Fixed Faction population
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47
main.py
47
main.py
@@ -86,15 +86,16 @@ async def sync_state_from_file(path: Path, kind: str):
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@app.post("/api/populate_friendly")
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async def api_populate_friendly(data: FactionRequest):
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await populate_friendly(data.faction_id)
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# sync STATE from file
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await sync_state_from_file(Path("data/friendly_members.json"), "friendly")
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return {"status": "friendly populated", "id": data.faction_id}
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# Return members list for frontend (already in STATE from populate_friendly)
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members = [m.model_dump() for m in STATE.friendly.values()]
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return {"status": "friendly populated", "id": data.faction_id, "members": members}
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@app.post("/api/populate_enemy")
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async def api_populate_enemy(data: FactionRequest):
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await populate_enemy(data.faction_id)
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await sync_state_from_file(Path("data/enemy_memberes.json"), "enemy")
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return {"status": "enemy populated", "id": data.faction_id}
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# Return members list for frontend (already in STATE from populate_enemy)
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members = [m.model_dump() for m in STATE.enemy.values()]
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return {"status": "enemy populated", "id": data.faction_id, "members": members}
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# -----------------------------
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# Start status refresh loops
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@@ -214,24 +215,8 @@ async def api_bot_control(req: BotControl):
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@app.post("/api/reset_groups")
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async def reset_groups():
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# Load existing data
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data = load_json("assigned_groups.json")
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# Clear group assignments
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for g in data["groups"].values():
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g.clear()
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# Reset friendly assigned_group
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for f in data["friendly_members"]:
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f["assigned_group"] = None
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# Reset enemy assigned_group
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for e in data["enemy_members"]:
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e["assigned_group"] = None
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# Save back to file
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save_json("assigned_groups.json", data)
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# Clear all assignments in server state
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await STATE.clear_all_assignments()
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return {"success": True}
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@@ -284,11 +269,15 @@ async def start_bot():
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# ============================================================
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# Main Entry Point
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# ============================================================
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if __name__ == "__main__":
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loop = asyncio.get_event_loop()
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async def main():
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# Start Discord bot in background
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loop.create_task(start_bot())
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bot_task = asyncio.create_task(start_bot())
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# Run FastAPI app — keeps loop alive
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uvicorn.run(app, host="127.0.0.1", port=8000)
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# Configure and run FastAPI server
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config = uvicorn.Config(app, host="127.0.0.1", port=8000, log_level="info")
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server = uvicorn.Server(config)
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await server.serve()
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if __name__ == "__main__":
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asyncio.run(main())
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@@ -53,8 +53,8 @@ class ServerState:
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if member_id in coll:
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coll[member_id].group = group_key
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async def remove_member_assignment(self, member_id: int):
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async with self.lock:
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def _remove_member_assignment_unlocked(self, member_id: int):
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"""Internal helper - assumes lock is already held"""
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for gk, buckets in self.groups.items():
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if member_id in buckets["friendly"]:
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buckets["friendly"].remove(member_id)
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@@ -67,6 +67,10 @@ class ServerState:
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if member_id in self.enemy:
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self.enemy[member_id].group = None
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async def remove_member_assignment(self, member_id: int):
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async with self.lock:
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self._remove_member_assignment_unlocked(member_id)
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async def clear_all_assignments(self):
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async with self.lock:
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for gk in self.groups:
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@@ -113,7 +117,7 @@ class ServerState:
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coll = self.friendly if kind == "friendly" else self.enemy
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to_remove = [mid for mid in coll.keys() if mid not in set(received_ids)]
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for mid in to_remove:
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await self.remove_member_assignment(mid)
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self._remove_member_assignment_unlocked(mid)
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del coll[mid]
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# Single global state
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@@ -146,9 +146,10 @@ async function loadMembers(kind) {
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domElement: null
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};
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map.set(m.id, newMember);
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// create card but DO NOT automatically append here;
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// placement will be handled by loadAssignmentsFromServer()
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createMemberCard(newMember, kind);
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// create card and append to main list if not in a group
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const card = createMemberCard(newMember, kind);
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// Don't append yet - let applyAssignmentsToDOM handle placement
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// This ensures members end up in the right place (main list or group)
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}
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}
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@@ -228,16 +229,20 @@ function ensureMainListContains(member, kind) {
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const container = kind === "friendly" ? friendlyContainer : enemyContainer;
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const parent = member.domElement?.parentElement;
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console.log(`>>> ensureMainListContains for ${member.id}, has parent: ${!!parent}, domElement exists: ${!!member.domElement}`);
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// Detect group zone: ids like "group-1-friendly" or "group-2-enemy"
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const isInGroupZone = parent && typeof parent.id === "string" && /^group-\d+-/.test(parent.id);
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// If member has no parent yet, or is in a group zone, ensure it ends up in the main list
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if (!parent || isInGroupZone) {
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console.log(`>>> Member ${member.id} needs placement (no parent or in group zone)`);
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// If it's already in the right container, nothing to do
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if (member.domElement && member.domElement.parentElement !== container) {
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// remove from previous parent (if any) and append to main list
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const prev = member.domElement.parentElement;
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if (prev) prev.removeChild(member.domElement);
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console.log(`>>> Appending member ${member.id} to main ${kind} container`);
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container.appendChild(member.domElement);
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}
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}
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@@ -245,6 +250,7 @@ function ensureMainListContains(member, kind) {
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function applyAssignmentsToDOM(assignments) {
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console.log(">>> applyAssignmentsToDOM called with assignments:", assignments);
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if (!assignments) return;
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// First, move all assigned members into their group zones
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@@ -428,28 +434,46 @@ function setupDropZones() {
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// Populate & Status functions
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// ---------------------------
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async function populateFriendly() {
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console.log(">>> populateFriendly called");
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const id = toInt(document.getElementById("friendly-id").value);
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console.log(">>> Friendly faction ID:", id);
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if (!id) return alert("Enter Friendly Faction ID");
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// Clear existing friendly members before populating new faction
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console.log(">>> Clearing existing friendly members");
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friendlyMembers.forEach(m => {
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if (m.domElement?.parentElement) {
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m.domElement.parentElement.removeChild(m.domElement);
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}
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});
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friendlyMembers.clear();
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try {
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console.log(">>> Sending populate request to /api/populate_friendly");
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const res = await fetch("/api/populate_friendly", {
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method: "POST",
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headers: { "Content-Type": "application/json" },
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body: JSON.stringify({ faction_id: id, interval: 0 })
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});
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console.log(">>> Response status:", res.status);
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const data = await res.json();
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console.log(">>> Response data:", data);
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// Update in-memory map & DOM
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if (data.members) {
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console.log(`>>> Processing ${data.members.length} friendly members`);
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for (const m of data.members) {
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console.log(`>>> Processing member ${m.id}: ${m.name}`);
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let existing = friendlyMembers.get(m.id);
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if (existing) {
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console.log(`>>> Updating existing member ${m.id}`);
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existing.name = m.name;
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existing.level = m.level;
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existing.estimate = m.estimate;
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existing.status = m.status || "Unknown";
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updateMemberCard(existing);
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} else {
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console.log(`>>> Creating new member ${m.id}`);
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const newMember = {
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id: m.id,
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name: m.name,
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@@ -460,9 +484,13 @@ async function populateFriendly() {
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};
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friendlyMembers.set(m.id, newMember);
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const card = createMemberCard(newMember, "friendly");
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console.log(`>>> Appending card for ${m.name} to container`);
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friendlyContainer.appendChild(card);
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}
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}
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console.log(`>>> Friendly members count in map: ${friendlyMembers.size}`);
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} else {
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console.log(">>> No members in response!");
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}
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// Refresh assignments & status UI
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@@ -474,27 +502,45 @@ async function populateFriendly() {
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}
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async function populateEnemy() {
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console.log(">>> populateEnemy called");
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const id = toInt(document.getElementById("enemy-id").value);
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console.log(">>> Enemy faction ID:", id);
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if (!id) return alert("Enter Enemy Faction ID");
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// Clear existing enemy members before populating new faction
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console.log(">>> Clearing existing enemy members");
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enemyMembers.forEach(m => {
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if (m.domElement?.parentElement) {
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m.domElement.parentElement.removeChild(m.domElement);
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}
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});
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enemyMembers.clear();
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try {
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console.log(">>> Sending populate request to /api/populate_enemy");
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const res = await fetch("/api/populate_enemy", {
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method: "POST",
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headers: { "Content-Type": "application/json" },
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body: JSON.stringify({ faction_id: id, interval: 0 })
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});
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console.log(">>> Response status:", res.status);
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const data = await res.json();
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console.log(">>> Response data:", data);
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if (data.members) {
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console.log(`>>> Processing ${data.members.length} enemy members`);
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for (const m of data.members) {
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console.log(`>>> Processing member ${m.id}: ${m.name}`);
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let existing = enemyMembers.get(m.id);
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if (existing) {
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console.log(`>>> Updating existing member ${m.id}`);
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existing.name = m.name;
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existing.level = m.level;
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existing.estimate = m.estimate;
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existing.status = m.status || "Unknown";
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updateMemberCard(existing);
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} else {
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console.log(`>>> Creating new member ${m.id}`);
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const newMember = {
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id: m.id,
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name: m.name,
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@@ -505,9 +551,13 @@ async function populateEnemy() {
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};
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enemyMembers.set(m.id, newMember);
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const card = createMemberCard(newMember, "enemy");
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console.log(`>>> Appending card for ${m.name} to container`);
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enemyContainer.appendChild(card);
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}
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}
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console.log(`>>> Enemy members count in map: ${enemyMembers.size}`);
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} else {
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console.log(">>> No members in response!");
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}
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// Refresh assignments & status UI
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@@ -602,32 +652,33 @@ async function resetGroups() {
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// Wire up buttons & init
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// ---------------------------
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function wireUp() {
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document.getElementById("friendly-populate-btn").addEventListener("click", populateFriendly);
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document.getElementById("enemy-populate-btn").addEventListener("click", populateEnemy);
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console.log(">>> wireUp called");
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const friendlyBtn = document.getElementById("friendly-populate-btn");
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const enemyBtn = document.getElementById("enemy-populate-btn");
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console.log(">>> Friendly populate button:", friendlyBtn);
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console.log(">>> Enemy populate button:", enemyBtn);
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if (friendlyBtn) friendlyBtn.addEventListener("click", populateFriendly);
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if (enemyBtn) enemyBtn.addEventListener("click", populateEnemy);
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document.getElementById("friendly-status-btn").addEventListener("click", toggleFriendlyStatus);
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document.getElementById("enemy-status-btn").addEventListener("click", toggleEnemyStatus);
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const resetBtn = document.getElementById("reset-groups-btn");
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if (resetBtn) resetBtn.addEventListener("click", resetGroups);
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setupDropZones();
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console.log(">>> wireUp completed");
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}
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// ---------------------------
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// Initial load
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// ---------------------------
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document.addEventListener("DOMContentLoaded", async () => {
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console.log(">>> DOMContentLoaded fired");
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wireUp();
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// load members first
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await loadMembers("friendly");
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await loadMembers("enemy");
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// DON'T load members on initial page load - wait for user to click Populate
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// This prevents showing stale data from server STATE
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// load assignments and apply them
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await pollAssignments();
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// Start polling for assignments (but there won't be any until members are populated)
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startAssignmentsPolling();
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// kick off status polling for initial UI (but status loops are triggered by Start Refresh buttons)
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// immediate status pull so cards show current status
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await refreshStatus("friendly");
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await refreshStatus("enemy");
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});
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