MosswartOverlord/static/suitbuilder.js
erik 8e70f88de1 Add suitbuilder UI improvements for locked slots and suit summary
- Expand locked item spell selection to include weapon skills, magic skills, and defenses
- Preserve locked slot configuration when selecting different suits
- Add clear button (x) to individual equipment slots for granular control
- Add suit summary section below equipment slots with copy-to-clipboard functionality

Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-02-05 19:11:37 +00:00

1886 lines
No EOL
67 KiB
JavaScript

// Suitbuilder JavaScript - Constraint Solver Frontend Logic
console.log('Suitbuilder.js loaded - VERSION: CONSISTENT_SUIT_COUNT_v4');
// Configuration
const API_BASE = '/inv/suitbuilder';
let currentSuits = [];
let lockedSlots = new Map(); // slot -> { set: string|null, setId: number|null, spells: string[] }
let selectedSuit = null;
let currentSearchController = null; // AbortController for current search
// Common legendary cantrips for lock form
const COMMON_CANTRIPS = [
// Attributes
'Legendary Strength',
'Legendary Endurance',
'Legendary Coordination',
'Legendary Quickness',
'Legendary Focus',
'Legendary Willpower',
// Weapon Skills
'Legendary Finesse Weapon Aptitude',
'Legendary Heavy Weapon Aptitude',
'Legendary Light Weapon Aptitude',
'Legendary Missile Weapon Aptitude',
'Legendary Two Handed Combat Aptitude',
// Magic Skills
'Legendary War Magic Aptitude',
'Legendary Void Magic Aptitude',
'Legendary Creature Enchantment Aptitude',
'Legendary Item Enchantment Aptitude',
'Legendary Life Magic Aptitude',
// Defense
'Legendary Magic Resistance',
'Legendary Invulnerability'
];
// Common legendary wards for lock form
const COMMON_WARDS = [
'Legendary Flame Ward',
'Legendary Frost Ward',
'Legendary Acid Ward',
'Legendary Storm Ward',
'Legendary Slashing Ward',
'Legendary Piercing Ward',
'Legendary Bludgeoning Ward',
'Legendary Armor'
];
// Armor slots (have equipment sets)
const ARMOR_SLOTS = ['Head', 'Chest', 'Upper Arms', 'Lower Arms', 'Hands', 'Abdomen', 'Upper Legs', 'Lower Legs', 'Feet'];
// Initialize when page loads
document.addEventListener('DOMContentLoaded', function() {
initializeSuitbuilder();
});
/**
* Initialize all suitbuilder functionality
*/
function initializeSuitbuilder() {
loadCharacters();
setupEventListeners();
setupSlotInteractions();
}
/**
* Load available characters for selection
*/
async function loadCharacters() {
try {
const response = await fetch(`${API_BASE}/characters`);
if (!response.ok) {
throw new Error('Failed to load characters');
}
const data = await response.json();
displayCharacters(data.characters);
} catch (error) {
console.error('Error loading characters:', error);
document.getElementById('characterList').innerHTML =
'<div class="error">Failed to load characters</div>';
}
}
/**
* Display characters in the selection panel
*/
function displayCharacters(characters) {
const characterList = document.getElementById('characterList');
if (!characters || characters.length === 0) {
characterList.innerHTML = '<div class="no-results">No characters found</div>';
return;
}
let html = '';
characters.forEach(character => {
// Sanitize character name for HTML ID (replace special chars with underscores)
const safeId = character.replace(/[^a-zA-Z0-9]/g, '_');
html += `
<div class="checkbox-item">
<input type="checkbox" id="char_${safeId}"
class="character-checkbox" value="${character}" checked>
<label for="char_${safeId}">${character}</label>
</div>
`;
});
characterList.innerHTML = html;
// Setup character checkbox interactions
setupCharacterCheckboxes();
}
/**
* Setup character checkbox interactions
*/
function setupCharacterCheckboxes() {
const allCheckbox = document.getElementById('char_all');
const characterCheckboxes = document.querySelectorAll('.character-checkbox:not([value="all"])');
// "All Characters" checkbox toggle
allCheckbox.addEventListener('change', function() {
characterCheckboxes.forEach(cb => {
cb.checked = this.checked;
});
});
// Individual character checkbox changes
characterCheckboxes.forEach(cb => {
cb.addEventListener('change', function() {
// Update "All Characters" checkbox state
const checkedCount = Array.from(characterCheckboxes).filter(cb => cb.checked).length;
allCheckbox.checked = checkedCount === characterCheckboxes.length;
allCheckbox.indeterminate = checkedCount > 0 && checkedCount < characterCheckboxes.length;
});
});
}
/**
* Setup all event listeners
*/
function setupEventListeners() {
// Main action buttons
document.getElementById('searchSuits').addEventListener('click', performSuitSearch);
document.getElementById('clearAll').addEventListener('click', clearAllConstraints);
// Slot control buttons
document.getElementById('lockSelectedSlots').addEventListener('click', lockSelectedSlots);
document.getElementById('clearAllLocks').addEventListener('click', clearAllLocks);
document.getElementById('resetSlotView').addEventListener('click', resetSlotView);
}
/**
* Setup slot interaction functionality
*/
function setupSlotInteractions() {
// Lock button interactions
document.querySelectorAll('.lock-btn').forEach(btn => {
btn.addEventListener('click', function() {
const slot = this.dataset.slot;
toggleSlotLock(slot);
});
});
// Slot item click interactions
document.querySelectorAll('.slot-item').forEach(item => {
item.addEventListener('click', function() {
const slot = this.dataset.slot;
handleSlotClick(slot);
});
});
}
/**
* Perform suit search with current constraints using streaming results
*/
// Global timer for search
let searchStartTime = null;
let searchTimerInterval = null;
async function performSuitSearch() {
const constraints = gatherConstraints();
if (!validateConstraints(constraints)) {
return;
}
const resultsDiv = document.getElementById('suitResults');
const countSpan = document.getElementById('resultsCount');
// Start timer IMMEDIATELY
searchStartTime = Date.now();
if (searchTimerInterval) clearInterval(searchTimerInterval);
// Reset current suits and UI with new fancy template
currentSuits = [];
resultsDiv.innerHTML = `
<div class="search-status-container">
<!-- Phase indicator with animated icon -->
<div class="phase-indicator">
<div class="phase-icon" id="phaseIcon">⏳</div>
<div class="phase-text" id="searchPhase">Initializing...</div>
</div>
<!-- Progress bars -->
<div class="progress-bars">
<div class="progress-bar-container">
<label>Initialization</label>
<div class="progress-bar">
<div class="progress-fill phase-progress" id="phaseProgress" style="width: 0%"></div>
</div>
</div>
<div class="progress-bar-container" id="bucketProgressContainer" style="display: none;">
<label>Search Progress</label>
<div class="progress-bar">
<div class="progress-fill bucket-progress" id="bucketProgress" style="width: 0%"></div>
</div>
<span class="progress-label" id="currentBucket"></span>
</div>
</div>
<!-- Stats grid -->
<div class="stats-grid">
<div class="stat-card">
<div class="stat-label">Time</div>
<div class="stat-value" id="elapsedTime">0.0</div>
<div class="stat-unit">seconds</div>
</div>
<div class="stat-card">
<div class="stat-label">Evaluated</div>
<div class="stat-value" id="checkedCount">0</div>
<div class="stat-unit">combinations</div>
</div>
<div class="stat-card">
<div class="stat-label">Rate</div>
<div class="stat-value" id="searchRate">-</div>
<div class="stat-unit">per second</div>
</div>
<div class="stat-card highlight">
<div class="stat-label">Found</div>
<div class="stat-value" id="foundCount">0</div>
<div class="stat-unit">suits</div>
</div>
</div>
<!-- Verbose log area -->
<details class="verbose-log-section" open>
<summary>Verbose Output <span class="log-count" id="logCount">0</span></summary>
<div class="verbose-log" id="verboseLog"></div>
</details>
<!-- Stop button -->
<button id="stopSearch" class="stop-search-btn">
<span class="stop-icon">⏹</span> Stop Search
</button>
</div>
<div id="streamingResults"></div>
`;
countSpan.textContent = '';
// Start client-side timer update (every 100ms for responsive display)
searchTimerInterval = setInterval(() => {
const elapsed = (Date.now() - searchStartTime) / 1000;
const timeEl = document.getElementById('elapsedTime');
if (timeEl) timeEl.textContent = elapsed.toFixed(1);
}, 100);
try {
await streamOptimalSuits(constraints);
} catch (error) {
// Don't show error for user-cancelled searches
if (error.name === 'AbortError') {
console.log('Search cancelled by user');
} else {
console.error('Suit search error:', error);
resultsDiv.innerHTML = `<div class="error">❌ Suit search failed: ${error.message}</div>`;
countSpan.textContent = '';
}
} finally {
// Stop client-side timer
if (searchTimerInterval) {
clearInterval(searchTimerInterval);
searchTimerInterval = null;
}
}
}
/**
* Gather all current constraints from the form
*/
function gatherConstraints() {
// Get selected characters
const selectedCharacters = Array.from(document.querySelectorAll('.character-checkbox:checked:not([value="all"])'))
.map(cb => cb.value);
// Get rating constraints
const constraints = {
characters: selectedCharacters,
min_armor: document.getElementById('minArmor').value || null,
max_armor: document.getElementById('maxArmor').value || null,
min_crit_damage: document.getElementById('minCritDmg').value || null,
max_crit_damage: document.getElementById('maxCritDmg').value || null,
min_damage_rating: document.getElementById('minDmgRating').value || null,
max_damage_rating: document.getElementById('maxDmgRating').value || null,
// Equipment status
include_equipped: document.getElementById('includeEquipped').checked,
include_inventory: document.getElementById('includeInventory').checked,
// Equipment sets
primary_set: document.getElementById('primarySet').value || null,
secondary_set: document.getElementById('secondarySet').value || null,
// Legendary cantrips (from cantrips-grid only)
legendary_cantrips: Array.from(document.querySelectorAll('.cantrips-grid input:checked'))
.map(cb => cb.value)
.filter(value => value.includes('Legendary')),
// Legendary wards (separate section)
protection_spells: Array.from(document.querySelectorAll('#protection_flame, #protection_frost, #protection_acid, #protection_storm, #protection_slashing, #protection_piercing, #protection_bludgeoning, #protection_armor'))
.filter(cb => cb.checked)
.map(cb => cb.value),
// Locked slots - convert Map to object for API
locked_slots: Object.fromEntries(
Array.from(lockedSlots.entries()).map(([slot, info]) => [
slot,
{
set_id: info.setId || null,
spells: info.spells || []
}
])
)
};
return constraints;
}
/**
* Validate constraints before search
*/
function validateConstraints(constraints) {
if (!constraints.characters || constraints.characters.length === 0) {
alert('Please select at least one character.');
return false;
}
if (!constraints.primary_set && !constraints.secondary_set &&
constraints.legendary_cantrips.length === 0 &&
constraints.protection_spells.length === 0 &&
!constraints.min_armor && !constraints.min_crit_damage && !constraints.min_damage_rating) {
alert('Please specify at least one constraint (equipment sets, cantrips, legendary wards, or rating minimums).');
return false;
}
return true;
}
/**
* Stream optimal suits using Server-Sent Events with progressive results
*/
async function streamOptimalSuits(constraints) {
// Prepare constraint data for POST request
const requestBody = {
characters: constraints.characters.length > 0 ? constraints.characters : [],
primary_set: constraints.primary_set ? parseInt(constraints.primary_set) : null,
secondary_set: constraints.secondary_set ? parseInt(constraints.secondary_set) : null,
required_spells: [
...constraints.legendary_cantrips,
...constraints.protection_spells
],
locked_slots: constraints.locked_slots || {},
include_equipped: constraints.include_equipped,
include_inventory: constraints.include_inventory,
min_armor: constraints.min_armor ? parseInt(constraints.min_armor) : null,
max_armor: constraints.max_armor ? parseInt(constraints.max_armor) : null,
min_crit_damage: constraints.min_crit_damage ? parseInt(constraints.min_crit_damage) : null,
max_crit_damage: constraints.max_crit_damage ? parseInt(constraints.max_crit_damage) : null,
min_damage_rating: constraints.min_damage_rating ? parseInt(constraints.min_damage_rating) : null,
max_damage_rating: constraints.max_damage_rating ? parseInt(constraints.max_damage_rating) : null,
max_results: 10,
search_timeout: 300
};
console.log('Starting suit search with constraints:', requestBody);
// Cancel any existing search
if (currentSearchController) {
currentSearchController.abort();
}
// Create new AbortController for this search
currentSearchController = new AbortController();
// Use fetch with streaming response instead of EventSource for POST support
const response = await fetch(`${API_BASE}/search`, {
method: 'POST',
headers: {
'Content-Type': 'application/json',
},
body: JSON.stringify(requestBody),
signal: currentSearchController.signal // Add abort signal
});
if (!response.ok) {
throw new Error(`Search failed: ${response.statusText}`);
}
const reader = response.body.getReader();
const decoder = new TextDecoder();
return new Promise((resolve, reject) => {
let searchStopped = false;
let buffer = '';
async function readStream() {
try {
while (true) {
const { done, value } = await reader.read();
if (done) {
resolve();
break;
}
if (searchStopped) {
await reader.cancel();
resolve();
break;
}
// Process SSE data
buffer += decoder.decode(value, { stream: true });
const lines = buffer.split('\n');
buffer = lines.pop() || ''; // Keep incomplete line in buffer
let currentEventType = null;
for (const line of lines) {
if (line.startsWith('event: ')) {
currentEventType = line.substring(7).trim();
continue;
}
if (line.startsWith('data: ')) {
const data = line.substring(6);
try {
const eventData = JSON.parse(data);
// Handle different event types based on the current event type
if (currentEventType === 'suit') {
handleSuitEvent(eventData);
} else if (currentEventType === 'progress') {
handleProgressEvent(eventData);
} else if (currentEventType === 'phase') {
handlePhaseEvent(eventData);
} else if (currentEventType === 'log') {
handleLogEvent(eventData);
} else if (currentEventType === 'complete') {
handleCompleteEvent(eventData);
resolve();
return;
} else if (currentEventType === 'error') {
handleErrorEvent(eventData);
reject(new Error(eventData.message || 'Search error'));
return;
}
// Reset event type after processing
currentEventType = null;
} catch (parseError) {
console.warn('Failed to parse SSE data:', data, 'Event type:', currentEventType);
}
}
}
}
} catch (error) {
// Don't treat abort as an error
if (error.name === 'AbortError') {
console.log('Search was aborted by user');
resolve();
} else {
reject(error);
}
}
}
readStream();
// Event handlers
function handleSuitEvent(data) {
try {
console.log('NEW handleSuitEvent called with data:', data);
// Transform backend suit format to frontend format
const transformedSuit = transformSuitData(data);
console.log('Transformed suit:', transformedSuit);
// Insert suit in score-ordered position (highest score first)
const insertIndex = insertSuitInScoreOrder(transformedSuit);
console.log('Insert index returned:', insertIndex);
// If suit wasn't inserted (not good enough for top N), skip DOM update
if (insertIndex === -1) {
console.log('Suit not inserted, skipping DOM update');
return;
}
// Insert DOM element at the correct position
insertSuitDOMAtPosition(transformedSuit, insertIndex);
console.log('DOM insertion complete');
// Trim excess suits from array and DOM to maintain consistent count
trimExcessSuits();
// Update count
document.getElementById('foundCount').textContent = currentSuits.length;
document.getElementById('resultsCount').textContent = `Found ${currentSuits.length} suit${currentSuits.length !== 1 ? 's' : ''}`;
} catch (error) {
console.error('Error processing suit data:', error);
console.error('Stack trace:', error.stack);
}
}
function handleProgressEvent(data) {
try {
// Always show frontend's actual suit count for consistency
document.getElementById('foundCount').textContent = currentSuits.length;
document.getElementById('checkedCount').textContent = (data.evaluated || 0).toLocaleString();
// Update rate display
const rateEl = document.getElementById('searchRate');
if (rateEl && data.rate !== undefined) {
rateEl.textContent = data.rate.toLocaleString();
}
// Update bucket progress bar
if (data.current_depth !== undefined && data.total_buckets) {
const bucketContainer = document.getElementById('bucketProgressContainer');
const bucketProgress = document.getElementById('bucketProgress');
const currentBucket = document.getElementById('currentBucket');
if (bucketContainer) bucketContainer.style.display = 'block';
if (bucketProgress) {
const progress = (data.current_depth / data.total_buckets) * 100;
bucketProgress.style.width = `${progress}%`;
}
if (currentBucket && data.current_bucket) {
currentBucket.textContent = `Searching: ${data.current_bucket} (${data.current_depth + 1}/${data.total_buckets})`;
}
}
// Note: Timer is now handled client-side for immediate response
} catch (error) {
console.error('Error processing progress data:', error);
}
}
function handlePhaseEvent(data) {
try {
const phaseIcon = document.getElementById('phaseIcon');
const phaseText = document.getElementById('searchPhase');
const phaseProgress = document.getElementById('phaseProgress');
// Phase icons
const icons = {
'loading': '📂',
'loaded': '✅',
'buckets': '🗂️',
'buckets_done': '✅',
'reducing': '✂️',
'sorting': '📊',
'searching': '🔍'
};
if (phaseIcon) {
phaseIcon.textContent = icons[data.phase] || '⏳';
// Add/remove animation for searching phase
if (data.phase === 'searching') {
phaseIcon.classList.add('searching');
}
}
if (phaseText) {
phaseText.textContent = data.message || data.phase;
}
// Update initialization progress bar
if (phaseProgress && data.phase_number && data.total_phases) {
const progress = (data.phase_number / data.total_phases) * 100;
phaseProgress.style.width = `${progress}%`;
// Make it indeterminate during searching
if (data.phase === 'searching') {
phaseProgress.classList.add('indeterminate');
}
}
// Log the phase change
addLogEntry(data.message, 'phase');
} catch (error) {
console.error('Error processing phase data:', error);
}
}
function handleLogEvent(data) {
try {
addLogEntry(data.message, data.level || 'info', data.timestamp);
} catch (error) {
console.error('Error processing log data:', error);
}
}
function addLogEntry(message, level = 'info', timestamp = null) {
const logContainer = document.getElementById('verboseLog');
const logCount = document.getElementById('logCount');
if (!logContainer) return;
const elapsed = timestamp || ((Date.now() - searchStartTime) / 1000);
const entry = document.createElement('div');
entry.className = `log-entry log-${level}`;
entry.innerHTML = `<span class="log-time">[${elapsed.toFixed(1)}s]</span> <span class="log-message">${message}</span>`;
logContainer.appendChild(entry);
// Trim old entries (max 100)
while (logContainer.children.length > 100) {
logContainer.removeChild(logContainer.firstChild);
}
// Update log count
if (logCount) {
logCount.textContent = logContainer.children.length;
}
// Auto-scroll to bottom
logContainer.scrollTop = logContainer.scrollHeight;
}
function handleCompleteEvent(data) {
try {
const duration = ((Date.now() - searchStartTime) / 1000).toFixed(1);
// Update phase indicator to complete
const phaseIcon = document.getElementById('phaseIcon');
const phaseText = document.getElementById('searchPhase');
const phaseProgress = document.getElementById('phaseProgress');
if (phaseIcon) {
phaseIcon.textContent = '✅';
phaseIcon.classList.remove('searching');
phaseIcon.classList.add('complete');
}
if (phaseText) {
phaseText.textContent = `Search complete! Found ${currentSuits.length} suits`;
phaseText.classList.add('complete');
}
if (phaseProgress) {
phaseProgress.classList.remove('indeterminate');
phaseProgress.style.width = '100%';
}
// Fill bucket progress bar
const bucketProgress = document.getElementById('bucketProgress');
if (bucketProgress) {
bucketProgress.style.width = '100%';
}
// Hide stop button
const stopBtn = document.getElementById('stopSearch');
if (stopBtn) {
stopBtn.style.display = 'none';
}
// Add completion log entry
addLogEntry(`Search complete: ${currentSuits.length} suits found in ${duration}s`, 'success');
// Update final results count
const countSpan = document.getElementById('resultsCount');
if (countSpan) {
countSpan.textContent = `Found ${currentSuits.length} suit${currentSuits.length !== 1 ? 's' : ''}`;
}
} catch (error) {
console.error('Error processing completion data:', error);
}
}
function handleErrorEvent(data) {
try {
const loadingDiv = document.querySelector('.loading');
if (loadingDiv) {
loadingDiv.innerHTML = `❌ Search error: ${data.message}`;
}
} catch (error) {
console.error('Error processing error data:', error);
}
}
// Add stop search functionality
const stopButton = document.getElementById('stopSearch');
stopButton.addEventListener('click', () => {
searchStopped = true;
// Actually abort the HTTP request
if (currentSearchController) {
currentSearchController.abort();
currentSearchController = null;
}
// Update phase indicator to show stopped
const phaseIcon = document.getElementById('phaseIcon');
const phaseText = document.getElementById('searchPhase');
const phaseProgress = document.getElementById('phaseProgress');
if (phaseIcon) {
phaseIcon.textContent = '⏹️';
phaseIcon.classList.remove('searching');
}
if (phaseText) {
phaseText.textContent = `Search stopped - Found ${currentSuits.length} suits`;
phaseText.style.color = '#ffa726';
}
if (phaseProgress) {
phaseProgress.classList.remove('indeterminate');
}
// Hide stop button
stopButton.style.display = 'none';
// Add log entry
addLogEntry(`Search stopped by user with ${currentSuits.length} suits found`, 'warning');
// Update results count
const countSpan = document.getElementById('resultsCount');
if (countSpan) {
countSpan.textContent = `Found ${currentSuits.length} suit${currentSuits.length !== 1 ? 's' : ''} (search stopped)`;
}
});
});
}
/**
* Transform backend suit optimization response to frontend format
*/
function transformSuitsResponse(data) {
if (!data.suits || data.suits.length === 0) {
return [];
}
return data.suits.map(suit => {
return transformSuitData(suit);
});
}
/**
* Transform individual suit data from backend to frontend format
*/
function transformSuitData(suit) {
return {
id: suit.id || currentSuits.length + 1,
score: Math.round(suit.score || 0),
items: suit.items || {},
stats: suit.stats || {},
missing: suit.missing || [],
notes: suit.notes || [],
alternatives: [],
primary_set: suit.stats?.primary_set || '',
primary_set_count: suit.stats?.primary_set_count || 0,
secondary_set: suit.stats?.secondary_set || '',
secondary_set_count: suit.stats?.secondary_set_count || 0,
total_armor: suit.stats?.total_armor || 0,
total_crit_damage: suit.stats?.total_crit_damage || 0,
total_damage_rating: suit.stats?.total_damage_rating || 0,
spell_coverage: suit.stats?.spell_coverage || 0
};
}
/**
* Insert a suit into the currentSuits array in score-ordered position (highest first)
* Keeps only top MAX_SUITS to match backend behavior and ensure consistent counts
*/
const MAX_SUITS = 10; // Must match max_results sent to backend
function insertSuitInScoreOrder(suit) {
console.log(`Inserting suit with score ${suit.score}. Current suits:`, currentSuits.map(s => s.score));
// Find the correct position to insert the suit (highest score first)
let insertIndex = 0;
for (let i = 0; i < currentSuits.length; i++) {
if (suit.score > currentSuits[i].score) {
insertIndex = i;
break;
}
insertIndex = i + 1;
}
// If we already have MAX_SUITS and this suit would be at the end (worst), skip it
if (currentSuits.length >= MAX_SUITS && insertIndex >= MAX_SUITS) {
console.log(`Suit with score ${suit.score} not good enough for top ${MAX_SUITS}, skipping`);
return -1; // Signal that suit wasn't inserted
}
// Insert the suit at the correct position
currentSuits.splice(insertIndex, 0, suit);
console.log(`Inserted at index ${insertIndex}. New order:`, currentSuits.map(s => s.score));
return insertIndex;
}
/**
* Trim excess suits from both the array and DOM to maintain MAX_SUITS limit
* This ensures consistent suit counts between runs
*/
function trimExcessSuits() {
const streamingResults = document.getElementById('streamingResults');
if (!streamingResults) return;
// Remove excess suits from array (keep only top MAX_SUITS)
while (currentSuits.length > MAX_SUITS) {
const removed = currentSuits.pop();
console.log(`Trimmed suit with score ${removed.score} (exceeds MAX_SUITS=${MAX_SUITS})`);
}
// Remove excess DOM elements (keep only top MAX_SUITS)
while (streamingResults.children.length > MAX_SUITS) {
const lastChild = streamingResults.lastElementChild;
if (lastChild) {
console.log(`Removing DOM element for suit at position ${streamingResults.children.length}`);
lastChild.remove();
}
}
// Update medals after trimming
updateAllMedals();
}
/**
* Regenerate the entire results display to maintain proper score ordering
*/
function regenerateResultsDisplay() {
console.log('Regenerating display with suits:', currentSuits.map(s => `Score: ${s.score}, ID: ${s.id}`));
const streamingResults = document.getElementById('streamingResults');
if (!streamingResults) return;
// Clear existing results
streamingResults.innerHTML = '';
// Re-add all suits in their current (score-ordered) positions
currentSuits.forEach((suit, index) => {
const scoreClass = getScoreClass(suit.score);
const medal = index === 0 ? '🥇' : index === 1 ? '🥈' : index === 2 ? '🥉' : '🔸';
const suitHtml = `
<div class="suit-item" data-suit-id="${suit.id}">
<div class="suit-header">
<div class="suit-score ${scoreClass}">
${medal} Suit #${suit.id} (Score: ${suit.score})
</div>
</div>
<div class="suit-stats">
${formatSuitStats(suit)}
</div>
<div class="suit-items">
${formatSuitItems(suit.items)}
${suit.missing && suit.missing.length > 0 ? `<div class="missing-items">Missing: ${suit.missing.join(', ')}</div>` : ''}
${suit.notes && suit.notes.length > 0 ? `<div class="suit-notes">${suit.notes.join(' • ')}</div>` : ''}
</div>
</div>
`;
streamingResults.insertAdjacentHTML('beforeend', suitHtml);
});
// Re-add click handlers for all suits
document.querySelectorAll('.suit-item').forEach(item => {
item.addEventListener('click', function() {
const suitId = parseInt(this.dataset.suitId);
selectSuit(suitId);
});
});
}
/**
* Insert a suit DOM element at the correct position and update all medal rankings
*/
function insertSuitDOMAtPosition(suit, insertIndex) {
console.log('insertSuitDOMAtPosition called with suit score:', suit.score, 'at index:', insertIndex);
const streamingResults = document.getElementById('streamingResults');
if (!streamingResults) {
console.error('streamingResults element not found!');
return;
}
console.log('Current DOM children count:', streamingResults.children.length);
// Create the new suit HTML
const scoreClass = getScoreClass(suit.score);
const suitHtml = `
<div class="suit-item" data-suit-id="${suit.id}">
<div class="suit-header">
<div class="suit-score ${scoreClass}">
🔸 Suit #${suit.id} (Score: ${suit.score})
</div>
</div>
<div class="suit-stats">
${formatSuitStats(suit)}
</div>
<div class="suit-items">
${formatSuitItems(suit.items)}
${suit.missing && suit.missing.length > 0 ? `<div class="missing-items">Missing: ${suit.missing.join(', ')}</div>` : ''}
${suit.notes && suit.notes.length > 0 ? `<div class="suit-notes">${suit.notes.join(' • ')}</div>` : ''}
</div>
</div>
`;
// Insert at the correct position
const existingSuits = streamingResults.children;
if (insertIndex >= existingSuits.length) {
// Insert at the end
streamingResults.insertAdjacentHTML('beforeend', suitHtml);
} else {
// Insert before the suit at insertIndex
existingSuits[insertIndex].insertAdjacentHTML('beforebegin', suitHtml);
}
// Update all medal rankings after insertion
updateAllMedals();
// Add click handler for the new suit
const newSuitElement = streamingResults.children[insertIndex];
newSuitElement.addEventListener('click', function() {
const suitId = parseInt(this.dataset.suitId);
selectSuit(suitId);
});
}
/**
* Update medal rankings for all displayed suits
*/
function updateAllMedals() {
const streamingResults = document.getElementById('streamingResults');
if (!streamingResults) return;
Array.from(streamingResults.children).forEach((suitElement, index) => {
const medal = index === 0 ? '🥇' : index === 1 ? '🥈' : index === 2 ? '🥉' : '🔸';
const scoreElement = suitElement.querySelector('.suit-score');
if (scoreElement) {
const scoreText = scoreElement.textContent;
// Replace the existing medal with the new one
scoreElement.textContent = scoreText.replace(/^[🥇🥈🥉🔸]\s*/, medal + ' ');
}
});
}
/**
* Generate suit combinations from available items
* This is a simplified algorithm - the full constraint solver will be more sophisticated
*/
function generateSuitCombinations(itemsBySlot, constraints) {
const suits = [];
// For now, create a few example suits based on available items
// This will be replaced with the full constraint solver algorithm
// Try to build suits with the best items from each slot
const armorSlots = ['Head', 'Chest', 'Upper Arms', 'Lower Arms', 'Hands', 'Abdomen', 'Upper Legs', 'Lower Legs', 'Feet'];
const jewelrySlots = ['Neck', 'Left Ring', 'Right Ring', 'Left Wrist', 'Right Wrist', 'Trinket'];
const clothingSlots = ['Shirt', 'Pants'];
// Generate a few sample combinations
for (let i = 0; i < Math.min(5, 20); i++) {
const suit = {
id: i + 1,
score: Math.floor(Math.random() * 40) + 60, // Random score 60-100%
items: {},
missing: [],
alternatives: []
};
// Try to fill each slot with available items
[...armorSlots, ...jewelrySlots, ...clothingSlots].forEach(slot => {
const availableItems = itemsBySlot[slot];
if (availableItems && availableItems.length > 0) {
// Pick the best item for this slot (simplified)
const bestItem = availableItems[Math.floor(Math.random() * Math.min(3, availableItems.length))];
suit.items[slot] = bestItem;
}
});
// Calculate missing pieces based on set requirements
if (constraints.primary_set || constraints.secondary_set) {
suit.missing = calculateMissingPieces(suit.items, constraints);
}
// Only include suits that have at least some items
if (Object.keys(suit.items).length > 0) {
suits.push(suit);
}
}
// Sort by score (best first)
suits.sort((a, b) => b.score - a.score);
return suits.slice(0, 10); // Return top 10 suits
}
/**
* Calculate missing pieces for set requirements
*/
function calculateMissingPieces(suitItems, constraints) {
const missing = [];
if (constraints.primary_set) {
const primaryItems = Object.values(suitItems).filter(item =>
item.set_name && item.set_name.includes(getSetNameById(constraints.primary_set))
);
if (primaryItems.length < 5) {
missing.push(`${5 - primaryItems.length} more ${getSetNameById(constraints.primary_set)} pieces`);
}
}
if (constraints.secondary_set) {
const secondaryItems = Object.values(suitItems).filter(item =>
item.set_name && item.set_name.includes(getSetNameById(constraints.secondary_set))
);
if (secondaryItems.length < 4) {
missing.push(`${4 - secondaryItems.length} more ${getSetNameById(constraints.secondary_set)} pieces`);
}
}
return missing;
}
/**
* Get set name by ID
*/
function getSetNameById(setId) {
const setNames = {
'13': "Soldier's",
'14': "Adept's",
'15': "Archer's",
'16': "Defender's",
'19': "Hearty",
'20': "Dexterous",
'21': "Wise",
'22': "Swift",
'24': "Reinforced",
'26': "Flame Proof",
'29': "Lightning Proof",
'40': "Heroic Protector",
'41': "Heroic Destroyer",
'46': "Relic Alduressa",
'47': "Ancient Relic",
'48': "Noble Relic"
};
return setNames[setId] || `Set ${setId}`;
}
/**
* Display suit search results
*/
function displaySuitResults(suits) {
const resultsDiv = document.getElementById('suitResults');
const countSpan = document.getElementById('resultsCount');
if (!suits || suits.length === 0) {
resultsDiv.innerHTML = '<div class="no-results">No suits found matching your constraints. Try relaxing some requirements.</div>';
countSpan.textContent = '';
return;
}
// Sort suits by score (highest first) before displaying
const sortedSuits = [...suits].sort((a, b) => b.score - a.score);
countSpan.textContent = `Found ${sortedSuits.length} suit${sortedSuits.length !== 1 ? 's' : ''}`;
let html = '';
sortedSuits.forEach((suit, index) => {
const scoreClass = getScoreClass(suit.score);
const medal = index === 0 ? '🥇' : index === 1 ? '🥈' : index === 2 ? '🥉' : '🔸';
html += `
<div class="suit-item" data-suit-id="${suit.id}">
<div class="suit-header">
<div class="suit-score ${scoreClass}">
${medal} Suit #${suit.id} (Score: ${suit.score}%)
</div>
</div>
<div class="suit-stats">
${formatSuitStats(suit)}
</div>
<div class="suit-items">
${formatSuitItems(suit.items)}
${suit.missing && suit.missing.length > 0 ? `<div class="missing-items">Missing: ${suit.missing.join(', ')}</div>` : ''}
${suit.notes && suit.notes.length > 0 ? `<div class="suit-notes">${suit.notes.join(' • ')}</div>` : ''}
</div>
</div>
`;
});
resultsDiv.innerHTML = html;
// Add click handlers for suit selection
document.querySelectorAll('.suit-item').forEach(item => {
item.addEventListener('click', function() {
const suitId = parseInt(this.dataset.suitId);
selectSuit(suitId);
});
});
}
/**
* Get CSS class for score
*/
function getScoreClass(score) {
if (score >= 90) return 'excellent';
if (score >= 75) return 'good';
if (score >= 60) return 'fair';
return 'poor';
}
/**
* Format suit items for display - shows ALL armor slots even if empty
*/
function formatSuitItems(items) {
console.log(`[DEBUG] formatSuitItems called with items:`, items);
// Define all expected armor/equipment slots in logical order
const allSlots = [
// Armor slots
'Head', 'Chest', 'Upper Arms', 'Lower Arms', 'Hands',
'Abdomen', 'Upper Legs', 'Lower Legs', 'Feet',
// Jewelry slots
'Neck', 'Left Ring', 'Right Ring', 'Left Wrist', 'Right Wrist', 'Trinket',
// Clothing slots
'Shirt', 'Pants'
];
console.log(`[DEBUG] allSlots:`, allSlots);
// Create table structure with header
let html = `
<div class="suit-items-table">
<div class="suit-items-header">
<div class="col-slot">Slot</div>
<div class="col-character">Character</div>
<div class="col-item">Item</div>
<div class="col-set">Set</div>
<div class="col-spells">Spells</div>
<div class="col-armor">Armor</div>
<div class="col-ratings">Ratings</div>
</div>
<div class="suit-items-body">
`;
allSlots.forEach(slot => {
const item = items ? items[slot] : null;
// DEBUG: Log all slots and items
console.log(`[DEBUG] Processing slot '${slot}', item:`, item);
if (item) {
// Item exists in this slot
const character = item.source_character || item.character_name || 'Unknown';
const itemName = item.name || 'Unknown Item';
// Only show set names for armor items (not jewelry or clothing)
const armorSlots = ['Head', 'Chest', 'Upper Arms', 'Lower Arms', 'Hands',
'Abdomen', 'Upper Legs', 'Lower Legs', 'Feet'];
const setName = (armorSlots.includes(slot) && item.set_name) ? item.set_name : '-';
const spells = formatItemSpells(item);
const armor = formatItemArmor(item);
const ratings = formatItemRatingsColumns(item);
const needsReducing = isMultiSlotItem(item) ? '<span class="need-reducing">*</span>' : '';
html += `
<div class="suit-item-row">
<div class="col-slot">${slot}</div>
<div class="col-character">${character}</div>
<div class="col-item">${itemName}${needsReducing}</div>
<div class="col-set">${setName}</div>
<div class="col-spells">${spells}</div>
<div class="col-armor">${armor}</div>
<div class="col-ratings">${ratings}</div>
</div>
`;
} else {
// Empty slot
html += `
<div class="suit-item-row empty-slot">
<div class="col-slot">${slot}</div>
<div class="col-character">-</div>
<div class="col-item">-</div>
<div class="col-set">-</div>
<div class="col-spells">-</div>
<div class="col-armor">-</div>
<div class="col-ratings">-</div>
</div>
`;
}
});
html += `
</div>
</div>
`;
return html;
}
/**
* Format item spells for column display (focus on Legendary spells)
*/
function formatItemSpells(item) {
const spellArray = item.spells || item.spell_names || [];
if (!Array.isArray(spellArray) || spellArray.length === 0) {
return '-';
}
// Filter for important spells (Legendary, Epic)
const importantSpells = spellArray.filter(spell =>
spell.includes('Legendary') || spell.includes('Epic')
);
if (importantSpells.length === 0) {
return `${spellArray.length} spells`;
}
// Show up to 2 important spells, abbreviate the rest
const displaySpells = importantSpells.slice(0, 2);
let result = displaySpells.join(', ');
if (importantSpells.length > 2) {
result += ` +${importantSpells.length - 2} more`;
}
return result;
}
/**
* Format item armor for column display
*/
function formatItemArmor(item) {
if (item.armor_level && item.armor_level > 0) {
return item.armor_level.toString();
}
return '-';
}
/**
* Format item ratings for column display
*/
function formatItemRatingsColumns(item) {
const ratings = [];
// Access ratings from the ratings object if available, fallback to direct properties
const itemRatings = item.ratings || item;
// Helper function to get rating value, treating null/undefined/negative as 0
function getRatingValue(value) {
if (value === null || value === undefined || value < 0) return 0;
return Math.round(value); // Round to nearest integer
}
// Determine if this is clothing (shirts/pants) or armor
// Check item name patterns since ObjectClass 3 items (clothing) may appear in various slots
const itemName = item.name || '';
const isClothing = itemName.toLowerCase().includes('shirt') ||
itemName.toLowerCase().includes('pants') ||
itemName.toLowerCase().includes('breeches') ||
itemName.toLowerCase().includes('baggy') ||
(item.slot === 'Shirt' || item.slot === 'Pants');
if (isClothing) {
// Clothing: Show DR and DRR
const damageRating = getRatingValue(itemRatings.damage_rating);
const damageResist = getRatingValue(itemRatings.damage_resist_rating);
ratings.push(`DR${damageRating}`);
ratings.push(`DRR${damageResist}`);
} else {
// Armor: Show CD and CDR
const critDamage = getRatingValue(itemRatings.crit_damage_rating);
const critDamageResist = getRatingValue(itemRatings.crit_damage_resist_rating);
ratings.push(`CD${critDamage}`);
ratings.push(`CDR${critDamageResist}`);
}
return ratings.join(' ');
}
/**
* Check if item is multi-slot and needs reducing
* Only armor items need reduction - jewelry can naturally go in multiple slots
*/
function isMultiSlotItem(item) {
if (!item.slot_name) return false;
const slots = item.slot_name.split(',').map(s => s.trim());
if (slots.length <= 1) return false;
// Jewelry items that can go in multiple equivalent slots (normal behavior, no reduction needed)
const jewelryPatterns = [
['Left Ring', 'Right Ring'],
['Left Wrist', 'Right Wrist']
];
// Check if this matches any jewelry pattern
for (const pattern of jewelryPatterns) {
if (pattern.length === slots.length && pattern.every(slot => slots.includes(slot))) {
return false; // This is jewelry, no reduction needed
}
}
// If it has multiple slots and isn't jewelry, it's armor that needs reduction
return true;
}
/**
* Format suit statistics for display
*/
function formatSuitStats(suit) {
if (!suit) return '';
const statParts = [];
// Show set names with counts
if (suit.primary_set && suit.primary_set_count > 0) {
statParts.push(`${suit.primary_set}: ${suit.primary_set_count}/5`);
}
if (suit.secondary_set && suit.secondary_set_count > 0) {
statParts.push(`${suit.secondary_set}: ${suit.secondary_set_count}/4`);
}
// Show total armor
if (suit.total_armor > 0) {
statParts.push(`Armor: ${suit.total_armor}`);
}
// Show spell coverage
if (suit.spell_coverage > 0) {
statParts.push(`Spells: ${suit.spell_coverage}`);
}
return statParts.length > 0 ? `<div class="suit-stats-line">${statParts.join(' • ')}</div>` : '';
}
/**
* Format item properties for display
*/
function formatItemProperties(item) {
const properties = [];
// Handle set name (backend sends item_set_name)
if (item.item_set_name) {
properties.push(item.item_set_name);
} else if (item.set_name) {
properties.push(item.set_name);
}
// Handle spells (backend sends spells array)
const spellArray = item.spells || item.spell_names;
if (spellArray && Array.isArray(spellArray)) {
spellArray.forEach(spell => {
if (spell.includes('Legendary')) {
properties.push(spell);
}
});
}
if (item.crit_damage_rating > 0) {
properties.push(`Crit Dmg +${item.crit_damage_rating}`);
}
if (item.damage_rating > 0) {
properties.push(`Dmg Rating +${item.damage_rating}`);
}
if (item.heal_boost > 0) {
properties.push(`Heal Boost +${item.heal_boost}`);
}
return properties.join(', ');
}
/**
* Format item ratings for display (separate from properties)
*/
function formatItemRatings(item) {
const ratings = [];
// Armor level
if (item.armor_level && item.armor_level > 0) {
ratings.push(`AL ${item.armor_level}`);
}
// Damage ratings
if (item.crit_damage_rating && item.crit_damage_rating > 0) {
ratings.push(`CD +${item.crit_damage_rating}`);
}
if (item.damage_rating && item.damage_rating > 0) {
ratings.push(`DR +${item.damage_rating}`);
}
// Resist ratings
if (item.crit_damage_resist_rating && item.crit_damage_resist_rating > 0) {
ratings.push(`CDR +${item.crit_damage_resist_rating}`);
}
if (item.damage_resist_rating && item.damage_resist_rating > 0) {
ratings.push(`DRR +${item.damage_resist_rating}`);
}
// Other ratings
if (item.heal_boost_rating && item.heal_boost_rating > 0) {
ratings.push(`HB +${item.heal_boost_rating}`);
}
if (item.vitality_rating && item.vitality_rating > 0) {
ratings.push(`VIT +${item.vitality_rating}`);
}
return ratings.join(', ');
}
/**
* Select a suit and populate the visual slots
*/
function selectSuit(suitId) {
const suit = currentSuits.find(s => s.id === suitId);
if (!suit) return;
// Update visual selection
document.querySelectorAll('.suit-item').forEach(item => {
item.classList.remove('selected');
});
document.querySelector(`[data-suit-id="${suitId}"]`).classList.add('selected');
// Populate visual slots
populateVisualSlots(suit.items);
selectedSuit = suit;
}
/**
* Populate the visual equipment slots with suit items
*/
function populateVisualSlots(items) {
// Clear non-locked slots first
document.querySelectorAll('.slot-content').forEach(slot => {
const slotName = slot.id.replace('slot_', '').replace(/_/g, ' ');
// Skip locked slots - preserve their summary
if (!lockedSlots.has(slotName)) {
slot.innerHTML = '<span class="empty-slot">Empty</span>';
slot.parentElement.classList.remove('populated');
}
});
// Populate non-locked slots with items
Object.entries(items).forEach(([slotName, item]) => {
// Skip locked slots - they keep their configured info
if (lockedSlots.has(slotName)) return;
const slotId = `slot_${slotName.replace(/ /g, '_')}`;
const slotElement = document.getElementById(slotId);
if (slotElement) {
const needsReducing = isMultiSlotItem(item) ? '<span class="need-reducing">Need Reducing</span>' : '';
slotElement.innerHTML = `
<div class="slot-item-name">${item.name}</div>
<div class="slot-item-character">${item.source_character || item.character_name || 'Unknown'}</div>
<div class="slot-item-properties">${formatItemProperties(item)}</div>
${needsReducing}
<button class="clear-slot-btn" onclick="clearSlot('${slotName}')" title="Clear slot">x</button>
`;
slotElement.parentElement.classList.add('populated');
}
});
// Update suit summary
updateSuitSummary();
}
/**
* Clear a single slot
*/
function clearSlot(slotName) {
const slotElement = document.querySelector(`[data-slot="${slotName}"]`);
const slotContent = document.getElementById(`slot_${slotName.replace(/ /g, '_')}`);
slotContent.innerHTML = '<span class="empty-slot">Empty</span>';
slotElement.classList.remove('populated');
// Also remove from selectedSuit if present
if (selectedSuit && selectedSuit.items[slotName]) {
delete selectedSuit.items[slotName];
}
updateSuitSummary();
}
/**
* Update the suit summary display
*/
function updateSuitSummary() {
const summaryDiv = document.getElementById('suitSummary');
if (!summaryDiv) return;
if (!selectedSuit || Object.keys(selectedSuit.items).length === 0) {
summaryDiv.innerHTML = '<div class="no-summary">Select a suit to see summary</div>';
return;
}
const lines = Object.entries(selectedSuit.items).map(([slot, item]) => {
const spells = (item.spell_names || []).map(s => s.replace('Legendary ', 'L.')).join(', ') || 'No spells';
const char = item.source_character || item.character_name || 'Unknown';
return `<div class="summary-line">
<span class="summary-slot">${slot}:</span>
<span class="summary-item">${item.name}</span>
<span class="summary-spells">[${spells}]</span>
<span class="summary-char">- ${char}</span>
</div>`;
}).join('');
summaryDiv.innerHTML = lines;
}
/**
* Copy suit summary to clipboard
*/
function copySuitSummary() {
if (!selectedSuit) return;
const text = Object.entries(selectedSuit.items).map(([slot, item]) => {
const spells = (item.spell_names || []).join(', ') || 'No spells';
const char = item.source_character || item.character_name || 'Unknown';
return `${slot}: ${item.name} [${spells}] - ${char}`;
}).join('\n');
navigator.clipboard.writeText(text).then(() => {
// Brief visual feedback
const btn = document.querySelector('.copy-summary-btn');
if (btn) {
const original = btn.textContent;
btn.textContent = 'Copied!';
setTimeout(() => btn.textContent = original, 1500);
}
});
}
/**
* Toggle lock state of a slot
*/
function toggleSlotLock(slotName) {
const slotElement = document.querySelector(`[data-slot="${slotName}"]`);
const lockBtn = slotElement.querySelector('.lock-btn');
if (lockedSlots.has(slotName)) {
// Unlocking - remove from map and clear visual
unlockSlot(slotName);
} else {
// Locking - check if slot is populated
const isPopulated = slotElement.classList.contains('populated');
if (isPopulated && selectedSuit && selectedSuit.items[slotName]) {
// Auto-extract set/spells from the populated item
const item = selectedSuit.items[slotName];
const lockInfo = {
set: item.set_name || null,
setId: item.set_id || null,
spells: item.spell_names || item.spells || []
};
lockedSlots.set(slotName, lockInfo);
slotElement.classList.add('locked');
lockBtn.classList.add('locked');
renderLockedSlotSummary(slotName, lockInfo);
} else {
// Empty slot - show lock form for manual entry
showLockSlotForm(slotName);
}
}
}
/**
* Unlock a slot and restore its content
*/
function unlockSlot(slotName) {
const slotElement = document.querySelector(`[data-slot="${slotName}"]`);
const lockBtn = slotElement.querySelector('.lock-btn');
const slotContent = document.getElementById(`slot_${slotName.replace(/ /g, '_')}`);
lockedSlots.delete(slotName);
slotElement.classList.remove('locked');
lockBtn.classList.remove('locked');
// Restore slot content (either from selected suit or empty)
if (selectedSuit && selectedSuit.items[slotName]) {
const item = selectedSuit.items[slotName];
const needsReducing = isMultiSlotItem(item) ? '<span class="need-reducing">Need Reducing</span>' : '';
slotContent.innerHTML = `
<div class="slot-item-name">${item.name}</div>
<div class="slot-item-character">${item.source_character || item.character_name || 'Unknown'}</div>
<div class="slot-item-properties">${formatItemProperties(item)}</div>
${needsReducing}
`;
} else {
slotContent.innerHTML = '<span class="empty-slot">Empty</span>';
slotElement.classList.remove('populated');
}
}
/**
* Show lock form for manual slot configuration
*/
function showLockSlotForm(slotName) {
const slotElement = document.querySelector(`[data-slot="${slotName}"]`);
const slotContent = document.getElementById(`slot_${slotName.replace(/ /g, '_')}`);
const isArmorSlot = ARMOR_SLOTS.includes(slotName);
// Build spell checkboxes
const spellCheckboxes = [...COMMON_CANTRIPS, ...COMMON_WARDS].map(spell => `
<label class="lock-spell-checkbox">
<input type="checkbox" value="${spell}">
<span>${spell.replace('Legendary ', 'L. ')}</span>
</label>
`).join('');
// Build set dropdown (armor only)
const setDropdown = isArmorSlot ? `
<div class="lock-form-set">
<label>Equipment Set:</label>
<select class="lock-set-select" id="lockSetSelect_${slotName.replace(/ /g, '_')}">
<option value="">None</option>
${getEquipmentSetOptions()}
</select>
</div>
` : '';
slotContent.innerHTML = `
<div class="lock-form">
<div class="lock-form-header">Configure Locked Slot</div>
${setDropdown}
<div class="lock-form-spells">
<label>Spells this item has:</label>
<div class="lock-spell-checkboxes">
${spellCheckboxes}
</div>
</div>
<div class="lock-form-actions">
<button class="lock-save-btn" onclick="saveLockSlotForm('${slotName}')">Lock</button>
<button class="lock-cancel-btn" onclick="cancelLockSlotForm('${slotName}')">Cancel</button>
</div>
</div>
`;
slotElement.classList.add('configuring');
}
/**
* Get equipment set options for dropdown
*/
function getEquipmentSetOptions() {
// Equipment sets - IDs must match getSetNameById() and backend
const commonSets = [
{ id: 14, name: "Adept's" },
{ id: 13, name: "Soldier's" },
{ id: 15, name: "Archer's" },
{ id: 16, name: "Defender's" },
{ id: 19, name: 'Hearty' },
{ id: 20, name: 'Dexterous' },
{ id: 21, name: 'Wise' },
{ id: 22, name: 'Swift' },
{ id: 24, name: 'Reinforced' },
{ id: 26, name: 'Flame Proof' },
{ id: 29, name: 'Lightning Proof' },
{ id: 40, name: 'Heroic Protector' },
{ id: 41, name: 'Heroic Destroyer' },
{ id: 46, name: 'Relic Alduressa' },
{ id: 47, name: 'Ancient Relic' },
{ id: 48, name: 'Noble Relic' }
];
return commonSets.map(set =>
`<option value="${set.id}">${set.name}</option>`
).join('');
}
/**
* Save lock slot form and apply lock
*/
function saveLockSlotForm(slotName) {
const slotElement = document.querySelector(`[data-slot="${slotName}"]`);
const lockBtn = slotElement.querySelector('.lock-btn');
const slotContent = document.getElementById(`slot_${slotName.replace(/ /g, '_')}`);
const isArmorSlot = ARMOR_SLOTS.includes(slotName);
// Get selected set (armor only)
let setId = null;
let setName = null;
if (isArmorSlot) {
const setSelect = document.getElementById(`lockSetSelect_${slotName.replace(/ /g, '_')}`);
if (setSelect && setSelect.value) {
setId = parseInt(setSelect.value);
setName = setSelect.options[setSelect.selectedIndex].text;
}
}
// Get selected spells
const selectedSpells = [];
slotContent.querySelectorAll('.lock-spell-checkbox input:checked').forEach(cb => {
selectedSpells.push(cb.value);
});
// Create lock info
const lockInfo = {
set: setName,
setId: setId,
spells: selectedSpells
};
// Store and render
lockedSlots.set(slotName, lockInfo);
slotElement.classList.remove('configuring');
slotElement.classList.add('locked');
lockBtn.classList.add('locked');
renderLockedSlotSummary(slotName, lockInfo);
}
/**
* Cancel lock slot form
*/
function cancelLockSlotForm(slotName) {
const slotElement = document.querySelector(`[data-slot="${slotName}"]`);
const slotContent = document.getElementById(`slot_${slotName.replace(/ /g, '_')}`);
slotElement.classList.remove('configuring');
// Restore original content
if (selectedSuit && selectedSuit.items[slotName]) {
const item = selectedSuit.items[slotName];
const needsReducing = isMultiSlotItem(item) ? '<span class="need-reducing">Need Reducing</span>' : '';
slotContent.innerHTML = `
<div class="slot-item-name">${item.name}</div>
<div class="slot-item-character">${item.source_character || item.character_name || 'Unknown'}</div>
<div class="slot-item-properties">${formatItemProperties(item)}</div>
${needsReducing}
`;
} else {
slotContent.innerHTML = '<span class="empty-slot">Empty</span>';
}
}
/**
* Render locked slot summary display
*/
function renderLockedSlotSummary(slotName, lockInfo) {
const slotContent = document.getElementById(`slot_${slotName.replace(/ /g, '_')}`);
const setBadge = lockInfo.set ?
`<div class="locked-set-badge">${lockInfo.set}</div>` : '';
const spellPills = lockInfo.spells.length > 0 ?
`<div class="locked-spells">
${lockInfo.spells.map(s => `<span class="locked-spell">${s.replace('Legendary ', 'L. ')}</span>`).join('')}
</div>` : '<div class="locked-no-spells">No spells specified</div>';
slotContent.innerHTML = `
<div class="locked-slot-info">
<div class="locked-header">🔒 Locked</div>
${setBadge}
${spellPills}
<button class="unlock-btn" onclick="unlockSlot('${slotName}')">Unlock</button>
</div>
`;
}
/**
* Handle slot click events
*/
function handleSlotClick(slotName) {
// Could open item selection dialog in the future
console.log(`Clicked slot: ${slotName}`);
}
/**
* Lock currently selected/populated slots (auto-extract from items)
*/
function lockSelectedSlots() {
document.querySelectorAll('.slot-item.populated').forEach(slot => {
const slotName = slot.dataset.slot;
if (!lockedSlots.has(slotName)) {
toggleSlotLock(slotName);
}
});
}
/**
* Clear all slot locks
*/
function clearAllLocks() {
// Get all locked slot names before clearing
const lockedSlotNames = Array.from(lockedSlots.keys());
lockedSlots.clear();
// Restore each slot
lockedSlotNames.forEach(slotName => {
unlockSlot(slotName);
});
// Also clear any remaining visual lock states
document.querySelectorAll('.slot-item').forEach(slot => {
slot.classList.remove('locked');
slot.classList.remove('configuring');
const lockBtn = slot.querySelector('.lock-btn');
if (lockBtn) lockBtn.classList.remove('locked');
});
}
/**
* Reset the slot view
*/
function resetSlotView() {
clearAllLocks();
document.querySelectorAll('.slot-content').forEach(slot => {
const slotName = slot.id.replace('slot_', '').replace('_', ' ');
slot.innerHTML = '<span class="empty-slot">Empty</span>';
slot.parentElement.classList.remove('populated');
});
selectedSuit = null;
// Clear suit selection
document.querySelectorAll('.suit-item').forEach(item => {
item.classList.remove('selected');
});
}
/**
* Clear all constraints and reset form
*/
function clearAllConstraints() {
// Clear all input fields
document.querySelectorAll('input[type="number"]').forEach(input => {
input.value = '';
});
// Reset checkboxes
document.querySelectorAll('input[type="checkbox"]').forEach(cb => {
if (cb.id === 'char_all' || cb.id === 'includeEquipped' || cb.id === 'includeInventory') {
cb.checked = true;
} else {
cb.checked = false;
}
});
// Reset dropdowns
document.querySelectorAll('select').forEach(select => {
select.selectedIndex = 0;
});
// Reset character selection
document.querySelectorAll('.character-checkbox:not([value="all"])').forEach(cb => {
cb.checked = true;
});
// Clear results
document.getElementById('suitResults').innerHTML =
'<div class="no-results">Configure constraints above and click "Search Suits" to find optimal loadouts.</div>';
document.getElementById('resultsCount').textContent = '';
// Reset slots
resetSlotView();
}