const penalty = [0, 1, 1, 2, 2, 2, 3, 3, 3, 3, 4]; const dmg = ["", "L", "M", "S", "D"]; const damageMonitorHTML = ['\n', '\n', '\n', '\n', '\n', '\n', '\n', '\n', '\n', '\n', '\n', '\n', '\n', '\n', '\n', '\n', '
'].join(""); const maxIniClass = "table-primary"; const zeroIniClass = "table-secondary"; const regularClass = "table-success"; /* * helper functions */ // roll for initiative with the given reaction and number of ini dice function rollForInitiative(dice, rea) { let ini = 0; for ( let i = 0; i < parseInt(dice); i++ ) { roll = Math.floor(Math.random() * 6) + 1; ini += roll; } return ini + parseInt(rea); } // figure out whose action comes first out of two combatants a and b 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; console.log("iniA, iniB are", tmpA, tmpB); // 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 console.log("Reaction values are: ", tmpA, tmpB); return tmpB - tmpA; } } // add contextual classes and sort combatants by ini value function sortTable() { // remove previous classes from rows, disable act buttons $(".combatantRow").removeClass(maxIniClass + " " + zeroIniClass + " " + regularClass).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( $(".combatantRow"), function(tr, i) { console.log($(tr).find(".combatantIni")); return $(tr).hasClass("out-of-commission") ? 0 : parseInt($(tr).find(".combatantIni").text()); }); console.log(iniValues); //TODO: maxIni wid nicht vergeben wenn damage > 0 // compute highest ini let iniMax = Math.max.apply(null, iniValues); console.log(iniValues); // add contextual classes $(".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 ) { $(this).addClass(zeroIniClass); return true; } // ini = max and non-zero if ( parseInt($(this).find(".combatantIni").text()) == iniMax && iniMax > 0 ) { $(this).addClass(maxIniClass).find(".act-button").prop("disabled", false).removeAttr("aria-disabled"); return true; } // everything else $(this).addClass(regularClass); }) // 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, dmgLvl1, dmgLvl2) { let effectiveIni; // 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 dmgStun = parseInt($(value).attr("data-damage-stun")) || 0; let dmgPhysical = parseInt($(value).attr("data-damage-physical")) || 0; effectiveIni = trueIni - penalty[dmgStun] - penalty[dmgPhysical]; } // or with 3 arguments (ini and dmg levels)? else if ( arguments.length == 3 ) { effectiveIni = parseInt(value) - penalty[parseInt(dmgLvl1)] - penalty[parseInt(dmgLvl2)]; } // else { return NaN; } return effectiveIni < 0 ? 0 : effectiveIni; } /* * Event handler functions */ // click handler for act buttons 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); // 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); // resort table sortTable(); } // click handler for add buttons function handleAddButtonClick (e) { // restyle modal $("#combatantModal .modal-title").text("Add Combatant"); $("#combatantModalAddOkButton").show(); $("#combatantModalEditOkButton").hide(); // add handler for enter key $("#combatantModal input[id*='combatantModal']").off("keydown"); $("#combatantModal input[id*='combatantModal']").on("keydown", function (e) { if ( e.which == 13 || e.which == 10 ) { addCombatant(e); } }); // show modal $("#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 visAtClick = $(e.target).parents(".damage-dropdown").find(".damage-monitor").css("display"); // hide all damage monitors $(".damage-monitor:visible").css("display", "none"); // if targeted dm was hidden before, show it now if ( visAtClick == "none" ) { $(e.target).parents(".damage-dropdown").find(".damage-monitor").css("display", "block"); } return false; } // 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 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; } // add damage level to table row as as data attribute $tr.attr("data-damage-" + damageType, damageLevel); if ( damageLevel == 10 || otherDamageLevel == 10 ) { $tr.addClass("out-of-commission"); } else { $tr.removeClass("out-of-commission"); } // select/unselect damage boxes $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" ) { $tr.find(".combatantIni").append('' + dmg[penalty[$tr.attr("data-damage-stun")]] + ''); } if ( $tr.attr("data-damage-physical") && $tr.attr("data-damage-physical") != "0" ) { $tr.find(".combatantIni").append('' + dmg[penalty[$tr.attr("data-damage-physical")]] + 'Physical damage level'); } // resort sortTable(); // return false; } // click handler for edit buttons function handleEditButtonClick (e) { // find current table row let $tr = $(e.target).parents(".combatantRow"); // restyle modal $("#combatantModal .modal-title").text("Edit Combatant"); $("#combatantModalAddOkButton").hide(); $("#combatantModalEditOkButton").show(); // populate modal with values from row $("#combatantModalName").val($tr.find(".combatantName").text()); $("#combatantModalDice").val($tr.find(".combatantDice").text()); $("#combatantModalRea").val($tr.find(".combatantRea").text()); $("#combatantModalIni").val($tr.attr("data-true-ini")); //TODO: show effective ini in modal // mark which row is being edited $("#combatantModal").attr("data-row", $(".combatantRow").index($tr)); // add handler for enter key $("#combatantModal input[id*='combatantModal']").off("keydown"); $("#combatantModal input[id*='combatantModal']").on("keydown", function (e) { if ( e.which == 13 || e.which == 10 ) { editCombatant(e); } }); // show modal $("#combatantModal").modal("show"); } function handleNewRoundButton (e) { // restyle modal $("#confirmModal .modal-title").text("Start new Round"); $("#confirmModalNewRoundOkButton").show(); $("#confirmModalRemoveCombatantOkButton").hide(); // show modal $("#comfirmModal").modal("show"); } // click handler for remove buttons function handleRemoveButtonClick (e) { // restyle modal $("#confirmModal .modal-title").text("Remove Combatant"); $("#confirmModalRemoveCombatantOkButton").show(); $("#confirmModalNewRoundOkButton").hide(); // mark which row is being removed $("#confirmModal").attr("data-row", $(".combatantRow").index($(e.target).parents(".combatantRow"))); // show modal $("#comfirmModal").modal("show"); } /* * 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 */ // add new combatant function addCombatant (e) { e.preventDefault(); // validate form if ( ! validateCombatant() ) { return false; } // hide modal $("#combatantModal").modal("hide"); // get values let name = $("#combatantModalName").val().trim(); let ini = $("#combatantModalIni").val().trim(); let dice = $("#combatantModalDice").val().trim(); let rea = $("#combatantModalRea").val().trim(); //TODO: retrieve initial damage levels // roll for initiative if necessary ini = (ini != "") ? ini : rollForInitiative(dice, rea); // get effective initiative value (modified by wound penalties) let effectiveIni = getEffectiveIni(ini, 0, 0); // construct jQuery object for table row let $tr = $($.parseHTML( [ '\n', //TODO: add data-damage-* attributes with initial damage levels '', name, '\n', '', effectiveIni, '\n', '', dice, 'D+', rea, '\n', '\n', '
\n', '\n', '\n', '
\n', '\n', damageMonitorHTML + "\n", '
\n', '
\n', '\n', ''].join("") )); //TODO: mark initial damage levels with active class // add handlers to table row buttons $tr.find("button.edit-button").on("click", handleEditButtonClick); $tr.find("button.act-button").on("click", handleActButtonClick); $tr.find("button.damage-button").on("click", handleDamageButtonClick); $tr.find("button.remove-button").on("click", handleRemoveButtonClick); // add handler to table cells (click to edit) $tr.find(".combatantName, .combatantIni, .combatantDiceAndRea").on("click", handleEditButtonClick); // add handler to damage monitor $tr.find(".damage-stun, .damage-physical").on("click", handleDamageMonitorClick); // add row to table and sort $("#combatantsTable").append($tr); sortTable(); } // edit combatant function editCombatant (e) { e.preventDefault(); // validate form if ( ! validateCombatant() ) { return false; } // hide modal $("#combatantModal").modal("hide"); // get values let name = $("#combatantModalName").val().trim(); let ini = $("#combatantModalIni").val().trim(); let dice = $("#combatantModalDice").val().trim(); let rea = $("#combatantModalRea").val().trim(); // roll for initiative if ini is empty ini = (ini != "") ? ini : rollForInitiative(dice, rea); // get correct row let index = parseInt($("#combatantModal").attr("data-row")); $tr = $("tr.combatantRow").eq(index); // set new values $tr.find(".combatantName").text(name); $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(); // clean up $("#combatantModal").removeAttr("data-row"); } // remove combatant function removeCombatant (e) { e.preventDefault(); // hide modal $("#confirmModal").modal("hide"); // remove correct row let index = parseInt($("#confirmModal").attr("data-row")); $(".combatantRow").eq(index).remove(); // clean up $("#confirmModal").removeAttr("data-row"); } // start a new combat round function startNewRound (e) { e.preventDefault(); // hide modal $("#confirmModal").modal("hide"); // are there rows at all? if ( $(".combatantRow").length == 0 ) { return; } // reset ini values $(".combatantRow").each( function() { let dice = $(this).find(".combatantDice").text(); if ( dice == "" ) { $(this).attr("data-true-ini", "1"); } else { $(this).attr("data-true-ini", rollForInitiative(dice, $(this).find(".combatantRea").text())); } $(this).find(".combatantIni").contents()[0].data = getEffectiveIni($(this)); }); // resort table sortTable(); } // add test combatant for testing purposes (duh) function addTestCombatant() { $("#addCombatantButton").click(); $("#combatantModalName").val("Goon1"); $("#combatantModalDice").val(2); $("#combatantModalRea").val(6); $("#combatantModalIni").val(12); setTimeout(function(){ $("#combatantModalAddOkButton").click(); },500); } /* * Initialize document */ $(document).ready(function(){ // add event handlers to navbar buttons $("#addCombatantButton").on("click", handleAddButtonClick); $("#newRoundButton").on("click", handleNewRoundButton); // add event handlers to modal buttons $("#combatantModalAddOkButton").on("click", addCombatant); $("#combatantModalEditOkButton").on("click", editCombatant); $("#confirmModalNewRoundOkButton").on("click", startNewRound); $("#confirmModalRemoveCombatantOkButton").on("click", removeCombatant); // always focus name input field when combatant modal appears $('#combatantModal').on('shown.bs.modal', function() { $('#combatantModalName').focus(); }); // always empty input fields when combatant modal disappears $("#combatantModal").on('hidden.bs.modal', function (e) { $("#combatantModal input[id*='combatantModal']").val(""); }); // Hide damage monitors after click somewhere else $("html").on("click", function (e) { if ( $(e.target).parents(".damage-monitor").length == 0 ) { $(".damage-monitor:visible").css("display", "none"); } }); addTestCombatant(); });