mirror of
https://github.com/Azgaar/Fantasy-Map-Generator.git
synced 2025-12-17 09:41:24 +01:00
643 lines
No EOL
31 KiB
JavaScript
643 lines
No EOL
31 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, 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("battleType").addEventListener("click", ev => this.toggleChange(ev));
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document.getElementById("battleType").nextElementSibling.addEventListener("click", ev => Battle.prototype.context.changeType(ev));
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document.getElementById("battleNameShow").addEventListener("click", () => this.showNameSection());
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document.getElementById("battleNamePlace").addEventListener("change", ev => this.place = ev.target.value);
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document.getElementById("battleNameFull").addEventListener("change", ev => this.changeName(ev));
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document.getElementById("battleNameCulture").addEventListener("click", () => this.generateName(Names.getCulture(pack.cells.culture[this.cell], null, null, "")));
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document.getElementById("battleNameRandom").addEventListener("click", () => this.generateName(Names.getBase(rand(nameBases.length-1))));
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document.getElementById("battleNameHide").addEventListener("click", this.hideNameSection);
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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.toggleChange(ev));
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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.toggleChange(ev));
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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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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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if (attacker.n && defender.n) return "naval"; // attacker and defender are navals
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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(.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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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 attacked is naval with non-naval units and defender is not naval
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if (attacker.n && !defender.n && typesA.some(t => t !== "naval")) return "landing";
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// if attacked and defender have only aviation units
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if (typesA.every(t => t === "aviation") && typesD.every(t => t === "aviation")) return "air";
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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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document.getElementById("battleType").className = "icon-button-" + this.type;
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const sideSpecific = document.getElementById("battlePhases_"+this.type+"_attackers");
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const attackers = sideSpecific ? sideSpecific.content : document.getElementById("battlePhases_"+this.type).content;
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const defenders = sideSpecific ? document.getElementById("battlePhases_"+this.type+"_defenders").content : attackers;
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document.getElementById("battlePhase_attackers").nextElementSibling.innerHTML = "";
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document.getElementById("battlePhase_defenders").nextElementSibling.innerHTML = "";
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document.getElementById("battlePhase_attackers").nextElementSibling.append(attackers.cloneNode(true));
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document.getElementById("battlePhase_defenders").nextElementSibling.append(defenders.cloneNode(true));
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}
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definePlace() {
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const cells = pack.cells, 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 => {const river = pack.rivers.find(r => r.i === i); return river.name + " " + river.type};
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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} ${P(.8) ? "Air Battle" : "Dogfight"}`;
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}
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addHeaders() {
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let headers = "<thead><tr><th></th><th></th>";
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for (const u of options.military) {
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const label = capitalize(u.name.replace(/_/g, ' '));
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headers += `<th data-tip="${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 data-tip="Supply line length, affects morale">Distance to base: ${distance} ${distanceUnitInput.value}</td>`;
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for (const u of options.military) {
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initial += `<td data-tip="Initial forces" style="width: 2.5em; text-align: center">${regiment.u[u.name]||0}</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">${regiment.u[u.name]||0}</td>`;
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}
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initial += `<td data-tip="Initial forces" style="width: 2.5em; text-align: center">${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">${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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showNameSection() {
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document.querySelectorAll("#battleBottom > button").forEach(el => el.style.display = "none");
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document.getElementById("battleNameSection").style.display = "inline-block";
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document.getElementById("battleNamePlace").value = this.place;
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document.getElementById("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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document.getElementById("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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$("#battleScreen").dialog({"title":this.name});
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}
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generateName(place) {
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document.getElementById("battleNamePlace").value = this.place = place;
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document.getElementById("battleNameFull").value = this.name = this.defineName();
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$("#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": {"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}, // reduced
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// naval battle phases
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"shelling": {"melee":0, "ranged":.2, "mounted":0, "machinery":2, "naval":2, "armored":0, "aviation":.1, "magical":.5}, // naval and machinery excel
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"boarding": {"melee":1, "ranged":.5, "mounted":.5, "machinery":0, "naval":.5, "armored":.4, "aviation":0, "magical":.2}, // melee excel
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"chase": {"melee":0, "ranged":.15, "mounted":0, "machinery":1, "naval":1, "armored":0, "aviation":.15, "magical":.5}, // reduced
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"withdrawal": {"melee":0, "ranged":.02, "mounted":0, "machinery":.5, "naval":.1, "armored":0, "aviation":.1, "magical":.3}, // reduced
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// siege phases
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"blockade": {"melee":.25, "ranged":.25, "mounted":.2, "machinery":.5, "naval":.2, "armored":.1, "aviation":.25, "magical":.25}, // no active actions
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"sheltering": {"melee":.3, "ranged":.5, "mounted":.2, "machinery":.5, "naval":.2, "armored":.1, "aviation":.25, "magical":.25}, // no active actions
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"sortie": {"melee":2, "ranged":.5, "mounted":1.2, "machinery":.2, "naval":.1, "armored":.5, "aviation":1, "magical":1}, // melee excel
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"bombardment": {"melee":.2, "ranged":.5, "mounted":.2, "machinery":3, "naval":1, "armored":.5, "aviation":1, "magical":1}, // machinery excel
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"storming": {"melee":1, "ranged":.6, "mounted":.5, "machinery":1, "naval":.1, "armored":.1, "aviation":.5, "magical":.5}, // melee excel
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"defense": {"melee":2, "ranged":3, "mounted":1, "machinery":1, "naval":.1, "armored":1, "aviation":.5, "magical":1}, // ranged excel
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"looting": {"melee":1.6, "ranged":1.6, "mounted":.5, "machinery":.2, "naval":.02, "armored":.2, "aviation":.1, "magical":.3}, // melee excel
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"surrendering": {"melee":.1, "ranged":.1, "mounted":.05, "machinery":.01, "naval":.01, "armored":.02, "aviation":.01, "magical":.03}, // reduced
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// ambush phases
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"surprise": {"melee":2.2, "ranged":3, "mounted":1.5, "machinery":1.3, "naval":1, "armored":1.3, "aviation":1, "magical":2}, // increased
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"shock": {"melee":.8, "ranged":.8, "mounted":.6, "machinery":.5, "naval":.5, "armored":.1, "aviation":.5, "magical":.7} // reduced
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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 i = this.iteration;
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const morale = [this.attackers.morale, this.defenders.morale];
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const powerRatio = this.attackers.power / this.defenders.power;
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const getFieldBattlePhase = () => {
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const prev = [this.attackers.phase || "skirmish", this.defenders.phase || "skirmish"]; // previous phase
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// chance if moral < 25
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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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// skirmish phase continuation depends on ranged forces number
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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; // ranged units
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if (P(ranged) || P(.8-i/10)) return ["skirmish", "skirmish"];
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}
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|
|
return ["melee", "melee"]; // default option
|
|
}
|
|
|
|
const getNavalBattlePhase = () => {
|
|
const prev = [this.attackers.phase || "shelling", this.defenders.phase || "shelling"]; // previous phase
|
|
|
|
if (prev[0] === "withdrawal") return ["withdrawal", "chase"];
|
|
if (prev[0] === "chase") return ["chase", "withdrawal"];
|
|
|
|
// withdrawal phase when power imbalanced
|
|
if (!prev[0] === "boarding") {
|
|
if (powerRatio < .5 || P(this.attackers.casualties) && powerRatio < 1) return ["withdrawal", "chase"];
|
|
if (powerRatio > 2 || P(this.defenders.casualties) && powerRatio > 1) return ["chase", "withdrawal"];
|
|
}
|
|
|
|
// boarding phase can start from 2nd iteration
|
|
if (prev[0] === "boarding" || P(i/10 - .1)) return ["boarding", "boarding"];
|
|
|
|
return ["shelling", "shelling"]; // default option
|
|
}
|
|
|
|
const getSiegePhase = () => {
|
|
const prev = [this.attackers.phase || "blockade", this.defenders.phase || "sheltering"]; // previous phase
|
|
let phase = ["blockade", "sheltering"] // default phase
|
|
|
|
if (prev[0] === "retreat" || prev[0] === "looting") return prev;
|
|
|
|
if (P(1 - morale[0] / 30) && powerRatio < 1) return ["retreat", "pursue"]; // attackers retreat chance if moral < 30
|
|
if (P(1 - morale[1] / 15)) return ["looting", "surrendering"]; // defenders surrendering chance if moral < 15
|
|
|
|
if (P((powerRatio-1) / 2)) return ["storming", "defense"]; // start storm
|
|
|
|
if (prev[0] !== "storming") {
|
|
const machinery = options.military.filter(u => u.type === "machinery").map(u => u.name); // machinery units
|
|
|
|
const attackers = this.getJoinedForces(this.attackers.regiments);
|
|
const machineryA = d3.sum(machinery.map(u => attackers[u]));
|
|
if (i && machineryA && P(.9)) phase[0] = "bombardment";
|
|
|
|
const defenders = this.getJoinedForces(this.defenders.regiments);
|
|
const machineryD = d3.sum(machinery.map(u => defenders[u]));
|
|
if (machineryD && P(.9)) phase[1] = "bombardment";
|
|
|
|
if (i && prev[1] !== "sortie" && machineryD < machineryA && P(.25) && P(morale[1]/70)) phase[1] = "sortie"; // defenders sortie
|
|
}
|
|
|
|
return phase;
|
|
}
|
|
|
|
const getAmbushPhase = () => {
|
|
const prev = [this.attackers.phase || "shock", this.defenders.phase || "surprise"]; // previous phase
|
|
|
|
if (prev[1] === "surprise" && P(1-powerRatio*i/5)) return ["shock", "surprise"];
|
|
|
|
// chance if moral < 25
|
|
if (P(1 - morale[0] / 25)) return ["retreat", "pursue"];
|
|
if (P(1 - morale[1] / 25)) return ["pursue", "retreat"];
|
|
|
|
return ["melee", "melee"]; // default option
|
|
}
|
|
|
|
const getLandingPhase = () => {
|
|
// ⚓ landing / 💫 shock OR 🛡️ defense, ⚔️ melee, 🏳️ retreat / 🐎 pursue
|
|
|
|
}
|
|
|
|
const getAirBattlePhase = () => {
|
|
// 🎯 maneuvering, 🐕 dogfight, 🏳️ retreat / 🐎 pursue
|
|
|
|
}
|
|
|
|
const phase = function(type) {
|
|
switch (type) {
|
|
case "field": return getFieldBattlePhase();
|
|
case "naval": return getNavalBattlePhase();
|
|
case "siege": return getSiegePhase();
|
|
case "ambush": return getAmbushPhase();
|
|
case "landing": return getLandingPhase();
|
|
case "air": return getAirBattlePhase();
|
|
default: getFieldBattlePhase();
|
|
}
|
|
}(this.type);
|
|
|
|
this.attackers.phase = phase[0];
|
|
this.defenders.phase = phase[1];
|
|
document.getElementById("battlePhase_attackers").className = "icon-button-" + this.attackers.phase;
|
|
document.getElementById("battlePhase_defenders").className = "icon-button-" + this.defenders.phase;
|
|
document.getElementById("battlePhase_attackers").dataset.tip = battleBody.querySelector(".battlePhases > [data-phase='"+phase[0]+"']").dataset.tip;
|
|
document.getElementById("battlePhase_defenders").dataset.tip = battleBody.querySelector(".battlePhases > [data-phase='"+phase[1]+"']").dataset.tip;
|
|
}
|
|
|
|
run() {
|
|
// 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 + .4);
|
|
const defence = this.defenders.power * (this.defenders.die / 10 + .4);
|
|
|
|
// casualties modifier for phase
|
|
const phase = {
|
|
"skirmish":.1, "melee":.2, "pursue":.3, "retreat":.3,
|
|
"boarding":.2, "shelling":.1, "chase":.03, "withdrawal": .03,
|
|
"blockade":0, "sheltering":0, "sortie":.1, "bombardment":.05, "storming":.2, "defense":.2, "looting":.5, "surrendering":.5,
|
|
"surprise":.3, "shock":.3
|
|
};
|
|
|
|
const casualties = Math.random() * (Math.max(phase[this.attackers.phase], phase[this.defenders.phase])); // total casualties, ~10% per iteration
|
|
const casualtiesA = casualties * defence / (attack + defence); // attackers casualties, ~5% per iteration
|
|
const casualtiesD = casualties * attack / (attack + defence); // defenders casualties, ~5% per iteration
|
|
|
|
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 = .8 + Math.random() * .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 = document.getElementById("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 = .5;
|
|
div.style.display = "block";
|
|
|
|
document.getElementsByTagName("body")[0].addEventListener("click", hideSection, {once: true});
|
|
}
|
|
|
|
changeType(ev) {
|
|
if (ev.target.tagName !== "BUTTON") return;
|
|
this.type = ev.target.dataset.type;
|
|
this.setType();
|
|
this.selectPhase();
|
|
this.calculateStrength("attackers");
|
|
this.calculateStrength("defenders");
|
|
this.name = this.defineName();
|
|
$("#battleScreen").dialog({"title":this.name});
|
|
}
|
|
|
|
changePhase(ev, side) {
|
|
if (ev.target.tagName !== "BUTTON") return;
|
|
const phase = this[side].phase = ev.target.dataset.phase;
|
|
const button = document.getElementById("battlePhase_"+side);
|
|
button.className = "icon-button-" + phase;
|
|
button.dataset.tip = ev.target.dataset.tip;
|
|
this.calculateStrength(side);
|
|
}
|
|
|
|
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 < .05) return ["minor skirmishes", "minor skirmishes"];
|
|
if (relative > 95) return ["attackers flawless victory", "disorderly retreat of defenders"];
|
|
if (relative > .7) return ["attackers decisive victory", "defenders disastrous defeat"];
|
|
if (relative > .6) return ["attackers victory", "defenders defeat"];
|
|
if (relative > .4) return ["stalemate", "stalemate"];
|
|
if (relative > .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 > .8 ? "is almost completely destroyed" :
|
|
losses > .5 ? "suffered terrible losses" :
|
|
losses > .3 ? "suffered severe losses" :
|
|
losses > .2 ? "suffered heavy losses" :
|
|
losses > .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])} ${t}` : null).filter(c => c).join(", ");
|
|
const casualtiesText = casualties ? " Casualties: " + casualties : "";
|
|
const legend = `\r\n\r\n${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#${id} > text`).text(Military.getTotal(r)); // update reg box
|
|
Military.moveRegiment(r, r.x + rand(20) - 10, r.y + rand(20) - 10);
|
|
}
|
|
|
|
// append battlefield marker
|
|
void function addMarkerSymbol() {
|
|
if (svg.select("#defs-markers").select("#marker_battlefield").size()) return;
|
|
const symbol = svg.select("#defs-markers").append("symbol").attr("id", "marker_battlefield").attr("viewBox", "0 0 30 30");
|
|
symbol.append("path").attr("d", "M6,19 l9,10 L24,19").attr("fill", "#000000").attr("stroke", "none");
|
|
symbol.append("circle").attr("cx", 15).attr("cy", 15).attr("r", 10).attr("fill", "#ffffff").attr("stroke", "#000000").attr("stroke-width", 1);
|
|
symbol.append("text").attr("x", "50%").attr("y", "52%").attr("fill", "#000000").attr("stroke", "#3200ff").attr("stroke-width", 0)
|
|
.attr("font-size", "12px").attr("dominant-baseline", "central").text("⚔️");
|
|
}()
|
|
|
|
const getSide = (regs, n) => regs.length > 1 ?
|
|
`${n ? "regiments" : "forces"} of ${[... new Set(regs.map(r => pack.states[r.state].name))].join(", ")}` :
|
|
getAdjective(pack.states[regs[0].state].name) + " " + regs[0].name;
|
|
const getLosses = casualties => Math.min(rn(casualties * 100), 100);
|
|
|
|
const legend = `${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;
|
|
}
|
|
|
|
} |