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main.js
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var svgns = "http://www.w3.org/2000/svg";
var xlinkns = "http://www.w3.org/1999/xlink";
var mySvg;
var g;
var gf;
var turn_num = 0;
var event_handlers = new EventHandlerTracker();
function unit_move_click(evt) {
var hex = evt.target;
var mx = parseInt(hex.getAttribute("game_pos_x"));
var my = parseInt(hex.getAttribute("game_pos_y"));
event_handlers.removeAllFrom("unit");
g.moveCurrentUnit(mx, my);
g.updateFogOfWar();
g.getGameMap().redraw();
set_unit_select_event_handlers();
}
function building_attack_click(evt)
{
var hex = evt.target;
var bx = parseInt(hex.getAttribute("game_attack_building_x"));
var by = parseInt(hex.getAttribute("game_attack_building_y"));
g.attackBuildingWithCurrentUnit(bx, by);
g.getGameMap().redraw();
event_handlers.removeAllFrom("unit");
set_unit_select_event_handlers();
}
function unit_attack_click(evt)
{
var hex = evt.target;
var target_id = parseInt(hex.getAttribute("game_attack_unit_id"));
g.attackWithCurrentUnit(target_id);
/* really only need to update fow if unit dies */
g.updateFogOfWar();
g.getGameMap().redraw();
event_handlers.removeAllFrom("unit");
set_unit_select_event_handlers();
}
function set_unit_attack_event_handlers()
{
var ux, uy;
var unit = g.getCurrentUnit();
var enemy_iter = g.getEnemyUnitIterator();
var enemy;
if (!g.getCurrentArmy().getTracker().hasWits())
{
return;
}
while (enemy_iter.moveNext())
{
enemy = enemy_iter.get();
if (hexmap_distance(unit.x, unit.y, enemy.x, enemy.y) <= unit.range)
{
var tile = g.getGameMap().getTile(enemy.x, enemy.y);
tile.sprite.setAttribute("fill", "rgb(128,0,0)");
tile.sprite.setAttribute("game_attack_unit_id", enemy.getId());
event_handlers.addHandler("unit", tile.sprite, "unit_attack_click(evt)");
}
}
var building_iter = g.getEnemyBuildingIterator();
var building;
while (building_iter.moveNext())
{
building = building_iter.get();
if (hexmap_distance(unit.x, unit.y, building.x, building.y) < (2 + building.size))
{
var tile_list = building.getBuildingTiles();
var tile_i;
for (tile_i = 0; tile_i < tile_list.length; tile_i++)
{
var tile = g.getGameMap().getTile(tile_list[tile_i].x, tile_list[tile_i].y);
tile.sprite.setAttribute("fill", "rgb(128,0,0)");
tile.sprite.setAttribute("game_attack_building_x", building.x);
tile.sprite.setAttribute("game_attack_building_y", building.y);
event_handlers.addHandler("unit", tile.sprite, "building_attack_click(evt)");
}
}
}
}
function unit_select_click(evt)
{
var hex = evt.target;
g.getGameMap().redraw();
event_handlers.removeAllFrom("unit");
set_unit_select_event_handlers();
var unit_id = parseInt(hex.getAttribute("game_unit_id"));
g.selectUnit(unit_id);
var cur_unit = g.getCurrentUnit();
var tile = g.getGameMap().getTile(cur_unit.x, cur_unit.y);
tile.sprite.setAttribute("fill", "yellow");
var cur_unit_tracker = cur_unit.getTracker();
if (!cur_unit_tracker.moved)
{
var poslist = g.getGameMap().getSurroundingHex(cur_unit.x, cur_unit.y, cur_unit.move);
var posi;
for (posi = 0; posi < poslist.length; posi++)
{
var mx = poslist[posi].x;
var my = poslist[posi].y;
tile = g.getGameMap().getTile(mx, my);
if (g.getGameMap().isPassable(mx, my) && !g.getGameMap().isOccupied(mx, my) && g.isValidMove(mx, my))
{
tile.sprite.setAttribute("fill", "rgb(128,255,128)");
tile.sprite.setAttribute("game_pos_x", poslist[posi].x);
tile.sprite.setAttribute("game_pos_y", poslist[posi].y);
event_handlers.addHandler("unit", tile.sprite, "unit_move_click(evt)");
}
}
}
if (!cur_unit_tracker.attacked)
{
set_unit_attack_event_handlers();
}
}
function set_unit_select_event_handlers()
{
var army = g.getCurrentArmy();
var ui = new UnitIterator(army);
var unit;
while (ui.moveNext())
{
unit = ui.get();
var tile = g.getGameMap().getTile(unit.x, unit.y);
tile.sprite.setAttribute("fill", "rgb(128,255,128)");
tile.sprite.setAttribute("game_unit_id", unit.getId());
event_handlers.addHandler("unit", tile.sprite, "unit_select_click(evt)");
}
}
function next_turn()
{
if (g.finished)
{
event_handlers.removeAll();
Message(mySvg, "Game Over");
}
else
{
if (turn_num > 0)
{
g.nextTurn();
}
g.updateFogOfWar();
g.getGameMap().redraw();
turn_num++;
var ai = g.getCurrentArmy().getTracker().ai;
if (ai == undefined)
{
//players turn
set_unit_select_event_handlers();
}
else
{
// Computer turn
console.log('AI has '+g.getCurrentArmy().getTracker().wits+' wits.');
ai.Turn();
}
}
}
function next_turn_click()
{
//event_handlers.removeAllFrom("unit");
//next_turn();
gf.turn();
}
function create_dashboard()
{
var button =
new Button
(
mySvg,
gamemap_get_map_screenx(g.getGameMap().width + 1),
gamemap_get_map_screeny(g.getGameMap().width + 1, 1),
"End Turn",
"next_turn_click()",
event_handlers
);
}
function main()
{
var container = document.getElementById("svgContainer");
mySvg = document.createElementNS(svgns, "svg");
mySvg.setAttribute("viewBox", "0 0 1280 700");
mySvg.setAttribute("version", "1.1");
//mySvg.setAttribute("baseProfile", "tiny");
container.appendChild(mySvg);
write_defs(mySvg);
create_rect(mySvg, 0, 0, 30*24, 30*22, "#2A7FFF")
g = new Game();
gf = new GameFlow(g);
create_dashboard();
next_turn_click();
}
window.onload = main;