mnml/client/src/utils.jsx
2019-05-15 17:22:18 +10:00

379 lines
12 KiB
JavaScript

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 genAvatar = name => {
let hash = 0;
if (name.length === 0) return hash;
// Probs don't need to hash using the whole string
for (let i = 0; i < name.length; i += 1) {
const chr = name.charCodeAt(i);
hash = ((hash << 5) - hash) + chr;
hash = hash % 10000;
}
return `${hash}`;
};
function requestAvatar(name) {
const id = genAvatar(name);
const req = new Request(`/assets/molecules/${id}.svg`);
return fetch(req)
.then(res => res.text())
.then(svg => svg);
}
function crypAvatar(name) {
return (
<img
src={`/molecules/${genAvatar(name)}.svg`}
height="500"
onError={event => event.target.setAttribute('src', '/molecules/726.svg')}
/>
);
}
const NULL_UUID = '00000000-0000-0000-0000-000000000000';
const STATS = {
redDamage: { stat: 'red_damage', colour: 'red', svg: shapes.circle },
greenDamage: { stat: 'green_damage', colour: 'green', svg: shapes.circle },
blueDamage: { stat: 'blue_damage', 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 },
};
const SPECS = {
Life: { colour: 'white', caption: 'Life', svg: shapes.square },
GreenLifeI: { colour: 'green', caption: 'Life', svg: shapes.square },
RedLifeI: { colour: 'red', caption: 'Life', svg: shapes.square },
BlueLifeI: { colour: 'blue', caption: 'Life', svg: shapes.square },
GRLI: { colour: 'yellow', caption: 'Life', svg: shapes.square },
GBLI: { colour: 'cyan', caption: 'Life', svg: shapes.square },
RBLI: { colour: 'purple', caption: 'Life', svg: shapes.square },
Damage: { colour: 'white', caption: 'Damage', svg: shapes.circle },
RedDamageI: { colour: 'red', caption: 'DamageI', svg: shapes.circle },
BlueDamageI: { colour: 'blue', caption: 'DamageI', svg: shapes.circle },
GreenDamageI: { colour: 'green', caption: 'DamageI', svg: shapes.circle },
GRDI: { colour: 'yellow', caption: 'DamageI', svg: shapes.circle },
GBDI: { colour: 'cyan', caption: 'DamageI', svg: shapes.circle },
RBDI: { colour: 'purple', caption: 'DamageI', svg: shapes.circle },
Speed: { colour: 'white', caption: 'Speed', svg: shapes.triangle },
RedSpeed: { colour: 'red', caption: 'Speed', svg: shapes.triangle },
BlueSpeedI: { colour: 'blue', caption: 'Speed', svg: shapes.triangle },
GreenSpeedI: { colour: 'green', caption: 'Speed', svg: shapes.triangle },
GRSpeedI: { colour: 'yellow', caption: 'Speed', svg: shapes.triangle },
GBSpeedI: { colour: 'cyan', caption: 'Speed', svg: shapes.triangle },
RBSpeedI: { colour: 'purple', caption: 'Speed', svg: shapes.triangle },
};
const COLOUR_ICONS = {
red: { colour: 'red', caption: 'red', svg: shapes.square },
blue: { colour: 'blue', caption: 'blue', svg: shapes.square },
green: { colour: 'green', caption: 'green', svg: shapes.square },
};
function eventClasses(resolution, cryp) {
if (!resolution) return '';
const startSkill = resolution.stage === 'START_SKILL';
const endSkill = resolution.stage === 'END_SKILL';
const postSkill = resolution.stage === 'POST_SKILL';
const source = cryp.id === resolution.source.id;
const target = cryp.id === resolution.target.id;
// not involved at all. blur them
if (!(source || target)) return 'unfocus';
// not the target. just ignore for now
// if (cryp.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 cryp and return effect
if (target && postSkill) {
cryp.green_life.value -= amount;
if (colour === 'RedDamage') {
cryp.red_life.value -= mitigation;
return 'red-damage';
}
if (colour === 'BlueDamage') {
cryp.blue_life.value -= mitigation;
return 'blue-damage';
}
if (colour === 'GreenDamage') 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) {
cryp.green_life.value += amount;
return 'green-damage';
}
}
if (type === 'Inversion') {
const { skill } = event;
}
if (type === 'Reflection') {
const { skill } = event;
}
if (type === 'Effect') {
const { skill, effect, duration } = event;
if (source && startSkill) return 'active-skill';
if (target && endSkill) return 'active-skill';
}
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 } = event;
}
if (type === 'Recharge') {
const { skill, red, blue } = event;
if (source && startSkill) return 'active-skill';
if (target && endSkill) return 'active-skill';
if (target && postSkill) {
cryp.red_life.value += red;
cryp.blue_life.value += blue;
if (red > 0 && blue > 0) return 'purple-damage';
if (red > 0) return 'red-damage';
if (blue > 0) return 'blue-damage';
}
}
if (type === 'Evasion') {
const { skill, evasion_rating } = event;
}
return '';
}
function getCombatSequence(event) {
if (!event) return false;
// Skip combat animations depending on event type, expandable in future
const dotTicks = ['DecayTick', 'CorruptionTick', 'TriageTick', 'SiphonTick', 'StrangleTick'];
if (['Skill', 'AoeSkill'].includes(event[0])) return ['START_SKILL', 'END_SKILL'];
if (['Immunity'].includes(event[0])) return ['START_SKILL', 'POST_SKILL'];
if (['Removal'].includes(event[0])) return ['POST_SKILL'];
if (['Healing'].includes(event[0])
&& (event[1].skill === 'Slay'
|| event[1].skill === 'SiphonTick'
|| event[1].skill === 'Purify'
|| event[1].skill === 'Sleep')) return ['POST_SKILL'];
if (['Recharge'].includes(event[0])
&& (event[1].skill === 'Reflect')) return ['POST_SKILL'];
if (event[0] === 'Effect'
&& (['Ruin', 'Taunt', 'Strangling', 'Parry'].includes(event[1].skill)
|| (event[1].skill === 'Decay' && event[1].effect === 'Wither'))) return ['POST_SKILL'];
if (['Damage'].includes(event[0])
&& ((event[1].skill === 'Chaos' && event[1].colour === 'RedDamage')
|| event[1].skill === 'Silence'
|| event[1].skill === 'Snare')) return ['POST_SKILL'];
if (['Ko'].includes(event[0])
|| (event[1].skill === 'Throw' && event[1].effect === 'Vulnerable')) return ['POST_SKILL'];
if (dotTicks.includes(event[1].skill)) return ['END_SKILL', 'POST_SKILL'];
return ['START_SKILL', 'END_SKILL', 'POST_SKILL'];
}
function getCombatText(cryp, resolution) {
if (!resolution) return '';
const [type, event] = resolution.event;
const source = cryp.id === resolution.source.id;
const target = cryp.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, amount, mitigation, colour } = event;
const mitigationText = mitigation
? `(${mitigation})`
: '';
if (startSkill && source) return `${skill}`;
if (endSkill && target) return `${skill}`;
if (postSkill && target) return `${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 convertVar(v) {
if (['Red', 'Green', 'Blue'].includes(v)) {
return (
shapes.vboxColour(v.toLowerCase())
);
}
return v || <span>&nbsp;</span>;
// uncomment for double borders in vbox;
// if (v) {
// return <div>{v}</div>;
// }
// return;
}
module.exports = {
stringSort,
convertVar,
numSort,
genAvatar,
crypAvatar,
requestAvatar,
eventClasses,
getCombatSequence,
getCombatText,
NULL_UUID,
STATS,
SPECS,
COLOUR_ICONS,
};