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-rw-r--r--play.js23
-rw-r--r--rules.js309
-rw-r--r--tools/gendata.js2
3 files changed, 299 insertions, 35 deletions
diff --git a/play.js b/play.js
index a127b5b..bd7207e 100644
--- a/play.js
+++ b/play.js
@@ -253,6 +253,21 @@ function is_card_in_use(c) {
return false
}
+function has_global_capability(cap) {
+ for (let c of view.capabilities)
+ if (data.cards[c].capability === cap)
+ return true
+ return false
+}
+
+function is_vassal_ready(vassal) {
+ return view.lords.vassals[vassal] === 0
+}
+
+function is_vassal_mustered(vassal) {
+ return view.lords.vassals[vassal] > 0
+}
+
function for_each_teutonic_card(fn) {
for (let i = 0; i < 21; ++i)
fn(i)
@@ -808,13 +823,17 @@ function update_assets(id, parent, assets) {
function update_vassals(ready_parent, mustered_parent, lord_ix) {
for (let v of data.lords[lord_ix].vassals) {
let e = ui.vassal_service[v]
- if (view.lords.vassals[v] === 0) {
+ if (is_vassal_ready(v)) {
e.classList.remove("hide")
ready_parent.appendChild(e)
- } else {
+ }
+ else if (is_vassal_mustered(v)) {
e.classList.remove("hide")
mustered_parent.appendChild(e)
}
+ else {
+ e.classList.add("hide")
+ }
e.classList.toggle("action", is_vassal_action(v))
}
}
diff --git a/rules.js b/rules.js
index 5d6ccdc..7f8c055 100644
--- a/rules.js
+++ b/rules.js
@@ -417,6 +417,13 @@ function roll_die() {
return random(6) + 1
}
+function has_global_capability(cap) {
+ for (let c of game.capabilities)
+ if (data.cards[c].capability === cap)
+ return true
+ return false
+}
+
function get_shared_assets(loc, what) {
let n = 0
for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
@@ -523,10 +530,23 @@ function is_lord_ready(lord) {
return loc >= CALENDAR && loc <= CALENDAR + (game.turn >> 1)
}
+function is_vassal_available(vassal) {
+ let cap = data.vassals[vassal].capability
+ if (!cap)
+ return 1
+ if (has_global_capability(cap))
+ return 1
+ return 0
+}
+
function is_vassal_ready(vassal) {
return game.lords.vassals[vassal] === 0
}
+function is_vassal_mustered(vassal) {
+ return game.lords.vassals[vassal] > 0
+}
+
function is_friendly_lord(lord) {
return lord >= first_friendly_lord && lord <= last_friendly_lord
}
@@ -540,13 +560,31 @@ function is_lord_at_friendly_locale(lord) {
return is_friendly_locale(loc)
}
+function is_lord_at_seat(lord) {
+ // TODO: extra seats from capabilities
+ // TODO: Yaroslav and Pskov if conquered
+ let here = get_lord_locale(lord)
+ for (let seat of data.lords[lord].seats)
+ if (here === seat)
+ return true
+ return false
+}
+
function has_free_seat(lord) {
+ // TODO: extra seats from capabilities
for (let loc of data.lords[lord].seats)
if (is_friendly_locale(loc))
return true
return false
}
+function has_friendly_lord(loc) {
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
+ if (get_lord_locale(lord) === loc)
+ return true
+ return false
+}
+
function has_enemy_lord(loc) {
for (let lord = first_enemy_lord; lord <= last_enemy_lord; ++lord)
if (get_lord_locale(lord) === loc)
@@ -570,6 +608,10 @@ function is_seaport(loc) {
return set_has(data.seaports, loc)
}
+function is_trade_route(loc) {
+ return data.locales[loc].type === "traderoute"
+}
+
function is_stronghold(loc) {
return data.locales[loc].stronghold > 0
}
@@ -582,6 +624,14 @@ function has_conquered_marker(loc) {
return set_has(game.locales.conquered, loc)
}
+function add_conquered_marker(loc) {
+ set_add(game.locales.conquered, loc)
+}
+
+function remove_conquered_marker(loc) {
+ set_delete(game.locales.conquered, loc)
+}
+
function has_ravaged_marker(loc) {
return set_has(game.locales.ravaged, loc)
}
@@ -590,6 +640,26 @@ function add_ravaged_marker(loc) {
set_add(game.locales.ravaged, loc)
}
+function count_siege_markers(loc) {
+ return map_get(game.locales.sieges, loc, 0)
+}
+
+function has_siege_marker(loc) {
+ return map_get(game.locales.sieges, loc, 0) > 0
+}
+
+function add_siege_marker(loc) {
+ map_set(game.locales.sieges, loc, map_get(game.locales.sieges, loc, 0) + 1)
+}
+
+function remove_siege_marker(loc) {
+ map_set(game.locales.sieges, loc, map_get(game.locales.sieges, loc, 0) - 1)
+}
+
+function remove_all_siege_markers(loc) {
+ map_delete(game.locales.siege, loc)
+}
+
function has_enemy_castle(loc) {
if (game.active === P1)
return set_has(game.locales.castles2, loc)
@@ -607,11 +677,25 @@ function has_conquered_stronghold(loc) {
}
function is_friendly_stronghold(loc) {
- if (is_friendly_locale(loc))
- return is_stronghold(loc) || has_friendly_castle(loc)
+ // TODO: use full "is friendly locale" check here, or just color of stronghold?
+ if (is_stronghold(loc) || has_friendly_castle(loc))
+ return is_friendly_locale(loc)
+ return false
+}
+
+function is_enemy_stronghold(loc) {
+ // TODO: use full "is enemy locale" check here, or just color of stronghold?
+ if (is_stronghold(loc) || has_enemy_castle(loc))
+ return is_enemy_locale(loc)
return false
}
+function is_unbesieged_enemy_stronghold(loc) {
+ // NOTE: if using full "enemy locale" here, unbesieged check is not
+ // necessary (if besieged, friendly lords are there making it a "neutral" stronghold
+ return is_enemy_stronghold(loc) && !has_siege_marker(loc)
+}
+
function is_friendly_locale(loc) {
if (loc !== NOWHERE && loc < CALENDAR) {
if (has_enemy_lord(loc))
@@ -632,6 +716,26 @@ function is_friendly_locale(loc) {
return false
}
+function is_enemy_locale(loc) {
+ if (loc !== NOWHERE && loc < CALENDAR) {
+ if (has_friendly_lord(loc))
+ return false
+ if (is_enemy_territory(loc)) {
+ if (has_conquered_marker(loc))
+ return false
+ if (has_friendly_castle(loc))
+ return false
+ return true
+ } else {
+ if (is_stronghold(loc) && has_conquered_marker(loc))
+ return true
+ if (has_enemy_castle(loc))
+ return true
+ }
+ }
+ return false
+}
+
function for_each_friendly_arts_of_war(fn) {
if (game.active === P1)
for (let i = 0; i < 18; ++i)
@@ -717,7 +821,7 @@ function muster_lord(lord, locale, service) {
set_lord_forces(lord, SERFS, info.forces.serfs | 0)
for (let v of info.vassals)
- game.lords.vassals[v] = 0
+ game.lords.vassals[v] = is_vassal_available(v)
}
function muster_vassal(lord, vassal) {
@@ -1075,7 +1179,7 @@ function draw_two_cards() {
for (let c = first_p1_card; c <= last_p1_card; ++c)
if (!is_card_in_use(c))
deck.push(c)
- if (!remove_no_event)
+ if (!remove_no_event_cards)
for (let c = last_p1_card; c <= last_p1_card_no_event; ++c)
if (!is_card_in_use(c))
deck.push(c)
@@ -1117,7 +1221,7 @@ states.levy_arts_of_war_first = {
let c = game.what[0]
view.what = c
if (data.cards[c].this_lord) {
- view.prompt = `Assign ${data.cards[c].capability} to a Lord.`
+ view.prompt = `Arts of War: Assign ${data.cards[c].capability} to a Lord.`
let discard = true
for (let lord of data.cards[c].lords) {
if (is_lord_on_map(lord) && !lord_has_capability(lord, c)) {
@@ -1128,10 +1232,10 @@ states.levy_arts_of_war_first = {
if (discard)
view.actions.discard = 1
} else if (data.cards[c].capability) {
- view.prompt = `Deploy ${data.cards[c].capability}.`
+ view.prompt = `Arts of War: Deploy ${data.cards[c].capability}.`
view.actions.deploy = 1
} else {
- view.prompt = `No Capability.`
+ view.prompt = `Arts of War: No Capability.`
view.actions.discard = 1
}
},
@@ -1185,15 +1289,15 @@ states.levy_arts_of_war = {
case "this_levy":
case "this_campaign":
case "now":
- view.prompt = `Play ${data.cards[c].event}.`
+ view.prompt = `Arts of War: Play ${data.cards[c].event}.`
view.actions.play = 1
break
case "hold":
- view.prompt = `Hold ${data.cards[c].event}.`
+ view.prompt = `Arts of War: Hold ${data.cards[c].event}.`
view.actions.hold = 1
break
case "never":
- view.prompt = `Discard ${data.cards[c].event}.`
+ view.prompt = `Arts of War: Discard ${data.cards[c].event}.`
view.actions.discard = 1
break
}
@@ -1249,7 +1353,7 @@ function end_levy_muster() {
states.levy_muster = {
prompt() {
- view.prompt = "Muster your Lords."
+ view.prompt = "Levy: Muster your Lords."
let done = true
for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
if (is_lord_at_friendly_locale(lord) && !get_lord_moved(lord)) {
@@ -1285,7 +1389,7 @@ function resume_levy_muster_lord() {
states.levy_muster_lord = {
prompt() {
- view.prompt = `Muster ${lord_name[game.who]}.`
+ view.prompt = `Levy: Muster ${lord_name[game.who]}.`
if (game.count > 0) {
view.prompt += ` ${game.count} lordship left.`
@@ -1387,7 +1491,7 @@ states.levy_muster_lord = {
states.muster_lord_at_seat = {
prompt() {
- view.prompt = `Select seat for ${lord_name[game.who]}.`
+ view.prompt = `Muster: Select seat for ${lord_name[game.who]}.`
for (let loc of data.lords[game.who].seats)
if (is_friendly_locale(loc))
gen_action_locale(loc)
@@ -1412,7 +1516,7 @@ function resume_muster_lord_transport() {
states.muster_lord_transport = {
prompt() {
- view.prompt = `Select Transport for ${lord_name[game.who]}.`
+ view.prompt = `Muster: Select Transport for ${lord_name[game.who]}.`
view.prompt += ` ${game.count} left.`
if (data.lords[game.who].ships) {
if (can_add_transport(game.who, SHIP))
@@ -1493,7 +1597,7 @@ function discard_lord_capability(lord, c) {
states.muster_capability = {
prompt() {
- view.prompt = `Select a new capability for ${lord_name[game.who]}.`
+ view.prompt = `Muster: Select a new capability for ${lord_name[game.who]}.`
view.show_arts_of_war = 1
for_each_friendly_arts_of_war((c) => {
if (!is_card_in_use(c)) {
@@ -1529,7 +1633,7 @@ states.muster_capability = {
states.muster_capability_discard = {
prompt() {
- view.prompt = `Remove a capability from ${lord_name[game.who]}.`
+ view.prompt = `Muster: Remove a capability from ${lord_name[game.who]}.`
gen_action_card(get_lord_capability(game.who, 0))
gen_action_card(get_lord_capability(game.who, 1))
},
@@ -1611,7 +1715,7 @@ states.campaign_plan = {
let last = current === P1 ? last_p1_lord : last_p2_lord
let upper = plan_selected_lieutenant(first, last)
- view.prompt = "Designate Lieutenants and build a Plan."
+ view.prompt = "Plan: Designate Lieutenants and build a Plan."
view.plan = plan
view.who = upper
@@ -1766,9 +1870,17 @@ function end_actions() {
goto_feed()
}
+function get_available_actions() {
+ return data.lords[game.command].command - game.count
+}
+
+function use_all_actions() {
+ game.count += get_available_actions()
+}
+
states.actions = {
prompt() {
- let avail = data.lords[game.command].command - game.count
+ let avail = get_available_actions()
view.prompt = `${lord_name[game.who]} has ${avail}x actions.`
@@ -1800,9 +1912,11 @@ states.actions = {
view.actions.done = 1
}
},
+ march: do_action_march,
forage: do_action_forage,
ravage: do_action_ravage,
- march: do_action_march,
+ sail: do_action_sail,
+ tax: do_action_tax,
pass() {
clear_undo()
log("Passed.")
@@ -1868,7 +1982,7 @@ function do_action_forage() {
let where = get_lord_locale(game.who)
log(`Foraged at %${where}`)
add_lord_assets(game.who, PROV, 1)
- ++game.count
+ game.count += 1
}
// === ACTION: RAVAGE ===
@@ -1892,7 +2006,7 @@ function do_action_ravage() {
states.ravage = {
prompt() {
- view.prompt = `Ravage enemy territory!`
+ view.prompt = `Ravage: Choose enemy territory to ravage!`
let where = get_lord_locale(game.who)
// TODO: adjacent from abilities
@@ -1905,6 +2019,7 @@ states.ravage = {
add_lord_assets(game.who, PROV, 1)
if (!is_region(loc))
add_lord_assets(game.who, LOOT, 1)
+ game.count += 1
game.state = "actions"
},
}
@@ -1912,38 +2027,168 @@ states.ravage = {
// === ACTION: TAX ===
function can_action_tax() {
- return false
+ // Must use whole action
+ if (game.count > 0)
+ return false
+
+ // Must have space left to hold Coin
+ if (get_lord_assets(game.who, COIN) >= 8)
+ return false
+
+ // Must be at own seat
+ return is_lord_at_seat(game.who);
+}
+
+function do_action_tax() {
+ push_undo()
+ game.state = "tax"
+}
+
+states.tax = {
+ prompt() {
+ view.prompt = `Tax: Choose seat to Tax.`
+ let here = get_lord_locale(game.who)
+ gen_action_locale(here)
+ },
+ locale(loc) {
+ log(`Taxed at %${loc}`)
+ add_lord_assets(game.who, COIN, 1)
+ use_all_actions()
+ game.state = "actions"
+ },
}
// === ACTION: SAIL ===
+function drop_prov(lord) {
+ log("Discarded Provender")
+ add_lord_assets(lord, PROV, -1)
+}
+
+function drop_loot() {
+ log("Discarded Loot")
+ add_lord_assets(lord, LOOT, -1)
+}
+
+function conquer_trade_route(loc) {
+ if (game.active === RUSSIANS) {
+ if (has_conquered_marker(loc)) {
+ log(`Conquered %${loc}`)
+ remove_conquered_marker(loc)
+ }
+ } else {
+ if (!has_conquered_marker(loc)) {
+ log(`Conquered %${loc}`)
+ add_conquered_marker(loc)
+ }
+ }
+}
+
function count_lord_ships(lord) {
- // TODO: sailing as group
+ // TODO: sail as group
return get_lord_assets(lord, SHIP)
}
function can_action_sail() {
- if (!is_lord_unbesieged(game.who))
+ // Must use whole action
+ if (game.count > 0)
return false
+ // At a seaport
let where = get_lord_locale(game.who)
if (!is_seaport(where))
return false
+ // during Rasputitsa or Summer
let season = current_season()
if (season !== SUMMER && season !== RASPUTITSA)
return false
let horses = count_lord_horses(game.who)
let ships = count_lord_ships(game.who)
- if (horses > ships)
- return false
+
+ // Teutons need 1 ship per horse unit
+ if (game.active === TEUTONS) {
+ if (ships < horses)
+ return false
+ }
+
+ // Russians need 2 ships per horse unit
+ if (game.active === RUSSIANS) {
+ if (ships < horses * 2)
+ return false
+ }
// TODO: check valid destinations
return true
}
+function do_action_sail() {
+ push_undo()
+ game.state = 'sail'
+}
+
+states.sail = {
+ prompt() {
+ let from = get_lord_locale(game.who)
+ let horses = count_lord_horses(game.who)
+ let ships = count_lord_ships(game.who)
+ let prov = get_lord_assets(game.who, PROV)
+ let loot = get_lord_assets(game.who, LOOT)
+
+ // TODO: sail as a group
+
+ let can_sail = false
+ if (game.active === TEUTONS)
+ can_sail = ships >= (horses + loot * 2 + prov)
+ if (game.active === RUSSIANS)
+ can_sail = ships >= (horses * 2 + loot * 2 + prov)
+
+ if (can_sail) {
+ view.prompt = `Sail: Choose a destination Seaport.`
+ for (let to of data.seaports) {
+ if (to === from)
+ continue
+ if (!has_enemy_lord(to))
+ gen_action_locale(to)
+ }
+ } else {
+ view.prompt = `Sail: Discard Loot or Provender.`
+ // TODO: how strict is greed?
+ if (loot > 0)
+ gen_action_loot(game.who)
+ if (prov > 0)
+ gen_action_prov(game.who)
+ }
+
+ },
+ prov(lord) {
+ push_undo()
+ drop_prov(lord)
+ },
+ loot(lord) {
+ push_undo()
+ drop_loot(lord)
+ },
+ locale(loc) {
+ push_undo()
+ log(`Sailed to %${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"
+ },
+}
+
// === CAMPAIGN: FEED ===
function can_feed_from_shared(lord) {
@@ -1978,7 +2223,7 @@ function goto_feed() {
states.feed = {
prompt() {
- view.prompt = "You must Feed lords who Moved or Fought."
+ view.prompt = "Feed: You must Feed lords who Moved or Fought."
let done = true
@@ -2022,7 +2267,7 @@ states.feed = {
// All done!
if (done) {
- view.prompt = "Feeding done."
+ view.prompt = "Feed: All done."
view.actions.end_feed = 1
}
},
@@ -2062,7 +2307,7 @@ function resume_feed_lord_shared() {
states.feed_lord_shared = {
prompt() {
- view.prompt = `You must Feed ${lord_name[game.who]} ${game.count}x shared Loot or Provender.`
+ view.prompt = `Feed: You must Feed ${lord_name[game.who]} ${game.count}x 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) {
@@ -2133,7 +2378,7 @@ function goto_pay() {
states.pay = {
prompt() {
- view.prompt = "You may Pay your Lords."
+ view.prompt = "Pay: You may Pay your Lords."
for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
if (is_lord_on_map(lord) && can_pay_lord(lord))
gen_action_lord(lord)
@@ -2152,7 +2397,7 @@ states.pay = {
states.pay_lord = {
prompt() {
- view.prompt = `You may Pay ${lord_name[game.who]} with Coin or Loot.`
+ view.prompt = `Pay: You may Pay ${lord_name[game.who]} with Coin or Loot.`
if (game.active === RUSSIANS) {
if (game.call_to_arms.veche_coin > 0 && !is_lord_besieged(game.who))
@@ -2247,7 +2492,7 @@ function disband_lord(lord) {
states.disband = {
prompt() {
- view.prompt = "You must Disband Lords at their Service limit."
+ view.prompt = "Disband: You must Disband Lords at their Service limit."
let done = true
for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
if (is_lord_on_map(lord) && get_lord_service(lord) <= current_turn()) {
diff --git a/tools/gendata.js b/tools/gendata.js
index 8cb238c..4d024a6 100644
--- a/tools/gendata.js
+++ b/tools/gendata.js
@@ -430,7 +430,7 @@ let lords = [
name: "Yaroslav",
full_name: "Yaroslav",
title: "Exile of Pskov",
- seats: seats("Odenpäh, Pskov"),
+ seats: seats("Odenpäh"),
marshal: 0,
fealty: 4,
service: 2,