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-rw-r--r--play.js1
-rw-r--r--rules.js686
2 files changed, 346 insertions, 341 deletions
diff --git a/play.js b/play.js
index 5803c11..38b70d5 100644
--- a/play.js
+++ b/play.js
@@ -159,6 +159,7 @@ const fate_flavor_text = [
"Robert Clive’s fantastic victory at Plassey means the complete loss of India for France. Moreover the state is on the verge of bankruptcy. Louis XV overrules Madame Pompadour and reduces spending on the war and subsidies.",
"In the war for the colonies France loses a wide range of possessions along the Ohio and Mississippi rivers, and in Quebec. Tax income decreases drastically. The Duc de Choiseul advises that military expenditure and subsidies be reduced.",
+ "It is the summer of 1756. Frederick the Great faces the grim fact that half of Europe has formed an alliance. He is in deep sorrow: It seems to him that their aim is the annihilation of Prussia.",
"1756, August 29. Frederick is convinced that war cannot be avoided. So he strikes first and invades Saxony with his armies under his personal command.",
"Escaping the Prussians, Minister Brühl has to leave behind 802 bathrobes, 28 coaches, 67 vinaigrettes and 1500 wigs.",
"Saxony has surrendered, and now Frederick demands an alliance! – “That never happened in world’s history before!” – Frederick: “I attach importance to being inventive.”",
diff --git a/rules.js b/rules.js
index 713e234..349c2e7 100644
--- a/rules.js
+++ b/rules.js
@@ -332,120 +332,6 @@ function format_stack(s) {
return suit_name[get_space_suit(s)] + " " + list.map(p => piece_name[p]).join(" and ")
}
-/* CARDS OF FATE (PASSIVE) */
-
-const NEXT_TURN_IF_FERMOR_STARTS_HIS_MOVE_IN_KUSTRIN_OR_IN_AN_ADJACENT_CITY_HE_MAY_NOT_MOVE = 5
-
-const NEXT_TURN_SALTIKOV_MAY_MOVE_ONLY_2_CITIES = 7
-const NEXT_TURN_RICHELIEU_MAY_MOVE_2_CITIES_ONLY = 18
-const NEXT_TURN_DAUN_MAY_MOVE_ONLY_2_CITIES = 44
-const NEXT_TURN_FRIEDRICH_MAY_MOVE_4_CITIES_EVEN_AS_A_STACK = 33
-
-const NEXT_TURN_CHEVERT_MAY_NOT_UNSTACK = 19
-const NEXT_TURN_FRIEDRICH_MAY_NOT_RECEIVE_ANY_NEW_TROOPS = 26
-const NEXT_TURN_EVERY_PRUSSIAN_GENERAL_WHO_RECEIVES_NEW_TROOPS_MAY_NOT_MOVE_INTO_ATTACK_POSITION = 36
-
-const NEXT_TURN_SOUBISE_AND_HILDBURGHAUSEN_MAY_NOT_ATTACK_WITH_THE_SAME_TC_SYMBOL = 10
-const NEXT_TURN_NO_GENERAL_MAY_BE_ATTACKED_IN_THE_CITY_OF_HALLE = 11
-const NEXT_TURN_CUMBERLAND_MAY_NOT_MOVE_INTO_ATTACK_POSITION = 15
-const NEXT_TURN_SOUBISE_MAY_NOT_MOVE_INTO_ATTACK_POSITION = 16
-const NEXT_TURN_FRIEDRICH_MAY_NOT_MOVE_INTO_ATTACK_POSITION = 24
-
-const NEXT_TURN_PRINZ_HEINRICH_PROTECTS_OBJECTIVES_UP_TO_4_CITIES_DISTANT = 42
-
-const NEXT_TURN_IF_PRUSSIA_AND_FRANCE_FIGHT_EACH_OTHER_THEY_MAY_NOT_USE_TCS_WITH_VALUES_OF_10_OR_MORE = 9
-const NEXT_TURN_IF_FRIEDRICH_IS_INVOLVED_IN_COMBAT_PRUSSIA_MUST_REACH_A_POSITIVE_SCORE = 27
-
-const NEXT_TURN_THE_FIRST_TC_PLAYED_BY_FRANCE_IS_WORTH_AN_ADDITIONAL_POINT = 12
-const NEXT_TURN_IF_FRIEDRICH_ATTACKS_HIS_FIRST_TC_IS_WORTH_5_ADDITIONAL_POINTS = 31
-const NEXT_TURN_IF_FRIEDRICH_IS_ATTACKED_THE_FIRST_TC_PLAYED_BY_PRUSSIA_IS_WORTH_NOTHING_0_POINTS = 38
-const NEXT_TURN_PRUSSIA_MAY_PLAY_THE_11_OF_SPADES_ONCE_AT_DOUBLE_VALUE = 40
-
-const NEXT_TURN_ANY_PRUSSIANS_WHO_ARE_ATTACKED_BY_DAUN_MAY_MOVE_TO_ANY_EMPTY_ADJACENT_CITY = 29
-
-function clear_fate_effect() {
- game.fx = 0
-}
-
-function forbid_play_value_10_or_more() {
- if (game.fx === NEXT_TURN_IF_PRUSSIA_AND_FRANCE_FIGHT_EACH_OTHER_THEY_MAY_NOT_USE_TCS_WITH_VALUES_OF_10_OR_MORE) {
- let a = get_stack_power(game.attacker)
- let d = get_stack_power(game.defender)
- if ((a === P_PRUSSIA && d === P_FRANCE) || (a === P_FRANCE && d === P_PRUSSIA))
- return true
- }
- return false
-}
-
-function must_reach_positive_score() {
- if (game.fx === NEXT_TURN_IF_FRIEDRICH_IS_INVOLVED_IN_COMBAT_PRUSSIA_MUST_REACH_A_POSITIVE_SCORE) {
- if (game.power === P_PRUSSIA)
- return (game.pos[GEN_FRIEDRICH] === game.attacker || game.pos[GEN_FRIEDRICH] === game.defender)
- }
- return false
-}
-
-function has_empty_adjacent_city(here) {
- for (let next of data.cities.adjacent[here])
- if (!has_any_piece(next))
- return true
- return false
-}
-
-function are_prussians_attacked_by_daun() {
- let from = game.pos[GEN_DAUN]
- if (game.power === P_AUSTRIA && from < ELIMINATED) {
- for (let p of all_power_generals[P_PRUSSIA])
- if (set_has(data.cities.adjacent[from], game.pos[p]) && has_empty_adjacent_city(game.pos[p]))
- return true
- }
- return false
-}
-
-states.prussians_who_are_attacked_by_daun_may_move = {
- inactive: "move Prussians who are attacked by Daun",
- prompt() {
- prompt("Any Prussians who are attacked by Daun may move to any empty adjacent city.")
- let daun = game.pos[GEN_DAUN]
- for (let p of all_power_generals[P_PRUSSIA])
- if (set_has(data.cities.adjacent[daun], game.pos[p]))
- gen_action_supreme_commander(game.pos[p])
- view.actions.next = 1
- },
- piece(p) {
- push_undo()
- remove_stack_from_combat(game.pos[p])
- game.selected = select_stack(game.pos[p])
- game.state = "move_to_any_empty_adjacent_city"
- },
- next() {
- clear_undo()
- set_active_to_power(P_AUSTRIA)
- if (game.combat.length > 0)
- game.state = "combat"
- else
- goto_retroactive_conquest()
- },
-}
-
-states.move_to_any_empty_adjacent_city = {
- inactive: "move Prussians who are attacked by Daun",
- prompt() {
- prompt(format_selected() + " may move to any empty adjacent city.")
- let here = game.pos[game.selected[0]]
- for (let next of data.cities.adjacent[here])
- if (!has_any_piece(next))
- gen_action_space(next)
- },
- space(s) {
- for (let p of game.selected) {
- log("P" + p + " to S" + s)
- game.pos[p] = s
- }
- game.state = "prussians_who_are_attacked_by_daun_may_move"
- },
-}
-
/* OBJECTIVES */
const all_objectives = []
@@ -843,6 +729,14 @@ function count_generals(to) {
return n
}
+function select_stack(s) {
+ let list = []
+ for (let p of all_generals)
+ if (game.pos[p] === s)
+ list.push(p)
+ return list
+}
+
function add_one_troop(p) {
for (let x of all_power_generals[game.power]) {
if (game.pos[x] === game.pos[p] && game.troops[x] < 8) {
@@ -913,85 +807,9 @@ function set_active_to_current_action_step() {
}
function goto_start_turn() {
+ game.turn += 1
game.step = 0
- // Check before drawing a fate card.
- if (check_victory())
- return
-
- if (++game.turn <= 5) {
- log("# \u2014 " + game.turn + " \u2014")
- log("$" + (game.turn - 1 + 48 + 6))
- } else {
- // remove non-stroke of fate card from last turn
- for (let i = 1; i <= 12; ++i)
- set_delete(game.fate, i)
-
- let fc = game.clock.pop()
-
- let fs = SPADES
- if (game.scenario >= 3)
- fs = get_space_suit(game.pos[game.vg])
-
- if (fc > 12) {
- log("# " + strokes_of_fate_name[fc-13])
- log("$" + (fc - 13 + 48))
- game.fx = 0
- } else {
- game.fx = (fc - 1) * 4 + fs
- log("# Card of Fate " + fc + suit_name[fs])
- log("$" + game.fx)
- }
-
- set_add(game.fate, fc)
-
- // Check again in case of eased victory conditions.
- if (check_victory())
- return
-
- if (fate_effect_immediate[game.fx]) {
- fate_effect_immediate[game.fx]()
- return
- }
-
- // dropped out powers are virtual in 2p scenarios
- if (game.scenario === 1 || game.scenario === 2) {
- resume_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"
- return
- }
-
- if (fc === FC_SWEDEN) {
- set_active_to_power(P_PRUSSIA)
- game.state = "sweden_quits_the_game_1"
- return
- }
-
- if ((fc === FC_INDIA && set_has(game.fate, FC_AMERICA)) || (fc === FC_AMERICA && set_has(game.fate, FC_INDIA))) {
- set_active_to_power(P_HANOVER)
- game.state = "france_quits_the_game_1"
- return
- }
- }
-
- resume_start_turn()
-}
-
-function resume_start_turn() {
game.selected = null
delete game.ia_lost
@@ -1019,23 +837,11 @@ function end_action_stage() {
clear_undo()
if (++game.step === 7)
- goto_end_of_turn()
+ goto_clock_of_fate()
else
goto_action_stage()
}
-function goto_end_of_turn() {
- delete game.ia_attack
-
- if (game.scenario === 1 || game.scenario === 2) {
- log("Imaginary player draws 5 TC.")
- for (let i = 0; i < 5; ++i)
- draw_next_tc()
- }
-
- goto_start_turn()
-}
-
/* VICTORY */
function has_conquered_all_of(list) {
@@ -1858,6 +1664,20 @@ function has_available_depot() {
return false
}
+function can_re_enter_general(to) {
+ if (has_friendly_supply_train(to))
+ return false
+ if (has_any_other_general(to))
+ return false
+ if (1 + count_generals(to) > 3)
+ return false
+ return true
+}
+
+function can_re_enter_supply_train(s) {
+ return !has_any_piece(s)
+}
+
function goto_recruit() {
push_undo()
game.count = 0
@@ -2012,20 +1832,6 @@ function end_recruit() {
goto_combat()
}
-function can_re_enter_general(to) {
- if (has_friendly_supply_train(to))
- return false
- if (has_any_other_general(to))
- return false
- if (1 + count_generals(to) > 3)
- return false
- return true
-}
-
-function can_re_enter_supply_train(s) {
- return !has_any_piece(s)
-}
-
states.re_enter = {
inactive: "recruit",
prompt() {
@@ -2053,26 +1859,7 @@ states.re_enter = {
},
}
-/* COMBAT */
-
-function format_combat(value) {
- return format_stack(game.attacker) + " vs " + format_stack(game.defender) + " score " + value
-}
-
-function prompt_combat(value, extra = null) {
- if (extra)
- prompt(format_combat(value) + ". " + extra)
- else
- prompt(format_combat(value) + ".")
-}
-
-function inactive_attack() {
- return "combat " + format_combat(game.count)
-}
-
-function inactive_defend() {
- return "combat " + format_combat(-game.count)
-}
+/* COMBAT (CHOOSE TARGETS) */
function goto_combat() {
set_clear(game.moved)
@@ -2112,6 +1899,20 @@ function goto_combat() {
goto_retroactive_conquest()
}
+function next_combat() {
+ clear_undo()
+ log_br()
+ set_active_to_current_action_step()
+ game.count = 0
+ delete game.attacker
+ delete game.defender
+ if (game.combat.length > 0)
+ game.state = "combat"
+ else
+ game.state = "combat_done"
+}
+
+
states.combat = {
inactive: "attack",
prompt() {
@@ -2126,6 +1927,17 @@ states.combat = {
},
}
+states.combat_done = {
+ inactive: "attack",
+ prompt() {
+ prompt("Combat done.")
+ view.actions.end_combat = 1
+ },
+ end_combat() {
+ goto_retroactive_conquest()
+ },
+}
+
states.combat_target = {
inactive: "attack",
prompt() {
@@ -2146,19 +1958,11 @@ states.combat_target = {
}
}
- goto_combat_play()
+ goto_resolve_combat()
},
}
-function set_active_attacker() {
- set_active_to_power(get_stack_power(game.attacker))
-}
-
-function set_active_defender() {
- set_active_to_power(get_stack_power(game.defender))
-}
-
-function goto_combat_play() {
+function goto_resolve_combat() {
let a_troops = 0
let d_troops = 0
@@ -2187,6 +1991,61 @@ function goto_combat_play() {
}
}
+function end_resolve_combat() {
+ if (must_reach_positive_score())
+ clear_fate_effect()
+
+ if (game.fx === NEXT_TURN_SOUBISE_AND_HILDBURGHAUSEN_MAY_NOT_ATTACK_WITH_THE_SAME_TC_SYMBOL)
+ if (get_supreme_commander(game.attacker) === GEN_HILDBURGHAUSEN)
+ game.ia_attack = get_space_suit(game.attacker)
+
+ if (game.count === 0) {
+ log("Tie.")
+ next_combat()
+ } else if (game.count > 0) {
+ if (get_supreme_commander(game.defender) == GEN_HILDBURGHAUSEN)
+ game.ia_lost = 1
+ game.vg = get_supreme_commander(game.attacker)
+ game.selected = select_stack(game.defender)
+ goto_retreat()
+ } else {
+ if (get_supreme_commander(game.attacker) == GEN_HILDBURGHAUSEN)
+ game.ia_lost = 1
+ game.vg = get_supreme_commander(game.defender)
+ game.selected = select_stack(game.attacker)
+ goto_retreat()
+ }
+}
+
+/* COMBAT (CARD PLAY) */
+
+function format_combat(value) {
+ return format_stack(game.attacker) + " vs " + format_stack(game.defender) + " score " + value
+}
+
+function inactive_attack() {
+ return "combat " + format_combat(game.count)
+}
+
+function inactive_defend() {
+ return "combat " + format_combat(-game.count)
+}
+
+function prompt_combat(value, extra = null) {
+ if (extra)
+ prompt(format_combat(value) + ". " + extra)
+ else
+ prompt(format_combat(value) + ".")
+}
+
+function set_active_attacker() {
+ set_active_to_power(get_stack_power(game.attacker))
+}
+
+function set_active_defender() {
+ set_active_to_power(get_stack_power(game.defender))
+}
+
function resume_combat_attack() {
if (game.count === 0 && !can_and_must_reach_positive_score(game.attacker))
game.state = "combat_attack_swap"
@@ -2357,7 +2216,7 @@ states.combat_attack = {
},
pass() {
clear_undo()
- resolve_combat()
+ end_resolve_combat()
},
}
@@ -2373,7 +2232,7 @@ states.combat_defend = {
},
pass() {
clear_undo()
- resolve_combat()
+ end_resolve_combat()
},
}
@@ -2431,64 +2290,6 @@ states.combat_defend_swap = {
},
}
-function select_stack(s) {
- let list = []
- for (let p of all_generals)
- if (game.pos[p] === s)
- list.push(p)
- return list
-}
-
-function resolve_combat() {
- if (must_reach_positive_score())
- clear_fate_effect()
-
- if (game.fx === NEXT_TURN_SOUBISE_AND_HILDBURGHAUSEN_MAY_NOT_ATTACK_WITH_THE_SAME_TC_SYMBOL)
- if (get_supreme_commander(game.attacker) === GEN_HILDBURGHAUSEN)
- game.ia_attack = get_space_suit(game.attacker)
-
- if (game.count === 0) {
- log("Tie.")
- next_combat()
- } else if (game.count > 0) {
- if (get_supreme_commander(game.defender) == GEN_HILDBURGHAUSEN)
- game.ia_lost = 1
- game.vg = get_supreme_commander(game.attacker)
- game.selected = select_stack(game.defender)
- goto_retreat()
- } else {
- if (get_supreme_commander(game.attacker) == GEN_HILDBURGHAUSEN)
- game.ia_lost = 1
- game.vg = get_supreme_commander(game.defender)
- game.selected = select_stack(game.attacker)
- goto_retreat()
- }
-}
-
-function next_combat() {
- clear_undo()
- log_br()
- set_active_to_current_action_step()
- game.count = 0
- delete game.attacker
- delete game.defender
- if (game.combat.length > 0)
- game.state = "combat"
- else
- game.state = "combat_done"
-}
-
-states.combat_done = {
- inactive: "attack",
- prompt() {
- prompt("Combat done.")
- view.actions.end_combat = 1
- },
- end_combat() {
- goto_retroactive_conquest()
- },
-}
-
/* RETREAT */
function get_winner() {
@@ -2923,6 +2724,93 @@ function end_supply() {
end_action_stage()
}
+/* THE CLOCK OF FATE */
+
+function goto_clock_of_fate() {
+ delete game.ia_attack
+
+ if (game.scenario === 1 || game.scenario === 2) {
+ log("Imaginary player draws 5 TC.")
+ for (let i = 0; i < 5; ++i)
+ draw_next_tc()
+ }
+
+ // Check before drawing a fate card.
+ if (check_victory())
+ return
+
+ if (game.turn <= 5) {
+ log("# \u2014 " + game.turn + " \u2014")
+ log("$" + (game.turn + 48 + 6))
+ } else {
+ // remove non-stroke of fate card from last turn
+ for (let i = 1; i <= 12; ++i)
+ set_delete(game.fate, i)
+
+ let fc = game.clock.pop()
+
+ let fs = SPADES
+ if (game.scenario >= 3)
+ fs = get_space_suit(game.pos[game.vg])
+
+ if (fc > 12) {
+ log("# " + strokes_of_fate_name[fc-13])
+ log("$" + (fc - 13 + 48))
+ game.fx = 0
+ } else {
+ game.fx = (fc - 1) * 4 + fs
+ log("# Card of Fate " + fc + suit_name[fs])
+ log("$" + game.fx)
+ }
+
+ set_add(game.fate, fc)
+
+ // Check again in case of eased victory conditions.
+ if (check_victory())
+ return
+
+ if (fate_effect_immediate[game.fx]) {
+ fate_effect_immediate[game.fx]()
+ return
+ }
+
+ // dropped out powers are virtual in 2p scenarios
+ if (game.scenario === 1 || game.scenario === 2) {
+ 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"
+ return
+ }
+
+ if (fc === FC_SWEDEN) {
+ set_active_to_power(P_PRUSSIA)
+ game.state = "sweden_quits_the_game_1"
+ return
+ }
+
+ if ((fc === FC_INDIA && set_has(game.fate, FC_AMERICA)) || (fc === FC_AMERICA && set_has(game.fate, FC_INDIA))) {
+ set_active_to_power(P_HANOVER)
+ game.state = "france_quits_the_game_1"
+ return
+ }
+ }
+
+ goto_start_turn()
+}
+
/* STROKES OF FATE */
const strokes_of_fate_name = [
@@ -2975,7 +2863,7 @@ states.russia_quits_the_game_3 = {
},
done() {
remove_power_from_play(P_RUSSIA)
- resume_start_turn()
+ goto_start_turn()
},
}
@@ -3020,7 +2908,7 @@ states.sweden_quits_the_game_3 = {
},
done() {
remove_power_from_play(P_SWEDEN)
- resume_start_turn()
+ goto_start_turn()
},
}
@@ -3051,7 +2939,7 @@ states.france_quits_the_game_2 = {
piece(p) {
retire_general(p)
remove_power_from_play(P_FRANCE)
- resume_start_turn()
+ goto_start_turn()
},
}
@@ -3168,7 +3056,7 @@ function austria_may_flip_any_one_prussian_general_or_stack_in_austria_or_saxony
if (game.selected.length > 0) {
game.state = "flip_any_one_prussian_general_or_stack_in_austria_or_saxony"
} else {
- resume_start_turn()
+ goto_start_turn()
}
}
@@ -3177,7 +3065,7 @@ function austria_and_russia_may_exchange_one_tc_with_each_other() {
if (!has_power_dropped_out(P_RUSSIA))
game.state = "austria_and_russia_may_exchange_one_tc_with_each_other_1"
else
- resume_start_turn()
+ goto_start_turn()
}
function france_may_discard_any_one_tc_for_a_new_one_from_the_draw_deck() {
@@ -3185,7 +3073,7 @@ function france_may_discard_any_one_tc_for_a_new_one_from_the_draw_deck() {
if (!has_power_dropped_out(P_FRANCE))
game.state = "france_may_discard_any_one_tc_for_a_new_one_from_the_draw_deck"
else
- resume_start_turn()
+ goto_start_turn()
}
function prussia_may_draw_randomly_one_tc_from_austria_after_first_giving_one_tc_of_her_choice_to_austria() {
@@ -3199,7 +3087,7 @@ function austria_may_move_laudon_by_one_city_immediately() {
game.state = "austria_may_move_laudon_by_one_city_immediately"
game.selected = [ GEN_LAUDON ]
} else {
- resume_start_turn()
+ goto_start_turn()
}
}
@@ -3208,7 +3096,7 @@ function if_hildburghausen_has_lost_a_battle_this_turn_prussia_may_move_him_2_ci
if (game.ia_lost)
game.state = "prussia_may_move_hildburghausen_2_cities_westwards"
else
- resume_start_turn()
+ goto_start_turn()
}
function can_add_troop_to_stack(s) {
@@ -3222,7 +3110,7 @@ function goto_receive_a_new_troop(power, list) {
set_active_to_power(power)
if (count_used_troops() === max_power_troops(power)) {
- resume_start_turn()
+ goto_start_turn()
return
}
@@ -3234,7 +3122,7 @@ function goto_receive_a_new_troop(power, list) {
if (game.selected.length > 0) {
game.state = "receive_a_new_troop"
} else {
- resume_start_turn()
+ goto_start_turn()
}
}
@@ -3247,7 +3135,7 @@ states.receive_a_new_troop = {
},
piece(p) {
add_one_troop(p)
- resume_start_turn()
+ goto_start_turn()
}
}
@@ -3269,7 +3157,7 @@ function goto_lose_one_troop(power, list) {
if (game.selected.length > 0) {
game.state = "lose_one_troop"
} else {
- resume_start_turn()
+ goto_start_turn()
}
}
@@ -3282,7 +3170,7 @@ states.lose_one_troop = {
},
piece(p) {
remove_one_troop(p)
- resume_start_turn()
+ goto_start_turn()
}
}
@@ -3302,7 +3190,7 @@ function goto_flip_5_or_6_from_nearest_train(power, list) {
if (game.selected.length > 0) {
game.state = "flip_5_or_6_from_nearest_train"
} else {
- resume_start_turn()
+ goto_start_turn()
}
}
@@ -3316,7 +3204,7 @@ states.flip_5_or_6_from_nearest_train = {
piece(p) {
flip_stack_out_of_supply(p)
if (game.selected.length === 0)
- resume_start_turn()
+ goto_start_turn()
}
}
@@ -3329,7 +3217,7 @@ states.flip_any_one_prussian_general_or_stack_in_austria_or_saxony = {
},
piece(p) {
flip_stack_out_of_supply(p)
- resume_start_turn()
+ goto_start_turn()
}
}
@@ -3360,7 +3248,7 @@ states.austria_and_russia_may_exchange_one_tc_with_each_other_1 = {
game.state = "austria_and_russia_may_exchange_one_tc_with_each_other_2"
},
pass() {
- resume_start_turn()
+ goto_start_turn()
},
}
@@ -3381,13 +3269,13 @@ states.austria_and_russia_may_exchange_one_tc_with_each_other_2 = {
set_add(game.hand[P_AUSTRIA], c)
log("Austria and Russia exchanged TC.")
- resume_start_turn()
+ goto_start_turn()
},
pass() {
log("Austria and Russia did not exchange TC.")
set_add(game.hand[P_AUSTRIA], game.exchange)
delete game.exchange
- resume_start_turn()
+ goto_start_turn()
},
}
@@ -3407,10 +3295,10 @@ states.france_may_discard_any_one_tc_for_a_new_one_from_the_draw_deck = {
c = draw_next_tc()
if (c >= 0)
set_add(game.hand[P_FRANCE], c)
- resume_start_turn()
+ goto_start_turn()
},
pass() {
- resume_start_turn()
+ goto_start_turn()
},
}
@@ -3435,10 +3323,10 @@ states.prussia_may_draw_randomly_one_tc_from_austria_after_first_giving_one_tc_o
set_delete(game.hand[P_AUSTRIA], c)
set_add(game.hand[P_PRUSSIA], c)
- resume_start_turn()
+ goto_start_turn()
},
pass() {
- resume_start_turn()
+ goto_start_turn()
},
}
@@ -3493,7 +3381,7 @@ states.laudon_done = {
},
done() {
clear_undo()
- resume_start_turn()
+ goto_start_turn()
},
}
@@ -3521,10 +3409,124 @@ states.prussia_may_move_hildburghausen_2_cities_westwards = {
space(s) {
log("P" + GEN_HILDBURGHAUSEN + " to S" + s)
game.pos[GEN_HILDBURGHAUSEN] = s
- resume_start_turn()
+ goto_start_turn()
},
pass() {
- resume_start_turn()
+ goto_start_turn()
+ },
+}
+
+/* CARDS OF FATE (PASSIVE) */
+
+const NEXT_TURN_IF_FERMOR_STARTS_HIS_MOVE_IN_KUSTRIN_OR_IN_AN_ADJACENT_CITY_HE_MAY_NOT_MOVE = 5
+
+const NEXT_TURN_SALTIKOV_MAY_MOVE_ONLY_2_CITIES = 7
+const NEXT_TURN_RICHELIEU_MAY_MOVE_2_CITIES_ONLY = 18
+const NEXT_TURN_DAUN_MAY_MOVE_ONLY_2_CITIES = 44
+const NEXT_TURN_FRIEDRICH_MAY_MOVE_4_CITIES_EVEN_AS_A_STACK = 33
+
+const NEXT_TURN_CHEVERT_MAY_NOT_UNSTACK = 19
+const NEXT_TURN_FRIEDRICH_MAY_NOT_RECEIVE_ANY_NEW_TROOPS = 26
+const NEXT_TURN_EVERY_PRUSSIAN_GENERAL_WHO_RECEIVES_NEW_TROOPS_MAY_NOT_MOVE_INTO_ATTACK_POSITION = 36
+
+const NEXT_TURN_SOUBISE_AND_HILDBURGHAUSEN_MAY_NOT_ATTACK_WITH_THE_SAME_TC_SYMBOL = 10
+const NEXT_TURN_NO_GENERAL_MAY_BE_ATTACKED_IN_THE_CITY_OF_HALLE = 11
+const NEXT_TURN_CUMBERLAND_MAY_NOT_MOVE_INTO_ATTACK_POSITION = 15
+const NEXT_TURN_SOUBISE_MAY_NOT_MOVE_INTO_ATTACK_POSITION = 16
+const NEXT_TURN_FRIEDRICH_MAY_NOT_MOVE_INTO_ATTACK_POSITION = 24
+
+const NEXT_TURN_PRINZ_HEINRICH_PROTECTS_OBJECTIVES_UP_TO_4_CITIES_DISTANT = 42
+
+const NEXT_TURN_IF_PRUSSIA_AND_FRANCE_FIGHT_EACH_OTHER_THEY_MAY_NOT_USE_TCS_WITH_VALUES_OF_10_OR_MORE = 9
+const NEXT_TURN_IF_FRIEDRICH_IS_INVOLVED_IN_COMBAT_PRUSSIA_MUST_REACH_A_POSITIVE_SCORE = 27
+
+const NEXT_TURN_THE_FIRST_TC_PLAYED_BY_FRANCE_IS_WORTH_AN_ADDITIONAL_POINT = 12
+const NEXT_TURN_IF_FRIEDRICH_ATTACKS_HIS_FIRST_TC_IS_WORTH_5_ADDITIONAL_POINTS = 31
+const NEXT_TURN_IF_FRIEDRICH_IS_ATTACKED_THE_FIRST_TC_PLAYED_BY_PRUSSIA_IS_WORTH_NOTHING_0_POINTS = 38
+const NEXT_TURN_PRUSSIA_MAY_PLAY_THE_11_OF_SPADES_ONCE_AT_DOUBLE_VALUE = 40
+
+const NEXT_TURN_ANY_PRUSSIANS_WHO_ARE_ATTACKED_BY_DAUN_MAY_MOVE_TO_ANY_EMPTY_ADJACENT_CITY = 29
+
+function clear_fate_effect() {
+ game.fx = 0
+}
+
+function forbid_play_value_10_or_more() {
+ if (game.fx === NEXT_TURN_IF_PRUSSIA_AND_FRANCE_FIGHT_EACH_OTHER_THEY_MAY_NOT_USE_TCS_WITH_VALUES_OF_10_OR_MORE) {
+ let a = get_stack_power(game.attacker)
+ let d = get_stack_power(game.defender)
+ if ((a === P_PRUSSIA && d === P_FRANCE) || (a === P_FRANCE && d === P_PRUSSIA))
+ return true
+ }
+ return false
+}
+
+function must_reach_positive_score() {
+ if (game.fx === NEXT_TURN_IF_FRIEDRICH_IS_INVOLVED_IN_COMBAT_PRUSSIA_MUST_REACH_A_POSITIVE_SCORE) {
+ if (game.power === P_PRUSSIA)
+ return (game.pos[GEN_FRIEDRICH] === game.attacker || game.pos[GEN_FRIEDRICH] === game.defender)
+ }
+ return false
+}
+
+function has_empty_adjacent_city(here) {
+ for (let next of data.cities.adjacent[here])
+ if (!has_any_piece(next))
+ return true
+ return false
+}
+
+function are_prussians_attacked_by_daun() {
+ let from = game.pos[GEN_DAUN]
+ if (game.power === P_AUSTRIA && from < ELIMINATED) {
+ for (let p of all_power_generals[P_PRUSSIA])
+ if (set_has(data.cities.adjacent[from], game.pos[p]) && has_empty_adjacent_city(game.pos[p]))
+ return true
+ }
+ return false
+}
+
+states.prussians_who_are_attacked_by_daun_may_move = {
+ inactive: "move Prussians who are attacked by Daun",
+ prompt() {
+ prompt("Any Prussians who are attacked by Daun may move to any empty adjacent city.")
+ let daun = game.pos[GEN_DAUN]
+ for (let p of all_power_generals[P_PRUSSIA])
+ if (set_has(data.cities.adjacent[daun], game.pos[p]))
+ gen_action_supreme_commander(game.pos[p])
+ view.actions.next = 1
+ },
+ piece(p) {
+ push_undo()
+ remove_stack_from_combat(game.pos[p])
+ game.selected = select_stack(game.pos[p])
+ game.state = "move_to_any_empty_adjacent_city"
+ },
+ next() {
+ clear_undo()
+ set_active_to_power(P_AUSTRIA)
+ if (game.combat.length > 0)
+ game.state = "combat"
+ else
+ goto_retroactive_conquest()
+ },
+}
+
+states.move_to_any_empty_adjacent_city = {
+ inactive: "move Prussians who are attacked by Daun",
+ prompt() {
+ prompt(format_selected() + " may move to any empty adjacent city.")
+ let here = game.pos[game.selected[0]]
+ for (let next of data.cities.adjacent[here])
+ if (!has_any_piece(next))
+ gen_action_space(next)
+ },
+ space(s) {
+ for (let p of game.selected) {
+ log("P" + p + " to S" + s)
+ game.pos[p] = s
+ }
+ game.state = "prussians_who_are_attacked_by_daun_may_move"
},
}
@@ -3730,15 +3732,13 @@ exports.setup = function (seed, scenario, options) {
}
if (game.scenario === 1)
- log("# The War in the West")
- if (game.scenario === 2)
- log("# The Austrian Theatre")
-
- if (game.scenario === 1)
setup_the_war_in_the_west()
-
- if (game.scenario === 2)
+ else if (game.scenario === 2)
setup_the_austrian_theatre()
+ else
+ log("# Friedrich")
+
+ log("$54")
return game
}
@@ -3758,6 +3758,8 @@ function remove_power_from_play(pow) {
}
function setup_the_war_in_the_west() {
+ log("# The War in the West")
+
remove_power_from_play(P_RUSSIA)
remove_power_from_play(P_SWEDEN)
remove_power_from_play(P_AUSTRIA)
@@ -3770,6 +3772,8 @@ function setup_the_war_in_the_west() {
}
function setup_the_austrian_theatre() {
+ log("# The Austrian Theatre")
+
remove_power_from_play(P_HANOVER)
remove_power_from_play(P_RUSSIA)
remove_power_from_play(P_SWEDEN)