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-rw-r--r--rules.js244
1 files changed, 198 insertions, 46 deletions
diff --git a/rules.js b/rules.js
index 9b1bb33..2a9f2a4 100644
--- a/rules.js
+++ b/rules.js
@@ -25,6 +25,8 @@ const NAME_AUC_CARTELS = "AUC + Cartels"
const capability_events = [ 1, 2, 3, 7, 9, 10, 11, 13 ]
const momentum_events = [ 12, 17, 22, 27, 42, 67 ]
+// TODO: 7th SF - sabotage phase
+
const CAP_1ST_DIV = 1
const CAP_OSPINA = 2
const CAP_TAPIAS = 3
@@ -364,6 +366,7 @@ function setup_standard() {
// XXX
setup_support(BOGOTA, ACTIVE_OPPOSITION)
+ game.capabilities = [ -13, -11, -10, -9, -7, -3, -2, -1 ]
}
function setup_quick() {
@@ -398,6 +401,9 @@ function setup_quick() {
game.resources[GOVT] = 30
game.president = PASTRANA
+
+ // XXX
+ game.capabilities = [ 1, 2, 3, 7, 9, 10, 11, 13 ]
}
function shuffle_all_cards() {
@@ -463,6 +469,10 @@ function count_pieces(s, faction, type) {
return n
}
+function is_police(p) {
+ return p >= first_piece[GOVT][POLICE] && p <= last_piece[GOVT][POLICE]
+}
+
function is_base(p) {
if (p >= first_piece[GOVT][BASE] && p <= last_piece[GOVT][BASE])
return true
@@ -510,6 +520,18 @@ function did_maximum_damage(targeted) {
return true
}
+function has_momentum(c) {
+ return set_has(game.momentum, c)
+}
+
+function has_capability(c) {
+ return set_has(game.capabilities, c)
+}
+
+function has_shaded_capability(c) {
+ return set_has(game.capabilities, -c)
+}
+
function has_piece(s, faction, type) {
let first = first_piece[faction][type]
let last = last_piece[faction][type]
@@ -537,6 +559,16 @@ function has_underground_guerrilla(s, faction) {
return false
}
+function count_underground_guerrillas(s, faction) {
+ let first = first_piece[faction][GUERRILLA]
+ let last = last_piece[faction][GUERRILLA]
+ let n = 0
+ for (let p = first; p <= last; ++p)
+ if (game.pieces[p] === s && is_underground(p))
+ ++n
+ return n
+}
+
function find_underground_guerrilla(s, faction) {
let first = first_piece[faction][GUERRILLA]
let last = last_piece[faction][GUERRILLA]
@@ -586,6 +618,22 @@ function count_cubes(s) {
)
}
+function count_any_guerrillas(s) {
+ return (
+ count_pieces(s, FARC, GUERRILLA) +
+ count_pieces(s, AUC, GUERRILLA) +
+ count_pieces(s, CARTELS, GUERRILLA)
+ )
+}
+
+function count_any_underground_guerrillas(s) {
+ return (
+ count_underground_guerrillas(s, FARC) +
+ count_underground_guerrillas(s, AUC) +
+ count_underground_guerrillas(s, CARTELS)
+ )
+}
+
function update_control() {
game.govt_control = 0
game.farc_control = 0
@@ -753,7 +801,12 @@ function add_aid(n) {
}
function can_govt_civic_action(s) {
- return game.support[s] < 2 && has_govt_control(s) && has_piece(s, GOVT, TROOPS) && has_piece(s, GOVT, POLICE)
+ if (game.support[s] < 2 && has_govt_control(s)) {
+ if (has_shaded_capability(CAP_1ST_DIV))
+ return count_pieces(s, GOVT, TROOPS) >= 2 && count_pieces(s, GOVT, POLICE) >= 2
+ return has_piece(s, GOVT, TROOPS) && has_piece(s, GOVT, POLICE)
+ }
+ return false
}
function for_each_piece(faction, type, f) {
@@ -1106,21 +1159,21 @@ states.op = {
patrol() {
push_undo()
log_h3("Patrol")
- goto_patrol()
- if (game.op.free)
- goto_patrol()
- else
- game.state = "patrol_pay"
+ 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() {
@@ -1343,18 +1396,27 @@ states.train_civic = {
// OPERATION: PATROL
+function goto_patrol1() {
+ if (!game.op.free && game.resources[GOVT] < 3)
+ game.state = "patrol_pay"
+ else
+ goto_patrol2()
+}
+
states.patrol_pay = {
prompt() {
view.prompt = "Patrol: Pay 3 resources."
- gen_action("resources", GOVT)
+ if (game.resources[GOVT] >= 3)
+ gen_action("resources", GOVT)
},
resources(_) {
- game.resources[GOVT] -= 3
- goto_patrol()
+ goto_patrol2()
}
}
-function goto_patrol() {
+function goto_patrol2() {
+ if (!game.op.free)
+ game.resources[GOVT] -= 3
if (game.op.limited)
game.state = "patrol_limop"
else
@@ -1504,7 +1566,7 @@ function goto_patrol_activate() {
game.state = "patrol_activate"
game.op.count = []
for (let s = first_loc; s <= last_loc; ++s)
- game.op.count[s - first_loc] = count_cubes(s)
+ game.op.count[s - first_loc] = Math.min(count_cubes(s), count_any_underground_guerrillas(s))
}
states.patrol_activate = {
@@ -1534,31 +1596,63 @@ states.patrol_activate = {
game.op.targeted |= target_faction(p)
set_active(p)
game.op.count[s - first_loc]--
+
+ let n = 0
+ for (let x of game.op.count)
+ n += x
+ if (n === 0)
+ goto_patrol_assault()
},
next() {
push_undo()
- // TODO: is possible?
- game.state = "patrol_assault"
+ goto_patrol_assault()
},
}
+function goto_patrol_assault() {
+ game.state = "patrol_assault"
+ if (has_shaded_capability(CAP_METEORO))
+ game.state = "patrol_done"
+ else if (has_capability(CAP_METEORO))
+ game.op.spaces = []
+}
+
+function end_patrol_assault_space() {
+ if (has_capability(CAP_METEORO))
+ game.state = "patrol_assault"
+ else
+ game.state = "patrol_done"
+}
+
states.patrol_assault = {
prompt() {
- view.prompt = "Patrol: Assault in one LoC?"
gen_any_govt_special()
- if (game.op.limited) {
- for (let s of game.op.spaces)
- if (can_assault_space(s))
- gen_action_space(s)
- } else {
- for (let s = first_loc; s <= last_loc; ++s)
+ view.actions.next = 1
+
+ if (has_capability(CAP_METEORO)) {
+ view.prompt = "Patrol: Free Assault in each LoC."
+ for (let s = first_loc; s <= last_loc; ++s) {
+ if (set_has(game.op.spaces, s))
+ continue
if (can_assault_space(s))
gen_action_space(s)
+ }
}
- view.actions.end_operation = 1
+ else {
+ view.prompt = "Patrol: Free Assault in one LoC."
+ if (game.op.limited) {
+ for (let s of game.op.spaces)
+ if (can_assault_space(s))
+ gen_action_space(s)
+ } else {
+ for (let s = first_loc; s <= last_loc; ++s)
+ if (can_assault_space(s))
+ gen_action_space(s)
+ }
+ }
},
space(s) {
push_undo()
@@ -1568,7 +1662,10 @@ states.patrol_assault = {
game.op.where = s
game.op.count = count_cubes(s)
},
- end_operation,
+ next() {
+ push_undo()
+ game.state = "patrol_done"
+ },
}
states.patrol_assault_space = {
@@ -1584,19 +1681,29 @@ states.patrol_assault_space = {
gen_exposed_piece(game.op.where, CARTELS)
}
- if (!view.actions.piece)
- view.prompt = "Patrol: All done."
-
if (did_maximum_damage(game.op.targeted))
- view.actions.end_operation = 1
+ view.actions.next = 1
else
- view.actions.end_operation = 0
+ 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))
+ end_patrol_assault_space()
+ },
+ next() {
+ end_patrol_assault_space()
+ },
+}
+
+states.patrol_done = {
+ prompt() {
+ view.prompt = "Patrol: All done."
+ view.actions.end_operation = 1
},
end_operation,
}
@@ -1606,14 +1713,20 @@ states.patrol_assault_space = {
function can_sweep_move(here) {
if (has_piece(here, GOVT, TROOPS) || has_piece(here, GOVT, POLICE))
return true
+ let ndsc = has_capability(CAP_NDSC)
for (let next of data.spaces[here].adjacent) {
if (has_piece(next, GOVT, TROOPS))
return true
+ if (ndsc && has_piece(next, GOVT, POLICE))
+ return true
if (is_loc(next) && !has_any_guerrilla(next)) {
for (let nextnext of data.spaces[next].adjacent) {
- if (nextnext !== here)
+ if (nextnext !== here) {
if (has_piece(nextnext, GOVT, TROOPS))
return true
+ if (ndsc && has_piece(next, GOVT, POLICE))
+ return true
+ }
}
}
}
@@ -1622,11 +1735,16 @@ function can_sweep_move(here) {
function gen_sweep_move(here) {
for (let next of data.spaces[here].adjacent) {
+ if (game.op.ndsc)
+ gen_piece_in_space(next, GOVT, POLICE)
gen_piece_in_space(next, GOVT, TROOPS)
if (is_loc(next) && !has_any_guerrilla(next)) {
for (let nextnext of data.spaces[next].adjacent) {
- if (nextnext !== here)
+ if (nextnext !== here) {
+ if (game.op.ndsc)
+ gen_piece_in_space(nextnext, GOVT, POLICE)
gen_piece_in_space(nextnext, GOVT, TROOPS)
+ }
}
}
}
@@ -1638,7 +1756,11 @@ states.sweep = {
gen_any_govt_special()
- if (can_select_op_space(3)) {
+ let cost = 3
+ if (has_capability(CAP_OSPINA))
+ cost = 1
+
+ if (can_select_op_space(cost)) {
for (let s = first_space; s <= last_dept; ++s) {
if (is_selected_op_space(s))
continue
@@ -1663,6 +1785,9 @@ states.sweep = {
game.state = "sweep_move"
game.op.where = s
+
+ if (has_capability(CAP_NDSC))
+ game.op.ndsc = 1
},
end_operation,
}
@@ -1679,14 +1804,24 @@ states.sweep_move = {
view.actions.next = 1
},
piece(p) {
- push_undo()
place_piece(p, game.op.where)
update_control()
+
+ // NDSC
+ if (is_police(p))
+ game.op.ndsc = 0
},
next() {
push_undo()
game.state = "sweep_activate"
- game.op.count = count_pieces(game.op.where, GOVT, TROOPS)
+
+ let n_troops = count_pieces(game.op.where, GOVT, TROOPS)
+ let n_police = count_pieces(game.op.where, GOVT, POLICE)
+ game.op.count = n_troops + n_police
+
+ if (has_shaded_capability(CAP_NDSC))
+ game.op.count = Math.max(n_troops, n_police)
+
if (is_forest(game.op.where))
game.op.count >>= 1
},
@@ -1743,21 +1878,36 @@ function gen_exposed_piece(s, faction) {
gen_piece_in_space(s, faction, BASE)
}
+function assault_kill_count(s) {
+ let n = count_pieces(s, GOVT, TROOPS)
+ if (is_city_or_loc(s))
+ return n + count_pieces(s, GOVT, POLICE)
+ if (is_mountain(s)) {
+ if (has_capability(CAP_MTN_BNS))
+ return n + count_pieces(s, GOVT, POLICE)
+ if (has_shaded_capability(CAP_MTN_BNS))
+ return n >> 2
+ return n >> 1
+ }
+ return n
+}
+
states.assault = {
prompt() {
view.prompt = "Assault: Select space to eliminate enemy forces."
gen_any_govt_special()
- if (can_select_op_space(3)) {
+ let cost = 3
+ if (has_capability(CAP_TAPIAS))
+ cost = 1
+
+ if (can_select_op_space(cost)) {
for (let s = first_space; s <= last_dept; ++s) {
if (is_selected_op_space(s))
continue
- let n = count_pieces(s, GOVT, TROOPS)
- if (n >= (is_mountain(s) ? 2 : 1)) {
- if (can_assault_space(s))
- gen_action_space(s)
- }
+ if (can_assault_space(s) && assault_kill_count(s) > 0)
+ gen_action_space(s)
}
}
@@ -1775,11 +1925,7 @@ states.assault = {
game.state = "assault_space"
game.op.where = s
- game.op.count = count_pieces(s, GOVT, TROOPS)
- if (is_city_or_loc(s))
- game.op.count += count_pieces(s, GOVT, POLICE)
- if (is_mountain(s))
- game.op.count >>= 1
+ game.op.count = assault_kill_count(s)
},
end_operation,
}
@@ -2398,6 +2544,8 @@ function end_special_activity() {
// SPECIAL ACTIVITY: AIR LIFT
+// TODO: from or to first?
+
function goto_air_lift() {
push_undo()
log_h3("Air Lift")
@@ -2407,10 +2555,14 @@ function goto_air_lift() {
from: -1,
to: -1,
}
- game.state = "air_lift"
+ game.state = "air_lift_from"
+ if (has_capability(CAP_BLACK_HAWKS))
+ game.sa.count = 30
+ if (has_shaded_capability(CAP_BLACK_HAWKS))
+ game.sa.count = 1
}
-states.air_lift = {
+states.air_lift_from = {
prompt() {
view.prompt = "Air Lift: Select origin space."
for (let s = first_space; s <= last_space; ++s)
@@ -2451,7 +2603,7 @@ states.air_lift_move = {
push_undo()
move_piece(p, game.sa.to)
update_control()
- if (--game.sa.count === 0)
+ if (--game.sa.count === 0 || count_cubes(game.sa.from) === 0)
end_special_activity()
},
end_activity() {