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160 lines (131 loc) · 5.11 KB
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<html>
<head>
<script src="js/utils/priority_queue.js"></script>
<script src="js/utils/utils.js"></script>
<script src="js/wowcombat.js"></script>
</head>
<body>
<button onclick="runTest();">
run test
</button>
<table border="1">
<tr id='prioQueue'>
<td> </td>
</tr>
</table>
</body>
<script>
//todo: crate a rangeweapon
//prio-queue
//helper
function renderQueue(queue) {
var newContent = '';
var queueElements = queue.getAll();
//for(var i = queueElements.length - 1; i >= 0; i--) {
for (var i = 0; i < queueElements.length; i++) {
newContent = newContent + '<td>';
newContent = newContent + 'combatant "' + queueElements[i].object.getId() + '"<br />';
newContent = newContent + 'prio:' + queueElements[i].priority;
newContent = newContent + '</td>';
}
return newContent;
}
function renderAttackInfo(attacker, defender) {
var ruleBook = new Combatrules();
var attackTable = ruleBook.getAutoAttackTable(attacker, defender);
var newContent = 'attacktable:';
var prev = 0;
for (var i = 0; i < attackTable.length; i++) {
newContent = newContent + ruleBook.attackResultToString(attackTable[i].type) + ':' + prev.toFixed(2) + ' - ' + attackTable[i].maxrole.toFixed(2) + ' ('+(attackTable[i].maxrole - prev).toFixed(2)+'%)\n';
prev = attackTable[i].maxrole;
switch (attackTable[i].type ) {
case ruleBook.ATTACKRESULT_DODGE:
var b = defender.getBaseDodgeChance();
//todo
newContent = newContent + 'BaseDodgeChance:' + b.toFixed(2) + '\n';
var t = defender.getDodgeChanceFromTalents();
//newContent = newContent + '-DodgeChanceFromTalents:' + t.toFixed(2) + '\n';
var ab = defender.getDodgeChanceFromBaseAgility();
//newContent = newContent + '-DodgeChanceFromBaseAgility:' + ab.toFixed(2) + '\n';
//newContent = newContent + '--+ dodgeFromAgility: ' + (defender.getUndiminishedAgility() / defender.getAgilityDodgeRate()).toFixed(2) + '\n';
//newContent = newContent + ' = undiminishedAgility: ' + defender.getUndiminishedAgility().toFixed(2) + '\n';
//newContent = newContent + ' / agilityDodgeRate: ' + defender.getAgilityDodgeRate().toFixed(2) + '\n';
//newContent = newContent + '--+ dodgeFromDefense: ' +(( defender.getUndiminishedDefenseSkill() - (defender.getLevel() * 5) * 0.04)/ defender.getAgilityDodgeRate()).toFixed(2) + '\n';
var d = defender.getDiminishedDodgeChance();
//todo
//newContent = newContent + '-DiminishedDodgeChance:' + d.toFixed(2) + '\n';
break;
}
}
return newContent;
}
//
// TEST
//
//todo: crate a rangeweapon
//init queue
turnQueue = PriorityQueue({
low : true
});
var mob4 = new Combatant('Mob2verystrong');
mob4._level=84;
turnQueue.push(mob4, 0);
//turnQueue = PriorityQueue();
var char1 = new Combatant('Char1');
char1.isMob = function() {return false;}
turnQueue.push(char1, 0);
var mob1 = new Combatant('Mob1');
turnQueue.push(mob1, 0);
var mob2 = new Combatant('Mob2strong');
mob2._level=81;
mob2.setAttackWeapon(new Weapon(heavyMeleeWeaponConfig));
turnQueue.push(mob2, 0);
var mob3 = new Combatant('Mob3weak');
mob3._level=79;
mob3.setAttackWeapon(new Weapon(defaultRangeWeaponConfig));
turnQueue.push(mob3, 0);
//draw current queue
var newContent = renderQueue(turnQueue);
document.getElementById('prioQueue').innerHTML = newContent;
function runTest() {
var ruleBook = new Combatrules();
//find the next combatant from queue
//and determine how much time must pass until he perfomrs his action
var attackerPrio = turnQueue.topPriority();
var attacker = turnQueue.pop();
//remove top-most from queue
//action: attack next in line
var defender = turnQueue.top();
//next one in queue is being attacked
// show dialog with attack info to confirm attack
var attackInfo = attacker.getId() + ' attack ' + defender.getId() + '?\n';
attackInfo = attackInfo + renderAttackInfo(attacker, defender) + '\n';
if (!confirm(attackInfo)) {
return;
}
//run attack
var result = ruleBook.getAutoAttackResult(attacker, defender);
//print result
var msg = attacker.getId() + ' attacks ' + defender.getId();
var attackerSpeed = attacker.getAttackSpeed();
//this long will the action take
msg += '\n' + 'duration: ' + attackerSpeed;
msg += '\n' + 'weapon-range: ' + attacker.getMinDamage() + '-' + attacker.getMaxDamage();
msg += '\n\n' + 'result: ' + ruleBook.attackResultToString(result);
if (ruleBook.ATTACKRESULT_ORDINARY_HIT == result) {
var minDmgRoll = attacker.getMinDamage();
var maxDmgRoll = attacker.getMaxDamage();
var rnd = Math.random();
var dmgRoll = minDmgRoll + rnd * (maxDmgRoll - minDmgRoll);
msg += '\n' + 'dmg-roll: ' + dmgRoll;
}
alert(msg);
//let the time pass: lower priority of all other in queue
turnQueue.addPriorityToAll(-1 * attackerPrio);
//enqueue attacker again
turnQueue.push(attacker, attackerSpeed);
//re-draw current queue
document.getElementById('prioQueue').innerHTML = renderQueue(turnQueue);
}
</script>
</html>