"use strict" exports.scenarios = [ "Braveheart", "The Bruce", "Campaign", ] exports.roles = [ "England", "Scotland", ] const { CARDS, BLOCKS, AREAS, BORDERS, block_index, area_index } = require('./data') const block_count = BLOCKS.length const area_count = AREAS.length const first_map_area = 3 const ENEMY = { Scotland: "England", England: "Scotland" } const PID = { "": 0, Scotland: 1, England: 2 } const UNPID = [ "", "Scotland", "England" ] const OBSERVER = "Observer" const BOTH = "Both" const ENGLAND = "England" const SCOTLAND = "Scotland" 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' ] const DIE_MISS = [ 0, '\u2460', '\u2461', '\u2462', '\u2463', '\u2464', '\u2465' ] const ATTACK_MARK = "*" const RESERVE_MARK = "" let states = {} let game = null function random(n) { if (game.rng === 1) return Math.floor(((game.seed = game.seed * 48271 % 0x7fffffff) / 0x7fffffff) * n) return (game.seed = game.seed * 200105 % 34359738337) % n } function log(s) { game.log.push(s) } 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) { log(text) if (game.turn_log.length > 0) { game.turn_log.sort() for (let entry of game.turn_log) logi(entry.join(" \u2192 ")) } else { logi("nothing.") } delete game.turn_log } function print_turn_log_no_active(text) { 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()) { logi(n + " " + last.join(" \u2192 ")) n = 0 } ++n last = entry } if (n > 0) logi(n + " " + last.join(" \u2192 ")) else logi("nothing.") delete game.turn_log } function print_turn_log(verb) { print_turn_log_no_active(game.active + " " + verb + ":") } function is_inactive_player(current) { return current === OBSERVER || (game.active !== current && game.active !== BOTH) } function remove_from_array(array, item) { let i = array.indexOf(item) if (i >= 0) array.splice(i, 1) } function gen_action_undo(view) { if (!view.actions) view.actions = {} if (game.undo && game.undo.length > 0) view.actions.undo = 1 else view.actions.undo = 0 } function gen_action(view, action, argument) { if (!view.actions) view.actions = {} if (argument !== undefined) { if (!(action in view.actions)) view.actions[action] = [ argument ] else view.actions[action].push(argument) } else { view.actions[action] = 1 } } 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 } function shuffle_deck() { let deck = [] for (let c = 1; c <= 25; ++c) deck.push(c) return deck } function deal_cards(deck, n) { let hand = [] for (let i = 0; i < n; ++i) { let k = random(deck.length) hand.push(deck[k]) deck.splice(k, 1) } return hand } function area_name(where) { return AREAS[where].name } function area_tag(where) { return "#" + where } function block_name(who) { if (who === B_EDWARD) return game.edward === 1 ? "Edward I" : "Edward II" if (who === B_KING) return "Scottish King" return BLOCKS[who].name } function block_owner(who) { return BLOCKS[who].owner } function block_type(who) { return BLOCKS[who].type } function block_move(who) { return BLOCKS[who].move } function block_max_steps(who) { return BLOCKS[who].steps } function block_is_mortal(who) { return BLOCKS[who].mortal } function block_initiative(who) { return BLOCKS[who].initiative } function block_printed_fire_power(who) { return BLOCKS[who].fire_power } function block_fire_power(who, where) { let area = AREAS[where] let combat = block_printed_fire_power(who) if (is_defender(who)) { if (block_type(who) === 'nobles' && area.home === block_name(who)) ++combat else if (who === B_MORAY && where === AREA_MORAY) ++combat } if (game.schiltroms) { if (is_scottish_infantry(who) && english_have_no_archers_in_battle(where)) ++combat } return combat } function is_scottish_infantry(who) { return block_owner(who) === SCOTLAND && block_type(who) === 'infantry' } function is_english_archers(who) { return block_owner(who) === ENGLAND && block_type(who) === 'archers' } function english_have_no_archers_in_battle(where) { for (let b = 0; b < block_count; ++b) if (game.location[b] === where && is_english_archers(b) && !is_battle_reserve(b)) return false return true } function is_coastal_area(where) { return AREAS[where].coastal } function is_cathedral_area(where) { return AREAS[where].cathedral } function is_friendly_coastal_area(where) { return is_coastal_area(where) && is_friendly_area(where) } function is_in_friendly_coastal_area(who) { let where = game.location[who] if (where && where !== E_BAG && where !== S_BAG) return is_friendly_coastal_area(where) return false } function is_on_map(who) { let where = game.location[who] 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 = 0; b < block_count; ++b) if (game.location[b] === where) ++count return count } function count_blocks_in_area_excluding(where, exc) { let count = 0 for (let b = 0; b < block_count; ++b) if (game.location[b] === where && !exc.includes(b)) ++count return count } function castle_limit(where) { if (game.active === SCOTLAND && is_cathedral_area(where)) return AREAS[where].limit + 1 return AREAS[where].limit } function is_within_castle_limit(where) { return count_blocks_in_area(where) <= castle_limit(where) } function is_under_castle_limit(where) { return count_blocks_in_area(where) < castle_limit(where) } function count_english_nobles() { let count = 0 for (let b = 0; b < block_count; ++b) if (block_owner(b) === ENGLAND && block_type(b) === 'nobles') if (is_on_map(b)) ++count return count } function count_scottish_nobles() { let count = 0 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(B_MORAY)) ++count return count } function find_noble(owner, name) { if (owner === ENGLAND) return ENGLISH_NOBLES[name] return SCOTTISH_NOBLES[name] } function border_id(a, b) { return (a < b) ? a * 100 + b : b * 100 + a } function border_was_last_used_by_enemy(from, to) { return map_get(game.last_used, border_id(from, to), 0) === PID[ENEMY[game.active]] } function border_type(a, b) { return BORDERS[border_id(a,b)] } function border_limit(a, b) { return map_get(game.border_limit, border_id(a,b), 0) } function set_border_limit(a, b, n) { map_set(game.border_limit, border_id(a,b), n) } function reset_border_limits() { game.border_limit.length = 0 } function count_friendly(where) { let p = game.active let count = 0 for (let b = 0; b < block_count; ++b) if (game.location[b] === where && block_owner(b) === p) ++count return count } function count_enemy(where) { let p = ENEMY[game.active] let count = 0 for (let b = 0; b < block_count; ++b) if (game.location[b] === where && block_owner(b) === p) ++count return count } function is_friendly_area(where) { return count_friendly(where) > 0 && count_enemy(where) === 0 } function is_enemy_area(where) { return count_friendly(where) === 0 && count_enemy(where) > 0 } function is_neutral_area(where) { return count_friendly(where) === 0 && count_enemy(where) === 0 } function is_contested_area(where) { return count_friendly(where) > 0 && count_enemy(where) > 0 } function is_friendly_or_neutral_area(where) { return is_friendly_area(where) || is_neutral_area(where) } function have_contested_areas() { for (let where = first_map_area; where < area_count; ++where) if (is_contested_area(where)) return true return false } function count_pinning(where) { return count_enemy(where) } function count_pinned(where) { let count = 0 for (let b = 0; b < block_count; ++b) if (game.location[b] === where && block_owner(b) === game.active) if (!set_has(game.reserves, b)) ++count return count } function is_pinned(from) { if (game.active === game.p2) { if (count_pinned(from) <= count_pinning(from)) return true } return false } function can_block_use_border(who, from, to) { if (border_type(from, to) === 'major') return border_limit(from, to) < 6 return border_limit(from, to) < 2 } function can_block_move_to(who, from, to) { // No group moves across Anglo-Scottish border if (from === AREA_ENGLAND || to === AREA_ENGLAND) if (game.moves === 0) return false 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) { if (border_was_last_used_by_enemy(from, to)) return false } if (game.truce === game.active && is_enemy_area(to)) return false return true } return false } function can_block_move(who) { if (!is_on_map(who)) return false if (who === B_NORSE) return false if (block_owner(who) === game.active && !set_has(game.moved, who)) { let from = game.location[who] if (from) { if (is_pinned(from)) return false for (let to of AREAS[from].exits) if (can_block_move_to(who, from, to)) return true } } return false } function can_block_continue(who, from, here) { if (here === AREA_ENGLAND) return false if (is_contested_area(here)) return false if (border_type(from, here) === 'minor') return false if (game.distance >= block_move(who)) return false for (let to of AREAS[here].exits) if (to !== game.last_from && can_block_move_to(who, here, to)) return true return false } 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 === AREA_ENGLAND) return false 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)) return false return true } } return false } function can_block_retreat(who) { if (block_owner(who) === game.active) { if (who === B_NORSE) return true let from = game.location[who] for (let to of AREAS[from].exits) if (can_block_retreat_to(who, to)) return true } return false } 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 === AREA_ENGLAND) return false if (block_owner(who) === SCOTLAND && to === AREA_ENGLAND) return false if (can_block_use_border(who, from, to)) return true } return false } function can_block_regroup(who) { if (block_owner(who) === game.active) { if (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)) return true return false } let from = game.location[who] for (let to of AREAS[from].exits) if (can_block_regroup_to(who, to)) return true } return false } function is_battle_reserve(b) { return set_has(game.reserves, b) } function is_attacker(b) { if (game.location[b] === game.where && block_owner(b) === get_attacker(game.where)) return !set_has(game.reserves, b) return false } function is_defender(b) { if (game.location[b] === game.where && block_owner(b) !== get_attacker(game.where)) return !set_has(game.reserves, b) return false } function swap_blocks(old) { let bo = ENEMY[block_owner(old)] let b = find_noble(bo, block_name(old)) game.location[b] = game.location[old] game.steps[b] = game.steps[old] game.location[old] = NOWHERE game.steps[old] = block_max_steps(old) return b } function disband(who) { game.location[who] = block_owner(who) === ENGLAND ? E_BAG : S_BAG game.steps[who] = block_max_steps(who) } function eliminate_block(who, reason) { if (block_type(who) === 'nobles') { if (reason === 'retreat') { game.turn_log.push([area_tag(game.location[who]), "Captured"]) } else if (reason === 'combat') { game.flash = block_name(who) + " was captured." log(block_name(who) + " was captured.") } else { log(block_name(who) + " was captured.") } } else { if (reason === 'retreat') { game.turn_log.push([area_tag(game.location[who]), "Eliminated"]) } else if (reason === 'combat') { game.flash = block_name(who) + " was eliminated." log(block_name(who) + " was eliminated.") } else { if (block_owner(who) === ENGLAND) log("English block was eliminated.") else log("Scottish block was eliminated.") } } // TODO: clean up and check all combinations if (who === B_EDWARD) { if (reason === 'combat' || reason === 'retreat') { if (game.edward === 1) { game.edward = 2 disband(who) } else { game.location[who] = NOWHERE game.victory = "Scotland won because king Edward II has died in battle!" game.result = SCOTLAND } } else { disband(who) } } else if (who === B_KING) { if (reason === 'combat' || reason === 'retreat') { game.location[who] = NOWHERE game.victory = "England won because the Scottish king has died in battle!" game.result = ENGLAND } else { disband(who) } } else if (block_is_mortal(who) && (reason === 'combat' || reason === 'retreat')) { 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') set_add(game.reserves, who) } else { disband(who) } } function reduce_block(who, reason) { if (game.steps[who] === 1) { eliminate_block(who, reason) } else { --game.steps[who] } } function count_attackers() { let count = 0 for (let b = 0; b < block_count; ++b) if (is_attacker(b)) ++count return count } function count_defenders() { let count = 0 for (let b = 0; b < block_count; ++b) if (is_defender(b)) ++count return count } const CELTIC_BLOCKS = [ 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(block_name(who) + " rolled " + DIE_HIT[die] + " for Celtic unity and returned to the draw pool.") disband(who) } else { log(block_name(who) + " rolled " + DIE_MISS[die] + " for Celtic unity \u2013 no effect.") } } // SETUP function reset_blocks() { for (let b = 0; b < block_count; ++b) { game.steps[b] = block_max_steps(b) if (block_type(b) === 'nobles') game.location[b] = NOWHERE else if (block_owner(b) === ENGLAND) game.location[b] = E_BAG else game.location[b] = S_BAG } } function deploy_noble(owner, area, name) { 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] = 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 = 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 = 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] = AREA_ENGLAND game.steps[b] = block_max_steps(b) } } function deploy_off_map(block) { block = block_index[block] game.location[block] = NOWHERE } function setup_braveheart() { reset_blocks() 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", AREA_ANNAN, "Bruce") deploy_noble("Scotland", AREA_GALLOWAY, "Galloway") 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") game.scottish_king = false game.edward = 1 game.year = 1297 game.end_year = 1305 } function setup_the_bruce() { reset_blocks() 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(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", 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(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") deploy_off_map("French Knights") game.scottish_king = true game.edward = 1 game.year = 1306 game.end_year = 1314 } function setup_campaign() { setup_braveheart() game.end_year = 1400; /* no limit */ } // GAME TURN function start_year() { log("") log(".h1 Year " + game.year) // Deal new cards let deck = shuffle_deck() game.e_hand = deal_cards(deck, 5) game.s_hand = deal_cards(deck, 5) start_game_turn() } function start_game_turn() { game.turn = 6 - game.e_hand.length log("") log(".h1 Turn " + game.turn + " of Year " + game.year) // Reset movement and attack tracking state game.truce = false reset_border_limits() game.last_used = [] game.attacker = [] game.reserves = [] game.moved = [] goto_card_phase() } function end_game_turn() { if (count_english_nobles() === 0) { game.victory = "Scotland won by controlling all the nobles!" game.result = SCOTLAND } if (count_scottish_nobles() === 0) { game.victory = "England won by controlling all the nobles!" game.result = ENGLAND } if (game.victory) return goto_game_over() if (game.e_hand.length > 0) start_game_turn() else goto_winter_turn() } // CARD PHASE function goto_card_phase() { game.e_card = 0 game.s_card = 0 game.show_cards = 0 game.state = 'play_card' game.active = BOTH } function resume_play_card() { if (game.s_card > 0 && game.e_card > 0) reveal_cards() else if (game.s_card > 0) game.active = ENGLAND else if (game.e_card > 0) game.active = SCOTLAND else game.active = BOTH } states.play_card = { prompt: function (view, current) { if (current === OBSERVER) return view.prompt = "Waiting for players to play a card." if (current === ENGLAND) { if (game.e_card) { view.prompt = "Waiting for Scotland to play a card." } else { view.prompt = "Play a card." for (let c of game.e_hand) gen_action(view, 'play', c) } } if (current === SCOTLAND) { if (game.s_card) { view.prompt = "Waiting for England to play a card." } else { view.prompt = "Play a card." for (let c of game.s_hand) gen_action(view, 'play', c) } } }, play: function (card, current) { if (current === ENGLAND) { remove_from_array(game.e_hand, card) game.e_card = card } if (current === SCOTLAND) { remove_from_array(game.s_hand, card) game.s_card = card } resume_play_card() }, undo: function (_, current) { if (current === ENGLAND) { game.e_hand.push(game.e_card) game.e_card = 0 } if (current === SCOTLAND) { game.s_hand.push(game.s_card) game.s_card = 0 } resume_play_card() } } function reveal_cards() { log("") log("England played " + CARDS[game.e_card].name + ".") log("Scotland played " + CARDS[game.s_card].name + ".") game.show_cards = 1 let ec = CARDS[game.e_card] let sc = CARDS[game.s_card] if (ec.event && sc.event) { log("Two events played at the same time. The year will end after this turn.") game.e_hand.length = 0 game.s_hand.length = 0 } if (ec.event) { game.p1 = ENGLAND game.p2 = SCOTLAND } else if (sc.event) { game.p1 = SCOTLAND game.p2 = ENGLAND } else if (sc.moves > ec.moves) { game.p1 = SCOTLAND game.p2 = ENGLAND } else { game.p1 = ENGLAND game.p2 = SCOTLAND } game.active = game.p1 start_player_turn() } function start_player_turn() { log("") log(".h2 " + game.active) reset_border_limits() let ec = CARDS[game.e_card] let sc = CARDS[game.s_card] if (game.active === ENGLAND && ec.event) goto_event(ec.event) else if (game.active === SCOTLAND && sc.event) goto_event(sc.event) else if (game.active === ENGLAND) goto_move_phase(ec.moves) else if (game.active === SCOTLAND) goto_move_phase(sc.moves) } function end_player_turn() { game.moves = 0 game.activated = null game.main_origin = null game.main_border = null if (game.active === game.p2) { goto_battle_phase() } else { game.active = game.p2 start_player_turn() } } // CORONATION function can_crown_bruce() { return game.location[B_WALLACE] === NOWHERE && game.location[B_BRUCE_S] === AREA_FIFE } function can_crown_comyn() { return game.location[B_WALLACE] === NOWHERE && game.location[B_COMYN_S] === AREA_FIFE } function can_crown_balliol() { return game.year >= 1301 && is_on_map(B_FRENCH_KNIGHTS) } function goto_event(event) { if (game.active === SCOTLAND && !game.scottish_king && (can_crown_bruce() || can_crown_comyn() || can_crown_balliol())) { game.state = 'coronation_event' game.event = event } else { goto_event_card(event) } } states.coronation_event = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to crown a king." view.prompt = "Play event or crown a king?" gen_action(view, 'play_event') if (can_crown_bruce()) gen_action(view, 'crown_bruce') if (can_crown_comyn()) gen_action(view, 'crown_comyn') if (can_crown_balliol()) gen_action(view, 'return_of_the_king') }, crown_bruce: function () { log("Bruce was crowned King!") game.scottish_king = true 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[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[B_KING] = game.location[B_FRENCH_KNIGHTS] game.steps[B_KING] = block_max_steps(B_KING) defect_bruce_nobles() }, play_event: function () { let event = game.event delete game.event goto_event_card(event) }, } function defect_bruce_nobles() { defect_nobles([ "Bruce", "Mar", "Lennox", "Atholl", "Dunbar", "Mentieth", "Steward" ]) } function defect_comyn_nobles() { defect_nobles([ "Comyn", "Angus", "Argyll", "Buchan", "Galloway", "Ross" ]) } function defect_nobles(list) { for (let name of list) { let who = find_noble(game.active, name) if (is_on_map(who)) { let where = game.location[who] log(name + " defected.") who = swap_blocks(who) if (is_contested_area(where)) set_attacker(where, block_owner(who)) } } resume_coronation() } function resume_coronation() { if (have_contested_areas()) { game.active = game.p1 game.state = 'coronation_battles' } else { game.active = SCOTLAND end_player_turn() } } states.coronation_battles = { prompt: function (view, current) { 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 = first_map_area; where < area_count; ++where) if (is_contested_area(where)) gen_action_area(view, where) }, area: function (where) { start_battle(where, 'coronation') }, } // EVENTS function goto_event_card(event) { switch (event) { case 'herald': goto_herald(); break case 'pillage': goto_pillage(); break case 'sea_move': goto_sea_move(); break case 'truce': goto_truce(); break case 'victuals': goto_victuals(); break } } function goto_truce() { log("Truce is in effect!") game.truce = ENEMY[game.active] end_player_turn() } function goto_herald() { game.state = 'herald' } function is_enemy_noble(who) { return is_on_map(who) && block_type(who) === 'nobles' && block_owner(who) === ENEMY[game.active] } states.herald = { prompt: function (view, current) { if (is_inactive_player(current)) 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 = 0; b < block_count; ++b) if (is_enemy_noble(b)) gen_action(view, 'noble', block_name(b)) }, noble: function (name) { let who = find_noble(ENEMY[game.active], name) let die = roll_d6() if (die <= 4) { log("Herald roll " + DIE_HIT[die] + " converted " + name + ".") let where = game.location[who] who = swap_blocks(who) if (is_contested_area(where)) { set_attacker(where, game.active) start_battle(where, 'herald') return } } else { log("Herald roll " + DIE_MISS[die] + " failed to convert " + name + ".") } end_player_turn() }, pass: function () { end_player_turn() }, } function goto_victuals() { game.victuals = 3 game.where = NOWHERE game.state = 'victuals' game.turn_log = [] clear_undo() } states.victuals = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to build." gen_action_undo(view) let done = true if (game.victuals > 0) { 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_block(view, b) done = false } } } } } if (done) view.prompt = "Victuals: Distribute three steps among friendly blocks in one group \u2014 done." else view.prompt = "Victuals: Distribute three steps among friendly blocks in one group." gen_action(view, 'end_builds') }, block: function (who) { push_undo() game.where = game.location[who] game.turn_log.push([area_tag(game.where)]) ++game.steps[who] --game.victuals }, end_builds: function () { print_turn_log("victualed") clear_undo() delete game.victuals game.where = NOWHERE end_player_turn() }, undo: pop_undo } function goto_pillage() { game.state = 'pillage' game.turn_log = [] } states.pillage = { prompt: function (view, current) { if (is_inactive_player(current)) 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 = 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_area(view, to) } } }, area: function (where) { game.where = where game.pillage = 2 game.active = ENEMY[game.active] game.state = 'pillage_hits' }, pass: function () { end_player_turn() }, } function pillage_victims() { function is_candidate(b) { return block_owner(b) === game.active && game.location[b] === game.where } let max = 0 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 = 0; b < block_count; ++b) if (is_candidate(b) && game.steps[b] === max) list.push(b) return list } 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 " + area_name(game.where) + "." for (let b of pillage_victims()) gen_action_block(view, b) }, block: function (who) { --game.pillage reduce_block(who, 'pillage') if (game.pillage === 0 || pillage_victims().length === 0) { game.active = ENEMY[game.active] game.state = 'pillage_builds' game.pillage = 2 - game.pillage game.from = game.where game.where = NOWHERE } }, } states.pillage_builds = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to apply pillage builds." gen_action_undo(view) let done = true if (game.pillage > 0) { if (game.where) { 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_block(view, b) done = false } } } } else { for (let to of AREAS[game.from].exits) { 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_block(view, b) done = false } } } } } } if (done) { view.prompt = "Pillage: Add pillaged steps to friendly blocks in the pillaging group \u2014 done" gen_action(view, 'end_pillage') } else { view.prompt = "Pillage: Add pillaged steps to friendly blocks in the pillaging group." } }, block: function (who) { push_undo() game.where = game.location[who] game.turn_log.push([area_tag(game.from), area_tag(game.where)]) ++game.steps[who] --game.pillage // TODO: auto-end pillage builds? // if (game.pillage === 0) end_pillage(game.from) }, end_pillage: function () { clear_undo() while (game.pillage > 0) { --game.pillage game.turn_log.push([area_tag(game.from)]) } end_pillage(game.from) }, undo: pop_undo } function end_pillage(where) { print_turn_log("pillaged") game.from = NOWHERE game.where = NOWHERE delete game.pillage if (is_contested_area(where)) { set_attacker(where, game.active) start_battle(where, 'pillage') } else { end_player_turn() } } function goto_sea_move() { game.moves = 2 game.from = NOWHERE game.where = NOWHERE game.state = 'sea_move' game.turn_log = [] clear_undo() } states.sea_move = { prompt: function (view, current) { if (is_inactive_player(current)) 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, 'end_move_phase') if (game.moves > 0) { 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_block(view, b) } } }, block: function (who) { push_undo() game.who = who game.state = 'sea_move_to' }, end_move_phase: function () { print_turn_log("sea moved") clear_undo() game.moves = 0 game.from = NOWHERE game.where = NOWHERE end_player_turn() }, undo: pop_undo } states.sea_move_to = { prompt: function (view, current) { if (is_inactive_player(current)) 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_block(view, game.who) if (game.where) { gen_action_area(view, game.where) } else { let from = game.location[game.who] for (let to = first_map_area; to < area_count; ++to) if (to !== from && is_friendly_coastal_area(to)) gen_action_area(view, to) } }, area: function (to) { if (!game.from) game.from = game.location[game.who] game.turn_log.push([area_tag(game.from), area_tag(to)]) game.location[game.who] = to set_add(game.moved, game.who) game.where = to game.who = NOBODY --game.moves game.state = 'sea_move' }, block: pop_undo, undo: pop_undo } // MOVE PHASE function get_attacker(x) { return UNPID[map_get(game.attacker, x, 0)] } function set_attacker(x, who) { return map_set(game.attacker, x, PID[who]) } function main_border(to) { return map_get(game.main_border, to, 0) } function main_origin(to) { return map_get(game.main_origin, to, 0) } function set_main_border(to, x) { map_set(game.main_border, to, x) } function set_main_origin(to, x) { map_set(game.main_origin, to, x) } function goto_move_phase(moves) { game.state = 'move_who' game.moves = moves game.activated = [] game.main_origin = [] game.main_border = [] game.turn_log = [] clear_undo() } states.move_who = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to move." view.prompt = "Choose an army to move. " + game.moves + "MP left." gen_action_undo(view) gen_action(view, 'end_move_phase') 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_block(view, b) } else { gen_action_block(view, b) } } } }, block: function (who) { push_undo() game.who = who game.state = 'move_where' game.origin = game.location[who] game.last_from = NOWHERE game.distance = 0 }, end_move_phase: function () { clear_undo() game.moves = 0 print_turn_log("moved") end_player_turn() }, undo: pop_undo } function move_block(who, from, to) { game.location[who] = to set_border_limit(from, to, border_limit(from, to) + 1) game.distance ++ if (is_contested_area(to)) { map_set(game.last_used, border_id(from, to), PID[game.active]) if (!get_attacker(to)) { set_attacker(to, game.active) set_main_border(to, from) set_main_origin(to, game.origin) return ATTACK_MARK } else { if (get_attacker(to) !== game.active || main_border(to) !== from || main_origin(to) !== game.origin) { set_add(game.reserves, who) return RESERVE_MARK } else { return ATTACK_MARK } } } return false } states.move_where = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to move." view.prompt = "Move " + block_name(game.who) + "." gen_action_undo(view) gen_action_block(view, game.who) let from = game.location[game.who] 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_area(view, to) } else { if (game.distance > 0) 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_area(view, to) } } }, block: function () { if (game.distance === 0) pop_undo() else end_move() }, area: function (to) { let from = game.location[game.who] if (to === from) { end_move() return } if (game.who === B_NORSE) { log("The Norse moved by sea.") game.location[game.who] = to set_add(game.moved, game.who) if (is_contested_area(to)) { if (!get_attacker(to)) { game.turn_log.push([area_tag(from), area_tag(to) + ATTACK_MARK + " (Norse)"]) set_attacker(to, game.active) } else { game.turn_log.push([area_tag(from), area_tag(to) + RESERVE_MARK + " (Norse)"]) set_add(game.reserves, game.who) } } else { game.turn_log.push([area_tag(from), area_tag(to) + " (Norse)"]) } --game.moves game.who = NOBODY game.state = 'move_who' } else { set_add(game.moved, game.who) if (game.distance === 0) game.move_buf = [ area_tag(from) ] let mark = move_block(game.who, from, to) if (mark) game.move_buf.push(area_tag(to) + mark) else game.move_buf.push(area_tag(to)) game.last_from = from if (!can_block_continue(game.who, from, to)) end_move() } }, undo: pop_undo } function end_move() { if (game.distance > 0) { let to = game.location[game.who] 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 " + area_tag(game.origin) + ".") game.activated.push(game.origin) game.moves -- } game.turn_log.push(game.move_buf) } delete game.move_buf game.who = NOBODY game.distance = 0 game.origin = NOWHERE game.last_from = NOWHERE game.state = 'move_who' } // BATTLE PHASE function bring_on_reserves() { for (let b = 0; b < block_count; ++b) if (game.location[b] === game.where) set_delete(game.reserves, b) } function goto_battle_phase() { reset_border_limits() if (have_contested_areas()) { game.active = game.p1 game.state = 'battle_phase' } else { goto_border_raids() } } states.battle_phase = { prompt: function (view, current) { 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 = first_map_area; where < area_count; ++where) if (is_contested_area(where)) gen_action_area(view, where) }, area: function (where) { start_battle(where, 'battle') }, } function print_retreat_summary() { if (game.turn_log && game.turn_log.length > 0) print_turn_log_no_active("Retreated from " + area_tag(game.where) + ":") } function start_battle(where, reason) { game.battle_active = game.active game.battle_reason = reason game.flash = "" log("") if (reason !== 'battle') log(".h3 Defection battle in " + area_tag(where)) else log(".h3 Battle in " + area_tag(where)) game.where = where game.battle_round = 0 game.state = 'battle_round' next_battle_round() } function end_battle() { print_retreat_summary() bring_on_reserves() game.flash = "" game.battle_round = 0 reset_border_limits() game.moved = [] game.active = get_attacker(game.where) let victor = game.active if (is_contested_area(game.where)) victor = ENEMY[game.active] else if (is_enemy_area(game.where)) victor = ENEMY[game.active] log(victor + " won the battle in " + area_tag(game.where) + "!") goto_retreat() } function next_battle_round() { print_retreat_summary() switch (game.battle_round) { case 0: return goto_battle_round(1) case 1: return goto_battle_round(2) case 2: return goto_battle_round(3) case 3: return end_battle() } } function goto_battle_round(new_battle_round) { game.battle_round = new_battle_round game.turn_log = [] log(".h4 Battle Round " + game.battle_round) reset_border_limits() game.moved = [] if (game.battle_round === 1) { for (let b of CELTIC_BLOCKS) if (game.location[b] === game.where && !is_battle_reserve(b)) celtic_unity_roll(b) } if (game.battle_round === 2) { if (count_defenders() === 0) { log("Defending main force was eliminated.") log("Battlefield control changed.") set_attacker(game.where, ENEMY[get_attacker(game.where)]) } else if (count_attackers() === 0) { log("Attacking main force was eliminated.") } for (let b of CELTIC_BLOCKS) if (game.location[b] === game.where && is_battle_reserve(b)) celtic_unity_roll(b) bring_on_reserves() } if (game.battle_round === 3) { bring_on_reserves() } resume_battle() } function resume_battle() { if (game.victory) return goto_game_over() if (is_friendly_area(game.where) || is_enemy_area(game.where)) return end_battle() if (count_attackers() === 0 || count_defenders() === 0) return next_battle_round() game.state = 'battle_round' pump_battle_step() } function filter_battle_blocks(ci, is_candidate) { let output = null 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 = [] output.push(b) } } } return output } function battle_step(active, initiative, candidate) { game.battle_list = filter_battle_blocks(initiative, candidate) if (game.battle_list) { if (game.active !== active) { game.active = active if (game.hits > 0) { goto_battle_hits() return true } } return true } return false } function pump_battle_step() { let attacker = get_attacker(game.where) let defender = ENEMY[attacker] if (battle_step(defender, 'A', is_defender)) return if (battle_step(attacker, 'A', is_attacker)) return if (battle_step(defender, 'B', is_defender)) return if (battle_step(attacker, 'B', is_attacker)) return if (battle_step(defender, 'C', is_defender)) return if (battle_step(attacker, 'C', is_attacker)) return if (game.hits > 0) { game.active = ENEMY[game.active] return goto_battle_hits() } next_battle_round() } states.battle_round = { show_battle: true, prompt: function (view, current) { if (is_inactive_player(current)) 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_block(view, b) gen_action_battle(view, 'battle_fire', b) gen_action_battle(view, 'battle_pass', b) if (can_block_retreat(b)) gen_action_battle(view, 'battle_retreat', b) } if (game.hits > 0) gen_action(view, 'assign') }, assign: function () { game.active = ENEMY[game.active] if (game.hits === 1) game.flash = `Inflicted 1 hit.` else game.flash = `Inflicted ${game.hits} hits.` goto_battle_hits() }, block: function (who) { fire_with_block(who) }, battle_fire: function (who) { fire_with_block(who) }, battle_retreat: function (who) { retreat_with_block(who) }, battle_pass: function (who) { pass_with_block(who) } } function retreat_with_block(b) { game.who = b game.state = 'retreat_in_battle' } function pass_with_block(b) { game.flash = block_name(b) + " passed." log_battle(block_name(b) + " passed.") set_add(game.moved, b) resume_battle() } function count_enemy_hp_in_battle() { let is_candidate = (game.active === get_attacker(game.where)) ? is_defender : is_attacker let n = 0 for (let b = 0; b < block_count; ++b) if (is_candidate(b)) n += game.steps[b] return n } function must_apply_hits() { if (game.immediate) return game.hits > 0 return game.hits >= count_enemy_hp_in_battle() } function fire_with_block(b) { 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) let name = block_name(b) + " " + BLOCKS[b].combat if (fire > printed_fire) name += "+" + (fire - printed_fire) let rolls = [] let hits = 0 for (let i = 0; i < steps; ++i) { let die = roll_d6() if (die <= fire) { rolls.push(DIE_HIT[die]) ++hits } else { rolls.push(DIE_MISS[die]) } } game.hits += hits log_battle(name + " fired " + rolls.join("") + ".") if (game.immediate) { game.flash = name + " fired " + rolls.join(" ") if (hits === 0) game.flash += " and missed." else if (hits === 1) game.flash += " and scored 1 hit." else game.flash += " and scored " + hits + " hits." } else { game.flash = name + " fired " + rolls.join(" ") if (game.hits === 0) game.flash += "." else if (game.hits === 1) game.flash += " for a total of 1 hit." else if (game.hits > 1) game.flash += " for a total of " + game.hits + " hits." } if (must_apply_hits()) { game.active = ENEMY[game.active] goto_battle_hits() } else { resume_battle() } } function goto_battle_hits() { game.battle_list = list_victims(game.active) if (game.autohit) { let n = 0 while (game.hits >= game.battle_list.length && game.battle_list.length > 0) { while (game.battle_list.length > 0) { let who = game.battle_list.pop() log_battle(block_name(who) + " took a hit.") reduce_block(who, 'combat') game.hits-- ++n } if (game.hits > 0) game.battle_list = list_victims(game.active) } if (n > 0) game.flash += ` Assigned ${n}.` } if (game.battle_list.length === 0) { game.hits = 0 resume_battle() } else { game.state = 'battle_hits' } } function apply_hit(who) { game.flash = block_name(who) + " took a hit." log_battle(block_name(who) + " took a hit.") reduce_block(who, 'combat') game.hits-- if (game.victory) goto_game_over() else if (game.hits === 0) resume_battle() else { game.battle_list = list_victims(game.active) if (game.battle_list.length === 0) { game.hits = 0 resume_battle() } else { game.flash += " " + game.hits + (game.hits === 1 ? " hit left." : " hits left.") } } } function list_victims(p) { let is_candidate = (p === get_attacker(game.where)) ? is_attacker : is_defender let max = 0 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 = 0; b < block_count; ++b) if (is_candidate(b) && game.steps[b] === max) list.push(b) return list } states.battle_hits = { show_battle: true, prompt: function (view, current) { if (is_inactive_player(current)) 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_block(view, b) gen_action_battle(view, 'battle_hit', b) } }, block: function (who) { apply_hit(who) }, battle_hit: function (who) { apply_hit(who) }, } function goto_retreat() { game.active = get_attacker(game.where) if (is_contested_area(game.where)) { game.state = 'retreat' game.turn_log = [] clear_undo() } else { goto_regroup() } } states.retreat = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to retreat." view.prompt = "Retreat: Choose an army to move." gen_action_undo(view) let can_retreat = false for (let b = 0; b < block_count; ++b) { if (game.location[b] === game.where && can_block_retreat(b)) { gen_action_block(view, b) can_retreat = true } } if (!is_contested_area(game.where) || !can_retreat) gen_action(view, 'end_retreat') }, end_retreat: function () { clear_undo() for (let b = 0; b < block_count; ++b) if (game.location[b] === game.where && block_owner(b) === game.active) eliminate_block(b, 'retreat') if (game.victory) return goto_game_over() print_turn_log("retreated") goto_regroup() }, block: function (who) { push_undo() game.who = who game.state = 'retreat_to' }, undo: pop_undo } states.retreat_to = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to retreat." gen_action_undo(view) gen_action_block(view, game.who) let can_retreat = false if (game.who === B_NORSE) { view.prompt = "Retreat: Move the army to a friendly coastal area." 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 } } } 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_area(view, to) can_retreat = true } } } if (!can_retreat) gen_action(view, 'eliminate') }, area: function (to) { let from = game.where if (game.who === B_NORSE) { game.turn_log.push([area_tag(from), area_tag(to) + " (Norse)"]) game.location[game.who] = to } else { game.turn_log.push([area_tag(from), area_tag(to)]) move_block(game.who, game.where, to) } game.who = NOBODY game.state = 'retreat' }, eliminate: function () { eliminate_block(game.who, 'retreat') if (game.victory) return goto_game_over() game.who = NOBODY game.state = 'retreat' }, block: pop_undo, undo: pop_undo } states.retreat_in_battle = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to retreat." gen_action(view, 'undo') 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 = 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_area(view, to) } }, area: function (to) { game.turn_log.push([game.active, area_tag(to)]) if (game.who === B_NORSE) { game.flash = "Norse retreated to " + area_name(to) + "." log_battle("Norse retreated to " + area_tag(to) + ".") game.location[game.who] = to } else { game.flash = block_name(game.who) + " retreated." log_battle(game.flash) move_block(game.who, game.where, to) } game.who = NOBODY resume_battle() }, block: function () { game.who = NOBODY resume_battle() }, undo: function () { game.who = NOBODY resume_battle() } } function goto_regroup() { game.active = get_attacker(game.where) if (is_enemy_area(game.where)) game.active = ENEMY[game.active] game.state = 'regroup' game.turn_log = [] clear_undo() } states.regroup = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to regroup." view.prompt = "Regroup: Choose an army to move." gen_action_undo(view) gen_action(view, 'end_regroup') for (let b = 0; b < block_count; ++b) if (game.location[b] === game.where && can_block_regroup(b)) gen_action_block(view, b) }, block: function (who) { push_undo() game.who = who game.state = 'regroup_to' }, end_regroup: function () { print_turn_log("regrouped") set_attacker(game.where, "") // XXX ??? game.where = NOWHERE clear_undo() game.active = game.battle_active delete game.battle_active if (game.battle_reason === 'herald') { delete game.battle_reason game.last_used = [] end_player_turn() } else if (game.battle_reason === 'pillage') { delete game.battle_reason game.last_used = [] end_player_turn() } else if (game.battle_reason === 'coronation') { delete game.battle_reason game.last_used = [] resume_coronation() } else { delete game.battle_reason goto_battle_phase() } }, undo: pop_undo } states.regroup_to = { prompt: function (view, current) { if (is_inactive_player(current)) 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_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_area(view, to) } }, area: function (to) { let from = game.where if (game.who === B_NORSE) { game.turn_log.push([area_tag(from), area_tag(to) + " (Norse)"]) game.location[game.who] = to } else { game.turn_log.push([area_tag(from), area_tag(to)]) move_block(game.who, game.where, to) } game.who = NOBODY game.state = 'regroup' }, block: pop_undo, undo: pop_undo } // BORDER RAIDS function count_non_noble_english_blocks_on_map() { let count = 0 for (let b = 0; b < block_count; ++b) if (block_owner(b) === ENGLAND && block_type(b) !== 'nobles') if (is_on_map(b)) ++count return count } function goto_border_raids() { game.active = 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' } else { log("England had no non-noble blocks in play.") end_game_turn() } } else { end_game_turn() } } states.border_raids = { prompt: function (view, current) { 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 = 0; b < block_count; ++b) if (block_owner(b) === ENGLAND && block_type(b) !== 'nobles') if (is_on_map(b)) gen_action_block(view, b) }, block: function (who) { eliminate_block(who, 'border_raids') end_game_turn() }, } // WINTERING function goto_winter_turn() { game.moved = [] log("") log(".h1 Winter of " + game.year) log("") english_nobles_go_home() } function is_bruce(who) { return who === B_BRUCE_E || who === B_BRUCE_S } function is_comyn(who) { return who === B_COMYN_E || who === B_COMYN_S } function find_noble_home(who) { for (let where = first_map_area; where < area_count; ++where) if (AREAS[where].home === block_name(who)) return where return NOWHERE } function go_home_to(who, home, defected = false) { let name = block_name(who) let from = game.location[who] if (from !== home) { game.location[who] = home if (is_contested_area(home)) { who = swap_blocks(who) defected = true } if (defected) game.turn_log.push([name, area_tag(home) + " \u2727"]) else game.turn_log.push([name, area_tag(home)]) } } function go_home(who) { go_home_to(who, find_noble_home(who)) } function english_nobles_go_home() { game.turn_log = [] game.active = ENGLAND 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) } game.going_home = ENGLAND game.bruce_home = false game.comyn_home = false goto_e_bruce() } function scottish_nobles_go_home() { game.turn_log = [] game.active = SCOTLAND 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) } game.going_home = SCOTLAND goto_s_bruce() } function goto_e_bruce() { 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 = B_BRUCE_S if (game.location[B_BRUCE_S] && !game.bruce_home) send_bruce_home() else end_bruce() } function send_bruce_home() { game.bruce_home = true 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, AREA_ANNAN) game.who = NOBODY return end_bruce() } if (carrick && !annan) { go_home_to(game.who, AREA_CARRICK) game.who = NOBODY return end_bruce() } if (!annan && !carrick) { game.bruce_defected = true game.active = ENEMY[game.active] game.who = swap_blocks(game.who) } else { game.bruce_defected = false } game.state = 'bruce' } states.bruce = { prompt: function (view, current) { 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_area(view, AREA_ANNAN) gen_action_area(view, AREA_CARRICK) }, area: function (to) { go_home_to(game.who, to, game.bruce_defected) game.who = NOBODY end_bruce() }, } function end_bruce() { game.who = NOBODY game.active = game.going_home delete game.bruce_defected if (game.going_home === ENGLAND) goto_e_comyn() else goto_s_comyn() } function goto_e_comyn() { 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 = B_COMYN_S if (game.location[B_COMYN_S] && !game.comyn_home) send_comyn_home() else end_comyn() } function send_comyn_home() { game.comyn_home = true 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, AREA_BADENOCH) game.who = NOBODY return end_comyn() } if (lochaber && !badenoch) { go_home_to(game.who, AREA_LOCHABER) game.who = NOBODY return end_comyn() } if (!lochaber && !badenoch) { game.comyn_defected = true game.active = ENEMY[game.active] game.who = swap_blocks(game.who) } else { game.comyn_defected = false } game.state = 'comyn' } states.comyn = { prompt: function (view, current) { 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_area(view, AREA_BADENOCH) gen_action_area(view, AREA_LOCHABER) }, area: function (to) { go_home_to(game.who, to, game.comyn_defected) game.who = NOBODY end_comyn() }, } function end_comyn() { game.who = NOBODY game.active = game.going_home delete game.comyn_defected if (game.active === ENGLAND) { print_turn_log_no_count("English nobles went home:") scottish_nobles_go_home() } else { goto_moray() } } function goto_moray() { delete game.going_home delete game.bruce_home delete game.comyn_home 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 = B_MORAY } else { goto_scottish_king() } } states.moray = { prompt: function (view, current) { 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_area(view, game.location[B_MORAY]) gen_action_area(view, AREA_MORAY) }, disband: function () { game.turn_log.push([area_tag(AREA_MORAY), "Pool"]) disband(B_MORAY) game.who = NOBODY goto_scottish_king() }, area: function (to) { let from = game.location[B_MORAY] if (to !== from) game.turn_log.push([area_tag(AREA_MORAY), area_tag(to)]) game.location[B_MORAY] = to game.who = NOBODY goto_scottish_king() }, } function king_can_go_home(current) { 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 return false } function goto_scottish_king() { print_turn_log_no_count("Scottish nobles went home:") // We can end winter early if Moray and Wallace are dead or on the map, and Moray is not overstacked if (game.year === game.end_year) { let e = count_english_nobles() let s = count_scottish_nobles() // We have a clear winner. if (s > 7 || e > 7) return goto_game_over() // Moray is dead so there can be no tie. if (game.location[B_MORAY] === NOWHERE) return goto_game_over() // Wallace is dead so there can be no tie breaker. 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(B_KING) && king_can_go_home(game.location[B_KING])) { game.state = 'scottish_king' game.active = SCOTLAND game.who = B_KING } else { goto_edward_wintering() } } states.scottish_king = { prompt: function (view, current) { 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_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_area(view, where) } }, disband: function () { log("Scottish King disbanded.") disband(B_KING) game.who = NOBODY goto_edward_wintering() }, area: function (to) { if (game.location[B_KING] !== to) { log("Scottish King moved to " + area_tag(to) + ".") game.location[B_KING] = to } game.who = NOBODY goto_edward_wintering() }, } function is_in_scotland(who) { return is_on_map(who) && game.location[who] !== AREA_ENGLAND } function goto_edward_wintering() { if (game.edward === 1 && game.year !== 1306 && is_in_scotland(B_EDWARD) && !game.wintered_last_year) { game.active = ENGLAND game.who = B_EDWARD game.state = 'edward_wintering' return } if (game.edward === 1 && game.year === 1306) { log("Edward I died.") game.edward = 2 } if (is_on_map(B_EDWARD)) { log("Edward disbanded.") disband(B_EDWARD) } game.wintered_last_year = false goto_english_disbanding() } function disband_edward() { log("Edward disbanded.") disband(B_EDWARD) game.who = NOBODY game.wintered_last_year = false goto_english_disbanding() } function winter_edward() { log("Edward wintered in " + area_tag(game.location[B_EDWARD]) + ".") game.who = NOBODY game.wintered_last_year = true goto_english_disbanding() } states.edward_wintering = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for England to winter in Scotland or disband." view.prompt = "Edward Wintering: Winter in Scotland or disband." gen_action(view, 'winter') gen_action(view, 'disband') gen_action_area(view, game.location[B_EDWARD]) gen_action_area(view, AREA_ENGLAND) }, winter: function () { winter_edward() }, disband: function () { disband_edward() }, area: function (to) { if (to === AREA_ENGLAND) disband_edward() else winter_edward() }, } function goto_english_disbanding() { game.active = ENGLAND game.turn_log = [] let ask = false 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 === AREA_ENGLAND && block_owner(b) === ENGLAND) { game.turn_log.push([area_tag(AREA_ENGLAND)]) disband(b) } if (block_owner(b) === ENGLAND && is_on_map(b)) { // 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[B_EDWARD]) { ask = true } else { game.turn_log.push([area_tag(where)]) disband(b) } } // Infantry may remain in Scotland subject to Castle Limits or wintering with Edward. if (type === 'infantry') { ask = true } } } if (ask) { game.state = 'english_disbanding' clear_undo() } else { print_turn_log("disbanded") goto_wallace() } } states.english_disbanding = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for England to disband." gen_action_undo(view) // Mandatory disbanding let okay_to_end = true 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[B_EDWARD]) { okay_to_end = false gen_action_block(view, b) } } } } if (!okay_to_end) { view.prompt = "English Disbanding: Disband units in excess of castle limits." } else { // Voluntary disbanding view.prompt = "English Disbanding: You may disband units to the pool." gen_action(view, 'end_disbanding') 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_block(view, b) if (type === 'infantry') gen_action_block(view, b) } } } }, block: function (who) { push_undo() game.turn_log.push([area_tag(game.location[who])]) disband(who) }, end_disbanding: function () { print_turn_log("disbanded") clear_undo() goto_wallace() }, undo: pop_undo } function heal_wallace() { 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) log("Wallace gained 2 steps.") } function goto_wallace() { game.active = SCOTLAND if (game.location[B_WALLACE] === AREA_SELKIRK) { heal_wallace() goto_scottish_disbanding() } else if (is_on_map(B_WALLACE) && is_friendly_or_neutral_area(AREA_SELKIRK)) { game.state = 'wallace' game.who = B_WALLACE } else { goto_scottish_disbanding() } } states.wallace = { prompt: function (view, current) { 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_area(view, game.location[B_WALLACE]) gen_action_area(view, AREA_SELKIRK) }, area: function (to) { if (to === AREA_SELKIRK) { log("Wallace went home to " + area_tag(to) + ".") heal_wallace() } game.location[B_WALLACE] = to game.who = NOBODY goto_scottish_disbanding() }, } function goto_scottish_disbanding() { game.active = SCOTLAND game.turn_log = [] let ask = false 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') ask = true } } if (ask) { game.state = 'scottish_disbanding' clear_undo() } else { print_turn_log("disbanded") goto_scottish_builds() } } states.scottish_disbanding = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for Scotland to disband." gen_action_undo(view) // Mandatory disbanding let okay_to_end = true for (let b = 0; b < block_count; ++b) { if (block_owner(b) === SCOTLAND && is_on_map(b)) { let where = game.location[b] 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_block(view, b) } } } } if (!okay_to_end) { view.prompt = "Scottish Disbanding: Disband units in excess of castle limits." } else { // Voluntary disbanding view.prompt = "Scottish Disbanding: You may disband units to the pool." gen_action(view, 'end_disbanding') 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_block(view, b) } } } }, block: function (who) { push_undo() game.turn_log.push([area_tag(game.location[who])]) disband(who) }, end_disbanding: function () { print_turn_log("disbanded") clear_undo() goto_scottish_builds() }, undo: pop_undo } function goto_scottish_builds() { game.active = SCOTLAND if (!game.french_knights && count_scottish_nobles() >= 8) { log("French knights added to pool.") game.french_knights = true game.location[B_FRENCH_KNIGHTS] = S_BAG game.steps[B_FRENCH_KNIGHTS] = block_max_steps(B_FRENCH_KNIGHTS) } 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() } function can_build_scottish_block_in(where) { if (is_under_castle_limit(where)) { 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 } return false } states.scottish_builds = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for Scotland to build." gen_action_undo(view) let done = true for (let where = 1; where < area_count; ++where) { let rp = game.rp[where] if (rp > 0) { for (let b = 0; b < block_count; ++b) { if (game.location[b] === where && game.steps[b] < block_max_steps(b)) { gen_action_block(view, b) done = false } } if (can_build_scottish_block_in(where)) { gen_action_area(view, where) done = false } } } if (done) { view.prompt = "Scottish Builds: Deploy or reinforce armies \u2014 done." gen_action(view, 'end_builds') } else { view.prompt = "Scottish Builds: Deploy or reinforce armies." } }, area: function (where) { let who 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 !== NOBODY) { clear_undo() // no undo after drawing from the bag! game.turn_log.push([area_tag(where)]) game.location[who] = where game.steps[who] = 1 --game.rp[where] } }, block: function (who) { push_undo() let where = game.location[who] game.turn_log.push([area_tag(where)]) --game.rp[where] ++game.steps[who] }, end_builds: function () { print_turn_log("built") game.rp = null clear_undo() goto_english_builds() }, undo: pop_undo } function goto_english_builds() { game.active = ENGLAND 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' game.turn_log = [] } states.english_builds = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for England to build." gen_action_undo(view) let done = true for (let where = 1; where < area_count; ++where) { let rp = game.rp[where] if (rp > 0) { 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_block(view, b) done = false } } } } } if (done) { view.prompt = "English Builds: Reinforce armies \u2014 done." gen_action(view, 'end_builds') } else { view.prompt = "English Builds: Reinforce armies." } }, block: function (who) { push_undo() let where = game.location[who] game.turn_log.push([area_tag(where)]) --game.rp[where] ++game.steps[who] }, end_builds: function () { clear_undo() print_turn_log("built") game.rp = null goto_english_feudal_levy() }, undo: pop_undo } function goto_english_feudal_levy() { 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) } end_winter_turn() } function end_winter_turn() { if (count_english_nobles() === 0) { game.victory = "Scotland won by controlling all the nobles!" game.result = SCOTLAND } if (count_scottish_nobles() === 0) { game.victory = "England won by controlling all the nobles!" game.result = ENGLAND } if (game.victory) return goto_game_over() if (++game.year > game.end_year) goto_game_over() else start_year() } function goto_game_over() { if (!game.victory) { let e = count_english_nobles() let s = count_scottish_nobles() if (e > s) { game.victory = "England won by controlling the most nobles!" game.result = ENGLAND } else if (s > e) { game.victory = "Scotland won by controlling the most nobles!" game.result = SCOTLAND } else { 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 { game.victory = "Tied for control of nobles. England won because Wallace was dead or in the draw pool!" game.result = ENGLAND } } } log("") log(game.victory) game.active = "None" game.state = 'game_over' } states.game_over = { prompt: function (view) { view.prompt = game.victory } } function make_battle_view() { let battle = { EF: [], ER: [], SF: [], SR: [], flash: game.flash } battle.title = get_attacker(game.where) + " attacks " + area_name(game.where) battle.title += " \u2014 round " + game.battle_round + " of 3" function fill_cell(cell, owner, fn) { for (let b = 0; b < block_count; ++b) if (game.location[b] === game.where & block_owner(b) === owner && fn(b)) cell.push(b) } fill_cell(battle.ER, ENGLAND, b => is_battle_reserve(b)) fill_cell(battle.EF, ENGLAND, b => !is_battle_reserve(b)) fill_cell(battle.SR, SCOTLAND, b => is_battle_reserve(b)) fill_cell(battle.SF, SCOTLAND, b => !is_battle_reserve(b)) return battle } exports.setup = function (seed, scenario, options) { game = { seed: seed, log: [], undo: [], moves: 0, hits: 0, location: [], steps: [], moved: [], reserves: [], attacker: [], border_limit: [], last_used: [], main_border: [], main_origin: [], show_cards: 0, who: NOBODY, where: NOWHERE, } if (options.rng) game.rng = options.rng log(".h1 " + scenario) if (scenario === "The Bruce") setup_the_bruce() else if (scenario === "Braveheart") setup_braveheart() else if (scenario === "Campaign") setup_campaign() else throw new Error("Unknown scenario:", scenario) if (options.autohit) game.autohit = 1 if (options.immediate) game.immediate = 1 if (options.schiltroms) { log("") log("Schiltroms:") logi("Scottish infantry fire at +1 in battles where the English have no archers.") log("") game.schiltroms = 1 } start_year() return game } exports.action = function (state, current, action, arg) { game = state let S = states[game.state] if (action in S) { S[action](arg, current) } else { throw new Error("Invalid action " + action + " in state " + game.state) } return game } function observer_hand() { let hand = [] hand.length = Math.max(game.e_hand.length, game.s_hand.length) hand.fill(0) return hand } exports.is_checkpoint = (a, b) => a.turn !== b.turn exports.view = function(state, current) { game = state let view = { log: game.log, year: game.year, turn: 6 - (game.e_hand.length + (game.e_card ? 1 : 0)), edward: game.edward, e_vp: count_english_nobles(), s_vp: count_scottish_nobles(), 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 : NOBODY, where: game.where, location: game.location, steps: game.steps, moved: game.moved, last_used: game.last_used, border_limit: game.border_limit, active: game.active, } if (game.main_border && game.main_border.length > 0) { view.main_border = [] for (let i = 0; i < game.main_border.length; i += 2) set_add(view.main_border, border_id(game.main_border[i+0], game.main_border[i+1])) } states[game.state].prompt(view, current) if (states[game.state].show_battle) view.battle = make_battle_view() 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 array_insert_pair(array, index, key, value) { for (let i = array.length; i > index; i -= 2) { array[i] = array[i-2] array[i+1] = array[i-1] } array[index] = key array[index+1] = value } 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) } function map_get(map, key, missing) { let a = 0 let b = (map.length >> 1) - 1 while (a <= b) { let m = (a + b) >> 1 let x = map[m<<1] if (key < x) b = m - 1 else if (key > x) a = m + 1 else return map[(m<<1)+1] } return missing } function map_set(map, key, value) { let a = 0 let b = (map.length >> 1) - 1 while (a <= b) { let m = (a + b) >> 1 let x = map[m<<1] if (key < x) b = m - 1 else if (key > x) a = m + 1 else { map[(m<<1)+1] = value return } } array_insert_pair(map, a<<1, key, value) } // 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 }