Repository navigation
Expand file tree
/
Copy pathinit.js
More file actions
1803 lines (1718 loc) · 64.6 KB
/
Copy pathinit.js
File metadata and controls
1803 lines (1718 loc) · 64.6 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
//TECHNICAL NOTE
//May not run locally due to browser security issues. Use a Wamp.
//Firefox earlier than v95.0 might run it locally by setting privacy.file_unique_origin to false in about:config
//Chrome in Windows might work if you launch using: chrome.exe --allow-file-access-from-files
//Include order:
//1. Init
//2. Phase
//3. Command
//4. Utility
//5. Decks
//VARIABLES
var cardRenderer;
var corp = {};
var runner = {};
var viewingPlayer = corp; //for rendering the field, corp or runner (NOT null)
var viewAllFronts = false; //if true, card front will be shown for all cards when zoomed (useful for debugging) NOTE the corp AI will play differently (since all cards are known)
var activePlayer = null;
var removedFromGame = []; //RFG zone
//for running
var attackedServer = null;
var approachIce = -1; //index, 0 is innermost ice
var forceNextIce = null; //if not null, next approach is to this ice index
var encountering = false; //if encountering ice
var movement = false; //if in movement phase
var subroutine = -1; //for resolving subroutines
var accessedCards = {root: [], cards: []}; //these cards can no longer be access candidates during this breach
var accessingCard = null; //card being accessed
var autoAccessing = false; //used to simplify accessing lots of cards in archives
//for activating abilities, following priority rules, etc.
var playerTurn = corp; //whose turn it is
var opportunitiesGiven = false; //for player response to opportunity to act
var actedThisPhase = false; //for use with above
var checkedClick = false; //used to detect which abilities have click cost
var traceStrength = 0; //set by the corp during the first part of a trace
var linkStrength = 0; //set by the runner during the second part of a trace
var lingeringEffects = []; //used for effects that apply independently of the source card
function AddLingeringEffect(lingeringEffect) { lingeringEffects.push(lingeringEffect); }
function RemoveLingeringEffect(lingeringEffect) { var l_idx = lingeringEffects.indexOf(lingeringEffect); if (l_idx > -1) lingeringEffects.splice(l_idx, 1); }
//for use during callbacks
var intended = {};
intended.addTags = 0; //set when tags are to be added
intended.badPublicity = 0; //set when bad publicity is to be added
intended.damageType = ""; //set when damage is to be given/taken ("net", "meat" or "core")
intended.damage = 0; //set when damage is to be given/taken
intended.trash = []; //set when card(s) to be trashed
intended.expose = null; //set when a card is to be exposed
intended.score = null; //set when a card is to be scored
intended.steal = null; //set when a card is to be stolen
//for viewing only
var viewingPile = null; //to look at all cards in a stack
//values modifiable by effects. Don't access these directly, instead use the relevant function
var globalProperties = {};
globalProperties.agendaPointsToWin = 7; //don't modify this or access it directly. Instead use AgendaPointsToWin() for read and card effects to modify.
//for testing/balancing AIs
var agendaStolenLocations = [];
var pauseFaceoff = false;
//for rewind
var rewinding = false;
var rewindStates = [];
//for auto-skip paid ability windows
var autoContinue = false;
var autoContinueLimit = 1.0;
var autoContinueTimer = 0.0;
//animate the thinking text to be clear the game isn't frozen
setInterval(function () { var tstr=$('#thinking').html(); if (tstr) { if (tstr.length < 11) $('#thinking').append("."); else $('#thinking').html("Thinking"); } }, 1000);
//INITIALISATION
// Performs the initialisation of game state. Contains the main loop for command mode (user interaction).
function Init() {
//Rewind
$("#rewind-select").on("change",function(){
var rewindTo = $("#rewind-select").val();
Log("Rewinding...");
rewinding=true;
var savedLogState = logDisabled;
logDisabled=true;
//remove ice glow
attackedServer=null;
approachIce=-1;
encountering=false;
cardRenderer.UpdateGlow(null, 0);
//delete all existing cards
var allCards = AllCards(null);
for (var i=0; i<allCards.length; i++) {
if (allCards[i].cardLocation) RemoveFromGame(allCards[i]);
allCards[i].renderer.Destroy();
removedFromGame = []; //hmm but will this remove enough references to garbage collect?
}
//load requested state
for (var i=0; i<rewindTo; i++) {
rewindStates.shift();
}
eval(rewindStates[0].code);
rewinding=false;
logDisabled = savedLogState;
RenderRewindOptions();
Render();
Main();
$('#menu').css('display','none');
});
Log("Game begins");
//Base change to agenda points to win if required
if (URIParameter("ap") !== "") globalProperties.agendaPointsToWin = parseInt(URIParameter("ap"));
//Determine whether to view as the Runner or Corp (and therefore which player is to be AI)
if (URIParameter("faceoff") !== "") {
//AI faces off against AI
if (URIParameter("p") == "c") viewingPlayer = corp;
else viewingPlayer = runner;
runner.AI = new RunnerAI(); //computer control
corp.AI = new CorpAI(); //computer control
} else if (URIParameter("p") == "c") {
viewingPlayer = corp;
corp.AI = null; //human control
runner.AI = new RunnerAI(); //computer control
corp.testAI = null; //new CorpAI(); //use for testing
} else if ((URIParameter("p") == "r")||(URIParameter("r") !== "")) {
viewingPlayer = runner;
corp.AI = new CorpAI(); //computer control
runner.AI = null; //human control
runner.testAI = null; //new RunnerAI(); //use for testing
} else {
viewingPlayer = corp;
corp.AI = null; //human control
runner.AI = new RunnerAI(); //computer control
corp.testAI = null; //new CorpAI(); //use for testing
}
//Prepare player variables
//Corp
corp.identityCard = null;
corp.creditPool = 0;
corp.clickTracker = 0;
corp.scoreArea = []; //scored agendas
corp.HQ = NewServer("HQ", true); //corp.HQ.cards is corp hand
corp.RnD = NewServer("R&D", true);
corp.archives = NewServer("Archives", true);
corp.remoteServers = [];
corp.serverIncrementer = 0; //keep track of remote server ID even when destroyed
corp.maxHandSize = 5;
corp._renderOnlyHandSize = corp.maxHandSize; //don't use this for anything
corp.resolvingCards = [];
corp.installingCards = []; //card(s) being installed (they stay in place rather than moving during render)
corp.badPublicity = 0;
//Runner
runner.identityCard = null;
runner.creditPool = 0;
runner.temporaryCredits = 0; //generated at start of run, removed at end of run (e.g. from bad publicity)
runner.clickTracker = 0;
runner.startingMU = 4;
runner._renderOnlyMU = runner.startingMU; //don't use this for anything
runner.scoreArea = []; //stolen agendas
runner.grip = []; //runner hand
runner.stack = [];
runner.heap = [];
runner.rig = {}; //three 'rows', see below
runner.rig.programs = [];
runner.rig.hardware = [];
runner.rig.resources = [];
runner.maxHandSize = 5; //this is the base, use MaxHandSize(player) to get actual
runner._renderOnlyHandSize = runner.maxHandSize; //don't use this for anything
runner.tags = 0;
runner.coreDamage = 0;
runner.resolvingCards = []; //cards move to a special 'resolving' area until resolved
runner.installingCards = []; //card(s) being installed (they stay in place rather than moving during render)
//Initialise the renderer
cardRenderer = new CardRenderer.Renderer(ResizeCallback, accessibilityMode); //The parameter here is resizeCallback i.e. ResizeCallback is called on resize
//watch for exit from fullscreen (to restore the button)
document.addEventListener("fullscreenchange", (event) => {
if (!document.fullscreenElement) $(".fullscreen-button").show();
});
//Accessibility mode, as relevant
if (accessibilityMode == "text") {
$("#footer").css("width","100%");
$("#loading").hide();
$("canvas").hide();
$("#card-search").on('input',function(e){
var found_card_def = FindCardDefWithMostSimilarTitle($('#card-search').val());
if (typeof found_card_def != 'undefined') {
var fc_out = found_card_def.title+"<br>";
if (typeof found_card_def.subTypes != 'undefined') {
fc_out += found_card_def.cardType.charAt(0).toUpperCase()+found_card_def.cardType.slice(1)+": "+found_card_def.subTypes.join(' - ')+"<br>";
}
else {
fc_out += found_card_def.cardType.charAt(0).toUpperCase()+found_card_def.cardType.slice(1)+"<br>";
}
var importants = ["playCost","memoryCost","installCost","rezCost","strength","deckSize","influenceLimit","link","advancementRequirement","agendaPoints","trashCost"];
var imp_vals = [];
for (var i=0; i<importants.length; i++) {
if (typeof found_card_def[importants[i]] != 'undefined') {
imp_vals.push(CamelToSentence(importants[i])+": "+found_card_def[importants[i]]);
}
}
fc_out += imp_vals.join(', ')+"<br>";
fc_out += found_card_def.cardText;
$('#search-result').html(fc_out);
}
else $('#search-result').html("");
});
/*
$("#cmdform").css("width","calc(100% - 50px)");
$("#cmdform").show();
$("#cmdform input").show();
$('#cmdform input[type="submit"]').css("color","black");
//replace form submit action
$("#cmdform").submit(function(event) {
event.preventDefault(); // Prevent form submission
$('#cmdform input[type="text"]').val("");
});
*/
$("#output").css("margin-bottom", "10px");
$("#search-result").css("margin-bottom", "80px");
//call setup and start (since we won't wait for textures to load)
Setup();
StartGame();
} else {
//place the card renderer between background image and page elements
document
.getElementById("contentcontainer")
.insertBefore(cardRenderer.app.view, document.getElementById("output"));
var loader = new PIXI.loaders.Loader();
loader.add("images/Corp_back.png");
loader.add("images/Runner_back.png");
loader.load(Setup); //once back textures are loaded, the GUI can be generated, so this calls Setup
}
}
//used for rewinding
function RenderRewindOptions() {
var turnsAgo = 1;
if (rewindStates.length > 0 && playerTurn == rewindStates[0].turn) turnsAgo=0;
var selectOptions = '<option value="">Rewind</option>'+"\n";
for (var i=0; i<rewindStates.length && i<6; i++) {
var outStr = PlayerName(rewindStates[i].turn);
if (turnsAgo == 0) outStr += " current turn";
else if (turnsAgo == 1) outStr += " previous turn";
else outStr += " "+turnsAgo+" turns ago";
selectOptions += '<option value="'+i+'">'+outStr+"</option>\n";
if (i==0 && playerTurn == rewindStates[0].turn) turnsAgo++;
else if ((i+1)%2) turnsAgo++;
}
$("#rewind-select").html(selectOptions);
}
//resize callback
function ResizeCallback() {
viewingGrid = previousViewingGrid;
Render();
}
//sub-helper function used in RenderCards
function RenderCard(card, modifier, i) {
card.renderer.SetRotation(0); //reset target rotation pre-render (e.g. in case it has moved from hand and kept an extra rotation effect)
if (IsFaceUp(card)) card.renderer.FaceUp(Strength(card));
else card.renderer.FaceDown();
if (card.player == corp) card.renderer.SetRotation(180);
card.renderer.canView = PlayerCanLook(viewingPlayer, card);
if (card.renderer.zoomed) zoomedCards.push(card);
modifier(card, i);
}
//helper function to create list of render cards from game cards, modifier is function(card,i)
function RenderCards(cards, modifier) {
var ret = [];
for (var i = 0; i < cards.length; i++) {
RenderCard(cards[i], modifier, i);
if (typeof cards[i].hostedCards !== "undefined") {
for (var j = 0; j < cards[i].hostedCards.length; j++) {
RenderCard(cards[i].hostedCards[j], FaceUpNoTint, i); //assuming this is what we want for all hosted cards...could change this later
}
}
if (typeof cards[i].setAsideCards !== "undefined") {
for (var j = 0; j < cards[i].setAsideCards.length; j++) {
RenderCard(cards[i].setAsideCards[j], TintIfFaceDown, i); //assuming this is what we want for all hosted cards...could change this later
}
}
ret.push(cards[i].renderer);
}
return ret;
}
//helper functions for tinting facedown cards
function TintAndRotateIfFaceDown(card, i) {
if (IsFaceUp(card)) {
if (card.player == corp) card.renderer.SetRotation(180);
else card.renderer.SetRotation(0);
card.renderer.Tint(0, 0, 100);
} else {
if (card.player == corp) card.renderer.SetRotation(270);
else card.renderer.SetRotation(90);
card.renderer.Tint(0, 0, 90 + 10 * Math.sin(2.0 * i));
}
}
function TintIfFaceDown(card, i) {
if (IsFaceUp(card)) card.renderer.Tint(0, 0, 100);
else card.renderer.Tint(0, 0, 90 + 10 * Math.sin(2.0 * i));
}
function RotateNoTint(card, i) {
card.renderer.SetRotation(90);
card.renderer.Tint(0, 0, 100);
}
function ZeroRotationNoTint(card, i) {
card.renderer.SetRotation(0);
card.renderer.Tint(0, 0, 100);
}
function PiRotationNoTint(card, i) {
card.renderer.SetRotation(180);
card.renderer.Tint(0, 0, 100);
}
function FaceUpNoTint(card, i) {
card.renderer.FaceUp();
card.renderer.Tint(0, 0, 100);
}
function NoTint(card, i) {
card.renderer.Tint(0, 0, 100);
}
function RandomTint(card, i) {
card.renderer.Tint(0, 0, 90 + 10 * Math.sin(2.0 * i));
}
function FanHand(player) {
var handOfCards = runner.grip;
if (player == corp) handOfCards = corp.HQ.cards;
var totalFanRotation = 5.0 * handOfCards.length;
if (player == corp) totalFanRotation *= -1;
if (viewingPlayer == corp) totalFanRotation *= -1;
var fanIterator = 0;
if (handOfCards.length > 1)
fanIterator = totalFanRotation / (handOfCards.length - 1);
else totalFanRotation = 0;
for (var i = 0; i < handOfCards.length; i++) {
var rotAmt = -totalFanRotation * 0.5 + fanIterator * i;
var offsetY = -350 * Math.cos(1.7 * rotAmt * (Math.PI / 180)) + 300;
if (player == corp) rotAmt += 180;
handOfCards[i].renderer.SetRotation(rotAmt);
var nonViewingHandOffsetY = 35;
if (player == corp) {
offsetY *= -1;
if (viewingPlayer == runner) offsetY -= nonViewingHandOffsetY;
} else if (viewingPlayer == corp) offsetY += nonViewingHandOffsetY;
handOfCards[i].renderer.destinationPosition.y += offsetY;
}
}
//render everything (update all card renderers)
// the server area is stored in each server as xStart and xEnd for hover checking
var zoomedCards = [];
var viewingGrid = null; //if not null, will render all these cards as a grid instead of the usual field
var previousViewingGrid = null; //in case we need it for more than one render
var fieldZoom = 1.0;
function Render() {
if (mainLoopDelay < 1) return; //console only if rapidplay required
if (accessibilityMode == "text") {
//output all card piles as divs
function cardToOutputString(c) {
var ret = "";
if (PlayerCanLook(viewingPlayer,c)) {
ret += c.title;
//list counters and any other status information counters, hosted cards...
var statuses = [];
if (!IsFaceUp(c) && c.cardLocation != corp.HQ.cards && c.cardLocation != runner.grip) statuses.push("facedown");
["virus","credits","advancement","chosenWord","chosenServer","chosenCard","hostedCards"].forEach(function(st) {
if (c[st]) {
if (st == "chosenWord") statuses.push(c[st]+" chosen");
else if (st == "chosenServer") statuses.push(ServerName(c[st])+" chosen");
else if (st == "chosenCard") statuses.push(GetTitle(c[st],true)+" chosen");
else if (st == "hostedCards") {
var hcs = [];
for (var i=0; i<c.hostedCards.length; i++) {
hcs.push(cardToOutputString(c.hostedCards[i]));
}
statuses.push("hosting "+hcs.join(', '));
}
else statuses.push(c[st]+" "+st);
}
});
if (statuses.length > 0) ret += " ("+statuses.join(', ')+")";
}
else if (c.cardType == "ice" && CheckInstalled(c)) ret += "facedown ice";
else if (c.cardLocation == corp.HQ.cards || c.cardLocation == runner.grip) ret += "card";
else ret += "facedown card";
return ret;
}
function pileToOutputString(p,collapseSequentialOnly=true) {
if (p.length == 0) return "No cards";
//start by making an array of per-card strings
var stringArray = [];
for (var i=0; i<p.length; i++) {
stringArray.push(cardToOutputString(p[i]));
}
//collapse sequential duplicates
var combinedArray = [];
for (var j=0; j<stringArray.length; j++) {
var currentElement = stringArray[j];
var count = 1;
var i = j;
while (i + 1 < stringArray.length && ( currentElement == stringArray[i + 1] || !collapseSequentialOnly ) ) {
if (currentElement == stringArray[i + 1]) {
count++;
stringArray.splice(i+1,1);
}
else {
i++;
}
}
if (count > 1) {
if (currentElement == "facedown card") combinedArray.push(count + " facedown cards");
else if (currentElement == "card") combinedArray.push(count + " cards");
else combinedArray.push(count + " " + currentElement); //"facedown ice" fits this formula too
}
else {
if (currentElement == "facedown card") combinedArray.push("1 facedown card");
else if (currentElement == "facedown ice") combinedArray.push("1 facedown ice");
else if (currentElement == "card") combinedArray.push("1 card");
else combinedArray.push(currentElement);
}
}
//then output as string
var ret = "";
for (var i=0; i<combinedArray.length; i++) {
ret += '<span class="text-card">'+combinedArray[i]+'</span>';
}
return ret;
}
var carddivs = '<div id="text-render-lists"><div id="runner-field"><h1>Runner ('+runner.creditPool+' credits)</h1>';
carddivs += '<div id="runner-identity">';
carddivs += '<h4>'+cardToOutputString(runner.identityCard)+'</h4>';
if (typeof runner.identityCard.setAsideCards != 'undefined') carddivs += pileToOutputString(runner.identityCard.setAsideCards, false); //false collapses non-sequential duplicates
carddivs += '</div>';
carddivs += '<div id="runner-grip"><h2>Grip ('+runner.grip.length+')</h2>';
carddivs += pileToOutputString(runner.grip, false); //false collapses non-sequential duplicates
carddivs += '</div>';
carddivs += '<div id="runner-heap"><h2>Heap</h2>';
carddivs += pileToOutputString(runner.heap, false); //false collapses non-sequential duplicates
carddivs += '</div>';
carddivs += '<div id="runner-stack"><h2>Stack</h2>';
carddivs += pileToOutputString(runner.stack);
carddivs += '</div>';
carddivs += '<div id="runner-rig"><h2>Rig</h2>';
carddivs += '<div id="runner-rig-programs"><h3>Programs</h3>';
carddivs += pileToOutputString(runner.rig.programs, false); //false collapses non-sequential duplicates
carddivs += '</div>';
carddivs += '<div id="runner-rig-hardware"><h3>Hardware</h3>';
carddivs += pileToOutputString(runner.rig.hardware, false); //false collapses non-sequential duplicates
carddivs += '</div>';
carddivs += '<div id="runner-rig-resources"><h3>Resources</h3>';
carddivs += pileToOutputString(runner.rig.resources, false); //false collapses non-sequential duplicates
carddivs += '</div>';
carddivs += '</div></div><div id="corp-field"><h1>Corp ('+corp.creditPool+' credits)</h1>';
//HQ
carddivs += '<div id="corp-hq"><h2>HQ ('+corp.HQ.cards.length+')</h2>';
carddivs += '<h4>'+cardToOutputString(corp.identityCard)+'</h4>';
carddivs += '<div id="corp-hq-cards"><h3>Hand</h3>';
carddivs += pileToOutputString(corp.HQ.cards, false); //false collapses non-sequential duplicates
carddivs += '</div><div id="corp-hq-root"><h3>Root</h3>';
carddivs += pileToOutputString(corp.HQ.root);
carddivs += '</div><div id="corp-hq-ice"><h3>Ice</h3>';
carddivs += pileToOutputString(corp.HQ.ice);
carddivs += '</div></div>';
//R&D
carddivs += '<div id="corp-rnd"><h2>R&D</h2>';
carddivs += '<div id="corp-rnd-cards"><h3>Pile</h3>';
carddivs += pileToOutputString(corp.RnD.cards);
carddivs += '</div><div id="corp-rnd-root"><h3>Root</h3>';
carddivs += pileToOutputString(corp.RnD.root);
carddivs += '</div><div id="corp-rnd-ice"><h3>Ice</h3>';
carddivs += pileToOutputString(corp.RnD.ice);
carddivs += '</div></div>';
//Archives
carddivs += '<div id="corp-archives"><h2>Archives</h2>';
carddivs += '<div id="corp-archives-cards"><h3>Pile</h3>';
carddivs += pileToOutputString(corp.archives.cards, false); //false collapses non-sequential duplicates
carddivs += '</div><div id="corp-archives-root"><h3>Root</h3>';
carddivs += pileToOutputString(corp.archives.root);
carddivs += '</div><div id="corp-archives-ice"><h3>Ice</h3>';
carddivs += pileToOutputString(corp.archives.ice);
carddivs += '</div></div>';
//Remotes
for (var i=0; i<corp.remoteServers.length; i++) {
carddivs += '<div id="corp-remote-'+i+'"><h2>Remote '+i+'</h2>';
carddivs += '<div id="corp-remote-'+i+'-root"><h3>Root</h3>';
carddivs += pileToOutputString(corp.remoteServers[i].root);
carddivs += '</div><div id="corp-remote-'+i+'-ice"><h3>Ice</h3>';
carddivs += pileToOutputString(corp.remoteServers[i].ice);
carddivs += '</div></div>';
}
carddivs += '</div>';
carddivs += '<div id="resolving">';
carddivs += '<h3>Resolving</h3>';
carddivs += pileToOutputString(corp.resolvingCards.concat(runner.resolvingCards));
carddivs += '</div>';
/*
carddivs += '<div id="removed-from-game">';
carddivs += '<h3>Removed from game</h3>';
carddivs += pileToOutputString(removedFromGame);
carddivs += '</div>';
*/
carddivs += '</div>';
$("#output").html(carddivs);
$("#menubutton").focus();
return;
}
previousViewingGrid = null;
cardRenderer.app.renderer.plugins.sprite.sprites.length = 0; //helps with garbage collection
//https://github.com/pixijs/pixi-particles#note-on-emitter-cleanup
var footerBackground = "#77779999";
if (activePlayer == runner) {
footerBackground = "#99777799";
}
$("#footer").css("background", footerBackground);
//keep installing card where it was dropped by storing it here and restoring it after apply of cascades
//part 1 of 2: store
for (var i = 0; i < corp.installingCards.length; i++) {
var installingCard = corp.installingCards[i];
installingCard.renderer.temporaryStorage.x =
installingCard.renderer.destinationPosition.x;
installingCard.renderer.temporaryStorage.y =
installingCard.renderer.destinationPosition.y;
installingCard.renderer.temporaryStorage.faceUp =
installingCard.renderer.faceUp;
}
for (var i = 0; i < runner.installingCards.length; i++) {
var installingCard = runner.installingCards[i];
installingCard.renderer.temporaryStorage.x =
installingCard.renderer.destinationPosition.x;
installingCard.renderer.temporaryStorage.y =
installingCard.renderer.destinationPosition.y;
installingCard.renderer.temporaryStorage.faceUp =
installingCard.renderer.faceUp;
}
cardRenderer.HideParticleContainers(); //so they don't influence extents
var tightXStep = -0.3;
var tightYStep = -0.5;
var spreadXStep = 100;
var scoreAreaXStep = 30;
var spreadYStep = -15;
var corpHeaderFooter = 430;
var runnerHeaderFooter = 430;
if (viewingPlayer == corp) {
tightXStep *= -1;
tightYStep *= -1;
spreadXStep *= -1;
scoreAreaXStep *= -1;
spreadYStep *= -1;
corpHeaderFooter = 430;
runnerHeaderFooter = 430;
$("#header").css("width", runnerHeaderFooter + "px");
$("#footer").css("width", corpHeaderFooter + "px");
} else {
$("#header").css("width", corpHeaderFooter + "px");
$("#footer").css("width", runnerHeaderFooter + "px");
}
var hostingX = 15; //was 30
zoomedCards = []; //RenderCards will fill this with any zoomed cards (because they are temporarily unzoomed for placement and sizing)
//Render all RFG'd cards out of screen
for (var i = 0; i < removedFromGame.length; i++) {
removedFromGame[i].renderer.destinationPosition.x = -1000;
}
//Runner
var resourcesCascade = new CardRenderer.Cascade(
RenderCards(runner.rig.resources, NoTint),
180,
0,
hostingX
);
var hardwareCascade = new CardRenderer.Cascade(
RenderCards(runner.rig.hardware, NoTint),
180,
0,
hostingX
);
var programsCascade = new CardRenderer.Cascade(
RenderCards(runner.rig.programs, NoTint),
180,
0,
hostingX
);
var heapCascade = new CardRenderer.Cascade(
RenderCards(runner.heap, NoTint),
tightXStep,
tightYStep,
hostingX
);
if (heapCascade.width < 180) heapCascade.width = 180; //leave a pre-prepared blank area for heap
var stackCascade = new CardRenderer.Cascade(
RenderCards(runner.stack, RandomTint),
tightXStep,
tightYStep,
hostingX
);
var gripCascade;
if (viewingPlayer == runner)
gripCascade = new CardRenderer.Cascade(
RenderCards(runner.grip, FaceUpNoTint),
spreadXStep,
0,
hostingX
);
else
gripCascade = new CardRenderer.Cascade(
RenderCards(runner.grip, NoTint),
spreadXStep * 0.7,
0,
hostingX
);
var identityCascade = new CardRenderer.Cascade(
RenderCards([runner.identityCard], NoTint),
spreadXStep,
spreadYStep,
hostingX
);
var stolenCascade = new CardRenderer.Cascade(
RenderCards(runner.scoreArea, ZeroRotationNoTint),
(viewingPlayer==corp?-1:1)*scoreAreaXStep,
-spreadYStep,
hostingX
);
var runnerResolvingCascade = new CardRenderer.Cascade(
RenderCards(runner.resolvingCards, NoTint),
spreadXStep,
0,
hostingX
);
var verticalRowSpacing = -70;
var stolenIdentitySpacing = 30;
var stolenIdentityOffsetY = 0;
var stackHeapSpacingX = 30;
var stackHeapSpacingY = 0;
var runnerLargestHeight = Math.max(
resourcesCascade.height + hardwareCascade.height + programsCascade.height,
identityCascade.height + stackCascade.height
);
//Corp
var corpHandCascade;
if (viewingPlayer == corp)
corpHandCascade = new CardRenderer.Cascade(
RenderCards(corp.HQ.cards, FaceUpNoTint),
spreadXStep,
0,
hostingX
);
else
corpHandCascade = new CardRenderer.Cascade(
RenderCards(corp.HQ.cards, NoTint),
spreadXStep * 0.7,
0,
hostingX
);
var scoredCascade = new CardRenderer.Cascade(
RenderCards(corp.scoreArea, NoTint),
(viewingPlayer==runner?-1:1)*scoreAreaXStep,
spreadYStep,
hostingX
);
var totalServersWidth = 0;
var iceSeparationY = 100;
var archivesCardsCascade = new CardRenderer.Cascade(
RenderCards(corp.archives.cards, TintAndRotateIfFaceDown),
tightXStep,
tightYStep,
hostingX,
-30
);
var archivesRootCascade = new CardRenderer.Cascade(
RenderCards(corp.archives.root, TintIfFaceDown),
spreadXStep,
0,
hostingX
);
var archivesIceCascade = new CardRenderer.Cascade(
RenderCards(corp.archives.ice, RotateNoTint),
0,
iceSeparationY,
hostingX
);
var archivesWidth = Math.max(
archivesCardsCascade.width,
archivesRootCascade.width,
archivesIceCascade.width,
150
); //the 150 is just arbitrary aesthetics when archives empty/unprotected/unupgraded
totalServersWidth += archivesWidth;
var RnDCardsCascade = new CardRenderer.Cascade(
RenderCards(corp.RnD.cards, TintIfFaceDown),
tightXStep,
tightYStep,
hostingX
);
var RnDRootCascade = new CardRenderer.Cascade(
RenderCards(corp.RnD.root, TintIfFaceDown),
spreadXStep,
0,
hostingX
);
var RnDIceCascade = new CardRenderer.Cascade(
RenderCards(corp.RnD.ice, RotateNoTint),
0,
iceSeparationY,
hostingX
);
var RnDWidth = Math.max(
RnDCardsCascade.width,
RnDRootCascade.width,
RnDIceCascade.width
);
totalServersWidth += RnDWidth;
var HQCardsCascade = new CardRenderer.Cascade(
RenderCards([corp.identityCard], NoTint),
spreadXStep,
0,
hostingX
);
var HQRootCascade = new CardRenderer.Cascade(
RenderCards(corp.HQ.root, TintIfFaceDown),
spreadXStep,
0,
hostingX
);
var HQIceCascade = new CardRenderer.Cascade(
RenderCards(corp.HQ.ice, RotateNoTint),
0,
iceSeparationY,
hostingX
);
var HQWidth = Math.max(
HQCardsCascade.width,
HQRootCascade.width,
HQIceCascade.width
);
totalServersWidth += HQWidth;
var serverSeparationY = 20;
var rootHeight =
Math.max(
archivesRootCascade.height,
RnDRootCascade.height,
HQRootCascade.height
) + serverSeparationY;
var serverCardsHeight =
Math.max(
archivesCardsCascade.height,
RnDCardsCascade.height,
HQCardsCascade.height
) + serverSeparationY;
var archivesHeight =
rootHeight + serverCardsHeight + archivesIceCascade.height;
var RnDHeight = rootHeight + serverCardsHeight + RnDIceCascade.height;
var HQHeight = rootHeight + serverCardsHeight + HQIceCascade.height;
var largestServerHeight = Math.max(archivesHeight, RnDHeight, HQHeight);
var remoteCascades = [];
for (var i = 0; i < corp.remoteServers.length; i++) {
var remoteCardsCascade = new CardRenderer.Cascade(
RenderCards(corp.remoteServers[i].root, NoTint),
spreadXStep,
0,
hostingX
);
var remoteIceCascade = new CardRenderer.Cascade(
RenderCards(corp.remoteServers[i].ice, RotateNoTint),
0,
iceSeparationY,
hostingX
);
var remoteWidth = Math.max(
remoteCardsCascade.width,
remoteIceCascade.width
);
totalServersWidth += remoteWidth;
remoteCascades.push({
cards: remoteCardsCascade,
ice: remoteIceCascade,
width: remoteWidth,
});
var remoteHeight =
rootHeight + serverCardsHeight + remoteCascades[i].ice.height;
if (remoteHeight > largestServerHeight) largestServerHeight = remoteHeight;
}
totalServersWidth += 250; //arbitrary space for null server (remote placeholder)
var corpResolvingCascade = new CardRenderer.Cascade(
RenderCards(corp.resolvingCards, NoTint),
spreadXStep,
0,
hostingX
);
var arbitraryHistorySpacer = 55;
var arbitraryMenubarSpacer = 115;
var serverSeparationX = 40;
var serverStartX = scoredCascade.width + serverSeparationX;
if (viewingPlayer == corp) serverStartX += arbitraryHistorySpacer;
//scale field to match approximate height (do this BEFORE any apply, so that cards are rendered in the new field)
var w = window.innerWidth;
var h = window.innerHeight;
cardRenderer.app.view.style.width = w + "px";
cardRenderer.app.view.style.height = h + "px";
cardRenderer.app.stage.pivot.x = w * 0.5;
cardRenderer.app.stage.pivot.y = h * 0.5;
cardRenderer.app.stage.x = w * 0.5;
cardRenderer.app.stage.y = h * 0.5;
//zoom the field out if there is too much on it
fieldZoom = 1.0;
var interfaceScale = 1.0;
//calculate field height from total height of runner + spacer + corp
var totalFieldHeight = runnerLargestHeight + largestServerHeight; //there was also a -150 but that leads to overlap between tall server and certain rig heights
if (totalFieldHeight < 700) totalFieldHeight = 700; //this is approximately 1 layer of ice
var fieldHeightRatio = totalFieldHeight / h;
//calculate field width from corp field (assumes this will be wider than runner field)
var totalFieldWidth =
scoredCascade.width +
serverSeparationX * (4 + corp.remoteServers.length) +
totalServersWidth;
if (totalFieldWidth < 1000) totalFieldWidth = 1000; //this is approximately 1 remote with ice
var fieldWidthRatio = (totalFieldWidth + arbitraryHistorySpacer) / w;
var largestRatio = Math.max(fieldHeightRatio, fieldWidthRatio);
if (largestRatio > 1.0) {
fieldZoom = largestRatio;
interfaceScale = 1.0 / fieldZoom;
}
var oldW = w;
w *= fieldZoom;
var oldH = h;
h *= fieldZoom;
cardRenderer.app.renderer.resize(w, h);
//correct stage positioning after zoom
if (viewingPlayer == corp) {
cardRenderer.app.stage.x += w - oldW;
cardRenderer.app.stage.y += h - oldH;
}
w -= arbitraryHistorySpacer; //leave space for history sidebar
if (viewingPlayer == corp) {
cardRenderer.tutorialText.x = w + 45;
cardRenderer.tutorialText.y = 0.5*h;//170;
cardRenderer.tutorialText.rotation = Math.PI;
}
else {
cardRenderer.tutorialText.x = 15;
cardRenderer.tutorialText.y = 0.5*h + 70;
}
//scale interface to match game zoom
$("#footer").css("transform-origin", "bottom left");
$("#footer").css("transform", "scale(" + interfaceScale + ")");
$("#header").css("transform-origin", "top right");
$("#header").css("transform", "scale(" + interfaceScale + ")");
$("#menubar").css("transform-origin", "top left");
$("#menubar").css("transform", "scale(" + interfaceScale + ")");
$("#history-wrapper").css("width", interfaceScale * 56 + "px");
$("#history-wrapper").css("top", interfaceScale * 65 + "px");
if ($('#largerhistory').prop('checked')) {
$("#history-wrapper").css("transform-origin", "top right");
$("#history-wrapper").css("transform", "scale(1.5)");
}
else $("#history-wrapper").css("transform", "scale(1)");
$("#history").css("width", interfaceScale * 56 + "px");
$(".historycontents").css("transform-origin", "top left");
$(".historycontents").css("transform", "scale(" + interfaceScale + ")");
$(".historyentry").css("background-size", "100% 100%");
$(".historyentry").css("height", interfaceScale * 50 + "px");
$(".historyentry").css("width", interfaceScale * 50 + "px");
$(".fullscreen-button").css("transform-origin", "top right");
//scale doesn't affect margin so we do that ourselves here
$(".fullscreen-button").css("transform", "translate(5px, -10px) scale(" + interfaceScale + ") translate(-5px, 10px)");
corpHeaderFooter *= interfaceScale;
runnerHeaderFooter *= interfaceScale;
//now apply all the renders
//RUNNER
var runnerYBottom = -70; //above hand
if (viewingPlayer == corp) stolenIdentityOffsetY += 30;
var resourceRowHeight = Math.min(
-resourcesCascade.height - verticalRowSpacing,
0
);
var hardwareRowHeight = Math.min(
-hardwareCascade.height - verticalRowSpacing,
0
);
var rowCentreX =
(w -
Math.max(
stolenCascade.width + identityCascade.width,
stackCascade.width + heapCascade.width
)) *
0.5;
programsCascade.Apply(
cardRenderer.app,
rowCentreX,
h + runnerYBottom + resourceRowHeight + hardwareRowHeight,
0.5,
1,
hostingX
);
hardwareCascade.Apply(
cardRenderer.app,
rowCentreX,
h + runnerYBottom + resourceRowHeight,
0.5,
1,
hostingX
);
resourcesCascade.Apply(
cardRenderer.app,
rowCentreX,
h + runnerYBottom,
0.5,
1,
hostingX
);
stolenCascade.Apply(
cardRenderer.app,
w,
h + runnerYBottom + stolenIdentityOffsetY,
1,
1,
hostingX
);
identityCascade.Apply(
cardRenderer.app,
w - stolenCascade.width - stolenIdentitySpacing,
h + stolenIdentityOffsetY + runnerYBottom,
1,
1,
hostingX
);
var stackHeapBottom =
h +
stackHeapSpacingY -
Math.max(stolenCascade.height, identityCascade.height) +
stolenIdentityOffsetY; //runnerYBottom intentionally not included
heapCascade.Apply(cardRenderer.app, w, stackHeapBottom, 1, 1, hostingX);
runner.heap.xStart = w - heapCascade.width;
runner.heap.xEnd = w;
runner.heap.yCards = stackHeapBottom;
stackCascade.Apply(
cardRenderer.app,
w - heapCascade.width - stackHeapSpacingX,
stackHeapBottom,
1,
1,
hostingX
);
runner.stack.xStart =
w - heapCascade.width - stackHeapSpacingX - stackCascade.width;
runner.stack.xEnd = w - heapCascade.width - stackHeapSpacingX;
runner.stack.yCards = stackHeapBottom;
//resolving cards and grip are applied along with corp's, farther down
//CORP
//aesthetic improvements to fit more on the screen
var corpYTop = 20;
if (viewingPlayer == corp) corpYTop = 50;
serverCardsHeight -= 80;
rootHeight += corpYTop;
if (rootHeight > 80) rootHeight -= 80;
else if (rootHeight < 100 || viewingPlayer == corp) rootHeight = 100; //leave some space, even if no upgrades, so drawing from deck feels right
var attackedServerGlow = { x: 0, y: serverCardsHeight * 0.5 + rootHeight }; //used for rendering glow
cardRenderer.archivesIndicator.y = serverCardsHeight * 0.5 + rootHeight; //used for choosing empty archives
cardRenderer.newRemoteIndicator.y = serverCardsHeight * 0.5 + rootHeight; //used for choosing new server
cardRenderer.serverSelector.y = serverCardsHeight * 0.5 + rootHeight; //highlight to choosing a server
cardRenderer.serverSelector.scale.y = largestServerHeight / 44.0; //44 is the height of the particles.png image
cardRenderer.serverText.y = 105.0 + cardRenderer.serverSelector.y;
if (viewingPlayer == corp) {
cardRenderer.serverText.rotation = Math.PI;
cardRenderer.serverText.y += 6;
}
scoredCascade.Apply(cardRenderer.app, 0, corpYTop, 0, 0, hostingX);
archivesRootCascade.Apply(
cardRenderer.app,
archivesWidth * 0.5 + serverStartX,
corpYTop,
0.5,
0,
hostingX
);
archivesCardsCascade.Apply(