woohoo more data driven stats!

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tresabhi committed 2026-10-11 00:43:08 -05:00
1 parent 9c67fd3204
commit 95318d0a99
11 files changed
+737 -151

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+1 -1
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@@ -1,3 +1,3 @@
export function degressiveStat(crew: number) {
return 0.875 / (0.00375 * 100 * crew + 0.5) - 1;
return 0.875 / (0.00375 * 100 * crew + 0.5);
}
-1
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@@ -17,7 +17,6 @@ export * from "./normalizeBoundingBox";
export * from "./patientFetchJSON";
export * from "./popularTanks";
export * from "./progressiveStat";
export * from "./resolveDpm";
export * from "./resolvePenetrationCoefficient";
export * from "./reviews";
export * from "./romanize";
@@ -1,3 +1,3 @@
export function progressiveStat(crew: number) {
return (0.00375 * 100 * crew + 0.5) / 0.875 - 1;
return (0.00375 * 100 * crew + 0.5) / 0.875;
}
-63
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@@ -1,63 +0,0 @@
import {
GunDefinition,
GunDefinitionAutoReloader,
ShellDefinition,
} from '../protos';
export function resolveDpm(
gun: GunDefinition,
shell: ShellDefinition,
damageCoefficient = 1,
reloadCoefficient = 1,
intraClipCoefficient = 1,
) {
const alpha = shell.armor_damage * damageCoefficient;
let dps: number;
if (gun.gun_type!.$case === 'regular') {
dps = alpha / (reloadCoefficient * gun.gun_type!.value.reload);
} else if (gun.gun_type!.$case === 'auto_loader') {
const damage = alpha * gun.gun_type!.value.shell_count;
let time = gun.gun_type!.value.clip_reload * reloadCoefficient;
if (gun.burst) {
time +=
(gun.gun_type!.value.shell_count / gun.burst.count - 1) *
gun.gun_type!.value.intra_clip *
intraClipCoefficient;
time +=
(gun.gun_type!.value.shell_count / gun.burst.count) *
(gun.burst.count - 1) *
gun.burst.interval;
} else {
time +=
(gun.gun_type!.value.shell_count - 1) *
gun.gun_type!.value.intra_clip *
intraClipCoefficient;
}
dps = damage / time;
} else {
const mostOptimalShell = gun.gun_type!.value.shell_reloads.reduce<null | {
index: number;
reload: number;
}>((current, reloadRaw, index) => {
const reload =
reloadRaw * reloadCoefficient +
(index > 0
? (gun.gun_type!.value as GunDefinitionAutoReloader).intra_clip *
intraClipCoefficient
: 0);
if (current === null || reload < current.reload) {
return { index, reload };
}
return current;
}, null)!;
dps = alpha / mostOptimalShell?.reload;
}
return dps * 60;
}
+8 -1
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@@ -8,6 +8,13 @@
"s": "{value}s",
"percentage": "{value}%",
"deg_s": "{value}°/s",
"m_s": "{value}m/s",
"km_h": "{value}km/h",
"t": "{value}t",
"bhp": "{value}bhp",
"bhp_t": "{value}bhp/t",
"kN": "{value}kN",
"hp_s": "{value}hp/s",
"plus": "+{value}"
},
@@ -38,7 +45,7 @@
"burst_size": "Burst size",
"intra_burst": "Intra-burst",
"penetration": "Penetration",
"penetration_loss_by_distance": "Penetration loss by distance",
"penetration_loss_by_distance": "Penetration loss by 500m",
"penetration_loss_after_ricochet": "Penetration loss after ricochet",
"shell_velocity": "Shell velocity",
"shell_range": "Shell range",
+645 -64
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@@ -1,18 +1,243 @@
import { blitzkitToBlitzShellKind } from "@blitzkit/core";
import { ShellType } from "@blitzkit/protos";
import {
blitzkitToBlitzShellKind,
isExplosive,
normalizeBoundingBox,
unionBoundingBox,
} from "@blitzkit/core";
import { ShellType, TankClass } from "@blitzkit/protos";
import {
CharacteristicType,
type Characteristic,
type CharacteristicContext,
} from "../types/characteristics";
function intraClipCoefficient({
script,
}: Pick<CharacteristicContext, "script">) {
let coefficient = 1;
script("protagonist", "NewAutoloader", (effect) => {
coefficient *= effect.clipReloadTimeFactor;
});
return coefficient;
}
function aimTimeCoefficient({ script }: Pick<CharacteristicContext, "script">) {
let coefficient = 1;
script("protagonist", "miscAttrs/gunAimingTimeFactor", (effect) => {
coefficient += effect.bonusValues!.percent / 100;
});
script("protagonist", "FireControlSystem", (effect) => {
coefficient *= effect.aimingTimeFactor;
});
return coefficient;
}
function dispersionCoefficient({
script,
}: Pick<CharacteristicContext, "script">) {
let coefficient = 1;
script("protagonist", "miscAttrs/shotDispersionAngleFactor", (effect) => {
coefficient += effect.bonusValues!.percent / 100;
});
script("protagonist", "FireControlSystem", (effect) => {
coefficient *= effect.shotDispersionAngleFactor;
});
return coefficient;
}
export const characteristics = {
gun_type: {
type: CharacteristicType.Enum,
compute({ gun }) {
return gun.gun_type!.$case;
},
},
damage: {
type: CharacteristicType.Number,
compute({ shell, environment, equalizer, script, gun }) {
let coefficient = 1;
if (environment.equalize) coefficient *= equalizer.damage;
script("protagonist", "TungstenTip", (effect) => {
coefficient *= (effect.minDamageFactor + effect.maxDamageFactor) / 2;
});
script("antagonist", "ShieldKit", (effect) => {
if (shell.type === ShellType.SHELL_TYPE_HE) return;
coefficient *= 1 - effect.shieldCoef;
});
script("antagonist", "ArmorMover", (effect) => {
coefficient *= 1 - effect.bonusValues!.damageReductionPercent / 100;
});
script("antagonist", "AntiHighExplosive", (effect) => {
if (shell.type !== ShellType.SHELL_TYPE_HE) return;
coefficient *= effect.bonusValues!.factor;
});
if (gun.assault_ranges?.types.includes(shell.type)) {
const range = gun.assault_ranges.ranges.find(
({ distance }) => distance >= environment.distance,
);
coefficient *= range?.factor ?? 0;
}
return coefficient * shell.armor_damage;
},
},
_reload_coefficient: {
type: CharacteristicType.Number,
compute({ script, degressive }) {
let c0 = 1;
script("protagonist", "miscAttrs/gunReloadTimeFactor", (effect) => {
c0 += effect.bonusValues!.percent / 100;
});
const c1 = degressive("loader");
let c2 = 1;
script("protagonist", "Berserk", (effect) => {
c2 += effect.bonusValues!.gunReloadSpeedIncrease / 100;
});
return (c0 * c1) / c2;
},
},
reload: {
type: CharacteristicType.Number,
should_render({ gun }) {
return gun.gun_type!.$case !== "auto_reloader";
},
compute({ gun, characteristic }) {
if (gun.gun_type!.$case === "auto_reloader") return -Infinity;
const c = characteristic("_reload_coefficient") as number;
if (gun.gun_type!.$case === "regular") {
return c * gun.gun_type!.value.reload;
}
return c * gun.gun_type!.value.clip_reload;
},
},
intra_clip: {
type: CharacteristicType.Number,
should_render({ gun }) {
return gun.gun_type!.$case !== "regular";
},
compute({ gun, script }) {
if (gun.gun_type!.$case === "regular") return 0;
let c = 1;
script("protagonist", "NewAutoloader", (effect) => {
c = effect.clipReloadTimeFactor;
});
return c * gun.gun_type!.value.intra_clip;
},
},
dpm: {
type: CharacteristicType.Number,
compute({ gun, characteristic }) {
const alpha = characteristic("damage") as number;
let dps: number;
if (gun.gun_type!.$case === "regular") {
const reload = characteristic("reload") as number;
dps = alpha / reload;
} else if (gun.gun_type!.$case === "auto_loader") {
const damage = alpha * gun.gun_type!.value.shell_count;
const intraClip = characteristic("intra_clip") as number;
let time = characteristic("reload") as number;
if (gun.burst) {
time +=
(gun.gun_type!.value.shell_count / gun.burst.count - 1) * intraClip;
time +=
(gun.gun_type!.value.shell_count / gun.burst.count) *
(gun.burst.count - 1) *
gun.burst.interval;
} else {
time += (gun.gun_type!.value.shell_count - 1) * intraClip;
}
dps = damage / time;
} else {
const intraClip = characteristic("intra_clip") as number;
const reloadCoefficient = characteristic(
"_reload_coefficient",
) as number;
const mostOptimalShell =
gun.gun_type!.value.shell_reloads.reduce<null | {
index: number;
reload: number;
}>((current, reloadRaw, index) => {
const reload =
reloadRaw * reloadCoefficient + (index > 0 ? intraClip : 0);
if (current === null || reload < current.reload) {
return { index, reload };
}
return current;
}, null)!;
dps = alpha / mostOptimalShell?.reload;
}
return dps * 60;
},
},
// damage_range: unavailable,
module_damage: {
type: CharacteristicType.Number,
compute({ shell, script }) {
let c = 1;
script("protagonist", "TungstenTip", (effect) => {
c *= (effect.minDamageFactor + effect.maxDamageFactor) / 2;
});
return c * shell.module_damage;
},
},
// module_damage_range: unavailable,
// reloads: unavailable,
clip_size: {
type: CharacteristicType.Number,
@@ -26,99 +251,455 @@ export const characteristics = {
},
},
damage: {
clipping_potential: {
type: CharacteristicType.Number,
compute({ shell, environment, equalizer, script, gun }) {
let coefficient = 1;
if (environment.equalize) coefficient *= equalizer.damage;
should_render({ gun }) {
return gun.gun_type!.$case !== "regular";
},
// tungsten shells
script("protagonist", "TungstenTip", (effect) => {
coefficient *= (effect.minDamageFactor + effect.maxDamageFactor) / 2;
});
compute({ characteristic }) {
const clipSize = characteristic("clip_size") as number;
const damage = characteristic("damage") as number;
// reactive armor
script("antagonist", "ShieldKit", (effect) => {
if (shell.type === ShellType.SHELL_TYPE_HE) return;
coefficient *= 1 - effect.shieldCoef;
});
// dynamic armour system
script("antagonist", "ArmorMover", (effect) => {
coefficient *= 1 - effect.bonusValues!.damageReductionPercent / 100;
});
// spall liner
script("antagonist", "AntiHighExplosive", (effect) => {
if (shell.type !== ShellType.SHELL_TYPE_HE) return;
coefficient *= effect.bonusValues!.factor;
});
if (gun.assault_ranges && gun.assault_ranges.types.includes(shell.type)) {
const range = gun.assault_ranges.ranges.find(
({ distance }) => distance >= environment.distance,
);
if (range) coefficient *= range.factor;
}
return coefficient * shell.armor_damage;
return clipSize * damage;
},
},
module_damage: {
// TODO: custom type of shell index
// optimal_shell: {
// type: CharacteristicType.Number,
// should_render({ gun }) {
// return gun.gun_type!.$case === "auto_reloader";
// },
// compute({ gun, script, degressive }) {
// if (gun.gun_type!.$case !== "auto_reloader") return -1;
// const autoReloader = gun.gun_type!.value;
// const coefficient = reloadCoefficient({ script, degressive, gun });
// const intraClip = intraClipCoefficient({ script });
// return autoReloader.shell_reloads.reduce(
// (bestIndex, reload, index, reloads) => {
// const effectiveReload =
// reload * coefficient +
// (index > 0 ? autoReloader.intra_clip * intraClip : 0);
// const bestReload =
// reloads[bestIndex] * coefficient +
// (bestIndex > 0 ? autoReloader.intra_clip * intraClip : 0);
// return effectiveReload < bestReload ? index : bestIndex;
// },
// 0,
// );
// },
// },
burst_size: {
type: CharacteristicType.Number,
compute({ shell, script }) {
let coefficient = 1;
// tungsten shells
script("protagonist", "TungstenTip", (effect) => {
coefficient *= (effect.minDamageFactor + effect.maxDamageFactor) / 2;
});
should_render({ gun }) {
return gun.burst !== undefined;
},
return coefficient * shell.module_damage;
compute({ gun }) {
return gun.burst!.count;
},
},
intra_burst: {
type: CharacteristicType.Number,
should_render({ gun }) {
return gun.burst !== undefined;
},
compute({ gun }) {
return gun.burst!.interval;
},
},
penetration: {
type: CharacteristicType.Number,
compute({ shell, script }) {
let coefficient = 1;
compute({ shell, environment, equalizer, script }) {
let c = 1;
script("protagonist", "CalibratedShells", (effect) => {
coefficient +=
c +=
effect.piercingFactors![blitzkitToBlitzShellKind[shell.type]] / 100;
});
return coefficient * shell.penetration!.near;
if (environment.equalize) c *= equalizer.penetration;
return c * shell.penetration!.near;
},
},
reload: {
penetration_loss_by_distance: {
type: CharacteristicType.Number,
should_render({ gun }) {
return gun.gun_type!.$case !== "auto_reloader";
},
compute({ shell, script }) {
let c = 1;
compute({ gun, script, degressive }) {
// should never happen! just for typescript
if (gun.gun_type!.$case === "auto_reloader") return -Infinity;
let c0 = 1;
script("protagonist", "miscAttrs/gunReloadTimeFactor", (effect) => {
c0 += effect.bonusValues!.percent / 100;
script("protagonist", "StaticMiscAttrsModifier", (effect) => {
c += effect.bonusValues!.piercingPenaltyFactor500m / 100;
});
const c = c0 * degressive;
return (
c *
100 *
((shell.penetration!.near - shell.penetration!.far) /
shell.penetration!.near)
);
},
},
if (gun.gun_type!.$case === "regular") {
return c * gun.gun_type!.value.reload;
// penetration_loss_after_ricochet: unavailable,
shell_velocity: {
type: CharacteristicType.Number,
compute({ shell, script }) {
let c = 1;
script("protagonist", "StaticMiscAttrsModifier", (effect) => {
c += effect.bonusValues!.projectileSpeedFactor / 100;
});
script("protagonist", "GunPowder", (effect) => {
c += effect.bonusValues!.projectileSpeedFactor / 100;
});
return c * shell.velocity;
},
},
shell_range: {
type: CharacteristicType.Number,
compute({ shell }) {
return shell.range;
},
},
shell_capacity: {
type: CharacteristicType.Number,
compute({ gun }) {
return gun.shell_capacity;
},
},
caliber: {
type: CharacteristicType.Number,
compute({ shell }) {
return shell.caliber;
},
},
ricochet: {
type: CharacteristicType.Number,
should_render({ shell }) {
return !isExplosive(shell.type);
},
compute({ shell }) {
return shell.ricochet ?? 0;
},
},
normalization: {
type: CharacteristicType.Number,
should_render({ shell }) {
return !isExplosive(shell.type);
},
compute({ shell }) {
return shell.normalization ?? 0;
},
},
speed_forward: {
type: CharacteristicType.Number,
compute({ tank }) {
return tank.speed_forwards;
},
},
speed_backward: {
type: CharacteristicType.Number,
compute({ tank }) {
return tank.speed_backwards;
},
},
aim_time: {
type: CharacteristicType.Number,
compute({ gun, turret, track, degressive, script, characteristic }) {
/*
T = (A / C) × ln(√(1 + k² × S)) / (1 − p/100)
S = (turret rotation speed × turret dispersion factor)²
+ (hull rotation speed × hull dispersion factor)²
+ (min(top speed, 30) × movement dispersion factor)²
A: the gun’s raw aimingTime—the time for the reticle to shrink by a factor of e ≈ 2.718.
C: gunner crew factor, accounting for training, provisions, and shared crew roles.
k: stabilization multiplier; normally 1, reduced by the stabilizer.
p: signed aiming-drive modifier. For −12%, the displayed time is divided by 1.12, reducing it by approximately 10.7%.
*/
const topSpeed = characteristic("speed_forward") as number;
const S =
(turret.traverse_speed * gun.dispersion_traverse) ** 2 +
(track.traverse_speed * track.dispersion_traverse) ** 2 +
(Math.min(topSpeed, 30) * track.dispersion_move) ** 2;
const A = gun.aim_time;
const C = degressive("gunner");
let p = 0;
script("protagonist", "miscAttrs/gunAimingTimeFactor", (effect) => {
p = effect.bonusValues!.percent / 100;
});
let k = 1;
script(
"protagonist",
"miscAttrs/additiveShotDispersionFactor",
(effect) => {
k += effect.bonusValues!.percent / 100;
},
);
const T = ((A / C) * Math.log(Math.sqrt(1 + k ** 2 * S))) / (1 - p / 100);
return T;
},
},
dispersion: {
type: CharacteristicType.Number,
compute({ gun, degressive, script }) {
return (
gun.dispersion_base *
degressive("gunner") *
dispersionCoefficient({ script })
);
},
},
// dispersion_angle: unavailable,
gun_depression: {
type: CharacteristicType.Number,
compute({ state, turret, gun }) {
const turretModel = state.model.turrets[turret.id];
const gunModel = turretModel.guns[gun.id];
return (
gunModel.pitch!.max + (state.model.initial_turret_rotation?.pitch ?? 0)
);
},
},
gun_elevation: {
type: CharacteristicType.Number,
compute({ state, turret, gun }) {
const turretModel = state.model.turrets[turret.id];
const gunModel = turretModel.guns[gun.id];
return (
-gunModel.pitch!.min - (state.model.initial_turret_rotation?.pitch ?? 0)
);
},
},
azimuth_left: {
type: CharacteristicType.Number,
should_render({ state, turret }) {
return state.model.turrets[turret.id].yaw !== undefined;
},
compute({ state, turret }) {
return -state.model.turrets[turret.id].yaw!.min;
},
},
azimuth_right: {
type: CharacteristicType.Number,
should_render({ state, turret }) {
return state.model.turrets[turret.id].yaw !== undefined;
},
compute({ state, turret }) {
return state.model.turrets[turret.id].yaw!.max;
},
},
weight: {
type: CharacteristicType.Number,
compute({ tank, engine, track, turret, gun }) {
return (
(tank.weight +
engine.weight +
track.weight +
turret.weight +
gun.weight) /
1000
);
},
},
engine_power: {
type: CharacteristicType.Number,
compute({ engine }) {
return engine.power;
},
},
power_to_weight: {
type: CharacteristicType.Number,
compute({ engine, characteristic }) {
const weight = characteristic("weight");
if (typeof weight !== "number") {
throw new Error("Weight characteristic must be numeric");
}
return c * gun.gun_type!.value.clip_reload;
return engine.power / weight;
},
},
// brake_force: unavailable,
// terrain_coefficient: unavailable,
hull_traverse_speed: {
type: CharacteristicType.Number,
compute({ track, progressive }) {
return track.traverse_speed * progressive("driver");
},
},
turret_traverse_speed: {
type: CharacteristicType.Number,
compute({ turret, progressive }) {
return turret.traverse_speed * progressive("gunner");
},
},
gun_traverse_speed: {
type: CharacteristicType.Number,
compute({ gun, progressive }) {
return gun.rotation_speed * progressive("gunner");
},
},
health: {
type: CharacteristicType.Number,
compute({ tank, turret, environment, equalizer, script }) {
let c0 = 1;
script("protagonist", "SmallHPStock", (effect) => {
c0 += effect.hpStockPercent / 100;
});
script("protagonist", "HighQualityAssembly", (effect) => {
c0 += effect.maxHpBonusPercent / 100;
});
let c1 = 1;
if (environment.equalize) {
c1 *= equalizer.health;
}
let health = tank.health + turret.health;
health *= c0 * c1;
if (environment.equalize) {
health = 50 * Math.round(health / 50);
}
return health;
},
},
fire_chance: {
type: CharacteristicType.Number,
compute({ engine }) {
return engine.fire_chance;
},
},
// fire_rate: unavailable,
// ramming_resistance: unavailable,
view_range: {
type: CharacteristicType.Number,
compute({ turret, progressive }) {
return turret.view_range * progressive("commander");
},
},
camouflage: {
type: CharacteristicType.Number,
compute({ tank, state }) {
const camouflageBonus =
tank.class === TankClass.TANK_CLASS_TANK_DESTROYER
? 0.04
: tank.class === TankClass.TANK_CLASS_HEAVY
? 0.03
: 0.02;
return (
tank.camouflage_still * (1 + (state.camouflage ? camouflageBonus : 0))
);
},
},
width: {
type: CharacteristicType.Number,
compute({ state, turret }) {
const size = normalizeBoundingBox(
unionBoundingBox(
state.model.bounding_box!,
state.model.turrets[turret.id].bounding_box!,
),
);
return size.z;
},
},
height: {
type: CharacteristicType.Number,
compute({ state, turret }) {
const size = normalizeBoundingBox(
unionBoundingBox(
state.model.bounding_box!,
state.model.turrets[turret.id].bounding_box!,
),
);
return size.x;
},
},
length: {
type: CharacteristicType.Number,
compute({ state, turret }) {
const size = normalizeBoundingBox(
unionBoundingBox(
state.model.bounding_box!,
state.model.turrets[turret.id].bounding_box!,
),
);
return size.y;
},
},
} satisfies Record<string, Characteristic>;
@@ -110,7 +110,7 @@ export const characteristicsGroups: CharacteristicsGroup[] = [
// render: CharacteristicsGroupRender.Statistical,
order: [
{ name: "penetration", units: "mm" },
{ name: "penetration_loss_by_distance" },
{ name: "penetration_loss_by_distance", units: "percentage" },
{ name: "penetration_loss_after_ricochet" },
{ name: "shell_velocity", units: "m_s" },
{ name: "shell_range", units: "m" },
@@ -127,7 +127,7 @@ export const characteristicsGroups: CharacteristicsGroup[] = [
name: "accuracy",
// render: CharacteristicsGroupRender.Statistical,
order: [
{ name: "aim_time", decimals: 1, units: "s" },
{ name: "aim_time", decimals: 2, units: "s" },
{ name: "dispersion", decimals: 3, units: "m" },
{ name: "dispersion_angle", decimals: 3, units: "deg" },
{ toy: "aim_time" },
@@ -178,9 +178,9 @@ export const characteristicsGroups: CharacteristicsGroup[] = [
// render: CharacteristicsGroupRender.Statistical,
order: [
{ name: "health", units: "hp" },
{ name: "fire_chance", units: "%" },
{ name: "fire_chance", units: "percentage" },
{ name: "fire_rate", units: "hp_s" },
{ name: "ramming_resistance", units: "%" },
{ name: "ramming_resistance", units: "percentage" },
{ toy: "fire_health_burn" },
@@ -193,7 +193,7 @@ export const characteristicsGroups: CharacteristicsGroup[] = [
// render: CharacteristicsGroupRender.Statistical,
order: [
{ name: "view_range", units: "m" },
{ name: "camouflage", decimals: 0, units: "%" },
{ name: "camouflage", decimals: 0, units: "percentage" },
{ toy: "view_range" },
@@ -1,4 +1,6 @@
import { degressiveStat, progressiveStat } from "@blitzkit/core";
import type { BlitzEffectScript } from "@blitzkit/core/src/types/blitzEffectScript";
import { CrewType } from "@blitzkit/protos";
import { api } from "../api/dynamic";
import { characteristics } from "../config/characteristics";
import { defaultEqualizer } from "../config/equalizer";
@@ -44,39 +46,91 @@ export function computeCharacteristics(
(shell) => shell.id === states.protagonist.shell,
)!;
const equipmentPreset = equipment.presets[tank.equipment_preset];
const scriptsMap: Record<DuelSide, Map<string, BlitzEffectScript>> = {
const scriptsMap: Record<DuelSide, Map<string, BlitzEffectScript[]>> = {
protagonist: new Map(),
antagonist: new Map(),
};
function addScript(side: DuelSide, name: string, script: BlitzEffectScript) {
if (!scriptsMap[side].has(name)) {
scriptsMap[side].set(name, []);
}
scriptsMap[side].get(name)!.push(script);
}
for (const side of duelSides) {
const sideTank = tanks.tanks[states[side].tank];
const sideEquipmentPreset = equipment.presets[sideTank.equipment_preset];
for (const id of states[side].consumables) {
if (!(id in scripts.consumables)) continue;
const script = scripts.consumables[id];
scriptsMap.protagonist.set(script["#text"], script);
addScript(side, script["#text"], script);
}
for (const id of states[side].provisions) {
if (!(id in scripts.provisions)) continue;
const script = scripts.provisions[id];
scriptsMap.protagonist.set(script["#text"], script);
addScript(side, script["#text"], script);
}
for (const index in states[side].equipment) {
const choice = states[side].equipment[index];
const id = equipmentPreset.slots[index].options[choice];
const id = sideEquipmentPreset.slots[index].options[choice];
if (!(id in scripts.equipment)) continue;
const script = scripts.equipment[id];
scriptsMap.protagonist.set(script["#text"], script);
addScript(side, script["#text"], script);
}
}
const protagonist = states.protagonist;
const protagonistEquipmentPreset = equipment.presets[tank.equipment_preset];
const hasImprovedVentilation = Object.entries(protagonist.equipment).some(
([index, choice]) =>
protagonistEquipmentPreset.slots[Number(index)]?.options[choice] === 102,
);
const provisionCrewBonus =
protagonist.provisions.reduce(
(total, id) =>
total +
(scripts.provisions[id]?.bonusValues?.crewLevelIncrease ?? 0) / 100,
0,
) + (hasImprovedVentilation ? 0.08 : 0);
const commanderMastery = 1 + provisionCrewBonus;
const crewMastery = {
commander: commanderMastery,
loader:
commanderMastery *
(tank.crew.some(({ type }) => type === CrewType.CREW_TYPE_LOADER)
? 1.1
: 1.05),
gunner:
commanderMastery *
(tank.crew.some(({ type }) => type === CrewType.CREW_TYPE_GUNNER)
? 1.1
: 1.05),
driver:
commanderMastery *
(tank.crew.some(({ type }) => type === CrewType.CREW_TYPE_DRIVER)
? 1.1
: 1.05),
};
function progressive(role: keyof typeof crewMastery) {
return progressiveStat(crewMastery[role]);
}
function degressive(role: keyof typeof crewMastery) {
return degressiveStat(crewMastery[role]);
}
function characteristic(name: CharacteristicName) {
if (!computed.has(name)) {
throw new Error(`Characteristic ${name} not computed yet`);
@@ -93,7 +147,12 @@ export function computeCharacteristics(
callback: (effect: BlitzEffectScript) => void,
) {
if (!scriptsMap[side].has(name)) return;
callback(scriptsMap[side].get(name)!);
const scripts = scriptsMap[side].get(name)!;
for (const script of scripts) {
callback(script);
}
}
const context = {
@@ -125,6 +184,7 @@ export function computeCharacteristics(
}
if (!shouldRender) continue;
if (!("compute" in characteristic)) continue;
const value = characteristic.compute(context);
@@ -0,0 +1,3 @@
export function createTankEquipment() {
return { 0: 0, 1: 1, 2: 0 };
}
@@ -1,6 +1,7 @@
import { createDefaultProvisions } from "@blitzkit/core";
import type { TankDefinition } from "@blitzkit/protos";
import { api } from "../api/dynamic";
import { createTankEquipment } from "./createTankEquipment";
import { createTankStatus } from "./createTankStatus";
import type { TankState } from "./tankState";
@@ -27,13 +28,9 @@ export function createTankState(tank: TankDefinition) {
shell: gun.shells[0].id,
track: tank.tracks.at(-1)!.id,
environment: {
assault_distance: (gun.assault_ranges?.ranges[0].distance ?? 0) / 2,
},
speed: 0,
equipment: {},
equipment: createTankEquipment(),
status: createTankStatus(),
model: models.models[tank.id],
@@ -34,8 +34,8 @@ export interface CharacteristicContext {
equalizer: Equalizer;
progressive: number;
degressive: number;
progressive(role: CrewStatRole): number;
degressive(role: CrewStatRole): number;
tank: TankDefinition;
engine: EngineDefinition;
@@ -55,6 +55,8 @@ export interface CharacteristicContext {
): void;
}
export type CrewStatRole = "commander" | "loader" | "gunner" | "driver";
export enum CharacteristicType {
Enum,
Number,