summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--create.html8
-rw-r--r--rules.js88
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>
diff --git a/rules.js b/rules.js
index 40c3375..0ffffc0 100644
--- a/rules.js
+++ b/rules.js
@@ -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)