"use strict"
// TODO: tooltip on cylinders
// fealty rating and starting assets + forces on calendar
// current assets and forces on map
// TODO: battle.where marker on map
// TODO: battle.conceded pursuit marker on battle mat
// inactive command cylinder color - other color outline
// moved/fought lord coloring - blue outline?
function find_lord(name) {
return data.lords.findIndex((x) => x.name === name)
}
const LORD_ANDREAS = find_lord("Andreas")
const LORD_HERMANN = find_lord("Hermann")
const LORD_ALEKSANDR = find_lord("Aleksandr")
const LORD_ANDREY = find_lord("Andrey")
const MAP_DPI = 75
const VASSAL_UNAVAILABLE = 0
const VASSAL_READY = 1
const VASSAL_MUSTERED = 2
const NOWHERE = -1
const CALENDAR = 100
const LEGATE_INDISPOSED = -2
const LEGATE_ARRIVED = -1
const round = Math.round
const floor = Math.floor
const ceil = Math.ceil
const first_p1_card = 0
const last_p1_card = 20
const first_p2_card = 21
const last_p2_card = 41
// unit types
const KNIGHTS = 0
const SERGEANTS = 1
const LIGHT_HORSE = 2
const ASIATIC_HORSE = 3
const MEN_AT_ARMS = 4
const MILITIA = 5
const SERFS = 6
const force_action_name = [ "knights", "sergeants", "light_horse", "asiatic_horse", "men_at_arms", "militia", "serfs" ]
const routed_force_action_name = [ "routed_knights", "routed_sergeants", "routed_light_horse", "routed_asiatic_horse", "routed_men_at_arms", "routed_militia", "routed_serfs" ]
// asset types
const PROV = 0
const COIN = 1
const LOOT = 2
const CART = 3
const SLED = 4
const BOAT = 5
const SHIP = 6
const VECHE = 100
const on_click_asset = [
(evt) => evt.button === 0 && send_action('prov', evt.target.my_id),
(evt) => evt.button === 0 && send_action('coin', evt.target.my_id),
(evt) => evt.button === 0 && send_action('loot', evt.target.my_id),
(evt) => evt.button === 0 && send_action('cart', evt.target.my_id),
(evt) => evt.button === 0 && send_action('sled', evt.target.my_id),
(evt) => evt.button === 0 && send_action('boat', evt.target.my_id),
(evt) => evt.button === 0 && send_action('ship', evt.target.my_id),
]
const on_click_force = [
(evt) => evt.button === 0 && send_action('knights', evt.target.my_id),
(evt) => evt.button === 0 && send_action('sergeants', evt.target.my_id),
(evt) => evt.button === 0 && send_action('light_horse', evt.target.my_id),
(evt) => evt.button === 0 && send_action('asiatic_horse', evt.target.my_id),
(evt) => evt.button === 0 && send_action('men_at_arms', evt.target.my_id),
(evt) => evt.button === 0 && send_action('militia', evt.target.my_id),
(evt) => evt.button === 0 && send_action('serfs', evt.target.my_id),
]
const on_click_routed_force = [
(evt) => evt.button === 0 && send_action('routed_knights', evt.target.my_id),
(evt) => evt.button === 0 && send_action('routed_sergeants', evt.target.my_id),
(evt) => evt.button === 0 && send_action('routed_light_horse', evt.target.my_id),
(evt) => evt.button === 0 && send_action('routed_asiatic_horse', evt.target.my_id),
(evt) => evt.button === 0 && send_action('routed_men_at_arms', evt.target.my_id),
(evt) => evt.button === 0 && send_action('routed_militia', evt.target.my_id),
(evt) => evt.button === 0 && send_action('routed_serfs', evt.target.my_id),
]
function on_click_veche_coin(evt) {
if (evt.button === 0)
send_action('veche_coin')
}
function on_click_veche(evt) {
if (evt.button === 0)
send_action('veche')
}
const SUMMER = 0
const EARLY_WINTER = 1
const LATE_WINTER = 2
const RASPUTITSA = 3
const SEASONS = [
null,
SUMMER, SUMMER, EARLY_WINTER, EARLY_WINTER, LATE_WINTER, LATE_WINTER, RASPUTITSA, RASPUTITSA,
SUMMER, SUMMER, EARLY_WINTER, EARLY_WINTER, LATE_WINTER, LATE_WINTER, RASPUTITSA, RASPUTITSA,
null
]
function current_season() {
return SEASONS[view.turn >> 1]
}
function max_plan_length() {
switch (current_season()) {
case SUMMER: return 6
case EARLY_WINTER: return 4
case LATE_WINTER: return 4
case RASPUTITSA: return 5
}
}
function map_has(map, key) {
let a = 0
let b = (map.length >> 1) - 1
while (a <= b) {
let m = (a + b) >> 1
let x = map[m<<1]
if (key < x)
b = m - 1
else if (key > x)
a = m + 1
else
return true
}
return false
}
function map_get(map, key, missing) {
let a = 0
let b = (map.length >> 1) - 1
while (a <= b) {
let m = (a + b) >> 1
let x = map[m<<1]
if (key < x)
b = m - 1
else if (key > x)
a = m + 1
else
return map[(m<<1)+1]
}
return missing
}
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
}
function pack1_get(word, n) {
return (word >>> n) & 1
}
function pack4_get(word, n) {
n = n << 2
return (word >>> n) & 15
}
function is_veche_action() {
return !!(view.actions && view.actions.veche === 1)
}
function is_lord_action(lord) {
return !!(view.actions && view.actions.lord && set_has(view.actions.lord, lord))
}
function is_battle_lord_action(lord) {
return !!(view.actions && view.actions.battle_lord && set_has(view.actions.battle_lord, lord))
}
function is_battle_array_action(ix) {
return !!(view.actions && view.actions.array && set_has(view.actions.array, ix))
}
function is_routed_force_action(lord, action) {
return !!(view.actions && view.actions[action] && set_has(view.actions[action], lord))
}
function is_force_action(lord, action) {
return !!(view.actions && view.actions[action] && set_has(view.actions[action], lord))
}
function is_asset_action(lord, action) {
return !!(view.actions && view.actions[action] && set_has(view.actions[action], lord))
}
function is_plan_action(lord) {
return !!(view.actions && view.actions.plan && set_has(view.actions.plan, lord))
}
function is_service_action(lord) {
return !!(view.actions && view.actions.service && set_has(view.actions.service, lord))
}
function is_vassal_action(vassal) {
return !!(view.actions && view.actions.vassal && set_has(view.actions.vassal, vassal))
}
function is_locale_action(locale) {
return !!(view.actions && view.actions.locale && set_has(view.actions.locale, locale))
}
function is_laden_march_action(locale) {
return !!(view.actions && view.actions.laden_march && set_has(view.actions.laden_march, locale))
}
function is_way_action(way) {
return !!(view.actions && view.actions.way && set_has(view.actions.way, way))
}
function is_card_action(c) {
return !!(view.actions && view.actions.card && set_has(view.actions.card, c))
}
function is_legate_action() {
return !!(view.actions && view.actions.legate)
}
function is_legate_selected() {
return player === "Teutons" && !!view.pieces.legate_selected
}
const force_type_count = 7
const force_type_name = [ "knights", "sergeants", "light_horse", "asiatic_horse", "men_at_arms", "militia", "serfs" ]
const force_type_tip = [ "knights", "sergeants", "light horse", "asiatic horse", "men-at-arms", "militia", "serfs" ]
const asset_type_count = 7
const asset_type_name = [ "prov", "coin", "loot", "cart", "sled", "boat", "ship" ]
const asset_type_x3 = [ 1, 1, 1, 0, 0, 0, 0 ]
const first_p1_locale = 0
const last_p1_locale = 23
const first_p2_locale = 24
const last_p2_locale = 52
let used_cache = {}
let unused_cache = {}
function get_cached_element(className) {
if (!(className in unused_cache)) {
unused_cache[className] = []
used_cache[className] = []
}
if (unused_cache[className].length > 0) {
let elt = unused_cache[className].pop()
used_cache[className].push(elt)
return elt
}
let elt = document.createElement("div")
elt.className = className
used_cache[className].push(elt)
return elt
}
function restart_cache() {
for (let k in used_cache) {
let u = used_cache[k]
let uu = unused_cache[k]
while (u.length > 0)
uu.push(u.pop())
}
}
function is_attacking_lord(lord) {
if (view.battle.attacker === "Teutons")
return lord < 6
else
return lord >= 6
}
function is_p1_locale(loc) {
return loc >= first_p1_locale && loc <= last_p1_locale
}
function is_p2_locale(loc) {
return loc >= first_p2_locale && loc <= last_p2_locale
}
function count_vp1() {
let vp = 0
for (let loc of view.pieces.castles1)
vp += 2
for (let loc of view.pieces.conquered)
if (is_p2_locale(loc))
vp += data.locales[loc].vp << 1
for (let loc of view.pieces.ravaged)
if (is_p2_locale(loc))
vp += 1
return vp
}
function count_vp2() {
let vp = view.pieces.veche_vp * 2
for (let loc of view.pieces.castles2)
vp += 2
for (let loc of view.pieces.conquered)
if (is_p1_locale(loc))
vp += data.locales[loc].vp << 1
for (let loc of view.pieces.ravaged)
if (is_p1_locale(loc))
vp += 1
return vp
}
function get_lord_locale(lord) {
return view.pieces.locale[lord]
}
function is_lord_on_map(lord) {
let loc = get_lord_locale(lord)
return loc !== NOWHERE && loc < CALENDAR
}
function is_marshal(lord) {
if (lord === LORD_HERMANN) return !is_lord_on_map(LORD_ANDREAS)
if (lord === LORD_ANDREY) return !is_lord_on_map(LORD_ALEKSANDR)
}
function has_global_capability(cap) {
for (let c of view.capabilities)
if (data.cards[c].capability === cap)
return true
return false
}
function is_vassal_ready(vassal) {
return view.pieces.vassals[vassal] === VASSAL_READY
}
function is_vassal_mustered(vassal) {
return view.pieces.vassals[vassal] === VASSAL_MUSTERED
}
function for_each_teutonic_card(fn) {
for (let i = 0; i < 21; ++i)
fn(i)
}
function for_each_russian_card(fn) {
for (let i = 21; i < 42; ++i)
fn(i)
}
function is_upper_lord(lord) {
return map_has(view.pieces.lieutenants, lord)
}
function is_lower_lord(lord) {
for (let i = 1; i < view.pieces.lieutenants.length; i += 2)
if (view.pieces.lieutenants[i] === lord)
return true
return false
}
function get_lower_lord(upper) {
return map_get(view.pieces.lieutenants, upper, -1)
}
function for_each_friendly_card(fn) {
if (player === "Teutons")
for_each_teutonic_card(fn)
else
for_each_russian_card(fn)
}
function for_each_enemy_card(fn) {
if (player !== "Teutons")
for_each_teutonic_card(fn)
else
for_each_russian_card(fn)
}
const original_boxes = {
"way crossroads": [1500,4717,462,149],
"way wirz": [1295,4526,175,350],
"way peipus-east": [2232,4197,220,480],
"way peipus-north": [2053,3830,361,228],
"calendar summer box1": [40,168,590,916],
"calendar summer box2": [650,168,590,916],
"calendar winter box3": [1313,168,590,916],
"calendar winter box4": [1922,168,590,916],
"calendar winter box5": [2587,168,590,916],
"calendar winter box6": [3196,168,590,916],
"calendar rasputitsa box7": [3860,168,590,916],
"calendar rasputitsa box8": [4470,168,590,916],
"calendar summer box9": [40,1120,590,916],
"calendar summer box10": [650,1120,590,916],
"calendar winter box11": [1313,1120,590,916],
"calendar winter box12": [1922,1120,590,916],
"calendar winter box13": [2587,1120,590,916],
"calendar winter box14": [3196,1120,590,916],
"calendar rasputitsa box15": [3860,1120,590,916],
"calendar rasputitsa box16": [4470,1120,590,916],
}
const calendar_xy = [
[40,8],
[40,168],
[650,168],
[1313,168],
[1922,168],
[2587,168],
[3196,168],
[3860,168],
[4470,168],
[40,1120],
[650,1120],
[1313,1120],
[1922,1120],
[2587,1120],
[3196,1120],
[3860,1120],
[4470,1120],
[4462,2068],
].map(([x,y])=>[x/4|0,y/4|0])
const locale_xy = []
let expand_calendar = -1
const ui = {
locale: [],
locale_name: [],
locale_markers: [],
lord_cylinder: [],
battle_cylinder: [],
lord_service: [],
lord_mat: [],
lord_buttons: [],
vassal_service: [],
forces: [],
routed: [],
assets: [],
ready_vassals: [],
mustered_vassals: [],
lord_capabilities: [],
cards: [],
boxes: {},
ways: [],
smerdi: document.getElementById("smerdi"),
legate: document.getElementById("legate"),
veche: document.getElementById("veche"),
plan_dialog: document.getElementById("plan"),
plan_list: document.getElementById("plan_list"),
plan_actions: document.getElementById("plan_actions"),
plan_list_cards: [],
plan_action_cards: [],
arts_of_war_dialog: document.getElementById("arts_of_war"),
arts_of_war_list: document.getElementById("arts_of_war_list"),
events: document.getElementById("events"),
capabilities1: document.getElementById("capabilities1"),
capabilities2: document.getElementById("capabilities2"),
hand: document.getElementById("hand"),
command: document.getElementById("command"),
turn: document.getElementById("turn"),
vp1: document.getElementById("vp1"),
vp2: document.getElementById("vp2"),
court1: document.getElementById("court1"),
court2: document.getElementById("court2"),
battle_attacker_reserves: document.getElementById("mat_attacker_reserves"),
battle_defender_reserves: document.getElementById("mat_defender_reserves"),
battle_garrison: document.getElementById("mat_garrison"),
battle_panel: document.getElementById("battle_panel"),
battle_header: document.getElementById("battle_header"),
pursuit: document.getElementById("mat_pursuit"),
battle_mat: document.getElementById("battle_mat"),
battle_mat_array: [
document.getElementById("mat_a1"),
document.getElementById("mat_a2"),
document.getElementById("mat_a3"),
document.getElementById("mat_d1"),
document.getElementById("mat_d2"),
document.getElementById("mat_d3"),
document.getElementById("mat_sa1"),
document.getElementById("mat_sa2"),
document.getElementById("mat_sa3"),
document.getElementById("mat_rd1"),
document.getElementById("mat_rd2"),
document.getElementById("mat_rd3"),
],
battle_grid: document.getElementById("battle_grid"),
battle_grid_array: [
document.getElementById("grid_a1"),
document.getElementById("grid_a2"),
document.getElementById("grid_a3"),
document.getElementById("grid_d1"),
document.getElementById("grid_d2"),
document.getElementById("grid_d3"),
document.getElementById("grid_sa1"),
document.getElementById("grid_sa2"),
document.getElementById("grid_sa3"),
document.getElementById("grid_rd1"),
document.getElementById("grid_rd2"),
document.getElementById("grid_rd3"),
],
}
let locale_layout = []
let calendar_layout_service = []
let calendar_layout_cylinder = []
function clean_name(name) {
return name.toLowerCase().replaceAll("&", "and").replaceAll(" ", "_")
}
const extra_size_OLD = {
town: [ 45, 32 ],
castle: [ 45, 32 ],
fort: [ 54, 32 ],
traderoute: [ 54, 32 ],
bishopric: [ 63, 45 ],
city: [ 100, 54 ],
novgorod: [ 117, 72 ],
}
function toggle_pieces() {
document.getElementById("pieces").classList.toggle("hide")
}
function on_click_locale(evt) {
if (evt.button === 0) {
let id = evt.target.my_id
send_action('locale', id)
send_action('laden_march', id)
}
}
function on_focus_locale(evt) {
let id = evt.target.my_id
document.getElementById("status").textContent = `(${id}) ${data.locales[id].name} - ${data.locales[id].type}`
}
function on_click_way(evt) {
if (evt.button === 0) {
let id = evt.target.my_id
send_action('way', id)
}
}
function on_click_cylinder(evt) {
if (evt.button === 0) {
let id = evt.target.my_id
send_action('lord', id)
}
}
function on_click_battle_cylinder(evt) {
if (evt.button === 0) {
let id = evt.target.my_id
send_action('battle_lord', id)
}
}
function on_click_card(evt) {
if (evt.button === 0) {
let id = evt.target.my_id
send_action('card', id)
}
}
function on_click_plan(evt) {
if (evt.button === 0) {
let id = evt.target.my_id
send_action('plan', id)
}
}
function on_focus_cylinder(evt) {
let lord = evt.target.my_id
let info = data.lords[lord]
let loc = view.pieces.locale[lord]
if (loc >= CALENDAR) {
document.getElementById("status").textContent = `${info.full_name} - ${info.fealty} Fealty`
} else {
let tip = `${info.full_name}`
/*
if (view.turn & 1)
tip += ` - ${info.command} Command`
else
tip += ` - ${info.lordship} Lordship`
*/
let first = true
let assets = view.pieces.assets[lord]
for (let i = 0; i < asset_type_count; ++i) {
let x = pack4_get(assets, i)
if (x > 0) {
if (first)
tip += " \u2013 "
else
tip += ", "
tip += `${x} ${asset_type_name[i]}`
first = false
}
}
first = true
let forces = view.pieces.forces[lord]
let routed = view.pieces.routed[lord]
for (let i = 0; i < force_type_count; ++i) {
let x = pack4_get(forces, i) + pack4_get(routed, i)
if (x > 0) {
if (first)
tip += " \u2013 "
else
tip += ", "
tip += `${x} ${force_type_tip[i]}`
first = false
}
}
let c = view.pieces.capabilities[(lord<<1)]
if (c >= 0)
tip += ` \u2013 ${data.cards[c].capability}`
c = view.pieces.capabilities[(lord<<1) + 1]
if (c >= 0)
tip += `, ${data.cards[c].capability}`
document.getElementById("status").textContent = tip
}
}
function on_click_lord_service_marker(evt) {
if (evt.button === 0) {
let id = evt.target.my_id
send_action('service', id)
}
}
function on_focus_lord_service_marker(evt) {
let lord = evt.target.my_id
let info = data.lords[lord]
document.getElementById("status").textContent = `${info.full_name} - ${info.title}`
if (expand_calendar !== view.pieces.service[lord]) {
expand_calendar = view.pieces.service[lord]
layout_calendar()
}
}
function on_blur_lord_service_marker(evt) {
let id = evt.target.my_id
on_blur(evt)
if (expand_calendar === view.pieces.service[id]) {
expand_calendar = -1
layout_calendar()
}
}
function on_click_vassal_service_marker(evt) {
if (evt.button === 0) {
let id = evt.target.my_id
send_action('vassal', id)
}
}
function on_focus_vassal_service_marker(evt) {
let id = evt.target.my_id
let vassal = data.vassals[id]
let lord = data.lords[vassal.lord]
document.getElementById("status").textContent = `(${id}) ${lord.name} / ${vassal.name}`
}
function on_click_legate(evt) {
if (evt.button === 0)
send_action('legate')
}
function on_click_array(evt) {
if (evt.button === 0)
send_action('array', evt.target.my_id)
}
function on_blur(evt) {
document.getElementById("status").textContent = ""
}
function update_current_card_display() {
if (typeof view.what === "number" && view.what >= 0) {
if (view.what <= first_p1_card)
ui.command.className = `card teutonic aow_${view.what}`
else
ui.command.className = `card russian aow_${view.what}`
} else if ((view.turn & 1) === 0) {
if (player === "Russians")
ui.command.className = `card russian aow_back`
else
ui.command.className = `card teutonic aow_back`
} else if (view.command < 0) {
if (player === "Russians")
ui.command.className = `card russian cc_back`
else
ui.command.className = `card teutonic cc_back`
} else {
if (view.command < 6)
ui.command.className = `card russian cc_lord_${view.command}`
else
ui.command.className = `card teutonic cc_lord_${view.command}`
}
}
function on_focus_card_tip(c) {
if (c <= first_p1_card)
ui.command.className = `card teutonic aow_${c}`
else
ui.command.className = `card russian aow_${c}`
}
function on_blur_card_tip(c) {
update_current_card_display()
}
function sub_card_capability(match, p1) {
let x = p1 | 0
return `${data.cards[x].capability}`
}
function sub_card_event(match, p1) {
let x = p1 | 0
return `${data.cards[x].event}`
}
function on_focus_locale_tip(loc) {
ui.locale[loc].classList.add("tip")
if (ui.locale_name[loc])
ui.locale_name[loc].classList.add("tip")
}
function on_blur_locale_tip(loc) {
ui.locale[loc].classList.remove("tip")
if (ui.locale_name[loc])
ui.locale_name[loc].classList.remove("tip")
}
function on_click_locale_tip(loc) {
ui.locale[loc].scrollIntoView({ block:"center", inline:"center", behavior:"smooth" })
}
function on_focus_lord_tip(lord) {
}
function on_blur_lord_tip(lord) {
}
function on_click_lord_tip(lord) {
ui.lord_mat[lord].scrollIntoView({ block:"center", inline:"center", behavior:"smooth" })
}
function sub_locale_name(match, p1) {
let x = p1 | 0
let n = data.locales[x].name
return `${n}`
}
function sub_lord_name(match, p1) {
let x = p1 | 0
let n = data.lords[x].name
return `${n}`
}
function on_log(text) {
let p = document.createElement("div")
if (text.match(/^>>/)) {
text = text.substring(2)
p.className = "ii"
}
if (text.match(/^>/)) {
text = text.substring(1)
p.className = "i"
}
text = text.replace(/&/g, "&")
text = text.replace(//g, ">")
text = text.replace(/C(\d+)/g, sub_card_capability)
text = text.replace(/E(\d+)/g, sub_card_event)
text = text.replace(/L(\d+)/g, sub_lord_name)
text = text.replace(/%(\d+)/g, sub_locale_name)
if (text.match(/^\.h1/)) {
text = text.substring(4)
p.className = "h1"
}
if (text.match(/^\.h2/)) {
text = text.substring(4)
if (text.startsWith("Teuton"))
p.className = "h2 teutonic"
else if (text.startsWith("Russian"))
p.className = "h2 russian"
else
p.className = "h2"
}
if (text.match(/^\.h3/)) {
text = text.substring(4)
p.className = "h3"
}
if (text.match(/^\.h4/)) {
text = text.substring(4)
p.className = "h4"
}
p.innerHTML = text
return p
}
function layout_locale_item(loc, e, is_upper) {
locale_layout[loc].push([e, is_upper])
e.classList.toggle("lieutenant", is_upper)
}
function layout_locale_cylinders(loc) {
let [xc, yc] = locale_xy[loc]
let n = 0
for (let [e,is_upper] of locale_layout[loc])
if (!is_upper)
++n
let wrap = 3
switch (data.locales[loc].type) {
case "region": wrap = 2; break
case "town": wrap = 2; break
case "novgorod": wrap = 4; break
}
let m = Math.floor((n-1) / wrap)
let i = 0
let k = 0
for (let [e,is_upper] of locale_layout[loc]) {
let nn = n
if (nn > wrap)
nn = wrap
let x = xc + (i - (nn-1)/2) * 44 + k * 22
let y = yc + (k * 32) - m * 32
let z = 0
if (is_upper) {
y -= 18
z = 1
}
if (e === ui.legate)
y -= 16
e.style.top = (y - 23) + "px"
e.style.left = (x - 23) + "px"
e.style.zIndex = z
if (!is_upper)
++i
if (i >= wrap) {
i = 0
++k
}
}
}
function layout_calendar() {
for (let loc = 0; loc < 18; ++loc) {
let [cx, cy] = calendar_xy[loc]
let list = calendar_layout_service[loc]
for (let i = 0; i < list.length; ++i) {
let e = list[i]
let x = cx, y = cy, z = 60 - i
let d = 46 - 24
if (loc === expand_calendar)
d = 46
if (loc === 0) {
x += -6 + 46 * i
z = 1
} else if (loc === 17) {
x += 60 - 46 * i
z = 60 - i
} else {
x += (146 - 94 - 2)
y += (227 - 46 - 2) - i * d
}
e.style.top = y + "px"
e.style.left = x + "px"
e.style.zIndex = z
}
list = calendar_layout_cylinder[loc]
for (let i = 0; i < list.length; ++i) {
let e = list[i]
let x = cx, y = cy, z = 61
if (loc === 0) {
let k = calendar_layout_service[0].length
if (k > 0)
x += k * 46 + 46 + i * 46
else
x += 0 + i * 46
} else if (loc === 17) {
let k = calendar_layout_service[17].length
if (k > 0)
x += 60 - k * 46 - i * 46
else
x += 60 + i * 46
} else if (loc === 1) {
x += 46 + (i%2) * 46 + (i/2|0) * 12
y += 66 + (i/2|0) * 36
} else {
x += 6 + (i%3) * 46 + (i/3|0) * 24
y += 66 + (i/3|0) * 36
}
e.style.top = y + "px"
e.style.left = x + "px"
e.style.zIndex = z
}
}
}
function add_force(parent, type, lord, routed) {
// TODO: reuse pool of elements?
if (routed) {
if (is_routed_force_action(lord, routed_force_action_name[type]))
build_div(parent, "action unit " + force_type_name[type], lord, on_click_routed_force[type])
else
build_div(parent, "unit " + force_type_name[type], lord, on_click_routed_force[type])
} else {
if (is_force_action(lord, force_action_name[type]))
build_div(parent, "action unit " + force_type_name[type], lord, on_click_force[type])
else
build_div(parent, "unit " + force_type_name[type], lord, on_click_force[type])
}
}
function add_asset(parent, type, n, lord) {
// TODO: reuse pool of elements?
if (lord === VECHE) {
if (view.actions && view.actions.veche_coin)
build_div(parent, "action asset " + asset_type_name[type] + " x"+n, VECHE, on_click_veche_coin)
else
build_div(parent, "asset " + asset_type_name[type] + " x"+n)
} else {
if (is_asset_action(lord, asset_type_name[type]))
build_div(parent, "action asset " + asset_type_name[type] + " x"+n, lord, on_click_asset[type])
else
build_div(parent, "asset " + asset_type_name[type] + " x"+n)
}
}
function add_veche_vp(parent) {
// TODO: reuse pool of elements?
build_div(parent, "marker square conquered russian")
}
function update_forces(parent, forces, lord_ix, routed) {
parent.replaceChildren()
for (let i = 0; i < force_type_count; ++i) {
let n = pack4_get(forces, i)
for (let k = 0; k < n; ++k) {
add_force(parent, i, lord_ix, routed)
}
}
}
function update_assets(id, parent, assets) {
parent.replaceChildren()
for (let i = 0; i < asset_type_count; ++i) {
let n = pack4_get(assets, i)
while (n >= 4) {
add_asset(parent, i, 4, id)
n -= 4
}
if (asset_type_x3[i]) {
while (n >= 3) {
add_asset(parent, i, 3, id)
n -= 3
}
}
while (n >= 2) {
add_asset(parent, i, 2, id)
n -= 2
}
while (n >= 1) {
add_asset(parent, i, 1, id)
n -= 1
}
}
}
function update_vassals(ready_parent, mustered_parent, lord_ix) {
for (let v of data.lords[lord_ix].vassals) {
let e = ui.vassal_service[v]
if (is_vassal_ready(v)) {
e.classList.remove("hide")
ready_parent.appendChild(e)
}
else if (is_vassal_mustered(v)) {
e.classList.remove("hide")
mustered_parent.appendChild(e)
}
else {
e.classList.add("hide")
}
e.classList.toggle("action", is_vassal_action(v))
}
}
function update_lord_mat(ix) {
update_assets(ix, ui.assets[ix], view.pieces.assets[ix])
update_vassals(ui.ready_vassals[ix], ui.mustered_vassals[ix], ix)
update_forces(ui.forces[ix], view.pieces.forces[ix], ix, false)
update_forces(ui.routed[ix], view.pieces.routed[ix], ix, true)
}
function is_lord_mat_selected(ix) {
if (view.who >= 0)
return ix === view.who
return ix === view.command
}
function is_cylinder_selected(ix) {
if (view.who === undefined && view.group === undefined)
return ix === view.command
return ix === view.who || !!(view.group && set_has(view.group, ix))
}
function update_lord(ix) {
let locale = view.pieces.locale[ix]
let service = view.pieces.service[ix]
if (locale < 0) {
ui.lord_cylinder[ix].classList.add("hide")
ui.lord_service[ix].classList.add("hide")
ui.lord_mat[ix].classList.remove("action")
return
}
if (locale < 100) {
calendar_layout_service[service].push(ui.lord_service[ix])
if (!is_lower_lord(ix)) {
if (is_upper_lord(ix)) {
let lo = get_lower_lord(ix)
if (view.pieces.locale[lo] === locale) {
layout_locale_item(locale, ui.lord_cylinder[ix], 1)
layout_locale_item(locale, ui.lord_cylinder[lo], 0)
} else {
layout_locale_item(locale, ui.lord_cylinder[ix], 0)
}
} else {
layout_locale_item(locale, ui.lord_cylinder[ix], 0)
}
}
ui.lord_cylinder[ix].classList.remove("hide")
ui.lord_service[ix].classList.remove("hide")
update_lord_mat(ix)
} else {
calendar_layout_cylinder[locale - 100].push(ui.lord_cylinder[ix])
ui.lord_cylinder[ix].classList.remove("hide")
ui.lord_service[ix].classList.add("hide")
}
ui.lord_buttons[ix].classList.toggle("action", is_lord_action(ix))
ui.lord_cylinder[ix].classList.toggle("action", is_lord_action(ix))
ui.lord_service[ix].classList.toggle("action", is_service_action(ix))
if (ix === LORD_HERMANN)
ui.lord_cylinder[ix].classList.toggle("marshal", !is_lord_on_map(LORD_ANDREAS))
if (ix === LORD_ANDREY)
ui.lord_cylinder[ix].classList.toggle("marshal", !is_lord_on_map(LORD_ALEKSANDR))
if (view.who === undefined)
ui.lord_cylinder[ix].classList.toggle("selected", ix === view.command)
else
ui.lord_cylinder[ix].classList.toggle("selected", is_cylinder_selected(ix))
ui.lord_mat[ix].classList.toggle("selected", is_lord_mat_selected(ix))
}
function update_legate() {
if (view.pieces.legate === LEGATE_INDISPOSED) {
ui.legate.classList.add("hide")
} else {
ui.legate.classList.remove("hide")
ui.legate.classList.toggle("action", is_legate_action())
ui.legate.classList.toggle("selected", is_legate_selected())
if (view.pieces.legate === LEGATE_ARRIVED) {
ui.legate.style.top = "1580px"
ui.legate.style.left = "170px"
} else {
layout_locale_item(view.pieces.legate, ui.legate, 0)
}
}
}
function update_smerdi() {
ui.smerdi.replaceChildren()
for (let i = 0; i < view.pieces.smerdi; ++i)
build_div(ui.smerdi, "unit serfs")
}
function update_veche() {
ui.veche.replaceChildren()
let n = view.pieces.veche_coin
while (n >= 3) {
add_asset(ui.veche, COIN, 3, VECHE)
n -= 3
}
while (n >= 2) {
add_asset(ui.veche, COIN, 2, VECHE)
n -= 2
}
while (n >= 1) {
add_asset(ui.veche, COIN, 1, VECHE)
n -= 1
}
for (let i = 0; i < view.pieces.veche_vp; ++i)
add_veche_vp(ui.veche)
}
function update_locale(loc) {
layout_locale_cylinders(loc)
ui.locale[loc].classList.toggle("action", is_locale_action(loc) || is_laden_march_action(loc))
ui.locale[loc].classList.toggle("laden", is_laden_march_action(loc))
if (ui.locale_name[loc]) {
ui.locale_name[loc].classList.toggle("action", is_locale_action(loc) || is_laden_march_action(loc))
ui.locale_name[loc].classList.toggle("laden", is_laden_march_action(loc))
}
ui.locale_markers[loc].replaceChildren()
if (set_has(view.pieces.ravaged, loc)) {
let cn
if (is_p1_locale(loc))
cn = "marker small ravaged russian"
else
cn = "marker small ravaged teutonic"
ui.locale_markers[loc].appendChild(get_cached_element(cn))
}
if (set_has(view.pieces.conquered, loc)) {
let cn
if (is_p1_locale(loc))
cn = "marker square conquered russian"
else
cn = "marker square conquered teutonic"
for (let i = 0; i < data.locales[loc].vp; ++i)
ui.locale_markers[loc].appendChild(get_cached_element(cn))
}
// TODO: max 2 castles - reuse elements
if (set_has(view.pieces.castles1, loc)) {
let cn = "marker rectangle castle teutonic"
ui.locale_markers[loc].appendChild(get_cached_element(cn))
}
if (set_has(view.pieces.castles2, loc)) {
let cn = "marker rectangle castle russian"
ui.locale_markers[loc].appendChild(get_cached_element(cn))
}
// TODO: max 4 walls - reuse elements
if (set_has(view.pieces.walls, loc)) {
let cn = "marker square walls"
ui.locale_markers[loc].appendChild(get_cached_element(cn))
}
let sieges = map_get(view.pieces.sieges, loc)
if (sieges > 0) {
let cn
if (is_p1_locale(loc))
cn = "marker square siege russian"
else
cn = "marker square siege teutonic"
for (let i = 0; i < sieges; ++i)
ui.locale_markers[loc].appendChild(get_cached_element(cn))
}
}
function update_plan() {
if (view.plan) {
ui.plan_dialog.classList.remove("hide")
for (let i = 0; i < 6; ++i) {
if (i < view.plan.length) {
let lord = view.plan[i]
if (lord < 0) {
if (player === "Teutons")
ui.plan_list_cards[i].className = "card teutonic cc_pass"
else
ui.plan_list_cards[i].className = "card russian cc_pass"
} else {
if (lord < 6)
ui.plan_list_cards[i].className = "card teutonic cc_lord_" + lord
else
ui.plan_list_cards[i].className = "card russian cc_lord_" + lord
}
} else if (i < max_plan_length()) {
if (player === "Teutons")
ui.plan_list_cards[i].className = "card teutonic cc_back"
else
ui.plan_list_cards[i].className = "card russian cc_back"
} else {
ui.plan_list_cards[i].className = "hide"
}
}
for (let lord = 0; lord < 12; ++lord) {
if (is_plan_action(lord)) {
ui.plan_action_cards[lord].classList.add("action")
ui.plan_action_cards[lord].classList.remove("disabled")
} else {
ui.plan_action_cards[lord].classList.remove("action")
ui.plan_action_cards[lord].classList.add("disabled")
}
}
if (is_plan_action(-1)) {
ui.plan_action_pass_p1.classList.add("action")
ui.plan_action_pass_p1.classList.remove("disabled")
ui.plan_action_pass_p2.classList.add("action")
ui.plan_action_pass_p2.classList.remove("disabled")
} else {
ui.plan_action_pass_p1.classList.remove("action")
ui.plan_action_pass_p1.classList.add("disabled")
ui.plan_action_pass_p2.classList.remove("action")
ui.plan_action_pass_p2.classList.add("disabled")
}
} else {
ui.plan_dialog.classList.add("hide")
}
}
function update_cards() {
for (let c = 0; c < 42; ++c) {
let elt = ui.cards[c]
elt.classList.toggle("selected", c === view.what)
elt.classList.toggle("action", is_card_action(c))
}
if (view.show_arts_of_war) {
ui.arts_of_war_dialog.classList.remove("hide")
ui.arts_of_war_list.replaceChildren()
for (let c of view.show_arts_of_war) {
let elt = ui.cards[c]
ui.arts_of_war_list.appendChild(ui.cards[c])
}
} else {
ui.arts_of_war_dialog.classList.add("hide")
}
ui.events.replaceChildren()
for (let c of view.events)
ui.events.appendChild(ui.cards[c])
ui.capabilities1.replaceChildren()
for_each_teutonic_card(c => {
if (view.capabilities.includes(c))
ui.capabilities1.appendChild(ui.cards[c])
})
ui.capabilities2.replaceChildren()
for_each_russian_card(c => {
if (view.capabilities.includes(c))
ui.capabilities2.appendChild(ui.cards[c])
})
ui.hand.replaceChildren()
if (view.hand) {
for (let c of view.hand)
ui.hand.appendChild(ui.cards[c])
}
for (let ix = 0; ix < data.lords.length; ++ix) {
let side = ix < 6 ? "teutonic" : "russian"
ui.lord_capabilities[ix].replaceChildren()
let c = view.pieces.capabilities[(ix << 1) + 0]
if (c >= 0)
ui.lord_capabilities[ix].appendChild(ui.cards[c])
c = view.pieces.capabilities[(ix << 1) + 1]
if (c >= 0)
ui.lord_capabilities[ix].appendChild(ui.cards[c])
}
}
function update_battle() {
let array = view.battle.array
// Pursuit marker points "up" towards the conceding side
if (view.battle.conceded === "Russians") {
if (view.battle.attacker === "Russians")
ui.pursuit.className = "marker rectangle pursuit teutonic"
else
ui.pursuit.className = "marker rectangle pursuit teutonic rotate"
} else if (view.battle.conceded === "Teutons") {
if (view.battle.attacker === "Teutons")
ui.pursuit.className = "marker rectangle pursuit russian"
else
ui.pursuit.className = "marker rectangle pursuit russian rotate"
} else {
ui.pursuit.className = "hide"
}
ui.battle_attacker_reserves.replaceChildren()
ui.battle_defender_reserves.replaceChildren()
for (let lord of view.battle.reserves) {
if (is_attacking_lord(lord))
ui.battle_attacker_reserves.appendChild(ui.battle_cylinder[lord])
else
ui.battle_defender_reserves.appendChild(ui.battle_cylinder[lord])
}
for (let i = 0; i < array.length; ++i) {
let lord = array[i]
ui.battle_mat_array[i].replaceChildren()
if (lord >= 0)
ui.battle_mat_array[i].appendChild(ui.battle_cylinder[lord])
ui.battle_mat_array[i].classList.toggle("action", is_battle_array_action(i))
ui.battle_grid_array[i].replaceChildren()
if (lord >= 0)
ui.battle_grid_array[i].appendChild(ui.lord_mat[lord])
}
for (let lord = 0; lord < 12; ++lord) {
ui.battle_cylinder[lord].classList.toggle("action", is_battle_lord_action(lord))
ui.battle_cylinder[lord].classList.toggle("selected", view.who === lord)
}
}
function is_lord_in_grid(lord) {
if (view.battle)
for (let i = 0; i < 12; ++i)
if (view.battle.array[i] === lord)
return true
return false
}
function update_court() {
console.log("update court!")
ui.court1.replaceChildren()
ui.court2.replaceChildren()
for (let lord = 0; lord < 6; ++lord)
if (!is_lord_in_grid(lord) && is_lord_on_map(lord))
ui.court1.appendChild(ui.lord_mat[lord])
for (let lord = 6; lord < 12; ++lord)
if (!is_lord_in_grid(lord) && is_lord_on_map(lord))
ui.court2.appendChild(ui.lord_mat[lord])
}
function on_update() {
restart_cache()
for (let i = 0; i < 18; ++i) {
calendar_layout_cylinder[i] = []
calendar_layout_service[i] = []
}
for (let i = 0; i < data.locales.length; ++i)
locale_layout[i].length = 0
for (let ix = 0; ix < data.lords.length; ++ix) {
if (view.pieces.locale[ix] < 0) {
ui.lord_cylinder[ix].classList.add("hide")
ui.lord_service[ix].classList.add("hide")
} else {
ui.lord_cylinder[ix].classList.remove("hide")
update_lord(ix)
}
}
for (let way = 0; way < ui.ways.length; ++way) {
if (is_way_action(way))
ui.ways[way].classList.add("action")
else
ui.ways[way].classList.remove("action")
}
layout_calendar()
update_legate()
update_smerdi()
update_veche()
for (let loc = 0; loc < data.locales.length; ++loc)
update_locale(loc)
update_current_card_display()
if (view.turn & 1)
ui.turn.className = `marker circle turn campaign t${view.turn>>1}`
else
ui.turn.className = `marker circle turn levy t${view.turn>>1}`
let vp1 = count_vp1()
let vp2 = count_vp2()
if ((vp1 >> 1) === (vp2 >> 1)) {
if (vp1 & 1)
ui.vp1.className = `marker circle victory teutonic stack v${vp1>>1} half`
else
ui.vp1.className = `marker circle victory teutonic stack v${vp1>>1}`
if (vp2 & 1)
ui.vp2.className = `marker circle victory russian stack v${vp2>>1} half`
else
ui.vp2.className = `marker circle victory russian stack v${vp2>>1}`
} else {
if (vp1 & 1)
ui.vp1.className = `marker circle victory teutonic v${vp1>>1} half`
else
ui.vp1.className = `marker circle victory teutonic v${vp1>>1}`
if (vp2 & 1)
ui.vp2.className = `marker circle victory russian v${vp2>>1} half`
else
ui.vp2.className = `marker circle victory russian v${vp2>>1}`
}
update_plan()
update_cards()
ui.veche.classList.toggle("action", is_veche_action())
if (view.battle) {
ui.battle_panel.classList.remove("hide")
ui.battle_header.textContent = "~ Battle at " + data.locales[view.battle.where].name + " ~"
if (view.battle.attacker === player) {
ui.battle_grid.className = "attacker"
} else {
ui.battle_grid.className = "defender"
}
update_battle()
} else {
ui.battle_panel.classList.add("hide")
}
update_court()
// Misc
action_button("left", "Left")
action_button("right", "Right")
action_button("march", "March")
action_button("avoid", "Avoid battle")
action_button("withdraw", "Withdraw")
action_button("retreat", "Retreat")
action_button("remove", "Remove")
action_button("surrender", "Surrender")
action_button("siegeworks", "Siegeworks")
// Use all commands
action_button("use_legate", "Legate")
action_button("stonemasons", "Stonemasons")
action_button("stone_kremlin", "Stone Kremlin")
action_button("tax", "Tax")
action_button("siege", "Siege")
// Use one command
action_button("smerdi", "Smerdi")
action_button("storm", "Storm")
action_button("sally", "Sally")
action_button("sail", "Sail")
action_button("supply", "Supply")
action_button("forage", "Forage")
action_button("ravage", "Ravage")
// Muster & Spoils
action_button("take_prov", "Prov")
action_button("take_loot", "Loot")
action_button("take_coin", "Coin")
action_button("take_ship", "Ship")
action_button("take_boat", "Boat")
action_button("take_cart", "Cart")
action_button("take_sled", "Sled")
action_button("capability", "Capability")
// Events
action_button("delay", "Delay") // delay Aleksandr/Andrey
action_button("deploy", "Deploy")
action_button("discard", "Discard")
action_button("hold", "Hold")
action_button("play", "Play")
action_button("concede", "Concede")
action_button("battle", "Battle")
action_button("end_actions", "End actions")
action_button("end_array", "End array")
action_button("end_avoid_battle", "End avoid battle")
action_button("end_call_to_arms", "End call to arms")
action_button("end_disband", "End disband")
action_button("end_disband", "End disband")
action_button("end_feed", "End feed")
action_button("end_levy", "End levy")
action_button("end_muster", "End muster")
action_button("end_pay", "End pay")
action_button("end_plan", "End plan")
action_button("end_plow_and_reap", "End plow and reap")
action_button("end_ransom", "End ransom")
action_button("end_remove", "End remove")
action_button("end_sally", "End sally")
action_button("end_setup", "End setup")
action_button("end_spoils", "End spoils")
action_button("end_supply", "End supply")
action_button("end_wastage", "End wastage")
action_button("end_withdraw", "End withdraw")
action_button("pass", "Pass")
action_button("done", "Done")
action_button("undo", "Undo")
}
function build_div(parent, className, id, onclick) {
let e = document.createElement("div")
e.className = className
if (onclick) {
e.my_id = id
e.addEventListener("mousedown", onclick)
}
if (parent)
parent.appendChild(e)
return e
}
function build_lord_mat(lord, ix, side, name) {
let mat = build_div(null, `mat ${side} ${name}`)
let bg = build_div(mat, "background")
ui.forces[ix] = build_div(bg, "forces")
ui.routed[ix] = build_div(bg, "routed")
ui.assets[ix] = build_div(bg, "assets")
ui.ready_vassals[ix] = build_div(bg, "ready_vassals")
ui.mustered_vassals[ix] = build_div(bg, "mustered_vassals")
ui.lord_buttons[ix] = build_div(bg, "shield", ix, on_click_cylinder)
ui.lord_capabilities[ix] = build_div(mat, "capabilities")
ui.lord_mat[ix] = mat
}
function build_card(side, c) {
let card = ui.cards[c] = document.createElement("div")
card.className = `card ${side} aow_${c}`
card.my_id = c
card.addEventListener("mousedown", on_click_card)
}
function build_plan() {
let elt
for (let i = 0; i < 6; ++i) {
elt = document.createElement("div")
elt.className = "hide"
ui.plan_list_cards.push(elt)
ui.plan_list.appendChild(elt)
}
for (let lord = 0; lord < 12; ++lord) {
let side = lord < 6 ? "teutonic" : "russian"
elt = document.createElement("div")
elt.className = `card ${side} cc_lord_${lord}`
elt.my_id = lord
elt.addEventListener("mousedown", on_click_plan)
ui.plan_action_cards.push(elt)
ui.plan_actions.appendChild(elt)
}
ui.plan_action_pass_p1 = elt = document.createElement("div")
elt.className = `card teutonic cc_pass`
elt.my_id = -1
elt.addEventListener("mousedown", on_click_plan)
ui.plan_actions.appendChild(elt)
ui.plan_action_pass_p2 = elt = document.createElement("div")
elt.className = `card russian cc_pass`
elt.my_id = -1
elt.addEventListener("mousedown", on_click_plan)
ui.plan_actions.appendChild(elt)
}
function build_way(name, sel) {
let way = data.ways.findIndex(w => w.name === name)
ui.ways[way] = document.querySelector(sel)
ui.ways[way].my_id = way
ui.ways[way].addEventListener("mousedown", on_click_way)
}
const locale_size = {
region: [ 88, 56 ],
town: [ 80, 72 ],
traderoute: [ 90, 54 ],
fort: [ 96, 54 ],
castle: [ 96, 56 ],
city: [ 126, 80 ],
bishopric: [ 106, 72 ],
novgorod: [ 144, 86 ],
}
function build_map() {
for (let i = 0; i < data.locales.length; ++i)
locale_layout[i] = []
data.locales.forEach((locale, ix) => {
let region = clean_name(locale.region)
let x = floor(locale.box.x * MAP_DPI / 300)
let y = floor(locale.box.y * MAP_DPI / 300)
let w = ceil((locale.box.x+locale.box.w) * MAP_DPI / 300) - x
let h = ceil((locale.box.y+locale.box.h) * MAP_DPI / 300) - y
let xc = round(x + w / 2)
let yc = round(y + h / 2)
let e
switch (locale.type) {
case "town":
locale_xy[ix] = [ xc, y - 24 ]
w = locale_size.town[0]
h = locale_size.town[1]
x = xc - w/2
y = y - h + 16
break
case "region":
xc += 2
yc -= 3
locale_xy[ix] = [ xc, yc - 24 ]
w = locale_size.region[0]
h = locale_size.region[1]
x = xc - w/2
y = yc - h/2
break
default:
locale_xy[ix] = [ xc, y - 36 ]
break
}
// Main Area
e = ui.locale[ix] = document.createElement("div")
e.className = "locale " + locale.type + " " + region
e.my_id = ix
if (locale.type !== "region" && locale.type !== "town") {
let ew = locale_size[locale.type][0]
let eh = locale_size[locale.type][1]
e.style.top = (y - eh) + "px"
e.style.left = (xc - ew/2) + "px"
e.style.width = (ew) + "px"
e.style.height = (eh) + "px"
} else {
e.style.left = x + "px"
e.style.top = y + "px"
e.style.width = w + "px"
e.style.height = h + "px"
}
e.addEventListener("mousedown", on_click_locale)
e.addEventListener("mouseenter", on_focus_locale)
e.addEventListener("mouseleave", on_blur)
document.getElementById("locales").appendChild(e)
// Name Plate
if (locale.type !== 'region' && locale.type !== 'town') {
e = ui.locale_name[ix] = document.createElement("div")
e.className = "locale_name " + locale.type + " " + region
e.style.left = x + "px"
e.style.top = y + "px"
e.style.width = w + "px"
e.style.height = h + "px"
e.my_id = ix
e.addEventListener("mousedown", on_click_locale)
e.addEventListener("mouseenter", on_focus_locale)
e.addEventListener("mouseleave", on_blur)
document.getElementById("locales").appendChild(e)
}
// Locale Markers
e = ui.locale_markers[ix] = document.createElement("div")
e.className = "locale_markers " + locale.type + " " + region
x = locale_xy[ix][0] - 196/2
y = locale_xy[ix][1] + 36
e.style.top = y + "px"
e.style.left = x + "px"
e.style.width = 196 + "px"
document.getElementById("pieces").appendChild(e)
})
let x = 160
let y = 2740
data.lords.forEach((lord, ix) => {
let e = ui.lord_cylinder[ix] = document.createElement("div")
e.className = "cylinder lord " + clean_name(lord.side) + " " + clean_name(lord.name) + " hide"
e.my_id = ix
e.addEventListener("mousedown", on_click_cylinder)
e.addEventListener("mouseenter", on_focus_cylinder)
e.addEventListener("mouseleave", on_blur)
document.getElementById("pieces").appendChild(e)
e = ui.battle_cylinder[ix] = document.createElement("div")
e.className = "cylinder lord " + clean_name(lord.side) + " " + clean_name(lord.name)
e.my_id = ix
e.addEventListener("mousedown", on_click_battle_cylinder)
e.addEventListener("mouseenter", on_focus_cylinder)
e.addEventListener("mouseleave", on_blur)
e = ui.lord_service[ix] = document.createElement("div")
e.className = "service_marker lord image" + lord.image + " " + clean_name(lord.side) + " " + clean_name(lord.name) + " hide"
e.my_id = ix
e.addEventListener("mousedown", on_click_lord_service_marker)
e.addEventListener("mouseenter", on_focus_lord_service_marker)
e.addEventListener("mouseleave", on_blur_lord_service_marker)
document.getElementById("pieces").appendChild(e)
build_lord_mat(lord, ix, clean_name(lord.side), clean_name(lord.name))
x += 70
})
data.vassals.forEach((vassal, ix) => {
let lord = data.lords[vassal.lord]
let e = ui.vassal_service[ix] = document.createElement("div")
e.className = "service_marker vassal image" + vassal.image + " " + clean_name(lord.side) + " " + clean_name(vassal.name) + " hide"
e.my_id = ix
e.addEventListener("mousedown", on_click_vassal_service_marker)
e.addEventListener("mouseenter", on_focus_vassal_service_marker)
e.addEventListener("mouseleave", on_blur)
document.getElementById("pieces").appendChild(e)
})
document.getElementById("legate").addEventListener("mousedown", on_click_legate)
ui.veche.addEventListener("mousedown", on_click_veche)
for (let name in original_boxes) {
let x = round(original_boxes[name][0] * MAP_DPI / 300)
let y = round(original_boxes[name][1] * MAP_DPI / 300)
let w = round(original_boxes[name][2] * MAP_DPI / 300) - 8
let h = round(original_boxes[name][3] * MAP_DPI / 300) - 8
let e = ui.boxes[name] = document.createElement("div")
e.className = "box " + name
e.style.left = x + "px"
e.style.top = y + "px"
e.style.width = w + "px"
e.style.height = h + "px"
document.getElementById("boxes").appendChild(e)
}
build_way("Crossroads", ".way.crossroads")
build_way("Peipus E", ".way.peipus-east")
build_way("Peipus W", ".way.peipus-north")
build_way("Wirz", ".way.wirz")
build_plan()
for (let i = 0; i < 12; ++i) {
ui.battle_mat_array[i].my_id = i
ui.battle_mat_array[i].addEventListener("mousedown", on_click_array)
}
for (let c = 0; c < 21; ++c)
build_card("teutonic", c)
for (let c = 21; c < 42; ++c)
build_card("russian", c)
}
build_map()
scroll_with_middle_mouse("main")