diff options
-rw-r--r-- | rules.js | 151 |
1 files changed, 55 insertions, 96 deletions
@@ -1,25 +1,24 @@ "use strict" -// TODO: hit remainders -// TODO: choose crossbow/normal hit application order +// TODO: hit overflow // TODO: Ambush // TODO: Bridge - kn, sgt, 1x lh, maa, militia, serf, lh, ah // TODO: Lodya capability during supply! // TODO: 2nd edition supply rule - no reuse of transports +// TODO: optimize summer supply search algorithm! (not brute force) -// TODO: battle mat - optional - either mat in middle, or garrison + siegeworks display -// TODO: array position - click on mat grid as well -// TODO: battle event on lord mat (at top) - in client for Bridge and Field Organs +// FIXME: lift_siege / besieged needs checking! +// FIXME: remove_legate_if_endangered needs checking! +// FIXME: verify card deck is emptied and refilled as cards move around -// TODO: lift_siege / besieged needs checking! -// TODO: remove_legate_if_endangered needs checking! -// TODO: precompute distance to supply lines for faster supply path rejection -// TODO - precompute possible supply lines for faster rejections -// Use BFS for winter/rasputitsa supply +// GUI: show command lord different from selected lord (inactive player) +// GUI: show siegeworks + walls on battle mat for protection indication +// GUI: show feed x2 on lord mats with > 6 units +// GUI: battle mat - optional - either mat in middle, or garrison + siegeworks display +// GUI: array position - click on mat grid as well +// GUI: battle event on lord mat (at top) - in client for Bridge and Field Organs -// TODO: show command lord different from selected lord (inactive player) -// TODO: show siegeworks + walls on battle mat for protection indication -// TODO: show feed x2 on lord mats with > 6 units +// WONTFIX: choose crossbow/normal hit application order // Check all push/clear_undo // Remove push_state/pop_state stuff - use explicit substates with common functions instead @@ -448,12 +447,6 @@ function current_turn_name() { return TURN_NAME[game.turn >> 1] } -function current_deck() { - if (game.active === P1) - return game.deck1 - return game.deck2 -} - function current_hand() { if (game.active === P1) return game.hand1 @@ -909,6 +902,33 @@ function is_p2_card(c) { return c >= first_p2_card } +function is_card_in_use(c) { + if (set_has(game.hand1, c)) + return true + if (set_has(game.hand2, c)) + return true + if (set_has(game.events, c)) + return true + if (set_has(game.capabilities, c)) + return true + if (game.pieces.capabilities.includes(c)) + return true + return false +} + +function list_deck() { + let deck = [] + let first_card = (game.active === P1) ? first_p1_card : first_p2_card + let last_card = (game.active === P1) ? last_p1_card : last_p2_card + let no = (game.active === P1) ? game.no1 : game.no2 + for (let c = first_card; c <= last_card; ++c) + if (!is_card_in_play(c)) + deck.push(c) + for (let c = last_card + 1; c <= last_card + no; ++c) + deck.push(c) + return deck +} + function is_friendly_card(c) { if (game.active === P1) return is_p1_card(c) @@ -1576,18 +1596,6 @@ function muster_vassal(lord, vassal) { muster_vassal_forces(lord, vassal) } -function setup_decks() { - for (let c = first_p1_card; c <= last_p1_card; ++c) - game.deck1.push(c) - for (let c = last_p1_card; c <= last_p1_card_no_event; ++c) - game.deck1.push(c) - - for (let c = first_p2_card; c <= last_p2_card; ++c) - game.deck2.push(c) - for (let c = last_p2_card; c <= last_p2_card_no_event; ++c) - game.deck2.push(c) -} - function draw_card(deck) { let i = random(deck.length) let c = deck[i] @@ -1595,34 +1603,23 @@ function draw_card(deck) { return c } -function discard_card(c) { - if (c >= first_p1_card && c <= last_p1_card_no_event) - set_add(game.deck1, c) - else if (c >= first_p2_card && c <= last_p2_card_no_event) - set_add(game.deck2, c) -} - function discard_events(when) { for (let i = 0; i < game.events.length; ) { let c = game.events[i] - if (data.cards[c].when === when) { + if (data.cards[c].when === when) array_remove(game.events, i) - discard_card(c) - } else { + else ++i - } } } function discard_friendly_events(when) { for (let i = 0; i < game.events.length; ) { let c = game.events[i] - if (is_friendly_card(c) && data.cards[c].when === when) { + if (is_friendly_card(c) && data.cards[c].when === when) array_remove(game.events, i) - discard_card(c) - } else { + else ++i - } } } @@ -1639,12 +1636,12 @@ exports.setup = function (seed, scenario, options) { state: "setup_lords", stack: [], - deck1: [], - deck2: [], hand1: [], hand2: [], plan1: [], plan2: [], + no1: 3, + no2: 3, turn: 0, events: [], // this levy/this campaign cards @@ -1701,8 +1698,6 @@ exports.setup = function (seed, scenario, options) { log_h1(scenario) - setup_decks() - switch (scenario) { default: case "Pleskau": @@ -1935,28 +1930,21 @@ function setup_pleskau_quickstart() { add_lord_assets(LORD_KNUD_ABEL, BOAT, 1) muster_vassal(LORD_HERMANN, data.lords[LORD_HERMANN].vassals[0]) - set_delete(game.deck1, T4) set_lord_capability(LORD_HERMANN, 0, T4) - set_delete(game.deck1, T14) set_lord_capability(LORD_HERMANN, 1, T14) - set_delete(game.deck1, T3) set_lord_capability(LORD_YAROSLAV, 0, T3) - set_delete(game.deck1, T13) set_add(game.capabilities, T13) game.pieces.legate = LOC_DORPAT - set_delete(game.deck2, R8) set_add(game.capabilities, R8) muster_lord(LORD_DOMASH, LOC_NOVGOROD) add_lord_assets(LORD_DOMASH, BOAT, 2) add_lord_assets(LORD_DOMASH, CART, 2) muster_vassal(LORD_GAVRILO, data.lords[LORD_GAVRILO].vassals[0]) - set_delete(game.deck2, R2) set_lord_capability(LORD_GAVRILO, 0, R2) - set_delete(game.deck2, R6) set_lord_capability(LORD_GAVRILO, 1, R6) @@ -1972,18 +1960,12 @@ function setup_pleskau_quickstart() { function setup_test() { setup_crusade_on_novgorod() - for (let c = first_p1_card; c <= last_p1_card; ++c) { - if (data.cards[c].when === "hold") { + for (let c = first_p1_card; c <= last_p1_card; ++c) + if (data.cards[c].when === "hold") game.hand1.push(c) - set_delete(game.deck1, c) - } - } - for (let c = first_p2_card; c <= last_p2_card; ++c) { - if (data.cards[c].when === "hold") { + for (let c = first_p2_card; c <= last_p2_card; ++c) + if (data.cards[c].when === "hold") game.hand2.push(c) - set_delete(game.deck2, c) - } - } } states.setup_lords = { @@ -2104,45 +2086,32 @@ function goto_immediate_event(c) { // Discard case EVENT_TEUTONIC_GRAND_PRINCE: - discard_card(c) return goto_teutonic_event_grand_prince() case EVENT_TEUTONIC_KHAN_BATY: - discard_card(c) return goto_teutonic_event_khan_baty() case EVENT_TEUTONIC_SWEDISH_CRUSADE: - discard_card(c) return goto_teutonic_event_swedish_crusade() case EVENT_RUSSIAN_OSILIAN_REVOLT: - discard_card(c) return goto_russian_event_osilian_revolt() case EVENT_RUSSIAN_BATU_KHAN: - discard_card(c) return goto_russian_event_batu_khan() case EVENT_RUSSIAN_PRUSSIAN_REVOLT: - discard_card(c) return goto_russian_event_prussian_revolt() case EVENT_TEUTONIC_BOUNTIFUL_HARVEST: - discard_card(c) return goto_event_bountiful_harvest() case EVENT_RUSSIAN_BOUNTIFUL_HARVEST: - discard_card(c) return goto_event_bountiful_harvest() case EVENT_TEUTONIC_MINDAUGAS: - discard_card(c) return goto_teutonic_event_mindaugas() case EVENT_RUSSIAN_MINDAUGAS: - discard_card(c) return goto_russian_event_mindaugas() case EVENT_TEUTONIC_TORZHOK: - discard_card() return goto_teutonic_event_torzhok() case EVENT_RUSSIAN_TEMPEST: - discard_card() return goto_russian_event_tempest() default: log("TODO") - discard_card(c) return end_immediate_event() } } @@ -2642,10 +2611,8 @@ function play_held_event(c) { log(`Played E${c}.`) if (c >= first_p1_card && c <= last_p1_card_no_event) { set_delete(game.hand1, c) - set_add(game.deck1, c) } else { set_delete(game.hand2, c) - set_add(game.deck2, c) } } @@ -3047,7 +3014,6 @@ function deploy_global_capability(c) { function discard_global_capability(c) { set_delete(game.capabilities, c) - discard_card(c) if (c === AOW_TEUTONIC_WILLIAM_OF_MODENA) { game.pieces.legate = LEGATE_INDISPOSED @@ -3077,7 +3043,7 @@ function discard_global_capability(c) { // === LEVY: ARTS OF WAR (FIRST TURN) === function draw_two_cards() { - let deck = current_deck() + let deck = list_deck() return [ draw_card(deck), draw_card(deck) ] } @@ -3137,8 +3103,11 @@ states.levy_arts_of_war_first = { if (is_no_event_card(c) && should_remove_no_event_card()) { logi(`C${c} - removed`) + if (game.active === P1) + game.no1-- + else + game.no2-- } else { - discard_card(c) logi(`C${c} - discarded`) } @@ -3209,7 +3178,6 @@ states.levy_arts_of_war = { }, discard() { let c = game.what.shift() - discard_card(c) log(`Discarded E${c}.`) resume_levy_arts_of_war() }, @@ -3528,14 +3496,10 @@ function add_lord_capability(lord, c) { } function discard_lord_capability_n(lord, n) { - let c = get_lord_capability(lord, 0) - if (c !== NOTHING) - discard_card(c) set_lord_capability(lord, 0, NOTHING) } function discard_lord_capability(lord, c) { - discard_card(c) if (get_lord_capability(lord, 0) === c) return set_lord_capability(lord, 0, NOTHING) if (get_lord_capability(lord, 1) === c) @@ -3545,12 +3509,10 @@ function discard_lord_capability(lord, c) { states.muster_capability = { prompt() { - let deck = current_deck() + let deck = list_deck() view.prompt = `Muster: Select a new capability for ${lord_name[game.who]}.` view.arts_of_war = deck for (let c of deck) { - if (is_no_event_card(c)) - continue if (!data.cards[c].lords || set_has(data.cards[c].lords, game.who)) { if (data.cards[c].this_lord) { if (!lord_already_has_capability(game.who, c)) @@ -3564,7 +3526,6 @@ states.muster_capability = { }, card(c) { logi(`Capability C${c}`) - set_delete(current_deck(), c) if (data.cards[c].this_lord) { if (can_add_lord_capability(game.who, c)) { add_lord_capability(game.who, c) @@ -9781,12 +9742,10 @@ exports.view = function (state, current) { if (current === P1) { view.hand = game.hand1 view.plan = game.plan1 - // view.arts_of_war = game.deck1 } if (current === P2) { view.hand = game.hand2 view.plan = game.plan2 - // view.arts_of_war = game.deck2 } if (game.state === "game_over") { |