import { createApp, ref, unref } from 'vue' import App from './App.vue' import router from './router' import { createPinia } from 'pinia' import { useKillStore } from './stores/kill' const pinia = createPinia() createApp(App).use(pinia).use(router).mount('#app') const websocketData = { attacker_id: '1010035351172', attacker_name: 'Iverral', cause_of_death: 'mp_weapon_car', victim_id: '1008553404453', victim_name: 'GURENTITANIUM', attacker_current_weapon: 'mp_weapon_car', victim_current_weapon: 'mp_weapon_sniper', distance: 300, game_mode: 'ps', servername: "fvnkhead's 3v3", map: 'lf_meadow', host: 1 } const store = useKillStore() setInterval(() => { const allPlayerArrays = store.$state.players.filter((e) => { return ( (!e.value.filter.server || e.value.filter.server === websocketData.servername) && (!e.value.filter.weapon || e.value.filter.weapon === websocketData.cause_of_death) // Handle other types of filters once those are implemented ) }) allPlayerArrays.forEach(e => { if (!e.value.data[websocketData.attacker_id]) { e.value.data[websocketData.attacker_id] = ref({ deaths: 0, kills: 500, max_distance: 0, total_distance: 0, username: websocketData.attacker_name }) } if (!e.value.data[websocketData.victim_id]) { e.value.data[websocketData.victim_id] = ref({ deaths: 0, kills: 0, max_distance: 0, total_distance: 0, username: websocketData.victim_name }) } // handle deaths with equipped, eventually /* if(e.value.filter.weapon){ !e.value.data[websocketData.victim_id] = e.value.data[websocketData.victim_id] = { deaths: 0, kills: 0, max_distance: 0, total_distance: 0, username: websocketData.victim_name, } } */ unref(e.value.data[websocketData.victim_id]).deaths++ unref(e.value.data[websocketData.victim_id]).username = websocketData.victim_name unref(e.value.data[websocketData.attacker_id]).username = websocketData.attacker_name unref(e.value.data[websocketData.attacker_id]).kills++ unref(e.value.data[websocketData.attacker_id]).total_distance += websocketData.distance unref(e.value.data[websocketData.attacker_id]).max_distance = Math.max(websocketData.distance, unref(e.value.data[websocketData.attacker_id]).max_distance) }) const allWeaponsArrays = store.$state.weapons.filter((e) => { return ( (!e.value.filter.player || e.value.filter.player === websocketData.attacker_id) // Handle other types of filters once those are implemented ) }) allWeaponsArrays.forEach(e => { if (!e.value.data[websocketData.cause_of_death]) { e.value.data[websocketData.cause_of_death] = ref({ deaths: 0, kills: 500, max_distance: 0, total_distance: 0, deaths_while_equipped: 0 }) } // handle deaths with equipped, eventually /* if(e.value.filter.weapon){ !e.value.data[websocketData.victim_id] = e.value.data[websocketData.victim_id] = { deaths: 0, kills: 0, max_distance: 0, total_distance: 0, username: websocketData.victim_name, } } */ // unref(e.value.data[websocketData.cause_of_death]).deaths++ unref(e.value.data[websocketData.cause_of_death]).total_distance += websocketData.distance unref(e.value.data[websocketData.cause_of_death]).kills++ unref(e.value.data[websocketData.cause_of_death]).max_distance = Math.max(websocketData.distance, unref(e.value.data[websocketData.cause_of_death]).max_distance) }) }, 100)