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Merge pull request #1 from Azgaar/dev
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Update from Azgaar master 1.4.25
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evolvedexperiment authored Jun 12, 2020
2 parents 957bab3 + 9c8594e commit 1aa51a0
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5 changes: 2 additions & 3 deletions icons.css

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15 changes: 8 additions & 7 deletions index.html
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Expand Up @@ -2481,7 +2481,7 @@
</template>

<template id="battlePhases_siege_attackers">
<button data-tip="Blockade phase. Hold the blockade and wait" data-phase="blockade" class="icon-button-blockade"></button>
<button data-tip="Blockade phase. Prepare or hold the blockade" data-phase="blockade" class="icon-button-blockade"></button>
<button data-tip="Bombardment phase. Attack enemy with machinery units" data-phase="bombardment" class="icon-button-bombardment"></button>
<button data-tip="Storming phase. Storm enemy town. Melee units excel" data-phase="storming" class="icon-button-storming"></button>
<button data-tip="Looting phase. Plunder the town. Units strength increased" data-phase="looting" class="icon-button-looting"></button>
Expand All @@ -2493,7 +2493,7 @@
<button data-tip="Sortie phase. Make a sortie from besieged town. Melee units excel" data-phase="sortie" class="icon-button-sortie"></button>
<button data-tip="Bombardment phase. Attack enemy with machinery units" data-phase="bombardment" class="icon-button-bombardment"></button>
<button data-tip="Defense phase. Ranged and melee units excel" data-phase="defense" class="icon-button-defense"></button>
<button data-tip="Surrendering phase. Give up the defence. Units strength reduced" data-phase="surrendering" class="icon-button-surrendering"></button>
<button data-tip="Surrendering phase. Give up the defense. Units strength reduced" data-phase="surrendering" class="icon-button-surrendering"></button>
<button data-tip="Pursue phase. Mounted units excel" data-phase="pursue" class="icon-button-pursue"></button>
</template>

Expand All @@ -2512,17 +2512,18 @@
</template>

<template id="battlePhases_landing_attackers">
<button data-tip="Landing phase. Units strength reduced" data-phase="skirmish" class="icon-button-landing"></button>
<button data-tip="Landing phase. Amphibious attack. Units are vulnerable against prepared defense" data-phase="landing" class="icon-button-landing"></button>
<button data-tip="Melee phase. Melee units excel" data-phase="melee" class="icon-button-melee"></button>
<button data-tip="Pursue phase. Mounted units excel" data-phase="pursue" class="icon-button-pursue"></button>
<button data-tip="Retreat phase. Units strength reduced" data-phase="retreat" class="icon-button-retreat"></button>
<button data-tip="Flee phase. Units strength reduced" data-phase="flee" class="icon-button-flee"></button>
</template>

<template id="battlePhases_landing_defenders">
<button data-tip="Shock phase. Units strength reduced" data-phase="shock" class="icon-button-shock"></button>
<button data-tip="Defense phase. Units strength increased" data-phase="defense" class="icon-button-defense"></button>
<button data-tip="Shock phase. Units are not prepared for a defense" data-phase="shock" class="icon-button-shock"></button>
<button data-tip="Defense phase. Prepared defense. Units strength increased" data-phase="defense" class="icon-button-defense"></button>
<button data-tip="Melee phase. Melee units excel" data-phase="melee" class="icon-button-melee"></button>
<button data-tip="Pursue phase. Mounted units excel" data-phase="pursue" class="icon-button-pursue"></button>
<button data-tip="Waiting phase. Cannot pursue fleeing naval" data-phase="waiting" class="icon-button-waiting"></button>
<button data-tip="Pursue phase. Try to intercept fleeing attackers. Mounted units excel" data-phase="pursue" class="icon-button-pursue"></button>
<button data-tip="Retreat phase. Units strength reduced" data-phase="retreat" class="icon-button-retreat"></button>
</template>

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95 changes: 28 additions & 67 deletions modules/military-generator.js
Original file line number Diff line number Diff line change
Expand Up @@ -28,6 +28,18 @@
"magical": {"Nomadic":1, "Highland":2, "Lake":1, "Naval":1, "Hunting":1, "River":1}
};

const cellTypeModifier = {
"nomadic": {"melee":.2, "ranged":.5, "mounted":3, "machinery":.4, "naval":.3, "armored":1.6, "aviation":1, "magical":.5},
"wetland": {"melee":.8, "ranged":2, "mounted":0.3, "machinery":1.2, "naval":1.0, "armored":0.2, "aviation":.5, "magical":0.5},
"highland": {"melee":1.2, "ranged":1.6, "mounted":0.3, "machinery":3, "naval":1.0, "armored":0.8, "aviation":.3, "magical":2}
}

const burgTypeModifier = {
"nomadic": {"melee":.3, "ranged":.8, "mounted":3, "machinery":.4, "naval":1.0, "armored":1.6, "aviation":1, "magical":0.5},
"wetland": {"melee":1, "ranged":1.6, "mounted":.2, "machinery":1.2, "naval":1.0, "armored":0.2, "aviation":0.5, "magical":0.5},
"highland": {"melee":1.2, "ranged":2, "mounted":.3, "machinery":3, "naval":1.0, "armored":0.8, "aviation":0.3, "magical":2}
}

valid.forEach(s => {
const temp = s.temp = {}, d = s.diplomacy;
const expansionRate = Math.min(Math.max((s.expansionism / expn) / (s.area / area), .25), 4); // how much state expansionism is realized
Expand All @@ -47,6 +59,13 @@

});

const getType = cell => {
if ([1, 2, 3, 4].includes(cells.biome[cell])) return "nomadic";
if ([7, 8, 9, 12].includes(cells.biome[cell])) return "wetland";
if (cells.h[cell] >= 70) return "highland";
return "generic";
}

for (const i of cells.i) {
if (!cells.pop[i]) continue;
const s = states[cells.state[i]]; // cell state
Expand All @@ -56,35 +75,15 @@
if (cells.culture[i] !== s.culture) m = s.form === "Union" ? m / 1.2 : m / 2; // non-dominant culture
if (cells.religion[i] !== cells.religion[s.center]) m = s.form === "Theocracy" ? m / 2.2 : m / 1.4; // non-dominant religion
if (cells.f[i] !== cells.f[s.center]) m = s.type === "Naval" ? m / 1.2 : m / 1.8; // different landmass

const nomadic = [1, 2, 3, 4].includes(cells.biome[i]);
const wetland = [7, 8, 9, 12].includes(cells.biome[i]);
const highland = cells.h[i] >= 70;
const type = getType(i);

for (const u of options.military) {
const perc = +u.rural;
if (isNaN(perc) || perc <= 0 || !s.temp[u.name]) continue;

let army = m * perc; // basic army for rural cell
if (nomadic) { // "nomadic" biomes special rules
if (u.type === "melee") army /= 5; else
if (u.type === "ranged") army /= 2; else
if (u.type === "mounted") army *= 3;
}

if (wetland) { // "wet" biomes special rules
if (u.type === "melee") army *= 1.2; else
if (u.type === "ranged") army *= 1.4; else
if (u.type === "mounted") army /= 3;
}

if (highland) { // highlands special rules
if (u.type === "melee") army *= 1.2; else
if (u.type === "ranged") army *= 1.6; else
if (u.type === "mounted") army /= 3;
}

const t = rn(army * s.temp[u.name] * populationRate.value);
const mod = type === "generic" ? 1 : cellTypeModifier[type][u.type] // cell specific modifier
const army = m * perc * mod; // rural cell army
const t = rn(army * s.temp[u.name] * populationRate.value); // total troops
if (!t) continue;
let x = p[i][0], y = p[i][1], n = 0;
if (u.type === "naval") {let haven = cells.haven[i]; x = p[haven][0], y = p[haven][1]; n = 1}; // place naval to sea
Expand All @@ -101,43 +100,16 @@
if (b.culture !== s.culture) m = s.form === "Union" ? m / 1.2 : m / 2; // non-dominant culture
if (cells.religion[b.cell] !== cells.religion[s.center]) m = s.form === "Theocracy" ? m / 2.2 : m / 1.4; // non-dominant religion
if (cells.f[b.cell] !== cells.f[s.center]) m = s.type === "Naval" ? m / 1.2 : m / 1.8; // different landmass

const biome = cells.biome[b.cell]; // burg biome
const nomadic = [1, 2, 3, 4].includes(biome);
const wetland = [7, 8, 9, 12].includes(biome);
const highland = cells.h[b.cell] >= 70;
const type = getType(b.cell);

for (const u of options.military) {
if (u.type === "naval" && !b.port) continue; // only ports produce naval units
const perc = +u.urban;
if (isNaN(perc) || perc <= 0 || !s.temp[u.name]) continue;
let army = m * perc; // basic army for rural cell

if (u.type === "naval" && !b.port) continue; // only ports produce naval units

if (nomadic) { // "nomadic" biomes special rules
if (u.type === "melee") army /= 3; else
if (u.type === "machinery") army /= 2; else
if (u.type === "mounted") army *= 3; else
if (u.type === "armored") army *= 2;
}

if (wetland) { // "wet" biomes special rules
if (u.type === "melee") army *= 1.2; else
if (u.type === "ranged") army *= 1.4; else
if (u.type === "machinery") army *= 1.2; else
if (u.type === "mounted") army /= 4; else
if (u.type === "armored") army /= 3;
}

if (highland) { // highlands special rules
if (u.type === "ranged") army *= 2; else
if (u.type === "naval") army /= 3; else
if (u.type === "mounted") army /= 3; else
if (u.type === "armored") army /= 2; else
if (u.type === "magical") army *= 2;
}

const t = rn(army * s.temp[u.name] * populationRate.value);
const mod = type === "generic" ? 1 : burgTypeModifier[type][u.type] // cell specific modifier
const army = m * perc * mod; // urban cell army
const t = rn(army * s.temp[u.name] * populationRate.value); // total troops
if (!t) continue;
let x = p[b.cell][0], y = p[b.cell][1], n = 0;
if (u.type === "naval") {let haven = cells.haven[b.cell]; x = p[haven][0], y = p[haven][1]; n = 1}; // place naval in sea cell
Expand Down Expand Up @@ -313,17 +285,6 @@
notes.push({id:`regiment${s.i}-${r.i}`, name:`${r.icon} ${r.name}`, legend});
}

// const updateNote = function(r, s) {
// const id = `regiment${s}-${r.i}`;
// const note = notes.find(n => n.id === id);
// if (!note) return;

// const oldComposition = note.legend.split("composition:\r\n")[1]||"".split(".")[0];
// if (!oldComposition) return;
// const newComposition = Object.keys(r.u).map(t => `— ${t}: ${r.u[t]}`).join("\r\n") + ".";
// note.legend = note.legend.replace(oldComposition, newComposition);
// }

return {generate, getDefaultOptions, getName, generateNote, drawRegiments, drawRegiment, moveRegiment, getTotal, getEmblem};

})));
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