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-rw-r--r--rules.js195
1 files changed, 109 insertions, 86 deletions
diff --git a/rules.js b/rules.js
index 227f80e..dd0b9b3 100644
--- a/rules.js
+++ b/rules.js
@@ -9,7 +9,6 @@
// TODO: Lodya capability during supply!
// TODO: 2nd edition supply rule - no reuse of transports
-// TODO: 2nd edition ravage cost
// TODO: 2nd edition disband during campaign
// TODO: show besieged lords differently in UI
@@ -57,13 +56,6 @@ exports.scenarios = [
"Pleskau (Quickstart)",
]
-const scenario_remove_no_event_cards = [
- "Pleskau",
- "Watland",
- "Peipus",
- "Pleskau (Quickstart)"
-]
-
const scenario_last_turn = {
"Pleskau": 2,
"Watland": 8,
@@ -407,6 +399,12 @@ function current_turn_name() {
return TURN_NAME[game.turn >> 1]
}
+function current_deck() {
+ if (game.active === P1)
+ return game.deck1
+ return game.deck2
+}
+
function is_campaign_phase() {
return (game.turn & 1) === 1
}
@@ -815,17 +813,7 @@ function is_marshal(lord) {
}
}
-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
+function is_no_event_card(c) {
if (c === 18 || c === 19 || c === 20)
return true
if (c === 39 || c === 40 || c === 41)
@@ -1158,8 +1146,8 @@ function has_conquered_stronghold(loc) {
}
function is_friendly_stronghold_locale(loc) {
- // TODO: use full "is friendly locale" check here, or just color of stronghold?
if (is_stronghold(loc) || has_friendly_castle(loc))
+ // TODO: use full "is friendly locale" check here, or just color of stronghold?
return is_friendly_locale(loc)
return false
}
@@ -1228,15 +1216,6 @@ function is_not_friendly_locale(loc) {
return !is_friendly_locale(loc)
}
-function for_each_friendly_arts_of_war(fn) {
- if (game.active === P1)
- for (let i = 0; i < 18; ++i)
- fn(i)
- else
- for (let i = 21; i < 39; ++i)
- fn(i)
-}
-
function can_add_transport(who, what) {
return get_lord_assets(who, what) < 8
}
@@ -1443,6 +1422,32 @@ 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]
+ set_delete(deck, c)
+ 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)
+}
+
exports.setup = function (seed, scenario, options) {
game = {
seed,
@@ -1456,6 +1461,8 @@ exports.setup = function (seed, scenario, options) {
state: "setup_lords",
stack: [],
+ deck1: [],
+ deck2: [],
hand1: [],
hand2: [],
plan1: [],
@@ -1541,6 +1548,8 @@ exports.setup = function (seed, scenario, options) {
break
}
+ setup_decks()
+
return game
}
@@ -1995,6 +2004,7 @@ 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
@@ -2024,36 +2034,8 @@ function discard_global_capability(c) {
// === LEVY: ARTS OF WAR (FIRST TURN) ===
function draw_two_cards() {
- let remove_no_event_cards = scenario_remove_no_event_cards.includes(game.scenario)
-
- let deck = []
- if (game.active === P1) {
- for (let c = first_p1_card; c <= last_p1_card; ++c)
- if (!is_card_in_use(c))
- deck.push(c)
- 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)
- } else {
- for (let c = first_p2_card; c <= last_p2_card; ++c)
- if (!is_card_in_use(c))
- deck.push(c)
- if (!remove_no_event_cards)
- for (let c = last_p2_card; c <= last_p2_card_no_event; ++c)
- if (!is_card_in_use(c))
- deck.push(c)
- }
-
- let result = []
- let i = random(deck.length)
- result.push(deck[i])
- array_remove(deck, i)
-
- i = random(deck.length)
- result.push(deck[i])
- array_remove(deck, i)
- return result
+ let deck = current_deck()
+ return [ draw_card(deck), draw_card(deck) ]
}
function goto_levy_arts_of_war_first() {
@@ -2109,6 +2091,7 @@ states.levy_arts_of_war_first = {
discard() {
push_undo()
let c = game.what.shift()
+ discard_card(c)
logi(`C${c} - discarded`)
resume_levy_arts_of_war_first()
},
@@ -2162,6 +2145,7 @@ states.levy_arts_of_war = {
},
play() {
let c = game.what.shift()
+ discard_card(c)
log(`Played E${c}`)
if (data.cards[c].when === "this_levy" || data.cards[c].when === "this_campaign")
set_add(game.events, c)
@@ -2178,6 +2162,7 @@ states.levy_arts_of_war = {
},
discard() {
let c = game.what.shift()
+ discard_card(c)
log(`Discarded E${c}.`)
resume_levy_arts_of_war()
},
@@ -2454,6 +2439,18 @@ function lord_has_capability(lord, card_or_list) {
return lord_has_capability_card(lord, card_or_list)
}
+function lord_already_has_capability(lord, c) {
+ // compare capabilities by name...
+ let name = data.cards[c].capability
+ let c1 = get_lord_capability(lord, 0)
+ if (c1 >= 0 && data.cards[c1].capability === name)
+ return true
+ let c2 = get_lord_capability(lord, 1)
+ if (c2 >= 0 && data.cards[c2].capability === name)
+ return true
+ return false
+}
+
function can_add_lord_capability(lord) {
if (get_lord_capability(lord, 0) < 0)
return true
@@ -2470,7 +2467,15 @@ function add_lord_capability(lord, c) {
throw new Error("no empty capability slots!")
}
+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)
@@ -2480,24 +2485,24 @@ function discard_lord_capability(lord, c) {
states.muster_capability = {
prompt() {
+ let deck = current_deck()
view.prompt = `Muster: Select a new capability for ${lord_name[game.who]}.`
- view.show_arts_of_war = 1
- for_each_friendly_arts_of_war((c) => {
- if (!is_card_in_use(c)) {
- if (!data.cards[c].lords || set_has(data.cards[c].lords, game.who)) {
- if (data.cards[c].this_lord) {
- if (!lord_has_capability(game.who, c))
- gen_action_card(c)
- } else {
- if (can_deploy_global_capability(c))
- gen_action_card(c)
- }
+ view.show_arts_of_war = deck
+ for (let c of deck) {
+ if (is_no_event_card(c))
+ continue
+ if (!data.cards[c].lords || set_has(data.cards[c].lords, game.who)) {
+ if (data.cards[c].this_lord) {
+ if (!lord_already_has_capability(game.who, c))
+ gen_action_card(c)
+ } else {
+ if (can_deploy_global_capability(c))
+ gen_action_card(c)
}
}
- })
+ }
},
card(c) {
- push_undo()
logi(`Capability C${c}`)
if (data.cards[c].this_lord) {
if (can_add_lord_capability(game.who, c)) {
@@ -2553,8 +2558,15 @@ function end_levy_call_to_arms() {
function goto_levy_discard_events() {
// Discard "This Levy" events from play.
- if (game.events.length > 0)
- game.events = game.events.filter((c) => data.cards[c].when !== "this_levy")
+ for (let i = 0; i < game.events.length; ) {
+ let c = game.events[i]
+ if (data.cards[c].when === "this_levy") {
+ array_remove(game.events, i)
+ discard_card(c)
+ } else {
+ ++i
+ }
+ }
set_active(P1)
goto_capability_discard()
@@ -5111,13 +5123,17 @@ states.concede = {
// === BATTLE: REPOSITION ===
-// 1 - If all SA routed, RD to reserve
-// 2 - If all empty front D, all RD to front
-// 3 - If any empty front D, reserve to front
-// 4 - If front center empty, side to center
-// 5 - If rear center empty, side to center
+// If all SA routed, RD to reserve
+// If all empty front D, all RD to front
+// If all empty front A, all SA to A, RD to reserve
+
+// If any empty front D, reserve to D
+// If any empty front A, reserve to A
+// If any empty RD, reserve to RD
+// If any empty A, reserve to A
-// RULES: Repositioning of SA/DR units - advance / center
+// If front center empty, side to center
+// If rear center empty, side to center
function goto_reposition() {
log("TODO reposition")
@@ -5140,7 +5156,7 @@ const STEP_ARRAY = [
// interrupt for enemy to select flank to attack when center has hits left after center is routed
-// RULES: Order of applying mixed archery hits?
+// TODO: Order of applying mixed archery hits?
/*
strike steps:
@@ -6565,7 +6581,7 @@ function disband_lord(lord, permanently = false) {
set_lord_service(lord, NEVER)
} else {
log(`Disbanded L${lord}.`)
- if (is_levy_phase()
+ if (is_levy_phase())
set_lord_locale(lord, CALENDAR + turn + data.lords[lord].service)
else
set_lord_locale(lord, CALENDAR + turn + data.lords[lord].service + 1)
@@ -6577,8 +6593,8 @@ function disband_lord(lord, permanently = false) {
// Smerdi - serfs go back to card
game.pieces.smerdi += get_lord_forces(lord, SERFS)
- set_lord_capability(lord, 0, NOTHING)
- set_lord_capability(lord, 1, NOTHING)
+ discard_lord_capability_n(lord, 0)
+ discard_lord_capability_n(lord, 1)
game.pieces.assets[lord] = 0
game.pieces.forces[lord] = 0
game.pieces.routed[lord] = 0
@@ -7017,8 +7033,15 @@ function goto_reset() {
}
// Discard "This Campaign" events from play.
- if (game.events.length > 0)
- game.events = game.events.filter((c) => data.cards[c].when !== "this_campaign")
+ for (let i = 0; i < game.events.length; ) {
+ let c = game.events[i]
+ if (data.cards[c].when === "this_campaign") {
+ array_remove(game.events, i)
+ discard_card(c)
+ } else {
+ ++i
+ }
+ }
goto_advance_campaign()
}