1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
|
"use strict"
const wing_name = [ "red", "pink", "blue", "dkblue" ]
const reactions = [ "Screen", "Counterattack", "Absorb" ]
let ui = {
main: document.querySelector("main"),
role_row: [ document.getElementById("role_First"), document.getElementById("role_Second") ],
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: [],
cubes: [],
}
let action_register = []
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_register.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])
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])
let e_a1 = null
let e_a2 = null
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.dice) {
if (card.star)
append_div(e, "dice_area", card.dice + '<div class="star">★</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)
e_a1 = create_action(card.actions[0], 1)
if (card.actions.length >= 2)
e_a2 = 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, "reserve", "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 i, n
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)
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)
for (let i = 0; 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 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 ui.cubes)
e.remove()
for (let e of ui.sticks)
e.remove()
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])
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])
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_register) {
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))
}
}
action_button("bombard", "Bombard")
action_button("roll", "Roll")
action_button("pass", "Pass")
action_button("done", "Done")
action_button("end_turn", "End turn")
action_button("undo", "Undo")
}
for (let i = 0; i < 10; ++i)
ui.cubes[i] = create_div("cube")
for (let i = 0; i < 80; ++i)
ui.sticks[i] = create_div("stick")
for (let i = 0; i < 12; ++i)
ui.dice[i] = register_action(create_div("die d0"), "die", i)
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
}
|