Attacking sort of works
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8b5f7df592
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@ -127,9 +127,20 @@ document.addEventListener("DOMContentLoaded", () => {
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el.addEventListener("click", (ev) => {
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let modal = document.querySelector("#modal");
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let region = ev.target.closest(".node").dataset["name"];
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modal.dataset["region"] = ev.target.closest(".node").dataset.name;
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modal.dataset["action"] = "ATTACK";
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let selector = modal.querySelector(".target");
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selector.replaceChildren("");
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for (let neighbour of Region.getRegion(region).neighbours) {
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let opt = document.createElement("option");
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opt.value = neighbour.name;
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opt.textContent = neighbour.name;
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selector.appendChild(opt);
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}
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modal.classList.remove("hidden");
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})
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);
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@ -99,7 +99,7 @@ document.addEventListener("DOMContentLoaded", () => {
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updateDom();
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}
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} else {
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if (currentPlayer().act(data)) {
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if (await currentPlayer().act(data)) {
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currentPlayer().endTurn();
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}
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}
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@ -2,6 +2,8 @@ const PHASE_REINFORCE = 1;
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const PHASE_ATTACK = 2;
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const PHASE_FORTIFY = 3;
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let totalDice = 0;
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class Player {
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constructor(id, name) {
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this.name = name;
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@ -13,6 +15,7 @@ class Player {
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this.isPlaying = false;
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this.reinforcementsPlaced = 0;
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this.reinforcementsAvailable = 0;
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this.offenderRegion = null;
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this.turnPhase = PHASE_REINFORCE;
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this.resetColor();
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@ -81,17 +84,19 @@ class Player {
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* @param data Data received via socket
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* @returns {boolean} Whether this player's turn has ended or not.
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*/
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act(data) {
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async act(data) {
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console.log(`player: ${this.id}`);
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console.log(data);
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if (this.turnPhase === PHASE_REINFORCE) {
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if (this.reinforce(data)) {
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this.reinforcementsPlaced += 1;
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}
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if (data.region !== undefined) {
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if (this.reinforce(data)) {
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this.reinforcementsPlaced += 1;
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}
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if (this.reinforcementsPlaced === this.reinforcementsAvailable) {
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this.turnPhase = PHASE_ATTACK;
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if (this.reinforcementsPlaced === this.reinforcementsAvailable) {
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this.turnPhase = PHASE_ATTACK;
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}
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}
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return false;
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@ -102,10 +107,7 @@ class Player {
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}
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if (this.turnPhase === PHASE_ATTACK && data.action === "ATTACK") {
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if (this.attack(data)) {
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this.turnPhase = PHASE_FORTIFY;
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}
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await this.attack(data);
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return false;
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}
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@ -123,7 +125,76 @@ class Player {
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*
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* @param data Data received via socket
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*/
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attack(data) {}
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async attack(data) {
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let offender = Region.getRegion(data.startRegion);
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let defender = Region.getRegion(data.endRegion);
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let offenderStrength = parseInt(data.strength);
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// Assume this for now.
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let defenderStrength = 1;
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// Basic validation on game state
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if (
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offender.owner !== this ||
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defender.owner === this ||
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offenderStrength > 3 ||
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offenderStrength <= 0 ||
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offenderStrength >= offender.strength ||
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(this.offenderRegion !== null && this.offenderRegion !== offender)
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) {
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return false;
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}
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/* How do Risk attacks work?
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- Offender signs 1-3 armies, defender signs 1-2 armies
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- Both roll respective dice
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- Compare pairs of highest die in the rolls to remove armies.
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*/
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if (this.offenderRegion === null) {
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this.offenderRegion = offender;
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}
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let offenderRolls = [];
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let defenderRolls = [];
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// Get random values
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for (let i = 0; i < offenderStrength; i++) {
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offenderRolls.push(await random.get(6, `dice-${totalDice}`));
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totalDice += 1;
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}
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for (let i = 0; i < defenderStrength; i++) {
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defenderRolls.push(await random.get(6, `dice-${totalDice}`));
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totalDice += 1;
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}
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console.log(`attacker rolls: ${offenderRolls}`);
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console.log(`defender rolls: ${defenderRolls}`);
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offenderRolls.sort();
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defenderRolls.sort();
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// Compare and settle.
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while (offenderRolls.length * defenderRolls.length > 0) {
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let offenderResult = offenderRolls.pop();
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let defenderResult = defenderRolls.pop();
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if (offenderResult > defenderResult) {
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defender.strength -= 1;
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} else {
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offender.strength -= 1;
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}
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if (defender.strength === 0) {
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defender.strength = offenderRolls.length + 1;
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offender.strength -= offenderRolls.length + 1;
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defender.owner = this;
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break;
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}
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}
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updateDom();
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}
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/**
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* Process an action which is to attack another region.
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@ -138,7 +209,8 @@ class Player {
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if (
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sender.owner === this &&
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receiver.owner === this &&
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sender.strength > strength
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sender.strength > strength &&
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strength > 0
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) {
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receiver.reinforce(strength);
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sender.strength -= strength;
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@ -168,6 +240,7 @@ class Player {
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this.isPlaying = true;
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this.reinforcementsPlaced = 0;
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this.reinforcementsAvailable = this.additionalReinforcements();
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this.offenderRegion = null;
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this.turnPhase = PHASE_REINFORCE;
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}
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