let selectedWeapon = null; // Store the selected weapon's data let weapons = []; // This will be populated by the fetched JSON data let selectedOperative = null; // Store the selected operative's data let globalModifiers = []; // Function to fetch operatives data from JSON function fetchOperativesData() { fetch('static/json/operative.json') // Adjust the path to the actual location of your JSON file .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 to populate the operative dropdown 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 }) .catch(error => console.error('Error fetching weapons data:', error)); } // Function to populate the select element with weapons // 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 } }); } // Function to display the selected weapon's stats in the UI function updateWeaponStats(weapon) { const statsElement = document.getElementById('weapon-stats'); statsElement.innerHTML = `

Name: ${weapon.name}

Damage: ${weapon.damage * weapon.damage_multiplier}

RPM: ${weapon.rpm}

Mag Size: ${weapon.mag_size}

Reload Time: ${weapon.reload_time}

`; // 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 and DPM initially without modifiers calculateDPSAndDPM(damage, rpm, magSize, reloadTime); } // 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'); const createModifierSection = (title, modifierList) => { 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; // 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')); }); return section; }; // Clear any existing modifiers modifiersContainer.innerHTML = ''; // Add Item Buffs modifiersContainer.appendChild(createModifierSection('Item Buffs', modifiers.itemBuffs)); // Add Operative Perks modifiersContainer.appendChild(createModifierSection('Perks', modifiers.operativePerks)); // Add Ability Perks modifiersContainer.appendChild(createModifierSection('Abilities', modifiers.abilityPerks)); // Add event listener to recalculate DPS/DPM when modifiers are toggled modifiersContainer.addEventListener('change', applyModifiers); } // Function to apply the modifiers and recalculate DPS and DPM // Function to apply the modifiers and recalculate damage, RPM, and reloadTime // Function to apply the modifiers and recalculate damage, RPM, and reloadTime function applyModifiers() { if (!selectedWeapon) return; // Base stats let baseDamage = selectedWeapon.damage * selectedWeapon.damage_multiplier; 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}; // 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"] // 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 } // 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 } // 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); } }; // Clear out listeners and avoid re-adding 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); } } }); // Recalculate with applied modifiers let damage = baseDamage * damageModifier.multiplicative; damage += damageModifier.additive; let rpm = baseRpm * rpmModifier.multiplicative; rpm += rpmModifier.additive; let reloadTime = baseReloadTime * reloadTimeModifier.multiplicative; reloadTime += reloadTimeModifier.additive; // Safeguard: Reload time can not go below 0.1 seconds if (reloadTime < 0.1) { reloadTime = 0.1; } calculateDPSAndDPM(damage, rpm, selectedWeapon.mag_size, reloadTime); updateModifiedWeaponStats(damage, rpm, reloadTime); } // Function to apply individual buffs (simplified to avoid mistakes) // Function to apply individual buffs (modified to prevent reload time going below 0) function applyBuff(buff, rpmModifier, reloadTimeModifier, damageModifier = null) { const {type, buffType, value} = buff; // 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') { if (buffType === 'multiplicative') { reloadTimeModifier.multiplicative *= value; } else if (buffType === 'additive') { // Subtract value for additive reload time modifiers (like Weapon Expert) 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 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 = `

DPS: ${dps.toFixed(2)}

DPM: ${dpm.toFixed(2)}

`; } // Function to display the modified weapon's stats in the UI function updateModifiedWeaponStats(damage, rpm, reloadTime) { const statsElement = document.getElementById('weapon-stats'); statsElement.innerHTML = `

Modified Damage: ${damage.toFixed(2)}

Modified RPM: ${rpm.toFixed(2)}

Mag Size: ${selectedWeapon.mag_size}

Modified Reload Time: ${reloadTime.toFixed(2)} seconds

`; } // Call the fetch function to load the data and populate the dropdown on page load fetchWeaponsData(); fetchModifiers(); fetchOperativesData()