public function getProfile($job = 'ALC', $start_level = 1) { $options = array_diff(explode(',', \Request::get('options', '')), ['']); $gear = Gear::profile($job, $start_level, 5, $options); $classjob = ClassJob::get_by_abbr($job); $stat_focus = Stat::gear_focus($job); $stat_focus_ids = Stat::get_ids($stat_focus, true); return view('gear.profile', compact('gear', 'classjob', 'stat_focus', 'stat_focus_ids', 'start_level', 'options')); }
/** * Gear Profile, An overview of all gear based on the parameters * @param string/integer $job A string or integer is accepted * @param integer $starting_level [description] * @param integer $level_range [description] * @param array $options [description] * @return array $equipment_list an array of equipment slots */ public static function profile($job = '', $starting_level = 1, $level_range = 1, $options = []) { // Get the job, depending on string or id $job = is_numeric($job) ? ClassJob::with('en_abbr')->find($job_id) : ClassJob::get_by_abbr($job); $job_abbr = $job->en_abbr->term; // Slot data $slots = Config::get('site.defined_slots'); // Stat data $stat_ids_to_focus = Stat::get_ids(Stat::gear_focus($job_abbr)); // Get all items $items = self::items($job->id, $starting_level - 10, $starting_level + $level_range, array_keys($slots), $stat_ids_to_focus, $options); // Sort those items into the appropriate buckets $equipment_list = self::organize($items, $job_abbr, $starting_level, $stat_ids_to_focus, $options); return $equipment_list; }
public static function get_gear($job_id = 0, $level = 1, $range = 0, $craftable_only = TRUE, $rewardable_too = TRUE) { // $cache_key = __METHOD__ . '|' . Config::get('language') . '|' . $job_id . ',' . $level . ',' . $range . ($craftable_only ? ('T' . ($rewardable_too ? 'T' : 'F')) : 'F'); // // Does cache exist? Return that instead // if (Cache::has($cache_key)) // return Cache::get($cache_key); // Get the job IDs $job = ClassJob::with('en_abbr')->find($job_id); $equipment_list = array_flip(Config::get('site.equipment_roles')); array_walk($equipment_list, function (&$i) { $i = []; }); // Slot data $slots = Config::get('site.defined_slots'); $slot_alias = Config::get('site.slot_alias'); $slot_cannot_equip = Config::get('site.slot_cannot_equip'); foreach ($slot_cannot_equip as &$sce) { foreach ($sce as &$ce) { $ce = $slots[$ce]; } } unset($sce, $ce); // Make sure the slot avoids pieces with certain stats $stat_ids_to_avoid = Stat::get_ids(Stat::avoid($job->en_abbr->term)); $stat_ids_to_focus = Stat::get_ids(Stat::focus($job->en_abbr->term)); $boring_stat_ids = Stat::get_ids(Stat::boring()); $advanced_stat_avoidance = Stat::advanced_avoidance($job->en_abbr->term); foreach ($advanced_stat_avoidance as &$ava) { // These are in a very specific order. // Keep that order in tact. list($a, $b) = explode(' w/o ', $ava); $ava[0] = Stat::get_ids(array($a))[0]; $ava[1] = Stat::get_ids(array($b))[0]; } unset($ava); // Get all items where: // Slot isn't zero // It's between the level & level - 10 // The class can use it // craftable only? // rewardable? foreach ($slots as $slot_identifier => $slot_name) { $query = Item::with('name', 'baseparam', 'baseparam.name', 'vendors', 'recipe', 'recipe.classjob', 'recipe.classjob.name')->where('slot', $slot_identifier)->whereBetween('equip_level', array($level - 10, $level + $range))->whereHas('classjob', function ($query) use($job_id) { $query->where('classjob.id', $job_id); })->whereHas('baseparam', function ($query) use($stat_ids_to_focus) { $query->whereIn('baseparam.id', $stat_ids_to_focus); })->orderBy('items.equip_level')->orderBy('items.level', 'DESC')->limit(20); if ($craftable_only && $rewardable_too) { $query->where(function ($query) { $query->whereHas('recipe', function ($query) { $query->where('recipes.item_id', \DB::raw('items.id')); })->orWhere('items.achievable', '1')->orWhere('items.rewarded', '1'); }); } elseif ($craftable_only) { $query->whereHas('recipe', function ($query) { $query->where('recipes.item_id', \DB::raw('items.id')); }); } $items = $query->get(); $slot = isset($slot_alias[$slot_identifier]) ? $slot_alias[$slot_identifier] : $slot_identifier; $role = $slots[$slot]; foreach ($items as $item) { // Kick it to the curb because of attributes? // Compare the focused vs the avoids $focus = $avoid = 0; $param_count = array_fill(1, 100, 0); // 73 total stats, 100's pretty safe, not to mention we only really focus on the first dozen foreach ($item->baseparam as $param) { $param_count[$param->id]++; if (in_array($param->id, $stat_ids_to_avoid)) { $avoid++; } elseif (in_array($param->id, $stat_ids_to_focus)) { $focus++; } } if ($advanced_stat_avoidance) { foreach ($advanced_stat_avoidance as $ava) { // If the [0] stat exists, but the [1] stat doesn't, drop the piece completely if ($param_count[$ava[0]] > 0 && $param_count[$ava[1]] == 0) { $avoid += 10; } } } // Really sell that this should be avoided # echo '<strong>' . $item->name->term . ' [' . $item->id . ']</strong> for ' . $role . ' (' . $focus . ',' . $avoid . ')<br>'; if ($avoid >= $focus || $focus == 0) { continue; } // if ($item->name->term == 'Linen Cowl') // dd($item->name->term, $item->slot, $slot, $slot_cannot_equip, $slot_cannot_equip[$item->slot]); // Cannot equip attribute? if (isset($slot_cannot_equip[$item->slot])) { $item->cannot_equip = implode(',', $slot_cannot_equip[$item->slot]); } $equipment_list[$role][] = $item; # echo '<strong>+ ' . $item->name->term . ' [' . $item->id . ']</strong> for ' . $role . '<br>'; } unset($items); } $two_handed_weapon_ids = ItemUICategory::two_handed_weapon_ids(); $leveled_equipment = []; // We now have a proper list, but now we need to widdle down further by ilvl // foreach (range($level, $level + $range) as $l) // { foreach ($equipment_list as $role => $items) { // Let's find the lowest acceptable level // if I'm level 15, and there are level 12 and 17 items, include the level 12 items, but nothing under that $lowest_acceptable_level = $level; $closest_found = 0; // Find max foreach ($items as $item) { if ($item->equip_level > $closest_found && $item->equip_level <= $level) { $closest_found = $item->equip_level; } } // Drop lesser items // OR figure out cannot equip stuff for weapons foreach ($items as $key => $item) { if ($item->equip_level >= $closest_found) { if (empty($item->cannot_equip) && in_array($item->itemuicategory_id, $two_handed_weapon_ids)) { $item->cannot_equip = 'Off Hand'; } //$item->cannot_equip = array_flip(Config::get('site.defined_slots'))['Off Hand']; $leveled_equipment[$role][$item->id] = $item; } } } // } // Cache the results // Cache::put($cache_key, $leveled_equipment, Config::get('site.cache_length')); return $leveled_equipment; }
public function postLoad(Request $request) { $inputs = $request->all(); $job = $request['job']; $level = $request['level']; $craftable_only = $request['craftable_only']; $rewardable_too = $request['rewardable_too']; // All Jobs $job_list = ClassJob::get_name_abbr_list(); // Jobs are capital $desired_job = strtoupper($job); $job = ClassJob::get_by_abbr($desired_job); // What stats do the class like? $stat_ids_to_focus = Stat::get_ids(Stat::focus($job->abbr->term)); view()->share(compact('job_list', 'job', 'stat_ids_to_focus', 'level')); $equipment = Item::calculate($job->id, $level, 0, $craftable_only, $rewardable_too); return $this->getOutput($equipment); }