Fantasy-Map-Generator/modules/ui/battle-screen.js
Ruichka 8131f25456
Allow data URI scheme for custom images (#1196)
* Allow data URL external images

* fix

* removed inconsistency
2025-03-08 14:51:48 +01:00

922 lines
34 KiB
JavaScript

"use strict";
class Battle {
constructor(attacker, defender) {
if (customization) return;
closeDialogs(".stable");
customization = 13; // enter customization to avoid unwanted dialog closing
Battle.prototype.context = this; // store context
this.iteration = 0;
this.x = defender.x;
this.y = defender.y;
this.cell = findCell(this.x, this.y);
this.attackers = {regiments: [], distances: [], morale: 100, casualties: 0, power: 0};
this.defenders = {regiments: [], distances: [], morale: 100, casualties: 0, power: 0};
this.addHeaders();
this.addRegiment("attackers", attacker);
this.addRegiment("defenders", defender);
this.place = this.definePlace();
this.defineType();
this.name = this.defineName();
this.randomize();
this.calculateStrength("attackers");
this.calculateStrength("defenders");
this.getInitialMorale();
$("#battleScreen").dialog({
title: this.name,
resizable: false,
width: fitContent(),
position: {my: "center", at: "center", of: "#map"},
close: () => Battle.prototype.context.cancelResults()
});
if (modules.Battle) return;
modules.Battle = true;
// add listeners
byId("battleType").on("click", ev => this.toggleChange(ev));
byId("battleType").nextElementSibling.on("click", ev => Battle.prototype.context.changeType(ev));
byId("battleNameShow").on("click", () => Battle.prototype.context.showNameSection());
byId("battleNamePlace").on("change", ev => (Battle.prototype.context.place = ev.target.value));
byId("battleNameFull").on("change", ev => Battle.prototype.context.changeName(ev));
byId("battleNameCulture").on("click", () => Battle.prototype.context.generateName("culture"));
byId("battleNameRandom").on("click", () => Battle.prototype.context.generateName("random"));
byId("battleNameHide").on("click", this.hideNameSection);
byId("battleAddRegiment").on("click", this.addSide);
byId("battleRoll").on("click", () => Battle.prototype.context.randomize());
byId("battleRun").on("click", () => Battle.prototype.context.run());
byId("battleApply").on("click", () => Battle.prototype.context.applyResults());
byId("battleCancel").on("click", () => Battle.prototype.context.cancelResults());
byId("battleWiki").on("click", () => wiki("Battle-Simulator"));
byId("battlePhase_attackers").on("click", ev => this.toggleChange(ev));
byId("battlePhase_attackers").nextElementSibling.on("click", ev =>
Battle.prototype.context.changePhase(ev, "attackers")
);
byId("battlePhase_defenders").on("click", ev => this.toggleChange(ev));
byId("battlePhase_defenders").nextElementSibling.on("click", ev =>
Battle.prototype.context.changePhase(ev, "defenders")
);
byId("battleDie_attackers").on("click", () => Battle.prototype.context.rollDie("attackers"));
byId("battleDie_defenders").on("click", () => Battle.prototype.context.rollDie("defenders"));
}
defineType() {
const attacker = this.attackers.regiments[0];
const defender = this.defenders.regiments[0];
const getType = () => {
const typesA = Object.keys(attacker.u).map(name => options.military.find(u => u.name === name).type);
const typesD = Object.keys(defender.u).map(name => options.military.find(u => u.name === name).type);
if (attacker.n && defender.n) return "naval"; // attacker and defender are navals
if (typesA.every(t => t === "aviation") && typesD.every(t => t === "aviation")) return "air"; // if attackers and defender have only aviation units
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
if (!defender.n && pack.burgs[pack.cells.burg[this.cell]].walls) return "siege"; // defender is in walled town
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
return "field";
};
this.type = getType();
this.setType();
}
setType() {
byId("battleType").className = "icon-button-" + this.type;
const sideSpecific = byId("battlePhases_" + this.type + "_attackers");
const attackers = sideSpecific ? sideSpecific.content : byId("battlePhases_" + this.type).content;
const defenders = sideSpecific ? byId("battlePhases_" + this.type + "_defenders").content : attackers;
byId("battlePhase_attackers").nextElementSibling.innerHTML = "";
byId("battlePhase_defenders").nextElementSibling.innerHTML = "";
byId("battlePhase_attackers").nextElementSibling.append(attackers.cloneNode(true));
byId("battlePhase_defenders").nextElementSibling.append(defenders.cloneNode(true));
}
definePlace() {
const cells = pack.cells,
i = this.cell;
const burg = cells.burg[i] ? pack.burgs[cells.burg[i]].name : null;
const getRiver = i => {
const river = pack.rivers.find(r => r.i === i);
return river.name + " " + river.type;
};
const river = !burg && cells.r[i] ? getRiver(cells.r[i]) : null;
const proper = burg || river ? null : Names.getCulture(cells.culture[this.cell]);
return burg ? burg : river ? river : proper;
}
defineName() {
if (this.type === "field") return "Battle of " + this.place;
if (this.type === "naval") return "Naval Battle of " + this.place;
if (this.type === "siege") return "Siege of " + this.place;
if (this.type === "ambush") return this.place + " Ambush";
if (this.type === "landing") return this.place + " Landing";
if (this.type === "air") return `${this.place} ${P(0.8) ? "Air Battle" : "Dogfight"}`;
}
getTypeName() {
if (this.type === "field") return "field battle";
if (this.type === "naval") return "naval battle";
if (this.type === "siege") return "siege";
if (this.type === "ambush") return "ambush";
if (this.type === "landing") return "landing";
if (this.type === "air") return "battle";
}
addHeaders() {
let headers = "<thead><tr><th></th><th></th>";
for (const u of options.military) {
const label = capitalize(u.name.replace(/_/g, " "));
const isExternal = u.icon.startsWith("http") || u.icon.startsWith("data:image");
const iconHTML = isExternal ? `<img src="${u.icon}" width="15" height="15">` : u.icon;
headers += `<th data-tip="${label}">${iconHTML}</th>`;
}
headers += "<th data-tip='Total military''>Total</th></tr></thead>";
battleAttackers.innerHTML = battleDefenders.innerHTML = headers;
}
addRegiment(side, regiment) {
regiment.casualties = Object.keys(regiment.u).reduce((a, b) => ((a[b] = 0), a), {});
regiment.survivors = Object.assign({}, regiment.u);
const state = pack.states[regiment.state];
const distance = (Math.hypot(this.y - regiment.by, this.x - regiment.bx) * distanceScale) | 0; // distance between regiment and its base
const color = state.color[0] === "#" ? state.color : "#999";
const isExternal = regiment.icon.startsWith("http") || regiment.icon.startsWith("data:image");
const iconHtml = isExternal
? `<image href="${regiment.icon}" x="0.1em" y="0.1em" width="1.2em" height="1.2em"></image>`
: `<text x="50%" y="1em" style="text-anchor: middle">${regiment.icon}</text>`;
const icon = `<svg width="1.4em" height="1.4em" style="margin-bottom: -.6em; stroke: #333">
<rect x="0" y="0" width="100%" height="100%" fill="${color}"></rect>${iconHtml}</svg>`;
const body = `<tbody id="battle${state.i}-${regiment.i}">`;
let initial = `<tr class="battleInitial"><td>${icon}</td><td class="regiment" data-tip="${
regiment.name
}">${regiment.name.slice(0, 24)}</td>`;
let casualties = `<tr class="battleCasualties"><td></td><td data-tip="${state.fullName}">${state.fullName.slice(
0,
26
)}</td>`;
let survivors = `<tr class="battleSurvivors"><td></td><td data-tip="Supply line length, affects morale">Distance to base: ${distance} ${distanceUnitInput.value}</td>`;
for (const u of options.military) {
initial += `<td data-tip="Initial forces" style="width: 2.5em; text-align: center">${
regiment.u[u.name] || 0
}</td>`;
casualties += `<td data-tip="Casualties" style="width: 2.5em; text-align: center; color: red">0</td>`;
survivors += `<td data-tip="Survivors" style="width: 2.5em; text-align: center; color: green">${
regiment.u[u.name] || 0
}</td>`;
}
initial += `<td data-tip="Initial forces" style="width: 2.5em; text-align: center">${regiment.a || 0}</td></tr>`;
casualties += `<td data-tip="Casualties" style="width: 2.5em; text-align: center; color: red">0</td></tr>`;
survivors += `<td data-tip="Survivors" style="width: 2.5em; text-align: center; color: green">${
regiment.a || 0
}</td></tr>`;
const div = side === "attackers" ? battleAttackers : battleDefenders;
div.innerHTML += body + initial + casualties + survivors + "</tbody>";
this[side].regiments.push(regiment);
this[side].distances.push(distance);
}
addSide() {
const body = byId("regimentSelectorBody");
const context = Battle.prototype.context;
const regiments = pack.states
.filter(s => s.military && !s.removed)
.map(s => s.military)
.flat();
const distance = reg =>
rn(Math.hypot(context.y - reg.y, context.x - reg.x) * distanceScale) + " " + distanceUnitInput.value;
const isAdded = reg =>
context.defenders.regiments.some(r => r === reg) || context.attackers.regiments.some(r => r === reg);
body.innerHTML = regiments
.map(r => {
const s = pack.states[r.state],
added = isAdded(r),
dist = added ? "0 " + distanceUnitInput.value : distance(r);
return `<div ${added ? "class='inactive'" : ""} data-s=${s.i} data-i=${r.i} data-state=${
s.name
} data-regiment=${r.name}
data-total=${r.a} data-distance=${dist} data-tip="Click to select regiment">
<svg width=".9em" height=".9em" style="margin-bottom:-1px; stroke: #333"><rect x="0" y="0" width="100%" height="100%" fill="${
s.color
}" ></svg>
<div style="width:6em">${s.name.slice(0, 11)}</div>
<div style="width:1.2em">${r.icon}</div>
<div style="width:13em">${r.name.slice(0, 24)}</div>
<div style="width:4em">${r.a}</div>
<div style="width:4em">${dist}</div>
</div>`;
})
.join("");
$("#regimentSelectorScreen").dialog({
resizable: false,
width: fitContent(),
title: "Add regiment to the battle",
position: {my: "left center", at: "right+10 center", of: "#battleScreen"},
close: addSideClosed,
buttons: {
"Add to attackers": () => addSideClicked("attackers"),
"Add to defenders": () => addSideClicked("defenders"),
Cancel: () => $("#regimentSelectorScreen").dialog("close")
}
});
applySorting(regimentSelectorHeader);
body.on("click", selectLine);
function selectLine(ev) {
if (ev.target.className === "inactive") {
tip("Regiment is already in the battle", false, "error");
return;
}
ev.target.classList.toggle("selected");
}
function addSideClicked(side) {
const selected = body.querySelectorAll(".selected");
if (!selected.length) {
tip("Please select a regiment first", false, "error");
return;
}
$("#regimentSelectorScreen").dialog("close");
selected.forEach(line => {
const state = pack.states[line.dataset.s];
const regiment = state.military.find(r => r.i == +line.dataset.i);
Battle.prototype.addRegiment.call(context, side, regiment);
Battle.prototype.calculateStrength.call(context, side);
Battle.prototype.getInitialMorale.call(context);
// move regiment
const defenders = context.defenders.regiments,
attackers = context.attackers.regiments;
const shift = side === "attackers" ? attackers.length * -8 : (defenders.length - 1) * 8;
regiment.px = regiment.x;
regiment.py = regiment.y;
moveRegiment(regiment, defenders[0].x, defenders[0].y + shift);
});
}
function addSideClosed() {
body.innerHTML = "";
body.removeEventListener("click", selectLine);
}
}
showNameSection() {
document.querySelectorAll("#battleBottom > button").forEach(el => (el.style.display = "none"));
byId("battleNameSection").style.display = "inline-block";
byId("battleNamePlace").value = this.place;
byId("battleNameFull").value = this.name;
}
hideNameSection() {
document.querySelectorAll("#battleBottom > button").forEach(el => (el.style.display = "inline-block"));
byId("battleNameSection").style.display = "none";
}
changeName(ev) {
this.name = ev.target.value;
$("#battleScreen").dialog({title: this.name});
}
generateName(type) {
const place =
type === "culture"
? Names.getCulture(pack.cells.culture[this.cell], null, null, "")
: Names.getBase(rand(nameBases.length - 1));
byId("battleNamePlace").value = this.place = place;
byId("battleNameFull").value = this.name = this.defineName();
$("#battleScreen").dialog({title: this.name});
}
getJoinedForces(regiments) {
return regiments.reduce((a, b) => {
for (let k in b.survivors) {
if (!b.survivors.hasOwnProperty(k)) continue;
a[k] = (a[k] || 0) + b.survivors[k];
}
return a;
}, {});
}
calculateStrength(side) {
const scheme = {
// field battle phases
skirmish: {
melee: 0.2,
ranged: 2.4,
mounted: 0.1,
machinery: 3,
naval: 1,
armored: 0.2,
aviation: 1.8,
magical: 1.8
}, // ranged excel
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
pursue: {melee: 1, ranged: 1, mounted: 4, machinery: 0.05, naval: 1, armored: 1, aviation: 1.5, magical: 0.6}, // mounted excel
retreat: {
melee: 0.1,
ranged: 0.01,
mounted: 0.5,
machinery: 0.01,
naval: 0.2,
armored: 0.1,
aviation: 0.8,
magical: 0.05
}, // reduced
// naval battle phases
shelling: {melee: 0, ranged: 0.2, mounted: 0, machinery: 2, naval: 2, armored: 0, aviation: 0.1, magical: 0.5}, // naval and machinery excel
boarding: {
melee: 1,
ranged: 0.5,
mounted: 0.5,
machinery: 0,
naval: 0.5,
armored: 0.4,
aviation: 0,
magical: 0.2
}, // melee excel
chase: {melee: 0, ranged: 0.15, mounted: 0, machinery: 1, naval: 1, armored: 0, aviation: 0.15, magical: 0.5}, // reduced
withdrawal: {
melee: 0,
ranged: 0.02,
mounted: 0,
machinery: 0.5,
naval: 0.1,
armored: 0,
aviation: 0.1,
magical: 0.3
}, // reduced
// siege phases
blockade: {
melee: 0.25,
ranged: 0.25,
mounted: 0.2,
machinery: 0.5,
naval: 0.2,
armored: 0.1,
aviation: 0.25,
magical: 0.25
}, // no active actions
sheltering: {
melee: 0.3,
ranged: 0.5,
mounted: 0.2,
machinery: 0.5,
naval: 0.2,
armored: 0.1,
aviation: 0.25,
magical: 0.25
}, // no active actions
sortie: {melee: 2, ranged: 0.5, mounted: 1.2, machinery: 0.2, naval: 0.1, armored: 0.5, aviation: 1, magical: 1}, // melee excel
bombardment: {
melee: 0.2,
ranged: 0.5,
mounted: 0.2,
machinery: 3,
naval: 1,
armored: 0.5,
aviation: 1,
magical: 1
}, // machinery excel
storming: {
melee: 1,
ranged: 0.6,
mounted: 0.5,
machinery: 1,
naval: 0.1,
armored: 0.1,
aviation: 0.5,
magical: 0.5
}, // melee excel
defense: {melee: 2, ranged: 3, mounted: 1, machinery: 1, naval: 0.1, armored: 1, aviation: 0.5, magical: 1}, // ranged excel
looting: {
melee: 1.6,
ranged: 1.6,
mounted: 0.5,
machinery: 0.2,
naval: 0.02,
armored: 0.2,
aviation: 0.1,
magical: 0.3
}, // melee excel
surrendering: {
melee: 0.1,
ranged: 0.1,
mounted: 0.05,
machinery: 0.01,
naval: 0.01,
armored: 0.02,
aviation: 0.01,
magical: 0.03
}, // reduced
// ambush phases
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;
}
}