Stub for act method to perform generic actions during a turn
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@ -3,6 +3,7 @@
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right: 0;
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top: 0;
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padding: 12px;
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z-index: 2;
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}
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#ready {
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@ -1,5 +1,15 @@
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function unlockMapDom() {
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document.querySelectorAll(".action").forEach((e) => e.classList.remove("hidden"));
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Object.values(REGIONS).forEach((region) => {
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if (!allRegionsClaimed() && region.owner === null) {
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document
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.querySelector(`.node[data-name=${region.name}] .action`)
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.classList.remove("hidden");
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} else if (region.owner === us) {
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document
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.querySelector(`.node[data-name=${region.name}] .action`)
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.classList.remove("hidden");
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}
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});
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}
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function lockMapDom() {
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@ -23,6 +33,10 @@ function updateMapDom() {
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lockMapDom();
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}
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if (allRegionsClaimed()) {
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document.querySelectorAll(".action").forEach((e) => (e.textContent = "Reinf."));
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}
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for (let region of Object.values(REGIONS)) {
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const element = document.querySelector(`.node[data-name=${region.name}]`);
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element.querySelector(".strength").textContent = region.strength || "";
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@ -91,6 +91,10 @@ document.addEventListener("DOMContentLoaded", () => {
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if (currentPlayer().reinforce(data)) {
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currentPlayer().endTurn();
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}
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} else {
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if (currentPlayer().act(data)) {
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currentPlayer().endTurn();
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}
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}
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updateDom();
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@ -1,10 +1,19 @@
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PHASE_REINFORCE = 1;
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PHASE_ATTACK = 1;
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PHASE_FORTIFY = 1;
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class Player {
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constructor(id, name) {
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this.name = name;
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this.timeout = null;
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this.id = id;
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this.ready = false;
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// Data which is reset every turn
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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.turnPhase = PHASE_REINFORCE;
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this.resetColor();
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}
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@ -66,11 +75,47 @@ class Player {
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}
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}
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/**
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* Process a generic action packet representing a player's move.
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*
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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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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 (this.reinforcementsPlaced === this.reinforcementsAvailable) {
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this.turnPhase = PHASE_ATTACK;
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}
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return false;
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}
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}
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/**
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* Calculate the number of additional reinforcements to gain on this turn.
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*/
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additionalReinforcements() {
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return Math.min(
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3,
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Math.floor(
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Object.values(REGIONS).filter((region) => region.owner === this).length /
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3
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)
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);
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}
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/**
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* Start a player's turn.
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*/
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startTurn() {
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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.turnPhase = PHASE_REINFORCE;
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}
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/**
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