Move app to apps/web-react in pnpm workspace layout

This commit is contained in:
Kalle
2026-08-16 09:20:33 +03:00
parent 7e365ccfcf
commit bbc8ea57af
2913 changed files with 227 additions and 250 deletions

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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();
});
});

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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

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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);
}
});
});

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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);
}

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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);
},
);
});

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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);
}