318 lines
10 KiB
JavaScript
318 lines
10 KiB
JavaScript
const get = require('lodash/get');
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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; // We have avatars named 0-19
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}
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return `sprite${hash}`;
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};
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function requestAvatar(name) {
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const id = genAvatar(name);
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const req = new Request(`/assets/molecules/${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 NULL_UUID = '00000000-0000-0000-0000-000000000000';
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const STATS = {
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speed: { stat: 'speed', colour: 'white', svg: shapes.triangle },
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redDamage: { stat: 'red_damage', colour: 'red', svg: shapes.circle },
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greenDamage: { stat: 'green_damage', colour: 'green', svg: shapes.circle },
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blueDamage: { stat: 'blue_damage', colour: 'blue', svg: shapes.circle },
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redLife: { stat: 'red_life', colour: 'red', svg: shapes.square },
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greenLife: { stat: 'green_life', colour: 'green', svg: shapes.square },
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blueLife: { stat: 'blue_life', colour: 'blue', svg: shapes.square },
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};
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const SPECS = {
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Life: { colour: 'white', caption: 'Life', svg: shapes.square },
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GreenLifeI: { colour: 'green', caption: 'Life', svg: shapes.square },
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RedLifeI: { colour: 'red', caption: 'Life', svg: shapes.square },
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BlueLifeI: { colour: 'blue', caption: 'Life', svg: shapes.square },
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GRLI: { colour: 'yellow', caption: 'Life', svg: shapes.square },
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GBLI: { colour: 'cyan', caption: 'Life', svg: shapes.square },
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RBLI: { colour: 'purple', caption: 'Life', svg: shapes.square },
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Damage: { colour: 'white', caption: 'Damage', svg: shapes.circle },
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RedDamageI: { colour: 'red', caption: 'DamageI', svg: shapes.circle },
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BlueDamageI: { colour: 'blue', caption: 'DamageI', svg: shapes.circle },
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GreenDamageI: { colour: 'green', caption: 'DamageI', svg: shapes.circle },
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GRDI: { colour: 'yellow', caption: 'DamageI', svg: shapes.circle },
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GBDI: { colour: 'cyan', caption: 'DamageI', svg: shapes.circle },
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RBDI: { colour: 'purple', caption: 'DamageI', svg: shapes.circle },
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Speed: { colour: 'white', caption: 'Speed', svg: shapes.triangle },
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RedSpeed: { colour: 'red', caption: 'Speed', svg: shapes.triangle },
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BlueSpeedI: { colour: 'blue', caption: 'Speed', svg: shapes.triangle },
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GreenSpeedI: { colour: 'green', caption: 'Speed', svg: shapes.triangle },
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GRSpeedI: { colour: 'yellow', caption: 'Speed', svg: shapes.triangle },
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GBSpeedI: { colour: 'cyan', caption: 'Speed', svg: shapes.triangle },
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RBSpeedI: { colour: 'purple', caption: 'Speed', svg: shapes.triangle },
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};
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const COLOUR_ICONS = {
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red: { colour: 'red', caption: 'red', svg: shapes.square },
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blue: { colour: 'blue', caption: 'blue', svg: shapes.square },
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green: { colour: 'green', caption: 'green', svg: shapes.square },
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};
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function eventClasses(resolution, cryp) {
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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 = cryp.id === resolution.source.id;
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const target = cryp.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 (cryp.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 cryp and return effect
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if (target && postSkill) {
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cryp.green_life.value -= amount;
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if (colour === 'RedDamage') {
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cryp.red_life.value -= mitigation;
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return 'red-damage';
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}
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if (colour === 'BlueDamage') {
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cryp.blue_life.value -= mitigation;
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return 'blue-damage';
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}
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if (colour === 'GreenDamage') return 'green-damage';
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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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cryp.green_life.value += amount;
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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 } = 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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}
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if (type === 'Removal') {
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const { effect } = event;
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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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cryp.red_life.value += red;
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cryp.blue_life.value += blue;
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if (red > 0 && blue > 0) return 'purple-damage';
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if (red > 0) return 'red-damage';
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if (blue > 0) return 'blue-damage';
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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(event) {
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if (!event) return false;
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// Skip combat animations depending on event type, expandable in future
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const dotTicks = ['DecayTick', 'CorruptionTick', 'TriageTick', 'SiphonTick', 'StrangleTick'];
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if (dotTicks.includes(event[1].skill)) return ['END_SKILL', 'POST_SKILL'];
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if (['Immunity'].includes(event[0])) return ['START_SKILL', 'POST_SKILL'];
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if (['Ko'].includes(event[0])
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|| (event[1].skill === 'Throw' && event[1].effect === 'Vulnerable')) return ['POST_SKILL'];
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return ['START_SKILL', 'END_SKILL', 'POST_SKILL'];
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}
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function getCombatText(cryp, resolution) {
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if (!resolution) return '';
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const [type, event] = resolution.event;
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const source = cryp.id === resolution.source.id;
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const target = cryp.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 `${skill}`;
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if (endSkill && target) return `${skill}`;
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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 === '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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module.exports = {
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stringSort,
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numSort,
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genAvatar,
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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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SPECS,
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COLOUR_ICONS,
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};
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