Files
Grimoire/grimoire-controller.js

244 lines
9.5 KiB
JavaScript

/*global _:false */
/*global Grimoire:false, Weapons:false, Potions:false, Rings:false, Scrolls:false, Wands:false, Rods:false, Staves:false, WondrousItems:false, Intelligence:false, Spells:false*/
/*jshint forin: false */
(function (angular) {
'use strict';
angular.module('grimoire.controller', ['ui.bootstrap']);
function GrimoireController() {
/*jshint validthis: true */
var self = this;
this.welcome = 'Welcome to the Grimoire App!';
this.itemCount = [1,1,1];
this.spellLevel = 0;
this.spellType = "arcane";
this.casterLevel = 1;
this.baseCost = 1000;
this.minimumTotalCost = 0;
this.sources = [
{
'name': 'Core Rule Book',
'shortName': 'CRB',
'sources': ['Armors and Shields', 'Weapons', 'Potions', 'Rings', 'Rods', 'Scrolls', 'Staves', 'Wands', 'Wondrous Items'],
'selected': true,
},
{
'name': 'Advanced Player\'s Guide',
'shortName': 'APG',
'sources': ['Wondrous Items'],
'selected': true,
},
];
this.selected = false;
this.checkSource = function(source) {
if(source.selected === true) {
//uncheck the radio button
self.radio = false;
}
};
this.radio = 0;
this.checkRadio = function() {
//uncheck all the source checkboxes
for( var idx in self.sources) {
var source = self.sources[idx];
source.selected = false;
}
};
this.itemLists = [];
this.copyToClipboard = function(list) {
var text = "~~" + new Date(list.timestamp).toJSON() + "~~<br>";
for(var idx in list.items) {
text += "* " + list.items[idx].name + "," + list.items[idx].cost + "," + list.items[idx].url + "\n";
}
text += "----\n" + list.items.notes;
return text;
};
this.generateItem = function(type, quality, source) {
var item;
switch(type) { //the radio selected type
case "Armors and Shields": item = Grimoire.getArmorOrShield(quality); break;
case "Weapons": item = Weapons.getWeapon(quality); break;
case "Potions": item = Potions.getPotion(quality); break;
case "Rings": item = Rings.getRing(quality); break;
case "Scrolls": item = Scrolls.getScroll(quality); break;
case "Wands": item = Wands.getWand(quality); break;
case "Wondrous Items": item = WondrousItems.getItem(quality, source); break;
case "Rods": item = Rods.getRod(quality); break;
case "Staves": item = Staves.getStaff(quality); break;
}
if(item === undefined) {
item = {
'name': "ERROR in generating " + String(quality) + " " + String(type),
};
}
return item;
};
this.generateItems = function() {
var tries = 10;
var itemList = {};
do {
itemList.items = [];
if(tries === 0) {
itemList.notes = "ERROR: Could not generate items over " + self.minimumTotalCost + "gp after 10 tries";
break;
}
if(self.radio) {
//console.log("Generating item from " + self.radio);
var source = self.radio.split("|");
var types = ["minor", "medium", "major"];
for(var idx in types) { //for each item level
for(var i = 0; i < self.itemCount[idx]; i++) {
itemList.items.push(self.generateItem(source[1], types[idx]));
}
}
}
else {
var ss = "";
for( var idx in self.sources) {
var source = self.sources[idx];
if(source.selected) {
ss += source.shortName + " ";
}
}
if(ss) {
//console.log("Generating items from " + ss);
itemList.items = Grimoire.getItems(self.itemCount[0], self.itemCount[1], self.itemCount[2]);
}
else {
console.log("Error: No sources selected");
}
}
tries--;
} while(self.minimumTotalCost && self.getValue(itemList.items) < self.minimumTotalCost);
self.addItemList(itemList);
};
this.generateIntelligence = function(cost) {
var itemInt = Intelligence.getItemIntelligence(cost);
var list = {
items: [{
name: "Intelligent Item",
intelligence: itemInt,
cost: cost + itemInt.cost,
}],
};
/*
var stats = Intelligence.getItemIntelligence(cost).print().split(";");
list.notes = "";
for(var s in stats) {
var stat = stats[s].split(":");
//list.notes += "<strong>" + stat[0] + ":</strong> " + stat[1] + "<br>";
list.notes += stat[0] + ": " + stat[1] + "\n";
}
list.timestamp = new Date();
*/
self.addItemList(list);
};
this.addItemList = function(list) {
if(!list.timestamp) {
list.timestamp = new Date();
}
self.itemLists.push(list);
setTimeout(function() { self.scrollItemsBottom(); }, 200);
//otherwise the scroll will get ahead of the add
};
this.scrollItemsBottom = function() {
//BAD BAD ANGULAR FORM!
//The slimscroll item didn't allow for a way to bind to an object
//I'm not sure how to do this correctly
//$('#itemScroll').slimScroll({ scrollBy: 99999}); //just all the way
//I couldn't get {start: 'bottom'} to work right
//$('#itemScroll').slimScroll({ start: 'bottom'});
var height = $('#itemScroll').prop('scrollHeight') + 'px';
$('#itemScroll').slimScroll({ scrollTo: height});
};
this.getValue = function(list) {
var sum = 0;
_.forEach(list, function(item) { sum += item.cost;});
return sum;
};
this.getDeity = function() {
self.addItemList({
notes: "Deity: " + Grimoire.getDeity(),
});
};
this.getEnergyType = function() {
self.addItemList({
notes: "Energy Type: " + Grimoire.getEnergyResistance()
});
};
this.getSpell = function(type, level) {
//console.log(String(type) + " " + String(level));
if(type && level > -1) {
var itemList = {};
itemList.spells = [];
itemList.spells.push(Spells.getLevelSpell(level, type));
itemList.timestamp = new Date();
console.log(itemList);
self.addItemList(itemList);
}
};
this.generateSpellbook = function(casterLevel) {
if(casterLevel) {
casterLevel = _.min([casterLevel, 20]);
var itemList = {};
itemList.spells = [];
//there's really no precident for this.
//I'm just going to assume Wizard only.
//Assume ALL cantrips
//Wizards know 3 + Int level 1 spells at level 1
//Ever level, a wizard adds two new spells to his book
//The minimum CL for a spell is (spell * 2 - 1)
//We will just take a shot and say the following
//Level 1 spells: 3 + 1/2 CL
//Level 2 spells:
var slvl = [2,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11,12,12,13,13];
//console.log("At Caster Level " + String(casterLevel) + " you get:");
for(var spellLevel = 1; spellLevel <= 9; spellLevel++) {
var numSpells = 0;
if(casterLevel >= spellLevel * 2 - 1) { //minimum requirement
numSpells = slvl[casterLevel - (spellLevel*2-1)];
if(spellLevel === 1) {
numSpells += 4; //since you start with 3 + Int first level spells
}
//console.log(String(numSpells) + " level " + String(spellLevel) + " spells");
for(var i = 0; i < numSpells; i++) {
var newSpell = {};
do {
newSpell = Spells.getLevelSpell(spellLevel, 'arcane');
} while(itemList.spells.indexOf(newSpell) !== -1); //duplicate
itemList.spells.push(newSpell);
}
}
else
break; //no point checking the higher levels
}
itemList.timestamp = new Date();
self.addItemList(itemList);
}
};
}
angular
.module('grimoire.controller')
.controller('GrimoireController', [GrimoireController]);
}(window.angular));