46 lines
1.3 KiB
JavaScript
46 lines
1.3 KiB
JavaScript
const { QUALITY, QUALITY_NAMES } = require('./config/constants');
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let results = [];
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let drops = 1000;
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let header = `⫭=== Quality distribution for ${drops.toLocaleString()} drops: ===⫬`;
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console.log(header);
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console.log(`|${' '.repeat(header.length-2)}|`);
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for ( let i = 0 ; i < drops ; i++) {
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//generate rarity based on drop rate
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let quality = undefined;
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let roll = Math.random() * 100;
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if (roll <= 45.0) {
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quality = QUALITY.BAD;
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}
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if (roll > 45.0) {
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quality = QUALITY.OK;
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}
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if (roll > 70.0) {
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quality = QUALITY.GOOD;
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}
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if (roll > 85.0) {
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quality = QUALITY.GREAT;
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}
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if (roll > 95.0) {
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quality = QUALITY.EXCELLENT;
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}
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if (roll > 99.9) {
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quality = QUALITY.SHINY;
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}
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results.push(quality);
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}
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//count the number of times each quality appears
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let counts = {};
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results.forEach(function(x) { counts[x] = (counts[x] || 0)+1; });
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//print results with percentages
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let p_total = 0;
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for (let key in counts) {
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let p = counts[key]/results.length * 100;
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p_total += p;
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let cpStr = `${counts[key].toLocaleString()} (${p}%)`;
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let fStr = `| ${key}/${QUALITY_NAMES[key]}${' '.repeat(10-QUALITY_NAMES[key].length)}: ${cpStr}`;
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console.log(`${fStr}${' '.repeat(header.length-fStr.length-1)}|`);
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}
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console.log(`⌊${'_'.repeat(header.length-2)}⌋`);
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