Initial initiative design
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module Initiative.Initiative exposing (..)
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{-| # Initiative Tracker
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The Initiative Tracker type glues together the inner workings of each element.
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-}
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import Element exposing (Element)
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import Iddict exposing (Iddict)
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import Initiative.TurnTaker as TurnTaker exposing (TurnTaker)
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import Initiative.Zipper exposing (Zipper)
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import Initiative.Zipper as Zipper
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import Color exposing (Color)
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import Widget.Material.Color
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-- MODEL
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type alias Initiative =
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{ entities : Iddict TurnTaker
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, tracker : Zipper TakerId
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}
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type TakerId = TakerId Int
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-- INIT
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empty : Initiative
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empty =
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singleton TurnTaker.restOfTheWorld
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singleton : TurnTaker -> Initiative
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singleton taker =
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let
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( key, iddict ) =
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Iddict.singleton taker
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in
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{ entities = iddict
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, tracker = Zipper.singleton (TakerId key)
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}
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fromList : List TurnTaker -> Initiative
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fromList takers =
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List.head takers
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|> Maybe.map singleton
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|> Maybe.withDefault empty
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|> List.foldl insert
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|> (|>) (List.tail takers |> Maybe.withDefault [])
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-- UPDATE
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insert : TurnTaker -> Initiative -> Initiative
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insert taker model =
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let
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( key, iddict ) =
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Iddict.insert taker model.entities
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in
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{ entities = iddict
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, tracker = Zipper.insert (TakerId key) model.tracker
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}
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-- VIEW
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toElement :
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{ healthButtonColor : Color
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, onApplyHealth : TakerId -> msg
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, onApplyName : TakerId -> msg
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, onClickRow : TakerId -> msg
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, onHoverRow : TakerId -> msg
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, onHoverOutRow : TakerId -> msg
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, hover : Maybe TakerId
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, hoverColor : Color
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, rowEvenColor : Color
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, rowOddColor : Color
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, rowTurnColor : Color
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}
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-> Initiative
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-> Element msg
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toElement data model =
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model.tracker
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|> Zipper.toList
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|> List.filterMap
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(\(TakerId key) ->
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model.entities
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|> Iddict.get key
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|> Maybe.map (Tuple.pair (TakerId key))
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)
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|> List.indexedMap
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(\i (key, taker) ->
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TurnTaker.toElement
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{ backgroundColor =
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Widget.Material.Color.withShade
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data.hoverColor
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( if data.hover == Just key then
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0.5
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else
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0.0
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)
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( if key == Zipper.current model.tracker then
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data.rowTurnColor
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else if modBy 2 i == 0 then
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data.rowEvenColor
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else
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data.rowOddColor
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)
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, buttonColor = data.healthButtonColor
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, onApplyHealth = data.onApplyHealth key
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, onApplyName = data.onApplyName key
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, onClick = data.onClickRow key
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, onHover = data.onHoverRow key
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, onHoverOut = data.onHoverOutRow key
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}
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taker
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)
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|> Element.column
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[ Element.fill
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-- |> Element.maximum 500
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|> Element.width
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]
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@ -0,0 +1,218 @@
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module Initiative.TurnTaker exposing (..)
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{-| # TurnTaker
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The TurnTaker is anything that has a turn throughout the combat round.
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-}
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import Color exposing (Color)
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import Element exposing (Element)
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import Element.Background
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import Element.Events
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import Html.Events
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import Layout
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-- MODEL
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{-| Ability scores
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-}
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type alias AbilityScores
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= { str : Int, dex : Int, con : Int, int : Int, wis : Int, cha : Int }
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{-| The type of statistics that an NPC, such as a monster, can have.
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-}
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type alias NPCStats =
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{ --abilityScores : AbilityScores
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--, armorClass : Int
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--,
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maxHitPoints : Int
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}
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{-| A TurnTaker is anything that is considered part of the initiative rounds.
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-}
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type alias TurnTaker =
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{ hiddenForPlayers : Bool
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, name : String
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, shape : TurnTakerType
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}
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{-| A TurnTaker is a line in the initiative tracker. Traditionally, it is an
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adventurer or an NPC that takes a turn, but it can also be external events that
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take place once every turn, such as lair events or a general "rest of the world"
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turn event.
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The TurnTakerType is the type that disambiguates which type of TurnTaker it is.
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-}
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type TurnTakerType
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= Player
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{ hitPoints : Int
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, stats : PlayerStats
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}
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| NPC
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{ hitPoints : Int
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, stats : NPCStats
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}
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| Event
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| RestOfTheWorld
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{-| The type of statistics that a player character has.
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-}
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type alias PlayerStats =
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{ npcStats : NPCStats
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}
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-- INIT
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restOfTheWorld : TurnTaker
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restOfTheWorld =
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{ hiddenForPlayers = False
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, name = "Rest of the world"
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, shape = RestOfTheWorld
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}
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newEvent : { name : String, hiddenForPlayers : Bool } -> TurnTaker
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newEvent data =
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{ hiddenForPlayers = data.hiddenForPlayers
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, name = data.name
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, shape = Event
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}
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newMonster : { name : String, hiddenForPlayers : Bool, stats : NPCStats } -> TurnTaker
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newMonster { name, hiddenForPlayers, stats } =
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{ hiddenForPlayers = hiddenForPlayers
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, name = name
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, shape = NPC { hitPoints = stats.maxHitPoints, stats = stats }
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}
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newPlayer : { name : String, stats : PlayerStats } -> TurnTaker
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newPlayer { name, stats } =
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{ hiddenForPlayers = False
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, name = name
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, shape = Player { hitPoints = stats.npcStats.maxHitPoints, stats = stats }
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}
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-- UPDATE
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type Msg
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= Damage Int
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| SetName String
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dealDamage : Int -> TurnTaker -> TurnTaker
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dealDamage dmg taker =
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{ taker
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| shape =
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case taker.shape of
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Player data ->
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Player
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{ data
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| hitPoints =
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data.hitPoints - dmg
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|> Basics.max 0
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|> Basics.min data.stats.npcStats.maxHitPoints
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}
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NPC data ->
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NPC
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{ data
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| hitPoints =
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data.hitPoints - dmg
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|> Basics.max 0
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|> Basics.min data.stats.maxHitPoints
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}
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Event ->
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taker.shape
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RestOfTheWorld ->
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taker.shape
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}
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update : Msg -> TurnTaker -> TurnTaker
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update msg model =
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case msg of
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Damage dmg ->
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dealDamage dmg model
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SetName name ->
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{ model | name = name }
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-- VIEW
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toElement :
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{ backgroundColor : Color
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, buttonColor : Color
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, onApplyHealth : msg
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, onApplyName : msg
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, onClick : msg
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, onHover : msg
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, onHoverOut : msg
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}
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-> TurnTaker
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-> Element msg
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toElement data taker =
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Element.row
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[ data.backgroundColor
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|> Color.toRgba
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|> Element.fromRgb
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|> Element.Background.color
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, Element.padding 5
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, Element.spacing 5
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, Element.width Element.fill
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, data.onClick
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|> Element.Events.onClick
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, data.onHover
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|> Html.Events.onMouseEnter
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|> Element.htmlAttribute
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, data.onHover
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|> Html.Events.onMouseOver
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|> Element.htmlAttribute
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, data.onHoverOut
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|> Html.Events.onMouseLeave
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|> Element.htmlAttribute
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]
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[ String.fromInt 20
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|> Element.text
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|> Element.el
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[ Element.centerX
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, Element.centerY
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, Element.width <| Element.px 20
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]
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, taker.name
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|> Element.text
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|> Element.el
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[ Element.Events.onClick data.onApplyName
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, Element.width Element.fill
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]
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, ( case hitPoints taker of
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Just { current, limit } ->
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Layout.textButton
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{ color = data.buttonColor
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, icon = always Element.none
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, onPress = Just data.onApplyHealth
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, text =
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String.join " "
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[ String.fromInt current
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, "/"
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, String.fromInt limit
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]
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}
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Nothing ->
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Element.none
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)
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|> Element.el [ Element.width <| Element.px 80 ]
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]
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hitPoints : TurnTaker -> Maybe { current : Int, limit : Int }
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hitPoints taker =
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case taker.shape of
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Player data ->
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Just { current = data.hitPoints, limit = data.stats.npcStats.maxHitPoints }
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NPC data ->
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Just { current = data.hitPoints, limit = data.stats.maxHitPoints }
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Event ->
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Nothing
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RestOfTheWorld ->
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Nothing
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@ -0,0 +1,77 @@
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module Initiative.Zipper exposing (..)
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{-| # Zipper
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The Zipper is a data type that acts like a list, but it guarantees that it
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always has at least one item selected and available in the list.
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-}
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import Queue exposing (Queue)
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-- MODEL
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type alias Zipper a =
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{ before : Queue a
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, current : a
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, after : Queue a
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}
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-- INIT
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singleton : a -> Zipper a
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singleton item =
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{ before = Queue.empty
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, current = item
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, after = Queue.empty
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}
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fromList : a -> List a -> Zipper a
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fromList head tail =
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{ before = Queue.empty
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, current = head
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, after = Queue.fromListFIFO tail
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}
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-- UPDATE
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{-| Move to the next item. O(1) operation. The zipper loops around to the
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beginning if necessary.
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-}
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forward : Zipper a -> Zipper a
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forward zipper =
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case Queue.head zipper.after of
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Just nextItem ->
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{ before = Queue.enqueue zipper.current zipper.before
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, current = nextItem
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, after = Queue.dequeue zipper.after
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}
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Nothing ->
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case Queue.head zipper.before of
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Just nextItem ->
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{ before = Queue.empty
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, current = nextItem
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, after = Queue.dequeue zipper.before
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}
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Nothing ->
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zipper
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{-| Add new items at the end of the zipper.
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-}
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insert : a -> Zipper a -> Zipper a
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insert item zipper =
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{ zipper | after = Queue.enqueue item zipper.after }
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-- VIEW
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current : Zipper a -> a
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current = .current
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size : Zipper a -> Int
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size zipper = Queue.length zipper.before + 1 + Queue.length zipper.after
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toList : Zipper a -> List a
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toList zipper =
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Queue.toListFIFO zipper.after
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|> List.append [ zipper.current ]
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|> List.append (Queue.toListFIFO zipper.before)
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@ -0,0 +1,107 @@
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module Main exposing (main)
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{-| # Main website
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-}
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import Browser
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import Element
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import Layout
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import Theme
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import Initiative.Initiative as Initiative
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import Initiative.TurnTaker as TurnTaker
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import Widget.Material.Color
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main : Program () Model Msg
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main =
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Browser.document
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{ init = init
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, view = view
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, update = update
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, subscriptions = subscriptions
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}
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-- MODEL
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type alias Model =
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{ hover : Maybe Initiative.TakerId }
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type Msg
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= Hover Initiative.TakerId Bool
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| Pass
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init : () -> ( Model, Cmd Msg )
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init () =
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( { hover = Nothing }, Cmd.none )
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-- UPDATE
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update : Msg -> Model -> ( Model, Cmd Msg )
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update msg model =
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case msg of
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Hover tid True ->
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( { model | hover = Just tid }, Cmd.none )
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Hover tid False ->
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if model.hover == Just tid then
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( { model | hover = Nothing }, Cmd.none )
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else
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( model, Cmd.none )
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Pass ->
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( model, Cmd.none )
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-- SUBSCRIPTIONS
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subscriptions : Model -> Sub Msg
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subscriptions _ =
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Sub.none
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-- VIEW
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theme : Theme.Flavor
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theme = Theme.Latte
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view : Model -> Browser.Document Msg
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view model =
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{ title = "D&D Initiative Tracker"
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, body =
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[ TurnTaker.newPlayer
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{ name = "Alkbaard"
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, stats =
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{ npcStats = { maxHitPoints = 50 }
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}
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}
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, TurnTaker.newMonster
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{ name = "Ancient Red Dragon"
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, hiddenForPlayers = True
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, stats = { maxHitPoints = 200 }
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}
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, TurnTaker.newMonster
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{ name = "Green Dragon Wyrmling"
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, hiddenForPlayers = False
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, stats = { maxHitPoints = 75 }
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}
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, TurnTaker.newEvent
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{ name = "Lair actions"
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, hiddenForPlayers = True
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}
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]
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|> Initiative.fromList
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|> Initiative.toElement
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{ healthButtonColor = Theme.text theme
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, onApplyHealth = always Pass
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, onApplyName = always Pass
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, onClickRow = always Pass
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, onHoverRow = (\tid -> Hover tid True)
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, onHoverOutRow = (\tid -> Hover tid False)
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, hover = model.hover
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, hoverColor = Theme.crust theme
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, rowEvenColor = Theme.mantle theme
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, rowOddColor =
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Widget.Material.Color.withShade
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(Theme.crust theme) 0.5 (Theme.mantle theme)
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, rowTurnColor = Theme.flamingo theme
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}
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|> Element.el [ Element.centerX ]
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|> Element.layout [ Theme.background Theme.base theme ]
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|> List.singleton
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}
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