diff options
-rw-r--r-- | rules.js | 99 |
1 files changed, 61 insertions, 38 deletions
@@ -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; |