Press n or j to go to the next uncovered block, b, p or k for the previous block.
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import { DifficultyEnum, Encounter, Hero, ResultEnum, Scenario } from "../@models";
import { createSelectElement, createTitle } from "../helper";
import { EncountersService, HeroesService } from "../services";
export const loadProgressionEncounters = (
body: HTMLBodyElement,
encounters: Encounter[],
heroes: Hero[],
scenarios: Scenario[],
): void => {
// order scenarios by play count
const gamesScenarios = encounters
.map((encounter) => encounter.scenario.name)
// .map((scenario) => scenario)
.reduce((acc, e) => acc.set(e, (acc.get(e) || 0) + 1), new Map());
const unorderedScenarios = scenarios.reduce((acc, e) => {
acc.set(e, (acc.get(e) || 0) + (gamesScenarios.get(e.name) || 0));
return acc;
}, new Map());
consEt orderedScenarios = new Map([...unorderedScenarios.entries()].sort((a, b) => a[1] - b[1]));
console.table(orderedScenarios);
const scenariosWinEncounters = encounters
.filter((encounter) => encounter.result === ResultEnum.WON)
.reduce((acc, e) => {
if (!acc.has(e.scenario.name)) {
acc.set(e.scenario.name, []);
}
const newHeroes = acc.get(e.scenario.name);
[e]
.flatMap((encounter) => [encounter.hero1, encounter.hero2, encounter.hero3, encounter.hero4])
.filter((hero) => null != hero)
.map((hero) => hero.name)
.filter((hero, i, array) => array.indexOf(hero) === i)
.forEach((hero) => newHeroes.push(hero));
acc.set(e.scenario.name, newHeroes.sort());
return acc;
}, new Map());
const progressionsEncounters: Map<Scenario, Partial<Encounter>[]> = new Map();
Array.from(orderedScenarios.keys()).forEach((scenario) => {
heroes.forEach((hero) => {
if (
!scenariosWinEncounters.has(scenario.name) ||
!scenariosWinEncounters.get(scenario.name).includes(hero.name)
) {
if (!progressionsEncounters.has(scenario)) {
progressionsEncounters.set(scenario, []);
}
const tryHeroes = progressionsEncounters.get(scenario) as Partial<Encounter>[];
tryHeroes.push({
scenario: scenario,
modularSets: scenario.modularSets,
difficulty: DifficultyEnum.STANDARD,
hero1: hero,
});
progressionsEncounters.set(scenario, tryHeroes);
}
});
});
// console.table(scenariosLostEncounters);
// eslint-disable-next-line compat/compat
// console.table(scenariosWinEncounters);
// eslint-disable-next-line compat/compat
console.table(progressionsEncounters);
createTitle("Suggested encounters", body);
const table = document.createElement("table");
const firstRow = document.createElement("tr");
const scenario = document.createElement("th");
scenario.innerText = "Scenario";
// const modularsets = document.createElement("th");
// modularsets.innerText = "Modular Sets";
// const difficulty = document.createElement("th");
// difficulty.innerText = "Difficulty";
const hero1 = document.createElement("th");
hero1.innerText = "Hero 1";
const hero2 = document.createElement("th");
hero2.innerText = "Hero 2";
// const hero3 = document.createElement("th");
// hero3.innerText = "Hero 3";
// const hero4 = document.createElement("th");
// hero4.innerText = "Hero 4";
const result = document.createElement("th");
result.innerText = "Result";
const add = document.createElement("th");
firstRow.appendChild(scenario);
// firstRow.appendChild(modularsets);
// firstRow.appendChild(difficulty);
firstRow.appendChild(hero1);
firstRow.appendChild(hero2);
// firstRow.appendChild(hero3);
// firstRow.appendChild(hero4);
firstRow.appendChild(result);
firstRow.appendChild(add);
table.appendChild(firstRow);
// load encounters
progressionsEncounters.forEach((scenario) => {
// pick a random one
const encounters = Array.from(scenario);
const encounter = encounters[random(0, encounters.length - 1)];
// scenario.forEach((encounter) => {
const row = document.createElement("tr");
const scenarioElement = document.createElement("td");
scenarioElement.innerText = encounter.scenario?.name as string;
// const modularsets = document.createElement("td");
// modularsets.innerText = null != encounter.modularSets ? encounter.modularSets.join(", ") : "";
// const difficulty = document.createElement("td");
// difficulty.innerText = encounter.difficulty as string;
const hero1 = document.createElement("td");
hero1.innerText = encounter.hero1?.name as string;
const hero2 = document.createElement("td");
const hero2Element = createSelectElement(
null,
heroes.map((hero) => hero.name),
);
hero2.appendChild(hero2Element);
// const hero3 = document.createElement("td");
// const hero3Element = createSelectElement(null, Object.values(HeroEnum));
// hero3.appendChild(hero3Element);
// const hero4 = document.createElement("td");
// const hero4Element = createSelectElement(null, Object.values(HeroEnum));
// hero4.appendChild(hero4Element);
const result = document.createElement("td");
const resultElement = createSelectElement(null, Object.values(ResultEnum));
result.appendChild(resultElement);
const add = document.createElement("td");
const button = document.createElement("button");
button.type = "button";
button.innerText = "Add !";
button.onclick = async () => {
const heroesService = new HeroesService();
encounter.id = null;
encounter.hero2 = "" !== hero2Element.value ? await heroesService.find(hero2Element.value) : undefined;
// encounter.hero3 = Object.values(HeroEnum).find((x) => x === hero3Element.value) || undefined;
// encounter.hero4 = Object.values(HeroEnum).find((x) => x === hero4Element.value) || undefined;
encounter.result = Object.values(ResultEnum).find((x) => x === resultElement.value) || undefined;
console.log(encounter);
const encountersService = new EncountersService();
encountersService.save(encounter).then((result) => {
console.log(result);
window.location.reload();
});
};
add.appendChild(button);
row.appendChild(scenarioElement);
// row.appendChild(modularsets);
// row.appendChild(difficulty);
row.appendChild(hero1);
row.appendChild(hero2);
// row.appendChild(hero3);
// row.appendChild(hero4);
row.appendChild(result);
row.appendChild(add);
table.appendChild(row);
// });
});
body.appendChild(table);
};
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