"use strict"; exports.scenarios = [ "Historical", "Tournament", "Free Deployment", // TODO: Avalon Digital scenarios? ]; const { CARDS, SPACES, EDGES, BLOCKS } = require('./data'); const APOLLO = 1; const OBSERVER = "Observer"; const BOTH = "Both"; const CAESAR = "Caesar"; const POMPEIUS = "Pompeius"; const CLEOPATRA = "Cleopatra"; const OCTAVIAN = "Octavian"; const BRUTUS = "Brutus"; const ANTONIUS = "Antonius"; const SCIPIO = "Scipio"; const ALEXANDRIA = "Alexandria"; const ROMA = "Roma"; const DEAD = "Dead"; const LEVY = "Levy"; // 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 game = null; function random(n) { return Math.floor(((game.seed = game.seed * 48271 % 0x7fffffff) / 0x7fffffff) * n); } function log(...args) { let s = Array.from(args).join(""); game.log.push(s); } function log_battle(...args) { let s = Array.from(args).join(""); game.log.push(game.active[0] + ": " + s); } function logp(...args) { let s = Array.from(args).join(""); game.log.push(game.active + " " + s); } function log_move_start(from, to, mark = false) { if (mark) game.turn_buf = [ from, to + mark ]; else game.turn_buf = [ from, to ]; } function log_move_continue(to, mark = false) { if (mark) game.turn_buf.push(to + mark); else game.turn_buf.push(to); } function log_move_end() { if (game.turn_buf) { game.turn_log.push(game.turn_buf); delete game.turn_buf; } } function log_levy(where) { game.turn_log.push([where]); } function print_turn_log_no_active(text) { function print_move(last) { return "\n" + n + " " + last.join(" \u2192 "); } game.turn_log.sort(); 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); n = 0; } ++n; last = entry; } if (n > 0) text += print_move(last); else text += "\nnothing."; log(text); 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 clear_undo() { if (game.undo) game.undo.length = 0; else game.undo = []; } function push_undo() { game.undo.push(JSON.stringify(game, (k,v) => { if (k === 'undo') return undefined; if (k === 'log') return v.length; return v; })); } function pop_undo() { let undo = game.undo; let save_log = game.log; Object.assign(game, JSON.parse(undo.pop())); game.undo = undo; save_log.length = game.log; game.log = save_log; } 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_pass(view, text) { if (!view.actions) view.actions = {} view.actions['pass'] = text; } 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 edge_id(A, B) { if (A > B) return B + "/" + A; return A + "/" + B; } function roll_d6() { return random(6) + 1; } function reset_deck() { let deck = []; for (let c = 1; c <= 27; ++c) deck.push(c); return deck; } function deal_cards(deck, n) { let hand = []; for (let i = 0; i < n; ++i) { let c = random(deck.length); hand.push(deck[c]); deck.splice(c, 1); } return hand; } function reset_road_limits() { game.sea_moved = {}; game.sea_retreated = false; game.limits = {}; } function road_limit(e) { return game.limits[e]|0; } function move_to(who, from, to) { let e = edge_id(from, to); game.location[who] = to; game.last_from = from; game.limits[e] = road_limit(e) + 1; if (is_contested_space(to)) game.last_used[e] = game.active; } function block_owner(who) { if (who in game.owner) return game.owner[who]; return BLOCKS[who].owner; } function block_name(who) { return BLOCKS[who].name; } function block_type(who) { return BLOCKS[who].type; } function block_initiative(who) { if (block_type(who) === 'ballista') return is_defender(who) ? 'B' : 'D'; return BLOCKS[who].initiative; } function block_fire_power(who) { return BLOCKS[who].firepower; } function block_strength(who) { if (block_type(who) === 'elephant') return game.steps[who] * 2; return game.steps[who]; } function is_dead(b) { return game.location[b] === DEAD; } function eliminate_block(who) { if (who === CLEOPATRA) { let new_owner = enemy(game.owner[who]); game.flash = "Cleopatra is captured."; log("Cleopatra joins " + new_owner + "!"); game.owner[who] = new_owner; } else { game.flash = block_name(who) + " is eliminated."; log(block_name(who), " is eliminated."); game.location[who] = DEAD; game.steps[who] = BLOCKS[who].steps; } } function disband_block(who) { game.owner[who] = BLOCKS[who].owner; game.location[who] = LEVY; game.steps[who] = BLOCKS[who].steps; } function reduce_block(who) { if (game.steps[who] === 1) { eliminate_block(who); } else { game.steps[who]--; } } /* Game state queries */ function enemy(p) { return p === CAESAR ? POMPEIUS : CAESAR; } function enemy_player() { return enemy(game.active); } function count_friendly(where) { let count = 0; let p = game.active; for (let b in BLOCKS) { if (game.location[b] === where && block_owner(b) === p) ++count; } return count; } function count_enemy(where) { let count = 0; let p = enemy_player(); for (let b in BLOCKS) { if (game.location[b] === where && block_owner(b) === p) ++count; } return count; } function count_pinning(where) { let count = 0; if (game.active === game.p2) { let p = enemy_player(); for (let b in BLOCKS) { if (game.location[b] === where && block_owner(b) === p) if (!game.reserves.includes(b)) ++count; } } return count; } function count_pinned(where) { let count = 0; for (let b in BLOCKS) { if (game.location[b] === where && block_owner(b) === game.active) if (!game.reserves.includes(b)) ++count; } return count; } function is_pinned(who) { if (game.active === game.p2) { let where = game.location[who]; if (count_pinned(where) <= count_pinning(where)) return true; } return false; } function is_city(where) { let t = SPACES[where].type; return t === 'city' || t === 'major-port' || t === 'port'; } function is_port(where) { let t = SPACES[where].type; return t === 'major-port' || t === 'port'; } function is_sea(where) { return SPACES[where].type === 'sea'; } function is_map_space(where) { return is_city(where) || is_sea(where); } function is_navis(b) { return BLOCKS[b].type === 'navis'; } function is_friendly_space(where) { return count_friendly(where) > 0 && count_enemy(where) === 0; } function is_enemy_space(where) { return count_friendly(where) === 0 && count_enemy(where) > 0; } function is_vacant_space(where) { return count_friendly(where) === 0 && count_enemy(where) === 0; } function is_contested_space(where) { return count_friendly(where) > 0 && count_enemy(where) > 0; } function is_friendly_city(where) { return is_city(where) && is_friendly_space(where); } function is_enemy_city(where) { return is_city(where) && is_enemy_space(where); } function is_contested_city(where) { return is_city(where) && is_contested_space(where); } function is_friendly_sea(where) { return is_sea(where) && is_friendly_space(where); } function is_vacant_sea(where) { return is_sea(where) && is_vacant_space(where); } function is_contested_sea(where) { return is_sea(where) && is_contested_space(where); } function have_contested_spaces() { for (let where in SPACES) if (is_map_space(where) && is_contested_space(where)) return true; return false; } function supply_limit(where) { if (SPACES[where].type === 'sea') return 0; return 3 + SPACES[where].value; } function is_over_supply_limit(where) { let count = 0; for (let b in BLOCKS) { if (game.location[b] === where) ++count; } return count > supply_limit(where); } function count_vp() { let old_active = game.active; game.active = CAESAR; game.c_vp = 0; game.p_vp = 0; game.active = CAESAR; for (let s in SPACES) { if (is_friendly_city(s)) game.c_vp += SPACES[s].value; if (is_enemy_city(s)) game.p_vp += SPACES[s].value; } if (is_dead(POMPEIUS)) game.c_vp += 1; if (is_dead(SCIPIO)) game.c_vp += 1; if (is_dead(BRUTUS)) game.c_vp += 1; if (is_dead(CAESAR)) game.p_vp += 1; if (is_dead(ANTONIUS)) game.p_vp += 1; if (is_dead(OCTAVIAN)) game.p_vp += 1; game.active = old_active; } /* Game ability queries */ function can_amphibious_move_to(b, from, to) { let e = edge_id(from, to); if (EDGES[e] === 'sea') { if (is_city(to)) { if (is_friendly_space(to) || is_vacant_space(to)) { return true; } } else { if (is_friendly_space(to)) { return true; } } } } function can_amphibious_move(b) { if (block_owner(b) === game.active && !game.moved[b]) { if (BLOCKS[b].type === 'navis') return false; if (is_pinned(b)) return false; let from = game.location[b]; for (let to of SPACES[from].exits) if (can_amphibious_move_to(b, from, to)) return true; } return false; } function can_regroup_to(b, from, to) { if (is_vacant_space(to) || is_friendly_space(to)) { let e = edge_id(from, to); let b_type = BLOCKS[b].type; let e_type = EDGES[e]; if (b_type === 'navis') return e_type === 'sea'; if (e_type === 'major') return road_limit(e) < 4; if (e_type === 'minor') return road_limit(e) < 2; if (e_type === 'strait') return road_limit(e) < 2; } return false; } function can_block_use_road(b, from, to) { let e = edge_id(from, to); let b_type = BLOCKS[b].type; let e_type = EDGES[e]; if (b_type === 'navis') { if (game.mars === game.active) return false; if (game.mercury === game.active) return false; if (game.pluto === game.active) return false; return e_type === 'sea'; } else { if (game.neptune === game.active) return false; } if (game.pluto === game.active) { if (is_enemy_space(to) || is_contested_space(to)) { if (e_type === 'major') return road_limit(e) < 6; if (e_type === 'minor') return road_limit(e) < 3; if (e_type === 'strait') return road_limit(e) < 2; } } if (e_type === 'major') return road_limit(e) < 4; if (e_type === 'minor') return road_limit(e) < 2; if (e_type === 'strait') { if (is_enemy_space(to) || is_contested_space(to)) return road_limit(e) < 1; else return road_limit(e) < 2; } return false; } function can_block_use_road_to_retreat(b, from, to) { let e = edge_id(from, to); let b_type = BLOCKS[b].type; let e_type = EDGES[e]; if (b_type === 'navis') return e_type === 'sea'; if (e_type === 'major') return road_limit(e) < 4; if (e_type === 'minor') return road_limit(e) < 2; if (e_type === 'strait') return road_limit(e) < 1; return false; } function can_block_move_to(b, to) { let from = game.location[b]; if (can_block_use_road(b, from, to)) { if (count_pinning(from) > 0) { let e = edge_id(from, to); if (game.last_used[e] === enemy_player()) return false; } return true; } return false; } function can_block_continue_to(b, to) { let from = game.location[b]; if (is_friendly_space(to) || is_vacant_space(to)) if (can_block_use_road(b, from, to)) return true; return false; } function can_block_move(b) { if (block_owner(b) === game.active && !game.moved[b]) { let from = game.location[b]; if (is_pinned(b)) return false; if (game.sea_moved[from] && count_friendly(from) <= 1) return false; for (let to of SPACES[from].exits) { if (can_block_move_to(b, to)) { return true; } } } return false; } function can_block_continue(b, last_from) { let here = game.location[b]; if (is_enemy_space(here) || is_contested_space(here)) return false; for (let to of SPACES[here].exits) { if (to !== last_from && can_block_continue_to(b, to)) return true; } return false; } function can_sea_retreat(who, from, to) { if (game.sea_retreated) return false; if (BLOCKS[who].type === 'navis') return false; if (is_friendly_sea(to)) { for (let next of SPACES[to].exits) if (is_friendly_city(next)) return true; } return false; } function can_attacker_retreat_to(who, from, to) { let e = edge_id(from, to); if (can_sea_retreat(who, from, to)) return true; if (is_vacant_space(to)) if (can_block_use_road_to_retreat(who, from, to)) if (game.last_used[e] === game.active) return true; if (is_friendly_space(to)) if (can_block_use_road_to_retreat(who, from, to)) return true; return false; } function can_defender_retreat_to(who, from, to) { let e = edge_id(from, to); if (BLOCKS[who].type === 'navis') { // Navis can only retreat to vacant seas, not ports! if (is_vacant_sea(to)) { if (can_block_use_road_to_retreat(who, from, to)) if (game.last_used[e] !== enemy_player()) return true; } // Navis can retreat to any friendly sea or port, even ones used by the attacker! if (is_friendly_space(to)) { if (can_block_use_road_to_retreat(who, from, to)) return true; } } else { if (can_sea_retreat(who, from, to)) return true; if (is_vacant_space(to) || is_friendly_space(to)) { if (can_block_use_road_to_retreat(who, from, to)) if (game.last_used[e] !== enemy_player()) return true; } } return false; } function can_attacker_retreat(who) { let from = game.location[who]; for (let to of SPACES[from].exits) if (can_attacker_retreat_to(who, from, to)) return true; } function can_defender_retreat(who) { let from = game.location[who]; for (let to of SPACES[from].exits) if (can_defender_retreat_to(who, from, to)) return true; } function can_regroup(who) { let from = game.location[who]; for (let to of SPACES[from].exits) if (can_regroup_to(who, from, to)) return true; return false; } function can_navis_move_to_port(who) { let from = game.location[who]; for (let to of SPACES[from].exits) { if (is_friendly_city(to)) return true; } return false; } function can_levy_to(b, to) { if (is_friendly_city(to)) { if (BLOCKS[b].levy) return BLOCKS[b].levy === to; if (BLOCKS[b].type === 'navis') return SPACES[to].type === 'major-port'; if (b === OCTAVIAN) return is_dead(CAESAR) || is_dead(ANTONIUS); if (b === BRUTUS) return is_dead(POMPEIUS) || is_dead(SCIPIO); return true; } return false; } function can_levy(b) { let location = game.location[b]; if (block_owner(b) !== game.active) return false; if (location === LEVY) { for (let to in SPACES) if (can_levy_to(b, to)) return true; return false; } if (game.steps[b] === BLOCKS[b].steps) return false; return is_friendly_city(game.location[b]); } // === --- === --- === --- === --- === --- === // let states = {}; function start_free_deployment() { game.active = CAESAR; game.setup_limit = {}; for (let space in SPACES) { if (is_map_space(space)) { let n = count_friendly(space) + count_enemy(space); if (n > 0) game.setup_limit[space] = n; } } validate_free_deployment(); game.state = 'free_deployment'; clear_undo(); } function validate_free_deployment() { game.setup_error = []; for (let space in SPACES) { if (is_friendly_city(space)) { let n = count_friendly(space); let d = n - game.setup_limit[space]; if (d > 0) game.setup_error.push(space + " +" + d); else if (d < 0) game.setup_error.push(space + " " + d); } } } function format_deployment_error(view) { view.prompt = "Free Deployment: " + game.setup_error.join(", "); } states.free_deployment = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to redeploy blocks..."; gen_action_undo(view); if (game.setup_error.length === 0) { view.prompt = "Free Deployment: You may rearrange blocks on the map."; gen_action_pass(view, "End deployment"); } else { format_deployment_error(view); } for (let b in BLOCKS) if (block_owner(b) === game.active && is_map_space(game.location[b])) gen_action(view, 'block', b); }, block: function (who) { push_undo(); game.who = who; game.state = 'free_deployment_to'; }, pass: function () { if (game.active === CAESAR) { clear_undo(); game.moved = {}; game.active = POMPEIUS; } else { game.moved = {}; delete game.setup_limit; delete game.setup_error; start_year(); } }, undo: pop_undo } states.free_deployment_to = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to redeploy blocks..."; if (game.setup_error.length === 0) { view.prompt = "Free Deployment: You may rearrange blocks on the map."; } else { format_deployment_error(view); } gen_action_undo(view); gen_action(view, 'block', game.who); for (let space in SPACES) { if (space in game.setup_limit && space !== game.location[game.who]) { if (!is_enemy_city(space)) { if (block_type(game.who) === 'navis') { if (is_port(space)) gen_action(view, 'space', space); } else { gen_action(view, 'space', space); } } } } }, space: function (where) { game.location[game.who] = where; game.moved[game.who] = 1; validate_free_deployment(); game.who = null; game.state = 'free_deployment'; }, block: pop_undo, undo: pop_undo } function start_year() { log(""); log("Start Year ", game.year, "."); game.turn = 1; let deck = reset_deck(); game.c_hand = deal_cards(deck, 6); game.p_hand = deal_cards(deck, 6); game.prior_c_card = 0; game.prior_p_card = 0; game.c_card = 0; game.p_card = 0; game.c_discard = 0; game.p_discard = 0; game.active = BOTH; game.state = 'discard_and_play_card'; game.show_cards = false; } function resume_discard_and_play_card() { if (game.c_card && game.p_card) start_first_turn(); else if (game.c_card) game.active = POMPEIUS; else if (game.p_card) game.active = CAESAR; else game.active = BOTH; } states.discard_and_play_card = { prompt: function (view, current) { if (current === "Observer") return view.prompt = "Waiting for players to discard one card and play one card."; if (current === CAESAR) { if (!game.c_discard) { view.prompt = "Discard a card."; for (let c of game.c_hand) gen_action(view, 'card', c); } else if (!game.c_card) { view.prompt = "Play a card."; for (let c of game.c_hand) if (c !== APOLLO) gen_action(view, 'card', c); gen_action(view, 'undo'); } else { view.prompt = "Waiting for Pompeius..."; gen_action(view, 'undo'); } } else if (current === POMPEIUS) { if (!game.p_discard) { view.prompt = "Discard a card."; for (let c of game.p_hand) gen_action(view, 'card', c); } else if (!game.p_card) { view.prompt = "Play a card."; for (let c of game.p_hand) if (c !== APOLLO) gen_action(view, 'card', c); gen_action(view, 'undo'); } else { view.prompt = "Waiting for Caesar..."; gen_action(view, 'undo'); } } }, card: function (c, current) { if (current === CAESAR) { if (!game.c_discard) game.c_discard = c; else game.c_card = c; remove_from_array(game.c_hand, c); } if (current === POMPEIUS) { if (!game.p_discard) game.p_discard = c; else game.p_card = c; remove_from_array(game.p_hand, c); } resume_discard_and_play_card(); }, undo: function (_, current) { if (current === CAESAR) { if (game.c_discard) { game.c_hand.push(game.c_discard); game.c_discard = 0; } if (game.c_card) { game.c_hand.push(game.c_card); game.c_card = 0; } } if (current === POMPEIUS) { if (game.p_discard) { game.p_hand.push(game.p_discard); game.p_discard = 0; } if (game.p_card) { game.p_hand.push(game.p_card); game.p_card = 0; } } resume_discard_and_play_card(); } } function start_first_turn() { game.last_used = {}; game.attacker = {}; game.main_road = {}; game.moved = {}; game.reserves = []; log(""); log("Start Turn ", game.turn, " of Year ", game.year, "."); reveal_cards(); } function start_turn() { game.last_used = {}; game.attacker = {}; game.main_road = {}; game.moved = {}; game.reserves = []; game.c_card = 0; game.p_card = 0; game.active = BOTH; game.state = 'play_card'; game.show_cards = false; game.surprise = 0; log(""); log("Start Turn ", game.turn, " of Year ", game.year, "."); } function resume_play_card() { if (game.c_card && game.p_card) reveal_cards(); else if (game.c_card) game.active = POMPEIUS; else if (game.p_card) game.active = CAESAR; 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 === CAESAR) { view.prior_p_card = game.prior_p_card; if (game.c_card) { view.prompt = "Waiting for Pompeius to play a card."; gen_action(view, 'undo'); } else { view.prompt = "Play a card."; for (let c of game.c_hand) gen_action(view, 'card', c); } } if (current === POMPEIUS) { view.prior_c_card = game.prior_c_card; if (game.p_card) { view.prompt = "Waiting for Caesar to play a card."; gen_action(view, 'undo'); } else { view.prompt = "Play a card."; for (let c of game.p_hand) gen_action(view, 'card', c); } } }, card: function (card, current) { if (current === CAESAR) { remove_from_array(game.c_hand, card); game.c_card = card; } if (current === POMPEIUS) { remove_from_array(game.p_hand, card); game.p_card = card; } resume_play_card(); }, undo: function (_, current) { if (current === CAESAR) { if (game.c_card) { game.c_hand.push(game.c_card); game.c_card = 0; } } if (current === POMPEIUS) { if (game.p_card) { game.p_hand.push(game.p_card); game.p_card = 0; } } resume_play_card(); } } function reveal_cards() { delete game.mars; delete game.mercury; delete game.neptune; delete game.pluto; log("Caesar plays ", CARDS[game.c_card].name, "."); log("Pompeius plays ", CARDS[game.p_card].name, "."); if (CARDS[game.c_card].event && CARDS[game.p_card].event) { log("Events cancel each other."); game.prior_c_card = game.c_card; game.prior_p_card = game.p_card; end_turn(); return; } if (game.c_card === APOLLO) { game.c_card = game.prior_p_card; log("Apollo copies " + CARDS[game.c_card].name + "."); } if (game.p_card === APOLLO) { game.p_card = game.prior_c_card; log("Apollo copies " + CARDS[game.p_card].name + "."); } game.prior_c_card = game.c_card; game.prior_p_card = game.p_card; if (CARDS[game.c_card].event) { game.p1 = CAESAR; game.p2 = POMPEIUS; } else if (CARDS[game.p_card].event) { game.p1 = POMPEIUS; game.p2 = CAESAR; } else if (CARDS[game.p_card].move > CARDS[game.c_card].move) { game.p1 = POMPEIUS; game.p2 = CAESAR; } else { game.p1 = CAESAR; game.p2 = POMPEIUS; } // Tournament rule: Caesar always goes first on the first turn of the game. if (game.year === 705 && game.turn === 1 && game.tournament) { if (game.p1 !== CAESAR) { log("Tournament rule:\nCaesar is the first player on the very first turn of the game."); game.p1 = CAESAR; game.p2 = POMPEIUS; } } game.show_cards = true; game.active = game.p1; start_player_turn(); } function start_player_turn() { log(""); log("Start ", game.active, " turn."); reset_road_limits(); game.activated = []; let card = (game.active === CAESAR ? CARDS[game.c_card] : CARDS[game.p_card]); if (card.event) { switch (card.event) { // Apollo has already been handled in reveal_cards! case 'Jupiter': game.state = 'jupiter'; break; case 'Vulcan': game.state = 'vulcan'; break; case 'Mercury': game.mercury = game.active; game.moves = 1; game.levies = 0; game.amphibious_available = false; game.state = 'move_who'; game.turn_log = []; break; case 'Pluto': game.pluto = game.active; game.moves = 1; game.levies = 0; game.amphibious_available = false; game.state = 'move_who'; game.turn_log = []; break; case 'Mars': game.mars = game.active; game.moves = 1; game.levies = 0; game.amphibious_available = false; game.state = 'move_who'; game.turn_log = []; break; case 'Neptune': game.neptune = game.active; game.moves = 1; game.levies = 0; game.amphibious_available = false; game.state = 'move_who'; game.turn_log = []; break; } } else { game.moves = card.move; game.levies = card.levy; game.amphibious_available = true; game.state = 'move_who'; game.turn_log = []; } clear_undo(); } function jupiter_block(b) { let type = BLOCKS[b].type; if (type === 'navis' || type === 'leader') { log("Jupiter reduces ", block_name(b), "."); reduce_block(b); end_player_turn(); } else { game.owner[b] = game.active; game.who = b; game.state = 'jupiter_to'; } } states.jupiter = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + "..."; view.prompt = "Jupiter: Choose one enemy army adjacent to a friendly city."; for (let s in SPACES) { if (is_friendly_city(s)) { for (let to of SPACES[s].exits) if (is_enemy_city(to) || is_contested_city(to)) gen_action(view, 'secret', to); } } gen_action_pass(view, "Pass"); }, space: function (where) { /* pick a random block */ let list = []; for (let x in BLOCKS) if (game.location[x] === where) list.push(x); let i = random(list.length); jupiter_block(list[i]); }, secret: function (args) { let [where, owner] = args; /* pick a random block of the same color as the selected block */ if (owner === CLEOPATRA) { jupiter_block(CLEOPATRA); } else { let list = []; for (let b in BLOCKS) if (game.location[b] === where && BLOCKS[b].owner === owner) list.push(b); let i = random(list.length); jupiter_block(list[i]); } }, pass: function () { end_player_turn(); }, } states.jupiter_to = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + "..."; view.prompt = "Jupiter: Move " + block_name(game.who) + " to your city."; let from = game.location[game.who]; for (let to of SPACES[from].exits) if (is_friendly_city(to)) gen_action(view, 'space', to); }, space: function (to) { log(block_name(game.who) + " joins " + game.active + ":\n" + game.location[game.who] + " \u2192 " + to + "."); game.location[game.who] = to; game.who = null; end_player_turn(); }, } states.vulcan = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + "..."; view.prompt = "Vulcan: Choose an enemy city to suffer a volcanic eruption."; for (let s in SPACES) if (is_enemy_city(s)) gen_action(view, 'space', s); }, space: function (city) { log("Vulcan strikes " + city + "!"); for (let b in BLOCKS) { if (game.location[b] === city) { reduce_block(b); } } // uh-oh! cleopatra switched sides! if (is_contested_city(city)) { game.attacker[city] = game.active; } end_player_turn(); }, } function goto_mars_and_neptune() { game.surprise_list = []; for (let where in SPACES) if (is_map_space(where) && is_contested_space(where)) game.surprise_list.push(where); if (game.surprise_list.length === 0) { delete game.surprise_list; return end_player_turn(); } if (game.surprise_list.length === 1) { game.surprise = game.surprise_list[0]; log("Surprise attack in " + game.surprise + "."); delete game.surprise_list; return end_player_turn(); } game.state = 'mars_and_neptune'; } states.mars_and_neptune = { prompt: function (view, current) { let god = game.mars === game.active ? "Mars: " : "Neptune: "; if (is_inactive_player(current)) return view.prompt = god + ": Waiting for " + game.active + "."; view.prompt = god + "Select battle for surprise attack."; for (let space of game.surprise_list) gen_action(view, 'space', space); }, space: function (where) { game.surprise = where; log("Surprise attack in " + game.surprise + "."); delete game.surprise_list; end_player_turn(); }, } function is_amphibious_move(who, from, to) { if (BLOCKS[who].type === 'navis') return false; let e = edge_id(from, to); if (EDGES[e] === 'sea') return true; return false; } function move_or_attack(to) { let from = game.location[game.who]; move_to(game.who, from, to); if (is_enemy_space(to) || is_contested_space(to)) { if (!game.attacker[to]) { game.attacker[to] = game.active; game.main_road[to] = from; return ATTACK_MARK; } else { if (game.attacker[to] !== game.active || game.main_road[to] !== from) { game.reserves.push(game.who); return RESERVE_MARK; } return ATTACK_MARK; } } return false; // not a combat move } states.move_who = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to move..."; if (game.pluto === game.active) view.prompt = "Pluto: Move one group. Road limits increase for attacks. No Navis movement."; else if (game.mars === game.active) view.prompt = "Mars: Move one group. No Navis movement."; else if (game.neptune === game.active) view.prompt = "Neptune: Move only the Navis in one group."; else if (game.mercury === game.active) view.prompt = "Mercury: Move one group three cities, or two cities and attack. No Navis movement."; else if (game.amphibious_available) view.prompt = "Choose an army to group or amphibious move. "+game.moves+"MP left."; else view.prompt = "Choose an army to group move. "+game.moves+"MP left."; if (game.moves === 0) { for (let b in BLOCKS) { let from = game.location[b]; if (game.activated.includes(from)) if (can_block_move(b)) gen_action(view, 'block', b); } } else { let have_amphibious = false; for (let b in BLOCKS) { let can_move = false; if (game.amphibious_available && can_amphibious_move(b)) { can_move = true; have_amphibious = true; } if (can_block_move(b)) can_move = true; if (can_move) gen_action(view, 'block', b); } if (!have_amphibious) game.amphibious_available = false; } gen_action_pass(view, "End movement phase"); gen_action_undo(view); }, block: function (who) { push_undo(); game.who = who; if (game.mercury === game.active) game.state = 'mercury_move_1'; else game.state = 'move_where'; }, pass: function () { push_undo(); end_movement(); }, undo: pop_undo, } 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) + "."; let from = game.location[game.who]; for (let to of SPACES[from].exits) { let can_move_to = false; if (game.amphibious_available && can_amphibious_move_to(game.who, from, to)) can_move_to = true; if (can_block_move_to(game.who, to)) can_move_to = true; if (can_move_to) gen_action(view, 'space', to); } gen_action(view, 'block', game.who); // for canceling move gen_action_undo(view); }, space: function (to) { let from = game.location[game.who]; if (is_amphibious_move(game.who, from, to)) { game.moves --; game.location[game.who] = to; game.last_from = from; log_move_start(from, to); logp("amphibious moves."); if (is_sea(to)) { game.sea_moved[to] = true; game.state = 'amphibious_move_to'; } else { game.moved[game.who] = true; game.who = null; game.state = 'move_who'; log_move_end(); } } else { if (!game.activated.includes(from)) { logp("activates " + from + "."); game.moves --; game.activated.push(from); } game.amphibious_available = false; let mark = move_or_attack(to); log_move_start(from, to, mark); if (can_block_continue(game.who, game.last_from)) { game.state = 'move_where_2'; } else { game.moved[game.who] = true; game.who = null; game.state = 'move_who'; log_move_end(); } } }, block: pop_undo, undo: pop_undo, } states.move_where_2 = { 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) + "."; let from = game.location[game.who]; for (let to of SPACES[from].exits) if (to !== game.last_from && can_block_continue_to(game.who, to)) gen_action(view, 'space', to); gen_action(view, 'space', from); // For ending move early. gen_action_undo(view); }, space: function (to) { let from = game.location[game.who]; if (to !== from) { log_move_continue(to); move_to(game.who, from, to); } game.moved[game.who] = true; game.who = null; game.state = 'move_who'; log_move_end(); }, undo: pop_undo, } states.amphibious_move_to = { 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) + " to a friendly sea or port."; let from = game.location[game.who]; for (let to of SPACES[from].exits) if (to !== game.last_from && can_amphibious_move_to(game.who, from, to)) gen_action(view, 'space', to); gen_action_undo(view); }, space: function (to) { let from = game.location[game.who]; game.last_from = from; game.location[game.who] = to; log_move_continue(to); if (is_sea(to)) { game.sea_moved[to] = true; game.state = 'amphibious_move_to'; } else { game.moved[game.who] = true; game.who = null; game.state = 'move_who'; log_move_end(); } }, undo: pop_undo, } states.mercury_move_1 = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to move..."; view.prompt = "Mercury: Move " + block_name(game.who) + "."; let from = game.location[game.who]; for (let to of SPACES[from].exits) if (can_block_move_to(game.who, to)) gen_action(view, 'space', to); gen_action_undo(view); }, space: function (to) { let from = game.location[game.who]; if (!game.activated.includes(from)) { logp("activates " + from + "."); game.moves --; game.activated.push(from); } let mark = move_or_attack(to); log_move_start(from, to, mark); if (!is_contested_space(to) && can_block_move(game.who)) { game.state = 'mercury_move_2'; } else { game.who = null; game.state = 'move_who'; log_move_end(); } }, undo: pop_undo, } states.mercury_move_2 = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to move..."; view.prompt = "Mercury: Move " + block_name(game.who) + "."; let from = game.location[game.who]; for (let to of SPACES[from].exits) if (to !== game.last_from && can_block_move_to(game.who, to)) gen_action(view, 'space', to); gen_action(view, 'space', from); // For ending move early. gen_action_undo(view); }, space: function (to) { let from = game.location[game.who]; if (to !== from) { let mark = move_or_attack(to); log_move_continue(to, mark); if (can_block_continue(game.who, game.last_from)) { game.state = 'mercury_move_3'; } else { game.moved[game.who] = true; game.who = null; game.state = 'move_who'; log_move_end(); } } else { game.moved[game.who] = true; game.who = null; game.state = 'move_who'; log_move_end(); } }, undo: pop_undo, } states.mercury_move_3 = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to move..."; view.prompt = "Mercury: Move " + block_name(game.who) + "."; let from = game.location[game.who]; for (let to of SPACES[from].exits) if (to !== game.last_from && can_block_continue_to(game.who, to)) gen_action(view, 'space', to); gen_action(view, 'space', from); // For ending move early. gen_action_undo(view); }, space: function (to) { let from = game.location[game.who]; if (to !== from) { log_move_continue(to); move_to(game.who, from, to); } game.moved[game.who] = true; game.who = null; game.state = 'move_who'; log_move_end(); }, undo: pop_undo, } function end_movement() { print_turn_log("moves"); if (game.mars === game.active || game.neptune === game.active) return goto_mars_and_neptune(); if (game.pluto === game.active || game.mercury === game.active) return end_player_turn(); game.who = null; game.moves = 0; game.state = 'levy'; game.turn_log = []; } states.levy = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to levy..."; view.prompt = "Choose an army to levy. "+game.levies+"LP left."; let is_levy_possible = false; if (game.levies > 0) { for (let b in BLOCKS) { if (can_levy(b)) { gen_action(view, 'block', b); is_levy_possible = true; } } } if (!is_levy_possible) gen_action_pass(view, "End levy phase"); gen_action_undo(view); }, block: function (who) { push_undo(); if (game.location[who] === LEVY) { if (BLOCKS[who].levy) { let to = BLOCKS[who].levy; log_levy(to); game.levies --; game.steps[who] = 1; game.location[who] = to; } else { game.who = who; game.state = 'levy_where'; } } else { log_levy(game.location[who]); game.levies --; game.steps[who]++; game.state = 'levy'; } }, pass: function () { end_player_turn(); }, undo: pop_undo, } states.levy_where = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to levy..."; view.prompt = "Choose a friendly city to levy " + block_name(game.who) + " in."; for (let to in SPACES) if (can_levy_to(game.who, to)) gen_action(view, 'space', to); gen_action(view, 'block', game.who); // for canceling levy gen_action_undo(view); }, space: function (to) { log_levy(to); game.levies --; game.steps[game.who] = 1; game.location[game.who] = to; game.who = null; game.state = 'levy'; }, block: pop_undo, undo: pop_undo, } function end_player_turn() { clear_undo(); if (game.turn_log) print_turn_log("levies"); if (game.active === game.p1) { game.active = game.p2; start_player_turn(); } else { goto_pick_battle(); } } function goto_pick_battle() { game.active = game.p1; if (have_contested_spaces()) game.state = 'pick_battle'; else end_turn(); } states.pick_battle = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to pick a battle..."; view.prompt = "Choose the next battle to fight!"; for (let s in SPACES) if (is_contested_city(s) || is_contested_sea(s)) gen_action(view, 'space', s); }, space: function (where) { game.where = where; start_battle(); }, } function is_attacker(b) { if (game.location[b] === game.where && block_owner(b) === game.attacker[game.where]) return !game.reserves.includes(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 false; } function count_attackers() { let count = 0; for (let b in BLOCKS) { if (is_attacker(b)) ++count; } return count; } function count_defenders() { let count = 0; for (let b in BLOCKS) { if (is_defender(b)) ++count; } return count; } function start_battle() { game.battle_round = 0; game.flash = ""; log(""); if (game.surprise === game.where) log("Surprise attack in ", game.where, "."); else log("Battle in ", game.where, "."); game.state = 'battle_round'; start_battle_round(); } function resume_battle() { game.who = null; game.state = 'battle_round'; pump_battle_round(); } function disrupt_attacking_reserves() { for (let b in BLOCKS) if (game.location[b] === game.where && block_owner(b) === game.attacker[game.where]) if (game.reserves.includes(b)) reduce_block(b); } function bring_on_reserves() { for (let b in BLOCKS) { if (game.location[b] === game.where) { remove_from_array(game.reserves, b); } } } function start_battle_round() { if (++game.battle_round <= 4) { if (game.turn_log && game.turn_log.length > 0) print_turn_log_no_active("Retreats from " + game.where + ":"); game.turn_log = []; reset_road_limits(); game.moved = {}; if (game.battle_round === 2) { if (game.surprise === game.where) game.surprise = 0; if (count_defenders() === 0) { log("Defending main force was eliminated."); log("Defending reserves are disrupted."); game.attacker[game.where] = enemy(game.attacker[game.where]); disrupt_attacking_reserves(); log("The attacker is now the defender."); } else if (count_attackers() === 0) { log("Attacking main force was eliminated."); log("Attacking reserves are disrupted."); disrupt_attacking_reserves(); } bring_on_reserves(); } log("~ Battle Round " + game.battle_round + " ~"); pump_battle_round(); } else { end_battle(); } } function pump_battle_round() { function filter_battle_blocks(ci, is_candidate) { let output = null; for (let b in BLOCKS) { if (is_candidate(b) && !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) { game.active = active; return true; } return false; } if (is_friendly_space(game.where) || is_enemy_space(game.where)) { end_battle(); } else if (count_attackers() === 0 || count_defenders() === 0) { start_battle_round(); } else { let attacker = game.attacker[game.where]; let defender = enemy(attacker); if (game.surprise === game.where) { if (battle_step(attacker, 'A', is_attacker)) return; if (battle_step(attacker, 'B', is_attacker)) return; if (battle_step(attacker, 'C', is_attacker)) return; if (battle_step(attacker, 'D', is_attacker)) return; if (battle_step(defender, 'A', is_defender)) return; if (battle_step(defender, 'B', is_defender)) return; if (battle_step(defender, 'C', is_defender)) return; if (battle_step(defender, 'D', is_defender)) return; } else { 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 (battle_step(defender, 'D', is_defender)) return; if (battle_step(attacker, 'D', is_attacker)) return; } start_battle_round(); } } function end_battle() { if (game.turn_log && game.turn_log.length > 0) print_turn_log_no_active("Retreats from " + game.where + ":"); if (game.surprise === game.where) game.surprise = 0; game.flash = ""; game.battle_round = 0; reset_road_limits(); game.moved = {}; goto_regroup(); } function can_fire_with_block(b) { if (is_attacker(b)) return game.battle_round < 4; if (is_defender(b)) return true; return false; } function fire_with_block(b) { game.moved[b] = true; game.hits = 0; let strength = block_strength(b); let fire = block_fire_power(b); let name = block_name(b) + " " + block_initiative(b) + fire; let rolls = []; for (let i = 0; i < strength; ++i) { let die = roll_d6(); if (die <= fire) { rolls.push(DIE_HIT[die]); ++game.hits; } else { rolls.push(DIE_MISS[die]); } } game.flash = name + " fires " + rolls.join(" ") + " "; if (game.hits === 0) game.flash += "and misses."; else if (game.hits === 1) game.flash += "and scores 1 hit."; else game.flash += "and scores " + game.hits + " hits."; log_battle(name + " fires " + rolls.join("") + "."); if (game.hits > 0) { game.active = enemy(game.active); goto_battle_hits(); } else { resume_battle(); } } function can_retreat_with_block(who) { if (game.location[who] === game.where) { if (game.battle_round > 1) { if (block_owner(who) === game.attacker[game.where]) return can_attacker_retreat(who); else return can_defender_retreat(who); } } return false; } function must_retreat_with_block(who) { if (game.location[who] === game.where) if (game.battle_round === 4) return (block_owner(who) === game.attacker[game.where]); return false; } function retreat_with_block(who) { if (can_retreat_with_block(who)) { game.who = who; game.state = 'retreat'; } else { eliminate_block(who); resume_battle(); } } function pass_with_block(who) { game.flash = block_name(who) + " passes."; log_battle(block_name(who) + " passes."); game.moved[who] = true; resume_battle(); } 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..."; let can_fire = false; let can_retreat = false; let must_retreat = false; let can_pass = false; if (game.active === game.attacker[game.where]) { if (game.battle_round < 4) can_fire = true; if (game.battle_round > 1) can_retreat = true; if (game.battle_round < 4) can_pass = true; if (game.battle_round === 4) must_retreat = true; } else { can_fire = true; if (game.battle_round > 1) can_retreat = true; can_pass = true; } if (can_fire && can_retreat) view.prompt = "Fire, retreat, or pass with an army."; else if (can_fire) view.prompt = "Fire or pass with an army."; else view.prompt = "Retreat with an army."; for (let b of game.battle_list) { if (can_fire) gen_action(view, 'battle_fire', b); if (must_retreat || (can_retreat && can_retreat_with_block(b))) gen_action(view, 'battle_retreat', b); if (can_pass) gen_action(view, 'battle_pass', b); gen_action(view, 'block', b); } }, block: function (who) { if (can_fire_with_block(who)) fire_with_block(who); else if (can_retreat_with_block(who)) retreat_with_block(who); else if (must_retreat_with_block(who)) retreat_with_block(who); else pass_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 goto_battle_hits() { game.battle_list = list_victims(game.active); if (game.battle_list.length === 0) resume_battle(); else game.state = 'battle_hits'; } function list_victims(p) { let is_candidate = (p === game.attacker[game.where]) ? is_attacker : is_defender; let max = 0; for (let b in BLOCKS) if (is_candidate(b) && block_strength(b) > max) max = block_strength(b); let list = []; for (let b in BLOCKS) if (is_candidate(b) && block_strength(b) === max) list.push(b); return list; } function apply_hit(who) { game.flash = block_name(who) + " takes a hit."; reduce_block(who, 'combat'); game.hits--; if (game.hits === 0) resume_battle(); else { game.battle_list = list_victims(game.active); if (game.battle_list.length === 0) resume_battle(); else game.flash += " " + game.hits + (game.hits === 1 ? " hit left." : " hits left."); } } states.battle_hits = { show_battle: true, prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to apply hits..."; view.prompt = "Assign " + game.hits + (game.hits !== 1 ? " hits" : " hit") + " to your armies."; for (let b of game.battle_list) { gen_action(view, 'battle_hit', b); gen_action(view, 'block', b); } }, block: function (who) { apply_hit(who); }, battle_hit: function (who) { apply_hit(who); }, } states.retreat = { show_battle: false, prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to retreat..."; view.prompt = "Retreat " + block_name(game.who) + "."; let from = game.location[game.who]; for (let to of SPACES[from].exits) { if (block_owner(game.who) === game.attacker[from]) { if (can_attacker_retreat_to(game.who, from, to)) gen_action(view, 'space', to); } else { if (can_defender_retreat_to(game.who, from, to)) gen_action(view, 'space', to); } } gen_action(view, 'undo'); gen_action(view, 'block', game.who); }, space: function (to) { let from = game.location[game.who]; if (is_sea(to) && !is_navis(game.who)) { push_undo(); move_to(game.who, from, to); game.sea_retreated = true; game.state = 'sea_retreat'; } else { move_to(game.who, from, to); game.flash = block_name(game.who) + " retreats."; log_battle(game.flash); game.turn_log.push([game.active, to]); game.moved[game.who] = true; resume_battle(); } }, block: function () { resume_battle(); }, undo: function () { resume_battle(); }, } states.sea_retreat = { show_battle: false, prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to retreat..."; view.prompt = "Retreat " + block_name(game.who) + " to a friendly port."; let from = game.location[game.who]; for (let to of SPACES[from].exits) { if (is_friendly_city(to)) gen_action(view, 'space', to); } gen_action(view, 'undo'); }, space: function (to) { clear_undo(); let from = game.location[game.who]; game.flash = block_name(game.who) + " retreats."; log_battle(game.flash); game.turn_log.push([game.active, from, to]); move_to(game.who, from, to); game.moved[game.who] = true; resume_battle(); }, undo: pop_undo, } function goto_regroup() { game.active = game.attacker[game.where]; if (is_enemy_space(game.where)) game.active = enemy(game.active); log(game.active + " wins the battle in " + game.where + "!"); 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."; for (let b in BLOCKS) { if (game.location[b] === game.where) { if (can_regroup(b)) gen_action(view, 'block', b); } } gen_action_pass(view, "End regroup"); gen_action_undo(view); }, block: function (who) { push_undo(); game.who = who; game.state = 'regroup_to'; }, pass: function () { print_turn_log("regroups"); clear_undo(); game.where = null; goto_pick_battle(); }, 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 " + block_name(game.who) + " to a friendly or vacant location."; let from = game.location[game.who]; for (let to of SPACES[from].exits) { if (can_regroup_to(game.who, from, to)) gen_action(view, 'space', to); } gen_action(view, 'block', game.who); // for canceling move gen_action_undo(view); }, space: function (to) { let from = game.location[game.who]; game.turn_log.push([from, to]); move_to(game.who, from, to); game.who = null; game.state = 'regroup'; }, block: pop_undo, undo: pop_undo, } function end_turn() { game.moved = {}; if (game.turn === 5) { cleopatra_goes_home(); check_victory(); } else { game.turn ++; start_turn(); } } function cleopatra_goes_home() { game.active = CAESAR; if (game.location[CLEOPATRA] !== ALEXANDRIA) log("Cleopatra goes home to Alexandria."); if (is_friendly_space(ALEXANDRIA)) game.owner[CLEOPATRA] = CAESAR; else game.owner[CLEOPATRA] = POMPEIUS; game.location[CLEOPATRA] = ALEXANDRIA; } function check_victory() { count_vp(); if (game.c_vp >= 10) { game.result = CAESAR; game.active = null; game.state = 'game_over'; game.victory = "Caesar wins an early victory."; log(""); log(game.victory); } else if (game.p_vp >= 10) { game.victory = "Pompeius wins an early victory."; game.result = POMPEIUS; game.active = null; game.state = 'game_over'; log(""); log(game.victory); } else { if (game.year === 709) { end_game(); } else { log(""); log("Start Winter Turn of Year " + game.year); start_navis_to_port(); } } } function count_navis_to_port() { let count = 0; for (let b in BLOCKS) { if (block_owner(b) === game.active && BLOCKS[b].type === 'navis') if (SPACES[game.location[b]].type === 'sea') if (can_navis_move_to_port(b)) ++count; } return count; } function start_navis_to_port() { game.active = CAESAR; let count = count_navis_to_port(); if (count > 0) { game.state = 'navis_to_port'; game.turn_log = []; clear_undo(); } else { next_navis_to_port(); } } function next_navis_to_port() { if (game.active === CAESAR) { game.active = POMPEIUS; let count = count_navis_to_port(); if (count > 0) { game.state = 'navis_to_port'; game.turn_log = []; clear_undo(); return; } } clear_undo(); winter_supply(); } states.navis_to_port = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to move navis to port..."; view.prompt = "Move all Navis to a friendly port."; let count = 0; for (let b in BLOCKS) { if (block_owner(b) === game.active && BLOCKS[b].type === 'navis') { if (SPACES[game.location[b]].type === 'sea') { if (can_navis_move_to_port(b)) { gen_action(view, 'block', b); ++count; } } } } if (count > 0) view.prompt += " " + count + " left."; if (count === 0) gen_action_pass(view, "End navis to port"); gen_action_undo(view); }, block: function (who) { push_undo(); game.who = who; game.state = 'navis_to_port_where'; }, pass: function () { print_turn_log("moves to port"); next_navis_to_port(); }, undo: pop_undo, } states.navis_to_port_where = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to move navis to port..."; view.prompt = "Move " + block_name(game.who) + " to a friendly port."; let from = game.location[game.who]; for (let to of SPACES[from].exits) { if (is_friendly_city(to)) gen_action(view, 'space', to); } gen_action(view, 'block', game.who); // for canceling move gen_action_undo(view); }, space: function (to) { let from = game.location[game.who]; game.turn_log.push([from, to]); game.location[game.who] = to; game.who = null; game.state = 'navis_to_port'; }, block: pop_undo, undo: pop_undo, } function winter_supply() { game.active = CAESAR; game.state = 'disband'; game.turn_log = []; clear_undo(); } states.disband = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to disband..."; let okay_to_end = true; for (let b in BLOCKS) { if (block_owner(b) === game.active && is_map_space(game.location[b]) && b !== CLEOPATRA) { if (is_over_supply_limit(game.location[b])) { okay_to_end = false; gen_action(view, 'block', b); } } } if (!okay_to_end) { view.prompt = "Disband armies in excess of supply."; } else { view.prompt = "You may disband armies to your levy pool."; for (let b in BLOCKS) { if (is_map_space(game.location[b])) if (block_owner(b) === game.active && b !== CLEOPATRA) gen_action(view, 'block', b); } gen_action_pass(view, "End disbanding"); } gen_action_undo(view); }, block: function (who) { push_undo(); game.turn_log.push([game.location[who]]); disband_block(who); }, pass: function () { print_turn_log("disbands"); if (game.active === CAESAR) { game.turn_log = []; game.active = POMPEIUS; clear_undo(); } else { clear_undo(); end_year(); } }, undo: pop_undo, } function end_year() { game.year ++; for (let b in BLOCKS) { if (game.location[b] === DEAD && BLOCKS[b].type !== 'leader') { disband_block(b); } } start_year(); } function end_game() { count_vp(); if (game.c_vp > game.p_vp) { game.result = CAESAR; } else if (game.c_vp < game.p_vp) { game.result = POMPEIUS; } else { game.active = CAESAR; if (is_friendly_space(ROMA)) game.result = CAESAR; else if (is_enemy_space(ROMA)) game.result = POMPEIUS; else game.result = null; } if (game.result === CAESAR) game.victory = "Caesar wins!"; else if (game.result === POMPEIUS) game.victory = "Pompeius wins!"; else game.victory = "The game is a draw."; game.active = null; game.state = 'game_over'; log(""); log(game.victory); } states.game_over = { prompt: function (view) { return view.prompt = game.victory; }, } exports.ready = function (scenario, players) { return players.length === 2; } exports.setup = function (seed, scenario) { game = { seed: seed, tournament: (scenario === "Tournament"), c_hand: [], p_hand: [], c_card: 0, p_card: 0, state: null, show_cards: false, year: 705, turn: 0, location: {}, steps: {}, owner: {}, moved: {}, limits: {}, last_used: {}, sea_moved: {}, attacker: {}, main_road: {}, reserves: [], log: [], }; setup_historical_deployment(); if (scenario === "Free Deployment") start_free_deployment(); else start_year(); return game; } function deploy_block(owner, location, name) { for (let b in BLOCKS) { if (BLOCKS[b].owner === owner && BLOCKS[b].name === name) { game.steps[b] = BLOCKS[b].steps; game.location[b] = location; return; } } } function setup_historical_deployment() { for (let b in BLOCKS) { game.location[b] = LEVY; game.steps[b] = BLOCKS[b].steps; } deploy_block("Caesar", "Ravenna", "Caesar"); deploy_block("Caesar", "Ravenna", "Legio 13"); deploy_block("Caesar", "Ravenna", "Navis 2"); deploy_block("Caesar", "Genua", "Antonius"); deploy_block("Caesar", "Genua", "Legio 8"); deploy_block("Caesar", "Genua", "Legio 12"); deploy_block("Caesar", "Massilia", "Legio 11"); deploy_block("Caesar", "Massilia", "Legio 14"); deploy_block("Caesar", "Massilia", "Navis 1"); deploy_block("Caesar", "Narbo", "Legio 7"); deploy_block("Caesar", "Narbo", "Legio 9"); deploy_block("Caesar", "Narbo", "Legio 10"); deploy_block("Caesar", "Lugdunum", "Legio 16"); deploy_block("Caesar", "Lugdunum", "Equitatus 1"); deploy_block("Pompeius", "Neapolis", "Pompeius"); deploy_block("Pompeius", "Neapolis", "Legio 1"); deploy_block("Pompeius", "Neapolis", "Navis 1"); deploy_block("Pompeius", "Brundisium", "Legio 3"); deploy_block("Pompeius", "Syracusae", "Legio 37"); deploy_block("Pompeius", "Antiochia", "Scipio"); deploy_block("Pompeius", "Antiochia", "Legio 34"); deploy_block("Pompeius", "Alexandria", "Cleopatra"); deploy_block("Pompeius", "Alexandria", "Navis 2"); deploy_block("Pompeius", "Utica", "Legio 39"); deploy_block("Pompeius", "Utica", "Navis 3"); deploy_block("Pompeius", "Carthago Nova", "Legio 2"); deploy_block("Pompeius", "Carthago Nova", "Legio 4"); deploy_block("Pompeius", "Tarraco", "Legio 5"); deploy_block("Pompeius", "Tarraco", "Legio 6"); deploy_block("Pompeius", "Tarraco", "Equitatus 1"); } 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); return state; } exports.resign = function (state, current) { game = state; if (game.state !== 'game_over') { log(""); log(current + " resigned."); count_vp(); game.active = null; game.state = 'game_over'; game.result = enemy(current); game.victory = current + " resigned." } } function make_battle_view() { let bv = { CA: [], CB: [], CC: [], CD: [], CR: [], PA: [], PB: [], PC: [], PD: [], PR: [], flash: game.flash }; bv.title = game.attacker[game.where]; if (game.surprise === game.where) bv.title += " surprise attacks "; else bv.title += " attacks "; bv.title += game.where bv.title += " \u2014 round " + game.battle_round + " of 4"; function is_battle_reserve(b) { return game.battle_round === 1 && game.reserves.includes(b); } function fill_cell(name, p, fn) { for (let b in BLOCKS) { if (game.location[b] === game.where & block_owner(b) === p && fn(b)) { bv[name].push([b, game.steps[b], game.moved[b]?1:0]) } } } fill_cell("CR", CAESAR, b => is_battle_reserve(b)); fill_cell("CA", CAESAR, b => !is_battle_reserve(b) && block_initiative(b) === 'A'); fill_cell("CB", CAESAR, b => !is_battle_reserve(b) && block_initiative(b) === 'B'); fill_cell("CC", CAESAR, b => !is_battle_reserve(b) && block_initiative(b) === 'C'); fill_cell("CD", CAESAR, b => !is_battle_reserve(b) && block_initiative(b) === 'D'); fill_cell("PR", POMPEIUS, b => is_battle_reserve(b)); fill_cell("PA", POMPEIUS, b => !is_battle_reserve(b) && block_initiative(b) === 'A'); fill_cell("PB", POMPEIUS, b => !is_battle_reserve(b) && block_initiative(b) === 'B'); fill_cell("PC", POMPEIUS, b => !is_battle_reserve(b) && block_initiative(b) === 'C'); fill_cell("PD", POMPEIUS, b => !is_battle_reserve(b) && block_initiative(b) === 'D'); return bv; } exports.view = function(state, current) { game = state; count_vp(); let view = { log: game.log, year: game.year, turn: game.turn, c_vp: game.c_vp, p_vp: game.p_vp, c_card: (game.show_cards || current === CAESAR) ? game.c_card : 0, p_card: (game.show_cards || current === POMPEIUS) ? game.p_card : 0, hand: (current === CAESAR) ? game.c_hand : (current === POMPEIUS) ? game.p_hand : [], who: (game.active === current) ? game.who : null, where: game.where, known: {}, secret: { Caesar: {}, Pompeius: {}, Cleopatra: {} }, battle: null, active: game.active, prompt: null, actions: null, }; states[game.state].prompt(view, current); if (states[game.state].show_battle) view.battle = make_battle_view(); if (game.mars && game.surprise) { view.mars = game.p1; view.surprise = game.surprise; } if (game.neptune && game.surprise) { view.neptune = game.p1; view.surprise = game.surprise; } for (let b in BLOCKS) { let jupiter = (BLOCKS[b].owner !== block_owner(b)) ? 1 : 0; if (game.state === 'game_over') { if (game.location[b] !== LEVY) view.known[b] = [ game.location[b], game.steps[b], 0, jupiter ]; } else if (block_owner(b) === current || game.location[b] === DEAD) { view.known[b] = [ game.location[b], game.steps[b], game.moved[b]?1:0, jupiter ]; } else { let a = game.location[b]; let o = BLOCKS[b].owner; if (b === CLEOPATRA) o = CLEOPATRA; if (a !== LEVY) { let list = view.secret[o]; if (!(a in list)) list[a] = []; list[a].push([game.moved[b]?1:0, jupiter]); } } } return view; }