427 lines
12 KiB
JavaScript
427 lines
12 KiB
JavaScript
const preact = require('preact');
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const { Component } = require('preact');
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const get = require('lodash/get');
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const anime = require('animejs').default;
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const shapes = require('./components/shapes');
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const stringSort = (k, desc) => {
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if (desc) {
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return (a, b) => {
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if (!get(a, k)) return 1;
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if (!get(b, k)) return -1;
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return get(b, k).localeCompare(get(a, k));
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};
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}
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return (a, b) => {
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if (!get(a, k)) return 1;
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if (!get(b, k)) return -1;
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return get(a, k).localeCompare(get(b, k));
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};
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};
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const numSort = (k, desc) => {
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if (desc) {
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return (a, b) => {
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if (!get(a, k)) return 1;
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if (!get(b, k)) return -1;
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return get(b, k) - get(a, k);
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};
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}
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return (a, b) => {
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if (!get(a, k)) return 1;
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if (!get(b, k)) return -1;
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return get(a, k) - get(b, k);
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};
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};
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const genAvatar = name => {
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let hash = 0;
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if (name.length === 0) return hash;
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// Probs don't need to hash using the whole string
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for (let i = 0; i < name.length; i += 1) {
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const chr = name.charCodeAt(i);
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hash = ((hash << 5) - hash) + chr;
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hash = hash % 10000;
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}
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return `${hash}`;
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};
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function requestAvatar(name) {
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const id = genAvatar(name);
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const req = new Request(`/assets/molecules/${id}.svg`);
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return fetch(req)
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.then(res => res.text())
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.then(svg => svg);
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}
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const animations = {};
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function animateConstruct(id) {
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if (animations[id]) return false;
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animations[id] = true;
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const duration = anime.random(2000, 18000);
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const target = document.getElementById(id);
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return anime({
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targets: target,
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translateX: () => anime.random(-20, 20),
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translateY: () => anime.random(0, -40),
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rotate: () => anime.random(-15, 15),
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duration,
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direction: 'alternate',
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easing: 'linear',
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loop: true,
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complete: () => animations[id] = false,
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});
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}
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function clearAnimation(id) {
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animations[id] = false;
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}
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class ConstructAvatar extends Component {
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render() {
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return (
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<div
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className="avatar"
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id={this.props.id}
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style={{'background-image': `url(/molecules/${genAvatar(this.props.name)}.svg)`}}
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/>
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);
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}
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componentDidMount() {
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animateConstruct(this.props.id);
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}
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componentWillUnmount() {
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clearAnimation(this.props.id);
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}
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}
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function instanceConstruct(name, id) {
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// useEffect(() => {
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// animateConstruct(id);
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// return () => clearAnimation(id);
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// });
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setTimeout(() => animateConstruct(id), 50);
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return (
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<div
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className="avatar"
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id={id}
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style={{'background-image': `url(/molecules/${genAvatar(name)}.svg)`}}
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/>
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);
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}
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const NULL_UUID = '00000000-0000-0000-0000-000000000000';
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const STATS = {
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RedPower: {
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stat: 'red_power',
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colour: 'red',
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svg: shapes.circle,
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},
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GreenPower: {
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stat: 'green_power',
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colour: 'green',
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svg: shapes.circle,
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},
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BluePower: {
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stat: 'blue_power',
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colour: 'blue',
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svg: shapes.circle,
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},
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Speed: {
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stat: 'speed',
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colour: 'white',
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svg: shapes.triangle,
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},
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RedLife: {
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stat: 'red_life',
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colour: 'red',
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svg: shapes.square,
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},
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GreenLife: {
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stat: 'green_life',
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colour: 'green',
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svg: shapes.square,
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},
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BlueLife: {
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stat: 'blue_life',
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colour: 'blue',
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svg: shapes.square,
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},
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};
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function eventClasses(resolution, construct) {
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if (!resolution) return '';
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const startSkill = resolution.stage === 'START_SKILL';
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const endSkill = resolution.stage === 'END_SKILL';
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const postSkill = resolution.stage === 'POST_SKILL';
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const source = construct.id === resolution.source.id;
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const target = construct.id === resolution.target.id;
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// not involved at all. blur them
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if (!(source || target)) return 'unfocus';
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// not the target. just ignore for now
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// if (construct.id !== resolution.target.id) return '';
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const [type, event] = resolution.event;
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if (type === 'Ko') {
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if (target) return 'ko';
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}
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if (type === 'Disable') {
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const { skill, disable } = event;
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}
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if (type === 'Immunity') {
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const { skill, immunity } = event;
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}
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if (type === 'TargetKo') {
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const { skill } = event;
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}
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if (type === 'Damage') {
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const { skill, amount, mitigation, colour } = event;
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// Highlight the flow of damage from source -> target
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if (source && startSkill) return 'active-skill';
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if (target && endSkill) return 'active-skill';
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// Deal damage to construct and return effect
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if (target && postSkill) {
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construct.green_life.value = resolution.target.green;
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if (colour === 'Red') {
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construct.red_life.value = resolution.target.red;
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return 'red-damage';
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}
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if (colour === 'Blue') {
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construct.blue_life.value = resolution.target.blue;
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return 'blue-damage';
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}
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}
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}
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if (type === 'Healing') {
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const { skill, amount, overhealing } = event;
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if (source && startSkill) return 'active-skill';
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if (target && endSkill) return 'active-skill';
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if (target && postSkill) {
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construct.green_life.value = resolution.target.green;
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return 'green-damage';
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}
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}
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if (type === 'Inversion') {
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const { skill } = event;
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}
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if (type === 'Reflection') {
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const { skill } = event;
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}
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if (type === 'Effect') {
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const { skill, effect, duration, construct_effects: constructEffects } = event;
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if (source && startSkill) return 'active-skill';
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if (target && endSkill) return 'active-skill';
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if (target && postSkill) construct.effects = constructEffects;
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}
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if (type === 'Skill') {
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const { skill } = event;
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// Highlight the flow of damage from source -> target
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if (source && startSkill) return 'active-skill';
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if (target && endSkill) return 'active-skill';
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}
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if (type === 'Removal') {
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const { effect, construct_effects: constructEffects } = event;
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if (source && startSkill) return 'active-skill';
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if (target && endSkill) return 'active-skill';
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if (target && postSkill) construct.effects = constructEffects;
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}
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if (type === 'Recharge') {
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const { skill, red, blue } = event;
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if (source && startSkill) return 'active-skill';
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if (target && endSkill) return 'active-skill';
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if (target && postSkill) {
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if (red > 0 && blue > 0) {
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construct.red_life.value = resolution.target.red;
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construct.blue_life.value = resolution.target.blue;
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return 'purple-damage';
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}
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if (red > 0) {
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construct.red_life.value = resolution.target.red;
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return 'red-damage';
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}
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if (blue > 0) {
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construct.blue_life.value = resolution.target.blue;
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return 'blue-damage';
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}
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}
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}
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if (type === 'Evasion') {
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const { skill, evasion_rating } = event;
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}
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return '';
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}
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function getCombatSequence(resolution) {
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if (!resolution.event) return false;
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if (resolution.event[0] === 'Inversion') return false;
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if (resolution.event[0] === 'Skill') return ['START_SKILL', 'END_SKILL'];
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if (resolution.event[0] === 'Ko') return ['POST_SKILL'];
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switch (resolution.stages) {
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case 1: return ['START_SKILL', 'END_SKILL'];
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case 2: return ['START_SKILL', 'POST_SKILL'];
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case 3: return ['START_SKILL'];
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case 4: return ['END_SKILL', 'POST_SKILL'];
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case 5: return ['END_SKILL'];
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case 6: return ['POST_SKILL'];
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case 7: return false;
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default: return ['START_SKILL', 'END_SKILL', 'POST_SKILL'];
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}
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}
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function getCombatText(construct, resolution) {
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if (!resolution) return ['', ''];
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const [type, event] = resolution.event;
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const source = construct.id === resolution.source.id;
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const target = construct.id === resolution.target.id;
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const startSkill = resolution.stage === 'START_SKILL';
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const endSkill = resolution.stage === 'END_SKILL';
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const postSkill = resolution.stage === 'POST_SKILL';
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if (type === 'Ko') {
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if (postSkill && target) return ['KO!', ''];
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}
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if (type === 'Disable') {
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const { skill, disable } = event;
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if (startSkill && source) return [`${skill}`, ''];
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if (endSkill && target) return [`${skill}`, ''];
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if (postSkill && target) return [`${disable}`, ''];
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}
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if (type === 'Immunity') {
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const { skill, immunity } = event;
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if (startSkill && source) return [`${skill}`, ''];
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if (endSkill && target) return [`${skill}`, ''];
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if (postSkill && target) return ['IMMUNE', ''];
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}
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if (type === 'TargetKo') {
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const { skill } = event;
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if (startSkill && source) return [`${skill}`, ''];
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if (endSkill && target) return [`${skill}`, ''];
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}
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if (type === 'Damage') {
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const { skill, amount, mitigation, colour } = event;
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const mitigationText = mitigation
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? `(${mitigation})`
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: '';
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if (startSkill && source) return [`${skill}`, `${skill.toLowerCase()}-cast`];
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if (endSkill && target) return [`${skill}`, `${skill.toLowerCase()}-hit`];
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if (postSkill && target) return [`${amount} ${mitigationText}`, ''];
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}
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if (type === 'Healing') {
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const { skill, amount, overhealing } = event;
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if (startSkill && source) return [`${skill}`, ''];
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if (endSkill && target) return [`${skill}`, ''];
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if (postSkill && target) return [`${amount} (${overhealing} OH)`, ''];
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}
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if (type === 'Inversion') {
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const { skill } = event;
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if (startSkill && source) return [`${skill}`, ''];
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if (endSkill && target) return [`${skill}`, ''];
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if (postSkill && target) return ['INVERT', ''];
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}
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if (type === 'Reflection') {
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const { skill } = event;
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if (startSkill && source) return [`${skill}`, ''];
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if (endSkill && target) return [`${skill}`, ''];
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if (postSkill && target) return ['REFLECT', ''];
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}
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if (type === 'Effect') {
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const { skill, effect, duration } = event;
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if (startSkill && source) return [`${skill}`, ''];
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if (endSkill && target) return [`${skill}`, ''];
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if (postSkill && target) return [`+ ${effect} ${duration}T`, ''];
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}
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if (type === 'Recharge') {
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const { skill, red, blue } = event;
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if (startSkill && source) return [`${skill}`, ''];
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if (endSkill && target) return [`${skill}`, ''];
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if (postSkill && target) return [`+${red}R ${blue}B`, ''];
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}
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if (type === 'Skill' || type === 'AoeSkill') {
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const { skill } = event;
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if (startSkill && source) return [`${skill}`, ''];
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if (endSkill && target) return [`${skill}`, ''];
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}
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if (type === 'Removal') {
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const { effect } = event;
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if (postSkill && target) return [`-${effect}`, ''];
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}
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return '';
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}
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function convertItem(v) {
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if (['Red', 'Green', 'Blue'].includes(v)) {
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return (
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shapes.vboxColour(v.toLowerCase())
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);
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}
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return v || <span> </span>;
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// uncomment for double borders in vbox;
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// if (v) {
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// return <div>{v}</div>;
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// }
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// return;
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}
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const COLOURS = [
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'#a52a2a',
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'#1FF01F',
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'#3498db',
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];
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module.exports = {
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animateConstruct,
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stringSort,
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convertItem,
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numSort,
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genAvatar,
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ConstructAvatar,
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instanceConstruct,
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requestAvatar,
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eventClasses,
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getCombatSequence,
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getCombatText,
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NULL_UUID,
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STATS,
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COLOURS,
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};
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