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-rw-r--r--rules.js301
1 files changed, 222 insertions, 79 deletions
diff --git a/rules.js b/rules.js
index b71803e..37ec514 100644
--- a/rules.js
+++ b/rules.js
@@ -147,6 +147,7 @@ const all_power_depots = [
]
const MUNSTER_Y = data.cities.y[find_city("Munster")]
+const HALLE = find_city("Halle")
const all_power_re_entry_cities = [
data.sectors.spades_berlin,
@@ -169,6 +170,16 @@ const piece_abbr = [
"PT1", "PT2", "HT", "RT1", "RT2", "ST", "AT1", "AT2", "IAT", "FT1", "FT2",
]
+const all_power_generals = [
+ /* P */ [ 0, 1, 2, 3, 4, 5, 6, 7 ],
+ /* H */ [ 8, 9 ],
+ /* R */ [ 10, 11, 12, 13 ],
+ /* S */ [ 14 ],
+ /* A */ [ 15, 16, 17, 18, 19 ],
+ /* I */ [ 20 ],
+ /* F */ [ 21, 22, 23 ],
+]
+
const piece_name = [
"Friedrich", "Winterfeldt", "Heinrich", "Schwerin", "Keith", "Seydlitz", "Dohna", "Lehwaldt",
"Ferdinand", "Cumberland",
@@ -177,7 +188,6 @@ const piece_name = [
"Daun", "Browne", "Karl", "Laudon", "Lacy",
"Hildburghausen",
"Richelieu", "Soubise", "Chevert",
-
"supply train", "supply train",
"supply train",
"supply train", "supply train",
@@ -185,35 +195,32 @@ const piece_name = [
"supply train", "supply train",
"supply train",
"supply train", "supply train",
-
- //"Prussian supply train", "Prussian supply train",
- //"Hanoverian supply train",
- //"Russian supply train", "Russian supply train",
- //"Swedish supply train",
- //"Austrian supply train", "Austrian supply train",
- //"Imperial Army supply train",
- //"French supply train", "French supply train",
-]
-
-const all_power_generals = [
- /* P */ [ 0, 1, 2, 3, 4, 5, 6, 7 ],
- /* H */ [ 8, 9 ],
- /* R */ [ 10, 11, 12, 13 ],
- /* S */ [ 14 ],
- /* A */ [ 15, 16, 17, 18, 19 ],
- /* I */ [ 20 ],
- /* F */ [ 21, 22, 23 ],
]
const GEN_FRIEDRICH = 0
+const GEN_WINTERFELDT = 1
+const GEN_HEINRICH = 2
+const GEN_SCHWERIN = 3
+const GEN_KEITH = 4
const GEN_SEYDLITZ = 5
+const GEN_DOHNA = 6
+const GEN_LEHWALDT = 7
+const GEN_FERDINAND = 8
const GEN_CUMBERLAND = 9
+const GEN_SALTIKOV = 10
+const GEN_FERMOR = 11
const GEN_APRAXIN = 12
const GEN_TOTTLEBEN = 13
const GEN_EHRENSVAERD = 14
const GEN_DAUN = 15
+const GEN_BROWNE = 16
+const GEN_KARL = 17
const GEN_LAUDON = 18
+const GEN_LACY = 19
const GEN_HILDBURGHAUSEN = 20
+const GEN_RICHELIEU = 21
+const GEN_SOUBISE = 22
+const GEN_CHEVERT = 23
const all_power_generals_rev = all_power_generals.map(list => list.slice().reverse())
@@ -227,6 +234,8 @@ const all_power_trains = [
/* F */ [ 33, 34 ],
]
+const TRAIN_IA = 32
+
function is_general(p) {
return p < 24
}
@@ -331,26 +340,33 @@ function format_stack(s) {
/* CARDS OF FATE (PASSIVE) */
const NEXT_TURN_IF_FERMOR_STARTS_HIS_MOVE_IN_KÜSTRIN_H6_OR_IN_AN_ADJACENT_CITY_HE_MAY_NOT_MOVE = 5
+
const NEXT_TURN_SALTIKOV_MAY_MOVE_ONLY_2_CITIES = 7
-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_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_E4_AND_NO_SUPPLY_TRAIN_MAY_BE_ELIMINATED_IN_THE_CITY_OF_HALLE = 11
-const NEXT_TURN_THE_FIRST_TC_PLAYED_BY_FRANCE_IS_WORTH_AN_ADDITIONAL_POINT = 12
+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_RICHELIEU_MAY_MOVE_2_CITIES_ONLY = 18
-const NEXT_TURN_CHEVERT_MAY_NOT_UNSTACK = 19
const NEXT_TURN_FRIEDRICH_MAY_NOT_MOVE_INTO_ATTACK_POSITION = 24
-const NEXT_TURN_FRIEDRICH_MAY_NOT_RECEIVE_ANY_NEW_TROOPS = 26
+
+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_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_ANY_PRUSSIANS_WHO_ARE_ATTACKED_BY_DAUN_MAY_MOVE_TO_ANY_EMPTY_ADJACENT_CITY = 29
const NEXT_TURN_IF_FRIEDRICH_ATTACKS_HIS_FIRST_TC_IS_WORTH_5_ADDITIONAL_POINTS = 31
-const NEXT_TURN_FRIEDRICH_MAY_MOVE_4_CITIES_EVEN_AS_A_STACK = 33
-const NEXT_TURN_EVERY_PRUSSIAN_GENERAL_WHO_RECEIVES_NEW_TROOPS_MAY_NOT_MOVE_INTO_ATTACK_POSITION = 36
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_PRINZ_HEINRICH_PROTECTS_OBJECTIVES_UP_TO_4_CITIES_DISTANT = 42
-const NEXT_TURN_DAUN_MAY_MOVE_ONLY_2_CITIES = 44
+
+const NEXT_TURN_ANY_PRUSSIANS_WHO_ARE_ATTACKED_BY_DAUN_MAY_MOVE_TO_ANY_EMPTY_ADJACENT_CITY = 29
+
/* OBJECTIVES */
@@ -366,8 +382,11 @@ set_add_all(all_objectives, data.type.objective_prussia)
set_add_all(all_objectives, data.type.objective_russia)
const protect_range = []
-for (let s of all_objectives)
+const protect_range_4 = []
+for (let s of all_objectives) {
make_protect_range(protect_range[s] = [], s, s, 3)
+ make_protect_range(protect_range_4[s] = [], s, s, 4)
+}
function make_protect_range(result, start, here, range) {
for (let next of data.cities.adjacent[here]) {
@@ -421,18 +440,21 @@ function is_reconquest_space(pow, s) {
return set_has(protect[pow], s)
}
+function is_space_protected_by_piece(s, p) {
+ if (game.fx === NEXT_TURN_PRINZ_HEINRICH_PROTECTS_OBJECTIVES_UP_TO_4_CITIES_DISTANT)
+ if (p === GEN_HEINRICH)
+ return set_has(protect_range_4[s], game.pos[p])
+ return set_has(protect_range[s], game.pos[p])
+}
+
function is_protected_from_conquest(s) {
for (let pow of all_powers) {
if (set_has(protect[pow], s)) {
- let range = protect_range[s]
for (let p of all_power_generals[pow])
- if (set_has(range, game.pos[p]))
+ if (is_space_protected_by_piece(s, p))
return true
- if (pow === P_IMPERIAL) {
- for (let p of all_power_trains[pow])
- if (set_has(range, game.pos[p]))
- return true
- }
+ if (pow === P_IMPERIAL && is_space_protected_by_piece(s, TRAIN_IA))
+ return true
}
}
return false
@@ -441,15 +463,11 @@ function is_protected_from_conquest(s) {
function is_protected_from_reconquest(s) {
for (let pow of all_powers) {
if (set_has(full_objective[pow], s)) {
- let range = protect_range[s]
for (let p of all_power_generals[pow])
- if (set_has(range, game.pos[p]))
+ if (is_space_protected_by_piece(s, p))
return true
- if (pow === P_IMPERIAL) {
- for (let p of all_power_trains[pow])
- if (set_has(range, game.pos[p]))
- return true
- }
+ if (pow === P_IMPERIAL && is_space_protected_by_piece(s, TRAIN_IA))
+ return true
}
}
return false
@@ -682,6 +700,13 @@ function has_enemy_supply_train(to) {
return false
}
+function has_enemy_general(to) {
+ for (let p of all_enemy_generals[game.power])
+ if (game.pos[p] === to)
+ return true
+ return false
+}
+
function has_enemy_piece(to) {
for (let p of all_enemy_generals[game.power])
if (game.pos[p] === to)
@@ -876,6 +901,8 @@ function end_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)
@@ -1193,6 +1220,18 @@ function give_troops(total) {
/* MOVEMENT */
+function movement_range() {
+ if (game.fx === NEXT_TURN_SALTIKOV_MAY_MOVE_ONLY_2_CITIES && set_has(game.selected, GEN_SALTIKOV))
+ return 2
+ if (game.fx === NEXT_TURN_DAUN_MAY_MOVE_ONLY_2_CITIES && set_has(game.selected, GEN_DAUN))
+ return 2
+ if (game.fx === NEXT_TURN_RICHELIEU_MAY_MOVE_2_CITIES_ONLY && set_has(game.selected, GEN_RICHELIEU))
+ return 2
+ if (game.fx === NEXT_TURN_FRIEDRICH_MAY_MOVE_4_CITIES_EVEN_AS_A_STACK && set_has(game.selected, GEN_FRIEDRICH))
+ return 4
+ return 3
+}
+
function goto_movement() {
game.state = "movement"
set_clear(game.moved)
@@ -1264,6 +1303,60 @@ 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) {
+ 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) && is_attack_position(from)
+ case NEXT_TURN_NO_GENERAL_MAY_BE_ATTACKED_IN_THE_CITY_OF_HALLE:
+ return set_has(data.cities.adjacent[HALLE], from) && has_enemy_general(HALLE)
+ case NEXT_TURN_CUMBERLAND_MAY_NOT_MOVE_INTO_ATTACK_POSITION:
+ return set_has(game.selected, GEN_CUMBERLAND) && is_attack_position(from)
+ case NEXT_TURN_SOUBISE_MAY_NOT_MOVE_INTO_ATTACK_POSITION:
+ return set_has(game.selected, GEN_SOUBISE) && is_attack_position(from)
+ case NEXT_TURN_FRIEDRICH_MAY_NOT_MOVE_INTO_ATTACK_POSITION:
+ return set_has(game.selected, GEN_FRIEDRICH) && is_attack_position(from)
+ }
+ return false
+}
+
+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)
+ 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)
+ case NEXT_TURN_SOUBISE_MAY_NOT_MOVE_INTO_ATTACK_POSITION:
+ return set_has(game.selected, GEN_SOUBISE)
+ case NEXT_TURN_FRIEDRICH_MAY_NOT_MOVE_INTO_ATTACK_POSITION:
+ return set_has(game.selected, GEN_FRIEDRICH)
+ }
+ return false
+}
+
+function forbid_capture(s) {
+ switch (game.fx) {
+ case NEXT_TURN_CUMBERLAND_MAY_NOT_MOVE_INTO_ATTACK_POSITION:
+ return set_has(game.selected, GEN_CUMBERLAND)
+ case NEXT_TURN_SOUBISE_MAY_NOT_MOVE_INTO_ATTACK_POSITION:
+ return set_has(game.selected, GEN_SOUBISE)
+ case NEXT_TURN_FRIEDRICH_MAY_NOT_MOVE_INTO_ATTACK_POSITION:
+ return set_has(game.selected, GEN_FRIEDRICH)
+ case NEXT_TURN_NO_GENERAL_MAY_BE_ATTACKED_IN_THE_CITY_OF_HALLE:
+ return s === HALLE
+ }
+ return false
+}
+
function can_move_train_to(to) {
return !has_any_piece(to)
}
@@ -1277,8 +1370,21 @@ function can_move_general_to(to) {
return false
if (has_any_other_general(to))
return false
+ if (has_enemy_supply_train(to) && forbid_capture(to))
+ return false
if (game.selected.length + count_pieces(to) > 3)
return false
+
+ if (forbid_stopping_at(to)) {
+ let from = game.pos[game.selected[0]]
+ if (!can_continue_general_from(to))
+ return false
+ // TODO: search_move does not take this into account!
+ if (game.major && set_has(data.cities.major_roads[from], to))
+ return game.count < movement_range()
+ return game.count < movement_range() - 1
+ }
+
return true
}
@@ -1330,19 +1436,22 @@ function resume_move_supply_train() {
}
function resume_move_general() {
- if (game.count === 3 + game.major) {
+ let range = movement_range()
+ if (game.count === range + game.major) {
end_move_piece()
} else {
let here = game.pos[game.selected[0]]
game.state = "move_general"
- if (game.major && game.count < 4)
- game.move_major = search_move(here, 4 - game.count, "major_roads", can_move_general_to, can_continue_general_from)
+ /* NEW
+ 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
game.move_major = []
- if (game.count < 3)
- game.move_minor = search_move(here, 3 - game.count, "adjacent", can_move_general_to, can_continue_general_from)
+ if (game.count < range)
+ game.move_minor = search_move(here, range - game.count, "adjacent", can_move_general_to, can_continue_general_from)
else
game.move_minor = []
+ */
}
}
@@ -1548,17 +1657,19 @@ states.move_supply_train_OLD = {
states.move_general_NEW = {
prompt() {
- prompt("Move " + format_selected() + format_move(3))
+ prompt("Move " + format_selected() + format_move(movement_range()))
view.selected = game.selected
let who = game.selected[0]
let here = game.pos[who]
if (game.count === 0) {
- if (game.selected.length > 1)
- view.actions.detach = 1
- else
- view.actions.detach = 0
+ if (may_unstack()) {
+ if (game.selected.length > 1)
+ view.actions.detach = 1
+ else
+ view.actions.detach = 0
+ }
let s_take = count_stacked_take()
let s_give = count_stacked_give()
@@ -1569,8 +1680,12 @@ states.move_general_NEW = {
if (s_give > 0 && u_take > 0)
view.actions.give = 1
} else {
- gen_action_piece(who)
- view.actions.stop = 1
+ if (forbid_stopping_at(here)) {
+ view.actions.stop = 0
+ } else {
+ gen_action_piece(who)
+ view.actions.stop = 1
+ }
}
view.move_major = game.move_major
@@ -1638,24 +1753,24 @@ states.move_general_NEW = {
states.move_general_OLD = {
prompt() {
- prompt("Move " + format_selected() + format_move(3))
+ prompt("Move " + format_selected() + format_move(movement_range()))
view.selected = game.selected
let who = game.selected[0]
let here = game.pos[who]
if (game.count === 0) {
- /*
- if (game.selected.length > 1)
- view.actions.detach = 1
- else
- view.actions.detach = 0
- */
-
- // detach
- if (game.selected.length > 1)
- for (let p of game.selected)
- gen_action_piece(p)
+ if (may_unstack()) {
+ /*
+ if (game.selected.length > 1)
+ view.actions.detach = 1
+ else
+ view.actions.detach = 0
+ */
+ if (game.selected.length > 1)
+ for (let p of game.selected)
+ gen_action_piece(p)
+ }
let s_take = count_stacked_take()
let s_give = count_stacked_give()
@@ -1667,16 +1782,20 @@ states.move_general_OLD = {
if (s_give > 0 && u_take > 0)
view.actions.give = 1
} else {
- gen_action_piece(who)
- view.actions.stop = 1
+ if (forbid_stopping_at(here)) {
+ view.actions.stop = 0
+ } else {
+ gen_action_piece(who)
+ view.actions.stop = 1
+ }
}
- if (game.count < 3 + game.major)
+ if (game.count < movement_range() + game.major)
for (let next of data.cities.major_roads[here])
if (can_move_general_to(next))
gen_action_space_or_piece(next)
- if (game.count < 3)
+ if (game.count < movement_range())
for (let next of data.cities.roads[here])
if (can_move_general_to(next))
gen_action_space_or_piece(next)
@@ -1692,7 +1811,10 @@ states.move_general_OLD = {
},
piece(p) {
if (game.count === 0) {
- set_delete(game.selected, p)
+ if (set_has(game.selected, p))
+ set_delete(game.selected, p)
+ else
+ this.space(game.pos[p])
} else {
if (p === game.selected[0])
this.stop()
@@ -1714,7 +1836,7 @@ states.move_general_OLD = {
if (!set_has(data.cities.major_roads[from], to))
game.major = 0
- if (move_general_to(to) || ++game.count === 3 + game.major)
+ if (move_general_to(to) || ++game.count === movement_range() + game.major)
end_move_piece()
},
}
@@ -1791,6 +1913,7 @@ function troop_cost() {
function has_available_depot() {
for (let s of all_power_depots[game.power])
+ // TODO: also allied other player's pieces?
if (!has_enemy_piece(s))
return true
return false
@@ -1837,6 +1960,13 @@ function has_re_entry_space(p) {
return false
}
+function is_attack_position(s) {
+ for (let p of all_enemy_generals[game.power])
+ if (set_has(data.cities.adjacent[s], game.pos[p]))
+ return true
+ return false
+}
+
states.recruit = {
prompt() {
let cost = troop_cost()
@@ -1858,8 +1988,16 @@ states.recruit = {
if (game.count >= cost) {
if (av_troops > 0) {
for (let p of all_power_generals[game.power]) {
- if (game.troops[p] > 0 && game.troops[p] < 8)
- gen_action_supreme_commander(game.pos[p])
+ if (game.troops[p] > 0 && game.troops[p] < 8) {
+ let s = game.pos[p]
+ if (game.fx === NEXT_TURN_FRIEDRICH_MAY_NOT_RECEIVE_ANY_NEW_TROOPS)
+ if (get_supreme_commander(s) === GEN_FRIEDRICH)
+ continue
+ if (game.fx === NEXT_TURN_EVERY_PRUSSIAN_GENERAL_WHO_RECEIVES_NEW_TROOPS_MAY_NOT_MOVE_INTO_ATTACK_POSITION)
+ if (game.power === P_PRUSSIA && is_attack_position(s))
+ continue
+ gen_action_supreme_commander(s)
+ }
else if (game.pos[p] === ELIMINATED && has_re_entry_space(p))
gen_action_piece(p)
}
@@ -1982,8 +2120,10 @@ function goto_combat() {
for (let a of from) {
for (let b of to) {
if (set_has(data.cities.adjacent[a], b)) {
- game.combat.push(a)
- game.combat.push(b)
+ if (!forbid_attack(a, b)) {
+ game.combat.push(a)
+ game.combat.push(b)
+ }
}
}
}
@@ -2223,6 +2363,9 @@ function select_stack(s) {
}
function resolve_combat() {
+ 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()