diff options
author | Tor Andersson <tor@ccxvii.net> | 2024-05-22 21:23:18 +0200 |
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committer | Tor Andersson <tor@ccxvii.net> | 2024-05-30 21:59:25 +0200 |
commit | 77de036c5500f44840d1dd3b37e93d8b48d494b5 (patch) | |
tree | c6cca04a0c8f3e3c7987978624f4bfd5fa02efab | |
parent | ae37a6749a32ffe975212ff8658ff8493e2316ec (diff) | |
download | friedrich-77de036c5500f44840d1dd3b37e93d8b48d494b5.tar.gz |
multiple powers can win simultaneously
-rw-r--r-- | create.html | 8 | ||||
-rw-r--r-- | rules.js | 88 |
2 files changed, 53 insertions, 43 deletions
diff --git a/create.html b/create.html index 38e0b2c..947cede 100644 --- a/create.html +++ b/create.html @@ -1,10 +1,2 @@ <p> -Player count: -<br> -<select name="players"> -<option value="">4 Player</option> -<option value="3">3 Player</option> -</select> - -<p> <label><input type="checkbox" name="seeded" value="true">Seeded Clock of Fate</label> @@ -91,7 +91,11 @@ const FC_AMERICA = 18 const ELIMINATED = data.cities.name.length const REMOVED = ELIMINATED + 1 -const max_power_troops = [ 32, 12, 16, 4, 30, 6, 20 ] +const max_power_troops_4 = [ 32, 12, 16, 4, 30, 6, 20 ] + +function max_power_troops(pow) { + return max_power_troops_4[pow] +} const all_powers = [ 0, 1, 2, 3, 4, 5, 6 ] @@ -508,7 +512,7 @@ function count_used_troops() { function count_unused_generals() { let n = 0 for (let p of all_power_generals[game.power]) - if (game.troops[p] === 0) + if (game.pos[p] !== REMOVED && game.troops[p] === 0) ++n return n } @@ -578,7 +582,6 @@ function goto_start_turn() { return if (fc === FC_ELISABETH) { - game.hand[P_RUSSIA] = [] game.power = P_PRUSSIA game.active = current_player() game.state = "russia_quits_the_game_1" @@ -586,7 +589,6 @@ function goto_start_turn() { } if (fc === FC_SWEDEN) { - game.hand[P_SWEDEN] = [] game.power = P_PRUSSIA game.active = current_player() game.state = "sweden_quits_the_game_1" @@ -594,7 +596,6 @@ function goto_start_turn() { } if ((fc === FC_INDIA && set_has(game.fate, FC_AMERICA)) || (fc === FC_AMERICA && set_has(game.fate, FC_INDIA))) { - game.hand[P_FRANCE] = [] game.power = P_HANOVER game.active = current_player() game.state = "france_quits_the_game_1" @@ -645,12 +646,9 @@ function has_conquered_all_of(list) { return true } -function check_power_victory(list, power) { - if (has_conquered_all_of(list[power])) { - goto_game_over(player_from_power(power), POWER_NAME[power] + " won.") - return true - } - return false +function check_power_victory(victory, city_list, power) { + if (has_conquered_all_of(city_list[power])) + set_add(victory, power) } function check_victory() { @@ -660,29 +658,34 @@ function check_victory() { return true } - // Normal victory conditions - if ( - check_power_victory(full_objective, P_RUSSIA) || - check_power_victory(full_objective, P_SWEDEN) || - check_power_victory(full_objective, P_AUSTRIA) || - check_power_victory(full_objective, P_IMPERIAL) || - check_power_victory(full_objective, P_FRANCE) - ) - return true + let victory = [] + + check_power_victory(victory, full_objective, P_RUSSIA) + check_power_victory(victory, full_objective, P_FRANCE) - // Eased victory conditions if (has_russia_dropped_out()) { - if (check_power_victory(primary_objective, P_SWEDEN)) - return true + check_power_victory(victory, primary_objective, P_SWEDEN) + } else { + check_power_victory(victory, full_objective, P_SWEDEN) } + if (has_imperial_army_switched_players()) { - if (check_power_victory(primary_objective, P_AUSTRIA)) - return true - if (check_power_victory(primary_objective, P_IMPERIAL)) - return true + check_power_victory(victory, primary_objective, P_AUSTRIA) + check_power_victory(victory, primary_objective, P_IMPERIAL) + } else { + check_power_victory(victory, full_objective, P_AUSTRIA) + check_power_victory(victory, full_objective, P_IMPERIAL) } - return false + if (victory.length > 0) { + goto_game_over( + victory.map(player_from_power).join(", "), + victory.map(p => POWER_NAME[p]).join(" and ") + " won." + ) + return true + } else { + return false + } } /* TACTICAL CARDS */ @@ -1169,7 +1172,7 @@ function goto_recruit() { game.count = 0 // TODO: reveal too much if we skip recruitment phase? - if (count_eliminated_trains() === 0 && count_used_troops() === max_power_troops[game.power]) { + if (count_eliminated_trains() === 0 && count_used_troops() === max_power_troops(game.power)) { end_recruit() return } @@ -1200,13 +1203,13 @@ states.recruit = { let cost = troop_cost() let buy_amount = (game.count / cost) | 0 let n_troops = count_used_troops() - let av_troops = max_power_troops[game.power] - n_troops + let av_troops = max_power_troops(game.power) - n_troops let av_trains = count_eliminated_trains() if (av_trains === 0 && av_troops === 0) - prompt(`Nothing to recruit. ${n_troops}/${max_power_troops[game.power]} troops.`) + prompt(`Nothing to recruit. ${n_troops}/${max_power_troops(game.power)} troops.`) else - prompt(`Recruit supply trains and/or troops. ${n_troops}/${max_power_troops[game.power]} troops. ${game.count} points.`) + prompt(`Recruit supply trains and/or troops. ${n_troops}/${max_power_troops(game.power)} troops. ${game.count} points.`) if (buy_amount < av_troops + av_trains) { for (let c of game.hand[game.power]) @@ -1921,6 +1924,7 @@ states.russia_quits_the_game_3 = { view.actions.done = 1 }, done() { + remove_power_from_play(P_RUSSIA) resume_start_turn() }, } @@ -1962,6 +1966,7 @@ states.sweden_quits_the_game_3 = { view.actions.done = 1 }, done() { + remove_power_from_play(P_SWEDEN) resume_start_turn() }, } @@ -1990,6 +1995,7 @@ states.france_quits_the_game_2 = { }, piece(p) { retire_general(p) + remove_power_from_play(P_FRANCE) resume_start_turn() }, } @@ -2191,12 +2197,24 @@ exports.setup = function (seed, scenario, options) { return game } +function remove_power_from_play(pow) { + for (let p of all_power_generals[pow]) { + game.pos[p] = REMOVED + game.troops[p] = 0 + } + for (let p of all_power_trains[pow]) + game.pos[p] = REMOVED + for (let s of full_objective[pow]) + set_delete(game.conquest, s) + game.hand[pow] = [] +} + states.setup = { prompt() { - prompt("Setup troops: " + count_used_troops() + " / " + max_power_troops[game.power]) + prompt("Setup troops: " + count_used_troops() + " / " + max_power_troops(game.power)) let done = true for (let p of all_power_generals[game.power]) { - if (game.troops[p] === 0) { + if (game.pos[p] < ELIMINATED && game.troops[p] === 0) { gen_action_piece(p) done = false } @@ -2222,7 +2240,7 @@ states.setup_general = { let n_selected = game.selected.length let n_other = count_unused_generals() - game.selected.length - let n_troops = max_power_troops[game.power] - count_used_troops() + let n_troops = max_power_troops(game.power) - count_used_troops() // leave at least 1 for each remaining general let take_max = Math.min(8 * n_selected, n_troops - n_other) |