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-rw-r--r--rules.js169
1 files changed, 132 insertions, 37 deletions
diff --git a/rules.js b/rules.js
index 37ec514..6eacb09 100644
--- a/rules.js
+++ b/rules.js
@@ -359,14 +359,45 @@ 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_IS_INVOLVED_IN_COMBAT_PRUSSIA_MUST_REACH_A_POSITIVE_SCORE_WITH_THE_FIRST_TCS_SHE_PLAYS_IF_POSSIBLE = 27
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_SEYDLITZ_ONCE_AT_DOUBLE_VALUE = 40
+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 may_unstack() {
+ // TODO: 3-piece stack?
+ if (game.fx === NEXT_TURN_CHEVERT_MAY_NOT_UNSTACK)
+ return !set_has(game.selected, GEN_CHEVERT)
+ return true
+}
+
+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) {
+ throw "STOP +VE"
+ return (game.pos[GEN_FRIEDRICH] === game.attacker || game.pos[GEN_FRIEDRICH] === game.defender)
+ }
+ }
+ return false
+}
/* OBJECTIVES */
@@ -1303,13 +1334,6 @@ function format_move(max) {
return ` up to ${n} cities.`
}
-function may_unstack() {
- // TODO: 3-piece stack?
- if (game.fx === NEXT_TURN_CHEVERT_MAY_NOT_UNSTACK)
- return !set_has(game.selected, GEN_CHEVERT)
- return true
-}
-
// TODO: also force moving if in such a position and can move away
function forbid_stopping_at(from) {
switch (game.fx) {
@@ -1330,15 +1354,15 @@ function forbid_stopping_at(from) {
function forbid_attack(from, to) {
switch (game.fx) {
case NEXT_TURN_SOUBISE_AND_HILDBURGHAUSEN_MAY_NOT_ATTACK_WITH_THE_SAME_TC_SYMBOL:
- return set_has(game.selected, GEN_SOUBISE) && game.ia_attack === get_space_suit(from)
+ return game.pos[GEN_SOUBISE] === from && game.ia_attack === get_space_suit(from)
case NEXT_TURN_NO_GENERAL_MAY_BE_ATTACKED_IN_THE_CITY_OF_HALLE:
return to === HALLE
case NEXT_TURN_CUMBERLAND_MAY_NOT_MOVE_INTO_ATTACK_POSITION:
- return set_has(game.selected, GEN_CUMBERLAND)
+ return game.pos[GEN_CUMBERLAND] === from
case NEXT_TURN_SOUBISE_MAY_NOT_MOVE_INTO_ATTACK_POSITION:
- return set_has(game.selected, GEN_SOUBISE)
+ return game.pos[GEN_SOUBISE] === from
case NEXT_TURN_FRIEDRICH_MAY_NOT_MOVE_INTO_ATTACK_POSITION:
- return set_has(game.selected, GEN_FRIEDRICH)
+ return game.pos[GEN_FRIEDRICH] === from
}
return false
}
@@ -1440,9 +1464,9 @@ function resume_move_general() {
if (game.count === range + game.major) {
end_move_piece()
} else {
- let here = game.pos[game.selected[0]]
game.state = "move_general"
/* NEW
+ let here = game.pos[game.selected[0]]
if (game.major && game.count < range+1)
game.move_major = search_move(here, range+1 - game.count, "major_roads", can_move_general_to, can_continue_general_from)
else
@@ -2224,17 +2248,96 @@ function resume_combat_defend() {
}
function gen_play_card(suit) {
+ let score = Math.abs(game.count)
let has_suit = false
+ let has_card = false
+
for (let c of game.hand[game.power]) {
let c_suit = to_suit(c)
if (c_suit === suit) {
+ let v = to_value(c)
+
+ if (v >= 10 && forbid_play_value_10_or_more())
+ continue
+
has_suit = true
+ has_card = true
gen_action_card(c)
- }
- else if (c_suit === RESERVE)
+ } else if (c_suit === RESERVE) {
+ has_card = true
gen_action_card(c)
+ }
+ }
+
+ // cannot pass if at 0 (and can play)
+ if (score === 0 && has_suit)
+ view.actions.pass = 0
+
+ // cannot pass if must reach positive score (and can play)
+ else if (score > 0 && must_reach_positive_score() && has_card)
+ view.actions.pass = 0
+
+ else
+ view.actions.pass = 1
+}
+
+function gen_play_reserve() {
+ view.actions.value = []
+ if (must_reach_positive_score()) {
+ let n = Math.abs(game.count)
+ for (let i = n + 1; i < 10; ++i)
+ view.actions.value.push(i)
+ view.actions.value.push(10)
+ } else {
+ let bonus = fate_card_bonus()
+ for (let i = 0; i <= 10; ++i)
+ view.actions.value.push(i + bonus)
}
- return has_suit
+}
+
+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)
+ return 1
+ 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 (gaem.power === P_PRUSSIA && to_suit(c) === SPADES && to_value(c) === 11)
+ return 11
+ return 0
+}
+
+function play_card(c, sign) {
+ let bonus = fate_card_bonus(c)
+ if (sign < 0)
+ game.count -= to_value(c) + bonus
+ else
+ game.count += to_value(c) + bonus
+ if (bonus > 0)
+ log(POWER_NAME[game.power] + " C" + c + " + " + bonus + " = " + (game.count))
+ else
+ log(POWER_NAME[game.power] + " C" + c + " = " + (game.count))
+ if (bonus > 0)
+ clear_fate_effect()
+}
+
+function play_reserve(v, sign) {
+ // bonus is already baked into v!
+ 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))
+ else
+ log(POWER_NAME[game.power] + " reserve " + (v) + " = " + (game.count))
+ if (bonus > 0)
+ clear_fate_effect()
}
states.combat_attack = {
@@ -2242,11 +2345,7 @@ states.combat_attack = {
prompt() {
prompt_combat(game.count)
view.selected = [ get_supreme_commander(game.attacker) ]
- let has_suit = gen_play_card(get_space_suit(game.attacker))
- if (game.count === 0 && has_suit)
- view.actions.pass = 0
- else
- view.actions.pass = 1
+ gen_play_card(get_space_suit(game.attacker))
},
card(c) {
push_undo()
@@ -2256,8 +2355,7 @@ states.combat_attack = {
if (c_suit === RESERVE) {
game.state = "combat_attack_reserve"
} else {
- game.count += to_value(c)
- log(POWER_NAME[game.power] + " C" + c + " = " + (game.count))
+ play_card(c, +1)
resume_combat_attack()
}
},
@@ -2273,11 +2371,7 @@ states.combat_defend = {
prompt_combat(-game.count)
view.selected = [ get_supreme_commander(game.defender) ]
- let has_suit = gen_play_card(get_space_suit(game.defender))
- if (game.count === 0 && has_suit)
- view.actions.pass = 0
- else
- view.actions.pass = 1
+ gen_play_card(get_space_suit(game.defender))
},
card(c) {
push_undo()
@@ -2287,8 +2381,7 @@ states.combat_defend = {
if (c_suit === RESERVE) {
game.state = "combat_defend_reserve"
} else {
- game.count -= to_value(c)
- log(POWER_NAME[game.power] + " C" + c + " = " + (game.count))
+ play_card(c, -1)
resume_combat_defend()
}
},
@@ -2303,11 +2396,10 @@ states.combat_attack_reserve = {
prompt() {
prompt_combat(game.count, "Choose value.")
view.selected = [ get_supreme_commander(game.attacker)]
- view.actions.value = [ 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 ]
+ gen_play_reserve()
},
value(v) {
- log(POWER_NAME[game.power] + " reserve " + v)
- game.count += v
+ play_reserve(v, +1)
resume_combat_attack()
},
}
@@ -2317,11 +2409,10 @@ states.combat_defend_reserve = {
prompt() {
prompt_combat(-game.count, "Choose value.")
view.selected = [ get_supreme_commander(game.defender) ]
- view.actions.value = [ 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 ]
+ gen_play_reserve()
},
value(v) {
- log(POWER_NAME[game.power] + " reserve " + v)
- game.count -= v
+ play_reserve(v, -1)
resume_combat_defend()
},
}
@@ -2363,9 +2454,13 @@ function select_stack(s) {
}
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()