refactored much of the code to call functions with parameters whenever possible (instead of the functions pulling their input data from global vars or the DOM); added an index to each row; #combatant-form now encapsulates all input elements

This commit is contained in:
eclipse 2023-10-09 23:35:48 +02:00
parent 2d64915cb0
commit 22a53eca62
4 changed files with 241 additions and 208 deletions

19
TODO.md
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@ -142,15 +142,23 @@
- CORS-Fehler im Firefox vermeiden: about:config -> content.cors.disable = true
- letztes Problem (hoffentlich): die Links zu den android-chrome-XYZxXYZ Icons im site.webmanifest stimmen nicht
- hab site.manifest nach src/ verschoben und die Links angepasst -> jetzt scheint's zu gehen
### open
- x focus-related stuff
- x enter key doesn't work right away after clicking add button
- x wenn ein damage monitor offen ist und ich auf add combatant clicke, springt der Fokus nicht zuverlässig ins erste input feld
- x after pressing damage level button, focus moves to first table row act button
- it's probably b/c I resort the table
- x Geheimfunktion, um Eclipse, Solitaire, Pi und Q zu adden: hold navbar title
- x refactor (in neuem Branch):
- jede combatant tablerow kriegt eine unique #id
- Funktionen holen sich ihre Infos Infos nicht mehr aus dem DOM, sondern kriegen sie als Parameter übergeben
- tablerow id
- table
- modal
- …
### open
- focus trapping im modal fkt. nur rückwärts (shift-tab), aber nicht vorwärts
- wenn ich in einem modal mit Tab durchgehe und zu den Buttons ganz unten komme, bewegt sich der untere Rand des Modals ab und auf
- comments with general info in source files?
@ -178,8 +186,6 @@
- sr2ini.js: test combatant
- git: user.name, user.email
- git commits, ggf. tags
- Seite als Web App auf FF4And installable machen
- mal sehen …
- Animationen? Transitions?
- deployment: dist/* soll direkt auf hermes hochgeladen werden
- HTML soll nicht in eine Zeile umgedingst werden, das sieht doch nicht aus
@ -190,7 +196,6 @@
- falls ja: .htmlnanorc anlegen, s. https://parceljs.org/languages/html/#minification und https://htmlnano.netlify.app/modules#collapsewhitespace
- nicetohave: Wenn ich rea editiere, könnte sich die ini automatisch anpassen -> da müsste ich aber die Würfelergebnisse für speichern
- nicetohave: Anzeige, wieviele Aktionen einer hat u.d wieviele davon schon verbraucht sind
- Sache mit dem ServiceWorker mal richtig angehen
- x progressive web app
- x Service Worker einrichten, um die Dateien lokal zu cachen

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@ -4,9 +4,9 @@
"description": "Simple Initiative tracker for Shadowrun 2e",
"private": true,
"author": {
"name": "Eclipse729",
"name": "Eclipse",
"email": "eclipse@unterdemradar.de",
"url": "https://git.unterdemradar.de"
"url": "https://git.unterdemradar.de/eclipse"
},
"homepage": "https://unterdemradar.de/sr2ini/",
"license": "ISC",
@ -52,10 +52,5 @@
"augmented-ui": "^2.0.0",
"bootstrap": "^5.2.3",
"jquery": "^3.6.3"
},
"comments": {
"dependencies": {
"@parcel/service-worker": "^2.8.3"
}
}
}

View File

@ -29,7 +29,7 @@
<!-- navbar -->
<div class="container">
<header class="navbar navbar-expand" data-augmented-ui="tl-2-clip-x tr-clip-y bl-clip-y br-2-clip-x b-scoop-x both">
<span class="navbar-brand ps-4">SR2 Initiative Tracker</span>
<span id="navbar-title" class="navbar-brand ps-4">SR2 Initiative Tracker</span>
<nav class="container-fluid justify-content-end" aria-label="Main navigation">
<button type="submit" class="sr2-button" id="add-combatant-button" title="Add combatant" data-bs-toggle="modal" data-bs-target="#combatant-modal"><svg viewbox="0 0 512 512"><use href="#add" /></svg>
</button>
@ -70,8 +70,8 @@
</div>
<div class="modal-footer" data-augmented-ui="inlay">
<button type="button" class="sr2-button" data-bs-dismiss="modal">Cancel</button>
<button type="submit" class="sr2-button" id="confirm-modal-new-round-ok-button" data-bs-dismiss="modal">OK</button>
<button type="submit" class="sr2-button display-none" id="confirm-modal-remove-combatant-ok-button" data-bs-dismiss="modal">OK</button>
<button type="button" class="sr2-button" id="confirm-modal-new-round-ok-button" data-bs-dismiss="modal">OK</button>
<button type="button" class="sr2-button display-none" id="confirm-modal-remove-combatant-ok-button" data-bs-dismiss="modal">OK</button>
</div>
</div>
</div>
@ -85,8 +85,8 @@
<h2 class="modal-title">Add New Combatant</h2>
<button type="button" class="sr2-button" data-bs-dismiss="modal" aria-label="Close">&#10006;</button>
</div>
<div class="modal-body" data-augmented-ui="inlay">
<form id="combatant-form" name="combatant-modal-form" class="was-validated" onsubmit="return false;">
<form id="combatant-form" name="combatant-modal-form" class="was-validated" onsubmit="return false;">
<div class="modal-body" data-augmented-ui="inlay">
<div>
<input type="text" maxlength="40" class="form-control form-control-sm" id="combatant-modal-name" form="combatant-form" placeholder="Name" required>
</div>
@ -108,14 +108,14 @@
<input type="range" class="form-range" min="0" max="10" value="0" id="combatant-modal-physical" list="damage-level">
</div>
</div>
</form>
</div>
<div class="modal-footer" data-augmented-ui="inlay">
<button type="button" class="sr2-button" id="combatant-modal-cancel-button" data-bs-dismiss="modal">Cancel</button>
<button type="submit" class="sr2-button" id="combatant-modal-add-apply-button">Apply</button>
<button type="submit" class="sr2-button" id="combatant-modal-add-ok-button" data-bs-dismiss="modal">>OK</button>
<button type="submit" class="sr2-button display-none" id="combatant-modal-edit-ok-button" data-bs-dismiss="modal">>OK</button>
</div>
</div>
<div class="modal-footer" data-augmented-ui="inlay">
<button type="button" class="sr2-button" id="combatant-modal-cancel-button" data-bs-dismiss="modal">Cancel</button>
<button type="button" class="sr2-button" id="combatant-modal-add-apply-button">Apply</button>
<button type="button" class="sr2-button" id="combatant-modal-add-ok-button" data-bs-dismiss="modal">OK</button>
<button type="button" class="sr2-button display-none" id="combatant-modal-edit-ok-button" data-bs-dismiss="modal">OK</button>
</div>
</form>
</div>
</div>
</div>
@ -190,7 +190,7 @@
<!-- footer -->
<div class="footer-container container">
<footer data-augmented-ui="tl-clip br-clip both">
<p><a href="https://git.unterdemradar.de/tobias/sr2ini" tabindex="-1" title="sr2ini">sr2ini</a> | Copyright (C) 2023 by Eclipse729 | background by <a href="https://www.deviantart.com/xxaries1970xx" tabindex="-1" title="xxAries1970xx on DeviantArt">xxAries1970xx</a></p>
<p><a href="https://git.unterdemradar.de/eclipse/sr2ini" tabindex="-1" title="sr2ini">sr2ini</a> | Copyright (C) 2022-23 by <a href="https://git.unterdemradar.de/eclipse">Eclipse</a> | background by <a href="https://www.deviantart.com/xxaries1970xx" tabindex="-1" title="xxAries1970xx on DeviantArt">xxAries1970xx</a></p>
</footer>
</div>
</body>

View File

@ -13,7 +13,7 @@ const bs = require("../../node_modules/bootstrap/js/dist/modal.js");
const DAMAGE_PENALTY = [0, 1, 1, 2, 2, 2, 3, 3, 3, 3, 4];
const DAMAGE_NIVEAU = ["", "L", "M", "S", "D"];
const COMBATANT_TABLE_ROW = [
const $COMBATANT_TABLE_ROW = $($.parseHTML([
'<tr class="combatant-row" data-true-ini="">\n',
'<td class="combatant-name" title="Combatant\'s name" data-bs-toggle="modal" data-bs-target="#combatant-modal" data-augmented-ui="both"></td>\n',
'<td class="combatant-ini" title="Effective initiative (w/ wound penalties)" data-bs-toggle="modal" data-bs-target="#combatant-modal" data-augmented-ui="both"></td>\n',
@ -24,9 +24,23 @@ const COMBATANT_TABLE_ROW = [
'</div>\n',
'<div class="damage-dropdown">\n',
'<button type="button" class="sr2-button damage-button" title="Take damage"><svg viewbox="0 0 512 512"><use href="#take-damage" /></svg></button>\n',
'<div class="damage-monitor" data-augmented-ui="tl-scoop bl-clip-y tr-clip-y br-scoop both">\n',
'<table>\n',
'<tr><td><button type="button" class="damage-stun active" title="Light stun damage" tabindex="-1">L</button></td><td><button type="button" class="damage-physical active" title="Light physical damage" tabindex="-1">L</button></td></tr>\n',
'<tr><td><button type="button" class="damage-stun active" tabindex="-1">&nbsp;</button></td><td><button type="button" class="damage-physical active" tabindex="-1">&nbsp;</button></td></tr>\n',
'<tr><td><button type="button" class="damage-stun active" title="Medium stun damage" tabindex="-1">M</button></td><td><button type="button" class="damage-physical active" title="Medium physical damage" tabindex="-1">M</button></td></tr>\n',
'<tr><td><button type="button" class="damage-stun active" tabindex="-1">&nbsp;</button></td><td><button type="button" class="damage-physical active" tabindex="-1">&nbsp;</button></td></tr>\n',
'<tr><td><button type="button" class="damage-stun active" tabindex="-1">&nbsp;</button></td><td><button type="button" class="damage-physical active" tabindex="-1">&nbsp;</button></td></tr>\n',
'<tr><td><button type="button" class="damage-stun active" title="Severe stun damage" tabindex="-1">S</button></td><td><button type="button" class="damage-physical active" title="Severe physical damage" tabindex="-1">S</button></td></tr>\n',
'<tr><td><button type="button" class="damage-stun active" tabindex="-1">&nbsp;</button></td><td><button type="button" class="damage-physical active" tabindex="-1">&nbsp;</button></td></tr>\n',
'<tr><td><button type="button" class="damage-stun active" tabindex="-1">&nbsp;</button></td><td><button type="button" class="damage-physical active" tabindex="-1">&nbsp;</button></td></tr>\n',
'<tr><td><button type="button" class="damage-stun active" tabindex="-1">&nbsp;</button></td><td><button type="button" class="damage-physical active" tabindex="-1">&nbsp;</button></td></tr>\n',
'<tr><td><button type="button" class="damage-stun active" title="K.O." tabindex="-1"><svg viewbox="0 0 512 512"><use href="#ko" /></svg></button></td><td><button type="button" class="damage-physical active" title="Dead" tabindex="-1"><svg viewbox="0 0 512 512"><use href="#dead" /></svg></button></td></tr>\n',
'</table>\n',
'</div>\n',
'</div>\n',
'<div class="actions-dropdown">\n',
'<button type="button" class="sr2-button actions-button" title="More actions"><svg viewbox="0 0 512 512"><use href="#more-actions" /</svg></button>\n',
'<button type="button" class="sr2-button more-actions-button" title="More actions"><svg viewbox="0 0 512 512"><use href="#more-actions" /</svg></button>\n',
'<div class="actions-menu" data-augmented-ui="tl-scoop bl-clip-y tr-clip-y br-scoop both">\n',
'<button type="button" class="sr2-button edit-button" title="Edit combatant" data-bs-toggle="modal" data-bs-target="#combatant-modal" tabindex="-1"><svg viewbox="0 0 512 512"><use href="#edit" /></svg></button>\n',
'<button type="button" class="sr2-button clone-button" title="Clone combatant" data-bs-toggle="modal" data-bs-target="#combatant-modal" tabindex="-1"><svg viewbox="0 0 512 512"><use href="#clone" /></svg></button>\n',
@ -34,32 +48,28 @@ const COMBATANT_TABLE_ROW = [
'</div>\n',
'</div>\n',
'</td>\n',
'</tr>'].join("");
'</tr>'].join("")));
const DAMAGE_MONITOR_HTML = [
'<div class="damage-monitor" data-augmented-ui="tl-scoop bl-clip-y tr-clip-y br-scoop both">\n',
'<table>\n',
'<tr><td><button type="button" class="damage-stun active" title="Light stun damage" tabindex="-1">L</button></td><td><button type="button" class="damage-physical active" title="Light physical damage" tabindex="-1">L</button></td></tr>\n',
'<tr><td><button type="button" class="damage-stun active" tabindex="-1">&nbsp;</button></td><td><button type="button" class="damage-physical active" tabindex="-1">&nbsp;</button></td></tr>\n',
'<tr><td><button type="button" class="damage-stun active" title="Medium stun damage" tabindex="-1">M</button></td><td><button type="button" class="damage-physical active" title="Medium physical damage" tabindex="-1">M</button></td></tr>\n',
'<tr><td><button type="button" class="damage-stun active" tabindex="-1">&nbsp;</button></td><td><button type="button" class="damage-physical active" tabindex="-1">&nbsp;</button></td></tr>\n',
'<tr><td><button type="button" class="damage-stun active" tabindex="-1">&nbsp;</button></td><td><button type="button" class="damage-physical active" tabindex="-1">&nbsp;</button></td></tr>\n',
'<tr><td><button type="button" class="damage-stun active" title="Severe stun damage" tabindex="-1">S</button></td><td><button type="button" class="damage-physical active" title="Severe physical damage" tabindex="-1">S</button></td></tr>\n',
'<tr><td><button type="button" class="damage-stun active" tabindex="-1">&nbsp;</button></td><td><button type="button" class="damage-physical active" tabindex="-1">&nbsp;</button></td></tr>\n',
'<tr><td><button type="button" class="damage-stun active" tabindex="-1">&nbsp;</button></td><td><button type="button" class="damage-physical active" tabindex="-1">&nbsp;</button></td></tr>\n',
'<tr><td><button type="button" class="damage-stun active" tabindex="-1">&nbsp;</button></td><td><button type="button" class="damage-physical active" tabindex="-1">&nbsp;</button></td></tr>\n',
'<tr><td><button type="button" class="damage-stun active" title="K.O." tabindex="-1"><svg viewbox="0 0 512 512"><use href="#ko" /></svg></button></td><td><button type="button" class="damage-physical active" title="Dead" tabindex="-1"><svg viewbox="0 0 512 512"><use href="#dead" /></svg></button></td></tr>\n',
'</table>\n',
'</div>'].join("");
const STUN_BADGE_HTML = '<sup><span class="badge bg-warning translate-middle stun-badge" title="Stun damage niveau"></span></sup>';
const PHYSICAL_BADGE_HTML = '<sub><span class="badge bg-danger translate-middle physical-badge" title="Physical damage niveau"></span></sub>';
const $STUN_BADGE_HTML = $($.parseHTML('<sup><span class="badge bg-warning translate-middle stun-badge" title="Stun damage niveau"></span></sup>'));
const $PHYSICAL_BADGE_HTML = $($.parseHTML('<sub><span class="badge bg-danger translate-middle physical-badge" title="Physical damage niveau"></span></sub>'));
/*
* helper functions
* helper class and functions
*/
// this class generates unique IDs
// thx to stackoverflow user user1005939 (https://stackoverflow.com/questions/26203453/jquery-generate-unique-ids#comment128736848_33226136)
class IDGenerator {
#id = 0;
get next() { return this.#id++; }
}
// IDGenerator instance that will be used to generate combatant IDs
var idGen = new IDGenerator();
// roll for initiative with the given reaction and number of ini dice
function rollForInitiative(dice, rea) {
if (isNaN(parseInt(dice)) || isNaN(parseInt(rea))) {
@ -93,28 +103,61 @@ function whoGoesFirst(a, b) {
// compute a combatant's effective ini value (modified by wound penalties)
function getEffectiveIni(tr) {
let $tr = $(tr);
// return 0 if combatant is K.O. or dead
if ($(tr).hasClass("ko-or-dead")) {
return 0;
if ($tr.hasClass("ko-or-dead")) {
return -1;
}
// otherwise compute effective ini (true ini minus wound penalties)
let effectiveIni = parseInt($(tr).attr("data-true-ini")) - DAMAGE_PENALTY[parseInt($(tr).attr("data-damage-stun")) || 0] - DAMAGE_PENALTY[parseInt($(tr).attr("data-damage-physical")) || 0];
let effectiveIni = parseInt($tr.attr("data-true-ini")) - DAMAGE_PENALTY[parseInt($tr.attr("data-damage-stun")) || 0] - DAMAGE_PENALTY[parseInt($tr.attr("data-damage-physical")) || 0];
return Math.max(effectiveIni, 0);
}
// add test combatant for testing purposes (duh)
function addTestCombatant() {
function getStatsFromCombatantModal() {
return {
name: $("#combatant-modal-name").val().trim(),
ini: $("#combatant-modal-ini").val().trim(),
dice: $("#combatant-modal-dice").val().trim(),
rea: $("#combatant-modal-rea").val().trim(),
stun: $("#combatant-modal-stun").val() || "0",
physical: $("#combatant-modal-physical").val() || "0"
}
};
function addTestCombatants() {
// Eclipse
// $("#add-combatant-button").click();
$("#combatant-modal-name").val("Eclipse");
$("#combatant-modal-dice").val(3);
$("#combatant-modal-rea").val(6);
// $("#combatant-modal-ini").val(12);
addCombatant();
// setTimeout( () => $("#combatant-modal-add-ok-button").click(), 500);
$("#combatant-modal-dice").val("3");
$("#combatant-modal-rea").val("6");
$("#combatant-modal-stun").val("0");
$("#combatant-modal-physical").val("0");
handleCombatantModalAddApplyButtonClick();
// Solitaire
$("#combatant-modal-name").val("Solitaire");
$("#combatant-modal-dice").val("3");
$("#combatant-modal-rea").val("17");
$("#combatant-modal-stun").val("0");
$("#combatant-modal-physical").val("0");
handleCombatantModalAddApplyButtonClick();
// Q
$("#combatant-modal-name").val("Q");
$("#combatant-modal-dice").val("2");
$("#combatant-modal-rea").val("9");
$("#combatant-modal-stun").val("0");
$("#combatant-modal-physical").val("0");
handleCombatantModalAddApplyButtonClick();
// Pie
$("#combatant-modal-name").val("Pie");
$("#combatant-modal-dice").val("3");
$("#combatant-modal-rea").val("19");
$("#combatant-modal-stun").val("0");
$("#combatant-modal-physical").val("0");
handleCombatantModalAddApplyButtonClick();
}
/*
* Event handler functions
*/
@ -123,10 +166,9 @@ function addTestCombatant() {
function handleActButtonClick(event) {
// reduce ini by 10 but not lower than 0
let ini = Math.max(parseInt($(event.target).parents(".combatant-row").attr("data-true-ini")) - 10, 0);
// set new ini value
$(event.target).parents(".combatant-row").attr("data-true-ini", ini);
// resort table
sortTable();
updateTable($("#combatants-table"));
}
// click handler for add button
@ -135,15 +177,16 @@ function handleAddButtonClick(event) {
$("#combatant-modal .modal-title").text("Add Combatant");
$("#combatant-modal-add-ok-button, #combatant-modal-add-apply-button").removeClass("display-none");
$("#combatant-modal-edit-ok-button").addClass("display-none");
// set default values
// clear values
$("#combatant-modal-stun, #combatant-modal-physical").val("0");
// $("#combatant-modal-name #combatant-modal-ini #combatant-modal-dice #combatant-modal-rea").val("");
// preset values
$("#combatant-modal-name").val("Goon 1");
$("#combatant-modal-dice").val("2");
$("#combatant-modal-rea").val("7");
// set damage sliders to zero
$("#combatant-modal-stun, #combatant-modal-physical").val("0");
// add handler for enter key
$("#combatant-modal input[id*='combatant-modal']").off("keydown");
$("#combatant-modal input[id*='combatant-modal']").on("keydown", (e) => {
$("#combatant-modal input[id*='combatant-modal']").on("keydown", e => {
if (e.which == 13 || e.which == 10) {
handleCombatantModalAddOkButtonClick(e);
}
@ -178,25 +221,55 @@ function handleCloneButtonClick(event) {
// click handler for combatant modal OK button (add mode)
function handleCombatantModalAddOkButtonClick(event) {
if (validateCombatant()) {
// bs.getInstance($("#combatant-modal")).hide();
addCombatant();
// validate
if ( ! validateCombatant($("#combatant-form").get(0))) {
return false;
}
// hide modal
bs.getInstance($("#combatant-modal")).hide();
// everything else can be handled by the apply button handler
handleCombatantModalAddApplyButtonClick(event);
}
// click handler for combatant modal Apply button (add mode)
function handleCombatantModalAddApplyButtonClick(event) {
if (validateCombatant()) {
addCombatant();
// validate
if ( ! validateCombatant($("#combatant-form").get(0))) {
return false;
}
// prepare new table row
let $tr = $COMBATANT_TABLE_ROW.clone();
$tr.attr("id", idGen.next);
$tr.find(".act-button").on("click", handleActButtonClick);
$tr.find(".damage-button").on("click", handleDamageButtonClick);
$tr.find(".damage-stun, .damage-physical").on("click", handleDamageLevelClick);
$tr.find(".more-actions-button").on("click", handleMoreActionsButtonClick);
$tr.find(".edit-button, .combatant-name, .combatant-ini, .combatant-dice-and-rea").on("click", handleEditButtonClick);
$tr.find(".clone-button").on("click", handleCloneButtonClick);
$tr.find(".remove-button").on("click", handleRemoveButtonClick);
// update table row with stats from modal
$tr = updateCombatantTablerow(getStatsFromCombatantModal(), $tr);
// append row to table
$("#combatants-table").append($tr);
// update (and sort) table
updateTable($("#combatants-table"));
}
// click handler for combatant modal OK button (edit mode)
function handleCombatantModalEditOkButtonClick(event) {
if (validateCombatant()) {
// bs.getInstance($("#combatant-modal")).hide();
editCombatant();
// validate
if ( ! validateCombatant($("#combatant-form").get(0)) ) {
return false;
}
// hide modal
bs.getInstance($("#combatant-modal")).hide();
// update table row
let id = $("#combatant-modal").data("row-id"),
$tr = updateCombatantTablerow(getStatsFromCombatantModal(), $(".combatant-row#" + id));
// update table
updateTable($("#combatants-table"));
// clean up
$("#combatant-modal").data("row-id", "");
}
// click handler for damage buttons; basically toggles visibility of .damage-monitor
@ -205,7 +278,7 @@ function handleDamageButtonClick(event) {
let seenAtClick = $(event.target).parents(".damage-dropdown").find(".damage-monitor").hasClass("seen");
// hide all damage monitors and actions menus
$(".damage-monitor.seen, .actions-menu.seen").removeClass("seen").find("button").attr("tabindex", "-1");
// if targeted dm was hidden before, show it now
// if targeted damage monitor was hidden before, show it now
if (! seenAtClick) {
$(event.target).parents(".damage-dropdown").find(".damage-monitor").addClass("seen").find("button").attr("tabindex", "0");
}
@ -214,6 +287,7 @@ function handleDamageButtonClick(event) {
// handle click on damage level button in damage monitor and apply damage to combatant
function handleDamageLevelClick(event) {
// find button
let $btn = $(event.target).is("button") ? $(event.target) : $(event.target).closest("button");
// retrieve new damage level and type from button position and "damage-[type]" class
let damageLevel = $btn.parent().parent().index();
@ -222,20 +296,21 @@ function handleDamageLevelClick(event) {
}
let damageType = $btn.attr("class").split(" ").filter(cls => cls.substr(0, 7) == "damage-" ? cls : false).toString().substr(7);
// add damage level to table row as as data attribute
$btn.parents("tr.combatant-row").attr("data-damage-" + damageType, damageLevel);
$btn.parents(".combatant-row").attr("data-damage-" + damageType, damageLevel);
// select/unselect damage buttons above/below
$btn.toggleClass("active");
$btn.parent().parent().prevAll().find("button.damage-" + damageType).removeClass("active");
$btn.parent().parent().nextAll().find("button.damage-" + damageType + ":not(.active)").addClass("active");
sortTable();
$btn.parent().parent().prevAll().find(".damage-" + damageType).removeClass("active");
$btn.parent().parent().nextAll().find(".damage-" + damageType).addClass("active");
updateTable($("#combatants-table"));
$btn.focus();
}
// click handler for edit buttons
function handleEditButtonClick(event) {
// mark which row is being edited
// save ID of row being edited
// here it's okay to use the jQuery data() function (which is not the same as using a data attribute) b/c this value is only used with JS, not with HTML or CSS
let $tr = $(event.target).parents(".combatant-row");
$("#combatant-modal").data("row", $(".combatant-row").index($tr)); // here it's okay to use the jQuery data() function (which is not the same as using a data attribute) b/c this value is used only in this script and not via HTML or CSS
$("#combatant-modal").data("row-id", $tr.attr("id"));
// restyle modal
$("#combatant-modal .modal-title").text("Edit Combatant");
$("#combatant-modal-edit-ok-button").removeClass("display-none");
@ -260,14 +335,12 @@ function handleEditButtonClick(event) {
function handleMoreActionsButtonClick(event) {
// get visibility status at click time
let seenAtClick = $(event.target).parents(".actions-dropdown").find(".actions-menu").hasClass("seen");
// hide all damage monitors
$(".actions-menu.seen, .damage-monitor.seen").removeClass("seen").find("button").attr("tabindex", "-1");
// if targeted dm was seen before, show it now
// if targeted actions menu was seen before, show it now
if (! seenAtClick) {
$(event.target).parents(".actions-dropdown").find(".actions-menu").addClass("seen").find("button").attr("tabindex", "0");
}
return false;
}
@ -290,8 +363,8 @@ function handleNewRoundButtonClick(event) {
// click handler for remove buttons
function handleRemoveButtonClick(event) {
// mark which row is being removed
let $tr = $(event.target).parents(".combatant-row");
$("#confirm-modal").data("row", $(".combatant-row").index($tr)); // again, here it's okay to use jQuery .data() method (see handleEditButtonClick())
let id = $(event.target).parents(".combatant-row").attr("id");
$("#confirm-modal").data("row-id", id); // again, here it's okay to use jQuery .data() method (see handleEditButtonClick())
// restyle modal
$("#confirm-modal .modal-title").text("Remove Combatant");
$("#confirm-modal-remove-combatant-ok-button").removeClass("display-none");
@ -311,70 +384,31 @@ function handleRemoveButtonClick(event) {
* Main functions
*/
// add new combatant
function addCombatant() {
// roll for initiative if necessary
let ini = $("#combatant-modal-ini").val().trim();
ini = (ini != "") ? ini : rollForInitiative($("#combatant-modal-dice").val(), $("#combatant-modal-rea").val());
// construct jQuery object for table row
let $tr = $($.parseHTML(COMBATANT_TABLE_ROW));
$tr.find(".damage-dropdown").append($.parseHTML(DAMAGE_MONITOR_HTML));
// populate table row with values from modal
$tr.attr("data-true-ini", ini);
$tr.find(".combatant-name").text($("#combatant-modal-name").val().trim());
$tr.find(".combatant-dice").attr("data-combatant-dice", $("#combatant-modal-dice").val().trim());
$tr.find(".combatant-rea").attr("data-combatant-rea", $("#combatant-modal-rea").val().trim());
// retrieve initial damage levels
$tr.attr("data-damage-stun", $("#combatant-modal-stun").val() || "0");
$tr.find(".damage-stun").addClass("active").slice(0, parseInt($tr.attr("data-damage-stun")) || 0).removeClass("active");
$tr.attr("data-damage-physical", $("#combatant-modal-physical").val() || "0");
$tr.find(".damage-physical").addClass("active").slice(0, parseInt($tr.attr("data-damage-physical")) || 0).removeClass("active");
// add event handlers
$tr.find("button.act-button").on("click", handleActButtonClick);
$tr.find("button.damage-button").on("click", handleDamageButtonClick);
$tr.find("button.actions-button").on("click", handleMoreActionsButtonClick);
$tr.find("button.edit-button, .combatant-name, .combatant-ini, .combatant-dice-and-rea").on("click", handleEditButtonClick);
$tr.find("button.clone-button").on("click", handleCloneButtonClick);
$tr.find("button.remove-button").on("click", handleRemoveButtonClick);
$tr.find(".damage-stun, .damage-physical").on("click", handleDamageLevelClick);
// append row to table and sort
$("#combatants-table").append($tr);
sortTable();
}
// edit combatant
function editCombatant() {
// get values
let name = $("#combatant-modal-name").val().trim();
let ini = $("#combatant-modal-ini").val().trim();
let dice = $("#combatant-modal-dice").val().trim();
let rea = $("#combatant-modal-rea").val().trim();
// roll for initiative if ini is empty
ini = (ini != "") ? ini : rollForInitiative(dice, rea);
// get correct row
let index = parseInt($("#combatant-modal").data("row"));
let $tr = $("tr.combatant-row").eq(index);
// set new values
function updateCombatantTablerow(stats, $tr) {
// roll for initiative if necessary
let ini = (stats["ini"] == "") ? rollForInitiative(stats["dice"], stats["rea"]) : stats["ini"];
// populate table row with combatant stats
$tr.find(".combatant-name").text(stats["name"]);
$tr.attr("data-true-ini", ini);
$tr.find(".combatant-name").text(name);
$tr.find(".combatant-dice").attr("data-combatant-dice", dice);
$tr.find(".combatant-rea").attr("data-combatant-rea", rea);
$tr.attr("data-damage-stun", $("#combatant-modal-stun").val() || "0");
$tr.find(".damage-stun").addClass("active").slice(0, parseInt($tr.attr("data-damage-stun")) || 0).removeClass("active");
$tr.attr("data-damage-physical", $("#combatant-modal-physical").val() || "0");
$tr.find(".damage-physical").addClass("active").slice(0, parseInt($tr.attr("data-damage-physical")) || 0).removeClass("active");
// sort table
sortTable();
// clean up
$("#combatant-modal").data("row", "");
$tr.find(".combatant-dice").attr("data-combatant-dice", stats["dice"]);
$tr.find(".combatant-rea").attr("data-combatant-rea", stats["rea"]);
// set initial damage levels
$tr.attr("data-damage-stun", stats["stun"]);
$tr.find(".damage-stun").addClass("active").slice(0, parseInt(stats["stun"])).removeClass("active");
$tr.attr("data-damage-physical", stats["physical"]);
$tr.find(".damage-physical").addClass("active").slice(0, parseInt(stats["physical"])).removeClass("active");
// done
return $tr;
}
// remove combatant
function removeCombatant() {
// remove correct row
let index = parseInt($("#confirm-modal").data("row"));
$(".combatant-row").eq(index).remove();
sortTable();
let id = $("#confirm-modal").data("row-id");
$(".combatant-row#" + id).remove();
// update table
updateTable($("#combatants-table"));
// clean up
$("#confirm-modal").data("row", "");
}
@ -387,98 +421,94 @@ function startNewRound() {
}
// reset ini values
$(".combatant-row").each(function () {
if ($(this).find(".combatant-dice").attr("data-combatant-dice") == "") {
$(this).attr("data-true-ini", 1);
let $this = $(this);
if ($this.find(".combatant-dice").attr("data-combatant-dice") == "") {
$this.attr("data-true-ini", 1);
} else {
$(this).attr("data-true-ini", rollForInitiative(parseInt($(this).find(".combatant-dice").attr("data-combatant-dice")), parseInt($(this).find(".combatant-rea").attr("data-combatant-rea"))));
$this.attr("data-true-ini", rollForInitiative(parseInt($this.find(".combatant-dice").attr("data-combatant-dice")), parseInt($this.find(".combatant-rea").attr("data-combatant-rea"))));
}
});
// resort table
sortTable();
updateTable($("#combatants-table"));
}
// sort combatants by ini value and add contextual classes
function sortTable() {
// do some clean up: remove previous classes from rows, remove effective ini and damage badges
$(".combatant-row").removeClass("ko-or-dead max-ini zero-ini"); //REGULAR_INI
$(".combatant-ini").empty();
// update combatants' table's effective inis, contextual classes, and order
function updateTable(table) {
let $table = $(table),
$rows = $table.find(".combatant-row");
// do some clean up: remove contextual classes, remove effective ini and damage badges
$rows.removeClass("ko-or-dead max-ini zero-ini");
$table.find(".combatant-ini").empty();
$table.find(".stun-badge .physical-badge").remove();
// disable all act buttons
$(".combatant-row").find(".act-button").prop("disabled", true).attr("aria-disabled", "true");
$table.find(".act-button").prop("disabled", true).attr("aria-disabled", "true");
// mark KO/death with class
$(".combatant-row").each(function() {
if (parseInt($(this).attr("data-damage-stun")) == 10 || parseInt($(this).attr("data-damage-physical")) == 10) {
$(this).addClass("ko-or-dead");
$rows.each(function(i) {
let $this = $(this);
if (parseInt($this.attr("data-damage-stun")) == 10 || parseInt($this.attr("data-damage-physical")) == 10) {
$this.addClass("ko-or-dead");
}
});
// compute highest effective ini
let iniMax = Math.max.apply(null, $.map($(".combatant-row"), function (tr, i) {
// write current effective ini to table row
$(tr).find(".combatant-ini").text($(tr).hasClass("ko-or-dead") ? 0 : getEffectiveIni($(tr)));
return $(tr).find(".combatant-ini").text();
// compute highest effective ini while writing effective ini to each row
let iniMax = Math.max.apply(null, $.map($rows, (tr, i) => {
let $tr = $(tr);
$tr.find(".combatant-ini").text($tr.hasClass("ko-or-dead") ? 0 : getEffectiveIni($tr));
return parseInt($tr.find(".combatant-ini").text());
}));
// add damage badges and contextual classes
$(".combatant-row").each(function () {
// iterate over rows to add damage badges and contextual classes
$rows.each(function(i) {
let $this = $(this);
// damage badges
if ($(this).attr("data-damage-stun") && $(this).attr("data-damage-stun") != "0") {
$(this).find(".combatant-ini").append($.parseHTML(STUN_BADGE_HTML));
$(this).find(".stun-badge").append(DAMAGE_NIVEAU[DAMAGE_PENALTY[$(this).attr("data-damage-stun")]]);
if ($this.attr("data-damage-stun") && $this.attr("data-damage-stun") != "0") {
$this.find(".combatant-ini").append($STUN_BADGE_HTML.clone());
$this.find(".stun-badge").append(DAMAGE_NIVEAU[DAMAGE_PENALTY[$this.attr("data-damage-stun")]]);
}
if ($(this).attr("data-damage-physical") && $(this).attr("data-damage-physical") != "0") {
$(this).find(".combatant-ini").append($.parseHTML(PHYSICAL_BADGE_HTML));
$(this).find(".physical-badge").append(DAMAGE_NIVEAU[DAMAGE_PENALTY[$(this).attr("data-damage-physical")]]);
if ($this.attr("data-damage-physical") && $this.attr("data-damage-physical") != "0") {
$this.find(".combatant-ini").append($PHYSICAL_BADGE_HTML.clone());
$this.find(".physical-badge").append(DAMAGE_NIVEAU[DAMAGE_PENALTY[$this.attr("data-damage-physical")]]);
}
// K.O./dead -> done
if ($(this).hasClass("ko-or-dead")) {
if ($this.hasClass("ko-or-dead")) {
return true;
}
// ini = zero -> set class and done
if (parseInt($(this).find(".combatant-ini").text()) == 0) {
$(this).addClass("zero-ini");
if (parseInt($this.find(".combatant-ini").text()) == 0) {
$this.addClass("zero-ini");
return true;
}
// ini = max and non-zero -> set class, enable act-button
if (parseInt($(this).find(".combatant-ini").text()) == iniMax && iniMax > 0) {
$(this).addClass("max-ini").find(".act-button").prop("disabled", false).removeAttr("aria-disabled");
if (parseInt($this.find(".combatant-ini").text()) == iniMax && iniMax > 0) {
$this.addClass("max-ini").find(".act-button").prop("disabled", false).removeAttr("aria-disabled");
return true;
}
})
// sort rows and append them in new order
let $rows = $(".combatant-row").toArray().sort(whoGoesFirst);
for (let i = 0; i < $rows.length; i++) {
$("#combatants-table").append($rows[i]);
$($rows[i]).css("z-index", 50-i);
rows = $rows.toArray().sort(whoGoesFirst);
for (let i = 0; i < rows.length; i++) {
$table.append($(rows[i]).css("z-index", 50-i));
}
return;
return $table;
}
// validate a combatant row form by checking for all conditions, including regular HTML5 validation
function validateCombatant() {
function validateCombatant(form) {
// do standard HTML5 form validation first
// (makes sure that name is not empty and that all other values are numbers within their individual ranges)
if ( ! $("#combatant-form").get(0).reportValidity() ) {
if ( ! form.reportValidity() ) {
return false;
}
// get input elements
let inputElements = {
name: $("#combatant-modal-name").get(0),
ini: $("#combatant-modal-ini").get(0),
dice: $("#combatant-modal-dice").get(0),
rea: $("#combatant-modal-rea").get(0)
};
// now for some custom validation; first we need to get the input values
let ini = inputElements["ini"].value.trim();
let dice = inputElements["dice"].value.trim();
let rea = inputElements["rea"].value.trim();
// get input values
let ini = $(form).find("#combatant-modal-ini").get(0).value.trim(),
dice = $(form).find("#combatant-modal-dice").get(0).value.trim(),
rea = $(form).find("#combatant-modal-rea").get(0).value.trim();
// invalidate if ini, dice and rea are all empty
if (ini == "" && (dice == "" || rea == "")) {
inputElements["ini"].setCustomValidity("Values required for either initiative, or dice and reaction, or all three");
inputElements["ini"].reportValidity();
$(form).find("#combatant-modal-ini").get(0).setCustomValidity("Values required for either initiative, or dice and reaction, or all three");
return false;
}
// invalidate if dice or rea is empty but not both
if ((dice == "") != (rea == "")) {
inputElements["dice"].setCustomValidity("Values required for both dice and reaction, or none (in which case ini is required)");
inputElements["dice"].reportValidity();
$(form).find("#combatant-modal-ini").get(0).setCustomValidity("Values required for both dice and reaction, or none (in which case ini is required)");
return false;
}
// ok then
@ -498,16 +528,10 @@ $(document).ready(function () {
$("#combatant-modal-add-apply-button").on("click", handleCombatantModalAddApplyButtonClick);
$("#combatant-modal-add-ok-button").on("click", handleCombatantModalAddOkButtonClick);
$("#combatant-modal-edit-ok-button").on("click", handleCombatantModalEditOkButtonClick);
$("#confirm-modal-new-round-ok-button").on("click", () => {
startNewRound();
});
$("#confirm-modal-remove-combatant-ok-button").on("click", () => {
removeCombatant();
});
// add event handler to certain input elements that removes any custom validity message
$("#combatant-modal-dice #combatant-modal-rea #combatant-modal-ini").on("input", (event) => {
event.target.setCustomValidity("");
});
$("#confirm-modal-new-round-ok-button").on("click", startNewRound);
$("#confirm-modal-remove-combatant-ok-button").on("click", removeCombatant);
// add event handler removing custom validity messages in combatant modal
$("#combatant-modal-dice #combatant-modal-rea #combatant-modal-ini").on("input", (event) => event.target.setCustomValidity(""));
// add event listeners to damage sliders in combatant modal
$("#combatant-modal-stun").on("input change", () => {
if ($("#combatant-modal-stun").val() == "10") {
@ -541,7 +565,16 @@ $(document).ready(function () {
$(".actions-menu.seen").removeClass("seen");
}
});
addTestCombatant();
// add test combatants when title is held for one second
// thx to stackoverflow user Šime Vidas (https://stackoverflow.com/a/6091129)
$("#navbar-title").mousedown(function(e) {
clearTimeout(this.downTimer);
this.downTimer = setTimeout(function() {
addTestCombatants();
}, 1000);
}).mouseup(function(e) {
clearTimeout(this.downTimer);
});
});
module.exports = { rollForInitiative, validateCombatant, whoGoesFirst, getEffectiveIni };