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|
"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: {},
areas: {},
known: {},
secret: { England: {}, Scotland: {} },
battle_menu: {},
battle_block: {},
present: new Set(),
}
create_log_entry = function (text) {
let p = document.createElement("div");
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"> $1 </span>');
if (text.match(/^~ .* ~$/))
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';
else if (text.match(/^(Battle in|Defection battle in)/))
p.className = 'bs';
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 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;
if (!game.battle)
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) {
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 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() {
let overflow = { England: [], Scotland: [] };
let layout = {};
document.getElementById("turn").setAttribute("class", "turn year_" + game.year);
for (let area in AREAS)
layout[area] = { Scotland: [], England: [] };
// 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][color].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];
let color = BLOCKS[b].owner;
layout[area][color].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)
layout_blocks(area, layout[area].Scotland, layout[area].England);
// 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.getElementById("england_card").className = "small_card card_back";
else
document.getElementById("england_card").className = "small_card " + CARDS[game.e_card].image;
if (!game.s_card)
document.getElementById("scotland_card").className = "small_card card_back";
else
document.getElementById("scotland_card").className = "small_card " + CARDS[game.s_card].image;
}
function update_battle() {
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() {
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;
document.querySelector(".turn_info").textContent = `Turn ${game.turn} of Year ${game.year}`;
update_cards();
update_map();
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();
} 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_map_zoom();
init_shift_zoom();
init_client([ "England", "Scotland" ]);
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