2163 lines
128 KiB
JavaScript
2163 lines
128 KiB
JavaScript
"use strict";
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// Guildhall client: renders the server's state and animates progress bars
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// between polls. The server is the source of truth for everything.
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const POLL_MS = 10000;
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const SUMMARY_MODAL_AT = 25;
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let C = null; // static content tables
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let S = null; // latest state
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let skew = 0; // server clock minus client clock, seconds
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let page = decodeURIComponent(location.hash.slice(1)) || remember("page") || "town";
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let selected = null; // bank item
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let dollPick = null; // equipment slot shown on the character sheet
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let orderTab = "take"; // work orders: for you, all open, yours
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let draft = null; // a work order being written
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let seenOrders = null; // order ids already known, so only new ones toast
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let deliveredSeen = {}; // how much of each order had arrived
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let earnedSeen = {}; // gold each order had paid you for reagents
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let pickedClass = null; // registration
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const tabs = {}; // skill -> selected recipe tab
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let refreshing = false;
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let refreshedFor = null; // action (start and length) a completion refresh was sent for
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let retriedAt = 0; // last time a fight past its kill asked again for the next one
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let version = null; // server build this page was loaded from
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let failures = 0; // polls in a row that didn't reach the server
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let warned = null; // threat the "at the gates" alarm was raised for
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let watching = null; // raid report open in the modal
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const $ = (sel, root = document) => root.querySelector(sel);
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// Icons are game-icons.net glyphs (CC BY 3.0) from one sprite, tinted per tier or material.
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const glyph = (name, tint) => `<svg class="gi" style="color:${tint}" aria-hidden="true"><use href="/static/icons.svg#${name}"></use></svg>`;
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const COIN = glyph("two-coins", "#e0b04a"), ANY_FOOD = glyph("knife-fork", "#d9c6a0"), FAVOUR = glyph("sparkles", "#b98ce8"), HEART = glyph("hearts", "#e2645c");
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function iconise(content) {
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const entries = [...Object.values(content.items), ...content.skills, ...Object.values(content.classes),
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...Object.values(content.buildings), ...content.prayers, ...content.actions];
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for (const entry of entries) if (entry.glyph) entry.icon = glyph(entry.glyph, entry.tint);
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return content;
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}
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const esc = (s) => String(s ?? "").replace(/[&<>"']/g, (c) => ({ "&": "&", "<": "<", ">": ">", '"': """, "'": "'" })[c]);
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const fmt = (n) => Math.floor(n).toLocaleString("en-GB");
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const serverNow = () => Date.now() / 1000 + skew;
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const item = (id) => C.items[id] || { name: id, icon: "❔", value: 0 };
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const skillOf = (id) => C.skills.find((s) => s.id === id);
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const playerName = (uid) => S.players.find((p) => p.id === uid)?.name || uid;
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function remember(key, value) {
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try {
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if (value === undefined) return localStorage.getItem("gh." + key);
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localStorage.setItem("gh." + key, value);
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} catch { /* private mode: fine */ }
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return null;
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}
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// --- server ---------------------------------------------------------------
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async function api(path, body) {
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const options = body === undefined ? {} : {
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method: "POST", headers: { "Content-Type": "application/json" }, body: JSON.stringify(body),
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};
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const res = await fetch(path, options);
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const data = await res.json().catch(() => ({ error: "The server didn't answer properly" }));
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if (!res.ok) throw new Error(data.error || res.statusText);
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return data;
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}
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async function act(path, body) {
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try {
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accept(await api(path, body));
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} catch (err) {
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toast(err.message, "bad");
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}
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}
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async function refresh() {
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if (refreshing) return;
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refreshing = true;
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try {
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accept(await api("/api/state"));
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failures = 0;
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} catch (err) {
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// A deploy restarts the server for a second or two; only speak up if
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// the city stays out of reach.
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if (++failures === 3) toast("Lost contact with the city. Retrying…", "bad");
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} finally {
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refreshing = false;
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}
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}
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function accept(state) {
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version ??= state.version;
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if (state.version !== version && !document.querySelector("[data-keep]:focus") && $("#modal").hidden && !draft) {
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location.reload(); // a new build was deployed
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return;
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}
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S = state;
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skew = state.now - Date.now() / 1000;
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if (state.summary) showSummary(state.summary);
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orderNews(state);
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const ev = state.upcoming;
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if (ev?.at_gates && warned !== ev.id) {
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warned = ev.id;
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toast(ev.kind === "dragon" ? "🐉 The dragon is overhead!" : "⚔️ Raiders at the gates!", "bad");
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}
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render();
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showThreat();
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}
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// --- time -----------------------------------------------------------------
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function dur(seconds) {
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if (seconds > 0 && seconds < 10) return `${+seconds.toFixed(1)}s`;
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seconds = Math.max(0, Math.round(seconds));
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const d = Math.floor(seconds / 86400), h = Math.floor(seconds % 86400 / 3600);
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const m = Math.floor(seconds % 3600 / 60), s = seconds % 60;
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if (d) return `${d}d ${h}h`;
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if (h) return `${h}h ${m}m`;
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if (m) return `${m}m ${s}s`;
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return `${s}s`;
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}
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function clock(t) {
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return new Date((t - skew) * 1000).toLocaleString("en-GB", { weekday: "short", hour: "2-digit", minute: "2-digit" });
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}
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// Coarse on purpose: the markup stays the same between polls (see setHtml).
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function ago(t) {
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const s = serverNow() - t;
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if (s < 60) return "just now";
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if (s < 3600) return `${Math.floor(s / 60)}m ago`;
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if (s < 86400) return `${Math.floor(s / 3600)}h ago`;
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return `${Math.floor(s / 86400)}d ago`;
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}
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// A live "3h 12m" until `t`, filled in and kept current by animate().
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const countdown = (t) => `<span data-countdown="${t}"></span>`;
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// --- toasts & summaries ---------------------------------------------------
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function toast(text, kind = "") {
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const el = document.createElement("div");
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el.className = "toast " + kind;
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el.textContent = text;
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$("#toasts").append(el);
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setTimeout(() => el.remove(), kind === "level" ? 6000 : 3500);
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const keep = matchMedia("(max-width: 900px)").matches ? 2 : 4;
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while ($("#toasts").children.length > keep) $("#toasts").firstChild.remove();
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}
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function showSummary(sum) {
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if (!sum.done && !sum.stopped && !sum.levels.length) return;
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if (sum.done >= SUMMARY_MODAL_AT) return awayModal(sum);
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const got = Object.entries(sum.items).map(([id, q]) => `+${fmt(q)} ${item(id).name}`);
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if (sum.gold) got.push(`+${fmt(sum.gold)} gold`);
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if (got.length) toast(got.join(" · "), "good");
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const eaten = Object.entries(sum.eaten || {});
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if (eaten.length) toast(`Ate ${eaten.map(([id, q]) => `${fmt(q)} ${item(id).name.toLowerCase()}`).join(", ")}`);
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if (sum.lucky) toast(sum.lucky === 1 ? "✨ Double yield!" : `✨ ${sum.lucky} double yields!`, "level");
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const spilled = Object.entries(sum.overflow);
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if (spilled.length) toast(`📦 Bank full: ${spilled.map(([id, q]) => `${fmt(q)} ${item(id).name.toLowerCase()}`).join(", ")} went to the city`);
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const sold = Object.entries(sum.sold || {});
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if (sold.length) toast(`📦 Bank full: sold ${sold.map(([id, q]) => `${fmt(q)} ${item(id).name.toLowerCase()}`).join(", ")} for ${fmt(sum.sold_gold)} gold`);
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for (const [skill, level] of sum.levels) toast(`🎉 ${skillOf(skill).name} level ${level}!`, "level");
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if (sum.stopped) toast(`Stopped: ${sum.stopped}`, "bad");
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for (const id of sum.potion_out || []) toast(`🧪 Your ${item(id).name.toLowerCase()} ran out`, "bad");
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for (const id of Object.keys(sum.potions_drunk || {})) toast(`🧪 Drank another ${item(id).name.toLowerCase()}`);
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if (sum.prayer_out) toast("🙏 Out of prayer points", "bad");
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if (sum.second_wind) toast("🌬️ Second Wind! Back to half HP", "level");
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if (sum.resumed) toast(`Back to ${C.actions.find((x) => x.id === sum.resumed).name.toLowerCase()}`);
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}
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function awayModal(sum) {
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const items = Object.entries(sum.items).map(([id, q]) => `<li>${item(id).icon} ${fmt(q)} ${esc(item(id).name)}</li>`).join("");
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const xp = Object.entries(sum.xp).map(([id, q]) => `<li>${skillOf(id).icon} ${fmt(q)} ${esc(skillOf(id).name)} XP</li>`).join("");
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const levels = sum.levels.map(([id, l]) => `<li>🎉 ${esc(skillOf(id).name)} reached level ${l}</li>`).join("");
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const spilled = Object.entries(sum.overflow).map(([id, q]) => `<li>${item(id).icon} ${fmt(q)} ${esc(item(id).name)}</li>`).join("");
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const sold = Object.entries(sum.sold || {}).map(([id, q]) => `<li>${item(id).icon} ${fmt(q)} ${esc(item(id).name)}</li>`).join("");
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openModal(`
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<h2>While you were away</h2>
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<p class="muted">You completed ${fmt(sum.done)} actions${sum.wins || sum.losses ? ` (${sum.wins} fights won, ${sum.losses} lost)` : ""}.</p>
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${Object.keys(sum.eaten || {}).length ? `<p class="muted small">Took ${fmt(sum.damage)} damage and ate ${Object.entries(sum.eaten).map(([id, q]) => `${fmt(q)} ${esc(item(id).name.toLowerCase())}`).join(", ")}.</p>` : ""}
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${items ? `<ul>${items}</ul>` : ""}
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${sum.gold ? `<p class="gold">+${fmt(sum.gold)} gold</p>` : ""}
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${xp ? `<ul>${xp}</ul>` : ""}
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${levels ? `<ul>${levels}</ul>` : ""}
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${sold ? `<p class="muted small">Bank full, sold for ${fmt(sum.sold_gold)} gold:</p><ul>${sold}</ul>` : ""}
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${spilled ? `<p class="muted small">Bank full, sent to the stockpile:</p><ul>${spilled}</ul>` : ""}
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${sum.stopped ? `<p class="tag bad">Stopped: ${esc(sum.stopped)}</p>` : ""}
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<p><button class="btn primary" data-close>Back to work</button></p>`);
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}
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// A raid or dragon attack, played out for everyone once: the clash, then the report.
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function showThreat() {
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const t = S.threat_report;
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if (!t || watching === t.id || !$("#modal").hidden) return;
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watching = t.id;
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const r = t.report, dragon = t.kind === "dragon", won = r.title.startsWith("Victory");
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const foe = dragon ? "The dragon" : "Raiders";
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openModal(`
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<div class="battle">
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<h2>${dragon ? "🐉 The dragon attacks!" : "⚔️ The raiders attack!"}</h2>
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<div class="battle-side"><span><b>Our defence</b> <span class="muted">${fmt(r.defence)}</span></span>
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<div class="bar thick hp you"><span data-battle="us" style="width:100%"></span></div></div>
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<div class="battle-side"><span><b>${foe}</b> <span class="muted">${fmt(r.attack)}</span></span>
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<div class="bar thick hp"><span data-battle="them" style="width:100%"></span></div></div>
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<ul class="fight-log battle-log" data-battle="log"><li class="muted">${dragon ? "A shadow falls over the walls…" : "Horns sound from the walls…"}</li></ul>
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<div data-battle="report" hidden>
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<div class="battle-result ${won ? "win" : "loss"}">${esc(r.title)}</div>
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${r.garrison.length ? `<p class="small muted">Garrison: ${r.garrison.map((g) => esc(g.name)).join(", ")}</p>` : ""}
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${r.lines.map((l) => `<p class="small">${esc(l)}</p>`).join("")}
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</div>
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<p class="btns"><button class="btn" data-battle-skip>Skip</button>
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<button class="btn primary" data-raid-seen="${t.id}" hidden>Close</button></p>
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</div>`);
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playBattle(t.id, r.defence, r.attack, won, dragon);
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}
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// Pure theatre: the outcome is already decided. The loser's bar runs out; the winner's ends
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// as high as the gap between the two sides.
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function playBattle(id, us, them, won, dragon) {
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const steps = 10, every = 900;
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let seed = id * 9301 + 49297;
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const rand = () => (seed = (seed * 9301 + 49297) % 233280) / 233280;
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const weights = Array.from({ length: steps }, () => 0.5 + rand());
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const total = weights.reduce((a, b) => a + b, 0);
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const loserEnd = 0, winnerEnd = Math.max(0.1, 1 - Math.min(us, them) / Math.max(us, them, 1));
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const ours = won ? winnerEnd : loserEnd, theirs = won ? loserEnd : winnerEnd;
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const lines = {
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good: dragon ? ["Arrows find the dragon's wing", "The ballista bolt strikes home", "Spears drive it back from the walls"]
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: ["Arrows rain down on the raiders", "The walls hold", "The militia drives them back", "A charge breaks their line"],
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bad: dragon ? ["Fire sweeps the rooftops", "Its claws tear at the gate", "The defenders scatter from its breath"]
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: ["Raiders scale the walls", "The gate shudders under the ram", "A volley cuts down defenders"],
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};
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let step = 0, done = 0, said = "";
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const finish = () => {
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clearInterval(timer);
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const box = $(".battle");
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if (!box) return;
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$('[data-battle="us"]', box).style.width = `${ours * 100}%`;
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$('[data-battle="them"]', box).style.width = `${theirs * 100}%`;
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$('[data-battle="report"]', box).hidden = false;
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$("[data-battle-skip]", box).hidden = true;
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$("[data-raid-seen]", box).hidden = false;
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};
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const timer = setInterval(() => {
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const box = $(".battle");
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if (!box) return clearInterval(timer);
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if (step >= steps) return finish();
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done += weights[step] / total;
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step++;
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$('[data-battle="us"]', box).style.width = `${(1 - (1 - ours) * done) * 100}%`;
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$('[data-battle="them"]', box).style.width = `${(1 - (1 - theirs) * done) * 100}%`;
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// Each clash goes the way of the side that ends up ahead, now and then the other.
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const ahead = rand() < 0.7 ? won : !won;
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const pool = (ahead ? lines.good : lines.bad).filter((l) => l !== said);
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const log = $('[data-battle="log"]', box);
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said = pool[Math.floor(rand() * pool.length)];
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log.insertAdjacentHTML("afterbegin", `<li class="${ahead ? "good" : "bad"}">${said}</li>`);
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while (log.children.length > 4) log.lastElementChild.remove();
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}, every);
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playBattle.finish = finish;
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}
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function openModal(html) {
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const modal = $("#modal");
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modal.innerHTML = `<div class="modal-box">${html}</div>`;
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modal.hidden = false;
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}
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// --- rendering ------------------------------------------------------------
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function render() {
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const kept = {};
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for (const el of document.querySelectorAll("[data-keep]")) kept[el.dataset.keep] = el.value;
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const focus = document.activeElement?.dataset?.keep;
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setHtml($("#side"), S.me ? sidebar() : `<div class="brand"><img src="/static/icon.svg" alt="">Guildhall <small>alpha</small></div>${S.dev ? devbar() : ""}`);
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setHtml($("#top"), topbar());
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// The fires keep burning through a re-render: put the old canvases back in place of the new ones.
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const burning = [...document.querySelectorAll("canvas[data-flame]")];
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setHtml($("#main"), S.me ? pageHtml() : register());
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for (const old of burning) {
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const fresh = document.querySelector(`canvas[data-flame="${old.dataset.flame}"]`);
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if (fresh && fresh !== old) fresh.replaceWith(old);
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}
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fireTextAt = 0; // and fill in their bars and times straight away
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for (const [key, value] of Object.entries(kept)) {
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const el = document.querySelector(`[data-keep="${key}"]`);
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if (el) el.value = value;
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}
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if (focus) document.querySelector(`[data-keep="${focus}"]`)?.focus();
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const msgs = $(".msgs");
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if (msgs) msgs.scrollTop = msgs.scrollHeight;
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animate();
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}
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// Only touch the DOM when the markup changed. Replacing an element mid-swipe
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// cancels the swipe on iOS, and polls arrive every few seconds.
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function setHtml(el, html) {
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if (el.dataset.html === html) return;
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const scroll = el.scrollTop;
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el.innerHTML = html;
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el.dataset.html = html;
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el.scrollTop = scroll;
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}
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function setMenu(open) {
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$("#app").classList.toggle("open", open);
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document.documentElement.classList.toggle("menu-open", open);
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}
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function nav(id, icon, label, meta = "", extra = "", tip = "") {
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return `<button class="nav ${page === id ? "on" : ""}" data-nav="${id}"${tip ? ` title="${esc(tip)}"` : ""}><span class="ic">${icon}</span><span class="label">${label}</span>${extra}<span class="meta">${meta}</span></button>`;
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}
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function skillNav(skill, me, doing) {
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const busy = doing?.skill === skill.id ? `<span class="dot"></span>` : "";
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const fire = fireOfSkill(skill.id), heat = fire ? fireNow(fire).heat : -1;
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const flame = heat >= 0 ? `<span class="fdot" style="--c:${flameTint(heat)}"></span>` : "";
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const low = skill.id === "firekeeping" && Object.keys(C.fires).some((id) => fireNow(id).low) ? `<span class="alert"></span>` : "";
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const tip = heat >= 0 ? `${C.fires[fire].name}: ${C.flames[heat][0]}` : low ? "A fire is low" : "";
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return nav("skill:" + skill.id, skill.icon, skill.name, `${me.levels[skill.id]}`, flame + busy + low, tip);
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}
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function pinnedNav(me, doing) {
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const pinned = C.skills.filter((s) => me.pinned.includes(s.id) && (!s.class || s.class === me.cls));
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return pinned.length ? `<div class="navhead">📌 Pinned</div>${pinned.map((s) => skillNav(s, me, doing)).join("")}` : "";
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}
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function sidebar() {
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const me = S.me, cls = C.classes[me.cls];
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const doing = me.action && C.actions.find((a) => a.id === me.action.id);
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const raid = S.upcoming?.kind === "raid";
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const takeable = (S.orders || []).filter(canTake).length;
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let html = `
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<div class="brand"><img src="/static/icon.svg" alt="">Guildhall <small>alpha</small></div>
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<div class="me">
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<div class="who">${esc(me.name)}</div>
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<div class="cls">${cls.icon} ${cls.name} · ${HEART} <span data-live-hp>${fmt(me.hp)}</span>/${me.max_hp}</div>
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<div class="purse"><span class="gold" title="Gold">${COIN} ${fmt(me.gold)}</span><span class="favour" title="Favour: earned by donating">${FAVOUR} ${fmt(me.favour)}</span></div>
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</div>
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${pinnedNav(me, doing)}
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<div class="navhead">City</div>
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${nav("town", "🏘️", "Town square", `${S.city.population}`, "", `Population ${S.city.population}`)}
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${nav("council", "📜", "Council & threats", "", raid ? `<span class="alert"></span>` : "", raid ? "A threat is coming" : "")}
|
||
${nav("orders", ORDER_ICON(), "Work orders", "", takeable ? `<span class="badge">${takeable}</span>` : "", takeable ? `${takeable} for you` : "")}
|
||
${nav("board", "💬", "Town board")}
|
||
${nav("roster", "👥", "Guild roster", `${S.players.length}`, "", `${S.players.length} ${S.players.length === 1 ? "adventurer" : "adventurers"}`)}
|
||
<div class="navhead">You</div>
|
||
${nav("character", cls.icon, "Character", `${skillOf("combat").icon} ${me.levels.combat}`, "", `Combat level ${me.levels.combat}`)}
|
||
${nav("bank", "🏦", "Bank", `${me.slots_used}/${me.slots}`, "", `${me.slots_used} of ${me.slots} bank slots used`)}`;
|
||
let group = null;
|
||
for (const skill of C.skills) {
|
||
if (skill.class && skill.class !== me.cls) continue;
|
||
if (skill.group !== group) {
|
||
group = skill.group;
|
||
html += `<div class="navhead">${group}</div>`;
|
||
}
|
||
html += skillNav(skill, me, doing);
|
||
}
|
||
return html + (S.dev ? devbar() : "")
|
||
+ `<p class="credit">Icons by Lorc, Delapouite and others at <a href="https://game-icons.net" target="_blank" rel="noopener">game-icons.net</a>, CC BY 3.0</p>`;
|
||
}
|
||
|
||
function devbar() {
|
||
return `<div class="devbar"><b>Dev mode</b> · playing as ${esc(S.uid)}
|
||
<form data-form="dev-user"><input type="text" data-keep="dev-user" placeholder="switch user"><button class="btn sm">Go</button></form>
|
||
<div class="row">
|
||
<button class="btn sm" data-dev-advance="1">+1h</button>
|
||
<button class="btn sm" data-dev-advance="8">+8h</button>
|
||
<button class="btn sm" data-dev-advance="24">+1d</button>
|
||
<button class="btn sm" data-dev-event>Threat now</button>
|
||
<button class="btn sm" data-dev-happen="fortune">Fortune</button>
|
||
<button class="btn sm" data-dev-happen="hardship">Hardship</button>
|
||
<button class="btn sm" data-dev-happen="minor">Problem</button>
|
||
</div></div>`;
|
||
}
|
||
|
||
const TITLES = { town: "Town square", council: "Council & threats", orders: "Work orders", board: "Town board", roster: "Guild roster", bank: "Bank", character: "Character" };
|
||
|
||
function topbar() {
|
||
let title = TITLES[page] || "Guildhall";
|
||
if (page.startsWith("skill:")) title = skillOf(page.slice(6))?.name || title;
|
||
if (page.startsWith("character:")) title = S.players.find((p) => p.id === page.slice(10))?.name || "Character";
|
||
if (!S.me) title = "Welcome to Guildhall";
|
||
let chips = "";
|
||
if (S.me?.action) {
|
||
const action = C.actions.find((a) => a.id === (S.me.action.growing || S.me.action.id));
|
||
chips += `<button class="chip act" data-nav="skill:${action.skill}">${skillOf(action.skill).icon} <span class="label">${esc(action.name)}</span><span class="bar mini ${S.me.action.fight ? "foe" : ""}"><span data-progress></span></span></button>`;
|
||
} else if (S.me) {
|
||
chips += `<span class="chip muted">Idle${S.me.stopped ? ` · ${esc(S.me.stopped)}` : ""}</span>`;
|
||
}
|
||
const fires = S.me ? Object.keys(C.fires).map((id) => [id, fireNow(id)]) : [];
|
||
if (fires.some(([, n]) => n.heat >= 0)) {
|
||
const tip = fires.map(([id, n]) => `${C.fires[id].name}: ${n.heat >= 0 ? `${C.flames[n.heat][0]}, ${dur(n.left / n.speed)}` : "out"}`).join("\n");
|
||
chips += `<button class="chip fire-pips" data-nav="skill:firekeeping" title="${esc(tip)}">${fires.map(([, n]) =>
|
||
`<i class="pip ${n.heat >= 0 ? "lit" : ""} ${n.low ? "low" : ""}" style="--c:${flameTint(n.heat)}"></i>`).join("")}</button>`;
|
||
}
|
||
const w = S.happenings?.weather;
|
||
if (w) chips += `<button class="chip" data-nav="town" title="${esc(weatherTip(w))}">${w.icon}</button>`;
|
||
if (S.upcoming) chips += `<button class="chip ${["raid", "dragon"].includes(S.upcoming.kind) ? "threat" : ""} ${S.upcoming.at_gates ? "alarm" : ""}" data-nav="council">${eventIcon(S.upcoming.kind)} ${S.upcoming.at_gates ? `<span class="label">${S.upcoming.kind === "dragon" ? "Overhead" : "At the gates"}</span> ` : ""}${eventWhen(S.upcoming, true)}</button>`;
|
||
return `<button class="menu-btn" data-menu aria-label="Menu">☰</button><h1>${esc(title)}</h1>${chips}${S.me ? trackedBar() : ""}`;
|
||
}
|
||
|
||
// The recipe you're after, under the top bar on every page: have / need for each input.
|
||
function trackedBar() {
|
||
const me = S.me, a = me.tracked && C.actions.find((x) => x.id === me.tracked);
|
||
if (!a) return "";
|
||
const ready = Object.entries(me.fuelled?.[a.id] || a.inputs).every(([id, q]) => (me.bank[id] || 0) >= q);
|
||
const go = !me.blocked[a.id] && me.action?.id !== a.id;
|
||
return `<div class="tracked ${ready ? "ready" : ""}">
|
||
<button class="tracked-name" data-nav="skill:${a.skill}" data-nav-group="${esc(a.group || "")}" title="${esc(a.name)}">${a.icon}<span class="label">${esc(a.name)}</span></button>
|
||
<span class="io">${inputChips(a)}</span>
|
||
${go ? `<button class="btn sm primary" data-start="${a.id}">Start</button>` : ""}
|
||
<button class="pin on" data-track="${a.id}" title="Untrack">📌</button>
|
||
</div>`;
|
||
}
|
||
|
||
function eventIcon(kind) {
|
||
return { raid: "⚔️", dragon: "🐉", merchant: "🐪", refugees: "🧳" }[kind] || "❗";
|
||
}
|
||
|
||
function eventWhen(ev, short = false) {
|
||
if (ev.exact) return short ? `in ${countdown(ev.exact)}` : `${clock(ev.exact)} (in ${countdown(ev.exact)})`;
|
||
if (short) return ev.earliest <= serverNow() + 60 ? `within ${countdown(ev.latest)}` : `in ${countdown(ev.earliest)}–${countdown(ev.latest)}`;
|
||
return `between ${clock(ev.earliest)} and ${clock(ev.latest)}`;
|
||
}
|
||
|
||
function pageHtml() {
|
||
if (S.me.repick) return repickPage();
|
||
if (page.startsWith("skill:")) {
|
||
const id = page.slice(6);
|
||
const skill = skillOf(id);
|
||
if (skill && (!skill.class || skill.class === S.me.cls)) return skillPage(id);
|
||
page = "town";
|
||
}
|
||
if (page.startsWith("character:")) return characterSheet(page.slice(10));
|
||
if (page === "character") return characterSheet(S.uid);
|
||
return ({ town, council, orders, board, roster, bank }[page] || town)();
|
||
}
|
||
|
||
// Recipe input as "have / need"; without `have`, just the quantity.
|
||
function itemChip(id, qty, have) {
|
||
const short = have !== undefined && have < qty;
|
||
return `<span class="item-chip ${short ? "short" : ""}" title="${esc([item(id).name, itemStats(id)].filter(Boolean).join(": "))}">${item(id).icon} ${have !== undefined ? `${fmt(have)} <span class="have">/ ${fmt(qty)}</span>` : fmt(qty)}</span>`;
|
||
}
|
||
|
||
// A recipe's inputs as "have / need", with the fuel a lit fire pays struck through.
|
||
function inputChips(a) {
|
||
const me = S.me, ins = me.fuelled?.[a.id] || a.inputs;
|
||
return Object.entries(a.inputs).map(([id, q]) => {
|
||
const need = ins[id] || 0, have = me.bank[id] || 0;
|
||
if (need === q) return itemChip(id, q, have);
|
||
const tip = `title="${esc(`${item(id).name}: the ${C.fires[a.fire].name.toLowerCase()} pays ${q - need}`)}"`;
|
||
return need ? `<span class="item-chip ${have < need ? "short" : ""}" ${tip}>${item(id).icon} ${fmt(have)} <span class="have">/ <s>${q}</s> ${need}</span></span>`
|
||
: `<span class="item-chip paid" ${tip}>${item(id).icon} <s>${q}</s></span>`;
|
||
}).join("");
|
||
}
|
||
|
||
// Progress towards a building cost: "have / need".
|
||
function costChip(icon, name, need, have) {
|
||
return `<span class="item-chip ${have < need ? "short" : ""}" title="${esc(`${name}: ${have < need ? `${fmt(need - have)} more needed` : "done"}`)}">${icon} ${fmt(have)} <span class="have">/ ${fmt(need)}</span></span>`;
|
||
}
|
||
|
||
// --- skill pages ----------------------------------------------------------
|
||
|
||
function skillPage(id) {
|
||
const me = S.me, skill = skillOf(id), level = me.levels[id], xp = me.xp[id];
|
||
const floor = C.xp_table[level], ceil = C.xp_table[level + 1];
|
||
const pct = ceil ? (xp - floor) / (ceil - floor) * 100 : 100;
|
||
const cls = C.classes[me.cls];
|
||
const fast = cls.fast.includes(id);
|
||
let html = `
|
||
<div class="panel"><div class="skill-head">
|
||
<div class="big">${skill.icon}</div>
|
||
<div class="info">
|
||
<h2>${skill.name} <button class="pin ${me.pinned.includes(id) ? "on" : ""}" data-pin="${id}" title="${me.pinned.includes(id) ? "Unpin" : "Pin"}">📌</button></h2>
|
||
<div class="lv">Level ${level} / 99 · ${fmt(xp)}${ceil ? ` / ${fmt(ceil)}` : ""} XP</div>
|
||
<div class="bar xp thick"><span style="width:${pct}%"></span></div>
|
||
</div>
|
||
${fast ? `<span class="tag gold">${cls.icon} ${cls.name} bonus</span>` : ""}
|
||
</div></div>`;
|
||
if (id === "combat") html += combatFrame();
|
||
if (id === "prayer") html += prayerPanel();
|
||
if (id === "construction") html += S.city.construction ? siteBanner()
|
||
: `<div class="panel muted">Nothing under construction.</div>`;
|
||
if (id === "farming" && me.cls === "homesteader") html += plotsPanel();
|
||
html += skillGear(id);
|
||
if (id === "firekeeping") return html + firekeepingPage();
|
||
html += fireBand(id);
|
||
if (id === "reconnaissance") html += `<div class="panel small muted">Raises intel on the coming threat. Higher levels open as it nears.</div>`;
|
||
html += skillHappenings(id);
|
||
const wanted = (S.orders || []).filter((o) => o.skill === id && canTake(o));
|
||
if (wanted.length) html += `<div class="banner good happening-banner"><span class="banner-ico">${ORDER_ICON()}</span>
|
||
<div class="grow"><b>${wanted.length} work order${wanted.length > 1 ? "s" : ""}</b>
|
||
<div class="small">${wanted.map((o) => esc(item(o.item).name)).join(" · ")}</div></div>
|
||
<button class="btn" data-nav="orders">Work orders</button></div>`;
|
||
const live = new Set(S.happenings.problems.map((p) => p.kind));
|
||
const listed = C.actions.filter((a) => a.skill === id && (a.special !== "problem" || live.has(a.problem)));
|
||
// Tabs and sections keep their designed order; what's inside each is sorted by the level it needs.
|
||
const groups = [...new Set(listed.map((a) => a.group).filter(Boolean))];
|
||
const actions = [...listed].sort((a, b) => a.level - b.level);
|
||
if (groups.length > 2) {
|
||
// Many groups: one tab each.
|
||
const open = (g) => actions.some((a) => a.group === g && !isLocked(a));
|
||
let current = tabs[id] || remember(`tab.${id}`);
|
||
// Tier ladders open on the highest tier you can work; categories open on the first.
|
||
const ladder = ["smithing", "leatherworking", "tailoring", "herblore", "combat"].includes(id);
|
||
if (!groups.includes(current)) current = (ladder && [...groups].reverse().find(open)) || groups[0];
|
||
const bar = groups.map((g) => `<button class="tab ${g === current ? "on" : ""} ${open(g) ? "" : "dim"}" data-tab="${id}" data-group="${esc(g)}">${esc(g)}</button>`).join("");
|
||
// Ungrouped actions (the building site) stay above the tabs.
|
||
const loose = actions.filter((a) => !a.group);
|
||
if (loose.length) html += `<div class="grid" style="margin-bottom:14px">${loose.map(actionCard).join("")}</div>`;
|
||
return html + `<div class="tabs">${bar}</div><div class="grid">${actions.filter((a) => a.group === current).map(actionCard).join("")}</div>`;
|
||
}
|
||
// A few groups: each under its own heading, in the order they first appear.
|
||
let cards = actions.filter((a) => !a.group).map(actionCard).join("");
|
||
for (const g of groups) {
|
||
cards += `<div class="section-title grid-head">${esc(g)}</div>` + actions.filter((a) => a.group === g).map(actionCard).join("");
|
||
}
|
||
return html + `<div class="grid">${cards}</div>`;
|
||
}
|
||
|
||
// Locked: missing a level, class or building, as opposed to just out of materials.
|
||
function isLocked(a) {
|
||
const why = S.me.blocked[a.id];
|
||
return Boolean(why && (why.startsWith("Needs") || why.startsWith("Only")));
|
||
}
|
||
|
||
// A homesteader's two plots: one crop 30% faster, or two crops sharing a 20% faster pace.
|
||
function plotsPanel() {
|
||
const a = S.me.action, farming = a && C.actions.find((x) => x.id === a.id)?.skill === "farming";
|
||
const name = (id) => esc(C.actions.find((x) => x.id === id).name);
|
||
const status = !farming ? `<span class="muted">Start a crop to plant plot 1.</span>`
|
||
: a.plot2 ? `Plot 1: <b>${name(a.id)}</b> · Plot 2: <b>${name(a.plot2)}</b> <span class="muted">· alternating, 20% faster</span>`
|
||
: `Plot 1: <b>${name(a.id)}</b> · Plot 2: <span class="muted">empty · focused, 30% faster</span>`;
|
||
return `<div class="panel tool-panel"><span>🌱 ${status}</span></div>`;
|
||
}
|
||
|
||
// The skill's active potion, or the ones in the bank that could be drunk for it.
|
||
// A skill's potion and tool side by side, each a slot with what you could switch to beside it.
|
||
function skillGear(skill) {
|
||
const me = S.me, cards = [];
|
||
const kinds = Object.entries(C.items).filter(([, it]) => it.potion?.skill === skill);
|
||
if (kinds.length) {
|
||
const active = me.potions[skill], it = active && item(active.item);
|
||
const others = kinds.filter(([id]) => me.bank[id] && id !== active?.item).map(([id, p]) =>
|
||
`<button class="doll-slot swap" data-potion="${id}" title="${esc(`${p.name}: ${p.potion.text}`)}">${p.icon}<span class="swap-qty">${fmt(me.bank[id])}</span></button>`).join("");
|
||
cards.push(`<div class="panel gear-card">
|
||
<span class="doll-slot ${it ? "" : "empty"}" title="${esc(it ? `${it.name}: ${it.potion.text}` : "No potion")}">${it ? it.icon : glyph("round-bottom-flask", "#98a1b4")}</span>
|
||
<div class="gear-text">${it ? `<b>${esc(it.name)}</b><span class="muted small">${esc(it.potion.text)} · ${fmt(active.charges)} uses</span>`
|
||
: `<span class="muted">No potion</span>`}</div>
|
||
${others ? `<div class="swap-grid">${others}</div>` : ""}</div>`);
|
||
}
|
||
for (const [kind, none] of [["tool", "No tool"], ["station", "No station"]]) {
|
||
const slot = `${kind}_${skill}`;
|
||
if (!(slot in me.equip)) continue;
|
||
const id = me.equip[slot], it = id && item(id);
|
||
const others = Object.keys(me.bank).filter((x) => item(x)[kind] === skill).sort((a, b) => item(b).speed - item(a).speed).map((x) => {
|
||
const [s, level] = item(x).req || [], why = s && me.levels[s] < level ? `Needs ${skillOf(s).name.toLowerCase()} ${level}` : "";
|
||
return `<button class="doll-slot swap" data-equip="${x}" ${why ? "disabled" : ""} title="${esc([`${item(x).name}: ${Math.round(item(x).speed * 100)}% faster`, why].filter(Boolean).join(" · "))}">${item(x).icon}</button>`;
|
||
}).join("");
|
||
cards.push(`<div class="panel gear-card">
|
||
<span class="doll-slot ${it ? "" : "empty"}" title="${esc(it ? it.name : none)}">${it ? it.icon : glyph(kind === "tool" ? "toolbox" : "anvil", "#98a1b4")}</span>
|
||
<div class="gear-text">${it ? `<b>${esc(it.name)}</b><span class="muted small">${Math.round(it.speed * 100)}% faster</span>` : `<span class="muted">${none}</span>`}</div>
|
||
${others || it ? `<div class="swap-grid">${others}${it ? `<button class="doll-slot swap off" data-unequip="${slot}" title="Take it off">${glyph("cancel", "#98a1b4")}</button>` : ""}</div>` : ""}</div>`);
|
||
}
|
||
return cards.length ? `<div class="gear-row">${cards.join("")}</div>` : "";
|
||
}
|
||
|
||
// --- fires ----------------------------------------------------------------
|
||
// The guild's shared fires. Between polls the client burns them down itself, the same
|
||
// way the server does: the burn shared evenly between everyone's piles, each pile's
|
||
// hottest fuel first.
|
||
|
||
const ROMAN = ["I", "II", "III", "IV", "V", "VI"];
|
||
// Core to edge of each flame colour, for the animated fires.
|
||
const FLAME_RAMPS = [["#fff3cf", "#ffb54a", "#ff6a2a", "#8a210a"], ["#fffbe6", "#ffe680", "#f2a81f", "#7a4a06"],
|
||
["#ffffff", "#f6f4ff", "#c9c4e0", "#4d4a66"], ["#eef8ff", "#8fd0ff", "#3485ea", "#10347a"],
|
||
["#ecfff1", "#8af5ab", "#22b85a", "#0a4a25"], ["#f8efff", "#d6b0ff", "#9150f0", "#3a1474"]];
|
||
const STILL = matchMedia("(prefers-reduced-motion: reduce)").matches;
|
||
let firewood = Number(remember("firewood") ?? -1); // the log tier picked for tending
|
||
const flames = {}; // fire -> its particles, kept across renders
|
||
let fireTextAt = 0;
|
||
|
||
const fireOfSkill = (skill) => Object.keys(C.fires).find((id) => C.fires[id].skill === skill);
|
||
const flameTint = (tier) => tier >= 0 ? C.flames[tier][1] : "#5d626b";
|
||
const tendLevel = (tier) => C.actions.find((a) => a.id === `tend_forge_${C.firewood[tier]}`).level;
|
||
|
||
function fireNow(id) {
|
||
const f = S.city.fires[id], fuel = f.fuel.map((c) => ({ ...c }));
|
||
const hottest = (by) => fuel.filter((c) => c.by === by).reduce((best, c) => (c.tier > best.tier ? c : best));
|
||
let burn = Math.max(0, serverNow() - f.at) * f.speed;
|
||
while (burn > 1e-9 && fuel.length) {
|
||
const heads = [...new Set(fuel.map((c) => c.by))].map(hottest);
|
||
const step = Math.min(burn, Math.min(...heads.map((c) => c.left)) * heads.length);
|
||
for (const c of heads) {
|
||
c.left -= step / heads.length;
|
||
if (c.left <= 1e-6) fuel.splice(fuel.indexOf(c), 1);
|
||
}
|
||
burn -= step;
|
||
}
|
||
const heat = fuel.reduce((h, c) => Math.max(h, c.tier), -1), left = fuel.reduce((sum, c) => sum + c.left, 0);
|
||
const mine = fuel.filter((c) => c.by === S.uid);
|
||
return { fuel, mine, heat, left, low: heat >= 0 && left < C.fire_low, speed: f.speed };
|
||
}
|
||
|
||
function pickFirewood() {
|
||
const me = S.me, open = C.firewood.map((_, t) => t).filter((t) => me.levels.firekeeping >= tendLevel(t));
|
||
if (open.includes(firewood)) return firewood;
|
||
return [...open].reverse().find((t) => me.bank[C.firewood[t]]) ?? 0;
|
||
}
|
||
|
||
function firekeepingPage() {
|
||
const me = S.me, fk = me.firekeeping, pick = pickFirewood(), speed = Object.values(S.city.fires)[0].speed;
|
||
const perLog = (tier) => +(C.tend_xp[tier] * fk.minutes).toFixed(1);
|
||
const logs = C.firewood.map((log, tier) => {
|
||
const level = tendLevel(tier), locked = me.levels.firekeeping < level;
|
||
const tip = `${item(log).name} · ${C.flames[tier][0]} · ${locked ? `Needs level ${level}` : `${perLog(tier)} XP a log`}`;
|
||
return `<button class="logbtn ${tier === pick ? "on" : ""}" style="--c:${flameTint(tier)}" data-firewood="${tier}" ${locked ? "disabled" : ""} title="${esc(tip)}"><span class="swatch"></span>${item(log).icon} ${fmt(me.bank[log] || 0)}</button>`;
|
||
}).join("");
|
||
return `<div class="panel fire-tools"><div class="logs">${logs}</div>
|
||
<span class="tag" title="Fire and XP per log">${glyph("stopwatch", "#98a1b4")} ${dur(fk.minutes * 60 / speed)} · ${perLog(pick)} XP</span>
|
||
<span class="tag" title="Most fuel you can bank in a fire">${glyph("campfire", "#98a1b4")} ${dur(fk.bank * 60 / speed)}</span></div>
|
||
<div class="fire-grid">${Object.keys(C.fires).map((id) => fireCard(id, pick)).join("")}</div>`;
|
||
}
|
||
|
||
function fireCard(id, pick) {
|
||
const me = S.me, spec = C.fires[id], f = S.city.fires[id], n = fireNow(id), skill = skillOf(spec.skill);
|
||
const mine = me.action?.id.startsWith(`tend_${id}_`);
|
||
const start = `tend_${id}_${C.firewood[pick]}`, why = mine ? "" : me.blocked[start];
|
||
const crafting = f.users.filter((u) => !u.action.startsWith("tend_"));
|
||
const doing = (u) => C.actions.find((a) => a.id === u.action);
|
||
const piles = [...new Set(f.fuel.map((c) => c.by))];
|
||
const keepers = piles.length ? `<span title="${esc(piles.map(playerName).join("\n"))}">🔥 ${piles.length}</span>` : "";
|
||
const who = crafting.length
|
||
? `<span title="${esc(crafting.map((u) => `${u.name}: ${doing(u).name}`).join("\n"))}">👤 ${crafting.length} ${crafting.map((u) => doing(u).icon).join("")}</span>`
|
||
: `<span class="muted">👤 0</span>`;
|
||
return `<div class="fire-card ${n.heat >= 0 ? "lit" : "out"} ${mine ? "active" : ""}" style="--c:${flameTint(n.heat)}">
|
||
<div class="fire-stage"><canvas data-flame="${id}"></canvas><span class="fire-state" data-fire-state="${id}"></span></div>
|
||
<div class="fire-body">
|
||
<div class="fire-head">${glyph(spec.glyph, "#e7e9f0")}<b>${esc(spec.name)}</b><span class="muted small">${skill.icon} ${esc(skill.name)}</span></div>
|
||
<div class="fire-line"><span data-fire-left="${id}" title="Until it's out"></span><span data-fire-covers="${id}"></span></div>
|
||
<div class="fuel" data-fuel="${id}" title="Your pile"></div>
|
||
<div class="fire-line small"><span data-fire-mine="${id}" title="Your pile / the most you can bank"></span><span title="Logs this fire has paid for">🪵 ${fmt(f.saved || 0)}</span></div>
|
||
<div class="fire-line small">${who}${keepers}</div>
|
||
${mine ? `<div class="bar thick"><span data-progress></span></div>` : ""}
|
||
<div class="foot"><span class="why">${esc(why || "")}</span>${mine
|
||
? `<button class="btn danger" data-stop>Stop</button>`
|
||
: `<button class="btn primary" data-start="${start}" ${why ? "disabled" : ""}>Tend</button>`}</div>
|
||
</div></div>`;
|
||
}
|
||
|
||
// The fire behind a crafting skill, at the top of its page.
|
||
function fireBand(skill) {
|
||
const id = fireOfSkill(skill);
|
||
if (!id) return "";
|
||
const n = fireNow(id), spec = C.fires[id], lit = n.heat >= 0;
|
||
const pays = lit && `Pays the log for tier ${ROMAN[n.heat]} and below${id === "forge" ? ", and a coal" : ""}`;
|
||
return `<div class="fire-band ${lit ? "lit" : ""}" style="--c:${flameTint(n.heat)}">
|
||
${glyph(spec.glyph, lit ? flameTint(n.heat) : "#98a1b4")}
|
||
<div class="grow"><b>${esc(spec.name)}</b> <span class="muted small">${lit ? `${C.flames[n.heat][0]} · <span data-fire-time="${id}"></span>` : "Out"}</span></div>
|
||
${lit ? `<span class="tag flame" title="${esc(pays)}">🪵 ≤ ${ROMAN[n.heat]}</span>` : ""}
|
||
<button class="btn sm" data-nav="skill:firekeeping">🔥 Tend</button>
|
||
</div>`;
|
||
}
|
||
|
||
function animateFires() {
|
||
if (!S?.me || !S.city?.fires) return;
|
||
const text = performance.now() - fireTextAt > 250;
|
||
if (text) fireTextAt = performance.now();
|
||
for (const id of Object.keys(C.fires)) {
|
||
const canvas = document.querySelector(`[data-flame="${id}"]`);
|
||
if (!canvas && !text) continue;
|
||
const n = fireNow(id);
|
||
if (canvas) drawFlame(canvas, id, n);
|
||
if (!text) continue;
|
||
const set = (sel, html) => { for (const el of document.querySelectorAll(sel)) if (el.dataset.v !== html) { el.innerHTML = html; el.dataset.v = html; } };
|
||
const bank = S.me.firekeeping.bank * 60, mine = n.mine.reduce((sum, c) => sum + c.left, 0);
|
||
const tiers = C.flames.map((_, t) => n.mine.filter((c) => c.tier === t).reduce((sum, c) => sum + c.left, 0));
|
||
set(`[data-fuel="${id}"]`, tiers.map((left, t) => left ? `<i style="--c:${flameTint(t)};width:${(left / Math.max(bank, mine) * 100).toFixed(2)}%"></i>` : "").join(""));
|
||
set(`[data-fire-left="${id}"]`, n.heat >= 0 ? `🔥 <b>${dur(n.left / n.speed)}</b>` : "");
|
||
set(`[data-fire-mine="${id}"]`, `You ${dur(mine / n.speed)} / ${dur(bank / n.speed)}`);
|
||
set(`[data-fire-time="${id}"]`, dur(n.left / n.speed));
|
||
set(`[data-fire-covers="${id}"]`, n.heat >= 0 ? `<span class="tag flame" style="--c:${flameTint(n.heat)}" title="Pays the log for tier ${ROMAN[n.heat]} and below">🪵 ≤ ${ROMAN[n.heat]}</span>` : "");
|
||
set(`[data-fire-state="${id}"]`, n.heat < 0 ? "Out" : n.low ? "Low" : C.flames[n.heat][0]);
|
||
for (const el of document.querySelectorAll(`[data-fire-state="${id}"]`)) el.className = `fire-state ${n.heat < 0 ? "out" : n.low ? "low" : ""}`;
|
||
}
|
||
}
|
||
|
||
function rampAt(ramp, t) {
|
||
const s = t * (ramp.length - 1), i = Math.min(Math.floor(s), ramp.length - 2), f = s - i;
|
||
const rgb = (hex) => [1, 3, 5].map((k) => parseInt(hex.slice(k, k + 2), 16));
|
||
const a = rgb(ramp[i]), b = rgb(ramp[i + 1]);
|
||
return `rgb(${a.map((v, k) => Math.round(v + (b[k] - v) * f)).join(",")})`;
|
||
}
|
||
|
||
// A fire on a canvas: rising flame particles in its colour, taller with more fuel;
|
||
// smoke when it's low, a grey bed of ash when it's out.
|
||
function drawFlame(cv, id, n) {
|
||
const st = flames[id] ||= { parts: [], at: performance.now() };
|
||
const t = performance.now(), dt = Math.min(0.05, (t - st.at) / 1000);
|
||
st.at = t;
|
||
const r = cv.getBoundingClientRect(), d = Math.min(devicePixelRatio || 1, 2);
|
||
if (!r.width) return;
|
||
if (cv.width !== Math.round(r.width * d)) { cv.width = Math.round(r.width * d); cv.height = Math.round(r.height * d); }
|
||
const ctx = cv.getContext("2d"), W = cv.width, H = cv.height, cx = W / 2, base = H - 22 * d;
|
||
const lit = n.heat >= 0, ramp = FLAME_RAMPS[Math.max(0, n.heat)];
|
||
const power = lit ? Math.min(1, 0.25 + n.left / 14400) : 0;
|
||
ctx.clearRect(0, 0, W, H);
|
||
if (lit && !STILL) {
|
||
for (let i = Math.round(90 * power * dt) + 1; i > 0; i--) st.parts.push({ k: "f", x: cx + (Math.random() - 0.5) * 46 * d * (0.6 + power * 0.6), y: base,
|
||
vx: (Math.random() - 0.5) * 18 * d, vy: -(40 + Math.random() * 60) * d * (0.55 + power), life: 0,
|
||
max: 0.55 + Math.random() * 0.5 * (0.5 + power), r: (7 + Math.random() * 9) * d * (0.6 + power * 0.5) });
|
||
if (Math.random() < dt * 6 * power) st.parts.push({ k: "e", x: cx + (Math.random() - 0.5) * 40 * d, y: base - 10 * d,
|
||
vx: (Math.random() - 0.5) * 30 * d, vy: -(60 + Math.random() * 60) * d, life: 0, max: 1 + Math.random(), r: 1.4 * d });
|
||
}
|
||
if (!STILL && (!lit || n.low) && Math.random() < dt * (lit ? 5 : 3)) st.parts.push({ k: "s", x: cx + (Math.random() - 0.5) * 20 * d,
|
||
y: base - (lit ? 40 * d : 0), vx: (Math.random() - 0.3) * 10 * d, vy: -(18 + Math.random() * 14) * d, life: 0, max: 2.5 + Math.random(), r: (6 + Math.random() * 5) * d });
|
||
ctx.fillStyle = "#3a2a1e";
|
||
ctx.save();
|
||
ctx.translate(cx, base + 8 * d);
|
||
for (const [angle, w] of [[-0.18, 70], [0.2, 64], [0, 50]]) {
|
||
ctx.save(); ctx.rotate(angle); ctx.beginPath(); ctx.roundRect(-w / 2 * d, -5 * d, w * d, 10 * d, 5 * d); ctx.fill(); ctx.restore();
|
||
}
|
||
ctx.restore();
|
||
if (lit) {
|
||
const glow = ctx.createRadialGradient(cx, base + 4 * d, 2, cx, base + 4 * d, 60 * d);
|
||
glow.addColorStop(0, ramp[1] + "aa");
|
||
glow.addColorStop(1, ramp[3] + "00");
|
||
ctx.fillStyle = glow;
|
||
ctx.fillRect(0, 0, W, H);
|
||
} else {
|
||
ctx.fillStyle = "#4a4a50";
|
||
ctx.beginPath(); ctx.ellipse(cx, base + 12 * d, 38 * d, 5 * d, 0, 0, Math.PI * 2); ctx.fill();
|
||
}
|
||
if (lit && STILL) {
|
||
const h = 44 * d * (0.6 + power * 0.5), g = ctx.createRadialGradient(cx, base - 18 * d, 2, cx, base - 18 * d, h);
|
||
ramp.forEach((c, i) => g.addColorStop(i / 3, c + (i === 3 ? "00" : "ff")));
|
||
ctx.fillStyle = g;
|
||
ctx.beginPath(); ctx.ellipse(cx, base - 18 * d, 26 * d, h, 0, 0, Math.PI * 2); ctx.fill();
|
||
}
|
||
st.parts = st.parts.filter((p) => (p.life += dt) < p.max);
|
||
ctx.globalCompositeOperation = "lighter";
|
||
for (const p of st.parts) {
|
||
p.x += p.vx * dt;
|
||
p.y += p.vy * dt;
|
||
const k = p.life / p.max;
|
||
if (p.k === "f") {
|
||
p.vx += (cx - p.x) * 1.8 * dt;
|
||
ctx.globalAlpha = (1 - k) * 0.55;
|
||
ctx.fillStyle = rampAt(ramp, Math.min(1, k * 1.25));
|
||
ctx.beginPath(); ctx.arc(p.x, p.y, p.r * (1 - k * 0.7), 0, Math.PI * 2); ctx.fill();
|
||
} else if (p.k === "e") {
|
||
ctx.globalAlpha = 1 - k;
|
||
ctx.fillStyle = ramp[1];
|
||
ctx.fillRect(p.x, p.y, p.r * 2, p.r * 2);
|
||
}
|
||
}
|
||
ctx.globalCompositeOperation = "source-over";
|
||
for (const p of st.parts) if (p.k === "s") {
|
||
const k = p.life / p.max;
|
||
ctx.globalAlpha = (1 - k) * 0.22;
|
||
ctx.fillStyle = "#9aa0ae";
|
||
ctx.beginPath(); ctx.arc(p.x, p.y, p.r * (1 + k * 2), 0, Math.PI * 2); ctx.fill();
|
||
}
|
||
ctx.globalAlpha = 1;
|
||
}
|
||
|
||
function prayerPanel() {
|
||
const me = S.me, city = S.city, level = me.levels.prayer;
|
||
const cost = C.prayers.filter((p) => me.prayers.includes(p.id)).reduce((sum, p) => sum + p.cost, 0);
|
||
const cards = C.prayers.map((p) => {
|
||
const on = me.prayers.includes(p.id), locked = level < p.level;
|
||
const full = !on && me.prayers.length >= C.max_prayers;
|
||
return `<button class="prayer ${on ? "on" : ""} ${locked ? "locked" : ""}" data-pray="${p.id}" ${locked ? "disabled" : ""}
|
||
title="${locked ? `Needs prayer level ${p.level}` : full ? `Max ${C.max_prayers} active` : ""}">
|
||
<span class="ico">${p.icon}</span>
|
||
<span class="grow"><b>${esc(p.name)}</b><span class="small muted">${esc(p.text)}</span></span>
|
||
<span class="small ${locked ? "why" : "muted"}">${locked ? `Lv ${p.level}` : `${p.cost} pt${p.cost > 1 ? "s" : ""}/fight`}</span>
|
||
</button>`;
|
||
}).join("");
|
||
const temple = city.buildings.temple.level;
|
||
return `<div class="cols">
|
||
<div class="panel"><h2>Prayers · ${me.prayers.length} / ${C.max_prayers} active</h2>
|
||
<div class="prayer-points">${skillOf("prayer").icon} <b>${fmt(me.pp)}</b> prayer points${cost ? ` · ${cost} per fight (~${fmt(me.pp / cost)} fights)` : ""}</div>
|
||
<div class="prayers">${cards}</div>
|
||
<p class="small muted">Prayers cost points each fight. Bury bones for more.</p>
|
||
</div>
|
||
<div class="panel"><h2>Temple</h2>
|
||
${temple ? `<p>Devotion <b>${fmt(city.devotion)}</b> · ward <b>+${city.ward}</b> defence (max +${15 * temple})</p>
|
||
<p class="small muted">Offerings ward the next raid. +${temple} prayer point${temple > 1 ? "s" : ""} per bone buried.</p>`
|
||
: `<p class="muted">No temple yet.</p>`}
|
||
</div></div>`;
|
||
}
|
||
|
||
// A damage type's icon: what an enemy attacks with, or (tinted) what it's vulnerable to or resists.
|
||
function dmgIcon(type, how = "") {
|
||
const t = C.damage_types[type], name = t.name.toLowerCase();
|
||
const tip = how === "vuln" ? `Vulnerable to ${name} (+${Math.round((C.vulnerable - 1) * 100)}%)`
|
||
: how === "resist" ? `Resists ${name} (-${Math.round((1 - C.resistant) * 100)}%)`
|
||
: how === "attack" ? `Attacks with ${name}` : `${t.name} damage`;
|
||
return `<span class="dmg ${how}" title="${esc(tip)}">${glyph(t.glyph, t.tint)}</span>`;
|
||
}
|
||
|
||
function resistIcons(v) {
|
||
return v.vulnerable.map((k) => dmgIcon(k, "vuln")).join("") + v.resists.map((k) => dmgIcon(k, "resist")).join("");
|
||
}
|
||
|
||
// Who turns up in an encounter: each variant, what it attacks with, and how it takes each damage type.
|
||
// A variant your weapon is good against is green, one that resists it red.
|
||
function variantRows(e, o) {
|
||
return `<div class="variants">${e.variants.map((v, i) => {
|
||
const fit = o.variants[i].affinity;
|
||
return `<div class="variant ${fit > 1 ? "good" : fit < 1 ? "bad" : ""}">
|
||
<span class="v-attack">${v.attack.map((k) => dmgIcon(k, "attack")).join("")}</span>
|
||
<span class="v-name">${esc(v.name)}${v.archetype === "elite" ? ` <span class="muted">· rare</span>` : ""}</span>
|
||
<span class="v-hp muted">${fmt(v.hp)} HP</span>
|
||
<span class="v-res">${resistIcons(v)}</span>
|
||
</div>`;
|
||
}).join("")}</div>`;
|
||
}
|
||
|
||
// Everything about fighting in one frame. Left: you, your prayers (switch them mid-fight) and your
|
||
// gear (swap it mid-fight). Right: what you're fighting, what it attacks with, what it's weak to and
|
||
// resists (your weapon's type outlined), and the fight as it plays out.
|
||
function combatFrame() {
|
||
const me = S.me, a = me.action, f = a?.fight;
|
||
const encounter = f && C.actions.find((x) => x.id === a.id);
|
||
const bars = (who) => `<div class="bar hp ${who}"><span data-f="${who}-bar"${who === "you" ? ` data-live-hpbar style="width:${me.hp / me.max_hp * 100}%"` : ""}></span></div>
|
||
<div class="bar swing"><span data-f="${who}-swing"></span></div>`;
|
||
const you = `<div class="fighter">
|
||
<div class="fighter-name"><b>${esc(me.name)}</b><span class="small muted">${HEART} <span data-f="you-hp">${fmt(me.hp)} / ${me.max_hp}</span></span></div>
|
||
${bars("you")}
|
||
</div>`;
|
||
let foe = `<div class="foe-idle muted">Not fighting.</div>`;
|
||
if (f) {
|
||
const mine = C.styles[(me.equip.weapon && item(me.equip.weapon).style) || "sword"].damage;
|
||
const pills = (label, kinds, how) => kinds?.length ? `<div class="trait"><span class="muted small">${label}</span>
|
||
${kinds.map((k) => `<span class="pill ${how} ${k === mine && how !== "attack" ? "yours" : ""}">${dmgIcon(k, how)}${C.damage_types[k].name}</span>`).join("")}</div>` : "";
|
||
foe = `<div class="foe-head"><span class="foe-ico">${encounter?.icon || ""}</span>
|
||
<div class="fighter"><div class="fighter-name"><b>${esc(f.enemy)}</b><span class="small muted" data-f="foe-hp"></span></div>${bars("foe")}</div></div>
|
||
${f.foe ? `<div class="traits">${pills("Attacks with", f.foe.attack, "attack")}${pills("Weak to", f.foe.vulnerable, "vuln")}${pills("Resists", f.foe.resists, "resist")}</div>` : ""}
|
||
<ul class="fight-log" data-f="log"></ul>`;
|
||
}
|
||
return `<div class="panel fight combat-frame" ${f ? `data-fight="${a.start}"` : ""}>
|
||
<div class="you-side">${you}${prayerBar(me)}${paperDoll(me, true)}</div>
|
||
<div class="foe-side">${foe}</div>
|
||
</div>`;
|
||
}
|
||
|
||
// Prayers you can switch on and off between swings, and the points left to pay for them.
|
||
function prayerBar(me) {
|
||
const level = me.levels.prayer;
|
||
const buttons = C.prayers.filter((p) => p.level <= level).map((p) => {
|
||
const on = me.prayers.includes(p.id);
|
||
return `<button class="pray-btn ${on ? "on" : ""}" data-pray="${p.id}" title="${esc(`${p.name}: ${p.text} · ${p.cost} pt${p.cost > 1 ? "s" : ""}/fight`)}">${p.icon}</button>`;
|
||
}).join("");
|
||
return `<div class="prayer-bar"><span class="pp ${me.prayers.length && !me.blessing.cost ? "warn" : ""}" title="Prayer points">${skillOf("prayer").icon} ${fmt(me.pp)}</span>${buttons}</div>`;
|
||
}
|
||
|
||
function fightLine(e, enemy) {
|
||
const [, who, kind, amount, , , food] = e;
|
||
const type = kind === "hit" || kind === "crit" ? (C.damage_types[food] ? ` ${dmgIcon(food)}` : "") : "";
|
||
const foe = esc(enemy);
|
||
if (kind === "eat") return `<li class="good">You eat ${esc(item(food).name.toLowerCase())} (+${amount})</li>`;
|
||
if (kind === "wind") return `<li class="good">Second wind! Back on your feet</li>`;
|
||
if (kind === "block") return `<li class="good">You block ${foe}'s blow</li>`;
|
||
if (who === "you") return kind === "miss" ? `<li class="muted">You miss</li>` : `<li>You ${kind === "crit" ? "<b>crit</b>" : "hit"} for <b>${amount}</b>${type}</li>`;
|
||
return kind === "miss" ? `<li class="muted">${foe} misses</li>` : `<li class="bad">${foe} ${kind === "crit" ? "<b>crits</b>" : "hits"} you for <b>${amount}</b>${type}</li>`;
|
||
}
|
||
|
||
function animateFight(now) {
|
||
const a = S.me?.action, f = a?.fight;
|
||
if (!f) return;
|
||
const t = now - a.start;
|
||
const over = t >= f.end;
|
||
// From the kill until the next enemy turns up (the next fight's start, once the server sends it),
|
||
// the panel is the same quiet countdown: no enemy, both swing timers empty.
|
||
const waiting = t < 0 || (over && f.result === "won");
|
||
const respawnIn = t < 0 ? -t : f.end + (a.respawn || 1) - t;
|
||
let shown = -1;
|
||
while (shown + 1 < f.events.length && f.events[shown + 1][0] <= t) shown++;
|
||
const last = f.events[shown];
|
||
const hp = last ? last[4] : f.start_hp, foeHp = waiting ? 0 : last ? last[5] : f.enemy_hp;
|
||
for (const el of document.querySelectorAll("[data-progress]")) el.style.width = `${foeHp / f.enemy_hp * 100}%`;
|
||
const panel = $("[data-fight]");
|
||
if (!panel) return;
|
||
panel.classList.toggle("waiting", waiting);
|
||
// Your HP everywhere follows the fight as it plays out.
|
||
for (const el of document.querySelectorAll("[data-live-hp]")) el.textContent = fmt(hp);
|
||
for (const el of document.querySelectorAll("[data-live-hpbar]")) el.style.width = `${Math.max(0, hp / f.top * 100)}%`;
|
||
const set = (key, fn) => { const el = panel.querySelector(`[data-f="${key}"]`); if (el) fn(el); };
|
||
set("you-bar", (el) => { el.style.width = `${Math.max(0, hp / f.top * 100)}%`; });
|
||
set("foe-bar", (el) => { el.style.width = `${Math.max(0, foeHp / f.enemy_hp * 100)}%`; });
|
||
set("you-hp", (el) => { el.textContent = `${fmt(hp)} / ${fmt(f.top)}`; });
|
||
set("foe-hp", (el) => { el.textContent = waiting ? "" : `${fmt(foeHp)} / ${fmt(f.enemy_hp)}`; });
|
||
for (const [who, every] of [["you", f.interval], ["foe", f.enemy_interval]]) {
|
||
let swung = 0;
|
||
for (let i = shown; i >= 0; i--) if (f.events[i][1] === who && f.events[i][2] !== "eat" && f.events[i][2] !== "wind") { swung = f.events[i][0]; break; }
|
||
set(`${who}-swing`, (el) => { el.style.width = over || waiting ? "0%" : `${Math.min(100, (t - swung) / every * 100)}%`; });
|
||
}
|
||
set("log", (el) => {
|
||
const key = `${a.start}:${shown}:${over}:${waiting ? Math.ceil(respawnIn * 10) : ""}`;
|
||
if (el.dataset.key === key) return;
|
||
el.dataset.key = key;
|
||
const lines = f.events.slice(Math.max(0, shown - 5), shown + 1).reverse().map((e) => fightLine(e, f.enemy));
|
||
if (over && !waiting) lines.unshift(`<li class="bad"><b>You fall back.</b></li>`);
|
||
el.innerHTML = waiting ? `<li class="good"><b>Victory!</b> ${respawnIn > 0.05 ? `Next enemy in ${respawnIn.toFixed(1)}s` : "Next enemy coming…"}</li>`
|
||
: lines.join("") || `<li class="muted">Squaring up…</li>`;
|
||
});
|
||
}
|
||
|
||
// A piece of jewellery's bonus, e.g. "+8% accuracy".
|
||
function jewelText(it) {
|
||
const st = C.jewel_stats[it.jewel];
|
||
return `${st.sign || "+"}${it[it.jewel]}${st.unit} ${st.name.toLowerCase()}`;
|
||
}
|
||
|
||
// Power, armour and ward, and the armour's weight.
|
||
function gearStats(it) {
|
||
const stats = [it.power && `+${it.power} power`, it.armour && `+${it.armour} armour`, it.ward && `+${it.ward} ward`,
|
||
it.jewel && !["power", "ward"].includes(it.jewel) && jewelText(it)];
|
||
return stats.filter(Boolean).join(", ") + (it.weight ? ` (${C.weights[it.weight].name.toLowerCase()})` : "");
|
||
}
|
||
|
||
const GEAR_SLOTS = ["weapon", "shield", "helmet", "body", "legs", "ring", "amulet", "trinket"];
|
||
|
||
// A weapon's or armour piece's stats in a small grid. Weapons: damage type and power | 1H or 2H | swing
|
||
// time; armour: armour | weight | ward. Below: what it needs to wear, and any bonus for you.
|
||
function gearChips(it, who = S.me) {
|
||
const cell = (icon, text, tip, cls = "") => `<span class="gstat ${cls}" title="${esc(tip)}">${icon}${text === "" ? "" : `<span>${text}</span>`}</span>`;
|
||
const hands = (two) => `<span class="hands">${two ? "2H" : "1H"}</span>`;
|
||
let row = ["", "", ""];
|
||
if (it.style) {
|
||
const st = C.styles[it.style], dt = C.damage_types[st.damage];
|
||
row = [cell(glyph(dt.glyph, dt.tint), it.power, `${dt.name} damage, +${it.power} power`),
|
||
cell(hands(it.two_handed), "", it.two_handed ? "Two-handed: no shield" : "One-handed: room for a shield"),
|
||
cell(glyph("stopwatch", "#9fb3c8"), `${st.interval}s`, `A swing every ${st.interval}s`)];
|
||
} else if (it.slot === "shield") {
|
||
row = [cell(glyph("checked-shield", "#d4dae2"), it.armour, `+${it.armour} armour, +${it.power} power`),
|
||
cell(hands(false), "", "Held in one hand"),
|
||
cell(glyph("checked-shield", "#e0b04a"), `${Math.round(C.block_chance * 100)}%`, "Blocks this share of hits")];
|
||
} else if (it.weight) {
|
||
row = [cell(glyph("checked-shield", "#d4dae2"), it.armour, `+${it.armour} armour: less damage from blows`),
|
||
cell("", C.weights[it.weight].name, `${C.weights[it.weight].name} armour`, "muted"),
|
||
cell(glyph("magic-shield", "#a77be8"), it.ward, `+${it.ward} ward: less damage from magic`)];
|
||
} else if (it.jewel) {
|
||
const st = C.jewel_stats[it.jewel];
|
||
row = [cell(glyph(st.glyph, st.tint), `${st.sign || "+"}${it[it.jewel]}${st.unit}`, jewelText(it)), "<span></span>", "<span></span>"];
|
||
}
|
||
let req = "", bonus = "";
|
||
if (it.req) {
|
||
const [skill, level] = it.req;
|
||
req = cell(skillOf(skill).icon, level, `Needs ${skillOf(skill).name.toLowerCase()} ${level}`, who.levels[skill] < level ? "short" : "");
|
||
}
|
||
if (it.style && C.class_style[who.cls] === it.style) {
|
||
bonus = cell(C.classes[who.cls].icon, "+15%", "The trade's own weapon: +15% damage", "trade");
|
||
}
|
||
return `<div class="stat-grid">${row.join("")}${req}<span></span>${bonus || "<span></span>"}</div>`;
|
||
}
|
||
|
||
// What an item does once made: healing, defence, tool speed, and who can use it.
|
||
function itemStats(id) {
|
||
const it = item(id);
|
||
const parts = [];
|
||
if (it.heal) parts.push(`❤️ Heals ${it.heal}`);
|
||
if (it.food) parts.push(`feeds ${it.food} for 2 days`);
|
||
if (it.power) parts.push(`+${it.power} power`);
|
||
if (it.style) {
|
||
const st = C.styles[it.style], trade = Object.entries(C.class_style).find(([, s]) => s === it.style)?.[0];
|
||
parts.push(`${it.two_handed ? "two-handed " : ""}${st.name}, ${st.interval}s${trade ? ` (${C.classes[trade].name.toLowerCase()})` : ""}`);
|
||
}
|
||
if (it.armour || it.ward) parts.push(gearStats({ ...it, power: 0 }));
|
||
if (it.reagent) parts.push(it.reagent === "jewel" ? "Reagent for jewellery" : `Reagent for ${C.weights[it.reagent].name.toLowerCase()} armour`);
|
||
if (it.jewel && !["power", "ward"].includes(it.jewel)) parts.push(jewelText(it));
|
||
if (it.tool || it.station) parts.push(`${Math.round(it.speed * 100)}% faster ${skillOf(it.tool || it.station).name.toLowerCase()}`);
|
||
if (it.slots) parts.push(storageText(it));
|
||
if (it.stack) parts.push(storageText(it));
|
||
if (it.req && it.req[1] > 1) parts.push(`needs ${skillOf(it.req[0]).name.toLowerCase()} ${it.req[1]}`);
|
||
if (it.potion) parts.push(`${it.potion.text}, ${C.potion_charges} uses`);
|
||
if (it.trophy) parts.push(`Trophy for stronger weapons`);
|
||
if (it.fitting) {
|
||
const f = C.fittings.find((x) => x.id === id), done = S.city.buildings[f.building].fittings.includes(id);
|
||
parts.push(`${C.buildings[f.building].icon} ${C.buildings[f.building].name} Lv ${f.level}: ${f.effect}${done ? " · fitted" : ""}`);
|
||
}
|
||
return parts.join(", ");
|
||
}
|
||
|
||
function actionCard(a) {
|
||
const me = S.me;
|
||
const active = me.action?.id === a.id;
|
||
const second = me.action?.plot2 === a.id; // a homesteader's second plot
|
||
const growingNow = me.action?.growing === a.id;
|
||
const canPlot = me.cls === "homesteader" && a.skill === "farming" && !a.special && !active && !second
|
||
&& me.action && C.actions.find((x) => x.id === me.action.id)?.skill === "farming" && !me.action.left;
|
||
const why = me.blocked[a.id];
|
||
const locked = isLocked(a);
|
||
const out = Object.keys(a.outputs)[0];
|
||
const icon = a.icon;
|
||
const time = me.times[a.id];
|
||
let io = "";
|
||
if (Object.keys(a.inputs).length) {
|
||
io += inputChips(a) + (Object.keys(a.outputs).length || a.finds ? `<span class="arrow">→</span>` : "");
|
||
}
|
||
io += Object.entries(a.outputs).map(([id, q]) => itemChip(id, q)).join("");
|
||
const chance = ([id, q, odds]) => `<span class="item-chip" title="${esc(item(id).name)}${q > 1 ? ` ×${q}` : ""}: ${Math.round(odds * 100)}% chance">${item(id).icon} ${Math.round(odds * 100)}%</span>`;
|
||
if (a.finds) io += a.finds.map(chance).join("");
|
||
let extra = "";
|
||
if (a.enemy) {
|
||
const o = me.fight_odds[a.id], e = a.enemy;
|
||
extra = `${e.boss ? `<div><span class="tag warn">Boss</span></div>` : ""}${variantRows(e, o)}`;
|
||
if (a.gold) io += `<span class="item-chip" title="Gold: ${a.gold[0]}–${a.gold[1]} a kill">${COIN} ${a.gold[0]}–${a.gold[1]}</span>`;
|
||
if (a.drops) io += a.drops.map(chance).join("");
|
||
if (a.special === "sabotage") extra += `<div class="small muted">-3% raid strength per win (max 30%)</div>`;
|
||
}
|
||
if (a.special === "drill") {
|
||
const s = S.favours.sergeant, boost = s.boost;
|
||
extra = !s.needed ? `<div class="small muted">Only while a raid is coming.</div>`
|
||
: `<div class="small makes">${skillOf("combat").icon} +${+me.drill_per_action.toFixed(2)} drill · ${fmt(s.points)} / ${fmt(s.needed)} points, worth ${fmt(s.defence)} of ${fmt(s.cap)} defence</div>
|
||
${boostBar(s.points, s.needed, boost, "Drill sergeant: this stretch drills twice as fast")}`;
|
||
}
|
||
if (a.special === "recon") {
|
||
const boost = S.favours.informant.boost;
|
||
const ev = S.upcoming, full = ev && ev.recon >= ev.recon_full;
|
||
extra = full ? `<div class="small muted">Fully scouted: XP only.</div>`
|
||
: `<div class="small makes">${skillOf("reconnaissance").icon} +${+me.recon_gain[a.id].toFixed(2)} recon</div>
|
||
${ev?.recon_full ? boostBar(ev.recon, ev.recon_full, boost, "Informant: this stretch scouts twice as fast") : ""}`;
|
||
}
|
||
const temple = S.city.buildings.temple?.level || 0;
|
||
if (a.special === "labour") {
|
||
extra = `<div class="small makes">${skillOf("construction").icon} +${me.labour_per_action} labour per action</div>`;
|
||
}
|
||
if (a.special === "bury") extra = `<div class="small makes">${skillOf("prayer").icon} +${a.pp + temple} prayer points</div>`;
|
||
if (a.special === "offer") extra = `<div class="small makes">${C.buildings.temple.icon} +${+(a.devotion * (1 + 0.25 * temple)).toFixed(1)} devotion</div>`;
|
||
const gear = Object.keys(a.outputs).filter((id) => GEAR_SLOTS.includes(item(id).slot));
|
||
const made = Object.keys(a.outputs).filter((id) => !gear.includes(id)).map(itemStats).filter(Boolean);
|
||
extra += gear.map((id) => gearChips(item(id))).join("");
|
||
if (made.length) extra += `<div class="small makes">${made.join(" · ")}</div>`;
|
||
return `
|
||
<div class="action ${active || second ? "active" : ""} ${locked ? "locked" : ""}">
|
||
<div class="top"><div class="ico">${icon}</div><div>
|
||
<div class="name">${esc(a.name)}</div>
|
||
<div class="sub">Level ${a.level} · ${dur(time)} · ${a.xp} XP</div>
|
||
</div>${Object.keys(a.inputs).length ? `<button class="pin ${me.tracked === a.id ? "on" : ""}" data-track="${a.id}" title="${me.tracked === a.id ? "Untrack" : "Track"}">📌</button>` : ""}</div>
|
||
${io ? `<div class="io">${io}</div>` : ""}
|
||
${extra}
|
||
${me.action?.plot2 && (active || second) ? `<div class="small muted">Plot ${active ? 1 : 2}${growingNow ? " · growing now" : " · next"}</div>` : ""}
|
||
${growingNow && !a.enemy ? `<div class="bar thick"><span data-progress></span></div>` : ""}
|
||
${active && a.enemy ? `<div><span class="tag gold">⚔️ Fighting</span></div>` : ""}
|
||
${active && me.action.left ? `<div class="small muted">Just one${me.action.resume ? `, then back to ${esc(C.actions.find((x) => x.id === me.action.resume).name.toLowerCase())}` : ""}</div>` : ""}
|
||
<div class="foot">
|
||
<span class="why">${!active && !second && why ? esc(why) : ""}</span>
|
||
${second ? `<button class="btn" data-plot="">Clear plot 2</button>`
|
||
: active ? `<button class="btn danger" data-stop>Stop</button>`
|
||
: `<span class="btns"><button class="btn" data-once="${a.id}" ${why ? "disabled" : ""} title="Once, then resume">${a.enemy ? "Fight once" : Object.keys(a.outputs).length ? "Make one" : "Once"}</button>
|
||
${canPlot ? `<button class="btn" data-plot="${a.id}" ${why ? "disabled" : ""} title="Grow in plot 2">Plot 2</button>` : ""}
|
||
<button class="btn primary" data-start="${a.id}" ${why ? "disabled" : ""}>Start</button></span>`}
|
||
</div>
|
||
</div>`;
|
||
}
|
||
|
||
// --- bank -----------------------------------------------------------------
|
||
|
||
// A strongbox's extra slots or a bag's bigger stack.
|
||
function storageText(it) {
|
||
return it.slots ? `+${it.slots} bank slots` : `+${fmt(it.stack)} per stack`;
|
||
}
|
||
|
||
// The strongbox and bag slots, each with what else you could swap in.
|
||
function storageGear() {
|
||
const me = S.me;
|
||
const card = (slot, empty, outline) => {
|
||
const id = me.equip[slot], it = id && item(id), size = (x) => x.slots || x.stack;
|
||
const others = Object.keys(me.bank).filter((x) => item(x).slot === slot).sort((a, b) => size(item(b)) - size(item(a)))
|
||
.map((x) => `<button class="doll-slot swap" data-equip="${x}" title="${esc(`${item(x).name}: ${storageText(item(x))}`)}">${item(x).icon}</button>`).join("");
|
||
return `<div class="panel gear-card">
|
||
<span class="doll-slot ${it ? "" : "empty"}" title="${esc(it ? it.name : empty)}">${it ? it.icon : glyph(outline, "#98a1b4")}</span>
|
||
<div class="gear-text">${it ? `<b>${esc(it.name)}</b><span class="muted small">${storageText(it)}</span>` : `<span class="muted">${empty}</span>`}</div>
|
||
${others || it ? `<div class="swap-grid">${others}${it ? `<button class="doll-slot swap off" data-unequip="${slot}" title="Take it off">${glyph("cancel", "#98a1b4")}</button>` : ""}</div>` : ""}</div>`;
|
||
};
|
||
return `<div class="gear-row">${card("storage", "No strongbox", "locked-chest")}${card("bag", "No bag", "shoulder-bag")}</div>`;
|
||
}
|
||
|
||
function bank() {
|
||
const me = S.me;
|
||
const entries = Object.entries(me.bank).sort((x, y) => Object.keys(C.items).indexOf(x[0]) - Object.keys(C.items).indexOf(y[0]));
|
||
if (selected && !me.bank[selected]) selected = null;
|
||
// An item past one full stack spills into more slots: 2,500 coal shows as 1,000 + 1,000 + 500.
|
||
const stacks = entries.flatMap(([id, q]) => {
|
||
const parts = [];
|
||
for (let left = q; left > 0; left -= me.stack) parts.push([id, Math.min(left, me.stack)]);
|
||
return parts;
|
||
});
|
||
let slots = stacks.map(([id, q]) => `
|
||
<button class="slot ${selected === id ? "on" : ""}" data-select="${id}" title="${esc(item(id).name)}: ${fmt(me.bank[id])}${me.bank[id] > me.stack ? ` across ${Math.ceil(me.bank[id] / me.stack)} slots` : ""}">
|
||
<span class="qty ${q >= me.stack ? "full" : ""}">${fmt(q)}</span>${item(id).icon}<span class="nm">${esc(item(id).name)}</span>
|
||
</button>`).join("");
|
||
for (let i = stacks.length; i < me.slots; i++) slots += `<div class="slot empty"></div>`;
|
||
return `
|
||
${storageGear()}
|
||
<div class="bank-wrap">
|
||
<div>
|
||
<div class="panel">
|
||
<h2>Bank · ${me.slots_used} / ${me.slots} slots · ${fmt(me.stack)} per stack</h2>
|
||
<div class="slots">${slots}</div>
|
||
<p class="small muted">Bank full:
|
||
<button class="btn sm ${me.overflow === "city" ? "gold" : ""}" data-overflow="city">Send it to the city</button>
|
||
<button class="btn sm ${me.overflow === "stop" ? "gold" : ""}" data-overflow="stop">Stop working</button>
|
||
<br>Overflow earns half favour; what the city can't use is sold.</p>
|
||
</div>
|
||
${favourPanel()}
|
||
</div>
|
||
<div>${selected ? itemPanel(selected) : goldPanel()}</div>
|
||
</div>`;
|
||
}
|
||
|
||
function itemPanel(id) {
|
||
const me = S.me, it = item(id), have = me.bank[id];
|
||
const merchant = S.city.merchant_until > serverNow();
|
||
const price = it.value * (merchant ? 1.5 : 1);
|
||
const others = S.players.filter((p) => p.id !== S.uid);
|
||
const qtyBtns = (attr) => [1, 10, 100].filter((q) => q <= have).map((q) => `<button class="btn sm" ${attr}="${id}" data-qty="${q}">${q}</button>`).join("")
|
||
+ `<button class="btn sm" ${attr}="${id}" data-qty="all">All (${fmt(have)})</button>`;
|
||
return `<div class="panel item-panel">
|
||
<div class="ico">${it.icon}</div>
|
||
<h3>${esc(it.name)}</h3>
|
||
<div class="muted small">You have ${fmt(have)} · worth ${price % 1 ? price.toFixed(1) : price} gold each${merchant ? " (merchant in town!)" : ""}</div>
|
||
${GEAR_SLOTS.includes(it.slot) ? gearChips(it) : ""}
|
||
${it.slot ? equipRow(id, it) : ""}
|
||
${it.potion ? `<div class="row"><div class="small">${esc(it.potion.text)} for ${C.potion_charges} ${it.potion.skill === "combat" ? "fights" : "actions"}.</div>
|
||
<button class="btn gold" data-potion="${id}">Drink</button>
|
||
${S.me.potions[it.potion.skill] && S.me.potions[it.potion.skill].item !== id ? `<div class="small why">Replaces your ${esc(item(S.me.potions[it.potion.skill].item).name.toLowerCase())} (${S.me.potions[it.potion.skill].charges} uses left)</div>` : ""}</div>` : ""}
|
||
${it.heal ? `<div class="row"><div class="small muted">Heals ${it.heal} in fights.</div>
|
||
${S.me.food === id ? `<span class="tag good">Your fighting food</span>` : `<button class="btn sm" data-food="${id}">Eat this first in fights</button>`}</div>` : ""}
|
||
${it.food ? `<div class="row small muted">Feeds ${it.food} townsfolk for 2 days.</div>` : ""}
|
||
${C.city_uses[id].length
|
||
? `<div class="row"><div class="k">Donate to the city · +${it.value} favour each</div><div class="btns">${qtyBtns("data-donate")}</div>
|
||
<div class="small muted">Used for ${esc(listing(C.city_uses[id]))}.</div></div>`
|
||
: `<div class="row small muted">The city has no use for this.</div>`}
|
||
${others.length ? `<div class="row"><div class="k">Give to <select data-keep="give-to">${others.map((p) => `<option value="${esc(p.id)}">${esc(p.name)}</option>`).join("")}</select></div><div class="btns">${qtyBtns("data-give")}</div></div>` : ""}
|
||
<div class="row"><div class="k">Sell</div><div class="btns">${qtyBtns("data-sell")}</div></div>
|
||
<div class="row"><button class="btn sm" data-select="">Close</button></div>
|
||
</div>${goldPanel()}`;
|
||
}
|
||
|
||
function listing(words) {
|
||
return words.length < 2 ? words.join("") : `${words.slice(0, -1).join(", ")} and ${words.at(-1)}`;
|
||
}
|
||
|
||
function equipRow(id, it) {
|
||
const [skill, level] = it.req || [];
|
||
const short = skill && S.me.levels[skill] < level;
|
||
return `<div class="row"><button class="btn gold" data-equip="${id}" ${short ? "disabled" : ""}>${equipLabel(it)}</button>
|
||
${skill ? `<div class="small ${short ? "why" : "muted"}">Needs ${esc(skillOf(skill).name.toLowerCase())} level ${level}</div>` : ""}</div>`;
|
||
}
|
||
|
||
function equipLabel(it) {
|
||
if (it.tool || it.station) return `Use for ${skillOf(it.tool || it.station).name.toLowerCase()} (${Math.round(it.speed * 100)}% faster)`;
|
||
return "Equip";
|
||
}
|
||
|
||
function goldPanel() {
|
||
return `<div class="panel"><h2>Gold</h2>
|
||
<p class="gold">${COIN} ${fmt(S.me.gold)}</p>
|
||
<form data-form="gold" class="btns"><input type="number" min="1" data-keep="gold" placeholder="Amount" style="width:120px"><button class="btn gold">Donate to treasury</button></form>
|
||
<p class="small muted">1 favour per gold.</p></div>`;
|
||
}
|
||
|
||
function favourPanel() {
|
||
const me = S.me;
|
||
return `<div class="panel"><h2>Favour with the council</h2>
|
||
<p class="favour">${FAVOUR} ${fmt(me.favour)} favour · ${fmt(me.donated)} given in total</p>
|
||
<div class="btns"><button class="btn" data-perk="bank_slot" ${me.favour < me.perk_costs.bank_slot ? "disabled" : ""}>+1 bank slot (${fmt(me.perk_costs.bank_slot)} favour)</button></div>
|
||
<p class="small muted">More to spend on in <button class="linkish" data-nav="council">Council & threats</button>.</p></div>`;
|
||
}
|
||
|
||
// --- town -----------------------------------------------------------------
|
||
|
||
function town() {
|
||
const city = S.city;
|
||
const growth = city.starving ? `<span class="bad">Hungry: ${city.growth} a day</span>`
|
||
: city.growth > 0 ? `+${city.growth} a day`
|
||
: city.growth < 0 ? `<span class="bad">Overcrowded: ${city.growth} a day</span>`
|
||
: `<span class="warn">Full: build houses</span>`;
|
||
const next = city.next_tier ? `${city.next_tier.name} at ${city.next_tier.pop} people` : "Largest tier";
|
||
let html = `<div class="stats">
|
||
<div class="stat"><div class="k">Settlement</div><div class="v">${city.tier_name}</div><div class="note">${next}</div></div>
|
||
<div class="stat"><div class="k">Population</div><div class="v">${city.population} <small>/ ${city.housing} homes</small></div><div class="note">${growth}</div></div>
|
||
<div class="stat"><div class="k">Food</div><div class="v ${city.food_days < 1 ? "bad" : ""}">${city.food_days ?? 0} <small>days</small></div><div class="note">${fmt(city.food)} meals in the granary</div></div>
|
||
<div class="stat"><div class="k">Treasury</div><div class="v gold">${fmt(city.treasury)}</div><div class="note">Day ${city.day}</div></div>
|
||
<div class="stat"><div class="k">Defence</div><div class="v">${fmt(city.defence.total)}</div><div class="note">${city.repelled} raid${city.repelled === 1 ? "" : "s"} repelled</div></div>
|
||
${weatherCard()}
|
||
</div>`;
|
||
html += happeningsPanel();
|
||
if (city.starving) html += `<div class="banner bad">🍞<div class="grow"><b>Granary empty.</b> People are leaving, defence is down. Donate food.</div></div>`;
|
||
if (city.merchant_until > serverNow()) html += `<div class="banner">🐪<div class="grow"><b>Merchant in town.</b> Sell prices +50% for ${countdown(city.merchant_until)}.</div></div>`;
|
||
if (city.construction) html += siteBanner();
|
||
html += `<div class="section-title">Buildings</div>
|
||
<p class="small muted">Funds are safe from raiders. Building starts once a fund is full.</p>
|
||
<div class="grid wide">${Object.entries(city.buildings).map(([key, b]) => buildingCard(key, b)).join("")}</div>`;
|
||
html += `<div class="section-title">City stockpile</div><div class="panel">`;
|
||
const stock = Object.entries(city.stockpile);
|
||
html += stock.length ? `<div class="stock">${stock.map(([id, q]) => itemChip(id, q)).join("")}</div>` : `<p class="muted">Empty.</p>`;
|
||
html += `<p class="small muted">Feeds the granary and armoury. Raiders can loot it.</p></div>`;
|
||
return html;
|
||
}
|
||
|
||
// Progress towards a goal favour can boost. Favour doubles the next `boost` points players put
|
||
// in, so the striped stretch behind the bar (twice the boost) is where work counts double.
|
||
function boostBar(done, total, boost, tip) {
|
||
const pct = (x) => Math.min(100, x / total * 100);
|
||
return `<div class="bar gold thick boost-bar"${boost ? ` title="${esc(tip)}"` : ""}>${boost
|
||
? `<span class="boost" style="width:${pct(done + 2 * boost)}%"></span>` : ""}<span style="width:${pct(done)}%"></span></div>`;
|
||
}
|
||
|
||
// The building site: labour so far, who is helping, and ways to speed it up.
|
||
function siteBanner() {
|
||
const city = S.city, work = city.construction, me = S.me;
|
||
const spec = C.buildings[work.building];
|
||
const queued = city.queue.map((key) => esc(C.buildings[key].name)).join(", ");
|
||
const hire = S.favours.builders;
|
||
const working = me.action?.id === "labour";
|
||
const builders = S.players.filter((p) => p.skill === "construction" && p.doing === "Work on the building site").map((p) => esc(p.name));
|
||
return `<div class="banner"><span class="banner-ico">${skillOf("construction").icon}</span><div class="grow">
|
||
<div class="site-head"><b>${work.repair ? "Repairing" : "Building"} ${esc(spec.name)}</b>
|
||
<span class="muted small">${fmt(work.labour)} / ${fmt(work.needed)} labour</span>
|
||
<span class="btns">
|
||
${working ? `<span class="btn sm working">Working</span>` : `<button class="btn sm primary" data-start="labour">Work on it</button>`}
|
||
${hire.why ? "" : `<button class="btn sm gold" data-favour="builders" ${me.favour < hire.cost ? "disabled" : ""} title="×2 labour and XP for the next ${hire.labour}">Master builder ${FAVOUR} ${fmt(hire.cost)}</button>`}
|
||
</span></div>
|
||
${boostBar(work.labour, work.needed, hire.boost, "Master builder: this stretch builds twice as fast")}
|
||
<div class="small muted" style="margin-top:6px">${builders.length ? `On site: ${builders.join(", ")}. ` : ""}Townsfolk +${fmt(city.townsfolk_labour)}/h.${queued ? ` Next: ${queued}.` : ""}</div>
|
||
</div></div>`;
|
||
}
|
||
|
||
// "Rain: farming 10% faster. Clear skies in 3h 20m."
|
||
function weatherTip(w) {
|
||
return `${w.name}: ${w.text.charAt(0).toLowerCase()}${w.text.slice(1)}. ${w.next_name} in ${dur(w.until - serverNow())}.`;
|
||
}
|
||
|
||
function weatherCard() {
|
||
const h = S.happenings, w = h.weather;
|
||
return `<div class="stat" title="${esc(weatherTip(w))}"><div class="k">${h.season.icon} ${h.season.name}, day ${h.season.day}</div>
|
||
<div class="v">${w.icon} <small>${esc(w.name)}</small></div>
|
||
<div class="note" title="${esc(forecastTip(w))}">${w.next_icon} ${esc(w.next_name)} in ${countdown(w.until)}</div></div>`;
|
||
}
|
||
|
||
// "Fog in 3h 20m: scouting 30% and hunting 10% slower."
|
||
function forecastTip(w) {
|
||
return `${w.next_name} in ${dur(w.until - serverNow())}: ${w.next_text.charAt(0).toLowerCase()}${w.next_text.slice(1)}.`;
|
||
}
|
||
|
||
// Everything going on in the city right now, and what anyone can do about it.
|
||
function happeningsPanel() {
|
||
const h = S.happenings, me = S.me, city = S.city;
|
||
const rows = [];
|
||
if (h.weather.kind !== "clear") rows.push(`<div class="happening"><span class="ico">${h.weather.icon}</span><span class="grow"><b>${esc(h.weather.name)}</b><span class="small muted">${esc(h.weather.text)}</span></span></div>`);
|
||
if (h.cold) rows.push(`<div class="happening bad"><span class="ico">🥶</span><span class="grow"><b>Out of firewood</b><span class="small muted">City eats 50% more. Donate logs.</span></span></div>`);
|
||
for (const e of h.effects) {
|
||
const hire = e.offer ? `<button class="btn sm gold" data-hire ${city.treasury < e.cost ? "disabled" : ""}>Hire for ${fmt(e.cost)} gold</button>` : "";
|
||
rows.push(`<div class="happening"><span class="ico">${e.icon}</span><span class="grow"><b>${esc(e.name)}</b>
|
||
<span class="small muted">${esc(e.text)} · ${countdown(e.until)} left</span></span>${hire}</div>`);
|
||
}
|
||
for (const p of h.problems) {
|
||
let help = "";
|
||
if (p.action) {
|
||
const a = C.actions.find((x) => x.id === p.action);
|
||
help = `<span class="small muted">${fmt(p.work)} / ${fmt(p.needed)} done</span>
|
||
<button class="btn sm primary" data-nav="skill:${a.skill}">${esc(a.name)}</button>`;
|
||
}
|
||
const gifts = Object.entries(p.need || {}).map(([id, need]) => {
|
||
const missing = p.missing[id] || 0;
|
||
const mine = Math.min(missing, me.bank[id] || 0), stores = Math.min(missing, city.stockpile[id] || 0);
|
||
return `<div class="fund-row">${costChip(item(id).icon, item(id).name, need, need - missing)}<span class="btns">
|
||
${mine ? `<button class="btn sm gold" data-aid="${p.kind}" data-item="${id}" data-source="bank">Give ${fmt(mine)}</button>` : ""}
|
||
${stores ? `<button class="btn sm" data-aid="${p.kind}" data-item="${id}" data-source="city">Stockpile ${fmt(stores)}</button>` : ""}
|
||
</span></div>`;
|
||
}).join("");
|
||
rows.push(`<div class="happening bad"><span class="ico">${p.icon}</span><span class="grow"><b>${esc(p.name)}</b>
|
||
<span class="small muted">${esc(p.text)}${p.until ? ` · ${countdown(p.until)} left` : ""}</span>${gifts}</span>${help}</div>`);
|
||
}
|
||
if (!rows.length) return "";
|
||
return `<div class="panel"><h2>Happenings</h2><div class="happenings">${rows.join("")}</div></div>`;
|
||
}
|
||
|
||
// What's speeding up, slowing down or blocking this skill right now.
|
||
function skillHappenings(skill) {
|
||
const h = S.happenings, banners = [];
|
||
const touches = (src) => ["speed", "yield", "xp"].some((k) => src[k] && skill in src[k]) || (src.block && skill in src.block);
|
||
const good = (src) => (src.speed?.[skill] ?? 1) < 1 || (src.yield?.[skill] ?? 1) > 1 || (src.xp?.[skill] ?? 1) > 1;
|
||
const banner = (tone, icon, name, text, button = "") => banners.push(`<div class="banner ${tone} happening-banner">
|
||
<span class="banner-ico">${icon}</span><div class="grow"><b>${esc(name)}</b><div class="small">${esc(text)}</div></div>${button}</div>`);
|
||
if (touches(h.weather)) banner(good(h.weather) ? "good" : "bad", h.weather.icon, h.weather.name, h.weather.text);
|
||
for (const e of h.effects) if (touches(e)) banner(good(e) ? "good" : "bad", e.icon, e.name, e.text);
|
||
for (const p of h.problems) {
|
||
if (!C.problems[p.kind] || !touches(C.problems[p.kind])) continue;
|
||
const fix = p.action && C.actions.find((x) => x.id === p.action);
|
||
const button = fix ? (fix.skill === skill ? `<button class="btn primary" data-start="${fix.id}">${esc(fix.name)}</button>`
|
||
: `<button class="btn" data-nav="skill:${fix.skill}">${skillOf(fix.skill).icon} ${esc(fix.name)}</button>`)
|
||
: `<button class="btn" data-nav="town">Help on the Town square</button>`;
|
||
banner("bad", p.icon, p.name, p.text, button);
|
||
}
|
||
return banners.join("");
|
||
}
|
||
|
||
function buildingCard(key, b) {
|
||
const spec = C.buildings[key], city = S.city, me = S.me;
|
||
const tags = {
|
||
building: `<span class="tag gold">Under construction</span>`,
|
||
queued: `<span class="tag good">Funded · queued</span>`,
|
||
max: `<span class="tag good">Fully built</span>`,
|
||
capped: `<span class="tag">Needs a bigger settlement</span>`,
|
||
};
|
||
let body = tags[b.status] ? `<div>${tags[b.status]}</div>` : "";
|
||
if (b.status === "funding" || b.status === "queued") {
|
||
body += `<div class="fund">${Object.entries(b.target).map(([id, need]) => {
|
||
const missing = b.missing[id] || 0;
|
||
const gold = id === "gold";
|
||
const mine = Math.min(missing, gold ? me.gold : me.bank[id] || 0);
|
||
const stores = Math.min(missing, gold ? city.treasury : city.stockpile[id] || 0);
|
||
const chip = costChip(gold ? COIN : item(id).icon, gold ? "Gold" : item(id).name, need, need - missing);
|
||
return `<div class="fund-row">${chip}<span class="btns">
|
||
${mine ? `<button class="btn sm gold" data-fund="${key}" data-item="${id}" data-source="bank" title="From your ${gold ? "purse" : "bank"}, earns favour">Give ${fmt(mine)}</button>` : ""}
|
||
${stores ? `<button class="btn sm" data-fund="${key}" data-item="${id}" data-source="city" title="From the city's ${gold ? "treasury" : "stockpile"}">${gold ? "Treasury" : "Stockpile"} ${fmt(stores)}</button>` : ""}
|
||
</span></div>`;
|
||
}).join("")}</div>`;
|
||
}
|
||
body += fittingRows(key, b);
|
||
const levelText = b.cap < spec.max ? `Lv ${b.level} / ${b.cap} (${city.tier_name.toLowerCase()} cap)` : `Lv ${b.level} / ${spec.max}`;
|
||
return `<div class="action building ${b.damaged ? "damaged" : ""}">
|
||
<div class="top"><div class="ico">${spec.icon}</div><div>
|
||
<div class="name">${esc(spec.name)} <span class="lv muted">${levelText}</span> ${b.damaged ? `<span class="tag bad">Damaged</span>` : ""}</div>
|
||
<div class="sub">${esc(spec.effect)}</div>
|
||
</div></div>${body}</div>`;
|
||
}
|
||
|
||
// Fittings Construction makes for this building: fitted, ready to fit, or waiting on a level.
|
||
function fittingRows(key, b) {
|
||
const rows = C.fittings.filter((f) => f.building === key).map((f) => {
|
||
const it = item(f.id), recipe = C.actions.find((a) => a.id === `make_${f.id}`);
|
||
let state;
|
||
if (b.fittings.includes(f.id)) {
|
||
state = b.damaged ? `<span class="tag bad">Paused</span>` : `<span class="tag good">Fitted</span>`;
|
||
} else if (b.level < f.level) {
|
||
state = `<span class="tag">Needs Lv ${f.level}</span>`;
|
||
} else {
|
||
const mine = S.me.bank[f.id] || 0, stores = S.city.stockpile[f.id] || 0;
|
||
state = mine || stores
|
||
? `${mine ? `<button class="btn sm gold" data-install="${f.id}" data-source="bank" title="From your bank, earns favour">Fit</button>` : ""}
|
||
${stores ? `<button class="btn sm" data-install="${f.id}" data-source="city" title="From the city's stockpile">Fit from stockpile</button>` : ""}`
|
||
: `<span class="muted small">Construction ${recipe.level}</span>`;
|
||
}
|
||
return `<div class="fitting-row"><span class="fit-ico">${it.icon}</span>
|
||
<span class="fitting-text"><b>${esc(f.name)}</b> <span class="muted small">${esc(f.effect)}</span></span>
|
||
<span class="btns">${state}</span></div>`;
|
||
});
|
||
return rows.length ? `<div class="fittings">${rows.join("")}</div>` : "";
|
||
}
|
||
|
||
// --- council --------------------------------------------------------------
|
||
|
||
function pips(level) {
|
||
return `<span class="pips" title="Intel level ${level} of 3">${[1, 2, 3].map((i) => `<i class="${i <= level ? "on" : ""}"></i>`).join("")}</span>`;
|
||
}
|
||
|
||
function reconText(ev) {
|
||
const points = `${fmt(ev.recon)} / ${fmt(ev.recon_full)} points`;
|
||
if (ev.intel >= 3) return `${points} · complete`;
|
||
if (ev.recon_next <= 0) return `${points} · next level opens closer to the threat`;
|
||
return `${points} · ${fmt(ev.recon_next)} to the next level`;
|
||
}
|
||
|
||
function council() {
|
||
const ev = S.upcoming, city = S.city, me = S.me;
|
||
let html = "";
|
||
if (!ev) {
|
||
html += `<div class="panel"><h2>All quiet</h2><p class="muted">No news on the roads.</p></div>`;
|
||
} else {
|
||
const threat = ["raid", "dragon"].includes(ev.kind);
|
||
html += `<div class="panel ${threat ? "threat-card" : ""}">
|
||
<h2>${eventIcon(ev.kind)} ${threat ? "Threat" : "News"} · intel ${pips(ev.intel)}</h2>
|
||
<div class="headline">${esc(ev.headline)}</div>
|
||
<div class="kv">
|
||
<span class="k">Expected</span><span>${eventWhen(ev)}</span>
|
||
${ev.range ? `<span class="k">Strength</span><span>${ev.strength ?? `${ev.range[0]}–${ev.range[1]}`}</span>` : ""}
|
||
${ev.trait ? `<span class="k">Scouts say</span><span>${esc(ev.trait)}</span>` : ""}
|
||
${ev.camp ? `<span class="k">Their camp</span><span>Found · sabotage it in Combat${ev.sabotage ? ` (-${ev.sabotage}% so far)` : ""}</span>` : ""}
|
||
<span class="k">Reconnaissance</span><span>${reconText(ev)}</span>
|
||
</div>
|
||
${ev.recon_full && ev.intel < 3 ? boostBar(ev.recon, ev.recon_full, S.favours.informant.boost, "Informant: this stretch scouts twice as fast") : ""}`;
|
||
if (threat) {
|
||
const strength = ev.strength ?? (ev.range ? `${ev.range[0]}–${ev.range[1]}` : "?");
|
||
html += `<div class="vs"><div class="side"><span class="muted small">Our defence</span><b>${fmt(city.defence.total)}</b></div><span class="muted">vs</span><div class="side"><span class="muted small">Raiders</span><b>${strength}</b></div></div>`;
|
||
}
|
||
html += `</div>`;
|
||
}
|
||
html += favourSpends();
|
||
if (ev && ["raid", "dragon"].includes(ev.kind)) html += raidPrep(ev);
|
||
html += `<div class="section-title">Past events</div>`;
|
||
if (!S.history.length) html += `<p class="muted">Nothing has happened yet.</p>`;
|
||
for (const h of S.history) {
|
||
if (!h.report) continue;
|
||
const fight = ["raid", "dragon"].includes(h.kind);
|
||
const tone = fight ? (h.report.title.startsWith("Victory") ? "win" : "loss")
|
||
: { fortune: "win", hardship: "loss", minor: "loss" }[h.track] || "";
|
||
html += `<div class="report ${tone}">
|
||
<b>${h.report.icon || eventIcon(h.kind)} ${esc(h.report.title)}</b> <span class="muted small">${ago(h.at)}</span>
|
||
${fight ? `<p class="muted">Defence ${fmt(h.report.defence)} vs ${h.kind === "dragon" ? "the dragon" : "raiders"} ${fmt(h.report.attack)}${h.report.garrison.length ? ` · garrison: ${h.report.garrison.map((g) => esc(g.name)).join(", ")}` : ""}</p>` : ""}
|
||
${h.report.lines.map((l) => `<p>${esc(l)}</p>`).join("")}
|
||
</div>`;
|
||
}
|
||
return html;
|
||
}
|
||
|
||
function favourSpends() {
|
||
const f = S.favours, me = S.me;
|
||
const option = (kind, icon, title, text) => {
|
||
const o = f[kind];
|
||
const short = !o.why && me.favour < o.cost;
|
||
return `<div class="favour-option">
|
||
<span class="ico">${icon}</span>
|
||
<span class="grow"><b>${title}</b><span class="small muted">${text}</span></span>
|
||
<span class="btns"><button class="btn sm gold" data-favour="${kind}" ${o.why || short ? "disabled" : ""}
|
||
title="${esc(o.why || (short ? "Not enough favour" : ""))}">${FAVOUR} ${fmt(o.cost)}</button></span>
|
||
</div>`;
|
||
};
|
||
return `<div class="panel"><h2>Spend favour on the city · you have ${FAVOUR} ${fmt(me.favour)}</h2>
|
||
${option("builders", "🏗️", "Hire a master builder", f.builders.why ? esc(f.builders.why) + "." : `×2 labour and XP for the next ${f.builders.labour}${f.builders.boost ? ` (${fmt(f.builders.boost)} left)` : ""}. Price rises per hire.`)}
|
||
${option("informant", "🕵️", "Pay an informant", f.informant.why ? esc(f.informant.why) + "." : `×2 recon and XP for the next ${f.informant.recon}${f.informant.boost ? ` (${fmt(f.informant.boost)} left)` : ""}. Price rises per hire.`)}
|
||
${option("sergeant", "📯", "Hire a drill sergeant", f.sergeant.why ? esc(f.sergeant.why) + "." : `×2 drill and XP for the next ${f.sergeant.drill}${f.sergeant.boost ? ` (${fmt(f.sergeant.boost)} left)` : ""}. Price rises per hire.`)}
|
||
</div>`;
|
||
}
|
||
|
||
function raidPrep(ev) {
|
||
const city = S.city, me = S.me, d = city.defence;
|
||
const names = { mercenaries: "Hired sellswords", ward: "Divine ward (temple)", rallied: "Rallied militia (favour)", drilled: "Drilled militia", townsfolk: "Townsfolk with pitchforks", walls: "Walls", militia: "Militia (barracks)", weapons: "Swords in the armoury", shields: "Shields in the armoury", arrows: "Arrows", garrison: "Garrison" };
|
||
const reqs = (ev.requests || []).map((r) => {
|
||
const mine = me.bank[r.item] || 0;
|
||
return `<div class="req"><span>${item(r.item).icon}</span><span>${esc(r.label)} <span class="muted small">${fmt(r.have)} / ${fmt(r.want)}</span></span>
|
||
${mine ? `<button class="btn sm gold" data-donate="${r.item}" data-qty="all">Give ${fmt(mine)}</button>` : "<span></span>"}
|
||
<div class="bar"><span style="width:${Math.min(100, r.have / r.want * 100)}%"></span></div></div>`;
|
||
}).join("");
|
||
return `<div class="cols">
|
||
<div class="panel"><h2>Council requests</h2>${reqs}
|
||
<p class="small muted">Stockpile gear arms the defenders, best first. Fights use up arrows and break some gear.</p></div>
|
||
<div class="panel"><h2>Defence</h2>
|
||
<table class="parts">${Object.entries(d.parts).filter(([k, v]) => k !== "rallied" || v).map(([k, v]) => `<tr><td>${names[k]}</td><td>${fmt(v)}</td></tr>`).join("")}
|
||
${d.starving ? `<tr><td class="bad">Hungry (×0.8)</td><td></td></tr>` : ""}</table>
|
||
<h2 style="margin-top:16px">Garrison</h2>
|
||
<p class="small">${d.garrison.length ? d.garrison.map((g) => `${esc(g.name)} (${g.power})`).join(", ") : `<span class="muted">Nobody yet.</span>`}</p>
|
||
${me.garrison ? `<button class="btn" data-garrison="0">Leave the garrison</button>`
|
||
: `<button class="btn primary" data-garrison="1">Stand guard (+${me.power})</button>`}
|
||
<p class="small muted">Keep working while on guard. Victory earns favour and combat XP.</p>
|
||
</div></div>`;
|
||
}
|
||
|
||
// --- work orders ------------------------------------------------------------
|
||
|
||
const ORDER_ICON = () => glyph("scroll-unfurled", "#e3c060");
|
||
|
||
// An order you could pick up: open, not yours, not claimed by someone else, and your level is high enough.
|
||
function canTake(o) {
|
||
if (o.status !== "open" || o.by === S.uid) return false;
|
||
if (o.kind === "craft" && o.claimed && o.claimed !== S.uid) return false;
|
||
return S.me.levels[o.skill] >= o.level;
|
||
}
|
||
|
||
// Toasts for new orders you can take, and for things delivered to you. Nothing on the first load.
|
||
function orderNews(state) {
|
||
const orders = state.orders || [], uid = state.uid;
|
||
if (seenOrders) {
|
||
for (const o of orders) {
|
||
if (!seenOrders.has(o.id) && o.by !== uid && state.me && state.me.levels[o.skill] >= o.level && o.status === "open") {
|
||
toast(`📜 ${item(o.item).name}${o.qty > 1 ? ` ×${fmt(o.qty)}` : ""} · ${fmt(o.reward)} gold`, "level");
|
||
}
|
||
const was = deliveredSeen[o.id];
|
||
if (o.by === uid && was !== undefined && o.delivered > was) toast(`📦 ${item(o.item).name} ×${fmt(o.delivered - was)}`, "good");
|
||
const got = (o.earned || {})[uid] || 0, had = earnedSeen[o.id];
|
||
if (had !== undefined && got > had) toast(`🤝 ${item(o.item).name} · +${fmt(got - had)} gold`, "good");
|
||
}
|
||
}
|
||
seenOrders = new Set(orders.map((o) => o.id));
|
||
deliveredSeen = Object.fromEntries(orders.map((o) => [o.id, o.delivered]));
|
||
earnedSeen = Object.fromEntries(orders.map((o) => [o.id, (o.earned || {})[uid] || 0]));
|
||
}
|
||
|
||
// Recipe slots on a crafting order. Anyone can put reagents in the pool; the crafter brings the rest.
|
||
function orderSlots(o) {
|
||
const a = C.actions.find((x) => x.id === o.action), out = a.outputs[o.item];
|
||
const left = Math.ceil((o.qty - o.delivered) / out), all = Math.ceil(o.qty / out);
|
||
const worth = Object.entries(a.inputs).reduce((sum, [id, per]) => sum + item(id).value * per, 0);
|
||
return Object.entries(a.inputs).map(([id, per]) => {
|
||
const name = item(id).name, pool = o.provided[id] || 0, have = S.me.bank[id] || 0;
|
||
if (o.status !== "open") {
|
||
return `<div class="ro-slot open"><span class="doll-slot empty-req" title="${esc(name)}">${item(id).icon}</span>
|
||
<span class="ro-have muted">×${fmt(per * all)}</span></div>`;
|
||
}
|
||
const need = per * left;
|
||
const who = Object.entries(o.gave || {}).filter(([, items]) => items[id]).map(([uid, items]) => `${playerName(uid)} ${fmt(items[id])}`);
|
||
const tip = [`${name}: ${fmt(pool)} / ${fmt(need)}`, ...who].join(" · ");
|
||
if (pool >= need) {
|
||
return `<div class="ro-slot filled" title="${esc(tip)}"><span class="doll-slot">${item(id).icon}
|
||
<span class="swap-qty">${fmt(need)}</span><span class="tick">✓</span></span></div>`;
|
||
}
|
||
const give = Math.min(have, need - pool);
|
||
// What putting them in pays you once they're crafted: your value's slice of the reagents' share.
|
||
const share = o.by === S.uid ? 0 : Math.round(o.reward / o.qty * out * C.input_share * item(id).value / worth * give);
|
||
const fill = give ? `${tip} · +${fmt(give)}${share ? ` → ${fmt(share)} gold` : ""}` : `${tip} · 🎒 0`;
|
||
return `<div class="ro-slot open"><button class="doll-slot empty-req" data-order-fill="${o.id}" data-item="${id}" ${give ? "" : "disabled"} title="${esc(fill)}">${item(id).icon}</button>
|
||
<span class="ro-have ${pool + have < need ? "bad" : "good"}">${fmt(pool)} / ${fmt(need)}</span></div>`;
|
||
}).join("");
|
||
}
|
||
|
||
function orderCard(o) {
|
||
const it = item(o.item), mine = o.by === S.uid, skill = skillOf(o.skill);
|
||
const short = S.me.levels[o.skill] < o.level, have = S.me.bank[o.item] || 0, left = o.qty - o.delivered;
|
||
const progress = o.qty > 1 || o.kind === "gather"
|
||
? `<div class="small muted">${fmt(o.delivered)} / ${fmt(o.qty)}${o.kind === "gather" && Object.keys(o.from).length
|
||
? ` · ${Object.entries(o.from).map(([uid, n]) => `${esc(playerName(uid))} ${fmt(n)}`).join(", ")}` : ""}</div>
|
||
<div class="bar"><span style="width:${o.delivered / o.qty * 100}%"></span></div>` : "";
|
||
let buttons = "", status = "";
|
||
if (o.status !== "open") {
|
||
status = `<span class="tag ${o.status === "done" ? "good" : ""}">${{ done: "Done", cancelled: "Cancelled", expired: "Expired" }[o.status]}</span>`;
|
||
if (mine && !o.held) buttons = `<button class="btn" data-order-remove="${o.id}">Remove</button>`;
|
||
} else if (mine) {
|
||
buttons = `<button class="btn danger" data-order-cancel="${o.id}">Cancel</button>`;
|
||
if (o.claimed) status = `<span class="tag">${esc(playerName(o.claimed))}</span>`;
|
||
} else if (o.kind === "gather") {
|
||
buttons = `<button class="btn primary" data-order-deliver="${o.id}" ${have ? "" : "disabled"}>Deliver ${fmt(Math.min(have, left))}</button>`;
|
||
} else if (o.claimed && o.claimed !== S.uid) {
|
||
status = `<span class="tag">${esc(playerName(o.claimed))}</span>`;
|
||
} else {
|
||
const working = S.me.action?.order === o.id;
|
||
const why = short ? `Needs ${skill.name.toLowerCase()} ${o.level}` : S.me.blocked[o.action] && !working
|
||
&& !S.me.blocked[o.action].startsWith("Out of") ? S.me.blocked[o.action] : "";
|
||
buttons = `${o.claimed === S.uid ? `<button class="btn" data-order-drop="${o.id}">Drop</button>` : ""}
|
||
${have ? `<button class="btn" data-order-deliver="${o.id}">Deliver ${fmt(Math.min(have, left))}</button>` : ""}
|
||
${working ? `<span class="tag gold">Crafting</span>` : `<button class="btn primary" data-order-work="${o.id}" ${why ? `disabled title="${esc(why)}"` : ""}>Craft it</button>`}`;
|
||
}
|
||
const reward = o.kind === "gather" ? `${fmt(Math.round(o.reward / o.qty))} each` : fmt(o.reward);
|
||
return `<div class="action order">
|
||
<div class="top"><div class="ico">${it.icon}</div><div>
|
||
<div class="name">${o.kind === "gather" ? "Wanted: " : ""}${esc(it.name)}${o.qty > 1 ? ` ×${fmt(o.qty)}` : ""}</div>
|
||
<div class="sub">${mine ? "Yours" : esc(playerName(o.by))} · ${ago(o.at)}${o.held ? ` · ${fmt(o.held)} waiting for bank space` : ""}</div></div>
|
||
<span class="ro-req ${short && !mine ? "bad" : ""}" title="${esc(`${skill.name} ${o.level}`)}">${skill.icon} ${o.level}</span></div>
|
||
${o.kind === "craft" ? `<div class="ro-slots">${orderSlots(o)}</div>` : ""}
|
||
${Object.keys(o.earned || {}).length ? `<div class="small muted">🤝 ${Object.entries(o.earned).map(([uid, n]) => `${esc(playerName(uid))} ${fmt(n)}`).join(", ")}</div>` : ""}
|
||
${progress}
|
||
<div class="foot"><span class="item-chip ro-reward">${COIN} ${reward}</span>${status}<span class="btns">${buttons}</span></div>
|
||
</div>`;
|
||
}
|
||
|
||
function orderPicker(list) {
|
||
const d = draft, actions = Object.entries(list).map(([id, action]) => [id, C.actions.find((x) => x.id === action)]);
|
||
const skills = [...new Set(actions.map(([, a]) => a.skill))];
|
||
const picked = d.item && actions.find(([id]) => id === d.item)?.[1];
|
||
d.skill = skills.includes(d.skill) ? d.skill : picked?.skill || skills[0];
|
||
const inSkill = actions.filter(([, a]) => a.skill === d.skill);
|
||
const groups = [...new Set(inSkill.map(([, a]) => a.group).filter(Boolean))];
|
||
if (!groups.includes(d.group)) d.group = picked?.skill === d.skill && picked.group || groups[0];
|
||
const q = (d.search || "").trim().toLowerCase();
|
||
const shown = q ? actions.filter(([id]) => item(id).name.toLowerCase().includes(q))
|
||
: inSkill.filter(([, a]) => !groups.length || a.group === d.group);
|
||
const others = S.players.filter((p) => p.id !== S.uid);
|
||
const tiles = shown.sort((x, y) => x[1].level - y[1].level).map(([id, a]) => {
|
||
const makers = others.filter((p) => p.levels[a.skill] >= a.level).length;
|
||
const tip = `${item(id).name} · ${skillOf(a.skill).name} ${a.level}${d.kind === "craft" ? ` · 👥 ${makers}` : ""}`;
|
||
return `<button class="doll-slot swap pick ${d.item === id ? "on" : ""} ${d.kind === "craft" && !makers ? "nobody" : ""}" data-draft-item="${id}" title="${esc(tip)}">
|
||
${item(id).icon}<span class="pick-lvl">${a.level}</span></button>`;
|
||
}).join("");
|
||
return `<div class="picker">
|
||
<div class="pick-skills">${skills.map((k) => `<button class="pick-skill ${!q && k === d.skill ? "on" : ""}" data-draft-skill="${k}" title="${esc(skillOf(k).name)}">${skillOf(k).icon}</button>`).join("")}
|
||
<input type="text" data-keep="order-search" placeholder="🔍" value="${esc(d.search || "")}"></div>
|
||
${groups.length && !q ? `<div class="tabs sm">${groups.map((g) => `<button class="tab ${g === d.group ? "on" : ""}" data-draft-group="${esc(g)}">${esc(g)}</button>`).join("")}</div>` : ""}
|
||
<div class="swap-grid pick-grid">${tiles || `<span class="muted small">—</span>`}</div></div>`;
|
||
}
|
||
|
||
function orderComposer() {
|
||
const d = draft, list = d.kind === "craft" ? C.order_recipes : C.order_raw;
|
||
let slots = "", maker = "";
|
||
const a = d.item && C.actions.find((x) => x.id === list[d.item]);
|
||
if (a) {
|
||
const smiths = S.players.filter((p) => p.id !== S.uid && p.levels[a.skill] >= a.level).length;
|
||
maker = `<div class="small muted" title="${esc(`${skillOf(a.skill).name} ${a.level} · ${smiths} can make it`)}">${skillOf(a.skill).icon} ${a.level} · 👥 ${smiths}</div>`;
|
||
if (d.kind === "craft") {
|
||
const runs = Math.ceil(d.qty / a.outputs[d.item]);
|
||
slots = Object.entries(a.inputs).map(([id, per]) => {
|
||
const need = per * runs, have = S.me.bank[id] || 0, on = d.provide.includes(id);
|
||
return `<div class="ro-slot ${on ? "filled" : "open"}"><button class="doll-slot ${on ? "on" : "empty-req"}" data-provide="${id}"
|
||
${!on && have < need ? `disabled title="${esc(`${item(id).name}: ${fmt(have)} / ${fmt(need)}`)}"` : `title="${esc(item(id).name)}"`}>
|
||
${item(id).icon}${on ? `<span class="tick">✓</span>` : ""}</button>
|
||
<span class="ro-have ${have < need ? "bad" : "good"}">${fmt(have)} / ${fmt(need)}</span></div>`;
|
||
}).join("");
|
||
}
|
||
}
|
||
const gold = d.kind === "craft" ? d.reward : d.reward * d.qty;
|
||
const why = !a ? "" : d.qty > C.order_max[d.kind] ? `Max ${fmt(C.order_max[d.kind])}`
|
||
: gold > S.me.gold ? `Gold ${fmt(S.me.gold)} / ${fmt(gold)}` : "";
|
||
return `<div class="panel compose">
|
||
<div class="tabs" style="margin:0 0 14px"><button class="tab ${d.kind === "craft" ? "on" : ""}" data-draft-kind="craft">Craft</button>
|
||
<button class="tab ${d.kind === "gather" ? "on" : ""}" data-draft-kind="gather">Materials</button></div>
|
||
${orderPicker(list)}
|
||
<div class="compose-grid">
|
||
<div>${a ? `<div class="ro-pick"><span class="doll-slot on">${item(d.item).icon}</span><div><b>${esc(item(d.item).name)}</b>${maker}</div></div>`
|
||
: `<div class="ro-pick"><span class="doll-slot empty-req"></span><span class="muted">—</span></div>`}
|
||
<div class="stepper">×<input type="number" min="1" max="${C.order_max[d.kind]}" value="${d.qty}" data-draft="qty">
|
||
<span class="muted small">max ${fmt(C.order_max[d.kind])}</span></div></div>
|
||
<div>${slots ? `<div class="ro-slots big">${slots}</div>` : ""}</div>
|
||
<div><div class="reward-input">${COIN}<input type="number" min="0" value="${d.reward}" data-draft="reward">
|
||
${d.kind === "gather" ? `<span class="muted small">each · ${fmt(gold)}</span>` : ""}</div>
|
||
<div class="btns"><button class="btn primary" data-order-post ${a && !why ? "" : "disabled"}>Post</button>
|
||
${why ? `<span class="why">${esc(why)}</span>` : ""}</div></div>
|
||
</div></div>`;
|
||
}
|
||
|
||
function orders() {
|
||
const all = S.orders || [], open = all.filter((o) => o.status === "open");
|
||
const takeable = open.filter(canTake), yours = all.filter((o) => o.by === S.uid);
|
||
const lists = { take: takeable, open, yours };
|
||
if (!lists[orderTab]) orderTab = "take";
|
||
const shown = lists[orderTab];
|
||
const old = orderTab === "yours" && yours.some((o) => o.status !== "open" && !o.held);
|
||
const tab =(key, label, n) => `<button class="tab ${orderTab === key ? "on" : ""}" data-otab="${key}">${label}${n ? ` <b class="badge">${n}</b>` : ""}</button>`;
|
||
return `<div class="panel"><div class="skill-head"><div class="big">${ORDER_ICON()}</div>
|
||
<div class="info"><h2>Work orders</h2></div>
|
||
<button class="btn ${draft ? "" : "primary"}" data-order-new>${draft ? "Close" : "New order"}</button></div></div>
|
||
${draft ? orderComposer() : ""}
|
||
<div class="tabs">${tab("take", "For you", takeable.length)}${tab("open", "All open", 0)}${tab("yours", "Yours", 0)}
|
||
${old ? `<button class="btn" data-order-clear>Clear</button>` : ""}</div>
|
||
${shown.length ? `<div class="grid wide">${shown.map(orderCard).join("")}</div>` : `<p class="muted">None.</p>`}`;
|
||
}
|
||
|
||
// --- board & roster -------------------------------------------------------
|
||
|
||
function board() {
|
||
const msgs = S.board.map((m) => `<div class="msg"><span class="who">${esc(playerName(m.who))}</span><span class="when">${ago(m.at)}</span>
|
||
${m.who === S.uid && m.id ? `<button class="msg-delete" data-unpost="${m.id}" title="Delete this message">✕</button>` : ""}
|
||
<div class="text">${esc(m.text)}</div></div>`).join("");
|
||
const ledger = [...S.ledger].reverse().map((l) => `<li>${esc(l.text)}<span class="when">${ago(l.at)}</span></li>`).join("");
|
||
return `<div class="cols">
|
||
<div class="panel"><h2>Town board</h2>
|
||
<div class="msgs">${msgs || `<p class="muted">No messages yet.</p>`}</div>
|
||
<form data-form="board"><textarea data-keep="board" maxlength="500" placeholder="Write to the guild…"></textarea>
|
||
<p><button class="btn primary">Post</button></p></form></div>
|
||
<div class="panel"><h2>Town ledger</h2><ul class="ledger">${ledger || `<li class="muted">Nothing recorded yet.</li>`}</ul></div>
|
||
</div>`;
|
||
}
|
||
|
||
function roster() {
|
||
return `<div class="grid wide">${S.players.map((p) => {
|
||
const cls = C.classes[p.cls];
|
||
const levels = C.skills.filter((s) => !s.class || s.class === p.cls).map((s) => `<div class="lvl ${p.levels[s.id] <= 1 ? "low" : ""}" title="${s.name} level ${p.levels[s.id]}"><span class="ico">${s.icon}</span><span class="nm">${s.name}</span><b>${p.levels[s.id]}</b></div>`).join("");
|
||
return `<div class="panel person"><div class="top"><span class="ico">${cls.icon}</span><div>
|
||
<b>${esc(p.name)}</b> <span class="muted small">${cls.name} · total level ${p.total}</span>
|
||
<div class="small">${p.doing ? `${skillOf(p.skill).icon} ${esc(p.doing)}` : `<span class="muted">Idle</span>`}${p.garrison ? ` · <span class="tag warn">On guard</span>` : ""}</div>
|
||
<div class="small favour">${FAVOUR} ${fmt(p.donated)} given to the city</div></div></div>
|
||
<div class="levels">${levels}</div>
|
||
<p><button class="btn sm" data-nav="character:${esc(p.id)}">Character sheet</button></p></div>`;
|
||
}).join("")}</div>`;
|
||
}
|
||
|
||
// --- character sheet -----------------------------------------------------
|
||
|
||
const SLOT_NAMES = { weapon: "Weapon", shield: "Shield", helmet: "Helmet", body: "Body", legs: "Legs" };
|
||
|
||
function characterSheet(uid) {
|
||
const mine = uid === S.uid;
|
||
const p = mine ? { ...S.players.find((x) => x.id === uid), ...S.me } : S.players.find((x) => x.id === uid);
|
||
if (!p) return `<p class="muted">No such adventurer.</p>`;
|
||
const cls = C.classes[p.cls];
|
||
const skills = C.skills.filter((s) => !s.class || s.class === p.cls);
|
||
const total = skills.reduce((sum, s) => sum + p.levels[s.id], 0);
|
||
const days = Math.max(1, Math.ceil((serverNow() - p.joined) / 86400));
|
||
const guard = Math.round(p.power);
|
||
|
||
const skillRows = skills.map((s) => {
|
||
const level = p.levels[s.id], xp = p.xp[s.id] || 0;
|
||
const floor = C.xp_table[level], ceil = C.xp_table[level + 1];
|
||
const pct = ceil ? (xp - floor) / (ceil - floor) * 100 : 100;
|
||
const gear = [p.equip[`tool_${s.id}`], p.equip[`station_${s.id}`]].filter(Boolean);
|
||
const marks = (cls.fast.includes(s.id) ? `<span title="${cls.name}: ${Math.round((1 - C.class_speed) * 100)}% faster">${cls.icon}</span>` : "")
|
||
+ gear.map((id) => `<span title="${esc(`${item(id).name}: ${Math.round(item(id).speed * 100)}% faster`)}">${item(id).icon}</span>`).join("");
|
||
return `<${mine ? `button data-nav="skill:${s.id}"` : "div"} class="sheet-skill">
|
||
<span class="ico">${s.icon}</span>
|
||
<span class="grow"><span class="row1"><b>${s.name}</b><span class="marks">${marks}</span><span class="lv">${level}</span></span>
|
||
<span class="bar xp"><span style="width:${pct}%"></span></span></span>
|
||
</${mine ? "button" : "div"}>`;
|
||
}).join("");
|
||
|
||
return `
|
||
<div class="panel sheet-head">
|
||
<div class="big">${cls.icon}</div>
|
||
<div class="grow">
|
||
<h2>${esc(p.name)}</h2>
|
||
<div class="muted">${cls.name} · total level ${total} · ${days === 1 ? "first day" : `${days} days`} in the city</div>
|
||
<div class="small" style="margin-top:6px">${p.doing ? `${skillOf(p.skill).icon} ${esc(p.doing)}` : `<span class="muted">Idle</span>`}${p.garrison ? ` · <span class="tag warn">On guard</span>` : ""}</div>
|
||
</div>
|
||
</div>
|
||
<div class="stats">
|
||
<div class="stat"><div class="k">Health</div><div class="v">${fmt(p.hp)} <small>/ ${p.max_hp}</small></div><div class="bar hp" style="margin-top:6px"><span style="width:${p.hp / p.max_hp * 100}%"></span></div></div>
|
||
<div class="stat"><div class="k">Combat power</div><div class="v">${p.power}</div><div class="note">${guard} in the garrison</div></div>
|
||
${mine ? `<div class="stat"><div class="k">Prayer points</div><div class="v">${fmt(p.pp)}</div><div class="note">${p.prayers.length ? p.prayers.map((id) => esc(C.prayers.find((x) => x.id === id).name)).join(", ") : "No prayers active"}</div></div>` : ""}
|
||
<div class="stat"><div class="k">Armour</div><div class="v">${p.armour}</div><div class="note">${Math.round(p.reduction * 100)}% less physical</div></div>
|
||
<div class="stat"><div class="k">Ward</div><div class="v">${p.ward}</div><div class="note">${Math.round(p.ward_reduction * 100)}% less magic</div></div>
|
||
<div class="stat"><div class="k">Given to the city</div><div class="v favour">${fmt(p.donated)}</div><div class="note">${fmt(p.favour)} favour to spend</div></div>
|
||
${mine ? `<div class="stat"><div class="k">Purse</div><div class="v gold">${fmt(p.gold)}</div><div class="note">${p.slots_used} / ${p.slots} bank slots</div></div>` : ""}
|
||
</div>
|
||
<div class="cols">
|
||
<div>
|
||
<div class="panel"><h2>Class</h2>
|
||
<p><b>${cls.icon} ${cls.name}</b></p>
|
||
<p class="small">${esc(cls.bonus)}.</p>
|
||
<p class="small">${esc(cls.masterwork)}.</p>
|
||
<p class="small">${esc(cls.signature)}.</p>
|
||
<p class="small">${esc(cls.combat)}.</p>
|
||
</div>
|
||
${equipmentPanel(p, mine)}
|
||
</div>
|
||
<div class="panel"><h2>Skills</h2><div class="sheet-skills">${skillRows}</div></div>
|
||
</div>`;
|
||
}
|
||
|
||
// The character, dressed: a compact grid of slots on a warrior's outline, Melvor-style, with
|
||
// room for slots the game doesn't have yet. A two-handed weapon fills the off hand too, faded.
|
||
// Picking a slot shows what's in it beside the grid.
|
||
const DOLL = [
|
||
["cape", "Cape", "cape"], ["helmet", "Head", "visored-helm"], ["amulet", "Amulet", "gem-pendant"],
|
||
["weapon", "Main hand", "pointy-sword"], ["body", "Body", "breastplate"], ["shield", "Off hand", "round-shield"],
|
||
["gloves", "Gloves", "gauntlet"], ["legs", "Legs", "leg-armor"], ["ring", "Ring", "ring"],
|
||
["trinket", "Trinket", "crystal-ball"], ["boots", "Boots", "leather-boot"], ["food", "Food", "hot-meal"],
|
||
];
|
||
|
||
function dollSlot(p, slot, label, outline, picked) {
|
||
if (slot === "food") return foodSlot(p, picked);
|
||
const known = slot in p.equip, two = slot === "shield" && p.equip.weapon && item(p.equip.weapon).two_handed;
|
||
const id = two ? p.equip.weapon : p.equip[slot];
|
||
const tip = !known ? `${label}: not in the game yet` : id ? `${label}: ${item(id).name}` : `${label}: empty`;
|
||
return `<button class="doll-slot ${known ? "" : "future"} ${id ? "" : "empty"} ${two ? "ghost" : ""} ${picked ? "on" : ""}"
|
||
${known ? `data-doll="${slot}"` : "disabled"} title="${esc(tip)}">
|
||
${id ? item(id).icon : glyph(outline, "#98a1b4")}${two ? `<span class="hands">2H</span>` : ""}
|
||
${slot === "weapon" && id ? `<span class="slot-type">${dmgIcon(C.styles[item(id).style || "sword"].damage)}</span>` : ""}</button>`;
|
||
}
|
||
|
||
function paperDoll(p, mine) {
|
||
const pick = dollPick && slot2(dollPick, p);
|
||
let slot = "";
|
||
if (pick === "food") slot = foodPanel(p);
|
||
else if (pick) {
|
||
const label = DOLL.find(([s]) => s === pick)[1];
|
||
const two = pick === "shield" && p.equip.weapon && item(p.equip.weapon).two_handed;
|
||
const id = two ? p.equip.weapon : p.equip[pick], it = id && item(id);
|
||
slot = `<div class="worn-head">${it ? `<span class="ico">${it.icon}</span><b>${esc(it.name)}</b>` : `<b>${label}</b><span class="muted small">empty</span>`}</div>
|
||
${it ? gearChips(it, p) : ""}${mine ? swapGrid(p, pick, two) : ""}`;
|
||
}
|
||
return `<div class="doll-wrap">
|
||
<div class="doll-col"><div class="doll"><span class="doll-figure">${glyph("swordman", "#e6e8ee")}</span>
|
||
${DOLL.map(([s, name, outline]) => dollSlot(p, s, name, outline, s === pick)).join("")}</div>${combatStats(p)}</div>
|
||
<div class="doll-side"><div class="doll-slot-info">${slot}</div></div>
|
||
</div>`;
|
||
}
|
||
|
||
// Your fighting numbers, always in the same place under the slot details: icons and numbers,
|
||
// with what each means on hover.
|
||
function combatStats(p) {
|
||
const f = p.fighter, pct = (x) => `${Math.round(x * 100)}%`, dt = C.damage_types[f.damage];
|
||
const cell = (icon, value, tip) => `<span class="gstat" title="${esc(tip)}">${icon}<span>${value}</span></span>`;
|
||
const cells = [
|
||
cell(glyph("biceps", "#e06a6a"), p.power, "Power: from your level and gear"),
|
||
cell(glyph("checked-shield", "#d4dae2"), p.armour, `Armour: ${pct(p.reduction)} less damage from blows`),
|
||
cell(glyph("magic-shield", "#a77be8"), p.ward, `Ward: ${pct(p.ward_reduction)} less damage from magic`),
|
||
cell(glyph(dt.glyph, dt.tint), f.max_hit, `Max hit (${dt.name.toLowerCase()})`),
|
||
cell(glyph("striking-diamonds", "#f0d060"), pct(f.crit), "Crit chance"),
|
||
cell(glyph("stopwatch", "#9fb3c8"), `${f.interval}s`, `A swing every ${f.interval}s`),
|
||
cell(glyph("archery-target", "#e0a050"), fmt(f.accuracy), "Accuracy"),
|
||
cell(glyph("dodging", "#8fd0e0"), fmt(f.evasion), "Evasion"),
|
||
cell(glyph("shield-reflect", "#e0b04a"), pct(f.block), "Block chance (with a shield)"),
|
||
];
|
||
return `<div class="combat-stats stat-grid">${cells.join("")}</div>`;
|
||
}
|
||
|
||
// What else in the bank fits the picked slot, best first: click one to put it on. For weapons the
|
||
// corner shows the damage type, so you can pick one for what you're about to fight.
|
||
function swapGrid(p, slot, two) {
|
||
const fits = Object.keys(p.bank).filter((id) => item(id).slot === slot)
|
||
.sort((a, b) => (item(b).tier ?? 0) - (item(a).tier ?? 0) || (item(b).power ?? 0) - (item(a).power ?? 0));
|
||
const tiles = fits.map((id) => {
|
||
const it = item(id), [skill, level] = it.req || [];
|
||
const why = two ? `Your ${item(p.equip.weapon).name.toLowerCase()} takes both hands`
|
||
: skill && p.levels[skill] < level ? `Needs ${skillOf(skill).name.toLowerCase()} ${level}` : "";
|
||
const corner = it.style ? dmgIcon(C.styles[it.style].damage) : "";
|
||
const tip = [it.name, gearStats(it), it.style ? (it.two_handed ? "two-handed" : "one-handed") : "", why].filter(Boolean).join(" · ");
|
||
return `<button class="doll-slot swap" data-equip="${id}" ${why ? "disabled" : ""} title="${esc(tip)}">${it.icon}
|
||
${corner ? `<span class="swap-type">${corner}</span>` : ""}${it.two_handed ? `<span class="hands">2H</span>` : ""}${p.bank[id] > 1 ? `<span class="swap-qty">${p.bank[id]}</span>` : ""}</button>`;
|
||
});
|
||
const off = p.equip[slot] && !two ? `<button class="doll-slot swap off" data-unequip="${slot}" title="Take it off, back to the bank">${glyph("cancel", "#98a1b4")}</button>` : "";
|
||
if (!tiles.length && !off) return `<div class="muted small">Nothing else in your bank fits here.</div>`;
|
||
return `<div class="swap-head muted small">Swap for</div><div class="swap-grid">${tiles.join("")}${off}</div>`;
|
||
}
|
||
|
||
// A picked slot only counts if it's one this character has.
|
||
function slot2(slot, p) {
|
||
return slot in p.equip || (slot === "food" && "food" in p) ? slot : null;
|
||
}
|
||
|
||
// Food for fights: one you picked to eat first, or the cheapest first. Only your own sheet shows it.
|
||
function foodSlot(p, picked) {
|
||
if (!("food" in p)) return `<span class="doll-slot future" title="Food"></span>`;
|
||
const id = p.food && p.bank[p.food] ? p.food : null;
|
||
const none = !p.edible.length;
|
||
const tip = none ? "No food in your bank" : id ? `Food: ${item(id).name}, heals ${item(id).heal}` : "Food: cheapest first";
|
||
return `<button class="doll-slot ${picked ? "on" : ""} ${none ? "starving" : ""}" data-doll="food" title="${esc(tip)}">
|
||
${none ? glyph("hot-meal", "#e2645c") : id ? item(id).icon : ANY_FOOD}${id ? `<span class="swap-qty">${fmt(p.bank[id])}</span>` : ""}</button>`;
|
||
}
|
||
|
||
function foodPanel(p) {
|
||
const id = p.food && p.bank[p.food] ? p.food : null;
|
||
const head = id ? `<div class="worn-head"><span class="ico">${item(id).icon}</span><b>${esc(item(id).name)}</b>
|
||
<span class="muted small">${HEART} ${item(id).heal} · ${fmt(p.bank[id])} left</span></div>`
|
||
: `<div class="worn-head"><span class="ico">${ANY_FOOD}</span><b>Cheapest first</b></div>`;
|
||
const tiles = [...p.edible].sort((a, b) => item(a).heal - item(b).heal).map((f) => `<button class="doll-slot swap ${f === id ? "on" : ""}" data-food="${f}"
|
||
title="${esc(`${item(f).name}: heals ${item(f).heal}`)}">${item(f).icon}<span class="swap-qty">${fmt(p.bank[f])}</span></button>`);
|
||
const cheap = `<button class="doll-slot swap ${id ? "" : "on"}" data-food="cheapest" title="Cheapest first">${ANY_FOOD}</button>`;
|
||
return head + (p.edible.length ? `<div class="swap-head muted small">Eat first</div><div class="swap-grid">${cheap}${tiles.join("")}</div>`
|
||
: `<div class="small warn">No food in your bank.</div>`);
|
||
}
|
||
|
||
// The equipment panel, the same on the character sheet and the combat page (which leaves out tools).
|
||
function equipmentPanel(p, mine, tools = true) {
|
||
return `<div class="panel"><h2>Equipment</h2>${paperDoll(p, mine)}
|
||
${tools ? `<h2 style="margin-top:16px">Tools</h2>${toolSlots(p)}` : ""}</div>`;
|
||
}
|
||
|
||
// Tools: one small slot per gathering skill.
|
||
// Gathering tools in a row; under them each crafting skill's tool, with its station below it.
|
||
function toolSlots(p) {
|
||
const slot = (kind, s) => {
|
||
const id = p.equip[`${kind}_${s.id}`], it = id && item(id);
|
||
return `<span class="doll-slot small ${id ? "" : "empty"}" title="${esc(it ? `${it.name}: ${Math.round(it.speed * 100)}% faster ${s.name.toLowerCase()}` : `${s.name}: no ${kind}`)}">
|
||
${it ? it.icon : s.icon}</span>`;
|
||
};
|
||
const gathering = C.skills.filter((s) => `tool_${s.id}` in p.equip && !(`station_${s.id}` in p.equip));
|
||
const crafting = C.skills.filter((s) => `station_${s.id}` in p.equip);
|
||
return `<div class="tool-slots">${gathering.map((s) => slot("tool", s)).join("")}</div>
|
||
<div class="tool-grid">${crafting.map((s) => slot("tool", s) + slot("station", s)).join("")}</div>`;
|
||
}
|
||
|
||
// --- registration ---------------------------------------------------------
|
||
|
||
function classCards() {
|
||
return Object.entries(C.classes).map(([id, c]) => `
|
||
<button class="class-card ${pickedClass === id ? "on" : ""}" data-class="${id}">
|
||
<span class="ico">${c.icon}</span><span><b>${c.name}</b><p>${esc(c.bonus)}.</p><p>${esc(c.masterwork)}.</p><p>${esc(c.signature)}.</p><p>${esc(c.combat)}.</p></span>
|
||
</button>`).join("");
|
||
}
|
||
|
||
// After the classes became trades, everyone picks once more. Nothing is lost.
|
||
function repickPage() {
|
||
return `<div class="welcome">
|
||
<h2>Pick your trade</h2>
|
||
<p class="muted">Classes are now trades, gathering through crafting. You keep every level and item. Free, once.</p>
|
||
<div class="classes">${classCards()}</div>
|
||
<div class="btns"><button class="btn primary" data-repick ${pickedClass ? "" : "disabled"}>Take up this trade</button></div>
|
||
<p class="small muted">Any class can train any skill.</p>
|
||
</div>`;
|
||
}
|
||
|
||
function register() {
|
||
const cards = classCards();
|
||
return `<div class="welcome">
|
||
<h2>A new city on the frontier</h2>
|
||
<p class="muted">Settle a frontier city together. Train, build, and hold off the bandits.
|
||
You keep working while away, for up to a day.</p>
|
||
<div class="classes">${cards}</div>
|
||
<form data-form="register" class="btns">
|
||
<input type="text" data-keep="name" maxlength="20" placeholder="Your adventurer's name" style="flex:1;min-width:200px">
|
||
<button class="btn primary" ${pickedClass ? "" : "disabled"}>Enter the city</button>
|
||
</form>
|
||
<p class="small muted">Any class can train any skill.</p>
|
||
</div>`;
|
||
}
|
||
|
||
// --- animation ------------------------------------------------------------
|
||
|
||
function animate() {
|
||
const now = serverNow();
|
||
const a = S?.me?.action;
|
||
animateFight(now);
|
||
if (a) {
|
||
const pct = Math.min(1, (now - a.start) / a.duration);
|
||
// In a fight the bar is the enemy's health (set by animateFight), not a timer.
|
||
if (!a.fight) for (const el of document.querySelectorAll("[data-progress]")) el.style.width = (pct * 100) + "%";
|
||
const key = `${a.start}:${a.duration}`;
|
||
if (pct >= 1 && refreshedFor !== key) {
|
||
refreshedFor = key;
|
||
setTimeout(refresh, 150);
|
||
} else if (a.fight && now - a.start > a.duration + (a.respawn || 1) && now - retriedAt > 2) {
|
||
retriedAt = now; // the next enemy hasn't turned up yet: ask again
|
||
refresh();
|
||
}
|
||
}
|
||
for (const el of document.querySelectorAll("[data-span]")) {
|
||
const [start, end] = el.dataset.span.split(",").map(Number);
|
||
el.style.width = Math.min(100, (now - start) / (end - start) * 100) + "%";
|
||
}
|
||
for (const el of document.querySelectorAll("[data-countdown]")) el.textContent = dur(Number(el.dataset.countdown) - now);
|
||
animateFires();
|
||
}
|
||
|
||
function loop() {
|
||
if (S) animate();
|
||
requestAnimationFrame(loop);
|
||
}
|
||
|
||
// --- events ---------------------------------------------------------------
|
||
|
||
document.addEventListener("click", (e) => {
|
||
const t = e.target.closest("button, [data-menu], [data-close]");
|
||
if (!t) return;
|
||
const d = t.dataset;
|
||
if (t.matches("[data-battle-skip]")) return playBattle.finish?.();
|
||
if (d.raidSeen) {
|
||
$("#modal").hidden = true;
|
||
return act("/api/seen", { id: Number(d.raidSeen) });
|
||
}
|
||
if (!$("#modal").hidden && $(".battle")) return; // the raid report closes with its own button, once watched
|
||
if (t.matches("[data-close]") || e.target === $("#modal")) { $("#modal").hidden = true; showThreat(); return; }
|
||
if ("menu" in d) { setMenu(!$("#app").classList.contains("open")); return; }
|
||
if (d.nav) {
|
||
if (d.navGroup) { tabs[d.nav.slice(6)] = d.navGroup; remember(`tab.${d.nav.slice(6)}`, d.navGroup); }
|
||
page = d.nav; remember("page", page); selected = null;
|
||
history.replaceState(null, "", "#" + page);
|
||
setMenu(false);
|
||
render(); window.scrollTo(0, 0); return;
|
||
}
|
||
if (d.firewood) { firewood = Number(d.firewood); remember("firewood", d.firewood); return render(); }
|
||
if (d.start) return act("/api/action", { id: d.start });
|
||
if (d.once) return act("/api/action", { id: d.once, once: true });
|
||
if ("stop" in d) return act("/api/stop", {});
|
||
if ("orderNew" in d) {
|
||
draft = draft ? null : { kind: "craft", item: "", qty: 1, provide: [], reward: 0 };
|
||
return render();
|
||
}
|
||
if (d.draftKind) { draft = { kind: d.draftKind, item: "", qty: 1, provide: [], reward: 0 }; clearSearch(); return render(); }
|
||
if (d.draftSkill) { draft.skill = d.draftSkill; draft.search = ""; clearSearch(); return render(); }
|
||
if (d.draftGroup) { draft.group = d.draftGroup; return render(); }
|
||
if (d.draftItem) { pickOrderItem(d.draftItem); return render(); }
|
||
if (d.provide) {
|
||
draft.provide = draft.provide.includes(d.provide) ? draft.provide.filter((x) => x !== d.provide) : [...draft.provide, d.provide];
|
||
return render();
|
||
}
|
||
if ("orderPost" in d) {
|
||
const body = { kind: draft.kind, item: draft.item, qty: draft.qty, provide: draft.provide, reward: draft.reward };
|
||
return api("/api/order", body).then((state) => { draft = null; orderTab = "yours"; accept(state); }).catch((err) => toast(err.message, "bad"));
|
||
}
|
||
if (d.otab) { orderTab = d.otab; return render(); }
|
||
if (d.orderWork) return act("/api/order/work", { id: Number(d.orderWork) });
|
||
if (d.orderDrop) return act("/api/order/drop", { id: Number(d.orderDrop) });
|
||
if (d.orderDeliver) return act("/api/order/deliver", { id: Number(d.orderDeliver) });
|
||
if (d.orderCancel) return act("/api/order/cancel", { id: Number(d.orderCancel) });
|
||
if (d.orderRemove) return act("/api/order/remove", { id: Number(d.orderRemove) });
|
||
if ("orderClear" in d) return act("/api/order/remove", {});
|
||
if (d.orderFill) return act("/api/order/provide", { id: Number(d.orderFill), item: d.item });
|
||
if (d.doll) {
|
||
dollPick = dollPick === d.doll ? null : d.doll;
|
||
return render();
|
||
}
|
||
if ("select" in d) {
|
||
selected = d.select || null;
|
||
render();
|
||
// On a phone the item panel sits under the bank grid: bring it into view.
|
||
if (selected && matchMedia("(max-width: 900px)").matches) $(".item-panel")?.scrollIntoView({ behavior: "smooth", block: "start" });
|
||
return;
|
||
}
|
||
const qty = d.qty === "all" ? "all" : Number(d.qty);
|
||
if (d.donate) return act("/api/donate", { item: d.donate, qty });
|
||
if (d.sell) return act("/api/sell", { item: d.sell, qty });
|
||
if (d.give) return act("/api/give", { item: d.give, qty, to: $("[data-keep=give-to]").value });
|
||
if (d.equip) return act("/api/equip", { item: d.equip });
|
||
if (d.unequip) return act("/api/equip", { slot: d.unequip });
|
||
if (d.fund) return act("/api/fund", { building: d.fund, item: d.item, source: d.source, qty: "all" });
|
||
if (d.install) return act("/api/install", { fitting: d.install, source: d.source });
|
||
if ("plot" in d) return act("/api/plot", { id: d.plot || null });
|
||
if (d.garrison) return act("/api/garrison", { join: d.garrison === "1" });
|
||
if (d.perk) return act("/api/perk", { perk: d.perk });
|
||
if (d.pin) return act("/api/pin", { skill: d.pin });
|
||
if (d.track) return act("/api/track", { id: d.track });
|
||
if (d.favour) return act("/api/favour", { kind: d.favour });
|
||
if (d.food) return act("/api/food", { item: d.food === "cheapest" ? null : d.food });
|
||
if (d.potion) return act("/api/potion", { item: d.potion });
|
||
if (d.unpost) {
|
||
if (!confirm("Delete this message?")) return;
|
||
return act("/api/board/delete", { id: Number(d.unpost) });
|
||
}
|
||
if (d.aid) return act("/api/aid", { kind: d.aid, item: d.item, source: d.source });
|
||
if ("hire" in d) return act("/api/hire", {});
|
||
if (d.devHappen) return act("/api/dev/happen", { track: d.devHappen });
|
||
if (d.pray) {
|
||
const on = S.me.prayers.includes(d.pray);
|
||
if (!on && S.me.prayers.length >= C.max_prayers) return toast(`Max ${C.max_prayers} prayers active`, "bad");
|
||
return act("/api/prayers", { ids: on ? S.me.prayers.filter((x) => x !== d.pray) : [...S.me.prayers, d.pray] });
|
||
}
|
||
if (d.overflow) return act("/api/settings", { overflow: d.overflow });
|
||
if (d.class) { pickedClass = d.class; render(); return; }
|
||
if ("repick" in d) return act("/api/class", { cls: pickedClass });
|
||
if (d.tab) { tabs[d.tab] = d.group; remember(`tab.${d.tab}`, d.group); render(); return; }
|
||
if (d.devAdvance) return act("/api/dev/advance", { hours: Number(d.devAdvance) });
|
||
if ("devEvent" in d) return act("/api/dev/event", {});
|
||
});
|
||
|
||
function clearSearch() {
|
||
const field = $("[data-keep=order-search]");
|
||
if (field) field.value = "";
|
||
}
|
||
|
||
function pickOrderItem(id) {
|
||
const list = draft.kind === "craft" ? C.order_recipes : C.order_raw;
|
||
draft.item = list[id] ? id : "";
|
||
draft.provide = [];
|
||
// A starting price: what the item's worth, each.
|
||
draft.reward = draft.item ? item(draft.item).value * (draft.kind === "craft" ? draft.qty : 1) : 0;
|
||
}
|
||
|
||
document.addEventListener("input", (e) => {
|
||
if (e.target.dataset.keep !== "order-search" || !draft) return;
|
||
draft.search = e.target.value;
|
||
render();
|
||
});
|
||
|
||
document.addEventListener("change", (e) => {
|
||
const key = e.target.dataset.draft;
|
||
if (!key || !draft) return;
|
||
if (key === "item") {
|
||
pickOrderItem(e.target.value);
|
||
} else {
|
||
const before = draft.qty;
|
||
draft[key] = Math.max(key === "qty" ? 1 : 0, Math.floor(Number(e.target.value) || 0));
|
||
if (key === "qty") draft.qty = Math.min(draft.qty, C.order_max[draft.kind]);
|
||
// A crafting order's reward is the total: it follows the quantity at the same price each.
|
||
if (key === "qty" && draft.kind === "craft") draft.reward = Math.round(draft.reward / before * draft.qty);
|
||
if (key === "qty" && draft.kind === "craft" && draft.item) {
|
||
// Drop provided reagents the bank can no longer cover at the new quantity.
|
||
const a = C.actions.find((x) => x.id === C.order_recipes[draft.item]), runs = Math.ceil(draft.qty / a.outputs[draft.item]);
|
||
draft.provide = draft.provide.filter((id) => (S.me.bank[id] || 0) >= a.inputs[id] * runs);
|
||
}
|
||
}
|
||
render();
|
||
});
|
||
|
||
$("#modal").addEventListener("click", (e) => { if (e.target.id === "modal") e.target.hidden = true; });
|
||
|
||
document.addEventListener("submit", async (e) => {
|
||
const form = e.target.closest("[data-form]");
|
||
if (!form) return;
|
||
e.preventDefault();
|
||
const field = form.querySelector("[data-keep]");
|
||
const value = field.value.trim();
|
||
if (form.dataset.form === "register") {
|
||
if (!pickedClass) return toast("Pick a class first", "bad");
|
||
return act("/api/register", { name: value, cls: pickedClass });
|
||
}
|
||
if (form.dataset.form === "board") {
|
||
if (!value) return;
|
||
field.value = "";
|
||
return act("/api/board", { text: value });
|
||
}
|
||
if (form.dataset.form === "gold") {
|
||
field.value = "";
|
||
return act("/api/donate", { item: "gold", qty: Number(value) });
|
||
}
|
||
if (form.dataset.form === "dev-user" && value) {
|
||
document.cookie = `gh_user=${encodeURIComponent(value)}; path=/; SameSite=Lax`;
|
||
field.value = "";
|
||
return refresh();
|
||
}
|
||
});
|
||
|
||
document.addEventListener("visibilitychange", () => { if (!document.hidden) refresh(); });
|
||
|
||
// --- swipe the menu open and shut (phones) --------------------------------
|
||
// A mostly-sideways swipe drags the drawer with the finger; letting go snaps
|
||
// it open or shut by distance or speed. Vertical scrolling is left alone.
|
||
// Move and end listeners go on the touched element itself: touch events keep
|
||
// going to it even if a re-render detaches it mid-swipe, and then they no
|
||
// longer bubble up to the document.
|
||
|
||
(function swipeMenu() {
|
||
const phone = matchMedia("(max-width: 900px)");
|
||
let drag = null;
|
||
|
||
const reset = () => {
|
||
$("#side").style.transform = $("#side").style.transition = "";
|
||
$("#scrim").style.opacity = "";
|
||
$("#app").classList.remove("dragging");
|
||
};
|
||
|
||
document.addEventListener("touchstart", (e) => {
|
||
if (drag) release();
|
||
if (!phone.matches || e.touches.length !== 1 || !$("#modal").hidden || e.target.closest("input, textarea, select")) return;
|
||
const t = e.touches[0];
|
||
drag = { x: t.clientX, y: t.clientY, at: e.timeStamp, open: $("#app").classList.contains("open"), axis: null, dx: 0, target: e.target };
|
||
drag.target.addEventListener("touchmove", move, { passive: false });
|
||
drag.target.addEventListener("touchend", finish);
|
||
drag.target.addEventListener("touchcancel", finish);
|
||
}, { passive: true });
|
||
|
||
function release() {
|
||
drag.target.removeEventListener("touchmove", move);
|
||
drag.target.removeEventListener("touchend", finish);
|
||
drag.target.removeEventListener("touchcancel", finish);
|
||
if (drag.axis === "x") reset();
|
||
drag = null;
|
||
}
|
||
|
||
function move(e) {
|
||
if (!drag) return;
|
||
const t = e.touches[0];
|
||
const dx = t.clientX - drag.x, dy = t.clientY - drag.y;
|
||
if (!drag.axis) {
|
||
if (Math.hypot(dx, dy) < 10) return;
|
||
const sideways = Math.abs(dx) > Math.abs(dy) * 1.3 && (drag.open ? dx < 0 : dx > 0);
|
||
drag.axis = sideways ? "x" : "y";
|
||
if (!sideways) return;
|
||
drag.width = $("#side").offsetWidth;
|
||
$("#side").style.transition = "none";
|
||
$("#app").classList.add("dragging");
|
||
}
|
||
if (drag.axis !== "x") return;
|
||
e.preventDefault();
|
||
drag.dx = dx;
|
||
// 0 is fully open, -width fully shut.
|
||
const offset = Math.max(-drag.width, Math.min(0, drag.open ? dx : dx - drag.width));
|
||
$("#side").style.transform = `translateX(${offset}px)`;
|
||
$("#scrim").style.opacity = String(1 + offset / drag.width);
|
||
}
|
||
|
||
function finish(e) {
|
||
if (!drag) return;
|
||
const swiped = drag.axis === "x";
|
||
const speed = drag.dx / Math.max(1, e.timeStamp - drag.at); // px per ms
|
||
const open = drag.open
|
||
? !(drag.dx < -drag.width * 0.35 || speed < -0.4)
|
||
: drag.dx > drag.width * 0.35 || speed > 0.4;
|
||
// Hand back to the stylesheet; its transition carries on from here.
|
||
release();
|
||
if (swiped) setMenu(open);
|
||
}
|
||
})();
|
||
|
||
(async function boot() {
|
||
try {
|
||
C = iconise(await api("/api/content"));
|
||
await refresh();
|
||
} catch (err) {
|
||
$("#main").innerHTML = `<p class="loading">Couldn't reach the city: ${esc(err.message)}</p>`;
|
||
return;
|
||
}
|
||
setInterval(() => { if (!document.hidden) refresh(); }, POLL_MS);
|
||
requestAnimationFrame(loop);
|
||
})();
|