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authorTor Andersson <tor@ccxvii.net>2021-07-05 01:29:38 +0200
committerTor Andersson <tor@ccxvii.net>2022-11-16 19:19:39 +0100
commitc776ac14de2c86385421138af0c1267340e6a26d (patch)
tree20063d2bacb1f7116c94694b92d9473c0f13fda9 /rules.js
parentb3a66e59c05ee3722d0e5a7844584542fb15e793 (diff)
downloadcrusader-rex-c776ac14de2c86385421138af0c1267340e6a26d.tar.gz
crusader: Manual siege attrition roll phase.
Diffstat (limited to 'rules.js')
-rw-r--r--rules.js99
1 files changed, 61 insertions, 38 deletions
diff --git a/rules.js b/rules.js
index 1f99277..03965bf 100644
--- a/rules.js
+++ b/rules.js
@@ -3,13 +3,13 @@
// TODO: optional rule - iron bridge
// TODO: optional rule - force marches
-// TODO: optional retreat after combat round 3 if storming
-
+// TODO: 6.2 - In Sieges, the attacker /may/ retreat or stay on siege.
// TODO: new combat deployment in round 2/3 if defenders are wiped out and reserves are coming?
// see https://boardgamegeek.com/thread/423599/article/3731006
+// TODO: sea move into attacked fortified port as defender responder? -- not besieged yet
exports.scenarios = [
- "Third Crusade"
+ "Standard"
];
const { CARDS, BLOCKS, TOWNS, PORTS, ROADS, SHIELDS } = require('./data');
@@ -1210,14 +1210,14 @@ function goto_card_phase() {
states.play_card = {
prompt: function (view, current) {
if (is_inactive_player(current))
- return view.prompt = "Waiting for players to play a card.";
+ return view.prompt = "Card Phase: Waiting for players to play a card.";
if (current == FRANKS) {
view.prior_s_card = game.prior_s_card;
if (game.f_card) {
- view.prompt = "Waiting for Saracens to play a card.";
+ view.prompt = "Card Phase: Waiting for Saracens to play a card.";
gen_action(view, 'undo');
} else {
- view.prompt = "Play a card.";
+ view.prompt = "Card Phase: Play a card.";
for (let c of game.f_hand)
if (game.turn > 1 || c != INTRIGUE)
gen_action(view, 'play', c);
@@ -1226,10 +1226,10 @@ states.play_card = {
if (current == SARACENS) {
view.prior_f_card = game.prior_f_card;
if (game.s_card) {
- view.prompt = "Waiting for Franks to play a card.";
+ view.prompt = "Card Phase: Waiting for Franks to play a card.";
gen_action(view, 'undo');
} else {
- view.prompt = "Play a card.";
+ view.prompt = "Card Phase: Play a card.";
for (let c of game.s_hand)
if (game.turn > 1 || c != INTRIGUE)
gen_action(view, 'play', c);
@@ -2132,8 +2132,8 @@ function resume_combat_phase() {
states.combat_phase = {
prompt: function (view, current) {
if (is_inactive_player(current))
- return view.prompt = "Combat Phase: Waiting for " + game.active + ".";
- view.prompt = "Combat Phase: Choose the next battle or siege!";
+ return view.prompt = "Battle Phase: Waiting for " + game.active + ".";
+ view.prompt = "Battle Phase: Choose the next battle or siege!";
for (let where of game.combat_list)
gen_action(view, 'town', where);
},
@@ -2205,8 +2205,8 @@ states.combat_deployment = {
show_battle: true,
prompt: function (view, current) {
if (is_inactive_player(current))
- return view.prompt = "Waiting for " + game.active + " to deploy.";
- view.prompt = "Deploy blocks on the field and in the castle.";
+ return view.prompt = "Battle: Waiting for " + game.active + ".";
+ view.prompt = "Battle: Deploy blocks on the field and in the castle.";
let max = castle_limit(game.where);
let n = count_blocks_in_castle(game.where);
let have_options = false;
@@ -2273,7 +2273,7 @@ function goto_regroup() {
states.regroup = {
prompt: function (view, current) {
if (is_inactive_player(current))
- return view.prompt = "Waiting for " + game.active + " to regroup.";
+ return view.prompt = "Regroup: Waiting for " + game.active + ".";
view.prompt = "Regroup: Choose a block to move.";
gen_action_undo(view);
gen_action(view, 'end_regroup');
@@ -2305,7 +2305,7 @@ states.regroup = {
states.regroup_to = {
prompt: function (view, current) {
if (is_inactive_player(current))
- return view.prompt = "Waiting for " + game.active + " to regroup.";
+ return view.prompt = "Regroup: Waiting for " + game.active + ".";
view.prompt = "Regroup: Move the block to a friendly or vacant town.";
gen_action_undo(view);
gen_action(view, 'block', game.who);
@@ -2590,7 +2590,7 @@ function goto_retreat_after_combat() {
states.retreat = {
prompt: function (view, current) {
if (is_inactive_player(current))
- return view.prompt = "Waiting for " + game.active + " to retreat.";
+ return view.prompt = "Retreat: Waiting for " + game.active + "";
view.prompt = "Retreat: Choose a block to move.";
gen_action_undo(view);
let can_retreat = false;
@@ -2624,7 +2624,7 @@ states.retreat = {
states.retreat_to = {
prompt: function (view, current) {
if (is_inactive_player(current))
- return view.prompt = "Waiting for " + game.active + " to retreat.";
+ return view.prompt = "Retreat: Waiting for " + game.active + ".";
view.prompt = "Retreat: Move the block to a friendly or neutral town.";
gen_action_undo(view);
gen_action(view, 'block', game.who);
@@ -2659,25 +2659,47 @@ states.retreat_to = {
function goto_siege_attrition() {
console.log("SIEGE ATTRITION");
log("~ Siege Attrition ~");
- game.active = besieging_player(game.where);
- let target = (game.where == TYRE || game.where == TRIPOLI) ? 1 : 3;
- for (let b in BLOCKS) {
- if (is_block_in_castle_in(b, game.where)) {
- let die = roll_d6();
- if (die <= target) {
- log("Attrition roll " + DIE_HIT[die] + ".");
- reduce_block(b);
- } else {
- log("Attrition roll " + DIE_MISS[die] + ".");
- }
+ game.active = besieged_player(game.where);
+ game.state = 'siege_attrition';
+ game.attrition_list = [];
+ for (let b in BLOCKS)
+ if (is_block_in_castle_in(b, game.where))
+ game.attrition_list.push(b);
+}
+
+function resume_siege_attrition() {
+ if (game.attrition_list.length == 0) {
+ delete game.attrition_list;
+ if (!is_under_siege(game.where)) {
+ game.active = enemy(game.active);
+ log(game.where + " falls to siege attrition.");
+ goto_regroup();
+ } else {
+ log("Siege continues.");
+ end_combat();
}
}
- if (!is_under_siege(game.where)) {
- log(game.where + " falls to siege attrition.");
- goto_regroup();
- } else {
- log("Siege continues.");
- end_combat();
+}
+
+states.siege_attrition = {
+ prompt: function (view, current) {
+ if (is_inactive_player(current))
+ return view.prompt = "Siege Attrition: Waiting for " + game.active + ".";
+ view.prompt = "Siege Attrition: Roll for siege attrition in " + game.where + ".";
+ for (let b of game.attrition_list)
+ gen_action(view, 'block', b)
+ },
+ block: function (who) {
+ let target = (game.where == TYRE || game.where == TRIPOLI) ? 1 : 3;
+ let die = roll_d6();
+ if (die <= target) {
+ log("Attrition roll " + DIE_HIT[die] + ".");
+ reduce_block(who);
+ } else {
+ log("Attrition roll " + DIE_MISS[die] + ".");
+ }
+ remove_from_array(game.attrition_list, who);
+ resume_siege_attrition();
}
}
@@ -3141,8 +3163,8 @@ function harry_with_block(b) {
states.harry = {
prompt: function (view, current) {
if (is_inactive_player(current))
- return view.prompt = "Field Battle: Waiting for " + game.active + " to harry.";
- view.prompt = "Harry: Move the block to a friendly or vacant town.";
+ return view.prompt = "Field Battle: Waiting for " + game.active + " to retreat the harrying block.";
+ view.prompt = "Field Battle: Retreat the harrying block to a friendly or vacant town.";
for (let to of TOWNS[game.where].exits)
if (can_block_retreat_to(game.who, to))
gen_action(view, 'town', to);
@@ -3168,10 +3190,10 @@ function retreat_with_block(b) {
states.retreat_in_battle = {
prompt: function (view, current) {
if (is_inactive_player(current))
- return view.prompt = "Retreat: Waiting for " + game.active + ".";
+ return view.prompt = "Field Battle: Waiting for " + game.active + " to retreat.";
gen_action(view, 'undo');
gen_action(view, 'block', game.who);
- view.prompt = "Retreat: Move the block to a friendly or vacant town.";
+ view.prompt = "Field Battle: Retreat the block to a friendly or vacant town.";
for (let to of TOWNS[game.where].exits)
if (can_block_retreat_to(game.who, to))
gen_action(view, 'town', to);
@@ -3248,7 +3270,8 @@ states.draw_phase = {
for (let town in TOWNS) {
if (town == ENGLAND || town == FRANCE || town == GERMANIA)
continue;
- if (is_friendly_field(town)) // TODO: FAQ claims besieger controls town for draw purposes
+ // FAQ claims besieger controls town for draw purposes
+ if (is_friendly_field(town))
gen_action(view, 'town', town);
}
break;