mirror of
https://github.com/AndorsTrailRelease/andors-trail.git
synced 2025-12-26 16:07:27 +01:00
200 lines
7.8 KiB
JavaScript
200 lines
7.8 KiB
JavaScript
var ATModelFunctions = (function(ATModelFunctions) {
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ATModelFunctions.itemCategoryFunctions = (function() {
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function isWearableCategory(itemCategory) {
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if (!itemCategory) { return false; }
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return itemCategory.actionType == 'equip';
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}
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function isUsableCategory(itemCategory) {
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if (!itemCategory) { return false; }
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return itemCategory.actionType == 'use';
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}
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function isWeaponCategory(itemCategory) {
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if (!isWearableCategory(itemCategory)) { return false; }
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if (itemCategory.inventorySlot != 'weapon') { return false; }
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return true;
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}
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function isShieldCategory(itemCategory) {
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if (!isWearableCategory(itemCategory)) { return false; }
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if (itemCategory.inventorySlot != 'shield') { return false; }
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return true;
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}
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function isArmorCategory(itemCategory) {
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if (!isWearableCategory(itemCategory)) { return false; }
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if (itemCategory.inventorySlot == 'head') { return true; }
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if (itemCategory.inventorySlot == 'body') { return true; }
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if (itemCategory.inventorySlot == 'hand') { return true; }
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if (itemCategory.inventorySlot == 'feet') { return true; }
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return false;
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}
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return {
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isWearableCategory: isWearableCategory
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,isUsableCategory: isUsableCategory
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,isWeaponCategory: isWeaponCategory
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,isShieldCategory: isShieldCategory
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,isArmorCategory: isArmorCategory
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};
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})();
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ATModelFunctions.itemFunctions = (function(itemCategoryFunctions) {
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function getItemCost(obj) {
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if (obj.hasManualPrice == 1) {
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return obj.baseMarketCost;
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}
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return calculateItemCost(obj);
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}
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function calculateItemCost(obj) {
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var v = function(i) { return i ? parseFloat(i) : 0; };
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var sgn = function(v) {
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if (v < 0) return -1;
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else if (v > 0) return 1;
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else return 0;
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};
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var avg = function(o) {
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if (!o) return 0;
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return (v(o.min) + v(o.max)) / 2;
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};
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var itemUsageCost = 0;
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if (obj.useEffect && obj.hasUseEffect) {
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var averageHPBoost = avg(obj.useEffect.increaseCurrentHP);
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var costBoostHP = Math.round(0.1*sgn(averageHPBoost)*Math.pow(Math.abs(averageHPBoost), 2) + 3*averageHPBoost);
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itemUsageCost = costBoostHP;
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}
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var itemEquipCost = 0;
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if (obj.equipEffect && obj.hasEquipEffect) {
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var isWeapon = itemCategoryFunctions.isWeaponCategory(obj.category);
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var equip_blockChance = v(obj.equipEffect.increaseBlockChance);
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var equip_attackChance = v(obj.equipEffect.increaseAttackChance);
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var equip_attackCost = v(obj.equipEffect.increaseAttackCost);
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var equip_damageResistance = v(obj.equipEffect.increaseDamageResistance);
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var equip_attackDamage_Min = 0;
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var equip_attackDamage_Max = 0;
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if (obj.equipEffect.increaseAttackDamage) {
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equip_attackDamage_Min = v(obj.equipEffect.increaseAttackDamage.min);
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equip_attackDamage_Max = v(obj.equipEffect.increaseAttackDamage.max);
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}
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var equip_criticalChance = v(obj.equipEffect.increaseCriticalSkill);
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var equip_criticalMultiplier = v(obj.equipEffect.setCriticalMultiplier);
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var costBC = Math.round(3*Math.pow(Math.max(0,equip_blockChance), 2.5) + 28*equip_blockChance);
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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));
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var costAP = isWeapon ?
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Math.round(0.2*Math.pow(10/equip_attackCost, 8) - 25*equip_attackCost)
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: -3125 * equip_attackCost;
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var costDR = 1325*equip_damageResistance;
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var costDMG_Min = isWeapon ?
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Math.round(10*Math.pow(equip_attackDamage_Min, 2.5))
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:Math.round(10*Math.pow(equip_attackDamage_Min, 3) + equip_attackDamage_Min*80);
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var costDMG_Max = isWeapon ?
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Math.round(2*Math.pow(equip_attackDamage_Max, 2.1))
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:Math.round(2*Math.pow(equip_attackDamage_Max, 3) + equip_attackDamage_Max*20);
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var costCC = Math.round(2.2*Math.pow(equip_criticalChance, 3));
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var costCM = Math.round(50*Math.pow(Math.max(0, equip_criticalMultiplier), 2));
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var costCombat = costBC + costAC + costAP + costDR + costDMG_Min + costDMG_Max + costCC + costCM;
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var equip_boostMaxHP = v(obj.equipEffect.increaseMaxHP);
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var equip_boostMaxAP = v(obj.equipEffect.increaseMaxAP);
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var costMaxHP = Math.round(30*Math.pow(Math.max(0,equip_boostMaxHP), 1.2) + 70*equip_boostMaxHP);
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var costMaxAP = Math.round(50*Math.pow(Math.max(0,equip_boostMaxAP), 3) + 750*equip_boostMaxAP);
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var equip_moveCostPenalty = v(obj.equipEffect.increaseMoveCost);
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var equip_useItemCostPenalty = v(obj.equipEffect.increaseUseItemCost);
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var equip_reequipCostPenalty = v(obj.equipEffect.increaseReequipCost);
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var costMovement = Math.round(510*Math.pow(Math.max(0,-equip_moveCostPenalty), 2.5) - 350*equip_moveCostPenalty);
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var costUseItem = Math.round(915*Math.pow(Math.max(0,-equip_useItemCostPenalty), 3) - 430*equip_useItemCostPenalty);
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var costReequip = Math.round(450*Math.pow(Math.max(0,-equip_reequipCostPenalty), 2) - 250*equip_reequipCostPenalty);
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var costAPModifiers = costMovement + costUseItem + costReequip;
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itemEquipCost = costCombat + costMaxHP + costMaxAP + costAPModifiers;
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}
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var hitEffectsCost = 0;
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if (obj.hitEffect && obj.hasHitEffect) {
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var averageHPBoost = avg(obj.hitEffect.increaseCurrentHP);
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var averageAPBoost = avg(obj.hitEffect.increaseCurrentAP);
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var costBoostHP = Math.round(2770*Math.pow(Math.max(0,averageHPBoost), 2.5) + 450*averageHPBoost);
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var costBoostAP = Math.round(3100*Math.pow(Math.max(0,averageAPBoost), 2.5) + 300*averageAPBoost);
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hitEffectsCost = costBoostHP + costBoostAP;
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}
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var killEffectsCost = 0;
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if (obj.killEffect && obj.hasKillEffect) {
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var averageHPBoost = avg(obj.killEffect.increaseCurrentHP);
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var averageAPBoost = avg(obj.killEffect.increaseCurrentAP);
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var costBoostHP = Math.round(923*Math.pow(Math.max(0,averageHPBoost), 2.5) + 450*averageHPBoost);
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var costBoostAP = Math.round(1033*Math.pow(Math.max(0,averageAPBoost), 2.5) + 300*averageAPBoost);
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killEffectsCost = costBoostHP + costBoostAP;
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}
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var result = itemEquipCost + itemUsageCost + hitEffectsCost + killEffectsCost;
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if (result <= 0) { result = 1; }
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return result;
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}
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function getItemSellingCost(item) {
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var cost = getItemCost(item);
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return Math.round(cost * (100 + 15) / 100);
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}
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function getItemBuyingCost(item) {
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var cost = getItemCost(item);
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return Math.round(cost * (100 - 15) / 100);
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}
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return {
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getItemCost: getItemCost
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,calculateItemCost: calculateItemCost
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,getItemSellingCost: getItemSellingCost
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,getItemBuyingCost: getItemBuyingCost
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};
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})(ATModelFunctions.itemCategoryFunctions);
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ATModelFunctions.monsterFunctions = (function() {
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function getMonsterExperience(obj) {
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var EXP_FACTOR_DAMAGERESISTANCE = 9;
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var EXP_FACTOR_SCALING = 0.7;
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var div100 = function(v) { return v / 100; }
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var v = function(i) { return i ? parseFloat(i) : 0; }
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var attacksPerTurn = Math.floor(v(obj.maxAP) / v(obj.attackCost));
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var avgDamagePotential = 0;
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if (obj.attackDamage) {
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avgDamagePotential = (v(obj.attackDamage.min) + v(obj.attackDamage.max)) / 2;
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}
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var avgCrit = 0;
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if (obj.hasCritical) {
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avgCrit = div100(v(obj.criticalSkill)) * v(obj.criticalMultiplier);
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}
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var avgAttackHP = attacksPerTurn * div100(v(obj.attackChance)) * avgDamagePotential * (1 + avgCrit);
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var avgDefenseHP = v(obj.maxHP) * (1 + div100(v(obj.blockChance))) + EXP_FACTOR_DAMAGERESISTANCE * v(obj.damageResistance);
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var attackConditionBonus = 0;
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if (obj.hitEffect && obj.hitEffect.conditionsTarget && v(obj.hitEffect.conditionsTarget.length) > 0) {
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attackConditionBonus = 50;
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}
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var experience = (avgAttackHP * 3 + avgDefenseHP) * EXP_FACTOR_SCALING + attackConditionBonus;
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return Math.ceil(experience);
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};
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return {
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getMonsterExperience: getMonsterExperience
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};
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})();
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return ATModelFunctions;
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})(ATModelFunctions || {});
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if (typeof module != 'undefined') { module.exports = ATModelFunctions; }
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