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This commit is contained in:
jb
2026-08-01 21:42:09 -04:00
parent b47e2588e9
commit dd84dff055
288 changed files with 83254 additions and 38351 deletions
+462 -227
View File
@@ -1,279 +1,514 @@
export type Roll = { statId: string; value: number };
export type GearSelection = { itemId: string; level: number; brandId: string; talentId: string; health: number; armor: number; firepower: number; toughness: number; engineering: number; rolls: [Roll, Roll]; augmentSlots: number[] };
export type WeaponSelection = { itemId: string; level: number; tier: number; damage: number; firepower: number; toughness: number; engineering: number; talent1Id: string; talent2Id: string; rolls: [Roll, Roll] };
export type ChipSelection = { setId: string; quality: 'Superior' | 'High-end'; primary: Roll; secondary: [Roll, Roll] };
export type ProtocolSelection = { itemId: string; level: number; talentUpgrades: number };
export type GearSelection = {
itemId: string;
level: number;
brandId: string;
talentId: string;
health: number;
armor: number;
firepower: number;
toughness: number;
engineering: number;
rolls: [Roll, Roll];
augmentSlots: number[];
};
export type WeaponSelection = {
itemId: string;
level: number;
tier: number;
damage: number;
firepower: number;
toughness: number;
engineering: number;
talent1Id: string;
talent2Id: string;
rolls: [Roll, Roll];
};
export type ChipSelection = {
setId: string;
quality: 'Superior' | 'High-end';
primary: Roll;
secondary: [Roll, Roll];
};
export type ProtocolSelection = {
itemId: string;
level: number;
talentUpgrades: number;
};
export type CombatProfile = {
encounterSeconds: number;
hitRate: number;
headshotRate: number;
shotsPerBurst: number;
burstPauseSeconds: number;
sameTargetSeconds: number;
distinctTargetsPerMinute: number;
killsPerMinute: number;
headshotKillRate: number;
damageTakenPerMinute: number;
swapsPerMinute: number;
targetDistanceMeters: number;
healthPercent: number;
extraHealthActive: boolean;
encounterSeconds: number;
hitRate: number;
headshotRate: number;
shotsPerBurst: number;
burstPauseSeconds: number;
sameTargetSeconds: number;
distinctTargetsPerMinute: number;
killsPerMinute: number;
headshotKillRate: number;
damageTakenPerMinute: number;
swapsPerMinute: number;
targetDistanceMeters: number;
healthPercent: number;
extraHealthActive: boolean;
};
export type CalculationMode = 'maximum' | 'custom';
export type EffectMode = 'off' | 'peak' | 'encounter';
export type ConditionalEffectSelection = {
mode: EffectMode;
overrides?: Partial<CombatProfile>;
inputs?: Record<string, number | boolean>;
mode: EffectMode;
overrides?: Partial<CombatProfile>;
inputs?: Record<string, number | boolean>;
};
export type SkillActivationSelection = {
mode: 'off' | 'on_cooldown' | 'custom_per_minute';
usesPerMinute?: number;
targets: number;
mode: 'off' | 'on_cooldown' | 'custom_per_minute';
usesPerMinute?: number;
targets: number;
};
export type SpecializationSelection = {
focusId: string;
nodeRanks: Record<string, number>;
focusId: string;
nodeRanks: Record<string, number>;
};
export type LoadoutDraft = {
version: 4;
buildName: string;
calculationMode: CalculationMode;
gear: Record<string, GearSelection>;
weapons: [WeaponSelection, WeaponSelection];
chips: [ChipSelection, ChipSelection, ChipSelection, ChipSelection, ChipSelection, ChipSelection, ChipSelection, ChipSelection, ChipSelection];
protocol: ProtocolSelection;
conditionalEffects: Record<string, ConditionalEffectSelection>;
combatProfile: CombatProfile;
skillActivations: Record<string, SkillActivationSelection>;
specialization: SpecializationSelection;
version: 4;
buildName: string;
calculationMode: CalculationMode;
gear: Record<string, GearSelection>;
weapons: [WeaponSelection, WeaponSelection];
chips: [
ChipSelection,
ChipSelection,
ChipSelection,
ChipSelection,
ChipSelection,
ChipSelection,
ChipSelection,
ChipSelection,
ChipSelection,
];
protocol: ProtocolSelection;
conditionalEffects: Record<string, ConditionalEffectSelection>;
combatProfile: CombatProfile;
skillActivations: Record<string, SkillActivationSelection>;
specialization: SpecializationSelection;
};
export const gearSlots = ['Holster', 'Gloves', 'Backpack', 'Knee Pads', 'Body Armor', 'Mask'] as const;
export const gearSlots = [
'Holster',
'Gloves',
'Backpack',
'Knee Pads',
'Body Armor',
'Mask',
] as const;
export const blankRoll = (): Roll => ({ statId: '', value: 0 });
export const blankGear = (): GearSelection => ({ itemId: '', level: 50, brandId: '', talentId: '', health: 0, armor: 0, firepower: 0, toughness: 0, engineering: 0, rolls: [blankRoll(), blankRoll()], augmentSlots: [] });
export const blankWeapon = (): WeaponSelection => ({ itemId: '', level: 50, tier: 0, damage: 0, firepower: 0, toughness: 0, engineering: 0, talent1Id: '', talent2Id: '', rolls: [blankRoll(), blankRoll()] });
export const blankChip = (): ChipSelection => ({ setId: '', quality: 'Superior', primary: blankRoll(), secondary: [blankRoll(), blankRoll()] });
export const blankGear = (): GearSelection => ({
itemId: '',
level: 50,
brandId: '',
talentId: '',
health: 0,
armor: 0,
firepower: 0,
toughness: 0,
engineering: 0,
rolls: [blankRoll(), blankRoll()],
augmentSlots: [],
});
export const blankWeapon = (): WeaponSelection => ({
itemId: '',
level: 50,
tier: 0,
damage: 0,
firepower: 0,
toughness: 0,
engineering: 0,
talent1Id: '',
talent2Id: '',
rolls: [blankRoll(), blankRoll()],
});
export const blankChip = (): ChipSelection => ({
setId: '',
quality: 'Superior',
primary: blankRoll(),
secondary: [blankRoll(), blankRoll()],
});
export const defaultCombatProfile = (): CombatProfile => ({
encounterSeconds: 60,
hitRate: 75,
headshotRate: 20,
shotsPerBurst: 30,
burstPauseSeconds: 0,
sameTargetSeconds: 5,
distinctTargetsPerMinute: 12,
killsPerMinute: 4,
headshotKillRate: 20,
damageTakenPerMinute: 6,
swapsPerMinute: 2,
targetDistanceMeters: 15,
healthPercent: 100,
extraHealthActive: false
encounterSeconds: 60,
hitRate: 75,
headshotRate: 20,
shotsPerBurst: 30,
burstPauseSeconds: 0,
sameTargetSeconds: 5,
distinctTargetsPerMinute: 12,
killsPerMinute: 4,
headshotKillRate: 20,
damageTakenPerMinute: 6,
swapsPerMinute: 2,
targetDistanceMeters: 15,
healthPercent: 100,
extraHealthActive: false,
});
export const createDraft = (): LoadoutDraft => ({
version: 4,
buildName: 'Untitled loadout',
calculationMode: 'maximum',
gear: Object.fromEntries(gearSlots.map((slot) => [slot, blankGear()])),
weapons: [blankWeapon(), blankWeapon()],
chips: [blankChip(), blankChip(), blankChip(), blankChip(), blankChip(), blankChip(), blankChip(), blankChip(), blankChip()],
protocol: { itemId: '', level: 1, talentUpgrades: 0 },
conditionalEffects: {},
combatProfile: defaultCombatProfile(),
skillActivations: {},
specialization: {
focusId: '',
nodeRanks: {}
}
version: 4,
buildName: 'Untitled loadout',
calculationMode: 'maximum',
gear: Object.fromEntries(gearSlots.map((slot) => [slot, blankGear()])),
weapons: [blankWeapon(), blankWeapon()],
chips: [
blankChip(),
blankChip(),
blankChip(),
blankChip(),
blankChip(),
blankChip(),
blankChip(),
blankChip(),
blankChip(),
],
protocol: { itemId: '', level: 1, talentUpgrades: 0 },
conditionalEffects: {},
combatProfile: defaultCombatProfile(),
skillActivations: {},
specialization: {
focusId: '',
nodeRanks: {},
},
});
const isRecord = (value: unknown): value is Record<string, unknown> =>
Boolean(value) && typeof value === 'object' && !Array.isArray(value);
Boolean(value) && typeof value === 'object' && !Array.isArray(value);
const hasExactKeys = (value: Record<string, unknown>, keys: string[]) =>
Object.keys(value).length === keys.length && keys.every((key) => key in value);
const isFiniteNumber = (value: unknown): value is number => typeof value === 'number' && Number.isFinite(value);
Object.keys(value).length === keys.length &&
keys.every((key) => key in value);
const isFiniteNumber = (value: unknown): value is number =>
typeof value === 'number' && Number.isFinite(value);
const isNumberRecord = (value: unknown) =>
isRecord(value) && Object.values(value).every((entry) => typeof entry === 'number' && Number.isFinite(entry));
isRecord(value) &&
Object.values(value).every(
(entry) => typeof entry === 'number' && Number.isFinite(entry),
);
const isRoll = (value: unknown): value is Roll =>
isRecord(value)
&& hasExactKeys(value, ['statId', 'value'])
&& typeof value.statId === 'string'
&& isFiniteNumber(value.value);
isRecord(value) &&
hasExactKeys(value, ['statId', 'value']) &&
typeof value.statId === 'string' &&
isFiniteNumber(value.value);
const isRollPair = (value: unknown): value is [Roll, Roll] =>
Array.isArray(value) && value.length === 2 && value.every(isRoll);
Array.isArray(value) && value.length === 2 && value.every(isRoll);
const isGearSelection = (value: unknown): value is GearSelection =>
isRecord(value)
&& hasExactKeys(value, ['itemId', 'level', 'brandId', 'talentId', 'health', 'armor', 'firepower', 'toughness', 'engineering', 'rolls', 'augmentSlots'])
&& ['itemId', 'brandId', 'talentId'].every((key) => typeof value[key] === 'string')
&& ['level', 'health', 'armor', 'firepower', 'toughness', 'engineering'].every((key) => isFiniteNumber(value[key]))
&& isRollPair(value.rolls)
&& Array.isArray(value.augmentSlots)
&& value.augmentSlots.every(isFiniteNumber);
isRecord(value) &&
hasExactKeys(value, [
'itemId',
'level',
'brandId',
'talentId',
'health',
'armor',
'firepower',
'toughness',
'engineering',
'rolls',
'augmentSlots',
]) &&
['itemId', 'brandId', 'talentId'].every(
(key) => typeof value[key] === 'string',
) &&
['level', 'health', 'armor', 'firepower', 'toughness', 'engineering'].every(
(key) => isFiniteNumber(value[key]),
) &&
isRollPair(value.rolls) &&
Array.isArray(value.augmentSlots) &&
value.augmentSlots.every(isFiniteNumber);
const isWeaponSelection = (value: unknown): value is WeaponSelection =>
isRecord(value)
&& hasExactKeys(value, ['itemId', 'level', 'tier', 'damage', 'firepower', 'toughness', 'engineering', 'talent1Id', 'talent2Id', 'rolls'])
&& ['itemId', 'talent1Id', 'talent2Id'].every((key) => typeof value[key] === 'string')
&& ['level', 'tier', 'damage', 'firepower', 'toughness', 'engineering'].every((key) => isFiniteNumber(value[key]))
&& isRollPair(value.rolls);
isRecord(value) &&
hasExactKeys(value, [
'itemId',
'level',
'tier',
'damage',
'firepower',
'toughness',
'engineering',
'talent1Id',
'talent2Id',
'rolls',
]) &&
['itemId', 'talent1Id', 'talent2Id'].every(
(key) => typeof value[key] === 'string',
) &&
['level', 'tier', 'damage', 'firepower', 'toughness', 'engineering'].every(
(key) => isFiniteNumber(value[key]),
) &&
isRollPair(value.rolls);
const isChipSelection = (value: unknown): value is ChipSelection =>
isRecord(value)
&& hasExactKeys(value, ['setId', 'quality', 'primary', 'secondary'])
&& typeof value.setId === 'string'
&& (value.quality === 'Superior' || value.quality === 'High-end')
&& isRoll(value.primary)
&& isRollPair(value.secondary);
isRecord(value) &&
hasExactKeys(value, ['setId', 'quality', 'primary', 'secondary']) &&
typeof value.setId === 'string' &&
(value.quality === 'Superior' || value.quality === 'High-end') &&
isRoll(value.primary) &&
isRollPair(value.secondary);
const isProtocolSelection = (value: unknown): value is ProtocolSelection =>
isRecord(value)
&& hasExactKeys(value, ['itemId', 'level', 'talentUpgrades'])
&& typeof value.itemId === 'string'
&& isFiniteNumber(value.level)
&& isFiniteNumber(value.talentUpgrades);
isRecord(value) &&
hasExactKeys(value, ['itemId', 'level', 'talentUpgrades']) &&
typeof value.itemId === 'string' &&
isFiniteNumber(value.level) &&
isFiniteNumber(value.talentUpgrades);
const isCombatProfile = (value: unknown): value is CombatProfile =>
isRecord(value)
&& hasExactKeys(value, [
'encounterSeconds', 'hitRate', 'headshotRate', 'shotsPerBurst', 'burstPauseSeconds',
'sameTargetSeconds', 'distinctTargetsPerMinute', 'killsPerMinute', 'headshotKillRate', 'damageTakenPerMinute',
'swapsPerMinute', 'targetDistanceMeters', 'healthPercent', 'extraHealthActive'
])
&& [
'encounterSeconds', 'hitRate', 'headshotRate', 'shotsPerBurst', 'burstPauseSeconds',
'sameTargetSeconds', 'distinctTargetsPerMinute', 'killsPerMinute', 'headshotKillRate', 'damageTakenPerMinute',
'swapsPerMinute', 'targetDistanceMeters', 'healthPercent'
].every((key) => isFiniteNumber(value[key]))
&& typeof value.extraHealthActive === 'boolean';
const isEffectStates = (value: unknown): value is Record<string, ConditionalEffectSelection> =>
isRecord(value) && Object.values(value).every((entry) => {
if (!isRecord(entry)
|| !['off', 'peak', 'encounter'].includes(String(entry.mode))) return false;
const allowed = new Set(['mode', 'overrides', 'inputs']);
if (Object.keys(entry).some((key) => !allowed.has(key))
|| !['off', 'peak', 'encounter'].includes(String(entry.mode))) return false;
if (entry.inputs !== undefined && (
!isRecord(entry.inputs)
|| Object.values(entry.inputs).some((input) =>
typeof input !== 'boolean' && !isFiniteNumber(input)
)
)) return false;
return entry.overrides === undefined || (
isRecord(entry.overrides)
&& Object.entries(entry.overrides).every(([key, override]) =>
key === 'extraHealthActive'
? typeof override === 'boolean'
: key in defaultCombatProfile() && isFiniteNumber(override)
)
);
});
const isSkillActivations = (value: unknown): value is Record<string, SkillActivationSelection> =>
isRecord(value) && Object.values(value).every((entry) =>
isRecord(entry)
&& ['off', 'on_cooldown', 'custom_per_minute'].includes(String(entry.mode))
&& isFiniteNumber(entry.targets)
&& (entry.usesPerMinute === undefined || isFiniteNumber(entry.usesPerMinute))
&& Object.keys(entry).every((key) => ['mode', 'usesPerMinute', 'targets'].includes(key))
);
isRecord(value) &&
hasExactKeys(value, [
'encounterSeconds',
'hitRate',
'headshotRate',
'shotsPerBurst',
'burstPauseSeconds',
'sameTargetSeconds',
'distinctTargetsPerMinute',
'killsPerMinute',
'headshotKillRate',
'damageTakenPerMinute',
'swapsPerMinute',
'targetDistanceMeters',
'healthPercent',
'extraHealthActive',
]) &&
[
'encounterSeconds',
'hitRate',
'headshotRate',
'shotsPerBurst',
'burstPauseSeconds',
'sameTargetSeconds',
'distinctTargetsPerMinute',
'killsPerMinute',
'headshotKillRate',
'damageTakenPerMinute',
'swapsPerMinute',
'targetDistanceMeters',
'healthPercent',
].every((key) => isFiniteNumber(value[key])) &&
typeof value.extraHealthActive === 'boolean';
const isEffectStates = (
value: unknown,
): value is Record<string, ConditionalEffectSelection> =>
isRecord(value) &&
Object.values(value).every((entry) => {
if (
!isRecord(entry) ||
!['off', 'peak', 'encounter'].includes(String(entry.mode))
)
return false;
const allowed = new Set(['mode', 'overrides', 'inputs']);
if (
Object.keys(entry).some((key) => !allowed.has(key)) ||
!['off', 'peak', 'encounter'].includes(String(entry.mode))
)
return false;
if (
entry.inputs !== undefined &&
(!isRecord(entry.inputs) ||
Object.values(entry.inputs).some(
(input) => typeof input !== 'boolean' && !isFiniteNumber(input),
))
)
return false;
return (
entry.overrides === undefined ||
(isRecord(entry.overrides) &&
Object.entries(entry.overrides).every(([key, override]) =>
key === 'extraHealthActive'
? typeof override === 'boolean'
: key in defaultCombatProfile() && isFiniteNumber(override),
))
);
});
const isSkillActivations = (
value: unknown,
): value is Record<string, SkillActivationSelection> =>
isRecord(value) &&
Object.values(value).every(
(entry) =>
isRecord(entry) &&
['off', 'on_cooldown', 'custom_per_minute'].includes(
String(entry.mode),
) &&
isFiniteNumber(entry.targets) &&
(entry.usesPerMinute === undefined ||
isFiniteNumber(entry.usesPerMinute)) &&
Object.keys(entry).every((key) =>
['mode', 'usesPerMinute', 'targets'].includes(key),
),
);
export function parseLoadoutDraft(value: unknown): LoadoutDraft | null {
if (!isRecord(value)
|| !hasExactKeys(value, [
'version', 'buildName', 'calculationMode', 'gear', 'weapons', 'chips', 'protocol',
'conditionalEffects', 'combatProfile', 'skillActivations', 'specialization'
])
|| value.version !== 4
|| typeof value.buildName !== 'string'
|| !['maximum', 'custom'].includes(String(value.calculationMode))) return null;
const gear = value.gear;
if (!isRecord(gear) || Object.keys(gear).length !== gearSlots.length
|| !gearSlots.every((slot) => isGearSelection(gear[slot]))) return null;
if (!Array.isArray(value.weapons) || value.weapons.length !== 2 || !value.weapons.every(isWeaponSelection)) return null;
if (!Array.isArray(value.chips) || value.chips.length !== 9 || !value.chips.every(isChipSelection)) return null;
if (!isProtocolSelection(value.protocol)
|| !isEffectStates(value.conditionalEffects)
|| !isCombatProfile(value.combatProfile)
|| !isSkillActivations(value.skillActivations)) return null;
if (!isRecord(value.specialization)
|| !hasExactKeys(value.specialization, ['focusId', 'nodeRanks'])
|| typeof value.specialization.focusId !== 'string'
|| !isNumberRecord(value.specialization.nodeRanks)) return null;
return structuredClone(value) as LoadoutDraft;
if (
!isRecord(value) ||
!hasExactKeys(value, [
'version',
'buildName',
'calculationMode',
'gear',
'weapons',
'chips',
'protocol',
'conditionalEffects',
'combatProfile',
'skillActivations',
'specialization',
]) ||
value.version !== 4 ||
typeof value.buildName !== 'string' ||
!['maximum', 'custom'].includes(String(value.calculationMode))
)
return null;
const gear = value.gear;
if (
!isRecord(gear) ||
Object.keys(gear).length !== gearSlots.length ||
!gearSlots.every((slot) => isGearSelection(gear[slot]))
)
return null;
if (
!Array.isArray(value.weapons) ||
value.weapons.length !== 2 ||
!value.weapons.every(isWeaponSelection)
)
return null;
if (
!Array.isArray(value.chips) ||
value.chips.length !== 9 ||
!value.chips.every(isChipSelection)
)
return null;
if (
!isProtocolSelection(value.protocol) ||
!isEffectStates(value.conditionalEffects) ||
!isCombatProfile(value.combatProfile) ||
!isSkillActivations(value.skillActivations)
)
return null;
if (
!isRecord(value.specialization) ||
!hasExactKeys(value.specialization, ['focusId', 'nodeRanks']) ||
typeof value.specialization.focusId !== 'string' ||
!isNumberRecord(value.specialization.nodeRanks)
)
return null;
return structuredClone(value) as LoadoutDraft;
}
export const clamp = (value: unknown, min: unknown, max: unknown) => {
const low = Number(min), high = Number(max), numeric = Number(value);
if (!Number.isFinite(numeric)) return Number.isFinite(low) ? low : 0;
return Math.min(Number.isFinite(high) ? high : numeric, Math.max(Number.isFinite(low) ? low : numeric, numeric));
const low = Number(min),
high = Number(max),
numeric = Number(value);
if (!Number.isFinite(numeric)) return Number.isFinite(low) ? low : 0;
return Math.min(
Number.isFinite(high) ? high : numeric,
Math.max(Number.isFinite(low) ? low : numeric, numeric),
);
};
export const scaled = (min: unknown, max: unknown, progress: number, steps: number) =>
Number(min) + (Number(max) - Number(min)) * Math.min(steps, Math.max(0, progress)) / steps;
export const scaled = (
min: unknown,
max: unknown,
progress: number,
steps: number,
) =>
Number(min) +
((Number(max) - Number(min)) * Math.min(steps, Math.max(0, progress))) /
steps;
export type LevelScaledRange = {
rawMin: number;
rawMax: number;
min: number;
max: number;
provisional: boolean;
rawMin: number;
rawMax: number;
min: number;
max: number;
provisional: boolean;
};
const itemLevel = (value: unknown) => Math.round(clamp(value, 1, 50));
export const gearMultiplier = (level: unknown) => 0.91 + 0.05 * itemLevel(level);
export const weaponMultiplier = (level: unknown) => 1.14 + 0.05 * itemLevel(level);
export const gearMultiplier = (level: unknown) =>
0.91 + 0.05 * itemLevel(level);
export const weaponMultiplier = (level: unknown) =>
1.14 + 0.05 * itemLevel(level);
export function gearBaseStatRange(minimum: unknown, maximum: unknown, targetLevel: unknown): LevelScaledRange {
const target = itemLevel(targetLevel);
const configuredMin = Number(minimum);
const configuredMax = Number(maximum);
const rawMin = (Number.isFinite(configuredMin) ? configuredMin : 0) * gearMultiplier(target);
const rawMax = (Number.isFinite(configuredMax) ? configuredMax : 0) * gearMultiplier(target);
return {
rawMin,
rawMax,
min: Math.floor(rawMin),
max: Math.floor(rawMax),
provisional: target < 10
};
export function gearBaseStatRange(
minimum: unknown,
maximum: unknown,
targetLevel: unknown,
): LevelScaledRange {
const target = itemLevel(targetLevel);
const configuredMin = Number(minimum);
const configuredMax = Number(maximum);
const rawMin =
(Number.isFinite(configuredMin) ? configuredMin : 0) *
gearMultiplier(target);
const rawMax =
(Number.isFinite(configuredMax) ? configuredMax : 0) *
gearMultiplier(target);
return {
rawMin,
rawMax,
min: Math.floor(rawMin),
max: Math.floor(rawMax),
provisional: target < 10,
};
}
export function weaponBaseRange(minimum: unknown, maximum: unknown, targetLevel: unknown): LevelScaledRange {
const target = itemLevel(targetLevel);
const configuredMin = Number(minimum);
const configuredMax = Number(maximum);
const rawMin = (Number.isFinite(configuredMin) ? configuredMin : 0) * weaponMultiplier(target);
const rawMax = (Number.isFinite(configuredMax) ? configuredMax : 0) * weaponMultiplier(target);
return {
rawMin,
rawMax,
min: Math.floor(rawMin),
max: Math.floor(rawMax),
provisional: target < 40
};
export function weaponBaseRange(
minimum: unknown,
maximum: unknown,
targetLevel: unknown,
): LevelScaledRange {
const target = itemLevel(targetLevel);
const configuredMin = Number(minimum);
const configuredMax = Number(maximum);
const rawMin =
(Number.isFinite(configuredMin) ? configuredMin : 0) *
weaponMultiplier(target);
const rawMax =
(Number.isFinite(configuredMax) ? configuredMax : 0) *
weaponMultiplier(target);
return {
rawMin,
rawMax,
min: Math.floor(rawMin),
max: Math.floor(rawMax),
provisional: target < 40,
};
}
export function levelScaledRange(
minimum: unknown,
maximum: unknown,
targetLevel: unknown,
referenceLevel: unknown,
source: 'gear' | 'weapon'
minimum: unknown,
maximum: unknown,
targetLevel: unknown,
referenceLevel: unknown,
source: 'gear' | 'weapon',
): LevelScaledRange {
const target = itemLevel(targetLevel);
const reference = itemLevel(referenceLevel);
const multiplier = source === 'gear' ? gearMultiplier : weaponMultiplier;
const ratio = multiplier(target) / multiplier(reference);
const configuredMin = Number(minimum);
const configuredMax = Number(maximum);
const rawMin = (Number.isFinite(configuredMin) ? configuredMin : 0) * ratio;
const rawMax = (Number.isFinite(configuredMax) ? configuredMax : 0) * ratio;
return {
rawMin,
rawMax,
min: Math.floor(rawMin),
max: Math.floor(rawMax),
provisional: source === 'gear' ? target < 10 || reference < 10 : target < 40 || reference < 40
};
const target = itemLevel(targetLevel);
const reference = itemLevel(referenceLevel);
const multiplier = source === 'gear' ? gearMultiplier : weaponMultiplier;
const ratio = multiplier(target) / multiplier(reference);
const configuredMin = Number(minimum);
const configuredMax = Number(maximum);
const rawMin = (Number.isFinite(configuredMin) ? configuredMin : 0) * ratio;
const rawMax = (Number.isFinite(configuredMax) ? configuredMax : 0) * ratio;
return {
rawMin,
rawMax,
min: Math.floor(rawMin),
max: Math.floor(rawMax),
provisional:
source === 'gear'
? target < 10 || reference < 10
: target < 40 || reference < 40,
};
}
export function remapRangeValue(value: unknown, from: LevelScaledRange, to: LevelScaledRange) {
const span = from.max - from.min;
const position = span > 0 ? (clamp(value, from.min, from.max) - from.min) / span : 0;
return Math.round(to.min + (to.max - to.min) * position);
export function remapRangeValue(
value: unknown,
from: LevelScaledRange,
to: LevelScaledRange,
) {
const span = from.max - from.min;
const position =
span > 0 ? (clamp(value, from.min, from.max) - from.min) / span : 0;
return Math.round(to.min + (to.max - to.min) * position);
}