"use strict"; // TODO: frank seat adjustment at setup // TODO: saladin seat adjustment at setup exports.scenarios = [ "Third Crusade" ]; const { CARDS, BLOCKS, TOWNS, PORTS, ROADS } = require('./data'); const FRANK = "Frank"; const SARACEN = "Saracen"; const ASSASSINS = "Assassins"; const ENEMY = { Frank: "Saracen", Saracen: "Frank" }; const OBSERVER = "Observer"; const BOTH = "Both"; const F_POOL = "F. Pool"; const S_POOL = "S. Pool"; const HIT_TEXT = "\u2605"; const MISS_TEXT = "\u2606"; const ATTACK_MARK = "*"; const RESERVE_MARK_1 = "\u2020"; const RESERVE_MARK_2 = "\u2021"; const NO_MARK = ""; let states = {}; let game = null; function log(...args) { let s = Array.from(args).join(""); game.log.push(s); } function logp(...args) { let s = game.active + " " + Array.from(args).join(""); game.log.push(s); } function log_move_start(from) { game.move_buf = [ from ]; } function log_move_continue(to, mark) { if (mark) game.move_buf.push(to + mark); else game.move_buf.push(to); } function log_move_end() { if (game.move_buf && game.move_buf.length > 1) game.turn_log.push(game.move_buf); delete game.move_buf; } function print_turn_log_no_count(text) { function print_move(last) { return "\n" + last.join(" \u2192 "); } if (game.turn_log.length > 0) { game.turn_log.sort(); for (let entry of game.turn_log) text += print_move(entry); } else { text += "\nnothing."; } log(text); delete game.turn_log; } function print_turn_log(text) { function print_move(last) { return "\n" + n + " - " + last.join(" \u2192 "); } game.turn_log.sort(); let last = game.turn_log[0]; let n = 0; for (let entry of game.turn_log) { if (entry.toString() != last.toString()) { text += print_move(last); n = 0; } ++n; last = entry; } if (n > 0) text += print_move(last); else text += "\nnothing."; log(text); delete game.turn_log; } function is_active_player(current) { return (current == game.active) || (game.active == BOTH && current != OBSERVER); } function is_inactive_player(current) { return current == OBSERVER || (game.active != current && game.active != BOTH); } function remove_from_array(array, item) { let i = array.indexOf(item); if (i >= 0) array.splice(i, 1); } function clear_undo() { game.undo = []; } function push_undo() { game.undo.push(JSON.stringify(game, (k,v) => { if (k === 'undo') return undefined; if (k === 'log') return v.length; return v; })); } function pop_undo() { let undo = game.undo; let log = game.log; Object.assign(game, JSON.parse(undo.pop())); game.undo = undo; log.length = game.log; game.log = log; } function gen_action_undo(view) { if (!view.actions) view.actions = {} if (game.undo && game.undo.length > 0) view.actions.undo = 1; else view.actions.undo = 0; } function gen_action(view, action, argument) { if (!view.actions) view.actions = {} if (argument != undefined) { if (!(action in view.actions)) { view.actions[action] = [ argument ]; } else { if (!view.actions[action].includes(argument)) view.actions[action].push(argument); } } else { view.actions[action] = true; } } function roll_d6() { return Math.floor(Math.random() * 6) + 1; } function shuffle_deck() { let deck = []; for (let c = 1; c <= 27; ++c) deck.push(c); return deck; } function deal_cards(deck, n) { let hand = []; for (let i = 0; i < n; ++i) { let k = Math.floor(Math.random() * deck.length); hand.push(deck[k]); deck.splice(k, 1); } return hand; } function block_name(who) { return BLOCKS[who].name; } function block_type(who) { return BLOCKS[who].type; } function block_home(who) { let home = BLOCKS[who].home; if (home == "Aquitaine") return "England"; if (home == "Bourgogne") return "France"; if (home == "Flanders") return "France"; return home; } function block_pool(who) { if (BLOCKS[who].owner == FRANK) return F_POOL; return S_POOL; } function block_owner(who) { return BLOCKS[who].owner; } function block_initiative(who) { return BLOCKS[who].combat[0]; } function block_printed_fire_power(who) { return BLOCKS[who].combat[1] | 0; } function block_fire_power(who, where) { let combat = block_printed_fire_power(who); return combat; } function block_move(who) { return BLOCKS[who].move; } function block_max_steps(who) { return BLOCKS[who].steps; } function is_block_on_map(who) { return game.location[who] && game.location[who] != F_POOL && game.location[who] != S_POOL; } function can_activate(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]; } function road_type(a, b) { return ROADS[road_id(a,b)]; } function road_limit(a, b) { return game.road_limit[road_id(a,b)] || 0; } function reset_road_limits() { game.road_limit = {}; } function count_friendly(where) { let p = game.active; let count = 0; for (let b in BLOCKS) if (game.location[b] == where && block_owner(b) == p) ++count; return count; } function count_enemy(where) { let p = ENEMY[game.active]; let count = 0; for (let b in BLOCKS) if (game.location[b] == where && block_owner(b) == p) ++count; return count; } function count_enemy_excluding_reserves(where) { let p = ENEMY[game.active]; let count = 0; for (let b in BLOCKS) if (game.location[b] == where && block_owner(b) == p) if (!game.reserves.includes(b)) ++count; 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_fortified_port(where) { return TOWNS[where].fortified_port; } function is_port(where) { return TOWNS[where].port; } function is_friendly_port(where) { // TODO: Tripoli/Tyre are friendly to besieged defender! return TOWNS[where].port && is_friendly_town(where); } function have_contested_towns() { for (let where in TOWNS) if (is_contested_town(where)) return true; return false; } function count_pinning(where) { return count_enemy_excluding_reserves(where); } function count_pinned(where) { let count = 0; for (let b in BLOCKS) if (game.location[b] == where && block_owner(b) == game.active) if (!game.reserves.includes(b)) ++count; return count; } function is_pinned(who, from) { if (game.active == game.p2) { if (count_pinned(from) <= count_pinning(from)) return true; } return false; } function can_block_use_road(from, to) { switch (road_type(from, to)) { case 'major': return road_limit(from, to) < 4; case 'minor': return road_limit(from, to) < 2; } return false; } function can_block_land_move_to(who, from, to) { if (can_block_use_road(from, to)) { if (count_pinning(from) > 0) if (road_was_last_used_by_enemy(from, to)) return false; return true; } return false; } function can_block_land_move(who) { if (can_activate(who)) { let from = game.location[who]; if (from) { if (is_pinned(who, from)) return false; for (let to of TOWNS[from].exits) if (can_block_land_move_to(who, from, to)) return true; } } return false; } function can_block_sea_move_to(who, from, to) { if (is_port(to)) { // English Crusaders may attack by sea if they are the Main Attacker if (who == "Richard" || who == "Robert" || who == "Crossbows") { if (game.attacker[to] != FRANK) return false; if (game.main_road[to] != "England") return false; return true; } return is_friendly_port(to); } return false; } function can_block_sea_move(who) { if (can_activate(who)) { let from = game.location[who]; if (is_friendly_port(from)) { for (let to of PORTS) if (to != from && can_block_sea_move_to(who, from, to)) return true; } } return false; } function can_block_continue(who, from, to) { if (is_contested_town(to)) return false; if (game.distance >= block_move(who)) return false; return true; } function can_block_retreat_to(who, to) { if (is_friendly_town(to) || is_vacant_town(to)) { let from = game.location[who]; if (can_block_use_road(from, to)) { if (road_was_last_used_by_enemy(from, to)) return false; return true; } } return false; } function can_block_regroup_to(who, to) { if (is_friendly_town(to) || is_vacant_town(to)) { let from = game.location[who]; if (can_block_use_road(from, to)) return true; } return false; } function can_block_regroup(who) { if (block_owner(who) == game.active) { let from = game.location[who]; for (let to of TOWNS[from].exits) if (can_block_regroup_to(who, to)) return true; } return false; } function can_block_use_road_to_muster(from, to) { return can_block_use_road(from, to) && is_friendly_or_vacant_town(to); } function can_block_muster_with_3_moves(n0, muster) { for (let n1 of TOWNS[n0].exits) { if (can_block_use_road_to_muster(n0, n1)) { if (n1 == muster) return true; for (let n2 of TOWNS[n1].exits) { if (n2 == n0) continue; // don't backtrack! if (can_block_use_road_to_muster(n1, n2)) { if (n2 == muster) return true; if (TOWNS[n2].exits.includes(muster)) return can_block_use_road_to_muster(n2, muster); } } } } return false; } function can_block_muster_with_2_moves(n0, muster) { for (let n1 of TOWNS[n0].exits) { if (can_block_use_road_to_muster(n0, n1)) { if (n1 == muster) return true; if (TOWNS[n1].exits.includes(muster)) return can_block_use_road_to_muster(n1, muster); } } return false; } function can_block_muster_with_1_move(n0, muster) { if (TOWNS[n0].exits.includes(muster)) return can_block_use_road_to_muster(n0, muster); return false; } function can_block_muster(who, muster) { let from = game.location[who]; if (from == muster) return false; if (can_activate(who)) { if (is_pinned(who, from)) return false; if (block_move(who) == 3) return can_block_muster_with_3_moves(from, muster); else return can_block_muster_with_2_moves(from, muster); } return false; } function can_muster_to(muster) { for (let b in BLOCKS) if (can_block_muster(b, muster)) return true; return false; } function is_battle_reserve(who) { return game.reserves.includes(who); } function is_attacker(who) { if (game.location[who] == game.where && block_owner(who) == game.attacker[game.where]) return !game.reserves.includes(who); return false; } function is_defender(who) { if (game.location[who] == game.where && block_owner(who) != game.attacker[game.where]) return !game.reserves.includes(who); return false; } function disband(who) { log(block_name(who) + " disbands."); game.location[who] = block_pool(who); game.steps[who] = block_max_steps(who); } function eliminate_block(who) { log(block_name(who) + " is eliminated."); game.location[who] = null; game.steps[who] = block_max_steps(who); } function reduce_block(who) { if (game.steps[who] == 1) { eliminate_block(who); } else { --game.steps[who]; } } function filter_battle_blocks(ci, is_candidate) { let output = null; for (let b in BLOCKS) { if (is_candidate(b) && !game.moved[b]) { if (block_initiative(b) == ci) { if (!output) output = []; output.push(b); } } } return output; } function count_attackers() { let count = 0; for (let b in BLOCKS) if (is_attacker(b)) ++count; return count; } function count_defenders() { let count = 0; for (let b in BLOCKS) if (is_defender(b)) ++count; return count; } // GAME TURN function start_year() { log(""); log("Start Year " + game.year + "."); let deck = shuffle_deck(); game.f_hand = deal_cards(deck, 6); game.s_hand = deal_cards(deck, 6); start_game_turn(); } function start_game_turn() { // Reset movement and attack tracking state reset_road_limits(); game.last_used = {}; game.attacker = {}; game.reserves = []; game.moved = {}; goto_card_phase(); } function end_game_turn() { if (game.f_hand.length > 0) start_game_turn() else goto_winter_turn(); } // CARD PHASE function goto_card_phase() { game.f_card = 0; game.s_card = 0; game.show_cards = false; game.state = 'play_card'; game.active = BOTH; } states.play_card = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for players to play a card."; if (current == FRANK) { if (game.f_card) { view.prompt = "Waiting for Saracen to play a card."; gen_action(view, 'undo'); } else { view.prompt = "Play a card."; for (let c of game.f_hand) gen_action(view, 'play', c); } } if (current == SARACEN) { if (game.s_card) { view.prompt = "Waiting for Frank to play a card."; gen_action(view, 'undo'); } else { view.prompt = "Play a card."; for (let c of game.s_hand) gen_action(view, 'play', c); } } }, play: function (card, current) { if (current == FRANK) { remove_from_array(game.f_hand, card); game.f_card = card; } if (current == SARACEN) { remove_from_array(game.s_hand, card); game.s_card = card; } if (game.s_card > 0 && game.f_card > 0) reveal_cards(); }, undo: function (_, current) { if (current == FRANK) { game.f_hand.push(game.f_card); game.f_card = 0; } if (current == SARACEN) { game.s_hand.push(game.s_card); game.s_card = 0; } } } function reveal_cards() { log("Frank plays " + CARDS[game.f_card].name + "."); log("Saracen plays " + CARDS[game.s_card].name + "."); game.show_cards = true; let fc = CARDS[game.f_card]; let sc = CARDS[game.s_card]; if (fc.event && sc.event) { log("Game Turn is cancelled."); end_game_turn(); return; } let fp = fc.moves; let sp = sc.moves; if (fp == sp) { if (roll_d6() > 3) ++fp; else ++sp; } if (fp > sp) { game.p1 = FRANK; game.p2 = SARACEN; } else { game.p1 = SARACEN; game.p2 = FRANK; } game.active = game.p1; start_player_turn(); } function start_player_turn() { log(""); log("Start " + game.active + " turn."); reset_road_limits(); let card = CARDS[game.active == FRANK ? game.f_card : game.s_card]; if (card.event) goto_event_card(card.event); else goto_move_phase(card.moves); } function end_player_turn() { game.moves = 0; game.activated = null; game.mustered = null; game.main_road = null; if (game.active == game.p2) { goto_battle_phase(); } else { game.active = game.p2; start_player_turn(); } } // EVENTS function goto_event_card(event) { end_player_turn(); } // ACTION PHASE function move_block(who, from, to) { game.location[who] = to; game.road_limit[road_id(from, to)] = road_limit(from, to) + 1; game.distance ++; if (is_contested_town(to)) { game.last_used[road_id(from, to)] = game.active; if (!game.attacker[to]) { game.attacker[to] = game.active; game.main_road[to] = from; return ATTACK_MARK; } else { // Attacker main attack or reinforcements if (game.attacker[to] == game.active) { if (game.main_road[to] != from) { game.reserves.push(who); return RESERVE_MARK_1; } return ATTACK_MARK; } // Defender reinforcements if (!game.main_road[to]) game.main_road[to] = from; if (game.main_road[to] == from) { game.reserves.push(who); return RESERVE_MARK_1; } else { game.reserves.push(who); return RESERVE_MARK_2; } } } return false; } function goto_move_phase(moves) { game.state = 'group_move'; game.moves = moves; game.activated = []; game.mustered = []; game.main_road = {}; game.turn_log = []; } function end_move_phase() { game.moves = 0; clear_undo(); print_turn_log(game.active + " moves:"); end_player_turn(); } states.group_move = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Move Phase: Waiting for " + game.active + "."; view.prompt = "Group Move: Choose a block to group move. " + game.moves + "AP left."; gen_action_undo(view); gen_action(view, 'end_move_phase'); if (can_muster_anywhere()) gen_action(view, 'muster'); if (can_sea_move_anywhere()) gen_action(view, 'sea_move'); if (game.moves > 0) { for (let b in BLOCKS) if (can_block_land_move(b)) gen_action(view, 'block', b); } else { for (let b in BLOCKS) { let from = game.location[b]; if (game.activated.includes(from)) if (can_block_land_move(b)) gen_action(view, 'block', b); } } }, block: function (who) { push_undo(); game.who = who; game.origin = game.location[who]; game.distance = 0; game.state = 'group_move_to'; }, sea_move: function () { push_undo(); game.state = 'sea_move'; }, muster: function () { push_undo(); game.state = 'muster'; }, end_move_phase: end_move_phase, undo: pop_undo } states.group_move_to = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to move."; view.prompt = "Group Move: Move " + block_name(game.who) + "."; gen_action_undo(view); gen_action(view, 'block', game.who); let from = game.location[game.who]; if (game.distance > 0) gen_action(view, 'town', from); for (let to of TOWNS[from].exits) { if (can_block_land_move_to(game.who, from, to)) gen_action(view, 'town', to); } }, town: function (to) { let from = game.location[game.who]; if (to == from) { end_move(); return; } if (game.distance == 0) log_move_start(from); let mark = move_block(game.who, from, to); if (mark) log_move_continue(to + mark); else log_move_continue(to); if (!can_block_continue(game.who, from, to)) end_move(); }, block: function () { if (game.distance == 0) pop_undo(); else end_move(); }, undo: pop_undo } function can_sea_move_anywhere() { if (game.moves > 0) { for (let b in BLOCKS) if (can_block_sea_move(b)) return true; } return false; } states.sea_move = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Move Phase: Waiting for " + game.active + "."; view.prompt = "Sea Move: Choose a block to sea move. " + game.moves + "AP left."; gen_action_undo(view); if (game.moves > 0) { for (let b in BLOCKS) if (can_block_sea_move(b)) gen_action(view, 'block', b); } }, block: function (who) { push_undo(); game.who = who; game.state = 'sea_move_to'; }, undo: pop_undo } states.sea_move_to = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to move."; view.prompt = "Sea Move " + block_name(game.who) + "."; gen_action_undo(view); gen_action(view, 'block', game.who); let from = game.location[game.who]; for (let to of PORTS) if (to != from && can_block_sea_move_to(game.who, from, to)) gen_action(view, 'town', to); }, town: function (to) { --game.moves; let from = game.location[game.who]; game.location[game.who] = to; game.moved[game.who] = true; log_move_start(from); log_move_continue("Sea"); // English Crusaders attack! if (is_contested_town(to)) { game.attacker[to] = FRANK; game.main_road[to] = "England"; log_move_continue(to + ATTACK_MARK); } else { log_move_continue(to); } game.state = 'group_move'; game.who = null; }, block: pop_undo, undo: pop_undo } function can_muster_anywhere() { if (game.moves > 0) return true; for (let where of game.mustered) { if (is_friendly_town(where)) if (can_muster_to(where)) return true; } return false; } states.muster = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to move."; view.prompt = "Muster: Choose one friendly or vacant muster town. " + game.moves + "AP left."; gen_action_undo(view); gen_action(view, 'end_muster'); if (game.moves > 0) { for (let where in TOWNS) { if (is_friendly_town(where)) if (can_muster_to(where)) gen_action(view, 'town', where); } } else { for (let where of game.mustered) { if (is_friendly_town(where)) if (can_muster_to(where)) gen_action(view, 'town', where); } } }, town: function (where) { push_undo(); game.where = where; game.state = 'muster_who'; }, end_muster: pop_undo, undo: pop_undo, } states.muster_who = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to move."; view.prompt = "Muster: Move blocks to " + game.where + "."; gen_action_undo(view); gen_action(view, 'end_muster'); for (let b in BLOCKS) if (can_block_muster(b, game.where)) gen_action(view, 'block', b); }, block: function (who) { push_undo(); game.who = who; game.state = 'muster_move_1'; }, end_muster: function () { game.where = null; game.state = 'group_move'; }, undo: pop_undo, } function end_muster_move() { let muster = game.where; log_move_end(); game.moved[game.who] = true; game.who = null; game.state = 'muster_who'; if (!game.mustered.includes(muster)) { logp("musters to " + muster + "."); game.mustered.push(muster); --game.moves; } } states.muster_move_1 = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to move."; view.prompt = "Muster: Move " + block_name(game.who) + " to " + game.where + "."; gen_action_undo(view); gen_action(view, 'block', game.who); let from = game.location[game.who]; let muster = game.where; if (block_move(game.who) == 3) { for (let to of TOWNS[from].exits) { if (can_block_use_road_to_muster(from, to)) { if (to == muster || can_block_muster_with_2_moves(to, muster)) gen_action(view, 'town', to); } } } else { for (let to of TOWNS[from].exits) { if (can_block_use_road_to_muster(from, to)) { if (to == muster || can_block_muster_with_1_move(to, muster)) gen_action(view, 'town', to); } } } }, town: function (to) { let from = game.location[game.who]; log_move_start(from); log_move_continue(to); move_block(game.who, from, to); if (to == game.where) { end_muster_move(); } else { game.state = 'muster_move_2'; } }, block: pop_undo, undo: pop_undo, } states.muster_move_2 = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to move."; view.prompt = "Muster: Move " + block_name(game.who) + " to " + game.where + "."; gen_action_undo(view); let from = game.location[game.who]; let muster = game.where; if (block_move(game.who) == 3) { for (let to of TOWNS[from].exits) { if (can_block_use_road_to_muster(from, to)) { if (to == muster || can_block_muster_with_1_move(to, muster)) gen_action(view, 'town', to); } } } else { for (let to of TOWNS[from].exits) { if (can_block_use_road_to_muster(from, to)) { if (to == muster) gen_action(view, 'town', to); } } } }, town: function (to) { let from = game.location[game.who]; log_move_continue(to); move_block(game.who, from, to); if (to == game.where) { end_muster_move(); } else { game.state = 'muster_move_3'; } }, undo: pop_undo, } states.muster_move_3 = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to move."; view.prompt = "Muster: Move " + block_name(game.who) + " to " + game.where + "."; gen_action_undo(view); let from = game.location[game.who]; let muster = game.where; for (let to of TOWNS[from].exits) { if (can_block_use_road_to_muster(from, to)) { if (to == muster) gen_action(view, 'town', to); } } }, town: function (to) { let from = game.location[game.who]; log_move_continue(to); move_block(game.who, from, to); end_muster_move(); }, undo: pop_undo, } function end_move() { if (game.distance > 0) { let to = game.location[game.who]; if (!game.activated.includes(game.origin)) { logp("activates " + game.origin + "."); game.activated.push(game.origin); game.moves --; } game.moved[game.who] = true; } log_move_end(); game.who = null; game.distance = 0; game.origin = null; game.state = 'group_move'; } // BATTLE PHASE function goto_battle_phase() { if (have_contested_towns()) { game.active = game.p1; game.state = 'battle_phase'; } else { goto_draw_phase(); } } states.battle_phase = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to choose a battle."; view.prompt = "Choose the next battle to fight!"; for (let where in TOWNS) if (is_contested_town(where)) gen_action(view, 'town', where); }, town: function (where) { start_battle(where); }, } function start_battle(where) { game.flash = ""; log(""); log("Battle in " + where + "."); game.where = where; game.battle_round = 0; game.state = 'battle_round'; start_battle_round(); } function resume_battle() { if (game.victory) return goto_game_over(); game.who = null; game.state = 'battle_round'; pump_battle_round(); } function end_battle() { game.flash = ""; game.battle_round = 0; reset_road_limits(); game.moved = {}; game.active = game.attacker[game.where]; let victor = game.active; if (is_contested_town(game.where)) victor = ENEMY[game.active]; else if (is_enemy_town(game.where)) victor = ENEMY[game.active]; log(victor + " wins the battle in " + game.where + "!"); goto_retreat(); } function bring_on_reserves(round) { // TODO: defender reserves in round 3... for (let b in BLOCKS) { if (game.location[b] == game.where) { remove_from_array(game.reserves, b); } } } function start_battle_round() { if (++game.battle_round <= 3) { log("~ Battle Round " + game.battle_round + " ~"); reset_road_limits(); game.moved = {}; if (game.battle_round == 2) { if (count_defenders() == 0) { log("Defending main force was eliminated."); log("The attacker is now the defender."); game.attacker[game.where] = ENEMY[game.attacker[game.where]]; } else if (count_attackers() == 0) { log("Attacking main force was eliminated."); } bring_on_reserves(2); } if (game.battle_round == 3) { bring_on_reserves(3); } pump_battle_round(); } else { end_battle(); } } function pump_battle_round() { if (is_friendly_town(game.where) || is_enemy_town(game.where)) { end_battle(); } else if (count_attackers() == 0 || count_defenders() == 0) { start_battle_round(); } else { function battle_step(active, initiative, candidate) { game.battle_list = filter_battle_blocks(initiative, candidate); if (game.battle_list) { game.active = active; return true; } return false; } let attacker = game.attacker[game.where]; let defender = ENEMY[attacker]; if (battle_step(defender, 'A', is_defender)) return; if (battle_step(attacker, 'A', is_attacker)) return; if (battle_step(defender, 'B', is_defender)) return; if (battle_step(attacker, 'B', is_attacker)) return; if (battle_step(defender, 'C', is_defender)) return; if (battle_step(attacker, 'C', is_attacker)) return; start_battle_round(); } } function retreat_with_block(b) { game.who = b; game.state = 'retreat_in_battle'; } function roll_attack(verb, b) { game.hits = 0; let fire = block_fire_power(b, game.where); let printed_fire = block_printed_fire_power(b); let rolls = []; let results = []; let steps = game.steps[b]; for (let i = 0; i < steps; ++i) { let die = roll_d6(); rolls.push(die); if (die <= fire) { results.push(HIT_TEXT); ++game.hits; } else { results.push(MISS_TEXT); } } game.flash += block_name(b) + " " + BLOCKS[b].combat; if (fire > printed_fire) game.flash += "+" + (fire - printed_fire); game.flash += " " + verb + "\n" + rolls.join(" ") + " = " + results.join(" "); } function fire_with_block(b) { game.moved[b] = true; game.flash = ""; roll_attack("fires", b); log(game.flash); if (game.hits > 0) { game.active = ENEMY[game.active]; goto_battle_hits(); } else { resume_battle(); } } states.battle_round = { show_battle: true, prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to choose a combat action."; view.prompt = "Battle: Charge, Fire, Harry, or Retreat with an army."; for (let b of game.battle_list) { gen_action(view, 'block', b); // take default action gen_action(view, 'battle_fire', b); gen_action(view, 'battle_retreat', b); // Turcopoles and Nomads can Harry (fire and retreat) if (block_type(b) == 'turcopoles' || block_type(b) == 'nomads') gen_action(view, 'battle_harry', b); // All Frank B blocks are knights who can Charge if (block_owner(b) == FRANK && block_initiative(b) == 'B') gen_action(view, 'battle_charge', b); } }, battle_charge: function (who) { charge_with_block(who); }, battle_fire: function (who) { fire_with_block(who); }, battle_harry: function (who) { harry_with_block(who); }, battle_retreat: function (who) { retreat_with_block(who); }, block: function (who) { fire_with_block(who); }, } function goto_battle_hits() { game.battle_list = list_victims(game.active); if (game.battle_list.length == 0) resume_battle(); else game.state = 'battle_hits'; } function apply_hit(who) { game.flash = block_name(who) + " takes a hit."; log(game.flash); reduce_block(who, 'combat'); game.hits--; if (game.hits == 1) game.flash += " 1 hit left."; else if (game.hits > 1) game.flash += " " + game.hits + " hits left."; if (game.hits == 0) resume_battle(); else goto_battle_hits(); } function list_victims(p) { let is_candidate = (p == game.attacker[game.where]) ? is_attacker : is_defender; let max = 0; for (let b in BLOCKS) if (is_candidate(b) && game.steps[b] > max) max = game.steps[b]; let list = []; for (let b in BLOCKS) if (is_candidate(b) && game.steps[b] == max) list.push(b); return list; } states.battle_hits = { show_battle: true, prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to assign hits."; view.prompt = "Assign " + game.hits + (game.hits != 1 ? " hits" : " hit") + " to your armies."; for (let b of game.battle_list) { gen_action(view, 'battle_hit', b); gen_action(view, 'block', b); } }, battle_hit: function (who) { apply_hit(who); }, block: function (who) { apply_hit(who); }, } function goto_retreat() { game.active = game.attacker[game.where]; if (is_contested_town(game.where)) { game.state = 'retreat'; game.turn_log = []; clear_undo(); } else { clear_undo(); goto_regroup(); } } states.retreat = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to retreat."; view.prompt = "Retreat: Choose an army to move."; gen_action_undo(view); let can_retreat = false; for (let b in BLOCKS) { if (game.location[b] == game.where && can_block_retreat(b)) { gen_action(view, 'block', b); can_retreat = true; } } if (!is_contested_town(game.where) || !can_retreat) gen_action(view, 'end_retreat'); }, end_retreat: function () { for (let b in BLOCKS) if (game.location[b] == game.where && block_owner(b) == game.active) eliminate_block(b); print_turn_log(game.active + " retreats:"); clear_undo(); goto_regroup(); }, block: function (who) { push_undo(); game.who = who; game.state = 'retreat_to'; }, undo: pop_undo } states.retreat_to = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to retreat."; view.prompt = "Retreat: Move the army to a friendly or neutral town."; gen_action_undo(view); gen_action(view, 'block', game.who); let can_retreat = false; for (let to of TOWNS[game.where].exits) { if (can_block_retreat_to(game.who, to)) { gen_action(view, 'town', to); can_retreat = true; } } if (!can_retreat) gen_action(view, 'eliminate'); }, town: function (to) { let from = game.where; game.turn_log.push([from, to]); move_block(game.who, game.where, to); game.who = null; game.state = 'retreat'; }, eliminate: function () { eliminate_block(game.who); game.who = null; game.state = 'retreat'; }, block: pop_undo, undo: pop_undo } states.retreat_in_battle = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to retreat."; gen_action(view, 'undo'); gen_action(view, 'block', game.who); view.prompt = "Retreat: Move the army 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); }, town: function (to) { logp("retreats to " + to + "."); game.location[game.who] = to; resume_battle(); }, eliminate: function () { eliminate_block(game.who); resume_battle(); }, block: function (to) { resume_battle(); }, undo: function () { resume_battle(); } } function goto_regroup() { game.active = game.attacker[game.where]; if (is_enemy_town(game.where)) game.active = ENEMY[game.active]; log(game.active + " wins the battle in " + game.where + "."); game.state = 'regroup'; game.turn_log = []; } states.regroup = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to regroup."; view.prompt = "Regroup: Choose an army to move."; gen_action_undo(view); gen_action(view, 'end_regroup'); for (let b in BLOCKS) { if (game.location[b] == game.where) { if (can_block_regroup(b)) gen_action(view, 'block', b); } } }, block: function (who) { push_undo(); game.who = who; game.state = 'regroup_to'; }, end_regroup: function () { print_turn_log(game.active + " regroups:"); game.where = null; clear_undo(); goto_battle_phase(); }, undo: pop_undo } states.regroup_to = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to regroup."; view.prompt = "Regroup: Move the army to a friendly or vacant town."; gen_action_undo(view); gen_action(view, 'block', game.who); for (let to of TOWNS[game.where].exits) if (can_block_regroup_to(game.who, to)) gen_action(view, 'town', to); }, town: function (to) { game.turn_log.push([from, to]); move_block(game.who, game.where, to); game.who = null; game.state = 'regroup'; }, block: pop_undo, undo: pop_undo } // DRAW PHASE function goto_draw_phase() { end_game_turn(); } // GAME OVER function goto_game_over() { game.active = "None"; game.state = 'game_over'; } states.game_over = { prompt: function (view, current) { view.prompt = game.victory; } } // 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; for (let b in BLOCKS) { if (block_owner(b) == FRANK) { switch (block_type(b)) { case 'pilgrims': case 'crusaders': deploy(b, block_pool(b)); break; default: deploy(b, block_home(b)); break; } } if (block_owner(b) == SARACEN) { if (block_type(b) == 'emirs') deploy(b, block_home(b)); if (block_type(b) == 'nomads') deploy(b, block_pool(b)); } if (block_owner(b) == ASSASSINS) { deploy(b, block_home(b)); } } } // VIEW function make_battle_view() { let battle = { FA: [], FB: [], FC: [], FR: [], SA: [], SB: [], SC: [], SR: [], flash: game.flash }; battle.title = game.attacker[game.where] + " attacks " + game.where; battle.title += " \u2014 round " + game.battle_round + " of 3"; function fill_cell(cell, owner, fn) { for (let b in BLOCKS) if (game.location[b] == game.where & block_owner(b) == owner && fn(b)) cell.push([b, game.steps[b], game.moved[b]?1:0]) } fill_cell(battle.FR, FRANK, b => is_battle_reserve(b)); fill_cell(battle.FA, FRANK, b => !is_battle_reserve(b) && block_initiative(b) == 'A'); fill_cell(battle.FB, FRANK, b => !is_battle_reserve(b) && block_initiative(b) == 'B'); fill_cell(battle.FC, FRANK, b => !is_battle_reserve(b) && block_initiative(b) == 'C'); fill_cell(battle.SR, SARACEN, b => is_battle_reserve(b)); fill_cell(battle.SA, SARACEN, b => !is_battle_reserve(b) && block_initiative(b) == 'A'); fill_cell(battle.SB, SARACEN, b => !is_battle_reserve(b) && block_initiative(b) == 'B'); fill_cell(battle.SC, SARACEN, b => !is_battle_reserve(b) && block_initiative(b) == 'C'); return battle; } exports.ready = function (scenario, players) { return players.length === 2; } exports.setup = function (scenario, players) { game = { attacker: {}, road_limit: {}, last_used: {}, location: {}, log: [], main_road: {}, moved: {}, moves: 0, prompt: null, reserves: [], show_cards: false, steps: {}, who: null, where: null, undo: [], } setup_game(); start_year(); return game; } exports.action = function (state, current, action, arg) { game = state; // TODO: check action and argument against action list if (is_active_player(current)) { let S = states[game.state]; if (action in S) { S[action](arg, current); } else { throw new Error("Invalid action: " + action); } } return state; } exports.resign = function (state, current) { game = state; if (game.state != 'game_over') { log(""); log(current + " resigned."); game.active = "None"; game.state = 'game_over'; game.victory = current + " resigned."; game.result = ENEMY[current]; } } exports.view = function(state, current) { game = state; let view = { log: game.log, year: game.year, active: game.active, f_card: (game.show_cards || current == FRANK) ? game.f_card : 0, s_card: (game.show_cards || current == SARACEN) ? game.s_card : 0, hand: (current == FRANK) ? game.f_hand : (current == SARACEN) ? game.s_hand : [], who: (game.active == current) ? game.who : null, where: game.where, known: {}, secret: { Frank: {}, Saracen: {}, Assassins: {} }, battle: null, prompt: null, actions: null, }; states[game.state].prompt(view, current); if (states[game.state].show_battle) view.battle = make_battle_view(); for (let b in BLOCKS) { let a = game.location[b]; if (!a) continue; if (a == F_POOL) // && current != FRANK) continue; if (a == S_POOL) // && current != SARACEN) continue; if (a == F_POOL || a == S_POOL) a = "Pool"; let is_known = false; if (current == block_owner(b)) is_known = true; if (b == ASSASSINS) is_known = true; if (is_known) { view.known[b] = [a, game.steps[b], game.moved[b] ? 1 : 0]; } else { let list = view.secret[BLOCKS[b].owner]; if (!(a in list)) list[a] = [0, 0]; list[a][0]++; if (game.moved[b]) list[a][1]++; } } return view; }