diff --git a/index.html b/index.html
index 04e1c9ee..fe622361 100644
--- a/index.html
+++ b/index.html
@@ -8045,7 +8045,7 @@
-
+
diff --git a/modules/dynamic/auto-update.js b/modules/dynamic/auto-update.js
index 1dd5bfea..51c5ee4c 100644
--- a/modules/dynamic/auto-update.js
+++ b/modules/dynamic/auto-update.js
@@ -815,5 +815,16 @@ export function resolveVersionConflicts(version) {
fitScaleBar(scaleBar, svgWidth, svgHeight);
if (!layerIsOn("toggleScaleBar")) scaleBar.style("display", "none");
+
+ // v1.96.00 changed coloring approach for regiments
+ armies.selectAll(":scope > g").each(function () {
+ const fill = this.getAttribute("fill");
+ if (!fill) return;
+ const darkerColor = d3.color(fill).darker().hex();
+ this.setAttribute("color", darkerColor);
+ this.querySelectorAll("g > rect:nth-child(2)").forEach(rect => {
+ rect.setAttribute("fill", "currentColor");
+ });
+ });
}
}
diff --git a/modules/dynamic/editors/states-editor.js b/modules/dynamic/editors/states-editor.js
index 24a63bb6..2adcbbc8 100644
--- a/modules/dynamic/editors/states-editor.js
+++ b/modules/dynamic/editors/states-editor.js
@@ -1394,6 +1394,7 @@ function openStateMergeDialog() {
function mergeStates(statesToMerge, rulingStateId) {
const rulingState = pack.states[rulingStateId];
+ const rulingStateArmy = byId("army" + rulingStateId);
// remove states to be merged
statesToMerge.forEach(stateId => {
@@ -1410,27 +1411,25 @@ function openStateMergeDialog() {
emblems.select(`#stateEmblems > use[data-i='${stateId}']`).remove();
// add merged state regiments to the ruling state
- state.military.forEach(m => {
- const oldId = `regiment${stateId}-${m.i}`;
-
- const newRegiment = {...m, i: rulingState.military.length};
- rulingState.military.push(newRegiment);
-
- const newId = `regiment${rulingStateId}-${newRegiment.i}`;
+ state.military.forEach(regiment => {
+ const oldId = `regiment${stateId}-${regiment.i}`;
+ const newIndex = rulingState.military.length;
+ rulingState.military.push({...regiment, i: newIndex});
+ const newId = `regiment${rulingStateId}-${newIndex}`;
const note = notes.find(n => n.id === oldId);
if (note) note.id = newId;
- const rulingStateArmy = armies.select("g#army" + rulingStateId);
- armies
- .select("g#army" + stateId)
- .selectAll("g")
- .each(function () {
- this.setAttribute("id", newId);
- rulingStateArmy.node().appendChild(this);
- });
- armies.select("g#army" + stateId).remove();
+ const element = byId(oldId);
+ if (element) {
+ element.id = newId;
+ element.dataset.state = rulingStateId;
+ element.dataset.i = newIndex;
+ rulingStateArmy.appendChild(element);
+ }
});
+
+ armies.select("g#army" + stateId).remove();
});
// reassing burgs
diff --git a/modules/military-generator.js b/modules/military-generator.js
index 648f5637..be56658f 100644
--- a/modules/military-generator.js
+++ b/modules/military-generator.js
@@ -10,7 +10,18 @@ window.Military = (function () {
const expn = d3.sum(valid.map(s => s.expansionism)); // total expansion
const area = d3.sum(valid.map(s => s.area)); // total area
- const rate = {x: 0, Ally: -0.2, Friendly: -0.1, Neutral: 0, Suspicion: 0.1, Enemy: 1, Unknown: 0, Rival: 0.5, Vassal: 0.5, Suzerain: -0.5};
+ const rate = {
+ x: 0,
+ Ally: -0.2,
+ Friendly: -0.1,
+ Neutral: 0,
+ Suspicion: 0.1,
+ Enemy: 1,
+ Unknown: 0,
+ Rival: 0.5,
+ Vassal: 0.5,
+ Suzerain: -0.5
+ };
const stateModifier = {
melee: {Nomadic: 0.5, Highland: 1.2, Lake: 1, Naval: 0.7, Hunting: 1.2, River: 1.1},
@@ -24,14 +35,59 @@ window.Military = (function () {
};
const cellTypeModifier = {
- nomadic: {melee: 0.2, ranged: 0.5, mounted: 3, machinery: 0.4, naval: 0.3, armored: 1.6, aviation: 1, magical: 0.5},
- wetland: {melee: 0.8, ranged: 2, mounted: 0.3, machinery: 1.2, naval: 1.0, armored: 0.2, aviation: 0.5, magical: 0.5},
- highland: {melee: 1.2, ranged: 1.6, mounted: 0.3, machinery: 3, naval: 1.0, armored: 0.8, aviation: 0.3, magical: 2}
+ nomadic: {
+ melee: 0.2,
+ ranged: 0.5,
+ mounted: 3,
+ machinery: 0.4,
+ naval: 0.3,
+ armored: 1.6,
+ aviation: 1,
+ magical: 0.5
+ },
+ wetland: {
+ melee: 0.8,
+ ranged: 2,
+ mounted: 0.3,
+ machinery: 1.2,
+ naval: 1.0,
+ armored: 0.2,
+ aviation: 0.5,
+ magical: 0.5
+ },
+ highland: {
+ melee: 1.2,
+ ranged: 1.6,
+ mounted: 0.3,
+ machinery: 3,
+ naval: 1.0,
+ armored: 0.8,
+ aviation: 0.3,
+ magical: 2
+ }
};
const burgTypeModifier = {
- nomadic: {melee: 0.3, ranged: 0.8, mounted: 3, machinery: 0.4, naval: 1.0, armored: 1.6, aviation: 1, magical: 0.5},
- wetland: {melee: 1, ranged: 1.6, mounted: 0.2, machinery: 1.2, naval: 1.0, armored: 0.2, aviation: 0.5, magical: 0.5},
+ nomadic: {
+ melee: 0.3,
+ ranged: 0.8,
+ mounted: 3,
+ machinery: 0.4,
+ naval: 1.0,
+ armored: 1.6,
+ aviation: 1,
+ magical: 0.5
+ },
+ wetland: {
+ melee: 1,
+ ranged: 1.6,
+ mounted: 0.2,
+ machinery: 1.2,
+ naval: 1.0,
+ armored: 0.2,
+ aviation: 0.5,
+ magical: 0.5
+ },
highland: {melee: 1.2, ranged: 2, mounted: 0.3, machinery: 3, naval: 1.0, armored: 0.8, aviation: 0.3, magical: 2}
};
@@ -40,8 +96,16 @@ window.Military = (function () {
const d = s.diplomacy;
const expansionRate = minmax(s.expansionism / expn / (s.area / area), 0.25, 4); // how much state expansionism is realized
- const diplomacyRate = d.some(d => d === "Enemy") ? 1 : d.some(d => d === "Rival") ? 0.8 : d.some(d => d === "Suspicion") ? 0.5 : 0.1; // peacefulness
- const neighborsRateRaw = s.neighbors.map(n => (n ? pack.states[n].diplomacy[s.i] : "Suspicion")).reduce((s, r) => (s += rate[r]), 0.5);
+ const diplomacyRate = d.some(d => d === "Enemy")
+ ? 1
+ : d.some(d => d === "Rival")
+ ? 0.8
+ : d.some(d => d === "Suspicion")
+ ? 0.5
+ : 0.1; // peacefulness
+ const neighborsRateRaw = s.neighbors
+ .map(n => (n ? pack.states[n].diplomacy[s.i] : "Suspicion"))
+ .reduce((s, r) => (s += rate[r]), 0.5);
const neighborsRate = minmax(neighborsRateRaw, 0.3, 3); // neighbors rate
s.alert = minmax(rn(expansionRate * diplomacyRate * neighborsRate, 2), 0.1, 5); // alert rate (area modifier)
s.temp.platoons = [];
@@ -86,8 +150,10 @@ window.Military = (function () {
let modifier = cells.pop[i] / 100; // basic rural army in percentages
if (culture !== stateObj.culture) modifier = stateObj.form === "Union" ? modifier / 1.2 : modifier / 2; // non-dominant culture
- if (religion !== cells.religion[stateObj.center]) modifier = stateObj.form === "Theocracy" ? modifier / 2.2 : modifier / 1.4; // non-dominant religion
- if (cells.f[i] !== cells.f[stateObj.center]) modifier = stateObj.type === "Naval" ? modifier / 1.2 : modifier / 1.8; // different landmass
+ if (religion !== cells.religion[stateObj.center])
+ modifier = stateObj.form === "Theocracy" ? modifier / 2.2 : modifier / 1.4; // non-dominant religion
+ if (cells.f[i] !== cells.f[stateObj.center])
+ modifier = stateObj.type === "Naval" ? modifier / 1.2 : modifier / 1.8; // different landmass
const type = getType(i);
for (const unit of options.military) {
@@ -111,7 +177,17 @@ window.Military = (function () {
n = 1;
}
- stateObj.temp.platoons.push({cell: i, a: total, t: total, x, y, u: unit.name, n, s: unit.separate, type: unit.type});
+ stateObj.temp.platoons.push({
+ cell: i,
+ a: total,
+ t: total,
+ x,
+ y,
+ u: unit.name,
+ n,
+ s: unit.separate,
+ type: unit.type
+ });
}
}
@@ -153,7 +229,17 @@ window.Military = (function () {
n = 1;
}
- stateObj.temp.platoons.push({cell: b.cell, a: total, t: total, x, y, u: unit.name, n, s: unit.separate, type: unit.type});
+ stateObj.temp.platoons.push({
+ cell: b.cell,
+ a: total,
+ t: total,
+ x,
+ y,
+ u: unit.name,
+ n,
+ s: unit.separate,
+ type: unit.type
+ });
}
}
@@ -261,7 +347,8 @@ window.Military = (function () {
const army = armies
.append("g")
.attr("id", "army" + s)
- .attr("fill", baseColor);
+ .attr("fill", baseColor)
+ .attr("color", darkerColor);
const g = army
.selectAll("g")
@@ -282,7 +369,7 @@ window.Military = (function () {
.attr("y", d => d.y)
.text(d => getTotal(d));
g.append("rect")
- .attr("fill", darkerColor)
+ .attr("fill", "currentColor")
.attr("x", d => x(d) - h)
.attr("y", d => y(d))
.attr("width", h)
@@ -304,12 +391,13 @@ window.Military = (function () {
let army = armies.select("g#army" + s);
if (!army.size()) {
const baseColor = pack.states[s].color[0] === "#" ? pack.states[s].color : "#999";
+ const darkerColor = d3.color(army.attr("fill")).darker().hex();
army = armies
.append("g")
.attr("id", "army" + s)
- .attr("fill", baseColor);
+ .attr("fill", baseColor)
+ .attr("color", darkerColor);
}
- const darkerColor = d3.color(army.attr("fill")).darker().hex();
const g = army
.append("g")
@@ -320,7 +408,7 @@ window.Military = (function () {
g.append("rect").attr("x", x1).attr("y", y1).attr("width", w).attr("height", h);
g.append("text").attr("x", reg.x).attr("y", reg.y).text(getTotal(reg));
g.append("rect")
- .attr("fill", darkerColor)
+ .attr("fill", "currentColor")
.attr("x", x1 - h)
.attr("y", y1)
.attr("width", h)
@@ -379,7 +467,13 @@ window.Military = (function () {
// get default regiment emblem
const getEmblem = function (r) {
if (!r.n && !Object.values(r.u).length) return "🔰"; // "Newbie" regiment without troops
- if (!r.n && pack.states[r.state].form === "Monarchy" && pack.cells.burg[r.cell] && pack.burgs[pack.cells.burg[r.cell]].capital) return "👑"; // "Royal" regiment based in capital
+ if (
+ !r.n &&
+ pack.states[r.state].form === "Monarchy" &&
+ pack.cells.burg[r.cell] &&
+ pack.burgs[pack.cells.burg[r.cell]].capital
+ )
+ return "👑"; // "Royal" regiment based in capital
const mainUnit = Object.entries(r.u).sort((a, b) => b[1] - a[1])[0][0]; // unit with more troops in regiment
const unit = options.military.find(u => u.name === mainUnit);
return unit.icon;
@@ -400,7 +494,9 @@ window.Military = (function () {
.map(t => `— ${t}: ${r.u[t]}`)
.join("\r\n")
: null;
- const troops = composition ? `\r\n\r\nRegiment composition in ${options.year} ${options.eraShort}:\r\n${composition}.` : "";
+ const troops = composition
+ ? `\r\n\r\nRegiment composition in ${options.year} ${options.eraShort}:\r\n${composition}.`
+ : "";
const campaign = s.campaigns ? ra(s.campaigns) : null;
const year = campaign ? rand(campaign.start, campaign.end) : gauss(options.year - 100, 150, 1, options.year - 6);
@@ -409,5 +505,16 @@ window.Military = (function () {
notes.push({id: `regiment${s.i}-${r.i}`, name: `${r.icon} ${r.name}`, legend});
};
- return {generate, redraw, getDefaultOptions, getName, generateNote, drawRegiments, drawRegiment, moveRegiment, getTotal, getEmblem};
+ return {
+ generate,
+ redraw,
+ getDefaultOptions,
+ getName,
+ generateNote,
+ drawRegiments,
+ drawRegiment,
+ moveRegiment,
+ getTotal,
+ getEmblem
+ };
})();