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author | Tor Andersson <tor@ccxvii.net> | 2021-06-20 12:38:03 +0200 |
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committer | Tor Andersson <tor@ccxvii.net> | 2022-11-16 19:19:38 +0100 |
commit | 3e5c1379b6a230b8ce1d771b31858d9f93f6e46a (patch) | |
tree | 65c8ac1f123f55e8da1b64b14eefd6682f8523f8 /ui.js | |
parent | 9ecbee1517966c892c60ddc2310e03d57b0de413 (diff) | |
download | crusader-rex-3e5c1379b6a230b8ce1d771b31858d9f93f6e46a.tar.gz |
crusader: Add "plural" info to block data for better messages.
Diffstat (limited to 'ui.js')
-rw-r--r-- | ui.js | 41 |
1 files changed, 37 insertions, 4 deletions
@@ -4,8 +4,9 @@ const FRANK = "Frank"; const SARACEN = "Saracen"; const ASSASSINS = "Assassins"; const ENEMY = { Saracen: "Frank", Frank: "Saracen" } -const POOL = "Pool"; const DEAD = "Dead"; +const F_POOL = "FP"; +const S_POOL = "SP"; let label_layout = window.localStorage['crusader-rex/label-layout'] || 'spread'; @@ -331,13 +332,43 @@ function update_steps(b, steps, element) { } function layout_blocks(location, secret, known) { - if (label_layout == 'spread' || (location == POOL || location == DEAD)) + if (label_layout == 'spread' || (location == S_POOL || location == F_POOL || location == DEAD)) layout_blocks_spread(location, secret, known); else layout_blocks_stacked(location, secret, known); } -function layout_blocks_spread(town, secret, known) { +// function position_block(town, row, n_rows, col, n_cols, element) { + +function layout_blocks_spread(town, north, south) { + let wrap = TOWNS[town].wrap; + let rows = []; + + if (north.length + south.length > wrap * 3) { + north = north.concat(south); + south = []; + } + + function wrap_row(input) { + while (input.length > wrap) { + rows.push(input.slice(0, wrap)); + input = input.slice(wrap); + } + if (input.length > 0) + rows.push(input); + } + + wrap_row(north); + wrap_row(south); + + for (let r = 0; r < rows.length; ++r) { + let cols = rows[r]; + for (let c = 0; c < cols.length; ++c) + position_block(town, r, rows.length, c, cols.length, cols[c]); + } +} + +function layout_blocks_spread_old(town, secret, known) { let wrap = TOWNS[town].wrap; let s = secret.length; let k = known.length; @@ -465,6 +496,8 @@ function update_map() { let town = game.location[b]; if (town in TOWNS) { let moved = game.moved[b] ? " moved" : ""; + let castle = game.castle[b] ? " castle" : ""; + // TODO: show besieging blocks too! if (info.owner == player || info.owner == ASSASSINS) { let image = " known block_" + info.image; let steps = " r" + (info.steps - game.steps[b]); @@ -493,7 +526,7 @@ function update_map() { for (let where of game.actions.town) ui.towns[where].classList.add('highlight'); if (game.muster) - ui.towns[game.where].classList.add('muster'); + ui.towns[game.muster].classList.add('muster'); if (!game.battle) { if (game.actions && game.actions.block) |