sr2ini/src/js/sr2ini.js
Tobias a7415f5d96 slightly reworked event handling
- event handling and combatant manipulation are now completely separate, i.e. addCombatant() doesn't need an event parameter anymore
- renamed applyDamage() to handleDamageLevelButtonClick() b/c it's an event handler function (which, admittedly, manipulates combatants but only superficially)
- added listeners for "enter" keypress to both modals
2023-09-06 10:30:14 +02:00

556 lines
25 KiB
JavaScript

// Register Service Worker
/*if ("serviceWorker" in navigator) {
navigator.serviceWorker.register(
new URL("./service-worker.js"), { type: "module" }
).then( (registration) => {
console.log('ServiceWorker registration successful with scope: ', registration.scope);
}, (err) => {
console.log('ServiceWorker registration failed: ', err);
});
} else {
console.error("Service workers are not supported.");
}*/
/*
* import libraries
*/
const bs = require("../../node_modules/bootstrap/js/dist/modal.js");
const $ = require("../../node_modules/jquery/dist/jquery.js");
/*
* constants definitions
*/
const DAMAGE_PENALTY = [0, 1, 1, 2, 2, 2, 3, 3, 3, 3, 4];
const DAMAGE_NIVEAU = ["", "L", "M", "S", "D"];
const COMBATANT_TABLE_ROW = [
'<tr class="combatant-row" data-true-ini="" data-augmented-ui="tl-scoop bl-clip-y tr-clip-y br-scoop">\n',
'<td class="combatant-name" title="Combatant\'s name" data-bs-toggle="modal" data-bs-target="#combatant-modal" data-augmented-ui="tl-scoop bl-clip-y both"></td>\n',
'<td class="combatant-ini" title="Effective initiative (w/ wound penalties)" data-bs-toggle="modal" data-bs-target="#combatant-modal" data-augmented-ui="both"></td>\n',
'<td class="combatant-dice-and-rea" title="Iniative dice and reaction" data-bs-toggle="modal" data-bs-target="#combatant-modal" data-augmented-ui="both"><span class="combatant-dice"></span>D+<span class="combatant-rea"></span></td>\n',
'<td class="combatant-actions" data-augmented-ui="tr-clip-y br-scoop both">\n',
'<button type="button" class="sr2-button act-button" title="Act and reduce ini by 10"><svg viewbox="0 0 512 512" class="icon"><use href="#act" /></svg></button>\n',
'<div class="damage-dropdown">\n',
'<button type="button" class="sr2-button damage-button" title="Take damage"><svg viewbox="0 0 512 512" class="icon"><use href="#take-damage" /></svg></button>\n',
'</div>\n',
'<div class="actions-dropdown">\n',
'<button type="button" class="sr2-button actions-button" title="More actions"><svg viewbox="0 0 512 512" class="icon"><use href="#more-actions" /</svg></button>\n',
'<div class="actions-menu" data-augmented-ui="tl-scoop bl-clip-y tr-clip-y br-scoop both">\n',
'<button type="button" class="sr2-button edit-button" title="Edit combatant" data-bs-toggle="modal" data-bs-target="#combatant-modal" tabindex="-1"><svg viewbox="0 0 512 512" class="icon"><use href="#edit" /></svg></button>\n',
'<button type="button" class="sr2-button clone-button" title="Clone combatant" data-bs-toggle="modal" data-bs-target="#combatant-modal" tabindex="-1"><svg viewbox="0 0 512 512" class="icon"><use href="#clone" /></svg></button>\n',
'<button type="button" class="sr2-button remove-button" title="Remove combatant" data-bs-toggle="modal" data-bs-target="#confirm-modal" tabindex="-1"><svg viewbox="0 0 512 512" class="icon"><use href="#delete" /></svg></button>\n',
'</div>\n',
'</div>\n',
'</td>\n',
'</tr>'].join("");
const DAMAGE_MONITOR_HTML = [
'<div class="damage-monitor" data-augmented-ui="tl-scoop bl-clip-y tr-clip-y br-scoop both">\n',
'<table>\n',
'<tr><td><button type="button" class="damage-stun active" title="Light stun damage" tabindex="-1">L</button></td><td><button type="button" class="damage-physical active" title="Light physical damage" tabindex="-1">L</button></td></tr>\n',
'<tr><td><button type="button" class="damage-stun active" tabindex="-1"></button></td><td><button type="button" class="damage-physical active" tabindex="-1"></button></td></tr>\n',
'<tr><td><button type="button" class="damage-stun active" title="Medium stun damage" tabindex="-1">M</button></td><td><button type="button" class="damage-physical active" title="Medium physical damage" tabindex="-1">M</button></td></tr>\n',
'<tr><td><button type="button" class="damage-stun active" tabindex="-1"></button></td><td><button type="button" class="damage-physical active" tabindex="-1"></button></td></tr>\n',
'<tr><td><button type="button" class="damage-stun active" tabindex="-1"></button></td><td><button type="button" class="damage-physical active" tabindex="-1"></button></td></tr>\n',
'<tr><td><button type="button" class="damage-stun active" title="Severe stun damage" tabindex="-1">S</button></td><td><button type="button" class="damage-physical active" title="Severe physical damage" tabindex="-1">S</button></td></tr>\n',
'<tr><td><button type="button" class="damage-stun active" tabindex="-1"></button></td><td><button type="button" class="damage-physical active" tabindex="-1"></button></td></tr>\n',
'<tr><td><button type="button" class="damage-stun active" tabindex="-1"></button></td><td><button type="button" class="damage-physical active" tabindex="-1"></button></td></tr>\n',
'<tr><td><button type="button" class="damage-stun active" tabindex="-1"></button></td><td><button type="button" class="damage-physical active" tabindex="-1"></button></td></tr>\n',
'<tr><td><button type="button" class="damage-stun active" title="K.O." tabindex="-1"><svg viewbox="0 0 512 512"><use href="#ko" /></svg></button></td><td><button type="button" class="damage-physical active" title="Dead" tabindex="-1"><svg viewbox="0 0 512 512"><use href="#dead" /></svg></button></td></tr>\n',
'</table>\n',
'</div>'].join("");
const STUN_BADGE_HTML = '<sup><span class="badge bg-warning position-absolute translate-middle stun-badge" title="Stun damage niveau"></span></sup>';
const PHYSICAL_BADGE_HTML = '<sub><span class="badge bg-danger position-absolute translate-middle physical-badge" title="Physical damage niveau"></span></sub>';
/*
* helper functions
*/
// roll for initiative with the given reaction and number of ini dice
function rollForInitiative(dice, rea) {
if (isNaN(parseInt(dice)) || isNaN(parseInt(rea))) {
return 0;
}
let diceRolls = Array.from({ length: parseInt(dice) }, () => Math.ceil(Math.random() * 6));
return diceRolls.reduce((a, b) => a + b, 0) + 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 = $(a).hasClass("ko-or-dead") ? -1 : parseInt($(a).find(".combatant-ini").text()) || 0;
let tmpB = $(b).hasClass("ko-or-dead") ? -1 : parseInt($(b).find(".combatant-ini").text()) || 0;
// compare ini
let compIni = tmpB - tmpA;
if (compIni != 0) {
return compIni;
}
// tie; compare reaction
else {
let reaA = $(a).find(".combatant-rea").attr("data-combatant-rea");
let reaB = $(b).find(".combatant-rea").attr("data-combatant-rea");
if (reaA == "" || reaB == "") {
return 0;
} else {
return parseInt(reaB) - parseInt(reaA);
}
}
}
// compute a combatant's effective ini value (modified by wound penalties)
function getEffectiveIni(tr) {
// return 0 if combatant is K.O. or dead
if ($(tr).hasClass("ko-or-dead")) {
return 0;
}
// otherwise compute effective ini (true ini minus wound penalties)
let effectiveIni = parseInt($(tr).attr("data-true-ini")) - DAMAGE_PENALTY[parseInt($(tr).attr("data-damage-stun")) || 0] - DAMAGE_PENALTY[parseInt($(tr).attr("data-damage-physical")) || 0];
return Math.max(effectiveIni, 0);
}
// add test combatant for testing purposes (duh)
function addTestCombatant() {
// Eclipse
$("#add-combatant-button").click();
$("#combatant-modal-name").val("Eclipse");
$("#combatant-modal-dice").val(3);
$("#combatant-modal-rea").val(6);
// $("#combatant-modal-ini").val(12);
addCombatant();
// setTimeout( () => $("#combatant-modal-add-ok-button").click(), 500);
}
/*
* Event handler functions
*/
// click handler for act buttons; reduces ini by 10
function handleActButtonClick(event) {
// reduce ini by 10 but not lower than 0
let ini = Math.max(parseInt($(event.target).parents(".combatant-row").attr("data-true-ini")) - 10, 0);
// set new ini value
$(event.target).parents(".combatant-row").attr("data-true-ini", ini);
// resort table
sortTable();
}
// click handler for add button
function handleAddButtonClick(event) {
// restyle modal
$("#combatant-modal .modal-title").text("Add Combatant");
$("#combatant-modal-add-ok-button, #combatant-modal-add-apply-button").removeClass("d-none");
$("#combatant-modal-edit-ok-button").addClass("d-none");
// set default values
$("#combatant-modal-name").val("Goon 1");
$("#combatant-modal-dice").val("2");
$("#combatant-modal-rea").val("7");
// set damage sliders to zero
$("#combatant-modal-stun, #combatant-modal-physical").val("0");
// add handler for enter key
$("#combatant-modal input[id*='combatant-modal']").off("keydown");
$("#combatant-modal input[id*='combatant-modal']").on("keydown", (e) => {
if (e.which == 13 || e.which == 10) {
handleCombatantModalAddOkButtonClick(e);
}
});
}
// click handler for clone buttons -> like handleAddButtonClick but with a pre-filled modal
function handleCloneButtonClick(event) {
// find current table row
let $tr = $(event.target).parents(".combatant-row");
// hide actions menu
$tr.find(".actions-menu").removeClass("seen");
// restyle modal
$("#combatant-modal .modal-title").text("Clone Combatant");
$("#combatant-modal-add-ok-button, #combatant-modal-add-apply-button").removeClass("d-none");
$("#combatant-modal-edit-ok-button").addClass("d-none");
// populate modal with values from row
$("#combatant-modal-name").val($tr.find(".combatant-name").text());
$("#combatant-modal-dice").val($tr.find(".combatant-dice").attr("data-combatant-dice"));
$("#combatant-modal-rea").val($tr.find(".combatant-rea").attr("data-combatant-rea"));
$("#combatant-modal-ini").val($tr.attr("data-true-ini"));
$("#combatant-modal-stun").val($tr.attr("data-damage-stun") || "0");
$("#combatant-modal-physical").val($tr.attr("data-damage-physical") || "0");
// add handler for enter key
$("#combatant-modal input[id*='combatant-modal']").off("keydown");
$("#combatant-modal input[id*='combatant-modal']").on("keydown", (e) => {
if (e.which == 13 || e.which == 10) {
handleCombatantModalAddOkButtonClick(e);
}
});
}
// click handler for combatant modal OK button (add mode)
function handleCombatantModalAddOkButtonClick(event) {
if (validateCombatant()) {
bs.getInstance($("#combatant-modal")).hide();
addCombatant();
}
}
// click handler for combatant modal Apply button (add mode)
function handleCombatantModalAddApplyButtonClick(event) {
if (validateCombatant()) {
addCombatant();
}
}
// click handler for combatant modal OK button (edit mode)
function handleCombatantModalEditOkButtonClick(event) {
if (validateCombatant()) {
bs.getInstance($("#combatant-modal")).hide();
editCombatant();
}
}
// click handler for damage buttons; basically toggles visibility of .damage-monitor
function handleDamageButtonClick(event) {
// get visibility status at click time
let seenAtClick = $(event.target).parents(".damage-dropdown").find(".damage-monitor").hasClass("seen");
// hide all damage monitors and actions menus
$(".damage-monitor.seen, .actions-menu.seen").removeClass("seen").find("button").attr("tabindex", "-1");
// if targeted dm was hidden before, show it now
if (! seenAtClick) {
$(event.target).parents(".damage-dropdown").find(".damage-monitor").addClass("seen").find("button").attr("tabindex", "0");
}
return false;
}
// handle click on damage level button in damage monitor and apply damage to combatant
function handleDamageLevelClick(event) {
let $btn = $(event.target).is("button") ? $(event.target) : $(event.target).closest("button");
// retrieve new damage level and type from button position and "damage-[type]" class
let damageLevel = $btn.parent().parent().index();
if ( $btn.hasClass("active") ) {
damageLevel += 1;
}
let damageType = $btn.attr("class").split(" ").filter(cls => cls.substr(0, 7) == "damage-" ? cls : false).toString().substr(7);
console.log("damageType is", damageType);
// add damage level to table row as as data attribute
$btn.parents("tr.combatant-row").attr("data-damage-" + damageType, damageLevel);
// select/unselect damage buttons above/below
$btn.toggleClass("active");
$btn.parent().parent().prevAll().find("button.damage-" + damageType).removeClass("active");
$btn.parent().parent().nextAll().find("button.damage-" + damageType + ":not(.active)").addClass("active");
sortTable();
}
// click handler for edit buttons
function handleEditButtonClick(event) {
// find current table row
let $tr = $(event.target).parents(".combatant-row");
// restyle modal
$("#combatant-modal .modal-title").text("Edit Combatant");
$("#combatant-modal-edit-ok-button").removeClass("d-none");
$("#combatant-modal-add-ok-button, #combatant-modal-add-apply-button").addClass("d-none");
// populate modal with values from row
$("#combatant-modal-name").val($tr.find(".combatant-name").text());
$("#combatant-modal-dice").val($tr.find(".combatant-dice").attr("data-combatant-dice"));
$("#combatant-modal-rea").val($tr.find(".combatant-rea").attr("data-combatant-rea"));
$("#combatant-modal-ini").val($tr.attr("data-true-ini"));
$("#combatant-modal-stun").val($tr.attr("data-damage-stun") || "0");
$("#combatant-modal-physical").val($tr.attr("data-damage-physical") || "0");
// mark which row is being edited
$("#combatant-modal").data("row", $(".combatant-row").index($tr)); // here it's okay to use the jQuery data() function (which is not the same as using a data attribute) b/c this value is used only in this script and not via HTML or CSS
// add handler for enter key
$("#combatant-modal input[id*='combatant-modal']").off("keydown");
$("#combatant-modal input[id*='combatant-modal']").on("keydown", (e) => {
if (e.which == 13 || e.which == 10) {
handleCombatantModalEditOkButtonClick(e);
}
});
}
// click handler for the more-actions menus
function handleMoreActionsButtonClick(event) {
// get visibility status at click time
let seenAtClick = $(event.target).parents(".actions-dropdown").find(".actions-menu").hasClass("seen");
// hide all damage monitors
$(".actions-menu.seen, .damage-monitor.seen").removeClass("seen").find("button").attr("tabindex", "-1");
// if targeted dm was seen before, show it now
if (! seenAtClick) {
$(event.target).parents(".actions-dropdown").find(".actions-menu").addClass("seen").find("button").attr("tabindex", "0");
}
return false;
}
// click handler for new round button
function handleNewRoundButtonClick(event) {
// restyle modal
$("#confirm-modal .modal-title").text("Start new Round");
$("#confirm-modal-new-round-ok-button").removeClass("d-none");
$("#confirm-modal-remove-combatant-ok-button").addClass("d-none");
// add handler for enter key
$("#confirm-modal").off("keydown");
$("#confirm-modal").on("keydown", (e) => {
if (e.which == 13 || e.which == 10) {
bs.getInstance($("#confirm-modal")).hide();
startNewRound();
}
});
}
// click handler for remove buttons
function handleRemoveButtonClick(event) {
// restyle modal
$("#confirm-modal .modal-title").text("Remove Combatant");
$("#confirm-modal-remove-combatant-ok-button").removeClass("d-none");
$("#confirm-modal-new-round-ok-button").addClass("d-none");
// mark which row is being removed
$("#confirm-modal").data("row", $(".combatant-row").index($(event.target).parents(".combatant-row"))); // here it's okay to use .data() b/c HTML/CSS does not care about this value
// add handler for enter key
$("#confirm-modal").off("keydown");
$("#confirm-modal").on("keydown", (e) => {
if (e.which == 13 || e.which == 10) {
bs.getInstance($("#confirm-modal")).hide();
removeCombatant();
}
});
}
/*
* Main functions
*/
// add new combatant
function addCombatant() {
// roll for initiative if necessary
let ini = $("#combatant-modal-ini").val().trim();
ini = (ini != "") ? ini : rollForInitiative($("#combatant-modal-dice").val(), $("#combatant-modal-rea").val());
// construct jQuery object for table row
let $tr = $($.parseHTML(COMBATANT_TABLE_ROW));
$tr.find(".damage-dropdown").append($.parseHTML(DAMAGE_MONITOR_HTML));
// populate table row with values from modal
$tr.attr("data-true-ini", ini);
$tr.find(".combatant-name").text($("#combatant-modal-name").val().trim());
$tr.find(".combatant-dice").attr("data-combatant-dice", $("#combatant-modal-dice").val().trim());
$tr.find(".combatant-rea").attr("data-combatant-rea", $("#combatant-modal-rea").val().trim());
// retrieve initial damage levels
$tr.attr("data-damage-stun", $("#combatant-modal-stun").val() || "0");
$tr.find(".damage-stun").addClass("active").slice(0, parseInt($tr.attr("data-damage-stun")) || 0).removeClass("active");
$tr.attr("data-damage-physical", $("#combatant-modal-physical").val() || "0");
$tr.find(".damage-physical").addClass("active").slice(0, parseInt($tr.attr("data-damage-physical")) || 0).removeClass("active");
// add event handlers
$tr.find("button.act-button").on("click", handleActButtonClick);
$tr.find("button.damage-button").on("click", handleDamageButtonClick);
$tr.find("button.actions-button").on("click", handleMoreActionsButtonClick);
$tr.find("button.edit-button, .combatant-name, .combatant-ini, .combatant-dice-and-rea").on("click", handleEditButtonClick);
$tr.find("button.clone-button").on("click", handleCloneButtonClick);
$tr.find("button.remove-button").on("click", handleRemoveButtonClick);
$tr.find(".damage-stun, .damage-physical").on("click", handleDamageLevelClick);
// append row to table and sort
$(".combatants-table").append($tr);
sortTable();
}
// edit combatant
function editCombatant() {
// get values
let name = $("#combatant-modal-name").val().trim();
let ini = $("#combatant-modal-ini").val().trim();
let dice = $("#combatant-modal-dice").val().trim();
let rea = $("#combatant-modal-rea").val().trim();
// roll for initiative if ini is empty
ini = (ini != "") ? ini : rollForInitiative(dice, rea);
// get correct row
let index = parseInt($("#combatant-modal").data("row"));
console.log("row index is", index);
let $tr = $("tr.combatant-row").eq(index);
console.log("row is", $tr);
// set new values
$tr.attr("data-true-ini", ini);
$tr.find(".combatant-name").text(name);
$tr.find(".combatant-dice").attr("data-combatant-dice", dice);
$tr.find(".combatant-rea").attr("data-combatant-rea", rea);
$tr.attr("data-damage-stun", $("#combatant-modal-stun").val() || "0");
$tr.find(".damage-stun").addClass("active").slice(0, parseInt($tr.attr("data-damage-stun")) || 0).removeClass("active");
$tr.attr("data-damage-physical", $("#combatant-modal-physical").val() || "0");
$tr.find(".damage-physical").addClass("active").slice(0, parseInt($tr.attr("data-damage-physical")) || 0).removeClass("active");
// sort table
sortTable();
// clean up
$("#combatant-modal").data("row", "");
}
// remove combatant
function removeCombatant() {
// remove correct row
let index = parseInt($("#confirm-modal").data("row"));
$(".combatant-row").eq(index).remove();
sortTable();
// clean up
$("#confirm-modal").data("row", "");
}
// start a new combat round
function startNewRound() {
// are there rows at all?
if ($(".combatant-row").length == 0) {
return;
}
// reset ini values
$(".combatant-row").each(function () {
if ($(this).find(".combatant-dice").attr("data-combatant-dice") == "") {
$(this).attr("data-true-ini", 1);
} else {
$(this).attr("data-true-ini", rollForInitiative(parseInt($(this).find(".combatant-dice").attr("data-combatant-dice")), parseInt($(this).find(".combatant-rea").attr("data-combatant-rea"))));
}
});
// resort table
sortTable();
}
// sort combatants by ini value and add contextual classes
function sortTable() {
// do some clean up: remove previous classes from rows, disable act buttons, remove effective ini and damage badges
$(".combatant-row").removeClass("ko-or-dead max-ini zero-ini"); //REGULAR_INI
$(".combatant-row").find(".act-button").prop("disabled", true).attr("aria-disabled", "true");
$(".combatant-ini").empty();
// mark KO or death with class
$(".combatant-row").each(function() {
if (parseInt($(this).attr("data-damage-stun")) == 10 || parseInt($(this).attr("data-damage-physical")) == 10) {
$(this).addClass("ko-or-dead");
}
});
// compute highest effective ini
let iniMax = Math.max.apply(null, $.map($(".combatant-row"), function (tr, i) {
// write current effective ini to table row
$(tr).find(".combatant-ini").text($(tr).hasClass("ko-or-dead") ? 0 : getEffectiveIni($(tr)));
return $(tr).find(".combatant-ini").text();
}));
// add damage badges and contextual classes
$(".combatant-row").each(function () {
// damage badges
if ($(this).attr("data-damage-stun") && $(this).attr("data-damage-stun") != "0") {
$(this).find(".combatant-ini").append($.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") {
$(this).find(".combatant-ini").append($.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 ($(this).hasClass("ko-or-dead")) {
return true;
}
// ini = zero
if (parseInt($(this).find(".combatant-ini").text()) == 0) {
$(this).addClass("zero-ini");
return true;
}
// ini = max and non-zero
if (parseInt($(this).find(".combatant-ini").text()) == iniMax && iniMax > 0) {
$(this).addClass("max-ini").find(".act-button").prop("disabled", false).removeAttr("aria-disabled");
return true;
}
})
// sort rows and append them in new order
let $rows = $(".combatant-row").toArray().sort(whoGoesFirst);
for (let i = 0; i < $rows.length; i++) {
$(".combatants-table").append($rows[i]);
$($rows[i]).css("z-index", 50-i).css("position", "relative");
}
return;
}
// validate a combatant row form by checking for all conditions, including regular HTML5 validation
function validateCombatant() {
// get input elements
let inputElements = {
name: $("#combatant-modal-name").get(0),
ini: $("#combatant-modal-ini").get(0),
dice: $("#combatant-modal-dice").get(0),
rea: $("#combatant-modal-rea").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( 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
$("#add-combatant-button").on("click", handleAddButtonClick);
$("#new-round-button").on("click", handleNewRoundButtonClick);
// add event handlers to modal buttons
$("#combatant-modal-add-apply-button").on("click", handleCombatantModalAddApplyButtonClick);
$("#combatant-modal-add-ok-button").on("click", handleCombatantModalAddOkButtonClick);
$("#combatant-modal-edit-ok-button").on("click", handleCombatantModalEditOkButtonClick);
$("#confirm-modal-new-round-ok-button").on("click", () => {
startNewRound();
});
$("#confirm-modal-remove-combatant-ok-button").on("click", () => {
removeCombatant();
});
// add event listeners to damage sliders in combatant modal
$("#combatant-modal-stun").on("change", () => {
if ($("#combatant-modal-stun").val() == "10") {
$("#combatant-modal-penalty-stun").text("(K.O.)");
} else {
$("#combatant-modal-penalty-stun").text("(wound penalty -" + DAMAGE_PENALTY[$("#combatant-modal-stun").val()] + ")");
}
});
$("#combatant-modal-physical").on("change", () => {
if ($("#combatant-modal-physical").val() == "10") {
$("#combatant-modal-penalty-physical").text("(dead)");
} else {
$("#combatant-modal-penalty-physical").text("(wound penalty -" + DAMAGE_PENALTY[$("#combatant-modal-physical").val()] + ")");
}
});
// always focus name input field when combatant modal appears
$('#combatant-modal').on('shown.bs.modal', () => $('#combatant-modal-name').focus());
// always empty input fields when combatant modal disappears
$("#combatant-modal").on('hidden.bs.modal', () => $("input[id*='combatant-modal']").val(""));
// Hide damage monitors and actions menus after click somewhere else
$("html").on("click", (e) => {
if ($(e.target).parents(".damage-monitor").length == 0) {
$(".damage-monitor.seen").removeClass("seen");
}
if ($(e.target).parents(".actions-menu").length == 0) {
$(".actions-menu.seen").removeClass("seen");
}
});
addTestCombatant();
});
//module.exports = { rollForInitiative, validateCombatant, whoGoesFirst, getEffectiveIni };