From 38f9e31f86205664139dcd4d1980d4299c117a2d Mon Sep 17 00:00:00 2001 From: Tor Andersson Date: Sun, 26 May 2024 22:42:21 +0200 Subject: flip back in supply when eliminating. no conquest of eased victory cond. --- rules.js | 78 ++++++++++++++++++++++++++++++++++++++++++---------------------- 1 file changed, 51 insertions(+), 27 deletions(-) (limited to 'rules.js') diff --git a/rules.js b/rules.js index 6e0c003..37520d4 100644 --- a/rules.js +++ b/rules.js @@ -80,7 +80,8 @@ function find_city_list(names) { return list } -let suit_name = [ "\u2660", "\u2663", "\u2665", "\u2666", "R" ] +const deck_name = [ "brown", "blue", "green", "red", "gray" ] +const suit_name = [ "\u2660", "\u2663", "\u2665", "\u2666", "R" ] const P_PRUSSIA = 0 const P_HANOVER = 1 @@ -514,6 +515,9 @@ make_protect(P_HANOVER, data.country.Hanover) make_protect(P_AUSTRIA, data.country.Austria) function is_conquest_space(pow, s) { + // TODO: prussian offensive option + if (has_eased_victory(pow)) + return set_has(primary_objective[pow], s) return set_has(full_objective[pow], s) } @@ -554,6 +558,11 @@ function is_protected_from_reconquest(s) { return false } +function remove_secondary_objectives(power) { + for (let s of secondary_objective[power]) + set_delete(game.conquest, s) +} + /* STATE */ function turn_power_draw() { @@ -864,6 +873,7 @@ function retire_general(p) { let n = game.troops[p] game.pos[p] = REMOVED game.troops[p] = 0 + set_in_supply(p) if (s < ELIMINATED) { for (let p of all_power_generals[game.power]) { @@ -878,6 +888,18 @@ function retire_general(p) { } } +function eliminate_general(p) { + log("P" + p + " eliminated.") + game.pos[p] = ELIMINATED + game.troops[p] = 0 + set_in_supply(p) +} + +function eliminate_train(p) { + log("P" + p + " eliminated.") + game.pos[p] = ELIMINATED +} + /* SEQUENCE OF PLAY */ const POWER_FROM_ACTION_STEP = [ @@ -942,6 +964,15 @@ function goto_start_turn() { return } + // eased victory conditions + if (has_russia_dropped_out()) { + remove_secondary_objectives(P_SWEDEN) + } + if (has_imperial_army_switched_players()) { + remove_secondary_objectives(P_AUSTRIA) + remove_secondary_objectives(P_IMPERIAL) + } + if (fc === FC_ELISABETH) { set_active_to_power(P_PRUSSIA) game.state = "russia_quits_the_game_1" @@ -1070,6 +1101,16 @@ function check_victory_the_austrian_theatre() { return check_victory_list(victory) } +function has_eased_victory(power) { + if (power === P_SWEDEN) + return has_russia_dropped_out() + if (power === P_AUSTRIA) + return has_imperial_army_switched_players() + if (power === P_IMPERIAL) + return has_imperial_army_switched_players() + return false +} + function check_victory_4() { // Prussian victory if (has_russia_dropped_out() && has_sweden_dropped_out() && has_france_dropped_out()) { @@ -1129,13 +1170,6 @@ function next_tactics_deck() { } } - log("Discards " + held.map(x=>50-x).join(", ")) - log("Deck 1: " + make_tactics_discard(0).map(x=>"C"+x).join(" ")) - log("Deck 2: " + make_tactics_discard(1).map(x=>"C"+x).join(" ")) - log("Deck 3: " + make_tactics_discard(2).map(x=>"C"+x).join(" ")) - log("Deck 4: " + make_tactics_discard(3).map(x=>"C"+x).join(" ")) - log("Deck 5: " + make_tactics_discard(4).map(x=>"C"+x).join(" ")) - // find two largest discard piles let a = find_largest_discard(held) if (held[a] === 50) @@ -1147,7 +1181,7 @@ function next_tactics_deck() { if (held[b] === 50) return - log("Shuffled new deck from discards " + (a+1) + " and " + (b+1) + ".") + log("Shuffled " + deck_name[a] + " and " + deck_name[b] + ".") game.deck = [ make_tactics_discard(a), @@ -1664,8 +1698,7 @@ function move_general_to(to) { // eliminate supply train for (let p of all_enemy_trains[pow]) { if (game.pos[p] === to) { - log("Eliminate P" + p) - game.pos[p] = ELIMINATED + eliminate_train(p) stop = true } } @@ -1700,8 +1733,7 @@ function move_general_immediately(to) { // eliminate supply train for (let p of all_enemy_trains[game.power]) { if (game.pos[p] === to) { - log("Eliminate P" + p) - game.pos[p] = ELIMINATED + eliminate_train(p) } } } @@ -2816,7 +2848,7 @@ states.retreat_eliminate_hits = { }, piece(p) { log("P" + p + " eliminated.") - game.pos[p] = ELIMINATED + eliminate_general(p) set_delete(game.selected, p) resume_retreat() }, @@ -2831,10 +2863,8 @@ states.retreat_eliminate_trapped = { }, piece(_) { log("Trapped.") - for (let p of game.selected) { - game.pos[p] = ELIMINATED - game.troops[p] = 0 - } + for (let p of game.selected) + eliminate_general(p) next_combat() }, } @@ -3118,14 +3148,9 @@ states.supply_eliminate = { }, piece(x) { let s = game.pos[x] - for (let p of all_power_generals[game.power]) { - if (game.pos[p] === s) { - set_in_supply(p) - log("P" + p + " eliminated.") - game.pos[p] = ELIMINATED - game.troops[p] = 0 - } - } + for (let p of all_power_generals[game.power]) + if (game.pos[p] === s) + eliminate_general(p) resume_supply_eliminate() }, } @@ -3975,7 +4000,6 @@ exports.setup = function (seed, scenario, options) { game.clock = [ 18,17,16,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1 ] } - if (game.scenario === 1) log("# The War in the West") if (game.scenario === 2) -- cgit v1.2.3