diff options
author | Tor Andersson <tor@ccxvii.net> | 2024-05-28 13:14:04 +0200 |
---|---|---|
committer | Tor Andersson <tor@ccxvii.net> | 2024-05-30 21:59:25 +0200 |
commit | b4b2b86d439e6bac48ab119b23d683c33988772f (patch) | |
tree | 91058f9de6fe731777055b207288f78c0f6c21cc | |
parent | 5bd0eda4db476f29fd8f29532f2f9135fb9bc295 (diff) | |
download | friedrich-b4b2b86d439e6bac48ab119b23d683c33988772f.tar.gz |
offensive option
-rw-r--r-- | play.js | 16 | ||||
-rw-r--r-- | rules.js | 209 |
2 files changed, 199 insertions, 26 deletions
@@ -147,9 +147,14 @@ function has_eased_victory(power) { } function count_total_objectives(pow) { - if (has_eased_victory(pow)) - return objective1[pow].length - return objective1[pow].length + objective2[pow].length + let n = objective1[pow].length + if (!has_eased_victory(pow)) + n += objective2[pow].length + if (pow === P_PRUSSIA && !view.oo) + n = 0 + if (pow === P_AUSTRIA && view.oo) + n -= 4 + return n } /* CARD TEXTS */ @@ -890,11 +895,12 @@ function on_update() { ui.turns[i].classList.toggle("hide", (typeof view.fate === "object") || (i + 1 < view.fate)) for (let pow = 0; pow < 7; ++pow) { - // let banner = `${power_name[pow]} \u2013 ${view.pt[pow]}/${max_power_troops[pow]} troops` let banner = `${power_name[pow]} \u2014 ${view.pt[pow]} troops` let m_obj = count_total_objectives(pow) if (m_obj > 0) { let n_obj = count_captured_objectives(pow) + if (pow === P_AUSTRIA && view.oo) + m_obj += "*" banner += ` \u2014 ${n_obj} of ${m_obj} objectives` } @@ -920,6 +926,8 @@ function on_update() { } ui.clock_of_fate.replaceChildren() + if (view.oo > 0) + ui.clock_of_fate.appendChild(ui.tc[view.oo]) ui.clock_of_fate.appendChild(ui.fate[0]) if (typeof view.fate === "object") for (let c of view.fate) @@ -152,6 +152,7 @@ const all_power_depots = [ find_city_list([ "Koblenz", "Gemünden" ]), ] +const COORDINATE_LINE_5 = 935 const MUNSTER_Y = data.cities.y[find_city("Munster")] const HALLE = find_city("Halle") const KUSTRIN = find_city("Küstrin") @@ -317,6 +318,17 @@ function is_reserve(c) { return to_suit(c) === RESERVE } +function is_south_of_line_5(s) { + return data.cities.y[s] > COORDINATE_LINE_5 +} + +function is_west_of(here, there) { + let dx = data.cities.x[there] - data.cities.x[here] + let dy = data.cities.y[there] - data.cities.y[here] + // more west than north/south + return dx < 0 && Math.abs(dx) >= Math.abs(dy) +} + function format_cards(list) { return list.map(c => is_reserve(c) ? suit_name[RESERVE] : to_value(c) + suit_name[to_suit(c)]).join(", ") } @@ -404,7 +416,11 @@ make_protect(P_HANOVER, data.country.Hanover) make_protect(P_AUSTRIA, data.country.Austria) function is_conquest_space(pow, s) { - // TODO: prussian offensive option + if (pow === P_PRUSSIA) { + if (is_offensive_option() || game.turn < 3) + return set_has(primary_objective[pow], s) + return false + } if (has_eased_victory(pow)) return set_has(primary_objective[pow], s) return set_has(full_objective[pow], s) @@ -452,9 +468,14 @@ function remove_secondary_objectives(power) { set_delete(game.conquest, s) } +function remove_offensive_option_objectives() { + for (let s of primary_objective[P_PRUSSIA]) + set_delete(game.conquest, s) +} + /* STATE */ -function turn_power_draw() { +function tc_per_turn() { let n = 0 if (game.scenario === 1 && game.power === P_PRUSSIA) { @@ -508,6 +529,15 @@ function turn_power_draw() { return n } +function is_offensive_option() { + return !!game.oo +} + +function is_offensive_option_failed() { + // if Austria has picked up the card AND subsidy reduction event has triggered + return game.oo < 0 && (set_has(game.fate, FC_POEMS) || set_has(game.fate, FC_LORD_BUTE)) +} + function has_power_dropped_out(pow) { if (game.scenario === 1) return pow !== P_PRUSSIA && pow !== P_HANOVER && pow !== P_FRANCE @@ -843,6 +873,9 @@ function goto_action_stage() { function end_action_stage() { clear_undo() + if (check_offensive_option_victory()) + return + if (++game.step === 7) goto_clock_of_fate() else @@ -858,7 +891,31 @@ function has_conquered_all_of(list) { return true } +function has_conquered_one_of(list) { + for (let s of list) + if (set_has(game.conquest, s)) + return true + return false +} + +function check_offensive_option_victory() { + if (game.power === P_PRUSSIA && !is_offensive_option_failed()) { + if (has_conquered_all_of(primary_objective[P_PRUSSIA])) { + goto_game_over(R_FREDERICK, "Prussia won with offensive option.") + return true + } + } + return false +} + function check_power_victory(victory, city_list, power) { + if (power === P_AUSTRIA && is_offensive_option()) { + let n = count_captured_objectives(power) + if (n >= city_list.length - 4 && has_conquered_one_of(data.country.Saxony)) + set_add(victory, power) + return + } + if (has_conquered_all_of(city_list[power])) set_add(victory, power) } @@ -920,6 +977,14 @@ function has_eased_victory(power) { return false } +function count_captured_objectives(pow) { + let n = 0 + for (let s of full_objective[pow]) + if (set_has(view.conquest, s)) + ++n + return n +} + function check_victory_4() { // Prussian victory if (has_russia_dropped_out() && has_sweden_dropped_out() && has_france_dropped_out()) { @@ -969,6 +1034,8 @@ function next_tactics_deck() { if (game.draw) for (let c of game.draw) held[to_deck(c)]++ + if (game.oo > 0) + held[to_deck(game.oo)]++ // find next unused deck for (let i = 1; i < 5; ++i) { @@ -1020,13 +1087,14 @@ function draw_tc(n) { --n } + if (k > 0) + log("Drew " + k + " TC.") + return draw } function goto_tactical_cards() { - let n = turn_power_draw() - - game.draw = draw_tc(turn_power_draw()) + game.draw = draw_tc(tc_per_turn()) if (should_power_discard_tc() && game.draw.length > 0) game.state = "tactical_cards_discard" @@ -1087,6 +1155,11 @@ function end_tactical_cards() { set_add(game.hand[game.power], c) delete game.draw + if (game.scenario >= 3 && game.turn === 3 && game.power === P_PRUSSIA) { + goto_declare_offensive_option() + return + } + // MARIA: supply is before movement goto_movement() @@ -1765,6 +1838,11 @@ function can_re_enter_supply_train(s) { function goto_recruit() { game.count = 0 + if (!can_recruit_anything_in_theory()) { + end_recruit() + return + } + game.recruit = { pool: [], used: [], @@ -1773,12 +1851,6 @@ function goto_recruit() { troops: 0, } - // TODO: reveal too much if we skip recruitment phase? - if (!can_recruit_anything()) { - end_recruit() - return - } - // if all depots have enemy pieces, choose ONE city in given sector and COST is 8 if (has_available_depot()) game.state = "recruit" @@ -1818,6 +1890,11 @@ function is_attack_position(s) { return false } +function can_recruit_anything_in_theory() { + let unused_everywhere = max_power_troops(game.power) - count_used_troops() + return unused_everywhere > 0 || count_eliminated_trains() > 0 +} + function can_recruit_anything() { let unused_everywhere = max_power_troops(game.power) - count_used_troops() let elim_trains = count_eliminated_trains() @@ -2289,7 +2366,7 @@ function play_card(c, sign) { function play_reserve(v, sign) { if (fate_card_zero()) { - log(">" + POWER_NAME[game.power] + " 0R to " + (sign * game.count)) + log(">" + POWER_NAME[game.power] + " 0 C" + C + " to " + (sign * game.count)) clear_fate_effect() return } @@ -2299,9 +2376,9 @@ function play_reserve(v, sign) { else game.count += v if (bonus > 0) - log(">" + POWER_NAME[game.power] + " " + (v-bonus) + "R +" + bonus + " to " + (sign * game.count)) + log(">" + POWER_NAME[game.power] + " " + (v-bonus) + " C" + c + " + " + bonus + " to " + (sign * game.count)) else - log(">" + POWER_NAME[game.power] + " " + (v) + "R to " + (sign * game.count)) + log(">" + POWER_NAME[game.power] + " " + (v) + " C" + c + " to " + (sign * game.count)) if (bonus > 0) clear_fate_effect() } @@ -2420,6 +2497,13 @@ function set_active_winner() { set_active_defender() } +function set_active_loser() { + if (game.count > 0) + set_active_defender() + else + set_active_attacker() +} + function remove_stack_from_combat(s) { for (let i = game.combat.length - 2; i >= 0; i -= 2) if (game.combat[i] === s || game.combat[i + 1] === s) @@ -2431,6 +2515,8 @@ function goto_retreat() { let hits = lost let loser = get_loser() + let loser_power = get_stack_power(loser) + let winner_power = get_stack_power(get_winner()) // no more fighting for the loser remove_stack_from_combat(loser) @@ -2452,7 +2538,14 @@ function goto_retreat() { } } - log("P" + get_supreme_commander(loser) + " lost " + (lost-hits) + " troops.") + log(POWER_NAME[loser_power] + " lost " + (lost-hits) + " troops.") + + // OO and Prussia loses vs Austria with at least -3 + if (game.oo > 0 && loser_power === P_PRUSSIA && winner_power === P_AUSTRIA && lost >= 3) { + set_active_to_power(P_AUSTRIA) + game.state = "pick_up_oo_card_after_retreat" + return + } resume_retreat() } @@ -2837,6 +2930,10 @@ states.supply_eliminate = { }, piece(x) { let s = game.pos[x] + + if (game.oo > 0 && game.power === P_PRUSSIA && is_south_of_line_5(s)) + game.pick_up_oo = 1 + for (let p of all_power_generals[game.power]) if (game.pos[p] === s) eliminate_general(p) @@ -2881,6 +2978,12 @@ states.supply_done = { function end_supply() { delete game.supply + if (game.pick_up_oo) { + set_active_to_power(P_AUSTRIA) + game.state = "pick_up_oo_card_after_supply" + return + } + end_action_stage() } @@ -3544,13 +3647,6 @@ states.laudon_done = { }, } -function is_west_of(here, there) { - let dx = data.cities.x[there] - data.cities.x[here] - let dy = data.cities.y[there] - data.cities.y[here] - // more west than north/south - return dx < 0 && Math.abs(dx) >= Math.abs(dy) -} - states.prussia_may_move_hildburghausen_2_cities_westwards = { inactive: "move Hildburghausen two cities westwards", prompt() { @@ -3692,6 +3788,71 @@ states.move_to_any_empty_adjacent_city = { }, } +/* OFFENSIVE OPTION */ + +function goto_declare_offensive_option() { + set_active_to_power(P_PRUSSIA) + game.state = "declare_offensive_option" +} + +states.declare_offensive_option = { + inactive: "declare offensive option", + prompt() { + prompt("You may use the Offensive Option by setting aside a TC.") + for (let c of game.hand[game.power]) + gen_action_card(c) + view.actions.pass = 1 + }, + card(c) { + push_undo() + log_br() + log("Declared Offensive Option.") + log("Set aside C" + c + " for Austria.") + game.oo = c + goto_movement() + }, + pass() { + push_undo() + remove_offensive_option_objectives() + goto_movement() + }, +} + +states.pick_up_oo_card_after_retreat = { + inactive: "pick up set-aside TC", + prompt() { + prompt("Pick up the set-aside TC.") + gen_action_card(game.oo) + }, + card(_) { + log_br() + log("Austria picked up set-aside C" + game.oo + ".") + set_add(game.hand[P_AUSTRIA], game.oo) + game.oo = -1 + + // control back to loser for retreat + set_active_loser() + resume_retreat() + }, +} + +states.pick_up_oo_card_after_supply = { + inactive: "pick up set-aside TC", + prompt() { + prompt("Pick up the set-aside TC.") + gen_action_card(game.oo) + }, + card(_) { + log_br() + log("Austria picked up set-aside C" + game.oo + ".") + set_add(game.hand[P_AUSTRIA], game.oo) + game.oo = -1 + + delete game.pick_up_oo + end_action_stage() + }, +} + /* SETUP */ const POWER_FROM_SETUP_STEP_4 = [ @@ -3836,6 +3997,8 @@ function make_tactics_deck(n) { function make_tactics_discard(n) { return make_tactics_deck(n).filter(c => { + if (c === game.oo) + return false if (game.draw && set_has(game.draw, c)) return false for (let pow of all_powers) @@ -3860,6 +4023,7 @@ exports.setup = function (seed, scenario, options) { step: 0, clock: null, fate: [], + oo: 0, // offensive option vg: 0, // last victorious general for fate effect selection fx: 0, // current card of fate effect deck: null, @@ -4081,6 +4245,7 @@ exports.view = function (state, player) { conquest: game.conquest, troops: mask_troops(player), hand: mask_hand(player), + oo: game.oo, pt: total_troops_list(), power: game.power, |