Content editor: Move reusable logic functions for calculating item cost & monster exp to separate js file.

This commit is contained in:
Oskar Wiksten
2013-03-16 09:45:14 +01:00
parent 73efe5e62b
commit 626c558335
4 changed files with 189 additions and 117 deletions

View File

@@ -112,6 +112,7 @@
<script src="js/importexport.js"></script>
<script src="js/model.js"></script>
<script src="js/exampledata.js"></script>
<script src="js/modelfunctions.js"></script>
<script src="js/controllers/navigation.js"></script>
<script src="js/controllers/actorcondition.js"></script>
<script src="js/controllers/quest.js"></script>

View File

@@ -1,78 +1,5 @@
var ATEditor = (function(ATEditor, model) {
var ATEditor = (function(ATEditor, model, ATModelFunctions) {
function isWeaponCategory(itemCategory) {
if (!itemCategory) { return false; }
if (itemCategory.actionType != 2) { return false; }
if (itemCategory.inventorySlot != 0) { return false; }
return true;
}
function isWeaponType(obj) {
return isWeaponCategory(obj.category);
}
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 averageHPBoost = (v(obj.useEffect.increaseCurrentHP.min) + v(obj.useEffect.increaseCurrentHP.max)) / 2;
var costBoostHP = Math.round(0.1*sgn(averageHPBoost)*Math.pow(Math.abs(averageHPBoost), 2) + 3*averageHPBoost);
var itemUsageCost = costBoostHP;
var isWeapon = isWeaponType(obj);
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 = v(obj.equipEffect.increaseAttackDamage.min);
var 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 equip_moveCostPenalty = v(obj.equipEffect.increaseMoveCost);
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 costMovement = Math.round(510*Math.pow(Math.max(0,-equip_moveCostPenalty), 2.5) - 350*equip_moveCostPenalty);
var itemEquipCost = costCombat + costMaxHP + costMaxAP + costMovement;
if (!obj.hasEquipEffect) { itemEquipCost = 0; }
if (!obj.hasUseEffect) { itemUsageCost = 0; }
var result = itemEquipCost + itemUsageCost;
if (result <= 0) { result = 1; }
return result;
}
function setCategoryToObject(item, itemCategories) {
if (_.isString(item.category)) {
item.category = itemCategories.findById(item.category);
@@ -85,21 +12,15 @@ var ATEditor = (function(ATEditor, model) {
setCategoryToObject($scope.obj, model.itemCategories);
$scope.$watch('obj.category', function(val) {
$scope.isWeapon = isWeaponCategory(val);
$scope.isWeapon = ATModelFunctions.itemCategoryFunctions.isWeaponCategory(val);
});
$scope.$watch('obj.hasManualPrice', function(hasManualPrice) {
$scope.obj.baseMarketCost = hasManualPrice ? calculateItemCost($scope.obj) : 0;
$scope.obj.baseMarketCost = hasManualPrice ? ATModelFunctions.itemFunctions.calculateItemCost($scope.obj) : 0;
});
$scope.getItemCost = getItemCost;
$scope.getItemSellingCost = function(obj) {
var cost = getItemCost(obj);
return Math.round(cost * (100 + 15) / 100);
};
$scope.getItemBuyingCost = function(obj) {
var cost = getItemCost(obj);
return Math.round(cost * (100 - 15) / 100);
};
$scope.getItemCost = ATModelFunctions.itemFunctions.getItemCost;
$scope.getItemSellingCost = ATModelFunctions.itemFunctions.getItemSellingCost;
$scope.getItemBuyingCost = ATModelFunctions.itemFunctions.getItemBuyingCost;
$scope.addCondition = function(list) {
@@ -117,12 +38,12 @@ var ATEditor = (function(ATEditor, model) {
_.each($scope.items, function(item) {
setCategoryToObject(item, model.itemCategories);
});
$scope.getItemCost = getItemCost;
$scope.getItemCost = ATModelFunctions.itemFunctions.getItemCost;
$scope.edit = function(item) {
window.location = "#/" + model.items.id + "/edit/" + item.id;
};
$scope.updateCost = function(item) {
item.baseMarketCost = item.hasManualPrice ? calculateItemCost(item) : 0;
item.baseMarketCost = ATModelFunctions.itemFunctions.getItemCost(item);
};
$scope.iconID = true;
@@ -135,4 +56,4 @@ var ATEditor = (function(ATEditor, model) {
ATEditor.controllers.ItemTableController = ItemTableController;
return ATEditor;
})(ATEditor, ATEditor.model);
})(ATEditor, ATEditor.model, ATModelFunctions);

View File

@@ -1,33 +1,10 @@
var ATEditor = (function(ATEditor, model) {
var ATEditor = (function(ATEditor, model, ATModelFunctions) {
function getExperience(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);
};
function MonsterController($scope, $routeParams) {
$scope.obj = model.monsters.findById($routeParams.id) || {};
$scope.getExperience = function() { return getExperience($scope.obj); }
$scope.getExperience = function() {
return ATModelFunctions.monsterFunctions.getMonsterExperience($scope.obj);
};
$scope.addCondition = function(list) {
list.push({magnitude:1, duration:1, chance:100});
@@ -40,7 +17,7 @@ var ATEditor = (function(ATEditor, model) {
function MonsterTableController($scope, $routeParams) {
$scope.monsters = model.monsters.items;
$scope.getExperience = getExperience;
$scope.getExperience = ATModelFunctions.monsterFunctions.getMonsterExperience;
$scope.edit = function(monster) {
window.location = "#/" + model.monsters.id + "/edit/" + monster.id;
};
@@ -55,4 +32,4 @@ var ATEditor = (function(ATEditor, model) {
ATEditor.controllers.MonsterTableController = MonsterTableController;
return ATEditor;
})(ATEditor, ATEditor.model);
})(ATEditor, ATEditor.model, ATModelFunctions);

View File

@@ -0,0 +1,173 @@
var ATModelFunctions = (function(ATModelFunctions) {
ATModelFunctions.itemCategoryFunctions = (function() {
function isWearableCategory(itemCategory) {
if (!itemCategory) { return false; }
return itemCategory.actionType == 2;
}
function isUsableCategory(itemCategory) {
if (!itemCategory) { return false; }
return itemCategory.actionType == 1;
}
function isWeaponCategory(itemCategory) {
if (!isWearableCategory(itemCategory)) { return false; }
if (itemCategory.inventorySlot != 0) { return false; }
return true;
}
function isShieldCategory(itemCategory) {
if (!isWearableCategory(itemCategory)) { return false; }
if (itemCategory.inventorySlot != 1) { return false; }
return true;
}
function isArmorCategory(itemCategory) {
if (!isWearableCategory(itemCategory)) { return false; }
if (itemCategory.inventorySlot == 2) { return true; } // Head
if (itemCategory.inventorySlot == 3) { return true; } // Body
if (itemCategory.inventorySlot == 4) { return true; } // Hand
if (itemCategory.inventorySlot == 5) { return true; } // Feet
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 itemUsageCost = 0;
if (obj.useEffect && obj.hasUseEffect) {
var averageHPBoost = 0;
if (obj.useEffect.increaseCurrentHP) {
averageHPBoost = (v(obj.useEffect.increaseCurrentHP.min) + v(obj.useEffect.increaseCurrentHP.max)) / 2;
}
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 equip_moveCostPenalty = v(obj.equipEffect.increaseMoveCost);
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 costMovement = Math.round(510*Math.pow(Math.max(0,-equip_moveCostPenalty), 2.5) - 350*equip_moveCostPenalty);
itemEquipCost = costCombat + costMaxHP + costMaxAP + costMovement;
}
var result = itemEquipCost + itemUsageCost;
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; }