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-rw-r--r--play.js10
-rw-r--r--rules.js391
2 files changed, 365 insertions, 36 deletions
diff --git a/play.js b/play.js
index 5e79481..3779f25 100644
--- a/play.js
+++ b/play.js
@@ -1317,10 +1317,10 @@ function on_update() {
action_button("ravage", "Ravage")
// Muster
- action_button("ship", "Ship")
- action_button("boat", "Boat")
- action_button("cart", "Cart")
- action_button("sled", "Sled")
+ action_button("muster_ship", "Ship")
+ action_button("muster_boat", "Boat")
+ action_button("muster_cart", "Cart")
+ action_button("muster_sled", "Sled")
action_button("capability", "Capability")
// Events
@@ -1331,6 +1331,8 @@ function on_update() {
action_button("play", "Play")
action_button("end_actions", "End actions")
+ action_button("end_wastage", "End wastage")
+ action_button("end_plow_and_reap", "End plow and reap")
action_button("end_avoid_battle", "End avoid battle")
action_button("end_call_to_arms", "End call to arms")
action_button("end_disband", "End disband")
diff --git a/rules.js b/rules.js
index 4ea5cb1..3145d3a 100644
--- a/rules.js
+++ b/rules.js
@@ -1,6 +1,5 @@
"use strict"
-// TODO: skip pay step of first levy?
// TODO: delay pay step if there is no feed or disband to be done
// TODO: Lodya capability during supply!
@@ -9,15 +8,8 @@
// TODO: 2nd edition ravage cost
// TODO: 2nd edition disband during campaign
-// TODO: click on summer crusaders to muster them
-// TODO: click on summer crusaders to restore them
-
// CAPABILITIES
-// TODO: Ransom (T)
-// TODO: Ransom (R)
-
// TODO: Spoils
-
// TODO: BATTLE + STORM + SALLY
// TODO: remove push_state/pop_state stuff - use explicit substates with common functions instead
@@ -35,6 +27,7 @@ const P2 = RUSSIANS
// NOTE: With Hidden Mats option, the player order of feed/pay may matter.
const FEED_PAY_DISBAND = true // feed, pay, disband in one go
+const WASTAGE_DISCARD = true // wastage, discard in one go
let game = null
let view = null
@@ -88,6 +81,8 @@ const SLED = 4
const BOAT = 5
const SHIP = 6
+const asset_type_name = [ "prov", "coin", "loot", "cart", "sled", "boat", "ship" ]
+
function find_card(name) {
return data.cards.findIndex((x) => x.name === name)
}
@@ -750,6 +745,17 @@ function is_card_in_use(c) {
return false
}
+function can_discard_card(c) {
+ if (set_has(game.hand1, c))
+ return true
+ if (set_has(game.hand2, c))
+ return true
+ if (set_has(game.capabilities, c))
+ return true
+ if (game.pieces.capabilities.includes(c))
+ return true
+}
+
function is_lord_on_map(lord) {
let loc = get_lord_locale(lord)
return loc !== NOWHERE && loc < CALENDAR
@@ -900,6 +906,14 @@ function has_unbesieged_friendly_lord(loc) {
return false
}
+function is_p1_locale(loc) {
+ return loc >= first_p1_locale && loc <= last_p1_locale
+}
+
+function is_p2_locale(loc) {
+ return loc >= first_p2_locale && loc <= last_p2_locale
+}
+
function is_friendly_territory(loc) {
if (game.active === P1)
return loc >= first_p1_locale && loc <= last_p1_locale
@@ -2066,7 +2080,10 @@ function end_levy_arts_of_war() {
// === LEVY: MUSTER ===
function goto_levy_muster() {
- log_h2(game.active + " Muster")
+ if (game.active === TEUTONS)
+ log_h2("Teutonic Muster")
+ else
+ log_h2("Russian Muster")
game.state = "levy_muster"
}
@@ -2149,14 +2166,14 @@ states.levy_muster_lord = {
// Add Transport
if (data.lords[game.who].ships) {
if (can_add_transport(game.who, SHIP))
- view.actions.ship = 1
+ view.actions.muster_ship = 1
}
if (can_add_transport(game.who, BOAT))
- view.actions.boat = 1
+ view.actions.muster_boat = 1
if (can_add_transport(game.who, CART))
- view.actions.cart = 1
+ view.actions.muster_cart = 1
if (can_add_transport(game.who, SLED))
- view.actions.sled = 1
+ view.actions.muster_sled = 1
// Add Capability
view.actions.capability = 1
@@ -2189,25 +2206,25 @@ states.levy_muster_lord = {
resume_levy_muster_lord()
},
- ship() {
+ muster_ship() {
push_undo()
logi("Ship")
add_lord_assets(game.who, SHIP, 1)
resume_levy_muster_lord()
},
- boat() {
+ muster_boat() {
push_undo()
logi("Boat")
add_lord_assets(game.who, BOAT, 1)
resume_levy_muster_lord()
},
- cart() {
+ muster_cart() {
push_undo()
logi("Cart")
add_lord_assets(game.who, CART, 1)
resume_levy_muster_lord()
},
- sled() {
+ muster_sled() {
push_undo()
logi("Sled")
add_lord_assets(game.who, SLED, 1)
@@ -2262,37 +2279,37 @@ states.muster_lord_transport = {
view.prompt += ` ${game.count} left.`
if (data.lords[game.who].ships) {
if (can_add_transport(game.who, SHIP))
- view.actions.ship = 1
+ view.actions.muster_ship = 1
}
if (can_add_transport(game.who, BOAT))
- view.actions.boat = 1
+ view.actions.muster_boat = 1
if (can_add_transport(game.who, CART))
- view.actions.cart = 1
+ view.actions.muster_cart = 1
if (can_add_transport(game.who, SLED))
- view.actions.sled = 1
+ view.actions.muster_sled = 1
},
- ship() {
+ muster_ship() {
push_undo()
logii("Ship")
add_lord_assets(game.who, SHIP, 1)
--game.count
resume_muster_lord_transport()
},
- boat() {
+ muster_boat() {
push_undo()
logii("Boat")
add_lord_assets(game.who, BOAT, 1)
--game.count
resume_muster_lord_transport()
},
- cart() {
+ muster_cart() {
push_undo()
logii("Cart")
add_lord_assets(game.who, CART, 1)
--game.count
resume_muster_lord_transport()
},
- sled() {
+ muster_sled() {
push_undo()
logii("Sled")
add_lord_assets(game.who, SLED, 1)
@@ -5021,17 +5038,313 @@ function goto_remove_markers() {
goto_command_activation()
}
-// === END CAMPAIGN: RESET ===
+// === END CAMPAIGN: GAME END ===
function goto_end_campaign() {
+ log_h1("End Campaign")
+ set_active(P1)
+ goto_game_end()
+}
+
+function count_vp1() {
+ let vp = 0
+ for (let loc of game.pieces.castles1)
+ vp += 2
+ for (let loc of game.pieces.conquered)
+ if (is_p2_locale(loc))
+ vp += data.locales[loc].vp << 1
+ for (let loc of game.pieces.ravaged)
+ if (is_p2_locale(loc))
+ vp += 1
+ return vp
+}
+
+function count_vp2() {
+ let vp = game.pieces.veche_vp * 2
+ for (let loc of game.pieces.castles2)
+ vp += 2
+ for (let loc of game.pieces.conquered)
+ if (is_p1_locale(loc))
+ vp += data.locales[loc].vp << 1
+ for (let loc of game.pieces.ravaged)
+ if (is_p1_locale(loc))
+ vp += 1
+ return vp
+}
+
+function goto_game_end() {
+ // GAME END
+ if (current_turn() === scenario_last_turn[game.scenario]) {
+ let vp1 = count_vp1()
+ let vp2 = count_vp2()
+ if (vp1 > vp2)
+ goto_game_over(P1, `${P1} wins with ${vp1} VP.`)
+ else if (vp2 > vp1)
+ goto_game_over(P2, `${P2} wins with ${vp2} VP.`)
+ else
+ goto_game_over("Draw", "The game ended in a draw.")
+ } else {
+ goto_plow_and_reap()
+ }
+}
+
+// === END CAMPAIGN: PLOW AND REAP ===
+
+function goto_plow_and_reap() {
+ let turn = current_turn()
+ if (turn === 2 || turn === 10 || turn === 6 || turn === 14) {
+ if (game.active === TEUTONS)
+ log_h2("Teutonic Plow, Reap, and Wastage")
+ else
+ log_h2("Russian Plow, Reap, and Wastage")
+ game.state = "plow_and_reap"
+ } else {
+ if (game.active === TEUTONS)
+ log_h2("Teutonic Wastage")
+ else
+ log_h2("Russian Wastage")
+ end_plow_and_reap()
+ }
+}
+
+function flip_and_discard_half(lord, from_type, to_type) {
+ add_lord_assets(lord, get_lord_assets(lord, from_type, to_type))
+ set_lord_assets(lord, from_type, 0)
+ set_lord_assets(lord, to_type, Math.ceil(get_lord_assets(lord, to_type)))
+}
+
+states.plow_and_reap = {
+ prompt() {
+ let from_type, to_type
+ if (turn === 2 || turn === 10) {
+ view.prompt = "Plow and Reap: Flip Carts to Sleds and discard half."
+ from_type = CART
+ to_type = SLED
+ } else {
+ view.prompt = "Plow and Reap: Flip Sleds to Carts and discard half."
+ from_type = SLED
+ to_type = CART
+ }
+ let done = true
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
+ if (get_lord_assets(lord, from_type) > 0) {
+ done = false
+ if (from_type === CART)
+ gen_action_cart(lord)
+ if (from_type === SLED)
+ gen_action_sled(lord)
+ }
+ }
+ if (done) {
+ view.prompt = "Plow and Reap: All done."
+ view.action.end_plow_and_reap = 1
+ }
+ },
+ cart(lord) {
+ flip_and_discard_half(lord, CART, SLED)
+ },
+ sled(lord) {
+ flip_and_discard_half(lord, SLED, CART)
+ },
+ end_plow_and_reap() {
+ end_plow_and_reap()
+ }
+}
+
+function end_plow_and_reap() {
+ goto_wastage()
+}
+
+// === END CAMPAIGN: WASTAGE ===
+
+function goto_wastage() {
+ clear_lords_moved()
+
+ let done = true
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
+ if (check_lord_wastage(lord)) {
+ set_lord_moved(lord, 1)
+ done = false
+ }
+ }
+
+ if (done)
+ end_wastage()
+ else
+ game.state = "wastage"
+}
+
+function check_lord_wastage(lord) {
+ if (get_lord_assets(lord, PROV) > 1)
+ return true
+ if (get_lord_assets(lord, COIN) > 1)
+ return true
+ if (get_lord_assets(lord, LOOT) > 1)
+ return true
+ if (get_lord_assets(lord, CART) > 1)
+ return true
+ if (get_lord_assets(lord, SLED) > 1)
+ return true
+ if (get_lord_assets(lord, BOAT) > 1)
+ return true
+ if (get_lord_assets(lord, SHIP) > 1)
+ return true
+ if (get_lord_capability(lord, 0) !== NOTHING && get_lord_capability(lord, 1) !== NOTHING)
+ return true
+ return false
+}
+
+function prompt_wastage(lord) {
+ if (get_lord_assets(lord, PROV) > 0)
+ gen_action_prov(lord)
+ if (get_lord_assets(lord, COIN) > 0)
+ gen_action_coin(lord)
+ if (get_lord_assets(lord, LOOT) > 0)
+ gen_action_loot(lord)
+ if (get_lord_assets(lord, CART) > 0)
+ gen_action_cart(lord)
+ if (get_lord_assets(lord, SLED) > 0)
+ gen_action_sled(lord)
+ if (get_lord_assets(lord, BOAT) > 0)
+ gen_action_boat(lord)
+ if (get_lord_assets(lord, SHIP) > 0)
+ gen_action_ship(lord)
+ for (let i = 0; i < 2; ++i) {
+ let c = get_lord_capability(lord, i)
+ if (c !== NOTHING)
+ gen_action_card(c)
+ }
+}
+
+function action_wastage(lord, type) {
+ push_undo()
+ log(`L${lord} discarded ${asset_type_name[type]}.`)
+ set_lord_moved(lord, 0)
+ add_lord_assets(lord, type, -1)
+}
+
+function find_lord_capability(c) {
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
+ if (lord_has_capability(lord, c))
+ return lord
+ return NOBODY
+}
+
+states.wastage = {
+ prompt() {
+ let done = true
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
+ if (get_lord_moved(lord)) {
+ prompt_wastage(lord)
+ done = false
+ }
+ }
+ if (done) {
+ view.prompt = "Wastage: All done."
+ view.actions.end_wastage = 1
+ } else {
+ view.prompt = "Wastage: Discard one asset or capability from each affected Lord."
+ }
+ },
+ card(c) {
+ push_undo()
+ let lord = find_lord_capability(c)
+ log(`L${lord} wasted C${c}.`)
+ set_lord_moved(lord, 0)
+ discard_lord_capability(lord, c)
+ },
+ prov(lord) { action_wastage(lord, PROV) },
+ coin(lord) { action_wastage(lord, COIN) },
+ loot(lord) { action_wastage(lord, LOOT) },
+ cart(lord) { action_wastage(lord, CART) },
+ sled(lord) { action_wastage(lord, SLED) },
+ boat(lord) { action_wastage(lord, BOAT) },
+ ship(lord) { action_wastage(lord, SHIP) },
+ end_wastage() {
+ end_wastage()
+ }
+}
+
+function end_wastage() {
+ if (WASTAGE_DISCARD) {
+ push_undo()
+ goto_reset_discard()
+ } else {
+ clear_undo()
+ set_active_enemy()
+ if (game.active === P2)
+ goto_plow_and_reap()
+ else
+ goto_reset_discard()
+
+ }
+}
- log("TODO: Game End")
- log("TODO: Plow & Reap")
- log("TODO: Wastage")
+// === END CAMPAIGN: DISCARD ARTS OF WAR ===
- goto_reset()
+function goto_reset_discard() {
+ game.state = "reset_discard"
}
+states.reset_discard = {
+ prompt() {
+ view.prompt = "Reset: You may discard any Arts of War cards desired."
+ if (game.active === P1) {
+ for (let c = first_p1_card; c <= last_p1_card; ++c)
+ if (can_discard_card(c))
+ gen_action_card(c)
+ }
+ if (game.active === P2) {
+ for (let c = first_p2_card; c <= last_p2_card; ++c)
+ if (can_discard_card(c))
+ gen_action_card(c)
+ }
+ view.actions.end_discard = 1
+ },
+ card(c) {
+ push_undo()
+ if (has_global_capability(c)) {
+ log(`Discarded C${c}.`)
+ discard_global_capability(c)
+ } else if (set_has(game.hand1, c)) {
+ log("Discarded held card.")
+ set_delete(game.hand1, c)
+ } else if (set_has(game.hand2, c)) {
+ log("Discarded held card.")
+ set_delete(game.hand2, c)
+ } else {
+ let lord = find_lord_capability(c)
+ if (lord !== NOBODY) {
+ log(`L${lord} discarded C${c}.`)
+ discard_lord_capability(lord, c)
+ }
+ }
+ },
+ end_discard() {
+ end_reset_discard()
+ },
+}
+
+function end_reset_discard() {
+ if (WASTAGE_DISCARD) {
+ clear_undo()
+ set_active_enemy()
+ if (game.active === P2)
+ goto_plow_and_reap()
+ else
+ goto_reset()
+ } else {
+ clear_undo()
+ set_active_enemy()
+ if (game.active === P2)
+ goto_reset_discard()
+ else
+ goto_reset()
+ }
+}
+
+// === END CAMPAIGN: RESET ===
+
function goto_reset() {
// Unstack Lieutenants and Lower Lords
game.pieces.lieutenants = []
@@ -5047,8 +5360,6 @@ function goto_reset() {
if (game.events.length > 0)
game.events = game.events.filter((c) => data.cards[c].when !== "this_campaign")
- log("TODO: Discard Arts of War cards")
-
goto_advance_campaign()
}
@@ -5189,6 +5500,22 @@ function gen_action_loot(lord) {
gen_action("loot", lord)
}
+function gen_action_cart(lord) {
+ gen_action("cart", lord)
+}
+
+function gen_action_sled(lord) {
+ gen_action("sled", lord)
+}
+
+function gen_action_boat(lord) {
+ gen_action("boat", lord)
+}
+
+function gen_action_ship(lord) {
+ gen_action("ship", lord)
+}
+
exports.view = function (state, current) {
load_state(state)