zenno: rename Great Escape -> Runaway everywhere

Fixes #26.
This commit is contained in:
2026-07-19 15:38:01 -04:00
parent 2c1b4b9261
commit 74c22c7313
6 changed files with 64 additions and 66 deletions
+1 -1
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@@ -18,7 +18,7 @@ const styleMap = {
Sentou: RunningStyle.PaceChaser,
Sasi: RunningStyle.LateSurger,
Oikomi: RunningStyle.EndCloser,
Oonige: RunningStyle.GreatEscape,
Oonige: RunningStyle.Runaway,
} as const;
export interface ImportUma {
+6 -6
View File
@@ -260,7 +260,7 @@ export function finalStat(adjStat: number, skillPassive: number): number {
/**
* Running styles for strategyphase coefficients.
* Great Escape is distinguished as a separate style even though it is
* Runaway is distinguished as a separate style even though it is
* mechanically identical to Front Runner.
*/
export enum RunningStyle {
@@ -268,7 +268,7 @@ export enum RunningStyle {
PaceChaser,
LateSurger,
EndCloser,
GreatEscape,
Runaway,
}
/**
@@ -279,7 +279,7 @@ export const RUNNING_STYLES = [
['Pace Chaser', RunningStyle.PaceChaser],
['Late Surger', RunningStyle.LateSurger],
['End Closer', RunningStyle.EndCloser],
['Great Escape', RunningStyle.GreatEscape],
['Runaway', RunningStyle.Runaway],
] as const;
/**
@@ -325,7 +325,7 @@ const hpStrategyCoeff = {
[RunningStyle.PaceChaser]: 0.89,
[RunningStyle.LateSurger]: 1.0,
[RunningStyle.EndCloser]: 0.995,
[RunningStyle.GreatEscape]: 0.86,
[RunningStyle.Runaway]: 0.86,
} as const;
/**
@@ -595,7 +595,7 @@ const accelStrategyPhaseCoeff = {
[RunningStyle.PaceChaser]: [0.985, 1.0, 0.996],
[RunningStyle.LateSurger]: [0.975, 1.0, 1.0],
[RunningStyle.EndCloser]: [0.945, 1.0, 0.997],
[RunningStyle.GreatEscape]: [1.17, 0.94, 0.956],
[RunningStyle.Runaway]: [1.17, 0.94, 0.956],
} as const;
const surfaceProficiencyMod = [0.1, 0.3, 0.5, 0.7, 0.8, 0.9, 1.0, 1.05] as const;
@@ -711,7 +711,7 @@ const conserveStratDistCoef = {
[Distance.Medium]: 0.86,
[Distance.Long]: 0.9,
},
[RunningStyle.GreatEscape]: {
[RunningStyle.Runaway]: {
[Distance.Sprint]: 1,
[Distance.Mile]: 1,
[Distance.Medium]: 1,
+2 -5
View File
@@ -179,7 +179,7 @@
{ label: 'Style S', y: (x) => downhillAccelEnterChance(x * 1.1) * 100 },
{ label: 'Style A', y: (x) => downhillAccelEnterChance(x) * 100 },
];
const secIsFront = $derived(secSpeedStyle === RunningStyle.FrontRunner || secSpeedStyle === RunningStyle.GreatEscape);
const secIsFront = $derived(secSpeedStyle === RunningStyle.FrontRunner || secSpeedStyle === RunningStyle.Runaway);
const secSpeedSeries: Array<ComputedAreas | null> = $derived([
{
label: 'Early Race',
@@ -326,10 +326,7 @@
<Sec h={3} id="runaway">Runaway</Sec>
<p>
The skill <Skill skill={skills.runaway} /> converts front runners into the <i>Great Escape</i> running style. However, no
player has ever uttered the words "Great Escape" when talking about Umamusume, presumably because Runaway is a much cooler
name. ("Great Escape" is a direct translation of Japanese 大逃げ <i>oonige</i>, whereas "Front Runner" is a more liberal
localization of 逃げ <i>nige</i> that technically just means "escape.")
The skill <Skill skill={skills.runaway} /> converts front runners into the Runaway running style.
</p>
<p>
Runaways are still front runners for all purposes. The difference is just different numbers for things like base speed and
+6 -3
View File
@@ -14,7 +14,7 @@
let surfaceApt = $state(race.AptitudeLevel.A);
let distanceApt = $state(race.AptitudeLevel.A);
let raceLen = $state(2000);
const styleIsFront = $derived(style === race.RunningStyle.FrontRunner || style === race.RunningStyle.GreatEscape);
const styleIsFront = $derived(style === race.RunningStyle.FrontRunner || style === race.RunningStyle.Runaway);
const distanceType = $derived(race.distance(raceLen));
const raceLenType = $derived(race.Distance[distanceType]);
@@ -39,7 +39,7 @@
{ label: 'Pace Chaser', y: (x) => race.maxHP(raceLen, race.RunningStyle.PaceChaser, x) },
{ label: 'Late Surger', y: (x) => race.maxHP(raceLen, race.RunningStyle.LateSurger, x) },
{ label: 'End Closer', y: (x) => race.maxHP(raceLen, race.RunningStyle.EndCloser, x) },
{ label: 'Runaway', y: (x) => race.maxHP(raceLen, race.RunningStyle.GreatEscape, x) },
{ label: 'Runaway', y: (x) => race.maxHP(raceLen, race.RunningStyle.Runaway, x) },
]);
const moveLane: ComputedSeries[] = [{ label: 'Move Lane Modifier', y: (x) => race.moveLaneModifier(x) }];
const uphill: ComputedSeries[] = [
@@ -298,7 +298,10 @@
ref="https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7Xg/edit?tab=t.0#heading=h.t9fv1oq5lsu9"
>Acceleration</Sec
>
<p>Acceleration.</p>
<p>
Acceleration, i.e. the rate of change of forward velocity when target speed is greater than current speed. Stats do not affect
deceleration (acceleration when target speed is less than current speed).
</p>
{@render statChart(race.Stat.Power, accel, 'Acceleration (m/s²)', [0.1, 0.55], { style: true })}
<Sec
+1 -1
View File
@@ -30,7 +30,7 @@
const careerMod = $derived(isCareer ? 400 : 0);
const powerStat = $derived(rawPower + careerMod);
const gutsStat = $derived(rawGuts + careerMod);
const style = $derived(isRunaway ? RunningStyle.GreatEscape : RunningStyle.FrontRunner);
const style = $derived(isRunaway ? RunningStyle.Runaway : RunningStyle.FrontRunner);
const phases = [Phase.EarlyRace, Phase.MidRace, Phase.LateRace] as const;
const accel = $derived(phases.map((p) => acceleration(powerStat, style, surfApt, p)));
+48 -50
View File
@@ -1,76 +1,74 @@
<script lang="ts">
import type { ComputedSeries } from '$lib/chart';
import { AptitudeLevel, duelSpeedMod, inverseSpurtSpeed, RunningStyle, spurtSpeed, Stat } from '$lib/race';
import * as race from '$lib/race';
import StatChart from '$lib/StatChart.svelte';
import CalcInfo from '../CalcInfo.svelte';
const aptsList = Object.entries(AptitudeLevel).filter(([, val]) => typeof val === 'number');
const stylesList = [
['Front Runner', RunningStyle.FrontRunner],
['Pace Chaser', RunningStyle.PaceChaser],
['Late Surger', RunningStyle.LateSurger],
['End Closer', RunningStyle.EndCloser],
['Great Escape', RunningStyle.GreatEscape],
] as const;
const skillSpeeds = [0.45, 0.35, 0.25, 0.15] as const;
let rawSpeed: number = $state(1200);
let rawGuts: number = $state(1200);
let style: RunningStyle = $state(RunningStyle.FrontRunner);
let opponentStyle: RunningStyle = $state(RunningStyle.PaceChaser);
let distanceApt: AptitudeLevel = $state(AptitudeLevel.S);
let style: race.RunningStyle = $state(race.RunningStyle.FrontRunner);
let opponentStyle: race.RunningStyle = $state(race.RunningStyle.PaceChaser);
let distanceApt: race.AptitudeLevel = $state(race.AptitudeLevel.S);
let raceLen: number = $state(2000);
let isCareer: boolean = $state(false);
const careerMod = $derived(isCareer ? 400 : 0);
const speedStat = $derived(rawSpeed + careerMod);
const gutsStat = $derived(rawGuts + careerMod);
const speed = $derived(spurtSpeed(speedStat, gutsStat, style, distanceApt, raceLen));
const duelBonus = $derived(duelSpeedMod(gutsStat));
const speed = $derived(race.spurtSpeed(speedStat, gutsStat, style, distanceApt, raceLen));
const duelBonus = $derived(race.duelSpeedMod(gutsStat));
const sProf = $derived([
inverseSpurtSpeed(speed, gutsStat, RunningStyle.FrontRunner, AptitudeLevel.S, raceLen) - careerMod,
inverseSpurtSpeed(speed, gutsStat, RunningStyle.PaceChaser, AptitudeLevel.S, raceLen) - careerMod,
inverseSpurtSpeed(speed, gutsStat, RunningStyle.LateSurger, AptitudeLevel.S, raceLen) - careerMod,
inverseSpurtSpeed(speed, gutsStat, RunningStyle.EndCloser, AptitudeLevel.S, raceLen) - careerMod,
inverseSpurtSpeed(speed, gutsStat, RunningStyle.GreatEscape, AptitudeLevel.S, raceLen) - careerMod,
race.inverseSpurtSpeed(speed, gutsStat, race.RunningStyle.FrontRunner, race.AptitudeLevel.S, raceLen) - careerMod,
race.inverseSpurtSpeed(speed, gutsStat, race.RunningStyle.PaceChaser, race.AptitudeLevel.S, raceLen) - careerMod,
race.inverseSpurtSpeed(speed, gutsStat, race.RunningStyle.LateSurger, race.AptitudeLevel.S, raceLen) - careerMod,
race.inverseSpurtSpeed(speed, gutsStat, race.RunningStyle.EndCloser, race.AptitudeLevel.S, raceLen) - careerMod,
race.inverseSpurtSpeed(speed, gutsStat, race.RunningStyle.Runaway, race.AptitudeLevel.S, raceLen) - careerMod,
]);
const aProf = $derived([
inverseSpurtSpeed(speed, gutsStat, RunningStyle.FrontRunner, AptitudeLevel.A, raceLen) - careerMod,
inverseSpurtSpeed(speed, gutsStat, RunningStyle.PaceChaser, AptitudeLevel.A, raceLen) - careerMod,
inverseSpurtSpeed(speed, gutsStat, RunningStyle.LateSurger, AptitudeLevel.A, raceLen) - careerMod,
inverseSpurtSpeed(speed, gutsStat, RunningStyle.EndCloser, AptitudeLevel.A, raceLen) - careerMod,
inverseSpurtSpeed(speed, gutsStat, RunningStyle.GreatEscape, AptitudeLevel.A, raceLen) - careerMod,
race.inverseSpurtSpeed(speed, gutsStat, race.RunningStyle.FrontRunner, race.AptitudeLevel.A, raceLen) - careerMod,
race.inverseSpurtSpeed(speed, gutsStat, race.RunningStyle.PaceChaser, race.AptitudeLevel.A, raceLen) - careerMod,
race.inverseSpurtSpeed(speed, gutsStat, race.RunningStyle.LateSurger, race.AptitudeLevel.A, raceLen) - careerMod,
race.inverseSpurtSpeed(speed, gutsStat, race.RunningStyle.EndCloser, race.AptitudeLevel.A, raceLen) - careerMod,
race.inverseSpurtSpeed(speed, gutsStat, race.RunningStyle.Runaway, race.AptitudeLevel.A, raceLen) - careerMod,
]);
const skillProf = $derived(
skillSpeeds.map((v) => [v, inverseSpurtSpeed(speed + v, gutsStat, opponentStyle, AptitudeLevel.S, raceLen) - careerMod]),
skillSpeeds.map((v) => [
v,
race.inverseSpurtSpeed(speed + v, gutsStat, opponentStyle, race.AptitudeLevel.S, raceLen) - careerMod,
]),
);
const speedChart: Array<ComputedSeries | null> = $derived([
{ label: 'Aptitude S', y: (x) => spurtSpeed(x, gutsStat, style, AptitudeLevel.S, raceLen) },
{ label: 'Aptitude S', y: (x) => race.spurtSpeed(x, gutsStat, style, race.AptitudeLevel.S, raceLen) },
{
label: `Aptitude ${AptitudeLevel[distanceApt]} + Dueling`,
y: (x) => spurtSpeed(x, gutsStat, style, distanceApt, raceLen) + duelBonus,
label: `Aptitude ${race.AptitudeLevel[distanceApt]} + Dueling`,
y: (x) => race.spurtSpeed(x, gutsStat, style, distanceApt, raceLen) + duelBonus,
},
distanceApt !== AptitudeLevel.S
? { label: `Aptitude ${AptitudeLevel[distanceApt]}`, y: (x) => spurtSpeed(x, gutsStat, style, distanceApt, raceLen) }
distanceApt !== race.AptitudeLevel.S
? {
label: `Aptitude ${race.AptitudeLevel[distanceApt]}`,
y: (x) => race.spurtSpeed(x, gutsStat, style, distanceApt, raceLen),
}
: null,
]);
const gutsChart: Array<ComputedSeries | null> = $derived([
{ label: 'Aptitude S', y: (x) => spurtSpeed(speedStat, x, style, AptitudeLevel.S, raceLen) },
{ label: 'Aptitude S', y: (x) => race.spurtSpeed(speedStat, x, style, race.AptitudeLevel.S, raceLen) },
{
label: `Aptitude ${AptitudeLevel[distanceApt]} + Dueling`,
y: (x) => spurtSpeed(speedStat, x, style, distanceApt, raceLen) + duelSpeedMod(x),
label: `Aptitude ${race.AptitudeLevel[distanceApt]} + Dueling`,
y: (x) => race.spurtSpeed(speedStat, x, style, distanceApt, raceLen) + race.duelSpeedMod(x),
},
distanceApt !== AptitudeLevel.S
? { label: `Aptitude ${AptitudeLevel[distanceApt]}`, y: (x) => spurtSpeed(speedStat, x, style, distanceApt, raceLen) }
distanceApt !== race.AptitudeLevel.S
? {
label: `Aptitude ${race.AptitudeLevel[distanceApt]}`,
y: (x) => race.spurtSpeed(speedStat, x, style, distanceApt, raceLen),
}
: null,
]);
const range: [number, number] = $derived([
spurtSpeed(200, gutsStat, RunningStyle.GreatEscape, AptitudeLevel.C, raceLen),
spurtSpeed(2000, gutsStat, RunningStyle.EndCloser, AptitudeLevel.S, raceLen) + duelBonus,
]);
const range: [number, number] = [20, 27.5];
</script>
<h1 class="text-4xl">Spurt Speed Calculator</h1>
@@ -86,16 +84,16 @@
<div class="m-4">
<label for="style">Style</label>
<select id="style" required bind:value={style} class="w-full">
{#each stylesList as [name, style] (style)}
<option value={style}>{style === RunningStyle.GreatEscape ? 'Great Escape (Runaway)' : name}</option>
{#each race.RUNNING_STYLES as [name, style] (style)}
<option value={style}>{name}</option>
{/each}
</select>
</div>
<div class="m-4">
<label for="distanceApt">Distance Aptitude</label>
<select id="distanceApt" required bind:value={distanceApt} class="w-full">
{#each aptsList.toReversed() as [name, val] (val)}
<option value={val}>{name}</option>
{#each race.APTITUDE_LEVELS as apt (apt)}
<option value={apt}>{race.AptitudeLevel[apt]}</option>
{/each}
</select>
</div>
@@ -112,13 +110,13 @@
<CalcInfo title="Target Spurt Speed" class="flex-1">{speed.toFixed(3)} m/s</CalcInfo>
<CalcInfo title="Dueling Bonus" class="flex-1">+{duelBonus.toFixed(3)} m/s</CalcInfo>
</div>
{#each [[AptitudeLevel.A, aProf] as const, [AptitudeLevel.S, sProf] as const] as [level, inv] (level)}
{#each [[race.AptitudeLevel.A, aProf] as const, [race.AptitudeLevel.S, sProf] as const] as [level, inv] (level)}
<div class="mx-auto max-w-3xl">
<span class="mt-8 block w-full">
With {AptitudeLevel[level]} proficiency, the equivalent speed is
With {race.AptitudeLevel[level]} proficiency, the equivalent speed is
</span>
<div class="flex flex-col md:flex-row">
{#each stylesList as [styleName, s] (s)}
{#each race.RUNNING_STYLES as [styleName, s] (s)}
<CalcInfo title={styleName} class={['flex-1', { 'border-2': s === style }]}>{inv[s]}</CalcInfo>
{/each}
</div>
@@ -128,8 +126,8 @@
<span class="mt-8 block w-full">
While a speed skill is active, the equivalent speed for a distance S
<select id="opponentStyle" required bind:value={opponentStyle}>
{#each stylesList as [name, style] (style)}
<option value={style}>{style === RunningStyle.GreatEscape ? 'Great Escape (Runaway)' : name}</option>
{#each race.RUNNING_STYLES as [name, style] (style)}
<option value={style}>{style === race.RunningStyle.Runaway ? 'Great Escape (Runaway)' : name}</option>
{/each}
</select>
is
@@ -141,6 +139,6 @@
</div>
</div>
<div class="mx-auto grid h-96 grid-cols-1 py-4 md:grid-cols-2">
<StatChart stat={Stat.Speed} y={speedChart} yLabel="Spurt Speed (m/s)" xRule={speedStat} {range} />
<StatChart stat={Stat.Guts} y={gutsChart} yLabel="Spurt Speed (m/s)" xRule={gutsStat} {range} />
<StatChart stat={race.Stat.Speed} y={speedChart} yLabel="Spurt Speed (m/s)" xRule={speedStat} {range} />
<StatChart stat={race.Stat.Guts} y={gutsChart} yLabel="Spurt Speed (m/s)" xRule={gutsStat} {range} />
</div>