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|
"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 ENEMY = { Scotland: "England", England: "Scotland" }
const ENGLAND_BAG = area_index["E. Bag"]
const SCOTLAND_BAG = area_index["S. Bag"]
const AREA_ARGYLL = area_index["Argyll"]
const AREA_CARRICK = area_index["Carrick"]
const AREA_DUNBAR = area_index["Dunbar"]
const AREA_FIFE = area_index["Fife"]
const AREA_ENGLAND = area_index["England"]
const AREA_GARMORAN = area_index["Garmoran"]
const AREA_LANARK = area_index["Lanark"]
const AREA_LENNOX = area_index["Lennox"]
const AREA_LOTHIAN = area_index["Lothian"]
const AREA_MENTIETH = area_index["Mentieth"]
const AREA_SCOTLAND = area_index["Scotland"]
const AREA_SELKIRK = area_index["Selkirk"]
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")
if (text.match(/^>/)) {
text = text.substring(1)
p.className = "i"
}
text = text.replace(/&/g, "&")
text = text.replace(/</g, "<")
text = text.replace(/>/g, ">")
text = text.replace(/\u2192 /g, "\u2192\xa0")
text = text.replace(/^([A-Z]):/, '<span class="$1"> $1 </span>')
if (text.match(/^\.h1 /))
p.className = 'h1', text = text.substring(4)
if (text.match(/^\.h2 E/))
p.className = 'h2 E', 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_area(evt) {
let where = evt.target.area
document.getElementById("status").textContent = AREAS[where].name
}
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 s = 1; s < AREAS.length; ++s) {
let area = AREAS[s]
let element = svgmap.getElementById("area+"+area.name)
if (element) {
element.area = s
element.addEventListener("mouseenter", on_focus_area)
element.addEventListener("mouseleave", on_blur_area)
element.addEventListener("click", on_click_area)
ui.areas[s] = element
}
}
for (let b = 0; b < BLOCKS.length; ++b) {
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 AREA_SELKIRK:
case AREA_LOTHIAN:
case AREA_DUNBAR:
case AREA_LANARK:
case AREA_LENNOX:
case AREA_ARGYLL:
case AREA_GARMORAN:
case AREA_MENTIETH:
wrap = 3
break
case AREA_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 AREA_ENGLAND:
layout_major = 1
layout_minor = 1
break
case AREA_ARGYLL:
layout_major = 0.5
layout_minor = 1.0
break
case AREA_CARRICK:
layout_major = 0.75
layout_minor = 0.5
break
case AREA_DUNBAR:
layout_major = 0.25
layout_minor = 0.75
break
case AREA_FIFE:
layout_major = 0.25
layout_minor = 0.5
break
case AREA_LENNOX:
layout_major = 0.75
layout_minor = 0.75
break
case AREA_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 = 1; area < AREAS.length; ++area)
layout[area] = { north: [], south: [] }
for (let b in view.location) {
if (view.location[b] === 0 && 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 > 0 || BLOCKS[b].mortal) {
let moved = set_has(view.moved, b) ? " moved" : ""
if (is_known_block(b) || area === 0) {
let image = " block_" + info.image
let steps = " r" + (info.steps - view.steps[b])
let known = " known"
if (area === 0) {
moved = " moved"
steps = " r0"
}
element.classList = info.owner + known + " block" + image + steps + moved
} else {
element.classList = info.owner + " block" + moved
}
if (area > 0) {
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 = 1; area < AREAS.length; ++area)
layout_blocks(area, layout[area].north, layout[area].south)
// Mark selections and highlights
for (let area = 1; area < AREAS.length; ++area) {
if (ui.areas[area]) {
ui.areas[area].classList.remove('highlight')
ui.areas[area].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 = 0; b < BLOCKS.length; ++b) {
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 >= 0)
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 (set_has(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 = 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 === "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)
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