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authorTor Andersson <tor@ccxvii.net>2022-12-14 14:33:07 +0100
committerTor Andersson <tor@ccxvii.net>2023-02-18 13:02:38 +0100
commit3c5b4584568a4750d3375dd93040b323a2b3c8ec (patch)
tree0766ba7e341b0f73ad9da0b4b8538d7f7ee33f4c /rules.js
parent77dd89ed953cfec922a3546691be69e9da30b310 (diff)
downloadnevsky-3c5b4584568a4750d3375dd93040b323a2b3c8ec.tar.gz
Group march/sail and laden/unladen.
Diffstat (limited to 'rules.js')
-rw-r--r--rules.js427
1 files changed, 299 insertions, 128 deletions
diff --git a/rules.js b/rules.js
index e2886e9..ee12e11 100644
--- a/rules.js
+++ b/rules.js
@@ -113,6 +113,8 @@ const LORD_GAVRILO = find_lord("Gavrilo")
const LORD_KARELIANS = find_lord("Karelians")
const LORD_VLADISLAV = find_lord("Vladislav")
+const LEGATE = 100
+
const LOC_REVAL = find_locale("Reval")
const LOC_WESENBERG = find_locale("Wesenberg")
const LOC_DORPAT = find_locale("Dorpat")
@@ -737,6 +739,53 @@ function can_add_transport(who, what) {
return get_lord_assets(who, what) < 8
}
+function count_lord_transport(lord, way) {
+ let type = data.ways[way].type
+ let season = current_season()
+ let n = 0
+ switch (type) {
+ case "trackway":
+ switch (season) {
+ case SUMMER:
+ n += get_lord_assets(lord, CART)
+ break
+ case EARLY_WINTER:
+ case LATE_WINTER:
+ n += get_lord_assets(lord, SLED)
+ break
+ case RASPUTITSA:
+ break
+ }
+ break
+ case "waterway":
+ switch (season) {
+ case SUMMER:
+ n += get_lord_assets(lord, BOAT)
+ break
+ case EARLY_WINTER:
+ case LATE_WINTER:
+ n += get_lord_assets(lord, SLED)
+ break
+ case RASPUTITSA:
+ n += get_lord_assets(lord, BOAT)
+ break
+ }
+ break
+ }
+ return n
+}
+
+function list_ways(from, to) {
+ for (let ways of data.locales[from].ways)
+ if (ways[0] === to)
+ return ways
+ return null
+}
+
+function has_two_ways(from, to) {
+ return list_ways(from, to).length > 2
+}
+
function is_upper_lord(lord) {
return map_has(game.lords.lieutenants, lord)
}
@@ -776,6 +825,45 @@ function remove_lieutenant(lord) {
}
}
+function is_located_with_legate(lord) {
+ return get_lord_locale(lord) === game.call_to_arms.legate
+}
+
+function for_each_group_lord(fn) {
+ fn(game.who)
+ if (game.group)
+ for (let lord of game.group)
+ if (lord !== LEGATE)
+ fn(lord)
+}
+
+function count_group_assets(asset) {
+ let n = get_lord_assets(game.who, asset)
+ if (game.group)
+ for (let lord of game.group)
+ if (lord !== LEGATE)
+ n += get_lord_assets(lord, asset)
+ return n
+}
+
+function count_group_horses() {
+ let n = count_lord_horses(game.who)
+ if (game.group)
+ for (let lord of game.group)
+ if (lord !== LEGATE)
+ n += count_lord_horses(lord)
+ return n
+}
+
+function count_group_transport(way) {
+ let n = count_lord_transport(game.who, way)
+ if (game.group)
+ for (let lord of game.group)
+ if (lord !== LEGATE)
+ n += count_lord_transport(lord, way)
+ return n
+}
+
// === SETUP ===
function setup_lord_on_calendar(lord, turn) {
@@ -878,6 +966,7 @@ exports.setup = function (seed, scenario, options) {
},
command: NOBODY,
+ group: 0,
who: NOBODY,
where: NOWHERE,
what: NOTHING,
@@ -1205,6 +1294,7 @@ function resume_levy_arts_of_war_first() {
end_levy_arts_of_war_first()
}
+// TODO: show and assign capabilities simultaneously
states.levy_arts_of_war_first = {
prompt() {
let c = game.what[0]
@@ -1517,7 +1607,6 @@ states.muster_lord_transport = {
view.actions.cart = 1
if (can_add_transport(game.who, SLED))
view.actions.sled = 1
- view.actions.done = 0
},
ship() {
push_undo()
@@ -1856,6 +1945,7 @@ function end_actions() {
set_active(P1)
game.command = NOBODY
game.who = NOBODY
+ game.group = 0
goto_feed()
}
@@ -1898,7 +1988,7 @@ states.actions = {
view.actions.pass = 1
}
} else {
- view.actions.done = 1
+ view.actions.end_actions = 1
}
},
march: do_action_march,
@@ -1911,7 +2001,7 @@ states.actions = {
log("Passed.")
use_all_actions() // TODO: maybe only one action?
},
- done() {
+ end_actions() {
clear_undo()
end_actions()
},
@@ -1925,73 +2015,157 @@ function can_action_march() {
function do_action_march() {
push_undo()
- game.state = 'march'
+ goto_march()
}
-// TODO: rename 'road' to something better
-function get_road(from, to) {
- for (let road of data.locales[from].ways)
- if (road[0] === to)
- return road
- return null
-}
-
-function has_two_ways(from, to) {
- return get_road(from, to).length > 2
+function goto_march() {
+ // Initialize group on first March!
+ if (!game.group) {
+ // 4.1.3 Lieutenants MUST take lower lord
+ let lower = get_lower_lord(game.who)
+ if (lower !== NOBODY)
+ game.group = [ lower ]
+ else
+ game.group = []
+ }
+ game.state = 'march'
}
states.march = {
prompt() {
view.prompt = `March: Select destination.`
+ let here = get_lord_locale(game.who)
- // TODO: Group March & lieutenants
-
- let from = get_lord_locale(game.who)
- for (let [to] of data.locales[from].ways)
+ for (let [to] of data.locales[here].ways)
gen_action_locale(to)
+
+ // 4.3.2 Marshals MAY take other lords
+ if (is_marshal(game.who)) {
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
+ if (lord !== game.who && !is_lower_lord(lord))
+ if (get_lord_locale(lord) === here)
+ gen_action_lord(lord)
+ }
+
+ // 1.4.1 Teutonic lords MAY take the Legate
+ if (game.active === TEUTONS && is_located_with_legate(game.who)) {
+ view.actions.legate = 1
+ }
},
locale(to) {
push_undo()
let from = get_lord_locale(game.who)
- let road = get_road(from, to)
- if (road.length > 2) {
- game.state = 'march_way'
+ let ways = list_ways(from, to)
+ if (ways.length > 2) {
game.where = to
+ game.state = 'march_way'
} else {
- march_with_lord(game.who, road[1], to)
+ game.where = to
+ game.approach = ways[1]
+ march_with_group()
}
},
+ lord(lord) {
+ set_toggle(game.group, lord)
+ if (is_upper_lord(lord))
+ set_toggle(game.group, get_lower_lord(lord))
+ },
+ legate() {
+ set_toggle(game.group, LEGATE)
+ },
}
states.march_way = {
prompt() {
view.prompt = `March: Select way.`
-
let from = get_lord_locale(game.who)
let to = game.where
-
- let road = get_road(from, to)
- for (let i = 1; i < road.length; ++i)
- gen_action_way(road[i])
+ let ways = list_ways(from, to)
+ for (let i = 1; i < ways.length; ++i)
+ gen_action_way(ways[i])
},
way(way) {
- let from = get_lord_locale(game.who)
- let to = game.where
- game.where = NOWHERE
- march_with_lord(game.who, way, to)
+ game.approach = way
+ march_with_group()
},
}
-function march_with_lord(lord, way, to) {
- let from = get_lord_locale(game.who)
- let road = get_road(from, to)
+function march_with_group() {
+ let way = game.approach
+ let transport = count_group_transport(way)
+ let prov = count_group_assets(PROV)
+ let loot = count_group_assets(LOOT)
+
+ if (loot > 0 || prov > transport) {
+ game.state = 'march_laden'
+ } else {
+ march_with_group_2(false)
+ }
+}
+
+states.march_laden = {
+ prompt() {
+ let to = game.where
+ let way = game.approach
+ let transport = count_group_transport(way)
+ let prov = count_group_assets(PROV)
+ let loot = count_group_assets(LOOT)
+
+ view.prompt = `March with ${loot} loot, ${prov} prov, and ${transport} usable transport.`
+
+ if (prov <= transport * 2) {
+ if (loot > 0 || prov > transport) {
+ let avail = get_available_actions()
+ if (avail >= 2)
+ view.actions.laden = 1
+ view.actions.unladen = 0
+ } else {
+ view.actions.laden = 1
+ view.actions.unladen = 1
+ }
+ } else {
+ view.actions.laden = 0
+ view.actions.unladen = 0
+ }
- game.approach = way
+ if (loot > 0 || prov > transport) {
+ for_each_group_lord(lord => {
+ if (loot > 0) {
+ if (get_lord_assets(lord, LOOT) > 0)
+ gen_action_loot(lord)
+ if (prov > transport * 2)
+ if (get_lord_assets(lord, PROV) > 0)
+ gen_action_prov(lord)
+ } else {
+ if (prov > transport)
+ if (get_lord_assets(lord, PROV) > 0)
+ gen_action_prov(lord)
+ }
+ })
+ }
+ },
+ prov(lord) {
+ push_undo()
+ drop_prov(lord)
+ },
+ loot(lord) {
+ push_undo()
+ drop_loot(lord)
+ },
+ laden() {
+ march_with_group_2(true)
+ },
+ unladen() {
+ march_with_group_2(false)
+ },
+}
- // TODO: laden/unladen discard prov and loot
- // game.state = 'march_laden'
+function march_with_group_2(laden) {
+ let from = get_lord_locale(game.who)
+ let way = game.approach
+ let to = game.where
- if (road.length > 2 && data.ways[way].name)
+ if (data.ways[way].name)
log(`Marched via ${data.ways[way].name} to %${to}.`)
else
log(`Marched to %${to}.`)
@@ -2002,8 +2176,10 @@ function march_with_lord(lord, way, to) {
if (is_unbesieged_enemy_stronghold(to))
add_siege_marker(to)
- set_lord_locale(game.who, to)
- set_lord_moved(game.who, 1)
+ for_each_group_lord(lord => {
+ set_lord_locale(lord, to)
+ set_lord_moved(lord, 1)
+ })
if (is_enemy_stronghold(from))
remove_all_siege_markers(from)
@@ -2012,64 +2188,13 @@ function march_with_lord(lord, way, to) {
// TODO: stop and siege
// TODO: approach
- game.count += 1
+ if (laden)
+ game.count += 2
+ else
+ game.count += 1
game.state = "actions"
}
-states.march_laden = {
- prompt() {
- let from = get_lord_locale(game.who)
- let prov = get_lord_assets(game.who, PROV)
- let loot = get_lord_assets(game.who, LOOT)
- let carts = get_lord_assets(game.who, CART)
- let sleds = get_lord_assets(game.who, SLED)
- let boats = get_lord_assets(game.who, BOAT)
-
- // TODO: Group March & lieutenants
-
- let laden = 0 // 0=unladen, 1=laden, 2=immobile
-
- view.prompt = `March`
-
- console.log(USABLE_TRANSPORT[current_season()])
-
- if (laden > 0) {
- if (loot > 0)
- gen_action_loot(game.who)
- if (prov > 0)
- gen_action_prov(game.who)
- }
-
- if (laden === 0 || (laden === 1 && get_available_actions() >= 2)) {
- }
-
- },
- prov(lord) {
- push_undo()
- drop_prov(lord)
- },
- loot(lord) {
- push_undo()
- drop_loot(lord)
- },
- locale(loc) {
- push_undo()
- log(`Sailed to %${loc}.`)
-
- if (is_trade_route(loc))
- conquer_trade_route(loc)
-
- if (is_unbesieged_enemy_stronghold(loc))
- add_siege_marker(loc)
-
- set_lord_locale(game.who, loc)
- set_lord_moved(game.who, 1)
-
- use_all_actions()
- game.state = "actions"
- },
-}
-
// === ACTION: SIEGE ===
function can_action_siege() {
@@ -2132,7 +2257,7 @@ function can_action_ravage() {
// TODO: cost 2 if enemy lord is adjacent in 2nd ed
// TODO: adjacent ability
- if (can_ravage_locale(loc))
+ if (can_ravage_locale(where))
return true
return false
@@ -2232,9 +2357,41 @@ function conquer_trade_route(loc) {
}
}
-function count_lord_ships(lord) {
- // TODO: sail as group
- return get_lord_assets(lord, SHIP)
+function has_enough_available_ships_for_horses() {
+ // TODO: Cogs
+
+ let here = get_lord_locale(game.who)
+
+ let horse_size = 1
+ if (game.active === RUSSIANS)
+ horse_size = 2
+
+ let ships = get_lord_assets(game.who, SHIP)
+ let horses = count_lord_horses(game.who) * horse_size
+
+ let lower = get_lower_lord(game.who)
+ if (lower !== NOBODY) {
+ ships += get_lord_assets(lower, SHIP)
+ horses += count_lord_horses(lower) * horse_size
+ }
+
+ if (ships >= horses)
+ return true
+
+ if (is_marshal(game.who)) {
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
+ if (lord !== game.who && !is_lower_lord(lord) && get_lord_locale(lord) === here) {
+ let extra_ships = get_lord_assets(lord, SHIP)
+ let extra_horses = count_lord_horses(lord) * horse_size
+ if (extra_ships >= extra_horses)
+ ships += extra_ships - extra_horses
+ }
+ }
+ if (ships >= horses)
+ return true
+ }
+
+ return false
}
function can_action_sail() {
@@ -2252,20 +2409,9 @@ function can_action_sail() {
if (season !== SUMMER && season !== RASPUTITSA)
return false
- let horses = count_lord_horses(game.who)
- let ships = count_lord_ships(game.who)
-
- // Teutons need 1 ship per horse unit
- if (game.active === TEUTONS) {
- if (ships < horses)
- return false
- }
-
- // Russians need 2 ships per horse unit
- if (game.active === RUSSIANS) {
- if (ships < horses * 2)
- return false
- }
+ // Need enough ships for horses
+ if (!has_enough_available_ships_for_horses())
+ return true
// TODO: check valid destinations
@@ -2275,23 +2421,28 @@ function can_action_sail() {
function do_action_sail() {
push_undo()
game.state = 'sail'
+
+ // TODO: enough ships for all of the lords
+ push_designate_group()
}
states.sail = {
prompt() {
let from = get_lord_locale(game.who)
- let horses = count_lord_horses(game.who)
- let ships = count_lord_ships(game.who)
- let prov = get_lord_assets(game.who, PROV)
- let loot = get_lord_assets(game.who, LOOT)
-
- // TODO: sail as a group
+ let horses = count_group_horses()
+ let ships = count_group_assets(SHIP)
+ let prov = count_group_assets(PROV)
+ let loot = count_group_assets(LOOT)
+
+ let overflow = 0
+ if (game.active === TEUTONS) {
+ overflow = (horses + loot * 2 + prov) - horses
+ }
+ if (game.active === RUSSIANS) {
+ overflow = (horses * 2 + loot * 2 + prov) - horses
+ }
- let can_sail = false
- if (game.active === TEUTONS)
- can_sail = ships >= (horses + loot * 2 + prov)
- if (game.active === RUSSIANS)
- can_sail = ships >= (horses * 2 + loot * 2 + prov)
+ let can_sail = overflow <= 0
if (can_sail) {
view.prompt = `Sail: Choose a destination Seaport.`
@@ -2303,11 +2454,22 @@ states.sail = {
}
} else {
view.prompt = `Sail: Discard Loot or Provender.`
+
// TODO: how strict is greed?
- if (loot > 0)
- gen_action_loot(game.who)
- if (prov > 0)
- gen_action_prov(game.who)
+ if (loot > 0 || prov > 0) {
+ for_each_group_lord(lord => {
+ if (loot > 0)
+ if (get_lord_assets(lord, LOOT))
+ gen_action_loot(game.who)
+ if (prov > 0)
+ if (get_lord_assets(lord, PROV))
+ gen_action_prov(game.who)
+ })
+ }
+
+ // TODO: disallow entering impossible state earlier
+ if (loot + prov === 0)
+ view.prompt = ` Not enough ships!`
}
},
@@ -2840,6 +3002,8 @@ exports.view = function (state, current) {
} else {
view.actions = {}
view.who = game.who
+ if (game.group && game.group.length > 0)
+ view.group = game.group
if (states[game.state])
states[game.state].prompt(current)
else
@@ -3000,6 +3164,13 @@ function object_copy(original) {
// Array remove and insert (faster than splice)
+function array_remove_item(array, item) {
+ let n = array.length
+ for (let i = 0; i < n; ++i)
+ if (array[i] === item)
+ return array_remove(array, i)
+}
+
function array_remove(array, index) {
let n = array.length
for (let i = index + 1; i < n; ++i)