"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 game = null; let ui = { cards: {}, areas: {}, known: {}, secret: { England: {}, Scotland: {} }, battle_menu: {}, battle_block: {}, present: new Set(), } 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 game.edward == 1 ? "Edward I" : "Edward II"; if (who == "King") return "Scottish King"; return BLOCKS[who].name; } function on_focus_secret_block(evt) { let owner = evt.target.owner; let text = (owner == ENGLAND) ? "English" : "Scottish"; 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); text += " " + BLOCKS[b].move + "-" + STEP_TEXT[s] + "-" + BLOCKS[b].combat; if (BLOCKS[b].mortal) text += ' \u271d'; 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; send_action('block', b); } function is_battle_reserve(who, list) { for (let [b, s, m] of list) if (who == b) return true; return false; } function on_focus_battle_block(evt) { let b = evt.target.block; let msg = block_name(b); if (is_battle_reserve(b, game.battle.ER)) msg = "English Reserve"; if (is_battle_reserve(b, game.battle.SR)) msg = "Scottish Reserve"; if (game.actions && game.actions.battle_fire && game.actions.battle_fire.includes(b)) msg = "Fire with " + msg; if (game.actions && game.actions.battle_hit && game.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) { 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 on_button_undo(evt) { send_action('undo'); } function on_button_play_event(evt) { send_action('play_event'); } function on_button_end_move_phase(evt) { send_action('end_move_phase'); } function on_button_end_regroup(evt) { send_action('end_regroup'); } function on_button_end_retreat(evt) { send_action('end_retreat'); } function on_button_eliminate(evt) { send_action('eliminate'); } function on_button_disband(evt) { send_action('disband'); } function on_button_winter(evt) { send_action('winter'); } function on_button_end_disbanding(evt) { send_action('end_disbanding'); } function on_button_end_builds(evt) { send_action('end_builds'); } function on_button_end_pillage(evt) { send_action('end_pillage'); } function on_button_pass(evt) { send_action('pass'); } function on_crown_bruce(evt) { send_action('crown_bruce'); } function on_crown_comyn(evt) { send_action('crown_comyn'); } function on_return_of_the_king(evt) { send_action('return_of_the_king'); } 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); ui.battle_menu[b] = menu; } function build_known_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_secret_block(b, block) { let element = document.createElement("div"); 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 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 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; } ui.secret.England[name] = []; ui.secret.Scotland[name] = []; } ui.secret.England.offmap = []; ui.secret.Scotland.offmap = []; for (let b in BLOCKS) { let block = BLOCKS[b]; build_battle_block(b, block); ui.known[b] = build_known_block(b, block); ui.secret[BLOCKS[b].owner].offmap.push(build_secret_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(player) { let overflow = { England: [], Scotland: [] }; let layout = {}; document.getElementById("turn").setAttribute("class", "turn year_" + game.year); for (let area in AREAS) layout[area] = { secret: [], known: [] }; // Move secret blocks to overflow queue if there are too many in a location for (let area in AREAS) { for (let color of [ENGLAND, SCOTLAND]) { if (game.secret[color]) { let max = game.secret[color][area] ? game.secret[color][area][0] : 0; while (ui.secret[color][area].length > max) { overflow[color].push(ui.secret[color][area].pop()); } } } } // Add secret blocks if there are too few in a location for (let area in AREAS) { for (let color of [ENGLAND, SCOTLAND]) { if (game.secret[color]) { let max = game.secret[color][area] ? game.secret[color][area][0] : 0; while (ui.secret[color][area].length < max) { if (overflow[color].length > 0) { ui.secret[color][area].push(overflow[color].pop()); } else { let element = ui.secret[color].offmap.pop(); show_block(element); ui.secret[color][area].push(element); } } } } } // Remove any blocks left in the overflow queue for (let color of [ENGLAND, SCOTLAND]) { 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 area in AREAS) { for (let color of [ENGLAND, SCOTLAND]) { let i = 0, n = 0, m = 0; if (game.secret[color] && game.secret[color][area]) { n = game.secret[color][area][0]; m = game.secret[color][area][1]; } for (let element of ui.secret[color][area]) { if (i++ < n - m) element.classList.remove("moved"); else element.classList.add("moved"); layout[area].secret.push(element); } } } // Add known blocks to layout for (let b in game.known) { let area = game.known[b][0]; if (area) { let steps = game.known[b][1]; let moved = game.known[b][2]; let element = ui.known[b]; layout[area].known.push(element); show_block(element); update_steps(b, steps, element); if (moved) element.classList.add("moved"); else element.classList.remove("moved"); } } // Layout blocks on map for (let area in AREAS) { if (player == ENGLAND) layout_blocks(area, layout[area].secret, layout[area].known); else layout_blocks(area, layout[area].known, layout[area].secret); } // 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 (game.actions && game.actions.area) for (let where of game.actions.area) ui.areas[where].classList.add('highlight'); if (game.where) ui.areas[game.where].classList.add('where'); 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'); if (game.who) ui.known[game.who].classList.add('selected'); } } function update_cards() { let cards = game.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'); } if (game.actions && game.actions.play) { for (let c of game.actions.play) ui.cards[c].classList.add('enabled'); } if (!game.e_card) document.querySelector("#england_card").className = "small_card card_back"; else document.querySelector("#england_card").className = "small_card " + CARDS[game.e_card].image; if (!game.s_card) document.querySelector("#scotland_card").className = "small_card card_back"; else document.querySelector("#scotland_card").className = "small_card " + CARDS[game.s_card].image; } function update_battle(player) { function fill_cell(name, list, reserve) { let cell = window[name]; ui.present.clear(); for (let [block, steps, moved] of list) { ui.present.add(block); if (block == game.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 (game.actions && game.actions.block && game.actions.block.includes(block)) ui.battle_block[block].classList.add("highlight"); if (game.actions && game.actions.battle_fire && game.actions.battle_fire.includes(block)) ui.battle_menu[block].classList.add('fire'); if (game.actions && game.actions.battle_retreat && game.actions.battle_retreat.includes(block)) ui.battle_menu[block].classList.add('retreat'); if (game.actions && game.actions.battle_pass && game.actions.battle_pass.includes(block)) ui.battle_menu[block].classList.add('pass'); if (game.actions && game.actions.battle_hit && game.actions.battle_hit.includes(block)) ui.battle_menu[block].classList.add('hit'); update_steps(block, steps, ui.battle_block[block], false); if (reserve) ui.battle_block[block].classList.add("secret"); else ui.battle_block[block].classList.remove("secret"); if (moved) 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.appendChild(ui.battle_menu[b]); } else { if (cell.contains(ui.battle_menu[b])) cell.removeChild(ui.battle_menu[b]); } } } if (player == ENGLAND) { fill_cell("FR", game.battle.ER, true); fill_cell("FA", game.battle.EA, false); fill_cell("FB", game.battle.EB, false); fill_cell("FC", game.battle.EC, false); fill_cell("EA", game.battle.SA, false); fill_cell("EB", game.battle.SB, false); fill_cell("EC", game.battle.SC, false); fill_cell("ER", game.battle.SR, true); } else { fill_cell("ER", game.battle.ER, true); fill_cell("EA", game.battle.EA, false); fill_cell("EB", game.battle.EB, false); fill_cell("EC", game.battle.EC, false); fill_cell("FA", game.battle.SA, false); fill_cell("FB", game.battle.SB, false); fill_cell("FC", game.battle.SC, false); fill_cell("FR", game.battle.SR, true); } } function on_update(state, player) { game = state; show_action_button("#undo_button", "undo"); show_action_button("#pass_button", "pass"); show_action_button("#play_event_button", "play_event"); show_action_button("#end_move_phase_button", "end_move_phase"); show_action_button("#end_regroup_button", "end_regroup"); show_action_button("#end_retreat_button", "end_retreat"); show_action_button("#winter_button", "winter"); show_action_button("#eliminate_button", "eliminate"); show_action_button("#disband_button", "disband"); show_action_button("#end_disbanding_button", "end_disbanding"); show_action_button("#end_builds_button", "end_builds"); show_action_button("#end_pillage_button", "end_pillage"); show_action_button("#crown_bruce_button", "crown_bruce"); show_action_button("#crown_comyn_button", "crown_comyn"); show_action_button("#return_of_the_king_button", "return_of_the_king"); document.getElementById("england_vp").textContent = game.e_vp; document.getElementById("scotland_vp").textContent = game.s_vp; update_cards(); update_map(player); if (game.actions && game.actions.noble) { document.querySelector(".herald").classList.add("show"); for (let noble of NOBLES) { let element = document.getElementById("herald+" + noble); if (game.actions.noble.includes(noble)) element.classList.add("show"); else element.classList.remove("show"); } } else { document.querySelector(".herald").classList.remove("show"); } if (game.battle) { document.querySelector(".battle_header").textContent = game.battle.title; document.querySelector(".battle_message").textContent = game.battle.flash; document.querySelector(".battle").classList.add("show"); update_battle(player); } else { document.querySelector(".battle").classList.remove("show"); } } drag_element_with_mouse(".battle", ".battle_header"); drag_element_with_mouse(".herald", ".herald_header"); scroll_with_middle_mouse(".grid_center", 2); init_client([ "England", "Scotland" ]);