"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")