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https://github.com/Luzifer/runemetrics.git
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Allow displaying remaining XP to target level
Signed-off-by: Knut Ahlers <knut@ahlers.me>
This commit is contained in:
parent
15d54ac1fd
commit
a4ff4c444a
3 changed files with 50 additions and 11 deletions
17
main.go
17
main.go
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@ -173,14 +173,25 @@ func updateUI(player string) error {
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levelTable.RowStyles[0] = ui.Style{Fg: ui.ColorWhite, Modifier: ui.ModifierBold}
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levelTable.SetRect(0, 6, termWidth, 6+2+len(playerData.SkillValues)+1)
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levelTable.RowSeparator = false
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levelTable.Rows = [][]string{{"Skill", "Level", "Level %", "XP", "XP to next Level"}}
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levelTable.Rows = [][]string{{"Skill", "Level", "Level %", "XP", "XP remaining"}}
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for i, s := range playerData.SkillValues {
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var (
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remaining = strconv.FormatInt(s.ID.Info().XPToNextLevel(s.XP/10), 10)
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percentage = strconv.FormatFloat(s.ID.Info().LevelPercentage(s.XP/10), 'f', 1, 64)
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)
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if s.TargetLevel > 0 {
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remaining = strconv.FormatInt(s.ID.Info().XPToTargetLevel(s.TargetLevel, s.XP/10), 10)
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percentage = strconv.FormatFloat(s.ID.Info().TargetPercentage(s.TargetLevel, s.XP/10), 'f', 1, 64)
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levelTable.RowStyles[i+1] = ui.Style{Fg: ui.ColorYellow}
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}
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levelTable.Rows = append(levelTable.Rows, []string{
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s.ID.String(),
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strconv.Itoa(s.Level),
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strconv.FormatFloat(s.ID.Info().LevelPercentage(s.Level, s.XP/10), 'f', 1, 64),
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percentage,
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strconv.FormatInt(s.XP/10, 10),
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strconv.FormatInt(s.ID.Info().XPToNextLevel(s.Level, s.XP/10), 10),
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remaining,
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})
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if time.Since(s.Updated) < cfg.MarkerTime {
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@ -41,7 +41,8 @@ type skill struct {
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Rank int64 `json:"rank"`
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XP int64 `json:"xp"`
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Updated time.Time
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TargetLevel int
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Updated time.Time
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}
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type playerInfo struct {
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@ -122,6 +123,7 @@ func getPlayerInfo(name string, activities int) (*playerInfo, error) {
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for i, nSk := range out.SkillValues {
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if oSk := playerInfoCache.GetSkill(nSk.ID); oSk.XP == nSk.XP {
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out.SkillValues[i].Updated = oSk.Updated
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out.SkillValues[i].TargetLevel = oSk.TargetLevel
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continue
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}
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40
skill.go
40
skill.go
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@ -8,26 +8,52 @@ type skillInfo struct {
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skillCurve string // ???
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}
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func (s skillInfo) NextLevelXP(level int) int64 {
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func (s skillInfo) LevelFromXP(xp int64) int {
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levelTree := levels
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if s.skillCurve != "" {
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levelTree = masterLevels
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}
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return levelTree[level+1]
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for i := 1; i <= len(levelTree); i++ {
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if levelTree[i] > xp {
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return i - 1
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}
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}
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return 1
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}
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func (s skillInfo) LevelPercentage(level int, xp int64) float64 {
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func (s skillInfo) LevelXP(level int) int64 {
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levelTree := levels
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if s.skillCurve != "" {
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levelTree = masterLevels
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}
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return levelTree[level]
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}
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func (s skillInfo) LevelPercentage(xp int64) float64 {
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var (
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xpCurr = float64(s.NextLevelXP(level - 1))
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xpNext = float64(s.NextLevelXP(level))
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level = s.LevelFromXP(xp)
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xpCurr = float64(s.LevelXP(level))
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xpNext = float64(s.LevelXP(level + 1))
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)
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return (float64(xp) - xpCurr) / (xpNext - xpCurr) * 100
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}
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func (s skillInfo) XPToNextLevel(level int, xp int64) int64 {
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return s.NextLevelXP(level) - xp
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func (s skillInfo) TargetPercentage(level int, xp int64) float64 {
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var xpNext = float64(s.LevelXP(level))
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return float64(xp) / xpNext * 100
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}
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func (s skillInfo) XPToNextLevel(xp int64) int64 {
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level := s.LevelFromXP(xp)
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return s.LevelXP(level+1) - xp
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}
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func (s skillInfo) XPToTargetLevel(level int, xp int64) int64 {
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return s.LevelXP(level) - xp
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}
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var skillList = []skillInfo{
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