271 lines
10 KiB
JavaScript
271 lines
10 KiB
JavaScript
let selectedWeapon = null; // Store the selected weapon's data
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let weapons = []; // This will be populated by the fetched JSON data
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let selectedOperative = null; // Store the selected operative's data
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// Function to fetch operatives data from JSON
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function fetchOperativesData() {
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fetch('static/operative.json') // Adjust the path to the actual location of your JSON file
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.then(response => response.json())
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.then(data => {
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populateOperatives(data.operatives); // Populate the operative dropdown once data is loaded
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})
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.catch(error => console.error('Error fetching operatives data:', error));
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}
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// Function to populate the select element with operatives
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function populateOperatives(operatives) {
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const select = document.getElementById('operative-select');
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select.innerHTML = ""; // Clear any existing options
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operatives.forEach(operative => {
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const option = document.createElement('option');
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option.value = operative.id;
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option.text = operative.name;
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select.appendChild(option);
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});
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// Attach event listener to detect when an operative is selected
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select.addEventListener('change', (event) => {
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const selectedOperativeId = event.target.value;
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selectedOperative = operatives.find(op => op.id === selectedOperativeId);
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if (selectedOperative) {
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updateOperativeBuffs(selectedOperative)
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}
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});
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}
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// Function to fetch weapons data from JSON
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function fetchWeaponsData() {
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fetch('static/json/data.json') // Adjust the path to the actual location of your JSON file
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.then(response => response.json())
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.then(data => {
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weapons = data; // Store the fetched data in the global 'weapons' variable
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populateWeapons(); // Populate the weapon dropdown once data is loaded
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})
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.catch(error => console.error('Error fetching weapons data:', error));
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}
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// Function to populate the select element with weapons
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function populateWeapons() {
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const select = document.getElementById('weapon-select');
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select.innerHTML = ""; // Clear any existing options
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weapons.forEach(weapon => {
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const option = document.createElement('option');
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option.value = weapon.id;
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option.text = weapon.name;
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select.appendChild(option);
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});
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// Attach event listener to detect when a weapon is selected
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select.addEventListener('change', (event) => {
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const selectedWeaponId = parseInt(event.target.value);
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selectedWeapon = weapons.find(weapon => weapon.id === selectedWeaponId);
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if (selectedWeapon) {
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updateWeaponStats(selectedWeapon); // Update stats on selection
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}
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});
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}
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// Function to display the selected weapon's stats in the UI
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function updateWeaponStats(weapon) {
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const statsElement = document.getElementById('weapon-stats');
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statsElement.innerHTML = `
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<p>Name: ${weapon.name}</p>
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<p>Damage: ${weapon.damage * weapon.damage_multiplier}</p>
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<p>RPM: ${weapon.rpm}</p>
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<p>Mag Size: ${weapon.mag_size}</p>
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<p>Reload Time: ${weapon.reload_time}</p>
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`;
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// Store values for further calculations
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const damage = weapon.damage * weapon.damage_multiplier;
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const rpm = weapon.rpm;
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const magSize = weapon.mag_size;
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const reloadTime = weapon.reload_time;
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// Calculate DPS and DPM initially without modifiers
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calculateDPSAndDPM(damage, rpm, magSize, reloadTime);
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}
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// Function to fetch and populate modifiers from the JSON file
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function fetchModifiers() {
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fetch('static/json/modifiers.json') // Adjust the path to your JSON file
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.then(response => response.json())
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.then(data => {
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populateModifiers(data);
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})
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.catch(error => console.error('Error fetching modifiers:', error));
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}
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// Function to dynamically populate modifiers into the HTML
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function populateModifiers(modifiers) {
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const modifiersContainer = document.getElementById('modifiers');
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const createModifierSection = (title, modifierList) => {
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const section = document.createElement('div');
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const header = document.createElement('h3');
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header.textContent = title;
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section.appendChild(header);
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modifierList.forEach(mod => {
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const label = document.createElement('label');
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const input = document.createElement('input');
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input.type = 'checkbox';
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input.id = mod.id;
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// Check if the modifier has multiple buffs
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if (mod.buffs) {
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input.dataset.buffs = JSON.stringify(mod.buffs); // Store buffs data as a string in data-buffs
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} else {
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input.value = mod.value;
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input.dataset.type = mod.type; // Store if it's additive or multiplicative
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}
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label.appendChild(input);
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label.appendChild(document.createTextNode(mod.label));
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section.appendChild(label);
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section.appendChild(document.createElement('br'));
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});
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return section;
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};
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// Clear any existing modifiers
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modifiersContainer.innerHTML = '';
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// Add Item Buffs
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modifiersContainer.appendChild(createModifierSection('Item Buffs', modifiers.itemBuffs));
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// Add Operative Perks
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modifiersContainer.appendChild(createModifierSection('Perks', modifiers.operativePerks));
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// Add Ability Perks
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modifiersContainer.appendChild(createModifierSection('Abilities', modifiers.abilityPerks));
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// Add event listener to recalculate DPS/DPM when modifiers are toggled
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modifiersContainer.addEventListener('change', applyModifiers);
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}
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// Function to apply the modifiers and recalculate DPS and DPM
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// Function to apply the modifiers and recalculate damage, RPM, and reloadTime
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// Function to apply the modifiers and recalculate damage, RPM, and reloadTime
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function applyModifiers() {
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if (!selectedWeapon) return;
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// Get the base stats from the selected weapon
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let baseDamage = selectedWeapon.damage * selectedWeapon.damage_multiplier;
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let baseRpm = selectedWeapon.rpm;
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let baseReloadTime = selectedWeapon.reload_time;
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// Initialize the modifier objects
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let damageModifier = {additive: 0, multiplicative: 1};
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let rpmModifier = {additive: 0, multiplicative: 1};
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let reloadTimeModifier = {additive: 0, multiplicative: 1};
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// Collect checked modifier values
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document.querySelectorAll('#modifiers input:checked').forEach(mod => {
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const modType = mod.dataset.type;
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const modValue = parseFloat(mod.value);
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// Handle multi-buff modifiers (like Bloxy Cola or Firefight)
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if (mod.dataset.buffs) {
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const buffs = JSON.parse(mod.dataset.buffs); // Parse buffs data from the data-buffs attribute
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buffs.forEach(buff => {
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// Apply each buff
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applyBuff(buff, rpmModifier, reloadTimeModifier, damageModifier);
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});
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} else {
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// Handle single-buff modifiers
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const singleBuff = {
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type: modType === 'multiplicative' ? 'multiplicative' : 'additive', // Use the proper modifier type
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buffType: modType,
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value: modValue
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};
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if (mod.id.includes('damage')) {
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singleBuff.type = 'damage'; // This mod applies to damage
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} else if (mod.id.includes('rpm')) {
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singleBuff.type = 'rpm'; // This mod applies to RPM
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} else if (mod.id.includes('reload')) {
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singleBuff.type = 'reloadTime'; // This mod applies to reload time
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}
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// Apply the single buff
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applyBuff(singleBuff, rpmModifier, reloadTimeModifier, damageModifier);
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}
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});
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// Apply the damage modifiers
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let damage = baseDamage * damageModifier.multiplicative; // First apply multiplicative modifiers
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damage += damageModifier.additive; // Then apply percentage-based additive modifiers
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// Apply the RPM modifiers
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let rpm = baseRpm * rpmModifier.multiplicative;
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rpm = rpm + (rpm * rpmModifier.additive);
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// Apply the reload time modifiers
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let reloadTime = baseReloadTime * reloadTimeModifier.multiplicative;
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reloadTime = reloadTime + (reloadTime * reloadTimeModifier.additive);
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// Recalculate DPS and DPM with the modified stats
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calculateDPSAndDPM(damage, rpm, selectedWeapon.mag_size, reloadTime);
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// Update the displayed weapon stats with the modified values
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updateModifiedWeaponStats(damage, rpm, reloadTime);
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}
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// Helper function to apply individual buffs
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function applyBuff(buff, rpmModifier, reloadTimeModifier, damageModifier = null) {
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const {type, buffType, value} = buff;
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// Apply buffs based on type
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if (type === 'rpm') {
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if (buffType === 'multiplicative') rpmModifier.multiplicative *= value;
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else if (buffType === 'additive') rpmModifier.additive += value;
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}
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if (type === 'reloadTime') {
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if (buffType === 'multiplicative') reloadTimeModifier.multiplicative *= value;
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else if (buffType === 'additive') reloadTimeModifier.additive += value;
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}
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// Apply damage buffs
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if (type === 'damage' && damageModifier) {
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if (buffType === 'multiplicative') damageModifier.multiplicative *= value;
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else if (buffType === 'additive') damageModifier.additive += value;
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}
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}
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// Function to calculate DPS and DPM with optional modifiers
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function calculateDPSAndDPM(damage, rpm, magSize, reloadTime) {
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const rps = rpm / 60; // Rounds per second
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let dps = damage * rps;
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const reloadTimeMin = reloadTime / 60;
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let dpm = (magSize * damage) / (reloadTimeMin + (magSize / rpm));
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// Display the calculated stats
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const resultElement = document.getElementById('calculated-stats');
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resultElement.innerHTML = `
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<p>DPS: ${dps.toFixed(2)}</p>
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<p>DPM: ${dpm.toFixed(2)}</p>
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`;
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}
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// Function to display the modified weapon's stats in the UI
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function updateModifiedWeaponStats(damage, rpm, reloadTime) {
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const statsElement = document.getElementById('weapon-stats');
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statsElement.innerHTML = `
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<p>Modified Damage: ${damage.toFixed(2)}</p>
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<p>Modified RPM: ${rpm.toFixed(2)}</p>
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<p>Mag Size: ${selectedWeapon.mag_size}</p>
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<p>Modified Reload Time: ${reloadTime.toFixed(2)} seconds</p>
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`;
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}
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// Call the fetch function to load the data and populate the dropdown on page load
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fetchWeaponsData();
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fetchModifiers();
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fetchOperativesData() |