let selectedWeapon = null; // Store the selected weapon's data let weapons = []; // This will be populated by the fetched JSON data // Function to fetch weapons data from JSON function fetchWeaponsData() { fetch('static/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 populateWeapons() { const select = document.getElementById('weapon-select'); select.innerHTML = ""; // Clear any existing options 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); selectedWeapon = weapons.find(weapon => weapon.id === selectedWeaponId); if (selectedWeapon) { updateWeaponStats(selectedWeapon); // Update stats on 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/modifiers.json') // Adjust the path to your JSON file .then(response => response.json()) .then(data => { populateModifiers(data); }) .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('Operative 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; // Get the base stats from the selected weapon 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 }; 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); // 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 }; 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 damage += damageModifier.additive; // Then apply percentage-based additive modifiers // Apply the RPM modifiers let rpm = baseRpm * rpmModifier.multiplicative; rpm = rpm + (rpm * rpmModifier.additive); // Apply the reload time modifiers let reloadTime = baseReloadTime * reloadTimeModifier.multiplicative; reloadTime = reloadTime + (reloadTime * reloadTimeModifier.additive); // Recalculate DPS and DPM with the modified stats 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) { 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 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();