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workshopSubmoduleBonuses.ts
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327 lines (306 loc) · 12.3 KB
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/**
* Resolve equipped sub-module effect values from persisted selections + wiki catalog.
*/
import type { WorkshopAssistModuleSlot } from './workshopSimModules'
import {
parseSubmoduleCellNumber,
submoduleEffectId,
WORKSHOP_SUBMODULE_SECTIONS,
} from './workshopSubmoduleCatalog'
import type { WorkshopSubmoduleRarity } from './workshopSubmoduleEffects'
import type {
WorkshopSubmoduleBonusContext,
} from './workshopAssistSubmoduleScale'
import { scaleAssistSubmoduleValueForSlot } from './workshopAssistSubmoduleScale'
import type {
WorkshopSubmoduleSelectionMap,
WorkshopSubmoduleSelections,
WorkshopSubmoduleSlotSelections,
} from './workshopSubmoduleSelection'
import type { WorkshopUltimateUpgradeKey } from './workshopUltimateData'
export type { WorkshopSubmoduleBonusContext } from './workshopAssistSubmoduleScale'
export type WorkshopAttackSubmoduleExtras = {
critChancePercentPoints?: number
critFactorAdd?: number
attackRangeMetersAdd?: number
damagePerMeterMultAdd?: number
multishotChancePercentPoints?: number
multishotTargetsCount?: number
rapidFireChancePercentPoints?: number
rapidFireDurationSeconds?: number
bounceShotChancePercentPoints?: number
bounceShotTargetsCount?: number
bounceShotRangeMeters?: number
superCritChancePercentPoints?: number
superCritMultAdd?: number
rendArmorChancePercentPoints?: number
rendArmorMultAdd?: number
maxRendArmorMultPercentPoints?: number
}
export type WorkshopDefenseSubmoduleExtras = {
healthRegenPercentBonus?: number
defensePercentPoints?: number
defenseAbsolutePercentBonus?: number
thornDamagePercentPoints?: number
lifestealPercentPoints?: number
knockbackChancePercentPoints?: number
knockbackForceAdd?: number
orbSpeedAdd?: number
orbsCount?: number
shockwaveSizeAdd?: number
shockwaveFrequencySecondsReduction?: number
landMineDamagePercentPoints?: number
landMineChancePercentPoints?: number
landMineRadiusAdd?: number
deathDefyPercentPoints?: number
wallHealthPercentPoints?: number
wallRebuildSecondsReduction?: number
}
export type WorkshopUtilitySubmoduleExtras = {
cashBonusAdd?: number
cashPerWaveAdd?: number
coinsKillBonusAdd?: number
coinsWaveAdd?: number
freeAttackUpgradePercentPoints?: number
freeDefenseUpgradePercentPoints?: number
freeUtilityUpgradePercentPoints?: number
interestPerWavePercentPoints?: number
recoveryAmountPercentPoints?: number
maxRecoveryAdd?: number
packageChancePercentPoints?: number
enemyAttackSkipPercentPoints?: number
enemyHealthSkipPercentPoints?: number
}
export type WorkshopSubmoduleBonuses = {
attack: WorkshopAttackSubmoduleExtras
defense: WorkshopDefenseSubmoduleExtras
utility: WorkshopUtilitySubmoduleExtras
ultimate: Partial<Record<WorkshopUltimateUpgradeKey, number>>
}
const EMPTY_ATTACK: WorkshopAttackSubmoduleExtras = {}
const EMPTY_DEFENSE: WorkshopDefenseSubmoduleExtras = {}
const EMPTY_UTILITY: WorkshopUtilitySubmoduleExtras = {}
/** Core sub-module row label → ultimate workshop upgrade key. */
const CORE_LABEL_TO_ULTIMATE_KEY: Record<string, WorkshopUltimateUpgradeKey> = {
'Golden Tower - Bonus': 'goldenTowerBonusLevel',
'Golden Tower - Duration [s]': 'goldenTowerDurationLevel',
'Golden Tower - Cooldown [s]': 'goldenTowerCooldownLevel',
'Black Hole - Size [m]': 'blackHoleSizeLevel',
'Black Hole - Duration [s]': 'blackHoleDurationLevel',
'Black Hole - Cooldown [s]': 'blackHoleCooldownLevel',
'Spotlight - Bonus': 'spotlightBonusLevel',
'Spotlight - Angle*': 'spotlightAngleLevel',
'Chrono Field - Duration [s]*': 'chronoFieldDurationLevel',
'Chrono Field - Speed Reduction [%]*': 'chronoFieldSlowLevel',
'Chrono Field - Cooldown [s]*': 'chronoFieldCooldownLevel',
'Death Wave - Damage [x]': 'deathWaveDamageLevel',
'Death Wave - Quantity': 'deathWaveQuantityLevel',
'Death Wave - Cooldown [s]': 'deathWaveCooldownLevel',
'Smart Missiles - Damage': 'smartMissilesDamageLevel',
'Smart Missiles - Quantity': 'smartMissilesQuantityLevel',
'Smart Missiles - Cooldown [s]': 'smartMissilesCooldownLevel',
'Inner Land Mines - Damage [x]': 'innerLandMinesDamageLevel',
'Inner Land Mines - Quantity': 'innerLandMinesQuantityLevel',
'Inner Land Mines - Cooldown [s]': 'innerLandMinesCooldownLevel',
'Poison Swamp - Damage [x]': 'poisonSwampDamageLevel',
'Poison Swamp - Duration [s]': 'poisonSwampDurationLevel',
'Poison Swamp - Cooldown [s]': 'poisonSwampCooldownLevel',
'Chain Lightning - Damage [x]': 'chainLightningDamageLevel',
'Chain Lightning - Quantity': 'chainLightningQuantityLevel',
'Chain Lightning - Chance [%]': 'chainLightningChanceLevel',
}
export function submoduleValueForEffectId(
selections: WorkshopSubmoduleSelectionMap,
slot: WorkshopAssistModuleSlot,
effectId: string,
): number {
const rarity = selections[effectId] as WorkshopSubmoduleRarity | undefined
if (rarity == null) return 0
const section = WORKSHOP_SUBMODULE_SECTIONS[slot]
for (const row of section.rows) {
if (submoduleEffectId(row.label) !== effectId) continue
return parseSubmoduleCellNumber(row.cells[rarity]) ?? 0
}
return 0
}
function pick(
selections: WorkshopSubmoduleSelectionMap,
slot: WorkshopAssistModuleSlot,
label: string,
): number {
return submoduleValueForEffectId(selections, slot, submoduleEffectId(label))
}
function pickAssist(
ctx: WorkshopSubmoduleBonusContext | undefined,
slotSelections: WorkshopSubmoduleSlotSelections,
slot: WorkshopAssistModuleSlot,
label: string,
): number {
const raw = pick(slotSelections.assist, slot, label)
if (raw === 0) return 0
if (ctx == null) return raw
const effectId = submoduleEffectId(label)
return scaleAssistSubmoduleValueForSlot(
ctx.ws,
slot,
raw,
effectId,
ctx.research,
ctx.labOverrides,
)
}
function pickSlot(
slotSelections: WorkshopSubmoduleSlotSelections,
slot: WorkshopAssistModuleSlot,
label: string,
ctx?: WorkshopSubmoduleBonusContext,
): number {
return pick(slotSelections.main, slot, label) + pickAssist(ctx, slotSelections, slot, label)
}
function buildAttackBonuses(
slotSelections: WorkshopSubmoduleSlotSelections,
ctx?: WorkshopSubmoduleBonusContext,
): WorkshopAttackSubmoduleExtras {
const p = (label: string) => pickSlot(slotSelections, 'cannon', label, ctx)
const bounceChance = p('Bounce Shot Chance')
return {
critChancePercentPoints: p('Crit Chance [%]') || undefined,
critFactorAdd: p('Crit Factor') || undefined,
attackRangeMetersAdd: p('Attack Range [m]') || undefined,
damagePerMeterMultAdd: p('Damage / Meter [m]') || undefined,
multishotChancePercentPoints: p('Multishot Chance [%]') || undefined,
multishotTargetsCount: p('Multishot Targets') || undefined,
rapidFireChancePercentPoints: p('Rapid Fire Chance [%]') || undefined,
rapidFireDurationSeconds: p('Rapid Fire Duration') || undefined,
bounceShotChancePercentPoints: bounceChance || undefined,
bounceShotTargetsCount: p('Bounce Shot Targets') || undefined,
bounceShotRangeMeters: p('Bounce Shot Range') || undefined,
superCritChancePercentPoints: p('Super Crit Chance') || undefined,
superCritMultAdd: p('Super Crit Multi') || undefined,
rendArmorChancePercentPoints: p('Rend Armor Chance') || undefined,
rendArmorMultAdd: p('Rend Armor Multi') || undefined,
maxRendArmorMultPercentPoints: p('Max Rend Armor Multi') || undefined,
}
}
function buildDefenseBonuses(
slotSelections: WorkshopSubmoduleSlotSelections,
ctx?: WorkshopSubmoduleBonusContext,
): WorkshopDefenseSubmoduleExtras {
const p = (label: string) => pickSlot(slotSelections, 'armor', label, ctx)
const shockFreq = p('Shockwave Frequency [s]')
const wallRebuild = p('Wall Rebuild [s]')
return {
healthRegenPercentBonus: p('Health Regen [%]') || undefined,
defensePercentPoints: p('Defense [%]') || undefined,
defenseAbsolutePercentBonus: p('Defense Absolute [%]') || undefined,
thornDamagePercentPoints: p('Thorns Damage') || undefined,
lifestealPercentPoints: p('Lifesteal [%]') || undefined,
knockbackChancePercentPoints: p('Knockback Chance [%]') || undefined,
knockbackForceAdd: p('Knockback Force') || undefined,
orbSpeedAdd: p('Orb Speed') || undefined,
orbsCount: p('Orbs') || undefined,
shockwaveSizeAdd: p('Shockwave Size') || undefined,
shockwaveFrequencySecondsReduction:
shockFreq !== 0 ? Math.abs(shockFreq) : undefined,
landMineDamagePercentPoints: p('Land Mine Damage [%]') || undefined,
landMineChancePercentPoints: p('Land Mine Chance [%]') || undefined,
landMineRadiusAdd: p('Land Mine Radius') || undefined,
deathDefyPercentPoints: p('Death Defy') || undefined,
wallHealthPercentPoints: p('Wall Health [%]') || undefined,
wallRebuildSecondsReduction:
wallRebuild !== 0 ? Math.abs(wallRebuild) : undefined,
}
}
function buildUtilityBonuses(
slotSelections: WorkshopSubmoduleSlotSelections,
ctx?: WorkshopSubmoduleBonusContext,
): WorkshopUtilitySubmoduleExtras {
const p = (label: string) => pickSlot(slotSelections, 'generator', label, ctx)
return {
cashBonusAdd: p('Cash Bonus') || undefined,
cashPerWaveAdd: p('Cash / Wave') || undefined,
coinsKillBonusAdd: p('Coins / Kill Bonus') || undefined,
coinsWaveAdd: p('Coins / Wave') || undefined,
freeAttackUpgradePercentPoints: p('Free Attack Upgrade [%]') || undefined,
freeDefenseUpgradePercentPoints: p('Free Defense Upgrade [%]') || undefined,
freeUtilityUpgradePercentPoints: p('Free Utility Upgrade [%]') || undefined,
interestPerWavePercentPoints: p('Interest / Wave [%]') || undefined,
recoveryAmountPercentPoints: p('Recovery Amount [%]') || undefined,
maxRecoveryAdd: p('Max Recovery') || undefined,
packageChancePercentPoints: p('Package Chance [%]') || undefined,
enemyAttackSkipPercentPoints: p('Enemy Attack Level Skip [%]') || undefined,
enemyHealthSkipPercentPoints: p('Enemy Health Level Skip [%]') || undefined,
}
}
function buildUltimateBonusesFromMap(
selections: WorkshopSubmoduleSelectionMap,
role: 'main' | 'assist',
ctx?: WorkshopSubmoduleBonusContext,
): Partial<Record<WorkshopUltimateUpgradeKey, number>> {
const out: Partial<Record<WorkshopUltimateUpgradeKey, number>> = {}
for (const row of WORKSHOP_SUBMODULE_SECTIONS.core.rows) {
const key = CORE_LABEL_TO_ULTIMATE_KEY[row.label]
if (key == null) continue
const effectId = submoduleEffectId(row.label)
const raw = submoduleValueForEffectId(selections, 'core', effectId)
if (raw === 0) continue
const val =
role === 'assist'
? ctx != null
? scaleAssistSubmoduleValueForSlot(
ctx.ws,
'core',
raw,
effectId,
ctx.research,
ctx.labOverrides,
)
: raw
: raw
if (val !== 0) out[key] = (out[key] ?? 0) + val
}
return out
}
function buildUltimateBonuses(
slotSelections: WorkshopSubmoduleSlotSelections,
ctx?: WorkshopSubmoduleBonusContext,
): Partial<Record<WorkshopUltimateUpgradeKey, number>> {
const main = buildUltimateBonusesFromMap(slotSelections.main, 'main', ctx)
const assist = buildUltimateBonusesFromMap(slotSelections.assist, 'assist', ctx)
const out: Partial<Record<WorkshopUltimateUpgradeKey, number>> = { ...main }
for (const [key, val] of Object.entries(assist) as [WorkshopUltimateUpgradeKey, number][]) {
out[key] = (out[key] ?? 0) + val
}
return out
}
export function buildWorkshopSubmoduleBonuses(
selections: WorkshopSubmoduleSelections,
ctx?: WorkshopSubmoduleBonusContext,
): WorkshopSubmoduleBonuses {
return {
attack: buildAttackBonuses(selections.cannon, ctx),
defense: buildDefenseBonuses(selections.armor, ctx),
utility: buildUtilityBonuses(selections.generator, ctx),
ultimate: buildUltimateBonuses(selections.core, ctx),
}
}
/** Merged effect ids for UI (main + assist on one slot). Assist wins on duplicate keys. */
export function mergedSubmoduleSelectionMap(
slotSelections: WorkshopSubmoduleSlotSelections,
): WorkshopSubmoduleSelectionMap {
return { ...slotSelections.main, ...slotSelections.assist }
}
export function emptyWorkshopSubmoduleBonuses(): WorkshopSubmoduleBonuses {
return {
attack: { ...EMPTY_ATTACK },
defense: { ...EMPTY_DEFENSE },
utility: { ...EMPTY_UTILITY },
ultimate: {},
}
}
export function ultimateSubmoduleBonus(
bonuses: WorkshopSubmoduleBonuses,
key: WorkshopUltimateUpgradeKey,
): number {
return bonuses.ultimate[key] ?? 0
}