diff options
author | Tor Andersson <tor@ccxvii.net> | 2023-04-08 22:12:35 +0200 |
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committer | Tor Andersson <tor@ccxvii.net> | 2023-05-03 18:48:16 +0200 |
commit | 0a216799068aad7929f6d5a8a094a2cb804cb489 (patch) | |
tree | 8248dc68b04c6bcd2867dcb19dccfbb2ed2b22b4 /rules.js | |
parent | 60d2297f9ccfbbfd1e3839e49aa3255210fdee5c (diff) | |
download | andean-abyss-0a216799068aad7929f6d5a8a094a2cb804cb489.tar.gz |
Clean up Train, Rally, and support shifts.
Diffstat (limited to 'rules.js')
-rw-r--r-- | rules.js | 389 |
1 files changed, 233 insertions, 156 deletions
@@ -313,7 +313,7 @@ exports.setup = function (seed, scenario, options) { } game.deck[0] = - /* TEST */ 54 + /* TEST */ 36 log("DECK " + game.deck.join(", ")) update_control() @@ -932,6 +932,34 @@ function can_shift_neutral(s) { return is_pop(s) && !is_neutral(s) } +function log_support_shift(s) { + log("S" + s + " to " + support_level_name[game.support[s]] + ".") +} + +function shift_opposition(s) { + if (can_shift_opposition(s)) { + game.support[s] -- + log_support_shift(s) + } +} + +function shift_support(s) { + if (can_shift_support(s)) { + game.support[s] ++ + log_support_shift(s) + } +} + +function shift_neutral(s) { + if (can_shift_neutral(s)) { + if (game.support[s] < 0) + game.support[s] ++ + else + game.support[s] -- + log_support_shift(s) + } +} + function is_support(s) { return is_pop(s) && game.support[s] > 0 } @@ -2294,28 +2322,38 @@ states.train = { gen_action_space(s) } - if (game.op.spaces.length > 0 || can_govt_train_base_any() || can_govt_train_civic_any()) - view.actions.next = 1 + if (can_govt_train_base_any()) + view.actions.base = 1 else - view.actions.next = 0 + view.actions.base = 0 + + if (can_govt_train_civic_any()) + view.actions.civic = 1 + else + view.actions.civic = 0 + + if (game.op.spaces.length > 0) + view.actions.end_train = 1 + else + view.actions.end_train = 0 }, space(s) { push_undo() - log(`Train in S${s}.`) - select_op_space(s, 3) - - if (is_city(s) || has_piece(s, GOVT, BASE)) { - game.state = "train_place" - game.op.where = s - game.op.count = 6 - } + game.state = "train_place" + game.op.where = s + game.op.count = 6 }, - next() { + base() { push_undo() - game.state = "train_base_or_civic" - } + game.state = "train_base" + }, + civic() { + push_undo() + game.state = "train_civic" + }, + end_train: end_operation, } states.train_place = { @@ -2350,7 +2388,7 @@ states.train_place = { states.train_base_or_civic = { prompt() { - view.prompt = "Train: Build Base or buy Civic Action in one selected space?" + view.prompt = "Train: Build Base or buy Civic Action?" if (can_govt_train_base_any()) view.actions.base = 1 @@ -2364,88 +2402,111 @@ states.train_base_or_civic = { if (game.op.spaces.length > 0) view.actions.end_train = 1 + else + view.actions.end_train = 0 }, base() { push_undo() game.state = "train_base" - game.op.where = -1 }, civic() { push_undo() game.state = "train_civic" - game.op.where = -1 }, end_train: end_operation, } states.train_base = { prompt() { - if (game.op.where < 0) { - view.prompt = `Train: Replace 3 cubes with a Base.` - for (let s = first_space; s <= last_dept; ++s) - if (can_govt_train_base(s)) - if (is_selected_op_space(s) || can_select_op_space(3)) - gen_action_space(s) - } else { - if (game.op.count < 0) { - view.prompt = `Train: All done.` - view.actions.end_train = 1 - } else if (game.op.count > 0) { - view.prompt = `Train: ${game.op.count} cubes with a Base.` - gen_piece_in_space(game.op.where, GOVT, POLICE) - gen_piece_in_space(game.op.where, GOVT, TROOPS) - } else { - view.prompt = `Train: Place Base.` - gen_place_piece(game.op.where, GOVT, BASE) - } - } + view.prompt = "Train: Build Base." + for (let s = first_space; s <= last_dept; ++s) + if (can_govt_train_base(s)) + if (is_selected_op_space(s) || can_select_op_space(3)) + gen_action_space(s) }, space(s) { + push_undo() + if (!is_selected_op_space(s)) + select_op_space(s, 3) game.op.where = s game.op.count = 3 + game.state = "train_base_remove" + }, +} + +states.train_base_remove = { + prompt() { + view.prompt = `Train: Replace 3 cubes with a Base in ${space_name[game.op.where]}.` + gen_piece_in_space(game.op.where, GOVT, POLICE) + gen_piece_in_space(game.op.where, GOVT, TROOPS) }, piece(p) { - if (!is_selected_op_space(game.op.where)) - select_op_space(game.op.where, 3) - if (game.op.count > 0) - remove_piece(p) - else - place_piece(p, game.op.where) - if (--game.op.count === 0) - auto_place_piece(game.op.where, game.current, BASE) - // TODO: add state train_done + remove_piece(p) + if (--game.op.count === 0) { + if (auto_place_piece(game.op.where, GOVT, BASE)) + game.state = "train_done" + else + game.state = "train_base_place" + } }, - end_train: end_operation, +} + +states.train_base_place = { + prompt() { + view.prompt = `Train: Place Base in ${space_name[game.op.where]}.` + gen_place_piece(game.op.where, GOVT, BASE) + }, + piece(p) { + place_piece(p, game.op.where) + game.state = "train_done" + }, +} + +function buy_civic_action(s) { + add_resources(GOVT, -3) + shift_support(s) } states.train_civic = { prompt() { - let res = game.resources[game.current] - if (game.op.where < 0) { - view.prompt = `Train: Buy Civic Action.` - if (res >= 3) { - for (let s = first_space; s <= last_dept; ++s) - if (can_civic_action(s)) - if (is_selected_op_space(s) || can_select_op_space(3)) - gen_action_space(s) - } - } else { - view.prompt = `Train: Buy Civic Action in ${space_name[game.op.where]}.` - view.where = game.op.where - if (res >= 3 && can_civic_action(game.op.where)) { - gen_action_space(game.op.where) - } else { - // TODO: add state train_done - view.prompt = `Train: All done.` - } - view.actions.end_train = 1 - } + view.prompt = `Train: Buy Civic Action.` + for (let s = first_space; s <= last_dept; ++s) + if (can_civic_action(s)) + if (is_selected_op_space(s) || can_select_op_space(3)) + gen_action_space(s) }, space(s) { + push_undo() + if (!is_selected_op_space(s)) + select_op_space(s, 3) + buy_civic_action(s) game.op.where = s - add_resources(game.current, -3) - game.support[game.op.where] += 1 - // TODO: add state train_done + if (!can_civic_action_in_space(game.op.where)) + game.state = "train_done" + else + game.state = "train_civic_buy" + }, + end_train: end_operation, +} + +states.train_civic_buy = { + prompt() { + view.prompt = `Train: Buy Civic Action.` + gen_action_space(game.op.where) + }, + space(s) { + push_undo() + buy_civic_action(s) + if (!can_civic_action_in_space(game.op.where)) + game.state = "train_done" + }, + end_train: end_operation, +} + +states.train_done = { + prompt() { + view.prompt = "Train: All done." + view.actions.end_train = 1 }, end_train: end_operation, } @@ -3296,12 +3357,12 @@ states.rally = { // FARC: without Support if (game.current === FARC) - if (game.support[s] > 0) + if (is_support(s)) continue // AUC: without Opposition if (game.current === AUC) - if (game.support[s] < 0) + if (is_opposition(s)) continue // Check Ecuador/Panama @@ -3327,53 +3388,62 @@ states.rally = { game.state = "rally_space" game.op.where = s - game.op.count = rally_count() + game.op.count = 0 }, end_rally: end_operation, } states.rally_space = { prompt() { - view.prompt = `Rally: Place up to ${game.op.count} Guerrillas, build Base, or Move.` + view.prompt = `Rally: Place up to ${rally_count()} Guerrillas, build Base, or Move.` view.where = game.op.where - // TODO: handle removing pieces! - split state into rally_space_place/base/move based on first action - if (game.op.count === rally_count()) { + if (count_pieces(game.op.where, game.current, GUERRILLA) >= 2 && can_stack_base(game.op.where, game.current)) + view.actions.base = 1 + else view.actions.base = 0 - view.actions.move = 0 - if (count_pieces(game.op.where, game.current, GUERRILLA) >= 2) { - if (count_bases(game.op.where) < 2) - view.actions.base = 1 - } - if (has_piece(game.op.where, game.current, BASE)) { - view.actions.move = 1 - } - } - view.actions.next = 1 - view.actions.end_rally = 0 + if (has_piece(game.op.where, game.current, BASE)) + view.actions.move = 1 + else + view.actions.move = 0 - if (game.op.count > 0) - if (can_stack_piece(game.op.where, game.current, GUERRILLA)) - gen_place_piece(game.op.where, game.current, GUERRILLA) + if (can_stack_piece(game.op.where, game.current, GUERRILLA)) + gen_place_piece(game.op.where, game.current, GUERRILLA) }, piece(p) { place_piece(p, game.op.where) - if (--game.op.count === 0 && !game.op.elite_backing) + game.state = "rally_guerrillas" + if (++game.op.count >= rally_count() || !can_stack_piece(game.op.where, game.current, GUERRILLA)) resume_rally() }, base() { push_undo() log("Base.") - game.state = "rally_base" + game.state = "rally_base_remove" game.op.count = 2 }, move() { push_undo() - log("Moved.") + log("Move.") game.state = "rally_move" game.op.count = 0 }, +} + +states.rally_guerrillas = { + prompt() { + view.prompt = `Rally: Place up to ${rally_count()} Guerrillas.` + view.where = game.op.where + gen_place_piece(game.op.where, game.current, GUERRILLA) + view.actions.next = 1 + }, + piece(p) { + place_piece(p, game.op.where) + game.state = "rally_guerrillas" + if (++game.op.count >= rally_count() || !can_stack_piece(game.op.where, game.current, GUERRILLA)) + resume_rally() + }, next() { resume_rally() }, @@ -3388,65 +3458,78 @@ function resume_rally() { game.state = "rally" } -states.rally_base = { +states.rally_base_remove = { prompt() { - if (game.op.count > 0) { - view.prompt = `Rally: Replace ${game.op.count} Guerrillas with a Base.` - gen_piece_in_space(game.op.where, game.current, GUERRILLA) - } else { - view.prompt = `Rally: Place a Base.` - gen_place_piece(game.op.where, game.current, BASE) - } - view.actions.end_rally = 0 + view.prompt = `Rally: Replace 2 Guerrillas with a Base in ${space_name[game.op.where]}.` + gen_piece_in_space(game.op.where, game.current, GUERRILLA) }, piece(p) { - if (game.op.count > 0) { - remove_piece(p) - if (--game.op.count === 0) { - if (auto_place_piece(game.op.where, game.current, BASE)) { - resume_rally() - transfer_or_remove_shipments() - } + remove_piece(p) + if (--game.op.count === 0) { + if (auto_place_piece(game.op.where, game.current, BASE)) { + resume_rally() + transfer_or_remove_shipments() + } else { + game.state = "rally_base_place" } - } else { - place_piece(p, game.op.where) - resume_rally() - transfer_or_remove_shipments() } }, } +states.rally_base_place = { + prompt() { + view.prompt = `Rally: Place a Base in ${space_name[game.op.where]}.` + gen_place_piece(game.op.where, game.current, BASE) + }, + piece(p) { + place_piece(p, game.op.where) + resume_rally() + transfer_or_remove_shipments() + }, +} + states.rally_move = { prompt() { + view.prompt = `Rally: Move any Guerrillas to ${space_name[game.op.where]}.` view.where = game.op.where - - view.prompt = `Rally: Move any Guerrillas to ${space_name[game.op.where]} then flip all Underground.` - for_each_piece(game.current, GUERRILLA, p => { if (piece_space(p) !== game.op.where && piece_space(p) >= 0) if (can_stack_any(game.op.where, game.current)) gen_action_piece(p) }) - - view.actions.flip = 1 - view.actions.end_rally = 0 + view.actions.next = 1 }, piece(p) { move_piece(p, game.op.where) + set_underground(p) game.op.count++ }, - flip() { + next() { push_undo() log("Moved " + game.op.count + ".") - log("Flipped.") - for_each_piece(game.current, GUERRILLA, p => { - if (piece_space(p) === game.op.where) - set_underground(p) - }) - resume_rally() + if (has_active_guerrilla(game.op.where, game.current)) + game.state = "rally_flip" + else + resume_rally() } } +states.rally_flip = { + prompt() { + view.prompt = `Rally: Flip all Guerrillas in ${space_name[game.op.where]} to Underground.` + view.where = game.op.where + for_each_piece(game.current, GUERRILLA, (p,s) => { + if (s === game.op.where && is_active(p)) + gen_action_piece(p) + }) + }, + piece(p) { + set_underground(p) + if (!has_active_guerrilla(game.op.where, game.current)) + resume_rally() + }, +} + // OPERATION: MARCH function goto_march() { @@ -3535,9 +3618,9 @@ states.march = { function may_activate_marching_guerrillas() { if (is_loc(game.op.where)) return true - if (game.support[game.op.where] > 0) + if (is_support(game.op.where)) return true - if (game.current === AUC && game.support[game.op.where] < 0) + if (game.current === AUC && is_opposition(game.op.where)) return true return false } @@ -3884,15 +3967,10 @@ function do_terror_piece(p) { } else { place_terror(s) if (is_pop(s)) { - if (game.current === FARC) { - if (game.support[s] > -2) - game.support[s] -- - } else { - if (game.support[s] > 0) - game.support[s] -- - else if (game.support[s] < 0) - game.support[s] ++ - } + if (game.current === FARC) + shift_opposition(s) + else + shift_neutral(s) } } @@ -4169,10 +4247,10 @@ function goto_eradicate_shift() { } function can_eradicate_shift() { - if (is_pop(game.sa.where) && game.support[game.sa.where] > -2) + if (can_shift_opposition(game.sa.where)) return true for (let s of data.spaces[game.sa.where].adjacent) - if (is_pop(s) && game.support[s] > -2) + if (can_shift_opposition(s)) return true return can_place_piece(game.sa.where, FARC, GUERRILLA) } @@ -4184,12 +4262,12 @@ states.eradicate_shift = { let can_shift = false - if (is_pop(game.sa.where) && game.support[game.sa.where] > -2) { + if (can_shift_opposition(game.sa.where)) { gen_action_space(game.sa.where) can_shift = true } for (let s of data.spaces[game.sa.where].adjacent) { - if (is_pop(s) && game.support[s] > -2) { + if (can_shift_opposition(s)) { gen_action_space(s) can_shift = true } @@ -4202,16 +4280,13 @@ states.eradicate_shift = { } }, space(s) { - game.support[s] -- + shift_opposition(s) end_special_activity() }, piece(p) { place_piece(p, game.sa.where) end_special_activity() }, - end_special_activity() { - end_special_activity() - }, } // SPECIAL ACTIVITY: AMBUSH @@ -4268,16 +4343,22 @@ function can_extort() { } function can_extort_farc() { - for (let s = first_space; s <= last_space; ++s) + for (let s = first_space; s <= last_space; ++s) { + if (game.sa && set_has(game.sa.spaces, s)) + continue if (has_farc_control(s) && has_underground_guerrilla(s, FARC)) return true + } return false } function can_extort_auc() { - for (let s = first_space; s <= last_space; ++s) + for (let s = first_space; s <= last_space; ++s) { + if (game.sa && set_has(game.sa.spaces, s)) + continue if (has_auc_control(s) && has_underground_guerrilla(s, AUC)) return true + } return false } @@ -5180,7 +5261,7 @@ states.drug_profits_space = { // PROPAGANDA: SUPPORT PHASE function can_civic_action(s) { - if (game.support[s] < 2 && has_govt_control(s)) { + if (can_shift_support(s) && has_govt_control(s)) { if (has_shaded_capability(CAP_1ST_DIV)) return count_pieces(s, GOVT, TROOPS) >= 2 && count_pieces(s, GOVT, POLICE) >= 2 return has_piece(s, GOVT, TROOPS) && has_piece(s, GOVT, POLICE) @@ -5189,7 +5270,7 @@ function can_civic_action(s) { } function can_agitate(s) { - if (game.support[s] > -2) { + if (can_shift_opposition(s)) { if (has_farc_control(s)) return true if (!has_govt_control(s)) { @@ -5231,7 +5312,7 @@ states.civic_action = { if (has_terror(s)) remove_terror(s) else - game.support[s] += 1 + shift_support(s) }, next() { clear_undo() @@ -5259,7 +5340,7 @@ states.agitation = { if (has_terror(s)) remove_terror(s) else - game.support[s] -= 1 + shift_opposition(s) }, next() { clear_undo() @@ -5811,10 +5892,6 @@ function vm_underground() { vm_next() } -function log_support_shift(s) { - log("S" + s + " to " + support_level_name[game.support[s]] + ".") -} - function vm_set_neutral() { game.support[game.vm.s] = NEUTRAL log_support_shift(game.vm.s) @@ -7605,7 +7682,7 @@ const CODE = [ [ vm_asm, ()=>game.vm.m = game.current ], [ vm_current, GOVT ], [ vm_place_farc_zone ], - [ vm_asm, ()=>game.current = game.vm.m ], + [ vm_current, ()=>(game.vm.m) ], [ vm_prompt, "Shift 2 adjacent spaces 1 level toward Active Support." ], [ vm_space, true, 2, 2, (s)=>is_pop(s) && is_adjacent(game.vm.farc_zone, s) && can_shift_support(s) ], [ vm_shift_support ], |