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-rw-r--r--rules.js530
1 files changed, 420 insertions, 110 deletions
diff --git a/rules.js b/rules.js
index a7b0e67..505d851 100644
--- a/rules.js
+++ b/rules.js
@@ -4,6 +4,8 @@
// TODO: auto-next at end of Special Activity / operation space ?
// TODO: for (s = ... last_space) to for_each_space (including/excluding foreign countries depending on events)
+// TODO: how granular undo (one at start of each space, each step, or each piece?)
+// TODO: resume_...activity - end automatically when no more possible
let states = {}
let game = null
@@ -409,6 +411,53 @@ function count_pieces(s, faction, type) {
return n
}
+function is_base(p) {
+ if (p >= first_piece[GOVT][BASE] && p <= last_piece[GOVT][BASE])
+ return true
+ if (p >= first_piece[FARC][BASE] && p <= last_piece[FARC][BASE])
+ return true
+ if (p >= first_piece[AUC][BASE] && p <= last_piece[AUC][BASE])
+ return true
+ if (p >= first_piece[CARTELS][BASE] && p <= last_piece[CARTELS][BASE])
+ return true
+ return false
+}
+
+function target_faction(p) {
+ if (p >= first_piece[GOVT][TROOPS] && p <= last_piece[GOVT][TROOPS])
+ return 1 << GOVT
+ if (p >= first_piece[GOVT][POLICE] && p <= last_piece[GOVT][POLICE])
+ return 1 << GOVT
+ if (p >= first_piece[GOVT][BASE] && p <= last_piece[GOVT][BASE])
+ return 1 << GOVT
+ if (p >= first_piece[FARC][GUERRILLA] && p <= last_piece[FARC][GUERRILLA])
+ return 1 << FARC
+ if (p >= first_piece[FARC][BASE] && p <= last_piece[FARC][BASE])
+ return 1 << FARC
+ if (p >= first_piece[AUC][GUERRILLA] && p <= last_piece[AUC][GUERRILLA])
+ return 1 << AUC
+ if (p >= first_piece[AUC][BASE] && p <= last_piece[AUC][BASE])
+ return 1 << AUC
+ if (p >= first_piece[CARTELS][GUERRILLA] && p <= last_piece[CARTELS][GUERRILLA])
+ return 1 << CARTELS
+ if (p >= first_piece[CARTELS][BASE] && p <= last_piece[CARTELS][BASE])
+ return 1 << CARTELS
+ return 0
+}
+
+function has_targeted_faction(faction) {
+ let bit = 1 << faction
+ return game.op.targeted & bit
+}
+
+function did_maximum_damage(targeted) {
+ if (view.actions.piece)
+ for (let p of view.actions.piece)
+ if (targeted & target_faction(p))
+ return false
+ return true
+}
+
function has_piece(s, faction, type) {
let first = first_piece[faction][type]
let last = last_piece[faction][type]
@@ -703,7 +752,7 @@ function gen_active_guerrillas(s, faction) {
})
}
-function gen_remove_piece(s, faction) {
+function gen_attack_piece(s, faction) {
if (faction === GOVT) {
gen_piece_in_space(s, GOVT, TROOPS)
gen_piece_in_space(s, GOVT, POLICE)
@@ -923,6 +972,7 @@ function goto_operation(free, limited, special) {
free,
limited,
spaces: [],
+ targeted: 0,
pieces: 0,
count: 0,
}
@@ -1073,7 +1123,7 @@ function select_op_space(s, cost) {
// OPERATION: TRAIN
-states.train = operation({
+states.train = {
prompt() {
view.prompt = "Train: Select spaces to place cubes."
@@ -1108,9 +1158,9 @@ states.train = operation({
push_undo()
game.state = "train_base_or_civic"
}
-})
+}
-states.train_place = operation({
+states.train_place = {
prompt() {
view.prompt = `Train in ${space_name[game.op.where]}: Place up to ${game.op.count} cubes.`
view.where = game.op.where
@@ -1133,17 +1183,12 @@ states.train_place = operation({
game.op.count = 0
game.state = "train"
},
-})
+}
-states.train_base_or_civic = operation({
+states.train_base_or_civic = {
prompt() {
view.prompt = "Train: Build Base or buy Civic Action in one selected space?"
- if (game.sa) {
- view.actions.air_lift = 1
- view.actions.eradicate = 1
- }
-
view.actions.base = 1
if (game.resources[game.current] >= 3)
view.actions.civic = 1
@@ -1163,15 +1208,10 @@ states.train_base_or_civic = operation({
game.op.where = -1
},
end_operation,
-})
+}
-states.train_base = operation({
+states.train_base = {
prompt() {
- if (game.sa) {
- view.actions.air_lift = 1
- view.actions.eradicate = 1
- }
-
if (game.op.where < 0) {
view.prompt = `Train: Replace 3 cubes with a Base.`
for (let s of game.op.spaces) {
@@ -1207,15 +1247,10 @@ states.train_base = operation({
update_control()
},
end_operation,
-})
+}
-states.train_civic = operation({
+states.train_civic = {
prompt() {
- if (game.sa) {
- view.actions.air_lift = 1
- view.actions.eradicate = 1
- }
-
let res = game.resources[game.current]
if (game.op.where < 0) {
view.prompt = `Train: Buy Civic Action.`
@@ -1244,11 +1279,11 @@ states.train_civic = operation({
game.support[game.op.where] += 1
},
end_operation,
-})
+}
// OPERATION: PATROL
-states.patrol_pay = operation({
+states.patrol_pay = {
prompt() {
view.prompt = "Patrol: Pay 3 resources."
gen_action("resources", GOVT)
@@ -1257,7 +1292,7 @@ states.patrol_pay = operation({
game.resources[GOVT] -= 3
goto_patrol()
}
-})
+}
function goto_patrol() {
if (game.op.limited)
@@ -1268,7 +1303,7 @@ function goto_patrol() {
game.op.pieces = []
}
-states.patrol_limop = operation({
+states.patrol_limop = {
prompt() {
view.prompt = "Patrol: Select destination City or LoC."
@@ -1290,7 +1325,7 @@ states.patrol_limop = operation({
game.op.where = s
game.state = "patrol_limop_move"
},
-})
+}
function gen_patrol_move_limop(start) {
let queue = [ start ]
@@ -1317,7 +1352,7 @@ function gen_patrol_move_limop(start) {
}
}
-states.patrol_limop_move = operation({
+states.patrol_limop_move = {
prompt() {
view.prompt = `Patrol: Move cubes to ${space_name[game.op.where]}.`
view.where = game.op.where
@@ -1334,7 +1369,7 @@ states.patrol_limop_move = operation({
update_control()
},
next: goto_patrol_activate,
-})
+}
function gen_patrol_move(start) {
let queue = [ start ]
@@ -1358,9 +1393,9 @@ function gen_patrol_move(start) {
}
}
-states.patrol = operation({
+states.patrol = {
prompt() {
- view.prompt = "Patrol: ..."
+ view.prompt = "Patrol: Move cubes into or along LoCs and Cities."
view.who = game.op.who
gen_any_govt_special()
@@ -1402,7 +1437,7 @@ states.patrol = operation({
update_control()
},
next: goto_patrol_activate,
-})
+}
function goto_patrol_activate() {
push_undo()
@@ -1412,7 +1447,7 @@ function goto_patrol_activate() {
game.op.count[s - first_loc] = count_cubes(s)
}
-states.patrol_activate = operation({
+states.patrol_activate = {
prompt() {
view.prompt = "Patrol: Activate 1 Guerrilla for each cube in LoCs."
@@ -1428,21 +1463,26 @@ states.patrol_activate = operation({
}
}
- view.actions.next = 1
+ if (did_maximum_damage(game.op.targeted))
+ view.actions.next = 1
+ else
+ view.actions.next = 0
},
piece(p) {
push_undo()
let s = game.pieces[p]
+ game.op.targeted |= target_faction(p)
set_active(p)
game.op.count[s - first_loc]--
},
next() {
push_undo()
+ // TODO: is possible?
game.state = "patrol_assault"
},
-})
+}
-states.patrol_assault = operation({
+states.patrol_assault = {
prompt() {
view.prompt = "Patrol: Assault in one LoC?"
@@ -1469,17 +1509,15 @@ states.patrol_assault = operation({
game.op.count = count_cubes(s)
},
end_operation,
-})
+}
-states.patrol_assault_space = operation({
+states.patrol_assault_space = {
prompt() {
view.prompt = `Patrol: Remove ${game.op.count} enemy pieces in ${space_name[game.op.where]}.`
view.where = game.op.where
gen_any_govt_special()
- // TODO: maximum damage among targeted factions
-
if (game.op.count > 0) {
gen_exposed_piece(game.op.where, FARC)
gen_exposed_piece(game.op.where, AUC)
@@ -1489,15 +1527,19 @@ states.patrol_assault_space = operation({
if (!view.actions.piece)
view.prompt = "Patrol: All done."
- view.actions.end_operation = 1
+ if (did_maximum_damage(game.op.targeted))
+ view.actions.end_operation = 1
+ else
+ view.actions.end_operation = 0
},
piece(p) {
push_undo()
+ game.op.targeted |= target_faction(p)
remove_piece(p)
update_control()
},
end_operation,
-})
+}
// OPERATION: SWEEP
@@ -1530,7 +1572,7 @@ function gen_sweep_move(here) {
}
}
-states.sweep = operation({
+states.sweep = {
prompt() {
view.prompt = "Sweep: Select Cities and Departments."
@@ -1563,9 +1605,9 @@ states.sweep = operation({
game.op.where = s
},
end_operation,
-})
+}
-states.sweep_move = operation({
+states.sweep_move = {
prompt() {
view.prompt = `Sweep: Move Troops into ${space_name[game.op.where]}.`
view.where = game.op.where
@@ -1588,25 +1630,27 @@ states.sweep_move = operation({
if (is_forest(game.op.where))
game.op.count >>= 1
},
-})
+}
-states.sweep_activate = operation({
+states.sweep_activate = {
prompt() {
view.prompt = `Sweep: Activate ${game.op.count} Guerrillas in ${space_name[game.op.where]}.`
view.where = game.op.where
gen_any_govt_special()
- // TODO: maximum damage among targeted factions
-
gen_underground_guerrillas(game.op.where, FARC)
gen_underground_guerrillas(game.op.where, AUC)
gen_underground_guerrillas(game.op.where, CARTELS)
- view.actions.next = 1
+ if (did_maximum_damage(game.op.targeted))
+ view.actions.next = 1
+ else
+ view.actions.next = 0
},
piece(p) {
push_undo()
+ game.op.targeted |= target_faction(p)
set_active(p)
if (--game.op.count === 0 || !has_any_underground_guerrilla(game.op.where))
game.state = "sweep"
@@ -1615,7 +1659,7 @@ states.sweep_activate = operation({
push_undo()
game.state = "sweep"
},
-})
+}
// OPERATION: ASSAULT
@@ -1639,7 +1683,7 @@ function gen_exposed_piece(s, faction) {
gen_piece_in_space(s, faction, BASE)
}
-states.assault = operation({
+states.assault = {
prompt() {
view.prompt = "Assault: Select space to eliminate enemy forces."
@@ -1678,25 +1722,27 @@ states.assault = operation({
game.op.count >>= 1
},
end_operation,
-})
+}
-states.assault_space = operation({
+states.assault_space = {
prompt() {
view.prompt = `Assault: Remove ${game.op.count} enemy pieces in ${space_name[game.op.where]}.`
view.where = game.op.where
gen_any_govt_special()
- // TODO: maximum damage among targeted factions
-
gen_exposed_piece(game.op.where, FARC)
gen_exposed_piece(game.op.where, AUC)
gen_exposed_piece(game.op.where, CARTELS)
- view.actions.next = 1
+ if (did_maximum_damage(game.op.targeted))
+ view.actions.next = 1
+ else
+ view.actions.next = 0
},
piece(p) {
push_undo()
+ game.op.targeted |= target_faction(p)
remove_piece(p)
update_control()
if (--game.op.count === 0 || !can_assault_space(game.op.where))
@@ -1706,7 +1752,7 @@ states.assault_space = operation({
push_undo()
game.state = "assault"
},
-})
+}
// OPERATION: RALLY
@@ -1716,7 +1762,7 @@ function rally_count() {
return 1
}
-states.rally = operation({
+states.rally = {
prompt() {
if (game.current === FARC)
view.prompt = "Rally: Select City or Department without Support."
@@ -1730,7 +1776,7 @@ states.rally = operation({
gen_special(AUC, "extort")
gen_special(CARTELS, "cultivate")
gen_special(CARTELS, "process")
- gen_special(CARTELS, "bribe")
+ gen_special(CARTELS, "bribe", game.resources[CARTELS] < 3)
}
// Departments or Cities
@@ -1770,9 +1816,9 @@ states.rally = operation({
game.op.count = rally_count()
},
end_operation,
-})
+}
-states.rally_space = operation({
+states.rally_space = {
prompt() {
view.prompt = `Rally: Place up to ${game.op.count} Guerrillas.`
view.where = game.op.where
@@ -1816,9 +1862,9 @@ states.rally_space = operation({
push_undo()
game.state = "rally"
},
-})
+}
-states.rally_base = operation({
+states.rally_base = {
prompt() {
if (game.op.count > 0) {
view.prompt = `Rally: Replace ${game.op.count} Guerrillas with a Base.`
@@ -1839,9 +1885,9 @@ states.rally_base = operation({
}
update_control()
},
-})
+}
-states.rally_move = operation({
+states.rally_move = {
prompt() {
view.where = game.op.where
@@ -1870,7 +1916,7 @@ states.rally_move = operation({
})
game.state = "rally"
}
-})
+}
// OPERATION: MARCH
@@ -1881,10 +1927,18 @@ function can_march_to(to) {
return false
}
-states.march = operation({
+states.march = {
prompt() {
view.prompt = `March: Move Guerrillas to Cities/Departments/LoCs.`
+ if (game.sa) {
+ gen_special(FARC, "extort")
+ gen_special(AUC, "extort")
+ gen_special(CARTELS, "cultivate", count_pieces(AVAILABLE, CARTELS, BASE) === 15)
+ gen_special(CARTELS, "process")
+ gen_special(CARTELS, "bribe", game.resources[CARTELS] < 3)
+ }
+
if (can_select_op_space(1)) {
for (let s = first_space; s <= last_dept; ++s) {
if (is_selected_op_space(s))
@@ -1923,7 +1977,7 @@ states.march = operation({
game.op.march = []
},
end_operation,
-})
+}
function may_activate_marching_guerrillas() {
if (is_loc(game.op.where))
@@ -1949,7 +2003,7 @@ function activate_marching_guerrillas(group) {
}
}
-states.march_move = operation({
+states.march_move = {
prompt() {
view.prompt = `March: Move Guerrillas to ${space_name[game.op.where]}.`
view.where = game.op.where
@@ -1990,7 +2044,7 @@ states.march_move = operation({
game.op.march = 0
game.state = "march"
},
-})
+}
// OPERATION: ATTACK
@@ -2031,10 +2085,16 @@ function has_exposed_enemy_piece(s, faction) {
return false
}
-states.attack = operation({
+states.attack = {
prompt() {
view.prompt = "Attack: Select space with Guerrilla and enemy piece."
+ if (game.sa) {
+ gen_special(FARC, "extort")
+ gen_special(AUC, "extort")
+ gen_special(CARTELS, "bribe", game.resources[CARTELS] < 3)
+ }
+
if (can_select_op_space(1)) {
for (let s = first_space; s <= last_space; ++s) {
if (is_selected_op_space(s))
@@ -2060,9 +2120,9 @@ states.attack = operation({
game.op.where = s
},
end_operation,
-})
+}
-states.attack_space = operation({
+states.attack_space = {
prompt() {
view.prompt = `Attack in ${space_name[game.op.where]}.`
view.where = game.op.where
@@ -2099,9 +2159,9 @@ states.attack_space = operation({
}
},
ambush: goto_ambush,
-})
+}
-states.attack_place = operation({
+states.attack_place = {
prompt() {
view.prompt = `Attack in ${space_name[game.op.where]}: Place a Guerrilla.`
view.where = game.op.where
@@ -2110,31 +2170,35 @@ states.attack_place = operation({
piece(p) {
push_undo()
place_piece(p, game.op.where)
+ update_control()
game.state = "attack_remove"
game.op.count = 2
}
-})
+}
-states.attack_remove = operation({
+states.attack_remove = {
prompt() {
view.prompt = `Attack in ${space_name[game.op.where]}: Remove ${game.op.count} enemy pieces.`
view.where = game.op.where
- // TODO: maximum damage among targeted factions
-
- gen_remove_piece(game.op.where, GOVT)
+ gen_attack_piece(game.op.where, GOVT)
if (game.current !== FARC)
- gen_exposed_piece(game.op.where, FARC)
+ gen_attack_piece(game.op.where, FARC)
if (game.current !== AUC)
- gen_exposed_piece(game.op.where, AUC)
+ gen_attack_piece(game.op.where, AUC)
if (game.current !== CARTELS)
- gen_exposed_piece(game.op.where, CARTELS)
+ gen_attack_piece(game.op.where, CARTELS)
- view.actions.next = 1
+ if (did_maximum_damage(game.op.targeted))
+ view.actions.next = 1
+ else
+ view.actions.next = 0
},
piece(p) {
push_undo()
+ game.op.targeted |= target_faction(p)
remove_piece(p)
+ update_control()
if (--game.op.count === 0 || !has_exposed_enemy_piece(game.op.where, game.current))
game.state = "attack"
},
@@ -2142,11 +2206,11 @@ states.attack_remove = operation({
game.state = "attack"
game.op.count = 0
}
-})
+}
// OPERATION: TERROR
-states.terror = operation({
+states.terror = {
prompt() {
view.prompt = "Terror: Select space with Underground Guerrilla."
@@ -2157,7 +2221,7 @@ states.terror = operation({
gen_special(FARC, "kidnap")
gen_special(AUC, "extort")
gen_special(AUC, "assassinate", game.op.spaces.length === 0)
- gen_special(CARTELS, "bribe")
+ gen_special(CARTELS, "bribe", game.resources[CARTELS] < 3)
}
if (can_select_op_space(1)) {
@@ -2188,7 +2252,7 @@ states.terror = operation({
do_terror(s)
},
end_operation,
-})
+}
function do_terror(s) {
let p = find_underground_guerrilla(s, game.current)
@@ -2232,20 +2296,16 @@ function do_terror(s) {
// === SPECIAL ACTIVITIES ===
-function operation(state) {
- const special_activities = {
- air_lift: goto_air_lift,
- air_strike: goto_air_strike,
- eradicate: goto_eradicate,
- extort: goto_extort,
- kidnap: goto_kidnap,
- assassinate: goto_assassinate,
- cultivate: goto_cultivate,
- process: goto_process,
- bribe: goto_bribe,
- }
- Object.assign(state, special_activities)
- return state
+const special_activities = {
+ air_lift: goto_air_lift,
+ air_strike: goto_air_strike,
+ eradicate: goto_eradicate,
+ extort: goto_extort,
+ kidnap: goto_kidnap,
+ assassinate: goto_assassinate,
+ cultivate: goto_cultivate,
+ process: goto_process,
+ bribe: goto_bribe,
}
function gen_special(faction, action, disable = false) {
@@ -2353,7 +2413,7 @@ states.air_strike = {
}
},
piece(p) {
- push_undo()
+ //push_undo()
let s = game.pieces[p]
log(`Air Strike in S${s}.`)
remove_piece(p)
@@ -2761,6 +2821,7 @@ states.assassinate_space = {
},
piece(p) {
remove_piece(p)
+ update_control()
if (game.sa.spaces.length === 3)
end_special_activity()
@@ -2774,28 +2835,275 @@ states.assassinate_space = {
function goto_cultivate() {
push_undo()
log_h3("Cultivate")
- game.sa = { save: game.state }
+ game.sa = {
+ save: game.state,
+ where: -1,
+ }
game.state = "cultivate"
}
+states.cultivate = {
+ prompt() {
+ view.prompt = "Cultivate: Select Department or City."
+ for (let s = first_pop; s <= last_pop; ++s)
+ if (count_bases(s) < 2)
+ gen_action_space(s)
+ },
+ space(s) {
+ push_undo()
+ log(`Cultivate in S${s}.`)
+ game.sa.where = s
+ if (game.sa.save === "rally")
+ game.state = "cultivate_place"
+ else
+ game.state = "cultivate_move"
+ },
+}
+
+states.cultivate_place = {
+ prompt() {
+ view.prompt = `Cultivate: Place Base in ${space_name[game.sa.where]}.`
+ view.where = game.sa.where
+ gen_place_piece(game.sa.where, CARTELS, BASE)
+ },
+ piece(p) {
+ push_undo()
+ place_piece(p, game.sa.where)
+ update_control()
+ end_special_activity()
+ },
+}
+
+states.cultivate_move = {
+ prompt() {
+ view.prompt = `Cultivate: Relocate Base to ${space_name[game.sa.where]}.`
+ view.where = game.sa.where
+ for_each_piece(CARTELS, BASE, p => {
+ if (game.pieces[p] !== game.sa.where && game.pieces[p] !== AVAILABLE)
+ gen_action_piece(p)
+ })
+ },
+ piece(p) {
+ push_undo()
+ move_piece(p, game.sa.where)
+ update_control()
+ end_special_activity()
+ },
+}
+
// SPECIAL ACTIVITY: PROCESS
+function has_available_shipment() {
+ for (let i = 0; i < 4; ++i)
+ if (game.shipments[i] === AVAILABLE)
+ return true
+ return false
+}
+
+function find_available_shipment() {
+ for (let i = 0; i < 4; ++i)
+ if (game.shipments[i] === AVAILABLE)
+ return i
+ return -1
+}
+
function goto_process() {
push_undo()
log_h3("Process")
- game.sa = { save: game.state }
+ game.sa = {
+ save: game.state,
+ spaces: [],
+ where: -1,
+ }
game.state = "process"
}
+states.process = {
+ prompt() {
+ view.prompt = "Process: Select spaces with Base."
+ for (let s = first_space; s <= last_space; ++s)
+ if (!set_has(game.sa.spaces, s) && has_piece(s, CARTELS, BASE))
+ gen_action_space(s)
+ view.actions.end_activity = 1
+ },
+ space(s) {
+ push_undo()
+ log(`Process in S${s}.`)
+ set_add(game.sa.spaces, s)
+ game.sa.where = s
+ game.state = "process_space"
+ },
+ end_activity() {
+ push_undo()
+ end_special_activity()
+ },
+}
+
+states.process_space = {
+ prompt() {
+ view.prompt = `Process: Remove Base or place Shipment with Guerrilla in ${space_name[game.sa.where]}.`
+ view.where = game.sa.where
+ gen_piece_in_space(game.sa.where, CARTELS, BASE)
+ 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)
+ }
+ },
+ piece(p) {
+ push_undo()
+ if (is_base(p)) {
+ game.resources[CARTELS] += 3
+ remove_piece(p)
+ update_control()
+ } else {
+ let i = find_available_shipment()
+ game.shipments[i] = p
+ }
+ game.state = "process"
+ },
+}
+
// SPECIAL ACTIVITY: BRIBE
function goto_bribe() {
push_undo()
log_h3("Bribe")
- game.sa = { save: game.state }
+ game.sa = {
+ save: game.state,
+ spaces: [],
+ where: -1,
+ targeted: 0,
+ count: 0,
+ piece: -1,
+ }
game.state = "bribe"
}
+function resume_bribe() {
+ if (game.sa.spaces.length === 3)
+ end_special_activity()
+ else
+ game.state = "bribe"
+}
+
+states.bribe = {
+ prompt() {
+ view.prompt = `Bribe: Select up to ${3-game.sa.spaces.length} spaces.`
+ if (game.resources[CARTELS] >= 3) {
+ for (let s = first_space; s <= last_space; ++s)
+ if (!set_has(game.sa.spaces, s) && has_enemy_piece(s))
+ gen_action_space(s)
+ }
+ view.actions.end_activity = 1
+ },
+ space(s) {
+ push_undo()
+ game.resources[CARTELS] -= 3
+ set_add(game.sa.spaces, s)
+ game.sa.where = s
+ game.sa.targeted = 0
+ game.state = "bribe_space"
+ },
+ end_activity() {
+ push_undo()
+ end_special_activity()
+ },
+}
+
+states.bribe_space = {
+ prompt() {
+ view.prompt = "Bribe: Remove or flip 1 base, 2 cubes, or 2 guerrillas."
+
+ // Nothing removed yet
+ if (game.sa.targeted === 0) {
+ gen_piece_in_space(game.sa.where, GOVT, TROOPS)
+ gen_piece_in_space(game.sa.where, GOVT, POLICE)
+ gen_piece_in_space(game.sa.where, GOVT, BASE)
+ gen_piece_in_space(game.sa.where, FARC, GUERRILLA)
+ gen_piece_in_space(game.sa.where, FARC, BASE)
+ gen_piece_in_space(game.sa.where, AUC, GUERRILLA)
+ gen_piece_in_space(game.sa.where, AUC, BASE)
+ if (
+ has_piece(game.sa.where, FARC, GUERRILLA) ||
+ has_piece(game.sa.where, AUC, GUERRILLA) ||
+ has_piece(game.sa.where, CARTELS, GUERRILLA)
+ )
+ view.actions.flip = 1
+ else
+ view.actions.flip = 0
+ }
+
+ // Govt, targeted cube
+ else if (game.sa.targeted & (1 << GOVT)) {
+ gen_piece_in_space(game.sa.where, GOVT, TROOPS)
+ gen_piece_in_space(game.sa.where, GOVT, POLICE)
+ }
+
+ // Not govt, targeted guerrilla
+ else {
+ gen_piece_in_space(game.sa.where, FARC, GUERRILLA)
+ gen_piece_in_space(game.sa.where, AUC, GUERRILLA)
+ }
+
+ if (did_maximum_damage(game.sa.targeted))
+ view.actions.next = 1
+ else
+ view.actions.next = 0
+ },
+ piece(p) {
+ //push_undo()
+ remove_piece(p)
+ update_control()
+ if (game.sa.targeted || is_base(p))
+ resume_bribe()
+ else
+ game.sa.targeted |= target_faction(p)
+ },
+ flip() {
+ //push_undo()
+ game.state = "bribe_flip"
+ game.sa.count = 2
+ game.sa.piece = -1
+ },
+ next() {
+ resume_bribe()
+ },
+}
+
+states.bribe_flip = {
+ prompt() {
+ view.prompt = `Bribe: Flip up to ${game.sa.count} Guerrillas.`
+
+ gen_piece_in_space(game.sa.where, FARC, GUERRILLA)
+ gen_piece_in_space(game.sa.where, AUC, GUERRILLA)
+ gen_piece_in_space(game.sa.where, CARTELS, GUERRILLA) // TODO: can flip own?
+
+ // Don't flip same piece twice...
+ if (game.sa.piece >= 0 && view.actions.piece)
+ set_delete(view.actions.piece, game.sa.piece)
+
+ // No need to do maximum damage...
+ view.actions.next = 1
+ },
+ piece(p) {
+ if (is_underground(p))
+ set_active(p)
+ else
+ set_underground(p)
+ game.sa.piece = p
+ let n = count_pieces(game.sa.where, FARC, GUERRILLA) +
+ count_pieces(game.sa.where, AUC, GUERRILLA) +
+ count_pieces(game.sa.where, CARTELS, GUERRILLA) // TODO: can flip own?
+ if (--game.sa.count === 0 || n === 1)
+ resume_bribe()
+ },
+ next() {
+ //push_undo()
+ resume_bribe()
+ },
+}
+
// === GAME OVER ===
function goto_game_over(result, victory) {
@@ -2984,6 +3292,8 @@ exports.action = function (state, role, action, arg) {
pop_undo()
else if (action === "remove")
action_remove()
+ else if (game.op && action in special_activities)
+ special_activities[action](arg)
else
throw new Error("Invalid action: " + action)
}