const preact = require('preact'); const get = require('lodash/get'); const shapes = require('./components/shapes'); const stringSort = (k, desc) => { if (desc) { return (a, b) => { if (!get(a, k)) return 1; if (!get(b, k)) return -1; return get(b, k).localeCompare(get(a, k)); }; } return (a, b) => { if (!get(a, k)) return 1; if (!get(b, k)) return -1; return get(a, k).localeCompare(get(b, k)); }; }; const numSort = (k, desc) => { if (desc) { return (a, b) => { if (!get(a, k)) return 1; if (!get(b, k)) return -1; return get(b, k) - get(a, k); }; } return (a, b) => { if (!get(a, k)) return 1; if (!get(b, k)) return -1; return get(a, k) - get(b, k); }; }; const NULL_UUID = '00000000-0000-0000-0000-000000000000'; const STATS = { RedPower: { stat: 'red_power', colour: 'red', svg: shapes.circle, }, GreenPower: { stat: 'green_power', colour: 'green', svg: shapes.circle, }, BluePower: { stat: 'blue_power', colour: 'blue', svg: shapes.circle, }, Speed: { stat: 'speed', colour: 'white', svg: shapes.triangle, }, RedLife: { stat: 'red_life', colour: 'red', svg: shapes.square, }, GreenLife: { stat: 'green_life', colour: 'green', svg: shapes.square, }, BlueLife: { stat: 'blue_life', colour: 'blue', svg: shapes.square, }, }; function eventClasses(resolution, construct) { if (!resolution) return ''; const startSkill = resolution.stage === 'START_SKILL'; const endSkill = resolution.stage === 'END_SKILL'; const postSkill = resolution.stage === 'POST_SKILL'; const source = construct.id === resolution.source.id; const target = construct.id === resolution.target.id; // not involved at all. blur them if (!(source || target)) return 'unfocus'; // not the target. just ignore for now // if (construct.id !== resolution.target.id) return ''; const [type, event] = resolution.event; if (type === 'Ko') { if (target) return 'ko'; } if (type === 'Disable') { const { skill, disable } = event; } if (type === 'Immunity') { const { skill, immunity } = event; } if (type === 'TargetKo') { const { skill } = event; } if (type === 'Damage') { const { skill, amount, mitigation, colour } = event; // Highlight the flow of damage from source -> target if (source && startSkill) return 'active-skill'; if (target && endSkill) return 'active-skill'; // Deal damage to construct and return effect if (target && postSkill) { construct.green_life.value = resolution.target.green; if (colour === 'Red') { construct.red_life.value = resolution.target.red; return 'red-damage'; } if (colour === 'Blue') { construct.blue_life.value = resolution.target.blue; return 'blue-damage'; } if (colour === 'Green') { construct.green_life.value = resolution.target.green; return 'green-damage'; } } } if (type === 'Healing') { const { skill, amount, overhealing } = event; if (source && startSkill) return 'active-skill'; if (target && endSkill) return 'active-skill'; if (target && postSkill) { construct.green_life.value = resolution.target.green; return 'green-damage'; } } if (type === 'Inversion') { const { skill } = event; } if (type === 'Reflection') { const { skill } = event; } if (type === 'Effect') { const { skill, effect, duration, construct_effects: constructEffects } = event; if (source && startSkill) return 'active-skill'; if (target && endSkill) return 'active-skill'; if (target && postSkill) construct.effects = constructEffects; } if (type === 'Skill') { const { skill } = event; // Highlight the flow of damage from source -> target if (source && startSkill) return 'active-skill'; if (target && endSkill) return 'active-skill'; } if (type === 'Removal') { const { effect, construct_effects: constructEffects } = event; if (source && startSkill) return 'active-skill'; if (target && endSkill) return 'active-skill'; if (target && postSkill) construct.effects = constructEffects; } if (type === 'Recharge') { const { skill, red, blue } = event; if (source && startSkill) return 'active-skill'; if (target && endSkill) return 'active-skill'; if (target && postSkill) { if (red > 0 && blue > 0) { construct.red_life.value = resolution.target.red; construct.blue_life.value = resolution.target.blue; return 'purple-damage'; } if (red > 0) { construct.red_life.value = resolution.target.red; return 'red-damage'; } if (blue > 0) { construct.blue_life.value = resolution.target.blue; return 'blue-damage'; } } } if (type === 'Evasion') { const { skill, evasion_rating } = event; } return ''; } function getCombatSequence(resolution) { if (!resolution.event) return false; if (resolution.event[0] === 'Inversion') return false; if (resolution.event[0] === 'Skill') return ['START_SKILL', 'END_SKILL']; if (resolution.event[0] === 'Ko') return ['POST_SKILL']; switch (resolution.stages) { case 1: return ['START_SKILL', 'END_SKILL']; case 2: return ['START_SKILL', 'POST_SKILL']; case 3: return ['START_SKILL']; case 4: return ['END_SKILL', 'POST_SKILL']; case 5: return ['END_SKILL']; case 6: return ['POST_SKILL']; case 7: return false; default: return ['START_SKILL', 'END_SKILL', 'POST_SKILL']; } } function getCombatText(construct, resolution) { if (!resolution) return ['', '']; const [type, event] = resolution.event; const source = construct.id === resolution.source.id; const target = construct.id === resolution.target.id; const startSkill = resolution.stage === 'START_SKILL'; const endSkill = resolution.stage === 'END_SKILL'; const postSkill = resolution.stage === 'POST_SKILL'; if (type === 'Ko') { if (postSkill && target) return ['KO!', '']; } if (type === 'Disable') { const { skill, disable } = event; if (startSkill && source) return [`${skill}`, '']; if (endSkill && target) return [`${skill}`, '']; if (postSkill && target) return [`${disable}`, '']; } if (type === 'Immunity') { const { skill, immunity } = event; if (startSkill && source) return [`${skill}`, '']; if (endSkill && target) return [`${skill}`, '']; if (postSkill && target) return ['IMMUNE', '']; } if (type === 'TargetKo') { const { skill } = event; if (startSkill && source) return [`${skill}`, '']; if (endSkill && target) return [`${skill}`, '']; } if (type === 'Damage') { const { skill, mitigation, colour } = event; let { amount } = event; if (colour === 'Green') amount *= -1; const mitigationText = mitigation ? `(${mitigation})` : ''; if (startSkill && source) return [`${skill}`, `${skill.toLowerCase()}-cast`]; if (endSkill && target) return [`${skill}`, `${skill.toLowerCase()}-hit`]; if (postSkill && target) return [`${amount} ${mitigationText}`, '']; } if (type === 'Healing') { const { skill, amount, overhealing } = event; if (startSkill && source) return [`${skill}`, '']; if (endSkill && target) return [`${skill}`, '']; if (postSkill && target) return [`${amount} (${overhealing} OH)`, '']; } if (type === 'Inversion') { const { skill } = event; if (startSkill && source) return [`${skill}`, '']; if (endSkill && target) return [`${skill}`, '']; if (postSkill && target) return ['INVERT', '']; } if (type === 'Reflection') { const { skill } = event; if (startSkill && source) return [`${skill}`, '']; if (endSkill && target) return [`${skill}`, '']; if (postSkill && target) return ['REFLECT', '']; } if (type === 'Effect') { const { skill, effect, duration } = event; if (startSkill && source) return [`${skill}`, '']; if (endSkill && target) return [`${skill}`, '']; if (postSkill && target) return [`+ ${effect} ${duration}T`, '']; } if (type === 'Recharge') { const { skill, red, blue } = event; if (startSkill && source) return [`${skill}`, '']; if (endSkill && target) return [`${skill}`, '']; if (postSkill && target) return [`+${red}R ${blue}B`, '']; } if (type === 'Skill' || type === 'AoeSkill') { const { skill } = event; if (startSkill && source) return [`${skill}`, '']; if (endSkill && target) return [`${skill}`, '']; } if (type === 'Removal') { const { effect } = event; if (postSkill && target) return [`-${effect}`, '']; } return ''; } function convertItem(v) { if (['Red', 'Green', 'Blue'].includes(v)) { return ( shapes.vboxColour(v.toLowerCase()) ); } return v ||  ; // uncomment for double borders in vbox; // if (v) { // return
{v}
; // } // return; } const COLOURS = [ '#a52a2a', '#1FF01F', '#3498db', ]; const TARGET_COLOURS = { BLUE: '#004bfe', CYAN: '#27e7c0', PURPLE: '#61008c', YELLOW: '#fdfe02', ORANGE: '#ff9215', PINK: '#e766b6', GRAY: '#9d9ea0', LBLUE: '#87c6f2', GREEN: '#166c4f', BROWN: '#583108', }; module.exports = { stringSort, convertItem, numSort, eventClasses, getCombatSequence, getCombatText, NULL_UUID, STATS, COLOURS, TARGET_COLOURS, };