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482
.gitignore
vendored
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482
.gitignore
vendored
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|
|
@ -0,0 +1,482 @@
|
|||
## Ignore Visual Studio temporary files, build results, and
|
||||
## files generated by popular Visual Studio add-ons.
|
||||
##
|
||||
## Get latest from `dotnet new gitignore`
|
||||
|
||||
# dotenv files
|
||||
.env
|
||||
|
||||
# User-specific files
|
||||
*.rsuser
|
||||
*.suo
|
||||
*.user
|
||||
*.userosscache
|
||||
*.sln.docstates
|
||||
|
||||
# User-specific files (MonoDevelop/Xamarin Studio)
|
||||
*.userprefs
|
||||
|
||||
# Mono auto generated files
|
||||
mono_crash.*
|
||||
|
||||
# Build results
|
||||
[Dd]ebug/
|
||||
[Dd]ebugPublic/
|
||||
[Rr]elease/
|
||||
[Rr]eleases/
|
||||
x64/
|
||||
x86/
|
||||
[Ww][Ii][Nn]32/
|
||||
[Aa][Rr][Mm]/
|
||||
[Aa][Rr][Mm]64/
|
||||
bld/
|
||||
[Bb]in/
|
||||
[Oo]bj/
|
||||
[Ll]og/
|
||||
[Ll]ogs/
|
||||
|
||||
# Visual Studio 2015/2017 cache/options directory
|
||||
.vs/
|
||||
# Uncomment if you have tasks that create the project's static files in wwwroot
|
||||
#wwwroot/
|
||||
|
||||
# Visual Studio 2017 auto generated files
|
||||
Generated\ Files/
|
||||
|
||||
# MSTest test Results
|
||||
[Tt]est[Rr]esult*/
|
||||
[Bb]uild[Ll]og.*
|
||||
|
||||
# NUnit
|
||||
*.VisualState.xml
|
||||
TestResult.xml
|
||||
nunit-*.xml
|
||||
|
||||
# Build Results of an ATL Project
|
||||
[Dd]ebugPS/
|
||||
[Rr]eleasePS/
|
||||
dlldata.c
|
||||
|
||||
# Benchmark Results
|
||||
BenchmarkDotNet.Artifacts/
|
||||
|
||||
# .NET
|
||||
project.lock.json
|
||||
project.fragment.lock.json
|
||||
artifacts/
|
||||
|
||||
# Tye
|
||||
.tye/
|
||||
|
||||
# ASP.NET Scaffolding
|
||||
ScaffoldingReadMe.txt
|
||||
|
||||
# StyleCop
|
||||
StyleCopReport.xml
|
||||
|
||||
# Files built by Visual Studio
|
||||
*_i.c
|
||||
*_p.c
|
||||
*_h.h
|
||||
*.ilk
|
||||
*.meta
|
||||
*.obj
|
||||
*.iobj
|
||||
*.pch
|
||||
*.pdb
|
||||
*.ipdb
|
||||
*.pgc
|
||||
*.pgd
|
||||
*.rsp
|
||||
# but not Directory.Build.rsp, as it configures directory-level build defaults
|
||||
!Directory.Build.rsp
|
||||
*.sbr
|
||||
*.tlb
|
||||
*.tli
|
||||
*.tlh
|
||||
*.tmp
|
||||
*.tmp_proj
|
||||
*_wpftmp.csproj
|
||||
*.log
|
||||
*.tlog
|
||||
*.vspscc
|
||||
*.vssscc
|
||||
.builds
|
||||
*.pidb
|
||||
*.svclog
|
||||
*.scc
|
||||
|
||||
# Chutzpah Test files
|
||||
_Chutzpah*
|
||||
|
||||
# Visual C++ cache files
|
||||
ipch/
|
||||
*.aps
|
||||
*.ncb
|
||||
*.opendb
|
||||
*.opensdf
|
||||
*.sdf
|
||||
*.cachefile
|
||||
*.VC.db
|
||||
*.VC.VC.opendb
|
||||
|
||||
# Visual Studio profiler
|
||||
*.psess
|
||||
*.vsp
|
||||
*.vspx
|
||||
*.sap
|
||||
|
||||
# Visual Studio Trace Files
|
||||
*.e2e
|
||||
|
||||
# TFS 2012 Local Workspace
|
||||
$tf/
|
||||
|
||||
# Guidance Automation Toolkit
|
||||
*.gpState
|
||||
|
||||
# ReSharper is a .NET coding add-in
|
||||
_ReSharper*/
|
||||
*.[Rr]e[Ss]harper
|
||||
*.DotSettings.user
|
||||
|
||||
# TeamCity is a build add-in
|
||||
_TeamCity*
|
||||
|
||||
# DotCover is a Code Coverage Tool
|
||||
*.dotCover
|
||||
|
||||
# AxoCover is a Code Coverage Tool
|
||||
.axoCover/*
|
||||
!.axoCover/settings.json
|
||||
|
||||
# Coverlet is a free, cross platform Code Coverage Tool
|
||||
coverage*.json
|
||||
coverage*.xml
|
||||
coverage*.info
|
||||
|
||||
# Visual Studio code coverage results
|
||||
*.coverage
|
||||
*.coveragexml
|
||||
|
||||
# NCrunch
|
||||
_NCrunch_*
|
||||
.*crunch*.local.xml
|
||||
nCrunchTemp_*
|
||||
|
||||
# MightyMoose
|
||||
*.mm.*
|
||||
AutoTest.Net/
|
||||
|
||||
# Web workbench (sass)
|
||||
.sass-cache/
|
||||
|
||||
# Installshield output folder
|
||||
[Ee]xpress/
|
||||
|
||||
# DocProject is a documentation generator add-in
|
||||
DocProject/buildhelp/
|
||||
DocProject/Help/*.HxT
|
||||
DocProject/Help/*.HxC
|
||||
DocProject/Help/*.hhc
|
||||
DocProject/Help/*.hhk
|
||||
DocProject/Help/*.hhp
|
||||
DocProject/Help/Html2
|
||||
DocProject/Help/html
|
||||
|
||||
# Click-Once directory
|
||||
publish/
|
||||
|
||||
# Publish Web Output
|
||||
*.[Pp]ublish.xml
|
||||
*.azurePubxml
|
||||
# Note: Comment the next line if you want to checkin your web deploy settings,
|
||||
# but database connection strings (with potential passwords) will be unencrypted
|
||||
*.pubxml
|
||||
*.publishproj
|
||||
|
||||
# Microsoft Azure Web App publish settings. Comment the next line if you want to
|
||||
# checkin your Azure Web App publish settings, but sensitive information contained
|
||||
# in these scripts will be unencrypted
|
||||
PublishScripts/
|
||||
|
||||
# NuGet Packages
|
||||
*.nupkg
|
||||
# NuGet Symbol Packages
|
||||
*.snupkg
|
||||
# The packages folder can be ignored because of Package Restore
|
||||
**/[Pp]ackages/*
|
||||
# except build/, which is used as an MSBuild target.
|
||||
!**/[Pp]ackages/build/
|
||||
# Uncomment if necessary however generally it will be regenerated when needed
|
||||
#!**/[Pp]ackages/repositories.config
|
||||
# NuGet v3's project.json files produces more ignorable files
|
||||
*.nuget.props
|
||||
*.nuget.targets
|
||||
|
||||
# Microsoft Azure Build Output
|
||||
csx/
|
||||
*.build.csdef
|
||||
|
||||
# Microsoft Azure Emulator
|
||||
ecf/
|
||||
rcf/
|
||||
|
||||
# Windows Store app package directories and files
|
||||
AppPackages/
|
||||
BundleArtifacts/
|
||||
Package.StoreAssociation.xml
|
||||
_pkginfo.txt
|
||||
*.appx
|
||||
*.appxbundle
|
||||
*.appxupload
|
||||
|
||||
# Visual Studio cache files
|
||||
# files ending in .cache can be ignored
|
||||
*.[Cc]ache
|
||||
# but keep track of directories ending in .cache
|
||||
!?*.[Cc]ache/
|
||||
|
||||
# Others
|
||||
ClientBin/
|
||||
~$*
|
||||
*~
|
||||
*.dbmdl
|
||||
*.dbproj.schemaview
|
||||
*.jfm
|
||||
*.pfx
|
||||
*.publishsettings
|
||||
orleans.codegen.cs
|
||||
|
||||
# Including strong name files can present a security risk
|
||||
# (https://github.com/github/gitignore/pull/2483#issue-259490424)
|
||||
#*.snk
|
||||
|
||||
# Since there are multiple workflows, uncomment next line to ignore bower_components
|
||||
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
|
||||
#bower_components/
|
||||
|
||||
# RIA/Silverlight projects
|
||||
Generated_Code/
|
||||
|
||||
# Backup & report files from converting an old project file
|
||||
# to a newer Visual Studio version. Backup files are not needed,
|
||||
# because we have git ;-)
|
||||
_UpgradeReport_Files/
|
||||
Backup*/
|
||||
UpgradeLog*.XML
|
||||
UpgradeLog*.htm
|
||||
ServiceFabricBackup/
|
||||
*.rptproj.bak
|
||||
|
||||
# SQL Server files
|
||||
*.mdf
|
||||
*.ldf
|
||||
*.ndf
|
||||
|
||||
# Business Intelligence projects
|
||||
*.rdl.data
|
||||
*.bim.layout
|
||||
*.bim_*.settings
|
||||
*.rptproj.rsuser
|
||||
*- [Bb]ackup.rdl
|
||||
*- [Bb]ackup ([0-9]).rdl
|
||||
*- [Bb]ackup ([0-9][0-9]).rdl
|
||||
|
||||
# Microsoft Fakes
|
||||
FakesAssemblies/
|
||||
|
||||
# GhostDoc plugin setting file
|
||||
*.GhostDoc.xml
|
||||
|
||||
# Node.js Tools for Visual Studio
|
||||
.ntvs_analysis.dat
|
||||
node_modules/
|
||||
|
||||
# Visual Studio 6 build log
|
||||
*.plg
|
||||
|
||||
# Visual Studio 6 workspace options file
|
||||
*.opt
|
||||
|
||||
# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
|
||||
*.vbw
|
||||
|
||||
# Visual Studio 6 auto-generated project file (contains which files were open etc.)
|
||||
*.vbp
|
||||
|
||||
# Visual Studio 6 workspace and project file (working project files containing files to include in project)
|
||||
*.dsw
|
||||
*.dsp
|
||||
|
||||
# Visual Studio 6 technical files
|
||||
*.ncb
|
||||
*.aps
|
||||
|
||||
# Visual Studio LightSwitch build output
|
||||
**/*.HTMLClient/GeneratedArtifacts
|
||||
**/*.DesktopClient/GeneratedArtifacts
|
||||
**/*.DesktopClient/ModelManifest.xml
|
||||
**/*.Server/GeneratedArtifacts
|
||||
**/*.Server/ModelManifest.xml
|
||||
_Pvt_Extensions
|
||||
|
||||
# Paket dependency manager
|
||||
.paket/paket.exe
|
||||
paket-files/
|
||||
|
||||
# FAKE - F# Make
|
||||
.fake/
|
||||
|
||||
# CodeRush personal settings
|
||||
.cr/personal
|
||||
|
||||
# Python Tools for Visual Studio (PTVS)
|
||||
__pycache__/
|
||||
*.pyc
|
||||
|
||||
# Cake - Uncomment if you are using it
|
||||
# tools/**
|
||||
# !tools/packages.config
|
||||
|
||||
# Tabs Studio
|
||||
*.tss
|
||||
|
||||
# Telerik's JustMock configuration file
|
||||
*.jmconfig
|
||||
|
||||
# BizTalk build output
|
||||
*.btp.cs
|
||||
*.btm.cs
|
||||
*.odx.cs
|
||||
*.xsd.cs
|
||||
|
||||
# OpenCover UI analysis results
|
||||
OpenCover/
|
||||
|
||||
# Azure Stream Analytics local run output
|
||||
ASALocalRun/
|
||||
|
||||
# MSBuild Binary and Structured Log
|
||||
*.binlog
|
||||
|
||||
# NVidia Nsight GPU debugger configuration file
|
||||
*.nvuser
|
||||
|
||||
# MFractors (Xamarin productivity tool) working folder
|
||||
.mfractor/
|
||||
|
||||
# Local History for Visual Studio
|
||||
.localhistory/
|
||||
|
||||
# Visual Studio History (VSHistory) files
|
||||
.vshistory/
|
||||
|
||||
# BeatPulse healthcheck temp database
|
||||
healthchecksdb
|
||||
|
||||
# Backup folder for Package Reference Convert tool in Visual Studio 2017
|
||||
MigrationBackup/
|
||||
|
||||
# Ionide (cross platform F# VS Code tools) working folder
|
||||
.ionide/
|
||||
|
||||
# Fody - auto-generated XML schema
|
||||
FodyWeavers.xsd
|
||||
|
||||
# VS Code files for those working on multiple tools
|
||||
.vscode/*
|
||||
!.vscode/settings.json
|
||||
!.vscode/tasks.json
|
||||
!.vscode/launch.json
|
||||
!.vscode/extensions.json
|
||||
*.code-workspace
|
||||
|
||||
# Local History for Visual Studio Code
|
||||
.history/
|
||||
|
||||
# Windows Installer files from build outputs
|
||||
*.cab
|
||||
*.msi
|
||||
*.msix
|
||||
*.msm
|
||||
*.msp
|
||||
|
||||
# JetBrains Rider
|
||||
*.sln.iml
|
||||
.idea/
|
||||
|
||||
##
|
||||
## Visual studio for Mac
|
||||
##
|
||||
|
||||
|
||||
# globs
|
||||
Makefile.in
|
||||
*.userprefs
|
||||
*.usertasks
|
||||
config.make
|
||||
config.status
|
||||
aclocal.m4
|
||||
install-sh
|
||||
autom4te.cache/
|
||||
*.tar.gz
|
||||
tarballs/
|
||||
test-results/
|
||||
|
||||
# content below from: https://github.com/github/gitignore/blob/main/Global/macOS.gitignore
|
||||
# General
|
||||
.DS_Store
|
||||
.AppleDouble
|
||||
.LSOverride
|
||||
|
||||
# Icon must end with two \r
|
||||
Icon
|
||||
|
||||
|
||||
# Thumbnails
|
||||
._*
|
||||
|
||||
# Files that might appear in the root of a volume
|
||||
.DocumentRevisions-V100
|
||||
.fseventsd
|
||||
.Spotlight-V100
|
||||
.TemporaryItems
|
||||
.Trashes
|
||||
.VolumeIcon.icns
|
||||
.com.apple.timemachine.donotpresent
|
||||
|
||||
# Directories potentially created on remote AFP share
|
||||
.AppleDB
|
||||
.AppleDesktop
|
||||
Network Trash Folder
|
||||
Temporary Items
|
||||
.apdisk
|
||||
|
||||
# content below from: https://github.com/github/gitignore/blob/main/Global/Windows.gitignore
|
||||
# Windows thumbnail cache files
|
||||
Thumbs.db
|
||||
ehthumbs.db
|
||||
ehthumbs_vista.db
|
||||
|
||||
# Dump file
|
||||
*.stackdump
|
||||
|
||||
# Folder config file
|
||||
[Dd]esktop.ini
|
||||
|
||||
# Recycle Bin used on file shares
|
||||
$RECYCLE.BIN/
|
||||
|
||||
# Windows Installer files
|
||||
*.cab
|
||||
*.msi
|
||||
*.msix
|
||||
*.msm
|
||||
*.msp
|
||||
|
||||
# Windows shortcuts
|
||||
*.lnk
|
||||
|
||||
# Vim temporary swap files
|
||||
*.swp
|
||||
661
LICENSE
Normal file
661
LICENSE
Normal file
|
|
@ -0,0 +1,661 @@
|
|||
GNU AFFERO GENERAL PUBLIC LICENSE
|
||||
Version 3, 19 November 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU Affero General Public License is a free, copyleft license for
|
||||
software and other kinds of works, specifically designed to ensure
|
||||
cooperation with the community in the case of network server software.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
our General Public Licenses are intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
Developers that use our General Public Licenses protect your rights
|
||||
with two steps: (1) assert copyright on the software, and (2) offer
|
||||
you this License which gives you legal permission to copy, distribute
|
||||
and/or modify the software.
|
||||
|
||||
A secondary benefit of defending all users' freedom is that
|
||||
improvements made in alternate versions of the program, if they
|
||||
receive widespread use, become available for other developers to
|
||||
incorporate. Many developers of free software are heartened and
|
||||
encouraged by the resulting cooperation. However, in the case of
|
||||
software used on network servers, this result may fail to come about.
|
||||
The GNU General Public License permits making a modified version and
|
||||
letting the public access it on a server without ever releasing its
|
||||
source code to the public.
|
||||
|
||||
The GNU Affero General Public License is designed specifically to
|
||||
ensure that, in such cases, the modified source code becomes available
|
||||
to the community. It requires the operator of a network server to
|
||||
provide the source code of the modified version running there to the
|
||||
users of that server. Therefore, public use of a modified version, on
|
||||
a publicly accessible server, gives the public access to the source
|
||||
code of the modified version.
|
||||
|
||||
An older license, called the Affero General Public License and
|
||||
published by Affero, was designed to accomplish similar goals. This is
|
||||
a different license, not a version of the Affero GPL, but Affero has
|
||||
released a new version of the Affero GPL which permits relicensing under
|
||||
this license.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU Affero General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Remote Network Interaction; Use with the GNU General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, if you modify the
|
||||
Program, your modified version must prominently offer all users
|
||||
interacting with it remotely through a computer network (if your version
|
||||
supports such interaction) an opportunity to receive the Corresponding
|
||||
Source of your version by providing access to the Corresponding Source
|
||||
from a network server at no charge, through some standard or customary
|
||||
means of facilitating copying of software. This Corresponding Source
|
||||
shall include the Corresponding Source for any work covered by version 3
|
||||
of the GNU General Public License that is incorporated pursuant to the
|
||||
following paragraph.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the work with which it is combined will remain governed by version
|
||||
3 of the GNU General Public License.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU Affero General Public License from time to time. Such new versions
|
||||
will be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU Affero General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU Affero General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU Affero General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU Affero General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Affero General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Affero General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If your software can interact with users remotely through a computer
|
||||
network, you should also make sure that it provides a way for users to
|
||||
get its source. For example, if your program is a web application, its
|
||||
interface could display a "Source" link that leads users to an archive
|
||||
of the code. There are many ways you could offer source, and different
|
||||
solutions will be better for different programs; see section 13 for the
|
||||
specific requirements.
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU AGPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||
34
Pages/Faq.cshtml
Normal file
34
Pages/Faq.cshtml
Normal file
|
|
@ -0,0 +1,34 @@
|
|||
@page "/faq"
|
||||
@{
|
||||
ViewData["Title"] = "FAQ";
|
||||
}
|
||||
|
||||
<h1>FAQ</h1>
|
||||
|
||||
<h2>The game warns me the server is "not secure" / has no VAC. Is my account safe?</h2>
|
||||
<p>
|
||||
Yes. VAC bans come from <em>cheat software on your computer</em> — never from joining any server.
|
||||
Our servers deliberately run without VAC because the mod rewrites a large part of the game server-side
|
||||
(damage scaling, stats, abilities, bot behavior), which is exactly the kind of deep modification VAC-secured
|
||||
servers can't run. There are no human opponents here to cheat against anyway — it's you versus the bots.
|
||||
Joining, playing, and leaving changes nothing about your standing on official servers.
|
||||
</p>
|
||||
|
||||
<h2>Is my progress saved?</h2>
|
||||
<p>
|
||||
Yes — XP, levels, prestige, and your stat build are stored per Steam account and shared across all our servers.
|
||||
Match-scoped things (K/D, streaks, your Gun Game ladder position) reset when a match ends.
|
||||
</p>
|
||||
|
||||
<h2>How do I play? What do I press?</h2>
|
||||
<p>See the <a href="/guides">guides</a> — short version: kill bots, type <code>!skills</code>, spend points, repeat.</p>
|
||||
|
||||
<h2>Why can't I find the servers in the CS2 server browser?</h2>
|
||||
<p>
|
||||
Valve's community browser shows a small, ever-changing subset of thousands of servers — sometimes we're in it,
|
||||
usually not. Use the join buttons on the <a href="/">front page</a>, or add a favorite in-game with our
|
||||
address and the port of the server you like.
|
||||
</p>
|
||||
|
||||
<h2>Something's broken / I have an idea</h2>
|
||||
<p>The mod is open source — issues and PRs welcome at <a href="https://git.lo.sh/kamal/cs2-outnumbered">the repository</a>.</p>
|
||||
53
Pages/Guides/Index.cshtml
Normal file
53
Pages/Guides/Index.cshtml
Normal file
|
|
@ -0,0 +1,53 @@
|
|||
@page "/guides"
|
||||
@{
|
||||
ViewData["Title"] = "Guides";
|
||||
}
|
||||
|
||||
<h1>How to play</h1>
|
||||
<p>
|
||||
Every mode shares the same RPG core: kill bots for XP, level up, spend skill points on permanent stats,
|
||||
and at level 100, prestige — reset for a permanent XP boost and an unlocked ability. A per-player handicap
|
||||
continuously scales difficulty to your power: the stronger you play, the harder the bots hit and the faster
|
||||
you earn XP. Your HUD shows the live multipliers.
|
||||
</p>
|
||||
|
||||
<h2>Controls</h2>
|
||||
<div class="notice">
|
||||
Keys shown are the <strong>defaults</strong>: the shop opens on whatever <em>use healthshot</em> is bound to
|
||||
(default <kbd>X</kbd>), and abilities cast on your <em>grenade slot</em> binds (default <kbd>6</kbd>-<kbd>0</kbd>).
|
||||
If you've rebound those, your binds apply — the mod listens to the actions, not the keys.
|
||||
</div>
|
||||
<div class="tablewrap">
|
||||
<table>
|
||||
<tr><th>Input</th><th>What it does</th></tr>
|
||||
<tr><td><kbd>X</kbd> (healthshot)</td><td>Opens/closes the quick-buy shop overlay (and the card draft in Survival)</td></tr>
|
||||
<tr><td><kbd>1</kbd>/<kbd>2</kbd>/<kbd>3</kbd></td><td>In the shop: pick primary / pistol / zeus option rows</td></tr>
|
||||
<tr><td><kbd>6</kbd>-<kbd>0</kbd> (grenade keys)</td><td>Cast an unlocked killstreak ability when it's ready</td></tr>
|
||||
</table>
|
||||
</div>
|
||||
|
||||
<h2>Chat commands</h2>
|
||||
<p>
|
||||
You only need to remember one: <code title="List all player commands">!commands</code> prints this whole list
|
||||
in game. Hover any command for what it does.
|
||||
</p>
|
||||
<p>
|
||||
<code title="List all player commands">!commands</code>
|
||||
<code title="Show your rank, level and prestige">!rank</code>
|
||||
<code title="Show your live bonuses and handicap">!stats</code>
|
||||
<code title="Open the skill tree to spend points">!skills</code>
|
||||
<code title="Open the weapon selection menu">!guns</code>
|
||||
<code title="Prestige (at max level) for a permanent boost">!prestige</code>
|
||||
<code title="Show your killstreak abilities">!abilities</code>
|
||||
<code title="Show the top players">!top</code>
|
||||
<code title="Toggle the on-screen HUD on/off">!hud</code>
|
||||
<code title="Toggle a per-hit final-damage readout (tuning aid)">!dmg</code>
|
||||
<code title="How the Outnumbered RPG works">!about</code>
|
||||
</p>
|
||||
|
||||
<h2>Modes</h2>
|
||||
<div class="cards">
|
||||
<div class="card"><h3><a href="/guides/tdm">TDM</a></h3><p class="small muted">Straight team deathmatch against the horde. First to the kill goal wins — and the bots are chasing the same goal.</p></div>
|
||||
<div class="card"><h3><a href="/guides/gungame">Gun Game</a></h3><p class="small muted">Climb the weapon ladder; bots climb it too. Headshot deaths demote. Knife finale. The speedrun clock is on the <a href="/leaderboard">leaderboard</a>.</p></div>
|
||||
<div class="card"><h3><a href="/guides/survival">Survival</a></h3><p class="small muted">Endless waves, escalating difficulty, card drafts between waves. How deep can your squad go?</p></div>
|
||||
</div>
|
||||
103
Pages/Guides/Mode.cshtml
Normal file
103
Pages/Guides/Mode.cshtml
Normal file
|
|
@ -0,0 +1,103 @@
|
|||
@page "/guides/{mode}"
|
||||
@using CsWeb.Services
|
||||
@model CsWeb.Pages.Guides.ModeModel
|
||||
@{
|
||||
ViewData["Title"] = $"{Fmt.ModeName(Model.Mode)} guide";
|
||||
var b = Model.B;
|
||||
}
|
||||
|
||||
<h1>@Fmt.ModeName(Model.Mode)</h1>
|
||||
|
||||
@if (b is null)
|
||||
{
|
||||
<div class="notice">Live numbers unavailable right now (servers unreachable) — the prose still applies.</div>
|
||||
}
|
||||
else if (Model.Balance is { Online: false })
|
||||
{
|
||||
<div class="notice">Numbers below are from the last reachable server (@Fmt.Age(Model.Balance)).</div>
|
||||
}
|
||||
|
||||
@if (Model.Mode == "tdm")
|
||||
{
|
||||
<p>
|
||||
Team deathmatch against the horde. Everyone respawns; the map ends when one player reaches the kill goal
|
||||
@if (b is not null) { <text>(currently <strong>@Fmt.IntOf(b.Match, "KillGoal")</strong> kills)</text> }
|
||||
— <em>or</em> when the bots do. Bot kills pool per squad-sized batch toward the same goal, so an ignored
|
||||
horde genuinely wins the map: the pace scales with player count, and a lone player races exactly one batch.
|
||||
</p>
|
||||
<p>
|
||||
This is the mode with full loadout freedom — pick any primary and pistol with <code>!guns</code> or the
|
||||
quick-buy shop, and swap mid-match whenever. It's also the purest read on your build: no ladder, no waves,
|
||||
just you, the handicap, and a horde that shoots back harder the better you play. Brief spawn protection
|
||||
keeps respawns from being feeding; it breaks the moment you attack.
|
||||
</p>
|
||||
}
|
||||
else if (Model.Mode == "gungame")
|
||||
{
|
||||
<p>
|
||||
Classic arms race with the RPG core riding along: advance a rung by getting kills with the current gun;
|
||||
the ladder ends in a knife finale. <strong>Bots climb the same ladder</strong> — a bot topping it ends the
|
||||
map, so you're racing them, not just each other. A headshot death demotes the victim one kill of progress —
|
||||
and that cuts both ways: headshotting the bot pack slows their climb, catching a headshot costs you yours.
|
||||
</p>
|
||||
<p>
|
||||
Kills needed per rung follow the weapon's tier — weak guns take grinding, strong guns breeze — while the
|
||||
bots run the <em>inverse</em> curve, so the race stays tight whether you're stuck on a Nova or cruising an
|
||||
AK. Weapon selection is off (your rung <em>is</em> your gun), which makes Gun Game the skills-only mode:
|
||||
the shop sells stat levels, nothing else. Your run time (first damage → final knife) goes on the
|
||||
<a href="/leaderboard">leaderboard</a>; the clock survives reconnects, so there's no resetting a bad start.
|
||||
</p>
|
||||
var ladder = Model.Ladder().ToList();
|
||||
@if (ladder.Count > 0)
|
||||
{
|
||||
<h2>The ladder</h2>
|
||||
<div class="tablewrap">
|
||||
<table>
|
||||
<tr><th class="num">Rung</th><th>Weapon</th><th class="num">Tier</th></tr>
|
||||
@foreach (var (r, i) in ladder.Select((r, i) => (r, i)))
|
||||
{
|
||||
<tr><td class="num">@(i + 1)</td><td>@Fmt.PrettyWeapon(r.Weapon)</td><td class="num">@r.Tier</td></tr>
|
||||
}
|
||||
</table>
|
||||
</div>
|
||||
<p class="muted small">Kills needed per rung scale with the weapon's tier — weak guns grind, strong guns breeze. Bots get the inverse curve.</p>
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
<p>
|
||||
Co-op waves@(b is not null ? $" (up to {Fmt.IntOf(b.Survival, "WaveCount")})" : "") of escalating
|
||||
difficulty. Each wave has a kill budget; clear it and you get a breather — the fallen are revived, XP banks,
|
||||
and the squad drafts cards. Nobody respawns <em>mid</em>-wave, and XP banks <em>per cleared wave</em>:
|
||||
wipe halfway through and that wave's earnings are forfeit. Going down isn't the end (your squad can finish
|
||||
the wave and pick you back up), but a full wipe ends the run.
|
||||
</p>
|
||||
<p>
|
||||
Cards are run-scoped upgrades stacking on top of your permanent build — strong on purpose, because the
|
||||
difficulty ramp is relentless: the handicap's escalation floor climbs wave over wave until the bots hit you
|
||||
at full force, and only a drafted-up squad outpaces it. The two team cards share one squad-wide level —
|
||||
anyone's pick raises everyone's multiplier — so coordinating drafts beats hoarding. Your deepest cleared
|
||||
wave goes on the <a href="/leaderboard">leaderboard</a>.
|
||||
</p>
|
||||
var cards = Model.Cards().ToList();
|
||||
@if (cards.Count > 0)
|
||||
{
|
||||
<h2>Card catalog</h2>
|
||||
<div class="tablewrap">
|
||||
<table>
|
||||
<tr><th>Card</th><th class="num">Per pick</th><th class="num">Max picks</th><th>Notes</th></tr>
|
||||
@foreach (var c in cards)
|
||||
{
|
||||
<tr>
|
||||
<td>@Fmt.StrOf(c, "Name")</td>
|
||||
<td class="num">@Fmt.NumOf(c, "PerPick")@(Fmt.BoolOf(c, "Flat") ? "" : "%")</td>
|
||||
<td class="num">@Fmt.IntOf(c, "Cap")</td>
|
||||
<td class="muted small">@(Fmt.BoolOf(c, "IsTeam") ? "team-wide, shared level" : Fmt.CardDetail(Fmt.StrOf(c, "Detail"), Fmt.NumOf(c, "PerPick")))</td>
|
||||
</tr>
|
||||
}
|
||||
</table>
|
||||
</div>
|
||||
}
|
||||
}
|
||||
|
||||
<p><a href="/theory">Theory</a> has the full stat tables and the handicap math behind all of this.</p>
|
||||
41
Pages/Guides/Mode.cshtml.cs
Normal file
41
Pages/Guides/Mode.cshtml.cs
Normal file
|
|
@ -0,0 +1,41 @@
|
|||
using System.Text.Json;
|
||||
using CsWeb.Services;
|
||||
using Microsoft.AspNetCore.Mvc;
|
||||
using Microsoft.AspNetCore.Mvc.RazorPages;
|
||||
|
||||
namespace CsWeb.Pages.Guides;
|
||||
|
||||
public class ModeModel(Fleet fleet) : PageModel
|
||||
{
|
||||
private static readonly string[] Known = ["tdm", "gungame", "survival"];
|
||||
|
||||
public string Mode { get; private set; } = "";
|
||||
public Cached<BalancePayload>? Balance { get; private set; }
|
||||
public BalancePayload? B => Balance?.Data;
|
||||
|
||||
public async Task<IActionResult> OnGetAsync(string mode)
|
||||
{
|
||||
mode = mode.ToLowerInvariant();
|
||||
if (!Known.Contains(mode)) return NotFound();
|
||||
Mode = mode;
|
||||
(_, Balance) = await fleet.BalanceForMode(mode);
|
||||
return Page();
|
||||
}
|
||||
|
||||
// The GG ladder rows from the balance payload's GunGame.Ladder ([{Weapon, Tier}]).
|
||||
public IEnumerable<(string Weapon, int Tier)> Ladder()
|
||||
{
|
||||
if (B is null || B.GunGame.ValueKind != JsonValueKind.Object) yield break;
|
||||
if (!B.GunGame.TryGetProperty("Ladder", out var l) || l.ValueKind != JsonValueKind.Array) yield break;
|
||||
foreach (var e in l.EnumerateArray())
|
||||
yield return (Fmt.StrOf(e, "Weapon"), Fmt.IntOf(e, "Tier"));
|
||||
}
|
||||
|
||||
// Survival card catalog rows ([{Key, Name, PerPick, Cap, Flat?, IsTeam?, Detail?}] — tolerant of shape drift).
|
||||
public IEnumerable<JsonElement> Cards()
|
||||
{
|
||||
if (B is null || B.Survival.ValueKind != JsonValueKind.Object) yield break;
|
||||
if (!B.Survival.TryGetProperty("Cards", out var c) || c.ValueKind != JsonValueKind.Array) yield break;
|
||||
foreach (var e in c.EnumerateArray()) yield return e;
|
||||
}
|
||||
}
|
||||
62
Pages/Index.cshtml
Normal file
62
Pages/Index.cshtml
Normal file
|
|
@ -0,0 +1,62 @@
|
|||
@page
|
||||
@using CsWeb.Services
|
||||
@model IndexModel
|
||||
@{
|
||||
ViewData["Title"] = "";
|
||||
}
|
||||
@section Meta {
|
||||
<meta property="og:title" content="Outnumbered — CS2 PvE RPG servers" />
|
||||
<meta property="og:description" content="@Model.ServersUp servers up, @Model.HumansOnline player(s) in game. Level up, prestige, fight the horde — TDM, Gun Game, Survival." />
|
||||
<meta property="og:type" content="website" />
|
||||
}
|
||||
|
||||
<h1>Outnumbered</h1>
|
||||
<p>
|
||||
A players-vs-bots RPG mod for CS2: you and a few humans versus a scaling horde. Kill for XP, level up,
|
||||
spend points on permanent stats, prestige for keeps — across three modes. No matchmaking, no ranks lost,
|
||||
no teenagers screaming into your ear. Pick a server and shoot something.
|
||||
</p>
|
||||
<p class="muted small">
|
||||
These servers run <a href="/faq">deliberately without VAC</a> (it's a PvE mod that rewrites half the game).
|
||||
Your account is safe — see the FAQ.
|
||||
</p>
|
||||
|
||||
@if (Model.Servers.Count == 0)
|
||||
{
|
||||
<div class="notice err">No servers found. If you just deployed, the game instances may still be starting.</div>
|
||||
}
|
||||
<div class="cards">
|
||||
@foreach (var (id, s) in Model.Servers)
|
||||
{
|
||||
var d = s.Data;
|
||||
<div class="card">
|
||||
<div class="row">
|
||||
<h3><a href="/s/@id">@(d?.Hostname is { Length: > 0 } h ? h : id)</a></h3>
|
||||
@if (!s.Online) { <span class="badge off">offline</span> }
|
||||
else { <span class="badge mode">@Fmt.ModeName(d?.Mode)</span> }
|
||||
</div>
|
||||
@if (d is not null)
|
||||
{
|
||||
<div class="row">
|
||||
<span class="muted">@d.Map</span>
|
||||
<span>@d.Humans.Count/@d.MaxHumans players · @d.Bots bots</span>
|
||||
</div>
|
||||
@if (Fmt.ExtraLine(d) is { Length: > 0 } extra)
|
||||
{
|
||||
<div class="muted small">@extra</div>
|
||||
}
|
||||
@if (d.Port > 0)
|
||||
{
|
||||
<div class="row">
|
||||
<span class="connect">connect @Model.Fleet.PublicHost:@d.Port</span>
|
||||
<a class="btn" href="steam://connect/@Model.Fleet.PublicHost:@d.Port">Join</a>
|
||||
</div>
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
<div class="muted small">@Fmt.Age(s)</div>
|
||||
}
|
||||
</div>
|
||||
}
|
||||
</div>
|
||||
21
Pages/Index.cshtml.cs
Normal file
21
Pages/Index.cshtml.cs
Normal file
|
|
@ -0,0 +1,21 @@
|
|||
using CsWeb.Services;
|
||||
using Microsoft.AspNetCore.Mvc.RazorPages;
|
||||
|
||||
namespace CsWeb.Pages;
|
||||
|
||||
public class IndexModel(Fleet fleet) : PageModel
|
||||
{
|
||||
public Fleet Fleet => fleet;
|
||||
public List<(string Id, Cached<StatusPayload> Status)> Servers { get; private set; } = [];
|
||||
public int HumansOnline { get; private set; }
|
||||
public int ServersUp { get; private set; }
|
||||
|
||||
public async Task OnGetAsync()
|
||||
{
|
||||
var ids = fleet.Instances();
|
||||
var fetched = await Task.WhenAll(ids.Select(fleet.Status));
|
||||
Servers = ids.Zip(fetched, (id, s) => (id, s)).ToList();
|
||||
HumansOnline = Servers.Sum(s => s.Status.Online ? s.Status.Data?.Humans.Count ?? 0 : 0);
|
||||
ServersUp = Servers.Count(s => s.Status.Online);
|
||||
}
|
||||
}
|
||||
62
Pages/Leaderboard.cshtml
Normal file
62
Pages/Leaderboard.cshtml
Normal file
|
|
@ -0,0 +1,62 @@
|
|||
@page "/leaderboard"
|
||||
@using CsWeb.Services
|
||||
@model LeaderboardModel
|
||||
@{
|
||||
ViewData["Title"] = "Leaderboard";
|
||||
var t = Model.Top;
|
||||
var d = t?.Data;
|
||||
}
|
||||
|
||||
<h1>Leaderboard</h1>
|
||||
@if (t is null || d is null)
|
||||
{
|
||||
<div class="notice err">Leaderboards are unavailable right now (no server reachable).</div>
|
||||
}
|
||||
else
|
||||
{
|
||||
@if (!t.Online)
|
||||
{
|
||||
<div class="notice">Servers are offline — showing the last known standings (@Fmt.Age(t)).</div>
|
||||
}
|
||||
<div class="cols">
|
||||
<section>
|
||||
<h2>Progression</h2>
|
||||
<div class="tablewrap">
|
||||
<table>
|
||||
<tr><th>#</th><th>Player</th><th class="num">Prestige</th><th class="num">Level</th></tr>
|
||||
@foreach (var (r, i) in d.Levels.Select((r, i) => (r, i)))
|
||||
{
|
||||
<tr><td class="num">@(i + 1)</td><td>@r.Name</td><td class="num">@r.Prestige</td><td class="num">@r.Level</td></tr>
|
||||
}
|
||||
</table>
|
||||
</div>
|
||||
</section>
|
||||
<section>
|
||||
<h2>Deepest survival wave</h2>
|
||||
<div class="tablewrap">
|
||||
<table>
|
||||
<tr><th>#</th><th>Player</th><th class="num">Wave</th></tr>
|
||||
@foreach (var (r, i) in d.Waves.Select((r, i) => (r, i)))
|
||||
{
|
||||
<tr><td class="num">@(i + 1)</td><td>@r.Name</td><td class="num">@r.BestWave</td></tr>
|
||||
}
|
||||
@if (d.Waves.Count == 0) { <tr><td colspan="3" class="muted">No cleared waves recorded yet.</td></tr> }
|
||||
</table>
|
||||
</div>
|
||||
</section>
|
||||
<section>
|
||||
<h2>Fastest Gun Game</h2>
|
||||
<div class="tablewrap">
|
||||
<table>
|
||||
<tr><th>#</th><th>Player</th><th class="num">Time</th></tr>
|
||||
@foreach (var (r, i) in d.GgTimes.Select((r, i) => (r, i)))
|
||||
{
|
||||
<tr><td class="num">@(i + 1)</td><td>@r.Name</td><td class="num">@Fmt.RunTime(r.BestMs)</td></tr>
|
||||
}
|
||||
@if (d.GgTimes.Count == 0) { <tr><td colspan="3" class="muted">No full ladder runs recorded yet.</td></tr> }
|
||||
</table>
|
||||
</div>
|
||||
</section>
|
||||
</div>
|
||||
<p class="muted small">The clock starts at your first damage dealt or taken after joining — reconnecting doesn't reset it.</p>
|
||||
}
|
||||
11
Pages/Leaderboard.cshtml.cs
Normal file
11
Pages/Leaderboard.cshtml.cs
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
using CsWeb.Services;
|
||||
using Microsoft.AspNetCore.Mvc.RazorPages;
|
||||
|
||||
namespace CsWeb.Pages;
|
||||
|
||||
public class LeaderboardModel(Fleet fleet) : PageModel
|
||||
{
|
||||
public Cached<TopPayload>? Top { get; private set; }
|
||||
|
||||
public async Task OnGetAsync() => Top = await fleet.Top();
|
||||
}
|
||||
12
Pages/Privacy.cshtml
Normal file
12
Pages/Privacy.cshtml
Normal file
|
|
@ -0,0 +1,12 @@
|
|||
@page "/privacy"
|
||||
@{
|
||||
ViewData["Title"] = "Privacy";
|
||||
}
|
||||
|
||||
<h1>Privacy</h1>
|
||||
<p>
|
||||
The game servers store your SteamID, display name, and gameplay statistics (XP, levels, records) to make
|
||||
progression and leaderboards work; this website reads that data and stores nothing of its own, sets no cookies,
|
||||
and runs no trackers or analytics. To have your data removed, contact the operator via
|
||||
<a href="https://git.lo.sh/kamal/cs2-outnumbered">the repository</a>.
|
||||
</p>
|
||||
20
Pages/Rules.cshtml
Normal file
20
Pages/Rules.cshtml
Normal file
|
|
@ -0,0 +1,20 @@
|
|||
@page "/rules"
|
||||
@{
|
||||
ViewData["Title"] = "Rules";
|
||||
}
|
||||
|
||||
<h1>Rules</h1>
|
||||
<p>It's PvE. There isn't much to ruin — but the little there is, don't:</p>
|
||||
<ul>
|
||||
<li>No cheats or automation. Yes, even against bots — the leaderboards are shared.</li>
|
||||
<li>No leaderboard griefing (win-trading the Gun Game timer, farming an empty server with exploits).</li>
|
||||
<li>Keep chat civil. The entire point of this place is not having to mute anyone.</li>
|
||||
<li>Exploits and crashes: report them, don't farm them.</li>
|
||||
</ul>
|
||||
<p class="muted">Breaking these gets your progress wiped and/or a ban. There is no appeals process; there is one admin.</p>
|
||||
|
||||
<h2>Wipes</h2>
|
||||
<p>
|
||||
No scheduled wipes. Balance changes happen live and are listed in the <a href="/changelog">changelog</a>;
|
||||
if a change ever requires a reset (unlikely), it will be announced here first.
|
||||
</p>
|
||||
71
Pages/Server.cshtml
Normal file
71
Pages/Server.cshtml
Normal file
|
|
@ -0,0 +1,71 @@
|
|||
@page "/s/{id}"
|
||||
@using CsWeb.Services
|
||||
@model ServerModel
|
||||
@{
|
||||
var s = Model.Status!;
|
||||
var d = s.Data;
|
||||
var title = d?.Hostname is { Length: > 0 } h ? h : Model.Id;
|
||||
ViewData["Title"] = title;
|
||||
var ogDesc = d is null
|
||||
? "Outnumbered CS2 server"
|
||||
: $"{Fmt.ModeName(d.Mode)} on {d.Map} — {d.Humans.Count}/{d.MaxHumans} players, {d.Bots} bots."
|
||||
+ (Fmt.ExtraLine(d) is { Length: > 0 } ex ? $" {ex}." : "");
|
||||
}
|
||||
@section Meta {
|
||||
<meta property="og:title" content="@title" />
|
||||
<meta property="og:description" content="@ogDesc" />
|
||||
<meta property="og:type" content="website" />
|
||||
}
|
||||
|
||||
<h1>@title</h1>
|
||||
<p class="muted">
|
||||
<span class="badge mode">@Fmt.ModeName(d?.Mode)</span>
|
||||
@if (!s.Online) { <span class="badge off">@Fmt.Age(s)</span> }
|
||||
</p>
|
||||
|
||||
@if (d is null)
|
||||
{
|
||||
<div class="notice err">This server hasn't reported yet. If it just started, give it a few seconds.</div>
|
||||
}
|
||||
else
|
||||
{
|
||||
<div class="row">
|
||||
<p>
|
||||
Map <code>@d.Map</code> · @d.Humans.Count/@d.MaxHumans players · @d.Bots bots
|
||||
@if (Fmt.ExtraLine(d) is { Length: > 0 } extra) { <span> · @extra</span> }
|
||||
</p>
|
||||
</div>
|
||||
@if (d.Port > 0)
|
||||
{
|
||||
<p>
|
||||
<a class="btn" href="steam://connect/@Model.Fleet.PublicHost:@d.Port">Join now</a>
|
||||
or paste in console: <span class="connect">connect @Model.Fleet.PublicHost:@d.Port</span>
|
||||
</p>
|
||||
}
|
||||
|
||||
@if (d.Humans.Count > 0)
|
||||
{
|
||||
<h2>Players</h2>
|
||||
<div class="tablewrap">
|
||||
<table>
|
||||
<tr>
|
||||
<th>Name</th><th class="num">Level</th><th class="num">Prestige</th>
|
||||
<th class="num">K</th><th class="num">D</th><th class="num">Streak</th>
|
||||
@if (d.Mode == "gungame") { <th>Weapon</th> }
|
||||
</tr>
|
||||
@foreach (var p in d.Humans)
|
||||
{
|
||||
<tr>
|
||||
<td>@p.Name</td><td class="num">@p.Level</td><td class="num">@p.Prestige</td>
|
||||
<td class="num">@p.Kills</td><td class="num">@p.Deaths</td><td class="num">@p.Streak</td>
|
||||
@if (d.Mode == "gungame") { <td>@(Fmt.RungWeapon(d, p) ?? "—")</td> }
|
||||
</tr>
|
||||
}
|
||||
</table>
|
||||
</div>
|
||||
}
|
||||
else
|
||||
{
|
||||
<p class="muted">Nobody in game right now — free server, all yours.</p>
|
||||
}
|
||||
}
|
||||
21
Pages/Server.cshtml.cs
Normal file
21
Pages/Server.cshtml.cs
Normal file
|
|
@ -0,0 +1,21 @@
|
|||
using CsWeb.Services;
|
||||
using Microsoft.AspNetCore.Mvc;
|
||||
using Microsoft.AspNetCore.Mvc.RazorPages;
|
||||
|
||||
namespace CsWeb.Pages;
|
||||
|
||||
public class ServerModel(Fleet fleet) : PageModel
|
||||
{
|
||||
public Fleet Fleet => fleet;
|
||||
public string Id { get; private set; } = "";
|
||||
public Cached<StatusPayload>? Status { get; private set; }
|
||||
|
||||
public async Task<IActionResult> OnGetAsync(string id)
|
||||
{
|
||||
// The slug space is exactly the socket names — anything else 404s before touching a socket path.
|
||||
if (!fleet.Instances().Contains(id)) return NotFound();
|
||||
Id = id;
|
||||
Status = await fleet.Status(id);
|
||||
return Page();
|
||||
}
|
||||
}
|
||||
36
Pages/Shared/_Layout.cshtml
Normal file
36
Pages/Shared/_Layout.cshtml
Normal file
|
|
@ -0,0 +1,36 @@
|
|||
<!DOCTYPE html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8" />
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1" />
|
||||
<meta name="color-scheme" content="dark" />
|
||||
<title>@(ViewData["Title"] is string t && t.Length > 0 ? $"{t} — cs2-on.eu" : "cs2-on.eu — Outnumbered CS2 PvE RPG")</title>
|
||||
@RenderSection("Meta", required: false)
|
||||
<link rel="stylesheet" href="/css/site.css" />
|
||||
</head>
|
||||
<body>
|
||||
<header>
|
||||
<nav class="wrap">
|
||||
<a class="brand" href="/">cs2-on<span>.eu</span></a>
|
||||
<a href="/">Servers</a>
|
||||
<a href="/leaderboard">Leaderboard</a>
|
||||
<a href="/guides">Guides</a>
|
||||
<a href="/theory">Theorycrafting</a>
|
||||
<a href="/faq">FAQ</a>
|
||||
<a href="/rules">Rules</a>
|
||||
</nav>
|
||||
</header>
|
||||
<main class="wrap">
|
||||
@RenderBody()
|
||||
</main>
|
||||
<footer class="wrap">
|
||||
<span>Outnumbered — a players-vs-bots RPG mod for CS2.</span>
|
||||
<span>
|
||||
<a href="/changelog">Changelog</a> ·
|
||||
<a href="https://git.lo.sh/kamal/cs2-outnumbered">Source</a> ·
|
||||
<a href="/privacy">Privacy</a>
|
||||
</span>
|
||||
</footer>
|
||||
@RenderSection("Scripts", required: false)
|
||||
</body>
|
||||
</html>
|
||||
217
Pages/Theory.cshtml
Normal file
217
Pages/Theory.cshtml
Normal file
|
|
@ -0,0 +1,217 @@
|
|||
@page "/theory"
|
||||
@using CsWeb.Services
|
||||
@model TheoryModel
|
||||
@{
|
||||
ViewData["Title"] = "Theorycrafting";
|
||||
var b = Model.B;
|
||||
}
|
||||
|
||||
<h1>Theorycrafting</h1>
|
||||
<p>
|
||||
Numbers below are <strong>live</strong> — read from the running servers' effective config, including any
|
||||
hot-reloaded balance tuning. The curves are computed by the same compiled code that scales damage in game.
|
||||
Everything is also <strong>editable</strong>: change any knob to explore; <em>Reset</em> returns to server values.
|
||||
</p>
|
||||
<p class="muted small">
|
||||
Showing values for <strong>@Fmt.ModeName(b?.Mode)</strong> —
|
||||
view for <a href="/theory?mode=tdm">TDM</a> · <a href="/theory?mode=gungame">Gun Game</a> · <a href="/theory?mode=survival">Survival</a>
|
||||
(modes can override handicap bands).
|
||||
</p>
|
||||
|
||||
@if (b is null)
|
||||
{
|
||||
<div class="notice err">No server reachable right now — theory needs a live config to be honest. Try again shortly.</div>
|
||||
}
|
||||
else
|
||||
{
|
||||
@if (Model.ModeMismatch)
|
||||
{
|
||||
<div class="notice">No @Fmt.ModeName(Model.ModeParam) server is reachable right now — showing <strong>@Fmt.ModeName(b.Mode)</strong> values (the only live config available).</div>
|
||||
}
|
||||
@if (Model.Balance is { Online: false })
|
||||
{
|
||||
<div class="notice">Servers offline — showing the last known config (@Fmt.Age(Model.Balance!)).</div>
|
||||
}
|
||||
|
||||
<h2>The handicap</h2>
|
||||
<p>
|
||||
One signed index <em>t</em> summarizes how dominant you are (K/D, headshot rate, killstreak, level, and the
|
||||
mode's progress axis, weighted and eased). <em>t</em> = 0 is neutral; +1 is fully dominant;
|
||||
−1 is struggling. All three multipliers are driven by the same <em>t</em>, so they hit their extremes together:
|
||||
dominate and you deal less, take more, and level faster — all at once.
|
||||
</p>
|
||||
|
||||
@if (Model.Panels.Count > 0)
|
||||
{
|
||||
<figure id="curves-fig">
|
||||
<div class="readout" id="readout">
|
||||
<label>t <input type="range" id="tslider" min="-1" max="1" step="0.01" value="0" /></label>
|
||||
<span id="tval">t = 0.00</span>
|
||||
@foreach (var p in Model.Panels)
|
||||
{
|
||||
<span><i class="dot" style="background:@p.Color"></i> <span id="ro-@p.Key">×1.00</span></span>
|
||||
}
|
||||
<span class="muted small">dashed green line = your simulated player</span>
|
||||
</div>
|
||||
@foreach (var (p, i) in Model.Panels.Select((p, i) => (p, i)))
|
||||
{
|
||||
var last = i == Model.Panels.Count - 1;
|
||||
var height = TheoryModel.T + TheoryModel.PlotH + (last ? 26 : 8);
|
||||
<svg class="panel" viewBox="0 0 @TheoryModel.W @height" data-key="@p.Key" role="img" aria-label="@p.Title versus t">
|
||||
<text class="ptitle" x="@TheoryModel.L" y="@(TheoryModel.T - 1)">@p.Title</text>
|
||||
<line class="grid" x1="@TheoryModel.L" y1="@Model.YFor(p, 0)" x2="@(TheoryModel.W - TheoryModel.R)" y2="@Model.YFor(p, 0)" />
|
||||
<line class="grid" x1="@TheoryModel.L" y1="@Model.YFor(p, p.YMax)" x2="@(TheoryModel.W - TheoryModel.R)" y2="@Model.YFor(p, p.YMax)" />
|
||||
<line class="grid one" x1="@TheoryModel.L" y1="@p.OneY" x2="@(TheoryModel.W - TheoryModel.R)" y2="@p.OneY" />
|
||||
<text class="tick ymax" x="@(TheoryModel.L - 5)" y="@(Model.YFor(p, p.YMax) + 4)">@p.YMax.ToString("0.#")</text>
|
||||
<text class="tick" x="@(TheoryModel.L - 5)" y="@(p.OneY + 4)">×1</text>
|
||||
<text class="tick" x="@(TheoryModel.L - 5)" y="@(Model.YFor(p, 0) + 4)">0</text>
|
||||
<polyline class="series" points="@p.Points" style="stroke:@p.Color" />
|
||||
<line class="simt" x1="@(TheoryModel.L + Model.PlotW / 2.0)" y1="@TheoryModel.T" x2="@(TheoryModel.L + Model.PlotW / 2.0)" y2="@(TheoryModel.T + TheoryModel.PlotH)" />
|
||||
<line class="cross" x1="@(TheoryModel.L + Model.PlotW / 2.0)" y1="@TheoryModel.T" x2="@(TheoryModel.L + Model.PlotW / 2.0)" y2="@(TheoryModel.T + TheoryModel.PlotH)" />
|
||||
@if (last)
|
||||
{
|
||||
@* SVG <text> collides with Razor's literal pseudo-tag inside code blocks -> raw emit *@
|
||||
foreach (var tv in new[] { -1.0, -0.5, 0.0, 0.5, 1.0 })
|
||||
{
|
||||
var x = TheoryModel.L + (tv + 1) / 2 * Model.PlotW;
|
||||
@Html.Raw($"<text class=\"tick mid\" x=\"{x:0.#}\" y=\"{TheoryModel.T + TheoryModel.PlotH + 16}\">{tv:0.#}</text>")
|
||||
}
|
||||
}
|
||||
</svg>
|
||||
}
|
||||
<figcaption class="muted small">← struggling · t · dominant → (drag the slider or hover the chart; curves follow your edits below)</figcaption>
|
||||
</figure>
|
||||
}
|
||||
|
||||
<h2 id="sim">Simulator</h2>
|
||||
<p class="small muted">
|
||||
Seeded from the live server config. Edit anything — player state, stat levels, card picks, handicap knobs —
|
||||
and every readout and curve recomputes. Abilities, crits and headshots are excluded (parity with the in-game
|
||||
HUD's base readout). Edited fields get an amber outline.
|
||||
</p>
|
||||
|
||||
<div class="sim">
|
||||
<div class="simout" id="simout">
|
||||
<span><span class="lbl">index</span><b id="sim-t">0.00</b></span>
|
||||
<span><span class="lbl">deal band</span><b id="sim-deal">×1.00</b></span>
|
||||
<span><span class="lbl">take band</span><b id="sim-take">×1.00</b></span>
|
||||
<span><span class="lbl">xp band</span><b id="sim-xpband">×1.00</b></span>
|
||||
<span><span class="lbl">Out × (with stats)</span><b id="sim-out">×1.00</b></span>
|
||||
<span><span class="lbl">In ×</span><b id="sim-in">×1.00</b></span>
|
||||
<span><span class="lbl">HS ×</span><b id="sim-hs">×1.00</b></span>
|
||||
<span><span class="lbl">XP × (total)</span><b id="sim-xp">×1.00</b></span>
|
||||
<button class="btn" id="sim-reset" type="button">Reset to server</button>
|
||||
</div>
|
||||
|
||||
<fieldset>
|
||||
<legend>Player state</legend>
|
||||
<div class="fields">
|
||||
<label>Level <input type="number" data-sim="level" min="0" max="100" value="0" /></label>
|
||||
<label>Prestige <input type="number" data-sim="prestige" min="0" value="0" /></label>
|
||||
<label>Kills <input type="number" data-sim="kills" min="0" value="0" /></label>
|
||||
<label>Deaths <input type="number" data-sim="deaths" min="0" value="0" /></label>
|
||||
<label>HS kills <input type="number" data-sim="hsk" min="0" value="0" /></label>
|
||||
<label>Streak <input type="number" data-sim="streak" min="0" value="0" /></label>
|
||||
<label>Mode progress (0-1) <input type="number" data-sim="progress" min="0" max="1" step="0.05" value="0" /></label>
|
||||
<label>Escalation floor t <input type="number" data-sim="floor" min="-1" max="1" step="0.05" value="-1" /></label>
|
||||
</div>
|
||||
</fieldset>
|
||||
|
||||
<div class="cols">
|
||||
<fieldset>
|
||||
<legend>Stat tree (invested levels)</legend>
|
||||
<div class="tablewrap">
|
||||
<table>
|
||||
<tr><th>Stat</th><th class="num">Base</th><th class="num">Per lvl</th><th class="num">Invested</th><th class="num">Effective</th></tr>
|
||||
@foreach (var s in Model.StatRows())
|
||||
{
|
||||
<tr>
|
||||
<td>@s.Name</td>
|
||||
<td class="num">@s.Base</td>
|
||||
<td class="num">@s.PerLevel</td>
|
||||
<td class="num"><input type="number" data-stat="@s.Key" min="0" max="@s.MaxLevel" value="0" title="0-@s.MaxLevel" aria-label="@s.Name invested levels" /></td>
|
||||
<td class="num" id="eff-@s.Key">@s.Base</td>
|
||||
</tr>
|
||||
}
|
||||
</table>
|
||||
</div>
|
||||
</fieldset>
|
||||
|
||||
<div>
|
||||
<fieldset>
|
||||
<legend>Survival cards (run-scoped picks)</legend>
|
||||
<div class="tablewrap">
|
||||
<table>
|
||||
<tr><th>Card</th><th class="num">Per pick</th><th class="num">Picks</th></tr>
|
||||
@foreach (var c in Model.CardRows())
|
||||
{
|
||||
dynamic card = c;
|
||||
<tr>
|
||||
<td>@card.Name @(card.IsTeam ? Html.Raw("<span class=\"badge\">team</span>") : Html.Raw(""))</td>
|
||||
<td class="num">@card.PerPick</td>
|
||||
<td class="num"><input type="number" data-card="@card.Key" data-team="@(card.IsTeam ? 1 : 0)" data-perpick="@card.PerPick" min="0" max="@card.Cap" value="0" title="0-@card.Cap" aria-label="@card.Name picks" /></td>
|
||||
</tr>
|
||||
}
|
||||
</table>
|
||||
</div>
|
||||
</fieldset>
|
||||
|
||||
<fieldset>
|
||||
<legend>XP</legend>
|
||||
<div class="fields">
|
||||
<label>Prestige boost %/prestige <input type="number" data-sim="prestigeBoost" step="1" value="@Model.PrestigeBoostPercent" /></label>
|
||||
</div>
|
||||
</fieldset>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<fieldset>
|
||||
<legend>Handicap knobs (@Fmt.ModeName(b.Mode) effective)</legend>
|
||||
<div class="kgroups">
|
||||
@foreach (var (group, rows) in Model.HandicapGroups())
|
||||
{
|
||||
<section class="kgroup">
|
||||
<h4>@group</h4>
|
||||
@foreach (var r in rows)
|
||||
{
|
||||
if (r.IsBool)
|
||||
{
|
||||
<label>@r.Name <input type="checkbox" data-h="@r.Name" checked="@(r.Num != 0)" /></label>
|
||||
}
|
||||
else
|
||||
{
|
||||
<label>@r.Name <input type="number" data-h="@r.Name" step="@TheoryModel.StepFor(r.Num)" value="@r.Num.ToString("0.###", System.Globalization.CultureInfo.InvariantCulture)" /></label>
|
||||
}
|
||||
}
|
||||
</section>
|
||||
}
|
||||
</div>
|
||||
</fieldset>
|
||||
</div>
|
||||
|
||||
<h3>Key points (server values)</h3>
|
||||
<div class="tablewrap">
|
||||
<table>
|
||||
<tr><th class="num">t</th><th class="num">Deal ×</th><th class="num">Take ×</th><th class="num">XP ×</th></tr>
|
||||
@foreach (var r in Model.KeyRows())
|
||||
{
|
||||
<tr>
|
||||
<td class="num">@r.T.ToString("0.0")</td>
|
||||
<td class="num">@r.Deal.ToString("0.00")</td>
|
||||
<td class="num">@r.Take.ToString("0.00")</td>
|
||||
<td class="num">@r.Xp.ToString("0.00")</td>
|
||||
</tr>
|
||||
}
|
||||
</table>
|
||||
</div>
|
||||
|
||||
<p class="muted small">
|
||||
Weapon-by-weapon time-to-kill tables and per-weapon damage simulation are planned on top of this.
|
||||
</p>
|
||||
|
||||
<script type="application/json" id="sim-data">@Html.Raw(Model.SimJson)</script>
|
||||
}
|
||||
|
||||
@section Scripts {
|
||||
<script src="/js/theory.js" defer></script>
|
||||
}
|
||||
170
Pages/Theory.cshtml.cs
Normal file
170
Pages/Theory.cshtml.cs
Normal file
|
|
@ -0,0 +1,170 @@
|
|||
using System.Globalization;
|
||||
using System.Text;
|
||||
using System.Text.Json;
|
||||
using CsWeb.Services;
|
||||
using Microsoft.AspNetCore.Mvc.RazorPages;
|
||||
|
||||
namespace CsWeb.Pages;
|
||||
|
||||
public class TheoryModel(Fleet fleet) : PageModel
|
||||
{
|
||||
// Panel geometry in viewBox units (SVG scales to container width).
|
||||
public const int W = 720, PlotH = 134, L = 46, R = 10, T = 10;
|
||||
public int PlotW => W - L - R;
|
||||
|
||||
public sealed record Panel(string Key, string Title, string Color, string Points, double YMax, double OneY);
|
||||
|
||||
public string? ModeParam { get; private set; }
|
||||
public Cached<BalancePayload>? Balance { get; private set; }
|
||||
public BalancePayload? B => Balance?.Data;
|
||||
public List<Panel> Panels { get; } = [];
|
||||
public string SimJson { get; private set; } = "null";
|
||||
public double PrestigeBoostPercent { get; private set; } // server value, rendered into the input (no-JS honesty)
|
||||
|
||||
// A requested mode with no live server of that mode falls back to whatever IS reachable — say so explicitly,
|
||||
// because the effective handicap genuinely differs per mode.
|
||||
public bool ModeMismatch =>
|
||||
!string.IsNullOrEmpty(ModeParam) && B is not null
|
||||
&& !string.Equals(ModeParam, B.Mode, StringComparison.OrdinalIgnoreCase);
|
||||
|
||||
// Balance serializes StatsConfig with PascalCase property names; the domain (and the survival cards) key stats
|
||||
// by snake_case ids. This is the one place the site maps between them (mirror of the plugin's StatRegistry).
|
||||
private static readonly (string Prop, string Key, string Display)[] StatMap =
|
||||
[
|
||||
("Damage", "damage", "Damage"),
|
||||
("CritChance", "crit_chance", "Crit Chance"),
|
||||
("CritDamage", "crit_damage", "Crit Damage"),
|
||||
("HeadshotDamage", "hs_damage", "Headshot Damage"),
|
||||
("MaxHp", "max_hp", "Max HP"),
|
||||
("MaxArmor", "max_armor", "Max Armor"),
|
||||
("Lifesteal", "lifesteal", "Lifesteal"),
|
||||
("ArmorLifesteal", "armor_lifesteal", "Armor Lifesteal"),
|
||||
("HpRegen", "hp_regen", "HP Regen"),
|
||||
("ArmorRegen", "armor_regen", "Armor Regen"),
|
||||
("Thorns", "thorns", "Thorns"),
|
||||
("XpBoost", "xp_boost", "XP Boost"),
|
||||
];
|
||||
|
||||
public async Task OnGetAsync(string? mode)
|
||||
{
|
||||
ModeParam = mode;
|
||||
(_, Balance) = await fleet.BalanceForMode(mode ?? "");
|
||||
var c = B?.Curves;
|
||||
if (c is null || c.T.Length < 2) return;
|
||||
|
||||
// Fixed slot order (validated categorical palette, dark surface): identity is carried by each panel's title;
|
||||
// the hue only ties the panel to its slider readout.
|
||||
Panels.Add(BuildPanel("deal", "Damage dealt ×", "#3987e5", c.Deal));
|
||||
Panels.Add(BuildPanel("take", "Damage taken ×", "#199e70", c.Take));
|
||||
Panels.Add(BuildPanel("xp", "XP rate ×", "#c98500", c.Xp));
|
||||
|
||||
// The simulator's seed: everything the JS math needs, in one blob. Server values = the reset state.
|
||||
PrestigeBoostPercent = Fmt.NumOf(B!.Progression, "PrestigeXpBoostPercent");
|
||||
SimJson = JsonSerializer.Serialize(new
|
||||
{
|
||||
Curves = c,
|
||||
Handicap = HandicapRows().ToDictionary(r => r.Name, r => r.Num),
|
||||
Stats = StatRows().Select(s => new { s.Key, s.Name, s.Base, s.PerLevel, s.MaxLevel }).ToList(),
|
||||
Cards = CardRows().ToList(),
|
||||
PrestigeBoostPercent,
|
||||
});
|
||||
}
|
||||
|
||||
// Survival cards that the simulator can apply: stat-keyed cards (card key == stat key) + the two team cards.
|
||||
public IEnumerable<object> CardRows()
|
||||
{
|
||||
if (B is null || B.Survival.ValueKind != JsonValueKind.Object) yield break;
|
||||
if (!B.Survival.TryGetProperty("Cards", out var cards) || cards.ValueKind != JsonValueKind.Array) yield break;
|
||||
foreach (var e in cards.EnumerateArray())
|
||||
{
|
||||
string key = Fmt.StrOf(e, "Key");
|
||||
bool isTeam = Fmt.BoolOf(e, "IsTeam");
|
||||
if (!isTeam && !StatMap.Any(m => m.Key == key)) continue; // effect cards (burn/explode/...) aren't stat math
|
||||
yield return new
|
||||
{
|
||||
Key = key,
|
||||
Name = Fmt.StrOf(e, "Name"),
|
||||
PerPick = Fmt.NumOf(e, "PerPick"),
|
||||
Cap = Fmt.IntOf(e, "Cap"),
|
||||
IsTeam = isTeam,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
private Panel BuildPanel(string key, string title, string color, double[] ys)
|
||||
{
|
||||
double max = ys.Max();
|
||||
double step = max <= 2 ? 0.5 : max <= 5 ? 1 : 2;
|
||||
double ymax = Math.Max(step, Math.Ceiling(max / step) * step);
|
||||
|
||||
var sb = new StringBuilder(ys.Length * 12);
|
||||
for (int i = 0; i < ys.Length; i++)
|
||||
{
|
||||
double x = L + (double)i / (ys.Length - 1) * PlotW;
|
||||
double y = T + PlotH * (1 - ys[i] / ymax);
|
||||
if (i > 0) sb.Append(' ');
|
||||
sb.Append(x.ToString("0.#", CultureInfo.InvariantCulture)).Append(',')
|
||||
.Append(y.ToString("0.#", CultureInfo.InvariantCulture));
|
||||
}
|
||||
double oneY = T + PlotH * (1 - 1.0 / ymax); // the ×1 neutral reference line
|
||||
return new Panel(key, title, color, sb.ToString(), ymax, oneY);
|
||||
}
|
||||
|
||||
public double YFor(Panel p, double value) => T + PlotH * (1 - value / p.YMax);
|
||||
|
||||
// The table view of the chart (accessibility + skim value): the five canonical t anchors.
|
||||
public IEnumerable<(double T, double Deal, double Take, double Xp)> KeyRows()
|
||||
{
|
||||
var c = B?.Curves;
|
||||
if (c is null || c.T.Length < 201) yield break;
|
||||
foreach (int i in new[] { 0, 50, 100, 150, 200 })
|
||||
yield return (c.T[i], c.Deal[i], c.Take[i], c.Xp[i]);
|
||||
}
|
||||
|
||||
// Stat-tree rows in registry order, joined against the live Stats block (unmapped/new stats fall back to raw name).
|
||||
public IEnumerable<(string Key, string Name, double Base, double PerLevel, int MaxLevel)> StatRows()
|
||||
{
|
||||
if (B is null || B.Stats.ValueKind != JsonValueKind.Object) yield break;
|
||||
foreach (var p in B.Stats.EnumerateObject())
|
||||
{
|
||||
if (p.Value.ValueKind != JsonValueKind.Object || !p.Value.TryGetProperty("MaxLevel", out _)) continue;
|
||||
var m = StatMap.FirstOrDefault(m => m.Prop == p.Name);
|
||||
yield return (m.Key ?? p.Name.ToLowerInvariant(), m.Display ?? p.Name,
|
||||
Fmt.NumOf(p.Value, "Base"), Fmt.NumOf(p.Value, "PerLevel"), Fmt.IntOf(p.Value, "MaxLevel"));
|
||||
}
|
||||
}
|
||||
|
||||
// Every scalar knob of the effective (mode-resolved) handicap block, as-is — drift-proof by construction.
|
||||
// Bools ride as 0/1 so the whole block is one editable numeric dictionary for the simulator.
|
||||
public IEnumerable<(string Name, double Num, bool IsBool)> HandicapRows()
|
||||
{
|
||||
if (B is null || B.EffectiveHandicap.ValueKind != JsonValueKind.Object) yield break;
|
||||
foreach (var p in B.EffectiveHandicap.EnumerateObject())
|
||||
{
|
||||
switch (p.Value.ValueKind)
|
||||
{
|
||||
case JsonValueKind.Number: yield return (p.Name, p.Value.GetDouble(), false); break;
|
||||
case JsonValueKind.True: yield return (p.Name, 1, true); break;
|
||||
case JsonValueKind.False: yield return (p.Name, 0, true); break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Knob display grouping — name-shape rules so future knobs sort themselves (unknowns land in Thresholds).
|
||||
private static string GroupOf(string name) =>
|
||||
name is "Enabled" or "MasterDifficulty" or "Curve" ? "Core"
|
||||
: name.EndsWith("Weight", StringComparison.Ordinal) ? "Factor weights"
|
||||
: name.StartsWith("MDeal", StringComparison.Ordinal) || name.StartsWith("MTake", StringComparison.Ordinal)
|
||||
|| name.StartsWith("Xp", StringComparison.Ordinal) ? "Bands"
|
||||
: "Thresholds";
|
||||
|
||||
private static readonly string[] GroupOrder = ["Core", "Thresholds", "Factor weights", "Bands"];
|
||||
|
||||
public IEnumerable<(string Group, List<(string Name, double Num, bool IsBool)> Rows)> HandicapGroups() =>
|
||||
HandicapRows().GroupBy(r => GroupOf(r.Name))
|
||||
.OrderBy(g => Array.IndexOf(GroupOrder, g.Key) is var i && i < 0 ? int.MaxValue : i)
|
||||
.Select(g => (g.Key, g.ToList()));
|
||||
|
||||
// Spinner step by magnitude, so Curve 0.8 steps by 0.05 instead of the browser default 1 (typing stays free-form).
|
||||
public static string StepFor(double v) => Math.Abs(v) < 1 ? "0.05" : Math.Abs(v) < 10 ? "0.1" : "1";
|
||||
}
|
||||
3
Pages/_ViewImports.cshtml
Normal file
3
Pages/_ViewImports.cshtml
Normal file
|
|
@ -0,0 +1,3 @@
|
|||
@using CsWeb
|
||||
@namespace CsWeb.Pages
|
||||
@addTagHelper *, Microsoft.AspNetCore.Mvc.TagHelpers
|
||||
3
Pages/_ViewStart.cshtml
Normal file
3
Pages/_ViewStart.cshtml
Normal file
|
|
@ -0,0 +1,3 @@
|
|||
@{
|
||||
Layout = "_Layout";
|
||||
}
|
||||
15
Program.cs
Normal file
15
Program.cs
Normal file
|
|
@ -0,0 +1,15 @@
|
|||
using CsWeb.Services;
|
||||
|
||||
var builder = WebApplication.CreateBuilder(args);
|
||||
builder.Services.AddRazorPages();
|
||||
builder.Services.AddSingleton<Fleet>();
|
||||
|
||||
var app = builder.Build();
|
||||
app.UseStaticFiles();
|
||||
app.MapRazorPages();
|
||||
|
||||
// Changelog is deliberately not a page: the Forgejo releases feed IS the changelog (one source of truth).
|
||||
app.MapGet("/changelog", (IConfiguration cfg) =>
|
||||
Results.Redirect(cfg["Outnumbered:ReleasesUrl"] ?? "/", permanent: false));
|
||||
|
||||
await app.RunAsync();
|
||||
23
README.md
Normal file
23
README.md
Normal file
|
|
@ -0,0 +1,23 @@
|
|||
# cs2-web
|
||||
|
||||
The companion website for [cs2-on.eu](https://cs2-on.eu) — server status, leaderboards, guides, and a
|
||||
theorycrafting page for the **Outnumbered** CS2 PvE RPG mod. You're probably looking for the mod itself:
|
||||
**[cs2-outnumbered](https://git.lo.sh/kamal/cs2-outnumbered)**. This repo exists for transparency; the site
|
||||
is only useful with running Outnumbered servers to talk to.
|
||||
|
||||
## What it is
|
||||
|
||||
ASP.NET Core Razor Pages, zero external packages, no JS framework, no build pipeline. The site is stateless
|
||||
and owns no data: each game server's plugin exposes a local Unix-domain-socket API (`status` / `balance` /
|
||||
`top`), and the site renders whatever those report — live status, DB-backed leaderboards, and the effective
|
||||
balance config (the theorycrafting curves are computed by the same code that scales damage in game, so the
|
||||
published numbers can't drift from reality). No cookies, no trackers, no analytics.
|
||||
|
||||
## Running it
|
||||
|
||||
```sh
|
||||
ASPNETCORE_ENVIRONMENT=Development dotnet run # expects sockets in /tmp/og-sock (see appsettings.Development.json)
|
||||
```
|
||||
|
||||
Point `Outnumbered:SocketDir` at a directory of Outnumbered API sockets and open http://127.0.0.1:5080.
|
||||
Without any sockets it renders empty/offline states, which is all it can honestly do.
|
||||
217
Services/Fleet.cs
Normal file
217
Services/Fleet.cs
Normal file
|
|
@ -0,0 +1,217 @@
|
|||
using System.Net.Sockets;
|
||||
using System.Text;
|
||||
using System.Text.Json;
|
||||
|
||||
namespace CsWeb.Services;
|
||||
|
||||
// ---- wire DTOs (mirror the plugin's Api.cs payloads, PascalCase, schema-versioned) ----
|
||||
|
||||
public sealed class HumanRow
|
||||
{
|
||||
public string Name { get; init; } = "";
|
||||
public int Level { get; init; }
|
||||
public int Prestige { get; init; }
|
||||
public int Kills { get; init; }
|
||||
public int Deaths { get; init; }
|
||||
public int Streak { get; init; }
|
||||
public int Rung { get; init; }
|
||||
}
|
||||
|
||||
public sealed class StatusPayload
|
||||
{
|
||||
public int V { get; init; }
|
||||
public long GeneratedAtMs { get; init; }
|
||||
public string ServerId { get; init; } = "";
|
||||
public string Mode { get; init; } = "";
|
||||
public string Map { get; init; } = "";
|
||||
public string Hostname { get; init; } = "";
|
||||
public int Port { get; init; }
|
||||
public int MaxHumans { get; init; }
|
||||
public int Bots { get; init; }
|
||||
public List<HumanRow> Humans { get; init; } = [];
|
||||
public JsonElement Extra { get; init; } // mode-specific block (survival wave, GG ladder, TDM kill goal)
|
||||
}
|
||||
|
||||
public sealed class CurvesDto
|
||||
{
|
||||
public double[] T { get; init; } = [];
|
||||
public double[] Deal { get; init; } = [];
|
||||
public double[] Take { get; init; } = [];
|
||||
public double[] Xp { get; init; } = [];
|
||||
}
|
||||
|
||||
public sealed class BalancePayload
|
||||
{
|
||||
public int V { get; init; }
|
||||
public long GeneratedAtMs { get; init; }
|
||||
public string ServerId { get; init; } = "";
|
||||
public string Mode { get; init; } = "";
|
||||
public JsonElement Match { get; init; }
|
||||
public JsonElement Stats { get; init; }
|
||||
public JsonElement Progression { get; init; }
|
||||
public JsonElement Abilities { get; init; }
|
||||
public JsonElement GunGame { get; init; }
|
||||
public JsonElement Survival { get; init; }
|
||||
public JsonElement EffectiveHandicap { get; init; }
|
||||
public CurvesDto? Curves { get; init; }
|
||||
}
|
||||
|
||||
public sealed class TopLevelRow { public string Name { get; init; } = ""; public int Level { get; init; } public int Prestige { get; init; } public long Xp { get; init; } }
|
||||
public sealed class TopWaveRow { public string Name { get; init; } = ""; public int BestWave { get; init; } }
|
||||
public sealed class TopGgRow { public string Name { get; init; } = ""; public long BestMs { get; init; } }
|
||||
|
||||
public sealed class TopPayload
|
||||
{
|
||||
public int V { get; init; }
|
||||
public long GeneratedAtMs { get; init; }
|
||||
public List<TopLevelRow> Levels { get; init; } = [];
|
||||
public List<TopWaveRow> Waves { get; init; } = [];
|
||||
public List<TopGgRow> GgTimes { get; init; } = [];
|
||||
}
|
||||
|
||||
// A cached fetch: the site is stateless by design, so RAM-last-good is the ONLY persistence. A dead socket serves
|
||||
// the previous payload with Online=false instead of a blank page (the servers being briefly down must not blank the site).
|
||||
public sealed class Cached<T> where T : class
|
||||
{
|
||||
public T? Data { get; set; }
|
||||
public DateTimeOffset FetchedAt { get; set; } // when Data was last refreshed successfully
|
||||
public DateTimeOffset LastAttempt { get; set; }
|
||||
public bool Online { get; set; }
|
||||
public TimeSpan Age => DateTimeOffset.UtcNow - FetchedAt;
|
||||
}
|
||||
|
||||
// The one data source of the whole site: the per-instance Unix domain sockets served by the plugin
|
||||
// (verbs status/balance/top -> one JSON payload, connection closes). Instance discovery = globbing the socket dir,
|
||||
// so a stopped server simply drops off the fleet. All caches are per-verb TTLs with last-good retention; a duplicate
|
||||
// concurrent fetch is acceptable (traffic is tiny) so there is deliberately no per-key locking.
|
||||
public sealed class Fleet(IConfiguration cfg, ILogger<Fleet> log)
|
||||
{
|
||||
private static readonly TimeSpan StatusTtl = TimeSpan.FromSeconds(3);
|
||||
private static readonly TimeSpan BalanceTtl = TimeSpan.FromSeconds(30);
|
||||
private static readonly TimeSpan TopTtl = TimeSpan.FromSeconds(30);
|
||||
private static readonly TimeSpan IoTimeout = TimeSpan.FromSeconds(1);
|
||||
|
||||
private readonly string _socketDir = cfg["Outnumbered:SocketDir"] ?? "/run/outnumbered";
|
||||
private readonly Dictionary<string, Cached<StatusPayload>> _status = new();
|
||||
private readonly Dictionary<string, Cached<BalancePayload>> _balance = new();
|
||||
private readonly Cached<TopPayload> _top = new();
|
||||
|
||||
public string PublicHost { get; } = cfg["Outnumbered:PublicHost"] ?? "localhost";
|
||||
|
||||
// The live fleet = the socket files. Sorted for a stable card order.
|
||||
public IReadOnlyList<string> Instances()
|
||||
{
|
||||
try
|
||||
{
|
||||
return Directory.Exists(_socketDir)
|
||||
? Directory.GetFiles(_socketDir, "*.sock").Select(Path.GetFileNameWithoutExtension).Where(n => n is not null).Select(n => n!).Order().ToList()
|
||||
: [];
|
||||
}
|
||||
catch (Exception ex) { log.LogWarning(ex, "socket dir scan failed"); return []; }
|
||||
}
|
||||
|
||||
public Task<Cached<StatusPayload>> Status(string id) => Get(_status, id, "status", StatusTtl);
|
||||
public Task<Cached<BalancePayload>> Balance(string id) => Get(_balance, id, "balance", BalanceTtl);
|
||||
|
||||
// Leaderboards are global DB data — any live instance answers identically, so ask down the list until one does.
|
||||
public async Task<Cached<TopPayload>> Top()
|
||||
{
|
||||
lock (_top)
|
||||
{
|
||||
if (DateTimeOffset.UtcNow - _top.LastAttempt < TopTtl) return _top;
|
||||
_top.LastAttempt = DateTimeOffset.UtcNow; // stamped before the fetch: a failing socket is retried at TTL pace, not per request
|
||||
}
|
||||
foreach (var id in Instances())
|
||||
{
|
||||
var p = await Query<TopPayload>(id, "top");
|
||||
if (p is not null)
|
||||
{
|
||||
lock (_top)
|
||||
{
|
||||
_top.Data = p;
|
||||
_top.FetchedAt = DateTimeOffset.UtcNow;
|
||||
_top.Online = true;
|
||||
}
|
||||
return _top;
|
||||
}
|
||||
}
|
||||
lock (_top) { _top.Online = false; }
|
||||
return _top;
|
||||
}
|
||||
|
||||
// Balance is per-instance (mode-effective config): for a mode page, prefer an instance actually RUNNING that mode.
|
||||
// Pick order: live mode match > stale mode match (right CONTENT beats fresh-but-wrong-mode) > any live instance >
|
||||
// any instance with a last-good cache > any socket at all. A dead socket file (crash leftover, sorts first) can
|
||||
// never shadow a live server, and a crashed right-mode instance still serves its cached balance.
|
||||
public async Task<(string? Id, Cached<BalancePayload>? Balance)> BalanceForMode(string mode)
|
||||
{
|
||||
string? first = null, firstOnline = null, firstWithData = null, staleModeMatch = null;
|
||||
foreach (var id in Instances())
|
||||
{
|
||||
first ??= id;
|
||||
var s = await Status(id);
|
||||
if (s.Data is null) continue; // never answered — dead socket file
|
||||
firstWithData ??= id;
|
||||
bool match = string.Equals(s.Data.Mode, mode, StringComparison.OrdinalIgnoreCase);
|
||||
if (s.Online)
|
||||
{
|
||||
firstOnline ??= id;
|
||||
if (match) return (id, await Balance(id));
|
||||
}
|
||||
else if (match) staleModeMatch ??= id;
|
||||
}
|
||||
var pick = staleModeMatch ?? firstOnline ?? firstWithData ?? first;
|
||||
return pick is null ? (null, null) : (pick, await Balance(pick));
|
||||
}
|
||||
|
||||
private async Task<Cached<T>> Get<T>(Dictionary<string, Cached<T>> map, string id, string verb, TimeSpan ttl) where T : class
|
||||
{
|
||||
Cached<T> c;
|
||||
lock (map) { if (!map.TryGetValue(id, out c!)) map[id] = c = new Cached<T>(); }
|
||||
lock (c)
|
||||
{
|
||||
if (DateTimeOffset.UtcNow - c.LastAttempt < ttl) return c;
|
||||
c.LastAttempt = DateTimeOffset.UtcNow; // stamped before the fetch: a dead socket is retried at TTL pace, not per request
|
||||
}
|
||||
var p = await Query<T>(id, verb);
|
||||
lock (c)
|
||||
{
|
||||
c.Online = p is not null;
|
||||
if (p is not null)
|
||||
{
|
||||
c.Data = p;
|
||||
c.FetchedAt = DateTimeOffset.UtcNow;
|
||||
}
|
||||
}
|
||||
return c;
|
||||
}
|
||||
|
||||
// One request/response round trip: verb line in, full payload out, peer closes. An {"Err":...} payload (server
|
||||
// booting, DB down) counts as a miss — last-good keeps serving.
|
||||
private async Task<T?> Query<T>(string id, string verb) where T : class
|
||||
{
|
||||
try
|
||||
{
|
||||
using var cts = new CancellationTokenSource(IoTimeout);
|
||||
using var sock = new Socket(AddressFamily.Unix, SocketType.Stream, ProtocolType.Unspecified);
|
||||
await sock.ConnectAsync(new UnixDomainSocketEndPoint(Path.Combine(_socketDir, id + ".sock")), cts.Token);
|
||||
await sock.SendAsync(Encoding.ASCII.GetBytes(verb + "\n"), SocketFlags.None, cts.Token);
|
||||
|
||||
using var ms = new MemoryStream();
|
||||
var buf = new byte[16384];
|
||||
int n;
|
||||
while ((n = await sock.ReceiveAsync(buf, SocketFlags.None, cts.Token)) > 0)
|
||||
ms.Write(buf, 0, n);
|
||||
|
||||
if (ms.Length == 0) return null;
|
||||
using var doc = JsonDocument.Parse(ms.GetBuffer().AsMemory(0, (int)ms.Length));
|
||||
if (doc.RootElement.TryGetProperty("Err", out _)) return null;
|
||||
return doc.RootElement.Deserialize<T>();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
log.LogDebug(ex, "query {Verb} on {Id} failed", verb, id);
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
77
Services/Fmt.cs
Normal file
77
Services/Fmt.cs
Normal file
|
|
@ -0,0 +1,77 @@
|
|||
using System.Text.Json;
|
||||
|
||||
namespace CsWeb.Services
|
||||
{
|
||||
// View helpers: tiny, dependency-free formatting shared by the pages. Content-only — no markup decisions here.
|
||||
public static class Fmt
|
||||
{
|
||||
public static string ModeName(string? mode) => mode?.ToLowerInvariant() switch
|
||||
{
|
||||
"tdm" => "TDM",
|
||||
"gungame" => "Gun Game",
|
||||
"survival" => "Survival",
|
||||
_ => mode ?? "?",
|
||||
};
|
||||
|
||||
// Matches the plugin's win-banner format (m:ss.fff).
|
||||
public static string RunTime(long ms) => $"{ms / 60000}:{ms / 1000 % 60:D2}.{ms % 1000:D3}";
|
||||
|
||||
public static string Age<T>(Cached<T> c) where T : class =>
|
||||
c.Data is null ? "no data yet"
|
||||
: c.Online ? "live"
|
||||
: $"last seen {(int)c.Age.TotalSeconds}s ago";
|
||||
|
||||
// One-line mode summary for a server card, from the status payload's mode-specific Extra block.
|
||||
public static string ExtraLine(StatusPayload s)
|
||||
{
|
||||
var e = s.Extra;
|
||||
if (e.ValueKind != JsonValueKind.Object) return "";
|
||||
return s.Mode switch
|
||||
{
|
||||
"survival" when e.TryGetProperty("RunActive", out var run) && run.GetBoolean()
|
||||
&& e.TryGetProperty("Wave", out var w) && e.TryGetProperty("WaveCount", out var wc)
|
||||
=> $"Wave {w.GetInt32()}/{wc.GetInt32()}",
|
||||
"survival" => "Between runs",
|
||||
"gungame" when e.TryGetProperty("Ladder", out var l) => $"{l.GetArrayLength()}-rung ladder",
|
||||
"tdm" when e.TryGetProperty("KillGoal", out var kg) => $"First to {kg.GetInt32()} kills",
|
||||
_ => "",
|
||||
};
|
||||
}
|
||||
|
||||
// A player's current GG weapon: their rung indexed into the ladder the GG driver ships in Extra.
|
||||
public static string? RungWeapon(StatusPayload s, HumanRow h)
|
||||
{
|
||||
if (s.Mode != "gungame" || s.Extra.ValueKind != JsonValueKind.Object) return null;
|
||||
if (!s.Extra.TryGetProperty("Ladder", out var l) || l.ValueKind != JsonValueKind.Array) return null;
|
||||
int n = l.GetArrayLength();
|
||||
if (n == 0) return null;
|
||||
return l[Math.Clamp(h.Rung, 0, n - 1)].GetString();
|
||||
}
|
||||
|
||||
// Best-effort display for raw weapon designer names in balance payloads (the site has no engine name table;
|
||||
// status payloads carry pre-rendered display names, this is only for the guides' config-derived lists).
|
||||
public static string PrettyWeapon(string w) =>
|
||||
w.StartsWith("weapon_", StringComparison.Ordinal) ? w[7..].Replace('_', ' ').ToUpperInvariant() : w;
|
||||
|
||||
public static int IntOf(JsonElement obj, string prop, int fallback = 0) =>
|
||||
obj.ValueKind == JsonValueKind.Object && obj.TryGetProperty(prop, out var v) && v.TryGetInt32(out int i) ? i : fallback;
|
||||
|
||||
public static double NumOf(JsonElement obj, string prop, double fallback = 0) =>
|
||||
obj.ValueKind == JsonValueKind.Object && obj.TryGetProperty(prop, out var v) && v.ValueKind == JsonValueKind.Number ? v.GetDouble() : fallback;
|
||||
|
||||
public static bool BoolOf(JsonElement obj, string prop, bool fallback = false) =>
|
||||
obj.ValueKind == JsonValueKind.Object && obj.TryGetProperty(prop, out var v) && (v.ValueKind == JsonValueKind.True || v.ValueKind == JsonValueKind.False) ? v.GetBoolean() : fallback;
|
||||
|
||||
public static string StrOf(JsonElement obj, string prop, string fallback = "") =>
|
||||
obj.ValueKind == JsonValueKind.Object && obj.TryGetProperty(prop, out var v) && v.ValueKind == JsonValueKind.String ? v.GetString() ?? fallback : fallback;
|
||||
|
||||
// Survival card Detail strings are FORMAT TEMPLATES ("{0} = level x PerPick" per the card defs) that the in-game
|
||||
// draft fills at render time. The guide shows the per-pick line, so format with one pick's worth.
|
||||
public static string CardDetail(string template, double perPick)
|
||||
{
|
||||
if (string.IsNullOrEmpty(template)) return "";
|
||||
try { return string.Format(System.Globalization.CultureInfo.InvariantCulture, template, perPick); }
|
||||
catch (FormatException) { return template; } // malformed template -> show raw rather than nothing
|
||||
}
|
||||
}
|
||||
}
|
||||
5
appsettings.Development.json
Normal file
5
appsettings.Development.json
Normal file
|
|
@ -0,0 +1,5 @@
|
|||
{
|
||||
"Outnumbered": {
|
||||
"SocketDir": "/tmp/og-sock"
|
||||
}
|
||||
}
|
||||
14
appsettings.json
Normal file
14
appsettings.json
Normal file
|
|
@ -0,0 +1,14 @@
|
|||
{
|
||||
"Urls": "http://127.0.0.1:5080",
|
||||
"Logging": {
|
||||
"LogLevel": {
|
||||
"Default": "Information",
|
||||
"Microsoft.AspNetCore": "Warning"
|
||||
}
|
||||
},
|
||||
"Outnumbered": {
|
||||
"SocketDir": "/run/outnumbered",
|
||||
"PublicHost": "cs2-on.eu",
|
||||
"ReleasesUrl": "https://git.lo.sh/kamal/cs2-outnumbered/releases"
|
||||
}
|
||||
}
|
||||
10
cs2web.csproj
Normal file
10
cs2web.csproj
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk.Web">
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net10.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
<ImplicitUsings>enable</ImplicitUsings>
|
||||
<AssemblyName>cs2web</AssemblyName>
|
||||
<RootNamespace>CsWeb</RootNamespace>
|
||||
<InvariantGlobalization>true</InvariantGlobalization>
|
||||
</PropertyGroup>
|
||||
</Project>
|
||||
185
wwwroot/css/site.css
Normal file
185
wwwroot/css/site.css
Normal file
|
|
@ -0,0 +1,185 @@
|
|||
/* Dark-only, function over form: one small sheet, no framework, no webfonts, no animation. */
|
||||
:root {
|
||||
--bg: #101318;
|
||||
--panel: #181d24;
|
||||
--panel2: #1f2630;
|
||||
--line: #2a323d;
|
||||
--text: #d7dde4;
|
||||
--muted: #8b95a1;
|
||||
--accent: #62c47f;
|
||||
--accent2: #d9a94a;
|
||||
--bad: #d06a5f;
|
||||
}
|
||||
* { box-sizing: border-box; }
|
||||
html { color-scheme: dark; }
|
||||
body {
|
||||
margin: 0;
|
||||
background: var(--bg);
|
||||
color: var(--text);
|
||||
font: 15px/1.55 system-ui, -apple-system, "Segoe UI", Roboto, sans-serif;
|
||||
/* sticky footer: short pages pin the footer to the viewport bottom instead of hugging the content */
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
min-height: 100vh;
|
||||
}
|
||||
/* width:100% matters: main/footer are flex items whose auto margins would otherwise cancel stretch (shrink-wrap) */
|
||||
/* 1440: the simulator's player-state row needs >=1408 to stay on one line */
|
||||
.wrap { width: 100%; max-width: 1440px; margin: 0 auto; padding: 0 16px; }
|
||||
a { color: var(--accent); text-decoration: none; }
|
||||
a:hover { text-decoration: underline; }
|
||||
|
||||
header { border-bottom: 1px solid var(--line); background: var(--panel); }
|
||||
header nav { display: flex; gap: 18px; align-items: center; height: 52px; }
|
||||
header nav a { color: var(--text); }
|
||||
header nav a:hover { color: var(--accent); text-decoration: none; }
|
||||
.brand { font-weight: 700; font-size: 17px; margin-right: 12px; }
|
||||
.brand span { color: var(--accent); }
|
||||
|
||||
main { flex: 1; padding: 36px 16px 48px; }
|
||||
footer {
|
||||
margin-top: auto;
|
||||
border-top: 1px solid var(--line);
|
||||
padding: 14px 16px;
|
||||
color: var(--muted);
|
||||
font-size: 13px;
|
||||
display: flex;
|
||||
justify-content: space-between;
|
||||
flex-wrap: wrap;
|
||||
gap: 8px;
|
||||
}
|
||||
footer a { color: var(--muted); }
|
||||
|
||||
h1 { font-size: 24px; margin: 0 0 6px; }
|
||||
h2 { font-size: 18px; margin: 28px 0 10px; }
|
||||
h3 { font-size: 15px; margin: 18px 0 8px; }
|
||||
p, li { color: var(--text); max-width: 75ch; }
|
||||
.muted { color: var(--muted); }
|
||||
small, .small { font-size: 13px; }
|
||||
|
||||
.cards { display: grid; grid-template-columns: repeat(auto-fill, minmax(320px, 1fr)); gap: 14px; margin-top: 16px; }
|
||||
.card {
|
||||
background: var(--panel);
|
||||
border: 1px solid var(--line);
|
||||
border-radius: 8px;
|
||||
padding: 14px 16px;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: 8px;
|
||||
}
|
||||
.card h3 { margin: 0; font-size: 16px; }
|
||||
.card .row { display: flex; justify-content: space-between; align-items: baseline; gap: 8px; }
|
||||
|
||||
.badge {
|
||||
display: inline-block;
|
||||
padding: 1px 8px;
|
||||
border-radius: 10px;
|
||||
font-size: 12px;
|
||||
background: var(--panel2);
|
||||
border: 1px solid var(--line);
|
||||
color: var(--muted);
|
||||
white-space: nowrap;
|
||||
}
|
||||
.badge.mode { color: var(--accent); border-color: var(--accent); }
|
||||
.badge.off { color: var(--bad); border-color: var(--bad); }
|
||||
|
||||
.btn {
|
||||
display: inline-block;
|
||||
background: var(--accent);
|
||||
color: #0c1210;
|
||||
font-weight: 600;
|
||||
padding: 6px 14px;
|
||||
border-radius: 6px;
|
||||
border: 0;
|
||||
}
|
||||
.btn:hover { filter: brightness(1.1); text-decoration: none; }
|
||||
|
||||
code[title] { text-decoration: underline dotted var(--muted); cursor: help; }
|
||||
code, kbd, .connect {
|
||||
font-family: ui-monospace, "Cascadia Code", Consolas, monospace;
|
||||
font-size: 13px;
|
||||
background: var(--panel2);
|
||||
border: 1px solid var(--line);
|
||||
border-radius: 4px;
|
||||
padding: 1px 6px;
|
||||
}
|
||||
.connect { display: inline-block; padding: 5px 10px; user-select: all; }
|
||||
|
||||
table { border-collapse: collapse; width: 100%; margin: 10px 0 20px; }
|
||||
.tablewrap { overflow-x: auto; }
|
||||
th, td { text-align: left; padding: 6px 10px; border-bottom: 1px solid var(--line); }
|
||||
th { color: var(--muted); font-weight: 600; font-size: 13px; }
|
||||
tr:hover td { background: var(--panel); }
|
||||
td.num, th.num { text-align: right; font-variant-numeric: tabular-nums; }
|
||||
|
||||
.notice {
|
||||
background: var(--panel);
|
||||
border: 1px solid var(--accent2);
|
||||
border-radius: 8px;
|
||||
padding: 10px 14px;
|
||||
color: var(--text);
|
||||
margin: 12px 0;
|
||||
}
|
||||
.notice.err { border-color: var(--bad); }
|
||||
|
||||
.cols { display: grid; grid-template-columns: repeat(auto-fit, minmax(280px, 1fr)); gap: 24px; }
|
||||
|
||||
/* ---- theory curves (small multiples; recessive grid, 2px series, shared crosshair) ---- */
|
||||
figure { margin: 16px 0; background: var(--panel); border: 1px solid var(--line); border-radius: 8px; padding: 12px 14px; }
|
||||
svg.panel { display: block; width: 100%; height: auto; touch-action: none; }
|
||||
.panel .grid { stroke: var(--line); stroke-width: 1; }
|
||||
.panel .grid.one { stroke-dasharray: 4 4; stroke: var(--muted); opacity: 0.6; }
|
||||
.panel .series { fill: none; stroke-width: 2; stroke-linejoin: round; }
|
||||
.panel .cross { stroke: var(--text); stroke-width: 1; opacity: 0.45; }
|
||||
.panel .ptitle { fill: var(--text); font-size: 12px; font-weight: 600; }
|
||||
.panel .tick { fill: var(--muted); font-size: 11px; text-anchor: end; font-variant-numeric: tabular-nums; }
|
||||
.panel .tick.mid { text-anchor: middle; }
|
||||
.readout { display: flex; flex-wrap: wrap; align-items: center; gap: 16px; padding-bottom: 10px; font-variant-numeric: tabular-nums; }
|
||||
.readout input[type="range"] { width: 220px; accent-color: var(--accent); vertical-align: middle; }
|
||||
.readout .dot { display: inline-block; width: 9px; height: 9px; border-radius: 50%; margin-right: 4px; }
|
||||
figcaption { text-align: center; padding-top: 6px; }
|
||||
.panel .simt { stroke: var(--accent); stroke-width: 1.5; stroke-dasharray: 3 3; }
|
||||
|
||||
/* ---- simulator ---- */
|
||||
.sim input[type="number"] {
|
||||
width: 78px;
|
||||
background: var(--panel2);
|
||||
border: 1px solid var(--line);
|
||||
border-radius: 4px;
|
||||
color: var(--text);
|
||||
padding: 3px 6px;
|
||||
text-align: right;
|
||||
font-variant-numeric: tabular-nums;
|
||||
}
|
||||
.sim input[type="checkbox"] { accent-color: var(--accent); }
|
||||
.sim fieldset {
|
||||
border: 1px solid var(--line);
|
||||
border-radius: 8px;
|
||||
background: var(--panel);
|
||||
margin: 0 0 16px;
|
||||
padding: 10px 14px 14px;
|
||||
}
|
||||
.sim legend { color: var(--muted); font-size: 13px; font-weight: 600; padding: 0 6px; }
|
||||
.sim .fields { display: flex; flex-wrap: wrap; gap: 10px 22px; }
|
||||
.sim .fields label { display: flex; align-items: center; gap: 8px; font-size: 14px; }
|
||||
.simout {
|
||||
display: flex;
|
||||
flex-wrap: wrap;
|
||||
gap: 8px 26px;
|
||||
align-items: baseline;
|
||||
background: var(--panel);
|
||||
border: 1px solid var(--accent);
|
||||
border-radius: 8px;
|
||||
padding: 10px 14px;
|
||||
margin: 0 0 16px;
|
||||
font-variant-numeric: tabular-nums;
|
||||
}
|
||||
.simout b { font-size: 18px; }
|
||||
.simout .lbl { color: var(--muted); font-size: 12px; display: block; }
|
||||
.sim td input[type="number"] { width: 64px; }
|
||||
.sim .modified { outline: 1px solid var(--accent2); }
|
||||
|
||||
/* handicap knobs: semantic groups as a grid of boxes; inside each, label|input rows */
|
||||
.kgroups { display: grid; grid-template-columns: repeat(auto-fit, minmax(230px, 1fr)); gap: 12px; }
|
||||
.kgroup { background: var(--panel2); border: 1px solid var(--line); border-radius: 6px; padding: 8px 12px 10px; }
|
||||
.kgroup h4 { margin: 0 0 6px; font-size: 12px; font-weight: 600; color: var(--muted); text-transform: uppercase; letter-spacing: 0.04em; }
|
||||
.kgroup label { display: flex; justify-content: space-between; align-items: center; gap: 10px; padding: 3px 0; font-size: 14px; }
|
||||
272
wwwroot/js/theory.js
Normal file
272
wwwroot/js/theory.js
Normal file
|
|
@ -0,0 +1,272 @@
|
|||
// Theory page: live curves + the simulator. Seeded from the server's effective config (#sim-data); every formula
|
||||
// below MIRRORS the plugin's Domain layer (file noted per function). The VALUES always come from the server payload —
|
||||
// only the formula shapes are duplicated here, and those change rarely. Abilities/crits/headshots are deliberately
|
||||
// excluded (parity with the in-game HUD's base readout).
|
||||
(function () {
|
||||
"use strict";
|
||||
const seedEl = document.getElementById("sim-data");
|
||||
if (!seedEl) return;
|
||||
let seed;
|
||||
try { seed = JSON.parse(seedEl.textContent); } catch { return; }
|
||||
if (!seed?.Curves?.T || seed.Curves.T.length < 2) return;
|
||||
|
||||
// Geometry mirrors TheoryModel constants (viewBox units).
|
||||
const L = 46, R = 10, W = 720, T = 10, PLOTH = 134, PLOT = W - L - R;
|
||||
const N = seed.Curves.T.length;
|
||||
|
||||
const clamp = function (v, a, b) { return Math.max(a, Math.min(b, v)); };
|
||||
const clamp01 = function (v) { return clamp(v, 0, 1); };
|
||||
const lerp = function (a, b, t) { return a + (b - a) * t; };
|
||||
|
||||
// HandicapModel.Ease: sign-preserving curve easing.
|
||||
function ease(t, curve) { return t >= 0 ? Math.pow(t, curve) : -Math.pow(-t, curve); }
|
||||
|
||||
// HandicapModel.ComputeT + ResolvedHandicap's guard denominators. Returns the RAW post-floor t (the chart's
|
||||
// x-axis); callers ease it before the band lerps — ease(raw) is exactly what the live ComputeT returns.
|
||||
function computeRawT(h, p) {
|
||||
if (!h.Enabled) return 0;
|
||||
const kdNerfDenom = Math.max(0.01, h.KdMaxNerf - h.KdNeutral);
|
||||
const kdBuffDenom = Math.max(0.01, h.KdNeutral - h.KdMinBuff);
|
||||
const hsDenom = Math.max(0.01, h.HsMaxNerf);
|
||||
const streakDenom = Math.max(1, h.StreakMaxNerf);
|
||||
const levelDenom = Math.max(1, h.LevelMaxNerf);
|
||||
const wsum = h.KdWeight + h.HsWeight + h.StreakWeight + h.LevelWeight + h.ProgressWeight;
|
||||
|
||||
let kdN = 0, buff = 0;
|
||||
if (p.kills + p.deaths >= 3) {
|
||||
const r = p.kills / Math.max(1, p.deaths);
|
||||
kdN = clamp01((r - h.KdNeutral) / kdNerfDenom);
|
||||
buff = clamp01((h.KdNeutral - r) / kdBuffDenom);
|
||||
}
|
||||
const hsRate = p.kills >= h.HsMinKills ? p.hsk / Math.max(1, p.kills) : 0;
|
||||
let n = wsum <= 0 ? 0 :
|
||||
(h.KdWeight * kdN + h.HsWeight * clamp01(hsRate / hsDenom) + h.StreakWeight * clamp01(p.streak / streakDenom)
|
||||
+ h.LevelWeight * clamp01(p.level / levelDenom) + h.ProgressWeight * clamp01(p.progress)) / wsum;
|
||||
|
||||
let t = clamp(h.MasterDifficulty * (n - buff), -1, 1);
|
||||
if (p.floor > t) t = Math.min(p.floor, 1);
|
||||
return t;
|
||||
}
|
||||
|
||||
// HandicapModel.DealFromT/TakeFromT/XpFromT (takes the EASED t; team multipliers ride on deal/take only).
|
||||
function bands(eased, h, teamDeal, teamTake) {
|
||||
return {
|
||||
deal: (eased >= 0 ? lerp(1, h.MDealFloor, eased) : lerp(1, h.MDealCeiling, -eased)) * teamDeal,
|
||||
take: (eased >= 0 ? lerp(1, h.MTakeCeiling, eased) : lerp(1, h.MTakeFloor, -eased)) * teamTake,
|
||||
xp: eased >= 0 ? lerp(1, h.XpCeiling, eased) : lerp(1, h.XpFloor, -eased),
|
||||
};
|
||||
}
|
||||
|
||||
// ---- state ----
|
||||
const h = {}; // live handicap knobs (seeded from server)
|
||||
const player = { level: 0, prestige: 0, kills: 0, deaths: 0, hsk: 0, streak: 0, progress: 0, floor: -1, prestigeBoost: seed.PrestigeBoostPercent };
|
||||
const invested = {}; // stat key -> levels
|
||||
const cards = {}; // card key -> picks
|
||||
const statDefs = {}; // key -> {Base, PerLevel}
|
||||
seed.Stats.forEach(function (s) { statDefs[s.Key] = s; invested[s.Key] = 0; });
|
||||
seed.Cards.forEach(function (c) { cards[c.Key] = 0; });
|
||||
const curves = { deal: [], take: [], xp: [] }; // resampled from live knobs
|
||||
|
||||
// StatResolver.Eff + EffRun: base + invested*perLevel (+ stat-keyed card picks x PerPick — card key == stat key).
|
||||
function effRun(key) {
|
||||
const d = statDefs[key];
|
||||
let v = d ? d.Base + (invested[key] || 0) * d.PerLevel : 0;
|
||||
const card = seed.Cards.find(function (c) { return c.Key === key && !c.IsTeam; });
|
||||
if (card) v += (cards[key] || 0) * card.PerPick;
|
||||
return v;
|
||||
}
|
||||
|
||||
// SurvivalDriver team cards: compounding per shared squad level ((1±PerPick/100)^picks).
|
||||
function teamMults() {
|
||||
let deal = 1, take = 1;
|
||||
seed.Cards.forEach(function (c) {
|
||||
if (!c.IsTeam) return;
|
||||
if (c.Key === "global_deal") deal = Math.pow(1 + c.PerPick / 100, cards[c.Key] || 0);
|
||||
if (c.Key === "global_take") take = Math.pow(1 - c.PerPick / 100, cards[c.Key] || 0);
|
||||
});
|
||||
return { deal: deal, take: take };
|
||||
}
|
||||
|
||||
// ---- curves: resample the 201 points from the LIVE knobs (HandicapModel.BandsFromT + Api.cs's loop, client-side;
|
||||
// the disabled short-circuit mirrors BandsFromT's own) ----
|
||||
function resample() {
|
||||
curves.deal = []; curves.take = []; curves.xp = [];
|
||||
for (let i = 0; i < N; i++) {
|
||||
const t = -1 + i * (2 / (N - 1));
|
||||
let b = bands(ease(clamp(t, -1, 1), h.Curve), h, 1, 1);
|
||||
if (!h.Enabled) b = { deal: 1, take: 1, xp: 1 };
|
||||
curves.deal.push(b.deal); curves.take.push(b.take); curves.xp.push(b.xp);
|
||||
}
|
||||
}
|
||||
|
||||
function yScale(vals) { // TheoryModel.BuildPanel's ymax rule
|
||||
const max = Math.max.apply(null, vals);
|
||||
const step = max <= 2 ? 0.5 : max <= 5 ? 1 : 2;
|
||||
return Math.max(step, Math.ceil(max / step) * step);
|
||||
}
|
||||
|
||||
function redrawPanels() {
|
||||
panels.forEach(function (svg) {
|
||||
const vals = curves[svg.dataset.key];
|
||||
const ymax = yScale(vals);
|
||||
const pts = [];
|
||||
for (let i = 0; i < vals.length; i++) {
|
||||
const x = L + i / (vals.length - 1) * PLOT;
|
||||
const y = T + PLOTH * (1 - vals[i] / ymax);
|
||||
pts.push(x.toFixed(1) + "," + y.toFixed(1));
|
||||
}
|
||||
svg.querySelector(".series").setAttribute("points", pts.join(" "));
|
||||
const oneY = T + PLOTH * (1 - 1 / ymax);
|
||||
const one = svg.querySelector(".grid.one");
|
||||
one.setAttribute("y1", oneY); one.setAttribute("y2", oneY);
|
||||
const ymaxLbl = svg.querySelector(".tick.ymax");
|
||||
ymaxLbl.textContent = (Math.round(ymax * 10) / 10).toString();
|
||||
svg.querySelectorAll(".tick").forEach(function (tk) {
|
||||
if (tk.textContent === "×1") tk.setAttribute("y", oneY + 4);
|
||||
});
|
||||
svg._ymax = ymax;
|
||||
});
|
||||
}
|
||||
|
||||
// ---- readouts ----
|
||||
const $ = function (id) { return document.getElementById(id); };
|
||||
const panels = Array.prototype.slice.call(document.querySelectorAll("svg.panel"));
|
||||
const slider = $("tslider");
|
||||
|
||||
function fmt(v) { return "×" + v.toFixed(2); }
|
||||
|
||||
function recompute() {
|
||||
resample();
|
||||
redrawPanels();
|
||||
|
||||
const rawT = computeRawT(h, player);
|
||||
const tm = teamMults();
|
||||
let b = bands(ease(rawT, h.Curve), h, tm.deal, tm.take);
|
||||
if (!h.Enabled) b = { deal: tm.deal, take: tm.take, xp: 1 };
|
||||
|
||||
$("sim-t").textContent = rawT.toFixed(2);
|
||||
$("sim-deal").textContent = fmt(b.deal);
|
||||
$("sim-take").textContent = fmt(b.take);
|
||||
$("sim-xpband").textContent = fmt(b.xp);
|
||||
// Hud.EffectiveMultipliers parity (headshot:false, crit:false, no actives):
|
||||
$("sim-out").textContent = fmt((1 + effRun("damage") / 100) * b.deal);
|
||||
$("sim-in").textContent = fmt(b.take);
|
||||
$("sim-hs").textContent = fmt(1 + effRun("hs_damage") / 100);
|
||||
// ProgressionModel.PrestigeXpMultiplier: 1 + prestige * boost%/100.
|
||||
$("sim-xp").textContent = fmt((1 + effRun("xp_boost") / 100) * (1 + player.prestige * (player.prestigeBoost / 100)) * b.xp);
|
||||
|
||||
// effective column per stat
|
||||
seed.Stats.forEach(function (s) {
|
||||
const el = $("eff-" + s.Key);
|
||||
if (el) el.textContent = (Math.round(effRun(s.Key) * 100) / 100).toString();
|
||||
});
|
||||
|
||||
// the simulated player's position on the raw-t axis
|
||||
const x = L + (rawT + 1) / 2 * PLOT;
|
||||
panels.forEach(function (svg) {
|
||||
const m = svg.querySelector(".simt");
|
||||
m.setAttribute("x1", x); m.setAttribute("x2", x);
|
||||
});
|
||||
updateCross(Number.parseFloat(slider.value));
|
||||
}
|
||||
|
||||
// ---- slider / hover crosshair (explores the CURRENT — possibly edited — curves) ----
|
||||
function updateCross(t) {
|
||||
t = clamp(t, -1, 1);
|
||||
const i = Math.round((t + 1) / 2 * (N - 1));
|
||||
$("tval").textContent = "t = " + t.toFixed(2);
|
||||
const x = L + (t + 1) / 2 * PLOT;
|
||||
panels.forEach(function (svg) {
|
||||
const cross = svg.querySelector(".cross");
|
||||
cross.setAttribute("x1", x); cross.setAttribute("x2", x);
|
||||
const ro = $("ro-" + svg.dataset.key);
|
||||
if (ro) ro.textContent = fmt(curves[svg.dataset.key][i]);
|
||||
});
|
||||
}
|
||||
|
||||
slider.addEventListener("input", function () { updateCross(Number.parseFloat(slider.value)); });
|
||||
panels.forEach(function (svg) {
|
||||
svg.addEventListener("pointermove", function (ev) {
|
||||
const rect = svg.getBoundingClientRect();
|
||||
const vx = (ev.clientX - rect.left) * (W / rect.width);
|
||||
let t = ((vx - L) / PLOT) * 2 - 1;
|
||||
slider.value = t.toFixed(2);
|
||||
updateCross(t);
|
||||
});
|
||||
});
|
||||
|
||||
// ---- input wiring + seeding ----
|
||||
function seedInputs() {
|
||||
Object.keys(seed.Handicap).forEach(function (k) { h[k] = seed.Handicap[k]; });
|
||||
h.Enabled = !!h.Enabled;
|
||||
document.querySelectorAll("[data-h]").forEach(function (el) {
|
||||
const k = el.dataset.h;
|
||||
if (el.type === "checkbox") el.checked = !!seed.Handicap[k];
|
||||
else el.value = seed.Handicap[k];
|
||||
el.classList.remove("modified");
|
||||
});
|
||||
document.querySelectorAll("[data-sim]").forEach(function (el) {
|
||||
const k = el.dataset.sim;
|
||||
player[k] = k === "floor" ? -1 : k === "prestigeBoost" ? seed.PrestigeBoostPercent : 0;
|
||||
el.value = player[k];
|
||||
el.classList.remove("modified");
|
||||
});
|
||||
document.querySelectorAll("[data-stat]").forEach(function (el) { invested[el.dataset.stat] = 0; el.value = 0; el.classList.remove("modified"); });
|
||||
document.querySelectorAll("[data-card]").forEach(function (el) { cards[el.dataset.card] = 0; el.value = 0; el.classList.remove("modified"); });
|
||||
}
|
||||
|
||||
function markModified(el, isDefault) { el.classList.toggle("modified", !isDefault); }
|
||||
|
||||
// Out-of-range typed values are clamped AND written back to the field, so the display always shows the number the
|
||||
// sim actually used (silent clamping in a theorycrafting tool is a lie). Partial input ("", "-") is left alone.
|
||||
function clampedInt(el) {
|
||||
const raw = Number.parseInt(el.value, 10);
|
||||
const v = clamp(Number.isNaN(raw) ? 0 : raw, 0, Number.parseInt(el.max, 10) || 0);
|
||||
if (!Number.isNaN(raw) && raw !== v) el.value = v;
|
||||
return v;
|
||||
}
|
||||
|
||||
document.querySelectorAll("[data-h]").forEach(function (el) {
|
||||
el.addEventListener("input", function () {
|
||||
const k = el.dataset.h;
|
||||
if (el.type === "checkbox") { h[k] = el.checked; markModified(el, el.checked === !!seed.Handicap[k]); }
|
||||
else {
|
||||
let v = Number.parseFloat(el.value) || 0;
|
||||
// The plugin defines Curve's valid domain as > 0 (Pow(0, negative) = Infinity would NaN the charts);
|
||||
// mirror that boundary here — the payload can never seed a bad value, only an edit can.
|
||||
if (k === "Curve") v = Math.max(v, 0.05);
|
||||
h[k] = v;
|
||||
markModified(el, v === seed.Handicap[k]);
|
||||
}
|
||||
recompute();
|
||||
});
|
||||
});
|
||||
document.querySelectorAll("[data-sim]").forEach(function (el) {
|
||||
el.addEventListener("input", function () {
|
||||
const k = el.dataset.sim;
|
||||
const dflt = k === "floor" ? -1 : k === "prestigeBoost" ? seed.PrestigeBoostPercent : 0;
|
||||
const v = Number.parseFloat(el.value);
|
||||
player[k] = Number.isFinite(v) ? v : dflt; // a cleared field means "default", not 0 (floor 0 is an ACTIVE floor)
|
||||
markModified(el, player[k] === dflt);
|
||||
recompute();
|
||||
});
|
||||
});
|
||||
document.querySelectorAll("[data-stat]").forEach(function (el) {
|
||||
el.addEventListener("input", function () {
|
||||
invested[el.dataset.stat] = clampedInt(el);
|
||||
markModified(el, invested[el.dataset.stat] === 0);
|
||||
recompute();
|
||||
});
|
||||
});
|
||||
document.querySelectorAll("[data-card]").forEach(function (el) {
|
||||
el.addEventListener("input", function () {
|
||||
cards[el.dataset.card] = clampedInt(el);
|
||||
markModified(el, cards[el.dataset.card] === 0);
|
||||
recompute();
|
||||
});
|
||||
});
|
||||
$("sim-reset").addEventListener("click", function () { seedInputs(); recompute(); });
|
||||
|
||||
seedInputs();
|
||||
recompute();
|
||||
})();
|
||||
Loading…
Add table
Add a link
Reference in a new issue