diff options
Diffstat (limited to 'rules.js')
-rw-r--r-- | rules.js | 195 |
1 files changed, 109 insertions, 86 deletions
@@ -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() } |