- capitalized const names
- put all html into consts - fixed minor bugs
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js/sr2ini.js
116
js/sr2ini.js
@ -1,7 +1,24 @@
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const penalty = [0, 1, 1, 2, 2, 2, 3, 3, 3, 3, 4];
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const dmg = ["", "L", "M", "S", "D"];
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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 damageMonitorHTML = ['<table class="bg-light damage-monitor text-center align-middle">\n',
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const COMBATANT_TABLE_ROW = [
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'<tr class="combatantRow align-middle" data-true-ini="">\n', //TODO: add data-damage-* attributes with initial damage levels
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'<td class="combatantName" title="Combatant\'s name"></td>\n',
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'<td class="combatantIni text-center" title="Effective initiative (w/ wound penalties)"></td>\n',
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'<td class="text-center combatantDiceAndRea" title="Iniative dice and reaction"><span class="combatantDice"></span>D+<span class="combatantRea"></span></td>\n',
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'<td class="text-end">\n',
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'<div class="btn-group">\n',
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'<button type="button" class="btn btn-light btn-rounded mx-1 p-1 edit-button" title="Edit combatant\'s values"><img src="img/edit.png" /></button>\n',
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'<button type="button" class="btn btn-light btn-rounded mx-1 p-1 act-button" title="Act and reduce ini by 10"><img src="img/check.png" /></button>\n',
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'<div class="damage-dropdown">\n',
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'<button type="button" class="btn btn-light btn-rounded mx-1 p-1 damage-button" title="Take damage"><img src="img/explosion.png" /></button>\n',
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'</div>\n',
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'</div>\n',
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'</td>\n',
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'</tr>'].join("");
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const DAMAGE_MONITOR_HTML = [
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'<table class="bg-light damage-monitor text-center align-middle">\n',
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'<tr>\n',
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'<td><button class="btn btn-sm btn-warning damage-stun active" title="+/-0">0</button></td>\n',
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'<td><button class="btn btn-sm btn-danger damage-physical active" title="+/-0">0</button></td>\n',
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@ -19,9 +36,9 @@ const damageMonitorHTML = ['<table class="bg-light damage-monitor text-center al
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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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const maxIniClass = "table-primary";
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const zeroIniClass = "table-secondary";
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const regularClass = "table-success";
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const MAX_INI_CLASS = "table-primary";
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const ZERO_INI_CLASS = "table-secondary";
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const REGULAR_INI_CLASS = "table-success";
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/*
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* helper functions
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@ -29,22 +46,19 @@ const regularClass = "table-success";
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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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let ini = 0;
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for ( let i = 0; i < parseInt(dice); i++ ) {
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roll = Math.floor(Math.random() * 6) + 1;
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ini += roll;
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}
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return ini + parseInt(rea);
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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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}
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// figure out whose action comes first out of two combatants a and b
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function whoGoesFirst(a, b) {
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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 tmpB = $(b).hasClass("out-of-commission") ? -1 : parseInt($(b).find(".combatantIni").text()) || 0;
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console.log("iniA, iniB are", tmpA, tmpB);
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// compare ini
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let comparer = tmpB - tmpA;
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if (comparer != 0) {
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@ -54,7 +68,6 @@ console.log("iniA, iniB are", tmpA, tmpB);
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{
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tmpA = parseInt($(a).find(".combatantRea").text()) || 0;
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tmpB = parseInt($(b).find(".combatantRea").text()) || 0
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console.log("Reaction values are: ", tmpA, tmpB);
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return tmpB - tmpA;
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}
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}
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@ -64,21 +77,20 @@ console.log("Reaction values are: ", tmpA, tmpB);
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function sortTable() {
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// remove previous classes from rows, disable act buttons
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$(".combatantRow").removeClass(maxIniClass + " " + zeroIniClass + " " + regularClass).find(".act-button").prop("disabled", true).attr("aria-disabled", "true");
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$(".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( $(".combatantRow"), function(tr, i) {
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console.log($(tr).find(".combatantIni"));
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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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console.log(iniValues);
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//TODO: maxIni wid nicht vergeben wenn damage > 0
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// compute highest ini
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let iniMax = Math.max.apply(null, iniValues);
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console.log(iniValues);
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// add contextual classes
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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 ( $(this).hasClass("out-of-commission") ) {
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@ -86,16 +98,16 @@ console.log(iniValues);
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}
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// ini = zero
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if ( parseInt($(this).find(".combatantIni").text()) == 0 ) {
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$(this).addClass(zeroIniClass);
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$(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(maxIniClass).find(".act-button").prop("disabled", false).removeAttr("aria-disabled");
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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(regularClass);
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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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@ -109,24 +121,25 @@ console.log(iniValues);
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// returns a combatant's effective ini value (modified by wound penalties)
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function getEffectiveIni(value, dmgLvl1, dmgLvl2) {
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function getEffectiveIni(value, damageLevel1, damageLevel2) {
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let effectiveIni;
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// was function called with 1 argument (tr jQuery object)?
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if ( arguments.length == 1 && $(value).is("tr.combatantRow") ) {
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let trueIni = parseInt($(value).attr("data-true-ini"));
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let dmgStun = parseInt($(value).attr("data-damage-stun")) || 0;
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let dmgPhysical = parseInt($(value).attr("data-damage-physical")) || 0;
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effectiveIni = trueIni - penalty[dmgStun] - penalty[dmgPhysical];
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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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// or with 3 arguments (ini and dmg levels)?
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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) - penalty[parseInt(dmgLvl1)] - penalty[parseInt(dmgLvl2)];
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effectiveIni = parseInt(value) - DAMAGE_PENALTY[parseInt(damageLevel1)] - DAMAGE_PENALTY[parseInt(damageLevel2)];
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}
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//
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else {
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return NaN;
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}
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//TODO: maybe check here for out-of-commission and return 'dead' or something instead of int
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return effectiveIni < 0 ? 0 : effectiveIni;
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}
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@ -212,6 +225,7 @@ console.log("damage level is", damageLevel);
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// add damage level to table row as as data attribute
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$tr.attr("data-damage-" + damageType, damageLevel);
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//TODO: class out-of-commission should be set in sortTable() with the other contextual classes
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if ( damageLevel == 10 || otherDamageLevel == 10 ) {
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$tr.addClass("out-of-commission");
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} else {
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@ -228,10 +242,10 @@ console.log("damage level is", damageLevel);
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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 level">' + dmg[penalty[$tr.attr("data-damage-stun")]] + '</span></sup>');
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$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">' + dmg[penalty[$tr.attr("data-damage-physical")]] + '<span class="visually-hidden">Physical damage level</span></span></sub>');
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$tr.find(".combatantIni").append('<sub><span class="badge bg-danger position-absolute translate-middle" title="Physical damage niveau">' + DAMAGE_NIVEAU[DAMAGE_PENALTY[$tr.attr("data-damage-physical")]] + '</span></sub>');
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}
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// resort
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@ -369,21 +383,25 @@ function addCombatant (e) {
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// hide modal
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$("#combatantModal").modal("hide");
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// get values
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let name = $("#combatantModalName").val().trim();
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let ini = $("#combatantModalIni").val().trim();
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let dice = $("#combatantModalDice").val().trim();
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let rea = $("#combatantModalRea").val().trim();
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//TODO: retrieve initial damage levels
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// roll for initiative if necessary
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ini = (ini != "") ? ini : rollForInitiative(dice, rea);
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// get effective initiative value (modified by wound penalties)
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let effectiveIni = getEffectiveIni(ini, 0, 0);
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let ini = $("#combatantModalIni").val().trim();
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ini = (ini != "") ? ini : rollForInitiative($("#combatantModalDice").val(), $("#combatantModalRea").val());
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// construct jQuery object for table row
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let $tr = $($.parseHTML( [
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let $tr = $($.parseHTML(COMBATANT_TABLE_ROW));
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$tr.find(".damage-dropdown").append($.parseHTML(DAMAGE_MONITOR_HTML));
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// populate table row with values from modal
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$tr.attr("data-true-ini", ini);
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$tr.find(".combatantName").text($("#combatantModalName").val().trim());
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$tr.find(".combatantIni").text(getEffectiveIni(ini, 0, 0)); // don't need to use contents()[0].data here b/c wound badges are added later
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$tr.find(".combatantDice").text($("#combatantModalDice").val().trim());
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$tr.find(".combatantRea").text($("#combatantModalRea").val().trim());
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//TODO: retrieve initial damage levels
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// construct jQuery object for table row
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/* let $tr = $($.parseHTML( [
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'<tr class="combatantRow align-middle" data-true-ini="', ini, '">\n', //TODO: add data-damage-* attributes with initial damage levels
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'<td class="combatantName" title="Combatant\'s name">', name, '</td>\n',
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'<td class="combatantIni text-center" title="Effective initiative (w/ wound penalties)">', effectiveIni, '</td>\n',
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@ -394,24 +412,24 @@ function addCombatant (e) {
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'<button type="button" class="btn btn-light btn-rounded mx-1 p-1 act-button" title="Act and reduce ini by 10"><img src="img/check.png" /></button>\n',
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'<div class="damage-dropdown">\n',
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'<button type="button" class="btn btn-light btn-rounded mx-1 p-1 damage-button" title="Take damage"><img src="img/explosion.png" /></button>\n',
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damageMonitorHTML + "\n",
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DAMAGE_MONITOR_HTML + "\n",
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'</div>\n',
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'</div>\n',
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'</td>\n',
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'</tr>'].join("")
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));
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));*/
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//TODO: mark initial damage levels with active class -> what? don't know what this means
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//TODO: mark initial damage levels with active class
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// add handler to table cells (click to edit)
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$tr.find(".combatantName, .combatantIni, .combatantDiceAndRea").on("click", handleEditButtonClick);
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// add handlers to table row buttons
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// add handlers to action buttons
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$tr.find("button.edit-button").on("click", handleEditButtonClick);
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$tr.find("button.act-button").on("click", handleActButtonClick);
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$tr.find("button.damage-button").on("click", handleDamageButtonClick);
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$tr.find("button.remove-button").on("click", handleRemoveButtonClick);
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// add handler to table cells (click to edit)
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$tr.find(".combatantName, .combatantIni, .combatantDiceAndRea").on("click", handleEditButtonClick);
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// add handler to damage monitor
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$tr.find(".damage-stun, .damage-physical").on("click", handleDamageMonitorClick);
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