Multiple changes

- backend: add summoner spells
- backend: add build variants
- backend: builds are now storing full tree with runes (keystones)
- backend: build trees are split on starter items and merged on runes
- frontend: computing core tree now
- frontend: variant selectors
This commit is contained in:
2026-03-06 23:33:02 +01:00
parent 930cbf5a18
commit 271c2b26d8
14 changed files with 684 additions and 373 deletions

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@@ -1,64 +1,89 @@
import { isEmpty } from './helpers'
/**
* Trims the build tree to only show the first path
* Removes alternate build paths to keep the UI clean
* Gets all late game items from the item tree (items beyond first level)
* Returns a flat array of unique items with their counts
*/
export function trimBuilds(builds: Builds): void {
if (!builds?.tree?.children) return
export function getLateGameItems(build: Build): Array<{ data: number; count: number }> {
const lateGameItems: Array<{ data: number; count: number }> = []
const itemCounts = new Map<number, number>()
// Keep only the first child (primary build path)
builds.tree.children.splice(1, builds.tree.children.length - 1)
// Collect late items
function collectLateItems(tree: ItemTree, depth: number = 0): void {
if (depth >= 3 && tree.data !== undefined && tree.count > 0) {
const existing = itemCounts.get(tree.data) || 0
itemCounts.set(tree.data, existing + tree.count)
}
// Also trim grandchildren to first path only
if (builds.tree.children[0]?.children) {
builds.tree.children[0].children.splice(1, builds.tree.children[0].children.length - 1)
for (const child of tree.children) {
collectLateItems(child, depth + 1)
}
}
collectLateItems(build.items)
// Convert map to array
for (const [data, count] of itemCounts.entries()) {
lateGameItems.push({ data, count })
}
lateGameItems.sort((a, b) => b.count - a.count)
console.log(lateGameItems)
// Sort by count descending
return lateGameItems.filter(item => !treeToArray(getCoreItems(build)).includes(item.data))
}
function treeToArray(tree: ItemTree): Array<number> {
const arr: Array<number> = []
if (tree.data != null) arr.push(tree.data)
for (const child of tree.children) arr.push(...treeToArray(child))
return arr
}
/**
* Removes late game items that appear in the core build tree
* Prevents duplicate items from being shown
* Creates a deep copy of an ItemTree trimmed to a maximum depth
* @param tree - The item tree to copy and trim
* @param maxDepth - The maximum depth to keep (inclusive)
* @param currentDepth - The current depth during recursion
* @returns A new ItemTree with children trimmed beyond maxDepth
*/
export function trimLateGameItems(builds: Builds): void {
if (!builds?.tree || isEmpty(builds.lateGame)) return
function trimTreeDepth(tree: ItemTree, maxDepth: number, currentDepth: number = 0): ItemTree {
const trimmedTree: ItemTree = {
count: tree.count,
data: tree.data,
children: []
}
const coreItemIds = new Set<number>()
// Collect all item IDs from the tree
function collectItemIds(tree: ItemTree): void {
if (tree.data !== undefined) {
coreItemIds.add(tree.data)
}
// If we haven't reached maxDepth, include children
if (currentDepth < maxDepth) {
for (const child of tree.children || []) {
collectItemIds(child)
trimmedTree.children.push(trimTreeDepth(child, maxDepth, currentDepth + 1))
}
}
collectItemIds(builds.tree)
// Remove late game items that appear in core
builds.lateGame = builds.lateGame.filter(item => !coreItemIds.has(item.data))
return trimmedTree
}
/**
* Gets the index of the build with the highest pickrate
*/
export function getHighestPickrateBuildIndex(runes: Array<{ pickrate: number }>): number {
if (runes.length === 0) return 0
function trimTreeChildrensAtDepth(tree: ItemTree, maxChildren: number, depth: number) {
if (depth == 0) {
if (tree.children.length > maxChildren) {
tree.children.splice(maxChildren, tree.children.length - maxChildren)
}
return
}
return runes.reduce(
(maxIdx, rune, idx, arr) => (rune.pickrate > arr[maxIdx].pickrate ? idx : maxIdx),
0
)
for (const c of tree.children) {
trimTreeChildrensAtDepth(c, maxChildren, depth - 1)
}
}
/**
* Gets the first core item for each build variant
*/
export function getFirstCoreItems(runes: unknown[], builds: Builds): number[] {
return runes.map(() => {
const tree = builds?.tree
return tree?.children?.[0]?.data ?? tree?.data ?? 0
})
export function getCoreItems(build: Build): ItemTree {
const tree = trimTreeDepth(build.items, 3)
trimTreeChildrensAtDepth(tree, 1, 0)
trimTreeChildrensAtDepth(tree, 1, 1)
trimTreeChildrensAtDepth(tree, 3, 2)
return tree
}

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@@ -1,11 +0,0 @@
/**
* Mock data for development and fallback scenarios
* Used when API data is not available
*/
export const MOCK_SUMMONER_SPELLS = [
{ id: 4, count: 1000, pickrate: 0.45 }, // Flash
{ id: 7, count: 800, pickrate: 0.35 }, // Heal
{ id: 14, count: 600, pickrate: 0.15 }, // Ignite
{ id: 3, count: 200, pickrate: 0.05 } // Exhaust
]