var React = require('react');
var _ = require('lodash');
var cx = require('classnames');
var Store = require('naturalcrit/combat.store.js');
var MonsterCard = require('./monsterCard/monsterCard.jsx');
var attrMod = function(attr){
return Math.floor(attr/2) - 5;
}
var Encounter = React.createClass({
mixins : [Store.mixin()],
getInitialState: function() {
return {
enemies: this.createEnemies(this.props)
};
},
onStoreChange : function(){
var players = Store.getplayersText();
},
getDefaultProps: function() {
return {
name : '',
desc : '',
reward : '',
enemies : [],
players : '',
unique : {},
monsterManual : {}
};
},
componentWillReceiveProps: function(nextProps) {
this.setState({
enemies : this.createEnemies(nextProps)
})
},
createEnemies : function(props){
var self = this;
return _.indexBy(_.map(props.enemies, function(type, index){
return self.createEnemy(props, type, index)
}), 'id')
},
createEnemy : function(props, type, index){
var stats = props.unique[type] || props.monsterManual[type];
if(!stats) return;
return _.extend({
id : type + index,
name : type,
currentHP : stats.hp,
initiative : _.random(1,20) + attrMod(stats.attr.dex)
}, stats);
},
updateHP : function(enemyId, newHP){
this.state.enemies[enemyId].currentHP = newHP;
this.setState({
enemies : this.state.enemies
});
},
removeEnemy : function(enemyId){
delete this.state.enemies[enemyId];
this.setState({
enemies : this.state.enemies
});
},
getPlayerObjects : function(){
return _.reduce(this.props.players.split('\n'), function(r, line){
var parts = line.split(' ');
if(parts.length != 2) return r;
r.push({
name : parts[0],
initiative : parts[1] * 1,
isPC : true
})
return r;
},[])
},
renderEnemies : function(){
var self = this;
var sortedEnemies = _.sortBy(_.union(_.values(this.state.enemies), this.getPlayerObjects()), function(e){
if(e && e.initiative) return -e.initiative;
return 0;
});
return _.map(sortedEnemies, function(enemy){
if(enemy.isPC){
return
{this.props.desc}
{reward}