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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_name: [ document.getElementById("role1"), document.getElementById("role2") ],
	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: [],
	cubes: [],
}

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()
		e.my_parent = e.parentElement
		e.my_x = rect.x
		e.my_y = rect.y
	} else {
		e.my_parent = null
		e.my_x = 0
		e.my_y = 0
	}
}

function animate_position(e) {
	// TODO: fix double-animated dice when cards are removed
	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: e.my_duration, easing: "ease" }
				)
			}
		}
	}
}

let action_registry = []

function register_action(e, action, id, fizzle=null) {
	e.my_id = id
	e.my_action = action
	e.my_fizzle = fizzle
	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_fizzle)
			if (send_action(evt.target.my_fizzle, 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])

	register_animation(e, 250)

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

	if (card.special)
		ui.slot_cubes[id] = append_div(e, "slot_cubes")
	else
		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])

	register_action(e, "card", id)

	append_div(e, "name " + wing_name[card.wing], card.name)

	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
		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.star)
			append_div(e, "dice_area", card.dice + '<div class="star">&#x2605;</div>')
		else
			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, "f" + 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)

	if (card.retire) {
		let ee = append_div(e, "retire", "RETIRE")
		register_action(ee, "retire", id)
	} else if (card.pursuit) {
		append_div(e, "reserve", "PURSUIT")
	} else if (card.reserve) {
		if (card.reserve.length === 0)
			append_div(e, "reserve", "IN RESERVE (Commanded)")
		else
			append_div(e, "reserve", "IN RESERVE (" + card.reserve.map(c => data.cards[c].name).join(" or ") + ")")
	}

	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_cube(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
		console.log("STICKS", id, x, n)
		for (let i = 0; i < x; ++i)
			add_hit_stick(ui.slot_sticks[id])
		for (let i = x; i < n; ++i)
			add_stick(ui.slot_sticks[id])
	}
}

function add_cube(parent) {
	for (let i = 0; i < 10; ++i) {
		if (ui.cubes[i].parentElement === null) {
			parent.appendChild(ui.cubes[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

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

	for (let e of animation_registry)
		remember_position(e)

	for (let e of ui.cubes)
		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_cube(ui.morale[p1])

	for (let i = 0; i < view.morale[1]; ++i)
		add_cube(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_fizzle) {
			e.classList.toggle("action", is_action(e.my_action, e.my_id) || is_action(e.my_fizzle, e.my_id))
			e.classList.toggle("fizzle", is_action(e.my_fizzle, 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("end_turn", "End turn")
	action_button("undo", "Undo")
}

for (let i = 0; i < 10; ++i) {
	ui.cubes[i] = create_div("cube")
	// register_animation(ui.cubes[i], 500)
}

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)
}

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
}