456 lines
16 KiB
Svelte
456 lines
16 KiB
Svelte
<script lang="ts">
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import * as course from '$lib/course';
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import * as race from '$lib/race';
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import RaceLenSlider from '$lib/RaceLenSlider.svelte';
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import * as recovery from '$lib/racelib/recovery';
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import HPChart from './HPChart.svelte';
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import InfoPanels from './InfoPanels.svelte';
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let rawStats = $state({
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[race.Stat.Speed]: 1200,
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[race.Stat.Stamina]: 1200,
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[race.Stat.Power]: 1200,
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[race.Stat.Guts]: 1200,
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[race.Stat.Wit]: 1200,
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});
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let style = $state(race.RunningStyle.FrontRunner);
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let surfaceApt = $state(race.AptitudeLevel.A);
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let distanceApt = $state(race.AptitudeLevel.S);
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let styleApt = $state(race.AptitudeLevel.A);
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let mood = $state(race.Mood.Normal);
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let isCareer = $state(false);
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let skillStatBonus = $state({
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[race.Stat.Speed]: 0,
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[race.Stat.Stamina]: 0,
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[race.Stat.Power]: 0,
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[race.Stat.Guts]: 0,
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[race.Stat.Wit]: 0,
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});
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const recovRates = [35, 50, 150, 350, 550, 750, 950];
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const debuffRates = [-25, -50, -100, -200, -300];
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const selfDebuffRates = [-200, -400];
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let recovCounts = $state(recovRates.map((v) => ({ r: v, n: 0 })));
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let debuffCounts = $state(debuffRates.map((v) => ({ r: v, n: 0 })));
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let selfDebuffCounts = $state(selfDebuffRates.map((v) => ({ r: v, n: 0 })));
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let risky = $state(false);
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const skills = $derived([...recovCounts, ...selfDebuffCounts].filter(({ n }) => n > 0));
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function rate(r: number): string {
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return `${r / 100}%`;
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}
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let raceLen = $state(2000);
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let slopesRaw: course.Slope[] = $state([]);
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let surface = $state(race.Surface.Turf);
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let conditions = $state(race.GroundConditions.Firm);
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let thresh1: race.Stat | undefined = $state();
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let thresh2: race.Stat | undefined = $state();
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// const rushedOpts = ['No Rushed', 'Rushed Enabled', 'Rushed Forced'] as const;
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// let rushedType: (typeof rushedOpts)[number] = $state('No Rushed');
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// let spotStruggleEnabled = $state(false);
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const baseStats = $derived({
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[race.Stat.Speed]: race.baseStat(mood, rawStats[race.Stat.Speed]),
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[race.Stat.Stamina]: race.baseStat(mood, rawStats[race.Stat.Stamina]),
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[race.Stat.Power]: race.baseStat(mood, rawStats[race.Stat.Power]),
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[race.Stat.Guts]: race.baseStat(mood, rawStats[race.Stat.Guts]),
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[race.Stat.Wit]: race.baseStat(mood, rawStats[race.Stat.Wit]),
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});
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const thresholdMod = $derived.by(() => {
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if (thresh1 == null) {
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if (thresh2 == null) {
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return 1;
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}
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return race.thresholdMod(baseStats[thresh2]);
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}
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if (thresh2 == null) {
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return race.thresholdMod(baseStats[thresh1]);
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}
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return race.thresholdMod(baseStats[thresh1], baseStats[thresh2]);
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});
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const adjStats = $derived({
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[race.Stat.Speed]: race.adjustedStat(
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race.Stat.Speed,
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baseStats[race.Stat.Speed],
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isCareer,
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surface,
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conditions,
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thresholdMod,
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),
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[race.Stat.Stamina]: race.adjustedStat(race.Stat.Stamina, baseStats[race.Stat.Stamina], isCareer),
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[race.Stat.Power]: race.adjustedStat(race.Stat.Power, baseStats[race.Stat.Power], isCareer, surface, conditions),
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[race.Stat.Guts]: race.adjustedStat(race.Stat.Guts, baseStats[race.Stat.Guts], isCareer),
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[race.Stat.Wit]: race.adjustedStat(race.Stat.Wit, baseStats[race.Stat.Wit], isCareer, styleApt),
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});
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const stats = $derived({
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[race.Stat.Speed]: race.finalStat(adjStats[race.Stat.Speed], skillStatBonus[race.Stat.Speed]),
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[race.Stat.Stamina]: race.finalStat(adjStats[race.Stat.Stamina], skillStatBonus[race.Stat.Stamina]),
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[race.Stat.Power]: race.finalStat(adjStats[race.Stat.Power], skillStatBonus[race.Stat.Power]),
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[race.Stat.Guts]: race.finalStat(adjStats[race.Stat.Guts], skillStatBonus[race.Stat.Guts]),
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[race.Stat.Wit]: race.finalStat(adjStats[race.Stat.Wit], skillStatBonus[race.Stat.Wit]),
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});
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const distType = $derived(race.distance(raceLen));
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const phaseSpeed = $derived({
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[race.Phase.EarlyRace]: race.sectionSpeed(raceLen, stats[race.Stat.Wit], style, race.Phase.EarlyRace),
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[race.Phase.MidRace]: race.sectionSpeed(raceLen, stats[race.Stat.Wit], style, race.Phase.MidRace),
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[race.Phase.LateRace]: [
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race.spurtSpeed(stats[race.Stat.Speed], stats[race.Stat.Guts], style, distanceApt, raceLen),
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race.spurtSpeed(stats[race.Stat.Speed], stats[race.Stat.Guts], style, distanceApt, raceLen),
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] as [number, number],
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});
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// const isFront = $derived(style === race.RunningStyle.FrontRunner || style === race.RunningStyle.Runaway);
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// const spotStruggle = $derived(spotStruggleEnabled && isFront);
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const maxHP = $derived(race.maxHP(raceLen, style, stats[race.Stat.Stamina]));
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const baseDistribution = $derived(recovery.distribution(baseStats[race.Stat.Wit], skills, debuffCounts));
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const distribution = $derived(risky ? recovery.withRisky(baseStats[race.Stat.Wit], baseDistribution) : baseDistribution);
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const statistics = $derived.by(() => {
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let mp = 0,
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mr = 0,
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mean = 0;
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for (const [r, p] of distribution) {
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mean += (r * p * maxHP) / 10000;
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if (p > mp) {
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mp = p;
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mr = r;
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}
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}
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return { mode: (mr * maxHP) / 10000, modePer: mp * 100, mean };
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});
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const debuffHP = $derived((maxHP * debuffCounts.reduce((a, s) => a + s.r * s.n, 0)) / 10000);
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const effStam = $derived(race.effectiveStam(raceLen, style, maxHP + statistics.mode - debuffHP));
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const sections = $derived.by(() => {
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const r = course.splitSectionSlopes(raceLen, slopesRaw).map((s) => {
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const uphillMod = s.slope > 0 ? race.uphillMod(stats[race.Stat.Power], s.slope) : 0;
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const speed = phaseSpeed[s.phase].map((v) => v + uphillMod);
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const time = [(s.endDist - s.startDist) / speed[1], (s.endDist - s.startDist) / speed[0]];
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const hp = [
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time[0] * race.hpPerSecond(raceLen, surface, conditions, stats[race.Stat.Guts], s.phase, speed[0]),
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time[1] * race.hpPerSecond(raceLen, surface, conditions, stats[race.Stat.Guts], s.phase, speed[1]),
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];
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return { ...s, speed, time, hp, remain: [0, 0] };
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});
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let remain = [maxHP, maxHP];
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for (const v of r) {
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remain = [remain[0] - v.hp[0], remain[1] - v.hp[1]];
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v.remain = [...remain];
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}
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return r;
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});
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const spurtHPRate = $derived(
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race.hpPerSecond(
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raceLen,
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surface,
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conditions,
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stats[race.Stat.Guts],
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race.Phase.LateRace,
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phaseSpeed[race.Phase.LateRace][0],
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),
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);
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const needHP = $derived(race.fullSpurtHP(raceLen, phaseSpeed[race.Phase.LateRace][0], spurtHPRate));
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const spurtStartHP = $derived(sections.findLast((s) => s.phase !== race.Phase.LateRace)?.remain);
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let slopeAddParams: course.Slope = $state({ per: 1, span: [0, 0] });
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function addSlope() {
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// TODO(zeph): validate no overlap with current slopes
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slopesRaw.push(slopeAddParams);
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slopeAddParams = { per: 1, span: [0, 0] };
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}
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function removeSlope(i: number) {
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if (i < 0 || i >= slopesRaw.length) {
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return;
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}
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slopesRaw.splice(i, 1);
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}
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// const phaseNames = {
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// [race.Phase.EarlyRace]: 'Early',
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// [race.Phase.MidRace]: 'Mid',
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// [race.Phase.LateRace]: 'Late',
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// } as const;
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</script>
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<h1 class="text-4xl">Stamina Calculator</h1>
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<div class="mx-auto mt-8 grid max-w-5xl grid-cols-1 gap-2 rounded-md p-2 text-center shadow-md ring md:grid-cols-6">
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{#each race.StatList as stat (stat)}
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{@const statName = race.Stat[stat]}
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<div class="">
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<label for={statName}>{statName}</label>
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<input type="number" class="w-full" id={statName} required bind:value={rawStats[stat]} />
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</div>
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{/each}
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<div class="">
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<label for="mood">Mood</label>
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<select class="w-full" id="mood" required bind:value={mood}>
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{#each race.MOODS as mood (mood)}
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<option value={mood}>{race.Mood[mood]}</option>
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{/each}
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</select>
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</div>
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<div class="">
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<label for="style">Style</label>
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<select class="w-full" id="style" required bind:value={style}>
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{#each race.RUNNING_STYLES as [name, style] (style)}
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<option value={style}>{name}</option>
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{/each}
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</select>
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</div>
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<div class="">
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<label for="distanceApt">{race.Distance[distType]} Aptitude</label>
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<select class="w-full" id="distanceApt" required bind:value={distanceApt}>
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{#each race.APTITUDE_LEVELS as apt (apt)}
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<option value={apt}>{race.AptitudeLevel[apt]}</option>
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{/each}
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</select>
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</div>
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<div class="">
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<label for="surfaceApt">{race.Surface[surface]} Aptitude</label>
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<select class="w-full" id="surfaceApt" required bind:value={surfaceApt}>
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{#each race.APTITUDE_LEVELS as apt (apt)}
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<option value={apt}>{race.AptitudeLevel[apt]}</option>
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{/each}
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</select>
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</div>
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<div class="">
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<label for="styleApt"
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>{race.RUNNING_STYLES[style != race.RunningStyle.Runaway ? style : race.RunningStyle.FrontRunner][0]}</label
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>
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<select class="w-full" id="styleApt" required bind:value={styleApt}>
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{#each race.APTITUDE_LEVELS as apt (apt)}
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<option value={apt}>{race.AptitudeLevel[apt]}</option>
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{/each}
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</select>
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</div>
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<div class=" self-center">
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<label for="isCareer" class="mr-1 align-middle">In Career</label>
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<input type="checkbox" id="isCareer" role="switch" bind:checked={isCareer} class="min-h-6 min-w-6 align-middle" />
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</div>
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<div class="col-span-full col-start-1 flex">
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<div class="h-px grow place-self-center border-t"></div>
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<span class="mx-4 flex-none">Skill Passives</span>
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<div class="h-px grow place-self-center border-t"></div>
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</div>
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{#each race.StatList as stat (stat)}
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{@const statName = race.Stat[stat]}
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<div class="">
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<label for={`${statName}Bonus`}>{statName}</label>
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<input type="number" class="w-full" id={`${statName}Bonus`} required bind:value={skillStatBonus[stat]} />
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</div>
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{/each}
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</div>
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<div class="mx-auto my-2 grid max-w-4xl grid-cols-2 rounded-md text-center shadow-md ring md:grid-cols-7">
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<div class="col-span-full mt-1 text-lg">Recoveries</div>
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{#each recovCounts as s (s.r)}
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<div class="grid grid-cols-3 p-2 md:grid-cols-1 md:flex-col">
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<label for={`recov${s.r}`}>{rate(s.r)}</label>
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<input id={`recov${s.r}`} type="number" min="0" bind:value={s.n} class="col-span-2" />
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</div>
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{/each}
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<div class="col-span-full border-t pt-1 text-lg md:col-span-2">Self-Damage</div>
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<div class="col-span-full border-t border-l pt-1 text-lg md:col-span-5">Debuffs (No Wit Check)</div>
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{#each selfDebuffCounts as s (s.r)}
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<div class="grid grid-cols-3 p-2 md:grid-cols-1 md:flex-col">
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<label for={`selfdamage${s.r}`}>{rate(s.r)}</label>
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<input id={`selfdamage${s.r}`} type="number" min="0" bind:value={s.n} />
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</div>
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{/each}
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{#each debuffCounts as s, i (s.r)}
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<div class={{ 'grid grid-cols-3 p-2 md:grid-cols-1 md:flex-col': true, 'border-l': i === 0 }}>
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<label for={`debuff${s.r}`}>{rate(s.r)}</label>
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<input id={`debuff${s.r}`} type="number" min="0" bind:value={s.n} />
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</div>
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{/each}
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<div class="col-span-2 flex flex-row py-2">
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<label for="risky" class="mr-1 ml-auto">Risky Business</label>
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<input id="risky" type="checkbox" bind:checked={risky} class="mr-auto ml-1 h-6 w-6" />
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</div>
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<div class="border-l"><!-- only here for the border --></div>
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</div>
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<div class="mx-auto my-2 grid max-w-5xl grid-cols-1 gap-4 rounded-md text-center shadow-md ring md:grid-cols-6">
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<div class="m-4 flex md:col-span-2">
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<RaceLenSlider bind:value={raceLen} />
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</div>
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<select id="surface" class="m-4" bind:value={surface}>
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<option value={race.Surface.Turf}>Turf</option>
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<option value={race.Surface.Dirt}>Dirt</option>
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</select>
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<select id="conditions" class="m-4" bind:value={conditions}>
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{#each race.GROUND_CONDITONS as cond (cond)}
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<option value={cond}>{race.GroundConditions[cond]}</option>
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{/each}
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</select>
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<div class="m-4">
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<label for="thresh1">Threshold 1</label>
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<select id="thresh1" class="w-full" bind:value={thresh1}>
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<option value={undefined}></option>
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{#each race.StatList as stat (stat)}
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<option value={stat}>{race.Stat[stat]}</option>
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{/each}
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</select>
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</div>
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<div class="m-4">
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<label for="thresh2">Threshold 2</label>
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<select id="thresh2" class="w-full" bind:value={thresh2}>
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<option value={undefined}></option>
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{#each race.StatList as stat (stat)}
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<option value={stat}>{race.Stat[stat]}</option>
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{/each}
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</select>
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</div>
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</div>
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<!--
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<div class="mx-auto mt-8 grid max-w-lg grid-cols-2 gap-4 rounded-md p-4 text-center shadow-md ring">
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<select id="rushed" class="w-full" bind:value={rushedType}>
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{#each rushedOpts as opt (opt)}
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<option>{opt}</option>
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{/each}
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</select>
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<div class="place-self-center">
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<label for="spotStruggle">Spot Struggle</label>
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<input type="checkbox" class="min-h-6 min-w-6 align-middle" id="rushed" role="switch" bind:checked={spotStruggleEnabled} />
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</div>
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</div>
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-->
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<div class="mx-auto mt-8 hidden max-w-4xl rounded-md p-4 text-center shadow-md ring">
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<!-- TODO(zeph): this doesn't work for mobile -->
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<table class="w-full table-fixed border-spacing-4">
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<caption>Slopes</caption>
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<thead>
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<tr>
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<th scope="col">Slope</th>
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<th scope="col">Start</th>
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<th scope="col">End</th>
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<th scope="col"><!-- empty --></th>
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</tr>
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</thead>
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<tbody>
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{#each slopesRaw as slope, i (slope.span[0])}
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<tr>
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<td>{slope.per}</td>
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<td>{slope.span[0]}</td>
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<td>{slope.span[1]}</td>
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<td>
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<button
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type="button"
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class="w-24 bg-mist-300 p-2 hover:cursor-pointer dark:bg-mist-900"
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onclick={() => removeSlope(i)}
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>
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Remove
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</button>
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</td>
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</tr>
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{/each}
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<tr>
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<td>
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<select id="slopeAddPer" bind:value={slopeAddParams.per}>
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<option value={2}>Uphill +2</option>
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<option value={1.5}>Uphill +1.5</option>
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<option value={1}>Uphill +1</option>
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<option value={-1}>Downhill -1</option>
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<option value={-1.5}>Downhill -1.5</option>
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<option value={-2}>Downhill -2</option>
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</select>
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</td>
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<td>
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<input type="number" id="slopeAddStart" bind:value={slopeAddParams.span[0]} />
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</td>
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<td>
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<input type="number" id="slopeAddEnd" bind:value={slopeAddParams.span[1]} />
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</td>
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<td>
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<button type="button" class="w-24 bg-mist-300 p-2 hover:cursor-pointer dark:bg-mist-900" onclick={addSlope}>
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Add
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</button>
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</td>
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</tr>
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</tbody>
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</table>
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</div>
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<InfoPanels
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{maxHP}
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{needHP}
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{spurtStartHP}
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{effStam}
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showStats={distribution.size > 1}
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mode={statistics.mode}
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modePer={statistics.modePer}
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mean={statistics.mean}
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/>
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<!--
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<table class="mt-8 w-full border text-center">
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<thead>
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<tr>
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<th scope="colgroup" colspan="4" class="border-x">Section Data</th>
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<th scope="colgroup" colspan={spotStruggle ? 2 : 1} class="border-x">Section State</th>
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<th scope="colgroup" colspan="4" class="border-x">Fastest</th>
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<th scope="colgroup" colspan="4" class="border-x">Slowest</th>
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</tr>
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<tr>
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<th scope="col">Section</th>
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<th scope="col">Phase</th>
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<th scope="col" colspan="2">Span</th>
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<th scope="col">Slope</th>
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<th scope="col" class:hidden={!spotStruggle}>Spot Struggle</th>
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<th scope="col">Speed</th>
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<th scope="col">Time</th>
|
|
<th scope="col">HP</th>
|
|
<th scope="col">Remaining</th>
|
|
<th scope="col">Speed</th>
|
|
<th scope="col">Time</th>
|
|
<th scope="col">HP</th>
|
|
<th scope="col">Remaining</th>
|
|
</tr>
|
|
</thead>
|
|
<tbody>
|
|
{#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}>
|
|
<td>{s.section}</td>
|
|
<td>{phaseNames[s.phase]}</td>
|
|
<td>{s.startDist.toFixed(1)} m</td>
|
|
<td>{s.endDist.toFixed(1)} m</td>
|
|
<td>{s.slope}</td>
|
|
<td class:hidden={!spotStruggle}></td>
|
|
<td>{s.speed[1].toFixed(3)} m/s</td>
|
|
<td>{s.time[1].toFixed(3)} s</td>
|
|
<td>{s.hp[1].toFixed(1)}</td>
|
|
<td>{s.remain[0].toFixed(1)}</td>
|
|
<td>{s.speed[0].toFixed(3)} m/s</td>
|
|
<td>{s.time[0].toFixed(3)} s</td>
|
|
<td>{s.hp[0].toFixed(1)}</td>
|
|
<td>{s.remain[1].toFixed(1)}</td>
|
|
</tr>
|
|
{/each}
|
|
</tbody>
|
|
</table>
|
|
-->
|
|
{#if skills.length != 0 || risky}
|
|
<div class="mx-auto h-96 max-w-3xl">
|
|
<HPChart {distribution} {maxHP} />
|
|
</div>
|
|
{/if}
|
|
<div class="mx-auto mt-12 w-full max-w-4xl border-t pt-4 md:mt-8">
|
|
<p>
|
|
Mode HP from Skills gives the most frequent single result of recoveries and debuffs, along with the probability of that
|
|
result.
|
|
</p>
|
|
<p>
|
|
Effective Stamina gives the stamina stat which yields the same HP as the input configuration plus the mode HP from recovery
|
|
skills alone, ignoring debuffs. It can be considered the HP that removes wit checks from the equivalent HP pool.
|
|
</p>
|
|
<p>
|
|
As of now, this calculator does not handle recoveries that have no wit check, nor the HP effects of rushed, spot struggle, and
|
|
downhill running.
|
|
</p>
|
|
</div>
|