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path: root/play.js
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"use strict"

/* global data, view, send_action, action_button, player */

const wing_name = [ "red", "pink", "blue", "dkblue" ]
const reactions = [ "Screen", "Counterattack", "Absorb" ]

let ui = {
	main: document.querySelector("main"),
	role_panel: [ document.getElementById("role_First"), document.getElementById("role_Second") ],
	role_name: [ document.getElementById("role1"), document.getElementById("role2") ],
	role_stat: [ document.getElementById("stat1"), document.getElementById("stat2") ],
	name: [ document.getElementById("name1"), document.getElementById("name2") ],
	front: [ document.getElementById("front1"), document.getElementById("front2") ],
	morale: [ document.getElementById("morale1"), document.getElementById("morale2") ],
	pool: [ document.getElementById("pool1"), document.getElementById("pool2") ],
	reserve: [ document.getElementById("reserve1"), document.getElementById("reserve2") ],

	cards: {},
	slots: {},
	slot_sticks: {},
	slot_cubes: {},
	slot_dice: {},

	dice: [],
	sticks: [],
	hit_sticks: [],
	mcubes: [],
	ccubes: [],
}

let animation_registry = []

function register_animation(e, duration) {
	animation_registry.push(e)
	e.my_duration = duration
}

function remember_position(e) {
	if (e.parentElement) {
		let rect = e.getBoundingClientRect()
		let prect = e.parentElement.getBoundingClientRect()
		e.my_parent = e.parentElement
		e.my_x = rect.x
		e.my_y = rect.y
		e.my_p_x = prect.x
		e.my_p_y = prect.y
	} else {
		e.my_parent = null
		e.my_x = 0
		e.my_y = 0
	}
}

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

let action_registry = []

function register_action(e, action, id, null_action=null) {
	e.my_id = id
	e.my_action = action
	e.my_null_action = null_action
	e.onclick = on_click_action
	action_registry.push(e)
	return e
}

function on_click_action(evt) {
	if (evt.button === 0) {
		if (send_action(evt.target.my_action, evt.target.my_id))
			evt.stopPropagation()
		if (evt.target.my_null_action)
			if (send_action(evt.target.my_null_action, evt.target.my_id))
				evt.stopPropagation()
	}
}

function is_action(action, arg) {
	if (arg === undefined)
		return !!(view.actions && view.actions[action] === 1)
	return !!(view.actions && view.actions[action] && view.actions[action].includes(arg))
}

function create_div(className, text) {
	let e = document.createElement("div")
	e.className = className
	if (text)
		e.innerHTML = text
	return e
}

function append_div(parent, className, text) {
	let e = create_div(className, text)
	parent.appendChild(e)
	return e
}

function create_formation_slot(id, top) {
	let card = data.cards[id]

	let e = create_div("slot " + wing_name[card.wing])
	e.dataset.card = card.number

	register_animation(e, 250)

	if (top) {
		ui.slot_dice[id] = append_div(e, "slot_dice")
		e.appendChild(ui.cards[id])
	}

	if (card.special || card.name === "The Fog" || card.name === "Retreat to Nivelles")
		ui.slot_cubes[id] = append_div(e, "slot_cubes")
	if (!card.special)
		ui.slot_sticks[id] = append_div(e, "slot_sticks")

	if (!top) {
		e.appendChild(ui.cards[id])
		ui.slot_dice[id] = append_div(e, "slot_dice")
	}

	return e
}

function create_formation_card(id) {
	let card = data.cards[id]
	let e = create_div("card formation " + wing_name[card.wing])

	if (card.squeeze)
		e.classList.add("squeeze" + card.squeeze)

	register_action(e, "card", id)

	if (card.infantry || card.cavalry)
		append_div(e, "name with_symbol " + wing_name[card.wing], card.name)
	else
		append_div(e, "name " + wing_name[card.wing], card.name)

	if (card.infantry)
		append_div(e, "symbol infantry")
	if (card.cavalry)
		append_div(e, "symbol cavalry")

	if (card.special === 1)
		append_div(e, "strength", "I")
	else if (card.special === 2)
		append_div(e, "strength", "II")
	else if (card.special === 3)
		append_div(e, "strength", "III")
	else if (card.special === 4)
		append_div(e, "strength", "IV")
	else if (card.special === 5)
		append_div(e, "strength", "V")
	else
		append_div(e, "strength", card.strength)

	if (card.link) {
		if (set_has(card.link, id - 1))
			append_div(e, "link left")
		if (set_has(card.link, id + 1))
			append_div(e, "link right")
	}

	if (card.dice) {
		if (card.morale === 2)
			append_div(e, "star", '★')
		append_div(e, "dice_area", card.dice)
	}

	function create_action(a, ix) {
		let ee = append_div(e, "action_row")
		let et
		if (reactions.includes(a.type))
			et = append_div(ee, "action_type reaction", a.type)
		else
			et = append_div(ee, "action_type", a.type)
		register_action(et, "a" + ix, id, "n" + ix)
		append_div(ee, "action_requirement", a.requirement)
		if (Array.isArray(a.target))
			append_div(ee, "action_target", a.target.map(t=>data.cards[t].name).join(", "))
		else
			append_div(ee, "action_target", a.target)
		if (a.effect)
			append_div(ee, "action_effect", a.effect)
		return et
	}

	if (card.actions.length >= 1)
		create_action(card.actions[0], 1)
	if (card.actions.length >= 2)
		create_action(card.actions[1], 2)

	if (card.rule_text)
		append_div(e, "rule_text", card.rule_text)
	if (card.lore_text)
		append_div(e, "lore_text", card.lore_text)

	let reserve = null
	if (card.reserve) {
		if (Array.isArray(card.reserve) && card.reserve.length > 0) {
			reserve = card.reserve.map(c => data.cards[c].alias || data.cards[c].name).join(" or ")
		} else {
			reserve = card.reserve
		}
	}

	if (card.retire) {
		let ee
		if (card.pursuit)
			ee = append_div(e, "retire", "RETIRE, PURSUIT")
		else if (card.reserve)
			ee = append_div(e, "retire", `RETIRE, RESERVE (${reserve})`)
		else
			ee = append_div(e, "retire", "RETIRE")
		register_action(ee, "retire", id)
	} else if (card.pursuit) {
		append_div(e, "reserve", "PURSUIT")
	} else if (card.reserve) {
		append_div(e, "reserve", `IN RESERVE (${reserve})`)
	}

	append_div(e, "number", card.number)

	return e
}

function fill_card_row(top, parent, list) {
	parent.replaceChildren()
	for (let id of list) {
		let n, x

		if (!ui.cards[id])
			ui.cards[id] = create_formation_card(id)
		if (!ui.slots[id])
			ui.slots[id] = create_formation_slot(id, top)
		parent.append(ui.slots[id])

		ui.cards[id].classList.toggle("selected", view.selected === id)
		ui.cards[id].classList.toggle("target", view.target === id)

		n = map_get(view.cubes, id, 0)
		for (let i = 0; i < n; ++i)
			add_ccube(ui.slot_cubes[id])

		n = map_get(view.sticks, id, 0)
		x = 0
		if (view.selected === id)
			x = view.self
		if (view.target === id)
			x = view.hits
		if (view.target2 === id)
			x = view.hits2
		for (let i = 0; i < x && i < n; ++i)
			add_hit_stick(ui.slot_sticks[id])
		for (let i = x; i < n; ++i)
			add_stick(ui.slot_sticks[id])
	}
}

function add_mcube(parent) {
	for (let i = 0; i < 10; ++i) {
		if (ui.mcubes[i].parentElement === null) {
			parent.appendChild(ui.mcubes[i])
			return
		}
	}
	throw Error("OUT OF CUBES ERROR")
}

function add_ccube(parent) {
	for (let i = 0; i < 10; ++i) {
		if (ui.ccubes[i].parentElement === null) {
			parent.appendChild(ui.ccubes[i])
			return
		}
	}
	throw Error("OUT OF CUBES ERROR")
}

function add_stick(parent) {
	for (let i = 0; i < 80; ++i) {
		if (ui.sticks[i].parentElement === null) {
			parent.appendChild(ui.sticks[i])
			return
		}
	}
	throw Error("OUT OF CUBES ERROR")
}

function add_hit_stick(parent) {
	for (let i = 0; i < 80; ++i) {
		if (ui.hit_sticks[i].parentElement === null) {
			parent.appendChild(ui.hit_sticks[i])
			return
		}
	}
	throw Error("OUT OF CUBES ERROR")
}

function on_update() {
	let p1 = 0, p2 = 1
	if (player === "First")
		p1 = 1, p2 = 0

	ui.main.dataset.scenario = data.scenarios[view.scenario].number
	ui.name[p1].textContent = data.scenarios[view.scenario].players[0].name
	ui.name[p2].textContent = data.scenarios[view.scenario].players[1].name

	let w1 = data.cards[view.front[0][0]].wing
	let w2 = data.cards[view.front[1][0]].wing

	ui.role_panel[0].className = "role " + wing_name[w1]
	ui.role_panel[1].className = "role " + wing_name[w2]

	ui.role_name[0].textContent = data.scenarios[view.scenario].players[0].name
	ui.role_name[1].textContent = data.scenarios[view.scenario].players[1].name

	if (data.scenarios[view.scenario].players[1].tactical)
		ui.role_stat[0].textContent = `${view.morale[0]} (-${view.lost[0]})`
	else
		ui.role_stat[0].textContent = view.morale[0]

	if (data.scenarios[view.scenario].players[0].tactical)
		ui.role_stat[1].textContent = `${view.morale[1]} (-${view.lost[1]})`
	else
		ui.role_stat[1].textContent = view.morale[1]

	for (let e of animation_registry)
		remember_position(e)

	for (let e of ui.mcubes)
		e.remove()
	for (let e of ui.ccubes)
		e.remove()
	for (let e of ui.sticks)
		e.remove()
	for (let e of ui.hit_sticks)
		e.remove()

	for (let i = 0; i < view.morale[0]; ++i)
		add_mcube(ui.morale[p1])

	for (let i = 0; i < view.morale[1]; ++i)
		add_mcube(ui.morale[p2])

	fill_card_row(p2, ui.reserve[p1], view.reserve[0])
	fill_card_row(p2, ui.front[p1], view.front[0])
	fill_card_row(p1, ui.reserve[p2], view.reserve[1])
	fill_card_row(p1, ui.front[p2], view.front[1])

	function update_die(d, p) {
		let v = view.dice[d * 2 + 0]
		let c = view.dice[d * 2 + 1]
		ui.dice[d].className = "die d" + v
		if (c < 0)
			ui.pool[p].appendChild(ui.dice[d])
		else
			ui.slot_dice[c].appendChild(ui.dice[d])
	}

	for (let i = 0; i < 6; ++i) {
		update_die(i, p1)
		update_die(i+6, p2)
	}

	for (let e of action_registry) {
		if (e.my_null_action) {
			e.classList.toggle("action", is_action(e.my_action, e.my_id) || is_action(e.my_null_action, e.my_id))
			e.classList.toggle("null", is_action(e.my_null_action, e.my_id))
		} else {
			e.classList.toggle("action", is_action(e.my_action, e.my_id))
		}
	}

	for (let e of animation_registry)
		animate_position(e)

	action_button("attack", "Attack")
	action_button("bombard", "Bombard")
	action_button("command", "Command")
	action_button("screen", "Screen")
	action_button("counterattack", "Counterattack")
	action_button("absorb", "Absorb")
	action_button("roll", "Roll")
	action_button("pass", "Pass")
	action_button("next", "Next")
	action_button("end_turn", "End turn")
	action_button("undo", "Undo")
}

for (let i = 0; i < 10; ++i) {
	ui.ccubes[i] = create_div("cube")
	ui.mcubes[i] = create_div("cube")
	register_animation(ui.mcubes[i], 750)
}

for (let i = 0; i < 80; ++i) {
	ui.sticks[i] = create_div("stick")
	ui.hit_sticks[i] = create_div("stick hit")
}

for (let i = 0; i < 12; ++i) {
	ui.dice[i] = register_action(create_div("die d0"), "die", i)
	register_animation(ui.dice[i], 250)
}

const ICONS = {
	D0: '<span class="die black d0"></span>',
	D1: '<span class="die black d1"></span>',
	D2: '<span class="die black d2"></span>',
	D3: '<span class="die black d3"></span>',
	D4: '<span class="die black d4"></span>',
	D5: '<span class="die black d5"></span>',
	D6: '<span class="die black d6"></span>',
	R1: '<span class="die red d1"></span>',
	R2: '<span class="die red d2"></span>',
	R3: '<span class="die red d3"></span>',
	R4: '<span class="die red d4"></span>',
	R5: '<span class="die red d5"></span>',
	R6: '<span class="die red d6"></span>',
	P1: '<span class="die pink d1"></span>',
	P2: '<span class="die pink d2"></span>',
	P3: '<span class="die pink d3"></span>',
	P4: '<span class="die pink d4"></span>',
	P5: '<span class="die pink d5"></span>',
	P6: '<span class="die pink d6"></span>',
	B1: '<span class="die blue d1"></span>',
	B2: '<span class="die blue d2"></span>',
	B3: '<span class="die blue d3"></span>',
	B4: '<span class="die blue d4"></span>',
	B5: '<span class="die blue d5"></span>',
	B6: '<span class="die blue d6"></span>',
	K1: '<span class="die dkblue d1"></span>',
	K2: '<span class="die dkblue d2"></span>',
	K3: '<span class="die dkblue d3"></span>',
	K4: '<span class="die dkblue d4"></span>',
	K5: '<span class="die dkblue d5"></span>',
	K6: '<span class="die dkblue d6"></span>',
}

function sub_icon(match) {
	return ICONS[match]
}

function sub_card(match) {
	let wing = ""
	let name = match
	return `<span class="${wing}">${name}</span>`
}

function on_log(text) {
	let p = document.createElement("div")
	if (text.match(/^\.h1 /)) {
		text = text.substring(4)
		p.className = "h1"
	}
	else if (text.match(/^\.h2 /)) {
		text = text.substring(4)
		p.className = "h2"
	}

	text = text.replace(/\bC\d+\b/g, sub_card)
	text = text.replace(/\b[DPRBK]\d\b/g, sub_icon)

	p.innerHTML = text
	return p
}

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 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
}