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Country.js
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Country.js
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function Country(div){
this.owner = null;
this.troops = 0;
this.connections = [];
this.div = div;
this.ableToMove = 0;
this.fighting = [];
this.defending = [];
}
Country.prototype.addConnection = function(){
// this.connections = this.connections.concat(arguments);
for (var i = 0; i < arguments.length; i++) {
this.connections.push(arguments[i]);
}
};
Country.prototype.neighbors = function(){
var neighborArr = [];
for (var i = 0; i < this.connections.length; i++) {
neighborArr.push(this.connections[i].getNeighbor(this));
}
return(neighborArr);
};
Country.prototype.getFriendlyNeighbors = function(){
var friendly = [];
for (var i = 0; i < this.connections.length; i++) {
if(this.connections[i].friendly){
friendly.push(this.connections[i].getNeighbor(this));
}
}
return friendly;
};
Country.prototype.getEnemyNeighbors = function(){
var enemies = [];
for (var i = 0; i < this.connections.length; i++) {
if(!this.connections[i].friendly){
enemies.push(this.connections[i].getNeighbor(this));
}
}
};
Country.prototype.update = function(){
if(this.owner !== null){
var inner = "owner: " + this.owner.name + " troops: " + this.troops;
this.div.innerHTML = inner;
}
};
Country.prototype.fightWars = function(callback, indexOne, indexCurrent){
for (var i = indexCurrent; i < this.wars.length; i++) {
callback(this.wars[i], i);
break;
}
};
Country.prototype.resetFriendly = function(){
this.connections.forEach(function(connection){
connection.updateFriendly();
});
};
Country.prototype.resetAbleToMove = function(){
this.ableToMove = this.troops - 1;
};
Country.prototype.ableToFight = function(){
if(this.troops < 2){
return false;
}
var enemies = this.getEnemyNeighbors();
for (var i = 0; i < enemies.length; i++) {
if(enemies[i].atWar === false){
return true;
}
}
return false;
};
Country.prototype.addFight = function(country){
this.fighting.push(country);
};
Country.prototype.addDefend = function(country){
this.defending.push(country);
};
module.exports = Country;