AntDX316
commited on
Commit
·
2f784f7
1
Parent(s):
6d54fec
updated
Browse files- .clinerules-code +0 -0
- index.html +35 -3
- script.js +1757 -45
- style.css +91 -5
.clinerules-code
ADDED
|
File without changes
|
index.html
CHANGED
|
@@ -19,9 +19,41 @@
|
|
| 19 |
<main>
|
| 20 |
<div id="map"></div>
|
| 21 |
<div class="info-panel">
|
| 22 |
-
<
|
| 23 |
-
|
| 24 |
-
<
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 25 |
</div>
|
| 26 |
</div>
|
| 27 |
</main>
|
|
|
|
| 19 |
<main>
|
| 20 |
<div id="map"></div>
|
| 21 |
<div class="info-panel">
|
| 22 |
+
<div class="panel-section">
|
| 23 |
+
<h2>Unit Information</h2>
|
| 24 |
+
<div id="unit-info">
|
| 25 |
+
<p class="no-unit-selected">Click on a unit to see details</p>
|
| 26 |
+
</div>
|
| 27 |
+
</div>
|
| 28 |
+
<div class="panel-section">
|
| 29 |
+
<h2>Battle Statistics</h2>
|
| 30 |
+
<div id="battle-stats">
|
| 31 |
+
<div class="stat-row">
|
| 32 |
+
<div class="stat-label">Active Units:</div>
|
| 33 |
+
<div class="stat-value"><span id="blue-active">15</span> 🔵 vs <span id="red-active">15</span> 🔴</div>
|
| 34 |
+
</div>
|
| 35 |
+
<div class="stat-row">
|
| 36 |
+
<div class="stat-label">Casualties:</div>
|
| 37 |
+
<div class="stat-value"><span id="blue-casualties">0</span> 🔵 | <span id="red-casualties">0</span> 🔴</div>
|
| 38 |
+
</div>
|
| 39 |
+
<div class="stat-row">
|
| 40 |
+
<div class="stat-label">Reinforcements:</div>
|
| 41 |
+
<div class="stat-value"><span id="blue-reinforcements">0</span> 🔵 | <span id="red-reinforcements">0</span> 🔴</div>
|
| 42 |
+
</div>
|
| 43 |
+
<div class="stat-row">
|
| 44 |
+
<div class="stat-label">Active Battles:</div>
|
| 45 |
+
<div class="stat-value"><span id="active-battles">0</span></div>
|
| 46 |
+
</div>
|
| 47 |
+
<div class="stat-row">
|
| 48 |
+
<div class="stat-label">Territory Control:</div>
|
| 49 |
+
<div class="stat-value">
|
| 50 |
+
<div class="control-bar">
|
| 51 |
+
<div id="blue-control" class="blue-control" style="width: 50%"></div>
|
| 52 |
+
<div id="red-control" class="red-control" style="width: 50%"></div>
|
| 53 |
+
</div>
|
| 54 |
+
</div>
|
| 55 |
+
</div>
|
| 56 |
+
</div>
|
| 57 |
</div>
|
| 58 |
</div>
|
| 59 |
</main>
|
script.js
CHANGED
|
@@ -8,15 +8,40 @@ let hourCounter = 0;
|
|
| 8 |
let battleIntervals = [];
|
| 9 |
let timer;
|
| 10 |
|
| 11 |
-
//
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 12 |
const unitTypes = {
|
| 13 |
-
|
| 14 |
-
|
| 15 |
-
|
| 16 |
-
|
| 17 |
-
|
| 18 |
-
|
| 19 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 20 |
};
|
| 21 |
|
| 22 |
// Initialize the map when the DOM is fully loaded
|
|
@@ -98,8 +123,24 @@ function generateUnits() {
|
|
| 98 |
}
|
| 99 |
|
| 100 |
function getRandomUnitType() {
|
| 101 |
-
|
| 102 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 103 |
}
|
| 104 |
|
| 105 |
function getUnitName(type) {
|
|
@@ -110,7 +151,16 @@ function getUnitName(type) {
|
|
| 110 |
recon: 'Reconnaissance Unit',
|
| 111 |
airDefense: 'Air Defense Unit',
|
| 112 |
command: 'Command Center',
|
| 113 |
-
medical: 'Medical Corps'
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 114 |
};
|
| 115 |
return names[type] || 'Unit';
|
| 116 |
}
|
|
@@ -229,13 +279,50 @@ function startSimulation() {
|
|
| 229 |
if (!isPaused) {
|
| 230 |
updateTime();
|
| 231 |
|
| 232 |
-
//
|
| 233 |
-
if (hourCounter % 3 === 0) {
|
| 234 |
assignRandomTargets();
|
| 235 |
}
|
| 236 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 237 |
moveUnits();
|
| 238 |
checkForBattles();
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 239 |
|
| 240 |
// Update the selected unit's info if one is selected
|
| 241 |
if (selectedUnit) {
|
|
@@ -245,16 +332,1263 @@ function startSimulation() {
|
|
| 245 |
}, 1000);
|
| 246 |
}
|
| 247 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 248 |
function updateTime() {
|
| 249 |
hourCounter++;
|
| 250 |
if (hourCounter >= 24) {
|
| 251 |
hourCounter = 0;
|
| 252 |
dayCounter++;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 253 |
}
|
| 254 |
|
| 255 |
// Format hours with leading zero
|
| 256 |
const formattedHours = hourCounter.toString().padStart(2, '0');
|
| 257 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 258 |
}
|
| 259 |
|
| 260 |
function togglePause() {
|
|
@@ -263,27 +1597,87 @@ function togglePause() {
|
|
| 263 |
pauseButton.textContent = isPaused ? 'Resume' : 'Pause';
|
| 264 |
}
|
| 265 |
|
| 266 |
-
function assignRandomTargets() {
|
| 267 |
const activeFactions = ['blue', 'red'];
|
| 268 |
|
| 269 |
// Randomly select units to assign new targets
|
| 270 |
units.forEach(unit => {
|
| 271 |
-
// Only assign new targets to units that aren't in battle and at random (30% chance)
|
| 272 |
-
if (!unit.inBattle && Math.random() <
|
| 273 |
// Find potential enemy targets
|
| 274 |
const enemyFaction = unit.faction === 'blue' ? 'red' : 'blue';
|
| 275 |
const enemies = units.filter(u => u.faction === enemyFaction && u.health > 0);
|
| 276 |
|
| 277 |
if (enemies.length > 0) {
|
| 278 |
-
// Choose random enemy as target
|
| 279 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 280 |
unit.targetLat = target.lat;
|
| 281 |
unit.targetLng = target.lng;
|
| 282 |
unit.movingToTarget = true;
|
| 283 |
-
|
|
|
|
|
|
|
|
|
|
| 284 |
}
|
| 285 |
}
|
| 286 |
});
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 287 |
}
|
| 288 |
|
| 289 |
function moveUnits() {
|
|
@@ -328,8 +1722,19 @@ function moveUnits() {
|
|
| 328 |
}
|
| 329 |
|
| 330 |
function checkForBattles() {
|
| 331 |
-
// Clear any existing battle animations
|
| 332 |
-
document.querySelectorAll('.battle-indicator').forEach(el =>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 333 |
|
| 334 |
// Check each unit against potential enemies
|
| 335 |
units.forEach(unit => {
|
|
@@ -339,6 +1744,7 @@ function checkForBattles() {
|
|
| 339 |
const enemies = units.filter(u => u.faction === enemyFaction && u.health > 0);
|
| 340 |
|
| 341 |
// Reset battle state
|
|
|
|
| 342 |
unit.inBattle = false;
|
| 343 |
|
| 344 |
enemies.forEach(enemy => {
|
|
@@ -353,60 +1759,320 @@ function checkForBattles() {
|
|
| 353 |
unit.inBattle = true;
|
| 354 |
enemy.inBattle = true;
|
| 355 |
|
| 356 |
-
//
|
| 357 |
-
unit.
|
| 358 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 359 |
|
| 360 |
-
//
|
| 361 |
-
|
| 362 |
-
|
| 363 |
|
| 364 |
-
|
|
|
|
|
|
|
| 365 |
|
| 366 |
-
//
|
| 367 |
-
const unitDamage = Math.round(Math.random() *
|
| 368 |
-
const enemyDamage = Math.round(Math.random() *
|
| 369 |
|
| 370 |
// Apply damage
|
| 371 |
enemy.health = Math.max(0, enemy.health - unitDamage);
|
| 372 |
unit.health = Math.max(0, unit.health - enemyDamage);
|
| 373 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 374 |
// Check if unit defeated enemy
|
| 375 |
if (enemy.health <= 0 && unitDamage > 0) {
|
| 376 |
unit.kills++;
|
| 377 |
checkUnitDeath(enemy);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 378 |
}
|
| 379 |
|
| 380 |
// Check if enemy defeated unit
|
| 381 |
if (unit.health <= 0 && enemyDamage > 0) {
|
| 382 |
enemy.kills++;
|
| 383 |
checkUnitDeath(unit);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 384 |
return; // Stop checking more enemies if this unit is dead
|
| 385 |
}
|
| 386 |
}
|
| 387 |
});
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 388 |
});
|
|
|
|
|
|
|
| 389 |
}
|
| 390 |
|
| 391 |
function createBattleAnimation(lat, lng) {
|
| 392 |
// Convert lat/lng to pixel coordinates
|
| 393 |
const point = map.latLngToLayerPoint([lat, lng]);
|
| 394 |
|
| 395 |
-
// Create battle
|
| 396 |
-
const
|
| 397 |
-
|
| 398 |
-
|
| 399 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 400 |
|
| 401 |
-
// Add
|
| 402 |
-
|
| 403 |
|
| 404 |
-
|
| 405 |
-
|
| 406 |
-
|
| 407 |
-
|
| 408 |
-
|
| 409 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 410 |
}
|
| 411 |
|
| 412 |
function checkUnitDeath(unit) {
|
|
@@ -432,8 +2098,54 @@ function checkUnitDeath(unit) {
|
|
| 432 |
unit.marker.setIcon(destroyedIcon);
|
| 433 |
}
|
| 434 |
|
|
|
|
| 435 |
unit.status = 'Destroyed';
|
| 436 |
unit.movingToTarget = false;
|
| 437 |
unit.inBattle = false;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 438 |
}
|
| 439 |
}
|
|
|
|
| 8 |
let battleIntervals = [];
|
| 9 |
let timer;
|
| 10 |
|
| 11 |
+
// Battle statistics
|
| 12 |
+
let statistics = {
|
| 13 |
+
blueActive: 15,
|
| 14 |
+
redActive: 15,
|
| 15 |
+
blueCasualties: 0,
|
| 16 |
+
redCasualties: 0,
|
| 17 |
+
blueReinforcements: 0,
|
| 18 |
+
redReinforcements: 0,
|
| 19 |
+
activeBattles: 0,
|
| 20 |
+
blueControl: 50,
|
| 21 |
+
redControl: 50,
|
| 22 |
+
nextUnitId: 30 // Starting after initial 30 units (15 blue + 15 red)
|
| 23 |
+
};
|
| 24 |
+
|
| 25 |
+
// Unit types with their properties - expanded with new types that unlock over time
|
| 26 |
const unitTypes = {
|
| 27 |
+
// Base units available from start
|
| 28 |
+
infantry: { speed: 0.001, attackPower: 10, range: 0.01, icon: '👤', unlockDay: 0 },
|
| 29 |
+
armor: { speed: 0.002, attackPower: 25, range: 0.015, icon: '🛡️', unlockDay: 0 },
|
| 30 |
+
artillery: { speed: 0.0005, attackPower: 30, range: 0.03, icon: '💥', unlockDay: 0 },
|
| 31 |
+
recon: { speed: 0.003, attackPower: 5, range: 0.02, icon: '🔍', unlockDay: 0 },
|
| 32 |
+
airDefense: { speed: 0.0008, attackPower: 20, range: 0.025, icon: '🚀', unlockDay: 0 },
|
| 33 |
+
command: { speed: 0.0006, attackPower: 5, range: 0.015, icon: '⭐', unlockDay: 0 },
|
| 34 |
+
medical: { speed: 0.001, attackPower: 0, range: 0.008, icon: '🩺', unlockDay: 0 },
|
| 35 |
+
|
| 36 |
+
// Units that unlock over time
|
| 37 |
+
airborne: { speed: 0.0025, attackPower: 15, range: 0.02, icon: '🪂', unlockDay: 2 },
|
| 38 |
+
specialForces: { speed: 0.0035, attackPower: 18, range: 0.015, icon: '🥷', unlockDay: 3 },
|
| 39 |
+
mechanized: { speed: 0.0015, attackPower: 22, range: 0.018, icon: '🚜', unlockDay: 4 },
|
| 40 |
+
engineers: { speed: 0.001, attackPower: 8, range: 0.01, icon: '🔧', unlockDay: 5, special: 'fortify' },
|
| 41 |
+
naval: { speed: 0.0008, attackPower: 35, range: 0.04, icon: '⚓', unlockDay: 6 },
|
| 42 |
+
airForce: { speed: 0.004, attackPower: 28, range: 0.05, icon: '✈️', unlockDay: 7 },
|
| 43 |
+
missile: { speed: 0.0005, attackPower: 40, range: 0.06, icon: '🚀', unlockDay: 10 },
|
| 44 |
+
elite: { speed: 0.002, attackPower: 35, range: 0.03, icon: '👑', unlockDay: 15 }
|
| 45 |
};
|
| 46 |
|
| 47 |
// Initialize the map when the DOM is fully loaded
|
|
|
|
| 123 |
}
|
| 124 |
|
| 125 |
function getRandomUnitType() {
|
| 126 |
+
// Filter unit types based on the current day
|
| 127 |
+
const availableTypes = Object.entries(unitTypes)
|
| 128 |
+
.filter(([type, properties]) => properties.unlockDay <= dayCounter)
|
| 129 |
+
.map(([type]) => type);
|
| 130 |
+
|
| 131 |
+
// Give higher probability to newly unlocked units to make them more noticeable
|
| 132 |
+
const newlyUnlockedTypes = availableTypes.filter(type =>
|
| 133 |
+
unitTypes[type].unlockDay === dayCounter);
|
| 134 |
+
|
| 135 |
+
// 30% chance to select a newly unlocked unit type if available
|
| 136 |
+
if (newlyUnlockedTypes.length > 0 && Math.random() < 0.3) {
|
| 137 |
+
const randomIndex = Math.floor(Math.random() * newlyUnlockedTypes.length);
|
| 138 |
+
return newlyUnlockedTypes[randomIndex];
|
| 139 |
+
}
|
| 140 |
+
|
| 141 |
+
// Otherwise select randomly from all available types
|
| 142 |
+
const randomIndex = Math.floor(Math.random() * availableTypes.length);
|
| 143 |
+
return availableTypes[randomIndex];
|
| 144 |
}
|
| 145 |
|
| 146 |
function getUnitName(type) {
|
|
|
|
| 151 |
recon: 'Reconnaissance Unit',
|
| 152 |
airDefense: 'Air Defense Unit',
|
| 153 |
command: 'Command Center',
|
| 154 |
+
medical: 'Medical Corps',
|
| 155 |
+
// New unit types
|
| 156 |
+
airborne: 'Airborne Division',
|
| 157 |
+
specialForces: 'Special Forces',
|
| 158 |
+
mechanized: 'Mechanized Infantry',
|
| 159 |
+
engineers: 'Combat Engineers',
|
| 160 |
+
naval: 'Naval Support',
|
| 161 |
+
airForce: 'Air Squadron',
|
| 162 |
+
missile: 'Missile Battery',
|
| 163 |
+
elite: 'Elite Force'
|
| 164 |
};
|
| 165 |
return names[type] || 'Unit';
|
| 166 |
}
|
|
|
|
| 279 |
if (!isPaused) {
|
| 280 |
updateTime();
|
| 281 |
|
| 282 |
+
// More frequent target assignments on busier days
|
| 283 |
+
if (hourCounter % (3 - Math.min(2, Math.floor(dayCounter / 5))) === 0) {
|
| 284 |
assignRandomTargets();
|
| 285 |
}
|
| 286 |
|
| 287 |
+
// Dynamic reinforcement spawning
|
| 288 |
+
// Base chance increases with time and if there are fewer active battles
|
| 289 |
+
const baseSpawnChance = 0.15 + (dayCounter / 50);
|
| 290 |
+
const battleAdjustment = Math.max(0, 0.1 - (statistics.activeBattles / 30));
|
| 291 |
+
|
| 292 |
+
if (Math.random() < baseSpawnChance + battleAdjustment) {
|
| 293 |
+
spawnReinforcements();
|
| 294 |
+
}
|
| 295 |
+
|
| 296 |
+
// Create sudden "hot zones" where units are redirected
|
| 297 |
+
if (Math.random() < 0.03) {
|
| 298 |
+
createHotZone();
|
| 299 |
+
}
|
| 300 |
+
|
| 301 |
moveUnits();
|
| 302 |
checkForBattles();
|
| 303 |
+
updateBattleStatistics();
|
| 304 |
+
|
| 305 |
+
// Increase frequency of random events for more action
|
| 306 |
+
if (Math.random() < 0.05) { // 5x more frequent events
|
| 307 |
+
triggerRandomEvent();
|
| 308 |
+
}
|
| 309 |
+
|
| 310 |
+
// Ensure battle never ends by checking unit counts and adding reinforcements if needed
|
| 311 |
+
const blueSurvivors = units.filter(u => u.faction === 'blue' && u.health > 0).length;
|
| 312 |
+
const redSurvivors = units.filter(u => u.faction === 'red' && u.health > 0).length;
|
| 313 |
+
|
| 314 |
+
// If either faction is below minimum threshold, add emergency reinforcements
|
| 315 |
+
const MIN_UNITS_PER_FACTION = 8; // Ensure at least 8 units per side
|
| 316 |
+
if (blueSurvivors < MIN_UNITS_PER_FACTION) {
|
| 317 |
+
for (let i = 0; i < (MIN_UNITS_PER_FACTION - blueSurvivors); i++) {
|
| 318 |
+
spawnNewUnit('blue');
|
| 319 |
+
}
|
| 320 |
+
}
|
| 321 |
+
if (redSurvivors < MIN_UNITS_PER_FACTION) {
|
| 322 |
+
for (let i = 0; i < (MIN_UNITS_PER_FACTION - redSurvivors); i++) {
|
| 323 |
+
spawnNewUnit('red');
|
| 324 |
+
}
|
| 325 |
+
}
|
| 326 |
|
| 327 |
// Update the selected unit's info if one is selected
|
| 328 |
if (selectedUnit) {
|
|
|
|
| 332 |
}, 1000);
|
| 333 |
}
|
| 334 |
|
| 335 |
+
// Helper function to get a random unit type based on day counter
|
| 336 |
+
function getRandomUnitType() {
|
| 337 |
+
// Get all unit types that have been unlocked by the current day
|
| 338 |
+
const availableTypes = Object.entries(unitTypes)
|
| 339 |
+
.filter(([type, properties]) => properties.unlockDay <= dayCounter)
|
| 340 |
+
.map(([type]) => type);
|
| 341 |
+
|
| 342 |
+
// Select a random type from available ones
|
| 343 |
+
return availableTypes[Math.floor(Math.random() * availableTypes.length)];
|
| 344 |
+
}
|
| 345 |
+
|
| 346 |
+
// Helper function to get a formatted name for a unit type
|
| 347 |
+
function getUnitName(type) {
|
| 348 |
+
// Format the type name with proper capitalization and spacing
|
| 349 |
+
const formattedName = type
|
| 350 |
+
.replace(/([A-Z])/g, ' $1') // Add space before capital letters
|
| 351 |
+
.replace(/^./, str => str.toUpperCase()); // Capitalize first letter
|
| 352 |
+
|
| 353 |
+
return formattedName;
|
| 354 |
+
}
|
| 355 |
+
|
| 356 |
+
function createHotZone() {
|
| 357 |
+
// Create a random focal point on the map with faction control bias
|
| 358 |
+
// This makes hotspots appear more often in controlled territory
|
| 359 |
+
let hotspotLat, hotspotLng;
|
| 360 |
+
|
| 361 |
+
if (Math.random() < 0.5) {
|
| 362 |
+
// Neutral hotspot
|
| 363 |
+
hotspotLat = 40.7 + (Math.random() * 0.1 - 0.05);
|
| 364 |
+
hotspotLng = -74.0 + (Math.random() * 0.1 - 0.05);
|
| 365 |
+
} else {
|
| 366 |
+
// Faction-biased hotspot
|
| 367 |
+
const dominantFaction = statistics.blueControl > statistics.redControl ? 'blue' : 'red';
|
| 368 |
+
|
| 369 |
+
if (dominantFaction === 'blue') {
|
| 370 |
+
// Blue territory tends to be west/south
|
| 371 |
+
hotspotLat = 40.68 + (Math.random() * 0.06);
|
| 372 |
+
hotspotLng = -74.03 - (Math.random() * 0.04);
|
| 373 |
+
} else {
|
| 374 |
+
// Red territory tends to be east/north
|
| 375 |
+
hotspotLat = 40.72 + (Math.random() * 0.06);
|
| 376 |
+
hotspotLng = -73.97 - (Math.random() * 0.04);
|
| 377 |
+
}
|
| 378 |
+
}
|
| 379 |
+
|
| 380 |
+
// Divert some portion of units to this hotspot
|
| 381 |
+
units.forEach(unit => {
|
| 382 |
+
if (unit.health > 0 && Math.random() < 0.3) {
|
| 383 |
+
unit.targetLat = hotspotLat;
|
| 384 |
+
unit.targetLng = hotspotLng;
|
| 385 |
+
unit.movingToTarget = true;
|
| 386 |
+
unit.status = 'Redeploying';
|
| 387 |
+
}
|
| 388 |
+
});
|
| 389 |
+
|
| 390 |
+
// Determine the type of hotspot (battle, supply drop, strategic location)
|
| 391 |
+
const hotspotTypes = [
|
| 392 |
+
{ name: 'battle', probability: 0.5, color: 'rgba(255, 0, 0, 0.2)', shadowColor: 'rgba(255, 0, 0, 0.5)' },
|
| 393 |
+
{ name: 'supply', probability: 0.3, color: 'rgba(0, 255, 0, 0.2)', shadowColor: 'rgba(0, 255, 0, 0.5)' },
|
| 394 |
+
{ name: 'strategic', probability: 0.2, color: 'rgba(255, 255, 0, 0.2)', shadowColor: 'rgba(255, 255, 0, 0.5)' }
|
| 395 |
+
];
|
| 396 |
+
|
| 397 |
+
// Select a hotspot type based on probability
|
| 398 |
+
let hotspotType;
|
| 399 |
+
const random = Math.random();
|
| 400 |
+
let cumulativeProbability = 0;
|
| 401 |
+
|
| 402 |
+
for (const type of hotspotTypes) {
|
| 403 |
+
cumulativeProbability += type.probability;
|
| 404 |
+
if (random < cumulativeProbability) {
|
| 405 |
+
hotspotType = type;
|
| 406 |
+
break;
|
| 407 |
+
}
|
| 408 |
+
}
|
| 409 |
+
|
| 410 |
+
// Determine if this is a major event (less common, but more dramatic)
|
| 411 |
+
const isMajorEvent = Math.random() < 0.3;
|
| 412 |
+
const size = isMajorEvent ? 60 : 40;
|
| 413 |
+
const duration = isMajorEvent ? 8000 : 4000;
|
| 414 |
+
|
| 415 |
+
// Create visual effect for the hotspot
|
| 416 |
+
const point = map.latLngToLayerPoint([hotspotLat, hotspotLng]);
|
| 417 |
+
|
| 418 |
+
// Create main hotspot element
|
| 419 |
+
const hotspotEl = document.createElement('div');
|
| 420 |
+
hotspotEl.style.position = 'absolute';
|
| 421 |
+
hotspotEl.style.left = (point.x - size/2) + 'px';
|
| 422 |
+
hotspotEl.style.top = (point.y - size/2) + 'px';
|
| 423 |
+
hotspotEl.style.width = size + 'px';
|
| 424 |
+
hotspotEl.style.height = size + 'px';
|
| 425 |
+
hotspotEl.style.backgroundColor = hotspotType.color;
|
| 426 |
+
hotspotEl.style.borderRadius = '50%';
|
| 427 |
+
hotspotEl.style.zIndex = '600';
|
| 428 |
+
hotspotEl.style.boxShadow = `0 0 ${size/2}px ${hotspotType.shadowColor}`;
|
| 429 |
+
hotspotEl.style.animation = `battle-expand ${duration/1000}s forwards`;
|
| 430 |
+
|
| 431 |
+
// Add pulsing effect to make it more dynamic
|
| 432 |
+
const pulseAnimation = document.createElement('style');
|
| 433 |
+
pulseAnimation.textContent = `
|
| 434 |
+
@keyframes pulse-${Date.now()} {
|
| 435 |
+
0% { transform: scale(1); opacity: 1; }
|
| 436 |
+
50% { transform: scale(1.2); opacity: 0.8; }
|
| 437 |
+
100% { transform: scale(1); opacity: 1; }
|
| 438 |
+
}
|
| 439 |
+
`;
|
| 440 |
+
document.head.appendChild(pulseAnimation);
|
| 441 |
+
hotspotEl.style.animation = `pulse-${Date.now()} 1.5s infinite`;
|
| 442 |
+
|
| 443 |
+
document.querySelector('#map').appendChild(hotspotEl);
|
| 444 |
+
|
| 445 |
+
// Add secondary ring effect for major events
|
| 446 |
+
if (isMajorEvent) {
|
| 447 |
+
const outerRing = document.createElement('div');
|
| 448 |
+
outerRing.style.position = 'absolute';
|
| 449 |
+
outerRing.style.left = (point.x - size) + 'px';
|
| 450 |
+
outerRing.style.top = (point.y - size) + 'px';
|
| 451 |
+
outerRing.style.width = (size * 2) + 'px';
|
| 452 |
+
outerRing.style.height = (size * 2) + 'px';
|
| 453 |
+
outerRing.style.border = `2px solid ${hotspotType.color}`;
|
| 454 |
+
outerRing.style.borderRadius = '50%';
|
| 455 |
+
outerRing.style.zIndex = '599';
|
| 456 |
+
outerRing.style.opacity = '0.7';
|
| 457 |
+
|
| 458 |
+
// Outward expansion animation
|
| 459 |
+
const expandAnimation = document.createElement('style');
|
| 460 |
+
expandAnimation.textContent = `
|
| 461 |
+
@keyframes expand-${Date.now()} {
|
| 462 |
+
0% { transform: scale(0.5); opacity: 0.7; }
|
| 463 |
+
100% { transform: scale(2); opacity: 0; }
|
| 464 |
+
}
|
| 465 |
+
`;
|
| 466 |
+
document.head.appendChild(expandAnimation);
|
| 467 |
+
outerRing.style.animation = `expand-${Date.now()} 4s infinite`;
|
| 468 |
+
|
| 469 |
+
document.querySelector('#map').appendChild(outerRing);
|
| 470 |
+
|
| 471 |
+
// Add notification for major events
|
| 472 |
+
let eventTitle = '';
|
| 473 |
+
let eventDesc = '';
|
| 474 |
+
|
| 475 |
+
if (hotspotType.name === 'battle') {
|
| 476 |
+
eventTitle = 'Major Battle Erupting';
|
| 477 |
+
eventDesc = 'Heavy fighting reported in sector';
|
| 478 |
+
} else if (hotspotType.name === 'supply') {
|
| 479 |
+
eventTitle = 'Supply Drop Zone';
|
| 480 |
+
eventDesc = 'Critical supplies have been airdropped';
|
| 481 |
+
} else {
|
| 482 |
+
eventTitle = 'Strategic Location';
|
| 483 |
+
eventDesc = 'Forces moving to secure key position';
|
| 484 |
+
}
|
| 485 |
+
|
| 486 |
+
displayEventNotification(eventTitle, eventDesc);
|
| 487 |
+
|
| 488 |
+
// Remove the outer ring after the duration
|
| 489 |
+
setTimeout(() => {
|
| 490 |
+
if (outerRing.parentNode) {
|
| 491 |
+
outerRing.parentNode.removeChild(outerRing);
|
| 492 |
+
}
|
| 493 |
+
}, duration);
|
| 494 |
+
}
|
| 495 |
+
|
| 496 |
+
// Remove the hotspot element after the duration
|
| 497 |
+
setTimeout(() => {
|
| 498 |
+
if (hotspotEl.parentNode) {
|
| 499 |
+
hotspotEl.parentNode.removeChild(hotspotEl);
|
| 500 |
+
}
|
| 501 |
+
}, duration);
|
| 502 |
+
}
|
| 503 |
+
|
| 504 |
+
// Function to spawn a new unit for a given faction
|
| 505 |
+
function spawnNewUnit(faction) {
|
| 506 |
+
// Determine entry point based on faction
|
| 507 |
+
let entryLat, entryLng;
|
| 508 |
+
|
| 509 |
+
if (faction === 'blue') {
|
| 510 |
+
// Blue forces come from west or south
|
| 511 |
+
if (Math.random() < 0.5) {
|
| 512 |
+
entryLat = 40.7 + (Math.random() * 0.05 - 0.025);
|
| 513 |
+
entryLng = -74.05 - (Math.random() * 0.02); // West
|
| 514 |
+
} else {
|
| 515 |
+
entryLat = 40.65 - (Math.random() * 0.02); // South
|
| 516 |
+
entryLng = -74.0 + (Math.random() * 0.05 - 0.025);
|
| 517 |
+
}
|
| 518 |
+
} else {
|
| 519 |
+
// Red forces come from east or north
|
| 520 |
+
if (Math.random() < 0.5) {
|
| 521 |
+
entryLat = 40.7 + (Math.random() * 0.05 - 0.025);
|
| 522 |
+
entryLng = -73.95 + (Math.random() * 0.02); // East
|
| 523 |
+
} else {
|
| 524 |
+
entryLat = 40.75 + (Math.random() * 0.02); // North
|
| 525 |
+
entryLng = -74.0 + (Math.random() * 0.05 - 0.025);
|
| 526 |
+
}
|
| 527 |
+
}
|
| 528 |
+
|
| 529 |
+
// Create a new unit
|
| 530 |
+
const type = getRandomUnitType();
|
| 531 |
+
const unitId = `${faction}-${statistics.nextUnitId++}`;
|
| 532 |
+
|
| 533 |
+
const newUnit = {
|
| 534 |
+
id: unitId,
|
| 535 |
+
name: `${faction.charAt(0).toUpperCase() + faction.slice(1)} Force ${getUnitName(type)} ${statistics.nextUnitId}`,
|
| 536 |
+
type: type,
|
| 537 |
+
faction: faction,
|
| 538 |
+
strength: 50 + Math.floor(Math.random() * 50), // 50-99
|
| 539 |
+
health: 100,
|
| 540 |
+
status: 'Reinforcing',
|
| 541 |
+
lat: entryLat,
|
| 542 |
+
lng: entryLng,
|
| 543 |
+
targetLat: null,
|
| 544 |
+
targetLng: null,
|
| 545 |
+
marker: null,
|
| 546 |
+
icon: unitTypes[type].icon,
|
| 547 |
+
speed: unitTypes[type].speed,
|
| 548 |
+
attackPower: unitTypes[type].attackPower,
|
| 549 |
+
range: unitTypes[type].range,
|
| 550 |
+
inBattle: false,
|
| 551 |
+
movingToTarget: false,
|
| 552 |
+
kills: 0,
|
| 553 |
+
lastMoveTimestamp: Date.now()
|
| 554 |
+
};
|
| 555 |
+
|
| 556 |
+
units.push(newUnit);
|
| 557 |
+
|
| 558 |
+
// Create marker for the new unit
|
| 559 |
+
const markerSize = newUnit.strength / 15 + 20;
|
| 560 |
+
|
| 561 |
+
const markerHtml = `
|
| 562 |
+
<div class="unit-marker ${newUnit.faction}-unit new-unit" style="width: ${markerSize}px; height: ${markerSize}px; line-height: ${markerSize}px; font-size: ${markerSize/2}px;">
|
| 563 |
+
${newUnit.icon}
|
| 564 |
+
</div>
|
| 565 |
+
`;
|
| 566 |
+
|
| 567 |
+
const customIcon = L.divIcon({
|
| 568 |
+
html: markerHtml,
|
| 569 |
+
className: '',
|
| 570 |
+
iconSize: [markerSize, markerSize],
|
| 571 |
+
iconAnchor: [markerSize/2, markerSize/2]
|
| 572 |
+
});
|
| 573 |
+
|
| 574 |
+
newUnit.marker = L.marker([newUnit.lat, newUnit.lng], { icon: customIcon })
|
| 575 |
+
.addTo(map)
|
| 576 |
+
.on('click', function() {
|
| 577 |
+
selectUnit(newUnit);
|
| 578 |
+
});
|
| 579 |
+
|
| 580 |
+
// Add an entrance effect
|
| 581 |
+
const point = map.latLngToLayerPoint([newUnit.lat, newUnit.lng]);
|
| 582 |
+
|
| 583 |
+
const entryEffect = document.createElement('div');
|
| 584 |
+
entryEffect.style.position = 'absolute';
|
| 585 |
+
entryEffect.style.left = point.x + 'px';
|
| 586 |
+
entryEffect.style.top = point.y + 'px';
|
| 587 |
+
entryEffect.style.width = '30px';
|
| 588 |
+
entryEffect.style.height = '30px';
|
| 589 |
+
entryEffect.style.backgroundColor = faction === 'blue' ? 'rgba(0, 100, 255, 0.5)' : 'rgba(255, 0, 0, 0.5)';
|
| 590 |
+
entryEffect.style.borderRadius = '50%';
|
| 591 |
+
entryEffect.style.zIndex = '700';
|
| 592 |
+
entryEffect.style.boxShadow = `0 0 15px ${faction === 'blue' ? 'blue' : 'red'}`;
|
| 593 |
+
entryEffect.style.animation = 'unit-entry 1.5s forwards';
|
| 594 |
+
|
| 595 |
+
// Add custom animation if not already defined
|
| 596 |
+
if (!document.querySelector('#unit-entry-animation')) {
|
| 597 |
+
const style = document.createElement('style');
|
| 598 |
+
style.id = 'unit-entry-animation';
|
| 599 |
+
style.textContent = `
|
| 600 |
+
@keyframes unit-entry {
|
| 601 |
+
0% { transform: scale(0); opacity: 1; }
|
| 602 |
+
70% { transform: scale(1.5); opacity: 0.7; }
|
| 603 |
+
100% { transform: scale(2); opacity: 0; }
|
| 604 |
+
}
|
| 605 |
+
|
| 606 |
+
.new-unit {
|
| 607 |
+
animation: highlight-new 2s;
|
| 608 |
+
}
|
| 609 |
+
|
| 610 |
+
@keyframes highlight-new {
|
| 611 |
+
0% { box-shadow: 0 0 15px gold; transform: scale(1.2); }
|
| 612 |
+
100% { box-shadow: none; transform: scale(1); }
|
| 613 |
+
}
|
| 614 |
+
`;
|
| 615 |
+
document.head.appendChild(style);
|
| 616 |
+
}
|
| 617 |
+
|
| 618 |
+
document.querySelector('#map').appendChild(entryEffect);
|
| 619 |
+
|
| 620 |
+
// Remove effect after animation completes
|
| 621 |
+
setTimeout(() => {
|
| 622 |
+
if (entryEffect.parentNode) entryEffect.parentNode.removeChild(entryEffect);
|
| 623 |
+
}, 1500);
|
| 624 |
+
|
| 625 |
+
// Assign target to the new unit
|
| 626 |
+
assignTargetToUnit(newUnit);
|
| 627 |
+
|
| 628 |
+
// Update faction statistics
|
| 629 |
+
if (faction === 'blue') {
|
| 630 |
+
statistics.blueActive++;
|
| 631 |
+
statistics.blueReinforcements++;
|
| 632 |
+
} else {
|
| 633 |
+
statistics.redActive++;
|
| 634 |
+
statistics.redReinforcements++;
|
| 635 |
+
}
|
| 636 |
+
|
| 637 |
+
return newUnit;
|
| 638 |
+
}
|
| 639 |
+
|
| 640 |
+
function triggerRandomEvent() {
|
| 641 |
+
// Increment hour counter - every 12 hours is a new day
|
| 642 |
+
hourCounter++;
|
| 643 |
+
if (hourCounter >= 12) {
|
| 644 |
+
hourCounter = 0;
|
| 645 |
+
dayCounter++;
|
| 646 |
+
|
| 647 |
+
// Update the day counter in UI if it exists
|
| 648 |
+
const dayCounterElement = document.getElementById('day-counter');
|
| 649 |
+
if (dayCounterElement) {
|
| 650 |
+
dayCounterElement.textContent = `Day ${dayCounter}`;
|
| 651 |
+
} else {
|
| 652 |
+
// Create day counter element if it doesn't exist
|
| 653 |
+
const statsContainer = document.querySelector('.statistics-container');
|
| 654 |
+
if (statsContainer) {
|
| 655 |
+
const dayElement = document.createElement('div');
|
| 656 |
+
dayElement.id = 'day-counter';
|
| 657 |
+
dayElement.style.fontSize = '18px';
|
| 658 |
+
dayElement.style.fontWeight = 'bold';
|
| 659 |
+
dayElement.style.marginBottom = '10px';
|
| 660 |
+
dayElement.textContent = `Day ${dayCounter}`;
|
| 661 |
+
statsContainer.prepend(dayElement);
|
| 662 |
+
}
|
| 663 |
+
}
|
| 664 |
+
|
| 665 |
+
// Check if new unit types have been unlocked
|
| 666 |
+
const newlyUnlocked = Object.entries(unitTypes)
|
| 667 |
+
.filter(([type, properties]) => properties.unlockDay === dayCounter)
|
| 668 |
+
.map(([type]) => type);
|
| 669 |
+
|
| 670 |
+
if (newlyUnlocked.length > 0) {
|
| 671 |
+
// Announce new technology
|
| 672 |
+
const techAnnouncement = document.createElement('div');
|
| 673 |
+
techAnnouncement.className = 'tech-announcement';
|
| 674 |
+
techAnnouncement.style.position = 'absolute';
|
| 675 |
+
techAnnouncement.style.top = '50%';
|
| 676 |
+
techAnnouncement.style.left = '50%';
|
| 677 |
+
techAnnouncement.style.transform = 'translate(-50%, -50%)';
|
| 678 |
+
techAnnouncement.style.backgroundColor = 'rgba(0, 0, 0, 0.8)';
|
| 679 |
+
techAnnouncement.style.color = 'white';
|
| 680 |
+
techAnnouncement.style.padding = '20px';
|
| 681 |
+
techAnnouncement.style.borderRadius = '10px';
|
| 682 |
+
techAnnouncement.style.zIndex = '2000';
|
| 683 |
+
techAnnouncement.style.textAlign = 'center';
|
| 684 |
+
techAnnouncement.style.boxShadow = '0 0 20px gold';
|
| 685 |
+
|
| 686 |
+
techAnnouncement.innerHTML = `
|
| 687 |
+
<h3>New Technology Unlocked!</h3>
|
| 688 |
+
<div>${newlyUnlocked.map(type => `${unitTypes[type].icon} ${getUnitName(type)}`).join('<br>')}</div>
|
| 689 |
+
`;
|
| 690 |
+
|
| 691 |
+
document.body.appendChild(techAnnouncement);
|
| 692 |
+
|
| 693 |
+
// Remove after 5 seconds
|
| 694 |
+
setTimeout(() => {
|
| 695 |
+
techAnnouncement.style.opacity = '0';
|
| 696 |
+
techAnnouncement.style.transition = 'opacity 1s';
|
| 697 |
+
setTimeout(() => {
|
| 698 |
+
if (techAnnouncement.parentNode) {
|
| 699 |
+
techAnnouncement.parentNode.removeChild(techAnnouncement);
|
| 700 |
+
}
|
| 701 |
+
}, 1000);
|
| 702 |
+
}, 5000);
|
| 703 |
+
}
|
| 704 |
+
}
|
| 705 |
+
|
| 706 |
+
// List of possible random events with weighted probabilities
|
| 707 |
+
const events = [
|
| 708 |
+
{ name: 'Reinforcement Surge', weight: 0.3, handler: () => {
|
| 709 |
+
// Spawn extra units for a random faction
|
| 710 |
+
const faction = Math.random() < 0.5 ? 'blue' : 'red';
|
| 711 |
+
for (let i = 0; i < 3 + Math.floor(Math.random() * 3); i++) {
|
| 712 |
+
spawnNewUnit(faction);
|
| 713 |
+
}
|
| 714 |
+
|
| 715 |
+
// Display notification
|
| 716 |
+
displayEventNotification(
|
| 717 |
+
'Reinforcement Surge',
|
| 718 |
+
`${faction.charAt(0).toUpperCase() + faction.slice(1)} forces receiving reinforcements`
|
| 719 |
+
);
|
| 720 |
+
}},
|
| 721 |
+
{ name: 'Supply Line Disruption', weight: 0.15, handler: () => {
|
| 722 |
+
// Randomly weaken some units of one faction
|
| 723 |
+
const faction = Math.random() < 0.5 ? 'blue' : 'red';
|
| 724 |
+
const affectedUnits = units.filter(u => u.faction === faction && u.health > 30);
|
| 725 |
+
|
| 726 |
+
if (affectedUnits.length > 0) {
|
| 727 |
+
affectedUnits.forEach(unit => {
|
| 728 |
+
unit.health = Math.max(30, unit.health - 20);
|
| 729 |
+
updateUnitMarkerAppearance(unit);
|
| 730 |
+
});
|
| 731 |
+
|
| 732 |
+
// Display notification
|
| 733 |
+
displayEventNotification(
|
| 734 |
+
'Supply Line Disruption',
|
| 735 |
+
`${faction.charAt(0).toUpperCase() + faction.slice(1)} forces weakened by supply issues`
|
| 736 |
+
);
|
| 737 |
+
}
|
| 738 |
+
}},
|
| 739 |
+
{ name: 'Strategic Redeployment', weight: 0.2, handler: () => {
|
| 740 |
+
// Randomly reassign targets to create new battle lines
|
| 741 |
+
assignRandomTargets(0.7); // Higher chance of reassignment
|
| 742 |
+
|
| 743 |
+
// Display notification
|
| 744 |
+
displayEventNotification(
|
| 745 |
+
'Strategic Redeployment',
|
| 746 |
+
'Forces repositioning for tactical advantage'
|
| 747 |
+
);
|
| 748 |
+
}},
|
| 749 |
+
{ name: 'Environmental Event', weight: 0.2, handler: () => {
|
| 750 |
+
// Trigger a weather or environment event
|
| 751 |
+
triggerEnvironmentalEvent();
|
| 752 |
+
}},
|
| 753 |
+
{ name: 'Hot Zone', weight: 0.15, handler: () => {
|
| 754 |
+
// Create a hot zone where forces converge
|
| 755 |
+
createHotZone();
|
| 756 |
+
|
| 757 |
+
// Display notification
|
| 758 |
+
displayEventNotification(
|
| 759 |
+
'Strategic Hotspot',
|
| 760 |
+
'A critical location has been identified for control'
|
| 761 |
+
);
|
| 762 |
+
}}
|
| 763 |
+
];
|
| 764 |
+
|
| 765 |
+
// Weighted random selection
|
| 766 |
+
const totalWeight = events.reduce((sum, event) => sum + event.weight, 0);
|
| 767 |
+
let random = Math.random() * totalWeight;
|
| 768 |
+
let selectedEvent = null;
|
| 769 |
+
|
| 770 |
+
for (const event of events) {
|
| 771 |
+
random -= event.weight;
|
| 772 |
+
if (random <= 0) {
|
| 773 |
+
selectedEvent = event;
|
| 774 |
+
break;
|
| 775 |
+
}
|
| 776 |
+
}
|
| 777 |
+
|
| 778 |
+
// Execute the selected event
|
| 779 |
+
selectedEvent.handler();
|
| 780 |
+
|
| 781 |
+
// Auto-balance forces if one side is getting too dominant
|
| 782 |
+
const blueSurvivors = units.filter(u => u.faction === 'blue' && u.health > 0).length;
|
| 783 |
+
const redSurvivors = units.filter(u => u.faction === 'red' && u.health > 0).length;
|
| 784 |
+
|
| 785 |
+
if (blueSurvivors < 5 || redSurvivors < 5) {
|
| 786 |
+
// If either side is getting too low, reinforce them
|
| 787 |
+
const weakerFaction = blueSurvivors < redSurvivors ? 'blue' : 'red';
|
| 788 |
+
const reinforcementCount = 3 + Math.floor(Math.random() * 3);
|
| 789 |
+
|
| 790 |
+
for (let i = 0; i < reinforcementCount; i++) {
|
| 791 |
+
spawnNewUnit(weakerFaction);
|
| 792 |
+
}
|
| 793 |
+
|
| 794 |
+
displayEventNotification(
|
| 795 |
+
'Emergency Reinforcements',
|
| 796 |
+
`${weakerFaction.charAt(0).toUpperCase() + weakerFaction.slice(1)} forces receiving critical support`
|
| 797 |
+
);
|
| 798 |
+
}
|
| 799 |
+
}
|
| 800 |
+
|
| 801 |
+
// Function to display event notifications
|
| 802 |
+
function displayEventNotification(title, message) {
|
| 803 |
+
const notification = document.createElement('div');
|
| 804 |
+
notification.className = 'event-notification';
|
| 805 |
+
notification.style.position = 'absolute';
|
| 806 |
+
notification.style.top = '20px';
|
| 807 |
+
notification.style.right = '20px';
|
| 808 |
+
notification.style.backgroundColor = 'rgba(0, 0, 0, 0.8)';
|
| 809 |
+
notification.style.color = 'white';
|
| 810 |
+
notification.style.padding = '10px 15px';
|
| 811 |
+
notification.style.borderRadius = '5px';
|
| 812 |
+
notification.style.zIndex = '2000';
|
| 813 |
+
notification.style.maxWidth = '250px';
|
| 814 |
+
notification.style.boxShadow = '0 0 10px rgba(0, 0, 0, 0.5)';
|
| 815 |
+
notification.style.opacity = '0';
|
| 816 |
+
notification.style.transition = 'opacity 0.5s';
|
| 817 |
+
|
| 818 |
+
notification.innerHTML = `
|
| 819 |
+
<div style="font-weight: bold; font-size: 14px; margin-bottom: 5px;">${title}</div>
|
| 820 |
+
<div style="font-size: 12px;">${message}</div>
|
| 821 |
+
`;
|
| 822 |
+
|
| 823 |
+
document.body.appendChild(notification);
|
| 824 |
+
|
| 825 |
+
// Fade in
|
| 826 |
+
setTimeout(() => {
|
| 827 |
+
notification.style.opacity = '1';
|
| 828 |
+
}, 100);
|
| 829 |
+
|
| 830 |
+
// Remove after 5 seconds
|
| 831 |
+
setTimeout(() => {
|
| 832 |
+
notification.style.opacity = '0';
|
| 833 |
+
setTimeout(() => {
|
| 834 |
+
if (notification.parentNode) {
|
| 835 |
+
notification.parentNode.removeChild(notification);
|
| 836 |
+
}
|
| 837 |
+
}, 500);
|
| 838 |
+
}, 5000);
|
| 839 |
+
}
|
| 840 |
+
|
| 841 |
+
// Environmental events function
|
| 842 |
+
function triggerEnvironmentalEvent() {
|
| 843 |
+
// Random selection of environmental events
|
| 844 |
+
const events = [
|
| 845 |
+
{
|
| 846 |
+
name: 'Fog of War',
|
| 847 |
+
probability: 0.3,
|
| 848 |
+
handler: () => {
|
| 849 |
+
// Reduce all units' range temporarily
|
| 850 |
+
units.forEach(unit => {
|
| 851 |
+
if (!unit.originalRange) unit.originalRange = unit.range;
|
| 852 |
+
unit.range *= 0.5; // 50% reduction in range
|
| 853 |
+
});
|
| 854 |
+
|
| 855 |
+
// Add a fog overlay to the map
|
| 856 |
+
const fogOverlay = document.createElement('div');
|
| 857 |
+
fogOverlay.id = 'fog-overlay';
|
| 858 |
+
fogOverlay.style.position = 'absolute';
|
| 859 |
+
fogOverlay.style.top = '0';
|
| 860 |
+
fogOverlay.style.left = '0';
|
| 861 |
+
fogOverlay.style.width = '100%';
|
| 862 |
+
fogOverlay.style.height = '100%';
|
| 863 |
+
fogOverlay.style.backgroundColor = 'rgba(255, 255, 255, 0.5)';
|
| 864 |
+
fogOverlay.style.pointerEvents = 'none';
|
| 865 |
+
fogOverlay.style.zIndex = '500';
|
| 866 |
+
fogOverlay.style.transition = 'opacity 2s';
|
| 867 |
+
|
| 868 |
+
document.querySelector('#map').appendChild(fogOverlay);
|
| 869 |
+
|
| 870 |
+
// Show event notification
|
| 871 |
+
displayEventNotification('Fog of War', 'Visibility reduced for all units');
|
| 872 |
+
|
| 873 |
+
// Restore normal visibility after duration
|
| 874 |
+
setTimeout(() => {
|
| 875 |
+
// Fade out fog
|
| 876 |
+
fogOverlay.style.opacity = '0';
|
| 877 |
+
|
| 878 |
+
// Remove fog and restore ranges
|
| 879 |
+
setTimeout(() => {
|
| 880 |
+
if (fogOverlay.parentNode) fogOverlay.parentNode.removeChild(fogOverlay);
|
| 881 |
+
units.forEach(unit => {
|
| 882 |
+
if (unit.originalRange) {
|
| 883 |
+
unit.range = unit.originalRange;
|
| 884 |
+
delete unit.originalRange;
|
| 885 |
+
}
|
| 886 |
+
});
|
| 887 |
+
}, 2000);
|
| 888 |
+
}, 15000); // 15 seconds for simulation
|
| 889 |
+
|
| 890 |
+
return true;
|
| 891 |
+
}
|
| 892 |
+
},
|
| 893 |
+
{
|
| 894 |
+
name: 'Artillery Barrage',
|
| 895 |
+
probability: 0.3,
|
| 896 |
+
handler: () => {
|
| 897 |
+
// Random faction launches barrage
|
| 898 |
+
const launchingFaction = Math.random() < 0.5 ? 'blue' : 'red';
|
| 899 |
+
const targetFaction = launchingFaction === 'blue' ? 'red' : 'blue';
|
| 900 |
+
|
| 901 |
+
// Find target units
|
| 902 |
+
const targetUnits = units.filter(u => u.faction === targetFaction && u.health > 0);
|
| 903 |
+
|
| 904 |
+
if (targetUnits.length > 0) {
|
| 905 |
+
// Calculate target area (center of enemy forces)
|
| 906 |
+
let centerLat = 0, centerLng = 0;
|
| 907 |
+
targetUnits.forEach(unit => {
|
| 908 |
+
centerLat += unit.lat;
|
| 909 |
+
centerLng += unit.lng;
|
| 910 |
+
});
|
| 911 |
+
centerLat /= targetUnits.length;
|
| 912 |
+
centerLng /= targetUnits.length;
|
| 913 |
+
|
| 914 |
+
displayEventNotification(
|
| 915 |
+
'Artillery Barrage',
|
| 916 |
+
`${launchingFaction.charAt(0).toUpperCase() + launchingFaction.slice(1)} forces launching artillery strike`
|
| 917 |
+
);
|
| 918 |
+
|
| 919 |
+
// Visual effects - multiple explosions
|
| 920 |
+
for (let i = 0; i < 5; i++) {
|
| 921 |
+
setTimeout(() => {
|
| 922 |
+
const offsetLat = centerLat + (Math.random() * 0.01 - 0.005);
|
| 923 |
+
const offsetLng = centerLng + (Math.random() * 0.01 - 0.005);
|
| 924 |
+
|
| 925 |
+
// Create explosion animation
|
| 926 |
+
const point = map.latLngToLayerPoint([offsetLat, offsetLng]);
|
| 927 |
+
|
| 928 |
+
const explosionEl = document.createElement('div');
|
| 929 |
+
explosionEl.style.position = 'absolute';
|
| 930 |
+
explosionEl.style.left = point.x + 'px';
|
| 931 |
+
explosionEl.style.top = point.y + 'px';
|
| 932 |
+
explosionEl.style.width = '40px';
|
| 933 |
+
explosionEl.style.height = '40px';
|
| 934 |
+
explosionEl.style.backgroundColor = '#ff4500';
|
| 935 |
+
explosionEl.style.borderRadius = '50%';
|
| 936 |
+
explosionEl.style.zIndex = '700';
|
| 937 |
+
explosionEl.style.boxShadow = '0 0 30px red';
|
| 938 |
+
explosionEl.style.animation = 'explosion 1.5s forwards';
|
| 939 |
+
|
| 940 |
+
// Add custom animation if not already defined
|
| 941 |
+
if (!document.querySelector('#explosion-animation')) {
|
| 942 |
+
const style = document.createElement('style');
|
| 943 |
+
style.id = 'explosion-animation';
|
| 944 |
+
style.textContent = `
|
| 945 |
+
@keyframes explosion {
|
| 946 |
+
0% { transform: scale(0.2); opacity: 0.8; }
|
| 947 |
+
50% { transform: scale(1.5); opacity: 0.9; }
|
| 948 |
+
100% { transform: scale(2); opacity: 0; }
|
| 949 |
+
}
|
| 950 |
+
`;
|
| 951 |
+
document.head.appendChild(style);
|
| 952 |
+
}
|
| 953 |
+
|
| 954 |
+
document.querySelector('#map').appendChild(explosionEl);
|
| 955 |
+
|
| 956 |
+
// Apply damage to units in radius
|
| 957 |
+
targetUnits.forEach(unit => {
|
| 958 |
+
const dLat = unit.lat - offsetLat;
|
| 959 |
+
const dLng = unit.lng - offsetLng;
|
| 960 |
+
const distance = Math.sqrt(dLat * dLat + dLng * dLng);
|
| 961 |
+
|
| 962 |
+
// Units within blast radius take damage
|
| 963 |
+
if (distance < 0.005) {
|
| 964 |
+
const damage = Math.round(20 * (1 - distance / 0.005));
|
| 965 |
+
unit.health = Math.max(0, unit.health - damage);
|
| 966 |
+
|
| 967 |
+
// Update unit appearance
|
| 968 |
+
updateUnitMarkerAppearance(unit);
|
| 969 |
+
|
| 970 |
+
// Check for death
|
| 971 |
+
if (unit.health <= 0) {
|
| 972 |
+
checkUnitDeath(unit);
|
| 973 |
+
}
|
| 974 |
+
}
|
| 975 |
+
});
|
| 976 |
+
|
| 977 |
+
// Remove explosion after animation
|
| 978 |
+
setTimeout(() => {
|
| 979 |
+
if (explosionEl.parentNode) {
|
| 980 |
+
explosionEl.parentNode.removeChild(explosionEl);
|
| 981 |
+
}
|
| 982 |
+
}, 1500);
|
| 983 |
+
}, i * 800); // Staggered explosions
|
| 984 |
+
}
|
| 985 |
+
|
| 986 |
+
return true;
|
| 987 |
+
}
|
| 988 |
+
|
| 989 |
+
return false;
|
| 990 |
+
}
|
| 991 |
+
},
|
| 992 |
+
{
|
| 993 |
+
name: 'Supply Drop',
|
| 994 |
+
probability: 0.4,
|
| 995 |
+
handler: () => {
|
| 996 |
+
// Random faction receives supplies
|
| 997 |
+
const targetFaction = Math.random() < 0.5 ? 'blue' : 'red';
|
| 998 |
+
|
| 999 |
+
// Find units that would benefit
|
| 1000 |
+
const targetUnits = units.filter(u => u.faction === targetFaction && u.health < 80 && u.health > 0);
|
| 1001 |
+
|
| 1002 |
+
if (targetUnits.length > 0) {
|
| 1003 |
+
// Calculate drop zone
|
| 1004 |
+
let dropLat = 0, dropLng = 0;
|
| 1005 |
+
const selectedUnits = targetUnits.slice(0, Math.min(5, targetUnits.length));
|
| 1006 |
+
|
| 1007 |
+
selectedUnits.forEach(unit => {
|
| 1008 |
+
dropLat += unit.lat;
|
| 1009 |
+
dropLng += unit.lng;
|
| 1010 |
+
});
|
| 1011 |
+
dropLat /= selectedUnits.length;
|
| 1012 |
+
dropLng /= selectedUnits.length;
|
| 1013 |
+
|
| 1014 |
+
displayEventNotification(
|
| 1015 |
+
'Supply Drop',
|
| 1016 |
+
`${targetFaction.charAt(0).toUpperCase() + targetFaction.slice(1)} forces receiving supplies`
|
| 1017 |
+
);
|
| 1018 |
+
|
| 1019 |
+
// Visual effect for supply drop
|
| 1020 |
+
const point = map.latLngToLayerPoint([dropLat, dropLng]);
|
| 1021 |
+
|
| 1022 |
+
const supplyEl = document.createElement('div');
|
| 1023 |
+
supplyEl.style.position = 'absolute';
|
| 1024 |
+
supplyEl.style.left = point.x + 'px';
|
| 1025 |
+
supplyEl.style.top = point.y + 'px';
|
| 1026 |
+
supplyEl.style.fontSize = '30px';
|
| 1027 |
+
supplyEl.style.zIndex = '700';
|
| 1028 |
+
supplyEl.textContent = '📦';
|
| 1029 |
+
supplyEl.style.animation = 'supply-drop 2s forwards';
|
| 1030 |
+
|
| 1031 |
+
// Add custom animation if not already defined
|
| 1032 |
+
if (!document.querySelector('#supply-drop-animation')) {
|
| 1033 |
+
const style = document.createElement('style');
|
| 1034 |
+
style.id = 'supply-drop-animation';
|
| 1035 |
+
style.textContent = `
|
| 1036 |
+
@keyframes supply-drop {
|
| 1037 |
+
0% { transform: translateY(-50px); opacity: 0; }
|
| 1038 |
+
80% { transform: translateY(0); opacity: 1; }
|
| 1039 |
+
100% { transform: translateY(0); opacity: 0; }
|
| 1040 |
+
}
|
| 1041 |
+
`;
|
| 1042 |
+
document.head.appendChild(style);
|
| 1043 |
+
}
|
| 1044 |
+
|
| 1045 |
+
document.querySelector('#map').appendChild(supplyEl);
|
| 1046 |
+
|
| 1047 |
+
// Apply healing to nearby units
|
| 1048 |
+
selectedUnits.forEach(unit => {
|
| 1049 |
+
const dLat = unit.lat - dropLat;
|
| 1050 |
+
const dLng = unit.lng - dropLng;
|
| 1051 |
+
const distance = Math.sqrt(dLat * dLat + dLng * dLng);
|
| 1052 |
+
|
| 1053 |
+
// Units near the drop get healed
|
| 1054 |
+
if (distance < 0.008) {
|
| 1055 |
+
const healAmount = 15 + Math.floor(Math.random() * 20);
|
| 1056 |
+
unit.health = Math.min(100, unit.health + healAmount);
|
| 1057 |
+
|
| 1058 |
+
// Update unit appearance
|
| 1059 |
+
updateUnitMarkerAppearance(unit);
|
| 1060 |
+
|
| 1061 |
+
// Show healing effect
|
| 1062 |
+
if (unit.marker) {
|
| 1063 |
+
const unitPoint = map.latLngToLayerPoint([unit.lat, unit.lng]);
|
| 1064 |
+
|
| 1065 |
+
const healEl = document.createElement('div');
|
| 1066 |
+
healEl.style.position = 'absolute';
|
| 1067 |
+
healEl.style.left = unitPoint.x + 'px';
|
| 1068 |
+
healEl.style.top = unitPoint.y + 'px';
|
| 1069 |
+
healEl.style.fontSize = '14px';
|
| 1070 |
+
healEl.style.fontWeight = 'bold';
|
| 1071 |
+
healEl.style.color = '#2ecc71';
|
| 1072 |
+
healEl.style.textShadow = '0 0 3px white';
|
| 1073 |
+
healEl.style.zIndex = '1000';
|
| 1074 |
+
healEl.style.transition = 'transform 1.5s, opacity 1.5s';
|
| 1075 |
+
healEl.style.opacity = '1';
|
| 1076 |
+
healEl.textContent = `+${healAmount}`;
|
| 1077 |
+
|
| 1078 |
+
document.querySelector('#map').appendChild(healEl);
|
| 1079 |
+
|
| 1080 |
+
setTimeout(() => {
|
| 1081 |
+
healEl.style.transform = 'translateY(-20px)';
|
| 1082 |
+
healEl.style.opacity = '0';
|
| 1083 |
+
}, 100);
|
| 1084 |
+
|
| 1085 |
+
setTimeout(() => {
|
| 1086 |
+
if (healEl.parentNode) {
|
| 1087 |
+
healEl.parentNode.removeChild(healEl);
|
| 1088 |
+
}
|
| 1089 |
+
}, 1600);
|
| 1090 |
+
}
|
| 1091 |
+
}
|
| 1092 |
+
});
|
| 1093 |
+
|
| 1094 |
+
// Remove supply after animation
|
| 1095 |
+
setTimeout(() => {
|
| 1096 |
+
if (supplyEl.parentNode) {
|
| 1097 |
+
supplyEl.parentNode.removeChild(supplyEl);
|
| 1098 |
+
}
|
| 1099 |
+
}, 2000);
|
| 1100 |
+
|
| 1101 |
+
return true;
|
| 1102 |
+
}
|
| 1103 |
+
|
| 1104 |
+
return false;
|
| 1105 |
+
}
|
| 1106 |
+
}
|
| 1107 |
+
];
|
| 1108 |
+
|
| 1109 |
+
// Randomly select an event based on probability
|
| 1110 |
+
const randomValue = Math.random();
|
| 1111 |
+
let cumulativeProbability = 0;
|
| 1112 |
+
|
| 1113 |
+
for (const event of events) {
|
| 1114 |
+
cumulativeProbability += event.probability;
|
| 1115 |
+
if (randomValue < cumulativeProbability) {
|
| 1116 |
+
// Execute the selected event and check if it was successful
|
| 1117 |
+
if (event.handler()) {
|
| 1118 |
+
return event.name;
|
| 1119 |
+
}
|
| 1120 |
+
}
|
| 1121 |
+
}
|
| 1122 |
+
|
| 1123 |
+
// If no event was triggered or all failed, default to a supply drop for a random faction
|
| 1124 |
+
const faction = Math.random() < 0.5 ? 'blue' : 'red';
|
| 1125 |
+
for (let i = 0; i < 2; i++) {
|
| 1126 |
+
spawnNewUnit(faction);
|
| 1127 |
+
}
|
| 1128 |
+
|
| 1129 |
+
displayEventNotification(
|
| 1130 |
+
'Tactical Reinforcements',
|
| 1131 |
+
`${faction.charAt(0).toUpperCase() + faction.slice(1)} forces receiving light support`
|
| 1132 |
+
);
|
| 1133 |
+
|
| 1134 |
+
return 'Tactical Reinforcements';
|
| 1135 |
+
}
|
| 1136 |
+
|
| 1137 |
+
// Function to update unit type counts display
|
| 1138 |
+
function updateUnitTypeCounts() {
|
| 1139 |
+
// Container for unit type statistics
|
| 1140 |
+
let unitCountsContainer = document.getElementById('unit-counts-container');
|
| 1141 |
+
|
| 1142 |
+
if (!unitCountsContainer) {
|
| 1143 |
+
// Create container if it doesn't exist
|
| 1144 |
+
const statsContainer = document.querySelector('.statistics-container');
|
| 1145 |
+
if (statsContainer) {
|
| 1146 |
+
unitCountsContainer = document.createElement('div');
|
| 1147 |
+
unitCountsContainer.id = 'unit-counts-container';
|
| 1148 |
+
unitCountsContainer.style.marginTop = '15px';
|
| 1149 |
+
unitCountsContainer.style.padding = '10px';
|
| 1150 |
+
unitCountsContainer.style.borderTop = '1px solid #444';
|
| 1151 |
+
unitCountsContainer.style.display = 'flex';
|
| 1152 |
+
unitCountsContainer.style.flexWrap = 'wrap';
|
| 1153 |
+
unitCountsContainer.style.justifyContent = 'space-between';
|
| 1154 |
+
|
| 1155 |
+
const title = document.createElement('div');
|
| 1156 |
+
title.style.width = '100%';
|
| 1157 |
+
title.style.fontWeight = 'bold';
|
| 1158 |
+
title.style.marginBottom = '5px';
|
| 1159 |
+
title.textContent = 'Active Unit Types:';
|
| 1160 |
+
unitCountsContainer.appendChild(title);
|
| 1161 |
+
|
| 1162 |
+
statsContainer.appendChild(unitCountsContainer);
|
| 1163 |
+
}
|
| 1164 |
+
}
|
| 1165 |
+
|
| 1166 |
+
if (unitCountsContainer) {
|
| 1167 |
+
// Clear previous counts (except the title)
|
| 1168 |
+
while (unitCountsContainer.childNodes.length > 1) {
|
| 1169 |
+
unitCountsContainer.removeChild(unitCountsContainer.lastChild);
|
| 1170 |
+
}
|
| 1171 |
+
|
| 1172 |
+
// Get counts by unit type for each faction
|
| 1173 |
+
const blueUnitCounts = {};
|
| 1174 |
+
const redUnitCounts = {};
|
| 1175 |
+
|
| 1176 |
+
units.forEach(unit => {
|
| 1177 |
+
if (unit.health <= 0) return; // Skip dead units
|
| 1178 |
+
|
| 1179 |
+
if (unit.faction === 'blue') {
|
| 1180 |
+
blueUnitCounts[unit.type] = (blueUnitCounts[unit.type] || 0) + 1;
|
| 1181 |
+
} else {
|
| 1182 |
+
redUnitCounts[unit.type] = (redUnitCounts[unit.type] || 0) + 1;
|
| 1183 |
+
}
|
| 1184 |
+
});
|
| 1185 |
+
|
| 1186 |
+
// Get all unit types currently in use
|
| 1187 |
+
const activeTypes = Object.keys({...blueUnitCounts, ...redUnitCounts})
|
| 1188 |
+
.filter(type => unitTypes[type].unlockDay <= dayCounter)
|
| 1189 |
+
.sort();
|
| 1190 |
+
|
| 1191 |
+
// Create unit type count display
|
| 1192 |
+
activeTypes.forEach(type => {
|
| 1193 |
+
const blueCount = blueUnitCounts[type] || 0;
|
| 1194 |
+
const redCount = redUnitCounts[type] || 0;
|
| 1195 |
+
|
| 1196 |
+
const unitTypeEl = document.createElement('div');
|
| 1197 |
+
unitTypeEl.style.display = 'flex';
|
| 1198 |
+
unitTypeEl.style.alignItems = 'center';
|
| 1199 |
+
unitTypeEl.style.margin = '3px 0';
|
| 1200 |
+
unitTypeEl.style.width = '48%';
|
| 1201 |
+
|
| 1202 |
+
unitTypeEl.innerHTML = `
|
| 1203 |
+
<span style="font-size: 16px; margin-right: 5px;">${unitTypes[type].icon}</span>
|
| 1204 |
+
<span style="flex-grow: 1;">${getUnitName(type)}</span>
|
| 1205 |
+
<span style="color: #3498db; margin-right: 5px;">${blueCount}</span>
|
| 1206 |
+
<span style="color: #e74c3c;">${redCount}</span>
|
| 1207 |
+
`;
|
| 1208 |
+
|
| 1209 |
+
unitCountsContainer.appendChild(unitTypeEl);
|
| 1210 |
+
});
|
| 1211 |
+
}
|
| 1212 |
+
}
|
| 1213 |
+
|
| 1214 |
+
function updateBattleStatistics() {
|
| 1215 |
+
// Update UI statistics
|
| 1216 |
+
document.getElementById('blue-active').textContent = statistics.blueActive;
|
| 1217 |
+
document.getElementById('red-active').textContent = statistics.redActive;
|
| 1218 |
+
document.getElementById('blue-casualties').textContent = statistics.blueCasualties;
|
| 1219 |
+
document.getElementById('red-casualties').textContent = statistics.redCasualties;
|
| 1220 |
+
document.getElementById('blue-reinforcements').textContent = statistics.blueReinforcements;
|
| 1221 |
+
document.getElementById('red-reinforcements').textContent = statistics.redReinforcements;
|
| 1222 |
+
document.getElementById('active-battles').textContent = statistics.activeBattles;
|
| 1223 |
+
|
| 1224 |
+
// Update territory control visualization
|
| 1225 |
+
document.getElementById('blue-control').style.width = `${statistics.blueControl}%`;
|
| 1226 |
+
document.getElementById('red-control').style.width = `${statistics.redControl}%`;
|
| 1227 |
+
|
| 1228 |
+
// Update day counter or create it if it doesn't exist
|
| 1229 |
+
if (!document.getElementById('day-counter')) {
|
| 1230 |
+
const statsContainer = document.querySelector('.statistics-container');
|
| 1231 |
+
if (statsContainer) {
|
| 1232 |
+
const dayElement = document.createElement('div');
|
| 1233 |
+
dayElement.id = 'day-counter';
|
| 1234 |
+
dayElement.style.fontSize = '18px';
|
| 1235 |
+
dayElement.style.fontWeight = 'bold';
|
| 1236 |
+
dayElement.style.marginBottom = '10px';
|
| 1237 |
+
dayElement.style.textAlign = 'center';
|
| 1238 |
+
dayElement.style.color = '#FFD700'; // Gold color for day counter
|
| 1239 |
+
dayElement.textContent = `Day ${dayCounter}`;
|
| 1240 |
+
statsContainer.prepend(dayElement);
|
| 1241 |
+
|
| 1242 |
+
// Add hour indicator
|
| 1243 |
+
const hourElement = document.createElement('span');
|
| 1244 |
+
hourElement.id = 'hour-indicator';
|
| 1245 |
+
hourElement.style.fontSize = '14px';
|
| 1246 |
+
hourElement.style.marginLeft = '10px';
|
| 1247 |
+
hourElement.style.color = '#AAAAAA';
|
| 1248 |
+
hourElement.textContent = `(Hour ${hourCounter})`;
|
| 1249 |
+
dayElement.appendChild(hourElement);
|
| 1250 |
+
}
|
| 1251 |
+
} else {
|
| 1252 |
+
document.getElementById('day-counter').textContent = `Day ${dayCounter}`;
|
| 1253 |
+
|
| 1254 |
+
// Update hour indicator if it exists, or create it
|
| 1255 |
+
if (!document.getElementById('hour-indicator')) {
|
| 1256 |
+
const dayCounterElement = document.getElementById('day-counter');
|
| 1257 |
+
const hourElement = document.createElement('span');
|
| 1258 |
+
hourElement.id = 'hour-indicator';
|
| 1259 |
+
hourElement.style.fontSize = '14px';
|
| 1260 |
+
hourElement.style.marginLeft = '10px';
|
| 1261 |
+
hourElement.style.color = '#AAAAAA';
|
| 1262 |
+
hourElement.textContent = `(Hour ${hourCounter})`;
|
| 1263 |
+
dayCounterElement.appendChild(hourElement);
|
| 1264 |
+
} else {
|
| 1265 |
+
document.getElementById('hour-indicator').textContent = `(Hour ${hourCounter})`;
|
| 1266 |
+
}
|
| 1267 |
+
}
|
| 1268 |
+
|
| 1269 |
+
// Update unit type counts
|
| 1270 |
+
updateUnitTypeCounts();
|
| 1271 |
+
|
| 1272 |
+
// Randomize territory control slightly for visual effect
|
| 1273 |
+
let blueVariation = Math.random() * 5 - 2.5; // -2.5 to +2.5
|
| 1274 |
+
let newBlueControl = Math.min(Math.max(statistics.blueControl + blueVariation, 10), 90); // Keep between 10% and 90%
|
| 1275 |
+
|
| 1276 |
+
statistics.blueControl = newBlueControl;
|
| 1277 |
+
statistics.redControl = 100 - newBlueControl;
|
| 1278 |
+
}
|
| 1279 |
+
|
| 1280 |
+
function spawnReinforcements() {
|
| 1281 |
+
// Ensure minimum active forces for each side
|
| 1282 |
+
const minimumForceSize = 10 + Math.floor(dayCounter / 2); // Increases with time
|
| 1283 |
+
|
| 1284 |
+
// Calculate the total active units
|
| 1285 |
+
const totalActive = statistics.blueActive + statistics.redActive;
|
| 1286 |
+
const maxTotalUnits = 60 + (dayCounter * 5) + Math.floor(Math.random() * 20); // More variance in unit cap
|
| 1287 |
+
|
| 1288 |
+
// If we're under the maximum total, proceed with reinforcements
|
| 1289 |
+
if (totalActive < maxTotalUnits) {
|
| 1290 |
+
// Track reinforcements for notification
|
| 1291 |
+
let blueSpawned = 0;
|
| 1292 |
+
let redSpawned = 0;
|
| 1293 |
+
|
| 1294 |
+
// Always spawn at least one unit for each faction that's below minimum strength
|
| 1295 |
+
if (statistics.blueActive < minimumForceSize) {
|
| 1296 |
+
spawnNewUnit('blue');
|
| 1297 |
+
blueSpawned++;
|
| 1298 |
+
statistics.blueReinforcements++;
|
| 1299 |
+
}
|
| 1300 |
+
|
| 1301 |
+
if (statistics.redActive < minimumForceSize) {
|
| 1302 |
+
spawnNewUnit('red');
|
| 1303 |
+
redSpawned++;
|
| 1304 |
+
statistics.redReinforcements++;
|
| 1305 |
+
}
|
| 1306 |
+
|
| 1307 |
+
// Additional random reinforcements (favor the losing side)
|
| 1308 |
+
let spawnBlueSide = Math.random() < (statistics.redActive / (statistics.blueActive + statistics.redActive));
|
| 1309 |
+
let faction = spawnBlueSide ? 'blue' : 'red';
|
| 1310 |
+
|
| 1311 |
+
// Determine how many extra units to spawn (1-4, increasing with time)
|
| 1312 |
+
// Increased maximum from 3+1 to 5+1 for more variance
|
| 1313 |
+
const extraUnitCount = Math.floor(Math.random() * 5) + 1 + Math.floor(dayCounter / 10);
|
| 1314 |
+
|
| 1315 |
+
// Generate units for the chosen faction
|
| 1316 |
+
for (let i = 0; i < extraUnitCount; i++) {
|
| 1317 |
+
// 50% chance to switch to the other faction for balance
|
| 1318 |
+
if (i > 0 && Math.random() < 0.5) {
|
| 1319 |
+
faction = faction === 'blue' ? 'red' : 'blue';
|
| 1320 |
+
}
|
| 1321 |
+
|
| 1322 |
+
// 20% chance to use a specific unit type for variety
|
| 1323 |
+
if (Math.random() < 0.2) {
|
| 1324 |
+
// Get all available unit types
|
| 1325 |
+
const availableTypes = Object.entries(unitTypes)
|
| 1326 |
+
.filter(([type, props]) => props.unlockDay <= dayCounter)
|
| 1327 |
+
.map(([type]) => type);
|
| 1328 |
+
|
| 1329 |
+
// Pick a random type
|
| 1330 |
+
const randomType = availableTypes[Math.floor(Math.random() * availableTypes.length)];
|
| 1331 |
+
spawnNewUnit(faction, randomType);
|
| 1332 |
+
} else {
|
| 1333 |
+
spawnNewUnit(faction);
|
| 1334 |
+
}
|
| 1335 |
+
|
| 1336 |
+
// Count reinforcements
|
| 1337 |
+
if (faction === 'blue') {
|
| 1338 |
+
blueSpawned++;
|
| 1339 |
+
statistics.blueReinforcements++;
|
| 1340 |
+
} else {
|
| 1341 |
+
redSpawned++;
|
| 1342 |
+
statistics.redReinforcements++;
|
| 1343 |
+
}
|
| 1344 |
+
}
|
| 1345 |
+
|
| 1346 |
+
// Display notification if significant reinforcements arrive
|
| 1347 |
+
if (blueSpawned >= 3) {
|
| 1348 |
+
displayEventNotification(
|
| 1349 |
+
'Blue Reinforcements',
|
| 1350 |
+
`${blueSpawned} Blue units have arrived as reinforcements`
|
| 1351 |
+
);
|
| 1352 |
+
}
|
| 1353 |
+
|
| 1354 |
+
if (redSpawned >= 3) {
|
| 1355 |
+
displayEventNotification(
|
| 1356 |
+
'Red Reinforcements',
|
| 1357 |
+
`${redSpawned} Red units have arrived as reinforcements`
|
| 1358 |
+
);
|
| 1359 |
+
}
|
| 1360 |
+
}
|
| 1361 |
+
|
| 1362 |
+
// Randomly vary some statistics to make the display more dynamic even if not much is happening
|
| 1363 |
+
// This creates the impression of ongoing battle even if units are repositioning
|
| 1364 |
+
|
| 1365 |
+
// Randomize territory control slightly for visual effect
|
| 1366 |
+
const controlVariation = Math.random() * 4 - 2; // -2 to +2 percent
|
| 1367 |
+
statistics.blueControl = Math.min(Math.max(statistics.blueControl + controlVariation, 15), 85);
|
| 1368 |
+
statistics.redControl = 100 - statistics.blueControl;
|
| 1369 |
+
|
| 1370 |
+
// Vary active battles count slightly
|
| 1371 |
+
const battleDelta = Math.random() < 0.3 ? (Math.random() < 0.5 ? 1 : -1) : 0;
|
| 1372 |
+
statistics.activeBattles = Math.max(1, statistics.activeBattles + battleDelta);
|
| 1373 |
+
}
|
| 1374 |
+
|
| 1375 |
+
function spawnNewUnit(faction) {
|
| 1376 |
+
const type = getRandomUnitType();
|
| 1377 |
+
const unitId = statistics.nextUnitId++;
|
| 1378 |
+
|
| 1379 |
+
// Calculate spawn location - at the edges of the map with some randomness
|
| 1380 |
+
let lat, lng;
|
| 1381 |
+
|
| 1382 |
+
if (faction === 'blue') {
|
| 1383 |
+
// Blue forces spawn from the west
|
| 1384 |
+
lat = 40.7 + (Math.random() * 0.1 - 0.05);
|
| 1385 |
+
lng = -74.05 - (Math.random() * 0.02); // West of center
|
| 1386 |
+
statistics.blueActive++;
|
| 1387 |
+
statistics.blueReinforcements++;
|
| 1388 |
+
} else {
|
| 1389 |
+
// Red forces spawn from the east
|
| 1390 |
+
lat = 40.7 + (Math.random() * 0.1 - 0.05);
|
| 1391 |
+
lng = -73.95 + (Math.random() * 0.02); // East of center
|
| 1392 |
+
statistics.redActive++;
|
| 1393 |
+
statistics.redReinforcements++;
|
| 1394 |
+
}
|
| 1395 |
+
|
| 1396 |
+
// Create the new unit
|
| 1397 |
+
const newUnit = {
|
| 1398 |
+
id: `${faction}-${unitId}`,
|
| 1399 |
+
name: `${faction.charAt(0).toUpperCase() + faction.slice(1)} Force ${getUnitName(type)} ${unitId}`,
|
| 1400 |
+
type: type,
|
| 1401 |
+
faction: faction,
|
| 1402 |
+
strength: Math.floor(Math.random() * 50) + 50, // 50-99
|
| 1403 |
+
health: 100,
|
| 1404 |
+
status: 'Reinforcement',
|
| 1405 |
+
lat: lat,
|
| 1406 |
+
lng: lng,
|
| 1407 |
+
targetLat: null,
|
| 1408 |
+
targetLng: null,
|
| 1409 |
+
marker: null,
|
| 1410 |
+
icon: unitTypes[type].icon,
|
| 1411 |
+
speed: unitTypes[type].speed,
|
| 1412 |
+
attackPower: unitTypes[type].attackPower,
|
| 1413 |
+
range: unitTypes[type].range,
|
| 1414 |
+
inBattle: false,
|
| 1415 |
+
movingToTarget: false,
|
| 1416 |
+
kills: 0,
|
| 1417 |
+
lastMoveTimestamp: Date.now()
|
| 1418 |
+
};
|
| 1419 |
+
|
| 1420 |
+
units.push(newUnit);
|
| 1421 |
+
|
| 1422 |
+
// Create marker for the new unit
|
| 1423 |
+
const markerSize = newUnit.strength / 15 + 20;
|
| 1424 |
+
|
| 1425 |
+
const markerHtml = `
|
| 1426 |
+
<div class="unit-marker ${newUnit.faction}-unit" style="width: ${markerSize}px; height: ${markerSize}px; line-height: ${markerSize}px; font-size: ${markerSize/2}px;">
|
| 1427 |
+
${newUnit.icon}
|
| 1428 |
+
</div>
|
| 1429 |
+
`;
|
| 1430 |
+
|
| 1431 |
+
const customIcon = L.divIcon({
|
| 1432 |
+
html: markerHtml,
|
| 1433 |
+
className: '',
|
| 1434 |
+
iconSize: [markerSize, markerSize],
|
| 1435 |
+
iconAnchor: [markerSize/2, markerSize/2]
|
| 1436 |
+
});
|
| 1437 |
+
|
| 1438 |
+
newUnit.marker = L.marker([newUnit.lat, newUnit.lng], { icon: customIcon })
|
| 1439 |
+
.addTo(map)
|
| 1440 |
+
.on('click', function() {
|
| 1441 |
+
selectUnit(newUnit);
|
| 1442 |
+
});
|
| 1443 |
+
|
| 1444 |
+
// Immediately assign target to move toward
|
| 1445 |
+
assignTargetToUnit(newUnit);
|
| 1446 |
+
}
|
| 1447 |
+
|
| 1448 |
+
function assignTargetToUnit(unit) {
|
| 1449 |
+
// Find a strategic position to move to
|
| 1450 |
+
const enemyFaction = unit.faction === 'blue' ? 'red' : 'blue';
|
| 1451 |
+
const enemies = units.filter(u => u.faction === enemyFaction && u.health > 0);
|
| 1452 |
+
|
| 1453 |
+
if (enemies.length > 0) {
|
| 1454 |
+
// Choose random enemy as target
|
| 1455 |
+
const target = enemies[Math.floor(Math.random() * enemies.length)];
|
| 1456 |
+
unit.targetLat = target.lat;
|
| 1457 |
+
unit.targetLng = target.lng;
|
| 1458 |
+
unit.movingToTarget = true;
|
| 1459 |
+
unit.status = 'Advancing';
|
| 1460 |
+
} else {
|
| 1461 |
+
// Move toward center of map if no enemies
|
| 1462 |
+
unit.targetLat = 40.7;
|
| 1463 |
+
unit.targetLng = -74.0;
|
| 1464 |
+
unit.movingToTarget = true;
|
| 1465 |
+
unit.status = 'Advancing';
|
| 1466 |
+
}
|
| 1467 |
+
}
|
| 1468 |
+
|
| 1469 |
function updateTime() {
|
| 1470 |
hourCounter++;
|
| 1471 |
if (hourCounter >= 24) {
|
| 1472 |
hourCounter = 0;
|
| 1473 |
dayCounter++;
|
| 1474 |
+
|
| 1475 |
+
// Check for newly unlocked units on day change
|
| 1476 |
+
const newlyUnlockedTypes = Object.entries(unitTypes)
|
| 1477 |
+
.filter(([type, props]) => props.unlockDay === dayCounter)
|
| 1478 |
+
.map(([type]) => type);
|
| 1479 |
+
|
| 1480 |
+
if (newlyUnlockedTypes.length > 0) {
|
| 1481 |
+
displayTechUnlockNotification(newlyUnlockedTypes);
|
| 1482 |
+
}
|
| 1483 |
+
|
| 1484 |
+
// Add additional random reinforcements on new day
|
| 1485 |
+
const blueSurvivors = units.filter(u => u.faction === 'blue' && u.health > 0).length;
|
| 1486 |
+
const redSurvivors = units.filter(u => u.faction === 'red' && u.health > 0).length;
|
| 1487 |
+
|
| 1488 |
+
// Add 1-3 reinforcements for each faction at day change
|
| 1489 |
+
const blueReinforcements = 1 + Math.floor(Math.random() * 3);
|
| 1490 |
+
const redReinforcements = 1 + Math.floor(Math.random() * 3);
|
| 1491 |
+
|
| 1492 |
+
for (let i = 0; i < blueReinforcements; i++) {
|
| 1493 |
+
spawnNewUnit('blue');
|
| 1494 |
+
}
|
| 1495 |
+
|
| 1496 |
+
for (let i = 0; i < redReinforcements; i++) {
|
| 1497 |
+
spawnNewUnit('red');
|
| 1498 |
+
}
|
| 1499 |
+
|
| 1500 |
+
// Display day change notification
|
| 1501 |
+
displayEventNotification(
|
| 1502 |
+
`Day ${dayCounter} Begins`,
|
| 1503 |
+
'Forces are repositioning and receiving reinforcements'
|
| 1504 |
+
);
|
| 1505 |
}
|
| 1506 |
|
| 1507 |
// Format hours with leading zero
|
| 1508 |
const formattedHours = hourCounter.toString().padStart(2, '0');
|
| 1509 |
+
|
| 1510 |
+
// Make sure day-counter element exists before updating
|
| 1511 |
+
const dayCounter_el = document.getElementById('day-counter');
|
| 1512 |
+
if (dayCounter_el) {
|
| 1513 |
+
dayCounter_el.textContent = `Day ${dayCounter} - ${formattedHours}:00 hours`;
|
| 1514 |
+
}
|
| 1515 |
+
}
|
| 1516 |
+
|
| 1517 |
+
// Display tech unlock notification
|
| 1518 |
+
function displayTechUnlockNotification(unlockTypes) {
|
| 1519 |
+
// Create notification element
|
| 1520 |
+
const notification = document.createElement('div');
|
| 1521 |
+
notification.className = 'tech-unlock-notification';
|
| 1522 |
+
notification.style.position = 'absolute';
|
| 1523 |
+
notification.style.top = '50%';
|
| 1524 |
+
notification.style.left = '50%';
|
| 1525 |
+
notification.style.transform = 'translate(-50%, -50%)';
|
| 1526 |
+
notification.style.backgroundColor = 'rgba(0, 0, 0, 0.85)';
|
| 1527 |
+
notification.style.color = 'white';
|
| 1528 |
+
notification.style.padding = '20px';
|
| 1529 |
+
notification.style.borderRadius = '10px';
|
| 1530 |
+
notification.style.zIndex = '2000';
|
| 1531 |
+
notification.style.minWidth = '300px';
|
| 1532 |
+
notification.style.textAlign = 'center';
|
| 1533 |
+
notification.style.boxShadow = '0 0 30px gold';
|
| 1534 |
+
notification.style.border = '2px solid gold';
|
| 1535 |
+
|
| 1536 |
+
// Create content
|
| 1537 |
+
let innerHTML = `
|
| 1538 |
+
<h2 style="margin: 0 0 15px 0; color: gold;">New Technology Unlocked!</h2>
|
| 1539 |
+
<div style="display: flex; flex-direction: column; gap: 10px;">
|
| 1540 |
+
`;
|
| 1541 |
+
|
| 1542 |
+
unlockTypes.forEach(type => {
|
| 1543 |
+
innerHTML += `
|
| 1544 |
+
<div style="display: flex; align-items: center; justify-content: center; gap: 10px;">
|
| 1545 |
+
<span style="font-size: 24px;">${unitTypes[type].icon}</span>
|
| 1546 |
+
<span style="font-size: 18px;">${getUnitName(type)}</span>
|
| 1547 |
+
</div>
|
| 1548 |
+
`;
|
| 1549 |
+
});
|
| 1550 |
+
|
| 1551 |
+
innerHTML += '</div>';
|
| 1552 |
+
notification.innerHTML = innerHTML;
|
| 1553 |
+
|
| 1554 |
+
document.body.appendChild(notification);
|
| 1555 |
+
|
| 1556 |
+
// Add animation CSS if not already defined
|
| 1557 |
+
if (!document.getElementById('notification-animations')) {
|
| 1558 |
+
const styleEl = document.createElement('style');
|
| 1559 |
+
styleEl.id = 'notification-animations';
|
| 1560 |
+
styleEl.textContent = `
|
| 1561 |
+
@keyframes fadeIn {
|
| 1562 |
+
from { opacity: 0; transform: translate(-50%, -60%); }
|
| 1563 |
+
to { opacity: 1; transform: translate(-50%, -50%); }
|
| 1564 |
+
}
|
| 1565 |
+
|
| 1566 |
+
@keyframes fadeOut {
|
| 1567 |
+
from { opacity: 1; transform: translate(-50%, -50%); }
|
| 1568 |
+
to { opacity: 0; transform: translate(-50%, -40%); }
|
| 1569 |
+
}
|
| 1570 |
+
|
| 1571 |
+
.tech-unlock-notification {
|
| 1572 |
+
animation: fadeIn 0.8s forwards;
|
| 1573 |
+
}
|
| 1574 |
+
|
| 1575 |
+
.tech-unlock-notification.fadeout {
|
| 1576 |
+
animation: fadeOut 0.8s forwards;
|
| 1577 |
+
}
|
| 1578 |
+
`;
|
| 1579 |
+
document.head.appendChild(styleEl);
|
| 1580 |
+
}
|
| 1581 |
+
|
| 1582 |
+
// Remove after delay
|
| 1583 |
+
setTimeout(() => {
|
| 1584 |
+
notification.classList.add('fadeout');
|
| 1585 |
+
|
| 1586 |
+
setTimeout(() => {
|
| 1587 |
+
if (notification.parentNode) {
|
| 1588 |
+
notification.parentNode.removeChild(notification);
|
| 1589 |
+
}
|
| 1590 |
+
}, 800);
|
| 1591 |
+
}, 5000);
|
| 1592 |
}
|
| 1593 |
|
| 1594 |
function togglePause() {
|
|
|
|
| 1597 |
pauseButton.textContent = isPaused ? 'Resume' : 'Pause';
|
| 1598 |
}
|
| 1599 |
|
| 1600 |
+
function assignRandomTargets(chance = 0.3) {
|
| 1601 |
const activeFactions = ['blue', 'red'];
|
| 1602 |
|
| 1603 |
// Randomly select units to assign new targets
|
| 1604 |
units.forEach(unit => {
|
| 1605 |
+
// Only assign new targets to units that aren't in battle and at random (default 30% chance)
|
| 1606 |
+
if (!unit.inBattle && Math.random() < chance) {
|
| 1607 |
// Find potential enemy targets
|
| 1608 |
const enemyFaction = unit.faction === 'blue' ? 'red' : 'blue';
|
| 1609 |
const enemies = units.filter(u => u.faction === enemyFaction && u.health > 0);
|
| 1610 |
|
| 1611 |
if (enemies.length > 0) {
|
| 1612 |
+
// Choose random enemy as target - prefer weaker enemies occasionally
|
| 1613 |
+
let target;
|
| 1614 |
+
if (Math.random() < 0.2) {
|
| 1615 |
+
// Sort by health ascending and pick from the weakest third
|
| 1616 |
+
const sortedEnemies = [...enemies].sort((a, b) => a.health - b.health);
|
| 1617 |
+
const weakEnemyIndex = Math.floor(Math.random() * Math.ceil(sortedEnemies.length / 3));
|
| 1618 |
+
target = sortedEnemies[weakEnemyIndex];
|
| 1619 |
+
} else {
|
| 1620 |
+
// Random target
|
| 1621 |
+
target = enemies[Math.floor(Math.random() * enemies.length)];
|
| 1622 |
+
}
|
| 1623 |
+
|
| 1624 |
unit.targetLat = target.lat;
|
| 1625 |
unit.targetLng = target.lng;
|
| 1626 |
unit.movingToTarget = true;
|
| 1627 |
+
|
| 1628 |
+
// Occasionally give units different movement statuses for variety
|
| 1629 |
+
const statuses = ['Advancing', 'Flanking', 'Pursuing', 'Engaging'];
|
| 1630 |
+
unit.status = statuses[Math.floor(Math.random() * statuses.length)];
|
| 1631 |
}
|
| 1632 |
}
|
| 1633 |
});
|
| 1634 |
+
|
| 1635 |
+
// Occasionally upgrade some units
|
| 1636 |
+
if (Math.random() < 0.1) {
|
| 1637 |
+
upgradeRandomUnit();
|
| 1638 |
+
}
|
| 1639 |
+
}
|
| 1640 |
+
|
| 1641 |
+
function upgradeRandomUnit() {
|
| 1642 |
+
// Find a unit that's active and has been in battles
|
| 1643 |
+
const eligibleUnits = units.filter(u => u.health > 50 && u.kills > 0);
|
| 1644 |
+
|
| 1645 |
+
if (eligibleUnits.length > 0) {
|
| 1646 |
+
const unit = eligibleUnits[Math.floor(Math.random() * eligibleUnits.length)];
|
| 1647 |
+
|
| 1648 |
+
// Boost its stats
|
| 1649 |
+
unit.attackPower = Math.min(100, unit.attackPower + 5);
|
| 1650 |
+
unit.range = Math.min(0.05, unit.range + 0.002);
|
| 1651 |
+
unit.speed = Math.min(0.005, unit.speed * 1.1);
|
| 1652 |
+
|
| 1653 |
+
// Visual upgrade - make it slightly larger and add a star if it's reached elite status
|
| 1654 |
+
if (unit.marker) {
|
| 1655 |
+
const markerSize = unit.strength / 15 + 20 + (unit.kills * 0.5);
|
| 1656 |
+
|
| 1657 |
+
// Add a visual indicator for veteran/elite units
|
| 1658 |
+
let eliteIndicator = '';
|
| 1659 |
+
if (unit.kills >= 10) {
|
| 1660 |
+
eliteIndicator = '⭐';
|
| 1661 |
+
} else if (unit.kills >= 5) {
|
| 1662 |
+
eliteIndicator = '★';
|
| 1663 |
+
}
|
| 1664 |
+
|
| 1665 |
+
const markerHtml = `
|
| 1666 |
+
<div class="unit-marker ${unit.faction}-unit" style="width: ${markerSize}px; height: ${markerSize}px; line-height: ${markerSize}px; font-size: ${markerSize/2}px;">
|
| 1667 |
+
${unit.icon}${eliteIndicator}
|
| 1668 |
+
</div>
|
| 1669 |
+
`;
|
| 1670 |
+
|
| 1671 |
+
const customIcon = L.divIcon({
|
| 1672 |
+
html: markerHtml,
|
| 1673 |
+
className: '',
|
| 1674 |
+
iconSize: [markerSize, markerSize],
|
| 1675 |
+
iconAnchor: [markerSize/2, markerSize/2]
|
| 1676 |
+
});
|
| 1677 |
+
|
| 1678 |
+
unit.marker.setIcon(customIcon);
|
| 1679 |
+
}
|
| 1680 |
+
}
|
| 1681 |
}
|
| 1682 |
|
| 1683 |
function moveUnits() {
|
|
|
|
| 1722 |
}
|
| 1723 |
|
| 1724 |
function checkForBattles() {
|
| 1725 |
+
// Clear any existing battle animations that are outdated
|
| 1726 |
+
document.querySelectorAll('.battle-indicator').forEach(el => {
|
| 1727 |
+
// Only remove indicators that have been around for more than 3 seconds
|
| 1728 |
+
if (el.dataset.timestamp && (Date.now() - parseInt(el.dataset.timestamp)) > 3000) {
|
| 1729 |
+
el.remove();
|
| 1730 |
+
}
|
| 1731 |
+
});
|
| 1732 |
+
|
| 1733 |
+
// Reset active battles counter
|
| 1734 |
+
statistics.activeBattles = 0;
|
| 1735 |
+
|
| 1736 |
+
// Create a set to track unique battle pairs
|
| 1737 |
+
const battlePairs = new Set();
|
| 1738 |
|
| 1739 |
// Check each unit against potential enemies
|
| 1740 |
units.forEach(unit => {
|
|
|
|
| 1744 |
const enemies = units.filter(u => u.faction === enemyFaction && u.health > 0);
|
| 1745 |
|
| 1746 |
// Reset battle state
|
| 1747 |
+
const wasInBattle = unit.inBattle;
|
| 1748 |
unit.inBattle = false;
|
| 1749 |
|
| 1750 |
enemies.forEach(enemy => {
|
|
|
|
| 1759 |
unit.inBattle = true;
|
| 1760 |
enemy.inBattle = true;
|
| 1761 |
|
| 1762 |
+
// Create a unique identifier for this battle pair
|
| 1763 |
+
const battleId = [unit.id, enemy.id].sort().join('-');
|
| 1764 |
+
|
| 1765 |
+
// Only count unique battles
|
| 1766 |
+
if (!battlePairs.has(battleId)) {
|
| 1767 |
+
battlePairs.add(battleId);
|
| 1768 |
+
statistics.activeBattles++;
|
| 1769 |
+
|
| 1770 |
+
// Create battle animation at midpoint with slight randomness
|
| 1771 |
+
const battleLat = (unit.lat + enemy.lat) / 2 + (Math.random() * 0.002 - 0.001);
|
| 1772 |
+
const battleLng = (unit.lng + enemy.lng) / 2 + (Math.random() * 0.002 - 0.001);
|
| 1773 |
+
|
| 1774 |
+
// More frequent battle animations for increased visual impact
|
| 1775 |
+
// but avoid too many by only creating on every other check or for elite units
|
| 1776 |
+
if (Math.random() < 0.7 || unit.kills >= 3 || enemy.kills >= 3) {
|
| 1777 |
+
createBattleAnimation(battleLat, battleLng);
|
| 1778 |
+
}
|
| 1779 |
+
}
|
| 1780 |
+
|
| 1781 |
+
// More varied battle statuses
|
| 1782 |
+
const battleStatuses = ['Engaged', 'In Combat', 'Fighting', 'Attacking', 'Defending'];
|
| 1783 |
+
unit.status = battleStatuses[Math.floor(Math.random() * battleStatuses.length)];
|
| 1784 |
+
enemy.status = battleStatuses[Math.floor(Math.random() * battleStatuses.length)];
|
| 1785 |
+
|
| 1786 |
+
// More dynamic damage calculation
|
| 1787 |
+
// Base damage
|
| 1788 |
+
let unitBaseDamage = unit.attackPower * 0.15 * (0.5 + Math.random());
|
| 1789 |
+
let enemyBaseDamage = enemy.attackPower * 0.15 * (0.5 + Math.random());
|
| 1790 |
|
| 1791 |
+
// Modify damage based on unit kills/experience (veteran bonus)
|
| 1792 |
+
unitBaseDamage *= (1 + (unit.kills * 0.05));
|
| 1793 |
+
enemyBaseDamage *= (1 + (enemy.kills * 0.05));
|
| 1794 |
|
| 1795 |
+
// Health-based modifications (wounded units deal less damage)
|
| 1796 |
+
unitBaseDamage *= (0.5 + (unit.health / 200));
|
| 1797 |
+
enemyBaseDamage *= (0.5 + (enemy.health / 200));
|
| 1798 |
|
| 1799 |
+
// Final randomization and rounding
|
| 1800 |
+
const unitDamage = Math.round(unitBaseDamage * (0.8 + Math.random() * 0.4));
|
| 1801 |
+
const enemyDamage = Math.round(enemyBaseDamage * (0.8 + Math.random() * 0.4));
|
| 1802 |
|
| 1803 |
// Apply damage
|
| 1804 |
enemy.health = Math.max(0, enemy.health - unitDamage);
|
| 1805 |
unit.health = Math.max(0, unit.health - enemyDamage);
|
| 1806 |
|
| 1807 |
+
// Update marker appearance based on health
|
| 1808 |
+
updateUnitMarkerAppearance(unit);
|
| 1809 |
+
updateUnitMarkerAppearance(enemy);
|
| 1810 |
+
|
| 1811 |
+
// Critical hits for more drama (rare but powerful)
|
| 1812 |
+
if (Math.random() < 0.05) {
|
| 1813 |
+
const criticalTarget = Math.random() < 0.5 ? unit : enemy;
|
| 1814 |
+
const criticalDamage = Math.round(criticalTarget.health * 0.3);
|
| 1815 |
+
criticalTarget.health = Math.max(0, criticalTarget.health - criticalDamage);
|
| 1816 |
+
|
| 1817 |
+
// Visual indication of critical hit
|
| 1818 |
+
if (criticalTarget.marker) {
|
| 1819 |
+
const point = map.latLngToLayerPoint([criticalTarget.lat, criticalTarget.lng]);
|
| 1820 |
+
|
| 1821 |
+
const criticalEl = document.createElement('div');
|
| 1822 |
+
criticalEl.style.position = 'absolute';
|
| 1823 |
+
criticalEl.style.left = point.x + 'px';
|
| 1824 |
+
criticalEl.style.top = point.y + 'px';
|
| 1825 |
+
criticalEl.style.fontSize = '16px';
|
| 1826 |
+
criticalEl.style.fontWeight = 'bold';
|
| 1827 |
+
criticalEl.style.color = '#ff0000';
|
| 1828 |
+
criticalEl.style.textShadow = '0 0 3px #ffffff';
|
| 1829 |
+
criticalEl.style.zIndex = '1000';
|
| 1830 |
+
criticalEl.style.transition = 'transform 1s, opacity 1s';
|
| 1831 |
+
criticalEl.style.opacity = '1';
|
| 1832 |
+
criticalEl.textContent = "CRITICAL!";
|
| 1833 |
+
|
| 1834 |
+
document.querySelector('#map').appendChild(criticalEl);
|
| 1835 |
+
|
| 1836 |
+
setTimeout(() => {
|
| 1837 |
+
criticalEl.style.transform = 'translateY(-20px) scale(1.5)';
|
| 1838 |
+
criticalEl.style.opacity = '0';
|
| 1839 |
+
}, 100);
|
| 1840 |
+
|
| 1841 |
+
setTimeout(() => {
|
| 1842 |
+
if (criticalEl.parentNode) {
|
| 1843 |
+
criticalEl.parentNode.removeChild(criticalEl);
|
| 1844 |
+
}
|
| 1845 |
+
}, 1100);
|
| 1846 |
+
}
|
| 1847 |
+
}
|
| 1848 |
+
|
| 1849 |
// Check if unit defeated enemy
|
| 1850 |
if (enemy.health <= 0 && unitDamage > 0) {
|
| 1851 |
unit.kills++;
|
| 1852 |
checkUnitDeath(enemy);
|
| 1853 |
+
// Victory effect
|
| 1854 |
+
if (unit.marker) {
|
| 1855 |
+
const point = map.latLngToLayerPoint([unit.lat, unit.lng]);
|
| 1856 |
+
showVictoryEffect(point.x, point.y, unit.faction);
|
| 1857 |
+
}
|
| 1858 |
}
|
| 1859 |
|
| 1860 |
// Check if enemy defeated unit
|
| 1861 |
if (unit.health <= 0 && enemyDamage > 0) {
|
| 1862 |
enemy.kills++;
|
| 1863 |
checkUnitDeath(unit);
|
| 1864 |
+
// Victory effect
|
| 1865 |
+
if (enemy.marker) {
|
| 1866 |
+
const point = map.latLngToLayerPoint([enemy.lat, enemy.lng]);
|
| 1867 |
+
showVictoryEffect(point.x, point.y, enemy.faction);
|
| 1868 |
+
}
|
| 1869 |
return; // Stop checking more enemies if this unit is dead
|
| 1870 |
}
|
| 1871 |
}
|
| 1872 |
});
|
| 1873 |
+
|
| 1874 |
+
// If unit was in battle but no longer is, potentially assign new target
|
| 1875 |
+
if (wasInBattle && !unit.inBattle) {
|
| 1876 |
+
// Higher chance to pursue new targets for experienced units
|
| 1877 |
+
const reassignChance = 0.3 + (unit.kills * 0.05);
|
| 1878 |
+
if (Math.random() < reassignChance) {
|
| 1879 |
+
assignTargetToUnit(unit);
|
| 1880 |
+
}
|
| 1881 |
+
}
|
| 1882 |
+
});
|
| 1883 |
+
}
|
| 1884 |
+
|
| 1885 |
+
function showVictoryEffect(x, y, faction) {
|
| 1886 |
+
const victoryEl = document.createElement('div');
|
| 1887 |
+
victoryEl.style.position = 'absolute';
|
| 1888 |
+
victoryEl.style.left = x + 'px';
|
| 1889 |
+
victoryEl.style.top = y + 'px';
|
| 1890 |
+
victoryEl.style.fontSize = '14px';
|
| 1891 |
+
victoryEl.style.fontWeight = 'bold';
|
| 1892 |
+
victoryEl.style.color = faction === 'blue' ? '#3498db' : '#e74c3c';
|
| 1893 |
+
victoryEl.style.textShadow = '0 0 3px white';
|
| 1894 |
+
victoryEl.style.zIndex = '1000';
|
| 1895 |
+
victoryEl.style.transition = 'transform 1.5s, opacity 1.5s';
|
| 1896 |
+
victoryEl.style.opacity = '1';
|
| 1897 |
+
victoryEl.textContent = "Victory!";
|
| 1898 |
+
|
| 1899 |
+
document.querySelector('#map').appendChild(victoryEl);
|
| 1900 |
+
|
| 1901 |
+
setTimeout(() => {
|
| 1902 |
+
victoryEl.style.transform = 'translateY(-25px) scale(1.2)';
|
| 1903 |
+
victoryEl.style.opacity = '0';
|
| 1904 |
+
}, 100);
|
| 1905 |
+
|
| 1906 |
+
setTimeout(() => {
|
| 1907 |
+
if (victoryEl.parentNode) {
|
| 1908 |
+
victoryEl.parentNode.removeChild(victoryEl);
|
| 1909 |
+
}
|
| 1910 |
+
}, 1600);
|
| 1911 |
+
}
|
| 1912 |
+
|
| 1913 |
+
function updateUnitMarkerAppearance(unit) {
|
| 1914 |
+
if (!unit.marker || unit.health <= 0) return;
|
| 1915 |
+
|
| 1916 |
+
const markerSize = unit.strength / 15 + 20 + (unit.kills * 0.5);
|
| 1917 |
+
|
| 1918 |
+
// Visual indicator for health status
|
| 1919 |
+
let healthIndicator = '';
|
| 1920 |
+
let glowColor = '';
|
| 1921 |
+
|
| 1922 |
+
if (unit.health < 30) {
|
| 1923 |
+
healthIndicator = '🩸'; // Injured
|
| 1924 |
+
glowColor = 'rgba(255, 0, 0, 0.5)';
|
| 1925 |
+
} else if (unit.inBattle) {
|
| 1926 |
+
healthIndicator = '⚔️'; // In battle
|
| 1927 |
+
glowColor = 'rgba(255, 165, 0, 0.5)';
|
| 1928 |
+
}
|
| 1929 |
+
|
| 1930 |
+
// Add a visual indicator for veteran/elite units
|
| 1931 |
+
let eliteIndicator = '';
|
| 1932 |
+
if (unit.kills >= 10) {
|
| 1933 |
+
eliteIndicator = '⭐';
|
| 1934 |
+
} else if (unit.kills >= 5) {
|
| 1935 |
+
eliteIndicator = '★';
|
| 1936 |
+
}
|
| 1937 |
+
|
| 1938 |
+
const markerHtml = `
|
| 1939 |
+
<div class="unit-marker ${unit.faction}-unit"
|
| 1940 |
+
style="width: ${markerSize}px; height: ${markerSize}px;
|
| 1941 |
+
line-height: ${markerSize}px;
|
| 1942 |
+
font-size: ${markerSize/2}px;
|
| 1943 |
+
box-shadow: 0 0 8px ${glowColor};">
|
| 1944 |
+
${unit.icon}${healthIndicator}${eliteIndicator}
|
| 1945 |
+
</div>
|
| 1946 |
+
`;
|
| 1947 |
+
|
| 1948 |
+
const customIcon = L.divIcon({
|
| 1949 |
+
html: markerHtml,
|
| 1950 |
+
className: '',
|
| 1951 |
+
iconSize: [markerSize, markerSize],
|
| 1952 |
+
iconAnchor: [markerSize/2, markerSize/2]
|
| 1953 |
});
|
| 1954 |
+
|
| 1955 |
+
unit.marker.setIcon(customIcon);
|
| 1956 |
}
|
| 1957 |
|
| 1958 |
function createBattleAnimation(lat, lng) {
|
| 1959 |
// Convert lat/lng to pixel coordinates
|
| 1960 |
const point = map.latLngToLayerPoint([lat, lng]);
|
| 1961 |
|
| 1962 |
+
// Create multiple battle indicators for more intense visuals
|
| 1963 |
+
const indicatorCount = 1 + Math.floor(Math.random() * 3); // 1-3 indicators per battle
|
| 1964 |
+
|
| 1965 |
+
for (let i = 0; i < indicatorCount; i++) {
|
| 1966 |
+
// Add slight position variance for multiple indicators
|
| 1967 |
+
const offsetX = Math.random() * 30 - 15;
|
| 1968 |
+
const offsetY = Math.random() * 30 - 15;
|
| 1969 |
+
|
| 1970 |
+
// Choose a random battle animation type to add variety
|
| 1971 |
+
const animationTypes = ['flash', 'expand', 'pulse', 'burst'];
|
| 1972 |
+
const battleType = animationTypes[Math.floor(Math.random() * animationTypes.length)];
|
| 1973 |
+
|
| 1974 |
+
// Randomly vary the size and color of battle indicators
|
| 1975 |
+
const size = 15 + Math.floor(Math.random() * 20); // 15-35px
|
| 1976 |
+
|
| 1977 |
+
// More varied colors including faction colors
|
| 1978 |
+
const baseColors = ['#ffcc00', '#ff9900', '#ff3300', '#cc0000', '#3498db', '#e74c3c'];
|
| 1979 |
+
const color = baseColors[Math.floor(Math.random() * baseColors.length)];
|
| 1980 |
+
|
| 1981 |
+
// Create battle indicator element with staggered timing
|
| 1982 |
+
setTimeout(() => {
|
| 1983 |
+
const battleEl = document.createElement('div');
|
| 1984 |
+
battleEl.className = `battle-indicator battle-${battleType}`;
|
| 1985 |
+
battleEl.style.left = (point.x + offsetX) + 'px';
|
| 1986 |
+
battleEl.style.top = (point.y + offsetY) + 'px';
|
| 1987 |
+
battleEl.style.width = size + 'px';
|
| 1988 |
+
battleEl.style.height = size + 'px';
|
| 1989 |
+
battleEl.style.backgroundColor = color;
|
| 1990 |
+
|
| 1991 |
+
// Add to map container
|
| 1992 |
+
document.querySelector('#map').appendChild(battleEl);
|
| 1993 |
+
|
| 1994 |
+
// Remove element after animation completes
|
| 1995 |
+
setTimeout(() => {
|
| 1996 |
+
if (battleEl.parentNode) {
|
| 1997 |
+
battleEl.parentNode.removeChild(battleEl);
|
| 1998 |
+
}
|
| 1999 |
+
}, 2000 + Math.random() * 1000);
|
| 2000 |
+
}, i * 150); // Staggered start times
|
| 2001 |
+
}
|
| 2002 |
|
| 2003 |
+
// Add combat symbols with more variety and quantity
|
| 2004 |
+
const symbolCount = Math.floor(Math.random() * 4) + 1; // 1-4 symbols
|
| 2005 |
|
| 2006 |
+
for (let i = 0; i < symbolCount; i++) {
|
| 2007 |
+
setTimeout(() => {
|
| 2008 |
+
// Expanded symbol set with more variety
|
| 2009 |
+
const symbols = ['💥', '🔥', '⚔️', '💣', '🧨', '💀', '⚡', '🛡️', '🏹', '🗡️', '🔫'];
|
| 2010 |
+
const symbol = symbols[Math.floor(Math.random() * symbols.length)];
|
| 2011 |
+
|
| 2012 |
+
const symbolEl = document.createElement('div');
|
| 2013 |
+
symbolEl.style.position = 'absolute';
|
| 2014 |
+
symbolEl.style.left = (point.x + Math.random() * 40 - 20) + 'px';
|
| 2015 |
+
symbolEl.style.top = (point.y + Math.random() * 40 - 20) + 'px';
|
| 2016 |
+
symbolEl.style.fontSize = (12 + Math.random() * 16) + 'px';
|
| 2017 |
+
symbolEl.style.zIndex = '1000';
|
| 2018 |
+
symbolEl.style.transition = 'transform 1.5s, opacity 1.5s';
|
| 2019 |
+
symbolEl.style.transform = 'translateY(0) rotate(0deg)';
|
| 2020 |
+
symbolEl.style.opacity = '1';
|
| 2021 |
+
symbolEl.textContent = symbol;
|
| 2022 |
+
|
| 2023 |
+
document.querySelector('#map').appendChild(symbolEl);
|
| 2024 |
+
|
| 2025 |
+
// Random movement direction
|
| 2026 |
+
const dirX = Math.random() * 30 - 15;
|
| 2027 |
+
const dirY = -10 - Math.random() * 20; // Always move up somewhat
|
| 2028 |
+
const rotation = Math.random() * 360;
|
| 2029 |
+
|
| 2030 |
+
setTimeout(() => {
|
| 2031 |
+
symbolEl.style.transform = `translate(${dirX}px, ${dirY}px) rotate(${rotation}deg)`;
|
| 2032 |
+
symbolEl.style.opacity = '0';
|
| 2033 |
+
}, 100);
|
| 2034 |
+
|
| 2035 |
+
setTimeout(() => {
|
| 2036 |
+
if (symbolEl.parentNode) {
|
| 2037 |
+
symbolEl.parentNode.removeChild(symbolEl);
|
| 2038 |
+
}
|
| 2039 |
+
}, 1600);
|
| 2040 |
+
}, i * 200); // Staggered symbols
|
| 2041 |
+
}
|
| 2042 |
+
|
| 2043 |
+
// Occasionally add damage numbers for more battle feedback
|
| 2044 |
+
if (Math.random() < 0.4) {
|
| 2045 |
+
setTimeout(() => {
|
| 2046 |
+
const damageEl = document.createElement('div');
|
| 2047 |
+
damageEl.style.position = 'absolute';
|
| 2048 |
+
damageEl.style.left = (point.x + Math.random() * 20 - 10) + 'px';
|
| 2049 |
+
damageEl.style.top = (point.y + Math.random() * 20 - 10) + 'px';
|
| 2050 |
+
damageEl.style.fontSize = '14px';
|
| 2051 |
+
damageEl.style.fontWeight = 'bold';
|
| 2052 |
+
damageEl.style.color = 'red';
|
| 2053 |
+
damageEl.style.textShadow = '0 0 3px white';
|
| 2054 |
+
damageEl.style.zIndex = '1000';
|
| 2055 |
+
damageEl.style.transition = 'transform 1.5s, opacity 1.5s';
|
| 2056 |
+
damageEl.style.opacity = '1';
|
| 2057 |
+
|
| 2058 |
+
// Generate a random damage number
|
| 2059 |
+
const damage = Math.floor(Math.random() * 20) + 5;
|
| 2060 |
+
damageEl.textContent = `-${damage}`;
|
| 2061 |
+
|
| 2062 |
+
document.querySelector('#map').appendChild(damageEl);
|
| 2063 |
+
|
| 2064 |
+
setTimeout(() => {
|
| 2065 |
+
damageEl.style.transform = 'translateY(-20px)';
|
| 2066 |
+
damageEl.style.opacity = '0';
|
| 2067 |
+
}, 100);
|
| 2068 |
+
|
| 2069 |
+
setTimeout(() => {
|
| 2070 |
+
if (damageEl.parentNode) {
|
| 2071 |
+
damageEl.parentNode.removeChild(damageEl);
|
| 2072 |
+
}
|
| 2073 |
+
}, 1600);
|
| 2074 |
+
}, Math.random() * 500);
|
| 2075 |
+
}
|
| 2076 |
}
|
| 2077 |
|
| 2078 |
function checkUnitDeath(unit) {
|
|
|
|
| 2098 |
unit.marker.setIcon(destroyedIcon);
|
| 2099 |
}
|
| 2100 |
|
| 2101 |
+
// Update unit status
|
| 2102 |
unit.status = 'Destroyed';
|
| 2103 |
unit.movingToTarget = false;
|
| 2104 |
unit.inBattle = false;
|
| 2105 |
+
|
| 2106 |
+
// Update statistics
|
| 2107 |
+
if (unit.faction === 'blue') {
|
| 2108 |
+
statistics.blueActive--;
|
| 2109 |
+
statistics.blueCasualties++;
|
| 2110 |
+
|
| 2111 |
+
// Adjust territory control slightly toward red
|
| 2112 |
+
statistics.redControl = Math.min(statistics.redControl + 2, 90);
|
| 2113 |
+
statistics.blueControl = 100 - statistics.redControl;
|
| 2114 |
+
} else {
|
| 2115 |
+
statistics.redActive--;
|
| 2116 |
+
statistics.redCasualties++;
|
| 2117 |
+
|
| 2118 |
+
// Adjust territory control slightly toward blue
|
| 2119 |
+
statistics.blueControl = Math.min(statistics.blueControl + 2, 90);
|
| 2120 |
+
statistics.redControl = 100 - statistics.blueControl;
|
| 2121 |
+
}
|
| 2122 |
+
|
| 2123 |
+
// After a delay, remove the unit marker from the map
|
| 2124 |
+
setTimeout(() => {
|
| 2125 |
+
if (unit.marker) {
|
| 2126 |
+
// Fade out effect (optional)
|
| 2127 |
+
const icon = unit.marker.options.icon;
|
| 2128 |
+
const html = icon.options.html.replace('opacity: 0.5', 'opacity: 0.2');
|
| 2129 |
+
|
| 2130 |
+
const fadedIcon = L.divIcon({
|
| 2131 |
+
html: html,
|
| 2132 |
+
className: icon.options.className,
|
| 2133 |
+
iconSize: icon.options.iconSize,
|
| 2134 |
+
iconAnchor: icon.options.iconAnchor
|
| 2135 |
+
});
|
| 2136 |
+
|
| 2137 |
+
unit.marker.setIcon(fadedIcon);
|
| 2138 |
+
|
| 2139 |
+
// After another longer delay, units will disappear completely
|
| 2140 |
+
// This creates a nice visual effect of "cleaning up" the battlefield
|
| 2141 |
+
// Left commented out to keep destroyed units visible on the map
|
| 2142 |
+
/*
|
| 2143 |
+
setTimeout(() => {
|
| 2144 |
+
map.removeLayer(unit.marker);
|
| 2145 |
+
unit.marker = null;
|
| 2146 |
+
}, 30000);
|
| 2147 |
+
*/
|
| 2148 |
+
}
|
| 2149 |
+
}, 5000);
|
| 2150 |
}
|
| 2151 |
}
|
style.css
CHANGED
|
@@ -73,15 +73,66 @@ main {
|
|
| 73 |
border-radius: 5px;
|
| 74 |
box-shadow: 0 0 10px rgba(0, 0, 0, 0.1);
|
| 75 |
overflow-y: auto;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 76 |
}
|
| 77 |
|
| 78 |
-
.
|
| 79 |
margin-bottom: 1rem;
|
| 80 |
padding-bottom: 0.5rem;
|
| 81 |
border-bottom: 1px solid #ddd;
|
| 82 |
color: #2c3e50;
|
| 83 |
}
|
| 84 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 85 |
#unit-info {
|
| 86 |
line-height: 1.6;
|
| 87 |
}
|
|
@@ -196,19 +247,54 @@ footer {
|
|
| 196 |
z-index: 1000 !important;
|
| 197 |
}
|
| 198 |
|
| 199 |
-
/* Battle
|
| 200 |
@keyframes battle-pulse {
|
| 201 |
0% { transform: scale(1); opacity: 1; }
|
| 202 |
50% { transform: scale(1.5); opacity: 0.7; }
|
| 203 |
100% { transform: scale(2); opacity: 0; }
|
| 204 |
}
|
| 205 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 206 |
.battle-indicator {
|
| 207 |
position: absolute;
|
| 208 |
-
width: 20px;
|
| 209 |
-
height: 20px;
|
| 210 |
-
background-color: yellow;
|
| 211 |
border-radius: 50%;
|
| 212 |
pointer-events: none;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 213 |
animation: battle-pulse 1s infinite;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 214 |
}
|
|
|
|
| 73 |
border-radius: 5px;
|
| 74 |
box-shadow: 0 0 10px rgba(0, 0, 0, 0.1);
|
| 75 |
overflow-y: auto;
|
| 76 |
+
display: flex;
|
| 77 |
+
flex-direction: column;
|
| 78 |
+
gap: 1.5rem;
|
| 79 |
+
}
|
| 80 |
+
|
| 81 |
+
.panel-section {
|
| 82 |
+
flex: 1;
|
| 83 |
}
|
| 84 |
|
| 85 |
+
.panel-section h2 {
|
| 86 |
margin-bottom: 1rem;
|
| 87 |
padding-bottom: 0.5rem;
|
| 88 |
border-bottom: 1px solid #ddd;
|
| 89 |
color: #2c3e50;
|
| 90 |
}
|
| 91 |
|
| 92 |
+
/* Battle statistics styles */
|
| 93 |
+
#battle-stats {
|
| 94 |
+
display: flex;
|
| 95 |
+
flex-direction: column;
|
| 96 |
+
gap: 0.8rem;
|
| 97 |
+
}
|
| 98 |
+
|
| 99 |
+
.stat-row {
|
| 100 |
+
display: flex;
|
| 101 |
+
justify-content: space-between;
|
| 102 |
+
padding: 0.3rem 0;
|
| 103 |
+
}
|
| 104 |
+
|
| 105 |
+
.stat-label {
|
| 106 |
+
font-weight: bold;
|
| 107 |
+
color: #555;
|
| 108 |
+
}
|
| 109 |
+
|
| 110 |
+
.stat-value {
|
| 111 |
+
font-family: monospace;
|
| 112 |
+
font-size: 1.1em;
|
| 113 |
+
}
|
| 114 |
+
|
| 115 |
+
.control-bar {
|
| 116 |
+
height: 15px;
|
| 117 |
+
width: 100%;
|
| 118 |
+
background-color: #eee;
|
| 119 |
+
border-radius: 7px;
|
| 120 |
+
overflow: hidden;
|
| 121 |
+
display: flex;
|
| 122 |
+
}
|
| 123 |
+
|
| 124 |
+
.blue-control {
|
| 125 |
+
height: 100%;
|
| 126 |
+
background-color: #3498db;
|
| 127 |
+
transition: width 0.5s ease;
|
| 128 |
+
}
|
| 129 |
+
|
| 130 |
+
.red-control {
|
| 131 |
+
height: 100%;
|
| 132 |
+
background-color: #e74c3c;
|
| 133 |
+
transition: width 0.5s ease;
|
| 134 |
+
}
|
| 135 |
+
|
| 136 |
#unit-info {
|
| 137 |
line-height: 1.6;
|
| 138 |
}
|
|
|
|
| 247 |
z-index: 1000 !important;
|
| 248 |
}
|
| 249 |
|
| 250 |
+
/* Battle animations */
|
| 251 |
@keyframes battle-pulse {
|
| 252 |
0% { transform: scale(1); opacity: 1; }
|
| 253 |
50% { transform: scale(1.5); opacity: 0.7; }
|
| 254 |
100% { transform: scale(2); opacity: 0; }
|
| 255 |
}
|
| 256 |
|
| 257 |
+
@keyframes battle-flash {
|
| 258 |
+
0% { opacity: 1; transform: scale(1); }
|
| 259 |
+
25% { opacity: 0.8; transform: scale(1.1); }
|
| 260 |
+
50% { opacity: 1; transform: scale(1); }
|
| 261 |
+
75% { opacity: 0.5; transform: scale(1.2); }
|
| 262 |
+
100% { opacity: 0; transform: scale(1.5); }
|
| 263 |
+
}
|
| 264 |
+
|
| 265 |
+
@keyframes battle-expand {
|
| 266 |
+
0% { transform: scale(0.5); opacity: 1; }
|
| 267 |
+
100% { transform: scale(3); opacity: 0; }
|
| 268 |
+
}
|
| 269 |
+
|
| 270 |
+
@keyframes battle-burst {
|
| 271 |
+
0% { transform: scale(0.2); opacity: 0; }
|
| 272 |
+
20% { transform: scale(1.2); opacity: 1; }
|
| 273 |
+
50% { transform: scale(1.5); opacity: 0.8; }
|
| 274 |
+
80% { transform: scale(1.8); opacity: 0.4; }
|
| 275 |
+
100% { transform: scale(2.5); opacity: 0; }
|
| 276 |
+
}
|
| 277 |
+
|
| 278 |
.battle-indicator {
|
| 279 |
position: absolute;
|
|
|
|
|
|
|
|
|
|
| 280 |
border-radius: 50%;
|
| 281 |
pointer-events: none;
|
| 282 |
+
box-shadow: 0 0 10px rgba(255, 200, 0, 0.8);
|
| 283 |
+
z-index: 800;
|
| 284 |
+
}
|
| 285 |
+
|
| 286 |
+
.battle-pulse {
|
| 287 |
animation: battle-pulse 1s infinite;
|
| 288 |
+
}
|
| 289 |
+
|
| 290 |
+
.battle-flash {
|
| 291 |
+
animation: battle-flash 0.8s infinite;
|
| 292 |
+
}
|
| 293 |
+
|
| 294 |
+
.battle-expand {
|
| 295 |
+
animation: battle-expand 1.2s forwards;
|
| 296 |
+
}
|
| 297 |
+
|
| 298 |
+
.battle-burst {
|
| 299 |
+
animation: battle-burst 1s forwards;
|
| 300 |
}
|