730 lines
29 KiB
HTML
730 lines
29 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1">
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<title>Days Without Strife - Planner</title>
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<style>
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* {
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box-sizing: border-box;
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}
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:root {
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color-scheme: light dark;
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}
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body {
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font-family: system-ui, sans-serif;
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margin: 0;
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padding: 1.5rem;
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max-width: 100vw;
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margin-inline: auto;
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line-height: 1.4;
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}
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h1 {
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margin-top: 0;
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}
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fieldset {
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margin: 1rem 0;
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border: 1px solid #8884;
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border-radius: 8px;
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}
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legend {
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font-weight: 600;
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padding: 0 .4rem;
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}
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label {
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display: inline-block;
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}
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input,
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select,
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textarea {
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font: inherit;
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padding: .2rem .35rem;
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}
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input[type=number] {
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width: 6rem;
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}
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button {
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font: inherit;
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padding: .3rem .7rem;
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border-radius: 6px;
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border: 1px solid #8886;
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cursor: pointer;
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background: #8881;
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}
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button.primary {
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background: #2563eb;
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color: #fff;
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border-color: #2563eb;
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padding: .5rem 1.2rem;
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font-weight: 600;
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}
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.mini {
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padding: .1rem .45rem;
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font-size: .85rem;
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}
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textarea {
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width: 100%;
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box-sizing: border-box;
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}
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.grid {
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display: grid;
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grid-template-columns: repeat(auto-fit, minmax(180px, 1fr));
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gap: .6rem 1rem;
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}
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.field {
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display: flex;
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flex-direction: column;
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gap: .15rem;
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min-width: 0;
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}
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.field>span {
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font-size: .8rem;
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opacity: .8;
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}
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pre {
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background: #8881;
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padding: 1rem;
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border-radius: 8px;
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overflow: auto;
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}
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.err {
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color: #dc2626;
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white-space: pre-wrap;
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}
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.help {
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font-size: .8rem;
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opacity: .75;
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margin: .2rem 0 0;
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}
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/* Each input "row" is a card whose labeled fields flow in an auto-fit grid,
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so wide rows wrap onto multiple lines instead of overflowing the page. */
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.cards {
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display: grid;
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gap: .6rem;
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}
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.card {
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border: 1px solid #8884;
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border-radius: 8px;
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padding: .55rem .7rem;
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display: grid;
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gap: .45rem .8rem;
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align-items: end;
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grid-template-columns: repeat(auto-fit, minmax(150px, 1fr));
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}
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.card input,
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.card select,
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.card textarea {
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width: 100%;
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}
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.card input[type=checkbox] {
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width: auto;
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}
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.card .check {
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flex-direction: row;
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align-items: center;
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gap: .35rem;
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}
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.card-actions {
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align-self: start;
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justify-self: end;
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}
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.log-cell {
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display: none;
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}
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.card.log-on .log-cell {
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display: flex;
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}
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.card.log-on .linear-only {
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opacity: .4;
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}
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/* Output tables: a CSS grid kept inside a scroll container so it never
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stretches the page wider than it should. */
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.gtable-wrap {
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overflow-x: auto;
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margin-top: .3rem;
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}
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.gtable {
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display: grid;
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width: max-content;
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min-width: 100%;
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}
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.gtable>div {
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padding: .25rem .5rem;
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border-bottom: 1px solid #8883;
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}
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.gtable>.gh {
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font-size: .85rem;
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opacity: .8;
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border-bottom: 1px solid #8886;
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}
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</style>
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</head>
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<body>
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<h1>Days Without Strife — Planner Optimizer</h1>
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<fieldset>
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<legend>Game</legend>
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<div class="grid">
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<label class="field"><span>Turns</span><input id="turns" type="number" min="1" value="5"
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oninput="refreshTurnSelects()"></label>
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<label class="field"><span>Extra renown (constant)</span><input id="extra_renown" type="number"
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value="0"></label>
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<label class="field"><span>Airships already launched</span><input id="airships_launched" type="number"
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min="0" value="0"></label>
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<label class="field"><span>Max resource</span><input id="max_resource" type="number" min="1"
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value="300"></label>
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<label class="field"><span>Max vat</span><input id="max_vat" type="number" min="1" value="12"></label>
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<label class="field"><span>Solver time limit (s)</span><input id="time" type="number" min="1"
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value="30"></label>
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</div>
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</fieldset>
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<fieldset>
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<legend>Starting resources</legend>
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<div class="grid" id="start"></div>
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</fieldset>
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<fieldset>
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<legend>Tradeable into (Trade Goods convert 1-for-1 for scoring)</legend>
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<div id="tradeable"></div>
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</fieldset>
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<fieldset>
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<legend>Cities</legend>
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<p class="help">The <b>name</b> is the city's unique identifier — it labels the
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output plan and is what an agent's "forced city" refers to. <b>Upgrades</b> are the
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ones already installed at the start; the available choices follow the city's type.
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<b>Adjacent cities</b> lists neighbours by name (adjacency is symmetric); an
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Industrialist Governor grants free Infrastructure to its city and every adjacent one.
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</p>
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<div id="cities" class="cards"></div>
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<button class="mini" type="button" onclick="addCity()">+ city</button>
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</fieldset>
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<fieldset>
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<legend>Agents</legend>
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<p class="help">Pick a known agent; its governor behaviour is implicit and
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shown in the <b>Effect</b> column. The <b>name</b> identifies it and is what a
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forced city refers back to. All effects apply while the agent is Governor of a
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city (at most one city per turn).</p>
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<div id="agents" class="cards"></div>
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<button class="mini" type="button" onclick="addAgent()">+ agent</button>
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</fieldset>
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<fieldset>
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<legend>Objective — scoring terms</legend>
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<p class="help">Each term scores a resource (or <code>renown</code>) at the end of a
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turn (blank turn = final turn). For a <b>log</b> term, write a JS expression that
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evals to a one-argument function, e.g. <code>(x) => Math.log2(x + 1)</code>.
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It is called over amounts <code>0..max_resource</code> in the browser to build the
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lookup table.</p>
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<div id="terms" class="cards"></div>
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<button class="mini" type="button" onclick="addTerm()">+ term</button>
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</fieldset>
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<fieldset>
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<legend>Resource constraints</legend>
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<div id="constraints" class="cards"></div>
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<button class="mini" type="button" onclick="addConstraint()">+ constraint</button>
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</fieldset>
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<p>
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<button class="primary" type="button" onclick="run()">Solve</button>
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</p>
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<div id="error" class="err"></div>
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<div id="output"></div>
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<script>
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const RESOURCES = ["capital", "luxuries", "steel", "brass", "electrum", "trade_goods", "express"];
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const SCORE_KEYS = RESOURCES.concat(["renown"]);
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const CITY_TYPES = ["hub", "foundry", "monument", "metropolis"];
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const ACTIONS = ["idle", "collect", "renovate", "upgrade", "launch"];
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// Upgrades that apply to any city type, plus the type-specific "3rd" upgrade.
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const UNIVERSAL_UPGRADES = ["infrastructure", "harvester", "fortification"];
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const TYPE_UPGRADE = {
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hub: "fine_dining", foundry: "overflow_vats",
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metropolis: "transit_authority", monument: "propaganda"
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};
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// Known agents and the implicit logic each one carries.
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const AGENT_PRESETS = {
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Planner: {overwork: true},
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Baron: {bonus_trade_goods: 3}, // +N Trade Goods per Bastion on collect
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Builder: {free_upgrade: true},
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Capitalist: {bonus_capital: 2}, // +2 Capital on collect
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Vinter: {bonus_luxuries: 2}, // +2 Luxuries on collect
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Artificer: {bonus_trade_goods: 1}, // +1 Trade Good on collect
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Metallurgist: {grants_overflow_vats: true}, // Overflow Vats on a Foundry
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Industrialist: {grants_infrastructure: true}, // free Infrastructure
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Foreman: {free_renovate: true}, // Renovate without spending the Action
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Prodigy: {steel_refund: 2}, // refund <=2 Steel on Upgrade/Launch
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Provisioner: {governor_electrum_half: 3}, // +1.5 Electrum / governing turn
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Courier: {onetime_governor_bonus: {capital: 3, steel: 3, brass: 3}},
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};
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// Short human-readable effect, shown inline next to each agent's dropdown.
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const AGENT_DESC = {
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Planner: "Overwork: double Collection & waive Capital cost; locks next-turn Collect",
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Baron: "+N Trade Goods per Bastion on Collect",
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Builder: "free type-specific Upgrade",
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Capitalist: "+2 Capital on Collect",
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Vinter: "+2 Luxuries on Collect",
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Artificer: "+1 Trade Good on Collect",
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Metallurgist: "Overflow Vats effect on a Foundry",
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Industrialist: "free Infrastructure Upgrade",
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Foreman: "Renovate without spending the Action",
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Prodigy: "refund ≤2 Steel on Upgrade/Launch",
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Provisioner: "+1.5 Electrum per governing Turn",
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Courier: "one-time +3 Capital/Steel/Brass on first govern",
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};
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function el(tag, attrs = {}, children = []) {
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const e = document.createElement(tag);
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for (const [k, v] of Object.entries(attrs)) {
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if (k === "class") e.className = v;
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else if (k === "html") e.innerHTML = v;
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else if (k.startsWith("on")) e[k] = v;
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else e.setAttribute(k, v);
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}
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for (const c of [].concat(children)) e.append(c);
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return e;
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}
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function num(value, attrs = {}) {return el("input", {type: "number", value, ...attrs});}
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function selectEl(opts, value) {
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const s = el("select");
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for (const o of opts) {
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const opt = el("option", {value: o}, o);
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if (o === value) opt.selected = true;
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s.append(opt);
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}
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return s;
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}
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function removeBtn(row) {
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return el("button", {
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class: "mini", type: "button",
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onclick: () => row.remove()
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}, "×");
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}
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// A labeled field inside a card (label stacked above its control).
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function field(label, control) {
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return el("label", {class: "field"}, [el("span", {}, label), control]);
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}
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// A checkbox field (checkbox beside its label, laid out horizontally).
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function checkField(label, cb) {
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return el("label", {class: "field check"}, [cb, el("span", {}, label)]);
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}
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// Build an output grid "table": a CSS grid (one column per header) wrapped in
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// a horizontally-scrollable container so it never widens the page.
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function gridTable(headers, rows) {
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const wrap = el("div", {class: "gtable-wrap"});
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const g = el("div", {
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class: "gtable",
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style: `grid-template-columns: repeat(${headers.length}, auto)`
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});
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for (const h of headers) g.append(el("div", {class: "gh"}, String(h)));
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for (const r of rows)
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for (const c of r) g.append(el("div", {}, String(c)));
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wrap.append(g);
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return wrap;
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}
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// --- turn dropdowns -------------------------------------------------------
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// Turns are chosen from the current "Turns" count rather than typed freehand.
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// Every turn <select> registers here so its options can be rebuilt (preserving
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// the current selection) whenever the Turns count changes. value "" = final.
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const turnSelects = new Set();
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function turnsCount() {return +document.getElementById("turns").value || 0;}
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function fillTurnOptions(sel) {
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const prev = sel.value;
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sel.innerHTML = "";
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sel.append(el("option", {value: ""}, "final"));
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for (let t = 0; t < turnsCount(); t++)
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sel.append(el("option", {value: String(t)}, "turn " + t));
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// Keep the prior choice if it still exists, else fall back to "final".
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sel.value = [...sel.options].some(o => o.value === prev) ? prev : "";
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}
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function turnSelect(value) {
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const sel = el("select");
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turnSelects.add(sel);
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fillTurnOptions(sel);
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if (value !== undefined && value !== null && value !== "") sel.value = String(value);
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return sel;
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}
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function refreshTurnSelects() {
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for (const sel of turnSelects) {
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if (!sel.isConnected) {turnSelects.delete(sel); continue;}
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fillTurnOptions(sel);
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}
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}
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// --- starting resources & tradeable ---
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const startInputs = {};
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const tradeInputs = {};
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for (const r of RESOURCES) {
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const inp = num(r === "express" || r === "trade_goods" ? 0 : 3, {min: 0});
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startInputs[r] = inp;
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document.getElementById("start").append(
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el("label", {class: "field"}, [el("span", {}, r), inp]));
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const cb = el("input", {type: "checkbox"});
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if (r !== "express") cb.checked = true;
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tradeInputs[r] = cb;
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document.getElementById("tradeable").append(
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el("label", {style: "margin-right:1rem"}, [cb, " " + r]));
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}
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// --- cities ---
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function addCity(c = {}) {
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const card = el("div", {class: "card"});
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const name = el("input", {value: c.name || ""});
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const type = selectEl(CITY_TYPES, c.type || "hub");
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const renown = num(c.renown ?? "", {min: 1, placeholder: "auto"});
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const vs = num(c.vat_steel || 0, {min: 0}), vb = num(c.vat_brass || 0, {min: 0}),
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ve = num(c.vat_electrum || 0, {min: 0});
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const reno = el("input", {type: "checkbox"}); reno.checked = c.can_renovate !== false;
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const adjacent = el("input", {
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value: (c.adjacent || []).join(", "),
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placeholder: "Bearhearth, Kingsland"
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});
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const forced = el("input", {value: "", placeholder: "0:upgrade"});
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const avail = el("input", {value: "", placeholder: ""});
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// Upgrade checkboxes: the 3 universal upgrades plus the current type's
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// type-specific upgrade. State persists across type changes (hidden boxes
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// are simply ignored), and only the currently-allowed checked ones count.
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const preset = new Set(c.upgrades || []);
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const upBoxes = {};
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const upWrap = el("div");
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function allowedUpgrades() {
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return UNIVERSAL_UPGRADES.concat([TYPE_UPGRADE[type.value]]);
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}
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function renderUpgrades() {
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upWrap.innerHTML = "";
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for (const u of allowedUpgrades()) {
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if (!upBoxes[u]) {
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const cb = el("input", {type: "checkbox"});
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if (preset.has(u)) cb.checked = true;
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upBoxes[u] = cb;
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}
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upWrap.append(el("label", {style: "display:block;font-size:.85rem"},
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[upBoxes[u], " " + u]));
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}
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}
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type.onchange = renderUpgrades;
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renderUpgrades();
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card._get = () => {
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const o = {name: name.value, type: type.value};
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if (renown.value !== "") o.renown = +renown.value;
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if (+vs.value) o.vat_steel = +vs.value;
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if (+vb.value) o.vat_brass = +vb.value;
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if (+ve.value) o.vat_electrum = +ve.value;
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const u = allowedUpgrades().filter(name => upBoxes[name] && upBoxes[name].checked);
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if (u.length) o.upgrades = u;
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if (!reno.checked) o.can_renovate = false;
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const adj = parseStrs(adjacent.value);
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if (adj) o.adjacent = adj;
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const fa = parsePairs(forced.value);
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if (Object.keys(fa).length) o.forced_action = fa;
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const at = parseInts(avail.value);
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if (at) o.available_turns = at;
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return o;
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};
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card.append(
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field("Name", name),
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field("Type", type),
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field("Renown", renown),
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field("Vat steel", vs),
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field("Vat brass", vb),
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field("Vat electrum", ve),
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field("Upgrades (already installed)", upWrap),
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checkField("Can renovate", reno),
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field("Adjacent cities (csv of names)", adjacent),
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field("Forced actions (turn:action, csv)", forced),
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field("Avail turns (csv, blank=all)", avail),
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el("div", {class: "card-actions"}, removeBtn(card)));
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document.getElementById("cities").append(card);
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}
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// --- agents ---
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function addAgent(a = {}) {
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const card = el("div", {class: "card"});
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// Identify the agent by its preset flags; the logic is implicit to the choice.
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let kind = a.kind;
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if (!kind) {
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kind = Object.keys(AGENT_PRESETS).find(
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k => Object.keys(AGENT_PRESETS[k]).some(f => a[f] !== undefined)) || "Planner";
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}
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const type = selectEl(Object.keys(AGENT_PRESETS), kind);
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const name = el("input", {value: a.name || kind});
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const desc = el("span", {class: "help"});
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const bastions = num(a.bonus_trade_goods || 3, {min: 0});
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const forced = el("input", {value: "", placeholder: "0:Aridias"});
|
||
const avail = el("input", {value: ""});
|
||
|
||
let nameEdited = !!a.name;
|
||
name.oninput = () => {nameEdited = true;};
|
||
function syncType() {
|
||
if (!nameEdited) name.value = type.value;
|
||
bastions.disabled = (type.value !== "Baron");
|
||
desc.textContent = AGENT_DESC[type.value] || "";
|
||
}
|
||
type.onchange = syncType;
|
||
syncType();
|
||
|
||
card._get = () => {
|
||
const o = {name: name.value, ...AGENT_PRESETS[type.value]};
|
||
if (type.value === "Baron") o.bonus_trade_goods = +bastions.value;
|
||
const fc = parsePairs(forced.value, true);
|
||
if (Object.keys(fc).length) o.forced_city = fc;
|
||
const at = parseInts(avail.value);
|
||
if (at) o.available_turns = at;
|
||
return o;
|
||
};
|
||
card.append(
|
||
field("Agent", type),
|
||
field("Name", name),
|
||
field("Effect", desc),
|
||
field("Bastions (Baron only)", bastions),
|
||
field("Forced city (turn:city, csv)", forced),
|
||
field("Avail turns (csv, blank=all)", avail),
|
||
el("div", {class: "card-actions"}, removeBtn(card)));
|
||
document.getElementById("agents").append(card);
|
||
}
|
||
|
||
// --- objective terms ---
|
||
function addTerm(t = {}) {
|
||
const card = el("div", {class: "card"});
|
||
const res = selectEl(SCORE_KEYS, t.resource || "renown");
|
||
const scalar = num(t.scalar ?? 1, {step: "any"});
|
||
const turn = turnSelect(t.turn);
|
||
const isLog = el("input", {type: "checkbox"});
|
||
isLog.checked = !!t.log_mapping;
|
||
const toggle = () => card.classList.toggle("log-on", isLog.checked);
|
||
isLog.onchange = toggle;
|
||
const expr = el("textarea", {rows: 1, placeholder: "(x) => Math.log2(x + 1)"});
|
||
if (t._expr) expr.value = t._expr;
|
||
card._get = () => {
|
||
const o = {resource: res.value, scalar: +scalar.value};
|
||
if (turn.value !== "") o.turn = +turn.value;
|
||
if (isLog.checked) o.log_mapping = buildLogTable(expr.value);
|
||
return o;
|
||
};
|
||
const resF = field("Resource", res); resF.classList.add("linear-only");
|
||
const turnF = field("Turn", turn); turnF.classList.add("linear-only");
|
||
const exprF = field("JS function of amount x", expr); exprF.classList.add("log-cell");
|
||
card.append(
|
||
resF,
|
||
field("Scalar", scalar),
|
||
turnF,
|
||
checkField("Log?", isLog),
|
||
exprF,
|
||
el("div", {class: "card-actions"}, removeBtn(card)));
|
||
document.getElementById("terms").append(card);
|
||
toggle();
|
||
}
|
||
|
||
// Eval the expression ONCE into a function, then call it over the amounts
|
||
// the lookup table needs (0..max_resource).
|
||
function buildLogTable(exprStr) {
|
||
let fn;
|
||
try {
|
||
fn = eval(exprStr);
|
||
} catch (e) {
|
||
throw new Error("Could not eval log expression: " + e.message);
|
||
}
|
||
if (typeof fn !== "function")
|
||
throw new Error("Log expression must eval to a function, got " + typeof fn);
|
||
const max = +document.getElementById("max_resource").value || 0;
|
||
const table = [];
|
||
for (let x = 0; x <= max; x++) {
|
||
const v = Number(fn(x));
|
||
table.push(Number.isFinite(v) ? v : 0);
|
||
}
|
||
return table;
|
||
}
|
||
|
||
// --- resource constraints ---
|
||
function addConstraint(c = {}) {
|
||
const card = el("div", {class: "card"});
|
||
const res = selectEl(SCORE_KEYS, c.resource || "capital");
|
||
const op = selectEl([">=", "<=", "=="], c.op || ">=");
|
||
const value = num(c.value ?? 0);
|
||
const turn = turnSelect(c.turn);
|
||
card._get = () => {
|
||
const o = {resource: res.value, op: op.value, value: +value.value};
|
||
if (turn.value !== "") o.turn = +turn.value;
|
||
return o;
|
||
};
|
||
card.append(
|
||
field("Resource", res),
|
||
field("Op", op),
|
||
field("Value", value),
|
||
field("Turn (blank=final)", turn),
|
||
el("div", {class: "card-actions"}, removeBtn(card)));
|
||
document.getElementById("constraints").append(card);
|
||
}
|
||
|
||
// --- parsing helpers ---
|
||
function parseInts(s) {
|
||
const out = s.split(",").map(x => x.trim()).filter(Boolean).map(Number);
|
||
return out.length ? out : null;
|
||
}
|
||
function parseStrs(s) {
|
||
const out = s.split(",").map(x => x.trim()).filter(Boolean);
|
||
return out.length ? out : null;
|
||
}
|
||
function parsePairs(s, valueIsString = false) {
|
||
const o = {};
|
||
for (const part of s.split(",").map(x => x.trim()).filter(Boolean)) {
|
||
const [k, v] = part.split(":").map(x => x.trim());
|
||
o[+k] = valueIsString ? v : v;
|
||
}
|
||
return o;
|
||
}
|
||
|
||
function collect(id) {
|
||
return [...document.getElementById(id).children].map(r => r._get());
|
||
}
|
||
|
||
function buildProblem() {
|
||
const start = {};
|
||
for (const r of RESOURCES) {const v = +startInputs[r].value; if (v) start[r] = v;}
|
||
const tradeable_into = RESOURCES.filter(r => tradeInputs[r].checked);
|
||
return {
|
||
turns: +document.getElementById("turns").value,
|
||
extra_renown: +document.getElementById("extra_renown").value,
|
||
airships_launched: +document.getElementById("airships_launched").value,
|
||
max_resource: +document.getElementById("max_resource").value,
|
||
max_vat: +document.getElementById("max_vat").value,
|
||
start,
|
||
tradeable_into,
|
||
cities: collect("cities"),
|
||
agents: collect("agents"),
|
||
objective: {terms: collect("terms")},
|
||
resource_constraints: collect("constraints"),
|
||
};
|
||
}
|
||
|
||
async function run() {
|
||
const errBox = document.getElementById("error");
|
||
const out = document.getElementById("output");
|
||
errBox.textContent = ""; out.innerHTML = "";
|
||
let problem, time;
|
||
try {
|
||
problem = buildProblem();
|
||
time = +document.getElementById("time").value;
|
||
} catch (e) {errBox.textContent = e.message; return;}
|
||
out.textContent = "Solving…";
|
||
try {
|
||
const resp = await fetch("/solve", {
|
||
method: "POST",
|
||
headers: {"Content-Type": "application/json"},
|
||
body: JSON.stringify({problem, max_time_seconds: time}),
|
||
});
|
||
const data = await resp.json();
|
||
if (!resp.ok) {out.innerHTML = ""; errBox.textContent = data.error || "Server error"; return;}
|
||
renderSolution(data);
|
||
} catch (e) {out.innerHTML = ""; errBox.textContent = e.message;}
|
||
}
|
||
|
||
function renderSolution(s) {
|
||
const out = document.getElementById("output");
|
||
out.innerHTML = "";
|
||
out.append(el("h2", {}, "Solution"));
|
||
out.append(el("p", {
|
||
html:
|
||
`<b>Status:</b> ${s.status} <b>Objective:</b> ${s.objective_value} ` +
|
||
`<b>Final renown total:</b> ${s.final_renown_total}`
|
||
}));
|
||
|
||
const fr = el("p", {});
|
||
fr.append(el("b", {}, "Final resources: "));
|
||
fr.append(document.createTextNode(
|
||
Object.entries(s.final_resources).map(([k, v]) => `${k}=${fmtNum(v)}`).join(", ") || "—"));
|
||
out.append(fr);
|
||
|
||
if (s.plan && s.plan.length) {
|
||
out.append(el("h3", {}, "Plan"));
|
||
out.append(gridTable(
|
||
["Turn", "City", "Action", "Detail", "Governor", "Overwork"],
|
||
s.plan.map(p => [p.turn, p.city, p.action, p.detail, p.governor,
|
||
p.overwork ? "yes" : ""])));
|
||
} else {
|
||
out.append(el("p", {}, "(no actions / no feasible plan)"));
|
||
}
|
||
|
||
// Resource amounts at the end of each turn.
|
||
if (s.resources_by_turn && s.resources_by_turn.length) {
|
||
const cols = RESOURCES.filter(r => s.resources_by_turn.some(row => row[r] !== undefined));
|
||
out.append(el("h3", {}, "Resources by turn"));
|
||
out.append(gridTable(
|
||
["Turn"].concat(cols),
|
||
s.resources_by_turn.map(row =>
|
||
[row.turn].concat(cols.map(r => fmtNum(row[r]))))));
|
||
}
|
||
|
||
if (s.trade_conversions && s.trade_conversions.length) {
|
||
out.append(el("h3", {}, "Trade Goods conversions"));
|
||
out.append(gridTable(
|
||
["Turn", "Converted into", "Amount"],
|
||
s.trade_conversions.map(c => [c.turn, c.resource, fmtNum(c.amount)])));
|
||
}
|
||
}
|
||
|
||
// Trim trailing ".0" so whole numbers read cleanly.
|
||
function fmtNum(v) {
|
||
if (typeof v !== "number") return String(v);
|
||
return Number.isInteger(v) ? String(v) : String(+v.toFixed(2));
|
||
}
|
||
|
||
// --- seed with the example problem ---
|
||
addCity({name: "Aridias", type: "hub", renown: 2, adjacent: ["Bearhearth"]});
|
||
addCity({name: "Bearhearth", type: "foundry", renown: 2, vat_steel: 3, vat_brass: 2, vat_electrum: 1, adjacent: ["Kingsland"]});
|
||
addCity({name: "Kingsland", type: "metropolis", renown: 4, can_renovate: false, adjacent: ["Roseward"]});
|
||
addCity({name: "Roseward", type: "monument", renown: 2});
|
||
addAgent({kind: "Planner"});
|
||
Object.entries({
|
||
"renown": 0,
|
||
"luxuries": 1,
|
||
"steel": 2,
|
||
"brass": 1,
|
||
"electrum": 2
|
||
}).forEach(([resource, scalar]) =>
|
||
addTerm({resource, scalar}));
|
||
</script>
|
||
</body>
|
||
|
||
</html>
|