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personal-website/src/lib/game-tracker/mastery.ts
Stan Runge c2ba8febb4
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TypeScript

// Camo mastery for checklist games. Users tick per-weapon milestones (max level,
// Gold, …); class tiers (Diamond) and overall tiers (Dark Matter) are derived.
// Post-launch weapons never gate a tier. They earn an achieved tier once their
// own base milestone is done, as DLC weapons do in Black Ops III and WWII.
export type Milestone = {
key: string;
label: string;
description?: string;
// limit to these weapon classes; every class when omitted
classes?: string[];
exceptWeapons?: string[];
postLaunchOnly?: boolean;
};
export type Tier = {
key: string;
label: string;
scope: 'class' | 'all';
// a milestone key, or for `all` tiers also a class tier key
requires: string;
description?: string;
classes?: string[];
// class tiers only: the classes whose weapons a class depends on
classRequirements?: Record<string, string[]>;
};
export type MasteryRules = {
milestones: Milestone[];
tiers: Tier[];
classes: string[];
steamApps: { id: number; label: string }[];
rankCaps?: {
player: { level: number; prestige: number };
weaponPrestige: number;
weaponLevelsByClass: Record<string, number>;
weaponLevelOverrides?: Record<string, number>;
sourceUrl?: string;
};
};
export type Weapon = { id: number; name: string; category: string; postLaunch: boolean };
export type Count = { value: number; total: number; achieved: boolean };
export function appliesTo(milestone: Milestone, weapon: Weapon): boolean {
if (milestone.postLaunchOnly && !weapon.postLaunch) return false;
if (milestone.classes && !milestone.classes.includes(weapon.category)) return false;
return !milestone.exceptWeapons?.includes(weapon.name);
}
function count(value: number, total: number): Count {
return { value, total, achieved: total > 0 && value === total };
}
export function computeMastery(
rules: MasteryRules,
weapons: readonly Weapon[],
isDone: (weaponId: number, milestone: string) => boolean
) {
const milestones = new Map(rules.milestones.map((milestone) => [milestone.key, milestone]));
const tiers = new Map(rules.tiers.map((tier) => [tier.key, tier]));
const counted = (key: string, classes: readonly string[]) => {
const milestone = milestones.get(key);
return weapons.filter(
(weapon) =>
milestone &&
!weapon.postLaunch &&
classes.includes(weapon.category) &&
appliesTo(milestone, weapon)
);
};
const done = (list: readonly Weapon[], key: string) =>
list.filter((weapon) => isDone(weapon.id, key)).length;
const classTiers = new Map<string, Map<string, Count>>();
for (const tier of rules.tiers) {
if (tier.scope !== 'class') continue;
const perClass = new Map<string, Count>();
for (const name of tier.classes ?? rules.classes) {
const members = counted(tier.requires, tier.classRequirements?.[name] ?? [name]);
if (members.length) perClass.set(name, count(done(members, tier.requires), members.length));
}
classTiers.set(tier.key, perClass);
}
const allTiers = new Map<string, Count>();
for (const tier of rules.tiers) {
if (tier.scope !== 'all') continue;
const perClass = classTiers.get(tier.requires);
if (perClass) {
const classes = [...perClass].filter(
([name]) => !tier.classes || tier.classes.includes(name)
);
allTiers.set(
tier.key,
count(classes.filter(([, value]) => value.achieved).length, classes.length)
);
} else {
const members = counted(tier.requires, tier.classes ?? rules.classes);
allTiers.set(tier.key, count(done(members, tier.requires), members.length));
}
}
// the per-weapon milestone at the bottom of a tier chain, e.g. darkMatter → diamond → gold
const baseMilestone = (key: string): string => {
const tier = tiers.get(key);
return tier ? baseMilestone(tier.requires) : key;
};
function weaponTiers(weapon: Weapon): Tier[] {
return rules.tiers.filter((tier) => {
const base = baseMilestone(tier.key);
const milestone = milestones.get(base);
if (!milestone || !appliesTo(milestone, weapon)) return false;
const achieved =
tier.scope === 'class'
? classTiers.get(tier.key)?.get(weapon.category)?.achieved
: allTiers.get(tier.key)?.achieved &&
(!tier.classes || tier.classes.includes(weapon.category));
return !!achieved && (!weapon.postLaunch || isDone(weapon.id, base));
});
}
return { classTiers, allTiers, weaponTiers };
}
export function summarizeGame(
rules: MasteryRules,
weapons: readonly Weapon[],
achievementIds: readonly number[],
isDone: (itemId: number, milestone: string) => boolean
) {
const mastery = computeMastery(rules, weapons, isDone);
return {
achievements: count(
achievementIds.filter((id) => isDone(id, 'done')).length,
achievementIds.length
),
milestones: rules.milestones.map((milestone) => {
const list = weapons.filter((weapon) => appliesTo(milestone, weapon));
return {
...milestone,
...count(list.filter((weapon) => isDone(weapon.id, milestone.key)).length, list.length)
};
}),
tiers: rules.tiers.map((tier) => {
if (tier.scope === 'all') return { ...tier, ...mastery.allTiers.get(tier.key)! };
const perClass = [...(mastery.classTiers.get(tier.key)?.values() ?? [])];
return {
...tier,
...count(perClass.filter((value) => value.achieved).length, perClass.length)
};
}),
mastery
};
}