include diehammer plan docs
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//
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// PortraitView.swift
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// Bunch O' Dice
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//
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// Created by Rory Hinnen on 22/6/18.
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//
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import SwiftUI
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struct MainView: View {
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enum MenuView: Int {
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case history, add, settings
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func icon() -> Image {
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switch self {
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case .history:
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return(Image(systemName: "folder"))
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case .settings:
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return(Image(systemName: "square.and.pencil"))
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case .add:
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return(Image(systemName: "folder.badge.plus"))
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}
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}
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}
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@ViewBuilder private func myCircle() -> some View {
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Circle()
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.fill(Color.gray)
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.blur(radius: 2.0)
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.frame(width: controlSize*2.5, height: controlSize*2.5, alignment: .center)
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}
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@ViewBuilder private func stateView() -> some View {
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switch current.state {
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case .wound:
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woundCalculator(controlSize: controlSize)
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case .armour:
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armourCalculator(controlSize: controlSize)
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default:
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hitCalculator(controlSize: controlSize)
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}
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}
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@ViewBuilder private func sheetContent() -> some View {
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switch sheet.state {
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case .settings:
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SettingsView(isShowing: $sheet.isShowing)
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case .history:
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HistoryView(isShowing: $sheet.isShowing)
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default:
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EmptyView()
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}
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}
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@ViewBuilder func buttons(color: CGColor, label: String, value: Int) -> some View {
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let frameSize = 120.0
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let fontSize = 35.0
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let blurSize = 5.0
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ZStack {
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Circle()
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.fill(Color(color))
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.frame(width: frameSize, height: frameSize)
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.blur(radius: blurSize)
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VStack{
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Text(String(value))
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.fontWeight(.black)
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Text(label)
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.font(.system(size: 20))
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}
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}
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.foregroundColor(.primary)
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.font(.system(size: fontSize))
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}
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//MARK: State Views
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@ViewBuilder func armourCalculator(controlSize: Double) -> some View {
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HStack(alignment: .top) {
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Spacer()
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VStack {
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Text("Armour")
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Group {
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Text("▲")
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.gesture(TapGesture() .onEnded {
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current.addPenetration()
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})
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Text(
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(current.armourPenetration > 0 ?
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"+" : "") +
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String(current.armourPenetration))
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Text("▼")
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.gesture(TapGesture() .onEnded {
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current.losePenetration()
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})
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}
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.font(.system(size: controlSize))
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Text("Penetration")
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}
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Spacer()
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VStack{
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Text("Invulnerable")
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Toggle("", isOn: $current.invulnerable).labelsHidden()
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.padding()
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}
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Spacer()
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VStack{
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Text("Reroll")
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Button("🎲", action: {
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current.dice.roll(howMany: current.total)
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})
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.padding()
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.font(.system(size: controlSize))
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}
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Spacer()
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}
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.padding()
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}
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@ViewBuilder func woundCalculator(controlSize: Double) -> some View {
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HStack(alignment: .top) {
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Spacer()
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VStack {
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Text("Attack")
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Group {
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Text("▲")
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.gesture(TapGesture() .onEnded {
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current.addStrength()
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})
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Text(String(current.strength))
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Text("▼")
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.gesture(TapGesture() .onEnded {
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current.loseStrength()
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})
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}.font(.system(size: controlSize))
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Text("Strength")
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}
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Spacer()
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VStack {
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Text("Toughness")
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Group {
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Text("▲")
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.gesture(TapGesture() .onEnded {
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current.addToughness()
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})
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Text(String(current.toughness))
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Text("▼")
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.gesture(TapGesture() .onEnded {
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current.loseToughness()
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})
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}.font(.system(size: controlSize))
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Text(" ")
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}
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Spacer()
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VStack {
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Text("Wound")
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.multilineTextAlignment(.center)
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Group {
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Text("▲")
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.gesture(TapGesture() .onEnded {
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current.woundModifier = current.woundModifier.add()
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})
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Text(
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(current.woundModifier.rawValue > 0 ?
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"+" : "") +
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String(current.woundModifier.rawValue))
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Text("▼")
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.gesture(TapGesture() .onEnded {
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current.woundModifier = current.woundModifier.remove()
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})
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}.font(.system(size: controlSize))
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Text("Modifier")
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}
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Spacer()
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VStack{
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Text("Reroll")
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Button("🎲", action: {
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current.dice.roll(howMany: current.total)
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})
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.padding()
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.font(.system(size: controlSize))
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}
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Spacer()
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}.padding()
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}
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@ViewBuilder func hitCalculator(controlSize: Double) -> some View {
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HStack(alignment: .top) {
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Group {
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VStack {
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Text("Hit")
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.multilineTextAlignment(.center)
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Group {
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Text("▲")
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.gesture(TapGesture() .onEnded {
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current.modifier = current.modifier.add()
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})
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Text( (current.modifier.rawValue > 0 ?
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"+" : "") +
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String(current.modifier.rawValue))
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Text("▼")
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.gesture(TapGesture() .onEnded {
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current.modifier = current.modifier.remove()
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})
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}
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.font(.system(size: controlSize))
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Text("Modifier")
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}
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VStack {
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Text("Blow Up")
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VStack {
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Button(action: {current.dice.blowup(dice: .six)})
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{Image(systemName: "die.face.6")
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.foregroundColor(.primary)
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}
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Button(action: {current.dice.blowup(dice: .five)})
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{Image(systemName: "die.face.5")
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.foregroundColor(.primary)
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}
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}
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.padding()
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.font(.system(size: controlSize))
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}
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VStack{
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Text("Reroll")
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Button("🎲", action: {
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current.dice.roll(howMany: current.total)
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})
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.padding()
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.font(.system(size: controlSize))
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}
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}
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}.padding()
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}
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//MARK: die views
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@ViewBuilder func die(whichDie: Dice.DiceType) -> some View {
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let size = 30.0
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let displayColorHit = (whichDie.rawValue >= current.cutoff.rawValue) ? Color.red : Color.primary
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let displayColorArmor = (whichDie.rawValue <= current.cutoff.rawValue) ? Color.red : Color.primary
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let displayColorArmorText = (whichDie.rawValue < current.cutoff.rawValue) ? Color.red : Color.primary
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HStack{
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Text(String(current.dice.value(which: whichDie)))
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.foregroundColor(current.state == .armour ?
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displayColorArmorText : displayColorHit)
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Image(systemName: "die.face." + String(whichDie.rawValue) + ".fill")
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.foregroundColor(current.state == .armour ?
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displayColorArmor : displayColorHit)
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}
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.font(.system(size: size))
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.padding(2)
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.gesture(TapGesture().onEnded {
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if current.state == .hit {
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if whichDie.rawValue != 1 {
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current.hitCutoff = whichDie }
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} else if current.state == .armour {
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current.armourSave = Int(whichDie.rawValue)
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}
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})
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}
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@ViewBuilder func diePool() -> some View {
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VStack(alignment: .leading) {
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ForEach(Dice.DiceType.allCases.reversed(), id: \.rawValue) { i in
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die(whichDie: i)
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}
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}
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}
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//MARK: Var declarations
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@EnvironmentObject var current: Roll
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@ObservedObject var sheet = SettingsSheet()
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@State var showFillView = false
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let padSize = 60.0
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let controlSize = 30.0
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let red = CGColor(red: 1.0, green: 0.3, blue: 0.3, alpha: 1.0)
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let blue = CGColor(red: 0.3, green: 0.3, blue: 1.0, alpha: 1.0)
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var body: some View {
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VStack{
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HStack{
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Button(action: {current.state = .hit}) {
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ZStack{
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if current.state == .hit {myCircle()}
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Text(RollState.hit.print())}}
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Button(action: {current.state = .wound}) {
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ZStack{
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if current.state == .wound {myCircle()}
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Text(RollState.wound.print())}}
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Button(action: {current.state = .armour}) {
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ZStack{
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if current.state == .armour {myCircle()}
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Text(RollState.armour.print())}}
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}.font(.system(size: 60))
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VStack{
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HStack {
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VStack {
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Button(action: {showFillView.toggle()}) {
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buttons(color: blue, label: "Pool", value: current.total)
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}
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.sheet(isPresented: $showFillView,
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onDismiss: {current.dice.roll(howMany: current.total)}) {
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VStack {
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AddToPool()
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Button("Accept", action: {showFillView.toggle()})
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.padding(20)
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}
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}
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Spacer()
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Button(action: current.incrementState) {
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buttons(color: red, label: current.state.text(), value: current.result)
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}
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}.padding(.leading, padSize)
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Spacer()
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diePool().padding(.trailing, padSize)
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}.frame(maxHeight: 285)
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stateView()
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}.padding()
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}
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.toolbar {
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ToolbarItemGroup(placement: .bottomBar) {
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HStack {
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Button(action: {self.sheet.state = .history}) {
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MenuView.history.icon()}
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Button(action: {current.history.insert(Event(total: current.result, pool: current.dice, state: current.state), at: 0)}) {
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MenuView.add.icon()}
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Button(action: {self.sheet.state = .settings}) {
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MenuView.settings.icon()}
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}
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.font(.system(size: controlSize))
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.foregroundColor(.primary)
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}
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}
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.sheet(isPresented: $sheet.isShowing, content: sheetContent)}
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}
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struct MainView_Previews: PreviewProvider {
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static var previews: some View {
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MainView()
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.environmentObject(Roll())
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}
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}
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Reference in New Issue
Block a user