"use strict" exports.scenarios = [ "Historical", "Free Deployment", // TODO: Avalon Digital scenarios? ] exports.roles = [ "Caesar", "Pompeius", ] const { CARDS, SPACES, EDGES, BLOCKS } = require('./data') function find_block(name) { return BLOCKS.findIndex(b => b.name === name) } function find_space(name) { return SPACES.findIndex(s => s.name === name) } const block_count = BLOCKS.length const space_count = SPACES.length const first_map_space = 2 const APOLLO = 1 const JUPITER = 2 const MARS = 3 const MERCURY = 4 const NEPTUNE = 5 const PLUTO = 6 const VULCAN = 7 const OBSERVER = "Observer" const BOTH = "Both" const CAESAR = "Caesar" const POMPEIUS = "Pompeius" const B_CAESAR = find_block("Caesar") const B_POMPEIUS = find_block("Pompeius") const B_CLEOPATRA = find_block("Cleopatra") const B_OCTAVIAN = find_block("Octavian") const B_BRUTUS = find_block("Brutus") const B_ANTONIUS = find_block("Antonius") const B_SCIPIO = find_block("Scipio") const ALEXANDRIA = find_space("Alexandria") const ROMA = find_space("Roma") const DEAD = find_space("Dead") const LEVY = find_space("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 (game.seed = game.seed * 200105 % 34359738337) % n } function logbr() { if (game.log.length > 0 && game.log[game.log.length-1] !== "") game.log.push("") } 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 logp(s) { 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) { let lines = game.turn_log.map(function (move) { let s = "" for (let i = 0; i < move.length; ++i) { let x = move[i] if (typeof x === 'string') { s += x } else { if (i > 0) s += " \u2192 " s += "#" + x } } return s }).sort() delete game.turn_log log(text) let last = lines[0] let n = 0 for (let entry of lines) { if (entry !== last) { logi(n + " " + last) n = 0 } ++n last = entry } if (n > 0) logi(n + " " + last) else logi("nothing.") } 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_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] = [] set_add(view.actions[action], 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_space(view, s) { gen_action(view, 'space', s) } function edge_id(A, B) { if (A > B) return B * 100 + A return A * 100 + B } function roll_d6() { return random(6) + 1 } function reset_deck() { let deck = [] for (let c = 1; c <= 27; ++c) if (!game.removed || !game.removed.includes(c)) deck.push(c) return deck } function deal_cards(deck, n) { let hand = [] let events = 0 let max_events = (game.max_2_events ? 2 : n) while (hand.length < n) { let c = random(deck.length) if (events < max_events || deck[c] > 7) { if (deck[c] <= 7) ++events set_add(hand, 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 map_get(game.limits, e, 0) } function set_attacker(where, side) { if (side === CAESAR) { set_add(game.c_attacker, where) set_delete(game.p_attacker, where) } else { set_add(game.p_attacker, where) set_delete(game.c_attacker, where) } } function get_attacker(where) { if (set_has(game.c_attacker, where)) return CAESAR if (set_has(game.p_attacker, where)) return POMPEIUS return null } function move_to(who, from, to) { let e = edge_id(from, to) game.location[who] = to game.last_from = from map_set(game.limits, e, road_limit(e) + 1) if (is_contested_space(to)) { if (game.active === CAESAR) { set_add(game.c_last_used, e) set_delete(game.p_last_used, e) } else { set_add(game.p_last_used, e) set_delete(game.c_last_used, e) } } } function block_original_owner(who) { if (who >= B_CLEOPATRA) return POMPEIUS return CAESAR } function block_owner(who) { if (set_has(game.traitor, who)) return enemy(block_original_owner(who)) return block_original_owner(who) } function space_name(where) { return SPACES[where].name } 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 === B_CLEOPATRA) { set_toggle(game.traitor, who) game.flash = "Cleopatra was captured." log("Cleopatra joined " + block_owner(who) + "!") } else { game.flash = block_name(who) + " was eliminated." log(block_name(who) + " was eliminated.") game.location[who] = DEAD game.steps[who] = BLOCKS[who].steps set_delete(game.traitor, who) } } function disband_block(who) { game.location[who] = LEVY game.steps[who] = BLOCKS[who].steps set_delete(game.traitor, who) } 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 = 0; b < block_count; ++b) { if (game.location[b] === where && block_owner(b) === p) ++count } return count } function has_friendly(where) { let p = game.active for (let b = 0; b < block_count; ++b) if (game.location[b] === where && block_owner(b) === p) return true return false } function count_enemy(where) { let count = 0 let p = enemy_player() for (let b = 0; b < block_count; ++b) { if (game.location[b] === where && block_owner(b) === p) ++count } return count } function has_enemy(where) { let p = enemy_player() for (let b = 0; b < block_count; ++b) if (game.location[b] === where && block_owner(b) === p) return true return false } function count_pinning(where) { let count = 0 if (game.active === game.p2) { let p = enemy_player() for (let b = 0; b < block_count; ++b) { 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 = 0; b < block_count; ++b) { 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 where >= first_map_space } function is_navis(b) { return BLOCKS[b].type === 'navis' } function is_friendly_space(where) { return has_friendly(where) && count_enemy(where) === 0 } function is_enemy_space(where) { return count_friendly(where) === 0 && has_enemy(where) } function is_vacant_space(where) { return count_friendly(where) === 0 && count_enemy(where) === 0 } function is_contested_space(where) { return has_friendly(where) && has_enemy(where) } 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 s = first_map_space; s < space_count; ++s) if (is_contested_space(s)) 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 = 0; b < block_count; ++b) { 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 = first_map_space; s < space_count; ++s) { 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(B_POMPEIUS)) game.c_vp += 1 if (is_dead(B_SCIPIO)) game.c_vp += 1 if (is_dead(B_BRUTUS)) game.c_vp += 1 if (is_dead(B_CAESAR)) game.p_vp += 1 if (is_dead(B_ANTONIUS)) game.p_vp += 1 if (is_dead(B_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 && !set_has(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 did_active_last_use(e) { if (game.active === CAESAR) return set_has(game.c_last_used, e) return set_has(game.p_last_used, e) } function did_enemy_last_use(e) { if (game.active === CAESAR) return set_has(game.p_last_used, e) return set_has(game.c_last_used, e) } 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 (did_enemy_last_use(e)) 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 && !set_has(game.moved, b)) { let from = game.location[b] if (is_pinned(b)) return false if (set_has(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 (did_active_last_use(e)) 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 (!did_enemy_last_use(e)) 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 (!did_enemy_last_use(e)) 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 === B_OCTAVIAN) return is_dead(B_CAESAR) || is_dead(B_ANTONIUS) if (b === B_BRUTUS) return is_dead(B_POMPEIUS) || is_dead(B_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 s = first_map_space; s < space_count; ++s) if (can_levy_to(b, s)) 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 = 0; space < space_count; ++space) { game.setup_limit[space] = count_friendly(space) + count_enemy(space) } validate_free_deployment() game.state = 'free_deployment' clear_undo() } function validate_free_deployment() { game.setup_error = [] for (let space = first_map_space; space < space_count; ++space) { 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 = 0; b < block_count; ++b) if (block_owner(b) === game.active && is_map_space(game.location[b])) gen_action_block(view, 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_block(view, game.who) for (let space = first_map_space; space < space_count; ++space) { if (game.setup_limit[space] > 0 && space !== game.location[game.who]) { if (!is_enemy_city(space)) { if (block_type(game.who) === 'navis') { if (is_port(space)) gen_action_space(view, space) } else { gen_action_space(view, space) } } } } }, space: function (where) { game.location[game.who] = where set_add(game.moved, game.who) validate_free_deployment() game.who = -1 game.state = 'free_deployment' }, block: pop_undo, undo: pop_undo } function start_year() { logbr() log(".h1 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..." } } 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..." } } }, card: function (c, current) { if (current === CAESAR) { if (!game.c_discard) game.c_discard = c else game.c_card = c set_delete(game.c_hand, c) } if (current === POMPEIUS) { if (!game.p_discard) game.p_discard = c else game.p_card = c set_delete(game.p_hand, c) } resume_discard_and_play_card() }, undo: function (_, current) { if (current === CAESAR) { if (game.c_discard) { set_add(game.c_hand, game.c_discard) game.c_discard = 0 } if (game.c_card) { set_add(game.c_hand, game.c_card) game.c_card = 0 } } if (current === POMPEIUS) { if (game.p_discard) { set_add(game.p_hand, game.p_discard) game.p_discard = 0 } if (game.p_card) { set_add(game.p_hand, game.p_card) game.p_card = 0 } } resume_discard_and_play_card() } } function start_first_turn() { game.c_last_used = [] game.p_last_used = [] game.c_attacker = [] game.p_attacker = [] game.main_road = [] game.moved = [] game.reserves = [] logbr() log(".h2 Turn " + game.turn + " of Year " + game.year) reveal_cards() } function start_turn() { game.c_last_used = [] game.p_last_used = [] game.c_attacker = [] game.p_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 logbr() log(".h2 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") { view.prior_c_card = game.prior_c_card view.prior_p_card = game.prior_p_card 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." } else { view.prior_c_card = game.prior_c_card 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." } else { view.prior_p_card = game.prior_p_card view.prompt = "Play a card." for (let c of game.p_hand) gen_action(view, 'card', c) } } }, card: function (card, current) { if (current === CAESAR) { set_delete(game.c_hand, card) game.c_card = card } if (current === POMPEIUS) { set_delete(game.p_hand, card) game.p_card = card } resume_play_card() }, undo: function (_, current) { if (current === CAESAR) { if (game.c_card) { set_add(game.c_hand, game.c_card) game.c_card = 0 } } if (current === POMPEIUS) { if (game.p_card) { set_add(game.p_hand, 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 logbr() log("Caesar played " + CARDS[game.c_card].name + ".") log("Pompeius played " + CARDS[game.p_card].name + ".") if (CARDS[game.c_card].event && CARDS[game.p_card].event) { log("Events canceled 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 copied " + CARDS[game.c_card].name + ".") } if (game.p_card === APOLLO) { game.p_card = game.prior_c_card log("Apollo copied " + 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 } // Caesar always goes first on the first turn of the game. if (game.year === 705 && game.turn === 1) { if (game.p1 !== CAESAR) { game.p1 = CAESAR game.p2 = POMPEIUS } } game.show_cards = true game.active = game.p1 start_player_turn() } function start_player_turn() { logbr() log(".h3 " + game.active) 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 reduced " + block_name(b) + ".") reduce_block(b) end_player_turn() } else { set_toggle(game.traitor, b) 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 an enemy city adjacent to a friendly city." for (let s = first_map_space; s < space_count; ++s) { if (is_friendly_city(s)) { for (let to of SPACES[s].exits) if (is_enemy_city(to) || is_contested_city(to)) gen_action_space(view, to) } } gen_action_pass(view, "Pass") }, space: function (where) { /* pick a random block */ let list = [] for (let b = 0; b < block_count; ++b) if (game.location[b] === where) 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_space(view, to) }, space: function (to) { log(block_name(game.who) + " joined " + game.active + ":") logi("#"+game.location[game.who] + " \u2192 #" + to + ".") game.location[game.who] = to game.who = -1 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 = first_map_space; s < space_count; ++s) if (is_enemy_city(s)) gen_action_space(view, s) }, space: function (city) { log("Vulcan struck #" + city + "!") game.where = city game.vulcan = [] for (let b = 0; b < block_count; ++b) { if (game.location[b] === city) { // Exception: Cleopatra at strength 1 is not affected. if (b === B_CLEOPATRA && game.steps[b] === 1) continue game.vulcan.push(b) } } game.active = enemy(game.active) game.state = 'apply_vulcan' }, } states.apply_vulcan = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + "..." view.prompt = "Apply Vulcan hits in " + space_name(game.where) + "." for (let i = 0; i < game.vulcan.length; ++i) gen_action_block(view, game.vulcan[i]) }, block: function (who) { reduce_block(who) // NOTE: Cleopatra cannot switch sides in 2nd edition remove_from_array(game.vulcan, who) if (game.vulcan.length === 0) { delete game.vulcan game.where = -1 game.active = enemy(game.active) end_player_turn() } }, } function goto_mars_and_neptune() { game.surprise_list = [] for (let s = first_map_space; s < space_count; ++s) if (is_contested_space(s)) game.surprise_list.push(s) 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_space(view, 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)) { let attacker = get_attacker(to) let e = edge_id(from, to) if (!attacker) { set_attacker(to, game.active) set_add(game.main_road, e) return ATTACK_MARK } else { if (attacker !== game.active || !set_has(game.main_road, e)) { 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 = 0; b < block_count; ++b) { let from = game.location[b] if (game.activated.includes(from)) if (can_block_move(b)) gen_action_block(view, b) } } else { let have_amphibious = false for (let b = 0; b < block_count; ++b) { 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_block(view, 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_space(view, to) } gen_action_block(view, 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 moved.") if (is_sea(to)) { set_add(game.sea_moved, to) game.state = 'amphibious_move_to' } else { set_add(game.moved, game.who) game.who = -1 game.state = 'move_who' log_move_end() } } else { if (!game.activated.includes(from)) { logp("activated #" + 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 { set_add(game.moved, game.who) game.who = -1 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_space(view, to) gen_action_space(view, 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) } set_add(game.moved, game.who) game.who = -1 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_space(view, 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)) { set_add(game.sea_moved, to) game.state = 'amphibious_move_to' } else { set_add(game.moved, game.who) game.who = -1 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_space(view, to) gen_action_undo(view) }, space: function (to) { let from = game.location[game.who] if (!game.activated.includes(from)) { logp("activated #" + 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 = -1 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_space(view, to) gen_action_space(view, 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 { set_add(game.moved, game.who) game.who = -1 game.state = 'move_who' log_move_end() } } else { set_add(game.moved, game.who) game.who = -1 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_space(view, to) gen_action_space(view, 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) } set_add(game.moved, game.who) game.who = -1 game.state = 'move_who' log_move_end() }, undo: pop_undo, } function end_movement() { print_turn_log("moved") 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 = -1 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 = 0; b < block_count; ++b) { if (can_levy(b)) { gen_action_block(view, 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 s = first_map_space; s < space_count; ++s) if (can_levy_to(game.who, s)) gen_action_space(view, s) gen_action_block(view, 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 = -1 game.state = 'levy' }, block: pop_undo, undo: pop_undo, } function end_player_turn() { clear_undo() if (game.turn_log) print_turn_log("levied") if (game.active === game.p1) { game.active = game.p2 start_player_turn() } else { goto_pick_battle() } } function goto_pick_battle() { reset_road_limits() 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 = first_map_space; s < space_count; ++s) if (is_contested_city(s) || is_contested_sea(s)) gen_action_space(view, s) }, space: function (where) { game.where = where start_battle() }, } function is_attacker(b) { if (game.location[b] === game.where && block_owner(b) === get_attacker(game.where)) return !game.reserves.includes(b) return false } function is_defender(b) { if (game.location[b] === game.where && block_owner(b) !== get_attacker(game.where)) return !game.reserves.includes(b) return false } 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 } function start_battle() { game.battle_round = 0 game.flash = "" game.hits = 0 logbr() log(".h4 Battle in #" + game.where) if (game.surprise === game.where) log("Surprise attack.") game.state = 'battle_round' start_battle_round() } function resume_battle() { game.who = -1 game.state = 'battle_round' pump_battle_round() } function bring_on_reserves() { for (let b = 0; b < block_count; ++b) { if (game.location[b] === game.where) { remove_from_array(game.reserves, b) } } } function goto_disrupt_reserves() { game.flash = "Reserves were disrupted." game.disrupted = [] for (let b = 0; b < block_count; ++b) if (game.location[b] === game.where && block_owner(b) === get_attacker(game.where)) if (game.reserves.includes(b)) game.disrupted.push(b) game.active = get_attacker(game.where) game.state = 'disrupt_reserves' } function disrupt_block(who) { game.flash = "Reserves were disrupted." reduce_block(who) remove_from_array(game.disrupted, who) if (game.disrupted.length === 0) end_disrupt_reserves() } function end_disrupt_reserves() { game.state = 'battle_round' game.flash = "" delete game.disrupted bring_on_reserves() log(".h5 Battle Round " + game.battle_round) pump_battle_round() } states.disrupt_reserves = { show_battle: true, prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to apply disruption hits..." view.prompt = "Apply disruption hits to reserves." for (let b of game.disrupted) { gen_action_battle(view, 'battle_hit', b) gen_action_block(view, b) } }, block: disrupt_block, battle_hit: disrupt_block, } function start_battle_round() { if (++game.battle_round <= 4) { if (game.turn_log && game.turn_log.length > 0) print_turn_log_no_active("Retreated 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 were disrupted.") log("Battlefield control changed.") set_attacker(game.where, enemy(get_attacker(game.where))) return goto_disrupt_reserves() } else if (count_attackers() === 0) { log("Attacking main force was eliminated.") log("Attacking reserves were disrupted.") return goto_disrupt_reserves() } bring_on_reserves() } log(".h5 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 = 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 } 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 = get_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 } if (game.hits > 0) { game.active = enemy(game.active) return goto_battle_hits() } start_battle_round() } } function end_battle() { if (game.turn_log && game.turn_log.length > 0) print_turn_log_no_active("Retreated 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 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 strength = block_strength(b) let fire = block_fire_power(b) let name = block_name(b) + " " + block_initiative(b) + fire let rolls = [] let hits = 0 for (let i = 0; i < strength; ++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 can_retreat_with_block(who) { if (game.location[who] === game.where) { if (game.battle_round > 1) { if (block_owner(who) === get_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) === get_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) + " passed." log_battle(block_name(who) + " passed.") set_add(game.moved, who) 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 === get_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_battle(view, 'battle_fire', b) if (must_retreat || (can_retreat && can_retreat_with_block(b))) gen_action_battle(view, 'battle_retreat', b) if (can_pass) gen_action_battle(view, 'battle_pass', b) gen_action_block(view, 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) { 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.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 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) && block_strength(b) > max) max = block_strength(b) let list = [] for (let b = 0; b < block_count; ++b) if (is_candidate(b) && block_strength(b) === max) list.push(b) return list } function apply_hit(who) { game.flash = block_name(who) + " took a hit." log_battle(block_name(who) + " took a hit.") reduce_block(who) game.hits-- 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.") } } } 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_battle(view, 'battle_hit', b) gen_action_block(view, 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) === get_attacker(from)) { if (can_attacker_retreat_to(game.who, from, to)) gen_action_space(view, to) } else { if (can_defender_retreat_to(game.who, from, to)) gen_action_space(view, to) } } gen_action(view, 'undo') gen_action_block(view, 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) + " retreated." log_battle(game.flash) game.turn_log.push([game.active, to]) set_add(game.moved, game.who) 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_space(view, to) } gen_action(view, 'undo') }, space: function (to) { clear_undo() let from = game.location[game.who] game.flash = block_name(game.who) + " retreated." log_battle(game.flash) game.turn_log.push([game.active, from, to]) move_to(game.who, from, to) set_add(game.moved, game.who) resume_battle() }, undo: pop_undo, } function goto_regroup() { game.active = get_attacker(game.where) if (is_enemy_space(game.where)) game.active = enemy(game.active) log(game.active + " won 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 = 0; b < block_count; ++b) { if (game.location[b] === game.where) { if (can_regroup(b)) gen_action_block(view, 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("regrouped") clear_undo() game.where = -1 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_space(view, to) } gen_action_block(view, 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 = -1 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[B_CLEOPATRA] !== ALEXANDRIA) log("Cleopatra went home to Alexandria.") if (is_friendly_space(ALEXANDRIA)) set_add(game.traitor, B_CLEOPATRA) else set_delete(game.traitor, B_CLEOPATRA) game.location[B_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 won an early victory." logbr() log(game.victory) } else if (game.p_vp >= 10) { game.victory = "Pompeius won an early victory." game.result = POMPEIUS game.active = null game.state = 'game_over' logbr() log(game.victory) } else { if (game.year === 709) { end_game() } else { logbr() log(".h2 Winter Turn of Year " + game.year) logbr() start_navis_to_port() } } } function count_navis_to_port() { let count = 0 for (let b = 0; b < block_count; ++b) { 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 = 0; b < block_count; ++b) { 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_block(view, 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("moved 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_space(view, to) } gen_action_block(view, 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 = -1 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 = 0; b < block_count; ++b) { if (block_owner(b) === game.active && is_map_space(game.location[b]) && b !== B_CLEOPATRA) { if (is_over_supply_limit(game.location[b])) { okay_to_end = false gen_action_block(view, 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 = 0; b < block_count; ++b) { if (is_map_space(game.location[b])) if (block_owner(b) === game.active && b !== B_CLEOPATRA) gen_action_block(view, 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("disbanded") 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 = 0; b < block_count; ++b) { 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 won!" else if (game.result === POMPEIUS) game.victory = "Pompeius won!" else game.victory = "The game ended in a draw." game.active = null game.state = 'game_over' logbr() log(game.victory) } states.game_over = { prompt: function (view) { return view.prompt = game.victory }, } exports.setup = function (seed, scenario, options) { game = { seed: seed, log: [], undo: [], c_hand: [], p_hand: [], c_card: 0, p_card: 0, state: null, show_cards: false, year: 705, turn: 0, location: [], steps: [], traitor: [], moved: [], limits: [], c_last_used: [], p_last_used: [], c_attacker: [], p_attacker: [], sea_moved: [], main_road: [], reserves: [], } if (scenario === "Historical") log(".h1 Historical Deployment") else log(".h1 " + scenario) logbr() if (options.max_2_events) { log("At most 2 events per hand.") game.max_2_events = 1 } game.removed = [] if (options.remove_apollo || options.remove_all_events) { log("Apollo removed from deck.") game.removed.push(APOLLO) } if (options.remove_jupiter || options.remove_all_events) { log("Jupiter removed from deck.") game.removed.push(JUPITER) } if (options.remove_mars || options.remove_all_events) { log("Mars removed from deck.") game.removed.push(MARS) } if (options.remove_mercury || options.remove_all_events) { log("Mercury removed from deck.") game.removed.push(MERCURY) } if (options.remove_neptune || options.remove_all_events) { log("Neptune removed from deck.") game.removed.push(NEPTUNE) } if (options.remove_pluto || options.remove_all_events) { log("Pluto removed from deck.") game.removed.push(PLUTO) } if (options.remove_vulcan || options.remove_all_events) { log("Vulcan removed from deck.") game.removed.push(VULCAN) } if (game.removed.length === 0) delete game.removed logbr() // Option for backwards compatible replays. if (options.autohit) game.autohit = 1 if (options.immediate) game.immediate = 1 setup_historical_deployment() if (scenario === "Free Deployment") start_free_deployment() else start_year() return game } function deploy_block(owner, location, name) { for (let b = 0; b < block_count; ++b) { if (block_original_owner(b) === owner && BLOCKS[b].name === name) { game.steps[b] = BLOCKS[b].steps game.location[b] = find_space(location) return } } } function setup_historical_deployment() { for (let b = 0; b < block_count; ++b) { 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 game } exports.resign = function (state, current) { game = state if (game.state !== 'game_over') { logbr() log(current + " resigned.") count_vp() game.active = null game.state = 'game_over' game.result = enemy(current) game.victory = current + " resigned." } return game } function make_battle_view() { let attacker = get_attacker(game.where) let bv = { A: attacker, CF: [], CR: [], PF: [], PR: [], flash: game.flash, where: game.where } bv.title = attacker if (game.surprise === game.where) bv.title += " surprise attacks " else bv.title += " attacks " bv.title += space_name(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 = 0; b < block_count; ++b) { if (game.location[b] === game.where & block_owner(b) === p && fn(b)) { bv[name].push(b) } } } fill_cell("CR", CAESAR, b => is_battle_reserve(b)) fill_cell("CF", CAESAR, b => !is_battle_reserve(b)) fill_cell("PR", POMPEIUS, b => is_battle_reserve(b)) fill_cell("PF", POMPEIUS, b => !is_battle_reserve(b)) return bv } function observer_hand() { let hand = [] hand.length = Math.max(game.c_hand.length, game.p_hand.length) hand.fill(0) return hand } exports.view = function(state, current) { game = state count_vp() let view = { log: game.log, year: game.year, turn: game.turn, active: game.active, 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 : observer_hand(), who: (game.active === current) ? game.who : -1, location: game.location, traitor: game.traitor, steps: game.steps, moved: game.moved, battle: null, 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 } 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) { game.undo.length = 0 } } function push_undo() { if (game.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() { if (game.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 } }