summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--rules.js189
1 files changed, 159 insertions, 30 deletions
diff --git a/rules.js b/rules.js
index 349c2e7..88786e1 100644
--- a/rules.js
+++ b/rules.js
@@ -307,6 +307,8 @@ function to_suit(c) {
}
function to_value(c) {
+ if (to_suit(c) === RESERVE)
+ return 10
return c & 15
}
@@ -315,7 +317,7 @@ function is_reserve(c) {
}
function format_cards(list) {
- return list.map(c => to_value(c) + suit_name[to_suit(c)]).join(", ")
+ return list.map(c => is_reserve(c) ? suit_name[RESERVE] : to_value(c) + suit_name[to_suit(c)]).join(", ")
}
function format_selected() {
@@ -332,6 +334,10 @@ function format_stack(s) {
return suit_name[get_space_suit(s)] + " " + list.map(p => piece_name[p]).join(" and ")
}
+function log_selected() {
+ log(game.selected.map(p => "P" + p).join(" and "))
+}
+
/* OBJECTIVES */
const all_objectives = []
@@ -1172,6 +1178,11 @@ function goto_movement() {
game.state = "movement"
set_clear(game.moved)
+ log_br()
+
+ game.move_conq = []
+ game.move_reconq = []
+
if (game.fx === NEXT_TURN_IF_FERMOR_STARTS_HIS_MOVE_IN_KUSTRIN_OR_IN_AN_ADJACENT_CITY_HE_MAY_NOT_MOVE) {
if (game.power === P_RUSSIA && set_has(data.cities.adjacent[KUSTRIN], game.pos[GEN_FERMOR])) {
// log("P" + GEN_FERMOR + " in S" + game.pos[GEN_FERMOR] + " may not move.")
@@ -1274,6 +1285,11 @@ states.movement = {
},
end_movement() {
push_undo()
+
+ log_conquest(game.move_conq, game.move_reconq)
+ delete game.move_conq
+ delete game.move_reconq
+
goto_recruit()
},
}
@@ -1402,7 +1418,7 @@ function move_general_to(to) {
if (is_protected_from_conquest(from)) {
set_add(game.retro, from)
} else {
- log("Conquered S" + from)
+ game.move_conq.push(from)
set_add(game.conquest, from)
}
}
@@ -1412,11 +1428,13 @@ function move_general_to(to) {
if (is_protected_from_reconquest(from)) {
set_add(game.retro, from)
} else {
- log("Reconquered S" + from)
+ game.move_reconq.push(from)
set_delete(game.conquest, from)
}
}
+ log(">to S" + to)
+
// eliminate supply train
for (let p of all_enemy_trains[pow]) {
if (game.pos[p] === to) {
@@ -1491,11 +1509,16 @@ states.move_supply_train = {
},
space(to) {
let who = game.selected[0]
- let here = game.pos[who]
+ let from = game.pos[who]
- log("P" + who + " to S" + to)
+ if (game.count === 0) {
+ log_selected()
+ log(">from S" + from)
+ }
- if (!set_has(data.cities.major_roads[here], to))
+ log(">to S" + to)
+
+ if (!set_has(data.cities.major_roads[from], to))
game.major = 0
set_add(game.moved, who)
@@ -1591,7 +1614,10 @@ states.move_general = {
let who = game.selected[0]
let from = game.pos[who]
- log("P" + who + " to S" + to)
+ if (game.count === 0) {
+ log_selected()
+ log(">from S" + from)
+ }
if (!set_has(data.cities.major_roads[from], to))
game.major = 0
@@ -1651,11 +1677,53 @@ function end_move_piece() {
/* RECRUITMENT */
function troop_cost() {
- if (game.re_enter !== undefined)
+ if (game.recruit.re_enter < ELIMINATED)
return 8
return 6
}
+function sum_card_values(list) {
+ let n = 0
+ for (let c of list)
+ n += to_value(c)
+ return n
+}
+
+function find_largest_card(list) {
+ for (let v = 13; v >= 2; --v) {
+ for (let c of list)
+ if (to_value(c) === v)
+ return c
+ }
+ throw "NO CARDS FOUND IN LIST"
+}
+
+function spend_recruit_cost() {
+ let spend = troop_cost()
+ if (game.count > 0) {
+ if (spend < game.count) {
+ game.count -= spend
+ spend = 0
+ } else {
+ spend -= game.count
+ game.count = 0
+ }
+ }
+ while (spend > 0) {
+ let c = find_largest_card(game.recruit.pool)
+ let v = to_value(c)
+ console.log(" REMOVE CARD", v)
+ set_delete(game.recruit.pool, c)
+ set_add(game.recruit.used, c)
+ if (v > spend) {
+ game.count = v - spend
+ spend = 0
+ } else {
+ spend -= v
+ }
+ }
+}
+
function has_available_depot() {
for (let s of all_power_depots[game.power])
// TODO: also allied other player's pieces?
@@ -1679,16 +1747,25 @@ function can_re_enter_supply_train(s) {
}
function goto_recruit() {
- push_undo()
game.count = 0
+ log_br()
+
// 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 XXX sector and COST is 8
+ game.recruit = {
+ pool: [],
+ used: [],
+ pieces: [],
+ re_enter: ELIMINATED,
+ troops: 0,
+ }
+
+ // if all depots have enemy pieces, choose ONE city in given sector and COST is 8
if (has_available_depot())
game.state = "recruit"
else
@@ -1705,15 +1782,15 @@ states.re_enter_choose_city = {
},
space(s) {
push_undo()
- game.re_enter = s
+ game.recruit.re_enter = s
game.state = "recruit"
},
}
function has_re_entry_space(p) {
let can_re_enter_at = is_general(p) ? can_re_enter_general : can_re_enter_supply_train
- if (game.re_enter !== undefined)
- return can_re_enter_at(game.re_enter)
+ if (game.recruit.re_enter < ELIMINATED)
+ return can_re_enter_at(game.recruit.re_enter)
for (let s of all_power_depots[game.power])
if (can_re_enter_at(s))
return true
@@ -1763,21 +1840,25 @@ states.recruit = {
else
str = "Nothing to recruit"
- if (game.count > 1)
- str += " \u2014 " + game.count + " points."
- else if (game.count === 1)
+ let paid = game.count + sum_card_values(game.recruit.pool)
+
+ if (paid > 1)
+ str += " \u2014 " + paid + " points."
+ else if (paid === 1)
str += " \u2014 1 point."
else
str += "."
prompt(str)
- if (possible && game.count / cost < av_troops + av_trains) {
+ view.draw = game.recruit.pool
+
+ if (possible && paid / cost < av_troops + av_trains) {
for (let c of game.hand[game.power])
gen_action_card(c)
}
- if (game.count >= cost) {
+ if (paid >= cost) {
if (av_troops > 0) {
for (let p of all_power_generals[game.power]) {
if (game.troops[p] > 0 && game.troops[p] < 8) {
@@ -1802,22 +1883,24 @@ states.recruit = {
}
}
- if (game.count < cost || !possible)
+ if (paid < cost || !possible)
view.actions.end_recruit = 1
},
card(c) {
push_undo()
- log("Recruit with C" + c)
- array_remove_item(game.hand[game.power], c)
- game.count += is_reserve(c) ? 10 : to_value(c)
+ set_delete(game.hand[game.power], c)
+ set_add(game.recruit.pool, c)
},
piece(p) {
push_undo()
- game.count -= troop_cost()
+
+ spend_recruit_cost()
+
if (game.pos[p] === ELIMINATED) {
game.selected = [ p ]
game.state = "re_enter"
} else {
+ game.recruit.troops += 1
add_one_troop(p)
}
},
@@ -1828,7 +1911,25 @@ states.recruit = {
}
function end_recruit() {
- delete game.re_enter
+ if (game.recruit) {
+ if (game.recruit.used.length > 0) {
+ log_br()
+ log("Recruit")
+ log(">" + game.recruit.used.map(c => "C" + c).join(", "))
+ map_for_each(game.recruit.pieces, (p,s) => {
+ log(">P" + p + " at S" + s)
+ })
+ if (game.recruit.troops)
+ log(">" + game.recruit.troops + " troops")
+ }
+
+ // put back into hand unused cards
+ for (let c of game.recruit.pool)
+ set_add(game.hand[game.power], c)
+
+ delete game.recruit
+ }
+
goto_combat()
}
@@ -1839,9 +1940,9 @@ states.re_enter = {
let p = game.selected[0]
let can_re_enter_at = is_general(p) ? can_re_enter_general : can_re_enter_supply_train
- if (game.re_enter !== undefined) {
- if (can_re_enter_at(game.re_enter))
- gen_action_space(game.re_enter)
+ if (game.recruit.re_enter < ELIMINATED) {
+ if (can_re_enter_at(game.recruit.re_enter))
+ gen_action_space(game.recruit.re_enter)
} else {
for (let s of all_power_depots[game.power])
if (can_re_enter_at(s))
@@ -1852,8 +1953,11 @@ states.re_enter = {
let p = game.selected[0]
log("Re-entered P" + p + " at S" + s + ".")
game.pos[p] = s
- if (set_has(all_power_generals[game.power], p))
+ map_set(game.recruit.pieces, p, s)
+ if (is_general(p)) {
+ game.recruit.troops += 1
game.troops[p] = 1
+ }
game.selected = null
game.state = "recruit"
},
@@ -2195,8 +2299,7 @@ function play_reserve(v, sign) {
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) {
+ if (is_reserve(c)) {
game.state = next_state
} else {
play_card(c, sign)
@@ -2495,24 +2598,47 @@ states.retreat_done = {
/* RETRO-ACTIVE CONQUEST */
+function log_conquest(conq, reconq) {
+ if (conq.length > 0 || reconq.length > 0) {
+ log_br()
+ if (conq.length > 0) {
+ log("Conquer")
+ for (let s of conq)
+ log(">S" + s)
+ }
+ if (reconq.length > 0) {
+ log("Reconquer")
+ for (let s of reconq)
+ log(">S" + s)
+ }
+ }
+}
+
function goto_retroactive_conquest() {
delete game.combat
+ let conq = []
+ let reconq = []
+
for (let s of game.retro) {
if (is_conquest_space(game.power, s)) {
if (!is_protected_from_conquest(s)) {
log("Conquered S" + s)
set_add(game.conquest, s)
+ conq.push(s)
}
}
if (is_reconquest_space(game.power, s)) {
if (!is_protected_from_reconquest(s)) {
log("Reconquered S" + s)
set_delete(game.conquest, s)
+ reconq.push(s)
}
}
}
+ log_conquest(conq, reconq)
+
set_clear(game.retro)
// MARIA: supply is before movement
@@ -2608,6 +2734,8 @@ function should_supply_flip() {
}
function goto_supply() {
+ log_br()
+
set_clear(game.moved)
search_supply(6)
if (should_supply_restore())
@@ -2721,6 +2849,7 @@ states.supply_done = {
function end_supply() {
delete game.supply
+
end_action_stage()
}