"use strict"
// TODO: show strikers and targets highlighting on battle mat?
function toggle_pieces() {
document.getElementById("pieces").classList.toggle("hide")
}
// === COMMON LIBRARY ===
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
}
// === CONSTANTS (matching those in rules.js) ===
function find_lord(name) { return data.lords.findIndex((x) => x.name === name) }
function find_card(name) { return data.cards.findIndex((x) => x.name === name) }
const first_p1_lord = 0
const last_p1_lord = 5
const first_p2_lord = 6
const last_p2_lord = 11
const first_p1_card = 0
const last_p1_card = 20
const first_p2_card = 21
const last_p2_card = 41
const first_p1_locale = 0
const last_p1_locale = 23
const first_p2_locale = 24
const last_p2_locale = 52
const R1 = find_card("R1")
const R11 = find_card("R11")
const R17 = find_card("R17")
const T4 = find_card("T4")
const T10 = find_card("T10")
const T14 = find_card("T14")
const EVENT_RUSSIAN_BRIDGE = R1
const EVENT_TEUTONIC_BRIDGE = T4
const EVENT_TEUTONIC_FIELD_ORGAN = T10
const AOW_TEUTONIC_TREBUCHETS = T14
const EVENT_RUSSIAN_VALDEMAR = R11
const EVENT_RUSSIAN_DIETRICH_VON_GRUNINGEN = R17
const A1 = 0, A2 = 1, A3 = 2, D1 = 3, D2 = 4, D3 = 5
const KNIGHTS = 0, SERGEANTS = 1, LIGHT_HORSE = 2, ASIATIC_HORSE = 3, MEN_AT_ARMS = 4, MILITIA = 5, SERFS = 6
const force_type_count = 7
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" ]
const COIN = 1
const asset_type_count = 7
const asset_action_name = [ "prov", "coin", "loot", "cart", "sled", "boat", "ship" ]
const asset_type_x3 = [ 1, 1, 1, 0, 0, 0, 0 ]
const VECHE = 100
const SUMMER = 0, EARLY_WINTER = 1, LATE_WINTER = 2, 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 ]
const VASSAL_READY = 1
const VASSAL_MUSTERED = 2
const NOWHERE = -1
const CALENDAR = 100
const LEGATE_INDISPOSED = -2
const LEGATE_ARRIVED = -1
const GARRISON = 100
// === ACTIONS ===
function is_action(action, arg) {
if (arg === undefined)
return !!(view.actions && view.actions[action] === 1)
return !!(view.actions && view.actions[action] && set_has(view.actions[action], arg))
}
function on_action(evt) {
if (evt.button === 0) {
if (evt.target.my_id === undefined) {
send_action(evt.target.my_action)
if (evt.target.my_action_2)
send_action(evt.target.my_action_2)
} else {
send_action(evt.target.my_action, evt.target.my_id)
if (evt.target.my_action_2)
send_action(evt.target.my_action_2, evt.target.my_id)
}
}
}
function register_action(elt, action, id, action_2) {
elt.my_id = id
elt.my_action = action
elt.my_action_2 = action_2
elt.onmousedown = on_action
}
// === TOOLTIPS ===
function register_tooltip(elt, focus, blur) {
if (typeof focus === "function")
elt.onmouseenter = focus
else
elt.onmouseenter = () => on_focus(focus)
if (blur)
elt.onmouseleave = blur
else
elt.onmouseleave = on_blur
}
function on_focus(text) {
document.getElementById("status").textContent = text
}
function on_blur() {
document.getElementById("status").textContent = ""
}
function get_locale_tip(id) {
let loc = data.locales[id]
let tip = loc.name
if (data.seaports.includes(id))
tip += " - Seaport"
let list = []
for (let lord = 0; lord < data.lords.length; ++lord) {
if (data.lords[lord].seats.includes(id))
list.push(data.lords[lord].name)
}
if (list.length > 0)
tip += " - " + list.join(", ")
return tip
}
function is_event_in_play(c) {
return set_has(view.events, c)
}
function on_focus_cylinder(evt) {
let lord = evt.target.my_id
let info = data.lords[lord]
let loc = view.pieces.locale[lord]
let tip = info.name
if (loc >= CALENDAR) {
tip += ` - ${info.fealty} Fealty`
}
on_focus(tip)
}
// === GAME STATE ===
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 is_p1_lord(lord) {
return lord >= first_p1_lord && lord <= last_p1_lord
}
function is_p2_lord(lord) {
return lord >= first_p2_lord && lord <= last_p2_lord
}
function is_lord_besieged(lord) {
let besieged = pack1_get(view.pieces.besieged, lord)
// show sallying lords as not besieged
if (view.battle && view.battle.array && view.battle.reserves.includes(lord))
return false
return besieged
}
function is_lord_on_left_or_right(lord) {
if (view.battle.array[A1] === lord) return true
if (view.battle.array[A3] === lord) return true
if (view.battle.array[D1] === lord) return true
if (view.battle.array[D3] === lord) return true
return false
}
function is_lord_ambushed(lord) {
if (view.battle) {
// ambush & 2 = attacker played ambush
// ambush & 1 = defender played ambush
if (view.battle.attacker === "York") {
if ((view.battle.ambush & 1) && is_p1_lord(lord))
return is_lord_on_left_or_right(lord)
if ((view.battle.ambush & 2) && is_p2_lord(lord))
return is_lord_on_left_or_right(lord)
} else {
if ((view.battle.ambush & 1) && is_p2_lord(lord))
return is_lord_on_left_or_right(lord)
if ((view.battle.ambush & 2) && is_p1_lord(lord))
return is_lord_on_left_or_right(lord)
}
}
return false
}
function get_lord_moved(lord) {
return pack2_get(view.pieces.moved, lord)
}
function get_lord_forces(lord, n) {
return pack4_get(view.pieces.forces[lord], n)
}
function count_lord_all_forces(lord) {
return (
get_lord_forces(lord, KNIGHTS) +
get_lord_forces(lord, SERGEANTS) +
get_lord_forces(lord, LIGHT_HORSE) +
get_lord_forces(lord, ASIATIC_HORSE) +
get_lord_forces(lord, MEN_AT_ARMS) +
get_lord_forces(lord, MILITIA) +
get_lord_forces(lord, SERFS)
)
}
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
return vp
}
function count_vp2() {
let vp = 0
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_vassal_ready(vassal) {
return view.pieces.vassals[vassal] === VASSAL_READY
}
function is_vassal_mustered(vassal) {
return view.pieces.vassals[vassal] === VASSAL_MUSTERED
}
function is_legate_selected() {
return player === "York" && !!view.pieces.legate_selected
}
function is_levy_phase() {
return (view.turn & 1) === 0
}
function is_lord_in_battle(lord) {
if (view.battle && view.battle.array) {
for (let i = 0; i < 12; ++i)
if (view.battle.array[i] === lord)
return true
if (view.battle.reserves.includes(lord))
return true
}
return false
}
function is_lord_command(ix) {
return view.command === ix
}
function is_lord_selected(ix) {
if (view.who >= 0)
return ix === view.who
if (view.group)
return view.group.includes(ix)
return false
}
function is_town_locale(loc) {
return data.locales[loc].type === "town"
}
function is_bishopric(loc) {
return data.locales[loc].type === "bishopric"
}
function has_walls(loc) {
return set_has(view.pieces.walls, loc)
}
function lord_has_unrouted_units(lord) {
return view.pieces.forces[lord] !== 0
}
function get_lord_capability(lord, n) {
return view.pieces.capabilities[(lord << 1) + n]
}
function lord_has_capability_card(lord, c) {
let name = data.cards[c].capability
let c1 = get_lord_capability(lord, 0)
if (c1 >= 0 && data.cards[c1].capability === name)
return true
let c2 = get_lord_capability(lord, 1)
if (c2 >= 0 && data.cards[c2].capability === name)
return true
return false
}
function lord_has_capability(lord, card_or_list) {
if (Array.isArray(card_or_list)) {
for (let card of card_or_list)
if (lord_has_capability_card(lord, card))
return true
return false
}
return lord_has_capability_card(lord, card_or_list)
}
function attacker_has_trebuchets() {
if (view.battle.attacker === "York") {
for (let lord = first_p1_lord; lord <= last_p1_lord; ++lord) {
if (get_lord_locale(lord) === view.battle.where && lord_has_unrouted_units(lord)) {
if (lord_has_capability(lord, AOW_TEUTONIC_TREBUCHETS))
return true
}
}
}
return false
}
function count_siege_markers(loc) {
return map_get(view.pieces.sieges, loc, 0)
}
// === BUILD UI ===
const original_boxes = {
"calendar box0": [ 2, 16, 316, 22 ],
"calendar box1": [ 10, 42, 150, 231 ],
"calendar box2": [ 163, 42, 150, 231 ],
"calendar box3": [ 328, 42, 150, 231 ],
"calendar box4": [ 481, 42, 150, 231 ],
"calendar box5": [ 647, 42, 150, 231 ],
"calendar box6": [ 799, 42, 150, 231 ],
"calendar box7": [ 965, 42, 150, 231 ],
"calendar box8": [ 1118, 42, 150, 231 ],
"calendar box9": [ 10, 280, 150, 231 ],
"calendar box10": [ 163, 280, 150, 231 ],
"calendar box11": [ 328, 280, 150, 231 ],
"calendar box12": [ 481, 280, 150, 231 ],
"calendar box13": [ 647, 280, 150, 231 ],
"calendar box14": [ 799, 280, 150, 231 ],
"calendar box15": [ 965, 280, 150, 231 ],
"calendar box16": [ 1118, 280, 150, 231 ],
"calendar box17": [ 957, 514, 316, 22 ],
}
const calendar_xy = [
[ 10, 2 ],
[ 10, 42 ],
[ 162, 42 ],
[ 328, 42 ],
[ 480, 42 ],
[ 646, 42 ],
[ 799, 42 ],
[ 965, 42 ],
[ 1117, 42 ],
[ 10, 280 ],
[ 162, 280 ],
[ 328, 280 ],
[ 480, 280 ],
[ 646, 280 ],
[ 799, 280 ],
[ 965, 280 ],
[ 1117, 280 ],
[ 1115, 517 ],
]
const locale_xy = []
let expand_calendar = -1
const ui = {
locale: [],
locale_name: [],
locale_markers: [],
lord_cylinder: [],
lord_mat: [],
lord_buttons: [],
vassal_service: [],
forces: [],
routed: [],
assets: [],
ready_vassals: [],
mustered_vassals: [],
lord_capabilities: [],
lord_events: [],
lord_moved1: [],
lord_moved2: [],
lord_feed_x2: [],
cards: [],
boxes: {},
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"),
reserves_panel: document.getElementById("reserves_panel"),
reserves: document.getElementById("reserves"),
events_panel: document.getElementById("events_panel"),
events: document.getElementById("events"),
hand_panel: document.getElementById("hand_panel"),
hand: document.getElementById("hand"),
held1: document.querySelector("#role_York .role_held"),
held2: document.querySelector("#role_Lancaster .role_held"),
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_panel: document.getElementById("battle_panel"),
battle_header: document.getElementById("battle_header"),
pursuit: document.getElementById("pursuit"),
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"),
],
}
let locale_layout = []
let calendar_layout_service = []
let calendar_layout_cylinder = []
function clean_name(name) {
return name.toLowerCase().replaceAll("&", "and").replaceAll(" ", "_")
}
function build_div(parent, className) {
let e = document.createElement("div")
e.className = className
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")
ui.lord_capabilities[ix] = build_div(mat, "capabilities")
ui.lord_events[ix] = build_div(mat, "events")
ui.lord_moved1[ix] = build_div(mat, "marker square moved_fought one hide")
ui.lord_moved2[ix] = build_div(mat, "marker square moved_fought two hide")
ui.lord_feed_x2[ix] = build_div(mat, "marker small feed_x2")
ui.lord_mat[ix] = mat
register_action(ui.lord_buttons[ix], "lord", ix)
}
function build_card(side, c) {
let card = ui.cards[c] = document.createElement("div")
card.className = `card ${side} aow_${c}`
register_action(card, "card", c)
}
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 < 24; ++lord) {
let side = lord < 12 ? "york" : "lancaster"
elt = document.createElement("div")
elt.className = `card ${side} cc_lord_${lord}`
register_action(elt, "plan", lord)
ui.plan_action_cards.push(elt)
ui.plan_actions.appendChild(elt)
}
ui.plan_action_pass_p1 = elt = document.createElement("div")
elt.className = `card york cc_pass`
register_action(elt, "plan", -1)
ui.plan_actions.appendChild(elt)
ui.plan_action_pass_p2 = elt = document.createElement("div")
elt.className = `card lancaster cc_pass`
register_action(elt, "plan", -1)
ui.plan_actions.appendChild(elt)
}
const locale_size = {
town: [ 100, 100 ],
city: [ 100, 100 ],
fortress: [ 100, 100 ],
harlech: [ 100, 100 ],
calais: [ 100, 100 ],
london: [ 150, 150 ],
exile: [ 150, 200 ],
sea: [ 100, 100 ],
}
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, y, w, h } = locale.box
console.log("LOC", locale, ix, x, y, w, h)
let xc = Math.round(x + w / 2)
let yc = Math.round(y + h / 2)
let e
locale_xy[ix] = [ xc, yc ]
// Main Area
e = ui.locale[ix] = document.createElement("div")
e.className = "locale " + locale.type + " " + region
e.style.left = x + "px"
e.style.top = y + "px"
e.style.width = w + "px"
e.style.height = h + "px"
register_action(e, "locale", ix, "laden_march")
register_tooltip(e, get_locale_tip(ix))
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)
})
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"
register_action(e, "lord", ix)
register_tooltip(e, on_focus_cylinder)
document.getElementById("pieces").appendChild(e)
build_lord_mat(lord, ix, clean_name(lord.side), clean_name(lord.name))
})
data.vassals.forEach((vassal, ix) => {
let e = ui.vassal_service[ix] = document.createElement("div")
e.className = "vassal v" + ix
register_action(e, "vassal", ix)
register_tooltip(e, data.vassals[ix].name)
document.getElementById("pieces").appendChild(e)
})
for (let name in original_boxes) {
let x = original_boxes[name][0]
let y = original_boxes[name][1]
let w = original_boxes[name][2] - 8
let h = original_boxes[name][3] - 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)
}
ui.calendar = [
document.querySelector(".calendar.box0"),
document.querySelector(".calendar.box1"),
document.querySelector(".calendar.box2"),
document.querySelector(".calendar.box3"),
document.querySelector(".calendar.box4"),
document.querySelector(".calendar.box5"),
document.querySelector(".calendar.box6"),
document.querySelector(".calendar.box7"),
document.querySelector(".calendar.box8"),
document.querySelector(".calendar.box9"),
document.querySelector(".calendar.box10"),
document.querySelector(".calendar.box11"),
document.querySelector(".calendar.box12"),
document.querySelector(".calendar.box13"),
document.querySelector(".calendar.box14"),
document.querySelector(".calendar.box15"),
document.querySelector(".calendar.box16"),
document.querySelector(".calendar.box17")
]
for (let i = 0; i <= 17; ++i)
register_action(ui.calendar[i], "calendar", i)
build_plan()
for (let i = 0; i < 6; ++i)
register_action(ui.battle_grid_array[i], "array", i)
for (let c = first_p1_card; c <= last_p1_card; ++c)
build_card("york", c)
for (let c = first_p2_card; c <= last_p2_card; ++c)
build_card("lancaster", c)
}
// === UPDATE UI ===
let used_cache = {}
let unused_cache = {}
function get_cached_element(className, action, id) {
let key = className
if (action !== undefined)
key += "/" + action + "/" + id
if (!(key in unused_cache)) {
unused_cache[key] = []
used_cache[key] = []
}
if (unused_cache[key].length > 0) {
let elt = unused_cache[key].pop()
used_cache[key].push(elt)
return elt
}
let elt = document.createElement("div")
elt.className = className
used_cache[key].push(elt)
if (action !== undefined)
register_action(elt, action, id)
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 update_current_card_display() {
if (typeof view.what === "number" && view.what >= 0) {
if (view.what <= first_p1_card)
ui.command.className = `card york aow_${view.what}`
else
ui.command.className = `card lancaster aow_${view.what}`
} else if ((view.turn & 1) === 0) {
if (player === "Lancaster")
ui.command.className = `card lancaster aow_back`
else
ui.command.className = `card york aow_back`
} else if (view.command < 0) {
if (player === "Lancaster")
ui.command.className = `card lancaster cc_back`
else
ui.command.className = `card york cc_back`
} else {
if (view.command < 6)
ui.command.className = `card lancaster cc_lord_${view.command}`
else
ui.command.className = `card york cc_lord_${view.command}`
}
}
function layout_locale_item(loc, e, is_upper) {
locale_layout[loc].push([e, 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 = 1
if (is_upper) {
y -= 18
z = 2
}
if (e === ui.legate) {
y -= 16
z = 3
}
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
z += 100
}
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) {
let elt
if (routed) {
if (is_action(routed_force_action_name[type], lord))
elt = get_cached_element("action unit " + force_action_name[type], routed_force_action_name[type], lord)
else
elt = get_cached_element("unit " + force_action_name[type], routed_force_action_name[type], lord)
} else {
if (is_action(force_action_name[type], lord))
elt = get_cached_element("action unit " + force_action_name[type], force_action_name[type], lord)
else
elt = get_cached_element("unit " + force_action_name[type], force_action_name[type], lord)
}
parent.appendChild(elt)
}
function add_asset(parent, type, n, lord) {
let elt
if (is_action(asset_action_name[type], lord))
elt = get_cached_element("action asset " + asset_action_name[type] + " x"+n, asset_action_name[type], lord)
else
elt = get_cached_element("asset " + asset_action_name[type] + " x"+n)
parent.appendChild(elt)
}
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) {
/* TODO: vassals currently with lord
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_action("vassal", v))
}
*/
}
function update_lord_mat(ix) {
if (view.reveal & (1 << ix)) {
ui.lord_mat[ix].classList.remove("hidden")
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)
ui.lord_feed_x2[ix].classList.toggle("hide", count_lord_all_forces(ix) <= 6)
} else {
ui.lord_mat[ix].classList.add("hidden")
ui.assets[ix].replaceChildren()
ui.ready_vassals[ix].replaceChildren()
ui.mustered_vassals[ix].replaceChildren()
ui.forces[ix].replaceChildren()
ui.routed[ix].replaceChildren()
ui.lord_moved1[ix].classList.add("hide")
ui.lord_moved2[ix].classList.add("hide")
ui.lord_feed_x2[ix].classList.add("hide")
}
let m = get_lord_moved(ix)
ui.lord_moved1[ix].classList.toggle("hide", is_levy_phase() || (m !== 1 && m !== 2))
ui.lord_moved2[ix].classList.toggle("hide", is_levy_phase() || (m !== 2))
}
function update_lord(ix) {
let locale = view.pieces.locale[ix]
if (locale < 0) {
ui.lord_cylinder[ix].classList.add("hide")
ui.lord_mat[ix].classList.remove("action")
return
}
if (locale < 100) {
layout_locale_item(locale, ui.lord_cylinder[ix])
ui.lord_cylinder[ix].classList.remove("hide")
update_lord_mat(ix)
} else {
let t = locale - 100
if (t > 17) t = 17
calendar_layout_cylinder[t].push(ui.lord_cylinder[ix])
ui.lord_cylinder[ix].classList.remove("hide")
}
ui.lord_cylinder[ix].classList.toggle("besieged", is_lord_besieged(ix))
ui.lord_buttons[ix].classList.toggle("action", is_action("lord", ix))
ui.lord_cylinder[ix].classList.toggle("action", is_action("lord", ix))
ui.lord_cylinder[ix].classList.toggle("selected", is_lord_selected(ix))
ui.lord_mat[ix].classList.toggle("selected", is_lord_selected(ix))
ui.lord_cylinder[ix].classList.toggle("command", is_lord_command(ix))
ui.lord_mat[ix].classList.toggle("command", is_lord_command(ix))
ui.lord_mat[ix].classList.toggle("besieged", is_lord_besieged(ix))
ui.lord_mat[ix].classList.toggle("ambushed", is_lord_ambushed(ix))
}
function update_locale(loc) {
layout_locale_cylinders(loc)
ui.locale[loc].classList.toggle("action", is_action("locale", loc) || is_action("laden_march", loc))
ui.locale[loc].classList.toggle("laden", is_action("laden_march", loc))
ui.locale[loc].classList.toggle("supply_path", !!(view.supply && view.supply[0] === loc))
ui.locale[loc].classList.toggle("supply_source", !!(view.supply && view.supply[1] === loc))
if (ui.locale_name[loc]) {
ui.locale_name[loc].classList.toggle("action", is_action("locale", loc) || is_action("laden_march", loc))
}
ui.locale_markers[loc].replaceChildren()
if (view.battle && view.battle.where === loc)
if (view.battle.storm)
ui.locale_markers[loc].appendChild(get_cached_element("marker circle storm"))
else
ui.locale_markers[loc].appendChild(get_cached_element("marker circle battle"))
if (set_has(view.pieces.exhausted, loc)) {
let cn
if (is_p1_locale(loc))
cn = "marker small exhausted lancaster"
else
cn = "marker small exhausted york"
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 === "York")
ui.plan_cards[i].className = "card york cc_pass"
else
ui.plan_cards[i].className = "card lancaster cc_pass"
} else {
if (lord < 6)
ui.plan_cards[i].className = "card york cc_lord_" + lord
else
ui.plan_cards[i].className = "card lancaster cc_lord_" + lord
}
} else if (is_planning && i < max_plan_length()) {
if (player === "York")
ui.plan_cards[i].className = "card york cc_back"
else
ui.plan_cards[i].className = "card lancaster 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_action("plan", 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_action("plan", -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_action("card", 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)
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")
}
for (let ix = 0; ix < data.lords.length; ++ix) {
ui.lord_capabilities[ix].replaceChildren()
ui.lord_events[ix].replaceChildren()
if (view.reveal & (1 << ix)) {
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])
if (view.battle && view.battle.field_organ === ix)
ui.lord_events[ix].appendChild(ui.cards[EVENT_TEUTONIC_FIELD_ORGAN])
if (view.battle && view.battle.bridge && view.battle.bridge.lord1 === ix)
ui.lord_events[ix].appendChild(ui.cards[EVENT_RUSSIAN_BRIDGE])
if (view.battle && view.battle.bridge && view.battle.bridge.lord2 === ix)
ui.lord_events[ix].appendChild(ui.cards[EVENT_TEUTONIC_BRIDGE])
}
}
}
function update_battle() {
let array = view.battle.array
// Pursuit marker points "up" towards the conceding side
if (view.battle.conceded === "Lancaster") {
if (view.battle.attacker === "Lancaster")
ui.pursuit.className = "marker rectangle pursuit york"
else
ui.pursuit.className = "marker rectangle pursuit york rotate"
} else if (view.battle.conceded === "York") {
if (view.battle.attacker === "York")
ui.pursuit.className = "marker rectangle pursuit lancaster"
else
ui.pursuit.className = "marker rectangle pursuit lancaster rotate"
} else {
ui.pursuit.className = "hide"
}
for (let i = 0; i < array.length; ++i) {
let lord = array[i]
ui.battle_grid_array[i].replaceChildren()
if (lord >= 0)
ui.battle_grid_array[i].appendChild(ui.lord_mat[lord])
ui.battle_grid_array[i].classList.toggle("action", is_action("array", i))
}
ui.reserves.replaceChildren()
for (let lord of view.battle.reserves)
ui.reserves.appendChild(ui.lord_mat[lord])
}
function update_court() {
let tcourt_hdr = (player === "Lancaster") ? ui.court2_header : ui.court1_header
let rcourt_hdr = (player === "Lancaster") ? ui.court1_header : ui.court2_header
tcourt_hdr.textContent = "York Lords"
rcourt_hdr.textContent = "Lancaster Lords"
let tcourt = (player === "Lancaster") ? ui.court2 : ui.court1
let rcourt = (player === "Lancaster") ? ui.court1 : ui.court2
tcourt.replaceChildren()
rcourt.replaceChildren()
for (let lord = 0; lord < 6; ++lord)
if (!is_lord_in_battle(lord) && is_lord_on_map(lord))
tcourt.appendChild(ui.lord_mat[lord])
for (let lord = 6; lord < 12; ++lord)
if (!is_lord_in_battle(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")
} else {
ui.lord_cylinder[ix].classList.remove("hide")
update_lord(ix)
}
}
layout_calendar()
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 york stack v${vp1>>1} half`
else
ui.vp1.className = `marker circle victory york stack v${vp1>>1}`
if (vp2 & 1)
ui.vp2.className = `marker circle victory lancaster stack v${vp2>>1} half`
else
ui.vp2.className = `marker circle victory lancaster stack v${vp2>>1}`
} else {
if (vp1 & 1)
ui.vp1.className = `marker circle victory york v${vp1>>1} half`
else
ui.vp1.className = `marker circle victory york v${vp1>>1}`
if (vp2 & 1)
ui.vp2.className = `marker circle victory lancaster v${vp2>>1} half`
else
ui.vp2.className = `marker circle victory lancaster v${vp2>>1}`
}
ui.held1.textContent = `${view.held1} Held`
ui.held2.textContent = `${view.held2} Held`
update_plan()
update_cards()
if (view.battle && view.battle.array) {
ui.reserves_panel.classList.remove("hide")
ui.battle_panel.classList.remove("hide")
if (view.battle.storm)
ui.battle_header.textContent = "Storm at " + data.locales[view.battle.where].name
else if (view.battle.sally)
ui.battle_header.textContent = "Sally at " + data.locales[view.battle.where].name
else
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")
}
if (view.battle && view.battle.array && view.battle.reserves.length > 0)
ui.reserves_panel.classList.remove("hide")
else
ui.reserves_panel.classList.add("hide")
update_court()
let first_turn = view.scenario >> 5
let last_turn = view.scenario & 31
for (let i = 0; i <= 17; ++i) {
ui.calendar[i].classList.toggle("action", is_action("calendar", i))
if (i >= 1 && i <= 16)
ui.calendar[i].classList.toggle("end", i < first_turn || i > last_turn)
}
// Misc
action_button("lordship", "Lordship")
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")
action_button("boats_x2", "Boats x2")
// 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("ravage", "Ravage")
action_button("forage", "Forage")
action_button("supply", "Supply")
// Muster & Spoils
action_button("take_prov", "Provender")
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("decline", "Decline")
action_button("deploy", "Deploy")
action_button("discard", "Discard")
action_button("hold", "Hold")
action_button("play", "Play")
action_button("approach", "Approach")
action_button("concede", "Concede")
action_button("battle", "Battle")
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_command", "End Command")
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_reposition", "End Reposition")
action_button("end_sack", "End Sack")
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")
}
// === LOG ===
function on_focus_card_tip(c) {
if (c <= first_p1_card)
ui.command.className = `card york aow_${c}`
else
ui.command.className = `card lancaster aow_${c}`
}
function on_blur_card_tip() {
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_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"
}
else if (text.match(/^\.h2y/)) {
text = text.substring(5)
p.className = "h2 york"
}
else if (text.match(/^\.h2l/)) {
text = text.substring(5)
p.className = "h2 lancaster"
}
else if (text.match(/^\.h2/)) {
text = text.substring(4)
p.className = "h2"
}
else if (text.match(/^\.h3y/)) {
text = text.substring(5)
p.className = "h3 york"
}
else if (text.match(/^\.h3l/)) {
text = text.substring(5)
p.className = "h3 lancaster"
}
else if (text.match(/^\.h3/)) {
text = text.substring(4)
p.className = "h3"
}
else if (text.match(/^\.h4/)) {
text = text.substring(4)
p.className = "h4"
}
else if (text.match(/^\.h5/)) {
text = text.substring(4)
p.className = "h5"
}
p.innerHTML = text
return p
}
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
}
build_map()
scroll_with_middle_mouse("main")