diff options
author | Tor Andersson <tor@ccxvii.net> | 2023-06-24 23:59:09 +0200 |
---|---|---|
committer | Tor Andersson <tor@ccxvii.net> | 2023-07-07 18:39:37 +0200 |
commit | 0648e171052fb2ecc6a9ee94b33dede1846dec99 (patch) | |
tree | 6958a80a186564705068441488cd3b9afb050c9b | |
parent | 6450c0f31a1ef2b1abbccd8a345ad82e4df1c23d (diff) | |
download | time-of-crisis-0648e171052fb2ecc6a9ee94b33dede1846dec99.tar.gz |
Colors.
-rw-r--r-- | info/readme.html | 2 | ||||
-rw-r--r-- | play.css | 30 | ||||
-rw-r--r-- | rules.js | 75 |
3 files changed, 65 insertions, 42 deletions
diff --git a/info/readme.html b/info/readme.html index abcef14..d43559d 100644 --- a/info/readme.html +++ b/info/readme.html @@ -39,7 +39,7 @@ Select an army (general or militia) and then the target you want to attack. <hr> <p> -How do I take the Increase Support Level, Place Militia, Hold Games, or Build Improvement actions? +How to Increase Support Level, Place Militia, Hold Games, or Build Improvement? <p> Select the governor in the region you want to take the action. @@ -9,21 +9,28 @@ header.your_turn { background-color: orange; } #turn_info { background-color: gainsboro; } .role_vp { float: right; } -body.Red header.your_turn { background-color: salmon; } -body.Blue header.your_turn { background-color: skyblue; } -body.Yellow header.your_turn { background-color: khaki; } -body.Green header.your_turn { background-color: darkseagreen; } - -body.Observer #hand_panel, body.Observer #draw_panel, body.Observer #discard_panel { +body.Observer #hand_panel, body.Observer #draw_panel, body.Observer #discard_panel, body.Observer #market_panel { display: none; } +#role_Red .role_name { background-color: hsl(354,85%,67%) } +#role_Blue .role_name { background-color: hsl(207,67%,78%) } +#role_Yellow .role_name { background-color: hsl(47,100%,73%) } +#role_Green .role_name { background-color: hsl(99,36%,60%) } + +body.Red .your_turn { background-color: hsl(354,85%,72%) } +body.Blue .your_turn { background-color: hsl(207,67%,83%) } +body.Yellow .your_turn { background-color: hsl(47,100%,78%) } +body.Green .your_turn { background-color: hsl(99,36%,65%) } + +#log .h1.p_red { background-color: hsl(354,85%,77%) } +#log .h1.p_blue { background-color: hsl(207,67%,83%) } +#log .h1.p_yellow { background-color: hsl(47,100%,78%) } +#log .h1.p_green { background-color: hsl(99,36%,70%) } + #log { background-color: whitesmoke; } #log .h1 { background-color: silver; font-weight: bold; padding-top:2px; padding-bottom:2px; margin: 8px 0; text-align: center; } -#log .h1.p_red { background-color: salmon; } -#log .h1.p_blue { background-color: skyblue; } -#log .h1.p_yellow { background-color: khaki; } -#log .h1.p_green { background-color: darkseagreen; } +#log .h1 { border-bottom: 1px solid #444; border-top: 1px solid #444; } #log .h2 { background-color: gainsboro; padding-top:2px; padding-bottom:2px; text-align: center; } #log .h3 { text-decoration: underline; } #log div { padding-left: 20px; text-indent: -12px; } @@ -506,6 +513,9 @@ body.shift #zenobia { background-image: url(images/rival_back.png) } filter: brightness(75%) } +#played { background-image: repeating-linear-gradient(45deg, #555, #555 40px, #444 40px, #444 80px) } +#market { background-image: repeating-linear-gradient(135deg, darkgray, darkgray 60px, gray 60px, gray 120px) } + #discard .card.action { box-shadow: 0 0 0px 3px #a00; } @@ -354,25 +354,25 @@ const CARD_INFO = [ { name: "M1", type: 0, value: 1, event: "None" }, { name: "S1", type: 1, value: 1, event: "None" }, { name: "P1", type: 2, value: 1, event: "None" }, - { name: "M2 - Castra", type: 0, value: 2, event: "Castra" }, - { name: "S2 - Tribute", type: 1, value: 2, event: "Tribute" }, - { name: "P2 - Quaestor", type: 2, value: 2, event: "Quaestor" }, - { name: "M2 - Cavalry", type: 0, value: 2, event: "Cavalry" }, - { name: "S2 - Princeps Senatus", type: 1, value: 2, event: "Princeps Senatus" }, - { name: "P2 - Ambitus", type: 2, value: 2, event: "Ambitus" }, - { name: "M3 - Flanking Maneuver", type: 0, value: 3, event: "Flanking Maneuver" }, - { name: "S3 - Foederati", type: 1, value: 3, event: "Foederati" }, - { name: "P3 - Mob", type: 2, value: 3, event: "Mob" }, - { name: "M3 - Force March", type: 0, value: 3, event: "Force March" }, - { name: "S3 - Frumentarii", type: 1, value: 3, event: "Frumentarii" }, - { name: "P3 - Mobile Vulgus", type: 2, value: 3, event: "Mobile Vulgus" }, - { name: "M4 - Praetorian Guard", type: 0, value: 4, event: "Praetorian Guard" }, - { name: "S4 - Damnatio Memoriae", type: 1, value: 4, event: "Damnatio Memoriae" }, - { name: "S4 - Damnatio Memoriae", type: 1, value: 4, event: "Damnatio Memoriae (exp)" }, - { name: "P4 - Pretender", type: 2, value: 4, event: "Pretender" }, - { name: "M4 - Spiculum", type: 0, value: 4, event: "Spiculum" }, - { name: "S4 - Triumph", type: 1, value: 4, event: "Triumph" }, - { name: "P4 - Demagogue", type: 2, value: 4, event: "Demagogue" }, + { name: "M2 Castra", type: 0, value: 2, event: "Castra" }, + { name: "S2 Tribute", type: 1, value: 2, event: "Tribute" }, + { name: "P2 Quaestor", type: 2, value: 2, event: "Quaestor" }, + { name: "M2 Cavalry", type: 0, value: 2, event: "Cavalry" }, + { name: "S2 Princeps Senatus", type: 1, value: 2, event: "Princeps Senatus" }, + { name: "P2 Ambitus", type: 2, value: 2, event: "Ambitus" }, + { name: "M3 Flanking Maneuver", type: 0, value: 3, event: "Flanking Maneuver" }, + { name: "S3 Foederati", type: 1, value: 3, event: "Foederati" }, + { name: "P3 Mob", type: 2, value: 3, event: "Mob" }, + { name: "M3 Force March", type: 0, value: 3, event: "Force March" }, + { name: "S3 Frumentarii", type: 1, value: 3, event: "Frumentarii" }, + { name: "P3 Mobile Vulgus", type: 2, value: 3, event: "Mobile Vulgus" }, + { name: "M4 Praetorian Guard", type: 0, value: 4, event: "Praetorian Guard" }, + { name: "S4 Damnatio Memoriae", type: 1, value: 4, event: "Damnatio Memoriae" }, + { name: "S4 Damnatio Memoriae", type: 1, value: 4, event: "Damnatio Memoriae (exp)" }, + { name: "P4 Pretender", type: 2, value: 4, event: "Pretender" }, + { name: "M4 Spiculum", type: 0, value: 4, event: "Spiculum" }, + { name: "S4 Triumph", type: 1, value: 4, event: "Triumph" }, + { name: "P4 Demagogue", type: 2, value: 4, event: "Demagogue" }, ] function card_name(c) { @@ -1041,6 +1041,7 @@ function eliminate_barbarian(id) { } function eliminate_rival_emperor(id) { + log(RIVAL_EMPEROR_NAME[id] + " killed!") if (game.battle) game.battle.killed |= (1 << id) set_rival_emperor_location(id, AVAILABLE) @@ -1432,7 +1433,7 @@ function invade_with_barbarian_counter(id, path, where) { function goto_crisis_event() { game.active_event = game.events.pop() - log("E" + game.active_event) + logi("E" + game.active_event) switch (game.active_event) { case EVENT_ARDASHIR: return goto_crisis_barbarian_leader(ARDASHIR, SASSANIDS_HOMELAND) @@ -1920,7 +1921,7 @@ states.take_actions = { support() { push_undo() - improve_support() + increase_support_level() }, place_militia() { @@ -2057,12 +2058,12 @@ states.build_improvement = { }, } -// ACTION: IMPROVE SUPPORT +// ACTION: INCREASE SUPPORT LEVEL -function improve_support() { +function increase_support_level() { let where = get_governor_location(game.selected_governor) let support = get_support(where) - log("Built Support in %" + where + ".") + log("Increase Support Level in %" + where + ".") spend_populace(support + 1) set_support(where, support + 1) } @@ -2780,10 +2781,11 @@ states.foederati_general = { barbarian(id) { let tribe = get_barbarian_tribe(id) let from = get_barbarian_location(id) - log("Foederati " + BARBARIAN_NAME[tribe] + " from %" + from + ".") if (count_legions_in_army(game.count) > count_barbarians_in_army(game.count)) { + log("Foederati " + BARBARIAN_NAME[tribe] + " from %" + from + " to %" + game.where + ".") set_barbarian_location(id, ARMY + game.count) } else { + log("Foederati " + BARBARIAN_NAME[tribe] + " in %" + from + ".") eliminate_barbarian(id) } game.state = "take_actions" @@ -2802,7 +2804,7 @@ states.foederati_militia = { barbarian(id) { let tribe = get_barbarian_tribe(id) let from = get_barbarian_location(id) - log("Foederati " + BARBARIAN_NAME[tribe] + " from %" + from + ".") + log("Foederati " + BARBARIAN_NAME[tribe] + " in %" + from + ".") eliminate_barbarian(id) game.state = "take_actions" }, @@ -3417,6 +3419,14 @@ function award_legacy(p, reason, n) { game.legacy[p] += n } +function award_legacy_summary(p, reason, n) { + if (n > 0) + logi("+" + n + " for " + reason) + if (n < 0) + logi(n + " for " + reason) + game.legacy[p] += n +} + function goto_combat_no_victory() { game.battle.killed = 0 end_battle() @@ -3662,9 +3672,10 @@ states.expand_pretender_empire = { function goto_gain_legacy() { log_br() + log("Gain Legacy") if (is_only_pretender_player()) - award_legacy(game.current, "Pretender", count_own_breakaway_provinces()) + award_legacy_summary(game.current, "Pretender", count_own_breakaway_provinces()) if (is_emperor_player()) goto_legitimize_claim() @@ -3697,16 +3708,16 @@ states.legitimize_claim = { function goto_gain_legacy_emperor() { if (!is_any_rival_emperor_or_pretender()) { - log(PLAYER_NAMES[game.current] + " +1 Emperor Turn.") + logi("+1 Emperor Turn") game.emperor_turns[game.current] += 1 } - award_legacy(game.current, "Emperor", Math.max(0, get_support(ITALIA) - count_pretender_provinces())) + award_legacy_summary(game.current, "Emperor", Math.max(0, get_support(ITALIA) - count_pretender_provinces())) goto_gain_legacy_provinces() } function goto_gain_legacy_provinces() { - award_legacy(game.current, "Provinces", count_own_provinces()) - award_legacy(game.current, "Improvements", count_own_improvements()) + award_legacy_summary(game.current, "Provinces", count_own_provinces()) + award_legacy_summary(game.current, "Improvements", count_own_improvements()) if (is_emperor_player() && game.legacy[game.current] >= 60) { log_br() @@ -4186,6 +4197,8 @@ exports.setup = function (seed, scenario, options) { update_neutral_italia() + log_h1("Time of Crisis") + game.first = game.current = random(player_count) return save_game() |