"use strict" const ENGLAND = "England" const SCOTLAND = "Scotland" const ENEMY = { Scotland: "England", England: "Scotland" } const ENGLAND_BAG = "E. Bag" const SCOTLAND_BAG = "S. Bag" const NOBLES = [ "Angus", "Argyll", "Atholl", "Bruce", "Buchan", "Comyn", "Dunbar", "Galloway", "Lennox", "Mar", "Mentieth", "Ross", "Steward" ] let block_style = window.localStorage['hammer-of-the-scots/block-style'] || 'oldblocks' document.querySelector("body").classList.remove("oldblocks") document.querySelector("body").classList.remove("newblocks") document.querySelector("body").classList.add(block_style) function old_block_style() { block_style = 'oldblocks' document.querySelector("body").classList.remove("oldblocks") document.querySelector("body").classList.remove("newblocks") document.querySelector("body").classList.add(block_style) window.localStorage['hammer-of-the-scots/block-style'] = block_style update_map() } function new_block_style() { block_style = 'newblocks' document.querySelector("body").classList.remove("oldblocks") document.querySelector("body").classList.remove("newblocks") document.querySelector("body").classList.add(block_style) window.localStorage['hammer-of-the-scots/block-style'] = block_style update_map() } function toggle_blocks() { document.getElementById("map").classList.toggle("hide_blocks") } let ui = { cards: {}, card_backs: {}, areas: {}, blocks: {}, battle_menu: {}, battle_block: {}, present: new Set(), } function on_log(text) { let p = document.createElement("div") text = text.replace(/&/g, "&") text = text.replace(//g, ">") text = text.replace(/\u2192 /g, "\u2192\xa0") text = text.replace(/^([A-Z]):/, ' $1 ') if (text.match(/^Scenario: /)) p.className = 'st', text = text.substring(10) else if (text.match(/^~ .* ~$/)) p.className = 'br', text = text.substring(2, text.length-2) else if (text.match(/^Start England turn/)) p.className = 'E' else if (text.match(/^Start Scotland turn/)) p.className = 'S' else if (text.match(/^Start /)) p.className = 'st', text = text.replace(/\.$/, "") else if (text.match(/^(Battle in|Defection battle in)/)) p.className = 'bs' else if (text.match(/^.h1 /)) { p.className = 'st', text = text.substring(4) } else if (text.match(/^.turn England/)) { p.className = 'E', text = text.substring(6) } else if (text.match(/^.turn Scotland/)) { p.className = 'S', text = text.substring(6) } if (text.match(/^Start /)) text = text.substring(6) p.innerHTML = text return p } function on_focus_area(evt) { let where = evt.target.area document.getElementById("status").textContent = where } function on_blur_area(evt) { document.getElementById("status").textContent = "" } function on_click_area(evt) { let where = evt.target.area send_action('area', where) } const STEP_TEXT = [ 0, "I", "II", "III", "IIII" ] function block_name(who) { if (who === "Edward") return view.edward === 1 ? "Edward I" : "Edward II" if (who === "King") return "Scottish King" return BLOCKS[who].name } function is_known_block(b) { if (view.game_over && player === 'Observer') return true return BLOCKS[b].owner === player } function on_focus_map_block(evt) { let b = evt.target.block let text if (is_known_block(b)) { let s = BLOCKS[b].steps text = block_name(b) text += " " + BLOCKS[b].move + "-" + STEP_TEXT[s] + "-" + BLOCKS[b].combat if (BLOCKS[b].mortal) text += ' \u271d' } else { text = (BLOCKS[b].owner === ENGLAND) ? "English" : "Scottish" } document.getElementById("status").textContent = text } 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 is_battle_reserve(who, list) { return list.includes(who) } function on_focus_battle_block(evt) { let b = evt.target.block let msg = block_name(b) if (is_battle_reserve(b, view.battle.ER)) msg = "English Reserve" if (is_battle_reserve(b, view.battle.SR)) msg = "Scottish Reserve" if (view.actions && view.actions.battle_fire && view.actions.battle_fire.includes(b)) msg = "Fire with " + msg if (view.actions && view.actions.battle_hit && view.actions.battle_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_battle_fire(evt) { document.getElementById("status").textContent = "Fire with " + block_name(evt.target.block) } function on_focus_battle_retreat(evt) { document.getElementById("status").textContent = "Retreat with " + block_name(evt.target.block) } function on_focus_battle_pass(evt) { document.getElementById("status").textContent = "Pass with " + block_name(evt.target.block) } function on_focus_battle_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_battle_hit(evt) { send_action('battle_hit', evt.target.block) } function on_click_battle_fire(evt) { send_action('battle_fire', evt.target.block) } function on_click_battle_retreat(evt) { send_action('battle_retreat', evt.target.block) } function on_click_battle_pass(evt) { if (window.confirm("Are you sure that you want to PASS with " + block_name(evt.target.block) + "?")) send_action('battle_pass', evt.target.block) } function on_click_card(evt) { let c = evt.target.id.split("+")[1] | 0 send_action('play', c) } function on_herald(noble) { send_action('noble', noble) } 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 build_battle_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_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.classList.add("battle_menu_list") build_battle_button(menu_list, b, "hit", on_click_battle_hit, on_focus_battle_hit, "/images/cross-mark.svg") build_battle_button(menu_list, b, "fire", on_click_battle_fire, on_focus_battle_fire, "/images/pointy-sword.svg") build_battle_button(menu_list, b, "retreat", on_click_battle_retreat, on_focus_battle_retreat, "/images/flying-flag.svg") build_battle_button(menu_list, b, "pass", on_click_battle_pass, on_focus_battle_pass, "/images/sands-of-time.svg") let menu = document.createElement("div") menu.classList.add("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 ui.blocks[b] = element } function build_map() { let svgmap = document.getElementById("svgmap") ui.blocks_element = document.getElementById("blocks") ui.offmap_element = document.getElementById("offmap") for (let c = 1; c <= 25; ++c) { ui.cards[c] = document.getElementById("card+"+c) ui.cards[c].addEventListener("click", on_click_card) } for (let c = 1; c <= 5; ++c) ui.card_backs[c] = document.getElementById("back+"+c) for (let name in AREAS) { let area = AREAS[name] let element = svgmap.getElementById("area+"+name) if (element) { element.area = name element.addEventListener("mouseenter", on_focus_area) element.addEventListener("mouseleave", on_blur_area) element.addEventListener("click", on_click_area) ui.areas[name] = element } } for (let b in BLOCKS) { let block = BLOCKS[b] build_battle_block(b, block) build_map_block(b, block) } } build_map() function update_steps(b, steps, element) { element.classList.remove("r1") element.classList.remove("r2") element.classList.remove("r3") element.classList.add("r"+(BLOCKS[b].steps - steps)) } function layout_blocks(location, north, south) { let wrap = 4 let s = north.length let k = south.length let n = s + k let row, rows = [] let i = 0 switch (location) { case ENGLAND_BAG: case SCOTLAND_BAG: wrap = 28 break case "Selkirk": case "Lothian": case "Dunbar": case "Lanark": case "Lennox": case "Argyll": case "Garmoran": case "Mentieth": wrap = 3 break case "England": wrap = 5 } function new_line() { rows.push(row = []) i = 0 } new_line() while (north.length > 0) { if (i === wrap) new_line() row.push(north.shift()) ++i } // Break early if north and south fit in exactly two rows if (s > 0 && s <= wrap && k > 0 && k <= wrap) new_line() while (south.length > 0) { if (i === wrap) new_line() row.push(south.shift()) ++i } for (let j = 0; j < rows.length; ++j) for (i = 0; i < rows[j].length; ++i) position_block(location, j, rows.length, i, rows[j].length, rows[j][i]) } function position_block(location, row, n_rows, col, n_cols, element) { let area = AREAS[location] let block_size = 60+6 let padding = 4 let offset = block_size + padding let row_size = (n_rows-1) * offset let col_size = (n_cols-1) * offset let x = area.x - block_size/2 let y = area.y - block_size/2 let layout_major = 0.5 let layout_minor = 0.5 switch (location) { case ENGLAND_BAG: case SCOTLAND_BAG: layout_major = 0 layout_minor = 0 break case ENGLAND: layout_major = 1 layout_minor = 1 break case "Argyll": layout_major = 0.5 layout_minor = 1.0 break case "Carrick": layout_major = 0.75 layout_minor = 0.5 break case "Dunbar": layout_major = 0.25 layout_minor = 0.75 break case "Fife": layout_major = 0.25 layout_minor = 0.5 break case "Lennox": layout_major = 0.75 layout_minor = 0.75 break case "Mentieth": layout_major = 0.5 layout_minor = 0.25 break } x -= col_size * layout_major y -= row_size * layout_minor x += col * offset y += row * offset element.style.left = (x|0)+"px" element.style.top = (y|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 update_map() { let overflow = { England: [], Scotland: [] } let layout = {} document.getElementById("turn").setAttribute("class", "turn year_" + view.year) for (let area in AREAS) layout[area] = { north: [], south: [] } for (let b in view.location) { if (view.location[b] === null && BLOCKS[b].mortal) { let element = ui.blocks[b] if (BLOCKS[b].owner === SCOTLAND) layout[SCOTLAND_BAG].north.push(element) else layout[ENGLAND_BAG].south.push(element) } } for (let b in view.location) { let info = BLOCKS[b] let element = ui.blocks[b] let area = view.location[b] if (area in AREAS || BLOCKS[b].mortal) { let moved = view.moved[b] ? " moved" : "" if (is_known_block(b) || area === null) { let image = " block_" + info.image let steps = " r" + (info.steps - view.steps[b]) let known = " known" if (area === null) { moved = " moved" steps = " r0" } element.classList = info.owner + known + " block" + image + steps + moved } else { element.classList = info.owner + " block" + moved } if (area !== null) { if (info.owner === SCOTLAND) layout[area].north.push(element) else layout[area].south.push(element) } show_block(element) } else { hide_block(element) } } for (let area in AREAS) layout_blocks(area, layout[area].north, layout[area].south) // Mark selections and highlights for (let where in AREAS) { if (ui.areas[where]) { ui.areas[where].classList.remove('highlight') ui.areas[where].classList.remove('where') } } if (view.actions && view.actions.area) for (let where of view.actions.area) ui.areas[where].classList.add('highlight') if (view.where) ui.areas[view.where].classList.add('where') for (let b in BLOCKS) { ui.blocks[b].classList.remove('highlight') ui.blocks[b].classList.remove('selected') } 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) ui.blocks[view.who].classList.add('selected') } } function update_cards() { let cards = view.hand for (let c = 1; c <= 25; ++c) { ui.cards[c].classList.remove('enabled') if (cards && cards.includes(c)) ui.cards[c].classList.add('show') else ui.cards[c].classList.remove('show') } let n = view.hand.length for (let c = 1; c <= 5; ++c) if (c <= n && player === 'Observer') ui.card_backs[c].classList.add("show") else ui.card_backs[c].classList.remove("show") if (view.actions && view.actions.play) { for (let c of view.actions.play) ui.cards[c].classList.add('enabled') } if (!view.e_card) document.getElementById("england_card").className = "show card card_back" else document.getElementById("england_card").className = "show card " + CARDS[view.e_card].image if (!view.s_card) document.getElementById("scotland_card").className = "show card card_back" else document.getElementById("scotland_card").className = "show card " + CARDS[view.s_card].image } function compare_blocks(a, b) { let aa = BLOCKS[a].combat let bb = BLOCKS[b].combat 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, reserve) { let cell = window[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) if (block === view.who) ui.battle_block[block].classList.add("selected") else ui.battle_block[block].classList.remove("selected") ui.battle_block[block].classList.remove("highlight") ui.battle_menu[block].classList.remove('hit') ui.battle_menu[block].classList.remove('fire') ui.battle_menu[block].classList.remove('retreat') ui.battle_menu[block].classList.remove('pass') if (view.actions && view.actions.block && view.actions.block.includes(block)) ui.battle_block[block].classList.add("highlight") if (view.actions && view.actions.battle_fire && view.actions.battle_fire.includes(block)) ui.battle_menu[block].classList.add('fire') if (view.actions && view.actions.battle_retreat && view.actions.battle_retreat.includes(block)) ui.battle_menu[block].classList.add('retreat') if (view.actions && view.actions.battle_pass && view.actions.battle_pass.includes(block)) ui.battle_menu[block].classList.add('pass') if (view.actions && view.actions.battle_hit && view.actions.battle_hit.includes(block)) ui.battle_menu[block].classList.add('hit') update_steps(block, view.steps[block], ui.battle_block[block]) if (reserve) ui.battle_block[block].classList.add("secret") else ui.battle_block[block].classList.remove("secret") if (view.moved[block]) ui.battle_block[block].classList.add("moved") else ui.battle_block[block].classList.remove("moved") if (reserve) ui.battle_block[block].classList.remove("known") else ui.battle_block[block].classList.add("known") } for (let b in BLOCKS) { if (!ui.present.has(b)) { if (cell.contains(ui.battle_menu[b])) cell.removeChild(ui.battle_menu[b]) } } } if (player === ENGLAND) { fill_cell("FR", view.battle.ER, true) fill_cell("FF", view.battle.EF, false) fill_cell("EF", view.battle.SF, false) fill_cell("ER", view.battle.SR, true) } else { fill_cell("ER", view.battle.ER, true) fill_cell("EF", view.battle.EF, false) fill_cell("FF", view.battle.SF, false) fill_cell("FR", view.battle.SR, true) } } function on_update() { action_button("crown_bruce", "Crown Bruce") action_button("crown_comyn", "Crown Comyn") action_button("return_of_the_king", "Return of the King") action_button("play_event", "Play event") action_button("winter", "Winter") action_button("eliminate", "Eliminate") action_button("disband", "Disband") action_button("end_move_phase", "End move phase") action_button("end_regroup", "End regroup") action_button("end_retreat", "End retreat") action_button("end_disbanding", "End disbanding") action_button("end_builds", "End builds") action_button("end_pillage", "End pillage") action_button("pass", "Pass") action_button("undo", "Undo") document.getElementById("england_vp").textContent = view.e_vp document.getElementById("scotland_vp").textContent = view.s_vp document.getElementById("turn_info").textContent = `Turn ${view.turn} of Year ${view.year}` update_cards() update_map() if (view.actions && view.actions.noble) { document.getElementById("herald").classList.add("show") for (let noble of NOBLES) { let element = document.getElementById("herald+" + noble) if (view.actions.noble.includes(noble)) element.classList.add("show") else element.classList.remove("show") } } else { document.getElementById("herald").classList.remove("show") } if (view.battle) { document.getElementById("battle_header").textContent = view.battle.title document.getElementById("battle_message").textContent = view.battle.flash document.getElementById("battle").classList.add("show") update_battle() } else { document.getElementById("battle").classList.remove("show") } } drag_element_with_mouse("#battle", "#battle_header") drag_element_with_mouse("#herald", "#herald_header") scroll_with_middle_mouse("main", 2)