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|
"use strict";
const DEAD = "Dead";
const LEVY = "Levy";
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.querySelector(".blocks").classList.remove("columbia-labels");
document.querySelector(".battle").classList.remove("columbia-labels");
document.querySelector(".blocks").classList.add("simple-labels");
document.querySelector(".battle").classList.add("simple-labels");
window.localStorage['julius-caesar/label-style'] = label_style;
update_map();
}
function set_columbia_labels() {
label_style = 'columbia';
document.querySelector(".blocks").classList.remove("simple-labels");
document.querySelector(".battle").classList.remove("simple-labels");
document.querySelector(".blocks").classList.add("columbia-labels");
document.querySelector(".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 game = null;
let ui = {
spaces: {},
known: {},
secret: {
Caesar: { offmap: [] },
Pompeius: { offmap: [] },
Cleopatra: { offmap: [] },
},
seen: new Set(),
present: new Set(),
battle_block: {},
battle_menu: {},
map_steps: {},
map_location: {},
battle_steps: {},
cards: {},
};
const STEPS = [ 0, "I", "II", "III", "IIII" ];
function block_description(b) {
let s = ui.map_steps[b] || ui.battle_steps[b];
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;
}
function block_name(b) {
return BLOCKS[b].name;
}
function on_focus_space(evt) {
document.getElementById("status").textContent = evt.target.space;
}
function on_blur_space(evt) {
document.getElementById("status").textContent = "";
}
function on_focus_block(evt) {
document.getElementById("status").textContent = block_description(evt.target.block);
}
function on_blur_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"))
document.getElementById("status").textContent = "Reserves";
if (game.actions && game.actions.battle_fire && game.actions.battle_fire.includes(b))
msg = "Fire with " + msg;
else if (game.actions && game.actions.battle_retreat && game.actions.battle_retreat.includes(b))
msg = "Retreat with " + msg;
else 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_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 build_map() {
// These must match up with the sizes in play.html
const city_size = 60+10;
const sea_size = 70+10;
for (let s in SPACES) {
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", select_space);
element.style.left = (space.x - size/2) + "px";
element.style.top = (space.y - size/2) + "px";
if (space.type != 'pool')
document.getElementById("spaces").appendChild(element);
element.space = s;
ui.spaces[s] = element;
ui.secret[CLEOPATRA][s] = [];
ui.secret[CAESAR][s] = [];
ui.secret[POMPEIUS][s] = [];
}
function build_known_block(b, block, color) {
let element = document.createElement("div");
element.classList.add("block");
element.classList.add("known");
element.classList.add(color);
element.classList.add("block_"+block.label);
element.addEventListener("mouseenter", on_focus_block);
element.addEventListener("mouseleave", on_blur_block);
element.addEventListener("click", select_block);
document.getElementById("known_blocks").appendChild(element);
element.style.visibility = 'hidden';
element.block = b;
ui.known[b] = element;
}
function build_secret_block(b, block, color) {
let element = document.createElement("div");
element.secret_index = ui.secret[color].offmap.length;
element.classList.add("block");
element.classList.add("secret");
element.classList.add(color);
element.addEventListener("click", select_secret_block);
document.getElementById("secret_blocks").appendChild(element);
element.style.visibility = 'hidden';
element.owner = BLOCKS[b].owner;
ui.secret[color].offmap.unshift(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, color) {
let element = document.createElement("div");
element.classList.add("block");
element.classList.add("known");
element.classList.add(color);
element.classList.add("block_"+block.label);
element.addEventListener("mouseenter", on_focus_battle_block);
element.addEventListener("mouseleave", on_blur_battle_block);
element.addEventListener("click", select_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",
select_battle_hit, on_focus_battle_hit,
"/images/cross-mark.svg");
build_battle_button(action_list, b, "fire",
select_battle_fire, on_focus_battle_fire,
"/images/pointy-sword.svg");
build_battle_button(action_list, b, "retreat",
select_battle_retreat, on_focus_battle_retreat,
"/images/flying-flag.svg");
build_battle_button(action_list, b, "pass",
select_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);
ui.battle_menu[b] = menu;
}
for (let b in BLOCKS) {
let block = BLOCKS[b];
let color = (block.name == "Cleopatra" ? "Cleopatra" : block.owner);
build_known_block(b, block, color);
build_secret_block(b, block, color);
build_battle_block(b, block, color);
}
for (let c = 1; c <= 27; ++c) {
ui.cards[c] = document.getElementById("card+" + c);
}
}
function update_steps(memo, block, steps, element, animate) {
let old_steps = memo[block] || steps;
memo[block] = steps;
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, secret, known) {
if (label_layout == 'spread' || (location == LEVY || location == DEAD))
layout_blocks_spread(location, secret, known);
else
layout_blocks_stacked(location, secret, known);
}
function layout_blocks_spread(location, secret, known) {
let wrap = SPACES[location].wrap;
let s = secret.length;
let k = known.length;
let n = s + k;
let row, rows = [];
let i = 0;
function new_line() {
rows.push(row = []);
i = 0;
}
new_line();
while (secret.length > 0) {
if (i == wrap)
new_line();
row.push(secret.shift());
++i;
}
// Break early if secret and known fit in exactly two rows, and more than three blocks total
if (s > 0 && s <= wrap && k > 0 && k <= wrap && n > 3)
new_line();
while (known.length > 0) {
if (i == wrap)
new_line();
row.push(known.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.x - block_size/2;
let y = space.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 n = s + k;
let i = 0;
while (secret.length > 0)
position_block_stacked(location, i++, n, secret.shift());
while (known.length > 0)
position_block_stacked(location, i++, n, known.shift());
}
function position_block_stacked(location, i, n, element) {
let space = SPACES[location];
let block_size = (label_style == 'columbia') ? 56+6 : 48+4;
let x = space.x - block_size/2 - (n-1) * 9 + i * 18;
let y = space.y - block_size/2 - (n-1) * 9 + i * 18;
element.style.left = x+"px";
element.style.top = y+"px";
}
function sort_secret(a,b) {
return a.secret_index - b.secret_index;
}
function update_map() {
let overflow = { Caesar: [], Pompeius: [], Cleopatra: [] };
let layout = {};
for (let s in SPACES)
layout[s] = { secret: [], known: [] };
// Move secret blocks to overflow queue if there are too many in a location
for (let s in SPACES) {
for (let color of [CAESAR, POMPEIUS, CLEOPATRA]) {
let max = 0;
if (game.secret[color] && game.secret[color][s])
max = game.secret[color][s][0];
while (ui.secret[color][s].length > max)
overflow[color].push(ui.secret[color][s].pop());
}
}
// Add secret blocks if there are too few in a location
for (let s in SPACES) {
for (let color of [CAESAR, POMPEIUS, CLEOPATRA]) {
let max = 0;
if (game.secret[color] && game.secret[color][s])
max = game.secret[color][s][0];
while (ui.secret[color][s].length < max) {
if (overflow[color].length > 0) {
ui.secret[color][s].push(overflow[color].pop());
} else {
let element = ui.secret[color].offmap.pop();
element.style.visibility = 'visible';
ui.secret[color][s].push(element);
}
}
}
}
// Remove any blocks left in the overflow queue
for (let color of [CAESAR, POMPEIUS, CLEOPATRA]) {
while (overflow[color].length > 0) {
let element = overflow[color].pop();
element.style.visibility = 'hidden';
// Prevent move animation when blocks are revived.
element.style.left = null;
element.style.top = null;
ui.secret[color].offmap.push(element);
}
}
// Hide formerly known blocks
for (let b in BLOCKS) {
if (!(b in game.known)) {
ui.known[b].style.visibility = 'hidden';
// Prevent move animation when blocks are revived.
ui.known[b].style.left = null;
ui.known[b].style.top = null;
}
}
// Add secret blocks to layout
for (let location in SPACES) {
for (let color of [CAESAR, POMPEIUS, CLEOPATRA]) {
if (location != LEVY) {
let i = 0, n = 0, m = 0;
if (game.secret[color] && game.secret[color][location]) {
n = game.secret[color][location][0];
m = game.secret[color][location][1];
}
// Preserve block stacking order, but lets the user track block identities...
if (label_layout == 'stack')
ui.secret[color][location].sort((a,b) => a.secret_index - b.secret_index);
for (let element of ui.secret[color][location]) {
if (i++ < n - m)
element.classList.remove('moved');
else
element.classList.add('moved');
element.style.visibility = 'visible';
layout[location].secret.push(element);
}
}
}
}
// Add known blocks to layout
for (let block in game.known) {
let location = game.known[block][0];
let steps = game.known[block][1];
let moved = game.known[block][2];
let element = ui.known[block];
element.style.visibility = 'visible';
layout[location].known.push(element);
let old_location = ui.map_location[block];
update_steps(ui.map_steps, block, steps, element, location == old_location);
ui.map_location[block] = location;
if (moved || (location == DEAD && BLOCKS[block].type != 'leader'))
element.classList.add("moved");
else
element.classList.remove("moved");
ui.seen.add(block);
}
// Layout blocks on map
for (let location in SPACES)
layout_blocks(location, layout[location].secret, layout[location].known);
// Mark selections and highlights
for (let where in SPACES) {
if (ui.spaces[where]) {
ui.spaces[where].classList.remove('highlight');
ui.spaces[where].classList.remove('where');
}
}
if (game.actions && game.actions.space)
for (let where of game.actions.space)
ui.spaces[where].classList.add('highlight');
if (game.where)
ui.spaces[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');
}
for (let o in ui.secret) {
for (let s in ui.secret[o]) {
if (game.actions && game.actions.secret && game.actions.secret.includes(s)) {
for (let e of ui.secret[o][s])
e.classList.add("highlight");
} else {
for (let e of ui.secret[o][s])
e.classList.remove("highlight");
}
}
}
}
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.seen.add(block);
ui.present.add(block);
if (block == game.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 (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(ui.battle_steps, block, steps, ui.battle_block[block], true);
if (reserve)
ui.battle_block[block].classList.add("secret");
else
ui.battle_block[block].classList.remove("secret");
if (moved || 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 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 == CAESAR) {
fill_cell("FR", game.battle.CR, true);
fill_cell("FA", game.battle.CA, false);
fill_cell("FB", game.battle.CB, false);
fill_cell("FC", game.battle.CC, false);
fill_cell("FD", game.battle.CD, false);
fill_cell("EA", game.battle.PA, false);
fill_cell("EB", game.battle.PB, false);
fill_cell("EC", game.battle.PC, false);
fill_cell("ED", game.battle.PD, false);
fill_cell("ER", game.battle.PR, true);
} else {
fill_cell("ER", game.battle.CR, true);
fill_cell("EA", game.battle.CA, false);
fill_cell("EB", game.battle.CB, false);
fill_cell("EC", game.battle.CC, false);
fill_cell("ED", game.battle.CD, false);
fill_cell("FA", game.battle.PA, false);
fill_cell("FB", game.battle.PB, false);
fill_cell("FC", game.battle.PC, false);
fill_cell("FD", game.battle.PD, false);
fill_cell("FR", game.battle.PR, true);
}
}
function update_card_display(element, card, prior_card) {
if (!card && !prior_card) {
element.className = "small_card card_back";
} else if (prior_card) {
element.className = "small_card prior card_" + CARDS[prior_card].image;
} else {
element.className = "small_card card_" + CARDS[card].image;
}
}
function update_cards() {
update_card_display(document.getElementById("caesar_card"), game.c_card, game.prior_c_card);
update_card_display(document.getElementById("pompeius_card"), game.p_card, game.prior_p_card);
for (let c = 1; c <= 27; ++c) {
let element = ui.cards[c];
if (game.hand.includes(c)) {
element.classList.add("show");
if (game.actions && game.actions.card) {
if (game.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");
}
}
}
function on_update(state, player) {
game = state;
document.getElementById("turn").className = "year_" + game.year;
document.getElementById("caesar_vp").textContent = game.c_vp + " VP";
document.getElementById("pompeius_vp").textContent = game.p_vp + " VP";
show_action_button("#undo_button", "undo");
show_action_button("#surprise_button", "surprise");
show_action_button("#pass_button", "pass", true);
ui.seen.clear();
update_cards();
update_map();
for (let b in BLOCKS)
if (!ui.seen.has(b))
ui.map_steps[b] = 0;
ui.seen.clear();
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");
}
for (let b in BLOCKS)
if (!ui.seen.has(b))
ui.battle_steps[b] = 0;
if (game.spaceList) {
if (game.actionList.includes("secret")) {
for (let o in ui.secret) {
for (let s in ui.secret[o]) {
if (game.spaceList.includes(s)) {
for (let e of ui.secret[o][s])
e.classList.add("highlight");
} else {
for (let e of ui.secret[o][s])
e.classList.remove("highlight");
}
}
}
for (let s in SPACES)
if (game.spaceList.includes(s))
ui.spaces[s].classList.remove("highlight");
} else {
for (let o in ui.secret)
for (let s in ui.secret[o])
for (let e of ui.secret[o][s])
e.classList.remove("highlight");
for (let s in SPACES) {
if (game.spaceList.includes(s))
ui.spaces[s].classList.add("highlight");
else
ui.spaces[s].classList.remove("highlight");
}
}
}
if (game.blockList) {
for (let b in BLOCKS) {
if (game.blockList.includes(b))
ui.known[b].classList.add("highlight");
else
ui.known[b].classList.remove("highlight");
if (b == game.who)
ui.known[b].classList.add("selected");
else
ui.known[b].classList.remove("selected");
}
}
}
function select_card(c) {
send_action('card', c);
}
function select_space(evt) {
send_action('space', evt.target.space);
}
function select_block(evt) {
send_action('block', evt.target.block);
}
function select_secret_block(evt) {
let element = evt.target;
let owner = null;
let where = null;
for (let o in ui.secret) {
for (let s in ui.secret[o]) {
if (ui.secret[o][s].includes(element)) {
owner = o;
where = s;
break;
}
}
}
if (game.actions && game.actions.secret && game.actions.secret.includes(where)) {
socket.emit('action', 'secret', [where, owner]);
game.actions = null;
}
}
function select_surprise() { send_action('surprise'); }
function select_pass() { send_action('pass'); }
function select_undo() { send_action('undo'); }
function select_battle_hit(evt) { send_action('battle_hit', evt.target.block); }
function select_battle_fire(evt) { send_action('battle_fire', evt.target.block); }
function select_battle_retreat(evt) { send_action('battle_retreat', evt.target.block); }
function select_battle_pass(evt) { send_action('battle_pass', evt.target.block); }
build_map();
document.querySelector(".blocks").classList.add(label_style+'-labels');
document.querySelector(".battle").classList.add(label_style+'-labels');
drag_element_with_mouse(".battle", ".battle_header");
scroll_with_middle_mouse(".grid_center");
init_map_zoom();
init_shift_zoom();
init_client([ "Caesar", "Pompeius" ]);
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