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author | Tor Andersson <tor@ccxvii.net> | 2024-05-24 15:06:10 +0200 |
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committer | Tor Andersson <tor@ccxvii.net> | 2024-05-30 21:59:25 +0200 |
commit | a47dfee81ff884316c39b8349be2eae65427c2c1 (patch) | |
tree | 6c78ed35c2eaed232c6859de55e4cadda45b1795 | |
parent | 33f6e49e1513be99378874425cc364a6f3cb957e (diff) | |
download | friedrich-a47dfee81ff884316c39b8349be2eae65427c2c1.tar.gz |
movement prompts
-rw-r--r-- | rules.js | 191 |
1 files changed, 114 insertions, 77 deletions
@@ -153,6 +153,17 @@ const all_power_re_entry_cities = [ data.sectors.hearts_south_of_koblenz, ] +const piece_name = [ + "P1", "P2", "P3", "P4", "P5", "P6", "P7", "P8", + "H1", "H2", + "R1", "R2", "R3", "R4", + "S1", + "A1", "A2", "A3", "A4", "A5", + "IA1", + "F1", "F2", "F3", + "PT1", "PT2", "HT", "RT1", "RT2", "ST", "AT1", "AT2", "IAT", "FT1", "FT2", +] + const all_power_generals = [ /* P */ [ 0, 1, 2, 3, 4, 5, 6, 7 ], /* H */ [ 8, 9 ], @@ -262,6 +273,16 @@ function is_reserve(c) { return to_suit(c) === RESERVE } +function format_cards(list) { + return list.map(c => to_value(c) + suit_name[to_suit(c)]).join(", ") +} + +function format_selected() { + if (game.selected.length === 0) + return "nobody" + return game.selected.map(p => piece_name[p]).join(" and ") +} + /* OBJECTIVES */ const all_objectives = [] @@ -566,6 +587,61 @@ function count_unused_generals() { return n } +function has_any_piece(to) { + for (let s of game.pos) + if (s === to) + return true + return false +} + +function has_friendly_supply_train(to) { + for (let p of all_friendly_trains[game.power]) + if (game.pos[p] === to) + return true + return false +} + +function has_enemy_supply_train(to) { + for (let p of all_enemy_trains[game.power]) + if (game.pos[p] === to) + return true + return false +} + +function has_enemy_piece(to) { + for (let p of all_enemy_generals[game.power]) + if (game.pos[p] === to) + return true + for (let p of all_enemy_trains[game.power]) + if (game.pos[p] === to) + return true + return false +} + +function has_any_other_general(to) { + for (let other of all_powers) + if (other !== game.power) + for (let p of all_power_generals[other]) + if (game.pos[p] === to) + return true + return false +} + +function has_own_general(to) { + for (let p of all_power_generals[game.power]) + if (game.pos[p] === to) + return true + return false +} + +function count_pieces(to) { + let n = 0 + for (let s of game.pos) + if (s === to) + ++n + return n +} + function retire_general(p) { log("P" + p + " retired.") @@ -893,10 +969,6 @@ function should_power_discard_tc() { return false } -function format_cards(list) { - return list.map(c => to_value(c) + suit_name[to_suit(c)]).join(", ") -} - states.tactical_cards_discard = { prompt() { view.draw = game.draw @@ -1035,17 +1107,25 @@ function is_supreme_commander(p) { states.movement = { prompt() { - prompt("Move your generals and supply trains.") - - let pow = game.power - - for (let p of all_power_generals[pow]) - if (!set_has(game.moved, p) && is_supreme_commander(p) && game.pos[p] < ELIMINATED) + let done = true + for (let p of all_power_generals[game.power]) { + if (!set_has(game.moved, p) && is_supreme_commander(p) && game.pos[p] < ELIMINATED) { gen_action_piece(p) + done = false + } + } - for (let p of all_power_trains[pow]) - if (!set_has(game.moved, p) && game.pos[p] < ELIMINATED) + for (let p of all_power_trains[game.power]) { + if (!set_has(game.moved, p) && game.pos[p] < ELIMINATED) { gen_action_piece(p) + done = false + } + } + + if (done) + prompt("Movement done.") + else + prompt("Move your generals and supply trains.") view.actions.end_movement = 1 }, @@ -1059,7 +1139,12 @@ states.movement = { game.selected.push(other) game.count = 0 - game.major = 1 + + if (data.cities.major_roads[here].length > 0) + game.major = 1 + else + game.major = 0 + if (is_supply_train(p)) resume_move_supply_train() else @@ -1071,59 +1156,11 @@ states.movement = { }, } -function has_any_piece(to) { - for (let s of game.pos) - if (s === to) - return true - return false -} - -function has_friendly_supply_train(to) { - for (let p of all_friendly_trains[game.power]) - if (game.pos[p] === to) - return true - return false -} - -function has_enemy_supply_train(to) { - for (let p of all_enemy_trains[game.power]) - if (game.pos[p] === to) - return true - return false -} - -function has_enemy_piece(to) { - for (let p of all_enemy_generals[game.power]) - if (game.pos[p] === to) - return true - for (let p of all_enemy_trains[game.power]) - if (game.pos[p] === to) - return true - return false -} - -function has_any_other_general(to) { - for (let other of all_powers) - if (other !== game.power) - for (let p of all_power_generals[other]) - if (game.pos[p] === to) - return true - return false -} - -function has_own_general(to) { - for (let p of all_power_generals[game.power]) - if (game.pos[p] === to) - return true - return false -} - -function count_pieces(to) { - let n = 0 - for (let s of game.pos) - if (s === to) - ++n - return n +function format_move(max) { + let n = max - game.count + if (game.major) + return ` up to ${n} + 1 cities.` + return ` up to ${n} cities.` } function can_move_train_to(to) { @@ -1275,7 +1312,7 @@ function move_general_to(to) { states.move_supply_train_NEW = { prompt() { - prompt("Move supply train.") + prompt("Move " + format_selected() + format_move(2)) view.selected = game.selected let who = game.selected[0] @@ -1346,7 +1383,7 @@ states.move_supply_train_NEW = { states.move_supply_train_OLD = { prompt() { - prompt("Move supply train.") + prompt("Move " + format_selected() + format_move(2)) view.selected = game.selected let who = game.selected[0] @@ -1393,7 +1430,7 @@ states.move_supply_train_OLD = { states.move_general_NEW = { prompt() { - prompt("Move general.") + prompt("Move " + format_selected() + format_move(3)) view.selected = game.selected let who = game.selected[0] @@ -1486,7 +1523,7 @@ states.move_general_NEW = { states.move_general_OLD = { prompt() { - prompt("Move general.") + prompt("Move " + format_selected() + format_move(3)) view.selected = game.selected let who = game.selected[0] @@ -1565,7 +1602,7 @@ states.move_supply_train = states.move_supply_train_OLD states.move_detach = { prompt() { - prompt("Detach general.") + prompt("Move " + format_selected() + ". Detach general from stack.") for (let p of game.selected) gen_action_piece(p) }, @@ -1577,7 +1614,7 @@ states.move_detach = { states.move_take = { prompt() { - prompt("Take troops from detached generals.") + prompt("Transfer troops to " + format_selected() + ".") let take = count_stacked_take() let give = count_unstacked_give() let n = Math.min(take, give) @@ -1593,7 +1630,7 @@ states.move_take = { states.move_give = { prompt() { - prompt("Give troops to detached generals.") + prompt("Transfer troops from " + format_selected() + ".") let take = count_unstacked_take() let give = count_stacked_give() let n = Math.min(take, give) @@ -1728,7 +1765,7 @@ function can_re_enter_supply_train(s) { states.re_enter = { prompt() { - prompt("Re-enter piece.") + prompt("Re-enter " + format_selected() + ".") let p = game.selected[0] let can_re_enter_at = is_general(p) ? can_re_enter_general : can_re_enter_supply_train @@ -2145,7 +2182,7 @@ states.retreat_eliminate_hits = { states.retreat_eliminate_trapped = { prompt() { - prompt("Eliminate generals without a retreat path.") + prompt("Eliminate " + format_selected() + " without a retreat path.") for (let p of game.selected) gen_action_piece(p) }, @@ -2225,7 +2262,7 @@ function search_retreat(loser, winner, range) { states.retreat = { prompt() { - prompt("Retreat loser " + Math.abs(game.count)) + prompt("Retreat " + format_selected() + " " + Math.abs(game.count) + " cities.") view.selected = game.selected view.retreat = game.retreat map_for_each_key(game.retreat, gen_action_space) @@ -2358,7 +2395,7 @@ function goto_supply() { states.supply = { prompt() { - prompt("Supply") + prompt("Supply.") for (let p of all_power_generals[game.power]) { if (game.pos[p] >= ELIMINATED) continue |