charactersContainer, | |
− | + | battle, | |
− | + | pseudo | |
+ | ) { | ||
+ | var newCharacterTemplate = characterTemplate.cloneNode(true); | ||
+ | var spanInput = newCharacterTemplate.querySelector("span.input"); | ||
− | + | newCharacterTemplate.setAttribute("tabindex", "0"); | |
− | + | charactersContainer.appendChild(newCharacterTemplate); | |
− | + | ||
+ | if (pseudo) { | ||
+ | spanInput.textContent = pseudo; | ||
+ | spanInput.setAttribute("data-name", pseudo); | ||
+ | } | ||
− | + | newCharacterTemplate.addEventListener("click", function (event) { | |
− | + | var target = event.target; | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | if (target.tagName === "path" || target.tagName === "svg") { | |
− | + | handleClickOnCharacter( | |
− | + | spanInput, | |
+ | target, | ||
characters, | characters, | ||
− | + | newCharacterTemplate, | |
− | |||
battle | battle | ||
); | ); | ||
} else { | } else { | ||
− | + | handleClickOnCharacter( | |
− | + | spanInput, | |
+ | null, | ||
+ | characters, | ||
+ | newCharacterTemplate, | ||
+ | battle, | ||
+ | true | ||
); | ); | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
} | } | ||
}); | }); | ||
− | + | newCharacterTemplate.addEventListener("keydown", function (event) { | |
− | + | if (event.keyCode === 13) { | |
+ | event.target.click(); | ||
+ | } | ||
}); | }); | ||
− | + | return [newCharacterTemplate, spanInput]; | |
− | + | } | |
− | |||
− | |||
− | + | function validPseudo(pseudo) { | |
− | + | var newPseudo = pseudoFormat(pseudo); | |
− | |||
− | + | if (!newPseudo) { | |
− | + | return "Pseudo"; | |
− | + | } | |
− | + | ||
− | + | return newPseudo; | |
− | |||
− | |||
} | } | ||
− | function | + | function addNewCharacter( |
characters, | characters, | ||
− | + | characterTemplate, | |
− | + | charactersContainer, | |
battle, | battle, | ||
− | + | pseudoToDuplicate | |
− | |||
) { | ) { | ||
− | + | function editAndSetCharacterPseudoInput(selectedCharacter, spanInput) { | |
− | + | var maxPseudoLength = 20; | |
− | |||
− | + | var selection = window.getSelection(); | |
− | + | var range = document.createRange(); | |
− | + | if (pseudoToDuplicate) { | |
− | + | spanInput.textContent = pseudoToDuplicate; | |
− | + | } | |
− | + | spanInput.contentEditable = true; | |
− | + | spanInput.focus(); | |
− | + | range.selectNodeContents(spanInput); | |
− | + | selection.removeAllRanges(); | |
− | + | selection.addRange(range); | |
− | |||
− | |||
− | |||
− | + | function pseudoValidation() { | |
− | + | var characterPseudo = validPseudo(spanInput.textContent); | |
− | + | var characterDataObject = { name: characterPseudo }; | |
− | |||
− | |||
− | + | if (pseudoToDuplicate) { | |
− | + | characterDataObject = copyObject( | |
− | + | characters.savedCharacters[pseudoToDuplicate] | |
− | + | ); | |
+ | characterDataObject.name = characterPseudo; | ||
} | } | ||
− | |||
− | |||
− | + | [characterDataObject, characterPseudo] = addUniquePseudo( | |
− | + | characterDataObject, | |
+ | Object.keys(characters.savedCharacters) | ||
+ | ); | ||
− | + | selection.removeAllRanges(); | |
− | + | spanInput.contentEditable = false; | |
− | + | spanInput.textContent = characterPseudo; | |
− | + | spanInput.setAttribute("data-name", characterPseudo); | |
− | |||
− | + | updateForm( | |
− | + | characterDataObject, | |
− | + | characters.characterCreation, | |
+ | characters, | ||
+ | selectedCharacter, | ||
+ | battle | ||
+ | ); | ||
+ | saveCharacter( | ||
+ | characters.savedCharacters, | ||
+ | characters.characterCreation, | ||
+ | battle, | ||
+ | true | ||
+ | ); | ||
+ | } | ||
− | + | function handleMaxLength(event) { | |
− | + | if (spanInput.textContent.length > maxPseudoLength) { | |
− | + | spanInput.textContent = spanInput.textContent.slice(0, maxPseudoLength); | |
− | + | range.setStart(spanInput.childNodes[0], maxPseudoLength); | |
− | + | selection.removeAllRanges(); | |
− | + | selection.addRange(range); | |
− | + | } | |
− | |||
} | } | ||
− | |||
− | + | function handleBlur() { | |
− | + | spanInput.removeEventListener("blur", handleBlur); | |
+ | spanInput.removeEventListener("input", handleMaxLength); | ||
+ | pseudoValidation(); | ||
+ | } | ||
− | + | function handleKeyDown(event) { | |
− | + | if (event.key === "Enter") { | |
− | + | event.preventDefault(); | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | spanInput.removeEventListener("keydown", handleKeyDown); | |
− | + | spanInput.removeEventListener("blur", handleBlur); | |
− | + | spanInput.removeEventListener("input", handleMaxLength); | |
− | |||
− | |||
− | + | pseudoValidation(); | |
− | + | } | |
− | + | } | |
+ | |||
+ | spanInput.addEventListener("input", handleMaxLength); | ||
+ | spanInput.addEventListener("keydown", handleKeyDown); | ||
+ | spanInput.addEventListener("blur", handleBlur); | ||
+ | } | ||
− | characters. | + | hideElement(characters.characterCreation); |
− | + | var [selectedCharacter, spanInput] = handleNewCharacter( | |
− | + | characters, | |
− | + | characterTemplate, | |
− | + | charactersContainer, | |
− | + | battle | |
− | + | ); | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | editAndSetCharacterPseudoInput(selectedCharacter, spanInput); | |
− | + | } | |
− | |||
− | |||
− | |||
− | |||
− | + | function handleFocus() { | |
− | + | var tooltipLinks = document.querySelectorAll("div.tooltip a"); | |
+ | tooltipLinks.forEach(function (link) { | ||
+ | link.setAttribute("tabindex", -1); | ||
}); | }); | ||
+ | } | ||
− | + | function handleBonusVariationUpdate(characterCreation, bonusVariation) { | |
− | + | var selectedBonus = characterCreation.bonusVariation.value; | |
− | var | + | |
+ | if (characterCreation.hasOwnProperty(selectedBonus)) { | ||
+ | handleBonusVariation(characterCreation[selectedBonus], bonusVariation); | ||
+ | } else { | ||
+ | var { minValue, maxValue } = bonusVariation; | ||
− | + | minValue.removeAttribute("min"); | |
− | + | minValue.removeAttribute("max"); | |
− | |||
− | + | maxValue.removeAttribute("min"); | |
− | + | maxValue.removeAttribute("max"); | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | hideElement(bonusVariation.container); | |
− | + | } | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | } | ||
} | } | ||
− | function | + | function getTargetContent(targetParent, targetName, isSkill) { |
− | var | + | var targetContent = ""; |
+ | |||
+ | if (targetParent.children.length <= 1) { | ||
+ | targetContent = targetParent.textContent; | ||
+ | } else if (targetName === "weaponUpgrade") { | ||
+ | targetContent = targetParent.children[1].textContent; | ||
+ | } else if (isSkill) { | ||
+ | var container = targetParent.children[1]; | ||
+ | |||
+ | for (var index = 1; index < container.children.length; index++) { | ||
+ | var element = container.children[index]; | ||
+ | |||
+ | if (element.checkVisibility()) { | ||
+ | targetContent += element.textContent; | ||
+ | } | ||
+ | } | ||
+ | } else { | ||
+ | for (var index = 1; index < targetParent.children.length; index++) { | ||
+ | var element = targetParent.children[index]; | ||
− | + | if (element.checkVisibility()) { | |
− | + | targetContent += element.textContent; | |
− | |||
− | |||
− | |||
− | |||
− | if ( | ||
− | |||
− | |||
} | } | ||
} | } | ||
− | } | + | } |
+ | |||
+ | return targetContent; | ||
} | } | ||
− | function | + | function handleBonusVariation(target, bonusVariation, isSelectedByUser) { |
− | + | var { activation, inputDisplay, minValue, maxValue, container } = | |
− | var | + | bonusVariation; |
− | + | ||
− | + | var { | |
+ | min: targetMin, | ||
+ | max: targetMax, | ||
+ | name: targetName, | ||
+ | value: targetValue, | ||
+ | parentElement: targetParent, | ||
+ | tagName, | ||
+ | } = target; | ||
+ | |||
+ | targetMin = Number(targetMin); | ||
+ | targetMax = Number(targetMax); | ||
+ | targetValue = Number(targetValue); | ||
+ | |||
+ | var isSkill = tagName === "SELECT"; | ||
− | if (! | + | if (container.contains(target) || targetName == 0) { |
− | + | if (!isSelectedByUser) { | |
+ | hideElement(container); | ||
} | } | ||
+ | return; | ||
+ | } | ||
− | + | if (isSkill) { | |
+ | var options = target.options; | ||
+ | |||
+ | targetMin = options[0].value; | ||
+ | targetMax = options[options.length - 1].value; | ||
} | } | ||
− | if ( | + | minValue.min = targetMin; |
− | + | minValue.max = targetMax; | |
+ | |||
+ | maxValue.min = targetMin; | ||
+ | maxValue.max = targetMax; | ||
+ | |||
+ | if (isSelectedByUser) { | ||
+ | var { input, tab } = bonusVariation; | ||
+ | |||
+ | inputDisplay.value = getTargetContent(targetParent, targetName, isSkill); | ||
+ | |||
+ | input.value = targetName; | ||
+ | minValue.value = Math.max(targetValue - 10, targetMin); | ||
+ | maxValue.value = Math.min(targetValue + 10, targetMax); | ||
+ | |||
+ | activation.checked = true; | ||
+ | |||
+ | tab.click(); | ||
+ | tab.scrollIntoView(true); | ||
+ | |||
+ | input.dispatchEvent(new Event("change", { bubbles: true })); | ||
} else { | } else { | ||
− | + | if (minValue.value < targetMin) { | |
+ | minValue.value = targetMin; | ||
+ | minValue.dispatchEvent(new Event("change", { bubbles: true })); | ||
+ | } | ||
+ | |||
+ | if (maxValue.value > targetMax) { | ||
+ | maxValue.value = targetMax; | ||
+ | maxValue.dispatchEvent(new Event("change", { bubbles: true })); | ||
+ | } | ||
} | } | ||
− | + | inputDisplay.style.width = inputDisplay.value.length * 0.55 + "em"; | |
+ | showElement(container); | ||
} | } | ||
− | function | + | function characterManagement(characters, battle) { |
− | var | + | var { |
− | + | newCharacterTemplate: characterTemplate, | |
− | + | charactersContainer, | |
− | + | addNewCharacterButton, | |
− | + | saveButton, | |
− | } | + | characterCreation, |
+ | bonusVariation, | ||
+ | } = characters; | ||
− | characters. | + | Object.keys(characters.savedCharacters).forEach(function (pseudo) { |
− | + | handleNewCharacter( | |
+ | characters, | ||
+ | characterTemplate, | ||
+ | charactersContainer, | ||
+ | battle, | ||
+ | pseudo | ||
+ | ); | ||
}); | }); | ||
− | |||
− | function | + | addNewCharacterButton.addEventListener("click", function (event) { |
− | + | if (!characters.unsavedChanges) { | |
− | + | addNewCharacter( | |
− | + | characters, | |
− | + | characterTemplate, | |
− | + | charactersContainer, | |
+ | battle | ||
+ | ); | ||
+ | } else { | ||
+ | var result = confirm( | ||
+ | "Voulez-vous continuer ? Les dernières modifications ne seront pas sauvegardées." | ||
+ | ); | ||
− | + | if (result) { | |
− | + | addNewCharacter( | |
− | } | + | characters, |
+ | characterTemplate, | ||
+ | charactersContainer, | ||
+ | battle | ||
+ | ); | ||
+ | saveButtonGreen(saveButton); | ||
+ | characters.unsavedChanges = false; | ||
+ | } | ||
+ | } | ||
+ | }); | ||
− | + | handleUploadCharacter( | |
− | + | characters, | |
− | + | characterTemplate, | |
+ | charactersContainer, | ||
+ | battle | ||
+ | ); | ||
− | function | + | characterCreation.addEventListener("change", function () { |
− | + | saveButtonOrange(saveButton); | |
− | } | + | characters.unsavedChanges = true; |
+ | }); | ||
− | function | + | function handleLongPress(target) { |
− | + | if (target.tagName !== "INPUT" && target.tagName !== "SELECT") { | |
− | } | + | target = target.querySelector("input"); |
+ | } | ||
− | + | if ( | |
− | + | !target || | |
− | } | + | (target.type !== "number" && |
+ | !target.classList.contains("skill-select") && | ||
+ | target.name !== "weaponUpgrade") | ||
+ | ) { | ||
+ | return; | ||
+ | } | ||
− | + | handleBonusVariation(target, bonusVariation, true); | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
} | } | ||
− | + | characterCreation.addEventListener("click", function (event) { | |
− | + | if (event.shiftKey || event.ctrlKey) { | |
+ | handleLongPress(event.target); | ||
+ | } | ||
+ | }); | ||
− | var | + | var longPressTimer; |
− | |||
− | + | characterCreation.addEventListener("touchstart", function (event) { | |
− | } | + | longPressTimer = setTimeout(function () { |
+ | handleLongPress(event.target); | ||
+ | }, 800); | ||
+ | }); | ||
− | function | + | characterCreation.addEventListener("touchend", function () { |
− | + | clearTimeout(longPressTimer); | |
− | + | }); | |
− | + | characterCreation.addEventListener("touchmove", function () { | |
− | + | clearTimeout(longPressTimer); | |
+ | }); | ||
− | + | filterForm(characters, battle); | |
− | + | characterCreationListener(characters, battle); | |
− | + | handleFocus(); | |
− | + | window.addEventListener("beforeunload", function (event) { | |
− | + | if (characters.unsavedChanges) { | |
− | + | event.preventDefault(); | |
− | + | return ""; | |
+ | } | ||
+ | }); | ||
} | } | ||
− | function | + | function handleNewMonster( |
− | + | characters, | |
− | + | monsterTemplate, | |
− | + | monstersContainer, | |
− | + | battle, | |
− | + | monsterVnum, | |
− | + | monsterList | |
− | + | ) { | |
− | + | var newMonsterTemplate = monsterTemplate.cloneNode(true); | |
− | + | var spanInput = newMonsterTemplate.querySelector("span.input"); | |
− | + | var deleteSvg = newMonsterTemplate.querySelector("svg"); | |
− | + | var monsterName = getMonsterName(monsterVnum); | |
− | |||
− | |||
− | |||
− | + | var link = document.createElement("a"); | |
− | + | link.href = mw.util.getUrl(monsterName); | |
+ | link.title = monsterName; | ||
+ | link.textContent = monsterName; | ||
− | + | spanInput.appendChild(link); | |
− | + | monstersContainer.appendChild(newMonsterTemplate); | |
− | + | newMonsterTemplate.setAttribute("tabindex", "0"); | |
− | + | newMonsterTemplate.setAttribute("data-name", monsterVnum); | |
+ | monstersContainer.appendChild(newMonsterTemplate); | ||
− | + | deleteSvg.addEventListener("click", function (event) { | |
− | + | deleteMonster(characters, monsterVnum, newMonsterTemplate, battle); | |
− | + | var inputMonster = monsterList.querySelector( | |
+ | "input[name='" + monsterVnum + "']" | ||
+ | ); | ||
+ | inputMonster.checked = false; | ||
+ | }); | ||
+ | } | ||
− | + | function monsterManagement(characters, battle) { | |
− | + | function handleDropdown(searchMonster, monsterList) { | |
+ | searchMonster.addEventListener("focus", function (event) { | ||
+ | showElement(monsterList); | ||
+ | }); | ||
− | + | document.addEventListener("mousedown", function (event) { | |
− | + | var target = event.target; | |
− | + | if (!monsterList.contains(target) && !searchMonster.contains(target)) { | |
− | + | hideElement(monsterList); | |
− | + | } | |
− | + | }); | |
+ | } | ||
− | + | function addMonsterNames(monsterList) { | |
− | + | var lastMonsterAttributeIndex = monsterData[101].length - 1; | |
− | + | ||
− | + | for (var monsterVnum in monsterData) { | |
− | + | var li = document.createElement("li"); | |
− | + | var label = document.createElement("label"); | |
− | + | var input = document.createElement("input"); | |
− | + | var textNode = document.createTextNode( | |
+ | monsterData[monsterVnum][lastMonsterAttributeIndex] | ||
+ | ); | ||
+ | |||
+ | label.htmlFor = "monster" + monsterVnum; | ||
+ | input.id = "monster" + monsterVnum; | ||
+ | input.type = "checkbox"; | ||
− | + | input.name = monsterVnum; | |
− | + | label.appendChild(input); | |
− | + | label.appendChild(textNode); | |
+ | li.appendChild(label); | ||
+ | monsterList.appendChild(li); | ||
} | } | ||
− | |||
− | |||
− | |||
} | } | ||
− | + | function filterNames(searchMonster, monsterList) { | |
− | + | var debounceTimer; | |
− | + | searchMonster.addEventListener("input", function (event) { | |
− | + | clearTimeout(debounceTimer); | |
+ | debounceTimer = setTimeout(function () { | ||
+ | var value = toNormalForm(event.target.value); | ||
+ | for (var element of monsterList.children) { | ||
+ | if (!isValueInArray(value, toNormalForm(element.textContent))) { | ||
+ | hideElement(element); | ||
+ | } else { | ||
+ | showElement(element); | ||
+ | } | ||
+ | } | ||
+ | }, 500); | ||
+ | }); | ||
+ | } | ||
− | var | + | var monsterTemplate = characters.newMonsterTemplate; |
− | var | + | var monstersContainer = characters.monstersContainer; |
+ | var monsterList = characters.monsterList; | ||
+ | var searchMonster = characters.searchMonster; | ||
+ | var monsterListForm = characters.monsterListForm; | ||
− | + | document | |
− | + | .getElementById("monster-link") | |
+ | .querySelector("a") | ||
+ | .setAttribute("target", "_blank"); | ||
− | + | handleDropdown(searchMonster, monsterList); | |
− | + | addMonsterNames(monsterList, characters.monsterListTemplate); | |
+ | filterNames(searchMonster, monsterList); | ||
− | + | characters.savedMonsters.slice().forEach(function (monsterVnum) { | |
− | + | var inputMonster = monsterList.querySelector( | |
− | + | "input[name='" + monsterVnum + "']" | |
− | + | ); | |
− | |||
− | |||
− | |||
− | |||
− | + | if (inputMonster) { | |
− | + | handleNewMonster( | |
− | + | characters, | |
+ | monsterTemplate, | ||
+ | monstersContainer, | ||
+ | battle, | ||
+ | monsterVnum, | ||
+ | monsterList | ||
+ | ); | ||
+ | inputMonster.checked = true; | ||
+ | } else { | ||
+ | deleteMonster(characters, monsterVnum, null, battle); | ||
+ | } | ||
+ | }); | ||
− | + | monsterListForm.addEventListener("submit", function (event) { | |
− | + | event.preventDefault(); | |
+ | }); | ||
− | + | monsterListForm.addEventListener("change", function (event) { | |
− | + | var target = event.target; | |
− | + | var monsterVnum = target.name; | |
− | + | if (monsterVnum === "search-monster") { | |
− | + | return; | |
− | |||
− | |||
− | |||
− | |||
} | } | ||
− | + | if (target.checked) { | |
− | + | handleNewMonster( | |
− | + | characters, | |
− | + | monsterTemplate, | |
− | + | monstersContainer, | |
− | + | battle, | |
− | + | monsterVnum, | |
− | + | monsterList | |
− | + | ); | |
− | |||
− | |||
− | |||
− | + | characters.savedMonsters.push(monsterVnum); | |
− | + | updateSavedMonsters(characters.savedMonsters); | |
+ | addBattleChoice(battle, monsterVnum, true); | ||
+ | } else { | ||
+ | var currentMonsterTemplate = monstersContainer.querySelector( | ||
+ | "[data-name='" + monsterVnum + "']" | ||
+ | ); | ||
+ | deleteMonster(characters, monsterVnum, currentMonsterTemplate, battle); | ||
+ | } | ||
+ | }); | ||
− | + | addEventListener("storage", function (event) { | |
− | + | if (event.key === "newMonsterCalculator") { | |
+ | var monsterVnum = Number(event.newValue); | ||
− | + | if (!monsterVnum) { | |
− | + | return; | |
+ | } | ||
− | + | var inputMonster = monsterList.querySelector( | |
− | + | "input[name='" + Math.abs(monsterVnum) + "']" | |
+ | ); | ||
− | + | if (inputMonster) { | |
− | + | if ( | |
+ | (monsterVnum > 0 && !inputMonster.checked) || | ||
+ | (monsterVnum < 0 && inputMonster.checked) | ||
+ | ) { | ||
+ | inputMonster.click(); | ||
+ | } | ||
+ | } | ||
+ | } | ||
+ | }); | ||
} | } | ||
− | function | + | function removeBattleChoice(battle, name) { |
− | + | var battleSelects = [battle.attackerSelection, battle.victimSelection]; | |
+ | |||
+ | battleSelects.forEach(function (battleSelect) { | ||
+ | for ( | ||
+ | var optionIndex = 0; | ||
+ | optionIndex < battleSelect.options.length; | ||
+ | optionIndex++ | ||
+ | ) { | ||
+ | if (battleSelect.options[optionIndex].value === name) { | ||
+ | battleSelect.remove(optionIndex); | ||
+ | break; | ||
+ | } | ||
+ | } | ||
+ | }); | ||
} | } | ||
− | function | + | function addBattleChoice(battle, name, isMonster = false) { |
− | var | + | function createOption(text, vnum) { |
− | + | var option = document.createElement("option"); | |
+ | option.textContent = text; | ||
+ | option.value = vnum; | ||
+ | |||
+ | if (!isMonster) { | ||
+ | option.classList.add("notranslate"); | ||
+ | } | ||
− | + | return option; | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
} | } | ||
− | + | var vnum = name; | |
− | |||
− | + | if (isMonster) { | |
− | + | name = getMonsterName(name); | |
− | + | } | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | if (isMonster && monsterData[vnum][1]) { | |
− | + | // pass | |
− | + | } else { | |
+ | battle.attackerSelection.appendChild(createOption(name, vnum)); | ||
} | } | ||
− | |||
− | |||
− | |||
− | + | battle.victimSelection.appendChild(createOption(name, vnum)); | |
} | } | ||
− | function | + | function updateBattleChoice(characters, battle) { |
− | + | var keys = Object.keys(characters.savedCharacters); | |
− | |||
− | |||
− | |||
− | ) { | ||
− | |||
− | |||
− | + | for (var index = 0; index < keys.length; index++) { | |
− | + | var pseudo = keys[index]; | |
+ | addBattleChoice(battle, pseudo); | ||
} | } | ||
− | + | characters.savedMonsters.forEach(function (monsterVnum) { | |
− | + | addBattleChoice(battle, monsterVnum, true); | |
− | + | }); | |
− | + | } | |
− | + | function isPC(character) { | |
− | + | if (character.race === 0 || character.race === 1) { | |
− | + | return false; | |
− | + | } | |
− | + | return true; | |
− | + | } | |
− | |||
− | |||
− | |||
− | + | function isBoss(character) { | |
− | + | return character.race === 0 && character.rank >= 5; | |
− | + | } | |
− | |||
− | |||
− | |||
− | |||
− | return | + | function isStone(character) { |
+ | return character.race === 1; | ||
} | } | ||
− | function | + | function isMeleeAttacker(monster) { |
− | + | return monster.attack == 0; | |
− | + | } | |
− | |||
− | |||
− | ) { | ||
− | |||
− | |||
− | + | function isRangeAttacker(monster) { | |
+ | return monster.attack == 1; | ||
+ | } | ||
− | + | function isMagicAttacker(monster) { | |
− | + | return monster.attack == 2; | |
− | + | } | |
− | + | function isMagicClass(character) { | |
− | + | return character.race === "shaman" || character.class === "black_magic"; | |
− | + | } | |
− | |||
− | + | function isDispell(character, skillId) { | |
− | + | return character.class === "weaponary" && skillId === 6; | |
− | + | } | |
− | |||
− | |||
− | + | function isPolymorph(character) { | |
− | + | return character.state === "polymorph"; | |
− | + | } | |
− | |||
− | |||
− | |||
− | |||
− | return | + | function isRiding(character) { |
+ | return character.state === "horse"; | ||
} | } | ||
− | function | + | function isBow(weapon) { |
− | + | return weapon.type === 2; | |
+ | } | ||
− | + | function calcAttackFactor(attacker, victim) { | |
− | + | function calcCoeffK(dex, level) { | |
+ | return Math.min(90, Math.floor((2 * dex + level) / 3)); | ||
+ | } | ||
− | attacker. | + | var K1 = calcCoeffK(attacker.polymorphDex, attacker.level); |
− | attacker. | + | var K2 = calcCoeffK(victim.polymorphDex, attacker.level); |
− | + | var AR = (K1 + 210) / 300; | |
− | + | var ER = (((2 * K2 + 5) / (K2 + 95)) * 3) / 10; | |
− | |||
− | |||
− | + | return truncateNumber(AR - ER, 8); | |
− | + | } | |
− | |||
− | |||
− | + | function calcMainAttackValue(attacker) { | |
− | + | var leadership = 0; | |
− | + | var rawWeaponAttackValue = 0; | |
− | |||
− | attacker. | + | if (isPC(attacker)) { |
− | + | var weaponUpgrades = attacker.weapon.upgrades; | |
− | + | var maxUpgrade = weaponUpgrades.length - 1; | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | if ( | + | if (attacker.hasOwnProperty("weaponUpgrade")) { |
− | attacker. | + | rawWeaponAttackValue = |
− | + | weaponUpgrades[Math.min(attacker.weaponUpgrade, maxUpgrade)]; | |
− | + | // rare bug when weaponUpgrade is deleted | |
− | |||
− | |||
− | |||
} else { | } else { | ||
− | + | console.log("Warming: weaponUpgrade is missing."); | |
+ | rawWeaponAttackValue = weaponUpgrades[maxUpgrade]; | ||
} | } | ||
− | + | ||
− | attacker. | + | leadership = attacker.leadership; |
} | } | ||
+ | |||
+ | return 2 * (attacker.level + rawWeaponAttackValue) + leadership; | ||
} | } | ||
− | function | + | function calcStatAttackValue(character) { |
− | + | switch (character.race) { | |
+ | case "warrior": | ||
+ | case "sura": | ||
+ | return 2 * character.str; | ||
+ | case "ninja": | ||
+ | return Math.floor((1 / 4) * (character.str + 7 * character.dex)); | ||
+ | case "shaman": | ||
+ | return Math.floor((1 / 3) * (5 * character.int + character.dex)); | ||
+ | case "lycan": | ||
+ | return character.vit + 2 * character.dex; | ||
+ | default: | ||
+ | return 2 * character.str; | ||
+ | } | ||
+ | } | ||
− | + | function calcSecondaryAttackValue(attacker) { | |
− | + | var attackValueOther = 0; | |
− | + | var minAttackValue = 0; | |
− | + | var maxAttackValue = 0; | |
− | |||
− | + | var minAttackValueSlash = 0; | |
− | + | var maxAttackValueSlash = 0; | |
− | |||
− | |||
− | |||
− | |||
− | + | var attackerWeapon = attacker.weapon; | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | if (isPC(attacker)) { | |
− | + | if (attackerWeapon.isSerpent) { | |
− | + | var rawAttackValue = attackerWeapon.upgrades[attacker.weaponUpgrade]; | |
− | + | ||
− | + | minAttackValue = attacker.minAttackValueRandom - rawAttackValue; | |
− | + | maxAttackValue = attacker.maxAttackValueRandom - rawAttackValue; | |
− | + | minAttackValue = Math.max(0, minAttackValue); | |
− | + | maxAttackValue = Math.max(minAttackValue, maxAttackValue); | |
− | + | } else { | |
− | + | minAttackValue = attackerWeapon.minAttackValue; | |
− | + | maxAttackValue = attackerWeapon.maxAttackValue; | |
− | } | + | } |
− | + | minAttackValueSlash = Math.min( | |
− | + | attacker.minAttackValueSlash, | |
− | + | attacker.maxAttackValueSlash | |
− | + | ); | |
− | + | maxAttackValueSlash = Math.max( | |
− | + | attacker.minAttackValueSlash, | |
− | + | attacker.maxAttackValueSlash | |
− | ) | + | ); |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | attackValueOther += attacker.attackValue; | |
− | |||
− | + | if (isBow(attackerWeapon) && !isPolymorph(attacker)) { | |
− | + | attackValueOther += 25; | |
− | + | } | |
+ | } else { | ||
+ | minAttackValue = attacker.minAttackValue; | ||
+ | maxAttackValue = attacker.maxAttackValue; | ||
+ | } | ||
− | + | minAttackValue += attacker.minAttackValuePolymorph; | |
+ | maxAttackValue += attacker.maxAttackValuePolymorph; | ||
− | + | attackValueOther += attacker.statAttackValue; | |
− | + | attackValueOther += attacker.horseAttackValue; | |
− | + | var weaponInterval = maxAttackValue - minAttackValue + 1; | |
− | + | var slashInterval = maxAttackValueSlash - minAttackValueSlash + 1; | |
− | |||
− | + | var totalCardinal = weaponInterval * slashInterval * 1_000_000; | |
− | + | var minInterval = Math.min(weaponInterval, slashInterval); | |
− | |||
− | |||
− | |||
− | |||
− | + | minAttackValue += minAttackValueSlash; | |
− | + | maxAttackValue += maxAttackValueSlash; | |
− | |||
− | + | return { | |
− | + | minAttackValue: minAttackValue, | |
− | + | maxAttackValue: maxAttackValue, | |
− | + | attackValueOther: attackValueOther, | |
− | + | totalCardinal: totalCardinal, | |
− | + | weights: calcWeights(minAttackValue, maxAttackValue, minInterval), | |
+ | possibleDamagesCount: maxAttackValue - minAttackValue + 1, | ||
+ | }; | ||
+ | } | ||
− | + | function calcMagicAttackValue(attacker) { | |
− | + | var minMagicAttackValue = 0; | |
− | + | var maxMagicAttackValue = 0; | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | var minMagicAttackValueSlash = 0; | |
− | + | var maxMagicAttackValueSlash = 0; | |
− | |||
− | + | var attackerWeapon = attacker.weapon; | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | if (attackerWeapon.isSerpent) { | |
− | + | minMagicAttackValue = attacker.minMagicAttackValueRandom; | |
− | + | maxMagicAttackValue = attacker.maxMagicAttackValueRandom; | |
− | |||
− | |||
− | |||
− | |||
− | + | maxMagicAttackValue = Math.max(minMagicAttackValue, maxMagicAttackValue); | |
− | + | } else { | |
− | + | var rawWeaponAttackValue = attackerWeapon.upgrades[attacker.weaponUpgrade]; | |
− | |||
− | |||
− | |||
− | |||
− | + | if (!rawWeaponAttackValue) { | |
− | + | rawWeaponAttackValue = 0; | |
− | + | } | |
− | + | minMagicAttackValue = | |
− | + | attackerWeapon.minMagicAttackValue + rawWeaponAttackValue; | |
− | + | maxMagicAttackValue = | |
− | + | attackerWeapon.maxMagicAttackValue + rawWeaponAttackValue; | |
− | + | } | |
− | |||
− | |||
− | + | minMagicAttackValueSlash = Math.min( | |
+ | attacker.minMagicAttackValueSlash, | ||
+ | attacker.maxMagicAttackValueSlash | ||
+ | ); | ||
+ | maxMagicAttackValueSlash = Math.max( | ||
+ | attacker.minMagicAttackValueSlash, | ||
+ | attacker.maxMagicAttackValueSlash | ||
+ | ); | ||
− | + | var weaponInterval = maxMagicAttackValue - minMagicAttackValue + 1; | |
− | + | var slashInterval = maxMagicAttackValueSlash - minMagicAttackValueSlash + 1; | |
− | |||
− | + | var totalCardinal = weaponInterval * slashInterval * 1_000_000; | |
+ | var minInterval = Math.min(weaponInterval, slashInterval); | ||
− | + | minMagicAttackValue += minMagicAttackValueSlash; | |
− | + | maxMagicAttackValue += maxMagicAttackValueSlash; | |
− | |||
− | + | return { | |
− | + | minMagicAttackValue: minMagicAttackValue, | |
− | + | maxMagicAttackValue: maxMagicAttackValue, | |
− | + | magicAttackValueAugmentation: getMagicAttackValueAugmentation( | |
+ | minMagicAttackValue, | ||
+ | maxMagicAttackValue, | ||
+ | attacker.magicAttackValue | ||
+ | ), | ||
+ | totalCardinal: totalCardinal, | ||
+ | weights: calcWeights(minMagicAttackValue, maxMagicAttackValue, minInterval), | ||
+ | possibleDamagesCount: maxMagicAttackValue - minMagicAttackValue + 1, | ||
+ | }; | ||
+ | } | ||
− | + | function getPolymorphPower(polymorphPoint, polymorphPowerTable) { | |
− | + | return polymorphPowerTable[polymorphPoint]; | |
− | + | } | |
− | + | function getSkillPower(skillPoint, skillPowerTable) { | |
− | + | return skillPowerTable[skillPoint]; | |
− | + | } | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | function getMarriageBonusValue(character, marriageTable, itemName) { | |
− | + | var index; | |
− | + | var lovePoint = character.lovePoint; | |
− | |||
− | |||
− | |||
− | |||
− | + | if (lovePoint < 65) { | |
− | + | index = 0; | |
− | + | } else if (lovePoint < 80) { | |
− | + | index = 1; | |
− | + | } else if (lovePoint < 100) { | |
+ | index = 2; | ||
+ | } else { | ||
+ | index = 3; | ||
+ | } | ||
− | + | return marriageTable[itemName][index]; | |
− | + | } | |
− | |||
− | |||
− | |||
− | + | function calcDamageWithPrimaryBonuses(damages, bonusValues) { | |
− | + | damages = Math.floor((damages * bonusValues.attackValueCoeff) / 100); | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | damages += bonusValues.attackValueMarriage; | |
− | |||
− | |||
− | |||
− | + | damages = Math.floor( | |
− | + | (damages * bonusValues.monsterResistanceMarriageCoeff) / 100 | |
− | + | ); | |
+ | damages = Math.floor((damages * bonusValues.monsterResistanceCoeff) / 100); | ||
− | + | damages += Math.floor((damages * bonusValues.typeBonusCoeff) / 100); | |
− | + | damages += | |
− | + | Math.floor((damages * bonusValues.raceBonusCoeff) / 100) - | |
− | + | Math.floor((damages * bonusValues.raceResistanceCoeff) / 100); | |
− | + | damages += Math.floor((damages * bonusValues.stoneBonusCoeff) / 100); | |
− | + | damages += Math.floor((damages * bonusValues.monsterBonusCoeff) / 100); | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | var elementBonusCoeff = bonusValues.elementBonusCoeff; | |
− | + | ||
− | + | damages += | |
− | + | Math.trunc((damages * elementBonusCoeff[0]) / 10000) + | |
− | + | Math.trunc((damages * elementBonusCoeff[1]) / 10000) + | |
+ | Math.trunc((damages * elementBonusCoeff[2]) / 10000) + | ||
+ | Math.trunc((damages * elementBonusCoeff[3]) / 10000) + | ||
+ | Math.trunc((damages * elementBonusCoeff[4]) / 10000) + | ||
+ | Math.trunc((damages * elementBonusCoeff[5]) / 10000); | ||
+ | |||
+ | damages = Math.floor(damages * bonusValues.damageMultiplier); | ||
+ | |||
+ | return damages; | ||
+ | } | ||
+ | |||
+ | function calcDamageWithSecondaryBonuses( | ||
+ | damages, | ||
+ | bonusValues, | ||
+ | damagesType, | ||
+ | minPiercingDamages, | ||
+ | damagesWithPrimaryBonuses | ||
+ | ) { | ||
+ | damages = Math.floor(damages * bonusValues.magicResistanceCoeff); | ||
+ | damages = Math.trunc((damages * bonusValues.weaponDefenseCoeff) / 100); | ||
+ | damages = Math.floor((damages * bonusValues.tigerStrengthCoeff) / 100); | ||
+ | damages = Math.floor((damages * bonusValues.blessingBonusCoeff) / 100); | ||
+ | |||
+ | if (damagesType.criticalHit) { | ||
+ | damages *= 2; | ||
} | } | ||
− | + | if (damagesType.piercingHit) { | |
− | + | damages += bonusValues.defenseBoost + Math.min(0, minPiercingDamages); | |
− | + | damages += Math.floor( | |
− | + | (damagesWithPrimaryBonuses * bonusValues.extraPiercingHitCoeff) / 1000 | |
− | + | ); | |
− | + | } | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | } | ||
− | + | damages = Math.floor((damages * bonusValues.averageDamageCoeff) / 100); | |
− | + | damages = Math.floor( | |
− | 100 | + | (damages * bonusValues.averageDamageResistanceCoeff) / 100 |
); | ); | ||
− | + | damages = Math.floor( | |
− | + | (damages * bonusValues.skillDamageResistanceCoeff) / 100 | |
− | |||
); | ); | ||
− | + | damages = Math.floor((damages * bonusValues.rankBonusCoeff) / 100); | |
− | + | damages = Math.max(0, damages + bonusValues.defensePercent); | |
− | + | damages += Math.min( | |
− | + | 300, | |
− | + | Math.floor((damages * bonusValues.damageBonusCoeff) / 100) | |
− | + | ); | |
− | + | damages = Math.floor((damages * bonusValues.empireMalusCoeff) / 10); | |
− | + | damages = Math.floor((damages * bonusValues.sungMaStrBonusCoeff) / 10000); | |
− | + | damages -= Math.floor(damages * bonusValues.sungmaStrMalusCoeff); | |
− | + | ||
− | + | damages = Math.floor((damages * bonusValues.whiteDragonElixirCoeff) / 100); | |
− | + | damages = Math.floor((damages * bonusValues.steelDragonElixirCoeff) / 100); | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | return | + | return damages; |
} | } | ||
− | function | + | function calcSkillDamageWithSecondaryBonuses( |
− | + | damages, | |
− | + | bonusValues, | |
− | + | damagesType, | |
− | + | minPiercingDamages | |
− | |||
− | |||
) { | ) { | ||
− | + | damages = Math.floor(damages * bonusValues.magicResistanceCoeff); | |
− | + | damages = Math.trunc((damages * bonusValues.weaponDefenseCoeff) / 100); | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | damages -= bonusValues.defense; | |
− | |||
− | + | damages = floorMultiplication(damages, bonusValues.skillWardCoeff); | |
− | + | damages = floorMultiplication(damages, bonusValues.skillBonusCoeff); | |
− | |||
− | + | var tempDamages = Math.floor( | |
+ | (damages * bonusValues.skillBonusByBonusCoeff) / 100 | ||
+ | ); | ||
+ | |||
+ | damages = Math.floor( | ||
+ | (tempDamages * bonusValues.magicAttackValueCoeff) / 100 + 0.5 | ||
+ | ); | ||
+ | damages = Math.floor((damages * bonusValues.tigerStrengthCoeff) / 100); | ||
− | + | if (damagesType.criticalHit) { | |
− | + | damages *= 2; | |
+ | } | ||
− | + | if (damagesType.piercingHit) { | |
− | + | damages += bonusValues.defenseBoost + Math.min(0, minPiercingDamages); | |
− | } | + | damages += Math.floor( |
+ | (tempDamages * bonusValues.extraPiercingHitCoeff) / 1000 | ||
+ | ); | ||
+ | } | ||
− | + | damages = Math.floor((damages * bonusValues.skillDamageCoeff) / 100); | |
− | + | damages = Math.floor( | |
− | + | (damages * bonusValues.skillDamageResistanceCoeff) / 100 | |
+ | ); | ||
+ | damages = Math.floor((damages * bonusValues.rankBonusCoeff) / 100); | ||
− | + | damages = Math.max(0, damages + bonusValues.defensePercent); | |
− | + | damages += Math.min( | |
− | + | 300, | |
− | + | Math.floor((damages * bonusValues.damageBonusCoeff) / 100) | |
− | + | ); | |
− | + | damages = Math.floor((damages * bonusValues.empireMalusCoeff) / 10); | |
− | + | damages = Math.floor((damages * bonusValues.sungMaStrBonusCoeff) / 10000); | |
+ | damages -= Math.floor(damages * bonusValues.sungmaStrMalusCoeff); | ||
− | + | damages = Math.floor((damages * bonusValues.whiteDragonElixirCoeff) / 100); | |
− | + | damages = Math.floor((damages * bonusValues.steelDragonElixirCoeff) / 100); | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | return damages; | |
− | + | } | |
− | |||
− | + | function computePolymorphPoint(attacker, victim, polymorphPowerTable) { | |
− | + | attacker.statAttackValue = 0; | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | attacker.polymorphDex = attacker.dex; | |
− | + | victim.polymorphDex = victim.dex; | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | attacker.minAttackValuePolymorph = 0; | |
− | + | attacker.maxAttackValuePolymorph = 0; | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | if (isPC(attacker) && isPolymorph(attacker)) { | |
− | + | var polymorphPowerPct = | |
− | + | getPolymorphPower(attacker.polymorphPoint, polymorphPowerTable) / 100; | |
+ | var polymorphMonster = createMonster(attacker.polymorphMonster); | ||
− | + | var polymorphStr = floorMultiplication( | |
− | + | polymorphPowerPct, | |
− | + | polymorphMonster.str | |
− | + | ); | |
− | |||
− | |||
− | |||
− | + | attacker.polymorphDex += floorMultiplication( | |
+ | polymorphPowerPct, | ||
+ | polymorphMonster.dex | ||
+ | ); | ||
− | + | attacker.minAttackValuePolymorph = floorMultiplication( | |
− | + | polymorphPowerPct, | |
− | + | polymorphMonster.minAttackValue | |
− | + | ); | |
− | + | attacker.maxAttackValuePolymorph = floorMultiplication( | |
+ | polymorphPowerPct, | ||
+ | polymorphMonster.maxAttackValue | ||
+ | ); | ||
− | + | if (!attacker.weapon) { | |
− | + | attacker.maxAttackValuePolymorph += 1; | |
− | |||
− | |||
− | |||
− | |||
− | |||
} | } | ||
− | + | attacker.attackValue = 0; | |
− | |||
− | |||
− | if (attacker. | + | if (isMagicClass(attacker)) { |
− | + | attacker.statAttackValue = 2 * (polymorphStr + attacker.int); | |
+ | } else { | ||
+ | attacker.statAttackValue = 2 * (polymorphStr + attacker.str); | ||
} | } | ||
} else { | } else { | ||
− | + | attacker.statAttackValue = calcStatAttackValue(attacker); | |
− | + | } | |
− | + | } | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | function computeHorse(attacker) { | |
− | + | attacker.horseAttackValue = 0; | |
− | |||
− | + | if (isPC(attacker) && isRiding(attacker)) { | |
− | + | var horseConstant = 30; | |
− | + | ||
− | + | if (attacker.class === "weaponary") { | |
− | + | horseConstant = 60; | |
} | } | ||
− | + | attacker.horseAttackValue = floorMultiplication( | |
− | + | 2 * attacker.level + attacker.statAttackValue, | |
+ | attacker.horsePoint / horseConstant | ||
+ | ); | ||
} | } | ||
+ | } | ||
− | + | function getRankBonus(attacker) { | |
− | + | if (attacker.lowRank !== "on") { | |
− | + | return 0; | |
− | if ( | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
} | } | ||
− | + | switch (attacker.playerRank) { | |
− | + | case "aggressive": | |
− | + | return 1; | |
− | + | case "fraudulent": | |
− | + | return 2; | |
− | + | case "malicious": | |
− | + | return 3; | |
+ | case "cruel": | ||
+ | return 5; | ||
} | } | ||
− | + | return 0; | |
− | + | } | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | function calcElementCoeffPvP(elementBonus, mapping, attacker, victim) { | |
− | + | var minElementMalus = 0; | |
+ | var maxDifference = 0; | ||
+ | var savedElementDifferences = []; | ||
+ | var elementBonusIndex = 0; | ||
− | + | for (var index = 0; index < elementBonus.length; index++) { | |
− | + | if (!attacker[mapping.elementBonus[index]]) { | |
− | + | continue; | |
− | + | } | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | } | ||
− | |||
− | + | var elementDifference = | |
− | + | attacker[mapping.elementBonus[index]] - | |
+ | victim[mapping.elementResistance[index]]; | ||
− | + | if (elementDifference >= 0) { | |
− | + | elementBonus[elementBonusIndex] = 10 * elementDifference; | |
+ | minElementMalus -= elementDifference; | ||
+ | maxDifference = Math.max(maxDifference, elementDifference); | ||
+ | elementBonusIndex++; | ||
+ | } else { | ||
+ | savedElementDifferences.push(elementDifference); | ||
+ | } | ||
+ | } | ||
− | if ( | + | if (!savedElementDifferences.length) { |
− | + | return; | |
− | |||
− | |||
− | |||
− | |||
} | } | ||
− | + | minElementMalus += maxDifference; | |
− | + | savedElementDifferences.sort(compareNumbers); | |
− | + | for (var index = 0; index < savedElementDifferences.length; index++) { | |
− | + | var elementDifference = savedElementDifferences[index]; | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | ) { | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | elementBonus[elementBonusIndex + index] = | |
− | + | 10 * Math.max(minElementMalus, elementDifference); | |
− | |||
− | + | minElementMalus = Math.min( | |
− | + | 0, | |
− | + | Math.max(minElementMalus, minElementMalus - elementDifference) | |
− | + | ); | |
− | + | } | |
− | + | } | |
− | |||
− | |||
− | |||
− | + | function skillChanceReduction(value) { | |
+ | if (value <= 9) { | ||
+ | return Math.floor(value / 2); | ||
+ | } | ||
+ | return 5 + Math.floor((value - 10) / 4); | ||
+ | } | ||
− | + | function magicResistanceToCoeff(magicResistance) { | |
− | + | if (magicResistance) { | |
− | + | return 2000 / (6 * magicResistance + 1000) - 1; | |
} | } | ||
+ | return 1; | ||
+ | } | ||
− | var | + | function createBattleValues(attacker, victim, battle, skillType) { |
− | var | + | var { mapping, constants } = battle; |
+ | var calcAttackValues; | ||
− | + | var missPercentage = 0; | |
− | if ( | + | var attackValueMeleeMagic = 0; |
− | + | var attackValueMarriage = 0; | |
+ | var monsterResistanceMarriage = 0; | ||
+ | var monsterResistance = 0; | ||
+ | var typeBonus = 0; | ||
+ | var raceBonus = 0; | ||
+ | var raceResistance = 0; | ||
+ | var stoneBonus = 0; | ||
+ | var monsterBonus = 0; | ||
+ | var elementBonus = [0, 0, 0, 0, 0, 0]; // fire, ice, lightning, earth, darkness, wind, order doesn't matter | ||
+ | var defenseMarriage = 0; | ||
+ | var damageMultiplier = 1; | ||
+ | var useDamages = 1; | ||
+ | var defense = victim.defense; | ||
+ | var defenseBoost = defense; | ||
+ | var magicResistance = 0; | ||
+ | var weaponDefense = 0; | ||
+ | var tigerStrength = 0; | ||
+ | var blessingBonus = 0; | ||
+ | var magicAttackValueMeleeMagic = 0; | ||
+ | var criticalHitPercentage = attacker.criticalHit; | ||
+ | var piercingHitPercentage = attacker.piercingHit; | ||
+ | var extraPiercingHitPercentage = Math.max(0, piercingHitPercentage - 100); | ||
+ | var averageDamage = 0; | ||
+ | var averageDamageResistance = 0; | ||
+ | var skillDamage = 0; | ||
+ | var skillDamageResistance = 0; | ||
+ | var rankBonus = 0; | ||
+ | var defensePercent = 0; | ||
+ | var damageBonus = 0; | ||
+ | var empireMalus = 0; | ||
+ | var sungMaStrBonus = 0; | ||
+ | var sungmaStrMalus = 0; | ||
+ | var whiteDragonElixir = 0; | ||
+ | var steelDragonElixir = 0; | ||
+ | |||
+ | computePolymorphPoint(attacker, victim, constants.polymorphPowerTable); | ||
+ | computeHorse(attacker); | ||
+ | |||
+ | if (isPC(attacker)) { | ||
+ | if (weaponData.hasOwnProperty(attacker.weapon)) { | ||
+ | attacker.weapon = createWeapon(attacker.weapon); | ||
+ | } else { | ||
+ | attacker.weapon = createWeapon(0); | ||
} | } | ||
− | + | attackValueMeleeMagic = | |
− | + | attacker.attackValuePercent + Math.min(100, attacker.attackMeleeMagic); | |
+ | |||
+ | var weaponType = attacker.weapon.type; | ||
− | + | if (skillType && attacker.class === "archery") { | |
− | + | if (weaponType !== 2) { | |
− | + | useDamages = 0; | |
− | + | weaponType = 2; | |
− | + | } | |
− | + | defense = 0; | |
+ | } | ||
+ | |||
+ | var weaponDefenseName = mapping.defenseWeapon[weaponType]; | ||
+ | var weaponDefenseBreakName = mapping.breakWeapon[weaponType]; | ||
− | + | if (victim.hasOwnProperty(weaponDefenseName)) { | |
− | + | weaponDefense = victim[weaponDefenseName]; | |
− | + | } | |
− | |||
− | |||
− | |||
− | |||
− | + | if (isChecked(attacker.whiteDragonElixir)) { | |
− | + | whiteDragonElixir = 10; | |
− | + | } | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | if (isPC(victim)) { | |
− | + | if (!skillType) { | |
+ | if (weaponType === 2 && !isPolymorph(attacker)) { | ||
+ | missPercentage = victim.arrowBlock; | ||
+ | } else { | ||
+ | missPercentage = victim.meleeBlock; | ||
+ | } | ||
+ | missPercentage += | ||
+ | victim.meleeArrowBlock - | ||
+ | (missPercentage * victim.meleeArrowBlock) / 100; | ||
− | + | blessingBonus = calcBlessingBonus(constants.skillPowerTable, victim); | |
− | + | averageDamageResistance = victim.averageDamageResistance; | |
− | + | } | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | typeBonus = Math.max(1, attacker.humanBonus - victim.humanResistance); | |
− | + | raceBonus = attacker[mapping.raceBonus[victim.race]]; | |
− | + | raceResistance = victim[mapping.raceResistance[attacker.race]]; | |
− | + | ||
− | + | calcElementCoeffPvP(elementBonus, mapping, attacker, victim); | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | if (weaponType !== 2 && attacker.hasOwnProperty(weaponDefenseBreakName)) { | |
− | + | weaponDefense -= attacker[weaponDefenseBreakName]; | |
− | |||
− | |||
− | |||
− | |||
} | } | ||
− | |||
− | + | criticalHitPercentage = 0; | |
− | + | } else { | |
+ | if (isChecked(attacker.isMarried)) { | ||
+ | if (isChecked(attacker.loveNecklace)) { | ||
+ | attackValueMarriage = getMarriageBonusValue( | ||
+ | attacker, | ||
+ | constants.marriageTable, | ||
+ | "loveNecklace" | ||
+ | ); | ||
+ | } | ||
− | + | if (isChecked(attacker.loveEarrings)) { | |
− | + | criticalHitPercentage += getMarriageBonusValue( | |
− | + | attacker, | |
+ | constants.marriageTable, | ||
+ | "loveEarrings" | ||
+ | ); | ||
+ | } | ||
− | + | if (isChecked(attacker.harmonyEarrings)) { | |
− | } | + | piercingHitPercentage += getMarriageBonusValue( |
+ | attacker, | ||
+ | constants.marriageTable, | ||
+ | "harmonyEarrings" | ||
+ | ); | ||
+ | } | ||
+ | } | ||
− | + | if (isChecked(attacker.tigerStrength)) { | |
− | + | tigerStrength = 40; | |
− | + | } | |
− | + | for (var index = 0; index < elementBonus.length; index++) { | |
− | + | var elementBonusName = mapping.elementBonus[index]; | |
− | + | var elementResistanceName = mapping.elementResistance[index]; | |
− | |||
− | |||
− | |||
− | + | if (attacker[elementBonusName] && victim[elementBonusName]) { | |
− | + | elementBonus[index] = | |
− | + | 50 * (attacker[elementBonusName] - victim[elementResistanceName]); | |
− | + | } else { | |
+ | elementBonus[index] = 5 * attacker[elementBonusName]; | ||
+ | } | ||
+ | } | ||
+ | |||
+ | var victimType = victim.type; | ||
+ | |||
+ | if (victimType !== -1) { | ||
+ | typeBonus = attacker[mapping.typeFlag[victimType]]; | ||
+ | } | ||
+ | |||
+ | monsterBonus = attacker.monsterBonus; | ||
+ | |||
+ | if (isStone(victim)) { | ||
+ | stoneBonus = attacker.stoneBonus; | ||
+ | } | ||
− | + | if (isBoss(victim)) { | |
− | + | if (skillType) { | |
− | + | skillDamage += attacker.skillBossDamage; | |
− | + | } else { | |
− | + | averageDamage += attacker.bossDamage; | |
− | + | } | |
− | + | } | |
− | + | ||
− | + | if (isChecked(attacker.onYohara)) { | |
− | } | + | var sungmaStrDifference = attacker.sungmaStr - attacker.sungmaStrMalus; |
− | + | ||
− | + | if (sungmaStrDifference >= 0) { | |
− | + | sungMaStrBonus = sungmaStrDifference; | |
− | + | } else { | |
− | + | sungmaStrMalus = 0.5; | |
− | + | } | |
− | + | } | |
− | + | } | |
− | }; | + | |
− | + | if (skillType) { | |
− | + | skillDamage += attacker.skillDamage; | |
− | + | } else { | |
− | + | averageDamage += attacker.averageDamage; | |
− | + | } | |
− | + | ||
− | + | rankBonus = getRankBonus(attacker); | |
− | + | damageBonus = attacker.damageBonus; | |
− | + | ||
− | + | if (isChecked(attacker.empireMalus)) { | |
− | + | empireMalus = 1; | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
} | } | ||
− | } else if ( | + | } else { |
− | + | if (isPC(victim)) { | |
− | + | if (isChecked(victim.isMarried)) { | |
− | + | if (isChecked(victim.harmonyBracelet)) { | |
− | + | monsterResistanceMarriage = getMarriageBonusValue( | |
− | + | victim, | |
− | + | constants.marriageTable, | |
− | + | "harmonyBracelet" | |
); | ); | ||
− | } | + | } |
− | + | ||
− | + | if (isChecked(victim.harmonyNecklace) && !skillType) { | |
− | + | defenseMarriage = getMarriageBonusValue( | |
− | + | victim, | |
− | + | constants.marriageTable, | |
− | + | "harmonyNecklace" | |
− | |||
); | ); | ||
− | }; | + | } |
− | + | } | |
− | + | ||
− | + | monsterResistance = victim.monsterResistance; | |
− | + | ||
− | + | for (var index = 0; index < elementBonus.length; index++) { | |
− | + | var elementBonusName = mapping.elementBonus[index]; | |
− | + | var elementResistanceName = mapping.elementResistance[index]; | |
− | + | ||
− | } | + | if (attacker[elementBonusName]) { |
− | + | elementBonus[index] = | |
− | + | 80 * (attacker[elementBonusName] - victim[elementResistanceName]); | |
− | + | } | |
− | + | } | |
− | + | ||
− | + | if (!skillType) { | |
− | + | if (isMeleeAttacker(attacker)) { | |
− | + | missPercentage = victim.meleeBlock; | |
− | }; | + | averageDamageResistance = victim.averageDamageResistance; |
− | + | blessingBonus = calcBlessingBonus(constants.skillPowerTable, victim); | |
− | + | } else if (isRangeAttacker(attacker)) { | |
− | + | missPercentage = victim.arrowBlock; | |
− | + | weaponDefense = victim.arrowDefense; | |
− | + | averageDamageResistance = victim.averageDamageResistance; | |
− | + | blessingBonus = calcBlessingBonus(constants.skillPowerTable, victim); | |
− | + | } else if (isMagicAttacker(attacker)) { | |
− | + | missPercentage = victim.arrowBlock; | |
− | + | skillDamageResistance = victim.skillDamageResistance; | |
− | + | magicResistance = victim.magicResistance; | |
− | + | } | |
+ | |||
+ | missPercentage += | ||
+ | victim.meleeArrowBlock - | ||
+ | (missPercentage * victim.meleeArrowBlock) / 100; | ||
+ | } | ||
} | } | ||
− | } | + | |
− | + | typeBonus = 1; | |
− | + | damageMultiplier = attacker.damageMultiplier; | |
− | + | } | |
− | + | ||
− | + | if (skillType) { | |
− | + | criticalHitPercentage = skillChanceReduction(criticalHitPercentage); | |
− | + | piercingHitPercentage = skillChanceReduction(piercingHitPercentage); | |
− | + | } | |
− | + | ||
− | + | if (isPC(victim)) { | |
− | + | if (!skillType && isChecked(victim.biologist70)) { | |
− | + | defenseBoost = Math.floor((defenseBoost * 110) / 100); | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
} | } | ||
− | + | ||
− | + | criticalHitPercentage = Math.max( | |
− | + | 0, | |
− | + | criticalHitPercentage - victim.criticalHitResistance | |
− | + | ); | |
− | + | piercingHitPercentage = Math.max( | |
− | + | 0, | |
− | + | piercingHitPercentage - victim.piercingHitResistance | |
− | + | ); | |
− | + | ||
− | + | if (skillType) { | |
− | + | skillDamageResistance = victim.skillDamageResistance; | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
} | } | ||
− | + | ||
− | + | if (isMagicClass(victim)) { | |
− | + | defensePercent = (-2 * victim.magicDefense * victim.defensePercent) / 100; | |
− | + | } else { | |
− | + | defensePercent = (-2 * defenseBoost * victim.defensePercent) / 100; | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
} | } | ||
− | + | ||
− | + | if (isChecked(victim.steelDragonElixir)) { | |
− | + | steelDragonElixir = 10; | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
} | } | ||
− | } | + | } |
− | + | ||
− | + | if (skillType === "magic") { | |
− | + | attackValueMeleeMagic = 0; | |
− | + | magicAttackValueMeleeMagic = | |
− | + | attacker.attackMagic + Math.min(100, attacker.attackMeleeMagic); | |
− | + | attackValueMarriage = 0; | |
− | + | defense = 0; | |
− | + | if (!isDispell(attacker, 6)) { | |
− | + | magicResistance = victim.magicResistance; | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
} | } | ||
− | } else | + | weaponDefense = 0; |
− | + | calcAttackValues = calcMagicAttackValue; | |
− | + | } else { | |
− | + | calcAttackValues = calcSecondaryAttackValue; | |
− | + | } | |
− | + | ||
− | + | missPercentage = Math.min(100, missPercentage); | |
− | + | ||
− | + | var bonusValues = { | |
− | + | missPercentage: missPercentage, | |
− | + | weaponBonusCoeff: 1, | |
− | + | attackValueCoeff: 100 + attackValueMeleeMagic, | |
− | + | attackValueMarriage: attackValueMarriage, | |
− | + | monsterResistanceMarriageCoeff: 100 - monsterResistanceMarriage, | |
− | + | monsterResistanceCoeff: 100 - monsterResistance, | |
− | + | typeBonusCoeff: typeBonus, | |
− | + | raceBonusCoeff: raceBonus, | |
− | + | raceResistanceCoeff: raceResistance, | |
− | + | stoneBonusCoeff: stoneBonus, | |
− | + | monsterBonusCoeff: monsterBonus, | |
− | + | elementBonusCoeff: elementBonus, | |
− | + | damageMultiplier: damageMultiplier, | |
− | + | useDamages: useDamages, | |
− | + | defense: defense, | |
− | + | defenseBoost: defenseBoost, | |
− | + | defenseMarriage: defenseMarriage, | |
− | + | tigerStrengthCoeff: 100 + tigerStrength, | |
− | + | magicResistanceCoeff: magicResistanceToCoeff(magicResistance), | |
− | + | weaponDefenseCoeff: 100 - weaponDefense, | |
− | + | blessingBonusCoeff: 100 - blessingBonus, | |
− | + | magicAttackValueCoeff: 100 + magicAttackValueMeleeMagic, | |
− | + | extraPiercingHitCoeff: 5 * extraPiercingHitPercentage, | |
− | + | averageDamageCoeff: 100 + averageDamage, | |
− | + | averageDamageResistanceCoeff: 100 - Math.min(99, averageDamageResistance), | |
− | + | skillDamageCoeff: 100 + skillDamage, | |
− | + | skillDamageResistanceCoeff: 100 - Math.min(99, skillDamageResistance), | |
− | + | rankBonusCoeff: 100 + rankBonus, | |
− | + | defensePercent: Math.floor(defensePercent), | |
− | + | damageBonusCoeff: damageBonus, | |
− | + | empireMalusCoeff: 10 - empireMalus, | |
− | + | sungMaStrBonusCoeff: 10000 + sungMaStrBonus, | |
− | + | sungmaStrMalusCoeff: sungmaStrMalus, | |
− | + | whiteDragonElixirCoeff: 100 + whiteDragonElixir, | |
− | + | steelDragonElixirCoeff: 100 - steelDragonElixir, | |
− | + | }; | |
− | + | ||
− | + | criticalHitPercentage = Math.min(criticalHitPercentage, 100); | |
− | + | piercingHitPercentage = Math.min(piercingHitPercentage, 100); | |
− | + | ||
− | + | var damagesTypeCombinaison = [ | |
− | + | { | |
− | + | criticalHit: false, | |
− | + | piercingHit: false, | |
− | + | weight: | |
− | + | (100 - criticalHitPercentage) * | |
− | + | (100 - piercingHitPercentage) * | |
− | + | (100 - missPercentage), | |
− | + | name: "normalHit", | |
− | + | }, | |
− | + | { | |
− | + | criticalHit: true, | |
− | + | piercingHit: false, | |
− | + | weight: | |
− | + | criticalHitPercentage * | |
− | + | (100 - piercingHitPercentage) * | |
− | + | (100 - missPercentage), | |
− | + | name: "criticalHit", | |
− | + | }, | |
− | + | { | |
− | + | criticalHit: false, | |
− | + | piercingHit: true, | |
− | + | weight: | |
− | + | (100 - criticalHitPercentage) * | |
− | + | piercingHitPercentage * | |
− | } | + | (100 - missPercentage), |
− | + | name: "piercingHit", | |
− | + | }, | |
+ | { | ||
+ | criticalHit: true, | ||
+ | piercingHit: true, | ||
+ | weight: | ||
+ | criticalHitPercentage * piercingHitPercentage * (100 - missPercentage), | ||
+ | name: "criticalPiercingHit", | ||
+ | }, | ||
+ | ]; | ||
+ | |||
+ | return { | ||
+ | attacker: attacker, | ||
+ | victim: victim, | ||
+ | attackFactor: calcAttackFactor(attacker, victim), | ||
+ | mainAttackValue: calcMainAttackValue(attacker), | ||
+ | attackValues: calcAttackValues(attacker), | ||
+ | bonusValues: bonusValues, | ||
+ | damagesTypeCombinaison: damagesTypeCombinaison, | ||
+ | }; | ||
} | } | ||
− | function | + | function updateBattleValues(battleValues, skillFormula, skillInfo) { |
− | + | var weaponBonus = 0; | |
− | + | var skillWard = 0; | |
− | + | var skillBonus = 0; | |
− | + | var skillBonusByBonus = 0; | |
− | + | var { attacker: attacker, bonusValues: bonusValues } = battleValues; | |
− | + | var { | |
− | + | range: [minVariation, maxVariation], | |
− | + | } = skillInfo; | |
− | var | + | var variationLength = maxVariation - minVariation + 1; |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | if (skillInfo.hasOwnProperty("weaponBonus")) { | |
− | + | var [weaponType, weaponBonusValue] = skillInfo.weaponBonus; | |
− | |||
− | + | if (weaponType === attacker.weapon.type) { | |
− | + | weaponBonus = weaponBonusValue; | |
− | + | } | |
− | + | } | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | if (skillInfo.skillBonus) { | |
− | + | skillBonus = skillInfo.skillBonus; | |
+ | } | ||
− | + | if (skillInfo.skillWard) { | |
− | + | skillWard = skillInfo.skillWard; | |
− | + | } | |
− | |||
− | |||
− | |||
− | + | if (skillInfo.skillBonusByBonus) { | |
+ | skillBonusByBonus = skillInfo.skillBonusByBonus; | ||
+ | } | ||
− | + | if (skillInfo.removeWeaponReduction) { | |
− | + | bonusValues.weaponDefenseCoeff = 100; | |
− | + | } | |
− | |||
− | + | bonusValues.weaponBonusCoeff = 100 + weaponBonus; | |
− | + | bonusValues.skillWardCoeff = 1 - skillWard / 100; | |
+ | bonusValues.skillBonusCoeff = 1 + skillBonus / 100; | ||
+ | bonusValues.skillBonusByBonusCoeff = 100 + skillBonusByBonus; | ||
− | + | battleValues.skillFormula = skillFormula; | |
− | + | battleValues.skillRange = skillInfo.range; | |
− | + | battleValues.attackValues.totalCardinal *= variationLength; | |
− | + | battleValues.attackValues.possibleDamagesCount *= variationLength; | |
− | + | } | |
− | |||
− | + | function calcWeights(minValue, maxValue, minInterval) { | |
− | + | var firstWeightLimit = minValue + minInterval - 1; | |
− | + | var lastWeightsLimit = maxValue - minInterval + 1; | |
− | + | var weights = []; | |
− | |||
− | |||
− | |||
− | + | for (var value = minValue; value < firstWeightLimit; value++) { | |
− | + | weights.push(value - minValue + 1); | |
− | + | } | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | for (var value = firstWeightLimit; value <= lastWeightsLimit; value++) { | |
− | + | weights.push(minInterval); | |
− | + | } | |
− | + | for (var value = lastWeightsLimit + 1; value <= maxValue; value++) { | |
− | + | weights.push(maxValue - value + 1); | |
− | + | } | |
− | |||
− | + | return weights; | |
− | + | } | |
− | |||
− | |||
− | |||
− | |||
− | + | function calcBlessingBonus(skillPowerTable, victim) { | |
− | + | if (victim.isBlessed !== "on") { | |
− | + | return 0; | |
− | + | } | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | var int = victim.intBlessing; | |
− | + | var dex = victim.dexBlessing; | |
− | + | var skillPower = getSkillPower(victim["skillBlessing"], skillPowerTable); | |
− | |||
− | + | if (!skillPower) { | |
− | + | return 0; | |
− | + | } | |
− | |||
− | |||
− | |||
− | + | var blessingBonus = floorMultiplication( | |
− | + | ((int * 0.3 + 5) * (2 * skillPower + 0.5) + 0.3 * dex) / (skillPower + 2.3), | |
− | + | 1 | |
− | + | ); | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | if ( | + | if (victim.class === "dragon" && isChecked(ictim.blessingOnself)) { |
− | + | blessingBonus = floorMultiplication(blessingBonus, 1.1); | |
} | } | ||
− | return | + | return blessingBonus; |
} | } | ||
− | function | + | function getSkillFormula(battle, skillId, battleValues, removeSkillVariation) { |
− | + | var { attacker, victim, attackFactor } = battleValues; | |
− | + | var skillPowerTable = battle.constants.skillPowerTable; | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | ) { | ||
− | var | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | var | + | var skillFormula; |
− | var | + | var skillInfo = { range: [0, 0] }; |
− | |||
− | var | + | var { class: attackerClass, level: lv, vit, str, int, dex } = attacker; |
− | |||
− | |||
− | + | if (skillId <= 9) { | |
− | + | var skillPower = getSkillPower( | |
+ | attacker["attackSkill" + skillId], | ||
+ | skillPowerTable | ||
+ | ); | ||
− | + | var improvedBySkillBonus = false; | |
− | + | var improvedByBonus = false; | |
− | |||
− | |||
− | |||
− | |||
− | + | if (attackerClass === "body") { | |
− | + | switch (skillId) { | |
− | + | // Triple lacération | |
− | + | case 1: | |
− | + | skillFormula = function (atk) { | |
− | + | return floorMultiplication( | |
− | + | 1.1 * atk + (0.5 * atk + 1.5 * str) * skillPower, | |
− | + | 1 | |
− | + | ); | |
− | + | }; | |
− | + | improvedByBonus = true; | |
− | + | break; | |
− | + | // Moulinet à l'épée | |
− | + | case 2: | |
− | + | skillFormula = function (atk) { | |
− | + | return floorMultiplication( | |
− | + | 3 * atk + (0.8 * atk + 5 * str + 3 * dex + vit) * skillPower, | |
− | + | 1 | |
− | + | ); | |
− | + | }; | |
− | + | improvedByBonus = true; | |
− | + | improvedBySkillBonus = true; | |
− | + | break; | |
+ | // Accélération | ||
+ | case 5: | ||
+ | skillFormula = function (atk) { | ||
+ | return floorMultiplication( | ||
+ | 2 * atk + (atk + dex * 3 + str * 7 + vit) * skillPower, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | improvedByBonus = true; | ||
+ | break; | ||
+ | // Volonté de vivre | ||
+ | case 6: | ||
+ | skillFormula = function (atk) { | ||
+ | return floorMultiplication( | ||
+ | (3 * atk + (atk + 1.5 * str) * skillPower) * 1.07, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | break; | ||
+ | // Tremblement de terre | ||
+ | case 9: | ||
+ | skillFormula = function (atk, variation) { | ||
+ | return floorMultiplication( | ||
+ | 3 * atk + | ||
+ | (0.9 * atk + variation + 5 * str + 3 * dex + lv) * skillPower, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | skillInfo.range = [1, 1000]; | ||
+ | break; | ||
+ | } | ||
+ | } else if (attackerClass === "mental") { | ||
+ | switch (skillId) { | ||
+ | // Attaque de l'esprit | ||
+ | case 1: | ||
+ | skillFormula = function (atk) { | ||
+ | return floorMultiplication( | ||
+ | 2.3 * atk + (4 * atk + 4 * str + vit) * skillPower, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | improvedByBonus = true; | ||
+ | improvedBySkillBonus = true; | ||
+ | break; | ||
+ | // Attaque de la paume | ||
+ | case 2: | ||
+ | skillFormula = function (atk) { | ||
+ | return floorMultiplication( | ||
+ | 2.3 * atk + (3 * atk + 4 * str + 3 * vit) * skillPower, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | improvedByBonus = true; | ||
+ | break; | ||
+ | // Charge | ||
+ | case 3: | ||
+ | skillFormula = function (atk) { | ||
+ | return floorMultiplication( | ||
+ | 2 * atk + (2 * atk + 2 * dex + 2 * vit + 4 * str) * skillPower, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | break; | ||
+ | // Coup d'épée | ||
+ | case 5: | ||
+ | skillFormula = function (atk) { | ||
+ | return floorMultiplication( | ||
+ | 2 * atk + (atk + 3 * dex + 5 * str + vit) * skillPower, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | improvedByBonus = true; | ||
+ | break; | ||
+ | // Orbe de l'épée | ||
+ | case 6: | ||
+ | skillFormula = function (atk) { | ||
+ | return floorMultiplication( | ||
+ | (2 * atk + (2 * atk + 2 * dex + 2 * vit + 4 * str) * skillPower) * | ||
+ | 1.1, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | break; | ||
+ | // Tremblement de terre | ||
+ | case 9: | ||
+ | skillFormula = function (atk, variation) { | ||
+ | return floorMultiplication( | ||
+ | 3 * atk + | ||
+ | (0.9 * atk + variation + 5 * str + 3 * dex + lv) * skillPower, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | skillInfo.range = [1, 1000]; | ||
+ | break; | ||
} | } | ||
− | + | } else if (attackerClass === "blade_fight") { | |
− | + | switch (skillId) { | |
− | + | // Embuscade | |
− | + | case 1: | |
− | + | skillFormula = function (atk, variation) { | |
− | + | return floorMultiplication( | |
− | + | atk + (1.2 * atk + variation + 4 * dex + 4 * str) * skillPower, | |
− | + | 1 | |
− | + | ); | |
− | + | }; | |
− | + | skillInfo.weaponBonus = [1, 50]; | |
− | + | skillInfo.range = [500, 700]; | |
− | + | improvedByBonus = true; | |
− | + | improvedBySkillBonus = true; | |
− | + | break; | |
− | + | // Attaque rapide | |
− | + | case 2: | |
− | + | skillFormula = function (atk, variation) { | |
− | + | return floorMultiplication( | |
− | + | atk + (1.6 * atk + variation + 7 * dex + 7 * str) * skillPower, | |
− | + | 1 | |
− | + | ); | |
− | + | }; | |
− | + | skillInfo.weaponBonus = [1, 35]; | |
− | + | skillInfo.range = [200, 300]; | |
− | + | improvedByBonus = true; | |
− | + | break; | |
− | + | // Dague filante | |
− | + | case 3: | |
− | + | skillFormula = function (atk) { | |
− | + | return floorMultiplication( | |
− | + | 2 * atk + (0.5 * atk + 9 * dex + 7 * str) * skillPower, | |
− | + | 1 | |
− | + | ); | |
− | + | }; | |
− | + | improvedByBonus = true; | |
− | skillFormula | + | break; |
− | + | // Brume empoisonnée | |
− | + | case 5: | |
− | + | skillFormula = function (atk) { | |
− | + | return floorMultiplication( | |
− | + | 2 * lv + (atk + 3 * str + 18 * dex) * skillPower, | |
− | + | 1 | |
− | ) | + | ); |
− | + | }; | |
+ | improvedByBonus = true; | ||
+ | break; | ||
+ | // Poison insidieux | ||
+ | case 6: | ||
+ | skillFormula = function (atk) { | ||
+ | return floorMultiplication( | ||
+ | (2 * lv + (atk + 3 * str + 18 * dex) * skillPower) * 1.1, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | break; | ||
+ | // Étoiles brillantes | ||
+ | case 9: | ||
+ | skillFormula = function (atk, variation) { | ||
+ | return floorMultiplication( | ||
+ | atk + (1.7 * atk + variation + 6 * dex + 5 * lv) * skillPower, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | skillInfo.range = [1, 1000]; | ||
+ | break; | ||
+ | } | ||
+ | } else if (attackerClass === "archery") { | ||
+ | switch (skillId) { | ||
+ | // Tir à répétition | ||
+ | // case 1: | ||
+ | // skillFormula = function (atk) { | ||
+ | // return floorMultiplication( | ||
+ | // atk + 0.2 * atk * Math.floor(2 + 6 * skillPower) + (0.8 * atk + 8 * dex * attackFactor + 2 * int) * skillPower, | ||
+ | // 1 | ||
+ | // ); | ||
+ | // }; | ||
+ | // improvedByBonus = true; | ||
+ | // break; | ||
+ | // Pluie de flèches | ||
+ | case 2: | ||
+ | skillFormula = function (atk) { | ||
+ | return floorMultiplication( | ||
+ | atk + (1.7 * atk + 5 * dex + str) * skillPower, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | improvedByBonus = true; | ||
+ | break; | ||
+ | // Flèche de feu | ||
+ | case 3: | ||
+ | skillFormula = function (atk, variation) { | ||
+ | return floorMultiplication( | ||
+ | 1.5 * atk + (2.6 * atk + 0.9 * int + variation) * skillPower, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | skillInfo.range = [100, 300]; | ||
+ | improvedByBonus = true; | ||
+ | improvedBySkillBonus = true; | ||
+ | break; | ||
+ | // Foulée de plume | ||
+ | case 4: | ||
+ | skillFormula = function (atk) { | ||
+ | return floorMultiplication( | ||
+ | (3 * dex + 200 + 2 * str + 2 * int) * skillPower, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | skillInfo.removeWeaponReduction = true; | ||
+ | break; | ||
+ | // Flèche empoisonnée | ||
+ | case 5: | ||
+ | skillFormula = function (atk, variation) { | ||
+ | return floorMultiplication( | ||
+ | atk + | ||
+ | (1.4 * atk + variation + 7 * dex + 4 * str + 4 * int) * | ||
+ | skillPower, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | skillInfo.range = [100, 200]; | ||
+ | improvedByBonus = true; | ||
+ | break; | ||
+ | // Coup étincelant | ||
+ | case 6: | ||
+ | skillFormula = function (atk, variation) { | ||
+ | return floorMultiplication( | ||
+ | (atk + | ||
+ | (1.2 * atk + variation + 6 * dex + 3 * str + 3 * int) * | ||
+ | skillPower) * | ||
+ | 1.2, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | skillInfo.range = [100, 200]; | ||
+ | improvedByBonus = true; | ||
+ | break; | ||
+ | // Tir tempête | ||
+ | case 9: | ||
+ | skillFormula = function (atk, variation) { | ||
+ | return floorMultiplication( | ||
+ | 1.9 * atk + (2.6 * atk + variation) * skillPower, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | skillInfo.range = [1, 1000]; | ||
+ | break; | ||
} | } | ||
− | } | + | } else if (attackerClass === "weaponary") { |
− | + | switch (skillId) { | |
− | + | // Toucher brûlant | |
− | } | + | case 1: |
− | + | skillFormula = function (atk) { | |
− | if ( | + | return floorMultiplication( |
− | + | atk + | |
− | } | + | 2 * lv + |
− | + | 2 * int + | |
− | return [ | + | (2 * atk + 4 * str + 14 * int) * skillPower, |
− | } | + | 1 |
− | + | ); | |
− | function | + | }; |
− | + | improvedByBonus = true; | |
+ | improvedBySkillBonus = true; | ||
+ | break; | ||
+ | // Tourbillon du dragon | ||
+ | case 2: | ||
+ | skillFormula = function (atk) { | ||
+ | return floorMultiplication( | ||
+ | 1.1 * atk + | ||
+ | 2 * lv + | ||
+ | 2 * int + | ||
+ | (1.5 * atk + str + 12 * int) * skillPower, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | improvedByBonus = true; | ||
+ | break; | ||
+ | // Contre-sort | ||
+ | case 6: | ||
+ | skillFormula = function (mav, variation) { | ||
+ | return floorMultiplication( | ||
+ | 40 + | ||
+ | 5 * lv + | ||
+ | 2 * int + | ||
+ | (10 * int + 7 * mav + variation) * attackFactor * skillPower, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | skillInfo.range = [50, 100]; | ||
+ | break; | ||
+ | // Coup démoniaque | ||
+ | case 9: | ||
+ | skillFormula = function (atk, variation) { | ||
+ | return floorMultiplication( | ||
+ | 1.9 * atk + (2.6 * atk + variation) * skillPower, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | skillInfo.range = [1, 1000]; | ||
+ | break; | ||
+ | } | ||
+ | } else if (attackerClass === "black_magic") { | ||
+ | switch (skillId) { | ||
+ | // Attaque des ténèbres | ||
+ | case 1: | ||
+ | skillFormula = function (mav, variation) { | ||
+ | return floorMultiplication( | ||
+ | 40 + | ||
+ | 5 * lv + | ||
+ | 2 * int + | ||
+ | (13 * int + 6 * mav + variation) * attackFactor * skillPower, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | skillInfo.range = [50, 100]; | ||
+ | improvedByBonus = true; | ||
+ | improvedBySkillBonus = true; | ||
+ | break; | ||
+ | // Attaque de flammes | ||
+ | // case 2: | ||
+ | // skillFormula = function (mav, variation) { | ||
+ | // return floorMultiplication( | ||
+ | // 5 * lv + 2 * int + (7 * int + 8 * mav + 4 * str + 2 * vit + variation) * skillPower, | ||
+ | // 1 | ||
+ | // ); | ||
+ | // }; | ||
+ | // skillInfo.range = [180, 100]; | ||
+ | // improvedByBonus = true; | ||
+ | // break; | ||
+ | // Esprit de flammes | ||
+ | case 3: | ||
+ | skillFormula = function (mav, variation) { | ||
+ | return floorMultiplication( | ||
+ | 30 + | ||
+ | 2 * lv + | ||
+ | 2 * int + | ||
+ | (7 * int + 6 * mav + variation) * attackFactor * skillPower, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | skillInfo.range = [200, 500]; | ||
+ | break; | ||
+ | // Frappe de l'esprit | ||
+ | // case 5: | ||
+ | // skillFormula = function (mav, variation) { | ||
+ | // return floorMultiplication( | ||
+ | // 40 + 2 * lv + 2 * int + (2 * vit + 2 * dex + 13 * int + 6 * mav + variation) * attackFactor * skillPower, | ||
+ | // 1 | ||
+ | // ); | ||
+ | // }; | ||
+ | // skillInfo.range = [180, 200]; | ||
+ | // break; | ||
+ | // Orbe des ténèbres | ||
+ | case 6: | ||
+ | skillFormula = function (mav) { | ||
+ | return floorMultiplication( | ||
+ | 120 + | ||
+ | 6 * lv + | ||
+ | (5 * vit + 5 * dex + 29 * int + 9 * mav) * | ||
+ | attackFactor * | ||
+ | skillPower, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | improvedByBonus = true; | ||
+ | break; | ||
+ | // Vague mortelle | ||
+ | case 9: | ||
+ | skillFormula = function (mav, variation) { | ||
+ | return floorMultiplication( | ||
+ | 120 + | ||
+ | 6 * lv + | ||
+ | (5 * vit + 5 * dex + 30 * int + variation + 9 * mav) * | ||
+ | attackFactor * | ||
+ | skillPower, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | skillInfo.range = [1, 1000]; | ||
+ | break; | ||
+ | } | ||
+ | } else if (attackerClass === "dragon") { | ||
+ | switch (skillId) { | ||
+ | // Talisman volant | ||
+ | case 1: | ||
+ | skillFormula = function (mav) { | ||
+ | return floorMultiplication( | ||
+ | 70 + | ||
+ | 5 * lv + | ||
+ | (18 * int + 7 * str + 5 * mav + 50) * attackFactor * skillPower, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | skillInfo.weaponBonus = [4, 10]; | ||
+ | improvedByBonus = true; | ||
+ | break; | ||
+ | // Dragon chassant | ||
+ | case 2: | ||
+ | skillFormula = function (mav) { | ||
+ | return floorMultiplication( | ||
+ | 60 + | ||
+ | 5 * lv + | ||
+ | (16 * int + 6 * dex + 6 * mav + 120) * | ||
+ | attackFactor * | ||
+ | skillPower, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | skillInfo.weaponBonus = [4, 10]; | ||
+ | improvedByBonus = true; | ||
+ | improvedBySkillBonus = true; | ||
+ | break; | ||
+ | // Rugissement du dragon | ||
+ | case 3: | ||
+ | skillFormula = function (mav) { | ||
+ | return floorMultiplication( | ||
+ | 70 + | ||
+ | 3 * lv + | ||
+ | (20 * int + 3 * str + 10 * mav + 100) * | ||
+ | attackFactor * | ||
+ | skillPower, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | skillInfo.weaponBonus = [4, 10]; | ||
+ | improvedByBonus = true; | ||
+ | break; | ||
+ | // Météore | ||
+ | case 9: | ||
+ | skillFormula = function (mav, variation) { | ||
+ | return floorMultiplication( | ||
+ | 120 + | ||
+ | 6 * lv + | ||
+ | (5 * vit + 5 * dex + 30 * int + variation + 9 * mav) * | ||
+ | attackFactor * | ||
+ | skillPower, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | skillInfo.range = [1, 1000]; | ||
+ | break; | ||
+ | } | ||
+ | } else if (attackerClass === "heal") { | ||
+ | switch (skillId) { | ||
+ | // Jet de foudre | ||
+ | case 1: | ||
+ | skillFormula = function (mav, variation) { | ||
+ | return floorMultiplication( | ||
+ | 60 + | ||
+ | 5 * lv + | ||
+ | (8 * int + 2 * dex + 8 * mav + variation) * | ||
+ | attackFactor * | ||
+ | skillPower, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | skillInfo.weaponBonus = [6, 10]; | ||
+ | skillInfo.range = [5 * int, 15 * int]; | ||
+ | improvedByBonus = true; | ||
+ | break; | ||
+ | // Invocation de foudre | ||
+ | case 2: | ||
+ | skillFormula = function (mav, variation) { | ||
+ | return floorMultiplication( | ||
+ | 40 + | ||
+ | 4 * lv + | ||
+ | (13 * int + 2 * str + 10 * mav + variation) * | ||
+ | attackFactor * | ||
+ | skillPower, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | skillInfo.weaponBonus = [6, 10]; | ||
+ | skillInfo.range = [5 * int, 16 * int]; | ||
+ | improvedByBonus = true; | ||
+ | improvedBySkillBonus = true; | ||
+ | break; | ||
+ | // Griffe de foudre | ||
+ | case 3: | ||
+ | skillFormula = function (mav, variation) { | ||
+ | return floorMultiplication( | ||
+ | 50 + | ||
+ | 5 * lv + | ||
+ | (8 * int + 2 * str + 8 * mav + variation) * | ||
+ | attackFactor * | ||
+ | skillPower, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | skillInfo.range = [1, 800]; | ||
+ | improvedByBonus = true; | ||
+ | break; | ||
+ | } | ||
+ | } else if (attackerClass === "lycan") { | ||
+ | switch (skillId) { | ||
+ | // Déchiqueter | ||
+ | // case 1: | ||
+ | // skillFormula = function (atk) { | ||
+ | // return floorMultiplication( | ||
+ | // 1.1 * atk + (0.3 * atk + 1.5 * str) * skillPower, | ||
+ | // 1 | ||
+ | // ); | ||
+ | // }; | ||
+ | // skillInfo.weaponBonus = [5, 54]; | ||
+ | // improvedByBonus = true; | ||
+ | // break; | ||
+ | // Souffle de loup | ||
+ | case 2: | ||
+ | skillFormula = function (atk) { | ||
+ | return floorMultiplication( | ||
+ | 2 * atk + (atk + 3 * dex + 5 * str + vit) * skillPower, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | skillInfo.weaponBonus = [5, 35]; | ||
+ | improvedByBonus = true; | ||
+ | improvedBySkillBonus = true; | ||
+ | break; | ||
+ | // Bond de loup | ||
+ | case 3: | ||
+ | skillFormula = function (atk) { | ||
+ | return floorMultiplication( | ||
+ | atk + (1.6 * atk + 200 + 7 * dex + 7 * str) * skillPower, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | skillInfo.weaponBonus = [5, 35]; | ||
+ | improvedByBonus = true; | ||
+ | break; | ||
+ | // Griffe de loup | ||
+ | case 4: | ||
+ | skillFormula = function (atk) { | ||
+ | return floorMultiplication( | ||
+ | 3 * atk + (0.8 * atk + 6 * str + 2 * dex + vit) * skillPower, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | improvedByBonus = true; | ||
+ | break; | ||
+ | // Tempête cinglante | ||
+ | case 9: | ||
+ | skillFormula = function (atk, variation) { | ||
+ | return floorMultiplication( | ||
+ | 1.8 * atk + | ||
+ | (atk + 6 * dex + variation + 3 * str + lv) * skillPower, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | skillInfo.range = [1, 1000]; | ||
+ | break; | ||
+ | } | ||
+ | } | ||
+ | if (improvedBySkillBonus) { | ||
+ | skillInfo.skillBonus = | ||
+ | 16 * getSkillPower(attacker.skillBonus, skillPowerTable); | ||
− | + | var skillWardChoice = victim.skillWardChoice; | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | if (skillWardChoice && skillWardChoice === attackerClass) { | |
− | } | + | skillInfo.skillWard = |
+ | 24 * getSkillPower(victim.skillWard, skillPowerTable); | ||
+ | } | ||
+ | } | ||
− | + | if (improvedByBonus) { | |
− | + | skillInfo.skillBonusByBonus = attacker["skillBonus" + skillId]; | |
− | + | } | |
− | |||
− | + | if (removeSkillVariation) { | |
− | + | var averageVariation = (skillInfo.range[0] + skillInfo.range[0]) / 2; | |
+ | skillInfo.range = [averageVariation, averageVariation]; | ||
+ | } | ||
+ | } else { | ||
+ | var skillPower = getSkillPower( | ||
+ | attacker["horseSkill" + skillId], | ||
+ | skillPowerTable | ||
+ | ); | ||
− | + | switch (skillId) { | |
− | + | // Combat équestre | |
− | + | case 137: | |
− | + | skillFormula = function (atk) { | |
− | + | return floorMultiplication(atk + 2 * atk * skillPower, 1); | |
− | + | }; | |
− | + | break; | |
+ | // Charge à cheval | ||
+ | case 138: | ||
+ | skillFormula = function (atk) { | ||
+ | return floorMultiplication( | ||
+ | 2.4 * (200 + 1.5 * lv) + 600 * skillPower, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | break; | ||
+ | // Vague de Pouvoir | ||
+ | case 139: | ||
+ | skillFormula = function (atk) { | ||
+ | return floorMultiplication( | ||
+ | 2 * (200 + 1.5 * lv) + 600 * skillPower, | ||
+ | 1 | ||
+ | ); | ||
+ | }; | ||
+ | break; | ||
+ | // Grêle de flèches | ||
+ | case 140: | ||
+ | skillFormula = function (atk) { | ||
+ | return floorMultiplication(atk + 2 * atk * skillPower, 1); | ||
+ | }; | ||
+ | break; | ||
} | } | ||
+ | } | ||
− | + | updateBattleValues(battleValues, skillFormula, skillInfo); | |
+ | } | ||
− | + | function calcMagicAttackValueAugmentation( | |
− | + | magicAttackValueWeapon, | |
+ | magicAttackValueBonus | ||
+ | ) { | ||
+ | if (magicAttackValueBonus) { | ||
+ | return Math.max( | ||
+ | 1, | ||
+ | 0.0025056 * | ||
+ | magicAttackValueBonus ** 0.602338 * | ||
+ | magicAttackValueWeapon ** 1.20476 | ||
+ | ); | ||
+ | } | ||
+ | return 0; | ||
+ | } | ||
− | + | function getMagicAttackValueAugmentation( | |
− | + | minMagicAttackValue, | |
− | + | maxMagicAttackValue, | |
− | + | magicAttackValueBonus | |
− | + | ) { | |
− | + | var magicAttackValueAugmentation = []; | |
− | |||
− | |||
− | + | for ( | |
− | + | var magicAttackValue = minMagicAttackValue; | |
− | + | magicAttackValue <= maxMagicAttackValue; | |
− | + | magicAttackValue++ | |
− | + | ) { | |
+ | magicAttackValueAugmentation.push( | ||
+ | calcMagicAttackValueAugmentation(magicAttackValue, magicAttackValueBonus) | ||
+ | ); | ||
+ | } | ||
− | + | return magicAttackValueAugmentation; | |
− | + | } | |
− | |||
− | + | function calcPhysicalDamages(battleValues) { | |
− | + | var { | |
− | } | + | attackFactor, |
− | + | mainAttackValue, | |
+ | attackValues: { minAttackValue, maxAttackValue, attackValueOther, weights }, | ||
+ | bonusValues, | ||
+ | damagesTypeCombinaison, | ||
+ | } = battleValues; | ||
− | + | var damagesWeightedByType = {}; | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | if (bonusValues.missPercentage) { | |
− | + | damagesWeightedByType.miss = bonusValues.missPercentage / 100; | |
− | + | } | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | for (var damagesType of damagesTypeCombinaison) { | |
− | + | if (!damagesType.weight) { | |
− | + | continue; | |
− | + | } | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | var damagesWeighted = {}; | |
− | + | damagesWeightedByType[damagesType.name] = damagesWeighted; | |
− | + | for ( | |
− | + | var attackValue = minAttackValue; | |
− | var | + | attackValue <= maxAttackValue; |
+ | attackValue++ | ||
+ | ) { | ||
+ | var weight = weights[attackValue - minAttackValue] * damagesType.weight; | ||
− | + | var secondaryAttackValue = 2 * attackValue + attackValueOther; | |
− | var | + | var rawDamages = |
− | + | mainAttackValue + | |
− | + | floorMultiplication(attackFactor, secondaryAttackValue); | |
− | + | ||
− | + | var damagesWithPrimaryBonuses = calcDamageWithPrimaryBonuses( | |
− | + | rawDamages, | |
+ | bonusValues | ||
+ | ); | ||
+ | |||
+ | var minPiercingDamages = | ||
+ | damagesWithPrimaryBonuses - | ||
+ | bonusValues.defenseBoost + | ||
+ | bonusValues.defenseMarriage; | ||
+ | |||
+ | if (minPiercingDamages <= 2) { | ||
+ | for (var damages = 1; damages <= 5; damages++) { | ||
+ | var finalDamages = calcDamageWithSecondaryBonuses( | ||
+ | damages, | ||
+ | bonusValues, | ||
+ | damagesType, | ||
+ | minPiercingDamages, | ||
+ | damagesWithPrimaryBonuses | ||
+ | ); | ||
+ | |||
+ | addKeyValue(damagesWeighted, finalDamages, weight / 5); | ||
} | } | ||
+ | } else { | ||
+ | var finalDamages = calcDamageWithSecondaryBonuses( | ||
+ | minPiercingDamages, | ||
+ | bonusValues, | ||
+ | damagesType, | ||
+ | minPiercingDamages, | ||
+ | damagesWithPrimaryBonuses | ||
+ | ); | ||
+ | |||
+ | addKeyValue(damagesWeighted, finalDamages, weight); | ||
} | } | ||
− | |||
} | } | ||
− | } | + | } |
+ | |||
+ | return damagesWeightedByType; | ||
} | } | ||
− | function | + | function calcPhysicalSkillDamages(battleValues) { |
− | + | var { | |
− | + | attackFactor, | |
− | + | mainAttackValue, | |
− | + | attackValues: { minAttackValue, maxAttackValue, attackValueOther, weights }, | |
− | + | bonusValues, | |
− | + | damagesTypeCombinaison, | |
− | + | skillFormula, | |
− | + | skillRange: [minVariation, maxVariation], | |
− | + | } = battleValues; | |
− | + | ||
− | ], | + | var damagesWeightedByType = {}; |
− | + | ||
− | + | for (var damagesType of damagesTypeCombinaison) { | |
− | + | if (!damagesType.weight) { | |
− | + | continue; | |
− | + | } | |
− | + | ||
− | } | + | var damagesWeighted = {}; |
− | + | var savedDamages = {}; | |
− | + | ||
− | + | damagesWeightedByType[damagesType.name] = damagesWeighted; | |
− | + | ||
− | + | for ( | |
− | + | var attackValue = minAttackValue; | |
− | + | attackValue <= maxAttackValue; | |
− | + | attackValue++ | |
− | + | ) { | |
− | + | var weight = weights[attackValue - minAttackValue] * damagesType.weight; | |
− | + | ||
− | + | var secondaryAttackValue = 2 * attackValue + attackValueOther; | |
− | + | var rawDamages = | |
− | + | mainAttackValue + | |
− | + | floorMultiplication(attackFactor, secondaryAttackValue); | |
− | + | ||
− | + | var damagesWithPrimaryBonuses = calcDamageWithPrimaryBonuses( | |
− | + | rawDamages, | |
− | + | bonusValues | |
− | + | ); | |
− | + | ||
− | + | for ( | |
− | + | var variation = minVariation; | |
− | + | variation <= maxVariation; | |
− | + | variation++ | |
− | + | ) { | |
− | + | if (damagesWithPrimaryBonuses <= 2) { | |
− | + | for (var damages = 1; damages <= 5; damages++) { | |
− | + | damages *= bonusValues.useDamages; | |
− | + | ||
− | + | var damagesWithFormula = skillFormula(damages, variation); | |
− | + | ||
− | + | damagesWithFormula = Math.floor( | |
− | + | (damagesWithFormula * bonusValues.weaponBonusCoeff) / 100 | |
− | + | ); | |
− | + | ||
− | + | var finalDamages = calcSkillDamageWithSecondaryBonuses( | |
− | + | damagesWithFormula, | |
− | + | bonusValues, | |
− | + | damagesType, | |
− | + | damagesWithPrimaryBonuses | |
− | + | ); | |
− | + | ||
− | + | addKeyValue(damagesWeighted, finalDamages, weight / 5); | |
− | + | } | |
− | + | } else { | |
− | + | damagesWithPrimaryBonuses *= bonusValues.useDamages; | |
+ | |||
+ | var damagesWithFormula = skillFormula( | ||
+ | damagesWithPrimaryBonuses, | ||
+ | variation | ||
+ | ); | ||
− | + | if (savedDamages.hasOwnProperty(damagesWithFormula)) { | |
− | + | var finalDamages = savedDamages[damagesWithFormula]; | |
− | + | damagesWeighted[finalDamages] += weight; | |
− | + | continue; | |
− | + | } | |
− | + | ||
− | + | var finalDamages = Math.floor( | |
− | + | (damagesWithFormula * bonusValues.weaponBonusCoeff) / 100 | |
− | + | ); | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | finalDamages = calcSkillDamageWithSecondaryBonuses( | |
− | + | finalDamages, | |
− | + | bonusValues, | |
− | + | damagesType, | |
− | + | damagesWithPrimaryBonuses | |
− | + | ); | |
− | + | ||
− | + | savedDamages[damagesWithFormula] = finalDamages; | |
− | + | addKeyValue(damagesWeighted, finalDamages, weight); | |
− | + | } | |
− | + | } | |
− | + | } | |
− | + | } | |
− | + | ||
− | + | return damagesWeightedByType; | |
− | + | } | |
− | + | ||
− | + | function calcMagicSkillDamages(battleValues) { | |
− | + | var { | |
− | + | attackValues: { | |
− | + | minMagicAttackValue, | |
− | + | maxMagicAttackValue, | |
− | + | magicAttackValueAugmentation, | |
− | + | weights, | |
− | + | }, | |
− | + | bonusValues, | |
− | + | damagesTypeCombinaison, | |
− | + | skillFormula, | |
− | + | skillRange: [minVariation, maxVariation], | |
− | + | } = battleValues; | |
− | + | ||
− | }; | + | var damagesWeightedByType = {}; |
− | |||
− | |||
− | + | for (var damagesType of damagesTypeCombinaison) { | |
+ | if (!damagesType.weight) { | ||
+ | continue; | ||
+ | } | ||
− | + | var damagesWeighted = {}; | |
− | + | var savedDamages = {}; | |
− | + | ||
− | + | damagesWeightedByType[damagesType.name] = damagesWeighted; | |
− | + | ||
− | + | for ( | |
− | + | var magicAttackValue = minMagicAttackValue; | |
− | + | magicAttackValue <= maxMagicAttackValue; | |
− | + | magicAttackValue++ | |
− | + | ) { | |
− | + | var index = magicAttackValue - minMagicAttackValue; | |
− | + | var weight = weights[index] * damagesType.weight; | |
− | + | ||
− | + | for ( | |
− | + | var variation = minVariation; | |
− | + | variation <= maxVariation; | |
− | + | variation++ | |
− | + | ) { | |
− | + | var rawDamages = skillFormula( | |
− | + | magicAttackValue + magicAttackValueAugmentation[index], | |
− | + | variation | |
− | + | ); | |
− | + | ||
− | + | if (savedDamages.hasOwnProperty(rawDamages)) { | |
− | + | var finalDamages = savedDamages[rawDamages]; | |
− | + | damagesWeighted[finalDamages] += weight; | |
− | + | continue; | |
− | + | } | |
− | + | ||
− | + | var damagesWithPrimaryBonuses = Math.floor( | |
− | + | (rawDamages * bonusValues.weaponBonusCoeff) / 100 | |
− | + | ); | |
− | + | ||
− | + | damagesWithPrimaryBonuses = calcDamageWithPrimaryBonuses( | |
− | + | damagesWithPrimaryBonuses, | |
− | + | bonusValues | |
− | + | ); | |
− | if (script.parentNode) { | + | |
− | script.parentNode.removeChild(script); | + | if (damagesWithPrimaryBonuses <= 2) { |
+ | for (var damages = 1; damages <= 5; damages++) { | ||
+ | var finalDamages = calcSkillDamageWithSecondaryBonuses( | ||
+ | damages, | ||
+ | bonusValues, | ||
+ | damagesType, | ||
+ | damagesWithPrimaryBonuses | ||
+ | ); | ||
+ | addKeyValue(damagesWeighted, finalDamages, weight / 5); | ||
+ | } | ||
+ | } else { | ||
+ | var finalDamages = calcSkillDamageWithSecondaryBonuses( | ||
+ | damagesWithPrimaryBonuses, | ||
+ | bonusValues, | ||
+ | damagesType, | ||
+ | damagesWithPrimaryBonuses | ||
+ | ); | ||
+ | |||
+ | savedDamages[rawDamages] = finalDamages; | ||
+ | addKeyValue(damagesWeighted, finalDamages, weight); | ||
+ | } | ||
+ | } | ||
+ | } | ||
+ | } | ||
+ | |||
+ | return damagesWeightedByType; | ||
+ | } | ||
+ | |||
+ | function calcDamages( | ||
+ | attacker, | ||
+ | victim, | ||
+ | attackType, | ||
+ | battle, | ||
+ | removeSkillVariation | ||
+ | ) { | ||
+ | var damagesCalculator, skillId, skillType; | ||
+ | |||
+ | if (attackType === "physical") { | ||
+ | damagesCalculator = calcPhysicalDamages; | ||
+ | } else if (attackType.startsWith("attackSkill")) { | ||
+ | skillId = Number(attackType.split("attackSkill")[1]); | ||
+ | |||
+ | if (isMagicClass(attacker) || isDispell(attacker, skillId)) { | ||
+ | skillType = "magic"; | ||
+ | damagesCalculator = calcMagicSkillDamages; | ||
+ | } else { | ||
+ | skillType = "physical"; | ||
+ | damagesCalculator = calcPhysicalSkillDamages; | ||
+ | } | ||
+ | } else if (attackType.startsWith("horseSkill")) { | ||
+ | skillType = "physical"; | ||
+ | skillId = Number(attackType.split("horseSkill")[1]); | ||
+ | damagesCalculator = calcPhysicalSkillDamages; | ||
+ | } | ||
+ | |||
+ | var battleValues = createBattleValues(attacker, victim, battle, skillType); | ||
+ | |||
+ | if (skillId) { | ||
+ | getSkillFormula(battle, skillId, battleValues, removeSkillVariation); | ||
+ | } | ||
+ | |||
+ | var { | ||
+ | attackValues: { totalCardinal, possibleDamagesCount }, | ||
+ | } = battleValues; | ||
+ | |||
+ | return { | ||
+ | damagesWeightedByType: damagesCalculator(battleValues), | ||
+ | totalCardinal: totalCardinal, | ||
+ | possibleDamagesCount: possibleDamagesCount, | ||
+ | skillType: skillType, | ||
+ | }; | ||
+ | } | ||
+ | |||
+ | function damagesWithoutVariation( | ||
+ | attacker, | ||
+ | victim, | ||
+ | attackType, | ||
+ | battle, | ||
+ | characters | ||
+ | ) { | ||
+ | startDamagesTime = performance.now(); | ||
+ | |||
+ | var { | ||
+ | damagesWeightedByType, | ||
+ | totalCardinal, | ||
+ | possibleDamagesCount, | ||
+ | skillType, | ||
+ | } = calcDamages(attacker, victim, attackType, battle); | ||
+ | |||
+ | endDamagesTime = performance.now(); | ||
+ | |||
+ | possibleDamagesCount = displayResults( | ||
+ | possibleDamagesCount, | ||
+ | totalCardinal, | ||
+ | damagesWeightedByType, | ||
+ | battle, | ||
+ | attacker.name, | ||
+ | victim.name | ||
+ | ); | ||
+ | |||
+ | endDisplayTime = performance.now(); | ||
+ | |||
+ | displayFightInfo( | ||
+ | possibleDamagesCount, | ||
+ | endDamagesTime - startDamagesTime, | ||
+ | endDisplayTime - endDamagesTime, | ||
+ | battle | ||
+ | ); | ||
+ | addPotentialErrorInformation( | ||
+ | battle.errorInformation, | ||
+ | attacker, | ||
+ | victim, | ||
+ | skillType, | ||
+ | characters | ||
+ | ); | ||
+ | |||
+ | hideElement(battle.bonusVariationResultContainer); | ||
+ | showElement(battle.fightResultContainer); | ||
+ | } | ||
+ | |||
+ | function damagesWithVariation( | ||
+ | attacker, | ||
+ | victim, | ||
+ | attackType, | ||
+ | battle, | ||
+ | entity, | ||
+ | entityVariation | ||
+ | ) { | ||
+ | startTime = performance.now(); | ||
+ | var damagesByBonus = []; | ||
+ | var augmentationByBonus = []; | ||
+ | var { | ||
+ | bonusVariationMinValue: minVariation, | ||
+ | bonusVariationMaxValue: maxVariation, | ||
+ | } = entity; | ||
+ | var step = Math.ceil((maxVariation - minVariation + 1) / 500); | ||
+ | var simulationCount = 0; | ||
+ | var simulationTime; | ||
+ | |||
+ | for ( | ||
+ | var bonusValue = minVariation; | ||
+ | bonusValue <= maxVariation; | ||
+ | bonusValue += step | ||
+ | ) { | ||
+ | entity[entityVariation] = bonusValue; | ||
+ | |||
+ | var { damagesWeightedByType, totalCardinal } = calcDamages( | ||
+ | copyObject(attacker), | ||
+ | copyObject(victim), | ||
+ | attackType, | ||
+ | battle, | ||
+ | true | ||
+ | ); | ||
+ | |||
+ | var meanDamages = calcMeanDamages(damagesWeightedByType, totalCardinal); | ||
+ | |||
+ | if (bonusValue === minVariation) { | ||
+ | var firstDamages = Math.max(meanDamages, 1e-3); | ||
+ | } | ||
+ | |||
+ | damagesByBonus.push({ x: bonusValue, y: meanDamages }); | ||
+ | augmentationByBonus.push({ | ||
+ | x: bonusValue, | ||
+ | y: meanDamages / firstDamages - 1, | ||
+ | }); | ||
+ | simulationCount++; | ||
+ | } | ||
+ | |||
+ | endTime = performance.now(); | ||
+ | |||
+ | battle.damagesByBonus = damagesByBonus.concat(entityVariation); | ||
+ | |||
+ | addToBonusVariationChart( | ||
+ | damagesByBonus, | ||
+ | augmentationByBonus, | ||
+ | entity.bonusVariationDisplay, | ||
+ | battle.bonusVariationChart | ||
+ | ); | ||
+ | |||
+ | simulationCount = battle.numberFormats.default.format(simulationCount); | ||
+ | simulationTime = battle.numberFormats.second.format( | ||
+ | (endTime - startTime) / 1000 | ||
+ | ); | ||
+ | |||
+ | battle.simulationCounter.textContent = simulationCount; | ||
+ | battle.simulationTime.textContent = simulationTime; | ||
+ | |||
+ | hideElement(battle.fightResultContainer); | ||
+ | showElement(battle.bonusVariationResultContainer); | ||
+ | |||
+ | if ( | ||
+ | isChecked(attacker.bonusVariationActivation) && | ||
+ | isChecked(victim.bonusVariationActivation) | ||
+ | ) { | ||
+ | showElement(battle.errorInformation["attacker-victim-variation"]); | ||
+ | } else { | ||
+ | hideElement(battle.errorInformation["attacker-victim-variation"]); | ||
+ | } | ||
+ | } | ||
+ | |||
+ | function changeMonsterValues(monster, instance, attacker) { | ||
+ | switch (instance) { | ||
+ | case "SungMahiTower": | ||
+ | var sungMahiFloor = 1; | ||
+ | var sungMahiStep = 1; | ||
+ | var rawDefense = 120; | ||
+ | |||
+ | if (isPC(attacker)) { | ||
+ | sungMahiFloor = attacker.sungMahiFloor; | ||
+ | sungMahiStep = attacker.sungMahiStep; | ||
+ | } | ||
+ | |||
+ | if (monster.rank === 5) { | ||
+ | monster.level = 121; | ||
+ | monster.dex = 75; | ||
+ | rawDefense += 1; | ||
+ | } else if (monster.rank === 6) { | ||
+ | monster.level = 123; | ||
+ | monster.dex = 75; | ||
+ | rawDefense += 1; | ||
+ | } else { | ||
+ | monster.level = 120; | ||
+ | monster.dex = 68; | ||
+ | } | ||
+ | monster.vit = 100; | ||
+ | monster.rawDefense = rawDefense + (sungMahiStep - 1) * 6; | ||
+ | monster.fistDefense = 0; | ||
+ | monster.swordDefense = 0; | ||
+ | monster.twoHandedSwordDefense = 0; | ||
+ | monster.daggerDefense = 0; | ||
+ | monster.bellDefense = 0; | ||
+ | monster.fanDefense = 0; | ||
+ | monster.arrowDefense = 0; | ||
+ | monster.clawDefense = 0; | ||
+ | monster.magicResistance = 0; | ||
+ | monster.fireResistance = -20; | ||
+ | } | ||
+ | } | ||
+ | |||
+ | function createWeapon(weaponVnum) { | ||
+ | var weapon = weaponData[weaponVnum]; | ||
+ | var weaponName = weapon[0]; | ||
+ | |||
+ | return { | ||
+ | name: weaponName, | ||
+ | type: weapon[1], | ||
+ | minAttackValue: weapon[2][2], | ||
+ | maxAttackValue: weapon[2][3], | ||
+ | minMagicAttackValue: weapon[2][0], | ||
+ | maxMagicAttackValue: weapon[2][1], | ||
+ | upgrades: weapon[3], | ||
+ | isSerpent: isValueInArray("serpent", weaponName.toLowerCase()), | ||
+ | }; | ||
+ | } | ||
+ | |||
+ | function createMonster(monsterVnum, attacker) { | ||
+ | var monsterAttributes = monsterData[monsterVnum]; | ||
+ | |||
+ | var monster = { | ||
+ | name: monsterAttributes[36], | ||
+ | rank: monsterAttributes[0], | ||
+ | race: monsterAttributes[1], | ||
+ | attack: monsterAttributes[2], | ||
+ | level: monsterAttributes[3], | ||
+ | type: monsterAttributes[4], | ||
+ | str: monsterAttributes[5], | ||
+ | dex: monsterAttributes[6], | ||
+ | vit: monsterAttributes[7], | ||
+ | int: monsterAttributes[8], | ||
+ | minAttackValue: monsterAttributes[9], | ||
+ | maxAttackValue: monsterAttributes[10], | ||
+ | rawDefense: monsterAttributes[11], | ||
+ | criticalHit: monsterAttributes[12], | ||
+ | piercingHit: monsterAttributes[13], | ||
+ | fistDefense: monsterAttributes[14], | ||
+ | swordDefense: monsterAttributes[15], | ||
+ | twoHandedSwordDefense: monsterAttributes[16], | ||
+ | daggerDefense: monsterAttributes[17], | ||
+ | bellDefense: monsterAttributes[18], | ||
+ | fanDefense: monsterAttributes[19], | ||
+ | arrowDefense: monsterAttributes[20], | ||
+ | clawDefense: monsterAttributes[21], | ||
+ | fireResistance: monsterAttributes[22], | ||
+ | lightningResistance: monsterAttributes[23], | ||
+ | magicResistance: monsterAttributes[24], | ||
+ | windResistance: monsterAttributes[25], | ||
+ | lightningBonus: monsterAttributes[26], | ||
+ | fireBonus: monsterAttributes[27], | ||
+ | iceBonus: monsterAttributes[28], | ||
+ | windBonus: monsterAttributes[29], | ||
+ | earthBonus: monsterAttributes[30], | ||
+ | darknessBonus: monsterAttributes[31], | ||
+ | darknessResistance: monsterAttributes[32], | ||
+ | iceResistance: monsterAttributes[33], | ||
+ | earthResistance: monsterAttributes[34], | ||
+ | damageMultiplier: monsterAttributes[35], | ||
+ | }; | ||
+ | |||
+ | // monster.instance = 0; | ||
+ | |||
+ | // if (attacker && monster.instance === 0) { | ||
+ | // changeMonsterValues(monster, "SungMahiTower", attacker); | ||
+ | // } | ||
+ | |||
+ | monster.defense = monster.rawDefense + monster.level + monster.vit; | ||
+ | |||
+ | return monster; | ||
+ | } | ||
+ | |||
+ | function addPotentialErrorInformation( | ||
+ | errorInformation, | ||
+ | attacker, | ||
+ | victim, | ||
+ | skillType, | ||
+ | characters | ||
+ | ) { | ||
+ | for (var error of Object.values(errorInformation)) { | ||
+ | hideElement(error); | ||
+ | } | ||
+ | |||
+ | if (isPC(attacker)) { | ||
+ | if (isRiding(attacker)) { | ||
+ | if (attacker.horsePoint === 0) { | ||
+ | showElement(errorInformation["horse-level"]); | ||
+ | } | ||
+ | showElement(errorInformation["horse-stat"]); | ||
+ | } else if (isPolymorph(attacker)) { | ||
+ | if (attacker.polymorphPoint === 0) { | ||
+ | showElement(errorInformation["polymorph-level"]); | ||
+ | } | ||
+ | |||
+ | if ( | ||
+ | (attacker.polymorphPoint <= 39 && attacker.attackValuePercent <= 199) || | ||
+ | (attacker.polymorphPoint === 40 && attacker.attackValuePercent <= 299) | ||
+ | ) { | ||
+ | showElement(errorInformation["polymorph-bonus"]); | ||
+ | } | ||
+ | } | ||
+ | if (skillType === "magic") { | ||
+ | if (attacker.magicAttackValue) { | ||
+ | showElement(errorInformation["magic-attack-value-bonus"]); | ||
+ | } | ||
+ | if (victim.magicResistance) { | ||
+ | showElement(errorInformation["magic-resistance"]); | ||
+ | } | ||
+ | } | ||
+ | } else { | ||
+ | showElement(errorInformation["monster-attacker"]); | ||
+ | if (isMagicAttacker(attacker) && victim.magicResistance) { | ||
+ | showElement(errorInformation["magic-resistance"]); | ||
+ | } | ||
+ | } | ||
+ | |||
+ | if (isPC(victim)) { | ||
+ | if (isRiding(victim)) { | ||
+ | showElement(errorInformation["horse-stat"]); | ||
+ | } else if (isPolymorph(victim)) { | ||
+ | if (attacker.polymorphPoint === 0) { | ||
+ | showElement(errorInformation["polymorph-level"]); | ||
+ | } | ||
+ | showElement(errorInformation["polymorph-defense"]); | ||
+ | } | ||
+ | } | ||
+ | |||
+ | if (characters.unsavedChanges) { | ||
+ | showElement(errorInformation["save"]); | ||
+ | } | ||
+ | } | ||
+ | |||
+ | function reduceChartPointsListener(battle) { | ||
+ | var { | ||
+ | reduceChartPointsContainer, | ||
+ | reduceChartPoints, | ||
+ | numberFormats: { second: numberFormat }, | ||
+ | displayTime, | ||
+ | } = battle; | ||
+ | |||
+ | reduceChartPoints.addEventListener("change", function () { | ||
+ | var startDisplayTime = performance.now(); | ||
+ | var scatterDataByType = battle.scatterDataByType; | ||
+ | var { | ||
+ | chart, | ||
+ | maxPoints, | ||
+ | chart: { | ||
+ | data: { datasets }, | ||
+ | }, | ||
+ | } = battle.damagesChart; | ||
+ | var addAnimations = false; | ||
+ | |||
+ | for (var index = 0; index < datasets.length; index++) { | ||
+ | var dataset = datasets[index]; | ||
+ | var scatterData = scatterDataByType[dataset.name]; | ||
+ | |||
+ | if (dataset.canBeReduced && reduceChartPoints.checked) { | ||
+ | dataset.data = aggregateDamages(scatterData, maxPoints); | ||
+ | addAnimations = true; | ||
+ | } else { | ||
+ | dataset.data = scatterData; | ||
+ | } | ||
+ | } | ||
+ | |||
+ | handleChartAnimations(chart, addAnimations); | ||
+ | chart.update(); | ||
+ | |||
+ | displayTime.textContent = numberFormat.format( | ||
+ | (performance.now() - startDisplayTime) / 1000 | ||
+ | ); | ||
+ | }); | ||
+ | |||
+ | reduceChartPointsContainer.addEventListener("pointerup", function (event) { | ||
+ | if (event.pointerType === "mouse") { | ||
+ | reduceChartPoints.click(); | ||
+ | } | ||
+ | }); | ||
+ | } | ||
+ | |||
+ | function downloadRawDataListener(battle) { | ||
+ | var { downLoadRawData, downLoadRawDataVariation } = battle; | ||
+ | var fileType = "text/csv;charset=utf-8;"; | ||
+ | |||
+ | downLoadRawData.addEventListener("click", function () { | ||
+ | var damagesWeightedByType = battle.damagesWeightedByType; | ||
+ | var filename = "raw_damages.csv"; | ||
+ | var csvContent = "damage,probabilities,damageType\n"; | ||
+ | |||
+ | for (var damagesType in damagesWeightedByType) { | ||
+ | var damagesWeighted = damagesWeightedByType[damagesType]; | ||
+ | |||
+ | for (var damages in damagesWeighted) { | ||
+ | csvContent += | ||
+ | damages + "," + damagesWeighted[damages] + "," + damagesType + "\n"; | ||
+ | } | ||
+ | } | ||
+ | |||
+ | downloadData(csvContent, fileType, filename); | ||
+ | }); | ||
+ | |||
+ | downLoadRawDataVariation.addEventListener("click", function () { | ||
+ | var damagesByBonus = battle.damagesByBonus; | ||
+ | var damagesByBonusLength = damagesByBonus.length; | ||
+ | var filename = "damages_variation.csv"; | ||
+ | |||
+ | if (!damagesByBonusLength) { | ||
+ | return; | ||
+ | } | ||
+ | |||
+ | var csvContent = | ||
+ | damagesByBonus[damagesByBonusLength - 1] + ",averageDamage\n"; | ||
+ | |||
+ | for (var index = 0; index < damagesByBonusLength - 1; index++) { | ||
+ | var row = damagesByBonus[index]; | ||
+ | |||
+ | csvContent += row.x + "," + row.y + "\n"; | ||
+ | } | ||
+ | |||
+ | downloadData(csvContent, fileType, filename); | ||
+ | }); | ||
+ | } | ||
+ | |||
+ | function displayResults( | ||
+ | possibleDamagesCount, | ||
+ | totalCardinal, | ||
+ | damagesWeightedByType, | ||
+ | battle, | ||
+ | attackerName, | ||
+ | victimName | ||
+ | ) { | ||
+ | var [ | ||
+ | meanDamages, | ||
+ | minDamages, | ||
+ | maxDamages, | ||
+ | scatterDataByType, | ||
+ | possibleDamagesCount, | ||
+ | uniqueDamagesCount, | ||
+ | ] = prepareDamagesData( | ||
+ | damagesWeightedByType, | ||
+ | possibleDamagesCount, | ||
+ | totalCardinal | ||
+ | ); | ||
+ | |||
+ | addToDamagesChart( | ||
+ | scatterDataByType, | ||
+ | battle.damagesChart, | ||
+ | battle.reduceChartPoints.checked | ||
+ | ); | ||
+ | updateDamagesChartDescription( | ||
+ | battle.uniqueDamagesCounters, | ||
+ | uniqueDamagesCount, | ||
+ | battle.numberFormats.default | ||
+ | ); | ||
+ | displayFightResults( | ||
+ | battle, | ||
+ | attackerName, | ||
+ | victimName, | ||
+ | meanDamages, | ||
+ | minDamages, | ||
+ | maxDamages | ||
+ | ); | ||
+ | battle.damagesWeightedByType = damagesWeightedByType; | ||
+ | battle.scatterDataByType = scatterDataByType; | ||
+ | |||
+ | return possibleDamagesCount; | ||
+ | } | ||
+ | |||
+ | function displayFightResults( | ||
+ | battle, | ||
+ | attackerName, | ||
+ | victimName, | ||
+ | meanDamages, | ||
+ | minDamages, | ||
+ | maxDamages | ||
+ | ) { | ||
+ | var { | ||
+ | tableResultFight, | ||
+ | tableResultHistory, | ||
+ | attackTypeSelection, | ||
+ | savedFights, | ||
+ | numberFormats: { default: numberFormat }, | ||
+ | deleteFightTemplate, | ||
+ | } = battle; | ||
+ | |||
+ | hideElement(tableResultHistory.rows[1]); | ||
+ | |||
+ | var valuesToDisplay = [ | ||
+ | attackerName, | ||
+ | victimName, | ||
+ | attackTypeSelection.options[attackTypeSelection.selectedIndex].textContent, | ||
+ | meanDamages, | ||
+ | minDamages, | ||
+ | maxDamages, | ||
+ | ]; | ||
+ | |||
+ | savedFights.push(valuesToDisplay); | ||
+ | updateSavedFights(savedFights); | ||
+ | |||
+ | editTableResultRow(tableResultFight.rows[1], valuesToDisplay, numberFormat); | ||
+ | addRowToTableResultHistory( | ||
+ | tableResultHistory, | ||
+ | valuesToDisplay, | ||
+ | deleteFightTemplate, | ||
+ | numberFormat | ||
+ | ); | ||
+ | } | ||
+ | |||
+ | function displayFightInfo( | ||
+ | possibleDamagesCount, | ||
+ | damagesTime, | ||
+ | displayTime, | ||
+ | battle | ||
+ | ) { | ||
+ | var container = battle.possibleDamagesCounter.parentElement; | ||
+ | |||
+ | if (possibleDamagesCount <= 1) { | ||
+ | hideElement(container); | ||
+ | return; | ||
+ | } else { | ||
+ | showElement(container); | ||
+ | } | ||
+ | |||
+ | possibleDamagesCount = | ||
+ | battle.numberFormats.default.format(possibleDamagesCount); | ||
+ | damagesTime = battle.numberFormats.second.format(damagesTime / 1000); | ||
+ | displayTime = battle.numberFormats.second.format(displayTime / 1000); | ||
+ | |||
+ | battle.possibleDamagesCounter.textContent = possibleDamagesCount; | ||
+ | battle.damagesTime.textContent = damagesTime; | ||
+ | battle.displayTime.textContent = displayTime; | ||
+ | } | ||
+ | |||
+ | function isPseudoSaved(characters, pseudo) { | ||
+ | return characters.savedCharacters.hasOwnProperty(pseudo); | ||
+ | } | ||
+ | |||
+ | function createBattle(characters, battle) { | ||
+ | battle.battleForm.addEventListener("submit", function (event) { | ||
+ | event.preventDefault(); | ||
+ | |||
+ | // auto save | ||
+ | if (characters.unsavedChanges) { | ||
+ | characters.saveButton.click(); | ||
+ | } | ||
+ | |||
+ | var battleInfo = new FormData(event.target); | ||
+ | var attackerName = battleInfo.get("attacker"); | ||
+ | var attackType = battleInfo.get("attackTypeSelection"); | ||
+ | var victimName = battleInfo.get("victim"); | ||
+ | var attackerVariation; | ||
+ | var victimVariation; | ||
+ | |||
+ | if (!attackerName && !attackType && !victimName) { | ||
+ | return; | ||
+ | } | ||
+ | |||
+ | if (isPseudoSaved(characters, attackerName)) { | ||
+ | var attacker = copyObject(characters.savedCharacters[attackerName]); | ||
+ | attackerVariation = attacker.bonusVariation; | ||
+ | } else { | ||
+ | var attacker = createMonster(attackerName); | ||
+ | } | ||
+ | |||
+ | if (isPseudoSaved(characters, victimName)) { | ||
+ | var victim = copyObject(characters.savedCharacters[victimName]); | ||
+ | victimVariation = victim.bonusVariation; | ||
+ | } else { | ||
+ | var victim = createMonster(victimName, attacker); | ||
+ | } | ||
+ | |||
+ | if ( | ||
+ | isChecked(attacker.bonusVariationActivation) && | ||
+ | attacker.hasOwnProperty(attackerVariation) && | ||
+ | attacker.bonusVariationMinValue < attacker.bonusVariationMaxValue | ||
+ | ) { | ||
+ | damagesWithVariation( | ||
+ | attacker, | ||
+ | victim, | ||
+ | attackType, | ||
+ | battle, | ||
+ | attacker, | ||
+ | attackerVariation | ||
+ | ); | ||
+ | } else if ( | ||
+ | isChecked(victim.bonusVariationActivation) && | ||
+ | victim.hasOwnProperty(victimVariation) && | ||
+ | victim.bonusVariationMinValue < victim.bonusVariationMaxValue | ||
+ | ) { | ||
+ | damagesWithVariation( | ||
+ | attacker, | ||
+ | victim, | ||
+ | attackType, | ||
+ | battle, | ||
+ | victim, | ||
+ | victimVariation | ||
+ | ); | ||
+ | } else { | ||
+ | damagesWithoutVariation(attacker, victim, attackType, battle, characters); | ||
+ | } | ||
+ | }); | ||
+ | } | ||
+ | |||
+ | function createMapping() { | ||
+ | mapping = { | ||
+ | typeFlag: [ | ||
+ | "animalBonus", // 0 | ||
+ | "humanBonus", // 1 | ||
+ | "orcBonus", // 2 | ||
+ | "mysticBonus", // 3 | ||
+ | "undeadBonus", // 4 | ||
+ | "insectBonus", // 5 | ||
+ | "desertBonus", // 6 | ||
+ | "devilBonus", // 7 | ||
+ | ], | ||
+ | raceBonus: { | ||
+ | warrior: "warriorBonus", | ||
+ | sura: "suraBonus", | ||
+ | ninja: "ninjaBonus", | ||
+ | shaman: "shamanBonus", | ||
+ | lycan: "lycanBonus", | ||
+ | }, | ||
+ | raceResistance: { | ||
+ | warrior: "warriorResistance", | ||
+ | sura: "suraResistance", | ||
+ | ninja: "ninjaResistance", | ||
+ | shaman: "shamanResistance", | ||
+ | lycan: "lycanResistance", | ||
+ | }, | ||
+ | defenseWeapon: [ | ||
+ | "swordDefense", // 0 | ||
+ | "daggerDefense", // 1 | ||
+ | "arrowDefense", // 2 | ||
+ | "twoHandedSwordDefense", // 3 | ||
+ | "bellDefense", // 4 | ||
+ | "clawDefense", // 5 | ||
+ | "fanDefense", // 6 | ||
+ | "swordDefense", // 7 | ||
+ | "fistDefense", // 8 | ||
+ | ], | ||
+ | breakWeapon: [ | ||
+ | "breakSwordDefense", // 0 | ||
+ | "breakDaggerDefense", // 1 | ||
+ | "breakArrowDefense", // 2 | ||
+ | "breakTwoHandedSwordDefense", // 3 | ||
+ | "breakBellDefense", // 4 | ||
+ | "breakClawDefense", // 5 | ||
+ | "breakFanDefense", // 6 | ||
+ | "breakSwordDefense", // 7 | ||
+ | ], | ||
+ | elementBonus: [ | ||
+ | "fireBonus", // 0 | ||
+ | "iceBonus", // 1 | ||
+ | "windBonus", // 2 | ||
+ | "lightningBonus", // 3 | ||
+ | "earthBonus", // 4 | ||
+ | "darknessBonus", // 5 | ||
+ | ], | ||
+ | elementResistance: [ | ||
+ | "fireResistance", // 0 | ||
+ | "iceResistance", // 1 | ||
+ | "windResistance", // 2 | ||
+ | "lightningResistance", // 3 | ||
+ | "earthResistance", // 4 | ||
+ | "darknessResistance", // 5 | ||
+ | ], | ||
+ | }; | ||
+ | return mapping; | ||
+ | } | ||
+ | |||
+ | function createConstants() { | ||
+ | var constants = { | ||
+ | polymorphPowerTable: [ | ||
+ | 10, 11, 11, 12, 13, 13, 14, 15, 16, 17, 18, 19, 20, 22, 23, 24, 26, 27, | ||
+ | 29, 31, 33, 35, 37, 39, 41, 44, 46, 49, 52, 55, 59, 62, 66, 70, 74, 79, | ||
+ | 84, 89, 94, 100, 0, | ||
+ | ], | ||
+ | skillPowerTable: [ | ||
+ | 0, 0.05, 0.06, 0.08, 0.1, 0.12, 0.14, 0.16, 0.18, 0.2, 0.22, 0.24, 0.26, | ||
+ | 0.28, 0.3, 0.32, 0.34, 0.36, 0.38, 0.4, 0.5, 0.52, 0.54, 0.56, 0.58, 0.6, | ||
+ | 0.63, 0.66, 0.69, 0.72, 0.82, 0.85, 0.88, 0.91, 0.94, 0.98, 1.02, 1.06, | ||
+ | 1.1, 1.15, 1.25, | ||
+ | ], | ||
+ | marriageTable: { | ||
+ | harmonyEarrings: [4, 5, 6, 8], | ||
+ | loveEarrings: [4, 5, 6, 8], | ||
+ | harmonyBracelet: [4, 5, 6, 8], | ||
+ | loveNecklace: [20, 25, 30, 40], | ||
+ | harmonyNecklace: [12, 16, 20, 30], | ||
+ | }, | ||
+ | allowedWeaponsPerRace: { | ||
+ | warrior: [0, 3, 8], | ||
+ | ninja: [0, 1, 2, 8], | ||
+ | sura: [0, 7, 8], | ||
+ | shaman: [4, 6, 8], | ||
+ | lycan: [5, 8], | ||
+ | }, | ||
+ | translation: { | ||
+ | fr: { | ||
+ | damages: "Dégâts", | ||
+ | percentage: "Pourcentage", | ||
+ | miss: "Miss", | ||
+ | normalHit: "Coup classique", | ||
+ | criticalHit: "Coup critique", | ||
+ | piercingHit: "Coup perçant", | ||
+ | criticalPiercingHit: "Coup critique perçant", | ||
+ | damagesRepartition: "Distribution des dégâts", | ||
+ | averageDamages: "Dégâts moyens", | ||
+ | damagesAugmentation: "Augmentation des dégâts", | ||
+ | bonusVariationTitle: [ | ||
+ | "Évolution des dégâts moyens", | ||
+ | "par rapport à la valeur d'un bonus", | ||
+ | ], | ||
+ | }, | ||
+ | en: { | ||
+ | damages: "Damage", | ||
+ | percentage: "Percentage", | ||
+ | miss: "Miss", | ||
+ | normalHit: "Normal Hit", | ||
+ | criticalHit: "Critical Hit", | ||
+ | piercingHit: "Piercing Hit", | ||
+ | criticalPiercingHit: "Critical Piercing Hit", | ||
+ | damagesRepartition: "Damage Repartition", | ||
+ | averageDamages: "Average Damage", | ||
+ | damagesAugmentation: "Damage Augmentation", | ||
+ | bonusVariationTitle: [ | ||
+ | "Evolution of Average Damage", | ||
+ | "Relative to a Bonus Value", | ||
+ | ], | ||
+ | }, | ||
+ | tr: { | ||
+ | damages: "Hasar", | ||
+ | percentage: "Yüzde", | ||
+ | miss: "Miss Vuruş", | ||
+ | normalHit: "Düz Vuruş", | ||
+ | criticalHit: "Kritik Vuruş", | ||
+ | piercingHit: "Delici Vuruş", | ||
+ | criticalPiercingHit: "Kritikli Delici Vuruş", | ||
+ | damagesRepartition: "Hasar Dağılımı", | ||
+ | averageDamages: "Ortalama Hasar", | ||
+ | damagesAugmentation: "Ortalama Hasar Artışı", | ||
+ | bonusVariationTitle: [ | ||
+ | "Bir bonusun değerine kıyasla", | ||
+ | "Ortalama Hasar Çizelgesi", | ||
+ | ], | ||
+ | }, | ||
+ | ro: { | ||
+ | damages: "Daune", | ||
+ | percentage: "Procent", | ||
+ | miss: "Miss", | ||
+ | normalHit: "Lovitura normala", | ||
+ | criticalHit: "Lovitura critica", | ||
+ | piercingHit: "Lovitura patrunzatoare", | ||
+ | criticalPiercingHit: "Lovitura critica si patrunzatoare", | ||
+ | damagesRepartition: "Distribuția daunelor", | ||
+ | averageDamages: "Media damageului", | ||
+ | damagesAugmentation: "Damage imbunatatit", | ||
+ | bonusVariationTitle: [ | ||
+ | "Evolutia mediei damageului", | ||
+ | "relativ la o valoare bonus", | ||
+ | ], | ||
+ | }, | ||
+ | de: { | ||
+ | damages: "Schäden", | ||
+ | percentage: "Prozentsatz", | ||
+ | miss: "Verfehlen", | ||
+ | normalHit: "Normaler Treffer", | ||
+ | criticalHit: "Kritischer Treffer", | ||
+ | piercingHit: "Durchdringender Treffer", | ||
+ | criticalPiercingHit: "Kritischer durchdringender Treffer", | ||
+ | damagesRepartition: "Schadensverteilung", | ||
+ | averageDamages: "Durchschnittlicher Schaden", | ||
+ | damagesAugmentation: "Schadenserhöhung", | ||
+ | bonusVariationTitle: [ | ||
+ | "Entwicklung des durchschnittlichen Schadens", | ||
+ | "im Verhältnis zu einem Bonus", | ||
+ | ], | ||
+ | }, | ||
+ | pt: { | ||
+ | damages: "Dano", | ||
+ | percentage: "Percentagem", | ||
+ | miss: "Miss", | ||
+ | normalHit: "Dano normal", | ||
+ | criticalHit: "Dano crítico", | ||
+ | piercingHit: "Dano perfurante", | ||
+ | criticalPiercingHit: "Dano crítico perfurante", | ||
+ | damagesRepartition: "Repartição de dano", | ||
+ | averageDamages: "Dano médio", | ||
+ | damagesAugmentation: "Aumento de dano", | ||
+ | bonusVariationTitle: ["Evolução do dano médio", "relativo a um bónus"], | ||
+ | }, | ||
+ | // es: { | ||
+ | // damages: "Daño", | ||
+ | // percentage: "Porcentaje", | ||
+ | // miss: "Miss", | ||
+ | // normalHit: "Daño normal", | ||
+ | // criticalHit: "Daño crítico", | ||
+ | // piercingHit: "Daño perforante", | ||
+ | // criticalPiercingHit: "Daño crítico perforante", | ||
+ | // damagesRepartition: "Repartición de daños", | ||
+ | // averageDamages: "Daño medio", | ||
+ | // damagesAugmentation: "Aumento de daño", | ||
+ | // bonusVariationTitle: ["Evolución del daño medio", "Relativo a una bonificación"] | ||
+ | // }, | ||
+ | }, | ||
+ | }; | ||
+ | return constants; | ||
+ | } | ||
+ | |||
+ | function initResultTableHistory(battle) { | ||
+ | var { | ||
+ | tableResultHistory, | ||
+ | savedFights, | ||
+ | deleteFightTemplate, | ||
+ | numberFormats: { default: numberFormat }, | ||
+ | } = battle; | ||
+ | var startIndex = 3; | ||
+ | |||
+ | if (savedFights.length) { | ||
+ | hideElement(tableResultHistory.rows[1]); | ||
+ | |||
+ | for (var savedFight of savedFights) { | ||
+ | addRowToTableResultHistory( | ||
+ | tableResultHistory, | ||
+ | savedFight, | ||
+ | deleteFightTemplate, | ||
+ | numberFormat | ||
+ | ); | ||
+ | } | ||
+ | } | ||
+ | |||
+ | tableResultHistory.addEventListener("click", function (event) { | ||
+ | var deleteButton = event.target.closest(".svg-icon-delete"); | ||
+ | |||
+ | if (deleteButton) { | ||
+ | var row = deleteButton.closest("tr"); | ||
+ | |||
+ | if (row) { | ||
+ | savedFights.splice(row.rowIndex - startIndex, 1); | ||
+ | updateSavedFights(savedFights); | ||
+ | |||
+ | row.remove(); | ||
+ | |||
+ | if (tableResultHistory.rows.length === startIndex) { | ||
+ | showElement(tableResultHistory.rows[1]); | ||
+ | } | ||
+ | } | ||
+ | } | ||
+ | }); | ||
+ | } | ||
+ | |||
+ | function initDamagesChart(battle) { | ||
+ | var { translation, reduceChartPointsContainer, reduceChartPoints } = battle; | ||
+ | var percentFormat = battle.numberFormats.percent; | ||
+ | var customPlugins = { | ||
+ | id: "customPlugins", | ||
+ | afterDraw(chart) { | ||
+ | var missPercentage = chart.data.missPercentage; | ||
+ | |||
+ | if (!missPercentage) { | ||
+ | return; | ||
+ | } | ||
+ | |||
+ | var { | ||
+ | ctx, | ||
+ | chartArea: { top, right }, | ||
+ | } = chart; | ||
+ | ctx.save(); | ||
+ | var text = | ||
+ | translation.miss + " : " + percentFormat.format(missPercentage); | ||
+ | var padding = 4; | ||
+ | var fontSize = 14; | ||
+ | |||
+ | ctx.font = fontSize + "px Helvetica Neue"; | ||
+ | |||
+ | var textWidth = ctx.measureText(text).width; | ||
+ | var xPosition = right - textWidth - 5; | ||
+ | var yPosition = top + 5; | ||
+ | |||
+ | ctx.fillStyle = "rgba(255, 0, 0, 0.2)"; | ||
+ | ctx.fillRect( | ||
+ | xPosition - padding, | ||
+ | yPosition - padding, | ||
+ | textWidth + 2 * padding, | ||
+ | fontSize + 2 * padding | ||
+ | ); | ||
+ | |||
+ | ctx.strokeStyle = "red"; | ||
+ | ctx.strokeRect( | ||
+ | xPosition - padding, | ||
+ | yPosition - padding, | ||
+ | textWidth + 2 * padding, | ||
+ | fontSize + 2 * padding | ||
+ | ); | ||
+ | |||
+ | ctx.fillStyle = "#666"; | ||
+ | ctx.textBaseline = "top"; | ||
+ | ctx.fillText(text, xPosition, yPosition + 1); | ||
+ | |||
+ | ctx.restore(); | ||
+ | }, | ||
+ | }; | ||
+ | |||
+ | Chart.register(customPlugins); | ||
+ | |||
+ | var ctx = battle.plotDamages.getContext("2d"); | ||
+ | var maxLabelsInTooltip = 10; | ||
+ | var nullLabelText = " ..."; | ||
+ | |||
+ | var chart = new Chart(ctx, { | ||
+ | type: "scatter", | ||
+ | data: { | ||
+ | missPercentage: 0, | ||
+ | datasets: [], | ||
+ | }, | ||
+ | options: { | ||
+ | responsive: true, | ||
+ | maintainAspectRatio: false, | ||
+ | plugins: { | ||
+ | legend: { | ||
+ | display: true, | ||
+ | onHover: function (e) { | ||
+ | e.native.target.style.cursor = "pointer"; | ||
+ | }, | ||
+ | onLeave: function (e) { | ||
+ | e.native.target.style.cursor = "default"; | ||
+ | }, | ||
+ | onClick: function (e, legendItem, legend) { | ||
+ | var currentIndex = legendItem.datasetIndex; | ||
+ | var ci = legend.chart; | ||
+ | var isCurrentDatasetVisible = ci.isDatasetVisible(currentIndex); | ||
+ | var datasets = ci.data.datasets; | ||
+ | var hideReducePoints = true; | ||
+ | var isReducePointsChecked = reduceChartPoints.checked; | ||
+ | |||
+ | datasets[currentIndex].hidden = isCurrentDatasetVisible; | ||
+ | legendItem.hidden = isCurrentDatasetVisible; | ||
+ | |||
+ | for (var index in datasets) { | ||
+ | if (ci.isDatasetVisible(index) && datasets[index].canBeReduced) { | ||
+ | showElement(reduceChartPointsContainer); | ||
+ | hideReducePoints = false; | ||
+ | break; | ||
+ | } | ||
+ | } | ||
+ | |||
+ | if (hideReducePoints) { | ||
+ | hideElement(reduceChartPointsContainer); | ||
+ | handleChartAnimations(ci, true); | ||
+ | } else { | ||
+ | handleChartAnimations(ci, isReducePointsChecked); | ||
+ | } | ||
+ | |||
+ | ci.update(); | ||
+ | }, | ||
+ | }, | ||
+ | title: { | ||
+ | display: true, | ||
+ | text: translation.damagesRepartition, | ||
+ | font: { | ||
+ | size: 20, | ||
+ | }, | ||
+ | }, | ||
+ | tooltip: { | ||
+ | callbacks: { | ||
+ | label: function (context) { | ||
+ | if (context.label === null) { | ||
+ | return nullLabelText; | ||
+ | } | ||
+ | |||
+ | var xValue = battle.numberFormats.default.format( | ||
+ | context.parsed.x | ||
+ | ); | ||
+ | var yValue = battle.numberFormats.percent.format( | ||
+ | context.parsed.y | ||
+ | ); | ||
+ | |||
+ | label = | ||
+ | " " + | ||
+ | context.dataset.label + | ||
+ | " : (" + | ||
+ | xValue + | ||
+ | ", " + | ||
+ | yValue + | ||
+ | ")"; | ||
+ | |||
+ | return label; | ||
+ | }, | ||
+ | beforeBody: function (tooltipItems) { | ||
+ | if (tooltipItems.length > maxLabelsInTooltip + 1) { | ||
+ | tooltipItems.splice(maxLabelsInTooltip + 1); | ||
+ | tooltipItems[maxLabelsInTooltip].label = null; | ||
+ | } | ||
+ | }, | ||
+ | }, | ||
+ | caretPadding: 10, | ||
+ | }, | ||
+ | }, | ||
+ | scales: { | ||
+ | x: { | ||
+ | type: "linear", | ||
+ | position: "bottom", | ||
+ | title: { | ||
+ | display: true, | ||
+ | text: translation.damages, | ||
+ | font: { | ||
+ | size: 16, | ||
+ | }, | ||
+ | }, | ||
+ | }, | ||
+ | y: { | ||
+ | title: { | ||
+ | display: true, | ||
+ | text: translation.percentage, | ||
+ | font: { | ||
+ | size: 16, | ||
+ | }, | ||
+ | }, | ||
+ | ticks: { | ||
+ | format: { | ||
+ | style: "percent", | ||
+ | }, | ||
+ | }, | ||
+ | }, | ||
+ | }, | ||
+ | elements: { | ||
+ | point: { | ||
+ | borderWidth: 1, | ||
+ | radius: 3, | ||
+ | hitRadius: 3, | ||
+ | hoverRadius: 6, | ||
+ | hoverBorderWidth: 2, | ||
+ | }, | ||
+ | }, | ||
+ | }, | ||
+ | }); | ||
+ | |||
+ | var datasetsStyle = [ | ||
+ | { | ||
+ | name: "normalHit", | ||
+ | canBeReduced: false, | ||
+ | label: translation.normalHit, | ||
+ | backgroundColor: "rgba(75, 192, 192, 0.2)", | ||
+ | borderColor: "rgba(75, 192, 192, 1)", | ||
+ | }, | ||
+ | { | ||
+ | name: "piercingHit", | ||
+ | canBeReduced: false, | ||
+ | label: translation.piercingHit, | ||
+ | backgroundColor: "rgba(192, 192, 75, 0.2)", | ||
+ | borderColor: "rgba(192, 192, 75, 1)", | ||
+ | }, | ||
+ | { | ||
+ | name: "criticalHit", | ||
+ | canBeReduced: false, | ||
+ | label: translation.criticalHit, | ||
+ | backgroundColor: "rgba(192, 75, 192, 0.2)", | ||
+ | borderColor: "rgba(192, 75, 192, 1)", | ||
+ | }, | ||
+ | { | ||
+ | name: "criticalPiercingHit", | ||
+ | canBeReduced: false, | ||
+ | label: translation.criticalPiercingHit, | ||
+ | backgroundColor: "rgba(75, 75, 192, 0.2)", | ||
+ | borderColor: "rgba(75, 75, 192, 1)", | ||
+ | }, | ||
+ | ]; | ||
+ | battle.damagesChart = { | ||
+ | chart: chart, | ||
+ | datasetsStyle: datasetsStyle, | ||
+ | maxPoints: 500, | ||
+ | reduceChartPointsContainer: reduceChartPointsContainer, | ||
+ | }; | ||
+ | } | ||
+ | |||
+ | function initBonusVariationChart(battle) { | ||
+ | var translation = battle.translation; | ||
+ | |||
+ | var ctx = battle.plotBonusVariation.getContext("2d"); | ||
+ | |||
+ | var chart = new Chart(ctx, { | ||
+ | type: "line", | ||
+ | data: { | ||
+ | datasets: [ | ||
+ | { | ||
+ | label: translation.averageDamages, | ||
+ | backgroundColor: "rgba(75, 192, 192, 0.2)", | ||
+ | borderColor: "rgba(75, 192, 192, 1)", | ||
+ | fill: true, | ||
+ | }, | ||
+ | { | ||
+ | label: translation.damagesAugmentation, | ||
+ | backgroundColor: "rgba(192, 192, 75, 0.2)", | ||
+ | borderColor: "rgba(192, 192, 75, 1)", | ||
+ | hidden: true, | ||
+ | yTicksFormat: { style: "percent" }, | ||
+ | fill: true, | ||
+ | }, | ||
+ | ], | ||
+ | }, | ||
+ | options: { | ||
+ | responsive: true, | ||
+ | maintainAspectRatio: false, | ||
+ | plugins: { | ||
+ | legend: { | ||
+ | display: true, | ||
+ | onHover: function (e) { | ||
+ | e.native.target.style.cursor = "pointer"; | ||
+ | }, | ||
+ | onLeave: function (e) { | ||
+ | e.native.target.style.cursor = "default"; | ||
+ | }, | ||
+ | onClick: function (e, legendItem, legend) { | ||
+ | var currentIndex = legendItem.datasetIndex; | ||
+ | var ci = legend.chart; | ||
+ | var datasets = ci.data.datasets; | ||
+ | var isCurrentDatasetVisible = ci.isDatasetVisible(currentIndex); | ||
+ | var yAxis = ci.options.scales.y; | ||
+ | |||
+ | var otherIndex = currentIndex === 0 ? 1 : 0; | ||
+ | var visibleDataset = isCurrentDatasetVisible | ||
+ | ? datasets[otherIndex] | ||
+ | : datasets[currentIndex]; | ||
+ | |||
+ | datasets[currentIndex].hidden = isCurrentDatasetVisible; | ||
+ | datasets[otherIndex].hidden = !isCurrentDatasetVisible; | ||
+ | |||
+ | yAxis.title.text = visibleDataset.label; | ||
+ | yAxis.ticks.format = visibleDataset.yTicksFormat; | ||
+ | |||
+ | ci.update(); | ||
+ | }, | ||
+ | }, | ||
+ | title: { | ||
+ | display: true, | ||
+ | text: translation.bonusVariationTitle, | ||
+ | font: { | ||
+ | size: 18, | ||
+ | }, | ||
+ | }, | ||
+ | tooltip: { | ||
+ | caretPadding: 10, | ||
+ | }, | ||
+ | }, | ||
+ | scales: { | ||
+ | x: { | ||
+ | type: "linear", | ||
+ | position: "bottom", | ||
+ | title: { | ||
+ | display: true, | ||
+ | text: "Bonus", | ||
+ | font: { | ||
+ | size: 16, | ||
+ | }, | ||
+ | }, | ||
+ | ticks: { | ||
+ | callback: function (value) { | ||
+ | if (Number.isInteger(value)) { | ||
+ | return Number(value); | ||
+ | } | ||
+ | }, | ||
+ | }, | ||
+ | }, | ||
+ | y: { | ||
+ | title: { | ||
+ | display: true, | ||
+ | text: translation.averageDamages, | ||
+ | font: { | ||
+ | size: 16, | ||
+ | }, | ||
+ | }, | ||
+ | }, | ||
+ | }, | ||
+ | elements: { | ||
+ | point: { | ||
+ | borderWidth: 1, | ||
+ | radius: 3, | ||
+ | hitRadius: 3, | ||
+ | hoverRadius: 6, | ||
+ | hoverBorderWidth: 2, | ||
+ | }, | ||
+ | }, | ||
+ | }, | ||
+ | }); | ||
+ | |||
+ | battle.bonusVariationChart = chart; | ||
+ | } | ||
+ | |||
+ | function attackSelectonListener( | ||
+ | characters, | ||
+ | attackerSelection, | ||
+ | attackTypeSelection | ||
+ | ) { | ||
+ | attackerSelection.addEventListener("change", function (event) { | ||
+ | var attackerName = event.target.value; | ||
+ | |||
+ | if (isPseudoSaved(characters, attackerName)) { | ||
+ | var attacker = characters.savedCharacters[attackerName]; | ||
+ | filterAttackTypeSelection(attacker, attackTypeSelection); | ||
+ | } else { | ||
+ | filterAttackTypeSelectionMonster(attackTypeSelection); | ||
+ | } | ||
+ | }); | ||
+ | } | ||
+ | |||
+ | function getTranslation(translation) { | ||
+ | var userLanguage = navigator.language; | ||
+ | var langToUse = "en"; | ||
+ | |||
+ | for (var lang in translation) { | ||
+ | if (userLanguage.startsWith(lang)) { | ||
+ | langToUse = lang; | ||
+ | break; | ||
+ | } | ||
+ | } | ||
+ | |||
+ | return translation[langToUse]; | ||
+ | } | ||
+ | |||
+ | function createDamageCalculatorInformation(chartSource) { | ||
+ | var characters = { | ||
+ | unsavedChanges: false, | ||
+ | savedCharacters: {}, | ||
+ | currentCharacter: null, | ||
+ | savedMonsters: getSavedMonsters(), | ||
+ | characterCreation: document.getElementById("character-creation"), | ||
+ | addNewCharacterButton: document.getElementById("add-new-character"), | ||
+ | dropZone: document.getElementById("character-drop-zone"), | ||
+ | characterInput: document.getElementById("character-input"), | ||
+ | newCharacterTemplate: document.getElementById("new-character-template") | ||
+ | .children[0], | ||
+ | charactersContainer: document.getElementById("characters-container"), | ||
+ | newMonsterTemplate: document.getElementById("new-monster-template") | ||
+ | .children[0], | ||
+ | monstersContainer: document.getElementById("monsters-container"), | ||
+ | monsterListForm: document.getElementById("monster-list-form"), | ||
+ | searchMonster: document.getElementById("search-monster"), | ||
+ | monsterList: document.getElementById("monster-list"), | ||
+ | saveButton: document.getElementById("save-character"), | ||
+ | weaponCategory: document.getElementById("weapon-category"), | ||
+ | weaponDisplay: document.getElementById("weapon-display"), | ||
+ | randomAttackValue: document.getElementById("random-attack-value"), | ||
+ | randomMagicAttackValue: document.getElementById( | ||
+ | "random-magic-attack-value" | ||
+ | ), | ||
+ | yoharaCreation: document.getElementById("yohara-creation"), | ||
+ | blessingCreation: document.getElementById("blessing-creation"), | ||
+ | marriageCreation: document.getElementById("marriage-creation"), | ||
+ | bonusVariation: { | ||
+ | tab: document.getElementById("Variation"), | ||
+ | activation: document.getElementById("bonus-variation-activation"), | ||
+ | input: document.getElementById("bonus-variation"), | ||
+ | inputDisplay: document.getElementById("bonus-variation-display"), | ||
+ | container: document.getElementById("bonus-variation-range"), | ||
+ | minValue: document.getElementById("bonus-variation-min-value"), | ||
+ | maxValue: document.getElementById("bonus-variation-max-value"), | ||
+ | }, | ||
+ | }; | ||
+ | |||
+ | characters.bonusVariation.inputDisplay.setAttribute("readonly", ""); | ||
+ | |||
+ | for (var [pseudo, character] of Object.entries(getSavedCharacters())) { | ||
+ | characters.savedCharacters[pseudo] = character; | ||
+ | } | ||
+ | |||
+ | var skillContainer = document.getElementById("skill-container"); | ||
+ | characters.skillElementsToFilter = | ||
+ | skillContainer.querySelectorAll("[data-class]"); | ||
+ | |||
+ | var mapping = createMapping(); | ||
+ | var constants = createConstants(); | ||
+ | |||
+ | var battle = { | ||
+ | resetAttackType: false, | ||
+ | savedFights: getSavedFights(), | ||
+ | battleForm: document.getElementById("create-battle"), | ||
+ | attackerSelection: document.getElementById("attacker-selection"), | ||
+ | attackTypeSelection: document.getElementById("attack-type-selection"), | ||
+ | victimSelection: document.getElementById("victim-selection"), | ||
+ | damagesWeightedByType: {}, | ||
+ | scatterDataByType: {}, | ||
+ | damagesByBonus: [], | ||
+ | tableResultFight: document.getElementById("result-table-fight"), | ||
+ | tableResultHistory: document.getElementById("result-table-history"), | ||
+ | deleteFightTemplate: document.getElementById("delete-fight-template") | ||
+ | .children[0], | ||
+ | errorInformation: {}, | ||
+ | fightResultContainer: document.getElementById("fight-result-container"), | ||
+ | downLoadRawData: document.getElementById("download-raw-data"), | ||
+ | downLoadRawDataVariation: document.getElementById( | ||
+ | "download-raw-data-variation" | ||
+ | ), | ||
+ | bonusVariationResultContainer: document.getElementById( | ||
+ | "bonus-variation-result-container" | ||
+ | ), | ||
+ | reduceChartPointsContainer: document.getElementById( | ||
+ | "reduce-chart-points-container" | ||
+ | ), | ||
+ | reduceChartPoints: document.getElementById("reduce-chart-points"), | ||
+ | plotDamages: document.getElementById("plot-damages"), | ||
+ | plotBonusVariation: document.getElementById("plot-bonus-variation"), | ||
+ | uniqueDamagesCounters: document.querySelectorAll(".unique-damages-counter"), | ||
+ | possibleDamagesCounter: document.getElementById("possible-damages-counter"), | ||
+ | damagesTime: document.getElementById("damages-time"), | ||
+ | displayTime: document.getElementById("display-time"), | ||
+ | simulationCounter: document.getElementById("simulation-counter"), | ||
+ | simulationTime: document.getElementById("simulation-time"), | ||
+ | numberFormats: { | ||
+ | default: new Intl.NumberFormat(undefined, { | ||
+ | minimumFractionDigits: 0, | ||
+ | maximumFractionDigits: 1, | ||
+ | }), | ||
+ | percent: new Intl.NumberFormat(undefined, { | ||
+ | style: "percent", | ||
+ | maximumFractionDigits: 3, | ||
+ | }), | ||
+ | second: new Intl.NumberFormat(undefined, { | ||
+ | style: "unit", | ||
+ | unit: "second", | ||
+ | unitDisplay: "long", | ||
+ | maximumFractionDigits: 3, | ||
+ | }), | ||
+ | }, | ||
+ | mapping: mapping, | ||
+ | constants: constants, | ||
+ | translation: getTranslation(constants.translation), | ||
+ | }; | ||
+ | |||
+ | attackSelectonListener( | ||
+ | characters, | ||
+ | battle.attackerSelection, | ||
+ | battle.attackTypeSelection | ||
+ | ); | ||
+ | initResultTableHistory(battle); | ||
+ | loadScript(chartSource, function () { | ||
+ | initDamagesChart(battle); | ||
+ | initBonusVariationChart(battle); | ||
+ | }); | ||
+ | reduceChartPointsListener(battle); | ||
+ | downloadRawDataListener(battle); | ||
+ | |||
+ | var errorElements = document.querySelectorAll("[data-error]"); | ||
+ | |||
+ | for (var index = 0; index < errorElements.length; index++) { | ||
+ | var errorElement = errorElements[index]; | ||
+ | battle.errorInformation[errorElement.dataset.error] = errorElement; | ||
+ | } | ||
+ | |||
+ | return [characters, battle]; | ||
+ | } | ||
+ | |||
+ | function loadScript(src, callback) { | ||
+ | var script = document.createElement("script"); | ||
+ | script.src = src; | ||
+ | |||
+ | function onComplete() { | ||
+ | if (script.parentNode) { | ||
+ | script.parentNode.removeChild(script); | ||
+ | } | ||
+ | if (callback) { | ||
+ | callback(); | ||
} | } | ||
− | |||
} | } | ||
Ligne 3 169 : | Ligne 5 048 : | ||
var cssSource = | var cssSource = | ||
"/index.php?title=Utilisateur:Ankhseram/Style.css&action=raw&ctype=text/css"; | "/index.php?title=Utilisateur:Ankhseram/Style.css&action=raw&ctype=text/css"; | ||
+ | var chartSource = "https://cdn.jsdelivr.net/npm/chart.js"; | ||
loadStyle(cssSource); | loadStyle(cssSource); | ||
function main() { | function main() { | ||
− | var [characters, battle] = createDamageCalculatorInformation(); | + | var [characters, battle] = createDamageCalculatorInformation(chartSource); |
characterManagement(characters, battle); | characterManagement(characters, battle); | ||
Ligne 3 183 : | Ligne 5 063 : | ||
loading(); | loading(); | ||
} | } | ||
− | |||
loadScript(javascriptSource, main); | loadScript(javascriptSource, main); | ||
})(); | })(); |
Version actuelle datée du 20 novembre 2024 à 17:07
function showElement(element) {
element.classList.remove("tabber-noactive");
}
function hideElement(element) {
element.classList.add("tabber-noactive");
}
function removeAccent(str) {
return str.normalize("NFD").replace(/[\u0300-\u036f]/g, "");
}
function toNormalForm(str) {
return removeAccent(str)
.replace("-", " ")
.replace(/[^a-zA-Z0-9 ]/g, "")
.toLowerCase();
}
function pseudoFormat(str) {
return removeAccent(str).replace(/[^A-Za-z0-9 \(\)\+_-]+/g, "");
}
function isValueInArray(value, array) {
return array.indexOf(value) !== -1;
}
function copyObject(object) {
var copy = {};
for (var key in object) {
copy[key] = object[key];
}
return copy;
}
function compareNumbers(a, b) {
return b - a;
}
function isChecked(attribute) {
return attribute === "on";
}
function floorMultiplication(firstFactor, secondFactor) {
return Math.floor((firstFactor * secondFactor).toFixed(8));
}
function truncateNumber(number, precision) {
return Math.floor(number * 10 ** precision) / 10 ** precision;
}
function addKeyValue(object, key, value) {
if (object.hasOwnProperty(key)) {
object[key] += value;
} else {
object[key] = value;
}
}
function editTableResultRow(row, valuesToDisplay, numberFormat) {
row.innerHTML = "";
for (var index = 0; index < valuesToDisplay.length; index++) {
var cell = row.insertCell();
var textContent;
if (index >= 3) {
textContent = numberFormat.format(valuesToDisplay[index]);
} else {
textContent = valuesToDisplay[index];
}
cell.textContent = textContent;
}
return row;
}
function addRowToTableResultHistory(
tableResultHistory,
valuesToDisplay,
deleteFightTemplate,
numberFormat
) {
var row = tableResultHistory.insertRow();
editTableResultRow(row, valuesToDisplay, numberFormat);
var cell = row.insertCell();
cell.appendChild(deleteFightTemplate.cloneNode(true));
}
function calcMeanDamages(damagesWeightedByType, totalCardinal) {
var sumDamages = 0;
for (var damagesTypeName in damagesWeightedByType) {
if (damagesTypeName === "miss") {
continue;
}
var damagesWeighted = damagesWeightedByType[damagesTypeName];
for (var damages in damagesWeighted) {
sumDamages += damages * damagesWeighted[damages];
}
}
return sumDamages / totalCardinal;
}
function prepareDamagesData(
damagesWeightedByType,
possibleDamagesCountTemp,
totalCardinal
) {
var minDamages = Infinity;
var maxDamages = 0;
var scatterDataByType = {};
var sumDamages = 0;
var possibleDamagesCount = 0;
var uniqueDamagesCount = 0;
for (var damagesTypeName in damagesWeightedByType) {
if (damagesTypeName === "miss") {
scatterDataByType.miss = damagesWeightedByType.miss;
possibleDamagesCount++;
uniqueDamagesCount++;
continue;
}
var firstIteration = true;
var damagesWeighted = damagesWeightedByType[damagesTypeName];
var scatterData = [];
scatterDataByType[damagesTypeName] = scatterData;
for (var damages in damagesWeighted) {
damages = +damages;
if (firstIteration) {
if (damages < minDamages) {
minDamages = damages;
}
firstIteration = false;
}
var weight = damagesWeighted[damages];
var probability = weight / totalCardinal;
sumDamages += damages * weight;
damagesWeighted[damages] = probability;
scatterData.push({ x: damages, y: probability });
}
var scatterDataLength = scatterData.length;
possibleDamagesCount += possibleDamagesCountTemp;
uniqueDamagesCount += scatterDataLength;
if (damages > maxDamages) {
maxDamages = damages;
}
}
if (minDamages === Infinity) {
minDamages = 0;
}
return [
sumDamages / totalCardinal,
minDamages,
maxDamages,
scatterDataByType,
possibleDamagesCount,
uniqueDamagesCount,
];
}
function aggregateDamages(scatterData, maxPoints) {
var dataLength = scatterData.length;
var remainingData = dataLength;
var aggregateScatterData = [];
for (var groupIndex = 0; groupIndex < maxPoints; groupIndex++) {
var groupLength = Math.floor(remainingData / (maxPoints - groupIndex));
var startIndex = dataLength - remainingData;
var aggregateDamages = 0;
var aggregateProbability = 0;
for (var index = startIndex; index < startIndex + groupLength; index++) {
var { x: damages, y: probability } = scatterData[index];
aggregateDamages += damages * probability;
aggregateProbability += probability;
}
aggregateScatterData.push({
x: aggregateDamages / aggregateProbability,
y: aggregateProbability,
});
remainingData -= groupLength;
}
return aggregateScatterData;
}
function addToDamagesChart(
scatterDataByType,
damagesChart,
isReducePointsChecked
) {
var { chart, datasetsStyle, maxPoints, reduceChartPointsContainer } =
damagesChart;
var isFirstDataset = true;
var datasets = chart.data.datasets;
datasets.length = 0;
for (var index = 0; index < datasetsStyle.length; index++) {
var dataset = copyObject(datasetsStyle[index]);
if (!scatterDataByType.hasOwnProperty(dataset.name)) {
continue;
}
var scatterData = scatterDataByType[dataset.name];
var canBeReduced = scatterData.length > 2 * maxPoints;
dataset.hidden = !isFirstDataset;
dataset.canBeReduced = canBeReduced;
if (canBeReduced && isReducePointsChecked) {
dataset.data = aggregateDamages(scatterData, maxPoints);
} else {
dataset.data = scatterData;
}
if (isFirstDataset) {
isFirstDataset = false;
if (canBeReduced) {
showElement(reduceChartPointsContainer);
if (!isReducePointsChecked) {
handleChartAnimations(chart, false);
}
} else {
hideElement(reduceChartPointsContainer);
handleChartAnimations(chart, true);
}
}
datasets.push(dataset);
}
chart.data.missPercentage = scatterDataByType.miss;
chart.update();
}
function addToBonusVariationChart(
damagesByBonus,
augmentationByBonus,
xLabel,
chart
) {
chart.data.datasets[0].data = damagesByBonus;
chart.data.datasets[1].data = augmentationByBonus;
chart.options.scales.x.title.text = xLabel;
chart.update();
}
function handleChartAnimations(chart, addAnimations) {
chart.options.animation = addAnimations;
chart.options.animations.colors = addAnimations;
chart.options.animations.x = addAnimations;
chart.options.transitions.active.animation.duration = addAnimations * 1000;
}
function updateDamagesChartDescription(
uniqueDamagesCounters,
uniqueDamagesCount,
formatNumber
) {
uniqueDamagesCounters.forEach(function (element) {
if (uniqueDamagesCount <= 1) {
hideElement(element.parentElement);
} else {
showElement(element.parentElement);
element.textContent = formatNumber.format(uniqueDamagesCount);
}
});
}
function getMonsterName(monsterVnum) {
var monsterAttributes = monsterData[monsterVnum];
return monsterAttributes[monsterAttributes.length - 1];
}
function filterClass(selectedRace, classChoice, selectValueIsChanged = false) {
showElement(classChoice.parentElement);
for (var option of classChoice.options) {
if (option.getAttribute("data-race") === selectedRace) {
if (!selectValueIsChanged) {
classChoice.value = option.value;
selectValueIsChanged = true;
}
showElement(option);
} else {
hideElement(option);
}
}
if (selectedRace == "lycan") {
hideElement(classChoice.parentElement);
}
}
function filterWeapon(
selectedRace,
weaponElement,
weaponCategory,
allowedWeaponsPerRace,
selectValueIsChanged = false
) {
var allowedWeapons = allowedWeaponsPerRace[selectedRace];
if (!selectValueIsChanged) {
var weaponType = weaponData[weaponElement.value][1];
if (!isValueInArray(weaponType, allowedWeapons)) {
weaponElement.value = 0;
}
}
var children = weaponCategory.children;
for (var index = 0; index < children.length; index++) {
var child = children[index];
if (isValueInArray(index, allowedWeapons)) {
showElement(child);
} else {
hideElement(child);
}
}
}
function getSelectedWeapon(weaponCategory) {
return weaponCategory.querySelector("input[type='radio']:checked");
}
function handleWeaponDisplay(weaponDisplay, newWeapon, weaponVnum) {
var newImage = newWeapon.nextElementSibling.cloneNode();
var newText = document.createElement("span");
var oldImage = weaponDisplay.firstChild;
var oldText = oldImage.nextElementSibling;
var weaponName = createWeapon(weaponVnum).name;
if (weaponVnum == 0) {
newText.textContent = " " + weaponName + " ";
} else {
var weaponLink = document.createElement("a");
weaponLink.href = mw.util.getUrl(weaponName);
weaponLink.title = weaponName;
weaponLink.textContent = weaponName;
newText.appendChild(document.createTextNode(" "));
newText.appendChild(weaponLink);
newText.appendChild(document.createTextNode(" "));
}
weaponDisplay.replaceChild(newImage, oldImage);
weaponDisplay.replaceChild(newText, oldText);
}
function filterUpgrade(
selectedRace,
weaponUpgrade,
weaponVnum,
randomAttackValue,
randomMagicAttackValue,
currentUpgrade
) {
var weapon = createWeapon(weaponVnum);
if (weapon.isSerpent) {
showElement(randomAttackValue);
if (selectedRace === "sura" || selectedRace === "shaman") {
showElement(randomMagicAttackValue);
}
} else {
hideElement(randomAttackValue);
hideElement(randomMagicAttackValue);
}
var upgradeNumber = weapon.upgrades.length;
if (upgradeNumber <= 1) {
hideElement(weaponUpgrade.parentElement);
} else {
showElement(weaponUpgrade.parentElement);
}
weaponUpgrade.innerHTML = "";
for (var upgrade = 0; upgrade < upgradeNumber; upgrade++) {
var option = document.createElement("option");
option.value = upgrade;
option.textContent = "+" + upgrade;
weaponUpgrade.appendChild(option);
}
if (currentUpgrade === undefined) {
option.selected = true;
} else {
weaponUpgrade.value = currentUpgrade;
currentUpgrade = undefined;
}
}
function filterState(selectedState, polymorphMonster) {
if (selectedState === "polymorph") {
showElement(polymorphMonster.parentElement);
} else {
hideElement(polymorphMonster.parentElement);
}
}
function filterCheckbox(checkbox, element) {
if (checkbox.checked) {
showElement(element);
} else {
hideElement(element);
}
}
function filterSkills(selectedClass, skillElementsToFilter) {
for (var element of skillElementsToFilter) {
if (isValueInArray(selectedClass, element.dataset.class)) {
showElement(element);
} else {
hideElement(element);
}
}
}
function filterAttackTypeSelection(attacker, attackTypeSelection) {
var attackerClass = attacker.class;
var selectedOption =
attackTypeSelection.options[attackTypeSelection.selectedIndex];
var attackerIsNotPolymorph = !isPolymorph(attacker);
for (var index = 2; index < attackTypeSelection.options.length; index++) {
var option = attackTypeSelection.options[index];
var optionClass = option.dataset.class;
var optionValue = option.value;
if (
attackerIsNotPolymorph &&
attacker[optionValue] &&
(attackerClass === optionClass ||
(optionValue.startsWith("horseSkill") &&
isRiding(attacker) &&
(!optionClass || isValueInArray(attackerClass, optionClass))))
) {
showElement(option);
} else {
hideElement(option);
if (selectedOption === option) {
attackTypeSelection.selectedIndex = 0;
}
}
}
}
function filterAttackTypeSelectionMonster(attackTypeSelection) {
for (var index = 2; index < attackTypeSelection.options.length; index++) {
hideElement(attackTypeSelection.options[index]);
}
if (attackTypeSelection.selectedIndex !== 1) {
attackTypeSelection.selectedIndex = 0;
}
}
function filterForm(characters, battle) {
var characterCreation = characters.characterCreation;
var allowedWeaponsPerRace = battle.constants.allowedWeaponsPerRace;
characterCreation.addEventListener("change", function (event) {
var target = event.target;
var targetName = target.name;
switch (targetName) {
case "race":
var selectedRace = target.value;
var classChoice = characterCreation.class;
var weaponElement = characterCreation.weapon;
filterClass(selectedRace, classChoice);
filterWeapon(
selectedRace,
weaponElement,
characters.weaponCategory,
allowedWeaponsPerRace
);
var newWeapon = getSelectedWeapon(characters.weaponCategory);
handleWeaponDisplay(
characters.weaponDisplay,
newWeapon,
weaponElement.value
);
filterUpgrade(
selectedRace,
characterCreation.weaponUpgrade,
weaponElement.value,
characters.randomAttackValue,
characters.randomMagicAttackValue
);
filterSkills(classChoice.value, characters.skillElementsToFilter);
if (characterCreation.name.value === battle.attackerSelection.value) {
battle.resetAttackType = true;
}
break;
case "class":
filterSkills(target.value, characters.skillElementsToFilter);
if (characterCreation.name.value === battle.attackerSelection.value) {
battle.resetAttackType = true;
}
break;
case "weapon":
handleWeaponDisplay(
characters.weaponDisplay,
target,
characterCreation.weapon.value
);
filterUpgrade(
characterCreation.race.value,
characterCreation.weaponUpgrade,
target.value,
characters.randomAttackValue,
characters.randomMagicAttackValue
);
break;
case "state":
filterState(target.value, characterCreation.polymorphMonster);
if (characterCreation.name.value === battle.attackerSelection.value) {
battle.resetAttackType = true;
}
break;
case "lowRank":
filterCheckbox(target, characterCreation.playerRank.parentElement);
break;
case "isBlessed":
filterCheckbox(target, characters.blessingCreation);
break;
case "onYohara":
filterCheckbox(target, characters.yoharaCreation);
break;
case "isMarried":
filterCheckbox(target, characters.marriageCreation);
break;
}
if (
targetName.startsWith("attackSkill") ||
targetName.startsWith("horseSkill")
) {
battle.resetAttackType = true;
}
});
}
function addUniquePseudo(characterDataObject, savedCharactersPseudo) {
var characterPseudo = String(characterDataObject.name);
var originalPseudo = characterPseudo;
var count = 0;
var regex = /(.*)(\d)$/;
var match = characterPseudo.match(regex);
if (match) {
originalPseudo = match[1];
count = match[2];
}
while (isValueInArray(characterPseudo, savedCharactersPseudo)) {
characterPseudo = originalPseudo + count;
count++;
}
characterDataObject.name = characterPseudo;
return [characterDataObject, characterPseudo];
}
function convertToNumber(value) {
var valueNumber = Number(value);
return isNaN(valueNumber) ? value : valueNumber;
}
function getLocalStorageValue(key, defaultValue) {
var storedValue = localStorage.getItem(key);
if (storedValue) {
return JSON.parse(storedValue);
}
return defaultValue;
}
function getSavedCharacters() {
return getLocalStorageValue("savedCharactersCalculator", {});
}
function getSavedMonsters() {
return getLocalStorageValue("savedMonstersCalculator", []).filter(function (
num
) {
return !isNaN(Number(num));
});
}
function getSavedFights() {
return getLocalStorageValue("savedFightsCalculator", []);
}
function saveToLocalStorage(key, value) {
localStorage.setItem(key, JSON.stringify(value));
}
function updateSavedCharacters(savedCharacters) {
saveToLocalStorage("savedCharactersCalculator", savedCharacters);
}
function updateSavedMonsters(savedMonsters) {
saveToLocalStorage("savedMonstersCalculator", savedMonsters);
}
function updateSavedFights(savedFights) {
saveToLocalStorage("savedFightsCalculator", savedFights);
}
function saveCharacter(
savedCharacters,
characterCreation,
battle,
newCharacter,
characterDataObject
) {
if (!characterDataObject) {
var characterData = new FormData(characterCreation);
var characterDataObject = {};
characterData.forEach(function (value, key) {
characterDataObject[key] = convertToNumber(value);
});
}
savedCharacters[characterDataObject.name] = characterDataObject;
updateSavedCharacters(savedCharacters);
if (newCharacter) {
addBattleChoice(battle, characterDataObject.name);
}
if (battle.resetAttackType) {
filterAttackTypeSelection(characterDataObject, battle.attackTypeSelection);
battle.resetAttackType = false;
}
}
function saveButtonGreen(saveButton) {
saveButton.classList.remove("unsaved-character");
}
function saveButtonOrange(saveButton) {
saveButton.classList.add("unsaved-character");
}
function characterCreationListener(characters, battle) {
var { characterCreation, saveButton, weaponCategory } = characters;
characterCreation.addEventListener("submit", function (event) {
event.preventDefault();
if (characters.unsavedChanges) {
saveCharacter(characters.savedCharacters, characterCreation, battle);
saveButtonGreen(saveButton);
characters.unsavedChanges = false;
}
});
document.addEventListener("keydown", function (event) {
if (event.ctrlKey && event.key === "s") {
event.preventDefault();
saveButton.click();
}
});
weaponCategory.addEventListener("mouseover", function (event) {
label = event.target.closest("label");
if (label) {
var tooltip = label.lastChild;
if (tooltip.classList.contains("popContenu")) {
var tooltipRect = tooltip.getBoundingClientRect();
var modalRect = weaponCategory.getBoundingClientRect();
if (tooltipRect.right > modalRect.right) {
tooltip.style.left = "-100%";
} else if (tooltipRect.left < modalRect.left) {
tooltip.style.left = "200%";
}
}
}
});
}
function downloadData(content, type, filename) {
var link = document.createElement("a");
var blob = new Blob([content], { type: type });
var blobURL = URL.createObjectURL(blob);
link.href = blobURL;
link.download = filename;
document.body.appendChild(link);
link.click();
document.body.removeChild(link);
URL.revokeObjectURL(blobURL);
}
function uploadCharacter(
selectedFiles,
characters,
characterTemplate,
charactersContainer,
battle
) {
var selectFilesLength = selectedFiles.length;
for (var fileIndex = 0; fileIndex < selectFilesLength; fileIndex++) {
var selectedFile = selectedFiles[fileIndex];
if (selectedFile.type === "text/plain") {
var reader = new FileReader();
reader.onload = function (e) {
var fileContent = e.target.result;
try {
var characterDataObject = JSON.parse(fileContent);
if (characterDataObject.hasOwnProperty("name")) {
var characterPseudo = String(characterDataObject.name);
hideElement(characters.characterCreation);
characterPseudo = validPseudo(characterPseudo);
[characterDataObject, characterPseudo] = addUniquePseudo(
characterDataObject,
Object.keys(characters.savedCharacters)
);
var selectedCharacter = handleNewCharacter(
characters,
characterTemplate,
charactersContainer,
battle,
characterPseudo
)[0];
if (selectFilesLength === 1) {
updateForm(
characterDataObject,
characters.characterCreation,
characters,
selectedCharacter,
battle
);
}
saveCharacter(
characters.savedCharacters,
characters.characterCreation,
battle,
true,
characterDataObject
);
}
} catch (error) {
console.log(error);
if (error.name === "TypeError") {
// delete the character
}
}
};
reader.readAsText(selectedFile);
}
}
}
function handleUploadCharacter(
characters,
characterTemplate,
charactersContainer,
battle
) {
var characterInput = characters.characterInput;
var dropZone = characters.dropZone;
characterInput.accept = ".txt";
characterInput.multiple = true;
dropZone.setAttribute("tabindex", "0");
dropZone.addEventListener("click", function () {
characterInput.click();
});
dropZone.addEventListener("dragover", function (event) {
event.preventDefault();
dropZone.classList.add("drop-zone--dragover");
});
["dragleave", "dragend"].forEach(function (type) {
dropZone.addEventListener(type, function () {
dropZone.classList.remove("drop-zone--dragover");
});
});
dropZone.addEventListener("drop", function (event) {
event.preventDefault();
uploadCharacter(
event.dataTransfer.files,
characters,
characterTemplate,
charactersContainer,
battle
);
dropZone.classList.remove("drop-zone--dragover");
});
characterInput.addEventListener("change", function (event) {
uploadCharacter(
event.target.files,
characters,
characterTemplate,
charactersContainer,
battle
);
});
}
function deleteCharacter(characters, pseudo, element, battle) {
battle.battleForm.reset();
delete characters.savedCharacters[pseudo];
element.remove();
updateSavedCharacters(characters.savedCharacters);
removeBattleChoice(battle, pseudo);
if (
!Object.keys(characters.savedCharacters).length ||
characters.characterCreation.name.value === pseudo
) {
saveButtonGreen(characters.saveButton);
characters.unsavedChanges = false;
hideElement(characters.characterCreation);
showElement(characters.characterCreation.previousElementSibling);
}
}
function deleteMonster(characters, monsterVnum, element, battle) {
battle.battleForm.reset();
characters.savedMonsters.splice(
characters.savedMonsters.indexOf(monsterVnum),
1
);
if (element) {
element.remove();
}
updateSavedMonsters(characters.savedMonsters);
removeBattleChoice(battle, monsterVnum);
}
function handleStyle(characters, selectedElement) {
var currentCharacter = characters.currentCharacter;
if (currentCharacter) {
currentCharacter.classList.remove("selected-character");
}
selectedElement.classList.add("selected-character");
characters.currentCharacter = selectedElement;
}
function updateForm(
formData,
characterCreation,
characters,
selectedElement,
battle
) {
saveButtonGreen(characters.saveButton);
hideElement(characterCreation.previousElementSibling);
showElement(characterCreation);
handleStyle(characters, selectedElement);
characterCreation.reset();
for (var [name, value] of Object.entries(formData)) {
var formElement = characterCreation[name];
if (!formElement) {
continue;
}
if (formElement.type === "checkbox") {
if (isChecked(value)) {
formElement.checked = true;
}
} else {
formElement.value = value;
}
}
var selectedRace = characterCreation.race.value;
var classChoice = characterCreation.class;
var weaponElement = characterCreation.weapon;
filterClass(selectedRace, classChoice, true);
filterWeapon(
selectedRace,
weaponElement,
characters.weaponCategory,
battle.constants.allowedWeaponsPerRace,
true
);
var newWeapon = getSelectedWeapon(characters.weaponCategory);
handleWeaponDisplay(characters.weaponDisplay, newWeapon, weaponElement.value);
filterUpgrade(
selectedRace,
characterCreation.weaponUpgrade,
weaponElement.value,
characters.randomAttackValue,
characters.randomMagicAttackValue,
formData.weaponUpgrade
);
filterState(
characterCreation.state.value,
characterCreation.polymorphMonster
);
filterCheckbox(
characterCreation.lowRank,
characterCreation.playerRank.parentElement
);
filterCheckbox(characterCreation.onYohara, characters.yoharaCreation);
filterCheckbox(characterCreation.isBlessed, characters.blessingCreation);
filterCheckbox(characterCreation.isMarried, characters.marriageCreation);
filterSkills(classChoice.value, characters.skillElementsToFilter);
handleBonusVariationUpdate(characterCreation, characters.bonusVariation);
}
function handleClickOnCharacter(
spanInput,
target,
characters,
characterElement,
battle,
edition
) {
var displayedPseudo = characters.characterCreation.name.value;
var pseudo = spanInput.dataset.name;
if (edition) {
if (!characters.unsavedChanges) {
updateForm(
characters.savedCharacters[pseudo],
characters.characterCreation,
characters,
characterElement,
battle
);
} else if (displayedPseudo === pseudo) {
// pass
} else {
var result = confirm(
"Voulez-vous continuer ? Les dernières modifications ne seront pas sauvegardées."
);
if (result) {
updateForm(
characters.savedCharacters[pseudo],
characters.characterCreation,
characters,
characterElement,
battle
);
characters.unsavedChanges = false;
}
}
} else {
if (target.tagName === "path") {
target = target.parentElement;
}
switch (target.dataset.icon) {
case "duplicate":
if (!characters.unsavedChanges) {
addNewCharacter(
characters,
characters.newCharacterTemplate,
characters.charactersContainer,
battle,
pseudo
);
} else {
var result = confirm(
"Voulez-vous continuer ? Les dernières modifications ne seront pas sauvegardées."
);
if (result) {
addNewCharacter(
characters,
characters.newCharacterTemplate,
characters.charactersContainer,
battle,
pseudo
);
saveButtonGreen(characters.saveButton);
characters.unsavedChanges = false;
}
}
break;
case "download":
var character = characters.savedCharacters[pseudo];
downloadData(
JSON.stringify(character),
"text/plain",
character.name + ".txt"
);
break;
case "delete":
var result = confirm(
"Voulez-vous vraiment supprimer définitivement le personnage " +
pseudo +
" ?"
);
if (result) {
deleteCharacter(characters, pseudo, characterElement, battle);
}
break;
}
}
}
function handleNewCharacter(
characters,
characterTemplate,
charactersContainer,
battle,
pseudo
) {
var newCharacterTemplate = characterTemplate.cloneNode(true);
var spanInput = newCharacterTemplate.querySelector("span.input");
newCharacterTemplate.setAttribute("tabindex", "0");
charactersContainer.appendChild(newCharacterTemplate);
if (pseudo) {
spanInput.textContent = pseudo;
spanInput.setAttribute("data-name", pseudo);
}
newCharacterTemplate.addEventListener("click", function (event) {
var target = event.target;
if (target.tagName === "path" || target.tagName === "svg") {
handleClickOnCharacter(
spanInput,
target,
characters,
newCharacterTemplate,
battle
);
} else {
handleClickOnCharacter(
spanInput,
null,
characters,
newCharacterTemplate,
battle,
true
);
}
});
newCharacterTemplate.addEventListener("keydown", function (event) {
if (event.keyCode === 13) {
event.target.click();
}
});
return [newCharacterTemplate, spanInput];
}
function validPseudo(pseudo) {
var newPseudo = pseudoFormat(pseudo);
if (!newPseudo) {
return "Pseudo";
}
return newPseudo;
}
function addNewCharacter(
characters,
characterTemplate,
charactersContainer,
battle,
pseudoToDuplicate
) {
function editAndSetCharacterPseudoInput(selectedCharacter, spanInput) {
var maxPseudoLength = 20;
var selection = window.getSelection();
var range = document.createRange();
if (pseudoToDuplicate) {
spanInput.textContent = pseudoToDuplicate;
}
spanInput.contentEditable = true;
spanInput.focus();
range.selectNodeContents(spanInput);
selection.removeAllRanges();
selection.addRange(range);
function pseudoValidation() {
var characterPseudo = validPseudo(spanInput.textContent);
var characterDataObject = { name: characterPseudo };
if (pseudoToDuplicate) {
characterDataObject = copyObject(
characters.savedCharacters[pseudoToDuplicate]
);
characterDataObject.name = characterPseudo;
}
[characterDataObject, characterPseudo] = addUniquePseudo(
characterDataObject,
Object.keys(characters.savedCharacters)
);
selection.removeAllRanges();
spanInput.contentEditable = false;
spanInput.textContent = characterPseudo;
spanInput.setAttribute("data-name", characterPseudo);
updateForm(
characterDataObject,
characters.characterCreation,
characters,
selectedCharacter,
battle
);
saveCharacter(
characters.savedCharacters,
characters.characterCreation,
battle,
true
);
}
function handleMaxLength(event) {
if (spanInput.textContent.length > maxPseudoLength) {
spanInput.textContent = spanInput.textContent.slice(0, maxPseudoLength);
range.setStart(spanInput.childNodes[0], maxPseudoLength);
selection.removeAllRanges();
selection.addRange(range);
}
}
function handleBlur() {
spanInput.removeEventListener("blur", handleBlur);
spanInput.removeEventListener("input", handleMaxLength);
pseudoValidation();
}
function handleKeyDown(event) {
if (event.key === "Enter") {
event.preventDefault();
spanInput.removeEventListener("keydown", handleKeyDown);
spanInput.removeEventListener("blur", handleBlur);
spanInput.removeEventListener("input", handleMaxLength);
pseudoValidation();
}
}
spanInput.addEventListener("input", handleMaxLength);
spanInput.addEventListener("keydown", handleKeyDown);
spanInput.addEventListener("blur", handleBlur);
}
hideElement(characters.characterCreation);
var [selectedCharacter, spanInput] = handleNewCharacter(
characters,
characterTemplate,
charactersContainer,
battle
);
editAndSetCharacterPseudoInput(selectedCharacter, spanInput);
}
function handleFocus() {
var tooltipLinks = document.querySelectorAll("div.tooltip a");
tooltipLinks.forEach(function (link) {
link.setAttribute("tabindex", -1);
});
}
function handleBonusVariationUpdate(characterCreation, bonusVariation) {
var selectedBonus = characterCreation.bonusVariation.value;
if (characterCreation.hasOwnProperty(selectedBonus)) {
handleBonusVariation(characterCreation[selectedBonus], bonusVariation);
} else {
var { minValue, maxValue } = bonusVariation;
minValue.removeAttribute("min");
minValue.removeAttribute("max");
maxValue.removeAttribute("min");
maxValue.removeAttribute("max");
hideElement(bonusVariation.container);
}
}
function getTargetContent(targetParent, targetName, isSkill) {
var targetContent = "";
if (targetParent.children.length <= 1) {
targetContent = targetParent.textContent;
} else if (targetName === "weaponUpgrade") {
targetContent = targetParent.children[1].textContent;
} else if (isSkill) {
var container = targetParent.children[1];
for (var index = 1; index < container.children.length; index++) {
var element = container.children[index];
if (element.checkVisibility()) {
targetContent += element.textContent;
}
}
} else {
for (var index = 1; index < targetParent.children.length; index++) {
var element = targetParent.children[index];
if (element.checkVisibility()) {
targetContent += element.textContent;
}
}
}
return targetContent;
}
function handleBonusVariation(target, bonusVariation, isSelectedByUser) {
var { activation, inputDisplay, minValue, maxValue, container } =
bonusVariation;
var {
min: targetMin,
max: targetMax,
name: targetName,
value: targetValue,
parentElement: targetParent,
tagName,
} = target;
targetMin = Number(targetMin);
targetMax = Number(targetMax);
targetValue = Number(targetValue);
var isSkill = tagName === "SELECT";
if (container.contains(target) || targetName == 0) {
if (!isSelectedByUser) {
hideElement(container);
}
return;
}
if (isSkill) {
var options = target.options;
targetMin = options[0].value;
targetMax = options[options.length - 1].value;
}
minValue.min = targetMin;
minValue.max = targetMax;
maxValue.min = targetMin;
maxValue.max = targetMax;
if (isSelectedByUser) {
var { input, tab } = bonusVariation;
inputDisplay.value = getTargetContent(targetParent, targetName, isSkill);
input.value = targetName;
minValue.value = Math.max(targetValue - 10, targetMin);
maxValue.value = Math.min(targetValue + 10, targetMax);
activation.checked = true;
tab.click();
tab.scrollIntoView(true);
input.dispatchEvent(new Event("change", { bubbles: true }));
} else {
if (minValue.value < targetMin) {
minValue.value = targetMin;
minValue.dispatchEvent(new Event("change", { bubbles: true }));
}
if (maxValue.value > targetMax) {
maxValue.value = targetMax;
maxValue.dispatchEvent(new Event("change", { bubbles: true }));
}
}
inputDisplay.style.width = inputDisplay.value.length * 0.55 + "em";
showElement(container);
}
function characterManagement(characters, battle) {
var {
newCharacterTemplate: characterTemplate,
charactersContainer,
addNewCharacterButton,
saveButton,
characterCreation,
bonusVariation,
} = characters;
Object.keys(characters.savedCharacters).forEach(function (pseudo) {
handleNewCharacter(
characters,
characterTemplate,
charactersContainer,
battle,
pseudo
);
});
addNewCharacterButton.addEventListener("click", function (event) {
if (!characters.unsavedChanges) {
addNewCharacter(
characters,
characterTemplate,
charactersContainer,
battle
);
} else {
var result = confirm(
"Voulez-vous continuer ? Les dernières modifications ne seront pas sauvegardées."
);
if (result) {
addNewCharacter(
characters,
characterTemplate,
charactersContainer,
battle
);
saveButtonGreen(saveButton);
characters.unsavedChanges = false;
}
}
});
handleUploadCharacter(
characters,
characterTemplate,
charactersContainer,
battle
);
characterCreation.addEventListener("change", function () {
saveButtonOrange(saveButton);
characters.unsavedChanges = true;
});
function handleLongPress(target) {
if (target.tagName !== "INPUT" && target.tagName !== "SELECT") {
target = target.querySelector("input");
}
if (
!target ||
(target.type !== "number" &&
!target.classList.contains("skill-select") &&
target.name !== "weaponUpgrade")
) {
return;
}
handleBonusVariation(target, bonusVariation, true);
}
characterCreation.addEventListener("click", function (event) {
if (event.shiftKey || event.ctrlKey) {
handleLongPress(event.target);
}
});
var longPressTimer;
characterCreation.addEventListener("touchstart", function (event) {
longPressTimer = setTimeout(function () {
handleLongPress(event.target);
}, 800);
});
characterCreation.addEventListener("touchend", function () {
clearTimeout(longPressTimer);
});
characterCreation.addEventListener("touchmove", function () {
clearTimeout(longPressTimer);
});
filterForm(characters, battle);
characterCreationListener(characters, battle);
handleFocus();
window.addEventListener("beforeunload", function (event) {
if (characters.unsavedChanges) {
event.preventDefault();
return "";
}
});
}
function handleNewMonster(
characters,
monsterTemplate,
monstersContainer,
battle,
monsterVnum,
monsterList
) {
var newMonsterTemplate = monsterTemplate.cloneNode(true);
var spanInput = newMonsterTemplate.querySelector("span.input");
var deleteSvg = newMonsterTemplate.querySelector("svg");
var monsterName = getMonsterName(monsterVnum);
var link = document.createElement("a");
link.href = mw.util.getUrl(monsterName);
link.title = monsterName;
link.textContent = monsterName;
spanInput.appendChild(link);
monstersContainer.appendChild(newMonsterTemplate);
newMonsterTemplate.setAttribute("tabindex", "0");
newMonsterTemplate.setAttribute("data-name", monsterVnum);
monstersContainer.appendChild(newMonsterTemplate);
deleteSvg.addEventListener("click", function (event) {
deleteMonster(characters, monsterVnum, newMonsterTemplate, battle);
var inputMonster = monsterList.querySelector(
"input[name='" + monsterVnum + "']"
);
inputMonster.checked = false;
});
}
function monsterManagement(characters, battle) {
function handleDropdown(searchMonster, monsterList) {
searchMonster.addEventListener("focus", function (event) {
showElement(monsterList);
});
document.addEventListener("mousedown", function (event) {
var target = event.target;
if (!monsterList.contains(target) && !searchMonster.contains(target)) {
hideElement(monsterList);
}
});
}
function addMonsterNames(monsterList) {
var lastMonsterAttributeIndex = monsterData[101].length - 1;
for (var monsterVnum in monsterData) {
var li = document.createElement("li");
var label = document.createElement("label");
var input = document.createElement("input");
var textNode = document.createTextNode(
monsterData[monsterVnum][lastMonsterAttributeIndex]
);
label.htmlFor = "monster" + monsterVnum;
input.id = "monster" + monsterVnum;
input.type = "checkbox";
input.name = monsterVnum;
label.appendChild(input);
label.appendChild(textNode);
li.appendChild(label);
monsterList.appendChild(li);
}
}
function filterNames(searchMonster, monsterList) {
var debounceTimer;
searchMonster.addEventListener("input", function (event) {
clearTimeout(debounceTimer);
debounceTimer = setTimeout(function () {
var value = toNormalForm(event.target.value);
for (var element of monsterList.children) {
if (!isValueInArray(value, toNormalForm(element.textContent))) {
hideElement(element);
} else {
showElement(element);
}
}
}, 500);
});
}
var monsterTemplate = characters.newMonsterTemplate;
var monstersContainer = characters.monstersContainer;
var monsterList = characters.monsterList;
var searchMonster = characters.searchMonster;
var monsterListForm = characters.monsterListForm;
document
.getElementById("monster-link")
.querySelector("a")
.setAttribute("target", "_blank");
handleDropdown(searchMonster, monsterList);
addMonsterNames(monsterList, characters.monsterListTemplate);
filterNames(searchMonster, monsterList);
characters.savedMonsters.slice().forEach(function (monsterVnum) {
var inputMonster = monsterList.querySelector(
"input[name='" + monsterVnum + "']"
);
if (inputMonster) {
handleNewMonster(
characters,
monsterTemplate,
monstersContainer,
battle,
monsterVnum,
monsterList
);
inputMonster.checked = true;
} else {
deleteMonster(characters, monsterVnum, null, battle);
}
});
monsterListForm.addEventListener("submit", function (event) {
event.preventDefault();
});
monsterListForm.addEventListener("change", function (event) {
var target = event.target;
var monsterVnum = target.name;
if (monsterVnum === "search-monster") {
return;
}
if (target.checked) {
handleNewMonster(
characters,
monsterTemplate,
monstersContainer,
battle,
monsterVnum,
monsterList
);
characters.savedMonsters.push(monsterVnum);
updateSavedMonsters(characters.savedMonsters);
addBattleChoice(battle, monsterVnum, true);
} else {
var currentMonsterTemplate = monstersContainer.querySelector(
"[data-name='" + monsterVnum + "']"
);
deleteMonster(characters, monsterVnum, currentMonsterTemplate, battle);
}
});
addEventListener("storage", function (event) {
if (event.key === "newMonsterCalculator") {
var monsterVnum = Number(event.newValue);
if (!monsterVnum) {
return;
}
var inputMonster = monsterList.querySelector(
"input[name='" + Math.abs(monsterVnum) + "']"
);
if (inputMonster) {
if (
(monsterVnum > 0 && !inputMonster.checked) ||
(monsterVnum < 0 && inputMonster.checked)
) {
inputMonster.click();
}
}
}
});
}
function removeBattleChoice(battle, name) {
var battleSelects = [battle.attackerSelection, battle.victimSelection];
battleSelects.forEach(function (battleSelect) {
for (
var optionIndex = 0;
optionIndex < battleSelect.options.length;
optionIndex++
) {
if (battleSelect.options[optionIndex].value === name) {
battleSelect.remove(optionIndex);
break;
}
}
});
}
function addBattleChoice(battle, name, isMonster = false) {
function createOption(text, vnum) {
var option = document.createElement("option");
option.textContent = text;
option.value = vnum;
if (!isMonster) {
option.classList.add("notranslate");
}
return option;
}
var vnum = name;
if (isMonster) {
name = getMonsterName(name);
}
if (isMonster && monsterData[vnum][1]) {
// pass
} else {
battle.attackerSelection.appendChild(createOption(name, vnum));
}
battle.victimSelection.appendChild(createOption(name, vnum));
}
function updateBattleChoice(characters, battle) {
var keys = Object.keys(characters.savedCharacters);
for (var index = 0; index < keys.length; index++) {
var pseudo = keys[index];
addBattleChoice(battle, pseudo);
}
characters.savedMonsters.forEach(function (monsterVnum) {
addBattleChoice(battle, monsterVnum, true);
});
}
function isPC(character) {
if (character.race === 0 || character.race === 1) {
return false;
}
return true;
}
function isBoss(character) {
return character.race === 0 && character.rank >= 5;
}
function isStone(character) {
return character.race === 1;
}
function isMeleeAttacker(monster) {
return monster.attack == 0;
}
function isRangeAttacker(monster) {
return monster.attack == 1;
}
function isMagicAttacker(monster) {
return monster.attack == 2;
}
function isMagicClass(character) {
return character.race === "shaman" || character.class === "black_magic";
}
function isDispell(character, skillId) {
return character.class === "weaponary" && skillId === 6;
}
function isPolymorph(character) {
return character.state === "polymorph";
}
function isRiding(character) {
return character.state === "horse";
}
function isBow(weapon) {
return weapon.type === 2;
}
function calcAttackFactor(attacker, victim) {
function calcCoeffK(dex, level) {
return Math.min(90, Math.floor((2 * dex + level) / 3));
}
var K1 = calcCoeffK(attacker.polymorphDex, attacker.level);
var K2 = calcCoeffK(victim.polymorphDex, attacker.level);
var AR = (K1 + 210) / 300;
var ER = (((2 * K2 + 5) / (K2 + 95)) * 3) / 10;
return truncateNumber(AR - ER, 8);
}
function calcMainAttackValue(attacker) {
var leadership = 0;
var rawWeaponAttackValue = 0;
if (isPC(attacker)) {
var weaponUpgrades = attacker.weapon.upgrades;
var maxUpgrade = weaponUpgrades.length - 1;
if (attacker.hasOwnProperty("weaponUpgrade")) {
rawWeaponAttackValue =
weaponUpgrades[Math.min(attacker.weaponUpgrade, maxUpgrade)];
// rare bug when weaponUpgrade is deleted
} else {
console.log("Warming: weaponUpgrade is missing.");
rawWeaponAttackValue = weaponUpgrades[maxUpgrade];
}
leadership = attacker.leadership;
}
return 2 * (attacker.level + rawWeaponAttackValue) + leadership;
}
function calcStatAttackValue(character) {
switch (character.race) {
case "warrior":
case "sura":
return 2 * character.str;
case "ninja":
return Math.floor((1 / 4) * (character.str + 7 * character.dex));
case "shaman":
return Math.floor((1 / 3) * (5 * character.int + character.dex));
case "lycan":
return character.vit + 2 * character.dex;
default:
return 2 * character.str;
}
}
function calcSecondaryAttackValue(attacker) {
var attackValueOther = 0;
var minAttackValue = 0;
var maxAttackValue = 0;
var minAttackValueSlash = 0;
var maxAttackValueSlash = 0;
var attackerWeapon = attacker.weapon;
if (isPC(attacker)) {
if (attackerWeapon.isSerpent) {
var rawAttackValue = attackerWeapon.upgrades[attacker.weaponUpgrade];
minAttackValue = attacker.minAttackValueRandom - rawAttackValue;
maxAttackValue = attacker.maxAttackValueRandom - rawAttackValue;
minAttackValue = Math.max(0, minAttackValue);
maxAttackValue = Math.max(minAttackValue, maxAttackValue);
} else {
minAttackValue = attackerWeapon.minAttackValue;
maxAttackValue = attackerWeapon.maxAttackValue;
}
minAttackValueSlash = Math.min(
attacker.minAttackValueSlash,
attacker.maxAttackValueSlash
);
maxAttackValueSlash = Math.max(
attacker.minAttackValueSlash,
attacker.maxAttackValueSlash
);
attackValueOther += attacker.attackValue;
if (isBow(attackerWeapon) && !isPolymorph(attacker)) {
attackValueOther += 25;
}
} else {
minAttackValue = attacker.minAttackValue;
maxAttackValue = attacker.maxAttackValue;
}
minAttackValue += attacker.minAttackValuePolymorph;
maxAttackValue += attacker.maxAttackValuePolymorph;
attackValueOther += attacker.statAttackValue;
attackValueOther += attacker.horseAttackValue;
var weaponInterval = maxAttackValue - minAttackValue + 1;
var slashInterval = maxAttackValueSlash - minAttackValueSlash + 1;
var totalCardinal = weaponInterval * slashInterval * 1_000_000;
var minInterval = Math.min(weaponInterval, slashInterval);
minAttackValue += minAttackValueSlash;
maxAttackValue += maxAttackValueSlash;
return {
minAttackValue: minAttackValue,
maxAttackValue: maxAttackValue,
attackValueOther: attackValueOther,
totalCardinal: totalCardinal,
weights: calcWeights(minAttackValue, maxAttackValue, minInterval),
possibleDamagesCount: maxAttackValue - minAttackValue + 1,
};
}
function calcMagicAttackValue(attacker) {
var minMagicAttackValue = 0;
var maxMagicAttackValue = 0;
var minMagicAttackValueSlash = 0;
var maxMagicAttackValueSlash = 0;
var attackerWeapon = attacker.weapon;
if (attackerWeapon.isSerpent) {
minMagicAttackValue = attacker.minMagicAttackValueRandom;
maxMagicAttackValue = attacker.maxMagicAttackValueRandom;
maxMagicAttackValue = Math.max(minMagicAttackValue, maxMagicAttackValue);
} else {
var rawWeaponAttackValue = attackerWeapon.upgrades[attacker.weaponUpgrade];
if (!rawWeaponAttackValue) {
rawWeaponAttackValue = 0;
}
minMagicAttackValue =
attackerWeapon.minMagicAttackValue + rawWeaponAttackValue;
maxMagicAttackValue =
attackerWeapon.maxMagicAttackValue + rawWeaponAttackValue;
}
minMagicAttackValueSlash = Math.min(
attacker.minMagicAttackValueSlash,
attacker.maxMagicAttackValueSlash
);
maxMagicAttackValueSlash = Math.max(
attacker.minMagicAttackValueSlash,
attacker.maxMagicAttackValueSlash
);
var weaponInterval = maxMagicAttackValue - minMagicAttackValue + 1;
var slashInterval = maxMagicAttackValueSlash - minMagicAttackValueSlash + 1;
var totalCardinal = weaponInterval * slashInterval * 1_000_000;
var minInterval = Math.min(weaponInterval, slashInterval);
minMagicAttackValue += minMagicAttackValueSlash;
maxMagicAttackValue += maxMagicAttackValueSlash;
return {
minMagicAttackValue: minMagicAttackValue,
maxMagicAttackValue: maxMagicAttackValue,
magicAttackValueAugmentation: getMagicAttackValueAugmentation(
minMagicAttackValue,
maxMagicAttackValue,
attacker.magicAttackValue
),
totalCardinal: totalCardinal,
weights: calcWeights(minMagicAttackValue, maxMagicAttackValue, minInterval),
possibleDamagesCount: maxMagicAttackValue - minMagicAttackValue + 1,
};
}
function getPolymorphPower(polymorphPoint, polymorphPowerTable) {
return polymorphPowerTable[polymorphPoint];
}
function getSkillPower(skillPoint, skillPowerTable) {
return skillPowerTable[skillPoint];
}
function getMarriageBonusValue(character, marriageTable, itemName) {
var index;
var lovePoint = character.lovePoint;
if (lovePoint < 65) {
index = 0;
} else if (lovePoint < 80) {
index = 1;
} else if (lovePoint < 100) {
index = 2;
} else {
index = 3;
}
return marriageTable[itemName][index];
}
function calcDamageWithPrimaryBonuses(damages, bonusValues) {
damages = Math.floor((damages * bonusValues.attackValueCoeff) / 100);
damages += bonusValues.attackValueMarriage;
damages = Math.floor(
(damages * bonusValues.monsterResistanceMarriageCoeff) / 100
);
damages = Math.floor((damages * bonusValues.monsterResistanceCoeff) / 100);
damages += Math.floor((damages * bonusValues.typeBonusCoeff) / 100);
damages +=
Math.floor((damages * bonusValues.raceBonusCoeff) / 100) -
Math.floor((damages * bonusValues.raceResistanceCoeff) / 100);
damages += Math.floor((damages * bonusValues.stoneBonusCoeff) / 100);
damages += Math.floor((damages * bonusValues.monsterBonusCoeff) / 100);
var elementBonusCoeff = bonusValues.elementBonusCoeff;
damages +=
Math.trunc((damages * elementBonusCoeff[0]) / 10000) +
Math.trunc((damages * elementBonusCoeff[1]) / 10000) +
Math.trunc((damages * elementBonusCoeff[2]) / 10000) +
Math.trunc((damages * elementBonusCoeff[3]) / 10000) +
Math.trunc((damages * elementBonusCoeff[4]) / 10000) +
Math.trunc((damages * elementBonusCoeff[5]) / 10000);
damages = Math.floor(damages * bonusValues.damageMultiplier);
return damages;
}
function calcDamageWithSecondaryBonuses(
damages,
bonusValues,
damagesType,
minPiercingDamages,
damagesWithPrimaryBonuses
) {
damages = Math.floor(damages * bonusValues.magicResistanceCoeff);
damages = Math.trunc((damages * bonusValues.weaponDefenseCoeff) / 100);
damages = Math.floor((damages * bonusValues.tigerStrengthCoeff) / 100);
damages = Math.floor((damages * bonusValues.blessingBonusCoeff) / 100);
if (damagesType.criticalHit) {
damages *= 2;
}
if (damagesType.piercingHit) {
damages += bonusValues.defenseBoost + Math.min(0, minPiercingDamages);
damages += Math.floor(
(damagesWithPrimaryBonuses * bonusValues.extraPiercingHitCoeff) / 1000
);
}
damages = Math.floor((damages * bonusValues.averageDamageCoeff) / 100);
damages = Math.floor(
(damages * bonusValues.averageDamageResistanceCoeff) / 100
);
damages = Math.floor(
(damages * bonusValues.skillDamageResistanceCoeff) / 100
);
damages = Math.floor((damages * bonusValues.rankBonusCoeff) / 100);
damages = Math.max(0, damages + bonusValues.defensePercent);
damages += Math.min(
300,
Math.floor((damages * bonusValues.damageBonusCoeff) / 100)
);
damages = Math.floor((damages * bonusValues.empireMalusCoeff) / 10);
damages = Math.floor((damages * bonusValues.sungMaStrBonusCoeff) / 10000);
damages -= Math.floor(damages * bonusValues.sungmaStrMalusCoeff);
damages = Math.floor((damages * bonusValues.whiteDragonElixirCoeff) / 100);
damages = Math.floor((damages * bonusValues.steelDragonElixirCoeff) / 100);
return damages;
}
function calcSkillDamageWithSecondaryBonuses(
damages,
bonusValues,
damagesType,
minPiercingDamages
) {
damages = Math.floor(damages * bonusValues.magicResistanceCoeff);
damages = Math.trunc((damages * bonusValues.weaponDefenseCoeff) / 100);
damages -= bonusValues.defense;
damages = floorMultiplication(damages, bonusValues.skillWardCoeff);
damages = floorMultiplication(damages, bonusValues.skillBonusCoeff);
var tempDamages = Math.floor(
(damages * bonusValues.skillBonusByBonusCoeff) / 100
);
damages = Math.floor(
(tempDamages * bonusValues.magicAttackValueCoeff) / 100 + 0.5
);
damages = Math.floor((damages * bonusValues.tigerStrengthCoeff) / 100);
if (damagesType.criticalHit) {
damages *= 2;
}
if (damagesType.piercingHit) {
damages += bonusValues.defenseBoost + Math.min(0, minPiercingDamages);
damages += Math.floor(
(tempDamages * bonusValues.extraPiercingHitCoeff) / 1000
);
}
damages = Math.floor((damages * bonusValues.skillDamageCoeff) / 100);
damages = Math.floor(
(damages * bonusValues.skillDamageResistanceCoeff) / 100
);
damages = Math.floor((damages * bonusValues.rankBonusCoeff) / 100);
damages = Math.max(0, damages + bonusValues.defensePercent);
damages += Math.min(
300,
Math.floor((damages * bonusValues.damageBonusCoeff) / 100)
);
damages = Math.floor((damages * bonusValues.empireMalusCoeff) / 10);
damages = Math.floor((damages * bonusValues.sungMaStrBonusCoeff) / 10000);
damages -= Math.floor(damages * bonusValues.sungmaStrMalusCoeff);
damages = Math.floor((damages * bonusValues.whiteDragonElixirCoeff) / 100);
damages = Math.floor((damages * bonusValues.steelDragonElixirCoeff) / 100);
return damages;
}
function computePolymorphPoint(attacker, victim, polymorphPowerTable) {
attacker.statAttackValue = 0;
attacker.polymorphDex = attacker.dex;
victim.polymorphDex = victim.dex;
attacker.minAttackValuePolymorph = 0;
attacker.maxAttackValuePolymorph = 0;
if (isPC(attacker) && isPolymorph(attacker)) {
var polymorphPowerPct =
getPolymorphPower(attacker.polymorphPoint, polymorphPowerTable) / 100;
var polymorphMonster = createMonster(attacker.polymorphMonster);
var polymorphStr = floorMultiplication(
polymorphPowerPct,
polymorphMonster.str
);
attacker.polymorphDex += floorMultiplication(
polymorphPowerPct,
polymorphMonster.dex
);
attacker.minAttackValuePolymorph = floorMultiplication(
polymorphPowerPct,
polymorphMonster.minAttackValue
);
attacker.maxAttackValuePolymorph = floorMultiplication(
polymorphPowerPct,
polymorphMonster.maxAttackValue
);
if (!attacker.weapon) {
attacker.maxAttackValuePolymorph += 1;
}
attacker.attackValue = 0;
if (isMagicClass(attacker)) {
attacker.statAttackValue = 2 * (polymorphStr + attacker.int);
} else {
attacker.statAttackValue = 2 * (polymorphStr + attacker.str);
}
} else {
attacker.statAttackValue = calcStatAttackValue(attacker);
}
}
function computeHorse(attacker) {
attacker.horseAttackValue = 0;
if (isPC(attacker) && isRiding(attacker)) {
var horseConstant = 30;
if (attacker.class === "weaponary") {
horseConstant = 60;
}
attacker.horseAttackValue = floorMultiplication(
2 * attacker.level + attacker.statAttackValue,
attacker.horsePoint / horseConstant
);
}
}
function getRankBonus(attacker) {
if (attacker.lowRank !== "on") {
return 0;
}
switch (attacker.playerRank) {
case "aggressive":
return 1;
case "fraudulent":
return 2;
case "malicious":
return 3;
case "cruel":
return 5;
}
return 0;
}
function calcElementCoeffPvP(elementBonus, mapping, attacker, victim) {
var minElementMalus = 0;
var maxDifference = 0;
var savedElementDifferences = [];
var elementBonusIndex = 0;
for (var index = 0; index < elementBonus.length; index++) {
if (!attacker[mapping.elementBonus[index]]) {
continue;
}
var elementDifference =
attacker[mapping.elementBonus[index]] -
victim[mapping.elementResistance[index]];
if (elementDifference >= 0) {
elementBonus[elementBonusIndex] = 10 * elementDifference;
minElementMalus -= elementDifference;
maxDifference = Math.max(maxDifference, elementDifference);
elementBonusIndex++;
} else {
savedElementDifferences.push(elementDifference);
}
}
if (!savedElementDifferences.length) {
return;
}
minElementMalus += maxDifference;
savedElementDifferences.sort(compareNumbers);
for (var index = 0; index < savedElementDifferences.length; index++) {
var elementDifference = savedElementDifferences[index];
elementBonus[elementBonusIndex + index] =
10 * Math.max(minElementMalus, elementDifference);
minElementMalus = Math.min(
0,
Math.max(minElementMalus, minElementMalus - elementDifference)
);
}
}
function skillChanceReduction(value) {
if (value <= 9) {
return Math.floor(value / 2);
}
return 5 + Math.floor((value - 10) / 4);
}
function magicResistanceToCoeff(magicResistance) {
if (magicResistance) {
return 2000 / (6 * magicResistance + 1000) - 1;
}
return 1;
}
function createBattleValues(attacker, victim, battle, skillType) {
var { mapping, constants } = battle;
var calcAttackValues;
var missPercentage = 0;
var attackValueMeleeMagic = 0;
var attackValueMarriage = 0;
var monsterResistanceMarriage = 0;
var monsterResistance = 0;
var typeBonus = 0;
var raceBonus = 0;
var raceResistance = 0;
var stoneBonus = 0;
var monsterBonus = 0;
var elementBonus = [0, 0, 0, 0, 0, 0]; // fire, ice, lightning, earth, darkness, wind, order doesn't matter
var defenseMarriage = 0;
var damageMultiplier = 1;
var useDamages = 1;
var defense = victim.defense;
var defenseBoost = defense;
var magicResistance = 0;
var weaponDefense = 0;
var tigerStrength = 0;
var blessingBonus = 0;
var magicAttackValueMeleeMagic = 0;
var criticalHitPercentage = attacker.criticalHit;
var piercingHitPercentage = attacker.piercingHit;
var extraPiercingHitPercentage = Math.max(0, piercingHitPercentage - 100);
var averageDamage = 0;
var averageDamageResistance = 0;
var skillDamage = 0;
var skillDamageResistance = 0;
var rankBonus = 0;
var defensePercent = 0;
var damageBonus = 0;
var empireMalus = 0;
var sungMaStrBonus = 0;
var sungmaStrMalus = 0;
var whiteDragonElixir = 0;
var steelDragonElixir = 0;
computePolymorphPoint(attacker, victim, constants.polymorphPowerTable);
computeHorse(attacker);
if (isPC(attacker)) {
if (weaponData.hasOwnProperty(attacker.weapon)) {
attacker.weapon = createWeapon(attacker.weapon);
} else {
attacker.weapon = createWeapon(0);
}
attackValueMeleeMagic =
attacker.attackValuePercent + Math.min(100, attacker.attackMeleeMagic);
var weaponType = attacker.weapon.type;
if (skillType && attacker.class === "archery") {
if (weaponType !== 2) {
useDamages = 0;
weaponType = 2;
}
defense = 0;
}
var weaponDefenseName = mapping.defenseWeapon[weaponType];
var weaponDefenseBreakName = mapping.breakWeapon[weaponType];
if (victim.hasOwnProperty(weaponDefenseName)) {
weaponDefense = victim[weaponDefenseName];
}
if (isChecked(attacker.whiteDragonElixir)) {
whiteDragonElixir = 10;
}
if (isPC(victim)) {
if (!skillType) {
if (weaponType === 2 && !isPolymorph(attacker)) {
missPercentage = victim.arrowBlock;
} else {
missPercentage = victim.meleeBlock;
}
missPercentage +=
victim.meleeArrowBlock -
(missPercentage * victim.meleeArrowBlock) / 100;
blessingBonus = calcBlessingBonus(constants.skillPowerTable, victim);
averageDamageResistance = victim.averageDamageResistance;
}
typeBonus = Math.max(1, attacker.humanBonus - victim.humanResistance);
raceBonus = attacker[mapping.raceBonus[victim.race]];
raceResistance = victim[mapping.raceResistance[attacker.race]];
calcElementCoeffPvP(elementBonus, mapping, attacker, victim);
if (weaponType !== 2 && attacker.hasOwnProperty(weaponDefenseBreakName)) {
weaponDefense -= attacker[weaponDefenseBreakName];
}
criticalHitPercentage = 0;
} else {
if (isChecked(attacker.isMarried)) {
if (isChecked(attacker.loveNecklace)) {
attackValueMarriage = getMarriageBonusValue(
attacker,
constants.marriageTable,
"loveNecklace"
);
}
if (isChecked(attacker.loveEarrings)) {
criticalHitPercentage += getMarriageBonusValue(
attacker,
constants.marriageTable,
"loveEarrings"
);
}
if (isChecked(attacker.harmonyEarrings)) {
piercingHitPercentage += getMarriageBonusValue(
attacker,
constants.marriageTable,
"harmonyEarrings"
);
}
}
if (isChecked(attacker.tigerStrength)) {
tigerStrength = 40;
}
for (var index = 0; index < elementBonus.length; index++) {
var elementBonusName = mapping.elementBonus[index];
var elementResistanceName = mapping.elementResistance[index];
if (attacker[elementBonusName] && victim[elementBonusName]) {
elementBonus[index] =
50 * (attacker[elementBonusName] - victim[elementResistanceName]);
} else {
elementBonus[index] = 5 * attacker[elementBonusName];
}
}
var victimType = victim.type;
if (victimType !== -1) {
typeBonus = attacker[mapping.typeFlag[victimType]];
}
monsterBonus = attacker.monsterBonus;
if (isStone(victim)) {
stoneBonus = attacker.stoneBonus;
}
if (isBoss(victim)) {
if (skillType) {
skillDamage += attacker.skillBossDamage;
} else {
averageDamage += attacker.bossDamage;
}
}
if (isChecked(attacker.onYohara)) {
var sungmaStrDifference = attacker.sungmaStr - attacker.sungmaStrMalus;
if (sungmaStrDifference >= 0) {
sungMaStrBonus = sungmaStrDifference;
} else {
sungmaStrMalus = 0.5;
}
}
}
if (skillType) {
skillDamage += attacker.skillDamage;
} else {
averageDamage += attacker.averageDamage;
}
rankBonus = getRankBonus(attacker);
damageBonus = attacker.damageBonus;
if (isChecked(attacker.empireMalus)) {
empireMalus = 1;
}
} else {
if (isPC(victim)) {
if (isChecked(victim.isMarried)) {
if (isChecked(victim.harmonyBracelet)) {
monsterResistanceMarriage = getMarriageBonusValue(
victim,
constants.marriageTable,
"harmonyBracelet"
);
}
if (isChecked(victim.harmonyNecklace) && !skillType) {
defenseMarriage = getMarriageBonusValue(
victim,
constants.marriageTable,
"harmonyNecklace"
);
}
}
monsterResistance = victim.monsterResistance;
for (var index = 0; index < elementBonus.length; index++) {
var elementBonusName = mapping.elementBonus[index];
var elementResistanceName = mapping.elementResistance[index];
if (attacker[elementBonusName]) {
elementBonus[index] =
80 * (attacker[elementBonusName] - victim[elementResistanceName]);
}
}
if (!skillType) {
if (isMeleeAttacker(attacker)) {
missPercentage = victim.meleeBlock;
averageDamageResistance = victim.averageDamageResistance;
blessingBonus = calcBlessingBonus(constants.skillPowerTable, victim);
} else if (isRangeAttacker(attacker)) {
missPercentage = victim.arrowBlock;
weaponDefense = victim.arrowDefense;
averageDamageResistance = victim.averageDamageResistance;
blessingBonus = calcBlessingBonus(constants.skillPowerTable, victim);
} else if (isMagicAttacker(attacker)) {
missPercentage = victim.arrowBlock;
skillDamageResistance = victim.skillDamageResistance;
magicResistance = victim.magicResistance;
}
missPercentage +=
victim.meleeArrowBlock -
(missPercentage * victim.meleeArrowBlock) / 100;
}
}
typeBonus = 1;
damageMultiplier = attacker.damageMultiplier;
}
if (skillType) {
criticalHitPercentage = skillChanceReduction(criticalHitPercentage);
piercingHitPercentage = skillChanceReduction(piercingHitPercentage);
}
if (isPC(victim)) {
if (!skillType && isChecked(victim.biologist70)) {
defenseBoost = Math.floor((defenseBoost * 110) / 100);
}
criticalHitPercentage = Math.max(
0,
criticalHitPercentage - victim.criticalHitResistance
);
piercingHitPercentage = Math.max(
0,
piercingHitPercentage - victim.piercingHitResistance
);
if (skillType) {
skillDamageResistance = victim.skillDamageResistance;
}
if (isMagicClass(victim)) {
defensePercent = (-2 * victim.magicDefense * victim.defensePercent) / 100;
} else {
defensePercent = (-2 * defenseBoost * victim.defensePercent) / 100;
}
if (isChecked(victim.steelDragonElixir)) {
steelDragonElixir = 10;
}
}
if (skillType === "magic") {
attackValueMeleeMagic = 0;
magicAttackValueMeleeMagic =
attacker.attackMagic + Math.min(100, attacker.attackMeleeMagic);
attackValueMarriage = 0;
defense = 0;
if (!isDispell(attacker, 6)) {
magicResistance = victim.magicResistance;
}
weaponDefense = 0;
calcAttackValues = calcMagicAttackValue;
} else {
calcAttackValues = calcSecondaryAttackValue;
}
missPercentage = Math.min(100, missPercentage);
var bonusValues = {
missPercentage: missPercentage,
weaponBonusCoeff: 1,
attackValueCoeff: 100 + attackValueMeleeMagic,
attackValueMarriage: attackValueMarriage,
monsterResistanceMarriageCoeff: 100 - monsterResistanceMarriage,
monsterResistanceCoeff: 100 - monsterResistance,
typeBonusCoeff: typeBonus,
raceBonusCoeff: raceBonus,
raceResistanceCoeff: raceResistance,
stoneBonusCoeff: stoneBonus,
monsterBonusCoeff: monsterBonus,
elementBonusCoeff: elementBonus,
damageMultiplier: damageMultiplier,
useDamages: useDamages,
defense: defense,
defenseBoost: defenseBoost,
defenseMarriage: defenseMarriage,
tigerStrengthCoeff: 100 + tigerStrength,
magicResistanceCoeff: magicResistanceToCoeff(magicResistance),
weaponDefenseCoeff: 100 - weaponDefense,
blessingBonusCoeff: 100 - blessingBonus,
magicAttackValueCoeff: 100 + magicAttackValueMeleeMagic,
extraPiercingHitCoeff: 5 * extraPiercingHitPercentage,
averageDamageCoeff: 100 + averageDamage,
averageDamageResistanceCoeff: 100 - Math.min(99, averageDamageResistance),
skillDamageCoeff: 100 + skillDamage,
skillDamageResistanceCoeff: 100 - Math.min(99, skillDamageResistance),
rankBonusCoeff: 100 + rankBonus,
defensePercent: Math.floor(defensePercent),
damageBonusCoeff: damageBonus,
empireMalusCoeff: 10 - empireMalus,
sungMaStrBonusCoeff: 10000 + sungMaStrBonus,
sungmaStrMalusCoeff: sungmaStrMalus,
whiteDragonElixirCoeff: 100 + whiteDragonElixir,
steelDragonElixirCoeff: 100 - steelDragonElixir,
};
criticalHitPercentage = Math.min(criticalHitPercentage, 100);
piercingHitPercentage = Math.min(piercingHitPercentage, 100);
var damagesTypeCombinaison = [
{
criticalHit: false,
piercingHit: false,
weight:
(100 - criticalHitPercentage) *
(100 - piercingHitPercentage) *
(100 - missPercentage),
name: "normalHit",
},
{
criticalHit: true,
piercingHit: false,
weight:
criticalHitPercentage *
(100 - piercingHitPercentage) *
(100 - missPercentage),
name: "criticalHit",
},
{
criticalHit: false,
piercingHit: true,
weight:
(100 - criticalHitPercentage) *
piercingHitPercentage *
(100 - missPercentage),
name: "piercingHit",
},
{
criticalHit: true,
piercingHit: true,
weight:
criticalHitPercentage * piercingHitPercentage * (100 - missPercentage),
name: "criticalPiercingHit",
},
];
return {
attacker: attacker,
victim: victim,
attackFactor: calcAttackFactor(attacker, victim),
mainAttackValue: calcMainAttackValue(attacker),
attackValues: calcAttackValues(attacker),
bonusValues: bonusValues,
damagesTypeCombinaison: damagesTypeCombinaison,
};
}
function updateBattleValues(battleValues, skillFormula, skillInfo) {
var weaponBonus = 0;
var skillWard = 0;
var skillBonus = 0;
var skillBonusByBonus = 0;
var { attacker: attacker, bonusValues: bonusValues } = battleValues;
var {
range: [minVariation, maxVariation],
} = skillInfo;
var variationLength = maxVariation - minVariation + 1;
if (skillInfo.hasOwnProperty("weaponBonus")) {
var [weaponType, weaponBonusValue] = skillInfo.weaponBonus;
if (weaponType === attacker.weapon.type) {
weaponBonus = weaponBonusValue;
}
}
if (skillInfo.skillBonus) {
skillBonus = skillInfo.skillBonus;
}
if (skillInfo.skillWard) {
skillWard = skillInfo.skillWard;
}
if (skillInfo.skillBonusByBonus) {
skillBonusByBonus = skillInfo.skillBonusByBonus;
}
if (skillInfo.removeWeaponReduction) {
bonusValues.weaponDefenseCoeff = 100;
}
bonusValues.weaponBonusCoeff = 100 + weaponBonus;
bonusValues.skillWardCoeff = 1 - skillWard / 100;
bonusValues.skillBonusCoeff = 1 + skillBonus / 100;
bonusValues.skillBonusByBonusCoeff = 100 + skillBonusByBonus;
battleValues.skillFormula = skillFormula;
battleValues.skillRange = skillInfo.range;
battleValues.attackValues.totalCardinal *= variationLength;
battleValues.attackValues.possibleDamagesCount *= variationLength;
}
function calcWeights(minValue, maxValue, minInterval) {
var firstWeightLimit = minValue + minInterval - 1;
var lastWeightsLimit = maxValue - minInterval + 1;
var weights = [];
for (var value = minValue; value < firstWeightLimit; value++) {
weights.push(value - minValue + 1);
}
for (var value = firstWeightLimit; value <= lastWeightsLimit; value++) {
weights.push(minInterval);
}
for (var value = lastWeightsLimit + 1; value <= maxValue; value++) {
weights.push(maxValue - value + 1);
}
return weights;
}
function calcBlessingBonus(skillPowerTable, victim) {
if (victim.isBlessed !== "on") {
return 0;
}
var int = victim.intBlessing;
var dex = victim.dexBlessing;
var skillPower = getSkillPower(victim["skillBlessing"], skillPowerTable);
if (!skillPower) {
return 0;
}
var blessingBonus = floorMultiplication(
((int * 0.3 + 5) * (2 * skillPower + 0.5) + 0.3 * dex) / (skillPower + 2.3),
1
);
if (victim.class === "dragon" && isChecked(ictim.blessingOnself)) {
blessingBonus = floorMultiplication(blessingBonus, 1.1);
}
return blessingBonus;
}
function getSkillFormula(battle, skillId, battleValues, removeSkillVariation) {
var { attacker, victim, attackFactor } = battleValues;
var skillPowerTable = battle.constants.skillPowerTable;
var skillFormula;
var skillInfo = { range: [0, 0] };
var { class: attackerClass, level: lv, vit, str, int, dex } = attacker;
if (skillId <= 9) {
var skillPower = getSkillPower(
attacker["attackSkill" + skillId],
skillPowerTable
);
var improvedBySkillBonus = false;
var improvedByBonus = false;
if (attackerClass === "body") {
switch (skillId) {
// Triple lacération
case 1:
skillFormula = function (atk) {
return floorMultiplication(
1.1 * atk + (0.5 * atk + 1.5 * str) * skillPower,
1
);
};
improvedByBonus = true;
break;
// Moulinet à l'épée
case 2:
skillFormula = function (atk) {
return floorMultiplication(
3 * atk + (0.8 * atk + 5 * str + 3 * dex + vit) * skillPower,
1
);
};
improvedByBonus = true;
improvedBySkillBonus = true;
break;
// Accélération
case 5:
skillFormula = function (atk) {
return floorMultiplication(
2 * atk + (atk + dex * 3 + str * 7 + vit) * skillPower,
1
);
};
improvedByBonus = true;
break;
// Volonté de vivre
case 6:
skillFormula = function (atk) {
return floorMultiplication(
(3 * atk + (atk + 1.5 * str) * skillPower) * 1.07,
1
);
};
break;
// Tremblement de terre
case 9:
skillFormula = function (atk, variation) {
return floorMultiplication(
3 * atk +
(0.9 * atk + variation + 5 * str + 3 * dex + lv) * skillPower,
1
);
};
skillInfo.range = [1, 1000];
break;
}
} else if (attackerClass === "mental") {
switch (skillId) {
// Attaque de l'esprit
case 1:
skillFormula = function (atk) {
return floorMultiplication(
2.3 * atk + (4 * atk + 4 * str + vit) * skillPower,
1
);
};
improvedByBonus = true;
improvedBySkillBonus = true;
break;
// Attaque de la paume
case 2:
skillFormula = function (atk) {
return floorMultiplication(
2.3 * atk + (3 * atk + 4 * str + 3 * vit) * skillPower,
1
);
};
improvedByBonus = true;
break;
// Charge
case 3:
skillFormula = function (atk) {
return floorMultiplication(
2 * atk + (2 * atk + 2 * dex + 2 * vit + 4 * str) * skillPower,
1
);
};
break;
// Coup d'épée
case 5:
skillFormula = function (atk) {
return floorMultiplication(
2 * atk + (atk + 3 * dex + 5 * str + vit) * skillPower,
1
);
};
improvedByBonus = true;
break;
// Orbe de l'épée
case 6:
skillFormula = function (atk) {
return floorMultiplication(
(2 * atk + (2 * atk + 2 * dex + 2 * vit + 4 * str) * skillPower) *
1.1,
1
);
};
break;
// Tremblement de terre
case 9:
skillFormula = function (atk, variation) {
return floorMultiplication(
3 * atk +
(0.9 * atk + variation + 5 * str + 3 * dex + lv) * skillPower,
1
);
};
skillInfo.range = [1, 1000];
break;
}
} else if (attackerClass === "blade_fight") {
switch (skillId) {
// Embuscade
case 1:
skillFormula = function (atk, variation) {
return floorMultiplication(
atk + (1.2 * atk + variation + 4 * dex + 4 * str) * skillPower,
1
);
};
skillInfo.weaponBonus = [1, 50];
skillInfo.range = [500, 700];
improvedByBonus = true;
improvedBySkillBonus = true;
break;
// Attaque rapide
case 2:
skillFormula = function (atk, variation) {
return floorMultiplication(
atk + (1.6 * atk + variation + 7 * dex + 7 * str) * skillPower,
1
);
};
skillInfo.weaponBonus = [1, 35];
skillInfo.range = [200, 300];
improvedByBonus = true;
break;
// Dague filante
case 3:
skillFormula = function (atk) {
return floorMultiplication(
2 * atk + (0.5 * atk + 9 * dex + 7 * str) * skillPower,
1
);
};
improvedByBonus = true;
break;
// Brume empoisonnée
case 5:
skillFormula = function (atk) {
return floorMultiplication(
2 * lv + (atk + 3 * str + 18 * dex) * skillPower,
1
);
};
improvedByBonus = true;
break;
// Poison insidieux
case 6:
skillFormula = function (atk) {
return floorMultiplication(
(2 * lv + (atk + 3 * str + 18 * dex) * skillPower) * 1.1,
1
);
};
break;
// Étoiles brillantes
case 9:
skillFormula = function (atk, variation) {
return floorMultiplication(
atk + (1.7 * atk + variation + 6 * dex + 5 * lv) * skillPower,
1
);
};
skillInfo.range = [1, 1000];
break;
}
} else if (attackerClass === "archery") {
switch (skillId) {
// Tir à répétition
// case 1:
// skillFormula = function (atk) {
// return floorMultiplication(
// atk + 0.2 * atk * Math.floor(2 + 6 * skillPower) + (0.8 * atk + 8 * dex * attackFactor + 2 * int) * skillPower,
// 1
// );
// };
// improvedByBonus = true;
// break;
// Pluie de flèches
case 2:
skillFormula = function (atk) {
return floorMultiplication(
atk + (1.7 * atk + 5 * dex + str) * skillPower,
1
);
};
improvedByBonus = true;
break;
// Flèche de feu
case 3:
skillFormula = function (atk, variation) {
return floorMultiplication(
1.5 * atk + (2.6 * atk + 0.9 * int + variation) * skillPower,
1
);
};
skillInfo.range = [100, 300];
improvedByBonus = true;
improvedBySkillBonus = true;
break;
// Foulée de plume
case 4:
skillFormula = function (atk) {
return floorMultiplication(
(3 * dex + 200 + 2 * str + 2 * int) * skillPower,
1
);
};
skillInfo.removeWeaponReduction = true;
break;
// Flèche empoisonnée
case 5:
skillFormula = function (atk, variation) {
return floorMultiplication(
atk +
(1.4 * atk + variation + 7 * dex + 4 * str + 4 * int) *
skillPower,
1
);
};
skillInfo.range = [100, 200];
improvedByBonus = true;
break;
// Coup étincelant
case 6:
skillFormula = function (atk, variation) {
return floorMultiplication(
(atk +
(1.2 * atk + variation + 6 * dex + 3 * str + 3 * int) *
skillPower) *
1.2,
1
);
};
skillInfo.range = [100, 200];
improvedByBonus = true;
break;
// Tir tempête
case 9:
skillFormula = function (atk, variation) {
return floorMultiplication(
1.9 * atk + (2.6 * atk + variation) * skillPower,
1
);
};
skillInfo.range = [1, 1000];
break;
}
} else if (attackerClass === "weaponary") {
switch (skillId) {
// Toucher brûlant
case 1:
skillFormula = function (atk) {
return floorMultiplication(
atk +
2 * lv +
2 * int +
(2 * atk + 4 * str + 14 * int) * skillPower,
1
);
};
improvedByBonus = true;
improvedBySkillBonus = true;
break;
// Tourbillon du dragon
case 2:
skillFormula = function (atk) {
return floorMultiplication(
1.1 * atk +
2 * lv +
2 * int +
(1.5 * atk + str + 12 * int) * skillPower,
1
);
};
improvedByBonus = true;
break;
// Contre-sort
case 6:
skillFormula = function (mav, variation) {
return floorMultiplication(
40 +
5 * lv +
2 * int +
(10 * int + 7 * mav + variation) * attackFactor * skillPower,
1
);
};
skillInfo.range = [50, 100];
break;
// Coup démoniaque
case 9:
skillFormula = function (atk, variation) {
return floorMultiplication(
1.9 * atk + (2.6 * atk + variation) * skillPower,
1
);
};
skillInfo.range = [1, 1000];
break;
}
} else if (attackerClass === "black_magic") {
switch (skillId) {
// Attaque des ténèbres
case 1:
skillFormula = function (mav, variation) {
return floorMultiplication(
40 +
5 * lv +
2 * int +
(13 * int + 6 * mav + variation) * attackFactor * skillPower,
1
);
};
skillInfo.range = [50, 100];
improvedByBonus = true;
improvedBySkillBonus = true;
break;
// Attaque de flammes
// case 2:
// skillFormula = function (mav, variation) {
// return floorMultiplication(
// 5 * lv + 2 * int + (7 * int + 8 * mav + 4 * str + 2 * vit + variation) * skillPower,
// 1
// );
// };
// skillInfo.range = [180, 100];
// improvedByBonus = true;
// break;
// Esprit de flammes
case 3:
skillFormula = function (mav, variation) {
return floorMultiplication(
30 +
2 * lv +
2 * int +
(7 * int + 6 * mav + variation) * attackFactor * skillPower,
1
);
};
skillInfo.range = [200, 500];
break;
// Frappe de l'esprit
// case 5:
// skillFormula = function (mav, variation) {
// return floorMultiplication(
// 40 + 2 * lv + 2 * int + (2 * vit + 2 * dex + 13 * int + 6 * mav + variation) * attackFactor * skillPower,
// 1
// );
// };
// skillInfo.range = [180, 200];
// break;
// Orbe des ténèbres
case 6:
skillFormula = function (mav) {
return floorMultiplication(
120 +
6 * lv +
(5 * vit + 5 * dex + 29 * int + 9 * mav) *
attackFactor *
skillPower,
1
);
};
improvedByBonus = true;
break;
// Vague mortelle
case 9:
skillFormula = function (mav, variation) {
return floorMultiplication(
120 +
6 * lv +
(5 * vit + 5 * dex + 30 * int + variation + 9 * mav) *
attackFactor *
skillPower,
1
);
};
skillInfo.range = [1, 1000];
break;
}
} else if (attackerClass === "dragon") {
switch (skillId) {
// Talisman volant
case 1:
skillFormula = function (mav) {
return floorMultiplication(
70 +
5 * lv +
(18 * int + 7 * str + 5 * mav + 50) * attackFactor * skillPower,
1
);
};
skillInfo.weaponBonus = [4, 10];
improvedByBonus = true;
break;
// Dragon chassant
case 2:
skillFormula = function (mav) {
return floorMultiplication(
60 +
5 * lv +
(16 * int + 6 * dex + 6 * mav + 120) *
attackFactor *
skillPower,
1
);
};
skillInfo.weaponBonus = [4, 10];
improvedByBonus = true;
improvedBySkillBonus = true;
break;
// Rugissement du dragon
case 3:
skillFormula = function (mav) {
return floorMultiplication(
70 +
3 * lv +
(20 * int + 3 * str + 10 * mav + 100) *
attackFactor *
skillPower,
1
);
};
skillInfo.weaponBonus = [4, 10];
improvedByBonus = true;
break;
// Météore
case 9:
skillFormula = function (mav, variation) {
return floorMultiplication(
120 +
6 * lv +
(5 * vit + 5 * dex + 30 * int + variation + 9 * mav) *
attackFactor *
skillPower,
1
);
};
skillInfo.range = [1, 1000];
break;
}
} else if (attackerClass === "heal") {
switch (skillId) {
// Jet de foudre
case 1:
skillFormula = function (mav, variation) {
return floorMultiplication(
60 +
5 * lv +
(8 * int + 2 * dex + 8 * mav + variation) *
attackFactor *
skillPower,
1
);
};
skillInfo.weaponBonus = [6, 10];
skillInfo.range = [5 * int, 15 * int];
improvedByBonus = true;
break;
// Invocation de foudre
case 2:
skillFormula = function (mav, variation) {
return floorMultiplication(
40 +
4 * lv +
(13 * int + 2 * str + 10 * mav + variation) *
attackFactor *
skillPower,
1
);
};
skillInfo.weaponBonus = [6, 10];
skillInfo.range = [5 * int, 16 * int];
improvedByBonus = true;
improvedBySkillBonus = true;
break;
// Griffe de foudre
case 3:
skillFormula = function (mav, variation) {
return floorMultiplication(
50 +
5 * lv +
(8 * int + 2 * str + 8 * mav + variation) *
attackFactor *
skillPower,
1
);
};
skillInfo.range = [1, 800];
improvedByBonus = true;
break;
}
} else if (attackerClass === "lycan") {
switch (skillId) {
// Déchiqueter
// case 1:
// skillFormula = function (atk) {
// return floorMultiplication(
// 1.1 * atk + (0.3 * atk + 1.5 * str) * skillPower,
// 1
// );
// };
// skillInfo.weaponBonus = [5, 54];
// improvedByBonus = true;
// break;
// Souffle de loup
case 2:
skillFormula = function (atk) {
return floorMultiplication(
2 * atk + (atk + 3 * dex + 5 * str + vit) * skillPower,
1
);
};
skillInfo.weaponBonus = [5, 35];
improvedByBonus = true;
improvedBySkillBonus = true;
break;
// Bond de loup
case 3:
skillFormula = function (atk) {
return floorMultiplication(
atk + (1.6 * atk + 200 + 7 * dex + 7 * str) * skillPower,
1
);
};
skillInfo.weaponBonus = [5, 35];
improvedByBonus = true;
break;
// Griffe de loup
case 4:
skillFormula = function (atk) {
return floorMultiplication(
3 * atk + (0.8 * atk + 6 * str + 2 * dex + vit) * skillPower,
1
);
};
improvedByBonus = true;
break;
// Tempête cinglante
case 9:
skillFormula = function (atk, variation) {
return floorMultiplication(
1.8 * atk +
(atk + 6 * dex + variation + 3 * str + lv) * skillPower,
1
);
};
skillInfo.range = [1, 1000];
break;
}
}
if (improvedBySkillBonus) {
skillInfo.skillBonus =
16 * getSkillPower(attacker.skillBonus, skillPowerTable);
var skillWardChoice = victim.skillWardChoice;
if (skillWardChoice && skillWardChoice === attackerClass) {
skillInfo.skillWard =
24 * getSkillPower(victim.skillWard, skillPowerTable);
}
}
if (improvedByBonus) {
skillInfo.skillBonusByBonus = attacker["skillBonus" + skillId];
}
if (removeSkillVariation) {
var averageVariation = (skillInfo.range[0] + skillInfo.range[0]) / 2;
skillInfo.range = [averageVariation, averageVariation];
}
} else {
var skillPower = getSkillPower(
attacker["horseSkill" + skillId],
skillPowerTable
);
switch (skillId) {
// Combat équestre
case 137:
skillFormula = function (atk) {
return floorMultiplication(atk + 2 * atk * skillPower, 1);
};
break;
// Charge à cheval
case 138:
skillFormula = function (atk) {
return floorMultiplication(
2.4 * (200 + 1.5 * lv) + 600 * skillPower,
1
);
};
break;
// Vague de Pouvoir
case 139:
skillFormula = function (atk) {
return floorMultiplication(
2 * (200 + 1.5 * lv) + 600 * skillPower,
1
);
};
break;
// Grêle de flèches
case 140:
skillFormula = function (atk) {
return floorMultiplication(atk + 2 * atk * skillPower, 1);
};
break;
}
}
updateBattleValues(battleValues, skillFormula, skillInfo);
}
function calcMagicAttackValueAugmentation(
magicAttackValueWeapon,
magicAttackValueBonus
) {
if (magicAttackValueBonus) {
return Math.max(
1,
0.0025056 *
magicAttackValueBonus ** 0.602338 *
magicAttackValueWeapon ** 1.20476
);
}
return 0;
}
function getMagicAttackValueAugmentation(
minMagicAttackValue,
maxMagicAttackValue,
magicAttackValueBonus
) {
var magicAttackValueAugmentation = [];
for (
var magicAttackValue = minMagicAttackValue;
magicAttackValue <= maxMagicAttackValue;
magicAttackValue++
) {
magicAttackValueAugmentation.push(
calcMagicAttackValueAugmentation(magicAttackValue, magicAttackValueBonus)
);
}
return magicAttackValueAugmentation;
}
function calcPhysicalDamages(battleValues) {
var {
attackFactor,
mainAttackValue,
attackValues: { minAttackValue, maxAttackValue, attackValueOther, weights },
bonusValues,
damagesTypeCombinaison,
} = battleValues;
var damagesWeightedByType = {};
if (bonusValues.missPercentage) {
damagesWeightedByType.miss = bonusValues.missPercentage / 100;
}
for (var damagesType of damagesTypeCombinaison) {
if (!damagesType.weight) {
continue;
}
var damagesWeighted = {};
damagesWeightedByType[damagesType.name] = damagesWeighted;
for (
var attackValue = minAttackValue;
attackValue <= maxAttackValue;
attackValue++
) {
var weight = weights[attackValue - minAttackValue] * damagesType.weight;
var secondaryAttackValue = 2 * attackValue + attackValueOther;
var rawDamages =
mainAttackValue +
floorMultiplication(attackFactor, secondaryAttackValue);
var damagesWithPrimaryBonuses = calcDamageWithPrimaryBonuses(
rawDamages,
bonusValues
);
var minPiercingDamages =
damagesWithPrimaryBonuses -
bonusValues.defenseBoost +
bonusValues.defenseMarriage;
if (minPiercingDamages <= 2) {
for (var damages = 1; damages <= 5; damages++) {
var finalDamages = calcDamageWithSecondaryBonuses(
damages,
bonusValues,
damagesType,
minPiercingDamages,
damagesWithPrimaryBonuses
);
addKeyValue(damagesWeighted, finalDamages, weight / 5);
}
} else {
var finalDamages = calcDamageWithSecondaryBonuses(
minPiercingDamages,
bonusValues,
damagesType,
minPiercingDamages,
damagesWithPrimaryBonuses
);
addKeyValue(damagesWeighted, finalDamages, weight);
}
}
}
return damagesWeightedByType;
}
function calcPhysicalSkillDamages(battleValues) {
var {
attackFactor,
mainAttackValue,
attackValues: { minAttackValue, maxAttackValue, attackValueOther, weights },
bonusValues,
damagesTypeCombinaison,
skillFormula,
skillRange: [minVariation, maxVariation],
} = battleValues;
var damagesWeightedByType = {};
for (var damagesType of damagesTypeCombinaison) {
if (!damagesType.weight) {
continue;
}
var damagesWeighted = {};
var savedDamages = {};
damagesWeightedByType[damagesType.name] = damagesWeighted;
for (
var attackValue = minAttackValue;
attackValue <= maxAttackValue;
attackValue++
) {
var weight = weights[attackValue - minAttackValue] * damagesType.weight;
var secondaryAttackValue = 2 * attackValue + attackValueOther;
var rawDamages =
mainAttackValue +
floorMultiplication(attackFactor, secondaryAttackValue);
var damagesWithPrimaryBonuses = calcDamageWithPrimaryBonuses(
rawDamages,
bonusValues
);
for (
var variation = minVariation;
variation <= maxVariation;
variation++
) {
if (damagesWithPrimaryBonuses <= 2) {
for (var damages = 1; damages <= 5; damages++) {
damages *= bonusValues.useDamages;
var damagesWithFormula = skillFormula(damages, variation);
damagesWithFormula = Math.floor(
(damagesWithFormula * bonusValues.weaponBonusCoeff) / 100
);
var finalDamages = calcSkillDamageWithSecondaryBonuses(
damagesWithFormula,
bonusValues,
damagesType,
damagesWithPrimaryBonuses
);
addKeyValue(damagesWeighted, finalDamages, weight / 5);
}
} else {
damagesWithPrimaryBonuses *= bonusValues.useDamages;
var damagesWithFormula = skillFormula(
damagesWithPrimaryBonuses,
variation
);
if (savedDamages.hasOwnProperty(damagesWithFormula)) {
var finalDamages = savedDamages[damagesWithFormula];
damagesWeighted[finalDamages] += weight;
continue;
}
var finalDamages = Math.floor(
(damagesWithFormula * bonusValues.weaponBonusCoeff) / 100
);
finalDamages = calcSkillDamageWithSecondaryBonuses(
finalDamages,
bonusValues,
damagesType,
damagesWithPrimaryBonuses
);
savedDamages[damagesWithFormula] = finalDamages;
addKeyValue(damagesWeighted, finalDamages, weight);
}
}
}
}
return damagesWeightedByType;
}
function calcMagicSkillDamages(battleValues) {
var {
attackValues: {
minMagicAttackValue,
maxMagicAttackValue,
magicAttackValueAugmentation,
weights,
},
bonusValues,
damagesTypeCombinaison,
skillFormula,
skillRange: [minVariation, maxVariation],
} = battleValues;
var damagesWeightedByType = {};
for (var damagesType of damagesTypeCombinaison) {
if (!damagesType.weight) {
continue;
}
var damagesWeighted = {};
var savedDamages = {};
damagesWeightedByType[damagesType.name] = damagesWeighted;
for (
var magicAttackValue = minMagicAttackValue;
magicAttackValue <= maxMagicAttackValue;
magicAttackValue++
) {
var index = magicAttackValue - minMagicAttackValue;
var weight = weights[index] * damagesType.weight;
for (
var variation = minVariation;
variation <= maxVariation;
variation++
) {
var rawDamages = skillFormula(
magicAttackValue + magicAttackValueAugmentation[index],
variation
);
if (savedDamages.hasOwnProperty(rawDamages)) {
var finalDamages = savedDamages[rawDamages];
damagesWeighted[finalDamages] += weight;
continue;
}
var damagesWithPrimaryBonuses = Math.floor(
(rawDamages * bonusValues.weaponBonusCoeff) / 100
);
damagesWithPrimaryBonuses = calcDamageWithPrimaryBonuses(
damagesWithPrimaryBonuses,
bonusValues
);
if (damagesWithPrimaryBonuses <= 2) {
for (var damages = 1; damages <= 5; damages++) {
var finalDamages = calcSkillDamageWithSecondaryBonuses(
damages,
bonusValues,
damagesType,
damagesWithPrimaryBonuses
);
addKeyValue(damagesWeighted, finalDamages, weight / 5);
}
} else {
var finalDamages = calcSkillDamageWithSecondaryBonuses(
damagesWithPrimaryBonuses,
bonusValues,
damagesType,
damagesWithPrimaryBonuses
);
savedDamages[rawDamages] = finalDamages;
addKeyValue(damagesWeighted, finalDamages, weight);
}
}
}
}
return damagesWeightedByType;
}
function calcDamages(
attacker,
victim,
attackType,
battle,
removeSkillVariation
) {
var damagesCalculator, skillId, skillType;
if (attackType === "physical") {
damagesCalculator = calcPhysicalDamages;
} else if (attackType.startsWith("attackSkill")) {
skillId = Number(attackType.split("attackSkill")[1]);
if (isMagicClass(attacker) || isDispell(attacker, skillId)) {
skillType = "magic";
damagesCalculator = calcMagicSkillDamages;
} else {
skillType = "physical";
damagesCalculator = calcPhysicalSkillDamages;
}
} else if (attackType.startsWith("horseSkill")) {
skillType = "physical";
skillId = Number(attackType.split("horseSkill")[1]);
damagesCalculator = calcPhysicalSkillDamages;
}
var battleValues = createBattleValues(attacker, victim, battle, skillType);
if (skillId) {
getSkillFormula(battle, skillId, battleValues, removeSkillVariation);
}
var {
attackValues: { totalCardinal, possibleDamagesCount },
} = battleValues;
return {
damagesWeightedByType: damagesCalculator(battleValues),
totalCardinal: totalCardinal,
possibleDamagesCount: possibleDamagesCount,
skillType: skillType,
};
}
function damagesWithoutVariation(
attacker,
victim,
attackType,
battle,
characters
) {
startDamagesTime = performance.now();
var {
damagesWeightedByType,
totalCardinal,
possibleDamagesCount,
skillType,
} = calcDamages(attacker, victim, attackType, battle);
endDamagesTime = performance.now();
possibleDamagesCount = displayResults(
possibleDamagesCount,
totalCardinal,
damagesWeightedByType,
battle,
attacker.name,
victim.name
);
endDisplayTime = performance.now();
displayFightInfo(
possibleDamagesCount,
endDamagesTime - startDamagesTime,
endDisplayTime - endDamagesTime,
battle
);
addPotentialErrorInformation(
battle.errorInformation,
attacker,
victim,
skillType,
characters
);
hideElement(battle.bonusVariationResultContainer);
showElement(battle.fightResultContainer);
}
function damagesWithVariation(
attacker,
victim,
attackType,
battle,
entity,
entityVariation
) {
startTime = performance.now();
var damagesByBonus = [];
var augmentationByBonus = [];
var {
bonusVariationMinValue: minVariation,
bonusVariationMaxValue: maxVariation,
} = entity;
var step = Math.ceil((maxVariation - minVariation + 1) / 500);
var simulationCount = 0;
var simulationTime;
for (
var bonusValue = minVariation;
bonusValue <= maxVariation;
bonusValue += step
) {
entity[entityVariation] = bonusValue;
var { damagesWeightedByType, totalCardinal } = calcDamages(
copyObject(attacker),
copyObject(victim),
attackType,
battle,
true
);
var meanDamages = calcMeanDamages(damagesWeightedByType, totalCardinal);
if (bonusValue === minVariation) {
var firstDamages = Math.max(meanDamages, 1e-3);
}
damagesByBonus.push({ x: bonusValue, y: meanDamages });
augmentationByBonus.push({
x: bonusValue,
y: meanDamages / firstDamages - 1,
});
simulationCount++;
}
endTime = performance.now();
battle.damagesByBonus = damagesByBonus.concat(entityVariation);
addToBonusVariationChart(
damagesByBonus,
augmentationByBonus,
entity.bonusVariationDisplay,
battle.bonusVariationChart
);
simulationCount = battle.numberFormats.default.format(simulationCount);
simulationTime = battle.numberFormats.second.format(
(endTime - startTime) / 1000
);
battle.simulationCounter.textContent = simulationCount;
battle.simulationTime.textContent = simulationTime;
hideElement(battle.fightResultContainer);
showElement(battle.bonusVariationResultContainer);
if (
isChecked(attacker.bonusVariationActivation) &&
isChecked(victim.bonusVariationActivation)
) {
showElement(battle.errorInformation["attacker-victim-variation"]);
} else {
hideElement(battle.errorInformation["attacker-victim-variation"]);
}
}
function changeMonsterValues(monster, instance, attacker) {
switch (instance) {
case "SungMahiTower":
var sungMahiFloor = 1;
var sungMahiStep = 1;
var rawDefense = 120;
if (isPC(attacker)) {
sungMahiFloor = attacker.sungMahiFloor;
sungMahiStep = attacker.sungMahiStep;
}
if (monster.rank === 5) {
monster.level = 121;
monster.dex = 75;
rawDefense += 1;
} else if (monster.rank === 6) {
monster.level = 123;
monster.dex = 75;
rawDefense += 1;
} else {
monster.level = 120;
monster.dex = 68;
}
monster.vit = 100;
monster.rawDefense = rawDefense + (sungMahiStep - 1) * 6;
monster.fistDefense = 0;
monster.swordDefense = 0;
monster.twoHandedSwordDefense = 0;
monster.daggerDefense = 0;
monster.bellDefense = 0;
monster.fanDefense = 0;
monster.arrowDefense = 0;
monster.clawDefense = 0;
monster.magicResistance = 0;
monster.fireResistance = -20;
}
}
function createWeapon(weaponVnum) {
var weapon = weaponData[weaponVnum];
var weaponName = weapon[0];
return {
name: weaponName,
type: weapon[1],
minAttackValue: weapon[2][2],
maxAttackValue: weapon[2][3],
minMagicAttackValue: weapon[2][0],
maxMagicAttackValue: weapon[2][1],
upgrades: weapon[3],
isSerpent: isValueInArray("serpent", weaponName.toLowerCase()),
};
}
function createMonster(monsterVnum, attacker) {
var monsterAttributes = monsterData[monsterVnum];
var monster = {
name: monsterAttributes[36],
rank: monsterAttributes[0],
race: monsterAttributes[1],
attack: monsterAttributes[2],
level: monsterAttributes[3],
type: monsterAttributes[4],
str: monsterAttributes[5],
dex: monsterAttributes[6],
vit: monsterAttributes[7],
int: monsterAttributes[8],
minAttackValue: monsterAttributes[9],
maxAttackValue: monsterAttributes[10],
rawDefense: monsterAttributes[11],
criticalHit: monsterAttributes[12],
piercingHit: monsterAttributes[13],
fistDefense: monsterAttributes[14],
swordDefense: monsterAttributes[15],
twoHandedSwordDefense: monsterAttributes[16],
daggerDefense: monsterAttributes[17],
bellDefense: monsterAttributes[18],
fanDefense: monsterAttributes[19],
arrowDefense: monsterAttributes[20],
clawDefense: monsterAttributes[21],
fireResistance: monsterAttributes[22],
lightningResistance: monsterAttributes[23],
magicResistance: monsterAttributes[24],
windResistance: monsterAttributes[25],
lightningBonus: monsterAttributes[26],
fireBonus: monsterAttributes[27],
iceBonus: monsterAttributes[28],
windBonus: monsterAttributes[29],
earthBonus: monsterAttributes[30],
darknessBonus: monsterAttributes[31],
darknessResistance: monsterAttributes[32],
iceResistance: monsterAttributes[33],
earthResistance: monsterAttributes[34],
damageMultiplier: monsterAttributes[35],
};
// monster.instance = 0;
// if (attacker && monster.instance === 0) {
// changeMonsterValues(monster, "SungMahiTower", attacker);
// }
monster.defense = monster.rawDefense + monster.level + monster.vit;
return monster;
}
function addPotentialErrorInformation(
errorInformation,
attacker,
victim,
skillType,
characters
) {
for (var error of Object.values(errorInformation)) {
hideElement(error);
}
if (isPC(attacker)) {
if (isRiding(attacker)) {
if (attacker.horsePoint === 0) {
showElement(errorInformation["horse-level"]);
}
showElement(errorInformation["horse-stat"]);
} else if (isPolymorph(attacker)) {
if (attacker.polymorphPoint === 0) {
showElement(errorInformation["polymorph-level"]);
}
if (
(attacker.polymorphPoint <= 39 && attacker.attackValuePercent <= 199) ||
(attacker.polymorphPoint === 40 && attacker.attackValuePercent <= 299)
) {
showElement(errorInformation["polymorph-bonus"]);
}
}
if (skillType === "magic") {
if (attacker.magicAttackValue) {
showElement(errorInformation["magic-attack-value-bonus"]);
}
if (victim.magicResistance) {
showElement(errorInformation["magic-resistance"]);
}
}
} else {
showElement(errorInformation["monster-attacker"]);
if (isMagicAttacker(attacker) && victim.magicResistance) {
showElement(errorInformation["magic-resistance"]);
}
}
if (isPC(victim)) {
if (isRiding(victim)) {
showElement(errorInformation["horse-stat"]);
} else if (isPolymorph(victim)) {
if (attacker.polymorphPoint === 0) {
showElement(errorInformation["polymorph-level"]);
}
showElement(errorInformation["polymorph-defense"]);
}
}
if (characters.unsavedChanges) {
showElement(errorInformation["save"]);
}
}
function reduceChartPointsListener(battle) {
var {
reduceChartPointsContainer,
reduceChartPoints,
numberFormats: { second: numberFormat },
displayTime,
} = battle;
reduceChartPoints.addEventListener("change", function () {
var startDisplayTime = performance.now();
var scatterDataByType = battle.scatterDataByType;
var {
chart,
maxPoints,
chart: {
data: { datasets },
},
} = battle.damagesChart;
var addAnimations = false;
for (var index = 0; index < datasets.length; index++) {
var dataset = datasets[index];
var scatterData = scatterDataByType[dataset.name];
if (dataset.canBeReduced && reduceChartPoints.checked) {
dataset.data = aggregateDamages(scatterData, maxPoints);
addAnimations = true;
} else {
dataset.data = scatterData;
}
}
handleChartAnimations(chart, addAnimations);
chart.update();
displayTime.textContent = numberFormat.format(
(performance.now() - startDisplayTime) / 1000
);
});
reduceChartPointsContainer.addEventListener("pointerup", function (event) {
if (event.pointerType === "mouse") {
reduceChartPoints.click();
}
});
}
function downloadRawDataListener(battle) {
var { downLoadRawData, downLoadRawDataVariation } = battle;
var fileType = "text/csv;charset=utf-8;";
downLoadRawData.addEventListener("click", function () {
var damagesWeightedByType = battle.damagesWeightedByType;
var filename = "raw_damages.csv";
var csvContent = "damage,probabilities,damageType\n";
for (var damagesType in damagesWeightedByType) {
var damagesWeighted = damagesWeightedByType[damagesType];
for (var damages in damagesWeighted) {
csvContent +=
damages + "," + damagesWeighted[damages] + "," + damagesType + "\n";
}
}
downloadData(csvContent, fileType, filename);
});
downLoadRawDataVariation.addEventListener("click", function () {
var damagesByBonus = battle.damagesByBonus;
var damagesByBonusLength = damagesByBonus.length;
var filename = "damages_variation.csv";
if (!damagesByBonusLength) {
return;
}
var csvContent =
damagesByBonus[damagesByBonusLength - 1] + ",averageDamage\n";
for (var index = 0; index < damagesByBonusLength - 1; index++) {
var row = damagesByBonus[index];
csvContent += row.x + "," + row.y + "\n";
}
downloadData(csvContent, fileType, filename);
});
}
function displayResults(
possibleDamagesCount,
totalCardinal,
damagesWeightedByType,
battle,
attackerName,
victimName
) {
var [
meanDamages,
minDamages,
maxDamages,
scatterDataByType,
possibleDamagesCount,
uniqueDamagesCount,
] = prepareDamagesData(
damagesWeightedByType,
possibleDamagesCount,
totalCardinal
);
addToDamagesChart(
scatterDataByType,
battle.damagesChart,
battle.reduceChartPoints.checked
);
updateDamagesChartDescription(
battle.uniqueDamagesCounters,
uniqueDamagesCount,
battle.numberFormats.default
);
displayFightResults(
battle,
attackerName,
victimName,
meanDamages,
minDamages,
maxDamages
);
battle.damagesWeightedByType = damagesWeightedByType;
battle.scatterDataByType = scatterDataByType;
return possibleDamagesCount;
}
function displayFightResults(
battle,
attackerName,
victimName,
meanDamages,
minDamages,
maxDamages
) {
var {
tableResultFight,
tableResultHistory,
attackTypeSelection,
savedFights,
numberFormats: { default: numberFormat },
deleteFightTemplate,
} = battle;
hideElement(tableResultHistory.rows[1]);
var valuesToDisplay = [
attackerName,
victimName,
attackTypeSelection.options[attackTypeSelection.selectedIndex].textContent,
meanDamages,
minDamages,
maxDamages,
];
savedFights.push(valuesToDisplay);
updateSavedFights(savedFights);
editTableResultRow(tableResultFight.rows[1], valuesToDisplay, numberFormat);
addRowToTableResultHistory(
tableResultHistory,
valuesToDisplay,
deleteFightTemplate,
numberFormat
);
}
function displayFightInfo(
possibleDamagesCount,
damagesTime,
displayTime,
battle
) {
var container = battle.possibleDamagesCounter.parentElement;
if (possibleDamagesCount <= 1) {
hideElement(container);
return;
} else {
showElement(container);
}
possibleDamagesCount =
battle.numberFormats.default.format(possibleDamagesCount);
damagesTime = battle.numberFormats.second.format(damagesTime / 1000);
displayTime = battle.numberFormats.second.format(displayTime / 1000);
battle.possibleDamagesCounter.textContent = possibleDamagesCount;
battle.damagesTime.textContent = damagesTime;
battle.displayTime.textContent = displayTime;
}
function isPseudoSaved(characters, pseudo) {
return characters.savedCharacters.hasOwnProperty(pseudo);
}
function createBattle(characters, battle) {
battle.battleForm.addEventListener("submit", function (event) {
event.preventDefault();
// auto save
if (characters.unsavedChanges) {
characters.saveButton.click();
}
var battleInfo = new FormData(event.target);
var attackerName = battleInfo.get("attacker");
var attackType = battleInfo.get("attackTypeSelection");
var victimName = battleInfo.get("victim");
var attackerVariation;
var victimVariation;
if (!attackerName && !attackType && !victimName) {
return;
}
if (isPseudoSaved(characters, attackerName)) {
var attacker = copyObject(characters.savedCharacters[attackerName]);
attackerVariation = attacker.bonusVariation;
} else {
var attacker = createMonster(attackerName);
}
if (isPseudoSaved(characters, victimName)) {
var victim = copyObject(characters.savedCharacters[victimName]);
victimVariation = victim.bonusVariation;
} else {
var victim = createMonster(victimName, attacker);
}
if (
isChecked(attacker.bonusVariationActivation) &&
attacker.hasOwnProperty(attackerVariation) &&
attacker.bonusVariationMinValue < attacker.bonusVariationMaxValue
) {
damagesWithVariation(
attacker,
victim,
attackType,
battle,
attacker,
attackerVariation
);
} else if (
isChecked(victim.bonusVariationActivation) &&
victim.hasOwnProperty(victimVariation) &&
victim.bonusVariationMinValue < victim.bonusVariationMaxValue
) {
damagesWithVariation(
attacker,
victim,
attackType,
battle,
victim,
victimVariation
);
} else {
damagesWithoutVariation(attacker, victim, attackType, battle, characters);
}
});
}
function createMapping() {
mapping = {
typeFlag: [
"animalBonus", // 0
"humanBonus", // 1
"orcBonus", // 2
"mysticBonus", // 3
"undeadBonus", // 4
"insectBonus", // 5
"desertBonus", // 6
"devilBonus", // 7
],
raceBonus: {
warrior: "warriorBonus",
sura: "suraBonus",
ninja: "ninjaBonus",
shaman: "shamanBonus",
lycan: "lycanBonus",
},
raceResistance: {
warrior: "warriorResistance",
sura: "suraResistance",
ninja: "ninjaResistance",
shaman: "shamanResistance",
lycan: "lycanResistance",
},
defenseWeapon: [
"swordDefense", // 0
"daggerDefense", // 1
"arrowDefense", // 2
"twoHandedSwordDefense", // 3
"bellDefense", // 4
"clawDefense", // 5
"fanDefense", // 6
"swordDefense", // 7
"fistDefense", // 8
],
breakWeapon: [
"breakSwordDefense", // 0
"breakDaggerDefense", // 1
"breakArrowDefense", // 2
"breakTwoHandedSwordDefense", // 3
"breakBellDefense", // 4
"breakClawDefense", // 5
"breakFanDefense", // 6
"breakSwordDefense", // 7
],
elementBonus: [
"fireBonus", // 0
"iceBonus", // 1
"windBonus", // 2
"lightningBonus", // 3
"earthBonus", // 4
"darknessBonus", // 5
],
elementResistance: [
"fireResistance", // 0
"iceResistance", // 1
"windResistance", // 2
"lightningResistance", // 3
"earthResistance", // 4
"darknessResistance", // 5
],
};
return mapping;
}
function createConstants() {
var constants = {
polymorphPowerTable: [
10, 11, 11, 12, 13, 13, 14, 15, 16, 17, 18, 19, 20, 22, 23, 24, 26, 27,
29, 31, 33, 35, 37, 39, 41, 44, 46, 49, 52, 55, 59, 62, 66, 70, 74, 79,
84, 89, 94, 100, 0,
],
skillPowerTable: [
0, 0.05, 0.06, 0.08, 0.1, 0.12, 0.14, 0.16, 0.18, 0.2, 0.22, 0.24, 0.26,
0.28, 0.3, 0.32, 0.34, 0.36, 0.38, 0.4, 0.5, 0.52, 0.54, 0.56, 0.58, 0.6,
0.63, 0.66, 0.69, 0.72, 0.82, 0.85, 0.88, 0.91, 0.94, 0.98, 1.02, 1.06,
1.1, 1.15, 1.25,
],
marriageTable: {
harmonyEarrings: [4, 5, 6, 8],
loveEarrings: [4, 5, 6, 8],
harmonyBracelet: [4, 5, 6, 8],
loveNecklace: [20, 25, 30, 40],
harmonyNecklace: [12, 16, 20, 30],
},
allowedWeaponsPerRace: {
warrior: [0, 3, 8],
ninja: [0, 1, 2, 8],
sura: [0, 7, 8],
shaman: [4, 6, 8],
lycan: [5, 8],
},
translation: {
fr: {
damages: "Dégâts",
percentage: "Pourcentage",
miss: "Miss",
normalHit: "Coup classique",
criticalHit: "Coup critique",
piercingHit: "Coup perçant",
criticalPiercingHit: "Coup critique perçant",
damagesRepartition: "Distribution des dégâts",
averageDamages: "Dégâts moyens",
damagesAugmentation: "Augmentation des dégâts",
bonusVariationTitle: [
"Évolution des dégâts moyens",
"par rapport à la valeur d'un bonus",
],
},
en: {
damages: "Damage",
percentage: "Percentage",
miss: "Miss",
normalHit: "Normal Hit",
criticalHit: "Critical Hit",
piercingHit: "Piercing Hit",
criticalPiercingHit: "Critical Piercing Hit",
damagesRepartition: "Damage Repartition",
averageDamages: "Average Damage",
damagesAugmentation: "Damage Augmentation",
bonusVariationTitle: [
"Evolution of Average Damage",
"Relative to a Bonus Value",
],
},
tr: {
damages: "Hasar",
percentage: "Yüzde",
miss: "Miss Vuruş",
normalHit: "Düz Vuruş",
criticalHit: "Kritik Vuruş",
piercingHit: "Delici Vuruş",
criticalPiercingHit: "Kritikli Delici Vuruş",
damagesRepartition: "Hasar Dağılımı",
averageDamages: "Ortalama Hasar",
damagesAugmentation: "Ortalama Hasar Artışı",
bonusVariationTitle: [
"Bir bonusun değerine kıyasla",
"Ortalama Hasar Çizelgesi",
],
},
ro: {
damages: "Daune",
percentage: "Procent",
miss: "Miss",
normalHit: "Lovitura normala",
criticalHit: "Lovitura critica",
piercingHit: "Lovitura patrunzatoare",
criticalPiercingHit: "Lovitura critica si patrunzatoare",
damagesRepartition: "Distribuția daunelor",
averageDamages: "Media damageului",
damagesAugmentation: "Damage imbunatatit",
bonusVariationTitle: [
"Evolutia mediei damageului",
"relativ la o valoare bonus",
],
},
de: {
damages: "Schäden",
percentage: "Prozentsatz",
miss: "Verfehlen",
normalHit: "Normaler Treffer",
criticalHit: "Kritischer Treffer",
piercingHit: "Durchdringender Treffer",
criticalPiercingHit: "Kritischer durchdringender Treffer",
damagesRepartition: "Schadensverteilung",
averageDamages: "Durchschnittlicher Schaden",
damagesAugmentation: "Schadenserhöhung",
bonusVariationTitle: [
"Entwicklung des durchschnittlichen Schadens",
"im Verhältnis zu einem Bonus",
],
},
pt: {
damages: "Dano",
percentage: "Percentagem",
miss: "Miss",
normalHit: "Dano normal",
criticalHit: "Dano crítico",
piercingHit: "Dano perfurante",
criticalPiercingHit: "Dano crítico perfurante",
damagesRepartition: "Repartição de dano",
averageDamages: "Dano médio",
damagesAugmentation: "Aumento de dano",
bonusVariationTitle: ["Evolução do dano médio", "relativo a um bónus"],
},
// es: {
// damages: "Daño",
// percentage: "Porcentaje",
// miss: "Miss",
// normalHit: "Daño normal",
// criticalHit: "Daño crítico",
// piercingHit: "Daño perforante",
// criticalPiercingHit: "Daño crítico perforante",
// damagesRepartition: "Repartición de daños",
// averageDamages: "Daño medio",
// damagesAugmentation: "Aumento de daño",
// bonusVariationTitle: ["Evolución del daño medio", "Relativo a una bonificación"]
// },
},
};
return constants;
}
function initResultTableHistory(battle) {
var {
tableResultHistory,
savedFights,
deleteFightTemplate,
numberFormats: { default: numberFormat },
} = battle;
var startIndex = 3;
if (savedFights.length) {
hideElement(tableResultHistory.rows[1]);
for (var savedFight of savedFights) {
addRowToTableResultHistory(
tableResultHistory,
savedFight,
deleteFightTemplate,
numberFormat
);
}
}
tableResultHistory.addEventListener("click", function (event) {
var deleteButton = event.target.closest(".svg-icon-delete");
if (deleteButton) {
var row = deleteButton.closest("tr");
if (row) {
savedFights.splice(row.rowIndex - startIndex, 1);
updateSavedFights(savedFights);
row.remove();
if (tableResultHistory.rows.length === startIndex) {
showElement(tableResultHistory.rows[1]);
}
}
}
});
}
function initDamagesChart(battle) {
var { translation, reduceChartPointsContainer, reduceChartPoints } = battle;
var percentFormat = battle.numberFormats.percent;
var customPlugins = {
id: "customPlugins",
afterDraw(chart) {
var missPercentage = chart.data.missPercentage;
if (!missPercentage) {
return;
}
var {
ctx,
chartArea: { top, right },
} = chart;
ctx.save();
var text =
translation.miss + " : " + percentFormat.format(missPercentage);
var padding = 4;
var fontSize = 14;
ctx.font = fontSize + "px Helvetica Neue";
var textWidth = ctx.measureText(text).width;
var xPosition = right - textWidth - 5;
var yPosition = top + 5;
ctx.fillStyle = "rgba(255, 0, 0, 0.2)";
ctx.fillRect(
xPosition - padding,
yPosition - padding,
textWidth + 2 * padding,
fontSize + 2 * padding
);
ctx.strokeStyle = "red";
ctx.strokeRect(
xPosition - padding,
yPosition - padding,
textWidth + 2 * padding,
fontSize + 2 * padding
);
ctx.fillStyle = "#666";
ctx.textBaseline = "top";
ctx.fillText(text, xPosition, yPosition + 1);
ctx.restore();
},
};
Chart.register(customPlugins);
var ctx = battle.plotDamages.getContext("2d");
var maxLabelsInTooltip = 10;
var nullLabelText = " ...";
var chart = new Chart(ctx, {
type: "scatter",
data: {
missPercentage: 0,
datasets: [],
},
options: {
responsive: true,
maintainAspectRatio: false,
plugins: {
legend: {
display: true,
onHover: function (e) {
e.native.target.style.cursor = "pointer";
},
onLeave: function (e) {
e.native.target.style.cursor = "default";
},
onClick: function (e, legendItem, legend) {
var currentIndex = legendItem.datasetIndex;
var ci = legend.chart;
var isCurrentDatasetVisible = ci.isDatasetVisible(currentIndex);
var datasets = ci.data.datasets;
var hideReducePoints = true;
var isReducePointsChecked = reduceChartPoints.checked;
datasets[currentIndex].hidden = isCurrentDatasetVisible;
legendItem.hidden = isCurrentDatasetVisible;
for (var index in datasets) {
if (ci.isDatasetVisible(index) && datasets[index].canBeReduced) {
showElement(reduceChartPointsContainer);
hideReducePoints = false;
break;
}
}
if (hideReducePoints) {
hideElement(reduceChartPointsContainer);
handleChartAnimations(ci, true);
} else {
handleChartAnimations(ci, isReducePointsChecked);
}
ci.update();
},
},
title: {
display: true,
text: translation.damagesRepartition,
font: {
size: 20,
},
},
tooltip: {
callbacks: {
label: function (context) {
if (context.label === null) {
return nullLabelText;
}
var xValue = battle.numberFormats.default.format(
context.parsed.x
);
var yValue = battle.numberFormats.percent.format(
context.parsed.y
);
label =
" " +
context.dataset.label +
" : (" +
xValue +
", " +
yValue +
")";
return label;
},
beforeBody: function (tooltipItems) {
if (tooltipItems.length > maxLabelsInTooltip + 1) {
tooltipItems.splice(maxLabelsInTooltip + 1);
tooltipItems[maxLabelsInTooltip].label = null;
}
},
},
caretPadding: 10,
},
},
scales: {
x: {
type: "linear",
position: "bottom",
title: {
display: true,
text: translation.damages,
font: {
size: 16,
},
},
},
y: {
title: {
display: true,
text: translation.percentage,
font: {
size: 16,
},
},
ticks: {
format: {
style: "percent",
},
},
},
},
elements: {
point: {
borderWidth: 1,
radius: 3,
hitRadius: 3,
hoverRadius: 6,
hoverBorderWidth: 2,
},
},
},
});
var datasetsStyle = [
{
name: "normalHit",
canBeReduced: false,
label: translation.normalHit,
backgroundColor: "rgba(75, 192, 192, 0.2)",
borderColor: "rgba(75, 192, 192, 1)",
},
{
name: "piercingHit",
canBeReduced: false,
label: translation.piercingHit,
backgroundColor: "rgba(192, 192, 75, 0.2)",
borderColor: "rgba(192, 192, 75, 1)",
},
{
name: "criticalHit",
canBeReduced: false,
label: translation.criticalHit,
backgroundColor: "rgba(192, 75, 192, 0.2)",
borderColor: "rgba(192, 75, 192, 1)",
},
{
name: "criticalPiercingHit",
canBeReduced: false,
label: translation.criticalPiercingHit,
backgroundColor: "rgba(75, 75, 192, 0.2)",
borderColor: "rgba(75, 75, 192, 1)",
},
];
battle.damagesChart = {
chart: chart,
datasetsStyle: datasetsStyle,
maxPoints: 500,
reduceChartPointsContainer: reduceChartPointsContainer,
};
}
function initBonusVariationChart(battle) {
var translation = battle.translation;
var ctx = battle.plotBonusVariation.getContext("2d");
var chart = new Chart(ctx, {
type: "line",
data: {
datasets: [
{
label: translation.averageDamages,
backgroundColor: "rgba(75, 192, 192, 0.2)",
borderColor: "rgba(75, 192, 192, 1)",
fill: true,
},
{
label: translation.damagesAugmentation,
backgroundColor: "rgba(192, 192, 75, 0.2)",
borderColor: "rgba(192, 192, 75, 1)",
hidden: true,
yTicksFormat: { style: "percent" },
fill: true,
},
],
},
options: {
responsive: true,
maintainAspectRatio: false,
plugins: {
legend: {
display: true,
onHover: function (e) {
e.native.target.style.cursor = "pointer";
},
onLeave: function (e) {
e.native.target.style.cursor = "default";
},
onClick: function (e, legendItem, legend) {
var currentIndex = legendItem.datasetIndex;
var ci = legend.chart;
var datasets = ci.data.datasets;
var isCurrentDatasetVisible = ci.isDatasetVisible(currentIndex);
var yAxis = ci.options.scales.y;
var otherIndex = currentIndex === 0 ? 1 : 0;
var visibleDataset = isCurrentDatasetVisible
? datasets[otherIndex]
: datasets[currentIndex];
datasets[currentIndex].hidden = isCurrentDatasetVisible;
datasets[otherIndex].hidden = !isCurrentDatasetVisible;
yAxis.title.text = visibleDataset.label;
yAxis.ticks.format = visibleDataset.yTicksFormat;
ci.update();
},
},
title: {
display: true,
text: translation.bonusVariationTitle,
font: {
size: 18,
},
},
tooltip: {
caretPadding: 10,
},
},
scales: {
x: {
type: "linear",
position: "bottom",
title: {
display: true,
text: "Bonus",
font: {
size: 16,
},
},
ticks: {
callback: function (value) {
if (Number.isInteger(value)) {
return Number(value);
}
},
},
},
y: {
title: {
display: true,
text: translation.averageDamages,
font: {
size: 16,
},
},
},
},
elements: {
point: {
borderWidth: 1,
radius: 3,
hitRadius: 3,
hoverRadius: 6,
hoverBorderWidth: 2,
},
},
},
});
battle.bonusVariationChart = chart;
}
function attackSelectonListener(
characters,
attackerSelection,
attackTypeSelection
) {
attackerSelection.addEventListener("change", function (event) {
var attackerName = event.target.value;
if (isPseudoSaved(characters, attackerName)) {
var attacker = characters.savedCharacters[attackerName];
filterAttackTypeSelection(attacker, attackTypeSelection);
} else {
filterAttackTypeSelectionMonster(attackTypeSelection);
}
});
}
function getTranslation(translation) {
var userLanguage = navigator.language;
var langToUse = "en";
for (var lang in translation) {
if (userLanguage.startsWith(lang)) {
langToUse = lang;
break;
}
}
return translation[langToUse];
}
function createDamageCalculatorInformation(chartSource) {
var characters = {
unsavedChanges: false,
savedCharacters: {},
currentCharacter: null,
savedMonsters: getSavedMonsters(),
characterCreation: document.getElementById("character-creation"),
addNewCharacterButton: document.getElementById("add-new-character"),
dropZone: document.getElementById("character-drop-zone"),
characterInput: document.getElementById("character-input"),
newCharacterTemplate: document.getElementById("new-character-template")
.children[0],
charactersContainer: document.getElementById("characters-container"),
newMonsterTemplate: document.getElementById("new-monster-template")
.children[0],
monstersContainer: document.getElementById("monsters-container"),
monsterListForm: document.getElementById("monster-list-form"),
searchMonster: document.getElementById("search-monster"),
monsterList: document.getElementById("monster-list"),
saveButton: document.getElementById("save-character"),
weaponCategory: document.getElementById("weapon-category"),
weaponDisplay: document.getElementById("weapon-display"),
randomAttackValue: document.getElementById("random-attack-value"),
randomMagicAttackValue: document.getElementById(
"random-magic-attack-value"
),
yoharaCreation: document.getElementById("yohara-creation"),
blessingCreation: document.getElementById("blessing-creation"),
marriageCreation: document.getElementById("marriage-creation"),
bonusVariation: {
tab: document.getElementById("Variation"),
activation: document.getElementById("bonus-variation-activation"),
input: document.getElementById("bonus-variation"),
inputDisplay: document.getElementById("bonus-variation-display"),
container: document.getElementById("bonus-variation-range"),
minValue: document.getElementById("bonus-variation-min-value"),
maxValue: document.getElementById("bonus-variation-max-value"),
},
};
characters.bonusVariation.inputDisplay.setAttribute("readonly", "");
for (var [pseudo, character] of Object.entries(getSavedCharacters())) {
characters.savedCharacters[pseudo] = character;
}
var skillContainer = document.getElementById("skill-container");
characters.skillElementsToFilter =
skillContainer.querySelectorAll("[data-class]");
var mapping = createMapping();
var constants = createConstants();
var battle = {
resetAttackType: false,
savedFights: getSavedFights(),
battleForm: document.getElementById("create-battle"),
attackerSelection: document.getElementById("attacker-selection"),
attackTypeSelection: document.getElementById("attack-type-selection"),
victimSelection: document.getElementById("victim-selection"),
damagesWeightedByType: {},
scatterDataByType: {},
damagesByBonus: [],
tableResultFight: document.getElementById("result-table-fight"),
tableResultHistory: document.getElementById("result-table-history"),
deleteFightTemplate: document.getElementById("delete-fight-template")
.children[0],
errorInformation: {},
fightResultContainer: document.getElementById("fight-result-container"),
downLoadRawData: document.getElementById("download-raw-data"),
downLoadRawDataVariation: document.getElementById(
"download-raw-data-variation"
),
bonusVariationResultContainer: document.getElementById(
"bonus-variation-result-container"
),
reduceChartPointsContainer: document.getElementById(
"reduce-chart-points-container"
),
reduceChartPoints: document.getElementById("reduce-chart-points"),
plotDamages: document.getElementById("plot-damages"),
plotBonusVariation: document.getElementById("plot-bonus-variation"),
uniqueDamagesCounters: document.querySelectorAll(".unique-damages-counter"),
possibleDamagesCounter: document.getElementById("possible-damages-counter"),
damagesTime: document.getElementById("damages-time"),
displayTime: document.getElementById("display-time"),
simulationCounter: document.getElementById("simulation-counter"),
simulationTime: document.getElementById("simulation-time"),
numberFormats: {
default: new Intl.NumberFormat(undefined, {
minimumFractionDigits: 0,
maximumFractionDigits: 1,
}),
percent: new Intl.NumberFormat(undefined, {
style: "percent",
maximumFractionDigits: 3,
}),
second: new Intl.NumberFormat(undefined, {
style: "unit",
unit: "second",
unitDisplay: "long",
maximumFractionDigits: 3,
}),
},
mapping: mapping,
constants: constants,
translation: getTranslation(constants.translation),
};
attackSelectonListener(
characters,
battle.attackerSelection,
battle.attackTypeSelection
);
initResultTableHistory(battle);
loadScript(chartSource, function () {
initDamagesChart(battle);
initBonusVariationChart(battle);
});
reduceChartPointsListener(battle);
downloadRawDataListener(battle);
var errorElements = document.querySelectorAll("[data-error]");
for (var index = 0; index < errorElements.length; index++) {
var errorElement = errorElements[index];
battle.errorInformation[errorElement.dataset.error] = errorElement;
}
return [characters, battle];
}
function loadScript(src, callback) {
var script = document.createElement("script");
script.src = src;
function onComplete() {
if (script.parentNode) {
script.parentNode.removeChild(script);
}
if (callback) {
callback();
}
}
document.head.appendChild(script);
script.onload = onComplete;
script.onerror = onComplete;
}
function loadStyle(src) {
var link = document.createElement("link");
link.href = src;
link.rel = "stylesheet";
document.head.appendChild(link);
}
function loading() {
var mainContainer = document.getElementById("hide-all");
var loadingAnimation = document.getElementById("loading-animation");
mainContainer.classList.remove("tabber-noactive");
loadingAnimation.classList.add("tabber-noactive");
}
(function () {
var javascriptSource =
"/index.php?title=Utilisateur:Ankhseram/Calculator.js&action=raw&ctype=text/javascript";
var cssSource =
"/index.php?title=Utilisateur:Ankhseram/Style.css&action=raw&ctype=text/css";
var chartSource = "https://cdn.jsdelivr.net/npm/chart.js";
loadStyle(cssSource);
function main() {
var [characters, battle] = createDamageCalculatorInformation(chartSource);
characterManagement(characters, battle);
monsterManagement(characters, battle);
updateBattleChoice(characters, battle);
createBattle(characters, battle);
loading();
}
loadScript(javascriptSource, main);
})();