refactor into smaller units

This commit is contained in:
Rory Hinnen
2026-09-12 11:25:34 -05:00
parent 4eb7494d08
commit 1507f8b8c6
14 changed files with 637 additions and 415 deletions
@@ -0,0 +1,39 @@
//
// ArmourCalculatorView.swift
// Bunch O' Dice
//
import SwiftUI
struct ArmourCalculatorView: View {
@EnvironmentObject var current: Roll
var body: some View {
VStack {
HStack(alignment: .top) {
Spacer()
StatStepper(
top: "Armour",
value: (current.armourPenetration > 0 ? "+" : "") + String(current.armourPenetration),
bottom: "Penetration",
increment: { current.addPenetration() },
decrement: { current.losePenetration() }
)
Spacer()
ToggleChip(label: "Invulnerable", isOn: $current.invulnerable)
Spacer()
}
RerollPickerView(mode: $current.saveRerollMode)
}
.padding()
}
}
#Preview {
ArmourCalculatorView()
.environmentObject({
let r = Roll()
r.state = .armour
return r
}())
}
+41
View File
@@ -0,0 +1,41 @@
//
// ButtonView.swift
// Bunch O' Dice
//
import SwiftUI
struct ButtonView: View {
let color: CGColor
let label: String
let value: Int
var body: some View {
let frameSize = 120.0
let fontSize = 35.0
let blurSize = 5.0
ZStack {
Circle()
.fill(Color(color))
.frame(width: frameSize, height: frameSize)
.blur(radius: blurSize)
VStack {
Text(String(value))
.fontWeight(.black)
Text(label)
.font(.system(size: 20))
}
}
.foregroundColor(.primary)
.font(.system(size: fontSize))
}
}
#Preview {
ButtonView(
color: CGColor(red: 1.0, green: 0.3, blue: 0.3, alpha: 1.0),
label: "Hits",
value: 12
)
}
@@ -0,0 +1,21 @@
//
// DiePoolView.swift
// Bunch O' Dice
//
import SwiftUI
struct DiePoolView: View {
var body: some View {
HStack(spacing: 0) {
ForEach(Dice.DiceType.allCases, id: \.rawValue) { i in
DieView(whichDie: i)
}
}
}
}
#Preview {
DiePoolView()
.environmentObject(Roll())
}
+43
View File
@@ -0,0 +1,43 @@
//
// DieView.swift
// Bunch O' Dice
//
import SwiftUI
struct DieView: View {
let whichDie: Dice.DiceType
@EnvironmentObject var current: Roll
var body: some View {
let size = 22.0
let displayColorHit = (whichDie.rawValue >= current.cutoff.rawValue) ? Color.red : Color.primary
let displayColorArmor = (whichDie.rawValue <= current.cutoff.rawValue) ? Color.red : Color.primary
let displayColorArmorText = (whichDie.rawValue < current.cutoff.rawValue) ? Color.red : Color.primary
VStack(spacing: 2) {
Text(String(current.dice.value(which: whichDie)))
.foregroundColor(current.state == .armour ? displayColorArmorText : displayColorHit)
.frame(minWidth: 30, alignment: .center)
Image(systemName: "die.face." + String(whichDie.rawValue) + ".fill")
.foregroundColor(current.state == .armour ? displayColorArmor : displayColorHit)
}
.font(.system(size: size))
.padding(4)
.frame(maxWidth: .infinity)
.gesture(TapGesture().onEnded {
if current.state == .hit {
if whichDie.rawValue != 1 {
current.hitCutoff = whichDie
}
} else if current.state == .armour {
current.armourSave = Int(whichDie.rawValue)
}
})
}
}
#Preview {
DieView(whichDie: .four)
.environmentObject(Roll())
}
@@ -0,0 +1,97 @@
//
// HitCalculatorView.swift
// Bunch O' Dice
//
import SwiftUI
struct HitCalculatorView: View {
@EnvironmentObject var current: Roll
private let controlSize = 30.0
var body: some View {
VStack {
HStack(alignment: .top) {
Spacer()
StatStepper(
top: "Hit",
value: (current.modifier.rawValue > 0 ? "+" : "") + String(current.modifier.rawValue),
bottom: "Modifier",
increment: { current.modifier = current.modifier.add() },
decrement: { current.modifier = current.modifier.remove() }
)
.disabledWithOpacity(current.torrent || current.psychic)
Spacer()
VStack {
Text("Blow Up")
VStack {
Button(action: { current.applyBlowup(face: .six) }) {
Image(systemName: "die.face.6")
.foregroundColor(.primary)
}
Button(action: { current.applyBlowup(face: .five) }) {
Image(systemName: "die.face.5")
.foregroundColor(.primary)
}
}
.padding()
.font(.system(size: controlSize))
}
.disabledWithOpacity(current.blowupUsed || current.torrent)
Spacer()
}
RerollPickerView(mode: $current.hitRerollMode)
.disabledWithOpacity(current.torrent)
HStack(spacing: 6) {
ToggleChip(label: "Torrent", isOn: $current.torrent)
ToggleChip(label: "Psychic", isOn: $current.psychic)
.disabledWithOpacity(current.torrent)
ToggleChip(label: "Lethal Hits", isOn: $current.lethalHits)
}
.padding(.horizontal)
VStack(spacing: 8) {
HStack {
ToggleChip(label: "Sust. Hits", isOn: $current.sustainedHits)
Spacer()
if current.sustainedHits {
Text("X:")
Text("▲")
.gesture(TapGesture().onEnded {
if current.sustainedHitsX < 6 { current.sustainedHitsX += 1 }
})
Text(String(current.sustainedHitsX))
.frame(minWidth: 30, alignment: .center)
Text("▼")
.gesture(TapGesture().onEnded {
if current.sustainedHitsX > 1 { current.sustainedHitsX -= 1 }
})
}
}
HStack {
ToggleChip(label: "Anti-X", isOn: $current.antiX)
Spacer()
if current.antiX {
Text("▲")
.gesture(TapGesture().onEnded {
if current.antiXThreshold < 6 { current.antiXThreshold += 1 }
})
Text("\(current.antiXThreshold)+")
.frame(minWidth: 34, alignment: .center)
Text("▼")
.gesture(TapGesture().onEnded {
if current.antiXThreshold > 2 { current.antiXThreshold -= 1 }
})
}
}
}
.font(.system(size: 18))
.padding(.horizontal)
}
.padding()
}
}
#Preview {
HitCalculatorView()
.environmentObject(Roll())
}
@@ -0,0 +1,49 @@
//
// InfoAreaView.swift
// Bunch O' Dice
//
import SwiftUI
struct InfoAreaView: View {
@EnvironmentObject var current: Roll
var body: some View {
VStack(alignment: .leading, spacing: 6) {
switch current.state {
case .hit:
if current.lethalHits || current.sustainedHits {
Text("Crits (6s): \(current.critHitCount)")
.fontWeight(.semibold)
.foregroundColor(.orange)
}
if current.antiX {
Text("Anti-X (\(current.antiXThreshold)+): \(current.antiXCount)")
.fontWeight(.semibold)
.foregroundColor(.orange)
}
case .wound:
if current.autoWoundsCarried > 0 {
Text("Auto-wounds carried: \(current.autoWoundsCarried) (skip wound roll)")
.fontWeight(.semibold)
.foregroundColor(.orange)
}
if current.devastatingWounds {
Text("Mortals (6s): \(current.critWoundCount)")
.fontWeight(.semibold)
.foregroundColor(.orange)
}
case .armour:
EmptyView()
}
}
.font(.system(size: 18))
.frame(maxWidth: .infinity, alignment: .leading)
.padding(.horizontal)
}
}
#Preview {
InfoAreaView()
.environmentObject(Roll())
}
@@ -0,0 +1,53 @@
//
// RerollPickerView.swift
// Bunch O' Dice
//
import SwiftUI
@available(iOS 26.0, *)
struct RerollPickerView: View {
@EnvironmentObject var current: Roll
@Binding var mode: RerollMode
var body: some View {
let actionBinding = Binding<RerollMode>(
get: { mode },
set: { newValue in
mode = newValue
if newValue != .none {
current.applyReroll()
} else {
current.undoReroll()
}
}
)
HStack(spacing: 8) {
Text("Reroll")
HStack(spacing: 6) {
ForEach(RerollMode.allCases, id: \.self) { m in
let isSelected = mode == m
Button(action: { actionBinding.wrappedValue = m }) {
Text(m.label)
.fontWeight(isSelected ? .semibold : .regular)
.padding(.horizontal, 12)
.padding(.vertical, 6)
.foregroundColor(isSelected ? Color(UIColor.systemBackground) : .primary)
.background(isSelected ? Color.green : Color.gray)
.clipShape(Capsule())
.overlay(Capsule().stroke(Color.primary, lineWidth: 1))
.glassEffect()
}
}
}
}
.padding(.horizontal)
}
}
#Preview {
if #available(iOS 26.0, *) {
RerollPickerView(mode: .constant(.none))
.environmentObject(Roll())
}
}
@@ -0,0 +1,62 @@
//
// RollSummaryView.swift
// Bunch O' Dice
//
import SwiftUI
struct RollSummaryView: View {
@EnvironmentObject var current: Roll
@State private var showFillView = false
var body: some View {
HStack(spacing: 12) {
Button(action: { showFillView.toggle() }) {
VStack(spacing: 4) {
Text("Dice Pool")
.font(.caption)
Text(String(current.total))
.font(.system(size: 28, weight: .black))
}
.frame(maxWidth: .infinity)
.padding(.vertical, 12)
.background(Color.white)
.clipShape(RoundedRectangle(cornerRadius: 10))
.foregroundColor(.black)
}
.sheet(isPresented: $showFillView,
onDismiss: { current.resetPool() }) {
VStack {
AddToPool()
Button("Accept", action: { showFillView.toggle() })
.padding(20)
}
}
Button(action: current.incrementState) {
VStack(spacing: 4) {
Text(current.state.text())
.font(.caption)
Text(String(current.result))
.font(.system(size: 28, weight: .black))
if current.state == .armour && current.mortalWoundsTotal > 0 {
Text("mortal: \(current.mortalWoundsTotal)")
.font(.caption)
}
}
.frame(maxWidth: .infinity)
.padding(.vertical, 12)
.background(Color.white)
.clipShape(RoundedRectangle(cornerRadius: 10))
.foregroundColor(.black)
}
}
.padding()
.background(Color.black)
.clipShape(RoundedRectangle(cornerRadius: 14))
}
}
#Preview {
RollSummaryView()
.environmentObject(Roll())
}
@@ -0,0 +1,50 @@
//
// StatePickerView.swift
// Bunch O' Dice
//
import SwiftUI
struct StatePickerView: View {
@EnvironmentObject var current: Roll
private let controlSize = 30.0
var body: some View {
HStack {
Button(action: { current.state = .hit }) {
ZStack {
if current.state == .hit { circle() }
Text(RollState.hit.print())
}
}
.glassEffect()
Button(action: { current.state = .wound }) {
ZStack {
if current.state == .wound { circle() }
Text(RollState.wound.print())
}
}
.glassEffect()
Button(action: { current.state = .armour }) {
ZStack {
if current.state == .armour { circle() }
Text(RollState.armour.print())
}
}
.glassEffect()
}
.font(.system(size: 60))
}
@ViewBuilder private func circle() -> some View {
Circle()
.fill(Color.gray)
.blur(radius: 2.0)
.frame(width: controlSize * 2.5, height: controlSize * 2.5, alignment: .center)
}
}
#Preview {
StatePickerView()
.environmentObject(Roll())
}
@@ -0,0 +1,58 @@
//
// WoundCalculatorView.swift
// Bunch O' Dice
//
import SwiftUI
struct WoundCalculatorView: View {
@EnvironmentObject var current: Roll
var body: some View {
VStack {
HStack(alignment: .top) {
Spacer()
StatStepper(
top: "Attack",
value: String(current.strength),
bottom: "Strength",
increment: { current.addStrength() },
decrement: { current.loseStrength() }
)
Spacer()
StatStepper(
top: "Toughness",
value: String(current.toughness),
bottom: " ",
increment: { current.addToughness() },
decrement: { current.loseToughness() }
)
Spacer()
StatStepper(
top: "Wound",
value: (current.woundModifier.rawValue > 0 ? "+" : "") + String(current.woundModifier.rawValue),
bottom: "Modifier",
increment: { current.woundModifier = current.woundModifier.add() },
decrement: { current.woundModifier = current.woundModifier.remove() }
)
Spacer()
}
RerollPickerView(mode: $current.woundRerollMode)
HStack {
ToggleChip(label: "Devastating Wounds", isOn: $current.devastatingWounds)
}
.font(.system(size: 18))
.padding(.horizontal)
}
.padding()
}
}
#Preview {
WoundCalculatorView()
.environmentObject({
let r = Roll()
r.state = .wound
return r
}())
}