!(function() { class Svg { /** * Build a node from XML * * @param {String} code * @param {String|null} wrapper - wrapper element, by default no wrapper. * @param {Object|null} wrapperOpts - opts to add to the wrapper * @returns {Node} */ static fromXML(code, wrapper = null, wrapperOpts = null) { let n = document.createElementNS("http://www.w3.org/2000/svg", wrapper || 'g'); if (wrapperOpts) { for (let p in wrapperOpts) { if (wrapperOpts.hasOwnProperty(p)) { n.setAttribute(p, wrapperOpts[p]); } } } n.innerHTML = code.trim(); if (wrapper === null) { return n.childNodes[0]; } else { return n; } } /** * Build a node from XML, wrapped in `` * * @param {String} code * @param {Object|null} wrapperOpts - opts to add to the wrapper * @returns {Node} */ static fromXMLg(code, wrapperOpts = null) { return Svg.fromXML(code, 'g', wrapperOpts); } } /* --------- Shared Constants --------- */ const BOARD_SIZE = 121; const METAL_SEQ = ['lead', 'tin', 'iron', 'copper', 'silver', 'gold']; const SYMBOLS_METALS = [ 'mercury', 'lead', 'tin', 'iron', 'copper', 'silver', 'gold' ]; const SYMBOLS_ALL = [ 'salt', 'air', 'fire', 'water', 'earth', 'mercury', 'lead', 'tin', 'iron', 'copper', 'silver', 'gold', 'mors', 'vitae' ]; /** * Convert grid coordinates to gameGrid array index * * @param {Number} x * @param {Number} y * @returns {Number} */ function xyToGridIndex(x, y) { return y * 11 + x } /** * Convert grid index to X, Y * * @param {Number} index * @returns {{x: Number, y: Number}} */ function gridIndexToXy(index) { return { x: index % 11, y: Math.floor(index / 11) }; } /** * Get if a coordinate is outside the game board. * * @param x * @param y * @return {boolean|boolean} */ function isXyOutside(x, y) { return x < 0 || x > 10 || y < 0 || y > 10 || (y <= 5 && x > 5 + y) || (y > 5 && x < y - 5); } /** * Game board * * Orb grid coordinates: * x - grid X coordinate (counted from the left edge of a triangle starting in the top left corner) * y - grid Y coordinate (row) */ class Board { constructor() { this.$bg = document.getElementById('boardbg'); this.$orbs = document.getElementById('orbs'); this.$svg = document.getElementById('board'); this.$root = document.getElementById('root'); this.TILE_W = 91; this.TILE_H = 79; this.SCREEN_PAD = 20; // Orb grid this.grid = []; this.tiles = []; for (let i = 0; i < BOARD_SIZE; i++) { this.grid[i] = null; this.tiles[i] = null; } this.onOrbClick = (index, orb) => { }; this.onTileClick = (index) => { }; this.initOrb(); this.initGlyphs(); this.initTile(); this.buildBackground(); this.initAutoScaling(); } /** * Show all orbs for graphics debugging */ testGraphics() { let o; this.placeOrb(0, 0, 'salt'); this.placeOrb(1, 0, 'air'); this.placeOrb(2, 0, 'fire'); o = this.placeOrb(3, 0, 'water'); o.node.classList.add('selected'); this.placeOrb(4, 0, 'earth'); this.placeOrb(5, 0, 'mercury'); this.placeOrb(0, 1, 'lead'); this.placeOrb(1, 1, 'tin'); this.placeOrb(2, 1, 'iron'); this.placeOrb(3, 1, 'copper'); this.placeOrb(4, 1, 'silver'); this.placeOrb(5, 1, 'gold'); this.placeOrb(6, 1, 'vitae'); this.placeOrb(0, 2, 'mors'); o = this.placeOrb(1, 2, 'copper'); o.node.classList.add('disabled'); o = this.placeOrb(2, 2, 'copper'); o.node.classList.add('disabled'); this.highlight('copper'); } /** * Resize to window and set up window resize event handler. */ initAutoScaling() { this.rescaleTimeout = null; window.addEventListener('resize', () => { if (this.rescaleTimeout === null) { this.rescaleTimeout = setTimeout(() => this.rescaleCanvas(), 60) } }); this.rescaleCanvas(); } /** * Resize to current window size */ rescaleCanvas() { let w = window.innerWidth; let h = window.innerHeight; const pad = this.SCREEN_PAD; let scaleX = w / (1066 + pad * 2); let scaleY = h / (926 + pad * 2); let scale = Math.min(scaleX, scaleY); this.$root.setAttribute('transform', `translate(${w / 2},${h / 2}) scale(${scale})`) this.rescaleTimeout = null; } /** * Highlight a symbol. All other highlights are removed. * * @param {String|null} symbol - symbol to highlight, null to hide highlights */ highlight(symbol = null) { SYMBOLS_ALL.forEach((s) => { this.$svg.classList.toggle(`highlight-${symbol}`, symbol === s); }); } /** * Convert grid coordinates to graphic coordinates * * @param {Number} x * @param {Number} y * @returns {{rx: number, ry: number}} */ gridXyToCoord(x, y) { let rx = this.TILE_W * (-2.5 + x - y * 0.5); let ry = this.TILE_H * (-5 + y); return {rx, ry}; } /** * Remove an orb from the grid at the given coordinates. * * @param {Number} x - board X * @param {Number} y - board Y */ removeOrb(x, y) { const index = xyToGridIndex(x, y); this.removeOrbByIndex(index) } /** * Remove orb by array index * * @param {Number} index * @param {Boolean} errorIfEmpty */ removeOrbByIndex(index, errorIfEmpty = false) { // placeholder orb if (typeof this.grid[index] === 'string') { this.grid[index] = null; return; } if (this.grid[index]) { this.$orbs.removeChild(this.grid[index].node); this.grid[index] = null; } else { if (errorIfEmpty) { throw new Error(`Position ${index} is already empty.`); } } } /** * Place an orb by array index * * @param {Number} index * @param {String} symbol * @return {{node: Node, symbol: String}} */ placeOrbByIndex(index, symbol) { const {x, y} = gridIndexToXy(index); return this.placeOrb(x, y, symbol); } /** * Place an orb on the grid * * @param {Number} x - board X * @param {Number} y - board Y * @param {String} symbol - alchemical symbol name * @returns {{node : Node, symbol: String}} - orb object */ placeOrb(x, y, symbol) { const {rx, ry} = this.gridXyToCoord(x, y); const arrayIndex = xyToGridIndex(x, y); this.removeOrbByIndex(arrayIndex); let template; if (SYMBOLS_METALS.includes(symbol)) { template = this.metallicOrbTpl; } else { template = this.orbTpl; } let orb = template.cloneNode(true); orb.classList.add(`symbol-${symbol}`); orb.setAttribute('transform', `translate(${rx},${ry})`); orb.querySelector('.orb-fill') .setAttribute('fill', this.orbColors[symbol]); orb.appendChild(this.symbolTpls[symbol].cloneNode(true)); orb.dataset.index = arrayIndex; orb.dataset.symbol = symbol; this.$orbs.appendChild(orb); let object = { node: orb, symbol }; orb.addEventListener('click', () => { this.onOrbClick(arrayIndex, object); }); this.grid[arrayIndex] = object; return object; } /** * Build board background */ buildBackground() { // Background hexagon let polygon = Svg.fromXML(` `); this.$bg.appendChild(polygon); // -- Tile grid -- // Grid is built in two passes - shadows must be placed first this.buf0 = []; this.buf1 = []; for (let y = 0; y < 6; y++) { for (let x = 0; x < 6 + y; x++) { this.placeTile(x, y); } } for (let y = 0; y < 5; y++) { for (let x = 0; x < 10 - y; x++) { this.placeTile(x + y + 1, 6 + y); } } this.buf0.forEach((elem) => { this.$bg.appendChild(elem); }); this.buf1.forEach((elem) => { this.$bg.appendChild(elem); }); delete this.buf0; delete this.buf1; } /** * Init the orb template */ initOrb() { this.orbTpl = Svg.fromXMLg(` `, { 'class': 'orb', }); let metallicEffect = Svg.fromXML(` `); this.metallicOrbTpl = this.orbTpl.cloneNode(true); this.metallicOrbTpl.appendChild(metallicEffect); } /** * Init the tile template */ initTile() { const offsetX = -13.25; const offsetY = -283.75; const scale = 3.9; const scaleShadow = scale + 0.1; this.tileShadowTpl = Svg.fromXMLg(` `); /* paths: back-and-bottom top-left_right left top-right inner circle */ this.tileTpl = Svg.fromXMLg(` `, {class: 'tile'}); } /** * Add a board tile to the image. * * @param x * @param y */ placeTile(x, y) { const {rx, ry} = this.gridXyToCoord(x, y); /* // Debug circle this.$svg.appendChild(Svg.makeNode('circle', { r: this.TILE_W/2, cy: ry, cx: rx, fill: 'none', stroke: 'black', 'stroke-width': 2, })); */ let polygon_shadow = this.tileShadowTpl.cloneNode(true); polygon_shadow.setAttribute('transform', `translate(${rx},${ry}),scale(1.1)`); this.buf0.push(polygon_shadow); const index = xyToGridIndex(x, y); let tile = this.tileTpl.cloneNode(true); tile.setAttribute('transform', `translate(${rx},${ry})`); this.buf1.push(tile); tile.addEventListener('click', () => { this.onTileClick(index); }); this.tiles[index] = tile; } /** * Init the orb glyph templates */ initGlyphs() { let symbolPaths = { salt: 'm 13.229166,291.52894 c -3.193365,0.056 -6.2293596,-2.11498 -7.2925669,-5.11388 -1.1013996,-2.92841 -0.2242509,-6.48596 2.1908174,-8.50166 2.5380605,-2.28864 6.6278455,-2.54558 9.4211355,-0.56925 2.346844,1.54401 3.721353,4.41788 3.400731,7.21296 -0.300944,3.62792 -3.485132,6.74361 -7.122041,6.95045 -0.19901,0.0144 -0.398548,0.0214 -0.598076,0.0214 z m -6.1435917,-8.51297 c 4.0957287,0 8.1914567,0 12.2871847,0 -0.315436,-3.07409 -3.239662,-5.6097 -6.336645,-5.4279 -2.970056,0.0389 -5.6195586,2.4852 -5.9505397,5.4279 z m 6.1435917,6.94037 c 2.96606,0.0757 5.716029,-2.30671 6.114844,-5.23796 0.09389,-0.3732 -0.542301,-0.11772 -0.794471,-0.19272 -3.821322,0 -7.642643,0 -11.4639647,0 0.352809,3.02068 3.0769237,5.49713 6.1435917,5.43068 z', air: 'm 5.1145913,291.51845 c 2.7048586,-5.16509 5.4097167,-10.33018 8.1145757,-15.49527 2.704858,5.16509 5.409717,10.33018 8.114575,15.49527 -5.409717,0 -10.819434,0 -16.2291507,0 z m 6.0387527,-7.84199 c 1.383881,0 2.767763,0 4.151644,0 -0.69194,-1.35592 -1.383881,-2.71185 -2.075821,-4.06777 -0.691941,1.35592 -1.383882,2.71185 -2.075823,4.06777 z m -3.1661517,6.18553 c 3.4946497,0 6.9892987,0 10.4839477,0 -0.789791,-1.54463 -1.579581,-3.08927 -2.369372,-4.6339 -1.915068,0 -3.830136,0 -5.745204,0 -0.7897906,1.54463 -1.5795811,3.08927 -2.3693717,4.6339 z', fire: 'm 5.1145923,291.51845 c 2.7048582,-5.16509 5.4097167,-10.33018 8.1145747,-15.49527 2.704858,5.16509 5.409716,10.33018 8.114574,15.49527 -5.409716,0 -10.819432,0 -16.2291487,0 z m 2.872601,-1.65646 c 3.4946487,0 6.9892977,0 10.4839467,0 -1.747324,-3.41777 -3.494649,-6.83553 -5.241973,-10.2533 -1.747325,3.41777 -3.4946491,6.83553 -5.2419737,10.2533 z', water: 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0.2735733,0.75652 2.3443258,0.46012 4.8961488,-0.14011 6.7090618,-1.72152 1.916707,-1.49245 3.236515,-3.83656 3.14282,-6.30499 -0.01445,-1.96756 -0.864897,-3.88727 -2.285751,-5.24448 -1.577433,-1.67996 -3.811286,-2.7316 -6.1358827,-2.6649 z m 2.7602927,2.03153 c 1.072404,0.39734 1.870102,1.27809 2.623097,2.10375 1.308542,1.47534 1.847166,3.59612 1.292761,5.50102 -0.534285,1.8245 -1.854209,3.45004 -3.574828,4.26864 -0.191682,0.0234 0.647922,-0.682 0.817217,-1.00958 1.833102,-2.3961 2.027928,-5.83879 0.732872,-8.5234 -0.452679,-0.90448 -1.108696,-1.7015 -1.891119,-2.34043 z', gold: 'm 13.219492,275.7189 c -2.986621,0.01 -5.9729442,1.75519 -7.2157492,4.51399 -1.4447671,2.86838 -0.9743467,6.60206 1.2502049,8.94534 1.6486642,1.87365 4.2016723,2.85934 6.6817843,2.61607 3.746213,-0.22926 7.026658,-3.46775 7.307955,-7.20938 0.345627,-3.27431 -1.477563,-6.74322 -4.539965,-8.07025 -1.086444,-0.51129 -2.281439,-0.79866 -3.48423,-0.79577 z m 0,1.55427 c 2.485623,0.002 4.974789,1.48839 5.934079,3.82276 1.125698,2.44571 0.57943,5.58664 -1.449826,7.40023 -2.35696,2.37064 -6.611547,2.37064 -8.9685065,0 -2.1169053,-1.88824 -2.608931,-5.21179 -1.3089579,-7.69696 1.0280707,-2.17935 3.4218714,-3.51551 5.7932114,-3.52603 z m 0.0066,4.19203 c -1.370356,-0.0494 -2.523547,1.30386 -2.277873,2.64791 0.150011,1.3618 1.658854,2.29772 2.951679,1.86852 1.391568,-0.36367 2.080533,-2.14843 1.33192,-3.36846 -0.389128,-0.716 -1.20151,-1.14581 -2.005726,-1.14797 z', mors: 'm 14.482436,292.72274 -0.358077,-0.35808 v -2.86461 h 2.864614 v -1.79038 h -2.864614 v -3.93885 h 5.371152 l -6.445382,-8.95192 -6.0873063,8.95192 h 5.3711513 v 3.93885 H 9.4693607 v 1.79038 h 2.8646133 v 2.86461 l -0.358076,0.35808 z M 16.27282,282.33852 H 9.8274367 l 3.2226923,-4.65501 z', vitae: 'm 11.975898,274.8189 0.358077,0.35808 v 2.86461 H 9.4693607 v 1.79038 h 2.8646143 v 3.93885 H 6.9628227 l 6.4453823,8.95192 6.087306,-8.95192 H 14.12436 v -3.93885 h 2.864613 v -1.79038 H 14.12436 v -2.86461 l 0.358076,-0.35808 z m -1.790384,10.38422 h 6.445383 l -3.222692,4.65501 z', }; this.orbColors = { salt: '#f2e7b4', air: '#9ee0ff', fire: '#ff540b', water: '#0fdac3', earth: '#99ff11', // TODO metals need color adjust + ideally should have different visuals mercury: '#f2e7b4', lead: '#728686', tin: '#c5be9b', iron: '#b59e97', copper: '#f5a581', silver: '#cfcac3', gold: '#ffba50', mors: '#433c29', vitae: '#F5A79E', }; this.symbolTpls = {}; for (let s in symbolPaths) { if (symbolPaths.hasOwnProperty(s)) { let path = symbolPaths[s]; this.symbolTpls[s] = Svg.fromXMLg(` `); } } } /** * Remove all boards on the board */ removeAllOrbs() { Object.keys(this.grid).forEach((n) => { this.removeOrbByIndex(n); }) } /** * Get orb by array index * * @param {Number} n * @returns {object} grid object */ getOrbByIndex(n) { return this.grid[n]; } } /** * Random number generator * * Uses Mullbery32 from https://stackoverflow.com/a/47593316/2180189 */ class Rng { /** * Construct with a given or random seed * * @param {Number|null} seed */ constructor(seed = null) { if (seed === null) { seed = +new Date; } this.seed(seed); } /** * Set seed for following rolls * * @param {Number} seed */ seed(seed) { this.state = seed; } /** * Get a pseudo-random number * * @returns {Number} */ next() { let t = this.state += 0x6D2B79F5; t = Math.imul(t ^ t >>> 15, t | 1); t ^= t + Math.imul(t ^ t >>> 7, t | 61); return ((t ^ t >>> 14) >>> 0) / 4294967296; } /** * Get next int, inclusive * * @param {Number} max * @return {Number} */ nextInt(max) { return Math.floor((max + 1) * this.next()); } } class SettingsStorage { constructor() { // this object is never overwritten, references are stable this.settings = { debug: false, version: 1, allowTemplateAugmenting: true, retryTemplate: 30, attemptTemplates: 50, animations: true, disabledEffect: true, }; } load() { let saved = localStorage.getItem('sigmar_settings'); if (saved) { let parsed; try { parsed = JSON.parse(saved); // XXX some validation / version conversion could be done here delete parsed.version; Object.assign(this.settings, parsed); } catch (e) { console.error("Error loading settings:", e); } } return this.settings; } update(update) { Object.assign(this.settings, update); return this.settings; } save() { localStorage.setItem('sigmar_settings', JSON.stringify(this.settings)); } } class Game { /** * Init the game */ constructor(seed = null) { this.settingsStore = new SettingsStorage(); this.cfg = this.settingsStore.load(); this.debug("Game settings:", this.cfg); // TODO take seed from hash this.board = new Board(); if (seed === null) { seed = +new Date(); } this.rng = new Rng(seed); this.layoutTemplates = { // templates apparently all have 55 items //'wheel': [0,1,2,3,4,5,11,12,13,14,15,16,17,22,23,24,27,28,29,33,34,36,38,40,41,44,45,48,49,52,53,55,56,57,58,59,60,61,62,63,64,65,67,68,71,72,75,76,79,80,82,84,86,87,91,92,93,96,97,98,103,104,105,106,107,108,109,115,116,117,118,119,120], 'beyblade': [0, 1, 2, 3, 4, 5, 12, 14, 15, 23, 26, 34, 35, 37, 38, 39, 40, 46, 47, 48, 50, 51, 52, 55, 58, 60, 61, 64, 65, 67, 68, 69, 70, 71, 73, 76, 79, 80, 83, 84, 85, 86, 87, 91, 94, 95, 97, 98, 103, 104, 105, 106, 109, 115, 120], 'tulip': [4, 14, 15, 16, 23, 24, 25, 26, 27, 28, 34, 35, 36, 37, 39, 40, 45, 46, 47, 48, 49, 50, 51, 52, 56, 57, 59, 60, 61, 62, 63, 67, 68, 69, 70, 71, 72, 73, 74, 80, 81, 82, 83, 85, 86, 93, 94, 95, 96, 97, 105, 106, 107, 108, 109], 'alien': [3, 4, 14, 15, 16, 22, 25, 26, 27, 28, 34, 35, 36, 37, 38, 39, 40, 41, 45, 46, 48, 49, 51, 56, 57, 58, 59, 60, 61, 62, 67, 68, 69, 70, 71, 72, 73, 74, 79, 80, 81, 82, 84, 85, 86, 94, 95, 96, 97, 98, 106, 107, 108, 109, 117], 'cube': [1, 5, 12, 13, 14, 15, 16, 17, 23, 27, 29, 33, 34, 35, 36, 37, 38, 40, 44, 48, 49, 51, 52, 55, 56, 57, 58, 59, 60, 61, 62, 64, 68, 70, 71, 72, 73, 75, 76, 80, 82, 84, 86, 92, 94, 96, 97, 103, 104, 105, 106, 108, 118, 119, 120], 'star': [3, 14, 15, 22, 23, 24, 25, 26, 27, 34, 35, 36, 37, 38, 39, 40, 41, 46, 47, 48, 49, 50, 51, 52, 57, 58, 59, 60, 61, 62, 63, 68, 69, 70, 71, 72, 73, 74, 79, 80, 81, 82, 83, 84, 85, 86, 93, 94, 95, 96, 97, 98, 105, 106, 117], 'flower': [3, 11, 12, 13, 14, 15, 23, 25, 27, 28, 34, 36, 37, 38, 39, 40, 45, 46, 47, 48, 49, 50, 52, 53, 57, 58, 59, 60, 61, 62, 64, 68, 70, 71, 72, 73, 74, 75, 79, 80, 81, 82, 83, 84, 86, 92, 95, 96, 97, 98, 104, 105, 106, 107, 116], 'windmill': [4, 11, 12, 13, 14, 15, 16, 23, 24, 25, 27, 28, 34, 37, 39, 40, 45, 46, 47, 48, 49, 50, 52, 53, 56, 57, 59, 60, 61, 63, 64, 67, 68, 70, 71, 72, 73, 74, 75, 80, 81, 83, 86, 92, 93, 95, 96, 97, 104, 105, 106, 107, 108, 109, 116], 'propeller': [1, 2, 3, 4, 13, 14, 15, 16, 22, 25, 28, 34, 36, 37, 38, 39, 40, 41, 45, 46, 47, 48, 50, 56, 58, 60, 61, 62, 67, 68, 70, 71, 73, 74, 75, 76, 79, 80, 81, 82, 83, 84, 86, 87, 91, 92, 95, 97, 98, 103, 106, 107, 108, 109, 117], 'garden': [0, 1, 2, 3, 4, 5, 11, 12, 13, 14, 15, 16, 17, 22, 23, 28, 29, 33, 34, 40, 41, 44, 45, 52, 53, 55, 56, 60, 64, 65, 67, 68, 75, 76, 79, 80, 86, 87, 91, 92, 97, 98, 103, 104, 105, 106, 107, 108, 109, 115, 116, 117, 118, 119, 120], 'windmill2': [1, 12, 13, 14, 15, 16, 17, 23, 24, 26, 27, 28, 34, 35, 36, 37, 38, 40, 44, 45, 47, 50, 51, 52, 56, 57, 58, 60, 62, 63, 64, 68, 69, 70, 73, 75, 76, 80, 82, 83, 84, 85, 86, 92, 93, 94, 96, 97, 103, 104, 105, 106, 107, 108, 119], 'bird': [2, 3, 4, 14, 15, 25, 27, 28, 29, 33, 34, 35, 36, 37, 38, 39, 40, 45, 46, 47, 48, 49, 50, 51, 57, 58, 59, 60, 61, 62, 67, 68, 70, 71, 72, 73, 74, 79, 80, 81, 82, 83, 84, 86, 87, 91, 94, 95, 96, 97, 98, 106, 107, 109, 118], 'strider': [1, 2, 3, 4, 11, 12, 13, 14, 15, 24, 25, 26, 36, 37, 38, 47, 48, 49, 50, 53, 58, 59, 60, 61, 62, 63, 64, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 79, 80, 81, 82, 83, 84, 85, 86, 87, 91, 92, 93, 97, 98, 103, 104, 109, 116], 'campfire': [0, 1, 2, 3, 4, 5, 11, 15, 17, 22, 23, 24, 25, 26, 27, 29, 33, 35, 39, 41, 44, 46, 51, 52, 53, 55, 57, 60, 63, 65, 67, 68, 69, 74, 76, 79, 81, 85, 87, 91, 93, 94, 95, 96, 97, 98, 103, 105, 109, 115, 116, 117, 118, 119, 120], 'skillet': [0, 1, 2, 5, 11, 13, 17, 22, 25, 26, 27, 28, 29, 33, 37, 39, 41, 44, 45, 46, 47, 48, 49, 50, 53, 55, 57, 59, 60, 61, 65, 69, 70, 71, 72, 73, 74, 75, 76, 81, 83, 85, 87, 91, 92, 95, 96, 103, 107, 115, 116, 117, 118, 119, 120], 'digger': [2, 3, 4, 5, 16, 17, 22, 27, 28, 29, 33, 34, 35, 36, 37, 38, 39, 40, 41, 44, 45, 46, 47, 48, 50, 51, 55, 56, 57, 58, 60, 61, 62, 67, 70, 71, 73, 79, 82, 83, 84, 87, 91, 94, 95, 96, 98, 106, 107, 108, 109, 117, 118, 119, 120], 'chestnut': [3, 4, 12, 13, 14, 15, 16, 23, 25, 27, 28, 34, 36, 38, 39, 40, 45, 46, 47, 48, 49, 50, 52, 56, 57, 58, 59, 60, 61, 62, 64, 67, 68, 71, 72, 74, 75, 79, 80, 81, 82, 83, 84, 86, 92, 95, 96, 97, 98, 104, 105, 106, 107, 108, 109], 'manta': [0, 5, 11, 16, 22, 23, 24, 25, 26, 27, 28, 29, 33, 34, 35, 39, 40, 44, 45, 46, 47, 51, 52, 56, 57, 58, 59, 60, 61, 62, 63, 64, 68, 69, 73, 74, 75, 76, 80, 81, 85, 86, 87, 91, 92, 93, 94, 95, 96, 97, 98, 104, 109, 115, 120], 'pyramids': [3, 4, 14, 15, 16, 23, 25, 26, 28, 34, 35, 36, 37, 38, 39, 40, 45, 46, 47, 48, 49, 50, 51, 52, 56, 58, 59, 60, 61, 62, 67, 68, 69, 70, 71, 72, 73, 74, 79, 80, 81, 82, 83, 84, 85, 86, 94, 95, 97, 98, 105, 106, 107, 108, 109], 'bigwheel': [0, 1, 2, 3, 4, 5, 11, 13, 17, 22, 25, 28, 29, 33, 36, 37, 38, 39, 41, 44, 45, 46, 47, 50, 53, 55, 58, 60, 62, 65, 67, 70, 73, 74, 75, 76, 79, 81, 82, 83, 84, 87, 91, 92, 95, 98, 103, 107, 109, 115, 116, 117, 118, 119, 120], 'handshake': [0, 1, 2, 3, 4, 5, 11, 12, 13, 15, 16, 22, 23, 24, 25, 27, 33, 34, 35, 36, 38, 46, 48, 49, 50, 58, 59, 60, 61, 62, 70, 71, 72, 74, 82, 84, 85, 86, 87, 93, 95, 96, 97, 98, 104, 105, 107, 108, 109, 115, 116, 117, 118, 119, 120], 'thinwheel': [0, 1, 2, 3, 4, 5, 11, 12, 16, 17, 22, 24, 27, 29, 33, 36, 38, 41, 44, 48, 49, 53, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 67, 71, 72, 76, 79, 82, 84, 87, 91, 93, 96, 98, 103, 104, 108, 109, 115, 116, 117, 118, 119, 120], 'heavywheel': [12, 13, 14, 15, 16, 23, 24, 25, 27, 28, 34, 36, 37, 38, 39, 40, 45, 46, 47, 48, 49, 50, 52, 56, 57, 58, 59, 60, 61, 62, 63, 64, 68, 70, 71, 72, 73, 74, 75, 80, 81, 82, 83, 84, 86, 92, 93, 95, 96, 97, 104, 105, 106, 107, 108], 'virus': [2, 3, 13, 14, 15, 22, 24, 26, 27, 34, 35, 36, 37, 38, 39, 40, 41, 46, 47, 48, 49, 50, 51, 57, 58, 59, 60, 61, 62, 63, 68, 69, 70, 71, 72, 73, 75, 79, 80, 82, 83, 84, 85, 86, 87, 91, 92, 93, 94, 95, 96, 97, 98, 106, 117], 'frisbee': [0, 11, 12, 13, 14, 15, 22, 25, 26, 27, 28, 29, 33, 34, 36, 38, 39, 40, 41, 45, 46, 47, 49, 50, 53, 57, 58, 59, 60, 62, 64, 65, 68, 69, 72, 74, 75, 80, 81, 82, 83, 84, 85, 86, 92, 95, 96, 97, 104, 106, 107, 115, 116, 117, 118], }; this.applySettings(); setTimeout(() => this.newGame(), 100); } debug(...args) { if (this.cfg.debug) console.log(...args); } info(...args) { console.info(...args); } warn(...args) { console.warn(...args); } error(...args) { console.error(...args); } applySettings() { this.board.$svg.classList.toggle('cfg-no-anim', !this.cfg.animations); this.board.$svg.classList.toggle('cfg-no-fade-disabled', !this.cfg.disabledEffect); } setCfg(update) { this.settingsStore.update(update); this.applySettings(); this.settingsStore.save(); } getCfg(key) { return this.cfg[key]; } /** * Show a selected template, for debug * * @param {String} name - template name * @param {boolean} flip - flip horizontally */ showTemplate(name, flip = false) { this.board.removeAllOrbs(); this.getTemplate(name, flip).forEach((n) => { this.board.placeOrbByIndex(n, 'lead'); }) } /** * Show a random template, for debug */ showRandomTemplate() { this.board.removeAllOrbs(); this.getRandomTemplate().forEach((n) => { this.board.placeOrbByIndex(n, 'lead'); }) } /** * Get a template - a sequence of numbers that are allowed as orb positions * * @param {String} name * @param {boolean} flipped * @returns {number[]} */ getTemplate(name, flipped) { let tpl = this.layoutTemplates[name].slice(0); // this slice takes a copy so the array is not corrupted by later manipulations if (flipped) { tpl = this.flipTemplate(tpl); } return tpl; } /** * Get a random and randomly flipped template * * @return Number[] - template indices; this is a clone, free to modify */ getRandomTemplate() { let names = Object.keys(this.layoutTemplates); let name = names[Math.floor(this.rng.next() * names.length)]; let flipped = this.rng.next() > 0.5; let tpl = this.getTemplate(name, flipped); // 60 (center) must be included to place gold if (!tpl.includes(60)) { throw Error(`Template "${name}", flip=${+flipped}, lacks 60.`); } console.info(`Selected board layout template "${name}", flipped=${+flipped}`); return tpl; } /** * Flip a template array. * * The array is modified in place! * * @param {Number[]} tpl * @returns {Number[]} */ flipTemplate(tpl) { return tpl .sort((a, b) => a - b) .map((n) => { let {x, y} = gridIndexToXy(n); return xyToGridIndex(5 + y - x, y); }) .sort((a, b) => a - b); } /** * Print array of all occupied orbs as a layout template * * @returns {Number[]} */ toTemplate() { return Object.keys(game.board.grid) .map((x) => +x) .sort((a, b) => a - b); } /** * Run a template editor * * - click on tiles to toggle orbs * - call `game.showTemplate('wheel')` to show an existing template on the board * - call `JSON.stringify(game.toTemplate())` to print the current template array to console */ templateBuilder() { this.board.removeAllOrbs(); this.board.onTileClick = (n) => { let symbol = 'lead'; this.board.placeOrbByIndex(n, symbol); }; this.board.onOrbClick = (n, orb) => { this.board.removeOrbByIndex(n) }; } isAvailable(n) { return this.getNeighbours(n).freeSequence >= 3; } getNeighbours(n) { let {x, y} = gridIndexToXy(n); let freeSpaces = [ isXyOutside(x - 1, y) || !this.board.grid[n - 1], isXyOutside(x - 1, y - 1) || !this.board.grid[n - 12], isXyOutside(x, y - 1) || !this.board.grid[n - 11], isXyOutside(x + 1, y) || !this.board.grid[n + 1], isXyOutside(x + 1, y + 1) || !this.board.grid[n + 12], isXyOutside(x, y + 1) || !this.board.grid[n + 11], ]; let nOccupied = 0; for (let i = 0; i < 6; i++) { if (!freeSpaces[i]) { nOccupied++; } } let freeSequence = 0; let maxFreeSequence = 0; for (let i = 0; i < 12; i++) { if (freeSpaces[i % 6]) { freeSequence++; if (freeSequence >= 6) { maxFreeSequence = freeSequence; break; } if (freeSequence > maxFreeSequence) { maxFreeSequence = freeSequence; } } else { freeSequence = 0; } } return {neighbours: nOccupied, freeSequence: maxFreeSequence}; } placeOrbs(template) { this.board.removeAllOrbs(); let allowedTable = []; let outsideTemplate = []; for (let i = 0; i < BOARD_SIZE; i++) { const allo = template.includes(i); allowedTable.push(allo); let { x, y } = gridIndexToXy(i); if (!allo && !isXyOutside(x, y)) { outsideTemplate.push(i); } // Highlight pattern shape // if (this.board.tiles[i]) { // if (allo) { // this.board.tiles[i].setAttribute('opacity', 1) // } else { // this.board.tiles[i].setAttribute('opacity', 0.6) // } // } } const place = (n, symbol) => { this.debug(`Place ${n} <- ${symbol}`); if (!allowedTable[n]) throw Error(`Position ${n} not allowed by template`); if (this.board.grid[n]) throw Error(`Position ${n} is occupied by ${this.board.grid[n]}`); // we use a hack to speed up generation here - SVG is not altered until we have a solution this.board.grid[n] = symbol; }; const unplace = (n) => { this.debug(`Unplace ${n}`); this.board.grid[n] = null; }; const findAvailableIndexWithNeighbours = (count, except=null) => { let candidates = []; for (let i = 0; i < template.length; i++) { const n = template[i]; if (except && except.includes(n)) continue; if (!this.board.grid[n]) { const neigh = this.getNeighbours(n); if (neigh.neighbours === count && neigh.freeSequence >= 3) { candidates.push(n); } } } if (candidates.length) { return this.arrayChoose(candidates) } else { return false; } }; const findAvailableIndex = (except=null) => { for (let i = 6; i >= 0; i--) { const n = findAvailableIndexWithNeighbours(i, except); if (n !== false) return n; } // this corrupts the template, but makes the likelihood of quickly finding a valid solution much higher. if (template.length !== BOARD_SIZE && this.cfg.allowTemplateAugmenting) { // Prefer tile with more neighbours to make the game harder let candidates = []; outsideTemplate.forEach((n) => { if (!allowedTable[n] && this.isAvailable(n)) { const neigh = this.getNeighbours(n); if (!candidates[neigh.neighbours]) { candidates[neigh.neighbours] = [n]; } else { candidates[neigh.neighbours].push(n); } } }); for (let i = 6; i >= 0; i--) { if (!candidates[i]) continue; let toAdd = this.arrayChoose(candidates[i]); allowedTable[toAdd] = true; outsideTemplate.splice(outsideTemplate.indexOf(toAdd), 1); template.push(toAdd); this.warn(`Adding extra tile to template: ${toAdd}`); return toAdd; } } throw Error("Failed to find available tile"); }; place(60, 'gold'); const toPlace = this.buildPlacementList(); let solution = []; while (toPlace.length > 0) { this.debug('placing a pair.'); let symbol1 = toPlace.pop(); let index1 = findAvailableIndex(); place(index1, symbol1); let symbol2 = toPlace.pop(); let index2 = findAvailableIndex(); place(index2, symbol2); if (!this.isAvailable(index1)) { this.debug(`Deadlock, trying to work around it - ${index1}, ${index2}`); unplace(index2); let except = [index2]; let suc = false; for (let i = 0; i < 5; i++) { this.debug(`try #${i + 1}`); let index = findAvailableIndex(except); place(index, symbol2); if (this.isAvailable(index1)) { suc = true; break; } else { unplace(index); except.push(index); } } if (!suc) { throw new Error("Solution contains a deadlock."); } } solution.push([symbol1, index1]); solution.push([symbol2, index2]); } // Show the solution for debug solution.reverse(); this.info("Found a valid board!"); solution.forEach((a) => { let p = gridIndexToXy(a[1]); a[1] = `${p.x} × ${p.y}`; }); this.debug('Solution: ', solution); } /** * Shuffle an array. * The array is shuffled in place. * * @return the array */ arrayShuffle(a) { let j, x, i; for (i = a.length - 1; i > 0; i--) { j = this.rng.nextInt(i); x = a[i]; a[i] = a[j]; a[j] = x; } return a; } /** * Count orbs in the game board * * @return {number} */ countOrbs() { let n = 0; // todo use reduce this.board.grid.forEach((x) => { if (x !== null) { n++; } }); return n; } /** * Choose a random emember of an array * * @param array * @return {number} */ arrayChoose(array) { return array[Math.floor(this.rng.next() * array.length)]; } buildPlacementList() { let toPlace = [ ['air', 'air'], ['air', 'air'], ['air', 'air'], ['air', 'air'], ['fire', 'fire'], ['fire', 'fire'], ['fire', 'fire'], ['fire', 'fire'], ['water', 'water'], ['water', 'water'], ['water', 'water'], ['water', 'water'], ['earth', 'earth'], ['earth', 'earth'], ['earth', 'earth'], ['earth', 'earth'], ]; let newSaltedPairs = []; const nsalted = this.rng.nextInt(2); for (let i = 0; i < nsalted; i++) { while (true) { const n = this.rng.nextInt(toPlace.length - 1); if (toPlace[n][1] !== 'salt') { this.debug(`Pairing ${toPlace[n][1]} with salt.`); newSaltedPairs.push([toPlace[n][1], 'salt']); toPlace[n][1] = 'salt'; break; } } } toPlace = toPlace.concat(newSaltedPairs); // if we have some salt pairs left for (let i = 0; i < 2 - nsalted; i++) { toPlace.push(['salt', 'salt']); } // these are always paired like this, and don't support salt toPlace = toPlace.concat([ ['mors', 'vitae'], ['mors', 'vitae'], ['mors', 'vitae'], ['mors', 'vitae'], ]); // shuffle the pairs that have random order (i.e. not metals) this.arrayShuffle(toPlace); // the order here is actually significant, so let's pay attention... const metals = [ ['lead', 'mercury'], ['tin', 'mercury'], ['iron', 'mercury'], ['copper', 'mercury'], ['silver', 'mercury'], ]; let mPos = []; for (let i = 0; i < metals.length; i++) { let x; // find a unique position do { x = this.rng.nextInt(toPlace.length + i); } while (mPos.includes(x)); mPos.push(x) } mPos.sort((a, b) => a - b); this.debug('Metal positions ', mPos); // inject them into the array metals.forEach((pair, i) => { toPlace.splice(mPos[i] + i, 0, pair); }); return toPlace.reduce((a, c) => { a.push(c[0]); a.push(c[1]); return a; }, []); } /** * Convert the strings in the board array to actual SVG orbs (strings are a placeholder to speed up board solving) */ renderPreparedBoard() { for (let n = 0; n < BOARD_SIZE; n++) { if (this.board.grid[n] !== null) { const symbol = this.board.grid[n]; this.board.grid[n] = null; this.board.placeOrbByIndex(n, symbol); } } } /** * Update orb availability status (includes effects) */ updateOrbDisabledStatus() { for (let n = 0; n < BOARD_SIZE; n++) { if (this.board.grid[n]) { const ava = this.isAvailableAtPlaytime(n); this.board.grid[n].node.classList.toggle('disabled', !ava); } } } /** * Check if a tile is available at play-time (checking unlocked metals) * * @param n * @return {Boolean} */ isAvailableAtPlaytime(n) { let ava = this.isAvailable(n); const sym = this.board.grid[n].symbol; if (METAL_SEQ.includes(sym)) { if (sym !== this.nextMetal) { ava = false; } } return ava; } /** * Handle orb click * * @param n * @param orb */ ingameBoardClick(n, orb) { if (!this.isAvailableAtPlaytime(n)) return; let wantRefresh = false; if (orb.symbol === 'gold') { // gold has no pairing this.board.removeOrbByIndex(n); this.selectedOrb = null; wantRefresh = true; } else if (this.selectedOrb === null) { // first selection this.selectedOrb = { n, orb }; orb.node.classList.add('selected'); } else { if (this.selectedOrb.n === n) { // orb clicked twice orb.node.classList.remove('selected'); this.selectedOrb = null; } else { // second orb in a pair const otherSymbol = this.selectedOrb.orb.symbol; if (this.getPairSymbols(orb.symbol).includes(otherSymbol)) { // compatible pair clicked this.board.removeOrbByIndex(n); this.board.removeOrbByIndex(this.selectedOrb.n); if ([orb.symbol, otherSymbol].includes(this.nextMetal)) { this.advanceMetal(); } this.selectedOrb = null; wantRefresh = true; } else { // Bad selection, select it as the first orb. this.selectedOrb.orb.node.classList.remove('selected'); this.selectedOrb = { n, orb }; orb.node.classList.add('selected'); } } } if (wantRefresh) { if (this.countOrbs() === 0) { this.info("Good work!"); } this.updateOrbDisabledStatus(); } } newGame() { this.board.onTileClick = (n) => { this.debug(n, gridIndexToXy(n)); }; this.selectedOrb = null; let self = this; this.board.onOrbClick = (n, orb) => self.ingameBoardClick(n, orb); // retry loop, should not be needed if everything is correct let suc = false; let numretries = 0; const alertOnError = false; for (let i = 0; i < this.cfg.attemptTemplates && !suc; i++) { this.debug('RNG seed is: ' + this.rng.state); const template = this.getRandomTemplate(); for (let j = 0; j < this.cfg.retryTemplate; j++) { try { this.placeOrbs(template.slice(0)); // clone suc = true; break; } catch (e) { if (alertOnError) alert('welp'); numretries++; if (this.cfg.debug) { this.error(e); } else { this.warn(e.message); } } } if (!suc) { this.warn("Exhausted all retries for the template, getting a new one"); } } this.nextMetal = 'lead'; this.renderPreparedBoard(); this.updateOrbDisabledStatus(); if (!suc) { alert(`Sorry, could not find a valid board setup after ${numretries} retries.`); } else { this.info(`Found valid solution (with ${numretries} retries)`); } } getPairSymbols(first) { return { 'salt': ['salt', 'air', 'fire', 'water', 'earth'], 'air': ['salt', 'air'], 'fire': ['salt', 'fire'], 'water': ['salt', 'water'], 'earth': ['salt', 'earth'], 'mercury': [this.nextMetal], 'lead': ['mercury'], 'tin': ['mercury'], 'iron': ['mercury'], 'copper': ['mercury'], 'silver': ['mercury'], 'gold': [], 'mors': ['vitae'], 'vitae': ['mors'], }[first]; } advanceMetal() { if (this.nextMetal === 'gold') throw new Error("No metals to unlock beyond gold."); this.nextMetal = METAL_SEQ[METAL_SEQ.indexOf(this.nextMetal) + 1]; console.debug(`Next metal unlocked: ${this.nextMetal}`); } } /* Start */ window.game = new Game(); })();