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-rw-r--r--play.html3
-rw-r--r--rules.js38
-rw-r--r--ui.js171
3 files changed, 40 insertions, 172 deletions
diff --git a/play.html b/play.html
index febd727..e3d0e5a 100644
--- a/play.html
+++ b/play.html
@@ -133,7 +133,8 @@ body.shift .block.known:hover {
.map .block { position: absolute; z-index: 2; }
.map .block.highlight { z-index: 3; }
.map .block.selected { z-index: 4; }
-.map .block.known:hover { z-index: 5; }
+.map .block.known { z-index: 5; }
+.map .block.known:hover { z-index: 6; }
.block.highlight { cursor: pointer; box-shadow: 0px 0px 4px 1px white; }
diff --git a/rules.js b/rules.js
index d47d359..dc56ea9 100644
--- a/rules.js
+++ b/rules.js
@@ -1719,9 +1719,10 @@ exports.view = function(state, current) {
s_card: (game.show_cards || current == SARACEN) ? game.s_card : 0,
hand: (current == FRANK) ? game.f_hand : (current == SARACEN) ? game.s_hand : [],
who: (game.active == current) ? game.who : null,
- where: game.where,
- known: {},
- secret: { Frank: {}, Saracen: {}, Assassins: {} },
+ location: game.location,
+ steps: game.steps,
+ reserves: game.reserves1.concat(game.reserves2),
+ moved: game.moved,
battle: null,
prompt: null,
actions: null,
@@ -1732,36 +1733,5 @@ exports.view = function(state, current) {
if (states[game.state].show_battle)
view.battle = make_battle_view();
- for (let b in BLOCKS) {
- let a = game.location[b];
- if (!a)
- continue;
- if (a == DEAD)
- continue;
- if (a == F_POOL) // && current != FRANK)
- continue;
- if (a == S_POOL) // && current != SARACEN)
- continue;
- if (a == F_POOL || a == S_POOL)
- a = "Pool";
-
- let is_known = false;
- if (current == block_owner(b))
- is_known = true;
- if (b == ASSASSINS)
- is_known = true;
-
- if (is_known) {
- view.known[b] = [a, game.steps[b], game.moved[b] ? 1 : 0];
- } else {
- let list = view.secret[BLOCKS[b].owner];
- if (!(a in list))
- list[a] = [0, 0];
- list[a][0]++;
- if (game.moved[b])
- list[a][1]++;
- }
- }
-
return view;
}
diff --git a/ui.js b/ui.js
index 8098caa..d72e440 100644
--- a/ui.js
+++ b/ui.js
@@ -50,8 +50,7 @@ function wide_map() {
let ui = {
cards: {},
towns: {},
- known: {},
- secret: { Frank: {}, Saracen: {}, Assassins: {} },
+ blocks: {},
battle_menu: {},
battle_block: {},
present: new Set(),
@@ -79,27 +78,17 @@ function block_name(who) { return who; }
function block_home(who) { return BLOCKS[who].home; }
function block_owner(who) { return BLOCKS[who].owner; }
-function on_focus_secret_block(evt) {
- let owner = evt.target.owner;
- let text = owner;
- document.getElementById("status").textContent = text;
-}
-
-function on_blur_secret_block(evt) {
- document.getElementById("status").textContent = "";
-}
-
-function on_click_secret_block(evt) {
-}
-
function on_focus_map_block(evt) {
- let b = evt.target.block;
- let s = game.known[b][1];
- let text = block_name(b) + " ";
- if (BLOCKS[b].move)
- text += BLOCKS[b].move + "-";
- text += STEP_TEXT[s] + "-" + BLOCKS[b].combat;
- document.getElementById("status").textContent = text;
+ let info = BLOCKS[evt.target.block];
+ if (info.owner == player || info.owner == ASSASSINS) {
+ let text = info.name + " ";
+ if (info.move)
+ text += info.move + "-";
+ text += STEP_TEXT[info.steps] + "-" + info.combat;
+ document.getElementById("status").textContent = text;
+ } else {
+ document.getElementById("status").textContent = info.owner;
+ }
}
function on_blur_map_block(evt) {
@@ -248,7 +237,7 @@ function build_battle_block(b, block) {
ui.battle_menu[b] = menu;
}
-function build_known_block(b, block) {
+function build_map_block(b, block) {
let element = document.createElement("div");
element.classList.add("block");
element.classList.add("known");
@@ -261,19 +250,6 @@ function build_known_block(b, block) {
return element;
}
-function build_secret_block(b, block, secret_index) {
- let element = document.createElement("div");
- element.secret_index = secret_index;
- element.classList.add("block");
- element.classList.add("secret");
- element.classList.add(BLOCKS[b].owner);
- element.addEventListener("mouseenter", on_focus_secret_block);
- element.addEventListener("mouseleave", on_blur_secret_block);
- element.addEventListener("click", on_click_secret_block);
- element.owner = BLOCKS[b].owner;
- return element;
-}
-
function town_x(t) {
if (map_orientation == 'tall')
return TOWNS[t].x;
@@ -336,20 +312,12 @@ function build_map() {
for (let name in TOWNS) {
let town = TOWNS[name];
ui.towns[name] = build_town(name, town);
- ui.secret.Frank[name] = [];
- ui.secret.Saracen[name] = [];
- ui.secret.Assassins[name] = [];
}
- ui.secret.Frank.offmap = [];
- ui.secret.Saracen.offmap = [];
- ui.secret.Assassins.offmap = [];
for (let b in BLOCKS) {
let block = BLOCKS[b];
+ ui.blocks[b] = build_map_block(b, block);
build_battle_block(b, block);
- ui.known[b] = build_known_block(b, block);
- let e = build_secret_block(b, block, ui.secret[BLOCKS[b].owner].offmap.length);
- ui.secret[BLOCKS[b].owner].offmap.push(e);
}
update_map_layout();
@@ -484,103 +452,36 @@ function hide_block(element) {
}
function update_map() {
- let overflow = { Frank: [], Saracen: [], Assassins: [] };
let layout = {};
document.getElementById("turn").textContent = "Year " + game.year + " (" + (game.year-1186) + "/6)" ;
for (let town in TOWNS)
- layout[town] = { secret: [], known: [] };
-
- // Move secret blocks to overflow queue if there are too many in a town
- for (let town in TOWNS) {
- for (let color of [FRANK, SARACEN, ASSASSINS]) {
- if (game.secret[color]) {
- let max = game.secret[color][town] ? game.secret[color][town][0] : 0;
- while (ui.secret[color][town].length > max) {
- overflow[color].push(ui.secret[color][town].pop());
- }
- }
- }
- }
-
- // Add secret blocks if there are too few in a location
- for (let town in TOWNS) {
- for (let color of [FRANK, SARACEN, ASSASSINS]) {
- if (game.secret[color]) {
- let max = game.secret[color][town] ? game.secret[color][town][0] : 0;
- while (ui.secret[color][town].length < max) {
- if (overflow[color].length > 0) {
- ui.secret[color][town].push(overflow[color].pop());
- } else {
- let element = ui.secret[color].offmap.pop();
- show_block(element);
- ui.secret[color][town].push(element);
- }
- }
- }
- }
- }
-
- // Remove any blocks left in the overflow queue
- for (let color of [FRANK, SARACEN, ASSASSINS]) {
- while (overflow[color].length > 0) {
- let element = overflow[color].pop();
- hide_block(element);
- ui.secret[color].offmap.push(element);
- }
- }
-
- // Hide formerly known blocks
- for (let b in BLOCKS) {
- if (!(b in game.known)) {
- hide_block(ui.known[b]);
- }
- }
-
- // Add secret blocks to layout
- for (let town in TOWNS) {
- for (let color of [FRANK, SARACEN, ASSASSINS]) {
- let i = 0, n = 0, m = 0;
- if (game.secret[color] && game.secret[color][town]) {
- n = game.secret[color][town][0];
- m = game.secret[color][town][1];
- }
- // Preserve block stacking order, but lets the user track block identities...
- if (label_layout == 'stack')
- ui.secret[color][town].sort((a,b) => b.secret_index - a.secret_index);
- for (let element of ui.secret[color][town]) {
- if (i++ < n - m)
- element.classList.remove("moved");
- else
- element.classList.add("moved");
- layout[town].secret.push(element);
+ layout[town] = { north: [], south: [] };
+
+ for (let b in game.location) {
+ let info = BLOCKS[b];
+ let element = ui.blocks[b];
+ let town = game.location[b];
+ if (town in TOWNS) {
+ let moved = game.moved[b] ? " moved" : "";
+ if (info.owner == player || info.owner == ASSASSINS) {
+ let image = " known block_" + info.image;
+ let steps = " r" + (info.steps - game.steps[b]);
+ element.classList = info.owner + " block" + image + steps + moved;
+ layout[town].south.push(element);
+ } else {
+ element.classList = info.owner + " block" + moved;
+ layout[town].north.push(element);
}
- }
- }
-
- // Add known blocks to layout
- for (let b in game.known) {
- let town = game.known[b][0];
- if (town) {
- let steps = game.known[b][1];
- let moved = game.known[b][2];
- let element = ui.known[b];
-
show_block(element);
- layout[town].known.push(element);
- update_steps(b, steps, element);
-
- if (moved)
- element.classList.add("moved");
- else
- element.classList.remove("moved");
+ } else {
+ hide_block(element);
}
}
- // Layout blocks on map
for (let town in TOWNS)
- layout_blocks(town, layout[town].secret, layout[town].known);
+ layout_blocks(town, layout[town].north, layout[town].south);
for (let where in TOWNS) {
if (ui.towns[where]) {
@@ -594,16 +495,12 @@ function update_map() {
if (game.muster)
ui.towns[game.where].classList.add('muster');
- for (let b in BLOCKS) {
- ui.known[b].classList.remove('highlight');
- ui.known[b].classList.remove('selected');
- }
if (!game.battle) {
if (game.actions && game.actions.block)
for (let b of game.actions.block)
- ui.known[b].classList.add('highlight');
+ ui.blocks[b].classList.add('highlight');
if (game.who)
- ui.known[game.who].classList.add('selected');
+ ui.blocks[game.who].classList.add('selected');
}
}