diff options
-rw-r--r-- | play.js | 35 | ||||
-rw-r--r-- | rules.js | 63 |
2 files changed, 57 insertions, 41 deletions
@@ -89,7 +89,6 @@ const all_power_trains = [ const RESERVE = 4 let suit_class = [ "S", "C", "H", "D", "R" ] -let suit_name = [ "\u2660", "\u2663", "\u2665", "\u2666", "R" ] function to_suit(c) { return (c >> 4) & 7 @@ -836,18 +835,26 @@ function cmp_tc(a, b) { return ax - bx } -const colorize_S = '<span class="spades">$&</span>' -const colorize_C = '<span class="clubs">$&</span>' -const colorize_H = '<span class="hearts">$&</span>' -const colorize_D = '<span class="diamonds">$&</span>' -const colorize_R = '<span class="reserve">$&</span>' +const colorize_S = '<span class="suit spades">\u2660</span>' +const colorize_C = '<span class="suit clubs">\u2663</span>' +const colorize_H = '<span class="suit hearts">\u2665</span>' +const colorize_D = '<span class="suit diamonds">\u2666</span>' +const colorize_R = '$1<span class="suit reserve">R</span>' + +const suit_text = [ + '<span class="suit spades">\u2660</span>', + '<span class="suit clubs">\u2663</span>', + '<span class="suit hearts">\u2665</span>', + '<span class="suit diamonds">\u2666</span>', + '<span class="suit reserve">R</span>' +] function colorize(text) { - text = text.replace(/\d+\u2660/g, colorize_S) - text = text.replace(/\d+\u2663/g, colorize_C) - text = text.replace(/\d+\u2665/g, colorize_H) - text = text.replace(/\d+\u2666/g, colorize_D) - text = text.replace(/\d+R/g, colorize_R) + text = text.replaceAll("\u2660", colorize_S) + text = text.replaceAll("\u2663", colorize_C) + text = text.replaceAll("\u2665", colorize_H) + text = text.replaceAll("\u2666", colorize_D) + text = text.replace(/(\d+)R/g, colorize_R) return text } @@ -910,7 +917,7 @@ function on_update() { ui.markers_element.appendChild(ui.retro[s]) /* troops 1-8, reserve 1-10 with modifiers +1 and +5 */ - for (let v = 16; v >= 1; --v) + for (let v = 16; v >= 0; --v) action_button_with_argument("value", v, v) action_button("take", "Take") @@ -972,8 +979,8 @@ function sub_tc(match, p1) { let suit = to_suit(x) let value = to_value(x) if (suit === RESERVE) - return suit_name[suit] - return value + suit_name[suit] + return suit_text[suit] + return value + suit_text[suit] } function on_log(text) { @@ -2491,8 +2491,10 @@ function gen_play_reserve() { for (let i = n + 1; i < 10; ++i) view.actions.value.push(i) view.actions.value.push(10) + } else if (fate_card_zero()) { + view.actions.value.push(0) } else { - let bonus = fate_card_bonus() + let bonus = fate_card_bonus(0, 0) let max = 10 if (forbid_play_value_10_or_more()) max = 9 @@ -2501,6 +2503,13 @@ function gen_play_reserve() { } } +function fate_card_zero() { + if (game.fx === NEXT_TURN_IF_FRIEDRICH_IS_ATTACKED_THE_FIRST_TC_PLAYED_BY_PRUSSIA_IS_WORTH_NOTHING_0_POINTS) + if (game.power === P_PRUSSIA && game.pos[GEN_FRIEDRICH] === game.defender) + return true + return false +} + function fate_card_bonus(c) { if (game.fx === NEXT_TURN_THE_FIRST_TC_PLAYED_BY_FRANCE_IS_WORTH_AN_ADDITIONAL_POINT) if (game.power === P_FRANCE) @@ -2508,9 +2517,6 @@ function fate_card_bonus(c) { if (game.fx === NEXT_TURN_IF_FRIEDRICH_ATTACKS_HIS_FIRST_TC_IS_WORTH_5_ADDITIONAL_POINTS) if (game.power === P_PRUSSIA && game.pos[GEN_FRIEDRICH] === game.attacker) return 5 - if (game.fx === NEXT_TURN_IF_FRIEDRICH_IS_ATTACKED_THE_FIRST_TC_PLAYED_BY_PRUSSIA_IS_WORTH_NOTHING_0_POINTS) - if (game.power === P_PRUSSIA && game.pos[GEN_FRIEDRICH] === game.defender) - return 0 if (game.fx === NEXT_TURN_PRUSSIA_MAY_PLAY_THE_11_OF_SPADES_ONCE_AT_DOUBLE_VALUE) if (game.power === P_PRUSSIA && to_suit(c) === SPADES && to_value(c) === 11) return 11 @@ -2518,6 +2524,11 @@ function fate_card_bonus(c) { } function play_card(c, sign) { + if (fate_card_zero()) { + log(POWER_NAME[game.power] + " C" + c + " - " + to_value(c) + " = " + game.count) + clear_fate_effect() + return + } let bonus = fate_card_bonus(c) if (sign < 0) game.count -= to_value(c) + bonus @@ -2532,20 +2543,36 @@ function play_card(c, sign) { } function play_reserve(v, sign) { - // bonus is already baked into v! + if (fate_card_zero()) { + log(POWER_NAME[game.power] + " 0R = " + game.count) + clear_fate_effect() + return + } let bonus = fate_card_bonus(0) if (sign < 0) game.count -= v else game.count += v if (bonus > 0) - log(POWER_NAME[game.power] + " reserve " + (v-bonus) + " + " + bonus + " = " + (game.count)) + log(POWER_NAME[game.power] + " " + (v-bonus) + "R +" + bonus + " = " + (game.count)) else - log(POWER_NAME[game.power] + " reserve " + (v) + " = " + (game.count)) + log(POWER_NAME[game.power] + " " + (v) + "R = " + (game.count)) if (bonus > 0) clear_fate_effect() } +function play_combat_card(c, sign, resume, next_state) { + push_undo() + array_remove_item(game.hand[game.power], c) + let c_suit = to_suit(c) + if (c_suit === RESERVE) { + game.state = next_state + } else { + play_card(c, sign) + resume() + } +} + states.combat_attack = { inactive: inactive_attack, prompt() { @@ -2554,16 +2581,7 @@ states.combat_attack = { gen_play_card(get_space_suit(game.attacker)) }, card(c) { - push_undo() - - array_remove_item(game.hand[game.power], c) - let c_suit = to_suit(c) - if (c_suit === RESERVE) { - game.state = "combat_attack_reserve" - } else { - play_card(c, +1) - resume_combat_attack() - } + play_combat_card(c, +1, resume_combat_attack, "combat_attack_reserve") }, pass() { clear_undo() @@ -2579,16 +2597,7 @@ states.combat_defend = { gen_play_card(get_space_suit(game.defender)) }, card(c) { - push_undo() - - array_remove_item(game.hand[game.power], c) - let c_suit = to_suit(c) - if (c_suit === RESERVE) { - game.state = "combat_defend_reserve" - } else { - play_card(c, -1) - resume_combat_defend() - } + play_combat_card(c, -1, resume_combat_defend, "combat_defend_reserve") }, pass() { clear_undo() |