fixed some bugs
This commit is contained in:
+426
-115
@@ -1,229 +1,540 @@
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let selectedWeapon = null; // Store the selected weapon's data
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let weapons = [];
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let selectedOperative = null; // Store the selected operative's data
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let weapons = []; // This will be populated by the weapons
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let globalModifiers = []; // This will be populated by the modifiers
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let selectedGunTypes = []; // Track selected gun types for filtering
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let headshotMultiplier = 0; // Initialize Headshots as 0
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let headshotBaseApplied = false; //Initialize Headshots Applied as false
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// Function to fetch operatives data from JSON
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function fetchOperativesData() {
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fetch('/static/json/operative.json')
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.then(response => response.json())
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.then(data => {
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populateOperatives(data.operatives); // Populate the operative dropdown once data is loaded
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})
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.catch(error => console.error('Error fetching operatives data:', error));
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}
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// Function to populate the select element with operatives
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function populateOperatives(operatives) {
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const select = document.getElementById('operative-select');
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select.innerHTML = ""; // Clear any existing options
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// Add the placeholder option
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const placeholderOption = document.createElement('option');
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placeholderOption.value = ""; // Empty value for the placeholder
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placeholderOption.text = "Select an operative";
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select.appendChild(placeholderOption); // Add the placeholder option
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operatives.forEach(operative => {
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const option = document.createElement('option');
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option.value = operative.id;
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option.text = operative.name;
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select.appendChild(option);
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});
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// Attach event listener to detect when an operative is selected
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select.addEventListener('change', (event) => {
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const selectedOperativeId = event.target.value;
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// If placeholder is selected, don't proceed
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if (!selectedOperativeId) {
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document.getElementById('operative-modifiers').innerHTML = '';
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return; // Do nothing when the placeholder is selected
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}
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selectedOperative = operatives.find(op => op.id === selectedOperativeId);
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if (selectedOperative) {
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updateOperativeBuffs(selectedOperative); // Update operative modifiers on valid selection
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}
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});
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}
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function updateOperativeBuffs(operative) {
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const operativeModifiers = operative.modifiers || [];
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// Remove previously added operative-specific modifiers
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const operativeSection = document.getElementById('operative-modifiers');
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operativeSection.innerHTML = ''; // Clear existing operative modifiers
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// If the operative has specific modifiers, show them
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if (operativeModifiers.length > 0) {
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operativeModifiers.forEach(mod => {
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const label = document.createElement('label');
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const input = document.createElement('input');
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input.type = 'checkbox';
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input.id = mod.id;
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input.value = mod.value;
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input.dataset.type = mod.type;
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input.dataset.buffs = mod.buffs ? JSON.stringify(mod.buffs) : ''; // Store buffs if available
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// Set checkbox to be unchecked by default
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input.checked = false;
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label.appendChild(input);
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label.appendChild(document.createTextNode(mod.label));
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operativeSection.appendChild(label);
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operativeSection.appendChild(document.createElement('br'));
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});
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}
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// Make sure that each operative-specific modifier checkbox triggers recalculation when changed
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operativeSection.addEventListener('change', applyModifiers);
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// Trigger recalculation once the operative buffs are displayed
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applyModifiers();
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}
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// Function to fetch weapons data from JSON
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function fetchWeaponsData() {
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fetch('static/data.json') // Adjust the path to the actual location of your JSON file
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fetch('static/json/data.json')
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.then(response => response.json())
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.then(data => {
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weapons = data; // Store the fetched data in the global 'weapons' variable
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populateWeapons(); // Populate the weapon dropdown once data is loaded
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createGunTypeCheckboxes(); // Create the gun type checkboxes after loading the weapons
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})
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.catch(error => console.error('Error fetching weapons data:', error));
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}
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// Function to populate the select element with weapons
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// Function to populate the weapon dropdown
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function populateWeapons() {
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const select = document.getElementById('weapon-select');
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select.innerHTML = ""; // Clear any existing options
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// Add the placeholder option
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const placeholderOption = document.createElement('option');
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placeholderOption.value = ""; // Empty value for the placeholder
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placeholderOption.text = "Select a Weapon";
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select.appendChild(placeholderOption); // Add the placeholder option
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// Populate with actual weapons
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weapons.forEach(weapon => {
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const option = document.createElement('option');
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option.value = weapon.id;
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option.text = weapon.name;
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select.appendChild(option);
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});
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// Attach event listener to detect when a weapon is selected
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select.addEventListener('change', (event) => {
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const selectedWeaponId = parseInt(event.target.value);
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// If placeholder is selected, don't proceed
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if (!selectedWeaponId) {
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document.getElementById('weapon-stats').innerHTML = '';
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return; // Do nothing when the placeholder is selected
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}
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selectedWeapon = weapons.find(weapon => weapon.id === selectedWeaponId);
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if (selectedWeapon) {
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updateWeaponStats(selectedWeapon); // Update stats on selection
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updateWeaponStats(selectedWeapon); // Update stats on valid selection
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applyModifiers();
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}
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});
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}
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// Function to display the selected weapon's stats in the UI
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// Function to display the selected weapon's stats in a table-like format
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function updateWeaponStats(weapon) {
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const statsElement = document.getElementById('weapon-stats');
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statsElement.innerHTML = `
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<p>Name: ${weapon.name}</p>
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<p>Damage: ${weapon.damage * weapon.damage_multiplier}</p>
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<p>RPM: ${weapon.rpm}</p>
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<p>Mag Size: ${weapon.mag_size}</p>
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<p>Reload Time: ${weapon.reload_time}</p>
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<table class="weapon-stats-table horizontal-table">
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<tr>
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<th>Name</th>
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<th>Damage</th>
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<th>RPM</th>
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<th>Mag Size</th>
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<th>Reload Time</th>
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<th>DPS</th>
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<th>DPM</th>
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<th>Average DPS</th>
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</tr>
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<tr>
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<td>${weapon.name}</td>
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<td>${(weapon.damage * weapon.damage_multiplier).toFixed(2)}</td>
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<td>${weapon.rpm}</td>
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<td>${weapon.mag_size}</td>
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<td>${weapon.reload_time.toFixed(2)} seconds</td>
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<td id="dps-value"></td>
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<td id="dpm-value"></td>
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<td id="average-dps-value"></td>
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</tr>
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</table>
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`;
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// Store values for further calculations
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const damage = weapon.damage * weapon.damage_multiplier;
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const rpm = weapon.rpm;
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const magSize = weapon.mag_size;
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const reloadTime = weapon.reload_time;
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// Calculate DPS and DPM initially without modifiers
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// Calculate DPS, DPM, and Average DPS
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calculateDPSAndDPM(damage, rpm, magSize, reloadTime);
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}
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// Function to display the modified weapon's stats in the table format
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function updateModifiedWeaponStats(damage, rpm, reloadTime) {
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const statsElement = document.getElementById('weapon-stats');
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statsElement.innerHTML = `
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<table class="weapon-stats-table horizontal-table">
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<tr>
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<th>Name</th>
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<th>Modified Damage</th>
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<th>Modified RPM</th>
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<th>Mag Size</th>
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<th>Modified Reload Time</th>
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<th>DPS</th>
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<th>DPM</th>
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<th>Average DPS</th>
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</tr>
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<tr>
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<td>${selectedWeapon.name}</td>
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<td>${damage.toFixed(2)}</td>
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<td>${rpm.toFixed(2)}</td>
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<td>${selectedWeapon.mag_size}</td>
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<td>${reloadTime.toFixed(2)} seconds</td>
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<td id="dps-value"></td>
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<td id="dpm-value"></td>
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<td id="average-dps-value"></td>
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</tr>
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</table>
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`;
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// Recalculate and update DPS, DPM, and Average DPS
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calculateDPSAndDPM(damage, rpm, selectedWeapon.mag_size, reloadTime);
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}
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// Function to calculate DPS, DPM, and Average DPS, and update the values in the table
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function calculateDPSAndDPM(damage, rpm, magSize, reloadTime) {
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const rps = rpm / 60; // Rounds per second
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let dps = damage * rps;
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const reloadTimeMin = reloadTime / 60;
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let dpm = (magSize * damage) / (reloadTimeMin + (magSize / rpm));
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let averageDPS = dpm / 60;
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// Update DPS, DPM, and Average DPS values in the table
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document.getElementById('dps-value').innerText = dps.toFixed(2);
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document.getElementById('dpm-value').innerText = dpm.toFixed(2);
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document.getElementById('average-dps-value').innerText = averageDPS.toFixed(2); // Update the Average DPS in the table
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}
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// Function to fetch and populate modifiers from the JSON file
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function fetchModifiers() {
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fetch('static/modifiers.json') // Adjust the path to your JSON file
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fetch('static/json/modifiers.json')
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.then(response => response.json())
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.then(data => {
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populateModifiers(data);
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globalModifiers = data; // Save global modifiers for future use
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populateModifiers(data); // Populate the modifiers in the UI
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})
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.catch(error => console.error('Error fetching modifiers:', error));
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}
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// Function to dynamically populate modifiers into the HTML
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function populateModifiers(modifiers) {
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const modifiersContainer = document.getElementById('modifiers');
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const createModifierSection = (title, modifierList) => {
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const modifiersContainer = document.getElementById('modifiers-container');
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modifiersContainer.innerHTML = ''; // Clear existing modifiers
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const createModifierSection = (title, modifierList, sectionId) => {
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const section = document.createElement('div');
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section.id = sectionId;
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const header = document.createElement('h3');
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header.textContent = title;
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section.appendChild(header);
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modifierList.forEach(mod => {
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const label = document.createElement('label');
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const input = document.createElement('input');
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input.type = 'checkbox';
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input.id = mod.id;
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// Check if the modifier has multiple buffs
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if (mod.buffs) {
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input.dataset.buffs = JSON.stringify(mod.buffs); // Store buffs data as a string in data-buffs
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input.dataset.buffs = JSON.stringify(mod.buffs);
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} else {
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input.value = mod.value;
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input.dataset.type = mod.type; // Store if it's additive or multiplicative
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input.dataset.type = mod.type;
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}
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// Add operative filtering if available
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if (mod.operatives) {
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input.dataset.operatives = mod.operatives;
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}
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if (mod.appliesTo) {
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input.dataset.appliesTo = mod.appliesTo;
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}
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if (mod.appliesNotTo) {
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input.dataset.appliesNotTo = mod.appliesNotTo;
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}
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label.appendChild(input);
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label.appendChild(document.createTextNode(mod.label));
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section.appendChild(label);
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section.appendChild(document.createElement('br'));
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const modifierItem = document.createElement('div');
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modifierItem.className = 'modifier-item';
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modifierItem.appendChild(label);
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section.appendChild(modifierItem);
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});
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return section;
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};
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// Clear any existing modifiers
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modifiersContainer.innerHTML = '';
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// Add Item Buffs
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modifiersContainer.appendChild(createModifierSection('Item Buffs', modifiers.itemBuffs));
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// Add Operative Perks
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modifiersContainer.appendChild(createModifierSection('Perks', modifiers.operativePerks));
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// Add Ability Perks
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modifiersContainer.appendChild(createModifierSection('Abilities', modifiers.abilityPerks));
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// Create a container for all modifiers
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const container = document.createElement('div');
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container.id = 'modifiers';
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// Populate sections
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container.appendChild(createModifierSection('Item Buffs', modifiers.itemBuffs, 'items'));
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container.appendChild(createModifierSection('Perks', modifiers.operativePerks, 'perks'));
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modifiersContainer.appendChild(container); // Append item and perks container
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// Create and append abilities section
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const abilitiesSection = createModifierSection('Abilities', modifiers.abilityPerks, 'abilities');
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modifiersContainer.appendChild(abilitiesSection); // Append abilities section
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// Add event listener to recalculate DPS/DPM when modifiers are toggled
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modifiersContainer.addEventListener('change', applyModifiers);
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}
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// Function to apply the modifiers and recalculate DPS and DPM
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// Function to apply the modifiers and recalculate damage, RPM, and reloadTime
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// Function to apply the modifiers and recalculate damage, RPM, and reloadTime
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function applyModifiers() {
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if (!selectedWeapon) return;
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// Get the base stats from the selected weapon
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let baseDamage = selectedWeapon.damage * selectedWeapon.damage_multiplier;
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// Base stats
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let baseDamage = selectedWeapon.damage;
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let baseRpm = selectedWeapon.rpm;
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let baseReloadTime = selectedWeapon.reload_time;
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// Initialize the modifier objects
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// Modifiers initialization
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let damageModifier = {additive: 0, multiplicative: 1};
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let rpmModifier = {additive: 0, multiplicative: 1};
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let reloadTimeModifier = {additive: 0, multiplicative: 1};
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headshotMultiplier = 0; // Reset headshot multiplier
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headshotBaseApplied = false;
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// Apply operative buffs if selected
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if (selectedOperative) {
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selectedOperative.buffs.forEach(buff => {
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if (buff.affectedWeapons === '' || buff.affectedWeapons.includes(selectedWeapon.guntype.toUpperCase())) {
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applyBuff(buff, rpmModifier, reloadTimeModifier, damageModifier);
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// Function to process global modifiers
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function processModifier(mod) {
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if (mod.dataset.operatives && mod.dataset.operatives.trim() !== "" && (!selectedOperative || selectedOperative.category !== mod.dataset.operatives)) {
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return; // Skip if operative category doesn't match.
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}
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});
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const weaponTags = selectedWeapon.guntype; // e.g., ["PISTOL", "SHOTGUN"]
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const appliesNotTo = mod.dataset.appliesNotTo;
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const appliesTo = mod.dataset.appliesTo;
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if (appliesNotTo && weaponTags.includes(appliesNotTo)) {
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return; // Skip this modifier if weapon type should be excluded
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}
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// Collect checked modifier values
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document.querySelectorAll('#modifiers input:checked').forEach(mod => {
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const modType = mod.dataset.type;
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const modValue = parseFloat(mod.value);
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// Handle multi-buff modifiers
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if (appliesTo && !weaponTags.includes(appliesTo)) {
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return; // Skip if the weapon type doesn't match
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}
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if (mod.appliesNotTo && weaponTags.includes(mod.appliesNotTo)) {
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return; // Skip this modifier
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}
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// Check if the modifier applies to any of the current weapon's tags
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if (mod.appliesTo && !weaponTags.includes(mod.appliesTo)) {
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return; // Skip this modifier if it does not apply to the selected weapon type
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}
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if (mod.dataset.type === 'multiplicative-headshot') {
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if (!headshotBaseApplied) {
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// Automatically check and apply headshot base
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const baseHeadshotModifier = document.querySelector("#modifiers input[data-type='multiplicative-headshot-base']");
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if (baseHeadshotModifier && !baseHeadshotModifier.checked) {
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baseHeadshotModifier.checked = true;
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headshotMultiplier += parseFloat(baseHeadshotModifier.value) - 1;
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headshotBaseApplied = true;
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}
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}
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headshotMultiplier += parseFloat(mod.value) - 1;
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} else if (mod.dataset.type === 'multiplicative-headshot-base') {
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if (!headshotBaseApplied) {
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headshotMultiplier += parseFloat(mod.value) - 1;
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headshotBaseApplied = true;
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}
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} else {
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// Process other modifiers
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applyBuff(mod, rpmModifier, reloadTimeModifier, damageModifier);
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}
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// Handle modifiers with multiple buffs
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if (mod.dataset.buffs) {
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const buffs = JSON.parse(mod.dataset.buffs);
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buffs.forEach(buff => applyBuff(buff, rpmModifier, reloadTimeModifier, damageModifier));
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buffs.forEach(buff => {
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applyBuff(buff, rpmModifier, reloadTimeModifier, damageModifier);
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});
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} else {
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const singleBuff = {type: modType, value: modValue};
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const modType = mod.dataset.type;
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const modValue = parseFloat(mod.value);
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const singleBuff = {
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type: modType === 'multiplicative' ? 'multiplicative' : 'additive',
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buffType: modType,
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value: modValue
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};
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if (mod.id.includes('damage')) {
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singleBuff.type = 'damage';
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} else if (mod.id.includes('rpm')) {
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singleBuff.type = 'rpm';
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} else if (mod.id.includes('reload')) {
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singleBuff.type = 'reloadTime';
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}
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applyBuff(singleBuff, rpmModifier, reloadTimeModifier, damageModifier);
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}
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};
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// Function to process operative-specific modifiers
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const processOperativeModifier = (mod) => {
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// Ensure guntype is now an array of tags
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const weaponTags = selectedWeapon.guntype;
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// Skip the modifier if it should not apply to any of the current weapon's tags
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if (mod.appliesNotTo && weaponTags.includes(mod.appliesNotTo)) {
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return; // Skip this modifier
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}
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// Check if the modifier applies to any of the current weapon's tags
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if (mod.appliesTo && !weaponTags.includes(mod.appliesTo)) {
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return; // Skip this modifier if it does not apply to the selected weapon type
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}
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// Handle operative modifiers with multiple buffs
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if (mod.buffs) {
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mod.buffs.forEach(buff => {
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applyBuff(buff, rpmModifier, reloadTimeModifier, damageModifier);
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});
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} else {
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const modValue = parseFloat(mod.value);
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const modType = mod.type || 'additive';
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// Apply damage modifiers
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let damage = baseDamage * damageModifier.multiplicative;
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const singleBuff = {
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type: mod.id.includes('damage') ? 'damage' : mod.id.includes('rpm') ? 'rpm' : 'reloadTime',
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buffType: modType === 'multiplicative' ? 'multiplicative' : 'additive',
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value: modValue
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};
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applyBuff(singleBuff, rpmModifier, reloadTimeModifier, damageModifier);
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}
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||||
};
|
||||
const abilitiesSection = document.getElementById('abilities');
|
||||
abilitiesSection.querySelectorAll('input:checked').forEach(mod => {
|
||||
processModifier(mod); // Process the ability modifier the same way as global modifiers
|
||||
});
|
||||
const modifiersContainer = document.getElementById('modifiers');
|
||||
modifiersContainer.removeEventListener('change', applyModifiers);
|
||||
// Process global modifiers
|
||||
document.querySelectorAll('#modifiers input:checked').forEach(mod => {
|
||||
processModifier(mod);
|
||||
});
|
||||
// Re-apply listener after change
|
||||
modifiersContainer.addEventListener('change', applyModifiers);
|
||||
// Process operative-specific modifiers that are checked
|
||||
const operativeSection = document.getElementById('operative-modifiers');
|
||||
operativeSection.querySelectorAll('input:checked').forEach(mod => {
|
||||
if (selectedOperative && selectedOperative.modifiers) {
|
||||
const modObj = selectedOperative.modifiers.find(m => m.id === mod.id);
|
||||
if (modObj) {
|
||||
processOperativeModifier(modObj);
|
||||
}
|
||||
}
|
||||
});
|
||||
let damage = baseDamage;
|
||||
damage *= damageModifier.multiplicative;
|
||||
if (headshotMultiplier > 0) {
|
||||
damage *= (1 + headshotMultiplier);
|
||||
}
|
||||
damage += damageModifier.additive;
|
||||
|
||||
// Apply RPM modifiers
|
||||
let rpm = baseRpm * rpmModifier.multiplicative;
|
||||
rpm = rpm + (rpm * rpmModifier.additive);
|
||||
|
||||
// Apply reload time modifiers
|
||||
let reloadTime = baseReloadTime * reloadTimeModifier.multiplicative;
|
||||
reloadTime = reloadTime + (reloadTime * reloadTimeModifier.additive);
|
||||
|
||||
// Recalculate DPS and DPM with modified stats
|
||||
damage *= selectedWeapon.damage_multiplier;
|
||||
let rpm = baseRpm * rpmModifier.multiplicative + rpmModifier.additive;
|
||||
let reloadTime = baseReloadTime * reloadTimeModifier.multiplicative + reloadTimeModifier.additive;
|
||||
if (reloadTime < 0.1) {
|
||||
reloadTime = 0.1;
|
||||
}
|
||||
calculateDPSAndDPM(damage, rpm, selectedWeapon.mag_size, reloadTime);
|
||||
|
||||
// Update the displayed weapon stats with the modified values
|
||||
updateModifiedWeaponStats(damage, rpm, reloadTime);
|
||||
}
|
||||
|
||||
|
||||
// Helper function to apply individual buffs
|
||||
function applyBuff(buff, rpmModifier, reloadTimeModifier, damageModifier = null) {
|
||||
function applyBuff(buff, rpmModifier, reloadTimeModifier, damageModifier) {
|
||||
const {type, buffType, value} = buff;
|
||||
|
||||
// Apply buffs based on type
|
||||
// Handle headshot multipliers
|
||||
if (buffType === 'multiplicative-headshot-base' && !headshotBaseApplied) {
|
||||
headshotMultiplier = value - 1;
|
||||
headshotBaseApplied = true;
|
||||
return;
|
||||
}
|
||||
if (buffType === 'multiplicative-headshot') {
|
||||
headshotMultiplier += value - 1;
|
||||
return;
|
||||
}
|
||||
// Apply buffs based on the stat being modified
|
||||
if (type === 'rpm') {
|
||||
if (buffType === 'multiplicative') rpmModifier.multiplicative *= value;
|
||||
else if (buffType === 'additive') rpmModifier.additive += value;
|
||||
}
|
||||
|
||||
if (type === 'reloadTime') {
|
||||
} else if (type === 'reloadTime') {
|
||||
if (buffType === 'multiplicative') reloadTimeModifier.multiplicative *= value;
|
||||
else if (buffType === 'additive') reloadTimeModifier.additive += value;
|
||||
}
|
||||
|
||||
// Apply damage buffs
|
||||
if (type === 'damage' && damageModifier) {
|
||||
} else if (type === 'damage' && damageModifier) {
|
||||
if (buffType === 'multiplicative') damageModifier.multiplicative *= value;
|
||||
else if (buffType === 'additive') damageModifier.additive += value;
|
||||
}
|
||||
}
|
||||
|
||||
// Function to calculate DPS and DPM with optional modifiers
|
||||
function calculateDPSAndDPM(damage, rpm, magSize, reloadTime) {
|
||||
const rps = rpm / 60; // Rounds per second
|
||||
let dps = damage * rps;
|
||||
const reloadTimeMin = reloadTime / 60;
|
||||
let dpm = (magSize * damage) / (reloadTimeMin + (magSize / rpm));
|
||||
|
||||
// Display the calculated stats
|
||||
const resultElement = document.getElementById('calculated-stats');
|
||||
resultElement.innerHTML = `
|
||||
<p>DPS: ${dps.toFixed(2)}</p>
|
||||
<p>DPM: ${dpm.toFixed(2)}</p>
|
||||
`;
|
||||
// Modify the existing filterWeapons function to consider gun type checkboxes
|
||||
function filterWeapons() {
|
||||
const input = document.getElementById('weapon-search').value.toLowerCase();
|
||||
const weaponSelect = document.getElementById('weapon-select');
|
||||
const options = weaponSelect.getElementsByTagName('option');
|
||||
// Get selected guntype filters
|
||||
const selectedGuntypes = Array.from(document.querySelectorAll('#guntype-filters input:checked'))
|
||||
.map(checkbox => checkbox.value);
|
||||
let firstVisibleOption = null; // Variable to track the first matching option
|
||||
for (let i = 0; i < options.length; i++) {
|
||||
const optionText = options[i].textContent || options[i].innerText;
|
||||
const weaponId = parseInt(options[i].value); // Get the weapon ID
|
||||
const weapon = weapons.find(w => w.id === weaponId); // Find the corresponding weapon
|
||||
if (!weapon) continue; // Skip if the weapon is not found (for safety)
|
||||
// Check if the option matches the search query and the selected guntype filters
|
||||
const matchesSearch = optionText.toLowerCase().indexOf(input) > -1;
|
||||
const matchesGuntypes = selectedGuntypes.length === 0 || selectedGuntypes.every(type => weapon.guntype.includes(type));
|
||||
// Show or hide options based on both search and guntype filters
|
||||
if (matchesSearch && matchesGuntypes) {
|
||||
options[i].style.display = ''; // Show matching option
|
||||
if (!firstVisibleOption) {
|
||||
firstVisibleOption = options[i]; // Save the first visible option
|
||||
}
|
||||
} else {
|
||||
options[i].style.display = 'none'; // Hide non-matching option
|
||||
}
|
||||
}
|
||||
// Automatically select the first visible matching option
|
||||
if (firstVisibleOption) {
|
||||
weaponSelect.value = firstVisibleOption.value;
|
||||
// Manually trigger the 'change' event after auto-selecting the first option
|
||||
weaponSelect.dispatchEvent(new Event('change'));
|
||||
}
|
||||
}
|
||||
|
||||
// Function to display the modified weapon's stats in the UI
|
||||
function updateModifiedWeaponStats(damage, rpm, reloadTime) {
|
||||
const statsElement = document.getElementById('weapon-stats');
|
||||
statsElement.innerHTML = `
|
||||
<p>Modified Damage: ${damage.toFixed(2)}</p>
|
||||
<p>Modified RPM: ${rpm.toFixed(2)}</p>
|
||||
<p>Mag Size: ${selectedWeapon.mag_size}</p>
|
||||
<p>Modified Reload Time: ${reloadTime.toFixed(2)} seconds</p>
|
||||
`;
|
||||
// Function to filter operatives in the dropdown based on search input
|
||||
function filterOperatives() {
|
||||
const input = document.getElementById('operative-search').value.toLowerCase();
|
||||
const operativeSelect = document.getElementById('operative-select');
|
||||
const options = operativeSelect.getElementsByTagName('option');
|
||||
let firstVisibleOption = null; // Track the first matching option
|
||||
for (let i = 0; i < options.length; i++) {
|
||||
const optionText = options[i].textContent || options[i].innerText;
|
||||
// Check if the option matches the search query
|
||||
if (optionText.toLowerCase().indexOf(input) > -1) {
|
||||
options[i].style.display = ''; // Show matching option
|
||||
if (!firstVisibleOption) {
|
||||
firstVisibleOption = options[i]; // Save the first visible option
|
||||
}
|
||||
} else {
|
||||
options[i].style.display = 'none'; // Hide non-matching option
|
||||
}
|
||||
}
|
||||
// Automatically select the first visible matching option
|
||||
if (firstVisibleOption) {
|
||||
operativeSelect.value = firstVisibleOption.value;
|
||||
// Manually trigger the 'change' event after auto-selecting the first option
|
||||
operativeSelect.dispatchEvent(new Event('change'));
|
||||
}
|
||||
}
|
||||
|
||||
// Call the fetch function to load the data and populate the dropdown on page load
|
||||
// Function to dynamically create gun type checkboxes based on available gun types in the weapon data
|
||||
function createGunTypeCheckboxes() {
|
||||
const gunTypeFiltersContainer = document.getElementById('gun-type-filters');
|
||||
gunTypeFiltersContainer.innerHTML = ''; // Clear existing checkboxes
|
||||
const gunTypesSet = new Set(); // Use a Set to store unique gun types from the weapon data
|
||||
// Extract unique gun types from the weapon data
|
||||
weapons.forEach(weapon => {
|
||||
weapon.guntype.forEach(type => gunTypesSet.add(type)); // Add each gun type to the Set
|
||||
});
|
||||
// Create checkboxes for each unique gun type
|
||||
gunTypesSet.forEach(gunType => {
|
||||
const label = document.createElement('label');
|
||||
const input = document.createElement('input');
|
||||
input.type = 'checkbox';
|
||||
input.value = gunType;
|
||||
input.className = 'gun-type-checkbox';
|
||||
// Add event listener to filter weapons when checkbox is checked/unchecked
|
||||
input.addEventListener('change', () => {
|
||||
const selectedCheckboxes = Array.from(document.querySelectorAll('.gun-type-checkbox:checked'));
|
||||
selectedGunTypes = selectedCheckboxes.map(checkbox => checkbox.value);
|
||||
filterWeapons(); // Re-filter weapons based on the selected gun types
|
||||
});
|
||||
label.appendChild(input);
|
||||
label.appendChild(document.createTextNode(gunType));
|
||||
gunTypeFiltersContainer.appendChild(label);
|
||||
gunTypeFiltersContainer.appendChild(document.createElement('br'));
|
||||
});
|
||||
}
|
||||
|
||||
document.getElementById('weapon-search').addEventListener('keyup', filterWeapons);
|
||||
document.getElementById('operative-search').addEventListener('keyup', filterOperatives);
|
||||
document.querySelectorAll('#guntype-filters input').forEach(checkbox => {
|
||||
checkbox.addEventListener('change', filterWeapons);
|
||||
});
|
||||
|
||||
|
||||
// Initialize
|
||||
fetchWeaponsData();
|
||||
fetchModifiers();
|
||||
fetchOperativesData();
|
||||
fetchOperativesData()
|
||||
@@ -286,6 +286,14 @@
|
||||
"type": "multiplicative",
|
||||
"operatives": "",
|
||||
"appliesTo": ""
|
||||
},
|
||||
{
|
||||
"id": "damage-item-additive-GOC-2",
|
||||
"label": "[All Operatives] Shotgun Training (+4 damage)",
|
||||
"value": 4,
|
||||
"type": "additive",
|
||||
"operatives": "",
|
||||
"appliesTo": "SHOTGUN"
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -233,6 +233,32 @@
|
||||
"buffType": "multiplicative"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "goc-goc",
|
||||
"name": "GOC",
|
||||
"category": "GOC",
|
||||
"modifiers": [
|
||||
{
|
||||
"id": "goc-special-ammo",
|
||||
"label": "Special Ammo (+40% Damage)",
|
||||
"buffs": [
|
||||
{
|
||||
"type": "damage",
|
||||
"value": 1.4,
|
||||
"buffType": "multiplicative"
|
||||
}
|
||||
],
|
||||
"appliesTo": ""
|
||||
},
|
||||
{
|
||||
"id": "goc-weapon-expert-reload-perk",
|
||||
"label": "Weapon Expert (-1s Reload Time)",
|
||||
"value": -1,
|
||||
"type": "additive",
|
||||
"appliesTo": ""
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user