minor optimizations and weapon sim
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2d966b8198
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fc7887ce11
10 changed files with 419 additions and 11 deletions
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@ -135,10 +135,45 @@
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function fmt(v) { return "×" + v.toFixed(2); }
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// The server's own 201-point arrays — displayed VERBATIM whenever the knobs are unedited (load + reset), so in
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// the default state the page shows server truth, never our reimplementation of it. JS curves take over on edit.
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function restoreServerCurves() {
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curves.deal = seed.Curves.Deal.slice();
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curves.take = seed.Curves.Take.slice();
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curves.xp = seed.Curves.Xp.slice();
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}
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// Drift oracle: with server-seeded knobs, resample() must reproduce the seed's server-computed arrays. The seed
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// ships everything needed to check that, so drift SELF-REPORTS instead of relying on a careful reader comparing
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// the crosshair to the key-points table. Tolerance is relative 1e-9 (libm pow may differ by ULPs across
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// runtimes; a real formula change is orders of magnitude larger). Leaves `curves` = server arrays either way.
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function verifyParity() {
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resample(); // JS-computed curves from the untouched server knobs
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const server = { deal: seed.Curves.Deal, take: seed.Curves.Take, xp: seed.Curves.Xp };
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let ok = true;
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outer: for (const k in server) {
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for (let i = 0; i < N; i++) {
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const a = curves[k][i], b = server[k][i];
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if (Math.abs(a - b) > 1e-9 * Math.max(1, Math.abs(b))) {
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console.warn("theory.js drift vs server:", k, "at t=" + seed.Curves.T[i].toFixed(2), "js=" + a, "server=" + b);
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const banner = $("sim-drift");
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if (banner) banner.hidden = false;
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ok = false;
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break outer;
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}
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}
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}
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restoreServerCurves();
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return ok;
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}
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function recompute() {
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resample();
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redrawPanels();
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updateReadouts();
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}
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function updateReadouts() {
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const rawT = computeRawT(h, player);
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const tm = teamMults();
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let b = bands(ease(rawT, h.Curve), h, tm.deal, tm.take);
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@ -149,9 +184,14 @@
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$("sim-take").textContent = fmt(b.take);
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$("sim-xpband").textContent = fmt(b.xp);
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// Hud.EffectiveMultipliers parity (headshot:false, crit:false, no actives):
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$("sim-out").textContent = fmt((1 + effRun("damage") / 100) * b.deal);
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const out = (1 + effRun("damage") / 100) * b.deal;
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const hsx = 1 + effRun("hs_damage") / 100;
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$("sim-out").textContent = fmt(out);
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$("sim-in").textContent = fmt(b.take);
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$("sim-hs").textContent = fmt(1 + effRun("hs_damage") / 100);
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$("sim-hs").textContent = fmt(hsx);
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// Published for weapons.js ("apply my build & handicap"): the same base-readout multipliers.
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window.OGSim = { out: out, hs: hsx };
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document.dispatchEvent(new CustomEvent("og:sim"));
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// ProgressionModel.PrestigeXpMultiplier: 1 + prestige * boost%/100.
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$("sim-xp").textContent = fmt((1 + effRun("xp_boost") / 100) * (1 + player.prestige * (player.prestigeBoost / 100)) * b.xp);
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@ -221,7 +261,9 @@
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// sim actually used (silent clamping in a theorycrafting tool is a lie). Partial input ("", "-") is left alone.
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function clampedInt(el) {
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const raw = Number.parseInt(el.value, 10);
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const v = clamp(Number.isNaN(raw) ? 0 : raw, 0, Number.parseInt(el.max, 10) || 0);
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const max = Number.parseInt(el.max, 10);
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const cap = Number.isNaN(max) ? Infinity : max; // a missing max attribute means "uncapped", never "zero"
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const v = clamp(Number.isNaN(raw) ? 0 : raw, 0, cap);
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if (!Number.isNaN(raw) && raw !== v) el.value = v;
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return v;
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}
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@ -265,8 +307,17 @@
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recompute();
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});
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});
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$("sim-reset").addEventListener("click", function () { seedInputs(); recompute(); });
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// Reset shows the server's arrays again (not a resample of them) — the unedited state is always server truth.
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$("sim-reset").addEventListener("click", function () {
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seedInputs();
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restoreServerCurves();
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redrawPanels();
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updateReadouts();
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});
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// Load: the SSR polylines already ARE the server curves, so don't redraw — just verify parity (drift
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// self-reports via the banner), leave server arrays in place for the crosshair, and position the readouts.
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seedInputs();
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recompute();
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verifyParity();
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updateReadouts();
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})();
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