mirror of
https://github.com/Sendouc/sendou.ink.git
synced 2026-10-01 23:58:36 -05:00
Move app to apps/web-react in pnpm workspace layout
This commit is contained in:
@@ -0,0 +1,100 @@
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import type { DamageType } from "~/features/build-analyzer/analyzer-types";
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import type {
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MainWeaponId,
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SpecialWeaponId,
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SubWeaponId,
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} from "~/modules/in-game-lists/types";
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export const MAX_WEAPONS = 4;
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export const MAX_DAMAGE_TYPES_PER_COMBO = 3;
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export const MAX_REPEATS_PER_DAMAGE_TYPE = 2;
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export const MAX_COMBOS_DISPLAYED = 50;
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export const COMBO_DAMAGE_THRESHOLD = 80;
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export const LETHAL_DAMAGE = 100;
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export const SUB_WEAPON_CATEGORIES: Record<SubWeaponId, SubWeaponCategory> = {
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0: "LETHAL", // Splat Bomb
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1: "LETHAL", // Suction Bomb
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2: "CHIP", // Burst Bomb
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3: "TURF", // Sprinkler
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4: "AREA_DENIAL", // Splash Wall
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5: "CHIP", // Fizzy Bomb
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6: "MOBILITY", // Curling Bomb
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7: "SEEKING", // Autobomb
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8: "MOBILITY", // Squid Beakon
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9: "TRACKING", // Point Sensor
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10: "AREA_DENIAL", // Ink Mine
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11: "AREA_DENIAL", // Toxic Mist
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12: "TRACKING", // Angle Shooter
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13: "SEEKING", // Torpedo
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};
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export const SPECIAL_WEAPON_CATEGORIES: Record<
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SpecialWeaponId,
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SpecialWeaponCategory
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> = {
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1: "RANGED_BURST", // Trizooka
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2: "TEAM_SHIELD", // Big Bubbler
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3: "MELEE", // Zipcaster
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4: "GLOBAL_TRACKING", // Tenta Missiles
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5: "AREA_CONTROL", // Ink Storm
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6: "RANGED_BURST", // Booyah Bomb
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7: "AREA_CONTROL", // Wave Breaker
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8: "TEAM_SHIELD", // Ink Vac
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9: "GLOBAL_TRACKING", // Killer Wail 5.1
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10: "RANGED_BURST", // Inkjet
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11: "RANGED_BURST", // Ultra Stamp
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12: "RANGED_BURST", // Crab Tank
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13: "MELEE", // Reefslider
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14: "AREA_CONTROL", // Triple Inkstrike
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15: "TEAM_BUFF", // Tacticooler
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16: "AREA_CONTROL", // Super Chump
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17: "MELEE", // Kraken Royale
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18: "MELEE", // Triple Splashdown
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19: "AREA_CONTROL", // Splattercolor Screen
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};
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export const SUB_CATEGORY_ORDER = [
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"LETHAL",
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"CHIP",
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"SEEKING",
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"AREA_DENIAL",
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"MOBILITY",
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"TRACKING",
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"TURF",
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] as const;
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export const SPECIAL_CATEGORY_ORDER = [
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"MELEE",
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"RANGED_BURST",
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"GLOBAL_TRACKING",
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"AREA_CONTROL",
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"TEAM_SHIELD",
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"TEAM_BUFF",
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] as const;
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export type SubWeaponCategory = (typeof SUB_CATEGORY_ORDER)[number];
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export type SpecialWeaponCategory = (typeof SPECIAL_CATEGORY_ORDER)[number];
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interface VirtualDamageCombo {
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damageTypes: DamageType[];
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virtualType: DamageType;
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}
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const EXPLOSHER_ID = 3040 as MainWeaponId;
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export const VIRTUAL_DAMAGE_COMBOS: Partial<
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Record<MainWeaponId, VirtualDamageCombo[]>
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> = {
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[EXPLOSHER_ID]: [
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{
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damageTypes: ["DIRECT", "DISTANCE"],
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virtualType: "COMBO",
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},
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],
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};
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@@ -0,0 +1,22 @@
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import { useSearchParam } from "~/modules/search-params/hooks";
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import { compAnalyzerSearchParams } from "./comp-analyzer-search-params";
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export function useCategorization() {
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return useSearchParam(compAnalyzerSearchParams, "categorization");
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}
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export function useSelectedWeapons() {
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return useSearchParam(compAnalyzerSearchParams, "weapons");
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}
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export function useSingleWeaponCombos() {
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return useSearchParam(compAnalyzerSearchParams, "singleCombos");
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}
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export function useTargetSubDefenseAp() {
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return useSearchParam(compAnalyzerSearchParams, "subDef");
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}
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export function useTargetResAp() {
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return useSearchParam(compAnalyzerSearchParams, "res");
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}
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@@ -0,0 +1,43 @@
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import { describe, expect, test } from "vitest";
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import * as SearchParams from "~/modules/search-params/search-params";
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import {
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assertDecodesToDefault,
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assertRoundTrips,
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} from "~/modules/search-params/search-params-test-utils";
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import { compAnalyzerSearchParams } from "./comp-analyzer-search-params";
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describe("compAnalyzerSearchParams", () => {
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test("round-trips", () => {
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assertRoundTrips(compAnalyzerSearchParams, {
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categorization: ["category", "sub", "special"],
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weapons: [[], [0], [10, 20, 30, 40]],
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singleCombos: [false, true],
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subDef: [0, 29, 57],
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res: [0, 57],
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});
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});
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test("accepts legacy comma-joined weapon ids", () => {
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expect(
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SearchParams.decodeParam(compAnalyzerSearchParams.shape.weapons, [
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"10,20",
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]),
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).toEqual([10, 20]);
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});
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test("malformed values decode to defaults", () => {
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assertDecodesToDefault(compAnalyzerSearchParams, "categorization", [
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["kit"],
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]);
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assertDecodesToDefault(compAnalyzerSearchParams, "weapons", [
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["0,10,20,30,40"],
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]);
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assertDecodesToDefault(compAnalyzerSearchParams, "singleCombos", [["1"]]);
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assertDecodesToDefault(compAnalyzerSearchParams, "subDef", [
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["-1"],
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["58"],
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["abc"],
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]);
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assertDecodesToDefault(compAnalyzerSearchParams, "res", [["-1"], ["58"]]);
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});
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});
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@@ -0,0 +1,34 @@
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import { z } from "zod";
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import { MAX_AP } from "~/features/build-analyzer/analyzer-constants";
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import { mainWeaponIds } from "~/modules/in-game-lists/weapon-ids";
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import * as SearchParams from "~/modules/search-params/search-params";
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import { SP } from "~/modules/search-params/search-params";
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import { numericEnum } from "~/utils/zod";
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import { MAX_WEAPONS } from "./comp-analyzer-constants";
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import type { CategorizationType } from "./comp-analyzer-types";
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const CATEGORIZATION_TYPES = [
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"category",
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"sub",
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"special",
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] as const satisfies readonly CategorizationType[];
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export const compAnalyzerSearchParams = SearchParams.define({
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categorization: SP.param(z.enum(CATEGORIZATION_TYPES), {
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default: "category",
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loader: false,
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}),
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weapons: SP.param(z.array(numericEnum(mainWeaponIds)).max(MAX_WEAPONS), {
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default: [],
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loader: false,
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}),
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singleCombos: SP.param(z.boolean(), { default: false, loader: false }),
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subDef: SP.param(z.number().int().min(0).max(MAX_AP), {
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default: 0,
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loader: false,
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}),
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res: SP.param(z.number().int().min(0).max(MAX_AP), {
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default: 0,
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loader: false,
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}),
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});
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@@ -0,0 +1,30 @@
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import type { DamageType } from "~/features/build-analyzer/analyzer-types";
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import type { MainWeaponId } from "~/modules/in-game-lists/types";
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export type CategorizationType = "category" | "sub" | "special";
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export interface DamageSegment {
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weaponSlot: number;
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weaponId: MainWeaponId;
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damageType: DamageType;
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damageValue: number;
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isSubWeapon: boolean;
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isSpecialWeapon: boolean;
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count: number;
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}
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export interface DamageCombo {
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segments: DamageSegment[];
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totalDamage: number;
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hitCount: number;
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}
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export interface WeaponDamageSource {
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weaponSlot: number;
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weaponId: MainWeaponId;
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damages: Array<{
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type: DamageType;
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value: number;
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weaponType: "MAIN" | "SUB" | "SPECIAL";
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}>;
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}
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@@ -0,0 +1,339 @@
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.container {
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display: flex;
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flex-direction: column;
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border: 1px solid var(--color-border);
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border-radius: var(--radius-field);
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background: var(--color-bg);
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}
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.header {
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display: flex;
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align-items: center;
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justify-content: space-between;
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padding: var(--s-2) var(--s-3);
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background: var(--color-bg-higher);
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border: none;
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border-radius: var(--radius-field);
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cursor: pointer;
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font-size: var(--font-sm);
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font-weight: var(--weight-semi);
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color: var(--color-text);
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width: 100%;
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text-align: left;
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&:hover {
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background: var(--color-bg-high);
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}
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}
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.headerTitle {
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flex: 1;
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}
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.collapseIcon {
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font-size: var(--font-lg);
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font-weight: var(--weight-bold);
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color: var(--color-text-high);
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width: 20px;
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text-align: center;
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}
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.content {
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display: flex;
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flex-direction: column;
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gap: var(--s-3);
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padding: var(--s-3);
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}
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.comboRow {
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display: flex;
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align-items: center;
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gap: var(--s-4);
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}
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.barSection {
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position: relative;
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display: flex;
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flex: 1;
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background-color: var(--color-bg-high);
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border-radius: var(--radius-selector);
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overflow: hidden;
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}
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.segmentWrapper {
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display: flex;
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flex-direction: column;
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min-width: fit-content;
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}
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.segment {
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display: flex;
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align-items: center;
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justify-content: center;
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gap: var(--s-1);
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height: 36px;
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padding: 0 var(--s-2);
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color: var(--color-text-inverse);
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font-weight: var(--weight-semi);
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&[data-slot-color="yellow"] {
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background-color: #f5d742;
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}
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&[data-slot-color="pink"] {
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background-color: #f5b8d0;
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}
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|
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&[data-slot-color="green"] {
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background-color: #90e8a8;
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}
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|
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&[data-slot-color="blue"] {
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background-color: #8cd4f5;
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}
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}
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.damageTypeLabel {
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font-size: var(--font-2xs);
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color: var(--color-text-high);
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text-align: center;
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white-space: nowrap;
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overflow: hidden;
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text-overflow: ellipsis;
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padding: var(--s-0-5) var(--s-0-5);
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background: none;
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border: 1px solid transparent;
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||||
border-radius: var(--radius-selector);
|
||||
cursor: pointer;
|
||||
|
||||
&:hover {
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text-decoration: line-through;
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}
|
||||
}
|
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|
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.damageValue {
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font-size: var(--font-sm);
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font-weight: var(--weight-bold);
|
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}
|
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|
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.hitMultiplier {
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font-size: var(--font-2xs);
|
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font-weight: var(--weight-semi);
|
||||
opacity: 0.8;
|
||||
margin-left: var(--s-0-5);
|
||||
}
|
||||
|
||||
.weaponIcon {
|
||||
min-width: 24px;
|
||||
min-height: 24px;
|
||||
}
|
||||
|
||||
.subSpecialWeaponIcon {
|
||||
min-width: 18px;
|
||||
min-height: 18px;
|
||||
}
|
||||
|
||||
.thresholdLine {
|
||||
position: absolute;
|
||||
top: 0;
|
||||
bottom: 0;
|
||||
width: 2px;
|
||||
background-image: repeating-linear-gradient(
|
||||
to bottom,
|
||||
rgb(80 80 100) 0,
|
||||
rgb(80 80 100) 5px,
|
||||
transparent 5px,
|
||||
transparent 10px
|
||||
);
|
||||
pointer-events: none;
|
||||
z-index: 1;
|
||||
}
|
||||
|
||||
.totalSection {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
align-items: flex-end;
|
||||
min-width: 60px;
|
||||
flex-shrink: 0;
|
||||
}
|
||||
|
||||
.totalDamage {
|
||||
font-size: var(--font-xl);
|
||||
font-weight: var(--weight-bold);
|
||||
}
|
||||
|
||||
.hitCount {
|
||||
font-size: var(--font-sm);
|
||||
color: var(--color-text-high);
|
||||
}
|
||||
|
||||
.singleWeaponToggleRow {
|
||||
display: flex;
|
||||
padding-block-end: var(--s-3);
|
||||
border-block-end: 1px solid var(--color-border);
|
||||
margin-block-end: var(--s-1);
|
||||
}
|
||||
|
||||
.filterControlsRow {
|
||||
display: flex;
|
||||
gap: var(--s-2);
|
||||
padding-block-end: var(--s-2);
|
||||
border-block-end: 1px solid var(--color-border);
|
||||
margin-block-end: var(--s-1);
|
||||
}
|
||||
|
||||
.filterControlButton {
|
||||
padding: var(--s-1) var(--s-2);
|
||||
background: var(--color-bg-higher);
|
||||
border: 1px solid var(--color-border);
|
||||
border-radius: var(--radius-field);
|
||||
font-size: var(--font-xs);
|
||||
color: var(--color-text);
|
||||
cursor: pointer;
|
||||
transition: background-color 0.15s ease;
|
||||
|
||||
&:hover:not(:disabled) {
|
||||
background: var(--color-bg-high);
|
||||
}
|
||||
|
||||
&:disabled {
|
||||
opacity: 0.5;
|
||||
cursor: not-allowed;
|
||||
}
|
||||
}
|
||||
|
||||
.filteredItemsRow {
|
||||
display: flex;
|
||||
flex-wrap: wrap;
|
||||
gap: var(--s-2);
|
||||
padding-bottom: var(--s-2);
|
||||
border-bottom: 1px solid var(--color-border);
|
||||
margin-bottom: var(--s-1);
|
||||
}
|
||||
|
||||
.filteredItem {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: var(--s-1);
|
||||
padding: var(--s-1) var(--s-2);
|
||||
background: var(--color-bg-higher);
|
||||
border: 1px solid var(--color-border);
|
||||
border-radius: var(--radius-field);
|
||||
font-size: var(--font-xs);
|
||||
color: var(--color-text-high);
|
||||
cursor: pointer;
|
||||
transition: background-color 0.15s ease;
|
||||
|
||||
&:hover {
|
||||
background: var(--color-bg-high);
|
||||
}
|
||||
}
|
||||
|
||||
.slidersContainer {
|
||||
display: grid;
|
||||
grid-template-columns: auto auto 1fr auto;
|
||||
gap: var(--s-2) var(--s-2);
|
||||
align-items: center;
|
||||
padding-bottom: var(--s-3);
|
||||
border-bottom: 1px solid var(--color-border);
|
||||
margin-bottom: var(--s-1);
|
||||
}
|
||||
|
||||
@container (width < 640px) {
|
||||
.slidersContainer {
|
||||
grid-template-columns: auto 1fr auto;
|
||||
}
|
||||
|
||||
/* Row 1: icon 1 + label 1 */
|
||||
.slidersContainer > :nth-child(1) {
|
||||
grid-row: 1;
|
||||
grid-column: 1;
|
||||
}
|
||||
|
||||
.slidersContainer > :nth-child(2) {
|
||||
grid-row: 1;
|
||||
grid-column: 2 / -1;
|
||||
}
|
||||
|
||||
/* Row 2: slider 1 + value 1 */
|
||||
.slidersContainer > :nth-child(3) {
|
||||
grid-row: 2;
|
||||
grid-column: 1 / 3;
|
||||
}
|
||||
|
||||
.slidersContainer > :nth-child(4) {
|
||||
grid-row: 2;
|
||||
grid-column: 3;
|
||||
}
|
||||
|
||||
/* Row 3: icon 2 + label 2 */
|
||||
.slidersContainer > :nth-child(5) {
|
||||
grid-row: 3;
|
||||
grid-column: 1;
|
||||
}
|
||||
|
||||
.slidersContainer > :nth-child(6) {
|
||||
grid-row: 3;
|
||||
grid-column: 2 / -1;
|
||||
}
|
||||
|
||||
/* Row 4: slider 2 + value 2 */
|
||||
.slidersContainer > :nth-child(7) {
|
||||
grid-row: 4;
|
||||
grid-column: 1 / 3;
|
||||
}
|
||||
|
||||
.slidersContainer > :nth-child(8) {
|
||||
grid-row: 4;
|
||||
grid-column: 3;
|
||||
}
|
||||
}
|
||||
|
||||
.resSliderLabel {
|
||||
font-size: var(--font-sm);
|
||||
color: var(--color-text-high);
|
||||
white-space: nowrap;
|
||||
}
|
||||
|
||||
.resSlider {
|
||||
min-width: 100%;
|
||||
cursor: pointer;
|
||||
}
|
||||
|
||||
.resSliderValue {
|
||||
font-size: var(--font-sm);
|
||||
font-weight: var(--weight-semi);
|
||||
}
|
||||
.inkTimeSegment {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
gap: var(--s-1);
|
||||
height: 36px;
|
||||
padding: 0 var(--s-2);
|
||||
background: repeating-linear-gradient(
|
||||
-45deg,
|
||||
var(--color-bg-higher) 0,
|
||||
var(--color-bg-higher) 4px,
|
||||
var(--color-bg-high) 4px,
|
||||
var(--color-bg-high) 8px
|
||||
);
|
||||
color: var(--color-text);
|
||||
font-weight: var(--weight-semi);
|
||||
min-width: fit-content;
|
||||
}
|
||||
|
||||
.inkTimeDamage {
|
||||
font-size: var(--font-sm);
|
||||
font-weight: var(--weight-bold);
|
||||
color: var(--color-text);
|
||||
}
|
||||
|
||||
.inkTimeLabel {
|
||||
font-size: var(--font-2xs);
|
||||
color: var(--color-text-second);
|
||||
text-align: center;
|
||||
white-space: nowrap;
|
||||
padding: var(--s-0-5) var(--s-0-5);
|
||||
font-weight: var(--weight-semi);
|
||||
}
|
||||
@@ -0,0 +1,430 @@
|
||||
import { useState } from "react";
|
||||
import { useTranslation } from "react-i18next";
|
||||
import { SendouSwitch } from "~/components/elements/Switch";
|
||||
import { Image, WeaponImage } from "~/components/Image";
|
||||
import { MAX_AP } from "~/features/build-analyzer/analyzer-constants";
|
||||
import { mainWeaponParams } from "~/features/build-analyzer/core/utils";
|
||||
import type {
|
||||
MainWeaponId,
|
||||
SpecialWeaponId,
|
||||
SubWeaponId,
|
||||
} from "~/modules/in-game-lists/types";
|
||||
import {
|
||||
abilityImageUrl,
|
||||
specialWeaponImageUrl,
|
||||
subWeaponImageUrl,
|
||||
} from "~/utils/urls";
|
||||
import { LETHAL_DAMAGE } from "../comp-analyzer-constants";
|
||||
import {
|
||||
useSingleWeaponCombos,
|
||||
useTargetResAp,
|
||||
useTargetSubDefenseAp,
|
||||
} from "../comp-analyzer-hooks";
|
||||
import type { DamageCombo, DamageSegment } from "../comp-analyzer-types";
|
||||
import {
|
||||
calculateDamageCombos,
|
||||
calculateInkTimeToKill,
|
||||
type ExcludedDamageKey,
|
||||
getAllDamageKeys,
|
||||
} from "../core/damage-combinations";
|
||||
import styles from "./DamageComboBar.module.css";
|
||||
|
||||
function filterKeyToString(key: ExcludedDamageKey): string {
|
||||
return `${key.weaponId}-${key.weaponType}-${key.damageType}`;
|
||||
}
|
||||
|
||||
function weaponTypeFromSegment(
|
||||
segment: DamageSegment,
|
||||
): "main" | "sub" | "special" {
|
||||
if (segment.isSubWeapon) return "sub";
|
||||
if (segment.isSpecialWeapon) return "special";
|
||||
return "main";
|
||||
}
|
||||
|
||||
const SLOT_COLORS = ["yellow", "pink", "green", "blue"] as const;
|
||||
|
||||
interface DamageComboBarProps {
|
||||
combo: DamageCombo;
|
||||
inkTimeFrames: number | null;
|
||||
onToggleFilter: (key: ExcludedDamageKey) => void;
|
||||
}
|
||||
|
||||
function DamageComboBar({
|
||||
combo,
|
||||
inkTimeFrames,
|
||||
onToggleFilter,
|
||||
}: DamageComboBarProps) {
|
||||
const { t } = useTranslation(["analyzer", "weapons"]);
|
||||
|
||||
const thresholdPosition = (LETHAL_DAMAGE / combo.totalDamage) * 100;
|
||||
const inkDamage = inkTimeFrames ? LETHAL_DAMAGE - combo.totalDamage : 0;
|
||||
const totalWithInk = inkTimeFrames
|
||||
? LETHAL_DAMAGE
|
||||
: Math.max(combo.totalDamage, LETHAL_DAMAGE);
|
||||
|
||||
return (
|
||||
<div className={styles.comboRow}>
|
||||
<div className={styles.barSection}>
|
||||
{inkTimeFrames ? (
|
||||
<InkTimeSegment
|
||||
inkDamage={inkDamage}
|
||||
totalDamage={totalWithInk}
|
||||
inkTimeFrames={inkTimeFrames}
|
||||
/>
|
||||
) : null}
|
||||
{combo.segments.map((segment, index) => (
|
||||
<SegmentBar
|
||||
key={index}
|
||||
segment={segment}
|
||||
totalDamage={totalWithInk}
|
||||
damageTypeLabel={t(`analyzer:damage.${segment.damageType}` as any)}
|
||||
onToggleFilter={onToggleFilter}
|
||||
/>
|
||||
))}
|
||||
{thresholdPosition < 100 && !inkTimeFrames ? (
|
||||
<div
|
||||
className={styles.thresholdLine}
|
||||
style={{ left: `${thresholdPosition}%` }}
|
||||
/>
|
||||
) : null}
|
||||
</div>
|
||||
<div className={styles.totalSection}>
|
||||
<span className={styles.totalDamage}>
|
||||
{combo.totalDamage.toFixed(1)}
|
||||
</span>
|
||||
<span className={styles.hitCount}>
|
||||
{t("analyzer:comp.hits", { count: combo.hitCount })}
|
||||
</span>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
interface SegmentBarProps {
|
||||
segment: DamageSegment;
|
||||
totalDamage: number;
|
||||
damageTypeLabel: string;
|
||||
onToggleFilter: (key: ExcludedDamageKey) => void;
|
||||
}
|
||||
|
||||
function SegmentBar({
|
||||
segment,
|
||||
totalDamage,
|
||||
damageTypeLabel,
|
||||
onToggleFilter,
|
||||
}: SegmentBarProps) {
|
||||
const segmentDamage = segment.damageValue * segment.count;
|
||||
const widthPercent = (segmentDamage / totalDamage) * 100;
|
||||
const slotColor = SLOT_COLORS[segment.weaponSlot] ?? "yellow";
|
||||
const params = mainWeaponParams(segment.weaponId);
|
||||
|
||||
const handleFilterClick = () => {
|
||||
onToggleFilter({
|
||||
weaponId: segment.weaponId,
|
||||
weaponType: weaponTypeFromSegment(segment),
|
||||
damageType: segment.damageType,
|
||||
});
|
||||
};
|
||||
|
||||
return (
|
||||
<div
|
||||
className={styles.segmentWrapper}
|
||||
style={{ width: `${widthPercent}%` }}
|
||||
>
|
||||
<div className={styles.segment} data-slot-color={slotColor}>
|
||||
<WeaponIcon
|
||||
weaponId={segment.weaponId}
|
||||
isSubWeapon={segment.isSubWeapon}
|
||||
isSpecialWeapon={segment.isSpecialWeapon}
|
||||
subWeaponId={params.subWeaponId}
|
||||
specialWeaponId={params.specialWeaponId}
|
||||
/>
|
||||
<span className={styles.damageValue}>
|
||||
{segment.damageValue}
|
||||
{segment.count > 1 ? (
|
||||
<span className={styles.hitMultiplier}>×{segment.count}</span>
|
||||
) : null}
|
||||
</span>
|
||||
</div>
|
||||
<button
|
||||
type="button"
|
||||
className={styles.damageTypeLabel}
|
||||
onClick={handleFilterClick}
|
||||
>
|
||||
{damageTypeLabel}
|
||||
</button>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
interface InkTimeSegmentProps {
|
||||
inkDamage: number;
|
||||
totalDamage: number;
|
||||
inkTimeFrames: number;
|
||||
}
|
||||
|
||||
function InkTimeSegment({
|
||||
inkDamage,
|
||||
totalDamage,
|
||||
inkTimeFrames,
|
||||
}: InkTimeSegmentProps) {
|
||||
const widthPercent = (inkDamage / totalDamage) * 100;
|
||||
|
||||
return (
|
||||
<div
|
||||
className={styles.segmentWrapper}
|
||||
style={{ width: `${widthPercent}%` }}
|
||||
>
|
||||
<div className={styles.inkTimeSegment}>
|
||||
<Image path={abilityImageUrl("RES")} alt="" size={18} />
|
||||
<span className={styles.inkTimeDamage}>{inkDamage.toFixed(1)}</span>
|
||||
</div>
|
||||
<div className={styles.inkTimeLabel}>{inkTimeFrames}f</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
interface WeaponIconProps {
|
||||
weaponId: MainWeaponId;
|
||||
isSubWeapon: boolean;
|
||||
isSpecialWeapon: boolean;
|
||||
subWeaponId: SubWeaponId;
|
||||
specialWeaponId: SpecialWeaponId;
|
||||
}
|
||||
|
||||
function WeaponIcon({
|
||||
weaponId,
|
||||
isSubWeapon,
|
||||
isSpecialWeapon,
|
||||
subWeaponId,
|
||||
specialWeaponId,
|
||||
}: WeaponIconProps) {
|
||||
if (isSubWeapon) {
|
||||
return (
|
||||
<Image
|
||||
path={subWeaponImageUrl(subWeaponId)}
|
||||
alt=""
|
||||
size={18}
|
||||
className={styles.subSpecialWeaponIcon}
|
||||
/>
|
||||
);
|
||||
}
|
||||
|
||||
if (isSpecialWeapon) {
|
||||
return (
|
||||
<Image
|
||||
path={specialWeaponImageUrl(specialWeaponId)}
|
||||
alt=""
|
||||
size={18}
|
||||
className={styles.subSpecialWeaponIcon}
|
||||
/>
|
||||
);
|
||||
}
|
||||
|
||||
return (
|
||||
<WeaponImage
|
||||
weaponSplId={weaponId}
|
||||
variant="build"
|
||||
size={24}
|
||||
className={styles.weaponIcon}
|
||||
/>
|
||||
);
|
||||
}
|
||||
|
||||
interface FilteredItemProps {
|
||||
filterKey: ExcludedDamageKey;
|
||||
onRestore: (key: ExcludedDamageKey) => void;
|
||||
}
|
||||
|
||||
function FilteredItem({ filterKey, onRestore }: FilteredItemProps) {
|
||||
const { t } = useTranslation(["analyzer", "weapons"]);
|
||||
const params = mainWeaponParams(filterKey.weaponId);
|
||||
|
||||
return (
|
||||
<button
|
||||
type="button"
|
||||
className={styles.filteredItem}
|
||||
onClick={() => onRestore(filterKey)}
|
||||
>
|
||||
<WeaponIcon
|
||||
weaponId={filterKey.weaponId}
|
||||
isSubWeapon={filterKey.weaponType === "sub"}
|
||||
isSpecialWeapon={filterKey.weaponType === "special"}
|
||||
subWeaponId={params.subWeaponId}
|
||||
specialWeaponId={params.specialWeaponId}
|
||||
/>
|
||||
<span>{t(`analyzer:damage.${filterKey.damageType}` as any)}</span>
|
||||
</button>
|
||||
);
|
||||
}
|
||||
|
||||
interface DamageComboListProps {
|
||||
weaponIds: MainWeaponId[];
|
||||
}
|
||||
|
||||
export function DamageComboList({ weaponIds }: DamageComboListProps) {
|
||||
const { t } = useTranslation(["analyzer"]);
|
||||
const [excludedKeys, setExcludedKeys] = useState<ExcludedDamageKey[]>([]);
|
||||
const [initialTargetResAp, commitTargetResAp] = useTargetResAp();
|
||||
const [initialTargetSubDefenseAp, commitTargetSubDefenseAp] =
|
||||
useTargetSubDefenseAp();
|
||||
const [targetResAp, setTargetResAp] = useState(initialTargetResAp);
|
||||
const [targetSubDefenseAp, setTargetSubDefenseAp] = useState(
|
||||
initialTargetSubDefenseAp,
|
||||
);
|
||||
const [isCollapsed, setIsCollapsed] = useState(false);
|
||||
const [singleWeaponCombos, setSingleWeaponCombos] = useSingleWeaponCombos();
|
||||
|
||||
const singleWeaponOnly = weaponIds.length === 1;
|
||||
const includeSingleWeaponCombos = singleWeaponOnly || singleWeaponCombos;
|
||||
|
||||
const allDamageKeys = getAllDamageKeys(weaponIds, targetSubDefenseAp);
|
||||
const allDamageKeyStrings = new Set(allDamageKeys.map(filterKeyToString));
|
||||
const validExcludedKeys = excludedKeys.filter((key) =>
|
||||
allDamageKeyStrings.has(filterKeyToString(key)),
|
||||
);
|
||||
|
||||
const combos = calculateDamageCombos(
|
||||
weaponIds,
|
||||
validExcludedKeys,
|
||||
targetSubDefenseAp,
|
||||
undefined,
|
||||
includeSingleWeaponCombos,
|
||||
);
|
||||
|
||||
if (weaponIds.length < 1) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const handleToggleFilter = (key: ExcludedDamageKey) => {
|
||||
const keyString = filterKeyToString(key);
|
||||
const exists = excludedKeys.some((k) => filterKeyToString(k) === keyString);
|
||||
|
||||
if (exists) {
|
||||
setExcludedKeys(
|
||||
excludedKeys.filter((k) => filterKeyToString(k) !== keyString),
|
||||
);
|
||||
} else {
|
||||
setExcludedKeys([...excludedKeys, key]);
|
||||
}
|
||||
};
|
||||
|
||||
const handleRemoveAll = () => {
|
||||
setExcludedKeys(allDamageKeys);
|
||||
};
|
||||
|
||||
const handleClearAll = () => {
|
||||
setExcludedKeys([]);
|
||||
};
|
||||
|
||||
return (
|
||||
<div className={styles.container} data-testid="damage-combo-list">
|
||||
<button
|
||||
type="button"
|
||||
className={styles.header}
|
||||
onClick={() => setIsCollapsed(!isCollapsed)}
|
||||
data-testid="damage-combo-toggle"
|
||||
>
|
||||
<span className={styles.headerTitle}>
|
||||
{t("analyzer:comp.damageCombos")}
|
||||
</span>
|
||||
<span className={styles.collapseIcon}>{isCollapsed ? "+" : "-"}</span>
|
||||
</button>
|
||||
{isCollapsed ? null : (
|
||||
<div className={styles.content}>
|
||||
<div className={styles.slidersContainer}>
|
||||
<Image path={abilityImageUrl("SRU")} alt="" size={24} />
|
||||
<label className={styles.resSliderLabel}>
|
||||
{t("analyzer:comp.enemySubDef")}
|
||||
</label>
|
||||
<input
|
||||
type="range"
|
||||
min={0}
|
||||
max={MAX_AP}
|
||||
value={targetSubDefenseAp}
|
||||
onChange={(e) => setTargetSubDefenseAp(Number(e.target.value))}
|
||||
onPointerUp={() => commitTargetSubDefenseAp(targetSubDefenseAp)}
|
||||
onKeyUp={() => commitTargetSubDefenseAp(targetSubDefenseAp)}
|
||||
onBlur={() => commitTargetSubDefenseAp(targetSubDefenseAp)}
|
||||
className={styles.resSlider}
|
||||
/>
|
||||
<span className={styles.resSliderValue}>
|
||||
{targetSubDefenseAp} AP
|
||||
</span>
|
||||
<Image path={abilityImageUrl("RES")} alt="" size={24} />
|
||||
<label className={styles.resSliderLabel}>
|
||||
{t("analyzer:comp.enemyRes")}
|
||||
</label>
|
||||
<input
|
||||
type="range"
|
||||
min={0}
|
||||
max={MAX_AP}
|
||||
value={targetResAp}
|
||||
onChange={(e) => setTargetResAp(Number(e.target.value))}
|
||||
onPointerUp={() => commitTargetResAp(targetResAp)}
|
||||
onKeyUp={() => commitTargetResAp(targetResAp)}
|
||||
onBlur={() => commitTargetResAp(targetResAp)}
|
||||
className={styles.resSlider}
|
||||
/>
|
||||
<span className={styles.resSliderValue}>{targetResAp} AP</span>
|
||||
</div>
|
||||
<div className={styles.singleWeaponToggleRow}>
|
||||
<SendouSwitch
|
||||
isSelected={includeSingleWeaponCombos}
|
||||
onChange={setSingleWeaponCombos}
|
||||
isDisabled={singleWeaponOnly}
|
||||
>
|
||||
{t("analyzer:comp.singleWeaponCombos")}
|
||||
</SendouSwitch>
|
||||
</div>
|
||||
<div className={styles.filterControlsRow}>
|
||||
<button
|
||||
type="button"
|
||||
className={styles.filterControlButton}
|
||||
onClick={handleRemoveAll}
|
||||
disabled={validExcludedKeys.length === allDamageKeys.length}
|
||||
>
|
||||
{t("analyzer:comp.removeAll")}
|
||||
</button>
|
||||
<button
|
||||
type="button"
|
||||
className={styles.filterControlButton}
|
||||
onClick={handleClearAll}
|
||||
disabled={validExcludedKeys.length === 0}
|
||||
>
|
||||
{t("analyzer:comp.addAll")}
|
||||
</button>
|
||||
</div>
|
||||
{validExcludedKeys.length > 0 ? (
|
||||
<div className={styles.filteredItemsRow}>
|
||||
{validExcludedKeys.map((key) => (
|
||||
<FilteredItem
|
||||
key={filterKeyToString(key)}
|
||||
filterKey={key}
|
||||
onRestore={handleToggleFilter}
|
||||
/>
|
||||
))}
|
||||
</div>
|
||||
) : null}
|
||||
{combos.map((combo, index) => {
|
||||
const inkTimeFrames = calculateInkTimeToKill(
|
||||
combo.totalDamage,
|
||||
targetResAp,
|
||||
);
|
||||
if (combo.totalDamage < 100 && inkTimeFrames === null) {
|
||||
return null;
|
||||
}
|
||||
return (
|
||||
<DamageComboBar
|
||||
key={index}
|
||||
combo={combo}
|
||||
inkTimeFrames={inkTimeFrames}
|
||||
onToggleFilter={handleToggleFilter}
|
||||
/>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,112 @@
|
||||
.container {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
border: 1px solid var(--color-border);
|
||||
border-radius: var(--radius-field);
|
||||
background: var(--color-bg);
|
||||
}
|
||||
|
||||
.header {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: space-between;
|
||||
padding: var(--s-2) var(--s-3);
|
||||
background: var(--color-bg-higher);
|
||||
border: none;
|
||||
border-radius: var(--radius-field);
|
||||
cursor: pointer;
|
||||
font-size: var(--font-sm);
|
||||
font-weight: var(--weight-semi);
|
||||
color: var(--color-text);
|
||||
width: 100%;
|
||||
text-align: left;
|
||||
|
||||
&:hover {
|
||||
background: var(--color-bg-high);
|
||||
}
|
||||
}
|
||||
|
||||
.headerTitle {
|
||||
flex: 1;
|
||||
}
|
||||
|
||||
.collapseIcon {
|
||||
font-size: var(--font-lg);
|
||||
font-weight: var(--weight-bold);
|
||||
color: var(--color-text-high);
|
||||
width: 20px;
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
.content {
|
||||
padding: var(--s-3);
|
||||
}
|
||||
|
||||
.benchmarkLegend {
|
||||
display: flex;
|
||||
gap: var(--s-4);
|
||||
margin-bottom: var(--s-3);
|
||||
padding-bottom: var(--s-2);
|
||||
border-bottom: 1px solid var(--color-border);
|
||||
}
|
||||
|
||||
.legendItem {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: var(--s-1);
|
||||
font-size: var(--font-xs);
|
||||
color: var(--color-text-high);
|
||||
}
|
||||
|
||||
.legendLine {
|
||||
width: 16px;
|
||||
height: 2px;
|
||||
background-image: repeating-linear-gradient(
|
||||
to right,
|
||||
rgb(100 100 120) 0,
|
||||
rgb(100 100 120) 4px,
|
||||
transparent 4px,
|
||||
transparent 8px
|
||||
);
|
||||
}
|
||||
|
||||
.legendLabel {
|
||||
white-space: nowrap;
|
||||
}
|
||||
|
||||
.chartContainer {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: var(--s-2);
|
||||
}
|
||||
|
||||
.weaponLegend {
|
||||
display: flex;
|
||||
flex-wrap: wrap;
|
||||
gap: var(--s-3);
|
||||
}
|
||||
|
||||
.weaponLegendItem {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: var(--s-1);
|
||||
}
|
||||
|
||||
.weaponLegendColor {
|
||||
width: 12px;
|
||||
height: 3px;
|
||||
border-radius: 2px;
|
||||
}
|
||||
|
||||
.weaponLegendRange {
|
||||
font-size: var(--font-xs);
|
||||
color: var(--color-text-high);
|
||||
font-weight: var(--weight-semi);
|
||||
}
|
||||
|
||||
.chart {
|
||||
width: 100%;
|
||||
max-width: 100%;
|
||||
height: auto;
|
||||
min-height: 150px;
|
||||
}
|
||||
@@ -0,0 +1,355 @@
|
||||
import { useState } from "react";
|
||||
import { useTranslation } from "react-i18next";
|
||||
import { WeaponImage } from "~/components/Image";
|
||||
import type { MainWeaponId } from "~/modules/in-game-lists/types";
|
||||
import {
|
||||
BENCHMARK_WEAPON_IDS,
|
||||
getBenchmarkTrajectories,
|
||||
getWeaponsWithRange,
|
||||
type TrajectoryPoint,
|
||||
type WeaponWithRange,
|
||||
} from "../core/weapon-range";
|
||||
import styles from "./RangeVisualization.module.css";
|
||||
|
||||
const SLOT_COLORS = ["#f5d742", "#f5b8d0", "#90e8a8", "#8cd4f5"] as const;
|
||||
|
||||
const BENCHMARK_COLORS = [
|
||||
"rgba(100, 100, 120, 0.5)",
|
||||
"rgba(100, 100, 120, 0.5)",
|
||||
] as const;
|
||||
|
||||
interface RangeVisualizationProps {
|
||||
weaponIds: MainWeaponId[];
|
||||
}
|
||||
|
||||
export function RangeVisualization({ weaponIds }: RangeVisualizationProps) {
|
||||
const { t } = useTranslation(["analyzer", "weapons"]);
|
||||
const [isCollapsed, setIsCollapsed] = useState(false);
|
||||
|
||||
const weaponsWithRange = getWeaponsWithRange(weaponIds);
|
||||
const benchmarkTrajectories = getBenchmarkTrajectories();
|
||||
|
||||
if (weaponsWithRange.length === 0) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const maxRange = 32;
|
||||
|
||||
const allYValues: number[] = [];
|
||||
for (const weapon of weaponsWithRange) {
|
||||
if (weapon.trajectory) {
|
||||
for (const point of weapon.trajectory) {
|
||||
if (point.y >= 0) {
|
||||
allYValues.push(point.y);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const minY = 0;
|
||||
const maxY = Math.max(...allYValues, 2);
|
||||
|
||||
return (
|
||||
<div className={styles.container} data-testid="range-visualization">
|
||||
<button
|
||||
type="button"
|
||||
className={styles.header}
|
||||
onClick={() => setIsCollapsed(!isCollapsed)}
|
||||
data-testid="range-toggle"
|
||||
>
|
||||
<span className={styles.headerTitle}>
|
||||
{t("analyzer:comp.weaponRanges")}
|
||||
</span>
|
||||
<span className={styles.collapseIcon}>{isCollapsed ? "+" : "-"}</span>
|
||||
</button>
|
||||
{!isCollapsed ? (
|
||||
<div className={styles.content}>
|
||||
<div className={styles.benchmarkLegend}>
|
||||
{BENCHMARK_WEAPON_IDS.map((weaponId) => (
|
||||
<div key={weaponId} className={styles.legendItem}>
|
||||
<span className={styles.legendLine} />
|
||||
<span className={styles.legendLabel}>
|
||||
{t(`weapons:MAIN_${weaponId}`)}
|
||||
</span>
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
<TrajectoryChart
|
||||
weapons={weaponsWithRange}
|
||||
benchmarkTrajectories={benchmarkTrajectories}
|
||||
maxRange={maxRange}
|
||||
minY={minY}
|
||||
maxY={maxY}
|
||||
weaponIds={weaponIds}
|
||||
/>
|
||||
</div>
|
||||
) : null}
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
interface TrajectoryChartProps {
|
||||
weapons: WeaponWithRange[];
|
||||
benchmarkTrajectories: Array<{
|
||||
id: MainWeaponId;
|
||||
range: number;
|
||||
trajectory?: TrajectoryPoint[];
|
||||
}>;
|
||||
maxRange: number;
|
||||
minY: number;
|
||||
maxY: number;
|
||||
weaponIds: MainWeaponId[];
|
||||
}
|
||||
|
||||
function TrajectoryChart({
|
||||
weapons,
|
||||
benchmarkTrajectories,
|
||||
maxRange,
|
||||
minY,
|
||||
maxY,
|
||||
weaponIds,
|
||||
}: TrajectoryChartProps) {
|
||||
const chartWidth = 600;
|
||||
const chartHeight = 200;
|
||||
const padding = { top: 20, right: 60, bottom: 30, left: 50 };
|
||||
const innerWidth = chartWidth - padding.left - padding.right;
|
||||
const innerHeight = chartHeight - padding.top - padding.bottom;
|
||||
|
||||
const xScale = (z: number) => (z / maxRange) * innerWidth;
|
||||
const yScale = (y: number) =>
|
||||
innerHeight - ((y - minY) / (maxY - minY)) * innerHeight;
|
||||
|
||||
// Returns the point where trajectory hits y=0 (ground level).
|
||||
// This differs from lastPoint which may be below ground or mid-air.
|
||||
// Used for blast radius positioning since explosions happen at ground impact.
|
||||
const getGroundIntersection = (
|
||||
trajectory: TrajectoryPoint[],
|
||||
): TrajectoryPoint | null => {
|
||||
for (let i = 0; i < trajectory.length; i++) {
|
||||
const point = trajectory[i];
|
||||
if (point.y < 0) {
|
||||
const prevPoint = trajectory[i - 1];
|
||||
if (prevPoint && prevPoint.y >= 0) {
|
||||
const t = prevPoint.y / (prevPoint.y - point.y);
|
||||
const groundZ = prevPoint.z + t * (point.z - prevPoint.z);
|
||||
return { z: groundZ, y: 0 };
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
const lastPoint = trajectory[trajectory.length - 1];
|
||||
return lastPoint && lastPoint.y >= 0 ? lastPoint : null;
|
||||
};
|
||||
|
||||
const trajectoryToPath = (trajectory: TrajectoryPoint[]): string => {
|
||||
if (trajectory.length === 0) return "";
|
||||
|
||||
const clampedPoints: TrajectoryPoint[] = [];
|
||||
for (const point of trajectory) {
|
||||
if (point.y >= 0) {
|
||||
clampedPoints.push(point);
|
||||
} else {
|
||||
const prevPoint = clampedPoints[clampedPoints.length - 1];
|
||||
if (prevPoint && prevPoint.y > 0) {
|
||||
const t = prevPoint.y / (prevPoint.y - point.y);
|
||||
const groundZ = prevPoint.z + t * (point.z - prevPoint.z);
|
||||
clampedPoints.push({ z: groundZ, y: 0 });
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (clampedPoints.length === 0) return "";
|
||||
|
||||
const points = clampedPoints.map((p) => `${xScale(p.z)},${yScale(p.y)}`);
|
||||
return `M ${points.join(" L ")}`;
|
||||
};
|
||||
|
||||
const groundY = yScale(0);
|
||||
|
||||
const xTicks = [];
|
||||
const xStep = Math.ceil(maxRange / 5);
|
||||
for (let x = 0; x <= maxRange; x += xStep) {
|
||||
xTicks.push(x);
|
||||
}
|
||||
|
||||
const yTicks = [];
|
||||
const yStep = Math.ceil((maxY - minY) / 4);
|
||||
for (let y = Math.ceil(minY); y <= maxY; y += yStep) {
|
||||
yTicks.push(y);
|
||||
}
|
||||
|
||||
return (
|
||||
<div className={styles.chartContainer}>
|
||||
<div className={styles.weaponLegend}>
|
||||
{weapons.map((weapon, index) => {
|
||||
const slotIndex = weaponIds.indexOf(weapon.weaponId);
|
||||
const color = SLOT_COLORS[slotIndex % SLOT_COLORS.length];
|
||||
return (
|
||||
<div
|
||||
key={`${weapon.weaponId}-${index}`}
|
||||
className={styles.weaponLegendItem}
|
||||
>
|
||||
<WeaponImage
|
||||
weaponSplId={weapon.weaponId}
|
||||
variant="build"
|
||||
size={24}
|
||||
/>
|
||||
<span
|
||||
className={styles.weaponLegendColor}
|
||||
style={{ backgroundColor: color }}
|
||||
/>
|
||||
<span className={styles.weaponLegendRange}>
|
||||
{weapon.range.toFixed(1)}
|
||||
</span>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
<svg
|
||||
viewBox={`0 0 ${chartWidth} ${chartHeight}`}
|
||||
className={styles.chart}
|
||||
preserveAspectRatio="xMidYMid meet"
|
||||
>
|
||||
<g transform={`translate(${padding.left}, ${padding.top})`}>
|
||||
{/* Grid lines */}
|
||||
{xTicks.map((tick) => (
|
||||
<line
|
||||
key={`x-grid-${tick}`}
|
||||
x1={xScale(tick)}
|
||||
y1={0}
|
||||
x2={xScale(tick)}
|
||||
y2={innerHeight}
|
||||
stroke="var(--color-border)"
|
||||
strokeWidth={0.5}
|
||||
/>
|
||||
))}
|
||||
{yTicks.map((tick) => (
|
||||
<line
|
||||
key={`y-grid-${tick}`}
|
||||
x1={0}
|
||||
y1={yScale(tick)}
|
||||
x2={innerWidth}
|
||||
y2={yScale(tick)}
|
||||
stroke="var(--color-border)"
|
||||
strokeWidth={0.5}
|
||||
/>
|
||||
))}
|
||||
|
||||
{/* Ground line (y=0) */}
|
||||
<line
|
||||
x1={0}
|
||||
y1={groundY}
|
||||
x2={innerWidth}
|
||||
y2={groundY}
|
||||
stroke="var(--color-text-high)"
|
||||
strokeWidth={1}
|
||||
/>
|
||||
|
||||
{/* Benchmark vertical lines */}
|
||||
{benchmarkTrajectories.map((benchmark, index) => {
|
||||
const x = xScale(benchmark.range);
|
||||
return (
|
||||
<line
|
||||
key={benchmark.id}
|
||||
x1={x}
|
||||
y1={0}
|
||||
x2={x}
|
||||
y2={innerHeight}
|
||||
stroke={BENCHMARK_COLORS[index % BENCHMARK_COLORS.length]}
|
||||
strokeWidth={2}
|
||||
strokeDasharray="4,4"
|
||||
/>
|
||||
);
|
||||
})}
|
||||
|
||||
{/* Weapon trajectories */}
|
||||
{weapons.map((weapon, index) => {
|
||||
if (!weapon.trajectory) return null;
|
||||
const slotIndex = weaponIds.indexOf(weapon.weaponId);
|
||||
const color = SLOT_COLORS[slotIndex % SLOT_COLORS.length];
|
||||
return (
|
||||
<path
|
||||
key={`${weapon.weaponId}-${index}`}
|
||||
d={trajectoryToPath(weapon.trajectory)}
|
||||
fill="none"
|
||||
stroke={color}
|
||||
strokeWidth={2.5}
|
||||
/>
|
||||
);
|
||||
})}
|
||||
|
||||
{/* Blast radius circles */}
|
||||
{weapons.map((weapon, index) => {
|
||||
if (!weapon.blastRadius || !weapon.trajectory) return null;
|
||||
const groundPoint = getGroundIntersection(weapon.trajectory);
|
||||
if (!groundPoint) return null;
|
||||
const slotIndex = weaponIds.indexOf(weapon.weaponId);
|
||||
const color = SLOT_COLORS[slotIndex % SLOT_COLORS.length];
|
||||
const radiusPixels = xScale(weapon.blastRadius);
|
||||
return (
|
||||
<circle
|
||||
key={`blast-${weapon.weaponId}-${index}`}
|
||||
cx={xScale(groundPoint.z)}
|
||||
cy={yScale(0)}
|
||||
r={radiusPixels}
|
||||
fill={`${color}33`}
|
||||
stroke={color}
|
||||
strokeWidth={1}
|
||||
/>
|
||||
);
|
||||
})}
|
||||
|
||||
{/* X axis labels */}
|
||||
{xTicks.map((tick) => (
|
||||
<text
|
||||
key={`x-label-${tick}`}
|
||||
x={xScale(tick)}
|
||||
y={innerHeight + 15}
|
||||
textAnchor="middle"
|
||||
fontSize={10}
|
||||
fill="var(--color-text-high)"
|
||||
>
|
||||
{tick}
|
||||
</text>
|
||||
))}
|
||||
|
||||
{/* Y axis labels */}
|
||||
{yTicks.map((tick) => (
|
||||
<text
|
||||
key={`y-label-${tick}`}
|
||||
x={-8}
|
||||
y={yScale(tick) + 3}
|
||||
textAnchor="end"
|
||||
fontSize={10}
|
||||
fill="var(--color-text-high)"
|
||||
>
|
||||
{tick}
|
||||
</text>
|
||||
))}
|
||||
|
||||
{/* Axis labels */}
|
||||
<text
|
||||
x={innerWidth / 2}
|
||||
y={innerHeight + 25}
|
||||
textAnchor="middle"
|
||||
fontSize={11}
|
||||
fill="var(--color-text-high)"
|
||||
>
|
||||
z
|
||||
</text>
|
||||
<text
|
||||
x={-25}
|
||||
y={innerHeight / 2}
|
||||
textAnchor="middle"
|
||||
fontSize={11}
|
||||
fill="var(--color-text-high)"
|
||||
transform={`rotate(-90, -25, ${innerHeight / 2})`}
|
||||
>
|
||||
y
|
||||
</text>
|
||||
</g>
|
||||
</svg>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,149 @@
|
||||
import type { ComponentProps } from "react";
|
||||
import { createMemoryRouter, RouterProvider } from "react-router";
|
||||
import { describe, expect, test, vi } from "vitest";
|
||||
import { render } from "vitest-browser-react";
|
||||
import { MAX_WEAPONS } from "../comp-analyzer-constants";
|
||||
import { SelectedWeapons } from "./SelectedWeapons";
|
||||
|
||||
const defaultProps: ComponentProps<typeof SelectedWeapons> = {
|
||||
selectedWeaponIds: [],
|
||||
onRemove: vi.fn(),
|
||||
onReorder: vi.fn(),
|
||||
};
|
||||
|
||||
function renderSelectedWeapons(
|
||||
props: Partial<ComponentProps<typeof SelectedWeapons>> = {},
|
||||
) {
|
||||
const router = createMemoryRouter(
|
||||
[
|
||||
{
|
||||
path: "/",
|
||||
element: <SelectedWeapons {...defaultProps} {...props} />,
|
||||
},
|
||||
],
|
||||
{ initialEntries: ["/"] },
|
||||
);
|
||||
|
||||
return render(<RouterProvider router={router} />);
|
||||
}
|
||||
|
||||
describe("SelectedWeapons", () => {
|
||||
describe("empty state", () => {
|
||||
test("renders empty slots when no weapons selected", async () => {
|
||||
const screen = await renderSelectedWeapons({ selectedWeaponIds: [] });
|
||||
|
||||
const emptySlots = screen.container.querySelectorAll(
|
||||
'[class*="weaponNameEmpty"]',
|
||||
);
|
||||
expect(emptySlots.length).toBe(MAX_WEAPONS);
|
||||
});
|
||||
|
||||
test("renders correct number of slots", async () => {
|
||||
const screen = await renderSelectedWeapons();
|
||||
|
||||
const rows = screen.container.querySelectorAll(
|
||||
'[class*="selectedWeaponRow"]',
|
||||
);
|
||||
expect(rows.length).toBe(MAX_WEAPONS);
|
||||
});
|
||||
});
|
||||
|
||||
describe("selected weapons", () => {
|
||||
test("renders selected weapon with name", async () => {
|
||||
const screen = await renderSelectedWeapons({
|
||||
selectedWeaponIds: [0],
|
||||
});
|
||||
|
||||
await expect.element(screen.getByText("Sploosh-o-matic")).toBeVisible();
|
||||
});
|
||||
|
||||
test("renders multiple selected weapons", async () => {
|
||||
const screen = await renderSelectedWeapons({
|
||||
selectedWeaponIds: [0, 10],
|
||||
});
|
||||
|
||||
await expect.element(screen.getByText("Sploosh-o-matic")).toBeVisible();
|
||||
await expect.element(screen.getByText("Splattershot Jr.")).toBeVisible();
|
||||
});
|
||||
|
||||
test("renders sub and special icons for selected weapon", async () => {
|
||||
const screen = await renderSelectedWeapons({
|
||||
selectedWeaponIds: [0],
|
||||
});
|
||||
|
||||
const subSpecialContainers = screen.container.querySelectorAll(
|
||||
'[class*="subSpecialContainer"]',
|
||||
);
|
||||
const filledContainers = Array.from(subSpecialContainers).filter(
|
||||
(container) => !container.className.includes("Spacer"),
|
||||
);
|
||||
expect(filledContainers.length).toBeGreaterThan(0);
|
||||
|
||||
const kitIcons = screen.container.querySelectorAll('[class*="kitIcon"]');
|
||||
expect(kitIcons.length).toBeGreaterThan(0);
|
||||
});
|
||||
|
||||
test("shows empty slots for remaining positions", async () => {
|
||||
const screen = await renderSelectedWeapons({
|
||||
selectedWeaponIds: [0],
|
||||
});
|
||||
|
||||
const emptySlots = screen.container.querySelectorAll(
|
||||
'[class*="weaponNameEmpty"]',
|
||||
);
|
||||
expect(emptySlots.length).toBe(MAX_WEAPONS - 1);
|
||||
});
|
||||
});
|
||||
|
||||
describe("remove functionality", () => {
|
||||
test("renders remove button for selected weapons", async () => {
|
||||
const screen = await renderSelectedWeapons({
|
||||
selectedWeaponIds: [0],
|
||||
});
|
||||
|
||||
const removeButton = screen.getByTestId("remove-weapon-0");
|
||||
await expect.element(removeButton).toBeVisible();
|
||||
});
|
||||
|
||||
test("calls onRemove with correct index when remove button clicked", async () => {
|
||||
const onRemove = vi.fn();
|
||||
const screen = await renderSelectedWeapons({
|
||||
selectedWeaponIds: [0, 10],
|
||||
onRemove,
|
||||
});
|
||||
|
||||
const removeButtons = screen.container.querySelectorAll(
|
||||
'[class*="removeButton"]',
|
||||
);
|
||||
(removeButtons[0] as HTMLElement).click();
|
||||
|
||||
expect(onRemove).toHaveBeenCalledWith(0);
|
||||
});
|
||||
|
||||
test("calls onRemove with second index when second remove button clicked", async () => {
|
||||
const onRemove = vi.fn();
|
||||
const screen = await renderSelectedWeapons({
|
||||
selectedWeaponIds: [0, 10],
|
||||
onRemove,
|
||||
});
|
||||
|
||||
const removeButtons = screen.container.querySelectorAll(
|
||||
'[class*="removeButton"]',
|
||||
);
|
||||
(removeButtons[1] as HTMLElement).click();
|
||||
|
||||
expect(onRemove).toHaveBeenCalledWith(1);
|
||||
});
|
||||
|
||||
test("does not render remove button for empty slots", async () => {
|
||||
const screen = await renderSelectedWeapons({
|
||||
selectedWeaponIds: [],
|
||||
});
|
||||
|
||||
const removeButtons = screen.container.querySelectorAll(
|
||||
'[class*="removeButton"]',
|
||||
);
|
||||
expect(removeButtons.length).toBe(0);
|
||||
});
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,149 @@
|
||||
.selectedWeapons {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: var(--s-3);
|
||||
}
|
||||
|
||||
.selectedWeaponRow {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: var(--s-2);
|
||||
transition: opacity 0.2s;
|
||||
|
||||
&.isDragging {
|
||||
opacity: 0.5;
|
||||
}
|
||||
}
|
||||
|
||||
.weaponImageContainer {
|
||||
position: relative;
|
||||
z-index: 1;
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
width: 56px;
|
||||
height: 56px;
|
||||
background-color: var(--color-bg-high);
|
||||
border: 2px solid var(--color-border);
|
||||
border-radius: 50%;
|
||||
flex-shrink: 0;
|
||||
}
|
||||
|
||||
.weaponImageContainerEmpty {
|
||||
position: relative;
|
||||
z-index: 1;
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
width: 56px;
|
||||
height: 56px;
|
||||
background-color: var(--color-bg-higher);
|
||||
border: 2px dashed var(--color-border);
|
||||
border-radius: 50%;
|
||||
flex-shrink: 0;
|
||||
opacity: 0.6;
|
||||
}
|
||||
|
||||
.weaponNamePill {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: var(--s-2);
|
||||
padding: var(--s-2) var(--s-3);
|
||||
padding-left: var(--s-5);
|
||||
background-color: var(--color-bg-high);
|
||||
border: 2px solid var(--color-border);
|
||||
border-radius: var(--radius-full);
|
||||
flex: 1;
|
||||
min-width: 0;
|
||||
}
|
||||
|
||||
.weaponName {
|
||||
flex: 1;
|
||||
font-weight: var(--weight-semi);
|
||||
white-space: nowrap;
|
||||
overflow: hidden;
|
||||
text-overflow: ellipsis;
|
||||
}
|
||||
|
||||
.weaponNamePillEmpty {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
padding: var(--s-2) var(--s-3);
|
||||
padding-left: var(--s-5);
|
||||
background-color: var(--color-bg-higher);
|
||||
border: 2px dashed var(--color-border);
|
||||
border-radius: var(--radius-full);
|
||||
flex: 1;
|
||||
min-width: 0;
|
||||
opacity: 0.6;
|
||||
}
|
||||
|
||||
.weaponNameEmpty {
|
||||
flex: 1;
|
||||
font-weight: var(--weight-semi);
|
||||
font-style: italic;
|
||||
color: var(--color-text-high);
|
||||
}
|
||||
|
||||
.removeButton {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
width: 20px;
|
||||
height: 20px;
|
||||
background: none;
|
||||
border: none;
|
||||
cursor: pointer;
|
||||
font-size: 18px;
|
||||
font-weight: bold;
|
||||
line-height: 1;
|
||||
color: var(--color-text-high);
|
||||
flex-shrink: 0;
|
||||
|
||||
&:hover {
|
||||
color: var(--color-error);
|
||||
}
|
||||
}
|
||||
|
||||
.dragHandle {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
width: 20px;
|
||||
height: 20px;
|
||||
padding: 0;
|
||||
background: none;
|
||||
border: none;
|
||||
font-size: var(--font-md);
|
||||
line-height: 1;
|
||||
color: var(--color-text-high);
|
||||
cursor: grab;
|
||||
user-select: none;
|
||||
touch-action: none;
|
||||
flex-shrink: 0;
|
||||
|
||||
&:active {
|
||||
cursor: grabbing;
|
||||
}
|
||||
}
|
||||
|
||||
.subSpecialContainer {
|
||||
display: flex;
|
||||
gap: var(--s-2);
|
||||
flex-shrink: 0;
|
||||
}
|
||||
|
||||
.subSpecialContainerSpacer {
|
||||
width: 89px;
|
||||
}
|
||||
|
||||
.kitIcon {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
width: 40px;
|
||||
height: 40px;
|
||||
background-color: var(--color-bg-high);
|
||||
border: 2px solid var(--color-border);
|
||||
border-radius: 50%;
|
||||
}
|
||||
@@ -0,0 +1,192 @@
|
||||
import type { DragEndEvent } from "@dnd-kit/core";
|
||||
import {
|
||||
closestCenter,
|
||||
DndContext,
|
||||
KeyboardSensor,
|
||||
PointerSensor,
|
||||
useSensor,
|
||||
useSensors,
|
||||
} from "@dnd-kit/core";
|
||||
import {
|
||||
SortableContext,
|
||||
sortableKeyboardCoordinates,
|
||||
useSortable,
|
||||
verticalListSortingStrategy,
|
||||
} from "@dnd-kit/sortable";
|
||||
import { CSS } from "@dnd-kit/utilities";
|
||||
import clsx from "clsx";
|
||||
import { useTranslation } from "react-i18next";
|
||||
import { Image, WeaponImage } from "~/components/Image";
|
||||
import { mainWeaponParams } from "~/features/build-analyzer/core/utils";
|
||||
import type { MainWeaponId } from "~/modules/in-game-lists/types";
|
||||
import {
|
||||
abilityImageUrl,
|
||||
specialWeaponImageUrl,
|
||||
subWeaponImageUrl,
|
||||
} from "~/utils/urls";
|
||||
import { MAX_WEAPONS } from "../comp-analyzer-constants";
|
||||
import styles from "./SelectedWeapons.module.css";
|
||||
|
||||
interface SelectedWeaponsProps {
|
||||
selectedWeaponIds: MainWeaponId[];
|
||||
onRemove: (index: number) => void;
|
||||
onReorder: (newIds: MainWeaponId[]) => void;
|
||||
}
|
||||
|
||||
export function SelectedWeapons({
|
||||
selectedWeaponIds,
|
||||
onRemove,
|
||||
onReorder,
|
||||
}: SelectedWeaponsProps) {
|
||||
const { t } = useTranslation(["weapons", "analyzer"]);
|
||||
|
||||
const sensors = useSensors(
|
||||
useSensor(PointerSensor),
|
||||
useSensor(KeyboardSensor, {
|
||||
coordinateGetter: sortableKeyboardCoordinates,
|
||||
}),
|
||||
);
|
||||
|
||||
const handleDragEnd = (event: DragEndEvent) => {
|
||||
const { active, over } = event;
|
||||
|
||||
if (over && active.id !== over.id) {
|
||||
const oldIndex = selectedWeaponIds.indexOf(active.id as MainWeaponId);
|
||||
const newIndex = selectedWeaponIds.indexOf(over.id as MainWeaponId);
|
||||
|
||||
const newIds = [...selectedWeaponIds];
|
||||
const [removed] = newIds.splice(oldIndex, 1);
|
||||
newIds.splice(newIndex, 0, removed);
|
||||
|
||||
onReorder(newIds);
|
||||
}
|
||||
};
|
||||
|
||||
const emptySlotCount = MAX_WEAPONS - selectedWeaponIds.length;
|
||||
const showDragHandle = selectedWeaponIds.length > 1;
|
||||
|
||||
return (
|
||||
<div className={styles.selectedWeapons} data-testid="selected-weapons">
|
||||
<DndContext
|
||||
sensors={sensors}
|
||||
collisionDetection={closestCenter}
|
||||
onDragEnd={handleDragEnd}
|
||||
>
|
||||
<SortableContext
|
||||
items={selectedWeaponIds}
|
||||
strategy={verticalListSortingStrategy}
|
||||
>
|
||||
{selectedWeaponIds.map((weaponId, index) => (
|
||||
<SortableWeaponRow
|
||||
key={weaponId}
|
||||
weaponId={weaponId}
|
||||
index={index}
|
||||
onRemove={onRemove}
|
||||
showDragHandle={showDragHandle}
|
||||
/>
|
||||
))}
|
||||
</SortableContext>
|
||||
</DndContext>
|
||||
{Array.from({ length: emptySlotCount }, (_, i) => (
|
||||
<div key={`empty-${i}`} className={styles.selectedWeaponRow}>
|
||||
<div className={styles.weaponImageContainerEmpty}>
|
||||
<Image path={abilityImageUrl("UNKNOWN")} alt="" size={48} />
|
||||
</div>
|
||||
<div className={styles.weaponNamePillEmpty}>
|
||||
<span className={styles.weaponNameEmpty}>
|
||||
{t("analyzer:comp.pickWeapon")}
|
||||
</span>
|
||||
</div>
|
||||
<div className={styles.subSpecialContainerSpacer} />
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
interface SortableWeaponRowProps {
|
||||
weaponId: MainWeaponId;
|
||||
index: number;
|
||||
onRemove: (index: number) => void;
|
||||
showDragHandle: boolean;
|
||||
}
|
||||
|
||||
function SortableWeaponRow({
|
||||
weaponId,
|
||||
index,
|
||||
onRemove,
|
||||
showDragHandle,
|
||||
}: SortableWeaponRowProps) {
|
||||
const { t } = useTranslation(["weapons", "analyzer"]);
|
||||
const {
|
||||
attributes,
|
||||
listeners,
|
||||
setNodeRef,
|
||||
transform,
|
||||
transition,
|
||||
isDragging,
|
||||
} = useSortable({ id: weaponId });
|
||||
|
||||
const style = {
|
||||
transform: CSS.Transform.toString(transform),
|
||||
transition,
|
||||
};
|
||||
|
||||
const params = mainWeaponParams(weaponId);
|
||||
|
||||
return (
|
||||
<div
|
||||
ref={setNodeRef}
|
||||
style={style}
|
||||
className={clsx(styles.selectedWeaponRow, {
|
||||
[styles.isDragging]: isDragging,
|
||||
})}
|
||||
data-testid={`selected-weapon-${index}`}
|
||||
{...attributes}
|
||||
>
|
||||
<div className={styles.weaponImageContainer}>
|
||||
<WeaponImage weaponSplId={weaponId} variant="build" size={48} />
|
||||
</div>
|
||||
<div className={styles.weaponNamePill}>
|
||||
<span className={styles.weaponName}>
|
||||
{t(`weapons:MAIN_${weaponId}`)}
|
||||
</span>
|
||||
{showDragHandle ? (
|
||||
<button
|
||||
type="button"
|
||||
className={styles.dragHandle}
|
||||
aria-label={t("analyzer:comp.reorderWeapon")}
|
||||
{...listeners}
|
||||
>
|
||||
☰
|
||||
</button>
|
||||
) : null}
|
||||
<button
|
||||
type="button"
|
||||
className={styles.removeButton}
|
||||
onClick={() => onRemove(index)}
|
||||
aria-label={t("analyzer:comp.removeWeapon")}
|
||||
data-testid={`remove-weapon-${index}`}
|
||||
>
|
||||
×
|
||||
</button>
|
||||
</div>
|
||||
<div className={styles.subSpecialContainer}>
|
||||
<div className={styles.kitIcon}>
|
||||
<Image
|
||||
path={subWeaponImageUrl(params.subWeaponId)}
|
||||
alt={t(`weapons:SUB_${params.subWeaponId}`)}
|
||||
size={24}
|
||||
/>
|
||||
</div>
|
||||
<div className={styles.kitIcon}>
|
||||
<Image
|
||||
path={specialWeaponImageUrl(params.specialWeaponId)}
|
||||
alt={t(`weapons:SPECIAL_${params.specialWeaponId}`)}
|
||||
size={24}
|
||||
/>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,60 @@
|
||||
.container {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: var(--s-2);
|
||||
}
|
||||
|
||||
.legend {
|
||||
display: flex;
|
||||
gap: var(--s-4);
|
||||
font-size: var(--font-xs);
|
||||
color: var(--color-text-high);
|
||||
}
|
||||
|
||||
.legendItem {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: var(--s-1-5);
|
||||
}
|
||||
|
||||
.legendSwatch {
|
||||
width: 12px;
|
||||
height: 12px;
|
||||
border-radius: 2px;
|
||||
}
|
||||
|
||||
.row {
|
||||
display: grid;
|
||||
grid-template-columns: 32px 1fr 3rem;
|
||||
align-items: center;
|
||||
gap: var(--s-2);
|
||||
}
|
||||
|
||||
.track {
|
||||
position: relative;
|
||||
height: 14px;
|
||||
border-radius: var(--radius-field);
|
||||
background: var(--color-bg-high);
|
||||
overflow: hidden;
|
||||
}
|
||||
|
||||
.bar {
|
||||
position: absolute;
|
||||
inset-block: 0;
|
||||
inset-inline-start: 0;
|
||||
border-radius: var(--radius-field);
|
||||
}
|
||||
|
||||
.blast {
|
||||
position: absolute;
|
||||
inset-block: 0;
|
||||
opacity: 0.4;
|
||||
}
|
||||
|
||||
.range {
|
||||
font-size: var(--font-xs);
|
||||
font-weight: var(--weight-semi);
|
||||
color: var(--color-text-high);
|
||||
text-align: end;
|
||||
font-variant-numeric: tabular-nums;
|
||||
}
|
||||
@@ -0,0 +1,85 @@
|
||||
// note: dev only component, not used in production code
|
||||
|
||||
import { useTranslation } from "react-i18next";
|
||||
import { Image } from "~/components/Image";
|
||||
import { specialWeaponImageUrl } from "~/utils/urls";
|
||||
import {
|
||||
getSpecialsWithRange,
|
||||
type SpecialWeaponWithRange,
|
||||
} from "../core/special-weapon-range";
|
||||
import styles from "./SpecialRangeVisualization.module.css";
|
||||
|
||||
const RANGE_TYPE_COLOR: Record<SpecialWeaponWithRange["rangeType"], string> = {
|
||||
projectile: "#8cd4f5",
|
||||
radius: "#f5b8d0",
|
||||
};
|
||||
|
||||
export function SpecialRangeVisualization() {
|
||||
const { t } = useTranslation(["weapons"]);
|
||||
|
||||
const specials = getSpecialsWithRange();
|
||||
if (specials.length === 0) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const maxRange = Math.max(
|
||||
...specials.map((special) => special.range + (special.blastRadius ?? 0)),
|
||||
);
|
||||
|
||||
return (
|
||||
<div className={styles.container} data-testid="special-range-visualization">
|
||||
<div className={styles.legend}>
|
||||
<div className={styles.legendItem}>
|
||||
<span
|
||||
className={styles.legendSwatch}
|
||||
style={{ backgroundColor: RANGE_TYPE_COLOR.projectile }}
|
||||
/>
|
||||
projectile
|
||||
</div>
|
||||
<div className={styles.legendItem}>
|
||||
<span
|
||||
className={styles.legendSwatch}
|
||||
style={{ backgroundColor: RANGE_TYPE_COLOR.radius }}
|
||||
/>
|
||||
radius
|
||||
</div>
|
||||
</div>
|
||||
{specials.map((special) => {
|
||||
const color = RANGE_TYPE_COLOR[special.rangeType];
|
||||
const rangeWidth = (special.range / maxRange) * 100;
|
||||
const blastWidth = special.blastRadius
|
||||
? (special.blastRadius / maxRange) * 100
|
||||
: 0;
|
||||
|
||||
return (
|
||||
<div key={special.specialWeaponId} className={styles.row}>
|
||||
<Image
|
||||
path={specialWeaponImageUrl(special.specialWeaponId)}
|
||||
width={28}
|
||||
height={28}
|
||||
alt={t(`weapons:SPECIAL_${special.specialWeaponId}`)}
|
||||
title={t(`weapons:SPECIAL_${special.specialWeaponId}`)}
|
||||
/>
|
||||
<div className={styles.track}>
|
||||
{blastWidth > 0 ? (
|
||||
<span
|
||||
className={styles.blast}
|
||||
style={{
|
||||
insetInlineStart: `${rangeWidth}%`,
|
||||
width: `${blastWidth}%`,
|
||||
backgroundColor: color,
|
||||
}}
|
||||
/>
|
||||
) : null}
|
||||
<span
|
||||
className={styles.bar}
|
||||
style={{ width: `${rangeWidth}%`, backgroundColor: color }}
|
||||
/>
|
||||
</div>
|
||||
<span className={styles.range}>{special.range.toFixed(1)}</span>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,52 @@
|
||||
.container {
|
||||
display: flex;
|
||||
flex-wrap: wrap;
|
||||
gap: var(--s-4);
|
||||
max-width: 100%;
|
||||
}
|
||||
|
||||
.categorySection {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: var(--s-1);
|
||||
margin: 0 auto;
|
||||
max-width: 100%;
|
||||
}
|
||||
|
||||
.categoryLabel {
|
||||
font-size: var(--font-sm);
|
||||
font-weight: var(--weight-semi);
|
||||
color: var(--color-text-high);
|
||||
}
|
||||
|
||||
.categoryPill {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
background-color: var(--color-bg-high);
|
||||
border: 2px solid var(--color-border);
|
||||
border-radius: var(--radius-full);
|
||||
overflow-x: auto;
|
||||
overflow-y: hidden;
|
||||
max-width: 100%;
|
||||
width: fit-content;
|
||||
}
|
||||
|
||||
.categoryItem {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
align-items: center;
|
||||
gap: var(--s-1);
|
||||
padding: var(--s-1) var(--s-4);
|
||||
border-left: 1.5px solid var(--color-border);
|
||||
flex-shrink: 0;
|
||||
|
||||
&[data-first="true"] {
|
||||
border-left: none;
|
||||
}
|
||||
}
|
||||
|
||||
.categoryName {
|
||||
font-size: var(--font-2xs);
|
||||
font-weight: var(--weight-semi);
|
||||
white-space: nowrap;
|
||||
}
|
||||
@@ -0,0 +1,126 @@
|
||||
import { useTranslation } from "react-i18next";
|
||||
import { Image } from "~/components/Image";
|
||||
import { mainWeaponParams } from "~/features/build-analyzer/core/utils";
|
||||
import type {
|
||||
MainWeaponId,
|
||||
SpecialWeaponId,
|
||||
SubWeaponId,
|
||||
} from "~/modules/in-game-lists/types";
|
||||
import { specialWeaponImageUrl, subWeaponImageUrl } from "~/utils/urls";
|
||||
import {
|
||||
SPECIAL_CATEGORY_ORDER,
|
||||
SPECIAL_WEAPON_CATEGORIES,
|
||||
type SpecialWeaponCategory,
|
||||
SUB_CATEGORY_ORDER,
|
||||
SUB_WEAPON_CATEGORIES,
|
||||
type SubWeaponCategory,
|
||||
} from "../comp-analyzer-constants";
|
||||
import styles from "./WeaponCategories.module.css";
|
||||
|
||||
interface WeaponCategoriesProps {
|
||||
selectedWeaponIds: MainWeaponId[];
|
||||
}
|
||||
|
||||
interface SubWeaponItem {
|
||||
subId: SubWeaponId;
|
||||
category: SubWeaponCategory;
|
||||
weaponIndex: number;
|
||||
}
|
||||
|
||||
interface SpecialWeaponItem {
|
||||
specialId: SpecialWeaponId;
|
||||
category: SpecialWeaponCategory;
|
||||
weaponIndex: number;
|
||||
}
|
||||
|
||||
export function WeaponCategories({ selectedWeaponIds }: WeaponCategoriesProps) {
|
||||
const { t } = useTranslation(["weapons", "analyzer"]);
|
||||
|
||||
if (selectedWeaponIds.length === 0) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const subItems: SubWeaponItem[] = [];
|
||||
const specialItems: SpecialWeaponItem[] = [];
|
||||
|
||||
for (const [index, weaponId] of selectedWeaponIds.entries()) {
|
||||
const params = mainWeaponParams(weaponId);
|
||||
|
||||
subItems.push({
|
||||
subId: params.subWeaponId,
|
||||
category: SUB_WEAPON_CATEGORIES[params.subWeaponId],
|
||||
weaponIndex: index,
|
||||
});
|
||||
|
||||
specialItems.push({
|
||||
specialId: params.specialWeaponId,
|
||||
category: SPECIAL_WEAPON_CATEGORIES[params.specialWeaponId],
|
||||
weaponIndex: index,
|
||||
});
|
||||
}
|
||||
|
||||
const sortedSubItems = [...subItems].sort((a, b) => {
|
||||
const aIndex = SUB_CATEGORY_ORDER.indexOf(a.category);
|
||||
const bIndex = SUB_CATEGORY_ORDER.indexOf(b.category);
|
||||
if (aIndex !== bIndex) return aIndex - bIndex;
|
||||
return a.weaponIndex - b.weaponIndex;
|
||||
});
|
||||
|
||||
const sortedSpecialItems = [...specialItems].sort((a, b) => {
|
||||
const aIndex = SPECIAL_CATEGORY_ORDER.indexOf(a.category);
|
||||
const bIndex = SPECIAL_CATEGORY_ORDER.indexOf(b.category);
|
||||
if (aIndex !== bIndex) return aIndex - bIndex;
|
||||
return a.weaponIndex - b.weaponIndex;
|
||||
});
|
||||
|
||||
return (
|
||||
<div className={styles.container}>
|
||||
<div className={styles.categorySection}>
|
||||
<div className={styles.categoryLabel}>
|
||||
{t("analyzer:comp.subRoles")}
|
||||
</div>
|
||||
<div className={styles.categoryPill}>
|
||||
{sortedSubItems.map((item, index) => (
|
||||
<div
|
||||
key={`${item.weaponIndex}-${item.subId}`}
|
||||
className={styles.categoryItem}
|
||||
data-first={index === 0}
|
||||
>
|
||||
<Image
|
||||
path={subWeaponImageUrl(item.subId)}
|
||||
alt={t(`weapons:SUB_${item.subId}`)}
|
||||
size={20}
|
||||
/>
|
||||
<span className={styles.categoryName}>
|
||||
{t(`analyzer:comp.subCategory.${item.category}`)}
|
||||
</span>
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
</div>
|
||||
<div className={styles.categorySection}>
|
||||
<div className={styles.categoryLabel}>
|
||||
{t("analyzer:comp.specialRoles")}
|
||||
</div>
|
||||
<div className={styles.categoryPill}>
|
||||
{sortedSpecialItems.map((item, index) => (
|
||||
<div
|
||||
key={`${item.weaponIndex}-${item.specialId}`}
|
||||
className={styles.categoryItem}
|
||||
data-first={index === 0}
|
||||
>
|
||||
<Image
|
||||
path={specialWeaponImageUrl(item.specialId)}
|
||||
alt={t(`weapons:SPECIAL_${item.specialId}`)}
|
||||
size={20}
|
||||
/>
|
||||
<span className={styles.categoryName}>
|
||||
{t(`analyzer:comp.specialCategory.${item.category}`)}
|
||||
</span>
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,135 @@
|
||||
import type { ComponentProps } from "react";
|
||||
import { createMemoryRouter, RouterProvider } from "react-router";
|
||||
import { describe, expect, test, vi } from "vitest";
|
||||
import { render } from "vitest-browser-react";
|
||||
import { WeaponGrid } from "./WeaponGrid";
|
||||
|
||||
const defaultProps: ComponentProps<typeof WeaponGrid> = {
|
||||
selectedWeaponIds: [],
|
||||
onWeaponClick: vi.fn(),
|
||||
categorization: "category",
|
||||
onCategorizationChange: vi.fn(),
|
||||
isCollapsed: false,
|
||||
onToggleCollapse: vi.fn(),
|
||||
};
|
||||
|
||||
function renderWeaponGrid(
|
||||
props: Partial<ComponentProps<typeof WeaponGrid>> = {},
|
||||
) {
|
||||
const router = createMemoryRouter(
|
||||
[
|
||||
{
|
||||
path: "/",
|
||||
element: <WeaponGrid {...defaultProps} {...props} />,
|
||||
},
|
||||
],
|
||||
{ initialEntries: ["/"] },
|
||||
);
|
||||
|
||||
return render(<RouterProvider router={router} />);
|
||||
}
|
||||
|
||||
describe("WeaponGrid", () => {
|
||||
describe("collapse toggle", () => {
|
||||
test("renders with collapse toggle visible", async () => {
|
||||
const screen = await renderWeaponGrid();
|
||||
|
||||
await expect
|
||||
.element(screen.getByText("Hide weapon selector"))
|
||||
.toBeVisible();
|
||||
});
|
||||
|
||||
test("shows 'Show weapon selector' when collapsed", async () => {
|
||||
const screen = await renderWeaponGrid({ isCollapsed: true });
|
||||
|
||||
await expect
|
||||
.element(screen.getByText("Show weapon selector"))
|
||||
.toBeVisible();
|
||||
});
|
||||
|
||||
test("calls onToggleCollapse when toggle button clicked", async () => {
|
||||
const onToggleCollapse = vi.fn();
|
||||
const screen = await renderWeaponGrid({ onToggleCollapse });
|
||||
|
||||
await screen.getByText("Hide weapon selector").click();
|
||||
|
||||
expect(onToggleCollapse).toHaveBeenCalledTimes(1);
|
||||
});
|
||||
|
||||
test("hides weapon grid content when collapsed", async () => {
|
||||
const screen = await renderWeaponGrid({ isCollapsed: true });
|
||||
|
||||
await expect
|
||||
.element(screen.getByText("Show weapon selector"))
|
||||
.toBeVisible();
|
||||
const groupByLabel = screen.container.querySelector(
|
||||
'[class*="categorizationToggle"]',
|
||||
);
|
||||
expect(groupByLabel).toBeNull();
|
||||
});
|
||||
});
|
||||
|
||||
describe("categorization", () => {
|
||||
test("shows categorization radio buttons when expanded", async () => {
|
||||
const screen = await renderWeaponGrid();
|
||||
|
||||
await expect.element(screen.getByText("Weapon type")).toBeVisible();
|
||||
await expect.element(screen.getByText("Sub weapon")).toBeVisible();
|
||||
await expect.element(screen.getByText("Special weapon")).toBeVisible();
|
||||
});
|
||||
|
||||
test("calls onCategorizationChange when radio button clicked", async () => {
|
||||
const onCategorizationChange = vi.fn();
|
||||
const screen = await renderWeaponGrid({ onCategorizationChange });
|
||||
|
||||
await screen.getByText("Sub weapon").click();
|
||||
|
||||
expect(onCategorizationChange).toHaveBeenCalledWith("sub");
|
||||
});
|
||||
|
||||
test("shows correct radio button as checked", async () => {
|
||||
const screen = await renderWeaponGrid({ categorization: "special" });
|
||||
|
||||
const specialRadio = screen.getByRole("radio", {
|
||||
name: "Special weapon",
|
||||
});
|
||||
await expect.element(specialRadio).toBeChecked();
|
||||
});
|
||||
});
|
||||
|
||||
describe("weapon selection", () => {
|
||||
test("calls onWeaponClick when weapon button clicked", async () => {
|
||||
const onWeaponClick = vi.fn();
|
||||
const screen = await renderWeaponGrid({ onWeaponClick });
|
||||
|
||||
const weaponButtons = screen.container.querySelectorAll("button[title]");
|
||||
const firstWeaponButton = weaponButtons[1] as HTMLElement | undefined;
|
||||
if (firstWeaponButton) {
|
||||
firstWeaponButton.click();
|
||||
expect(onWeaponClick).toHaveBeenCalledTimes(1);
|
||||
}
|
||||
});
|
||||
|
||||
test("disables unselected weapons when max is reached", async () => {
|
||||
const screen = await renderWeaponGrid({
|
||||
selectedWeaponIds: [0, 10, 20, 30],
|
||||
});
|
||||
|
||||
const disabledButtons = screen.container.querySelectorAll(
|
||||
"button[title][disabled]",
|
||||
);
|
||||
expect(disabledButtons.length).toBeGreaterThan(0);
|
||||
});
|
||||
|
||||
test("shows selected weapons with selected style", async () => {
|
||||
const screen = await renderWeaponGrid({
|
||||
selectedWeaponIds: [0],
|
||||
});
|
||||
|
||||
const selectedButtons = screen.container.querySelectorAll(
|
||||
'[class*="weaponButtonSelected"]',
|
||||
);
|
||||
expect(selectedButtons.length).toBeGreaterThan(0);
|
||||
});
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,104 @@
|
||||
.container {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: var(--s-4);
|
||||
}
|
||||
|
||||
.collapseToggle {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: var(--s-2);
|
||||
background-color: transparent;
|
||||
border: none;
|
||||
cursor: pointer;
|
||||
font-weight: var(--weight-semi);
|
||||
color: var(--color-text);
|
||||
}
|
||||
|
||||
.collapseArrow {
|
||||
transition: transform 0.2s;
|
||||
}
|
||||
|
||||
.collapseArrowCollapsed {
|
||||
transform: rotate(-90deg);
|
||||
}
|
||||
|
||||
.categorizationToggle {
|
||||
display: flex;
|
||||
gap: var(--s-2);
|
||||
flex-wrap: wrap;
|
||||
}
|
||||
|
||||
.weaponGrid {
|
||||
display: grid;
|
||||
grid-template-columns: repeat(3, 1fr);
|
||||
gap: var(--s-4);
|
||||
}
|
||||
|
||||
@container (width < 640px) {
|
||||
.weaponGrid {
|
||||
grid-template-columns: repeat(2, 1fr);
|
||||
}
|
||||
}
|
||||
|
||||
@container (width < 560px) {
|
||||
.weaponGrid {
|
||||
grid-template-columns: 1fr;
|
||||
}
|
||||
}
|
||||
|
||||
.categorySection {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: var(--s-2);
|
||||
}
|
||||
|
||||
.categoryHeader {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: var(--s-2);
|
||||
padding-bottom: var(--s-1);
|
||||
border-bottom: 3px solid var(--color-border);
|
||||
}
|
||||
|
||||
.categoryName {
|
||||
font-weight: var(--weight-semi);
|
||||
font-size: var(--font-sm);
|
||||
text-transform: capitalize;
|
||||
}
|
||||
|
||||
.categoryWeapons {
|
||||
display: flex;
|
||||
flex-wrap: wrap;
|
||||
gap: var(--s-1);
|
||||
}
|
||||
|
||||
.weaponButton {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
padding: var(--s-1);
|
||||
background-color: var(--color-bg-higher);
|
||||
border: 2px solid transparent;
|
||||
border-radius: var(--radius-box);
|
||||
cursor: pointer;
|
||||
transition: border-color 0.1s;
|
||||
|
||||
&:hover {
|
||||
border-color: var(--color-text-accent);
|
||||
}
|
||||
|
||||
&:disabled {
|
||||
opacity: 0.6;
|
||||
cursor: not-allowed;
|
||||
|
||||
&:hover {
|
||||
border-color: transparent;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
.weaponButtonSelected {
|
||||
background-color: var(--color-bg-high);
|
||||
border: 2px solid var(--color-border);
|
||||
}
|
||||
@@ -0,0 +1,208 @@
|
||||
import { useTranslation } from "react-i18next";
|
||||
import { Image, WeaponImage } from "~/components/Image";
|
||||
import { Label } from "~/components/Label";
|
||||
import { mainWeaponParams } from "~/features/build-analyzer/core/utils";
|
||||
import type {
|
||||
MainWeaponId,
|
||||
SpecialWeaponId,
|
||||
SubWeaponId,
|
||||
} from "~/modules/in-game-lists/types";
|
||||
import {
|
||||
mainWeaponIds,
|
||||
specialWeaponIds,
|
||||
subWeaponIds,
|
||||
weaponCategories,
|
||||
} from "~/modules/in-game-lists/weapon-ids";
|
||||
import {
|
||||
specialWeaponImageUrl,
|
||||
subWeaponImageUrl,
|
||||
weaponCategoryUrl,
|
||||
} from "~/utils/urls";
|
||||
import { MAX_WEAPONS } from "../comp-analyzer-constants";
|
||||
import type { CategorizationType } from "../comp-analyzer-types";
|
||||
import styles from "./WeaponGrid.module.css";
|
||||
|
||||
interface WeaponGridProps {
|
||||
selectedWeaponIds: MainWeaponId[];
|
||||
onWeaponClick: (weaponId: MainWeaponId) => void;
|
||||
categorization: CategorizationType;
|
||||
onCategorizationChange: (categorization: CategorizationType) => void;
|
||||
isCollapsed: boolean;
|
||||
onToggleCollapse: () => void;
|
||||
}
|
||||
|
||||
export function WeaponGrid({
|
||||
selectedWeaponIds,
|
||||
onWeaponClick,
|
||||
categorization,
|
||||
onCategorizationChange,
|
||||
isCollapsed,
|
||||
onToggleCollapse,
|
||||
}: WeaponGridProps) {
|
||||
const { t } = useTranslation(["weapons", "analyzer"]);
|
||||
const isMaxSelected = selectedWeaponIds.length >= MAX_WEAPONS;
|
||||
|
||||
const groupedWeapons = groupWeaponsByType(categorization);
|
||||
|
||||
return (
|
||||
<div className={styles.container} data-testid="weapon-grid">
|
||||
<button
|
||||
type="button"
|
||||
className={styles.collapseToggle}
|
||||
onClick={onToggleCollapse}
|
||||
data-testid="weapon-grid-toggle"
|
||||
>
|
||||
<span
|
||||
className={`${styles.collapseArrow} ${isCollapsed ? styles.collapseArrowCollapsed : ""}`}
|
||||
>
|
||||
▼
|
||||
</span>
|
||||
<span>
|
||||
{isCollapsed
|
||||
? t("analyzer:comp.showWeaponGrid")
|
||||
: t("analyzer:comp.hideWeaponGrid")}
|
||||
</span>
|
||||
</button>
|
||||
|
||||
{!isCollapsed ? (
|
||||
<>
|
||||
<div>
|
||||
<Label>{t("analyzer:comp.groupBy")}</Label>
|
||||
<div
|
||||
className={styles.categorizationToggle}
|
||||
data-testid="categorization-toggle"
|
||||
>
|
||||
<label className="stack horizontal sm items-center">
|
||||
<input
|
||||
type="radio"
|
||||
name="categorization"
|
||||
value="category"
|
||||
checked={categorization === "category"}
|
||||
onChange={() => onCategorizationChange("category")}
|
||||
data-testid="categorization-category"
|
||||
/>
|
||||
<span>{t("analyzer:comp.groupBy.category")}</span>
|
||||
</label>
|
||||
<label className="stack horizontal sm items-center">
|
||||
<input
|
||||
type="radio"
|
||||
name="categorization"
|
||||
value="sub"
|
||||
checked={categorization === "sub"}
|
||||
onChange={() => onCategorizationChange("sub")}
|
||||
data-testid="categorization-sub"
|
||||
/>
|
||||
<span>{t("analyzer:comp.groupBy.sub")}</span>
|
||||
</label>
|
||||
<label className="stack horizontal sm items-center">
|
||||
<input
|
||||
type="radio"
|
||||
name="categorization"
|
||||
value="special"
|
||||
checked={categorization === "special"}
|
||||
onChange={() => onCategorizationChange("special")}
|
||||
data-testid="categorization-special"
|
||||
/>
|
||||
<span>{t("analyzer:comp.groupBy.special")}</span>
|
||||
</label>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div className={styles.weaponGrid}>
|
||||
{groupedWeapons.map((group) => (
|
||||
<div key={group.key} className={styles.categorySection}>
|
||||
<div className={styles.categoryHeader}>
|
||||
{group.iconPath ? (
|
||||
<Image path={group.iconPath} alt="" size={24} />
|
||||
) : null}
|
||||
<span className={styles.categoryName}>
|
||||
{group.name.startsWith("SUB_") ||
|
||||
group.name.startsWith("SPECIAL_")
|
||||
? t(`weapons:${group.name}` as "SUB_0")
|
||||
: group.name}
|
||||
</span>
|
||||
</div>
|
||||
<div className={styles.categoryWeapons}>
|
||||
{group.weaponIds.map((weaponId) => {
|
||||
const isSelected = selectedWeaponIds.includes(weaponId);
|
||||
const isDisabled = !isSelected && isMaxSelected;
|
||||
|
||||
return (
|
||||
<button
|
||||
key={weaponId}
|
||||
type="button"
|
||||
className={`${styles.weaponButton} ${isSelected ? styles.weaponButtonSelected : ""}`}
|
||||
onClick={() => onWeaponClick(weaponId)}
|
||||
disabled={isDisabled}
|
||||
title={t(`weapons:MAIN_${weaponId}`)}
|
||||
data-testid={`weapon-button-${weaponId}`}
|
||||
>
|
||||
<WeaponImage
|
||||
weaponSplId={weaponId}
|
||||
variant="build"
|
||||
size={32}
|
||||
/>
|
||||
</button>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
</>
|
||||
) : null}
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
interface WeaponGroup {
|
||||
key: string;
|
||||
name: string;
|
||||
iconPath: string | null;
|
||||
weaponIds: MainWeaponId[];
|
||||
}
|
||||
|
||||
function groupWeaponsByType(categorization: CategorizationType): WeaponGroup[] {
|
||||
if (categorization === "category") {
|
||||
return weaponCategories.map((category) => ({
|
||||
key: category.name,
|
||||
name: category.name.toLowerCase(),
|
||||
iconPath: weaponCategoryUrl(category.name),
|
||||
weaponIds: [...category.weaponIds] as MainWeaponId[],
|
||||
}));
|
||||
}
|
||||
|
||||
if (categorization === "sub") {
|
||||
return subWeaponIds
|
||||
.map((subId) => {
|
||||
const weaponsWithSub = mainWeaponIds.filter((weaponId) => {
|
||||
const params = mainWeaponParams(weaponId);
|
||||
return params.subWeaponId === subId;
|
||||
});
|
||||
|
||||
return {
|
||||
key: `sub-${subId}`,
|
||||
name: `SUB_${subId}`,
|
||||
iconPath: subWeaponImageUrl(subId as SubWeaponId),
|
||||
weaponIds: weaponsWithSub,
|
||||
};
|
||||
})
|
||||
.filter((group) => group.weaponIds.length > 0);
|
||||
}
|
||||
|
||||
return specialWeaponIds
|
||||
.map((specialId) => {
|
||||
const weaponsWithSpecial = mainWeaponIds.filter((weaponId) => {
|
||||
const params = mainWeaponParams(weaponId);
|
||||
return params.specialWeaponId === specialId;
|
||||
});
|
||||
|
||||
return {
|
||||
key: `special-${specialId}`,
|
||||
name: `SPECIAL_${specialId}`,
|
||||
iconPath: specialWeaponImageUrl(specialId as SpecialWeaponId),
|
||||
weaponIds: weaponsWithSpecial,
|
||||
};
|
||||
})
|
||||
.filter((group) => group.weaponIds.length > 0);
|
||||
}
|
||||
@@ -0,0 +1,497 @@
|
||||
import { describe, expect, test } from "vitest";
|
||||
import {
|
||||
COMBO_DAMAGE_THRESHOLD,
|
||||
MAX_COMBOS_DISPLAYED,
|
||||
MAX_DAMAGE_TYPES_PER_COMBO,
|
||||
MAX_REPEATS_PER_DAMAGE_TYPE,
|
||||
} from "../comp-analyzer-constants";
|
||||
import {
|
||||
calculateDamageCombos,
|
||||
calculateInkTimeToKill,
|
||||
extractDamageSources,
|
||||
} from "./damage-combinations";
|
||||
|
||||
const SPLATTERSHOT_ID = 40;
|
||||
const SPLAT_ROLLER_ID = 1010;
|
||||
const SPLAT_CHARGER_ID = 2010;
|
||||
const AEROSPRAY_MG_ID = 30;
|
||||
const SPLATTERSHOT_JR_ID = 10;
|
||||
const EXPLOSHER_ID = 3040;
|
||||
|
||||
describe("extractDamageSources", () => {
|
||||
test("extracts main weapon damages", () => {
|
||||
const sources = extractDamageSources([SPLATTERSHOT_ID]);
|
||||
|
||||
expect(sources.length).toBe(1);
|
||||
expect(sources[0].weaponId).toBe(SPLATTERSHOT_ID);
|
||||
expect(sources[0].weaponSlot).toBe(0);
|
||||
|
||||
const mainDamages = sources[0].damages.filter(
|
||||
(d) => d.weaponType === "MAIN",
|
||||
);
|
||||
expect(mainDamages.length).toBeGreaterThan(0);
|
||||
});
|
||||
|
||||
test("extracts sub weapon damages", () => {
|
||||
const sources = extractDamageSources([SPLATTERSHOT_ID]);
|
||||
|
||||
const subDamages = sources[0].damages.filter((d) => d.weaponType === "SUB");
|
||||
expect(subDamages.length).toBeGreaterThan(0);
|
||||
});
|
||||
|
||||
test("extracts special weapon damages when applicable", () => {
|
||||
const sources = extractDamageSources([SPLATTERSHOT_ID]);
|
||||
|
||||
const specialDamages = sources[0].damages.filter(
|
||||
(d) => d.weaponType === "SPECIAL",
|
||||
);
|
||||
expect(specialDamages.length).toBeGreaterThan(0);
|
||||
});
|
||||
|
||||
test("assigns correct weapon slots for multiple weapons", () => {
|
||||
const sources = extractDamageSources([
|
||||
SPLATTERSHOT_ID,
|
||||
SPLAT_ROLLER_ID,
|
||||
SPLAT_CHARGER_ID,
|
||||
]);
|
||||
|
||||
expect(sources.length).toBe(3);
|
||||
expect(sources[0].weaponSlot).toBe(0);
|
||||
expect(sources[1].weaponSlot).toBe(1);
|
||||
expect(sources[2].weaponSlot).toBe(2);
|
||||
});
|
||||
});
|
||||
|
||||
describe("calculateDamageCombos - basic combination generation", () => {
|
||||
test("generates combos involving 2+ weapons", () => {
|
||||
const combos = calculateDamageCombos([SPLATTERSHOT_ID, SPLAT_ROLLER_ID]);
|
||||
|
||||
expect(combos.length).toBeGreaterThan(0);
|
||||
|
||||
for (const combo of combos) {
|
||||
const uniqueSlots = new Set(combo.segments.map((s) => s.weaponSlot));
|
||||
expect(uniqueSlots.size).toBeGreaterThanOrEqual(2);
|
||||
}
|
||||
});
|
||||
|
||||
test("calculates correct total damage", () => {
|
||||
const combos = calculateDamageCombos([SPLATTERSHOT_ID, SPLAT_ROLLER_ID]);
|
||||
|
||||
for (const combo of combos) {
|
||||
const calculatedTotal = combo.segments.reduce(
|
||||
(sum, segment) => sum + segment.damageValue * segment.count,
|
||||
0,
|
||||
);
|
||||
expect(combo.totalDamage).toBeCloseTo(calculatedTotal, 1);
|
||||
}
|
||||
});
|
||||
|
||||
test("calculates correct hit count", () => {
|
||||
const combos = calculateDamageCombos([SPLATTERSHOT_ID, SPLAT_ROLLER_ID]);
|
||||
|
||||
for (const combo of combos) {
|
||||
const calculatedHitCount = combo.segments.reduce(
|
||||
(sum, segment) => sum + segment.count,
|
||||
0,
|
||||
);
|
||||
expect(combo.hitCount).toBe(calculatedHitCount);
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
describe("calculateDamageCombos - constraint enforcement", () => {
|
||||
test("respects max damage types per combo constraint", () => {
|
||||
const combos = calculateDamageCombos([
|
||||
SPLATTERSHOT_ID,
|
||||
SPLAT_ROLLER_ID,
|
||||
SPLAT_CHARGER_ID,
|
||||
AEROSPRAY_MG_ID,
|
||||
]);
|
||||
|
||||
for (const combo of combos) {
|
||||
const uniqueTypes = new Set(combo.segments.map((s) => s.damageType));
|
||||
expect(uniqueTypes.size).toBeLessThanOrEqual(MAX_DAMAGE_TYPES_PER_COMBO);
|
||||
}
|
||||
});
|
||||
|
||||
test("respects max repeats per damage type constraint", () => {
|
||||
const combos = calculateDamageCombos([
|
||||
SPLATTERSHOT_ID,
|
||||
SPLAT_ROLLER_ID,
|
||||
SPLAT_CHARGER_ID,
|
||||
AEROSPRAY_MG_ID,
|
||||
]);
|
||||
|
||||
for (const combo of combos) {
|
||||
const typeToCount = new Map<string, number>();
|
||||
for (const segment of combo.segments) {
|
||||
const current = typeToCount.get(segment.damageType) ?? 0;
|
||||
typeToCount.set(segment.damageType, current + segment.count);
|
||||
}
|
||||
|
||||
for (const [type, count] of typeToCount) {
|
||||
expect(
|
||||
count,
|
||||
`Type ${type} has ${count} uses, max is ${MAX_REPEATS_PER_DAMAGE_TYPE}`,
|
||||
).toBeLessThanOrEqual(MAX_REPEATS_PER_DAMAGE_TYPE);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
test("requires 2+ weapon slots in each combo", () => {
|
||||
const combos = calculateDamageCombos([
|
||||
SPLATTERSHOT_ID,
|
||||
SPLAT_ROLLER_ID,
|
||||
SPLAT_CHARGER_ID,
|
||||
]);
|
||||
|
||||
for (const combo of combos) {
|
||||
const uniqueSlots = new Set(combo.segments.map((s) => s.weaponSlot));
|
||||
expect(uniqueSlots.size).toBeGreaterThanOrEqual(2);
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
describe("calculateDamageCombos - threshold filtering", () => {
|
||||
test("excludes combos below damage threshold", () => {
|
||||
const combos = calculateDamageCombos([SPLATTERSHOT_ID, SPLAT_ROLLER_ID]);
|
||||
|
||||
for (const combo of combos) {
|
||||
expect(combo.totalDamage).toBeGreaterThanOrEqual(COMBO_DAMAGE_THRESHOLD);
|
||||
}
|
||||
});
|
||||
|
||||
test("includes combos at or above damage threshold", () => {
|
||||
const combos = calculateDamageCombos([SPLATTERSHOT_ID, SPLAT_ROLLER_ID]);
|
||||
|
||||
const hasValidCombos = combos.some(
|
||||
(c) => c.totalDamage >= COMBO_DAMAGE_THRESHOLD,
|
||||
);
|
||||
expect(hasValidCombos).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
describe("calculateDamageCombos - one-shot exclusion", () => {
|
||||
test("excludes all combos containing a 100+ damage hit", () => {
|
||||
const combos = calculateDamageCombos([SPLAT_CHARGER_ID, SPLATTERSHOT_ID]);
|
||||
|
||||
for (const combo of combos) {
|
||||
const hasOneShot = combo.segments.some((s) => s.damageValue >= 100);
|
||||
expect(hasOneShot).toBe(false);
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
describe("calculateDamageCombos - sorting", () => {
|
||||
test("sorts results by totalDamage closest to 100 (lethal threshold)", () => {
|
||||
const combos = calculateDamageCombos([
|
||||
SPLATTERSHOT_ID,
|
||||
SPLAT_ROLLER_ID,
|
||||
SPLAT_CHARGER_ID,
|
||||
]);
|
||||
|
||||
if (combos.length < 2) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (let i = 0; i < combos.length - 1; i++) {
|
||||
const currentDistTo100 = Math.abs(combos[i].totalDamage - 100);
|
||||
const nextDistTo100 = Math.abs(combos[i + 1].totalDamage - 100);
|
||||
expect(currentDistTo100).toBeLessThanOrEqual(nextDistTo100);
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
describe("calculateDamageCombos - result cap", () => {
|
||||
test("returns at most MAX_COMBOS_DISPLAYED results", () => {
|
||||
const combos = calculateDamageCombos([
|
||||
SPLATTERSHOT_ID,
|
||||
SPLAT_ROLLER_ID,
|
||||
SPLAT_CHARGER_ID,
|
||||
AEROSPRAY_MG_ID,
|
||||
]);
|
||||
|
||||
expect(combos.length).toBeLessThanOrEqual(MAX_COMBOS_DISPLAYED);
|
||||
});
|
||||
});
|
||||
|
||||
describe("calculateDamageCombos - edge cases", () => {
|
||||
test("returns empty array for empty weapon selection", () => {
|
||||
const combos = calculateDamageCombos([]);
|
||||
|
||||
expect(combos).toEqual([]);
|
||||
});
|
||||
|
||||
test("returns empty array for single weapon (cannot make cross-weapon combos)", () => {
|
||||
const combos = calculateDamageCombos([SPLATTERSHOT_ID]);
|
||||
|
||||
expect(combos).toEqual([]);
|
||||
});
|
||||
|
||||
test("same sub weapon on multiple weapons creates valid combos", () => {
|
||||
const combos = calculateDamageCombos([SPLATTERSHOT_ID, SPLATTERSHOT_JR_ID]);
|
||||
|
||||
expect(combos.length).toBeGreaterThanOrEqual(0);
|
||||
|
||||
for (const combo of combos) {
|
||||
const uniqueSlots = new Set(combo.segments.map((s) => s.weaponSlot));
|
||||
expect(uniqueSlots.size).toBeGreaterThanOrEqual(2);
|
||||
}
|
||||
});
|
||||
|
||||
test("all segments have valid weapon slot assignments", () => {
|
||||
const combos = calculateDamageCombos([SPLATTERSHOT_ID, SPLAT_ROLLER_ID]);
|
||||
|
||||
for (const combo of combos) {
|
||||
for (const segment of combo.segments) {
|
||||
expect(segment.weaponSlot).toBeGreaterThanOrEqual(0);
|
||||
expect(segment.weaponSlot).toBeLessThan(4);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
test("all segments have count of 1 or 2", () => {
|
||||
const combos = calculateDamageCombos([
|
||||
SPLATTERSHOT_ID,
|
||||
SPLAT_ROLLER_ID,
|
||||
SPLAT_CHARGER_ID,
|
||||
]);
|
||||
|
||||
for (const combo of combos) {
|
||||
for (const segment of combo.segments) {
|
||||
expect(segment.count).toBeGreaterThanOrEqual(1);
|
||||
expect(segment.count).toBeLessThanOrEqual(2);
|
||||
}
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
describe("calculateInkTimeToKill", () => {
|
||||
test("returns null for combos that are already lethal (>= 100 damage)", () => {
|
||||
const result = calculateInkTimeToKill(100, 0);
|
||||
expect(result).toBeNull();
|
||||
});
|
||||
|
||||
test("returns null for combos above 100 damage", () => {
|
||||
const result = calculateInkTimeToKill(150, 0);
|
||||
expect(result).toBeNull();
|
||||
});
|
||||
|
||||
test("calculates short ink time for 99 damage combo with 0 RES", () => {
|
||||
const result = calculateInkTimeToKill(99, 0);
|
||||
|
||||
expect(result).not.toBeNull();
|
||||
expect(result).toBeGreaterThan(0);
|
||||
expect(result).toBeLessThan(30);
|
||||
});
|
||||
|
||||
test("calculates longer ink time for 80 damage combo with 0 RES", () => {
|
||||
const result = calculateInkTimeToKill(80, 0);
|
||||
|
||||
expect(result).not.toBeNull();
|
||||
expect(result).toBeGreaterThan(60);
|
||||
});
|
||||
|
||||
test("returns null when remaining damage exceeds ink damage limit with high RES", () => {
|
||||
const result = calculateInkTimeToKill(60, 57);
|
||||
|
||||
expect(result).toBeNull();
|
||||
});
|
||||
|
||||
test("higher RES increases ink time", () => {
|
||||
const resultNoRes = calculateInkTimeToKill(90, 0);
|
||||
const resultMaxRes = calculateInkTimeToKill(90, 57);
|
||||
|
||||
expect(resultNoRes).not.toBeNull();
|
||||
expect(resultMaxRes).not.toBeNull();
|
||||
expect(resultMaxRes!).toBeGreaterThan(resultNoRes!);
|
||||
});
|
||||
|
||||
test("handles boundary case at 0 AP", () => {
|
||||
const result = calculateInkTimeToKill(80, 0);
|
||||
|
||||
expect(result).not.toBeNull();
|
||||
expect(result).toBeGreaterThan(0);
|
||||
});
|
||||
|
||||
test("handles boundary case at 57 AP", () => {
|
||||
const result = calculateInkTimeToKill(90, 57);
|
||||
|
||||
expect(result).not.toBeNull();
|
||||
expect(result).toBeGreaterThan(0);
|
||||
});
|
||||
});
|
||||
|
||||
describe("calculateDamageCombos - excessive combo filtering", () => {
|
||||
test("filters out excessive combos (200+ damage where removing any hit still kills)", () => {
|
||||
const combos = calculateDamageCombos(
|
||||
[SPLATTERSHOT_ID, SPLAT_ROLLER_ID, SPLAT_CHARGER_ID, AEROSPRAY_MG_ID],
|
||||
[],
|
||||
0,
|
||||
1000,
|
||||
);
|
||||
|
||||
const hasExcessiveCombo = combos.some((combo) => {
|
||||
const flatDamages = combo.segments.flatMap((s) =>
|
||||
Array(s.count).fill(s.damageValue),
|
||||
);
|
||||
for (const damage of flatDamages) {
|
||||
const reducedDamage = combo.totalDamage - damage;
|
||||
if (reducedDamage >= 100) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
});
|
||||
|
||||
expect(hasExcessiveCombo).toBe(false);
|
||||
});
|
||||
|
||||
test("allows combos where removing any hit drops below lethal threshold", () => {
|
||||
const combos = calculateDamageCombos(
|
||||
[SPLATTERSHOT_ID, SPLAT_ROLLER_ID],
|
||||
[],
|
||||
0,
|
||||
1000,
|
||||
);
|
||||
|
||||
for (const combo of combos) {
|
||||
const flatDamages = combo.segments.flatMap((s) =>
|
||||
Array(s.count).fill(s.damageValue),
|
||||
);
|
||||
const allHitsNecessary = flatDamages.every(
|
||||
(damage) => combo.totalDamage - damage < 100,
|
||||
);
|
||||
expect(allHitsNecessary).toBe(true);
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
const TRI_SLOSHER_ID = 3010;
|
||||
const INKBRUSH_ID = 1100;
|
||||
const GOLD_DYNAMO_ROLLER_ID = 1021;
|
||||
const RAPID_BLASTER_PRO_WNT_R_ID = 252;
|
||||
|
||||
describe("calculateDamageCombos - deduplication", () => {
|
||||
test("no duplicate combos with bug report weapons", () => {
|
||||
const combos = calculateDamageCombos(
|
||||
[
|
||||
TRI_SLOSHER_ID,
|
||||
INKBRUSH_ID,
|
||||
GOLD_DYNAMO_ROLLER_ID,
|
||||
RAPID_BLASTER_PRO_WNT_R_ID,
|
||||
],
|
||||
[],
|
||||
0,
|
||||
1000,
|
||||
);
|
||||
|
||||
const canonicalKeys = combos.map((combo) => {
|
||||
const grouped = new Map<string, number>();
|
||||
for (const segment of combo.segments) {
|
||||
const key = `${segment.damageType}:${segment.damageValue}`;
|
||||
grouped.set(key, (grouped.get(key) ?? 0) + segment.count);
|
||||
}
|
||||
return [...grouped.entries()]
|
||||
.sort(([a], [b]) => a.localeCompare(b))
|
||||
.map(([key, count]) => `${key}:${count}`)
|
||||
.join("|");
|
||||
});
|
||||
|
||||
const uniqueKeys = new Set(canonicalKeys);
|
||||
expect(uniqueKeys.size).toBe(canonicalKeys.length);
|
||||
});
|
||||
});
|
||||
|
||||
describe("calculateDamageCombos - single weapon combos", () => {
|
||||
test("returns no combos for a single weapon when disabled", () => {
|
||||
const combos = calculateDamageCombos([SPLATTERSHOT_ID]);
|
||||
|
||||
expect(combos).toEqual([]);
|
||||
});
|
||||
|
||||
test("generates combos from a single weapon when enabled", () => {
|
||||
const combos = calculateDamageCombos(
|
||||
[SPLATTERSHOT_ID],
|
||||
[],
|
||||
0,
|
||||
undefined,
|
||||
true,
|
||||
);
|
||||
|
||||
expect(combos.length).toBeGreaterThan(0);
|
||||
|
||||
for (const combo of combos) {
|
||||
const uniqueSlots = new Set(combo.segments.map((s) => s.weaponSlot));
|
||||
expect(uniqueSlots.size).toBe(1);
|
||||
expect(combo.totalDamage).toBeGreaterThanOrEqual(COMBO_DAMAGE_THRESHOLD);
|
||||
}
|
||||
});
|
||||
|
||||
test("lets a single weapon pair its main and sub damage when enabled", () => {
|
||||
const combos = calculateDamageCombos(
|
||||
[SPLATTERSHOT_ID],
|
||||
[],
|
||||
0,
|
||||
undefined,
|
||||
true,
|
||||
);
|
||||
|
||||
const hasMainSubCombo = combos.some((combo) => {
|
||||
const hasMain = combo.segments.some(
|
||||
(s) => !s.isSubWeapon && !s.isSpecialWeapon,
|
||||
);
|
||||
const hasSub = combo.segments.some((s) => s.isSubWeapon);
|
||||
return hasMain && hasSub;
|
||||
});
|
||||
expect(hasMainSubCombo).toBe(true);
|
||||
});
|
||||
|
||||
test("keeps single-weapon combos alongside cross-weapon ones when enabled", () => {
|
||||
const withoutSingle = calculateDamageCombos(
|
||||
[SPLATTERSHOT_ID, SPLAT_ROLLER_ID],
|
||||
[],
|
||||
0,
|
||||
1000,
|
||||
);
|
||||
const withSingle = calculateDamageCombos(
|
||||
[SPLATTERSHOT_ID, SPLAT_ROLLER_ID],
|
||||
[],
|
||||
0,
|
||||
1000,
|
||||
true,
|
||||
);
|
||||
|
||||
expect(withSingle.length).toBeGreaterThanOrEqual(withoutSingle.length);
|
||||
});
|
||||
});
|
||||
|
||||
describe("virtual damage combos", () => {
|
||||
test("Explosher has COMBO damage type combining DIRECT and DISTANCE", () => {
|
||||
const sources = extractDamageSources([EXPLOSHER_ID]);
|
||||
const damages = sources[0].damages;
|
||||
|
||||
const comboDamage = damages.find((d) => d.type === "COMBO");
|
||||
expect(comboDamage).toBeDefined();
|
||||
expect(comboDamage?.weaponType).toBe("MAIN");
|
||||
|
||||
const directDamage = damages.find((d) => d.type === "DIRECT");
|
||||
const distanceDamage = damages.find((d) => d.type === "DISTANCE");
|
||||
|
||||
expect(directDamage).toBeDefined();
|
||||
expect(distanceDamage).toBeDefined();
|
||||
|
||||
const expectedComboValue =
|
||||
(directDamage?.value ?? 0) + (distanceDamage?.value ?? 0);
|
||||
expect(comboDamage?.value).toBeCloseTo(expectedComboValue, 1);
|
||||
});
|
||||
|
||||
test("COMBO damage appears in damage combos", () => {
|
||||
const combos = calculateDamageCombos([EXPLOSHER_ID, SPLATTERSHOT_ID]);
|
||||
|
||||
const comboWithComboType = combos.find((c) =>
|
||||
c.segments.some((s) => s.damageType === "COMBO"),
|
||||
);
|
||||
expect(comboWithComboType).toBeDefined();
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,506 @@
|
||||
import { damageTypeToWeaponType } from "~/features/build-analyzer/analyzer-constants";
|
||||
import type {
|
||||
AbilityPoints,
|
||||
DamageType,
|
||||
} from "~/features/build-analyzer/analyzer-types";
|
||||
import {
|
||||
buildStats,
|
||||
subWeaponDamageValue,
|
||||
} from "~/features/build-analyzer/core/stats";
|
||||
import { weaponParams } from "~/features/build-analyzer/core/utils";
|
||||
import type { MainWeaponId } from "~/modules/in-game-lists/types";
|
||||
import {
|
||||
COMBO_DAMAGE_THRESHOLD,
|
||||
LETHAL_DAMAGE,
|
||||
MAX_COMBOS_DISPLAYED,
|
||||
MAX_DAMAGE_TYPES_PER_COMBO,
|
||||
MAX_REPEATS_PER_DAMAGE_TYPE,
|
||||
VIRTUAL_DAMAGE_COMBOS,
|
||||
} from "../comp-analyzer-constants";
|
||||
import type {
|
||||
DamageCombo,
|
||||
DamageSegment,
|
||||
WeaponDamageSource,
|
||||
} from "../comp-analyzer-types";
|
||||
|
||||
interface DamageOption {
|
||||
weaponSlot: number;
|
||||
weaponId: MainWeaponId;
|
||||
damageType: DamageType;
|
||||
damageValue: number;
|
||||
weaponType: "MAIN" | "SUB" | "SPECIAL";
|
||||
}
|
||||
|
||||
export function extractDamageSources(
|
||||
weaponIds: MainWeaponId[],
|
||||
targetSubDefenseAp = 0,
|
||||
): WeaponDamageSource[] {
|
||||
return weaponIds.map((weaponId, slot) => {
|
||||
const stats = buildStats({ weaponSplId: weaponId, hasTacticooler: false });
|
||||
const damages: WeaponDamageSource["damages"] = [];
|
||||
|
||||
for (const damage of stats.stats.damages) {
|
||||
const weaponType = damageTypeToWeaponType[damage.type];
|
||||
if (weaponType === "MAIN") {
|
||||
damages.push({
|
||||
type: damage.type,
|
||||
value: damage.value,
|
||||
weaponType: "MAIN",
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
for (const subDamage of stats.stats.subWeaponDefenseDamages) {
|
||||
if (subDamage.subWeaponId === stats.weapon.subWeaponSplId) {
|
||||
const params = weaponParams();
|
||||
const reducedValue =
|
||||
targetSubDefenseAp === 0
|
||||
? subDamage.baseValue
|
||||
: subWeaponDamageValue({
|
||||
baseValue: subDamage.baseValue,
|
||||
subWeaponId: subDamage.subWeaponId,
|
||||
abilityPoints: targetSubDefenseAp,
|
||||
params: params.subWeapons[subDamage.subWeaponId],
|
||||
});
|
||||
damages.push({
|
||||
type: subDamage.type,
|
||||
value: reducedValue,
|
||||
weaponType: "SUB",
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
for (const specialDamage of stats.stats.specialWeaponDamages) {
|
||||
damages.push({
|
||||
type: specialDamage.type,
|
||||
value: specialDamage.value,
|
||||
weaponType: "SPECIAL",
|
||||
});
|
||||
}
|
||||
|
||||
const virtualCombos = VIRTUAL_DAMAGE_COMBOS[weaponId];
|
||||
if (virtualCombos) {
|
||||
for (const combo of virtualCombos) {
|
||||
const combinedValue = combo.damageTypes.reduce((sum, type) => {
|
||||
const damage = damages.find((d) => d.type === type);
|
||||
return sum + (damage?.value ?? 0);
|
||||
}, 0);
|
||||
|
||||
if (combinedValue > 0) {
|
||||
damages.push({
|
||||
type: combo.virtualType,
|
||||
value: combinedValue,
|
||||
weaponType: "MAIN",
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
weaponSlot: slot,
|
||||
weaponId,
|
||||
damages,
|
||||
};
|
||||
});
|
||||
}
|
||||
|
||||
export interface ExcludedDamageKey {
|
||||
weaponId: MainWeaponId;
|
||||
weaponType: "main" | "sub" | "special";
|
||||
damageType: DamageType;
|
||||
}
|
||||
|
||||
export function getAllDamageKeys(
|
||||
weaponIds: MainWeaponId[],
|
||||
targetSubDefenseAp = 0,
|
||||
): ExcludedDamageKey[] {
|
||||
const sources = extractDamageSources(weaponIds, targetSubDefenseAp);
|
||||
const seen = new Set<string>();
|
||||
const keys: ExcludedDamageKey[] = [];
|
||||
|
||||
for (const source of sources) {
|
||||
for (const damage of source.damages) {
|
||||
const weaponType = damage.weaponType.toLowerCase() as
|
||||
| "main"
|
||||
| "sub"
|
||||
| "special";
|
||||
const keyString = `${source.weaponId}-${weaponType}-${damage.type}`;
|
||||
|
||||
if (seen.has(keyString)) {
|
||||
continue;
|
||||
}
|
||||
seen.add(keyString);
|
||||
|
||||
keys.push({
|
||||
weaponId: source.weaponId,
|
||||
weaponType,
|
||||
damageType: damage.type,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
return keys;
|
||||
}
|
||||
|
||||
export function calculateDamageCombos(
|
||||
weaponIds: MainWeaponId[],
|
||||
excludedKeys: ExcludedDamageKey[] = [],
|
||||
targetSubDefenseAp = 0,
|
||||
maxCombosDisplayed = MAX_COMBOS_DISPLAYED,
|
||||
includeSingleWeaponCombos = false,
|
||||
): DamageCombo[] {
|
||||
const minWeaponSlots = includeSingleWeaponCombos ? 1 : 2;
|
||||
if (weaponIds.length < minWeaponSlots) {
|
||||
return [];
|
||||
}
|
||||
|
||||
const excludedSet = new Set(
|
||||
excludedKeys.map((k) => `${k.weaponId}-${k.weaponType}-${k.damageType}`),
|
||||
);
|
||||
|
||||
const sources = extractDamageSources(weaponIds, targetSubDefenseAp);
|
||||
const damageOptions = flattenToOptions(sources, excludedSet);
|
||||
const combos = generateCombinations(
|
||||
damageOptions,
|
||||
minWeaponSlots,
|
||||
includeSingleWeaponCombos,
|
||||
);
|
||||
const filtered = filterAndSortCombos(combos, maxCombosDisplayed);
|
||||
|
||||
return filtered;
|
||||
}
|
||||
|
||||
function flattenToOptions(
|
||||
sources: WeaponDamageSource[],
|
||||
excludedSet: Set<string>,
|
||||
): DamageOption[] {
|
||||
const options: DamageOption[] = [];
|
||||
|
||||
for (const source of sources) {
|
||||
for (const damage of source.damages) {
|
||||
const weaponType = damage.weaponType.toLowerCase() as
|
||||
| "main"
|
||||
| "sub"
|
||||
| "special";
|
||||
const key = `${source.weaponId}-${weaponType}-${damage.type}`;
|
||||
|
||||
if (excludedSet.has(key)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
options.push({
|
||||
weaponSlot: source.weaponSlot,
|
||||
weaponId: source.weaponId,
|
||||
damageType: damage.type,
|
||||
damageValue: damage.value,
|
||||
weaponType: damage.weaponType,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
return options;
|
||||
}
|
||||
|
||||
interface PartialCombo {
|
||||
segments: DamageSegment[];
|
||||
totalDamage: number;
|
||||
hitCount: number;
|
||||
usedSlots: Set<number>;
|
||||
typeCountMap: Map<DamageType, number>;
|
||||
slotDamageType: Map<string, DamageType>;
|
||||
}
|
||||
|
||||
/**
|
||||
* Groups a weapon slot's damage into a single "channel" that may only ever
|
||||
* contribute one damage type per combo. In single-weapon mode each weapon type
|
||||
* (main/sub/special) is its own channel so a single weapon can pair e.g. its
|
||||
* main damage with its sub; otherwise a whole slot is one channel.
|
||||
*/
|
||||
function slotDamageChannel(
|
||||
option: DamageOption,
|
||||
includeSingleWeaponCombos: boolean,
|
||||
): string {
|
||||
return includeSingleWeaponCombos
|
||||
? `${option.weaponSlot}-${option.weaponType}`
|
||||
: String(option.weaponSlot);
|
||||
}
|
||||
|
||||
function generateCombinations(
|
||||
options: DamageOption[],
|
||||
minWeaponSlots: number,
|
||||
includeSingleWeaponCombos: boolean,
|
||||
): DamageCombo[] {
|
||||
const results: DamageCombo[] = [];
|
||||
|
||||
const initialState: PartialCombo = {
|
||||
segments: [],
|
||||
totalDamage: 0,
|
||||
hitCount: 0,
|
||||
usedSlots: new Set(),
|
||||
typeCountMap: new Map(),
|
||||
slotDamageType: new Map(),
|
||||
};
|
||||
|
||||
backtrack(
|
||||
options,
|
||||
0,
|
||||
initialState,
|
||||
results,
|
||||
minWeaponSlots,
|
||||
includeSingleWeaponCombos,
|
||||
);
|
||||
|
||||
return results;
|
||||
}
|
||||
|
||||
function backtrack(
|
||||
options: DamageOption[],
|
||||
startIndex: number,
|
||||
current: PartialCombo,
|
||||
results: DamageCombo[],
|
||||
minWeaponSlots: number,
|
||||
includeSingleWeaponCombos: boolean,
|
||||
): void {
|
||||
if (
|
||||
current.usedSlots.size >= minWeaponSlots &&
|
||||
current.totalDamage >= COMBO_DAMAGE_THRESHOLD
|
||||
) {
|
||||
results.push({
|
||||
segments: [...current.segments],
|
||||
totalDamage: current.totalDamage,
|
||||
hitCount: current.hitCount,
|
||||
});
|
||||
}
|
||||
|
||||
if (
|
||||
current.typeCountMap.size >= MAX_DAMAGE_TYPES_PER_COMBO &&
|
||||
current.totalDamage >= COMBO_DAMAGE_THRESHOLD
|
||||
) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (let i = startIndex; i < options.length; i++) {
|
||||
const option = options[i];
|
||||
const currentTypeCount = current.typeCountMap.get(option.damageType) ?? 0;
|
||||
|
||||
if (
|
||||
current.typeCountMap.size >= MAX_DAMAGE_TYPES_PER_COMBO &&
|
||||
!current.typeCountMap.has(option.damageType)
|
||||
) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (currentTypeCount >= MAX_REPEATS_PER_DAMAGE_TYPE) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const slotChannel = slotDamageChannel(option, includeSingleWeaponCombos);
|
||||
const existingTypeForSlot = current.slotDamageType.get(slotChannel);
|
||||
if (existingTypeForSlot && existingTypeForSlot !== option.damageType) {
|
||||
continue;
|
||||
}
|
||||
|
||||
for (
|
||||
let count = 1;
|
||||
count <= Math.min(2, MAX_REPEATS_PER_DAMAGE_TYPE - currentTypeCount);
|
||||
count++
|
||||
) {
|
||||
const segment: DamageSegment = {
|
||||
weaponSlot: option.weaponSlot,
|
||||
weaponId: option.weaponId,
|
||||
damageType: option.damageType,
|
||||
damageValue: option.damageValue,
|
||||
isSubWeapon: option.weaponType === "SUB",
|
||||
isSpecialWeapon: option.weaponType === "SPECIAL",
|
||||
count,
|
||||
};
|
||||
|
||||
const newUsedSlots = new Set(current.usedSlots);
|
||||
newUsedSlots.add(option.weaponSlot);
|
||||
|
||||
const newTypeCountMap = new Map(current.typeCountMap);
|
||||
newTypeCountMap.set(option.damageType, currentTypeCount + count);
|
||||
|
||||
const newSlotDamageType = new Map(current.slotDamageType);
|
||||
newSlotDamageType.set(slotChannel, option.damageType);
|
||||
|
||||
const newState: PartialCombo = {
|
||||
segments: [...current.segments, segment],
|
||||
totalDamage: current.totalDamage + option.damageValue * count,
|
||||
hitCount: current.hitCount + count,
|
||||
usedSlots: newUsedSlots,
|
||||
typeCountMap: newTypeCountMap,
|
||||
slotDamageType: newSlotDamageType,
|
||||
};
|
||||
|
||||
backtrack(
|
||||
options,
|
||||
i + 1,
|
||||
newState,
|
||||
results,
|
||||
minWeaponSlots,
|
||||
includeSingleWeaponCombos,
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function normalizeCombo(combo: DamageCombo): DamageCombo {
|
||||
const grouped = new Map<
|
||||
string,
|
||||
{ segment: DamageSegment; totalCount: number }
|
||||
>();
|
||||
|
||||
for (const segment of combo.segments) {
|
||||
const key = `${segment.damageType}:${segment.damageValue}`;
|
||||
const existing = grouped.get(key);
|
||||
if (existing) {
|
||||
existing.totalCount += segment.count;
|
||||
} else {
|
||||
grouped.set(key, { segment, totalCount: segment.count });
|
||||
}
|
||||
}
|
||||
|
||||
const segments: DamageSegment[] = [];
|
||||
for (const { segment, totalCount } of grouped.values()) {
|
||||
segments.push({ ...segment, count: totalCount });
|
||||
}
|
||||
|
||||
segments.sort((a, b) => {
|
||||
const typeCompare = a.damageType.localeCompare(b.damageType);
|
||||
if (typeCompare !== 0) return typeCompare;
|
||||
return a.damageValue - b.damageValue;
|
||||
});
|
||||
|
||||
return {
|
||||
segments,
|
||||
totalDamage: combo.totalDamage,
|
||||
hitCount: combo.hitCount,
|
||||
};
|
||||
}
|
||||
|
||||
function comboKey(normalized: DamageCombo): string {
|
||||
return normalized.segments
|
||||
.map((s) => `${s.damageType}:${s.damageValue}:${s.count}`)
|
||||
.join("|");
|
||||
}
|
||||
|
||||
function deduplicateCombos(combos: DamageCombo[]): DamageCombo[] {
|
||||
const seen = new Map<string, DamageCombo>();
|
||||
|
||||
for (const combo of combos) {
|
||||
const normalized = normalizeCombo(combo);
|
||||
const key = comboKey(normalized);
|
||||
const existing = seen.get(key);
|
||||
|
||||
if (!existing || combo.segments.length < existing.segments.length) {
|
||||
seen.set(key, combo);
|
||||
}
|
||||
}
|
||||
|
||||
return [...seen.values()];
|
||||
}
|
||||
|
||||
function filterAndSortCombos(
|
||||
combos: DamageCombo[],
|
||||
maxCombosDisplayed: number,
|
||||
): DamageCombo[] {
|
||||
const filtered = combos.filter((combo) => {
|
||||
if (combo.totalDamage < COMBO_DAMAGE_THRESHOLD) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (hasOneShot(combo)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (isExcessiveCombo(combo)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
});
|
||||
|
||||
const deduplicated = deduplicateCombos(filtered);
|
||||
|
||||
deduplicated.sort((a, b) => {
|
||||
const aDistTo100 = Math.abs(a.totalDamage - 100);
|
||||
const bDistTo100 = Math.abs(b.totalDamage - 100);
|
||||
if (aDistTo100 !== bDistTo100) {
|
||||
return aDistTo100 - bDistTo100;
|
||||
}
|
||||
return a.hitCount - b.hitCount;
|
||||
});
|
||||
|
||||
return deduplicated.slice(0, maxCombosDisplayed);
|
||||
}
|
||||
|
||||
function hasOneShot(combo: DamageCombo): boolean {
|
||||
return combo.segments.some((s) => s.damageValue >= LETHAL_DAMAGE);
|
||||
}
|
||||
|
||||
function isExcessiveCombo(combo: DamageCombo): boolean {
|
||||
const flatDamages = combo.segments.flatMap((s) =>
|
||||
Array(s.count).fill(s.damageValue),
|
||||
);
|
||||
const totalDamage = combo.totalDamage;
|
||||
|
||||
for (let i = 0; i < flatDamages.length; i++) {
|
||||
const damage = flatDamages[i];
|
||||
|
||||
const reducedDamage = totalDamage - damage;
|
||||
if (reducedDamage >= LETHAL_DAMAGE) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
const SPLASH_O_MATIC_ID = 20;
|
||||
|
||||
/**
|
||||
* Calculates the number of frames needed for enemy ink damage to finish off
|
||||
* a target after dealing a certain amount of combo damage.
|
||||
*
|
||||
* @param comboDamage - The damage dealt by the combo
|
||||
* @param targetResAp - The target's Ink Resistance Up ability points (0-57)
|
||||
* @returns The number of frames needed, or null if the combo is already lethal
|
||||
* or ink damage cannot finish the kill (remaining damage exceeds ink damage limit)
|
||||
*/
|
||||
export function calculateInkTimeToKill(
|
||||
comboDamage: number,
|
||||
targetResAp: number,
|
||||
): number | null {
|
||||
if (comboDamage >= 100) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const remainingDamage = 100 - comboDamage;
|
||||
|
||||
const abilityPoints: AbilityPoints = new Map([["RES", targetResAp]]);
|
||||
const stats = buildStats({
|
||||
weaponSplId: SPLASH_O_MATIC_ID,
|
||||
abilityPoints,
|
||||
hasTacticooler: false,
|
||||
});
|
||||
|
||||
const damagePerSecond = stats.stats.damageTakenInEnemyInkPerSecond.value;
|
||||
const damageLimit = stats.stats.enemyInkDamageLimit.value;
|
||||
const gracePeriodFrames =
|
||||
stats.stats.framesBeforeTakingDamageInEnemyInk.value;
|
||||
|
||||
if (remainingDamage > damageLimit) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const damageFrames = remainingDamage / (damagePerSecond / 60);
|
||||
const totalFrames = gracePeriodFrames + damageFrames;
|
||||
|
||||
return Math.ceil(totalFrames);
|
||||
}
|
||||
|
||||
// TBD: Advanced filtering options
|
||||
// - Distance range filtering
|
||||
// - Damage type include/exclude
|
||||
// - Hit count constraints
|
||||
@@ -0,0 +1,57 @@
|
||||
import { describe, expect, test } from "vitest";
|
||||
import {
|
||||
BIG_BUBBLER_ID,
|
||||
BOOYAH_BOMB_ID,
|
||||
CRAB_TANK_ID,
|
||||
SPLATTERCOLOR_SCREEN_ID,
|
||||
specialWeaponIds,
|
||||
TRIZOOKA_ID,
|
||||
WAVE_BREAKER_ID,
|
||||
} from "~/modules/in-game-lists/weapon-ids";
|
||||
import { getSpecialWeaponRange } from "./special-weapon-range";
|
||||
|
||||
describe("special weapon range", () => {
|
||||
test("computes a projectile range for Trizooka", () => {
|
||||
const result = getSpecialWeaponRange(TRIZOOKA_ID);
|
||||
|
||||
expect(result?.rangeType).toBe("projectile");
|
||||
expect(result?.range).toBeGreaterThan(0);
|
||||
});
|
||||
|
||||
test("Crab Tank reaches further than Trizooka", () => {
|
||||
const crab = getSpecialWeaponRange(CRAB_TANK_ID);
|
||||
const trizooka = getSpecialWeaponRange(TRIZOOKA_ID);
|
||||
|
||||
expect(crab!.range).toBeGreaterThan(trizooka!.range);
|
||||
});
|
||||
|
||||
test("throws-and-bursts specials expose a throw range plus explosion blast", () => {
|
||||
const booyah = getSpecialWeaponRange(BOOYAH_BOMB_ID);
|
||||
|
||||
expect(booyah?.rangeType).toBe("projectile");
|
||||
expect(booyah?.range).toBeGreaterThan(0);
|
||||
expect(booyah?.blastRadius).toBeGreaterThan(0);
|
||||
});
|
||||
|
||||
test("returns the effect radius for area specials", () => {
|
||||
const waveBreaker = getSpecialWeaponRange(WAVE_BREAKER_ID);
|
||||
|
||||
expect(waveBreaker?.rangeType).toBe("radius");
|
||||
expect(waveBreaker?.range).toBeGreaterThan(0);
|
||||
});
|
||||
|
||||
test("returns null for global / utility specials without a meaningful circle", () => {
|
||||
expect(getSpecialWeaponRange(BIG_BUBBLER_ID)).toBeNull();
|
||||
expect(getSpecialWeaponRange(SPLATTERCOLOR_SCREEN_ID)).toBeNull();
|
||||
});
|
||||
|
||||
test("every special is either unsupported or has a positive finite range", () => {
|
||||
for (const id of specialWeaponIds) {
|
||||
const result = getSpecialWeaponRange(id);
|
||||
if (result === null) continue;
|
||||
|
||||
expect(Number.isFinite(result.range)).toBe(true);
|
||||
expect(result.range).toBeGreaterThan(0);
|
||||
}
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,88 @@
|
||||
import { specialWeaponParams } from "~/features/build-analyzer/core/utils";
|
||||
import type { SpecialWeaponId } from "~/modules/in-game-lists/types";
|
||||
import { specialWeaponIds } from "~/modules/in-game-lists/weapon-ids";
|
||||
import {
|
||||
calculateGroundRange,
|
||||
simulateTrajectoryPoints,
|
||||
type TrajectoryParams,
|
||||
} from "./weapon-range";
|
||||
|
||||
const DEFAULT_BRAKE_AIR_RESIST = 0.36;
|
||||
const DEFAULT_BRAKE_GRAVITY = 0.07;
|
||||
const DEFAULT_BRAKE_TO_FREE_FRAME = 4;
|
||||
const DEFAULT_FREE_GRAVITY = 0.016;
|
||||
const DEFAULT_FREE_AIR_RESIST = 0;
|
||||
|
||||
export interface SpecialWeaponRangeResult {
|
||||
/** Radius of the range circle, in game distance units. */
|
||||
range: number;
|
||||
/** Extra outer radius covered by the projectile's blast, in game distance units. */
|
||||
blastRadius?: number;
|
||||
rangeType: "projectile" | "radius";
|
||||
}
|
||||
|
||||
/**
|
||||
* Range circle definition for a special weapon, or `null` when the special has no meaningful
|
||||
* range to draw. The underlying values come from `weapon-params.ts` (populated by
|
||||
* `scripts/create-analyzer-json.ts`): projectile specials reuse the main weapon trajectory
|
||||
* model, the rest carry a single effect radius.
|
||||
*/
|
||||
export function getSpecialWeaponRange(
|
||||
specialWeaponId: SpecialWeaponId,
|
||||
): SpecialWeaponRangeResult | null {
|
||||
const params = specialWeaponParams(specialWeaponId);
|
||||
|
||||
if (params.Range_Radius !== undefined) {
|
||||
return { range: params.Range_Radius, rangeType: "radius" };
|
||||
}
|
||||
|
||||
if (params.Range_Distance !== undefined) {
|
||||
return {
|
||||
range: params.Range_Distance,
|
||||
blastRadius: params.Range_BlastRadius,
|
||||
rangeType: "projectile",
|
||||
};
|
||||
}
|
||||
|
||||
if (params.Range_SpawnSpeed === undefined) return null;
|
||||
|
||||
const trajectoryParams: TrajectoryParams = {
|
||||
spawnSpeed: params.Range_SpawnSpeed,
|
||||
goStraightStateEndMaxSpeed:
|
||||
params.Range_GoStraightStateEndMaxSpeed ?? params.Range_SpawnSpeed,
|
||||
goStraightToBrakeStateFrame: params.Range_GoStraightToBrakeStateFrame ?? 4,
|
||||
freeGravity: params.Range_FreeGravity ?? DEFAULT_FREE_GRAVITY,
|
||||
freeAirResist: params.Range_FreeAirResist ?? DEFAULT_FREE_AIR_RESIST,
|
||||
brakeAirResist: params.Range_BrakeAirResist ?? DEFAULT_BRAKE_AIR_RESIST,
|
||||
brakeGravity: params.Range_BrakeGravity ?? DEFAULT_BRAKE_GRAVITY,
|
||||
brakeToFreeFrame:
|
||||
params.Range_BrakeToFreeStateFrame ?? DEFAULT_BRAKE_TO_FREE_FRAME,
|
||||
};
|
||||
|
||||
const range = calculateGroundRange(
|
||||
simulateTrajectoryPoints(trajectoryParams),
|
||||
);
|
||||
|
||||
return {
|
||||
range,
|
||||
blastRadius: params.Range_BlastRadius,
|
||||
rangeType: "projectile",
|
||||
};
|
||||
}
|
||||
|
||||
export interface SpecialWeaponWithRange extends SpecialWeaponRangeResult {
|
||||
specialWeaponId: SpecialWeaponId;
|
||||
}
|
||||
|
||||
/**
|
||||
* Every special weapon that has a range to draw, widest first. Specials without a meaningful
|
||||
* range circle are omitted.
|
||||
*/
|
||||
export function getSpecialsWithRange(): SpecialWeaponWithRange[] {
|
||||
return specialWeaponIds
|
||||
.flatMap((specialWeaponId): SpecialWeaponWithRange[] => {
|
||||
const result = getSpecialWeaponRange(specialWeaponId);
|
||||
return result ? [{ specialWeaponId, ...result }] : [];
|
||||
})
|
||||
.sort((a, b) => b.range - a.range);
|
||||
}
|
||||
@@ -0,0 +1,24 @@
|
||||
import { describe, expect, test } from "vitest";
|
||||
import type { MainWeaponId } from "~/modules/in-game-lists/types";
|
||||
import { getWeaponsWithRange } from "./weapon-range";
|
||||
|
||||
// [longerRangeWeaponId, shorterRangeWeaponId]
|
||||
const RANGE_COMPARISONS: [MainWeaponId, MainWeaponId][] = [
|
||||
[220, 210], // Range Blaster > Blaster
|
||||
[70, 40], // Splattershot Pro > Splattershot
|
||||
[7010, 7030], // Tri-Stringer > Wellstring V
|
||||
[2020, 7030], // Splatterscope > Wellstring V
|
||||
[2070, 7010], // Snipewriter 5H > Tri-Stringer
|
||||
];
|
||||
|
||||
describe("weapon range comparisons", () => {
|
||||
test.each(RANGE_COMPARISONS)(
|
||||
"weapon %i has more range than weapon %i",
|
||||
(longerId, shorterId) => {
|
||||
const [longer] = getWeaponsWithRange([longerId]);
|
||||
const [shorter] = getWeaponsWithRange([shorterId]);
|
||||
|
||||
expect(longer.range).toBeGreaterThan(shorter.range);
|
||||
},
|
||||
);
|
||||
});
|
||||
257
apps/web-react/app/features/comp-analyzer/core/weapon-range.ts
Normal file
257
apps/web-react/app/features/comp-analyzer/core/weapon-range.ts
Normal file
@@ -0,0 +1,257 @@
|
||||
import { mainWeaponParams } from "~/features/build-analyzer/core/utils";
|
||||
import type { MainWeaponId } from "~/modules/in-game-lists/types";
|
||||
import { weaponCategories } from "~/modules/in-game-lists/weapon-ids";
|
||||
|
||||
export interface TrajectoryParams {
|
||||
spawnSpeed: number;
|
||||
goStraightStateEndMaxSpeed: number;
|
||||
goStraightToBrakeStateFrame: number;
|
||||
freeGravity: number;
|
||||
freeAirResist: number;
|
||||
brakeAirResist: number;
|
||||
brakeGravity: number;
|
||||
brakeToFreeFrame: number;
|
||||
burstFrame?: number;
|
||||
bounceAfterMaxSpeed?: number;
|
||||
}
|
||||
|
||||
export interface TrajectoryPoint {
|
||||
z: number;
|
||||
y: number;
|
||||
}
|
||||
|
||||
const DEFAULT_BRAKE_AIR_RESIST = 0.36;
|
||||
const DEFAULT_BRAKE_GRAVITY = 0.07;
|
||||
const DEFAULT_BRAKE_TO_FREE_FRAME = 4;
|
||||
const DEFAULT_FREE_GRAVITY = 0.016;
|
||||
const DEFAULT_FREE_AIR_RESIST = 0;
|
||||
|
||||
function getWeaponCategoryName(weaponId: MainWeaponId): string | undefined {
|
||||
for (const category of weaponCategories) {
|
||||
if (category.weaponIds.some((id) => id === weaponId)) {
|
||||
return category.name;
|
||||
}
|
||||
}
|
||||
return undefined;
|
||||
}
|
||||
|
||||
const PLAYER_HEIGHT = 1.0;
|
||||
|
||||
export function calculateGroundRange(trajectory: TrajectoryPoint[]): number {
|
||||
for (let i = 1; i < trajectory.length; i++) {
|
||||
const point = trajectory[i];
|
||||
const prevPoint = trajectory[i - 1];
|
||||
if (point.y < 0 && prevPoint.y >= 0) {
|
||||
const t = prevPoint.y / (prevPoint.y - point.y);
|
||||
return prevPoint.z + t * (point.z - prevPoint.z);
|
||||
}
|
||||
}
|
||||
const lastPoint = trajectory[trajectory.length - 1];
|
||||
return lastPoint?.z ?? 0;
|
||||
}
|
||||
|
||||
function calculateBouncingRange(trajectory: TrajectoryPoint[]): number {
|
||||
const lastPoint = trajectory[trajectory.length - 1];
|
||||
return lastPoint?.z ?? 0;
|
||||
}
|
||||
|
||||
export function simulateTrajectoryPoints(
|
||||
params: TrajectoryParams,
|
||||
): TrajectoryPoint[] {
|
||||
const {
|
||||
spawnSpeed,
|
||||
goStraightStateEndMaxSpeed,
|
||||
goStraightToBrakeStateFrame,
|
||||
freeGravity,
|
||||
freeAirResist,
|
||||
brakeAirResist,
|
||||
brakeGravity,
|
||||
brakeToFreeFrame,
|
||||
burstFrame,
|
||||
bounceAfterMaxSpeed,
|
||||
} = params;
|
||||
|
||||
const isBouncing = bounceAfterMaxSpeed !== undefined;
|
||||
const maxBounces =
|
||||
isBouncing && burstFrame !== undefined ? burstFrame : undefined;
|
||||
const maxFrames = isBouncing ? 300 : (burstFrame ?? 300);
|
||||
|
||||
const points: TrajectoryPoint[] = [];
|
||||
let z = 0;
|
||||
let y = PLAYER_HEIGHT;
|
||||
let vz = spawnSpeed;
|
||||
let vy = 0;
|
||||
let frame = 0;
|
||||
let bounceCount = 0;
|
||||
|
||||
points.push({ z, y });
|
||||
|
||||
while (frame < goStraightToBrakeStateFrame && frame < maxFrames) {
|
||||
z += vz;
|
||||
points.push({ z, y });
|
||||
frame++;
|
||||
}
|
||||
|
||||
vz = Math.min(vz, goStraightStateEndMaxSpeed);
|
||||
|
||||
for (let i = 0; i < brakeToFreeFrame && frame < maxFrames; i++) {
|
||||
vz *= 1 - brakeAirResist;
|
||||
vy = (1 - brakeAirResist) * vy - brakeGravity;
|
||||
z += vz;
|
||||
y += vy;
|
||||
points.push({ z, y });
|
||||
frame++;
|
||||
|
||||
if (y < 0) {
|
||||
if (isBouncing) {
|
||||
bounceCount++;
|
||||
if (maxBounces !== undefined && bounceCount >= maxBounces) {
|
||||
return points;
|
||||
}
|
||||
y = Math.abs(y);
|
||||
vy = Math.abs(vy);
|
||||
vz *= bounceAfterMaxSpeed;
|
||||
} else {
|
||||
return points;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
while (frame < maxFrames) {
|
||||
vz *= 1 - freeAirResist;
|
||||
vy = (1 - freeAirResist) * vy - freeGravity;
|
||||
z += vz;
|
||||
y += vy;
|
||||
|
||||
if (y < 0) {
|
||||
if (isBouncing) {
|
||||
bounceCount++;
|
||||
if (maxBounces !== undefined && bounceCount >= maxBounces) {
|
||||
points.push({ z, y: 0 });
|
||||
return points;
|
||||
}
|
||||
y = Math.abs(y);
|
||||
vy = Math.abs(vy);
|
||||
vz *= bounceAfterMaxSpeed;
|
||||
} else {
|
||||
points.push({ z, y });
|
||||
return points;
|
||||
}
|
||||
}
|
||||
|
||||
points.push({ z, y });
|
||||
frame++;
|
||||
|
||||
if (!isBouncing && y < 0) {
|
||||
return points;
|
||||
}
|
||||
|
||||
if (vz < 0.01) {
|
||||
return points;
|
||||
}
|
||||
}
|
||||
|
||||
return points;
|
||||
}
|
||||
|
||||
export interface WeaponRangeResult {
|
||||
range: number;
|
||||
blastRadius?: number;
|
||||
rangeType: "calculated" | "direct" | "unsupported";
|
||||
trajectory?: TrajectoryPoint[];
|
||||
}
|
||||
|
||||
export function getWeaponRange(weaponId: MainWeaponId): WeaponRangeResult {
|
||||
const category = getWeaponCategoryName(weaponId);
|
||||
|
||||
if (!category) {
|
||||
return { range: 0, rangeType: "unsupported" };
|
||||
}
|
||||
|
||||
const params = mainWeaponParams(weaponId);
|
||||
|
||||
if (category === "CHARGERS" && params.DistanceFullCharge !== undefined) {
|
||||
const range = params.DistanceFullCharge;
|
||||
return {
|
||||
range,
|
||||
rangeType: "direct",
|
||||
trajectory: [
|
||||
{ z: 0, y: PLAYER_HEIGHT },
|
||||
{ z: range, y: PLAYER_HEIGHT },
|
||||
],
|
||||
};
|
||||
}
|
||||
|
||||
if (params.Range_SpawnSpeed === undefined) {
|
||||
return { range: 0, rangeType: "unsupported" };
|
||||
}
|
||||
|
||||
const trajectoryParams: TrajectoryParams = {
|
||||
spawnSpeed: params.Range_SpawnSpeed,
|
||||
goStraightStateEndMaxSpeed:
|
||||
params.Range_GoStraightStateEndMaxSpeed ?? params.Range_SpawnSpeed,
|
||||
goStraightToBrakeStateFrame: params.Range_GoStraightToBrakeStateFrame ?? 4,
|
||||
freeGravity: params.Range_FreeGravity ?? DEFAULT_FREE_GRAVITY,
|
||||
freeAirResist: params.Range_FreeAirResist ?? DEFAULT_FREE_AIR_RESIST,
|
||||
brakeAirResist: params.Range_BrakeAirResist ?? DEFAULT_BRAKE_AIR_RESIST,
|
||||
brakeGravity: params.Range_BrakeGravity ?? DEFAULT_BRAKE_GRAVITY,
|
||||
brakeToFreeFrame:
|
||||
params.Range_BrakeToFreeStateFrame ?? DEFAULT_BRAKE_TO_FREE_FRAME,
|
||||
burstFrame: params.Range_BurstFrame,
|
||||
bounceAfterMaxSpeed: params.Range_BounceAfterMaxSpeed,
|
||||
};
|
||||
|
||||
const trajectory = simulateTrajectoryPoints(trajectoryParams);
|
||||
const range =
|
||||
params.Range_BounceAfterMaxSpeed !== undefined
|
||||
? calculateBouncingRange(trajectory)
|
||||
: calculateGroundRange(trajectory);
|
||||
|
||||
return {
|
||||
range,
|
||||
blastRadius: params.BlastRadius,
|
||||
rangeType: "calculated",
|
||||
trajectory,
|
||||
};
|
||||
}
|
||||
|
||||
export interface WeaponWithRange {
|
||||
weaponId: MainWeaponId;
|
||||
range: number;
|
||||
blastRadius?: number;
|
||||
rangeType: "calculated" | "direct" | "unsupported";
|
||||
trajectory?: TrajectoryPoint[];
|
||||
}
|
||||
|
||||
export function getWeaponsWithRange(
|
||||
weaponIds: MainWeaponId[],
|
||||
): WeaponWithRange[] {
|
||||
return weaponIds
|
||||
.map((weaponId) => {
|
||||
const result = getWeaponRange(weaponId);
|
||||
return {
|
||||
weaponId,
|
||||
...result,
|
||||
};
|
||||
})
|
||||
.filter((w) => w.rangeType !== "unsupported");
|
||||
}
|
||||
|
||||
export const BENCHMARK_WEAPON_IDS = [40, 2070] satisfies MainWeaponId[];
|
||||
|
||||
export interface BenchmarkTrajectory {
|
||||
id: MainWeaponId;
|
||||
range: number;
|
||||
trajectory?: TrajectoryPoint[];
|
||||
}
|
||||
|
||||
export function getBenchmarkTrajectories(): BenchmarkTrajectory[] {
|
||||
return BENCHMARK_WEAPON_IDS.map((weaponId) => {
|
||||
const result = getWeaponRange(weaponId);
|
||||
return {
|
||||
id: weaponId,
|
||||
range: result.range,
|
||||
trajectory: result.trajectory,
|
||||
};
|
||||
}).filter((b) => b.trajectory !== undefined);
|
||||
}
|
||||
@@ -0,0 +1,41 @@
|
||||
import { Main } from "~/components/Main";
|
||||
import type { MainWeaponId } from "~/modules/in-game-lists/types";
|
||||
import {
|
||||
weaponCategories,
|
||||
weaponIdToType,
|
||||
} from "~/modules/in-game-lists/weapon-ids";
|
||||
import { RangeVisualization } from "../components/RangeVisualization";
|
||||
import { SpecialRangeVisualization } from "../components/SpecialRangeVisualization";
|
||||
|
||||
export default function AllRangesPage() {
|
||||
return (
|
||||
<Main className="stack lg">
|
||||
<h1>All Weapon Ranges (Dev)</h1>
|
||||
{weaponCategories.map((category) => {
|
||||
const baseWeaponIds: MainWeaponId[] = category.weaponIds.flatMap(
|
||||
(id): MainWeaponId[] => {
|
||||
const weaponId = id as MainWeaponId;
|
||||
return weaponIdToType(weaponId) === "BASE" ? [weaponId] : [];
|
||||
},
|
||||
);
|
||||
|
||||
if (baseWeaponIds.length === 0) {
|
||||
return null;
|
||||
}
|
||||
|
||||
return (
|
||||
<section key={category.name}>
|
||||
<h2 style={{ textTransform: "capitalize" }}>
|
||||
{category.name.toLowerCase()}
|
||||
</h2>
|
||||
<RangeVisualization weaponIds={baseWeaponIds} />
|
||||
</section>
|
||||
);
|
||||
})}
|
||||
<section>
|
||||
<h2 style={{ textTransform: "capitalize" }}>specials</h2>
|
||||
<SpecialRangeVisualization />
|
||||
</section>
|
||||
</Main>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,96 @@
|
||||
import { useState } from "react";
|
||||
import type { MetaFunction, ShouldRevalidateFunction } from "react-router";
|
||||
import { Main } from "~/components/Main";
|
||||
import { Placeholder } from "~/components/Placeholder";
|
||||
import { useHydrated } from "~/hooks/useHydrated";
|
||||
import type { MainWeaponId } from "~/modules/in-game-lists/types";
|
||||
import type { SendouRouteHandle } from "~/utils/remix.server";
|
||||
import { COMP_ANALYZER_URL, navIconUrl } from "~/utils/urls";
|
||||
import { metaTags } from "../../../utils/remix";
|
||||
import { MAX_WEAPONS } from "../comp-analyzer-constants";
|
||||
import { useCategorization, useSelectedWeapons } from "../comp-analyzer-hooks";
|
||||
import { DamageComboList } from "../components/DamageComboBar";
|
||||
import { RangeVisualization } from "../components/RangeVisualization";
|
||||
import { SelectedWeapons } from "../components/SelectedWeapons";
|
||||
import { WeaponCategories } from "../components/WeaponCategories";
|
||||
import { WeaponGrid } from "../components/WeaponGrid";
|
||||
|
||||
export const meta: MetaFunction = (args) => {
|
||||
return metaTags({
|
||||
title: "Composition Analyzer",
|
||||
ogTitle: "Splatoon 3 composition analyzer",
|
||||
location: args.location,
|
||||
description:
|
||||
"Analyze team compositions and discover damage combo synergies between weapons in Splatoon 3.",
|
||||
});
|
||||
};
|
||||
|
||||
export const handle: SendouRouteHandle = {
|
||||
i18n: ["weapons", "analyzer"],
|
||||
breadcrumb: () => ({
|
||||
imgPath: navIconUrl("comp-analyzer"),
|
||||
href: COMP_ANALYZER_URL,
|
||||
type: "IMAGE",
|
||||
}),
|
||||
};
|
||||
|
||||
export const shouldRevalidate: ShouldRevalidateFunction = () => false;
|
||||
|
||||
export default function CompAnalyzerShell() {
|
||||
const isHydrated = useHydrated();
|
||||
|
||||
if (!isHydrated) {
|
||||
return <Placeholder />;
|
||||
}
|
||||
|
||||
return <CompAnalyzerPage />;
|
||||
}
|
||||
|
||||
function CompAnalyzerPage() {
|
||||
const [selectedWeaponIds, setSelectedWeaponIds] = useSelectedWeapons();
|
||||
const [categorization, setCategorization] = useCategorization();
|
||||
const [isGridCollapsed, setIsGridCollapsed] = useState(
|
||||
selectedWeaponIds.length >= MAX_WEAPONS,
|
||||
);
|
||||
|
||||
const handleWeaponClick = (weaponId: MainWeaponId) => {
|
||||
if (selectedWeaponIds.length >= MAX_WEAPONS) {
|
||||
return;
|
||||
}
|
||||
|
||||
const newSelectedWeapons = [...selectedWeaponIds, weaponId];
|
||||
setSelectedWeaponIds(newSelectedWeapons);
|
||||
|
||||
if (newSelectedWeapons.length >= MAX_WEAPONS) {
|
||||
setIsGridCollapsed(true);
|
||||
}
|
||||
};
|
||||
|
||||
const handleRemoveWeapon = (index: number) => {
|
||||
if (selectedWeaponIds.length >= MAX_WEAPONS) {
|
||||
setIsGridCollapsed(false);
|
||||
}
|
||||
setSelectedWeaponIds(selectedWeaponIds.filter((_, i) => i !== index));
|
||||
};
|
||||
|
||||
return (
|
||||
<Main className="stack lg">
|
||||
<SelectedWeapons
|
||||
selectedWeaponIds={selectedWeaponIds}
|
||||
onRemove={handleRemoveWeapon}
|
||||
onReorder={setSelectedWeaponIds}
|
||||
/>
|
||||
<WeaponCategories selectedWeaponIds={selectedWeaponIds} />
|
||||
<WeaponGrid
|
||||
selectedWeaponIds={selectedWeaponIds}
|
||||
onWeaponClick={handleWeaponClick}
|
||||
categorization={categorization}
|
||||
onCategorizationChange={setCategorization}
|
||||
isCollapsed={isGridCollapsed}
|
||||
onToggleCollapse={() => setIsGridCollapsed(!isGridCollapsed)}
|
||||
/>
|
||||
<RangeVisualization weaponIds={selectedWeaponIds} />
|
||||
<DamageComboList weaponIds={selectedWeaponIds} />
|
||||
</Main>
|
||||
);
|
||||
}
|
||||
Reference in New Issue
Block a user