Files
aux-addon-ClassicAPI/components/disenchant.lua
T
Manuel Simon Hirsig b94cabfc08 some ui improvements
2016-08-06 16:07:31 +02:00

200 lines
7.7 KiB
Lua

local m, public, private = aux.module'disenchant'
private.UNCOMMON = 2
private.RARE = 3
private.EPIC = 4
do
local data = {
[10940] = {'DUST', '1-20'},
[11083] = {'DUST', '21-30'},
[11137] = {'DUST', '31-40'},
[11176] = {'DUST', '41-50'},
[16204] = {'DUST', '51-60'},
[10938] = {'ESSENCE', '1-10'},
[10939] = {'ESSENCE', '11-15'},
[10998] = {'ESSENCE', '16-20'},
[11082] = {'ESSENCE', '21-25'},
[11134] = {'ESSENCE', '26-30'},
[11135] = {'ESSENCE', '31-35'},
[11174] = {'ESSENCE', '36-40'},
[11175] = {'ESSENCE', '41-45'},
[16202] = {'ESSENCE', '46-50'},
[16203] = {'ESSENCE', '51-60'},
[10978] = {'SHARD', '1-20'},
[11084] = {'SHARD', '21-25'},
[11138] = {'SHARD', '26-30'},
[11139] = {'SHARD', '31-35'},
[11177] = {'SHARD', '36-40'},
[11178] = {'SHARD', '41-45'},
[14343] = {'SHARD', '46-50'},
[14344] = {'SHARD', '51-60'},
[20725] = {'CRYSTAL', '51+'},
}
function public.source(item_id)
return unpack(data[item_id] or {})
end
end
function m.LOAD()
private.armor = aux.util.set(
'INVTYPE_HEAD',
'INVTYPE_NECK',
'INVTYPE_SHOULDER',
'INVTYPE_BODY',
'INVTYPE_CHEST',
'INVTYPE_ROBE',
'INVTYPE_WAIST',
'INVTYPE_LEGS',
'INVTYPE_FEET',
'INVTYPE_WRIST',
'INVTYPE_HAND',
'INVTYPE_FINGER',
'INVTYPE_TRINKET',
'INVTYPE_CLOAK',
'INVTYPE_HOLDABLE'
)
private.weapon = aux.util.set(
'INVTYPE_2HWEAPON' ,
'INVTYPE_WEAPONMAINHAND',
'INVTYPE_WEAPON',
'INVTYPE_WEAPONOFFHAND',
'INVTYPE_SHIELD',
'INVTYPE_RANGED',
'INVTYPE_RANGEDRIGHT'
)
end
function public.value(slot, quality, level)
local expectation
for _, event in m.distribution(slot, quality, level) do
local value = aux.history.value(event.item_id..':'..0)
if not value then
return
else
expectation = (expectation or 0) + event.probability * (event.min_quantity + event.max_quantity) / 2 * value
end
end
return expectation
end
function public.distribution(slot, quality, level)
if not (m.armor(slot) or m.weapon(slot)) or level == 0 then
return {}
end
local function p(probability_armor, probability_weapon)
if m.armor(slot) then
return probability_armor
elseif m.weapon(slot) then
return probability_weapon
end
end
if quality == m.UNCOMMON then
if level <= 10 then
return {
{item_id=10940, min_quantity=1, max_quantity=2, probability=p(0.8, 0.2)},
{item_id=10938, min_quantity=1, max_quantity=2, probability=p(0.2, 0.8)},
}
elseif level <= 15 then
return {
{item_id=10940, min_quantity=2, max_quantity=3, probability=p(0.75, 0.2)},
{item_id=10939, min_quantity=1, max_quantity=2, probability=p(0.2, 0.75)},
{item_id=10978, min_quantity=1, max_quantity=1, probability=0.05},
}
elseif level <= 20 then
return {
{item_id=10940, min_quantity=4, max_quantity=6, probability=p(0.75, 0.15)},
{item_id=10998, min_quantity=1, max_quantity=2, probability=p(0.15, 0.75)},
{item_id=10978, min_quantity=1, max_quantity=1, probability=0.10},
}
elseif level <= 25 then
return {
{item_id=11083, min_quantity=1, max_quantity=2, probability=p(0.75, 0.2)},
{item_id=11082, min_quantity=1, max_quantity=2, probability=p(0.2, 0.75)},
{item_id=11084, min_quantity=1, max_quantity=1, probability=0.05},
}
elseif level <= 30 then
return {
{item_id=11083, min_quantity=2, max_quantity=5, probability=p(0.75, 0.2)},
{item_id=11134, min_quantity=1, max_quantity=2, probability=p(0.2, 0.75)},
{item_id=11138, min_quantity=1, max_quantity=1, probability=0.05},
}
elseif level <= 35 then
return {
{item_id=11137, min_quantity=1, max_quantity=2, probability=p(0.75, 0.2)},
{item_id=11135, min_quantity=1, max_quantity=2, probability=p(0.2, 0.75)},
{item_id=11139, min_quantity=1, max_quantity=1, probability=0.05},
}
elseif level <= 40 then
return {
{item_id=11137, min_quantity=2, max_quantity=5, probability=p(0.75, 0.2)},
{item_id=11174, min_quantity=1, max_quantity=2, probability=p(0.2, 0.75)},
{item_id=11177, min_quantity=1, max_quantity=1, probability=0.05},
}
elseif level <= 45 then
return {
{item_id=11176, min_quantity=1, max_quantity=2, probability=p(0.75, 0.2)},
{item_id=11175, min_quantity=1, max_quantity=2, probability=p(0.2, 0.75)},
{item_id=11178, min_quantity=1, max_quantity=1, probability=0.05},
}
elseif level <= 50 then
return {
{item_id=11176, min_quantity=2, max_quantity=5, probability=p(0.75, 0.22)},
{item_id=16202, min_quantity=1, max_quantity=2, probability=p(0.2, 0.75)},
{item_id=14343, min_quantity=1, max_quantity=1, probability=p(0.05, 0.03)},
}
elseif level <= 55 then
return {
{item_id=16204, min_quantity=1, max_quantity=2, probability=p(0.75, 0.22)},
{item_id=16203, min_quantity=1, max_quantity=2, probability=p(0.2, 0.75)},
{item_id=14344, min_quantity=1, max_quantity=1, probability=p(0.05, 0.03)},
}
elseif level <= 60 then
return {
{item_id=16204, min_quantity=2, max_quantity=5, probability=p(0.75, 0.22)},
{item_id=16203, min_quantity=2, max_quantity=3, probability=p(0.2, 0.75)},
{item_id=14344, min_quantity=1, max_quantity=1, probability=p(0.05, 0.03)},
}
end
elseif quality == m.RARE then
if level <= 20 then
return {{item_id=10978, min_quantity=1, max_quantity=1, probability=1}}
elseif level <= 25 then
return {{item_id=11084, min_quantity=1, max_quantity=1, probability=1}}
elseif level <= 30 then
return {{item_id=11138, min_quantity=1, max_quantity=1, probability=1}}
elseif level <= 35 then
return {{item_id=11139, min_quantity=1, max_quantity=1, probability=1}}
elseif level <= 40 then
return {{item_id=11177, min_quantity=1, max_quantity=1, probability=1}}
elseif level <= 45 then
return {{item_id=11178, min_quantity=1, max_quantity=1, probability=1}}
elseif level <= 50 then
return {{item_id=14343, min_quantity=1, max_quantity=1, probability=1}}
elseif level <= 55 then
return {{item_id=14344, min_quantity=1, max_quantity=1, probability=0.995}, {item_id=20725, min_quantity=1, max_quantity=1, probability=0.005}}
elseif level <= 60 then
return {{item_id=14344, min_quantity=1, max_quantity=1, probability=0.995}, {item_id=20725, min_quantity=1, max_quantity=1, probability=0.005}}
end
elseif quality == m.EPIC then
if level <= 40 then
return {{item_id=11177, min_quantity=2, max_quantity=4, probability=1}}
elseif level <= 45 then
return {{item_id=11178, min_quantity=2, max_quantity=4, probability=1}}
elseif level <= 50 then
return {{item_id=14343, min_quantity=2, max_quantity=4, probability=1}}
elseif level <= 55 then
return {{item_id=20725, min_quantity=1, max_quantity=1, probability=1}}
elseif level <= 60 then
return {{item_id=20725, min_quantity=1, max_quantity=2, probability=1}}
end
end
return {}
end