diff options
-rw-r--r-- | events.txt | 16 | ||||
-rw-r--r-- | play.css | 3 | ||||
-rw-r--r-- | play.html | 11 | ||||
-rw-r--r-- | play.js | 81 | ||||
-rw-r--r-- | rules.js | 993 |
5 files changed, 568 insertions, 536 deletions
@@ -220,7 +220,7 @@ EVENT 19 EVENT 20 current GOVT piece_undo_opt 6 is_farc_guerrilla(p) - space_no_undo 1 is_adjacent(s, game.pieces[game.vm.p]) + space_no_undo 1 is_adjacent(s, piece_space(game.vm.p)) move endspace endpiece @@ -315,9 +315,9 @@ SHADED 26 EVENT 27 current GOVT - free_govt_activity - free_govt_activity - free_govt_activity + free_govt_special_activity + free_govt_special_activity + free_govt_special_activity SHADED 27 log "Until next Propaganda, no Govt Special Activities where Guerrilla." @@ -624,7 +624,8 @@ EVENT 48 select_space_or_piece (s)=>(is_opposition(s)&&is_adjacent_to_3econ_pipeline(s)) (p,s)=>(is_farc_base(p)&&is_adjacent_to_3econ_pipeline(s)) if game.vm.p >= 0 remove - else + endif + if game.vm.s >= 0 shift_support endif @@ -702,7 +703,7 @@ EVENT 53 endspace prompt "Move Guerrillas between Departments." piece 2 is_any_guerrilla(p) && (s === game.vm.m[0] || s === game.vm.m[1]) - if game.pieces[game.vm.p] === game.vm.m[0] + if piece_space(game.vm.p) === game.vm.m[0] set_space (game.vm.m[1]) else set_space (game.vm.m[0]) @@ -909,7 +910,8 @@ EVENT 68 piece 1 is_coastal_space(s) && is_cartels_piece(p) remove endpiece - else + endif + if game.vm.sh >= 0 remove_shipment shipment_opt 1 is_coastal_space(s) remove_shipment @@ -21,8 +21,7 @@ main { background-color: #777; } #log .tip:hover { text-decoration: underline; } #log div { padding-left: 20px; text-indent: -12px; } -#log div.i { padding-left: 32px; text-indent: -12px; } -#log div.ii { padding-left: 44px; text-indent: -12px; } +#log div.i { padding-left: 32px; text-indent: -12px; font-style: italic; } .action { cursor: pointer } @@ -135,17 +135,6 @@ </div> <div id="boxes"> -<div id="PRES1" class="box president" style="top:129px;left:240px;width:76px;height:168px"></div> -<div id="PRES2" class="box president" style="top:129px;left:322px;width:78px;height:168px"></div> -<div id="PRES3" class="box president" style="top:129px;left:406px;width:76px;height:168px"></div> -<div id="SOP_A1" class="box" style="top:438px;left:1261px;width:74px;height:74px"></div> -<div id="SOP_A2" class="box" style="top:438px;left:1336px;width:74px;height:74px"></div> -<div id="SOP_B1" class="box" style="top:516px;left:1261px;width:74px;height:74px"></div> -<div id="SOP_B2" class="box" style="top:516px;left:1336px;width:74px;height:74px"></div> -<div id="SOP_C1" class="box" style="top:595px;left:1261px;width:74px;height:74px"></div> -<div id="SOP_C2" class="box" style="top:595px;left:1336px;width:74px;height:74px"></div> -<div id="SOP_PASS" class="box" style="top:663px;left:1112px;width:105px;height:49px"></div> - <div id="insurgent_momentum" style="position:absolute;top:1940px;left:19px;width:1250px;height:270px"> <div id="mom_12" class="momentum card card_12 hide"></div> <div id="mom_17" class="momentum card card_17 hide"></div> @@ -106,19 +106,10 @@ let ui = { support: [], sabotage: [], terror: [], + card_tip: document.getElementById("card_tip"), next_card: document.getElementById("next_card"), this_card: document.getElementById("this_card"), deck_size: document.getElementById("deck_size"), - sop: [ - null, - document.getElementById("SOP_A1"), - document.getElementById("SOP_A2"), - document.getElementById("SOP_B1"), - document.getElementById("SOP_B2"), - document.getElementById("SOP_C1"), - document.getElementById("SOP_C2"), - document.getElementById("SOP_PASS"), - ], tokens: { aid: document.getElementById("token_aid"), total_support: document.getElementById("token_total_support"), @@ -432,14 +423,6 @@ function init_ui() { create_piece_list(CARTELS, GUERRILLA, "piece cartels guerrilla", 2, 0) create_piece_list(CARTELS, BASE, "piece cartels base", -4, 10) - - register_action(ui.sop[1], "sop", 1) - register_action(ui.sop[2], "sop", 2) - register_action(ui.sop[3], "sop", 3) - register_action(ui.sop[4], "sop", 4) - register_action(ui.sop[5], "sop", 5) - register_action(ui.sop[6], "sop", 6) - register_action(ui.sop[7], "sop", 7) } function is_carrying_shipment(p) { @@ -586,13 +569,6 @@ function layout_sop() { if (view.cylinder[faction] === i) place_piece(ui.cylinder[faction], x, y) } - - for (let i = 1; i <= 7; ++i) { - if (view.actions && view.actions.sop && set_has(view.actions.sop, i)) - ui.sop[i].classList.add("action") - else - ui.sop[i].classList.remove("action") - } } function calc_oppose_bases() { @@ -996,20 +972,26 @@ function on_update() { "ask_shipment", ]) + // Select Faction + action_button("govt", "Government") + action_button("farc", "FARC") + action_button("auc", "AUC") + action_button("cartels", "Cartels") + + // Select Operation action_button("train", "Train") action_button("patrol", "Patrol") action_button("sweep", "Sweep") action_button("assault", "Assault") - action_button("rally", "Rally") action_button("march", "March") action_button("attack", "Attack") action_button("terror", "Terror") + // Select Special Activity action_button("air_lift", "Air Lift") action_button("air_strike", "Air Strike") action_button("eradicate", "Eradicate") - action_button("extort", "Extort") action_button("ambush", "Ambush") action_button("assassinate", "Assassinate") @@ -1027,43 +1009,52 @@ function on_update() { action_button("base", "Base") action_button("civic", "Civic Action") - action_button("unshaded", "Unshaded") - action_button("shaded", "Shaded") - - action_button("event", "Event") - action_button("limop", "LimOp") - - action_button("govt", "Government") - action_button("farc", "FARC") - action_button("auc", "AUC") - action_button("cartels", "Cartels") - action_button("support", "Support") action_button("opposition", "Opposition") - action_button("end_activity", "End Activity") - action_button("end_operation", "End Op") - action_button("end_event", "End Event") + action_button("limop", "LimOp") + action_button("event", "Event") + action_button("unshaded", "Unshaded") + action_button("shaded", "Shaded") action_button("skip", "Skip") action_button("next", "Next") + action_button("pass", "Pass") + + action_button("end_train", "End Train") + action_button("end_patrol", "End Patrol") + action_button("end_sweep", "End Sweep") + action_button("end_assault", "End Assault") + action_button("end_rally", "End Rally") + action_button("end_march", "End March") + action_button("end_attack", "End Attack") + action_button("end_terror", "End Terror") + + action_button("end_air_lift", "End Air Lift") + action_button("end_extort", "End Extort") + action_button("end_assassinate", "End Assassinate") + action_button("end_kidnap", "End Kidnap") + action_button("end_process", "End Process") + action_button("end_bribe", "End Bribe") + + action_button("end_event", "End Event") + action_button("deny", "Deny") action_button("done", "Done") action_button("undo", "Undo") } function register_card_tip(e, c) { - e.onmouseenter = () => //console.log("FOCUS ME", c) - on_focus_card_tip(c) + e.onmouseenter = () => on_focus_card_tip(c) e.onmouseleave = on_blur_card_tip } function on_focus_card_tip(c) { - document.getElementById("card_tip").className = "card card_" + c + card_tip.className = "card card_" + c } function on_blur_card_tip() { - document.getElementById("card_tip").className = "hide" + card_tip.className = "hide" } function on_focus_space_tip(s) { @@ -1,5 +1,10 @@ "use strict" +// 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). @@ -220,7 +225,6 @@ exports.setup = function (seed, scenario, options) { undo: [], active: null, - scenario: 4, current: 0, state: null, @@ -228,19 +232,22 @@ exports.setup = function (seed, scenario, options) { sa: null, vm: null, - deck: [], + // TODO: pack into one memory array + scenario: 4, president: 0, senado: 0, aid: 0, marked: 0, + farc_control: 0, + govt_control: 0, cylinder: [ ELIGIBLE, ELIGIBLE, ELIGIBLE, ELIGIBLE ], resources: [ 0, 0, 0, 0 ], shipments: [ 0, 0, 0, 0 ], pieces: Array(153).fill(AVAILABLE), underground: [ 0, 0, 0, 0 ], - farc_control: 0, - govt_control: 0, support: Array(23).fill(NEUTRAL), + + deck: [], momentum: [], capabilities: [], // positive = unshaded, negative = shaded farc_zones: [], @@ -280,7 +287,6 @@ exports.setup = function (seed, scenario, options) { setup_deck(4, 0, 15) } - game.deck[0] = 48 log("DECK " + game.deck.join(", ")) update_control() @@ -426,8 +432,8 @@ function setup_support(place, amount) { function setup_piece(faction, type, count, where) { for (let p = first_piece[faction][type]; count > 0; ++p) { - if (game.pieces[p] < 0) { - game.pieces[p] = where + if (piece_space(p) < 0) { + set_piece_space(p, where) --count } } @@ -435,8 +441,8 @@ function setup_piece(faction, type, count, where) { function setup_remove_piece(faction, type, count, where) { for (let p = first_piece[faction][type]; count > 0; ++p) { - if (game.pieces[p] === where) { - game.pieces[p] = AVAILABLE + if (piece_space(p) === where) { + set_piece_space(p, AVAILABLE) --count } } @@ -444,6 +450,14 @@ function setup_remove_piece(faction, type, count, where) { // === MISC PIECE QUERIES === +function piece_space(p) { + return game.pieces[p] +} + +function set_piece_space(p, s) { + game.pieces[p] = s +} + function piece_faction(p) { if (p >= first_piece[GOVT][TROOPS] && p <= last_piece[GOVT][TROOPS]) return GOVT @@ -527,7 +541,7 @@ function count_pieces(s, faction, type) { let last = last_piece[faction][type] let n = 0 for (let p = first; p <= last; ++p) - if (game.pieces[p] === s) + if (piece_space(p) === s) ++n return n } @@ -571,7 +585,7 @@ function count_faction_underground_guerrillas(s, faction) { let last = last_piece[faction][GUERRILLA] let n = 0 for (let p = first; p <= last; ++p) - if (game.pieces[p] === s && is_underground(p)) + if (piece_space(p) === s && is_underground(p)) ++n return n } @@ -588,7 +602,7 @@ function find_piece(s, faction, type) { let first = first_piece[faction][type] let last = last_piece[faction][type] for (let p = first; p <= last; ++p) - if (game.pieces[p] === s) + if (piece_space(p) === s) return p return -1 } @@ -597,7 +611,7 @@ function has_piece(s, faction, type) { let first = first_piece[faction][type] let last = last_piece[faction][type] for (let p = first; p <= last; ++p) - if (game.pieces[p] === s) + if (piece_space(p) === s) return true return false } @@ -606,7 +620,7 @@ function has_active_guerrilla(s, faction) { let first = first_piece[faction][GUERRILLA] let last = last_piece[faction][GUERRILLA] for (let p = first; p <= last; ++p) - if (game.pieces[p] === s && !is_underground(p)) + if (piece_space(p) === s && !is_underground(p)) return true return false } @@ -615,7 +629,7 @@ function has_underground_guerrilla(s, faction) { let first = first_piece[faction][GUERRILLA] let last = last_piece[faction][GUERRILLA] for (let p = first; p <= last; ++p) - if (game.pieces[p] === s && is_underground(p)) + if (piece_space(p) === s && is_underground(p)) return true return false } @@ -882,6 +896,8 @@ function is_possible_farc_zone(s) { function is_highest_value_pipeline_without_cubes(s) { let max = 0 + if (has_cube(s)) + return false for (let x = first_loc; x <= last_loc; ++x) { if (is_unsabotaged_pipeline(x) && !has_cube(x)) { let e = data.spaces[x].econ @@ -1037,22 +1053,20 @@ function is_active(p) { } function move_piece(p, s) { - game.pieces[p] = s + set_piece_space(p, s) } function place_piece(p, s) { set_underground(p) - game.pieces[p] = s + set_piece_space(p, s) } function remove_piece(p) { if (is_any_guerrilla(p)) { - // let s = game.pieces[p] drop_held_shipments(p) - // TODO: auto_transfer_dropped_shipments(s) - immediate or wait? set_underground(p) } - game.pieces[p] = AVAILABLE + set_piece_space(p, AVAILABLE) } function place_terror(s) { @@ -1089,7 +1103,7 @@ function remove_shipment(sh) { function drop_shipment(sh) { let p = game.shipments[sh] >> 2 - let s = game.pieces[p] + let s = piece_space(p) let f = piece_faction(p) game.shipments[sh] = (s << 2) | f } @@ -1127,7 +1141,7 @@ function is_shipment_held_by_piece(sh, p) { } function is_shipment_held_in_space(sh, s) { - return is_shipment_held(sh) && game.pieces[get_held_shipment_piece(sh)] === s + return is_shipment_held(sh) && piece_space(get_held_shipment_piece(sh)) === s } function is_shipment_held_by_faction(sh, f) { @@ -1135,7 +1149,7 @@ function is_shipment_held_by_faction(sh, f) { } function is_shipment_held_by_faction_in_space(sh, f, s) { - return is_shipment_held(sh) && get_held_shipment_faction(sh) === f && game.pieces[get_held_shipment_piece(sh)] == s + return is_shipment_held(sh) && get_held_shipment_faction(sh) === f && piece_space(get_held_shipment_piece(sh)) == s } function is_any_shipment_held_in_space(s) { @@ -1200,39 +1214,18 @@ function auto_transfer_dropped_shipments(s) { } function auto_transfer_dropped_shipment_imp(sh) { - let f = get_dropped_shipment_faction(sh) + // Transfer shipment automatically if there's only one faction present. + // NOTE: Don't transfer to own faction automatically, let s = get_dropped_shipment_space(sh) - let a, b, p - - p = find_piece(s, f, GUERRILLA) - if (p >= 0) { - place_shipment(sh, p) - return - } - - if (f === FARC) { - a = find_piece(s, AUC, GUERRILLA) - b = find_piece(s, CARTELS, GUERRILLA) - } - if (f === AUC) { - a = find_piece(s, FARC, GUERRILLA) - b = find_piece(s, CARTELS, GUERRILLA) - } - if (f === CARTELS) { - a = find_piece(s, FARC, GUERRILLA) - b = find_piece(s, AUC, GUERRILLA) - } - - if (a >= 0 && b < 0) { + let a = find_piece(s, FARC, GUERRILLA) + let b = find_piece(s, AUC, GUERRILLA) + let c = find_piece(s, CARTELS, GUERRILLA) + if (a >= 0 && b < 0 && c < 0) place_shipment(sh, a) - return - } - if (a < 0 && b >= 0) { + if (a < 0 && b >= 0 && c < 0) place_shipment(sh, b) - return - } - - // nobody to pick it up... + if (a < 0 && b < 0 && c >= 0) + place_shipment(sh, c) } // === ITERATORS AND ACTION GENERATORS === @@ -1278,7 +1271,7 @@ function for_each_piece(faction, type, f) { let p0 = first_piece[faction][type] let p1 = last_piece[faction][type] for (let p = p0; p <= p1; ++p) - f(p, game.pieces[p]) + f(p, piece_space(p)) } function gen_piece_in_space(space, faction, type) { @@ -1295,7 +1288,7 @@ function gen_place_piece(space, faction, type) { return true let can_place = false for (let p = p0; p <= p1; ++p) { - if (game.pieces[p] === AVAILABLE) { + if (piece_space(p) === AVAILABLE) { gen_action_piece(p) can_place = true if (type === BASE) @@ -1304,7 +1297,7 @@ function gen_place_piece(space, faction, type) { } if (!can_place && faction === game.current) { for (let p = p0; p <= p1; ++p) - if (game.pieces[p] !== space || (type === GUERRILLA && !is_underground(p))) + if (piece_space(p) !== space || (type === GUERRILLA && !is_underground(p))) gen_action_piece(p) } return !can_place @@ -1312,7 +1305,7 @@ function gen_place_piece(space, faction, type) { function gen_underground_guerrillas(s, faction) { for_each_piece(faction, GUERRILLA, p => { - if (game.pieces[p] === s) + if (piece_space(p) === s) if (is_underground(p)) gen_action_piece(p) }) @@ -1320,7 +1313,7 @@ function gen_underground_guerrillas(s, faction) { function gen_active_guerrillas(s, faction) { for_each_piece(faction, GUERRILLA, p => { - if (game.pieces[p] === s) + if (piece_space(p) === s) if (is_active(p)) gen_action_piece(p) }) @@ -1352,18 +1345,18 @@ states.remove_pieces = { prompt() { view.prompt = "Remove pieces to Available Forces." for (let p = first_piece[game.current][BASE]; p <= last_piece[game.current][BASE]; ++p) - if (game.pieces[p] >= 0) + if (piece_space(p) >= 0) gen_action_piece(p) if (game.current === GOVT) { for (let p = first_piece[game.current][TROOPS]; p <= last_piece[game.current][TROOPS]; ++p) - if (game.pieces[p] >= 0) + if (piece_space(p) >= 0) gen_action_piece(p) for (let p = first_piece[game.current][POLICE]; p <= last_piece[game.current][POLICE]; ++p) - if (game.pieces[p] >= 0) + if (piece_space(p) >= 0) gen_action_piece(p) } else { for (let p = first_piece[game.current][GUERRILLA]; p <= last_piece[game.current][GUERRILLA]; ++p) - if (game.pieces[p] >= 0) + if (piece_space(p) >= 0) gen_action_piece(p) } view.actions.done = 1 @@ -1530,7 +1523,7 @@ function can_ask_shipment() { for (let sh = 0; sh < 4; ++sh) { if (is_shipment_held(sh)) { let p = get_held_shipment_piece(sh) - let s = game.pieces[p] + let s = piece_space(p) if (has_piece(s, game.current, GUERRILLA)) { if (!is_player_farc() && is_farc_guerrilla(p)) return true @@ -1551,7 +1544,7 @@ states.ask_shipment = { for (let sh = 0; sh < 4; ++sh) { if (is_shipment_held(sh)) { let p = get_held_shipment_piece(sh) - let s = game.pieces[p] + let s = piece_space(p) if (has_piece(s, game.current, GUERRILLA)) { if (!is_player_farc() && is_farc_guerrilla(p)) gen_action_shipment(sh) @@ -1575,14 +1568,14 @@ states.give_shipment = { disable_negotiation: true, prompt() { let p = get_held_shipment_piece(game.transfer.shipment) - let s = game.pieces[p] + let s = piece_space(p) view.selected_shipment = game.transfer.shipment view.prompt = `Negotiate: ${faction_name[game.transfer.current]} asked for Shipment in ${space_name[s]}.` gen_piece_in_space(s, game.transfer.current, GUERRILLA) view.actions.deny = 1 }, piece(p) { - let s = game.pieces[f] + let s = piece_space(p) log(`${faction_name[game.current]} transferred shipment to ${faction_name[game.transfer.shipment]} in S${s}.`) clear_undo() place_shipment(game.transfer.shipment, p) @@ -1614,7 +1607,7 @@ function can_transfer_any_shipment() { function can_transfer_shipment(sh) { if (is_shipment_held_by_faction(sh, game.current)) { let p = get_held_shipment_piece(sh) - let s = game.pieces[p] + let s = piece_space(p) if (count_pieces(s, game.current, GUERRILLA) > 1) return true if (!is_player_farc() && has_piece(s, FARC, GUERRILLA)) @@ -1637,7 +1630,7 @@ states.transfer_shipment = { gen_action_shipment(sh) } else { let p = get_held_shipment_piece(game.transfer.shipment) - let s = game.pieces[p] + let s = piece_space(p) for_each_piece(game.current, GUERRILLA, (pp,ss) => { if (pp !== p && ss === s) gen_action_piece(pp) @@ -1657,7 +1650,7 @@ states.transfer_shipment = { game.transfer.shipment = sh }, piece(p) { - let s = game.pieces[p] + let s = piece_space(p) let f = piece_faction(p) log(`${faction_name[game.current]} transferred shipment to ${faction_name[f]} in S${s}.`) place_shipment(game.transfer.shipment, p) @@ -1677,7 +1670,7 @@ function end_negotiation() { states.ship = { prompt() { view.prompt = "Ship: Remove Shipment for a free, extra Limited Operation?" - view.actions.end_operation = 1 + view.actions.skip = 1 for (let sh = 0; sh < 4; ++sh) if (is_shipment_held(sh)) gen_action_shipment(sh) @@ -1698,7 +1691,7 @@ states.ship = { goto_ship_limop() } }, - end_operation() { + skip() { game.op.ship = 0 end_operation() }, @@ -1852,15 +1845,12 @@ function is_eligible(faction) { return game.cylinder[faction] === ELIGIBLE } -function goto_card() { - if (game.deck[0] === PROPAGANDA && game.deck[1] === PROPAGANDA) { - log("Skipped additional Propaganda Card.") - array_remove(game.deck, 0) - } - if (this_card() === PROPAGANDA) - goto_propaganda_card() - else - goto_event_card() +function next_eligible_faction() { + let order = data.card_order[this_card()] + for (let faction of order) + if (is_eligible(faction)) + return faction + return null } function adjust_eligibility(faction) { @@ -1875,26 +1865,6 @@ function adjust_eligibility(faction) { game.cylinder[faction] = ELIGIBLE } -function end_card() { - adjust_eligibility(GOVT) - adjust_eligibility(FARC) - adjust_eligibility(AUC) - adjust_eligibility(CARTELS) - game.marked = 0 - - clear_undo() - array_remove(game.deck, 0) - goto_card() -} - -function next_eligible_faction() { - let order = data.card_order[this_card()] - for (let faction of order) - if (is_eligible(faction)) - return faction - return null -} - function did_option(e) { return ( game.cylinder[GOVT] === e || @@ -1904,135 +1874,126 @@ function did_option(e) { ) } -function goto_event_card() { - log_h1("C" + this_card()) - resume_event_card() +function move_cylinder_to_operation() { + if (did_option(SOP_1ST_OP_ONLY)) + game.cylinder[game.current] = SOP_2ND_LIMOP + else if (did_option(SOP_1ST_OP_AND_SA)) + game.cylinder[game.current] = SOP_2ND_LIMOP_OR_EVENT + else if (did_option(SOP_1ST_EVENT)) + game.cylinder[game.current] = SOP_2ND_OP_AND_SA + else + game.cylinder[game.current] = SOP_1ST_OP_ONLY } -function resume_event_card() { - clear_undo() - let did_1st = (did_option(SOP_1ST_OP_ONLY) || did_option(SOP_1ST_OP_AND_SA) || did_option(SOP_1ST_EVENT)) - let did_2nd = (did_option(SOP_2ND_LIMOP) || did_option(SOP_2ND_LIMOP_OR_EVENT) || did_option(SOP_2ND_OP_AND_SA)) - if (did_1st) { - if (did_2nd) - end_card() - else - goto_eligible2() - } else { - goto_eligible1() - } +function move_cylinder_to_special_activity() { + if (game.cylinder[game.current] === SOP_1ST_OP_ONLY) + game.cylinder[game.current] = SOP_1ST_OP_AND_SA + if (game.op) + game.op.ship = 0 } -function goto_eligible1() { - game.current = next_eligible_faction() - if (game.current === null) - end_card() +function move_cylinder_to_event() { + if (did_option(SOP_1ST_OP_AND_SA)) + game.cylinder[game.current] = SOP_2ND_LIMOP_OR_EVENT else - game.state = "eligible1" + game.cylinder[game.current] = SOP_1ST_EVENT + game.op = null } -function goto_eligible2() { - game.current = next_eligible_faction() - if (game.current === null) - end_card() +function goto_card() { + log_h1("C73") + if (this_card() === PROPAGANDA) + goto_propaganda_card() else - game.state = "eligible2" + resume_event_card() } -states.eligible1 = { - disable_negotiation: true, - inactive: "1st Eligible", - prompt() { - view.prompt = `${data.card_title[this_card()]}: Choose a Sequence of Play option.` - gen_action("sop", SOP_1ST_OP_ONLY) - if (!is_final_event_card()) - gen_action("sop", SOP_1ST_OP_AND_SA) - gen_action("sop", SOP_1ST_EVENT) - gen_action("sop", SOP_PASS) - }, - sop(option) { - push_undo() - game.cylinder[game.current] = option - switch (option) { - case SOP_PASS: - goto_pass() - break - case SOP_1ST_OP_ONLY: - if (is_final_event_card()) - goto_limop() - else - goto_op_only() - break - case SOP_1ST_OP_AND_SA: - goto_op_and_sa() - break - case SOP_1ST_EVENT: - goto_event() - break - } - }, +function resume_event_card() { + clear_undo() + let did_1st = (did_option(SOP_1ST_OP_ONLY) || did_option(SOP_1ST_OP_AND_SA) || did_option(SOP_1ST_EVENT)) + let did_2nd = (did_option(SOP_2ND_LIMOP) || did_option(SOP_2ND_LIMOP_OR_EVENT) || did_option(SOP_2ND_OP_AND_SA)) + if (did_1st && did_2nd) + end_card() + else + goto_eligible() } -states.eligible2 = { - disable_negotiation: true, - inactive: "2nd Eligible", - prompt() { - view.prompt = `${data.card_title[this_card()]}: Choose a Sequence of Play option.` - if (did_option(SOP_1ST_OP_ONLY)) - gen_action("sop", SOP_2ND_LIMOP) - if (did_option(SOP_1ST_OP_AND_SA)) - gen_action("sop", SOP_2ND_LIMOP_OR_EVENT) - if (did_option(SOP_1ST_EVENT)) - gen_action("sop", SOP_2ND_OP_AND_SA) - gen_action("sop", SOP_PASS) - }, - sop(option) { - push_undo() - game.cylinder[game.current] = option - switch (option) { - case SOP_PASS: - goto_pass() - break - case SOP_2ND_LIMOP: - goto_limop() - break - case SOP_2ND_LIMOP_OR_EVENT: - goto_limop_or_event() - break - case SOP_2ND_OP_AND_SA: - if (is_final_event_card()) - goto_limop() - else - goto_op_and_sa() - break - } - }, -} +function end_card() { + adjust_eligibility(GOVT) + adjust_eligibility(FARC) + adjust_eligibility(AUC) + adjust_eligibility(CARTELS) + game.marked = 0 -function goto_limop_or_event() { - game.state = "limop_or_event" + while (game.deck[0] === PROPAGANDA && game.deck[1] === PROPAGANDA) { + log_h1("C73") + log("Skipped.") + array_remove(game.deck, 0) + } + + clear_undo() + array_remove(game.deck, 0) + goto_card() } -states.limop_or_event = { - prompt() { - view.prompt = `${data.card_title[this_card()]}: Event or Limited Operation?` - view.actions.event = 1 - view.actions.limop = 1 - }, - event() { - goto_event() - }, - limop() { - goto_limop() +function goto_eligible(limited) { + game.current = next_eligible_faction() + if (game.current === null) { + end_card() + } else { + game.state = "eligible" + game.op = { + limited: 0, + free: 0, + ship: 1, + spaces: [], + pieces: [], + } + if (is_final_event_card() || did_option(SOP_1ST_OP_ONLY) || did_option(SOP_1ST_OP_AND_SA)) { + game.op.limited = 1 + game.sa = 0 + } else { + game.sa = 1 + } } } -function can_ship() { - return game.op.ship && is_any_shipment_held() +states.eligible = { + disable_negotiation: true, + prompt() { + if (did_option(SOP_1ST_OP_ONLY)) { + view.prompt = `${data.card_title[this_card()]}: Limited Operation.` + gen_any_operation() + } else if (did_option(SOP_1ST_OP_AND_SA)) { + view.prompt = `${data.card_title[this_card()]}: Limited Operation or Event.` + gen_any_operation() + gen_any_event() + } else if (did_option(SOP_1ST_EVENT)) { + view.prompt = `${data.card_title[this_card()]}: Operation.` + gen_any_operation() + } else { + view.prompt = `${data.card_title[this_card()]}: Operation or Event.` + gen_any_operation() + gen_any_event() + } + view.actions.pass = 1 + }, + train: goto_train, + patrol: goto_patrol, + sweep: goto_sweep, + assault: goto_assault, + rally: goto_rally, + march: goto_march, + attack: goto_attack, + terror: goto_terror, + event() { execute_event(0) }, + unshaded() { execute_event(0) }, + shaded() { execute_event(1) }, + pass: goto_pass, } function end_operation() { - if (can_ship()) { + if (game.op.ship && is_any_shipment_held()) push_undo() game.state = "ship" } else { @@ -2044,9 +2005,9 @@ function end_operation() { } } -// === PASS === - function goto_pass() { + push_undo() + game.cylinder[game.current] = SOP_PASS log_h2(faction_name[game.current] + " - Pass") game.state = "pass" } @@ -2067,120 +2028,33 @@ states.pass = { // === OPERATIONS === -function goto_op_only() { - log_h2(faction_name[game.current] + " - Op Only") - goto_operation(0, 0, 0, 1) -} - -function goto_op_and_sa() { - log_h2(faction_name[game.current] + " - Op + Special") - goto_operation(0, 0, 1, 0) -} - -function goto_limop() { - log_h2(faction_name[game.current] + " - LimOp") - goto_operation(0, 1, 0, 1) -} - -function goto_ship_limop() { - log_h2(faction_name[game.current] + " - Ship") - goto_operation(1, 1, 0, 0) -} - -function goto_operation(free, limited, special, ship) { - game.state = "op" - game.op = { - free, - limited, - ship, - spaces: [], - targeted: 0, - pieces: 0, - count: 0, +function gen_any_operation() { + if (game.current === GOVT) { + view.actions.train = 1 + view.actions.patrol = 1 + if (is_final_event_card()) + view.actions.sweep = 0 + else + view.actions.sweep = 1 + view.actions.assault = 1 + } else { + view.actions.rally = 1 + if (is_final_event_card()) + view.actions.march = 0 + else + view.actions.march = 1 + view.actions.attack = 1 + view.actions.terror = 1 } - game.sa = special } -function init_free_operation(state) { - goto_operation(1, 0, 0, 0) - game.state = state -} - -states.op = { - prompt() { - view.prompt = "Choose an Operation." - if (game.current === GOVT) { - view.actions.train = 1 - view.actions.patrol = 1 - if (is_final_event_card()) - view.actions.sweep = 0 - else - view.actions.sweep = 1 - view.actions.assault = 1 - } else { - view.actions.rally = 1 - if (is_final_event_card()) - view.actions.march = 0 - else - view.actions.march = 1 - view.actions.attack = 1 - view.actions.terror = 1 - } - }, - - train() { - push_undo() - log_h3("Train") - game.state = "train" - }, - patrol() { - push_undo() - log_h3("Patrol") - goto_patrol1() - }, - sweep() { - push_undo() - log_h3("Sweep") - game.state = "sweep" - if (has_shaded_capability(CAP_OSPINA)) - game.op.limited = 1 - }, - assault() { - push_undo() - log_h3("Assault") - game.state = "assault" - if (has_shaded_capability(CAP_TAPIAS)) - game.op.limited = 1 - }, - - rally() { - push_undo() - log_h3("Rally") - game.state = "rally" - }, - march() { - push_undo() - log_h3("March") - game.state = "march" - game.op.pieces = [] - }, - attack() { - push_undo() - log_h3("Attack") - game.state = "attack" - }, - terror() { - push_undo() - log_h3("Terror") - game.state = "terror" - }, -} - -function gen_operation_common() { - if (game.op.spaces.length > 0) - view.actions.end_operation = 1 - else - view.actions.end_operation = 0 +function gen_any_event() { + if (set_has(single_events, this_card())) { + view.actions.event = 1 + } else { + view.actions.unshaded = 1 + view.actions.shaded = 1 + } } function can_select_op_space(cost) { @@ -2201,6 +2075,19 @@ function select_op_space(s, cost) { game.resources[game.current] -= cost } +function init_free_operation(state) { + game.state = state + game.op = { + free, + limited, + ship, + spaces: [], + targeted: 0, + pieces: 0, + count: 0, + } +} + // OPERATION: TRAIN function vm_free_train() { @@ -2215,6 +2102,13 @@ function vm_free_train() { game.state = "train_base_or_civic" } +function goto_train() { + push_undo() + move_cylinder_to_operation() + log_h3("Train") + game.state = "train" +} + function can_govt_train_place(s) { return is_city(s) || has_piece(s, GOVT, BASE) } @@ -2312,7 +2206,7 @@ states.train_base_or_civic = { view.actions.civic = 0 if (game.op.spaces.length > 0) - view.actions.end_operation = 1 + view.actions.end_train = 1 }, base() { push_undo() @@ -2324,7 +2218,7 @@ states.train_base_or_civic = { game.state = "train_civic" game.op.where = -1 }, - end_operation, + end_train: end_operation, } states.train_base = { @@ -2338,7 +2232,7 @@ states.train_base = { } else { if (game.op.count < 0) { view.prompt = `Train: All done.` - view.actions.end_operation = 1 + view.actions.end_train = 1 } else if (game.op.count > 0) { view.prompt = `Train: ${game.op.count} cubes with a Base.` gen_piece_in_space(game.op.where, GOVT, POLICE) @@ -2363,7 +2257,7 @@ states.train_base = { --game.op.count update_control() }, - end_operation, + end_train: end_operation, } states.train_civic = { @@ -2385,7 +2279,7 @@ states.train_civic = { } else { view.prompt = `Train: All done.` } - view.actions.end_operation = 1 + view.actions.end_train = 1 } }, space(s) { @@ -2393,11 +2287,18 @@ states.train_civic = { add_resources(game.current, -3) game.support[game.op.where] += 1 }, - end_operation, + end_train: end_operation, } // OPERATION: PATROL +function goto_patrol() { + push_undo() + move_cylinder_to_operation() + log_h3("Patrol") + goto_patrol1() +} + function goto_patrol1() { if (!game.op.free && game.resources[GOVT] < 3) game.state = "patrol_pay" @@ -2424,14 +2325,13 @@ function goto_patrol2() { else game.state = "patrol" game.op.who = -1 - game.op.pieces = [] } states.patrol_limop = { prompt() { view.prompt = "Patrol: Select destination City or LoC." - gen_any_govt_special() + gen_govt_special_activity() // TODO: check that destination can be reached by any cubes for (let s = first_city; s <= last_city; ++s) @@ -2442,7 +2342,7 @@ states.patrol_limop = { space(s) { push_undo() - logi(`S${s}.`) + log(`S${s}.`) select_op_space(s, 0) @@ -2481,7 +2381,7 @@ states.patrol_limop_move = { view.prompt = `Patrol: Move cubes to ${space_name[game.op.where]}.` view.where = game.op.where - gen_any_govt_special() + gen_govt_special_activity() gen_patrol_move_limop(game.op.where) @@ -2521,22 +2421,22 @@ states.patrol = { view.prompt = "Patrol: Move cubes into or along LoCs and Cities." view.who = game.op.who - gen_any_govt_special() + gen_govt_special_activity() if (game.op.who < 0) { for_each_piece(GOVT, TROOPS, p => { - if (game.pieces[p] >= 0 && !set_has(game.op.pieces, p)) + if (piece_space(p) >= 0 && !set_has(game.op.pieces, p)) gen_action_piece(p) }) for_each_piece(GOVT, POLICE, p => { - if (game.pieces[p] >= 0 && !set_has(game.op.pieces, p)) + if (piece_space(p) >= 0 && !set_has(game.op.pieces, p)) gen_action_piece(p) }) } else { gen_action_piece(game.op.who) - gen_patrol_move(game.pieces[game.op.who]) - let from = game.pieces[game.op.who] + gen_patrol_move(piece_space(game.op.who)) + let from = piece_space(game.op.who) for (let to of data.spaces[from].adjacent) { if (is_city_or_loc(to)) gen_action_space(to) @@ -2581,7 +2481,7 @@ states.patrol_activate = { prompt() { view.prompt = "Patrol: Activate 1 Guerrilla for each cube in LoCs." - gen_any_govt_special() + gen_govt_special_activity() // for each cube in each loc, activate 1 guerrilla for (let s = first_loc; s <= last_loc; ++s) { @@ -2599,7 +2499,7 @@ states.patrol_activate = { view.actions.next = 0 }, piece(p) { - let s = game.pieces[p] + let s = piece_space(p) game.op.targeted |= target_faction(p) set_active(p) game.op.count[s - first_loc]-- @@ -2634,7 +2534,7 @@ function end_patrol_assault_space() { states.patrol_assault = { prompt() { - gen_any_govt_special() + gen_govt_special_activity() view.actions.next = 1 @@ -2680,7 +2580,7 @@ states.patrol_assault_space = { view.prompt = `Patrol: Remove ${game.op.count} enemy pieces in ${space_name[game.op.where]}.` view.where = game.op.where - gen_any_govt_special() + gen_govt_special_activity() if (game.op.count > 0) { gen_exposed_piece(game.op.where, FARC) @@ -2713,13 +2613,22 @@ states.patrol_assault_space = { states.patrol_done = { prompt() { view.prompt = "Patrol: All done." - view.actions.end_operation = 1 + view.actions.end_patrol = 1 }, - end_operation, + end_patrol: end_operation, } // OPERATION: SWEEP +function goto_sweep() { + push_undo() + move_cylinder_to_operation() + log_h3("Sweep") + game.state = "sweep" + if (has_shaded_capability(CAP_OSPINA)) + game.op.limited = 1 +} + function vm_free_sweep() { init_free_operation("sweep_activate") game.op.where = game.vm.s @@ -2761,6 +2670,7 @@ function can_sweep_move(here) { } function gen_sweep_move(here) { + // TODO: only unmoved pieces (can't move twice) for (let next of data.spaces[here].adjacent) { if (game.op.ndsc) gen_piece_in_space(next, GOVT, POLICE) @@ -2781,7 +2691,7 @@ states.sweep = { prompt() { view.prompt = "Sweep: Select Cities and Departments." - gen_any_govt_special() + gen_govt_special_activity() let cost = 3 if (has_capability(CAP_OSPINA)) @@ -2801,12 +2711,15 @@ states.sweep = { if (!view.actions.space) view.prompt = "Sweep: All done." - gen_operation_common() + if (game.op.spaces.length > 0) + view.actions.end_sweep = 1 + else + view.actions.end_sweep = 0 }, space(s) { push_undo() - logi(`S${s}.`) + log(`S${s}.`) select_op_space(s, 3) @@ -2816,7 +2729,7 @@ states.sweep = { if (has_capability(CAP_NDSC)) game.op.ndsc = 1 }, - end_operation, + end_sweep: end_operation, } states.sweep_move = { @@ -2824,11 +2737,12 @@ states.sweep_move = { view.prompt = `Sweep: Move Troops into ${space_name[game.op.where]}.` view.where = game.op.where - gen_any_govt_special() + gen_govt_special_activity() gen_sweep_move(game.op.where) view.actions.next = 1 + view.actions.end_sweep = 0 }, piece(p) { place_piece(p, game.op.where) @@ -2880,7 +2794,7 @@ states.sweep_activate = { view.prompt = `Sweep: Activate ${game.op.count} Guerrillas in ${space_name[game.op.where]}.` view.where = game.op.where - gen_any_govt_special() + gen_govt_special_activity() if (game.op.faction === FARC) { gen_underground_guerrillas(game.op.where, FARC) @@ -2897,6 +2811,7 @@ states.sweep_activate = { view.actions.next = 1 else view.actions.next = 0 + view.actions.end_sweep = 0 }, piece(p) { game.op.targeted |= target_faction(p) @@ -2919,6 +2834,15 @@ function do_sweep_next() { // OPERATION: ASSAULT +function goto_assault() { + push_undo() + move_cylinder_to_operation() + log_h3("Assault") + game.state = "assault" + if (has_shaded_capability(CAP_TAPIAS)) + game.op.limited = 1 +} + function vm_free_assault() { init_free_operation("assault_space") game.op.where = game.vm.s @@ -3036,7 +2960,7 @@ states.assault = { prompt() { view.prompt = "Assault: Select space to eliminate enemy forces." - gen_any_govt_special() + gen_govt_special_activity() let cost = 3 if (has_capability(CAP_TAPIAS)) @@ -3054,12 +2978,15 @@ states.assault = { if (!view.actions.space) view.prompt = "Assault: All done." - gen_operation_common() + if (game.op.spaces.length > 0) + view.actions.end_assault = 1 + else + view.actions.end_assault = 0 }, space(s) { push_undo() - logi(`S${s}.`) + log(`S${s}.`) select_op_space(s, 3) @@ -3067,7 +2994,7 @@ states.assault = { game.op.where = s game.op.count = assault_kill_count(s, game.op.faction) }, - end_operation, + end_assault: end_operation, } states.assault_space = { @@ -3075,7 +3002,7 @@ states.assault_space = { view.prompt = `Assault: Remove ${game.op.count} enemy pieces in ${space_name[game.op.where]}.` view.where = game.op.where - gen_any_govt_special() + gen_govt_special_activity() if (game.faction === FARC) { gen_exposed_piece(game.op.where, FARC) @@ -3094,6 +3021,7 @@ states.assault_space = { view.actions.next = 1 else view.actions.next = 0 + view.actions.end_assault = 0 }, piece(p) { game.op.targeted |= target_faction(p) @@ -3117,6 +3045,13 @@ states.assault_space = { // OPERATION: RALLY +function goto_rally() { + push_undo() + move_cylinder_to_operation() + log_h3("Rally") + game.state = "rally" +} + function vm_free_rally() { init_free_operation("rally_space") game.op.where = game.vm.s @@ -3176,12 +3111,15 @@ states.rally = { if (!view.actions.space) view.prompt = "Rally: All done." - gen_operation_common() + if (game.op.spaces.length > 0) + view.actions.end_rally = 1 + else + view.actions.end_rally = 0 }, space(s) { push_undo() - logi(`S${s}.`) + log(`S${s}.`) select_op_space(s, 1) @@ -3189,7 +3127,7 @@ states.rally = { game.op.where = s game.op.count = rally_count() }, - end_operation, + end_rally: end_operation, } states.rally_space = { @@ -3210,6 +3148,7 @@ states.rally_space = { } view.actions.next = 1 + view.actions.end_rally = 0 if (game.op.count > 0) gen_place_piece(game.op.where, game.current, GUERRILLA) @@ -3222,13 +3161,13 @@ states.rally_space = { }, base() { push_undo() - logi("Base.") + log("Base.") game.state = "rally_base" game.op.count = 2 }, move() { push_undo() - logi("Moved.") + log("Moved.") game.state = "rally_move" game.op.count = 0 }, @@ -3255,6 +3194,7 @@ states.rally_base = { view.prompt = `Rally: Place a Base.` gen_place_piece(game.op.where, game.current, BASE) } + view.actions.end_rally = 0 }, piece(p) { if (game.op.count > 0) { @@ -3276,11 +3216,12 @@ states.rally_move = { view.prompt = `Rally: Move any Guerrillas to ${space_name[game.op.where]} then flip all Underground.` for_each_piece(game.current, GUERRILLA, p => { - if (game.pieces[p] !== game.op.where && game.pieces[p] >= 0) + if (piece_space(p) !== game.op.where && piece_space(p) >= 0) gen_action_piece(p) }) view.actions.flip = 1 + view.actions.end_rally = 0 }, piece(p) { move_piece(p, game.op.where) @@ -3289,10 +3230,10 @@ states.rally_move = { }, flip() { push_undo() - logi("Moved " + game.op.count + ".") - logi("Flipped.") + log("Moved " + game.op.count + ".") + log("Flipped.") for_each_piece(game.current, GUERRILLA, p => { - if (game.pieces[p] === game.op.where) + if (piece_space(p) === game.op.where) set_underground(p) }) resume_rally() @@ -3301,6 +3242,14 @@ states.rally_move = { // OPERATION: MARCH +function goto_march() { + push_undo() + move_cylinder_to_operation() + log_h3("March") + game.state = "march" + game.op.pieces = [] +} + function vm_free_march() { init_free_operation("march") game.op.pieces = [] @@ -3348,12 +3297,15 @@ states.march = { if (!view.actions.space) view.prompt = "March: All done." - gen_operation_common() + if (game.op.spaces.length > 0) + view.actions.end_march = 1 + else + view.actions.end_march = 0 }, space(s) { push_undo() - logi(`S${s}.`) + log(`S${s}.`) // remember destinations if (game.vm) @@ -3368,7 +3320,7 @@ states.march = { game.op.where = s game.op.march = [] }, - end_operation, + end_march: end_operation, } function may_activate_marching_guerrillas() { @@ -3404,7 +3356,7 @@ states.march_move = { if (set_has(game.op.pieces, p)) return // continue - let s = game.pieces[p] + let s = piece_space(p) if (s > 0) if (is_adjacent(game.op.where, s)) gen_action_piece(p) @@ -3412,9 +3364,12 @@ states.march_move = { if (game.op.march.length > 0) view.actions.next = 1 + else + view.actions.next = 0 + view.actions.end_march = 0 }, piece(p) { - let from = game.pieces[p] + let from = piece_space(p) let group = map_get(game.op.march, from, null) if (!group) group = [] @@ -3438,6 +3393,13 @@ states.march_move = { // OPERATION: ATTACK +function goto_attack() { + push_undo() + move_cylinder_to_operation() + log_h3("Attack") + game.state = "attack" +} + function vm_free_attack() { init_free_operation("attack") do_attack_space(game.vm.s) @@ -3465,17 +3427,20 @@ states.attack = { if (!view.actions.space) view.prompt = "Attack: All done." - gen_operation_common() + if (game.op.spaces.length > 0) + view.actions.end_attack = 1 + else + view.actions.end_attack = 0 }, space(s) { push_undo() - do_attack_space() + do_attack_space(s) }, - end_operation, + end_attack: end_operation, } function do_attack_space(s) { - logi(`Attack in S${s}.`) + log(`Attack in S${s}.`) select_op_space(s, 1) @@ -3488,6 +3453,7 @@ states.attack_space = { view.prompt = `Attack in ${space_name[game.op.where]}.` view.where = game.op.where view.actions.resolve = 1 + view.actions.end_attack = 0 // Ambush activity modifies Attack action intead of being a stand-alone activity. if (game.sa) { @@ -3502,7 +3468,7 @@ states.attack_space = { clear_undo() for_each_piece(game.current, GUERRILLA, p => { - if (game.pieces[p] === game.op.where) + if (piece_space(p) === game.op.where) if (is_underground(p)) set_active(p) }) @@ -3534,6 +3500,7 @@ states.attack_place = { view.prompt = `Attack in ${space_name[game.op.where]}: Place a Guerrilla.` view.where = game.op.where gen_place_piece(game.op.where, game.current, GUERRILLA) + view.actions.end_attack = 0 }, piece(p) { place_piece(p, game.op.where) @@ -3560,6 +3527,7 @@ states.attack_remove = { view.actions.next = 1 else view.actions.next = 0 + view.actions.end_attack = 0 }, piece(p) { game.op.targeted |= target_faction(p) @@ -3580,6 +3548,13 @@ states.attack_remove = { // OPERATION: TERROR +function goto_terror() { + push_undo() + move_cylinder_to_operation() + log_h3("Terror") + game.state = "terror" +} + function vm_free_terror() { init_free_operation("terror") do_terror_space(game.vm.s) @@ -3629,8 +3604,12 @@ states.terror = { view.actions.next = 1 else view.actions.next = 0 + view.actions.end_terror = 0 } else { - gen_operation_common() + if (game.op.spaces.length > 0) + view.actions.end_terror = 1 + else + view.actions.end_terror = 0 } }, space(s) { @@ -3638,7 +3617,7 @@ states.terror = { do_terror_space(s) }, next: do_terror_aid, - end_operation, + end_terror: end_operation, } function do_terror_space(s) { @@ -3657,6 +3636,7 @@ states.terror_space = { view.prompt = "Terror: Activate an Underground Guerrilla." view.where = game.op.where gen_underground_guerrillas(game.op.where, game.current) + view.actions.end_terror = 0 }, piece(p) { do_terror_piece(p) @@ -3704,6 +3684,7 @@ states.terror_aid = { let n = (game.op.spaces.length >= 2) ? -5 : -3 view.prompt = `Terror: Aid Cut by ${n}.` view.actions.aid = 1 + view.actions.end_terror = 0 }, aid() { let n = (game.op.spaces.length >= 2) ? -5 : -3 @@ -3724,6 +3705,7 @@ states.vm_terror_aid_cut = { let n = (game.vm.m >= 2) ? -5 : -3 view.prompt = `Terror: Aid Cut by ${n}.` view.actions.aid = 1 + view.actions.end_terror = 0 }, aid() { let n = (game.vm.m >= 2) ? -5 : -3 @@ -3755,7 +3737,7 @@ function gen_special(faction, action, disable = false) { } } -function gen_any_govt_special() { +function gen_govt_special_activity() { if (game.sa) { view.actions.air_lift = 1 view.actions.eradicate = 1 @@ -3773,6 +3755,7 @@ function end_special_activity() { } game.state = game.sa.save game.sa = 0 + transfer_or_remove_shipments() } // SPECIAL ACTIVITY: AIR LIFT @@ -3781,10 +3764,9 @@ function vm_free_air_lift() { goto_air_lift() } -// TODO: from or to first? - function goto_air_lift() { push_undo() + move_cylinder_to_special_activity() log_h3("Air Lift") game.sa = { save: game.state, @@ -3838,15 +3820,16 @@ states.air_lift_move = { view.prompt = `Air Lift: Move up to ${game.sa.count} Troops from ${space_name[game.sa.from]} to ${space_name[game.sa.to]}.` view.where = game.sa.to gen_piece_in_space(game.sa.from, GOVT, TROOPS) - view.actions.end_activity = 1 + view.actions.end_air_lift = 1 }, piece(p) { + push_undo() move_piece(p, game.sa.to) update_control() if (--game.sa.count === 0 || count_cubes(game.sa.from) === 0) end_special_activity() }, - end_activity() { + end_air_lift() { push_undo() end_special_activity() }, @@ -3860,6 +3843,7 @@ function vm_free_air_strike() { function goto_air_strike() { push_undo() + move_cylinder_to_special_activity() log_h3("Air Strike") game.sa = { save: game.state } game.state = "air_strike" @@ -3878,12 +3862,11 @@ states.air_strike = { } }, piece(p) { - let s = game.pieces[p] + let s = piece_space(p) log(`Air Strike in S${s}.`) remove_piece(p) update_control() end_special_activity() - transfer_or_remove_shipments() } } @@ -3895,6 +3878,7 @@ function vm_free_eradicate() { function goto_eradicate() { push_undo() + move_cylinder_to_special_activity() log_h3("Eradicate") game.sa = { save: game.state, @@ -3909,7 +3893,8 @@ states.eradicate_aid = { view.actions.aid = 1 }, aid() { - logi("+4 Aid.") + push_undo() + log("+4 Aid.") add_aid(4) game.state = "eradicate" } @@ -3997,7 +3982,7 @@ states.eradicate_shift = { update_control() end_special_activity() }, - end_activity() { + end_special_activity() { end_special_activity() }, } @@ -4012,6 +3997,7 @@ function vm_free_ambush() { function goto_ambush() { push_undo() + move_cylinder_to_special_activity() log_h3("Ambush") game.state = "ambush" game.sa = 0 @@ -4032,6 +4018,7 @@ states.ambush = { function goto_extort() { push_undo() + move_cylinder_to_special_activity() log_h3("Extort") game.sa = { save: game.state, @@ -4061,7 +4048,7 @@ states.extort = { gen_underground_guerrillas(game.sa.where, game.current) } - view.actions.end_activity = 1 + view.actions.end_extort = 1 }, piece(p) { set_active(p) @@ -4072,9 +4059,9 @@ states.extort = { push_undo() game.sa.where = s set_add(game.sa.spaces, s) - logi(`S${s}.`) + log(`S${s}.`) }, - end_activity() { + end_extort() { push_undo() end_special_activity() }, @@ -4084,6 +4071,7 @@ states.extort = { function goto_kidnap() { push_undo() + move_cylinder_to_special_activity() log_h3("Kidnap") game.sa = { kidnap: 1, @@ -4137,16 +4125,16 @@ states.kidnap = { } } - view.actions.end_activity = 1 + view.actions.end_kidnap = 1 }, space(s) { push_undo() - logi(`S${s}.`) + log(`S${s}.`) set_add(game.sa.spaces, s) game.sa.where = s game.state = "kidnap_space" }, - end_activity() { + end_kidnap() { push_undo() end_special_activity() }, @@ -4261,6 +4249,7 @@ function resume_kidnap_2() { function goto_assassinate() { push_undo() + move_cylinder_to_special_activity() log_h3("Assassinate") game.sa = { save: game.state, @@ -4293,16 +4282,16 @@ states.assassinate = { } } - view.actions.end_activity = 1 + view.actions.end_assassinate = 1 }, space(s) { push_undo() - logi(`S${s}.`) + log(`S${s}.`) set_add(game.sa.spaces, s) game.sa.where = s game.state = "assassinate_space" }, - end_activity() { + end_assassinate() { push_undo() end_special_activity() }, @@ -4342,6 +4331,7 @@ states.assassinate_space = { function goto_cultivate() { push_undo() + move_cylinder_to_special_activity() log_h3("Cultivate") game.sa = { save: game.state, @@ -4386,7 +4376,7 @@ states.cultivate_move = { view.prompt = `Cultivate: Relocate Base to ${space_name[game.sa.where]}.` view.where = game.sa.where for_each_piece(CARTELS, BASE, p => { - if (game.pieces[p] !== game.sa.where && game.pieces[p] >= 0) + if (piece_space(p) !== game.sa.where && piece_space(p) >= 0) gen_action_piece(p) }) }, @@ -4415,73 +4405,89 @@ function find_available_shipment() { function goto_process() { push_undo() + move_cylinder_to_special_activity() log_h3("Process") game.sa = { save: game.state, - spaces: [], - count: 0, - where: -1, + count: 2, + shipment: -1, } game.state = "process" } -states.process = { - prompt() { - view.prompt = "Process: Select spaces with Base." - for (let s = first_space; s <= last_space; ++s) - if (!set_has(game.sa.spaces, s) && has_piece(s, CARTELS, BASE)) - gen_action_space(s) - view.actions.end_activity = 1 - }, - space(s) { - push_undo() - log(`Process in S${s}.`) - set_add(game.sa.spaces, s) - game.sa.where = s - game.sa.count = 2 - game.state = "process_space" - }, - end_activity() { - push_undo() - end_special_activity() - }, +function can_process() { + for (let s = first_space; s <= last_space; ++s) + if (has_cartels_base(s)) + return true + return false } -states.process_space = { +states.process = { prompt() { - view.prompt = `Process: Remove Base or place Shipment with Guerrilla in ${space_name[game.sa.where]}.` - view.where = game.sa.where - if (game.sa.count === 2 || game.sa.count === 0) - gen_piece_in_space(game.sa.where, CARTELS, BASE) + if (game.sa.count === 2) + view.prompt = "Process: Place 1-2 Shipments with any Guerrillas, or remove any Cartels bases for Resources." + else if (game.sa.count === 1) + view.prompt = "Process: Place 1-2 Shipments with any Guerrillas." + else if (game.sa.count < 0) + view.prompt = "Process: Remove any Cartels bases for Resources." + else + view.prompt = "Process: All done." + + if (game.sa.shipment < 0) { + if (game.sa.count === 2 || game.sa.count < 0) { + for_each_piece(CARTELS, BASE, p => { + if (piece_space(p) !== AVAILABLE) + gen_action_piece(p) + }) + } + } else { + gen_action_shipment(game.sa.shipment) + } + if (game.sa.count > 0) { - if (has_available_shipment()) { - gen_piece_in_space(game.sa.where, CARTELS, GUERRILLA) - gen_piece_in_space(game.sa.where, FARC, GUERRILLA) - gen_piece_in_space(game.sa.where, AUC, GUERRILLA) + if (game.sa.shipment < 0) { + for (let sh = 0; sh < 4; ++sh) + if (is_shipment_available(sh)) + gen_action_shipment(sh) + } else { + for (let s = first_space; s <= last_space; ++s) { + if (has_cartels_base(s)) { + gen_piece_in_space(s, FARC, GUERRILLA) + gen_piece_in_space(s, AUC, GUERRILLA) + gen_piece_in_space(s, CARTELS, GUERRILLA) + } + } } } - view.actions.next = 1 + + view.actions.end_process = 1 + }, + shipment(sh) { + if (game.sa.shipment >= 0) { + pop_undo() + } else { + push_undo() + game.sa.shipment = sh + } }, piece(p) { - if (is_any_base(p)) { - log("Removed Base.") + if (is_cartels_base(p)) { + push_undo() add_resources(CARTELS, 3) remove_piece(p) update_control() - game.sa.count = 0 - if (!has_piece(game.sa.where, CARTELS, BASE)) - game.state = "process" + game.sa.count = -1 } else { log("Placed Shipment.") - let sh = find_available_shipment() - place_shipment(sh, p) - if (--game.sa.count === 0 || !has_available_shipment()) - game.state = "process" + place_shipment(game.sa.shipment, p) + game.sa.shipment = -1 + game.sa.count-- } }, - next() { - game.state = "process" - } + end_process() { + push_undo() + end_special_activity() + }, } // SPECIAL ACTIVITY: BRIBE @@ -4495,6 +4501,7 @@ function vm_free_bribe() { function goto_bribe() { push_undo() + move_cylinder_to_special_activity() log_h3("Bribe") game.sa = { save: game.state, @@ -4526,7 +4533,7 @@ states.bribe = { if (!set_has(game.sa.spaces, s) && has_enemy_piece(s)) gen_action_space(s) } - view.actions.end_activity = 1 + view.actions.end_bribe = 1 }, space(s) { push_undo() @@ -4536,7 +4543,7 @@ states.bribe = { game.sa.targeted = 0 game.state = "bribe_space" }, - end_activity() { + end_bribe() { push_undo() end_special_activity() }, @@ -4641,7 +4648,6 @@ states.bribe_flip = { function goto_propaganda_card() { game.propaganda = 1 - log_h1("C73") goto_victory_phase() } @@ -4666,7 +4672,7 @@ function calc_opposition() { function calc_bases(faction) { let n = 0 for (let p = first_piece[faction][BASE]; p <= last_piece[faction][BASE]; ++p) - if (game.pieces[p] !== AVAILABLE) + if (piece_space(p) !== AVAILABLE) n += 1 return n } @@ -4906,7 +4912,7 @@ states.drug_profits = { shipment(sh) { push_undo() let p = get_held_shipment_piece(sh) - let s = game.pieces[p] + let s = piece_space(p) game.transfer = s remove_shipment(sh) game.state = "drug_profits_space" @@ -5326,6 +5332,8 @@ states.event_effect = { } function execute_event(shaded) { + push_undo() + move_cylinder_to_event() let c = this_card() if (shaded) { @@ -5343,7 +5351,7 @@ function execute_event(shaded) { // EVENT VM function is_piece_in_event_space(p) { - return game.pieces[p] === game.vm.s + return piece_space(p) === game.vm.s } function goto_vm(start) { @@ -5764,7 +5772,7 @@ states.vm_remove_permanently = { // VM: SPACE ITERATOR function vm_set_piece_space() { - game.vm.s = game.pieces[game.vm.p] + game.vm.s = piece_space(game.vm.p) vm_next() } @@ -5794,6 +5802,7 @@ function vm_space() { game.state = "vm_space" } else { game.vm.ss = [] + game.vm.s = -1 vm_goto(vm_endspace, vm_space, 1, 1) } } @@ -5848,6 +5857,7 @@ function vm_piece() { game.state = "vm_piece" } else { game.vm.pp = [] + game.vm.p = -1 vm_goto(vm_endpiece, vm_piece, 1, 1) } } @@ -5862,7 +5872,7 @@ function can_vm_piece() { if (n > 0 && game.vm.pp.length >= n) return false for (let p = all_first_piece; p <= all_last_piece; ++p) - if (game.pieces[p] >= 0 && !set_has(game.vm.pp, p) && f(p, game.pieces[p])) + if (piece_space(p) >= 0 && !set_has(game.vm.pp, p) && f(p, piece_space(p))) return true return false } @@ -5877,7 +5887,7 @@ states.vm_piece = { else event_prompt("Select piece.") for (let p = all_first_piece; p <= all_last_piece; ++p) - if (game.pieces[p] >= 0 && !set_has(game.vm.pp, p) && f(p, game.pieces[p])) + if (piece_space(p) >= 0 && !set_has(game.vm.pp, p) && f(p, piece_space(p))) gen_action_piece(p) if (CODE[game.vm.pc][2]) view.actions.skip = 1 @@ -5917,7 +5927,7 @@ function can_vm_shipment() { for (let sh = 0; sh < 4; ++sh) { if (is_shipment_held(sh)) { let p = get_held_shipment_piece(sh) - if (f(p, game.pieces[p])) + if (f(p, piece_space(p))) return true } } @@ -5935,7 +5945,7 @@ states.vm_shipment = { for (let sh = 0; sh < 4; ++sh) { if (is_shipment_held(sh)) { let p = get_held_shipment_piece(sh) - if (f(p, game.pieces[p])) + if (f(p, piece_space(p))) gen_action_shipment(sh) } } @@ -5964,8 +5974,8 @@ function vm_place() { vm_next() } -function can_vm_place_imp(faction, type) { - if (type === BASE && !can_stack_base(game.vm.s)) +function can_vm_place_imp(s, faction, type) { + if (type === BASE && !can_stack_base(s)) return false if (game.current === faction) return true @@ -5978,18 +5988,18 @@ function can_vm_place() { if (typeof faction === "object" && typeof type === "object") { for (let f of faction) for (let t of type) - if (can_vm_place_imp(f, t)) + if (can_vm_place_imp(game.vm.s, f, t)) return true } else if (typeof faction === "object") { for (let f of faction) - if (can_vm_place_imp(f, type)) + if (can_vm_place_imp(game.vm.s, f, type)) return true } else if (typeof type === "object") { for (let t of type) - if (can_vm_place_imp(faction, t)) + if (can_vm_place_imp(game.vm.s, faction, t)) return true } else { - if (can_vm_place_imp(faction, type)) + if (can_vm_place_imp(game.vm.s, faction, type)) return true } return false @@ -6120,7 +6130,7 @@ states.vm_place_or_remove_insurgent_base = { } }, piece(p) { - if (game.pieces[p] === AVAILABLE) + if (piece_space(p) === AVAILABLE) place_piece(p, game.vm.s) else remove_piece(p) @@ -6130,8 +6140,29 @@ states.vm_place_or_remove_insurgent_base = { }, } +function can_vm_select_shipment_or_cartels_piece_in_coastal_space() { + for (let s = first_space; s <= last_space; ++s) { + if (is_coastal_space(s)) { + if (has_piece(s, CARTELS, GUERRILLA)) + return true + if (has_piece(s, CARTELS, BASE)) + return true + for (let sh = 0; sh < 4; ++sh) + if (is_shipment_held_in_space(sh, s)) + return true + } + } + return false +} + function vm_select_shipment_or_cartels_piece_in_coastal_space() { - game.state = "vm_select_shipment_or_cartels_piece_in_coastal_space" + if (can_vm_select_shipment_or_cartels_piece_in_coastal_space()) { + game.state = "vm_select_shipment_or_cartels_piece_in_coastal_space" + } else { + game.vm.sh = -1 + game.vm.p = -1 + vm_next() + } } states.vm_select_shipment_or_cartels_piece_in_coastal_space = { @@ -6153,14 +6184,32 @@ states.vm_select_shipment_or_cartels_piece_in_coastal_space = { vm_next() }, shipment(sh) { - game.vm.p = -1 game.vm.sh = sh + game.vm.p = -1 vm_next() }, } +function can_vm_select_space_or_piece() { + let sf = CODE[game.vm.pc][1] + let pf = CODE[game.vm.pc][2] + for (let s = first_space; s <= last_space; ++s) + if (sf(s)) + return true + for (let p = all_first_piece; p <= all_last_piece; ++p) + if (piece_space(p) >= 0 && pf(p, piece_space(p))) + return true + return false +} + function vm_select_space_or_piece() { - game.state = "vm_select_space_or_piece" + if (can_vm_select_space_or_piece()) { + game.state = "vm_select_space_or_piece" + } else { + game.vm.s = -1 + game.vm.p = -1 + vm_next() + } } states.vm_select_space_or_piece = { @@ -6172,31 +6221,31 @@ states.vm_select_space_or_piece = { if (sf(s)) gen_action_space(s) for (let p = all_first_piece; p <= all_last_piece; ++p) - if (game.pieces[p] >= 0 && pf(p, game.pieces[p])) + if (piece_space(p) >= 0 && pf(p, piece_space(p))) gen_action_piece(p) }, space(s) { - game.vm.p = -1 game.vm.s = s + game.vm.p = -1 vm_next() }, piece(p) { - game.vm.p = p game.vm.s = -1 + game.vm.p = p vm_next() }, } // VM: FREE OPS/ACTIVITIES -function vm_free_govt_activity() { game.state = "vm_free_govt_activity" } +function vm_free_govt_special_activity() { game.state = "vm_free_govt_special_activity" } function vm_free_train_sweep_assault() { game.state = "vm_free_train_sweep_assault" } function vm_free_sweep_assault() { game.state = "vm_free_sweep_assault" } function vm_free_sweep_assault_farc() { game.state = "vm_free_sweep_assault_farc" } function vm_free_rally_attack_terror() { game.state = "vm_free_rally_attack_terror" } function vm_free_attack_terror() { game.state = "vm_free_attack_terror" } -states.vm_free_govt_activity = { +states.vm_free_govt_special_activity = { prompt() { event_prompt(`Free Special Activity.`) view.actions.air_lift = 1 @@ -7068,9 +7117,9 @@ const CODE = [ [ vm_return ], // EVENT 27 [ vm_current, GOVT ], - [ vm_free_govt_activity ], - [ vm_free_govt_activity ], - [ vm_free_govt_activity ], + [ vm_free_govt_special_activity ], + [ vm_free_govt_special_activity ], + [ vm_free_govt_special_activity ], [ vm_return ], // SHADED 27 [ vm_log, "Until next Propaganda, no Govt Special Activities where Guerrilla." ], @@ -7372,7 +7421,8 @@ const CODE = [ [ vm_select_space_or_piece, (s)=>(is_opposition(s)&&is_adjacent_to_3econ_pipeline(s)), (p,s)=>(is_farc_base(p)&&is_adjacent_to_3econ_pipeline(s)) ], [ vm_if, ()=>game.vm.p >= 0 ], [ vm_remove ], - [ vm_else ], + [ vm_endif ], + [ vm_if, ()=>game.vm.s >= 0 ], [ vm_shift_support ], [ vm_endif ], [ vm_return ], @@ -7653,7 +7703,8 @@ const CODE = [ [ vm_piece, 0, 0, 1, (p,s)=>is_coastal_space(s) && is_cartels_piece(p) ], [ vm_remove ], [ vm_endpiece ], - [ vm_else ], + [ vm_endif ], + [ vm_if, ()=>game.vm.sh >= 0 ], [ vm_remove_shipment ], [ vm_shipment, 0, 1, 1, (p,s)=>is_coastal_space(s) ], [ vm_remove_shipment ], @@ -7744,5 +7795,5 @@ const CODE = [ [ vm_endwhile ], [ vm_return ], ] -const UCODE = [0,1,7,13,19,29,65,79,85,92,98,104,110,116,122,139,146,153,159,166,176,189,199,206,222,236,248,258,266,279,293,303,314,320,332,341,354,364,377,389,402,424,436,445,459,469,480,497,519,531,540,557,571,582,598,612,626,635,650,663,683,698,709,717,729,743,748,756,761,780,809,823,836] -const SCODE = [0,4,10,16,24,59,70,82,90,95,101,107,113,119,130,142,151,156,162,0,183,194,203,215,227,242,253,263,272,287,300,310,318,326,334,349,0,369,383,394,409,431,441,453,464,473,0,504,527,535,551,566,575,0,0,621,628,642,655,671,690,705,713,0,734,0,752,758,775,0,814,830,843] +const UCODE = [0,1,7,13,19,29,65,79,85,92,98,104,110,116,122,139,146,153,159,166,176,189,199,206,222,236,248,258,266,279,293,303,314,320,332,341,354,364,377,389,402,424,436,445,459,469,480,497,519,532,541,558,572,583,599,613,627,636,651,664,684,699,710,718,730,744,749,757,762,782,811,825,838] +const SCODE = [0,4,10,16,24,59,70,82,90,95,101,107,113,119,130,142,151,156,162,0,183,194,203,215,227,242,253,263,272,287,300,310,318,326,334,349,0,369,383,394,409,431,441,453,464,473,0,504,528,536,552,567,576,0,0,622,629,643,656,672,691,706,714,0,735,0,753,759,777,0,816,832,845] |