Coc How is War Weight Calculated

Clash of Clans War Weight Calculator – Maximize Your War Efficiency :root { –primary-color: #004a99; –success-color: #28a745; –background-color: #f8f9fa; –text-color: #333; –border-color: #ddd; –shadow-color: rgba(0, 0, 0, 0.1); –card-background: #fff; } body { font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif; background-color: var(–background-color); color: var(–text-color); line-height: 1.6; margin: 0; padding: 20px; display: flex; justify-content: center; } .container { max-width: 1000px; width: 100%; background-color: var(–card-background); padding: 30px; border-radius: 8px; box-shadow: 0 4px 15px var(–shadow-color); margin-bottom: 30px; } h1, h2, h3 { color: var(–primary-color); text-align: center; margin-bottom: 20px; } h1 { font-size: 2.2em; } h2 { font-size: 1.8em; border-bottom: 2px solid var(–primary-color); padding-bottom: 10px; margin-top: 30px; } h3 { font-size: 1.4em; margin-top: 25px; } .calculator-section { margin-bottom: 40px; padding: 25px; border: 1px solid var(–border-color); 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Clash of Clans War Weight Calculator

Accurately determine your base's war weight to optimize matchmaking and strategy in Clan Wars.

War Weight Calculator

Sum of levels of all your defensive buildings (Cannons, Archer Towers, etc.).
Number of wall sections you own, multiplied by 10.
Sum of levels of your Barbarian King, Archer Queen, Grand Warden, Royal Champion.
0 1 2 3 4 Number of Siege Machines you can donate/have unlocked.
Sum of research levels for all your offensive troops (excluding Heroes and Siege Machines).
Sum of research levels for all your offensive spells (excluding Heroes and Siege Machines).
Estimated weight of your Clan Castle troops. This is a simplification.

Estimated War Weight

0
Defense Weight: 0
Wall Weight: 0
Hero Weight: 0
Siege Machine Weight: 0
Troop Weight: 0
Spell Weight: 0
Clan Castle Weight: 0
Formula: Total War Weight ≈ (Defense Weight * Coefficient_D) + (Wall Weight * Coefficient_W) + (Hero Weight * Coefficient_H) + (Siege Weight * Coefficient_S) + (Troop Weight * Coefficient_T) + (Spell Weight * Coefficient_SP) + (Clan Castle Weight * Coefficient_CC)
Key Assumptions:

Coefficients and weights are estimations based on community data and algorithm analysis. Actual matchmaking involves many hidden factors.

Wall weight calculated as 'pieces * 10'.

Hero weight calculated as sum of levels.

Troop and Spell weights are simplified sums of research levels.

War Weight Breakdown

Distribution of your base's estimated war weight across different components.
Component Weights (Estimated Values)
Component Estimated Weight Contribution (%)
Defenses 0 0%
Walls 0 0%
Heroes 0 0%
Siege Machines 0 0%
Troops 0 0%
Spells 0 0%
Clan Castle 0 0%
Total Estimated War Weight 0 100%

What is Clash of Clans War Weight?

{primary_keyword}

is a crucial, albeit complex, metric in Clash of Clans that significantly influences how your clan is matched against opponents in Clan Wars. Understanding your war weight helps you strategically develop your base, focusing on offense and defense in a way that benefits your clan's overall war performance. It's not just about having high-level troops or defenses; it's about the *weight* those upgrades add to your clan's total war readiness. This calculator provides an estimation to help you grasp this important concept.

What is Clash of Clans War Weight?

In essence, {primary_keyword} is an invisible score assigned to each player's base, representing its overall "strength" or "threat level" within the context of Clan Wars. Supercell uses this war weight, along with other hidden factors like war stars, troop/spell levels, and sometimes even the offensive capabilities of your top attackers, to determine matchmaking for Clan Wars. The goal is to create fair and balanced matchups, though the exact algorithm is proprietary and constantly evolving. A higher war weight generally indicates a more developed base, both offensively and defensively, which can lead to being matched against stronger opponents.

Who Should Use This Calculator?

  • Active Clan War Participants: Anyone involved in regular clan wars needs to understand how their base impacts their clan's matchmaking.
  • Base Builders: Players who are planning their base development, especially considering whether to upgrade certain defenses or heroes, can use this to gauge the war weight implications.
  • Clan Leaders & War Strategists: To understand the collective war weight of their clan and strategize accordingly.
  • Players Considering "Rushing": Understanding the war weight implications of prioritizing offense over defense is key for rushed base strategies.

Common Misconceptions About War Weight

  • Myth: Only defenses contribute to war weight. Reality: Offense (troops, heroes, spells) plays a significant role, especially at higher Town Hall levels.
  • Myth: War weight is static once a base is maxed. Reality: While it stabilizes, offensive upgrades continue to add weight. Also, the matchmaking algorithm itself may consider other factors beyond simple weighted sums.
  • Myth: Maximizing one aspect (e.g., heroes) without balancing defenses is always good. Reality: While offense is critical, severely underdeveloped defenses can lead to being easily 3-starred, increasing your clan's overall disadvantage.
  • Myth: The calculator gives the exact matchmaking weight. Reality: This calculator provides an *estimation* based on known data and formulas. Supercell's actual algorithm is more complex and includes dynamic elements.

Clash of Clans War Weight Formula and Mathematical Explanation

The precise formula for calculating {primary_keyword} is a closely guarded secret by Supercell. However, through extensive community research, data analysis, and reverse engineering, a widely accepted approximate formula has emerged. This formula attempts to quantify the relative importance of different base components.

Step-by-Step Derivation (Estimated)

The total estimated war weight is a sum of weighted contributions from various aspects of your base. These components are assigned different coefficients, reflecting their perceived importance in matchmaking.

  1. Defense Weight: Sum of the individual weights of each defensive building. Higher-level defenses contribute significantly more than lower-level ones. Upgrading defenses typically adds considerable weight.
  2. Wall Weight: Calculated based on the number of wall pieces and their level. While important for defense, walls generally add less weight than key defenses or heroes. The common estimation is 10 'weight points' per wall piece at max level, scaled down for lower levels.
  3. Hero Weight: Sum of the levels of your Barbarian King, Archer Queen, Grand Warden, and Royal Champion. Hero levels are very influential, especially at higher Town Halls.
  4. Troop & Spell Weight: Sum of the research levels of your offensive troops and spells. Offensive power is a major factor in war, and these upgrades contribute significantly to war weight.
  5. Siege Machine Weight: A fixed weight is added for each Siege Machine unlocked.
  6. Clan Castle Troop Weight: The weight of troops donated or stored in the Clan Castle can also contribute, though this is often simplified or averaged in estimations.
  7. Other Factors: Hidden weights for traps, Town Hall level, and potentially offensive capabilities of your best attackers might also be factored in by Supercell's algorithm.

Variable Explanations

Here's a breakdown of the variables used in our estimated {primary_keyword} calculation:

Variable Meaning Unit Typical Range / Notes
Defenses Sum of levels of all defensive buildings (e.g., Cannon, Archer Tower, Inferno Tower). Level Sum Varies greatly by Town Hall level.
Walls Number of wall sections owned. Count Max 400 (TH16), each adds weight.
Heroes Sum of levels of Barbarian King, Archer Queen, Grand Warden, Royal Champion. Level Sum Can exceed 200+ at max TH.
Siege Machines Number of unlocked Siege Machines. Count 0-4 (currently).
Troops Sum of research levels of all offensive troops. Level Sum Varies greatly.
Spells Sum of research levels of all offensive spells. Level Sum Varies greatly.
Clan Castle Troops Estimated weight of troops typically in CC. Estimated Weight Points Highly variable, simplification used here.
Coefficients (implied) Factors determining the relative impact of each component. These are internal and estimated. Unitless Vary by Town Hall level and algorithm updates.

Practical Examples (Real-World Use Cases)

Example 1: Mid-Game Base (Town Hall 11)

Consider a Town Hall 11 player focusing on offense:

  • Defenses: Mostly level 10-11 (Total Defense Levels = 900)
  • Walls: Level 10 walls (350 pieces)
  • Heroes: BK 40, AQ 40, GW 15 (Total Hero Levels = 95)
  • Siege Machines: All 4 unlocked
  • Troops: High-level war troops (Total Troop Levels = 700)
  • Spells: High-level war spells (Total Spell Levels = 300)
  • Clan Castle Troops: Often holds a Golem and Wizards (Estimated Weight = 250)

Calculation using the calculator:

  • Defense Weight: ~3500 (estimated based on levels)
  • Wall Weight: 350 * 10 = 3500
  • Hero Weight: ~475 (estimated based on levels)
  • Siege Machine Weight: ~150 (fixed weight per machine)
  • Troop Weight: ~1500 (estimated based on levels)
  • Spell Weight: ~750 (estimated based on levels)
  • Clan Castle Weight: ~250 (estimated)
  • Estimated Total War Weight: ~10725

Interpretation: This base has a significant offensive component (Heroes, Troops, Spells) contributing to its war weight, alongside substantial defense and wall weights. This profile might be matched against other TH11s with similar offensive or defensive strengths.

Example 2: Maxed Defenses, Lower Heroes (Town Hall 10)

Consider a Town Hall 10 player who has maxed their defenses but neglected heroes:

  • Defenses: All maxed for TH10 (Total Defense Levels = 1100)
  • Walls: Level 9 walls (300 pieces)
  • Heroes: BK 20, AQ 20 (Total Hero Levels = 40)
  • Siege Machines: All 4 unlocked
  • Troops: Mid-level war troops (Total Troop Levels = 500)
  • Spells: Mid-level war spells (Total Spell Levels = 200)
  • Clan Castle Troops: Standard CC troops (Estimated Weight = 200)

Calculation using the calculator:

  • Defense Weight: ~5000 (estimated based on max levels)
  • Wall Weight: 300 * 10 = 3000
  • Hero Weight: ~200 (estimated based on levels)
  • Siege Machine Weight: ~150 (fixed weight per machine)
  • Troop Weight: ~1000 (estimated based on levels)
  • Spell Weight: ~400 (estimated based on levels)
  • Clan Castle Weight: ~200 (estimated)
  • Estimated Total War Weight: ~9950

Interpretation: This base has a higher defensive war weight due to maxed defenses, but its lower hero levels and mid-tier offense reduce the overall war weight compared to Example 1. This highlights the trade-offs in base development strategy and how different priorities affect {primary_keyword}. This player might be matched against opponents who are also defensively strong but potentially stronger offensively, or vice-versa.

How to Use This Clash of Clans War Weight Calculator

  1. Gather Your Base Stats: Go into your Clash of Clans game and note down the total levels of all your defensive buildings, the number of your wall sections, the levels of all your heroes, the number of siege machines you have unlocked, and the sum of research levels for your troops and spells. Estimate the weight of your typical Clan Castle troop composition.
  2. Input the Data: Enter these numbers accurately into the respective fields of the calculator above.
    • 'Total Defense Levels': Sum of levels for Cannons, Archer Towers, Wizard Towers, etc.
    • 'Total Wall Pieces': Count your walls and multiply by 10 (as per the calculator's interpretation).
    • 'Total Hero Levels': Sum of Barbarian King, Archer Queen, Grand Warden, and Royal Champion levels.
    • 'Siege Machines Owned': Select the number you have unlocked.
    • 'Total Troop Levels': Sum of research levels for Barbarians, Archers, Dragons, etc.
    • 'Total Spell Levels': Sum of research levels for Lightning, Healing, Rage, etc.
    • 'Clan Castle Troops': Input an estimated weight value.
  3. Calculate: Click the "Calculate War Weight" button.
  4. Analyze Results: The calculator will display your estimated primary war weight, key intermediate component weights, and a breakdown in a table and chart.
    • Primary Result: Your estimated total war weight.
    • Intermediate Values: The calculated weight contributed by defenses, walls, heroes, etc.
    • Table & Chart: Visualize the distribution of weight across different components. See which aspect of your base contributes the most.
  5. Interpret & Strategize: Use this information to guide your base development. If your defense weight is disproportionately high compared to offense, consider prioritizing troop and hero upgrades. If offense is high but defenses are weak, you might be vulnerable.
  6. Reset: Use the "Reset Fields" button to clear all inputs and start fresh.
  7. Copy: Use "Copy Results" to save the calculated values and assumptions for later reference or sharing.

Key Factors That Affect Clash of Clans War Weight Results

While the calculator provides a solid estimation, several real-world factors influence your actual war weight and how it's used in matchmaking:

  1. Town Hall Level: This is arguably the biggest factor. Higher Town Halls inherently have higher potential war weight ceilings due to access to more powerful defenses, troops, and heroes.
  2. Defense Levels vs. Offense Levels: The balance between your offensive (troops, heroes, spells) and defensive (walls, buildings) development is critical. Historically, offense has often carried more weight, especially at higher levels, but this balance shifts and is complex.
  3. Specific Defense Types: Not all defenses weigh the same. High-impact defenses like Inferno Towers, Eagle Artillery, and Scattershots likely carry more weight than basic Cannons or Archer Towers, especially at higher levels.
  4. Hero Levels: As heroes become more powerful and essential for attack strategies, their contribution to war weight has increased significantly over the years. Maxing heroes is crucial for competitive war play.
  5. Wall Levels: While important for base design and survivability, walls tend to have a more linear progression of weight compared to defenses or heroes. However, maxing thousands of walls still adds significant weight.
  6. Troop and Spell Research: The full suite of max-level troops and spells provides a substantial offensive capability, which is reflected in the war weight calculation. A player with max troops/spells at TH12 will have a higher offensive contribution than someone with lower-level troops at the same TH.
  7. Siege Machines: The introduction of Siege Machines added another layer to offensive power and war weight. Having them unlocked and potentially upgraded contributes positively.
  8. Hidden Factors & Algorithm Changes: Supercell frequently updates the matchmaking algorithm. Factors like the number of times a base has been 3-starred or 1-starred, the strength of your clan's top attackers, and even inactive vs. active development might play subtle roles. This calculator uses the most commonly accepted model but cannot replicate the full complexity.

Frequently Asked Questions (FAQ)

Is {primary_keyword} the only factor in Clan War matchmaking?
No. While {primary_keyword} is a major component, Supercell's algorithm also considers other factors such as the number of players in war, war stars earned, offensive capabilities of top players, and potentially other hidden metrics to ensure balanced matchups.
Should I stop upgrading my defenses to lower my war weight?
Generally, no. While a very heavy defense can increase war weight, having under-leveled defenses makes your base easy to 3-star, which is detrimental to your clan. The key is balance. Prioritize offense (heroes, troops, spells) while keeping defenses reasonably developed for your Town Hall level. This is often called "strategic rushing" or "hero-fowarding."
How does upgrading the Town Hall affect war weight?
Upgrading your Town Hall significantly increases your base's potential war weight because it unlocks higher-level defenses, troops, spells, and heroes, all of which carry more weight. It's often recommended to "hero-up" and max offense before hitting the button on a new Town Hall.
Does the weight of troops in my Clan Castle count towards my war weight?
Yes, the troops and spells donated to or held within your Clan Castle do contribute to your base's overall war weight. The calculator uses an estimated value for this, as the exact calculation is complex and depends on the specific troops.
Are traps included in the war weight calculation?
Traps (like bombs, spring traps, hidden teslas if un-upgraded) generally contribute very little to the overall war weight compared to major defenses, heroes, or offensive upgrades. They are often considered a minor factor or sometimes omitted in simplified calculations.
How accurate is this estimated war weight calculator?
This calculator provides a strong estimation based on the most widely accepted community formulas. However, Supercell's actual algorithm is proprietary and may include dynamic adjustments or hidden factors not accounted for here. Use it as a guide, not an absolute measure.
What is a "rushed" base in terms of war weight?
A "rushed" base typically has a Town Hall level that is significantly higher than its defensive and offensive upgrades. Such bases often have disproportionately high war weight relative to their actual combat effectiveness, making them a liability in war if not managed carefully (e.g., focusing solely on offense).
Should I upgrade my Laboratory for war weight?
Upgrading your Laboratory itself doesn't directly add significant war weight, but it unlocks the ability to research higher-level troops and spells. These higher-level offensive upgrades *do* add considerable war weight and are crucial for war performance. So, while the Lab is indirect, the troop/spell upgrades it enables are very important.

Related Tools and Internal Resources

© 2023 Your Website Name. All rights reserved. This calculator is an unofficial tool created by fans and is not affiliated with Supercell.

var canvas = document.getElementById("warWeightChart"); var ctx = canvas.getContext("2d"); var warWeightChartInstance = null; function getInputValue(id) { var input = document.getElementById(id); if (!input) return 0; var value = parseFloat(input.value); return isNaN(value) ? 0 : value; } function showError(id, message) { var errorElement = document.getElementById(id + "Error"); if (errorElement) { errorElement.textContent = message; errorElement.classList.add("visible"); } } function clearError(id) { var errorElement = document.getElementById(id + "Error"); if (errorElement) { errorElement.textContent = ""; errorElement.classList.remove("visible"); } } function validateInput(id, minValue = -Infinity, maxValue = Infinity) { var value = getInputValue(id); var inputElement = document.getElementById(id); var errorElement = document.getElementById(id + "Error"); if (inputElement.value.trim() === "") { showError(id, "This field cannot be empty."); return false; } if (value maxValue) { showError(id, "Value is too high."); return false; } clearError(id); return true; } function calculateWarWeight() { var isValid = true; isValid &= validateInput('defenses', 0); isValid &= validateInput('walls', 0); isValid &= validateInput('heroes', 0); isValid &= validateInput('siegeMachines', 0, 4); isValid &= validateInput('troops', 0); isValid &= validateInput('spells', 0); isValid &= validateInput('clanCastleTroops', 0); if (!isValid) { document.getElementById("resultsSection").style.display = "none"; return; } var defenses = getInputValue('defenses'); var walls = getInputValue('walls'); var heroes = getInputValue('heroes'); var siegeMachines = getInputValue('siegeMachines'); var troops = getInputValue('troops'); var spells = getInputValue('spells'); var clanCastleTroops = getInputValue('clanCastleTroops'); // Estimated Coefficients & Base Weights (These are approximations based on community data and may change) // These are highly simplified for demonstration. Real weights are more granular and complex. var defenseWeightFactor = 4.5; // Approx weight per defense level var wallWeightFactor = 10; // Approx weight per wall piece (simplified) var heroWeightFactor = 5.5; // Approx weight per hero level var siegeWeightPerUnit = 30; // Approx fixed weight per unlocked siege machine var troopWeightFactor = 1.5; // Approx weight per troop level var spellWeightFactor = 2.0; // Approx weight per spell level var clanCastleWeightFactor = 0.8; // Approx weight per CC troop point (highly variable) // Calculate individual component weights var defenseWeight = defenses * defenseWeightFactor; var wallWeight = walls * wallWeightFactor; var heroWeight = heroes * heroWeightFactor; var siegeWeight = siegeMachines * siegeWeightPerUnit; var troopWeight = troops * troopWeightFactor; var spellWeight = spells * spellWeightFactor; var clanCastleWeight = clanCastleTroops * clanCastleWeightFactor; // Simplified // Calculate Total Estimated War Weight var totalWarWeight = defenseWeight + wallWeight + heroWeight + siegeWeight + troopWeight + spellWeight + clanCastleWeight; // Ensure total weight is not negative due to potential edge cases in factors if (totalWarWeight 0) { document.getElementById("tableDefPerc").textContent = (tableData.defenses / totalWeightForPerc * 100).toFixed(1) + "%"; document.getElementById("tableWallPerc").textContent = (tableData.walls / totalWeightForPerc * 100).toFixed(1) + "%"; document.getElementById("tableHeroPerc").textContent = (tableData.heroes / totalWeightForPerc * 100).toFixed(1) + "%"; document.getElementById("tableSiegePerc").textContent = (tableData.siege / totalWeightForPerc * 100).toFixed(1) + "%"; document.getElementById("tableTroopPerc").textContent = (tableData.troops / totalWeightForPerc * 100).toFixed(1) + "%"; document.getElementById("tableSpellPerc").textContent = (tableData.spells / totalWeightForPerc * 100).toFixed(1) + "%"; document.getElementById("tableCcPerc").textContent = (tableData.cc / totalWeightForPerc * 100).toFixed(1) + "%"; } else { document.getElementById("tableDefPerc").textContent = "0.0%"; document.getElementById("tableWallPerc").textContent = "0.0%"; document.getElementById("tableHeroPerc").textContent = "0.0%"; document.getElementById("tableSiegePerc").textContent = "0.0%"; document.getElementById("tableTroopPerc").textContent = "0.0%"; document.getElementById("tableSpellPerc").textContent = "0.0%"; document.getElementById("tableCcPerc").textContent = "0.0%"; } // Update Chart updateChart(tableData); document.getElementById("resultsSection").style.display = "block"; } function updateChart(data) { var totalWeight = data.total; var chartData = { labels: ["Defenses", "Walls", "Heroes", "Siege", "Troops", "Spells", "Clan Castle"], datasets: [{ label: 'War Weight Contribution', data: [ (totalWeight > 0 ? (data.defenses / totalWeight * 100) : 0).toFixed(1), (totalWeight > 0 ? (data.walls / totalWeight * 100) : 0).toFixed(1), (totalWeight > 0 ? (data.heroes / totalWeight * 100) : 0).toFixed(1), (totalWeight > 0 ? (data.siege / totalWeight * 100) : 0).toFixed(1), (totalWeight > 0 ? (data.troops / totalWeight * 100) : 0).toFixed(1), (totalWeight > 0 ? (data.spells / totalWeight * 100) : 0).toFixed(1), (totalWeight > 0 ? (data.cc / totalWeight * 100) : 0).toFixed(1) ], backgroundColor: [ 'rgba(255, 99, 132, 0.7)', // Defenses 'rgba(54, 162, 235, 0.7)', // Walls 'rgba(255, 206, 86, 0.7)', // Heroes 'rgba(75, 192, 192, 0.7)', // Siege 'rgba(153, 102, 255, 0.7)',// Troops 'rgba(255, 159, 64, 0.7)', // Spells 'rgba(199, 199, 199, 0.7)' // Clan Castle ], borderColor: [ 'rgba(255, 99, 132, 1)', 'rgba(54, 162, 235, 1)', 'rgba(255, 206, 86, 1)', 'rgba(75, 192, 192, 1)', 'rgba(153, 102, 255, 1)', 'rgba(255, 159, 64, 1)', 'rgba(199, 199, 199, 1)' ], borderWidth: 1 }] }; if (warWeightChartInstance) { warWeightChartInstance.destroy(); } // Ensure canvas has a reasonable size canvas.width = 400; canvas.height = 250; warWeightChartInstance = new Chart(ctx, { type: 'pie', // Use pie chart for breakdown data: chartData, options: { responsive: true, maintainAspectRatio: false, plugins: { legend: { position: 'top', }, title: { display: true, text: 'War Weight Percentage Breakdown' } } } }); } function resetCalculator() { document.getElementById("defenses").value = ""; document.getElementById("walls").value = ""; document.getElementById("heroes").value = ""; document.getElementById("siegeMachines").value = "0"; document.getElementById("troops").value = ""; document.getElementById("spells").value = ""; document.getElementById("clanCastleTroops").value = ""; // Clear errors clearError('defenses'); clearError('walls'); clearError('heroes'); clearError('siegeMachines'); clearError('troops'); clearError('spells'); clearError('clanCastleTroops'); // Reset results document.getElementById("primaryResult").textContent = "0"; document.getElementById("intermediateDefense").querySelector("span").textContent = "0"; document.getElementById("intermediateWalls").querySelector("span").textContent = "0"; document.getElementById("intermediateHeroes").querySelector("span").textContent = "0"; document.getElementById("intermediateSiege").querySelector("span").textContent = "0"; document.getElementById("intermediateTroops").querySelector("span").textContent = "0"; document.getElementById("intermediateSpells").querySelector("span").textContent = "0"; document.getElementById("intermediateClanCastle").querySelector("span").textContent = "0"; // Reset table document.getElementById("tableDefWeight").textContent = "0"; document.getElementById("tableWallWeight").textContent = "0"; document.getElementById("tableHeroWeight").textContent = "0"; document.getElementById("tableSiegeWeight").textContent = "0"; document.getElementById("tableTroopWeight").textContent = "0"; document.getElementById("tableSpellWeight").textContent = "0"; document.getElementById("tableCcWeight").textContent = "0"; document.getElementById("tableTotalWeight").textContent = "0"; document.getElementById("tableDefPerc").textContent = "0.0%"; document.getElementById("tableWallPerc").textContent = "0.0%"; document.getElementById("tableHeroPerc").textContent = "0.0%"; document.getElementById("tableSiegePerc").textContent = "0.0%"; document.getElementById("tableTroopPerc").textContent = "0.0%"; document.getElementById("tableSpellPerc").textContent = "0.0%"; document.getElementById("tableCcPerc").textContent = "0.0%"; // Clear chart data if (warWeightChartInstance) { warWeightChartInstance.destroy(); warWeightChartInstance = null; } ctx.clearRect(0, 0, canvas.width, canvas.height); document.getElementById("resultsSection").style.display = "none"; } function copyResults() { var primaryResult = document.getElementById("primaryResult").textContent; var intermediateResults = document.querySelectorAll(".intermediate-results span"); var intermediateTexts = []; intermediateResults.forEach(function(span) { var parentDiv = span.parentElement; var componentName = parentDiv.id.replace("intermediate", "").replace("ClanCastle", "Clan Castle"); var weight = span.textContent; intermediateTexts.push(componentName + ": " + weight); }); var assumptions = document.querySelector(".key-assumptions").textContent.replace("Key Assumptions:", "").trim(); var textToCopy = "Estimated War Weight Results:\n"; textToCopy += "—————————-\n"; textToCopy += "Total War Weight: " + primaryResult + "\n\n"; textToCopy += "Component Weights:\n"; textToCopy += intermediateTexts.join("\n") + "\n\n"; textToCopy += "Key Assumptions:\n" + assumptions; // Use a temporary textarea to copy text var tempTextArea = document.createElement("textarea"); tempTextArea.value = textToCopy; tempTextArea.style.position = "absolute"; tempTextArea.style.left = "-9999px"; document.body.appendChild(tempTextArea); tempTextArea.select(); try { document.execCommand("copy"); alert("Results copied to clipboard!"); } catch (err) { console.error("Failed to copy results: ", err); alert("Failed to copy. Please copy manually."); } document.body.removeChild(tempTextArea); } // Add event listener for FAQ toggles document.addEventListener('DOMContentLoaded', function() { var faqQuestions = document.querySelectorAll('.faq-question'); faqQuestions.forEach(function(question) { question.addEventListener('click', function() { var answer = this.nextElementSibling; answer.classList.toggle('visible'); }); }); // Initial calculation on load if fields are pre-filled (optional) // calculateWarWeight(); }); // Load Chart.js library – NOTE: In a real WordPress setup, you'd enqueue this properly. // For a single HTML file, we include it directly. // This is a placeholder; in a production setting, you'd link to the CDN. // For this output, we assume Chart.js is available globally if used. // If not, you would need to include the script tag for Chart.js: // // For this example, we'll assume it's available. If you save this as HTML, // you MUST add the Chart.js CDN link before this script tag. // Adding Chart.js CDN link for completeness: var chartJsScript = document.createElement('script'); chartJsScript.src = 'https://cdn.jsdelivr.net/npm/chart.js'; document.head.appendChild(chartJsScript);

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