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path: root/play.js
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"use strict"

const LANCASTER = "Lancaster"
const YORK = "York"
const ENEMY = { York: "Lancaster", Lancaster: "York" }

const NOWHERE = 0
const POOL = 1
const MINOR = 2

const L_POOL = area_index["LPool"]
const Y_POOL = area_index["YPool"]
const L_MINOR = area_index["LMinor"]
const Y_MINOR = area_index["YMinor"]

const NOBODY = -1
const B_YORK = block_index["York"]
const B_MARCH = block_index["March"]
const B_RUTLAND = block_index["Rutland"]
const B_CLARENCE_Y = block_index["Clarence/Y"]
const B_GLOUCESTER = block_index["Gloucester"]
const B_EXETER_Y = block_index["Exeter/Y"]
const B_WARWICK_Y = block_index["Warwick/Y"]
const B_KENT_Y = block_index["Kent/Y"]
const B_SALISBURY_Y = block_index["Salisbury/Y"]
const B_IRISH_MERCENARY = block_index["Irish Mercenary"]
const B_BURGUNDIAN_MERCENARY = block_index["Burgundian Mercenary"]
const B_CALAIS_MERCENARY = block_index["Calais Mercenary"]
const B_HENRY_VI = block_index["Henry VI"]
const B_PRINCE_EDWARD = block_index["Prince Edward"]
const B_EXETER_L = block_index["Exeter/L"]
const B_SOMERSET = block_index["Somerset"]
const B_RICHMOND = block_index["Richmond"]
const B_WARWICK_L = block_index["Warwick/L"]
const B_KENT_L = block_index["Kent/L"]
const B_SALISBURY_L = block_index["Salisbury/L"]
const B_CLARENCE_L = block_index["Clarence/L"]
const B_SCOTS_MERCENARY = block_index["Scots Mercenary"]
const B_WELSH_MERCENARY = block_index["Welsh Mercenary"]
const B_FRENCH_MERCENARY = block_index["French Mercenary"]
const B_REBEL = block_index["Rebel"]

const KING_TEXT = "\u2756"
const PRETENDER_TEXT = ""

const LONG_NAME = {
	"Somerset": "Duke of Somerset",
	"Exeter": "Duke of Exeter",
	"Devon": "Earl of Devon",
	"Pembroke": "Earl of Pembroke",
	"Wiltshire": "Earl of Wiltshire",
	"Oxford": "Earl of Oxford",
	"Beaumont": "Viscount Beaumont",
	"Clifford": "Lord Clifford",
	"Buckingham": "Duke of Buckingham",
	"Northumberland": "Earl of Northumberland",
	"Shrewsbury": "Earl of Shrewsbury",
	"Westmoreland": "Earl of Westmoreland",
	"Rivers": "Lord Rivers",
	"Stanley": "Lord Stanley",
	"Richmond": "Earl of Richmond",
	"York": "Duke of York",
	"Rutland": "Earl of Rutland",
	"March": "Earl of March",
	"Warwick": "Earl of Warwick",
	"Salisbury": "Earl of Salisbury",
	"Kent": "Earl of Kent",
	"Norfolk": "Duke of Norfolk",
	"Suffolk": "Duke of Suffolk",
	"Arundel": "Earl of Arundel",
	"Essex": "Earl of Essex",
	"Worcester": "Earl of Worcester",
	"Hastings": "Lord Hastings",
	"Herbert": "Lord Herbert",
	"Clarence": "Duke of Clarence",
	"Gloucester": "Duke of Gloucester",
}

function toggle_blocks() {
	document.getElementById("map").classList.toggle("hide_blocks")
}

let ui = {
	cards: {},
	card_backs: {},
	areas: {},
	blocks: {},
	battle_menu: {},
	battle_block: {},
	present: new Set(),
}

for (let a of AREAS)
	a.nbname = a.name.replace(/ /g, "\xa0")

function remember_position(e) {
	if (e.classList.contains("show")) {
		let rect = e.getBoundingClientRect()
		e.my_parent = true
		e.my_x = rect.x
		e.my_y = rect.y
	} else {
		e.my_parent = false
		e.my_x = 0
		e.my_y = 0
	}
}

function animate_position(e) {
	if (e.parentElement) {
		if (e.my_parent) {
			let rect = e.getBoundingClientRect()
			let dx = e.my_x - rect.x
			let dy = e.my_y - rect.y
			if (dx !== 0 || dy !== 0) {
				e.animate(
					[
						{ transform: `translate(${dx}px, ${dy}px)`, },
						{ transform: "translate(0, 0)", },
					],
					{ duration: 250, easing: "ease" }
				)
			}
		} else {
				e.animate(
					[
						{ opacity: 0 },
						{ opacity: 1 }
					],
					{ duration: 250, easing: "ease" }
				)
		}
	}
}

function on_focus_space_tip(x) {
	ui.areas[x].classList.add("tip")
}

function on_blur_space_tip(x) {
	ui.areas[x].classList.remove("tip")
}

function on_click_space_tip(x) {
	scroll_into_view(ui.areas[x])
}

function sub_space_name(match, p1, offset, string) {
	let x = p1 | 0
	let n = AREAS[x].nbname
	return `<span class="tip" onmouseenter="on_focus_space_tip(${x})" onmouseleave="on_blur_space_tip(${x})" onclick="on_click_space_tip(${x})">${n}</span>`
}

function on_log(text) {
	let p = document.createElement("div")

	if (text.match(/^>/)) {
                text = text.substring(1)
                p.className = "i"
        }

	text = text.replace(/&/g, "&amp;")
	text = text.replace(/</g, "&lt;")
	text = text.replace(/>/g, "&gt;")

	text = text.replace(/\u2192 /g, "\u2192\xa0")

	text = text.replace(/^([A-Z]):/, '<span class="$1"> $1 </span>')

	text = text.replace(/#(\d+)/g, sub_space_name)

	if (text.match(/^\.h1 /))
		p.className = 'h1', text = text.substring(4)
	if (text.match(/^\.h2 L/))
		p.className = 'h2 L', text = text.substring(4)
	if (text.match(/^\.h2 Y/))
		p.className = 'h2 Y', text = text.substring(4)
	if (text.match(/^\.h3 /))
		p.className = 'h3', text = text.substring(4)
	if (text.match(/^\.h4 /))
		p.className = 'h4', text = text.substring(4)

	p.innerHTML = text
	return p
}

function is_known_block(b) {
	if (view.game_over && player === 'Observer')
		return true
	return block_owner(b) === player
}

function on_focus_area(evt) {
	let where = evt.target.area
	let text = AREAS[where].name
	if (AREAS[where].city)
		text += " (" + AREAS[where].city + ")"
	if (AREAS[where].crown)
		text += " - Crown" // " \u2655"
	if (where === "South Yorks" || where === "Kent")
		text += " - Church" // " -" \u2657"
	if (AREAS[where].major_port)
		text += " - Port"
	if (AREAS[where].shields.length > 0)
		text += " - " + AREAS[where].shields.join(", ")
	document.getElementById("status").textContent = text
}

function on_blur_area(evt) {
	document.getElementById("status").textContent = ""
}

function on_click_area(evt) {
	let where = evt.target.area
	send_action('area', where)
}

const STEP_TEXT = [ 0, "I", "II", "III", "IIII" ]
const HEIR_TEXT = [ 0, '\u00b9', '\u00b2', '\u00b3', '\u2074', '\u2075' ]

function block_name(who) {
	if (who === NOBODY) return "Nobody"
	let name = BLOCKS[who].name
	let long_name = LONG_NAME[name]
	return long_name ? long_name : name
}

function block_owner(who) {
	if (who === B_REBEL) {
		if (view.pretender !== NOBODY)
			return BLOCKS[view.pretender].owner
		if (view.king !== NOBODY)
			return ENEMY[BLOCKS[view.king].owner]
		return YORK
	}
	return BLOCKS[who].owner
}

function on_focus_map_block(evt) {
	let b = evt.target.block
	if (is_known_block(b)) {
		let s = BLOCKS[b].steps
		let text = block_name(b) + " "
		if (BLOCKS[b].type === 'heir')
			text += "H" + HEIR_TEXT[BLOCKS[b].heir] + "-"
		if (BLOCKS[b].loyalty)
			text += BLOCKS[b].loyalty + "-"
		else if (BLOCKS[b].type === 'nobles')
			text += "\u2740-"
		text += STEP_TEXT[s] + "-" + BLOCKS[b].combat
		document.getElementById("status").textContent = text
	} else {
		let owner = block_owner(b)
		if (b === B_REBEL)
			owner = "Rebel"
		document.getElementById("status").textContent = owner
	}
}

function on_blur_map_block(evt) {
	document.getElementById("status").textContent = ""
}

function on_click_map_block(evt) {
	let b = evt.target.block
	if (!view.battle)
		send_action('block', b)
}

function on_focus_battle_block(evt) {
	let b = evt.target.block
	let msg = block_name(b)
	if (view.battle.LR.includes(b))
		msg = "Lancaster Reserve"
	if (view.battle.YR.includes(b))
		msg = "York Reserve"

	if (view.actions && view.actions.battle_fire && view.actions.battle_fire.includes(b))
		msg = "Fire with " + msg
	else if (view.actions && view.actions.battle_retreat && view.actions.battle_retreat.includes(b))
		msg = "Retreat with " + msg
	else if (view.actions && view.actions.battle_charge && view.actions.battle_charge.includes(b))
		msg = "Charge " + msg
	else if (view.actions && view.actions.battle_treachery && view.actions.battle_treachery.includes(b))
		msg = "Attempt treachery on " + msg
	else if (view.actions && view.actions.battle_hit && view.actions.battle_hit.includes(b))
		msg = "Take hit on " + msg

	document.getElementById("status").textContent = msg
}

function on_blur_battle_block(evt) {
	document.getElementById("status").textContent = ""
}

function on_click_battle_block(evt) {
	let b = evt.target.block
	send_action('block', b)
}

function on_focus_battle_fire(evt) {
	document.getElementById("status").textContent =
		"Fire with " + block_name(evt.target.block)
}

function on_focus_battle_retreat(evt) {
	document.getElementById("status").textContent =
		"Retreat with " + block_name(evt.target.block)
}

function on_focus_battle_pass(evt) {
	document.getElementById("status").textContent =
		"Pass with " + block_name(evt.target.block)
}

function on_focus_battle_hit(evt) {
	document.getElementById("status").textContent =
		"Take hit on " + block_name(evt.target.block)
}

function on_focus_battle_charge(evt) {
	if (block_owner(evt.target.block) === view.active)
		document.getElementById("status").textContent =
			"Charge with " + block_name(evt.target.block)
	else
		document.getElementById("status").textContent =
			"Charge " + block_name(evt.target.block)
}

function on_focus_battle_treachery(evt) {
	if (block_owner(evt.target.block) === view.active)
		document.getElementById("status").textContent =
			"Attempt treachery with " + block_name(evt.target.block)
	else
		document.getElementById("status").textContent =
			"Attempt treachery on " + block_name(evt.target.block)
}

function on_blur_battle_button(evt) {
	document.getElementById("status").textContent = ""
}

function on_click_battle_hit(evt) { send_action('battle_hit', evt.target.block); }
function on_click_battle_fire(evt) { send_action('battle_fire', evt.target.block); }
function on_click_battle_retreat(evt) { send_action('battle_retreat', evt.target.block); }
function on_click_battle_charge(evt) { send_action('battle_charge', evt.target.block); }
function on_click_battle_treachery(evt) { send_action('battle_treachery', evt.target.block); }

function on_click_battle_pass(evt) {
	if (window.confirm("Are you sure that you want to PASS with " + block_name(evt.target.block) + "?"))
		send_action('battle_pass', evt.target.block)
}

function on_click_card(evt) {
	let c = evt.target.id.split("+")[1] | 0
	send_action('play', c)
}

function build_battle_button(menu, b, c, click, enter, img_src) {
	let img = new Image()
	img.draggable = false
	img.classList.add("action")
	img.classList.add(c)
	img.setAttribute("src", img_src)
	img.addEventListener("click", click)
	img.addEventListener("mouseenter", enter)
	img.addEventListener("mouseleave", on_blur_battle_button)
	img.block = b
	menu.appendChild(img)
}

function build_battle_block(b, block) {
	let element = document.createElement("div")
	element.classList.add("block")
	element.classList.add("known")
	element.classList.add(BLOCKS[b].owner)
	element.classList.add("block_" + block.image)
	element.addEventListener("mouseenter", on_focus_battle_block)
	element.addEventListener("mouseleave", on_blur_battle_block)
	element.addEventListener("click", on_click_battle_block)
	element.block = b
	ui.battle_block[b] = element

	let menu_list = document.createElement("div")
	menu_list.classList.add("battle_menu_list")

	build_battle_button(menu_list, b, "treachery",
		on_click_battle_treachery, on_focus_battle_treachery,
		"/images/rose.svg")
	build_battle_button(menu_list, b, "charge",
		on_click_battle_charge, on_focus_battle_charge,
		"/images/mounted-knight.svg")
	build_battle_button(menu_list, b, "hit",
		on_click_battle_hit, on_focus_battle_hit,
		"/images/cross-mark.svg")

	// menu_list.appendChild(document.createElement("br"))

	build_battle_button(menu_list, b, "fire",
		on_click_battle_fire, on_focus_battle_fire,
		"/images/pointy-sword.svg")
	build_battle_button(menu_list, b, "retreat",
		on_click_battle_retreat, on_focus_battle_retreat,
		"/images/flying-flag.svg")
	build_battle_button(menu_list, b, "pass",
		on_click_battle_pass, on_focus_battle_pass,
		"/images/sands-of-time.svg")

	let menu = document.createElement("div")
	menu.classList.add("battle_menu")
	menu.appendChild(element)
	menu.appendChild(menu_list)
	menu.block = b
	ui.battle_menu[b] = menu
}

function build_map_block(b, block) {
	let element = document.createElement("div")
	element.classList.add("block")
	element.classList.add("known")
	element.classList.add(BLOCKS[b].owner)
	element.classList.add("block_" + block.image)
	element.addEventListener("mouseenter", on_focus_map_block)
	element.addEventListener("mouseleave", on_blur_map_block)
	element.addEventListener("click", on_click_map_block)
	element.block = b
	ui.blocks[b] = element
}

function build_map() {
	let element

	ui.blocks_element = document.getElementById("blocks")
	ui.offmap_element = document.getElementById("offmap")

	for (let c = 1; c <= 25; ++c) {
		ui.cards[c] = document.getElementById("card+"+c)
		ui.cards[c].addEventListener("click", on_click_card)
	}

	for (let c = 1; c <= 7; ++c)
		ui.card_backs[c] = document.getElementById("back+"+c)

	for (let area = 0; area < AREAS.length; ++area) {
		let name = AREAS[area].name
		element = document.getElementById("svgmap").getElementById("area_"+name.replace(/ /g, "_"))
		if (element) {
			element.area = area
			element.addEventListener("mouseenter", on_focus_area)
			element.addEventListener("mouseleave", on_blur_area)
			element.addEventListener("click", on_click_area)
			ui.areas[area] = element
		}
	}

	for (let b = 0; b < BLOCKS.length; ++b) {
		let block = BLOCKS[b]
		build_battle_block(b, block)
		build_map_block(b, block)
	}
}

function update_steps(b, steps, element) {
	element.classList.remove("r1")
	element.classList.remove("r2")
	element.classList.remove("r3")
	element.classList.add("r"+(BLOCKS[b].steps - steps))
}

function compare_layout_blocks(a, b) {
	let ad = view.dead.includes(a.block)
	let bd = view.dead.includes(b.block)
	if (ad && !bd) return 1
	if (bd && !ad) return -1
	return a.block - b.block
}

function layout_blocks(area, secret, known) {
	secret.sort(compare_layout_blocks)
	known.sort(compare_layout_blocks)

	let wrap = AREAS[area].layout.wrap
	let s = secret.length
	let k = known.length
	let n = s + k
	let row, rows = []
	let i = 0

	function new_line() {
		rows.push(row = [])
		i = 0
	}

	new_line()

	while (secret.length > 0) {
		if (i === wrap)
			new_line()
		row.push(secret.shift())
		++i
	}

	// Break early if secret and known fit in exactly two rows, and more than three blocks total
	if (s > 0 && s <= wrap && k > 0 && k <= wrap && n > 3)
		new_line()

	while (known.length > 0) {
		if (i === wrap)
			new_line()
		row.push(known.shift())
		++i
	}

	if (AREAS[area].layout.minor > 0.5)
		rows.reverse()

	for (let j = 0; j < rows.length; ++j)
		for (i = 0; i < rows[j].length; ++i)
			position_block(area, j, rows.length, i, rows[j].length, rows[j][i])
}

function position_block(area, row, n_rows, col, n_cols, element) {
	let space = AREAS[area]
	let block_size = 60+6
	let padding = 4
	let offset = block_size + padding
	let row_size = (n_rows-1) * offset
	let col_size = (n_cols-1) * offset
	let x = space.layout.x - block_size/2
	let y = space.layout.y - block_size/2

	if (space.layout.axis === 'X') {
		x -= col_size * space.layout.major
		y -= row_size * space.layout.minor
		x += col * offset
		y += row * offset
	} else {
		y -= col_size * space.layout.major
		x -= row_size * space.layout.minor
		y += col * offset
		x += row * offset
	}

	element.style.left = (x|0)+"px"
	element.style.top = (y|0)+"px"
}

function show_block(element) {
	if (element.parentElement !== ui.blocks_element)
		ui.blocks_element.appendChild(element)
}

function hide_block(element) {
	if (element.parentElement !== ui.offmap_element)
		ui.offmap_element.appendChild(element)
}

function is_dead(who) {
	return view.location[who] === NOWHERE
}

function is_perma_dead(who) {
	if (BLOCKS[who].loyalty === 0)
		return true
	switch (who) {
	case B_WARWICK_Y: return is_dead(B_WARWICK_Y) && is_dead(B_WARWICK_L)
	case B_KENT_Y: return is_dead(B_KENT_Y) && is_dead(B_KENT_L)
	case B_SALISBURY_Y: return is_dead(B_SALISBURY_Y) && is_dead(B_SALISBURY_L)
	case B_CLARENCE_Y: return is_dead(B_CLARENCE_Y) && is_dead(B_CLARENCE_L)
	case B_EXETER_L: return is_dead(B_EXETER_Y) && is_dead(B_EXETER_L)
	}
	return false
}

function is_in_battle(b) {
	if (view.battle) {
		if (view.battle.LR.includes(b)) return true
		if (view.battle.YR.includes(b)) return true
		if (view.battle.LF.includes(b)) return true
		if (view.battle.YF.includes(b)) return true
	}
	return false
}

function update_map() {
	let overflow = { Lancaster: [], York: [], Rebel: [] }
	let layout = {}

	document.getElementById("turn_info").textContent =
		"Campaign " + view.campaign +
		"\nKing: " + block_name(view.king) +
		"\nPretender: " + block_name(view.pretender)

	for (let area = 0; area < AREAS.length; ++area)
		layout[area] = { Lancaster: [], York: [] }

	let is_battle_open = document.getElementById("battle").getAttribute("open") !== null

	for (let b = 0; b < BLOCKS.length; ++b) {
		let info = BLOCKS[b]
		let element = ui.blocks[b]
		let area = view.location[b]
		let moved = view.moved.includes(b) ? " moved" : ""
		let image = " block_" + info.image
		let steps = " r" + (info.steps - view.steps[b])
		let known = is_known_block(b)

		if (area !== NOWHERE || is_perma_dead(b)) {
			// perma-dead nobles
			if (area === NOWHERE || view.dead.includes(b)) {
				moved = " moved"
				known = 1
				steps = ""
			}
			if (known) {
				element.classList = info.owner + " known block" + image + steps + moved
			} else {
				element.classList = info.owner + " block" + moved
			}

			if (block_owner(b) === LANCASTER)
				layout[area].Lancaster.push(element)
			else
				layout[area].York.push(element)

			show_block(element)
		} else {
			hide_block(element)
		}

		if (is_battle_open && is_in_battle(b))
			element.classList.add("battle")
		else
			element.classList.remove("battle")
	}

	for (let area = 1; area < AREAS.length; ++area) {
		if (area === POOL) {
			layout_blocks(L_POOL, layout[POOL].Lancaster, layout[NOWHERE].Lancaster)
			layout_blocks(Y_POOL, layout[POOL].York, layout[NOWHERE].York)
		} else if (area === MINOR) {
			layout_blocks(L_MINOR, layout[area].Lancaster, [])
			layout_blocks(Y_MINOR, layout[area].York, [])
		} else {
			layout_blocks(area, layout[area].Lancaster, layout[area].York)
		}
	}

	for (let area = 0; area < AREAS.length; ++area) {
		if (ui.areas[area]) {
			ui.areas[area].classList.remove('highlight')
			ui.areas[area].classList.remove('where')
			ui.areas[area].classList.remove('battle')
		}
	}
	if (view.actions && view.actions.area)
		for (let area of view.actions.area)
			ui.areas[area].classList.add('highlight')
	if (view.where !== NOWHERE)
		ui.areas[view.where].classList.add('where')
	if (view.battle)
		ui.areas[view.where].classList.add('battle')

	for (let b = 0; b < BLOCKS.length; ++b) {
		ui.blocks[b].classList.remove('highlight')
		ui.blocks[b].classList.remove('selected')
	}
	if (!view.battle) {
		if (view.actions && view.actions.block)
			for (let b of view.actions.block)
				ui.blocks[b].classList.add('highlight')
		if (view.who !== NOBODY)
			ui.blocks[view.who].classList.add('selected')
	}
}

function update_cards() {
	let cards = view.hand
	for (let c = 1; c <= 25; ++c) {
		ui.cards[c].classList.remove('enabled')
		if (cards && cards.includes(c))
			ui.cards[c].classList.add('show')
		else
			ui.cards[c].classList.remove('show')
	}

	let n = view.hand.length
	for (let c = 1; c <= 7; ++c)
		if (c <= n && player === 'Observer')
			ui.card_backs[c].classList.add("show")
		else
			ui.card_backs[c].classList.remove("show")

	if (view.actions && view.actions.play) {
		for (let c of view.actions.play)
			ui.cards[c].classList.add('enabled')
	}

	if (!view.l_card)
		document.getElementById("lancaster_card").className = "show card card_back"
	else
		document.getElementById("lancaster_card").className = "show card " + CARDS[view.l_card].image
	if (!view.y_card)
		document.getElementById("york_card").className = "show card card_back"
	else
		document.getElementById("york_card").className = "show card " + CARDS[view.y_card].image
}

function compare_blocks(a, b) {
	let aa = BLOCKS[a].combat
	let bb = BLOCKS[b].combat
	// Bombard
	if (aa === "D3" && view.battle.round <= 1) aa = "A3"
	if (bb === "D3" && view.battle.round <= 1) bb = "A3"
	if (aa === bb)
		return (a < b) ? -1 : (a > b) ? 1 : 0
	return (aa < bb) ? -1 : (aa > bb) ? 1 : 0
}

function sort_battle_row(root) {
	let swapped
	let children = root.children
	do {
		swapped = false
		for (let i = 1; i < children.length; ++i) {
			if (compare_blocks(children[i-1].block, children[i].block) > 0) {
				children[i].after(children[i-1])
				swapped = true
			}
		}
	} while (swapped)
}

function show_battle() {
	let box = document.getElementById("battle")
	let space = AREAS[view.where].layout
	let sh = ui.areas[view.where].getBoundingClientRect().height >> 1

	// reset position
	box.classList.add("show")
	box.style.top = null
	box.style.left = null
	box.setAttribute("open", true)

	// calculate size
	let w = box.clientWidth
	let h = box.clientHeight

	// center where possible
	let x = space.x - w / 2
	if (x < 60)
		x = 60
	if (x > 1688 - w - 60)
		x = 1688 - w - 60

	let y = space.y - sh - h - 60
	if (y < 60)
		y = space.y + sh + 60

	box.style.top = y + "px"
	box.style.left = x + "px"

	scroll_into_view_if_needed(box)
}

function update_battle() {
	function fill_cell(name, list, reserve) {
		let cell = window[name]

		ui.present.clear()

		for (let block of list) {
			ui.present.add(block)

			if (!cell.contains(ui.battle_menu[block]))
				cell.appendChild(ui.battle_menu[block])

			if (block === view.who)
				ui.battle_block[block].classList.add("selected")
			else
				ui.battle_block[block].classList.remove("selected")

			ui.battle_block[block].classList.remove("highlight")
			ui.battle_menu[block].classList.remove('hit')
			ui.battle_menu[block].classList.remove('fire')
			ui.battle_menu[block].classList.remove('retreat')
			ui.battle_menu[block].classList.remove('pass')
			ui.battle_menu[block].classList.remove('charge')
			ui.battle_menu[block].classList.remove('treachery')

			if (view.actions && view.actions.block && view.actions.block.includes(block))
				ui.battle_block[block].classList.add("highlight")
			if (view.actions && view.actions.battle_fire && view.actions.battle_fire.includes(block))
				ui.battle_menu[block].classList.add('fire')
			if (view.actions && view.actions.battle_retreat && view.actions.battle_retreat.includes(block))
				ui.battle_menu[block].classList.add('retreat')
			if (view.actions && view.actions.battle_pass && view.actions.battle_pass.includes(block))
				ui.battle_menu[block].classList.add('pass')
			if (view.actions && view.actions.battle_hit && view.actions.battle_hit.includes(block))
				ui.battle_menu[block].classList.add('hit')
			if (view.actions && view.actions.battle_charge && view.actions.battle_charge.includes(block))
				ui.battle_menu[block].classList.add('charge')
			if (view.actions && view.actions.battle_treachery && view.actions.battle_treachery.includes(block))
				ui.battle_menu[block].classList.add('treachery')

			update_steps(block, view.steps[block], ui.battle_block[block])
			if (reserve)
				ui.battle_block[block].classList.add("secret")
			else
				ui.battle_block[block].classList.remove("secret")
			if (view.moved.includes(block))
				ui.battle_block[block].classList.add("moved")
			else
				ui.battle_block[block].classList.remove("moved")
			if (reserve)
				ui.battle_block[block].classList.remove("known")
			else
				ui.battle_block[block].classList.add("known")
		}

		for (let b = 0; b < BLOCKS.length; ++b) {
			if (!ui.present.has(b)) {
				if (cell.contains(ui.battle_menu[b]))
					cell.removeChild(ui.battle_menu[b])
			}
		}

		sort_battle_row(cell)
	}

	if (player === LANCASTER) {
		fill_cell("FR", view.battle.LR, true)
		fill_cell("FF", view.battle.LF, false)
		fill_cell("EF", view.battle.YF, false)
		fill_cell("ER", view.battle.YR, true)
	} else {
		fill_cell("ER", view.battle.LR, true)
		fill_cell("EF", view.battle.LF, false)
		fill_cell("FF", view.battle.YF, false)
		fill_cell("FR", view.battle.YR, true)
	}
}

function on_update() {
	let king = block_owner(view.king)
	document.getElementById("lancaster_vp").textContent = (king === LANCASTER ? KING_TEXT : PRETENDER_TEXT)
	document.getElementById("york_vp").textContent = (king === YORK ? KING_TEXT : PRETENDER_TEXT)

	action_button("eliminate", "Eliminate")
	action_button("execute_clarence", "Execute Clarence")
	action_button("execute_exeter", "Execute Exeter")
	action_button("end_action_phase", "End action phase")
	action_button("end_supply_phase", "End supply phase")
	action_button("end_political_turn", "End political turn")
	action_button("end_exile_limits", "End exile limits")
	action_button("end_regroup", "End regroup")
	action_button("end_retreat", "End retreat")
	action_button("pass", "Pass")
	action_button("undo", "Undo")

	for (let c = 1; c <= 25; ++c)
		remember_position(ui.cards[c])

	update_cards()

	if (view.battle) {
		document.getElementById("battle_header").textContent = view.battle.title
		document.getElementById("battle_message").textContent = view.battle.flash
		update_battle()
		if (!document.getElementById("battle").classList.contains("show"))
			show_battle()
	} else {
		document.getElementById("battle").classList.remove("show")
	}

	update_map()

	for (let c = 1; c <= 25; ++c)
		animate_position(ui.cards[c])
}

document.getElementById("battle").addEventListener("toggle", on_update)

build_map()