From a0fdc24e3c84ffc62ae21b7c0c2806b70cdcb414 Mon Sep 17 00:00:00 2001 From: Tor Andersson Date: Mon, 17 Jun 2024 12:06:48 +0200 Subject: MAY double 11 spades --- rules.js | 94 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++-------- 1 file changed, 83 insertions(+), 11 deletions(-) (limited to 'rules.js') diff --git a/rules.js b/rules.js index 8ddffb6..b94ca28 100644 --- a/rules.js +++ b/rules.js @@ -1824,18 +1824,31 @@ function troop_cost() { } function sum_card_values(list) { + let s11 = may_double_11_spades_any() let n = 0 - for (let c of list) + for (let c of list) { n += to_value(c) + if (s11 && is_11_spades(c)) { + n += 11 + s11 = false + } + } return n } function find_largest_card(list) { + if (may_double_11_spades_any()) { + for (let c of list) + if (is_11_spades(c)) + return c + } + 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" } @@ -1853,6 +1866,10 @@ function spend_recruit_cost() { while (spend > 0) { let c = find_largest_card(game.recruit.pool) let v = to_value(c) + if (may_double_11_spades(c)) { + v += 11 + clear_fate_effect() + } set_delete(game.recruit.pool, c) set_add(game.recruit.used, c) if (v > spend) { @@ -2332,6 +2349,18 @@ function resume_combat_defend() { game.state = "combat_defend" } +function may_double_11_spades_any() { + return (game.fx === NEXT_TURN_PRUSSIA_MAY_PLAY_THE_11_OF_SPADES_ONCE_AT_DOUBLE_VALUE && game.power === P_PRUSSIA) +} + +function is_11_spades(c) { + return (to_suit(c) === SPADES && to_value(c) === 11) +} + +function may_double_11_spades(c) { + return may_double_11_spades_any() && is_11_spades(c) +} + function can_and_must_reach_positive_score(from) { if (must_reach_positive_score()) { let target = Math.abs(game.count) @@ -2393,7 +2422,7 @@ function gen_play_reserve() { } else if (fate_card_zero()) { view.actions.value.push(0) } else { - let bonus = fate_card_bonus(0, 0) + let bonus = fate_card_bonus() let max = 10 if (forbid_play_value_10_or_more()) max = 9 @@ -2409,16 +2438,13 @@ function fate_card_zero() { return false } -function fate_card_bonus(c) { +function fate_card_bonus() { 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_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 return 0 } @@ -2430,7 +2456,7 @@ function play_card(c, sign) { clear_fate_effect() return } - let bonus = fate_card_bonus(c) + let bonus = fate_card_bonus() if (sign < 0) game.count -= to_value(c) + bonus else @@ -2454,7 +2480,7 @@ function play_reserve(v, sign) { clear_fate_effect() return } - let bonus = fate_card_bonus(0) + let bonus = fate_card_bonus() if (sign < 0) game.count -= v else @@ -2468,12 +2494,32 @@ function play_reserve(v, sign) { clear_fate_effect() } -function play_combat_card(c, sign, resume, next_state) { +function play_11_spades(v, sign) { + let c = game.spades + delete game.spades + let prefix = (sign < 0 ? ">>" : ">") + POWER_NAME[game.power] + if (sign < 0) + game.count -= v + else + game.count += v + let score = signed_number(sign * game.count) + if (v === 22) + log(`${prefix} ${format_card(c)} + 11 = ${score}`) + else + log(`${prefix} ${format_card(c)} = ${score}`) + if (v === 22) + clear_fate_effect() +} + +function play_combat_card(c, sign, resume, next_state, next_state_11_spades) { push_undo() array_remove_item(game.hand[game.power], c) if (is_reserve(c)) { game.state = next_state game.reserve = c + } else if (may_double_11_spades(c)) { + game.state = next_state_11_spades + game.spades = c } else { play_card(c, sign) resume() @@ -2487,7 +2533,7 @@ states.combat_attack = { gen_play_card(get_space_suit(game.attacker)) }, card(c) { - play_combat_card(c, +1, resume_combat_attack, "combat_attack_reserve") + play_combat_card(c, +1, resume_combat_attack, "combat_attack_reserve", "combat_attack_11_spades") }, pass() { end_combat_card_play() @@ -2502,7 +2548,7 @@ states.combat_defend = { gen_play_card(get_space_suit(game.defender)) }, card(c) { - play_combat_card(c, -1, resume_combat_defend, "combat_defend_reserve") + play_combat_card(c, -1, resume_combat_defend, "combat_defend_reserve", "combat_defend_11_spades") }, pass() { end_combat_card_play() @@ -2536,6 +2582,32 @@ states.combat_defend_reserve = { }, } +states.combat_attack_11_spades = { + inactive: inactive_attack, + prompt() { + prompt_combat(game.count, "Choose value.") + view.draw = [ game.spades ] + view.actions.value = [ 11, 22 ] + }, + value(v) { + play_11_spades(v, +1) + resume_combat_attack() + }, +} + +states.combat_defend_11_spades = { + inactive: inactive_defend, + prompt() { + prompt_combat(-game.count, "Choose value.") + view.draw = [ game.spades ] + view.actions.value = [ 11, 22 ] + }, + value(v) { + play_11_spades(v, -1) + resume_combat_defend() + }, +} + states.combat_attack_swap = { inactive: inactive_attack, prompt() { -- cgit v1.2.3