3390 lines
210 KiB
JavaScript
3390 lines
210 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 FIGHT_POLL_MS = 2000; // in a fight someone may tag in: keep everyone's view of it close
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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 achPick = null; // achievement chip spelled out: "section.card.entry"
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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 favourSeen = {}; // favour each city order had earned you
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let pickedClass = null; // registration
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let queueOpen = false; // the queue panel under the top bar
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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 polledAt = 0;
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let tagging = false; // this page just tagged into someone's fight
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// What you last tapped in this fight (an enemy to fight, an ally to heal): shown at once and sent with
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// every press, so a tap and a press straight after it don't wait on each other.
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let aim = { fight: null, foe: null, ally: null };
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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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// A player's banner: field and trim colours, with their emblem on it.
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const crest = (look, h = 26) => look ? `<svg class="crest" width="${Math.round(h * 0.8)}" height="${h}" viewBox="0 0 30 38" aria-hidden="true">
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<path d="M2 2h26v24l-13 10L2 26z" fill="${look.field}" stroke="${look.trim}" stroke-width="2.5"></path>
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${look.emblem ? `<use href="/static/icons.svg#${look.emblem}" x="6" y="6" width="18" height="18" style="color:${look.trim}"></use>` : ""}</svg>` : "";
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const titled = (p) => `${crest(p.look)} <b>${esc(p.name)}</b>${p.look?.title ? ` <span class="title">${esc(p.look.title)}</span>` : ""}`;
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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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...Object.values(content.abilities), ...Object.values(content.enemy_abilities)];
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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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// An open tab polls every 10s and a hidden one stops, so a quiet minute means they've gone.
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const ONLINE_S = 45;
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const online = (p) => p.id === S.uid || serverNow() - p.seen < ONLINE_S;
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const presence = (p) => online(p) ? `<span class="online" title="Online"></span>` : "";
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const lastSeen = (p) => online(p) ? "" : ` · seen ${ago(p.seen)}`;
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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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polledAt = Date.now();
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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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// Someone tagging into your fight (not you tagging into theirs) gets a toast.
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const fightingWith = S?.me && !tagging ? S.me.action?.with || [] : null;
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tagging = false;
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S = state;
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skew = state.now - Date.now() / 1000;
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for (const uid of fightingWith ? state.me?.action?.with || [] : []) {
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if (!fightingWith.includes(uid)) toast(`⚔️ ${playerName(uid)} joined the fight`, "good");
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}
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if (state.summary) showSummary(state.summary);
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orderNews(state);
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const ev = state.upcoming;
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if (ev?.at_gates && warned !== ev.id) {
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warned = ev.id;
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toast(ev.kind === "dragon" ? "🐉 The dragon is overhead!" : "⚔️ Raiders at the gates!", "bad");
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}
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render();
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showThreat();
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}
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// --- time -----------------------------------------------------------------
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function dur(seconds) {
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if (seconds > 0 && seconds < 10) return `${+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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if (sum.run_over) toast(`🏁 ${sum.run_over}`, sum.run_over.startsWith("Cleared") ? "level" : "bad");
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if (sum.skipped?.length) toast(`⏭️ Skipped: ${skippedNames(sum)}`, "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 ${C.actions.find((x) => x.id === sum.resumed).name.toLowerCase()}`);
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}
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// Queued makes passed over for want of materials.
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function skippedNames(sum) {
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return sum.skipped.map((id) => C.actions.find((x) => x.id === id).name).join(", ");
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}
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function awayModal(sum) {
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const items = Object.entries(sum.items).map(([id, q]) => `<li>${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.with || {}).length ? `<p class="muted small">⚔️ ${Object.entries(sum.with).map(([name, n]) => `${fmt(n)} with ${esc(name)}`).join(" · ")}</p>` : ""}
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${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)} ${esc(item(id).name.toLowerCase())}`).join(", ")}.</p>` : ""}
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${Object.keys(sum.used || {}).length ? `<p class="muted small">Used ${Object.entries(sum.used).map(([id, q]) => `${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.skipped?.length ? `<p class="tag bad">⏭️ Skipped: ${esc(skippedNames(sum))}</p>` : ""}
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${sum.stopped ? `<p class="tag bad">Stopped: ${esc(sum.stopped)}</p>` : ""}
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${sum.run_over ? `<p class="tag">🏁 ${esc(sum.run_over)}</p>` : ""}
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<p><button class="btn primary" data-close>Back to work</button></p>`);
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}
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// A raid or dragon attack, played out for everyone once: the clash, then the report.
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function showThreat() {
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const t = S.threat_report;
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if (!t || watching === t.id || !$("#modal").hidden) return;
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watching = t.id;
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openBattle(t, `data-raid-seen="${t.id}"`);
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}
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// A past fight, watched again from the council's history.
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function replayBattle(id) {
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const h = S.history.find((x) => x.id === id);
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if (h?.report) openBattle(h, "data-battle-close");
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}
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// Who stands on each side. Ours: the garrison by name, then the city's defence in squads, each as
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// strong as its share of the total. Theirs: the raiders' strength split into bands, or the one dragon.
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// `every` is how often each swings, in seconds of the replay; walls and the ram only take blows.
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const SQUADS = [
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{ id: "guards", parts: ["militia", "weapons", "shields", "jerkins", "salves"], name: "Guards", glyph: "swordman", dmg: "slash", every: 2 },
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{ id: "archers", parts: ["arrows"], name: "Archers", glyph: "bow-arrow", dmg: "pierce", every: 1.8 },
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{ id: "walls", parts: ["walls"], name: "Walls", glyph: "stone-wall", dmg: "blunt", still: true },
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{ id: "folk", parts: ["townsfolk", "drilled", "rallied"], name: "Townsfolk", glyph: "farmer", dmg: "blunt", every: 2.8 },
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{ id: "swords", parts: ["mercenaries"], name: "Sellswords", glyph: "hooded-assassin", dmg: "slash", every: 2.2 },
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{ id: "ward", parts: ["ward"], name: "Temple ward", glyph: "prayer", dmg: "magic", every: 3 },
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];
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const RAID_BANDS = [
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{ id: "cut", name: "Cutthroats", glyph: "bowie-knife", dmg: "slash", every: 1.8 },
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{ id: "bow", name: "Bowmen", glyph: "pocket-bow", dmg: "pierce", every: 2 },
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{ id: "brute", name: "Brutes", glyph: "fist", dmg: "blunt", every: 3 },
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];
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const STOPPERS = ["shield_bash", "pinning_shot", "concuss"]; // abilities that cut a cast short
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const OURS = "#d4dae2", THEIRS = "#e08a7a";
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const BATTLE_STEPS = 32, BATTLE_DT = 0.65, BATTLE_LEAD = 1.2; // ~22s a fight
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// An ability's cooldown in the replay: as on auto, but twice as quick, since the fight is short.
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const battleCd = (id) => (C.abilities[id]?.cd || 8) * C.auto_cd / 2;
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// The big moves: a cast bar, then a burst. Players' abilities come from C.abilities.
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function battleMove(label) {
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return { ram: { name: "Ram", icon: glyph("wood-beam", THEIRS) },
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charge: { name: "Charge", icon: glyph("crossed-swords", OURS) },
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war_cry: C.enemy_abilities.war_cry, fire_breath: C.enemy_abilities.fire_breath }[label] || C.abilities[label] || C.enemy_abilities[label];
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}
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function battleSides(t, rand) {
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const r = t.report, parts = r.parts || {}, us = [], them = [];
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const sum = Object.values(parts).reduce((a, b) => a + b, 0);
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const scale = sum ? r.defence / sum : 1; // hunger takes a fifth off the whole line
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r.garrison.forEach((g, i) => {
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const p = S.players.find((x) => x.id === g.id);
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const style = item(p?.equip?.weapon).style || "sword";
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const known = C.weapon_kits[style].filter((id) => (p?.levels.combat ?? 1) >= C.abilities[id].level
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&& (C.abilities[id].needs !== "shield" || p?.equip?.shield));
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const hits = (id, kinds) => C.abilities[id].effects.some((e) => kinds.includes(e.t));
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const kit = known.filter((id) => hits(id, ["dmg", "aoe", "dot"]));
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const burst = known.find((id) => hits(id, ["aoe"])) || known.find((id) => hits(id, ["dmg"]));
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const stop = known.find((id) => STOPPERS.includes(id));
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us.push({ id: `g${i}`, uid: g.id, name: g.id === S.uid ? "You" : esc(g.name), label: `${crest(p?.look, 18)} ${esc(g.name)}`,
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top: g.power * scale, dmg: C.styles[style].damage, known, kit, burst, stop, every: C.styles[style].interval });
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});
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const squad = (sq, top) => top >= 1 && us.push({ ...sq, top, squad: true,
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label: `${glyph(sq.glyph, OURS)} ${sq.id === "guards" && r.guards ? `Guards ×${r.guards}` : sq.name}` });
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if (sum) for (const sq of SQUADS) squad(sq, sq.parts.reduce((a, k) => a + (parts[k] || 0), 0) * scale);
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else squad(SQUADS[3], r.defence - r.garrison.reduce((a, g) => a + g.power, 0));
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const band = (b, top) => them.push({ ...b, top, side: "them", label: `${glyph(b.glyph, THEIRS)} ${b.name}` });
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if (t.kind === "dragon") {
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const name = (r.group || "the dragon").replace(/^\w/, (c) => c.toUpperCase());
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band({ id: "d", name: "Dragon", glyph: "dragon-head", dmg: "magic", every: 3, kit: ["tail_swipe"] }, r.attack);
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them[0].name = esc(name);
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them[0].label = `${glyph("dragon-head", THEIRS)} ${esc(name)}`;
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} else {
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const chief = r.attack * 0.2, ram = parts.walls ? r.attack * 0.15 : 0;
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band({ id: "chief", name: "Warlord", glyph: "visored-helm", dmg: "slash", every: 2.4 }, chief);
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if (ram) band({ id: "ram", name: "Battering ram", glyph: "wood-beam", dmg: "blunt", still: true }, ram);
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const weights = RAID_BANDS.map(() => 0.6 + rand() * 0.8), total = weights.reduce((a, b) => a + b, 0);
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RAID_BANDS.forEach((b, i) => band(b, (r.attack - chief - ram) * weights[i] / total));
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}
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for (const u of us) u.side = "us";
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return { us, them };
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}
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// The whole fight, worked out up front and seeded by the event so everyone sees the same one. Pure
|
||
// theatre: the outcome is already decided. The loser's side runs out; the winner keeps as much as the
|
||
// gap between the two. In a close fight the loser surges in the middle and the winner turns it late.
|
||
function battleScript(t) {
|
||
let seed = t.id * 9301 + 49297;
|
||
const rand = () => (seed = (seed * 9301 + 49297) % 233280) / 233280;
|
||
const won = t.report.title.startsWith("Victory"), dragon = t.kind === "dragon";
|
||
const { us, them } = battleSides(t, rand);
|
||
const units = [...us, ...them], byId = Object.fromEntries(units.map((u) => [u.id, u]));
|
||
for (const u of units) u.hp = u.top;
|
||
const usTop = us.reduce((a, u) => a + u.top, 0), themTop = them.reduce((a, u) => a + u.top, 0);
|
||
const close = Math.min(usTop, themTop) / Math.max(usTop, themTop, 1), k = close * close;
|
||
const keep = Math.max(0.1, 1 - close);
|
||
const p1 = 0.3 + (rand() - 0.5) * 0.1, p2 = 0.72 + (rand() - 0.5) * 0.1;
|
||
const lerp = (x, y) => x + (y - x) * k;
|
||
// How much of its losses each side has taken by each point of the fight.
|
||
const winner = [[0, 0], [p1, lerp(p1, 0.2)], [1, 1]];
|
||
const loser = [[0, 0], [p1, lerp(p1, 0.35)], [p2, lerp(p2, 0.55)], [1, 1]];
|
||
const at = (pts, x) => {
|
||
for (let i = 1; i < pts.length; i++) {
|
||
const [x0, y0] = pts[i - 1], [x1, y1] = pts[i];
|
||
if (x <= x1) return y0 + (y1 - y0) * (x - x0) / (x1 - x0);
|
||
}
|
||
return 1;
|
||
};
|
||
const losses = (pts, loss) => {
|
||
const steps = Array.from({ length: BATTLE_STEPS }, (_, i) =>
|
||
(at(pts, (i + 1) / BATTLE_STEPS) - at(pts, i / BATTLE_STEPS)) * (0.6 + rand() * 0.8));
|
||
const total = steps.reduce((a, b) => a + b, 0);
|
||
return steps.map((s) => s / total * loss);
|
||
};
|
||
const toUs = losses(won ? winner : loser, won ? usTop * (1 - keep) : usTop);
|
||
const toThem = losses(won ? loser : winner, won ? themTop : themTop * (1 - keep));
|
||
const sideOf = { us: toUs, them: toThem };
|
||
const time = (step) => BATTLE_LEAD + step * BATTLE_DT;
|
||
const live = (side) => (side === "us" ? us : them).filter((u) => u.hp > 0.01);
|
||
const pick = (list, weight) => {
|
||
let x = rand() * list.reduce((a, u) => a + weight(u), 0);
|
||
for (const u of list) if ((x -= weight(u)) <= 0) return u;
|
||
return list[list.length - 1];
|
||
};
|
||
|
||
// The big moves. Each side's surge piles the next two steps' damage into one burst; a foiled cast
|
||
// is the raiders' war cry, cut short.
|
||
const plan = {};
|
||
const add = (step, move) => { step = Math.min(BATTLE_STEPS - 1, step); (plan[step] ||= []).push(move); };
|
||
const b1 = Math.round(p1 * BATTLE_STEPS), b2 = Math.round(p2 * BATTLE_STEPS);
|
||
const best = us.find((u) => u.burst);
|
||
const ourMove = byId.archers ? { src: "archers", label: "volley", aoe: true }
|
||
: best ? { src: best.id, label: best.burst, aoe: true }
|
||
: { src: us.find((u) => !u.still)?.id ?? us[0].id, label: "charge", aoe: true };
|
||
const theirMove = dragon ? { src: "d", label: "fire_breath", aoe: true }
|
||
: byId.ram ? { src: "ram", label: "ram", tgt: "walls" } : { src: "chief", label: "war_cry", aoe: true };
|
||
const late = b2 + 2, mid = b1 + 3;
|
||
add(won ? late : mid, { ...ourMove, to: "them" });
|
||
add(won ? mid : late, { ...theirMove, to: "us" });
|
||
if (!dragon) add(won ? b2 : b1 + 7, { src: "chief", label: "war_cry", foiled: true });
|
||
|
||
const events = [];
|
||
const push = (e) => { e[0] = Math.max(e[0], (events.at(-1)?.[0] ?? 0) + 0.01); events.push(e); };
|
||
const focus = {};
|
||
// Damage dealt to one side, as hits from its foes; overflow spills onto the next. The losing side
|
||
// is picked off unit by unit; the winning side wears down evenly.
|
||
const strike = (when, src, to, amount, label, kind = "hit", only = null) => {
|
||
while (amount > 0.01) {
|
||
const pool = only ? [only].filter((u) => u.hp > 0.01) : live(to);
|
||
if (!pool.length) return;
|
||
const tgt = (to === "us") === won ? pick(pool, (u) => u.top * (u.hp / u.top) ** 4)
|
||
: pool.includes(focus[to]) && rand() < 0.5 ? focus[to] : pick(pool, (u) => u.hp);
|
||
focus[to] = tgt;
|
||
const n = Math.min(amount, tgt.hp);
|
||
tgt.hp = Math.max(0, tgt.hp - n);
|
||
amount -= n;
|
||
push([when, src.id, tgt.id, kind, n, tgt.hp, label]);
|
||
if (tgt.hp <= 0.01) { tgt.hp = 0; push([when + 0.05, src.id, tgt.id, "die"]); }
|
||
when += 0.08;
|
||
if (only) only = null;
|
||
}
|
||
};
|
||
const attacker = (side) => {
|
||
const all = live(side), fighting = all.filter((u) => !u.still);
|
||
return (fighting.length ? fighting : all).length ? pick(fighting.length ? fighting : all, (u) => u.top) : null;
|
||
};
|
||
// Everyone swings on their own clock. Each step's damage to a side is shared among the swings that
|
||
// land on it then, by how strong the swinger is; players use their abilities as they come off cooldown.
|
||
const next = {}, used = {}, carry = { us: 0, them: 0 };
|
||
for (const u of units) if (u.every && !u.still) { next[u.id] = BATTLE_LEAD + rand() * u.every * 0.7; u.from = next[u.id] - u.every; used[u.id] = {}; }
|
||
for (let step = 0; step < BATTLE_STEPS; step++) {
|
||
const base = time(step);
|
||
// Casts start three steps ahead of their burst; a foiled one is stopped a step short.
|
||
for (const move of plan[step + 3] || []) {
|
||
const src = byId[move.src];
|
||
if (src?.hp > 0.01) push([base, move.src, null, "cast", 0, null, move.label, time(step + 3)]);
|
||
}
|
||
for (const move of plan[step + 1] || []) {
|
||
if (!move.foiled || !(byId[move.src]?.hp > 0.01)) continue;
|
||
const stoppers = us.filter((u) => u.hp > 0.01 && u.stop);
|
||
const stopper = stoppers[Math.floor(rand() * stoppers.length)]
|
||
|| live("us").find((u) => u.id === "archers") || attacker("us");
|
||
if (stopper) push([base + 0.05, stopper.id, move.src, "stop", 0, null,
|
||
stopper.stop || "", move.label]);
|
||
if (stopper?.stop) used[stopper.id][stopper.stop] = base;
|
||
}
|
||
// A burst takes this step's damage and most of the next two's.
|
||
for (const move of plan[step] || []) {
|
||
const src = byId[move.src], dealt = sideOf[move.to];
|
||
if (move.foiled || !(src?.hp > 0.01)) continue;
|
||
for (let j = 1; j <= 2 && step + j < BATTLE_STEPS; j++) { dealt[step] += dealt[step + j] * 0.8; dealt[step + j] *= 0.2; }
|
||
const amount = dealt[step];
|
||
dealt[step] = 0;
|
||
if (used[src.id]) used[src.id][move.label] = base;
|
||
if (move.aoe) {
|
||
const pool = live(move.to), sum = pool.reduce((a, u) => a + u.hp, 0);
|
||
let when = base;
|
||
for (const u of pool) { strike(when, src, move.to, amount * u.hp / sum, move.label, "crit", u); when += 0.04; }
|
||
} else strike(base, src, move.to, amount, move.label, "crit", byId[move.tgt]);
|
||
}
|
||
// The swings that land this step. A side no one swings at keeps its share for the next step.
|
||
const swings = [];
|
||
for (const u of units) {
|
||
while (next[u.id] < base + BATTLE_DT) { swings.push([next[u.id], u]); next[u.id] += u.every * (0.85 + rand() * 0.3); }
|
||
}
|
||
swings.sort((x, y) => x[0] - y[0]);
|
||
const budget = { us: toUs[step] + carry.us, them: toThem[step] + carry.them }, weight = { us: 0, them: 0 };
|
||
const blows = swings.map(([when, u]) => {
|
||
const to = u.side === "us" ? "them" : "us";
|
||
const ready = (u.kit || []).filter((id) => !(used[u.id][id] > when - battleCd(id)));
|
||
const label = ready.length && rand() < 0.5 ? ready[Math.floor(rand() * ready.length)] : u.dmg;
|
||
const crit = rand() < 0.1, w = u.top * (0.7 + rand() * 0.6) * (crit ? 1.8 : 1) * (label === u.dmg ? 1 : 1.5);
|
||
weight[to] += w;
|
||
return { when, u, to, label, crit, w };
|
||
});
|
||
for (const side of ["us", "them"]) carry[side] = weight[side] ? 0 : budget[side];
|
||
for (const { when, u, to, label, crit, w } of blows) {
|
||
const amount = budget[to] * w / weight[to];
|
||
if (!(u.hp > 0.01)) { carry[to] += amount; continue; } // fell earlier this step
|
||
if (label !== u.dmg) used[u.id][label] = when;
|
||
if (amount >= 0.5) { strike(when, u, to, amount, label, crit ? "crit" : "hit"); continue; }
|
||
carry[to] += amount;
|
||
const tgt = live(to)[0];
|
||
if (tgt) push([when, u.id, tgt.id, "miss", 0, null, u.dmg]);
|
||
}
|
||
}
|
||
// Whatever's left of the losing side breaks at the last blow.
|
||
const end = time(BATTLE_STEPS);
|
||
for (const u of won ? them : us) if (u.hp > 0) { u.hp = 0; push([end - 0.1, u.id, u.id, "hit", 0, 0, ""]); push([end - 0.05, u.id, u.id, "die"]); }
|
||
return { units, byId, events, end: end + 0.4, won };
|
||
}
|
||
|
||
// Where everyone stands `t` seconds in: HP, last swing, cast under way, out or not.
|
||
function battleState(b, t) {
|
||
const st = {};
|
||
for (const u of b.units) st[u.id] = { hp: u.top, top: u.top, swung: null, cast: null, stopped: null, hit: null, out: false, cds: {} };
|
||
let shown = -1;
|
||
while (shown + 1 < b.events.length && b.events[shown + 1][0] <= t) {
|
||
const [time, src, tgt, kind, n, hp, label, until] = b.events[++shown];
|
||
const who = st[src], them = st[tgt];
|
||
if (them && hp != null) them.hp = hp;
|
||
if (who && (kind === "miss" || (kind === "hit" || kind === "crit") && n)) who.swung = time;
|
||
if (who && C.abilities[label] && (kind === "hit" || kind === "crit" || kind === "stop") && who.cds[label] !== time) who.cds[label] = time;
|
||
if (who && kind === "cast") who.cast = { label, from: time, until };
|
||
if (them && kind === "stop" && them.cast) { them.stopped = { label: them.cast.label, at: time }; them.cast = null; }
|
||
if (them && (kind === "hit" || kind === "crit") && n) them.hit = { at: time, n, kind };
|
||
if (them && kind === "die") { them.out = true; them.cast = null; }
|
||
}
|
||
return { st, shown };
|
||
}
|
||
|
||
// A line of the fight, terse: who, to whom, how much, with what.
|
||
function battleLine(e, b) {
|
||
const [, src, tgt, kind, n, , label, extra] = e;
|
||
const u = (id) => b.byId[id], name = (id) => u(id)?.name ?? "";
|
||
const move = battleMove(label);
|
||
const what = move ? ` ${move.icon || ""} ${esc(move.name)}` : C.damage_types[label] ? ` ${dmgIcon(label)}` : "";
|
||
const theirs = u(src)?.side === "them";
|
||
switch (kind) {
|
||
case "hit": case "crit":
|
||
return n ? `<li class="${theirs ? "bad" : u(src)?.uid === S.uid ? "" : "muted"}">${name(src)} → ${name(tgt)} <b>${Math.max(1, Math.round(n))}</b>${kind === "crit" ? " crit" : ""}${what}</li>` : "";
|
||
case "miss": return `<li class="muted">${name(src)} → ${name(tgt)} miss</li>`;
|
||
case "cast": return `<li class="warn">${name(src)}${what}…</li>`;
|
||
case "stop": {
|
||
const cut = battleMove(extra);
|
||
return `<li class="good">${name(src)}${what} ✋ ${name(tgt)} <s>${cut?.icon || ""} ${esc(cut?.name)}</s></li>`;
|
||
}
|
||
case "die": {
|
||
const v = u(tgt);
|
||
if (v.side === "them") return `<li class="good">${v.id === "d" ? `${v.name} flees` : v.id === "ram" ? "The ram is burning" : `${v.name} break and run`}</li>`;
|
||
return `<li class="bad"><b>${v.uid ? (v.uid === S.uid ? "You're knocked out" : `${v.name} is knocked out`)
|
||
: v.id === "walls" ? "The walls are breached" : `${v.name} fall back`}</b></li>`;
|
||
}
|
||
}
|
||
return "";
|
||
}
|
||
|
||
// Laid out like the combat page: you and your abilities, then the rest of the garrison and the city's
|
||
// squads; across from you the raiders, the fight log and the damage meter.
|
||
function openBattle(t, closeAttr) {
|
||
const r = t.report, dragon = t.kind === "dragon", won = r.title.startsWith("Victory");
|
||
const b = battleScript(t);
|
||
const unit = (u) => `<div class="fighter ${u.side === "them" ? "foe-unit" : u.uid === S.uid ? "b-me" : "ally"} ${u.squad ? "squad" : ""}" data-b="${u.id}">
|
||
<div class="fighter-name"><b>${u.label}<span class="traits-inline">${dmgIcon(u.dmg, "attack")}</span></b>
|
||
<span class="small muted"><span class="hitnum" data-u-hitnum></span><span data-u-hp></span></span></div>
|
||
<div class="bar hp ${u.side === "them" ? "foe" : "you"}"><span class="lag" data-u-lag></span><span data-u-bar style="width:100%"></span></div>
|
||
${u.every ? `<div class="bar swing"><span data-u-swing></span></div>` : ""}
|
||
${casters.has(u.id) ? `<div class="cast small" data-u-cast></div>` : ""}
|
||
</div>`;
|
||
const casters = new Set(b.events.filter((e) => e[3] === "cast").map((e) => e[1])); // room for a cast bar only where one comes
|
||
const us = b.units.filter((u) => u.side === "us"), them = b.units.filter((u) => u.side === "them");
|
||
const me = us.find((u) => u.uid === S.uid);
|
||
const kit = me ? `<div class="ability-bar">${me.known.map((id) => `<span class="ab auto" data-bab="${id}" title="${esc(C.abilities[id].name)}">
|
||
<span class="ab-press">${C.abilities[id].icon}<span class="ab-cd" data-ab-cd></span></span></span>`).join("")}</div>` : "";
|
||
const group = (r.group || (dragon ? "the dragon" : "the raiders")).replace(/^\w/, (c) => c.toUpperCase());
|
||
openModal(`
|
||
<div class="battle fight">
|
||
<h2>${dragon ? `🐉 ${esc(group)} attacks!` : `⚔️ ${esc(group)} attack!`}</h2>
|
||
<div class="tug"><b data-b-us>${fmt(r.defence)}</b>
|
||
<div class="bar thick tug-bar"><span data-b-tug style="width:${r.defence / Math.max(r.defence + r.attack, 1) * 100}%"></span></div>
|
||
<b data-b-them>${fmt(r.attack)}</b></div>
|
||
<div class="battle-frame">
|
||
<div class="b-side">
|
||
${me ? unit(me) + kit : ""}
|
||
<div class="pack squads b-allies">${us.filter((u) => u.uid && u !== me).map(unit).join("")}</div>
|
||
<div class="pack squads b-city">${us.filter((u) => !u.uid).map(unit).join("")}</div>
|
||
</div>
|
||
<div class="b-side">
|
||
<div class="pack b-foes">${them.map(unit).join("")}</div>
|
||
<ul class="fight-log" data-b-log><li class="muted">${dragon ? "A shadow falls over the walls…" : "Horns sound from the walls…"}</li></ul>
|
||
<div class="dps" data-b-dps></div>
|
||
<div data-battle="report" hidden>
|
||
<div class="battle-result ${won ? "win" : "loss"}">${esc(r.title)}</div>
|
||
${r.lines.map((l) => `<p class="small">${esc(l)}</p>`).join("")}
|
||
</div>
|
||
<p class="btns"><button class="btn" data-battle-skip>Skip</button>
|
||
<button class="btn primary" ${closeAttr} hidden>Close</button></p>
|
||
</div>
|
||
</div>
|
||
</div>`);
|
||
playBattle(b, $(".battle"));
|
||
}
|
||
|
||
function playBattle(b, box) {
|
||
const start = performance.now() / 1000;
|
||
let skipped = false;
|
||
const frame = () => {
|
||
if (!box.isConnected) return;
|
||
const t = skipped ? b.end : performance.now() / 1000 - start;
|
||
drawBattle(b, box, t);
|
||
if (t < b.end) return requestAnimationFrame(frame);
|
||
$('[data-battle="report"]', box).hidden = false;
|
||
$("[data-battle-skip]", box).hidden = true;
|
||
const close = $("[data-raid-seen], [data-battle-close]", box);
|
||
close.hidden = false;
|
||
close.scrollIntoView({ block: "nearest", behavior: "smooth" });
|
||
};
|
||
playBattle.skip = () => { skipped = true; };
|
||
requestAnimationFrame(frame);
|
||
}
|
||
|
||
function drawBattle(b, box, t) {
|
||
const { st, shown } = battleState(b, t), before = t < b.end ? battleState(b, t - LAG).st : st;
|
||
let ours = 0, theirs = 0;
|
||
for (const u of b.units) if (u.side === "us") ours += st[u.id].hp; else theirs += st[u.id].hp;
|
||
$("[data-b-tug]", box).style.width = `${ours / (ours + theirs || 1) * 100}%`;
|
||
$("[data-b-us]", box).textContent = fmt(Math.ceil(ours));
|
||
$("[data-b-them]", box).textContent = fmt(Math.ceil(theirs));
|
||
for (const el of box.querySelectorAll("[data-b]")) {
|
||
const u = st[el.dataset.b], was = before[el.dataset.b], spec = b.byId[el.dataset.b];
|
||
el.classList.toggle("out", u.out);
|
||
el.querySelector("[data-u-bar]").style.width = `${u.hp / u.top * 100}%`;
|
||
el.querySelector("[data-u-lag]").style.width = `${Math.max(u.hp, was.hp) / u.top * 100}%`;
|
||
el.querySelector("[data-u-hp]").textContent = `${fmt(Math.ceil(u.hp))} / ${fmt(Math.ceil(u.top))}`;
|
||
const hit = u.hit && t - u.hit.at < 1 ? u.hit : null, num = el.querySelector("[data-u-hitnum]");
|
||
num.textContent = hit ? `−${Math.max(1, Math.round(hit.n))}` : "";
|
||
num.className = `hitnum bad ${hit?.kind === "crit" ? "crit" : ""}`;
|
||
num.style.opacity = hit ? `${1 - (t - hit.at)}` : "0";
|
||
const swing = el.querySelector("[data-u-swing]");
|
||
if (swing) swing.style.width = u.out || t >= b.end ? "0%" : `${Math.max(0, Math.min(100, (t - (u.swung ?? spec.from)) / spec.every * 100))}%`;
|
||
const cast = u.cast && t < u.cast.until ? u.cast : null;
|
||
const stopped = !cast && u.stopped && t - u.stopped.at < STOPPED ? u.stopped : null;
|
||
const move = battleMove(cast?.label || stopped?.label);
|
||
const castEl = el.querySelector("[data-u-cast]");
|
||
const key = cast ? `${cast.label}:${cast.from}` : stopped ? `stopped:${stopped.at}` : "";
|
||
if (castEl && castEl.dataset.key !== key) {
|
||
castEl.dataset.key = key;
|
||
castEl.classList.toggle("stopped", !!stopped);
|
||
castEl.innerHTML = cast ? `<span>${move.icon || ""} ${esc(move.name)}</span><span class="bar"><span></span></span>`
|
||
: stopped ? `<span>✋ <s>${move.icon || ""} ${esc(move.name)}</s></span><span class="small">interrupted</span>` : "";
|
||
}
|
||
if (cast && castEl) castEl.querySelector(".bar > span").style.width = `${Math.min(100, (t - cast.from) / (cast.until - cast.from) * 100)}%`;
|
||
}
|
||
// Your abilities: the shade is the cooldown left, a flash when one's just been used.
|
||
const mine = b.units.find((u) => u.uid === S.uid);
|
||
for (const el of box.querySelectorAll("[data-bab]")) {
|
||
const used = st[mine.id].cds[el.dataset.bab], cd = battleCd(el.dataset.bab);
|
||
const left = used == null || t >= b.end ? 0 : Math.max(0, used + cd - t);
|
||
el.querySelector("[data-ab-cd]").style.height = `${left / cd * 100}%`;
|
||
el.classList.toggle("fired", used != null && t - used < 0.6);
|
||
}
|
||
// The log keeps to what you'd follow: your own blows and the ones on you, abilities, crits, the big
|
||
// moves and who falls. Everyone's swings are on the bars.
|
||
const log = $("[data-b-log]", box);
|
||
b.told ||= b.events.filter((e) => battleTold(e, b));
|
||
let told = 0;
|
||
while (told < b.told.length && b.told[told][0] <= t) told++;
|
||
if (told && log.dataset.key !== `${told}:${t >= b.end}`) {
|
||
log.dataset.key = `${told}:${t >= b.end}`;
|
||
const lines = b.told.slice(Math.max(0, told - 7), told).reverse().map((e) => battleLine(e, b)).filter(Boolean);
|
||
if (t >= b.end) lines.unshift(b.won ? `<li class="good"><b>Victory!</b></li>` : `<li class="bad"><b>The line breaks.</b></li>`);
|
||
log.innerHTML = lines.slice(0, 7).join("");
|
||
}
|
||
// The damage meter: what each of ours has dealt so far, best first.
|
||
const meter = $("[data-b-dps]", box), secs = Math.max(1, Math.min(t, b.end) - BATTLE_LEAD);
|
||
const key = `${shown}:${Math.floor(Math.min(t, b.end))}`;
|
||
if (meter.dataset.key !== key) {
|
||
meter.dataset.key = key;
|
||
const dealt = {};
|
||
for (const e of b.events.slice(0, shown + 1)) if (e[3] === "hit" || e[3] === "crit") dealt[e[1]] = (dealt[e[1]] || 0) + e[4];
|
||
const rows = b.units.filter((u) => u.side === "us" && dealt[u.id]).sort((x, y) => dealt[y.id] - dealt[x.id]).slice(0, 5);
|
||
const top = Math.max(...rows.map((u) => dealt[u.id]), 1);
|
||
meter.innerHTML = rows.length ? `<div class="dps-head small muted"><span>Damage</span><span title="Damage per second · total">DPS · total</span></div>
|
||
<ul>${rows.map((u) => `<li class="${u === mine ? "mine" : ""}"><span class="dps-fill" style="width:${dealt[u.id] / top * 100}%"></span>
|
||
<b>${u.uid ? esc(playerName(u.uid)) : esc(u.name)}</b><span>${(dealt[u.id] / secs).toFixed(1)} <span class="muted">· ${fmt(Math.round(dealt[u.id]))}</span></span></li>`).join("")}</ul>` : "";
|
||
}
|
||
}
|
||
|
||
// Whether a line of the replay makes the log (see drawBattle).
|
||
function battleTold(e, b) {
|
||
const [, src, tgt, kind, n, , label] = e;
|
||
const mine = (id) => b.byId[id]?.uid === S.uid;
|
||
if (kind === "cast" || kind === "stop" || kind === "die") return true;
|
||
if (kind === "miss") return mine(src);
|
||
return !!n && (kind === "crit" || mine(src) || mine(tgt) || !!C.abilities[label] && !!b.byId[src]?.uid);
|
||
}
|
||
|
||
function openModal(html) {
|
||
const modal = $("#modal");
|
||
modal.innerHTML = `<div class="modal-box">${html}</div>`;
|
||
modal.hidden = false;
|
||
}
|
||
|
||
// --- rendering ------------------------------------------------------------
|
||
|
||
function render() {
|
||
const kept = {};
|
||
for (const el of document.querySelectorAll("[data-keep]")) kept[el.dataset.keep] = el.value;
|
||
const focus = document.activeElement?.dataset?.keep;
|
||
|
||
if (page === "notes") remember("notes", notesKey());
|
||
setHtml($("#side"), S.me ? sidebar() : `<div class="brand"><img src="/static/icon.svg" alt="">Guildhall <small>beta</small></div>${S.dev ? devbar() : ""}`);
|
||
setHtml($("#top"), topbar());
|
||
// The fires keep burning through a re-render: put the old canvases back in place of the new ones.
|
||
const burning = [...document.querySelectorAll("canvas[data-flame]")];
|
||
// Replacing a focused dropdown closes it mid-pick: hold the page until it lets go.
|
||
if (!document.activeElement?.matches("#main select")) setHtml($("#main"), S.me ? pageHtml() : register());
|
||
for (const old of burning) {
|
||
const fresh = document.querySelector(`canvas[data-flame="${old.dataset.flame}"]`);
|
||
if (fresh && fresh !== old) fresh.replaceWith(old);
|
||
}
|
||
fireTextAt = 0; // and fill in their bars and times straight away
|
||
|
||
for (const [key, value] of Object.entries(kept)) {
|
||
const el = document.querySelector(`[data-keep="${key}"]`);
|
||
if (el) el.value = value;
|
||
}
|
||
if (focus) document.querySelector(`[data-keep="${focus}"]`)?.focus();
|
||
const msgs = $(".msgs");
|
||
if (msgs) msgs.scrollTop = msgs.scrollHeight;
|
||
animate();
|
||
}
|
||
|
||
// Only touch the DOM when the markup changed. Replacing an element mid-swipe
|
||
// cancels the swipe on iOS, and polls arrive every few seconds.
|
||
function setHtml(el, html) {
|
||
if (el.dataset.html === html) return;
|
||
const scroll = el.scrollTop;
|
||
el.innerHTML = html;
|
||
el.dataset.html = html;
|
||
el.scrollTop = scroll;
|
||
}
|
||
|
||
function setMenu(open) {
|
||
$("#app").classList.toggle("open", open);
|
||
document.documentElement.classList.toggle("menu-open", open);
|
||
}
|
||
|
||
function nav(id, icon, label, meta = "", extra = "", tip = "") {
|
||
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>`;
|
||
}
|
||
|
||
function skillNav(skill, me, doing) {
|
||
const busy = doing?.skill === skill.id ? `<span class="dot"></span>` : "";
|
||
const fire = fireOfSkill(skill.id), heat = fire ? fireNow(fire).heat : -1;
|
||
const flame = heat >= 0 ? `<span class="fdot" style="--c:${flameTint(heat)}"></span>` : "";
|
||
const low = skill.id === "firekeeping" && Object.keys(C.fires).some((id) => fireNow(id).low) ? `<span class="alert"></span>` : "";
|
||
const tip = heat >= 0 ? `${C.fires[fire].name}: ${C.flames[heat][0]}` : low ? "A fire is low" : "";
|
||
return nav("skill:" + skill.id, skill.icon, skill.name, `${me.levels[skill.id]}`, flame + busy + low, tip);
|
||
}
|
||
|
||
function pinnedNav(me, doing) {
|
||
const pinned = C.skills.filter((s) => me.pinned.includes(s.id) && (!s.class || s.class === me.cls));
|
||
return pinned.length ? `<div class="navhead">📌 Pinned</div>${pinned.map((s) => skillNav(s, me, doing)).join("")}` : "";
|
||
}
|
||
|
||
function sidebar() {
|
||
const me = S.me, cls = C.classes[me.cls];
|
||
const doing = me.action && C.actions.find((a) => a.id === me.action.id);
|
||
const raid = S.upcoming?.kind === "raid";
|
||
const takeable = (S.orders || []).filter(canTake).length;
|
||
let html = `
|
||
<div class="brand"><img src="/static/icon.svg" alt="">Guildhall <small>beta</small></div>
|
||
<div class="me">
|
||
<div class="who">${esc(me.name)}</div>
|
||
<div class="cls">${cls.icon} ${cls.name} · ${HEART} <span data-live-hp>${fmt(me.hp)}</span>/${me.max_hp}</div>
|
||
<div class="purse"><span class="gold" title="Gold">${COIN} ${fmt(me.gold)}</span><span class="favour" title="Favour: earned by donating">${FAVOUR} ${fmt(me.favour)}</span></div>
|
||
</div>
|
||
${pinnedNav(me, doing)}
|
||
<div class="navhead">City</div>
|
||
${nav("town", "🏘️", "Town square", `${S.city.population}`, "", `Population ${S.city.population}`)}
|
||
${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")}
|
||
${rosterNav()}
|
||
${nav("notes", "📰", "Patch notes", "", notesUnread() ? `<span class="badge">new</span>` : "", notesUnread() ? `What's new: ${C.patch_notes[0].title}` : "")}
|
||
<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`)}
|
||
${achievementsNav(me)}`;
|
||
let group = null;
|
||
for (const skill of C.skills) {
|
||
if (skill.class && skill.class !== me.cls) continue;
|
||
if (skill.group !== group) {
|
||
group = skill.group;
|
||
html += `<div class="navhead">${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 ${esc(S.uid)}
|
||
<form data-form="dev-user"><input type="text" data-keep="dev-user" placeholder="switch user"><button class="btn sm">Go</button></form>
|
||
<div class="row">
|
||
<button class="btn sm" data-dev-advance="1">+1h</button>
|
||
<button class="btn sm" data-dev-advance="8">+8h</button>
|
||
<button class="btn sm" data-dev-advance="24">+1d</button>
|
||
<button class="btn sm" data-dev-event>Threat now</button>
|
||
<button class="btn sm" data-dev-happen="fortune">Fortune</button>
|
||
<button class="btn sm" data-dev-happen="hardship">Hardship</button>
|
||
<button class="btn sm" data-dev-happen="minor">Problem</button>
|
||
</div></div>`;
|
||
}
|
||
|
||
const TITLES = { town: "Town square", council: "Council & threats", orders: "Work orders", board: "Town board", roster: "Guild roster", notes: "Patch notes", bank: "Bank", character: "Character" };
|
||
|
||
function topbar() {
|
||
let title = TITLES[page] || "Guildhall";
|
||
if (page.startsWith("skill:")) title = skillOf(page.slice(6))?.name || title;
|
||
if (page.startsWith("character:")) title = S.players.find((p) => p.id === page.slice(10))?.name || "Character";
|
||
if (!S.me) title = "Welcome to Guildhall";
|
||
let chips = "";
|
||
if (S.me?.action) {
|
||
const action = C.actions.find((a) => a.id === (S.me.action.growing || S.me.action.id));
|
||
chips += `<button class="chip act" data-nav="skill:${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>`;
|
||
}
|
||
if (S.me?.action?.left || S.me?.queue.length) {
|
||
chips += `<button class="chip ${queueOpen ? "on" : ""}" data-queue-menu title="Queue">⏳ ${S.me.queue.length}</button>`;
|
||
}
|
||
const fires = S.me ? Object.keys(C.fires).map((id) => [id, fireNow(id)]) : [];
|
||
if (fires.some(([, n]) => n.heat >= 0)) {
|
||
const tip = fires.map(([id, n]) => `${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() : ""}${S.me && queueOpen ? queuePanel() : ""}`;
|
||
}
|
||
|
||
// The queue, opened from the ⏳ chip: what's being made, what's next, and in what order.
|
||
function queuePanel() {
|
||
const me = S.me, q = me.queue, recipe = (id) => C.actions.find((x) => x.id === id);
|
||
const now = me.action?.left && recipe(me.action.id), back = me.action?.resume && recipe(me.action.resume);
|
||
const rows = q.map((e, i) => {
|
||
const a = recipe(e.id), why = me.blocked[e.id];
|
||
return `<li class="qp-row"><span class="qp-pos">${i + 1}</span>${a.icon}
|
||
<span class="qp-name">${esc(a.name)}${why ? `<span class="why small" title="Skipped if still short when its turn comes">${esc(why)}</span>` : ""}</span>
|
||
<input type="number" min="1" max="${C.make_max}" value="${e.n}" data-qset="${i}" data-keep="qset-${i}-${e.id}" title="How many">
|
||
${i || !now ? `<button class="btn sm" data-queue-move="${i}" data-to="${i - 1}" ${i ? "" : "disabled"} title="Up">▲</button>`
|
||
: `<button class="btn sm" data-queue-now="0" title="Swap with current">▲</button>`}
|
||
<button class="btn sm" data-queue-move="${i}" data-to="${i + 1}" ${i < q.length - 1 ? "" : "disabled"} title="Down">▼</button>
|
||
<button class="btn sm danger" data-unqueue="${i}" title="Remove">✕</button></li>`;
|
||
}).join("");
|
||
return `<div class="queue-panel">
|
||
<div class="qp-head"><b>⏳ Queue</b><span class="muted small">${q.length}</span><button class="x" data-queue-menu title="Close">✕</button></div>
|
||
${now ? `<div class="qp-row now">${now.icon}<span class="qp-name">${esc(now.name)}<span class="muted small">${fmt(me.action.left)} left</span></span>
|
||
<button class="btn sm" data-queue-now="0" ${q.length ? "" : "disabled"} title="Swap with next">▼</button>
|
||
<button class="btn sm" data-queue-skip title="Drop this make, on to the next">Skip</button></div>` : ""}
|
||
${rows ? `<ol class="qp-list">${rows}</ol>` : `<p class="muted small">Empty. +Q on a recipe or gathering adds to it.</p>`}
|
||
<div class="qp-foot"><span class="muted small qp-then">After queue: ${back ? `${esc(back.name)}${now ? `<button class="x" data-queue-then title="Idle after the queue">✕</button>` : ""}` : "idle"}</span>
|
||
${q.length ? `<button class="btn sm" data-queue-clear>Clear</button>` : ""}</div>
|
||
</div>`;
|
||
}
|
||
|
||
function queueTip() {
|
||
return `Queued: ${S.me.queue.map((q) => `${C.actions.find((x) => x.id === q.id).name} ×${fmt(q.n)}`).join(" → ")}`;
|
||
}
|
||
|
||
// Makes lined up after this one: tap ✕ to drop one.
|
||
function queueRow() {
|
||
const q = S.me.queue;
|
||
if (!q.length) return "";
|
||
return `<div class="queue small">⏳ ${q.map((e, i) => {
|
||
const a = C.actions.find((x) => x.id === e.id);
|
||
return `<span class="item-chip" title="${esc(a.name)}">${a.icon} ×${fmt(e.n)}<button class="x" data-unqueue="${i}" title="Remove">✕</button></span>`;
|
||
}).join(`<span class="arrow">→</span>`)}</div>`;
|
||
}
|
||
|
||
// Start, or while a make runs: After Q sets what comes once it and the queue are done,
|
||
// and on that one, Skip Q drops them and starts it now.
|
||
function startButton(a, size, why) {
|
||
const making = S.me.action?.left, after = making && S.me.action.resume === a.id;
|
||
const [label, title] = !making ? ["Start", ""] : after ? ["Skip Q", "Skip queue: drop the make and queue, start this now"]
|
||
: ["After Q", "After queue: do this once the make and queue are done"];
|
||
return `<button class="btn ${size} primary" data-start="${a.id}" ${after ? "data-skip" : ""} ${why ? "disabled" : ""} ${title ? `title="${title}"` : ""}>${label}</button>`;
|
||
}
|
||
|
||
// 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>
|
||
${go ? startButton(a, "sm") : ""}
|
||
<button class="pin on" data-track="${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 ${clock(ev.latest)}`;
|
||
}
|
||
|
||
function pageHtml() {
|
||
if (S.me.repick) return repickPage();
|
||
if (page.startsWith("skill:")) {
|
||
const id = page.slice(6);
|
||
const skill = skillOf(id);
|
||
if (skill && (!skill.class || skill.class === S.me.cls)) return skillPage(id);
|
||
page = "town";
|
||
}
|
||
if (page.startsWith("character:")) return characterSheet(page.slice(10));
|
||
if (page === "character") return characterSheet(S.uid);
|
||
return ({ town, council, orders, board, roster, notes, bank, achievements }[page] || town)();
|
||
}
|
||
|
||
// Where an item comes from: the recipe that makes it, else what finds it, else the fight that drops it.
|
||
// Of several, the highest one you can do, or the lowest if none yet. Skills your class can't open don't count.
|
||
let sources = null;
|
||
function sourceOf(id) {
|
||
if (!sources) {
|
||
sources = {};
|
||
const add = (key, a, rank) => (sources[key] ||= []).push({ a, rank });
|
||
for (const a of C.actions) {
|
||
if (a.special === "problem") continue;
|
||
for (const out of Object.keys(a.outputs)) add(out, a, 0);
|
||
for (const [find] of a.finds || []) add(find, a, 1);
|
||
for (const [drop] of a.drops || []) add(drop, a, 2);
|
||
if (a.loot) for (const loot of [a.loot.relic, a.loot.unique, ...a.loot.patterns]) add(loot, a, 2);
|
||
}
|
||
}
|
||
const open = (sources[id] || []).filter(({ a }) => { const s = skillOf(a.skill); return s && (!s.class || s.class === S.me.cls); });
|
||
if (!open.length) return null;
|
||
const best = Math.min(...open.map((x) => x.rank));
|
||
const list = open.filter((x) => x.rank === best).map((x) => x.a).sort((a, b) => a.level - b.level);
|
||
return list.filter((a) => !isLocked(a)).at(-1) || list[0];
|
||
}
|
||
|
||
// Clickable: go to where the item is made. `loose` opens the skill on its own tab ("any" requests).
|
||
function goto(id, loose = false) {
|
||
return sourceOf(id) ? ` data-goto="${esc(id)}"${loose ? " data-loose" : ""}` : "";
|
||
}
|
||
function gotoTip(id) {
|
||
const a = sourceOf(id);
|
||
return a ? `\n→ ${skillOf(a.skill).name}${a.group ? ` · ${a.group}` : ""}` : "";
|
||
}
|
||
|
||
// Recipe input as "have / need"; without `have`, just the quantity.
|
||
function itemChip(id, qty, have, link = true) {
|
||
const short = have !== undefined && have < qty;
|
||
return `<span class="item-chip ${short ? "short" : ""}"${link ? goto(id) : ""} title="${esc([item(id).name, itemStats(id)].filter(Boolean).join(": ") + (link ? gotoTip(id) : ""))}">${item(id).icon} ${have !== undefined ? `${fmt(have)} <span class="have">/ ${fmt(qty)}</span>` : fmt(qty)}</span>`;
|
||
}
|
||
|
||
// A recipe's inputs as "have / need", with the fuel a lit fire pays struck through.
|
||
function inputChips(a) {
|
||
const me = S.me, ins = me.fuelled?.[a.id] || a.inputs;
|
||
return Object.entries(a.inputs).map(([id, q]) => {
|
||
const need = ins[id] || 0, have = me.bank[id] || 0;
|
||
if (need === q) return itemChip(id, q, have);
|
||
const tip = `${goto(id)} title="${esc(`${item(id).name}: the ${C.fires[a.fire].name.toLowerCase()} pays ${q - need}${gotoTip(id)}`)}"`;
|
||
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, id) {
|
||
return `<span class="item-chip ${have < need ? "short" : ""}"${id ? goto(id) : ""} title="${esc(`${name}: ${have < need ? `${fmt(need - have)} more needed` : "done"}${id ? gotoTip(id) : ""}`)}">${icon} ${fmt(have)} <span class="have">/ ${fmt(need)}</span></span>`;
|
||
}
|
||
|
||
// What the city still needs of each item from building funds, fittings and happenings, after the stockpile.
|
||
// Recomputed once per state.
|
||
let needsState = null, needsCache = {};
|
||
function fundNeeds() {
|
||
if (needsState === S) return needsCache;
|
||
const city = S.city, missing = {}, why = {};
|
||
const add = (id, short, line) => { missing[id] = (missing[id] || 0) + short; (why[id] ||= []).push(line); };
|
||
for (const [key, b] of Object.entries(city.buildings)) {
|
||
const spec = C.buildings[key];
|
||
if (b.status === "funding") for (const [id, need] of Object.entries(b.target)) {
|
||
const short = b.missing[id] || 0;
|
||
if (id !== "gold" && short) add(id, short, `${spec.name} · ${fmt(need - short)} / ${fmt(need)}`);
|
||
}
|
||
for (const f of C.fittings) {
|
||
if (f.building === key && b.level >= f.level && !b.fittings.includes(f.id)) add(f.id, 1, `${spec.name} · 0 / 1`);
|
||
}
|
||
}
|
||
for (const p of S.happenings.problems) for (const [id, need] of Object.entries(p.need || {})) {
|
||
const short = p.missing[id] || 0;
|
||
if (short) add(id, short, `${p.name} · ${fmt(need - short)} / ${fmt(need)}`);
|
||
}
|
||
needsCache = {};
|
||
for (const [id, short] of Object.entries(missing)) {
|
||
const stock = city.stockpile[id] || 0;
|
||
if (short > stock) needsCache[id] = { qty: short - stock, why: stock ? [...why[id], `Stockpile ${fmt(stock)}`] : why[id] };
|
||
}
|
||
needsState = S;
|
||
return needsCache;
|
||
}
|
||
|
||
// How many of an item the city still needs, with a have / need line per reason, or null.
|
||
function cityNeed(id) {
|
||
const it = item(id), fund = fundNeeds()[id];
|
||
let qty = fund?.qty || 0;
|
||
const why = [...(fund?.why || [])];
|
||
const townsfolk = Object.values(S.city.happiness.needs).flatMap((n) => n.rows).filter((r) => !r.kinds);
|
||
for (const [source, rows] of [["Raid readiness", S.upcoming?.requests || []], ["Townsfolk", townsfolk]]) {
|
||
for (const r of rows) {
|
||
const short = r.want - r.have;
|
||
const counts = r.any === "food" ? it.food : r.any === "fuel" ? id === "kindling" || C.firewood.includes(id)
|
||
: r.any ? (it.slot || it.kit) === r.any : id === r.item;
|
||
if (short <= 0 || !counts) continue;
|
||
qty += r.any === "food" ? Math.ceil(short / it.food) : short;
|
||
why.push(`${source}: ${r.label} · ${fmt(r.have)} / ${fmt(r.want)}`);
|
||
}
|
||
}
|
||
return qty ? { qty, why } : null;
|
||
}
|
||
|
||
function needTag(id) {
|
||
const n = cityNeed(id);
|
||
return n ? `<span class="tag gold" title="${esc(`City needs ${fmt(n.qty)} ${item(id).name}\n${n.why.join("\n")}`)}">🏘️ ${fmt(n.qty)}</span>` : "";
|
||
}
|
||
|
||
// A fitting the town already has: working, or paused while its building is damaged.
|
||
function fittedTag(id) {
|
||
const f = C.fittings.find((x) => x.id === id), b = f && S.city.buildings[f.building];
|
||
if (!b?.fittings.includes(id)) return "";
|
||
const where = `${C.buildings[f.building].icon} ${C.buildings[f.building].name}`;
|
||
return b.damaged ? `<span class="tag bad" title="${esc(`Fitted in the ${where}, paused until it's repaired`)}">✓ Paused</span>`
|
||
: `<span class="tag good" title="${esc(`Fitted in the ${where}`)}">✓ Fitted</span>`;
|
||
}
|
||
|
||
// --- skill pages ----------------------------------------------------------
|
||
|
||
function skillPage(id) {
|
||
const me = S.me, skill = skillOf(id), level = me.levels[id], xp = me.xp[id];
|
||
const floor = C.xp_table[level], ceil = C.xp_table[level + 1];
|
||
const pct = ceil ? (xp - floor) / (ceil - floor) * 100 : 100;
|
||
const cls = C.classes[me.cls];
|
||
const fast = cls.fast.includes(id);
|
||
let html = `
|
||
<div class="panel"><div class="skill-head">
|
||
<div class="big">${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 needed = (g) => actions.some((a) => a.group === g && !isLocked(a) && Object.keys(a.outputs).some(cityNeed));
|
||
const bar = groups.map((g) => `<button class="tab ${g === current ? "on" : ""} ${open(g) ? "" : "dim"}" data-tab="${id}" data-group="${esc(g)}">${esc(g)}${needed(g) ? ` <span title="City needs">🏘️</span>` : ""}</button>`).join("");
|
||
// Ungrouped actions (the building site) stay above the tabs.
|
||
const loose = actions.filter((a) => !a.group);
|
||
if (loose.length) html += `<div class="grid" style="margin-bottom:14px">${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 = [];
|
||
// Health potions aren't drunk ahead: a fight takes the best one in the bank by itself.
|
||
if (skill === "combat") {
|
||
const hp = me.health_potion, it = hp && item(hp);
|
||
cards.push(`<div class="panel gear-card">
|
||
<span class="doll-slot ${it ? "" : "empty"}" title="${esc(it ? `${it.name}: +${it.drink} HP, drunk once a fight under ${Math.round(C.potion_below * 100)}%` : "No health potion")}">${item(hp || "health_potion_1").icon}</span>
|
||
<div class="gear-text">${it ? `<b>${esc(it.name)}</b><span class="muted small">+${it.drink} HP under ${Math.round(C.potion_below * 100)}% · ${fmt(me.bank[hp])} in bank · auto</span>`
|
||
: `<span class="muted">No health potion</span>`}</div></div>`);
|
||
}
|
||
const kinds = Object.entries(C.items).filter(([, it]) => it.potion?.skill === skill);
|
||
if (kinds.length) {
|
||
const active = me.potions[skill], it = active && item(active.item);
|
||
const others = kinds.filter(([id]) => me.bank[id] && id !== active?.item).map(([id, p]) =>
|
||
`<button class="doll-slot swap" data-potion="${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)} · ${fmt(active.charges)} uses</span>`
|
||
: `<span class="muted">${skill === "combat" ? "No combat potion" : "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;
|
||
}
|
||
|
||
// The fire tending all feeds next: the least fuel left among those with room in your pile.
|
||
function tendAllTarget() {
|
||
const action = S.me.action && C.actions.find((a) => a.id === S.me.action.id), fk = S.me.firekeeping;
|
||
if (!action?.id.startsWith("tend_all_")) return null;
|
||
const sum = (fuel) => fuel.reduce((total, c) => total + c.left, 0);
|
||
const room = Object.keys(C.fires).map((id) => [id, fireNow(id)])
|
||
.filter(([, n]) => sum(n.mine) + (fk.minutes - fk.bank) * 60 <= sum(n.mine.filter((c) => c.tier < action.tier)) + 1e-6);
|
||
return room.reduce((best, f) => (!best || f[1].left < best[1].left ? f : best), null)?.[0] ?? null;
|
||
}
|
||
|
||
function firekeepingPage() {
|
||
const me = S.me, fk = me.firekeeping, pick = pickFirewood(), speed = Object.values(S.city.fires)[0].speed;
|
||
const all = `tend_all_${C.firewood[pick]}`, tendingAll = me.action?.id.startsWith("tend_all_"), allWhy = me.blocked[all];
|
||
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>
|
||
${tendingAll ? `<button class="btn danger" data-stop>Stop</button>`
|
||
: `<button class="btn primary" data-start="${all}" ${allWhy ? "disabled" : ""} title="${esc(allWhy || "Each log goes on the lowest fire with room in your pile")}">🔥 Tend all</button>`}</div>
|
||
<div class="fire-grid">${Object.keys(C.fires).map((id) => fireCard(id, pick, tendAllTarget())).join("")}</div>
|
||
<div class="section-title">Kindling</div>
|
||
<div class="grid">${C.actions.filter((a) => a.skill === "firekeeping" && a.group === "Kindling").map(actionCard).join("")}</div>`;
|
||
}
|
||
|
||
function fireCard(id, pick, target) {
|
||
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_${id}_`) || target === id;
|
||
const start = `tend_${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;
|
||
}
|
||
|
||
// Temple levels and its carved altar: +25% prayer points from bones each.
|
||
function bonePercent() {
|
||
const temple = S.city.buildings.temple;
|
||
if (temple?.damaged) return 0;
|
||
return 25 *((temple?.level || 0) + (temple?.fittings || []).includes("carved_altar"));
|
||
}
|
||
|
||
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, boost = bonePercent();
|
||
const bury = me.bury !== false;
|
||
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>
|
||
<div class="row"><button class="btn sm ${bury ? "gold" : ""}" data-bury="${bury ? "off" : "on"}"
|
||
title="Fight bones turn into prayer points and ½ bury XP as they drop. Off: they go to the bank.">🦴 Bury on the spot: ${bury ? "on" : "off"}</button></div>
|
||
<p class="small muted">Prayers cost points each fight; bones refill them.</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. +${boost}% prayer points from bones.</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" && !e.boss ? ` <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 and whoever's with you, your abilities (on auto),
|
||
// your prayers (switch them mid-fight) and your gear (swap it mid-fight). Right: the pack, each with
|
||
// what it attacks with and how it takes each damage type (your weapon's outlined), and the fight as
|
||
// it plays out.
|
||
function combatFrame() {
|
||
const me = S.me, a = me.action, f = a?.fight;
|
||
const encounter = a && C.actions.find((x) => x.id === a.id);
|
||
const waiting = a?.waiting;
|
||
const others = f ? f.members.filter((m) => m.id !== S.uid) : [];
|
||
const unit = (id, name, foe = false, extra = "") => `<div class="fighter ${foe ? "foe-unit" : id === S.uid ? "" : "ally"} ${f ? "aimable" : ""}"
|
||
data-u="${esc(id)}" ${f ? `data-aim="${esc(id)}" title="${foe ? "Tap to fight this one" : "Tap to aim your heals here"}"` : ""}>
|
||
<div class="fighter-name"><b>${name}${extra}</b><span class="small muted"><span class="hitnum" data-u-hitnum></span><span data-u-status></span> ${foe ? "" : HEART} <span data-u-hp>${id === S.uid ? `${fmt(me.hp)} / ${me.max_hp}` : ""}</span></span></div>
|
||
<div class="bar hp ${foe ? "foe" : "you"}"><span class="lag" data-u-lag></span><span data-u-bar${id === S.uid ? ` data-live-hpbar style="width:${me.hp / me.max_hp * 100}%"` : ""}></span></div>
|
||
<div class="bar swing"><span data-u-swing></span></div>
|
||
<div class="cast small" data-u-cast></div>
|
||
</div>`;
|
||
const you = unit(S.uid, esc(me.name)) + others.map((m) => unit(m.id, esc(m.name))).join("");
|
||
const run = a?.run;
|
||
// A dungeon run: where you are in it, and (for the leader) the button to start it, or to go in early while resting.
|
||
const lead = run?.leader === S.uid;
|
||
const stage = run ? `<div class="run-head"><b>${esc(run.dungeon)}</b>
|
||
<span class="muted small">${run.pull} / ${run.of} · ${esc(run.next)}${run.wipes ? ` · wipes ${run.wipes} / ${C.dungeon_wipes}` : ""}</span>
|
||
${!run.started && lead ? `<button class="btn sm primary" data-start-run title="No one can join once you start">Start</button>`
|
||
: f && lead ? `<button class="btn sm" data-pull data-pull-btn>Pull now</button>` : ""}</div>` : "";
|
||
const group = run && [S.uid, ...(a.with || [])].map((uid) => uid === S.uid ? "You" : esc(playerName(uid))).join(", ");
|
||
let foe = `<div class="foe-idle muted">${run && !run.started ? `👥 ${run.size} / ${C.dungeon_size} · ${group}<br>${lead ? "Start when everyone's in" : `${esc(playerName(run.leader))} starts the run`}`
|
||
: run?.away?.length ? `Waiting for ${run.away.map(esc).join(", ")} to come back`
|
||
: run ? `Ready: ${esc(run.next)}` : waiting ? `👥 Waiting for a group · 1 / ${C.group_size}` : "Not fighting."}</div>`;
|
||
if (f) {
|
||
const mine = C.styles[me.fighter.style || "sword"]?.damage || me.fighter.damage;
|
||
const traits = (v) => `<span class="v-attack">${v.attack.map((k) => dmgIcon(k, "attack")).join("")}</span>
|
||
<span class="v-res">${v.vulnerable.map((k) => `<span class="${k === mine ? "yours" : ""}">${dmgIcon(k, "vuln")}</span>`).join("")}${v.resists.map((k) => `<span class="${k === mine ? "yours" : ""}">${dmgIcon(k, "resist")}</span>`).join("")}</span>`;
|
||
foe = `<div class="foe-head"><span class="foe-ico">${encounter?.icon || ""}</span><b>${esc(f.enemy)}</b></div>
|
||
<div class="pack">${f.pack.map((v, i) => unit(`e${i}`, `${esc(v.name)}${v.archetype === "elite" && !v.boss ? ` <span class="muted">· rare</span>` : ""}`, true,
|
||
` <span class="traits-inline">${traits(v)}</span>`)).join("")}</div>
|
||
<ul class="fight-log" data-f="log"></ul>
|
||
<div class="dps" data-f="dps"></div>`;
|
||
}
|
||
return `<div class="panel fight combat-frame" ${f ? `data-fight="${a.start}"` : ""}>
|
||
<div class="you-side">${you}${abilityBar(me)}${prayerBar(me)}${paperDoll(me, true)}</div>
|
||
<div class="foe-side">${stage}${foe}</div>
|
||
</div>`;
|
||
}
|
||
|
||
// Your abilities, from your weapon and your trade: each lights up as it's used and shows its cooldown.
|
||
// On AUTO a rule uses it on a longer cooldown; on YOU you press it (tap, or its number key) on the real
|
||
// one, for as long as you're watching. The weapon's ones still to come are dimmed with their level.
|
||
function abilityBar(me) {
|
||
const known = me.fighter.abilities, style = me.fighter.style || "sword";
|
||
const shield = !!me.equip.shield;
|
||
const tile = (id, on) => {
|
||
const ab = C.abilities[id], manual = on && me.manual.includes(id);
|
||
const why = on ? "" : ab.needs === "shield" && !shield && me.levels.combat >= ab.level ? "needs a shield" : `combat ${ab.level}`;
|
||
const base = (ab.cd || 0) * (me.fighter.mods?.[id]?.cd ?? 1);
|
||
const cd = base ? ` · ${+(manual ? base : base * C.auto_cd).toFixed(1)}s cooldown` : "";
|
||
const boosts = (me.fighter.boosts?.[id] || []).map((n) => ` · ✦ ${n}`).join("");
|
||
const tip = `${ab.name}: ${ab.tip}${cd}${boosts}${why ? ` · ${why}` : ""}`;
|
||
return `<span class="ab ${on ? (manual ? "manual" : "auto") : "locked"} ${boosts && on ? "boosted" : ""}" data-ab="${id}">
|
||
<button class="ab-press" data-press="${id}" title="${esc(tip)}" ${on ? "" : "disabled"}>${ab.icon}<span class="ab-cd" data-ab-cd></span>
|
||
${on ? "" : `<span class="ab-lv">${why === "needs a shield" ? glyph("checked-shield", "#d4dae2") : ab.level}</span>`}</button>
|
||
${on ? `<button class="ab-mode" data-mode="${id}" title="${esc(manual ? `Yours: press it while you watch. Look away ${C.watch}s and it's back on auto. Tap for auto.`
|
||
: `Auto: used by itself on a ${C.auto_cd}× cooldown. Tap to take it yourself.`)}">${manual ? "YOU" : "AUTO"}</button>` : ""}
|
||
</span>`;
|
||
};
|
||
const kit = C.weapon_kits[style].map((id) => tile(id, known.includes(id)));
|
||
const trade = C.trade_ability[me.cls];
|
||
const potion = me.health_potion;
|
||
return `<div class="ability-bar">${kit.join("")}${trade ? `<span class="ab-gap"></span>${tile(trade, true)}` : ""}
|
||
<span class="ab-gap"></span><span class="ab potion ${potion ? "" : "locked"}" data-ab="potion"
|
||
title="${esc(potion ? `${item(potion).name}: +${item(potion).drink} HP, once a fight under ${Math.round(C.potion_below * 100)}% · ${fmt(me.bank[potion])} left` : "No health potion")}">${item(potion || "health_potion_1").icon}${potion ? `<span class="swap-qty">${fmt(me.bank[potion])}</span>` : ""}</span></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>`;
|
||
}
|
||
|
||
const SWINGS = new Set(["hit", "crit", "miss", "block", "absorb"]);
|
||
const LAG = 0.6; // seconds the "just lost" part of an HP bar trails behind
|
||
const STOPPED = 1.2; // seconds an interrupted cast stays on its bar
|
||
|
||
// A line of the fight, terse: who, to whom, how much, with what.
|
||
function fightLine(e, f) {
|
||
const [, src, tgt, kind, n, , label] = e;
|
||
const name = (id) => id === S.uid ? "You" : id?.[0] === "e" ? esc(f.pack[+id.slice(1)].name) : esc(playerName(id));
|
||
const ab = C.abilities[label] || C.enemy_abilities[label];
|
||
const what = ab ? ` ${ab.icon} ${esc(ab.name)}` : C.damage_types[label] ? ` ${dmgIcon(label)}` : "";
|
||
const hurtsMe = tgt === S.uid && src?.[0] === "e";
|
||
const tone = hurtsMe ? "bad" : src === S.uid ? "" : "muted";
|
||
switch (kind) {
|
||
case "hit": case "crit": case "tick":
|
||
return `<li class="${tone}">${name(src)} → ${name(tgt)} <b>${n}</b>${kind === "crit" ? " crit" : ""}${what}</li>`;
|
||
case "miss": return `<li class="muted">${name(src)} → ${name(tgt)} miss</li>`;
|
||
case "block": return `<li class="${tgt === S.uid ? "good" : "muted"}">${name(tgt)} block${tgt === S.uid ? "" : "s"}${what}</li>`;
|
||
case "absorb": return `<li class="${tgt === S.uid ? "good" : "muted"}">${C.abilities.ward.icon} ${name(tgt)} soak${tgt === S.uid ? "" : "s"} ${n}</li>`;
|
||
case "cast": return `<li class="${src?.[0] === "e" ? "warn" : tone}">${name(src)}${what}…</li>`;
|
||
case "use": return `<li class="${tone}">${name(src)}${what}${tgt && tgt !== src ? ` → ${name(tgt)}` : ""}</li>`;
|
||
case "stop": return `<li class="good">${name(src)} ✋ ${name(tgt)}${what}</li>`;
|
||
case "heal": return `<li class="good">${label === "potion" ? `${name(tgt)} ${item("health_potion_1").icon} potion` : `${name(src)}${what} → ${name(tgt)}`} +${n}</li>`;
|
||
case "mend": return `<li class="muted">${name(tgt)} +${n}${what}</li>`;
|
||
case "cc": return `<li class="good">${what} ${name(tgt)} held</li>`;
|
||
case "free": return `<li class="muted">${name(tgt)} breaks free</li>`;
|
||
case "die": return `<li class="good">${name(tgt)} falls</li>`;
|
||
case "enrage": return `<li class="bad">${C.abilities.unstoppable.icon} ${name(src)} ${label === "hard" ? "<b>loses patience</b>" : "enrages"}</li>`;
|
||
case "yell": return `<li class="warn">${name(src)}: <b>“${esc(label)}”</b></li>`;
|
||
case "join": return `<li class="warn">${name(src)} joins the fight</li>`;
|
||
case "wind": return `<li class="good">${C.prayers.find((p) => p.id === "second_wind").icon} Second wind! ${name(src)}</li>`;
|
||
case "down": return `<li class="bad">${C.abilities.concuss.icon} <b>${src === S.uid ? "You're knocked out" : `${name(src)} is knocked out`}</b></li>`;
|
||
case "left": return `<li class="muted">${name(src)} left</li>`;
|
||
}
|
||
return "";
|
||
}
|
||
|
||
// Whether a use of an ability came from a press (within the queue window before it), so it ran on its
|
||
// real cooldown.
|
||
function pressedNear(f, uid, ab, time) {
|
||
const m = f.members.find((x) => x.id === uid);
|
||
return (m.inputs || []).some((i) => i[1] === "press" && i[2] === ab && time >= (f.rest + i[0]) / f.pace - 0.01
|
||
&& time <= (f.rest + i[0] + 1.5) / f.pace + 0.01);
|
||
}
|
||
|
||
// Where everyone in the fight stands at `t` seconds into it: HP, last swing, cast under way, out or not,
|
||
// and when each of your abilities was last used.
|
||
function fightState(f, t) {
|
||
const rest = f.rest / f.pace, st = {};
|
||
for (const m of f.members) st[m.id] = { hp: m.hp_in, top: m.top, from: m.at / f.pace + rest, every: m.interval, swung: null,
|
||
cast: null, out: null, cds: {}, manualAt: {}, pressed: new Set((m.inputs || []).filter((i) => i[1] === "press").map((i) => i[2])) };
|
||
f.pack.forEach((foe, i) => { st[`e${i}`] = { hp: foe.hp, top: foe.hp, from: rest, every: foe.interval / f.pace, swung: null, cast: null, out: null, held: false, enraged: false, hidden: !!foe.dormant }; });
|
||
let shown = -1;
|
||
while (shown + 1 < f.events.length && f.events[shown + 1][0] <= t) {
|
||
const [time, src, tgt, kind, n, hp, label] = f.events[++shown];
|
||
const who = st[src], them = st[tgt];
|
||
if (them && hp != null) them.hp = hp;
|
||
if (who && SWINGS.has(kind) && (label === "" || C.damage_types[label])) who.swung = time;
|
||
if (who && kind === "cast") {
|
||
const spec = src[0] === "e" ? C.enemy_abilities[label] : C.abilities[label];
|
||
const mod = src[0] === "e" ? 1 : f.members.find((m) => m.id === src)?.mods?.[label]?.cast ?? 1;
|
||
who.cast = { label, from: time, until: time + spec.cast * mod / f.pace };
|
||
}
|
||
const ab = C.abilities[label];
|
||
if (who?.cds && ab && (ab.cast ? kind === "cast" : kind === "use" || SWINGS.has(kind)) && who.cds[label] !== time) {
|
||
who.cds[label] = time;
|
||
who.manualAt[label] = who.pressed.has(`${label}`) && pressedNear(f, src, label, time);
|
||
}
|
||
if (who?.cds && tgt?.[0] === "e" && (SWINGS.has(kind) || kind === "cast" || kind === "use")) who.aim = tgt;
|
||
if (who && kind === "heal" && label === "potion") who.drank = true;
|
||
if (them && kind === "stop" && them.cast) them.stopped = { label: them.cast.label, at: time };
|
||
if (them && (kind === "stop" || kind === "cc")) them.cast = null;
|
||
if (them && ["hit", "crit", "tick", "heal", "mend"].includes(kind) && n) them.hit = { at: time, n, kind };
|
||
if (them && kind === "cc") them.held = true;
|
||
if (them && (kind === "free" || kind === "die")) them.held = false;
|
||
if (them && kind === "die") them.out = "dead";
|
||
if (who && (kind === "down" || kind === "left")) who.out = kind;
|
||
if (who && kind === "enrage") who.enraged = true;
|
||
if (who && kind === "join") { who.hidden = false; who.from = time; }
|
||
}
|
||
return { st, shown };
|
||
}
|
||
|
||
// The damage meter: what each fighter has dealt so far, and per second since they joined (game seconds,
|
||
// so dev speed doesn't inflate it). Best first, bars scaled to the top DPS.
|
||
const DAMAGE = new Set(["hit", "crit", "tick"]);
|
||
let lastMeter = null; // the fight just finished, shown dimmed while resting for the next one
|
||
function dpsMeter(f, t) {
|
||
const rows = f.members.map((m) => {
|
||
let dmg = 0, heal = 0;
|
||
for (const e of f.events) {
|
||
if (e[0] > t) break;
|
||
if (e[1] !== m.id) continue;
|
||
if (DAMAGE.has(e[3])) dmg += e[4] || 0;
|
||
else if (e[3] === "heal" && e[6] !== "potion") heal += e[4] || 0;
|
||
}
|
||
const secs = Math.max(1, Math.min(t, f.end) - (m.at + f.rest) / f.pace) * f.pace;
|
||
return { m, dmg, heal, dps: dmg / secs };
|
||
}).sort((x, y) => y.dmg - x.dmg);
|
||
const top = Math.max(...rows.map((r) => r.dps)) || 1;
|
||
return rows.map(({ m, dmg, heal, dps }) => `<li class="${m.id === S.uid ? "mine" : ""}"
|
||
title="${esc(`${fmt(dmg)} damage${heal ? ` · ${fmt(heal)} healing` : ""}`)}"><span class="dps-fill" style="width:${dps / top * 100}%"></span>
|
||
<b>${esc(playerName(m.id))}</b><span>${dps < 10 ? dps.toFixed(1) : fmt(Math.round(dps))} <span class="muted">· ${fmt(dmg)}</span></span></li>`).join("");
|
||
}
|
||
|
||
function animateFight(now) {
|
||
const a = S.me?.action, f = a?.fight;
|
||
if (!f) return;
|
||
const t = now - a.start, rest = f.rest / f.pace;
|
||
const over = t >= f.end;
|
||
const resting = t < rest;
|
||
const { st, shown } = fightState(f, t);
|
||
const before = fightState(f, t - LAG).st; // the HP a moment ago, trailing the bar
|
||
const mine = f.members.find((m) => m.id === S.uid) || f.members[0];
|
||
const me = st[mine.id];
|
||
// Resting: everyone's HP climbs back to full at their own pace, then waits for the slowest.
|
||
if (resting) for (const m of f.members) st[m.id].hp = m.start_hp + (m.hp_in - m.start_hp) * Math.min(1, t * f.pace / (m.rest || f.rest));
|
||
const enemies = f.pack.map((_, i) => st[`e${i}`]);
|
||
const left = enemies.reduce((sum, e) => sum + e.hp, 0), total = enemies.reduce((sum, e) => sum + e.top, 0);
|
||
for (const el of document.querySelectorAll("[data-progress]")) el.style.width = `${(resting ? 1 : left / total) * 100}%`;
|
||
for (const el of document.querySelectorAll("[data-live-hp]")) el.textContent = fmt(me.hp);
|
||
for (const el of document.querySelectorAll("[data-live-hpbar]")) el.style.width = `${Math.max(0, me.hp / me.top * 100)}%`;
|
||
const panel = $("[data-fight]");
|
||
if (!panel) return;
|
||
panel.classList.toggle("waiting", resting);
|
||
const pull = panel.querySelector("[data-pull-btn]");
|
||
if (pull) pull.hidden = !resting;
|
||
const pick = [...(mine.inputs || [])].reverse().find((i) => i[1] === "target" && (f.rest + i[0]) / f.pace <= t && i[2][0] === "e");
|
||
const live = (id) => id && st[id] && !st[id].out && !st[id].hidden;
|
||
const tapped = aim.fight === a.start ? aim : {};
|
||
const aimed = live(tapped.foe) ? tapped.foe : live(pick?.[2]) ? pick[2] : live(me.aim) ? me.aim : null;
|
||
const healing = live(tapped.ally) ? tapped.ally : null;
|
||
for (const el of panel.querySelectorAll("[data-u]")) {
|
||
const u = st[el.dataset.u];
|
||
if (!u) continue;
|
||
el.classList.toggle("aimed", (el.dataset.u === aimed || el.dataset.u === healing) && !over);
|
||
const gone = !!u.out || over;
|
||
el.classList.toggle("out", !!u.out);
|
||
el.hidden = !!u.hidden;
|
||
el.querySelector("[data-u-bar]").style.width = `${Math.max(0, u.hp / u.top * 100)}%`;
|
||
const was = before[el.dataset.u];
|
||
el.querySelector("[data-u-lag]").style.width = `${Math.max(0, Math.max(u.hp, resting ? 0 : was?.hp ?? u.hp) / u.top * 100)}%`;
|
||
const hit = u.hit && t - u.hit.at < 1 ? u.hit : null, num = el.querySelector("[data-u-hitnum]");
|
||
const healed = hit && (hit.kind === "heal" || hit.kind === "mend");
|
||
num.textContent = hit ? `${healed ? "+" : "−"}${hit.n}` : "";
|
||
num.className = `hitnum ${healed ? "good" : "bad"} ${hit?.kind === "crit" ? "crit" : ""}`;
|
||
num.style.opacity = hit ? `${1 - (t - hit.at)}` : "0";
|
||
el.querySelector("[data-u-hp]").textContent = u.out === "left" ? "left" : t < u.from && !resting ? "joining…" : `${fmt(u.hp)} / ${fmt(u.top)}`;
|
||
const status = u.out === "dead" ? "" : u.out === "down" ? "concuss" : u.held ? "thornbind" : u.enraged ? "unstoppable" : "";
|
||
const statusEl = el.querySelector("[data-u-status]");
|
||
if (statusEl.dataset.key !== status) {
|
||
statusEl.dataset.key = status;
|
||
statusEl.innerHTML = status ? C.abilities[status].icon : "";
|
||
}
|
||
el.querySelector("[data-u-swing]").style.width = gone || t < u.from ? "0%" : `${Math.min(100, (t - (u.swung ?? u.from)) / u.every * 100)}%`;
|
||
const cast = !gone && u.cast && t < u.cast.until ? u.cast : null;
|
||
// A cast someone stopped stays up a moment, struck through.
|
||
const stopped = !cast && u.stopped && t - u.stopped.at < STOPPED ? u.stopped : null;
|
||
const table = el.dataset.u[0] === "e" ? C.enemy_abilities : C.abilities;
|
||
const spec = cast ? table[cast.label] : stopped ? table[stopped.label] : null;
|
||
const castEl = el.querySelector("[data-u-cast]");
|
||
const key = cast ? `${cast.label}:${cast.from}` : stopped ? `stopped:${stopped.label}:${stopped.at}` : "";
|
||
if (castEl.dataset.key !== key) {
|
||
castEl.dataset.key = key;
|
||
castEl.classList.toggle("stopped", !!stopped);
|
||
// A cast no interrupt can stop gets a padlock; stuns still stop it on all but bosses.
|
||
const foe = f.pack[+el.dataset.u.slice(1)];
|
||
const locked = cast && spec.interrupt === false;
|
||
const boss = foe && (foe.boss || foe.archetype === "boss" || foe.archetype === "dragon");
|
||
castEl.classList.toggle("locked", !!locked);
|
||
castEl.title = locked ? `Can't be interrupted${boss ? "" : " · stuns stop it"}` : "";
|
||
castEl.innerHTML = cast ? `<span>${spec.icon} ${esc(spec.name)}${locked ? ` ${glyph("padlock", "currentColor")}` : ""}</span><span class="bar"><span></span></span>`
|
||
: stopped ? `<span>✋ <s>${spec.icon} ${esc(spec.name)}</s></span><span class="small">interrupted</span>` : "";
|
||
}
|
||
if (cast) castEl.querySelector(".bar > span").style.width = `${Math.min(100, (t - cast.from) / (cast.until - cast.from) * 100)}%`;
|
||
}
|
||
// Your abilities: the shade is the cooldown left, a flash when one's just been used.
|
||
for (const el of panel.querySelectorAll("[data-ab]")) {
|
||
const id = el.dataset.ab;
|
||
if (id === "potion") { el.classList.toggle("spent", !!me.drank); continue; }
|
||
const ab = C.abilities[id], used = me.cds?.[id];
|
||
const cd = (ab.cd || 0) * (mine.mods?.[id]?.cd ?? 1) * (me.manualAt?.[id] ? 1 : C.auto_cd) / f.pace;
|
||
const leftCd = used == null || over ? 0 : Math.max(0, used + cd - t);
|
||
el.querySelector("[data-ab-cd]").style.height = `${cd ? leftCd / cd * 100 : 0}%`;
|
||
el.classList.toggle("fired", used != null && t - used < 0.6);
|
||
}
|
||
const log = panel.querySelector('[data-f="log"]');
|
||
if (log) {
|
||
const key = `${a.start}:${shown}:${over}:${resting ? Math.ceil(rest - t) : ""}`;
|
||
if (log.dataset.key !== key) {
|
||
log.dataset.key = key;
|
||
const eaten = Object.entries(mine.eaten || {});
|
||
const lines = f.events.slice(Math.max(0, shown - 6), shown + 1).reverse().map((e) => fightLine(e, f)).filter(Boolean);
|
||
if (over) lines.unshift(f.result === "won" ? `<li class="good"><b>Victory!</b> Next fight coming…</li>`
|
||
: `<li class="bad"><b>${f.result === "fled" ? "It dragged on: you fall back." : "Beaten."}</b></li>`);
|
||
log.innerHTML = resting ? `<li class="muted">Resting · ${Math.ceil(rest - t)}s</li>${eaten.length
|
||
? `<li class="muted">${HEART} ${eaten.map(([id, q]) => `${fmt(q)} ${esc(item(id).name.toLowerCase())}`).join(", ")}</li>` : ""}`
|
||
: lines.join("") || `<li class="muted">Squaring up…</li>`;
|
||
}
|
||
}
|
||
// Refreshed on every swing and once a second, since DPS falls between hits.
|
||
const meter = panel.querySelector('[data-f="dps"]');
|
||
if (meter) {
|
||
const stale = resting && lastMeter?.start !== a.start ? lastMeter : null;
|
||
const key = resting ? `rest:${stale?.start}` : `${a.start}:${shown}:${Math.floor(Math.min(t, f.end))}`;
|
||
if (meter.dataset.key !== key) {
|
||
meter.dataset.key = key;
|
||
if (!resting) lastMeter = { start: a.start, rows: dpsMeter(f, t) };
|
||
const rows = resting ? stale?.rows : lastMeter.rows;
|
||
meter.classList.toggle("stale", resting);
|
||
meter.innerHTML = rows ? `<div class="dps-head small muted"><span>${resting ? "Last fight" : "Damage"}</span><span title="Damage per second · total">DPS · total</span></div>
|
||
<ul>${rows}</ul>` : "";
|
||
}
|
||
}
|
||
}
|
||
|
||
// A piece of jewellery's bonus, e.g. "+8% accuracy".
|
||
function jewelText(it) {
|
||
const st = C.jewel_stats[it.jewel];
|
||
return `${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>
|
||
${it.unique ? `<div class="small unique-text">✦ ${esc(it.unique)}</div>` : ""}`;
|
||
}
|
||
|
||
// A pattern: what it teaches, and the button to learn it (used up).
|
||
function patternRow(id, it) {
|
||
const made = item(it.pattern), skill = skillOf(it.skill), known = (S.me.patterns || []).includes(id);
|
||
const short = S.me.levels[it.skill] < it.level;
|
||
return `<div class="row"><div class="small">Teaches ${made.icon} <b>${esc(made.name)}</b> · ${skill.icon} ${skill.name} ${it.level}</div>
|
||
${known ? `<span class="tag good">Known</span>` : `<button class="btn sm gold" data-learn="${id}" ${short ? `disabled title="Needs ${esc(skill.name.toLowerCase())} ${it.level}"` : ""}>Learn</button>`}</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 ${it.heal}`);
|
||
if (it.drink) parts.push(`❤️ +${it.drink} in a fight`);
|
||
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 ? ` (${C.classes[trade].name.toLowerCase()})` : ""}`);
|
||
}
|
||
if (it.kit) {
|
||
const [stat, rate] = C.kit_defence[it.kit];
|
||
parts.push(`+${Math.round(it[stat] * rate * 10) / 10} city defence per paid guard${it.kit === "salve" ? `, used up · max ${C.salve_cap}` : ""}`);
|
||
}
|
||
else 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);
|
||
// Queue it behind the make that's running (materials only have to be there when its turn comes),
|
||
// or with nothing being made, start one: whatever you were doing is what comes after.
|
||
const making = Boolean(me.action?.left);
|
||
const canQueue = !active && me.queue_why[a.id] === null;
|
||
const queueOff = !making && Boolean(why);
|
||
const queueTitle = making ? "Queue: make this many after the current make"
|
||
: why || "Make this many, then queue more behind it";
|
||
const queued = me.queue.map((q, i) => q.id === a.id ? i + 1 : 0).filter(Boolean);
|
||
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, undefined, false)).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} ${Math.round(odds * 100)}%</span>`;
|
||
if (a.finds) io += a.finds.map(chance).join("");
|
||
let extra = "";
|
||
if (a.enemy) {
|
||
const o = me.fight_odds[a.id], e = a.enemy;
|
||
const own = (a.dungeon ? `<span class="tag warn" title="${esc(`${a.pulls.length} pulls: ${a.pulls.join(" · ")}. Trash falls on auto; the bosses take your own hands. ${C.dungeon_wipes} wipes on a pull and the run's over.`)}">🏰 Dungeon · ${C.group_size}–${C.dungeon_size}</span> `
|
||
: a.together ? `<span class="tag warn" title="Fought by ${C.group_size} or more: alone, you wait for someone to join">👥 Group</span> ` : "")
|
||
+ (a.personal_loot ? `<span class="tag good" title="Everyone in the fight gets their own loot">🎁 Own loot</span>` : "");
|
||
extra = `${e.boss || own ? `<div>${e.boss ? `<span class="tag warn">Boss</span> ` : ""}${own}</div>` : ""}${variantRows(e, o)}${fightingHere(a, why)}`;
|
||
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.loot) {
|
||
const l = a.loot, pct = (x) => `${Math.round(x * 100)}%`;
|
||
io += `<span class="item-chip" title="${esc(`${item(l.relic).name}: from every boss, to reforge masterworks`)}">${item(l.relic).icon}</span>`
|
||
+ `<span class="item-chip" title="${esc(`Patterns (${l.patterns.length}): ${l.patterns.map((p) => item(item(p).pattern).name).join(", ")}. ${pct(l.odds.pattern[0])} from a mini-boss, ${pct(l.odds.pattern[1])} from the last boss`)}">${item(l.patterns[0]).icon} ${l.patterns.length}</span>`
|
||
+ `<span class="item-chip" title="${esc(`${item(l.unique).name}: ${item(l.unique).unique}`)}">${item(l.unique).icon} ${pct(l.odds.unique)}</span>`;
|
||
}
|
||
if (a.special === "sabotage") extra += `<div class="small muted">-1% raid strength per win (max 30%)</div>`;
|
||
}
|
||
if (a.special === "drill") {
|
||
const s = S.favours.sergeant, boost = s.boost;
|
||
extra = !s.needed ? `<div class="small muted">Only while a raid is coming.</div>`
|
||
: `<div class="small makes">${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} +${+(a.pp * (1 + bonePercent() / 100)).toFixed(2)} prayer points</div>`;
|
||
if (a.special === "offer") extra = `<div class="small makes">${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" : ""} ${locked ? "locked" : ""}" data-card="${a.id}">
|
||
<div class="top"><div class="ico">${icon}</div><div>
|
||
<div class="name">${esc(a.name)} ${Object.keys(a.outputs).map((id) => needTag(id) + fittedTag(id)).join("")}</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>` : ""}
|
||
${active && a.enemy ? `<div><span class="tag gold">⚔️ Fighting${me.action.with?.length ? ` with ${me.action.with.map((uid) => esc(playerName(uid))).join(", ")}` : ""}</span></div>` : ""}
|
||
${active && me.action.left ? `<div class="small muted">${me.action.left === 1 ? "Just one" : `${fmt(me.action.left)} more`}${me.queue.length ? `, then ${me.queue.length} queued` : ""}${me.action.resume ? `, then back to ${esc(C.actions.find((x) => x.id === me.action.resume).name.toLowerCase())}` : ""}</div>${queueRow()}` : ""}
|
||
${queued.length ? `<div><span class="tag" title="${esc(queueTip())}">⏳ Queued #${queued.join(", #")}</span></div>` : ""}
|
||
<div class="foot">
|
||
<span class="why">${!active && !second && why ? esc(why) : ""}</span>
|
||
${second ? `<button class="btn" data-plot="">Clear plot 2</button>`
|
||
: active ? `<button class="btn danger" data-stop>Stop</button>`
|
||
: `<span class="btns">${!a.enemy && Object.keys(a.outputs).length
|
||
? `<form data-form="make" data-id="${a.id}" class="make" title="Make this many, then resume"><button class="btn" ${why ? "disabled" : ""}>Make</button><input type="number" min="1" max="${C.make_max}" value="1" data-keep="make-${a.id}" ${why && (!canQueue || queueOff) ? "disabled" : ""}>${canQueue
|
||
? `<button class="btn q" data-q ${queueOff ? "disabled" : ""} title="${esc(queueTitle)}">+Q</button>` : ""}</form>`
|
||
: `<button class="btn" data-once="${a.id}" ${why ? "disabled" : ""} title="Once, then resume">${a.enemy ? "Fight once" : "Once"}</button>`}
|
||
${canPlot ? `<button class="btn" data-plot="${a.id}" ${why ? "disabled" : ""} title="Grow in plot 2">Plot 2</button>` : ""}
|
||
${startButton(a, "", why)}</span>`}
|
||
</div>
|
||
</div>`;
|
||
}
|
||
|
||
// Who else is fighting this encounter, with a button to tag in: one per group fighting together.
|
||
function fightingHere(a, why) {
|
||
const mine = S.me.action?.party;
|
||
const here = S.players.filter((p) => p.id !== S.uid && p.fight === a.id && !(mine && p.party === mine));
|
||
const groups = [...new Map(here.map((p) => [p.party || p.id, here.filter((q) => (q.party || q.id) === (p.party || p.id))])).values()];
|
||
return groups.map((group) => `<div class="fighting-here"><span class="small">⚔️ ${group.map((p) => esc(p.name)).join(", ")}</span>
|
||
<button class="btn sm" data-join="${esc(group[0].id)}" ${why ? `disabled title="${esc(why)}"` : ""}>Join</button></div>`).join("");
|
||
}
|
||
|
||
// --- 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()}
|
||
${strongboxPanel()}
|
||
</div>
|
||
<div>${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 qtyBox = (kind, label) => `<form data-form="qty" data-kind="${kind}" data-item="${id}" class="make sm"><button class="btn sm">${label}</button><input type="number" min="1" max="${have}" value="1" data-keep="${kind}-${id}"></form>`
|
||
+ `<button class="btn sm" data-${kind}="${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>
|
||
${sourceOf(id) ? `<div class="row"><button class="btn sm" data-goto="${esc(id)}">${skillOf(sourceOf(id).skill).icon} ${esc(sourceOf(id).name)}</button></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>
|
||
${have > 1 ? `<button class="btn sm" data-potion="${id}" data-qty="all">Drink all (${fmt(have)})</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} resting between fights.</div>
|
||
${S.me.food === id ? `<span class="tag good">Your fighting food</span>` : `<button class="btn sm" data-food="${id}">Eat this first</button>`}</div>` : ""}
|
||
${it.drink ? `<div class="row small muted">+${it.drink} HP in a fight, drunk once a fight under ${Math.round(C.potion_below * 100)}% HP.</div>` : ""}
|
||
${it.pattern ? patternRow(id, it) : ""}
|
||
${it.relic ? `<div class="row small muted">Reforges masterworks with a pattern from ${esc(C.actions.find((a) => a.id === it.relic).name)}.</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">${qtyBox("donate", "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">${qtyBox("give", "Give")}</div></div>` : ""}
|
||
<div class="row"><div class="k">Sell</div><div class="btns">${qtyBox("sell", "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} ${fmt(S.me.gold)}</p>
|
||
<form data-form="gold" class="btns"><input type="number" min="1" data-keep="gold" placeholder="Amount" style="width:120px"><button class="btn gold">Donate to treasury</button></form>
|
||
<p class="small muted">1 favour per gold.</p></div>`;
|
||
}
|
||
|
||
function strongboxPanel() {
|
||
const me = S.me;
|
||
return `<div class="panel"><h2>Strongbox${me.rented ? ` · ${me.rented} rented` : ""}</h2>
|
||
<div class="btns"><button class="btn gold" data-rent ${me.gold < me.rent_cost ? "disabled" : ""}>+1 bank slot (${COIN} ${fmt(me.rent_cost)})</button></div>
|
||
<p class="small muted">Yours for good. Each costs 35% more.</p></div>`;
|
||
}
|
||
|
||
function favourPanel() {
|
||
const me = S.me;
|
||
return `<div class="panel"><h2>Favour with the council</h2>
|
||
<p class="favour">${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 && city.leaving ? `<span class="bad">Leaving: ${city.growth} a day</span>`
|
||
: city.growth < 0 ? `<span class="bad">Overcrowded: ${city.growth} a day</span>`
|
||
: city.halted ? `<span class="warn">Halted: mood</span>`
|
||
: `<span class="warn">Full: build houses</span>`;
|
||
const next = city.next_tier ? `${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>
|
||
${moodStat()}
|
||
<div class="stat"><div class="k">Treasury</div><div class="v gold">${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();
|
||
html += moodPanel();
|
||
html += caravanPanel();
|
||
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 += monumentsPanel();
|
||
html += `<div class="section-title">City stockpile</div><div class="panel">`;
|
||
const stock = Object.entries(city.stockpile);
|
||
html += stock.length ? `<div class="stock">${stock.map(([id, q]) => itemChip(id, q)).join("")}</div>` : `<p class="muted">Empty.</p>`;
|
||
html += `<p class="small muted">Feeds the granary and armoury. Raiders can loot it.</p></div>`;
|
||
return html;
|
||
}
|
||
|
||
// --- townsfolk ---------------------------------------------------------------
|
||
const NEED_NAMES = { food: ["🍲", "Food"], warmth: ["🔥", "Firewood"], clothes: ["👕", "Clothes"] };
|
||
const NEED_TIERS = { warmth: "Village", clothes: "Town" };
|
||
const pct = (x) => `${Math.round(x * 100)}%`;
|
||
|
||
function moodStat() {
|
||
const h = S.city.happiness;
|
||
const trend = Math.abs(h.target - h.score) < .005 ? "Steady" : `${h.target > h.score ? "↗" : "↘"} ${h.heading}`;
|
||
return `<div class="stat" title="${esc(`Mood ${pct(h.score)}, heading to ${pct(h.target)}`)}"><div class="k">Mood ${h.icon}</div>
|
||
<div class="v ${h.score < .4 ? "bad" : ""}">${h.name}</div><div class="note">${trend}</div></div>`;
|
||
}
|
||
|
||
function moodPanel() {
|
||
const h = S.city.happiness, e = h.effects;
|
||
const needs = Object.entries(h.needs).map(([key, n]) => `<div class="need">
|
||
<div class="need-head"><b>${NEED_NAMES[key][0]} ${NEED_NAMES[key][1]}</b><span class="muted small">${pct(n.score)}</span></div>
|
||
${n.rows.map(reqRow).join("")}</div>`).join("");
|
||
const locked = h.locked.map((key) => `<span class="tag" title="Needed from ${NEED_TIERS[key]}">🔒 ${NEED_NAMES[key][1]} · ${NEED_TIERS[key]}</span>`).join("");
|
||
const mods = h.mods.map((m) => `<span class="tag ${m.value < 0 ? "bad" : "good"}">${esc(m.name)} ${m.value > 0 ? "+" : "−"}${pct(Math.abs(m.value))}</span>`).join("");
|
||
const effects = [`🌱 Growth ${pct(e.growth)}`, `🛡️ Guards ${pct(e.militia)}`, `🔨 Labour ${pct(e.work)}`, `${COIN} Taxes ${pct(e.work)}`,
|
||
...(e.leave ? [`<span class="bad">🚶 ${pct(e.leave)} leave a day</span>`] : [])];
|
||
return `<div class="panel mood"><h2>${h.icon} Townsfolk · ${h.name}</h2>
|
||
<div class="mood-bar" title="${esc(`Now ${pct(h.score)} · heading to ${pct(h.target)}`)}"><span style="width:${h.score * 100}%;--c:var(--${h.score < .4 ? "bad" : h.score < .6 ? "warn" : "good"})"></span><i style="left:${h.target * 100}%"></i></div>
|
||
<div class="mood-effects small">${effects.join(" · ")}</div>
|
||
<div class="needs">${needs}</div>
|
||
${mods || locked ? `<div class="mood-tags">${mods}${locked}</div>` : ""}</div>`;
|
||
}
|
||
|
||
function lookChip(id) {
|
||
const c = C.cosmetics[id];
|
||
if (c.kind === "colour") return `<span class="swatch" style="background:${c.value}"></span>`;
|
||
if (c.kind === "emblem") return glyph(emblemGlyph(id), "#e7e9f0");
|
||
return `<span class="ico">📜</span>`;
|
||
}
|
||
|
||
const emblemGlyph = (id) => C.cosmetics[id].value || C.actions.find((a) => a.id === C.cosmetics[id].boss).glyph;
|
||
|
||
function caravanPanel() {
|
||
const c = S.me.caravan;
|
||
if (!c) return "";
|
||
const rows = c.wares.map((w) => {
|
||
const price = w.skill ? ` · ${COIN} ${fmt(w.prices[w.skill])}` : "";
|
||
const picker = w.skill ? "" : `<select data-keep="tutor-skill">${Object.keys(w.prices).map((s) =>
|
||
`<option value="${s}">${skillOf(s).name} · ${fmt(w.prices[s])}</option>`).join("")}</select>`;
|
||
const per = w.charges ? `next ${fmt(w.charges)} ${w.per}` : "against the coming threat";
|
||
return `<div class="ware">${glyph(...w.glyph)}<span class="grow"><b>${esc(w.name)}</b>
|
||
<span class="small">${w.skill ? `${skillOf(w.skill).icon} ` : ""}${esc(w.text)} · ${per}</span>${picker}</span>
|
||
<button class="btn sm gold" data-buy="${w.id}" ${w.bought ? "disabled" : ""}>${w.bought ? "Bought" : `Buy${price}`}</button></div>`;
|
||
});
|
||
const look = c.look, have = look.owned || look.bought;
|
||
rows.push(`<div class="ware">${lookChip(look.id)}<span class="grow"><b>${esc(look.name)}</b><span class="small muted">For your banner (character sheet)</span></span>
|
||
<button class="btn sm gold" data-buy="${look.id}" ${have ? "disabled" : ""}>${have ? "Owned" : `Buy · ${COIN} ${fmt(look.price)}`}</button></div>`);
|
||
return `<div class="panel"><h2>🐫 Caravan · leaves in ${countdown(c.until)}</h2><div class="wares">${rows.join("")}</div>
|
||
<p class="small muted">One of each per visit. Wares boost your own work. Pricier the higher your level.</p></div>`;
|
||
}
|
||
|
||
function monumentsPanel() {
|
||
const m = S.city.monuments, me = S.me;
|
||
const rows = Object.entries(C.monuments).map(([key, spec]) => {
|
||
if (spec.once && m.built.some((b) => b.kind === key)) return "";
|
||
const head = `<span class="ico">${glyph(spec.glyph, spec.tint)}</span>`;
|
||
if (key === "statue" && m.carving) {
|
||
const pick = m.carving.by === S.uid
|
||
? `<span class="btns"><select data-keep="statue-of">${S.players.map((p) => `<option value="${esc(p.id)}">${esc(p.name)}</option>`).join("")}</select>
|
||
<button class="btn sm gold" data-statue>Carve</button></span>`
|
||
: `<span class="small muted">${esc(playerName(m.carving.by))} picks who it honours.</span>`;
|
||
return `<div class="favour-option">${head}<span class="grow"><b>${spec.name}</b><span class="small muted">Funded. Who should it honour?</span></span>${pick}</div>`;
|
||
}
|
||
const fund = m.funds[key] || { gold: 0 };
|
||
return `<div class="favour-option">${head}<span class="grow"><b>${spec.name}</b><span class="small muted">${esc(spec.text)}</span>
|
||
<span class="small">${COIN} ${fmt(fund.gold)} / ${fmt(spec.cost)}</span><span class="bar"><span style="width:${fund.gold / spec.cost * 100}%"></span></span></span>
|
||
<form data-form="monument" data-id="${key}" class="btns"><input type="number" min="1" data-keep="mon-${key}" placeholder="Gold" style="width:90px"><button class="btn sm gold" ${me.gold ? "" : "disabled"}>Give</button></form></div>`;
|
||
}).join("");
|
||
const built = m.built.map((b) => {
|
||
const spec = C.monuments[b.kind];
|
||
const donors = Object.entries(b.donors).sort((x, y) => y[1] - x[1]).map(([uid]) => esc(playerName(uid))).join(", ");
|
||
return `<div class="report win"><b>${glyph(spec.glyph, spec.tint)} ${b.of ? `Statue of ${esc(playerName(b.of))}` : spec.name}</b> <span class="muted small">${ago(b.at)}</span><p class="small">Carved in: ${donors}</p></div>`;
|
||
}).join("");
|
||
return `<div class="section-title">Monuments</div><div class="panel">${rows}${built}
|
||
<p class="small muted">Looks only. Gold here earns no favour: your name goes in the stone.</p></div>`;
|
||
}
|
||
|
||
// Progress towards a goal favour can boost. Favour doubles the next `boost` points players put
|
||
// in, so the striped stretch behind the bar (twice the boost) is where work counts double.
|
||
function boostBar(done, total, boost, tip) {
|
||
const pct = (x) => Math.min(100, x / total * 100);
|
||
return `<div class="bar gold thick boost-bar"${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, id)}<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} ${esc(fix.name)}</button>`)
|
||
: `<button class="btn" data-nav="town">Help on the Town square</button>`;
|
||
banner("bad", p.icon, p.name, p.text, button);
|
||
}
|
||
for (const b of S.me.boosts.filter((x) => x.skill === skill)) {
|
||
const w = C.wares[b.ware];
|
||
banner("good", glyph(...w.glyph), w.name, `${w.text} · ${b.left ? `${fmt(b.left)} ${w.per} left` : "until the threat lands"}`);
|
||
}
|
||
return banners.join("");
|
||
}
|
||
|
||
function buildingCard(key, b) {
|
||
const spec = C.buildings[key], city = S.city, me = S.me;
|
||
const tags = {
|
||
building: `<span class="tag gold">Under construction</span>`,
|
||
queued: `<span class="tag good">Funded · queued</span>`,
|
||
max: `<span class="tag good">Fully built</span>`,
|
||
capped: `<span class="tag">Needs a bigger settlement</span>`,
|
||
};
|
||
let body = tags[b.status] ? `<div>${tags[b.status]}</div>` : "";
|
||
if (b.status === "funding" || b.status === "queued") {
|
||
body += `<div class="fund">${Object.entries(b.target).map(([id, need]) => {
|
||
const missing = b.missing[id] || 0;
|
||
const gold = id === "gold";
|
||
const mine = Math.min(missing, gold ? me.gold : me.bank[id] || 0);
|
||
const stores = Math.min(missing, gold ? city.treasury : city.stockpile[id] || 0);
|
||
const chip = costChip(gold ? COIN : item(id).icon, gold ? "Gold" : item(id).name, need, need - missing, !gold && id);
|
||
return `<div class="fund-row">${chip}<span class="btns">
|
||
${cityOrderButton(id, missing, key)}
|
||
${mine ?`<button class="btn sm gold" data-fund="${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>${body}</div>`;
|
||
}
|
||
|
||
// A city work order for what a building still needs of an item, delivered into its fund (a fitting
|
||
// fitted): what's not in the stockpile or on order yet. Once it's all on order, the button shows those orders.
|
||
function cityOrderButton(id, missing, key) {
|
||
if (!C.order_recipes[id] && !C.order_raw[id]) return "";
|
||
const ordered = (S.orders || []).filter((o) => o.city && o.status === "open" && o.item === id)
|
||
.reduce((n, o) => n + o.qty - o.delivered, 0);
|
||
const want = Math.min(missing, (fundNeeds()[id]?.qty || 0) - ordered);
|
||
if (want > 0) {
|
||
return `<button class="btn sm" data-order-for="${id}" data-qty="${want}" data-for-fund="${key}"
|
||
title="${esc(`City work order: ${item(id).name} ×${fmt(want)} for the ${C.buildings[key].name.toLowerCase()}`)}">${glyph("claw-hammer", "#e3c060")}</button>`;
|
||
}
|
||
return ordered ? `<button class="btn sm" data-order-show title="${esc(`On order: ${fmt(ordered)}`)}">${ORDER_ICON()} ${fmt(ordered)}</button>` : "";
|
||
}
|
||
|
||
// Fittings Construction makes for this building: fitted, ready to fit, or waiting on a level.
|
||
function fittingRows(key, b) {
|
||
const rows = C.fittings.filter((f) => f.building === key).map((f) => {
|
||
const it = item(f.id), recipe = C.actions.find((a) => a.id === `make_${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 ${recipe.level}</span>${cityOrderButton(f.id, 1, key)}`;
|
||
}
|
||
return `<div class="fitting-row"><span class="fit-ico">${it.icon}</span>
|
||
<span class="fitting-text"><b${goto(f.id)} title="${esc(gotoTip(f.id).trim())}">${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]}–${ev.range[1]}` : "?");
|
||
const foe = (ev.group || (ev.kind === "dragon" ? "dragon" : "raiders")).replace(/^\w/, (c) => c.toUpperCase());
|
||
html += `<div class="vs"><div class="side"><span class="muted small">Our defence</span><b>${fmt(city.defence.total)}</b></div><span class="muted">vs</span><div class="side"><span class="muted small">${esc(foe)}</span><b>${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>
|
||
${fight ? `<button class="btn sm" data-replay="${h.id}">▶ Watch</button>` : ""}
|
||
${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 ? ` (${fmt(f.sergeant.boost)} left)` : ""}. Price rises per hire.`)}
|
||
</div>`;
|
||
}
|
||
|
||
// A have / need row with its bar, and a Give button when you hold the item.
|
||
function reqRow(r) {
|
||
const mine = !r.kinds && S.me.bank[r.item] || 0;
|
||
// "Any" rows and kinds of food open the skill as you left it; a named item opens its own recipe.
|
||
const link = goto(r.item, Boolean(r.any || r.kinds)), tip = link ? ` title="${esc(gotoTip(r.item).trim())}"` : "";
|
||
return `<div class="req ${r.next ? "dim" : ""}"><span${link}${tip}>${item(r.item).icon}</span><span><span${link}${tip}>${esc(r.label)}</span> <span class="muted small">${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>"}
|
||
${r.foods ? foodKinds(r) : `<div class="bar"><span style="width:${r.want ? Math.min(100, r.have / r.want * 100) : 100}%"></span></div>`}</div>`;
|
||
}
|
||
|
||
// Every kind of food: lit when the stockpile holds a day of it, faded red when it doesn't.
|
||
function foodKinds(r) {
|
||
return `<div class="food-kinds">${Object.entries(r.foods).map(([id, meals]) =>
|
||
`<span class="${meals >= r.day ? "" : "missing"}"${goto(id)} title="${esc(`${item(id).name} · ${fmt(meals)} / ${fmt(r.day)} meals${gotoTip(id)}`)}">${item(id).icon}</span>`).join("")}</div>`;
|
||
}
|
||
|
||
function raidPrep(ev) {
|
||
const city = S.city, me = S.me, d = city.defence;
|
||
const names = { mercenaries: "Hired sellswords", ward: "Divine ward (temple)", rallied: "Rallied militia (favour)", drilled: "Drilled militia", townsfolk: "Townsfolk with pitchforks", walls: "Walls", militia: "Paid guards (barracks)", weapons: "Weapons the guards hold", shields: "Shields the guards hold", jerkins: "Body armour the guards wear", salves: "Salves", arrows: "Arrows", garrison: "Garrison" };
|
||
const full = d.posts * d.wage, owed = Math.max(0, full - d.wages);
|
||
const reqs = (ev.requests || []).map(reqRow).join("");
|
||
return `<div class="cols">
|
||
<div class="panel"><h2>Raid readiness</h2>${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>Guards · ${d.guards} / ${d.posts} paid</h2>
|
||
<p class="small">Wage chest ${COIN} ${fmt(d.wages)} / ${fmt(full)} · ${d.wage} gold a guard per threat</p>
|
||
<div class="bar"><span style="width:${full ? Math.min(100, d.wages / full * 100) : 0}%"></span></div>
|
||
<div class="btns" style="margin-top:8px">
|
||
<button class="btn sm gold" data-wages="bank" ${!owed || !me.gold ? "disabled" : ""}>Pay ${COIN} ${fmt(Math.min(owed, me.gold))}</button>
|
||
<button class="btn sm" data-wages="city" ${!owed || city.treasury < 1 ? "disabled" : ""}>From the treasury (${fmt(city.treasury)})</button></div>
|
||
<p class="small muted">Only paid guards stand, and only they get the armoury's kit. Paying earns favour.</p>
|
||
<h2 style="margin-top:16px">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 (a city order is anyone's), not claimed by someone else, and your level is high enough.
|
||
function canTake(o) {
|
||
if (o.status !== "open" || o.by === S.uid && !o.city) 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(`📜 ${o.city ? "🏘️ " : ""}${item(o.item).name}${o.qty > 1 ? ` ×${fmt(o.qty)}` : ""}${o.reward || !o.city ? ` · ${fmt(o.reward)} gold` : ""}`, "level");
|
||
}
|
||
const was = deliveredSeen[o.id];
|
||
if (o.by === uid && !o.city && 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");
|
||
// Favour from your reagents in someone else's make: your own makes show in the summary.
|
||
const fav = Math.round((o.favour || {})[uid] || 0), favHad = favourSeen[o.id];
|
||
if (favHad !== undefined && fav > favHad && o.claimed !== uid) toast(`🏘️ ${item(o.item).name} · +${fmt(fav - favHad)} favour`, "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]));
|
||
favourSeen = Object.fromEntries(orders.map((o) => [o.id, Math.round((o.favour || {})[uid] || 0)]));
|
||
}
|
||
|
||
// What one run of a recipe takes right now: a lit fire pays its log (the forge a coal too).
|
||
const runInputs = (a) => S.me.fuelled?.[a.id] || a.inputs;
|
||
const firePays = (a, id, qty) => `the ${C.fires[a.fire].name.toLowerCase()} pays ${fmt(qty)}`;
|
||
|
||
// A reagent the fire pays outright: struck through, nothing to put in.
|
||
function paidSlot(a, id, qty) {
|
||
return `<div class="ro-slot paid" title="${esc(`${item(id).name}: ${firePays(a, id, qty)}`)}"><span class="doll-slot empty-req">${item(id).icon}</span>
|
||
<span class="ro-have muted"><s>${fmt(qty)}</s></span><span class="ro-name">${esc(item(id).name)}</span></div>`;
|
||
}
|
||
|
||
// 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], ins = runInputs(a);
|
||
const left = Math.ceil((o.qty - o.delivered) / out), all = Math.ceil(o.qty / out);
|
||
const worth = Object.entries(ins).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">×${fmt(per * all)}</span><span class="ro-name">${esc(name)}</span></div>`;
|
||
}
|
||
const need = (ins[id] || 0) * left;
|
||
if (!need) return paidSlot(a, id, 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)} / ${fmt(need)}`, ...(need < per * left ? [firePays(a, id, per * left - need)] : []), ...who].join(" · ");
|
||
if (pool >= need) {
|
||
return `<div class="ro-slot filled" title="${esc(tip)}"><span class="doll-slot">${item(id).icon}
|
||
<span class="swap-qty">${fmt(need)}</span><span class="tick">✓</span></span><span class="ro-name">${esc(name)}</span></div>`;
|
||
}
|
||
const give = Math.min(have, need - pool);
|
||
// What putting them in pays you once they're crafted: your value's slice of the reagents' share.
|
||
const share = o.by === S.uid ? 0 : Math.round(o.reward / o.qty * out * C.input_share * item(id).value / worth * give);
|
||
// On a city order they count as donated: their worth in favour.
|
||
const pays = [share ? `${fmt(share)} gold` : "", o.city ? `${fmt(item(id).value * give)} favour` : ""].filter(Boolean).join(" + ");
|
||
const fill = give ? `${tip} · +${fmt(give)}${pays ? ` → ${pays}` : ""}` : `${tip} · 🎒 0${gotoTip(id)}`;
|
||
// None to give: the slot links to where it's made instead.
|
||
const click = give ? `data-order-fill="${o.id}" data-item="${id}"` : sourceOf(id) ? goto(id) : "disabled";
|
||
return `<div class="ro-slot open"><button class="doll-slot empty-req" ${click} title="${esc(fill)}">${item(id).icon}</button>
|
||
<span class="ro-have ${pool + have < need ? "bad" : "good"}">${fmt(pool)} / ${fmt(need)}</span><span class="ro-name">${esc(name)}</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 = "";
|
||
// Your city order is still yours to cancel, and anyone's to fill: you too.
|
||
const cancel = mine && o.city ? `<button class="btn danger" data-order-cancel="${o.id}">Cancel</button>` : "";
|
||
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="${o.id}">Remove</button>`;
|
||
} else if (mine && !o.city) {
|
||
buttons = `<button class="btn danger" data-order-cancel="${o.id}">Cancel</button>`;
|
||
if (o.claimed) status = `<span class="tag">${esc(playerName(o.claimed))}</span>`;
|
||
} else if (o.kind === "gather") {
|
||
buttons = `${cancel}<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>`;
|
||
buttons = cancel;
|
||
} else {
|
||
const working = S.me.action?.order === o.id;
|
||
const why = short ? `Needs ${skill.name.toLowerCase()} ${o.level}` : S.me.blocked[o.action] && !working
|
||
&& !S.me.blocked[o.action].startsWith("Out of") ? S.me.blocked[o.action] : "";
|
||
buttons = `${cancel}${o.claimed === S.uid || o.city && working ? `<button class="btn" data-order-drop="${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</button>`}`;
|
||
}
|
||
const reward = o.kind === "gather" ? `${fmt(Math.round(o.reward / o.qty))} each` : fmt(o.reward);
|
||
// A city order pays its worth in favour, shared by whoever's reagents and work went in.
|
||
const favour = o.city ? `<span class="item-chip ro-reward" title="Favour, shared">${FAVOUR} ${fmt(it.value * o.qty)}</span>` : "";
|
||
const favoured = Object.entries(o.favour || {}).filter(([, n]) => Math.round(n));
|
||
// A city order is worked by anyone, several at once: who's at it right now.
|
||
const crafting = o.city && o.status === "open" ? S.players.filter((p) => p.order === o.id) : [];
|
||
const city = o.fund ? C.buildings[o.fund].name : "City";
|
||
return `<div class="action order">
|
||
<div class="top"><div class="ico">${it.icon}</div><div>
|
||
<div class="name">${o.kind === "gather" ? "Wanted: " : ""}${esc(it.name)}${o.qty > 1 ? ` ×${fmt(o.qty)}` : ""}</div>
|
||
<div class="sub">${o.city ? `🏘️ ${esc(city)} · ${mine ? "yours" : esc(playerName(o.by))}` : mine ? "Yours" : esc(playerName(o.by))} · ${ago(o.at)}${o.held ? ` · ${fmt(o.held)} waiting for bank space` : ""}</div></div>
|
||
<span class="ro-req ${short && (!mine || o.city) ? "bad" : ""}" title="${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>` : ""}
|
||
${favoured.length ? `<div class="small muted">${FAVOUR} ${favoured.map(([uid, n]) => `${esc(playerName(uid))} ${fmt(Math.round(n))}`).join(", ")}</div>` : ""}
|
||
${crafting.length ? `<div class="small muted" title="Crafting now">${skill.icon} ${crafting.map((p) => esc(p.name)).join(", ")}</div>` : ""}
|
||
${progress}
|
||
<div class="foot">${o.reward || !o.city ? `<span class="item-chip ro-reward">${COIN} ${reward}</span>` : ""}${favour}${status}<span class="btns">${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 || d.city); // a city order you can make yourself
|
||
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)}">
|
||
${item(id).icon}<span class="pick-name">${esc(item(id).name)}${d.kind === "craft" ? ` <span class="muted">👥 ${makers}</span>` : ""}</span><span class="pick-lvl">${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>`;
|
||
}
|
||
|
||
// What the draft can ask for: a city order only what the city has a use for.
|
||
function orderList() {
|
||
const list = draft.kind === "craft" ? C.order_recipes : C.order_raw;
|
||
return draft.city ? Object.fromEntries(Object.entries(list).filter(([id]) => C.city_uses[id].length)) : list;
|
||
}
|
||
|
||
function orderComposer() {
|
||
const d = draft, list = orderList();
|
||
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 || d.city) && 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]), ins = runInputs(a);
|
||
slots = Object.entries(a.inputs).map(([id, per]) => {
|
||
const need = (ins[id] || 0) * runs, have = S.me.bank[id] || 0, on = d.provide.includes(id);
|
||
if (!need) return paidSlot(a, id, per * runs);
|
||
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)} / ${fmt(need)}</span><span class="ro-name">${esc(item(id).name)}</span></div>`;
|
||
}).join("");
|
||
}
|
||
}
|
||
const gold = d.kind === "craft" ? d.reward : d.reward * d.qty;
|
||
const why = !a ? "" : gold > S.me.gold ? `Gold ${fmt(S.me.gold)} / ${fmt(gold)}` : "";
|
||
const fund = d.fund && `<div class="small muted" title="Delivered into its fund">🏘️ ${esc(C.buildings[d.fund].name)}</div>`;
|
||
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>
|
||
<button class="tab ${d.city ? "on" : ""}" data-draft-city title="For the city: goes to the stockpile, favour shared by whoever helps">🏘️ City</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>${maker}${fund || ""}</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" value="${d.qty}" data-draft="qty"></div></div>
|
||
<div>${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>
|
||
${d.city && a ? `<div class="small muted" title="Favour, shared">${FAVOUR} ${fmt(item(d.item).value * d.qty)}</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">${crest(S.players.find((p) => p.id === m.who)?.look, 18)} ${esc(playerName(m.who))}</span><span class="when">${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">${ledger || `<li class="muted">Nothing recorded yet.</li>`}</ul></div>
|
||
</div>`;
|
||
}
|
||
|
||
function joinButton(p) {
|
||
if (!p.fight || p.id === S.uid || (p.party && p.party === S.me?.action?.party)) return "";
|
||
const why = S.me?.blocked[p.fight];
|
||
return ` <button class="btn sm primary" data-join="${esc(p.id)}" ${why ? `disabled title="${esc(why)}"` : ""}>⚔️ Join</button>`;
|
||
}
|
||
|
||
function rosterNav() {
|
||
const on = S.players.filter(online).length, others = S.players.some((p) => p.id !== S.uid && online(p));
|
||
return nav("roster", "👥", "Guild roster", `${on}/${S.players.length}`, others ? `<span class="dot"></span>` : "", `${on} of ${S.players.length} online`);
|
||
}
|
||
|
||
function roster() {
|
||
const ordered = [...S.players].sort((a, b) => online(b) - online(a)); // stable: by donations within each
|
||
return `<div class="grid wide">${ordered.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>
|
||
${presence(p)}${titled(p)} <span class="muted small">${cls.name} · total level ${p.total} · ${esc(p.look.home)}${lastSeen(p)}</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:${esc(p.id)}">Character sheet</button>${joinButton(p)}</p></div>`;
|
||
}).join("")}</div>`;
|
||
}
|
||
|
||
// Patch notes, newest first. The badge stays until this browser has opened the page since the last release.
|
||
const NOTE_KINDS = { new: ["✨", "good", "New"], balance: ["⚖️", "gold", "Balance"], fix: ["🔧", "warn", "Fixed"] };
|
||
const notesKey = () => C.patch_notes[0] ? `${C.patch_notes[0].date} ${C.patch_notes[0].title}` : "";
|
||
const notesUnread = () => !!C.patch_notes[0] && remember("notes") !== notesKey();
|
||
|
||
function notes() {
|
||
return C.patch_notes.map((release) => `<div class="panel"><h2>${esc(release.title)} <span class="muted small">${esc(release.date)}</span></h2>
|
||
<ul class="ledger">${release.notes.map(([kind, text]) => {
|
||
const [icon, tone, label] = NOTE_KINDS[kind];
|
||
return `<li><span class="tag ${tone}" title="${label}">${icon}</span> ${esc(text)}</li>`;
|
||
}).join("")}</ul></div>`).join("");
|
||
}
|
||
|
||
// --- achievements ----------------------------------------------------------
|
||
// A record of what's left to unlock, read off what you already have. Tap a chip for what it is.
|
||
|
||
const tally = (entries) => [entries.filter((e) => e.done).length, entries.length];
|
||
|
||
function achievementsNav(me) {
|
||
const [have, need] = tally(me.achievements.flatMap((s) => s.cards.flatMap((c) => c.entries)));
|
||
return nav("achievements", "🏆", "Achievements", `${have}/${need}`, "", `${have} of ${need} unlocked`);
|
||
}
|
||
|
||
function achievements() {
|
||
const sections = S.me.achievements, all = sections.flatMap((s) => s.cards.flatMap((c) => c.entries));
|
||
const [have, need] = tally(all);
|
||
return `<div class="panel"><h2>Achievements <span class="ach-count">${have} / ${need}</span></h2>
|
||
<div class="bar gold thick"><span style="width:${have / need * 100}%"></span></div></div>`
|
||
+ sections.map((s, si) => {
|
||
const [sh, sn] = tally(s.cards.flatMap((c) => c.entries));
|
||
return `<h3 class="section-title">${esc(s.name)} <span class="ach-count">${sh} / ${sn}</span></h3>
|
||
<div class="grid">${s.cards.map((c, ci) => achCard(c, `${si}.${ci}`)).join("")}</div>`;
|
||
}).join("");
|
||
}
|
||
|
||
function achCard(card, key) {
|
||
const [have, need] = tally(card.entries);
|
||
const pick = achPick?.startsWith(key + ".") ? card.entries[Number(achPick.split(".")[2])] : null;
|
||
const icon = (e) => e.colour ? `<span class="swatch" style="background:${e.colour}"></span>` : glyph(e.glyph, e.tint);
|
||
const chips = card.entries.map((e, i) => `<button class="ach ${e.done ? "done" : ""} ${e.held ? "held" : ""} ${pick === e ? "on" : ""}" data-ach="${key}.${i}"
|
||
title="${esc(`${e.name}${e.tip ? ` · ${e.tip}` : ""}`)}" aria-label="${esc(e.name)}">${icon(e)}</button>`).join("");
|
||
return `<div class="panel ach-card ${have === need ? "full" : ""}"><h2>${esc(card.name)} <span class="ach-count">${have} / ${need}</span></h2>
|
||
<div class="bar gold"><span style="width:${have / need * 100}%"></span></div>
|
||
<div class="ach-chips">${chips}</div>
|
||
${pick ? `<p class="small ach-line">${pick.done ? "✓" : "🔒"} <b>${esc(pick.name)}</b>${pick.tip ? ` <span class="muted">· ${esc(pick.tip)}</span>` : ""}</p>` : ""}</div>`;
|
||
}
|
||
|
||
// --- character sheet -----------------------------------------------------
|
||
|
||
const SLOT_NAMES = { weapon: "Weapon", shield: "Shield", helmet: "Helmet", body: "Body", legs: "Legs" };
|
||
|
||
function characterSheet(uid) {
|
||
const mine = uid === S.uid;
|
||
const p = mine ? { ...S.players.find((x) => x.id === uid), ...S.me } : S.players.find((x) => x.id === uid);
|
||
if (!p) return `<p class="muted">No such adventurer.</p>`;
|
||
const cls = C.classes[p.cls];
|
||
const skills = C.skills.filter((s) => !s.class || s.class === p.cls);
|
||
const total = skills.reduce((sum, s) => sum + p.levels[s.id], 0);
|
||
const days = Math.max(1, Math.ceil((serverNow() - p.joined) / 86400));
|
||
const guard = Math.round(p.power);
|
||
|
||
const skillRows = skills.map((s) => {
|
||
const level = p.levels[s.id], xp = p.xp[s.id] || 0;
|
||
const floor = C.xp_table[level], ceil = C.xp_table[level + 1];
|
||
const pct = ceil ? (xp - floor) / (ceil - floor) * 100 : 100;
|
||
const gear = [p.equip[`tool_${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">${cls.icon}</div>
|
||
<div class="grow">
|
||
<h2>${presence(p)}${esc(p.name)}</h2>
|
||
<div class="muted">${cls.name} · total level ${total} · ${days === 1 ? "first day" : `${days} days`} in the city${lastSeen(p)}</div>
|
||
<div class="small" style="margin-top:6px">${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)}
|
||
${mine ? lookPanel(p) : ""}
|
||
</div>
|
||
<div>
|
||
<div class="panel"><h2>Skills</h2><div class="sheet-skills">${skillRows}</div></div>
|
||
${mine ? ledgerPanel(p) : ""}
|
||
</div>
|
||
</div>`;
|
||
}
|
||
|
||
// What you did, newest first: a stretch at one action is one line ("Mine copper · 3h 20m"), gifts and sales their own.
|
||
function ledgerPanel(p) {
|
||
const got = (id, q) => id === "gold" ? `<span class="item-chip">${COIN} ${fmt(q)}</span>` : `${itemChip(id, q)} ${esc(item(id).name)}`;
|
||
const rows = [...p.ledger].reverse().map((l) => {
|
||
let line;
|
||
if (l.act) {
|
||
const a = C.actions.find((x) => x.id === l.act);
|
||
const loot = Object.entries(l.items).map(([id, q]) => `<span>${got(id, q)}</span>`).join("");
|
||
const fights = l.won !== undefined ? ` · ${fmt(l.won)} won${l.lost ? `, ${fmt(l.lost)} lost` : ""}` : ` · ×${fmt(l.n)}`;
|
||
line = `${skillOf(a.skill).icon} <b>${a.enemy ? "Fought " : ""}${esc(a.name)}</b> <span class="muted">· ${dur(l.at - l.start)}${fights}</span>
|
||
<div class="got">${loot}${l.gold ? `<span class="item-chip">${COIN} ${fmt(l.gold)}</span>` : ""}${l.xp ? `<span class="item-chip">${fmt(Math.round(l.xp))} XP</span>` : ""}</div>`;
|
||
} else {
|
||
const who = l.who ? ` ${l.verb === "Gave" ? "to" : "from"} ${esc(playerName(l.who))}` : "";
|
||
line = `<b>${esc(l.verb)}</b> ${l.item ? got(l.item, l.qty) : esc(l.label)}${l.item && l.label ? ` <span class="muted">· ${esc(l.label)}</span>` : ""}${who}`
|
||
+ (l.gold ? ` <span class="muted">·</span> <span class="item-chip">${COIN} ${l.verb === "Bought" ? "" : "+"}${fmt(l.gold)}</span>` : "");
|
||
}
|
||
return `<li>${line}<span class="when">${ago(l.at)}</span></li>`;
|
||
}).join("");
|
||
return `<div class="panel"><h2>Ledger</h2><ul class="ledger">${rows || `<li class="muted">Nothing yet.</li>`}</ul></div>`;
|
||
}
|
||
|
||
function lookPanel(p) {
|
||
const look = p.look, wear = (kind) => Object.keys(C.cosmetics).filter((k) => C.cosmetics[k].kind === kind && (C.free_looks.includes(k) || p.owned.includes(k)));
|
||
const swatches = (part) => wear("colour").map((k) => `<button class="swatch ${look[part] === k ? "on" : ""}" style="background:${C.cosmetics[k].value}"
|
||
data-look="${part}" data-value="${k}" title="${esc(C.cosmetics[k].name)}" aria-label="${esc(C.cosmetics[k].name)}"></button>`).join("");
|
||
const emblems = [`<button class="btn sm ${look.emblem ? "" : "gold"}" data-look="emblem" data-value="">None</button>`,
|
||
...wear("emblem").map((k) => `<button class="btn sm ${look.emblem === k ? "gold" : ""}" data-look="emblem" data-value="${k}" title="${esc(C.cosmetics[k].name)}" aria-label="${esc(C.cosmetics[k].name)}">${glyph(emblemGlyph(k), "#e7e9f0")}</button>`)].join("");
|
||
const home = C.homes.findIndex(([name]) => name === p.shown.home), next = C.homes[home + 1];
|
||
return `<div class="panel"><h2>Banner & title</h2>
|
||
<div class="look-preview">${crest(p.shown, 48)}<span><b>${esc(p.name)}</b>${p.shown.title ? ` <span class="title">${esc(p.shown.title)}</span>` : ""}</span></div>
|
||
<p class="small muted">Field</p><div class="swatches">${swatches("field")}</div>
|
||
<p class="small muted">Trim</p><div class="swatches">${swatches("trim")}</div>
|
||
<p class="small muted">Emblem</p><div class="btns">${emblems}</div>
|
||
<p class="small muted">Title</p><select data-look-title><option value="">None</option>${p.titles.map((t) => `<option ${look.title === t ? "selected" : ""}>${esc(t)}</option>`).join("")}</select>
|
||
<p class="small muted" style="margin-top:12px">Home · ${esc(p.shown.home)}</p>
|
||
${next ? `<button class="btn sm gold" data-home ${p.gold < next[1] ? "disabled" : ""}>${esc(next[0])} (${COIN} ${fmt(next[1])})</button>` : `<p class="small">As grand as it gets.</p>`}
|
||
<p class="small muted">Dyes, emblems and titles come with the caravan. Titles are also earned: master a skill (50), defend the city, slay a dragon.</p></div>`;
|
||
}
|
||
|
||
// The character, dressed: a compact grid of slots on a warrior's outline, Melvor-style, with
|
||
// room for slots the game doesn't have yet. A two-handed weapon fills the off hand too, faded.
|
||
// Picking a slot shows what's in it beside the grid.
|
||
const DOLL = [
|
||
["cape", "Cape", "cape"], ["helmet", "Head", "visored-helm"], ["amulet", "Amulet", "gem-pendant"],
|
||
["weapon", "Main hand", "pointy-sword"], ["body", "Body", "breastplate"], ["shield", "Off hand", "round-shield"],
|
||
["gloves", "Gloves", "gauntlet"], ["legs", "Legs", "leg-armor"], ["ring", "Ring", "ring"],
|
||
["trinket", "Trinket", "crystal-ball"], ["boots", "Boots", "leather-boot"], ["food", "Food", "hot-meal"],
|
||
];
|
||
|
||
function dollSlot(p, slot, label, outline, picked) {
|
||
if (slot === "food") return foodSlot(p, picked);
|
||
const known = slot in p.equip, two = slot === "shield" && p.equip.weapon && item(p.equip.weapon).two_handed;
|
||
const id = two ? p.equip.weapon : p.equip[slot];
|
||
const tip = !known ? `${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 resting between 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>`;
|
||
const below = p.eat_below ?? C.eat_below;
|
||
const label = (x) => x === 0 ? "Never" : x === 1 ? "Always" : `${Math.round(x * 100)}%`;
|
||
const when = `<div class="swap-head muted small" title="Between fights you eat while under this much of your HP, then rest the rest of the way">Eat below</div>
|
||
<div class="eat-below">${C.eat_choices.map((x) => `<button class="btn sm ${x === below ? "on" : ""}" data-eat="${x}">${label(x)}</button>`).join("")}</div>`;
|
||
return head + (p.edible.length ? `<div class="swap-head muted small">Eat first</div><div class="swap-grid">${cheap}${tiles.join("")}</div>`
|
||
: `<div class="small warn">No food in your bank.</div>`) + when;
|
||
}
|
||
|
||
// The equipment panel, the same on the character sheet and the combat page (which leaves out tools).
|
||
function equipmentPanel(p, mine, tools = true) {
|
||
return `<div class="panel"><h2>Equipment</h2>${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" ${pickedClass ? "" : "disabled"}>Enter the city</button>
|
||
</form>
|
||
<p class="small muted">Any class can train any skill.</p>
|
||
</div>`;
|
||
}
|
||
|
||
// --- animation ------------------------------------------------------------
|
||
|
||
function animate() {
|
||
const now = serverNow();
|
||
const a = S?.me?.action;
|
||
animateFight(now);
|
||
if (a && !a.waiting) {
|
||
const pct = Math.min(1, (now - a.start) / a.duration);
|
||
// In a fight the bar is the enemy's health (set by animateFight), not a timer.
|
||
if (!a.fight) for (const el of document.querySelectorAll("[data-progress]")) el.style.width = (pct * 100) + "%";
|
||
const key = `${a.start}:${a.duration}`;
|
||
if (pct >= 1 && refreshedFor !== key) {
|
||
refreshedFor = key;
|
||
setTimeout(refresh, 150);
|
||
} else if (a.fight && now - a.start > a.duration + 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) => {
|
||
if (queueOpen && !e.target.closest(".queue-panel, [data-queue-menu]")) { queueOpen = false; render(); }
|
||
const t = e.target.closest("button, [data-menu], [data-close], [data-aim], [data-goto]");
|
||
if (!t) return;
|
||
const d = t.dataset;
|
||
if (t.matches("[data-battle-skip]")) return playBattle.skip?.();
|
||
if (t.matches("[data-battle-close]")) { $("#modal").hidden = true; showThreat(); return; }
|
||
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 (d.replay) return replayBattle(Number(d.replay));
|
||
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) return go(d.nav, d.navGroup);
|
||
if (d.goto) {
|
||
// To the recipe (or find, or fight) that gives this item, on its tab, flashed.
|
||
const a = sourceOf(d.goto);
|
||
if (!a) return;
|
||
go(`skill:${a.skill}`, "loose" in d ? null : a.group);
|
||
if ("loose" in d) return;
|
||
const card = $(`[data-card="${a.id}"]`);
|
||
if (!card) return;
|
||
card.scrollIntoView({ block: "center" });
|
||
card.classList.remove("flash");
|
||
void card.offsetWidth; // restart the flash on a second click
|
||
card.classList.add("flash");
|
||
return;
|
||
}
|
||
if (d.firewood) { firewood = Number(d.firewood); remember("firewood", d.firewood); return render(); }
|
||
if (d.press) {
|
||
if (!S.me.manual.includes(d.press)) return toast("On auto: tap AUTO to take it yourself");
|
||
t.closest(".ab")?.classList.add("queued");
|
||
const kind = C.abilities[d.press].target, mine = aim.fight === S.me.action?.start;
|
||
const target = !mine ? null : kind === "enemy" ? aim.foe : kind === "ally" ? aim.ally : null;
|
||
return act("/api/press", { id: d.press, ...(target ? { target } : {}) });
|
||
}
|
||
if (d.mode) return act("/api/manual", { id: d.mode, on: !S.me.manual.includes(d.mode) });
|
||
if ("pull" in d) return act("/api/pull", {});
|
||
if ("startRun" in d) return act("/api/run", {});
|
||
if (d.learn) return act("/api/learn", { item: d.learn });
|
||
if (d.eat !== undefined) return act("/api/eat", { below: Number(d.eat) });
|
||
if (d.aim) {
|
||
const fight = S.me.action?.start;
|
||
if (aim.fight !== fight) aim = { fight, foe: null, ally: null };
|
||
if (d.aim[0] === "e") aim.foe = d.aim;
|
||
else aim.ally = d.aim;
|
||
animateFight(serverNow()); // the outline moves now; the server hears about it in the background
|
||
return d.aim === S.uid ? undefined : act("/api/target", { id: d.aim });
|
||
}
|
||
if (d.start) {
|
||
// While a make runs, Start sets what comes after it and the queue; Skip Q starts it now.
|
||
if ("skip" in d) return act("/api/action", { id: d.start, skip: true });
|
||
const making = S.me?.action?.left;
|
||
return act("/api/action", { id: d.start }).then(() => {
|
||
if (making && S.me.action?.resume === d.start) toast(`After queue: ${C.actions.find((x) => x.id === d.start).name}`);
|
||
});
|
||
}
|
||
if ("queueThen" in d) return act("/api/queue/then", {});
|
||
if (d.once) return act("/api/action", { id: d.once, once: 1 });
|
||
if ("stop" in d) return act("/api/stop", {});
|
||
if (d.unqueue) return act("/api/queue/remove", { index: Number(d.unqueue) });
|
||
if ("queueMenu" in d) { queueOpen = !queueOpen; return render(); }
|
||
if (d.queueMove) return act("/api/queue/move", { index: Number(d.queueMove), to: Number(d.to) });
|
||
if (d.queueNow) return act("/api/queue/now", { index: Number(d.queueNow) });
|
||
if ("queueSkip" in d) return act("/api/queue/skip", {});
|
||
if ("queueClear" in d) return act("/api/queue/clear", {});
|
||
if (d.join) { tagging = true; return act("/api/join", { id: d.join }); }
|
||
if (d.orderFor) {
|
||
// From a town square shortfall: a city order for that item and amount, ready to post.
|
||
draft = { kind: C.order_recipes[d.orderFor] ? "craft" : "gather", item: "", qty: Number(d.qty), provide: [], reward: 0, city: true };
|
||
pickOrderItem(d.orderFor);
|
||
draft.fund = d.forFund;
|
||
return go("orders");
|
||
}
|
||
if ("orderShow" in d) { orderTab = "open"; return go("orders"); }
|
||
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, city: draft.city }; clearSearch(); return render(); }
|
||
if ("draftCity" in d) {
|
||
draft.city = !draft.city;
|
||
if (!draft.city) draft.fund = null;
|
||
pickOrderItem(draft.item); // keeps it if the city can use it; a city order starts at no gold
|
||
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);
|
||
render();
|
||
// On a phone the named list is long: bring the amount, price and Post into view.
|
||
if (draft.item && matchMedia("(max-width: 900px)").matches) $(".compose-grid")?.scrollIntoView({ behavior: "smooth", block: "start" });
|
||
return;
|
||
}
|
||
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) {
|
||
// A fire lit since picking may now pay a reagent that was ticked.
|
||
const a = draft.kind === "craft" && C.actions.find((x) => x.id === C.order_recipes[draft.item]);
|
||
const provide = a ? draft.provide.filter((id) => runInputs(a)[id]) : draft.provide;
|
||
const body = { kind: draft.kind, item: draft.item, qty: draft.qty, provide, reward: draft.reward, city: !!draft.city, fund: draft.fund || null };
|
||
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 (d.ach) {
|
||
achPick = achPick === d.ach ? null : d.ach;
|
||
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, qty: d.qty === "all" ? "all" : 1 });
|
||
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.wages) return act("/api/wages", { source: d.wages, qty: "all" });
|
||
if ("rent" in d) return act("/api/rent", {});
|
||
if (d.buy) return act("/api/buy", { ware: d.buy, skill: $("[data-keep=tutor-skill]")?.value });
|
||
if ("statue" in d) return act("/api/statue", { of: $("[data-keep=statue-of]").value });
|
||
if ("home" in d) return act("/api/home", {});
|
||
if (d.look) return act("/api/look", { look: { ...S.me.look, [d.look]: d.value || null } });
|
||
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 ${C.max_prayers} prayers active`, "bad");
|
||
return act("/api/prayers", { ids: on ? S.me.prayers.filter((x) => x !== d.pray) : [...S.me.prayers, d.pray] });
|
||
}
|
||
if (d.overflow) return act("/api/settings", { overflow: d.overflow });
|
||
if (d.bury) return act("/api/settings", { bury: d.bury === "on" });
|
||
if (d.class) { pickedClass = d.class; render(); return; }
|
||
if ("repick" in d) return act("/api/class", { cls: pickedClass });
|
||
if (d.tab) { tabs[d.tab] = d.group; remember(`tab.${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 go(to, group) {
|
||
if (group) { tabs[to.slice(6)] = group; remember(`tab.${to.slice(6)}`, group); }
|
||
page = to; remember("page", page); selected = null;
|
||
history.replaceState(null, "", "#" + page);
|
||
setMenu(false);
|
||
render(); window.scrollTo(0, 0);
|
||
}
|
||
|
||
function clearSearch() {
|
||
const field = $("[data-keep=order-search]");
|
||
if (field) field.value = "";
|
||
}
|
||
|
||
function pickOrderItem(id) {
|
||
const list = orderList();
|
||
if (id !== draft.item) draft.fund = null; // the building asked for that item, not this one
|
||
draft.item = list[id] ? id : "";
|
||
draft.provide = [];
|
||
// A starting price: what the item's worth, each. The city pays in favour instead.
|
||
draft.reward = draft.item && !draft.city ? 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("focusout", (e) => {
|
||
if (S && e.target.matches("#main select")) setTimeout(render);
|
||
});
|
||
|
||
document.addEventListener("change", (e) => {
|
||
if (e.target.matches("#main select")) e.target.blur();
|
||
if (e.target.dataset.qset) {
|
||
const n = Math.floor(Number(e.target.value));
|
||
if (!(n >= 1 && n <= C.make_max)) return toast(`1 to ${fmt(C.make_max)}`, "bad");
|
||
return act("/api/queue/set", { index: Number(e.target.dataset.qset), qty: n });
|
||
}
|
||
if ("lookTitle" in e.target.dataset) return act("/api/look", { look: { ...S.me.look, title: e.target.value || null } });
|
||
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));
|
||
// 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) >= (runInputs(a)[id] || 0) * runs);
|
||
}
|
||
}
|
||
render();
|
||
});
|
||
|
||
$("#modal").addEventListener("click", (e) => { if (e.target.id === "modal") e.target.hidden = true; });
|
||
|
||
// Number keys press your abilities, in the bar's order (the ones you know).
|
||
document.addEventListener("keydown", (e) => {
|
||
if (e.key === "Escape" && queueOpen) { queueOpen = false; return render(); }
|
||
if (e.target.matches("input, textarea, select") || e.ctrlKey || e.metaKey || e.altKey) return;
|
||
const n = Number(e.key);
|
||
if (!n) return;
|
||
const tile = document.querySelectorAll(".ability-bar .ab:not(.locked) [data-press]")[n - 1];
|
||
if (tile) { e.preventDefault(); tile.click(); }
|
||
});
|
||
|
||
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 === "monument") {
|
||
field.value = "";
|
||
return act("/api/monument", { id: form.dataset.id, qty: Number(value) });
|
||
}
|
||
if (form.dataset.form === "make") {
|
||
const n = Math.floor(Number(value));
|
||
if (!(n >= 1 && n <= C.make_max)) return toast(`1 to ${fmt(C.make_max)}`, "bad");
|
||
field.value = "1";
|
||
if (e.submitter?.hasAttribute("data-q")) return act("/api/queue", { id: form.dataset.id, qty: n });
|
||
return act("/api/action", { id: form.dataset.id, once: n });
|
||
}
|
||
if (form.dataset.form === "qty") {
|
||
const n = Math.floor(Number(value)), kind = form.dataset.kind;
|
||
if (!(n >= 1)) return toast("At least 1", "bad");
|
||
field.value = "1";
|
||
return act(`/api/${kind}`, { item: form.dataset.item, qty: n, ...(kind === "give" && { to: $("[data-keep=give-to]").value }) });
|
||
}
|
||
if (form.dataset.form === "gold") {
|
||
field.value = "";
|
||
return act("/api/donate", { item: "gold", qty: Number(value) });
|
||
}
|
||
if (form.dataset.form === "dev-user" && value) {
|
||
document.cookie = `gh_user=${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 && Date.now() - polledAt >= (S?.me?.action?.fight || S?.me?.action?.run ? FIGHT_POLL_MS : POLL_MS)) refresh();
|
||
}, 500);
|
||
requestAnimationFrame(loop);
|
||
})();
|