Merge pull request #15 from Fretuks/adjust-calculator-to-new-system
Redesign calculator workflow and add explicit armor/ability buff sections
This commit is contained in:
+200
-38
@@ -15,12 +15,17 @@ const weaponsById = new Map();
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const modifiersById = new Map();
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const operativesById = new Map();
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const operativeSelect = document.getElementById('af-operative-select');
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const loadoutSlotSelect = document.getElementById('af-loadout-slot');
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const modifierStack = document.querySelector('.af-modifier-stack');
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const itemModifierList = document.getElementById('af-item-modifiers');
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const perkModifierList = document.getElementById('af-perk-modifiers');
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const abilityModifierList = document.getElementById('af-ability-modifiers');
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const operativeModifierList = document.getElementById('af-operative-modifiers');
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const operativeAbilityModifierList = document.getElementById('af-operative-ability-modifiers');
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const operativeArmorModifierList = document.getElementById('af-operative-armor-modifiers');
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const activeModifierList = document.getElementById('af-active-modifiers');
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let allWeapons = [];
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let currentWeaponTypes = [];
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let currentOperativeCategory = null;
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@@ -78,7 +83,7 @@ const applyModifierToStats = (modifier, stats) => {
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return stats;
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}
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if (modifier.value && modifier.type) {
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if (Number.isFinite(modifier.value) && modifier.type) {
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if (modifier.type === 'additive') {
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stats.damage += modifier.value;
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}
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@@ -155,8 +160,8 @@ const calculate = () => {
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(acc, modifier) => applyModifierToStats(modifier, acc),
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{
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damage: baseDamage,
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rpm: rpm,
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reload: reload
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rpm,
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reload
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}
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);
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@@ -199,14 +204,124 @@ const applyWeapon = (weapon) => {
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}
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setFormValue('weaponName', weapon.name ?? '');
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setFormValue('baseDamage', weapon.damage ?? '');
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setFormValue('projectiles', weapon.damage_multiplier ?? 1);
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setFormValue('projectiles', weapon.projectiles ?? weapon.damage_multiplier ?? 1);
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setFormValue('rpm', weapon.rpm ?? '');
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setFormValue('magazine', weapon.mag_size ?? '');
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setFormValue('reload', weapon.reload_time ?? '');
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currentWeaponTypes = weapon.guntype ?? [];
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setFormValue('magazine', weapon.magazine ?? weapon.mag_size ?? '');
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setFormValue('reload', weapon.reload ?? weapon.reload_time ?? '');
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currentWeaponTypes = weapon.types ?? weapon.guntype ?? [];
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calculate();
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};
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const normalizeModifier = (modifier, fallbackLabel) => {
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if (!modifier) {
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return null;
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}
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const normalized = {
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id: modifier.id,
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label: modifier.label ?? fallbackLabel ?? 'Unnamed modifier',
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operatives: modifier.operatives,
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appliesTo: modifier.appliesTo
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};
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if (Number.isFinite(modifier.value) && modifier.type) {
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normalized.value = modifier.value;
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normalized.type = modifier.type;
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}
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if (Array.isArray(modifier.buffs)) {
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normalized.buffs = modifier.buffs;
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}
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return normalized;
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};
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const inferSlot = (weapon) => {
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const directSlot = weapon.slot?.toUpperCase();
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if (directSlot === 'PRIMARY' || directSlot === 'SECONDARY' || directSlot === 'SPECIAL') {
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return directSlot;
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}
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const types = weapon.types ?? weapon.guntype ?? [];
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if (types.includes('SECONDARY')) {
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return 'SECONDARY';
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}
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if (types.includes('SPECIAL')) {
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return 'SPECIAL';
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}
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return 'PRIMARY';
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};
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const normalizeWeapon = (weapon) => ({
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id: weapon.id ?? weapon.name,
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name: weapon.name,
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damage: weapon.damage,
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projectiles: weapon.projectiles ?? weapon.damage_multiplier ?? 1,
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rpm: weapon.rpm,
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magazine: weapon.magazine ?? weapon.mag_size,
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reload: weapon.reload ?? weapon.reload_time,
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types: weapon.types ?? weapon.guntype ?? [],
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slot: inferSlot(weapon),
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operatives: Array.isArray(weapon.operatives) ? weapon.operatives : []
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});
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const selectedOperativeId = () => operativeSelect?.value ?? '';
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const selectedSlot = () => (loadoutSlotSelect?.value ?? 'primary').toUpperCase();
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const weaponAllowedForOperative = (weapon, operativeId) => {
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if (!operativeId) {
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return false;
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}
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if (!weapon.operatives.length) {
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return false;
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}
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return weapon.operatives.includes('*') || weapon.operatives.includes(operativeId);
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};
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const refreshWeaponSelect = () => {
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if (!weaponSelect) {
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return;
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}
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const operativeId = selectedOperativeId();
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const slot = selectedSlot();
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const previousValue = weaponSelect.value;
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weaponSelect.innerHTML = '';
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const defaultOption = document.createElement('option');
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defaultOption.value = '';
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defaultOption.textContent = operativeId ? 'Custom entry' : 'Select operative first';
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weaponSelect.appendChild(defaultOption);
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weaponsById.clear();
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if (!operativeId) {
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weaponSelect.disabled = true;
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return;
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}
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weaponSelect.disabled = false;
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const filtered = allWeapons
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.filter((weapon) => weapon.slot === slot)
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.filter((weapon) => weaponAllowedForOperative(weapon, operativeId))
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.sort((a, b) => a.name.localeCompare(b.name));
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filtered.forEach((weapon) => {
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const key = String(weapon.id);
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weaponsById.set(key, weapon);
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const option = document.createElement('option');
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option.value = key;
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option.textContent = weapon.name;
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weaponSelect.appendChild(option);
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});
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if (previousValue && weaponsById.has(previousValue)) {
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weaponSelect.value = previousValue;
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} else {
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weaponSelect.value = '';
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}
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};
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const loadWeaponLibrary = async () => {
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if (!weaponSelect) {
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return;
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@@ -222,34 +337,17 @@ const loadWeaponLibrary = async () => {
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throw new Error('Failed to load weapons');
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}
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const weapons = await response.json();
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const normalized = weapons
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allWeapons = weapons
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.filter((weapon) => weapon && weapon.name)
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.map((weapon) => ({
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id: weapon.id ?? weapon.name,
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name: weapon.name,
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damage: weapon.damage,
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damage_multiplier: weapon.damage_multiplier ?? 1,
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rpm: weapon.rpm,
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mag_size: weapon.mag_size,
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reload_time: weapon.reload_time,
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guntype: weapon.guntype ?? []
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}))
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.sort((a, b) => a.name.localeCompare(b.name));
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normalized.forEach((weapon) => {
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const key = String(weapon.id);
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weaponsById.set(key, weapon);
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const option = document.createElement('option');
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option.value = key;
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option.textContent = weapon.name;
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weaponSelect.appendChild(option);
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});
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.map((weapon) => normalizeWeapon(weapon));
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refreshWeaponSelect();
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} catch (error) {
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console.error('Weapon library load failed', error);
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const option = document.createElement('option');
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option.textContent = 'Weapon library unavailable';
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option.disabled = true;
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weaponSelect.appendChild(option);
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weaponSelect.disabled = true;
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}
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};
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@@ -310,19 +408,39 @@ const loadModifierLibrary = async () => {
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}
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};
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const renderOperativeModifiers = (operative) => {
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if (!operativeModifierList) {
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const renderModifierBucket = (container, modifiers, emptyText) => {
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if (!container) {
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return;
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}
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operativeModifierList.innerHTML = '';
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if (!operative || !Array.isArray(operative.modifiers) || !operative.modifiers.length) {
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container.innerHTML = '';
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if (!modifiers.length) {
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const placeholder = document.createElement('p');
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placeholder.className = 'af-empty-hint';
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placeholder.textContent = 'No operative-specific modifiers available.';
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operativeModifierList.appendChild(placeholder);
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placeholder.textContent = emptyText;
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container.appendChild(placeholder);
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return;
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}
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operative.modifiers.forEach((modifier) => createModifierOption(modifier, operativeModifierList));
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modifiers.forEach((modifier) => createModifierOption(modifier, container));
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};
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const renderOperativeModifiers = (operative) => {
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const operativePerks = Array.isArray(operative?.modifiers)
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? operative.modifiers.map((mod) => normalizeModifier(mod)).filter(Boolean)
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: [];
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const operativeAbilities = Array.isArray(operative?.abilities)
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? operative.abilities
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.map((ability, index) => normalizeModifier(ability?.modifier, ability?.label ?? `Ability ${index + 1}`))
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.filter(Boolean)
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: [];
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const armorBuffs = operative?.armor?.modifier
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? [normalizeModifier(operative.armor.modifier, operative.armor.label)].filter(Boolean)
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: [];
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renderModifierBucket(operativeModifierList, operativePerks, 'No operative perk modifiers available.');
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renderModifierBucket(operativeAbilityModifierList, operativeAbilities, 'No operative ability buffs available.');
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renderModifierBucket(operativeArmorModifierList, armorBuffs, 'No operative armor buffs available.');
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};
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const loadOperatives = async () => {
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@@ -342,8 +460,8 @@ const loadOperatives = async () => {
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operativesById.set(operative.id, operative);
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const option = document.createElement('option');
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option.value = operative.id;
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option.textContent = operative.name;
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option.dataset.category = operative.category ?? '';
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option.textContent = operative.class ? `${operative.name} (${operative.class})` : operative.name;
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option.dataset.category = operative.category ?? operative.class ?? '';
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operativeSelect.appendChild(option);
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});
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updateModifierAvailability();
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@@ -379,12 +497,24 @@ form.addEventListener('input', calculate);
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resetButton.addEventListener('click', () => {
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form.reset();
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document.querySelectorAll('[data-modifier-id]:checked').forEach((checkbox) => { checkbox.checked = false; });
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renderOperativeModifiers(null);
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currentWeaponTypes = [];
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currentOperativeCategory = null;
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if (loadoutSlotSelect) {
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loadoutSlotSelect.value = 'primary';
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loadoutSlotSelect.disabled = true;
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}
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if (weaponSelect) {
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weaponSelect.disabled = true;
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}
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refreshWeaponSelect();
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updateModifierAvailability();
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calculate();
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});
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if (weaponSelect) {
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weaponSelect.disabled = true;
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weaponSelect.addEventListener('change', (event) => {
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const selected = weaponsById.get(event.target.value);
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if (!selected) {
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@@ -400,8 +530,39 @@ if (weaponSelect) {
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if (operativeSelect) {
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operativeSelect.addEventListener('change', (event) => {
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const selected = operativesById.get(event.target.value);
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currentOperativeCategory = selected?.category ?? null;
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currentOperativeCategory = selected?.category ?? selected?.class ?? null;
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renderOperativeModifiers(selected);
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if (loadoutSlotSelect) {
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loadoutSlotSelect.disabled = !selected;
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}
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refreshWeaponSelect();
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setFormValue('weaponName', '');
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setFormValue('baseDamage', '');
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setFormValue('projectiles', 1);
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setFormValue('rpm', '');
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setFormValue('magazine', '');
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setFormValue('reload', '');
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currentWeaponTypes = [];
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updateModifierAvailability();
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calculate();
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});
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}
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if (loadoutSlotSelect) {
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loadoutSlotSelect.disabled = true;
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loadoutSlotSelect.addEventListener('change', () => {
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refreshWeaponSelect();
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setFormValue('weaponSelect', '');
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setFormValue('weaponName', '');
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setFormValue('baseDamage', '');
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setFormValue('projectiles', 1);
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setFormValue('rpm', '');
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setFormValue('magazine', '');
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setFormValue('reload', '');
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currentWeaponTypes = [];
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updateModifierAvailability();
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calculate();
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});
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@@ -442,6 +603,7 @@ copyButton.addEventListener('click', async () => {
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});
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calculate();
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renderOperativeModifiers(null);
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loadWeaponLibrary();
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loadModifierLibrary();
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loadOperatives();
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+773
-104
File diff suppressed because it is too large
Load Diff
@@ -64,7 +64,7 @@
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{
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"id": "max-corruption-damage-perk",
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"label": "Max Corruption (+30% Damage)",
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"value": 1.30,
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"value": 1.3,
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"type": "multiplicative",
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"appliesTo": ""
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},
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@@ -102,7 +102,7 @@
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{
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"id": "chaos-insurgency-damage-perk",
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"label": "Chaos Insurgency (+50% Damage)",
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"value": 1.50,
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"value": 1.5,
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"type": "multiplicative",
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"appliesTo": ""
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}
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@@ -162,7 +162,7 @@
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{
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"id": "hold-the-line-damage-perk",
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"label": "Hold The Line (+90% Damage)",
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"value": 1.90,
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"value": 1.9,
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"type": "multiplicative",
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"appliesTo": ""
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}
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@@ -515,7 +515,7 @@
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{
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"id": "coinflip-damage-perk",
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"label": "Coinflip (+20% Damage)",
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"value": 1.20,
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"value": 1.2,
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"type": "multiplicative",
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"appliesTo": ""
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},
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@@ -561,7 +561,7 @@
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"buffs": [
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{
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"type": "damage",
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"value": 1.20,
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"value": 1.2,
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"buffType": "multiplicative"
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}
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],
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@@ -1472,7 +1472,7 @@
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"buffs": [
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{
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"type": "damage",
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"value": 1.20,
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"value": 1.2,
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"buffType": "multiplicative"
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}
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],
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@@ -1992,6 +1992,64 @@
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"appliesTo": "SOVIET"
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}
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]
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},
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{
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"id": "heavy-breacher",
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"name": "Atlas",
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"class": "Heavy",
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"category": "Heavy",
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"abilities": [
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{
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"id": "heavy-ability-braced-stance",
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"label": "Braced Stance (+12% damage, -15% reload time)",
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"modifier": {
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"id": "heavy-ability-braced-stance-mod",
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"label": "Braced Stance",
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"buffs": [
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{
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"type": "damage",
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"value": 1.12,
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"buffType": "multiplicative"
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},
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{
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"type": "reloadTime",
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"value": 0.85,
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"buffType": "multiplicative"
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}
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],
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"operatives": "Heavy"
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}
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},
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{
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"id": "heavy-ability-overrun",
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"label": "Overrun (+18% RPM for shotguns)",
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"modifier": {
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"id": "heavy-ability-overrun-mod",
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"label": "Overrun",
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"buffs": [
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{
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"type": "rpm",
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"value": 1.18,
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"buffType": "multiplicative"
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}
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],
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"operatives": "Heavy",
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"appliesTo": "SHOTGUN"
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}
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}
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],
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"armor": {
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"id": "heavy-armor-aegis",
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"label": "Aegis Heavy Armor (+20% damage resistance protocol)",
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"modifier": {
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"id": "heavy-armor-aegis-mod",
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"label": "Aegis Protocol (+8% damage)",
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"value": 1.08,
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"type": "multiplicative",
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"operatives": "Heavy"
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}
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},
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"modifiers": []
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}
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]
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}
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}
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@@ -740,6 +740,29 @@ body.menu-open {
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margin-bottom: 32px;
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}
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||||
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.af-grid-calculator {
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grid-template-columns: minmax(0, 1.45fr) minmax(300px, 1fr);
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align-items: start;
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}
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||||
|
||||
.af-card-builder .af-form {
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||||
margin-top: 18px;
|
||||
}
|
||||
|
||||
.af-flow-grid {
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||||
display: grid;
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gap: 14px;
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||||
grid-template-columns: repeat(auto-fit, minmax(190px, 1fr));
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padding: 14px;
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||||
border-radius: 14px;
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||||
background: var(--input-bg);
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||||
border: 1px solid var(--border);
|
||||
}
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||||
|
||||
.af-results-header {
|
||||
margin-top: 24px;
|
||||
}
|
||||
.af-card {
|
||||
background: var(--surface);
|
||||
border-radius: 20px;
|
||||
@@ -1088,6 +1111,10 @@ body.menu-open {
|
||||
}
|
||||
|
||||
@media (max-width: 820px) {
|
||||
|
||||
.af-grid-calculator {
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||||
grid-template-columns: 1fr;
|
||||
}
|
||||
.af-header {
|
||||
flex-wrap: wrap;
|
||||
}
|
||||
|
||||
+59
-31
@@ -54,21 +54,43 @@
|
||||
</div>
|
||||
</section>
|
||||
|
||||
<section class="af-grid">
|
||||
<div class="af-card">
|
||||
<section class="af-grid af-grid-calculator">
|
||||
<div class="af-card af-card-builder">
|
||||
<div class="af-card-header">
|
||||
<h2>Base inputs</h2>
|
||||
<p>Enter a prototype loadout and tweak values to see combat pacing.</p>
|
||||
<h2>Loadout builder</h2>
|
||||
<p>Follow this flow: operative → slot → weapon → buffs. Results update right below.</p>
|
||||
</div>
|
||||
<form class="af-form" id="af-calculator">
|
||||
<label>
|
||||
Weapon library
|
||||
<select name="weaponSelect" id="af-weapon-select"
|
||||
data-source="{{ url_for('static', filename='json/data.json') }}">
|
||||
<option value="">Custom entry</option>
|
||||
</select>
|
||||
<span class="af-field-hint">Select a weapon to prefill values. You can still edit every field.</span>
|
||||
</label>
|
||||
<div class="af-flow-grid">
|
||||
<label>
|
||||
Step 1 · Operative
|
||||
<select id="af-operative-select" name="operativeSelect"
|
||||
data-source="{{ url_for('static', filename='json/operative.json') }}">
|
||||
<option value="">No operative selected</option>
|
||||
</select>
|
||||
<span class="af-field-hint">Pick an operative first. Weapon choices unlock after this step.</span>
|
||||
</label>
|
||||
|
||||
<label>
|
||||
Step 2 · Loadout slot
|
||||
<select id="af-loadout-slot" name="loadoutSlot" disabled>
|
||||
<option value="primary">Primary</option>
|
||||
<option value="secondary">Secondary</option>
|
||||
<option value="special">Special</option>
|
||||
</select>
|
||||
<span class="af-field-hint">Choose which slot to browse (primary / secondary / special).</span>
|
||||
</label>
|
||||
|
||||
<label>
|
||||
Step 3 · Weapon
|
||||
<select name="weaponSelect" id="af-weapon-select"
|
||||
data-source="{{ url_for('static', filename='json/data.json') }}">
|
||||
<option value="">Custom entry</option>
|
||||
</select>
|
||||
<span class="af-field-hint">Shows only weapons available for the selected operative + slot.</span>
|
||||
</label>
|
||||
</div>
|
||||
|
||||
<label>
|
||||
Weapon name
|
||||
<input type="text" name="weaponName" placeholder="Prototype AR" autocomplete="off">
|
||||
@@ -102,12 +124,10 @@
|
||||
<button type="button" id="af-copy">Copy summary</button>
|
||||
</div>
|
||||
</form>
|
||||
</div>
|
||||
|
||||
<div class="af-card">
|
||||
<div class="af-card-header">
|
||||
<div class="af-card-header af-results-header">
|
||||
<h2>Calculated outputs</h2>
|
||||
<p>Instantly generated from the values you enter.</p>
|
||||
<p>Instantly generated from your current loadout and active buffs.</p>
|
||||
</div>
|
||||
<div class="af-metrics" id="af-metrics">
|
||||
<div class="af-metric">
|
||||
@@ -136,25 +156,33 @@
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="af-card">
|
||||
<div class="af-card-header">
|
||||
<h2>Modifiers & operatives</h2>
|
||||
<p>Stack items, perks, and abilities with operative-specific bonuses.</p>
|
||||
<h2>Buff stack</h2>
|
||||
<p>Class buffs are separated so armor and operative abilities are easy to toggle.</p>
|
||||
</div>
|
||||
<div class="af-modifier-stack" data-source="{{ url_for('static', filename='json/modifiers.json') }}">
|
||||
<label>
|
||||
Operative
|
||||
<select id="af-operative-select" name="operativeSelect"
|
||||
data-source="{{ url_for('static', filename='json/operative.json') }}">
|
||||
<option value="">No operative selected</option>
|
||||
</select>
|
||||
<span class="af-field-hint">Pick an operative to load their unique modifiers.</span>
|
||||
</label>
|
||||
<details class="af-details" open>
|
||||
<summary>Operative armor buffs</summary>
|
||||
<div class="af-modifier-subset">
|
||||
<div class="af-checkbox-grid" id="af-operative-armor-modifiers">
|
||||
<p class="af-empty-hint">Select an operative to see armor buffs.</p>
|
||||
</div>
|
||||
</div>
|
||||
</details>
|
||||
|
||||
<p class="af-field-hint">Expand each section to keep the page compact while you tweak modifiers.</p>
|
||||
<details class="af-details" open>
|
||||
<summary>Operative abilities</summary>
|
||||
<div class="af-modifier-subset">
|
||||
<div class="af-checkbox-grid" id="af-operative-ability-modifiers">
|
||||
<p class="af-empty-hint">Select an operative to see ability buffs.</p>
|
||||
</div>
|
||||
</div>
|
||||
</details>
|
||||
|
||||
<details class="af-details">
|
||||
<summary>Operative modifiers</summary>
|
||||
<summary>Operative perks</summary>
|
||||
<div class="af-modifier-subset">
|
||||
<div class="af-checkbox-grid" id="af-operative-modifiers">
|
||||
<p class="af-empty-hint">Select an operative to see perk modifiers.</p>
|
||||
@@ -163,21 +191,21 @@
|
||||
</details>
|
||||
|
||||
<details class="af-details">
|
||||
<summary>Item buffs</summary>
|
||||
<summary>Global item buffs</summary>
|
||||
<div class="af-modifier-subset">
|
||||
<div class="af-checkbox-grid" id="af-item-modifiers"></div>
|
||||
</div>
|
||||
</details>
|
||||
|
||||
<details class="af-details">
|
||||
<summary>Operative perks</summary>
|
||||
<summary>Global operative perks</summary>
|
||||
<div class="af-modifier-subset">
|
||||
<div class="af-checkbox-grid" id="af-perk-modifiers"></div>
|
||||
</div>
|
||||
</details>
|
||||
|
||||
<details class="af-details">
|
||||
<summary>Ability perks</summary>
|
||||
<summary>Global ability perks</summary>
|
||||
<div class="af-modifier-subset">
|
||||
<div class="af-checkbox-grid" id="af-ability-modifiers"></div>
|
||||
</div>
|
||||
|
||||
Reference in New Issue
Block a user