The work in #8605 was essentially making that last step relatively cheap, and when the assignment is easy to find, the combat mod loop can make an early exit. The heart of the issue is that LO also always assigns combat mods and thus has to check combat mod permutations (up to 5! = 120) and for each permutation a different sequence of remaining energy capacities is available, so for EVERY armor set, for EVERY permutation of combat mods, LO needs to check for the feasibility of picking stat mods to hit the required minimums. First I need to explain the complexity of the current problem though: A natural-feeling extension would be adding stat mods according to stat priorities beyond the required minimums, which has been requested a bunch of times, but I've previously said I have no idea how to manage complexity-wise, so let me elaborate on that. Status: Automatically adding stat mods to hit stat minimums in the JS loadout optimizer was implemented in #8605 and it seems to perform relatively ok-ish performance-wise. The implementation ignores the stat boosts from auto mods and also ignores any tiers going over a specified maximum, but the displayed sets do take all of these into account, which can lead to sets showing a "lower" total tier set higher than a "higher" total tier set and that's confusing. Figure out the correct way to sort sets and design a way to give the user details about generated set stats.Right now they're shown in the generated sets but not used otherwise. Wire up the Loadouts autoStatMods property correctly.How many Destiny-isms (stat hashes, bucket hashes, plug category hashes) should it expose in its interface? Properly define the API of that package.I have no idea how to best make webpack use a separate package with WASM. Figure out a way to wrap the WASM FFI in a JS package and use that from DIM instead of copying everything into DIM.Status: I have a Rust-compiled-to-WebAssembly (WASM) implementation of LO that automatically assigns stat minimums at and a prototype for using it in DIM at.
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