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authorTor Andersson <tor@ccxvii.net>2021-06-22 23:02:35 +0200
committerTor Andersson <tor@ccxvii.net>2022-11-16 19:19:38 +0100
commitd868bb1185b7800bf1f2b7f739d7061bfd9d9b60 (patch)
tree0079f51aa634345dfb8cb27f47881e89e1028568 /rules.js
parent060e9d08262573823692f5d8714099b69c75c6e3 (diff)
downloadcrusader-rex-d868bb1185b7800bf1f2b7f739d7061bfd9d9b60.tar.gz
crusader: Deployment and nicer Assassin event handling.
Diffstat (limited to 'rules.js')
-rw-r--r--rules.js233
1 files changed, 172 insertions, 61 deletions
diff --git a/rules.js b/rules.js
index 18acc0d..f75cd9c 100644
--- a/rules.js
+++ b/rules.js
@@ -1,23 +1,13 @@
"use strict";
-// TODO: alternate home seats when drawing
-// TODO: frank seat adjustment at setup
-// TODO: saladin seat adjustment at setup
-
// TODO: optional rule - iron bridge
// TODO: optional rule - force marches
-// TODO: crusader arrival movement
-
-// TODO: Assassins -- move assassin block and show special battle screen!
-
-// TODO: replace game.steps and game.location etc with block_steps() and block_location()
-
exports.scenarios = [
"Third Crusade"
];
-const { CARDS, BLOCKS, TOWNS, PORTS, ROADS } = require('./data');
+const { CARDS, BLOCKS, TOWNS, PORTS, ROADS, SHIELDS } = require('./data');
const FRANKS = "Franks";
const SARACENS = "Saracens";
@@ -28,7 +18,6 @@ const BOTH = "Both";
const DEAD = "Dead";
const F_POOL = "FP";
const S_POOL = "SP";
-
const ENGLAND = "England";
const FRANCE = "France";
const GERMANIA = "Germania";
@@ -37,6 +26,9 @@ const TRIPOLI = "Tripoli";
const ALEPPO = "Aleppo";
const ANTIOCH = "Antioch";
const ST_SIMEON = "St. Simeon";
+const DAMASCUS = "Damascus";
+const MASYAF = "Masyaf";
+const SALADIN = "Saladin";
const INTRIGUE = 3;
const WINTER_CAMPAIGN = 6;
@@ -44,6 +36,7 @@ const WINTER_CAMPAIGN = 6;
const ENGLISH_CRUSADERS = [ "Richard", "Robert", "Crossbows" ];
const FRENCH_CRUSADERS = [ "Philippe", "Hugues", "Fileps" ];
const GERMAN_CRUSADERS = [ "Barbarossa", "Frederik", "Leopold" ];
+const SALADIN_FAMILY = [ "Saladin", "Al Adil", "Al Aziz", "Al Afdal", "Al Zahir" ];
const VICTORY_TOWNS = [
"Aleppo", "Damascus", "Egypt",
@@ -213,6 +206,16 @@ function deal_cards(deck, n) {
return hand;
}
+function select_random_block(where) {
+ let list = [];
+ for (let b in BLOCKS)
+ if (game.location[b] == where)
+ list.push(b);
+ if (list.length == 0)
+ return null;
+ return list[Math.floor(Math.random() * list.length)];
+}
+
function block_plural(who) {
return BLOCKS[who].plural;
}
@@ -234,6 +237,21 @@ function block_home(who) {
return home;
}
+function list_seats(who) {
+ if (is_saladin_family(who))
+ who = SALADIN;
+ switch (block_type(who)) {
+ case 'nomads': return [ block_home(who) ];
+ case 'turcopoles': who = "Turcopoles"; break;
+ case 'military_orders': who = BLOCKS[who].name; break;
+ }
+ let list = [];
+ for (let town in SHIELDS)
+ if (SHIELDS[town].includes(who))
+ list.push(town);
+ return list;
+}
+
function block_pool(who) {
if (BLOCKS[who].owner == FRANKS)
return F_POOL;
@@ -841,6 +859,94 @@ function reduce_block(who) {
}
}
+// DEPLOYMENT
+
+function is_valid_frank_deployment() {
+ for (let town in TOWNS)
+ if (!is_within_castle_limit(town))
+ return false;
+ return true;
+}
+
+function goto_frank_deployment() {
+ game.active = FRANKS;
+ game.state = 'frank_deployment';
+}
+
+states.frank_deployment = {
+ prompt: function (view, current) {
+ if (is_inactive_player(current))
+ return view.prompt = "Deployment: Waiting for " + game.active + ".";
+ view.prompt = "Deployment: You may make seat adjustments.";
+ gen_action_undo(view);
+ if (is_valid_frank_deployment())
+ gen_action(view, 'next');
+ for (let b in BLOCKS) {
+ if (block_owner(b) == game.active && is_block_on_land(b))
+ if (list_seats(b).length > 1)
+ gen_action(view, 'block', b);
+ }
+ },
+ block: function (who) {
+ push_undo();
+ game.who = who;
+ game.state = 'frank_deployment_to';
+ },
+ next: goto_saracen_deployment,
+ undo: pop_undo
+}
+
+states.frank_deployment_to = {
+ prompt: function (view, current) {
+ if (is_inactive_player(current))
+ return view.prompt = "Deployment: Waiting for " + game.active + ".";
+ view.prompt = "Deployment: You may make seat adjustments.";
+ gen_action_undo(view);
+ gen_action(view, 'block', game.who);
+ let from = game.location[game.who];
+ for (let town of list_seats(game.who))
+ if (town != from)
+ gen_action(view, 'town', town);
+ },
+ town: function (where) {
+ game.location[game.who] = where;
+ game.who = null;
+ game.state = 'frank_deployment';
+ },
+ block: pop_undo,
+ undo: pop_undo
+}
+
+function goto_saracen_deployment() {
+ for (let i = 0; i < 4; ++i) {
+ let nomad = select_random_block(S_POOL);
+ log(BLOCKS[nomad].name + " arrive in " + block_home(nomad) + ".");
+ deploy(nomad, block_home(nomad));
+ }
+ game.active = SARACENS;
+ game.state = 'saracen_deployment';
+ game.who = SALADIN;
+}
+
+states.saracen_deployment = {
+ prompt: function (view, current) {
+ if (is_inactive_player(current))
+ return view.prompt = "Deployment: Waiting for " + game.active + ".";
+ view.prompt = "Deployment: You may swap places with Saladin and any other block of his family."
+ gen_action(view, 'pass');
+ for (let b of SALADIN_FAMILY)
+ if (b != SALADIN && game.location[b] != game.location[SALADIN])
+ gen_action(view, 'block', b);
+ },
+ block: function (who) {
+ game.location[SALADIN] = game.location[who];
+ game.location[who] = DAMASCUS;
+ game.who = null;
+ start_year();
+ },
+ pass: start_year
+}
+
// GAME TURN
function is_friendly_town_for_vp(town) {
@@ -1098,16 +1204,6 @@ function goto_assassins() {
game.who = ASSASSINS;
}
-function select_random_block(where) {
- let list = [];
- for (let b in BLOCKS)
- if (game.location[b] == where)
- list.push(b);
- if (list.length == 0)
- return null;
- return list[Math.floor(Math.random() * list.length)];
-}
-
states.assassins = {
prompt: function (view, current) {
if (is_inactive_player(current))
@@ -1119,31 +1215,59 @@ states.assassins = {
}
},
block: function (who) {
- let where = game.location[who];
-
- who = select_random_block(where);
-
- let hits = 0;
- let rolls = [];
- for (let i = 0; i < 3; ++i) {
- let die = roll_d6();
- if (die <= 3) {
- rolls.push(DIE_HIT[die]);
- ++hits;
- } else {
- rolls.push(DIE_MISS[die]);
- }
- }
- hits = Math.min(hits, game.steps[who]);
+ game.where = game.location[who];
+ game.who = select_random_block(game.where);
+ game.location[ASSASSINS] = game.where;
+ game.state = 'assassins_show_1';
+ },
+}
- log("Assassins hit " + who + " in " + where + ": " + rolls.join("") + ".");
- for (let i = 0; i < hits; ++i)
- reduce_block(who);
+states.assassins_show_1 = {
+ prompt: function (view, current) {
+ if (is_inactive_player(current))
+ return view.prompt = "Assassins: Waiting for " + game.active + ".";
+ view.prompt = "Assassins: The assassins target " + game.who + " in " + game.where + ".";
+ view.assassinate = game.who;
+ gen_action(view, 'next');
+ },
+ next: function () {
+ assassinate(game.who, game.where);
+ game.state = 'assassins_show_2';
+ },
+}
+states.assassins_show_2 = {
+ prompt: function (view, current) {
+ if (is_inactive_player(current))
+ return view.prompt = "Assassins: Waiting for " + game.active + ".";
+ view.prompt = "Assassins: The assassins hit " + game.who + " in " + game.where + ".";
+ view.assassinate = game.who;
+ gen_action(view, 'next');
+ },
+ next: function () {
+ game.location[ASSASSINS] = MASYAF;
game.who = null;
+ game.where = null;
end_player_turn();
},
- undo: pop_undo
+}
+
+function assassinate(who, where) {
+ let hits = 0;
+ let rolls = [];
+ for (let i = 0; i < 3; ++i) {
+ let die = roll_d6();
+ if (die <= 3) {
+ rolls.push(DIE_HIT[die]);
+ ++hits;
+ } else {
+ rolls.push(DIE_MISS[die]);
+ }
+ }
+ hits = Math.min(hits, game.steps[who]);
+ log("Assassins hit " + who + " in " + where + ": " + rolls.join("") + ".");
+ for (let i = 0; i < hits; ++i)
+ reduce_block(who);
}
function goto_guide() {
@@ -2719,20 +2843,6 @@ function start_draw_phase() {
}
}
-function list_seats(who) {
- if (is_saladin_family(who))
- who = "Saladin";
- if (block_type(who) == 'turcopoles')
- who = "Turcopoles";
- if (block_type(who) == 'nomads')
- return [ block_home(who) ];
- let list = [];
- for (let town in SHIELDS)
- if (SHIELDS[town].includes(who))
- list.push(town);
- return list.join(", ");
-}
-
states.draw_phase = {
prompt: function (view, current) {
if (is_inactive_player(current))
@@ -2754,7 +2864,7 @@ states.draw_phase = {
case 'emirs':
case 'nomads':
view.prompt = "Draw Phase: Place " + BLOCKS[game.who].name + " at full strength in "
- + list_seats(game.who) + " or at strength 1 in any friendly town.";
+ + list_seats(game.who).join(", ") + " or at strength 1 in any friendly town.";
for (let town in TOWNS)
if (is_friendly_town(town))
gen_action(view, 'town', town);
@@ -3062,9 +3172,6 @@ function setup_game() {
deploy(b, block_pool(b));
break;
case 'crusaders':
- if (b != "Philippe")
- deploy(b, block_home(b));
- else
deploy(b, block_pool(b));
break;
default:
@@ -3083,6 +3190,7 @@ function setup_game() {
}
}
count_victory_points();
+ goto_frank_deployment();
}
// VIEW
@@ -3143,6 +3251,10 @@ exports.ready = function (scenario, players) {
exports.setup = function (scenario, players) {
game = {
+ s_hand: [],
+ f_hand: [],
+ s_card: 0,
+ f_card: 0,
attacker: {},
road_limit: {},
last_used: {},
@@ -3162,7 +3274,6 @@ exports.setup = function (scenario, players) {
undo: [],
}
setup_game();
- start_year();
return game;
}