AntDX316
commited on
Commit
·
6d54fec
1
Parent(s):
e9e4cf4
updated
Browse files- Dockerfile +0 -27
- README.md +1 -1
- app.py +0 -599
- docker-compose.yml +0 -17
- index.html +45 -0
- requirements.txt +0 -4
- script.js +439 -0
- style.css +214 -0
Dockerfile
DELETED
@@ -1,27 +0,0 @@
|
|
1 |
-
FROM python:3.10-slim
|
2 |
-
|
3 |
-
WORKDIR /app
|
4 |
-
|
5 |
-
# Copy requirements first for better caching
|
6 |
-
COPY requirements.txt /app/
|
7 |
-
RUN pip install --no-cache-dir -r requirements.txt
|
8 |
-
|
9 |
-
# Copy all application files
|
10 |
-
COPY app.py /app/
|
11 |
-
COPY README.md /app/
|
12 |
-
|
13 |
-
# Set proper permissions
|
14 |
-
RUN chmod -R 755 /app
|
15 |
-
|
16 |
-
# Expose port 8501 (Streamlit's default port)
|
17 |
-
EXPOSE 8501
|
18 |
-
|
19 |
-
# Set environment variables
|
20 |
-
ENV PYTHONUNBUFFERED=1
|
21 |
-
ENV STREAMLIT_SERVER_PORT=8501
|
22 |
-
ENV STREAMLIT_SERVER_HEADLESS=true
|
23 |
-
ENV STREAMLIT_SERVER_ENABLE_CORS=false
|
24 |
-
ENV STREAMLIT_BROWSER_GATHER_USAGE_STATS=false
|
25 |
-
|
26 |
-
# Run the Streamlit app
|
27 |
-
CMD ["streamlit", "run", "app.py", "--server.port=8501", "--server.address=0.0.0.0"]
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
README.md
CHANGED
@@ -3,6 +3,6 @@ title: HF Map
|
|
3 |
emoji: 💻
|
4 |
colorFrom: purple
|
5 |
colorTo: green
|
6 |
-
sdk:
|
7 |
pinned: false
|
8 |
---
|
|
|
3 |
emoji: 💻
|
4 |
colorFrom: purple
|
5 |
colorTo: green
|
6 |
+
sdk: static
|
7 |
pinned: false
|
8 |
---
|
app.py
DELETED
@@ -1,599 +0,0 @@
|
|
1 |
-
import streamlit as st
|
2 |
-
import numpy as np
|
3 |
-
import pandas as pd
|
4 |
-
import time
|
5 |
-
import random
|
6 |
-
from PIL import Image, ImageDraw
|
7 |
-
import math
|
8 |
-
import uuid
|
9 |
-
import base64
|
10 |
-
from io import BytesIO
|
11 |
-
|
12 |
-
# Set page config
|
13 |
-
st.set_page_config(
|
14 |
-
page_title="Battle Simulator",
|
15 |
-
page_icon="🎮",
|
16 |
-
layout="wide",
|
17 |
-
initial_sidebar_state="expanded"
|
18 |
-
)
|
19 |
-
|
20 |
-
# Constants
|
21 |
-
MAP_WIDTH = 800
|
22 |
-
MAP_HEIGHT = 600
|
23 |
-
TEAM_RED = "red"
|
24 |
-
TEAM_BLUE = "blue"
|
25 |
-
UNIT_TYPES = ["infantry", "tank", "artillery"]
|
26 |
-
TEAM_COLORS = {
|
27 |
-
TEAM_RED: "#e74c3c",
|
28 |
-
TEAM_BLUE: "#3498db"
|
29 |
-
}
|
30 |
-
UNIT_STATS = {
|
31 |
-
"infantry": {
|
32 |
-
"max_health": 80,
|
33 |
-
"attack": 8,
|
34 |
-
"defense": 3,
|
35 |
-
"range": 40,
|
36 |
-
"speed": 1.5,
|
37 |
-
"size": 10,
|
38 |
-
"shape": "circle",
|
39 |
-
"respawn_time": 120
|
40 |
-
},
|
41 |
-
"tank": {
|
42 |
-
"max_health": 150,
|
43 |
-
"attack": 15,
|
44 |
-
"defense": 10,
|
45 |
-
"range": 60,
|
46 |
-
"speed": 0.8,
|
47 |
-
"size": 12,
|
48 |
-
"shape": "square",
|
49 |
-
"respawn_time": 240
|
50 |
-
},
|
51 |
-
"artillery": {
|
52 |
-
"max_health": 60,
|
53 |
-
"attack": 25,
|
54 |
-
"defense": 2,
|
55 |
-
"range": 120,
|
56 |
-
"speed": 0.5,
|
57 |
-
"size": 13,
|
58 |
-
"shape": "triangle",
|
59 |
-
"respawn_time": 180
|
60 |
-
}
|
61 |
-
}
|
62 |
-
|
63 |
-
# Utility functions
|
64 |
-
def calculate_distance(x1, y1, x2, y2):
|
65 |
-
"""Calculate Euclidean distance between two points"""
|
66 |
-
return math.sqrt((x2 - x1)**2 + (y2 - y1)**2)
|
67 |
-
|
68 |
-
def angle_between(x1, y1, x2, y2):
|
69 |
-
"""Calculate angle between two points in radians"""
|
70 |
-
return math.atan2(y2 - y1, x2 - x1)
|
71 |
-
|
72 |
-
class Unit:
|
73 |
-
def __init__(self, id, team, unit_type, x, y):
|
74 |
-
self.id = id
|
75 |
-
self.team = team
|
76 |
-
self.type = unit_type
|
77 |
-
self.x = x
|
78 |
-
self.y = y
|
79 |
-
self.target_x = x
|
80 |
-
self.target_y = y
|
81 |
-
|
82 |
-
# Get stats from the unit type
|
83 |
-
stats = UNIT_STATS[unit_type]
|
84 |
-
self.max_health = stats["max_health"]
|
85 |
-
self.health = self.max_health
|
86 |
-
self.attack = stats["attack"]
|
87 |
-
self.defense = stats["defense"]
|
88 |
-
self.range = stats["range"]
|
89 |
-
self.speed = stats["speed"]
|
90 |
-
self.size = stats["size"]
|
91 |
-
self.shape = stats["shape"]
|
92 |
-
self.respawn_time = stats["respawn_time"]
|
93 |
-
|
94 |
-
# Battle state
|
95 |
-
self.state = "idle" # idle, moving, attacking, dead
|
96 |
-
self.target = None
|
97 |
-
self.dead_timer = 0
|
98 |
-
self.attack_cooldown = 0
|
99 |
-
self.attack_cooldown_max = 60
|
100 |
-
self.attack_line = None
|
101 |
-
|
102 |
-
def find_target(self, units):
|
103 |
-
"""Find nearest enemy unit"""
|
104 |
-
if self.state == "dead":
|
105 |
-
return
|
106 |
-
|
107 |
-
nearest_dist = float("inf")
|
108 |
-
nearest_enemy = None
|
109 |
-
|
110 |
-
for unit in units:
|
111 |
-
if unit.team != self.team and unit.state != "dead":
|
112 |
-
dist = calculate_distance(self.x, self.y, unit.x, unit.y)
|
113 |
-
if dist < nearest_dist:
|
114 |
-
nearest_dist = dist
|
115 |
-
nearest_enemy = unit
|
116 |
-
|
117 |
-
self.target = nearest_enemy
|
118 |
-
|
119 |
-
def update(self, units):
|
120 |
-
"""Update unit state and position"""
|
121 |
-
if self.state == "dead":
|
122 |
-
self.dead_timer += 1
|
123 |
-
if self.dead_timer >= self.respawn_time:
|
124 |
-
self.respawn()
|
125 |
-
return
|
126 |
-
|
127 |
-
# Find target if no current target or target is dead
|
128 |
-
if not self.target or self.target.state == "dead":
|
129 |
-
self.find_target(units)
|
130 |
-
self.state = "idle"
|
131 |
-
|
132 |
-
# If we have a target, pursue it
|
133 |
-
if self.target:
|
134 |
-
dist_to_target = calculate_distance(self.x, self.y, self.target.x, self.target.y)
|
135 |
-
|
136 |
-
# If in attack range, attack
|
137 |
-
if dist_to_target <= self.range:
|
138 |
-
self.attack_target()
|
139 |
-
self.state = "attacking"
|
140 |
-
else:
|
141 |
-
# Move toward target
|
142 |
-
self.target_x = self.target.x
|
143 |
-
self.target_y = self.target.y
|
144 |
-
self.state = "moving"
|
145 |
-
else:
|
146 |
-
# Wander if no target
|
147 |
-
if random.random() < 0.02:
|
148 |
-
team_zone = 300 if self.team == TEAM_RED else 500
|
149 |
-
center_x = 200 if self.team == TEAM_RED else 600
|
150 |
-
|
151 |
-
self.target_x = max(50, min(MAP_WIDTH - 50,
|
152 |
-
center_x + (random.random() - 0.5) * team_zone))
|
153 |
-
self.target_y = max(50, min(MAP_HEIGHT - 50,
|
154 |
-
300 + (random.random() - 0.5) * 400))
|
155 |
-
|
156 |
-
# Move toward target position
|
157 |
-
self.move()
|
158 |
-
|
159 |
-
# Update attack cooldown
|
160 |
-
if self.attack_cooldown > 0:
|
161 |
-
self.attack_cooldown -= 1
|
162 |
-
|
163 |
-
# Update attack line
|
164 |
-
if self.attack_line:
|
165 |
-
self.attack_line["duration"] -= 1
|
166 |
-
if self.attack_line["duration"] <= 0:
|
167 |
-
self.attack_line = None
|
168 |
-
|
169 |
-
def move(self):
|
170 |
-
"""Move unit toward target position"""
|
171 |
-
if self.state == "dead":
|
172 |
-
return
|
173 |
-
|
174 |
-
dx = self.target_x - self.x
|
175 |
-
dy = self.target_y - self.y
|
176 |
-
dist = math.sqrt(dx*dx + dy*dy)
|
177 |
-
|
178 |
-
if dist > 5:
|
179 |
-
self.x += (dx / dist) * self.speed
|
180 |
-
self.y += (dy / dist) * self.speed
|
181 |
-
|
182 |
-
# Keep units within map bounds
|
183 |
-
self.x = max(self.size, min(MAP_WIDTH - self.size, self.x))
|
184 |
-
self.y = max(self.size, min(MAP_HEIGHT - self.size, self.y))
|
185 |
-
|
186 |
-
def attack_target(self):
|
187 |
-
"""Attack the current target"""
|
188 |
-
if self.attack_cooldown == 0 and self.target and self.target.state != "dead":
|
189 |
-
# Apply random variance to attack damage
|
190 |
-
damage_multiplier = 0.8 + random.random() * 0.4
|
191 |
-
base_damage = self.attack * damage_multiplier
|
192 |
-
final_damage = max(1, base_damage - self.target.defense / 2)
|
193 |
-
|
194 |
-
# Apply damage to target
|
195 |
-
self.target.take_damage(final_damage)
|
196 |
-
|
197 |
-
# Create attack line for visualization
|
198 |
-
self.attack_line = {
|
199 |
-
"from_x": self.x,
|
200 |
-
"from_y": self.y,
|
201 |
-
"to_x": self.target.x,
|
202 |
-
"to_y": self.target.y,
|
203 |
-
"duration": 10
|
204 |
-
}
|
205 |
-
|
206 |
-
# Reset cooldown
|
207 |
-
self.attack_cooldown = self.attack_cooldown_max
|
208 |
-
|
209 |
-
def take_damage(self, amount):
|
210 |
-
"""Take damage from an attack"""
|
211 |
-
self.health -= amount
|
212 |
-
if self.health <= 0:
|
213 |
-
self.die()
|
214 |
-
|
215 |
-
def die(self):
|
216 |
-
"""Unit death"""
|
217 |
-
self.state = "dead"
|
218 |
-
self.health = 0
|
219 |
-
self.dead_timer = 0
|
220 |
-
self.attack_line = None
|
221 |
-
|
222 |
-
def respawn(self):
|
223 |
-
"""Respawn the unit"""
|
224 |
-
margin = 50
|
225 |
-
if self.team == TEAM_RED:
|
226 |
-
self.x = margin + random.random() * 100
|
227 |
-
else:
|
228 |
-
self.x = MAP_WIDTH - margin - random.random() * 100
|
229 |
-
|
230 |
-
self.y = 100 + random.random() * 400
|
231 |
-
self.health = self.max_health
|
232 |
-
self.state = "idle"
|
233 |
-
self.target = None
|
234 |
-
self.attack_line = None
|
235 |
-
self.dead_timer = 0
|
236 |
-
self.attack_cooldown = 0
|
237 |
-
|
238 |
-
def is_point_inside(self, point_x, point_y):
|
239 |
-
"""Check if a point is inside the unit"""
|
240 |
-
if self.state == "dead":
|
241 |
-
return False
|
242 |
-
|
243 |
-
return calculate_distance(self.x, self.y, point_x, point_y) <= self.size
|
244 |
-
|
245 |
-
class BattleSimulation:
|
246 |
-
def __init__(self):
|
247 |
-
self.units = []
|
248 |
-
self.selected_unit = None
|
249 |
-
self.frame_count = 0
|
250 |
-
|
251 |
-
# Create initial units
|
252 |
-
self.create_units()
|
253 |
-
|
254 |
-
def create_units(self):
|
255 |
-
"""Create initial units for both teams"""
|
256 |
-
# Create red team (left side)
|
257 |
-
for i in range(5):
|
258 |
-
self.units.append(Unit(
|
259 |
-
id=f"red-infantry-{i}",
|
260 |
-
team=TEAM_RED,
|
261 |
-
unit_type="infantry",
|
262 |
-
x=50 + random.random() * 100,
|
263 |
-
y=100 + i * 100
|
264 |
-
))
|
265 |
-
|
266 |
-
for i in range(3):
|
267 |
-
self.units.append(Unit(
|
268 |
-
id=f"red-tank-{i}",
|
269 |
-
team=TEAM_RED,
|
270 |
-
unit_type="tank",
|
271 |
-
x=100 + random.random() * 100,
|
272 |
-
y=150 + i * 150
|
273 |
-
))
|
274 |
-
|
275 |
-
for i in range(2):
|
276 |
-
self.units.append(Unit(
|
277 |
-
id=f"red-artillery-{i}",
|
278 |
-
team=TEAM_RED,
|
279 |
-
unit_type="artillery",
|
280 |
-
x=50 + random.random() * 80,
|
281 |
-
y=200 + i * 200
|
282 |
-
))
|
283 |
-
|
284 |
-
# Create blue team (right side)
|
285 |
-
for i in range(5):
|
286 |
-
self.units.append(Unit(
|
287 |
-
id=f"blue-infantry-{i}",
|
288 |
-
team=TEAM_BLUE,
|
289 |
-
unit_type="infantry",
|
290 |
-
x=650 + random.random() * 100,
|
291 |
-
y=100 + i * 100
|
292 |
-
))
|
293 |
-
|
294 |
-
for i in range(3):
|
295 |
-
self.units.append(Unit(
|
296 |
-
id=f"blue-tank-{i}",
|
297 |
-
team=TEAM_BLUE,
|
298 |
-
unit_type="tank",
|
299 |
-
x=600 + random.random() * 100,
|
300 |
-
y=150 + i * 150
|
301 |
-
))
|
302 |
-
|
303 |
-
for i in range(2):
|
304 |
-
self.units.append(Unit(
|
305 |
-
id=f"blue-artillery-{i}",
|
306 |
-
team=TEAM_BLUE,
|
307 |
-
unit_type="artillery",
|
308 |
-
x=670 + random.random() * 80,
|
309 |
-
y=200 + i * 200
|
310 |
-
))
|
311 |
-
|
312 |
-
def update(self):
|
313 |
-
"""Update all units in the simulation"""
|
314 |
-
for unit in self.units:
|
315 |
-
unit.update(self.units)
|
316 |
-
|
317 |
-
self.frame_count += 1
|
318 |
-
|
319 |
-
def render(self):
|
320 |
-
"""Render the current state of the battle"""
|
321 |
-
# Create a new image
|
322 |
-
img = Image.new('RGBA', (MAP_WIDTH, MAP_HEIGHT), (232, 244, 229, 255))
|
323 |
-
draw = ImageDraw.Draw(img)
|
324 |
-
|
325 |
-
# Draw territory gradients
|
326 |
-
# (This is approximate as PIL doesn't have easy gradients)
|
327 |
-
# Red territory
|
328 |
-
for x in range(250):
|
329 |
-
alpha = int(50 * (1 - x / 250))
|
330 |
-
draw.line([(x, 0), (x, MAP_HEIGHT)], fill=(231, 76, 60, alpha), width=1)
|
331 |
-
|
332 |
-
# Blue territory
|
333 |
-
for x in range(MAP_WIDTH - 250, MAP_WIDTH):
|
334 |
-
alpha = int(50 * (x - (MAP_WIDTH - 250)) / 250)
|
335 |
-
draw.line([(x, 0), (x, MAP_HEIGHT)], fill=(52, 152, 219, alpha), width=1)
|
336 |
-
|
337 |
-
# Draw attack lines first (so they appear behind units)
|
338 |
-
for unit in self.units:
|
339 |
-
if unit.attack_line:
|
340 |
-
line_color = TEAM_COLORS[unit.team]
|
341 |
-
draw.line(
|
342 |
-
[(unit.attack_line["from_x"], unit.attack_line["from_y"]),
|
343 |
-
(unit.attack_line["to_x"], unit.attack_line["to_y"])],
|
344 |
-
fill=line_color,
|
345 |
-
width=2
|
346 |
-
)
|
347 |
-
|
348 |
-
# Draw units
|
349 |
-
for unit in self.units:
|
350 |
-
if unit.state == "dead":
|
351 |
-
continue
|
352 |
-
|
353 |
-
# Draw the unit shape
|
354 |
-
fill_color = TEAM_COLORS[unit.team]
|
355 |
-
|
356 |
-
if unit.shape == "circle": # Infantry
|
357 |
-
draw.ellipse(
|
358 |
-
[(unit.x - unit.size, unit.y - unit.size),
|
359 |
-
(unit.x + unit.size, unit.y + unit.size)],
|
360 |
-
fill=fill_color
|
361 |
-
)
|
362 |
-
elif unit.shape == "square": # Tank
|
363 |
-
draw.rectangle(
|
364 |
-
[(unit.x - unit.size, unit.y - unit.size),
|
365 |
-
(unit.x + unit.size, unit.y + unit.size)],
|
366 |
-
fill=fill_color
|
367 |
-
)
|
368 |
-
elif unit.shape == "triangle": # Artillery
|
369 |
-
draw.polygon(
|
370 |
-
[(unit.x, unit.y - unit.size),
|
371 |
-
(unit.x - unit.size, unit.y + unit.size),
|
372 |
-
(unit.x + unit.size, unit.y + unit.size)],
|
373 |
-
fill=fill_color
|
374 |
-
)
|
375 |
-
|
376 |
-
# Draw health bar
|
377 |
-
health_ratio = unit.health / unit.max_health
|
378 |
-
health_bar_width = 20
|
379 |
-
health_bar_height = 3
|
380 |
-
|
381 |
-
# Health bar background (red)
|
382 |
-
draw.rectangle(
|
383 |
-
[(unit.x - health_bar_width/2, unit.y - 20),
|
384 |
-
(unit.x + health_bar_width/2, unit.y - 20 + health_bar_height)],
|
385 |
-
fill="#e74c3c"
|
386 |
-
)
|
387 |
-
|
388 |
-
# Health bar foreground (green)
|
389 |
-
draw.rectangle(
|
390 |
-
[(unit.x - health_bar_width/2, unit.y - 20),
|
391 |
-
(unit.x - health_bar_width/2 + health_bar_width * health_ratio, unit.y - 20 + health_bar_height)],
|
392 |
-
fill="#2ecc71"
|
393 |
-
)
|
394 |
-
|
395 |
-
# Draw state indicator
|
396 |
-
state_colors = {
|
397 |
-
"idle": "#95a5a6", # Gray
|
398 |
-
"moving": "#3498db", # Blue
|
399 |
-
"attacking": "#e74c3c" # Red
|
400 |
-
}
|
401 |
-
|
402 |
-
draw.ellipse(
|
403 |
-
[(unit.x - 3, unit.y - 25 - 3),
|
404 |
-
(unit.x + 3, unit.y - 25 + 3)],
|
405 |
-
fill=state_colors.get(unit.state, "#95a5a6")
|
406 |
-
)
|
407 |
-
|
408 |
-
# Highlight selected unit
|
409 |
-
if self.selected_unit and unit.id == self.selected_unit.id:
|
410 |
-
draw.ellipse(
|
411 |
-
[(unit.x - unit.size - 5, unit.y - unit.size - 5),
|
412 |
-
(unit.x + unit.size + 5, unit.y + unit.size + 5)],
|
413 |
-
outline="#f1c40f",
|
414 |
-
width=2
|
415 |
-
)
|
416 |
-
|
417 |
-
# Convert the image to base64 for displaying in Streamlit
|
418 |
-
buffered = BytesIO()
|
419 |
-
img.save(buffered, format="PNG")
|
420 |
-
img_str = base64.b64encode(buffered.getvalue()).decode()
|
421 |
-
|
422 |
-
return img_str
|
423 |
-
|
424 |
-
def handle_click(self, x, y):
|
425 |
-
"""Handle click on the battle map"""
|
426 |
-
self.selected_unit = None
|
427 |
-
for unit in self.units:
|
428 |
-
if unit.is_point_inside(x, y) and unit.state != "dead":
|
429 |
-
self.selected_unit = unit
|
430 |
-
break
|
431 |
-
|
432 |
-
return self.selected_unit
|
433 |
-
|
434 |
-
def get_unit_info_html(unit):
|
435 |
-
"""Generate HTML for unit info panel"""
|
436 |
-
if not unit:
|
437 |
-
return ""
|
438 |
-
|
439 |
-
type_icon = {
|
440 |
-
"infantry": "⭕",
|
441 |
-
"tank": "⬛",
|
442 |
-
"artillery": "△"
|
443 |
-
}.get(unit.type, "")
|
444 |
-
|
445 |
-
team_color = TEAM_COLORS[unit.team]
|
446 |
-
|
447 |
-
html = f"""
|
448 |
-
<div style="background-color: rgba(255, 255, 255, 0.95); padding: 20px;
|
449 |
-
border-radius: 8px; border: 2px solid {team_color}; box-shadow: 0 4px 15px rgba(0, 0, 0, 0.3);">
|
450 |
-
<h3 style="margin-bottom: 15px; color: #333; border-bottom: 1px solid #ddd; padding-bottom: 10px;">
|
451 |
-
{unit.team.capitalize()} {unit.type.capitalize()} {type_icon}
|
452 |
-
</h3>
|
453 |
-
<p style="margin-bottom: 10px; display: flex; justify-content: space-between;">
|
454 |
-
<span>Health:</span> <span>{int(unit.health)}/{unit.max_health}</span>
|
455 |
-
</p>
|
456 |
-
<p style="margin-bottom: 10px; display: flex; justify-content: space-between;">
|
457 |
-
<span>Attack:</span> <span>{unit.attack}</span>
|
458 |
-
</p>
|
459 |
-
<p style="margin-bottom: 10px; display: flex; justify-content: space-between;">
|
460 |
-
<span>Defense:</span> <span>{unit.defense}</span>
|
461 |
-
</p>
|
462 |
-
<p style="margin-bottom: 10px; display: flex; justify-content: space-between;">
|
463 |
-
<span>Range:</span> <span>{unit.range}</span>
|
464 |
-
</p>
|
465 |
-
<p style="margin-bottom: 10px; display: flex; justify-content: space-between;">
|
466 |
-
<span>Speed:</span> <span>{unit.speed}</span>
|
467 |
-
</p>
|
468 |
-
<p style="margin-bottom: 10px; display: flex; justify-content: space-between;">
|
469 |
-
<span>Status:</span> <span>{unit.state.capitalize()}</span>
|
470 |
-
</p>
|
471 |
-
</div>
|
472 |
-
"""
|
473 |
-
return html
|
474 |
-
|
475 |
-
def main():
|
476 |
-
# Initialize session state
|
477 |
-
if 'battle_sim' not in st.session_state:
|
478 |
-
st.session_state.battle_sim = BattleSimulation()
|
479 |
-
st.session_state.last_click = None
|
480 |
-
|
481 |
-
# Title and description
|
482 |
-
st.title("Battle Simulator")
|
483 |
-
st.markdown("An interactive battle simulation where red and blue forces fight on a dynamic battlefield.")
|
484 |
-
|
485 |
-
# Create a layout with columns
|
486 |
-
col1, col2 = st.columns([3, 1])
|
487 |
-
|
488 |
-
with col1:
|
489 |
-
# Display battle map with click handler
|
490 |
-
battle_sim = st.session_state.battle_sim
|
491 |
-
battle_sim.update() # Update simulation
|
492 |
-
img_str = battle_sim.render() # Render the current state
|
493 |
-
|
494 |
-
# Display the battle map with click handling
|
495 |
-
st.markdown(f"""
|
496 |
-
<div style="position: relative; width: {MAP_WIDTH}px; margin: 0 auto;">
|
497 |
-
<img src="data:image/png;base64,{img_str}" width="{MAP_WIDTH}" id="battlemap"
|
498 |
-
style="border: 1px solid #ccc; cursor: pointer;" onclick="handleMapClick(event)">
|
499 |
-
</div>
|
500 |
-
<script>
|
501 |
-
function handleMapClick(e) {
|
502 |
-
const rect = e.target.getBoundingClientRect();
|
503 |
-
const x = e.clientX - rect.left;
|
504 |
-
const y = e.clientY - rect.top;
|
505 |
-
// Pass click coordinates to Streamlit
|
506 |
-
window.parent.postMessage({{
|
507 |
-
type: "streamlit:setComponentValue",
|
508 |
-
value: [x, y]
|
509 |
-
}}, "*");
|
510 |
-
}
|
511 |
-
</script>
|
512 |
-
""", unsafe_allow_html=True)
|
513 |
-
|
514 |
-
# Use a streamlit empty element to trigger rerun on map click
|
515 |
-
map_click = st.empty()
|
516 |
-
|
517 |
-
with col2:
|
518 |
-
# Show information about selected unit
|
519 |
-
st.markdown("### Unit Information")
|
520 |
-
|
521 |
-
unit_info = st.empty()
|
522 |
-
if battle_sim.selected_unit:
|
523 |
-
unit_info.markdown(get_unit_info_html(battle_sim.selected_unit), unsafe_allow_html=True)
|
524 |
-
else:
|
525 |
-
unit_info.markdown("Click on a unit to see its details")
|
526 |
-
|
527 |
-
# Unit legend
|
528 |
-
st.markdown("### Unit Types")
|
529 |
-
st.markdown("""
|
530 |
-
- ⭕ **Infantry**: Fast but weaker units
|
531 |
-
- ⬛ **Tank**: Slow but powerful with strong defense
|
532 |
-
- △ **Artillery**: Long-range attacks but vulnerable
|
533 |
-
""")
|
534 |
-
|
535 |
-
# Battle statistics
|
536 |
-
st.markdown("### Battle Statistics")
|
537 |
-
|
538 |
-
# Count units by team and status
|
539 |
-
red_active = sum(1 for unit in battle_sim.units if unit.team == TEAM_RED and unit.state != "dead")
|
540 |
-
blue_active = sum(1 for unit in battle_sim.units if unit.team == TEAM_BLUE and unit.state != "dead")
|
541 |
-
|
542 |
-
# Display counters
|
543 |
-
st.markdown(f"""
|
544 |
-
<div style="display: flex; justify-content: space-between; margin-bottom: 10px;">
|
545 |
-
<div style="text-align: center; padding: 10px; background-color: rgba(231, 76, 60, 0.2); border-radius: 5px; width: 45%;">
|
546 |
-
<div style="font-size: 24px; font-weight: bold;">{red_active}</div>
|
547 |
-
<div>Red Forces</div>
|
548 |
-
</div>
|
549 |
-
<div style="text-align: center; padding: 10px; background-color: rgba(52, 152, 219, 0.2); border-radius: 5px; width: 45%;">
|
550 |
-
<div style="font-size: 24px; font-weight: bold;">{blue_active}</div>
|
551 |
-
<div>Blue Forces</div>
|
552 |
-
</div>
|
553 |
-
</div>
|
554 |
-
""", unsafe_allow_html=True)
|
555 |
-
|
556 |
-
# Handle map clicks
|
557 |
-
clicked = st.button('Refresh Battle State', key='refresh_battle')
|
558 |
-
|
559 |
-
# Create a container for receiving click data and auto-refreshing
|
560 |
-
click_container = st.container()
|
561 |
-
with click_container:
|
562 |
-
click_data = st.text_input("Click coordinates",
|
563 |
-
value="",
|
564 |
-
label_visibility="collapsed",
|
565 |
-
key="click_data")
|
566 |
-
|
567 |
-
if click_data:
|
568 |
-
try:
|
569 |
-
x, y = map(float, click_data.strip('[]').split(','))
|
570 |
-
selected = battle_sim.handle_click(x, y)
|
571 |
-
st.session_state.last_click = (x, y)
|
572 |
-
st.experimental_rerun()
|
573 |
-
except:
|
574 |
-
pass
|
575 |
-
|
576 |
-
# Auto-refresh the page
|
577 |
-
st.markdown("""
|
578 |
-
<script>
|
579 |
-
// Set up to receive messages from the iframe
|
580 |
-
window.addEventListener('message', function(e) {
|
581 |
-
if (e.data.type === 'streamlit:setComponentValue') {
|
582 |
-
const coordinates = e.data.value;
|
583 |
-
document.querySelector('input[key="click_data"]').value = coordinates;
|
584 |
-
document.querySelector('input[key="click_data"]').dispatchEvent(new Event('input'));
|
585 |
-
}
|
586 |
-
});
|
587 |
-
|
588 |
-
// Auto-refresh the simulation every 1 second
|
589 |
-
const refreshInterval = setInterval(function() {
|
590 |
-
const refreshButton = document.querySelector('button[key="refresh_battle"]');
|
591 |
-
if (refreshButton) {
|
592 |
-
refreshButton.click();
|
593 |
-
}
|
594 |
-
}, 1000);
|
595 |
-
</script>
|
596 |
-
""", unsafe_allow_html=True)
|
597 |
-
|
598 |
-
if __name__ == "__main__":
|
599 |
-
main()
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
docker-compose.yml
DELETED
@@ -1,17 +0,0 @@
|
|
1 |
-
version: '3'
|
2 |
-
|
3 |
-
services:
|
4 |
-
battle-simulator:
|
5 |
-
build: .
|
6 |
-
ports:
|
7 |
-
- "8501:8501"
|
8 |
-
volumes:
|
9 |
-
- ./app.py:/app/app.py
|
10 |
-
- ./requirements.txt:/app/requirements.txt
|
11 |
-
environment:
|
12 |
-
- STREAMLIT_SERVER_PORT=8501
|
13 |
-
- STREAMLIT_SERVER_HEADLESS=true
|
14 |
-
- STREAMLIT_SERVER_ENABLE_CORS=false
|
15 |
-
- PYTHONUNBUFFERED=1
|
16 |
-
# Restart policy
|
17 |
-
restart: unless-stopped
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
index.html
ADDED
@@ -0,0 +1,45 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
+
<!DOCTYPE html>
|
2 |
+
<html lang="en">
|
3 |
+
<head>
|
4 |
+
<meta charset="UTF-8">
|
5 |
+
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
6 |
+
<title>Battlefield Simulator</title>
|
7 |
+
<link rel="stylesheet" href="https://unpkg.com/[email protected]/dist/leaflet.css" />
|
8 |
+
<link rel="stylesheet" href="style.css">
|
9 |
+
</head>
|
10 |
+
<body>
|
11 |
+
<div class="container">
|
12 |
+
<header>
|
13 |
+
<h1>Battlefield Simulator</h1>
|
14 |
+
<div class="timer">
|
15 |
+
<span id="day-counter">Day 1 - 00:00 hours</span>
|
16 |
+
<button id="pause-button">Pause</button>
|
17 |
+
</div>
|
18 |
+
</header>
|
19 |
+
<main>
|
20 |
+
<div id="map"></div>
|
21 |
+
<div class="info-panel">
|
22 |
+
<h2>Unit Information</h2>
|
23 |
+
<div id="unit-info">
|
24 |
+
<p class="no-unit-selected">Click on a unit to see details</p>
|
25 |
+
</div>
|
26 |
+
</div>
|
27 |
+
</main>
|
28 |
+
<footer>
|
29 |
+
<div class="legend">
|
30 |
+
<div class="legend-item">
|
31 |
+
<div class="circle blue"></div>
|
32 |
+
<span>Blue Forces</span>
|
33 |
+
</div>
|
34 |
+
<div class="legend-item">
|
35 |
+
<div class="circle red"></div>
|
36 |
+
<span>Red Forces</span>
|
37 |
+
</div>
|
38 |
+
</div>
|
39 |
+
</footer>
|
40 |
+
</div>
|
41 |
+
|
42 |
+
<script src="https://unpkg.com/[email protected]/dist/leaflet.js"></script>
|
43 |
+
<script src="script.js"></script>
|
44 |
+
</body>
|
45 |
+
</html>
|
requirements.txt
DELETED
@@ -1,4 +0,0 @@
|
|
1 |
-
streamlit>=1.22.0
|
2 |
-
numpy>=1.20.0
|
3 |
-
pandas>=1.3.0
|
4 |
-
pillow>=8.0.0
|
|
|
|
|
|
|
|
|
|
script.js
ADDED
@@ -0,0 +1,439 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
+
// Map initialization
|
2 |
+
let map;
|
3 |
+
let units = [];
|
4 |
+
let selectedUnit = null;
|
5 |
+
let isPaused = false;
|
6 |
+
let dayCounter = 1;
|
7 |
+
let hourCounter = 0;
|
8 |
+
let battleIntervals = [];
|
9 |
+
let timer;
|
10 |
+
|
11 |
+
// Unit types with their properties
|
12 |
+
const unitTypes = {
|
13 |
+
infantry: { speed: 0.001, attackPower: 10, range: 0.01, icon: '👤' },
|
14 |
+
armor: { speed: 0.002, attackPower: 25, range: 0.015, icon: '🛡️' },
|
15 |
+
artillery: { speed: 0.0005, attackPower: 30, range: 0.03, icon: '💥' },
|
16 |
+
recon: { speed: 0.003, attackPower: 5, range: 0.02, icon: '🔍' },
|
17 |
+
airDefense: { speed: 0.0008, attackPower: 20, range: 0.025, icon: '🚀' },
|
18 |
+
command: { speed: 0.0006, attackPower: 5, range: 0.015, icon: '⭐' },
|
19 |
+
medical: { speed: 0.001, attackPower: 0, range: 0.008, icon: '🩺' }
|
20 |
+
};
|
21 |
+
|
22 |
+
// Initialize the map when the DOM is fully loaded
|
23 |
+
document.addEventListener('DOMContentLoaded', function() {
|
24 |
+
initializeMap();
|
25 |
+
generateUnits();
|
26 |
+
placeUnitsOnMap();
|
27 |
+
startSimulation();
|
28 |
+
|
29 |
+
// Set up event listener for pause button
|
30 |
+
document.getElementById('pause-button').addEventListener('click', togglePause);
|
31 |
+
});
|
32 |
+
|
33 |
+
function initializeMap() {
|
34 |
+
// Create map centered on a fictional battle area
|
35 |
+
map = L.map('map').setView([40.7, -74.0], 13);
|
36 |
+
|
37 |
+
// Add the base map tiles (OpenStreetMap)
|
38 |
+
L.tileLayer('https://{s}.tile.openstreetmap.org/{z}/{x}/{y}.png', {
|
39 |
+
attribution: '© <a href="https://www.openstreetmap.org/copyright">OpenStreetMap</a> contributors',
|
40 |
+
maxZoom: 19
|
41 |
+
}).addTo(map);
|
42 |
+
}
|
43 |
+
|
44 |
+
function generateUnits() {
|
45 |
+
// Generate blue forces
|
46 |
+
for (let i = 0; i < 15; i++) {
|
47 |
+
const type = getRandomUnitType();
|
48 |
+
units.push({
|
49 |
+
id: `blue-${i}`,
|
50 |
+
name: `Blue Force ${getUnitName(type)} ${i + 1}`,
|
51 |
+
type: type,
|
52 |
+
faction: 'blue',
|
53 |
+
strength: Math.floor(Math.random() * 50) + 50, // 50-99
|
54 |
+
health: 100,
|
55 |
+
status: getRandomStatus(),
|
56 |
+
lat: 40.7 + (Math.random() * 0.05 - 0.025), // Around the center
|
57 |
+
lng: -74.0 + (Math.random() * 0.05 - 0.025),
|
58 |
+
targetLat: null,
|
59 |
+
targetLng: null,
|
60 |
+
marker: null,
|
61 |
+
icon: unitTypes[type].icon,
|
62 |
+
speed: unitTypes[type].speed,
|
63 |
+
attackPower: unitTypes[type].attackPower,
|
64 |
+
range: unitTypes[type].range,
|
65 |
+
inBattle: false,
|
66 |
+
movingToTarget: false,
|
67 |
+
kills: 0,
|
68 |
+
lastMoveTimestamp: Date.now()
|
69 |
+
});
|
70 |
+
}
|
71 |
+
|
72 |
+
// Generate red forces
|
73 |
+
for (let i = 0; i < 15; i++) {
|
74 |
+
const type = getRandomUnitType();
|
75 |
+
units.push({
|
76 |
+
id: `red-${i}`,
|
77 |
+
name: `Red Force ${getUnitName(type)} ${i + 1}`,
|
78 |
+
type: type,
|
79 |
+
faction: 'red',
|
80 |
+
strength: Math.floor(Math.random() * 50) + 50, // 50-99
|
81 |
+
health: 100,
|
82 |
+
status: getRandomStatus(),
|
83 |
+
lat: 40.7 + (Math.random() * 0.05 - 0.025), // Around the center
|
84 |
+
lng: -74.0 + (Math.random() * 0.05 - 0.025),
|
85 |
+
targetLat: null,
|
86 |
+
targetLng: null,
|
87 |
+
marker: null,
|
88 |
+
icon: unitTypes[type].icon,
|
89 |
+
speed: unitTypes[type].speed,
|
90 |
+
attackPower: unitTypes[type].attackPower,
|
91 |
+
range: unitTypes[type].range,
|
92 |
+
inBattle: false,
|
93 |
+
movingToTarget: false,
|
94 |
+
kills: 0,
|
95 |
+
lastMoveTimestamp: Date.now()
|
96 |
+
});
|
97 |
+
}
|
98 |
+
}
|
99 |
+
|
100 |
+
function getRandomUnitType() {
|
101 |
+
const types = Object.keys(unitTypes);
|
102 |
+
return types[Math.floor(Math.random() * types.length)];
|
103 |
+
}
|
104 |
+
|
105 |
+
function getUnitName(type) {
|
106 |
+
const names = {
|
107 |
+
infantry: 'Battalion',
|
108 |
+
armor: 'Tank Division',
|
109 |
+
artillery: 'Artillery Battery',
|
110 |
+
recon: 'Reconnaissance Unit',
|
111 |
+
airDefense: 'Air Defense Unit',
|
112 |
+
command: 'Command Center',
|
113 |
+
medical: 'Medical Corps'
|
114 |
+
};
|
115 |
+
return names[type] || 'Unit';
|
116 |
+
}
|
117 |
+
|
118 |
+
function getRandomStatus() {
|
119 |
+
const statuses = ['Operational', 'Engaged', 'Advancing', 'Defending', 'Flanking', 'Retreating'];
|
120 |
+
return statuses[Math.floor(Math.random() * statuses.length)];
|
121 |
+
}
|
122 |
+
|
123 |
+
function placeUnitsOnMap() {
|
124 |
+
units.forEach(unit => {
|
125 |
+
const markerSize = unit.strength / 15 + 20; // Size based on strength
|
126 |
+
|
127 |
+
// Create custom HTML element for the marker
|
128 |
+
const markerHtml = `
|
129 |
+
<div class="unit-marker ${unit.faction}-unit" style="width: ${markerSize}px; height: ${markerSize}px; line-height: ${markerSize}px; font-size: ${markerSize/2}px;">
|
130 |
+
${unit.icon}
|
131 |
+
</div>
|
132 |
+
`;
|
133 |
+
|
134 |
+
// Create the icon
|
135 |
+
const customIcon = L.divIcon({
|
136 |
+
html: markerHtml,
|
137 |
+
className: '',
|
138 |
+
iconSize: [markerSize, markerSize],
|
139 |
+
iconAnchor: [markerSize/2, markerSize/2]
|
140 |
+
});
|
141 |
+
|
142 |
+
// Create marker and add to map
|
143 |
+
unit.marker = L.marker([unit.lat, unit.lng], { icon: customIcon })
|
144 |
+
.addTo(map)
|
145 |
+
.on('click', function() {
|
146 |
+
selectUnit(unit);
|
147 |
+
});
|
148 |
+
});
|
149 |
+
}
|
150 |
+
|
151 |
+
function selectUnit(unit) {
|
152 |
+
// Reset previous selection
|
153 |
+
if (selectedUnit) {
|
154 |
+
const prevMarker = selectedUnit.marker;
|
155 |
+
const prevIcon = prevMarker.options.icon;
|
156 |
+
const prevHtml = prevIcon.options.html.replace(' selected', '');
|
157 |
+
|
158 |
+
const newIcon = L.divIcon({
|
159 |
+
html: prevHtml,
|
160 |
+
className: prevIcon.options.className,
|
161 |
+
iconSize: prevIcon.options.iconSize,
|
162 |
+
iconAnchor: prevIcon.options.iconAnchor
|
163 |
+
});
|
164 |
+
|
165 |
+
prevMarker.setIcon(newIcon);
|
166 |
+
}
|
167 |
+
|
168 |
+
// Set new selection
|
169 |
+
selectedUnit = unit;
|
170 |
+
|
171 |
+
// Update marker to show selection
|
172 |
+
const marker = unit.marker;
|
173 |
+
const icon = marker.options.icon;
|
174 |
+
const newHtml = icon.options.html.replace('unit-marker', 'unit-marker selected');
|
175 |
+
|
176 |
+
const newIcon = L.divIcon({
|
177 |
+
html: newHtml,
|
178 |
+
className: icon.options.className,
|
179 |
+
iconSize: icon.options.iconSize,
|
180 |
+
iconAnchor: icon.options.iconAnchor
|
181 |
+
});
|
182 |
+
|
183 |
+
marker.setIcon(newIcon);
|
184 |
+
|
185 |
+
// Update info panel
|
186 |
+
updateUnitInfo(unit);
|
187 |
+
}
|
188 |
+
|
189 |
+
function updateUnitInfo(unit) {
|
190 |
+
const unitInfoDiv = document.getElementById('unit-info');
|
191 |
+
|
192 |
+
let healthClass = unit.health > 70 ? '' : (unit.health > 30 ? 'health-warning' : 'health-critical');
|
193 |
+
|
194 |
+
unitInfoDiv.innerHTML = `
|
195 |
+
<div class="unit-name">${unit.name}</div>
|
196 |
+
<div class="unit-type">Type: ${getUnitName(unit.type)}</div>
|
197 |
+
<div class="unit-strength">Strength: ${unit.strength} personnel</div>
|
198 |
+
<div class="unit-status">Status: ${unit.status}</div>
|
199 |
+
<div class="unit-health">
|
200 |
+
Health: ${unit.health}%
|
201 |
+
<div class="health-bar ${healthClass}">
|
202 |
+
<div class="health-fill" style="width: ${unit.health}%"></div>
|
203 |
+
</div>
|
204 |
+
</div>
|
205 |
+
<div class="unit-stats">
|
206 |
+
<div>Attack Power: ${unit.attackPower}</div>
|
207 |
+
<div>Range: ${(unit.range * 1000).toFixed(1)} meters</div>
|
208 |
+
<div>Speed: ${(unit.speed * 1000).toFixed(1)}</div>
|
209 |
+
<div>Kills: ${unit.kills}</div>
|
210 |
+
</div>
|
211 |
+
<div class="unit-position">
|
212 |
+
Position: ${unit.lat.toFixed(4)}, ${unit.lng.toFixed(4)}
|
213 |
+
</div>
|
214 |
+
`;
|
215 |
+
|
216 |
+
// If the unit is in battle, show that information
|
217 |
+
if (unit.inBattle) {
|
218 |
+
unitInfoDiv.innerHTML += `
|
219 |
+
<div class="unit-battle-status">
|
220 |
+
<span style="color: red; font-weight: bold;">⚔️ ENGAGED IN BATTLE ⚔️</span>
|
221 |
+
</div>
|
222 |
+
`;
|
223 |
+
}
|
224 |
+
}
|
225 |
+
|
226 |
+
function startSimulation() {
|
227 |
+
// Update time every second
|
228 |
+
timer = setInterval(() => {
|
229 |
+
if (!isPaused) {
|
230 |
+
updateTime();
|
231 |
+
|
232 |
+
// Every 3 seconds, assign new targets to some units
|
233 |
+
if (hourCounter % 3 === 0) {
|
234 |
+
assignRandomTargets();
|
235 |
+
}
|
236 |
+
|
237 |
+
moveUnits();
|
238 |
+
checkForBattles();
|
239 |
+
|
240 |
+
// Update the selected unit's info if one is selected
|
241 |
+
if (selectedUnit) {
|
242 |
+
updateUnitInfo(selectedUnit);
|
243 |
+
}
|
244 |
+
}
|
245 |
+
}, 1000);
|
246 |
+
}
|
247 |
+
|
248 |
+
function updateTime() {
|
249 |
+
hourCounter++;
|
250 |
+
if (hourCounter >= 24) {
|
251 |
+
hourCounter = 0;
|
252 |
+
dayCounter++;
|
253 |
+
}
|
254 |
+
|
255 |
+
// Format hours with leading zero
|
256 |
+
const formattedHours = hourCounter.toString().padStart(2, '0');
|
257 |
+
document.getElementById('day-counter').textContent = `Day ${dayCounter} - ${formattedHours}:00 hours`;
|
258 |
+
}
|
259 |
+
|
260 |
+
function togglePause() {
|
261 |
+
isPaused = !isPaused;
|
262 |
+
const pauseButton = document.getElementById('pause-button');
|
263 |
+
pauseButton.textContent = isPaused ? 'Resume' : 'Pause';
|
264 |
+
}
|
265 |
+
|
266 |
+
function assignRandomTargets() {
|
267 |
+
const activeFactions = ['blue', 'red'];
|
268 |
+
|
269 |
+
// Randomly select units to assign new targets
|
270 |
+
units.forEach(unit => {
|
271 |
+
// Only assign new targets to units that aren't in battle and at random (30% chance)
|
272 |
+
if (!unit.inBattle && Math.random() < 0.3) {
|
273 |
+
// Find potential enemy targets
|
274 |
+
const enemyFaction = unit.faction === 'blue' ? 'red' : 'blue';
|
275 |
+
const enemies = units.filter(u => u.faction === enemyFaction && u.health > 0);
|
276 |
+
|
277 |
+
if (enemies.length > 0) {
|
278 |
+
// Choose random enemy as target
|
279 |
+
const target = enemies[Math.floor(Math.random() * enemies.length)];
|
280 |
+
unit.targetLat = target.lat;
|
281 |
+
unit.targetLng = target.lng;
|
282 |
+
unit.movingToTarget = true;
|
283 |
+
unit.status = 'Advancing';
|
284 |
+
}
|
285 |
+
}
|
286 |
+
});
|
287 |
+
}
|
288 |
+
|
289 |
+
function moveUnits() {
|
290 |
+
const now = Date.now();
|
291 |
+
|
292 |
+
units.forEach(unit => {
|
293 |
+
// Only move units that are alive and have a target
|
294 |
+
if (unit.health > 0 && unit.movingToTarget && unit.targetLat && unit.targetLng) {
|
295 |
+
const timeDelta = (now - unit.lastMoveTimestamp) / 1000; // Time in seconds since last move
|
296 |
+
unit.lastMoveTimestamp = now;
|
297 |
+
|
298 |
+
// Calculate direction vector
|
299 |
+
const dLat = unit.targetLat - unit.lat;
|
300 |
+
const dLng = unit.targetLng - unit.lng;
|
301 |
+
|
302 |
+
// Calculate distance to target
|
303 |
+
const distance = Math.sqrt(dLat * dLat + dLng * dLng);
|
304 |
+
|
305 |
+
// If we've reached the target (or close enough)
|
306 |
+
if (distance < 0.0005) {
|
307 |
+
unit.movingToTarget = false;
|
308 |
+
unit.status = 'Operational';
|
309 |
+
return;
|
310 |
+
}
|
311 |
+
|
312 |
+
// Normalize direction vector
|
313 |
+
const magnitude = Math.sqrt(dLat * dLat + dLng * dLng);
|
314 |
+
const dirLat = dLat / magnitude;
|
315 |
+
const dirLng = dLng / magnitude;
|
316 |
+
|
317 |
+
// Move unit towards target with speed influenced by unit type
|
318 |
+
const moveDistance = unit.speed * timeDelta;
|
319 |
+
unit.lat += dirLat * moveDistance;
|
320 |
+
unit.lng += dirLng * moveDistance;
|
321 |
+
|
322 |
+
// Update marker position
|
323 |
+
if (unit.marker) {
|
324 |
+
unit.marker.setLatLng([unit.lat, unit.lng]);
|
325 |
+
}
|
326 |
+
}
|
327 |
+
});
|
328 |
+
}
|
329 |
+
|
330 |
+
function checkForBattles() {
|
331 |
+
// Clear any existing battle animations
|
332 |
+
document.querySelectorAll('.battle-indicator').forEach(el => el.remove());
|
333 |
+
|
334 |
+
// Check each unit against potential enemies
|
335 |
+
units.forEach(unit => {
|
336 |
+
if (unit.health <= 0) return; // Skip dead units
|
337 |
+
|
338 |
+
const enemyFaction = unit.faction === 'blue' ? 'red' : 'blue';
|
339 |
+
const enemies = units.filter(u => u.faction === enemyFaction && u.health > 0);
|
340 |
+
|
341 |
+
// Reset battle state
|
342 |
+
unit.inBattle = false;
|
343 |
+
|
344 |
+
enemies.forEach(enemy => {
|
345 |
+
// Calculate distance between units
|
346 |
+
const dLat = unit.lat - enemy.lat;
|
347 |
+
const dLng = unit.lng - enemy.lng;
|
348 |
+
const distance = Math.sqrt(dLat * dLat + dLng * dLng);
|
349 |
+
|
350 |
+
// If within range, start battle
|
351 |
+
if (distance < unit.range) {
|
352 |
+
// Mark both units as in battle
|
353 |
+
unit.inBattle = true;
|
354 |
+
enemy.inBattle = true;
|
355 |
+
|
356 |
+
// Update statuses
|
357 |
+
unit.status = 'Engaged';
|
358 |
+
enemy.status = 'Engaged';
|
359 |
+
|
360 |
+
// Create battle animation at midpoint
|
361 |
+
const battleLat = (unit.lat + enemy.lat) / 2;
|
362 |
+
const battleLng = (unit.lng + enemy.lng) / 2;
|
363 |
+
|
364 |
+
createBattleAnimation(battleLat, battleLng);
|
365 |
+
|
366 |
+
// Calculate damage based on unit properties (simplified for this demo)
|
367 |
+
const unitDamage = Math.round(Math.random() * unit.attackPower * 0.2);
|
368 |
+
const enemyDamage = Math.round(Math.random() * enemy.attackPower * 0.2);
|
369 |
+
|
370 |
+
// Apply damage
|
371 |
+
enemy.health = Math.max(0, enemy.health - unitDamage);
|
372 |
+
unit.health = Math.max(0, unit.health - enemyDamage);
|
373 |
+
|
374 |
+
// Check if unit defeated enemy
|
375 |
+
if (enemy.health <= 0 && unitDamage > 0) {
|
376 |
+
unit.kills++;
|
377 |
+
checkUnitDeath(enemy);
|
378 |
+
}
|
379 |
+
|
380 |
+
// Check if enemy defeated unit
|
381 |
+
if (unit.health <= 0 && enemyDamage > 0) {
|
382 |
+
enemy.kills++;
|
383 |
+
checkUnitDeath(unit);
|
384 |
+
return; // Stop checking more enemies if this unit is dead
|
385 |
+
}
|
386 |
+
}
|
387 |
+
});
|
388 |
+
});
|
389 |
+
}
|
390 |
+
|
391 |
+
function createBattleAnimation(lat, lng) {
|
392 |
+
// Convert lat/lng to pixel coordinates
|
393 |
+
const point = map.latLngToLayerPoint([lat, lng]);
|
394 |
+
|
395 |
+
// Create battle indicator element
|
396 |
+
const battleEl = document.createElement('div');
|
397 |
+
battleEl.className = 'battle-indicator';
|
398 |
+
battleEl.style.left = point.x + 'px';
|
399 |
+
battleEl.style.top = point.y + 'px';
|
400 |
+
|
401 |
+
// Add to map container
|
402 |
+
document.querySelector('#map').appendChild(battleEl);
|
403 |
+
|
404 |
+
// Remove element after animation completes
|
405 |
+
setTimeout(() => {
|
406 |
+
if (battleEl.parentNode) {
|
407 |
+
battleEl.parentNode.removeChild(battleEl);
|
408 |
+
}
|
409 |
+
}, 2000);
|
410 |
+
}
|
411 |
+
|
412 |
+
function checkUnitDeath(unit) {
|
413 |
+
if (unit.health <= 0) {
|
414 |
+
// Update the unit's appearance to show it's destroyed
|
415 |
+
if (unit.marker) {
|
416 |
+
// Change the marker to show a destroyed unit (smaller and gray)
|
417 |
+
const markerSize = 15; // Smaller size for destroyed units
|
418 |
+
|
419 |
+
const markerHtml = `
|
420 |
+
<div class="unit-marker ${unit.faction}-unit" style="width: ${markerSize}px; height: ${markerSize}px; line-height: ${markerSize}px; font-size: ${markerSize/2}px; opacity: 0.5; background-color: #888;">
|
421 |
+
☠️
|
422 |
+
</div>
|
423 |
+
`;
|
424 |
+
|
425 |
+
const destroyedIcon = L.divIcon({
|
426 |
+
html: markerHtml,
|
427 |
+
className: '',
|
428 |
+
iconSize: [markerSize, markerSize],
|
429 |
+
iconAnchor: [markerSize/2, markerSize/2]
|
430 |
+
});
|
431 |
+
|
432 |
+
unit.marker.setIcon(destroyedIcon);
|
433 |
+
}
|
434 |
+
|
435 |
+
unit.status = 'Destroyed';
|
436 |
+
unit.movingToTarget = false;
|
437 |
+
unit.inBattle = false;
|
438 |
+
}
|
439 |
+
}
|
style.css
ADDED
@@ -0,0 +1,214 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
+
* {
|
2 |
+
margin: 0;
|
3 |
+
padding: 0;
|
4 |
+
box-sizing: border-box;
|
5 |
+
}
|
6 |
+
|
7 |
+
body {
|
8 |
+
font-family: 'Arial', sans-serif;
|
9 |
+
background-color: #f0f0f0;
|
10 |
+
color: #333;
|
11 |
+
}
|
12 |
+
|
13 |
+
.container {
|
14 |
+
display: flex;
|
15 |
+
flex-direction: column;
|
16 |
+
height: 100vh;
|
17 |
+
max-width: 1400px;
|
18 |
+
margin: 0 auto;
|
19 |
+
padding: 1rem;
|
20 |
+
}
|
21 |
+
|
22 |
+
header {
|
23 |
+
display: flex;
|
24 |
+
justify-content: space-between;
|
25 |
+
align-items: center;
|
26 |
+
padding: 0.5rem 0;
|
27 |
+
margin-bottom: 1rem;
|
28 |
+
}
|
29 |
+
|
30 |
+
header h1 {
|
31 |
+
font-size: 1.8rem;
|
32 |
+
color: #2c3e50;
|
33 |
+
}
|
34 |
+
|
35 |
+
.timer {
|
36 |
+
display: flex;
|
37 |
+
align-items: center;
|
38 |
+
gap: 10px;
|
39 |
+
}
|
40 |
+
|
41 |
+
#pause-button {
|
42 |
+
padding: 0.4rem 0.8rem;
|
43 |
+
background-color: #3498db;
|
44 |
+
color: white;
|
45 |
+
border: none;
|
46 |
+
border-radius: 4px;
|
47 |
+
cursor: pointer;
|
48 |
+
transition: background-color 0.3s;
|
49 |
+
}
|
50 |
+
|
51 |
+
#pause-button:hover {
|
52 |
+
background-color: #2980b9;
|
53 |
+
}
|
54 |
+
|
55 |
+
main {
|
56 |
+
display: flex;
|
57 |
+
flex: 1;
|
58 |
+
gap: 1rem;
|
59 |
+
margin-bottom: 1rem;
|
60 |
+
}
|
61 |
+
|
62 |
+
#map {
|
63 |
+
flex: 3;
|
64 |
+
height: 100%;
|
65 |
+
border-radius: 5px;
|
66 |
+
box-shadow: 0 0 10px rgba(0, 0, 0, 0.1);
|
67 |
+
}
|
68 |
+
|
69 |
+
.info-panel {
|
70 |
+
flex: 1;
|
71 |
+
background-color: white;
|
72 |
+
padding: 1rem;
|
73 |
+
border-radius: 5px;
|
74 |
+
box-shadow: 0 0 10px rgba(0, 0, 0, 0.1);
|
75 |
+
overflow-y: auto;
|
76 |
+
}
|
77 |
+
|
78 |
+
.info-panel h2 {
|
79 |
+
margin-bottom: 1rem;
|
80 |
+
padding-bottom: 0.5rem;
|
81 |
+
border-bottom: 1px solid #ddd;
|
82 |
+
color: #2c3e50;
|
83 |
+
}
|
84 |
+
|
85 |
+
#unit-info {
|
86 |
+
line-height: 1.6;
|
87 |
+
}
|
88 |
+
|
89 |
+
.no-unit-selected {
|
90 |
+
color: #7f8c8d;
|
91 |
+
font-style: italic;
|
92 |
+
}
|
93 |
+
|
94 |
+
.unit-name {
|
95 |
+
font-weight: bold;
|
96 |
+
font-size: 1.2rem;
|
97 |
+
margin-bottom: 0.5rem;
|
98 |
+
color: #2c3e50;
|
99 |
+
}
|
100 |
+
|
101 |
+
.unit-type, .unit-strength, .unit-status {
|
102 |
+
margin-bottom: 0.5rem;
|
103 |
+
}
|
104 |
+
|
105 |
+
.unit-health {
|
106 |
+
margin: 1rem 0;
|
107 |
+
}
|
108 |
+
|
109 |
+
.health-bar {
|
110 |
+
height: 10px;
|
111 |
+
background-color: #ecf0f1;
|
112 |
+
border-radius: 5px;
|
113 |
+
overflow: hidden;
|
114 |
+
margin-top: 0.3rem;
|
115 |
+
}
|
116 |
+
|
117 |
+
.health-fill {
|
118 |
+
height: 100%;
|
119 |
+
background-color: #2ecc71;
|
120 |
+
border-radius: 5px;
|
121 |
+
transition: width 0.3s;
|
122 |
+
}
|
123 |
+
|
124 |
+
.health-critical .health-fill {
|
125 |
+
background-color: #e74c3c;
|
126 |
+
}
|
127 |
+
|
128 |
+
.health-warning .health-fill {
|
129 |
+
background-color: #f39c12;
|
130 |
+
}
|
131 |
+
|
132 |
+
.unit-actions {
|
133 |
+
margin-top: 1rem;
|
134 |
+
}
|
135 |
+
|
136 |
+
footer {
|
137 |
+
padding: 0.5rem 0;
|
138 |
+
}
|
139 |
+
|
140 |
+
.legend {
|
141 |
+
display: flex;
|
142 |
+
gap: 1.5rem;
|
143 |
+
justify-content: center;
|
144 |
+
}
|
145 |
+
|
146 |
+
.legend-item {
|
147 |
+
display: flex;
|
148 |
+
align-items: center;
|
149 |
+
gap: 0.5rem;
|
150 |
+
}
|
151 |
+
|
152 |
+
.circle {
|
153 |
+
width: 15px;
|
154 |
+
height: 15px;
|
155 |
+
border-radius: 50%;
|
156 |
+
}
|
157 |
+
|
158 |
+
.blue {
|
159 |
+
background-color: #3498db;
|
160 |
+
}
|
161 |
+
|
162 |
+
.red {
|
163 |
+
background-color: #e74c3c;
|
164 |
+
}
|
165 |
+
|
166 |
+
/* Map marker styles */
|
167 |
+
.unit-marker {
|
168 |
+
border-radius: 50%;
|
169 |
+
display: flex;
|
170 |
+
justify-content: center;
|
171 |
+
align-items: center;
|
172 |
+
color: white;
|
173 |
+
font-weight: bold;
|
174 |
+
border: 2px solid white;
|
175 |
+
box-shadow: 0 0 5px rgba(0, 0, 0, 0.3);
|
176 |
+
transition: transform 0.3s, box-shadow 0.3s;
|
177 |
+
}
|
178 |
+
|
179 |
+
.unit-marker:hover {
|
180 |
+
transform: scale(1.1);
|
181 |
+
box-shadow: 0 0 10px rgba(0, 0, 0, 0.5);
|
182 |
+
z-index: 1000 !important;
|
183 |
+
}
|
184 |
+
|
185 |
+
.unit-marker.blue-unit {
|
186 |
+
background-color: #3498db;
|
187 |
+
}
|
188 |
+
|
189 |
+
.unit-marker.red-unit {
|
190 |
+
background-color: #e74c3c;
|
191 |
+
}
|
192 |
+
|
193 |
+
.unit-marker.selected {
|
194 |
+
transform: scale(1.2);
|
195 |
+
box-shadow: 0 0 15px rgba(0, 0, 0, 0.7);
|
196 |
+
z-index: 1000 !important;
|
197 |
+
}
|
198 |
+
|
199 |
+
/* Battle animation */
|
200 |
+
@keyframes battle-pulse {
|
201 |
+
0% { transform: scale(1); opacity: 1; }
|
202 |
+
50% { transform: scale(1.5); opacity: 0.7; }
|
203 |
+
100% { transform: scale(2); opacity: 0; }
|
204 |
+
}
|
205 |
+
|
206 |
+
.battle-indicator {
|
207 |
+
position: absolute;
|
208 |
+
width: 20px;
|
209 |
+
height: 20px;
|
210 |
+
background-color: yellow;
|
211 |
+
border-radius: 50%;
|
212 |
+
pointer-events: none;
|
213 |
+
animation: battle-pulse 1s infinite;
|
214 |
+
}
|