81 lines
3.9 KiB
TypeScript
81 lines
3.9 KiB
TypeScript
export type Roll = { statId: string; value: number };
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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[] };
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export type WeaponSelection = { itemId: string; level: number; tier: number; damage: number; firepower: number; toughness: number; engineering: number; talent1Id: string; talent2Id: string; rolls: [Roll, Roll] };
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export type ChipSelection = { setId: string; quality: 'Superior' | 'High-end'; primary: Roll; secondary: [Roll, Roll] };
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export type ProtocolSelection = { itemId: string; level: number; talentUpgrades: number };
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export type LoadoutDraft = {
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version: 1;
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buildName: string;
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gear: Record<string, GearSelection>;
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weapons: [WeaponSelection, WeaponSelection];
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chips: [ChipSelection, ChipSelection, ChipSelection];
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protocol: ProtocolSelection;
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activeTalents: string[];
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};
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export const gearSlots = ['Holster', 'Gloves', 'Backpack', 'Knee Pads', 'Body Armor', 'Mask'] as const;
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export const blankRoll = (): Roll => ({ statId: '', value: 0 });
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export const blankGear = (): GearSelection => ({ itemId: '', level: 50, brandId: '', talentId: '', health: 0, armor: 0, firepower: 0, toughness: 0, engineering: 0, rolls: [blankRoll(), blankRoll()], augmentSlots: [] });
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export const blankWeapon = (): WeaponSelection => ({ itemId: '', level: 50, tier: 0, damage: 0, firepower: 0, toughness: 0, engineering: 0, talent1Id: '', talent2Id: '', rolls: [blankRoll(), blankRoll()] });
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export const blankChip = (): ChipSelection => ({ setId: '', quality: 'Superior', primary: blankRoll(), secondary: [blankRoll(), blankRoll()] });
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export const createDraft = (): LoadoutDraft => ({
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version: 1,
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buildName: 'Untitled loadout',
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gear: Object.fromEntries(gearSlots.map((slot) => [slot, blankGear()])),
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weapons: [blankWeapon(), blankWeapon()],
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chips: [blankChip(), blankChip(), blankChip()],
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protocol: { itemId: '', level: 1, talentUpgrades: 0 },
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activeTalents: []
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});
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export const clamp = (value: unknown, min: unknown, max: unknown) => {
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const low = Number(min), high = Number(max), numeric = Number(value);
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if (!Number.isFinite(numeric)) return Number.isFinite(low) ? low : 0;
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return Math.min(Number.isFinite(high) ? high : numeric, Math.max(Number.isFinite(low) ? low : numeric, numeric));
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};
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export const scaled = (min: unknown, max: unknown, progress: number, steps: number) =>
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Number(min) + (Number(max) - Number(min)) * Math.min(steps, Math.max(0, progress)) / steps;
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export type LevelScaledRange = {
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rawMin: number;
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rawMax: number;
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min: number;
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max: number;
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provisional: boolean;
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};
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const itemLevel = (value: unknown) => Math.round(clamp(value, 1, 50));
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export const gearMultiplier = (level: unknown) => 0.91 + 0.05 * itemLevel(level);
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export const weaponMultiplier = (level: unknown) => 1.14 + 0.05 * itemLevel(level);
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export function levelScaledRange(
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minimum: unknown,
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maximum: unknown,
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targetLevel: unknown,
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referenceLevel: unknown,
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source: 'gear' | 'weapon'
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): LevelScaledRange {
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const target = itemLevel(targetLevel);
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const reference = itemLevel(referenceLevel);
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const multiplier = source === 'gear' ? gearMultiplier : weaponMultiplier;
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const ratio = multiplier(target) / multiplier(reference);
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const configuredMin = Number(minimum);
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const configuredMax = Number(maximum);
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const rawMin = (Number.isFinite(configuredMin) ? configuredMin : 0) * ratio;
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const rawMax = (Number.isFinite(configuredMax) ? configuredMax : 0) * ratio;
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return {
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rawMin,
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rawMax,
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min: Math.floor(rawMin),
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max: Math.floor(rawMax),
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provisional: source === 'gear' ? target < 10 || reference < 10 : target < 40 || reference < 40
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};
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}
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export function remapRangeValue(value: unknown, from: LevelScaledRange, to: LevelScaledRange) {
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const span = from.max - from.min;
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const position = span > 0 ? (clamp(value, from.min, from.max) - from.min) / span : 0;
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return Math.round(to.min + (to.max - to.min) * position);
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}
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