Analyzer core structure

This commit is contained in:
Kalle
2022-09-08 18:32:00 +03:00
parent 8a153ed74d
commit 109c60ca41
8 changed files with 827 additions and 78 deletions

View File

@@ -12,85 +12,17 @@ import specialWeapons from "./dicts/WeaponInfoSpecial.json";
import fs from "node:fs";
import path from "node:path";
import invariant from "tiny-invariant";
import type { MainWeaponParams, SubWeaponParams } from "~/modules/analyzer";
import type { ParamsJson } from "~/modules/analyzer/types";
const CURRENT_SEASON = 0;
type MainWeapon = typeof weapons[number];
type SubWeapon = typeof subWeapons[number];
interface MainWeaponParams {
id: number;
subWeaponId: number;
specialWeaponId: number;
internalName: string;
SpecialPoint: number;
/** How much ink one shot consumes? InkConsume = 0.5 means 2 shots per full tank */
InkConsume?: number;
/** How much ink one fully charged shot consumes? */
InkConsumeFullCharge?: number;
/** How much ink one tap shot consumes? */
InkConsumeMinCharge?: number;
/** How much ink one swing of brush consumes? */
InkConsume_WeaponSwingParam?: number;
/** Lower bound of ink consumed per frame when rolling with roller/brush */
InkConsumeMaxPerFrame_WeaponRollParam?: number;
/** Upper bound of ink consumed per frame when rolling with roller/brush */
InkConsumeMinPerFrame_WeaponRollParam?: number;
/** How much ink one vertical swing of roller consumes? */
InkConsume_WeaponVerticalSwingParam?: number;
/** How much ink one horizontal swing of roller consumes? */
InkConsume_WeaponWideSwingParam?: number;
/** How much ink one swing of splatana consumes? */
InkConsume_SwingParam?: number;
/** How much ink brella shield launch consumes? */
InkConsumeUmbrella_WeaponShelterCanopyParam?: number;
// xxx: splat brella missing this - are we missing extend?
/** How much ink one brella shot consumes? */
InkConsume_WeaponShelterShotgunParam?: number;
/** How much ink a dualie dodge roll consumes? */
InkConsume_SideStepParam?: number;
// xxx: some explanations... the below two are for splatana/bow
InkConsumeFullCharge_ChargeParam?: number;
InkConsumeMinCharge_ChargeParam?: number;
//InkConsumeMidCharge_ChargeParam?: number;
// xxx: what are these?
// SpeedInkConsumeMax_WeaponRollParam?: number;
// SpeedInkConsumeMin_WeaponRollParam?: number;
}
interface DistanceDamage {
damage: number;
distance: number;
}
interface SubWeaponParams {
id: number;
internalName: string;
SubInkSaveLv: number;
/** How much ink one usage of the sub consumes */
InkConsume: number;
/** Amount of frames white ink (=no ink recovery during this time) takes */
InkRecoverStop: number;
/** Damage dealt at different radiuses */
DistanceDamage?: Array<DistanceDamage>;
/** Damage dealt by explosion at different radiuses (curling bomb charged all the way) */
DistanceDamage_BlastParamMaxCharge?: Array<DistanceDamage>;
/** Damage dealt by explosion at different radiuses (curling bomb not charged) */
DistanceDamage_BlastParamMinCharge?: Array<DistanceDamage>;
/** Damage dealt by explosion at different radiuses (fizzy bomb bounces) */
DistanceDamage_BlastParamArray?: Array<DistanceDamage>;
// xxx: verify torpedo
/** Damage dealt by explosion at different radiuses (torpedo explosion air to ground) */
DistanceDamage_BlastParamChase?: Array<DistanceDamage>;
/** Damage dealt by explosion at different radiuses (rolling torpedo) */
DistanceDamage_SplashBlastParam?: Array<DistanceDamage>;
/** Damage dealt by direct hit */
DirectDamage?: number;
}
function main() {
const mainWeaponsResult: Array<MainWeaponParams> = [];
const subWeaponsResult: Array<SubWeaponParams> = [];
const mainWeaponsResult: Record<number, MainWeaponParams> = {};
const subWeaponsResult: Record<number, SubWeaponParams> = {};
for (const weapon of weapons) {
if (mainWeaponShouldBeSkipped(weapon)) continue;
@@ -98,7 +30,7 @@ function main() {
const rawParams = loadWeaponParamsObject(weapon);
const params = parametersToMainWeaponResult(weapon, rawParams);
mainWeaponsResult.push(params);
mainWeaponsResult[weapon.Id] = params;
}
for (const subWeapon of subWeapons) {
@@ -107,10 +39,10 @@ function main() {
const rawParams = loadWeaponParamsObject(subWeapon);
const params = parametersToSubWeaponResult(subWeapon, rawParams);
subWeaponsResult.push(params);
subWeaponsResult[subWeapon.Id] = params;
}
const toFile = {
const toFile: ParamsJson = {
mainWeapons: mainWeaponsResult,
subWeapons: subWeaponsResult,
};
@@ -126,7 +58,6 @@ function parametersToMainWeaponResult(
params: any
): MainWeaponParams {
return {
id: weapon.Id,
SpecialPoint: weapon.SpecialPoint,
subWeaponId: resolveSubWeaponId(weapon),
specialWeaponId: resolveSpecialWeaponId(weapon),
@@ -172,7 +103,6 @@ function parametersToSubWeaponResult(
params: any
): SubWeaponParams {
return {
id: subWeapon.Id,
internalName: subWeapon.__RowId,
// xxx: not every sub has this, why? e.g. Splash Wall
SubInkSaveLv: params["SubWeaponSetting"]?.["SubInkSaveLv"],