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path: root/play.js
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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_focus_area_tip(x) {
	ui.areas[x].classList.add("tip")
}

function on_blur_area_tip(x) {
	ui.areas[x].classList.remove("tip")
}

function on_click_area_tip(x) {
	ui.areas[x].scrollIntoView({ block:"center", inline:"center", behavior:"smooth" })
}

function sub_area_name(match, p1, offset, string) {
	let x = p1 | 0
	let n = AREAS[x].name
	return `<span class="tip" onmouseenter="on_focus_area_tip(${x})" onmouseleave="on_blur_area_tip(${x})" onclick="on_click_area_tip(${x})">${n}</span>`
}

function on_log(text) {
	let p = document.createElement("div")

	if (text.match(/^>/)) {
                text = text.substring(1)
                p.className = "i"
        }

	text = text.replace(/&/g, "&amp;")
	text = text.replace(/</g, "&lt;")
	text = text.replace(/>/g, "&gt;")

	text = text.replace(/\u2192 /g, "\u2192\xa0")

	text = text.replace(/^([A-Z]):/, '<span class="$1"> $1 </span>')

	text = text.replace(/#(\d+)/g, sub_area_name)

	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("assign", "Assign hits")
	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)