mirror of
https://github.com/OMGeeky/andors-trail.git
synced 2026-01-20 18:41:09 +01:00
Content editor: Move reusable logic functions for calculating item cost & monster exp to separate js file.
This commit is contained in:
@@ -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>
|
||||
|
||||
@@ -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);
|
||||
};
|
||||
|
||||
$scope.iconID = true;
|
||||
@@ -135,4 +56,4 @@ var ATEditor = (function(ATEditor, model) {
|
||||
ATEditor.controllers.ItemTableController = ItemTableController;
|
||||
|
||||
return ATEditor;
|
||||
})(ATEditor, ATEditor.model);
|
||||
})(ATEditor, ATEditor.model, ATModelFunctions);
|
||||
|
||||
@@ -1,33 +1,10 @@
|
||||
var ATEditor = (function(ATEditor, model) {
|
||||
var ATEditor = (function(ATEditor, model, ATModelFunctions) {
|
||||
|
||||
function getExperience(obj) {
|
||||
var EXP_FACTOR_DAMAGERESISTANCE = 9;
|
||||
var EXP_FACTOR_SCALING = 0.7;
|
||||
|
||||
var div100 = function(v) { return v / 100; }
|
||||
var v = function(i) { return i ? parseFloat(i) : 0; }
|
||||
|
||||
var attacksPerTurn = Math.floor(v(obj.maxAP) / v(obj.attackCost));
|
||||
var avgDamagePotential = 0;
|
||||
if (obj.attackDamage) { avgDamagePotential = (v(obj.attackDamage.min) + v(obj.attackDamage.max)) / 2; }
|
||||
var avgCrit = 0;
|
||||
if (obj.hasCritical) {
|
||||
avgCrit = div100(v(obj.criticalSkill)) * v(obj.criticalMultiplier);
|
||||
}
|
||||
var avgAttackHP = attacksPerTurn * div100(v(obj.attackChance)) * avgDamagePotential * (1 + avgCrit);
|
||||
var avgDefenseHP = v(obj.maxHP) * (1 + div100(v(obj.blockChance))) + EXP_FACTOR_DAMAGERESISTANCE * v(obj.damageResistance);
|
||||
var attackConditionBonus = 0;
|
||||
if (obj.hitEffect && obj.hitEffect.conditionsTarget && v(obj.hitEffect.conditionsTarget.length) > 0) {
|
||||
attackConditionBonus = 50;
|
||||
}
|
||||
var experience = (avgAttackHP * 3 + avgDefenseHP) * EXP_FACTOR_SCALING + attackConditionBonus;
|
||||
|
||||
return Math.ceil(experience);
|
||||
};
|
||||
|
||||
function MonsterController($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);
|
||||
|
||||
173
AndorsTrailEdit/js/modelfunctions.js
Normal file
173
AndorsTrailEdit/js/modelfunctions.js
Normal 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; }
|
||||
Reference in New Issue
Block a user