AI_Diplomacy/diplomacy/animation/simple-test.html
2025-03-05 15:50:21 -05:00

2270 lines
75 KiB
HTML

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Diplomacy Map (Fallback-Only)</title>
<script type="importmap">
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/three@0.160.0/build/three.module.js",
"three/examples/jsm/controls/OrbitControls.js": "https://cdn.jsdelivr.net/npm/three@0.160.0/examples/jsm/controls/OrbitControls.js",
"three/addons/": "https://cdn.jsdelivr.net/npm/three@0.160.0/examples/jsm/"
}
}
</script>
<style>
body {
margin: 0;
padding: 0;
overflow: hidden;
font-family: sans-serif;
}
.container {
width: 100vw;
height: 100vh;
display: flex;
flex-direction: column;
}
.top-controls {
padding: 10px;
background-color: #333;
color: white;
display: flex;
justify-content: space-between;
align-items: center;
}
.map-view {
flex-grow: 1;
background-color: #87CEEB;
position: relative;
}
button {
padding: 8px 16px;
background-color: #4CAF50;
color: white;
border: none;
border-radius: 4px;
cursor: pointer;
margin-right: 10px;
}
button:hover {
background-color: #45a049;
}
#phase-display {
font-weight: bold;
margin-left: 10px;
}
#file-input {
display: none;
}
#info-panel {
position: absolute;
bottom: 20px;
right: 10px;
width: 300px;
background-color: rgba(255, 255, 255, 0.8);
border-radius: 8px;
padding: 10px;
font-family: monospace;
font-size: 12px;
max-height: 300px;
overflow-y: auto;
pointer-events: none;
/* Let clicks pass through */
}
/* New leaderboard styles */
#leaderboard {
position: absolute;
bottom: 20px;
left: 10px;
width: 250px;
background-color: rgba(0, 0, 0, 0.5);
color: white;
border-radius: 8px;
padding: 10px;
font-size: 14px;
line-height: 1.4em;
max-height: 300px;
overflow-y: auto;
pointer-events: none;
/* so we don't block clicks */
}
/* Chat windows styles */
#chat-container {
position: absolute;
top: 60px;
left: 10px;
right: 10px;
display: flex;
flex-direction: row;
gap: 10px;
height: 250px;
pointer-events: auto;
z-index: 100;
overflow-x: auto;
padding-bottom: 5px;
}
.chat-window {
background-color: rgba(255, 255, 255, 0.9);
border-radius: 8px;
box-shadow: 0 2px 10px rgba(0, 0, 0, 0.2);
overflow: hidden;
transition: all 0.3s ease;
height: 100%;
width: 260px;
min-width: 260px;
display: flex;
flex-direction: column;
flex-shrink: 0;
}
.chat-header {
background-color: #333;
color: white;
padding: 8px 12px;
font-weight: bold;
display: flex;
justify-content: space-between;
align-items: center;
cursor: pointer;
}
.chat-messages {
padding: 10px;
overflow-y: auto;
flex-grow: 1;
height: calc(100% - 36px);
font-size: 13px;
}
.chat-message {
margin-bottom: 8px;
padding: 6px 10px;
border-radius: 8px;
word-break: break-word;
width: 85%;
}
.message-incoming {
background-color: #e9e9eb;
align-self: flex-start;
margin-right: auto;
}
.message-outgoing {
background-color: #0b93f6;
color: white;
align-self: flex-end;
margin-left: auto;
}
.message-time {
font-size: 10px;
color: #888;
margin-top: 2px;
text-align: right;
}
.chat-collapsed {
max-height: 36px;
}
.power-austria {
color: #c40000;
}
.power-england {
color: #00008B;
}
.power-france {
color: #0fa0d0;
}
.power-germany {
color: #444444;
}
.power-italy {
color: #008000;
}
.power-russia {
color: #cccccc;
}
.power-turkey {
color: #e0c846;
}
</style>
</head>
<body>
<div class="container">
<div class="top-controls">
<div>
<button id="load-btn">Load Game</button>
<button id="prev-btn" disabled>← Prev</button>
<button id="next-btn" disabled>Next →</button>
<button id="play-btn" disabled>▶ Play</button>
<select id="speed-selector" disabled>
<option value="1000">Slow</option>
<option value="500" selected>Medium</option>
<option value="200">Fast</option>
</select>
<span id="phase-display">No game loaded</span>
</div>
</div>
<div id="map-view" class="map-view"></div>
<input type="file" id="file-input" accept=".json">
<div id="info-panel"></div>
<!-- New leaderboard element -->
<div id="leaderboard"></div>
<!-- Chat windows container -->
<div id="chat-container"></div>
</div>
<script type="module">
import * as THREE from 'three';
import {OrbitControls} from 'three/examples/jsm/controls/OrbitControls.js';
import {SVGLoader} from 'three/addons/loaders/SVGLoader.js';
// --- CORE VARIABLES ---
let scene, camera, renderer, controls;
let gameData = null;
let currentPhaseIndex = 0;
let coordinateData = null;
let unitMeshes = []; // To store references for units + supply center 3D objects
let mapPlane = null; // The fallback map plane
let isPlaying = false; // Track playback state
let playbackSpeed = 500; // Default speed in ms
let playbackTimer = null; // Timer reference for playback
let animationDuration = 1500; // Duration of unit movement animation in ms
let unitAnimations = []; // Track ongoing unit animations
let territoryTransitions = []; // Track territory color transitions
let chatWindows = {}; // Store chat window elements by power
let currentPower = 'FRANCE'; // Default perspective is France
// --- DOM ELEMENTS ---
const loadBtn = document.getElementById('load-btn');
const fileInput = document.getElementById('file-input');
const prevBtn = document.getElementById('prev-btn');
const nextBtn = document.getElementById('next-btn');
const playBtn = document.getElementById('play-btn');
const speedSelector = document.getElementById('speed-selector');
const phaseDisplay = document.getElementById('phase-display');
const infoPanel = document.getElementById('info-panel');
const mapView = document.getElementById('map-view');
const leaderboard = document.getElementById('leaderboard');
// Add roundRect polyfill for browsers that don't support it
if (!CanvasRenderingContext2D.prototype.roundRect) {
CanvasRenderingContext2D.prototype.roundRect = function (x, y, width, height, radius) {
if (typeof radius === 'undefined') {
radius = 5;
}
this.beginPath();
this.moveTo(x + radius, y);
this.lineTo(x + width - radius, y);
this.arcTo(x + width, y, x + width, y + radius, radius);
this.lineTo(x + width, y + height - radius);
this.arcTo(x + width, y + height, x + width - radius, y + height, radius);
this.lineTo(x + radius, y + height);
this.arcTo(x, y + height, x, y + height - radius, radius);
this.lineTo(x, y + radius);
this.arcTo(x, y, x + radius, y, radius);
this.closePath();
return this;
};
}
// --- INITIALIZE SCENE ---
function initScene() {
scene = new THREE.Scene();
scene.background = new THREE.Color(0x87CEEB);
// Camera
camera = new THREE.PerspectiveCamera(
60,
mapView.clientWidth / mapView.clientHeight,
1,
3000
);
camera.position.set(0, 800, 800);
camera.lookAt(0, 0, 0);
// Renderer
renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setSize(mapView.clientWidth, mapView.clientHeight);
renderer.setPixelRatio(window.devicePixelRatio);
mapView.appendChild(renderer.domElement);
// Controls
controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.05;
controls.screenSpacePanning = true;
controls.minDistance = 100;
controls.maxDistance = 1500;
controls.maxPolarAngle = Math.PI / 2; // Limit so you don't flip under the map
// Lighting (keep it simple)
const ambientLight = new THREE.AmbientLight(0xffffff, 0.6);
scene.add(ambientLight);
const dirLight = new THREE.DirectionalLight(0xffffff, 0.6);
dirLight.position.set(300, 400, 300);
scene.add(dirLight);
// Territory type mapping (Water, Coast, Land)
// This data is from the standard Diplomacy board
const territoryTypes = {
'ADR': 'Water', 'AEG': 'Water', 'ALB': 'Coast', 'ANK': 'Coast', 'APU': 'Coast',
'ARM': 'Coast', 'BAL': 'Water', 'BAR': 'Water', 'BEL': 'Coast', 'BER': 'Coast',
'BLA': 'Water', 'BOH': 'Land', 'BRE': 'Coast', 'BUD': 'Land', 'BUL': 'Coast',
'BUR': 'Land', 'CLY': 'Coast', 'CON': 'Coast', 'DEN': 'Coast', 'EAS': 'Water',
'EDI': 'Coast', 'ENG': 'Water', 'FIN': 'Coast', 'GAL': 'Land', 'GAS': 'Coast',
'GRE': 'Coast', 'GOB': 'Water', 'GOL': 'Water', 'HEL': 'Water', 'HOL': 'Coast',
'ION': 'Water', 'IRI': 'Water', 'KIE': 'Coast', 'LVP': 'Coast', 'LVN': 'Coast',
'LON': 'Coast', 'MAR': 'Coast', 'MAO': 'Water', 'MOS': 'Land', 'MUN': 'Land',
'NAP': 'Coast', 'NAO': 'Water', 'NAF': 'Coast', 'NTH': 'Water', 'NWY': 'Coast',
'NWG': 'Water', 'PAR': 'Land', 'PIC': 'Coast', 'PIE': 'Coast', 'POR': 'Coast',
'PRU': 'Coast', 'ROM': 'Coast', 'RUH': 'Land', 'RUM': 'Coast', 'SER': 'Land',
'SEV': 'Coast', 'SIL': 'Land', 'SKA': 'Water', 'SMY': 'Coast', 'SPA': 'Coast',
'STP': 'Coast', 'SWE': 'Coast', 'SYR': 'Coast', 'TRI': 'Coast', 'TUN': 'Coast',
'TUS': 'Coast', 'TYR': 'Land', 'TYS': 'Water', 'UKR': 'Land', 'VEN': 'Coast',
'VIE': 'Land', 'WAL': 'Coast', 'WAR': 'Land', 'WES': 'Water', 'YOR': 'Coast'
};
// Add to global scope for use in other functions
window.territoryTypes = territoryTypes;
// Load coordinate data, then build the fallback map
loadCoordinateData()
.then(() => {
createFallbackMap(); // Create the map plane from the start
})
.catch(err => {
console.error("Error loading coordinates:", err);
infoPanel.textContent = `Error loading coords: ${err.message}`;
});
// Kick off animation loop
animate();
// Handle resizing
window.addEventListener('resize', onWindowResize);
}
// --- ANIMATION LOOP ---
function animate() {
requestAnimationFrame(animate);
const currentTime = Date.now();
// Process unit movement animations
if (unitAnimations.length > 0) {
unitAnimations.forEach((anim, index) => {
// Calculate progress (0 to 1)
const elapsed = currentTime - anim.startTime;
const progress = Math.min(1, elapsed / anim.duration);
// Apply movement
if (progress < 1) {
// Apply easing for more natural movement - ease in and out
const easedProgress = easeInOutCubic(progress);
// Update position
anim.object.position.x = anim.startPos.x + (anim.endPos.x - anim.startPos.x) * easedProgress;
anim.object.position.z = anim.startPos.z + (anim.endPos.z - anim.startPos.z) * easedProgress;
// Subtle bobbing up and down during movement
anim.object.position.y = 10 + Math.sin(progress * Math.PI * 2) * 5;
// For fleets (ships), add a gentle rocking motion
if (anim.object.userData.type === 'F') {
anim.object.rotation.z = Math.sin(progress * Math.PI * 3) * 0.05;
anim.object.rotation.x = Math.sin(progress * Math.PI * 2) * 0.05;
}
} else {
// Animation complete, remove from active animations
unitAnimations.splice(index, 1);
// Set final position
anim.object.position.x = anim.endPos.x;
anim.object.position.z = anim.endPos.z;
anim.object.position.y = 10; // Reset height
// Reset rotation for ships
if (anim.object.userData.type === 'F') {
anim.object.rotation.z = 0;
anim.object.rotation.x = 0;
}
// If this was the last animation and playback is active, continue after delay
if (unitAnimations.length === 0 && isPlaying) {
// Schedule next phase after a pause delay
playbackTimer = setTimeout(() => advanceToNextPhase(), playbackSpeed);
}
}
});
}
// Process territory color transitions
if (territoryTransitions.length > 0) {
territoryTransitions.forEach((transition, index) => {
const elapsed = currentTime - transition.startTime;
const progress = Math.min(1, elapsed / transition.duration);
if (progress < 1) {
// Interpolate colors
const easedProgress = easeInOutCubic(progress);
transition.canvas.style.opacity = easedProgress;
} else {
// Transition complete
territoryTransitions.splice(index, 1);
transition.canvas.style.opacity = 1;
}
});
}
// Update any pulsing or wave animations on supply centers or units
if (scene.userData.animatedObjects) {
scene.userData.animatedObjects.forEach(obj => {
if (obj.userData.pulseAnimation) {
const anim = obj.userData.pulseAnimation;
anim.time += anim.speed;
if (obj.userData.glowMesh) {
const pulseValue = Math.sin(anim.time) * anim.intensity + 0.5;
obj.userData.glowMesh.material.opacity = 0.2 + (pulseValue * 0.3);
obj.userData.glowMesh.scale.set(
1 + (pulseValue * 0.1),
1 + (pulseValue * 0.1),
1 + (pulseValue * 0.1)
);
}
// Subtle bobbing up/down
obj.position.y = 2 + Math.sin(anim.time) * 0.5;
}
});
}
controls.update();
renderer.render(scene, camera);
}
// Easing function for smooth animations
function easeInOutCubic(t) {
return t < 0.5 ? 4 * t * t * t : 1 - Math.pow(-2 * t + 2, 3) / 2;
}
// --- RESIZE HANDLER ---
function onWindowResize() {
camera.aspect = mapView.clientWidth / mapView.clientHeight;
camera.updateProjectionMatrix();
renderer.setSize(mapView.clientWidth, mapView.clientHeight);
}
// --- LOAD COORDINATE DATA ---
function loadCoordinateData() {
return new Promise((resolve, reject) => {
fetch('./assets/maps/standard_coords.json')
.then(response => {
if (!response.ok) {
// Try an alternate path if desired
return fetch('../assets/maps/standard_coords.json');
}
return response;
})
.then(response => {
if (!response.ok) {
// Another fallback path
return fetch('/diplomacy/animation/assets/maps/standard_coords.json');
}
return response;
})
.then(response => {
if (!response.ok) {
throw new Error(`Failed to load coordinates: ${response.status}`);
}
return response.json();
})
.then(data => {
coordinateData = data;
infoPanel.textContent = 'Coordinate data loaded!';
resolve(coordinateData);
})
.catch(error => {
console.error(error);
reject(error);
});
});
}
// --- CREATE THE FALLBACK MAP AS A PLANE ---
function createFallbackMap(ownershipMap = null) {
// If there's already a plane from a previous phase re-draw, remove it
const loader = new SVGLoader();
loader.load('assets/maps/standard.svg',
function (data) {
let map_styles = {};
fetch('assets/maps/modern-styles.json')
.then(resp => resp.json())
.then(data => {
map_styles = data;
})
.catch(error => {
console.error('Error loading map styles:', error);
});
const paths = data.paths;
const group = new THREE.Group();
for (let i = 0; i < paths.length; i++) {
let fillColor = ""
const path = paths[i];
if (map_styles[path.userData.node.classList[0]] === undefined) {
// If there is no style in the map_styles, skip drawing the shape
continue
} else {
fillColor = map_styles[path.userData.node.classList[0]].fill;
}
//debugger;
const material = new THREE.MeshBasicMaterial({
color: fillColor,
side: THREE.DoubleSide,
depthWrite: false
});
const shapes = SVGLoader.createShapes(path);
for (let j = 0; j < shapes.length; j++) {
const shape = shapes[j];
const geometry = new THREE.ShapeGeometry(shape);
const mesh = new THREE.Mesh(geometry, material);
mesh.rotation.x = Math.PI / 2;
group.add(mesh);
// Create an edges geometry from the shape geometry.
const edges = new THREE.EdgesGeometry(geometry);
// Create a line material with black color for the border.
const lineMaterial = new THREE.LineBasicMaterial({color: 0x000000, linewidth: 2});
// Create the line segments object to display the border.
const line = new THREE.LineSegments(edges, lineMaterial);
// Add the border as a child of the mesh.
mesh.add(line);
}
}
// This rotates the SVG the "correct" way round, and scales it down
group.scale.set(0.5, -0.5, 0.5)
// After adding all meshes to the group, update its matrix:
group.updateMatrixWorld(true);
// Compute the bounding box of the group:
const box = new THREE.Box3().setFromObject(group);
const center = new THREE.Vector3();
box.getCenter(center);
// Offset the group's position by subtracting the center:
group.position.sub(center);
scene.add(group);
},
// Progress function
undefined,
function (error) {console.log(error)})
return
//TODO: Remove below
if (mapPlane) {
scene.remove(mapPlane);
mapPlane.geometry.dispose();
mapPlane.material.dispose();
mapPlane = null;
}
const mapGeometry = new THREE.PlaneGeometry(1000, 1000);
// We'll create a texture by drawing on a <canvas>:
const texture = drawFallbackCanvas(ownershipMap);
const material = new THREE.MeshBasicMaterial({map: texture, side: THREE.DoubleSide});
mapPlane = new THREE.Mesh(mapGeometry, material);
mapPlane.rotation.x = -Math.PI / 2; // Lay flat
mapPlane.position.y = -1; // Slightly below any 3D items
scene.add(mapPlane);
infoPanel.textContent = "Fallback map loaded as primary texture!";
}
// --- DRAW THE FALLBACK MAP ON A CANVAS ---
function drawFallbackCanvas(ownershipMap = null) {
const canvas = document.createElement('canvas');
canvas.width = 2048;
canvas.height = 2048;
const ctx = canvas.getContext('2d');
// Fill background with a radial gradient (sea-like)
const seaGradient = ctx.createRadialGradient(
canvas.width / 2, canvas.height / 2, 0,
canvas.width / 2, canvas.height / 2, canvas.width / 1.5
);
seaGradient.addColorStop(0, '#1a3c6e');
seaGradient.addColorStop(0.7, '#2a5d9e');
seaGradient.addColorStop(0.9, '#3973ac');
seaGradient.addColorStop(1, '#4b8bc5');
ctx.fillStyle = seaGradient;
ctx.fillRect(0, 0, canvas.width, canvas.height);
// If we have coordinateData, we can draw an "accurate" map:
if (coordinateData && coordinateData.coordinates) {
drawImprovedMap(ctx, canvas.width, canvas.height, ownershipMap);
} else {
// Otherwise, just some placeholder
drawSimplifiedOcean(ctx, canvas.width, canvas.height);
}
return new THREE.CanvasTexture(canvas);
}
// --- DRAW AN IMPROVED MAP WITH TERRITORIES ---
function drawImprovedMap(ctx, width, height, ownershipMap) {
// Borrowed from the original: scaling & offset for province coordinates
const scaleX = width / 1000;
const scaleY = height / 1000;
const offsetX = width / 2;
const offsetY = height / 2;
// Fill ocean pattern
drawOceanBackground(ctx, width, height);
// Build adjacency list for drawing borders
const adjacency = buildAdjacencyList();
// First pass: collect all province positions for collision detection
const provinces = [];
for (const [prov, pos] of Object.entries(coordinateData.coordinates)) {
if (!prov.includes('_')) {
const x = pos.x * scaleX + offsetX;
const y = pos.z * scaleY + offsetY;
// Check if this province is a supply center and if so, who owns it
let fillColor = '#b19b69'; // neutral land color
if (ownershipMap && ownershipMap[prov.toUpperCase()]) {
// We have an owner
const power = ownershipMap[prov.toUpperCase()];
const powerColor = getPowerHexColor(power);
fillColor = powerColor || '#b19b69';
}
// Get territory type (default to 'Land' if not found)
const territoryType = window.territoryTypes?.[prov.toUpperCase()] || 'Land';
// Adjust colors based on territory type
if (territoryType === 'Water') {
fillColor = '#1a3c6e'; // Dark blue for water
} else if (!ownershipMap || !ownershipMap[prov.toUpperCase()]) {
// Only change colors of neutral territories
if (territoryType === 'Coast') {
fillColor = '#8fa86b'; // Greenish for coastal areas
} else if (territoryType === 'Land') {
fillColor = '#b19b69'; // Brownish for land
}
}
// Store province data for later use
provinces.push({
prov,
x,
y,
radius: 80, // REDUCED from 110 to 95 for slightly smaller territories
fillColor,
isSupplyCenter: coordinateData.provinces &&
coordinateData.provinces[prov] &&
coordinateData.provinces[prov].isSupplyCenter,
territoryType
});
}
}
// Apply bubble-physics to make territories squish against each other
applyTerritorySquishing(provinces);
// Draw each province as an irregular territory
// Draw in reverse order so water is on bottom, land on top
provinces
.sort((a, b) => {
// Water territories first (at the bottom)
if (a.territoryType === 'Water' && b.territoryType !== 'Water') return -1;
if (a.territoryType !== 'Water' && b.territoryType === 'Water') return 1;
// Then coastal
if (a.territoryType === 'Coast' && b.territoryType === 'Land') return -1;
if (a.territoryType === 'Land' && b.territoryType === 'Coast') return 1;
return 0;
})
.forEach(province => {
const {x, y, radius, fillColor, prov, territoryType, squishData} = province;
// Draw different shapes based on territory type
if (territoryType === 'Water') {
drawWaterTerritory(ctx, x, y, radius, fillColor, prov, squishData);
} else if (territoryType === 'Coast') {
drawCoastalTerritory(ctx, x, y, radius, fillColor, prov, squishData);
} else {
drawLandTerritory(ctx, x, y, radius, fillColor, prov, squishData);
}
});
// Draw the adjacency lines as "country borders" - but thinner now that we have squishing
ctx.lineWidth = 0.5;
ctx.strokeStyle = 'rgba(0,0,0,0.15)';
for (const [prov, neighbors] of Object.entries(adjacency)) {
const posA = coordinateData.coordinates[prov];
if (!posA) continue;
const xA = posA.x * scaleX + offsetX;
const yA = posA.z * scaleY + offsetY;
neighbors.forEach(n => {
const posB = coordinateData.coordinates[n];
if (!posB) return;
// We'll only draw each border once:
if (n < prov) return;
const xB = posB.x * scaleX + offsetX;
const yB = posB.z * scaleY + offsetY;
// Draw a light curved line
ctx.beginPath();
const midX = (xA + xB) / 2;
const midY = (yA + yB) / 2;
const dx = xB - xA;
const dy = yB - yA;
const dist = Math.sqrt(dx * dx + dy * dy);
// Perpendicular offset for curve
const px = -dy / dist;
const py = dx / dist;
const curvature = 10;
// Quadratic curve from A to B with control point offset
ctx.moveTo(xA, yA);
ctx.quadraticCurveTo(
midX + px * curvature,
midY + py * curvature,
xB, yB
);
ctx.stroke();
});
}
// Draw supply center "star" icons
if (coordinateData.provinces) {
for (const [province, data] of Object.entries(coordinateData.provinces)) {
if (data.isSupplyCenter && coordinateData.coordinates[province]) {
const pos = coordinateData.coordinates[province];
const x = pos.x * scaleX + offsetX;
const y = pos.z * scaleY + offsetY;
// Little star
ctx.beginPath();
starPath(ctx, x, y, 5, 12, 6); // Slightly larger star
ctx.fillStyle = '#FFD700';
ctx.fill();
ctx.strokeStyle = '#000';
ctx.stroke();
}
}
}
// Apply force-directed layout for text labels to avoid overlaps
ctx.font = 'bold 20px Arial'; // Set font before measuring text
const textLabels = provinces.map(p => ({
text: p.prov,
x: p.x,
y: p.y,
width: ctx.measureText(p.prov).width + 10, // Add padding
height: 24, // Approximate text height with padding
dx: 0, // Displacement X
dy: 0 // Displacement Y
}));
// Simple force-directed layout to avoid overlaps
const iterations = 30;
const repulsionForce = 0.5;
for (let iter = 0; iter < iterations; iter++) {
// Reset forces
textLabels.forEach(label => {
label.fx = 0;
label.fy = 0;
});
// Calculate repulsion forces between overlapping labels
for (let i = 0; i < textLabels.length; i++) {
for (let j = i + 1; j < textLabels.length; j++) {
const a = textLabels[i];
const b = textLabels[j];
// Check for overlap
const ax1 = a.x + a.dx - a.width / 2;
const ay1 = a.y + a.dy - a.height / 2;
const ax2 = a.x + a.dx + a.width / 2;
const ay2 = a.y + a.dy + a.height / 2;
const bx1 = b.x + b.dx - b.width / 2;
const by1 = b.y + b.dy - b.height / 2;
const bx2 = b.x + b.dx + b.width / 2;
const by2 = b.y + b.dy + b.height / 2;
// Check if rectangles overlap
if (ax1 < bx2 && ax2 > bx1 && ay1 < by2 && ay2 > by1) {
// Calculate centers
const aCenterX = a.x + a.dx;
const aCenterY = a.y + a.dy;
const bCenterX = b.x + b.dx;
const bCenterY = b.y + b.dy;
// Direction vector
const dx = bCenterX - aCenterX;
const dy = bCenterY - aCenterY;
const dist = Math.sqrt(dx * dx + dy * dy) || 1; // Avoid division by zero
// Normalized direction with force magnitude
const fx = (dx / dist) * repulsionForce;
const fy = (dy / dist) * repulsionForce;
// Apply forces in opposite directions
a.fx -= fx;
a.fy -= fy;
b.fx += fx;
b.fy += fy;
}
}
}
// Apply forces with damping
const damping = 0.8;
textLabels.forEach(label => {
label.dx += label.fx * damping;
label.dy += label.fy * damping;
// Add a small force to pull labels back toward their original positions
const centeringForce = 0.05;
label.dx *= (1 - centeringForce);
label.dy *= (1 - centeringForce);
});
}
// Draw province names with background for better readability
ctx.font = 'bold 20px Arial'; // Slightly larger font
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
textLabels.forEach(label => {
const x = label.x + label.dx;
const y = label.y + label.dy + 20; // ADDED 20 to move text down to avoid unit overlap
// Draw text background
const padding = 4;
const textWidth = label.width - 10; // Remove the padding we added earlier
const textHeight = 20;
ctx.fillStyle = 'rgba(255, 255, 255, 0.7)';
ctx.beginPath();
ctx.roundRect(
x - textWidth / 2 - padding,
y - textHeight / 2 - padding,
textWidth + padding * 2,
textHeight + padding * 2,
4 // Rounded corners
);
ctx.fill();
ctx.strokeStyle = '#000';
ctx.lineWidth = 1.5;
ctx.stroke();
// Draw text
ctx.fillStyle = '#000';
ctx.fillText(label.text, x, y);
});
}
// New function to handle territory squishing effects
function applyTerritorySquishing(provinces) {
// Run several iterations of the simulation with improved approach
const iterations = 35; // Increased iterations for more stable packing
// Configure physical simulation parameters - improved values for tighter packing
const repulsionStrength = 0.04; // Fine-tuned for better spacing
const squishFactor = 0.85; // Increased - makes territories deform more on contact
const minSquish = 0.22; // Adjusted for better deformation
const expansionFactor = 0.012; // Slightly reduced expansion to prevent oversized territories
// For each province, we'll store squish data about where and how it's being squished
provinces.forEach(p => {
p.squishData = [];
// Add some variance to radius based on province type
if (p.territoryType === 'Water') {
p.radius *= 0.92; // Water even smaller to create more space
} else if (p.territoryType === 'Land') {
p.radius *= 1.03; // Land slightly larger
}
});
// Run the simulation
for (let iter = 0; iter < iterations; iter++) {
// On each iteration, reset squish data but preserve positions
provinces.forEach(p => p.squishData = []);
// First all territories attempt to expand to fill available space
for (let i = 0; i < provinces.length; i++) {
const p = provinces[i];
// Expansion rate is higher in early iterations, then diminishes
const currentExpansion = expansionFactor * (1 - iter / iterations);
// Water expands less than land (water can have gaps)
if (p.territoryType !== 'Water') {
p.radius *= (1 + currentExpansion);
}
}
// Then check for collisions and resolve them
for (let i = 0; i < provinces.length; i++) {
for (let j = i + 1; j < provinces.length; j++) {
const a = provinces[i];
const b = provinces[j];
// Calculate distance between province centers
const dx = b.x - a.x;
const dy = b.y - a.y;
const distance = Math.sqrt(dx * dx + dy * dy);
// Only process meaningful interactions (not extremely distant territories)
if (distance > a.radius * 3 || distance > b.radius * 3) continue;
// Calculate how much provinces would overlap
const overlap = a.radius + b.radius - distance;
// If they overlap, calculate repulsion and deformation
if (overlap > 0) {
// Normalize direction vector
const nx = dx / distance;
const ny = dy / distance;
// Calculate squish angles (direction from center to contact point)
const squishAngleA = Math.atan2(dy, dx);
const squishAngleB = Math.atan2(-dy, -dx);
// Add squish data for both provinces
a.squishData.push({
angle: squishAngleA,
amount: Math.min(overlap * squishFactor, a.radius * (1 - minSquish)),
contactPoint: {x: a.x + nx * a.radius, y: a.y + ny * a.radius},
otherProvince: b.prov
});
b.squishData.push({
angle: squishAngleB,
amount: Math.min(overlap * squishFactor, b.radius * (1 - minSquish)),
contactPoint: {x: b.x - nx * b.radius, y: b.y - ny * b.radius},
otherProvince: a.prov
});
// Reduce repulsion for water vs land/coast territories
let actualRepulsion = repulsionStrength;
if (a.territoryType === 'Water' || b.territoryType === 'Water') {
actualRepulsion *= 0.3; // Much less repulsion if water is involved
}
// Move provinces apart very slightly to prevent extreme overlaps
a.x -= nx * overlap * actualRepulsion;
a.y -= ny * overlap * actualRepulsion;
b.x += nx * overlap * actualRepulsion;
b.y += ny * overlap * actualRepulsion;
}
}
}
}
// Final pass - add neighbor awareness
provinces.forEach(p => {
// Get list of neighboring provinces from squish data
p.neighbors = [...new Set(p.squishData.map(sd => sd.otherProvince))];
});
}
// --- NEW FUNCTIONS FOR TERRITORY TYPES ---
// Draw water territories with wave patterns
function drawWaterTerritory(ctx, x, y, radius, fillColor, prov, squishData) {
ctx.beginPath();
// Create a more wavy shape for water territories
const points = 24; // More points for smoother waves
const angleStep = (Math.PI * 2) / points;
const seed = prov.charCodeAt(0) + prov.charCodeAt(prov.length - 1);
// Draw the shape point by point, applying squishing where needed
for (let i = 0; i <= points; i++) {
const angle = i * angleStep;
// Base radius with wave pattern (reduced wave amplitude for cleaner edges)
let waveFreq = 6; // Wave frequency
let waveAmp = 0.15; // REDUCED wave amplitude for smoother edges
let r = radius * (1 + waveAmp * Math.sin(seed + angle * waveFreq));
// Apply squishing based on overlap data
if (squishData && squishData.length > 0) {
// For each squish point, reduce radius in that direction
squishData.forEach(squish => {
// Calculate how much this angle is affected by the squish
const angleDiff = Math.abs(normalizeAngle(angle - squish.angle));
// Apply squish with a sharper falloff (more squish closer to the contact point)
if (angleDiff < Math.PI / 2) {
// Non-linear falloff that creates more natural squishing
const falloff = Math.pow(1 - (angleDiff / (Math.PI / 2)), 2);
const squishEffect = falloff * squish.amount;
r -= squishEffect;
}
});
}
// Ensure minimum radius
r = Math.max(r, radius * 0.3);
const px = x + r * Math.cos(angle);
const py = y + r * Math.sin(angle);
if (i === 0) {
ctx.moveTo(px, py);
} else {
ctx.lineTo(px, py);
}
}
ctx.closePath();
// Fill with gradient for water look
const gradient = ctx.createRadialGradient(
x, y, radius * 0.4,
x, y, radius * 1.2
);
gradient.addColorStop(0, fillColor);
gradient.addColorStop(1, '#0c1d36'); // Darker blue at edges
ctx.fillStyle = gradient;
ctx.fill();
// Add wave details
ctx.save();
ctx.clip(); // Clip to territory shape
// Draw wave lines within the territory
ctx.strokeStyle = 'rgba(255, 255, 255, 0.2)';
ctx.lineWidth = 1.5;
// Randomly positioned wave lines
for (let i = 0; i < 8; i++) {
const waveY = y - radius + (i * radius / 4);
ctx.beginPath();
for (let wx = x - radius; wx < x + radius; wx += 5) {
const waveDist = Math.sin((wx + seed) / 20) * 5;
ctx.lineTo(wx, waveY + waveDist);
}
ctx.stroke();
}
ctx.restore();
// Add subtle border
ctx.lineWidth = 0.8; // Thinner border for cleaner appearance
ctx.strokeStyle = 'rgba(0, 0, 0, 0.25)'; // More subtle border
ctx.stroke();
}
// Draw coastal territories with beach-like transitions
function drawCoastalTerritory(ctx, x, y, radius, fillColor, prov, squishData) {
// Base shape with slightly irregular coastline
ctx.beginPath();
const points = 20; // Increased for smoother shapes
const angleStep = (Math.PI * 2) / points;
const seed = prov.charCodeAt(0) + prov.charCodeAt(prov.length - 1);
// Draw the shape point by point
for (let i = 0; i <= points; i++) {
const angle = i * angleStep;
// Base radius with coastal variation (reduced variation for cleaner edges)
let r = radius * (0.95 + 0.1 * Math.sin(seed + angle * 4));
// Add occasional small inlets (reduced frequency)
if (Math.random() > 0.92) {
r *= 0.96;
}
// Apply squishing where needed
if (squishData && squishData.length > 0) {
squishData.forEach(squish => {
// Calculate how much this angle is affected by the squish
const angleDiff = Math.abs(normalizeAngle(angle - squish.angle));
// Apply squish with a natural deformation profile
if (angleDiff < Math.PI / 3) {
// Create a natural squish curve (more at direct impact, less at edges)
const falloff = Math.pow(1 - (angleDiff / (Math.PI / 3)), 1.5);
const squishEffect = falloff * squish.amount * 1.1;
r -= squishEffect;
// Add bulges on the sides with a nice natural curve
if (angleDiff > Math.PI / 6 && angleDiff < Math.PI / 3) {
const bulgeAmount = Math.sin((angleDiff - Math.PI / 6) / (Math.PI / 6) * Math.PI);
r += squish.amount * 0.3 * bulgeAmount;
}
}
});
}
// Ensure minimum radius
r = Math.max(r, radius * 0.3);
const px = x + r * Math.cos(angle);
const py = y + r * Math.sin(angle);
if (i === 0) {
ctx.moveTo(px, py);
} else {
ctx.lineTo(px, py);
}
}
ctx.closePath();
// Create a coastal gradient (land blending to beach to water)
const gradient = ctx.createRadialGradient(
x, y, radius * 0.5,
x, y, radius
);
gradient.addColorStop(0, fillColor);
gradient.addColorStop(0.7, fillColor);
gradient.addColorStop(0.85, '#c2b280'); // Sandy beach color
gradient.addColorStop(1, '#88a0bd'); // Shallow water color at edge
ctx.fillStyle = gradient;
ctx.fill();
// Add a bit more texture for coast
ctx.save();
ctx.clip();
// Draw some dots for sandy texture
ctx.fillStyle = 'rgba(194, 178, 128, 0.3)'; // Sandy color
for (let i = 0; i < 30; i++) {
const dotX = x + (Math.random() * 2 - 1) * radius * 0.8;
const dotY = y + (Math.random() * 2 - 1) * radius * 0.8;
const dotSize = 1 + Math.random() * 3;
ctx.beginPath();
ctx.arc(dotX, dotY, dotSize, 0, Math.PI * 2);
ctx.fill();
}
ctx.restore();
// Stronger border for coastal areas
ctx.lineWidth = 1.2; // Slightly thinner for cleaner edges
ctx.strokeStyle = 'rgba(0, 0, 0, 0.35)'; // More subtle
ctx.stroke();
}
// Draw land territories with more angular shapes
function drawLandTerritory(ctx, x, y, radius, fillColor, prov, squishData) {
ctx.beginPath();
// Land territories have fewer, more angular points
const points = 12; // Slightly more points for better squishing
const angleStep = (Math.PI * 2) / points;
const seed = prov.charCodeAt(0) + prov.charCodeAt(prov.length - 1);
// Draw the shape point by point
for (let i = 0; i <= points; i++) {
const angle = i * angleStep;
// Base radius with angular variation (reduced variation for cleaner edges)
let r = radius * (0.97 + 0.07 * Math.sin(seed + angle * 2));
// Apply squishing where needed - much improved land squishing
if (squishData && squishData.length > 0) {
squishData.forEach(squish => {
// Calculate how much this angle is affected by the squish
const angleDiff = Math.abs(normalizeAngle(angle - squish.angle));
// Apply squish with a sharper profile for land (more angular deformation)
if (angleDiff < Math.PI / 4) {
// Sharper, more pronounced squish for land
const falloff = Math.pow(1 - (angleDiff / (Math.PI / 4)), 1.8);
const squishEffect = falloff * squish.amount;
r -= squishEffect;
// Add more dramatic bulges on edges - creates a "pressed against" effect
if (angleDiff > Math.PI / 8 && angleDiff < Math.PI / 4) {
const bulgePos = (angleDiff - Math.PI / 8) / (Math.PI / 8);
// Sine curve for natural bulging
const bulgeAmount = Math.sin(bulgePos * Math.PI);
r += squish.amount * 0.35 * bulgeAmount;
}
}
});
}
// Ensure minimum radius but allow more squishing for land
r = Math.max(r, radius * 0.25);
const px = x + r * Math.cos(angle);
const py = y + r * Math.sin(angle);
if (i === 0) {
ctx.moveTo(px, py);
} else {
ctx.lineTo(px, py);
}
}
ctx.closePath();
// Land has a bit of texture/gradient
const gradient = ctx.createRadialGradient(
x, y, radius * 0.2,
x, y, radius
);
const lighterColor = lightenColor(fillColor, 15);
const darkerColor = darkenColor(fillColor, 15);
gradient.addColorStop(0, lighterColor);
gradient.addColorStop(0.7, fillColor);
gradient.addColorStop(1, darkerColor);
ctx.fillStyle = gradient;
ctx.fill();
// Add some terrain detail
ctx.save();
ctx.clip();
// Add a few "mountain" or "hill" details as small triangles
ctx.fillStyle = darkenColor(fillColor, 25);
for (let i = 0; i < 5; i++) {
const mx = x + (Math.random() * 2 - 1) * radius * 0.6;
const my = y + (Math.random() * 2 - 1) * radius * 0.6;
const size = 3 + Math.random() * 6;
ctx.beginPath();
ctx.moveTo(mx, my - size);
ctx.lineTo(mx - size, my + size);
ctx.lineTo(mx + size, my + size);
ctx.closePath();
ctx.fill();
}
ctx.restore();
// Strong border for land
ctx.lineWidth = 1.5; // Slightly thinner for cleaner look
ctx.strokeStyle = 'rgba(0, 0, 0, 0.4)'; // More subtle
ctx.stroke();
}
// Helper to normalize angle to range -PI to PI
function normalizeAngle(angle) {
while (angle > Math.PI) angle -= 2 * Math.PI;
while (angle < -Math.PI) angle += 2 * Math.PI;
return Math.abs(angle);
}
// Get color for a power
function getPowerHexColor(power) {
const powerColors = {
'AUSTRIA': '#c40000',
'ENGLAND': '#00008B',
'FRANCE': '#0fa0d0',
'GERMANY': '#444444',
'ITALY': '#008000',
'RUSSIA': '#cccccc',
'TURKEY': '#e0c846'
};
return powerColors[power] || '#b19b69'; // fallback to neutral
}
// Just a helper for the star shape
function starPath(ctx, cx, cy, spikes, outerR, innerR) {
let rot = Math.PI / 2 * 3;
let x = cx;
let y = cy;
const step = Math.PI / spikes;
ctx.moveTo(cx, cy - outerR);
for (let i = 0; i < spikes; i++) {
x = cx + Math.cos(rot) * outerR;
y = cy + Math.sin(rot) * outerR;
ctx.lineTo(x, y);
rot += step;
x = cx + Math.cos(rot) * innerR;
y = cy + Math.sin(rot) * innerR;
ctx.lineTo(x, y);
rot += step;
}
ctx.lineTo(cx, cy - outerR);
ctx.closePath();
}
// Draw some faint wave lines
function drawOceanBackground(ctx, width, height) {
ctx.save();
ctx.strokeStyle = 'rgba(255, 255, 255, 0.05)';
ctx.lineWidth = 2;
for (let i = 0; i < 40; i++) {
const x1 = Math.random() * width;
const y1 = Math.random() * height;
const len = 40 + Math.random() * 60;
const angle = Math.random() * Math.PI;
ctx.beginPath();
ctx.moveTo(x1, y1);
ctx.lineTo(
x1 + Math.cos(angle) * len,
y1 + Math.sin(angle) * len
);
ctx.stroke();
}
ctx.restore();
}
// If coordinate data isn't available, just do a big watery rectangle
function drawSimplifiedOcean(ctx, width, height) {
ctx.fillStyle = '#1a3c6e';
ctx.fillRect(0, 0, width, height);
}
// --- 3D SUPPLY CENTERS ---
function displaySupplyCenters() {
if (!coordinateData || !coordinateData.provinces) return;
for (const [province, data] of Object.entries(coordinateData.provinces)) {
if (data.isSupplyCenter && coordinateData.coordinates[province]) {
const pos = getProvincePosition(province);
// Build a small pillar + star in 3D
const scGroup = new THREE.Group();
const baseGeom = new THREE.CylinderGeometry(12, 12, 3, 16);
const baseMat = new THREE.MeshStandardMaterial({color: 0x333333});
const base = new THREE.Mesh(baseGeom, baseMat);
base.position.y = 1.5;
scGroup.add(base);
const pillarGeom = new THREE.CylinderGeometry(2.5, 2.5, 12, 8);
const pillarMat = new THREE.MeshStandardMaterial({color: 0xcccccc});
const pillar = new THREE.Mesh(pillarGeom, pillarMat);
pillar.position.y = 7.5;
scGroup.add(pillar);
// We'll just do a cone star for simplicity
const starGeom = new THREE.ConeGeometry(6, 10, 5);
const starMat = new THREE.MeshStandardMaterial({color: 0xFFD700});
const starMesh = new THREE.Mesh(starGeom, starMat);
starMesh.rotation.x = Math.PI; // point upwards
starMesh.position.y = 14;
scGroup.add(starMesh);
// Optionally add a glow disc
const glowGeom = new THREE.CircleGeometry(15, 32);
const glowMat = new THREE.MeshBasicMaterial({color: 0xFFFFAA, transparent: true, opacity: 0.3, side: THREE.DoubleSide});
const glowMesh = new THREE.Mesh(glowGeom, glowMat);
glowMesh.rotation.x = -Math.PI / 2;
glowMesh.position.y = 2;
scGroup.add(glowMesh);
// Store userData for ownership changes
scGroup.userData = {
province,
isSupplyCenter: true,
owner: null,
starMesh,
glowMesh
};
scGroup.position.set(pos.x, 2, pos.z);
scene.add(scGroup);
unitMeshes.push(scGroup);
}
}
}
function updateSupplyCenterOwnership(centers) {
if (!centers) return;
const ownershipMap = {};
// centers is typically { "AUSTRIA":["VIE","BUD"], "FRANCE":["PAR","MAR"], ... }
for (const [power, provinces] of Object.entries(centers)) {
provinces.forEach(p => {
ownershipMap[p.toUpperCase()] = power.toUpperCase();
});
}
// Basic color scheme
const powerColors = {
'AUSTRIA': 0xc40000,
'ENGLAND': 0x00008B,
'FRANCE': 0x0fa0d0,
'GERMANY': 0x444444,
'ITALY': 0x008000,
'RUSSIA': 0xcccccc,
'TURKEY': 0xe0c846
};
unitMeshes.forEach(obj => {
if (obj.userData && obj.userData.isSupplyCenter) {
const prov = obj.userData.province;
const owner = ownershipMap[prov];
if (owner) {
const c = powerColors[owner] || 0xFFD700;
obj.userData.starMesh.material.color.setHex(c);
// Add a pulsing animation
if (!obj.userData.pulseAnimation) {
obj.userData.pulseAnimation = {
speed: 0.003 + Math.random() * 0.002,
intensity: 0.3,
time: Math.random() * Math.PI * 2
};
if (!scene.userData.animatedObjects) scene.userData.animatedObjects = [];
scene.userData.animatedObjects.push(obj);
}
} else {
// Neutral
obj.userData.starMesh.material.color.setHex(0xFFD700);
// remove pulse
obj.userData.pulseAnimation = null;
}
}
});
}
// --- UNITS ---
function displayUnit(unitData) {
// Choose color by power
const powerColors = {
'AUSTRIA': 0xc40000,
'ENGLAND': 0x00008B,
'FRANCE': 0x0fa0d0,
'GERMANY': 0x444444,
'ITALY': 0x008000,
'RUSSIA': 0xcccccc,
'TURKEY': 0xe0c846
};
const color = powerColors[unitData.power] || 0xAAAAAA;
let group = new THREE.Group();
// Minimal shape difference for armies vs fleets
if (unitData.type === 'A') {
// Army: a block + small head for soldier-like appearance
const body = new THREE.Mesh(
new THREE.BoxGeometry(15, 20, 10),
new THREE.MeshStandardMaterial({color})
);
body.position.y = 10;
group.add(body);
// Head
const head = new THREE.Mesh(
new THREE.SphereGeometry(4, 12, 12),
new THREE.MeshStandardMaterial({color})
);
head.position.set(0, 24, 0);
group.add(head);
} else {
// Fleet: a rectangle + a mast and sail
const hull = new THREE.Mesh(
new THREE.BoxGeometry(30, 8, 15),
new THREE.MeshStandardMaterial({color: 0x8B4513})
);
hull.position.y = 4;
group.add(hull);
// Mast
const mast = new THREE.Mesh(
new THREE.CylinderGeometry(1, 1, 30, 8),
new THREE.MeshStandardMaterial({color: 0x000000})
);
mast.position.y = 15;
group.add(mast);
// Sail
const sail = new THREE.Mesh(
new THREE.PlaneGeometry(20, 15),
new THREE.MeshStandardMaterial({color, side: THREE.DoubleSide})
);
sail.rotation.y = Math.PI / 2;
sail.position.set(0, 15, 0);
group.add(sail);
}
// Position
const pos = getProvincePosition(unitData.location);
group.position.set(pos.x, 10, pos.z);
// Store meta
group.userData = {
power: unitData.power,
type: unitData.type,
location: unitData.location
};
scene.add(group);
unitMeshes.push(group);
}
function getProvincePosition(loc) {
// Convert e.g. "Spa/sc" to "SPA_SC" if needed
const normalized = loc.toUpperCase().replace('/', '_');
const base = normalized.split('_')[0];
if (coordinateData && coordinateData.coordinates) {
if (coordinateData.coordinates[normalized]) {
return coordinateData.coordinates[normalized];
}
if (coordinateData.coordinates[base]) {
return coordinateData.coordinates[base];
}
}
// Fallback if missing
return hashStringToPosition(loc);
}
function hashStringToPosition(str) {
let hash = 0;
for (let i = 0; i < str.length; i++) {
hash = (hash << 5) - hash + str.charCodeAt(i);
hash |= 0;
}
const x = (hash % 800) - 400;
const z = ((hash >> 8) % 800) - 400;
return {x, y: 0, z};
}
// --- LOADING & DISPLAYING GAME PHASES ---
function loadGame(file) {
const reader = new FileReader();
reader.onload = e => {
try {
gameData = JSON.parse(e.target.result);
infoPanel.textContent = `Game data loaded: ${gameData.phases?.length || 0} phases found.`;
currentPhaseIndex = 0;
if (gameData.phases?.length) {
prevBtn.disabled = false;
nextBtn.disabled = false;
playBtn.disabled = false;
speedSelector.disabled = false;
// Initialize chat windows
createChatWindows();
displayPhase(currentPhaseIndex);
}
} catch (err) {
infoPanel.textContent = "Error parsing JSON: " + err.message;
}
};
reader.onerror = () => {
infoPanel.textContent = "Error reading file.";
};
reader.readAsText(file);
}
function displayPhase(index) {
if (!gameData || !gameData.phases || index < 0 || index >= gameData.phases.length) {
infoPanel.textContent = "Invalid phase index.";
return;
}
// Clear old units
unitMeshes.forEach(m => scene.remove(m));
unitMeshes = [];
const phase = gameData.phases[index];
phaseDisplay.textContent = `${phase.name || 'Unknown Phase'} (${index + 1}/${gameData.phases.length})`;
// Build ownership map for territory coloring - IMPROVED TO INCLUDE BOTH UNITS AND CENTERS
const centers = phase.state?.centers || {};
const units = phase.state?.units || {};
const ownershipMap = {};
// First add supply centers to ownership map
for (const [power, provinces] of Object.entries(centers)) {
provinces.forEach(p => {
ownershipMap[p.toUpperCase()] = power.toUpperCase();
});
}
// Then add territories where units are located (if not already claimed by supply centers)
for (const [power, unitArray] of Object.entries(units)) {
unitArray.forEach(unitStr => {
const match = unitStr.match(/^([AF])\s+(.+)$/);
if (match) {
const location = match[2].toUpperCase().split('/')[0]; // Handle special coast cases like "SPA/SC"
// Only add if not already claimed as a supply center
if (!ownershipMap[location]) {
ownershipMap[location] = power.toUpperCase();
}
}
});
}
// Re-draw the fallback map with updated territory colors
createFallbackMap(ownershipMap);
// 1) Show supply centers (3D approach)
displaySupplyCenters();
// 2) If phase has supply center ownership data
if (phase.state?.centers) {
updateSupplyCenterOwnership(phase.state.centers);
}
// 3) Show units
if (phase.state?.units) {
for (const [power, unitArr] of Object.entries(phase.state.units)) {
unitArr.forEach(unitStr => {
const match = unitStr.match(/^([AF])\s+(.+)$/);
if (match) {
displayUnit({
power: power.toUpperCase(),
type: match[1],
location: match[2],
});
}
});
}
}
// Update the leaderboard
updateLeaderboard(phase);
// Update chat windows with messages from this phase
updateChatWindows(phase);
// Show some info in the panel
infoPanel.textContent = `Phase: ${phase.name}\nSupply centers: ${phase.state?.centers ? JSON.stringify(phase.state.centers) : 'None'
}\nUnits: ${phase.state?.units ? JSON.stringify(phase.state.units) : 'None'
}`;
}
// --- LEADERBOARD FUNCTION ---
function updateLeaderboard(phase) {
// Get supply center counts
const centerCounts = {};
const unitCounts = {};
// Count supply centers by power
if (phase.state?.centers) {
for (const [power, provinces] of Object.entries(phase.state.centers)) {
centerCounts[power] = provinces.length;
}
}
// Count units by power
if (phase.state?.units) {
for (const [power, units] of Object.entries(phase.state.units)) {
unitCounts[power] = units.length;
}
}
// Combine all powers from both centers and units
const allPowers = new Set([
...Object.keys(centerCounts),
...Object.keys(unitCounts)
]);
// Sort powers by supply center count (descending)
const sortedPowers = Array.from(allPowers).sort((a, b) => {
return (centerCounts[b] || 0) - (centerCounts[a] || 0);
});
// Build HTML for leaderboard
let html = `<strong>Leaderboard</strong><br/>`;
sortedPowers.forEach(power => {
const centers = centerCounts[power] || 0;
const units = unitCounts[power] || 0;
const powerColor = getPowerHexColor(power);
html += `<div style="margin: 5px 0; display: flex; justify-content: space-between;">
<span style="color: ${powerColor}; font-weight: bold;">${power}</span>
<span>${centers} SCs, ${units} units</span>
</div>`;
});
// Add victory condition reminder
html += `<hr style="border-color: #555; margin: 8px 0;"/>
<small>Victory: 18 supply centers</small>`;
leaderboard.innerHTML = html;
}
// --- PLAYBACK CONTROLS ---
function togglePlayback() {
if (!gameData || gameData.phases.length <= 1) return;
isPlaying = !isPlaying;
if (isPlaying) {
// Update button text to show pause
playBtn.textContent = "⏸ Pause";
// Disable manual navigation during playback
prevBtn.disabled = true;
nextBtn.disabled = true;
// Start playback
advanceToNextPhase();
} else {
// Update button text to show play
playBtn.textContent = "▶ Play";
// Clear any pending timers
if (playbackTimer) {
clearTimeout(playbackTimer);
playbackTimer = null;
}
// Cancel any ongoing animations
unitAnimations = [];
// Re-enable manual navigation
prevBtn.disabled = false;
nextBtn.disabled = false;
}
}
function advanceToNextPhase() {
// If we've reached the end, loop back to the beginning
if (currentPhaseIndex >= gameData.phases.length - 1) {
currentPhaseIndex = 0;
} else {
currentPhaseIndex++;
}
// Display the new phase with animation
displayPhaseWithAnimation(currentPhaseIndex);
}
function displayPhaseWithAnimation(index) {
if (!gameData || !gameData.phases || index < 0 || index >= gameData.phases.length) {
infoPanel.textContent = "Invalid phase index.";
return;
}
const previousIndex = index > 0 ? index - 1 : gameData.phases.length - 1;
const currentPhase = gameData.phases[index];
const previousPhase = gameData.phases[previousIndex];
phaseDisplay.textContent = `${currentPhase.name || 'Unknown Phase'} (${index + 1}/${gameData.phases.length})`;
// Build ownership maps for territory coloring
const currentCenters = currentPhase.state?.centers || {};
const currentUnits = currentPhase.state?.units || {};
const previousCenters = previousPhase.state?.centers || {};
const previousUnits = previousPhase.state?.units || {};
const currentOwnershipMap = buildOwnershipMap(currentCenters, currentUnits);
const previousOwnershipMap = buildOwnershipMap(previousCenters, previousUnits);
// Update map with new territory colors
createFallbackMap(currentOwnershipMap);
// Clear previous unit meshes (except supply centers)
const supplyCenters = unitMeshes.filter(m => m.userData && m.userData.isSupplyCenter);
const oldUnits = unitMeshes.filter(m => m.userData && !m.userData.isSupplyCenter);
oldUnits.forEach(m => scene.remove(m));
unitMeshes = supplyCenters; // Keep supply centers
// Update supply center ownership
if (currentPhase.state?.centers) {
updateSupplyCenterOwnership(currentPhase.state.centers);
}
// Create unit position maps for animation
const previousUnitPositions = {};
const currentUnitPositions = {};
// Map previous unit positions
if (previousPhase.state?.units) {
for (const [power, unitArr] of Object.entries(previousPhase.state.units)) {
unitArr.forEach(unitStr => {
const match = unitStr.match(/^([AF])\s+(.+)$/);
if (match) {
const key = `${power}-${match[1]}-${match[2]}`;
previousUnitPositions[key] = getProvincePosition(match[2]);
}
});
}
}
// Create and position new units, with animation from previous positions if available
if (currentPhase.state?.units) {
for (const [power, unitArr] of Object.entries(currentPhase.state.units)) {
unitArr.forEach(unitStr => {
const match = unitStr.match(/^([AF])\s+(.+)$/);
if (match) {
const unitType = match[1];
const location = match[2];
const key = `${power}-${unitType}-${location}`;
// Create the unit mesh
const unitMesh = createUnitMesh({
power: power.toUpperCase(),
type: unitType,
location: location,
});
// Get current position
const currentPos = getProvincePosition(location);
currentUnitPositions[key] = currentPos;
// Choose starting position
let startPos;
// Try to find a matching unit in the previous phase
let matchFound = false;
for (const prevKey in previousUnitPositions) {
// Check if same power and type (but possibly different location)
if (prevKey.startsWith(`${power}-${unitType}`)) {
startPos = previousUnitPositions[prevKey];
matchFound = true;
delete previousUnitPositions[prevKey]; // Mark as matched
break;
}
}
if (!matchFound) {
// New unit - create with a "spawn" animation
startPos = {
x: currentPos.x,
y: -20, // Start below the map
z: currentPos.z
};
}
// Position at start position
unitMesh.position.set(startPos.x, 10, startPos.z);
scene.add(unitMesh);
unitMeshes.push(unitMesh);
// Add animation to move to final position
unitAnimations.push({
object: unitMesh,
startPos: startPos,
endPos: currentPos,
startTime: Date.now(),
duration: animationDuration
});
}
});
}
}
// Update the leaderboard
updateLeaderboard(currentPhase);
// Update chat windows with messages from this phase
updateChatWindows(currentPhase);
// Show phase info
infoPanel.textContent = `Phase: ${currentPhase.name}\nSupply centers: ${currentPhase.state?.centers ? JSON.stringify(currentPhase.state.centers) : 'None'
}\nUnits: ${currentPhase.state?.units ? JSON.stringify(currentPhase.state.units) : 'None'
}`;
}
// Helper function to create ownership map from centers and units
function buildOwnershipMap(centers, units) {
const ownershipMap = {};
// First add supply centers
for (const [power, provinces] of Object.entries(centers)) {
provinces.forEach(p => {
ownershipMap[p.toUpperCase()] = power.toUpperCase();
});
}
// Then add territories with units
for (const [power, unitArray] of Object.entries(units)) {
unitArray.forEach(unitStr => {
const match = unitStr.match(/^([AF])\s+(.+)$/);
if (match) {
const location = match[2].toUpperCase().split('/')[0];
if (!ownershipMap[location]) {
ownershipMap[location] = power.toUpperCase();
}
}
});
}
return ownershipMap;
}
// Create a unit mesh (extracted from displayUnit for reuse)
function createUnitMesh(unitData) {
// Choose color by power
const powerColors = {
'AUSTRIA': 0xc40000,
'ENGLAND': 0x00008B,
'FRANCE': 0x0fa0d0,
'GERMANY': 0x444444,
'ITALY': 0x008000,
'RUSSIA': 0xcccccc,
'TURKEY': 0xe0c846
};
const color = powerColors[unitData.power] || 0xAAAAAA;
let group = new THREE.Group();
// Minimal shape difference for armies vs fleets
if (unitData.type === 'A') {
// Army: a block + small head for soldier-like appearance
const body = new THREE.Mesh(
new THREE.BoxGeometry(15, 20, 10),
new THREE.MeshStandardMaterial({color})
);
body.position.y = 10;
group.add(body);
// Head
const head = new THREE.Mesh(
new THREE.SphereGeometry(4, 12, 12),
new THREE.MeshStandardMaterial({color})
);
head.position.set(0, 24, 0);
group.add(head);
} else {
// Fleet: a rectangle + a mast and sail
const hull = new THREE.Mesh(
new THREE.BoxGeometry(30, 8, 15),
new THREE.MeshStandardMaterial({color: 0x8B4513})
);
hull.position.y = 4;
group.add(hull);
// Mast
const mast = new THREE.Mesh(
new THREE.CylinderGeometry(1, 1, 30, 8),
new THREE.MeshStandardMaterial({color: 0x000000})
);
mast.position.y = 15;
group.add(mast);
// Sail
const sail = new THREE.Mesh(
new THREE.PlaneGeometry(20, 15),
new THREE.MeshStandardMaterial({color, side: THREE.DoubleSide})
);
sail.rotation.y = Math.PI / 2;
sail.position.set(0, 15, 0);
group.add(sail);
}
// Store metadata
group.userData = {
power: unitData.power,
type: unitData.type,
location: unitData.location
};
return group;
}
// --- EVENT HANDLERS ---
loadBtn.addEventListener('click', () => fileInput.click());
fileInput.addEventListener('change', e => {
const file = e.target.files[0];
if (file) {
loadGame(file);
}
});
prevBtn.addEventListener('click', () => {
if (currentPhaseIndex > 0) {
currentPhaseIndex--;
displayPhase(currentPhaseIndex);
}
});
nextBtn.addEventListener('click', () => {
if (gameData && currentPhaseIndex < gameData.phases.length - 1) {
currentPhaseIndex++;
displayPhase(currentPhaseIndex);
}
});
playBtn.addEventListener('click', togglePlayback);
speedSelector.addEventListener('change', e => {
playbackSpeed = parseInt(e.target.value);
// If we're currently playing, restart the timer with the new speed
if (isPlaying && playbackTimer) {
clearTimeout(playbackTimer);
playbackTimer = setTimeout(() => advanceToNextPhase(), playbackSpeed);
}
});
// --- BOOTSTRAP ON PAGE LOAD ---
window.addEventListener('load', initScene);
// Utility functions for color manipulation
function lightenColor(hex, percent) {
return colorShift(hex, percent);
}
function darkenColor(hex, percent) {
return colorShift(hex, -percent);
}
function colorShift(hex, percent) {
// Convert hex to RGB
let r = parseInt(hex.substr(1, 2), 16);
let g = parseInt(hex.substr(3, 2), 16);
let b = parseInt(hex.substr(5, 2), 16);
// Shift color by percentage
r = Math.min(255, Math.max(0, r + Math.floor(r * percent / 100)));
g = Math.min(255, Math.max(0, g + Math.floor(g * percent / 100)));
b = Math.min(255, Math.max(0, b + Math.floor(b * percent / 100)));
// Convert back to hex
return `#${r.toString(16).padStart(2, '0')}${g.toString(16).padStart(2, '0')}${b.toString(16).padStart(2, '0')}`;
}
// Create a naive adjacency list by distance - function that was previously removed
function buildAdjacencyList() {
const adjacency = {};
const threshold = 150; // Increased distance threshold for adjacency
// Initialize empty adjacency lists
for (const p1 of Object.keys(coordinateData.coordinates)) {
if (p1.includes('_')) continue;
adjacency[p1] = [];
}
// Compare each pair of provinces
const keys = Object.keys(adjacency);
for (let i = 0; i < keys.length; i++) {
for (let j = i + 1; j < keys.length; j++) {
const a = keys[i];
const b = keys[j];
const posA = coordinateData.coordinates[a];
const posB = coordinateData.coordinates[b];
const dx = posA.x - posB.x;
const dz = posA.z - posB.z;
const dist = Math.sqrt(dx * dx + dz * dz);
// Use a dynamic threshold based on province names to handle special cases
let dynamicThreshold = threshold;
// If either province is a known coastal province, increase threshold slightly
const coastalProvinces = ['spa', 'por', 'bre', 'gas', 'mar', 'pie', 'ven', 'rom', 'nap', 'apu', 'tus'];
if (coastalProvinces.includes(a.toLowerCase()) || coastalProvinces.includes(b.toLowerCase())) {
dynamicThreshold *= 1.1;
}
if (dist < dynamicThreshold) {
adjacency[a].push(b);
adjacency[b].push(a);
}
}
}
// Add some known adjacencies that might be missed due to distance
const knownAdjacencies = {
'stp': ['fin', 'nwy', 'lvn', 'mos'],
'naf': ['tun'],
'spa': ['por', 'gas', 'mar'],
'swe': ['fin', 'nwy', 'den']
};
for (const [prov, neighbors] of Object.entries(knownAdjacencies)) {
if (adjacency[prov]) {
neighbors.forEach(n => {
if (adjacency[n] && !adjacency[prov].includes(n)) {
adjacency[prov].push(n);
adjacency[n].push(prov);
}
});
}
}
return adjacency;
}
// --- CHAT WINDOW FUNCTIONS ---
function createChatWindows() {
// Clear existing chat windows
const chatContainer = document.getElementById('chat-container');
chatContainer.innerHTML = '';
chatWindows = {};
// Create a chat window for each power (except the current power)
const powers = ['AUSTRIA', 'ENGLAND', 'GERMANY', 'ITALY', 'RUSSIA', 'TURKEY'];
// Filter out the current power
const otherPowers = powers.filter(power => power !== currentPower);
// Add a GLOBAL chat window first
createChatWindow('GLOBAL', true);
// Create chat windows for each power
otherPowers.forEach(power => {
createChatWindow(power);
});
// Helper function to create a chat window
function createChatWindow(power, isGlobal = false) {
const chatWindow = document.createElement('div');
chatWindow.className = 'chat-window';
chatWindow.id = `chat-${power}`;
// Create header with appropriate styling
const header = document.createElement('div');
header.className = 'chat-header';
// For global chat, use a different style
if (isGlobal) {
header.innerHTML = `<span style="color: #ffffff">GLOBAL</span><span class="toggle-chat">▼</span>`;
} else {
header.innerHTML = `<span class="power-${power.toLowerCase()}">${power}</span><span class="toggle-chat">▼</span>`;
}
// Create messages container
const messagesContainer = document.createElement('div');
messagesContainer.className = 'chat-messages';
messagesContainer.id = `messages-${power}`;
// Add toggle functionality
header.addEventListener('click', () => {
chatWindow.classList.toggle('chat-collapsed');
header.querySelector('.toggle-chat').textContent =
chatWindow.classList.contains('chat-collapsed') ? '▲' : '▼';
});
// Assemble chat window
chatWindow.appendChild(header);
chatWindow.appendChild(messagesContainer);
// Add to container
chatContainer.appendChild(chatWindow);
// Store reference
chatWindows[power] = {
element: chatWindow,
messagesContainer: messagesContainer,
isGlobal: isGlobal
};
}
}
function updateChatWindows(phase) {
// If no messages in the phase, do nothing
if (!phase.messages || !phase.messages.length) return;
// Clear all message containers
Object.values(chatWindows).forEach(window => {
window.messagesContainer.innerHTML = '';
});
// Filter messages relevant to the current power
const relevantMessages = phase.messages.filter(msg => {
return (msg.sender === currentPower || msg.recipient === currentPower || msg.recipient === 'GLOBAL');
});
// Sort messages by time
relevantMessages.sort((a, b) => a.time_sent - b.time_sent);
// Process each message
relevantMessages.forEach(msg => {
// Special handling for global messages
if (msg.recipient === 'GLOBAL') {
// Add to the global chat window
if (chatWindows['GLOBAL']) {
addMessageToChat('GLOBAL', msg, phase.name);
}
return;
}
// Determine which chat window to use for private messages
let targetPower;
if (msg.sender === currentPower) {
// Outgoing message
targetPower = msg.recipient;
} else {
// Incoming message
targetPower = msg.sender;
}
// Add to appropriate chat window
if (chatWindows[targetPower]) {
addMessageToChat(targetPower, msg, phase.name);
}
});
}
function addMessageToChat(power, message, phaseName) {
if (!chatWindows[power]) return;
const messagesContainer = chatWindows[power].messagesContainer;
const messageElement = document.createElement('div');
// For global chat, display sender information
if (power === 'GLOBAL') {
const senderColor = message.sender.toLowerCase();
messageElement.className = 'chat-message message-incoming';
// Format the message content with sender info
messageElement.innerHTML = `
<span style="font-weight: bold;" class="power-${senderColor}">${message.sender}:</span>
${message.message}
<div class="message-time">${phaseName}</div>
`;
} else {
// Determine if this is an incoming or outgoing message
const isOutgoing = message.sender === currentPower;
messageElement.className = `chat-message ${isOutgoing ? 'message-outgoing' : 'message-incoming'}`;
// Format the message content
messageElement.innerHTML = `
${message.message}
<div class="message-time">${phaseName}</div>
`;
}
// Add to container
messagesContainer.appendChild(messageElement);
// Scroll to bottom
messagesContainer.scrollTop = messagesContainer.scrollHeight;
}
</script>
</body>
</html>