This commit is contained in:
Azgaar 2020-06-05 22:21:32 +03:00
parent e75a12f90d
commit 957bab32c1
6 changed files with 390 additions and 95 deletions

View file

@ -7,16 +7,19 @@ class Battle {
customization = 13; // enter customization to avoid unwanted dialog closing
Battle.prototype.context = this; // store context
this.iteration = 0;
this.x = defender.x;
this.y = defender.y;
this.name = this.getBattleName();
this.iteration = 0;
this.attackers = {regiments:[], distances:[], morale:100, casualties:0};
this.defenders = {regiments:[], distances:[], morale:100, casualties:0};
this.cell = findCell(this.x, this.y);
this.attackers = {regiments:[], distances:[], morale:100, casualties:0, power:0};
this.defenders = {regiments:[], distances:[], morale:100, casualties:0, power:0};
this.addHeaders();
this.addRegiment("attackers", attacker);
this.addRegiment("defenders", defender);
this.place = this.definePlace();
this.defineType();
this.name = this.defineName();
this.randomize();
this.calculateStrength("attackers");
this.calculateStrength("defenders");
@ -32,24 +35,81 @@ class Battle {
modules.Battle = true;
// 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("battleNameHide").addEventListener("click", this.hideNameSection);
document.getElementById("battleAddRegiment").addEventListener("click", this.addSide);
document.getElementById("battleRoll").addEventListener("click", () => Battle.prototype.context.randomize());
document.getElementById("battleRun").addEventListener("click", () => Battle.prototype.context.run());
document.getElementById("battleApply").addEventListener("click", () => Battle.prototype.context.applyResults());
document.getElementById("battleCancel").addEventListener("click", () => Battle.prototype.context.cancelResults());
document.getElementById("battlePhase_attackers").addEventListener("click", ev => this.toggleChangePhase(ev, "attackers"));
document.getElementById("battlePhase_attackers").addEventListener("click", ev => this.toggleChange(ev));
document.getElementById("battlePhase_attackers").nextElementSibling.addEventListener("click", ev => Battle.prototype.context.changePhase(ev, "attackers"));
document.getElementById("battlePhase_defenders").addEventListener("click", ev => this.toggleChangePhase(ev, "defenders"));
document.getElementById("battlePhase_defenders").addEventListener("click", ev => this.toggleChange(ev));
document.getElementById("battlePhase_defenders").nextElementSibling.addEventListener("click", ev => Battle.prototype.context.changePhase(ev, "defenders"));
document.getElementById("battleDie_attackers").addEventListener("click", () => Battle.prototype.context.rollDie("attackers"));
document.getElementById("battleDie_defenders").addEventListener("click", () => Battle.prototype.context.rollDie("defenders"));
}
getBattleName() {
const cell = findCell(this.x, this.y);
const burg = pack.cells.burg[cell] ? pack.burgs[pack.cells.burg[cell]].name : null;
return burg ? burg + " Battle" : Names.getCulture(pack.cells.culture[cell]) + " Battle"
defineType() {
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";
return "field";
}
this.type = getType();
this.setType();
}
setType() {
document.getElementById("battleType").className = "icon-button-" + this.type;
const sideSpecific = document.getElementById("battlePhases_"+this.type+"_attackers");
const attackers = sideSpecific ? sideSpecific.content : document.getElementById("battlePhases_"+this.type).content;
const defenders = sideSpecific ? document.getElementById("battlePhases_"+this.type+"_defenders").content : attackers;
document.getElementById("battlePhase_attackers").nextElementSibling.innerHTML = "";
document.getElementById("battlePhase_defenders").nextElementSibling.innerHTML = "";
document.getElementById("battlePhase_attackers").nextElementSibling.append(attackers.cloneNode(true));
document.getElementById("battlePhase_defenders").nextElementSibling.append(defenders.cloneNode(true));
}
definePlace() {
const cells = pack.cells, i = this.cell;
const burg = cells.burg[i] ? pack.burgs[cells.burg[i]].name : null;
const getRiver = i => {const river = pack.rivers.find(r => r.i === i); return river.name + " " + river.type};
const river = !burg && cells.r[i] ? getRiver(cells.r[i]) : null;
const proper = burg || river ? null : Names.getCulture(cells.culture[this.cell]);
return burg ? burg : river ? river : proper;
}
defineName() {
if (this.type === "field") return "Battle of " + this.place;
if (this.type === "naval") return "Naval Battle of " + this.place;
if (this.type === "siege") return "Siege of "+ this.place;
if (this.type === "ambush") return this.place + " Ambush";
if (this.type === "landing") return this.place + " Landing";
if (this.type === "air") return `${this.place} ${P(.8) ? "Air Battle" : "Dogfight"}`;
}
addHeaders() {
@ -78,17 +138,17 @@ class Battle {
let initial = `<tr class="battleInitial"><td>${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 survivors = `<tr class="battleSurvivors"><td></td><td>Distance to base: ${distance} ${distanceUnitInput.value}</td>`;
let survivors = `<tr class="battleSurvivors"><td></td><td data-tip="Supply line length, affects morale">Distance to base: ${distance} ${distanceUnitInput.value}</td>`;
for (const u of options.military) {
initial += `<td style="width: 2.5em; text-align: center">${regiment.u[u.name]||0}</td>`;
casualties += `<td style="width: 2.5em; text-align: center; color: red">0</td>`;
survivors += `<td style="width: 2.5em; text-align: center; color: green">${regiment.u[u.name]||0}</td>`;
initial += `<td data-tip="Initial forces" style="width: 2.5em; text-align: center">${regiment.u[u.name]||0}</td>`;
casualties += `<td data-tip="Casualties" style="width: 2.5em; text-align: center; color: red">0</td>`;
survivors += `<td data-tip="Survivors" style="width: 2.5em; text-align: center; color: green">${regiment.u[u.name]||0}</td>`;
}
initial += `<td style="width: 2.5em; text-align: center">${regiment.a||0}</td></tr>`;
casualties += `<td style="width: 2.5em; text-align: center; color: red">0</td></tr>`;
survivors += `<td style="width: 2.5em; text-align: center; color: green">${regiment.a||0}</td></tr>`;
initial += `<td data-tip="Initial forces" style="width: 2.5em; text-align: center">${regiment.a||0}</td></tr>`;
casualties += `<td data-tip="Casualties" style="width: 2.5em; text-align: center; color: red">0</td></tr>`;
survivors += `<td data-tip="Survivors" style="width: 2.5em; text-align: center; color: green">${regiment.a||0}</td></tr>`;
const div = side === "attackers" ? battleAttackers : battleDefenders;
div.innerHTML += body + initial + casualties + survivors + "</tbody>";
@ -161,6 +221,30 @@ class Battle {
}
}
showNameSection() {
document.querySelectorAll("#battleBottom > button").forEach(el => el.style.display = "none");
document.getElementById("battleNameSection").style.display = "inline-block";
document.getElementById("battleNamePlace").value = this.place;
document.getElementById("battleNameFull").value = this.name;
}
hideNameSection() {
document.querySelectorAll("#battleBottom > button").forEach(el => el.style.display = "inline-block");
document.getElementById("battleNameSection").style.display = "none";
}
changeName(ev) {
this.name = ev.target.value;
$("#battleScreen").dialog({"title":this.name});
}
generateName(place) {
document.getElementById("battleNamePlace").value = this.place = place;
document.getElementById("battleNameFull").value = this.name = this.defineName();
$("#battleScreen").dialog({"title":this.name});
}
getJoinedForces(regiments) {
return regiments.reduce((a, b) => {
for (let k in b.survivors) {
@ -173,10 +257,31 @@ class Battle {
calculateStrength(side) {
const scheme = {
// field battle phases
"skirmish": {"melee":.2, "ranged":2.4, "mounted":.1, "machinery":3, "naval":1, "armored":.2, "aviation":1.8, "magical":1.8}, // ranged excel
"melee": {"melee":2, "ranged":1.2, "mounted":1.5, "machinery":.5, "naval":.2, "armored":2, "aviation":.8, "magical":.8}, // melee excel
"pursue": {"melee":1, "ranged":1, "mounted":4, "machinery":.05, "naval":1, "armored":1, "aviation":1.5, "magical":.6}, // mounted excel
"retreat": {"melee":.1, "ranged":.01, "mounted":.5, "machinery":.01, "naval":.2, "armored":.1, "aviation":.8, "magical":.05} // mounted excel
"retreat": {"melee":.1, "ranged":.01, "mounted":.5, "machinery":.01, "naval":.2, "armored":.1, "aviation":.8, "magical":.05}, // reduced
// naval battle phases
"shelling": {"melee":0, "ranged":.2, "mounted":0, "machinery":2, "naval":2, "armored":0, "aviation":.1, "magical":.5}, // naval and machinery excel
"boarding": {"melee":1, "ranged":.5, "mounted":.5, "machinery":0, "naval":.5, "armored":.4, "aviation":0, "magical":.2}, // melee excel
"chase": {"melee":0, "ranged":.15, "mounted":0, "machinery":1, "naval":1, "armored":0, "aviation":.15, "magical":.5}, // reduced
"withdrawal": {"melee":0, "ranged":.02, "mounted":0, "machinery":.5, "naval":.1, "armored":0, "aviation":.1, "magical":.3}, // reduced
// siege phases
"blockade": {"melee":.25, "ranged":.25, "mounted":.2, "machinery":.5, "naval":.2, "armored":.1, "aviation":.25, "magical":.25}, // no active actions
"sheltering": {"melee":.3, "ranged":.5, "mounted":.2, "machinery":.5, "naval":.2, "armored":.1, "aviation":.25, "magical":.25}, // no active actions
"sortie": {"melee":2, "ranged":.5, "mounted":1.2, "machinery":.2, "naval":.1, "armored":.5, "aviation":1, "magical":1}, // melee excel
"bombardment": {"melee":.2, "ranged":.5, "mounted":.2, "machinery":3, "naval":1, "armored":.5, "aviation":1, "magical":1}, // machinery excel
"storming": {"melee":1, "ranged":.6, "mounted":.5, "machinery":1, "naval":.1, "armored":.1, "aviation":.5, "magical":.5}, // melee excel
"defense": {"melee":2, "ranged":3, "mounted":1, "machinery":1, "naval":.1, "armored":1, "aviation":.5, "magical":1}, // ranged excel
"looting": {"melee":1.6, "ranged":1.6, "mounted":.5, "machinery":.2, "naval":.02, "armored":.2, "aviation":.1, "magical":.3}, // melee excel
"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
};
const forces = this.getJoinedForces(this[side].regiments);
@ -215,34 +320,119 @@ class Battle {
rollDie(side) {
const el = document.getElementById("battleDie_"+side);
const prev = +el.innerHTML;
do {el.innerHTML = rand(1, 6)} while (el.innerHTML === prev)
do {el.innerHTML = rand(1, 6)} while (el.innerHTML == prev)
this[side].die = +el.innerHTML;
}
selectPhase() {
const phase = this.getPhase();
const i = this.iteration;
const morale = [this.attackers.morale, this.defenders.morale];
const powerRatio = this.attackers.power / this.defenders.power;
const getFieldBattlePhase = () => {
const prev = [this.attackers.phase || "skirmish", this.defenders.phase || "skirmish"]; // previous phase
// chance if moral < 25
if (P(1 - morale[0] / 25)) return ["retreat", "pursue"];
if (P(1 - morale[1] / 25)) return ["pursue", "retreat"];
// skirmish phase continuation depends on ranged forces number
if (prev[0] === "skirmish" && prev[1] === "skirmish") {
const forces = this.getJoinedForces(this.attackers.regiments.concat(this.defenders.regiments));
const total = d3.sum(Object.values(forces)); // total forces
const ranged = d3.sum(options.military.filter(u => u.type === "ranged").map(u => u.name).map(u => forces[u])) / total; // ranged units
if (P(ranged) || P(.8-i/10)) return ["skirmish", "skirmish"];
}
return ["melee", "melee"]; // default option
}
const getNavalBattlePhase = () => {
const prev = [this.attackers.phase || "shelling", this.defenders.phase || "shelling"]; // previous phase
if (prev[0] === "withdrawal") return ["withdrawal", "chase"];
if (prev[0] === "chase") return ["chase", "withdrawal"];
// withdrawal phase when power imbalanced
if (!prev[0] === "boarding") {
if (powerRatio < .5 || P(this.attackers.casualties) && powerRatio < 1) return ["withdrawal", "chase"];
if (powerRatio > 2 || P(this.defenders.casualties) && powerRatio > 1) return ["chase", "withdrawal"];
}
// boarding phase can start from 2nd iteration
if (prev[0] === "boarding" || P(i/10 - .1)) return ["boarding", "boarding"];
return ["shelling", "shelling"]; // default option
}
const getSiegePhase = () => {
const prev = [this.attackers.phase || "blockade", this.defenders.phase || "sheltering"]; // previous phase
let phase = ["blockade", "sheltering"] // default phase
if (prev[0] === "retreat" || prev[0] === "looting") return prev;
if (P(1 - morale[0] / 30) && powerRatio < 1) return ["retreat", "pursue"]; // attackers retreat chance if moral < 30
if (P(1 - morale[1] / 15)) return ["looting", "surrendering"]; // defenders surrendering chance if moral < 15
if (P((powerRatio-1) / 2)) return ["storming", "defense"]; // start storm
if (prev[0] !== "storming") {
const machinery = options.military.filter(u => u.type === "machinery").map(u => u.name); // machinery units
const attackers = this.getJoinedForces(this.attackers.regiments);
const machineryA = d3.sum(machinery.map(u => attackers[u]));
if (i && machineryA && P(.9)) phase[0] = "bombardment";
const defenders = this.getJoinedForces(this.defenders.regiments);
const machineryD = d3.sum(machinery.map(u => defenders[u]));
if (machineryD && P(.9)) phase[1] = "bombardment";
if (i && prev[1] !== "sortie" && machineryD < machineryA && P(.25) && P(morale[1]/70)) phase[1] = "sortie"; // defenders sortie
}
return phase;
}
const getAmbushPhase = () => {
const prev = [this.attackers.phase || "shock", this.defenders.phase || "surprise"]; // previous phase
if (prev[1] === "surprise" && P(1-powerRatio*i/5)) return ["shock", "surprise"];
// chance if moral < 25
if (P(1 - morale[0] / 25)) return ["retreat", "pursue"];
if (P(1 - morale[1] / 25)) return ["pursue", "retreat"];
return ["melee", "melee"]; // default option
}
const getLandingPhase = () => {
// ⚓ landing / 💫 shock OR 🛡️ defense, ⚔️ melee, 🏳️ retreat / 🐎 pursue
}
const getAirBattlePhase = () => {
// 🎯 maneuvering, 🐕 dogfight, 🏳️ retreat / 🐎 pursue
}
const phase = function(type) {
switch (type) {
case "field": return getFieldBattlePhase();
case "naval": return getNavalBattlePhase();
case "siege": return getSiegePhase();
case "ambush": return getAmbushPhase();
case "landing": return getLandingPhase();
case "air": return getAirBattlePhase();
default: getFieldBattlePhase();
}
}(this.type);
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;
}
getPhase() {
const i = this.iteration;
const prev = [this.attackers.phase || "skirmish", this.defenders.phase || "skirmish"]; // previous phase
const morale = [this.attackers.morale, this.defenders.morale];
if (P(1 - morale[0] / 25)) return ["retreat", "pursue"];
if (P(1 - morale[1] / 25)) return ["pursue", "retreat"];
if (prev[0] === "skirmish" && prev[1] === "skirmish") {
const forces = this.getJoinedForces(this.attackers.regiments.concat(this.defenders.regiments));
const total = d3.sum(Object.values(forces)); // total forces
const ranged = d3.sum(options.military.filter(u => u.type === "ranged").map(u => u.name).map(u => forces[u])) / total;
if (ranged && (P(ranged) || P(.8-i/10))) return ["skirmish", "skirmish"];
}
return ["melee", "melee"]; // default option
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;
}
run() {
@ -253,8 +443,16 @@ 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 phase = {"skirmish":.1, "melee":.2, "pursue":.3, "retreat":.3}; // casualties modifier for phase
const casualties = Math.random() * phase[this.attackers.phase]; // total casualties, ~10% per iteration
// 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
};
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
@ -264,8 +462,8 @@ class Battle {
this.defenders.casualties += casualtiesD;
// change morale
this.attackers.morale = Math.max(this.attackers.morale - casualtiesA * 100, 0);
this.defenders.morale = Math.max(this.defenders.morale - casualtiesD * 100, 0);
this.attackers.morale = Math.max(this.attackers.morale - casualtiesA * 100 - 1, 0);
this.defenders.morale = Math.max(this.defenders.morale - casualtiesD * 100 - 1, 0);
// update table values
this.updateTable("attackers");
@ -308,22 +506,37 @@ class Battle {
this.updateMorale(side);
}
toggleChangePhase(ev, side) {
toggleChange(ev) {
ev.stopPropagation();
const button = document.getElementById("battlePhase_"+side);
const button = ev.target;
const div = button.nextElementSibling;
const hideSection = function() {button.style.opacity = 1; div.style.display = "none"}
if (div.style.display === "block") {hideSection(); return}
button.style.opacity = .5;
div.style.display = "block";
const hideSection = function() {button.style.opacity = 1; div.style.display = "none"}
document.getElementsByTagName("body")[0].addEventListener("click", hideSection, {once: true});
}
changeType(ev) {
if (ev.target.tagName !== "BUTTON") return;
this.type = ev.target.dataset.type;
this.setType();
this.selectPhase();
this.calculateStrength("attackers");
this.calculateStrength("defenders");
this.name = this.defineName();
$("#battleScreen").dialog({"title":this.name});
}
changePhase(ev, side) {
if (ev.target.tagName !== "BUTTON") return;
const phase = this[side].phase = ev.target.dataset.phase;
const button = document.getElementById("battlePhase_"+side);
button.className = "icon-button-" + phase;
button.dataset.tip = ev.target.dataset.tip;
this.calculateStrength(side);
}