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-rw-r--r--rules.js92
1 files changed, 69 insertions, 23 deletions
diff --git a/rules.js b/rules.js
index d0c4fb8..97bac0d 100644
--- a/rules.js
+++ b/rules.js
@@ -2173,9 +2173,31 @@ function can_govt_train(s) {
return can_govt_train_place(s) || can_govt_train_base(s) || can_govt_train_civic(s)
}
+function can_govt_train_base_any() {
+ for (let s = first_city; s <= last_city; ++s)
+ if (can_govt_train_base(s))
+ return true
+ for (let s = first_dept; s <= last_dept; ++s)
+ if (can_govt_train_base(s))
+ return true
+ return false
+}
+
+function can_govt_train_civic_any() {
+ if (game.resources[game.current] < 3)
+ return false
+ for (let s = first_city; s <= last_city; ++s)
+ if (can_govt_train_civic(s))
+ return true
+ for (let s = first_dept; s <= last_dept; ++s)
+ if (can_govt_train_civic(s))
+ return true
+ return false
+}
+
states.train = {
prompt() {
- view.prompt = "Train: Select City or Department."
+ view.prompt = "Train: Select City or Department to place cubes."
if (game.sa) {
view.actions.air_lift = 1
@@ -2190,7 +2212,10 @@ states.train = {
gen_action_space(s)
}
- view.actions.next = 1
+ if (game.op.spaces.length > 0 || can_govt_train_base_any() || can_govt_train_civic_any())
+ view.actions.next = 1
+ else
+ view.actions.next = 0
},
space(s) {
push_undo()
@@ -2245,9 +2270,12 @@ states.train_base_or_civic = {
prompt() {
view.prompt = "Train: Build Base or buy Civic Action in one selected space?"
- view.actions.base = 1
+ if (can_govt_train_base_any())
+ view.actions.base = 1
+ else
+ view.actions.base = 0
- if (game.resources[game.current] >= 3)
+ if (can_govt_train_civic_any())
view.actions.civic = 1
else
view.actions.civic = 0
@@ -2301,6 +2329,7 @@ states.train_base = {
remove_piece(p)
else
place_piece(p, game.op.where)
+ // TODO: auto_place BASE
--game.op.count
},
end_train: end_operation,
@@ -2684,13 +2713,17 @@ function vm_free_sweep_farc() {
do_sweep_activate()
}
-function can_sweep_move(here) {
+function can_sweep_select(here) {
if (has_piece(here, GOVT, TROOPS) || has_piece(here, GOVT, POLICE))
return true
-
if (is_dept(here) && has_momentum(MOM_MADRID_DONORS))
return false
+ return can_sweep_move_cubes(here)
+}
+function can_sweep_move_cubes(here) {
+ if (!can_stack_any(here, GOVT))
+ return false
let ndsc = has_capability(CAP_NDSC)
for (let next of data.spaces[here].adjacent) {
if (!is_selected_op_space(next)) {
@@ -2715,8 +2748,9 @@ function can_sweep_move(here) {
return false
}
-function gen_sweep_move(here) {
- // TODO: only unmoved pieces (can't move twice)
+function gen_sweep_move_cubes(here) {
+ if (!can_stack_any(here, GOVT))
+ return
for (let next of data.spaces[here].adjacent) {
if (!is_selected_op_space(next)) {
if (game.op.ndsc)
@@ -2751,9 +2785,7 @@ states.sweep = {
for (let s = first_space; s <= last_dept; ++s) {
if (is_selected_op_space(s))
continue
- if (is_farc_zone(s))
- continue
- if (can_sweep_move(s))
+ if (can_sweep_select(s))
gen_action_space(s)
}
}
@@ -2793,7 +2825,7 @@ states.sweep_move = {
gen_govt_special_activity()
- gen_sweep_move(game.op.where)
+ gen_sweep_move_cubes(game.op.where)
view.actions.next = 1
view.actions.end_sweep = 0
@@ -3162,7 +3194,9 @@ states.rally = {
if (game.support[s] < 0)
continue
- gen_action_space(s)
+ // Check Ecuador/Panama
+ if (is_space(s))
+ gen_action_space(s)
}
}
@@ -3209,7 +3243,8 @@ states.rally_space = {
view.actions.end_rally = 0
if (game.op.count > 0)
- gen_place_piece(game.op.where, game.current, GUERRILLA)
+ if (can_stack_piece(s, game.current, GUERRILLA))
+ gen_place_piece(game.op.where, game.current, GUERRILLA)
},
piece(p) {
place_piece(p, game.op.where)
@@ -3257,6 +3292,7 @@ states.rally_base = {
if (game.op.count > 0) {
remove_piece(p)
--game.op.count
+ // TODO: auto_place BASE
} else {
place_piece(p, game.op.where)
resume_rally()
@@ -3273,7 +3309,8 @@ states.rally_move = {
for_each_piece(game.current, GUERRILLA, p => {
if (piece_space(p) !== game.op.where && piece_space(p) >= 0)
- gen_action_piece(p)
+ if (can_stack_any(game.op.where, game.current))
+ gen_action_piece(p)
})
view.actions.flip = 1
@@ -3314,9 +3351,10 @@ function vm_free_march() {
}
function can_march_to(to) {
- for (let from of data.spaces[to].adjacent)
- if (has_piece(from, game.current, GUERRILLA))
- return true
+ if (can_stack_any(to, game.current))
+ for (let from of data.spaces[to].adjacent)
+ if (has_piece(from, game.current, GUERRILLA))
+ return true
return false
}
@@ -3414,7 +3452,8 @@ states.march_move = {
let s = piece_space(p)
if (is_adjacent(game.op.where, s))
- gen_action_piece(p)
+ if (can_stack_any(game.op.where, game.current))
+ gen_action_piece(p)
})
if (game.op.march.length > 0)
@@ -3527,7 +3566,7 @@ states.attack_space = {
let die = random(6) + 1
log("Rolled " + die + ".")
- if (die === 1) {
+ if (die === 1 && can_stack_any(game.op.where, game.current)) {
game.state = "attack_place"
} else if (die <= count_pieces(game.op.where, game.current, GUERRILLA)) {
game.state = "attack_remove"
@@ -3846,7 +3885,7 @@ states.air_lift_to = {
view.where = game.sa.from
let manpad = has_momentum(MOM_MISIL_ANTIAEREO)
for (let s = first_space; s <= last_space; ++s)
- if (s !== game.sa.from && !is_farc_zone(s))
+ if (s !== game.sa.from && can_stack_any(s, GOVT))
if (!manpad || !has_any_guerrilla(s))
gen_action_space(s)
},
@@ -3868,7 +3907,7 @@ states.air_lift_move = {
piece(p) {
push_undo()
move_piece(p, game.sa.to)
- if (--game.sa.count === 0 || count_cubes(game.sa.from) === 0)
+ if (--game.sa.count === 0 || count_cubes(game.sa.from) === 0 || !can_stack_any(game.sa.to))
end_special_activity()
},
end_air_lift() {
@@ -3925,6 +3964,7 @@ function goto_eradicate() {
save: game.state,
where: -1,
}
+ // TODO: automatic aid +4?
game.state = "eradicate_aid"
}
@@ -3987,7 +4027,7 @@ function can_eradicate_shift() {
for (let s of data.spaces[game.sa.where].adjacent)
if (is_pop(s) && game.support[s] > -2)
return true
- return has_piece(AVAILABLE, FARC, GUERRILLA)
+ return can_place_piece(game.sa.where, FARC, GUERRILLA)
}
states.eradicate_shift = {
@@ -4051,6 +4091,12 @@ states.ambush = {
piece(p) {
set_active(p)
game.state = "attack_place"
+ if (can_stack_any(game.op.where, game.current)) {
+ game.state = "attack_place"
+ } else {
+ game.state = "attack_remove"
+ game.op.count = 2
+ }
}
}