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-rw-r--r--play.css16
-rw-r--r--play.js29
-rw-r--r--rules.js32
3 files changed, 68 insertions, 9 deletions
diff --git a/play.css b/play.css
index 42f36d0..c7e8ae3 100644
--- a/play.css
+++ b/play.css
@@ -70,15 +70,19 @@ svg .region.action, svg .sea.action {
fill-opacity: 0.3;
}
-body.sel_general svg .region.action {
+body.military svg .region.action {
fill: hsl(358, 78%, 51%);
}
-body.sel_governor svg .region.action {
+body.senate svg .region.action {
fill: hsl(206, 100%, 35%);
}
-body.sel_governor svg .region.selected {
+body.populace svg .region.action {
+ fill: hsl(44, 80%, 52%);
+}
+
+body.senate svg .region.selected {
fill: hsl(206, 100%, 35%);
fill-opacity: 0.3;
stroke: hsl(206, 100%, 35%);
@@ -86,7 +90,7 @@ body.sel_governor svg .region.selected {
stroke-dasharray: 8 4;
}
-body.sel_general svg .sea.action {
+body.military svg .sea.action {
fill: hsl(206, 100%, 35%);
fill-opacity: 0.25;
}
@@ -174,12 +178,12 @@ body.sel_general svg .sea.action {
z-index: 2;
}
-body.sel_general .capital.action {
+body.military .capital.action {
border-color: hsl(358, 78%, 51%);
background-color: hsla(358, 75%, 51%, 0.2);
}
-body.sel_governor .capital.action {
+body.populace .capital.action {
border-color: hsl(44, 80%, 52%);
background-color: hsla(44, 80%, 52%, 0.2);
}
diff --git a/play.js b/play.js
index da6f215..18550e4 100644
--- a/play.js
+++ b/play.js
@@ -535,6 +535,7 @@ let ui = {
governors: [ [], [], [], [] ],
castra: [ [], [], [], [] ],
mcastra: [],
+ mobs: [],
}
function get_province_governor_player(where) {
@@ -602,6 +603,8 @@ function on_click_action(evt, target) {
function create_building(region, className, xoff, yoff) {
let [ x, y, w, h ] = LAYOUT_SUPPORT[region]
+ if (region === ITALIA)
+ y += 52
let e = create_thing({ className })
e.style.left = x + (w >> 1) + xoff - 46 + "px"
e.style.top = y + h + yoff + "px"
@@ -675,6 +678,11 @@ function on_init() {
ui.capital[region] = document.getElementById(REGION_NAME[region] + "_Capital")
ui.quaestor[region] = document.getElementById(REGION_NAME[region] + "_Quaestor")
+ // at most 3 mobs per province
+ ui.mobs[region * 3 + 0] = create_piece(region, "mob", "mob")
+ ui.mobs[region * 3 + 1] = create_piece(region, "mob", "mob")
+ ui.mobs[region * 3 + 2] = create_piece(region, "mob", "mob")
+
if (true) {
ui.amphitheater[region] = create_building(region, "amphitheater hide", -48 - 3, 6)
ui.basilica[region] = create_building(region, "basilica hide", 48 + 3, 6)
@@ -761,6 +769,17 @@ function layout_governor_unavailable(e, color, ix) {
e.className = color + " governor n" + ix
}
+function layout_mob(region, i, e, visible, x2) {
+ if (visible) {
+ let [ x, y, w ,h ] = LAYOUT_SUPPORT[region]
+ e.className = x2 ? "mob_x2" : "mob"
+ e.style.top = (y - 36) + "px"
+ e.style.left = (x + 26 + 26 * i) + "px"
+ } else {
+ e.className = "hide"
+ }
+}
+
function on_update() {
let player_count = view.legacy.length
@@ -945,6 +964,11 @@ function on_update() {
hide(ui.neutral_governors[region])
}
}
+
+ let n = view.mobs[region]
+ layout_mob(region, 0, ui.mobs[region * 3 + 0], n >= 1, n >= 2)
+ layout_mob(region, 1, ui.mobs[region * 3 + 1], n >= 3, n >= 4)
+ layout_mob(region, 2, ui.mobs[region * 3 + 2], n >= 5, n >= 6)
}
for (let pi = 0; pi < player_count; ++pi) {
@@ -1018,8 +1042,9 @@ function on_update() {
layout_available(avail_stack, avail_stack.length > 5 ? 43 : 58, pi * 625 + 325, 27)
}
- ui.body.classList.toggle("sel_governor", typeof view.selected_governor === "number")
- ui.body.classList.toggle("sel_general", typeof view.selected_general === "number")
+ ui.body.classList.toggle("military", view.color === 0)
+ ui.body.classList.toggle("senate", view.color === 1)
+ ui.body.classList.toggle("populace", view.color === 2)
ui.dice[0].className = "dice black d" + view.dice[0]
ui.dice[1].className = "dice white d" + view.dice[1]
diff --git a/rules.js b/rules.js
index ee5ea7f..b267844 100644
--- a/rules.js
+++ b/rules.js
@@ -1195,11 +1195,13 @@ states.take_actions = {
gen_action_card(c)
if (game.selected_governor >= 0) {
+ view.color = SENATE
view.selected_governor = game.selected_governor
where = get_governor_location(game.selected_governor)
}
if (game.selected_general >= 0) {
+ view.color = MILITARY
view.selected_general = game.selected_general
where = get_general_location(game.selected_general)
}
@@ -1642,7 +1644,7 @@ states.place_governor = {
let votes = game.misc.spend
if (game.misc.where === ITALIA)
votes += count_own_basilicas()
- view.selected_governor = game.selected_governor
+ view.color = SENATE
view.selected_region = game.misc.where
prompt(`Place Governor: ${sip} Senate. Rolling ${votes} dice. ${need} votes needed.`)
@@ -1890,6 +1892,34 @@ states.foederati = {
},
}
+// CARD: MOB
+
+function can_play_mob() {
+ for (let where = 0; where < 12; ++where)
+ if (!has_mob(where) && is_enemy_province(where))
+ return true
+ return false
+}
+
+function play_mob() {
+ game.state = "mob"
+}
+
+states.mob = {
+ prompt() {
+ prompt("Mob: Place a Mob in a province.")
+ view.color = POPULACE
+ for (let where = 0; where < 12; ++where)
+ if (!has_mob(where) && is_enemy_province(where))
+ gen_action_region(where)
+ },
+ region(where) {
+ log("Mob in S" + where)
+ add_one_mob(where)
+ game.state = "take_actions"
+ },
+}
+
// === COMBAT ===
function goto_battle_vs_general(where, attacker, target) {