mirror of
https://github.com/Azgaar/Fantasy-Map-Generator.git
synced 2025-12-17 01:41:22 +01:00
430 lines
No EOL
20 KiB
JavaScript
430 lines
No EOL
20 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.x = defender.x;
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this.y = defender.y;
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this.name = this.getBattleName();
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this.iteration = 0;
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this.attackers = {regiments:[], distances:[], morale:100, casualties:0};
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this.defenders = {regiments:[], distances:[], morale:100, casualties: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.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, resizable: false, 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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document.getElementById("battleAddRegiment").addEventListener("click", this.addSide);
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document.getElementById("battleRoll").addEventListener("click", () => Battle.prototype.context.randomize());
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document.getElementById("battleRun").addEventListener("click", () => Battle.prototype.context.run());
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document.getElementById("battleApply").addEventListener("click", () => Battle.prototype.context.applyResults());
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document.getElementById("battleCancel").addEventListener("click", () => Battle.prototype.context.cancelResults());
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document.getElementById("battlePhase_attackers").addEventListener("click", ev => this.toggleChangePhase(ev, "attackers"));
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document.getElementById("battlePhase_attackers").nextElementSibling.addEventListener("click", ev => Battle.prototype.context.changePhase(ev, "attackers"));
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document.getElementById("battlePhase_defenders").addEventListener("click", ev => this.toggleChangePhase(ev, "defenders"));
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document.getElementById("battlePhase_defenders").nextElementSibling.addEventListener("click", ev => Battle.prototype.context.changePhase(ev, "defenders"));
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document.getElementById("battleDie_attackers").addEventListener("click", () => Battle.prototype.context.rollDie("attackers"));
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document.getElementById("battleDie_defenders").addEventListener("click", () => Battle.prototype.context.rollDie("defenders"));
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}
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getBattleName() {
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const cell = findCell(this.x, this.y);
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const burg = pack.cells.burg[cell] ? pack.burgs[pack.cells.burg[cell]].name : null;
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return burg ? burg + " Battle" : Names.getCulture(pack.cells.culture[cell]) + " 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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headers += `<th data-tip="${label}">${u.icon}</th>`;
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}
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headers += "<th data-tip='Total military''>Total</th></tr></thead>";
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battleAttackers.innerHTML = battleDefenders.innerHTML = headers;
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}
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addRegiment(side, regiment) {
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regiment.casualties = Object.keys(regiment.u).reduce((a,b) => (a[b]=0,a), {});
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regiment.survivors = Object.assign({}, regiment.u);
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const state = pack.states[regiment.state];
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const distance = Math.hypot(this.y-regiment.by, this.x-regiment.bx) * distanceScaleInput.value | 0; // distance between regiment and its base
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const color = state.color[0] === "#" ? state.color : "#999";
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const icon = `<svg width="1.4em" height="1.4em" style="margin-bottom: -.6em">
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<rect x="0" y="0" width="100%" height="100%" fill="${color}" class="fillRect"></rect>
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<text x="0" y="1.04em" style="">${regiment.icon}</text></svg>`;
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const body = `<tbody id="battle${state.i}-${regiment.i}">`;
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let initial = `<tr class="battleInitial"><td>${icon}</td><td class="regiment">${regiment.name.slice(0, 24)}</td>`;
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let casualties = `<tr class="battleCasualties"><td></td><td>${state.fullName.slice(0, 26)}</td>`;
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let survivors = `<tr class="battleSurvivors"><td></td><td>Distance to base: ${distance} ${distanceUnitInput.value}</td>`;
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for (const u of options.military) {
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initial += `<td style="width: 2.5em; text-align: center">${regiment.u[u.name]||0}</td>`;
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casualties += `<td style="width: 2.5em; text-align: center; color: red">0</td>`;
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survivors += `<td style="width: 2.5em; text-align: center; color: green">${regiment.u[u.name]||0}</td>`;
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}
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initial += `<td style="width: 2.5em; text-align: center">${regiment.a||0}</td></tr>`;
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casualties += `<td style="width: 2.5em; text-align: center; color: red">0</td></tr>`;
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survivors += `<td style="width: 2.5em; text-align: center; color: green">${regiment.a||0}</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 = document.getElementById("regimentSelectorBody");
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const context = Battle.prototype.context;
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const regiments = pack.states.filter(s => s.military && !s.removed).map(s => s.military).flat();
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const distance = reg => rn(Math.hypot(context.y-reg.y, context.x-reg.x) * distanceScaleInput.value) + " " + distanceUnitInput.value;
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const isAdded = reg => context.defenders.regiments.some(r => r === reg) || context.attackers.regiments.some(r => r === reg);
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body.innerHTML = regiments.map(r => {
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const s = pack.states[r.state], added = isAdded(r), dist = added ? "0 " + distanceUnitInput.value : distance(r);
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return `<div ${added ? "class='inactive'" : ""} data-s=${s.i} data-i=${r.i} data-state=${s.name} data-regiment=${r.name}
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data-total=${r.a} data-distance=${dist} data-tip="Click to select regiment">
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<svg width=".9em" height=".9em" style="margin-bottom:-1px"><rect x="0" y="0" width="100%" height="100%" fill="${s.color}" class="fillRect"></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">${dist}</div>
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</div>`;
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}).join("");
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$("#regimentSelectorScreen").dialog({
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resizable: false, width: fitContent(), title: "Add regiment to the battle",
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position: {my: "left center", at: "right+10 center", of: "#battleScreen"}, 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: () => $("#regimentSelectorScreen").dialog("close")
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}
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});
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applySorting(regimentSelectorHeader);
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body.addEventListener("click", selectLine);
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function selectLine(ev) {
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if (ev.target.className === "inactive") {tip("Regiment is already in the battle", false, "error"); return};
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ev.target.classList.toggle("selected");
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}
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function addSideClicked(side) {
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const selected = body.querySelectorAll(".selected");
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if (!selected.length) {tip("Please select a regiment first", false, "error"); return}
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$("#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, 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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Military.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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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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"skirmish": {"melee":.2, "ranged":2.4, "mounted":.1, "machinery":3, "naval":1, "armored":.2, "aviation":1.8, "magical":1.8}, // ranged excel
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"melee": {"melee":2, "ranged":1.2, "mounted":1.5, "machinery":.5, "naval":.2, "armored":2, "aviation":.8, "magical":.8}, // melee excel
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"pursue": {"melee":1, "ranged":1, "mounted":4, "machinery":.05, "naval":1, "armored":1, "aviation":1.5, "magical":.6}, // mounted excel
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"retreat": {"melee":.1, "ranged":.01, "mounted":.5, "machinery":.01, "naval":.2, "armored":.1, "aviation":.8, "magical":.05} // mounted excel
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};
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const forces = this.getJoinedForces(this[side].regiments);
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const phase = this[side].phase;
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const adjuster = populationRate.value / 10; // population adjuster, by default 100
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this[side].power = d3.sum(options.military.map(u => (forces[u.name] || 0) * u.power * scheme[phase][u.type])) / adjuster;
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const UIvalue = this[side].power ? Math.max(this[side].power|0, 1) : 0;
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document.getElementById("battlePower_"+side).innerHTML = UIvalue;
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}
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getInitialMorale() {
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const powerFee = diff => Math.min(Math.max(100 - diff ** 1.5 * 10 + 10, 50), 100);
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const distanceFee = dist => Math.min(d3.mean(dist) / 50, 15);
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const powerDiff = this.defenders.power / this.attackers.power;
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this.attackers.morale = powerFee(powerDiff) - distanceFee(this.attackers.distances);
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this.defenders.morale = powerFee(1 / powerDiff) - distanceFee(this.defenders.distances);
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this.updateMorale("attackers");
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this.updateMorale("defenders");
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}
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updateMorale(side) {
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const morale = document.getElementById("battleMorale_"+side);
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morale.dataset.tip = morale.dataset.tip.replace(morale.value, "");
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morale.value = this[side].morale | 0;
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morale.dataset.tip += morale.value;
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}
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randomize() {
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this.rollDie("attackers");
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this.rollDie("defenders");
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this.selectPhase();
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this.calculateStrength("attackers");
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this.calculateStrength("defenders");
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}
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rollDie(side) {
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const el = document.getElementById("battleDie_"+side);
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const prev = +el.innerHTML;
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do {el.innerHTML = rand(1, 6)} while (el.innerHTML === prev)
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this[side].die = +el.innerHTML;
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}
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selectPhase() {
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const phase = this.getPhase();
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this.attackers.phase = phase[0];
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this.defenders.phase = phase[1];
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document.getElementById("battlePhase_attackers").className = "icon-button-" + this.attackers.phase;
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document.getElementById("battlePhase_defenders").className = "icon-button-" + this.defenders.phase;
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}
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getPhase() {
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const i = this.iteration;
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const prev = [this.attackers.phase || "skirmish", this.defenders.phase || "skirmish"]; // previous phase
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const morale = [this.attackers.morale, this.defenders.morale];
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if (P(1 - morale[0] / 25)) return ["retreat", "pursue"];
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if (P(1 - morale[1] / 25)) return ["pursue", "retreat"];
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if (prev[0] === "skirmish" && prev[1] === "skirmish") {
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const forces = this.getJoinedForces(this.attackers.regiments.concat(this.defenders.regiments));
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const total = d3.sum(Object.values(forces)); // total forces
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const ranged = d3.sum(options.military.filter(u => u.type === "ranged").map(u => u.name).map(u => forces[u])) / total;
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if (ranged && (P(ranged) || P(.8-i/10))) return ["skirmish", "skirmish"];
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}
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return ["melee", "melee"]; // default option
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}
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run() {
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// validations
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if (!this.attackers.power) {tip("Attackers army destroyed", false, "warn"); return}
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if (!this.defenders.power) {tip("Defenders army destroyed", false, "warn"); return}
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// calculate casualties
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const attack = this.attackers.power * (this.attackers.die / 10 + .4);
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const defence = this.defenders.power * (this.defenders.die / 10 + .4);
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const phase = {"skirmish":.1, "melee":.2, "pursue":.3, "retreat":.3}; // casualties modifier for phase
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const casualties = Math.random() * phase[this.attackers.phase]; // total casualties, ~10% per iteration
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const casualtiesA = casualties * defence / (attack + defence); // attackers casualties, ~5% per iteration
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const casualtiesD = casualties * attack / (attack + defence); // defenders casualties, ~5% per iteration
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this.calculateCasualties("attackers", casualtiesA);
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this.calculateCasualties("defenders", casualtiesD);
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this.attackers.casualties += casualtiesA;
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this.defenders.casualties += casualtiesD;
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// change morale
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this.attackers.morale = Math.max(this.attackers.morale - casualtiesA * 100, 0);
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this.defenders.morale = Math.max(this.defenders.morale - casualtiesD * 100, 0);
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// update table values
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this.updateTable("attackers");
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this.updateTable("defenders");
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// prepare for next iteration
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this.iteration += 1;
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this.selectPhase();
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this.calculateStrength("attackers");
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this.calculateStrength("defenders");
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}
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calculateCasualties(side, casualties) {
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for (const r of this[side].regiments) {
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for (const unit in r.u) {
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const rand = .8 + Math.random() * .4;
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const died = Math.min(Pint(r.u[unit] * casualties * rand), r.survivors[unit]);
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r.casualties[unit] -= died;
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r.survivors[unit] -= died;
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}
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}
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}
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updateTable(side) {
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for (const r of this[side].regiments) {
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const tbody = document.getElementById("battle" + r.state + "-" + r.i);
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const battleCasualties = tbody.querySelector(".battleCasualties");
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const battleSurvivors = tbody.querySelector(".battleSurvivors");
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let index = 3; // index to find table element easily
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for (const u of options.military) {
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battleCasualties.querySelector(`td:nth-child(${index})`).innerHTML = r.casualties[u.name] || 0;
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battleSurvivors.querySelector(`td:nth-child(${index})`).innerHTML = r.survivors[u.name] || 0;
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index++;
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}
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battleCasualties.querySelector(`td:nth-child(${index})`).innerHTML = d3.sum(Object.values(r.casualties));
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battleSurvivors.querySelector(`td:nth-child(${index})`).innerHTML = d3.sum(Object.values(r.survivors));
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}
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this.updateMorale(side);
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}
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toggleChangePhase(ev, side) {
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ev.stopPropagation();
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const button = document.getElementById("battlePhase_"+side);
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const div = button.nextElementSibling;
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button.style.opacity = .5;
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div.style.display = "block";
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const hideSection = function() {button.style.opacity = 1; div.style.display = "none"}
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document.getElementsByTagName("body")[0].addEventListener("click", hideSection, {once: true});
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}
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changePhase(ev, side) {
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if (ev.target.tagName !== "BUTTON") return;
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const phase = this[side].phase = ev.target.dataset.phase;
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const button = document.getElementById("battlePhase_"+side);
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button.className = "icon-button-" + phase;
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this.calculateStrength(side);
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}
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applyResults() {
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const battleName = this.name;
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const maxCasualties = Math.max(this.attackers.casualties, this.attackers.casualties);
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const relativeCasualties = this.defenders.casualties / (this.attackers.casualties + this.attackers.casualties);
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const battleStatus = getBattleStatus(relativeCasualties, maxCasualties);
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function getBattleStatus(relative, max) {
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if (isNaN(relative)) return ["standoff", "standoff"]; // if no casualties at all
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if (max < .05) return ["minor skirmishes", "minor skirmishes"];
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if (relative > 95) return ["attackers flawless victory", "disorderly retreat of defenders"];
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if (relative > .7) return ["attackers decisive victory", "defenders disastrous defeat"];
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if (relative > .6) return ["attackers victory", "defenders defeat"];
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if (relative > .4) return ["stalemate", "stalemate"];
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if (relative > .3) return ["attackers defeat", "defenders victory"];
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if (relative > 0.5) return ["attackers disastrous defeat", "decisive victory of defenders"];
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if (relative >= 0) return ["attackers disorderly retreat", "flawless victory of defenders"];
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return ["stalemate", "stalemate"]; // exception
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}
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this.attackers.regiments.forEach(r => applyResultForSide(r, "attackers"));
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this.defenders.regiments.forEach(r => applyResultForSide(r, "defenders"));
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function applyResultForSide(r, side) {
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const id = "regiment" + r.state + "-" + r.i;
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// add result to regiment note
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const note = notes.find(n => n.id === id);
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if (note) {
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const status = side === "attackers" ? battleStatus[0] : battleStatus[1];
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const losses = r.a ? Math.abs(d3.sum(Object.values(r.casualties))) / r.a : 1;
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const regStatus =
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losses === 1 ? "is destroyed" :
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losses > .8 ? "is almost completely destroyed" :
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losses > .5 ? "suffered terrible losses" :
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losses > .3 ? "suffered severe losses" :
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losses > .2 ? "suffered heavy losses" :
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losses > .05 ? "suffered significant losses" :
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losses > 0 ? "suffered unsignificant losses" :
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"left the battle without loss";
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const casualties = Object.keys(r.casualties).map(t => r.casualties[t] ? `${Math.abs(r.casualties[t])} ${t}` : null).filter(c => c).join(", ");
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const casualtiesText = casualties ? " Casualties: " + casualties : "";
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const legend = `\r\n\r\n${battleName} (${options.year} ${options.eraShort}): ${status}. The regiment ${regStatus}.${casualtiesText}`;
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note.legend += legend;
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}
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r.u = Object.assign({}, r.survivors);
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r.a = d3.sum(Object.values(r.u)); // reg total
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armies.select(`g#${id} > text`).text(Military.getTotal(r)); // update reg box
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Military.moveRegiment(r, r.x + rand(20) - 10, r.y + rand(20) - 10);
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}
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// append battlefield marker
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void function addMarkerSymbol() {
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if (svg.select("#defs-markers").select("#marker_battlefield").size()) return;
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const symbol = svg.select("#defs-markers").append("symbol").attr("id", "marker_battlefield").attr("viewBox", "0 0 30 30");
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symbol.append("path").attr("d", "M6,19 l9,10 L24,19").attr("fill", "#000000").attr("stroke", "none");
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symbol.append("circle").attr("cx", 15).attr("cy", 15).attr("r", 10).attr("fill", "#ffffff").attr("stroke", "#000000").attr("stroke-width", 1);
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symbol.append("text").attr("x", "50%").attr("y", "52%").attr("fill", "#000000").attr("stroke", "#3200ff").attr("stroke-width", 0)
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.attr("font-size", "12px").attr("dominant-baseline", "central").text("⚔️");
|
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}()
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|
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const getSide = (regs, n) => regs.length > 1 ?
|
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`${n ? "regiments" : "forces"} of ${[... new Set(regs.map(r => pack.states[r.state].name))].join(", ")}` :
|
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getAdjective(pack.states[regs[0].state].name) + " " + regs[0].name;
|
|
const getLosses = casualties => Math.min(rn(casualties * 100), 100);
|
|
|
|
const legend = `${this.name} took place in ${options.year} ${options.eraShort}. It was fought between ${getSide(this.attackers.regiments, 1)} and ${getSide(this.defenders.regiments, 0)}. The battle ended in ${battleStatus[+P(.7)]}.
|
|
\r\nAttackers losses: ${getLosses(this.attackers.casualties)}%, defenders losses: ${getLosses(this.defenders.casualties)}%`;
|
|
const id = getNextId("markerElement");
|
|
notes.push({id, name:this.name, legend});
|
|
|
|
markers.append("use").attr("id", id)
|
|
.attr("xlink:href", "#marker_battlefield").attr("data-id", "#marker_battlefield")
|
|
.attr("data-x", this.x).attr("data-y", this.y).attr("x", this.x - 15).attr("y", this.y - 30)
|
|
.attr("data-size", 1).attr("width", 30).attr("height", 30);
|
|
|
|
$("#battleScreen").dialog("destroy");
|
|
this.cleanData();
|
|
}
|
|
|
|
cancelResults() {
|
|
// move regiments back to initial positions
|
|
this.attackers.regiments.concat(this.defenders.regiments).forEach(r => Military.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;
|
|
}
|
|
|
|
} |