mirror of
https://github.com/Azgaar/Fantasy-Map-Generator.git
synced 2025-12-16 17:31:24 +01:00
922 lines
34 KiB
JavaScript
922 lines
34 KiB
JavaScript
"use strict";
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class Battle {
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constructor(attacker, defender) {
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if (customization) return;
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closeDialogs(".stable");
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customization = 13; // enter customization to avoid unwanted dialog closing
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Battle.prototype.context = this; // store context
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this.iteration = 0;
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this.x = defender.x;
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this.y = defender.y;
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this.cell = findCell(this.x, this.y);
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this.attackers = {regiments: [], distances: [], morale: 100, casualties: 0, power: 0};
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this.defenders = {regiments: [], distances: [], morale: 100, casualties: 0, power: 0};
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this.addHeaders();
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this.addRegiment("attackers", attacker);
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this.addRegiment("defenders", defender);
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this.place = this.definePlace();
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this.defineType();
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this.name = this.defineName();
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this.randomize();
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this.calculateStrength("attackers");
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this.calculateStrength("defenders");
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this.getInitialMorale();
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$("#battleScreen").dialog({
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title: this.name,
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resizable: false,
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width: fitContent(),
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position: {my: "center", at: "center", of: "#map"},
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close: () => Battle.prototype.context.cancelResults()
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});
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if (modules.Battle) return;
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modules.Battle = true;
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// add listeners
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byId("battleType").on("click", ev => this.toggleChange(ev));
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byId("battleType").nextElementSibling.on("click", ev => Battle.prototype.context.changeType(ev));
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byId("battleNameShow").on("click", () => Battle.prototype.context.showNameSection());
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byId("battleNamePlace").on("change", ev => (Battle.prototype.context.place = ev.target.value));
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byId("battleNameFull").on("change", ev => Battle.prototype.context.changeName(ev));
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byId("battleNameCulture").on("click", () => Battle.prototype.context.generateName("culture"));
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byId("battleNameRandom").on("click", () => Battle.prototype.context.generateName("random"));
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byId("battleNameHide").on("click", this.hideNameSection);
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byId("battleAddRegiment").on("click", this.addSide);
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byId("battleRoll").on("click", () => Battle.prototype.context.randomize());
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byId("battleRun").on("click", () => Battle.prototype.context.run());
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byId("battleApply").on("click", () => Battle.prototype.context.applyResults());
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byId("battleCancel").on("click", () => Battle.prototype.context.cancelResults());
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byId("battleWiki").on("click", () => wiki("Battle-Simulator"));
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byId("battlePhase_attackers").on("click", ev => this.toggleChange(ev));
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byId("battlePhase_attackers").nextElementSibling.on("click", ev =>
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Battle.prototype.context.changePhase(ev, "attackers")
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);
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byId("battlePhase_defenders").on("click", ev => this.toggleChange(ev));
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byId("battlePhase_defenders").nextElementSibling.on("click", ev =>
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Battle.prototype.context.changePhase(ev, "defenders")
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);
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byId("battleDie_attackers").on("click", () => Battle.prototype.context.rollDie("attackers"));
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byId("battleDie_defenders").on("click", () => Battle.prototype.context.rollDie("defenders"));
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}
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defineType() {
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const attacker = this.attackers.regiments[0];
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const defender = this.defenders.regiments[0];
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const getType = () => {
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const typesA = Object.keys(attacker.u).map(name => options.military.find(u => u.name === name).type);
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const typesD = Object.keys(defender.u).map(name => options.military.find(u => u.name === name).type);
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if (attacker.n && defender.n) return "naval"; // attacker and defender are navals
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if (typesA.every(t => t === "aviation") && typesD.every(t => t === "aviation")) return "air"; // if attackers and defender have only aviation units
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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
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if (!defender.n && pack.burgs[pack.cells.burg[this.cell]].walls) return "siege"; // defender is in walled town
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if (P(0.1) && [5, 6, 7, 8, 9, 12].includes(pack.cells.biome[this.cell])) return "ambush"; // 20% if defenders are in forest or marshes
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return "field";
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};
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this.type = getType();
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this.setType();
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}
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setType() {
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byId("battleType").className = "icon-button-" + this.type;
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const sideSpecific = byId("battlePhases_" + this.type + "_attackers");
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const attackers = sideSpecific ? sideSpecific.content : byId("battlePhases_" + this.type).content;
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const defenders = sideSpecific ? byId("battlePhases_" + this.type + "_defenders").content : attackers;
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byId("battlePhase_attackers").nextElementSibling.innerHTML = "";
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byId("battlePhase_defenders").nextElementSibling.innerHTML = "";
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byId("battlePhase_attackers").nextElementSibling.append(attackers.cloneNode(true));
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byId("battlePhase_defenders").nextElementSibling.append(defenders.cloneNode(true));
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}
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definePlace() {
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const cells = pack.cells,
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i = this.cell;
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const burg = cells.burg[i] ? pack.burgs[cells.burg[i]].name : null;
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const getRiver = i => {
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const river = pack.rivers.find(r => r.i === i);
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return river.name + " " + river.type;
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};
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const river = !burg && cells.r[i] ? getRiver(cells.r[i]) : null;
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const proper = burg || river ? null : Names.getCulture(cells.culture[this.cell]);
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return burg ? burg : river ? river : proper;
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}
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defineName() {
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if (this.type === "field") return "Battle of " + this.place;
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if (this.type === "naval") return "Naval Battle of " + this.place;
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if (this.type === "siege") return "Siege of " + this.place;
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if (this.type === "ambush") return this.place + " Ambush";
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if (this.type === "landing") return this.place + " Landing";
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if (this.type === "air") return `${this.place} ${P(0.8) ? "Air Battle" : "Dogfight"}`;
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}
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getTypeName() {
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if (this.type === "field") return "field battle";
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if (this.type === "naval") return "naval battle";
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if (this.type === "siege") return "siege";
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if (this.type === "ambush") return "ambush";
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if (this.type === "landing") return "landing";
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if (this.type === "air") return "battle";
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}
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addHeaders() {
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let headers = "<thead><tr><th></th><th></th>";
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for (const u of options.military) {
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const label = capitalize(u.name.replace(/_/g, " "));
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const isExternal = u.icon.startsWith("http");
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const iconHTML = isExternal ? `<img src="${u.icon}" width="15" height="15">` : u.icon;
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headers += `<th data-tip="${label}">${iconHTML}</th>`;
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}
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headers += "<th data-tip='Total military''>Total</th></tr></thead>";
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battleAttackers.innerHTML = battleDefenders.innerHTML = headers;
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}
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addRegiment(side, regiment) {
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regiment.casualties = Object.keys(regiment.u).reduce((a, b) => ((a[b] = 0), a), {});
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regiment.survivors = Object.assign({}, regiment.u);
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const state = pack.states[regiment.state];
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const distance = (Math.hypot(this.y - regiment.by, this.x - regiment.bx) * distanceScale) | 0; // distance between regiment and its base
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const color = state.color[0] === "#" ? state.color : "#999";
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const isExternal = regiment.icon.startsWith("http");
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const iconHtml = isExternal
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? `<image href="${regiment.icon}" x="0.1em" y="0.1em" width="1.2em" height="1.2em"></image>`
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: `<text x="50%" y="1em" style="text-anchor: middle">${regiment.icon}</text>`;
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const icon = `<svg width="1.4em" height="1.4em" style="margin-bottom: -.6em; stroke: #333">
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<rect x="0" y="0" width="100%" height="100%" fill="${color}"></rect>${iconHtml}</svg>`;
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const body = `<tbody id="battle${state.i}-${regiment.i}">`;
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let initial = `<tr class="battleInitial"><td>${icon}</td><td class="regiment" data-tip="${
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regiment.name
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}">${regiment.name.slice(0, 24)}</td>`;
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let casualties = `<tr class="battleCasualties"><td></td><td data-tip="${state.fullName}">${state.fullName.slice(
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0,
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26
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)}</td>`;
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let survivors = `<tr class="battleSurvivors"><td></td><td data-tip="Supply line length, affects morale">Distance to base: ${distance} ${distanceUnitInput.value}</td>`;
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for (const u of options.military) {
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initial += `<td data-tip="Initial forces" style="width: 2.5em; text-align: center">${
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regiment.u[u.name] || 0
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}</td>`;
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casualties += `<td data-tip="Casualties" style="width: 2.5em; text-align: center; color: red">0</td>`;
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survivors += `<td data-tip="Survivors" style="width: 2.5em; text-align: center; color: green">${
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regiment.u[u.name] || 0
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}</td>`;
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}
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initial += `<td data-tip="Initial forces" style="width: 2.5em; text-align: center">${regiment.a || 0}</td></tr>`;
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casualties += `<td data-tip="Casualties" style="width: 2.5em; text-align: center; color: red">0</td></tr>`;
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survivors += `<td data-tip="Survivors" style="width: 2.5em; text-align: center; color: green">${
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regiment.a || 0
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}</td></tr>`;
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const div = side === "attackers" ? battleAttackers : battleDefenders;
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div.innerHTML += body + initial + casualties + survivors + "</tbody>";
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this[side].regiments.push(regiment);
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this[side].distances.push(distance);
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}
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addSide() {
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const body = byId("regimentSelectorBody");
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const context = Battle.prototype.context;
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const regiments = pack.states
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.filter(s => s.military && !s.removed)
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.map(s => s.military)
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.flat();
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const distance = reg =>
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rn(Math.hypot(context.y - reg.y, context.x - reg.x) * distanceScale) + " " + distanceUnitInput.value;
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const isAdded = reg =>
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context.defenders.regiments.some(r => r === reg) || context.attackers.regiments.some(r => r === reg);
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body.innerHTML = regiments
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.map(r => {
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const s = pack.states[r.state],
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added = isAdded(r),
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dist = added ? "0 " + distanceUnitInput.value : distance(r);
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return `<div ${added ? "class='inactive'" : ""} data-s=${s.i} data-i=${r.i} data-state=${
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s.name
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} data-regiment=${r.name}
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data-total=${r.a} data-distance=${dist} data-tip="Click to select regiment">
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<svg width=".9em" height=".9em" style="margin-bottom:-1px; stroke: #333"><rect x="0" y="0" width="100%" height="100%" fill="${
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s.color
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}" ></svg>
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<div style="width:6em">${s.name.slice(0, 11)}</div>
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<div style="width:1.2em">${r.icon}</div>
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<div style="width:13em">${r.name.slice(0, 24)}</div>
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<div style="width:4em">${r.a}</div>
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<div style="width:4em">${dist}</div>
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</div>`;
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})
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.join("");
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$("#regimentSelectorScreen").dialog({
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resizable: false,
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width: fitContent(),
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title: "Add regiment to the battle",
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position: {my: "left center", at: "right+10 center", of: "#battleScreen"},
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close: addSideClosed,
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buttons: {
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"Add to attackers": () => addSideClicked("attackers"),
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"Add to defenders": () => addSideClicked("defenders"),
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Cancel: () => $("#regimentSelectorScreen").dialog("close")
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}
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});
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applySorting(regimentSelectorHeader);
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body.on("click", selectLine);
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function selectLine(ev) {
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if (ev.target.className === "inactive") {
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tip("Regiment is already in the battle", false, "error");
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return;
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}
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ev.target.classList.toggle("selected");
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}
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function addSideClicked(side) {
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const selected = body.querySelectorAll(".selected");
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if (!selected.length) {
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tip("Please select a regiment first", false, "error");
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return;
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}
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$("#regimentSelectorScreen").dialog("close");
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selected.forEach(line => {
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const state = pack.states[line.dataset.s];
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const regiment = state.military.find(r => r.i == +line.dataset.i);
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Battle.prototype.addRegiment.call(context, side, regiment);
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Battle.prototype.calculateStrength.call(context, side);
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Battle.prototype.getInitialMorale.call(context);
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// move regiment
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const defenders = context.defenders.regiments,
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attackers = context.attackers.regiments;
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const shift = side === "attackers" ? attackers.length * -8 : (defenders.length - 1) * 8;
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regiment.px = regiment.x;
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regiment.py = regiment.y;
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moveRegiment(regiment, defenders[0].x, defenders[0].y + shift);
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});
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}
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function addSideClosed() {
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body.innerHTML = "";
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body.removeEventListener("click", selectLine);
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}
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}
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showNameSection() {
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document.querySelectorAll("#battleBottom > button").forEach(el => (el.style.display = "none"));
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byId("battleNameSection").style.display = "inline-block";
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byId("battleNamePlace").value = this.place;
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byId("battleNameFull").value = this.name;
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}
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hideNameSection() {
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document.querySelectorAll("#battleBottom > button").forEach(el => (el.style.display = "inline-block"));
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byId("battleNameSection").style.display = "none";
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}
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changeName(ev) {
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this.name = ev.target.value;
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$("#battleScreen").dialog({title: this.name});
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}
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generateName(type) {
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const place =
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type === "culture"
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? Names.getCulture(pack.cells.culture[this.cell], null, null, "")
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: Names.getBase(rand(nameBases.length - 1));
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byId("battleNamePlace").value = this.place = place;
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byId("battleNameFull").value = this.name = this.defineName();
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$("#battleScreen").dialog({title: this.name});
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}
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getJoinedForces(regiments) {
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return regiments.reduce((a, b) => {
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for (let k in b.survivors) {
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if (!b.survivors.hasOwnProperty(k)) continue;
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a[k] = (a[k] || 0) + b.survivors[k];
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}
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return a;
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}, {});
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}
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calculateStrength(side) {
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const scheme = {
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// field battle phases
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skirmish: {
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melee: 0.2,
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ranged: 2.4,
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mounted: 0.1,
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machinery: 3,
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naval: 1,
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armored: 0.2,
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aviation: 1.8,
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magical: 1.8
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}, // ranged excel
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melee: {melee: 2, ranged: 1.2, mounted: 1.5, machinery: 0.5, naval: 0.2, armored: 2, aviation: 0.8, magical: 0.8}, // melee excel
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pursue: {melee: 1, ranged: 1, mounted: 4, machinery: 0.05, naval: 1, armored: 1, aviation: 1.5, magical: 0.6}, // mounted excel
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retreat: {
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melee: 0.1,
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ranged: 0.01,
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mounted: 0.5,
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machinery: 0.01,
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naval: 0.2,
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armored: 0.1,
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aviation: 0.8,
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magical: 0.05
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}, // reduced
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// naval battle phases
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shelling: {melee: 0, ranged: 0.2, mounted: 0, machinery: 2, naval: 2, armored: 0, aviation: 0.1, magical: 0.5}, // naval and machinery excel
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boarding: {
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melee: 1,
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ranged: 0.5,
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mounted: 0.5,
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machinery: 0,
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naval: 0.5,
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armored: 0.4,
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aviation: 0,
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magical: 0.2
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}, // melee excel
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chase: {melee: 0, ranged: 0.15, mounted: 0, machinery: 1, naval: 1, armored: 0, aviation: 0.15, magical: 0.5}, // reduced
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withdrawal: {
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melee: 0,
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ranged: 0.02,
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mounted: 0,
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machinery: 0.5,
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naval: 0.1,
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armored: 0,
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aviation: 0.1,
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magical: 0.3
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}, // reduced
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// siege phases
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blockade: {
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melee: 0.25,
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ranged: 0.25,
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mounted: 0.2,
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machinery: 0.5,
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naval: 0.2,
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armored: 0.1,
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aviation: 0.25,
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magical: 0.25
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}, // no active actions
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sheltering: {
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melee: 0.3,
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ranged: 0.5,
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mounted: 0.2,
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machinery: 0.5,
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naval: 0.2,
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armored: 0.1,
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aviation: 0.25,
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magical: 0.25
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}, // no active actions
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sortie: {melee: 2, ranged: 0.5, mounted: 1.2, machinery: 0.2, naval: 0.1, armored: 0.5, aviation: 1, magical: 1}, // melee excel
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bombardment: {
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melee: 0.2,
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ranged: 0.5,
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mounted: 0.2,
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machinery: 3,
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naval: 1,
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armored: 0.5,
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aviation: 1,
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magical: 1
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}, // machinery excel
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storming: {
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melee: 1,
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ranged: 0.6,
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mounted: 0.5,
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machinery: 1,
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naval: 0.1,
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armored: 0.1,
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aviation: 0.5,
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magical: 0.5
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}, // melee excel
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defense: {melee: 2, ranged: 3, mounted: 1, machinery: 1, naval: 0.1, armored: 1, aviation: 0.5, magical: 1}, // ranged excel
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looting: {
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melee: 1.6,
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ranged: 1.6,
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mounted: 0.5,
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machinery: 0.2,
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naval: 0.02,
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armored: 0.2,
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aviation: 0.1,
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magical: 0.3
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}, // melee excel
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surrendering: {
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melee: 0.1,
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ranged: 0.1,
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mounted: 0.05,
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machinery: 0.01,
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naval: 0.01,
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armored: 0.02,
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aviation: 0.01,
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magical: 0.03
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}, // reduced
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// ambush phases
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surprise: {melee: 2, ranged: 2.4, mounted: 1, machinery: 1, naval: 1, armored: 1, aviation: 0.8, magical: 1.2}, // increased
|
|
shock: {
|
|
melee: 0.5,
|
|
ranged: 0.5,
|
|
mounted: 0.5,
|
|
machinery: 0.4,
|
|
naval: 0.3,
|
|
armored: 0.1,
|
|
aviation: 0.4,
|
|
magical: 0.5
|
|
}, // reduced
|
|
|
|
// langing phases
|
|
landing: {
|
|
melee: 0.8,
|
|
ranged: 0.6,
|
|
mounted: 0.6,
|
|
machinery: 0.5,
|
|
naval: 0.5,
|
|
armored: 0.5,
|
|
aviation: 0.5,
|
|
magical: 0.6
|
|
}, // reduced
|
|
flee: {
|
|
melee: 0.1,
|
|
ranged: 0.01,
|
|
mounted: 0.5,
|
|
machinery: 0.01,
|
|
naval: 0.5,
|
|
armored: 0.1,
|
|
aviation: 0.2,
|
|
magical: 0.05
|
|
}, // reduced
|
|
waiting: {
|
|
melee: 0.05,
|
|
ranged: 0.5,
|
|
mounted: 0.05,
|
|
machinery: 0.5,
|
|
naval: 2,
|
|
armored: 0.05,
|
|
aviation: 0.5,
|
|
magical: 0.5
|
|
}, // reduced
|
|
|
|
// air battle phases
|
|
maneuvering: {melee: 0, ranged: 0.1, mounted: 0, machinery: 0.2, naval: 0, armored: 0, aviation: 1, magical: 0.2}, // aviation
|
|
dogfight: {melee: 0, ranged: 0.1, mounted: 0, machinery: 0.1, naval: 0, armored: 0, aviation: 2, magical: 0.1} // aviation
|
|
};
|
|
|
|
const forces = this.getJoinedForces(this[side].regiments);
|
|
const phase = this[side].phase;
|
|
const adjuster = Math.max(populationRate / 10, 10); // population adjuster, by default 100
|
|
this[side].power =
|
|
d3.sum(options.military.map(u => (forces[u.name] || 0) * u.power * scheme[phase][u.type])) / adjuster;
|
|
const UIvalue = this[side].power ? Math.max(this[side].power | 0, 1) : 0;
|
|
byId("battlePower_" + side).innerHTML = UIvalue;
|
|
}
|
|
|
|
getInitialMorale() {
|
|
const powerFee = diff => minmax(100 - diff ** 1.5 * 10 + 10, 50, 100);
|
|
const distanceFee = dist => Math.min(d3.mean(dist) / 50, 15);
|
|
const powerDiff = this.defenders.power / this.attackers.power;
|
|
this.attackers.morale = powerFee(powerDiff) - distanceFee(this.attackers.distances);
|
|
this.defenders.morale = powerFee(1 / powerDiff) - distanceFee(this.defenders.distances);
|
|
this.updateMorale("attackers");
|
|
this.updateMorale("defenders");
|
|
}
|
|
|
|
updateMorale(side) {
|
|
const morale = byId("battleMorale_" + side);
|
|
morale.dataset.tip = morale.dataset.tip.replace(morale.value, "");
|
|
morale.value = this[side].morale | 0;
|
|
morale.dataset.tip += morale.value;
|
|
}
|
|
|
|
randomize() {
|
|
this.rollDie("attackers");
|
|
this.rollDie("defenders");
|
|
this.selectPhase();
|
|
this.calculateStrength("attackers");
|
|
this.calculateStrength("defenders");
|
|
}
|
|
|
|
rollDie(side) {
|
|
const el = byId("battleDie_" + side);
|
|
const prev = +el.innerHTML;
|
|
do {
|
|
el.innerHTML = rand(1, 6);
|
|
} while (el.innerHTML == prev);
|
|
this[side].die = +el.innerHTML;
|
|
}
|
|
|
|
selectPhase() {
|
|
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(0.8 - 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 < 0.5 || (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 - 0.1)) 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(0.9)) phase[0] = "bombardment";
|
|
|
|
const defenders = this.getJoinedForces(this.defenders.regiments);
|
|
const machineryD = d3.sum(machinery.map(u => defenders[u]));
|
|
if (machineryD && P(0.9)) phase[1] = "bombardment";
|
|
|
|
if (i && prev[1] !== "sortie" && machineryD < machineryA && P(0.25) && 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 = () => {
|
|
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(0.3) ? "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(0.5) ? "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 = () => {
|
|
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) {
|
|
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];
|
|
|
|
const buttonA = byId("battlePhase_attackers");
|
|
buttonA.className = "icon-button-" + this.attackers.phase;
|
|
buttonA.dataset.tip = buttonA.nextElementSibling.querySelector("[data-phase='" + phase[0] + "']").dataset.tip;
|
|
|
|
const buttonD = byId("battlePhase_defenders");
|
|
buttonD.className = "icon-button-" + this.defenders.phase;
|
|
buttonD.dataset.tip = buttonD.nextElementSibling.querySelector("[data-phase='" + phase[1] + "']").dataset.tip;
|
|
}
|
|
|
|
run() {
|
|
// validations
|
|
if (!this.attackers.power) {
|
|
tip("Attackers army destroyed", false, "warn");
|
|
return;
|
|
}
|
|
if (!this.defenders.power) {
|
|
tip("Defenders army destroyed", false, "warn");
|
|
return;
|
|
}
|
|
|
|
// calculate casualties
|
|
const attack = this.attackers.power * (this.attackers.die / 10 + 0.4);
|
|
const defense = this.defenders.power * (this.defenders.die / 10 + 0.4);
|
|
|
|
// casualties modifier for phase
|
|
const phase = {
|
|
skirmish: 0.1,
|
|
melee: 0.2,
|
|
pursue: 0.3,
|
|
retreat: 0.3,
|
|
boarding: 0.2,
|
|
shelling: 0.1,
|
|
chase: 0.03,
|
|
withdrawal: 0.03,
|
|
blockade: 0,
|
|
sheltering: 0,
|
|
sortie: 0.1,
|
|
bombardment: 0.05,
|
|
storming: 0.2,
|
|
defense: 0.2,
|
|
looting: 0.5,
|
|
surrendering: 0.5,
|
|
surprise: 0.3,
|
|
shock: 0.3,
|
|
landing: 0.3,
|
|
flee: 0,
|
|
waiting: 0,
|
|
maneuvering: 0.1,
|
|
dogfight: 0.2
|
|
};
|
|
|
|
const casualties = Math.random() * Math.max(phase[this.attackers.phase], phase[this.defenders.phase]); // total casualties, ~10% 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);
|
|
this.attackers.casualties += casualtiesA;
|
|
this.defenders.casualties += casualtiesD;
|
|
|
|
// change morale
|
|
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");
|
|
this.updateTable("defenders");
|
|
|
|
// prepare for next iteration
|
|
this.iteration += 1;
|
|
this.selectPhase();
|
|
this.calculateStrength("attackers");
|
|
this.calculateStrength("defenders");
|
|
}
|
|
|
|
calculateCasualties(side, casualties) {
|
|
for (const r of this[side].regiments) {
|
|
for (const unit in r.u) {
|
|
const rand = 0.8 + Math.random() * 0.4;
|
|
const died = Math.min(Pint(r.u[unit] * casualties * rand), r.survivors[unit]);
|
|
r.casualties[unit] -= died;
|
|
r.survivors[unit] -= died;
|
|
}
|
|
}
|
|
}
|
|
|
|
updateTable(side) {
|
|
for (const r of this[side].regiments) {
|
|
const tbody = byId("battle" + r.state + "-" + r.i);
|
|
const battleCasualties = tbody.querySelector(".battleCasualties");
|
|
const battleSurvivors = tbody.querySelector(".battleSurvivors");
|
|
|
|
let index = 3; // index to find table element easily
|
|
for (const u of options.military) {
|
|
battleCasualties.querySelector(`td:nth-child(${index})`).innerHTML = r.casualties[u.name] || 0;
|
|
battleSurvivors.querySelector(`td:nth-child(${index})`).innerHTML = r.survivors[u.name] || 0;
|
|
index++;
|
|
}
|
|
|
|
battleCasualties.querySelector(`td:nth-child(${index})`).innerHTML = d3.sum(Object.values(r.casualties));
|
|
battleSurvivors.querySelector(`td:nth-child(${index})`).innerHTML = d3.sum(Object.values(r.survivors));
|
|
}
|
|
this.updateMorale(side);
|
|
}
|
|
|
|
toggleChange(ev) {
|
|
ev.stopPropagation();
|
|
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 = 0.5;
|
|
div.style.display = "block";
|
|
|
|
document.getElementsByTagName("body")[0].on("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 = byId("battlePhase_" + side);
|
|
button.className = "icon-button-" + phase;
|
|
button.dataset.tip = ev.target.dataset.tip;
|
|
this.calculateStrength(side);
|
|
}
|
|
|
|
applyResults() {
|
|
const battleName = this.name;
|
|
const maxCasualties = Math.max(this.attackers.casualties, this.attackers.casualties);
|
|
const relativeCasualties = this.defenders.casualties / (this.attackers.casualties + this.attackers.casualties);
|
|
const battleStatus = getBattleStatus(relativeCasualties, maxCasualties);
|
|
function getBattleStatus(relative, max) {
|
|
if (isNaN(relative)) return ["standoff", "standoff"]; // if no casualties at all
|
|
if (max < 0.05) return ["minor skirmishes", "minor skirmishes"];
|
|
if (relative > 95) return ["attackers flawless victory", "disorderly retreat of defenders"];
|
|
if (relative > 0.7) return ["attackers decisive victory", "defenders disastrous defeat"];
|
|
if (relative > 0.6) return ["attackers victory", "defenders defeat"];
|
|
if (relative > 0.4) return ["stalemate", "stalemate"];
|
|
if (relative > 0.3) return ["attackers defeat", "defenders victory"];
|
|
if (relative > 0.5) return ["attackers disastrous defeat", "decisive victory of defenders"];
|
|
if (relative >= 0) return ["attackers disorderly retreat", "flawless victory of defenders"];
|
|
return ["stalemate", "stalemate"]; // exception
|
|
}
|
|
|
|
this.attackers.regiments.forEach(r => applyResultForSide(r, "attackers"));
|
|
this.defenders.regiments.forEach(r => applyResultForSide(r, "defenders"));
|
|
|
|
function applyResultForSide(r, side) {
|
|
const id = "regiment" + r.state + "-" + r.i;
|
|
|
|
// add result to regiment note
|
|
const note = notes.find(n => n.id === id);
|
|
if (note) {
|
|
const status = side === "attackers" ? battleStatus[0] : battleStatus[1];
|
|
const losses = r.a ? Math.abs(d3.sum(Object.values(r.casualties))) / r.a : 1;
|
|
const regStatus =
|
|
losses === 1
|
|
? "is destroyed"
|
|
: losses > 0.8
|
|
? "is almost completely destroyed"
|
|
: losses > 0.5
|
|
? "suffered terrible losses"
|
|
: losses > 0.3
|
|
? "suffered severe losses"
|
|
: losses > 0.2
|
|
? "suffered heavy losses"
|
|
: losses > 0.05
|
|
? "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])} ${t}` : null))
|
|
.filter(c => c);
|
|
const casualtiesText = casualties.length ? " Casualties: " + list(casualties) + "." : "";
|
|
const legend = `\r\n\r\n${battleName} (${options.year} ${options.eraShort}): ${status}. The regiment ${regStatus}.${casualtiesText}`;
|
|
note.legend += legend;
|
|
}
|
|
|
|
r.u = Object.assign({}, r.survivors);
|
|
r.a = d3.sum(Object.values(r.u)); // reg total
|
|
armies.select(`g#${id} > text`).text(Military.getTotal(r)); // update reg box
|
|
|
|
moveRegiment(r, r.px, r.py); // move regiment back to initial position
|
|
}
|
|
|
|
const i = last(pack.markers)?.i + 1 || 0;
|
|
{
|
|
// append battlefield marker
|
|
const marker = {i, x: this.x, y: this.y, cell: this.cell, icon: "⚔️", type: "battlefields", dy: 52};
|
|
pack.markers.push(marker);
|
|
const markerHTML = drawMarker(marker);
|
|
byId("markers").insertAdjacentHTML("beforeend", markerHTML);
|
|
}
|
|
|
|
const getSide = (regs, n) =>
|
|
regs.length > 1
|
|
? `${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 status = battleStatus[+P(0.7)];
|
|
const result = `The ${this.getTypeName(this.type)} ended in ${status}`;
|
|
const legend = `${this.name} took place in ${options.year} ${options.eraShort}. It was fought between ${getSide(
|
|
this.attackers.regiments,
|
|
1
|
|
)} and ${getSide(this.defenders.regiments, 0)}. ${result}.
|
|
\r\nAttackers losses: ${getLosses(this.attackers.casualties)}%, defenders losses: ${getLosses(
|
|
this.defenders.casualties
|
|
)}%`;
|
|
notes.push({id: `marker${i}`, name: this.name, legend});
|
|
|
|
tip(`${this.name} is over. ${result}`, true, "success", 4000);
|
|
|
|
$("#battleScreen").dialog("destroy");
|
|
this.cleanData();
|
|
}
|
|
|
|
cancelResults() {
|
|
// move regiments back to initial positions
|
|
this.attackers.regiments.forEach(r => moveRegiment(r, r.px, r.py));
|
|
this.defenders.regiments.forEach(r => moveRegiment(r, r.px, r.py));
|
|
|
|
$("#battleScreen").dialog("close");
|
|
this.cleanData();
|
|
}
|
|
|
|
cleanData() {
|
|
battleAttackers.innerHTML = battleDefenders.innerHTML = ""; // clean DOM
|
|
customization = 0; // exit edit mode
|
|
|
|
// clean temp data
|
|
this.attackers.regiments.concat(this.defenders.regiments).forEach(r => {
|
|
delete r.px;
|
|
delete r.py;
|
|
delete r.casualties;
|
|
delete r.survivors;
|
|
});
|
|
delete Battle.prototype.context;
|
|
}
|
|
}
|