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authorTor Andersson <tor@ccxvii.net>2023-03-24 22:11:41 +0100
committerTor Andersson <tor@ccxvii.net>2023-05-03 18:48:16 +0200
commit803296a169fea2cc55ab6b028026723e86e25a8a (patch)
tree038dfc218b7e9a51b8ad5f3cbaf66fbaf7b6030a
parentf93a1ff254820b21b09b2ca3c466ca7aabd299d5 (diff)
downloadandean-abyss-803296a169fea2cc55ab6b028026723e86e25a8a.tar.gz
Don't redeploy same cube twice.
-rw-r--r--rules.js75
1 files changed, 41 insertions, 34 deletions
diff --git a/rules.js b/rules.js
index 5231864..aa2d3bf 100644
--- a/rules.js
+++ b/rules.js
@@ -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)