forked from phenom/healer-man
211 lines
8.7 KiB
TypeScript
211 lines
8.7 KiB
TypeScript
import type { ClassId } from "../app/characterCatalog";
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import { clampPlayerLevel, MAX_PLAYER_LEVEL } from "./progression";
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import {
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allocateTalentPoint,
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talentDescriptionForRank,
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talentNodeById,
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talentNodesForTree,
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talentPointsForLevel,
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talentTreeById,
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talentTreesForClass,
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type TalentRanks,
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} from "./talentCatalog";
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export interface PartyTalentSpecializationDefinition {
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readonly classId: ClassId;
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readonly specialization: string;
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readonly primaryTreeId: string;
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}
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/**
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* The exact class/spec combinations used by the deterministic dungeon-party
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* roster. Keep the tree id explicit: display names are not stable identifiers
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* and Feral (Cat) deliberately maps to the Feral Combat tree.
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*/
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export const PARTY_TALENT_SPECIALIZATIONS = Object.freeze([
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{ classId: "warrior", specialization: "Protection", primaryTreeId: "warrior-protection" },
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{ classId: "death-knight", specialization: "Blood", primaryTreeId: "death-knight-blood" },
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{ classId: "paladin", specialization: "Protection", primaryTreeId: "paladin-protection" },
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{ classId: "priest", specialization: "Holy", primaryTreeId: "priest-holy" },
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{ classId: "paladin", specialization: "Holy", primaryTreeId: "paladin-holy" },
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{ classId: "druid", specialization: "Restoration", primaryTreeId: "druid-restoration" },
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{ classId: "shaman", specialization: "Restoration", primaryTreeId: "shaman-restoration" },
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{ classId: "warrior", specialization: "Arms", primaryTreeId: "warrior-arms" },
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{ classId: "warrior", specialization: "Fury", primaryTreeId: "warrior-fury" },
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{ classId: "paladin", specialization: "Retribution", primaryTreeId: "paladin-retribution" },
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{ classId: "hunter", specialization: "Marksmanship", primaryTreeId: "hunter-marksmanship" },
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{ classId: "hunter", specialization: "Survival", primaryTreeId: "hunter-survival" },
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{ classId: "rogue", specialization: "Combat", primaryTreeId: "rogue-combat" },
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{ classId: "rogue", specialization: "Assassination", primaryTreeId: "rogue-assassination" },
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{ classId: "priest", specialization: "Shadow", primaryTreeId: "priest-shadow" },
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{ classId: "death-knight", specialization: "Frost", primaryTreeId: "death-knight-frost" },
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{ classId: "death-knight", specialization: "Unholy", primaryTreeId: "death-knight-unholy" },
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{ classId: "shaman", specialization: "Enhancement", primaryTreeId: "shaman-enhancement" },
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{ classId: "shaman", specialization: "Elemental", primaryTreeId: "shaman-elemental" },
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{ classId: "mage", specialization: "Arcane", primaryTreeId: "mage-arcane" },
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{ classId: "mage", specialization: "Fire", primaryTreeId: "mage-fire" },
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{ classId: "mage", specialization: "Frost", primaryTreeId: "mage-frost" },
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{ classId: "warlock", specialization: "Affliction", primaryTreeId: "warlock-affliction" },
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{ classId: "warlock", specialization: "Demonology", primaryTreeId: "warlock-demonology" },
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{ classId: "druid", specialization: "Balance", primaryTreeId: "druid-balance" },
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{ classId: "druid", specialization: "Feral (Cat)", primaryTreeId: "druid-feral-combat" },
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] as const satisfies readonly PartyTalentSpecializationDefinition[]);
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export interface PartyTalentSelection {
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/** One-based talent-point number, from 1 at level 10 through 71 at level 80. */
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readonly point: number;
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readonly level: number;
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readonly nodeId: string;
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readonly treeId: string;
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readonly treeName: string;
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readonly name: string;
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readonly rank: number;
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readonly maxRank: number;
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readonly icon: string;
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readonly description: string;
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readonly inPrimaryTree: boolean;
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}
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const SPEC_BY_KEY = new Map<string, PartyTalentSpecializationDefinition>(
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PARTY_TALENT_SPECIALIZATIONS.map((definition) => [
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specializationKey(definition.classId, definition.specialization),
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definition,
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]),
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);
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const PLAN_BY_KEY = new Map<string, readonly PartyTalentSelection[]>();
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function specializationKey(classId: ClassId, specialization: string): string {
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return `${classId}:${specialization}`;
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}
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export function partyTalentSpecialization(
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classId: ClassId,
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specialization: string,
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): PartyTalentSpecializationDefinition | null {
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return SPEC_BY_KEY.get(specializationKey(classId, specialization)) ?? null;
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}
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export function partyTalentPrimaryTreeId(classId: ClassId, specialization: string): string | null {
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return partyTalentSpecialization(classId, specialization)?.primaryTreeId ?? null;
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}
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function requireSpecialization(
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classId: ClassId,
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specialization: string,
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): PartyTalentSpecializationDefinition {
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const definition = partyTalentSpecialization(classId, specialization);
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if (!definition) throw new Error(`Unsupported party specialization: ${classId}:${specialization}`);
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return definition;
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}
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function orderedCandidateNodeIds(definition: PartyTalentSpecializationDefinition): readonly string[] {
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const trees = talentTreesForClass(definition.classId);
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const primary = trees.find((tree) => tree.id === definition.primaryTreeId);
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if (!primary) {
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throw new Error(`Unknown primary talent tree ${definition.primaryTreeId} for ${definition.classId}`);
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}
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return [primary, ...trees.filter((tree) => tree.id !== primary.id)]
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.flatMap((tree) => talentNodesForTree(tree.id))
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.map((node) => node.id);
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}
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/**
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* Produces a stable legal build without duplicating talent rules here. The
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* primary tree is exhausted in catalog row/index order before secondary trees;
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* every individual rank is accepted by the shared allocator at its real level.
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*/
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function buildAllocationPlan(
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definition: PartyTalentSpecializationDefinition,
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): readonly PartyTalentSelection[] {
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const candidates = orderedCandidateNodeIds(definition);
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let ranks: TalentRanks = {};
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const selections: PartyTalentSelection[] = [];
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for (let level = 10; level <= MAX_PLAYER_LEVEL; level += 1) {
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let selected: PartyTalentSelection | null = null;
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for (const nodeId of candidates) {
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const node = talentNodeById(nodeId);
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if (!node || (ranks[nodeId] ?? 0) >= node.maxRank) continue;
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const allocation = allocateTalentPoint(ranks, definition.classId, nodeId, level);
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if (!allocation.ok) continue;
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ranks = allocation.ranks;
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const rank = ranks[nodeId] ?? 0;
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const tree = talentTreeById(node.treeId);
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if (!tree || rank <= 0) throw new Error(`Talent allocation lost catalog data for ${nodeId}`);
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selected = Object.freeze({
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point: selections.length + 1,
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level,
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nodeId,
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treeId: tree.id,
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treeName: tree.name,
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name: node.name,
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rank,
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maxRank: node.maxRank,
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icon: node.icon,
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description: talentDescriptionForRank(node, rank),
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inPrimaryTree: tree.id === definition.primaryTreeId,
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});
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break;
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}
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if (!selected) {
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throw new Error(`Could not allocate party talent point for ${definition.classId}:${definition.specialization} at level ${level}`);
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}
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selections.push(selected);
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}
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return Object.freeze(selections);
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}
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/** Returns the complete, catalog-validated 71-point level 10-80 plan. */
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export function partyTalentAllocationPlan(
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classId: ClassId,
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specialization: string,
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): readonly PartyTalentSelection[] {
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const definition = requireSpecialization(classId, specialization);
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const key = specializationKey(classId, specialization);
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const cached = PLAN_BY_KEY.get(key);
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if (cached) return cached;
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const plan = buildAllocationPlan(definition);
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PLAN_BY_KEY.set(key, plan);
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return plan;
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}
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/** Returns current node ranks for a party member at the supplied player level. */
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export function partyTalentRanksForLevel(
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classId: ClassId,
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specialization: string,
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level: number,
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): TalentRanks {
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const points = talentPointsForLevel(clampPlayerLevel(level));
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const ranks: Record<string, number> = {};
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for (const selection of partyTalentAllocationPlan(classId, specialization).slice(0, points)) {
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ranks[selection.nodeId] = selection.rank;
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}
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return Object.freeze(ranks);
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}
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/** Returns every rank learned so far, in the exact level-by-level order learned. */
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export function learnedPartyTalentSelections(
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classId: ClassId,
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specialization: string,
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level: number,
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): readonly PartyTalentSelection[] {
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const points = talentPointsForLevel(clampPlayerLevel(level));
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return partyTalentAllocationPlan(classId, specialization).slice(0, points);
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}
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/**
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* Returns the next planned ranks after `level`. Before level 10 this starts at
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* the level-10 choice; at level 80 it is empty.
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*/
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export function upcomingPartyTalentSelections(
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classId: ClassId,
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specialization: string,
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level: number,
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limit = 5,
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): readonly PartyTalentSelection[] {
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const start = talentPointsForLevel(clampPlayerLevel(level));
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const safeLimit = Number.isFinite(limit) ? Math.max(0, Math.trunc(limit)) : 0;
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return partyTalentAllocationPlan(classId, specialization).slice(start, start + safeLimit);
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}
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