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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/province.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.
Diffstat (limited to 'diplomacy/web/src/gui/utils/province.js')
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diff --git a/diplomacy/web/src/gui/utils/province.js b/diplomacy/web/src/gui/utils/province.js
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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/>.
+// ==============================================================================
+const ProvinceType = {
+ WATER: 'WATER',
+ COAST: 'COAST',
+ PORT: 'PORT',
+ LAND: 'LAND'
+};
+
+export class Province {
+ constructor(name, type, isSupplyCenter) {
+ this.name = name;
+ this.type = type;
+ this.coasts = {};
+ this.parent = null;
+ this.neighbors = {};
+ this.isSupplyCenter = isSupplyCenter;
+ this.controller = null; // null or power name.
+ this.controlType = null; // null, C (center), I (influence) or U (unit).
+ this.unit = null; // null, A or F
+ this.retreatController = null;
+ this.retreatUnit = null; // null or `{unit type} {loc}`
+ this.aliases = [];
+ }
+
+ compareControlType(a, b) {
+ const controlTypeLevels = {C: 0, I: 1, U: 2};
+ return controlTypeLevels[a] - controlTypeLevels[b];
+ }
+
+ __set_controller(controller, controlType) {
+ this.controller = controller;
+ this.controlType = controlType;
+ for (let coast of Object.values(this.coasts))
+ coast.setController(controller, controlType);
+ }
+
+ setController(controller, controlType) {
+ if (!['C', 'I', 'U'].includes(controlType))
+ throw new Error(`Invalid province control type (${controlType}), expected 'C', 'I' or 'U'.`);
+ if (this.controller && this.controller !== controller) {
+ const controlTypeComparison = this.compareControlType(controlType, this.controlType);
+ if (controlTypeComparison === 0)
+ throw new Error(`Found 2 powers (${this.controller}, ${controller}) trying to control same province ` +
+ `(${this.name}) with same control type (${controlType} VS ${this.controlType}).`);
+ if (controlTypeComparison > 0)
+ this.__set_controller(controller, controlType);
+ } else
+ this.__set_controller(controller, controlType);
+ }
+
+ setCoasts(provinces) {
+ const name = this.name.toUpperCase();
+ for (let entry of Object.entries(provinces)) {
+ const pieces = entry[0].split(/[^A-Za-z0-9]+/);
+ if (pieces.length > 1 && pieces[0].toUpperCase() === name) {
+ this.coasts[entry[0]] = entry[1];
+ entry[1].parent = this;
+ }
+ }
+ }
+
+ setNeighbors(neighborProvinces) {
+ for (let province of neighborProvinces)
+ this.neighbors[province.name] = province;
+ }
+
+ getLocationNames() {
+ const arr = Object.keys(this.coasts);
+ arr.splice(0, 0, this.name);
+ return arr;
+ }
+
+ getOccupied(powerName) {
+ if (!this.controller)
+ return null;
+ if (powerName && this.controller !== powerName)
+ return null;
+ if (this.unit)
+ return this;
+ for (let coast of Object.values(this.coasts))
+ if (coast.unit)
+ return coast;
+ return null;
+ }
+
+ getRetreated(powerName) {
+ if (this.retreatController === powerName)
+ return this;
+ for (let coast of Object.values(this.coasts))
+ if (coast.retreatController === powerName)
+ return coast;
+ return null;
+ }
+
+ isCoast() {
+ return this.type === ProvinceType.COAST;
+ }
+
+ isWater() {
+ return this.type === ProvinceType.WATER;
+ }
+}