Files
forge-master/app.js
T
2026-06-16 15:13:57 +02:00

568 lines
22 KiB
JavaScript

const EFFECTS = [
{ id: "critChance", label: "Crit chance", cap: 12, group: "offense" },
{ id: "critDamage", label: "Crit damage", cap: 80, group: "offense" },
{ id: "blockChance", label: "Block chance", cap: 5, group: "defense" },
{ id: "healthRegen", label: "Health regen", cap: 4, group: "defense" },
{ id: "lifesteal", label: "Lifesteal", cap: 20, group: "hybrid" },
{ id: "doubleChance", label: "Double chance", cap: 20, group: "offense" },
{ id: "damage", label: "Damage", cap: 15, group: "offense" },
{ id: "meleeDamage", label: "Melee damage", cap: 50, group: "offense" },
{ id: "rangedDamage", label: "Ranged damage", cap: 15, group: "offense" },
{ id: "attackSpeed", label: "Attack speed", cap: 40, group: "offense" },
{ id: "skillDamage", label: "Skill damage", cap: 30, group: "skill" },
{ id: "skillCooldown", label: "Skill cooldown reduction", cap: 7, group: "skill" },
{ id: "health", label: "Health", cap: 15, group: "defense" },
];
const PROFILES = {
balanced: {
label: "Balanced",
weights: { critChance: 8, critDamage: 4, blockChance: 7, healthRegen: 7, lifesteal: 7, doubleChance: 8, damage: 9, meleeDamage: 3, rangedDamage: 5, attackSpeed: 6, skillDamage: 5, skillCooldown: 8, health: 7 },
baseDamage: 1,
baseHealth: 0.75,
},
damage: {
label: "Damage focused",
weights: { critChance: 10, critDamage: 6, blockChance: 3, healthRegen: 3, lifesteal: 6, doubleChance: 10, damage: 10, meleeDamage: 5, rangedDamage: 7, attackSpeed: 8, skillDamage: 7, skillCooldown: 7, health: 3 },
baseDamage: 1.25,
baseHealth: 0.45,
},
survival: {
label: "Survivability focused",
weights: { critChance: 5, critDamage: 2, blockChance: 10, healthRegen: 10, lifesteal: 9, doubleChance: 5, damage: 5, meleeDamage: 2, rangedDamage: 3, attackSpeed: 4, skillDamage: 3, skillCooldown: 5, health: 10 },
baseDamage: 0.65,
baseHealth: 1.2,
},
skill: {
label: "Skill focused",
weights: { critChance: 7, critDamage: 4, blockChance: 5, healthRegen: 5, lifesteal: 6, doubleChance: 7, damage: 7, meleeDamage: 2, rangedDamage: 4, attackSpeed: 5, skillDamage: 10, skillCooldown: 11, health: 5 },
baseDamage: 0.9,
baseHealth: 0.65,
},
};
const STORAGE_KEY = "forgeMasterOptimizer.v1";
const DRAFT_KEY = "forgeMasterOptimizer.draft.v1";
const EXPORT_VERSION = 1;
const slots = [
...Array.from({ length: 8 }, (_, i) => ({ type: "item", title: `Item ${i + 1}` })),
{ type: "mount", title: "Mount" },
...Array.from({ length: 3 }, (_, i) => ({ type: "pet", title: `Pet ${i + 1}` })),
];
const $ = (selector) => document.querySelector(selector);
const fmt = (value) => Number(value || 0).toLocaleString(undefined, { maximumFractionDigits: 1 });
const effectById = (id) => EFFECTS.find((effect) => effect.id === id);
let state = loadDraft() || createDefaultState();
function createDefaultState() {
return {
profile: "balanced",
combatStyle: "melee",
recommendationCount: 8,
pieces: slots.map((slot, index) => ({
id: `${slot.type}-${index}`,
type: slot.type,
title: slot.title,
name: slot.title,
baseType: index % 3 === 1 ? "health" : "damage",
baseValue: 0,
effects: [{ type: "", value: 1 }, { type: "", value: 1 }],
})),
};
}
function normalizeState(candidate) {
const fallback = createDefaultState();
return {
...fallback,
...candidate,
profile: PROFILES[candidate?.profile] ? candidate.profile : "balanced",
combatStyle: ["melee", "ranged", "skill"].includes(candidate?.combatStyle) ? candidate.combatStyle : "melee",
recommendationCount: Math.min(20, Math.max(3, Number(candidate?.recommendationCount || 8))),
pieces: fallback.pieces.map((piece, index) => ({
...piece,
...(candidate?.pieces?.[index] || {}),
effects: [0, 1].map((effectIndex) => ({
type: candidate?.pieces?.[index]?.effects?.[effectIndex]?.type || "",
value: clampEffectValue(
candidate?.pieces?.[index]?.effects?.[effectIndex]?.type || "",
Number(candidate?.pieces?.[index]?.effects?.[effectIndex]?.value || 1),
),
})),
})),
};
}
function clampEffectValue(type, value) {
if (!type) return 1;
const effect = effectById(type);
return Math.min(effect.cap, Math.max(1, Number.isFinite(value) ? value : 1));
}
function render() {
renderControls();
renderGear();
renderSaveSlots();
updateAnalysis();
}
function renderControls() {
$("#profileSelect").innerHTML = Object.entries(PROFILES).map(([id, profile]) => `<option value="${id}">${profile.label}</option>`).join("");
$("#profileSelect").value = state.profile;
$("#combatStyle").value = state.combatStyle;
$("#recommendationCount").value = state.recommendationCount;
}
function renderGear() {
const grid = $("#gearGrid");
const template = $("#gearTemplate");
grid.innerHTML = "";
state.pieces.forEach((piece, pieceIndex) => {
const node = template.content.firstElementChild.cloneNode(true);
node.dataset.index = pieceIndex;
node.querySelector("h3").textContent = piece.title;
node.querySelector('[data-field="name"]').value = piece.name;
node.querySelector('[data-field="baseType"]').value = piece.baseType;
node.querySelector('[data-field="baseValue"]').value = piece.baseValue;
const effects = node.querySelector(".effects");
piece.effects.forEach((effect, effectIndex) => {
const row = document.createElement("div");
row.className = "effect-row";
row.innerHTML = `
<label>Effect ${effectIndex + 1}
<select data-effect-type="${effectIndex}">
<option value="">None</option>
${EFFECTS.map((option) => `<option value="${option.id}">${option.label} (max ${option.cap}%)</option>`).join("")}
</select>
</label>
<label>Percent
<input data-effect-value="${effectIndex}" type="number" min="1" step="0.1" value="${effect.value}" />
<span class="cap-hint"></span>
</label>`;
row.querySelector("select").value = effect.type;
const hint = row.querySelector(".cap-hint");
hint.textContent = effect.type ? `Cap: ${effectById(effect.type).cap}%` : "Ignored";
effects.appendChild(row);
});
grid.appendChild(node);
});
}
function updateAnalysis() {
const profile = PROFILES[state.profile];
const totals = calculateTotals();
const dps = calculateDps(totals, state.combatStyle);
const survivability = calculateSurvivability(totals);
const pieceScores = state.pieces.map((piece) => scorePiece(piece, profile, totals));
$("#totalDamage").textContent = fmt(totals.baseDamage);
$("#totalHealth").textContent = fmt(totals.baseHealth);
$("#dpsValue").textContent = fmt(dps);
$("#defenseScore").textContent = fmt(calculateGroupScore(totals, profile, ["defense", "hybrid"], "health"));
document.querySelectorAll(".gear-card").forEach((card, index) => {
card.querySelector(".piece-score").textContent = `Score ${fmt(pieceScores[index].score)}`;
});
updateEffectImpactHints(totals, dps);
renderEffectTotals(totals, dps, survivability);
renderUpgrades(profile, totals, dps);
renderSacrifices(pieceScores);
saveDraft();
}
function calculateTotals() {
const totals = { baseDamage: 0, baseHealth: 0, effects: Object.fromEntries(EFFECTS.map((effect) => [effect.id, 0])) };
for (const piece of state.pieces) {
const baseValue = Number(piece.baseValue || 0);
if (piece.baseType === "health") totals.baseHealth += baseValue;
else totals.baseDamage += baseValue;
for (const effect of piece.effects) {
if (effect.type) totals.effects[effect.type] += clampEffectValue(effect.type, Number(effect.value));
}
}
return totals;
}
function calculateDps(totals, combatStyle = "melee") {
const effects = totals.effects;
const baseDamage = Math.max(0, totals.baseDamage);
const globalDamage = 1 + effects.damage / 100;
const styleDamage = 1 + getStyleDamageBonus(effects, combatStyle) / 100;
const attackSpeed = 1 + effects.attackSpeed / 100;
const doubleHit = 1 + effects.doubleChance / 100;
const critChance = effects.critChance / 100;
const critDamage = effects.critDamage / 100;
const crit = 1 + critChance * critDamage;
const cooldown = combatStyle === "skill" ? 1 / Math.max(0.05, 1 - effects.skillCooldown / 100) : 1;
return baseDamage * globalDamage * styleDamage * attackSpeed * doubleHit * crit * cooldown;
}
function calculateSurvivability(totals) {
const effects = totals.effects;
const baseHealth = Math.max(0, totals.baseHealth);
const health = baseHealth * (1 + effects.health / 100);
const blockMultiplier = 1 / Math.max(0.05, 1 - effects.blockChance / 100);
const regenMultiplier = 1 + effects.healthRegen / 100;
const lifestealMultiplier = 1 + effects.lifesteal / 100;
return health * blockMultiplier * regenMultiplier * lifestealMultiplier;
}
function getStyleDamageBonus(effects, combatStyle) {
if (combatStyle === "ranged") return effects.rangedDamage;
if (combatStyle === "skill") return effects.skillDamage;
return effects.meleeDamage;
}
function cloneTotalsWithEffectDelta(totals, effectType, delta) {
return {
baseDamage: totals.baseDamage,
baseHealth: totals.baseHealth,
effects: {
...totals.effects,
[effectType]: Math.max(0, (totals.effects[effectType] || 0) + delta),
},
};
}
function describeMaxRollGain(effect, totals, currentDps, currentSurvivability) {
const withMaxRoll = cloneTotalsWithEffectDelta(totals, effect.id, effect.cap);
const dpsGain = percentChange(currentDps, calculateDps(withMaxRoll, state.combatStyle));
const survivabilityGain = percentChange(currentSurvivability, calculateSurvivability(withMaxRoll));
const parts = [];
if (Math.abs(dpsGain) >= 0.05) parts.push(`+${fmt(dpsGain)}% DPS`);
if (Math.abs(survivabilityGain) >= 0.05) parts.push(`+${fmt(survivabilityGain)}% survivability`);
return parts.length ? parts.join(" / ") : "no effect for current style";
}
function percentChange(from, to) {
if (from <= 0) return to > 0 ? 100 : 0;
return ((to / from) - 1) * 100;
}
function calculateGroupScore(totals, profile, groups, baseKind) {
const effectScore = EFFECTS.filter((effect) => groups.includes(effect.group))
.reduce((sum, effect) => sum + (totals.effects[effect.id] / effect.cap) * 100 * profile.weights[effect.id], 0);
const baseScore = baseKind === "health" ? totals.baseHealth * profile.baseHealth : totals.baseDamage * profile.baseDamage;
return effectScore + baseScore;
}
function scorePiece(piece, profile, totals) {
const baseWeight = piece.baseType === "health" ? profile.baseHealth : profile.baseDamage;
const baseAverage = Math.max(1, piece.baseType === "health" ? totals.baseHealth / 6 : totals.baseDamage / 6);
let score = (Number(piece.baseValue || 0) / baseAverage) * 35 * baseWeight;
const reasons = [];
for (const effect of piece.effects) {
if (!effect.type) {
reasons.push("missing effect slot");
continue;
}
const def = effectById(effect.type);
const normalized = clampEffectValue(effect.type, Number(effect.value)) / def.cap;
score += normalized * 100 * profile.weights[effect.type];
if (normalized < 0.3) reasons.push(`${def.label} is still low`);
if (profile.weights[effect.type] <= 3) reasons.push(`${def.label} is low priority for this profile`);
}
if (!Number(piece.baseValue || 0)) reasons.push("no base stat entered");
return { piece, score, reasons: [...new Set(reasons)] };
}
function renderEffectTotals(totals, currentDps, currentSurvivability) {
$("#effectTotals").innerHTML = EFFECTS.map((effect) => `
<div class="effect-pill">
<span>${effect.label}</span>
<strong>${fmt(totals.effects[effect.id])}%</strong>
<small>Max roll +${effect.cap}%: ${describeMaxRollGain(effect, totals, currentDps, currentSurvivability)}</small>
</div>
`).join("");
}
function updateEffectImpactHints(totals, currentDps) {
document.querySelectorAll(".gear-card").forEach((card, pieceIndex) => {
const piece = state.pieces[pieceIndex];
card.querySelectorAll(".effect-row").forEach((row, effectIndex) => {
const effect = piece.effects[effectIndex];
const hint = row.querySelector(".cap-hint");
if (!effect.type) {
hint.textContent = "Ignored";
return;
}
const def = effectById(effect.type);
const current = clampEffectValue(effect.type, Number(effect.value));
const withoutThis = calculateDps(cloneTotalsWithEffectDelta(totals, effect.type, -current), state.combatStyle);
const currentGain = percentChange(withoutThis, currentDps);
const remaining = Math.max(0, def.cap - current);
const plusOne = Math.min(1, remaining);
const plusOneGain = plusOne > 0
? percentChange(currentDps, calculateDps(cloneTotalsWithEffectDelta(totals, effect.type, plusOne), state.combatStyle))
: 0;
hint.textContent = `Cap: ${def.cap}%. Actual now: ${fmt(currentGain)}% DPS. Next +${fmt(plusOne)}%: ${fmt(plusOneGain)}% DPS.`;
});
});
}
function renderUpgrades(profile, totals, currentDps) {
const upgrades = [];
for (const piece of state.pieces) {
for (const effect of piece.effects) {
if (!effect.type) continue;
const def = effectById(effect.type);
const current = clampEffectValue(effect.type, Number(effect.value));
const remaining = def.cap - current;
if (remaining <= 0) continue;
const plusOne = Math.min(1, remaining);
const onePointDps = calculateDps(cloneTotalsWithEffectDelta(totals, effect.type, plusOne), state.combatStyle);
const capDps = calculateDps(cloneTotalsWithEffectDelta(totals, effect.type, remaining), state.combatStyle);
const onePointGain = percentChange(currentDps, onePointDps);
const capGain = percentChange(currentDps, capDps);
const fallback = profile.weights[effect.type] * 0.001;
const efficiency = capGain || onePointGain || fallback;
upgrades.push({ piece, def, current, remaining, efficiency, onePointGain, capGain });
}
}
upgrades.sort((a, b) => b.efficiency - a.efficiency);
const count = state.recommendationCount;
$("#upgradeList").innerHTML = upgrades.slice(0, count).map((item) => `
<li><strong>${item.def.label}</strong> on ${escapeHtml(item.piece.name || item.piece.title)}
<small>${fmt(item.current)}% now, ${fmt(item.remaining)}% room to cap. Next +1% gives ${fmt(item.onePointGain)}% DPS; to cap gives ${fmt(item.capGain)}% DPS.</small>
</li>
`).join("") || "<li>No upgradeable effects entered yet.</li>";
}
function renderSacrifices(pieceScores) {
const weakest = [...pieceScores].sort((a, b) => a.score - b.score).slice(0, state.recommendationCount);
$("#sacrificeList").innerHTML = weakest.map(({ piece, score, reasons }) => `
<li><strong>${escapeHtml(piece.name || piece.title)}</strong>
<small>Score ${fmt(score)}. ${reasons.length ? reasons.join("; ") : "Lowest relative contribution among entered pieces."}</small>
</li>
`).join("");
}
function saveDraft() {
localStorage.setItem(DRAFT_KEY, JSON.stringify(state));
}
function loadDraft() {
try {
const raw = localStorage.getItem(DRAFT_KEY);
return raw ? normalizeState(JSON.parse(raw)) : null;
} catch {
return null;
}
}
function getSavedSlots() {
try {
return JSON.parse(localStorage.getItem(STORAGE_KEY) || "{}");
} catch {
return {};
}
}
function setSavedSlots(saved) {
localStorage.setItem(STORAGE_KEY, JSON.stringify(saved));
}
function renderSaveSlots() {
const saved = getSavedSlots();
const select = $("#slotSelect");
const names = Object.keys(saved).sort();
select.innerHTML = names.map((name) => `<option value="${escapeHtml(name)}">${escapeHtml(name)}</option>`).join("") || '<option value="">No saved slots</option>';
}
function setStatus(message, danger = false) {
const node = $("#saveStatus");
node.textContent = message;
node.style.color = danger ? "var(--danger)" : "var(--good)";
}
function setImportExportStatus(message, danger = false) {
const node = $("#importExportStatus");
node.textContent = message;
node.style.color = danger ? "var(--danger)" : "var(--good)";
}
function createExportPayload() {
return {
app: "forge-master-strategy-optimizer",
version: EXPORT_VERSION,
exportedAt: new Date().toISOString(),
build: normalizeState(state),
};
}
function createExportJson() {
return JSON.stringify(createExportPayload(), null, 2);
}
async function generateExportJson() {
const json = createExportJson();
const textarea = $("#jsonTransfer");
textarea.value = json;
textarea.focus();
textarea.select();
try {
await navigator.clipboard.writeText(json);
setImportExportStatus("Export JSON generated and copied to clipboard.");
} catch {
setImportExportStatus("Export JSON generated. Copy it from the text box or download it as a file.");
}
}
function downloadExportJson() {
const json = createExportJson();
$("#jsonTransfer").value = json;
const blob = new Blob([json], { type: "application/json" });
const url = URL.createObjectURL(blob);
const link = document.createElement("a");
link.href = url;
link.download = `forge-master-build-${new Date().toISOString().slice(0, 10)}.json`;
document.body.appendChild(link);
link.click();
link.remove();
URL.revokeObjectURL(url);
setImportExportStatus("Downloaded current build as JSON.");
}
function parseImportedState(jsonText) {
if (!jsonText.trim()) throw new Error("Paste JSON first or upload a JSON file.");
let parsed;
try {
parsed = JSON.parse(jsonText);
} catch {
throw new Error("Invalid JSON. Check that the full export was copied.");
}
const build = parsed?.build || parsed;
if (!build || typeof build !== "object" || !Array.isArray(build.pieces)) {
throw new Error("JSON does not look like a Forge Master build export.");
}
return normalizeState(build);
}
function importJsonText(jsonText, sourceLabel = "JSON") {
try {
state = parseImportedState(jsonText);
render();
setImportExportStatus(`Imported ${sourceLabel}. Draft autosaved.`);
} catch (error) {
setImportExportStatus(error.message, true);
}
}
function importPastedJson() {
importJsonText($("#jsonTransfer").value, "pasted JSON");
}
function importUploadedJson(event) {
const file = event.target.files?.[0];
if (!file) return;
const reader = new FileReader();
reader.addEventListener("load", () => {
const text = String(reader.result || "");
$("#jsonTransfer").value = text;
importJsonText(text, file.name);
event.target.value = "";
});
reader.addEventListener("error", () => {
setImportExportStatus("Could not read the selected file.", true);
event.target.value = "";
});
reader.readAsText(file);
}
function bindEvents() {
$("#profileSelect").addEventListener("change", (event) => {
state.profile = event.target.value;
updateAnalysis();
});
$("#combatStyle").addEventListener("change", (event) => {
state.combatStyle = event.target.value;
updateAnalysis();
});
$("#recommendationCount").addEventListener("input", (event) => {
state.recommendationCount = Math.min(20, Math.max(3, Number(event.target.value || 8)));
updateAnalysis();
});
$("#resetBuild").addEventListener("click", () => {
state = createDefaultState();
render();
setStatus("Current build reset. Draft autosaved.");
});
$("#gearGrid").addEventListener("input", handleGearInput);
$("#gearGrid").addEventListener("change", handleGearInput);
$("#saveSlot").addEventListener("click", saveNamedSlot);
$("#loadSlot").addEventListener("click", loadNamedSlot);
$("#deleteSlot").addEventListener("click", deleteNamedSlot);
$("#copyExport").addEventListener("click", generateExportJson);
$("#downloadExport").addEventListener("click", downloadExportJson);
$("#importJson").addEventListener("click", importPastedJson);
$("#importFile").addEventListener("change", importUploadedJson);
}
function handleGearInput(event) {
const card = event.target.closest(".gear-card");
if (!card) return;
const piece = state.pieces[Number(card.dataset.index)];
if (event.target.dataset.field) {
const field = event.target.dataset.field;
piece[field] = field === "baseValue" ? Math.max(0, Number(event.target.value || 0)) : event.target.value;
}
if (event.target.dataset.effectType !== undefined) {
const index = Number(event.target.dataset.effectType);
piece.effects[index].type = event.target.value;
piece.effects[index].value = clampEffectValue(event.target.value, piece.effects[index].value);
renderGear();
}
if (event.target.dataset.effectValue !== undefined) {
const index = Number(event.target.dataset.effectValue);
piece.effects[index].value = clampEffectValue(piece.effects[index].type, Number(event.target.value || 1));
}
updateAnalysis();
}
function saveNamedSlot() {
const name = $("#slotName").value.trim();
if (!name) return setStatus("Enter a slot name first.", true);
const saved = getSavedSlots();
saved[name] = { ...state, savedAt: new Date().toISOString() };
setSavedSlots(saved);
renderSaveSlots();
$("#slotSelect").value = name;
setStatus(`Saved slot “${name}”.`);
}
function loadNamedSlot() {
const name = $("#slotSelect").value;
const saved = getSavedSlots();
if (!name || !saved[name]) return setStatus("Choose a saved slot to load.", true);
state = normalizeState(saved[name]);
render();
setStatus(`Loaded slot “${name}”.`);
}
function deleteNamedSlot() {
const name = $("#slotSelect").value;
const saved = getSavedSlots();
if (!name || !saved[name]) return setStatus("Choose a saved slot to delete.", true);
delete saved[name];
setSavedSlots(saved);
renderSaveSlots();
setStatus(`Deleted slot “${name}”.`);
}
function escapeHtml(value) {
return String(value).replace(/[&<>"]/g, (char) => ({ "&": "&amp;", "<": "&lt;", ">": "&gt;", '"': "&quot;" }[char]));
}
bindEvents();
render();