本文整理汇总了TypeScript中underscore.max函数的典型用法代码示例。如果您正苦于以下问题:TypeScript max函数的具体用法?TypeScript max怎么用?TypeScript max使用的例子?那么, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了max函数的10个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的TypeScript代码示例。
示例1: copy
_.each(overlaps, (overlappingItems) => {
if (overlappingItems.length <= 1) {
return;
}
const options: _.Dictionary<DimItem>[] = [];
// For each item, replace all the others overlapping it with the next best thing
for (const item of overlappingItems) {
const option = copy(items);
const otherItems = overlappingItems.filter((i) => i !== item);
let optionValid = true;
for (const otherItem of otherItems) {
// Note: we could look for items that just don't have the *same* equippingLabel but
// that may fail if there are ever mutual-exclusion items beyond exotics.
const nonExotics = itemsByType[otherItem.type].filter((i) => !i.equippingLabel);
if (nonExotics.length) {
option[otherItem.type] = _.max(nonExotics, bestItemFn);
} else {
// this option isn't usable because we couldn't swap this exotic for any non-exotic
optionValid = false;
}
}
if (optionValid) {
options.push(option);
}
}
// Pick the option where the optimizer function adds up to the biggest number, again favoring equipped stuff
if (options.length > 0) {
const bestOption = _.max(options, (opt) => sum(Object.values(opt), bestItemFn));
items = bestOption;
}
});
示例2: pdiImageData
@Input()
set pdiImageData(pdiImageData: PDIImageData) {
if (pdiImageData && pdiImageData.histogram_gray.length) {
var path_string = '';
var histogram_red_max = _.max(pdiImageData.histogram_red);
var histogram_green_max = _.max(pdiImageData.histogram_green);
var histogram_blue_max = _.max(pdiImageData.histogram_blue);
var histogram_gray_max = _.max(pdiImageData.histogram_gray);
//Gray
path_string = 'M0 100';
for (var i = 0; i <= 255; i++) {
path_string += ' L' + i + ' ' + (100 - (pdiImageData.histogram_gray[i] / histogram_gray_max * 100));
}
path_string += ' L255 100 Z';
this.graphSVGGray.nativeElement.setAttribute('d', path_string);
//Red
path_string = 'M0 100';
for (var i = 0; i <= 255; i++) {
path_string += ' L' + i + ' ' + (100 - (pdiImageData.histogram_red[i] / histogram_red_max * 100));
}
path_string += ' L255 100 Z';
this.graphSVGRed.nativeElement.setAttribute('d', path_string);
//Green
path_string = 'M0 100';
for (var i = 0; i <= 255; i++) {
path_string += ' L' + i + ' ' + (100 - (pdiImageData.histogram_green[i] / histogram_green_max * 100));
}
path_string += ' L255 100 Z';
this.graphSVGGreen.nativeElement.setAttribute('d', path_string);
//Blue
path_string = 'M0 100';
for (var i = 0; i <= 255; i++) {
path_string += ' L' + i + ' ' + (100 - (pdiImageData.histogram_blue[i] / histogram_blue_max * 100));
}
path_string += ' L255 100 Z';
this.graphSVGBlue.nativeElement.setAttribute('d', path_string);
}
}
示例3: getBestItem
function getBestItem(
armor: D1ItemWithNormalStats[],
stats: number[],
type: string,
nonExotic = false
) {
// for specific armor (Helmet), look at stats (int/dis), return best one.
return {
item: _.max(armor, (o) => {
if (nonExotic && o.isExotic) {
return 0;
}
let bonus = 0;
let total = 0;
// tslint:disable-next-line:prefer-for-of
for (let i = 0; i < stats.length; i++) {
const stat = stats[i];
const scaleType = o.tier === 'Rare' ? 'base' : vm.scaleType;
const normalStats = o.normalStats[stat];
total += normalStats[scaleType];
bonus = normalStats.bonus;
}
return total + bonus;
}),
bonusType: type
};
}
示例4: getMaxColumn
function getMaxColumn(item: D1Item): number | undefined {
if (!item.talentGrid) {
return undefined;
}
return _.max(item.talentGrid.nodes, (node) => node.column).column;
}
示例5:
vm.$onInit = () => {
vm.hiddenColumns = 0;
if (vm.perksOnly) {
if (_.find(vm.talentGrid.nodes, { hash: infuseHash })) {
vm.hiddenColumns += 1;
}
if (_.find(vm.talentGrid.nodes, { hash: 2133116599 })) {
vm.hiddenColumns += 1;
}
}
if (vm.talentGrid) {
const visibleNodes = vm.talentGrid.nodes.filter((n) => !n.hidden);
vm.numColumns = _.max(visibleNodes, (n) => n.column).column + 1 - vm.hiddenColumns;
vm.numRows = vm.perksOnly ? 2 : _.max(visibleNodes, (n) => n.row).row + 1;
}
};
示例6: buildTalentGrid
function buildTalentGrid(item, talentDefs, progressDefs): D1TalentGrid | null {
const talentGridDef = talentDefs.get(item.talentGridHash);
if (
!item.progression ||
!talentGridDef ||
!item.nodes ||
!item.nodes.length ||
!progressDefs.get(item.progression.progressionHash)
) {
return null;
}
const totalXP = item.progression.currentProgress;
const totalLevel = item.progression.level; // Can be way over max
// progressSteps gives the XP needed to reach each level, with
// the last element repeating infinitely.
const progressSteps = progressDefs.get(item.progression.progressionHash).steps;
// Total XP to get to specified level
function xpToReachLevel(level) {
if (level === 0) {
return 0;
}
let totalXPRequired = 0;
for (let step = 1; step <= level; step++) {
totalXPRequired += progressSteps[Math.min(step, progressSteps.length) - 1].progressTotal;
}
return totalXPRequired;
}
const possibleNodes = talentGridDef.nodes;
// var featuredPerkNames = item.perks.map(function(perk) {
// var perkDef = perkDefs.get(perk.perkHash);
// return perkDef ? perkDef.displayName : 'Unknown';
// });
let gridNodes = (item.nodes as any[]).map(
(node): D1GridNode | undefined => {
const talentNodeGroup = possibleNodes[node.nodeHash];
const talentNodeSelected = talentNodeGroup.steps[node.stepIndex];
if (!talentNodeSelected) {
return undefined;
}
const nodeName = talentNodeSelected.nodeStepName;
// Filter out some weird bogus nodes
if (!nodeName || nodeName.length === 0 || talentNodeGroup.column < 0) {
return undefined;
}
// Only one node in this column can be selected (scopes, etc)
const exclusiveInColumn = Boolean(
talentNodeGroup.exlusiveWithNodes && talentNodeGroup.exlusiveWithNodes.length > 0
);
// Unlocked is whether or not the material cost has been paid
// for the node
const unlocked =
node.isActivated ||
talentNodeGroup.autoUnlocks ||
// If only one can be activated, the cost only needs to be
// paid once per row.
(exclusiveInColumn &&
_.any(talentNodeGroup.exlusiveWithNodes, (nodeIndex: number) => {
return item.nodes[nodeIndex].isActivated;
}));
// Calculate relative XP for just this node
const startProgressionBarAtProgress = talentNodeSelected.startProgressionBarAtProgress;
const activatedAtGridLevel = talentNodeSelected.activationRequirement.gridLevel;
const xpRequired = xpToReachLevel(activatedAtGridLevel) - startProgressionBarAtProgress;
const xp = Math.max(0, Math.min(totalXP - startProgressionBarAtProgress, xpRequired));
// Build a perk string for the DTR link. See https://github.com/DestinyItemManager/DIM/issues/934
let dtrHash: string | null = null;
if (node.isActivated || talentNodeGroup.isRandom) {
dtrHash = (node.nodeHash as number).toString(16);
if (dtrHash.length > 1) {
dtrHash += '.';
}
if (talentNodeGroup.isRandom) {
dtrHash += node.stepIndex.toString(16);
if (node.isActivated) {
dtrHash += 'o';
}
}
}
// Generate a hash that identifies the weapons permutation and selected perks.
// This is used by the Weapon Reviewing system.
const generateNodeDtrRoll = (node, talentNodeSelected): string => {
let dtrRoll = node.nodeHash.toString(16);
if (dtrRoll.length > 1) {
dtrRoll += '.';
//.........这里部分代码省略.........
示例7:
let items = _.mapObject(itemsByType, (items) => _.max(items, bestItemFn));
示例8: applyLoadoutItems
// Move one loadout item at a time. Called recursively to move items!
function applyLoadoutItems(
store: DimStore,
items: DimItem[],
loadout: Loadout,
loadoutItemIds: { id: string; hash: number }[],
scope: {
failed: number;
total: number;
successfulItems: DimItem[];
}
) {
if (items.length === 0) {
// We're done!
return $q.when();
}
let promise: IPromise<any> = $q.when();
const pseudoItem = items.shift()!;
const item = getLoadoutItem(pseudoItem, store);
if (item) {
if (item.maxStackSize > 1) {
// handle consumables!
const amountAlreadyHave = store.amountOfItem(pseudoItem);
let amountNeeded = pseudoItem.amount - amountAlreadyHave;
if (amountNeeded > 0) {
const otherStores = getStoreService(store.destinyVersion).getStores()
.filter((otherStore) => store.id !== otherStore.id);
const storesByAmount = _.sortBy(otherStores.map((store) => {
return {
store,
amount: store.amountOfItem(pseudoItem)
};
}), 'amount').reverse();
let totalAmount = amountAlreadyHave;
while (amountNeeded > 0) {
const source = _.max(storesByAmount, (s) => s.amount);
const amountToMove = Math.min(source.amount, amountNeeded);
const sourceItem = _.find(source.store.items, { hash: pseudoItem.hash });
if (amountToMove === 0 || !sourceItem) {
promise = promise.then(() => {
const error: Error & { level?: string } = new Error($i18next.t('Loadouts.TooManyRequested', { total: totalAmount, itemname: item.name, requested: pseudoItem.amount }));
error.level = 'warn';
return $q.reject(error);
});
break;
}
source.amount -= amountToMove;
amountNeeded -= amountToMove;
totalAmount += amountToMove;
promise = promise.then(() => dimItemService.moveTo(sourceItem, store, false, amountToMove, loadoutItemIds));
}
}
} else {
// Pass in the list of items that shouldn't be moved away
promise = dimItemService.moveTo(item, store, pseudoItem.equipped, item.amount, loadoutItemIds);
}
}
promise = promise
.then(() => {
if (item) {
scope.successfulItems.push(item);
}
})
.catch((e) => {
const level = e.level || 'error';
if (level === 'error') {
scope.failed++;
}
toaster.pop(e.level || 'error', item ? item.name : 'Unknown', e.message);
})
// Keep going
.finally(() => applyLoadoutItems(store, items, loadout, loadoutItemIds, scope));
return promise;
}
示例9: _setMaximumTotalVotes
_setMaximumTotalVotes(bulkRankings) {
this._maxTotalVotes = _.max(_.pluck(_.pluck(bulkRankings, 'votes'), 'total'));
}
示例10: getBestPlace
getBestPlace(items: Array<Item>): string {
let bestPlace = _.max(items, function (i) { return i.point });
return bestPlace.name;
}