diff options
author | Tor Andersson <tor@ccxvii.net> | 2023-01-21 14:48:19 +0100 |
---|---|---|
committer | Tor Andersson <tor@ccxvii.net> | 2023-02-18 13:02:39 +0100 |
commit | 3d473c2737f4720b2202720bff1e04f886d2cbf8 (patch) | |
tree | e4bf705a92d83f2c7bea5699a2ae4a4b9a258c55 | |
parent | 5e22d8383162cd7d2dd77f7fc4072c518d3d79b0 (diff) | |
download | nevsky-3d473c2737f4720b2202720bff1e04f886d2cbf8.tar.gz |
Capitalization, fractions, events/caps, inactive prompts.
-rw-r--r-- | play.js | 50 | ||||
-rw-r--r-- | rules.js | 519 |
2 files changed, 367 insertions, 202 deletions
@@ -1776,7 +1776,7 @@ function on_update() { // Misc action_button("lordship", "Lordship") action_button("march", "March") - action_button("avoid", "Avoid battle") + action_button("avoid", "Avoid Battle") action_button("withdraw", "Withdraw") action_button("retreat", "Retreat") action_button("remove", "Remove") @@ -1801,7 +1801,7 @@ function on_update() { action_button("supply", "Supply") // Muster & Spoils - action_button("take_prov", "Prov") + action_button("take_prov", "Provender") action_button("take_loot", "Loot") action_button("take_coin", "Coin") action_button("take_ship", "Ship") @@ -1820,29 +1820,29 @@ function on_update() { action_button("concede", "Concede") action_button("battle", "Battle") - action_button("end_actions", "End actions") - action_button("end_array", "End array") - action_button("end_avoid_battle", "End avoid battle") - action_button("end_call_to_arms", "End call to arms") - action_button("end_disband", "End disband") - action_button("end_discard", "End discard") - action_button("end_feed", "End feed") - action_button("end_growth", "End growth") - action_button("end_levy", "End levy") - action_button("end_muster", "End muster") - action_button("end_pay", "End pay") - action_button("end_plan", "End plan") - action_button("end_plow_and_reap", "End plow and reap") - action_button("end_ransom", "End ransom") - action_button("end_remove", "End remove") - action_button("end_reposition", "End reposition") - action_button("end_sack", "End sack") - action_button("end_sally", "End sally") - action_button("end_setup", "End setup") - action_button("end_spoils", "End spoils") - action_button("end_supply", "End supply") - action_button("end_wastage", "End wastage") - action_button("end_withdraw", "End withdraw") + action_button("end_actions", "End Actions") + action_button("end_array", "End Array") + action_button("end_avoid_battle", "End Avoid Battle") + action_button("end_call_to_arms", "End Call to Arms") + action_button("end_disband", "End Disband") + action_button("end_discard", "End Discard") + action_button("end_feed", "End Feed") + action_button("end_growth", "End Growth") + action_button("end_levy", "End Levy") + action_button("end_muster", "End Muster") + action_button("end_pay", "End Pay") + action_button("end_plan", "End Plan") + action_button("end_plow_and_reap", "End Plow and Reap") + action_button("end_ransom", "End Ransom") + action_button("end_remove", "End Remove") + action_button("end_reposition", "End Reposition") + action_button("end_sack", "End Sack") + action_button("end_sally", "End Sally") + action_button("end_setup", "End Setup") + action_button("end_spoils", "End Spoils") + action_button("end_supply", "End Supply") + action_button("end_wastage", "End Wastage") + action_button("end_withdraw", "End Withdraw") action_button("pass", "Pass") action_button("done", "Done") @@ -1,8 +1,6 @@ "use strict" -// TODO: post-battle sequence -// rules: Loser retreat, P1 losses, P2 losses, Victor spoils, Loser service -// option: Loser retreat, Loser losses, Loser service, Victor losses, Victor spoils +// TODO: die rolls in log - circled numbers/icons // FIXME: lift_sieges / besieged needs checking! (automatic after disband_lord, manual after move/sail, extra careful manual after battle) // FIXME: remove_legate_if_endangered needs checking! (automatic after disband_lord, manual after move/sail, manual after battle) @@ -30,6 +28,14 @@ const P2 = RUSSIANS const DIE_HIT = "01234567" const DIE_MISS = "01234567" +function frac(x) { + if (x === 1) + return "\xbd" + if (x & 1) + return (x >> 1) + "\xbd" + return x >> 1 +} + let game = null let view = null let states = {} @@ -73,7 +79,7 @@ const MEN_AT_ARMS = 4 const MILITIA = 5 const SERFS = 6 -const FORCE_TYPE_NAME = [ "knights", "sergeants", "light horse", "asiatic horse", "men-at-arms", "militia", "serfs" ] +const FORCE_TYPE_NAME = [ "Knights", "Sergeants", "Light Horse", "Asiatic Horse", "Men-at-Arms", "Militia", "Serfs" ] const FORCE_PROTECTION = [ 4, 3, 1, 1, 3, 1, 0 ] const FORCE_EVADE = [ 0, 0, 0, 3, 0, 0, 0 ] @@ -86,7 +92,7 @@ const SLED = 4 const BOAT = 5 const SHIP = 6 -const ASSET_TYPE_NAME = [ "prov", "coin", "loot", "cart", "sled", "boat", "ship" ] +const ASSET_TYPE_NAME = [ "Provender", "Coin", "Loot", "Cart", "Sled", "Boat", "Ship" ] // battle array const A1 = 0 // attackers @@ -1921,8 +1927,9 @@ function setup_test() { } states.setup_lords = { + inactive: "Set up Lords", prompt() { - view.prompt = "Setup your Lords." + view.prompt = "Set up your Lords." let done = true for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (is_lord_on_map(lord) && !get_lord_moved(lord)) { @@ -2084,6 +2091,7 @@ function goto_russian_event_death_of_the_pope() { } states.death_of_the_pope = { + inactive: "Death of the Pope", prompt() { view.prompt = "Death of the Pope: Discard William of Modena." gen_action_card(AOW_TEUTONIC_WILLIAM_OF_MODENA) @@ -2110,12 +2118,13 @@ function goto_teutonic_event_torzhok() { function action_torzhok(lord, asset) { push_undo() - logi(`Removed ${ASSET_TYPE_NAME[asset]} from L${lord}.`) + log(`Removed ${ASSET_TYPE_NAME[asset]} from L${lord}.`) add_lord_assets(lord, asset, -1) game.count-- } states.torzhok = { + inactive: "Torzhok", prompt() { // TODO: need to reveal Domash if hidden! if (game.count > 0) { @@ -2159,7 +2168,7 @@ states.torzhok = { ship(lord) { action_torzhok(lord, SHIP) }, veche_coin() { push_undo() - logi(`Removed Coin from Veche.`) + log(`Removed Coin from Veche.`) game.pieces.veche_coin -= 1 game.who = NOBODY game.count-- @@ -2181,14 +2190,15 @@ function goto_russian_event_tempest() { } states.tempest = { + inactive: "Tempest", prompt() { - view.prompt = "Remove all Ships from a Teutonic Lord (half if he has Cogs)." + view.prompt = "Tempest: Remove all Ships from a Teutonic Lord (half if he has Cogs)." for (let lord = first_enemy_lord; lord <= last_enemy_lord; ++lord) if (get_lord_assets(lord, SHIP) > 0) gen_action_ship(lord) }, ship(lord) { - logi(`Removed ships from L${lord}.`) + log(`Removed Ships from L${lord}.`) let n = 0 if (lord_has_capability(lord, AOW_TEUTONIC_COGS)) n = get_lord_assets(lord, SHIP) >> 1 @@ -2206,6 +2216,7 @@ function goto_event_bountiful_harvest() { } states.bountiful_harvest = { + inactive: "Bountiful Harvest", prompt() { if (game.active === TEUTONS) view.prompt = "Bountiful Harvest: Remove 1 Ravaged marker from Livonia or Estonia." @@ -2216,7 +2227,7 @@ states.bountiful_harvest = { gen_action_locale(loc) }, locale(loc) { - logi(`Removed Ravaged from %${loc}.`) + log(`Removed Ravaged from %${loc}.`) remove_ravaged_marker(loc) end_immediate_event() }, @@ -2254,28 +2265,30 @@ function goto_russian_event_mindaugas() { } states.teutonic_mindaugas = { + inactive: "Mindaugas", prompt() { - view.prompt = "Mindaugas: Place Ravaged..." + view.prompt = "Mindaugas: Place Ravaged near Ostrov." for (let loc of TEUTONIC_MINDAUGAS) if (!has_enemy_lord(loc) && !is_enemy_stronghold(loc)) gen_action_locale(loc) }, locale(loc) { - logi(`Ravaged %${loc}.`) + log(`Ravaged %${loc}.`) add_ravaged_marker(loc) end_immediate_event() }, } states.russian_mindaugas = { + inactive: "Mindaugas", prompt() { - view.prompt = "Mindaugas: Place Ravaged..." + view.prompt = "Mindaugas: Place Ravaged near Rositten." for (let loc of RUSSIAN_MINDAUGAS) if (!has_enemy_lord(loc) && !is_enemy_stronghold(loc)) gen_action_locale(loc) }, locale(loc) { - logi(`Ravaged %${loc}.`) + log(`Ravaged %${loc}.`) add_ravaged_marker(loc) end_immediate_event() }, @@ -2290,6 +2303,7 @@ function goto_teutonic_event_pope_gregory() { } states.pope_gregory = { + inactive: "Pope Gregory", prompt() { view.prompt = "Pope Gregory: On Calendar, slide 1 Teuton cylinder 1 box left." for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) @@ -2331,9 +2345,10 @@ function goto_russian_event_prussian_revolt() { } states.prussian_revolt = { + inactive: "Prussian Revolt", prompt() { if (is_lord_on_calendar(game.who)) { - view.prompt = "Prussian Revolt: Shift Andreas 2 right." + view.prompt = "Prussian Revolt: Shift Andreas 2 boxes right." gen_action_calendar(get_lord_calendar(game.who) + 2) } else { view.prompt = "Prussian Revolt: Place Andreas at Riga." @@ -2341,13 +2356,13 @@ states.prussian_revolt = { } }, locale(_) { - logi(`Placed L${game.who} at %${LOC_RIGA}.`) + log(`Placed L${game.who} at %${LOC_RIGA}.`) set_lord_locale(game.who, LOC_RIGA) game.who = NOBODY end_immediate_event() }, calendar(turn) { - logi(`Shifted L${game.who} to Calendar ${turn}.`) + log(`Shifted L${game.who} to Calendar ${turn}.`) set_lord_calendar(game.who, turn) game.who = NOBODY end_immediate_event() @@ -2381,8 +2396,9 @@ function goto_teutonic_event_grand_prince() { } states.grand_prince = { + inactive: "Grand Prince", prompt() { - view.prompt = "Grand Prince: On Calendar, shift Aleksandr or Andrey or furthest right service of either 2 boxes." + view.prompt = "Grand Prince: On Calendar, shift Aleksandr or Andrey or furthest right Service of either 2 boxes." if (is_lord_on_calendar(LORD_ALEKSANDR) && game.who !== LORD_ALEKSANDR) gen_action_lord(LORD_ALEKSANDR) @@ -2423,8 +2439,9 @@ function goto_teutonic_event_khan_baty() { } states.khan_baty = { + inactive: "Khan Baty", prompt() { - view.prompt = "Khan Baty: On Calendar, shift Aleksandr or Andrey or service of either 2 boxes." + view.prompt = "Khan Baty: On Calendar, shift Aleksandr or Andrey or Service of either 2 boxes." if (is_lord_in_play(LORD_ALEKSANDR)) prompt_select_lord_on_calendar(LORD_ALEKSANDR) if (is_lord_in_play(LORD_ANDREY)) @@ -2455,6 +2472,7 @@ function goto_teutonic_event_swedish_crusade() { } states.swedish_crusade = { + inactive: "Swedish Crusade", prompt() { view.prompt = "Swedish Crusade: On Calendar, shift Vladislav and Karelians each 1 box." if (game.count & (1 << LORD_VLADISLAV)) @@ -2485,6 +2503,7 @@ function goto_russian_event_valdemar() { } states.valdemar = { + inactive: "Valdemar", prompt() { view.prompt = "Valdemar: On Calendar, shift Knud & Abel up to 1 box." prompt_shift_lord_on_calendar(1) @@ -2510,6 +2529,7 @@ function goto_russian_event_osilian_revolt() { } states.osilian_revolt = { + inactive: "Osilian Revolt", prompt() { view.prompt = "Osilian Revolt: On Calendar, shift Service of Andreas or Heinrich 2 boxes left." // NOTE: Service only! @@ -2540,6 +2560,7 @@ function goto_russian_event_batu_khan() { } states.batu_khan = { + inactive: "Batu Khan", prompt() { view.prompt = "Batu Khan: On Calendar, shift Andreas up to 2 boxes." prompt_shift_lord_on_calendar(2) @@ -2562,6 +2583,7 @@ function goto_russian_event_dietrich() { } states.russian_dietrich_von_gruningen = { + inactive: "Dietrich von Grüningen", prompt() { view.prompt = "Dietrich von Grüningen: On Calendar, shift Andreas or Rudolf 1 box." if (is_lord_in_play(LORD_ANDREAS)) @@ -2705,6 +2727,7 @@ function can_play_pogost() { } states.pogost = { + inactive: "Pogost", prompt() { view.prompt = "Pogost: Add 4 Provender to a Lord in Rus." for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) @@ -2742,8 +2765,9 @@ function closest_to_locale(where, first, last) { } states.vodian_treachery = { + inactive: "Vodian Treachery", prompt() { - view.prompt = "Vodian Treachery: Conquer Fort." + view.prompt = "Vodian Treachery: Conquer Kaibolovo or Koporye Fort." if (is_fort(LOC_KAIBOLOVO) && is_teuton_closer_than_russian(LOC_KAIBOLOVO)) gen_action_locale(LOC_KAIBOLOVO) if (is_fort(LOC_KOPORYE) && is_teuton_closer_than_russian(LOC_KOPORYE)) @@ -2771,6 +2795,7 @@ function can_play_heinrich_sees_the_curia() { } states.heinrich_sees_the_curia = { + inactive: "Heinrich Sees the Curia", prompt() { view.prompt = "Heinrich Sees the Curia: Disband Heinrich to add 4 Assets each to 2 Lords." gen_action_lord(LORD_HEINRICH) @@ -2785,6 +2810,7 @@ states.heinrich_sees_the_curia = { } states.heinrich_sees_the_curia_1 = { + inactive: "Heinrich Sees the Curia", prompt() { let n = 2 - count_set_bits(game.count) view.prompt = `Heinrich Sees the Curia: Add 4 Assets each to ${n} Lords.` @@ -2813,6 +2839,7 @@ function resume_heinrich_sees_the_curia() { } states.heinrich_sees_the_curia_2 = { + inactive: "Heinrich Sees the Curia", prompt() { view.prompt = `Heinrich Sees the Curia: Add ${game.count} Assets.` if (game.count > 0) { @@ -2871,6 +2898,9 @@ function action_held_event_lordship(c) { } states.lordship = { + get inactive() { + return data.cards[game.what].event + }, prompt() { view.prompt = `${data.cards[game.what].event}: Play for +2 Lordship.` view.actions.lordship = 1 @@ -2954,6 +2984,7 @@ function action_shift_cylinder_lordship() { } states.tverdilo = { + inactive: "Tverdilo", prompt() { prompt_shift_cylinder([ LORD_HERMANN, LORD_YAROSLAV ], 2) }, lord: action_select_lord, calendar: action_shift_cylinder_calendar, @@ -2961,6 +2992,7 @@ states.tverdilo = { } states.teutonic_fervor = { + inactive: "Teutonic Fervor", prompt() { prompt_shift_cylinder([ LORD_RUDOLF ], 2) }, lord: action_select_lord, calendar: action_shift_cylinder_calendar, @@ -2968,6 +3000,7 @@ states.teutonic_fervor = { } states.teutonic_dietrich_von_gruningen = { + inactive: "Deitrich von Grüningen", prompt() { prompt_shift_cylinder([ LORD_ANDREAS, LORD_RUDOLF ], 2) }, lord: action_select_lord, calendar: action_shift_cylinder_calendar, @@ -2975,6 +3008,7 @@ states.teutonic_dietrich_von_gruningen = { } states.prince_of_polotsk = { + inactive: "Prince of Polotsk", prompt() { prompt_shift_cylinder([ LORD_ALEKSANDR, LORD_ANDREY, LORD_DOMASH, LORD_GAVRILO, LORD_KARELIANS, LORD_VLADISLAV @@ -2986,6 +3020,7 @@ states.prince_of_polotsk = { } states.pelgui = { + inactive: "Pelgui", prompt() { prompt_shift_cylinder([ LORD_VLADISLAV, LORD_KARELIANS ], 2) }, lord: action_select_lord, calendar: action_shift_cylinder_calendar, @@ -3100,6 +3135,7 @@ function resume_levy_arts_of_war_first() { } states.levy_arts_of_war_first = { + inactive: "Arts of War", prompt() { let c = game.what[0] view.arts_of_war = game.what @@ -3171,6 +3207,7 @@ function resume_levy_arts_of_war() { } states.levy_arts_of_war = { + inactive: "Arts of War", prompt() { let c = game.what[0] view.arts_of_war = [ c ] @@ -3199,7 +3236,7 @@ states.levy_arts_of_war = { }, hold() { let c = game.what.shift() - log(`${game.active} held Event.`) + log(`${game.active} Held Event.`) if (game.active === P1) set_add(game.hand1, c) else @@ -3242,6 +3279,7 @@ function end_levy_muster() { } states.levy_muster = { + inactive: "Levy", prompt() { view.prompt = "Levy: Muster with your Lords." @@ -3284,13 +3322,14 @@ function resume_levy_muster_lord() { } states.levy_muster_lord = { + inactive: "Levy", prompt() { view.prompt = `Levy: Muster with ${lord_name[game.who]}.` prompt_held_event_lordship() if (game.count > 0) { - view.prompt += ` ${game.count} lordship left.` + view.prompt += ` ${game.count} Lordship left.` // Roll to muster Ready Lord at Seat for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { @@ -3391,8 +3430,9 @@ states.levy_muster_lord = { } states.muster_lord_at_seat = { + inactive: "Levy", prompt() { - view.prompt = `Muster: Select seat for ${lord_name[game.who]}.` + view.prompt = `Muster: Select Seat for ${lord_name[game.who]}.` for_each_seat(game.who, seat => { if (is_friendly_locale(seat)) gen_action_locale(seat) @@ -3420,6 +3460,7 @@ function resume_muster_lord_transport() { } states.muster_lord_transport = { + inactive: "Levy", prompt() { if (game.state === "veliky_knyaz") view.prompt = `Veliky Knyaz: Select Transport for ${lord_name[game.who]}.` @@ -3525,9 +3566,10 @@ function discard_lord_capability(lord, c) { } states.muster_capability = { + inactive: "Levy", prompt() { let deck = list_deck() - view.prompt = `Muster: Select a new capability for ${lord_name[game.who]}.` + view.prompt = `Muster: Select a new Capability for ${lord_name[game.who]}.` view.arts_of_war = deck for (let c of deck) { if (is_no_event_card(c)) @@ -3561,8 +3603,9 @@ states.muster_capability = { } states.muster_capability_discard = { + inactive: "Levy", prompt() { - view.prompt = `Muster: Remove a capability from ${lord_name[game.who]}.` + view.prompt = `Muster: Remove a Capability from ${lord_name[game.who]}.` gen_action_card(get_lord_capability(game.who, 0)) gen_action_card(get_lord_capability(game.who, 1)) }, @@ -3618,6 +3661,7 @@ function goto_teutonic_call_to_arms() { } states.papal_legate_arrives = { + inactive: "Papal Legate", prompt() { view.prompt = "Papal Legate Arrives: Place the Legate at any Bishopric." for (let loc of data.bishoprics) @@ -3634,6 +3678,7 @@ states.papal_legate_arrives = { } states.papal_legate_active = { + inactive: "Papal Legate", prompt() { view.prompt = "Papal Legate: You may move or use the Legate." @@ -3697,8 +3742,8 @@ states.papal_legate_active = { } else if (is_lord_on_calendar(lord)) { - log(`Slid L${lord} one box left.`) shift_lord_cylinder(lord, -1) + log(`Shifted L${lord} to ${get_lord_calendar(lord)}.`) } else { @@ -3716,6 +3761,7 @@ states.papal_legate_active = { } states.papal_legate_done = { + inactive: "Papal Legate", prompt() { view.prompt = "Papal Legate: All done." view.actions.end_call_to_arms = 1 @@ -3757,15 +3803,16 @@ function can_muster_summer_crusader(v) { function muster_summer_crusaders(v) { let lord = data.vassals[v].lord if (is_vassal_ready(v)) { - log(`Summer Crusaders mustered.`) + log(`Mustered Summer Crusaders.`) muster_vassal(lord, v) } else { - log(`Summer Crusaders restored.`) + log(`Restored Summer Crusaders.`) restore_lord_forces(lord, KNIGHTS, data.vassals[v].forces.knights | 0) } } states.summer_crusaders = { + inactive: "Summer Crusader", prompt() { view.prompt = "Levy: Summer Crusaders." for (let v of data.summer_crusaders) @@ -3804,7 +3851,7 @@ function goto_russian_call_to_arms() { function goto_black_sea_trade() { if (has_global_capability(AOW_RUSSIAN_BLACK_SEA_TRADE)) { if (!has_conquered_marker(LOC_NOVGOROD) && !has_conquered_marker(LOC_LOVAT)) { - log("Black Sea Trade.") + logcap(AOW_RUSSIAN_BLACK_SEA_TRADE) if (game.pieces.veche_coin < 8) { game.state = "black_sea_trade" return @@ -3815,6 +3862,7 @@ function goto_black_sea_trade() { } states.black_sea_trade = { + inactive: "Black Sea Trade", prompt() { view.prompt = "Call to Arms: Black Sea Trade." view.actions.veche = 1 @@ -3831,9 +3879,9 @@ function goto_baltic_sea_trade() { if (!has_conquered_marker(LOC_NOVGOROD) && !has_conquered_marker(LOC_NEVA)) { let t = count_all_teutonic_ships() let r = count_all_russian_ships() - log("Baltic Sea Trade:") - logi(`${t}x Teutonic Ships`) - logi(`${r}x Russian Ships`) + log(`C${AOW_RUSSIAN_BALTIC_SEA_TRADE}:`) + logi(`${t} Teutonic Ships`) + logi(`${r} Russian Ships`) if (t <= r) { if (game.pieces.veche_coin < 8) { game.state = "baltic_sea_trade" @@ -3841,14 +3889,18 @@ function goto_baltic_sea_trade() { } } } else { - log("Baltic Sea Trade:") - logi("Novgorod and/or Neva Conquered.") + log(`C${AOW_RUSSIAN_BALTIC_SEA_TRADE}:`) + if (has_conquered_marker(LOC_NOVGOROD)) + logi(`%${LOC_NOVGOROD} Conquered`) + if (has_conquered_marker(LOC_NEVA)) + logi(`%${LOC_NEVA} Conquered`) } } goto_novgorod_veche() } states.baltic_sea_trade = { + inactive: "Baltic Sea Trade", prompt() { view.prompt = "Call to Arms: Baltic Sea Trade." view.actions.veche = 1 @@ -3874,6 +3926,7 @@ function goto_novgorod_veche() { } states.novgorod_veche = { + inactive: "Novgorod Veche", prompt() { view.prompt = "Novgorod Veche: You may take one action with the Veche." view.actions.end_call_to_arms = 1 @@ -3931,8 +3984,8 @@ states.novgorod_veche = { else if (is_lord_on_calendar(lord)) { // NOTE: 2E 3.5.2 Shift one Russian cylinder two boxes (from one in 1E). - log(`Slid L${lord} two boxes left.`) shift_lord_cylinder(lord, -2) + log(`Shifted L${lord} to ${get_lord_calendar(lord)}.`) } else { @@ -3950,6 +4003,7 @@ states.novgorod_veche = { } states.novgorod_veche_done = { + inactive: "Novgorod Veche", prompt() { view.prompt = "Novgorod Veche: All done." view.actions.end_call_to_arms = 1 @@ -3994,6 +4048,7 @@ function goto_capability_discard() { } states.capability_discard = { + inactive: "Discard Capabilities", prompt() { if (count_global_capabilities() > count_mustered_lords()) { view.prompt = "Discard Capabilities in excess of Mustered Lords." @@ -4248,13 +4303,13 @@ function goto_actions() { if (game.active === TEUTONS) { if (has_global_capability(AOW_TEUTONIC_ORDENSBURGEN)) { if (is_commandery(get_lord_locale(game.command))) { - log("Ordensburgen.") + logcap(AOW_TEUTONIC_ORDENSBURGEN) ++game.actions } } if (game.command === LORD_HEINRICH || game.command === LORD_KNUD_ABEL) { if (has_global_capability(AOW_TEUTONIC_TREATY_OF_STENSBY)) { - log("Treaty of Stensby.") + logcap(AOW_TEUTONIC_TREATY_OF_STENSBY) ++game.actions } } @@ -4263,16 +4318,16 @@ function goto_actions() { if (game.active === RUSSIANS) { if (has_global_capability(AOW_RUSSIAN_ARCHBISHOPRIC)) { if (get_lord_locale(game.command) === LOC_NOVGOROD) { - log("Archbishopric.") + logcap(AOW_RUSSIAN_ARCHBISHOPRIC) ++game.actions } } if (this_lord_has_russian_druzhina()) { - log("Druzhina.") + logcap(which_lord_capability(game.command, AOW_RUSSIAN_DRUZHINA)) ++game.actions } if (this_lord_has_house_of_suzdal()) { - log("House of Suzdal.") + logcap(AOW_RUSSIAN_HOUSE_OF_SUZDAL) ++game.actions } } @@ -4333,8 +4388,9 @@ function this_lord_has_house_of_suzdal() { } states.actions = { + inactive: "Actions", prompt() { - view.prompt = `${lord_name[game.command]} has ${game.actions}x actions.` + view.prompt = `${lord_name[game.command]} has ${game.actions} actions.` view.group = game.group @@ -4468,13 +4524,13 @@ console.log("LIFT SIEGE CHECK!") let loc = game.pieces.sieges[i] if (is_enemy_stronghold(loc)) { if (!has_friendly_lord(loc)) { - log(`Lifted siege at %${loc}.`) + log(`Lifted Siege at %${loc}.`) remove_all_siege_markers(loc) release_besieged_lords(loc) } } else if (is_friendly_stronghold(loc)) { if (!has_enemy_lord(loc)) { - log(`Lifted siege at %${loc}.`) + log(`Lifted Siege at %${loc}.`) remove_all_siege_markers(loc) release_besieged_lords(loc) } @@ -4514,8 +4570,9 @@ function goto_march(to) { } states.march_way = { + inactive: "March", prompt() { - view.prompt = `March: Select way.` + view.prompt = `March: Select Way.` view.group = game.group let from = game.march.from let to = game.march.to @@ -4549,6 +4606,7 @@ function march_with_group_1() { } states.march_laden = { + inactive: "March", prompt() { let to = game.march.to let way = game.march.approach @@ -4556,13 +4614,13 @@ states.march_laden = { let prov = count_group_assets(PROV) let loot = count_group_assets(LOOT) - view.prompt = `March with ${loot} loot, ${prov} provender, and ${transport} transport.` + view.prompt = `March with ${loot} Loot, ${prov} Provender, and ${transport} Transport.` view.group = game.group if (prov <= transport * 2) { if (loot > 0 || prov > transport) { if (game.actions >= 2) { - view.prompt += " Laden!" + view.prompt += " Laden." view.actions.march = 1 // other button? gen_action_laden_march(to) } else { @@ -4573,7 +4631,7 @@ states.march_laden = { gen_action_locale(to) } } else { - view.prompt += " Too much provender." + view.prompt += " Too much Provender." } if (loot > 0 || prov > transport) { @@ -4609,7 +4667,7 @@ function march_with_group_2() { let laden = loot > 0 || prov > transport if (group_has_teutonic_converts()) { - log("Converts.") + logcap(AOW_TEUTONIC_CONVERTS) spend_march_action(0) } else if (laden) @@ -4745,8 +4803,9 @@ function resume_avoid_battle() { } states.avoid_battle = { + inactive: "Avoid Battle", prompt() { - view.prompt = `March: You may avoid battle.` + view.prompt = `March: You may Avoid Battle.` view.group = game.group let here = game.march.to @@ -4799,8 +4858,9 @@ states.avoid_battle = { } states.avoid_battle_way = { + inactive: "Avoid Battle", prompt() { - view.prompt = `Avoid Battle: Select way.` + view.prompt = `Avoid Battle: Select Way.` view.group = game.group let from = game.march.to let to = game.march.avoid_to @@ -4826,6 +4886,7 @@ function avoid_battle_1() { } states.avoid_battle_laden = { + inactive: "Avoid Battle", prompt() { let to = game.march.avoid_to let way = game.march.avoid_way @@ -4833,7 +4894,7 @@ states.avoid_battle_laden = { let prov = count_group_assets(PROV) let loot = count_group_assets(LOOT) - view.prompt = `Avoid Battle with ${prov} provender and ${transport} transport.` + view.prompt = `Avoid Battle with ${prov} Provender and ${transport} Transport.` view.group = game.group if (loot > 0) { @@ -4871,14 +4932,9 @@ states.avoid_battle_laden = { function avoid_battle_2() { let to = game.march.avoid_to - let way = game.march.avoid_way - - if (data.ways[way].name) - log(`Avoided Battle via W${way} to %${to}.`) - else - log(`Avoided Battle to %${to}.`) for (let lord of game.group) { + log(`L${lord} Avoided Battle to %${to}.`) if (game.march.ambush_lords) set_add(game.march.ambush_lords, lord) set_lord_locale(lord, to) @@ -4917,8 +4973,9 @@ function goto_march_withdraw() { } states.march_withdraw = { + inactive: "Withdraw", prompt() { - view.prompt = `March: You may withdraw lords into stronghold.` + view.prompt = `March: You may Withdraw Lords into Stronghold.` let here = get_lord_locale(game.command) let capacity = stronghold_capacity(here) @@ -4942,11 +4999,11 @@ states.march_withdraw = { push_undo() let lower = get_lower_lord(lord) - log(`L${lord} withdrew.`) + log(`L${lord} Withdrew.`) set_lord_besieged(lord, 1) if (lower !== NOBODY) { - log(`L${lower} withdrew.`) + log(`L${lower} Withdrew.`) set_lord_besieged(lord, 1) } }, @@ -4978,6 +5035,7 @@ function goto_march_ambush() { } states.march_ambush = { + inactive: "Ambush", prompt() { view.prompt = "Avoid Battle: You may play Ambush if you have it." if (has_card_in_hand(EVENT_TEUTONIC_AMBUSH)) @@ -5071,6 +5129,7 @@ function goto_spoils_after_avoid_battle() { } states.spoils_after_avoid_battle = { + inactive: "Spoils", prompt() { if (has_any_spoils()) { view.prompt = "Spoils: Divide " + list_spoils() + "." @@ -5155,6 +5214,7 @@ function surrender_stronghold(here) { } states.surrender = { + inactive: "Surrender", prompt() { view.prompt = "Siege: You may roll for Surrender." view.actions.surrender = 1 @@ -5317,6 +5377,7 @@ function init_lodya_supply() { } states.supply_lodya = { + inactive: "Supply", prompt() { view.prompt = "Lodya: Boats as 2 Boats each, or Ships or Boats as the other: " let lord = find_lodya_lord_in_shared() @@ -5365,11 +5426,11 @@ function end_supply_lodya() { function log_lodya() { if (game.flags.lodya === 0) - log("Lodya: Boats as 2 Boats each.") + log("C${AOW_RUSSIAN_LODYA}: Boats as 2 Boats each.") else if (game.flags.lodya < 0) - log(`Lodya: ${-game.flags.lodya} Boats as Ships.`) + log(`C${AOW_RUSSIAN_LODYA}: ${-game.flags.lodya} Boats as Ships.`) else - log(`Lodya: ${game.flags.lodya} Ships as Boats.`) + log(`C${AOW_RUSSIAN_LODYA}: ${game.flags.lodya} Ships as Boats.`) } // === ACTION: SUPPLY (SEARCHING) === @@ -5788,6 +5849,14 @@ function can_supply() { function goto_supply() { push_undo() + if (is_famine_in_play() && game.flags.famine === 0) { + if (game.active === TEUTONS) + logevent(EVENT_RUSSIAN_FAMINE) + else + logevent(EVENT_TEUTONIC_FAMINE) + game.flags.famine = 1 + } + if (init_lodya_supply()) { game.state = "supply_lodya" } else { @@ -5815,22 +5884,27 @@ function resume_supply() { } states.supply_source = { + inactive: "Supply", prompt() { if (!can_supply()) { - view.prompt = "Supply: No valid supply sources." + view.prompt = "Supply: No valid Supply Sources." return } - view.prompt = "Supply: Select supply source and route -" + view.prompt = "Supply: Select Supply Source and Route." + let list = [] if (game.supply.boats > 0) - view.prompt += ` ${game.supply.boats} boat` + list.push(`${game.supply.boats} Boat`) if (game.supply.carts > 0) - view.prompt += ` ${game.supply.carts} cart` + list.push(`${game.supply.carts} Cart`) if (game.supply.sleds > 0) - view.prompt += ` ${game.supply.sleds} sled` + list.push(`${game.supply.sleds} Sled`) if (game.supply.ships > 0) - view.prompt += ` ${game.supply.ships} ship` + list.push(`${game.supply.ships} Ship`) + + if (list.length > 0) + view.prompt += " " + list.join(", ") + "." if (game.supply.available > 0) for (let source of game.supply.seats) @@ -5843,10 +5917,6 @@ states.supply_source = { locale(source) { if (game.supply.seats.includes(source)) { logi(`Seat at %${source}`) - if (is_famine_in_play()) { - logi("Famine!") - game.flags.famine = 1 - } game.supply.available-- array_remove_item(game.supply.seats, source) } else { @@ -5895,8 +5965,9 @@ function spend_supply_transport(source) { } states.supply_path = { + inactive: "Supply", prompt() { - view.prompt = "Supply: Trace path to supply source." + view.prompt = "Supply: Trace Route to Supply Source." view.supply = [ game.supply.here, game.supply.end ] if (game.supply.boats > 0) view.prompt += ` ${game.supply.boats} boat` @@ -5950,6 +6021,7 @@ function walk_supply_path_way(next, way) { } states.supply_path_way = { + inactive: "Supply", prompt() { view.prompt = "Supply: Trace path to supply source." view.supply = [ game.supply.here, game.supply.end ] @@ -6079,8 +6151,9 @@ function goto_ravage() { } states.ravage = { + inactive: "Ravage", prompt() { - view.prompt = `Ravage: Choose enemy territory to ravage!` + view.prompt = `Ravage: Select enemy territory to Ravage.` let here = get_lord_locale(game.command) @@ -6106,10 +6179,14 @@ states.ravage = { } function ravage_location(here, there) { - if (here !== there) - log(`Ravaged %${there} with Raiders.`) - else + if (here !== there) { + if (is_teutonic_lord(game.command)) + log(`Ravaged %${there} with C${which_lord_capability(game.command, AOW_TEUTONIC_RAIDERS)}.`) + else + log(`Ravaged %${there} with C${which_lord_capability(game.command, AOW_RUSSIAN_RAIDERS)}.`) + } else { log(`Ravaged %${there}.`) + } add_ravaged_marker(there) add_lord_assets(game.command, PROV, 1) @@ -6164,7 +6241,7 @@ function goto_tax() { resume_actions() if (lord_has_capability(game.command, AOW_RUSSIAN_VELIKY_KNYAZ)) { - log("Veliky Knyaz.") + logcap(AOW_RUSSIAN_VELIKY_KNYAZ) restore_mustered_forces(game.command) push_state("veliky_knyaz") game.who = game.command @@ -6228,6 +6305,7 @@ function goto_sail() { } states.sail = { + inactive: "Sail", prompt() { view.group = game.group @@ -6244,7 +6322,7 @@ states.sail = { overflow = (horses * 2 + loot * 2 + prov) - ships if (overflow > 0) { - view.prompt = `Sailing with ${ships} ships and ${horses} horses. Discard loot or provender.` + view.prompt = `Sailing with ${ships} Ships and ${horses} Horses. Discard Loot or Provender.` // TODO: stricter greed! // TODO: if 1 ship, 1 loot, 1 prov - cannot discard prov then loot! if (loot > 0 || prov > 0) { @@ -6258,7 +6336,7 @@ states.sail = { } } } else { - view.prompt = `Sail: Choose a destination Seaport.` + view.prompt = `Sail: Select a destination Seaport.` for (let to of data.seaports) { if (to === here) continue @@ -6326,15 +6404,16 @@ function can_action_stonemasons() { function goto_stonemasons() { push_undo() - log("Stonemasons.") + logcap(AOW_TEUTONIC_STONEMASONS) game.count = 6 game.state = "stonemasons" } states.stonemasons = { + inactive: "Stonemasons", prompt() { - view.prompt = `Stonemasons: Pay ${game.count} provender.` + view.prompt = `Stonemasons: Pay ${game.count} Provender.` let here = get_lord_locale(game.command) for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (get_lord_locale(lord) === here) @@ -6397,7 +6476,7 @@ function can_action_stone_kremlin() { function goto_stone_kremlin() { push_undo() - log("Stone Kremlin.") + logcap(AOW_RUSSIAN_STONE_KREMLIN) if (count_walls() > 0) { game.state = "stone_kremlin" @@ -6408,6 +6487,7 @@ function goto_stone_kremlin() { } states.stone_kremlin = { + inactive: "Stone Kremlin", prompt() { let here = get_lord_locale(game.command) if (game.count > 0) { @@ -6461,7 +6541,7 @@ function can_action_smerdi() { function goto_smerdi() { push_undo() - log("Smerdi.") + logcap(AOW_RUSSIAN_SMERDI) game.pieces.smerdi -- add_lord_forces(game.command, SERFS, 1) spend_action(1) @@ -6608,6 +6688,7 @@ function goto_relief_sally() { } states.relief_sally = { + inactive: "Relief Sally", prompt() { view.prompt = "Battle: Relief Sally." @@ -6764,8 +6845,9 @@ function end_array_rearguard() { } states.array_attacker = { + inactive: "Array Attacking Lords", prompt() { - view.prompt = "Battle Array: Position your attacking lords." + view.prompt = "Battle Array: Position your Attacking Lords." let array = game.battle.array let done = true if (array[A1] === NOBODY || array[A2] === NOBODY || array[A3] === NOBODY) { @@ -6794,8 +6876,9 @@ states.array_attacker = { } states.array_sally = { + inactive: "Array Sallying Lords", prompt() { - view.prompt = "Battle Array: Position your sallying lords." + view.prompt = "Battle Array: Position your Sallying Lords." let array = game.battle.array let done = true if (array[SA1] === NOBODY || array[SA2] === NOBODY || array[SA3] === NOBODY) { @@ -6825,8 +6908,9 @@ states.array_sally = { } states.array_defender = { + inactive: "Array Defending Lords", prompt() { - view.prompt = "Battle Array: Position your defending lords." + view.prompt = "Battle Array: Position your Defending Lords." let array = game.battle.array let done = true if (array[D1] === NOBODY || array[D2] === NOBODY || array[D3] === NOBODY) { @@ -6848,8 +6932,9 @@ states.array_defender = { } states.array_rearguard = { + inactive: "Array Rearguard", prompt() { - view.prompt = "Battle Array: Position your rearguard lords." + view.prompt = "Battle Array: Position your Rearguard Lords." let array = game.battle.array let done = true if (array[RG1] === NOBODY || array[RG2] === NOBODY || array[RG3] === NOBODY) { @@ -6888,8 +6973,9 @@ function goto_array_defender_storm() { } states.array_defender_storm = { + inactive: "Array Defending Lord", prompt() { - view.prompt = "Storm Array: Choose a defending lord." + view.prompt = "Storm Array: Select a Defending Lord." for (let lord of game.battle.reserves) if (is_friendly_lord(lord)) @@ -7036,8 +7122,9 @@ function prompt_battle_events() { } states.attacker_events = { + inactive: "Attacker Events", prompt() { - view.prompt = "Attacker may play events." + view.prompt = "Attacker may play Events." prompt_battle_events() }, card: action_battle_events, @@ -7047,8 +7134,9 @@ states.attacker_events = { } states.defender_events = { + inactive: "Defender Events", prompt() { - view.prompt = "Defender may play events." + view.prompt = "Defender may play Events." prompt_battle_events() @@ -7110,6 +7198,7 @@ function action_battle_events(c) { } states.bridge = { + inactive: "Bridge", prompt() { view.prompt = "Bridge: Play on a Center Lord." view.what = game.what @@ -7138,6 +7227,7 @@ states.bridge = { } states.field_organ = { + inactive: "Field Organ", prompt() { view.prompt = "Field Organ: Play on a Lord." view.what = game.what @@ -7182,13 +7272,14 @@ function goto_concede() { } states.concede_battle = { + inactive: "Concede", prompt() { view.prompt = "Battle: Concede the Field?" view.actions.concede = 1 view.actions.battle = 1 }, concede() { - log(game.active + " conceded.") + log(game.active + " Conceded.") game.battle.conceded = game.active goto_reposition_battle() }, @@ -7200,13 +7291,14 @@ states.concede_battle = { } states.concede_storm = { + inactive: "Concede", prompt() { view.prompt = "Storm: Concede?" view.actions.concede = 1 view.actions.battle = 1 }, concede() { - log(game.active + " conceded.") + log(game.active + " Conceded.") game.battle.conceded = game.active end_battle() }, @@ -7235,7 +7327,7 @@ function goto_reposition_battle() { // If all SA routed, send RG to reserve (end relief sally) if (array[SA1] === NOBODY && array[SA2] === NOBODY && array[SA3] === NOBODY) { if (array[RG1] !== NOBODY || array[RG2] !== NOBODY || array[RG3] !== NOBODY) { - log("Sallying routed.") + log("Sallying Routed.") log("Rearguard to reserve.") send_to_reserve(RG1) send_to_reserve(RG2) @@ -7245,7 +7337,7 @@ function goto_reposition_battle() { // If all D routed, advance RG to front if (array[D1] === NOBODY && array[D2] === NOBODY && array[D3] === NOBODY) { - log("Defenders routed.") + log("Defenders Routed.") if (array[RG1] !== NOBODY || array[RG2] !== NOBODY || array[RG3] !== NOBODY) { log("Rearguard to front.") slide_array(RG1, D1) @@ -7257,7 +7349,7 @@ function goto_reposition_battle() { // If all A routed, flip the battle field around: if (array[A1] === NOBODY && array[A2] === NOBODY && array[A3] === NOBODY) { if (array[SA1] !== NOBODY || array[SA2] !== NOBODY || array[SA3] !== NOBODY) { - log("Attackers routed.") + log("Attackers Routed.") // Become a regular sally situation (siegeworks still count for defender) game.battle.sally = 1 @@ -7343,6 +7435,7 @@ function can_reposition_advance() { } states.reposition_advance = { + inactive: "Reposition", prompt() { view.prompt = "Reposition: Advance from Reserve." let array = game.battle.array @@ -7396,6 +7489,7 @@ function can_reposition_center() { } states.reposition_center = { + inactive: "Reposition", prompt() { view.prompt = "Reposition: Slide to Center." let array = game.battle.array @@ -7462,6 +7556,7 @@ function end_reposition_storm() { } states.reposition_storm = { + inactive: "Reposition", prompt() { view.prompt = "Reposition: You may switch positions between Front and any Reserve Lord." for (let lord of game.battle.reserves) @@ -7660,7 +7755,7 @@ function count_horse_hits(lord) { hits += forces.light_horse if (game.battle.field_organ === lord && game.battle.round === 1) { - log(`Field Organ L${lord}.`) + log(`E${EVENT_TEUTONIC_FIELD_ORGAN} L${lord}.`) hits += forces.knights << 1 hits += forces.sergeants << 1 } @@ -7941,23 +8036,23 @@ function format_strike_step() { function format_hits() { if (game.battle.xhits > 0 && game.battle.hits > 0) { if (game.battle.xhits > 1 && game.battle.hits > 1) - return `${game.battle.xhits} crossbow hits and ${game.battle.hits} hits` + return `${game.battle.xhits} Crossbow Hits and ${game.battle.hits} Hits` else if (game.battle.xhits > 1) - return `${game.battle.xhits} crossbow hits and ${game.battle.hits} hit` + return `${game.battle.xhits} Crossbow Hits and ${game.battle.hits} Hit` else if (game.battle.hits > 1) - return `${game.battle.xhits} crossbow hit and ${game.battle.hits} hits` + return `${game.battle.xhits} Crossbow Hit and ${game.battle.hits} Hits` else - return `${game.battle.xhits} crossbow hit and ${game.battle.hits} hit` + return `${game.battle.xhits} Crossbow Hit and ${game.battle.hits} Hit` } else if (game.battle.xhits > 0) { if (game.battle.xhits > 1) - return `${game.battle.xhits} crossbow hits` + return `${game.battle.xhits} Crossbow Hits` else - return `${game.battle.xhits} crossbow hit` + return `${game.battle.xhits} Crossbow Hit` } else { if (game.battle.hits > 1) - return `${game.battle.hits} hits` + return `${game.battle.hits} Hits` else - return `${game.battle.hits} hit` + return `${game.battle.hits} Hit` } } @@ -8013,11 +8108,19 @@ function goto_strike() { } } - if (is_marsh_in_play()) - log("Marsh.") + if (is_marsh_in_play()) { + if (game.active === TEUTONS) + logevent(EVENT_RUSSIAN_MARSH) + else + logevent(EVENT_TEUTONIC_MARSH) + } - if (is_archery_step() && is_hill_in_play()) - log("Hill.") + if (is_archery_step() && is_hill_in_play()) { + if (game.active === TEUTONS) + logevent(EVENT_TEUTONIC_HILL) + else + logevent(EVENT_RUSSIAN_HILL) + } // Generate hits if (!game.battle.storm) { @@ -8044,13 +8147,13 @@ function goto_strike() { game.battle.ahx[pos] = xhits if (xhits > 2) - log(`L${lord} ${xhits / 2} crossbow hits`) + log(`L${lord} ${frac(xhits)} Crossbow Hits.`) else if (xhits > 0) - log(`L${lord} ${xhits / 2} crossbow hit`) + log(`L${lord} ${frac(xhits)} Crossbow Hit.`) if (hits > 2) - log(`L${lord} ${hits / 2} hits`) + log(`L${lord} ${frac(hits)} Hits.`) else if (hits > 0) - log(`L${lord} ${hits / 2} hit`) + log(`L${lord} ${frac(hits)} Hit.`) } } @@ -8196,6 +8299,9 @@ function select_strike_group(pos) { } states.strike_group = { + get inactive() { + return format_strike_step() + " \u2014 Strike" + }, prompt() { view.prompt = `${format_strike_step()}: Strike with a Lord.` for (let pos of current_strike_positions()) @@ -8214,7 +8320,6 @@ function goto_strike_total_hits() { let xhits = 0 let slist = [] - let tlist = [] // STORM: Garrison strikes if (is_defender_step() && game.battle.storm && game.battle.garrison) { @@ -8223,13 +8328,13 @@ function goto_strike_total_hits() { if (garr_hits + garr_xhits > 0) slist.push("Garrison") if (garr_xhits > 2) - log(`Garrison ${garr_xhits/2} crossbow hits`) + log(`Garrison ${frac(garr_xhits)} Crossbow Hits.`) else if (garr_xhits > 0) - log(`Garrison ${garr_xhits/2} crossbow hit`) + log(`Garrison ${frac(garr_xhits)} Crossbow Hit.`) if (garr_hits > 2) - log(`Garrison ${garr_hits/2} hits`) + log(`Garrison ${frac(garr_hits)} Hits.`) else if (garr_hits > 0) - log(`Garrison ${garr_hits/2} hit`) + log(`Garrison ${frac(garr_hits)} Hit.`) hits += garr_hits xhits += garr_xhits } @@ -8266,11 +8371,8 @@ function goto_strike_total_hits() { game.battle.hits = hits game.battle.xhits = xhits - tlist = [] - for_each_target(lord => tlist.push(lord_name[lord])) - log_br() - log(slist.join(" and ") + " struck " + tlist.join(" and ") + " for " + format_hits() + ".") + log(slist.join(", ")) goto_strike_roll_walls() } @@ -8308,6 +8410,12 @@ function goto_strike_roll_walls() { } } + if (game.battle.xhits > 0) + log_hits(game.battle.xhits, "Crossbow Hit") + if (game.battle.hits > 0) + log_hits(game.battle.hits, "Hit") + + game.who = -2 goto_assign_hits() } @@ -8328,7 +8436,7 @@ function roll_for_walls() { else if (is_city(here) || is_fort(here) || here === LOC_NOVGOROD) prot = 3 if (enemy_has_trebuchets()) { - logi("Trebuchets.") + logi(`C${AOW_TEUTONIC_TREBUCHETS}.`) prot-- } if (prot > 0) { @@ -8342,7 +8450,7 @@ function roll_for_walls() { function roll_for_siegeworks() { let prot = count_siege_markers(game.battle.where) if (enemy_has_trebuchets()) { - logi("Trebuchets.") + logi("C${AOW_TEUTONIC_TREBUCHETS}.") prot-- } if (prot > 0) { @@ -8356,7 +8464,7 @@ function roll_for_siegeworks() { function roll_for_ravens_rock() { let prot = 2 if (enemy_has_trebuchets()) { - logi("Trebuchets.") + logi("C${AOW_TEUTONIC_TREBUCHETS}.") prot-- } if (prot > 0) { @@ -8385,25 +8493,32 @@ function roll_for_protection(name, crossbow, prot, n) { else logi(name + ":") logii(rolls.join(", ")) - if (crossbow) { - if (total > 0) - logi(`${total} crossbow hits`) - else if (total === 1) - logi(`${total} crossbow hit`) - else - logi(`No crossbow hits`) - } else { - if (total > 1) - logi(`${total} hits`) - else if (total === 1) - logi(`${total} hit`) - else - logi(`No hits`) - } + /* + if (crossbow) + logi(name + " vs crossbow: " + rolls.join(",") + ".") + else + logi(name + ": " + rolls.join(",") + ".") + logi(rolls.join(", ")) + logii(rolls.join(", ")) + logi(name + ": " + rolls.join(", ")) + if (crossbow) + log_hits(total, "Crossbow Hit") + else + log_hits(total, "Hit") + */ } return total } +function log_hits(total, name) { + if (total === 1) + logi(`${total} ${name}`) + else if (total > 1) + logi(`${total} ${name}s`) + else + logi(`No ${name}s`) +} + // === BATTLE: ASSIGN HITS TO UNITS / ROLL BY HIT / ROUT === function goto_assign_hits() { @@ -8436,6 +8551,7 @@ function goto_assign_left_right() { } function end_assign_hits() { + game.who = NOBODY game.battle.strikers = 0 game.battle.hits = 0 game.battle.xhits = 0 @@ -8533,6 +8649,9 @@ function prompt_hit_forces() { } states.assign_hits = { + get inactive() { + return format_strike_step() + " \u2014 Assign Hits" + }, prompt() { view.prompt = `${format_strike_step()}: Assign ${format_hits()} to units.` @@ -8595,7 +8714,7 @@ function is_striking(pos) { } function rout_lord(lord) { - log(`L${lord} routed.`) + log(`L${lord} Routed.`) let pos = get_lord_array_position(lord) @@ -8630,7 +8749,7 @@ function rout_unit(lord, type) { if (type === MEN_AT_ARMS) game.battle.garrison.men_at_arms-- if (game.battle.garrison.knights + game.battle.garrison.men_at_arms === 0) { - log("Garrison routed.") + log("Garrison Routed.") game.battle.garrison = 0 } } else { @@ -8650,12 +8769,27 @@ function use_warrior_monks(lord, type) { return false } +function which_lord_capability(lord, list) { + for (let c of list) + if (lord_has_capability_card(lord, c)) + return c + return -1 +} + function action_assign_hits(lord, type) { let protection = FORCE_PROTECTION[type] let evade = FORCE_EVADE[type] // TODO: hits or xhits choice + if (game.who !== lord) { + game.who = lord + if (lord === GARRISON) + log("Garrison") + else + log(`L${lord}`) + } + let ap = (is_armored_force(type) && game.battle.xhits > 0) ? 2 : 0 if (type === SERGEANTS || type === MEN_AT_ARMS) @@ -8678,11 +8812,12 @@ function action_assign_hits(lord, type) { } else { logi(`${FORCE_TYPE_NAME[type]} ${die} > ${protection - ap}`) if (use_warrior_monks(lord, type)) { + let card = which_lord_capability(lord, AOW_TEUTONIC_WARRIOR_MONKS) die = roll_die() if (die <= protection - ap) { - logi(`Warrior Monks ${die} <= ${protection - ap}`) + logi(`C${card} ${die} <= ${protection - ap}`) } else { - logi(`Warrior Monks ${die} > ${protection - ap}`) + logi(`C${card} ${die} > ${protection - ap}`) rout_unit(lord, type) } } else { @@ -8803,7 +8938,7 @@ function goto_sack() { set_active_victor() - log(`Sacked %${here}.`) + log(`${game.active} Sacked %${here}.`) conquer_stronghold(game.battle.where) @@ -8838,6 +8973,7 @@ function resume_sack() { } states.sack = { + inactive: "Remove Lords", prompt() { let here = game.battle.where view.prompt = `Sack: Remove all Lords at ${data.locales[here].name}.` @@ -8897,11 +9033,12 @@ function end_battle_withdraw() { } states.battle_withdraw = { + inactive: "Withdraw", prompt() { let here = game.battle.where let capacity = stronghold_capacity(here) - view.prompt = "Battle: You may withdraw losing lords into stronghold." + view.prompt = "Battle: You may Withdraw losing Lords into Stronghold." // NOTE: Sallying lords are still flagged "besieged" and are thus already withdrawn! @@ -8924,11 +9061,11 @@ states.battle_withdraw = { push_undo() let lower = get_lower_lord(lord) - log(`L${lord} withdrew.`) + log(`L${lord} Withdrew.`) set_lord_besieged(lord, 1) if (lower !== NOBODY) { - log(`L${lower} withdrew.`) + log(`L${lower} Withdrew.`) set_lord_besieged(lord, 1) } }, @@ -9010,8 +9147,9 @@ function end_retreat() { } states.retreat = { + inactive: "Retreat", prompt() { - view.prompt = "Battle: Retreat losing lords." + view.prompt = "Battle: Retreat losing Lords." view.group = game.battle.retreated if (game.march) { // after March @@ -9062,8 +9200,9 @@ states.retreat = { } states.retreat_way = { + inactive: "Retreat", prompt() { - view.prompt = `Retreat: Select way.` + view.prompt = `Retreat: Select Way.` view.group = game.battle.retreated let from = game.battle.where let to = game.battle.retreat_to @@ -9096,6 +9235,7 @@ function retreat_1() { } states.retreat_laden = { + inactive: "Retreat", prompt() { let to = game.battle.retreat_to let way = game.battle.retreat_way @@ -9103,7 +9243,7 @@ states.retreat_laden = { let prov = count_retreat_assets(PROV) let loot = count_retreat_assets(LOOT) - view.prompt = `Retreat with ${prov} provender and ${transport} transport.` + view.prompt = `Retreat with ${prov} Provender and ${transport} Transport.` view.group = game.battle.retreated if (loot > 0) { @@ -9169,6 +9309,7 @@ function goto_battle_remove() { } states.battle_remove = { + inactive: "Remove Lords", prompt() { view.prompt = "Battle: Remove losing Lords who cannot Retreat or Withdraw." let here = game.battle.where @@ -9270,8 +9411,9 @@ function action_losses(lord, type) { } states.battle_losses = { + inactive: "Losses", prompt() { - view.prompt = "Losses: Determine the fate of your routed units." + view.prompt = "Losses: Determine the fate of your Routed units." for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (is_lord_on_map(lord) && lord_has_routed_units(lord)) { if (get_lord_routed_forces(lord, KNIGHTS) > 0) @@ -9333,8 +9475,9 @@ function end_battle_losses_remove() { } states.battle_losses_remove = { + inactive: "Remove Lords", prompt() { - view.prompt = "Losses: Remove Lords who lost all their forces." + view.prompt = "Losses: Remove Lords who lost all their Forces." for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (is_lord_on_map(lord) && !lord_has_unrouted_units(lord)) gen_action_lord(lord) @@ -9361,7 +9504,7 @@ function end_ransom_battle_losses_remove() { function log_spoils() { if (game.spoils[PROV] > 0) - logi(game.spoils[PROV] + " Prov") + logi(game.spoils[PROV] + " Provender") if (game.spoils[COIN] > 0) logi(game.spoils[COIN] + " Coin") if (game.spoils[LOOT] > 0) @@ -9408,6 +9551,7 @@ function end_battle_spoils() { } states.battle_spoils = { + inactive: "Spoils", prompt() { if (has_any_spoils()) { view.prompt = "Spoils: Divide " + list_spoils() + "." @@ -9454,21 +9598,21 @@ function resume_battle_service() { } states.battle_service = { + inactive: "Service", prompt() { - view.prompt = "Battle: Roll to shift service of each retreated lord." + view.prompt = "Battle: Roll to shift Service of each Retreated Lord." for (let lord of game.battle.retreated) gen_action_service_bad(lord) }, service_bad(lord) { let die = roll_die() - log(`L${lord} rolled ${die}.`) if (die <= 2) add_lord_service(lord, -1) else if (die <= 4) add_lord_service(lord, -2) else if (die <= 6) add_lord_service(lord, -3) - log(`Shifted L${lord} to ${get_lord_service(lord)}.`) + log(`L${lord} ${die}, shifted to ${get_lord_service(lord)}.`) set_delete(game.battle.retreated, lord) set_lord_moved(lord, 1) resume_battle_service() @@ -9562,15 +9706,16 @@ function goto_feed() { } states.hillforts = { + inactive: "Hillforts", prompt() { - view.prompt = "Hillforts: Skip feeding one unbesieged lord in Livonia." + view.prompt = "Hillforts: Skip Feed of one Unbesieged Lord in Livonia." for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (can_lord_use_hillforts(lord)) gen_action_lord(lord) }, lord(lord) { push_undo() - log(`Hillforts.`) + logcap(AOW_TEUTONIC_HILLFORTS) feed_lord_skip(lord) if (has_friendly_lord_who_must_feed()) game.state = "feed" @@ -9580,8 +9725,9 @@ states.hillforts = { } states.feed = { + inactive: "Feed", prompt() { - view.prompt = "Feed: You must Feed lords who Moved or Fought." + view.prompt = "Feed: You must Feed Lords who Moved or Fought." let done = true @@ -9605,7 +9751,7 @@ states.feed = { // Sharing if (done) { - view.prompt = "You must Feed lords who Moved or Fought (shared)." + view.prompt = "Feed: You must Feed Lords with Shared Loot or Provender." for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (is_lord_unfed(lord) && can_feed_from_shared(lord)) { gen_action_lord(lord) @@ -9616,7 +9762,7 @@ states.feed = { // Unfed if (done) { - view.prompt = "You must shift the Service of any unfed lords." + view.prompt = "Feed: You must shift the Service of any Unfed Lords." for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (is_lord_unfed(lord)) { gen_action_service_bad(lord) @@ -9668,8 +9814,9 @@ function resume_feed_lord_shared() { } states.feed_lord_shared = { + inactive: "Feed", prompt() { - view.prompt = `Feed: You must Feed ${lord_name[game.who]} shared Loot or Provender.` + view.prompt = `Feed: You must Feed ${lord_name[game.who]} with Shared Loot or Provender.` let loc = get_lord_locale(game.who) for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (get_lord_locale(lord) === loc) { @@ -9739,6 +9886,7 @@ function resume_pay() { } states.pay = { + inactive: "Pay", prompt() { for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (is_lord_on_map(lord) && can_pay_lord(lord)) { @@ -9838,7 +9986,7 @@ function disband_lord(lord, permanently = false) { set_lord_locale(lord, NOWHERE) set_lord_service(lord, NEVER) } else if (get_lord_service(lord) < current_turn()) { - log(`Disbanded L${lord} beyond service limit.`) + log(`Disbanded L${lord} beyond Service limit.`) set_lord_locale(lord, NOWHERE) set_lord_service(lord, NEVER) } else { @@ -9879,6 +10027,7 @@ function disband_lord(lord, permanently = false) { } states.disband = { + inactive: "Disband", prompt() { view.prompt = "Disband: You must Disband Lords at their Service limit." let done = true @@ -9989,8 +10138,12 @@ function end_ransom() { } states.ransom = { + inactive: "Ransom", prompt() { - view.prompt = `Ransom ${lord_name[game.who]}: Add ${game.count} Coin to a friendly Lord.` + if (game.active === TEUTONS) + view.prompt = `Ransom ${lord_name[game.who]}: Add ${game.count} Coin to a Teutonic Lord.` + else + view.prompt = `Ransom ${lord_name[game.who]}: Add ${game.count} Coin to a Russian Lord.` if (game.battle) { for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (get_lord_moved(lord)) @@ -10025,7 +10178,7 @@ function count_enemy_ravaged() { return n } -function goto_growth() { +function goto_grow() { game.count = count_enemy_ravaged() >> 1 log_br() if (game.active === TEUTONS) @@ -10043,14 +10196,15 @@ function goto_growth() { function end_growth() { set_active_enemy() if (game.active === P2) - goto_growth() + goto_grow() else goto_game_end() } states.growth = { + inactive: "Grow", prompt() { - view.prompt = `Growth: Remove ${game.count} enemy ravaged markers.` + view.prompt = `Grow: Remove ${game.count} enemy Ravaged markers.` if (game.count > 0) { for (let loc of game.pieces.ravaged) if (is_friendly_territory(loc)) @@ -10105,7 +10259,7 @@ function goto_end_campaign() { set_active(P1) if (current_turn() === 8 || current_turn() === 16) { - goto_growth() + goto_grow() } else { goto_game_end() } @@ -10142,9 +10296,9 @@ function goto_game_end() { let vp1 = count_vp1() let vp2 = count_vp2() if (vp1 > vp2) - goto_game_over(P1, `${P1} won with ${vp1/2} VP.`) + goto_game_over(P1, `${P1} won with ${frac(vp1)} VP.`) else if (vp2 > vp1) - goto_game_over(P2, `${P2} won with ${vp2/2} VP.`) + goto_game_over(P2, `${P2} won with ${frac(vp2)} VP.`) else goto_game_over("Draw", "The game ended in a draw.") } else { @@ -10170,6 +10324,7 @@ function flip_and_discard_half(lord, from_type, to_type) { } states.plow_and_reap = { + inactive: "Plow & Reap", prompt() { let from_type let turn = current_turn() @@ -10285,6 +10440,7 @@ function find_lord_capability(c) { } states.wastage = { + inactive: "Wastage", prompt() { let done = true for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { @@ -10297,7 +10453,7 @@ states.wastage = { view.prompt = "Wastage: All done." view.actions.end_wastage = 1 } else { - view.prompt = "Wastage: Discard one asset or capability from each affected Lord." + view.prompt = "Wastage: Discard one Asset or Capability from each affected Lord." } }, card(c) { @@ -10347,6 +10503,7 @@ function goto_reset() { } states.reset = { + inactive: "Reset", prompt() { view.prompt = "Reset: You may discard any Arts of War cards desired." if (game.active === P1) { @@ -10367,10 +10524,10 @@ states.reset = { log(`Discarded C${c}.`) discard_global_capability(c) } else if (set_has(game.hand1, c)) { - log("Discarded held card.") + log("Discarded Held card.") set_delete(game.hand1, c) } else if (set_has(game.hand2, c)) { - log("Discarded held card.") + log("Discarded Held card.") set_delete(game.hand2, c) } else { let lord = find_lord_capability(c) @@ -10452,6 +10609,14 @@ function log(msg) { game.log.push(msg) } +function logevent(cap) { + game.log.push(`E${cap}.`) +} + +function logcap(cap) { + game.log.push(`C${cap}.`) +} + function logi(msg) { game.log.push(">" + msg) } @@ -10687,7 +10852,7 @@ exports.view = function (state, current) { view.prompt = game.victory } else if (current === "Observer" || (game.active !== current && game.active !== BOTH)) { let inactive = states[game.state].inactive || game.state - view.prompt = `Waiting for ${game.active} \u2014 ${inactive}...` + view.prompt = `Waiting for ${game.active} \u2014 ${inactive}.` } else { view.actions = {} view.who = game.who |