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optimizer.js
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/*
* Created by Joseph Peck "github.com/Eccentricware"
* Adapted for use on datacore by "github.com/AlexCPU" and Josh Andrews "github.com/joshurtree"
*
* Works out which crew should be cited or leveled in order to best improve voyages.
*/
const SKILLS = ['command', 'diplomacy', 'engineering', 'medicine', 'science', 'security'];
const toObject = (names, templateFunc) => Object.fromEntries(names.map(n => [n, templateFunc()]));
const emptyArrayMap = keys => toObject(keys, () => []);
const skillPairings = SKILLS.reduce((pairs, s1) => pairs.concat(SKILLS.map(s2 => s1 + '/' + s2)), []);
const createSkillPool = (skills, name) => {
const skillSet = skills.join('/');
return {
signature: name ? name : skillSet,
seats: skills.length * 2,
assignedCrew: [],
full: false,
superSets: SKILLS.filter(s => !skills.includes(s))
.map(s => skills.concat(s))
.map(skills => SKILLS.filter(s => skills.includes(s)).join('/'))
.map(skillSet => skillSet === SKILLS.join('/') ? 'voyageCrew' : skillSet),
subSets: skills.map(s1 => skills.filter(s2 => s1 !== s2).join('/'))
.filter(skillSet => skillSet.length > 0)
};
};
const createSkillPools = () => {
const genCombinations = (skills, n) => {
if (n === 1)
return skills.map(item => [item]);
return skills.reduce((combos, item, i) =>
combos.concat(genCombinations(skills.slice(i + 1), n - 1).map(c => [item, ...c])), []);
};
const pools = [5, 4, 3, 2, 1].reduce((pools, n) => pools.concat(genCombinations(SKILLS, n)), [])
.map(pool => createSkillPool(pool));
return pools;
};
const assignmentTemplate = () => ({
crew: [],
seatAssignments: emptyArrayMap(SKILLS.map(s => s + '_skill')),
assignmentErrors: [],
skillTotals: emptyArrayMap(SKILLS.map(s => s + '_skill')),
totalEV: 0
});
const Optimizer = {
saveFile: {},
rosterLibrary: {},
rosterArray: [],
skills: SKILLS,
skillPairingsArray: SKILLS.reduce((pairs, s1) => pairs.concat(SKILLS.filter(s2 => s1 !== s2)
.map(s2 => [s1, s2])
.map(s => s.join('/'))), []),
voyageSkillRankings: {
currentRarity: emptyArrayMap(skillPairings),
fullyCited: emptyArrayMap(skillPairings),
},
voyageSkillPools: Object.fromEntries([createSkillPool(SKILLS, 'voyageCrew')].concat(createSkillPools())
.map(pool => [pool.signature, pool])),
topVoyageCrews: {
currentBest: toObject(skillPairings, assignmentTemplate),
rarityBest: toObject(skillPairings, assignmentTemplate),
citedBest: toObject(skillPairings, assignmentTemplate)
},
topCrewToTrain: {},
topCrewToCite: {},
rankedCrewToTrain: [],
rankedCrewToCite: [],
bestPossibleCrew: {
gauntlet: toObject(skillPairings, () => ({
name: "",
gauntletPairingEV: 0
})),
voyages: toObject(skillPairings, () => ({
name: "",
voyagePairingEV: 0
}))
},
findBestRankings(dataCoreCrew) {
dataCoreCrew.forEach((crew, i) => {
//Finding best crew possible
let skills = ["command_skill", "diplomacy_skill", "engineering_skill", "security_skill", "medicine_skill", "science_skill"];
skills.forEach(primarySkill => {
skills.forEach(secondarySkill => {
if (primarySkill !== secondarySkill) {
let primarySkillSliced = primarySkill.slice(0, primarySkill.indexOf('_'));
let secondarySkillSliced = secondarySkill.slice(0, secondarySkill.indexOf('_'));
let skillPairingKeyArray = [primarySkillSliced, secondarySkillSliced];
let voyagePairingKey = `${skillPairingKeyArray[0]}/${skillPairingKeyArray[1]}`;
skillPairingKeyArray.sort();
let gauntletPairingKey = `${skillPairingKeyArray[0]}/${skillPairingKeyArray[1]}`;
let voyagePairingEV = 0;
let gauntletPairingEV = 0
for (var skill in crew.base_skills) {
if (skill === primarySkill) {
voyagePairingEV += (crew.base_skills[skill].core + (crew.base_skills[skill].range_min + crew.base_skills[skill].range_max) / 2) * 0.35;
gauntletPairingEV += (crew.base_skills[skill].range_min + crew.base_skills[skill].range_max) / 2
} else if (skill === secondarySkill) {
voyagePairingEV += (crew.base_skills[skill].core + (crew.base_skills[skill].range_min + crew.base_skills[skill].range_max) / 2) * 0.25;
gauntletPairingEV += (crew.base_skills[skill].range_min + crew.base_skills[skill].range_max) / 2
} else {
voyagePairingEV += (crew.base_skills[skill].core + (crew.base_skills[skill].range_min + crew.base_skills[skill].range_max) / 2) * 0.1;
}
}
if (voyagePairingEV > Optimizer.bestPossibleCrew.voyages[voyagePairingKey].voyagePairingEV) {
Optimizer.bestPossibleCrew.voyages[voyagePairingKey].name = crew.name;
Optimizer.bestPossibleCrew.voyages[voyagePairingKey].voyagePairingEV = voyagePairingEV;
}
if (gauntletPairingEV > Optimizer.bestPossibleCrew.gauntlet[gauntletPairingKey].gauntletPairingEV) {
Optimizer.bestPossibleCrew.gauntlet[gauntletPairingKey].name = crew.name;
Optimizer.bestPossibleCrew.gauntlet[gauntletPairingKey].gauntletPairingEV = gauntletPairingEV;
}
}
});
});
});
},
/**
*
* @param {import('../model/player.js').PlayerData} saveData
* @param {import('../model/crew.js').CrewMember[]} dataCoreCrew
*/
assessCrewRoster(saveData, dataCoreCrew) {
//Gathers all ids to check against for the full roster extraction
saveData = saveData;
let activeCrewIDArray = [];
let activeCrewProgressLibrary = {};
let frozenCrewIDArray = [];
//Adding active crew's IDs to activeCrewIDArray
saveData.player.character.crew.forEach(crew => {
if (!activeCrewIDArray.includes(crew.archetype_id)) {
activeCrewIDArray.push(crew.archetype_id);
activeCrewProgressLibrary[crew.archetype_id] = {
rarity: crew.rarity,
level: crew.level,
equipment: crew.equipment
}
}
});
//Adding frozen crew's IDs to frozenCrewIDArray
saveData.player.character.stored_immortals.forEach(crew => {
if (!frozenCrewIDArray.includes(crew.id)) {
frozenCrewIDArray.push(crew.id);
}
});
saveData.player.character.c_stored_immortals?.forEach(crew => {
if (!frozenCrewIDArray.includes(crew)) {
frozenCrewIDArray.push(crew);
}
});
//Populates relevant data for acquired crew
//Data processed differently if immortalized or not
dataCoreCrew.forEach(crew => {
//Processing frozen crew
if (frozenCrewIDArray.includes(crew.archetype_id)) {
let skillData = {};
crew.skill_data.forEach(rarity => {
skillData[rarity.rarity] = rarity;
});
skillData[crew.max_rarity] = {};
skillData[crew.max_rarity].base_skills = crew.base_skills;
let crewStats = {
id: crew.archetype_id,
name: crew.name,
shortName: crew.short_name,
rarity: crew.max_rarity,
maxRarity: crew.max_rarity,
immortalityStatus: {
fullyEquipped: true,
fullyLeveled: true,
fullyFused: true,
immortalized: true
},
chronsInvested: true,
frozen: true,
skillData: skillData,
collections: crew.collections,
}
Optimizer.rosterLibrary[crew.name] = crewStats;
Optimizer.rosterArray.push(crewStats);
} else if (activeCrewIDArray.includes(crew.archetype_id)) {
let crewProgress = activeCrewProgressLibrary[crew.archetype_id];
let skillData = {};
crew.skill_data.forEach(rarity => {
skillData[rarity.rarity] = rarity;
});
skillData[crew.max_rarity] = {};
skillData[crew.max_rarity].base_skills = crew.base_skills;
let fullyLeveled = false;
let fullyEquipped = false;
let fullyFused = false;
let chronsInvested = false;
let immortalized = false;
if (crewProgress.level === 100) {
fullyLeveled = true;
}
if ((crewProgress?.level >= 99) && (!crewProgress.equipment || crewProgress.equipment?.length === 4)) {
fullyEquipped = true;
}
// if (!crewProgress.equipment) {
// console.log("Equipment is missing for this crew");
// console.log(crew)
// console.log(crewProgress)
// }
if (crewProgress.rarity === crew.max_rarity) {
fullyFused = true;
}
if (fullyLeveled && fullyEquipped) {
chronsInvested = true;
}
if (fullyEquipped && fullyLeveled && fullyFused) {
immortalized = true;
}
let crewStats = {
id: crew.archetype_id,
name: crew.name,
shortName: crew.short_name,
rarity: crewProgress.rarity,
maxRarity: crew.max_rarity,
immortalityStatus: {
fullyEquipped: fullyEquipped,
fullyLeveled: fullyLeveled,
fullyFused: fullyFused,
immortalized: immortalized
},
chronsInvested: chronsInvested,
frozen: false,
skillData: skillData,
collections: crew.collections,
}
Optimizer.rosterLibrary[crew.name] = crewStats;
Optimizer.rosterArray.push(crewStats);
}
});
Optimizer.rosterArray.forEach(crew => {
crew.skillSet = {
skillArray: [],
signature: ''
};
for (var skill in crew.skillData[1].base_skills) {
if (!crew.skillSet.skillArray.includes(skill) && skill !== "rarity") {
crew.skillSet.skillArray.push(skill);
}
}
crew.skillSet.skillArray.sort();
for (let skillIndex = 0; skillIndex < crew.skillSet.skillArray.length; skillIndex++) {
crew.skillSet.signature += crew.skillSet.skillArray[skillIndex].slice(0, crew.skillSet.skillArray[skillIndex].indexOf('_'));
if (skillIndex !== crew.skillSet.skillArray.length - 1) {
crew.skillSet.signature += "/";
}
}
let voyageSkills = ["command_skill", "diplomacy_skill", "engineering_skill", "security_skill", "medicine_skill", "science_skill"];
for (var rarity in crew.skillData) {
let rarityLevel = crew.skillData[rarity];
for (var skill in rarityLevel.base_skills) {
let assessedSkill = rarityLevel.base_skills[skill];
crew.skillData[rarity].base_skills[skill].ev = assessedSkill.core + (assessedSkill.range_min + assessedSkill.range_max) / 2;
}
rarityLevel.voyageMetrics = {};
voyageSkills.forEach(primarySkill => {
voyageSkills.forEach(secondarySkill => {
if (primarySkill !== secondarySkill) {
let skillPairing = `${primarySkill.slice(0, primarySkill.indexOf('_'))}/${secondarySkill.slice(0, secondarySkill.indexOf('_'))}`;
let voyageComboRating = 0;
for (var skill in rarityLevel.base_skills) {
let assessedSkill = rarityLevel.base_skills[skill];
if (skill === primarySkill) {
voyageComboRating += assessedSkill.ev * 0.35;
} else if (skill === secondarySkill) {
voyageComboRating += assessedSkill.ev * 0.25;
} else {
voyageComboRating += assessedSkill.ev * 0.1;
}
crew.skillData[rarity].voyageMetrics[skillPairing] = voyageComboRating;
}
}
});
});
let expectedVoyage = 0;
for (var skillPairing in crew.skillData[rarity].voyageMetrics) {
expectedVoyage += crew.skillData[rarity].voyageMetrics[skillPairing];
}
crew.skillData[rarity].voyageMetrics.expectedVoyage = expectedVoyage / 30;
}
});
console.log("Crew Library:");
console.log(Optimizer.rosterLibrary);
console.log("Crew Array:");
console.log(Optimizer.rosterArray);
},
populateSortingArray(sortingArray) {
sortingArray = [];
Optimizer.rosterArray.forEach(crew => {
sortingArray.push(crew.name);
});
},
sortVoyageRankings() {
let sortingArray = [];
Optimizer.skillPairingsArray.forEach(pairing => {
//Voyage Ranking For Current Rarity Levels
sortingArray = [];
Optimizer.rosterArray.forEach(crew => {
sortingArray.push(crew.name);
});
while (sortingArray.length > 0) {
let nextRankedName = '';
let nextRankedEV = 0;
let nextRankedIndex = 0;
sortingArray.forEach(crewName => {
if (Optimizer.rosterLibrary[crewName].skillData[Optimizer.rosterLibrary[crewName].rarity].voyageMetrics[pairing] > nextRankedEV) {
nextRankedName = crewName;
nextRankedEV = Optimizer.rosterLibrary[crewName].skillData[Optimizer.rosterLibrary[crewName].rarity].voyageMetrics[pairing];
nextRankedIndex = sortingArray.indexOf(crewName);
}
});
Optimizer.voyageSkillRankings.currentRarity[pairing].push(nextRankedName);
sortingArray.splice(nextRankedIndex, 1);
}
//Voyage Ranking for fully cited crew
sortingArray = [];
Optimizer.rosterArray.forEach(crew => {
sortingArray.push(crew.name);
});
while (sortingArray.length > 0) {
let nextRankedName = '';
let nextRankedEV = 0;
let nextRankedIndex = 0;
sortingArray.forEach(crewName => {
if (Optimizer.rosterLibrary[crewName].skillData[Optimizer.rosterLibrary[crewName].maxRarity].voyageMetrics[pairing] > nextRankedEV) {
nextRankedName = crewName;
nextRankedEV = Optimizer.rosterLibrary[crewName].skillData[Optimizer.rosterLibrary[crewName].maxRarity].voyageMetrics[pairing];
nextRankedIndex = sortingArray.indexOf(crewName);
}
});
Optimizer.voyageSkillRankings.fullyCited[pairing].push(nextRankedName);
sortingArray.splice(nextRankedIndex, 1);
}
});
},
resetVoyageSkillPools() {
for (var skillPool in Optimizer.voyageSkillPools) {
Optimizer.voyageSkillPools[skillPool].assignedCrew = [];
Optimizer.voyageSkillPools[skillPool].full = false;
}
},
assignCrewToPools(pool, crewName) {
if (!pool.assignedCrew.includes(crewName)) {
pool.assignedCrew.push(crewName);
if (pool.assignedCrew.length > pool.seats) {
// Wow this if branch is purely troubleshooting?
// Might refactor this later but leaving it for now
// console.log(`Assigning ${crewName} to pool:`);
// console.log(pool);
// console.log(`Error! Pool has too many crew! Length is ${pool.assignedCrew.length} and seats is ${pool.seats}`);
} else if (pool.assignedCrew.length === pool.seats) {
pool.full = true;
Optimizer.fillSubSets(pool);
}
if (pool.superSets.length > 0) {
pool.superSets.forEach(superSet => {
Optimizer.assignCrewToPools(Optimizer.voyageSkillPools[superSet], crewName);
});
}
}
},
fillSubSets(pool) {
pool.subSets.forEach(subSet => {
if (!Optimizer.voyageSkillPools[subSet].full) {
Optimizer.voyageSkillPools[subSet].full = true;
Optimizer.fillSubSets(Optimizer.voyageSkillPools[subSet]);
}
});
},
assessPoolVacancies(pool) {
if (pool.full) {
pool.subSets.forEach(subSetSignature => {
Optimizer.voyageSkillPools[subSetSignature].full = true;
});
if (pool.subSets.length > 0) {
pool.subSets.forEach(subSetSignature => {
Optimizer.assessPoolVacancies(Optimizer.voyageSkillPools[subSetSignature]);
});
}
}
},
findCrewSeating() {
let seatedCrew = [];
let assignedSeats = {
command_skill: [],
diplomacy_skill: [],
engineering_skill: [],
medicine_skill: [],
science_skill: [],
security_skill: []
};
//Loop to identify the relevant skill counts of the crew for seating
while (seatedCrew.length < 12) {
let crewNotSeated = [];
let skillPools = {}
let skillPairing = "Victory/Win";
skillPools.voyageCrew.assignedCrew.forEach(crewName => {
if (!seatedCrew.includes(crewName)) {
crewNotSeated.push(crewName);
}
});
let crewWith1RelevantSkill = [];
let crewWith2RelevantSkills = [];
let crewWith3RelevantSkills = [];
let leastSkillsPerCrew = [];
let crewWithRelevantSkillsLibrary = {};
let relevantSkillCounts = {};
crewNotSeated.forEach(crewName => {
let relevantSkills = [];
Optimizer.rosterLibrary[crewName].skillSet.skillArray.forEach(skill => {
if (assignedSeats[skill].length < 2) {
relevantSkills.push(skill);
}
});
if (relevantSkills.length === 1) {
crewWith1RelevantSkill.push(crewName);
} else if (relevantSkills.length === 2) {
crewWith2RelevantSkills.push(crewName);
} else if (relevantSkills.length === 3) {
crewWith3RelevantSkills.push(crewName);
}
crewWithRelevantSkillsLibrary[crewName] = relevantSkills;
});
//Populate the relevant skill counts
crewWith1RelevantSkill.forEach(crewName => {
crewWithRelevantSkillsLibrary[crewName].forEach(skill => {
if (relevantSkillCounts[skill]) {
relevantSkillCounts[skill].push(crewName);
} else {
relevantSkillCounts[skill] = [crewName];
}
});
});
crewWith2RelevantSkills.forEach(crewName => {
crewWithRelevantSkillsLibrary[crewName].forEach(skill => {
if (relevantSkillCounts[skill]) {
relevantSkillCounts[skill].push(crewName);
} else {
relevantSkillCounts[skill] = [crewName];
}
});
});
crewWith3RelevantSkills.forEach(crewName => {
crewWithRelevantSkillsLibrary[crewName].forEach(skill => {
if (relevantSkillCounts[skill]) {
relevantSkillCounts[skill].push(crewName);
} else {
relevantSkillCounts[skill] = [crewName];
}
});
});
if (crewWith1RelevantSkill.length > 0) {
leastSkillsPerCrew = crewWith1RelevantSkill;
} else if (crewWith2RelevantSkills.length > 0) {
leastSkillsPerCrew = crewWith2RelevantSkills;
} else if (crewWith3RelevantSkills.length > 0) {
leastSkillsPerCrew = crewWith3RelevantSkills;
} else {
console.log("You broke something somewhere");
}
//copy-paste migration from static relevant idenity counts
let leastKnownSkill = 'indecisive';
let leastKnownSkillCount = 13;
let nextCrewSeated = ''
for (var skill in relevantSkillCounts) {
if (relevantSkillCounts[skill].length < leastKnownSkillCount && leastSkillsPerCrew.includes(relevantSkillCounts[skill][0])) {
leastKnownSkill = skill;
leastKnownSkillCount = relevantSkillCounts[skill].length;
}
}
nextCrewSeated = relevantSkillCounts[leastKnownSkill][0];
seatedCrew.push(nextCrewSeated);
assignedSeats[leastKnownSkill].push(nextCrewSeated);
};
},
//Focusing on the crew at their current rarity which need no more chroniton investment
findCurrentBestCrew() {
//The loop uses skillPairing to assess each voyage combination
Optimizer.skillPairingsArray.forEach(skillPairing => {
//One central object for the signatures and subsets is used. I should be cleared each time for repopulation during the next voyage combination
////May want to consider reducing the scope of that pool into the find best crew crew for X function
Optimizer.resetVoyageSkillPools();
//Abbreviating reference
let skillPools = Optimizer.voyageSkillPools;
//List of the highest EV crew for the voyage. We move down the list according to the index assessing if we want to consider the crew (trained or not)
///and if there is room left for them in their skill signature
let rankArray = Optimizer.voyageSkillRankings.currentRarity[skillPairing];
//Rank index is used to track where we are moving down the rank array
let rankIndex = 0;
//Used to find the best crew, but not seat them. These crew have been observed to have a valid seat waiting for them, even with the automated seating code failing
while (!skillPools.voyageCrew.full && rankIndex < rankArray.length) {
let crewName = rankArray[rankIndex];
let crew = Optimizer.rosterLibrary[crewName];
//If there is room in the immediate seats available and if they're already invested
if (!skillPools[crew.skillSet.signature].full && crew.chronsInvested) {
Optimizer.assignCrewToPools(skillPools[crew.skillSet.signature], crew.name);
rankIndex++;
} else if (!crew.chronsInvested) {
rankIndex++;
} else if (skillPools[crew.skillSet.signature].full) {
rankIndex++;
}
}
//Saving the best crew of the combination for the loop into their permanent library
skillPools.voyageCrew.assignedCrew.forEach(crewName => {
//Crew roster unseated
Optimizer.topVoyageCrews.currentBest[skillPairing].crew.push(crewName);
for (var skill in Optimizer.rosterLibrary[crewName].skillData[Optimizer.rosterLibrary[crewName].rarity].base_skills) {
Optimizer.topVoyageCrews.currentBest[skillPairing].skillTotals[skill] +=
Optimizer.rosterLibrary[crewName].skillData[Optimizer.rosterLibrary[crewName].rarity].base_skills[skill].ev;
};
Optimizer.topVoyageCrews.currentBest[skillPairing].totalEV +=
Optimizer.rosterLibrary[crewName].skillData[Optimizer.rosterLibrary[crewName].rarity].voyageMetrics[skillPairing];
});
});
},
findBestForRarity() {
//The loop uses skillPairing to assess each voyage combination
Optimizer.skillPairingsArray.forEach(skillPairing => {
//One central object for the signatures and subsets is used. I should be cleared each time for repopulation during the next voyage combination
////May want to consider reducing the scope of that pool into the find best crew crew for X function
Optimizer.resetVoyageSkillPools();
//Abbreviating reference
let skillPools = Optimizer.voyageSkillPools;
//List of the highest EV crew for the voyage. We move down the list according to the index assessing if we want to consider the crew (trained or not)
///and if there is room left for them in their skill signature
let rankArray = Optimizer.voyageSkillRankings.currentRarity[skillPairing];
//Rank index is used to track where we are moving down the rank array
let rankIndex = 0;
//Used to find the best crew, but not seat them. These crew have been observed to have a valid seat waiting for them, even with the automated seating code failing
while (!skillPools.voyageCrew.full) {
let crewName = rankArray[rankIndex];
let crew = Optimizer.rosterLibrary[crewName];
//If there is room in the immediate seats available and if they're already invested
if (!skillPools[crew.skillSet.signature].full) {
Optimizer.assignCrewToPools(skillPools[crew.skillSet.signature], crew.name);
rankIndex++;
} else if (skillPools[crew.skillSet.signature].full) {
rankIndex++;
}
}
//Saving the best crew of the combination for the loop into their permanent library
skillPools.voyageCrew.assignedCrew.forEach(crewName => {
//Crew roster unseated
Optimizer.topVoyageCrews.rarityBest[skillPairing].crew.push(crewName);
for (var skill in Optimizer.rosterLibrary[crewName].skillData[Optimizer.rosterLibrary[crewName].rarity].base_skills) {
Optimizer.topVoyageCrews.rarityBest[skillPairing].skillTotals[skill] +=
Optimizer.rosterLibrary[crewName].skillData[Optimizer.rosterLibrary[crewName].rarity].base_skills[skill].ev;
};
Optimizer.topVoyageCrews.rarityBest[skillPairing].totalEV +=
Optimizer.rosterLibrary[crewName].skillData[Optimizer.rosterLibrary[crewName].rarity].voyageMetrics[skillPairing];
});
});
},
findCrewToTrain() {
Optimizer.skillPairingsArray.forEach(skillPairing => {
Optimizer.topVoyageCrews.rarityBest[skillPairing].crew.forEach(leveledCrew => {
if (!Optimizer.topVoyageCrews.currentBest[skillPairing].crew.includes(leveledCrew)) {
if (Optimizer.topCrewToTrain[leveledCrew]) {
Optimizer.topCrewToTrain[leveledCrew].voyagesImproved.push(skillPairing);
} else {
Optimizer.topCrewToTrain[leveledCrew] = {
voyagesImproved: [skillPairing],
currentRarity: Optimizer.rosterLibrary[leveledCrew].rarity,
maxRarity: Optimizer.rosterLibrary[leveledCrew].maxRarity,
totalEVAdded: 0
}
}
};
});
});
},
findEVContributionOfCrewToTrain() {
//The loop uses skillPairing to assess each voyage combination
for (var traineeName in Optimizer.topCrewToTrain) {
Optimizer.topCrewToTrain[traineeName].voyagesImproved.forEach(skillPairing => {
//One central object for the signatures and subsets is used. I should be cleared each time for repopulation during the next voyage combination
////May want to consider reducing the scope of that pool into the find best crew crew for X function
Optimizer.resetVoyageSkillPools();
//Abbreviating reference
let skillPools = Optimizer.voyageSkillPools;
//List of the highest EV crew for the voyage. We move down the list according to the index assessing if we want to consider the crew (trained or not)
///and if there is room left for them in their skill signature
let rankArray = Optimizer.voyageSkillRankings.currentRarity[skillPairing];
//Rank index is used to track where we are moving down the rank array
let rankIndex = 0;
//Used to find the best crew, but not seat them. These crew have been observed to have a valid seat waiting for them, even with the automated seating code failing
while (!skillPools.voyageCrew.full && rankIndex < rankArray.length) {
let crewName = rankArray[rankIndex];
let crew = Optimizer.rosterLibrary[crewName];
//If there is room in the immediate seats available and if they're already invested
if (!skillPools[crew.skillSet.signature].full) {
if (crew.chronsInvested || crew.name === traineeName) {
Optimizer.assignCrewToPools(skillPools[crew.skillSet.signature], crew.name);
rankIndex++;
} else {
rankIndex++;
}
} else if (skillPools[crew.skillSet.signature].full) {
rankIndex++;
} else {
console.log("We're still stuck in an infinite while loop?!");
}
}
//Saving the best crew of the combination for the loop into their permanent library
let voyageEVWithTrainee = 0;
skillPools.voyageCrew.assignedCrew.forEach(crewName => {
//Crew roster unseated
voyageEVWithTrainee += Optimizer.rosterLibrary[crewName].skillData[Optimizer.rosterLibrary[crewName].rarity].voyageMetrics[skillPairing];
});
Optimizer.topCrewToTrain[traineeName].totalEVAdded += voyageEVWithTrainee - Optimizer.topVoyageCrews.currentBest[skillPairing].totalEV;
});
}
},
sortCrewToTrain() {
let sortingArray = [];
for (let crewName in Optimizer.topCrewToTrain) {
sortingArray.push(crewName);
}
while (sortingArray.length > 0) {
let highestContribingTrainee = '';
let highestContributedEV = 0;
let highestContributedVoyages = '';
sortingArray.forEach(crewName => {
if (Optimizer.topCrewToTrain[crewName].totalEVAdded > highestContributedEV) {
highestContribingTrainee = crewName;
highestContributedEV = Optimizer.topCrewToTrain[crewName].totalEVAdded
highestContributedVoyages = Optimizer.topCrewToTrain[crewName].voyagesImproved
}
});
if (highestContribingTrainee in Optimizer.rosterLibrary) {
Optimizer.rankedCrewToTrain.push({
name: highestContribingTrainee,
addedEV: highestContributedEV,
currentRarity: Optimizer.rosterLibrary[highestContribingTrainee].rarity,
maxRarity: Optimizer.rosterLibrary[highestContribingTrainee].maxRarity,
voyagesImproved: highestContributedVoyages,
});
} else {
console.log(`Error! Can't find crew: '${highestContribingTrainee}' in the roster`);
}
sortingArray.splice(sortingArray.indexOf(highestContribingTrainee), 1);
}
},
findBestCitedCrew() {
//The loop uses skillPairing to assess each voyage combination
Optimizer.skillPairingsArray.forEach(skillPairing => {
//One central object for the signatures and subsets is used. I should be cleared each time for repopulation during the next voyage combination
////May want to consider reducing the scope of that pool into the find best crew crew for X function
Optimizer.resetVoyageSkillPools();
//Abbreviating reference
let skillPools = Optimizer.voyageSkillPools;
//List of the highest EV crew for the voyage. We move down the list according to the index assessing if we want to consider the crew (trained or not)
///and if there is room left for them in their skill signature
let rankArray = Optimizer.voyageSkillRankings.fullyCited[skillPairing];
//Rank index is used to track where we are moving down the rank array
let rankIndex = 0;
//Used to find the best crew, but not seat them. These crew have been observed to have a valid seat waiting for them, even with the automated seating code failing
while (!skillPools.voyageCrew.full) {
let crewName = rankArray[rankIndex];
let crew = Optimizer.rosterLibrary[crewName];
//If there is room in the immediate seats available and if they're already invested
if (!skillPools[crew.skillSet.signature].full) {
Optimizer.assignCrewToPools(skillPools[crew.skillSet.signature], crew.name);
rankIndex++;
} else if (skillPools[crew.skillSet.signature].full) {
rankIndex++;
}
}
//Saving the best crew of the combination for the loop into their permanent library
skillPools.voyageCrew.assignedCrew.forEach(crewName => {
//Crew roster unseated
Optimizer.topVoyageCrews.citedBest[skillPairing].crew.push(crewName);
for (var skill in Optimizer.rosterLibrary[crewName].skillData[Optimizer.rosterLibrary[crewName].maxRarity].base_skills) {
Optimizer.topVoyageCrews.citedBest[skillPairing].skillTotals[skill] +=
Optimizer.rosterLibrary[crewName].skillData[Optimizer.rosterLibrary[crewName].maxRarity].base_skills[skill].ev;
};
Optimizer.topVoyageCrews.citedBest[skillPairing].totalEV +=
Optimizer.rosterLibrary[crewName].skillData[Optimizer.rosterLibrary[crewName].maxRarity].voyageMetrics[skillPairing];
});
});
},
findCrewToCite() {
Optimizer.skillPairingsArray.forEach(skillPairing => {
Optimizer.topVoyageCrews.citedBest[skillPairing].crew.forEach(citedCrew => {
if (!Optimizer.rosterLibrary[citedCrew].immortalityStatus.fullyFused) {
if (Optimizer.topCrewToCite[citedCrew]) {
Optimizer.topCrewToCite[citedCrew].voyagesImproved.push(skillPairing);
} else {
Optimizer.topCrewToCite[citedCrew] = {
voyagesImproved: [skillPairing],
totalEVContribution: 0,
citationsUntilRelevancy: 0,
totalEVPerCitation: 0,
totalEVNextCitation: 0,
totalEVFullyCited: 0,
totalEVRemaining: 0,
skills: Optimizer.rosterLibrary[citedCrew].skillsRanked
}
}
};
});
});
},
createCandidateRarityRankingArray(candidateName, candidateRarityLevel, skillPairing) {
let candidate = Optimizer.rosterLibrary[candidateName];
let currentRarityRankingArray = Optimizer.voyageSkillRankings.currentRarity[skillPairing];
let currentRarityWithCandidateRankingArray = [];
let currentRarityIndex = 0;
let candidatePlaced = false;
while (currentRarityIndex < currentRarityRankingArray.length) {
let crew = Optimizer.rosterLibrary[currentRarityRankingArray[currentRarityIndex]];
if (candidateName === crew.name && candidatePlaced) {
// currentRarityWithCandidateRankingArray.push(candidateName);
currentRarityIndex++;
} else
if (candidate.skillData[candidateRarityLevel].voyageMetrics[skillPairing] > crew.skillData[crew.rarity].voyageMetrics[skillPairing] && !candidatePlaced) {
currentRarityWithCandidateRankingArray.push(candidateName);
candidatePlaced = true;
} else {
currentRarityWithCandidateRankingArray.push(crew.name);
currentRarityIndex++;
}
}
return currentRarityWithCandidateRankingArray;
},
findBestCrewWithRarityDependentCandidate(rankArray, candidateName) {
Optimizer.resetVoyageSkillPools();
let skillPools = Optimizer.voyageSkillPools;
let rankIndex = 0;
while (!skillPools.voyageCrew.full && rankIndex < rankArray.length) {
let crewName = rankArray[rankIndex];
let crew = Optimizer.rosterLibrary[crewName];
//If there is room in the immediate seats available and if they're already invested
if (!skillPools[crew.skillSet.signature].full) {
if (crew.chronsInvested || crew.name === candidateName) {
Optimizer.assignCrewToPools(skillPools[crew.skillSet.signature], crew.name);
rankIndex++;
} else {
rankIndex++;
}
} else if (skillPools[crew.skillSet.signature].full) {
rankIndex++;
} else {
console.log("We're still stuck in an infinite while loop?!");
}
}
let voyageCrew = skillPools.voyageCrew.assignedCrew;
return voyageCrew;
},
findEVofVoyageCrewWithRarityDependentCandidate(voyageCrew, skillPairing, candidateName, rarityLevel) {
let candidate = Optimizer.rosterLibrary[candidateName];
let totalVoyageEV = 0;
voyageCrew.forEach(crewName => {
let crew = Optimizer.rosterLibrary[crewName];
if (crewName === candidateName) {
totalVoyageEV += candidate.skillData[rarityLevel].voyageMetrics[skillPairing];
} else {
totalVoyageEV += crew.skillData[crew.rarity].voyageMetrics[skillPairing];
}
});
return totalVoyageEV;
},
findEVContributionOfCrewToCite() {
for (var citationCandidateName in Optimizer.topCrewToCite) {
let candidate = Optimizer.rosterLibrary[citationCandidateName];
Optimizer.topCrewToCite[candidate.name].voyagesImproved.forEach(skillPairing => {
//We need to compare the candidate as if they were leveled at current rarity and compare against leveled candidate at max rarity
//If we calculate a partially fused unleveled candidate against their potential at max rarity, we will get artificially high EV/citation numbers
//Also around here I intend to eventually do a loop through each individual remaining rarity level to process how many citations until relevance, and the EV ot the NEXT citation
//To get the EV of the crew with candidate at current rarity. It is possible that a candidate which is relevant at max rarity will not get picked at their current rarity
//This will correctly reduce their EV/citation, reflecting a true increase of potential while fully cited while also properly suggesting that they might not be the best next choice
// Philsophy change. Compare EV of current crew with candidate FF
//Find EV of current crew, to get candidate's total contribution
let voyageRankingsWithoutCandidate = Optimizer.createRankingArrayWithoutCandidate(candidate.name, skillPairing);
let bestCrewWithoutCandidate = Optimizer.findBestCrewWithoutCandidate(voyageRankingsWithoutCandidate, candidate.name);
let voyageEVWithoutCandidate = Optimizer.findEVofVoyageCrewWithoutCandidate(bestCrewWithoutCandidate, skillPairing);
let voyageRankingWithCandidateAtCurrentRarity = Optimizer.createCandidateRarityRankingArray(candidate.name, candidate.rarity, skillPairing);
let voyageCrewWithCandidateAtCurrentRarity = Optimizer.findBestCrewWithRarityDependentCandidate(voyageRankingWithCandidateAtCurrentRarity, candidate.name);
let voyageEVWithCandidateAtCurrentRarity = Optimizer.findEVofVoyageCrewWithRarityDependentCandidate(voyageCrewWithCandidateAtCurrentRarity, skillPairing, candidate.name, candidate.rarity);
//Get the EV of crew with candidate at max rarity
let voyageRankingWithCandidateAtMaxRarity = Optimizer.createCandidateRarityRankingArray(candidate.name, candidate.maxRarity, skillPairing);
let voyageCrewWithCandidateAtMaxRarity = Optimizer.findBestCrewWithRarityDependentCandidate(voyageRankingWithCandidateAtMaxRarity, candidate.name);
let voyageEVWithCandidateAtMaxRarity = Optimizer.findEVofVoyageCrewWithRarityDependentCandidate(voyageCrewWithCandidateAtMaxRarity, skillPairing, candidate.name, candidate.maxRarity);
Optimizer.topCrewToCite[candidate.name].totalEVContribution +=
voyageEVWithCandidateAtMaxRarity - voyageEVWithoutCandidate;
Optimizer.topCrewToCite[candidate.name].totalEVRemaining +=
voyageEVWithCandidateAtMaxRarity - voyageEVWithCandidateAtCurrentRarity;
Optimizer.topCrewToCite[candidate.name].totalEVPerCitation +=
(voyageEVWithCandidateAtMaxRarity - voyageEVWithCandidateAtCurrentRarity) / (candidate.maxRarity - candidate.rarity);
});
}
},
sortCrewToCite() {
let sortingArray = [];
for (let crewName in Optimizer.topCrewToCite) {
sortingArray.push(crewName);
}
while (sortingArray.length > 0) {
let highestContributingTrainee = '';
let highestContributedEV = 0;
sortingArray.forEach(crewName => {
if (Optimizer.topCrewToCite[crewName].totalEVContribution > highestContributedEV) {
highestContributingTrainee = crewName;
highestContributedEV = Optimizer.topCrewToCite[crewName].totalEVContribution
}
});
Optimizer.rankedCrewToCite.push({
name: highestContributingTrainee,
totalEVContribution: Optimizer.topCrewToCite[highestContributingTrainee].totalEVContribution,
totalEVRemaining: Optimizer.topCrewToCite[highestContributingTrainee].totalEVRemaining,
evPerCitation: Optimizer.topCrewToCite[highestContributingTrainee].totalEVPerCitation,
voyagesImproved: Optimizer.topCrewToCite[highestContributingTrainee].voyagesImproved,
skills: Optimizer.topCrewToCite[highestContributingTrainee].skills
});
sortingArray.splice(sortingArray.indexOf(highestContributingTrainee), 1);
}
},
createRankingArrayWithoutCandidate(candidateName, skillPairing) {
let candidate = Optimizer.rosterLibrary[candidateName];
let currentRarityRankingArray = Optimizer.voyageSkillRankings.currentRarity[skillPairing];
let currentRarityWithoutCandidateRankingArray = [];
currentRarityRankingArray.forEach(crewName => {
if (crewName !== candidateName) {
currentRarityWithoutCandidateRankingArray.push(crewName);
}
});
return currentRarityWithoutCandidateRankingArray;
},
findBestCrewWithoutCandidate(rankArray) {
Optimizer.resetVoyageSkillPools();
let skillPools = Optimizer.voyageSkillPools;
let rankIndex = 0;
while (!skillPools.voyageCrew.full && rankIndex < rankArray.length) {
let crewName = rankArray[rankIndex];
let crew = Optimizer.rosterLibrary[crewName];
//If there is room in the immediate seats available and if they're already invested
if (!skillPools[crew.skillSet.signature].full) {
if (crew.chronsInvested) {
Optimizer.assignCrewToPools(skillPools[crew.skillSet.signature], crew.name);
rankIndex++;
} else {
rankIndex++;
}
} else if (skillPools[crew.skillSet.signature].full) {
rankIndex++;
} else {
console.log("We're still stuck in an infinite while loop?!");
}
}
let voyageCrew = skillPools.voyageCrew.assignedCrew;
return voyageCrew;
},
findEVofVoyageCrewWithoutCandidate(voyageCrew, skillPairing) {
let totalVoyageEV = 0;
voyageCrew.forEach(crewName => {
let crew = Optimizer.rosterLibrary[crewName];
totalVoyageEV += crew.skillData[crew.rarity].voyageMetrics[skillPairing];
});
return totalVoyageEV;
},
};
export default Optimizer;