diff --git a/icons.css b/icons.css
index 4a350cc8..2ccbb190 100644
--- a/icons.css
+++ b/icons.css
@@ -288,6 +288,10 @@
.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;}
diff --git a/index.html b/index.html
index 824e00af..d8a46d18 100644
--- a/index.html
+++ b/index.html
@@ -2481,7 +2481,7 @@
-
+
@@ -2493,7 +2493,7 @@
-
+
@@ -2512,17 +2512,18 @@
-
+
-
+
-
-
+
+
-
+
+
diff --git a/modules/ui/battle-screen.js b/modules/ui/battle-screen.js
index b53789ef..e2ad006f 100644
--- a/modules/ui/battle-screen.js
+++ b/modules/ui/battle-screen.js
@@ -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());
@@ -136,8 +136,8 @@ class Battle {
${regiment.icon}`;
const body = `
`;
- let initial = `| ${icon} | ${regiment.name.slice(0, 24)} | `;
- let casualties = `
| ${state.fullName.slice(0, 26)} | `;
+ let initial = `
| ${icon} | ${regiment.name.slice(0, 24)} | `;
+ let casualties = `
| ${state.fullName.slice(0, 26)} | `;
let survivors = `
| Distance to base: ${distance} ${distanceUnitInput.value} | `;
for (const u of options.military) {
@@ -239,7 +239,10 @@ 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 +283,13 @@ 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
};
const forces = this.getJoinedForces(this[side].regiments);
@@ -406,12 +414,27 @@ 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
+
}
@@ -429,10 +452,14 @@ 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 +469,20 @@ 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,
"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
};
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);