"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 CAESAR = "Caesar" const POMPEIUS = "Pompeius" const DEAD = 0 const LEVY = 1 const B_CLEOPATRA = 31 const ENEMY = { "Caesar": "Pompeius", "Pompeius": "Caesar" } for (let s of SPACES) s.nbname = s.name.replace(/ /g, '\xa0') const block_count = BLOCKS.length const space_count = SPACES.length let label_style = window.localStorage['julius-caesar/label-style'] || 'columbia' let label_layout = window.localStorage['julius-caesar/label-layout'] || 'spread' function toggle_blocks() { document.getElementById("blocks").classList.toggle("hide_blocks") } function set_simple_labels() { label_style = 'simple' document.getElementById("blocks").classList.remove("columbia-labels") document.getElementById("battle").classList.remove("columbia-labels") document.getElementById("blocks").classList.add("simple-labels") document.getElementById("battle").classList.add("simple-labels") window.localStorage['julius-caesar/label-style'] = label_style update_map() } function set_columbia_labels() { label_style = 'columbia' document.getElementById("blocks").classList.remove("simple-labels") document.getElementById("battle").classList.remove("simple-labels") document.getElementById("blocks").classList.add("columbia-labels") document.getElementById("battle").classList.add("columbia-labels") window.localStorage['julius-caesar/label-style'] = label_style update_map() } function set_spread_layout() { label_layout = 'spread' window.localStorage['julius-caesar/label-layout'] = label_layout update_map() } function set_stack_layout() { label_layout = 'stack' window.localStorage['julius-caesar/label-layout'] = label_layout update_map() } // Levy and hit animations for 'simple' blocks. const step_down_animation = [ { transform: 'translateY(0px)' }, { transform: 'translateY(10px)' }, { transform: 'translateY(0px)' }, ] const step_up_animation = [ { transform: 'translateY(0px)' }, { transform: 'translateY(-10px)' }, { transform: 'translateY(0px)' }, ] let ui = { cards: [], card_backs: [], spaces: [], blocks: [], battle_menu: [], battle_block: [], old_steps: null, old_location: null, present: new Set(), } function on_focus_space_tip(x) { ui.spaces[x].classList.add("tip") } function on_blur_space_tip(x) { ui.spaces[x].classList.remove("tip") } function on_click_space_tip(x) { ui.spaces[x].scrollIntoView({ block:"center", inline:"center", behavior:"smooth" }) } function sub_space_name(match, p1, offset, string) { let x = p1 | 0 let n = SPACES[x].nbname return `${n}` } 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(/\u2192 /g, "\u2192\xa0") text = text.replace(/^([A-Z]):/, ' $1 ') text = text.replace(/#(\d+)/g, sub_space_name) if (text.match(/^\.h1 /)) p.className = 'h1', text = text.substring(4) if (text.match(/^\.h2 /)) p.className = 'h2', text = text.substring(4) if (text.match(/^\.h3 C/)) p.className = 'h3 C', text = text.substring(4) if (text.match(/^\.h3 P/)) p.className = 'h3 P', text = text.substring(4) if (text.match(/^\.h4 /)) p.className = 'h4', text = text.substring(4) if (text.match(/^\.h5 /)) p.className = 'h5', text = text.substring(4) p.innerHTML = text return p } function on_focus_space(evt) { document.getElementById("status").textContent = SPACES[evt.target.space].name } function on_blur_space(evt) { document.getElementById("status").textContent = "" } function on_click_space(evt) { send_action('space', evt.target.space) } const STEPS = [ 0, "I", "II", "III", "IIII" ] function block_description(b) { if (is_known_block(b)) { let s = BLOCKS[b].steps let c = BLOCKS[b].initiative + BLOCKS[b].firepower let levy = BLOCKS[b].levy if (levy) return BLOCKS[b].name + " (" + levy + ") " + STEPS[s] + "-" + c return BLOCKS[b].name + " " + STEPS[s] + "-" + c } return block_owner(b) } function block_color(who) { if (who < B_CLEOPATRA) return CAESAR if (who > B_CLEOPATRA) return POMPEIUS return "Cleopatra" } function block_original_owner(who) { if (who >= B_CLEOPATRA) return POMPEIUS return CAESAR } function block_owner(who) { if (set_has(view.traitor, who)) return ENEMY[block_original_owner(who)] return block_original_owner(who) } function block_name(b) { return BLOCKS[b].name } function on_focus_map_block(evt) { document.getElementById("status").textContent = block_description(evt.target.block) } function on_blur_map_block(evt) { document.getElementById("status").textContent = "" } function on_focus_battle_block(evt) { let b = evt.target.block let msg = block_name(b) if (!evt.target.classList.contains("known")) msg = "Reserves" if (view.actions && view.actions.battle_fire && view.actions.battle_fire.includes(b)) msg = "Fire with " + msg else if (view.actions && view.actions.battle_retreat && view.actions.battle_retreat.includes(b)) msg = "Retreat with " + msg else 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_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_block(evt) { send_action('block', evt.target.block) } 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_map_block(evt) { let b = evt.target.block let s = view.location[b] if (view.actions && view.actions.secret && view.actions.secret.includes(s)) send_action('secret', [s, block_color(b)]) else if (!view.battle) send_action('block', b) } function build_map() { // These must match up with the sizes in play.html const city_size = 60+10 const sea_size = 70+10 ui.blocks_element = document.getElementById("blocks") ui.offmap_element = document.getElementById("offmap") ui.spaces_element = document.getElementById("spaces") for (let s = 0; s < space_count; ++s) { let space = SPACES[s] let element = document.createElement("div") element.classList.add("space") let size = (space.type === 'sea') ? sea_size : city_size if (space.type === "sea") element.classList.add("sea") else element.classList.add("city") element.setAttribute("draggable", "false") element.addEventListener("mouseenter", on_focus_space) element.addEventListener("mouseleave", on_blur_space) element.addEventListener("click", on_click_space) element.style.left = (space.layout.x - size/2) + "px" element.style.top = (space.layout.y - size/2) + "px" if (space.type !== 'pool') document.getElementById("spaces").appendChild(element) element.space = s ui.spaces[s] = element } function build_map_block(b, block) { let element = document.createElement("div") element.classList.add("block") element.classList.add("known") element.classList.add(block_color(b)) element.classList.add("block_"+b) 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_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(block_color(b)) element.classList.add("block_"+b) 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 action_list = document.createElement("div") action_list.classList.add("battle_menu_list") action_list.appendChild(element) build_battle_button(action_list, b, "hit", on_click_battle_hit, on_focus_battle_hit, "/images/cross-mark.svg") build_battle_button(action_list, b, "fire", on_click_battle_fire, on_focus_battle_fire, "/images/pointy-sword.svg") build_battle_button(action_list, b, "retreat", on_click_battle_retreat, on_focus_battle_retreat, "/images/flying-flag.svg") build_battle_button(action_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(action_list) menu.block = b ui.battle_menu[b] = menu } for (let b = 0; b < block_count; ++b) { let block = BLOCKS[b] build_map_block(b, block) build_battle_block(b, block) } for (let c = 1; c <= 27; ++c) ui.cards[c] = document.getElementById("card+" + c) for (let c = 1; c <= 6; ++c) ui.card_backs[c] = document.getElementById("back+" + c) } function update_steps(block, element, animate) { let old_steps = ui.old_steps[block] || view.steps[block] let steps = view.steps[block] if (view.location[block] !== ui.old_location[block]) animate = false if (label_style === 'simple' && steps !== old_steps && animate) { let options = { duration: 700, easing: 'ease', iterations: Math.abs(steps-old_steps) } if (steps < old_steps) element.animate(step_down_animation, options) if (steps > old_steps) element.animate(step_up_animation, options) } element.classList.remove("r0") element.classList.remove("r1") element.classList.remove("r2") element.classList.remove("r3") element.classList.add("r"+(BLOCKS[block].steps - steps)) } function layout_blocks(location, north, south) { if (label_layout === 'spread' || (location === LEVY || location === DEAD)) layout_blocks_spread(location, north, south) else layout_blocks_stacked(location, north, south) } function layout_blocks_spread(location, north, south) { let wrap = SPACES[location].layout.wrap let s = north.length let k = south.length let n = s + k let row, rows = [] let i = 0 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 and more than two blocks. if (s > 0 && s <= wrap && k > 0 && k <= wrap && n > 2) new_line() while (south.length > 0) { if (i === wrap) new_line() row.push(south.shift()) ++i } if (SPACES[location].layout.minor > 0.5) rows.reverse() for (let j = 0; j < rows.length; ++j) for (i = 0; i < rows[j].length; ++i) position_block_spread(location, j, rows.length, i, rows[j].length, rows[j][i]) } function position_block_spread(location, row, n_rows, col, n_cols, element) { let space = SPACES[location] let block_size = (label_style === 'columbia') ? 56+6 : 48+4 let padding = (location === LEVY || location === DEAD) ? 6 : 3 let offset = block_size + padding let row_size = (n_rows-1) * offset let col_size = (n_cols-1) * offset let x = space.layout.x - block_size/2 let y = space.layout.y - block_size/2 if (space.layout.axis === 'X') { x -= col_size * space.layout.major y -= row_size * space.layout.minor x += col * offset y += row * offset } else { y -= col_size * space.layout.major x -= row_size * space.layout.minor y += col * offset x += row * offset } element.style.left = (x|0)+"px" element.style.top = (y|0)+"px" } function layout_blocks_stacked(location, secret, known) { let s = secret.length let k = known.length let both = secret.length > 0 && known.length > 0 let i = 0 while (secret.length > 0) position_block_stacked(location, i++, (s-1)/2, both ? 1 : 0, secret.shift()) i = 0 while (known.length > 0) position_block_stacked(location, i++, (k-1)/2, 0, known.shift()) } function position_block_stacked(location, i, c, k, element) { let space = SPACES[location] let block_size = (label_style === 'columbia') ? 56+6 : 48+4 let x = space.layout.x + (i - c) * 16 + k * 12 let y = space.layout.y + (i - c) * 16 - k * 12 element.style.left = ((x - block_size/2)|0)+"px" element.style.top = ((y - block_size/2)|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 is_known_block(who) { if (view.game_over && player === 'Observer') return true if (block_owner(who) === player) return true let where = view.location[who] if (where === DEAD) return true return false } function is_visible_block(where, who) { if (view.game_over && player === 'Observer') return true if (where === LEVY) return block_owner(who) === player return true } function update_map() { let layout = {} for (let s = 0; s < space_count; ++s) layout[s] = { north: [], south: [] } for (let b in view.location) { let info = BLOCKS[b] let element = ui.blocks[b] let space = view.location[b] if (is_visible_block(space, b)) { let moved = set_has(view.moved, b) ? " moved" : "" if (space === DEAD && info.type !== 'leader') moved = " moved" if (is_known_block(b)) { let image = " block_" + b let known = " known" let jupiter = "" if (set_has(view.traitor, b) && view.game_over) jupiter = " jupiter" element.classList = block_color(b) + known + " block" + image + moved + jupiter update_steps(b, element, true) } else { let jupiter = "" let mars = "" let neptune = "" if (set_has(view.traitor, b)) jupiter = " jupiter" if (block_owner(b) === view.mars && space === view.surprise) mars = " mars" if (block_owner(b) === view.neptune && space === view.surprise) neptune = " neptune" element.classList = block_color(b) + " block" + moved + jupiter + mars + neptune } if (block_owner(b) === CAESAR) layout[space].north.push(element) else layout[space].south.push(element) show_block(element) } else { hide_block(element) } } for (let s = 0; s < space_count; ++s) layout_blocks(s, layout[s].north, layout[s].south) // Mark selections and highlights for (let s = 0; s < space_count; ++s) { if (ui.spaces[s]) { ui.spaces[s].classList.remove('highlight') ui.spaces[s].classList.remove('where') } } if (view.actions && view.actions.space) for (let where of view.actions.space) ui.spaces[where].classList.add('highlight') for (let b = 0; b < block_count; ++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') } for (let b = 0; b < block_count; ++b) { let s = view.location[b] if (view.actions && view.actions.secret && view.actions.secret.includes(s)) ui.blocks[b].classList.add('highlight') } } function compare_blocks(a, b, ballista) { let aa = BLOCKS[a].initiative let bb = BLOCKS[b].initiative if (aa === 'X') aa = ballista if (bb === 'X') bb = ballista if (aa === bb) { aa = a bb = b } return (aa < bb) ? -1 : (aa > bb) ? 1 : 0 } function sort_battle_row(root, ballista) { let swapped let children = root.children do { swapped = false for (let i = 1; i < children.length; ++i) { if (compare_blocks(children[i-1].block, children[i].block, ballista) > 0) { children[i].after(children[i-1]) swapped = true } } } while (swapped) } function update_battle() { function fill_cell(name, list, reserve, ballista) { let cell = window[name] ui.present.clear() for (let block of list) { ui.present.add(block) if (!cell.contains(ui.battle_menu[block])) cell.appendChild(ui.battle_menu[block]) if (block === view.who) ui.battle_menu[block].classList.add("selected") else ui.battle_menu[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, ui.battle_block[block], true) if (reserve) ui.battle_block[block].classList.add("secret") else ui.battle_block[block].classList.remove("secret") if (set_has(view.moved, block) || reserve) 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 < block_count; ++b) { if (!ui.present.has(b)) { if (cell.contains(ui.battle_menu[b])) cell.removeChild(ui.battle_menu[b]) } } sort_battle_row(cell, ballista) } if (player === CAESAR) { fill_cell("FR", view.battle.CR, true, 'B') fill_cell("FF", view.battle.CF, false, view.battle.A === CAESAR ? 'D' : 'B') fill_cell("EF", view.battle.PF, false, view.battle.A === CAESAR ? 'B' : 'D') fill_cell("ER", view.battle.PR, true, 'B') } else { fill_cell("FR", view.battle.PR, true, 'B') fill_cell("FF", view.battle.PF, false, view.battle.A === POMPEIUS ? 'D' : 'B') fill_cell("EF", view.battle.CF, false, view.battle.A === POMPEIUS ? 'B' : 'D') fill_cell("ER", view.battle.CR, true, 'B') } } function update_card_display(element, card, prior_card) { if (!card && !prior_card) { element.className = "show card card_back" } else if (prior_card) { element.className = "show card prior card_" + CARDS[prior_card].image } else { element.className = "show card card_" + CARDS[card].image } } function update_cards() { update_card_display(document.getElementById("caesar_card"), view.c_card, view.prior_c_card) update_card_display(document.getElementById("pompeius_card"), view.p_card, view.prior_p_card) for (let c = 1; c <= 27; ++c) { let element = ui.cards[c] if (view.hand.includes(c)) { element.classList.add("show") if (view.actions && view.actions.card) { if (view.actions.card.includes(c)) { element.classList.add("enabled") element.classList.remove("disabled") } else { element.classList.remove("enabled") element.classList.add("disabled") } } else { element.classList.remove("enabled") element.classList.remove("disabled") } } else { element.classList.remove("show") } } let n = view.hand.length for (let c = 1; c <= 6; ++c) if (c <= n && player === 'Observer') ui.card_backs[c].classList.add("show") else ui.card_backs[c].classList.remove("show") } function on_update() { if (!ui.old_steps) { ui.old_steps = view.steps ui.old_location = view.location } document.getElementById("turn").className = "year_" + view.year document.getElementById("caesar_vp").textContent = view.c_vp + " VP" document.getElementById("pompeius_vp").textContent = view.p_vp + " VP" if (view.turn < 1) document.getElementById("turn_info").textContent = `Year ${view.year}` else document.getElementById("turn_info").textContent = `Turn ${view.turn} of Year ${view.year}` action_button("surprise", "Surprise!") action_button("pass") action_button("undo", "Undo") update_cards() update_map() 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") } ui.old_location = Object.assign({}, view.location) ui.old_steps = Object.assign({}, view.steps) } function select_card(c) { send_action('card', c) } build_map() document.getElementById("blocks").classList.add(label_style+'-labels') document.getElementById("battle").classList.add(label_style+'-labels') drag_element_with_mouse("#battle", "#battle_header") scroll_with_middle_mouse("main")