// ==UserScript==
// @name Melvor ETA
// @namespace http://tampermonkey.net/
// @version 0.3.5-0.19
// @description Shows xp/h and mastery xp/h, and the time remaining until certain targets are reached. Takes into account Mastery Levels and other bonuses.
// @description Please report issues on https://github.com/gmiclotte/Melvor-Time-Remaining/issues or message TinyCoyote#1769 on Discord
// @description The last part of the version number is the most recent version of Melvor that was tested with this script. More recent versions might break the script.
// @description Forked from Breindahl#2660's Melvor TimeRemaining script v0.6.2.2., originally developed by Breindahl#2660, Xhaf#6478 and Visua#9999
// @author GMiclotte
// @match https://*.melvoridle.com/*
// @exclude https://wiki.melvoridle.com*
// @noframes
// @grant none
// ==/UserScript==
// settings can be changed from the console, the default values here will be overwritten by the values in localStorage['ETASettings']
window.ETASettings = {
/*
toggles
*/
// true for 12h clock (AM/PM), false for 24h clock
IS_12H_CLOCK: false,
// true for short clock `xxhxxmxxs`, false for long clock `xx hours, xx minutes and xx seconds`
IS_SHORT_CLOCK: true,
// true for alternative main display with xp/h, mastery xp/h and action count
SHOW_XP_RATE: true,
// true to show action times
SHOW_ACTION_TIME: false,
// true to allow final pool percentage > 100%
UNCAP_POOL: true,
// true will show the current xp/h and mastery xp/h; false shows average if using all resources
// does not affect anything if SHOW_XP_RATE is false
CURRENT_RATES: false,
// set to true to include mastery tokens in time until 100% pool
USE_TOKENS: false,
// set to true to show partial level progress in the ETA tooltips
SHOW_PARTIAL_LEVELS: false,
// set to true to hide the required resources in the ETA tooltips
HIDE_REQUIRED: false,
// set to true to play a sound when we run out of resources or reach a target
DING_RESOURCES: true,
DING_LEVEL: true,
DING_MASTERY: true,
DING_POOL: true,
// change the ding sound level
DING_VOLUME: 0.1,
/*
targets
*/
// Default global target level / mastery / pool% is 99 / 99 / 100
GLOBAL_TARGET_LEVEL: 99,
GLOBAL_TARGET_MASTERY: 99,
GLOBAL_TARGET_POOL: 100,
// skill specific targets can be defined here, these override the global targets
TARGET_LEVEL: {
// [CONSTANTS.skill.Firemaking]: 120,
},
TARGET_MASTERY: {
// [CONSTANTS.skill.Herblore]: 90,
},
TARGET_POOL: {
// [CONSTANTS.skill.Crafting]: 25,
},
// returns the appropriate target
getNext: (current, list) => {
if (list === undefined) {
return list
}
if (list.length !== undefined) {
for (let i = 0; i < list.length; i++) {
if (list[i] > current) {
return list[i];
}
}
return Math.max(list);
}
return list;
},
getTarget: (current, global, specific, defaultTarget) => {
if (current !== null) {
global = ETASettings.getNext(current, global);
specific = ETASettings.getNext(current, specific);
}
let target = defaultTarget;
if (Number.isInteger(global)) {
target = global;
}
if (Number.isInteger(specific)) {
target = specific;
}
if (target <= 0) {
target = defaultTarget;
}
return Math.ceil(target);
},
getTargetLevel: (skillID, currentLevel) => {
return ETASettings.getTarget(currentLevel, ETASettings.GLOBAL_TARGET_LEVEL, ETASettings.TARGET_LEVEL[skillID], 99);
},
getTargetMastery: (skillID, currentMastery) => {
return ETASettings.getTarget(currentMastery, ETASettings.GLOBAL_TARGET_MASTERY, ETASettings.TARGET_MASTERY[skillID], 99);
},
getTargetPool: (skillID, currentPool) => {
return ETASettings.getTarget(currentPool, ETASettings.GLOBAL_TARGET_POOL, ETASettings.TARGET_POOL[skillID], 100);
},
/*
methods
*/
// save settings to local storage
save: () => {
window.localStorage['ETASettings'] = window.JSON.stringify(window.ETASettings);
}
};
// global object
window.ETA = {};
ETA.log = function (...args) {
console.log("Melvor ETA:", ...args)
}
ETA.createSettingsMenu = () => {
// check if combat sim methods are available
if (window.MICSR === undefined || MICSR.TabCard === undefined) {
ETA.menuCreationAttempts = (ETA.menuCreationAttempts || 0) + 1;
if (ETA.menuCreationAttempts > 10) {
ETA.log('Failed to add settings menu!')
} else {
// try again in 50 ms
setTimeout(ETA.createSettingsMenu, 50);
}
return;
}
// set names
ETA.menuItemID = 'etaButton';
ETA.modalID = 'etaModal';
// clean up in case elements already exist
MICSR.destroyMenu(ETA.menuItemID, ETA.modalID);
// create wrappers and access point
ETA.content = document.createElement('div');
ETA.content.className = 'mcsTabContent';
MICSR.addMenuItem('ETA Settings', 'assets/media/main/settings_header.svg', ETA.menuItemID, 'etaModal')
MICSR.addModal('ETA Settings', ETA.modalID, [ETA.content])
// add toggles card
ETA.addToggles();
// add global target card
ETA.addGlobalTargetInputs();
// add target card
ETA.addTargetInputs();
// log
ETA.log('added settings menu!')
}
ETA.addToggles = () => {
ETA.togglesCard = new MICSR.Card(ETA.content, '', '150px', true);
const titles = {
IS_12H_CLOCK: 'Use 12h clock',
IS_SHORT_CLOCK: 'Use short time format',
SHOW_XP_RATE: 'Show XP rates',
SHOW_ACTION_TIME: 'Show action times',
UNCAP_POOL: 'Show pool past 100%',
CURRENT_RATES: 'Show current rates',
USE_TOKENS: '"Use" Mastery tokens',
SHOW_PARTIAL_LEVELS: 'Show partial levels',
HIDE_REQUIRED: 'Hide required resources',
DING_RESOURCES: 'Ding when out of resources',
DING_LEVEL: 'Ding on level target',
DING_MASTERY: 'Ding on mastery target',
DING_POOL: 'Ding on pool target',
};
Object.getOwnPropertyNames(titles).forEach(property => {
const title = titles[property];
ETA.togglesCard.addToggleRadio(
title,
property,
ETASettings,
property,
ETASettings[property],
);
});
}
ETA.addGlobalTargetInputs = () => {
ETA.globalTargetsCard = new MICSR.Card(ETA.content, '', '150px', true);
[
{id: 'LEVEL', label: 'Global level targets', defaultValue: [99]},
{id: 'MASTERY', label: 'Global mastery targets', defaultValue: [99]},
{id: 'POOL', label: 'Global pool targets (%)', defaultValue: [100]},
].forEach(target => {
const globalKey = 'GLOBAL_TARGET_' + target.id;
ETA.globalTargetsCard.addNumberArrayInput(
target.label,
ETASettings,
globalKey,
target.defaultValue
);
});
}
ETA.addTargetInputs = () => {
ETA.skillTargetCard = new MICSR.TabCard('ETA-target', true, ETA.content, '', '150px', true);
[
CONSTANTS.skill.Woodcutting,
CONSTANTS.skill.Fishing,
CONSTANTS.skill.Firemaking,
CONSTANTS.skill.Cooking,
CONSTANTS.skill.Mining,
CONSTANTS.skill.Smithing,
CONSTANTS.skill.Thieving,
CONSTANTS.skill.Fletching,
CONSTANTS.skill.Crafting,
CONSTANTS.skill.Runecrafting,
CONSTANTS.skill.Herblore,
CONSTANTS.skill.Agility,
CONSTANTS.skill.Magic,
].forEach(i => {
const card = ETA.skillTargetCard.addTab(SKILLS[i].name, SKILLS[i].media, '', '150px');
card.addSectionTitle(SKILLS[i].name + ' Targets');
[
{id: 'LEVEL', label: 'Level targets'},
{id: 'MASTERY', label: 'Mastery targets'},
{id: 'POOL', label: 'Pool targets (%)'},
].forEach(target => {
const key = 'TARGET_' + target.id;
card.addNumberArrayInput(
target.label,
ETASettings[key],
i,
);
});
});
}
////////
//ding//
////////
// Function to check if task is complete
ETA.taskComplete = function () {
const last = ETA.timeLeftLast;
const current = ETA.timeLeftCurrent;
if (last === undefined) {
return;
}
if (last.skillID !== current.skillID) {
// started a different skill, don't ding
return;
}
if (last.action !== current.action) {
// started a different action, don't ding
return;
}
if (last.times.length !== current.times.length) {
// ding settings were changed, don't ding
return;
}
// ding if any targets were reached
for (let i = 0; i < last.times.length; i++) {
const lastTime = last.times[i];
const currentTime = current.times[i];
if (lastTime.current >= lastTime.target) {
// target already reached
continue;
}
if (currentTime.current >= lastTime.target) { // current level is higher than previous target
notifyPlayer(last.skillID, currentTime.msg, "danger");
ETA.log(currentTime.msg);
let ding = new Audio("https://www.myinstants.com/media/sounds/ding-sound-effect.mp3");
ding.volume = ETASettings.DING_VOLUME;
ding.play();
return;
}
}
}
ETA.time = (ding, target, current, msg) => {
return {ding: ding, target: target, current: current, msg: msg};
};
ETA.setTimeLeft = function (initial, times) {
// save previous
ETA.timeLeftLast = ETA.timeLeftCurrent;
// set current
ETA.timeLeftCurrent = {
skillID: initial.skillID,
action: initial.currentAction.toString(),
times: times.filter(x => x.ding),
}
}
//////////////
//containers//
//////////////
const tempContainer = (id) => {
return html2Node(''
+ '<div class="font-size-base font-w600 text-center text-muted">'
+ ` <small id ="${id}" class="mb-2" style="display:block;clear:both;white-space:pre-line" data-toggle="tooltip" data-placement="top" data-html="true" title="" data-original-title="">`
+ ' </small>'
+ ` <small id ="${id}" class="mb-2" style="display:block;clear:both;white-space:pre-line">`
+ `<div id="${id + '-YouHave'}"/>`
+ ' </small>'
+ '</div>');
}
ETA.makeProcessingDisplays = function () {
// smithing
let node = document.getElementById('smith-item-have');
node.parentNode.insertBefore(tempContainer('timeLeftSmithing'), node.nextSibling);
// fletching
node = document.getElementById('fletch-item-have');
node.parentNode.insertBefore(tempContainer('timeLeftFletching'), node.nextSibling);
// Runecrafting
node = document.getElementById('runecraft-item-have');
node.parentNode.insertBefore(tempContainer('timeLeftRunecrafting'), node.nextSibling);
// Crafting
node = document.getElementById('craft-item-have');
node.parentNode.insertBefore(tempContainer('timeLeftCrafting'), node.nextSibling);
// Herblore
node = document.getElementById('herblore-item-have');
node.parentNode.insertBefore(tempContainer('timeLeftHerblore'), node.nextSibling);
// Cooking
node = document.getElementById('skill-cooking-food-selected-qty');
node = node.parentNode.parentNode.parentNode;
node.parentNode.insertBefore(tempContainer('timeLeftCooking'), node.nextSibling);
// Firemaking
node = document.getElementById('skill-fm-logs-selected-qty');
node = node.parentNode.parentNode.parentNode;
node.parentNode.insertBefore(tempContainer('timeLeftFiremaking'), node.nextSibling);
// Alt. Magic
node = document.getElementById('magic-item-have-and-div');
node.parentNode.insertBefore(tempContainer('timeLeftMagic'), node.nextSibling);
}
ETA.makeMiningDisplay = function () {
miningData.forEach((_, i) => {
const node = document.getElementById(`mining-ore-img-${i}`);
node.parentNode.insertBefore(tempContainer(`timeLeftMining-${i}`), node);
});
}
ETA.makeThievingDisplay = function () {
thievingNPC.forEach((_, i) => {
const node = document.getElementById(`success-rate-${i}`).parentNode;
node.parentNode.insertBefore(tempContainer(`timeLeftThieving-${i}`), node.nextSibling);
});
}
ETA.makeWoodcuttingDisplay = function () {
trees.forEach((_, i) => {
const node = document.getElementById(`tree-rates-${i}`);
node.parentNode.insertBefore(tempContainer(`timeLeftWoodcutting-${i}`), node.nextSibling);
});
const node = document.getElementById('skill-woodcutting-multitree').parentNode;
node.parentNode.insertBefore(tempContainer('timeLeftWoodcutting-Secondary'), node.nextSibling);
}
ETA.makeFishingDisplay = function () {
fishingAreas.forEach((_, i) => {
const node = document.getElementById(`fishing-area-${i}-selected-fish-xp`);
node.parentNode.insertBefore(tempContainer(`timeLeftFishing-${i}`), node.nextSibling);
});
}
ETA.makeAgilityDisplay = function () {
chosenAgilityObstacles.forEach(i => {
if (i === -1) {
return;
}
if (document.getElementById(`timeLeftAgility-${i}`)) {
// element already exists
return;
}
let node = document.getElementById(`agility-obstacle-${i}`);
node = node.children[0].children[0].children[0];
node.insertBefore(tempContainer(`timeLeftAgility-${i}`), node.children[3]);
});
if (document.getElementById('timeLeftAgility-Secondary')) {
// element already exists
return;
}
document.getElementById('agility-breakdown-items').appendChild(tempContainer('timeLeftAgility-Secondary'));
}
html2Node = (html) => {
var template = document.createElement('template');
html = html.trim(); // Never return a text node of whitespace as the result
template.innerHTML = html;
return template.content.firstChild;
}
////////////////
//main wrapper//
////////////////
ETA.timeRemainingWrapper = function (skillID, checkTaskComplete) {
// populate the main `time remaining` variables
if (isGathering(skillID)) {
gatheringWrapper(skillID, checkTaskComplete);
} else {
productionWrapper(skillID, checkTaskComplete);
}
}
function gatheringWrapper(skillID, checkTaskComplete) {
let data = [];
let current;
// gathering skills
switch (skillID) {
case CONSTANTS.skill.Mining:
data = miningData;
current = currentRock;
break;
case CONSTANTS.skill.Thieving:
data = thievingNPC;
current = npcID;
break;
case CONSTANTS.skill.Woodcutting:
data = trees;
current = -1; // never progress bar or ding for single tree
break;
case CONSTANTS.skill.Fishing:
data = fishingAreas;
current = currentFishingArea;
break;
case CONSTANTS.skill.Agility:
data = [];
// only keep active chosen obstacles
for (const x of chosenAgilityObstacles) {
if (x >= 0) {
data.push(x);
} else {
break;
}
}
current = -1; // never progress bar or ding for single obstacle
break
}
if (data.length > 0) {
if (skillID !== CONSTANTS.skill.Agility) {
data.forEach((x, i) => {
if (skillID === CONSTANTS.skill.Woodcutting && currentlyCutting === 2 && currentTrees.includes(i)) {
return;
}
let initial = initialVariables(skillID, checkTaskComplete);
if (initial.skillID === CONSTANTS.skill.Fishing) {
initial.fishID = selectedFish[i];
if (initial.fishID === null) {
return;
}
}
initial.currentAction = i;
if (initial.skillID === CONSTANTS.skill.Agility) {
initial.currentAction = x;
initial.agilityObstacles = data;
}
asyncTimeRemaining(initial);
});
}
if (skillID === CONSTANTS.skill.Woodcutting) {
if (currentlyCutting === 2) {
// init first tree
let initial = initialVariables(skillID, checkTaskComplete);
initial.currentAction = currentTrees;
initial.multiple = ETA.PARALLEL;
// run time remaining
asyncTimeRemaining(initial);
} else {
// wipe the display, there's no way of knowing which tree is being cut
document.getElementById(`timeLeft${skillName[skillID]}-Secondary`).textContent = '';
}
}
if (skillID === CONSTANTS.skill.Agility) {
// init first tree
let initial = initialVariables(skillID, checkTaskComplete);
initial.currentAction = data;
initial.agilityObstacles = data;
initial.multiple = ETA.PARALLEL;
// run time remaining
asyncTimeRemaining(initial);
}
}
}
function productionWrapper(skillID, checkTaskComplete) {
// production skills
let initial = initialVariables(skillID, checkTaskComplete);
switch (initial.skillID) {
case CONSTANTS.skill.Smithing:
initial.currentAction = selectedSmith;
break;
case CONSTANTS.skill.Fletching:
initial.currentAction = selectedFletch;
break;
case CONSTANTS.skill.Runecrafting:
initial.currentAction = selectedRunecraft;
break;
case CONSTANTS.skill.Crafting:
initial.currentAction = selectedCraft;
break;
case CONSTANTS.skill.Herblore:
initial.currentAction = selectedHerblore;
break;
case CONSTANTS.skill.Cooking:
initial.currentAction = selectedFood;
break;
case CONSTANTS.skill.Firemaking:
initial.currentAction = selectedLog;
break;
case CONSTANTS.skill.Magic:
initial.currentAction = selectedAltMagic;
break;
}
if (initial.currentAction === undefined || initial.currentAction === null) {
return;
}
asyncTimeRemaining(initial);
}
function asyncTimeRemaining(initial) {
setTimeout(
function () {
timeRemaining(initial);
},
0,
);
}
/////////////
//injection//
/////////////
function script() {
// Loading script
ETA.log('loading...');
// constants
ETA.SINGLE = 0;
ETA.PARALLEL = 1;
ETA.SEQUENTIAL = 2;
// data
ETA.insigniaModifier = 1 - items[CONSTANTS.item.Clue_Chasers_Insignia].increasedItemChance / 100;
// (25 - 10) / 100 = 0.15
ETA.rhaelyxChargePreservation = (items[CONSTANTS.item.Crown_of_Rhaelyx].chanceToPreserve - items[CONSTANTS.item.Crown_of_Rhaelyx].baseChanceToPreserve) / 100;
// lvlToXp cache
ETA.lvlToXp = Array.from({length: 200}, (_, i) => exp.level_to_xp(i));
// select and start craft overrides
ETA.selectRef = {};
ETA.startRef = {};
[ // skill name, select names, < start name >
// start name is only required if the start method is not of the form `start${skill name}`
// production skills
["Smithing", ["Smith"]],
["Fletching", ["Fletch"]],
["Runecrafting", ["Runecraft"]],
["Crafting", ["Craft"]],
["Herblore", ["Herblore"]],
["Cooking", ["Food"]],
["Firemaking", ["Log"], "burnLog"],
// alt magic
["Magic", ["Magic", "ItemForMagic"], "castMagic"],
// gathering skills go in a the next loop
].forEach(skill => {
let skillName = skill[0];
// wrap the select methods
let selectNames = skill[1];
selectNames.forEach(entry => {
let selectName = "select" + entry;
// original methods are kept in the selectRef object
ETA.selectRef[selectName] = window[selectName];
window[selectName] = function (...args) {
ETA.selectRef[selectName](...args);
try {
ETA.timeRemainingWrapper(CONSTANTS.skill[skillName], false);
} catch (e) {
console.error(e);
}
};
});
// wrap the start methods
let startName = "start" + skillName;
if (skill.length > 2) {
// override default start name if required
startName = skill[2];
}
// original methods are kept in the startRef object
ETA.startRef[skillName] = window[startName];
window[startName] = function (...args) {
ETA.startRef[skillName](...args);
try {
ETA.timeRemainingWrapper(CONSTANTS.skill[skillName], true);
} catch (e) {
console.error(e);
}
};
});
[ // skill name, start name
// gathering skills
["Mining", "mineRock"],
["Thieving", "pickpocket"],
["Woodcutting", "cutTree"],
["Fishing", "startFishing"],
["Fishing", "selectFish"],
["Agility", "startAgility"],
].forEach(skill => {
let skillName = skill[0];
// wrap the start method
let startName = skill[1];
// original methods are kept in the startRef object
ETA.startRef[startName] = window[startName];
window[startName] = function (...args) {
ETA.startRef[startName](...args);
try {
ETA.timeRemainingWrapper(CONSTANTS.skill[skillName], true);
} catch (e) {
console.error(e);
}
};
});
ETA.changePageRef = changePage;
changePage = function (...args) {
let skillName = undefined;
switch (args[0]) {
case 0:
skillName = "Woodcutting";
break;
case 7:
skillName = "Fishing";
break;
case 10:
skillName = "Mining";
break;
case 14:
skillName = "Thieving";
break;
case 26:
skillName = "Agility";
}
if (skillName !== undefined) {
try {
ETA.timeRemainingWrapper(CONSTANTS.skill[skillName], false);
} catch (e) {
console.error(e);
}
}
ETA.changePageRef(...args);
};
// Create timeLeft containers
ETA.makeProcessingDisplays();
ETA.makeMiningDisplay();
ETA.makeThievingDisplay();
ETA.makeWoodcuttingDisplay();
ETA.makeFishingDisplay();
ETA.makeAgilityDisplay();
// remake Agility display after loading the Agility Obstacles
ETA.loadAgilityRef = loadAgility;
loadAgility = (...args) => {
ETA.loadAgilityRef(...args);
ETA.log('Remaking Agility display');
ETA.makeAgilityDisplay();
try {
ETA.timeRemainingWrapper(CONSTANTS.skill.Agility, false);
} catch (e) {
console.error(e);
}
}
// Mastery Pool progress
for (let id in SKILLS) {
if (SKILLS[id].hasMastery) {
let bar = $(`#mastery-pool-progress-${id}`)[0];
$(bar).after(`<div id="mastery-pool-progress-end-${id}" class="progress-bar bg-warning" role="progressbar" style="width: 0%; background-color: #e5ae679c !important;"></div>`);
}
}
// Mastery Progress bars
for (let id in SKILLS) {
if (SKILLS[id].hasMastery) {
let name = skillName[id].toLowerCase();
let bar = $(`#${name}-mastery-progress`)[0];
$(bar).after(`<div id="${id}-mastery-pool-progress-end" class="progress-bar bg-info" role="progressbar" style="width: 0%; background-color: #5cace59c !important;"></div>`);
}
}
// Mastery Skill progress
for (let id in SKILLS) {
if (SKILLS[id].hasMastery) {
let bar = $(`#skill-progress-bar-${id}`)[0];
$(bar).after(`<div id="skill-progress-bar-end-${id}" class="progress-bar bg-info" role="progressbar" style="width: 0%; background-color: #5cace59c !important;"></div>`);
}
}
//
ETA.log('loaded!');
setTimeout(ETA.createSettingsMenu, 50);
}
// inject the script
(function () {
function injectScript(main) {
const scriptElement = document.createElement('script');
scriptElement.textContent = `try {(${main})();} catch (e) {console.log(e);}`;
document.body.appendChild(scriptElement).parentNode.removeChild(scriptElement);
}
function loadScript() {
if ((window.isLoaded && !window.currentlyCatchingUp)
|| (typeof unsafeWindow !== 'undefined' && unsafeWindow.isLoaded && !unsafeWindow.currentlyCatchingUp)) {
// Only load script after game has opened
clearInterval(scriptLoader);
injectScript(script);
// load settings from local storage
if (window.localStorage['ETASettings'] !== undefined) {
const stored = window.JSON.parse(window.localStorage['ETASettings']);
Object.getOwnPropertyNames(stored).forEach(x => {
window.ETASettings[x] = stored[x];
});
window.ETASettings.save();
}
// regularly save settings to local storage
setInterval(window.ETASettings.save, 1000)
}
}
const scriptLoader = setInterval(loadScript, 200);
})();
////////////////////
//internal methods//
////////////////////
// Function to get unformatted number for Qty
function getQtyOfItem(itemID) {
const bankID = getBankId(itemID);
if (bankID === -1) {
return 0;
}
return bank[bankID].qty;
}
// help function for time display
function appendName(t, name, isShortClock) {
if (t === 0) {
return "";
}
if (isShortClock) {
return t + name[0];
}
let result = t + " " + name;
if (t === 1) {
return result;
}
return result + "s";
}
// Convert milliseconds to hours/minutes/seconds and format them
function msToHms(ms, isShortClock = ETASettings.IS_SHORT_CLOCK) {
let seconds = Number(ms / 1000);
// split seconds in days, hours, minutes and seconds
let d = Math.floor(seconds / 86400)
let h = Math.floor(seconds % 86400 / 3600);
let m = Math.floor(seconds % 3600 / 60);
let s = Math.floor(seconds % 60);
// no comma in short form
// ` and ` if hours and minutes or hours and seconds
// `, ` if hours and minutes and seconds
let dDisplayComma = " ";
if (!isShortClock && d > 0) {
let count = (h > 0) + (m > 0) + (s > 0);
if (count === 1) {
dDisplayComma = " and ";
} else if (count > 1) {
dDisplayComma = ", ";
}
}
let hDisplayComma = " ";
if (!isShortClock && h > 0) {
let count = (m > 0) + (s > 0);
if (count === 1) {
hDisplayComma = " and ";
} else if (count > 1) {
hDisplayComma = ", ";
}
}
// no comma in short form
// ` and ` if minutes and seconds
let mDisplayComma = " ";
if (!isShortClock && m > 0) {
if (s > 0) {
mDisplayComma = " and ";
}
}
// append h/hour/hours etc depending on isShortClock, then concat and return
return appendName(d, "day", isShortClock) + dDisplayComma
+ appendName(h, "hour", isShortClock) + hDisplayComma
+ appendName(m, "minute", isShortClock) + mDisplayComma
+ appendName(s, "second", isShortClock);
}
// Add seconds to date
function addMSToDate(date, ms) {
return new Date(date.getTime() + ms);
}
// Format date 24 hour clock
function dateFormat(now, then, is12h = ETASettings.IS_12H_CLOCK) {
let format = {weekday: "short", month: "short", day: "numeric"};
let date = then.toLocaleString(undefined, format);
if (date === now.toLocaleString(undefined, format)) {
date = "";
} else {
date += " at ";
}
let hours = then.getHours();
let minutes = then.getMinutes();
// convert to 12h clock if required
let amOrPm = '';
if (is12h) {
amOrPm = hours >= 12 ? 'pm' : 'am';
hours = (hours % 12) || 12;
} else {
// only pad 24h clock hours
hours = hours < 10 ? '0' + hours : hours;
}
// pad minutes
minutes = minutes < 10 ? '0' + minutes : minutes;
// concat and return remaining time
return date + hours + ':' + minutes + amOrPm;
}
// Convert level to Xp needed to reach that level
function convertLvlToXp(level) {
if (level === Infinity) {
return Infinity;
}
let xp = 0;
if (level === 1) {
return xp;
}
xp = ETA.lvlToXp[level] + 1;
return xp;
}
// binary search for optimization
function binarySearch(array, pred) {
let lo = -1, hi = array.length;
while (1 + lo < hi) {
const mi = lo + ((hi - lo) >> 1);
if (pred(array[mi])) {
hi = mi;
} else {
lo = mi;
}
}
return hi;
}
// Convert Xp value to level
function convertXpToLvl(xp, noCap = false) {
let level = binarySearch(ETA.lvlToXp, (t) => (xp <= t)) - 1;
if (level < 1) {
level = 1;
} else if (!noCap && level > 99) {
level = 99;
}
return level;
}
// Get Mastery Level of given Skill and Mastery ID
function getMasteryLevel(skill, masteryID) {
return convertXpToLvl(MASTERY[skill].xp[masteryID]);
}
// Progress in current level
function getPercentageInLevel(currentXp, finalXp, type, bar = false) {
let currentLevel = convertXpToLvl(currentXp, true);
if (currentLevel >= 99 && (type === "mastery" || bar === true)) return 0;
let currentLevelXp = convertLvlToXp(currentLevel);
let nextLevelXp = convertLvlToXp(currentLevel + 1);
let diffLevelXp = nextLevelXp - currentLevelXp;
let currentLevelPercentage = (currentXp - currentLevelXp) / diffLevelXp * 100;
if (bar === true) {
let finalLevelPercentage = ((finalXp - currentXp) > (nextLevelXp - currentXp)) ? 100 - currentLevelPercentage : ((finalXp - currentXp) / diffLevelXp * 100).toFixed(4);
return finalLevelPercentage;
} else {
return currentLevelPercentage;
}
}
//Return the preservation for any mastery and pool
function masteryPreservation(initial, masteryXp, poolXp) {
if (!initial.hasMastery) {
return 0;
}
const masteryLevel = convertXpToLvl(masteryXp);
let preservationChance = 0;
switch (initial.skillID) {
case CONSTANTS.skill.Cooking:
if (poolXp >= initial.poolLim[2])
preservationChance += 10;
break;
case CONSTANTS.skill.Smithing:
let smithingMasteryLevel = masteryLevel;
if (smithingMasteryLevel >= 99) preservationChance += 30;
else if (smithingMasteryLevel >= 80) preservationChance += 20;
else if (smithingMasteryLevel >= 60) preservationChance += 15;
else if (smithingMasteryLevel >= 40) preservationChance += 10;
else if (smithingMasteryLevel >= 20) preservationChance += 5;
if (poolXp >= initial.poolLim[1])
preservationChance += 5;
if (poolXp >= initial.poolLim[2])
preservationChance += 5;
break;
case CONSTANTS.skill.Fletching:
preservationChance += 0.2 * masteryLevel - 0.2;
if (masteryLevel >= 99)
preservationChance += 5;
break;
case CONSTANTS.skill.Crafting:
preservationChance += 0.2 * masteryLevel - 0.2;
if (masteryLevel >= 99)
preservationChance += 5;
if (poolXp >= initial.poolLim[1])
preservationChance += 5;
break;
case CONSTANTS.skill.Runecrafting:
if (poolXp >= initial.poolLim[2])
preservationChance += 10;
break;
case CONSTANTS.skill.Herblore:
preservationChance += 0.2 * masteryLevel - 0.2;
if (masteryLevel >= 99)
preservationChance += 5;
if (poolXp >= initial.poolLim[2])
preservationChance += 5;
break;
}
return preservationChance;
}
// Adjust interval based on unlocked bonuses
function intervalAdjustment(initial, poolXp, masteryXp, skillInterval) {
let flatReduction = initial.flatIntervalReduction;
let percentReduction = initial.percentIntervalReduction;
let adjustedInterval = skillInterval;
// compute mastery or pool dependent modifiers
switch (initial.skillID) {
case CONSTANTS.skill.Woodcutting:
if (convertXpToLvl(masteryXp) >= 99) {
flatReduction += 200;
}
break;
case CONSTANTS.skill.Firemaking:
if (poolXp >= initial.poolLim[1]) {
percentReduction += 10;
}
percentReduction += convertXpToLvl(masteryXp) * 0.1;
break;
case CONSTANTS.skill.Mining:
if (poolXp >= initial.poolLim[2]) {
flatReduction += 200;
}
break;
case CONSTANTS.skill.Crafting:
if (poolXp >= initial.poolLim[2]) {
adjustedInterval -= 200;
}
break;
case CONSTANTS.skill.Fletching:
if (poolXp >= initial.poolLim[3]) {
adjustedInterval -= 200;
}
break;
case CONSTANTS.skill.Agility:
percentReduction += 3 * Math.floor(convertXpToLvl(masteryXp) / 10);
break;
}
// apply modifiers
adjustedInterval *= 1 - percentReduction / 100;
adjustedInterval -= flatReduction;
return Math.ceil(adjustedInterval);
}
// Adjust interval based on down time
// This only applies to Mining, Thieving and Agility
function intervalRespawnAdjustment(initial, currentInterval, poolXp, masteryXp, agiLapTime) {
let adjustedInterval = currentInterval;
switch (initial.skillID) {
case CONSTANTS.skill.Mining:
// compute max rock HP
let rockHP = 5 /*base*/ + convertXpToLvl(masteryXp);
if (petUnlocked[4]) {
rockHP += 5;
}
if (poolXp >= initial.poolLim[3]) {
rockHP += 10;
}
// potions can preserve rock HP
let preservation = herbloreBonuses[10].bonus[1]
if (preservation !== null) {
rockHP /= (1 - preservation / 100);
}
// compute average time per action
let spawnTime = miningData[initial.currentAction].respawnInterval;
if (poolXp > initial.poolLim[1]) {
spawnTime *= 0.9;
}
adjustedInterval = (adjustedInterval * rockHP + spawnTime) / rockHP;
break;
case CONSTANTS.skill.Thieving:
let successRate = 0;
let npc = thievingNPC[initial.currentAction];
if (convertXpToLvl(masteryXp) >= 99) {
successRate = 100;
} else {
let increasedSuccess = 0;
if (poolXp >= initial.poolLim[1]) {
increasedSuccess = 10;
}
successRate = Math.floor((skillLevel[CONSTANTS.skill.Thieving] - npc.level) * 0.7
+ convertXpToLvl(masteryXp) * 0.25
+ npc.baseSuccess) + increasedSuccess;
}
if (successRate > npc.maxSuccess && convertXpToLvl(masteryXp) < 99) {
successRate = npc.maxSuccess;
}
if (glovesTracker[CONSTANTS.shop.gloves.Thieving_Gloves].isActive
&& glovesTracker[CONSTANTS.shop.gloves.Thieving_Gloves].remainingActions > 0 // TODO: handle charge use
&& equippedItems[CONSTANTS.equipmentSlot.Gloves] === CONSTANTS.item.Thieving_Gloves) {
successRate += 10;
}
successRate = Math.min(100, successRate) / 100;
// stunTime = 3s + time of the failed action, since failure gives no xp or mxp
let stunTime = 3000 + adjustedInterval;
// compute average time per action
adjustedInterval = adjustedInterval * successRate + stunTime * (1 - successRate);
break;
case CONSTANTS.skill.Agility:
adjustedInterval = agiLapTime;
}
return Math.ceil(adjustedInterval);
}
// Adjust skill Xp based on unlocked bonuses
function skillXpAdjustment(initial, itemXp, itemID, poolXp, masteryXp) {
let staticXpBonus = initial.staticXpBonus;
switch (initial.skillID) {
case CONSTANTS.skill.Herblore:
if (poolXp >= initial.poolLim[1]) {
staticXpBonus += 0.03;
}
break;
}
let xpMultiplier = 1;
switch (initial.skillID) {
case CONSTANTS.skill.Runecrafting:
if (poolXp >= initial.poolLim[1] && items[itemID].type === "Rune") {
xpMultiplier += 1.5;
}
break;
case CONSTANTS.skill.Cooking: {
const burnChance = calcBurnChance(masteryXp);
const cookXp = itemXp * (1 - burnChance);
const burnXp = 1 * burnChance;
itemXp = cookXp + burnXp;
break;
}
case CONSTANTS.skill.Fishing: {
const junkChance = calcJunkChance(initial, masteryXp, poolXp);
const fishXp = itemXp * (1 - junkChance);
const junkXp = 1 * junkChance;
itemXp = (fishXp + junkXp);
if (equippedItems.includes(CONSTANTS.item.Pirates_Lost_Ring)) {
xpMultiplier += items[CONSTANTS.item.Pirates_Lost_Ring].fishingBonusXP / 100;
}
break;
}
case CONSTANTS.skill.Smithing: {
if (glovesTracker[CONSTANTS.shop.gloves.Smithing_Gloves].isActive
&& glovesTracker[CONSTANTS.shop.gloves.Smithing_Gloves].remainingActions > 0 // TODO: handle charge use
&& equippedItems[CONSTANTS.equipmentSlot.Gloves] === CONSTANTS.item.Smithing_Gloves) {
xpMultiplier += 0.5;
}
break;
}
}
return itemXp * staticXpBonus * xpMultiplier;
}
// Calculate total number of unlocked items for skill based on current skill level
ETA.msLevelMap = {};
function calcTotalUnlockedItems(skillID, skillXp) {
const currentSkillLevel = convertXpToLvl(skillXp);
if (ETA.msLevelMap[skillID] === undefined) {
ETA.msLevelMap[skillID] = MILESTONES[skillName[skillID]].map(x => x.level)
}
return binarySearch(ETA.msLevelMap[skillID], (t) => currentSkillLevel < t);
}
// compute average actions per mastery token
function actionsPerToken(skillID, skillXp, masteryXp) {
let actions = 20000 / calcTotalUnlockedItems(skillID, skillXp);
if (equippedItems.includes(CONSTANTS.item.Clue_Chasers_Insignia)) {
actions *= ETA.insigniaModifier;
}
if (skillID === CONSTANTS.skill.Cooking) {
actions /= 1 - calcBurnChance(masteryXp);
}
return actions;
}
function isGathering(skillID) {
return [
CONSTANTS.skill.Woodcutting,
CONSTANTS.skill.Fishing,
CONSTANTS.skill.Mining,
CONSTANTS.skill.Thieving,
CONSTANTS.skill.Agility
].includes(skillID);
}
function initialVariables(skillID, checkTaskComplete) {
let initial = {
skillID: skillID,
checkTaskComplete: checkTaskComplete,
staticXpBonus: 1,
flatIntervalReduction: 0,
percentIntervalReduction: 0,
skillReq: [], // Needed items for craft and their quantities
recordCraft: Infinity, // Amount of craftable items for limiting resource
hasMastery: skillID !== CONSTANTS.skill.Magic, // magic has no mastery, so we often check this
multiple: ETA.SINGLE,
// gathering skills are treated differently, so we often check this
isGathering: isGathering(skillID),
// Generate default values for script
// skill
skillXp: skillXP[skillID],
targetLevel: ETASettings.getTargetLevel(skillID, skillLevel[skillID]),
skillLim: [], // Xp needed to reach next level
skillLimLevel: [],
// mastery
masteryLim: [], // Xp needed to reach next level
masteryLimLevel: [0],
totalMasteryLevel: 0,
// pool
poolXp: 0,
targetPool: 0,
targetPoolXp: 0,
poolLim: [], // Xp need to reach next pool checkpoint
staticPreservation: 0,
maxPoolXp: 0,
tokens: 0,
poolLimCheckpoints: [10, 25, 50, 95, 100, Infinity], //Breakpoints for mastery pool bonuses followed by Infinity
//////////////
//DEPRECATED//
//////////////
masteryID: 0,
masteryXp: 0,
skillInterval: 0,
itemID: undefined,
itemXp: 0,
}
// skill
initial.targetXp = convertLvlToXp(initial.targetLevel);
// Breakpoints for skill bonuses - default all levels starting at 2 to 99, followed by Infinity
initial.skillLimLevel = Array.from({length: 98}, (_, i) => i + 2);
initial.skillLimLevel.push(Infinity);
// mastery
// Breakpoints for mastery bonuses - default all levels starting at 2 to 99, followed by Infinity
if (initial.hasMastery) {
initial.masteryLimLevel = Array.from({length: 98}, (_, i) => i + 2);
}
initial.masteryLimLevel.push(Infinity);
// static preservation
initial.staticPreservation += playerModifiers.increasedGlobalPreservationChance;
initial.staticPreservation -= playerModifiers.decreasedGlobalPreservationChance;
initial.staticPreservation += getTotalFromModifierArray("increasedSkillPreservationChance", skillID);
initial.staticPreservation -= getTotalFromModifierArray("decreasedSkillPreservationChance", skillID)
if (equippedItems.includes(CONSTANTS.item.Crown_of_Rhaelyx) && initial.hasMastery && !initial.isGathering) {
initial.staticPreservation += items[CONSTANTS.item.Crown_of_Rhaelyx].baseChanceToPreserve; // Add base 10% chance
}
return initial;
}
function skillCapeEquipped(capeID) {
return equippedItems.includes(capeID)
|| equippedItems.includes(CONSTANTS.item.Max_Skillcape)
|| equippedItems.includes(CONSTANTS.item.Cape_of_Completion);
}
function configureSmithing(initial) {
initial.itemID = smithingItems[initial.currentAction].itemID;
initial.itemXp = items[initial.itemID].smithingXP;
initial.skillInterval = 2000;
for (let i of items[initial.itemID].smithReq) {
const req = {...i};
if (req.id === CONSTANTS.item.Coal_Ore && skillCapeEquipped(CONSTANTS.item.Smithing_Skillcape)) {
req.qty /= 2;
}
initial.skillReq.push(req);
}
initial.masteryLimLevel = [20, 40, 60, 80, 99, Infinity]; // Smithing Mastery Limits
return initial;
}
function configureFletching(initial) {
initial.itemID = fletchingItems[initial.currentAction].itemID;
initial.itemXp = items[initial.itemID].fletchingXP;
initial.skillInterval = 2000;
for (let i of items[initial.itemID].fletchReq) {
initial.skillReq.push(i);
}
//Special Case for Arrow Shafts
if (initial.itemID === CONSTANTS.item.Arrow_Shafts) {
if (selectedFletchLog === undefined) {
selectedFletchLog = 0;
}
initial.skillReq = [initial.skillReq[selectedFletchLog]];
}
return initial;
}
function configureRunecrafting(initial) {
initial.itemID = runecraftingItems[initial.currentAction].itemID;
initial.itemXp = items[initial.itemID].runecraftingXP;
initial.skillInterval = 2000;
for (let i of items[initial.itemID].runecraftReq) {
initial.skillReq.push(i);
}
initial.masteryLimLevel = [99, Infinity]; // Runecrafting has no Mastery bonus
return initial;
}
function configureCrafting(initial) {
initial.itemID = craftingItems[initial.currentAction].itemID;
initial.itemXp = items[initial.itemID].craftingXP;
initial.skillInterval = 3000;
items[initial.itemID].craftReq.forEach(i => initial.skillReq.push(i));
return initial;
}
function configureHerblore(initial) {
initial.itemID = herbloreItemData[initial.currentAction].itemID[getHerbloreTier(initial.currentAction)];
initial.itemXp = herbloreItemData[initial.currentAction].herbloreXP;
initial.skillInterval = 2000;
for (let i of items[initial.itemID].herbloreReq) {
initial.skillReq.push(i);
}
return initial;
}
function configureCooking(initial) {
initial.itemID = initial.currentAction;
initial.itemXp = items[initial.itemID].cookingXP;
initial.skillInterval = 3000;
initial.skillReq = [{id: initial.itemID, qty: 1}];
initial.masteryLimLevel = [99, Infinity]; //Cooking has no Mastery bonus
initial.itemID = items[initial.itemID].cookedItemID;
return initial;
}
function configureFiremaking(initial) {
initial.itemID = initial.currentAction;
initial.itemXp = logsData[initial.currentAction].xp * (1 + bonfireBonus / 100);
initial.skillInterval = logsData[initial.currentAction].interval;
initial.skillReq = [{id: initial.itemID, qty: 1}];
return initial;
}
function configureMagic(initial) {
initial.skillInterval = 2000;
//Find need runes for spell
if (ALTMAGIC[initial.currentAction].runesRequiredAlt !== undefined && useCombinationRunes) {
for (let i of ALTMAGIC[initial.currentAction].runesRequiredAlt) {
initial.skillReq.push({...i});
}
} else {
for (let i of ALTMAGIC[initial.currentAction].runesRequired) {
initial.skillReq.push({...i});
}
}
// Get Rune discount
let capeMultiplier = 1;
if (skillCapeEquipped(CONSTANTS.item.Magic_Skillcape)) {
// Add cape multiplier
capeMultiplier = 2;
}
for (let i = 0; i < initial.skillReq.length; i++) {
if (items[equippedItems[CONSTANTS.equipmentSlot.Weapon]].providesRune !== undefined) {
if (items[equippedItems[CONSTANTS.equipmentSlot.Weapon]].providesRune.includes(initial.skillReq[i].id)) {
initial.skillReq[i].qty -= items[equippedItems[CONSTANTS.equipmentSlot.Weapon]].providesRuneQty * capeMultiplier;
}
}
}
initial.skillReq = initial.skillReq.filter(item => item.qty > 0); // Remove all runes with 0 cost
//Other items
if (ALTMAGIC[initial.currentAction].selectItem === 1 && selectedMagicItem[1] !== null) { // Spells that just use 1 item
let found = false;
for (const req of initial.skillReq) {
if (req.id === selectedMagicItem[1]) {
req.qty++;
found = true;
}
}
if (!found) {
initial.skillReq.push({id: selectedMagicItem[1], qty: 1});
}
} else if (ALTMAGIC[initial.currentAction].selectItem === -1) { // Spells that doesn't require you to select an item
if (ALTMAGIC[initial.currentAction].needCoal) { // Rags to Riches II
initial.skillReq.push({id: 48, qty: 1});
}
} else if (selectedMagicItem[0] !== null && ALTMAGIC[initial.currentAction].selectItem === 0) { // SUPERHEAT
for (let i of items[selectedMagicItem[0]].smithReq) {
initial.skillReq.push({...i});
}
if (ALTMAGIC[initial.currentAction].ignoreCoal) {
initial.skillReq = initial.skillReq.filter(item => item.id !== 48);
}
}
initial.masteryLimLevel = [Infinity]; //AltMagic has no Mastery bonus
initial.itemXp = ALTMAGIC[initial.currentAction].magicXP;
return initial;
}
function configureGathering(initial) {
initial.skillReq = [];
initial.recordCraft = 0;
initial.masteryID = initial.currentAction;
return initial;
}
function configureMining(initial) {
initial.itemID = miningData[initial.currentAction].ore;
initial.itemXp = items[initial.itemID].miningXP;
initial.skillInterval = 3000;
return configureGathering(initial);
}
function configureThieving(initial) {
initial.itemID = undefined;
initial.itemXp = thievingNPC[initial.currentAction].xp;
initial.skillInterval = 3000;
return configureGathering(initial);
}
function configureWoodcutting(initial) {
const wcAction = x => {
return {
itemID: x,
itemXp: trees[x].xp,
skillInterval: trees[x].interval,
masteryID: x,
};
}
if (!isNaN(initial.currentAction)) {
initial.actions = [wcAction(initial.currentAction)];
} else {
initial.actions = initial.currentAction.map(x => wcAction(x));
}
return configureGathering(initial);
}
function configureFishing(initial) {
initial.itemID = fishingItems[fishingAreas[initial.currentAction].fish[initial.fishID]].itemID;
initial.itemXp = items[initial.itemID].fishingXP;
// base avg interval
let avgRoll = 0.5;
const max = items[initial.itemID].maxFishingInterval;
const min = items[initial.itemID].minFishingInterval;
initial.skillInterval = Math.floor(avgRoll * (max - min)) + min;
// handle gear and rod
let fishingAmuletBonus = 1;
if (equippedItems.includes(CONSTANTS.item.Amulet_of_Fishing)) {
fishingAmuletBonus = 1 - items[CONSTANTS.item.Amulet_of_Fishing].fishingSpeedBonus / 100;
}
initial = configureGathering(initial);
// correctly set masteryID
initial.masteryID = fishingAreas[initial.currentAction].fish[initial.fishID];
return initial
}
function configureAgility(initial) {
const agiAction = x => {
return {
itemXp: agilityObstacles[x].completionBonuses.xp,
skillInterval: agilityObstacles[x].interval,
masteryID: x,
};
}
if (!isNaN(initial.currentAction)) {
initial.actions = [agiAction(initial.currentAction)];
} else {
initial.actions = initial.currentAction.map(x => agiAction(x));
}
return configureGathering(initial);
}
// Calculate mastery xp based on unlocked bonuses
function calcMasteryXpToAdd(initial, totalMasteryLevel, skillXp, masteryXp, poolXp, timePerAction, itemID) {
const modifiedTimePerAction = getTimePerActionModifierMastery(initial.skillID, timePerAction, itemID);
let xpModifier = initial.staticMXpBonus;
// General Mastery Xp formula
let xpToAdd = ((calcTotalUnlockedItems(initial.skillID, skillXp) * totalMasteryLevel) / getTotalMasteryLevelForSkill(initial.skillID) + convertXpToLvl(masteryXp) * (getTotalItemsInSkill(initial.skillID) / 10)) * (modifiedTimePerAction / 1000) / 2;
// Skill specific mastery pool modifier
if (poolXp >= initial.poolLim[0]) {
xpModifier += 0.05;
}
// Firemaking pool and log modifiers
if (initial.skillID === CONSTANTS.skill.Firemaking) {
// If current skill is Firemaking, we need to apply mastery progression from actions and use updated poolXp values
if (poolXp >= initial.poolLim[3]) {
xpModifier += 0.05;
}
for (let i = 0; i < MASTERY[CONSTANTS.skill.Firemaking].xp.length; i++) {
// The logs you are not burning
if (initial.actions[0].masteryID !== i) {
if (getMasteryLevel(CONSTANTS.skill.Firemaking, i) >= 99) {
xpModifier += 0.0025;
}
}
}
// The log you are burning
if (convertXpToLvl(masteryXp) >= 99) {
xpModifier += 0.0025;
}
} else {
// For all other skills, you use the game function to grab your FM mastery progression
if (getMasteryPoolProgress(CONSTANTS.skill.Firemaking) >= masteryCheckpoints[3]) {
xpModifier += 0.05;
}
for (let i = 0; i < MASTERY[CONSTANTS.skill.Firemaking].xp.length; i++) {
if (getMasteryLevel(CONSTANTS.skill.Firemaking, i) >= 99) {
xpModifier += 0.0025;
}
}
}
// Combine base and modifiers
xpToAdd *= xpModifier;
// minimum 1 mastery xp per action
if (xpToAdd < 1) {
xpToAdd = 1;
}
// BurnChance affects average mastery Xp
if (initial.skillID === CONSTANTS.skill.Cooking) {
let burnChance = calcBurnChance(masteryXp);
xpToAdd *= (1 - burnChance);
}
// Fishing junk gives no mastery xp
if (initial.skillID === CONSTANTS.skill.Fishing) {
let junkChance = calcJunkChance(initial, masteryXp, poolXp);
xpToAdd *= (1 - junkChance);
}
// return average mastery xp per action
return xpToAdd;
}
// Calculate pool Xp based on mastery Xp
function calcPoolXpToAdd(skillXp, masteryXp) {
if (convertXpToLvl(skillXp) >= 99) {
return masteryXp / 2;
} else {
return masteryXp / 4;
}
}
// Calculate burn chance based on mastery level
function calcBurnChance(masteryXp) {
let burnChance = 0;
if (skillCapeEquipped(CONSTANTS.item.Cooking_Skillcape)) {
return burnChance;
}
if (equippedItems.includes(CONSTANTS.item.Cooking_Gloves)) {
return burnChance;
}
let primaryBurnChance = (30 - convertXpToLvl(masteryXp) * 0.6) / 100;
let secondaryBurnChance = 0.01;
if (primaryBurnChance <= 0) {
return secondaryBurnChance;
}
burnChance = 1 - (1 - primaryBurnChance) * (1 - secondaryBurnChance);
return burnChance;
}
// calculate junk chance
function calcJunkChance(initial, masteryXp, poolXp) {
// base
let junkChance = fishingAreas[initial.currentAction].junkChance;
// mastery turns 3% junk in 3% special
let masteryLevel = convertXpToLvl(masteryXp);
if (masteryLevel >= 50) {
junkChance -= 3;
}
// potion
if (herbloreBonuses[7].bonus[0] === 0 && herbloreBonuses[7].charges > 0) {
junkChance -= herbloreBonuses[7].bonus[1];
}
// no junk if mastery level > 65 or pool > 25%
if (masteryLevel >= 65
|| junkChance < 0
|| poolXp >= initial.poolLim[1]) {
junkChance = 0;
}
return junkChance / 100;
}
function perAction(masteryXp, targetMasteryXp) {
return {
// mastery
masteryXp: masteryXp,
targetMasteryReached: masteryXp >= targetMasteryXp,
targetMasteryTime: 0,
targetMasteryResources: 0,
// estimated number of actions taken so far
actions: 0,
}
}
function currentVariables(initial, resources) {
let current = {
actionCount: 0,
activeTotalTime: 0,
sumTotalTime: 0,
// skill
skillXp: initial.skillXp,
targetSkillReached: initial.skillXp >= initial.targetXp,
targetSkillTime: 0,
targetSkillResources: 0,
// pool
poolXp: initial.poolXp,
targetPoolReached: initial.poolXp >= initial.targetPoolXp,
targetPoolTime: 0,
targetPoolResources: 0,
totalMasteryLevel: initial.totalMasteryLevel,
// items
chargeUses: 0, // estimated remaining charge uses
tokens: initial.tokens,
// stats per action
actions: initial.actions.map(x => perAction(x.masteryXp, x.targetMasteryXp)),
// available resources
resources: resources,
};
// Check for Crown of Rhaelyx
if (equippedItems.includes(CONSTANTS.item.Crown_of_Rhaelyx) && initial.hasMastery && !initial.isGathering) {
let rhaelyxCharge = getQtyOfItem(CONSTANTS.item.Charge_Stone_of_Rhaelyx);
current.chargeUses = rhaelyxCharge * 1000; // average crafts per Rhaelyx Charge Stone
}
return current;
}
function gainPerAction(initial, current, averageActionTime) {
return current.actions.map((x, i) => {
const gain = {
xpPerAction: skillXpAdjustment(initial, initial.actions[i].itemXp, initial.actions[i].itemID, current.poolXp, x.masteryXp),
masteryXpPerAction: 0,
poolXpPerAction: 0,
tokensPerAction: 0,
tokenXpPerAction: 0,
};
if (initial.hasMastery) {
gain.masteryXpPerAction = calcMasteryXpToAdd(initial, current.totalMasteryLevel, current.skillXp, x.masteryXp, current.poolXp, averageActionTime[i], initial.actions[i].itemID);
gain.poolXpPerAction = calcPoolXpToAdd(current.skillXp, gain.masteryXpPerAction);
gain.tokensPerAction = 1 / actionsPerToken(initial.skillID, current.skillXp, x.masteryXp);
gain.tokenXpPerAction = initial.maxPoolXp / 1000 * gain.tokensPerAction;
}
return gain;
});
}
// Actions until limit
function getLim(lims, xp, max) {
const lim = lims.find(element => element > xp);
if (xp < max && max < lim) {
return Math.ceil(max);
}
return Math.ceil(lim);
}
function actionsToBreakpoint(initial, current, noResources = false) {
// Adjustments
const totalChanceToUse = 1 - initial.staticPreservation / 100
- masteryPreservation(initial, current.actions[0].masteryXp, current.poolXp) / 100;
const currentIntervals = current.actions.map((x, i) => intervalAdjustment(initial, current.poolXp, x.masteryXp, initial.actions[i].skillInterval));
if (initial.skillID === CONSTANTS.skill.Agility) {
current.agiLapTime = currentIntervals.reduce((a, b) => a + b, 0);
}
const averageActionTimes = current.actions.map((x, i) => intervalRespawnAdjustment(initial, currentIntervals[i], current.poolXp, x.masteryXp, current.agiLapTime));
// Current Xp
let gains = gainPerAction(initial, current, currentIntervals);
// average gains
const avgXpPerS = gains.map((x, i) => x.xpPerAction / averageActionTimes[i] * 1000).reduce((a, b) => a + b, 0);
let avgPoolPerS = gains.map((x, i) => x.poolXpPerAction / averageActionTimes[i] * 1000).reduce((a, b) => a + b, 0);
const masteryPerS = gains.map((x, i) => x.masteryXpPerAction / averageActionTimes[i] * 1000);
const avgTokenXpPerS = gains.map((x, i) => x.tokenXpPerAction / averageActionTimes[i] * 1000).reduce((a, b) => a + b, 0);
const avgTokensPerS = gains.map((x, i) => x.tokensPerAction / averageActionTimes[i] * 1000).reduce((a, b) => a + b, 0);
// TODO rescale sequential gains ?
// get time to next breakpoint
// skill
const skillXpToLimit = getLim(initial.skillLim, current.skillXp, initial.targetXp) - current.skillXp;
const skillXpSeconds = skillXpToLimit / avgXpPerS;
// mastery
let masteryXpSeconds = Infinity;
const allMasteryXpSeconds = [];
if (initial.hasMastery) {
initial.actions.forEach((x, i) => {
const masteryXpToLimit = getLim(initial.skillLim, current.actions[i].masteryXp, x.targetMasteryXp) - current.actions[i].masteryXp;
allMasteryXpSeconds.push(masteryXpToLimit / masteryPerS[i]);
});
masteryXpSeconds = Math.min(...allMasteryXpSeconds);
}
// pool
let poolXpSeconds = Infinity;
if (initial.hasMastery) {
const poolXpToLimit = getLim(initial.poolLim, current.poolXp, initial.targetPoolXp) - current.poolXp;
poolXpSeconds = poolXpToLimit / avgPoolPerS;
}
// resources
let resourceSeconds = Infinity;
// estimate actions remaining with current resources
if (!noResources) {
if (initial.actions.length > 1) {
ETA.log('Attempting to simulate multiple different production actions at once, this is not implemented!')
}
// estimate amount of actions possible with remaining resources
// number of actions with rhaelyx charges
let resourceActions = Math.min(current.chargeUses, current.resources / (totalChanceToUse - ETA.rhaelyxChargePreservation));
// remaining resources
const resWithoutCharge = Math.max(0, current.resources - current.chargeUses * (totalChanceToUse - ETA.rhaelyxChargePreservation));
// add number of actions without rhaelyx charges
resourceActions = Math.ceil(resourceActions + resWithoutCharge / totalChanceToUse);
resourceSeconds = resourceActions * averageActionTimes[0] / 1000;
}
// Minimum actions based on limits
const rawExpectedS = Math.min(skillXpSeconds, masteryXpSeconds, poolXpSeconds, resourceSeconds)
const expectedMS = Math.ceil(1000 * rawExpectedS);
const expectedS = expectedMS / 1000;
const expectedActions = averageActionTimes.map(x => expectedMS / x);
// estimate total remaining actions
if (!noResources) {
current.actionCount += expectedActions[0];
}
// add token xp to pool xp if desired
if (ETASettings.USE_TOKENS) {
avgPoolPerS += avgTokenXpPerS;
}
// Take away resources based on expectedActions
if (!initial.isGathering) {
// Update remaining Rhaelyx Charge uses
current.chargeUses -= expectedActions[0];
if (current.chargeUses < 0) {
current.chargeUses = 0;
}
// Update remaining resources
if (rawExpectedS === resourceSeconds) {
current.resources = 0; // No more limits
} else {
let resUsed = 0;
if (expectedActions[0] < current.chargeUses) {
// won't run out of charges yet
resUsed = expectedActions[0] * Math.max(0, totalChanceToUse - ETA.rhaelyxChargePreservation);
} else {
// first use charges
resUsed = current.chargeUses * Math.max(0, totalChanceToUse - ETA.rhaelyxChargePreservation);
// remaining actions are without charges
resUsed += (expectedActions[0] - current.chargeUses) * Math.max(0, totalChanceToUse);
}
current.resources = Math.round(current.resources - resUsed);
}
}
// time for current loop
// gain tokens, unless we're using them
if (!ETASettings.USE_TOKENS) {
current.tokens += avgTokensPerS * expectedS;
}
// Update time and Xp
switch (initial.multiple) {
case ETA.SINGLE:
current.activeTotalTime += expectedMS / averageActionTimes[0] * currentIntervals[0];
break;
case ETA.PARALLEL:
current.activeTotalTime += expectedMS / averageActionTimes.reduce((a, b) => (a + b), 0) * currentIntervals.reduce((a, b) => (a + b), 0);
break;
case ETA.SEQUENTIAL:
const loopTime = averageActionTimes.reduce((a, b) => (a + b), 0) / currentIntervals.length;
const activeTime = currentIntervals.reduce((a, b) => (a + b), 0);
current.activeTotalTime += expectedMS / loopTime * activeTime;
break;
}
current.sumTotalTime += expectedMS;
current.skillXp += avgXpPerS * expectedS;
current.actions.forEach((x, i) => current.actions[i].masteryXp += gains[i].masteryXpPerAction * expectedActions[i]);
current.poolXp += avgPoolPerS * expectedS;
// Time for target skill level, 99 mastery, and 100% pool
if (!current.targetSkillReached && initial.targetXp <= current.skillXp) {
current.targetSkillTime = current.sumTotalTime;
current.targetSkillReached = true;
current.targetSkillResources = initial.recordCraft - current.resources;
}
current.actions.forEach((x, i) => {
if (!x.targetMasteryReached && initial.actions[i].targetMasteryXp <= x.masteryXp) {
x.targetMasteryTime = current.sumTotalTime;
x.targetMasteryReached = true;
x.targetMasteryResources = initial.recordCraft - current.resources;
}
});
if (!current.targetPoolReached && initial.targetPoolXp <= current.poolXp) {
current.targetPoolTime = current.sumTotalTime;
current.targetPoolReached = true;
current.targetPoolResources = initial.recordCraft - current.resources;
}
// Update total mastery level
current.totalMasteryLevel = initial.totalMasteryLevel;
initial.actions.forEach((x, i) => {
const y = current.actions[i];
const masteryLevel = convertXpToLvl(y.masteryXp);
if (x.masteryLevel !== masteryLevel) {
// increase total mastery
current.totalMasteryLevel += masteryLevel - x.masteryLevel;
if (masteryLevel === 99 && x.lastMasteryLevel !== 99) {
halveAgilityMasteryDebuffs(initial, initial.actions[i].masteryID);
}
x.lastMasteryLevel = masteryLevel;
}
});
// return updated values
return current;
}
function halveAgilityMasteryDebuffs(initial, id) {
if (initial.skillID !== CONSTANTS.skill.Agility) {
return;
}
// check if we need to halve one of the debuffs
const m = agilityObstacles[id].modifiers;
// xp
initial.staticXpBonus += getBuff(m, 'decreasedGlobalSkillXP', 'decreasedSkillXP') / 100 / 2;
// mxp
initial.staticMXpBonus += getBuff(m, 'decreasedGlobalMasteryXP', 'decreasedMasteryXP') / 100 / 2;
// interval
initial.percentIntervalReduction += getBuff(m, 'increasedSkillIntervalPercent') / 2;
initial.flatIntervalReduction += getBuff(m, 'increasedSkillInterval') / 2;
}
function getBuff(modifier, global, specific) {
let change = 0;
if (global && modifier[global]) {
change += modifier[global];
}
if (specific && modifier[specific]) {
modifier[specific].forEach(x => {
if (x[0] === CONSTANTS.skill.Agility) {
change += x[1];
}
});
}
return change;
}
function currentXpRates(initial) {
let rates = {
xpH: 0,
masteryXpH: 0,
poolH: 0,
tokensH: 0,
actionTime: 0,
};
initial.actions.forEach((x, i) => {
const initialInterval = intervalAdjustment(initial, initial.poolXp, x.masteryXp, x.skillInterval);
const initialAverageActionTime = intervalRespawnAdjustment(initial, initialInterval, initial.poolXp, x.masteryXp, initial.agiLapTime);
rates.xpH += skillXpAdjustment(initial, x.itemXp, x.itemID, initial.poolXp, x.masteryXp) / initialAverageActionTime * 1000 * 3600;
if (initial.hasMastery) {
// compute current mastery xp / h using the getMasteryXpToAdd from the game or the method from this script
// const masteryXpPerAction = getMasteryXpToAdd(initial.skillID, initial.masteryID, initialInterval);
const masteryXpPerAction = calcMasteryXpToAdd(initial, initial.totalMasteryLevel, initial.skillXp, x.masteryXp, initial.poolXp, initialInterval, x.itemID);
rates.masteryXpH += masteryXpPerAction / initialAverageActionTime * 1000 * 3600;
// pool percentage per hour
rates.poolH += calcPoolXpToAdd(initial.skillXp, masteryXpPerAction) / initialAverageActionTime * 1000 * 3600 / initial.maxPoolXp;
rates.tokensH += 3600 * 1000 / initialAverageActionTime / actionsPerToken(initial.skillID, initial.skillXp, x.masteryXp);
}
rates.actionTime += initialInterval;
rates.timePerAction = initialAverageActionTime;
});
return rates;
}
function getXpRates(initial, current) {
// compute exp rates, either current or average until resources run out
let rates = {};
if (ETASettings.CURRENT_RATES || initial.recordCraft === 0) {
// compute current rates
rates = currentXpRates(initial);
} else {
// compute average rates until resources run out
rates.xpH = (current.skillXp - initial.skillXp) * 3600 * 1000 / current.sumTotalTime;
rates.masteryXpH = initial.actions.map((x, i) => (current.actions[i].masteryXp - x.masteryXp) * 3600 * 1000 / current.sumTotalTime);
// average pool percentage per hour
rates.poolH = (current.poolXp - initial.poolXp) * 3600 * 1000 / current.sumTotalTime / initial.maxPoolXp;
rates.tokensH = (current.tokens - initial.tokens) * 3600 * 1000 / current.sumTotalTime;
rates.actionTime = current.activeTotalTime / current.actionCount;
rates.timePerAction = current.sumTotalTime / current.actionCount;
}
// each token contributes one thousandth of the pool and then convert to percentage
rates.poolH = (rates.poolH + rates.tokensH / 1000) * 100;
return rates;
}
// Calculates expected time, taking into account Mastery Level advancements during the craft
function calcExpectedTime(initial) {
// initialize the expected time variables
let current = currentVariables(initial, initial.recordCraft, initial.actions);
// loop until out of resources
while (current.resources > 0) {
current = actionsToBreakpoint(initial, current);
}
// method to convert final pool xp to percentage
const poolCap = ETASettings.UNCAP_POOL ? Infinity : 100
const poolXpToPercentage = poolXp => Math.min((poolXp / initial.maxPoolXp) * 100, poolCap).toFixed(2);
// create result object
let expectedTime = {
timeLeft: Math.round(current.sumTotalTime),
actionCount: Math.floor(current.actionCount),
finalSkillXp: current.skillXp,
finalMasteryXp: current.actions.map(x => x.masteryXp),
finalPoolXp: current.poolXp,
finalPoolPercentage: poolXpToPercentage(current.poolXp),
targetPoolTime: current.targetPoolTime,
targetMasteryTime: current.actions.map(x => x.targetMasteryTime),
targetSkillTime: current.targetSkillTime,
rates: getXpRates(initial, current),
tokens: current.tokens,
};
// continue calculations until time to all targets is found
while (!current.targetSkillReached || (initial.hasMastery && (!current.actions.map(x => x.targetMasteryReached).reduce((a, b) => a && b, true) || !current.targetPoolReached))) {
current = actionsToBreakpoint(initial, current, true);
}
// if it is a gathering skill, then set final values to the values when reaching the final target
if (initial.isGathering) {
expectedTime.finalSkillXp = current.skillXp;
expectedTime.finalMasteryXp = current.actions.map(x => x.masteryXp);
expectedTime.finalPoolXp = current.poolXp;
expectedTime.finalPoolPercentage = poolXpToPercentage(current.poolXp);
expectedTime.tokens = current.tokens;
}
// set time to targets
expectedTime.targetSkillTime = current.targetSkillTime;
expectedTime.targetMasteryTime = current.actions.map(x => x.targetMasteryTime);
expectedTime.targetPoolTime = current.targetPoolTime;
// return the resulting data object
expectedTime.current = current;
return expectedTime;
}
function setupTimeRemaining(initial) {
// Set current skill and pull matching variables from game with script
switch (initial.skillID) {
case CONSTANTS.skill.Smithing:
initial = configureSmithing(initial);
break;
case CONSTANTS.skill.Fletching:
initial = configureFletching(initial);
break;
case CONSTANTS.skill.Runecrafting:
initial = configureRunecrafting(initial);
break;
case CONSTANTS.skill.Crafting:
initial = configureCrafting(initial);
break;
case CONSTANTS.skill.Herblore:
initial = configureHerblore(initial);
break;
case CONSTANTS.skill.Cooking:
initial = configureCooking(initial);
break;
case CONSTANTS.skill.Firemaking:
initial = configureFiremaking(initial);
break;
case CONSTANTS.skill.Magic:
initial = configureMagic(initial);
break;
case CONSTANTS.skill.Mining:
initial = configureMining(initial);
break;
case CONSTANTS.skill.Thieving:
initial = configureThieving(initial);
break;
case CONSTANTS.skill.Woodcutting:
initial = configureWoodcutting(initial);
break;
case CONSTANTS.skill.Fishing:
initial = configureFishing(initial);
break;
case CONSTANTS.skill.Agility:
initial = configureAgility(initial);
break;
}
// configure interval reductions
initial.percentIntervalReduction += getTotalFromModifierArray("decreasedSkillIntervalPercent", initial.skillID);
initial.percentIntervalReduction -= getTotalFromModifierArray("increasedSkillIntervalPercent", initial.skillID);
initial.flatIntervalReduction += getTotalFromModifierArray("decreasedSkillInterval", initial.skillID);
initial.flatIntervalReduction -= getTotalFromModifierArray("increasedSkillInterval", initial.skillID);
if (initial.skillID === CONSTANTS.skill.Agility) {
// add agility potion effect
if (herbloreBonuses[26].bonus[0] === 0 && herbloreBonuses[26].charges > 0) {
initial.percentIntervalReduction += herbloreBonuses[26].bonus[1];
}
// set initial lap time
initial.agiLapTime = 0;
if (initial.skillID === CONSTANTS.skill.Agility) {
const poolXp = MASTERY[initial.skillID].pool;
initial.agilityObstacles.forEach(x => {
const masteryXp = MASTERY[initial.skillID].xp[x];
const interval = agilityObstacles[x].interval;
initial.agiLapTime += intervalAdjustment(initial, poolXp, masteryXp, interval);
});
}
}
// Configure initial mastery values for all skills with masteries
if (initial.hasMastery) {
// mastery
initial.totalMasteryLevel = getCurrentTotalMasteryLevelForSkill(initial.skillID);
// pool
initial.poolXp = MASTERY[initial.skillID].pool;
initial.maxPoolXp = getMasteryPoolTotalXP(initial.skillID);
initial.targetPool = ETASettings.getTargetPool(initial.skillID, 100 * initial.poolXp / initial.maxPoolXp);
initial.targetPoolXp = initial.maxPoolXp;
if (initial.targetPool !== 100) {
initial.targetPoolXp = initial.maxPoolXp / 100 * initial.targetPool;
}
initial.tokens = getQtyOfItem(CONSTANTS.item["Mastery_Token_" + skillName[initial.skillID]])
}
// convert single action skills to `actions` format
// TODO: put it in this format straight away and remove the duplication
if (initial.actions === undefined) {
initial.actions = [{
itemID: initial.itemID,
itemXp: initial.itemXp,
skillInterval: initial.skillInterval,
masteryID: initial.masteryID, // this might still be undefined at this point
}];
}
// further configure the `actions`
initial.actions.forEach(x => {
if (initial.hasMastery) {
if (!initial.isGathering) {
x.masteryID = items[x.itemID].masteryID[1];
}
x.masteryXp = MASTERY[initial.skillID].xp[x.masteryID];
x.masteryLevel = convertXpToLvl(x.masteryXp);
x.lastMasteryLevel = x.masteryLevel;
x.targetMastery = ETASettings.getTargetMastery(initial.skillID, convertXpToLvl(x.masteryXp));
x.targetMasteryXp = convertLvlToXp(x.targetMastery);
}
});
// Get itemXp Bonuses from gear and pets
initial.staticXpBonus = getStaticXPBonuses(initial.skillID);
initial.staticMXpBonus = getStaticMXPBonuses(initial.skillID);
// Populate masteryLim from masteryLimLevel
for (let i = 0; i < initial.masteryLimLevel.length; i++) {
initial.masteryLim[i] = convertLvlToXp(initial.masteryLimLevel[i]);
}
// Populate skillLim from skillLimLevel
for (let i = 0; i < initial.skillLimLevel.length; i++) {
initial.skillLim[i] = convertLvlToXp(initial.skillLimLevel[i]);
}
// Populate poolLim from masteryCheckpoints
for (let i = 0; i < initial.poolLimCheckpoints.length; i++) {
initial.poolLim[i] = initial.maxPoolXp * initial.poolLimCheckpoints[i] / 100;
}
// Get Item Requirements and Current Requirements
for (let i = 0; i < initial.skillReq.length; i++) {
let itemReq = initial.skillReq[i].qty;
//Check how many of required resource in Bank
let itemQty = getQtyOfItem(initial.skillReq[i].id);
// Calculate max items you can craft for each itemReq
let itemCraft = Math.floor(itemQty / itemReq);
// Calculate limiting factor and set new record
if (itemCraft < initial.recordCraft) {
initial.recordCraft = itemCraft;
}
}
return initial;
}
function getStaticXPBonuses(skill) {
let xpMultiplier = 1;
xpMultiplier += getTotalFromModifierArray("increasedSkillXP", skill) / 100;
xpMultiplier -= getTotalFromModifierArray("decreasedSkillXP", skill) / 100;
xpMultiplier += (playerModifiers.increasedGlobalSkillXP - playerModifiers.decreasedGlobalSkillXP) / 100;
return xpMultiplier;
}
function getStaticMXPBonuses(skill) {
let xpMultiplier = 1;
xpMultiplier += getTotalFromModifierArray("increasedMasteryXP", skill) / 100;
xpMultiplier -= getTotalFromModifierArray("decreasedMasteryXP", skill) / 100;
xpMultiplier += (playerModifiers.increasedGlobalMasteryXP - playerModifiers.decreasedGlobalMasteryXP) / 100;
return xpMultiplier;
}
// Main function
function timeRemaining(initial) {
initial = setupTimeRemaining(initial);
//Time left
const results = calcExpectedTime(initial);
const ms = {
resources: Math.round(results.timeLeft),
skill: Math.round(results.targetSkillTime),
mastery: Math.round(results.targetMasteryTime),
pool: Math.round(results.targetPoolTime),
};
//Inject timeLeft HTML
const now = new Date();
const timeLeftElement = injectHTML(initial, results, ms.resources, now);
if (timeLeftElement !== null) {
generateTooltips(initial, ms, results, timeLeftElement, now, {noMastery: initial.actions.length > 1});
}
if (initial.actions.length > 1) {
const actions = [...initial.actions];
const currentActions = [...initial.currentAction];
actions.forEach((a, i) => {
initial.actions = [a];
initial.currentAction = currentActions[i];
const singleTimeLeftElement = injectHTML(initial, {rates: currentXpRates(initial)}, ms.resources, now, false);
if (singleTimeLeftElement !== null) {
const aux = {
finalMasteryXp: [results.finalMasteryXp[i]],
current: {actions: [{targetMasteryResources: 0}]},
}
generateTooltips(initial, {mastery: results.current.actions[i].targetMasteryTime}, aux, singleTimeLeftElement, now, {
noSkill: true,
noPool: true
});
}
});
//reset
initial.actions = actions;
initial.currentAction = currentActions;
}
// TODO fix this for woodcutting and agility
if (initial.actions.length === 1) {
// Set global variables to track completion
let times = [];
if (!initial.isGathering) {
times.push(ETA.time(ETASettings.DING_RESOURCES, 0, -ms.resources, "Processing finished."));
}
times.push(ETA.time(ETASettings.DING_LEVEL, initial.targetLevel, convertXpToLvl(initial.skillXp), "Target level reached."));
if (initial.hasMastery) {
initial.actions.forEach((x, i) =>
times.push(ETA.time(ETASettings.DING_MASTERY, x.targetMastery, convertXpToLvl(x.masteryXp), "Target mastery reached."))
);
times.push(ETA.time(ETASettings.DING_POOL, initial.targetPool, 100 * initial.poolXp / initial.maxPoolXp, "Target pool reached."));
}
ETA.setTimeLeft(initial, times);
if (initial.checkTaskComplete) {
ETA.taskComplete();
}
if (!initial.isGathering) {
generateProgressBars(initial, results, 0 /*TODO add proper action index here, usually it's 0 though*/);
}
}
}
function injectHTML(initial, results, msLeft, now, initialRun = true) {
let timeLeftElementId = `timeLeft${skillName[initial.skillID]}`;
if (initial.actions.length > 1) {
timeLeftElementId += "-Secondary";
} else if (initial.isGathering) {
timeLeftElementId += "-" + initial.currentAction;
}
const timeLeftElement = document.getElementById(timeLeftElementId);
if (timeLeftElement === null) {
switch (initial.skillID) {
case CONSTANTS.skill.Thieving:
ETA.makeThievingDisplay();
break;
case CONSTANTS.skill.Agility:
ETA.makeAgilityDisplay();
break;
}
if (initialRun) {
// try running the method again
return injectHTML(initial, results, msLeft, now, false);
}
return null;
}
let finishedTime = addMSToDate(now, msLeft);
timeLeftElement.textContent = "";
if (ETASettings.SHOW_XP_RATE) {
timeLeftElement.textContent = "Xp/h: " + formatNumber(Math.floor(results.rates.xpH));
if (initial.hasMastery) {
timeLeftElement.textContent += "\r\nMXp/h: " + formatNumber(Math.floor(results.rates.masteryXpH))
+ `\r\nPool/h: ${results.rates.poolH.toFixed(2)}%`
}
}
if (ETASettings.SHOW_ACTION_TIME) {
timeLeftElement.textContent += "\r\nAction time: " + formatNumber(Math.ceil(results.rates.actionTime) / 1000) + 's';
timeLeftElement.textContent += "\r\nActions/h: " + formatNumber(Math.round(100 * 3600 * 1000 / Math.floor(results.rates.timePerAction)) / 100);
}
if (!initial.isGathering) {
if (msLeft === 0) {
timeLeftElement.textContent += "\r\nNo resources!";
} else {
timeLeftElement.textContent += "\r\nActions: " + formatNumber(results.actionCount)
+ "\r\nTime: " + msToHms(msLeft)
+ "\r\nETA: " + dateFormat(now, finishedTime);
}
}
initial.actions.map(x => {
if ((initial.isGathering || initial.skillID === CONSTANTS.skill.Cooking) && x.itemID !== undefined) {
const youHaveElementId = timeLeftElementId + "-YouHave";
$("#" + youHaveElementId).replaceWith(''
+ `<small id="${youHaveElementId}">`
+ `<span>You have: ${formatNumber(getQtyOfItem(x.itemID))}</span>`
+ `<img class="skill-icon-xs mr-2" src="${items[x.itemID].media}">`
+ "</small>"
);
}
});
timeLeftElement.style.display = "block";
return timeLeftElement;
}
function generateTooltips(initial, ms, results, timeLeftElement, now, flags = {}) {
// Generate progression Tooltips
if (!timeLeftElement._tippy) {
tippy(timeLeftElement, {
allowHTML: true,
interactive: false,
animation: false,
});
}
let tooltip = '';
// level tooltip
if (!flags.noSkill) {
const finalLevel = convertXpToLvl(results.finalSkillXp, true)
const levelProgress = getPercentageInLevel(results.finalSkillXp, results.finalSkillXp, "skill");
tooltip += finalLevelElement(
'Final Level',
formatLevel(finalLevel, levelProgress) + ' / 99',
'success',
) + tooltipSection(initial, now, ms.skill, initial.targetLevel, results.current.targetSkillResources);
}
// mastery tooltip
if (!flags.noMastery && initial.hasMastery) {
// don't show mastery target when combining multiple actions
const finalMastery = convertXpToLvl(results.finalMasteryXp[0]);
const masteryProgress = getPercentageInLevel(results.finalMasteryXp[0], results.finalMasteryXp[0], "mastery");
tooltip += finalLevelElement(
'Final Mastery',
formatLevel(finalMastery, masteryProgress) + ' / 99',
'info',
) + tooltipSection(initial, now, ms.mastery, initial.actions[0].targetMastery, results.current.actions.map(x => x.targetMasteryResources));
}
// pool tooltip
if (!flags.noPool && initial.hasMastery) {
tooltip += finalLevelElement(
'Final Pool XP',
results.finalPoolPercentage + '%',
'warning',
)
let prepend = ''
const tokens = Math.round(results.tokens);
if (tokens > 0) {
prepend += `Final token count: ${tokens}`;
if (ms.pool > 0) {
prepend += '<br>';
}
}
tooltip += tooltipSection(initial, now, ms.pool, `${initial.targetPool}%`, results.current.targetPoolResources, prepend);
}
// wrap and return
timeLeftElement._tippy.setContent(`<div>${tooltip}</div>`);
}
function tooltipSection(initial, now, ms, target, resources, prepend = '') {
// final level and time to target level
if (ms > 0) {
return wrapTimeLeft(
prepend + timeLeftToHTML(
initial,
target,
msToHms(ms),
dateFormat(now, addMSToDate(now, ms)),
resources,
),
);
} else if (prepend !== '') {
return wrapTimeLeft(
prepend,
);
}
return '';
}
function finalLevelElement(finalName, finalTarget, label) {
return ''
+ '<div class="row no-gutters">'
+ ' <div class="col-6" style="white-space: nowrap;">'
+ ' <h3 class="font-size-base m-1" style="color:white;" >'
+ ` <span class="p-1" style="text-align:center; display: inline-block;line-height: normal;color:white;">`
+ finalName
+ ' </span>'
+ ' </h3>'
+ ' </div>'
+ ' <div class="col-6" style="white-space: nowrap;">'
+ ' <h3 class="font-size-base m-1" style="color:white;" >'
+ ` <span class="p-1 bg-${label} rounded" style="text-align:center; display: inline-block;line-height: normal;width: 100px;color:white;">`
+ finalTarget
+ ' </span>'
+ ' </h3>'
+ ' </div>'
+ '</div>';
}
const timeLeftToHTML = (initial, target, time, finish, resources) => `Time to ${target}: ${time}<br>ETA: ${finish}` + resourcesLeftToHTML(initial, resources);
const resourcesLeftToHTML = (initial, resources) => {
if (ETASettings.HIDE_REQUIRED || initial.isGathering || resources === 0) {
return '';
}
let req = initial.skillReq.map(x =>
`<span>${formatNumber(x.qty * resources)}</span><img class="skill-icon-xs mr-2" src="${items[x.id].media}">`
).join('');
return `<br/>Requires: ${req}`;
}
const wrapTimeLeft = (s) => {
return ''
+ '<div class="row no-gutters">'
+ ' <span class="col-12 m-1" style="padding:0.5rem 1.25rem;min-height:2.5rem;font-size:0.875rem;line-height:1.25rem;text-align:center">'
+ s
+ ' </span>'
+ '</div>';
}
const formatLevel = (level, progress) => {
if (!ETASettings.SHOW_PARTIAL_LEVELS) {
return level;
}
progress = Math.floor(progress);
if (progress !== 0) {
level = (level + progress / 100).toFixed(2);
}
return level;
}
function generateProgressBars(initial, results, idx) {
// skill
const skillProgress = getPercentageInLevel(initial.skillXp, results.finalSkillXp, "skill", true);
$(`#skill-progress-bar-end-${initial.skillID}`).css("width", skillProgress + "%");
// mastery
if (initial.hasMastery) {
const masteryProgress = getPercentageInLevel(initial.actions[idx].masteryXp, results.finalMasteryXp[idx], "mastery", true);
$(`#${initial.skillID}-mastery-pool-progress-end`).css("width", masteryProgress + "%");
// pool
const poolProgress = (results.finalPoolPercentage > 100) ?
100 - ((initial.poolXp / initial.maxPoolXp) * 100) :
(results.finalPoolPercentage - ((initial.poolXp / initial.maxPoolXp) * 100)).toFixed(4);
$(`#mastery-pool-progress-end-${initial.skillID}`).css("width", poolProgress + "%");
}
}