534 lines
18 KiB
JavaScript
534 lines
18 KiB
JavaScript
/*
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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_NIVEAU = ["", "L", "M", "S", "D"];
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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/act.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/damage.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 d-none">\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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'</tr>\n',
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'<tr><td><button class="btn btn-sm btn-warning damage-stun" title="Light stun damage">L</button></td><td><button class="btn btn-sm btn-danger damage-physical" title="Light physical damage">L</button></td></tr>\n',
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'<tr><td><button class="btn btn-sm btn-warning damage-stun"></button></td><td><button class="btn btn-sm btn-danger damage-physical"></button></td></tr>\n',
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'<tr><td><button class="btn btn-sm btn-warning damage-stun" title="Medium stun damage">M</button></td><td><button class="btn btn-sm btn-danger damage-physical" title="Medium physical damage">M</button></td></tr>\n',
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'<tr><td><button class="btn btn-sm btn-warning damage-stun"></button></td><td><button class="btn btn-sm btn-danger damage-physical"></button></td></tr>\n',
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'<tr><td><button class="btn btn-sm btn-warning damage-stun"></button></td><td><button class="btn btn-sm btn-danger damage-physical"></button></td></tr>\n',
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'<tr><td><button class="btn btn-sm btn-warning damage-stun" title="Severe stun damage">S</button></td><td><button class="btn btn-sm btn-danger damage-physical" title="Severe physical damage">S</button></td></tr>\n',
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'<tr><td><button class="btn btn-sm btn-warning damage-stun"></button></td><td><button class="btn btn-sm btn-danger damage-physical"></button></td></tr>\n',
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'<tr><td><button class="btn btn-sm btn-warning damage-stun"></button></td><td><button class="btn btn-sm btn-danger damage-physical"></button></td></tr>\n',
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'<tr><td><button class="btn btn-sm btn-warning damage-stun"></button></td><td><button class="btn btn-sm btn-danger damage-physical"></button></td></tr>\n',
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'<tr><td><button class="btn btn-sm btn-warning damage-stun" title="K.O."><img src="img/zzz.png" height="16" /></button></td><td><button class="btn btn-sm btn-danger damage-physical" title="dead"><img src="img/cross.png" height="16"/></button></td></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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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 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 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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* helper functions
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*/
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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 diceRolls = Array.from({length: parseInt(dice)}, () => Math.ceil(Math.random() * 6));
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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 = $(a).hasClass(CONTEXTUAL_CLASSES["KO_OR_DEAD"]) ? -1 : parseInt($(a).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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let comparer = tmpB - tmpA;
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if (comparer != 0) {
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return comparer;
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}
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// tie; compare reaction
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else {
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if ( $(a).find(".combatantRea").text() == "" || $(b).find(".combatantRea").text() == "" ) {
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return 0;
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} else {
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return parseInt($(b).find(".combatantRea").text()) - parseInt($(a).find(".combatantRea").text());
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}
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}
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}
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// returns a combatant's effective ini value (modified by wound penalties)
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function getEffectiveIni(tr) {
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// return -1 if combatant is K.O. or dead
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if ($(tr).hasClass(CONTEXTUAL_CLASSES["KO_OR_DEAD"]) ) {
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return -1;
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}
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// otherwise compute effective ini (true ini minus wound penalties)
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let effectiveIni = parseInt($(tr).attr("data-true-ini")) - DAMAGE_PENALTY[parseInt($(tr).attr("data-damage-stun")) || 0] - DAMAGE_PENALTY[parseInt($(tr).attr("data-damage-physical")) || 0];
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return Math.max(effectiveIni, 0);
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}
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// add test combatant for testing purposes (duh)
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function addTestCombatant() {
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// Eclipse
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$("#addCombatantButton").click();
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$("#combatantModalName").val("Eclipse");
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$("#combatantModalDice").val(3);
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$("#combatantModalRea").val(6);
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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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* Event handler functions
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*/
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// click handler for act buttons; reduces ini by 10
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function handleActButtonClick (e) {
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// reduce ini by 10 but not lower than 0
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let ini = Math.max(parseInt($(e.target).parents(".combatantRow").attr("data-true-ini")) - 10, 0);
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// set new ini value
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$(e.target).parents(".combatantRow").attr("data-true-ini", ini);
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// resort table
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sortTable();
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}
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// click handler for add buttons
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function handleAddButtonClick (e) {
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// restyle modal
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$("#combatantModal .modal-title").text("Add Combatant");
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$("#combatantModalAddOkButton").removeClass("d-none");
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$("#combatantModalEditOkButton").addClass("d-none");
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// add handler for enter key
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$("#combatantModal input[id*='combatantModal']").off("keydown");
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$("#combatantModal input[id*='combatantModal']").on("keydown", function (e) {
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if ( e.which == 13 || e.which == 10 ) {
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addCombatant(e);
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}
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});
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// show modal
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$("#combatantModal").modal("show");
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}
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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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// get visibility status at click time
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let hiddenAtClick = $(e.target).parents(".damage-dropdown").find(".damage-monitor").hasClass("d-none");
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// hide all damage monitors
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$(".damage-monitor:visible").addClass("d-none");
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// if targeted dm was hidden before, show it now
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if ( hiddenAtClick ) {
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$(e.target).parents(".damage-dropdown").find(".damage-monitor").removeClass("d-none");
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}
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return false;
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}
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// click handler for edit buttons
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function handleEditButtonClick (e) {
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// find current table row
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let $tr = $(e.target).parents(".combatantRow");
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// restyle modal
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$("#combatantModal .modal-title").text("Edit Combatant");
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$("#combatantModalAddOkButton").addClass("d-none");
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$("#combatantModalEditOkButton").removeClass("d-none");
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// populate modal with values from row
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$("#combatantModalName").val($tr.find(".combatantName").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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$("#combatantModalIni").val($tr.attr("data-true-ini"));
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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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$("#combatantModal").data("row", $(".combatantRow").index($tr)); // here it's okay to use .data() b/c HTML/CSS does not care about this value
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// add handler for enter key
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$("#combatantModal input[id*='combatantModal']").off("keydown");
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$("#combatantModal input[id*='combatantModal']").on("keydown", function (e) {
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if ( e.which == 13 || e.which == 10 ) {
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editCombatant(e);
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}
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});
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// show modal
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$("#combatantModal").modal("show");
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}
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function handleNewRoundButton (e) {
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// restyle modal
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$("#confirmModal .modal-title").text("Start new Round");
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$("#confirmModalNewRoundOkButton").removeClass("d-none");
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$("#confirmModalRemoveCombatantOkButton").addClass("d-none");
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// show modal
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$("#comfirmModal").modal("show");
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}
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// click handler for remove buttons
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function handleRemoveButtonClick (e) {
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// restyle modal
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$("#confirmModal .modal-title").text("Remove Combatant");
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$("#confirmModalRemoveCombatantOkButton").removeClass("d-none");
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$("#confirmModalNewRoundOkButton").addClass("d-none");
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// mark which row is being removed
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$("#confirmModal").data("row", $(".combatantRow").index($(e.target).parents(".combatantRow"))); // here it's okay to use .data() b/c HTML/CSS does not care about this value
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// show modal
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$("#comfirmModal").modal("show");
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}
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/*
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* Main functions
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*/
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// add new combatant
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function addCombatant (e) {
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e.preventDefault();
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// validate form
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if ( ! validateCombatant() ) {
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return false;
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}
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// hide modal
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$("#combatantModal").modal("hide");
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// roll for initiative if necessary
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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(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(".combatantDice").text($("#combatantModalDice").val().trim());
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$tr.find(".combatantRea").text($("#combatantModalRea").val().trim());
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//TODO: retrieve initial damage levels
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// add handler to table cells (click to edit)
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$tr.find(".combatantName, .combatantIni, .combatantDiceAndRea").on("click", handleEditButtonClick);
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// add handlers to 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 damage monitor
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$tr.find(".damage-stun, .damage-physical").on("click", applyDamage);
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// add row to table and sort
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$("#combatantsTable").append($tr);
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sortTable();
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}
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// event handler for when any damage monitor is clicked
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function applyDamage (e) {
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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 damageType = $btn.attr("class").split(" ").filter(function(cls) {
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return cls.substr(0, 7) == "damage-" ? cls : false;
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}).toString().substr(7);
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// add damage level to table row as as data attribute
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$btn.parents("tr.combatantRow").attr("data-damage-" + damageType, damageLevel);
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// select/unselect damage buttons above/below
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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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$btn.parent().parent().prevAll().find("button.damage-" + damageType).addClass("active");
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// resort
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sortTable();
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}
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// edit combatant
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function editCombatant (e) {
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e.preventDefault();
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// validate form
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if ( ! validateCombatant() ) {
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return false;
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}
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// hide modal
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$("#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 = $("#combatantModalRea").val().trim();
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// roll for initiative if ini is empty
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ini = (ini != "") ? ini : rollForInitiative(dice, rea);
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// get correct row
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let index = parseInt($("#combatantModal").data("row"));
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$tr = $("tr.combatantRow").eq(index);
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// set new values
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$tr.find(".combatantName").text(name);
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$tr.find(".combatantDice").text(dice);
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$tr.find(".combatantRea").text(rea);
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$tr.attr("data-true-ini", ini);
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// sort table
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sortTable();
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// clean up
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$("#combatantModal").removeAttr("data-row");
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}
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// remove combatant
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function removeCombatant (e) {
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e.preventDefault();
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// hide modal
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$("#confirmModal").modal("hide");
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// remove correct row
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let index = parseInt($("#confirmModal").data("row"));
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$(".combatantRow").eq(index).remove();
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// clean up
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$("#confirmModal").removeAttr("data-row");
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}
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// start a new combat round
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function startNewRound (e) {
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e.preventDefault();
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// hide modal
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$("#confirmModal").modal("hide");
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// are there rows at all?
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if ( $(".combatantRow").length == 0 ) {
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return;
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}
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// reset ini values
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$(".combatantRow").each( function() {
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if ( $(this).find(".combatantDice").text() == "" ) {
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$(this).attr("data-true-ini", 1);
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} else {
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$(this).attr("data-true-ini", rollForInitiative(parseInt($(this).find(".combatantDice").text()), parseInt($(this).find(".combatantRea").text())));
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}
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});
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// resort table
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sortTable();
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}
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// add contextual classes and sort combatants by ini value
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function sortTable() {
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// do some clean up: remove previous classes from rows, disable act buttons, remove effective ini and damage badges
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$(".combatantRow").removeClass(Object.values(CONTEXTUAL_CLASSES).join(" "));
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$(".combatantRow").find(".act-button").prop("disabled", true).attr("aria-disabled", "true");
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$(".combatantIni").empty();
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// mark KO or death with class
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$(".combatantRow").each(function() {
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if ( parseInt($(this).attr("data-damage-stun")) == 10 || parseInt($(this).attr("data-damage-physical")) == 10 ) {
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$(this).addClass(CONTEXTUAL_CLASSES["KO_OR_DEAD"]);
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}
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});
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// compute highest effective ini
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let iniMax = Math.max.apply(null, $.map( $(".combatantRow"), function(tr, i) {
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// write current effective ini to table row
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$(tr).find(".combatantIni").text($(tr).hasClass(CONTEXTUAL_CLASSES["KO_OR_DEAD"]) ? 0 : getEffectiveIni($(tr)));
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return $(tr).find(".combatantIni").text();
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}));
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// add damage badges and contextual classes
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$(".combatantRow").each(function() {
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// damage badges
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if ( $(this).attr("data-damage-stun") && $(this).attr("data-damage-stun") != "0" ) {
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$(this).find(".combatantIni").append($.parseHTML(STUN_BADGE_HTML));
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$(this).find(".stun-badge").append(DAMAGE_NIVEAU[DAMAGE_PENALTY[$(this).attr("data-damage-stun")]]);
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}
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if ( $(this).attr("data-damage-physical") && $(this).attr("data-damage-physical") != "0" ) {
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$(this).find(".combatantIni").append($.parseHTML(PHYSICAL_BADGE_HTML));
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$(this).find(".physical-badge").append(DAMAGE_NIVEAU[DAMAGE_PENALTY[$(this).attr("data-damage-physical")]]);
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}
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// K.O./dead -> don't add anything
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if ( $(this).hasClass(CONTEXTUAL_CLASSES["KO_OR_DEAD"]) ) {
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return true;
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}
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// ini = zero
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if ( parseInt($(this).find(".combatantIni").text()) == 0 ) {
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$(this).addClass(CONTEXTUAL_CLASSES["ZERO_INI"]);
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return true;
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}
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// ini = max and non-zero
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if ( parseInt($(this).find(".combatantIni").text()) == iniMax && iniMax > 0 ) {
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$(this).addClass(CONTEXTUAL_CLASSES["MAX_INI"]).find(".act-button").prop("disabled", false).removeAttr("aria-disabled");
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return true;
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}
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// everything else
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$(this).addClass(CONTEXTUAL_CLASSES["REGULAR_INI"]);
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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);
|
|
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
|
|
*/
|
|
|
|
$(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").addClass("d-none");
|
|
}
|
|
|
|
});
|
|
|
|
addTestCombatant();
|
|
});
|