diff --git a/css/custom.css b/css/custom.css
index 56f7869..a669d45 100644
--- a/css/custom.css
+++ b/css/custom.css
@@ -21,7 +21,7 @@ input:invalid {
border: 2px solid red;
}
-.out-of-commission {
+.ko-or-dead {
color: coral;
text-decoration: line-through;
background-color: darkslategray;
diff --git a/index.html b/index.html
index 92f4429..8095219 100644
--- a/index.html
+++ b/index.html
@@ -88,6 +88,7 @@
+
diff --git a/js/sr2ini.js b/js/sr2ini.js
index 75ed395..7178abc 100644
--- a/js/sr2ini.js
+++ b/js/sr2ini.js
@@ -1,3 +1,7 @@
+/*
+ * constants definitions
+ */
+
const DAMAGE_PENALTY = [0, 1, 1, 2, 2, 2, 3, 3, 3, 3, 4];
const DAMAGE_NIVEAU = ["", "L", "M", "S", "D"];
@@ -36,9 +40,16 @@ const DAMAGE_MONITOR_HTML = [
' |
\n',
''].join("");
-const MAX_INI_CLASS = "table-primary";
-const ZERO_INI_CLASS = "table-secondary";
-const REGULAR_INI_CLASS = "table-success";
+const STUN_BADGE_HTML = '';
+const PHYSICAL_BADGE_HTML = '';
+
+const CONTEXTUAL_CLASSES = {
+ MAX_INI: "table-primary",
+ ZERO_INI: "table-secondary",
+ REGULAR_INI: "table-success",
+ KO_OR_DEAD: "ko-or-dead",
+};
+
/*
* helper functions
@@ -47,7 +58,6 @@ const REGULAR_INI_CLASS = "table-success";
// roll for initiative with the given reaction and number of ini dice
function rollForInitiative(dice, rea) {
let diceRolls = Array.from({length: parseInt(dice)}, () => Math.ceil(Math.random() * 6));
-console.log(diceRolls);
return diceRolls.reduce((a, b) => a + b, 0) + parseInt(rea);
}
@@ -56,90 +66,49 @@ console.log(diceRolls);
function whoGoesFirst(a, b) {
// check for K.O./death
- let tmpA = $(a).hasClass("out-of-commission") ? -1 : parseInt($(a).find(".combatantIni").text()) || 0;
- let tmpB = $(b).hasClass("out-of-commission") ? -1 : parseInt($(b).find(".combatantIni").text()) || 0;
+ let tmpA = $(a).hasClass(CONTEXTUAL_CLASSES["KO_OR_DEAD"]) ? -1 : parseInt($(a).find(".combatantIni").text()) || 0;
+ let tmpB = $(b).hasClass(CONTEXTUAL_CLASSES["KO_OR_DEAD"]) ? -1 : parseInt($(b).find(".combatantIni").text()) || 0;
// compare ini
let comparer = tmpB - tmpA;
if (comparer != 0) {
return comparer;
- } else
+ }
// tie; compare reaction
- {
- tmpA = parseInt($(a).find(".combatantRea").text()) || 0;
- tmpB = parseInt($(b).find(".combatantRea").text()) || 0
- return tmpB - tmpA;
+ else {
+ if ( $(a).find(".combatantRea").text() == "" || $(b).find(".combatantRea").text() == "" ) {
+ return 0;
+ } else {
+ return parseInt($(b).find(".combatantRea").text()) - parseInt($(a).find(".combatantRea").text());
+ }
}
}
-// add contextual classes and sort combatants by ini value
-function sortTable() {
-
- // remove previous classes from rows, disable act buttons
- $(".combatantRow").removeClass(MAX_INI_CLASS + " " + ZERO_INI_CLASS + " " + REGULAR_INI_CLASS).find(".act-button").prop("disabled", true).attr("aria-disabled", "true");
-
- // get ini value for every combatant; set to 0 if K.O./dead
- let iniValues = $.map( $(".combatantRow"), function(tr, i) {
-//TODO: don't rely on class out-of-commission being set, check and set it here instead
- return $(tr).hasClass("out-of-commission") ? 0 : parseInt($(tr).find(".combatantIni").text());
- });
-
- // compute highest ini
- let iniMax = Math.max.apply(null, iniValues);
-
- // add contextual classes
-//TODO: I should probably add badges here as well, maybe even effectiveIni
- $(".combatantRow").each( function() {
- // K.O./dead -> don't add anything
- if ( $(this).hasClass("out-of-commission") ) {
- return true;
- }
- // ini = zero
- if ( parseInt($(this).find(".combatantIni").text()) == 0 ) {
- $(this).addClass(ZERO_INI_CLASS);
- return true;
- }
- // ini = max and non-zero
- if ( parseInt($(this).find(".combatantIni").text()) == iniMax && iniMax > 0 ) {
- $(this).addClass(MAX_INI_CLASS).find(".act-button").prop("disabled", false).removeAttr("aria-disabled");
- return true;
- }
- // everything else
- $(this).addClass(REGULAR_INI_CLASS);
- })
-
- // sort rows and append them in new order
- let $rows = $(".combatantRow").toArray().sort(whoGoesFirst);
- for ( var i = 0; i < $rows.length; i++ ) {
- $("#combatantsTable").append($rows[i]);
- }
-
- return;
-}
-
-
// returns a combatant's effective ini value (modified by wound penalties)
-function getEffectiveIni(value, damageLevel1, damageLevel2) {
- let effectiveIni;
+function getEffectiveIni(tr) {
+ // return -1 if combatant is K.O. or dead
+ if ($(tr).hasClass(CONTEXTUAL_CLASSES["KO_OR_DEAD"]) ) {
+ return -1;
+ }
- // was function called with 1 argument (tr jQuery object)?
- if ( arguments.length == 1 && $(value).is("tr.combatantRow") ) {
- let trueIni = parseInt($(value).attr("data-true-ini"));
- let damageStun = parseInt($(value).attr("data-damage-stun")) || 0;
- let damagePhysical = parseInt($(value).attr("data-damage-physical")) || 0;
- effectiveIni = trueIni - DAMAGE_PENALTY[damageStun] - DAMAGE_PENALTY[damagePhysical];
- }
- // or with 3 arguments (ini and damage levels)?
- else if ( arguments.length == 3 ) {
- effectiveIni = parseInt(value) - DAMAGE_PENALTY[parseInt(damageLevel1)] - DAMAGE_PENALTY[parseInt(damageLevel2)];
- }
- //
- else {
- return NaN;
- }
-//TODO: maybe check here for out-of-commission and return 'dead' or something instead of integer
- return effectiveIni < 0 ? 0 : effectiveIni;
+ // 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];
+ return Math.max(effectiveIni, 0);
+}
+
+
+// add test combatant for testing purposes (duh)
+function addTestCombatant() {
+ // Eclipse
+ $("#addCombatantButton").click();
+ $("#combatantModalName").val("Eclipse");
+ $("#combatantModalDice").val(3);
+ $("#combatantModalRea").val(6);
+// $("#combatantModalIni").val(12);
+ setTimeout(function(){
+ $("#combatantModalAddOkButton").click();
+ },500);
}
@@ -147,19 +116,14 @@ function getEffectiveIni(value, damageLevel1, damageLevel2) {
* Event handler functions
*/
-// click handler for act buttons
+// click handler for act buttons; reduces ini by 10
function handleActButtonClick (e) {
- // find current table row
- let $tr = $(e.target).parents(".combatantRow");
- let ini = $tr.attr("data-true-ini");
// reduce ini by 10 but not lower than 0
- ini = Math.max(parseInt(ini) - 10, 0);
+ let ini = Math.max(parseInt($(e.target).parents(".combatantRow").attr("data-true-ini")) - 10, 0);
// set new ini value
- // can't use text() here because that would delete wound badges
- $tr.attr("data-true-ini", ini);
- $tr.find(".combatantIni").contents()[0].data = getEffectiveIni($tr);
+ $(e.target).parents(".combatantRow").attr("data-true-ini", ini);
// resort table
sortTable();
@@ -186,8 +150,10 @@ function handleAddButtonClick (e) {
$("#combatantModal").modal("show");
}
+
// click handler for damage buttons; basically toggles visibility of table.damage-monitor
function handleDamageButtonClick (e) {
+
// get visibility status at click time
let hiddenAtClick = $(e.target).parents(".damage-dropdown").find(".damage-monitor").hasClass("d-none");
@@ -204,55 +170,28 @@ function handleDamageButtonClick (e) {
// click handler for damage monitor fields
function handleDamageMonitorClick (e) {
- let $btn = $(e.target);
- let $tr = $btn.parents("tr.combatantRow");
- let damageType;
- let otherDamageLevel
- // calculate new damage level and type
+ let $btn = $(e.target);
+
+ // retrieve new damage level and type from button position and "damage-[type]" class
let damageLevel = $btn.parent().parent().index();
-console.log("damage level is", damageLevel);
- if ( $btn.hasClass("damage-stun") ) {
- damageType = "stun";
- otherDamageLevel = $tr.attr("data-damage-physical") ? parseInt($tr.attr("data-damage-physical")) : 0;
- } else if ( $btn.hasClass("damage-physical") ) {
- damageType = "physical";
- otherDamageLevel = $tr.attr("data-damage-stun") ? parseInt($tr.attr("data-damage-stun")) : 0;
- } else {
- return false;
- }
+ let damageType = $btn.attr("class").split(" ").filter(function(cls) {
+ return cls.substr(0, 7) == "damage-" ? cls : false;
+ }).toString().substr(7);
// add damage level to table row as as data attribute
- $tr.attr("data-damage-" + damageType, damageLevel);
-//TODO: class out-of-commission should be set in sortTable() with the other contextual classes
- if ( damageLevel == 10 || otherDamageLevel == 10 ) {
- $tr.addClass("out-of-commission");
- } else {
- $tr.removeClass("out-of-commission");
- }
-
- // select/unselect damage boxes
+ $btn.parents("tr.combatantRow").attr("data-damage-" + damageType, damageLevel);
+
+ // select/unselect damage buttons above/below
$btn.addClass("active");
$btn.parent().parent().nextAll().find("button.damage-" + damageType).removeClass("active");
$btn.parent().parent().prevAll().find("button.damage-" + damageType).addClass("active");
- // recalculate effective ini
- $tr.find(".combatantIni").text(getEffectiveIni($tr));
-
- // add damage level badges
- if ( $tr.attr("data-damage-stun") && $tr.attr("data-damage-stun") != "0" ) {
- $tr.find(".combatantIni").append('' + DAMAGE_NIVEAU[DAMAGE_PENALTY[$tr.attr("data-damage-stun")]] + '');
- }
- if ( $tr.attr("data-damage-physical") && $tr.attr("data-damage-physical") != "0" ) {
- $tr.find(".combatantIni").append('' + DAMAGE_NIVEAU[DAMAGE_PENALTY[$tr.attr("data-damage-physical")]] + '');
- }
-
// resort
sortTable();
-
-// return false;
}
+
// click handler for edit buttons
function handleEditButtonClick (e) {
// find current table row
@@ -268,8 +207,11 @@ function handleEditButtonClick (e) {
$("#combatantModalDice").val($tr.find(".combatantDice").text());
$("#combatantModalRea").val($tr.find(".combatantRea").text());
$("#combatantModalIni").val($tr.attr("data-true-ini"));
- //TODO: show effective ini in modal
+ // show effective ini in modal
+ $("#penalty-stun").text(DAMAGE_PENALTY[parseInt($tr.attr("data-damage-stun")) || 0]);
+ $("#penalty-physical").text(DAMAGE_PENALTY[parseInt($tr.attr("data-damage-physical")) || 0]);
+
// mark which row is being edited
$("#combatantModal").attr("data-row", $(".combatantRow").index($tr));
@@ -312,58 +254,6 @@ function handleRemoveButtonClick (e) {
}
-/*
- * Validation functions
- */
-
-// validate a combatant row form by checking for all conditions, including regular HTML5 validation
-function validateCombatant() {
-
- // get input elements
- let inputElements = {
- name: $("#combatantModalName").get(0),
- ini: $("#combatantModalIni").get(0),
- dice: $("#combatantModalDice").get(0),
- rea: $("#combatantModalRea").get(0)
- };
-
- // do standard HTML5 form validation first
- // (makes sure that name is not empty and that all other values are numbers within their individual ranges)
- let valid = true;
- Object.values(inputElements).forEach(function(input) {
- if ( ! input.reportValidity() ) {
- valid = false;
- }
- })
- if ( ! valid ) {
- return false;
- }
-
- // 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();
-
- // invalidate if ini, dice and rea are all empty
- if ( ini == "" && ( dice == "" || rea == "" ) ) {
- inputElements["ini"].setCustomValidity("Requiring values for ini dice and reaction, or initiative, or all three");
- inputElements["ini"].reportValidity();
- inputElements["ini"].setCustomValidity("");
- 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();
- inputElements["dice"].setCustomValidity("");
- return false;
- }
-
- // ok then
- return true;
-}
-
/*
* Main functions
@@ -393,7 +283,6 @@ function addCombatant (e) {
// populate table row with values from modal
$tr.attr("data-true-ini", ini);
$tr.find(".combatantName").text($("#combatantModalName").val().trim());
- $tr.find(".combatantIni").text(getEffectiveIni(ini, 0, 0)); // don't need to use contents()[0].data here b/c wound badges are added later
$tr.find(".combatantDice").text($("#combatantModalDice").val().trim());
$tr.find(".combatantRea").text($("#combatantModalRea").val().trim());
@@ -448,8 +337,6 @@ function editCombatant (e) {
$tr.find(".combatantDice").text(dice);
$tr.find(".combatantRea").text(rea);
$tr.attr("data-true-ini", ini);
- $tr.find(".combatantIni").text(getEffectiveIni($tr));
-//TODO: add badges
// sort table
sortTable();
@@ -488,13 +375,11 @@ function startNewRound (e) {
// reset ini values
$(".combatantRow").each( function() {
- let dice = $(this).find(".combatantDice").text();
- if ( dice == "" ) {
- $(this).attr("data-true-ini", "1");
+ if ( $(this).find(".combatantDice").text() == "" ) {
+ $(this).attr("data-true-ini", 1);
} else {
- $(this).attr("data-true-ini", rollForInitiative(dice, $(this).find(".combatantRea").text()));
+ $(this).attr("data-true-ini", rollForInitiative(parseInt($(this).find(".combatantDice").text()), parseInt($(this).find(".combatantRea").text())));
}
- $(this).find(".combatantIni").contents()[0].data = getEffectiveIni($(this));
});
// resort table
@@ -502,19 +387,116 @@ function startNewRound (e) {
}
-// add test combatant for testing purposes (duh)
-function addTestCombatant() {
- // Eclipse
- $("#addCombatantButton").click();
- $("#combatantModalName").val("Eclipse");
- $("#combatantModalDice").val(3);
- $("#combatantModalRea").val(6);
-// $("#combatantModalIni").val(12);
- setTimeout(function(){
- $("#combatantModalAddOkButton").click();
- },500);
+// add contextual classes and sort combatants by ini value
+function sortTable() {
+ // do some clean up: remove previous classes from rows, disable act buttons, remove effective ini and damage badges
+ $(".combatantRow").removeClass(Object.values(CONTEXTUAL_CLASSES).join(" "));
+ $(".combatantRow").find(".act-button").prop("disabled", true).attr("aria-disabled", "true");
+ $(".combatantIni").empty();
+
+ // mark KO or death with class
+ $(".combatantRow").each(function() {
+ if ( parseInt($(this).attr("data-damage-stun")) == 10 || parseInt($(this).attr("data-damage-physical")) == 10 ) {
+ $(this).addClass(CONTEXTUAL_CLASSES["KO_OR_DEAD"]);
+ }
+ });
+
+ // compute highest effective ini
+ let iniMax = Math.max.apply(null, $.map( $(".combatantRow"), function(tr, i) {
+ // write current effective ini to table row
+ $(tr).find(".combatantIni").text($(tr).hasClass(CONTEXTUAL_CLASSES["KO_OR_DEAD"]) ? 0 : getEffectiveIni($(tr)));
+ return $(tr).find(".combatantIni").text();
+ }));
+
+ // add damage badges and contextual classes
+ $(".combatantRow").each(function() {
+ // damage badges
+ if ( $(this).attr("data-damage-stun") && $(this).attr("data-damage-stun") != "0" ) {
+ $(this).find(".combatantIni").append($.parseHTML(STUN_BADGE_HTML));
+ $(this).find(".stun-badge").append(DAMAGE_NIVEAU[DAMAGE_PENALTY[$(this).attr("data-damage-stun")]]);
+ }
+ if ( $(this).attr("data-damage-physical") && $(this).attr("data-damage-physical") != "0" ) {
+ $(this).find(".combatantIni").append($.parseHTML(PHYSICAL_BADGE_HTML));
+ $(this).find(".physical-badge").append(DAMAGE_NIVEAU[DAMAGE_PENALTY[$(this).attr("data-damage-physical")]]);
+ }
+
+ // K.O./dead -> don't add anything
+ if ( $(this).hasClass(CONTEXTUAL_CLASSES["KO_OR_DEAD"]) ) {
+ return true;
+ }
+ // ini = zero
+ if ( parseInt($(this).find(".combatantIni").text()) == 0 ) {
+ $(this).addClass(CONTEXTUAL_CLASSES["ZERO_INI"]);
+ return true;
+ }
+ // ini = max and non-zero
+ if ( parseInt($(this).find(".combatantIni").text()) == iniMax && iniMax > 0 ) {
+ $(this).addClass(CONTEXTUAL_CLASSES["MAX_INI"]).find(".act-button").prop("disabled", false).removeAttr("aria-disabled");
+ return true;
+ }
+ // everything else
+ $(this).addClass(CONTEXTUAL_CLASSES["REGULAR_INI"]);
+ })
+
+ // sort rows and append them in new order
+ let $rows = $(".combatantRow").toArray().sort(whoGoesFirst);
+ for ( var i = 0; i < $rows.length; i++ ) {
+ $("#combatantsTable").append($rows[i]);
+ }
+
+ return;
}
+
+// validate a combatant row form by checking for all conditions, including regular HTML5 validation
+function validateCombatant() {
+
+ // get input elements
+ let inputElements = {
+ name: $("#combatantModalName").get(0),
+ ini: $("#combatantModalIni").get(0),
+ dice: $("#combatantModalDice").get(0),
+ rea: $("#combatantModalRea").get(0)
+ };
+
+ // do standard HTML5 form validation first
+ // (makes sure that name is not empty and that all other values are numbers within their individual ranges)
+ let valid = true;
+ Object.values(inputElements).forEach(function(input) {
+ if ( ! input.reportValidity() ) {
+ valid = false;
+ }
+ })
+ if ( ! valid ) {
+ return false;
+ }
+
+ // 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();
+
+ // invalidate if ini, dice and rea are all empty
+ if ( ini == "" && ( dice == "" || rea == "" ) ) {
+ inputElements["ini"].setCustomValidity("Requiring values for ini dice and reaction, or initiative, or all three");
+ inputElements["ini"].reportValidity();
+ inputElements["ini"].setCustomValidity("");
+ 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();
+ inputElements["dice"].setCustomValidity("");
+ return false;
+ }
+
+ // ok then
+ return true;
+}
+
+
/*
* Initialize document
*/