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-rw-r--r--rules.js392
1 files changed, 206 insertions, 186 deletions
diff --git a/rules.js b/rules.js
index e7e9269..cb36fbc 100644
--- a/rules.js
+++ b/rules.js
@@ -14,7 +14,6 @@ const { CARDS, BLOCKS, TOWNS, PORTS, ROADS, SHIELDS } = require('./data');
const FRANKS = "Franks";
const SARACENS = "Saracens";
const ASSASSINS = "Assassins";
-const ENEMY = { Franks: "Saracens", Saracens: "Franks" };
const OBSERVER = "Observer";
const BOTH = "Both";
const DEAD = "Dead";
@@ -132,6 +131,10 @@ function print_summary(text) {
delete game.summary;
}
+function enemy(p) {
+ return (p == FRANKS) ? SARACENS : FRANKS;
+}
+
function is_active_player(current) {
return (current == game.active) || (game.active == BOTH && current != OBSERVER);
}
@@ -301,6 +304,13 @@ function is_english_crusader(who) {
return (who == "Richard" || who == "Robert" || who == "Crossbows");
}
+function are_crusaders_not_in_pool(crusaders) {
+ for (let b of crusaders)
+ if (game.location[b] == F_POOL)
+ return false;
+ return true;
+}
+
function is_block_on_map(who) {
let location = game.location[who];
return location && location != DEAD && location != F_POOL && location != S_POOL;
@@ -312,25 +322,12 @@ function is_block_on_land(who) {
location != ENGLAND && location != FRANCE && location != GERMANIA;
}
-function can_activate(who) {
- return block_owner(who) == game.active &&
- is_block_on_map(who) &&
- !is_block_in_castle(who) &&
- !game.moved[who];
-}
-
-function can_activate_for_sea_move(who) {
- return block_owner(who) == game.active &&
- is_block_on_map(who) &&
- !game.moved[who];
-}
-
function road_id(a, b) {
return (a < b) ? a + "/" + b : b + "/" + a;
}
function road_was_last_used_by_enemy(from, to) {
- return game.last_used[road_id(from, to)] == ENEMY[game.active];
+ return game.last_used[road_id(from, to)] == enemy(game.active);
}
function road_type(a, b) {
@@ -355,7 +352,7 @@ function count_friendly(where) {
}
function count_enemy(where) {
- let p = ENEMY[game.active];
+ let p = enemy(game.active);
let count = 0;
for (let b in BLOCKS)
if (game.location[b] == where && block_owner(b) == p)
@@ -374,7 +371,7 @@ function count_friendly_in_field(where) {
}
function count_enemy_in_field(where) {
- let p = ENEMY[game.active];
+ let p = enemy(game.active);
let count = 0;
for (let b in BLOCKS)
if (game.location[b] == where && block_owner(b) == p)
@@ -394,7 +391,7 @@ function count_friendly_in_field_excluding_reserves(where) {
}
function count_enemy_in_field_excluding_reserves(where) {
- let p = ENEMY[game.active];
+ let p = enemy(game.active);
let count = 0;
for (let b in BLOCKS)
if (game.location[b] == where && block_owner(b) == p)
@@ -403,22 +400,165 @@ function count_enemy_in_field_excluding_reserves(where) {
return count;
}
-function is_friendly_town(where) { return count_friendly(where) > 0 && count_enemy(where) == 0; }
-function is_enemy_town(where) { return count_friendly(where) == 0 && count_enemy(where) > 0; }
-function is_vacant_town(where) { return count_friendly(where) == 0 && count_enemy(where) == 0; }
-function is_contested_town(where) { return count_friendly(where) > 0 && count_enemy(where) > 0; }
-function is_friendly_or_vacant_town(where) { return is_friendly_town(where) || is_vacant_town(where); }
-function is_contested_or_enemy_town(where) { return count_enemy(where) > 0; }
+function count_blocks_in_castle(where) {
+ let n = 0;
+ for (let b in BLOCKS)
+ if (game.location[b] == where && game.castle.includes(b))
+ ++n;
+ return n;
+}
+
+function count_enemy_in_field_and_reserve(where) {
+ let n = 0;
+ for (let b in BLOCKS)
+ if (block_owner(b) != game.active)
+ if (game.location[b] == where && !game.castle.includes(b))
+ ++n;
+ return n;
+}
+
+function count_friendly_in_field_and_reserve(where) {
+ let n = 0;
+ for (let b in BLOCKS)
+ if (block_owner(b) == game.active)
+ if (game.location[b] == where && !game.castle.includes(b))
+ ++n;
+ return n;
+}
+
+function count_reserves(where) {
+ let n = 0;
+ for (let b in BLOCKS)
+ if (block_owner(b) == game.active)
+ if (game.location[b] == where && is_reserve(b))
+ ++n;
+ return n;
+}
+
+function is_friendly_kingdom(where) {
+ return KINGDOMS[TOWNS[where].region] == game.active;
+}
+
+function is_enemy_kingdom(where) {
+ return KINGDOMS[TOWNS[where].region] != game.active;
+}
+
+/* Town queries include castle and field. */
+function is_friendly_town(where) {
+ return (count_enemy(where) == 0) && (count_friendly(where) > 0 || is_friendly_kingdom(where));
+}
+function is_enemy_town(where) {
+ return (count_friendly(where) == 0) && (count_enemy(where) > 0 || is_enemy_kingdom(where));
+}
+function is_vacant_town(where) {
+ return count_friendly(where) == 0 && count_enemy(where) == 0;
+}
+function is_contested_town(where) {
+ return count_friendly(where) > 0 && count_enemy(where) > 0;
+}
+function is_friendly_or_vacant_town(where) {
+ return is_friendly_town(where) || is_vacant_town(where);
+}
+function is_contested_or_enemy_town(where) {
+ return is_contested_town(where) || is_enemy_town(where);
+}
+
+/* Field queries exclude castles. */
+function is_friendly_field(where) {
+ return (count_enemy_in_field(where) == 0) && (count_friendly_in_field(where) > 0 || is_friendly_kingdom(where));
+}
+function is_enemy_field(where) {
+ return (count_friendly_in_field(where) == 0) && (count_enemy_in_field(where) > 0 || is_enemy_kingdom(where));
+}
+function is_contested_field(where) {
+ return count_friendly_in_field(where) > 0 && count_enemy_in_field(where) > 0;
+}
+function is_friendly_or_vacant_field(where) {
+ return is_friendly_field(where) || is_vacant_town(where);
+}
+
+/* Battle field queries exclude castles and reserves. */
+function is_contested_battle_field() {
+ let f = count_friendly_in_field_excluding_reserves(game.where);
+ let e = count_enemy_in_field_excluding_reserves(game.where);
+ return f > 0 && e > 0;
+}
+function is_friendly_battle_field() {
+ return count_enemy_in_field_excluding_reserves(game.where) == 0;
+}
+function is_enemy_battle_field() {
+ return count_friendly_in_field_excluding_reserves(game.where) == 0;
+}
+
+function is_reserve(who) {
+ return game.reserves1.includes(who) || game.reserves2.includes(who);
+}
+
+function is_field_attacker(who) {
+ if (game.location[who] == game.where && block_owner(who) == game.attacker[game.where])
+ return !is_reserve(who) && !is_block_in_castle(who);
+ return false;
+}
+
+function is_field_defender(who) {
+ if (game.location[who] == game.where && block_owner(who) != game.attacker[game.where])
+ return !is_reserve(who) && !is_block_in_castle(who);
+ return false;
+}
+
+function is_field_combatant(who) {
+ if (game.location[who] == game.where)
+ return !is_reserve(who) && !is_block_in_castle(who);
+ return false;
+}
+
+function is_block_in_field(who) {
+ return !is_reserve(who) && !is_block_in_castle(who);
+}
+
+function is_siege_attacker(who) {
+ return game.storming.includes(who);
+}
+
+function is_siege_defender(who) {
+ return is_block_in_castle_in(who, game.where);
+}
-function is_friendly_field(where) { return count_friendly_in_field(where) > 0 && count_enemy_in_field(where) == 0; }
-function is_enemy_field(where) { return count_friendly_in_field(where) == 0 && count_enemy_in_field(where) > 0; }
-function is_contested_field(where) { return count_friendly_in_field(where) > 0 && count_enemy_in_field(where) > 0; }
-function is_friendly_or_vacant_field(where) { return is_friendly_field(where) || is_vacant_town(where); }
+function is_siege_combatant(who) {
+ return game.storming.includes(who) || is_block_in_castle_in(who, game.where);
+}
function castle_limit(where) {
return TOWNS[where].rating;
}
+function is_castle_town(where) {
+ return castle_limit(where) > 0;
+}
+
+function is_under_siege(where) {
+ return count_blocks_in_castle(where) > 0;
+}
+
+function is_block_in_castle(b) {
+ return game.castle.includes(b);
+}
+
+function is_block_in_castle_in(b, town) {
+ return game.location[b] == town && game.castle.includes(b);
+}
+
+function besieged_player(where) {
+ for (let b in BLOCKS)
+ if (is_block_in_castle_in(b, where))
+ return block_owner(b);
+ return null;
+}
+
+function besieging_player(where) {
+ return enemy(besieged_player(where));
+}
+
function is_fortified_port(where) {
return TOWNS[where].fortified_port;
}
@@ -431,6 +571,19 @@ function is_friendly_port(where) {
return TOWNS[where].port && is_friendly_town(where);
}
+function can_activate(who) {
+ return block_owner(who) == game.active &&
+ is_block_on_map(who) &&
+ !is_block_in_castle(who) &&
+ !game.moved[who];
+}
+
+function can_activate_for_sea_move(who) {
+ return block_owner(who) == game.active &&
+ is_block_on_map(who) &&
+ !game.moved[who];
+}
+
function count_pinning(where) {
return count_enemy_in_field_excluding_reserves(where);
}
@@ -537,13 +690,6 @@ function can_block_sea_move_to(who, to) {
return false;
}
-function are_crusaders_not_in_pool(crusaders) {
- for (let b of crusaders)
- if (game.location[b] == F_POOL)
- return false;
- return true;
-}
-
function can_block_sea_move_from(who, from) {
if (is_friendly_port(from))
return true;
@@ -704,132 +850,6 @@ function can_muster_anywhere() {
return false;
}
-function is_reserve(who) {
- return game.reserves1.includes(who) || game.reserves2.includes(who);
-}
-
-function is_attacker(who) {
- if (game.location[who] == game.where && block_owner(who) == game.attacker[game.where])
- return !is_reserve(who);
- return false;
-}
-
-function is_defender(who) {
- if (game.location[who] == game.where && block_owner(who) != game.attacker[game.where])
- return !is_reserve(who);
- return false;
-}
-
-function is_field_attacker(who) {
- if (game.location[who] == game.where && block_owner(who) == game.attacker[game.where])
- return !is_reserve(who) && !is_block_in_castle(who);
- return false;
-}
-
-function is_field_defender(who) {
- if (game.location[who] == game.where && block_owner(who) != game.attacker[game.where])
- return !is_reserve(who) && !is_block_in_castle(who);
- return false;
-}
-
-function is_field_combatant(who) {
- if (game.location[who] == game.where)
- return !is_reserve(who) && !is_block_in_castle(who);
- return false;
-}
-
-function is_block_in_field(who) {
- return !is_reserve(who) && !is_block_in_castle(who);
-}
-
-function is_siege_attacker(who) {
- return game.storming.includes(who);
-}
-
-function is_siege_defender(who) {
- return is_block_in_castle_in(who, game.where);
-}
-
-function is_siege_combatant(who) {
- return game.storming.includes(who) || is_block_in_castle_in(who, game.where);
-}
-
-function is_castle_town(where) {
- return castle_limit(where) > 0;
-}
-
-function count_blocks_in_castle(where) {
- let n = 0;
- for (let b in BLOCKS)
- if (game.location[b] == where && game.castle.includes(b))
- ++n;
- return n;
-}
-
-function count_enemy_in_field_and_reserve(where) {
- let n = 0;
- for (let b in BLOCKS)
- if (block_owner(b) != game.active)
- if (game.location[b] == where && !game.castle.includes(b))
- ++n;
- return n;
-}
-
-function count_friendly_in_field_and_reserve(where) {
- let n = 0;
- for (let b in BLOCKS)
- if (block_owner(b) == game.active)
- if (game.location[b] == where && !game.castle.includes(b))
- ++n;
- return n;
-}
-
-function is_contested_battle_field() {
- let f = count_friendly_in_field_excluding_reserves(game.where);
- let e = count_enemy_in_field_excluding_reserves(game.where);
- return f > 0 && e > 0;
-}
-
-function is_friendly_battle_field() {
- return count_enemy_in_field_excluding_reserves(game.where) == 0;
-}
-
-function is_enemy_battle_field() {
- return count_friendly_in_field_excluding_reserves(game.where) == 0;
-}
-
-function count_reserves(where) {
- let n = 0;
- for (let b in BLOCKS)
- if (block_owner(b) == game.active)
- if (game.location[b] == where && is_reserve(b))
- ++n;
- return n;
-}
-
-function is_under_siege(where) {
- return count_blocks_in_castle(where) > 0;
-}
-
-function is_block_in_castle(b) {
- return game.castle.includes(b);
-}
-
-function is_block_in_castle_in(b, town) {
- return game.location[b] == town && game.castle.includes(b);
-}
-
-function besieged_player(where) {
- for (let b in BLOCKS)
- if (is_block_in_castle_in(b, where))
- return block_owner(b);
- return null;
-}
-
-function besieging_player(where) {
- return ENEMY[besieged_player(where)];
-}
-
function lift_siege(where) {
if (is_under_siege(where) && !is_contested_town(where)) {
log("Siege lifted in " + where + ".");
@@ -845,6 +865,18 @@ function lift_all_sieges() {
lift_siege(t);
}
+function reset_blocks() {
+ for (let b in BLOCKS) {
+ game.location[b] = null;
+ game.steps[b] = block_max_steps(b);
+ }
+}
+
+function deploy(who, where) {
+ game.location[who] = where;
+ game.steps[who] = block_max_steps(who);
+}
+
function disband(who) {
game.summary.push([game.location[who]]);
if (is_saladin_family(who) || block_type(who) == 'crusaders' || block_type(who) == 'military_orders')
@@ -1220,7 +1252,7 @@ states.assassins = {
return view.prompt = "Assassins: Waiting for " + game.active + ".";
view.prompt = "Assassins: Choose one enemy block.";
for (let b in BLOCKS) {
- if (is_block_on_land(b) && block_owner(b) == ENEMY[game.active])
+ if (is_block_on_land(b) && block_owner(b) == enemy(game.active))
gen_action(view, 'block', b);
}
},
@@ -1897,12 +1929,12 @@ function start_combat() {
if (!is_under_siege(game.where)) {
console.log("START SIEGE");
log("~ Combat Deployment ~");
- game.castle_owner = ENEMY[game.attacker[game.where]];
+ game.castle_owner = enemy(game.attacker[game.where]);
game.active = game.castle_owner;
game.state = 'combat_deployment';
} else {
game.castle_owner = besieged_player(game.where);
- game.attacker[game.where] = ENEMY[game.castle_owner];
+ game.attacker[game.where] = enemy(game.castle_owner);
console.log("CONTINUE SIEGE");
log("Existing siege continues.");
next_combat_round();
@@ -2284,7 +2316,7 @@ states.retreat = {
if (game.location[b] == game.where && !is_block_in_castle(b) && block_owner(b) == game.active)
eliminate_block(b);
print_summary(game.active + " retreat:");
- game.active = ENEMY[game.active];
+ game.active = enemy(game.active);
console.log("ATTACKER RETREATED FROM THE FIELD");
goto_regroup();
},
@@ -2383,7 +2415,7 @@ function battle_step(active, initiative, candidate) {
function pump_battle_step(is_candidate_attacker, is_candidate_defender) {
let attacker = game.attacker[game.where];
- let defender = ENEMY[attacker];
+ let defender = enemy(attacker);
if (game.jihad == game.where && game.combat_round == 1) {
if (battle_step(attacker, 'A', is_candidate_attacker)) return;
@@ -2422,7 +2454,7 @@ function resume_field_battle() {
}
if (is_enemy_field(game.where)) {
- game.active = ENEMY[game.active];
+ game.active = enemy(game.active);
console.log("FIELD BATTLE WON BY DEFENDER", game.active);
log("Field battle won by " + game.active + ".");
return goto_regroup();
@@ -2438,7 +2470,7 @@ function resume_field_battle() {
console.log("DEFENDER ELIMINATED, SWAP ATTACKER/DEFENDER", game.active);
log("Defending main force was eliminated.");
log(game.active + " are now the defender.");
- game.attacker[game.where] = ENEMY[game.active];
+ game.attacker[game.where] = enemy(game.active);
// The new defender takes control of the empty castle
if (!is_under_siege(game.where))
game.castle_owner = game.active;
@@ -2507,14 +2539,14 @@ function resume_siege_battle() {
}
if (is_enemy_town(game.where)) {
- console.log("SIEGE BATTLE WON BY DEFENDER", ENEMY[game.active]);
+ console.log("SIEGE BATTLE WON BY DEFENDER", enemy(game.active));
game.halfhit = null;
log("Storming repulsed.");
return goto_regroup();
}
if (game.storming.length == 0) {
- console.log("SIEGE BATTLE WON BY DEFENDER", ENEMY[game.active]);
+ console.log("SIEGE BATTLE WON BY DEFENDER", enemy(game.active));
game.halfhit = null;
log("Storming repulsed.");
return next_combat_round();
@@ -2545,7 +2577,7 @@ states.siege_battle = {
// FIELD BATTLE HITS
function goto_field_battle_hits() {
- game.active = ENEMY[game.active];
+ game.active = enemy(game.active);
game.battle_list = list_field_victims();
if (game.battle_list.length == 0)
resume_field_battle();
@@ -2601,7 +2633,7 @@ function apply_field_battle_hit(who) {
// SIEGE BATTLE HITS
function goto_siege_battle_hits() {
- game.active = ENEMY[game.active];
+ game.active = enemy(game.active);
game.battle_list = list_siege_victims();
if (game.battle_list.length == 0)
resume_siege_battle();
@@ -3226,18 +3258,6 @@ states.game_over = {
// SETUP
-function deploy(who, where) {
- game.location[who] = where;
- game.steps[who] = block_max_steps(who);
-}
-
-function reset_blocks() {
- for (let b in BLOCKS) {
- game.location[b] = null;
- game.steps[b] = block_max_steps(b);
- }
-}
-
function setup_game() {
reset_blocks();
game.year = 1187;
@@ -3286,7 +3306,7 @@ function make_battle_view() {
};
if (is_under_siege(game.where))
- battle.title = ENEMY[game.castle_owner] + " besiege " + game.where;
+ battle.title = enemy(game.castle_owner) + " besiege " + game.where;
else
battle.title = game.attacker[game.where] + " attack " + game.where;
if (game.combat_round == 0)
@@ -3369,7 +3389,7 @@ exports.resign = function (state, current) {
game.active = "None";
game.state = 'game_over';
game.victory = current + " resigned.";
- game.result = ENEMY[current];
+ game.result = enemy(current);
}
}