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authornotoraptor <notoraptor@users.noreply.github.com>2019-07-17 15:16:43 -0400
committerPhilip Paquette <pcpaquette@gmail.com>2019-07-17 15:16:43 -0400
commit2701df1e3b03c7c605ccf212a02987d53fbd0609 (patch)
treed3637573d8585e32914c33cbd03ec0baf9c68ae3 /diplomacy/web/src/gui/utils/order_building.js
parente9872eea32d4f66b9c7ca8c14d530c18f6c18506 (diff)
[web] Make button "Delete all" remove only orders from current se… (#49)
- Make button "Delete all" remove only orders from current selected power. - Reorganize code - [web] Remove bugged and useless function gameReloaded() from game page. - This function caused error `engine.getPhaseType is not a function` for games with deadlines. - Move function saveGameToDisk into its own file. - [web] Add documentation to methods involved in orders management to help understand what happens. - Move methods getServerOrders() from game GUI component to game engine object. - Rename method onSetNoOrders to onSetEmptyOrdersSet. - Rename property in PowerActionsForm: onNoOrders => onPass. - [web] Update sending orders to send request clearOrders when local orders list is null. - Renamed local file: - components/power_order => power_orders - forms/power_actions_form => power_order_creation_form - Move power orders buttons bar to a separate file: - components/power_orders_actions_bar - [web] Improve messages about local/server defined orders.
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+// ==============================================================================
+// Copyright (C) 2019 - Philip Paquette, Steven Bocco
+//
+// This program is free software: you can redistribute it and/or modify it under
+// the terms of the GNU Affero General Public License as published by the Free
+// Software Foundation, either version 3 of the License, or (at your option) any
+// later version.
+//
+// This program is distributed in the hope that it will be useful, but WITHOUT
+// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
+// FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for more
+// details.
+//
+// You should have received a copy of the GNU Affero General Public License along
+// with this program. If not, see <https://www.gnu.org/licenses/>.
+// ==============================================================================
+/*eslint no-unused-vars: ["error", { "args": "none" }]*/
+
+function assertLength(expected, given) {
+ if (expected !== given)
+ throw new Error(`Length error: expected ${expected}, given ${given}.`);
+}
+
+export class ProvinceCheck {
+
+ static retreated(province, powerName) {
+ const retreatProvince = province.getRetreated(powerName);
+ if (!retreatProvince)
+ throw new Error(`No retreated location at province ${province.name}.`);
+ // No confusion possible, we select the only occupied location at this province.
+ return [retreatProvince.retreatUnit];
+ }
+
+ static present(province, powerName) {
+ let unit = null;
+ let presenceProvince = province.getOccupied(powerName);
+ if (presenceProvince) {
+ unit = `${presenceProvince.unit} ${presenceProvince.name}`;
+ } else {
+ presenceProvince = province.getRetreated(powerName);
+ if (!presenceProvince)
+ throw new Error(`No unit or retreat at province ${province.name}.`);
+ unit = presenceProvince.retreatUnit;
+ }
+ return [unit];
+ }
+
+ static occupied(province, powerName) {
+ const occupiedProvince = province.getOccupied(powerName);
+ if (!occupiedProvince)
+ throw new Error(`No occupied location at province ${province.name}.`);
+ // No confusion possible, we select the only occupied location at this province.
+ const unit = occupiedProvince.unit;
+ const name = occupiedProvince.name.toUpperCase();
+ return [`${unit} ${name}`];
+ }
+
+ static occupiedByAny(province, unusedPowerName) {
+ return ProvinceCheck.occupied(province, null);
+ }
+
+ static any(province, unusedPowerName) {
+ // There may be many locations available for a province (e.g. many coasts).
+ return province.getLocationNames();
+ }
+
+ static buildOrder(path) {
+ switch (path[0]) {
+ case 'H':
+ return ProvinceCheck.holdToString(path);
+ case 'M':
+ return ProvinceCheck.moveToString(path);
+ case 'V':
+ return ProvinceCheck.moveViaToString(path);
+ case 'S':
+ return ProvinceCheck.supportToString(path);
+ case 'C':
+ return ProvinceCheck.convoyToString(path);
+ case 'R':
+ return ProvinceCheck.retreatToString(path);
+ case 'D':
+ return ProvinceCheck.disbandToString(path);
+ case 'A':
+ return ProvinceCheck.buildArmyToString(path);
+ case 'F':
+ return ProvinceCheck.buildFleetToString(path);
+ default:
+ throw new Error('Unable to build order from path ' + JSON.stringify(path));
+ }
+ }
+
+ static holdToString(path) {
+ assertLength(2, path.length);
+ return `${path[1]} ${path[0]}`;
+ }
+
+ static moveToString(path) {
+ assertLength(3, path.length);
+ return `${path[1]} - ${path[2]}`;
+ }
+
+ static moveViaToString(path) {
+ return ProvinceCheck.moveToString(path) + ' VIA';
+ }
+
+ static supportToString(path) {
+ assertLength(4, path.length);
+ let order = `${path[1]} ${path[0]} ${path[2]}`;
+ if (path[2].substr(2) !== path[3])
+ order += ` - ${path[3]}`;
+ return order;
+ }
+
+ static convoyToString(path) {
+ assertLength(4, path.length);
+ return `${path[1]} ${path[0]} ${path[2]} - ${path[3]}`;
+ }
+
+ static retreatToString(path) {
+ assertLength(3, path.length);
+ return `${path[1]} ${path[0]} ${path[2]}`;
+ }
+
+ static disbandToString(path) {
+ assertLength(2, path.length);
+ return `${path[1]} ${path[0]}`;
+ }
+
+ static buildArmyToString(path) {
+ assertLength(2, path.length);
+ return `${path[0]} ${path[1]} B`;
+ }
+
+ static buildFleetToString(path) {
+ assertLength(2, path.length);
+ return `${path[0]} ${path[1]} B`;
+ }
+
+}
+
+export const ORDER_BUILDER = {
+ H: {
+ name: 'hold (H)',
+ steps: [ProvinceCheck.occupied]
+ },
+ M: {
+ name: 'move (M)',
+ steps: [ProvinceCheck.occupied, ProvinceCheck.any]
+ },
+ V: {
+ name: 'move VIA (V)',
+ steps: [ProvinceCheck.occupied, ProvinceCheck.any]
+ },
+ S: {
+ name: 'support (S)',
+ steps: [ProvinceCheck.occupied, ProvinceCheck.occupiedByAny, ProvinceCheck.any]
+ },
+ C: {
+ name: 'convoy (C)',
+ steps: [ProvinceCheck.occupied, ProvinceCheck.occupiedByAny, ProvinceCheck.any]
+ },
+ R: {
+ name: 'retreat (R)',
+ steps: [ProvinceCheck.retreated, ProvinceCheck.any]
+ },
+ D: {
+ name: 'disband (D)',
+ steps: [ProvinceCheck.present]
+ },
+ A: {
+ name: 'build army (A)',
+ steps: [ProvinceCheck.any]
+ },
+ F: {
+ name: 'build fleet (F)',
+ steps: [ProvinceCheck.any]
+ },
+};
+
+export const POSSIBLE_ORDERS = {
+ // Allowed orders for movement phase step.
+ M: ['H', 'M', 'V', 'S', 'C'],
+ // Allowed orders for retreat phase step.
+ R: ['R', 'D'],
+ // Allowed orders for adjustment phase step.
+ A: ['D', 'A', 'F'],
+ sorting: {
+ M: {M: 0, V: 1, S: 2, C: 3, H: 4},
+ R: {R: 0, D: 1},
+ A: {A: 0, F: 1, D: 2}
+ },
+ sortOrderTypes: function (arr, phaseType) {
+ arr.sort((a, b) => POSSIBLE_ORDERS.sorting[phaseType][a] - POSSIBLE_ORDERS.sorting[phaseType][b]);
+ }
+};
+
+export function extendOrderBuilding(powerName, orderType, currentOrderPath, location, onBuilding, onBuilt, onError) {
+ const selectedPath = [orderType].concat(currentOrderPath, location);
+ if (selectedPath.length - 1 < ORDER_BUILDER[orderType].steps.length) {
+ // Checker OK, update.
+ onBuilding(powerName, selectedPath);
+ } else {
+ try {
+ // Order created.
+ const orderString = ProvinceCheck.buildOrder(selectedPath);
+ onBuilt(powerName, orderString);
+ } catch (error) {
+ onError(error.toString());
+ }
+ }
+}