- streamlined handling of contextual classes and damage badges; these are now all being applied in sortTable only
- combatantModal now displays wound penalties - when two combatants have the same ini: only compare reaction values if both are set, report tie otherwise - elegantified certain commands, e.g. retrieving damage type in applyDamage (formerly handleDamageMonitorClick) - rearranged some of the functions in sr2ini.js
This commit is contained in:
parent
10830728b2
commit
493d7160b6
@ -21,7 +21,7 @@ input:invalid {
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border: 2px solid red;
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border: 2px solid red;
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}
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}
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.out-of-commission {
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.ko-or-dead {
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color: coral;
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color: coral;
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text-decoration: line-through;
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text-decoration: line-through;
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background-color: darkslategray;
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background-color: darkslategray;
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@ -88,6 +88,7 @@
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</div>
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</div>
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<div class="my-2">
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<div class="my-2">
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<input type="number" min="0" max="55" class="form-control form-control-sm" id="combatantModalIni" form="combatantModalForm" placeholder="Ini" />
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<input type="number" min="0" max="55" class="form-control form-control-sm" id="combatantModalIni" form="combatantModalForm" placeholder="Ini" />
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<label for="combatantModalIni" class="form-label">Wound penalties: -<span id="penalty-stun">0</span> (stun) and -<span id="penalty-physical">0</span> (physical)</label>
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</div>
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</div>
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</form>
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</form>
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</div>
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</div>
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362
js/sr2ini.js
362
js/sr2ini.js
@ -1,3 +1,7 @@
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/*
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* constants definitions
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*/
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const DAMAGE_PENALTY = [0, 1, 1, 2, 2, 2, 3, 3, 3, 3, 4];
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const DAMAGE_PENALTY = [0, 1, 1, 2, 2, 2, 3, 3, 3, 3, 4];
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const DAMAGE_NIVEAU = ["", "L", "M", "S", "D"];
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const DAMAGE_NIVEAU = ["", "L", "M", "S", "D"];
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@ -36,9 +40,16 @@ const DAMAGE_MONITOR_HTML = [
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'<tr><th colspan="2"><button type)"submit" class="btn btn-sm btn-light remove-button" title="Remove combatant" data-bs-toggle="modal" data-bs-target="#confirmModal"><img src="img/trash.png" /></button></th></tr>\n',
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'<tr><th colspan="2"><button type)"submit" class="btn btn-sm btn-light remove-button" title="Remove combatant" data-bs-toggle="modal" data-bs-target="#confirmModal"><img src="img/trash.png" /></button></th></tr>\n',
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'</table>'].join("");
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'</table>'].join("");
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const MAX_INI_CLASS = "table-primary";
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const STUN_BADGE_HTML = '<sup><span class="badge bg-warning position-absolute translate-middle stun-badge" title="Stun damage niveau"></span></sup>';
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const ZERO_INI_CLASS = "table-secondary";
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const PHYSICAL_BADGE_HTML = '<sub><span class="badge bg-danger position-absolute translate-middle physical-badge" title="Physical damage niveau"></span></sub>';
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const REGULAR_INI_CLASS = "table-success";
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const CONTEXTUAL_CLASSES = {
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MAX_INI: "table-primary",
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ZERO_INI: "table-secondary",
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REGULAR_INI: "table-success",
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KO_OR_DEAD: "ko-or-dead",
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};
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/*
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/*
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* helper functions
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* helper functions
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@ -47,7 +58,6 @@ const REGULAR_INI_CLASS = "table-success";
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// roll for initiative with the given reaction and number of ini dice
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// roll for initiative with the given reaction and number of ini dice
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function rollForInitiative(dice, rea) {
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function rollForInitiative(dice, rea) {
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let diceRolls = Array.from({length: parseInt(dice)}, () => Math.ceil(Math.random() * 6));
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let diceRolls = Array.from({length: parseInt(dice)}, () => Math.ceil(Math.random() * 6));
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console.log(diceRolls);
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return diceRolls.reduce((a, b) => a + b, 0) + parseInt(rea);
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return diceRolls.reduce((a, b) => a + b, 0) + parseInt(rea);
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}
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}
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@ -56,90 +66,49 @@ console.log(diceRolls);
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function whoGoesFirst(a, b) {
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function whoGoesFirst(a, b) {
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// check for K.O./death
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// check for K.O./death
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let tmpA = $(a).hasClass("out-of-commission") ? -1 : parseInt($(a).find(".combatantIni").text()) || 0;
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let tmpA = $(a).hasClass(CONTEXTUAL_CLASSES["KO_OR_DEAD"]) ? -1 : parseInt($(a).find(".combatantIni").text()) || 0;
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let tmpB = $(b).hasClass("out-of-commission") ? -1 : parseInt($(b).find(".combatantIni").text()) || 0;
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let tmpB = $(b).hasClass(CONTEXTUAL_CLASSES["KO_OR_DEAD"]) ? -1 : parseInt($(b).find(".combatantIni").text()) || 0;
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// compare ini
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// compare ini
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let comparer = tmpB - tmpA;
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let comparer = tmpB - tmpA;
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if (comparer != 0) {
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if (comparer != 0) {
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return comparer;
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return comparer;
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} else
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}
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// tie; compare reaction
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// tie; compare reaction
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{
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else {
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tmpA = parseInt($(a).find(".combatantRea").text()) || 0;
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if ( $(a).find(".combatantRea").text() == "" || $(b).find(".combatantRea").text() == "" ) {
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tmpB = parseInt($(b).find(".combatantRea").text()) || 0
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return 0;
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return tmpB - tmpA;
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} else {
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return parseInt($(b).find(".combatantRea").text()) - parseInt($(a).find(".combatantRea").text());
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}
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}
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}
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}
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// add contextual classes and sort combatants by ini value
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function sortTable() {
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// remove previous classes from rows, disable act buttons
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$(".combatantRow").removeClass(MAX_INI_CLASS + " " + ZERO_INI_CLASS + " " + REGULAR_INI_CLASS).find(".act-button").prop("disabled", true).attr("aria-disabled", "true");
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// get ini value for every combatant; set to 0 if K.O./dead
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let iniValues = $.map( $(".combatantRow"), function(tr, i) {
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//TODO: don't rely on class out-of-commission being set, check and set it here instead
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return $(tr).hasClass("out-of-commission") ? 0 : parseInt($(tr).find(".combatantIni").text());
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});
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// compute highest ini
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let iniMax = Math.max.apply(null, iniValues);
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// add contextual classes
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//TODO: I should probably add badges here as well, maybe even effectiveIni
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$(".combatantRow").each( function() {
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// K.O./dead -> don't add anything
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if ( $(this).hasClass("out-of-commission") ) {
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return true;
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}
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// ini = zero
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if ( parseInt($(this).find(".combatantIni").text()) == 0 ) {
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$(this).addClass(ZERO_INI_CLASS);
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return true;
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}
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// ini = max and non-zero
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if ( parseInt($(this).find(".combatantIni").text()) == iniMax && iniMax > 0 ) {
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$(this).addClass(MAX_INI_CLASS).find(".act-button").prop("disabled", false).removeAttr("aria-disabled");
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return true;
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}
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// everything else
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$(this).addClass(REGULAR_INI_CLASS);
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})
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// sort rows and append them in new order
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let $rows = $(".combatantRow").toArray().sort(whoGoesFirst);
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for ( var i = 0; i < $rows.length; i++ ) {
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$("#combatantsTable").append($rows[i]);
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}
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return;
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}
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}
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// returns a combatant's effective ini value (modified by wound penalties)
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// returns a combatant's effective ini value (modified by wound penalties)
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function getEffectiveIni(value, damageLevel1, damageLevel2) {
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function getEffectiveIni(tr) {
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let effectiveIni;
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// return -1 if combatant is K.O. or dead
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if ($(tr).hasClass(CONTEXTUAL_CLASSES["KO_OR_DEAD"]) ) {
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return -1;
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}
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// was function called with 1 argument (tr jQuery object)?
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// otherwise compute effective ini (true ini minus wound penalties)
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if ( arguments.length == 1 && $(value).is("tr.combatantRow") ) {
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let effectiveIni = parseInt($(tr).attr("data-true-ini")) - DAMAGE_PENALTY[parseInt($(tr).attr("data-damage-stun")) || 0] - DAMAGE_PENALTY[parseInt($(tr).attr("data-damage-physical")) || 0];
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let trueIni = parseInt($(value).attr("data-true-ini"));
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return Math.max(effectiveIni, 0);
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let damageStun = parseInt($(value).attr("data-damage-stun")) || 0;
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let damagePhysical = parseInt($(value).attr("data-damage-physical")) || 0;
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effectiveIni = trueIni - DAMAGE_PENALTY[damageStun] - DAMAGE_PENALTY[damagePhysical];
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}
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}
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// or with 3 arguments (ini and damage levels)?
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else if ( arguments.length == 3 ) {
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effectiveIni = parseInt(value) - DAMAGE_PENALTY[parseInt(damageLevel1)] - DAMAGE_PENALTY[parseInt(damageLevel2)];
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// add test combatant for testing purposes (duh)
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}
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function addTestCombatant() {
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//
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// Eclipse
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else {
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$("#addCombatantButton").click();
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return NaN;
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$("#combatantModalName").val("Eclipse");
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}
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$("#combatantModalDice").val(3);
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//TODO: maybe check here for out-of-commission and return 'dead' or something instead of integer
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$("#combatantModalRea").val(6);
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return effectiveIni < 0 ? 0 : effectiveIni;
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// $("#combatantModalIni").val(12);
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setTimeout(function(){
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$("#combatantModalAddOkButton").click();
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},500);
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}
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}
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@ -147,19 +116,14 @@ function getEffectiveIni(value, damageLevel1, damageLevel2) {
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* Event handler functions
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* Event handler functions
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*/
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*/
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// click handler for act buttons
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// click handler for act buttons; reduces ini by 10
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function handleActButtonClick (e) {
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function handleActButtonClick (e) {
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// find current table row
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let $tr = $(e.target).parents(".combatantRow");
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let ini = $tr.attr("data-true-ini");
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// reduce ini by 10 but not lower than 0
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// reduce ini by 10 but not lower than 0
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ini = Math.max(parseInt(ini) - 10, 0);
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let ini = Math.max(parseInt($(e.target).parents(".combatantRow").attr("data-true-ini")) - 10, 0);
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// set new ini value
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// set new ini value
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// can't use text() here because that would delete wound badges
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$(e.target).parents(".combatantRow").attr("data-true-ini", ini);
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$tr.attr("data-true-ini", ini);
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$tr.find(".combatantIni").contents()[0].data = getEffectiveIni($tr);
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// resort table
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// resort table
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sortTable();
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sortTable();
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@ -186,8 +150,10 @@ function handleAddButtonClick (e) {
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$("#combatantModal").modal("show");
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$("#combatantModal").modal("show");
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}
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}
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// click handler for damage buttons; basically toggles visibility of table.damage-monitor
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// click handler for damage buttons; basically toggles visibility of table.damage-monitor
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function handleDamageButtonClick (e) {
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function handleDamageButtonClick (e) {
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// get visibility status at click time
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// get visibility status at click time
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let hiddenAtClick = $(e.target).parents(".damage-dropdown").find(".damage-monitor").hasClass("d-none");
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let hiddenAtClick = $(e.target).parents(".damage-dropdown").find(".damage-monitor").hasClass("d-none");
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@ -204,55 +170,28 @@ function handleDamageButtonClick (e) {
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// click handler for damage monitor fields
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// click handler for damage monitor fields
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function handleDamageMonitorClick (e) {
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function handleDamageMonitorClick (e) {
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let $btn = $(e.target);
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let $tr = $btn.parents("tr.combatantRow");
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let damageType;
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let otherDamageLevel
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// calculate new damage level and type
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let $btn = $(e.target);
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// retrieve new damage level and type from button position and "damage-[type]" class
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let damageLevel = $btn.parent().parent().index();
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let damageLevel = $btn.parent().parent().index();
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console.log("damage level is", damageLevel);
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let damageType = $btn.attr("class").split(" ").filter(function(cls) {
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if ( $btn.hasClass("damage-stun") ) {
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return cls.substr(0, 7) == "damage-" ? cls : false;
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damageType = "stun";
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}).toString().substr(7);
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otherDamageLevel = $tr.attr("data-damage-physical") ? parseInt($tr.attr("data-damage-physical")) : 0;
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} else if ( $btn.hasClass("damage-physical") ) {
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damageType = "physical";
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otherDamageLevel = $tr.attr("data-damage-stun") ? parseInt($tr.attr("data-damage-stun")) : 0;
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} else {
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return false;
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}
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// add damage level to table row as as data attribute
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// add damage level to table row as as data attribute
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$tr.attr("data-damage-" + damageType, damageLevel);
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$btn.parents("tr.combatantRow").attr("data-damage-" + damageType, damageLevel);
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//TODO: class out-of-commission should be set in sortTable() with the other contextual classes
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if ( damageLevel == 10 || otherDamageLevel == 10 ) {
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$tr.addClass("out-of-commission");
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} else {
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$tr.removeClass("out-of-commission");
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}
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// select/unselect damage boxes
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// select/unselect damage buttons above/below
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$btn.addClass("active");
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$btn.addClass("active");
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$btn.parent().parent().nextAll().find("button.damage-" + damageType).removeClass("active");
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$btn.parent().parent().nextAll().find("button.damage-" + damageType).removeClass("active");
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$btn.parent().parent().prevAll().find("button.damage-" + damageType).addClass("active");
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$btn.parent().parent().prevAll().find("button.damage-" + damageType).addClass("active");
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// recalculate effective ini
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$tr.find(".combatantIni").text(getEffectiveIni($tr));
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// add damage level badges
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if ( $tr.attr("data-damage-stun") && $tr.attr("data-damage-stun") != "0" ) {
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$tr.find(".combatantIni").append('<sup><span class="badge bg-warning position-absolute translate-middle" title="Stun damage niveau">' + DAMAGE_NIVEAU[DAMAGE_PENALTY[$tr.attr("data-damage-stun")]] + '</span></sup>');
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}
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if ( $tr.attr("data-damage-physical") && $tr.attr("data-damage-physical") != "0" ) {
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$tr.find(".combatantIni").append('<sub><span class="badge bg-danger position-absolute translate-middle" title="Physical damage niveau">' + DAMAGE_NIVEAU[DAMAGE_PENALTY[$tr.attr("data-damage-physical")]] + '</span></sub>');
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}
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// resort
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// resort
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sortTable();
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sortTable();
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// return false;
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}
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}
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// click handler for edit buttons
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// click handler for edit buttons
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function handleEditButtonClick (e) {
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function handleEditButtonClick (e) {
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// find current table row
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// find current table row
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@ -268,7 +207,10 @@ function handleEditButtonClick (e) {
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$("#combatantModalDice").val($tr.find(".combatantDice").text());
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$("#combatantModalDice").val($tr.find(".combatantDice").text());
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$("#combatantModalRea").val($tr.find(".combatantRea").text());
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$("#combatantModalRea").val($tr.find(".combatantRea").text());
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$("#combatantModalIni").val($tr.attr("data-true-ini"));
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$("#combatantModalIni").val($tr.attr("data-true-ini"));
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//TODO: show effective ini in modal
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// show effective ini in modal
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$("#penalty-stun").text(DAMAGE_PENALTY[parseInt($tr.attr("data-damage-stun")) || 0]);
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$("#penalty-physical").text(DAMAGE_PENALTY[parseInt($tr.attr("data-damage-physical")) || 0]);
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// mark which row is being edited
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// mark which row is being edited
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$("#combatantModal").attr("data-row", $(".combatantRow").index($tr));
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$("#combatantModal").attr("data-row", $(".combatantRow").index($tr));
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@ -312,58 +254,6 @@ function handleRemoveButtonClick (e) {
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}
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}
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/*
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* Validation functions
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*/
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// validate a combatant row form by checking for all conditions, including regular HTML5 validation
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function validateCombatant() {
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// get input elements
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let inputElements = {
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name: $("#combatantModalName").get(0),
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ini: $("#combatantModalIni").get(0),
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dice: $("#combatantModalDice").get(0),
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rea: $("#combatantModalRea").get(0)
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};
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// do standard HTML5 form validation first
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// (makes sure that name is not empty and that all other values are numbers within their individual ranges)
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let valid = true;
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Object.values(inputElements).forEach(function(input) {
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if ( ! input.reportValidity() ) {
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valid = false;
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}
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})
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if ( ! valid ) {
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return false;
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}
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// now for some custom validation; first we need to get the input values
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let ini = inputElements["ini"].value.trim();
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|
||||||
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
|
* Main functions
|
||||||
@ -393,7 +283,6 @@ function addCombatant (e) {
|
|||||||
// populate table row with values from modal
|
// populate table row with values from modal
|
||||||
$tr.attr("data-true-ini", ini);
|
$tr.attr("data-true-ini", ini);
|
||||||
$tr.find(".combatantName").text($("#combatantModalName").val().trim());
|
$tr.find(".combatantName").text($("#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());
|
$tr.find(".combatantDice").text($("#combatantModalDice").val().trim());
|
||||||
$tr.find(".combatantRea").text($("#combatantModalRea").val().trim());
|
$tr.find(".combatantRea").text($("#combatantModalRea").val().trim());
|
||||||
|
|
||||||
@ -448,8 +337,6 @@ function editCombatant (e) {
|
|||||||
$tr.find(".combatantDice").text(dice);
|
$tr.find(".combatantDice").text(dice);
|
||||||
$tr.find(".combatantRea").text(rea);
|
$tr.find(".combatantRea").text(rea);
|
||||||
$tr.attr("data-true-ini", ini);
|
$tr.attr("data-true-ini", ini);
|
||||||
$tr.find(".combatantIni").text(getEffectiveIni($tr));
|
|
||||||
//TODO: add badges
|
|
||||||
|
|
||||||
// sort table
|
// sort table
|
||||||
sortTable();
|
sortTable();
|
||||||
@ -488,13 +375,11 @@ function startNewRound (e) {
|
|||||||
|
|
||||||
// reset ini values
|
// reset ini values
|
||||||
$(".combatantRow").each( function() {
|
$(".combatantRow").each( function() {
|
||||||
let dice = $(this).find(".combatantDice").text();
|
if ( $(this).find(".combatantDice").text() == "" ) {
|
||||||
if ( dice == "" ) {
|
$(this).attr("data-true-ini", 1);
|
||||||
$(this).attr("data-true-ini", "1");
|
|
||||||
} else {
|
} 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
|
// resort table
|
||||||
@ -502,18 +387,115 @@ function startNewRound (e) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
// add test combatant for testing purposes (duh)
|
// add contextual classes and sort combatants by ini value
|
||||||
function addTestCombatant() {
|
function sortTable() {
|
||||||
// Eclipse
|
// do some clean up: remove previous classes from rows, disable act buttons, remove effective ini and damage badges
|
||||||
$("#addCombatantButton").click();
|
$(".combatantRow").removeClass(Object.values(CONTEXTUAL_CLASSES).join(" "));
|
||||||
$("#combatantModalName").val("Eclipse");
|
$(".combatantRow").find(".act-button").prop("disabled", true).attr("aria-disabled", "true");
|
||||||
$("#combatantModalDice").val(3);
|
$(".combatantIni").empty();
|
||||||
$("#combatantModalRea").val(6);
|
|
||||||
// $("#combatantModalIni").val(12);
|
// mark KO or death with class
|
||||||
setTimeout(function(){
|
$(".combatantRow").each(function() {
|
||||||
$("#combatantModalAddOkButton").click();
|
if ( parseInt($(this).attr("data-damage-stun")) == 10 || parseInt($(this).attr("data-damage-physical")) == 10 ) {
|
||||||
},500);
|
$(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
|
* Initialize document
|
||||||
|
|||||||
Loading…
Reference in New Issue
Block a user