Files
anomaly-front-stats/static/filterWeapons.js
T

196 lines
7.6 KiB
JavaScript

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 = `
<p>Name: ${weapon.name}</p>
<p>Damage: ${weapon.damage}</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 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;
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;
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};
// 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;
}
// Apply Reload Time modifiers
if (mod.id.includes('reloadTime')) {
if (modType === 'multiplicative') reloadTimeModifier.multiplicative *= modValue;
else if (modType === 'additive') reloadTimeModifier.additive += modValue;
}
});
// 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)
// 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);
}
// 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 = `
<p>DPS: ${dps.toFixed(2)}</p>
<p>DPM: ${dpm.toFixed(2)}</p>
`;
}
// Function to display the modified weapon's stats in the UI
function updateModifiedWeaponStats(damage, rpm, reloadTime) {
const statsElement = document.getElementById('weapon-stats');
statsElement.innerHTML = `
<p>Modified Damage: ${damage.toFixed(2)}</p>
<p>Modified RPM: ${rpm.toFixed(2)}</p>
<p>Mag Size: ${selectedWeapon.mag_size}</p>
<p>Modified Reload Time: ${reloadTime.toFixed(2)} seconds</p>
`;
}
// Call the fetch function to load the data and populate the dropdown on page load
fetchWeaponsData();
fetchModifiers();