Correctly implemented Calculator, just some perks and abilities are currently missing

This commit is contained in:
IM23a-spirgif
2024-09-15 19:37:27 +02:00
parent 4a27c4e5e1
commit 973baff0d1
2 changed files with 141 additions and 103 deletions
+80 -38
View File
@@ -39,14 +39,14 @@ function updateWeaponStats(weapon) {
const statsElement = document.getElementById('weapon-stats');
statsElement.innerHTML = `
<p>Name: ${weapon.name}</p>
<p>Damage: ${weapon.damage}</p>
<p>Damage: ${weapon.damage * weapon.damage_multiplier}</p>
<p>RPM: ${weapon.rpm}</p>
<p>Mag Size: ${weapon.mag_size}</p>
<p>Reload Time: ${weapon.reload_time}</p>
`;
// Store values for further calculations
const damage = weapon.damage;
const damage = weapon.damage * weapon.damage_multiplier;
const rpm = weapon.rpm;
const magSize = weapon.mag_size;
const reloadTime = weapon.reload_time;
@@ -70,26 +70,34 @@ function populateModifiers(modifiers) {
const modifiersContainer = document.getElementById('modifiers');
const createModifierSection = (title, modifierList) => {
const section = document.createElement('div');
const header = document.createElement('h3');
header.textContent = title;
section.appendChild(header);
const section = document.createElement('div');
const header = document.createElement('h3');
header.textContent = title;
section.appendChild(header);
modifierList.forEach(mod => {
const label = document.createElement('label');
const input = document.createElement('input');
input.type = 'checkbox';
input.id = mod.id;
modifierList.forEach(mod => {
const label = document.createElement('label');
const input = document.createElement('input');
input.type = 'checkbox';
input.id = mod.id;
// Check if the modifier has multiple buffs
if (mod.buffs) {
input.dataset.buffs = JSON.stringify(mod.buffs); // Store buffs data as a string in data-buffs
} else {
input.value = mod.value;
input.dataset.type = mod.type; // Store if it's additive or multiplicative
label.appendChild(input);
label.appendChild(document.createTextNode(mod.label));
section.appendChild(label);
section.appendChild(document.createElement('br'));
});
}
label.appendChild(input);
label.appendChild(document.createTextNode(mod.label));
section.appendChild(label);
section.appendChild(document.createElement('br'));
});
return section;
};
return section;
};
// Clear any existing modifiers
modifiersContainer.innerHTML = '';
@@ -114,41 +122,51 @@ function applyModifiers() {
if (!selectedWeapon) return;
// Get the base stats from the selected weapon
let baseDamage = selectedWeapon.damage;
let baseDamage = selectedWeapon.damage * selectedWeapon.damage_multiplier;
let baseRpm = selectedWeapon.rpm;
let baseReloadTime = selectedWeapon.reload_time;
// Initialize the modifier objects
let damageModifier = {additive: 0, multiplicative: 1, flat: 0};
let rpmModifier = {additive: 0, multiplicative: 1};
let reloadTimeModifier = {additive: 0, multiplicative: 1};
let damageModifier = { additive: 0, multiplicative: 1 };
let rpmModifier = { additive: 0, multiplicative: 1 };
let reloadTimeModifier = { additive: 0, multiplicative: 1 };
// Collect checked modifier values
document.querySelectorAll('#modifiers input:checked').forEach(mod => {
const modType = mod.dataset.type;
const modValue = parseFloat(mod.value);
// Apply damage modifiers
if (mod.id.includes('damage')) {
if (modType === 'multiplicative') damageModifier.multiplicative *= modValue; // Multiplicative
else if (modType === 'additive') damageModifier.additive += modValue; // Additive
}
// Apply RPM modifiers
if (mod.id.includes('rpm')) {
if (modType === 'multiplicative') rpmModifier.multiplicative *= modValue;
else if (modType === 'additive') rpmModifier.additive += modValue;
}
// Handle multi-buff modifiers (like Bloxy Cola or Firefight)
if (mod.dataset.buffs) {
const buffs = JSON.parse(mod.dataset.buffs); // Parse buffs data from the data-buffs attribute
buffs.forEach(buff => {
// Apply each buff
applyBuff(buff, rpmModifier, reloadTimeModifier, damageModifier);
});
} else {
// Handle single-buff modifiers
const singleBuff = {
type: modType === 'multiplicative' ? 'multiplicative' : 'additive', // Use the proper modifier type
buffType: modType,
value: modValue
};
// Apply Reload Time modifiers
if (mod.id.includes('reloadTime')) {
if (modType === 'multiplicative') reloadTimeModifier.multiplicative *= modValue;
else if (modType === 'additive') reloadTimeModifier.additive += modValue;
if (mod.id.includes('damage')) {
singleBuff.type = 'damage'; // This mod applies to damage
} else if (mod.id.includes('rpm')) {
singleBuff.type = 'rpm'; // This mod applies to RPM
} else if (mod.id.includes('reload')) {
singleBuff.type = 'reloadTime'; // This mod applies to reload time
}
// Apply the single buff
applyBuff(singleBuff, rpmModifier, reloadTimeModifier, damageModifier);
}
});
// Apply the damage modifiers
let damage = baseDamage * damageModifier.multiplicative; // First apply multiplicative modifiers// Then apply percentage-based additive modifiers
damage += damageModifier.additive; // Finally, add the flat additive modifier (e.g., HE Rounds)
let damage = baseDamage * damageModifier.multiplicative; // First apply multiplicative modifiers
damage += damageModifier.additive; // Then apply percentage-based additive modifiers
// Apply the RPM modifiers
let rpm = baseRpm * rpmModifier.multiplicative;
@@ -165,6 +183,30 @@ function applyModifiers() {
updateModifiedWeaponStats(damage, rpm, reloadTime);
}
// Helper function to apply individual buffs
function applyBuff(buff, rpmModifier, reloadTimeModifier, damageModifier = null) {
const { type, buffType, value } = buff;
// Apply buffs based on type
if (type === 'rpm') {
if (buffType === 'multiplicative') rpmModifier.multiplicative *= value;
else if (buffType === 'additive') rpmModifier.additive += value;
}
if (type === 'reloadTime') {
if (buffType === 'multiplicative') reloadTimeModifier.multiplicative *= value;
else if (buffType === 'additive') reloadTimeModifier.additive += value;
}
// Apply damage buffs
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