eslint cleanup

This commit is contained in:
Djeeberjr 2021-11-15 23:31:09 +01:00
parent 35475e36db
commit b0b6e7084e
15 changed files with 333 additions and 331 deletions

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@ -6,63 +6,63 @@ import Side from "./types/Side"
* @param item what item
* @param side CT or T
*/
function ItemToDisplay(item:Item, side: Side ):string {
switch (item) {
case Item.DEFAULT_PISTOL:
return side === Side.CT ? "USP-S / P2000":"Glock-18"
case Item.DUAL_BERETTAS:
return "Dual Berettas"
case Item.P250:
return "P250"
case Item.TEC_9_FIVE_SEVEN:
return side === Side.CT ? "Five-Seven / CZ75-Auto":"Tec-9 / CZ75-Auto"
case Item.DESERT_EAGLE:
return "Desert Eagle / R8 Revolver"
case Item.NOVA:
return "Nova"
case Item.XM1014:
return "XM1014"
case Item.MAG_7:
return side === Side.CT ? "MAG-7":"Sawed-Off"
case Item.M249:
return "M249"
case Item.NEGEV:
return "Negev"
case Item.MAC_10_MP9:
return side === Side.CT ? "MP9":"MAC-10"
case Item.MP7:
return "MP7 / MP5-SD"
case Item.UMP_45:
return "UMP-45"
case Item.P90:
return "P90"
case Item.PP_BIZON:
return "PP-Bizon"
case Item.FAMAS_GALIL:
return side === Side.CT ? "FAMAS":"Galil AR"
case Item.AK_47_M4:
return side === Side.CT ? "M4A4 / M4A1-S":"AK-47"
case Item.SSG_08:
return "SSG 08"
case Item.SG_554_AUG:
return side === Side.CT ? "AUG":"SG 553"
case Item.AWP:
return "AWP"
case Item.G3_SCAR:
return side === Side.CT ? "SCAR-20":"G3SG1"
case Item.MOLOTOV:
return side === Side.CT ? "Incendiary Grenade":"Molotov"
case Item.DECOY:
return "Decoy"
case Item.FLASHBANG:
return "Flashbang"
case Item.HE:
return "HE Grenade"
case Item.SMOKE:
return "Smoke"
default:
throw new Error("Item not translatable")
}
function ItemToDisplay(item:Item, side: Side ):string {
switch (item) {
case Item.DEFAULT_PISTOL:
return side === Side.CT ? "USP-S / P2000":"Glock-18"
case Item.DUAL_BERETTAS:
return "Dual Berettas"
case Item.P250:
return "P250"
case Item.TEC_9_FIVE_SEVEN:
return side === Side.CT ? "Five-Seven / CZ75-Auto":"Tec-9 / CZ75-Auto"
case Item.DESERT_EAGLE:
return "Desert Eagle / R8 Revolver"
case Item.NOVA:
return "Nova"
case Item.XM1014:
return "XM1014"
case Item.MAG_7:
return side === Side.CT ? "MAG-7":"Sawed-Off"
case Item.M249:
return "M249"
case Item.NEGEV:
return "Negev"
case Item.MAC_10_MP9:
return side === Side.CT ? "MP9":"MAC-10"
case Item.MP7:
return "MP7 / MP5-SD"
case Item.UMP_45:
return "UMP-45"
case Item.P90:
return "P90"
case Item.PP_BIZON:
return "PP-Bizon"
case Item.FAMAS_GALIL:
return side === Side.CT ? "FAMAS":"Galil AR"
case Item.AK_47_M4:
return side === Side.CT ? "M4A4 / M4A1-S":"AK-47"
case Item.SSG_08:
return "SSG 08"
case Item.SG_554_AUG:
return side === Side.CT ? "AUG":"SG 553"
case Item.AWP:
return "AWP"
case Item.G3_SCAR:
return side === Side.CT ? "SCAR-20":"G3SG1"
case Item.MOLOTOV:
return side === Side.CT ? "Incendiary Grenade":"Molotov"
case Item.DECOY:
return "Decoy"
case Item.FLASHBANG:
return "Flashbang"
case Item.HE:
return "HE Grenade"
case Item.SMOKE:
return "Smoke"
default:
throw new Error("Item not translatable")
}
}
export default ItemToDisplay

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@ -9,26 +9,26 @@ interface Props {
}
const AddItem: React.FC<Props> = ({side,onChange}) => {
const [selected,setSelected] = useState<Item>(Item.DEFAULT_PISTOL)
const [selected,setSelected] = useState<Item>(Item.DEFAULT_PISTOL)
return (
<div>
<select
className="bg-gray-600 border-2 border-gray-700"
onChange={(e)=>setSelected(Item[e.target.value as keyof typeof Item])}
>
{
Object.keys(Item).map(e=><option key={e} value={e}>{ItemToDisplay(Item[e as keyof typeof Item],side)}</option>)
}
</select>
<span
onClick={()=>onChange?.(selected)}
className="cursor-pointer float-right"
>
return (
<div>
<select
className="bg-gray-600 border-2 border-gray-700"
onChange={(e)=>setSelected(Item[e.target.value as keyof typeof Item])}
>
{
Object.keys(Item).map(e=><option key={e} value={e}>{ItemToDisplay(Item[e as keyof typeof Item],side)}</option>)
}
</select>
<span
onClick={()=>onChange?.(selected)}
className="cursor-pointer float-right"
>
Add
</span>
</div>
)
</span>
</div>
)
}
export default AddItem

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@ -10,43 +10,43 @@ interface Props {
}
const AllDecks: React.FC<Props> = ({retakesConfig,onChange}) => {
return (
<div>
<DeckComp title="CT Pistol" side={Side.CT} deck={retakesConfig.ctPistol}
onChange={(newDeck)=> onChange?.(new RetakesConfig({...retakesConfig,...{ctPistol:newDeck}}))} />
<DeckComp title="T Pistol" side={Side.T} deck={retakesConfig.tPistol}
onChange={(newDeck)=> onChange?.(new RetakesConfig({...retakesConfig,...{tPistol:newDeck}}))} />
return (
<div>
<DeckComp title="CT Pistol" side={Side.CT} deck={retakesConfig.ctPistol}
onChange={(newDeck)=> onChange?.(new RetakesConfig({...retakesConfig,...{ctPistol:newDeck}}))} />
<DeckComp title="T Pistol" side={Side.T} deck={retakesConfig.tPistol}
onChange={(newDeck)=> onChange?.(new RetakesConfig({...retakesConfig,...{tPistol:newDeck}}))} />
<DeckComp title="CT Upgraded Pistol" side={Side.CT} deck={retakesConfig.ctUpgradedPistol}
onChange={(newDeck)=> onChange?.(new RetakesConfig({...retakesConfig,...{ctUpgradedPistol:newDeck}}))} />
<DeckComp title="T Upgraded Pistol" side={Side.T} deck={retakesConfig.tUpgradedPistol}
onChange={(newDeck)=> onChange?.(new RetakesConfig({...retakesConfig,...{tUpgradedPistol:newDeck}}))} />
<DeckComp title="CT Upgraded Pistol" side={Side.CT} deck={retakesConfig.ctUpgradedPistol}
onChange={(newDeck)=> onChange?.(new RetakesConfig({...retakesConfig,...{ctUpgradedPistol:newDeck}}))} />
<DeckComp title="T Upgraded Pistol" side={Side.T} deck={retakesConfig.tUpgradedPistol}
onChange={(newDeck)=> onChange?.(new RetakesConfig({...retakesConfig,...{tUpgradedPistol:newDeck}}))} />
<DeckComp title="CT Light" side={Side.CT} deck={retakesConfig.ctLight}
onChange={(newDeck)=> onChange?.(new RetakesConfig({...retakesConfig,...{ctLight:newDeck}}))} />
<DeckComp title="T Light" side={Side.T} deck={retakesConfig.tLight}
onChange={(newDeck)=> onChange?.(new RetakesConfig({...retakesConfig,...{tLight:newDeck}}))} />
<DeckComp title="CT Light" side={Side.CT} deck={retakesConfig.ctLight}
onChange={(newDeck)=> onChange?.(new RetakesConfig({...retakesConfig,...{ctLight:newDeck}}))} />
<DeckComp title="T Light" side={Side.T} deck={retakesConfig.tLight}
onChange={(newDeck)=> onChange?.(new RetakesConfig({...retakesConfig,...{tLight:newDeck}}))} />
<DeckComp title="CT Full" side={Side.CT} deck={retakesConfig.ctFull}
onChange={(newDeck)=> onChange?.(new RetakesConfig({...retakesConfig,...{ctFull:newDeck}}))} />
<DeckComp title="T Full" side={Side.T} deck={retakesConfig.tFull}
onChange={(newDeck)=> onChange?.(new RetakesConfig({...retakesConfig,...{tFull:newDeck}}))} />
<DeckComp title="CT Full" side={Side.CT} deck={retakesConfig.ctFull}
onChange={(newDeck)=> onChange?.(new RetakesConfig({...retakesConfig,...{ctFull:newDeck}}))} />
<DeckComp title="T Full" side={Side.T} deck={retakesConfig.tFull}
onChange={(newDeck)=> onChange?.(new RetakesConfig({...retakesConfig,...{tFull:newDeck}}))} />
<div className="flex">
<CardComp card={retakesConfig.ctEnemy} side={Side.T}
onChange={(newCard)=>onChange?.(new RetakesConfig({...retakesConfig,...{ctEnemy:newCard}}))} />
<CardComp card={retakesConfig.tEnemy} side={Side.CT}
onChange={(newCard)=>onChange?.(new RetakesConfig({...retakesConfig,...{tEnemy:newCard}}))} />
</div>
<div className="flex">
<CardComp card={retakesConfig.ctEnemy} side={Side.T}
onChange={(newCard)=>onChange?.(new RetakesConfig({...retakesConfig,...{ctEnemy:newCard}}))} />
<CardComp card={retakesConfig.tEnemy} side={Side.CT}
onChange={(newCard)=>onChange?.(new RetakesConfig({...retakesConfig,...{tEnemy:newCard}}))} />
</div>
<div className="flex">
<CardComp card={retakesConfig.ctBonus} side={Side.CT}
onChange={(newCard)=>onChange?.(new RetakesConfig({...retakesConfig,...{ctBonus:newCard}}))} />
<CardComp card={retakesConfig.tBonus} side={Side.T}
onChange={(newCard)=>onChange?.(new RetakesConfig({...retakesConfig,...{tBonus:newCard}}))} />
</div>
</div>
)
<div className="flex">
<CardComp card={retakesConfig.ctBonus} side={Side.CT}
onChange={(newCard)=>onChange?.(new RetakesConfig({...retakesConfig,...{ctBonus:newCard}}))} />
<CardComp card={retakesConfig.tBonus} side={Side.T}
onChange={(newCard)=>onChange?.(new RetakesConfig({...retakesConfig,...{tBonus:newCard}}))} />
</div>
</div>
)
}
export default AllDecks

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@ -1,27 +1,27 @@
import React, { useState } from 'react';
import RetakesConfig from '../types/RetakesConfig';
import AllDecks from './AllDecks';
import MenuBar from './MenuBar';
import React, { useState } from "react"
import RetakesConfig from "../types/RetakesConfig"
import AllDecks from "./AllDecks"
import MenuBar from "./MenuBar"
function App() {
const [retakesConfig,setRetakesConfig] = useState(new RetakesConfig())
const [retakesConfig,setRetakesConfig] = useState(new RetakesConfig())
return (
<div className="text-white">
<MenuBar
onExport={()=>{
const exportString = retakesConfig.toCvar()
console.log(exportString)
}}
onExportJson={()=>{
const jsonString = JSON.stringify(retakesConfig)
console.log(jsonString)
}}
/>
<AllDecks retakesConfig={retakesConfig} onChange={(newConfig)=>setRetakesConfig(newConfig)} />
</div>
);
return (
<div className="text-white">
<MenuBar
onExport={()=>{
const exportString = retakesConfig.toCvar()
console.log(exportString)
}}
onExportJson={()=>{
const jsonString = JSON.stringify(retakesConfig)
console.log(jsonString)
}}
/>
<AllDecks retakesConfig={retakesConfig} onChange={(newConfig)=>setRetakesConfig(newConfig)} />
</div>
)
}
export default App;
export default App

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@ -14,35 +14,35 @@ interface Props {
}
const CardComp: React.FC<Props> = ({card,side,onChange,onRemove}) => {
return (
<div className="bg-gray-600 m-1 p-1 w-72 min-h-card">
<span className="float-right cursor-pointer" onClick={()=>{onRemove?.()}}>X</span>
<span className="font-bold"><TextEdit
text={card.title}
onChange={(newTitle)=>onChange?.(new Card(newTitle,card.armor,card.helmet,...card.items))}
/></span>
<div>
<span>
return (
<div className="bg-gray-600 m-1 p-1 w-72 min-h-card">
<span className="float-right cursor-pointer" onClick={()=>{onRemove?.()}}>X</span>
<span className="font-bold"><TextEdit
text={card.title}
onChange={(newTitle)=>onChange?.(new Card(newTitle,card.armor,card.helmet,...card.items))}
/></span>
<div>
<span>
Helmet: <SwitchButton active={card.helmet} onChange={(to)=>onChange?.(new Card(card.title,card.armor,to,...card.items))} />
</span>
<span className="float-right">
</span>
<span className="float-right">
Armor: <SwitchButton active={card.armor} onChange={(to)=>onChange?.(new Card(card.title,to,card.helmet,...card.items))} />
</span>
</div>
<div className="border-2 border-gray-700 p-0.5">
{card.items.map((item,i)=>
<div
key={item + i} // FIXME: this is just a "temporary" solution. Implement propper key
>
{ItemToDisplay(item,side)} <span onClick={()=>{
onChange?.(new Card(card.title,card.armor,card.helmet,...card.items.filter((_,fi)=>i!==fi)))
}} className="float-right cursor-pointer" >X</span>
</div>
)}
<AddItem side={side} onChange={newItem => onChange?.(new Card(card.title,card.armor,card.helmet,...card.items,newItem))} />
</div>
</div>
)
</span>
</div>
<div className="border-2 border-gray-700 p-0.5">
{card.items.map((item,i)=>
<div
key={item + i} // FIXME: this is just a "temporary" solution. Implement propper key
>
{ItemToDisplay(item,side)} <span onClick={()=>{
onChange?.(new Card(card.title,card.armor,card.helmet,...card.items.filter((_,fi)=>i!==fi)))
}} className="float-right cursor-pointer" >X</span>
</div>
)}
<AddItem side={side} onChange={newItem => onChange?.(new Card(card.title,card.armor,card.helmet,...card.items,newItem))} />
</div>
</div>
)
}
export default CardComp

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@ -14,50 +14,50 @@ interface Props {
}
const DeckComp: React.FC<Props> = ({deck,side,title,onChange}) => {
return (
<div className="bg-gray-800 m-1 p-1 overflow-x-scroll">
<span className="font-bold">{title}</span>
{ side === Side.CT && <span className="px-2">
return (
<div className="bg-gray-800 m-1 p-1 overflow-x-scroll">
<span className="font-bold">{title}</span>
{ side === Side.CT && <span className="px-2">
Defuser: <NumEdit
value={deck.numDefusers}
onChange={newNum => onChange?.(new Deck(Math.max(newNum,0),...deck.cardGroups))}
/> </span> }
<div className="flex">
{deck.cardGroups.map((group,index) =>
<CardGroupComp
key={group.toString() + index} // FIXME: this is just a "temporary" solution. Implement propper key
cardGroup={group}
side={side}
onChange={(newGroup)=>{
onChange?.(new Deck(
deck.numDefusers,
...deck.cardGroups.map((e,i)=>i===index?newGroup:e)
))
}}
onRemove={()=>{
onChange?.(new Deck(
deck.numDefusers,
...deck.cardGroups.filter((e,i)=>i!==index)
))
}}
/>
)}
<div className="bg-gray-700 button my-auto"
onClick={()=>onChange?.(
new Deck(
deck.numDefusers,
...deck.cardGroups,
new CardGroup(1,new Card("New card",false,false))
)
)}
>
<div>
value={deck.numDefusers}
onChange={newNum => onChange?.(new Deck(Math.max(newNum,0),...deck.cardGroups))}
/> </span> }
<div className="flex">
{deck.cardGroups.map((group,index) =>
<CardGroupComp
key={group.toString() + index} // FIXME: this is just a "temporary" solution. Implement propper key
cardGroup={group}
side={side}
onChange={(newGroup)=>{
onChange?.(new Deck(
deck.numDefusers,
...deck.cardGroups.map((e,i)=>i===index?newGroup:e)
))
}}
onRemove={()=>{
onChange?.(new Deck(
deck.numDefusers,
...deck.cardGroups.filter((e,i)=>i!==index)
))
}}
/>
)}
<div className="bg-gray-700 button my-auto"
onClick={()=>onChange?.(
new Deck(
deck.numDefusers,
...deck.cardGroups,
new CardGroup(1,new Card("New card",false,false))
)
)}
>
<div>
Add Group
</div>
</div>
</div>
</div>
)
</div>
</div>
</div>
</div>
)
}
export default DeckComp

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@ -6,21 +6,21 @@ interface Props {
}
const MenuBar: React.FC<Props> = ({onExport,onExportJson}) => {
return (
<div className="bg-gray-800 h-10 m-1 p-1 flex">
<div className="bg-gray-700 button" onClick={onExport}>
return (
<div className="bg-gray-800 h-10 m-1 p-1 flex">
<div className="bg-gray-700 button" onClick={onExport}>
Export
</div>
<div className="bg-gray-700 button" onClick={onExportJson}>
</div>
<div className="bg-gray-700 button" onClick={onExportJson}>
Export to JSON
</div>
<a href="https://developer.valvesoftware.com/wiki/CS:GO_Game_Mode_-_Retakes" target="_blank" rel='noreferrer'>
<div className="bg-gray-700 button">
</div>
<a href="https://developer.valvesoftware.com/wiki/CS:GO_Game_Mode_-_Retakes" target="_blank" rel='noreferrer'>
<div className="bg-gray-700 button">
Help
</div>
</a>
</div>
)
</div>
</a>
</div>
)
}
export default MenuBar

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@ -6,19 +6,19 @@ interface Props {
}
const NumEdit: React.FC<Props> = ({value,onChange}) => {
return (
<>
<span
className="cursor-pointer select-none"
onClick={()=>onChange?.(value - 1)}
>-</span>
{value}
<span
className="cursor-pointer select-none"
onClick={()=>onChange?.(value + 1)}
>+</span>
</>
)
return (
<>
<span
className="cursor-pointer select-none"
onClick={()=>onChange?.(value - 1)}
>-</span>
{value}
<span
className="cursor-pointer select-none"
onClick={()=>onChange?.(value + 1)}
>+</span>
</>
)
}
export default NumEdit

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@ -6,9 +6,9 @@ interface Props {
}
const SwitchButton: React.FC<Props> = ({active,onChange}) => {
return (
<button onClick={()=>onChange(!active)} > {active?"YES":"NO"} </button>
)
return (
<button onClick={()=>onChange(!active)} > {active?"YES":"NO"} </button>
)
}
export default SwitchButton

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@ -6,41 +6,43 @@ interface Props {
}
const TextEdit: React.FC<Props> = ({text,onChange}) => {
const [edit,setEdit] = useState<boolean>(false)
const [inputValue,setinputValue] = useState(text)
const inputRef = useRef<HTMLInputElement>(null)
const [edit,setEdit] = useState<boolean>(false)
const [inputValue,setinputValue] = useState(text)
const inputRef = useRef<HTMLInputElement>(null)
useEffect(()=>{
if (edit){
inputRef.current?.select()
}else{
if (text !== inputValue){
onChange?.(inputValue)
}
}
if (text !== inputValue){
onChange?.(inputValue)
}
}
},[edit])
return (
<>
{!edit && <span className="cursor-pointer" onClick={()=>setEdit(true)} >{inputValue}</span>}
{edit &&
<form className="inline" onSubmit={(e)=>{
e.preventDefault()
setEdit(false)
}} >
<input
type="text"
className="bg-transparent outline-none font-bold"
value={inputValue}
onChange={(e)=>setinputValue(e.target.value)}
onBlur={()=>setEdit(false)}
ref={inputRef}
></input>
</form>
}
</>
)
return (
<>
{!edit && <span className="cursor-pointer" onClick={()=>setEdit(true)} >{inputValue}</span>}
{edit &&
<form className="inline"
onSubmit={(e)=>{
e.preventDefault()
setEdit(false)
}}
>
<input
type="text"
className="bg-transparent outline-none font-bold"
value={inputValue}
onChange={(e)=>setinputValue(e.target.value)}
onBlur={()=>setEdit(false)}
ref={inputRef}
></input>
</form>
}
</>
)
}
export default TextEdit

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@ -1,11 +1,11 @@
import React from 'react';
import ReactDOM from 'react-dom';
import App from './components/App';
import './index.css';
import React from "react"
import ReactDOM from "react-dom"
import App from "./components/App"
import "./index.css"
ReactDOM.render(
<React.StrictMode>
<App />
</React.StrictMode>,
document.getElementById('root')
);
<React.StrictMode>
<App />
</React.StrictMode>,
document.getElementById("root")
)

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@ -1,28 +1,28 @@
import Item from "./Item"
class Card {
readonly title: string
readonly armor: boolean
readonly helmet: boolean
readonly items: Item[]
readonly title: string
readonly armor: boolean
readonly helmet: boolean
readonly items: Item[]
constructor(title: string,armor: boolean,helmet: boolean,...items:Item[]){
this.title = title
this.armor = armor
this.helmet = helmet
this.items = items
}
constructor(title: string,armor: boolean,helmet: boolean,...items:Item[]){
this.title = title
this.armor = armor
this.helmet = helmet
this.items = items
}
public toCvar(): string {
return `${this.title},${bToS(this.armor)},${bToS(this.helmet)},${this.items.join(",")}`
}
public toCvar(): string {
return `${this.title},${bToS(this.armor)},${bToS(this.helmet)},${this.items.join(",")}`
}
}
/**
* Converts a boolean to 1 for true and 0 for false
*/
function bToS(bool: boolean): string{
return bool?"1":"0"
function bToS(bool: boolean): string{
return bool?"1":"0"
}
export default Card

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@ -1,17 +1,17 @@
import Card from "./Card"
class CardGroup {
readonly numInDeck: number
readonly cards: Card[]
readonly numInDeck: number
readonly cards: Card[]
constructor(numInDeck: number, ...cards: Card[]) {
this.numInDeck = numInDeck
this.cards = cards
}
constructor(numInDeck: number, ...cards: Card[]) {
this.numInDeck = numInDeck
this.cards = cards
}
public toCvar(): string {
return `${this.numInDeck};${this.cards.map(e => e.toCvar()).join(";")}`
}
public toCvar(): string {
return `${this.numInDeck};${this.cards.map(e => e.toCvar()).join(";")}`
}
}
export default CardGroup

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@ -1,17 +1,17 @@
import CardGroup from "./CardGroup"
class Deck {
readonly numDefusers: number
readonly cardGroups: CardGroup[]
readonly numDefusers: number
readonly cardGroups: CardGroup[]
constructor(numDefusers: number,...cardGroups: CardGroup[]){
this.numDefusers = numDefusers
this.cardGroups = cardGroups
}
constructor(numDefusers: number,...cardGroups: CardGroup[]){
this.numDefusers = numDefusers
this.cardGroups = cardGroups
}
public toCvar(): string {
return `${this.numDefusers}|${this.cardGroups.map(e => e.toCvar()).join("|")}`
}
public toCvar(): string {
return `${this.numDefusers}|${this.cardGroups.map(e => e.toCvar()).join("|")}`
}
}
export default Deck

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@ -2,30 +2,30 @@ import Card from "./Card"
import Deck from "./Deck"
class RetakesConfig {
readonly ctPistol: Deck = new Deck(0)
readonly tPistol: Deck = new Deck(0)
readonly ctPistol: Deck = new Deck(0)
readonly tPistol: Deck = new Deck(0)
readonly ctUpgradedPistol: Deck = new Deck(0)
readonly tUpgradedPistol: Deck = new Deck(0)
readonly ctUpgradedPistol: Deck = new Deck(0)
readonly tUpgradedPistol: Deck = new Deck(0)
readonly ctLight: Deck = new Deck(0)
readonly tLight: Deck = new Deck(0)
readonly ctLight: Deck = new Deck(0)
readonly tLight: Deck = new Deck(0)
readonly ctFull: Deck = new Deck(0)
readonly tFull: Deck = new Deck(0)
readonly ctFull: Deck = new Deck(0)
readonly tFull: Deck = new Deck(0)
readonly ctEnemy: Card = new Card("CT Enemy card",false,false)
readonly tEnemy: Card = new Card("T Enemy card",false,false)
readonly ctEnemy: Card = new Card("CT Enemy card",false,false)
readonly tEnemy: Card = new Card("T Enemy card",false,false)
readonly ctBonus: Card = new Card("CT Bonus card",false,false)
readonly tBonus: Card = new Card("T Bonus card",false,false)
readonly ctBonus: Card = new Card("CT Bonus card",false,false)
readonly tBonus: Card = new Card("T Bonus card",false,false)
// If not set to [1] or a valid value the game will crash
readonly ctBonusAvailability: number[] = [1]
readonly tBonusAvailability: number[] = [1]
// If not set to [1] or a valid value the game will crash
readonly ctBonusAvailability: number[] = [1]
readonly tBonusAvailability: number[] = [1]
// TODO: there must be some smarter way to do this
constructor(args? :{
// TODO: there must be some smarter way to do this
constructor(args? :{
ctPistol?: Deck,
tPistol?: Deck,
ctUpgradedPistol?: Deck,
@ -41,26 +41,26 @@ class RetakesConfig {
ctBonusAvailability?: number[],
tBonusAvailability?: number[],
}){
if (args){
args.ctPistol && (this.ctPistol = args.ctPistol)
args.tPistol && (this.tPistol = args.tPistol)
args.ctUpgradedPistol && (this.ctUpgradedPistol = args.ctUpgradedPistol)
args.tUpgradedPistol && (this.tUpgradedPistol = args.tUpgradedPistol)
args.ctLight && (this.ctLight = args.ctLight)
args.tLight && (this.tLight = args.tLight)
args.ctFull && (this.ctFull = args.ctFull)
args.tFull && (this.tFull = args.tFull)
args.ctEnemy && (this.ctEnemy = args.ctEnemy)
args.tEnemy && (this.tEnemy = args.tEnemy)
args.ctBonus && (this.ctBonus = args.ctBonus)
args.tBonus && (this.tBonus = args.tBonus)
args.ctBonusAvailability && (this.ctBonusAvailability = args.ctBonusAvailability)
args.tBonusAvailability && (this.tBonusAvailability = args.tBonusAvailability)
}
}
if (args){
args.ctPistol && (this.ctPistol = args.ctPistol)
args.tPistol && (this.tPistol = args.tPistol)
args.ctUpgradedPistol && (this.ctUpgradedPistol = args.ctUpgradedPistol)
args.tUpgradedPistol && (this.tUpgradedPistol = args.tUpgradedPistol)
args.ctLight && (this.ctLight = args.ctLight)
args.tLight && (this.tLight = args.tLight)
args.ctFull && (this.ctFull = args.ctFull)
args.tFull && (this.tFull = args.tFull)
args.ctEnemy && (this.ctEnemy = args.ctEnemy)
args.tEnemy && (this.tEnemy = args.tEnemy)
args.ctBonus && (this.ctBonus = args.ctBonus)
args.tBonus && (this.tBonus = args.tBonus)
args.ctBonusAvailability && (this.ctBonusAvailability = args.ctBonusAvailability)
args.tBonusAvailability && (this.tBonusAvailability = args.tBonusAvailability)
}
}
public toCvar(): string{
return `mp_retake_ct_loadout_default_pistol_round "${this.ctPistol.toCvar()}"
public toCvar(): string{
return `mp_retake_ct_loadout_default_pistol_round "${this.ctPistol.toCvar()}"
mp_retake_t_loadout_default_pistol_round "${this.tPistol.toCvar()}"
mp_retake_ct_loadout_upgraded_pistol_round "${this.ctUpgradedPistol.toCvar()}"
mp_retake_t_loadout_upgraded_pistol_round "${this.tUpgradedPistol.toCvar()}"
@ -73,7 +73,7 @@ mp_retake_t_loadout_bonus_card "${this.tBonus.toCvar()}"
mp_retake_ct_loadout_bonus_card_availability "${this.ctBonusAvailability.join(",")}"
mp_retake_t_loadout_bonus_card_availability "${this.tBonusAvailability.join(",")}"
`
}
}
}