small /4s -> /3 and /5 s on customizer, correct save order for reversed IDs on customs
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4 changed files with 77 additions and 18 deletions
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@ -997,7 +997,7 @@
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<p class="error" style="color: red; top: 30px; font-size: 10px; padding: 0; margin: 0; height: 5px; font-family: 'Nunito', sans-serif; word-break:break-word;"></p>
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</div>
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<div id="mr-choice-container">
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<label for = "mr-choice">Mana Regen ( /3s):</label><br/>
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<label for = "mr-choice">Mana Regen ( /5s):</label><br/>
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<table id = "mr-choice">
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<tr>
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<td>
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@ -1024,12 +1024,12 @@
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<tr>
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<td class="left" id = "ms">
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<div id="ms-choice-fixed-container" style = "display:none" >
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<label for="ms-choice-fixed">Mana Steal ( /4s):</label><br/>
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<label for="ms-choice-fixed">Mana Steal ( /3s):</label><br/>
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<input class="number-input" id="ms-choice-fixed" name="ms-choice-fixed" value="" tabindex=""/>
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<p class="error" style="color: red; top: 30px; font-size: 10px; padding: 0; margin: 0; height: 5px; font-family: 'Nunito', sans-serif; word-break:break-word;"></p>
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</div>
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<div id="ms-choice-container">
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<label for = "ms-choice">Mana Steal ( /4s):</label><br/>
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<label for = "ms-choice">Mana Steal ( /3s):</label><br/>
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<table id = "ms-choice">
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<tr>
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<td>
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@ -1056,12 +1056,12 @@
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<tr>
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<td class="left" id = "ls">
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<div id="ls-choice-fixed-container" style = "display:none" >
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<label for="ls-choice-fixed">Life Steal ( /4s):</label><br/>
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<label for="ls-choice-fixed">Life Steal ( /3s):</label><br/>
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<input class="number-input" id="ls-choice-fixed" name="ls-choice-fixed" value="" tabindex=""/>
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<p class="error" style="color: red; top: 30px; font-size: 10px; padding: 0; margin: 0; height: 5px; font-family: 'Nunito', sans-serif; word-break:break-word;"></p>
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</div>
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<div id="ls-choice-container">
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<label for = "ls-choice">Life Steal ( /4s):</label><br/>
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<label for = "ls-choice">Life Steal ( /3s):</label><br/>
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<table id = "ls-choice">
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<tr>
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<td>
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@ -134,14 +134,14 @@ function calculateCustom() {
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}
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statMap.set("fixID", true);
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} else { //rolled IDs!
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} else { //not fixed
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for (const input of inputs) {
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if (input.id.includes("-fixed")) {
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continue;
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}
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//FIXs
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let id = input.id.replace("-choice", "");
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let rollMap = "";
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let oppMap = "";
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//If it's a minimum, it's -min
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if(id.includes("-min")) {
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@ -570,16 +570,31 @@ function base_to_range(id) {
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let base = parseFloat(getValue(id+"-choice-base"));
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if(base) {
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//This version allows overriding of min and max.
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if (base < 0) {
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setValue(id+"-choice-min", Math.min(Math.round(neg_range[0]*base),-1));
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if (reversedIDs.includes(id)) {
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if (base < 0) {
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setValue(id+"-choice-min", Math.min(Math.round(neg_range[1]*base),-1));
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} else {
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setValue(id+"-choice-min", Math.max(Math.round(pos_range[1]*base),1));
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}
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if (base < 0) {
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setValue(id+"-choice-max", Math.min(Math.round(neg_range[0]*base),-1));
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} else {
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setValue(id+"-choice-max", Math.max(Math.round(pos_range[0]*base),1));
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}
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} else {
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setValue(id+"-choice-min", Math.max(Math.round(pos_range[0]*base),1));
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}
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if (base < 0) {
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setValue(id+"-choice-max", Math.min(Math.round(neg_range[1]*base),-1));
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} else {
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setValue(id+"-choice-max", Math.max(Math.round(pos_range[1]*base),1));
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if (base < 0) {
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setValue(id+"-choice-min", Math.min(Math.round(neg_range[0]*base),-1));
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} else {
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setValue(id+"-choice-min", Math.max(Math.round(pos_range[0]*base),1));
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}
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if (base < 0) {
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setValue(id+"-choice-max", Math.min(Math.round(neg_range[1]*base),-1));
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} else {
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setValue(id+"-choice-max", Math.max(Math.round(pos_range[1]*base),1));
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}
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}
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/* No overiding min/max version
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if (!getValue(id+"-choice-min")) {
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if (base < 0) {
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32
load_map.js
32
load_map.js
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@ -66,6 +66,7 @@ async function load_map(init_func) {
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result = await (await fetch(url)).json();
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maplocs = result.locations;
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refreshData();
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console.log(terrdata);
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console.log(maplocs);
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@ -154,9 +155,38 @@ function load_map_init(init_func) {
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console.log("DB setup complete...");
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}
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}
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/** Saves map data. Meant to be called after territories and guilds are refreshed.
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*
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*/
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function save_map_data() {
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let add_promises = [];
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let add_tx2 = mdb.transaction(['map_db'], 'readwrite');
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let map_store = add_tx2.objectStore('map_db');
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for (const terr of Object.entries(terrdata)) {
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add_promises.push(map_store.add(terr[1],terr[0])); //WHY? WHY WOULD YOU STORE AS VALUE, KEY? WHY NOT KEEP THE NORMAL KEY, VALUE CONVENTION?
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}
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let add_tx3 = mdb.transaction(['maploc_db'], 'readwrite');
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let maploc_store = add_tx3.objectStore('maploc_db');
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for (const i in maplocs) {
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add_promises.push(maploc_store.add(maplocs[i],i));
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}
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add_promises.push(add_tx2.complete);
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add_promises.push(add_tx3.complete);
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Promise.all(add_promises).then((values) => {
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mdb.close();
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init_map_maps();
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init_func();
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});
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}
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function init_map_maps() {
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for (const [terr,data] of Object.entries(terrdata)) {
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terrs.set(data.territory,data.location);
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18
map.js
18
map.js
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@ -1,3 +1,9 @@
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/**TODO:
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* Fix Claims (broken)
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* Guild pull fails to update actual guilds on the map, which also do not save properly.
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* Fix custom items saving reversed IDs in the wrong order.
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*/
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/*
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* TESTING SECTION
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*/
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@ -110,10 +116,12 @@ function init_map(){ //async just in case we need async stuff
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map_elem.style.background = "#121516";
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try {
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//refreshData();
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pullguilds();
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//save_map_data();
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} catch (error) {
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console.log(error);
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let header = document.getElementsById("header");
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let header = document.getElementById("header");
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let warning = document.createElement("p");
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warning.classList.add("center");
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warning.style.color = "red";
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@ -195,7 +203,7 @@ function toggleButton(elemID) {
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/** Pulls data from the API and overrides all of the current stuff with it. Do NOT call this too often. Called once, upon initialization.
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*
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*/
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async function refreshData() { //async just in case we need async stuff
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async function refreshData() {
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terrs = new Map();
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claims = new Map();
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guilds = [];
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@ -207,6 +215,7 @@ async function refreshData() { //async just in case we need async stuff
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.then(res => { //success
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terrdata = Object.entries(res['territories']);
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console.log(terrdata);
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guilds = [];
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for (const terr of terrdata) {
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//terrs.set(terr[0], terr[1].location) //bounds shouldnt change
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claims.set(terr[0], terr[1].guild)
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@ -214,8 +223,13 @@ async function refreshData() { //async just in case we need async stuff
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guilds.push(terr[1].guild);
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}
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}
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console.log("terrdata \n", terrdata);
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console.log("claims \n", claims);
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console.log("guilds \n", guilds);
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pullguilds();
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console.log("Succesfully pulled and loaded territory data.")
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//save_guild_data();
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console.log("Succesfully saved territory data.")
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})
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.catch(error => { //failure
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console.log(error)
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