This commit is contained in:
Azgaar 2020-05-09 14:44:18 +03:00
parent 2d2432acb2
commit bb0251c020
3 changed files with 17 additions and 13 deletions

View file

@ -1718,6 +1718,10 @@ rect.fillRect {
width: 4em; width: 4em;
} }
#militaryOptionsTable button {
width: 100%;
}
#gridOverlay { #gridOverlay {
fill: none; fill: none;
} }

View file

@ -2660,7 +2660,7 @@
<button id="convertColorsButton" data-tip="Set number of colors" class="icon-signal"></button> <button id="convertColorsButton" data-tip="Set number of colors" class="icon-signal"></button>
<input id="convertColors" value="18" style="display: none"/> <input id="convertColors" value="18" style="display: none"/>
<button id="convertComplete" data-tip="Complete the conversion. All unassigned colors will be considered as ocean" class="icon-check"></button> <button id="convertComplete" data-tip="Complete the conversion. All unassigned colors will be considered as ocean" class="icon-check"></button>
<button id="convertCancel" data-tip="Cancel the conversion. Previous heoghtmap will be restored" class="icon-cancel"></button> <button id="convertCancel" data-tip="Cancel the conversion. Previous heightmap will be restored" class="icon-cancel"></button>
</div> </div>
<div data-tip="Set opacity of the loaded image" style="padding-top: 4px"><i>Overlay opacity:</i><br> <div data-tip="Set opacity of the loaded image" style="padding-top: 4px"><i>Overlay opacity:</i><br>

View file

@ -88,7 +88,7 @@
if (!t) continue; if (!t) continue;
let x = p[i][0], y = p[i][1], n = 0; 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 if (u.type === "naval") {let haven = cells.haven[i]; x = p[haven][0], y = p[haven][1]; n = 1}; // place naval to sea
s.temp.platoons.push({cell: i, a:t, t, x, y, u:u.name, n, s:u.separate}); s.temp.platoons.push({cell: i, a:t, t, x, y, u:u.name, n, s:u.separate, type:u.type});
} }
} }
@ -140,8 +140,8 @@
const t = rn(army * s.temp[u.name] * populationRate.value); const t = rn(army * s.temp[u.name] * populationRate.value);
if (!t) continue; if (!t) continue;
let x = p[b.cell][0], y = p[b.cell][1], n = 0; 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 to sea 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
s.temp.platoons.push({cell: b.cell, a:t, t, x, y, u:u.name, n, s:u.separate}); s.temp.platoons.push({cell: b.cell, a:t, t, x, y, u:u.name, n, s:u.separate, type:u.type});
} }
} }
@ -154,7 +154,8 @@
}() }()
const expected = 3 * populationRate.value; // expected regiment size const expected = 3 * populationRate.value; // expected regiment size
const mergeable = (n, s) => (!n.s && !s.s) || n.u === s.u; const mergeable = (n0, n1) => (!n0.s && !n1.s) || n0.type === n1.type; // check if regiments can be merged
// get regiments for each state // get regiments for each state
valid.forEach(s => { valid.forEach(s => {
s.military = createRegiments(s.temp.platoons, s); s.military = createRegiments(s.temp.platoons, s);
@ -164,7 +165,7 @@
function createRegiments(nodes, s) { function createRegiments(nodes, s) {
if (!nodes.length) return []; if (!nodes.length) return [];
nodes.sort((a,b) => a.a - b.a); nodes.sort((a,b) => a.a - b.a); // form regiments in cells with most troops
const tree = d3.quadtree(nodes, d => d.x, d => d.y); const tree = d3.quadtree(nodes, d => d.x, d => d.y);
nodes.forEach(n => { nodes.forEach(n => {
tree.remove(n); tree.remove(n);
@ -186,7 +187,7 @@
n0.t = 0; n0.t = 0;
} }
// parse regiments data to easy-readable json // parse regiments data
const regiments = nodes.filter(n => n.t).sort((a,b) => b.t - a.t).map((r, i) => { const regiments = nodes.filter(n => n.t).sort((a,b) => b.t - a.t).map((r, i) => {
const u = {}; u[r.u] = r.a; const u = {}; u[r.u] = r.a;
(r.childen||[]).forEach(n => u[n.u] = u[n.u] ? u[n.u] += n.a : n.a); (r.childen||[]).forEach(n => u[n.u] = u[n.u] ? u[n.u] += n.a : n.a);
@ -290,9 +291,8 @@
// get default regiment emblem // get default regiment emblem
const getEmblem = function(r) { const getEmblem = function(r) {
if (r.n) return "🌊"; if (!r.n && !Object.values(r.u).length) return "🔰"; // "Newbie" regiment without troops
if (!Object.values(r.u).length) return "🔰"; // regiment without troops if (!r.n && pack.states[r.state].form === "Monarchy" && cells.burg[r.cell] && pack.burgs[cells.burg[r.cell]].capital) return "👑"; // "Royal" regiment based in capital
if (cells.burg[r.cell] && pack.burgs[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 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); const unit = options.military.find(u => u.name === mainUnit);
return unit.icon; return unit.icon;