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|
"use strict"
// CONSTANTS
const player_names = [ "Gray", "Blue", "Tan", "Red", "Black", "None" ]
const player_index = Object.fromEntries(Object.entries(player_names).map(([k,v])=>[v,k|0]))
const Persia = 201
const Transcaspia = 202
const Herat = 203
const Kabul = 204
const Kandahar = 205
const Punjab = 206
const Persia_Transcaspia = 301
const Persia_Herat = 302
const Transcaspia_Herat = 303
const Transcaspia_Kabul = 304
const Herat_Kabul = 305
const Herat_Kandahar = 306
const Kabul_Kandahar = 307
const Kabul_Punjab = 308
const Kandahar_Punjab = 309
const Gift2 = 400
const Gift4 = 401
const Gift6 = 402
const Safe_House = 500
const region_index = {
"Persia": Persia,
"Transcaspia": Transcaspia,
"Herat": Herat,
"Kabul": Kabul,
"Kandahar": Kandahar,
"Punjab": Punjab,
}
const space_names = {
[Persia]: "Persia",
[Transcaspia]: "Transcaspia",
[Herat]: "Herat",
[Kabul]: "Kabul",
[Kandahar]: "Kandahar",
[Punjab]: "Punjab",
[Persia_Transcaspia]: "Persia/Transcaspia",
[Persia_Herat]: "Persia/Herat",
[Transcaspia_Herat]: "Transcaspia/Herat",
[Transcaspia_Kabul]: "Transcaspia/Kabul",
[Herat_Kabul]: "Herat/Kabul",
[Herat_Kandahar]: "Herat/Kandahar",
[Kabul_Kandahar]: "Kabul/Kandahar",
[Kabul_Punjab]: "Kabul/Punjab",
[Kandahar_Punjab]: "Kandahar/Punjab",
}
cards.forEach(card => {
if (card) {
card.region = region_index[card.region]
if (card.name === 'EVENT')
card.name = card.if_discarded + " / " + card.if_purchased
}
})
const event_cards = {
new_tactics: 105,
koh_i_noor: 106,
courtly_manners: 107,
rumor: 108,
conflict_fatigue: 109,
nationalism: 110,
nation_building: 112,
pashtunwali_values: 115,
embarrassment_of_riches: 106,
disregard_for_customs: 107,
}
const VP_OFFSET = [
[-16, -16],
[-32, 0],
[0, 0],
[-16, 16],
[16, 16],
]
const VP_TRACK = [
[ 91, 43 ],
[ 183, 43 ],
[ 273, 43 ],
[ 363, 43 ],
[ 454, 43 ],
[ 545, 43 ],
[ 635, 43 ],
[ 726, 43 ],
[ 816, 43 ],
[ 906, 43 ],
[ 996, 43 ],
[ 1035, 78 ],
[ 1035, 169 ],
[ 1035, 259 ],
[ 1035, 350 ],
[ 1035, 441 ],
[ 1035, 531 ],
[ 996, 563 ],
[ 906, 563 ],
[ 816, 563 ],
[ 726, 563 ],
[ 635, 563 ],
[ 545, 563 ],
[ 454, 563 ],
]
// GAME STATE
function player_cylinders(p) {
return 36 + p * 10
}
function ruler_of_region(r) {
let ruler = -1
let n_afghan = 0
let n_british = 0
let n_russian = 0
for (let i = 0; i < 12; ++i) {
if (view.pieces[i] === r)
n_afghan ++
if (view.pieces[i+12] === r)
n_british ++
if (view.pieces[i+24] === r)
n_russian ++
}
let max_ruling = Math.max(n_afghan, n_british, n_russian)
for (let p = 0; p < view.players.length; ++p) {
let n_tribes = 0
let x = 36 + p * 10
for (let i = x; i < x + 10; ++i)
if (view.pieces[i] === r)
n_tribes++
let n_ruling = n_tribes
if (view.players[p].loyalty === 'Afghan')
n_ruling += n_afghan
if (view.players[p].loyalty === 'British')
n_ruling += n_british
if (view.players[p].loyalty === 'Russian')
n_ruling += n_russian
if (n_ruling === max_ruling) {
ruler = -1
} else if (n_ruling > max_ruling) {
max_ruling = n_ruling
if (n_tribes > 0)
ruler = p
else
ruler = -1
}
}
return ruler
}
function count_influence_points(p) {
let n = 1 + view.players[p].prizes
let x = player_cylinders(p)
if (!view.events.embarrassment_of_riches) {
let gv = view.players[p].events.koh_i_noor ? 2 : 1
for (let i = x; i < x + 10; ++i) {
let s = view.pieces[i]
if (s === Gift2 || s === Gift4 || s === Gift6)
n += gv
}
}
if (!view.players[p].events.rumor) {
let court = view.players[p].court
for (let i = 0; i < court.length; ++i)
if (cards[court[i]].patriot)
++n
}
return n
}
function count_cylinders_in_play(p) {
let n = 0
let x = player_cylinders(p)
for (let i = x; i < x + 10; ++i)
if (view.pieces[i] > 0)
++n
return n
}
function is_piece_army(i) {
return (view.pieces[i] >= 201 && view.pieces[i] <= 206)
}
function is_piece_road(i) {
return (view.pieces[i] >= 301 && view.pieces[i] <= 309)
}
function is_card_action(action, card) {
if (view.actions && view.actions[action] && view.actions[action].includes(card))
return true
return false
}
function is_place_gift_action(i) {
if (view.actions && view.actions.place_gift && view.actions.place_gift.includes(i))
return true
return false
}
function is_suit_action(suit) {
if (view.actions && view.actions.suit && view.actions.suit.includes(suit))
return true
return false
}
function is_piece_action(i) {
if (view.actions && view.actions.piece && view.actions.piece.includes(i))
return true
return false
}
function is_space_action(i) {
if (view.actions && view.actions.space && view.actions.space.includes(i))
return true
return false
}
// UI ELEMENTS
let ui = {
pieces: [],
spaces: [],
cards: [],
spyrows: [],
market_card: [[],[]],
market_coin: [[],[]],
card_action_index: { battle: [], betray: [], build: [], gift: [], move: [], tax: [] },
card_action_element: { battle: [], betray: [], build: [], gift: [], move: [], tax: [] },
player: [],
}
function scroll_to_map() {
ui.board.scrollIntoView({behavior:'smooth'})
}
function scroll_to_market() {
ui.market.scrollIntoView({behavior:'smooth'})
}
function scroll_to_player(p) {
ui.player[p].area.scrollIntoView({behavior:'smooth'})
}
let open_toggle = true
function toggle_open_hands() {
open_toggle = !open_toggle
for (let p = 0; p < view.players.length; ++p)
if (p !== player_index[player])
ui.player[p].hand.classList.toggle("hide", open_toggle)
}
function on_blur() {
ui.status.textContent = ""
ui.tooltip.classList = "hide"
}
function on_focus_card_tip(c) {
ui.tooltip.classList = "card card_" + c
}
function on_click_card_tip(c) {
ui.cards[c].scrollIntoView({behavior:'smooth'})
}
function on_focus_card(evt) {
let c = evt.target.card
if (!evt.target.classList.contains("card_back")) {
ui.status.textContent = `${evt.target.card} - ${cards[c].name}`
ui.tooltip.classList = "focus card card_" + c
}
}
function on_focus_space(evt) {
ui.status.textContent = space_names[evt.target.space]
}
function on_click_space(evt) {
send_action('space', evt.target.space)
evt.stopPropagation()
}
function on_click_block(evt) {
send_action('piece', evt.target.piece)
evt.stopPropagation()
}
function on_click_cylinder(evt) {
send_action('piece', evt.target.piece)
evt.stopPropagation()
}
function toggle_hand(p) {
ui.player[p].hand.classList.toggle("hide")
}
// CARD MENU
const card_action_menu = [
'play_left',
'play_right',
]
let current_popup_card = 0
function show_popup_menu(evt, list) {
document.querySelectorAll("#popup div").forEach(e => e.classList.remove('enabled'))
for (let item of list) {
let e = document.getElementById("menu_" + item)
e.classList.add('enabled')
}
let popup = document.getElementById("popup")
popup.style.display = 'block'
popup.style.left = (evt.clientX-50) + "px"
popup.style.top = (evt.clientY-12) + "px"
ui.cards[current_popup_card].classList.add("selected")
ui.popup_label.textContent = cards[current_popup_card].name
}
function hide_popup_menu() {
let popup = document.getElementById("popup")
popup.style.display = 'none'
if (current_popup_card) {
ui.cards[current_popup_card].classList.remove("selected")
current_popup_card = 0
}
}
function popup_action(action) {
send_action(action, current_popup_card)
hide_popup_menu()
}
function on_click_card(evt) {
let c = evt.target.card
if (is_card_action('card', c)) {
send_action('card', c)
} else {
let menu = card_action_menu.filter(a => is_card_action(a, c))
if (menu.length > 0) {
current_popup_card = c
show_popup_menu(evt, menu)
}
}
}
// LOG
function sub_card_name(match, p1) {
let c = p1 | 0
let name = cards[c].name
return `<span class="tip" onmouseenter="on_focus_card_tip(${c})" onmouseleave="on_blur()" onclick="on_click_card_tip(${c})">${name}</span>`
}
function on_log(text) {
let p = document.createElement("div")
if (text.match(/^>/)) {
text = text.substring(1)
p.className = 'i'
}
text = text.replace(/&/g, "&")
text = text.replace(/</g, "<")
text = text.replace(/>/g, ">")
text = text.replace(/#(\d+)/g, sub_card_name)
if (text.match(/^.turn/)) {
text = text.substring(6)
p.className = 'turn ' + text
}
let m
if ((m = text.match(/^.dc.(\w+) (.*)/))) {
text = m[2]
p.className = 'dc ' + m[1]
}
p.innerHTML = text
return p
}
// LAYOUT
function layout_block_pool() {
function place_block_pool(i, x, y) {
ui.pieces[i].style = `top:${27+y*48}px;left:${1070+26+x*(26+35)}px`
}
for (let k = 0, i = 0; i < 12; ++i) {
if (view.pieces[i] === 0) {
place_block_pool(i, 0, k)
++k
}
}
for (let k = 0, i = 12; i < 24; ++i) {
if (view.pieces[i] === 0) {
place_block_pool(i, 1, k)
++k
}
}
for (let k = 0, i = 24; i < 36; ++i) {
if (view.pieces[i] === 0) {
place_block_pool(i, 2, k)
++k
}
}
}
function layout_armies(list, xc, yc, maxcol) {
function place_army(y, x, i) {
ui.pieces[i].style = `top:${yc+y*16+x*1}px;left:${xc+x*26-y*16}px`
}
let ncol = Math.min(maxcol, list.length)
let nrow = Math.ceil(list.length / ncol)
let i = 0
for (let row = 0; row < nrow; ++row)
for (let col = 0; col < ncol && i < list.length; ++col)
place_army(row, col - (ncol/2) - ((nrow-1)/4), list[i++])
}
function layout_tribes_radial(list, xc, yc, maxcol) {
function place_tribe(x, y, i) {
ui.pieces[i].style = `top:${Math.round(y)}px;left:${Math.round(x)}px`
}
let angle = 2 * Math.PI / Math.max(list.length, 7)
let phase = (list.length <= 3) ? Math.PI * 2 / 7 : (list.length - 1) * angle / 2
for (let i = 0; i < list.length; ++i) {
let x = xc + Math.sin(i * angle - phase) * 46 - 14
let y = yc - Math.cos(i * angle - phase) * 44 - 14
place_tribe(x, y, list[i])
}
}
function layout_region_armies(r, xc, yc, maxcol) {
let list = []
for (let i = 0; i < 36; ++i)
if (view.pieces[i] === r)
list.push(i)
layout_armies(list, xc - 4, yc, maxcol)
}
function layout_region_tribes(r, xc, yc, maxcol) {
let list = []
for (let i = 36; i < view.pieces.length; ++i)
if (view.pieces[i] === r)
list.push(i)
if (list.length > 0)
layout_tribes_radial(list, xc, yc, maxcol)
}
function layout_border(r, xc, yc, line) {
xc -= 24
yc -= 12
function place_piece_border(i, k) {
let x, y
switch (line) {
case 0: x = k * 18; y = k * 7; break
case 1: x = k * 4; y = k * 16; break
case 2: x = k * -4; y = k * 16; break
case 3: x = k * -12; y = k * 14; break
}
ui.pieces[i].style = `top:${yc+y}px;left:${xc+x}px`
}
let n = 0
for (let i = 0; i < view.pieces.length; ++i) {
if (view.pieces[i] === r)
++n
}
for (let k = (-(n-1)/2), i = 0; i < view.pieces.length; ++i) {
if (view.pieces[i] === r) {
place_piece_border(i, k)
++k
}
}
}
// UPDATE UI
let once = true
function on_update() {
if (once) {
build_ui()
once = false
}
function update_event_cards(node, events) {
for (let evt in events)
node.appendChild(ui.cards[event_cards[evt]])
}
let ruler = [
ruler_of_region(Persia),
ruler_of_region(Transcaspia),
ruler_of_region(Herat),
ruler_of_region(Kabul),
ruler_of_region(Kandahar),
ruler_of_region(Punjab)
]
ui.prompt.innerHTML = view.prompt.replace(/#(\d+)/g, sub_card_name)
ui.deck_info.textContent = `${view.cards[0]}x Draw Deck, ${view.cards[1]}x Dominance Check`
action_button("loyalty_afghan", "Afghan")
action_button("loyalty_british", "British")
action_button("loyalty_russian", "Russian")
action_button("courtly_manners", "Courtly Manners")
action_button("beg", "Beg")
action_button("pay", "Pay")
action_button("waive", "Waive")
action_button("accept", "Accept")
for (let i = 0; i < 10; ++i)
action_button("offer_" + i, i)
action_button("refuse", "Refuse")
action_button("player_0", "Gray")
action_button("player_1", "Blue")
action_button("player_2", "Tan")
action_button("player_3", "Red")
action_button("player_4", "Black")
action_button("pass", "Pass")
action_button("next", "Next")
action_button("end_game", "End game")
confirm_action_button("end_turn_pass", "End turn",
"Are you sure you want to END TURN while you still have actions?")
action_button("end_turn", "End turn")
action_button("undo", "Undo")
ui.favored1.className = view.favored
ui.favored2.className = view.favored + " icon"
for (let row = 0; row < 2; ++row) {
for (let col = 0; col < 6; ++col) {
let ce = ui.cards[view.market_cards[row][col]]
if (ce)
ce.classList.remove("card_back")
let me = ui.market_card[row][col]
if (me.firstChild !== ce) {
if (me.firstChild)
me.removeChild(me.firstChild)
if (ce)
me.appendChild(ce)
}
let coins = view.market_coins[row][col]
if (coins > 0) {
ui.market_coin[row][col].textContent = coins
ui.market_coin[row][col].className = "coin"
} else {
ui.market_coin[row][col].textContent = ""
ui.market_coin[row][col].className = "coin hide"
}
}
}
for (let i = 1; i < cards.length; ++i) {
ui.cards[i].classList.toggle('action', is_card_action('card', i))
}
for (let i = 201; i <= 206; ++i) {
ui.spaces[i].classList.toggle('action', is_space_action(i))
ui.spaces[i].classList.toggle('selected', view.where === i)
}
for (let i = 301; i <= 309; ++i)
ui.spaces[i].classList.toggle('action', is_space_action(i))
for (let i = 0; i < 36; ++i) {
ui.pieces[i].classList.toggle('action', is_piece_action(i))
ui.pieces[i].classList.toggle('selected', view.selected === i)
ui.pieces[i].classList.toggle('road', is_piece_road(i))
ui.pieces[i].classList.toggle('army', is_piece_army(i))
}
for (let p = 0; p < view.players.length; ++p) {
let pp = view.players[p]
let me = ui.player[p].court
while (me.firstChild)
me.removeChild(me.firstChild)
me.appendChild(ui.player[p].pool)
update_event_cards(me, view.players[p].events)
for (let i = 0; i < pp.court.length; ++i) {
let ce = ui.cards[pp.court[i]]
me.appendChild(ce)
ce.classList.remove("card_back")
}
if (p === player_index[player]) {
ui.player[p].gift_2.classList.toggle('action', is_place_gift_action(2))
ui.player[p].gift_4.classList.toggle('action', is_place_gift_action(4))
ui.player[p].gift_6.classList.toggle('action', is_place_gift_action(6))
}
me = ui.global_events
while (me.firstChild)
me.removeChild(me.firstChild)
update_event_cards(me, view.events)
me = ui.player[p].hand
while (me.firstChild)
me.removeChild(me.firstChild)
if (p === player_index[player])
me.classList.remove("hide")
for (let i = 0; i < pp.hand.length; ++i) {
let ce = ui.cards[pp.hand[i]]
if (p !== player_index[player] && !view.open)
ce.classList.add("card_back")
else
ce.classList.remove("card_back")
me.appendChild(ce)
}
if (view.players[p].coins === 0) {
ui.player[p].coin.classList.add("hide")
} else {
ui.player[p].coin.classList.remove("hide")
ui.player[p].coin.textContent = view.players[p].coins
}
if (view.players[p].prizes === 0) {
ui.player[p].prize.classList.add("hide")
} else {
ui.player[p].prize.classList.remove("hide")
if (view.players[p].prizes === 1)
ui.player[p].prize.textContent = view.players[p].prizes + " prize"
else
ui.player[p].prize.textContent = view.players[p].prizes + " prizes"
}
ui.player[p].role.classList.toggle("active", p === player_index[view.active])
ui.player[p].dial.className = "player_dial " + view.players[p].loyalty + " p" + p
ui.player[p].role_loy_icon.className = "role_loyalty_icon " + view.players[p].loyalty
ui.player[p].role_loy_text.textContent = count_influence_points(p)
ui.player[p].role_cyl_text.textContent = count_cylinders_in_play(p)
ui.player[p].role_rup_text.textContent = view.players[p].coins
ui.player[p].hand_size.textContent = view.players[p].hand.length
ui.player[p].score.style.left = (VP_OFFSET[p][0] + VP_TRACK[view.players[p].vp][0]) + "px"
ui.player[p].score.style.top = (VP_OFFSET[p][1] + VP_TRACK[view.players[p].vp][1]) + "px"
for (let i = 0; i < 10; ++i) {
let x = 36 + p * 10 + i
let s = view.pieces[x]
if (s === 0 || s === Safe_House)
ui.player[p].pool.appendChild(ui.pieces[x])
else if (s === Gift2)
ui.player[p].gift_2.appendChild(ui.pieces[x])
else if (s === Gift4)
ui.player[p].gift_4.appendChild(ui.pieces[x])
else if (s === Gift6)
ui.player[p].gift_6.appendChild(ui.pieces[x])
else if (s <= 100)
ui.spyrows[s].appendChild(ui.pieces[x])
else
{
if (ui.pieces[x].parentElement !== ui.board)
ui.board.appendChild(ui.pieces[x])
}
ui.pieces[x].classList.toggle('action', is_piece_action(x))
ui.pieces[x].classList.toggle('selected', view.selected === x)
ui.pieces[x].style = ""
}
}
for (let i = 0; i < 6; ++i)
if (ruler[i] === -1)
ui.rule[i].classList = `rule ${space_names[i+Persia]} hide`
else
ui.rule[i].classList = `rule ${space_names[i+Persia]} ${player_names[ruler[i]]}`
ui.suit_political.classList.toggle('action', is_suit_action('Political'))
ui.suit_intelligence.classList.toggle('action', is_suit_action('Intelligence'))
ui.suit_economic.classList.toggle('action', is_suit_action('Economic'))
ui.suit_military.classList.toggle('action', is_suit_action('Military'))
layout_block_pool()
layout_region_armies(Persia, 204, 466, 5)
layout_region_armies(Transcaspia, 252, 227, 6)
layout_region_armies(Herat, 454, 458, 6)
layout_region_armies(Kabul, 671, 238, 8)
layout_region_armies(Kandahar, 730, 477, 5)
layout_region_armies(Punjab, 928+10, 381, 4)
layout_region_tribes(Persia, 204, 426, 5)
layout_region_tribes(Transcaspia, 252, 152+5, 10)
layout_region_tribes(Herat, 454, 383, 6)
layout_region_tribes(Kabul, 671, 163, 12)
layout_region_tribes(Kandahar, 730, 437, 6)
layout_region_tribes(Punjab, 928, 306, 3)
layout_border(Persia_Transcaspia, 188, 320, 0)
layout_border(Persia_Herat, 313, 441, 1)
layout_border(Transcaspia_Herat, 371, 297, 3)
layout_border(Transcaspia_Kabul, 477, 164, 1)
layout_border(Herat_Kabul, 527, 297, 0)
layout_border(Herat_Kandahar, 598, 441, 2)
layout_border(Kabul_Kandahar, 699, 338, 0)
layout_border(Kabul_Punjab, 859, 211, 2)
layout_border(Kandahar_Punjab, 836, 438, 1)
for (let action in ui.card_action_index) {
for (let i = 0; i < ui.card_action_index[action].length; ++i) {
let c = ui.card_action_index[action][i]
let e = ui.card_action_element[action][i]
e.classList.toggle("action", is_card_action(action, c))
}
}
}
// BUILD UI
function build_ui() {
let passive_cards = [1,3,5,15,17,21,24,41,42,43,51,54,56,66,68,70,72,78,83,91,97,99]
function build_player_ui(p) {
return {
role: document.getElementById("role_" + player_names[p]),
role_rup_text: document.getElementById("rupees_" + p + "_text"),
role_cyl_text: document.getElementById("cylinders_" + p + "_text"),
role_loy_text: document.getElementById("loyalty_" + p + "_text"),
role_loy_icon: document.getElementById("loyalty_" + p + "_icon"),
score: document.getElementById("player_score_" + p),
area: document.getElementById("player_area_" + p),
hand_size: document.getElementById("player_hand_size_" + p),
hand: document.getElementById("player_hand_" + p),
court: document.getElementById("player_court_" + p),
pool: document.getElementById("player_pool_" + p),
dial: document.getElementById("player_dial_" + p),
coin: document.getElementById("player_coin_" + p),
prize: document.getElementById("player_prize_" + p),
gift_2: document.getElementById("player_gift_" + p + "_2"),
gift_4: document.getElementById("player_gift_" + p + "_4"),
gift_6: document.getElementById("player_gift_" + p + "_6"),
}
}
function build_card_action(card, action, i, x) {
let e = document.createElement("div")
e.className = `card_action ${action} n${x}`
e.addEventListener("click", () => send_action(action, i))
ui.card_action_index[action].push(i)
ui.card_action_element[action].push(e)
card.appendChild(e)
}
function build_space(i, n) {
ui.spaces[i] = document.getElementById("svgmap").getElementById(n)
ui.spaces[i].space = i
ui.spaces[i].addEventListener("click", on_click_space)
ui.spaces[i].addEventListener("mouseenter", on_focus_space)
ui.spaces[i].addEventListener("mouseleave", on_blur)
}
for (let c = 1; c < cards.length; ++c) {
let e = document.createElement("div")
e.card = c
if (c <= 100) {
let info = cards[c]
e.className = "card card_" + c + " " + info.suit
let n = 0
if (info.gift) ++n, build_card_action(e, 'gift', c, info.gift)
if (info.move) ++n, build_card_action(e, 'move', c, info.move)
if (info.betray) ++n, build_card_action(e, 'betray', c, info.betray)
if (info.battle) ++n, build_card_action(e, 'battle', c, info.battle)
if (info.build) ++n, build_card_action(e, 'build', c, info.build)
if (info.tax) ++n, build_card_action(e, 'tax', c, info.tax)
if (passive_cards.includes(c))
e.classList.add("passive")
if (n === 3)
e.classList.add("three")
} else {
e.className = "event card card_" + c
}
e.addEventListener("click", on_click_card)
e.addEventListener("mouseenter", on_focus_card)
e.addEventListener("mouseleave", on_blur)
ui.cards[c] = e
let ee = document.createElement("div")
ee.className = "spyrow"
e.appendChild(ee)
ui.spyrows[c] = ee
}
for (let row = 0; row < 2; ++row) {
for (let col = 0; col < 6; ++col) {
ui.market_card[row][col] = document.getElementById("market_card_" + row + "_" + col)
ui.market_coin[row][col] = document.getElementById("market_coin_" + row + "_" + col)
}
}
for (let p = 0; p < 5; ++p) {
ui.player[p] = build_player_ui(p)
ui.player[p].hand_size.addEventListener("click",
() => toggle_hand(p))
for (let i = 0; i < 10; ++i) {
let x = 36 + p * 10 + i
ui.pieces[x] = document.createElement("div")
ui.pieces[x].piece = x
ui.pieces[x].className = "cylinder p" + p
ui.pieces[x].addEventListener("click", on_click_cylinder)
ui.player[p].pool.appendChild(ui.pieces[x])
}
ui.player[p].gift_2.addEventListener("click", () => send_action('place_gift', 2))
ui.player[p].gift_4.addEventListener("click", () => send_action('place_gift', 4))
ui.player[p].gift_6.addEventListener("click", () => send_action('place_gift', 6))
}
ui.rule = [
document.querySelector(`#board .rule.Persia`),
document.querySelector(`#board .rule.Transcaspia`),
document.querySelector(`#board .rule.Herat`),
document.querySelector(`#board .rule.Kabul`),
document.querySelector(`#board .rule.Kandahar`),
document.querySelector(`#board .rule.Punjab`),
]
ui.prompt = document.getElementById("prompt")
ui.deck_info = document.getElementById("deck_info")
ui.board = document.getElementById("board")
ui.market = document.getElementById("market")
ui.status = document.getElementById("status")
ui.tooltip = document.getElementById("tooltip")
ui.favored1 = document.getElementById("favored_suit_marker")
ui.favored2 = document.getElementById("favored_suit_banner")
ui.popup_label = document.getElementById("popup_label")
ui.global_events = document.getElementById("global_events")
ui.suit_political = document.getElementById("suit_political")
ui.suit_intelligence = document.getElementById("suit_intelligence")
ui.suit_economic = document.getElementById("suit_economic")
ui.suit_military = document.getElementById("suit_military")
ui.suit_political.addEventListener("click", () => send_action('suit', 'Political'))
ui.suit_intelligence.addEventListener("click", () => send_action('suit', 'Intelligence'))
ui.suit_economic.addEventListener("click", () => send_action('suit', 'Economic'))
ui.suit_military.addEventListener("click", () => send_action('suit', 'Military'))
build_space(Transcaspia, "Transcaspia")
build_space(Kabul, "Kabul")
build_space(Punjab, "Punjab")
build_space(Persia, "Persia")
build_space(Herat, "Herat")
build_space(Kandahar, "Kandahar")
build_space(Persia_Transcaspia, "Persia/Transcaspia")
build_space(Persia_Herat, "Persia/Herat")
build_space(Transcaspia_Herat, "Transcaspia/Herat")
build_space(Transcaspia_Kabul, "Transcaspia/Kabul")
build_space(Herat_Kabul, "Herat/Kabul")
build_space(Herat_Kandahar, "Herat/Kandahar")
build_space(Kabul_Kandahar, "Kabul/Kandahar")
build_space(Kabul_Punjab, "Kabul/Punjab")
build_space(Kandahar_Punjab, "Kandahar/Punjab")
function make_block(p, faction) {
let div = document.createElement("div")
div.className = faction + " block"
div.piece = p
div.addEventListener("click", on_click_block)
ui.board.appendChild(div)
return div
}
for (let i = 0; i < 12; ++i) ui.pieces[i] = make_block(i, "Afghan")
for (let i = 12; i < 24; ++i) ui.pieces[i] = make_block(i, "British")
for (let i = 24; i < 36; ++i) ui.pieces[i] = make_block(i, "Russian")
// Sort player roles so active player is on top!
let top = player === 'Observer' ? 0 : player_index[player]
let alist = document.getElementById("player_area_list")
let rlist = document.getElementById("roles")
for (let p = top; p < view.players.length; ++p) {
alist.appendChild(ui.player[p].area)
rlist.appendChild(ui.player[p].role)
ui.player[p].area.classList.remove("hide")
ui.player[p].role.classList.remove("hide")
ui.player[p].score.classList.remove("hide")
}
for (let p = 0; p < top; ++p) {
alist.appendChild(ui.player[p].area)
rlist.appendChild(ui.player[p].role)
ui.player[p].area.classList.remove("hide")
ui.player[p].role.classList.remove("hide")
ui.player[p].score.classList.remove("hide")
}
if (player !== 'Observer')
ui.player[top].hand_size.classList.add("hide")
}
function debug() {
function rr(k,v) { return k === 'log' || k === 'players' || k === 'actions' ? undefined : v }
console.log("VIEW", JSON.stringify(view, rr, 0))
console.log("ACTIONS", JSON.stringify(view.actions, rr, 0))
for (let i = 0; i < view.players.length; ++i)
console.log("PLAYER", i, JSON.stringify(view.players[i], rr, 0))
}
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