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authorTor Andersson <tor@ccxvii.net>2024-05-26 22:42:21 +0200
committerTor Andersson <tor@ccxvii.net>2024-05-30 21:59:25 +0200
commit38f9e31f86205664139dcd4d1980d4299c117a2d (patch)
treeb8c37db4e5e7d52957a45c58ff1a033f5af6eab0 /rules.js
parente51a6a8ddc64dd03c237db6dcfdf09ef14fea765 (diff)
downloadfriedrich-38f9e31f86205664139dcd4d1980d4299c117a2d.tar.gz
flip back in supply when eliminating. no conquest of eased victory cond.
Diffstat (limited to 'rules.js')
-rw-r--r--rules.js78
1 files changed, 51 insertions, 27 deletions
diff --git a/rules.js b/rules.js
index 6e0c003..37520d4 100644
--- a/rules.js
+++ b/rules.js
@@ -80,7 +80,8 @@ function find_city_list(names) {
return list
}
-let suit_name = [ "\u2660", "\u2663", "\u2665", "\u2666", "R" ]
+const deck_name = [ "brown", "blue", "green", "red", "gray" ]
+const suit_name = [ "\u2660", "\u2663", "\u2665", "\u2666", "R" ]
const P_PRUSSIA = 0
const P_HANOVER = 1
@@ -514,6 +515,9 @@ 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 (has_eased_victory(pow))
+ return set_has(primary_objective[pow], s)
return set_has(full_objective[pow], s)
}
@@ -554,6 +558,11 @@ function is_protected_from_reconquest(s) {
return false
}
+function remove_secondary_objectives(power) {
+ for (let s of secondary_objective[power])
+ set_delete(game.conquest, s)
+}
+
/* STATE */
function turn_power_draw() {
@@ -864,6 +873,7 @@ function retire_general(p) {
let n = game.troops[p]
game.pos[p] = REMOVED
game.troops[p] = 0
+ set_in_supply(p)
if (s < ELIMINATED) {
for (let p of all_power_generals[game.power]) {
@@ -878,6 +888,18 @@ function retire_general(p) {
}
}
+function eliminate_general(p) {
+ log("P" + p + " eliminated.")
+ game.pos[p] = ELIMINATED
+ game.troops[p] = 0
+ set_in_supply(p)
+}
+
+function eliminate_train(p) {
+ log("P" + p + " eliminated.")
+ game.pos[p] = ELIMINATED
+}
+
/* SEQUENCE OF PLAY */
const POWER_FROM_ACTION_STEP = [
@@ -942,6 +964,15 @@ function goto_start_turn() {
return
}
+ // eased victory conditions
+ if (has_russia_dropped_out()) {
+ remove_secondary_objectives(P_SWEDEN)
+ }
+ if (has_imperial_army_switched_players()) {
+ remove_secondary_objectives(P_AUSTRIA)
+ remove_secondary_objectives(P_IMPERIAL)
+ }
+
if (fc === FC_ELISABETH) {
set_active_to_power(P_PRUSSIA)
game.state = "russia_quits_the_game_1"
@@ -1070,6 +1101,16 @@ function check_victory_the_austrian_theatre() {
return check_victory_list(victory)
}
+function has_eased_victory(power) {
+ if (power === P_SWEDEN)
+ return has_russia_dropped_out()
+ if (power === P_AUSTRIA)
+ return has_imperial_army_switched_players()
+ if (power === P_IMPERIAL)
+ return has_imperial_army_switched_players()
+ return false
+}
+
function check_victory_4() {
// Prussian victory
if (has_russia_dropped_out() && has_sweden_dropped_out() && has_france_dropped_out()) {
@@ -1129,13 +1170,6 @@ function next_tactics_deck() {
}
}
- log("Discards " + held.map(x=>50-x).join(", "))
- log("Deck 1: " + make_tactics_discard(0).map(x=>"C"+x).join(" "))
- log("Deck 2: " + make_tactics_discard(1).map(x=>"C"+x).join(" "))
- log("Deck 3: " + make_tactics_discard(2).map(x=>"C"+x).join(" "))
- log("Deck 4: " + make_tactics_discard(3).map(x=>"C"+x).join(" "))
- log("Deck 5: " + make_tactics_discard(4).map(x=>"C"+x).join(" "))
-
// find two largest discard piles
let a = find_largest_discard(held)
if (held[a] === 50)
@@ -1147,7 +1181,7 @@ function next_tactics_deck() {
if (held[b] === 50)
return
- log("Shuffled new deck from discards " + (a+1) + " and " + (b+1) + ".")
+ log("Shuffled " + deck_name[a] + " and " + deck_name[b] + ".")
game.deck = [
make_tactics_discard(a),
@@ -1664,8 +1698,7 @@ function move_general_to(to) {
// eliminate supply train
for (let p of all_enemy_trains[pow]) {
if (game.pos[p] === to) {
- log("Eliminate P" + p)
- game.pos[p] = ELIMINATED
+ eliminate_train(p)
stop = true
}
}
@@ -1700,8 +1733,7 @@ function move_general_immediately(to) {
// eliminate supply train
for (let p of all_enemy_trains[game.power]) {
if (game.pos[p] === to) {
- log("Eliminate P" + p)
- game.pos[p] = ELIMINATED
+ eliminate_train(p)
}
}
}
@@ -2816,7 +2848,7 @@ states.retreat_eliminate_hits = {
},
piece(p) {
log("P" + p + " eliminated.")
- game.pos[p] = ELIMINATED
+ eliminate_general(p)
set_delete(game.selected, p)
resume_retreat()
},
@@ -2831,10 +2863,8 @@ states.retreat_eliminate_trapped = {
},
piece(_) {
log("Trapped.")
- for (let p of game.selected) {
- game.pos[p] = ELIMINATED
- game.troops[p] = 0
- }
+ for (let p of game.selected)
+ eliminate_general(p)
next_combat()
},
}
@@ -3118,14 +3148,9 @@ states.supply_eliminate = {
},
piece(x) {
let s = game.pos[x]
- for (let p of all_power_generals[game.power]) {
- if (game.pos[p] === s) {
- set_in_supply(p)
- log("P" + p + " eliminated.")
- game.pos[p] = ELIMINATED
- game.troops[p] = 0
- }
- }
+ for (let p of all_power_generals[game.power])
+ if (game.pos[p] === s)
+ eliminate_general(p)
resume_supply_eliminate()
},
}
@@ -3975,7 +4000,6 @@ exports.setup = function (seed, scenario, options) {
game.clock = [ 18,17,16,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1 ]
}
-
if (game.scenario === 1)
log("# The War in the West")
if (game.scenario === 2)