zenno: rebase stamina calculator & format

This commit is contained in:
2026-08-21 20:00:59 -04:00
parent a8ed0dbbe0
commit 0d3cf24714
3 changed files with 2161 additions and 614 deletions
+1706 -193
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+94 -94
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@@ -1,64 +1,64 @@
import * as math from 'mathjs'; import * as math from 'mathjs';
import { Phase, type Stat, type Surface } from "./race"; import { Phase, type Stat, type Surface } from './race';
export interface Race { export interface Race {
location: RaceLocation; location: RaceLocation;
length: number; length: number;
surface: Surface; surface: Surface;
direction: Direction; direction: Direction;
spans: Span[]; spans: Span[];
slopes: Slope[]; slopes: Slope[];
thresholds: [] | [Stat] | [Stat, Stat]; thresholds: [] | [Stat] | [Stat, Stat];
} }
export enum RaceLocation { export enum RaceLocation {
Sapporo = 'Sapporo', Sapporo = 'Sapporo',
Hakodate = 'Hakodate', Hakodate = 'Hakodate',
Niigata = 'Niigata', Niigata = 'Niigata',
Fukushima = 'Fukushima', Fukushima = 'Fukushima',
Nakayama = 'Nakayama', Nakayama = 'Nakayama',
Tokyo = 'Tokyo', Tokyo = 'Tokyo',
Chukyo = 'Chukyo', Chukyo = 'Chukyo',
Kyoto = 'Kyoto', Kyoto = 'Kyoto',
Hanshin = 'Hanshin', Hanshin = 'Hanshin',
Kokura = 'Kokura', Kokura = 'Kokura',
Ooi = 'Ooi', Ooi = 'Ooi',
Kawasaki = 'Kawasaki', Kawasaki = 'Kawasaki',
Funabashi = 'Funabashi', Funabashi = 'Funabashi',
Morioka = 'Morioka', Morioka = 'Morioka',
Longchamp = 'Longchamp', Longchamp = 'Longchamp',
SantaAnitaPark = 'Santa Anita Park', SantaAnitaPark = 'Santa Anita Park',
DelMar = 'Del Mar', DelMar = 'Del Mar',
} }
export enum Direction { export enum Direction {
Right, Right,
Left, Left,
Stretch, Stretch,
} }
export enum SpanType { export enum SpanType {
FrontStraight, FrontStraight,
AcrossStraight, AcrossStraight,
FalseStraight, FalseStraight,
Corner1, Corner1,
Corner2, Corner2,
Corner3, Corner3,
Corner4, Corner4,
} }
export interface Span { export interface Span {
type: SpanType; type: SpanType;
span: [number, number]; span: [number, number];
} }
export interface Slope { export interface Slope {
per: -2 | -1.5 | -1 | 1 | 1.5 | 2; per: -2 | -1.5 | -1 | 1 | 1.5 | 2;
span: [number, number]; span: [number, number];
} }
function sortSlopes(slopes: Slope[]): Slope[] { function sortSlopes(slopes: Slope[]): Slope[] {
return slopes.toSorted((a, b) => a.span[0] - b.span[0]); return slopes.toSorted((a, b) => a.span[0] - b.span[0]);
} }
/** /**
@@ -67,70 +67,70 @@ function sortSlopes(slopes: Slope[]): Slope[] {
* @returns Quadruple of phase end points, including separate late and last spurt phases * @returns Quadruple of phase end points, including separate late and last spurt phases
*/ */
export function phases(raceLen: number): [number, number, number, number] { export function phases(raceLen: number): [number, number, number, number] {
const sixth = raceLen / 6; const sixth = raceLen / 6;
const half = raceLen / 2; const half = raceLen / 2;
return [sixth, sixth + half, 2*sixth + half, raceLen]; return [sixth, sixth + half, 2 * sixth + half, raceLen];
} }
export interface SectionInfo { export interface SectionInfo {
section: number; section: number;
phase: Phase; phase: Phase;
endRate: number; endRate: number;
posKeep: boolean; posKeep: boolean;
rush: boolean; rush: boolean;
spotStruggleEnter: boolean; spotStruggleEnter: boolean;
} }
export const SECTIONS: ReadonlyArray<SectionInfo> = [ export const SECTIONS: ReadonlyArray<SectionInfo> = [
{section: 1, phase: Phase.EarlyRace, endRate: 1/24, posKeep: true, rush: false, spotStruggleEnter: false}, { section: 1, phase: Phase.EarlyRace, endRate: 1 / 24, posKeep: true, rush: false, spotStruggleEnter: false },
{section: 2, phase: Phase.EarlyRace, endRate: 2/24, posKeep: true, rush: true, spotStruggleEnter: true}, { section: 2, phase: Phase.EarlyRace, endRate: 2 / 24, posKeep: true, rush: true, spotStruggleEnter: true },
{section: 3, phase: Phase.EarlyRace, endRate: 3/24, posKeep: true, rush: true, spotStruggleEnter: true}, { section: 3, phase: Phase.EarlyRace, endRate: 3 / 24, posKeep: true, rush: true, spotStruggleEnter: true },
{section: 4, phase: Phase.EarlyRace, endRate: 4/24, posKeep: true, rush: true, spotStruggleEnter: true}, { section: 4, phase: Phase.EarlyRace, endRate: 4 / 24, posKeep: true, rush: true, spotStruggleEnter: true },
{section: 5, phase: Phase.MidRace, endRate: 5/24, posKeep: true, rush: true, spotStruggleEnter: true}, { section: 5, phase: Phase.MidRace, endRate: 5 / 24, posKeep: true, rush: true, spotStruggleEnter: true },
{section: 6, phase: Phase.MidRace, endRate: 6/24, posKeep: true, rush: true, spotStruggleEnter: false}, { section: 6, phase: Phase.MidRace, endRate: 6 / 24, posKeep: true, rush: true, spotStruggleEnter: false },
{section: 7, phase: Phase.MidRace, endRate: 7/24, posKeep: true, rush: true, spotStruggleEnter: false}, { section: 7, phase: Phase.MidRace, endRate: 7 / 24, posKeep: true, rush: true, spotStruggleEnter: false },
{section: 8, phase: Phase.MidRace, endRate: 8/24, posKeep: true, rush: true, spotStruggleEnter: false}, { section: 8, phase: Phase.MidRace, endRate: 8 / 24, posKeep: true, rush: true, spotStruggleEnter: false },
{section: 9, phase: Phase.MidRace, endRate: 9/24, posKeep: true, rush: true, spotStruggleEnter: false}, { section: 9, phase: Phase.MidRace, endRate: 9 / 24, posKeep: true, rush: true, spotStruggleEnter: false },
{section: 10, phase: Phase.MidRace, endRate: 10/24, posKeep: true, rush: false, spotStruggleEnter: false}, { section: 10, phase: Phase.MidRace, endRate: 10 / 24, posKeep: true, rush: false, spotStruggleEnter: false },
{section: 11, phase: Phase.MidRace, endRate: 11/24, posKeep: false, rush: false, spotStruggleEnter: false}, { section: 11, phase: Phase.MidRace, endRate: 11 / 24, posKeep: false, rush: false, spotStruggleEnter: false },
{section: 12, phase: Phase.MidRace, endRate: 12/24, posKeep: false, rush: false, spotStruggleEnter: false}, { section: 12, phase: Phase.MidRace, endRate: 12 / 24, posKeep: false, rush: false, spotStruggleEnter: false },
{section: 13, phase: Phase.MidRace, endRate: 13/24, posKeep: false, rush: false, spotStruggleEnter: false}, { section: 13, phase: Phase.MidRace, endRate: 13 / 24, posKeep: false, rush: false, spotStruggleEnter: false },
{section: 14, phase: Phase.MidRace, endRate: 14/24, posKeep: false, rush: false, spotStruggleEnter: false}, { section: 14, phase: Phase.MidRace, endRate: 14 / 24, posKeep: false, rush: false, spotStruggleEnter: false },
{section: 15, phase: Phase.MidRace, endRate: 15/24, posKeep: false, rush: false, spotStruggleEnter: false}, { section: 15, phase: Phase.MidRace, endRate: 15 / 24, posKeep: false, rush: false, spotStruggleEnter: false },
{section: 16, phase: Phase.MidRace, endRate: 16/24, posKeep: false, rush: false, spotStruggleEnter: false}, { section: 16, phase: Phase.MidRace, endRate: 16 / 24, posKeep: false, rush: false, spotStruggleEnter: false },
{section: 17, phase: Phase.LateRace, endRate: 17/24, posKeep: false, rush: false, spotStruggleEnter: false}, { section: 17, phase: Phase.LateRace, endRate: 17 / 24, posKeep: false, rush: false, spotStruggleEnter: false },
{section: 18, phase: Phase.LateRace, endRate: 18/24, posKeep: false, rush: false, spotStruggleEnter: false}, { section: 18, phase: Phase.LateRace, endRate: 18 / 24, posKeep: false, rush: false, spotStruggleEnter: false },
{section: 19, phase: Phase.LateRace, endRate: 19/24, posKeep: false, rush: false, spotStruggleEnter: false}, { section: 19, phase: Phase.LateRace, endRate: 19 / 24, posKeep: false, rush: false, spotStruggleEnter: false },
{section: 20, phase: Phase.LateRace, endRate: 20/24, posKeep: false, rush: false, spotStruggleEnter: false}, { section: 20, phase: Phase.LateRace, endRate: 20 / 24, posKeep: false, rush: false, spotStruggleEnter: false },
{section: 21, phase: Phase.LateRace, endRate: 21/24, posKeep: false, rush: false, spotStruggleEnter: false}, { section: 21, phase: Phase.LateRace, endRate: 21 / 24, posKeep: false, rush: false, spotStruggleEnter: false },
{section: 22, phase: Phase.LateRace, endRate: 22/24, posKeep: false, rush: false, spotStruggleEnter: false}, { section: 22, phase: Phase.LateRace, endRate: 22 / 24, posKeep: false, rush: false, spotStruggleEnter: false },
{section: 23, phase: Phase.LateRace, endRate: 23/24, posKeep: false, rush: false, spotStruggleEnter: false}, { section: 23, phase: Phase.LateRace, endRate: 23 / 24, posKeep: false, rush: false, spotStruggleEnter: false },
{section: 24, phase: Phase.LateRace, endRate: 24/24, posKeep: false, rush: false, spotStruggleEnter: false}, { section: 24, phase: Phase.LateRace, endRate: 24 / 24, posKeep: false, rush: false, spotStruggleEnter: false },
]; ];
export interface SectionSlopeSegment extends SectionInfo { export interface SectionSlopeSegment extends SectionInfo {
startDist: number; startDist: number;
endDist: number; endDist: number;
slope: -2 | -1.5 | -1 | 0 | 1 | 1.5 | 2; slope: -2 | -1.5 | -1 | 0 | 1 | 1.5 | 2;
} }
export function splitSectionSlopes(raceLen: number, slopes: Slope[]): SectionSlopeSegment[] { export function splitSectionSlopes(raceLen: number, slopes: Slope[]): SectionSlopeSegment[] {
const ss = sortSlopes(slopes); const ss = sortSlopes(slopes);
return SECTIONS.flatMap<SectionSlopeSegment>((sec) => { return SECTIONS.flatMap<SectionSlopeSegment>((sec) => {
const startDist = (sec.section - 1) * raceLen / 24; const startDist = ((sec.section - 1) * raceLen) / 24;
const endDist = sec.section * raceLen / 24; const endDist = (sec.section * raceLen) / 24;
const s = ss.filter((sl) => sl.span[0] < endDist && sl.span[1] > startDist); const s = ss.filter((sl) => sl.span[0] < endDist && sl.span[1] > startDist);
if (s.length === 0) { if (s.length === 0) {
return [{...sec, startDist, endDist, slope: 0}]; return [{ ...sec, startDist, endDist, slope: 0 }];
} }
const r: Array<SectionSlopeSegment> = [{...sec, startDist, endDist: math.min(s[0].span[0], endDist), slope: 0}]; const r: Array<SectionSlopeSegment> = [{ ...sec, startDist, endDist: math.min(s[0].span[0], endDist), slope: 0 }];
for (const [i, sl] of s.entries()) { for (const [i, sl] of s.entries()) {
const slopeEnd = math.min(endDist, sl.span[1]); const slopeEnd = math.min(endDist, sl.span[1]);
r.push( r.push(
{...sec, startDist: math.max(startDist, sl.span[0]), endDist: slopeEnd, slope: sl.per}, { ...sec, startDist: math.max(startDist, sl.span[0]), endDist: slopeEnd, slope: sl.per },
{...sec, startDist: slopeEnd, endDist: math.min(s[i+1]?.span[0] ?? endDist, endDist), slope: 0}, { ...sec, startDist: slopeEnd, endDist: math.min(s[i + 1]?.span[0] ?? endDist, endDist), slope: 0 },
); );
} }
return r.filter((sl) => sl.startDist < sl.endDist); return r.filter((sl) => sl.startDist < sl.endDist);
}) });
} }
+361 -327
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@@ -1,356 +1,390 @@
<script lang="ts"> <script lang="ts">
import * as course from '$lib/course'; import * as course from '$lib/course';
import * as race from '$lib/race'; import * as race from '$lib/race';
let rawStats = $state({ let rawStats = $state({
[race.Stat.Speed]: 1200, [race.Stat.Speed]: 1200,
[race.Stat.Stamina]: 1200, [race.Stat.Stamina]: 1200,
[race.Stat.Power]: 1200, [race.Stat.Power]: 1200,
[race.Stat.Guts]: 1200, [race.Stat.Guts]: 1200,
[race.Stat.Wit]: 1200, [race.Stat.Wit]: 1200,
}); });
let style = $state(race.RunningStyle.FrontRunner); let style = $state(race.RunningStyle.FrontRunner);
let surfaceApt = $state(race.AptitudeLevel.A); let surfaceApt = $state(race.AptitudeLevel.A);
let distanceApt = $state(race.AptitudeLevel.S); let distanceApt = $state(race.AptitudeLevel.S);
let styleApt = $state(race.AptitudeLevel.A); let styleApt = $state(race.AptitudeLevel.A);
let mood = $state(race.Mood.Normal); let mood = $state(race.Mood.Normal);
let isCareer = $state(false); let isCareer = $state(false);
let skillStatBonus = $state({ let skillStatBonus = $state({
[race.Stat.Speed]: 0, [race.Stat.Speed]: 0,
[race.Stat.Stamina]: 0, [race.Stat.Stamina]: 0,
[race.Stat.Power]: 0, [race.Stat.Power]: 0,
[race.Stat.Guts]: 0, [race.Stat.Guts]: 0,
[race.Stat.Wit]: 0, [race.Stat.Wit]: 0,
}); });
let raceLen = $state(2000);
let slopesRaw: course.Slope[] = $state([]);
let surface = $state(race.Surface.Turf);
let conditions = $state(race.GroundConditions.Firm);
let thresh1: race.Stat | undefined = $state();
let thresh2: race.Stat | undefined = $state();
const rushedOpts = ['No Rushed', 'Rushed Enabled', 'Rushed Forced'] as const; let raceLen = $state(2000);
let rushedType: typeof rushedOpts[number] = $state('No Rushed'); let slopesRaw: course.Slope[] = $state([]);
let spotStruggleEnabled = $state(false); let surface = $state(race.Surface.Turf);
let conditions = $state(race.GroundConditions.Firm);
let thresh1: race.Stat | undefined = $state();
let thresh2: race.Stat | undefined = $state();
const baseStats = $derived({ const rushedOpts = ['No Rushed', 'Rushed Enabled', 'Rushed Forced'] as const;
[race.Stat.Speed]: race.baseStat(mood, rawStats[race.Stat.Speed]), let rushedType: (typeof rushedOpts)[number] = $state('No Rushed');
[race.Stat.Stamina]: race.baseStat(mood, rawStats[race.Stat.Stamina]), let spotStruggleEnabled = $state(false);
[race.Stat.Power]: race.baseStat(mood, rawStats[race.Stat.Power]),
[race.Stat.Guts]: race.baseStat(mood, rawStats[race.Stat.Guts]),
[race.Stat.Wit]: race.baseStat(mood, rawStats[race.Stat.Wit]),
});
const thresholdMod = $derived.by(() => { const baseStats = $derived({
if (thresh1 == null) { [race.Stat.Speed]: race.baseStat(mood, rawStats[race.Stat.Speed]),
if (thresh2 == null) { [race.Stat.Stamina]: race.baseStat(mood, rawStats[race.Stat.Stamina]),
return 1; [race.Stat.Power]: race.baseStat(mood, rawStats[race.Stat.Power]),
} [race.Stat.Guts]: race.baseStat(mood, rawStats[race.Stat.Guts]),
return race.thresholdMod(baseStats[thresh2]); [race.Stat.Wit]: race.baseStat(mood, rawStats[race.Stat.Wit]),
} });
if (thresh2 == null) {
return race.thresholdMod(baseStats[thresh1]);
}
return race.thresholdMod(baseStats[thresh1], baseStats[thresh2]);
});
const adjStats = $derived({ const thresholdMod = $derived.by(() => {
[race.Stat.Speed]: race.adjustedStat(race.Stat.Speed, baseStats[race.Stat.Speed], isCareer, surface, conditions, thresholdMod), if (thresh1 == null) {
[race.Stat.Stamina]: race.adjustedStat(race.Stat.Stamina, baseStats[race.Stat.Stamina], isCareer), if (thresh2 == null) {
[race.Stat.Power]: race.adjustedStat(race.Stat.Power, baseStats[race.Stat.Power], isCareer, surface, conditions), return 1;
[race.Stat.Guts]: race.adjustedStat(race.Stat.Guts, baseStats[race.Stat.Guts], isCareer), }
[race.Stat.Wit]: race.adjustedStat(race.Stat.Wit, baseStats[race.Stat.Wit], isCareer, styleApt), return race.thresholdMod(baseStats[thresh2]);
}); }
if (thresh2 == null) {
return race.thresholdMod(baseStats[thresh1]);
}
return race.thresholdMod(baseStats[thresh1], baseStats[thresh2]);
});
const stats = $derived({ const adjStats = $derived({
[race.Stat.Speed]: race.finalStat(adjStats[race.Stat.Speed], skillStatBonus[race.Stat.Speed]), [race.Stat.Speed]: race.adjustedStat(
[race.Stat.Stamina]: race.finalStat(adjStats[race.Stat.Stamina], skillStatBonus[race.Stat.Stamina]), race.Stat.Speed,
[race.Stat.Power]: race.finalStat(adjStats[race.Stat.Power], skillStatBonus[race.Stat.Power]), baseStats[race.Stat.Speed],
[race.Stat.Guts]: race.finalStat(adjStats[race.Stat.Guts], skillStatBonus[race.Stat.Guts]), isCareer,
[race.Stat.Wit]: race.finalStat(adjStats[race.Stat.Wit], skillStatBonus[race.Stat.Wit]), surface,
}); conditions,
thresholdMod,
),
[race.Stat.Stamina]: race.adjustedStat(race.Stat.Stamina, baseStats[race.Stat.Stamina], isCareer),
[race.Stat.Power]: race.adjustedStat(race.Stat.Power, baseStats[race.Stat.Power], isCareer, surface, conditions),
[race.Stat.Guts]: race.adjustedStat(race.Stat.Guts, baseStats[race.Stat.Guts], isCareer),
[race.Stat.Wit]: race.adjustedStat(race.Stat.Wit, baseStats[race.Stat.Wit], isCareer, styleApt),
});
const distType = $derived(race.distance(raceLen)); const stats = $derived({
const phaseSpeed = $derived({ [race.Stat.Speed]: race.finalStat(adjStats[race.Stat.Speed], skillStatBonus[race.Stat.Speed]),
[race.Phase.EarlyRace]: race.sectionSpeed(raceLen, baseStats[race.Stat.Wit], stats[race.Stat.Wit], style, race.Phase.EarlyRace), [race.Stat.Stamina]: race.finalStat(adjStats[race.Stat.Stamina], skillStatBonus[race.Stat.Stamina]),
[race.Phase.MidRace]: race.sectionSpeed(raceLen, baseStats[race.Stat.Wit], stats[race.Stat.Wit], style, race.Phase.MidRace), [race.Stat.Power]: race.finalStat(adjStats[race.Stat.Power], skillStatBonus[race.Stat.Power]),
[race.Phase.LateRace]: [ [race.Stat.Guts]: race.finalStat(adjStats[race.Stat.Guts], skillStatBonus[race.Stat.Guts]),
race.spurtSpeed(stats[race.Stat.Speed], stats[race.Stat.Guts], style, distanceApt, raceLen), [race.Stat.Wit]: race.finalStat(adjStats[race.Stat.Wit], skillStatBonus[race.Stat.Wit]),
race.spurtSpeed(stats[race.Stat.Speed], stats[race.Stat.Guts], style, distanceApt, raceLen), });
] as [number, number],
});
const isFront = $derived(style === race.RunningStyle.FrontRunner || style === race.RunningStyle.GreatEscape); const distType = $derived(race.distance(raceLen));
const spotStruggle = $derived(spotStruggleEnabled && isFront); const phaseSpeed = $derived({
[race.Phase.EarlyRace]: race.sectionSpeed(
raceLen,
baseStats[race.Stat.Wit],
stats[race.Stat.Wit],
style,
race.Phase.EarlyRace,
),
[race.Phase.MidRace]: race.sectionSpeed(raceLen, baseStats[race.Stat.Wit], stats[race.Stat.Wit], style, race.Phase.MidRace),
[race.Phase.LateRace]: [
race.spurtSpeed(stats[race.Stat.Speed], stats[race.Stat.Guts], style, distanceApt, raceLen),
race.spurtSpeed(stats[race.Stat.Speed], stats[race.Stat.Guts], style, distanceApt, raceLen),
] as [number, number],
});
const maxHP = $derived(race.maxHP(raceLen, style, stats[race.Stat.Stamina])); const isFront = $derived(style === race.RunningStyle.FrontRunner || style === race.RunningStyle.Runaway);
const spotStruggle = $derived(spotStruggleEnabled && isFront);
const sections = $derived.by(() => { const maxHP = $derived(race.maxHP(raceLen, style, stats[race.Stat.Stamina]));
const r = course.splitSectionSlopes(raceLen, slopesRaw)
.map((s) => {
const uphillMod = s.slope > 0 ? race.uphillMod(stats[race.Stat.Power], s.slope) : 0;
const speed = phaseSpeed[s.phase].map((v) => v + uphillMod);
const time = [(s.endDist - s.startDist) / speed[1], (s.endDist - s.startDist) / speed[0]];
const hp = [
time[0] * race.hpPerSecond(raceLen, surface, conditions, stats[race.Stat.Guts], s.phase, speed[0]),
time[1] * race.hpPerSecond(raceLen, surface, conditions, stats[race.Stat.Guts], s.phase, speed[1]),
];
return {...s, speed, time, hp, remain: [0, 0]};
});
let remain = [maxHP, maxHP];
for (const v of r) {
remain = [remain[0] - v.hp[0], remain[1] - v.hp[1]];
v.remain = [...remain];
}
return r;
}
);
const spurtHPRate = $derived(race.hpPerSecond(raceLen, surface, conditions, stats[race.Stat.Guts], race.Phase.LateRace, phaseSpeed[race.Phase.LateRace][0])); const sections = $derived.by(() => {
const needHP = $derived(race.fullSpurtHP(raceLen, phaseSpeed[race.Phase.LateRace][0], spurtHPRate)); const r = course.splitSectionSlopes(raceLen, slopesRaw).map((s) => {
const spurtStartHP = $derived(sections.findLast((s) => s.phase !== race.Phase.LateRace)?.remain); const uphillMod = s.slope > 0 ? race.uphillMod(stats[race.Stat.Power], s.slope) : 0;
const speed = phaseSpeed[s.phase].map((v) => v + uphillMod);
const time = [(s.endDist - s.startDist) / speed[1], (s.endDist - s.startDist) / speed[0]];
const hp = [
time[0] * race.hpPerSecond(raceLen, surface, conditions, stats[race.Stat.Guts], s.phase, speed[0]),
time[1] * race.hpPerSecond(raceLen, surface, conditions, stats[race.Stat.Guts], s.phase, speed[1]),
];
return { ...s, speed, time, hp, remain: [0, 0] };
});
let remain = [maxHP, maxHP];
for (const v of r) {
remain = [remain[0] - v.hp[0], remain[1] - v.hp[1]];
v.remain = [...remain];
}
return r;
});
let slopeAddParams: course.Slope = $state({per: 1, span: [0, 0]}) const spurtHPRate = $derived(
function addSlope() { race.hpPerSecond(
// TODO(zeph): validate no overlap with current slopes raceLen,
slopesRaw.push(slopeAddParams); surface,
slopeAddParams = {per: 1, span: [0, 0]}; conditions,
} stats[race.Stat.Guts],
function removeSlope(i: number) { race.Phase.LateRace,
if (i < 0 || i >= slopesRaw.length) { phaseSpeed[race.Phase.LateRace][0],
return; ),
} );
slopesRaw.splice(i, 1); const needHP = $derived(race.fullSpurtHP(raceLen, phaseSpeed[race.Phase.LateRace][0], spurtHPRate));
} const spurtStartHP = $derived(sections.findLast((s) => s.phase !== race.Phase.LateRace)?.remain);
const phaseNames = { let slopeAddParams: course.Slope = $state({ per: 1, span: [0, 0] });
[race.Phase.EarlyRace]: "Early", function addSlope() {
[race.Phase.MidRace]: "Mid", // TODO(zeph): validate no overlap with current slopes
[race.Phase.LateRace]: "Late", slopesRaw.push(slopeAddParams);
} as const; slopeAddParams = { per: 1, span: [0, 0] };
}
function removeSlope(i: number) {
if (i < 0 || i >= slopesRaw.length) {
return;
}
slopesRaw.splice(i, 1);
}
const phaseNames = {
[race.Phase.EarlyRace]: 'Early',
[race.Phase.MidRace]: 'Mid',
[race.Phase.LateRace]: 'Late',
} as const;
</script> </script>
<h1 class="text-4xl">Stamina Calculator</h1> <h1 class="text-4xl">Stamina Calculator</h1>
<div class="mx-auto mt-8 grid max-w-5xl grid-cols-1 rounded-md text-center shadow-md ring md:grid-cols-6"> <div class="mx-auto mt-8 grid max-w-5xl grid-cols-1 rounded-md text-center shadow-md ring md:grid-cols-6">
{#each race.StatList as stat (stat)} {#each race.StatList as stat (stat)}
{@const statName = race.Stat[stat]} {@const statName = race.Stat[stat]}
<div class="m-4"> <div class="m-4">
<label for={statName}>{statName}</label> <label for={statName}>{statName}</label>
<input type="number" class="w-full" id={statName} required bind:value={rawStats[stat]} /> <input type="number" class="w-full" id={statName} required bind:value={rawStats[stat]} />
</div> </div>
{/each} {/each}
<div class="m-4"> <div class="m-4">
<label for="mood">Mood</label> <label for="mood">Mood</label>
<select class="w-full" id="mood" required bind:value={mood}> <select class="w-full" id="mood" required bind:value={mood}>
{#each race.MOODS as mood (mood)} {#each race.MOODS as mood (mood)}
<option value={mood}>{race.Mood[mood]}</option> <option value={mood}>{race.Mood[mood]}</option>
{/each} {/each}
</select> </select>
</div> </div>
<div class="m-4"> <div class="m-4">
<label for="style">Style</label> <label for="style">Style</label>
<select class="w-full" id="style" required bind:value={style}> <select class="w-full" id="style" required bind:value={style}>
{#each race.RUNNING_STYLES as [name, style] (style)} {#each race.RUNNING_STYLES as [name, style] (style)}
<option value={style}>{name}</option> <option value={style}>{name}</option>
{/each} {/each}
</select> </select>
</div> </div>
<div class="m-4"> <div class="m-4">
<label for="distanceApt">{race.Distance[distType]} Aptitude</label> <label for="distanceApt">{race.Distance[distType]} Aptitude</label>
<select class="w-full" id="distanceApt" required bind:value={distanceApt}> <select class="w-full" id="distanceApt" required bind:value={distanceApt}>
{#each race.APTITUDE_LEVELS as apt (apt)} {#each race.APTITUDE_LEVELS as apt (apt)}
<option value={apt}>{race.AptitudeLevel[apt]}</option> <option value={apt}>{race.AptitudeLevel[apt]}</option>
{/each} {/each}
</select> </select>
</div> </div>
<div class="m-4"> <div class="m-4">
<label for="surfaceApt">{race.Surface[surface]} Aptitude</label> <label for="surfaceApt">{race.Surface[surface]} Aptitude</label>
<select class="w-full" id="surfaceApt" required bind:value={surfaceApt}> <select class="w-full" id="surfaceApt" required bind:value={surfaceApt}>
{#each race.APTITUDE_LEVELS as apt (apt)} {#each race.APTITUDE_LEVELS as apt (apt)}
<option value={apt}>{race.AptitudeLevel[apt]}</option> <option value={apt}>{race.AptitudeLevel[apt]}</option>
{/each} {/each}
</select> </select>
</div> </div>
<div class="m-4"> <div class="m-4">
<label for="styleApt">{race.RUNNING_STYLES[style != race.RunningStyle.GreatEscape ? style : race.RunningStyle.FrontRunner][0]}</label> <label for="styleApt"
<select class="w-full" id="styleApt" required bind:value={styleApt}> >{race.RUNNING_STYLES[style != race.RunningStyle.Runaway ? style : race.RunningStyle.FrontRunner][0]}</label
{#each race.APTITUDE_LEVELS as apt (apt)} >
<option value={apt}>{race.AptitudeLevel[apt]}</option> <select class="w-full" id="styleApt" required bind:value={styleApt}>
{/each} {#each race.APTITUDE_LEVELS as apt (apt)}
</select> <option value={apt}>{race.AptitudeLevel[apt]}</option>
</div> {/each}
</select>
</div>
<div class="m-4 self-center"> <div class="m-4 self-center">
<label for="isCareer" class="mr-1 align-middle">In Career</label> <label for="isCareer" class="mr-1 align-middle">In Career</label>
<input type="checkbox" id="isCareer" role="switch" bind:checked={isCareer} class="min-h-6 min-w-6 align-middle" /> <input type="checkbox" id="isCareer" role="switch" bind:checked={isCareer} class="min-h-6 min-w-6 align-middle" />
</div> </div>
<div class="flex col-start-1 col-span-full"> <div class="col-span-full col-start-1 flex">
<div class="grow h-px border-t place-self-center"></div> <div class="h-px grow place-self-center border-t"></div>
<span class="flex-none mx-4">Skill Passives</span> <span class="mx-4 flex-none">Skill Passives</span>
<div class="grow h-px border-t place-self-center"></div> <div class="h-px grow place-self-center border-t"></div>
</div> </div>
{#each race.StatList as stat (stat)} {#each race.StatList as stat (stat)}
{@const statName = race.Stat[stat]} {@const statName = race.Stat[stat]}
<div class="m-4"> <div class="m-4">
<label for={`${statName}Bonus`}>{statName}</label> <label for={`${statName}Bonus`}>{statName}</label>
<input type="number" class="w-full" id={`${statName}Bonus`} required bind:value={skillStatBonus[stat]} /> <input type="number" class="w-full" id={`${statName}Bonus`} required bind:value={skillStatBonus[stat]} />
</div> </div>
{/each} {/each}
</div> </div>
<div class="mx-auto mt-8 grid gap-4 max-w-5xl grid-cols-1 rounded-md text-center shadow-md ring md:grid-cols-6"> <div class="mx-auto mt-8 grid max-w-5xl grid-cols-1 gap-4 rounded-md text-center shadow-md ring md:grid-cols-6">
<div class="m-4 md:col-span-2 flex"> <div class="m-4 flex md:col-span-2">
<input class="col-span-2 my-auto w-full justify-self-center-safe" type="range" id="raceLen" min="1000" max="3600" step="100" bind:value={raceLen} /> <input
<span class="my-auto pl-2 text-sm">{raceLen}m</span> class="col-span-2 my-auto w-full justify-self-center-safe"
</div> type="range"
<select id="surface" class="m-4" bind:value={surface}> id="raceLen"
<option value={race.Surface.Turf}>Turf</option> min="1000"
<option value={race.Surface.Dirt}>Dirt</option> max="3600"
</select> step="100"
<select id="conditions" class="m-4" bind:value={conditions}> bind:value={raceLen}
{#each race.GROUND_CONDITONS as cond (cond)} />
<option value={cond}>{race.GroundConditions[cond]}</option> <span class="my-auto pl-2 text-sm">{raceLen}m</span>
{/each} </div>
</select> <select id="surface" class="m-4" bind:value={surface}>
<div class="m-4"> <option value={race.Surface.Turf}>Turf</option>
<label for="thresh1">Threshold 1</label> <option value={race.Surface.Dirt}>Dirt</option>
<select id="thresh1" class="w-full" bind:value={thresh1}> </select>
<option value={undefined}></option> <select id="conditions" class="m-4" bind:value={conditions}>
{#each race.StatList as stat (stat)} {#each race.GROUND_CONDITONS as cond (cond)}
<option value={stat}>{race.Stat[stat]}</option> <option value={cond}>{race.GroundConditions[cond]}</option>
{/each} {/each}
</select> </select>
</div> <div class="m-4">
<div class="m-4"> <label for="thresh1">Threshold 1</label>
<label for="thresh2">Threshold 2</label> <select id="thresh1" class="w-full" bind:value={thresh1}>
<select id="thresh2" class="w-full" bind:value={thresh2}> <option value={undefined}></option>
<option value={undefined}></option> {#each race.StatList as stat (stat)}
{#each race.StatList as stat (stat)} <option value={stat}>{race.Stat[stat]}</option>
<option value={stat}>{race.Stat[stat]}</option> {/each}
{/each} </select>
</select> </div>
</div> <div class="m-4">
<label for="thresh2">Threshold 2</label>
<select id="thresh2" class="w-full" bind:value={thresh2}>
<option value={undefined}></option>
{#each race.StatList as stat (stat)}
<option value={stat}>{race.Stat[stat]}</option>
{/each}
</select>
</div>
</div> </div>
<div class="mx-auto mt-8 p-4 grid grid-cols-2 gap-4 max-w-lg rounded-md text-center shadow-md ring"> <div class="mx-auto mt-8 grid max-w-lg grid-cols-2 gap-4 rounded-md p-4 text-center shadow-md ring">
<select id="rushed" class="w-full" bind:value={rushedType}> <select id="rushed" class="w-full" bind:value={rushedType}>
{#each rushedOpts as opt (opt)} {#each rushedOpts as opt (opt)}
<option>{opt}</option> <option>{opt}</option>
{/each} {/each}
</select> </select>
<div class="place-self-center"> <div class="place-self-center">
<label for="spotStruggle">Spot Struggle</label> <label for="spotStruggle">Spot Struggle</label>
<input type="checkbox" class="min-h-6 min-w-6 align-middle" id="rushed" role="switch" bind:checked={spotStruggleEnabled} /> <input type="checkbox" class="min-h-6 min-w-6 align-middle" id="rushed" role="switch" bind:checked={spotStruggleEnabled} />
</div> </div>
</div> </div>
<div class="mx-auto mt-8 p-4 max-w-4xl rounded-md text-center shadow-md ring"> <div class="mx-auto mt-8 max-w-4xl rounded-md p-4 text-center shadow-md ring">
<!-- TODO(zeph): this doesn't work for mobile --> <!-- TODO(zeph): this doesn't work for mobile -->
<table class="w-full table-fixed border-spacing-4"> <table class="w-full table-fixed border-spacing-4">
<caption>Slopes</caption> <caption>Slopes</caption>
<thead> <thead>
<tr> <tr>
<th scope="col">Slope</th> <th scope="col">Slope</th>
<th scope="col">Start</th> <th scope="col">Start</th>
<th scope="col">End</th> <th scope="col">End</th>
<th scope="col"><!-- empty --></th> <th scope="col"><!-- empty --></th>
</tr> </tr>
</thead> </thead>
<tbody> <tbody>
{#each slopesRaw as slope, i (slope.span[0])} {#each slopesRaw as slope, i (slope.span[0])}
<tr> <tr>
<td>{slope.per}</td> <td>{slope.per}</td>
<td>{slope.span[0]}</td> <td>{slope.span[0]}</td>
<td>{slope.span[1]}</td> <td>{slope.span[1]}</td>
<td> <td>
<button type="button" class="p-2 w-24 bg-mist-300 hover:cursor-pointer dark:bg-mist-900" onclick={() => removeSlope(i)}> <button
Remove type="button"
</button> class="w-24 bg-mist-300 p-2 hover:cursor-pointer dark:bg-mist-900"
</td> onclick={() => removeSlope(i)}
</tr> >
{/each} Remove
<tr> </button>
<td> </td>
<select id={`slopeAddPer`} bind:value={slopeAddParams.per}> </tr>
<option value={2}>Uphill +2</option> {/each}
<option value={1.5}>Uphill +1.5</option> <tr>
<option value={1}>Uphill +1</option> <td>
<option value={-1}>Downhill -1</option> <select id={`slopeAddPer`} bind:value={slopeAddParams.per}>
<option value={-1.5}>Downhill -1.5</option> <option value={2}>Uphill +2</option>
<option value={-2}>Downhill -2</option> <option value={1.5}>Uphill +1.5</option>
</select> <option value={1}>Uphill +1</option>
</td> <option value={-1}>Downhill -1</option>
<td> <option value={-1.5}>Downhill -1.5</option>
<input type="number" id="slopeAddStart" bind:value={slopeAddParams.span[0]} /> <option value={-2}>Downhill -2</option>
</td> </select>
<td> </td>
<input type="number" id="slopeAddEnd" bind:value={slopeAddParams.span[1]} /> <td>
</td> <input type="number" id="slopeAddStart" bind:value={slopeAddParams.span[0]} />
<td> </td>
<button type="button" class="p-2 w-24 bg-mist-300 hover:cursor-pointer dark:bg-mist-900" onclick={addSlope}> <td>
Add <input type="number" id="slopeAddEnd" bind:value={slopeAddParams.span[1]} />
</button> </td>
</td> <td>
</tr> <button type="button" class="w-24 bg-mist-300 p-2 hover:cursor-pointer dark:bg-mist-900" onclick={addSlope}>
</tbody> Add
</table> </button>
</td>
</tr>
</tbody>
</table>
</div> </div>
<div class="mt-8 flex mx-auto max-w-3xl"> <div class="mx-auto mt-8 flex max-w-3xl">
<div class="m-2 flex-1 rounded-md border text-center shadow-sm transition-shadow hover:shadow-md"> <div class="m-2 flex-1 rounded-md border text-center shadow-sm transition-shadow hover:shadow-md">
<span class="block text-lg">Max HP</span> <span class="block text-lg">Max HP</span>
<span class="block text-2xl">{Math.floor(maxHP)}</span> <span class="block text-2xl">{Math.floor(maxHP)}</span>
</div> </div>
<div class="m-2 flex-1 rounded-md border text-center shadow-sm transition-shadow hover:shadow-md"> <div class="m-2 flex-1 rounded-md border text-center shadow-sm transition-shadow hover:shadow-md">
<span class="block text-lg">Spurt Threshold</span> <span class="block text-lg">Spurt Threshold</span>
<span class="block text-2xl">{Math.ceil(needHP)}</span> <span class="block text-2xl">{Math.ceil(needHP)}</span>
</div> </div>
<div class="m-2 flex-1 rounded-md border text-center shadow-sm transition-shadow hover:shadow-md"> <div class="m-2 flex-1 rounded-md border text-center shadow-sm transition-shadow hover:shadow-md">
<span class="block text-lg">Late Race Start</span> <span class="block text-lg">Late Race Start</span>
{#if spurtStartHP != null} {#if spurtStartHP != null}
<span class="block text-2xl">{Math.ceil(spurtStartHP[1])} &ndash; {Math.ceil(spurtStartHP[0])}</span> <span class="block text-2xl">{Math.ceil(spurtStartHP[1])} &ndash; {Math.ceil(spurtStartHP[0])}</span>
{/if} {/if}
</div> </div>
</div> </div>
<table class="mt-8 w-full border text-center"> <table class="mt-8 w-full border text-center">
<thead> <thead>
<tr> <tr>
<th scope="colgroup" colspan="4" class="border-x">Section Data</th> <th scope="colgroup" colspan="4" class="border-x">Section Data</th>
<th scope="colgroup" colspan={spotStruggle ? 2 : 1} class="border-x">Section State</th> <th scope="colgroup" colspan={spotStruggle ? 2 : 1} class="border-x">Section State</th>
<th scope="colgroup" colspan="4" class="border-x">Fastest</th> <th scope="colgroup" colspan="4" class="border-x">Fastest</th>
<th scope="colgroup" colspan="4" class="border-x">Slowest</th> <th scope="colgroup" colspan="4" class="border-x">Slowest</th>
</tr> </tr>
<tr> <tr>
<th scope="col">Section</th> <th scope="col">Section</th>
<th scope="col">Phase</th> <th scope="col">Phase</th>
<th scope="col" colspan="2">Span</th> <th scope="col" colspan="2">Span</th>
<th scope="col">Slope</th> <th scope="col">Slope</th>
<th scope="col" class:hidden={!spotStruggle}>Spot Struggle</th> <th scope="col" class:hidden={!spotStruggle}>Spot Struggle</th>
<th scope="col">Speed</th> <th scope="col">Speed</th>
<th scope="col">Time</th> <th scope="col">Time</th>
<th scope="col">HP</th> <th scope="col">HP</th>
<th scope="col">Remaining</th> <th scope="col">Remaining</th>
<th scope="col">Speed</th> <th scope="col">Speed</th>
<th scope="col">Time</th> <th scope="col">Time</th>
<th scope="col">HP</th> <th scope="col">HP</th>
<th scope="col">Remaining</th> <th scope="col">Remaining</th>
</tr> </tr>
</thead> </thead>
<tbody> <tbody>
{#each sections as s (s.startDist)} {#each sections as s (s.startDist)}
<tr class="even:bg-mist-300 dark:even:bg-mist-900" class:font-bold={s.phase === race.Phase.LateRace}> <tr class="even:bg-mist-300 dark:even:bg-mist-900" class:font-bold={s.phase === race.Phase.LateRace}>
<td>{s.section}</td> <td>{s.section}</td>
<td>{phaseNames[s.phase]}</td> <td>{phaseNames[s.phase]}</td>
<td>{s.startDist.toFixed(1)} m</td> <td>{s.startDist.toFixed(1)} m</td>
<td>{s.endDist.toFixed(1)} m</td> <td>{s.endDist.toFixed(1)} m</td>
<td>{s.slope}</td> <td>{s.slope}</td>
<td class:hidden={!spotStruggle}></td> <td class:hidden={!spotStruggle}></td>
<td>{s.speed[1].toFixed(3)} m/s</td> <td>{s.speed[1].toFixed(3)} m/s</td>
<td>{s.time[1].toFixed(3)} s</td> <td>{s.time[1].toFixed(3)} s</td>
<td>{s.hp[1].toFixed(1)}</td> <td>{s.hp[1].toFixed(1)}</td>
<td>{s.remain[0].toFixed(1)}</td> <td>{s.remain[0].toFixed(1)}</td>
<td>{s.speed[0].toFixed(3)} m/s</td> <td>{s.speed[0].toFixed(3)} m/s</td>
<td>{s.time[0].toFixed(3)} s</td> <td>{s.time[0].toFixed(3)} s</td>
<td>{s.hp[0].toFixed(1)}</td> <td>{s.hp[0].toFixed(1)}</td>
<td>{s.remain[1].toFixed(1)}</td> <td>{s.remain[1].toFixed(1)}</td>
</tr> </tr>
{/each} {/each}
</tbody> </tbody>
</table> </table>