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|
"use strict"
function toggle_pieces() {
document.getElementById("pieces").classList.toggle("hide")
}
// === COMMON LIBRARY ===
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 map_get_pack4(map, lord, k) {
return pack4_get(map_get(map, lord, 0), k)
}
function map2_get(map, x, y, v) {
return map_get(map, (x << 1) + y, v)
}
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
}
// === 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 LORD_YORK = find_lord("York")
const LORD_MARCH = find_lord("March")
const LORD_EDWARD_IV = find_lord("Edward IV")
const LORD_SALISBURY = find_lord("Salisbury")
const LORD_RUTLAND = find_lord("Rutland")
const LORD_PEMBROKE = find_lord("Pembroke")
const LORD_DEVON = find_lord("Devon")
const LORD_NORTHUMBERLAND_Y1 = find_lord("Northumberland Y1")
const LORD_NORTHUMBERLAND_Y2 = find_lord("Northumberland Y2")
const LORD_GLOUCESTER_1 = find_lord("Gloucester 1")
const LORD_GLOUCESTER_2 = find_lord("Gloucester 2")
const LORD_RICHARD_III = find_lord("Richard III")
const LORD_NORFOLK = find_lord("Norfolk")
const LORD_WARWICK_Y = find_lord("Warwick Y")
const LORD_HENRY_VI = find_lord("Henry VI")
const LORD_MARGARET = find_lord("Margaret")
const LORD_SOMERSET_1 = find_lord("Somerset 1")
const LORD_SOMERSET_2 = find_lord("Somerset 2")
const LORD_EXETER_1 = find_lord("Exeter 1")
const LORD_EXETER_2 = find_lord("Exeter 2")
const LORD_BUCKINGHAM = find_lord("Buckingham")
const LORD_CLARENCE = find_lord("Clarence")
const LORD_NORTHUMBERLAND_L = find_lord("Northumberland L")
const LORD_JASPER_TUDOR_1 = find_lord("Jasper Tudor 1")
const LORD_JASPER_TUDOR_2 = find_lord("Jasper Tudor 2")
const LORD_HENRY_TUDOR = find_lord("Henry Tudor")
const LORD_OXFORD = find_lord("Oxford")
const LORD_WARWICK_L = find_lord("Warwick L")
const first_york_lord = 0
const last_york_lord = 13
const first_lancaster_lord = 14
const last_lancaster_lord = 27
const first_york_card = 0
const last_york_card = 36
const first_lancaster_card = 37
const last_lancaster_card = 73
const last_aow_card = last_lancaster_card
const first_locale = 0
const last_locale = data.locales.length - 1
const first_vassal = 0
const last_vassal = data.vassals.length - 1
const Y1 = find_card("Y1")
const Y2 = find_card("Y2")
const Y3 = find_card("Y3")
const Y4 = find_card("Y4")
const Y5 = find_card("Y5")
const Y6 = find_card("Y6")
const Y7 = find_card("Y7")
const Y8 = find_card("Y8")
const Y9 = find_card("Y9")
const Y10 = find_card("Y10")
const Y11 = find_card("Y11")
const Y12 = find_card("Y12")
const Y13 = find_card("Y13")
const Y14 = find_card("Y14")
const Y15 = find_card("Y15")
const Y16 = find_card("Y16")
const Y17 = find_card("Y17")
const Y18 = find_card("Y18")
const Y19 = find_card("Y19")
const Y20 = find_card("Y20")
const Y21 = find_card("Y21")
const Y22 = find_card("Y22")
const Y23 = find_card("Y23")
const Y24 = find_card("Y24")
const Y25 = find_card("Y25")
const Y26 = find_card("Y26")
const Y27 = find_card("Y27")
const Y28 = find_card("Y28")
const Y29 = find_card("Y29")
const Y30 = find_card("Y30")
const Y31 = find_card("Y31")
const Y32 = find_card("Y32")
const Y33 = find_card("Y33")
const Y34 = find_card("Y34")
const Y35 = find_card("Y35")
const Y36 = find_card("Y36")
const Y37 = find_card("Y37")
const L1 = find_card("L1")
const L2 = find_card("L2")
const L3 = find_card("L3")
const L4 = find_card("L4")
const L5 = find_card("L5")
const L6 = find_card("L6")
const L7 = find_card("L7")
const L8 = find_card("L8")
const L9 = find_card("L9")
const L10 = find_card("L10")
const L11 = find_card("L11")
const L12 = find_card("L12")
const L13 = find_card("L13")
const L14 = find_card("L14")
const L15 = find_card("L15")
const L16 = find_card("L16")
const L17 = find_card("L17")
const L18 = find_card("L18")
const L19 = find_card("L19")
const L20 = find_card("L20")
const L21 = find_card("L21")
const L22 = find_card("L22")
const L23 = find_card("L23")
const L24 = find_card("L24")
const L25 = find_card("L25")
const L26 = find_card("L26")
const L27 = find_card("L27")
const L28 = find_card("L28")
const L29 = find_card("L29")
const L30 = find_card("L30")
const L31 = find_card("L31")
const L32 = find_card("L32")
const L33 = find_card("L33")
const L34 = find_card("L34")
const L35 = find_card("L35")
const L36 = find_card("L36")
const L37 = find_card("L37")
const A1 = 0, A2 = 1, A3 = 2, D1 = 3, D2 = 4, D3 = 5
const RETINUE = 0
const VASSAL = 1
const MEN_AT_ARMS = 2
const LONGBOWMEN = 3
const MILITIA = 4
const BURGUNDIANS = 5
const MERCENARIES = 6
const force_type_count = 7
const force_action_name = [ "retinue", "vassal", "men_at_arms", "longbowmen", "militia", "burgundians", "mercenaries" ]
const routed_force_action_name = [ "routed_retinue", "routed_vassal", "routed_men_at_arms", "routed_longbowmen", "routed_militia", "routed_burgundians", "routed_mercenaries" ]
const COIN = 1
const asset_type_count = 4
const asset_action_name = [ "prov", "coin", "cart", "ship" ]
const asset_type_x34 = [ 1, 1, 1, 0 ]
const NOWHERE = -1
const CALENDAR = 100
const VASSAL_READY = 29
const VASSAL_CALENDAR = 30
const VASSAL_OUT_OF_PLAY = 31
const TOWN = "town"
const CITY = "city"
const FORTRESS = "fortress"
const SUMMER = 0
const SPRING = 1
const WINTER = 2
const AUTUMN = 3
const SEASONS = [
null,
WINTER,
SPRING,
SUMMER,
AUTUMN,
WINTER,
WINTER,
SPRING,
SUMMER,
AUTUMN,
WINTER,
WINTER,
SPRING,
SUMMER,
AUTUMN,
WINTER,
null
]
// === 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 (set_has(data.seaports, id))
tip += " - Port"
let list = []
for (let lord = 0; lord < data.lords.length; ++lord) {
if (data.lords[lord].seat === id)
list.push(data.lords[lord].name)
}
if (list.length > 0)
tip += " - " + list.join(", ")
return tip
}
function on_focus_cylinder(evt) {
let lord = evt.target.my_id
let info = data.lords[lord]
let loc = get_lord_locale(lord)
let tip = info.name
on_focus(tip)
}
// === GAME STATE ===
function current_season() {
return SEASONS[view.turn >> 1]
}
function max_plan_length() {
switch (current_season()) {
case SUMMER: return 7
case WINTER: return 4
case SPRING: return 6
case AUTUMN: return 6
}
}
function is_york_lord(lord) {
return lord >= first_york_lord && lord <= last_york_lord
}
function is_lancaster_lord(lord) {
return lord >= first_lancaster_lord && lord <= last_lancaster_lord
}
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_york_lord(lord))
return is_lord_on_left_or_right(lord)
if ((view.battle.ambush & 2) && is_lancaster_lord(lord))
return is_lord_on_left_or_right(lord)
} else {
if ((view.battle.ambush & 1) && is_lancaster_lord(lord))
return is_lord_on_left_or_right(lord)
if ((view.battle.ambush & 2) && is_york_lord(lord))
return is_lord_on_left_or_right(lord)
}
}
return false
}
function get_lord_locale(lord) {
return map_get(view.pieces.locale, lord, -1)
}
function get_lord_moved(lord) {
return map_get(view.pieces.moved, lord, 0)
}
function get_lord_assets(lord, n) {
return map_get_pack4(view.pieces.assets, lord, n, 0)
}
function get_lord_forces(lord, n) {
return map_get_pack4(view.pieces.forces, lord, n, 0)
}
function get_lord_routed(lord, n) {
return map_get_pack4(view.pieces.routed, lord, n, 0)
}
function get_lord_capability(lord, n) {
return map2_get(view.pieces.capabilities, lord, n, -1)
}
function is_lord_in_exile(ix) {
return pack1_get(view.pieces.in_exile, ix)
}
function count_lord_all_forces(lord) {
return (
get_lord_forces(lord, MERCENARIES) +
get_lord_forces(lord, BURGUNDIANS) +
get_lord_forces(lord, MEN_AT_ARMS) +
get_lord_forces(lord, MILITIA) +
get_lord_forces(lord, LONGBOWMEN)
)
}
function count_favour(type) {
let n = 0
for (let x = first_locale; x <= last_locale; x++) {
if (data.locales[x].type !== type)
continue
if (set_has(view.pieces.favourl, x))
n += 1
if (set_has(view.pieces.favoury, x))
n -= 1
}
return n
}
function get_vassal_lord(vassal) {
return view.pieces.vassals[vassal] & 31
}
function get_vassal_service(vassal) {
return view.pieces.vassals[vassal] >> 5
}
function for_each_vassal_with_lord(lord, f) {
for (let x = first_vassal; x <= last_vassal; x++)
if (get_vassal_lord(x) === lord)
f(x)
}
function is_york_locale(loc) {
return loc >= first_york_locale && loc <= last_york_locale
}
function is_lancaster_locale(loc) {
return loc >= first_lancaster_locale && loc <= last_lancaster_locale
}
function is_lord_on_map(lord) {
let loc = get_lord_locale(lord)
return loc !== NOWHERE && loc < CALENDAR
}
function is_lord_in_game(lord) {
return get_lord_locale(lord) !== NOWHERE
}
function is_lord_on_calendar(lord) {
let loc = get_lord_locale(lord)
return loc >= CALENDAR
}
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 < 6; ++i)
if (view.battle.array[i] === lord)
return true
if (set_has(view.battle.reserves, lord))
return true
}
return false
}
function is_lord_command(ix) {
return view.command === ix
}
function is_lord_selected(ix) {
if (view.group)
return set_has(view.group, ix)
if (view.who >= 0)
return ix === view.who
return false
}
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)
}
// === BUILD UI ===
const calendar_boxes = {
"box1": [204,38,100,162],
"box2": [306,38,100,162],
"box3": [408,38,100,162],
"box4": [510,38,100,162],
"box5": [612,38,100,162],
"box6": [734,38,100,162],
"box7": [836,38,100,162],
"box8": [938,38,100,162],
"box9": [1040,38,100,162],
"box10": [1142,38,100,162],
"box11": [734,260,100,162],
"box12": [836,260,100,162],
"box13": [938,260,100,162],
"box14": [1040,260,100,162],
"box15": [1142,260,100,162],
"box16": [938,423,310,52],
}
const track_boxes = {
"track0": [22,1575,48,48],
"track1": [71,1575,47,48],
"track2": [118,1575,46,48],
"track3": [165,1575,46,48],
"track4": [211,1575,48,48],
"track5": [259,1575,47,48],
"track6": [306,1575,48,48],
"track7": [354,1575,47,48],
"track8": [401,1575,46,48],
"track9": [447,1575,47,48],
"track10": [494,1575,49,49],
"track11": [543,1575,47,49],
"track12": [590,1575,47,49],
"track13": [637,1575,48,49],
"track14": [685,1575,46,48],
"track15": [731,1575,48,48],
"track16": [779,1575,47,48],
"track17": [826,1575,48,48],
"track18": [873,1575,46,48],
"track19": [920,1575,48,48],
"track20": [968,1575,46,49],
"track21": [1014,1575,48,49],
"track22": [1062,1575,47,49],
"track23": [1109,1575,48,49],
"track24": [1157,1575,46,49],
"track25": [1203,1577,49,47],
"track26": [1203,1530,49,47],
"track27": [1203,1488,49,46],
"track28": [1203,1434,49,47],
"track29": [1203,1388,49,46],
"track30": [1203,1340,49,48],
"track31": [1203,1292,49,48],
"track32": [1203,1244,49,48],
"track33": [1203,1198,49,46],
"track34": [1203,1151,49,47],
"track35": [1203,1104,49,47],
"track36": [1203,1057,49,46],
"track37": [1203,1010,49,47],
"track38": [1203,960,49,50],
"track39": [1203,914,47,46],
"track40": [1203,865,47,48],
"track41": [1203,819,47,46],
"track42": [1203,774,51,45],
"track43": [1203,724,51,50],
"track44": [1203,676,51,48],
"track45": [1203,630,47,46],
}
const track_xy = []
const calendar_xy = []
const locale_xy = []
let expand_calendar = -1
let expand_track = -1
const ui = {
favicon: document.getElementById("favicon"),
locale: [],
locale_name: [],
locale_markers: [],
locale_markers_rose: [],
lord_cylinder: [],
lord_mat: [],
lord_exile: [],
lord_buttons: [],
vassal_cal: [], // token on calendar
vassal_map: [], // token on map
forces: [],
routed: [],
assets: [],
lord_capabilities: [],
lord_events: [],
lord_moved1: [],
lord_moved2: [],
lord_fled: [],
lord_valour: [],
lord_feed: [],
cards: [],
cards2: [],
calendar: [],
track: [],
seat: [],
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"),
held_york: document.querySelector("#role_York .role_stat"),
held_lancaster: document.querySelector("#role_Lancaster .role_stat"),
command: document.getElementById("turn_info"),
turn: document.getElementById("turn"),
end: document.getElementById("end"),
victory_check: document.getElementById("victory_check"),
fortress: document.getElementById("fortresses"),
town: document.getElementById("towns"),
cities: document.getElementById("cities"),
influence: document.getElementById("ip"),
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"),
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_vassal = []
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} ${name}`)
let bg = build_div(mat, "background")
ui.forces[ix] = build_div(bg, "forces")
ui.routed[ix] = build_div(bg, "routed")
ui.assets[ix] = build_div(bg, "assets")
ui.lord_buttons[ix] = build_div(bg, "card lord " + side + " " + name)
ui.lord_capabilities[ix] = build_div(mat, "capabilities")
ui.lord_events[ix] = build_div(mat, "events")
ui.lord_moved1[ix] = build_div(mat, "marker square moved_fought one hide")
ui.lord_moved2[ix] = build_div(mat, "marker square moved_fought two hide")
ui.lord_fled[ix] = build_div(mat, "marker square fled hide")
ui.lord_valour[ix] = build_div(mat, "valour_area")
ui.lord_feed[ix] = build_div(mat, "marker small feed x2")
ui.lord_mat[ix] = mat
register_action(ui.lord_buttons[ix], "lord", ix)
}
function build_card(side, c, id) {
let card = ui.cards[c] = document.querySelector(`div[data-card="${id}"]`)
ui.cards2[c] = card.cloneNode(true)
register_action(card, "card", c)
}
function build_plan() {
let elt
for (let i = 0; i < 7; ++i) {
elt = document.createElement("div")
elt.className = "hide"
ui.plan_cards.push(elt)
ui.plan.appendChild(elt)
}
for (let lord = 0; lord < 28; ++lord) {
let side = lord < 14 ? "york" : "lancaster"
elt = document.createElement("div")
elt.className = `card cc ${side} ${data.lords[lord].id}`
register_action(elt, "plan", lord)
ui.plan_action_cards.push(elt)
ui.plan_actions.appendChild(elt)
}
ui.plan_action_pass_york = elt = document.createElement("div")
elt.className = `card cc york pass`
register_action(elt, "plan", -1)
ui.plan_actions.appendChild(elt)
ui.plan_action_pass_lancaster = elt = document.createElement("div")
elt.className = `card cc lancaster 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
let xc = Math.round(x + w / 2)
let yc = Math.round(y + h / 2)
let e
let small = 40
let offsetdeplete = 10
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"
e.style.zIndex = "-10"
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_rose[ix] = document.createElement("div")
e.className = "locale marker rose favour " + locale.name // York/Lancaster to add favour
e.style.top = y + h - small + "px"
e.style.left = x + (w - small) / 2 + "px"
e.style.width = small + "px"
e.style.height = small + "px"
e.style.zIndex = "-20"
// e.style.border = "2px solid aqua" // to be changed depending on the favour marker
e.style.backgroundSize = small + "px"
document.getElementById("pieces").appendChild(e)
// Depleted markers
e = ui.locale_markers[ix] = document.createElement("div")
e.className = "locale marker " + locale.name // depleted or exhausted to add markers
e.style.top = y + h - small - offsetdeplete + "px"
e.style.left = offsetdeplete + x + (w - small) / 2 + "px"
e.style.width = small + "px"
e.style.height = small + "px"
e.style.zIndex = "-15"
// e.style.border = "2px solid aqua"
e.style.backgroundSize = small + "px"
document.getElementById("pieces").appendChild(e)
})
// Lord seats
data.seat.forEach((seat, ix) => {
let e = ui.seat[ix] = document.createElement("div")
let { x, y, w, h } = seat.box
let xc = Math.round(x + w / 2)
let yc = Math.round(y + h / 2)
let small = 46
e.className = "hide marker " + seat.name
e.style.position = "absolute"
e.style.top = y + "px"
e.style.left = x + "px"
e.style.width = 46 + "px"
e.style.height = 46 + "px"
e.style.backgroundSize = small + "px"
e.style.transform = "rotate(315deg)"
e.style.zIndex = "-50"
register_tooltip(e, data.seat[ix].name)
document.getElementById("pieces").appendChild(e)
})
data.lords.forEach((lord, ix) => {
let e = ui.lord_cylinder[ix] = document.createElement("div")
let side = lord.side.toLowerCase()
e.className = "cylinder " + side + " " + lord.id + " hide"
register_action(e, "lord", ix)
register_tooltip(e, on_focus_cylinder)
document.getElementById("pieces").appendChild(e)
// TODO: remove this when not in exile
let exile = ui.lord_exile[ix] = document.createElement("div")
exile.className = "marker small exile hide"
e.appendChild(exile)
build_lord_mat(lord, ix, side, lord.id)
})
data.vassalbox.forEach((vassal, ix) => {
let e = ui.vassal_map[ix] = document.createElement("div")
let { x, y, w, h } = vassal.box
let xc = Math.round(x + w / 2)
let yc = Math.round(y + h / 2)
let small = 46
e.className = "hide unit " + vassal.name
e.style.position = "absolute"
e.style.top = y + "px"
e.style.left = x + "px"
e.style.width = 46 + "px"
e.style.height = 46 + "px"
e.style.backgroundSize = small + "px"
register_action(e, "vassal", ix)
register_tooltip(e, data.vassals[ix].name)
document.getElementById("pieces").appendChild(e)
})
data.vassals.forEach((vassal, ix) => {
let e = ui.vassal_cal[ix] = document.createElement("div")
e.className = "hide marker square back vassal vassal_" + clean_name(vassal.name)
e.style.position = "absolute"
e.style.width = 46 + "px"
e.style.height = 46 + "px"
e.style.backgroundSize = 46 + "px"
register_action(e, "vassal", ix)
register_tooltip(e, data.vassals[ix].name)
document.getElementById("pieces").appendChild(e)
})
for (let i = 1; i <= 16; ++i) {
let name = "box" + i
let x = calendar_boxes[name][0]
let y = calendar_boxes[name][1]
let w = calendar_boxes[name][2]
let h = calendar_boxes[name][3]
calendar_xy[i] = [ x, y ]
let e = ui.calendar[i] = document.createElement("div")
e.className = "calendar 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)
}
for (let i = 1; i <= 16; ++i)
register_action(ui.calendar[i], "calendar", i)
for (let i = 0; i <= 45; ++i) {
let name = "track" + i
let x = track_boxes[name][0]
let y = track_boxes[name][1]
let w = track_boxes[name][2]
let h = track_boxes[name][3]
track_xy[i] = [ x, y ]
let e = ui.track[i] = document.createElement("div")
e.className = "track 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)
}
for (let i = 0; i <= 45; ++i)
register_action(ui.track[i], "track", i)
build_plan()
for (let i = 0; i < 6; ++i)
register_action(ui.battle_grid_array[i], "array", i)
for (let c = first_york_card; c <= last_york_card; ++c)
build_card("york", c, "Y" + (1 + c - first_york_card))
for (let c = first_lancaster_card; c <= last_lancaster_card; ++c)
build_card("lancaster", c, "L" + (1 + c - first_lancaster_card))
ui.card_aow_lancaster_back = build_div(null, "card aow lancaster back")
ui.card_aow_york_back = build_div(null, "card aow york back")
ui.card_cc_lancaster_back = build_div(null, "card cc lancaster back")
ui.card_cc_york_back = build_div(null, "card cc york back")
ui.card_cc = []
for (let i = 0; i < 14; ++i)
ui.card_cc[i] = build_div(null, "card cc york " + data.lords[i].id)
for (let i = 14; i < 28; ++i)
ui.card_cc[i] = build_div(null, "card cc lancaster " + data.lords[i].id)
}
// === 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() {
// TODO: clone card elements instead of using classes
if (typeof view.what === "number" && view.what >= 0) {
ui.command.replaceChildren(ui.cards2[view.what])
} else if ((view.turn & 1) === 0) {
if (player === "Lancaster")
ui.command.replaceChildren(ui.card_aow_lancaster_back)
else
ui.command.replaceChildren(ui.card_aow_york_back)
} else if (view.command < 0) {
if (player === "Lancaster")
ui.command.replaceChildren(ui.card_cc_lancaster_back)
else
ui.command.replaceChildren(ui.card_cc_york_back)
} else {
ui.command.replaceChildren(ui.card_cc[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 = 2
switch (data.locales[loc].type) {
case "london":
wrap = 3
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 = 1; loc <= 16; ++loc) {
let [cx, cy] = calendar_xy[loc]
let list = calendar_layout_vassal[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
}
x += 10
y += 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 + i
x += 10
y += i * 32 - 3
e.style.top = y + "px"
e.style.left = x + "px"
e.style.zIndex = z
}
}
}
function layout_track() {
for (let loc = 0; loc <= 45; ++loc) {
let [cx, cy] = track_xy[loc]
let list = track_layout[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_track) {
d = 46
z += 100
}
x += 10
y += i * d
e.style.top = y + "px"
e.style.left = x + "px"
e.style.zIndex = z
}
}
}
function add_vassal(parent, vassal, lord, routed) {
let elt
if (routed) {
if (is_action(routed_force_action_name[VASSAL], vassal))
elt = get_cached_element(
"action unit " + force_action_name[VASSAL] + " vassal_" + clean_name(data.vassals[vassal].name),
routed_force_action_name[VASSAL],
vassal
)
else
elt = get_cached_element(
"unit " + force_action_name[VASSAL] + " vassal_" + clean_name(data.vassals[vassal].name),
routed_force_action_name[VASSAL],
vassal
)
} else {
if (is_action(force_action_name[VASSAL], vassal))
elt = get_cached_element(
"action unit " + force_action_name[VASSAL] + " vassal_" + clean_name(data.vassals[vassal].name),
force_action_name[VASSAL],
vassal
)
else
elt = get_cached_element(
"unit " + force_action_name[VASSAL] + " vassal_" + clean_name(data.vassals[vassal].name),
force_action_name[VASSAL],
vassal
)
}
parent.appendChild(elt)
}
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) {
if (i === VASSAL) {
for_each_vassal_with_lord(lord_ix, v => {
if (view.battle) {
if (set_has(view.battle.routed_vassals, v) === routed)
add_vassal(parent, v, lord_ix, routed)
} else {
if (routed === false)
add_vassal(parent, v, lord_ix, routed)
}
})
} else {
let n = map_get_pack4(forces, lord_ix, i, 0)
for (let k = 0; k < n; ++k) {
add_force(parent, i, lord_ix, routed)
}
}
}
}
function update_assets(parent, assets, lord_ix) {
parent.replaceChildren()
for (let i = 0; i < asset_type_count; ++i) {
let n = map_get_pack4(assets, lord_ix, i, 0)
if (asset_type_x34[i]) {
while (n >= 4) {
add_asset(parent, i, 4, lord_ix)
n -= 4
}
while (n >= 3) {
add_asset(parent, i, 3, lord_ix)
n -= 3
}
}
while (n >= 2) {
add_asset(parent, i, 2, lord_ix)
n -= 2
}
while (n >= 1) {
add_asset(parent, i, 1, lord_ix)
n -= 1
}
}
}
function add_valour(parent, lord) {
let elt
if (is_action("valour", lord))
elt = get_cached_element("action marker small valour", "valour", lord)
else
elt = get_cached_element("marker valour small")
parent.appendChild(elt)
}
function update_valour(lord, parent, battle) {
if (!battle) return
parent.replaceChildren()
for (let i = 0; i < battle.valour[lord]; i++) {
add_valour(parent, lord)
}
}
function update_lord_mat(ix) {
if (view.reveal & (1 << ix)) {
ui.lord_mat[ix].classList.remove("hidden")
update_assets(ui.assets[ix], view.pieces.assets, ix)
update_forces(ui.forces[ix], view.pieces.forces, ix, false)
update_forces(ui.routed[ix], view.pieces.routed, ix, true)
ui.lord_feed[ix].classList.toggle("hide", count_lord_all_forces(ix) <= 6)
} else {
ui.lord_mat[ix].classList.add("hidden")
ui.assets[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[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))
ui.lord_fled[ix].classList.toggle("hide", view.battle === 0 || !set_has(view.battle.fled, ix))
update_valour(ix, ui.lord_valour[ix], view.battle)
}
function update_lord(ix) {
let locale = get_lord_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)
ui.lord_exile[ix].classList.add("hide")
} else {
let t = locale - 100
if (t > 16) t = 16
calendar_layout_cylinder[t].push(ui.lord_cylinder[ix])
ui.lord_cylinder[ix].classList.remove("hide")
ui.lord_exile[ix].classList.toggle("hide", !is_lord_in_exile(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("ambushed", is_lord_ambushed(ix))
ui.seat[ix].classList.toggle("hide", !is_lord_in_game(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"))
//DEPLETED/EXHAUSTED
if (!set_has(view.pieces.depleted, loc) && !set_has(view.pieces.exhausted, loc)) {
let cn
cn = "depleted"
ui.locale_markers[loc].classList.remove(cn)
cn = "exhausted"
ui.locale_markers[loc].classList.remove(cn)
}
if (set_has(view.pieces.depleted, loc)) {
let cn
cn = "depleted"
ui.locale_markers[loc].classList.add(cn)
cn = "exhausted"
ui.locale_markers[loc].classList.remove(cn)
}
if (set_has(view.pieces.exhausted, loc)) {
let cn
cn = "exhausted"
ui.locale_markers[loc].classList.add(cn)
cn = "depleted"
ui.locale_markers[loc].classList.remove(cn)
}
// FAVOUR MARKERS
if (!set_has(view.pieces.favourl, loc) && !set_has(view.pieces.favoury, loc)) {
let cn
cn = "lancaster"
ui.locale_markers_rose[loc].classList.remove(cn)
cn = "york"
ui.locale_markers_rose[loc].classList.remove(cn)
}
if (set_has(view.pieces.favourl, loc)) {
let cn
cn = "lancaster"
ui.locale_markers_rose[loc].classList.add(cn)
cn = "york"
ui.locale_markers_rose[loc].classList.remove(cn)
}
if (set_has(view.pieces.favoury, loc)) {
let cn
cn = "york"
ui.locale_markers_rose[loc].classList.add(cn)
cn = "lancaster"
ui.locale_markers_rose[loc].classList.remove(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 < 7; ++i) {
if (i < view.plan.length) {
let lord = view.plan[i]
if (lord < 0) {
if (player === "York")
ui.plan_cards[i].className = "card cc york pass"
else
ui.plan_cards[i].className = "card cc lancaster pass"
} else {
if (lord < 14)
ui.plan_cards[i].className = "card cc york " + data.lords[lord].id
else
ui.plan_cards[i].className = "card cc lancaster " + data.lords[lord].id
}
} else if (is_planning && i < max_plan_length()) {
if (player === "York")
ui.plan_cards[i].className = "card cc york back"
else
ui.plan_cards[i].className = "card cc lancaster back"
} else {
ui.plan_cards[i].className = "hide"
}
}
if (is_planning) {
ui.plan_actions.classList.remove("hide")
for (let lord = 0; lord < 28; ++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_york.classList.add("action")
ui.plan_action_pass_york.classList.remove("disabled")
ui.plan_action_pass_lancaster.classList.add("action")
ui.plan_action_pass_lancaster.classList.remove("disabled")
} else {
ui.plan_action_pass_york.classList.remove("action")
ui.plan_action_pass_york.classList.add("disabled")
ui.plan_action_pass_lancaster.classList.remove("action")
ui.plan_action_pass_lancaster.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 <= last_aow_card; ++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 = get_lord_capability(ix, 0)
if (c >= 0)
ui.lord_capabilities[ix].appendChild(ui.cards[c])
c = get_lord_capability(ix, 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
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 ycourt_hdr = (player === "Lancaster") ? ui.court2_header : ui.court1_header
let lcourt_hdr = (player === "Lancaster") ? ui.court1_header : ui.court2_header
let ycourt = (player === "Lancaster") ? ui.court2 : ui.court1
let lcourt = (player === "Lancaster") ? ui.court1 : ui.court2
ycourt_hdr.textContent = "York Lords"
lcourt_hdr.textContent = "Lancaster Lords"
ycourt.replaceChildren()
lcourt.replaceChildren()
for (let lord = first_york_lord; lord <= last_york_lord; ++lord)
if (!is_lord_in_battle(lord) && is_lord_on_map(lord))
ycourt.appendChild(ui.lord_mat[lord])
for (let lord = first_lancaster_lord; lord <= last_lancaster_lord; ++lord)
if (!is_lord_in_battle(lord) && is_lord_on_map(lord))
lcourt.appendChild(ui.lord_mat[lord])
}
function update_vassals() {
for (let v = first_vassal; v <= last_vassal; v++) {
let loc = get_vassal_lord(v)
let srv = get_vassal_service(v)
if (loc === VASSAL_OUT_OF_PLAY) {
// not present
ui.vassal_cal[v].classList.add("hide")
if (ui.vassal_map[v]) {
ui.vassal_map[v].classList.add("hide")
}
} else if (loc === VASSAL_READY) {
// on map
ui.vassal_cal[v].classList.add("hide")
if (ui.vassal_map[v]) {
ui.vassal_map[v].classList.remove("hide")
ui.vassal_map[v].classList.toggle("action", is_action("vassal", v))
}
} else {
// on calendar (+ maybe on lord mat)
if (data.vassals[v].service > 0) {
ui.vassal_cal[v].classList.remove("hide")
ui.vassal_cal[v].classList.toggle("action", is_action("vassal", v))
calendar_layout_vassal[srv].push(ui.vassal_cal[v])
} else {
// special vassal not on calendar
ui.vassal_cal[v].classList.add("hide")
}
if (ui.vassal_map[v]) {
ui.vassal_map[v].classList.add("hide")
}
}
}
}
function on_update() {
restart_cache()
switch (player) {
case "York":
ui.favicon.href = "favicons/favicon_york.png"
break
case "Lancaster":
ui.favicon.href = "favicons/favicon_henry_vi.png"
break
default:
ui.favicon.href = "favicons/favicon_warwick.png"
break
}
for (let i = 0; i <= 16; ++i) {
calendar_layout_cylinder[i] = []
calendar_layout_vassal[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 (get_lord_locale(ix) < 0) {
ui.lord_cylinder[ix].classList.add("hide")
} else {
ui.lord_cylinder[ix].classList.remove("hide")
update_lord(ix)
}
}
update_vassals()
layout_calendar()
//layout_track()
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`
} else {
ui.turn.className = `marker circle turn levy`
}
ui.turn.style.left = (calendar_xy[view.turn >> 1][0] + 91 - 52) + "px"
ui.turn.style.top = (calendar_xy[view.turn >> 1][1] + 94) + "px"
ui.end.style.left = (calendar_xy[view.end][0] + 91 - 52) + "px"
ui.end.style.top = (calendar_xy[view.end][1] + 94) + "px"
ui.held_york.textContent = `${view.held_y} Held`
ui.held_lancaster.textContent = `${view.held_l} Held`
ui.victory_check.style.top = (track_xy[view.victory_check][1]) + "px"
ui.victory_check.style.left = (track_xy[view.victory_check][0]) + "px"
let town = count_favour(TOWN)
ui.town.style.top = (track_xy[Math.abs(town)][1]) + "px"
ui.town.style.left = (track_xy[Math.abs(town)][0]) + "px"
ui.town.classList.toggle("york", town < 0)
ui.town.classList.toggle("lancaster", town >= 0)
let cities = count_favour(CITY)
ui.cities.style.top = (track_xy[Math.abs(cities)][1]) + "px"
ui.cities.style.left = (track_xy[Math.abs(cities)][0]) + "px"
ui.cities.classList.toggle("york", cities < 0)
ui.cities.classList.toggle("lancaster", cities >= 0)
let fortress = count_favour(FORTRESS)
ui.fortress.style.top = (track_xy[Math.abs(fortress)][1]) + "px"
ui.fortress.style.left = (track_xy[Math.abs(fortress)][0]) + "px"
ui.fortress.classList.toggle("york", fortress < 0)
ui.fortress.classList.toggle("lancaster", fortress >= 0)
ui.influence.style.top = (track_xy[Math.abs(view.influence)][1]) + "px"
ui.influence.style.left = (track_xy[Math.abs(view.influence)][0]) + "px"
ui.influence.classList.toggle("york", view.influence < 0)
ui.influence.classList.toggle("lancaster", view.influence >= 0)
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()
// 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")
// Use all commands
action_button("heralds", "Heralds")
// Use one command
action_button("sail", "Sail")
action_button("parley", "Parley")
action_button("forage", "Forage")
action_button("supply", "Supply")
action_button("tax", "Tax")
action_button("merchants", "Merchants")
action_button("agitators", "Agitators")
action_button("exile_pact", "Exile Pact")
// Muster & Spoils
action_button("take_prov", "Provender")
action_button("take_coin", "Coin")
action_button("take_ship", "Ship")
action_button("take_cart", "Cart")
action_button("levy_troops", "Levy Troops")
action_button("levy_beloved_warwick", "Beloved Warwick")
action_button("levy_irishmen", "Irishmen")
action_button("soldiers_of_fortune", "Soldiers of Fortune")
action_button("capability", "Capability")
// Parley
action_button("check", "Influence Check")
action_button("spend1", "Spend 1 Influence")
action_button("spend3", "Spend 3 Influence")
// Supply
action_button("stronghold", "Stronghold")
action_button("port", "Port")
// Pay or Disband
action_button("pay_all", "Pay All")
action_button("pay", "Pay")
action_button("disband", "Disband")
action_button("pillage", "Pillage")
// 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("intercept", "Intercept")
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_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_remove", "End Remove")
action_button("end_sack", "End Sack")
action_button("end_setup", "End Setup")
action_button("end_spoils", "End Spoils")
action_button("end_supply", "End Supply")
action_button("escape_ship", "End Escape Ship")
action_button("loyalty_and_trust", "+3 Lordship")
action_button("end_wastage", "End Wastage")
action_button("end_withdraw", "End Withdraw")
action_button("end_battle_round", "End Round")
// ADDING TROOPS THROUGH EVENTS
action_button("add_militia", "Add Militia")
action_button("add_militia2", "Add 2 Militias")
action_button("add_men_at_arms", "Add Men at Arms")
// REMOVE INFLUENCE
action_button("remove_favour", "Remove favour")
action_button("pass", "Pass")
action_button("done", "Done")
action_button("undo", "Undo")
}
// === LOG ===
function on_focus_card_tip(c) {
ui.command.replaceChildren(ui.cards2[c])
}
function on_blur_card_tip() {
update_current_card_display()
}
function sub_card_capability(match, p1) {
let x = p1 | 0
return `<span class="card_tip" onmouseenter="on_focus_card_tip(${x})" onmouseleave="on_blur_card_tip(${x})">${data.cards[x].capability}</span>`
}
function sub_card_event(match, p1) {
let x = p1 | 0
return `<span class="card_tip" onmouseenter="on_focus_card_tip(${x})" onmouseleave="on_blur_card_tip(${x})">${data.cards[x].event}</span>`
}
function on_focus_locale_tip(loc) {
ui.locale[loc].classList.add("tip")
if (ui.locale_name[loc])
ui.locale_name[loc].classList.add("tip")
}
function on_blur_locale_tip(loc) {
ui.locale[loc].classList.remove("tip")
if (ui.locale_name[loc])
ui.locale_name[loc].classList.remove("tip")
}
function on_click_locale_tip(loc) {
ui.locale[loc].scrollIntoView({ block: "center", inline: "center", behavior: "smooth" })
}
function on_click_lord_tip(lord) {
ui.lord_mat[lord].scrollIntoView({ block: "center", inline: "center", behavior: "smooth" })
}
function sub_locale_name(match, p1) {
let x = p1 | 0
let n = data.locales[x].name
return `<span class="locale_tip" onmouseenter="on_focus_locale_tip(${x})" onmouseleave="on_blur_locale_tip(${x})" onclick="on_click_locale_tip(${x})">${n}</span>`
}
function sub_lord_name(match, p1) {
let x = p1 | 0
let n = data.lords[x].name
return `<span class="lord_tip" onclick="on_click_lord_tip(${x})">${n}</span>`
}
function sub_vassal_name(match, x) {
let n = data.vassals[x].name
return `<span class="vassal_tip" >${n}</span>`
}
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(/>/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)
text = text.replace(/V(\d+)/g, sub_vassal_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
}
build_map()
scroll_with_middle_mouse("main")
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