Fixed Faction population

This commit is contained in:
2026-01-25 18:11:59 -05:00
parent 8779ad3d3b
commit 1f0b974f6c
6 changed files with 102 additions and 58 deletions

View File

@@ -146,9 +146,10 @@ async function loadMembers(kind) {
domElement: null
};
map.set(m.id, newMember);
// create card but DO NOT automatically append here;
// placement will be handled by loadAssignmentsFromServer()
createMemberCard(newMember, kind);
// create card and append to main list if not in a group
const card = createMemberCard(newMember, kind);
// Don't append yet - let applyAssignmentsToDOM handle placement
// This ensures members end up in the right place (main list or group)
}
}
@@ -228,16 +229,20 @@ function ensureMainListContains(member, kind) {
const container = kind === "friendly" ? friendlyContainer : enemyContainer;
const parent = member.domElement?.parentElement;
console.log(`>>> ensureMainListContains for ${member.id}, has parent: ${!!parent}, domElement exists: ${!!member.domElement}`);
// Detect group zone: ids like "group-1-friendly" or "group-2-enemy"
const isInGroupZone = parent && typeof parent.id === "string" && /^group-\d+-/.test(parent.id);
// If member has no parent yet, or is in a group zone, ensure it ends up in the main list
if (!parent || isInGroupZone) {
console.log(`>>> Member ${member.id} needs placement (no parent or in group zone)`);
// If it's already in the right container, nothing to do
if (member.domElement && member.domElement.parentElement !== container) {
// remove from previous parent (if any) and append to main list
const prev = member.domElement.parentElement;
if (prev) prev.removeChild(member.domElement);
console.log(`>>> Appending member ${member.id} to main ${kind} container`);
container.appendChild(member.domElement);
}
}
@@ -245,6 +250,7 @@ function ensureMainListContains(member, kind) {
function applyAssignmentsToDOM(assignments) {
console.log(">>> applyAssignmentsToDOM called with assignments:", assignments);
if (!assignments) return;
// First, move all assigned members into their group zones
@@ -428,28 +434,46 @@ function setupDropZones() {
// Populate & Status functions
// ---------------------------
async function populateFriendly() {
console.log(">>> populateFriendly called");
const id = toInt(document.getElementById("friendly-id").value);
console.log(">>> Friendly faction ID:", id);
if (!id) return alert("Enter Friendly Faction ID");
// Clear existing friendly members before populating new faction
console.log(">>> Clearing existing friendly members");
friendlyMembers.forEach(m => {
if (m.domElement?.parentElement) {
m.domElement.parentElement.removeChild(m.domElement);
}
});
friendlyMembers.clear();
try {
console.log(">>> Sending populate request to /api/populate_friendly");
const res = await fetch("/api/populate_friendly", {
method: "POST",
headers: { "Content-Type": "application/json" },
body: JSON.stringify({ faction_id: id, interval: 0 })
});
console.log(">>> Response status:", res.status);
const data = await res.json();
console.log(">>> Response data:", data);
// Update in-memory map & DOM
if (data.members) {
console.log(`>>> Processing ${data.members.length} friendly members`);
for (const m of data.members) {
console.log(`>>> Processing member ${m.id}: ${m.name}`);
let existing = friendlyMembers.get(m.id);
if (existing) {
console.log(`>>> Updating existing member ${m.id}`);
existing.name = m.name;
existing.level = m.level;
existing.estimate = m.estimate;
existing.status = m.status || "Unknown";
updateMemberCard(existing);
} else {
console.log(`>>> Creating new member ${m.id}`);
const newMember = {
id: m.id,
name: m.name,
@@ -460,9 +484,13 @@ async function populateFriendly() {
};
friendlyMembers.set(m.id, newMember);
const card = createMemberCard(newMember, "friendly");
console.log(`>>> Appending card for ${m.name} to container`);
friendlyContainer.appendChild(card);
}
}
console.log(`>>> Friendly members count in map: ${friendlyMembers.size}`);
} else {
console.log(">>> No members in response!");
}
// Refresh assignments & status UI
@@ -474,27 +502,45 @@ async function populateFriendly() {
}
async function populateEnemy() {
console.log(">>> populateEnemy called");
const id = toInt(document.getElementById("enemy-id").value);
console.log(">>> Enemy faction ID:", id);
if (!id) return alert("Enter Enemy Faction ID");
// Clear existing enemy members before populating new faction
console.log(">>> Clearing existing enemy members");
enemyMembers.forEach(m => {
if (m.domElement?.parentElement) {
m.domElement.parentElement.removeChild(m.domElement);
}
});
enemyMembers.clear();
try {
console.log(">>> Sending populate request to /api/populate_enemy");
const res = await fetch("/api/populate_enemy", {
method: "POST",
headers: { "Content-Type": "application/json" },
body: JSON.stringify({ faction_id: id, interval: 0 })
});
console.log(">>> Response status:", res.status);
const data = await res.json();
console.log(">>> Response data:", data);
if (data.members) {
console.log(`>>> Processing ${data.members.length} enemy members`);
for (const m of data.members) {
console.log(`>>> Processing member ${m.id}: ${m.name}`);
let existing = enemyMembers.get(m.id);
if (existing) {
console.log(`>>> Updating existing member ${m.id}`);
existing.name = m.name;
existing.level = m.level;
existing.estimate = m.estimate;
existing.status = m.status || "Unknown";
updateMemberCard(existing);
} else {
console.log(`>>> Creating new member ${m.id}`);
const newMember = {
id: m.id,
name: m.name,
@@ -505,9 +551,13 @@ async function populateEnemy() {
};
enemyMembers.set(m.id, newMember);
const card = createMemberCard(newMember, "enemy");
console.log(`>>> Appending card for ${m.name} to container`);
enemyContainer.appendChild(card);
}
}
console.log(`>>> Enemy members count in map: ${enemyMembers.size}`);
} else {
console.log(">>> No members in response!");
}
// Refresh assignments & status UI
@@ -602,32 +652,33 @@ async function resetGroups() {
// Wire up buttons & init
// ---------------------------
function wireUp() {
document.getElementById("friendly-populate-btn").addEventListener("click", populateFriendly);
document.getElementById("enemy-populate-btn").addEventListener("click", populateEnemy);
console.log(">>> wireUp called");
const friendlyBtn = document.getElementById("friendly-populate-btn");
const enemyBtn = document.getElementById("enemy-populate-btn");
console.log(">>> Friendly populate button:", friendlyBtn);
console.log(">>> Enemy populate button:", enemyBtn);
if (friendlyBtn) friendlyBtn.addEventListener("click", populateFriendly);
if (enemyBtn) enemyBtn.addEventListener("click", populateEnemy);
document.getElementById("friendly-status-btn").addEventListener("click", toggleFriendlyStatus);
document.getElementById("enemy-status-btn").addEventListener("click", toggleEnemyStatus);
const resetBtn = document.getElementById("reset-groups-btn");
if (resetBtn) resetBtn.addEventListener("click", resetGroups);
setupDropZones();
console.log(">>> wireUp completed");
}
// ---------------------------
// Initial load
// ---------------------------
document.addEventListener("DOMContentLoaded", async () => {
console.log(">>> DOMContentLoaded fired");
wireUp();
// load members first
await loadMembers("friendly");
await loadMembers("enemy");
// DON'T load members on initial page load - wait for user to click Populate
// This prevents showing stale data from server STATE
// load assignments and apply them
await pollAssignments();
// Start polling for assignments (but there won't be any until members are populated)
startAssignmentsPolling();
// kick off status polling for initial UI (but status loops are triggered by Start Refresh buttons)
// immediate status pull so cards show current status
await refreshStatus("friendly");
await refreshStatus("enemy");
});