let selectedWeapon = null; // Store the selected weapon's data
let selectedOperative = null; // Store the selected operative's data
let weapons = []; // This will be populated by the fetched JSON data
let globalModifiers = []; // This will be populated by the fetched JSON data
let selectedGunTypes = []; // Track selected gun types for filtering
let headshotMultiplier = 0;
let headshotBaseApplied = false;
// Function to fetch operatives data from JSON
function fetchOperativesData() {
fetch('/static/json/operative.json')
.then(response => response.json())
.then(data => {
populateOperatives(data.operatives); // Populate the operative dropdown once data is loaded
})
.catch(error => console.error('Error fetching operatives data:', error));
}
// Function to populate the select element with operatives
function populateOperatives(operatives) {
const select = document.getElementById('operative-select');
select.innerHTML = ""; // Clear any existing options
// Add the placeholder option
const placeholderOption = document.createElement('option');
placeholderOption.value = ""; // Empty value for the placeholder
placeholderOption.text = "Select an operative";
select.appendChild(placeholderOption); // Add the placeholder option
operatives.forEach(operative => {
const option = document.createElement('option');
option.value = operative.id;
option.text = operative.name;
select.appendChild(option);
});
// Attach event listener to detect when an operative is selected
select.addEventListener('change', (event) => {
const selectedOperativeId = event.target.value;
// If placeholder is selected, don't proceed
if (!selectedOperativeId) {
document.getElementById('operative-modifiers').innerHTML = '';
return; // Do nothing when the placeholder is selected
}
selectedOperative = operatives.find(op => op.id === selectedOperativeId);
if (selectedOperative) {
updateOperativeBuffs(selectedOperative); // Update operative modifiers on valid selection
}
});
}
function updateOperativeBuffs(operative) {
const operativeModifiers = operative.modifiers || [];
// Remove previously added operative-specific modifiers
const operativeSection = document.getElementById('operative-modifiers');
operativeSection.innerHTML = ''; // Clear existing operative modifiers
// If the operative has specific modifiers, show them
if (operativeModifiers.length > 0) {
operativeModifiers.forEach(mod => {
const label = document.createElement('label');
const input = document.createElement('input');
input.type = 'checkbox';
input.id = mod.id;
input.value = mod.value;
input.dataset.type = mod.type;
input.dataset.buffs = mod.buffs ? JSON.stringify(mod.buffs) : ''; // Store buffs if available
// Set checkbox to be unchecked by default
input.checked = false;
label.appendChild(input);
label.appendChild(document.createTextNode(mod.label));
operativeSection.appendChild(label);
operativeSection.appendChild(document.createElement('br'));
});
}
// Make sure that each operative-specific modifier checkbox triggers recalculation when changed
operativeSection.addEventListener('change', applyModifiers);
// Trigger recalculation once the operative buffs are displayed
applyModifiers();
}
// Function to fetch weapons data from JSON
function fetchWeaponsData() {
fetch('static/json/data.json') // Adjust the path to the actual location of your JSON file
.then(response => response.json())
.then(data => {
weapons = data; // Store the fetched data in the global 'weapons' variable
populateWeapons(); // Populate the weapon dropdown once data is loaded
createGunTypeCheckboxes(); // Create the gun type checkboxes after loading the weapons
})
.catch(error => console.error('Error fetching weapons data:', error));
}
// Function to populate the weapon dropdown
function populateWeapons() {
const select = document.getElementById('weapon-select');
select.innerHTML = ""; // Clear any existing options
// Add the placeholder option
const placeholderOption = document.createElement('option');
placeholderOption.value = ""; // Empty value for the placeholder
placeholderOption.text = "Select a Weapon";
select.appendChild(placeholderOption); // Add the placeholder option
// Populate with actual weapons
weapons.forEach(weapon => {
const option = document.createElement('option');
option.value = weapon.id;
option.text = weapon.name;
select.appendChild(option);
});
// Attach event listener to detect when a weapon is selected
select.addEventListener('change', (event) => {
const selectedWeaponId = parseInt(event.target.value);
// If placeholder is selected, don't proceed
if (!selectedWeaponId) {
document.getElementById('weapon-stats').innerHTML = '';
return; // Do nothing when the placeholder is selected
}
selectedWeapon = weapons.find(weapon => weapon.id === selectedWeaponId);
if (selectedWeapon) {
updateWeaponStats(selectedWeapon); // Update stats on valid selection
applyModifiers(); // Apply Modifiers on valid selection
}
});
}
// Function to display the selected weapon's stats in a table-like format
function updateWeaponStats(weapon) {
const statsElement = document.getElementById('weapon-stats');
statsElement.innerHTML = `
| Name |
Damage |
RPM |
Mag Size |
Reload Time |
DPS |
DPM |
Average DPS |
| ${weapon.name} |
${(weapon.damage * weapon.damage_multiplier).toFixed(2)} |
${weapon.rpm} |
${weapon.mag_size} |
${weapon.reload_time.toFixed(2)} seconds |
|
|
|
`;
// Store values for further calculations
const damage = weapon.damage * weapon.damage_multiplier;
const rpm = weapon.rpm;
const magSize = weapon.mag_size;
const reloadTime = weapon.reload_time;
// Calculate DPS, DPM, and Average DPS
calculateDPSAndDPM(damage, rpm, magSize, reloadTime);
}
// Function to display the modified weapon's stats in the table format
function updateModifiedWeaponStats(damage, rpm, reloadTime) {
const statsElement = document.getElementById('weapon-stats');
statsElement.innerHTML = `
| Name |
Modified Damage |
Modified RPM |
Mag Size |
Modified Reload Time |
DPS |
DPM |
Average DPS |
| ${selectedWeapon.name} |
${damage.toFixed(2)} |
${rpm.toFixed(2)} |
${selectedWeapon.mag_size} |
${reloadTime.toFixed(2)} seconds |
|
|
|
`;
// Recalculate and update DPS, DPM, and Average DPS
calculateDPSAndDPM(damage, rpm, selectedWeapon.mag_size, reloadTime);
}
// Function to calculate DPS, DPM, and Average DPS, and update the values in the table
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));
let averageDPS = dpm / 60; // New Average DPS Calculation
// Update DPS, DPM, and Average DPS values in the table
document.getElementById('dps-value').innerText = dps.toFixed(2);
document.getElementById('dpm-value').innerText = dpm.toFixed(2);
document.getElementById('average-dps-value').innerText = averageDPS.toFixed(2); // Update the Average DPS in the table
}
// Function to fetch and populate modifiers from the JSON file
function fetchModifiers() {
fetch('static/json/modifiers.json') // Adjust the path to your JSON file
.then(response => response.json())
.then(data => {
globalModifiers = data; // Save global modifiers for future use
populateModifiers(data); // Populate the modifiers in the UI
})
.catch(error => console.error('Error fetching modifiers:', error));
}
// Function to dynamically populate modifiers into the HTML
function populateModifiers(modifiers) {
const modifiersContainer = document.getElementById('modifiers-container');
modifiersContainer.innerHTML = ''; // Clear existing modifiers
const createModifierSection = (title, modifierList, sectionId) => {
const section = document.createElement('div');
section.id = sectionId; // Set an ID for the section
section.className = sectionId === 'abilities' ? 'abilities' : ''; // Only for abilities
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;
// Check if the modifier has multiple buffs
if (mod.buffs) {
input.dataset.buffs = JSON.stringify(mod.buffs);
} else {
input.value = mod.value;
input.dataset.type = mod.type;
}
label.appendChild(input);
label.appendChild(document.createTextNode(mod.label));
// Create a container for each modifier item
const modifierItem = document.createElement('div');
modifierItem.className = 'modifier-item'; // Add the class for styling
modifierItem.appendChild(label);
section.appendChild(modifierItem); // Append the modifier item to the section
});
return section;
};
// Create a container for all modifiers
const container = document.createElement('div');
container.id = 'modifiers';
// Populate sections
container.appendChild(createModifierSection('Item Buffs', modifiers.itemBuffs, 'items'));
container.appendChild(createModifierSection('Perks', modifiers.operativePerks, 'perks'));
modifiersContainer.appendChild(container); // Append item and perks container
// Create and append abilities section
const abilitiesSection = createModifierSection('Abilities', modifiers.abilityPerks, 'abilities');
modifiersContainer.appendChild(abilitiesSection); // Append abilities section
// Add event listener to recalculate DPS/DPM when modifiers are toggled
modifiersContainer.addEventListener('change', applyModifiers);
}
// Function to apply the modifiers and recalculate damage, RPM, and reloadTime
function applyModifiers() {
if (!selectedWeapon) return;
// Base stats
let baseDamage = selectedWeapon.damage;
let baseRpm = selectedWeapon.rpm;
let baseReloadTime = selectedWeapon.reload_time;
// Modifiers initialization
let damageModifier = {additive: 0, multiplicative: 1};
let rpmModifier = {additive: 0, multiplicative: 1};
let reloadTimeModifier = {additive: 0, multiplicative: 1};
headshotMultiplier = 0; // Reset headshot multiplier
headshotBaseApplied = false;
// Function to process global modifiers
const processModifier = (mod) => {
// Ensure guntype is now an array of tags
const weaponTags = selectedWeapon.guntype; // This is now an array like ["PISTOL", "WW2", "SECONDARY"] -> Do not write "guntype": "PISTOL", write "guntype": ["PISTOL"]
// Skip the modifier if it should not apply to any of the current weapon's tags
if (mod.appliesNotTo && weaponTags.includes(mod.appliesNotTo)) {
return; // Skip this modifier
}
// Check if the modifier applies to any of the current weapon's tags
if (mod.appliesTo && !weaponTags.includes(mod.appliesTo)) {
return; // Skip this modifier if it does not apply to the selected weapon type
}
if (mod.dataset.type === 'multiplicative-headshot') {
if (!headshotBaseApplied) {
// Automatically check and apply headshot base
const baseHeadshotModifier = document.querySelector("#modifiers input[data-type='multiplicative-headshot-base']");
if (baseHeadshotModifier && !baseHeadshotModifier.checked) {
baseHeadshotModifier.checked = true;
headshotMultiplier += parseFloat(baseHeadshotModifier.value) - 1;
headshotBaseApplied = true;
}
}
headshotMultiplier += parseFloat(mod.value) - 1;
} else if (mod.dataset.type === 'multiplicative-headshot-base') {
if (!headshotBaseApplied) {
headshotMultiplier += parseFloat(mod.value) - 1;
headshotBaseApplied = true;
}
} else {
// Process other modifiers
applyBuff(mod, rpmModifier, reloadTimeModifier, damageModifier);
}
// Handle modifiers with multiple buffs
if (mod.dataset.buffs) {
const buffs = JSON.parse(mod.dataset.buffs);
buffs.forEach(buff => {
applyBuff(buff, rpmModifier, reloadTimeModifier, damageModifier);
});
} else {
const modType = mod.dataset.type;
const modValue = parseFloat(mod.value);
const singleBuff = {
type: modType === 'multiplicative' ? 'multiplicative' : 'additive',
buffType: modType,
value: modValue
};
if (mod.id.includes('damage')) {
singleBuff.type = 'damage';
} else if (mod.id.includes('rpm')) {
singleBuff.type = 'rpm';
} else if (mod.id.includes('reload')) {
singleBuff.type = 'reloadTime';
}
applyBuff(singleBuff, rpmModifier, reloadTimeModifier, damageModifier);
}
};
// Function to process operative-specific modifiers
const processOperativeModifier = (mod) => {
// Ensure guntype is now an array of tags
const weaponTags = selectedWeapon.guntype; // This is now an array like ["PISTOL", "WW2", "SECONDARY"]
// Skip the modifier if it should not apply to any of the current weapon's tags
if (mod.appliesNotTo && weaponTags.includes(mod.appliesNotTo)) {
return; // Skip this modifier
}
// Check if the modifier applies to any of the current weapon's tags
if (mod.appliesTo && !weaponTags.includes(mod.appliesTo)) {
return; // Skip this modifier if it does not apply to the selected weapon type
}
// Handle operative modifiers with multiple buffs
if (mod.buffs) {
mod.buffs.forEach(buff => {
applyBuff(buff, rpmModifier, reloadTimeModifier, damageModifier);
});
} else {
const modValue = parseFloat(mod.value);
const modType = mod.type || 'additive';
const singleBuff = {
type: mod.id.includes('damage') ? 'damage' : mod.id.includes('rpm') ? 'rpm' : 'reloadTime',
buffType: modType === 'multiplicative' ? 'multiplicative' : 'additive',
value: modValue
};
applyBuff(singleBuff, rpmModifier, reloadTimeModifier, damageModifier);
}
};
// Process ability modifiers
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);
}
}
});
// Step 1: Calculate final damage
let damage = baseDamage; // Reset to base damage
// Step 2: Apply multiplicative damage modifiers
damage *= damageModifier.multiplicative;
// Step 3: Apply headshot multiplicative damage modifiers
if (headshotMultiplier > 0) {
damage *= (1 + headshotMultiplier);
}
// Step 4: Apply additive damage modifiers
damage += damageModifier.additive;
// Step 5: Apply the weapon's damage multiplier
damage *= selectedWeapon.damage_multiplier;
// Calculate other modified stats
let rpm = baseRpm * rpmModifier.multiplicative + rpmModifier.additive;
let reloadTime = baseReloadTime * reloadTimeModifier.multiplicative + reloadTimeModifier.additive;
// Safeguard: Reload time cannot go below 0.1 seconds
if (reloadTime < 0.1) {
reloadTime = 0.1;
}
// Calculate and update DPS, DPM, and average DPS
calculateDPSAndDPM(damage, rpm, selectedWeapon.mag_size, reloadTime);
updateModifiedWeaponStats(damage, rpm, reloadTime);
}
// Function to apply individual buffs, with headshot handling
function applyBuff(buff, rpmModifier, reloadTimeModifier, damageModifier) {
const {type, buffType, value} = buff;
// 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;
} else if (type === 'reloadTime') {
if (buffType === 'multiplicative') reloadTimeModifier.multiplicative *= value;
else if (buffType === 'additive') reloadTimeModifier.additive += value;
} else if (type === 'damage' && damageModifier) {
if (buffType === 'multiplicative') damageModifier.multiplicative *= value;
else if (buffType === 'additive') damageModifier.additive += value;
}
}
// 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 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'));
}
}
// 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'));
});
}
// Attach event listeners to the search inputs
document.getElementById('weapon-search').addEventListener('keyup', filterWeapons);
document.getElementById('operative-search').addEventListener('keyup', filterOperatives);
// Add event listeners to the guntype checkboxes
document.querySelectorAll('#guntype-filters input').forEach(checkbox => {
checkbox.addEventListener('change', filterWeapons);
});
// Call the fetch function to load the data and populate the dropdown on page load
fetchWeaponsData();
fetchModifiers();
fetchOperativesData()