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"use strict"

// https://www.redblobgames.com/grids/hexagons/

const svgNS = "http://www.w3.org/2000/svg"
const round = Math.round
const sqrt = Math.sqrt

// refit and queue hexes
const MALTA = 4
const hex_special = [ 47, 48, 49, 53, 102, 127, MALTA ]

const unit_count = 94

const EXIT_HEXES = [ 99, 148, 175 ]
const REFIT_HEXES = [ 48, 102 ]

const BENGHAZI = 54
const TOBRUK = 37
const BARDIA = 40

const SS_NONE = 0
const SS_BASE = 1
const SS_BARDIA = 2
const SS_BENGHAZI = 3
const SS_TOBRUK = 4
const SS_OASIS = 5

const DEPLOY = 1
const ELIMINATED = 2

const ARMOR = 0
const INFANTRY = 1
const ANTITANK = 2
const ARTILLERY = 3

function is_axis_unit(u) { return (u >= 0 && u <= 33) }
function is_italian_unit(u) { return (u >= 0 && u <= 13) }
function is_german_unit(u) { return (u >= 14 && u <= 33) }
function is_allied_unit(u) { return (u >= 34 && u <= 93) }

function is_elite_unit(u) { return unit_elite[u] }

function is_armor_unit(u) { return unit_class[u] === ARMOR }
function is_infantry_unit(u) { return unit_class[u] === INFANTRY }
function is_antitank_unit(u) { return unit_class[u] === ANTITANK }
function is_artillery_unit(u) { return unit_class[u] === ARTILLERY }

function is_recon_unit(u) { return unit_speed[u] === 4 }
function is_mechanized_unit(u) { return unit_speed[u] === 3 }
function is_motorized_unit(u) { return unit_speed[u] === 2 }
function is_leg_unit(u) { return unit_speed[u] === 1 }

function fortress_bit(fortress) {
	if (fortress === BARDIA) return 1
	if (fortress === BENGHAZI) return 2
	if (fortress === TOBRUK) return 4
	return 0
}

function is_fortress_axis_controlled(fortress) {
	return (view.fortress & fortress_bit(fortress)) === 0
}

function set_has(set, item) {
	if (!set)
		return false
	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
}

let ui = {
	hexes: [],
	sides: [],
	lines: [],
	hex_x: [],
	hex_y: [],
	units: [],
	battle_units: [],
	cards: [],
	minefields: [],
	months: [],
	axis_supply: document.getElementById("axis_supply"),
	allied_supply: document.getElementById("allied_supply"),
	hand: document.getElementById("hand"),
	battle: document.getElementById("battle"),
	battle_hits: [
		document.getElementById("hits_armor"),
		document.getElementById("hits_infantry"),
		document.getElementById("hits_antitank"),
		document.getElementById("hits_artillery")
	],
	battle_buttons: [
		document.getElementById("target_armor_button"),
		document.getElementById("target_infantry_button"),
		document.getElementById("target_antitank_button"),
		document.getElementById("target_artillery_button")
	],
	battle_header: document.getElementById("battle_header"),
	battle_message: document.getElementById("battle_message"),
	battle_line_1: document.getElementById("battle_line_1"),
	battle_line_2: document.getElementById("battle_line_2"),
	battle_line_3: document.getElementById("battle_line_3"),
	battle_line_4: document.getElementById("battle_line_4"),

	pursuit: document.getElementById("pursuit"),
	pursuit_hits: document.getElementById("pursuit_hits"),
	pursuit_header: document.getElementById("pursuit_header"),
	pursuit_message: document.getElementById("pursuit_message"),
	pursuit_line_1: document.getElementById("pursuit_line_1"),
	pursuit_line_2: document.getElementById("pursuit_line_2"),

	units_holder: document.getElementById("units"),
	minefields_holder: document.getElementById("minefields"),
	focus: null,
	loaded: false,
}

const AXIS = 'Axis'
const ALLIED = 'Allied'

function is_map_hex(x) {
	return x < hex_exists.length && hex_exists[x] === 1
}

// === UNIT STATE ===

const UNIT_DISRUPTED_SHIFT = 0
const UNIT_DISRUPTED_MASK = 1 << UNIT_DISRUPTED_SHIFT

const UNIT_STEPS_SHIFT = 1
const UNIT_STEPS_MASK = 3 << UNIT_STEPS_SHIFT

const UNIT_SUPPLY_SHIFT = 3
const UNIT_SUPPLY_MASK = 7 << UNIT_SUPPLY_SHIFT

const UNIT_HEX_SHIFT = 6
const UNIT_HEX_MASK = 255 << UNIT_HEX_SHIFT

function is_unit_disrupted(u) {
	return (view.units[u] & UNIT_DISRUPTED_MASK) === UNIT_DISRUPTED_MASK
}

function is_unit_undisrupted(u) {
	return !is_unit_disrupted(u)
}

function unit_hex(u) {
	return (view.units[u] & UNIT_HEX_MASK) >> UNIT_HEX_SHIFT
}

function is_unit_supplied(u) {
	return ((view.units[u] & UNIT_SUPPLY_MASK) >> UNIT_SUPPLY_SHIFT) !== 0
}

function unit_supply(u) {
	return (view.units[u] & UNIT_SUPPLY_MASK) >> UNIT_SUPPLY_SHIFT
}

function is_unit_unsupplied(u) {
	if (is_map_hex(unit_hex(u)))
		return ((view.units[u] & UNIT_SUPPLY_MASK) >> UNIT_SUPPLY_SHIFT) === 0
	return false
}

function unit_lost_steps(u) {
	return (view.units[u] & UNIT_STEPS_MASK) >> UNIT_STEPS_SHIFT
}

function unit_steps(u) {
	return unit_max_steps[u] - unit_lost_steps(u)
}

function is_unit_moved(u) {
	return set_has(view.moved, u)
}

function is_unit_fired(u) {
	return set_has(view.fired, u) || set_has(view.retreat, u)
}

function is_unit_revealed(u) {
	let reinf = hexmonth + view.month + 1
	if (player === AXIS)
		return is_axis_unit(u) || set_has(view.revealed, u) || unit_hex(u) > reinf
	else if (player === ALLIED)
		return is_allied_unit(u) || set_has(view.revealed, u) || unit_hex(u) > reinf
	else
		return set_has(view.revealed, u) || unit_hex(u) > reinf
}

function is_unit_action(unit) {
	return !!(view.actions && view.actions.unit && view.actions.unit.includes(unit))
}

function is_unit_hit_action(unit) {
	return !!(view.actions && view.actions.unit_hit && view.actions.unit_hit.includes(unit))
}

function is_unit_selected(unit) {
	if (Array.isArray(view.selected))
		return view.selected.includes(unit)
	return view.selected === unit
}

function is_any_hex_action(hex) {
	if (view.actions && view.actions.hex && view.actions.hex.includes(hex))
		return true
	if (is_hex_forced_march_action(hex))
		return true
	return false
}

function is_hex_forced_march_action(hex) {
	return !!(view.actions && view.actions.forced_march && view.actions.forced_march.includes(hex))
}

function is_hex_axis_supply(hex) {
	return view.axis_supply[hex] > 0
}

function is_hex_axis_controlled(hex) {
	return set_has(view.axis_hexes, hex)
}

function is_hex_allied_controlled(hex) {
	return set_has(view.allied_hexes, hex)
}

function is_side_axis_controlled(side) {
	return set_has(view.axis_sides, side)
}

function is_side_allied_controlled(side) {
	return set_has(view.allied_sides, side)
}

function is_side_axis_supply_line(side) {
	return view.axis_supply_line[side] > 0
}

function is_hex_allied_supply(hex) {
	return view.allied_supply[hex] > 0
}

function is_side_allied_supply_line(side) {
	return view.allied_supply_line[side] > 0
}

function is_hex_selected(hex) {
	if (hex === view.pursuit || hex === view.battle || hex === view.selected_hexes)
		return true
	if (Array.isArray(view.selected_hexes) && view.selected_hexes.includes(hex))
		return true
	return false
}

function is_setup_hex(hex) {
	return hex === DEPLOY
}

function is_month_hex(hex) {
	return hex >= hexmonth
}

function focus_stack(stack, hex) {
	if (ui.focus !== stack) {
		ui.focus = stack
		update_map()
		return stack.length <= 1 || is_setup_hex(hex)
	}
	return true
}

function blur_stack() {
	if (ui.focus !== null) {
		ui.focus = null
		update_map()
	}
}

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

function on_click_real_card(evt) {
	send_action("real_card")
}

function on_click_dummy_card(evt) {
	send_action("dummy_card")
}

function on_click_hex(evt) {
	if (evt.button === 0) {
		hide_supply()
		if (send_action('hex', evt.target.hex))
			evt.stopPropagation()
		if (send_action('forced_march', evt.target.hex))
			evt.stopPropagation()
	}
}

function on_click_unit(evt) {
	if (evt.button === 0) {
		hide_supply()
		evt.stopPropagation()
		if (focus_stack(evt.target.stack, evt.target.hex))
			if (!send_action('unit', evt.target.unit))
				blur_stack()
	}
}

function on_click_battle_unit(evt) {
	if (evt.button === 0) {
		send_action('unit', evt.target.unit)
		send_action('unit_hit', evt.target.unit)
	}
}

document.getElementById("map").addEventListener("mousedown", function (evt) {
	if (evt.button === 0) {
		hide_supply()
		blur_stack()
	}
})

function on_focus_hex(evt) {
	let hex = evt.target.hex
	let text = hex_name[hex]
	if (view) {
		if (hex === BARDIA || hex === BENGHAZI || hex === TOBRUK) {
			if (is_fortress_axis_controlled(hex))
				text += " - Axis control"
			else
				text += " - Allied control"
		} else {
			if (is_hex_axis_controlled(hex))
				text += " - Axis control"
			if (is_hex_allied_controlled(hex))
				text += " - Allied control"
		}
	}
	document.getElementById("status").textContent = text
}

const unit_description = []
for (let u = 0; u <= 93; ++u) {
	let t = ""
	if (is_italian_unit(u)) t += " Italian"
	if (is_german_unit(u)) t += " German"
	if (is_allied_unit(u)) t += " Allied"
	if (is_elite_unit(u) && !is_german_unit(u)) t += " Elite"
	if (is_armor_unit(u)) {
		if (is_recon_unit(u)) t += " Recon"
		t += " Armor"
	}
	if (is_infantry_unit(u)) {
		if (is_mechanized_unit(u)) t += " Mechanized"
		if (is_motorized_unit(u)) t += " Motorized"
		t += " Infantry"
	}
	if (is_antitank_unit(u)) {
		if (is_mechanized_unit(u)) t += " Mobile"
		if (is_motorized_unit(u)) t += " Motorized"
		t += " Anti-tank"
	}
	if (is_artillery_unit(u)) {
		if (is_mechanized_unit(u)) t += " Self Propelled"
		t += " Artillery"
	}
	unit_description[u] = t
}

function on_focus_unit(evt) {
	let u = evt.target.unit
	let t = ""
	if (is_unit_revealed(u)) {
		t += " " + unit_description[u]
		t += " \"" + unit_name[u] + "\""
	} else {
		t = is_allied_unit(u) ? "Allied unit" : "Axis unit"
	}
	if (is_unit_disrupted(u))
		t += " - disrupted"
	if (is_unit_unsupplied(u))
		t += " - unsupplied"
	else {
		if (unit_supply(u) === SS_BARDIA) t += " - Bardia supply"
		if (unit_supply(u) === SS_TOBRUK) t += " - Tobruk supply"
		if (unit_supply(u) === SS_BENGHAZI) t += " - Benghazi supply"
		if (unit_supply(u) === SS_OASIS) t += " - Oasis supply"
	}
	if (is_unit_moved(u))
		t += " - moved"
	if (is_unit_fired(u))
		t += " - fired"
	if (unit_hex(u) === ELIMINATED)
		t += " - eliminated"
	document.getElementById("status").textContent = t
}

function on_focus_battle_unit(evt) {
	let u = evt.target.unit
	let t = unit_description[u]
	if (is_unit_fired(u))
		t += " - fired"
	document.getElementById("status").textContent = t
}

function toggle_units() {
	document.getElementById("units").classList.toggle("hide")
}

let showing_supply = false

function toggle_supply() {
	if (!showing_supply)
		send_query('supply')
	else
		hide_supply()
}

function show_supply(reply) {
	showing_supply = true
	view.axis_supply = reply.axis_supply
	view.axis_supply_line = reply.axis_supply_line
	view.allied_supply = reply.allied_supply
	view.allied_supply_line = reply.allied_supply_line
	for (let x of all_hexes) {
		ui.hexes[x].classList.toggle("axis_supply", is_hex_axis_supply(x))
		ui.hexes[x].classList.toggle("allied_supply", is_hex_allied_supply(x))
		for (let s = 0; s < 3; ++s) {
			if (ui.lines[x*3+s]) {
				ui.lines[x*3+s].classList.toggle("axis_supply", is_side_axis_supply_line(x*3+s))
				ui.lines[x*3+s].classList.toggle("allied_supply", is_side_allied_supply_line(x*3+s))
			}
		}
	}
}

function hide_supply() {
	if (showing_supply) {
		showing_supply = false
		for (let x of all_hexes) {
			ui.hexes[x].classList.toggle("axis_supply", false)
			ui.hexes[x].classList.toggle("allied_supply", false)
			for (let s = 0; s < 3; ++s) {
				if (ui.lines[x*3+s]) {
					ui.lines[x*3+s].classList.toggle("axis_supply", false)
					ui.lines[x*3+s].classList.toggle("allied_supply", false)
				}
			}
		}
	}
}

const CLEAR = 2
const PASS = 1
const ROUGH = 0

const TRAIL = 1
const TRACK = 2
const HIGHWAY = 4

// visible map width = 22 hexes: el agheila -> alexandria
// visible map height = 9 hexes: oasis to derne

const map_w = 25
const map_h = 9
const hexmonth = map_w * map_h

let hexnext = [ 1, map_w, map_w-1, -1, -map_w, -(map_w-1) ]

function to_side_id(a, b) {
	if (a > b) {
		let c = b
		b = a
		a = c
	}
	if (a + hexnext[0] === b)
		return a * 3 + 0
	else if (a + hexnext[1] === b)
		return a * 3 + 1
	else if (a + hexnext[2] === b)
		return a * 3 + 2
	throw new Error("not a hexside " + a + " to " + b)
}

function build_hexes() {
	let yoff = 4
	let xoff = 62
	let hex_w = 121.5
	let hex_r = hex_w / sqrt(3)
	let hex_h = hex_r * 2

	let w = hex_w / 2
	let a = hex_h / 2
	let b = hex_h / 4

	function add_line(x, y, s, side_id) {
		let x1, y1, x2, y2
		switch (s) {
		case 0: x1 = (x+w); y1 = (y+b); x2 = (x+w); y2 = (y-b); break; // E
		case 1: x1 = (x+0); y1 = (y+a); x2 = (x+w); y2 = (y+b); break; // SE
		case 2: x1 = (x-w); y1 = (y+b); x2 = (x+0); y2 = (y+a); break; // SW
		case 3: x1 = (x-w); y1 = (y+b); x2 = (x-w); y2 = (y-b); break; // W
		case 4: x1 = (x-w); y1 = (y-b); x2 = (x+0); y2 = (y-a); break; // NW
		case 5: x1 = (x+0); y1 = (y-a); x2 = (x+w); y2 = (y-b); break; // NE
		}

		let side = ui.sides[side_id] = document.createElementNS(svgNS, "line")
		document.getElementById("mapsvg").getElementById("sides").appendChild(side)

		let cn = "side"
		if (side_limit[side_id] === 0) cn += " rough"
		else if (side_limit[side_id] === 1) cn += " gap"
		else if (side_limit[side_id] === 2) cn += " clear"
		if (side_road[side_id] === 1) cn += " trail"
		else if (side_road[side_id] === 2) cn += " track"
		else if (side_road[side_id] === 4) cn += " highway"

		side.setAttribute("class", cn)
		side.setAttribute("x1", x1)
		side.setAttribute("y1", y1)
		side.setAttribute("x2", x2)
		side.setAttribute("y2", y2)
		side.side = side_id
	}

	function add_path(x1, y1, x2, y2, side_id) {
		let line = ui.lines[side_id] = document.createElementNS(svgNS, "line")
		line.setAttribute("class", "path")
		line.setAttribute("x1", x1)
		line.setAttribute("y1", y1)
		line.setAttribute("x2", x2)
		line.setAttribute("y2", y2)
		document.getElementById("mapsvg").getElementById("lines").appendChild(line)
	}

	function add_hex(x, y) {
		let sm_hex_w = hex_w - 8
		let sm_hex_h = sm_hex_w / sqrt(3) * 2
		let ww = sm_hex_w / 2
		let aa = sm_hex_h / 2
		let bb = sm_hex_h / 4
		return [
			[ round(x),   round(y-aa) ],
			[ round(x+ww), round(y-bb) ],
			[ round(x+ww), round(y+bb) ],
			[ round(x),   round(y+aa) ],
			[ round(x-ww), round(y+bb) ],
			[ round(x-ww), round(y-bb) ]
		].join(" ")
	}

	for (let y = 0; y < map_h+1; ++y) {
		for (let x = 0; x < map_w+1; ++x) {
			let hex_id = y * map_w + x
			let xx = x + y/2 - 4.5
			let hex_x = (xoff + hex_w * xx + hex_w/2)
			let hex_y = (yoff + hex_h * 3 / 4 * y + hex_h/2)

			ui.hex_x[hex_id] = round(hex_x)
			ui.hex_y[hex_id] = round(hex_y)

			// Add hex cell
			if (hex_exists[hex_id] || hex_special.includes(hex_id))
			{
				let hex = ui.hexes[hex_id] = document.createElementNS(svgNS, "polygon")
				hex.setAttribute("class", "hex")
				hex.setAttribute("points", add_hex(hex_x, hex_y))
				hex.addEventListener("mousedown", on_click_hex)
				hex.addEventListener("mouseenter", on_focus_hex)
				hex.addEventListener("mouseleave", on_blur)
				hex.hex = hex_id
				if (EXIT_HEXES.includes(hex_id))
					hex.classList.add("exit")
				if (REFIT_HEXES.includes(hex_id))
					hex.classList.add("refit")
				document.getElementById("mapsvg").getElementById("hexes").appendChild(hex)
			}
		}
	}

	for (let hex_id = 0; hex_id < map_w * map_h; ++hex_id) {
		// Add hex sides
		{
			for (let s = 0; s < 3; ++s) {
				let next_id = hex_id + hexnext[s]
				let side_id = hex_id * 3 + s
				if (hex_exists[hex_id] || hex_exists[next_id])
					add_line(ui.hex_x[hex_id], ui.hex_y[hex_id], s, side_id)
				if (hex_exists[hex_id] && hex_exists[next_id])
					add_path(ui.hex_x[hex_id], ui.hex_y[hex_id], ui.hex_x[next_id], ui.hex_y[next_id], side_id)
			}
		}
	}

	for (let month = 1; month <= 10; ++month) {
		ui.hex_y[map_w * map_h + month] = 25 + 24
		ui.hex_x[map_w * map_h + month] = 25 + 1956 + (month-1) * 70
		ui.months[month] = document.getElementById("month" + month)
	}
	for (let month = 11; month <= 20; ++month) {
		ui.hex_y[map_w * map_h + month] = 25 + 24
		ui.hex_x[map_w * map_h + month] = 25 + 1956 + (month-11) * 70
		ui.months[month] = document.getElementById("month" + month)
	}

	ui.benghazi = document.getElementById("mapsvg").getElementById("fortress_benghazi")
	ui.bardia = document.getElementById("mapsvg").getElementById("fortress_bardia")
	ui.tobruk = document.getElementById("mapsvg").getElementById("fortress_tobruk")

	ui.loaded = true
}

function build_units() {
	function build_unit(u) {
		let nationality = is_axis_unit(u) ? "axis" : "allied"
		let elt = ui.units[u] = document.createElement("div")
		elt.className = `unit ${nationality} u${u} r0 m`
		elt.addEventListener("mousedown", on_click_unit)
		elt.addEventListener("mouseenter", on_focus_unit)
		elt.addEventListener("mouseleave", on_blur)
		elt.unit = u

		elt = ui.battle_units[u] = document.createElement("div")
		elt.className = `unit ${nationality} u${u} r0`
		elt.addEventListener("mousedown", on_click_battle_unit)
		elt.addEventListener("mouseenter", on_focus_battle_unit)
		elt.addEventListener("mouseleave", on_blur)
		elt.unit = u
	}
	for (let u = 0; u < unit_count; ++u) {
		build_unit(u)
	}
}

function build_cards() {
	function build_card(i, real) {
		let elt = ui.cards[i] = document.createElement("div")
		if (real) {
			elt.className = "card real hide"
			elt.addEventListener("mousedown", on_click_real_card)
			ui.hand.appendChild(elt)
		} else {
			elt.className = "card dummy hide"
			elt.addEventListener("mousedown", on_click_dummy_card)
			ui.hand.appendChild(elt)
		}
	}
	for (let i = 0; i < 28; ++i)
		build_card(i, true)
	for (let i = 28; i < 42; ++i)
		build_card(i, false)
}

build_units()
build_cards()

function update_unit(e, u) {
	if (is_unit_revealed(u)) {
		let r = unit_lost_steps(u)
		e.classList.toggle("r0", r === 0)
		e.classList.toggle("r1", r === 1)
		e.classList.toggle("r2", r === 2)
		e.classList.toggle("r3", r === 3)
		e.classList.toggle("revealed", true)
		if (is_italian_unit(u))
			e.classList.toggle("italian", true)
	} else {
		e.classList.toggle("r0", false)
		e.classList.toggle("r1", false)
		e.classList.toggle("r2", false)
		e.classList.toggle("r3", false)
		e.classList.toggle("revealed", false)
		if (is_italian_unit(u))
			e.classList.toggle("italian", false)
	}
}

let stack_list = new Array(map_w * map_h + 21)
for (let i = 0; i < stack_list.length; ++i)
	stack_list[i] = [[],[]]

function layout_stack(stack, hex, start_x, start_y, wrap, xdir) {
	for (let i = 0; i < stack.length; ++i) {
		let u = stack[i]
		let e = ui.units[u]
		let x, y, z

		if (is_setup_hex(hex)) {
			if (view.month == 8)
				wrap = 14
			else
				wrap = 12
			x = start_x - 25 + ((i % wrap) | 0) * 56
			y = start_y - 25 + ((i / wrap) | 0) * 56
			z = 201
		} else if (stack === ui.focus) {
			if (start_x > 2000) xdir = -1
			if (start_x < 600) xdir = 1
			x = start_x - 25 + xdir * ((i / wrap) | 0) * 56
			y = start_y - 25 + (i % wrap) * 56
			z = 200
		} else {
			if (is_month_hex(hex)) {
				x = start_x - 25 + i * 3
				y = start_y - 25 + i * 3
			} else if (stack.length <= 1) {
				x = start_x - 25 + i * 11
				y = start_y - 25 + i * 14
			} else if (stack.length <= 4) {
				x = start_x - 30 + i * 11
				y = start_y - 30 + i * 14
			} else if (stack.length <= 8) {
				x = start_x - 30 + i * 4
				y = start_y - 30 + i * 4
			} else {
				x = start_x - 35 + i * 3
				y = start_y - 35 + i * 3
			}
			if (is_axis_unit(u))
				z = 100 + i
			else
				z = i
		}

		e.style.top = y + "px"
		e.style.left = x + "px"
		e.style.zIndex = z

		update_unit(e, u)

		e.classList.toggle("disrupted", is_unit_disrupted(u))
		e.classList.toggle("unsupplied", is_unit_unsupplied(u))
		e.classList.toggle("action", !view.battle && is_unit_action(u))
		e.classList.toggle("selected", !view.battle && is_unit_selected(u))
		e.classList.toggle("moved", is_unit_moved(u))
		e.classList.toggle("eliminated", unit_hex(u) === ELIMINATED)
	}

}

function cmp_unit_stack(a, b) {
	let as = a
	let bs = b
	as += is_unit_revealed(a) ? 800 : 0
	bs += is_unit_revealed(b) ? 800 : 0
	as += is_unit_undisrupted(a) ? 400 : 0
	bs += is_unit_undisrupted(b) ? 400 : 0
	as += is_unit_supplied(a) ? 200 : 0
	bs += is_unit_supplied(b) ? 200 : 0
	as += (is_unit_moved(a) && !is_unit_revealed(a)) ? 0 : 100
	bs += (is_unit_moved(b) && !is_unit_revealed(a)) ? 0 : 100
	return as - bs
}

function update_map() {
	ui.bardia.classList.toggle("axis", (view.fortress & 1) === 0)
	ui.benghazi.classList.toggle("axis", (view.fortress & 2) === 0)
	ui.tobruk.classList.toggle("axis", (view.fortress & 4) === 0)
	ui.bardia.classList.toggle("allied", (view.fortress & 1) !== 0)
	ui.benghazi.classList.toggle("allied", (view.fortress & 2) !== 0)
	ui.tobruk.classList.toggle("allied", (view.fortress & 4) !== 0)

	for (let i = 0; i < stack_list.length; ++i) {
		stack_list[i][0].length = 0
		stack_list[i][1].length = 0
	}

	for (let u = 0; u < unit_count; ++u) {
		let e = ui.units[u]
		let hex = unit_hex(u)
		if (hex === 2) {
			if (is_axis_unit(u))
				hex = 170
			else
				hex = 171
		}
		if (hex >= hexmonth + view.month + 10)
			hex = 0
		if (is_setup_hex(hex)) {
			if (player === "Axis" && !is_axis_unit(u))
				hex = 0
			if (player === "Allied" && !is_allied_unit(u))
				hex = 0
			if (player !== "Axis" && player !== "Allied")
				hex = 0
		}
		if (view.month <= 10 && hex === MALTA)
			hex = 0
		if (hex) {
			if (!ui.units_holder.contains(e))
				ui.units_holder.appendChild(e)
			if (is_axis_unit(u)) {
				stack_list[hex][0].push(u)
				e.stack = stack_list[hex][0]
			} else {
				stack_list[hex][1].push(u)
				e.stack = stack_list[hex][1]
			}
			e.hex = hex
		} else {
			e.remove()
		}
	}

	for (let i = 0; i < stack_list.length; ++i) {
		stack_list[i][0].sort(cmp_unit_stack)
		stack_list[i][1].sort(cmp_unit_stack)
	}

	for (let i = 1; i <= 20; ++i) {
		ui.months[i].classList.toggle("show", (i >= view.start && i <= view.end) && (i < view.month + 10))
		ui.months[i].classList.toggle("now", i === view.month)
	}

	if (view.minefields) {
		for (let i = ui.minefields.length; i < view.minefields.length; ++i) {
			let elt = ui.minefields[i] = document.createElement("div")
			elt.className = "minefield"
			ui.minefields_holder.appendChild(elt)
		}
		for (let i = 0; i < view.minefields.length; ++i) {
			let hex = view.minefields[i]
			ui.minefields[i].style.left = (ui.hex_x[hex] - 40) + "px"
			ui.minefields[i].style.top = (ui.hex_y[hex] + 4) + "px"
			ui.minefields_holder.appendChild(ui.minefields[i])
		}
		for (let i = view.minefields.length; i < ui.minefields.length; ++i) {
			ui.minefields[i].remove()
		}
	} else {
		for (let i = 0; i < ui.minefields.length; ++i)
			ui.minefields[i].remove()
	}

	for (let hex = 0; hex < stack_list.length; ++hex) {
		let start_x = ui.hex_x[hex]
		let start_y = ui.hex_y[hex]
		let wrap = 6

		if (is_setup_hex(hex)) {
			start_x = 1095
			start_y = 25 + 8
		}

		let shared = (stack_list[hex][0].length > 0) && (stack_list[hex][1].length > 0)
		for (let aa = 0; aa < 2; ++aa) {
			let this_y = start_y
			if (stack_list[hex][aa] === ui.focus) {
				let height = Math.min(wrap, stack_list[hex][aa].length) * 56
				if (this_y + height + 25 > 960)
					this_y = 960 - height - 25
			}
			if (shared) {
				if (aa === 0)
					layout_stack(stack_list[hex][aa], hex, start_x - 28, this_y + 2, wrap, -1)
				else
					layout_stack(stack_list[hex][aa], hex, start_x + 28, this_y - 2, wrap, 1)
			} else {
				layout_stack(stack_list[hex][aa], hex, start_x, this_y, wrap, 1)
			}
		}

		if (ui.hexes[hex]) {
			ui.hexes[hex].classList.toggle("action", is_any_hex_action(hex))
			ui.hexes[hex].classList.toggle("forced_march", is_hex_forced_march_action(hex))
			ui.hexes[hex].classList.toggle("selected", is_hex_selected(hex))
			ui.hexes[hex].classList.toggle("axis_control", is_hex_axis_controlled(hex))
			ui.hexes[hex].classList.toggle("allied_control", is_hex_allied_controlled(hex))
			for (let s = 0; s < 3; ++s) {
				if (ui.sides[hex*3+s]) {
					ui.sides[hex*3+s].classList.toggle("axis_control", is_side_axis_controlled(hex*3+s))
					ui.sides[hex*3+s].classList.toggle("allied_control", is_side_allied_controlled(hex*3+s))
				}
			}
		}
	}
}

function update_cards() {
	if (view.cards) {
		for (let i = 0; i < 28; ++i)
			ui.cards[i].classList.toggle("hide", i >= view.cards[0])
		for (let i = 0; i < 14; ++i)
			ui.cards[i+28].classList.toggle("hide", i >= view.cards[1])
	} else {
		for (let i = 0; i < 42; ++i)
			ui.cards[i].classList.add("hide")
	}
}

function insert_battle_block(root, node, unit) {
	for (let i = 0; i < root.children.length; ++i) {
		let prev = root.children[i]
		if (prev.unit > unit) {
			root.insertBefore(node, prev)
			return
		}
	}
	root.appendChild(node)
}

function update_battle_line(hex, line, test) {
	for (let u = 0; u < unit_count; ++u) {
		let e = ui.battle_units[u]
		if (unit_hex(u) === hex && test(u)) {
			if (!line.contains(e))
				insert_battle_block(line, e, u)

			update_unit(e, u)

			e.classList.toggle("selected", is_unit_selected(u))
			e.classList.toggle("action", is_unit_action(u) || is_unit_hit_action(u))
			e.classList.toggle("hit", is_unit_hit_action(u))
			e.classList.toggle("fired", is_unit_fired(u))
		} else {
			if (line.contains(e))
				line.removeChild(e)
		}
	}
}

function update_battle() {
	ui.battle_header.textContent = hex_name[view.battle]
	ui.battle_message.textContent = view.flash
	if (player === ALLIED) {
		update_battle_line(view.battle, ui.battle_line_1, u => is_axis_unit(u) && is_artillery_unit(u) && !is_unit_disrupted(u))
		update_battle_line(view.battle, ui.battle_line_2, u => is_axis_unit(u) && !is_artillery_unit(u) && !is_unit_disrupted(u))
		update_battle_line(view.battle, ui.battle_line_3, u => is_allied_unit(u) && !is_artillery_unit(u) && !is_unit_disrupted(u))
		update_battle_line(view.battle, ui.battle_line_4, u => is_allied_unit(u) && is_artillery_unit(u) && !is_unit_disrupted(u))
	} else {
		update_battle_line(view.battle, ui.battle_line_1, u => is_allied_unit(u) && is_artillery_unit(u) && !is_unit_disrupted(u))
		update_battle_line(view.battle, ui.battle_line_2, u => is_allied_unit(u) && !is_artillery_unit(u) && !is_unit_disrupted(u))
		update_battle_line(view.battle, ui.battle_line_3, u => is_axis_unit(u) && !is_artillery_unit(u) && !is_unit_disrupted(u))
		update_battle_line(view.battle, ui.battle_line_4, u => is_axis_unit(u) && is_artillery_unit(u) && !is_unit_disrupted(u))
	}
	for (let i = 0; i < 4; ++i)
		ui.battle_hits[i].textContent = view.hits[i]
	battle_button("battle_armor_button", "armor")
	battle_button("battle_infantry_button", "infantry")
	battle_button("battle_antitank_button", "antitank")
	battle_button("battle_artillery_button", "artillery")
	battle_button("battle_end_hits_button", "end_hits")
	battle_button("battle_end_fire_button", "end_fire")
	if (ui.battle.classList.contains("hide")) {
		ui.battle.classList.remove("hide")
		show_battle_box(ui.battle, view.battle)
	}
}

function show_battle_box(box, hex_id) {
	// 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 = ui.hex_x[hex_id] - w / 2
	if (x < 60)
		x = 60
	if (x > 2672 - w - 60)
		x = 2672 - w - 60

	let y = ui.hex_y[hex_id] - h - 160
	if (y < 20)
		y = ui.hex_y[hex_id] + 160

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

	scroll_into_view_if_needed(box)
}

function update_pursuit() {
	ui.pursuit_header.textContent = "Pursuit Fire at " + hex_name[view.pursuit]
	ui.pursuit_message.textContent = view.flash
	if (player === ALLIED) {
		let slowest = 
		update_battle_line(view.pursuit, ui.pursuit_line_1, u => is_axis_unit(u))
		update_battle_line(view.pursuit, ui.pursuit_line_2, u => is_allied_unit(u))
	} else {
		update_battle_line(view.pursuit, ui.pursuit_line_1, u => is_allied_unit(u))
		update_battle_line(view.pursuit, ui.pursuit_line_2, u => is_axis_unit(u))
	}
	if (view.hits === 1)
		ui.pursuit_hits.textContent = view.hits + " hit"
	else
		ui.pursuit_hits.textContent = view.hits + " hits"
	battle_button("pursuit_end_hits_button", "end_hits")
	battle_button("pursuit_end_fire_button", "end_fire")
	if (ui.pursuit.classList.contains("hide")) {
		ui.pursuit.classList.remove("hide")
		show_battle_box(ui.pursuit, view.pursuit)
	}
}

function battle_button(id, action) {
	let button = document.getElementById(id)
	if (view.actions && view.actions[action])
		button.classList.remove("hide")
	else
		button.classList.add("hide")
}

function on_update() {
	if (!ui.loaded) {
		return setTimeout(on_update, 500)
	}

	update_map()
	update_cards()

	if (view.battle)
		update_battle()
	else
		ui.battle.classList.add("hide")

	if (view.pursuit)
		update_pursuit()
	else
		ui.pursuit.classList.add("hide")

	if (view.phasing === "Axis" && view.commit >= 0)
		ui.axis_supply.textContent = view.commit + " + " + view.axis_hand
	else
		ui.axis_supply.textContent = view.axis_hand

	if (view.phasing === "Allied" && view.commit >= 0)
		ui.allied_supply.textContent = view.commit + " + " + view.allied_hand
	else
		ui.allied_supply.textContent = view.allied_hand

	for (let i = 0; i < 28; ++i)
		ui.cards[i].classList.toggle("action", !!(view.actions && view.actions.real_card))
	for (let i = 0; i < 14; ++i)
		ui.cards[i+28].classList.toggle("action", !!(view.actions && view.actions.dummy_card))

	action_button("discard", "Discard")
	action_button("keep", "Keep")

	action_button("select_all", "Select all")

	action_button("overrun", "Overrun")
	action_button("rommel", "Rommel")

	action_button("eliminate", "Eliminate")
	action_button("overrun", "Overrun")
	action_button("retreat", "Retreat")
	action_button("probe", "Probe")

	action_button("replacement", "Replacement")
	action_button("refit", "Refit")
	action_button("minefield", "Minefield")
	action_button("dismantle", "Dismantle")
	action_button("extra_supply_card", "Card")

	action_button("group_rommel", "Group (R)")
	action_button("regroup_rommel", "Regroup (R)")
	action_button("group", "Group")
	action_button("regroup", "Regroup")

	action_button("basic", "Basic")
	action_button("offensive", "Offensive")
	action_button("assault", "Assault")
	action_button("blitz", "Blitz")
	action_button("pass", "Pass")

	action_button("next", "Next")
	action_button("withhold", "Withhold")
	action_button("end_move", "End movement")
	action_button("end_fire", "End fire")
	action_button("end_rout", "End rout")
	action_button("end_retreat", "End retreat")
	action_button("end_combat", "End combat")
	action_button("end_deployment", "End deployment")
	action_button("end_buildup", "End buildup")
	action_button("end_turn", "End turn")

	confirm_action_button("confirm_end_move", "End movement?",
		"You have unused moves remaining. End movement anyway?")

	action_button("undo", "Undo")
}

function on_reply(q, params) {
	if (q === 'supply')
		show_supply(params)
}

function on_focus_hex_tip(x) {
	ui.hexes[x].classList.add("tip")
}

function on_click_hex_tip(x) {
	scroll_into_view(ui.hexes[x])
}

function on_blur_hex_tip(x) {
	ui.hexes[x].classList.remove("tip")
}

function sub_hex_name(match, p1, offset, string) {
	let x = p1 | 0
	let n = hex_name[x]
	return `<span class="hex" onmouseenter="on_focus_hex_tip(${x})" onmouseleave="on_blur_hex_tip(${x})" onclick="on_click_hex_tip(${x})">${n}</span>`
}

function sub_unit_name(match, p1, offset, string) {
	let u = p1 | 0
	return units[u].name
}

function on_log_line(text, cn) {
	let p = document.createElement("div")
	if (cn) p.className = cn
	p.innerHTML = text
	return p
}

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

	text = text.replace(/#(\d+)/g, sub_hex_name)
	text = text.replace(/%(\d+)/g, sub_unit_name)

	if (text.match(/^\.h1/)) {
		text = text.substring(4)
		p.className = "h1"
	}
	if (text.match(/^\.h2/)) {
		text = text.substring(4)
		if (text.startsWith("Axis"))
			p.className = "h2 axis"
		else if (text.startsWith("Allied"))
			p.className = "h2 allied"
		else
			p.className = "h2"
	}
	if (text.match(/^\.h3/)) {
		text = text.substring(4)
		p.className = "h3"
	}
	if (text.match(/^\.h4/)) {
		text = text.substring(4)
		p.className = "h4"
	}

	if (text.indexOf("\n") < 0) {
		p.innerHTML = text
	} else {
		text = text.split("\n")
		p.appendChild(on_log_line(text[0]))
		for (let i = 1; i < text.length; ++i)
			p.appendChild(on_log_line(text[i], "i"))
	}
	return p
}

build_hexes()