zenno/mspeed: calculator for front runner mechanical speed bonuses
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@@ -3,6 +3,9 @@
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import type { Uma } from './data/uma';
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/**
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* Fundamental stats of umas.
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*/
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export enum Stat {
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Speed,
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Stamina,
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@@ -11,8 +14,14 @@ export enum Stat {
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Wit,
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}
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/**
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* Stats as a list for easy iteration.
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*/
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export const StatList = [Stat.Speed, Stat.Stamina, Stat.Power, Stat.Guts, Stat.Wit] as const;
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/**
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* Race runner, i.e. a trained horse.
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*/
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export interface Runner {
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name: string;
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@@ -41,6 +50,12 @@ export interface Runner {
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unique_level: number;
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}
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/**
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* Create a new runner with baseline stats.
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* @param name Name to apply to the runner
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* @param base_uma Character card (trainee or uma) to use for aptitudes; otherwise all aptitudes are A
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* @returns Baseline runner
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*/
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export function new_runner(name?: string, base_uma?: Uma): Runner {
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return {
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name: name ?? '',
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@@ -68,6 +83,9 @@ export function new_runner(name?: string, base_uma?: Uma): Runner {
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};
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}
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/**
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* Mood levels.
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*/
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export enum Mood {
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Awful = -2,
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Bad,
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@@ -76,6 +94,11 @@ export enum Mood {
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Great,
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}
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/**
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* Running styles for strategy–phase coefficients.
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* Great Escape is distinguished as a separate style even though it is
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* mechanically identical to Front Runner.
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*/
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export enum RunningStyle {
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FrontRunner,
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PaceChaser,
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@@ -84,6 +107,9 @@ export enum RunningStyle {
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GreatEscape,
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}
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/**
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* Aptitude or proficiency levels.
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*/
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export enum AptitudeLevel {
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G,
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F,
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@@ -95,6 +121,24 @@ export enum AptitudeLevel {
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S,
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}
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/**
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* Aptitude levels as a descending list for easy iterating.
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*/
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export const APTITUDE_LEVELS = [
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AptitudeLevel.S,
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AptitudeLevel.A,
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AptitudeLevel.B,
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AptitudeLevel.C,
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AptitudeLevel.D,
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AptitudeLevel.E,
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AptitudeLevel.F,
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AptitudeLevel.G,
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] as const;
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/**
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* Race phases.
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* While last spurt phase is also a phase, it is not distinguished here.
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*/
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export enum Phase {
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EarlyRace,
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MidRace,
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@@ -179,6 +223,12 @@ namespace Alpha123Umalator {
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}
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}
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/**
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* Import a runner from an external source.
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* @param obj Decoded object to import
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* @param name Name or memo to apply to the runner
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* @returns Imported runner, or null if import was not possible
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*/
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export function import_runner(obj: any, name?: string): Runner | null {
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// TODO(zeph): check for keys that identify the uma source
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if (typeof obj === 'object') {
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@@ -199,7 +249,7 @@ function baseSpeed(raceLen: number): number {
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return 20 - (raceLen - 2000) / 1000;
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}
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const strategyPhaseCoeff = [
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const speedStrategyPhaseCoeff = [
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[1.0, 0.98, 0.962],
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[0.978, 0.991, 0.975],
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[0.938, 0.998, 0.994],
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@@ -226,7 +276,7 @@ export function spurtSpeed(
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raceLen: number,
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): number {
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const speedStat = rawSpeed <= 1200 ? rawSpeed : 1200 + (rawSpeed - 1200) * 0.5;
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const spc = strategyPhaseCoeff[style][Phase.LateRace];
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const spc = speedStrategyPhaseCoeff[style][Phase.LateRace];
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const dpm = distanceProficiencyMod[distance];
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const base = baseSpeed(raceLen);
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// Expand and rearrange terms from the doccy to make solving for the inverse easier.
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@@ -260,7 +310,7 @@ export function inverseSpurtSpeed(
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// spurtSpeed - base * (1.05*spc + 0.0105) - pow(450*gutsStat, 0.597)*0.0001 = 0.0041*sqrt(500*speedStat)*dpm
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// (spurtSpeed - base * (1.05*spc + 0.0105) - pow(450*gutsStat, 0.597)*0.0001)²/(0.0041²*dpm²*500) = speedStat
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// (spurtSpeed - base * (1.05*spc + 0.0105) - pow(450*gutsStat, 0.597)*0.0001)²/(0.008405*dpm²) = speedStat
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const spc = strategyPhaseCoeff[style][Phase.LateRace];
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const spc = speedStrategyPhaseCoeff[style][Phase.LateRace];
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const dpm = distanceProficiencyMod[distance];
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const base = baseSpeed(raceLen);
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const nr = spurtSpeed - base * (1.05 * spc + 0.0105) - Math.pow(450 * gutsStat, 0.597) * 0.0001;
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@@ -270,3 +320,139 @@ export function inverseSpurtSpeed(
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}
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return Math.round(r);
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}
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/** Meters per horse length (馬身). */
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export const HORSE_LENGTH = 2.5;
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/** Meters per course width (a constant unit of measure). */
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export const COURSE_WIDTH = 11.25;
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/** Meters per lane width. */
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export const LANE_WIDTH = COURSE_WIDTH / 18;
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const accelStrategyPhaseCoeff = {
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[RunningStyle.FrontRunner]: [1.0, 1.0, 0.996],
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[RunningStyle.PaceChaser]: [0.985, 1.0, 0.996],
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[RunningStyle.LateSurger]: [0.975, 1.0, 1.0],
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[RunningStyle.EndCloser]: [0.945, 1.0, 0.997],
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[RunningStyle.GreatEscape]: [1.17, 0.94, 0.956],
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} as const;
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const surfaceProficiencyMod = [0.1, 0.3, 0.5, 0.7, 0.8, 0.9, 1.0, 1.05] as const;
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const accelDistanceProficiencyMod = [0.4, 0.5, 0.6, 1, 1, 1, 1, 1] as const;
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/**
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* Calculate a horse's instantaneous acceleration value.
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* @param powerStat Final power stat
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* @param style Running style
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* @param phase Current race phase for this frame
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* @param surfaceAptitude Surface aptitude
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* @param distanceAptitude Distance aptitude; no effect if not given
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* @param uphill Whether this frame has a positive SlopePer value
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* @param startDash Whether this frame is in the start dash period, i.e. current speed has not yet reached 85% of the race's base speed
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* @returns Acceleration in m/s²
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*/
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export function acceleration(
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powerStat: number,
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style: RunningStyle,
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surfaceAptitude: AptitudeLevel,
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phase: Phase,
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distanceAptitude?: AptitudeLevel,
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uphill?: boolean,
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startDash?: boolean,
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): number {
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const baseAccel = uphill ? 0.0004 : 0.0006;
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const startDashMod = startDash ? 24.0 : 0;
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const spc = accelStrategyPhaseCoeff[style][phase];
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const spm = surfaceProficiencyMod[surfaceAptitude];
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const dpm = accelDistanceProficiencyMod[distanceAptitude ?? AptitudeLevel.A];
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return baseAccel * Math.sqrt(500 * powerStat) * spc * spm * dpm + startDashMod;
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}
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const phaseDecel = {
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[Phase.EarlyRace]: -1.2,
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[Phase.MidRace]: -0.8,
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[Phase.LateRace]: -1.0,
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} as const;
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/**
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* Get the phase-based deceleration value.
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* @param phase Race phase that the horse is running this frame
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* @param pdm Whether the horse is currently running in pace-down mode
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* @param dead Whether the horse has zero or less HP
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* @returns Current deceleration value in m/s², a negative value
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*/
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export function deceleration(phase: Phase, pdm?: boolean, dead?: boolean): number {
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if (dead) {
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return -1.2;
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}
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if (pdm) {
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// This isn't until 1.5anni.
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// return -0.5;
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return phaseDecel[phase];
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}
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return phaseDecel[phase];
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}
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/**
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* Calculate the speed boost gained from spot struggle.
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* @param gutsStat Final guts stat
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* @returns Spot struggle speed boost in m/s
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*/
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export function spotStruggleSpeed(gutsStat: number): number {
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return Math.pow(500 * gutsStat, 0.6) * 0.0001;
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}
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const strategyProficiencyMod = [0.1, 0.2, 0.4, 0.6, 0.75, 0.85, 1.0, 1.1] as const;
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/**
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* Calculate the max duration of spot struggle.
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* Note that spot struggle ends early if the frontmost horse in it reaches a 5m lead,
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* or at the start of section 9.
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* @param gutsStat Final guts stat
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* @param frontAptitude Front runner aptitude level
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* @returns Spot struggle duration in s
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*/
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export function spotStruggleDuration(gutsStat: number, frontAptitude: AptitudeLevel): number {
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// https://hakuraku.moe/notes/spot-struggle
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return Math.sqrt(700 * gutsStat) * 0.012 * strategyProficiencyMod[frontAptitude];
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}
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/**
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* Calculate the forward speed boost given when moving lanewise while a skill
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* that grants a lane change speed boost is active.
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* @param powerStat Final power stat
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* @returns Move-lane speed modifier in m/s
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*/
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export function moveLaneModifier(powerStat: number): number {
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return Math.sqrt(0.0002 * powerStat);
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}
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/**
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* Calculate a skill's actual duration scaled to race length.
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* @param baseDur Skill's listed duration in s
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* @param raceLen Length of the race in m
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* @returns Actual skill duration in s
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*/
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export function skillDuration(baseDur: number, raceLen: number): number {
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return baseDur * raceLen * 0.001;
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}
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/**
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* Calculate the distance gained from a target speed boost, including
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* acceleration to the boosted target speed and deceleration back to baseline.
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* @param speedBonus Difference between baseline and boosted speed in m/s
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* @param accel Current acceleration value in m/s²
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* @param decel Current phase-based deceleration value in m/s², a negative value.
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* @param dur Duration of the boosted speed
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* @returns Distance gained from the speed boost in m
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*/
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export function speedGain(speedBonus: number, accel: number, decel: number, dur: number): number {
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// Actual effect of a target speed bonus looks like
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// speed: __/-----\__
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// bonus: ======
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// I.e., the speed bonus duration includes acceleration to the new speed
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// and does not include the acceleration back to baseline after it ends.
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const accelTime = speedBonus / accel;
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const decelTime = -speedBonus / decel;
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// speedBonus*(dur-accelTime) + speedBonus*accelTime/2 + speedBonus*decelTime/2
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return speedBonus * (dur + 0.5 * (decelTime - accelTime));
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}
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