diff options
-rw-r--r-- | data.js | 262 | ||||
-rw-r--r-- | play.css | 7 | ||||
-rw-r--r-- | play.js | 170 | ||||
-rw-r--r-- | rules.js | 1129 |
4 files changed, 883 insertions, 685 deletions
@@ -1,4 +1,4 @@ -"use strict"; +"use strict" const CARDS = { 1: { @@ -51,11 +51,15 @@ const CARDS = { 23: { name: "a 1", moves: 1, image: "card_1" }, 24: { name: "a 1", moves: 1, image: "card_1" }, 25: { name: "a 1", moves: 1, image: "card_1" }, -}; +} -let BLOCKS = {} +let block_index = {} +let BLOCKS = [] -let AREAS = { +let AREAS_XY = { + "Nowhere": {}, + "E. Bag": { x: 150, y: 1900 }, + "S. Bag": { x: 150, y: 50 }, "England": { x: 1360, y: 1750 }, "Ross": { x: 583, y: 376 }, "Garmoran": { x: 466, y: 573 }, @@ -79,79 +83,84 @@ let AREAS = { "Galloway": { x: 685, y: 1667 }, "Annan": { x: 946, y: 1566 }, "Teviot": { x: 1151, y: 1424 }, - - "E. Bag": { x: 150, y: 1900 }, - "S. Bag": { x: 150, y: 50 }, } -let BORDERS = {}; +let area_index = [] +let AREAS = [] + +let BORDERS = [] -(function () { +;(function () { function border(A,B,T) { + A = area_index[A] + B = area_index[B] if (A > B) - [A, B] = [B, A]; - let id = A + "/" + B; - AREAS[A].exits.push(B); - AREAS[B].exits.push(A); - BORDERS[id] = T; + [A, B] = [B, A] + let id = A * 100 + B + AREAS[A].exits.push(B) + AREAS[B].exits.push(A) + BORDERS[id] = T } - for (let a in AREAS) { - AREAS[a].cathedral = false; - AREAS[a].home = null; - AREAS[a].coastal = false; - AREAS[a].exits = []; + for (let a in AREAS_XY) { + let id = area_index[a] = AREAS.length + AREAS[id] = AREAS_XY[a] + AREAS[id].name = a + AREAS[id].cathedral = false + AREAS[id].home = null + AREAS[id].coastal = false + AREAS[id].exits = [] } - AREAS["Strathspey"].cathedral = true; - AREAS["Lennox"].cathedral = true; - AREAS["Fife"].cathedral = true; + AREAS_XY["Strathspey"].cathedral = true + AREAS_XY["Lennox"].cathedral = true + AREAS_XY["Fife"].cathedral = true - AREAS["Ross"].home = "Ross"; - AREAS["Moray"].home = "Moray"; - AREAS["Buchan"].home = "Buchan"; - AREAS["Lochaber"].home = "Comyn"; - AREAS["Badenoch"].home = "Comyn"; - AREAS["Mar"].home = "Mar"; - AREAS["Angus"].home = "Angus"; - AREAS["Argyll"].home = "Argyll"; - AREAS["Atholl"].home = "Atholl"; - AREAS["Lennox"].home = "Lennox"; - AREAS["Mentieth"].home = "Mentieth"; - AREAS["Carrick"].home = "Bruce"; - AREAS["Lanark"].home = "Steward"; - AREAS["Dunbar"].home = "Dunbar"; - AREAS["Galloway"].home = "Galloway"; - AREAS["Annan"].home = "Bruce"; + AREAS_XY["Ross"].home = "Ross" + AREAS_XY["Moray"].home = "Moray" + AREAS_XY["Buchan"].home = "Buchan" + AREAS_XY["Lochaber"].home = "Comyn" + AREAS_XY["Badenoch"].home = "Comyn" + AREAS_XY["Mar"].home = "Mar" + AREAS_XY["Angus"].home = "Angus" + AREAS_XY["Argyll"].home = "Argyll" + AREAS_XY["Atholl"].home = "Atholl" + AREAS_XY["Lennox"].home = "Lennox" + AREAS_XY["Mentieth"].home = "Mentieth" + AREAS_XY["Carrick"].home = "Bruce" + AREAS_XY["Lanark"].home = "Steward" + AREAS_XY["Dunbar"].home = "Dunbar" + AREAS_XY["Galloway"].home = "Galloway" + AREAS_XY["Annan"].home = "Bruce" - AREAS["England"].limit = 0; - AREAS["Ross"].limit = 1; - AREAS["Garmoran"].limit = 0; - AREAS["Moray"].limit = 2; - AREAS["Strathspey"].limit = 1; - AREAS["Buchan"].limit = 2; - AREAS["Lochaber"].limit = 1; - AREAS["Badenoch"].limit = 2; - AREAS["Mar"].limit = 1; - AREAS["Angus"].limit = 2; - AREAS["Argyll"].limit = 2; - AREAS["Atholl"].limit = 1; - AREAS["Lennox"].limit = 1; - AREAS["Mentieth"].limit = 3; - AREAS["Fife"].limit = 2; - AREAS["Carrick"].limit = 1; - AREAS["Lanark"].limit = 2; - AREAS["Lothian"].limit = 2; - AREAS["Selkirk"].limit = 0; - AREAS["Dunbar"].limit = 2; - AREAS["Galloway"].limit = 1; - AREAS["Annan"].limit = 2; - AREAS["Teviot"].limit = 1; + AREAS_XY["England"].limit = 0 + AREAS_XY["Ross"].limit = 1 + AREAS_XY["Garmoran"].limit = 0 + AREAS_XY["Moray"].limit = 2 + AREAS_XY["Strathspey"].limit = 1 + AREAS_XY["Buchan"].limit = 2 + AREAS_XY["Lochaber"].limit = 1 + AREAS_XY["Badenoch"].limit = 2 + AREAS_XY["Mar"].limit = 1 + AREAS_XY["Angus"].limit = 2 + AREAS_XY["Argyll"].limit = 2 + AREAS_XY["Atholl"].limit = 1 + AREAS_XY["Lennox"].limit = 1 + AREAS_XY["Mentieth"].limit = 3 + AREAS_XY["Fife"].limit = 2 + AREAS_XY["Carrick"].limit = 1 + AREAS_XY["Lanark"].limit = 2 + AREAS_XY["Lothian"].limit = 2 + AREAS_XY["Selkirk"].limit = 0 + AREAS_XY["Dunbar"].limit = 2 + AREAS_XY["Galloway"].limit = 1 + AREAS_XY["Annan"].limit = 2 + AREAS_XY["Teviot"].limit = 1 function red(A,B) { border(A,B,"minor"); } function black(A,B) { border(A,B,"major"); } - function northsea(A) { AREAS[A].coastal = true; } - function irishsea(A) { AREAS[A].coastal = true; } + function northsea(A) { AREAS_XY[A].coastal = true; } + function irishsea(A) { AREAS_XY[A].coastal = true; } black("Buchan", "Angus") black("Buchan", "Mar") @@ -225,86 +234,89 @@ let BORDERS = {}; irishsea("Annan") function block(owner, type, name, move, combat, steps, mortal, image) { - let id = name; + let sid = name if (type === 'nobles') - id = name + "/" + owner[0]; - let item = { + sid = name + "/" + owner[0] + let id = block_index[sid] = BLOCKS.length + BLOCKS[id] = { + sid: sid, owner: owner, type: type, name: name, move: move, combat: combat, + initiative: combat[0], + fire_power: combat[1] | 0, steps: steps, mortal: mortal, image: image, } - BLOCKS[id] = item; } - block("Scotland", "wallace", "Wallace", 3, "A3", 4, true, 11); - block("Scotland", "king", "King", 3, "A3", 4, true, 12); - block("Scotland", "infantry", "Douglas", 2, "C3", 4, false, 13); - block("Scotland", "infantry", "Campbell", 2, "C2", 4, false, 14); - block("Scotland", "infantry", "Graham", 2, "C2", 4, false, 15); - block("Scotland", "infantry", "MacDonald", 2, "C3", 3, false, 16); - block("Scotland", "infantry", "Lindsay", 2, "C2", 3, false, 17); + block("Scotland", "wallace", "Wallace", 3, "A3", 4, true, 11) + block("Scotland", "king", "King", 3, "A3", 4, true, 12) + block("Scotland", "infantry", "Douglas", 2, "C3", 4, false, 13) + block("Scotland", "infantry", "Campbell", 2, "C2", 4, false, 14) + block("Scotland", "infantry", "Graham", 2, "C2", 4, false, 15) + block("Scotland", "infantry", "MacDonald", 2, "C3", 3, false, 16) + block("Scotland", "infantry", "Lindsay", 2, "C2", 3, false, 17) - block("Scotland", "infantry", "Fraser", 2, "C3", 3, false, 21); - block("Scotland", "infantry", "Barclay", 2, "C2", 4, false, 22); - block("Scotland", "infantry", "Grant", 2, "C2", 3, false, 23); - block("Scotland", "cavalry", "Keith", 3, "B1", 3, false, 24); - block("Scotland", "archers", "Etterick", 3, "B2", 2, false, 25); - block("Scotland", "norse", "Norse", 0, "A2", 3, true, 26); - block("Scotland", "knights", "French Knights", 2, "B3", 4, true, 27); + block("Scotland", "infantry", "Fraser", 2, "C3", 3, false, 21) + block("Scotland", "infantry", "Barclay", 2, "C2", 4, false, 22) + block("Scotland", "infantry", "Grant", 2, "C2", 3, false, 23) + block("Scotland", "cavalry", "Keith", 3, "B1", 3, false, 24) + block("Scotland", "archers", "Etterick", 3, "B2", 2, false, 25) + block("Scotland", "norse", "Norse", 0, "A2", 3, true, 26) + block("Scotland", "knights", "French Knights", 2, "B3", 4, true, 27) - block("Scotland", "nobles", "Comyn", 2, "B2", 4, false, 31); - block("Scotland", "moray", "Moray", 2, "B2", 3, true, 32); - block("Scotland", "nobles", "Angus", 2, "B2", 3, false, 33); - block("Scotland", "nobles", "Argyll", 2, "B2", 3, false, 34); - block("Scotland", "nobles", "Bruce", 2, "B2", 4, false, 35); - block("Scotland", "nobles", "Mar", 2, "B2", 3, false, 36); - block("Scotland", "nobles", "Lennox", 2, "B2", 3, false, 37); + block("Scotland", "nobles", "Comyn", 2, "B2", 4, false, 31) + block("Scotland", "moray", "Moray", 2, "B2", 3, true, 32) + block("Scotland", "nobles", "Angus", 2, "B2", 3, false, 33) + block("Scotland", "nobles", "Argyll", 2, "B2", 3, false, 34) + block("Scotland", "nobles", "Bruce", 2, "B2", 4, false, 35) + block("Scotland", "nobles", "Mar", 2, "B2", 3, false, 36) + block("Scotland", "nobles", "Lennox", 2, "B2", 3, false, 37) - block("Scotland", "nobles", "Buchan", 2, "B2", 3, false, 41); - block("Scotland", "nobles", "Galloway", 2, "B2", 3, false, 42); - block("Scotland", "nobles", "Ross", 2, "B2", 3, false, 43); - block("Scotland", "nobles", "Atholl", 2, "B2", 3, false, 44); - block("Scotland", "nobles", "Dunbar", 2, "B2", 3, false, 45); - block("Scotland", "nobles", "Mentieth", 2, "B2", 3, false, 46); - block("Scotland", "nobles", "Steward", 2, "B2", 3, false, 47); + block("Scotland", "nobles", "Buchan", 2, "B2", 3, false, 41) + block("Scotland", "nobles", "Galloway", 2, "B2", 3, false, 42) + block("Scotland", "nobles", "Ross", 2, "B2", 3, false, 43) + block("Scotland", "nobles", "Atholl", 2, "B2", 3, false, 44) + block("Scotland", "nobles", "Dunbar", 2, "B2", 3, false, 45) + block("Scotland", "nobles", "Mentieth", 2, "B2", 3, false, 46) + block("Scotland", "nobles", "Steward", 2, "B2", 3, false, 47) - block("England", "king", "Edward", 3, "B4", 4, true, 61); - block("England", "archers", "Lancaster Archers", 2, "B3", 3, false, 62); - block("England", "archers", "Wales Archers", 2, "B3", 3, false, 63); - block("England", "knights", "Lancaster Knights", 2, "B3", 4, false, 64); - block("England", "knights", "York Knights", 2, "B3", 4, false, 65); - block("England", "knights", "Durham Knights", 2, "B3", 3, false, 66); - block("England", "hobelars", "Hobelars", 3, "A2", 3, true, 67); + block("England", "king", "Edward", 3, "B4", 4, true, 61) + block("England", "archers", "Lancaster Archers", 2, "B3", 3, false, 62) + block("England", "archers", "Wales Archers", 2, "B3", 3, false, 63) + block("England", "knights", "Lancaster Knights", 2, "B3", 4, false, 64) + block("England", "knights", "York Knights", 2, "B3", 4, false, 65) + block("England", "knights", "Durham Knights", 2, "B3", 3, false, 66) + block("England", "hobelars", "Hobelars", 3, "A2", 3, true, 67) - block("England", "infantry", "York Infantry", 2, "C2", 4, false, 71); - block("England", "infantry", "Lancaster Infantry", 2, "C2", 4, false, 72); - block("England", "infantry", "Northumber Infantry", 2, "C2", 4, false, 73); - block("England", "infantry", "Durham Infantry", 2, "C2", 3, false, 74); - block("England", "infantry", "Cumbria Infantry", 2, "C2", 3, false, 75); - block("England", "infantry", "Westmor Infantry", 2, "C2", 3, false, 82); - block("England", "infantry", "Wales Infantry", 2, "C3", 3, false, 76); - block("England", "infantry", "Ulster Infantry", 2, "C3", 3, false, 77); + block("England", "infantry", "York Infantry", 2, "C2", 4, false, 71) + block("England", "infantry", "Lancaster Infantry", 2, "C2", 4, false, 72) + block("England", "infantry", "Northumber Infantry", 2, "C2", 4, false, 73) + block("England", "infantry", "Durham Infantry", 2, "C2", 3, false, 74) + block("England", "infantry", "Cumbria Infantry", 2, "C2", 3, false, 75) + block("England", "infantry", "Westmor Infantry", 2, "C2", 3, false, 82) + block("England", "infantry", "Wales Infantry", 2, "C3", 3, false, 76) + block("England", "infantry", "Ulster Infantry", 2, "C3", 3, false, 77) - block("England", "nobles", "Comyn", 2, "B2", 4, false, 81); - block("England", "nobles", "Angus", 2, "B2", 3, false, 83); - block("England", "nobles", "Argyll", 2, "B2", 3, false, 84); - block("England", "nobles", "Bruce", 2, "B2", 4, false, 85); - block("England", "nobles", "Mar", 2, "B2", 3, false, 86); - block("England", "nobles", "Lennox", 2, "B2", 3, false, 87); + block("England", "nobles", "Comyn", 2, "B2", 4, false, 81) + block("England", "nobles", "Angus", 2, "B2", 3, false, 83) + block("England", "nobles", "Argyll", 2, "B2", 3, false, 84) + block("England", "nobles", "Bruce", 2, "B2", 4, false, 85) + block("England", "nobles", "Mar", 2, "B2", 3, false, 86) + block("England", "nobles", "Lennox", 2, "B2", 3, false, 87) - block("England", "nobles", "Buchan", 2, "B2", 3, false, 91); - block("England", "nobles", "Galloway", 2, "B2", 3, false, 92); - block("England", "nobles", "Ross", 2, "B2", 3, false, 93); - block("England", "nobles", "Atholl", 2, "B2", 3, false, 94); - block("England", "nobles", "Dunbar", 2, "B2", 3, false, 95); - block("England", "nobles", "Mentieth", 2, "B2", 3, false, 96); - block("England", "nobles", "Steward", 2, "B2", 3, false, 97); -})(); + block("England", "nobles", "Buchan", 2, "B2", 3, false, 91) + block("England", "nobles", "Galloway", 2, "B2", 3, false, 92) + block("England", "nobles", "Ross", 2, "B2", 3, false, 93) + block("England", "nobles", "Atholl", 2, "B2", 3, false, 94) + block("England", "nobles", "Dunbar", 2, "B2", 3, false, 95) + block("England", "nobles", "Mentieth", 2, "B2", 3, false, 96) + block("England", "nobles", "Steward", 2, "B2", 3, false, 97) +})() if (typeof module !== 'undefined') - module.exports = { CARDS, BLOCKS, AREAS, BORDERS } + module.exports = { CARDS, BLOCKS, AREAS, BORDERS, block_index, area_index } @@ -9,11 +9,12 @@ header.your_turn { background-color: orange; } #log { background-color: whitesmoke; } #log div { padding-left: 20px; text-indent: -12px; } -#log .st { background-color: darkslategray; color: white; font-weight: bold; } +#log div.i { padding-left: 32px; text-indent: -12px; } +#log .h1 { background-color: darkslategray; color: white; font-weight: bold; } #log .S { background-color: lightblue; } #log .E { background-color: pink; } -#log .bs { background-color: gainsboro; } -#log .br { font-style: italic; text-decoration: underline; } +#log .h3 { background-color: gainsboro; } +#log .h4 { font-style: italic; text-decoration: underline; } /* CARDS */ @@ -1,10 +1,38 @@ "use strict" -const ENGLAND = "England" -const SCOTLAND = "Scotland" +function set_has(set, item) { + let a = 0 + let b = set.length - 1 + while (a <= b) { + let m = (a + b) >> 1 + let x = set[m] + if (item < x) + b = m - 1 + else if (item > x) + a = m + 1 + else + return true + } + return false +} + const ENEMY = { Scotland: "England", England: "Scotland" } -const ENGLAND_BAG = "E. Bag" -const SCOTLAND_BAG = "S. Bag" + +const ENGLAND_BAG = area_index["E. Bag"] +const SCOTLAND_BAG = area_index["S. Bag"] + +const AREA_ARGYLL = area_index["Argyll"] +const AREA_CARRICK = area_index["Carrick"] +const AREA_DUNBAR = area_index["Dunbar"] +const AREA_FIFE = area_index["Fife"] +const AREA_ENGLAND = area_index["England"] +const AREA_GARMORAN = area_index["Garmoran"] +const AREA_LANARK = area_index["Lanark"] +const AREA_LENNOX = area_index["Lennox"] +const AREA_LOTHIAN = area_index["Lothian"] +const AREA_MENTIETH = area_index["Mentieth"] +const AREA_SCOTLAND = area_index["Scotland"] +const AREA_SELKIRK = area_index["Selkirk"] const NOBLES = [ "Angus", "Argyll", "Atholl", "Bruce", "Buchan", "Comyn", "Dunbar", @@ -41,15 +69,21 @@ function toggle_blocks() { let ui = { cards: {}, card_backs: {}, - areas: {}, - blocks: {}, - battle_menu: {}, - battle_block: {}, + areas: [], + blocks: [], + battle_menu: [], + battle_block: [], present: new Set(), } function on_log(text) { let p = document.createElement("div") + + if (text.match(/^>/)) { + text = text.substring(1) + p.className = "i" + } + text = text.replace(/&/g, "&") text = text.replace(/</g, "<") text = text.replace(/>/g, ">") @@ -58,30 +92,16 @@ function on_log(text) { text = text.replace(/^([A-Z]):/, '<span class="$1"> $1 </span>') - if (text.match(/^Scenario: /)) - p.className = 'st', text = text.substring(10) - else if (text.match(/^~ .* ~$/)) - p.className = 'br', text = text.substring(2, text.length-2) - else if (text.match(/^Start England turn/)) - p.className = 'E' - else if (text.match(/^Start Scotland turn/)) - p.className = 'S' - else if (text.match(/^Start /)) - p.className = 'st', text = text.replace(/\.$/, "") - else if (text.match(/^(Battle in|Defection battle in)/)) - p.className = 'bs' - else if (text.match(/^.h1 /)) { - p.className = 'st', text = text.substring(4) - } - else if (text.match(/^.turn England/)) { - p.className = 'E', text = text.substring(6) - } - else if (text.match(/^.turn Scotland/)) { - p.className = 'S', text = text.substring(6) - } - - if (text.match(/^Start /)) - text = text.substring(6) + if (text.match(/^\.h1 /)) + p.className = 'h1', text = text.substring(4) + if (text.match(/^\.h2 E/)) + p.className = 'h2 E', text = text.substring(4) + if (text.match(/^\.h2 S/)) + p.className = 'h2 S', text = text.substring(4) + if (text.match(/^\.h3 /)) + p.className = 'h3', text = text.substring(4) + if (text.match(/^\.h4 /)) + p.className = 'h4', text = text.substring(4) p.innerHTML = text return p @@ -89,7 +109,7 @@ function on_log(text) { function on_focus_area(evt) { let where = evt.target.area - document.getElementById("status").textContent = where + document.getElementById("status").textContent = AREAS[where].name } function on_blur_area(evt) { @@ -127,7 +147,7 @@ function on_focus_map_block(evt) { if (BLOCKS[b].mortal) text += ' \u271d' } else { - text = (BLOCKS[b].owner === ENGLAND) ? "English" : "Scottish" + text = (BLOCKS[b].owner === "England") ? "English" : "Scottish" } document.getElementById("status").textContent = text } @@ -286,19 +306,19 @@ function build_map() { for (let c = 1; c <= 5; ++c) ui.card_backs[c] = document.getElementById("back+"+c) - for (let name in AREAS) { - let area = AREAS[name] - let element = svgmap.getElementById("area+"+name) + for (let s = 1; s < AREAS.length; ++s) { + let area = AREAS[s] + let element = svgmap.getElementById("area+"+area.name) if (element) { - element.area = name + element.area = s element.addEventListener("mouseenter", on_focus_area) element.addEventListener("mouseleave", on_blur_area) element.addEventListener("click", on_click_area) - ui.areas[name] = element + ui.areas[s] = element } } - for (let b in BLOCKS) { + for (let b = 0; b < BLOCKS.length; ++b) { let block = BLOCKS[b] build_battle_block(b, block) build_map_block(b, block) @@ -327,17 +347,17 @@ function layout_blocks(location, north, south) { case SCOTLAND_BAG: wrap = 28 break - case "Selkirk": - case "Lothian": - case "Dunbar": - case "Lanark": - case "Lennox": - case "Argyll": - case "Garmoran": - case "Mentieth": + case AREA_SELKIRK: + case AREA_LOTHIAN: + case AREA_DUNBAR: + case AREA_LANARK: + case AREA_LENNOX: + case AREA_ARGYLL: + case AREA_GARMORAN: + case AREA_MENTIETH: wrap = 3 break - case "England": + case AREA_ENGLAND: wrap = 5 } @@ -389,31 +409,31 @@ function position_block(location, row, n_rows, col, n_cols, element) { layout_major = 0 layout_minor = 0 break - case ENGLAND: + case AREA_ENGLAND: layout_major = 1 layout_minor = 1 break - case "Argyll": + case AREA_ARGYLL: layout_major = 0.5 layout_minor = 1.0 break - case "Carrick": + case AREA_CARRICK: layout_major = 0.75 layout_minor = 0.5 break - case "Dunbar": + case AREA_DUNBAR: layout_major = 0.25 layout_minor = 0.75 break - case "Fife": + case AREA_FIFE: layout_major = 0.25 layout_minor = 0.5 break - case "Lennox": + case AREA_LENNOX: layout_major = 0.75 layout_minor = 0.75 break - case "Mentieth": + case AREA_MENTIETH: layout_major = 0.5 layout_minor = 0.25 break @@ -445,13 +465,13 @@ function update_map() { document.getElementById("turn").setAttribute("class", "turn year_" + view.year) - for (let area in AREAS) + for (let area = 1; area < AREAS.length; ++area) layout[area] = { north: [], south: [] } for (let b in view.location) { - if (view.location[b] === null && BLOCKS[b].mortal) { + if (view.location[b] === 0 && BLOCKS[b].mortal) { let element = ui.blocks[b] - if (BLOCKS[b].owner === SCOTLAND) + if (BLOCKS[b].owner === "Scotland") layout[SCOTLAND_BAG].north.push(element) else layout[ENGLAND_BAG].south.push(element) @@ -462,13 +482,13 @@ function update_map() { let info = BLOCKS[b] let element = ui.blocks[b] let area = view.location[b] - if (area in AREAS || BLOCKS[b].mortal) { - let moved = view.moved[b] ? " moved" : "" - if (is_known_block(b) || area === null) { + if (area > 0 || BLOCKS[b].mortal) { + let moved = set_has(view.moved, b) ? " moved" : "" + if (is_known_block(b) || area === 0) { let image = " block_" + info.image let steps = " r" + (info.steps - view.steps[b]) let known = " known" - if (area === null) { + if (area === 0) { moved = " moved" steps = " r0" } @@ -476,8 +496,8 @@ function update_map() { } else { element.classList = info.owner + " block" + moved } - if (area !== null) { - if (info.owner === SCOTLAND) + if (area > 0) { + if (info.owner === "Scotland") layout[area].north.push(element) else layout[area].south.push(element) @@ -488,15 +508,15 @@ function update_map() { } } - for (let area in AREAS) + for (let area = 1; area < AREAS.length; ++area) layout_blocks(area, layout[area].north, layout[area].south) // Mark selections and highlights - for (let where in AREAS) { - if (ui.areas[where]) { - ui.areas[where].classList.remove('highlight') - ui.areas[where].classList.remove('where') + for (let area = 1; area < AREAS.length; ++area) { + if (ui.areas[area]) { + ui.areas[area].classList.remove('highlight') + ui.areas[area].classList.remove('where') } } if (view.actions && view.actions.area) @@ -505,7 +525,7 @@ function update_map() { if (view.where) ui.areas[view.where].classList.add('where') - for (let b in BLOCKS) { + for (let b = 0; b < BLOCKS.length; ++b) { ui.blocks[b].classList.remove('highlight') ui.blocks[b].classList.remove('selected') } @@ -513,7 +533,7 @@ function update_map() { if (view.actions && view.actions.block) for (let b of view.actions.block) ui.blocks[b].classList.add('highlight') - if (view.who) + if (view.who >= 0) ui.blocks[view.who].classList.add('selected') } } @@ -608,7 +628,7 @@ function update_battle() { ui.battle_block[block].classList.add("secret") else ui.battle_block[block].classList.remove("secret") - if (view.moved[block]) + if (set_has(view.moved, block)) ui.battle_block[block].classList.add("moved") else ui.battle_block[block].classList.remove("moved") @@ -618,7 +638,7 @@ function update_battle() { ui.battle_block[block].classList.add("known") } - for (let b in BLOCKS) { + for (let b = 0; b < BLOCKS.length; ++b) { if (!ui.present.has(b)) { if (cell.contains(ui.battle_menu[b])) cell.removeChild(ui.battle_menu[b]) @@ -626,7 +646,7 @@ function update_battle() { } } - if (player === ENGLAND) { + if (player === "England") { fill_cell("FR", view.battle.ER, true) fill_cell("FF", view.battle.EF, false) fill_cell("EF", view.battle.SF, false) @@ -11,28 +11,90 @@ exports.roles = [ "Scotland", ] -const { CARDS, BLOCKS, AREAS, BORDERS } = require('./data') +const { CARDS, BLOCKS, AREAS, BORDERS, block_index, area_index } = require('./data') -const BLOCKLIST = Object.keys(BLOCKS) -const AREALIST = Object.keys(AREAS) +const block_count = BLOCKS.length +const area_count = AREAS.length +const first_map_area = 3 const ENEMY = { Scotland: "England", England: "Scotland" } + const OBSERVER = "Observer" const BOTH = "Both" const ENGLAND = "England" const SCOTLAND = "Scotland" -const E_BAG = "E. Bag" -const S_BAG = "S. Bag" -const EDWARD = "Edward" -const KING = "King" -const MORAY = "Moray" -const E_BRUCE = "Bruce/E" -const S_BRUCE = "Bruce/S" -const E_COMYN = "Comyn/E" -const S_COMYN = "Comyn/S" -const WALLACE = "Wallace" -const NORSE = "Norse" -const FRENCH_KNIGHTS = "French Knights" + +const NOWHERE = 0 +const E_BAG = area_index["E. Bag"] +const S_BAG = area_index["S. Bag"] + +const AREA_ENGLAND = area_index["England"] +const AREA_ROSS = area_index["Ross"] +const AREA_GARMORAN = area_index["Garmoran"] +const AREA_MORAY = area_index["Moray"] +const AREA_STRATHSPEY = area_index["Strathspey"] +const AREA_BUCHAN = area_index["Buchan"] +const AREA_LOCHABER = area_index["Lochaber"] +const AREA_BADENOCH = area_index["Badenoch"] +const AREA_MAR = area_index["Mar"] +const AREA_ANGUS = area_index["Angus"] +const AREA_ARGYLL = area_index["Argyll"] +const AREA_ATHOLL = area_index["Atholl"] +const AREA_LENNOX = area_index["Lennox"] +const AREA_MENTIETH = area_index["Mentieth"] +const AREA_FIFE = area_index["Fife"] +const AREA_CARRICK = area_index["Carrick"] +const AREA_LANARK = area_index["Lanark"] +const AREA_LOTHIAN = area_index["Lothian"] +const AREA_SELKIRK = area_index["Selkirk"] +const AREA_DUNBAR = area_index["Dunbar"] +const AREA_GALLOWAY = area_index["Galloway"] +const AREA_ANNAN = area_index["Annan"] +const AREA_TEVIOT = area_index["Teviot"] + +const NOBODY = -1 +const B_EDWARD = block_index["Edward"] +const B_KING = block_index["King"] +const B_MORAY = block_index["Moray"] +const B_WALLACE = block_index["Wallace"] +const B_NORSE = block_index["Norse"] +const B_FRENCH_KNIGHTS = block_index["French Knights"] +const B_BRUCE_E = block_index["Bruce/E"] +const B_BRUCE_S = block_index["Bruce/S"] +const B_COMYN_E = block_index["Comyn/E"] +const B_COMYN_S = block_index["Comyn/S"] + +const ENGLISH_NOBLES = { + "Angus": block_index["Angus/E"], + "Argyll": block_index["Argyll/E"], + "Atholl": block_index["Atholl/E"], + "Bruce": block_index["Bruce/E"], + "Buchan": block_index["Buchan/E"], + "Comyn": block_index["Comyn/E"], + "Dunbar": block_index["Dunbar/E"], + "Galloway": block_index["Galloway/E"], + "Lennox": block_index["Lennox/E"], + "Mar": block_index["Mar/E"], + "Mentieth": block_index["Mentieth/E"], + "Ross": block_index["Ross/E"], + "Steward": block_index["Steward/E"], +} + +const SCOTTISH_NOBLES = { + "Angus": block_index["Angus/S"], + "Argyll": block_index["Argyll/S"], + "Atholl": block_index["Atholl/S"], + "Bruce": block_index["Bruce/S"], + "Buchan": block_index["Buchan/S"], + "Comyn": block_index["Comyn/S"], + "Dunbar": block_index["Dunbar/S"], + "Galloway": block_index["Galloway/S"], + "Lennox": block_index["Lennox/S"], + "Mar": block_index["Mar/S"], + "Mentieth": block_index["Mentieth/S"], + "Ross": block_index["Ross/S"], + "Steward": block_index["Steward/S"], +} // serif cirled numbers const DIE_HIT = [ 0, '\u2776', '\u2777', '\u2778', '\u2779', '\u277A', '\u277B' ] @@ -51,52 +113,48 @@ function random(n) { return (game.seed = game.seed * 200105 % 34359738337) % n } -function log(...args) { - let s = Array.from(args).join(" ") +function log(s) { game.log.push(s) } -function log_battle(...args) { - let s = Array.from(args).join("") +function logi(s) { + game.log.push(">" + s) +} + +function log_battle(s) { game.log.push(game.active[0] + ": " + s) } function print_turn_log_no_count(text) { - function print_move(last) { - return "\n" + last.join(" \u2192 ") - } + log(text) if (game.turn_log.length > 0) { game.turn_log.sort() for (let entry of game.turn_log) - text += print_move(entry) + logi(entry.join(" \u2192 ")) } else { - text += "\nnothing." + logi("nothing.") } - log(text) delete game.turn_log } function print_turn_log_no_active(text) { - function print_move(last) { - return "\n" + n + " " + last.join(" \u2192 ") - } game.turn_log.sort() + log(text) let last = game.turn_log[0] let n = 0 for (let entry of game.turn_log) { if (entry.toString() !== last.toString()) { - text += print_move(last) + logi(n + " " + last.join(" \u2192 ")) n = 0 } ++n last = entry } if (n > 0) - text += print_move(last) + logi(n + " " + last.join(" \u2192 ")) else - text += "\nnothing." - log(text) + logi("nothing.") delete game.turn_log } @@ -114,56 +172,6 @@ function remove_from_array(array, item) { array.splice(i, 1) } -function deep_copy(original) { - if (Array.isArray(original)) { - let n = original.length - let copy = new Array(n) - for (let i = 0; i < n; ++i) { - let v = original[i] - if (typeof v === "object" && v !== null) - copy[i] = deep_copy(v) - else - copy[i] = v - } - return copy - } else { - let copy = {} - for (let i in original) { - let v = original[i] - if (typeof v === "object" && v !== null) - copy[i] = deep_copy(v) - else - copy[i] = v - } - return copy - } -} - -function push_undo() { - let copy = {} - for (let k in game) { - let v = game[k] - if (k === "undo") continue - else if (k === "log") v = v.length - else if (typeof v === "object" && v !== null) v = deep_copy(v) - copy[k] = v - } - game.undo.push(copy) -} - -function pop_undo() { - let save_log = game.log - let save_undo = game.undo - game = save_undo.pop() - save_log.length = game.log - game.log = save_log - game.undo = save_undo -} - -function clear_undo() { - game.undo = [] -} - function gen_action_undo(view) { if (!view.actions) view.actions = {} @@ -186,6 +194,18 @@ function gen_action(view, action, argument) { } } +function gen_action_battle(view, action, b) { + gen_action(view, action, b) +} + +function gen_action_block(view, b) { + gen_action(view, 'block', b) +} + +function gen_action_area(view, a) { + gen_action(view, 'area', a) +} + function roll_d6() { return random(6) + 1 } @@ -207,10 +227,14 @@ function deal_cards(deck, n) { return hand } +function area_name(where) { + return AREAS[where].name +} + function block_name(who) { - if (who === EDWARD) + if (who === B_EDWARD) return game.edward === 1 ? "Edward I" : "Edward II" - if (who === KING) + if (who === B_KING) return "Scottish King" return BLOCKS[who].name } @@ -236,11 +260,11 @@ function block_is_mortal(who) { } function block_initiative(who) { - return BLOCKS[who].combat[0] + return BLOCKS[who].initiative } function block_printed_fire_power(who) { - return BLOCKS[who].combat[1] | 0 + return BLOCKS[who].fire_power } function block_fire_power(who, where) { @@ -249,7 +273,7 @@ function block_fire_power(who, where) { if (is_defender(who)) { if (block_type(who) === 'nobles' && area.home === block_name(who)) ++combat - else if (who === MORAY && where === "Moray") + else if (who === B_MORAY && where === AREA_MORAY) ++combat } return combat @@ -276,14 +300,14 @@ function is_in_friendly_coastal_area(who) { function is_on_map(who) { let where = game.location[who] - if (where && where !== E_BAG && where !== S_BAG) + if (where !== NOWHERE && where !== E_BAG && where !== S_BAG) return true return false } function count_blocks_in_area(where) { let count = 0 - for (let b of BLOCKLIST) + for (let b = 0; b < block_count; ++b) if (game.location[b] === where) ++count return count @@ -291,7 +315,7 @@ function count_blocks_in_area(where) { function count_blocks_in_area_excluding(where, exc) { let count = 0 - for (let b of BLOCKLIST) + for (let b = 0; b < block_count; ++b) if (game.location[b] === where && !exc.includes(b)) ++count return count @@ -313,7 +337,7 @@ function is_under_castle_limit(where) { function count_english_nobles() { let count = 0 - for (let b of BLOCKLIST) + for (let b = 0; b < block_count; ++b) if (block_owner(b) === ENGLAND && block_type(b) === 'nobles') if (is_on_map(b)) ++count @@ -322,23 +346,23 @@ function count_english_nobles() { function count_scottish_nobles() { let count = 0 - for (let b of BLOCKLIST) + for (let b = 0; b < block_count; ++b) if (block_owner(b) === SCOTLAND && block_type(b) === 'nobles') if (is_on_map(b)) ++count - if (is_on_map(MORAY)) + if (is_on_map(B_MORAY)) ++count return count } function find_noble(owner, name) { - if (name in BLOCKS) - return name - return name + "/" + owner[0] + if (owner === ENGLAND) + return ENGLISH_NOBLES[name] + return SCOTTISH_NOBLES[name] } function border_id(a, b) { - return (a < b) ? a + "/" + b : b + "/" + a + return (a < b) ? a * 100 + b : b * 100 + a } function border_was_last_used_by_enemy(from, to) { @@ -360,7 +384,7 @@ function reset_border_limits() { function count_friendly(where) { let p = game.active let count = 0 - for (let b of BLOCKLIST) + for (let b = 0; b < block_count; ++b) if (game.location[b] === where && block_owner(b) === p) ++count return count @@ -369,7 +393,7 @@ function count_friendly(where) { function count_enemy(where) { let p = ENEMY[game.active] let count = 0 - for (let b of BLOCKLIST) + for (let b = 0; b < block_count; ++b) if (game.location[b] === where && block_owner(b) === p) ++count return count @@ -382,7 +406,7 @@ function is_contested_area(where) { return count_friendly(where) > 0 && count_en function is_friendly_or_neutral_area(where) { return is_friendly_area(where) || is_neutral_area(where) } function have_contested_areas() { - for (let where of AREALIST) + for (let where = first_map_area; where < area_count; ++where) if (is_contested_area(where)) return true return false @@ -394,9 +418,9 @@ function count_pinning(where) { function count_pinned(where) { let count = 0 - for (let b of BLOCKLIST) + for (let b = 0; b < block_count; ++b) if (game.location[b] === where && block_owner(b) === game.active) - if (!game.reserves.includes(b)) + if (!set_has(game.reserves, b)) ++count return count } @@ -417,10 +441,10 @@ function can_block_use_border(who, from, to) { function can_block_move_to(who, from, to) { // No group moves across Anglo-Scottish border - if (from === ENGLAND || to === ENGLAND) + if (from === AREA_ENGLAND || to === AREA_ENGLAND) if (game.moves === 0) return false - if (game.active === SCOTLAND && game.truce === SCOTLAND && to === ENGLAND) + if (game.active === SCOTLAND && game.truce === SCOTLAND && to === AREA_ENGLAND) return false if (can_block_use_border(who, from, to)) { if (count_pinning(from) > 0) { @@ -435,9 +459,9 @@ function can_block_move_to(who, from, to) { } function can_block_move(who) { - if (who === NORSE) + if (who === B_NORSE) return false - if (block_owner(who) === game.active && !game.moved[who]) { + if (block_owner(who) === game.active && !set_has(game.moved, who)) { let from = game.location[who] if (from) { if (is_pinned(from)) @@ -451,7 +475,7 @@ function can_block_move(who) { } function can_block_continue(who, from, here) { - if (here === ENGLAND) + if (here === AREA_ENGLAND) return false if (is_contested_area(here)) return false @@ -468,9 +492,9 @@ function can_block_continue(who, from, here) { function can_block_retreat_to(who, to) { if (is_friendly_area(to) || is_neutral_area(to)) { let from = game.location[who] - if (block_owner(who) === ENGLAND && from === ENGLAND) + if (block_owner(who) === ENGLAND && from === AREA_ENGLAND) return false - if (block_owner(who) === SCOTLAND && to === ENGLAND) + if (block_owner(who) === SCOTLAND && to === AREA_ENGLAND) return false if (can_block_use_border(who, from, to)) { if (border_was_last_used_by_enemy(from, to)) @@ -483,7 +507,7 @@ function can_block_retreat_to(who, to) { function can_block_retreat(who) { if (block_owner(who) === game.active) { - if (who === NORSE) + if (who === B_NORSE) return true let from = game.location[who] for (let to of AREAS[from].exits) @@ -496,9 +520,9 @@ function can_block_retreat(who) { function can_block_regroup_to(who, to) { if (is_friendly_area(to) || is_neutral_area(to)) { let from = game.location[who] - if (block_owner(who) === ENGLAND && from === ENGLAND) + if (block_owner(who) === ENGLAND && from === AREA_ENGLAND) return false - if (block_owner(who) === SCOTLAND && to === ENGLAND) + if (block_owner(who) === SCOTLAND && to === AREA_ENGLAND) return false if (can_block_use_border(who, from, to)) return true @@ -517,18 +541,18 @@ function can_block_regroup(who) { } function is_battle_reserve(b) { - return game.reserves.includes(b) + return set_has(game.reserves, b) } function is_attacker(b) { if (game.location[b] === game.where && block_owner(b) === game.attacker[game.where]) - return !game.reserves.includes(b) + return !set_has(game.reserves, b) return false } function is_defender(b) { if (game.location[b] === game.where && block_owner(b) !== game.attacker[game.where]) - return !game.reserves.includes(b) + return !set_has(game.reserves, b) return false } @@ -537,7 +561,7 @@ function swap_blocks(old) { let b = find_noble(bo, block_name(old)) game.location[b] = game.location[old] game.steps[b] = game.steps[old] - game.location[old] = null + game.location[old] = NOWHERE game.steps[old] = block_max_steps(old) return b } @@ -550,7 +574,7 @@ function disband(who) { function eliminate_block(who, reason) { if (block_type(who) === 'nobles') { if (reason === 'retreat') { - game.turn_log.push([game.location[who], "Captured"]) + game.turn_log.push([area_name(game.location[who]), "Captured"]) } else if (reason === 'combat') { game.flash = block_name(who) + " was captured." log(block_name(who) + " was captured.") @@ -559,7 +583,7 @@ function eliminate_block(who, reason) { } } else { if (reason === 'retreat') { - game.turn_log.push([game.location[who], "Eliminated"]) + game.turn_log.push([area_name(game.location[who]), "Eliminated"]) } else if (reason === 'combat') { game.flash = block_name(who) + " was eliminated." log(block_name(who) + " was eliminated.") @@ -572,13 +596,13 @@ function eliminate_block(who, reason) { } // TODO: clean up and check all combinations - if (who === EDWARD) { + if (who === B_EDWARD) { if (reason === 'combat' || reason === 'retreat') { if (game.edward === 1) { game.edward = 2 disband(who) } else { - game.location[who] = null + game.location[who] = NOWHERE if (reason === 'combat') { game.victory = "Scotland won because king Edward II has died in battle!" game.result = SCOTLAND @@ -587,19 +611,19 @@ function eliminate_block(who, reason) { } else { disband(who) } - } else if (who === KING) { - game.location[who] = null + } else if (who === B_KING) { + game.location[who] = NOWHERE if (reason === 'combat' || reason === 'retreat') { game.victory = "England won because the Scottish king has died in battle!" game.result = ENGLAND } } else if (block_is_mortal(who) && (reason === 'combat' || reason === 'retreat')) { - game.location[who] = null + game.location[who] = NOWHERE } else if (block_type(who) === 'nobles') { who = swap_blocks(who) game.steps[who] = 1 // flip at strength 1 if eliminated if (reason === 'combat' || reason === 'retreat') - game.reserves.push(who) + set_add(game.reserves, who) } else { disband(who) } @@ -615,7 +639,7 @@ function reduce_block(who, reason) { function count_attackers() { let count = 0 - for (let b of BLOCKLIST) + for (let b = 0; b < block_count; ++b) if (is_attacker(b)) ++count return count @@ -623,35 +647,35 @@ function count_attackers() { function count_defenders() { let count = 0 - for (let b of BLOCKLIST) + for (let b = 0; b < block_count; ++b) if (is_defender(b)) ++count return count } const CELTIC_BLOCKS = [ - "Ulster Infantry", - "Wales Archers", - "Wales Infantry", + block_index["Ulster Infantry"], + block_index["Wales Archers"], + block_index["Wales Infantry"], ] function celtic_unity_roll(who) { let die = roll_d6() if (die >= 5) { - log(who + " rolled " + DIE_HIT[die] + " for Celtic unity and returned to the draw pool.") + log(block_name(who) + " rolled " + DIE_HIT[die] + " for Celtic unity and returned to the draw pool.") disband(who) } else { - log(who + " rolled " + DIE_MISS[die] + " for Celtic unity \u2013 no effect.") + log(block_name(who) + " rolled " + DIE_MISS[die] + " for Celtic unity \u2013 no effect.") } } // SETUP function reset_blocks() { - for (let b of BLOCKLIST) { + for (let b = 0; b < block_count; ++b) { game.steps[b] = block_max_steps(b) if (block_type(b) === 'nobles') - game.location[b] = null + game.location[b] = NOWHERE else if (block_owner(b) === ENGLAND) game.location[b] = E_BAG else @@ -660,78 +684,82 @@ function reset_blocks() { } function deploy_noble(owner, area, name) { - if (name in BLOCKS) { - game.location[name] = area + if (name in block_index) { + game.location[block_index[name]] = area } else { let friend = find_noble(owner, name) let enemy = find_noble(ENEMY[owner], name) game.location[friend] = area - game.location[enemy] = null + game.location[enemy] = NOWHERE } } function deploy_block(area, block) { + block = block_index[block] game.location[block] = area } function draw_from_bag(bag, exclude_list) { let list = [] - for (let b of BLOCKLIST) { + for (let b = 0; b < block_count; ++b) { if (exclude_list && exclude_list.includes(b)) continue if (game.location[b] === bag) list.push(b) } + if (list.length === 0) + return NOBODY return list[random(list.length)] } function deploy_english(count) { let list = [] - for (let b of BLOCKLIST) + for (let b = 0; b < block_count; ++b) if (game.location[b] === E_BAG) list.push(b) for (let i = 0; i < count; ++i) { let x = random(list.length) let b = list[x] list.splice(x,1) - game.location[b] = ENGLAND + game.location[b] = AREA_ENGLAND game.steps[b] = block_max_steps(b) } } function deploy_off_map(block) { - game.location[block] = null + block = block_index[block] + game.location[block] = NOWHERE } function setup_braveheart() { reset_blocks() - deploy_noble("England", "Badenoch", "Comyn") - deploy_noble("England", "Angus", "Angus") - deploy_noble("England", "Argyll", "Argyll") - deploy_noble("England", "Mar", "Mar") - deploy_noble("England", "Lennox", "Lennox") - deploy_noble("England", "Buchan", "Buchan") - deploy_noble("England", "Ross", "Ross") - deploy_noble("England", "Atholl", "Atholl") - deploy_noble("England", "Dunbar", "Dunbar") - deploy_noble("England", "Mentieth", "Mentieth") - deploy_noble("England", "Lanark", "Steward") - - deploy_block("Lothian", "Cumbria Infantry") - deploy_block("Mentieth", "Northumber Infantry") + deploy_noble("England", AREA_BADENOCH, "Comyn") + deploy_noble("England", AREA_ANGUS, "Angus") + deploy_noble("England", AREA_ARGYLL, "Argyll") + deploy_noble("England", AREA_MAR, "Mar") + deploy_noble("England", AREA_LENNOX, "Lennox") + deploy_noble("England", AREA_BUCHAN, "Buchan") + deploy_noble("England", AREA_ROSS, "Ross") + deploy_noble("England", AREA_ATHOLL, "Atholl") + deploy_noble("England", AREA_DUNBAR, "Dunbar") + deploy_noble("England", AREA_MENTIETH, "Mentieth") + deploy_noble("England", AREA_LANARK, "Steward") + + deploy_block(AREA_LOTHIAN, "Cumbria Infantry") + deploy_block(AREA_MENTIETH, "Northumber Infantry") deploy_english(4) - deploy_noble("Scotland", "Annan", "Bruce") - deploy_noble("Scotland", "Galloway", "Galloway") + deploy_noble("Scotland", AREA_ANNAN, "Bruce") + deploy_noble("Scotland", AREA_GALLOWAY, "Galloway") - deploy_block("Fife", "Wallace") - deploy_block("Fife", "Douglas") - deploy_block("Fife", "Barclay") - deploy_block("Moray", "Moray") - deploy_block("Moray", "Fraser") - deploy_block("Strathspey", "Grant") + deploy_block(AREA_FIFE, "Wallace") + deploy_block(AREA_FIFE, "Douglas") + deploy_block(AREA_FIFE, "Barclay") + deploy_block(AREA_MORAY, "Moray") + deploy_block(AREA_MORAY, "Fraser") + deploy_block(AREA_STRATHSPEY, "Grant") deploy_off_map("King") deploy_off_map("French Knights") @@ -745,33 +773,33 @@ function setup_braveheart() { function setup_the_bruce() { reset_blocks() - deploy_noble("England", "Badenoch", "Comyn") - deploy_noble("England", "Angus", "Angus") - deploy_noble("England", "Argyll", "Argyll") - deploy_noble("England", "Buchan", "Buchan") - deploy_noble("England", "Galloway", "Galloway") - deploy_noble("England", "Ross", "Ross") - deploy_noble("England", "Mentieth", "Mentieth") - deploy_noble("England", "Lanark", "Steward") + deploy_noble("England", AREA_BADENOCH, "Comyn") + deploy_noble("England", AREA_ANGUS, "Angus") + deploy_noble("England", AREA_ARGYLL, "Argyll") + deploy_noble("England", AREA_BUCHAN, "Buchan") + deploy_noble("England", AREA_GALLOWAY, "Galloway") + deploy_noble("England", AREA_ROSS, "Ross") + deploy_noble("England", AREA_MENTIETH, "Mentieth") + deploy_noble("England", AREA_LANARK, "Steward") - deploy_block("Moray", "Cumbria Infantry") - deploy_block("Mentieth", "Northumber Infantry") - deploy_block("Lothian", "Durham Infantry") - deploy_block("Lanark", "Westmor Infantry") + deploy_block(AREA_MORAY, "Cumbria Infantry") + deploy_block(AREA_MENTIETH, "Northumber Infantry") + deploy_block(AREA_LOTHIAN, "Durham Infantry") + deploy_block(AREA_LANARK, "Westmor Infantry") deploy_english(6) - deploy_noble("Scotland", "Dunbar", "Dunbar") - deploy_noble("Scotland", "Lennox", "Lennox") - deploy_noble("Scotland", "Atholl", "Atholl") - deploy_noble("Scotland", "Mar", "Mar") - deploy_noble("Scotland", "Carrick", "Bruce") + deploy_noble("Scotland", AREA_DUNBAR, "Dunbar") + deploy_noble("Scotland", AREA_LENNOX, "Lennox") + deploy_noble("Scotland", AREA_ATHOLL, "Atholl") + deploy_noble("Scotland", AREA_MAR, "Mar") + deploy_noble("Scotland", AREA_CARRICK, "Bruce") - deploy_block("Fife", "King") - deploy_block("Fife", "Douglas") - deploy_block("Fife", "Barclay") - deploy_block("Lennox", "Campbell") - deploy_block("Carrick", "Lindsay") + deploy_block(AREA_FIFE, "King") + deploy_block(AREA_FIFE, "Douglas") + deploy_block(AREA_FIFE, "Barclay") + deploy_block(AREA_LENNOX, "Campbell") + deploy_block(AREA_CARRICK, "Lindsay") deploy_off_map("Moray") deploy_off_map("Wallace") @@ -814,7 +842,7 @@ function start_game_turn() { game.last_used = {} game.attacker = {} game.reserves = [] - game.moved = {} + game.moved = [] goto_card_phase() } @@ -842,7 +870,7 @@ function end_game_turn() { function goto_card_phase() { game.e_card = 0 game.s_card = 0 - game.show_cards = false + game.show_cards = 0 game.state = 'play_card' game.active = BOTH } @@ -911,7 +939,7 @@ function reveal_cards() { log("") log("England played " + CARDS[game.e_card].name + ".") log("Scotland played " + CARDS[game.s_card].name + ".") - game.show_cards = true + game.show_cards = 1 let ec = CARDS[game.e_card] let sc = CARDS[game.s_card] @@ -942,7 +970,7 @@ function reveal_cards() { function start_player_turn() { log("") - log(".turn " + game.active) + log(".h2 " + game.active) reset_border_limits() let ec = CARDS[game.e_card] let sc = CARDS[game.s_card] @@ -973,15 +1001,15 @@ function end_player_turn() { // CORONATION function can_crown_bruce() { - return game.location[WALLACE] === null && game.location[S_BRUCE] === "Fife" + return game.location[B_WALLACE] === NOWHERE && game.location[B_BRUCE_S] === AREA_FIFE } function can_crown_comyn() { - return game.location[WALLACE] === null && game.location[S_COMYN] === "Fife" + return game.location[B_WALLACE] === NOWHERE && game.location[B_COMYN_S] === AREA_FIFE } function can_crown_balliol() { - return game.year >= 1301 && is_on_map(FRENCH_KNIGHTS) + return game.year >= 1301 && is_on_map(B_FRENCH_KNIGHTS) } function goto_event(event) { @@ -1010,22 +1038,22 @@ states.coronation_event = { crown_bruce: function () { log("Bruce was crowned King!") game.scottish_king = true - game.location[KING] = "Fife" - game.steps[KING] = block_max_steps(KING) + game.location[B_KING] = AREA_FIFE + game.steps[B_KING] = block_max_steps(B_KING) defect_comyn_nobles() }, crown_comyn: function () { log("Comyn was crowned King!") game.scottish_king = true - game.location[KING] = "Fife" - game.steps[KING] = block_max_steps(KING) + game.location[B_KING] = AREA_FIFE + game.steps[B_KING] = block_max_steps(B_KING) defect_bruce_nobles() }, return_of_the_king: function () { log("Return of the King!") game.scottish_king = true - game.location[KING] = game.location[FRENCH_KNIGHTS] - game.steps[KING] = block_max_steps(KING) + game.location[B_KING] = game.location[B_FRENCH_KNIGHTS] + game.steps[B_KING] = block_max_steps(B_KING) defect_bruce_nobles() }, play_event: function () { @@ -1072,9 +1100,9 @@ states.coronation_battles = { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to choose a battle." view.prompt = "Coronation: Choose the next battle to fight!" - for (let where of AREALIST) + for (let where = first_map_area; where < area_count; ++where) if (is_contested_area(where)) - gen_action(view, 'area', where) + gen_action_area(view, where) }, area: function (where) { start_battle(where, 'coronation') @@ -1113,7 +1141,7 @@ states.herald = { return view.prompt = "Waiting for " + game.active + " to choose a noble." view.prompt = "Herald: Name an enemy noble to try to convert to your side." gen_action(view, 'pass') - for (let b of BLOCKLIST) + for (let b = 0; b < block_count; ++b) if (is_enemy_noble(b)) gen_action(view, 'noble', block_name(b)) }, @@ -1141,7 +1169,7 @@ states.herald = { function goto_victuals() { game.victuals = 3 - game.where = null + game.where = NOWHERE game.state = 'victuals' game.turn_log = [] clear_undo() @@ -1154,11 +1182,11 @@ states.victuals = { gen_action_undo(view) let done = true if (game.victuals > 0) { - for (let b of BLOCKLIST) { + for (let b = 0; b < block_count; ++b) { if (is_on_map(b) && block_owner(b) === game.active) { if (game.steps[b] < block_max_steps(b)) { if (!game.where || game.location[b] === game.where) { - gen_action(view, 'block', b) + gen_action_block(view, b) done = false } } @@ -1175,7 +1203,7 @@ states.victuals = { block: function (who) { push_undo() game.where = game.location[who] - game.turn_log.push([game.where]) + game.turn_log.push([area_name(game.where)]) ++game.steps[who] --game.victuals }, @@ -1183,7 +1211,7 @@ states.victuals = { print_turn_log("victualed") clear_undo() delete game.victuals - game.where = null + game.where = NOWHERE end_player_turn() }, undo: pop_undo @@ -1200,11 +1228,11 @@ states.pillage = { return view.prompt = "Waiting for " + game.active + " to pillage." view.prompt = "Pillage: Pillage one enemy group adjacent to a friendly group." gen_action(view, 'pass') - for (let from of AREALIST) { + for (let from = first_map_area; from < area_count; ++from) { if (is_friendly_area(from)) { for (let to of AREAS[from].exits) if (is_contested_area(to) || is_enemy_area(to)) - gen_action(view, 'area', to) + gen_action_area(view, to) } } }, @@ -1224,11 +1252,11 @@ function pillage_victims() { return block_owner(b) === game.active && game.location[b] === game.where } let max = 0 - for (let b of BLOCKLIST) + for (let b = 0; b < block_count; ++b) if (is_candidate(b) && game.steps[b] > max) max = game.steps[b] let list = [] - for (let b of BLOCKLIST) + for (let b = 0; b < block_count; ++b) if (is_candidate(b) && game.steps[b] === max) list.push(b) return list @@ -1238,9 +1266,9 @@ states.pillage_hits = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to apply pillage hits." - view.prompt = "Pillage: Apply two hits in " + game.where + "." + view.prompt = "Pillage: Apply two hits in " + area_name(game.where) + "." for (let b of pillage_victims()) - gen_action(view, 'block', b) + gen_action_block(view, b) }, block: function (who) { --game.pillage @@ -1250,7 +1278,7 @@ states.pillage_hits = { game.state = 'pillage_builds' game.pillage = 2 - game.pillage game.from = game.where - game.where = null + game.where = NOWHERE } }, } @@ -1263,20 +1291,20 @@ states.pillage_builds = { let done = true if (game.pillage > 0) { if (game.where) { - for (let b of BLOCKLIST) { + for (let b = 0; b < block_count; ++b) { if (block_owner(b) === game.active && game.location[b] === game.where) { if (game.steps[b] < block_max_steps(b)) { - gen_action(view, 'block', b) + gen_action_block(view, b) done = false } } } } else { for (let to of AREAS[game.from].exits) { - for (let b of BLOCKLIST) { + for (let b = 0; b < block_count; ++b) { if (block_owner(b) === game.active && game.location[b] === to) { if (game.steps[b] < block_max_steps(b)) { - gen_action(view, 'block', b) + gen_action_block(view, b) done = false } } @@ -1294,7 +1322,7 @@ states.pillage_builds = { block: function (who) { push_undo() game.where = game.location[who] - game.turn_log.push([game.from, game.where]) + game.turn_log.push([area_name(game.from), area_name(game.where)]) ++game.steps[who] --game.pillage // TODO: auto-end pillage builds? @@ -1304,7 +1332,7 @@ states.pillage_builds = { clear_undo() while (game.pillage > 0) { --game.pillage - game.turn_log.push([game.from]) + game.turn_log.push([area_name(game.from)]) } end_pillage(game.from) }, @@ -1313,8 +1341,8 @@ states.pillage_builds = { function end_pillage(where) { print_turn_log("pillaged") - game.from = null - game.where = null + game.from = NOWHERE + game.where = NOWHERE delete game.pillage if (is_contested_area(where)) { game.attacker[where] = ENEMY[game.active] @@ -1326,8 +1354,8 @@ function end_pillage(where) { function goto_sea_move() { game.moves = 2 - game.from = null - game.where = null + game.from = NOWHERE + game.where = NOWHERE game.state = 'sea_move' game.turn_log = [] clear_undo() @@ -1341,12 +1369,12 @@ states.sea_move = { gen_action_undo(view) gen_action(view, 'end_move_phase') if (game.moves > 0) { - for (let b of BLOCKLIST) { - if (b === NORSE) + for (let b = 0; b < block_count; ++b) { + if (b === B_NORSE) continue if (is_in_friendly_coastal_area(b) && block_owner(b) === game.active) if (!game.from || game.location[b] === game.from) - gen_action(view, 'block', b) + gen_action_block(view, b) } } }, @@ -1359,8 +1387,8 @@ states.sea_move = { print_turn_log("sea moved") clear_undo() game.moves = 0 - game.from = null - game.where = null + game.from = NOWHERE + game.where = NOWHERE end_player_turn() }, undo: pop_undo @@ -1372,24 +1400,24 @@ states.sea_move_to = { return view.prompt = "Waiting for " + game.active + " to sea move." view.prompt = "Sea Move: Move one or two blocks from one coastal area to one other friendly coastal area." gen_action_undo(view) - gen_action(view, 'block', game.who) + gen_action_block(view, game.who) if (game.where) { - gen_action(view, 'area', game.where) + gen_action_area(view, game.where) } else { let from = game.location[game.who] - for (let to of AREALIST) + for (let to = first_map_area; to < area_count; ++to) if (to !== from && is_friendly_coastal_area(to)) - gen_action(view, 'area', to) + gen_action_area(view, to) } }, area: function (to) { if (!game.from) game.from = game.location[game.who] - game.turn_log.push([game.from, to]) + game.turn_log.push([area_name(game.from), area_name(to)]) game.location[game.who] = to - game.moved[game.who] = true + set_add(game.moved, game.who) game.where = to - game.who = null + game.who = NOBODY --game.moves game.state = 'sea_move' }, @@ -1416,18 +1444,18 @@ states.move_who = { view.prompt = "Choose an army to move. " + game.moves + "MP left." gen_action_undo(view) gen_action(view, 'end_move_phase') - for (let b of BLOCKLIST) { - if (b === NORSE && game.active === SCOTLAND && is_on_map(NORSE)) { - if (!game.moved[b] && game.moves > 0 && !is_pinned(game.location[NORSE])) - gen_action(view, 'block', NORSE) + for (let b = 0; b < block_count; ++b) { + if (b === B_NORSE && game.active === SCOTLAND && is_on_map(B_NORSE)) { + if (!set_has(game.moved, b) && game.moves > 0 && !is_pinned(game.location[B_NORSE])) + gen_action_block(view, B_NORSE) } if (can_block_move(b)) { if (game.moves === 0) { let from = game.location[b] if (game.activated.includes(from)) - gen_action(view, 'block', b) + gen_action_block(view, b) } else { - gen_action(view, 'block', b) + gen_action_block(view, b) } } } @@ -1437,7 +1465,7 @@ states.move_who = { game.who = who game.state = 'move_where' game.origin = game.location[who] - game.last_from = null + game.last_from = NOWHERE game.distance = 0 }, end_move_phase: function () { @@ -1462,7 +1490,7 @@ function move_block(who, from, to) { return ATTACK_MARK } else { if (game.attacker[to] !== game.active || game.main_border[to] !== from || game.main_origin[to] !== game.origin) { - game.reserves.push(who) + set_add(game.reserves, who) return RESERVE_MARK } else { return ATTACK_MARK @@ -1478,19 +1506,19 @@ states.move_where = { return view.prompt = "Waiting for " + game.active + " to move." view.prompt = "Move " + block_name(game.who) + "." gen_action_undo(view) - gen_action(view, 'block', game.who) + gen_action_block(view, game.who) let from = game.location[game.who] - if (game.who === NORSE) { - for (let to of AREALIST) - if (to !== from && to !== ENGLAND && is_coastal_area(to)) + if (game.who === B_NORSE) { + for (let to = first_map_area; to < area_count; ++to) + if (to !== from && to !== AREA_ENGLAND && is_coastal_area(to)) if (game.truce !== game.active || !is_enemy_area(to)) - gen_action(view, 'area', to) + gen_action_area(view, to) } else { if (game.distance > 0) - gen_action(view, 'area', from) + gen_action_area(view, from) for (let to of AREAS[from].exits) { if (to !== game.last_from && can_block_move_to(game.who, from, to)) - gen_action(view, 'area', to) + gen_action_area(view, to) } } }, @@ -1506,32 +1534,32 @@ states.move_where = { end_move() return } - if (game.who === NORSE) { + if (game.who === B_NORSE) { log("The Norse moved by sea.") game.location[game.who] = to - game.moved[game.who] = true + set_add(game.moved, game.who) if (is_contested_area(to)) { if (!game.attacker[to]) { - game.turn_log.push([from, to + ATTACK_MARK + " (Norse)"]) + game.turn_log.push([area_name(from), area_name(to) + ATTACK_MARK + " (Norse)"]) game.attacker[to] = game.active } else { - game.turn_log.push([from, to + RESERVE_MARK + " (Norse)"]) - game.reserves.push(game.who) + game.turn_log.push([area_name(from), area_name(to) + RESERVE_MARK + " (Norse)"]) + set_add(game.reserves, game.who) } } else { - game.turn_log.push([from, to + " (Norse)"]) + game.turn_log.push([area_name(from), area_name(to) + " (Norse)"]) } --game.moves - game.who = null + game.who = NOBODY game.state = 'move_who' } else { if (game.distance === 0) - game.move_buf = [ from ] + game.move_buf = [ area_name(from) ] let mark = move_block(game.who, from, to) if (mark) - game.move_buf.push(to + mark) + game.move_buf.push(area_name(to) + mark) else - game.move_buf.push(to) + game.move_buf.push(area_name(to)) game.last_from = from if (!can_block_continue(game.who, from, to)) end_move() @@ -1543,22 +1571,22 @@ states.move_where = { function end_move() { if (game.distance > 0) { let to = game.location[game.who] - if (game.origin === ENGLAND || to === ENGLAND) { + if (game.origin === AREA_ENGLAND || to === AREA_ENGLAND) { log(game.active + " crossed the Anglo-Scottish border.") game.moves -- } else if (!game.activated.includes(game.origin)) { - log(game.active + " activated " + game.origin + ".") + log(game.active + " activated " + area_name(game.origin) + ".") game.activated.push(game.origin) game.moves -- } - game.moved[game.who] = true + set_add(game.moved, game.who) game.turn_log.push(game.move_buf) } delete game.move_buf - game.who = null + game.who = NOBODY game.distance = 0 - game.origin = null - game.last_from = null + game.origin = NOWHERE + game.last_from = NOWHERE game.state = 'move_who' } @@ -1578,9 +1606,9 @@ states.battle_phase = { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to choose a battle." view.prompt = "Choose the next battle to fight!" - for (let where of AREALIST) + for (let where = first_map_area; where < area_count; ++where) if (is_contested_area(where)) - gen_action(view, 'area', where) + gen_action_area(view, where) }, area: function (where) { start_battle(where, 'battle') @@ -1593,9 +1621,9 @@ function start_battle(where, reason) { game.flash = "" log("") if (reason !== 'battle') - log("Defection battle in " + where) + log(".h3 Defection battle in " + area_name(where)) else - log("Battle in " + where) + log(".h3 Battle in " + area_name(where)) game.where = where game.battle_round = 0 game.state = 'battle_round' @@ -1611,12 +1639,12 @@ function resume_battle() { function end_battle() { if (game.turn_log && game.turn_log.length > 0) - print_turn_log_no_active("Retreated from " + game.where + ":") + print_turn_log_no_active("Retreated from " + area_name(game.where) + ":") game.flash = "" game.battle_round = 0 reset_border_limits() - game.moved = {} + game.moved = [] game.active = game.attacker[game.where] let victor = game.active @@ -1624,27 +1652,27 @@ function end_battle() { victor = ENEMY[game.active] else if (is_enemy_area(game.where)) victor = ENEMY[game.active] - log(victor + " won the battle in " + game.where + "!") + log(victor + " won the battle in " + area_name(game.where) + "!") goto_retreat() } function bring_on_reserves() { - for (let b of BLOCKLIST) + for (let b = 0; b < block_count; ++b) if (game.location[b] === game.where) - remove_from_array(game.reserves, b) + set_delete(game.reserves, b) } function start_battle_round() { if (++game.battle_round <= 3) { if (game.turn_log && game.turn_log.length > 0) - print_turn_log_no_active("Retreated from " + game.where + ":") + print_turn_log_no_active("Retreated from " + area_name(game.where) + ":") game.turn_log = [] - log("~ Battle Round " + game.battle_round + " ~") + log(".h4 Battle Round " + game.battle_round) reset_border_limits() - game.moved = {} + game.moved = [] if (game.battle_round === 1) { for (let b of CELTIC_BLOCKS) @@ -1677,8 +1705,8 @@ function start_battle_round() { function pump_battle_round() { function filter_battle_blocks(ci, is_candidate) { let output = null - for (let b of BLOCKLIST) { - if (is_candidate(b) && !game.moved[b]) { + for (let b = 0; b < block_count; ++b) { + if (is_candidate(b) && !set_has(game.moved, b)) { if (block_initiative(b) === ci) { if (!output) output = [] @@ -1720,7 +1748,7 @@ function pump_battle_round() { function pass_with_block(b) { game.flash = block_name(b) + " passed." log_battle(block_name(b) + " passed.") - game.moved[b] = true + set_add(game.moved, b) resume_battle() } @@ -1730,7 +1758,7 @@ function retreat_with_block(b) { } function fire_with_block(b) { - game.moved[b] = true + set_add(game.moved, b) let steps = game.steps[b] let fire = block_fire_power(b, game.where) let printed_fire = block_printed_fire_power(b) @@ -1775,11 +1803,11 @@ states.battle_round = { return view.prompt = "Waiting for " + game.active + " to choose a combat action." view.prompt = "Fire, retreat, or pass with an army." for (let b of game.battle_list) { - gen_action(view, 'block', b) - gen_action(view, 'battle_fire', b) - gen_action(view, 'battle_pass', b) + gen_action_block(view, b) + gen_action_battle(view, 'battle_fire', b) + gen_action_battle(view, 'battle_pass', b) if (can_block_retreat(b)) - gen_action(view, 'battle_retreat', b) + gen_action_battle(view, 'battle_retreat', b) } }, block: function (who) { @@ -1843,11 +1871,11 @@ function apply_hit(who) { function list_victims(p) { let is_candidate = (p === game.attacker[game.where]) ? is_attacker : is_defender let max = 0 - for (let b of BLOCKLIST) + for (let b = 0; b < block_count; ++b) if (is_candidate(b) && game.steps[b] > max) max = game.steps[b] let list = [] - for (let b of BLOCKLIST) + for (let b = 0; b < block_count; ++b) if (is_candidate(b) && game.steps[b] === max) list.push(b) return list @@ -1860,8 +1888,8 @@ states.battle_hits = { return view.prompt = "Waiting for " + game.active + " to assign hits." view.prompt = "Assign " + game.hits + (game.hits !== 1 ? " hits" : " hit") + " to your armies." for (let b of game.battle_list) { - gen_action(view, 'block', b) - gen_action(view, 'battle_hit', b) + gen_action_block(view, b) + gen_action_battle(view, 'battle_hit', b) } }, block: function (who) { @@ -1890,9 +1918,9 @@ states.retreat = { view.prompt = "Retreat: Choose an army to move." gen_action_undo(view) let can_retreat = false - for (let b of BLOCKLIST) { + for (let b = 0; b < block_count; ++b) { if (game.location[b] === game.where && can_block_retreat(b)) { - gen_action(view, 'block', b) + gen_action_block(view, b) can_retreat = true } } @@ -1901,7 +1929,7 @@ states.retreat = { }, end_retreat: function () { clear_undo() - for (let b of BLOCKLIST) + for (let b = 0; b < block_count; ++b) if (game.location[b] === game.where && block_owner(b) === game.active) eliminate_block(b, 'retreat') print_turn_log("retreated") @@ -1920,13 +1948,13 @@ states.retreat_to = { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to retreat." gen_action_undo(view) - gen_action(view, 'block', game.who) + gen_action_block(view, game.who) let can_retreat = false - if (game.who === NORSE) { + if (game.who === B_NORSE) { view.prompt = "Retreat: Move the army to a friendly coastal area." - for (let to of AREALIST) { - if (to !== game.where && to !== ENGLAND && is_friendly_coastal_area(to)) { - gen_action(view, 'area', to) + for (let to = first_map_area; to < area_count; ++to) { + if (to !== game.where && to !== AREA_ENGLAND && is_friendly_coastal_area(to)) { + gen_action_area(view, to) can_retreat = true } } @@ -1934,7 +1962,7 @@ states.retreat_to = { view.prompt = "Retreat: Move the army to a friendly or neutral area." for (let to of AREAS[game.where].exits) { if (can_block_retreat_to(game.who, to)) { - gen_action(view, 'area', to) + gen_action_area(view, to) can_retreat = true } } @@ -1944,19 +1972,19 @@ states.retreat_to = { }, area: function (to) { let from = game.where - if (game.who === NORSE) { - game.turn_log.push([from, to + " (Norse)"]) + if (game.who === B_NORSE) { + game.turn_log.push([area_name(from), area_name(to) + " (Norse)"]) game.location[game.who] = to } else { - game.turn_log.push([from, to]) + game.turn_log.push([area_name(from), area_name(to)]) move_block(game.who, game.where, to) } - game.who = null + game.who = NOBODY game.state = 'retreat' }, eliminate: function () { eliminate_block(game.who, 'retreat') - game.who = null + game.who = NOBODY game.state = 'retreat' }, block: pop_undo, @@ -1968,23 +1996,23 @@ states.retreat_in_battle = { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to retreat." gen_action(view, 'undo') - gen_action(view, 'block', game.who) - if (game.who === NORSE) { + gen_action_block(view, game.who) + if (game.who === B_NORSE) { view.prompt = "Retreat: Move the army to a friendly coastal area." - for (let to of AREALIST) - if (to !== game.where && to !== ENGLAND && is_friendly_coastal_area(to)) - gen_action(view, 'area', to) + for (let to = first_map_area; to < area_count; ++to) + if (to !== game.where && to !== AREA_ENGLAND && is_friendly_coastal_area(to)) + gen_action_area(view, to) } else { view.prompt = "Retreat: Move the army to a friendly or neutral area." for (let to of AREAS[game.where].exits) if (can_block_retreat_to(game.who, to)) - gen_action(view, 'area', to) + gen_action_area(view, to) } }, area: function (to) { - game.turn_log.push([game.active, to]) - if (game.who === NORSE) { - game.flash = "Norse retreated to " + to + "." + game.turn_log.push([game.active, area_name(to)]) + if (game.who === B_NORSE) { + game.flash = "Norse retreated to " + area_name(to) + "." log_battle(game.flash) game.location[game.who] = to } else { @@ -1992,15 +2020,15 @@ states.retreat_in_battle = { log_battle(game.flash) move_block(game.who, game.where, to) } - game.who = null + game.who = NOBODY resume_battle() }, block: function () { - game.who = null + game.who = NOBODY resume_battle() }, undo: function () { - game.who = null + game.who = NOBODY resume_battle() } } @@ -2021,9 +2049,9 @@ states.regroup = { view.prompt = "Regroup: Choose an army to move." gen_action_undo(view) gen_action(view, 'end_regroup') - for (let b of BLOCKLIST) + for (let b = 0; b < block_count; ++b) if (game.location[b] === game.where && can_block_regroup(b)) - gen_action(view, 'block', b) + gen_action_block(view, b) }, block: function (who) { push_undo() @@ -2032,8 +2060,8 @@ states.regroup = { }, end_regroup: function () { print_turn_log("regrouped") - game.attacker[game.where] = null - game.where = null + game.attacker[game.where] = null // XXX ??? + game.where = NOWHERE clear_undo() game.active = game.battle_active delete game.battle_active @@ -2063,27 +2091,27 @@ states.regroup_to = { return view.prompt = "Waiting for " + game.active + " to regroup." view.prompt = "Regroup: Move the army to a friendly or neutral area." gen_action_undo(view) - gen_action(view, 'block', game.who) - if (game.who === NORSE) { - for (let to of AREALIST) - if (to !== game.where && to !== ENGLAND && is_friendly_coastal_area(to)) - gen_action(view, 'area', to) + gen_action_block(view, game.who) + if (game.who === B_NORSE) { + for (let to = first_map_area; to < area_count; ++to) + if (to !== game.where && to !== AREA_ENGLAND && is_friendly_coastal_area(to)) + gen_action_area(view, to) } else { for (let to of AREAS[game.where].exits) if (can_block_regroup_to(game.who, to)) - gen_action(view, 'area', to) + gen_action_area(view, to) } }, area: function (to) { let from = game.where - if (game.who === NORSE) { - game.turn_log.push([from, to + " (Norse)"]) + if (game.who === B_NORSE) { + game.turn_log.push([area_name(from), area_name(to) + " (Norse)"]) game.location[game.who] = to } else { - game.turn_log.push([from, to]) + game.turn_log.push([area_name(from), area_name(to)]) move_block(game.who, game.where, to) } - game.who = null + game.who = NOBODY game.state = 'regroup' }, block: pop_undo, @@ -2094,7 +2122,7 @@ states.regroup_to = { function count_non_noble_english_blocks_on_map() { let count = 0 - for (let b of BLOCKLIST) + for (let b = 0; b < block_count; ++b) if (block_owner(b) === ENGLAND && block_type(b) !== 'nobles') if (is_on_map(b)) ++count @@ -2103,7 +2131,7 @@ function count_non_noble_english_blocks_on_map() { function goto_border_raids() { game.active = ENGLAND - if (is_enemy_area(ENGLAND)) { + if (is_enemy_area(AREA_ENGLAND)) { log("Scotland raided in England.") if (count_non_noble_english_blocks_on_map() > 0) { game.state = 'border_raids' @@ -2121,10 +2149,10 @@ states.border_raids = { if (is_inactive_player(current)) return view.prompt = "Waiting for England to choose a border raid victim." view.prompt = "Border Raids: Eliminate a non-Noble block." - for (let b of BLOCKLIST) + for (let b = 0; b < block_count; ++b) if (block_owner(b) === ENGLAND && block_type(b) !== 'nobles') if (is_on_map(b)) - gen_action(view, 'block', b) + gen_action_block(view, b) }, block: function (who) { eliminate_block(who, 'border_raids') @@ -2135,7 +2163,7 @@ states.border_raids = { // WINTERING function goto_winter_turn() { - game.moved = {} + game.moved = [] log("") log(".h1 Winter of " + game.year) log("") @@ -2143,18 +2171,18 @@ function goto_winter_turn() { } function is_bruce(who) { - return who === E_BRUCE || who === S_BRUCE + return who === B_BRUCE_E || who === B_BRUCE_S } function is_comyn(who) { - return who === E_COMYN || who === S_COMYN + return who === B_COMYN_E || who === B_COMYN_S } function find_noble_home(who) { - for (let where of AREALIST) + for (let where = first_map_area; where < area_count; ++where) if (AREAS[where].home === block_name(who)) return where - return null + return NOWHERE } function go_home_to(who, home, defected = false) { @@ -2167,9 +2195,9 @@ function go_home_to(who, home, defected = false) { defected = true } if (defected) - game.turn_log.push([name, home + " \u2727"]) + game.turn_log.push([name, area_name(home) + " \u2727"]) else - game.turn_log.push([name, home]) + game.turn_log.push([name, area_name(home)]) } } @@ -2180,7 +2208,7 @@ function go_home(who) { function english_nobles_go_home() { game.turn_log = [] game.active = ENGLAND - for (let b of BLOCKLIST) { + for (let b = 0; b < block_count; ++b) { if (block_owner(b) === ENGLAND && block_type(b) === 'nobles' && game.location[b]) if (!is_bruce(b) && !is_comyn(b)) go_home(b) @@ -2195,7 +2223,7 @@ function english_nobles_go_home() { function scottish_nobles_go_home() { game.turn_log = [] game.active = SCOTLAND - for (let b of BLOCKLIST) { + for (let b = 0; b < block_count; ++b) { if (block_owner(b) === SCOTLAND && block_type(b) === 'nobles' && game.location[b]) if (!is_bruce(b) && !is_comyn(b)) go_home(b) @@ -2205,16 +2233,16 @@ function scottish_nobles_go_home() { } function goto_e_bruce() { - game.who = E_BRUCE - if (game.location[E_BRUCE] && !game.bruce_home) + game.who = B_BRUCE_E + if (game.location[B_BRUCE_E] && !game.bruce_home) send_bruce_home() else end_bruce() } function goto_s_bruce() { - game.who = S_BRUCE - if (game.location[S_BRUCE] && !game.bruce_home) + game.who = B_BRUCE_S + if (game.location[B_BRUCE_S] && !game.bruce_home) send_bruce_home() else end_bruce() @@ -2222,16 +2250,16 @@ function goto_s_bruce() { function send_bruce_home() { game.bruce_home = true - let annan = is_friendly_or_neutral_area("Annan") - let carrick = is_friendly_or_neutral_area("Carrick") + let annan = is_friendly_or_neutral_area(AREA_ANNAN) + let carrick = is_friendly_or_neutral_area(AREA_CARRICK) if (annan && !carrick) { - go_home_to(game.who, "Annan") - game.who = null + go_home_to(game.who, AREA_ANNAN) + game.who = NOBODY return end_bruce() } if (carrick && !annan) { - go_home_to(game.who, "Carrick") - game.who = null + go_home_to(game.who, AREA_CARRICK) + game.who = NOBODY return end_bruce() } if (!annan && !carrick) { @@ -2249,18 +2277,18 @@ states.bruce = { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to move Bruce to one of his home areas." view.prompt = "Nobles go Home: Move Bruce to one of his home areas." - gen_action(view, 'area', "Annan") - gen_action(view, 'area', "Carrick") + gen_action_area(view, AREA_ANNAN) + gen_action_area(view, AREA_CARRICK) }, area: function (to) { go_home_to(game.who, to, game.bruce_defected) - game.who = null + game.who = NOBODY end_bruce() }, } function end_bruce() { - game.who = null + game.who = NOBODY game.active = game.going_home delete game.bruce_defected if (game.going_home === ENGLAND) @@ -2270,16 +2298,16 @@ function end_bruce() { } function goto_e_comyn() { - game.who = E_COMYN - if (game.location[E_COMYN] && !game.comyn_home) + game.who = B_COMYN_E + if (game.location[B_COMYN_E] && !game.comyn_home) send_comyn_home() else end_comyn() } function goto_s_comyn() { - game.who = S_COMYN - if (game.location[S_COMYN] && !game.comyn_home) + game.who = B_COMYN_S + if (game.location[B_COMYN_S] && !game.comyn_home) send_comyn_home() else end_comyn() @@ -2287,16 +2315,16 @@ function goto_s_comyn() { function send_comyn_home() { game.comyn_home = true - let badenoch = is_friendly_or_neutral_area("Badenoch") - let lochaber = is_friendly_or_neutral_area("Lochaber") + let badenoch = is_friendly_or_neutral_area(AREA_BADENOCH) + let lochaber = is_friendly_or_neutral_area(AREA_LOCHABER) if (badenoch && !lochaber) { - go_home_to(game.who, "Badenoch") - game.who = null + go_home_to(game.who, AREA_BADENOCH) + game.who = NOBODY return end_comyn() } if (lochaber && !badenoch) { - go_home_to(game.who, "Lochaber") - game.who = null + go_home_to(game.who, AREA_LOCHABER) + game.who = NOBODY return end_comyn() } if (!lochaber && !badenoch) { @@ -2314,18 +2342,18 @@ states.comyn = { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to move Comyn to one of his home areas." view.prompt = "Nobles go Home: Move Comyn to one of his home areas." - gen_action(view, 'area', "Badenoch") - gen_action(view, 'area', "Lochaber") + gen_action_area(view, AREA_BADENOCH) + gen_action_area(view, AREA_LOCHABER) }, area: function (to) { go_home_to(game.who, to, game.comyn_defected) - game.who = null + game.who = NOBODY end_comyn() }, } function end_comyn() { - game.who = null + game.who = NOBODY game.active = game.going_home delete game.comyn_defected if (game.active === ENGLAND) { @@ -2341,10 +2369,10 @@ function goto_moray() { delete game.bruce_home delete game.comyn_home - if (is_on_map(MORAY) && game.location[MORAY] !== "Moray" && is_friendly_or_neutral_area("Moray")) { + if (is_on_map(B_MORAY) && game.location[B_MORAY] !== AREA_MORAY && is_friendly_or_neutral_area(AREA_MORAY)) { game.state = 'moray' game.active = SCOTLAND - game.who = MORAY + game.who = B_MORAY } else { goto_scottish_king() } @@ -2355,27 +2383,27 @@ states.moray = { if (is_inactive_player(current)) return view.prompt = "Waiting for Scotland to move Moray." view.prompt = "Nobles go Home: Move Moray to his home area or remain where he is." - gen_action(view, 'area', game.location[MORAY]) - gen_action(view, 'area', "Moray") + gen_action_area(view, game.location[B_MORAY]) + gen_action_area(view, AREA_MORAY) }, disband: function () { - game.turn_log.push(["Moray", "Pool"]) - disband(MORAY) - game.who = null + game.turn_log.push([area_name(AREA_MORAY), "Pool"]) + disband(B_MORAY) + game.who = NOBODY goto_scottish_king() }, area: function (to) { - let from = game.location[MORAY] + let from = game.location[B_MORAY] if (to !== from) - game.turn_log.push(["Moray", to]) - game.location[MORAY] = to - game.who = null + game.turn_log.push([area_name(AREA_MORAY), to]) + game.location[B_MORAY] = to + game.who = NOBODY goto_scottish_king() }, } function king_can_go_home(current) { - for (let where of AREALIST) + for (let where = first_map_area; where < area_count; ++where) if (where !== current && is_cathedral_area(where)) if (is_friendly_or_neutral_area(where)) return true @@ -2393,18 +2421,18 @@ function goto_scottish_king() { if (s > 7 || e > 7) return goto_game_over() // Moray is dead so there can be no tie. - if (game.location[MORAY] === null) + if (game.location[B_MORAY] === NOWHERE) return goto_game_over() // Wallace is dead so there can be no tie breaker. - if (game.location[WALLACE] === null) + if (game.location[B_WALLACE] === NOWHERE) return goto_game_over() // A tie is possible, need to continue to disband and build phase... } - if (is_on_map(KING) && king_can_go_home(game.location[KING])) { + if (is_on_map(B_KING) && king_can_go_home(game.location[B_KING])) { game.state = 'scottish_king' game.active = SCOTLAND - game.who = KING + game.who = B_KING } else { goto_edward_wintering() } @@ -2415,37 +2443,37 @@ states.scottish_king = { if (is_inactive_player(current)) return view.prompt = "Waiting for Scotland to move the King." view.prompt = "Scottish King: Move the King to a cathedral or remain where he is." - gen_action(view, 'area', game.location[KING]) - for (let where of AREALIST) { + gen_action_area(view, game.location[B_KING]) + for (let where = first_map_area; where < area_count; ++where) { if (is_cathedral_area(where)) if (is_friendly_or_neutral_area(where)) - gen_action(view, 'area', where) + gen_action_area(view, where) } }, disband: function () { log("Scottish King disbanded.") - disband(KING) - game.who = null + disband(B_KING) + game.who = NOBODY goto_edward_wintering() }, area: function (to) { - if (game.location[KING] !== to) { - log("Scottish King moved to " + to + ".") - game.location[KING] = to + if (game.location[B_KING] !== to) { + log("Scottish King moved to " + area_name(to) + ".") + game.location[B_KING] = to } - game.who = null + game.who = NOBODY goto_edward_wintering() }, } function is_in_scotland(who) { - return is_on_map(who) && game.location[who] !== ENGLAND + return is_on_map(who) && game.location[who] !== AREA_ENGLAND } function goto_edward_wintering() { - if (game.edward === 1 && game.year !== 1306 && is_in_scotland(EDWARD) && !game.wintered_last_year) { + if (game.edward === 1 && game.year !== 1306 && is_in_scotland(B_EDWARD) && !game.wintered_last_year) { game.active = ENGLAND - game.who = EDWARD + game.who = B_EDWARD game.state = 'edward_wintering' return } @@ -2455,9 +2483,9 @@ function goto_edward_wintering() { game.edward = 2 } - if (is_on_map(EDWARD)) { + if (is_on_map(B_EDWARD)) { log("Edward disbanded.") - disband(EDWARD) + disband(B_EDWARD) } game.wintered_last_year = false @@ -2466,15 +2494,15 @@ function goto_edward_wintering() { function disband_edward() { log("Edward disbanded.") - disband(EDWARD) - game.who = null + disband(B_EDWARD) + game.who = NOBODY game.wintered_last_year = false goto_english_disbanding() } function winter_edward() { - log("Edward wintered in " + game.location[EDWARD] + ".") - game.who = null + log("Edward wintered in " + area_name(game.location[B_EDWARD]) + ".") + game.who = NOBODY game.wintered_last_year = true goto_english_disbanding() } @@ -2486,8 +2514,8 @@ states.edward_wintering = { view.prompt = "Edward Wintering: Winter in Scotland or disband." gen_action(view, 'winter') gen_action(view, 'disband') - gen_action(view, 'area', game.location[EDWARD]) - gen_action(view, 'area', ENGLAND) + gen_action_area(view, game.location[B_EDWARD]) + gen_action_area(view, AREA_ENGLAND) }, winter: function () { winter_edward() @@ -2496,7 +2524,7 @@ states.edward_wintering = { disband_edward() }, area: function (to) { - if (to === ENGLAND) + if (to === AREA_ENGLAND) disband_edward() else winter_edward() @@ -2507,13 +2535,13 @@ function goto_english_disbanding() { game.active = ENGLAND game.turn_log = [] let ask = false - for (let b of BLOCKLIST) { + for (let b = 0; b < block_count; ++b) { let where = game.location[b] // All (English) blocks in England must disband. // Scottish blocks disband later during the castle limit check. - if (where === ENGLAND && block_owner(b) === ENGLAND) { - game.turn_log.push([ENGLAND]) + if (where === AREA_ENGLAND && block_owner(b) === ENGLAND) { + game.turn_log.push([area_name(AREA_ENGLAND)]) disband(b) } @@ -2521,10 +2549,10 @@ function goto_english_disbanding() { // Knights, Archers, & Hobelars must disband except when wintering with Edward. let type = block_type(b) if (type === 'knights' || type === 'archers' || type === 'hobelars') { - if (where === game.location[EDWARD]) { + if (where === game.location[B_EDWARD]) { ask = true } else { - game.turn_log.push([where]) + game.turn_log.push([area_name(where)]) disband(b) } } @@ -2553,14 +2581,14 @@ states.english_disbanding = { // Mandatory disbanding let okay_to_end = true - for (let b of BLOCKLIST) { + for (let b = 0; b < block_count; ++b) { if (block_owner(b) === ENGLAND && is_on_map(b)) { let where = game.location[b] let type = block_type(b) if (type === 'infantry') { - if (!is_within_castle_limit(where) && where !== game.location[EDWARD]) { + if (!is_within_castle_limit(where) && where !== game.location[B_EDWARD]) { okay_to_end = false - gen_action(view, 'block', b) + gen_action_block(view, b) } } } @@ -2575,20 +2603,20 @@ states.english_disbanding = { // Voluntary disbanding view.prompt = "English Disbanding: You may disband units to the pool." gen_action(view, 'end_disbanding') - for (let b of BLOCKLIST) { + for (let b = 0; b < block_count; ++b) { if (block_owner(b) === ENGLAND && is_on_map(b)) { let type = block_type(b) if (type === 'knights' || type === 'archers' || type === 'hobelars') - gen_action(view, 'block', b) + gen_action_block(view, b) if (type === 'infantry') - gen_action(view, 'block', b) + gen_action_block(view, b) } } } }, block: function (who) { push_undo() - game.turn_log.push([game.location[who]]) + game.turn_log.push([area_name(game.location[who])]) disband(who) }, end_disbanding: function () { @@ -2600,9 +2628,9 @@ states.english_disbanding = { } function heal_wallace() { - let old = game.steps[WALLACE] - game.steps[WALLACE] = Math.min(block_max_steps(WALLACE), game.steps[WALLACE] + 2) - let n = game.steps[WALLACE] - old + let old = game.steps[B_WALLACE] + game.steps[B_WALLACE] = Math.min(block_max_steps(B_WALLACE), game.steps[B_WALLACE] + 2) + let n = game.steps[B_WALLACE] - old if (n === 1) log("Wallace gained 1 step.") else if (n === 2) @@ -2611,12 +2639,12 @@ function heal_wallace() { function goto_wallace() { game.active = SCOTLAND - if (game.location[WALLACE] === "Selkirk") { + if (game.location[B_WALLACE] === AREA_SELKIRK) { heal_wallace() goto_scottish_disbanding() - } else if (is_on_map(WALLACE) && is_friendly_or_neutral_area("Selkirk")) { + } else if (is_on_map(B_WALLACE) && is_friendly_or_neutral_area(AREA_SELKIRK)) { game.state = 'wallace' - game.who = WALLACE + game.who = B_WALLACE } else { goto_scottish_disbanding() } @@ -2627,16 +2655,16 @@ states.wallace = { if (is_inactive_player(current)) return view.prompt = "Waiting for Scotland to move Wallace." view.prompt = "Scottish Disbanding: Move Wallace to Selkirk and gain 2 steps or remain where he is." - gen_action(view, 'area', game.location[WALLACE]) - gen_action(view, 'area', "Selkirk") + gen_action_area(view, game.location[B_WALLACE]) + gen_action_area(view, AREA_SELKIRK) }, area: function (to) { - if (to === "Selkirk") { - log("Wallace went home to " + to + ".") + if (to === AREA_SELKIRK) { + log("Wallace went home to " + area_name(to) + ".") heal_wallace() } - game.location[WALLACE] = to - game.who = null + game.location[B_WALLACE] = to + game.who = NOBODY goto_scottish_disbanding() }, } @@ -2645,7 +2673,7 @@ function goto_scottish_disbanding() { game.active = SCOTLAND game.turn_log = [] let ask = false - for (let b of BLOCKLIST) { + for (let b = 0; b < block_count; ++b) { if (block_owner(b) === SCOTLAND && is_on_map(b)) { let type = block_type(b) if (type !== 'nobles') @@ -2670,16 +2698,16 @@ states.scottish_disbanding = { // Mandatory disbanding let okay_to_end = true - for (let b of BLOCKLIST) { + for (let b = 0; b < block_count; ++b) { if (block_owner(b) === SCOTLAND && is_on_map(b)) { let where = game.location[b] - if (b === WALLACE && where === "Selkirk") + if (b === B_WALLACE && where === AREA_SELKIRK) continue let type = block_type(b) if (type !== 'nobles') { if (!is_within_castle_limit(where)) { okay_to_end = false - gen_action(view, 'block', b) + gen_action_block(view, b) } } } @@ -2691,18 +2719,18 @@ states.scottish_disbanding = { // Voluntary disbanding view.prompt = "Scottish Disbanding: You may disband units to the pool." gen_action(view, 'end_disbanding') - for (let b of BLOCKLIST) { + for (let b = 0; b < block_count; ++b) { if (block_owner(b) === SCOTLAND && is_on_map(b)) { let type = block_type(b) if (type !== 'nobles') - gen_action(view, 'block', b) + gen_action_block(view, b) } } } }, block: function (who) { push_undo() - game.turn_log.push([game.location[who]]) + game.turn_log.push([area_name(game.location[who])]) disband(who) }, end_disbanding: function () { @@ -2719,16 +2747,14 @@ function goto_scottish_builds() { if (!game.french_knights && count_scottish_nobles() >= 8) { log("French knights added to pool.") game.french_knights = true - game.location[FRENCH_KNIGHTS] = S_BAG - game.steps[FRENCH_KNIGHTS] = block_max_steps(FRENCH_KNIGHTS) + game.location[B_FRENCH_KNIGHTS] = S_BAG + game.steps[B_FRENCH_KNIGHTS] = block_max_steps(B_FRENCH_KNIGHTS) } - game.rp = {} - for (let where of AREALIST) { - if (is_friendly_area(where)) { + game.rp = Array(area_count).fill(0) + for (let where = first_map_area; where < area_count; ++where) + if (is_friendly_area(where)) game.rp[where] = castle_limit(where) - } - } game.state = 'scottish_builds' game.turn_log = [] clear_undo() @@ -2736,8 +2762,8 @@ function goto_scottish_builds() { function can_build_scottish_block_in(where) { if (is_under_castle_limit(where)) { - if (where === "Lanark" || where === "Badenoch") - return count_blocks_in_area_excluding(S_BAG, [ NORSE, FRENCH_KNIGHTS ]) > 0 + if (where === AREA_LANARK || where === AREA_BADENOCH) + return count_blocks_in_area_excluding(S_BAG, [ B_NORSE, B_FRENCH_KNIGHTS ]) > 0 else return count_blocks_in_area(S_BAG) > 0 } @@ -2750,17 +2776,17 @@ states.scottish_builds = { return view.prompt = "Waiting for Scotland to build." gen_action_undo(view) let done = true - for (let where in game.rp) { + for (let where = 1; where < area_count; ++where) { let rp = game.rp[where] if (rp > 0) { - for (let b of BLOCKLIST) { + for (let b = 0; b < block_count; ++b) { if (game.location[b] === where && game.steps[b] < block_max_steps(b)) { - gen_action(view, 'block', b) + gen_action_block(view, b) done = false } } if (can_build_scottish_block_in(where)) { - gen_action(view, 'area', where) + gen_action_area(view, where) done = false } } @@ -2774,13 +2800,13 @@ states.scottish_builds = { }, area: function (where) { let who - if (where === "Lanark" || where === "Badenoch") - who = draw_from_bag(S_BAG, [ NORSE, FRENCH_KNIGHTS ]) + if (where === AREA_LANARK || where === AREA_BADENOCH) + who = draw_from_bag(S_BAG, [ B_NORSE, B_FRENCH_KNIGHTS ]) else who = draw_from_bag(S_BAG) - if (who) { + if (who !== NOBODY) { clear_undo() // no undo after drawing from the bag! - game.turn_log.push([where]) + game.turn_log.push([area_name(where)]) game.location[who] = where game.steps[who] = 1 --game.rp[where] @@ -2789,7 +2815,7 @@ states.scottish_builds = { block: function (who) { push_undo() let where = game.location[who] - game.turn_log.push([where]) + game.turn_log.push([area_name(where)]) --game.rp[where] ++game.steps[who] }, @@ -2804,8 +2830,8 @@ states.scottish_builds = { function goto_english_builds() { game.active = ENGLAND - game.rp = {} - for (let where of AREALIST) + game.rp = Array(area_count).fill(0) + for (let where = first_map_area; where < area_count; ++where) if (is_friendly_area(where)) game.rp[where] = castle_limit(where) game.state = 'english_builds' @@ -2818,14 +2844,14 @@ states.english_builds = { return view.prompt = "Waiting for England to build." gen_action_undo(view) let done = true - for (let where in game.rp) { + for (let where = 1; where < area_count; ++where) { let rp = game.rp[where] if (rp > 0) { - for (let b of BLOCKLIST) { + for (let b = 0; b < block_count; ++b) { if (game.location[b] === where && game.steps[b] < block_max_steps(b)) { let type = block_type(b) if (type === 'nobles' || type === 'infantry') { - gen_action(view, 'block', b) + gen_action_block(view, b) done = false } } @@ -2842,7 +2868,7 @@ states.english_builds = { block: function (who) { push_undo() let where = game.location[who] - game.turn_log.push([where]) + game.turn_log.push([area_name(where)]) --game.rp[where] ++game.steps[who] }, @@ -2856,7 +2882,7 @@ states.english_builds = { } function goto_english_feudal_levy() { - if (!is_on_map(EDWARD)) { + if (!is_on_map(B_EDWARD)) { let count = Math.ceil(count_blocks_in_area(E_BAG) / 2) log("English feudal levy:\n" + count + " England") deploy_english(count) @@ -2893,7 +2919,7 @@ function goto_game_over() { game.victory = "Scotland won by controlling the most nobles!" game.result = SCOTLAND } else { - if (is_on_map(WALLACE)) { + if (is_on_map(B_WALLACE)) { game.victory = "Tied for control of nobles. Scotland won because Wallace was on the map!" game.result = SCOTLAND } else { @@ -2925,7 +2951,7 @@ function make_battle_view() { battle.title += " \u2014 round " + game.battle_round + " of 3" function fill_cell(cell, owner, fn) { - for (let b of BLOCKLIST) + for (let b = 0; b < block_count; ++b) if (game.location[b] === game.where & block_owner(b) === owner && fn(b)) cell.push(b) } @@ -2943,22 +2969,21 @@ exports.setup = function (seed, scenario, options) { seed: seed, log: [], undo: [], + moves: 0, + + location: [], + steps: [], + moved: [], + reserves: [], attacker: {}, border_limit: {}, last_used: {}, - location: {}, - log: [], main_border: {}, main_origin: {}, - moved: {}, - moves: 0, - prompt: null, - reserves: [], - show_cards: false, - steps: {}, - who: null, - where: null, + show_cards: 0, + who: NOBODY, + where: NOWHERE, } if (options.rng) @@ -2984,10 +3009,11 @@ exports.setup = function (seed, scenario, options) { exports.action = function (state, current, action, arg) { game = state let S = states[game.state] - if (action in S) + if (action in S) { S[action](arg, current) - else - throw new Error("Invalid action: " + action) + } else { + throw new Error("Invalid action " + action + " in state " + game.state) + } return game } @@ -3026,15 +3052,12 @@ exports.view = function(state, current) { e_card: (game.show_cards || current === ENGLAND) ? game.e_card : 0, s_card: (game.show_cards || current === SCOTLAND) ? game.s_card : 0, hand: (current === ENGLAND) ? game.e_hand : (current === SCOTLAND) ? game.s_hand : observer_hand(), - who: (game.active === current) ? game.who : null, + who: (game.active === current) ? game.who : NOBODY, where: game.where, location: game.location, steps: game.steps, moved: game.moved, - battle: null, active: game.active, - prompt: null, - actions: null, } states[game.state].prompt(view, current) @@ -3044,3 +3067,145 @@ exports.view = function(state, current) { return view } + +// === COMMON LIBRARY === + +// remove item at index (faster than splice) +function array_remove(array, index) { + let n = array.length + for (let i = index + 1; i < n; ++i) + array[i - 1] = array[i] + array.length = n - 1 + return array +} + +// insert item at index (faster than splice) +function array_insert(array, index, item) { + for (let i = array.length; i > index; --i) + array[i] = array[i - 1] + array[index] = item + return array +} + +function set_clear(set) { + set.length = 0 +} + +function set_has(set, item) { + let a = 0 + let b = set.length - 1 + while (a <= b) { + let m = (a + b) >> 1 + let x = set[m] + if (item < x) + b = m - 1 + else if (item > x) + a = m + 1 + else + return true + } + return false +} + +function set_add(set, item) { + let a = 0 + let b = set.length - 1 + while (a <= b) { + let m = (a + b) >> 1 + let x = set[m] + if (item < x) + b = m - 1 + else if (item > x) + a = m + 1 + else + return set + } + return array_insert(set, a, item) +} + +function set_delete(set, item) { + let a = 0 + let b = set.length - 1 + while (a <= b) { + let m = (a + b) >> 1 + let x = set[m] + if (item < x) + b = m - 1 + else if (item > x) + a = m + 1 + else + return array_remove(set, m) + } + return set +} + +function set_toggle(set, item) { + let a = 0 + let b = set.length - 1 + while (a <= b) { + let m = (a + b) >> 1 + let x = set[m] + if (item < x) + b = m - 1 + else if (item > x) + a = m + 1 + else + return array_remove(set, m) + } + return array_insert(set, a, item) +} + +// Fast deep copy for objects without cycles +function object_copy(original) { + if (Array.isArray(original)) { + let n = original.length + let copy = new Array(n) + for (let i = 0; i < n; ++i) { + let v = original[i] + if (typeof v === "object" && v !== null) + copy[i] = object_copy(v) + else + copy[i] = v + } + return copy + } else { + let copy = {} + for (let i in original) { + let v = original[i] + if (typeof v === "object" && v !== null) + copy[i] = object_copy(v) + else + copy[i] = v + } + return copy + } +} + +function clear_undo() { + if (game.undo.length > 0) + game.undo = [] +} + +function push_undo() { + let copy = {} + for (let k in game) { + let v = game[k] + if (k === "undo") + continue + else if (k === "log") + v = v.length + else if (typeof v === "object" && v !== null) + v = object_copy(v) + copy[k] = v + } + game.undo.push(copy) +} + +function pop_undo() { + let save_log = game.log + let save_undo = game.undo + game = save_undo.pop() + save_log.length = game.log + game.log = save_log + game.undo = save_undo +} |