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author | Tor Andersson <tor@ccxvii.net> | 2023-03-24 22:11:41 +0100 |
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committer | Tor Andersson <tor@ccxvii.net> | 2023-05-03 18:48:16 +0200 |
commit | 803296a169fea2cc55ab6b028026723e86e25a8a (patch) | |
tree | 038dfc218b7e9a51b8ad5f3cbaf66fbaf7b6030a | |
parent | f93a1ff254820b21b09b2ca3c466ca7aabd299d5 (diff) | |
download | andean-abyss-803296a169fea2cc55ab6b028026723e86e25a8a.tar.gz |
Don't redeploy same cube twice.
-rw-r--r-- | rules.js | 75 |
1 files changed, 41 insertions, 34 deletions
@@ -2,9 +2,6 @@ // TODO: game.memory instead of president/aid/cylinder/resources/samper/pieces/ -// TODO: op prompt - show if "Limited" and/or "Free" -// TODO: sweep can only move cubes once - // TODO: rules material - reference 6.3.3 Drug Profits to 5.2.2 should be 4.5.3 // TODO: Automatic "All done" message. (limited / no more resources / no more available options). @@ -255,8 +252,8 @@ exports.setup = function (seed, scenario, options) { sabotage: [], // Dynamically added when needed: + // prop: 0, // transfer: null, - // propaganda: 0, // redeploy: -1, } @@ -287,6 +284,7 @@ exports.setup = function (seed, scenario, options) { setup_deck(4, 0, 15) } + game.deck[0] = PROPAGANDA log("DECK " + game.deck.join(", ")) update_control() @@ -3264,7 +3262,8 @@ function goto_march() { function vm_free_march() { init_free_operation("march") -game.op.spaces = [] + game.op.limited = 0 + game.op.spaces = [] game.op.pieces = [] // remember destinations game.vm.m = [] @@ -4657,7 +4656,11 @@ states.bribe_flip = { // === PROPAGANDA === function goto_propaganda_card() { - game.propaganda = 1 + game.prop = { + step: 1, + redeploy: 0, + pieces: 0, + } goto_victory_phase() } @@ -4767,7 +4770,7 @@ function goto_final_victory() { // PROPAGANDA: SABOTAGE function goto_sabotage_phase() { - game.propaganda = 2 + game.prop.step = 2 game.current = GOVT if (can_sabotage_phase()) game.state = "sabotage" @@ -4839,7 +4842,7 @@ function calc_cartels_earnings() { } function goto_resources_phase() { - game.propaganda = 3 + game.prop.step = 3 log_h2("Resources Phase") game.current = GOVT game.state = "govt_earnings" @@ -4981,7 +4984,7 @@ function can_agitate(s) { } function goto_support_phase() { - game.propaganda = 4 + game.prop.step = 4 log_h2("Support Phase") log_h3("Civic Action") game.current = GOVT @@ -5110,8 +5113,9 @@ states.elite_backing = { // PROPAGANDA: REDEPLOY PHASE function goto_redeploy_phase() { - game.propaganda = 5 - game.redeploy = -1 + game.prop.step = 5 + game.prop.who = -1 + game.prop.pieces = [] log_h2("Redeploy Phase") game.current = GOVT game.state = "redeploy" @@ -5123,31 +5127,33 @@ states.redeploy = { let done = true - if (game.redeploy < 0) { + if (game.prop.who < 0) { for_each_piece(GOVT, TROOPS, (p,s) => { - if (is_loc(s)) { - done = false - gen_action_piece(p) - } - if (is_dept(s) && !has_govt_base(s)) { - done = false - gen_action_piece(p) + if (!set_has(game.prop.pieces, p)) { + if (is_loc(s)) { + done = false + gen_action_piece(p) + } + if (is_dept(s) && !has_govt_base(s)) { + done = false + gen_action_piece(p) + } } }) if (done) { for_each_piece(GOVT, TROOPS, (p,s) => { - if (s !== AVAILABLE) + if (s !== AVAILABLE && !set_has(game.prop.pieces, p)) gen_action_piece(p) }) for_each_piece(GOVT, POLICE, (p,s) => { - if (s !== AVAILABLE) + if (s !== AVAILABLE && !set_has(game.prop.pieces, p)) gen_action_piece(p) }) } } else { - let p = game.redeploy + let p = game.prop.who view.who = p done = false if (is_troops(p)) { @@ -5168,20 +5174,21 @@ states.redeploy = { view.actions.next = 0 }, piece(p) { - if (game.redeploy === p) - game.redeploy = -1 + if (game.prop.who === p) + game.prop.who = -1 else - game.redeploy = p + game.prop.who = p }, space(s) { - let p = game.redeploy - game.redeploy = -1 + let p = game.prop.who + game.prop.who = -1 push_undo() - place_piece(p, s) + set_piece_space(p, s) + set_add(game.prop.pieces, p) // NOTE: do not update control yet! }, next() { - delete game.redeploy + // NOTE: finally update control! update_control() goto_reset_phase() }, @@ -5190,7 +5197,7 @@ states.redeploy = { // PROPAGANDA: RESET PHASE function goto_reset_phase() { - game.propaganda = 6 + game.prop.step = 6 game.state = "reset" log_h2("Reset Phase") @@ -5210,7 +5217,7 @@ function goto_reset_phase() { for_each_piece(AUC, GUERRILLA, set_underground) for_each_piece(CARTELS, GUERRILLA, set_underground) - delete game.propaganda + delete game.prop if (is_final_propaganda_card()) { goto_final_victory() @@ -6464,8 +6471,8 @@ exports.view = function (state, role) { sabotage: game.sabotage, } - if (game.propaganda) - view.propaganda = game.propaganda + if (game.prop) + view.propaganda = game.prop.step if (game.state === "game_over") { view.prompt = game.victory @@ -6481,7 +6488,7 @@ exports.view = function (state, role) { view.prompt = "Unknown state: " + game.state if (states[game.state]) - if (!states[game.state].disable_negotiation && !game.propaganda) { + if (!states[game.state].disable_negotiation && !game.prop) { view.actions.remove_pieces = 1 view.actions.ask_resources = 1 if (game.resources[game.current] > 0) |