"use strict" // TODO: Feed x2 markers on lord mats with >6 units // TODO: show sg and hg highlighting on battle mat (separate from view.group) // TODO: tooltip on cylinders // fealty rating and starting assets + forces on calendar // current assets and forces on map // TODO: battle.where marker on map, remove cylinders? // 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 pack2_get(word, n) { n = n << 1 return (word >>> n) & 3 } function pack4_get(word, n) { n = n << 2 return (word >>> n) & 15 } function is_lord_besieged(lord) { return pack1_get(view.pieces.besieged, lord) } function is_lord_moved(lord) { return pack2_get(view.pieces.moved, lord) > 0 } 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_panel: document.getElementById("plan_panel"), plan: document.getElementById("plan"), plan_actions: document.getElementById("plan_actions"), plan_cards: [], plan_action_cards: [], arts_of_war_panel: document.getElementById("arts_of_war_panel"), arts_of_war: document.getElementById("arts_of_war"), events_panel: document.getElementById("events_panel"), events: document.getElementById("events"), hand_panel: document.getElementById("hand_panel"), hand: document.getElementById("hand"), capabilities1: document.getElementById("capabilities1"), capabilities2: document.getElementById("capabilities2"), command: document.getElementById("command"), turn: document.getElementById("turn"), vp1: document.getElementById("vp1"), vp2: document.getElementById("vp2"), court1_header: document.getElementById("court1_header"), court2_header: document.getElementById("court2_header"), court1: document.getElementById("court1"), court2: document.getElementById("court2"), battle_attacker_reserves: document.getElementById("mat_attacker_reserves"), battle_defender_reserves: document.getElementById("mat_defender_reserves"), 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 if (view.group) return view.group.includes(ix) return false } function is_cylinder_selected(ix) { if (view.who >= 0) return ix === view.who if (view.group) return view.group.includes(ix) return false } 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_cylinder[ix].classList.toggle("besieged", is_lord_besieged(ix)) ui.lord_cylinder[ix].classList.toggle("moved", is_lord_moved(ix)) 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)) ui.lord_cylinder[ix].classList.toggle("selected", is_cylinder_selected(ix)) ui.lord_mat[ix].classList.toggle("selected", is_lord_mat_selected(ix)) ui.lord_mat[ix].classList.toggle("besieged", is_lord_besieged(ix)) ui.lord_mat[ix].classList.toggle("moved", is_lord_moved(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) { let is_planning = view.actions && view.actions.plan ui.plan_panel.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_cards[i].className = "card teutonic cc_pass" else ui.plan_cards[i].className = "card russian cc_pass" } else { if (lord < 6) ui.plan_cards[i].className = "card teutonic cc_lord_" + lord else ui.plan_cards[i].className = "card russian cc_lord_" + lord } } else if (is_planning && i < max_plan_length()) { if (player === "Teutons") ui.plan_cards[i].className = "card teutonic cc_back" else ui.plan_cards[i].className = "card russian cc_back" } else { ui.plan_cards[i].className = "hide" } } if (is_planning) { ui.plan_actions.classList.remove("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_actions.classList.add("hide") } } else { ui.plan_panel.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.arts_of_war) { ui.arts_of_war_panel.classList.remove("hide") ui.arts_of_war.replaceChildren() for (let c of view.arts_of_war) { let elt = ui.cards[c] console.log("showin'", c, ui.cards[c]) ui.arts_of_war.appendChild(ui.cards[c]) } } else { ui.arts_of_war_panel.classList.add("hide") } if (view.events.length > 0) { ui.events_panel.classList.remove("hide") ui.events.replaceChildren() for (let c of view.events) ui.events.appendChild(ui.cards[c]) } else { ui.events_panel.classList.add("hide") } if (view.hand && view.hand.length > 0) { ui.hand_panel.classList.remove("hide") ui.hand.replaceChildren() if (view.hand) { for (let c of view.hand) ui.hand.appendChild(ui.cards[c]) } } else { ui.hand_panel.classList.add("hide") } 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]) }) 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", is_cylinder_selected(lord)) } ui.garrison.replaceChildren() if (view.battle.garrison) { for (let i = 0; i < view.battle.garrison.knights; ++i) add_force(ui.garrison, KNIGHTS, -1, 0) for (let i = 0; i < view.battle.garrison.men_at_arms; ++i) add_force(ui.garrison, MEN_AT_ARMS, -1, 0) } } 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() { let tcourt_hdr = (player === "Teutons") ? ui.court1_header : ui.court2_header let rcourt_hdr = (player === "Teutons") ? ui.court2_header : ui.court1_header tcourt_hdr.textContent = "Teutonic Lords" rcourt_hdr.textContent = "Russian Lords" let tcourt = (player === "Teutons") ? ui.court1 : ui.court2 let rcourt = (player === "Teutons") ? ui.court2 : ui.court1 tcourt.replaceChildren() rcourt.replaceChildren() for (let lord = 0; lord < 6; ++lord) if (!is_lord_in_grid(lord) && is_lord_on_map(lord)) tcourt.appendChild(ui.lord_mat[lord]) for (let lord = 6; lord < 12; ++lord) if (!is_lord_in_grid(lord) && is_lord_on_map(lord)) rcourt.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 && view.battle.array) { 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_discard", "End discard") action_button("end_feed", "End feed") action_button("end_growth", "End growth") 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_cards.push(elt) ui.plan.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")