Merge pull request #1 from Azgaar/dev

Update from Azgaar master 1.4.25
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evolvedexperiment 2020-06-12 21:14:39 +02:00 committed by GitHub
commit 1aa51a0c74
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6 changed files with 112 additions and 114 deletions

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@ -271,12 +271,10 @@
.icon-button-skirmish:before {content:'🎯'; padding-right: .4em;}
.icon-button-pursue:before {content:'🐎'; padding-right: .4em;}
.icon-button-retreat:before {content:'🏳️'; padding-right: .4em;}
.icon-button-shelling:before {content:'💣'; padding-right: .4em;}
.icon-button-boarding:before {content:'⚔️'; padding-right: .4em;}
.icon-button-chase:before {content:'⛵'; padding-right: .4em;}
.icon-button-withdrawal:before {content:'🏳️'; padding-right: .4em;}
.icon-button-bombardment:before {content:'💣'; padding-right: .4em;}
.icon-button-blockade:before {content:'⏳'; padding-right: .4em;}
.icon-button-sheltering:before {content:'🔒'; padding-right: .4em;}
@ -285,9 +283,10 @@
.icon-button-storming:before {content:'⚔️'; padding-right: .4em;}
.icon-button-looting:before {content:'☠️'; padding-right: .4em;}
.icon-button-surrendering:before {content:'🏳️'; padding-right: .4em;}
.icon-button-surprise:before {content:'⚡'; padding-right: .4em;}
.icon-button-shock:before {content:'💫'; padding-right: .4em;}
.icon-button-flee:before {content:'⛵'; padding-right: .4em;}
.icon-button-waiting:before {content:'⌛'; padding-right: .4em;}
.icon-button-maneuvering:before {content:'💢'; padding-right: .4em;}
.icon-button-dogfight:before {content:'🐕'; padding-right: .4em;}

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@ -2481,7 +2481,7 @@
</template>
<template id="battlePhases_siege_attackers">
<button data-tip="Blockade phase. Hold the blockade and wait" data-phase="blockade" class="icon-button-blockade"></button>
<button data-tip="Blockade phase. Prepare or hold the blockade" data-phase="blockade" class="icon-button-blockade"></button>
<button data-tip="Bombardment phase. Attack enemy with machinery units" data-phase="bombardment" class="icon-button-bombardment"></button>
<button data-tip="Storming phase. Storm enemy town. Melee units excel" data-phase="storming" class="icon-button-storming"></button>
<button data-tip="Looting phase. Plunder the town. Units strength increased" data-phase="looting" class="icon-button-looting"></button>
@ -2493,7 +2493,7 @@
<button data-tip="Sortie phase. Make a sortie from besieged town. Melee units excel" data-phase="sortie" class="icon-button-sortie"></button>
<button data-tip="Bombardment phase. Attack enemy with machinery units" data-phase="bombardment" class="icon-button-bombardment"></button>
<button data-tip="Defense phase. Ranged and melee units excel" data-phase="defense" class="icon-button-defense"></button>
<button data-tip="Surrendering phase. Give up the defence. Units strength reduced" data-phase="surrendering" class="icon-button-surrendering"></button>
<button data-tip="Surrendering phase. Give up the defense. Units strength reduced" data-phase="surrendering" class="icon-button-surrendering"></button>
<button data-tip="Pursue phase. Mounted units excel" data-phase="pursue" class="icon-button-pursue"></button>
</template>
@ -2512,17 +2512,18 @@
</template>
<template id="battlePhases_landing_attackers">
<button data-tip="Landing phase. Units strength reduced" data-phase="skirmish" class="icon-button-landing"></button>
<button data-tip="Landing phase. Amphibious attack. Units are vulnerable against prepared defense" data-phase="landing" class="icon-button-landing"></button>
<button data-tip="Melee phase. Melee units excel" data-phase="melee" class="icon-button-melee"></button>
<button data-tip="Pursue phase. Mounted units excel" data-phase="pursue" class="icon-button-pursue"></button>
<button data-tip="Retreat phase. Units strength reduced" data-phase="retreat" class="icon-button-retreat"></button>
<button data-tip="Flee phase. Units strength reduced" data-phase="flee" class="icon-button-flee"></button>
</template>
<template id="battlePhases_landing_defenders">
<button data-tip="Shock phase. Units strength reduced" data-phase="shock" class="icon-button-shock"></button>
<button data-tip="Defense phase. Units strength increased" data-phase="defense" class="icon-button-defense"></button>
<button data-tip="Shock phase. Units are not prepared for a defense" data-phase="shock" class="icon-button-shock"></button>
<button data-tip="Defense phase. Prepared defense. Units strength increased" data-phase="defense" class="icon-button-defense"></button>
<button data-tip="Melee phase. Melee units excel" data-phase="melee" class="icon-button-melee"></button>
<button data-tip="Pursue phase. Mounted units excel" data-phase="pursue" class="icon-button-pursue"></button>
<button data-tip="Waiting phase. Cannot pursue fleeing naval" data-phase="waiting" class="icon-button-waiting"></button>
<button data-tip="Pursue phase. Try to intercept fleeing attackers. Mounted units excel" data-phase="pursue" class="icon-button-pursue"></button>
<button data-tip="Retreat phase. Units strength reduced" data-phase="retreat" class="icon-button-retreat"></button>
</template>

View file

@ -28,6 +28,18 @@
"magical": {"Nomadic":1, "Highland":2, "Lake":1, "Naval":1, "Hunting":1, "River":1}
};
const cellTypeModifier = {
"nomadic": {"melee":.2, "ranged":.5, "mounted":3, "machinery":.4, "naval":.3, "armored":1.6, "aviation":1, "magical":.5},
"wetland": {"melee":.8, "ranged":2, "mounted":0.3, "machinery":1.2, "naval":1.0, "armored":0.2, "aviation":.5, "magical":0.5},
"highland": {"melee":1.2, "ranged":1.6, "mounted":0.3, "machinery":3, "naval":1.0, "armored":0.8, "aviation":.3, "magical":2}
}
const burgTypeModifier = {
"nomadic": {"melee":.3, "ranged":.8, "mounted":3, "machinery":.4, "naval":1.0, "armored":1.6, "aviation":1, "magical":0.5},
"wetland": {"melee":1, "ranged":1.6, "mounted":.2, "machinery":1.2, "naval":1.0, "armored":0.2, "aviation":0.5, "magical":0.5},
"highland": {"melee":1.2, "ranged":2, "mounted":.3, "machinery":3, "naval":1.0, "armored":0.8, "aviation":0.3, "magical":2}
}
valid.forEach(s => {
const temp = s.temp = {}, d = s.diplomacy;
const expansionRate = Math.min(Math.max((s.expansionism / expn) / (s.area / area), .25), 4); // how much state expansionism is realized
@ -47,6 +59,13 @@
});
const getType = cell => {
if ([1, 2, 3, 4].includes(cells.biome[cell])) return "nomadic";
if ([7, 8, 9, 12].includes(cells.biome[cell])) return "wetland";
if (cells.h[cell] >= 70) return "highland";
return "generic";
}
for (const i of cells.i) {
if (!cells.pop[i]) continue;
const s = states[cells.state[i]]; // cell state
@ -56,35 +75,15 @@
if (cells.culture[i] !== s.culture) m = s.form === "Union" ? m / 1.2 : m / 2; // non-dominant culture
if (cells.religion[i] !== cells.religion[s.center]) m = s.form === "Theocracy" ? m / 2.2 : m / 1.4; // non-dominant religion
if (cells.f[i] !== cells.f[s.center]) m = s.type === "Naval" ? m / 1.2 : m / 1.8; // different landmass
const nomadic = [1, 2, 3, 4].includes(cells.biome[i]);
const wetland = [7, 8, 9, 12].includes(cells.biome[i]);
const highland = cells.h[i] >= 70;
const type = getType(i);
for (const u of options.military) {
const perc = +u.rural;
if (isNaN(perc) || perc <= 0 || !s.temp[u.name]) continue;
let army = m * perc; // basic army for rural cell
if (nomadic) { // "nomadic" biomes special rules
if (u.type === "melee") army /= 5; else
if (u.type === "ranged") army /= 2; else
if (u.type === "mounted") army *= 3;
}
if (wetland) { // "wet" biomes special rules
if (u.type === "melee") army *= 1.2; else
if (u.type === "ranged") army *= 1.4; else
if (u.type === "mounted") army /= 3;
}
if (highland) { // highlands special rules
if (u.type === "melee") army *= 1.2; else
if (u.type === "ranged") army *= 1.6; else
if (u.type === "mounted") army /= 3;
}
const t = rn(army * s.temp[u.name] * populationRate.value);
const mod = type === "generic" ? 1 : cellTypeModifier[type][u.type] // cell specific modifier
const army = m * perc * mod; // rural cell army
const t = rn(army * s.temp[u.name] * populationRate.value); // total troops
if (!t) continue;
let x = p[i][0], y = p[i][1], n = 0;
if (u.type === "naval") {let haven = cells.haven[i]; x = p[haven][0], y = p[haven][1]; n = 1}; // place naval to sea
@ -101,43 +100,16 @@
if (b.culture !== s.culture) m = s.form === "Union" ? m / 1.2 : m / 2; // non-dominant culture
if (cells.religion[b.cell] !== cells.religion[s.center]) m = s.form === "Theocracy" ? m / 2.2 : m / 1.4; // non-dominant religion
if (cells.f[b.cell] !== cells.f[s.center]) m = s.type === "Naval" ? m / 1.2 : m / 1.8; // different landmass
const biome = cells.biome[b.cell]; // burg biome
const nomadic = [1, 2, 3, 4].includes(biome);
const wetland = [7, 8, 9, 12].includes(biome);
const highland = cells.h[b.cell] >= 70;
const type = getType(b.cell);
for (const u of options.military) {
if (u.type === "naval" && !b.port) continue; // only ports produce naval units
const perc = +u.urban;
if (isNaN(perc) || perc <= 0 || !s.temp[u.name]) continue;
let army = m * perc; // basic army for rural cell
if (u.type === "naval" && !b.port) continue; // only ports produce naval units
if (nomadic) { // "nomadic" biomes special rules
if (u.type === "melee") army /= 3; else
if (u.type === "machinery") army /= 2; else
if (u.type === "mounted") army *= 3; else
if (u.type === "armored") army *= 2;
}
if (wetland) { // "wet" biomes special rules
if (u.type === "melee") army *= 1.2; else
if (u.type === "ranged") army *= 1.4; else
if (u.type === "machinery") army *= 1.2; else
if (u.type === "mounted") army /= 4; else
if (u.type === "armored") army /= 3;
}
if (highland) { // highlands special rules
if (u.type === "ranged") army *= 2; else
if (u.type === "naval") army /= 3; else
if (u.type === "mounted") army /= 3; else
if (u.type === "armored") army /= 2; else
if (u.type === "magical") army *= 2;
}
const t = rn(army * s.temp[u.name] * populationRate.value);
const mod = type === "generic" ? 1 : burgTypeModifier[type][u.type] // cell specific modifier
const army = m * perc * mod; // urban cell army
const t = rn(army * s.temp[u.name] * populationRate.value); // total troops
if (!t) continue;
let x = p[b.cell][0], y = p[b.cell][1], n = 0;
if (u.type === "naval") {let haven = cells.haven[b.cell]; x = p[haven][0], y = p[haven][1]; n = 1}; // place naval in sea cell
@ -313,17 +285,6 @@
notes.push({id:`regiment${s.i}-${r.i}`, name:`${r.icon} ${r.name}`, legend});
}
// const updateNote = function(r, s) {
// const id = `regiment${s}-${r.i}`;
// const note = notes.find(n => n.id === id);
// if (!note) return;
// const oldComposition = note.legend.split("composition:\r\n")[1]||"".split(".")[0];
// if (!oldComposition) return;
// const newComposition = Object.keys(r.u).map(t => `— ${t}: ${r.u[t]}`).join("\r\n") + ".";
// note.legend = note.legend.replace(oldComposition, newComposition);
// }
return {generate, getDefaultOptions, getName, generateNote, drawRegiments, drawRegiment, moveRegiment, getTotal, getEmblem};
})));

View file

@ -37,11 +37,11 @@ class Battle {
// add listeners
document.getElementById("battleType").addEventListener("click", ev => this.toggleChange(ev));
document.getElementById("battleType").nextElementSibling.addEventListener("click", ev => Battle.prototype.context.changeType(ev));
document.getElementById("battleNameShow").addEventListener("click", () => this.showNameSection());
document.getElementById("battleNamePlace").addEventListener("change", ev => this.place = ev.target.value);
document.getElementById("battleNameFull").addEventListener("change", ev => this.changeName(ev));
document.getElementById("battleNameCulture").addEventListener("click", () => this.generateName(Names.getCulture(pack.cells.culture[this.cell], null, null, "")));
document.getElementById("battleNameRandom").addEventListener("click", () => this.generateName(Names.getBase(rand(nameBases.length-1))));
document.getElementById("battleNameShow").addEventListener("click", () => Battle.prototype.context.showNameSection());
document.getElementById("battleNamePlace").addEventListener("change", ev => Battle.prototype.context.place = ev.target.value);
document.getElementById("battleNameFull").addEventListener("change", ev => Battle.prototype.context.changeName(ev));
document.getElementById("battleNameCulture").addEventListener("click", () => Battle.prototype.context.generateName("culture"));
document.getElementById("battleNameRandom").addEventListener("click", () => Battle.prototype.context.generateName("random"));
document.getElementById("battleNameHide").addEventListener("click", this.hideNameSection);
document.getElementById("battleAddRegiment").addEventListener("click", this.addSide);
document.getElementById("battleRoll").addEventListener("click", () => Battle.prototype.context.randomize());
@ -61,19 +61,14 @@ class Battle {
const attacker = this.attackers.regiments[0];
const defender = this.defenders.regiments[0];
const getType = () => {
if (attacker.n && defender.n) return "naval"; // attacker and defender are navals
if (!defender.n && pack.burgs[pack.cells.burg[this.cell]].walls) return "siege"; // defender is in walled town
if (P(.1) && [5,6,7,8,9,12].includes(pack.cells.biome[this.cell])) return "ambush"; // 20% if defenders are in forest or marshes
const typesA = Object.keys(attacker.u).map(name => options.military.find(u => u.name === name).type);
const typesD = Object.keys(defender.u).map(name => options.military.find(u => u.name === name).type);
// if attacked is naval with non-naval units and defender is not naval
if (attacker.n && !defender.n && typesA.some(t => t !== "naval")) return "landing";
// if attacked and defender have only aviation units
if (typesA.every(t => t === "aviation") && typesD.every(t => t === "aviation")) return "air";
if (attacker.n && defender.n) return "naval"; // attacker and defender are navals
if (typesA.every(t => t === "aviation") && typesD.every(t => t === "aviation")) return "air"; // if attacked and defender have only aviation units
if (attacker.n && !defender.n && typesA.some(t => t !== "naval")) return "landing"; // if attacked is naval with non-naval units and defender is not naval
if (!defender.n && pack.burgs[pack.cells.burg[this.cell]].walls) return "siege"; // defender is in walled town
if (P(.1) && [5,6,7,8,9,12].includes(pack.cells.biome[this.cell])) return "ambush"; // 20% if defenders are in forest or marshes
return "field";
}
@ -136,8 +131,8 @@ class Battle {
<text x="0" y="1.04em" style="">${regiment.icon}</text></svg>`;
const body = `<tbody id="battle${state.i}-${regiment.i}">`;
let initial = `<tr class="battleInitial"><td>${icon}</td><td class="regiment">${regiment.name.slice(0, 24)}</td>`;
let casualties = `<tr class="battleCasualties"><td></td><td>${state.fullName.slice(0, 26)}</td>`;
let initial = `<tr class="battleInitial"><td>${icon}</td><td class="regiment" data-tip="${regiment.name}">${regiment.name.slice(0, 24)}</td>`;
let casualties = `<tr class="battleCasualties"><td></td><td data-tip="${state.fullName}">${state.fullName.slice(0, 26)}</td>`;
let survivors = `<tr class="battleSurvivors"><td></td><td data-tip="Supply line length, affects morale">Distance to base: ${distance} ${distanceUnitInput.value}</td>`;
for (const u of options.military) {
@ -239,7 +234,10 @@ class Battle {
$("#battleScreen").dialog({"title":this.name});
}
generateName(place) {
generateName(type) {
const place = type === "culture"
? Names.getCulture(pack.cells.culture[this.cell], null, null, "")
: Names.getBase(rand(nameBases.length-1));
document.getElementById("battleNamePlace").value = this.place = place;
document.getElementById("battleNameFull").value = this.name = this.defineName();
$("#battleScreen").dialog({"title":this.name});
@ -280,8 +278,17 @@ class Battle {
"surrendering": {"melee":.1, "ranged":.1, "mounted":.05, "machinery":.01, "naval":.01, "armored":.02, "aviation":.01, "magical":.03}, // reduced
// ambush phases
"surprise": {"melee":2.2, "ranged":3, "mounted":1.5, "machinery":1.3, "naval":1, "armored":1.3, "aviation":1, "magical":2}, // increased
"shock": {"melee":.8, "ranged":.8, "mounted":.6, "machinery":.5, "naval":.5, "armored":.1, "aviation":.5, "magical":.7} // reduced
"surprise": {"melee":2, "ranged":2.4, "mounted":1, "machinery":1, "naval":1, "armored":1, "aviation":.8, "magical":1.2}, // increased
"shock": {"melee":.5, "ranged":.5, "mounted":.5, "machinery":.4, "naval":.3, "armored":.1, "aviation":.4, "magical":.5}, // reduced
// langing phases
"landing": {"melee":.8, "ranged":.6, "mounted":.6, "machinery":.5, "naval":.5, "armored":.5, "aviation":.5, "magical":.6}, // reduced
"flee": {"melee":.1, "ranged":.01, "mounted":.5, "machinery":.01, "naval":.5, "armored":.1, "aviation":.2, "magical":.05}, // reduced
"waiting": {"melee":.05, "ranged":.5, "mounted":.05, "machinery":.5, "naval":2, "armored":.05, "aviation":.5, "magical":.5}, // reduced
// air battle phases
"maneuvering": {"melee":0, "ranged":.1, "mounted":0, "machinery":.2, "naval":0, "armored":0, "aviation":1, "magical":.2}, // aviation
"dogfight": {"melee":0, "ranged":.1, "mounted":0, "machinery":.1, "naval":0, "armored":0, "aviation":2, "magical":.1} // aviation
};
const forces = this.getJoinedForces(this[side].regiments);
@ -406,13 +413,34 @@ class Battle {
}
const getLandingPhase = () => {
// ⚓ landing / 💫 shock OR 🛡️ defense, ⚔️ melee, 🏳️ retreat / 🐎 pursue
const prev = [this.attackers.phase || "landing", this.defenders.phase || "defense"]; // previous phase
if (prev[1] === "waiting") return ["flee", "waiting"];
if (prev[1] === "pursue") return ["flee", P(.3) ? "pursue" : "waiting"];
if (prev[1] === "retreat") return ["pursue", "retreat"];
if (prev[0] === "landing") {
const attackers = P(i/2) ? "melee" : "landing";
const defenders = i ? prev[1] : P(.5) ? "defense" : "shock";
return [attackers, defenders];
}
if (P(1 - morale[0] / 40)) return ["flee", "pursue"]; // chance if moral < 40
if (P(1 - morale[1] / 25)) return ["pursue", "retreat"]; // chance if moral < 25
return ["melee", "melee"]; // default option
}
const getAirBattlePhase = () => {
// 🎯 maneuvering, 🐕 dogfight, 🏳️ retreat / 🐎 pursue
const prev = [this.attackers.phase || "maneuvering", this.defenders.phase || "maneuvering"]; // previous phase
// chance if moral < 25
if (P(1 - morale[0] / 25)) return ["retreat", "pursue"];
if (P(1 - morale[1] / 25)) return ["pursue", "retreat"];
if (prev[0] === "maneuvering" && P(1-i/10)) return ["maneuvering", "maneuvering"];
return ["dogfight", "dogfight"]; // default option
}
const phase = function(type) {
@ -429,10 +457,14 @@ class Battle {
this.attackers.phase = phase[0];
this.defenders.phase = phase[1];
document.getElementById("battlePhase_attackers").className = "icon-button-" + this.attackers.phase;
document.getElementById("battlePhase_defenders").className = "icon-button-" + this.defenders.phase;
document.getElementById("battlePhase_attackers").dataset.tip = battleBody.querySelector(".battlePhases > [data-phase='"+phase[0]+"']").dataset.tip;
document.getElementById("battlePhase_defenders").dataset.tip = battleBody.querySelector(".battlePhases > [data-phase='"+phase[1]+"']").dataset.tip;
const buttonA = document.getElementById("battlePhase_attackers");
buttonA.className = "icon-button-" + this.attackers.phase;
buttonA.dataset.tip = buttonA.nextElementSibling.querySelector("[data-phase='"+phase[0]+"']").dataset.tip;
const buttonD = document.getElementById("battlePhase_defenders");
buttonD.className = "icon-button-" + this.defenders.phase;
buttonD.dataset.tip = buttonD.nextElementSibling.querySelector("[data-phase='"+phase[1]+"']").dataset.tip;
}
run() {
@ -442,19 +474,17 @@ class Battle {
// calculate casualties
const attack = this.attackers.power * (this.attackers.die / 10 + .4);
const defence = this.defenders.power * (this.defenders.die / 10 + .4);
const defense = this.defenders.power * (this.defenders.die / 10 + .4);
// casualties modifier for phase
const phase = {
"skirmish":.1, "melee":.2, "pursue":.3, "retreat":.3,
"boarding":.2, "shelling":.1, "chase":.03, "withdrawal": .03,
"skirmish":.1, "melee":.2, "pursue":.3, "retreat":.3, "boarding":.2, "shelling":.1, "chase":.03, "withdrawal": .03,
"blockade":0, "sheltering":0, "sortie":.1, "bombardment":.05, "storming":.2, "defense":.2, "looting":.5, "surrendering":.5,
"surprise":.3, "shock":.3
};
"surprise":.3, "shock":.3, "landing":.3, "flee":0, "waiting":0, "maneuvering":.1, "dogfight":.2};
const casualties = Math.random() * (Math.max(phase[this.attackers.phase], phase[this.defenders.phase])); // total casualties, ~10% per iteration
const casualtiesA = casualties * defence / (attack + defence); // attackers casualties, ~5% per iteration
const casualtiesD = casualties * attack / (attack + defence); // defenders casualties, ~5% per iteration
const casualtiesA = casualties * defense / (attack + defense); // attackers casualties, ~5% per iteration
const casualtiesD = casualties * attack / (attack + defense); // defenders casualties, ~5% per iteration
this.calculateCasualties("attackers", casualtiesA);
this.calculateCasualties("defenders", casualtiesD);
@ -578,8 +608,8 @@ class Battle {
losses > .05 ? "suffered significant losses" :
losses > 0 ? "suffered unsignificant losses" :
"left the battle without loss";
const casualties = Object.keys(r.casualties).map(t => r.casualties[t] ? `${Math.abs(r.casualties[t])} ${t}` : null).filter(c => c).join(", ");
const casualtiesText = casualties ? " Casualties: " + casualties : "";
const casualties = Object.keys(r.casualties).map(t => r.casualties[t] ? `${Math.abs(r.casualties[t])} ${t}` : null).filter(c => c);
const casualtiesText = casualties.length ? " Casualties: " + list(casualties) + "." : "";
const legend = `\r\n\r\n${battleName} (${options.year} ${options.eraShort}): ${status}. The regiment ${regStatus}.${casualtiesText}`;
note.legend += legend;
}
@ -601,11 +631,11 @@ class Battle {
}()
const getSide = (regs, n) => regs.length > 1 ?
`${n ? "regiments" : "forces"} of ${[... new Set(regs.map(r => pack.states[r.state].name))].join(", ")}` :
`${n ? "regiments" : "forces"} of ${list([... new Set(regs.map(r => pack.states[r.state].name))])}` :
getAdjective(pack.states[regs[0].state].name) + " " + regs[0].name;
const getLosses = casualties => Math.min(rn(casualties * 100), 100);
const legend = `${this.name} took place in ${options.year} ${options.eraShort}. It was fought between ${getSide(this.attackers.regiments, 1)} and ${getSide(this.defenders.regiments, 0)}. The battle ended in ${battleStatus[+P(.7)]}.
const legend = `${this.name} took place in ${options.year} ${options.eraShort}. It was fought between ${getSide(this.attackers.regiments, 1)} and ${getSide(this.defenders.regiments, 0)}. The ${this.type} ended in ${battleStatus[+P(.7)]}.
\r\nAttackers losses: ${getLosses(this.attackers.casualties)}%, defenders losses: ${getLosses(this.defenders.casualties)}%`;
const id = getNextId("markerElement");
notes.push({id, name:this.name, legend});

View file

@ -1263,6 +1263,7 @@ function getLayer(id) {
if (id === "toggleTemp") return $("#temperature");
if (id === "togglePrec") return $("#prec");
if (id === "togglePopulation") return $("#population");
if (id === "toggleIce") return $("#ice");
if (id === "toggleTexture") return $("#texture");
if (id === "toggleLabels") return $("#labels");
if (id === "toggleIcons") return $("#icons");

View file

@ -416,6 +416,12 @@ function getAdjective(string) {
// get ordinal out of integer: 1 => 1st
const nth = n => n+(["st","nd","rd"][((n+90)%100-10)%10-1]||"th");
// conjunct array: [A,B,C] => "A, B and C"
function list(array) {
const conjunction = new Intl.ListFormat(window.lang || "en", {style:"long", type:"conjunction"});
return conjunction.format(array);
}
// split string into 2 almost equal parts not breaking words
function splitInTwo(str) {
const half = str.length / 2;