"use strict" function set_has(set, item) { let a = 0 let b = set.length - 1 while (a <= b) { let m = (a + b) >> 1 let x = set[m] if (item < x) b = m - 1 else if (item > x) a = m + 1 else return true } return false } const FRANKS = "Franks" const SARACENS = "Saracens" const ENEMY = { Saracens: "Franks", Franks: "Saracens" } const NOWHERE = 0 const DEAD = 1 const F_POOL = 2 const S_POOL = 3 const SEA = 4 const ENGLAND = 5 const FRANCE = 6 const GERMANIA = 7 const SHIELD_NAMES = {} SHIELD_NAMES[town_index["Antioch"]] = "Bohemond, Templars, Turcopoles" SHIELD_NAMES[town_index["Latakia"]] = "Bohemond" SHIELD_NAMES[town_index["Sa\xf4ne"]] = "Josselin" SHIELD_NAMES[town_index["Margat"]] = "Hospitallers" SHIELD_NAMES[town_index["Krak"]] = "Hospitallers" SHIELD_NAMES[town_index["Tartus"]] = "Templars" SHIELD_NAMES[town_index["Tripoli"]] = "Bohemond, Raymond" SHIELD_NAMES[town_index["Beirut"]] = "Turcopoles, King Guy" SHIELD_NAMES[town_index["Sidon"]] = "Reynald (Sidon)" SHIELD_NAMES[town_index["Beaufort"]] = "Reynald (Sidon)" SHIELD_NAMES[town_index["Tyre"]] = "Conrad, King Guy" SHIELD_NAMES[town_index["Acre"]] = "Turcopoles, Hospitallers, King Guy" SHIELD_NAMES[town_index["Tiberias"]] = "Turcopoles, Raymond" SHIELD_NAMES[town_index["Baisan"]] = "Hospitallers" SHIELD_NAMES[town_index["Caesarea"]] = "Walter" SHIELD_NAMES[town_index["Nablus"]] = "Balian" SHIELD_NAMES[town_index["Amman"]] = "Templars" SHIELD_NAMES[town_index["Jaffa"]] = "King Guy" SHIELD_NAMES[town_index["Jerusalem"]] = "King Guy, Hospitallers, Templars" SHIELD_NAMES[town_index["Ascalon"]] = "Balian, King Guy" SHIELD_NAMES[town_index["Hebron"]] = "King Guy" SHIELD_NAMES[town_index["Gaza"]] = "Templars" SHIELD_NAMES[town_index["Kerak"]] = "Reynald (Kerak)" SHIELD_NAMES[town_index["Egypt"]] = "Saladin, Qara-Qush, Yuzpah" SHIELD_NAMES[town_index["Aleppo"]] = "Saladin, Sanjar, Zangi" SHIELD_NAMES[town_index["Ashtera"]] = "Yazkuj" SHIELD_NAMES[town_index["Artah"]] = "Sulaiman" SHIELD_NAMES[town_index["Damascus"]] = "Saladin, Keukburi, Al Mashtub" SHIELD_NAMES[town_index["Homs"]] = "Tuman, Shirkuh" SHIELD_NAMES[town_index["Zerdana"]] = "Jurdik" SHIELD_NAMES[town_index["Baalbek"]] = "Bahram" SHIELD_NAMES[town_index["Hama"]] = "Taqi al Din" SHIELD_NAMES[town_index["Banyas"]] = "Qaimaz" const KINGDOM = { "Syria": "Syria", "Jerusalem": "Kingdom of Jerusalem", "Antioch": "Principality of Antioch", "Tripoli": "County of Tripoli", } const VICTORY_TOWNS = [ town_index["Aleppo"], town_index["Damascus"], town_index["Egypt"], town_index["Antioch"], town_index["Tripoli"], town_index["Acre"], town_index["Jerusalem"] ] let label_layout = window.localStorage['crusader-rex/label-layout'] || 'spread' function set_spread_layout() { label_layout = 'spread' window.localStorage['crusader-rex/label-layout'] = label_layout update_map() } function set_stack_layout() { label_layout = 'stack' window.localStorage['crusader-rex/label-layout'] = label_layout update_map() } function toggle_blocks() { document.getElementById("map").classList.toggle("hide_blocks") } let ui = { cards: [], card_backs: [], towns: [], blocks: [], battle_menu: [], battle_block: [], present: new Set(), } function on_focus_space_tip(x) { ui.towns[x].classList.add("tip") } function on_blur_space_tip(x) { ui.towns[x].classList.remove("tip") } function on_click_space_tip(x) { ui.towns[x].scrollIntoView({ block:"center", inline:"center", behavior:"smooth" }) } function sub_space_name(match, p1, offset, string) { let x = p1 | 0 let n = TOWNS[x].name return `${n}` } 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(/\u2192 /g, "\u2192\xa0") text = text.replace(/^([A-Z]):/, ' $1 ') text = text.replace(/#(\d+)/g, sub_space_name) if (text.match(/^\.h1 /)) p.className = 'h1', text = text.substring(4) if (text.match(/^\.h2 F/)) p.className = 'h2 F', text = text.substring(4) if (text.match(/^\.h2 S/)) p.className = 'h2 S', text = text.substring(4) if (text.match(/^\.h3 /)) p.className = 'h3', text = text.substring(4) if (text.match(/^\.h4 /)) p.className = 'h4', text = text.substring(4) p.innerHTML = text return p } function on_focus_town(evt) { let where = evt.target.town let text = TOWNS[where].name if (where in SHIELD_NAMES) text += " \u2014 " + SHIELD_NAMES[where] let kingdom = KINGDOM[TOWNS[where].region] if (kingdom) text += " \u2014 " + kingdom if (VICTORY_TOWNS.includes(where)) text += " \u2014 1 VP" document.getElementById("status").textContent = text } function on_blur_town(evt) { document.getElementById("status").textContent = "" } function on_click_town(evt) { let where = evt.target.town send_action('town', where) } const STEP_TEXT = [ 0, "I", "II", "III", "IIII" ] const HEIR_TEXT = [ 0, '\u00b9', '\u00b2', '\u00b3', '\u2074', '\u2075' ] function block_name(who) { return BLOCKS[who].name; } function block_home(who) { return BLOCKS[who].home; } function block_owner(who) { return BLOCKS[who].owner; } function on_focus_map_block(evt) { let info = BLOCKS[evt.target.block] let where = view.location[evt.target.block] if ((info.owner === player || info.owner === "Assassins") && where !== S_POOL && where !== F_POOL) { let text = info.name + " " if (info.move) text += info.move + "-" text += STEP_TEXT[info.steps] + "-" + info.initiative + info.fire_power document.getElementById("status").textContent = text } else { document.getElementById("status").textContent = info.owner } } function on_blur_map_block(evt) { document.getElementById("status").textContent = "" } function on_click_map_block(evt) { let b = evt.target.block if (!view.battle) send_action('block', b) } function on_focus_battle_block(evt) { let b = evt.target.block let msg if (!evt.target.classList.contains("known")) { if (block_owner(b) === FRANKS) msg = "Franks" else if (block_owner(b) === SARACENS) msg = "Saracens" } else { msg = block_name(b) } if (view.actions && view.actions.fire && view.actions.fire.includes(b)) msg = "Fire with " + msg else if (view.actions && view.actions.storm && view.actions.storm.includes(b)) msg = "Storm with " + msg else if (view.actions && view.actions.sally && view.actions.sally.includes(b)) msg = "Sally with " + msg else if (view.actions && view.actions.withdraw && view.actions.withdraw.includes(b)) msg = "Withdraw with " + msg else if (view.actions && view.actions.hit && view.actions.hit.includes(b)) msg = "Take hit on " + msg document.getElementById("status").textContent = msg } function on_blur_battle_block(evt) { document.getElementById("status").textContent = "" } function on_click_battle_block(evt) { let b = evt.target.block send_action('block', b) } function on_focus_fire(evt) { document.getElementById("status").textContent = "Fire with " + block_name(evt.target.block) } function on_focus_retreat(evt) { if (view.battle.storming.includes(evt.target.block)) document.getElementById("status").textContent = "Withdraw with " + block_name(evt.target.block) else document.getElementById("status").textContent = "Retreat with " + block_name(evt.target.block) } function on_focus_harry(evt) { document.getElementById("status").textContent = "Harry with " + block_name(evt.target.block) } function on_focus_charge(evt) { document.getElementById("status").textContent = "Charge with " + block_name(evt.target.block) } function on_focus_withdraw(evt) { document.getElementById("status").textContent = "Withdraw with " + block_name(evt.target.block) } function on_focus_storm(evt) { document.getElementById("status").textContent = "Storm with " + block_name(evt.target.block) } function on_focus_sally(evt) { document.getElementById("status").textContent = "Sally with " + block_name(evt.target.block) } function on_focus_hit(evt) { document.getElementById("status").textContent = "Take hit on " + block_name(evt.target.block) } function on_blur_battle_button(evt) { document.getElementById("status").textContent = "" } function on_click_hit(evt) { send_action('hit', evt.target.block); } function on_click_fire(evt) { send_action('fire', evt.target.block); } function on_click_retreat(evt) { send_action('retreat', evt.target.block); } function on_click_charge(evt) { send_action('charge', evt.target.block); } function on_click_harry(evt) { send_action('harry', evt.target.block); } function on_click_withdraw(evt) { send_action('withdraw', evt.target.block); } function on_click_storm(evt) { send_action('storm', evt.target.block); } function on_click_sally(evt) { send_action('sally', evt.target.block); } function on_click_card(evt) { let c = evt.target.id.split("+")[1] | 0 send_action('play', c) } function build_battle_button(menu, b, c, click, enter, img_src) { let img = new Image() img.draggable = false img.classList.add("action") img.classList.add(c) img.setAttribute("src", img_src) img.addEventListener("click", click) img.addEventListener("mouseenter", enter) img.addEventListener("mouseleave", on_blur_battle_button) img.block = b menu.appendChild(img) } function battle_block_class_name(block) { return `block block_${block.image} ${block.owner}` } function build_battle_block(b, block) { let element = document.createElement("div") element.className = battle_block_class_name(block) element.addEventListener("mouseenter", on_focus_battle_block) element.addEventListener("mouseleave", on_blur_battle_block) element.addEventListener("click", on_click_battle_block) element.block = b ui.battle_block[b] = element let menu_list = document.createElement("div") menu_list.className = "battle_menu_list" build_battle_button(menu_list, b, "hit", on_click_hit, on_focus_hit, "/images/cross-mark.svg") build_battle_button(menu_list, b, "charge", on_click_charge, on_focus_charge, "/images/mounted-knight.svg") build_battle_button(menu_list, b, "fire", on_click_fire, on_focus_fire, "/images/pointy-sword.svg") build_battle_button(menu_list, b, "harry", on_click_harry, on_focus_harry, "/images/arrow-flights.svg") build_battle_button(menu_list, b, "retreat", on_click_retreat, on_focus_retreat, "/images/flying-flag.svg") build_battle_button(menu_list, b, "withdraw", on_click_withdraw, on_focus_withdraw, "/images/stone-tower.svg") build_battle_button(menu_list, b, "storm", on_click_storm, on_focus_storm, "/images/siege-tower.svg") build_battle_button(menu_list, b, "sally", on_click_sally, on_focus_sally, "/images/doorway.svg") let menu = document.createElement("div") menu.className = "battle_menu" menu.appendChild(element) menu.appendChild(menu_list) menu.block = b ui.battle_menu[b] = menu } function build_map_block(b, block) { let element = document.createElement("div") element.classList.add("block") element.classList.add("known") element.classList.add(BLOCKS[b].owner) element.classList.add("block_" + block.image) element.addEventListener("mouseenter", on_focus_map_block) element.addEventListener("mouseleave", on_blur_map_block) element.addEventListener("click", on_click_map_block) element.block = b return element } function build_town(t, town) { let element = document.createElement("div") element.town = t element.classList.add("town") element.addEventListener("mouseenter", on_focus_town) element.addEventListener("mouseleave", on_blur_town) element.addEventListener("click", on_click_town) ui.towns_element.appendChild(element) return element } function build_map() { let element ui.blocks_element = document.getElementById("blocks") ui.offmap_element = document.getElementById("offmap") ui.towns_element = document.getElementById("towns") for (let c = 1; c <= 27; ++c) { ui.cards[c] = document.getElementById("card+"+c) ui.cards[c].addEventListener("click", on_click_card) } for (let c = 1; c <= 6; ++c) ui.card_backs[c] = document.getElementById("back+"+c) for (let t = SEA; t < TOWNS.length; ++t) { let town = TOWNS[t] let name = town.name if (t === SEA) { element = document.getElementById("svgmap").getElementById("sea") element.town = SEA element.addEventListener("mouseenter", on_focus_town) element.addEventListener("mouseleave", on_blur_town) element.addEventListener("click", on_click_town) ui.towns[t] = element } else { element = ui.towns[t] = build_town(t, town) let xo = Math.round(element.offsetWidth/2) let yo = Math.round(element.offsetHeight/2) element.style.left = (town.layout.x - xo) + "px" element.style.top = (town.layout.y - yo) + "px" } } for (let b = 0; b < BLOCKS.length; ++b) { let block = BLOCKS[b] ui.blocks[b] = build_map_block(b, block) build_battle_block(b, block) } } function update_steps(b, steps, element) { element.classList.remove("r0") element.classList.remove("r1") element.classList.remove("r2") element.classList.remove("r3") element.classList.add("r"+(BLOCKS[b].steps - steps)) } function layout_blocks(location, secret, known) { 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)) layout_blocks_spread(location, secret, known) else layout_blocks_stacked(location, secret, known) } function layout_blocks_spread(town, north, south) { let wrap = TOWNS[town].layout.wrap let rows = [] if ((north.length > wrap || south.length > wrap) || (north.length + south.length <= 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) if (TOWNS[town].layout.minor > 0.5) rows.reverse() 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 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) padding = 21 let offset = block_size + padding let row_size = (n_rows-1) * offset let col_size = (n_cols-1) * offset let x = space.layout.x let y = space.layout.y if (space.layout.axis === 'X') { x -= col_size * space.layout.major y -= row_size * space.layout.minor x += col * offset y += row * offset } else { y -= col_size * space.layout.major x -= row_size * space.layout.minor y += col * offset x += row * offset } element.style.left = ((x - block_size/2)|0)+"px" element.style.top = ((y - block_size/2)|0)+"px" } function layout_blocks_stacked(location, secret, known) { let s = secret.length let k = known.length let both = secret.length > 0 && known.length > 0 let i = 0 while (secret.length > 0) position_block_stacked(location, i++, (s-1)/2, both ? 1 : 0, secret.shift()) i = 0 while (known.length > 0) position_block_stacked(location, i++, (k-1)/2, 0, known.shift()) } function position_block_stacked(location, i, c, k, element) { let space = TOWNS[location] let block_size = 60+6 let x = space.x + (i - c) * 16 + k * 12 let y = space.y + (i - c) * 16 - k * 12 element.style.left = ((x - block_size/2)|0)+"px" element.style.top = ((y - block_size/2)|0)+"px" } function show_block(element) { if (element.parentElement !== ui.blocks_element) ui.blocks_element.appendChild(element) } function hide_block(element) { if (element.parentElement !== ui.offmap_element) ui.offmap_element.appendChild(element) } function is_known_block(info, who, town) { if (view.game_over && player === 'Observer') return true if (town === DEAD) return true if ((town === S_POOL || town === F_POOL) && who !== view.who) return false if (info.owner === player || info.owner === "Assassins" || who === view.assassinate) return true return false } function update_map() { let layout = {} document.getElementById("frank_vp").textContent = view.f_vp + " VP" document.getElementById("saracen_vp").textContent = view.s_vp + " VP" document.getElementById("timeline").className = "year_" + view.year if (view.turn < 1) document.getElementById("turn_info").textContent = "Year " + view.year else if (view.turn < 6) document.getElementById("turn_info").textContent = "Turn " + view.turn + " of Year " + view.year else document.getElementById("turn_info").textContent = "Winter Turn of Year " + view.year for (let t = 0; t < TOWNS.length; ++t) layout[t] = { north: [], south: [] } for (let b = 0; b < BLOCKS.length; ++b) { let info = BLOCKS[b] let element = ui.blocks[b] let town = view.location[b] let moved = set_has(view.moved, b) ? " moved" : "" if (town === DEAD) { moved = " moved" } if (town === NOWHERE) { town = DEAD moved = " removed" } if (is_known_block(info, b, town)) { let image = " block_" + info.image let steps = " r" + (info.steps - view.steps[b]) let known = " known" element.classList = info.owner + known + " block" + image + steps + moved } else { let besieging = "" if (view.sieges[town] === info.owner) { if (view.winter_campaign === town) besieging = " winter_campaign" else besieging = " besieging" } let jihad = "" if (view.jihad === town && info.owner === view.p1) jihad = " jihad" element.classList = info.owner + " block" + moved + besieging + jihad } if (town !== DEAD) { if (info.owner === FRANKS) layout[town].north.push(element) else layout[town].south.push(element) } show_block(element) } for (let b = 0; b < BLOCKS.length; ++b) { let info = BLOCKS[b] let element = ui.blocks[b] let town = view.location[b] if (town === DEAD) { if (info.owner === FRANKS) layout[F_POOL].north.unshift(element) else layout[S_POOL].south.unshift(element) } } for (let b = 0; b < BLOCKS.length; ++b) { let info = BLOCKS[b] let element = ui.blocks[b] let town = view.location[b] if (town === NOWHERE) { if (info.owner === FRANKS) layout[F_POOL].north.unshift(element) else layout[S_POOL].south.unshift(element) } } for (let t = 0; t < TOWNS.length; ++t) layout_blocks(t, layout[t].north, layout[t].south) for (let t = SEA; t < TOWNS.length; ++t) { if (ui.towns[t]) { ui.towns[t].classList.remove('highlight') ui.towns[t].classList.remove('muster') } } if (view.actions && view.actions.town) for (let t of view.actions.town) ui.towns[t].classList.add('highlight') if (view.muster) ui.towns[view.muster].classList.add('muster') if (!view.battle) { if (view.actions && view.actions.block) for (let b of view.actions.block) ui.blocks[b].classList.add('highlight') } if (view.who >= 0 && !view.battle) ui.blocks[view.who].classList.add('selected') for (let b of view.castle) ui.blocks[b].classList.add('castle') } function update_card_display(element, card, prior_card) { if (!card && !prior_card) { element.className = "show card card_back" } else if (prior_card) { element.className = "show card prior " + CARDS[prior_card].image } else { element.className = "show card " + CARDS[card].image } } function update_cards() { update_card_display(document.getElementById("frank_card"), view.f_card, view.prior_f_card) update_card_display(document.getElementById("saracen_card"), view.s_card, view.prior_s_card) for (let c = 1; c <= 27; ++c) { let element = ui.cards[c] if (view.hand.includes(c)) { element.classList.add("show") if (view.actions && view.actions.play) { if (view.actions.play.includes(c)) { element.classList.add("enabled") element.classList.remove("disabled") } else { element.classList.remove("enabled") element.classList.add("disabled") } } else { element.classList.remove("enabled") element.classList.remove("disabled") } } else { element.classList.remove("show") } } let n = view.hand.length for (let c = 1; c <= 6; ++c) if (c <= n && player === 'Observer') ui.card_backs[c].classList.add("show") else ui.card_backs[c].classList.remove("show") } function compare_blocks(a, b) { let aa = BLOCKS[a].initiative + BLOCKS[a].fire_power let bb = BLOCKS[b].initiative + BLOCKS[b].fire_power if (aa === bb) return (a < b) ? -1 : (a > b) ? 1 : 0 return (aa < bb) ? -1 : (aa > bb) ? 1 : 0 } function insert_battle_block(root, node, block) { for (let i = 0; i < root.children.length; ++i) { let prev = root.children[i] if (compare_blocks(prev.block, block) > 0) { root.insertBefore(node, prev) return } } root.appendChild(node) } function update_battle() { function fill_cell(name, list, show) { let cell = document.getElementById(name) ui.present.clear() for (let block of list) { ui.present.add(block) if (!cell.contains(ui.battle_menu[block])) insert_battle_block(cell, ui.battle_menu[block], block) ui.battle_menu[block].className = "battle_menu" if (view.actions && view.actions.fire && view.actions.fire.includes(block)) ui.battle_menu[block].classList.add('fire') if (view.actions && view.actions.retreat && view.actions.retreat.includes(block)) ui.battle_menu[block].classList.add('retreat') if (view.actions && view.actions.harry && view.actions.harry.includes(block)) ui.battle_menu[block].classList.add('harry') if (view.actions && view.actions.charge && view.actions.charge.includes(block)) ui.battle_menu[block].classList.add('charge') if (view.actions && view.actions.withdraw && view.actions.withdraw.includes(block)) ui.battle_menu[block].classList.add('withdraw') if (view.actions && view.actions.storm && view.actions.storm.includes(block)) ui.battle_menu[block].classList.add('storm') if (view.actions && view.actions.sally && view.actions.sally.includes(block)) ui.battle_menu[block].classList.add('sally') if (view.actions && view.actions.charge && view.actions.charge.includes(block)) ui.battle_menu[block].classList.add('charge') if (view.actions && view.actions.treachery && view.actions.treachery.includes(block)) ui.battle_menu[block].classList.add('treachery') if (view.actions && view.actions.hit && view.actions.hit.includes(block)) ui.battle_menu[block].classList.add('hit') let class_name = battle_block_class_name(BLOCKS[block]) if (view.actions && view.actions.block && view.actions.block.includes(block)) class_name += " highlight" if (set_has(view.moved, block)) class_name += " moved" if (block === view.who) class_name += " selected" if (block === view.battle.halfhit) class_name += " halfhit" if (view.jihad === view.battle.town && block_owner(block) === view.p1) class_name += " jihad" if (view.battle.sallying.includes(block)) show = true if (view.battle.storming.includes(block)) show = true if (show || block_owner(block) === player) { class_name += " known" ui.battle_block[block].className = class_name update_steps(block, view.steps[block], ui.battle_block[block], false) } else { ui.battle_block[block].className = class_name } } for (let b = 0; b < BLOCKS.length; ++b) { if (!ui.present.has(b)) { if (cell.contains(ui.battle_menu[b])) cell.removeChild(ui.battle_menu[b]) } } } if (player === FRANKS) { fill_cell("ER", view.battle.SR, false) fill_cell("EC", view.battle.SC, view.battle.show_castle) fill_cell("EF", view.battle.SF, view.battle.show_field) fill_cell("FF", view.battle.FF, view.battle.show_field) fill_cell("FC", view.battle.FC, view.battle.show_castle) fill_cell("FR", view.battle.FR, false) document.getElementById("FC").className = "c" + view.battle.FCS document.getElementById("EC").className = "c" + view.battle.SCS } else { fill_cell("ER", view.battle.FR, false) fill_cell("EC", view.battle.FC, view.battle.show_castle) fill_cell("EF", view.battle.FF, view.battle.show_field) fill_cell("FF", view.battle.SF, view.battle.show_field) fill_cell("FC", view.battle.SC, view.battle.show_castle) fill_cell("FR", view.battle.SR, false) document.getElementById("EC").className = "c" + view.battle.FCS document.getElementById("FC").className = "c" + view.battle.SCS } } let flash_timer = 0 function start_flash() { let element = document.getElementById("battle_message") let tick = true if (flash_timer) return flash_timer = setInterval(function () { if (!view.flash_next) { element.textContent = view.battle ? view.battle.flash : "" clearInterval(flash_timer) flash_timer = 0 } else { element.textContent = tick ? view.battle.flash : view.flash_next tick = !tick } }, 1000) } function on_update() { action_button("eliminate", "Eliminate") action_button("winter_campaign", "Winter campaign") action_button("sea_move", "Sea move") action_button("end_sea_move", "End sea move") action_button("group_move", "Group move") action_button("end_group_move", "End group move") action_button("muster", "Muster") action_button("end_muster", "End muster") action_button("end_retreat", "End retreat") action_button("end_regroup", "End regroup") action_button("end_move_phase", "End move phase") action_button("pass", "Pass") action_button("next", "Next") action_button("undo", "Undo") document.getElementById("frank_vp").textContent = view.f_vp document.getElementById("saracen_vp").textContent = view.s_vp update_cards() update_map() if (view.battle) { document.getElementById("battle_header").textContent = view.battle.title document.getElementById("battle_message").textContent = view.battle.flash if (view.flash_next) start_flash() document.getElementById("battle").classList.add("show") update_battle() } else { document.getElementById("battle").classList.remove("show") } } build_map() drag_element_with_mouse("#battle", "#battle_header") scroll_with_middle_mouse("main", 3)