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-rw-r--r--rules.js112
1 files changed, 78 insertions, 34 deletions
diff --git a/rules.js b/rules.js
index c8851ff..84311f3 100644
--- a/rules.js
+++ b/rules.js
@@ -10,7 +10,6 @@
// TODO: clean up init_free_operation and transitions
// OP in a space -> next() transition handler to deal with ops/events/elite-backing in a common way
-// TODO: can_extort for SA button
// TODO: auto_place Attack/Ambush guerrilla, Train base, Rally base, etc.
let states = {}
@@ -256,8 +255,9 @@ exports.setup = function (seed, scenario, options) {
senado: 0,
aid: 0,
marked: 0,
- farc_control: 0,
govt_control: 0,
+ farc_control: 0,
+ auc_control: 0,
cylinder: [ ELIGIBLE, ELIGIBLE, ELIGIBLE, ELIGIBLE ],
resources: [ 0, 0, 0, 0 ],
shipments: [ 0, 0, 0, 0 ],
@@ -897,12 +897,7 @@ function has_farc_control(s) {
}
function has_auc_control(s) {
- // AUC outnumber all other forces
- let g = count_faction_pieces(s, GOVT)
- let f = count_faction_pieces(s, FARC)
- let a = count_faction_pieces(s, AUC)
- let c = count_faction_pieces(s, CARTELS)
- return a > g + f + c
+ return (s <= last_dept) && game.auc_control & (1 << s)
}
function is_neutral(s) {
@@ -1092,6 +1087,7 @@ function is_within_adjacent_depts(s, here, depth) {
function update_control() {
game.govt_control = 0
game.farc_control = 0
+ game.auc_control = 0
for (let s = first_space; s <= last_dept; ++s) {
let g = count_faction_pieces(s, GOVT)
let f = count_faction_pieces(s, FARC)
@@ -1101,6 +1097,8 @@ function update_control() {
game.govt_control |= (1 << s)
else if (f > g + a + c)
game.farc_control |= (1 << s)
+ else if (a > g + f + c)
+ game.auc_control |= (1 << s)
}
}
@@ -3283,11 +3281,11 @@ states.rally = {
view.prompt = "Rally: Select City or Department."
if (game.sa) {
- gen_special(FARC, "extort")
- gen_special(AUC, "extort")
+ gen_special(FARC, "extort", can_extort)
+ gen_special(AUC, "extort", can_extort)
gen_special(CARTELS, "cultivate")
- gen_special(CARTELS, "process", can_process())
- gen_special(CARTELS, "bribe", game.resources[CARTELS] < 3)
+ gen_special(CARTELS, "process", can_process)
+ gen_special(CARTELS, "bribe", can_bribe)
}
// Departments or Cities
@@ -3480,11 +3478,11 @@ states.march = {
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", can_process())
- gen_special(CARTELS, "bribe", game.resources[CARTELS] < 3)
+ gen_special(FARC, "extort", can_extort)
+ gen_special(AUC, "extort", can_extort)
+ gen_special(CARTELS, "cultivate", can_cultivate)
+ gen_special(CARTELS, "process", can_process)
+ gen_special(CARTELS, "bribe", can_bribe)
}
if (can_select_op_space(1)) {
@@ -3635,9 +3633,9 @@ states.attack = {
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)
+ gen_special(FARC, "extort", can_extort)
+ gen_special(AUC, "extort", can_extort)
+ gen_special(CARTELS, "bribe", can_bribe)
}
if (can_select_op_space(1)) {
@@ -3806,11 +3804,11 @@ states.terror = {
view.prompt = "Terror: Select space with Underground Guerrilla."
if (game.sa) {
- gen_special(FARC, "extort")
- gen_special(FARC, "kidnap")
- gen_special(AUC, "extort")
- gen_special(AUC, "assassinate", game.op.spaces.length === 0)
- gen_special(CARTELS, "bribe", game.resources[CARTELS] < 3)
+ gen_special(FARC, "extort", can_extort)
+ gen_special(FARC, "kidnap", can_kidnap)
+ gen_special(AUC, "extort", can_extort)
+ gen_special(AUC, "assassinate", can_assassinate)
+ gen_special(CARTELS, "bribe", can_bribe)
}
if (can_select_op_space(1)) {
@@ -3958,12 +3956,12 @@ const special_activities = {
bribe: goto_bribe,
}
-function gen_special(faction, action, disable = false) {
+function gen_special(faction, action, enable) {
if (game.current === faction) {
- if (disable)
- view.actions[action] = 0
- else
+ if (enable())
view.actions[action] = 1
+ else
+ view.actions[action] = 0
}
}
@@ -4261,8 +4259,27 @@ states.ambush = {
// SPECIAL ACTIVITY: EXTORT
-// TODO: end automatically when not possible?
-// TODO: can_extort()
+function can_extort() {
+ if (game.current === FARC)
+ return can_extort_farc()
+ if (game.current === AUC)
+ return can_extort_auc()
+ return false
+}
+
+function can_extort_farc() {
+ for (let s = first_space; s <= last_space; ++s)
+ 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)
+ if (has_auc_control(s) && has_underground_guerrilla(s, AUC))
+ return true
+ return false
+}
function goto_extort() {
push_undo()
@@ -4302,6 +4319,8 @@ states.extort = {
set_active(p)
add_resources(game.current, 1)
game.sa.where = -1
+ if (!can_extort())
+ end_special_activity()
},
space(s) {
push_undo()
@@ -4317,6 +4336,13 @@ states.extort = {
// SPECIAL ACTIVITY: KIDNAP
+function can_kidnap() {
+ for (let s = first_space; s <= last_space; ++s)
+ if (can_kidnap_in_space(s))
+ return true
+ return false
+}
+
function goto_kidnap() {
push_undo()
move_cylinder_to_special_activity()
@@ -4330,7 +4356,7 @@ function goto_kidnap() {
game.state = "kidnap"
}
-function can_kidnap(s) {
+function can_kidnap_in_space(s) {
// City, LoC, or Cartels Base
if (is_city_or_loc(s) || has_piece(s, CARTELS, BASE)) {
// FARC Guerrillas outnumber Police
@@ -4368,7 +4394,7 @@ states.kidnap = {
for (let s = first_space; s <= last_space; ++s) {
if (set_has(game.sa.spaces, s))
continue
- if (can_kidnap(s))
+ if (can_kidnap_in_space(s))
gen_action_space(s)
}
}
@@ -4486,7 +4512,13 @@ function resume_kidnap_2() {
// SPECIAL ACTIVITY: ASSASSINATE
-// TODO: can_assassinate
+function can_assassinate() {
+ for (let s of game.op.spaces)
+ if (can_assassinate_in_space(s))
+ return true
+ return false
+}
+
// TODO: auto-end after 3 spaces (or no more possible)
function goto_assassinate() {
@@ -4570,6 +4602,14 @@ states.assassinate_space = {
// SPECIAL ACTIVITY: CULTIVATE
+function can_cultivate() {
+ for (let s = first_pop; s <= last_pop; ++s)
+ if (can_stack_piece(s, CARTELS, BASE))
+ if (count_pieces(s, CARTELS, GUERRILLA) > count_pieces(s, GOVT, POLICE))
+ return true
+ return false
+}
+
function goto_cultivate() {
push_undo()
move_cylinder_to_special_activity()
@@ -4734,6 +4774,10 @@ states.process = {
// SPECIAL ACTIVITY: BRIBE
+function can_bribe() {
+ return game.resources[CARTELS] >= 3
+}
+
function vm_free_bribe() {
goto_bribe()
game.sa.where = game.vm.s