diff options
Diffstat (limited to 'ui.js')
-rw-r--r-- | ui.js | 64 |
1 files changed, 32 insertions, 32 deletions
@@ -82,7 +82,7 @@ function block_owner(who) { return BLOCKS[who].owner; } function on_focus_map_block(evt) { let info = BLOCKS[evt.target.block]; let where = game.location[evt.target.block]; - if ((info.owner == player || info.owner == ASSASSINS) && where != S_POOL && where != F_POOL) { + if ((info.owner === player || info.owner === ASSASSINS) && where !== S_POOL && where !== F_POOL) { let text = info.name + " "; if (info.move) text += info.move + "-"; @@ -108,9 +108,9 @@ function on_focus_battle_block(evt) { let msg; if (!evt.target.classList.contains("known")) { - if (block_owner(b) == FRANKS) + if (block_owner(b) === FRANKS) msg = "Franks"; - else if (block_owner(b) == SARACENS) + else if (block_owner(b) === SARACENS) msg = "Saracens"; } else { msg = block_name(b); @@ -316,9 +316,9 @@ function build_map() { for (let name in TOWNS) { let town = TOWNS[name]; - if (name == F_POOL || name == S_POOL || name == DEAD) + if (name === F_POOL || name === S_POOL || name === DEAD) continue; - if (name == "Sea") { + if (name === "Sea") { element = document.getElementById("svgmap").getElementById("sea"); element.town = "Sea"; element.addEventListener("mouseenter", on_focus_town); @@ -350,13 +350,13 @@ function update_steps(b, steps, element) { } function layout_blocks(location, secret, known) { - if (label_layout == 'stack') + if (label_layout === 'stack') document.getElementById("map").classList.add("stack_layout"); else document.getElementById("map").classList.remove("stack_layout"); - if (label_layout == 'spread' || - (location == S_POOL || location == F_POOL || location == DEAD || - location == ENGLAND || location == FRANCE || location == GERMANIA)) + if (label_layout === 'spread' || + (location === S_POOL || location === F_POOL || location === DEAD || + location === ENGLAND || location === FRANCE || location === GERMANIA)) layout_blocks_spread(location, secret, known); else layout_blocks_stacked(location, secret, known); @@ -397,7 +397,7 @@ function position_block(town, row, n_rows, col, n_cols, element) { let space = TOWNS[town]; let block_size = 60+6; let padding = 4; - if (town == ENGLAND || town == FRANCE || town == GERMANIA) + if (town === ENGLAND || town === FRANCE || town === GERMANIA) padding = 21; let offset = block_size + padding; let row_size = (n_rows-1) * offset; @@ -405,7 +405,7 @@ function position_block(town, row, n_rows, col, n_cols, element) { let x = space.x; let y = space.y; - if (space.layout_axis == 'X') { + if (space.layout_axis === 'X') { x -= col_size * space.layout_major; y -= row_size * space.layout_minor; x += col * offset; @@ -443,32 +443,32 @@ function position_block_stacked(location, i, c, k, element) { } function show_block(element) { - if (element.parentElement != ui.blocks_element) + if (element.parentElement !== ui.blocks_element) ui.blocks_element.appendChild(element); } function hide_block(element) { - if (element.parentElement != ui.offmap_element) + if (element.parentElement !== ui.offmap_element) ui.offmap_element.appendChild(element); } function show_block(element) { - if (element.parentElement != ui.blocks_element) + if (element.parentElement !== ui.blocks_element) ui.blocks_element.appendChild(element); } function hide_block(element) { - if (element.parentElement != ui.offmap_element) + if (element.parentElement !== ui.offmap_element) ui.offmap_element.appendChild(element); } function is_known_block(info, who) { if (game_over) return true; - if (info.owner == player || info.owner == ASSASSINS || who == game.assassinate) + if (info.owner === player || info.owner === ASSASSINS || who === game.assassinate) return true; let town = game.location[who]; - if (town == DEAD) + if (town === DEAD) return true; return false; } @@ -498,30 +498,30 @@ function update_map() { let town = game.location[b]; if (town in TOWNS) { let moved = game.moved[b] ? " moved" : ""; - if (town == DEAD) + if (town === DEAD) moved = " moved"; if (is_known_block(info, b)) { let image = " block_" + info.image; let steps = " r" + (info.steps - game.steps[b]); let known = " known"; - if ((town == S_POOL || town == F_POOL) && b != game.who && !game_over) + if ((town === S_POOL || town === F_POOL) && b !== game.who && !game_over) known = ""; element.classList = info.owner + known + " block" + image + steps + moved; } else { let besieging = ""; - if (game.sieges[town] == info.owner) { - if (game.winter_campaign == town) + if (game.sieges[town] === info.owner) { + if (game.winter_campaign === town) besieging = " winter_campaign"; else besieging = " besieging"; } let jihad = ""; - if (game.jihad == town && info.owner == game.p1) + if (game.jihad === town && info.owner === game.p1) jihad = " jihad"; element.classList = info.owner + " block" + moved + besieging + jihad; } - if (town != DEAD) { - if (info.owner == FRANKS) + if (town !== DEAD) { + if (info.owner === FRANKS) layout[town].north.push(element); else layout[town].south.push(element); @@ -536,8 +536,8 @@ function update_map() { let info = BLOCKS[b]; let element = ui.blocks[b]; let town = game.location[b]; - if (town == DEAD) { - if (info.owner == FRANKS) + if (town === DEAD) { + if (info.owner === FRANKS) layout[F_POOL].north.unshift(element); else layout[S_POOL].south.unshift(element); @@ -609,7 +609,7 @@ function update_cards() { function compare_blocks(a, b) { let aa = BLOCKS[a].combat; let bb = BLOCKS[b].combat; - if (aa == bb) + if (aa === bb) return (a < b) ? -1 : (a > b) ? 1 : 0; return (aa < bb) ? -1 : (aa > bb) ? 1 : 0; } @@ -664,14 +664,14 @@ function update_battle() { class_name += " highlight"; if (game.moved[block]) class_name += " moved"; - if (block == game.who) + if (block === game.who) class_name += " selected"; - if (block == game.battle.halfhit) + if (block === game.battle.halfhit) class_name += " halfhit"; - if (game.battle.jihad == block_owner(block)) + if (game.battle.jihad === block_owner(block)) class_name += " jihad"; - if (show || block_owner(block) == player) { + if (show || block_owner(block) === player) { class_name += " known"; ui.battle_block[block].className = class_name; update_steps(block, game.steps[block], ui.battle_block[block], false); @@ -689,7 +689,7 @@ function update_battle() { } } - if (player == FRANKS) { + if (player === FRANKS) { fill_cell("FR", game.battle.FR, true); fill_cell("FC", game.battle.FC, true); fill_cell("FF", game.battle.FF, game.battle.show_castle); // saracens in frank castle |