Files
archived-andors-trail/AndorsTrailEdit/js/modelfunctions.js
Oskar Wiksten 5e1f91bad4 Changing all const ints to enums, making the json resource files much easier to read
* Though, the json files will get a bit larger.
2013-07-16 02:35:59 +02:00

200 lines
7.8 KiB
JavaScript

var ATModelFunctions = (function(ATModelFunctions) {
ATModelFunctions.itemCategoryFunctions = (function() {
function isWearableCategory(itemCategory) {
if (!itemCategory) { return false; }
return itemCategory.actionType == 'equip';
}
function isUsableCategory(itemCategory) {
if (!itemCategory) { return false; }
return itemCategory.actionType == 'use';
}
function isWeaponCategory(itemCategory) {
if (!isWearableCategory(itemCategory)) { return false; }
if (itemCategory.inventorySlot != 'weapon') { return false; }
return true;
}
function isShieldCategory(itemCategory) {
if (!isWearableCategory(itemCategory)) { return false; }
if (itemCategory.inventorySlot != 'shield') { return false; }
return true;
}
function isArmorCategory(itemCategory) {
if (!isWearableCategory(itemCategory)) { return false; }
if (itemCategory.inventorySlot == 'head') { return true; }
if (itemCategory.inventorySlot == 'body') { return true; }
if (itemCategory.inventorySlot == 'hand') { return true; }
if (itemCategory.inventorySlot == 'feet') { return true; }
return false;
}
return {
isWearableCategory: isWearableCategory
,isUsableCategory: isUsableCategory
,isWeaponCategory: isWeaponCategory
,isShieldCategory: isShieldCategory
,isArmorCategory: isArmorCategory
};
})();
ATModelFunctions.itemFunctions = (function(itemCategoryFunctions) {
function getItemCost(obj) {
if (obj.hasManualPrice == 1) {
return obj.baseMarketCost;
}
return calculateItemCost(obj);
}
function calculateItemCost(obj) {
var v = function(i) { return i ? parseFloat(i) : 0; };
var sgn = function(v) {
if (v < 0) return -1;
else if (v > 0) return 1;
else return 0;
};
var avg = function(o) {
if (!o) return 0;
return (v(o.min) + v(o.max)) / 2;
};
var itemUsageCost = 0;
if (obj.useEffect && obj.hasUseEffect) {
var averageHPBoost = avg(obj.useEffect.increaseCurrentHP);
var costBoostHP = Math.round(0.1*sgn(averageHPBoost)*Math.pow(Math.abs(averageHPBoost), 2) + 3*averageHPBoost);
itemUsageCost = costBoostHP;
}
var itemEquipCost = 0;
if (obj.equipEffect && obj.hasEquipEffect) {
var isWeapon = itemCategoryFunctions.isWeaponCategory(obj.category);
var equip_blockChance = v(obj.equipEffect.increaseBlockChance);
var equip_attackChance = v(obj.equipEffect.increaseAttackChance);
var equip_attackCost = v(obj.equipEffect.increaseAttackCost);
var equip_damageResistance = v(obj.equipEffect.increaseDamageResistance);
var equip_attackDamage_Min = 0;
var equip_attackDamage_Max = 0;
if (obj.equipEffect.increaseAttackDamage) {
equip_attackDamage_Min = v(obj.equipEffect.increaseAttackDamage.min);
equip_attackDamage_Max = v(obj.equipEffect.increaseAttackDamage.max);
}
var equip_criticalChance = v(obj.equipEffect.increaseCriticalSkill);
var equip_criticalMultiplier = v(obj.equipEffect.setCriticalMultiplier);
var costBC = Math.round(3*Math.pow(Math.max(0,equip_blockChance), 2.5) + 28*equip_blockChance);
var costAC = Math.round(0.4*Math.pow(Math.max(0,equip_attackChance), 2.5) - 6*Math.pow(Math.abs(Math.min(0,equip_attackChance)),2.7));
var costAP = isWeapon ?
Math.round(0.2*Math.pow(10/equip_attackCost, 8) - 25*equip_attackCost)
: -3125 * equip_attackCost;
var costDR = 1325*equip_damageResistance;
var costDMG_Min = isWeapon ?
Math.round(10*Math.pow(equip_attackDamage_Min, 2.5))
:Math.round(10*Math.pow(equip_attackDamage_Min, 3) + equip_attackDamage_Min*80);
var costDMG_Max = isWeapon ?
Math.round(2*Math.pow(equip_attackDamage_Max, 2.1))
:Math.round(2*Math.pow(equip_attackDamage_Max, 3) + equip_attackDamage_Max*20);
var costCC = Math.round(2.2*Math.pow(equip_criticalChance, 3));
var costCM = Math.round(50*Math.pow(Math.max(0, equip_criticalMultiplier), 2));
var costCombat = costBC + costAC + costAP + costDR + costDMG_Min + costDMG_Max + costCC + costCM;
var equip_boostMaxHP = v(obj.equipEffect.increaseMaxHP);
var equip_boostMaxAP = v(obj.equipEffect.increaseMaxAP);
var costMaxHP = Math.round(30*Math.pow(Math.max(0,equip_boostMaxHP), 1.2) + 70*equip_boostMaxHP);
var costMaxAP = Math.round(50*Math.pow(Math.max(0,equip_boostMaxAP), 3) + 750*equip_boostMaxAP);
var equip_moveCostPenalty = v(obj.equipEffect.increaseMoveCost);
var equip_useItemCostPenalty = v(obj.equipEffect.increaseUseItemCost);
var equip_reequipCostPenalty = v(obj.equipEffect.increaseReequipCost);
var costMovement = Math.round(510*Math.pow(Math.max(0,-equip_moveCostPenalty), 2.5) - 350*equip_moveCostPenalty);
var costUseItem = Math.round(915*Math.pow(Math.max(0,-equip_useItemCostPenalty), 3) - 430*equip_useItemCostPenalty);
var costReequip = Math.round(450*Math.pow(Math.max(0,-equip_reequipCostPenalty), 2) - 250*equip_reequipCostPenalty);
var costAPModifiers = costMovement + costUseItem + costReequip;
itemEquipCost = costCombat + costMaxHP + costMaxAP + costAPModifiers;
}
var hitEffectsCost = 0;
if (obj.hitEffect && obj.hasHitEffect) {
var averageHPBoost = avg(obj.hitEffect.increaseCurrentHP);
var averageAPBoost = avg(obj.hitEffect.increaseCurrentAP);
var costBoostHP = Math.round(2770*Math.pow(Math.max(0,averageHPBoost), 2.5) + 450*averageHPBoost);
var costBoostAP = Math.round(3100*Math.pow(Math.max(0,averageAPBoost), 2.5) + 300*averageAPBoost);
hitEffectsCost = costBoostHP + costBoostAP;
}
var killEffectsCost = 0;
if (obj.killEffect && obj.hasKillEffect) {
var averageHPBoost = avg(obj.killEffect.increaseCurrentHP);
var averageAPBoost = avg(obj.killEffect.increaseCurrentAP);
var costBoostHP = Math.round(923*Math.pow(Math.max(0,averageHPBoost), 2.5) + 450*averageHPBoost);
var costBoostAP = Math.round(1033*Math.pow(Math.max(0,averageAPBoost), 2.5) + 300*averageAPBoost);
killEffectsCost = costBoostHP + costBoostAP;
}
var result = itemEquipCost + itemUsageCost + hitEffectsCost + killEffectsCost;
if (result <= 0) { result = 1; }
return result;
}
function getItemSellingCost(item) {
var cost = getItemCost(item);
return Math.round(cost * (100 + 15) / 100);
}
function getItemBuyingCost(item) {
var cost = getItemCost(item);
return Math.round(cost * (100 - 15) / 100);
}
return {
getItemCost: getItemCost
,calculateItemCost: calculateItemCost
,getItemSellingCost: getItemSellingCost
,getItemBuyingCost: getItemBuyingCost
};
})(ATModelFunctions.itemCategoryFunctions);
ATModelFunctions.monsterFunctions = (function() {
function getMonsterExperience(obj) {
var EXP_FACTOR_DAMAGERESISTANCE = 9;
var EXP_FACTOR_SCALING = 0.7;
var div100 = function(v) { return v / 100; }
var v = function(i) { return i ? parseFloat(i) : 0; }
var attacksPerTurn = Math.floor(v(obj.maxAP) / v(obj.attackCost));
var avgDamagePotential = 0;
if (obj.attackDamage) {
avgDamagePotential = (v(obj.attackDamage.min) + v(obj.attackDamage.max)) / 2;
}
var avgCrit = 0;
if (obj.hasCritical) {
avgCrit = div100(v(obj.criticalSkill)) * v(obj.criticalMultiplier);
}
var avgAttackHP = attacksPerTurn * div100(v(obj.attackChance)) * avgDamagePotential * (1 + avgCrit);
var avgDefenseHP = v(obj.maxHP) * (1 + div100(v(obj.blockChance))) + EXP_FACTOR_DAMAGERESISTANCE * v(obj.damageResistance);
var attackConditionBonus = 0;
if (obj.hitEffect && obj.hitEffect.conditionsTarget && v(obj.hitEffect.conditionsTarget.length) > 0) {
attackConditionBonus = 50;
}
var experience = (avgAttackHP * 3 + avgDefenseHP) * EXP_FACTOR_SCALING + attackConditionBonus;
return Math.ceil(experience);
};
return {
getMonsterExperience: getMonsterExperience
};
})();
return ATModelFunctions;
})(ATModelFunctions || {});
if (typeof module != 'undefined') { module.exports = ATModelFunctions; }