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|
"use strict";
// TODO: frank seat adjustment at setup
// TODO: saladin seat adjustment at setup
// TODO: optional rule - iron bridge
// TODO: optional rule - force marches
// TODO: strict move order for group moves?
// Move Phase -> Group Move / Muster / Sea Move -> Move Phase
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 DEAD = "Dead";
const F_POOL = "FP";
const S_POOL = "SP";
// serif cirled numbers
const DIE_HIT = [ 0, '\u2776', '\u2777', '\u2778', '\u2779', '\u277A', '\u277B' ];
const DIE_MISS = [ 0, '\u2460', '\u2461', '\u2462', '\u2463', '\u2464', '\u2465' ];
const DIE_SELF = '\u2465!';
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.summary.push(game.move_buf);
delete game.move_buf;
}
function print_summary_no_count(text) {
function print_move(last) {
return "\n" + last.join(" \u2192 ");
}
if (game.summary.length > 0) {
game.summary.sort();
for (let entry of game.summary)
text += print_move(entry);
} else {
text += "\nnothing.";
}
log(text);
delete game.summary;
}
function print_summary(text) {
function print_move(last) {
return "\n" + n + " - " + last.join(" \u2192 ");
}
game.summary.sort();
let last = game.summary[0];
let n = 0;
for (let entry of game.summary) {
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.summary;
}
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_plural(who) {
return BLOCKS[who].plural;
}
function block_name(who) {
return who; // BLOCKS[who].name;
}
function block_type(who) {
return BLOCKS[who].type;
}
function block_home(who) {
let home = BLOCKS[who].home;
if (home == "Normandy") return "England";
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_saladin_family(who) {
return who == "Saladin" || who == "Al Adil" || who == "Al Aziz" || who == "Al Afdal" || who == "Al Zahir";
}
function is_english_crusader(who) {
return (who == "Richard" || who == "Robert" || who == "Crossbows");
}
function is_block_on_map(who) {
let location = game.location[who];
return location && location != DEAD && location != F_POOL && location != S_POOL;
}
function can_activate(who) {
return block_owner(who) == game.active &&
is_block_on_map(who) &&
!is_block_in_castle(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_friendly_in_field(where) {
let p = game.active;
let count = 0;
for (let b in BLOCKS)
if (game.location[b] == where && block_owner(b) == p)
if (!is_block_in_castle(b))
++count;
return count;
}
function count_enemy_in_field(where) {
let p = ENEMY[game.active];
let count = 0;
for (let b in BLOCKS)
if (game.location[b] == where && block_owner(b) == p)
if (!is_block_in_castle(b))
++count;
return count;
}
function count_friendly_in_field_excluding_reserves(where) {
let p = game.active;
let count = 0;
for (let b in BLOCKS)
if (game.location[b] == where && block_owner(b) == p)
if (!is_block_in_castle(b) && !is_battle_reserve(b))
++count;
return count;
}
function count_enemy_in_field_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 (!is_block_in_castle(b) && !is_battle_reserve(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_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 castle_limit(where) {
return TOWNS[where].rating;
}
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 count_pinning(where) {
return count_enemy_in_field_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 (!is_battle_reserve(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_use_richards_sea_legs(who, to) {
// English Crusaders may attack by sea.
// If combined with another attack, the English must be the Main Attacker.
if (is_english_crusader(who)) {
if (game.attacker[to] == FRANK) {
let road = game.main_road[to];
if (road)
return (road == "England");
}
return true;
}
return false;
}
function can_block_sea_move_to(who, from, to) {
if (is_port(to)) {
if (can_use_richards_sea_legs(who, to))
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_sea_move_anywhere() {
if (game.moves > 0) {
for (let b in BLOCKS)
if (can_block_sea_move(b))
return true;
}
return false;
}
function can_block_continue(who, from, to) {
if (is_contested_field(to))
return false;
if (game.distance >= block_move(who))
return false;
return true;
}
function can_block_retreat_to(who, to) {
if (is_friendly_field(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_retreat(who) {
if (block_owner(who) == game.active) {
let from = game.location[who];
for (let to of TOWNS[from].exits)
if (can_block_retreat_to(who, to))
return true;
}
return false;
}
function can_block_regroup_to(who, to) {
if (is_friendly_field(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_field(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, avoid) {
for (let n1 of TOWNS[n0].exits) {
if (n1 == avoid)
continue;
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, null);
}
return false;
}
function can_muster_to(muster) {
for (let b in BLOCKS)
if (can_block_muster(b, muster))
return true;
return false;
}
function can_muster_anywhere() {
if (game.moves > 0)
return true;
for (let where of game.mustered) {
if (is_friendly_field(where))
if (can_muster_to(where))
return true;
}
return false;
}
function is_battle_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_battle_reserve(who);
return false;
}
function is_defender(who) {
if (game.location[who] == game.where && block_owner(who) != game.attacker[game.where])
return !is_battle_reserve(who);
return false;
}
function is_field_attacker(who) {
if (game.location[who] == game.where && block_owner(who) == game.attacker[game.where])
return !is_battle_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_battle_reserve(who) && !is_block_in_castle(who);
return false;
}
function is_field_combatant(who) {
if (game.location[who] == game.where)
return !is_battle_reserve(who) && !is_block_in_castle(who);
return false;
}
function is_storm_attacker(who) {
return game.storming.includes(who);
}
function is_storm_defender(who) {
return is_block_in_castle_in(who, game.where);
}
function is_storm_combatant(who) {
return game.storming.includes(who) || is_block_in_castle_in(who, game.where);
}
function disband(who) {
if (block_plural(who))
log(block_name(who) + " disband.");
else
log(block_name(who) + " disbands.");
game.location[who] = block_pool(who);
game.steps[who] = block_max_steps(who);
}
function eliminate_block(who) {
remove_from_array(game.castle, who);
if (game.sallying) remove_from_array(game.sallying, who);
if (game.storming) remove_from_array(game.storming, who);
if (block_plural(who))
log(block_name(who) + " are eliminated.");
else
log(block_name(who) + " is eliminated.");
if (is_saladin_family(who) || block_type(who) == 'crusaders' || block_type(who) == 'military_orders')
game.location[who] = null; // permanently eliminated
else
game.location[who] = DEAD; // into to the pool next year
game.steps[who] = block_max_steps(who);
}
function reduce_block(who) {
if (game.steps[who] == 1) {
eliminate_block(who);
} else {
--game.steps[who];
}
}
// 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.reserves1 = [];
game.reserves2 = [];
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) {
let die = roll_d6();
log("Random first player.");
if (die > 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.main_road = null;
if (game.active == game.p2) {
goto_combat_phase();
} else {
game.active = game.p2;
start_player_turn();
}
}
// EVENTS
function goto_event_card(event) {
end_player_turn();
}
// MOVE 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_field(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.reserves1.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.reserves1.push(who);
return RESERVE_MARK_1;
} else {
game.reserves2.push(who);
return RESERVE_MARK_2;
}
}
}
return false;
}
function goto_move_phase(moves) {
game.state = 'move_phase';
game.moves = moves;
game.mustered = [];
game.main_road = {};
}
function end_move_phase() {
clear_undo();
game.moves = 0;
end_player_turn();
}
function format_moves(phase, prompt) {
if (game.moves == 0)
return phase + "No moves left.";
if (game.moves == 1)
return phase + prompt + " \u2014 1 move left.";
return phase + prompt + " \u2014 " + game.moves + " moves left.";
}
states.move_phase = {
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = "Move Phase: Waiting for " + game.active + ".";
view.prompt = format_moves("Move Phase: ", "Group Move, Sea Move, or Muster");
gen_action_undo(view);
gen_action(view, 'end_move_phase');
if (game.moves > 0) {
gen_action(view, 'group_move');
if (can_sea_move_anywhere())
gen_action(view, 'sea_move');
if (can_muster_anywhere())
gen_action(view, 'muster');
}
},
group_move: function () {
push_undo();
--game.moves;
game.state = 'group_move_first';
game.summary = [];
},
sea_move: function () {
push_undo();
game.state = 'sea_move';
},
muster: function () {
push_undo();
--game.moves;
game.state = 'muster';
},
end_move_phase: end_move_phase,
undo: pop_undo
}
// GROUP MOVE
function can_group_move_more() {
for (let b in BLOCKS)
if (game.location[b] == game.where)
if (can_block_land_move(b))
return true;
return false;
}
states.group_move_first = {
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.";
gen_action_undo(view);
for (let b in BLOCKS)
if (can_block_land_move(b))
gen_action(view, 'block', b);
},
block: function (who) {
push_undo();
game.where = game.location[who];
game.who = who;
game.distance = 0;
game.last_from = null;
game.state = 'group_move_to';
},
undo: pop_undo
}
states.group_move_who = {
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.";
gen_action_undo(view);
gen_action(view, 'end_group_move');
for (let b in BLOCKS)
if (game.location[b] == game.where)
if (can_block_land_move(b))
gen_action(view, 'block', b);
},
block: function (who) {
push_undo();
game.who = who;
game.distance = 0;
game.last_from = null;
game.state = 'group_move_to';
},
end_group_move: end_group_move,
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 (to != game.last_from && 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;
}
lift_siege(from);
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);
game.last_from = from;
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 end_move() {
if (game.distance > 0)
game.moved[game.who] = true;
log_move_end();
game.who = null;
game.distance = 0;
if (can_group_move_more())
game.state = 'group_move_who';
else
end_group_move();
}
function end_group_move() {
print_summary(game.active + " activates " + game.where + ":");
game.state = 'move_phase';
}
// SEA MOVE
states.sea_move = {
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = "Move Phase: Waiting for " + game.active + ".";
view.prompt = format_moves("Sea Move: ", "Choose a block to sea move");
gen_action_undo(view);
// gen_action(view, 'end_sea_move');
for (let b in BLOCKS)
if (can_block_sea_move(b))
gen_action(view, 'block', b);
},
end_sea_move: function () {
game.state = 'move_phase';
},
block: function (who) {
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.";
if (is_english_crusader(game.who))
view.prompt = "Sea Move: Move " + block_name(game.who) + " to a port.";
else
view.prompt = "Sea Move: Move " + block_name(game.who) + " to a friendly port.";
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;
lift_siege(from);
// English Crusaders attack!
if (!is_friendly_port(to)) {
game.attacker[to] = FRANK;
game.main_road[to] = "England";
logp(game.active + " sea moves to " + to + ATTACK_MARK + ".");
} else {
logp(game.active + " sea moves to " + to + ".");
}
game.who = null;
game.state = 'move_phase';
},
block: function () {
game.who = null;
game.state = 'sea_move';
},
undo: pop_undo,
}
// MUSTER
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.";
gen_action_undo(view);
gen_action(view, 'end_muster');
for (let where in TOWNS) {
if (is_friendly_field(where))
if (can_muster_to(where))
gen_action(view, 'town', where);
}
},
town: function (where) {
push_undo();
game.where = where;
game.state = 'muster_who';
game.summary = [];
},
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 + ".";
view.muster = 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 () {
print_summary(game.active + " musters to " + game.where + ":");
game.where = null;
game.state = 'move_phase';
},
undo: pop_undo,
}
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 + ".";
view.muster = 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, from))
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);
lift_siege(from);
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 + ".";
view.muster = 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 + ".";
view.muster = 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_muster_move() {
let muster = game.where;
log_move_end();
game.moved[game.who] = true;
game.who = null;
game.state = 'muster_who';
}
// COMBAT PHASE
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 count_reserves(where) {
let n = 0;
for (let b in BLOCKS)
if (block_owner(b) == game.active)
if (game.location[b] == where && is_battle_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 + ".");
console.log("SIEGE LIFTED IN", where);
for (let b in BLOCKS)
if (is_block_in_castle_in(b, where))
remove_from_array(game.castle, b);
}
}
function lift_all_sieges() {
for (let t in TOWNS)
lift_siege(t);
}
function goto_combat_phase() {
game.moved = {};
game.combat_list = [];
for (let where in TOWNS)
if (is_contested_town(where))
game.combat_list.push(where);
resume_combat_phase();
}
function resume_combat_phase() {
reset_road_limits();
game.moved = {};
if (game.combat_list.length > 0) {
game.active = game.p1;
game.state = 'combat_phase';
} else {
goto_draw_phase();
}
}
states.combat_phase = {
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = "Waiting for " + game.active + " to choose the next battle or siege.";
view.prompt = "Choose the next battle or siege!";
for (let where of game.combat_list)
gen_action(view, 'town', where);
},
town: function (where) {
remove_from_array(game.combat_list, where);
start_combat(where);
},
}
function start_combat(where) {
console.log("START COMBAT");
game.flash = "";
log("");
log("Battle in " + where + ".");
game.where = where;
game.combat_round = 0;
game.halfhit = null;
game.storming = [];
game.sallying = [];
if (is_castle_town(where)) {
if (!is_under_siege(where)) {
console.log("START SIEGE");
log("~ Combat Deployment ~");
game.active = ENEMY[game.attacker[game.where]];
game.state = 'combat_deployment';
} else {
game.attacker[game.where] = besieging_player(game.where);
console.log("CONTINUE SIEGE");
log("Siege continues from previous turn.");
next_combat_round();
}
} else {
console.log("START NON-SIEGE");
next_combat_round();
}
}
function end_combat() {
console.log("END COMBAT IN", game.where);
lift_siege(game.where);
delete game.storming;
delete game.sallying;
game.where = null;
game.flash = "";
game.battle_round = 0;
resume_combat_phase();
}
// COMBAT DEPLOYMENT
states.combat_deployment = {
show_battle: true,
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = "Waiting for " + game.active + " to deploy blocks.";
view.prompt = "Deploy blocks on the field and in the castle.";
let max = castle_limit(game.where);
let n = count_blocks_in_castle(game.where);
if (n < max) {
for (let b in BLOCKS) {
if (block_owner(b) == game.active && !is_battle_reserve(b)) {
if (game.location[b] == game.where && !game.castle.includes(b)) {
gen_action(view, 'battle_withdraw', b);
gen_action(view, 'block', b);
}
}
}
}
gen_action_undo(view);
gen_action(view, 'next');
},
battle_withdraw: function (who) {
push_undo();
game.castle.push(who);
},
block: function (who) {
push_undo();
game.castle.push(who);
},
next: function () {
clear_undo();
let n = count_blocks_in_castle(game.where);
if (n == 1)
log(game.active + " withdraws 1 block.");
else
log(game.active + " withdraws " + n + " blocks.");
game.active = game.attacker[game.where];
if (count_enemy_in_field_and_reserve(game.where) == 0) {
console.log("DEFENDER REFUSED FIELD BATTLE");
return goto_regroup();
}
next_combat_round();
},
undo: pop_undo
}
// REGROUP AFTER FIELD BATTLE/SIEGE VICTORY
function goto_regroup() {
lift_siege(game.where);
console.log("REGROUP", game.active);
reset_road_limits();
game.moved = {};
game.state = 'regroup';
game.summary = [];
}
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 () {
clear_undo();
print_summary(game.active + " regroups:");
if (is_contested_town(game.where))
next_combat_round();
else
end_combat();
},
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) {
let from = game.where;
game.summary.push([from, to]);
move_block(game.who, game.where, to);
game.who = null;
game.state = 'regroup';
},
block: pop_undo,
undo: pop_undo
}
// COMBAT ROUND
function next_combat_round() {
console.log("NEXT COMBAT ROUND");
switch (game.combat_round) {
case 0: return goto_combat_round(1);
case 1: return goto_combat_round(2);
case 2: return goto_combat_round(3);
case 3: return goto_retreat_after_combat();
}
}
function bring_on_reserves(reserves) {
for (let b in BLOCKS)
if (game.location[b] == game.where)
remove_from_array(reserves, b);
}
function goto_combat_round(combat_round) {
game.combat_round = combat_round;
game.moved = {};
console.log("COMBAT ROUND", combat_round);
log("~ Combat Round " + combat_round + " ~");
let was_contested = is_contested_battle_field();
if (combat_round == 2)
bring_on_reserves(game.reserves1);
if (combat_round == 3)
bring_on_reserves(game.reserves2);
if (is_contested_battle_field()) {
if (is_under_siege(game.where)) {
if (!was_contested) {
log("Relief forces arrive!");
console.log("RELIEF FORCE ARRIVED");
if (game.storming.length > 0) {
log("Storming canceled by arriving relief force.");
console.log("STORMING CANCELED");
game.storming.length = 0;
}
}
let old_attacker = game.attacker[game.where];
game.attacker[game.where] = besieged_player(game.where);
if (old_attacker != game.attacker[game.where]) {
console.log("NEW ATTACKER IS", game.attacker[game.where]);
log(game.attacker[game.where] + " is now the attacker.");
}
return goto_declare_sally();
}
return goto_field_battle();
}
goto_declare_storm();
}
function goto_declare_storm() {
if (game.storming.length == castle_limit(game.where))
return goto_storm_battle();
game.active = besieging_player(game.where);
game.state = 'declare_storm';
}
states.declare_storm = {
show_battle: true,
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = "Waiting for " + game.active + " to declare storming.";
view.prompt = "Storm: Declare which blocks should storm the castle.";
if (game.storming.length < castle_limit(game.where)) {
for (let b in BLOCKS) {
if (block_owner(b) == game.active && !is_battle_reserve(b)) {
if (game.location[b] == game.where && !game.storming.includes(b)) {
gen_action(view, 'battle_storm', b);
gen_action(view, 'block', b);
}
}
}
}
gen_action_undo(view);
gen_action(view, 'next');
},
battle_storm: function (who) {
push_undo();
game.storming.push(who);
},
block: function (who) {
push_undo();
game.storming.push(who);
},
next: function () {
clear_undo();
let n = game.storming.length;
console.log("STORM DECLARATION", n);
if (n == 0) {
log(game.active + " declines to storm.");
goto_declare_sally();
} else {
if (n == 1)
log(game.active + " storms with 1 block.");
else
log(game.active + " storms with " + n + " blocks.");
goto_storm_battle();
}
},
undo: pop_undo
}
function goto_declare_sally() {
game.active = besieged_player(game.where);
game.state = 'declare_sally';
game.was_contested = is_contested_battle_field();
}
states.declare_sally = {
show_battle: true,
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = "Waiting for " + game.active + " to declare sallying.";
view.prompt = "Sally: Declare which blocks should sally onto the field.";
for (let b in BLOCKS) {
if (block_owner(b) == game.active && !is_battle_reserve(b) && is_block_in_castle(b)) {
if (game.location[b] == game.where && !game.sallying.includes(b)) {
gen_action(view, 'battle_sally', b);
gen_action(view, 'block', b);
}
}
}
gen_action_undo(view);
gen_action(view, 'next');
},
battle_sally: function (who) {
push_undo();
remove_from_array(game.castle, who);
game.sallying.push(who);
},
block: function (who) {
push_undo();
remove_from_array(game.castle, who);
game.sallying.push(who);
},
next: function () {
clear_undo();
let n = game.sallying.length;
console.log("SALLY DECLARATION", n);
if (n == 0)
log(game.active + " declines to sally.");
else if (n == 1)
log(game.active + " sallies with 1 block.");
else
log(game.active + " sallies with " + n + " blocks.");
if (is_contested_battle_field()) {
if (!game.was_contested) {
log(game.active + " is now the attacker.");
console.log("NEW ATTACKER IS", game.active);
game.attacker[game.where] = game.active;
}
goto_field_battle();
} else if (count_reserves(game.where) > 0) {
next_combat_round();
} else {
goto_siege_attrition();
}
},
undo: pop_undo
}
// RETREAT AFTER COMBAT
function goto_retreat_after_combat() {
console.log("RETREAT AFTER COMBAT");
// withdraw all sallying blocks to castle.
for (let b of game.sallying)
game.castle.push(b);
game.sallying.length = 0;
// withdraw all storming blocks to the field.
game.storming.length = 0;
if (is_contested_field(game.where)) {
game.active = game.attacker[game.where];
game.state = 'retreat';
game.summary = [];
} else if (is_under_siege(game.where)) {
goto_siege_attrition();
} else {
end_combat();
}
}
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 && !is_block_in_castle(b) && can_block_retreat(b)) {
gen_action(view, 'block', b);
can_retreat = true;
}
}
if (!is_contested_field(game.where) || !can_retreat)
gen_action(view, 'end_retreat');
},
end_retreat: function () {
clear_undo();
for (let b in BLOCKS)
if (game.location[b] == game.where && !is_block_in_castle(b) && block_owner(b) == game.active)
eliminate_block(b);
print_summary(game.active + " retreats:");
game.active = ENEMY[game.active];
console.log("ATTACKER RETREATED FROM THE FIELD");
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.summary.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
}
// SIEGE ATTRITION
function goto_siege_attrition() {
console.log("SIEGE ATTRITION");
game.active = besieging_player(game.where);
for (let b in BLOCKS) {
if (is_block_in_castle_in(b, game.where)) {
let die = roll_d6();
if (die <= 3) {
log("Siege attrition: " + DIE_HIT[die] + ".");
reduce_block(b);
} else {
log("Siege attrition: " + DIE_MISS[die] + ".");
}
}
}
if (!is_under_siege(game.where)) {
log(game.where + " falls to siege attrition.");
goto_regroup();
} else {
log("Siege continues.");
end_combat();
}
}
// FIELD AND STORM BATTLE HELPERS
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 battle_step(active, initiative, candidate) {
game.battle_list = filter_battle_blocks(initiative, candidate);
if (game.battle_list) {
game.active = active;
return true;
}
return false;
}
function pump_battle_step(is_candidate_attacker, is_candidate_defender) {
let attacker = game.attacker[game.where];
let defender = ENEMY[attacker];
if (battle_step(defender, 'A', is_candidate_defender)) return;
if (battle_step(attacker, 'A', is_candidate_attacker)) return;
if (battle_step(defender, 'B', is_candidate_defender)) return;
if (battle_step(attacker, 'B', is_candidate_attacker)) return;
if (battle_step(defender, 'C', is_candidate_defender)) return;
if (battle_step(attacker, 'C', is_candidate_attacker)) return;
next_combat_round();
}
// FIELD BATTLE
function goto_field_battle() {
resume_field_battle();
}
function resume_field_battle() {
game.active = game.p1;
if (is_friendly_field(game.where)) {
console.log("FIELD BATTLE WON BY", game.active);
log("Field battle won by " + game.active);
return goto_regroup();
}
if (is_enemy_field(game.where)) {
game.active = ENEMY[game.active];
console.log("FIELD BATTLE WON BY", game.active);
log("Field battle won by " + game.active + ".");
return goto_regroup();
}
game.state = 'field_battle';
pump_battle_step(is_field_attacker, is_field_defender);
}
states.field_battle = {
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 = "Field Battle: Choose a combat action.";
for (let b of game.battle_list) {
gen_action(view, 'block', b); // take default action
gen_action(view, 'battle_fire', b);
if (game.sallying.includes(b)) {
// Only sallying forces may withdraw into the castle
gen_action(view, 'battle_withdraw', b);
} else {
if (can_block_retreat(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);
}
},
block: field_fire_with_block,
battle_fire: field_fire_with_block,
battle_withdraw: field_withdraw_with_block,
battle_charge: charge_with_block,
battle_harry: harry_with_block,
battle_retreat: retreat_with_block,
}
// STORM BATTLE
function goto_storm_battle() {
console.log("STORM BATTLE");
resume_storm_battle();
}
function resume_storm_battle() {
game.active = besieging_player(game.where);
if (is_friendly_town(game.where)) {
console.log("STORM BATTLE WON BY ATTACKER", game.active);
log("Siege battle won by " + game.active);
return goto_regroup();
}
if (is_enemy_town(game.where)) {
console.log("STORM BATTLE WON BY DEFENDER", ENEMY[game.active]);
game.halfhit = null;
log("Storming repulsed.");
return next_combat_round();
}
game.state = 'storm_battle';
pump_battle_step(is_storm_attacker, is_storm_defender);
}
states.storm_battle = {
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 = "Field Battle: Choose a combat action.";
for (let b of game.battle_list) {
gen_action(view, 'block', b); // take default action
gen_action(view, 'battle_fire', b);
if (game.storming.includes(b))
gen_action(view, 'battle_retreat', b);
}
},
block: storm_fire_with_block,
battle_fire: storm_fire_with_block,
battle_retreat: storm_withdraw_with_block,
}
// FIELD BATTLE HITS
function goto_field_battle_hits() {
game.active = ENEMY[game.active];
game.battle_list = list_field_victims();
if (game.battle_list.length == 0)
resume_field_battle();
else
game.state = 'field_battle_hits';
}
function list_field_victims() {
let max = 0;
for (let b in BLOCKS)
if (block_owner(b) == game.active && is_field_combatant(b) && game.steps[b] > max)
max = game.steps[b];
let list = [];
for (let b in BLOCKS)
if (block_owner(b) == game.active && is_field_combatant(b) && game.steps[b] == max)
list.push(b);
return list;
}
states.field_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: apply_field_battle_hit,
block: apply_field_battle_hit,
}
function apply_field_battle_hit(who) {
if (block_plural(who))
game.flash = block_name(who) + " take a hit.";
else
game.flash = block_name(who) + " takes a hit.";
reduce_block(who, 'combat');
game.hits--;
if (game.hits == 0)
resume_field_battle();
else {
game.battle_list = list_field_victims();
if (game.battle_list.length == 0)
resume_field_battle();
else
game.flash += " " + game.hits + (game.hits == 1 ? " hit left." : " hits left.");
}
}
// STORM BATTLE HITS
function goto_storm_battle_hits() {
game.active = ENEMY[game.active];
game.battle_list = list_storm_victims();
if (game.battle_list.length == 0)
resume_storm_battle();
else
game.state = 'storm_battle_hits';
}
function list_storm_victims() {
if (game.halfhit)
return [ game.halfhit ];
let max = 0;
for (let b in BLOCKS)
if (block_owner(b) == game.active && is_storm_combatant(b) && game.steps[b] > max)
max = game.steps[b];
let list = [];
for (let b in BLOCKS)
if (block_owner(b) == game.active && is_storm_combatant(b) && game.steps[b] == max)
list.push(b);
return list;
}
states.storm_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: apply_storm_battle_hit,
block: apply_storm_battle_hit,
}
function apply_storm_battle_hit(who) {
if (block_plural(who))
game.flash = block_name(who) + " take a hit.";
else
game.flash = block_name(who) + " takes a hit.";
if (game.halfhit == who) {
reduce_block(who, 'combat');
game.halfhit = null;
} else {
if (is_block_in_castle(who))
game.halfhit = who;
else
reduce_block(who, 'combat');
}
game.hits--;
if (game.hits == 0)
resume_storm_battle();
else {
game.battle_list = list_storm_victims();
if (game.battle_list.length == 0)
resume_storm_battle();
else
game.flash += " " + game.hits + (game.hits == 1 ? " hit left." : " hits left.");
}
}
// BATTLE ACTIONS
function roll_attack(active, b, verb, is_charge) {
game.hits = 0;
let fire = block_fire_power(b, game.where);
let printed_fire = block_printed_fire_power(b);
let rolls = [];
let steps = game.steps[b];
let name = block_name(b) + " " + BLOCKS[b].combat;
let self = 0;
if (fire > printed_fire)
name += "+" + (fire - printed_fire);
for (let i = 0; i < steps; ++i) {
let die = roll_d6();
if (die <= fire) {
rolls.push(DIE_HIT[die]);
++game.hits;
} else {
if (is_charge && die == 6) {
rolls.push(DIE_SELF);
++self;
} else {
rolls.push(DIE_MISS[die]);
}
}
}
game.flash = name + " " + verb + " " + rolls.join(" ") + " ";
if (block_plural(b)) {
if (game.hits == 0)
game.flash += "and miss.";
else if (game.hits == 1)
game.flash += "and score 1 hit.";
else
game.flash += "and score " + game.hits + " hits.";
} else {
if (game.hits == 0)
game.flash += "and misses.";
else if (game.hits == 1)
game.flash += "and scores 1 hit.";
else
game.flash += "and scores " + game.hits + " hits.";
}
if (self > 0) {
if (self == 1)
game.flash += " " + self + " self hit.";
else
game.flash += " " + self + " self hits.";
self = Math.min(self, game.steps[b]);
while (self-- > 0)
reduce_block(b);
}
log(active[0] + ": " + name + " " + verb + " " + rolls.join("") + ".");
}
function field_fire_with_block(b) {
game.moved[b] = true;
if (block_plural(b))
roll_attack(game.active, b, "fire", 0);
else
roll_attack(game.active, b, "fires", 0);
if (game.hits > 0) {
goto_field_battle_hits();
} else {
resume_field_battle();
}
}
function storm_fire_with_block(b) {
game.moved[b] = true;
if (block_plural(b))
roll_attack(game.active, b, "fire", 0);
else
roll_attack(game.active, b, "fires", 0);
if (game.hits > 0) {
goto_storm_battle_hits();
} else {
resume_storm_battle();
}
}
function charge_with_block(b) {
game.moved[b] = true;
if (block_plural(b))
roll_attack(game.active, b, "charge", 1);
else
roll_attack(game.active, b, "charges", 1);
if (game.hits > 0) {
goto_field_battle_hits();
} else {
resume_field_battle();
}
}
function field_withdraw_with_block(b) {
if (block_plural(b))
log(game.active[0] + ": " + b + " withdraw.");
else
log(game.active[0] + ": " + b + " withdraws.");
game.moved[b] = true;
remove_from_array(game.sallying, b);
game.castle.push(b);
resume_field_battle();
}
function storm_withdraw_with_block(b) {
if (block_plural(b))
log(game.active[0] + ": " + b + " withdraw.");
else
log(game.active[0] + ": " + b + " withdraws.");
game.moved[b] = true;
remove_from_array(game.storming, b);
resume_storm_battle();
}
function harry_with_block(b) {
// TODO: fire, hits, retreat OR fire, retreat, hits order ?
if (block_plural(b))
roll_attack(game.active, b, "harry", 1);
else
roll_attack(game.active, b, "harries", 1);
game.who = b;
game.state = 'harry';
}
states.harry = {
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = "Waiting for " + game.active + " to harry.";
view.prompt = "Harry: 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) {
if (block_plural(game.who))
game.flash = block_name(game.who) + " retreat.";
else
game.flash = block_name(game.who) + " retreats.";
logp("retreats to " + to + ".");
game.location[game.who] = to;
move_block(game.who, game.where, to);
game.who = null;
if (game.hits > 0) {
goto_field_battle_hits();
} else {
resume_field_battle();
}
},
}
function retreat_with_block(b) {
game.who = b;
game.state = 'retreat_in_battle';
}
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) {
if (block_plural(game.who))
game.flash = block_name(game.who) + " retreat.";
else
game.flash = block_name(game.who) + " retreats.";
logp("retreats to " + to + ".");
game.location[game.who] = to;
move_block(game.who, game.where, to);
game.who = null;
resume_field_battle();
},
block: function () {
game.who = null;
resume_field_battle();
},
undo: function () {
game.who = null;
resume_field_battle();
}
}
// OLD CRUFT
/*
*/
// DRAW PHASE
function goto_draw_phase() {
delete game.combat_list;
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 compare_block_initiative(a, b) {
let aa = BLOCKS[a].combat;
let bb = BLOCKS[b].combat;
return (aa < bb) ? -1 : (aa > bb) ? 1 : 0;
}
function make_battle_view() {
let battle = {
FA: [], FC: [], FR: [],
SA: [], SC: [], SR: [],
storming: game.storming,
sallying: game.sallying,
halfhit: game.halfhit,
flash: game.flash
};
battle.title = game.attacker[game.where] + " attacks " + game.where;
if (game.combat_round == 0) {
battle.title += " \u2014 combat deployment";
}
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])
cell.sort((a,b) => compare_block_initiative(a[0], b[0]));
console.log("CELL", cell);
}
fill_cell(battle.FR, FRANK, b => is_battle_reserve(b));
fill_cell(battle.FA, FRANK, b => !is_battle_reserve(b) && !is_block_in_castle(b));
fill_cell(battle.FC, FRANK, b => !is_battle_reserve(b) && is_block_in_castle(b));
fill_cell(battle.SR, SARACEN, b => is_battle_reserve(b));
fill_cell(battle.SA, SARACEN, b => !is_battle_reserve(b) && !is_block_in_castle(b));
fill_cell(battle.SC, SARACEN, b => !is_battle_reserve(b) && is_block_in_castle(b));
return battle;
}
exports.ready = function (scenario, players) {
return players.length === 2;
}
exports.setup = function (scenario, players) {
game = {
attacker: {},
road_limit: {},
last_used: {},
location: {},
castle: [],
log: [],
main_road: {},
moved: {},
moves: 0,
prompt: null,
reserves1: [],
reserves2: [],
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];
}
}
function make_siege_view() {
let list = {};
for (let t in TOWNS)
if (is_under_siege(t))
list[t] = besieging_player(t);
return list;
}
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,
location: game.location,
castle: game.castle,
steps: game.steps,
reserves: game.reserves1.concat(game.reserves2),
moved: game.moved,
sieges: make_siege_view(),
battle: null,
prompt: null,
actions: null,
};
states[game.state].prompt(view, current);
if (states[game.state].show_battle)
view.battle = make_battle_view();
return view;
}
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