"use strict" // TODO: SA without RD // TODO: hit remainders // TODO: choose crossbow/normal hit application order // 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 // TODO: Lodya capability during supply! // TODO: 2nd edition supply rule - no reuse of transports // TODO: show command lord different from selected lord (inactive player) // TODO: show siegeworks + walls on battle mat for protection indication? // Check all push/clear_undo // Remove push_state/pop_state stuff - use explicit substates with common functions instead // Optimize lift_sieges (only check specific locales based on where the check is) // Use game.levy or game.command instead of game.who for levy (like game.command for campaign) // Clean up game.who (use only in muster / events, not for command) const data = require("./data.js") // Packed strike and hit group lookup table. const GROUPS = [[[0,0,0,0,0,0,0,0,0,[[8,1]],[[8,2]],[[8,3]],[[8,4]],[[8,5]],[[8,2]],[[8,7]],0,[[16,1]],[[16,2]],[[16,3]],[[16,4]],[[16,1]],[[16,6]],[[16,7]],0,[[24,1]],[[24,2]],[[8,1],[16,2]],[[24,4]],[[24,1]],[[24,2]],[[8,1],[16,6]],0,[[32,1]],[[32,2]],[[32,2]],[[32,4]],[[32,5]],[[32,6]],[[32,7]],0,[[40,1]],[[40,2]],[[8,3],[32,2]],[[40,4]],[[8,1],[32,4]],[[8,2],[32,6]],[[8,3],[32,6]],0,[[48,1]],[[48,2]],[[48,2]],[[48,4]],[[16,1],[32,4]],[[16,2],[32,4]],[[16,3],[32,4]],0,[[56,1]],[[56,2]],[[8,1],[48,2]],[[56,4]],[[24,1],[32,4]],[[24,2],[32,4]],[[8,1],[16,2],[32,4]]],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,[[16,4]],0,0,0,0,0,0,0,[[8,1],[16,4]],0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,[[48,4]],0,0,0,0,0,0,0,[[8,1],[48,4]],0,0]],[[0,0,0,0,0,0,0,0,0,[[1,8]],[[2,8]],[[3,8]],[[4,8]],[[5,8]],[[6,8]],[[7,8]],0,[[1,16]],[[2,16]],[[3,16]],[[4,16]],[[5,16]],[[6,16]],[[7,16]],0,[[1,24]],[[2,24]],[[1,8],[2,16]],[[4,16]],[[1,24],[4,16]],[[6,16]],[[1,8],[6,16]],0,[[1,32]],[[2,32]],[[3,32]],[[4,32]],[[5,32]],[[6,32]],[[7,32]],0,[[1,40]],[[2,8]],[[3,8]],[[4,40]],[[1,8],[4,32]],[[2,8],[4,32]],[[3,8],[4,32]],0,[[1,16]],[[2,48]],[[3,16]],[[4,48]],[[1,16],[4,48]],[[2,16],[4,32]],[[3,16],[4,32]],0,[[1,56]],[[2,56]],[[1,8],[2,48]],[[4,56]],[[1,24],[4,48]],[[2,24],[4,32]],[[1,8],[2,16],[4,32]]],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,[[2,32]],[[1,8],[2,32]],0,0,[[6,32]],[[1,8],[6,32]],0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]]] const TODO = false const BOTH = "Both" const TEUTONS = "Teutons" const RUSSIANS = "Russians" const P1 = TEUTONS 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 // option ACTIVE_FEED_FIRST // active card feeds first (instead of P1 always first) // option DELAY_PAY_IF_NO_FEED_OR_DISBAND // TODO service shift before spoils // option SERVICE_BEFORE_SPOILS // option AUTO_SELECT_STRIKE_GROUPS const DIE_HIT = "01234567" const DIE_MISS = "01234567" let game = null let view = null let states = {} let immediate_events = {} exports.roles = [ P1, P2 ] exports.scenarios = [ "Pleskau", "Watland", "Peipus", "Return of the Prince", "Return of the Prince (Nicolle)", "Crusade on Novgorod", "Pleskau (Quickstart)", "Test", ] const scenario_last_turn = { "Pleskau": 2, "Watland": 8, "Peipus": 16, "Return of the Prince": 16, "Return of the Prince (Nicolle)": 16, "Crusade on Novgorod": 16, "Pleskau (Quickstart)": 2, "Test": 2, } // unit types const KNIGHTS = 0 const SERGEANTS = 1 const LIGHT_HORSE = 2 const ASIATIC_HORSE = 3 const MEN_AT_ARMS = 4 const MILITIA = 5 const SERFS = 6 const FORCE_TYPE_NAME = [ "knights", "sergeants", "light horse", "asiatic horse", "men-at-arms", "militia", "serfs" ] const FORCE_PROTECTION = [ 4, 3, 1, 1, 3, 1, 0 ] const FORCE_EVADE = [ 0, 0, 0, 3, 0, 0, 0 ] // asset types const PROV = 0 const COIN = 1 const LOOT = 2 const CART = 3 const SLED = 4 const BOAT = 5 const SHIP = 6 const ASSET_TYPE_NAME = [ "prov", "coin", "loot", "cart", "sled", "boat", "ship" ] // battle array const A1 = 0 // attackers const A2 = 1 const A3 = 2 const D1 = 3 // defenders const D2 = 4 const D3 = 5 const SA1 = 6 // relief sally: attackers const SA2 = 7 const SA3 = 8 const RD1 = 9 // relief sally: reserve defenders const RD2 = 10 const RD3 = 11 const battle_array_name = [ "A1", "A2", "A2", "D1", "D2", "D3", "SA1", "SA2", "SA3", "RD1", "RD2", "RD3", ] // battle steps const BATTLE_STEP_DEF_ARCHERY = 0 const BATTLE_STEP_ATK_ARCHERY = 1 const BATTLE_STEP_DEF_HORSE = 2 const BATTLE_STEP_ATK_HORSE = 3 const BATTLE_STEP_DEF_FOOT = 4 const BATTLE_STEP_ATK_FOOT = 5 // storm steps const STORM_STEP_DEF_ARCHERY = 0 const STORM_STEP_ATK_ARCHERY = 1 const STORM_STEP_DEF_MELEE = 2 const STORM_STEP_ATK_MELEE = 3 const battle_step_name = [ "Defending Archery", "Attacking Archery", "Defending Horse", "Attacking Horse", "Defending Foot", "Attacking Foot", ] const storm_step_name = [ "Defending Archery", "Attacking Archery", "Defending Melee", "Attacking Melee", ] function find_card(name) { return data.cards.findIndex((x) => x.name === name) } function find_lord(name) { return data.lords.findIndex((x) => x.name === name) } function find_locale(name) { return data.locales.findIndex((x) => x.name === name) } const lord_name = data.lords.map((lord) => lord.name) const vassal_name = data.vassals.map((vassal) => vassal.name) const lord_count = data.lords.length const vassal_count = data.vassals.length const first_lord = 0 const last_lord = lord_count - 1 const first_p1_locale = 0 const last_p1_locale = 23 const first_p2_locale = 24 const last_p2_locale = 52 const first_locale = 0 const last_locale = 52 const first_p1_card = 0 const last_p1_card = 17 const last_p1_card_no_event = 20 const first_p2_card = 21 const last_p2_card = 38 const last_p2_card_no_event = 41 const T1 = find_card("T1") const T2 = find_card("T2") const T3 = find_card("T3") const T4 = find_card("T4") const T5 = find_card("T5") const T6 = find_card("T6") const T7 = find_card("T7") const T8 = find_card("T8") const T9 = find_card("T9") const T10 = find_card("T10") const T11 = find_card("T11") const T12 = find_card("T12") const T13 = find_card("T13") const T14 = find_card("T14") const T15 = find_card("T15") const T16 = find_card("T16") const T17 = find_card("T17") const T18 = find_card("T18") const R1 = find_card("R1") const R2 = find_card("R2") const R3 = find_card("R3") const R4 = find_card("R4") const R5 = find_card("R5") const R6 = find_card("R6") const R7 = find_card("R7") const R8 = find_card("R8") const R9 = find_card("R9") const R10 = find_card("R10") const R11 = find_card("R11") const R12 = find_card("R12") const R13 = find_card("R13") const R14 = find_card("R14") const R15 = find_card("R15") const R16 = find_card("R16") const R17 = find_card("R17") const R18 = find_card("R18") const GARRISON = -1 const LORD_ANDREAS = find_lord("Andreas") const LORD_HEINRICH = find_lord("Heinrich") const LORD_HERMANN = find_lord("Hermann") const LORD_KNUD_ABEL = find_lord("Knud & Abel") const LORD_RUDOLF = find_lord("Rudolf") const LORD_YAROSLAV = find_lord("Yaroslav") const LORD_ALEKSANDR = find_lord("Aleksandr") const LORD_ANDREY = find_lord("Andrey") const LORD_DOMASH = find_lord("Domash") const LORD_GAVRILO = find_lord("Gavrilo") const LORD_KARELIANS = find_lord("Karelians") const LORD_VLADISLAV = find_lord("Vladislav") const LEGATE_INDISPOSED = -2 const LEGATE_ARRIVED = -1 const LOC_REVAL = find_locale("Reval") const LOC_WESENBERG = find_locale("Wesenberg") const LOC_DORPAT = find_locale("Dorpat") const LOC_LEAL = find_locale("Leal") const LOC_RIGA = find_locale("Riga") const LOC_ADSEL = find_locale("Adsel") const LOC_FELLIN = find_locale("Fellin") const LOC_ODENPAH = find_locale("Odenpäh") const LOC_WENDEN = find_locale("Wenden") const LOC_NOVGOROD = find_locale("Novgorod") const LOC_LADOGA = find_locale("Ladoga") const LOC_PSKOV = find_locale("Pskov") const LOC_RUSA = find_locale("Rusa") const LOC_LOVAT = find_locale("Lovat") const LOC_LUGA = find_locale("Luga") const LOC_NEVA = find_locale("Neva") const LOC_VOLKHOV = find_locale("Volkhov") const LOC_IZBORSK = find_locale("Izborsk") const LOC_KAIBOLOVO = find_locale("Kaibolovo") const LOC_KOPORYE = find_locale("Koporye") const LOC_PORKHOV = find_locale("Porkhov") const LOC_VELIKIYE_LUKI = find_locale("Velikiye Luki") const LOC_DUBROVNO = find_locale("Dubrovno") const LOC_VOD = find_locale("Vod") const LOC_ZHELTSY = find_locale("Zheltsy") const LOC_TESOVO = find_locale("Tesovo") const LOC_SABLIA = find_locale("Sablia") // Misc tracking flags const FLAG_FIRST_ACTION = 1 << 0 const FLAG_FIRST_MARCH = 1 << 1 const FLAG_TEUTONIC_RAIDERS = 1 << 2 const AOW_TEUTONIC_TREATY_OF_STENSBY = T1 const AOW_TEUTONIC_RAIDERS = T2 const AOW_TEUTONIC_CONVERTS = T3 const AOW_TEUTONIC_BALISTARII = [ T4, T5, T6 ] const AOW_TEUTONIC_WARRIOR_MONKS = [ T7, T15 ] const AOW_TEUTONIC_HILLFORTS = T8 const AOW_TEUTONIC_HALBBRUDER = [ T9, T10 ] const AOW_TEUTONIC_CRUSADE = T11 const AOW_TEUTONIC_ORDENSBURGEN = T12 const AOW_TEUTONIC_WILLIAM_OF_MODENA = T13 const AOW_TEUTONIC_TREBUCHETS = T14 const AOW_TEUTONIC_RANSOM = T16 const AOW_TEUTONIC_STONEMASONS = T17 const AOW_TEUTONIC_COGS = T18 const AOW_RUSSIAN_LUCHNIKI = [ R1, R2 ] const AOW_RUSSIAN_STRELTSY = [ R3, R13 ] const AOW_RUSSIAN_SMERDI = R4 const AOW_RUSSIAN_DRUZHINA = [ R5, R6 ] const AOW_RUSSIAN_RANSOM = R7 const AOW_RUSSIAN_BLACK_SEA_TRADE = R8 const AOW_RUSSIAN_BALTIC_SEA_TRADE = R9 const AOW_RUSSIAN_STEPPE_WARRIORS = R10 const AOW_RUSSIAN_HOUSE_OF_SUZDAL = R11 const AOW_RUSSIAN_RAIDERS = [ R12, R14 ] const AOW_RUSSIAN_ARCHBISHOPRIC = R15 const AOW_RUSSIAN_LODYA = R16 const AOW_RUSSIAN_VELIKY_KNYAZ = R17 const AOW_RUSSIAN_STONE_KREMLIN = R18 const EVENT_TEUTONIC_FAMINE = T16 const EVENT_RUSSIAN_FAMINE = R7 const EVENT_VALDEMAR = R11 const EVENT_DIETRICH = R17 const EVENT_DEATH_OF_THE_POPE = R15 const VASSAL_UNAVAILABLE = 0 const VASSAL_READY = 1 const VASSAL_MUSTERED = 2 const NOBODY = -1 const NOWHERE = -1 const NOTHING = -1 const NEVER = -1 const CALENDAR = 100 const SUMMER = 0 const EARLY_WINTER = 1 const LATE_WINTER = 2 const RASPUTITSA = 3 const SEASONS = [ null, SUMMER, SUMMER, EARLY_WINTER, EARLY_WINTER, LATE_WINTER, LATE_WINTER, RASPUTITSA, RASPUTITSA, SUMMER, SUMMER, EARLY_WINTER, EARLY_WINTER, LATE_WINTER, LATE_WINTER, RASPUTITSA, RASPUTITSA, null, ] const TURN_NAME = [ null, "1 - Summer 1240", "2 - Summer 1240", "3 - Early Winter 1240", "4 - Early Winter 1240", "5 - Late Winter 1241", "6 - Late Winter 1241", "7 - Rasputitsa 1241", "8 - Rasputitsa 1241", "9 - Summer 1241", "10 - Summer 1241", "11 - Early Winter 1241", "12 - Early Winter 1241", "13 - Late Winter 1242", "14 - Late Winter 1242", "15 - Rasputitsa 1242", "16 - Rasputitsa 1242", null, ] const USABLE_TRANSPORT = [ [ CART, BOAT, SHIP ], [ SLED ], [ SLED ], [ BOAT, SHIP ] ] const COMMANDERIES = [ LOC_ADSEL, LOC_FELLIN, LOC_LEAL, LOC_WENDEN ] function is_in_rus(loc) { return data.locales[loc].region === "Novgorodan Rus" } function is_in_livonia(loc) { return data.locales[loc].region === "Crusader Livonia" } function is_commandery(loc) { return ( loc === LOC_ADSEL || loc === LOC_FELLIN || loc === LOC_LEAL || loc === LOC_WENDEN ) } function current_turn() { return game.turn >> 1 } function current_season() { return SEASONS[game.turn >> 1] } 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 } function is_levy_phase() { return (game.turn & 1) === 0 } // === GAME STATE === const first_p1_lord = 0 const last_p1_lord = 5 const first_p2_lord = 6 const last_p2_lord = 11 let first_friendly_lord = 0 let last_friendly_lord = 5 let first_enemy_lord = 6 let last_enemy_lord = 11 function update_aliases() { if (game.active === P1) { first_friendly_lord = 0 last_friendly_lord = 5 first_enemy_lord = 6 last_enemy_lord = 11 } else if (game.active === P2) { first_friendly_lord = 6 last_friendly_lord = 11 first_enemy_lord = 0 last_enemy_lord = 5 } else { first_friendly_lord = -1 last_friendly_lord = -1 first_enemy_lord = -1 last_enemy_lord = -1 } } function load_state(state) { if (game !== state) { game = state update_aliases() } } function push_state(next) { if (!states[next]) throw Error("No such state: " + next) game.stack.push([ game.state, game.who, game.count ]) game.state = next } function pop_state() { ;[ game.state, game.who, game.count ] = game.stack.pop() } function set_active(new_active) { if (game.active !== new_active) { game.active = new_active update_aliases() } } function set_active_enemy() { game.active = enemy_player() update_aliases() } function enemy_player() { if (game.active === P1) return P2 if (game.active === P2) return P1 return null } function has_any_spoils() { return ( game.spoils && game.spoils[PROV] + game.spoils[COIN] + game.spoils[LOOT] + game.spoils[CART] + game.spoils[SLED] + game.spoils[BOAT] + game.spoils[SHIP] > 0 ) } function get_spoils(type, n) { if (game.spoils) return game.spoils[type] return 0 } function add_spoils(type, n) { if (!game.spoils) game.spoils = [ 0, 0, 0, 0, 0, 0, 0 ] game.spoils[type] += n } function get_lord_locale(lord) { return game.pieces.locale[lord] } function get_lord_service(lord) { return game.pieces.service[lord] } function get_lord_capability(lord, n) { return game.pieces.capabilities[(lord << 1) + n] } function set_lord_capability(lord, n, x) { game.pieces.capabilities[(lord << 1) + n] = x } function get_lord_assets(lord, n) { return pack4_get(game.pieces.assets[lord], n) } function get_lord_forces(lord, n) { return pack4_get(game.pieces.forces[lord], n) } function get_lord_routed_forces(lord, n) { return pack4_get(game.pieces.routed[lord], n) } function has_unrouted_units(lord) { return game.pieces.forces[lord] !== 0 } function has_routed_units(lord) { return game.pieces.routed[lord] !== 0 } function set_lord_locale(lord, locale) { game.pieces.locale[lord] = locale } function shift_lord_cylinder(lord, dir) { set_lord_locale(lord, get_lord_locale(lord) + dir) } function set_lord_service(lord, service) { if (service < 0) service = 0 if (service > 17) service = 17 game.pieces.service[lord] = service } function add_lord_service(lord, n) { set_lord_service(lord, get_lord_service(lord) + n) } function set_lord_assets(lord, n, x) { if (x < 0) x = 0 if (x > 8) x = 8 game.pieces.assets[lord] = pack4_set(game.pieces.assets[lord], n, x) } function add_lord_assets(lord, n, x) { set_lord_assets(lord, n, get_lord_assets(lord, n) + x) } function set_lord_forces(lord, n, x) { if (x < 0) x = 0 if (x > 15) x = 15 game.pieces.forces[lord] = pack4_set(game.pieces.forces[lord], n, x) } function add_lord_forces(lord, n, x) { set_lord_forces(lord, n, get_lord_forces(lord, n) + x) } function set_lord_routed_forces(lord, n, x) { if (x < 0) x = 0 if (x > 15) x = 15 game.pieces.routed[lord] = pack4_set(game.pieces.routed[lord], n, x) } function add_lord_routed_forces(lord, n, x) { set_lord_routed_forces(lord, n, get_lord_routed_forces(lord, n) + x) } function clear_lords_moved() { game.pieces.moved = 0 } function get_lord_moved(lord) { return pack2_get(game.pieces.moved, lord) } function set_lord_moved(lord, x) { game.pieces.moved = pack2_set(game.pieces.moved, lord, x) } function set_lord_unfed(lord, n) { // reuse "moved" flag for hunger set_lord_moved(lord, n) } function is_lord_unfed(lord) { // reuse "moved" flag for hunger return get_lord_moved(lord) } function feed_lord_skip(lord) { // reuse "moved" flag for hunger set_lord_moved(lord, 0) } function feed_lord(lord) { // reuse "moved" flag for hunger set_lord_moved(lord, get_lord_moved(lord) - 1) } function get_lord_array_position(lord) { for (let p = 0; p < 12; ++p) if (game.battle.array[p] === lord) return p return -1 } // === GAME STATE HELPERS === function roll_die() { return random(6) + 1 } function get_shared_assets(loc, what) { let n = 0 for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (get_lord_locale(lord) === loc) n += get_lord_assets(lord, what) return n } function count_lord_forces(lord) { return ( get_lord_forces(lord, KNIGHTS) + get_lord_forces(lord, SERGEANTS) + get_lord_forces(lord, LIGHT_HORSE) + get_lord_forces(lord, ASIATIC_HORSE) + get_lord_forces(lord, MEN_AT_ARMS) + get_lord_forces(lord, MILITIA) + get_lord_forces(lord, SERFS) ) } function count_lord_horses(lord) { return ( get_lord_forces(lord, KNIGHTS) + get_lord_forces(lord, SERGEANTS) + get_lord_forces(lord, LIGHT_HORSE) + get_lord_forces(lord, ASIATIC_HORSE) ) } function count_lord_boats(lord) { let boats = get_lord_assets(lord, BOAT) if (lord_has_capability(lord, AOW_RUSSIAN_LODYA)) { // TODO: one option or the other (only matters for supply) let ships = get_lord_assets(lord, SHIP) if (ships > 2) ships = 2 if (boats * 2 > boats + ships) boats = boats * 2 else boats = boats + ships } return boats } function count_shared_boats() { let here = get_lord_locale(game.command) let n = 0 for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (get_lord_locale(lord) === here) n += count_lord_boats(lord) return n } function count_lord_ships(lord) { let ships = get_lord_assets(lord, SHIP) if (lord_has_capability(lord, AOW_TEUTONIC_COGS)) { ships *= 2 } if (lord_has_capability(lord, AOW_RUSSIAN_LODYA)) { // TODO: one option or the other (only matters for supply) let boats = get_lord_assets(lord, BOAT) if (boats > 2) boats = 2 ships += boats } return ships } function count_shared_ships() { let here = get_lord_locale(game.command) let n = 0 for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (get_lord_locale(lord) === here) n += count_lord_ships(lord) return n } function count_shared_cogs_not_in_group() { let n = 0 if (game.active === TEUTONS) { for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (lord_has_capability(lord, AOW_TEUTONIC_COGS)) if (!set_has(game.group, lord)) // not already counted for n += get_lord_assets(lord, SHIP) * 2 } return n } function count_shared_cogs_not_in_locale(here) { let n = 0 if (game.active === TEUTONS) { for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (lord_has_capability(lord, AOW_TEUTONIC_COGS)) if (get_lord_locale(lord) !== here) n += get_lord_assets(lord, SHIP) * 2 } return n } function count_group_ships() { let n = 0 for (let lord of game.group) n += count_lord_ships(lord) return n } function count_group_assets(type) { let n = 0 for (let lord of game.group) n += get_lord_assets(lord, type) return n } function count_group_forces(type) { let n = 0 for (let lord of game.group) n += count_lord_forces(lord, type) return n } function count_group_horses() { let n = 0 for (let lord of game.group) n += count_lord_horses(lord) return n } function count_group_transport(type) { let n = 0 for (let lord of game.group) n += count_lord_transport(lord, type) return n } function max_plan_length() { switch (current_season()) { case SUMMER: return 6 case EARLY_WINTER: return 4 case LATE_WINTER: return 4 case RASPUTITSA: return 5 } } function count_cards_in_plan(plan, lord) { let n = 0 for (let c of plan) if (c === lord) ++n return n } function is_marshal(lord) { switch (lord) { case LORD_ANDREAS: return true case LORD_HERMANN: return !is_lord_on_map(LORD_ANDREAS) case LORD_ALEKSANDR: return true case LORD_ANDREY: return !is_lord_on_map(LORD_ALEKSANDR) default: return false } } function is_armored_force(type) { return type === KNIGHTS || type === SERGEANTS || type === MEN_AT_ARMS } function is_no_event_card(c) { if (c === 18 || c === 19 || c === 20) return true if (c === 39 || c === 40 || c === 41) return true return false } function is_p1_card(c) { return c <= last_p1_card_no_event } function is_p2_card(c) { return c >= first_p2_card } function is_friendly_card(c) { if (game.active === P1) return is_p1_card(c) return is_p2_card(c) } 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 } function is_lord_in_play(lord) { return get_lord_locale(lord) !== NOWHERE } function is_lord_besieged(lord) { return pack1_get(game.pieces.besieged, lord) } function is_lord_unbesieged(lord) { return !pack1_get(game.pieces.besieged, lord) } function set_lord_besieged(lord, x) { game.pieces.besieged = pack1_set(game.pieces.besieged, lord, x) } function is_lord_on_calendar(lord) { let loc = get_lord_locale(lord) return loc >= CALENDAR } function is_lord_ready(lord) { let loc = get_lord_locale(lord) return loc >= CALENDAR && loc <= CALENDAR + (game.turn >> 1) } function is_special_vassal_available(vassal) { let cap = data.vassals[vassal].capability if (cap === "Crusade") return has_global_capability(AOW_TEUTONIC_CRUSADE) if (cap === "Steppe Warriors") return has_global_capability(AOW_RUSSIAN_STEPPE_WARRIORS) return true } function is_vassal_unavailable(vassal) { return game.pieces.vassals[vassal] === VASSAL_UNAVAILABLE } function is_vassal_ready(vassal) { return game.pieces.vassals[vassal] === VASSAL_READY } function is_vassal_mustered(vassal) { return game.pieces.vassals[vassal] === VASSAL_MUSTERED } function is_teutonic_lord(lord) { return lord >= first_p1_lord && lord <= last_p1_lord } function is_russian_lord(lord) { return lord >= first_p2_lord && lord <= last_p2_lord } function is_friendly_lord(lord) { return lord >= first_friendly_lord && lord <= last_friendly_lord } function is_enemy_lord(lord) { return lord >= first_enemy_lord && lord <= last_enemy_lord } function is_lord_at_friendly_locale(lord) { let loc = get_lord_locale(lord) return is_friendly_locale(loc) } function for_each_seat(lord, fn, repeat = false) { let list = data.lords[lord].seats for (let seat of list) fn(seat) if (is_teutonic_lord(lord)) { if (has_global_capability(AOW_TEUTONIC_ORDENSBURGEN)) { for (let commandery of COMMANDERIES) if (repeat || !set_has(list, commandery)) fn(commandery) } } if (is_russian_lord(lord)) { if (has_global_capability(AOW_RUSSIAN_ARCHBISHOPRIC)) if (repeat || !set_has(list, LOC_NOVGOROD)) fn(LOC_NOVGOROD) } if (lord === LORD_YAROSLAV) { if (has_conquered_marker(LOC_PSKOV)) if (repeat || !set_has(list, LOC_PSKOV)) fn(LOC_PSKOV) } } function is_lord_seat(lord, here) { let result = false for_each_seat(lord, seat => { if (seat === here) result = true }) return result } function is_lord_at_seat(lord) { return is_lord_seat(lord, get_lord_locale(lord)) } function has_free_seat(lord) { let result = false for_each_seat(lord, seat => { if (!result && is_friendly_locale(seat)) result = true }) return result } function has_teutonic_lord(here) { for (let lord = first_p1_lord; lord <= last_p1_lord; ++lord) if (get_lord_locale(lord) === here) return true } function has_russian_lord(here) { for (let lord = first_p2_lord; lord <= last_p2_lord; ++lord) if (get_lord_locale(lord) === here) return true } 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_besieged_friendly_lord(loc) { for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (get_lord_locale(lord) === loc && is_lord_besieged(lord)) 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) return true return false } function has_unbesieged_enemy_lord(loc) { for (let lord = first_enemy_lord; lord <= last_enemy_lord; ++lord) if (get_lord_locale(lord) === loc && is_lord_unbesieged(lord)) return true return false } function has_unbesieged_friendly_lord(loc) { for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (get_lord_locale(lord) === loc && is_lord_unbesieged(lord)) return true 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 return loc >= first_p2_locale && loc <= last_p2_locale } function is_enemy_territory(loc) { if (game.active === P1) return loc >= first_p2_locale && loc <= last_p2_locale return loc >= first_p1_locale && loc <= last_p1_locale } function is_seaport(loc) { return set_has(data.seaports, loc) } function is_trade_route(loc) { return data.locales[loc].type === "traderoute" } function is_fort(loc) { return data.locales[loc].type === "fort" && !has_castle_marker(loc) } function is_town(loc) { return data.locales[loc].type === "town" && !has_castle_marker(loc) } function is_castle(loc) { return data.locales[loc].type === "castle" || has_castle_marker(loc) } function is_bishopric(loc) { return data.locales[loc].type === "bishopric" } function is_city(loc) { return data.locales[loc].type === "city" } function is_region(loc) { return data.locales[loc].type === "region" } function is_stronghold(loc) { return data.locales[loc].stronghold > 0 } function has_conquered_marker(loc) { return set_has(game.pieces.conquered, loc) } function add_conquered_marker(loc) { set_add(game.pieces.conquered, loc) } function remove_conquered_marker(loc) { set_delete(game.pieces.conquered, loc) } function has_ravaged_marker(loc) { return set_has(game.pieces.ravaged, loc) } function add_ravaged_marker(loc) { set_add(game.pieces.ravaged, loc) } function remove_ravaged_marker(loc) { set_delete(game.pieces.ravaged, loc) } function count_siege_markers(loc) { return map_get(game.pieces.sieges, loc, 0) } function has_siege_marker(loc) { return map_get(game.pieces.sieges, loc, 0) > 0 } function add_siege_marker(loc) { map_set(game.pieces.sieges, loc, map_get(game.pieces.sieges, loc, 0) + 1) } function remove_siege_marker(loc) { let n = map_get(game.pieces.sieges, loc, 0) if (n > 1) map_set(game.pieces.sieges, loc, n - 1) else map_delete(game.pieces.sieges, loc) } function remove_all_but_one_siege_markers(loc) { map_set(game.pieces.sieges, loc, 1) } function remove_all_siege_markers(loc) { map_delete(game.pieces.sieges, loc) } 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_castles(loc) { return game.pieces.castles1.length + game.pieces.castles2.length } function add_friendly_castle(loc) { // only P1 can add set_add(game.pieces.castles1, loc) } function has_enemy_castle(loc) { if (game.active === P1) return set_has(game.pieces.castles2, loc) return set_has(game.pieces.castles1, loc) } function has_friendly_castle(loc) { if (game.active === P1) return set_has(game.pieces.castles1, loc) return set_has(game.pieces.castles2, loc) } function has_castle_marker(loc) { return ( set_has(game.pieces.castles1, loc) || set_has(game.pieces.castles2, loc) ) } function flip_castle(loc) { if (game.active === P1) { set_delete(game.pieces.castle2, loc) set_add(game.pieces.castle1, loc) } else { set_delete(game.pieces.castle1, loc) set_add(game.pieces.castle2, loc) } } function has_conquered_stronghold(loc) { return is_stronghold(loc) && has_conquered_marker(loc) } function is_friendly_stronghold_locale(loc) { if (is_stronghold(loc) || has_friendly_castle(loc)) return is_friendly_locale(loc) return false } function is_enemy_stronghold(loc) { if (is_stronghold(loc)) { if (is_enemy_territory(loc) && !has_conquered_marker(loc)) return true if (is_friendly_territory(loc) && has_conquered_marker(loc)) return true } if (has_enemy_castle(loc)) return true return false } function is_friendly_stronghold(loc) { if (is_stronghold(loc)) { if (is_friendly_territory(loc) && !has_conquered_marker(loc)) return true if (is_enemy_territory(loc) && has_conquered_marker(loc)) return true } if (has_friendly_castle(loc)) return true return false } function is_unbesieged_enemy_stronghold(loc) { return is_enemy_stronghold(loc) && !has_siege_marker(loc) } function is_unbesieged_friendly_stronghold(loc) { return is_friendly_stronghold(loc) && !has_siege_marker(loc) } function is_besieged_enemy_stronghold(loc) { return is_enemy_stronghold(loc) && has_siege_marker(loc) } function is_besieged_friendly_stronghold(loc) { return is_friendly_stronghold(loc) && has_siege_marker(loc) } function is_friendly_locale(loc) { if (loc !== NOWHERE && loc < CALENDAR) { if (has_enemy_lord(loc)) return false if (is_friendly_territory(loc)) { if (has_conquered_marker(loc)) return false if (has_enemy_castle(loc)) return false return true } else { if (is_stronghold(loc) && has_conquered_marker(loc)) return true if (has_friendly_castle(loc)) return true } } return false } function is_not_friendly_locale(loc) { return !is_friendly_locale(loc) } function can_add_transport(who, what) { return get_lord_assets(who, what) < 8 } function count_lord_transport(lord, type) { let season = current_season() let n = 0 switch (type) { case "trackway": switch (season) { case SUMMER: n += get_lord_assets(lord, CART) break case EARLY_WINTER: case LATE_WINTER: n += get_lord_assets(lord, SLED) break case RASPUTITSA: break } break case "waterway": switch (season) { case SUMMER: n += count_lord_boats(lord) break case EARLY_WINTER: case LATE_WINTER: n += get_lord_assets(lord, SLED) break case RASPUTITSA: n += count_lord_boats(lord) break } break } return n } function list_ways(from, to) { for (let ways of data.locales[from].ways) if (ways[0] === to) return ways return null } function has_two_ways(from, to) { return list_ways(from, to).length > 2 } function is_upper_lord(lord) { return map_has(game.pieces.lieutenants, lord) } function is_lower_lord(lord) { for (let i = 1; i < game.pieces.lieutenants.length; i += 2) if (game.pieces.lieutenants[i] === lord) return true return false } function get_upper_lord(lower) { for (let i = 0; i < game.pieces.lieutenants.length; i += 2) if (game.pieces.lieutenants[i+1] === lower) return i return NOBODY } function get_lower_lord(upper) { return map_get(game.pieces.lieutenants, upper, NOBODY) } function set_lower_lord(upper, lower) { map_set(game.pieces.lieutenants, upper, lower) } function add_lieutenant(upper) { map_set(game.pieces.lieutenants, upper, NOBODY) } function remove_lieutenant(lord) { for (let i = 0; i < game.pieces.lieutenants.length; i += 2) { if(game.pieces.lieutenants[i] === lord || game.pieces.lieutenants[i+1] === lord) { array_remove_pair(game.pieces.lieutenants, i) return } } } function is_located_with_legate(lord) { return get_lord_locale(lord) === game.pieces.legate } function group_has_capability(c) { for (let lord of game.group) if (lord_has_capability(lord, c)) return true return false } function count_unbesieged_friendly_lords(loc) { let n = 0 for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (get_lord_locale(lord) === loc && is_lord_unbesieged(lord)) ++n return n } // === SETUP === function setup_lord_on_calendar(lord, turn) { set_lord_locale(lord, CALENDAR + turn) } function muster_lord_forces(lord) { let info = data.lords[lord] set_lord_forces(lord, KNIGHTS, info.forces.knights | 0) set_lord_forces(lord, SERGEANTS, info.forces.sergeants | 0) set_lord_forces(lord, LIGHT_HORSE, info.forces.light_horse | 0) set_lord_forces(lord, ASIATIC_HORSE, info.forces.asiatic_horse | 0) set_lord_forces(lord, MEN_AT_ARMS, info.forces.men_at_arms | 0) set_lord_forces(lord, MILITIA, info.forces.militia | 0) set_lord_forces(lord, SERFS, info.forces.serfs | 0) } function muster_vassal_forces(lord, vassal) { let info = data.vassals[vassal] add_lord_forces(lord, KNIGHTS, info.forces.knights | 0) add_lord_forces(lord, SERGEANTS, info.forces.sergeants | 0) add_lord_forces(lord, LIGHT_HORSE, info.forces.light_horse | 0) add_lord_forces(lord, ASIATIC_HORSE, info.forces.asiatic_horse | 0) add_lord_forces(lord, MEN_AT_ARMS, info.forces.men_at_arms | 0) add_lord_forces(lord, MILITIA, info.forces.militia | 0) add_lord_forces(lord, SERFS, info.forces.serfs | 0) } function restore_lord_forces(lord, type, count) { if (get_lord_forces(lord, type) < count) { set_lord_forces(lord, type, count) return 1 } return 0 } function restore_vassal_forces(lord, vassal) { let info = data.vassals[vassal] restore_lord_forces(lord, KNIGHTS, info.forces.knights | 0) restore_lord_forces(lord, SERGEANTS, info.forces.sergeants | 0) restore_lord_forces(lord, LIGHT_HORSE, info.forces.light_horse | 0) restore_lord_forces(lord, ASIATIC_HORSE, info.forces.asiatic_horse | 0) restore_lord_forces(lord, MEN_AT_ARMS, info.forces.men_at_arms | 0) restore_lord_forces(lord, MILITIA, info.forces.militia | 0) restore_lord_forces(lord, SERFS, info.forces.serfs | 0) } function muster_lord(lord, locale, service) { let info = data.lords[lord] if (!service) service = current_turn() + info.service set_lord_locale(lord, locale) set_lord_service(lord, service) set_lord_assets(lord, PROV, info.assets.prov | 0) set_lord_assets(lord, COIN, info.assets.coin | 0) set_lord_assets(lord, LOOT, info.assets.loot | 0) set_lord_assets(lord, CART, info.assets.cart | 0) set_lord_assets(lord, SLED, info.assets.sled | 0) set_lord_assets(lord, BOAT, info.assets.boat | 0) set_lord_assets(lord, SHIP, info.assets.ship | 0) muster_lord_forces(lord) for (let v of info.vassals) { if (is_special_vassal_available(v)) game.pieces.vassals[v] = VASSAL_READY else game.pieces.vassals[v] = VASSAL_UNAVAILABLE } } function disband_vassal(vassal) { let info = data.vassals[vassal] let lord = data.vassals[vassal].lord logi(`Disbanded ${info.name}.`) add_lord_forces(lord, KNIGHTS, -(info.forces.knights | 0)) add_lord_forces(lord, SERGEANTS, -(info.forces.sergeants | 0)) add_lord_forces(lord, LIGHT_HORSE, -(info.forces.light_horse | 0)) add_lord_forces(lord, ASIATIC_HORSE, -(info.forces.asiatic_horse | 0)) add_lord_forces(lord, MEN_AT_ARMS, -(info.forces.men_at_arms | 0)) add_lord_forces(lord, MILITIA, -(info.forces.militia | 0)) add_lord_forces(lord, SERFS, -(info.forces.serfs | 0)) game.pieces.vassals[v] = VASSAL_READY } function muster_vassal(lord, vassal) { game.pieces.vassals[vassal] = VASSAL_MUSTERED 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) } function discard_events(when) { for (let i = 0; i < game.events.length; ) { let c = game.events[i] if (data.cards[c].when === when) { array_remove(game.events, i) discard_card(c) } 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) { array_remove(game.events, i) discard_card(c) } else { ++i } } } exports.setup = function (seed, scenario, options) { game = { seed, scenario, options, log: [], undo: [], active: P1, state: "setup_lords", stack: [], deck1: [], deck2: [], hand1: [], hand2: [], plan1: [], plan2: [], turn: 0, events: [], // this levy/this campaign cards capabilities: [], // global capabilities pieces: { locale: Array(lord_count).fill(NOWHERE), service: Array(lord_count).fill(NEVER), assets: Array(lord_count).fill(0), forces: Array(lord_count).fill(0), routed: Array(lord_count).fill(0), capabilities: Array(lord_count << 1).fill(NOTHING), besieged: 0, moved: 0, lieutenants: [], vassals: Array(vassal_count).fill(VASSAL_UNAVAILABLE), conquered: [], ravaged: [], sieges: [], castles1: [], castles2: [], walls: [], legate: LEGATE_INDISPOSED, legate_selected: 0, veche_vp: 0, veche_coin: 0, smerdi: 0, }, flags: { first_action: 0, first_march: 0, teutonic_raiders: 0, }, command: NOBODY, actions: 0, group: 0, who: NOBODY, where: NOWHERE, what: NOTHING, count: 0, supply: 0, march: 0, battle: 0, spoils: 0, } update_aliases() log_h1(scenario) setup_decks() switch (scenario) { default: case "Pleskau": setup_pleskau() break case "Watland": setup_watland() break case "Peipus": setup_peipus() break case "Return of the Prince": setup_return_of_the_prince() break case "Return of the Prince (Nicolle)": setup_return_of_the_prince_nicolle() break case "Crusade on Novgorod": setup_crusade_on_novgorod() break case "Pleskau (Quickstart)": setup_pleskau_quickstart() break case "Test": setup_pleskau_quickstart() setup_test() break } return game } function setup_pleskau() { game.turn = 1 << 1 game.pieces.veche_vp = 1 muster_lord(LORD_HERMANN, LOC_DORPAT, 4) muster_lord(LORD_KNUD_ABEL, LOC_REVAL, 3) muster_lord(LORD_YAROSLAV, LOC_ODENPAH, 2) muster_lord(LORD_GAVRILO, LOC_PSKOV, 4) muster_lord(LORD_VLADISLAV, LOC_NEVA, 3) setup_lord_on_calendar(LORD_RUDOLF, 1) setup_lord_on_calendar(LORD_DOMASH, 1) } function setup_watland() { game.turn = 4 << 1 game.pieces.veche_vp = 1 game.pieces.veche_coin = 1 set_add(game.pieces.conquered, LOC_IZBORSK) set_add(game.pieces.conquered, LOC_PSKOV) set_add(game.pieces.ravaged, LOC_PSKOV) set_add(game.pieces.ravaged, LOC_DUBROVNO) muster_lord(LORD_ANDREAS, LOC_FELLIN, 7) muster_lord(LORD_KNUD_ABEL, LOC_WESENBERG, 6) muster_lord(LORD_YAROSLAV, LOC_PSKOV, 5) muster_lord(LORD_DOMASH, LOC_NOVGOROD, 7) setup_lord_on_calendar(LORD_HEINRICH, 4) setup_lord_on_calendar(LORD_RUDOLF, 4) setup_lord_on_calendar(LORD_VLADISLAV, 4) setup_lord_on_calendar(LORD_KARELIANS, 4) setup_lord_on_calendar(LORD_ANDREY, 5) setup_lord_on_calendar(LORD_ALEKSANDR, 7) setup_lord_on_calendar(LORD_HERMANN, 8) } function setup_peipus() { game.turn = 13 << 1 game.pieces.veche_vp = 4 game.pieces.veche_coin = 3 set_add(game.pieces.castles2, LOC_KOPORYE) set_add(game.pieces.conquered, LOC_IZBORSK) set_add(game.pieces.conquered, LOC_PSKOV) set_add(game.pieces.ravaged, LOC_VOD) set_add(game.pieces.ravaged, LOC_ZHELTSY) set_add(game.pieces.ravaged, LOC_TESOVO) set_add(game.pieces.ravaged, LOC_SABLIA) set_add(game.pieces.ravaged, LOC_PSKOV) set_add(game.pieces.ravaged, LOC_DUBROVNO) muster_lord(LORD_HERMANN, LOC_DORPAT, 16) muster_lord(LORD_YAROSLAV, LOC_PSKOV, 14) muster_lord(LORD_ALEKSANDR, LOC_NOVGOROD, 16) muster_lord(LORD_ANDREY, LOC_NOVGOROD, 16) muster_lord(LORD_DOMASH, LOC_NOVGOROD, 16) muster_lord(LORD_KARELIANS, LOC_NOVGOROD, 14) setup_lord_on_calendar(LORD_HEINRICH, 13) setup_lord_on_calendar(LORD_KNUD_ABEL, 13) setup_lord_on_calendar(LORD_RUDOLF, 13) setup_lord_on_calendar(LORD_GAVRILO, 13) setup_lord_on_calendar(LORD_VLADISLAV, 15) } function setup_return_of_the_prince() { game.turn = 9 << 1 game.pieces.veche_vp = 3 game.pieces.veche_coin = 2 set_add(game.pieces.castles1, LOC_KOPORYE) set_add(game.pieces.conquered, LOC_KAIBOLOVO) set_add(game.pieces.conquered, LOC_KOPORYE) set_add(game.pieces.conquered, LOC_IZBORSK) set_add(game.pieces.conquered, LOC_PSKOV) set_add(game.pieces.ravaged, LOC_VOD) set_add(game.pieces.ravaged, LOC_ZHELTSY) set_add(game.pieces.ravaged, LOC_TESOVO) set_add(game.pieces.ravaged, LOC_SABLIA) set_add(game.pieces.ravaged, LOC_PSKOV) set_add(game.pieces.ravaged, LOC_DUBROVNO) muster_lord(LORD_ANDREAS, LOC_KOPORYE, 12) muster_lord(LORD_ALEKSANDR, LOC_NOVGOROD, 14) setup_lord_on_calendar(LORD_HERMANN, 9) setup_lord_on_calendar(LORD_RUDOLF, 9) setup_lord_on_calendar(LORD_YAROSLAV, 9) setup_lord_on_calendar(LORD_ANDREY, 9) setup_lord_on_calendar(LORD_KARELIANS, 9) setup_lord_on_calendar(LORD_VLADISLAV, 10) setup_lord_on_calendar(LORD_HEINRICH, 11) setup_lord_on_calendar(LORD_KNUD_ABEL, 11) setup_lord_on_calendar(LORD_DOMASH, 11) setup_lord_on_calendar(LORD_GAVRILO, 13) } function setup_return_of_the_prince_nicolle() { game.turn = 9 << 1 game.pieces.veche_vp = 3 game.pieces.veche_coin = 2 set_add(game.pieces.castles1, LOC_KOPORYE) set_add(game.pieces.conquered, LOC_KAIBOLOVO) set_add(game.pieces.conquered, LOC_KOPORYE) set_add(game.pieces.ravaged, LOC_VOD) set_add(game.pieces.ravaged, LOC_ZHELTSY) set_add(game.pieces.ravaged, LOC_TESOVO) set_add(game.pieces.ravaged, LOC_SABLIA) muster_lord(LORD_ANDREAS, LOC_RIGA, 12) muster_lord(LORD_HERMANN, LOC_DORPAT, 12) muster_lord(LORD_KNUD_ABEL, LOC_KOPORYE, 11) muster_lord(LORD_ALEKSANDR, LOC_NOVGOROD, 14) muster_lord(LORD_GAVRILO, LOC_PSKOV, 12) setup_lord_on_calendar(LORD_RUDOLF, 9) setup_lord_on_calendar(LORD_YAROSLAV, 9) setup_lord_on_calendar(LORD_ANDREY, 9) setup_lord_on_calendar(LORD_KARELIANS, 9) setup_lord_on_calendar(LORD_VLADISLAV, 10) setup_lord_on_calendar(LORD_HEINRICH, 11) setup_lord_on_calendar(LORD_DOMASH, 11) } function setup_crusade_on_novgorod() { game.turn = 1 << 1 game.pieces.veche_vp = 1 game.pieces.veche_coin = 0 muster_lord(LORD_HERMANN, LOC_DORPAT, 4) muster_lord(LORD_KNUD_ABEL, LOC_REVAL, 3) muster_lord(LORD_YAROSLAV, LOC_ODENPAH, 2) muster_lord(LORD_GAVRILO, LOC_PSKOV, 4) muster_lord(LORD_VLADISLAV, LOC_NEVA, 3) setup_lord_on_calendar(LORD_ANDREAS, 1) setup_lord_on_calendar(LORD_HEINRICH, 1) setup_lord_on_calendar(LORD_RUDOLF, 1) setup_lord_on_calendar(LORD_DOMASH, 1) setup_lord_on_calendar(LORD_KARELIANS, 3) setup_lord_on_calendar(LORD_ALEKSANDR, 5) setup_lord_on_calendar(LORD_ANDREY, 5) } function setup_pleskau_quickstart() { setup_pleskau() add_lord_assets(LORD_HERMANN, CART, 1) add_lord_assets(LORD_YAROSLAV, CART, 1) add_lord_assets(LORD_GAVRILO, BOAT, 1) add_lord_assets(LORD_GAVRILO, CART, 1) add_lord_assets(LORD_VLADISLAV, BOAT, 1) log_h1("Levy " + current_turn_name()) log(`Quickstart...`) muster_lord(LORD_RUDOLF, LOC_WENDEN) add_lord_assets(LORD_RUDOLF, CART, 1) 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) game.pieces.veche_coin += 1 goto_campaign_plan() game.plan1 = [ LORD_YAROSLAV, LORD_RUDOLF, LORD_HERMANN, LORD_HERMANN, LORD_RUDOLF, LORD_HERMANN ] game.plan2 = [ LORD_GAVRILO, LORD_VLADISLAV, LORD_DOMASH, LORD_GAVRILO, LORD_DOMASH, LORD_DOMASH ] // goto_command_activation() } function setup_test() { muster_lord(LORD_HEINRICH, LOC_FELLIN) set_lord_locale(LORD_HERMANN, LOC_FELLIN) set_lord_locale(LORD_KNUD_ABEL, LOC_FELLIN) set_lord_locale(LORD_YAROSLAV, LOC_ODENPAH) set_lord_locale(LORD_RUDOLF, LOC_ODENPAH) muster_lord(LORD_ANDREY, LOC_IZBORSK) muster_lord(LORD_ALEKSANDR, LOC_IZBORSK) set_lord_locale(LORD_GAVRILO, LOC_IZBORSK) set_lord_locale(LORD_VLADISLAV, LOC_IZBORSK) set_lord_locale(LORD_DOMASH, LOC_IZBORSK) game.plan1 = [ LORD_HERMANN, LORD_HERMANN, LORD_HERMANN, LORD_YAROSLAV, LORD_RUDOLF, LORD_KNUD_ABEL ] game.plan2 = [ LORD_ALEKSANDR, LORD_ANDREY, LORD_DOMASH, LORD_GAVRILO, LORD_DOMASH, LORD_DOMASH ] } states.setup_lords = { prompt() { view.prompt = "Setup your Lords." let done = true for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (is_lord_on_map(lord) && !get_lord_moved(lord)) { if (data.lords[lord].assets.transport > 0) { gen_action_lord(lord) done = false } } } if (done) { view.prompt += " All done." view.actions.end_setup = 1 } }, lord(lord) { push_undo() log(`L${lord} at %${get_lord_locale(lord)}`) // TODO: clean up these transitions push_state("muster_lord_transport") set_lord_moved(lord, 1) game.who = lord game.count = data.lords[lord].assets.transport }, end_setup() { clear_undo() end_setup_lords() }, } function end_setup_lords() { clear_lords_moved() set_active_enemy() if (game.active === P1) { log_h1("Levy " + current_turn_name()) log_h2("Arts of War") goto_levy_arts_of_war_first() } } // === EVENTS === function is_event_in_play(c) { return set_has(game.events, c) } function is_famine_in_play() { if (game.active === TEUTONS) if (is_event_in_play(EVENT_RUSSIAN_FAMINE)) return true if (game.active === RUSSIANS) if (is_event_in_play(EVENT_TEUTONIC_FAMINE)) return true return false } function no_muster_of_or_by_lord(lord) { if (lord === LORD_KNUD_ABEL) return is_event_in_play(EVENT_VALDEMAR) if (lord === LORD_ANDREAS || lord === LORD_RUDOLF) return is_event_in_play(EVENT_DIETRICH) return false } function goto_immediate_event(c) { let e = data.cards[c].event log(e) if (immediate_events[e]) { immediate_events[e]() } else { log("TODO") end_immediate_event() } } function end_immediate_event() { resume_levy_arts_of_war() } immediate_events["Death of the Pope"] = function () { if (has_global_capability(AOW_TEUTONIC_WILLIAM_OF_MODENA)) game.state = "death_of_the_pope" else end_immediate_event() } states.death_of_the_pope = { prompt() { view.prompt = "Death of the Pope: Discard William of Modena." gen_action_card(AOW_TEUTONIC_WILLIAM_OF_MODENA) }, card(card) { discard_global_capability(AOW_TEUTONIC_WILLIAM_OF_MODENA) end_immediate_event() }, } // === EVENTS: SHIFT LORD OR SERVICE === immediate_events["Dietrich von Grüningen"] = function () { if (is_lord_in_play(LORD_ANDREAS) || is_lord_in_play(LORD_RUDOLF)) { game.state = "dietrich_von_gruningen" game.count = 1 } else { end_immediate_event() } } immediate_events["Valdemar"] = function () { if (is_lord_in_play(LORD_KNUD_ABEL)) { game.state = "valdemar" game.count = 1 } else { end_immediate_event() } } states.valdemar = { prompt() { view.prompt = "Valdemar: On Calendar, shift Knud & Abel or their Service up to one box." prompt_shift_lord(LORD_KNUD_ABEL) view.actions.pass = 1 }, lord: action_shift_lord, service: action_shift_lord, pass: end_immediate_event, } states.dietrich_von_gruningen = { prompt() { view.prompt = "Dietrich von Grüningen: On Calendar, shift Andreas or Rudolf or their Service." prompt_shift_lord(LORD_ANDREAS) prompt_shift_lord(LORD_RUDOLF) view.actions.pass = 1 }, lord: action_shift_lord, service: action_shift_lord, pass: end_immediate_event, } function prompt_shift_lord(lord) { if (is_lord_in_play(lord)) { if (is_lord_on_calendar(lord)) gen_action_lord(lord) else gen_action_service(lord) } } function action_shift_lord(lord) { push_undo() push_state("shift_lord") game.who = lord } states.shift_lord = { prompt() { view.prompt = `Shift ${lord_name[game.who]} or Service up to ${game.count}.` // TODO: click on calendar boxes? - need off-calendar buttons? let here = 0 let lord = game.who if (is_lord_on_calendar(lord)) here = get_lord_locale(lord) - CALENDAR else here = get_lord_service(lord) if (here > 0) view.actions.left = 1 else view.actions.left = 0 if (here < 17) view.actions.right = 1 else view.actions.right = 0 view.actions.done = 1 }, turn(turn) { let lord = game.who log(`Shifted L${lord} to ${turn}.`) if (is_lord_on_calendar(lord)) set_lord_locale(lord, CALENDAR + turn) else set_lord_service(lord, turn) if (--game.count === 0) end_immediate_event() }, left() { let lord = game.who log(`Shifted L${lord} left.`) if (is_lord_on_calendar(lord)) shift_lord_cylinder(lord, -1) else add_lord_service(lord, -1) if (--game.count === 0) end_immediate_event() }, right() { let lord = game.who log(`Shifted L${lord} right.`) if (is_lord_on_calendar(lord)) shift_lord_cylinder(lord, 1) else add_lord_service(lord, 1) if (--game.count === 0) end_immediate_event() }, done() { end_immediate_event() }, } // === CAPABILITIES === function can_deploy_global_capability(c) { if (c === AOW_TEUTONIC_WILLIAM_OF_MODENA) { return !is_event_in_play(EVENT_DEATH_OF_THE_POPE) } return true } function has_global_capability(cap) { return set_has(game.capabilities, cap) } function deploy_global_capability(c) { set_add(game.capabilities, c) if (c === AOW_TEUTONIC_WILLIAM_OF_MODENA) { game.pieces.legate = LEGATE_ARRIVED } if (c === AOW_TEUTONIC_CRUSADE) { for (let v of data.summer_crusaders) game.pieces.vassals[v] = VASSAL_READY } if (c === AOW_RUSSIAN_SMERDI) { game.pieces.smerdi = 6 } if (c === AOW_RUSSIAN_STEPPE_WARRIORS) { for (let v of data.steppe_warriors) game.pieces.vassals[v] = VASSAL_READY } } 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 } if (c === AOW_TEUTONIC_CRUSADE) { for (let v of data.summer_crusaders) { if (is_vassal_mustered(v)) disband_vassal(v) game.pieces.vassals[v] = VASSAL_UNAVAILABLE } } if (c === AOW_RUSSIAN_SMERDI) { game.pieces.smerdi = 0 } if (c === AOW_RUSSIAN_STEPPE_WARRIORS) { for (let v of data.steppe_warriors) { if (is_vassal_mustered(v)) disband_vassal(v) game.pieces.vassals[v] = VASSAL_UNAVAILABLE } } } // === LEVY: ARTS OF WAR (FIRST TURN) === function draw_two_cards() { let deck = current_deck() return [ draw_card(deck), draw_card(deck) ] } function goto_levy_arts_of_war_first() { log_br() log(game.active) game.state = "levy_arts_of_war_first" game.what = draw_two_cards() } function resume_levy_arts_of_war_first() { if (game.what.length === 0) end_levy_arts_of_war_first() } states.levy_arts_of_war_first = { prompt() { let c = game.what[0] view.arts_of_war = game.what view.what = c if (is_no_event_card(c)) { view.prompt = `Arts of War: No Capability.` view.actions.discard = 1 } else if (data.cards[c].this_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)) { gen_action_lord(lord) discard = false } } if (discard) view.actions.discard = 1 } else { view.prompt = `Arts of War: Deploy ${data.cards[c].capability}.` view.actions.deploy = 1 } }, lord(lord) { push_undo() let c = game.what.shift() logi(`C${c} - L${lord}`) add_lord_capability(lord, c) resume_levy_arts_of_war_first() }, deploy() { push_undo() let c = game.what.shift() logi(`C${c}`) deploy_global_capability(c) resume_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() }, } function end_levy_arts_of_war_first() { clear_undo() game.what = NOTHING set_active_enemy() if (game.active === P2) goto_levy_arts_of_war_first() else goto_pay() } // === LEVY: ARTS OF WAR === function goto_levy_arts_of_war() { log_br() log(game.active) game.what = draw_two_cards() resume_levy_arts_of_war() } function resume_levy_arts_of_war() { game.state = "levy_arts_of_war" if (game.what.length === 0) end_levy_arts_of_war() } states.levy_arts_of_war = { prompt() { let c = game.what[0] view.arts_of_war = [ c ] view.what = c switch (data.cards[c].when) { case "this_levy": case "this_campaign": case "now": view.prompt = `Arts of War: Play ${data.cards[c].event}.` view.actions.play = 1 break case "hold": view.prompt = `Arts of War: Hold ${data.cards[c].event}.` view.actions.hold = 1 break case "never": view.prompt = `Arts of War: Discard ${data.cards[c].event}.` view.actions.discard = 1 break } }, play() { let c = game.what.shift() discard_card(c) log(`Played E${c}`) if (data.cards[c].when === "this_levy" || data.cards[c].when === "this_campaign") set_add(game.events, c) goto_immediate_event(c) }, hold() { let c = game.what.shift() log(`Held event card.`) if (game.active === P1) game.hand1.push(c) else game.hand2.push(c) resume_levy_arts_of_war() }, discard() { let c = game.what.shift() discard_card(c) log(`Discarded E${c}.`) resume_levy_arts_of_war() }, } function end_levy_arts_of_war() { game.what = NOTHING set_active_enemy() if (game.active === P2) goto_levy_arts_of_war() else goto_pay() } // === LEVY: MUSTER === function goto_levy_muster() { if (game.active === TEUTONS) log_h2("Teutonic Muster") else log_h2("Russian Muster") game.state = "levy_muster" } function end_levy_muster() { clear_lords_moved() set_active_enemy() if (game.active === P2) goto_levy_muster() else goto_levy_call_to_arms() } states.levy_muster = { prompt() { view.prompt = "Levy: Muster your Lords." let done = true for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (is_lord_at_friendly_locale(lord) && !get_lord_moved(lord)) { if (!no_muster_of_or_by_lord(lord)) { gen_action_lord(lord) done = false } } } if (done) { view.prompt += " All done." view.actions.end_muster = 1 } }, lord(lord) { push_undo() log_h3(`L${lord} at %${get_lord_locale(lord)}`) push_state("levy_muster_lord") game.who = lord game.count = data.lords[lord].lordship }, end_muster() { clear_undo() end_levy_muster() }, } function resume_levy_muster_lord() { --game.count if (game.count === 0) { set_lord_moved(game.who, 1) pop_state() } } states.levy_muster_lord = { prompt() { view.prompt = `Levy: Muster ${lord_name[game.who]}.` if (game.count > 0) { let season = current_season() view.prompt += ` ${game.count} lordship left.` // Roll to muster Ready Lord at Seat for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (lord === LORD_ALEKSANDR) continue // NOTE: 2E change, ANDREY may be mustered normally // if (lord === LORD_ANDREY && game.who !== LORD_ALEKSANDR) continue if (no_muster_of_or_by_lord(lord)) continue if (is_lord_ready(lord) && has_free_seat(lord)) gen_action_lord(lord) } // Muster Ready Vassal Forces for (let vassal of data.lords[game.who].vassals) { // NOTE: Summer Crusaders muster specially if (game.active === TEUTONS && set_has(data.summer_crusaders, vassal)) continue if (is_vassal_ready(vassal)) gen_action_vassal(vassal) } // Add Transport if (data.lords[game.who].ships) { if (can_add_transport(game.who, SHIP)) view.actions.take_ship = 1 } if (can_add_transport(game.who, BOAT)) view.actions.take_boat = 1 if (can_add_transport(game.who, CART)) view.actions.take_cart = 1 if (can_add_transport(game.who, SLED)) view.actions.take_sled = 1 // Add Capability view.actions.capability = 1 } else { view.prompt += " All done." } view.actions.done = 1 }, lord(other) { clear_undo() let die = roll_die() let fealty = data.lords[other].fealty if (die <= fealty) { logi(`L${other} rolled ${die} <= ${fealty}`) push_state("muster_lord_at_seat") game.who = other } else { logi(`L${other} rolled ${die} > ${fealty}`) logii(`failed`) resume_levy_muster_lord() } }, vassal(vassal) { push_undo() logi(vassal_name[vassal]) muster_vassal(game.who, vassal) resume_levy_muster_lord() }, take_ship() { push_undo() logi("Ship") add_lord_assets(game.who, SHIP, 1) resume_levy_muster_lord() }, take_boat() { push_undo() logi("Boat") add_lord_assets(game.who, BOAT, 1) resume_levy_muster_lord() }, take_cart() { push_undo() logi("Cart") add_lord_assets(game.who, CART, 1) resume_levy_muster_lord() }, take_sled() { push_undo() logi("Sled") add_lord_assets(game.who, SLED, 1) resume_levy_muster_lord() }, capability() { push_undo() push_state("muster_capability") }, done() { set_lord_moved(game.who, 1) pop_state() }, } states.muster_lord_at_seat = { prompt() { view.prompt = `Muster: Select seat for ${lord_name[game.who]}.` for_each_seat(game.who, seat => { if (is_friendly_locale(seat)) gen_action_locale(seat) }) }, locale(loc) { push_undo() logii(`at %${loc}`) // TODO: clean up these transitions set_lord_moved(game.who, 1) muster_lord(game.who, loc) game.state = "muster_lord_transport" game.count = data.lords[game.who].assets.transport | 0 resume_muster_lord_transport() }, } function resume_muster_lord_transport() { if (game.count === 0) pop_state() if (game.state === "levy_muster_lord") resume_levy_muster_lord() } states.muster_lord_transport = { prompt() { if (game.state === "veliky_knyaz") view.prompt = `Veliky Knyaz: Select Transport for ${lord_name[game.who]}.` else 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)) view.actions.take_ship = 1 } if (can_add_transport(game.who, BOAT)) view.actions.take_boat = 1 if (can_add_transport(game.who, CART)) view.actions.take_cart = 1 if (can_add_transport(game.who, SLED)) view.actions.take_sled = 1 }, take_ship() { push_undo() logii("Ship") add_lord_assets(game.who, SHIP, 1) --game.count resume_muster_lord_transport() }, take_boat() { push_undo() logii("Boat") add_lord_assets(game.who, BOAT, 1) --game.count resume_muster_lord_transport() }, take_cart() { push_undo() logii("Cart") add_lord_assets(game.who, CART, 1) --game.count resume_muster_lord_transport() }, take_sled() { push_undo() logii("Sled") add_lord_assets(game.who, SLED, 1) --game.count resume_muster_lord_transport() }, } function lord_has_capability_card(lord, c) { 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 lord_has_capability(lord, card_or_list) { if (Array.isArray(card_or_list)) { for (let card of card_or_list) if (lord_has_capability_card(lord, card)) return true return false } 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 if (get_lord_capability(lord, 1) < 0) return true return false } function add_lord_capability(lord, c) { if (get_lord_capability(lord, 0) < 0) return set_lord_capability(lord, 0, c) if (get_lord_capability(lord, 1) < 0) return set_lord_capability(lord, 1, 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) return set_lord_capability(lord, 1, NOTHING) throw new Error("capability not found") } states.muster_capability = { prompt() { let deck = current_deck() view.prompt = `Muster: Select a new capability for ${lord_name[game.who]}.` view.arts_of_war = deck for (let c of deck) { if (is_no_event_card(c)) continue if (!data.cards[c].lords || set_has(data.cards[c].lords, game.who)) { if (data.cards[c].this_lord) { if (!lord_already_has_capability(game.who, c)) gen_action_card(c) } else { if (can_deploy_global_capability(c)) gen_action_card(c) } } } }, card(c) { logi(`Capability C${c}`) if (data.cards[c].this_lord) { if (can_add_lord_capability(game.who, c)) { add_lord_capability(game.who, c) } else { game.what = c game.state = "muster_capability_discard" return } } else { deploy_global_capability(c) } pop_state() resume_levy_muster_lord() }, } states.muster_capability_discard = { prompt() { view.prompt = `Muster: Remove a capability from ${lord_name[game.who]}.` gen_action_card(get_lord_capability(game.who, 0)) gen_action_card(get_lord_capability(game.who, 1)) }, card(c) { push_undo() logi(`Discarded C${c}.`) discard_lord_capability(game.who, c) add_lord_capability(game.who, game.what) game.what = NOTHING pop_state() resume_levy_muster_lord() }, } // === LEVY: CALL TO ARMS === function goto_levy_call_to_arms() { if (game.active === TEUTONS) goto_teutonic_call_to_arms() else goto_russian_call_to_arms() } function end_levy_call_to_arms() { clear_lords_moved() set_active_enemy() if (game.active === P2) goto_levy_call_to_arms() else goto_levy_discard_events() } function goto_levy_discard_events() { // Discard "This Levy" events from play. discard_events("this_levy") set_active(P1) goto_capability_discard() } // === LEVY: CALL TO ARMS - PAPAL LEGATE === function goto_teutonic_call_to_arms() { log_h2("Call to Arms - Papal Legate") if (has_global_capability(AOW_TEUTONIC_WILLIAM_OF_MODENA)) { if (game.pieces.legate === LEGATE_ARRIVED) game.state = "papal_legate_arrives" else game.state = "papal_legate_active" } else { log("Skipped.") end_papal_legate() } } states.papal_legate_arrives = { prompt() { view.prompt = "Papal Legate Arrives: Place the Legate at any Bishopric." for (let loc of data.bishoprics) // NOTE: Legate would immediately be removed here per the ENDANGERED rule, so don't allow placing? if (!has_enemy_lord(loc) || has_friendly_lord(loc)) gen_action_locale(loc) }, locale(loc) { push_undo() log(`Legate arrived at %${loc}.`) game.pieces.legate = loc game.state = "papal_legate_active" }, } states.papal_legate_active = { prompt() { view.prompt = "Papal Legate: You may move or use the Legate." view.actions.end_call_to_arms = 1 let here = game.pieces.legate // Move to friendly locale for (let loc = first_locale; loc <= last_locale; ++loc) if (loc !== here && is_friendly_locale(loc)) gen_action_locale(loc) for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (no_muster_of_or_by_lord(lord)) continue // Seat of a Ready Lord without rolling if (is_lord_ready(lord)) { gen_action_lord(lord) } // Seat of a Lord on the Calendar else if (is_lord_on_calendar(lord)) { if (is_lord_seat(lord, here)) gen_action_lord(lord) } // At a Friendly Locale with a Lord else if (is_lord_on_map(lord)) { if (get_lord_locale(lord) === here && is_friendly_locale(here)) gen_action_lord(lord) } } }, locale(loc) { push_undo() log(`Legate moved to %${loc}.`) game.pieces.legate = loc game.state = "papal_legate_done" }, lord(lord) { push_undo() let here = game.pieces.legate game.pieces.legate = LEGATE_ARRIVED game.state = "papal_legate_done" if (is_lord_ready(lord)) { log(`Mustered L${lord}`) logii(`at %${here}`) // TODO: clean up these transitions muster_lord(lord, here) push_state("muster_lord_transport") game.who = lord game.count = data.lords[lord].assets.transport | 0 resume_muster_lord_transport() } else if (is_lord_on_calendar(lord)) { log(`Slid L${lord} one box left.`) shift_lord_cylinder(lord, -1) } else { log_h3(`L${lord} at %${get_lord_locale(lord)}`) push_state("levy_muster_lord") game.who = lord game.count = data.lords[lord].lordship } }, end_call_to_arms() { clear_undo() end_papal_legate() }, } states.papal_legate_done = { prompt() { view.prompt = "Papal Legate: All done." view.actions.end_call_to_arms = 1 }, end_call_to_arms() { clear_undo() end_papal_legate() }, } function end_papal_legate() { goto_summer_crusaders() } // === LEVY: SUMMER CRUSADERS (CAPABILITY) === function goto_summer_crusaders() { if (current_season() === SUMMER && has_global_capability(AOW_TEUTONIC_CRUSADE)) { for (let v of data.summer_crusaders) { if (can_muster_summer_crusader(v)) { game.state = "summer_crusaders" return } } } end_levy_call_to_arms() } function can_muster_summer_crusader(v) { let lord = data.vassals[v].lord if (is_lord_on_map(lord) && is_lord_unbesieged(lord)) { if (is_vassal_ready(v)) return true if (get_lord_forces(lord, KNIGHTS) < data.vassals[v].forces.knights) return true } } function muster_summer_crusaders(v) { let lord = data.vassals[v].lord if (is_vassal_ready(v)) { log(`Summer Crusaders mustered.`) muster_vassal(lord, v) } else { log(`Summer Crusaders restored.`) restore_lord_forces(lord, KNIGHTS, data.vassals[v].forces.knights | 0) } } states.summer_crusaders = { prompt() { view.prompt = "Levy: Summer Crusaders." for (let v of data.summer_crusaders) if (can_muster_summer_crusader(v)) gen_action_vassal(v) }, vassal(v) { muster_summer_crusaders(v) goto_summer_crusaders() }, } // === LEVY: CALL TO ARMS - NOVGOROD VECHE === function count_all_teutonic_ships() { let n = 0 for (let lord = first_p1_lord; lord <= last_p1_lord; ++lord) if (is_lord_on_map(lord)) n += count_lord_ships(lord) return n } function count_all_russian_ships() { let n = 0 for (let lord = first_p2_lord; lord <= last_p2_lord; ++lord) if (is_lord_on_map(lord)) n += count_lord_ships(lord) return n } function goto_russian_call_to_arms() { log_h2("Call to Arms - Novgorod Veche") goto_black_sea_trade() } function goto_black_sea_trade() { if (has_global_capability(AOW_RUSSIAN_BLACK_SEA_TRADE)) { if (!has_conquered_marker(LOC_NOVGOROD) && !has_conquered_marker(LOC_LOVAT)) { if (game.pieces.veche_coin < 8) { game.state = "black_sea_trade" return } } } goto_baltic_sea_trade() } states.black_sea_trade = { prompt() { view.prompt = "Call to Arms: Black Sea Trade." view.actions.veche = 1 }, veche() { log("Black Sea Trade added 1 coin to Veche.") game.pieces.veche_coin += 1 goto_baltic_sea_trade() }, } function goto_baltic_sea_trade() { if (has_global_capability(AOW_RUSSIAN_BALTIC_SEA_TRADE)) { if (!has_conquered_marker(LOC_NOVGOROD) && !has_conquered_marker(LOC_NEVA)) { if (count_all_teutonic_ships() <= count_all_russian_ships()) { if (game.pieces.veche_coin < 8) { game.state = "baltic_sea_trade" return } } } } goto_novgorod_veche() } states.baltic_sea_trade = { prompt() { view.prompt = "Call to Arms: Baltic Sea Trade." view.actions.veche = 1 }, veche() { if (game.pieces.veche_coin === 7) { log("Baltic Sea Trade added 1 coin to Veche.") game.pieces.veche_coin += 1 } else { log("Baltic Sea Trade added 2 coins to Veche.") game.pieces.veche_coin += 2 } goto_novgorod_veche() }, } function goto_novgorod_veche() { if (game.pieces.veche_vp > 0 || is_lord_ready(LORD_ALEKSANDR) || is_lord_ready(LORD_ANDREY)) { game.state = "novgorod_veche" } else { end_levy_call_to_arms() } } states.novgorod_veche = { prompt() { view.prompt = "Novgorod Veche: You may take one action with the Veche." view.actions.end_call_to_arms = 1 if (is_lord_ready(LORD_ALEKSANDR) || is_lord_ready(LORD_ANDREY)) { if (game.pieces.veche_vp < 8) view.actions.delay = 1 } if (game.pieces.veche_vp > 0) { for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (no_muster_of_or_by_lord(lord)) continue if (is_lord_on_calendar(lord) || is_lord_at_friendly_locale(lord)) gen_action_lord(lord) } } }, delay() { push_undo() log("Added 1VP to Veche.") game.state = "novgorod_veche_done" view.actions.veche_vp += 1 if (is_lord_ready(LORD_ALEKSANDR)) { log(`Delayed L${LORD_ALEKSANDR}.`) shift_lord_cylinder(LORD_ALEKSANDR, 1) } if (is_lord_ready(LORD_ANDREY)) { log(`Delayed L${LORD_ANDREY}.`) shift_lord_cylinder(LORD_ANDREY, 1) } }, lord(lord) { push_undo() log("Removed 1VP from Veche.") game.pieces.veche_vp -= 1 game.state = "novgorod_veche_done" if (is_lord_ready(lord)) { log(`Mustered L${lord}`) push_state("muster_lord_at_seat") game.who = lord } else if (is_lord_on_calendar(lord)) { log(`Slid L${lord} one box left.`) shift_lord_cylinder(lord, -1) } else { log_h3(`L${lord} at %${get_lord_locale(lord)}`) push_state("levy_muster_lord") game.who = lord game.count = data.lords[lord].lordship } }, end_call_to_arms() { clear_undo() end_levy_call_to_arms() }, } states.novgorod_veche_done = { prompt() { view.prompt = "Novgorod Veche: All done." view.actions.end_call_to_arms = 1 }, end_call_to_arms() { clear_undo() end_levy_call_to_arms() }, } // === CAMPAIGN: CAPABILITY DISCARD === function count_mustered_lords() { let n = 0 for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (is_lord_on_map(lord)) ++n return n } function count_global_capabilities() { let n = 0 for (let c of game.capabilities) { if (game.active === P1 && c >= first_p1_card && c <= last_p1_card) ++n if (game.active === P2 && c >= first_p2_card && c <= last_p2_card) ++n } return n } function goto_capability_discard() { // Start of Campaign phase if (check_campaign_victory()) return if (count_global_capabilities() > count_mustered_lords()) game.state = "capability_discard" else end_capability_discard() } states.capability_discard = { prompt() { if (count_global_capabilities() > count_mustered_lords()) { view.prompt = "Discard Capabilities in excess of Mustered Lords." for (let c of game.capabilities) { if (game.active === P1 && c >= first_p1_card && c <= last_p1_card) gen_action_card(c) if (game.active === P2 && c >= first_p2_card && c <= last_p2_card) gen_action_card(c) } } else { view.prompt = "Discard Capabilities: All done." view.actions.end_discard = 1 } }, card(c) { push_undo() discard_global_capability(c) }, end_discard() { clear_undo() end_capability_discard() }, } function end_capability_discard() { set_active_enemy() if (game.active === P2) goto_capability_discard() else goto_campaign_plan() } // === CAMPAIGN: PLAN === function goto_campaign_plan() { game.turn++ log_h1("Campaign " + current_turn_name()) set_active(BOTH) game.state = "campaign_plan" game.plan1 = [] game.plan2 = [] } function plan_has_lieutenant(first, last) { for (let lord = first; lord <= last; ++lord) if (is_upper_lord(lord)) return true return false } function plan_selected_lieutenant(first, last) { for (let lord = first; lord <= last; ++lord) if (is_upper_lord(lord) && get_lower_lord(lord) === NOBODY) return lord return NOBODY } function plan_can_make_lieutenant(plan, upper, first, last) { for (let lord = first; lord <= last; ++lord) { if (!is_lord_on_map(lord)) continue if (lord === upper) continue if (is_marshal(lord) || is_lord_besieged(lord)) continue if (is_upper_lord(lord) || is_lower_lord(lord)) continue if (get_lord_locale(upper) === get_lord_locale(lord)) return true } return false } states.campaign_plan = { prompt(current) { let plan = current === P1 ? game.plan1 : game.plan2 let first = current === P1 ? first_p1_lord : first_p2_lord let last = current === P1 ? last_p1_lord : last_p2_lord let upper = plan_selected_lieutenant(first, last) view.prompt = "Plan: Designate Lieutenants and build a Plan." view.plan = plan view.who = upper view.actions.plan = [] if (plan.length < max_plan_length()) { view.actions.end_plan = 0 if (count_cards_in_plan(plan, NOBODY) < 3) gen_action_plan(NOBODY) for (let lord = first; lord <= last; ++lord) { if (is_lord_on_map(lord) && count_cards_in_plan(plan, lord) < 3) gen_action_plan(lord) } } else { if (upper === NOBODY) view.actions.end_plan = 1 } if (upper !== NOBODY) gen_action_lord(upper) for (let lord = first; lord <= last; ++lord) { if (is_marshal(lord) || is_lord_besieged(lord)) continue if (is_upper_lord(lord) || is_lower_lord(lord)) continue if (upper === NOBODY) { if (plan_can_make_lieutenant(plan, lord, first, last)) gen_action_lord(lord) } else { if (get_lord_locale(upper) === get_lord_locale(lord)) gen_action_lord(lord) } } if (plan.length > 0 || plan_has_lieutenant(first, last)) view.actions.undo = 1 else view.actions.undo = 0 }, lord(lord, current) { let upper if (current === P1) upper = plan_selected_lieutenant(first_p1_lord, last_p1_lord) else upper = plan_selected_lieutenant(first_p2_lord, last_p2_lord) if (lord === upper) remove_lieutenant(upper) else if (upper === NOBODY) add_lieutenant(lord) else set_lower_lord(upper, lord) }, plan(lord, current) { if (current === P1) game.plan1.push(lord) else game.plan2.push(lord) }, undo(_, current) { if (current === P1) { for (let lord = first_p1_lord; lord <= last_p1_lord; ++lord) if (is_upper_lord(lord)) remove_lieutenant(lord) game.plan1.length = 0 } else { for (let lord = first_p2_lord; lord <= last_p2_lord; ++lord) if (is_upper_lord(lord)) remove_lieutenant(lord) game.plan2.length = 0 } }, end_plan(_, current) { if (game.active === BOTH) { if (current === P1) set_active(P2) else set_active(P1) } else { end_campaign_plan() } }, } function end_campaign_plan() { if (game.pieces.lieutenants.length > 0) { log("Lieutenants") for (let i = 0; i < game.pieces.lieutenants.length; i += 2) { let upper = game.pieces.lieutenants[i] let lower = game.pieces.lieutenants[i + 1] log(`>L${upper} over L${lower}`) } } set_active(P1) goto_command_activation() } // === CAMPAIGN: COMMAND ACTIVATION === function goto_command_activation() { if (game.plan2.length === 0) { game.command = NOBODY goto_end_campaign() return } if (check_campaign_victory()) return if (game.plan2.length > game.plan1.length) { set_active(P2) game.command = game.plan2.shift() } else { set_active(P1) game.command = game.plan1.shift() } if (game.command === NOBODY) { log_h2("Pass") goto_command_activation() } else if (is_lower_lord(game.command)) { log_h2(`L${game.command} - Pass`) goto_command_activation() } else if (!is_lord_on_map(game.command)) { log_h2(`L${game.command} - Pass`) goto_command_activation() } else { log_h2(`L${game.command} at %${get_lord_locale(game.command)}`) goto_actions() } } // === CAMPAIGN: ACTIONS === function is_first_action() { return game.flags.first_action } function is_first_march() { return game.flags.first_march } function goto_actions() { game.actions = data.lords[game.command].command game.flags.first_action = 1 game.flags.first_march = 1 // 4.1.3 Lieutenants MUST take lower lord game.group = [ game.command ] let lower = get_lower_lord(game.command) if (lower !== NOBODY) set_add(game.group, lower) if (game.active === TEUTONS) { if (has_global_capability(AOW_TEUTONIC_ORDENSBURGEN)) if (is_commandery(get_lord_locale(game.command))) ++game.actions if (game.command === LORD_HEINRICH || game.command === LORD_KNUD_ABEL) if (has_global_capability(AOW_TEUTONIC_TREATY_OF_STENSBY)) ++game.actions } if (game.active === RUSSIANS) { if (has_global_capability(AOW_RUSSIAN_ARCHBISHOPRIC)) if (get_lord_locale(game.command) === LOC_NOVGOROD) ++game.actions if (this_lord_has_russian_druzhina()) ++game.actions if (this_lord_has_house_of_suzdal()) ++game.actions } resume_actions() update_supply() } function resume_actions() { game.state = "actions" } function spend_action(cost) { game.flags.first_action = 0 game.actions -= cost } function spend_march_action(cost) { game.flags.first_action = 0 game.flags.first_march = 0 game.actions -= cost } function spend_all_actions() { game.flags.first_action = 0 game.flags.first_march = 0 game.actions = 0 } function end_actions() { log_br() set_active(P1) game.command = NOBODY game.group = 0 game.pieces.legate_selected = 0 game.flags.first_action = 0 game.flags.first_march = 0 game.flags.teutonic_raiders = 0 goto_feed() } function this_lord_has_russian_druzhina() { if (game.active === RUSSIANS) if (lord_has_capability(game.command, AOW_RUSSIAN_DRUZHINA)) return count_lord_forces(game.command, KNIGHTS) > 0 return false } function this_lord_has_house_of_suzdal() { if (game.active === RUSSIANS) if (lord_has_capability(game.command, AOW_RUSSIAN_HOUSE_OF_SUZDAL)) return is_lord_on_map(LORD_ALEKSANDR) && is_lord_on_map(LORD_ANDREY) return false } states.actions = { prompt() { view.prompt = `${lord_name[game.command]} has ${game.actions}x actions.` view.group = game.group let here = get_lord_locale(game.command) // 4.3.2 Marshals MAY take other lords if (is_marshal(game.command)) { for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (lord !== game.command && !is_lower_lord(lord)) if (get_lord_locale(lord) === here) gen_action_lord(lord) } // 1.4.1 Teutonic lords MAY take the Legate if (game.active === TEUTONS && is_located_with_legate(game.command)) { view.actions.legate = 1 } if (game.actions > 0) view.actions.pass = 1 else view.actions.end_actions = 1 if (is_lord_besieged(game.command)) { if (can_action_sally()) view.actions.sally = 1 } else { if (game.active === TEUTONS) { if (is_first_action() && is_located_with_legate(game.command)) view.actions.use_legate = 1 if (can_action_stonemasons()) view.actions.stonemasons = 1 } if (game.active === RUSSIANS) { if (can_action_smerdi()) view.actions.smerdi = 1 if (can_action_stone_kremlin()) view.actions.stone_kremlin = 1 } prompt_march() if (can_action_supply()) view.actions.supply = 1 if (can_action_siege()) view.actions.siege = 1 if (can_action_storm()) view.actions.storm = 1 if (can_action_forage()) view.actions.forage = 1 if (can_action_ravage()) view.actions.ravage = 1 if (can_action_tax()) view.actions.tax = 1 if (can_action_sail()) view.actions.sail = 1 } }, use_legate() { push_undo() log(`Used Legate for +1 Command.`) game.pieces.legate = LEGATE_ARRIVED game.pieces.legate_selected = 0 ++game.actions }, pass() { push_undo() log("Passed.") spend_all_actions() }, end_actions() { clear_undo() end_actions() }, stonemasons: goto_stonemasons, stone_kremlin: goto_stone_kremlin, smerdi: goto_smerdi, forage: goto_forage, ravage: goto_ravage, supply: goto_supply, tax: goto_tax, siege: goto_siege, storm: goto_storm, sally: goto_sally, sail: goto_sail, locale: goto_march, legate() { toggle_legate_selected() }, lord(lord) { set_toggle(game.group, lord) if (is_upper_lord(lord)) set_toggle(game.group, get_lower_lord(lord)) }, } // === ACTION: MARCH === function toggle_legate_selected() { if (game.pieces.legate_selected) game.pieces.legate_selected = 0 else game.pieces.legate_selected = 1 } function lift_sieges() { for (let i = 0; i < game.pieces.sieges.length; i += 2) { let loc = game.pieces.sieges[i] if (is_enemy_stronghold(loc)) { if (!has_friendly_lord(loc)) { log(`Lifted siege at %${loc}.`) remove_all_siege_markers(loc) } } else if (is_friendly_stronghold(loc)) { if (!has_enemy_lord(loc)) { log(`Lifted siege at %${loc}.`) remove_all_siege_markers(loc) } } } for (let lord = 0; lord < lord_count; ++lord) if (is_lord_besieged(lord) && !has_siege_marker(get_lord_locale(lord))) set_lord_besieged(lord, 0) } function group_has_teutonic_converts() { if (game.active === TEUTONS) { if (is_first_march()) if (group_has_capability(AOW_TEUTONIC_CONVERTS)) if (count_group_forces(LIGHT_HORSE) > 0) return true } return false } function prompt_march() { if (game.actions > 0 || group_has_teutonic_converts()) { let here = get_lord_locale(game.command) for (let to of data.locales[here].adjacent) gen_action_locale(to) } } function goto_march(to) { push_undo() let from = get_lord_locale(game.command) let ways = list_ways(from, to) if (ways.length > 2) { game.march = { from, to, approach: -1, avoid: -1 } game.state = "march_way" } else { game.march = { from, to, approach: ways[1], avoid: -1 } march_with_group_1() } } states.march_way = { prompt() { view.prompt = `March: Select way.` view.group = game.group let from = game.march.from let to = game.march.to let ways = list_ways(from, to) for (let i = 1; i < ways.length; ++i) gen_action_way(ways[i]) }, way(way) { game.march.approach = way march_with_group_1() }, } function march_with_group_1() { let way = game.march.approach let transport = count_group_transport(data.ways[way].type) let prov = count_group_assets(PROV) let loot = count_group_assets(LOOT) if (group_has_teutonic_converts() && prov <= transport * 2) return march_with_group_2(false) if (prov > transport || loot > 0) game.state = 'march_laden' else march_with_group_2(false) } states.march_laden = { prompt() { let to = game.march.to let way = game.march.approach let transport = count_group_transport(data.ways[way].type) let prov = count_group_assets(PROV) let loot = count_group_assets(LOOT) view.prompt = `March with ${loot} loot, ${prov} provender, and ${transport} transport.` view.group = game.group if (prov <= transport * 2) { if (loot > 0 || prov > transport) { if (game.actions >= 2) { view.prompt += " Laden!" view.actions.march = 1 // other button? gen_action_laden_march(to) } else { view.prompt += " Laden with 1 action left." } } else { view.actions.march = 1 gen_action_locale(to) } } else { view.prompt += " Too much provender." } if (loot > 0 || prov > transport) { for (let lord of game.group) { if (loot > 0) { if (get_lord_assets(lord, LOOT) > 0) gen_action_loot(lord) if (prov > transport * 2) if (get_lord_assets(lord, PROV) > 0) gen_action_prov(lord) } else { if (prov > transport) if (get_lord_assets(lord, PROV) > 0) gen_action_prov(lord) } } } }, prov: drop_prov, loot: drop_loot, march: march_with_group_2, locale: march_with_group_2, laden_march: march_with_group_2, } function march_with_group_2() { let from = get_lord_locale(game.command) let way = game.march.approach let to = game.march.to let transport = count_group_transport(data.ways[way].type) let prov = count_group_assets(PROV) let loot = count_group_assets(LOOT) let laden = loot > 0 || prov > transport if (group_has_teutonic_converts()) spend_march_action(0) else if (laden) spend_march_action(2) else spend_march_action(1) if (data.ways[way].name) log(`Marched via ${data.ways[way].name} to %${to}.`) else log(`Marched to %${to}.`) for (let lord of game.group) { set_lord_locale(lord, to) set_lord_moved(lord, 1) } if (game.pieces.legate_selected) game.pieces.legate = to lift_sieges() remove_legate_if_endangered(from) if (has_unbesieged_enemy_lord(to)) { goto_avoid_battle() } else { march_with_group_3() } } function remove_legate_if_endangered(here) { if (game.pieces.legate === here && has_russian_lord(here) && !has_teutonic_lord(here)) { log("Legate removed.") discard_global_capability(AOW_TEUTONIC_WILLIAM_OF_MODENA) } } function march_with_group_3() { let here = get_lord_locale(game.command) // Disbanded in battle! if (here === NOWHERE) { game.march = 0 spend_all_actions() resume_actions() update_supply() return } remove_legate_if_endangered(here) if (is_unbesieged_enemy_stronghold(here)) { add_siege_marker(here) log(`Encamped.`) spend_all_actions() // ENCAMP } if (is_trade_route(here)) { conquer_trade_route(here) } game.march = 0 resume_actions() update_supply() } // === ACTION: MARCH - AVOID BATTLE === function count_besieged_lords(loc) { let n = 0 for (let lord = first_lord; lord <= last_lord; ++lord) if (get_lord_locale(lord) === loc && is_lord_besieged(lord)) ++n return n } function stronghold_strength(loc) { if (has_castle_marker(loc)) return 2 return data.locales[loc].stronghold } function stronghold_capacity(loc) { return stronghold_strength(loc) - count_besieged_lords(loc) } function spoil_prov(lord) { log("Discarded Provender.") add_lord_assets(lord, PROV, -1) add_spoils(PROV, 1) } function spoil_loot(lord) { log("Discarded Loot.") add_lord_assets(lord, LOOT, -1) add_spoils(LOOT, 1) } function can_avoid_battle(to, way) { if (way === game.march.approach) return false if (has_unbesieged_enemy_lord(to)) return false if (is_unbesieged_enemy_stronghold(to)) return false return true } function select_all_lords(here) { game.group = [] for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (get_lord_locale(lord) === here) game.group.push(lord) } function goto_avoid_battle() { clear_undo() set_active_enemy() game.stack = game.group // XXX game.state = "avoid_battle" game.spoils = 0 resume_avoid_battle() } function resume_avoid_battle() { let here = game.march.to if (has_unbesieged_friendly_lord(here)) { // TODO: select all or no lords? select_all_lords(here) // game.group = [] game.state = "avoid_battle" } else { end_avoid_battle() } } states.avoid_battle = { prompt() { view.prompt = `March: You may avoid battle.` view.group = game.group let here = game.march.to for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (get_lord_locale(lord) === here && !is_lower_lord(lord)) gen_action_lord(lord) if (game.group.length > 0) { for (let [to, way] of data.locales[here].ways) { if (can_avoid_battle(to, way)) gen_action_locale(to) } } view.actions.end_avoid_battle = 1 }, lord(lord) { set_toggle(game.group, lord) if (is_upper_lord(lord)) set_toggle(game.group, get_lower_lord(lord)) }, locale(to) { push_undo() let from = get_lord_locale(game.command) let ways = list_ways(from, to) if (ways.length > 2) { game.march.avoid_to = to game.state = "avoid_battle_way" } else { game.march.avoid_to = to game.march.avoid_way = ways[1] avoid_battle_1() } }, end_avoid_battle() { push_undo() end_avoid_battle() }, } states.avoid_battle_way = { prompt() { view.prompt = `Avoid Battle: Select way.` view.group = game.group let from = game.march.to let to = game.march.avoid_to let ways = list_ways(from, to) for (let i = 1; i < ways.length; ++i) gen_action_way(ways[i]) }, way(way) { game.avoid_way = way avoid_battle_1() }, } function avoid_battle_1() { let way = game.march.avoid_way let transport = count_group_transport(data.ways[way].type) let prov = count_group_assets(PROV) let loot = count_group_assets(LOOT) if (prov > transport || loot > 0) game.state = 'avoid_battle_laden' else avoid_battle_2() } states.avoid_battle_laden = { prompt() { let to = game.march.avoid_to let way = game.march.avoid_way let transport = count_group_transport(data.ways[way].type) let prov = count_group_assets(PROV) let loot = count_group_assets(LOOT) view.prompt = `Avoid Battle with ${prov} provender and ${transport} transport.` view.group = game.group if (loot > 0) { view.prompt += " Discard Loot." for (let lord of game.group) { if (get_lord_assets(lord, LOOT) > 0) gen_action_loot(lord) } } else if (prov > transport) { view.prompt += " Discard Provender." for (let lord of game.group) { if (get_lord_assets(lord, PROV) > 0) gen_action_prov(lord) } } else { gen_action_locale(to) view.actions.avoid = 1 } }, prov(lord) { push_undo() spoil_prov(lord) }, loot(lord) { push_undo() spoil_loot(lord) }, locale(to) { avoid_battle_2() }, avoid() { avoid_battle_2() }, } function avoid_battle_2() { let from = game.march.to let to = game.march.avoid_to let way = game.march.avoid_way if (data.ways[way].name) log(`Avoided Battle via ${data.ways[way].name} to %${to}.`) else log(`Avoided Battle to %${to}.`) for (let lord of game.group) { set_lord_locale(lord, to) set_lord_moved(lord, 1) } game.march.avoid_to = 0 game.march.avoid_way = 0 resume_avoid_battle() } function end_avoid_battle() { game.group = game.stack // XXX goto_march_withdraw() } // === ACTION: MARCH - AMBUSH === // TODO - ambush cancels avoid battle // === ACTION: MARCH - WITHDRAW === function can_withdraw(here, n) { if (is_unbesieged_friendly_stronghold(here)) if (stronghold_capacity(here) >= n) return true return false } function goto_march_withdraw() { let here = game.march.to if (has_unbesieged_friendly_lord(here) && can_withdraw(here, 1)) { game.state = "march_withdraw" } else { end_march_withdraw() } } states.march_withdraw = { prompt() { view.prompt = `March: You may withdraw lords into stronghold.` let here = get_lord_locale(game.command) let capacity = stronghold_capacity(here) if (capacity >= 1) { for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (get_lord_locale(lord) === here && !is_lower_lord(lord) && !is_lord_besieged(lord)) { if (is_upper_lord(lord)) { if (capacity >= 2) gen_action_lord(lord) } else { gen_action_lord(lord) } } } } view.actions.end_withdraw = 1 }, lord(lord) { push_undo() let lower = get_lower_lord(lord) log(`L${lord} withdrew.`) set_lord_besieged(lord, 1) if (lower !== NOBODY) { log(`L${lower} withdrew.`) set_lord_besieged(lord, 1) } }, end_withdraw() { end_march_withdraw() }, } function end_march_withdraw() { clear_undo() set_active_enemy() game.stack = [] // XXX ??? goto_spoils_after_avoid_battle() } // === ACTION: MARCH - DIVIDE SPOILS AFTER AVOID BATTLE === function list_spoils() { let list = [] for (let type = 0; type < 7; ++type) { let n = get_spoils(type) if (n > 0) list.push(`${n} ${ASSET_TYPE_NAME[type]}`) } if (list.length > 0) return list.join(", ") return "nothing" } function prompt_spoils() { if (get_spoils(PROV) > 0) view.actions.take_prov = 1 if (get_spoils(LOOT) > 0) view.actions.take_loot = 1 if (get_spoils(COIN) > 0) view.actions.take_coin = 1 if (get_spoils(SHIP) > 0) view.actions.take_ship = 1 if (get_spoils(BOAT) > 0) view.actions.take_boat = 1 if (get_spoils(CART) > 0) view.actions.take_cart = 1 if (get_spoils(SLED) > 0) view.actions.take_sled = 1 } function take_spoils(type) { push_undo_without_who() add_lord_assets(game.who, type, 1) add_spoils(type, -1) if (!has_any_spoils()) game.who = NOBODY } function take_spoils_prov() { take_spoils(PROV) } function take_spoils_loot() { take_spoils(LOOT) } function take_spoils_coin() { take_spoils(COIN) } function take_spoils_ship() { take_spoils(SHIP) } function take_spoils_boat() { take_spoils(BOAT) } function take_spoils_cart() { take_spoils(CART) } function take_spoils_sled() { take_spoils(SLED) } function goto_spoils_after_avoid_battle() { if (has_any_spoils()) { game.state = "spoils_after_avoid_battle" if (game.group.length === 1) game.who = game.group[0] } else { goto_battle() } } states.spoils_after_avoid_battle = { prompt() { if (has_any_spoils()) { view.prompt = "Spoils: Divide " + list_spoils() + "." // only moving lords get to divide the spoils for (let lord of game.group) if (lord !== game.who) gen_action_lord(lord) if (game.who !== NOBODY) prompt_spoils() } else { view.prompt = "Spoils: All done." view.actions.end_spoils = 1 } }, lord(lord) { game.who = lord }, take_prov: take_spoils_prov, take_loot: take_spoils_loot, end_spoils() { clear_undo() game.spoils = 0 game.who = NOBODY goto_battle() }, } // === ACTION: SIEGE === function count_friendly_lords_at(loc) { let n = 0 for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (get_lord_locale(lord) === loc) ++n return n } function count_besieging_lords(loc) { return count_friendly_lords_at(loc) } function can_build_siegeworks() { let here = get_lord_locale(game.command) if (count_besieging_lords(here) >= stronghold_strength(here)) if (count_siege_markers(here) < 4) return true return false } function can_action_siege() { let here = get_lord_locale(game.command) if (!is_first_action()) return false if (is_enemy_stronghold(here)) return true return false } function goto_siege() { push_undo() let here = get_lord_locale(game.command) log(`Sieged at %${here}.`) goto_surrender() } function goto_surrender() { let here = get_lord_locale(game.command) if (count_besieged_lords(here) === 0) game.state = "surrender" else build_siegeworks() } function surrender_stronghold(here) { log(`%${here} surrendered.`) remove_all_siege_markers(here) if (has_conquered_marker(here)) remove_conquered_marker(here) else add_conquered_marker(here) if (has_enemy_castle(here)) flip_castle(here) if (here === LOC_NOVGOROD) { if (game.pieces.veche_coin > 0) { log(`Removed ${game.pieces.veche_coin} coin from Veche.`) game.pieces.veche_coin = 0 } } } states.surrender = { prompt() { view.prompt = "Siege: You may roll for Surrender." view.actions.surrender = 1 if (can_build_siegeworks()) view.actions.siegeworks = 1 else view.actions.pass = 1 }, surrender() { clear_undo() let here = get_lord_locale(game.command) let die = roll_die() let n = count_siege_markers(here) if (die <= n) { log(`Surrender ${die} <= ${n}.`) surrender_stronghold(here) end_siege() } else { log(`Surrender ${die} > ${n} failed.`) build_siegeworks() } }, siegeworks() { build_siegeworks() }, pass() { end_siege() }, } function build_siegeworks() { if (can_build_siegeworks()) { log("Added Siege marker.") let here = get_lord_locale(game.command) add_siege_marker(here) } end_siege() } function end_siege() { let here = get_lord_locale(game.command) // All Lords of both sides moved/fought for (let lord = first_lord; lord <= last_lord; ++lord) if (get_lord_locale(lord) === here) set_lord_moved(lord, 1) spend_all_actions() resume_actions() } // === ACTION: STORM === function can_action_storm() { if (game.actions < 1) return false return is_besieged_enemy_stronghold(get_lord_locale(game.command)) } function goto_storm() { start_storm() } // === ACTION: SALLY === function can_action_sally() { if (game.actions < 1) return false return true } function goto_sally() { start_sally() } // === ACTION: SUPPLY === function update_supply() { // TODO: Lodya - select boat OR ship (we count both here...) if (game.actions < 1) { game.supply = 0 return } let season = current_season() let here = get_lord_locale(game.command) let boats = 0 let carts = 0 let sleds = 0 let ships = 0 let seats = 2 if (season === SUMMER) { carts = get_shared_assets(here, CART) } if (season === SUMMER || season === RASPUTITSA) { boats = count_shared_boats() ships = count_shared_ships() + count_shared_cogs_not_in_locale(here) } if (season === EARLY_WINTER || season === LATE_WINTER) { sleds = get_shared_assets(here, SLED) } if (ships > 2) ships = 2 if (is_famine_in_play()) seats = 1 let sources = list_supply_sources(ships) let reachable = filter_reachable_supply_sources(sources, boats, carts, sleds) let supply_seats = filter_usable_supply_seats(reachable) let supply_seaports = filter_usable_supply_seaports(reachable, ships) game.supply = { supply_seats, supply_seaports, seats, boats, carts, sleds, ships } } function list_supply_sources(ships) { let sources = [] for_each_seat(game.command, seat => { set_add(sources, seat) }, false) if (ships > 0) { if (game.active === TEUTONS) for (let port of data.seaports) set_add(sources, port) if (game.active === RUSSIANS) set_add(sources, LOC_NOVGOROD) } return sources } function filter_reachable_supply_sources(sources, boats, carts, sleds) { let result = [] search_supply_reachable(result, [], sources, get_lord_locale(game.command), boats, carts, sleds) return result } function search_supply_reachable(result, seen, sources, here, boats, carts, sleds) { if (set_has(seen, here)) return if (has_unbesieged_enemy_lord(here)) return if (is_unbesieged_enemy_stronghold(here)) return if (is_friendly_territory(here) && has_conquered_marker(here)) if (!has_siege_marker(here)) return set_add(seen, here) if (set_has(sources, here)) set_add(result, here) if (boats > 0) for (let next of data.locales[here].adjacent_by_waterway) search_supply_reachable(result, seen, sources, next, boats - 1, carts, sleds) if (carts > 0) for (let next of data.locales[here].adjacent_by_trackway) search_supply_reachable(result, seen, sources, next, boats, carts - 1, sleds) if (sleds > 0) for (let next of data.locales[here].adjacent) search_supply_reachable(result, seen, sources, next, boats, carts, sleds - 1) set_delete(seen, here) } function filter_usable_supply_seats(reachable) { let sources = [] for_each_seat( game.command, (seat) => { if (set_has(reachable, seat)) sources.push(seat) }, true ) return sources } function filter_usable_supply_seaports(reachable, ships) { if (ships > 0) { let sources = [] if (game.active === TEUTONS) { for (let port of data.seaports) { if (set_has(reachable, port)) { set_add(sources, port) } } } if (game.active === RUSSIANS) { if (set_has(reachable, LOC_NOVGOROD)) { set_add(sources, LOC_NOVGOROD) } } return sources } return null } function can_action_supply() { if (game.actions < 1) return false return can_supply() } function can_supply() { if (game.supply.seats > 0 && game.supply.supply_seats.length > 0) return true if (game.supply.ships > 0 && game.supply.supply_seaports.length > 0) return true return false } function goto_supply() { push_undo() game.state = "supply_source" } states.supply_source = { prompt() { if (!can_supply()) { view.prompt = "Supply: No valid supply sources." return } view.prompt = "Supply: Select supply source and route -" if (game.supply.boats > 0) view.prompt += ` ${game.supply.boats} boat` if (game.supply.carts > 0) view.prompt += ` ${game.supply.carts} cart` if (game.supply.sleds > 0) view.prompt += ` ${game.supply.sleds} sled` if (game.supply.ships > 0) view.prompt += ` ${game.supply.ships} ship` if (game.supply.seats > 0) for (let source of game.supply.supply_seats) gen_action_locale(source) if (game.supply.ships > 0) for (let source of game.supply.supply_seaports) gen_action_locale(source) view.actions.end_supply = 1 }, locale(source) { // TODO: 2nd ed - no reusing of transports! if (game.supply.supply_seats.includes(source)) { log(`Supplied from seat at %${source}.`) array_remove_item(game.supply.supply_seats, source) game.supply.seats-- } else { log(`Supplied from seaport at %${source}.`) game.supply.ships-- } add_lord_assets(game.command, PROV, 1) if (!can_supply()) end_supply() }, end_supply: end_supply, } function end_supply() { game.supply = 0 spend_action(1) resume_actions() update_supply() } // === ACTION: FORAGE === function can_action_forage() { if (game.actions < 1) return false if (is_famine_in_play()) return false let here = get_lord_locale(game.command) if (has_ravaged_marker(here)) return false if (current_season() === SUMMER) return true if (is_friendly_stronghold_locale(here)) // TODO: simpler check? return true return false } function goto_forage() { push_undo() let here = get_lord_locale(game.command) log(`Foraged at %${here}`) add_lord_assets(game.command, PROV, 1) spend_action(1) resume_actions() } // === ACTION: RAVAGE === function has_adjacent_unbesieged_enemy_lord(loc) { for (let next of data.locales[loc].adjacent) if (has_unbesieged_enemy_lord(next)) return true return false } function has_not_used_teutonic_raiders() { return !game.flags.teutonic_raiders } function this_lord_has_teutonic_raiders() { if (game.active === TEUTONS) if (has_not_used_teutonic_raiders()) if (lord_has_capability(game.command, AOW_TEUTONIC_RAIDERS)) return count_lord_horses(game.command) > 0 return false } function this_lord_has_russian_raiders() { if (game.active === RUSSIANS) if (lord_has_capability(game.command, AOW_RUSSIAN_RAIDERS)) return get_lord_forces(game.command, LIGHT_HORSE) + get_lord_forces(game.command, ASIATIC_HORSE) > 0 return false } function can_ravage_locale(loc) { if (!is_enemy_territory(loc)) return false if (has_conquered_marker(loc)) return false if (has_ravaged_marker(loc)) return false if (is_friendly_locale(loc)) // faster check? return false if (has_adjacent_unbesieged_enemy_lord(loc)) return game.actions >= 2 else return game.actions >= 1 } function can_action_ravage() { if (game.actions < 1) return false let here = get_lord_locale(game.command) if (can_ravage_locale(here)) return true if (this_lord_has_teutonic_raiders()) { for (let there of data.locales[here].adjacent_by_trackway) // XXX has_enemy_lord redundant with is_friendly_locale in can_ravage_locale if (can_ravage_locale(there) && !has_enemy_lord(there)) return true } if (this_lord_has_russian_raiders()) { for (let there of data.locales[here].adjacent_by_trackway) // XXX has_enemy_lord redundant with is_friendly_locale in can_ravage_locale if (can_ravage_locale(there) && !has_enemy_lord(there)) return true } return false } function goto_ravage() { push_undo() if (this_lord_has_teutonic_raiders() || this_lord_has_russian_raiders()) { game.state = "ravage" } else { let here = get_lord_locale(game.command) ravage_location(here, here) } } states.ravage = { prompt() { view.prompt = `Ravage: Choose enemy territory to ravage!` let here = get_lord_locale(game.command) if (can_ravage_locale(here)) gen_action_locale(here) if (this_lord_has_teutonic_raiders()) { for (let there of data.locales[here].adjacent_by_trackway) if (can_ravage_locale(there) && !has_enemy_lord(there)) gen_action_locale(there) } if (this_lord_has_russian_raiders()) { for (let there of data.locales[here].adjacent) if (can_ravage_locale(there) && !has_enemy_lord(there)) gen_action_locale(there) } }, locale(there) { let here = get_lord_locale(game.command) ravage_location(here, there) }, } function ravage_location(here, there) { log(`Ravaged at %${there}.`) add_ravaged_marker(there) add_lord_assets(game.command, PROV, 1) if (here !== there && game.active === TEUTONS) game.flags.teutonic_raiders = 1 if (!is_region(there)) { // R12 Raiders - take no loot from adjacent if (here === there || game.active !== RUSSIANS) add_lord_assets(game.command, LOOT, 1) } if (has_adjacent_unbesieged_enemy_lord(there)) spend_action(2) else spend_action(1) resume_actions() } // === ACTION: TAX === function restore_mustered_forces(lord) { muster_lord_forces(lord) for (let v of data.lords[lord].vassals) if (is_vassal_mustered(v)) muster_vassal_forces(lord, v) } function can_action_tax() { // Must use whole action if (!is_first_action()) return false // Must have space left to hold Coin if (get_lord_assets(game.command, COIN) >= 8) return false // Must be at own seat return is_lord_at_seat(game.command); } function goto_tax() { push_undo() let here = get_lord_locale(game.command) log(`Taxed %${here}.`) add_lord_assets(game.command, COIN, 1) spend_all_actions() resume_actions() if (lord_has_capability(game.command, AOW_RUSSIAN_VELIKY_KNYAZ)) { logi("Veliky Knyaz") logii("Restored mustered forces.") restore_mustered_forces(game.command) push_state("veliky_knyaz") game.who = game.command game.count = 2 } } states.veliky_knyaz = states.muster_lord_transport // === ACTION: SAIL === function drop_prov(lord) { log("Discarded Provender.") add_lord_assets(lord, PROV, -1) } function drop_loot(lord) { log("Discarded Loot.") add_lord_assets(lord, LOOT, -1) } function has_enough_available_ships_for_horses() { let ships = count_group_ships() + count_shared_cogs_not_in_group() let horses = count_group_horses() let needed_ships = horses if (game.active === RUSSIANS) needed_ships = horses * 2 return needed_ships <= ships } function can_action_sail() { // Must use whole action if (!is_first_action()) return false // at a seaport let here = get_lord_locale(game.command) if (!is_seaport(here)) return false // during Rasputitsa or Summer let season = current_season() if (season !== SUMMER && season !== RASPUTITSA) return false // with enough ships to carry all the horses if (!has_enough_available_ships_for_horses()) return false // and a valid destination for (let to of data.seaports) if (to !== here && !has_enemy_lord(to)) return true return false } function goto_sail() { push_undo() game.state = 'sail' } states.sail = { prompt() { view.group = game.group let here = get_lord_locale(game.command) let ships = count_group_ships() + count_shared_cogs_not_in_group() let horses = count_group_horses() let prov = count_group_assets(PROV) let loot = count_group_assets(LOOT) let overflow = 0 if (game.active === TEUTONS) overflow = (horses + loot * 2 + prov) - ships if (game.active === RUSSIANS) overflow = (horses * 2 + loot * 2 + prov) - ships if (overflow > 0) { view.prompt = `Sailing with ${ships} ships and ${horses} horses. Discard loot or provender.` // TODO: stricter greed! // TODO: if 1 ship, 1 loot, 1 prov - cannot discard prov then loot! if (loot > 0 || prov > 0) { for (let lord of game.group) { if (loot > 0) if (get_lord_assets(lord, LOOT) > 0) gen_action_loot(lord) if (prov > 0) if (get_lord_assets(lord, PROV) > 0) gen_action_prov(lord) } } } else { view.prompt = `Sail: Choose a destination Seaport.` for (let to of data.seaports) { if (to === here) continue if (!has_enemy_lord(to)) gen_action_locale(to) } } }, prov: drop_prov, loot: drop_loot, locale(to) { push_undo() log(`Sailed to %${to}.`) let from = get_lord_locale(game.command) for (let lord of game.group) { set_lord_locale(lord, to) set_lord_moved(lord, 1) } if (game.pieces.legate_selected) game.pieces.legate = to lift_sieges() remove_legate_if_endangered(from) if (is_unbesieged_enemy_stronghold(to)) add_siege_marker(to) if (is_trade_route(to)) conquer_trade_route(to) spend_all_actions() resume_actions() update_supply() }, } // === ACTION: STONEMASONS (CAPABILITY) === function can_action_stonemasons() { if (!is_first_action()) return false if (!lord_has_capability(game.command, AOW_TEUTONIC_STONEMASONS)) return false let here = get_lord_locale(game.command) if (is_in_rus(here) && (is_fort(here) || is_town(here))) { if (get_shared_assets(here, PROV) < 6) return false if (count_castles() >= 2) return false if (has_castle_marker(here)) return false if (has_siege_marker(here)) return false return true } return false } function goto_stonemasons() { push_undo() log("Stonemasons.") game.count = 6 game.state = "stonemasons" } states.stonemasons = { prompt() { view.prompt = `Stonemasons: Pay ${game.count} provender.` let here = get_lord_locale(game.command) for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (get_lord_locale(lord) === here) if (get_lord_assets(lord, PROV) > 0) gen_action_prov(lord) }, prov(lord) { add_lord_assets(lord, PROV, -1) game.count-- if (game.count === 0) end_stonemasons() }, } function end_stonemasons() { let here = get_lord_locale(game.command) log(`Built Castle at %${here}.`) add_friendly_castle(here) remove_walls(here) spend_all_actions() resume_actions() } // === ACTION: STONE KREMLIN (CAPABILITY) === function count_walls() { return game.pieces.walls.length } function has_walls(loc) { return set_has(game.pieces.walls, loc) } function add_walls(loc) { return set_add(game.pieces.walls, loc) } function remove_walls(loc) { return set_delete(game.pieces.walls, loc) } function can_action_stone_kremlin() { if (!is_first_action()) return false if (!lord_has_capability(game.command, AOW_RUSSIAN_STONE_KREMLIN)) return false let here = get_lord_locale(game.command) if (is_fort(here) || is_city(here) || here === LOC_NOVGOROD) { if (has_walls(here)) return false return true } return false } function goto_stone_kremlin() { push_undo() log("Stone Kremlin.") if (count_walls() > 0) { game.state = "stone_kremlin" game.count = 1 } else { end_stone_kremlin() } } states.stone_kremlin = { prompt() { let here = get_lord_locale(game.command) if (game.count > 0) { if (count_walls() === 4) { view.prompt = `Stone Kremlin: Move one Walls marker.` } else { view.prompt = `Stone Kremlin: Place or move Walls.` gen_action_locale(here) } for (let loc of game.pieces.walls) gen_action_locale(loc) } else { view.prompt = `Stone Kremlin: Place Walls.` gen_action_locale(here) } }, locale(loc) { let here = get_lord_locale(game.command) if (loc !== here) { log(`Removed Walls at %${loc}.`) remove_walls(loc) game.count = 0 } else { end_stone_kremlin() } }, pass() { end_stone_kremlin() }, } function end_stone_kremlin() { let here = get_lord_locale(game.command) log(`Built Walls at %${here}.`) add_walls(here) spend_all_actions() resume_actions() } // === ACTION: SMERDI (CAPABILITY) === function can_action_smerdi() { if (game.actions < 1) return false if (game.pieces.smerdi > 0) { if (is_in_rus(get_lord_locale(game.command))) return true } return false } function goto_smerdi() { push_undo() log("Mustered Serfs.") game.pieces.smerdi -- add_lord_forces(game.command, SERFS, 1) spend_action(1) resume_actions() } // === BATTLE === function set_active_attacker() { set_active(game.battle.attacker) } function set_active_defender() { if (game.battle.attacker === P1) set_active(P2) else set_active(P1) } function goto_battle() { if (has_unbesieged_enemy_lord(game.march.to)) start_battle() else march_with_group_3() } function init_battle(here, is_storm, is_sally) { game.battle = { where: here, round: 1, storm: is_storm, sally: is_sally, relief: 0, attacker: game.active, conceded: 0, array: [ -1, game.command, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, ], garrison: 0, reserves: [], routed: [], step: 0, loser: 0, } } function start_battle() { let here = get_lord_locale(game.command) log_h2(`Battle at %${here}`) // TODO: array <= 3 attacking lords automatically init_battle(here, 0, 0) for (let lord = first_lord; lord <= last_lord; ++lord) { if (get_lord_locale(lord) === here && !is_lord_besieged(lord)) { set_lord_moved(lord, 1) if (lord !== game.command) set_add(game.battle.reserves, lord) } } goto_relief_sally() } function start_sally() { let here = get_lord_locale(game.command) log_h2(`Sally at %${here}`) init_battle(here, 0, 1) // NOTE: All besieged lords sally in Nevsky for (let lord = first_lord; lord <= last_lord; ++lord) { if (get_lord_locale(lord) === here) { set_lord_moved(lord, 1) if (lord !== game.command) set_add(game.battle.reserves, lord) } } goto_array_attacker() } function init_garrison(knights, men_at_arms) { game.battle.garrison = { knights, men_at_arms } } function start_storm() { let here = get_lord_locale(game.command) log_h2(`Storm at %${here}`) init_battle(here, 1, 0) // TODO: 2nd edition garrison forces if (here === LOC_NOVGOROD) init_garrison(0, 3) else if (is_city(here)) init_garrison(0, 3) else if (is_fort(here)) init_garrison(0, 1) else if (is_bishopric(here)) init_garrison(1, 3) else if (is_castle(here)) init_garrison(1, 2) // All lords must storm for (let lord = first_lord; lord <= last_lord; ++lord) { if (get_lord_locale(lord) === here) { set_lord_moved(lord, 1) if (lord !== game.command) set_add(game.battle.reserves, lord) } } // NOTE: Only one lord at a time can storm. goto_array_defender_storm() } // === BATTLE: RELIEF SALLY === // NOTE: sallying attackers are flagged as besieged function is_lord_arrayed(lord) { return game.battle.array.includes(lord) } function goto_relief_sally() { set_active_attacker() if (has_besieged_friendly_lord(game.battle.where)) { game.state = "relief_sally" game.who = NOBODY } else { goto_array_attacker() } } states.relief_sally = { prompt() { view.prompt = "Battle: Relief Sally." // NOTE: max 3 lords stronghold so there's always room for all to sally // RULES: can lower lords sally without lieutenant? let here = game.battle.where for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (get_lord_locale(lord) === here && is_lord_besieged(lord)) if (!set_has(game.battle.reserves, lord)) gen_action_lord(lord) view.actions.end_sally = 1 }, lord(lord) { push_undo() set_add(game.battle.reserves, lord) game.battle.relief = 1 }, end_sally() { goto_array_attacker() }, } // === BATTLE: BATTLE ARRAY === function has_reserves() { for (let lord of game.battle.reserves) if (is_friendly_lord(lord)) return true return false } function count_reserves() { let n = 0 for (let lord of game.battle.reserves) if (is_friendly_lord(lord)) ++n return n } function pop_first_reserve() { for (let lord of game.battle.reserves) { if (is_friendly_lord(lord)) { set_delete(game.battle.reserves, lord) return lord } } return NOBODY } function action_array_place(pos) { push_undo_without_who() game.battle.array[pos] = game.who set_delete(game.battle.reserves, game.who) game.who = NOBODY } function goto_array_attacker() { set_active_attacker() game.state = "array_attacker" game.who = NOBODY if (!has_reserves()) goto_array_defender() } states.array_attacker = { prompt() { view.prompt = "Battle Array: Position your attacking lords." let array = game.battle.array let done = true if (game.battle.sally) { if (array[A1] === NOBODY || array[A2] === NOBODY || array[A3] === NOBODY) { for (let lord of game.battle.reserves) { if (lord !== game.who && is_friendly_lord(lord)) { gen_action_battle_lord(lord) done = false } } } } else { // Select front Lord if (array[A1] === NOBODY || array[A2] === NOBODY || array[A3] === NOBODY) { for (let lord of game.battle.reserves) { if (lord !== game.who && is_friendly_lord(lord) && is_lord_unbesieged(lord)) { gen_action_battle_lord(lord) done = false } } } // Select sallying Lord if (array[SA1] === NOBODY || array[SA2] === NOBODY || array[SA3] === NOBODY) { for (let lord of game.battle.reserves) { if (lord !== game.who && is_friendly_lord(lord) && is_lord_besieged(lord)) { gen_action_battle_lord(lord) done = false } } } } if (game.who === NOBODY && done) view.actions.end_array = 1 if (game.who !== NOBODY) { // Place front Lord if (game.battle.sally || is_lord_unbesieged(game.who)) { // A2 is already filled by command lord! if (array[A1] === NOBODY) gen_action_array(A1) if (array[A3] === NOBODY) gen_action_array(A3) } else { // Place rear Lord if (array[SA2] === NOBODY) { gen_action_array(SA2) } else { if (array[SA1] === NOBODY) gen_action_array(SA1) if (array[SA3] === NOBODY) gen_action_array(SA3) } } } }, array: action_array_place, battle_lord(lord) { game.who = lord }, end_array() { goto_array_defender() }, } function goto_array_defender() { clear_undo() set_active_defender() game.state = "array_defender" game.who = NOBODY let n = count_reserves() if (n === 1) { game.battle.array[D2] = pop_first_reserve() end_array_defender() } if (n === 0) { end_array_defender() } } function prompt_array_place_defender(X1, X2, X3, Y1, Y3) { let array = game.battle.array if (array[X2] === NOBODY) { gen_action_array(X2) } else if (array[Y1] !== NOBODY && array[Y3] === NOBODY && array[X1] === NOBODY) { gen_action_array(X1) } else if (array[Y1] === NOBODY && array[Y3] !== NOBODY && array[X3] === NOBODY) { gen_action_array(X3) } else { if (array[X1] === NOBODY) gen_action_array(X1) if (array[X3] === NOBODY) gen_action_array(X3) } } states.array_defender = { prompt() { view.prompt = "Battle Array: Position your defending lords." let array = game.battle.array let done = true let empty_front = array[D1] === NOBODY || array[D2] === NOBODY || array[D3] === NOBODY let empty_rear = array[SA1] !== NOBODY && (array[RD1] === NOBODY || array[RD2] === NOBODY || array[RD3] === NOBODY) if (empty_front || empty_rear) { for (let lord of game.battle.reserves) { if (lord !== game.who && is_friendly_lord(lord)) { gen_action_battle_lord(lord) done = false } } } if (done && game.who === NOBODY) view.actions.end_array = 1 if (game.who !== NOBODY) { if (empty_front) prompt_array_place_defender(D1, D2, D3, A1, A3) else if (empty_rear) prompt_array_place_defender(RD1, RD2, RD3, SA1, SA3) } }, array: action_array_place, battle_lord(lord) { game.who = lord }, end_array() { end_array_defender() }, } function end_array_defender() { clear_undo() goto_attacker_events() } // === STORM: ARRAY === function goto_array_defender_storm() { clear_undo() set_active_defender() game.state = "array_defender_storm" game.who = NOBODY let n = count_reserves() if (n === 1) { game.battle.array[D2] = pop_first_reserve() end_array_defender() } if (n === 0) { end_array_defender() } } states.array_defender_storm = { prompt() { view.prompt = "Storm Array: Choose a defending lord." for (let lord of game.battle.reserves) if (is_friendly_lord(lord)) gen_action_battle_lord(lord) }, battle_lord(lord) { set_delete(game.battle.reserves, lord) game.battle.array[D2] = lord end_array_defender() }, } // === BATTLE: EVENTS === function goto_attacker_events() { set_active_attacker() log("TODO attacker events") goto_defender_events() } function goto_defender_events() { set_active_defender() log("TODO defender events") goto_battle_rounds() } // === BATTLE: CONCEDE THE FIELD === function goto_battle_rounds() { set_active_attacker() goto_concede() } function goto_concede() { // No concede during first round of Storm if (game.battle.storm) { log_h3(`Storm Round ${game.battle.round} / ${count_siege_markers(game.battle.where)}`) if (game.battle.round === 1) goto_start_strike() else game.state = "concede_storm" } else { log_h3("Battle Round") game.state = "concede_battle" } } states.concede_battle = { prompt() { view.prompt = "Battle: Concede the Field?" view.actions.concede = 1 view.actions.battle = 1 }, concede() { log(game.active + " concede.") game.battle.conceded = game.active goto_reposition_battle() }, battle() { set_active_enemy() if (game.active === game.battle.attacker) goto_reposition_battle() }, } states.concede_storm = { prompt() { view.prompt = "Storm: Concede?" view.actions.concede = 1 view.actions.battle = 1 }, concede() { log(game.active + " concede.") game.battle.conceded = game.active end_battle() }, battle() { goto_reposition_storm() }, } // === BATTLE: REPOSITION === function send_to_reserve(pos) { if (game.battle.array[pos] !== NOBODY) { set_add(game.battle.reserves, game.battle.array[pos]) game.battle.array[pos] = NOBODY } } function slide_array(from, to) { game.battle.array[to] = game.battle.array[from] game.battle.array[from] = NOBODY } function goto_reposition_battle() { let array = game.battle.array // If all SA routed, send RD to reserve (end relief sally) if (array[SA1] === NOBODY && array[SA2] === NOBODY && array[SA3] === NOBODY) { send_to_reserve(RD1) send_to_reserve(RD2) send_to_reserve(RD3) } // If all D routed, advance RD to front if (array[D1] === NOBODY && array[D2] === NOBODY && array[D3] === NOBODY) { slide_array(RD1, D1) slide_array(RD2, D2) slide_array(RD3, D3) } // If all A routed, advance SA to front (to regular sally) if (array[A1] === NOBODY && array[A2] === NOBODY && array[A3] === NOBODY) { // Become a regular sally situation (siegeworks still count for defender) game.battle.sally = 1 slide_array(SA1, A1) slide_array(SA2, A2) slide_array(SA3, A3) } set_active_attacker() goto_reposition_advance() } function goto_reposition_advance() { if (can_reposition_advance()) game.state = "reposition_advance" else end_reposition_advance() } function end_reposition_advance() { game.who = NOBODY set_active_enemy() if (game.active === game.battle.attacker) goto_reposition_center() else goto_reposition_advance() } function goto_reposition_center() { if (can_reposition_center()) game.state = "reposition_center" else end_reposition_center() } function end_reposition_center() { game.who = NOBODY set_active_enemy() if (game.active === game.battle.attacker) goto_start_strike() else goto_reposition_center() } function can_reposition_advance() { if (has_reserves()) { let array = game.battle.array if (game.active === game.battle.attacker) { if (array[A1] === NOBODY || array[A2] === NOBODY || array[A3] === NOBODY) return true // TODO: sally more lords from castle? } else { if (array[D1] === NOBODY || array[D2] === NOBODY || array[D3] === NOBODY) return true if (array[SA1] !== NOBODY || array[SA2] !== NOBODY || array[SA2] !== NOBODY) if (array[RD1] === NOBODY || array[RD2] === NOBODY || array[RD3] === NOBODY) return true } } return false } states.reposition_advance = { prompt() { view.prompt = "Reposition: Advance from Reserve." let array = game.battle.array for (let lord of game.battle.reserves) if (is_friendly_lord(lord) && lord !== game.who) gen_action_lord(lord) if (game.who !== NOBODY) { if (game.active === game.battle.attacker) { if (array[A1] === NOBODY) gen_action_array(A1) if (array[A2] === NOBODY) gen_action_array(A2) if (array[A3] === NOBODY) gen_action_array(A3) } else { if (array[D1] === NOBODY) gen_action_array(D1) if (array[D2] === NOBODY) gen_action_array(D2) if (array[D3] === NOBODY) gen_action_array(D3) if (array[SA1] !== NOBODY || array[SA2] !== NOBODY || array[SA2] !== NOBODY) { if (array[RD1] === NOBODY) gen_action_array(RD1) if (array[RD2] === NOBODY) gen_action_array(RD2) if (array[RD3] === NOBODY) gen_action_array(RD3) } } } }, lord(lord) { game.who = lord }, array(pos) { game.battle.array[pos] = lord game.who = NULL goto_reposition_advance() }, } function can_reposition_center() { let array = game.battle.array if (game.active === game.battle.attacker) { if (array[A2] === NOBODY && (array[A1] !== NOBODY || array[A3] !== NOBODY)) return true if (array[SA2] === NOBODY && (array[SA1] !== NOBODY || array[SA3] !== NOBODY)) return true } else { if (array[D2] === NOBODY && (array[D1] !== NOBODY || array[D3] !== NOBODY)) return true if (array[RD2] === NOBODY && (array[RD1] !== NOBODY || array[RD3] !== NOBODY)) return true } return false } states.reposition_center = { prompt() { view.prompt = "Reposition: Slide to Center." let array = game.battle.array if (game.active === game.battle.attacker) { if (array[A2] === NOBODY) { if (array[A1] !== NOBODY) gen_action_battle_lord(game.battle.array[A1]) if (array[A3] !== NOBODY) gen_action_battle_lord(game.battle.array[A3]) } if (array[SA2] === NOBODY) { if (array[SA1] !== NOBODY) gen_action_battle_lord(game.battle.array[SA1]) if (array[SA3] !== NOBODY) gen_action_battle_lord(game.battle.array[SA3]) } } else { if (array[D2] === NOBODY) { if (array[D1] !== NOBODY) gen_action_battle_lord(game.battle.array[D1]) if (array[D3] !== NOBODY) gen_action_battle_lord(game.battle.array[D3]) } if (array[RD2] === NOBODY) { if (array[RD1] !== NOBODY) gen_action_battle_lord(game.battle.array[RD1]) if (array[RD3] !== NOBODY) gen_action_battle_lord(game.battle.array[RD3]) } } if (game.who !== NOBODY) { let from = get_lord_array_position(game.who) if (from === A1 || from === A3) gen_action_array(A2) if (from === D1 || from === D3) gen_action_array(D2) if (from === SA1 || from === SA3) gen_action_array(SA2) if (from === RD1 || from === RD3) gen_action_array(RD2) } }, battle_lord(lord) { game.who = lord }, array(pos) { let from = get_lord_array_position(game.who) slide_array(from, pos) game.who = NOBODY goto_reposition_center() }, } // === STORM: REPOSITION === function can_reposition_storm() { return has_reserves() } function goto_reposition_storm() { if (can_reposition_storm()) game.state = "reposition_storm" else end_reposition_storm() } function end_reposition_storm() { game.who = NOBODY set_active_enemy() if (game.active === game.battle.attacker) goto_start_strike() else goto_reposition_storm() } states.reposition_storm = { prompt() { view.prompt = "Reposition: You may switch positions between Front and any Reserve Lord." for (let lord of game.battle.reserves) if (is_friendly_lord(lord) && lord !== game.who) gen_action_battle_lord(lord) }, battle_lord(lord) { log(`Swapped in L${lord}.`) set_delete(game.battle.reserves, lord) if (game.active === game.battle.attacker) { set_add(game.battle.reserves, game.battle.array[A2]) game.battle.array[A2] = lord } else { set_add(game.battle.reserves, game.battle.array[D2]) game.battle.array[A2] = lord } end_reposition_storm() }, } // === BATTLE: STRIKE === // Segment strikers and targets into groups according to flanking situation (front/rear choice). // S picks group to strike. // Roll for walls or siegeworks. // T applies hits. // Rolls for armor. // If any routed, recalculate target group for current strike group (front/rear choice again). // TODO: Order of applying mixed archery hits? function format_strike_step() { if (game.battle.storm) return storm_step_name[game.battle.step] // TODO: format strike group and target groups too? return battle_step_name[game.battle.step] } const STEP_ARRAY = [ [ D1, D2, D3, RD1, RD2, RD3 ], [ A1, A2, A3, SA1, SA2, SA3 ], ] function pack_battle_array_front() { let x = 0 for (let i = 0; i < 6; ++i) if (game.battle.array[i] >= 0) x |= (1 << i) return x } function pack_battle_array_rear() { let x = 0 for (let i = 0; i < 6; ++i) if (game.battle.array[i+6] >= 0) x |= (1 << i) return x } function unpack_group_hits(g, offset) { for (let i = 0; i < 6; ++i) { if ((g >> i) & 1) { if (game.battle.ah1[i+offset] > 0) return true if (game.battle.ah2[i+offset] > 0) return true } } return false } function unpack_group(g, offset) { let list = [] for (let i = 0; i < 6; ++i) if ((g >> i) & 1) list.push(i + offset) return list } function unpack_group_list(flist, rlist) { let list = [] if (flist) { for (let [sg, hg] of flist) { if (unpack_group_hits(sg, 0)) list.push([unpack_group(sg, 0), unpack_group(hg, 0)]) } } if (rlist) { for (let [sg, hg] of rlist) { if (unpack_group_hits(sg, 6)) list.push([unpack_group(sg, 6), unpack_group(hg, 6)]) } } return list } function debug_group(g) { return g.map(p=>battle_array_name[p]).join("+") } function debug_group_list(list) { for (let [sg,hg] of list) console.log(debug_group(sg), "strike", debug_group(hg)) } function has_sa_without_rd() { if (game.active === game.battle.attacker) { let array = game.battle.array if (array[SA1] !== NOBODY || array[SA2] !== NOBODY || array[SA3] !== NOBODY) if (array[RD1] === NOBODY && array[RD2] === NOBODY && array[RD3] === NOBODY) return true } return false } function has_sa_strike() { return ( game.battle.ah1[SA1] + game.battle.ah2[SA1] + game.battle.ah1[SA2] + game.battle.ah2[SA2] + game.battle.ah1[SA3] + game.battle.ah2[SA3] > 0 ) } function has_no_unrouted_forces() { // All unrouted lords are either in battle array or in reserves for (let p = 0; p < 12; ++p) if (is_friendly_lord(game.battle.array[p])) return false for (let lord of game.battle.reserves) if (is_friendly_locale(lord)) return false if (game.battle.storm && game.active !== game.battle.attacker) if (game.battle.garrison) return false return true } function front_strike_choice() { let s = game.battle.step & 1 let f = pack_battle_array_front() // Choice only matters if the center Lord has strikes this step if (GROUPS[s][1][f] !== 0) { if (game.battle.ah1[A2] + game.battle.ah2[A2] + game.battle.ah1[D2] + game.battle.ah2[D2] > 0) game.battle.fc = -1 else game.battle.fc = 0 } else { game.battle.fc = 0 } } function select_lone_defender() { let array = game.battle.array if (array[D1] !== NOBODY && array[D2] === NOBODY && array[D3] === NOBODY) return D1 if (array[D1] === NOBODY && array[D2] !== NOBODY && array[D3] === NOBODY) return D2 if (array[D1] === NOBODY && array[D2] === NOBODY && array[D3] !== NOBODY) return D3 return -1 } function rear_strike_choice() { if (has_sa_without_rd()) { if (has_sa_strike()) game.battle.rc = select_lone_defender() else game.battle.rc = 0 } else { let s = game.battle.step & 1 let r = pack_battle_array_rear() if (GROUPS[s][1][r] !== 0) { // Choice only matters if the center Lord has strikes this step if (game.battle.ah1[SA2] + game.battle.ah2[SA2] + game.battle.ah1[RD2] + game.battle.ah2[RD2] > 0) game.battle.rc = -1 else game.battle.rc = 0 } else { game.battle.rc = 0 } } } function format_group(g) { return g.map(p=>lord_name[game.battle.array[p]]).join(", ") } function format_hits() { if (game.battle.h2 > 0 && game.battle.h1 > 0) return `${game.battle.h2} crossbow hits and ${game.battle.h1} hits` else if (game.battle.h2 > 0) return `${game.battle.h2} crossbow hits` else return `${game.battle.h1} hits` } function debug_battle_array(f, r) { for (let row = 0; row < 6; row += 3) { let x = "" for (let col = 0; col < 3; ++col) { let b = row + col if ((f >> b) & 1) x += battle_array_name[b] + " " else x += "--- " } console.log(x) } for (let row = 3; row >= 0; row -= 3) { let x = "" for (let col = 0; col < 3; ++col) { let b = row + col if ((r >> b) & 1) x += battle_array_name[b+6] + " " else x += "--- " } console.log(x) } } function count_archery_hits(ix, lord) { if (lord_has_capability(lord, AOW_RUSSIAN_LUCHNIKI)) { game.battle.ah1[ix] += get_lord_forces(lord, LIGHT_HORSE) game.battle.ah1[ix] += get_lord_forces(lord, MILITIA) } if (lord_has_capability(lord, AOW_TEUTONIC_BALISTARII)) { game.battle.ah2[ix] += get_lord_forces(lord, MEN_AT_ARMS) } game.battle.ah1[ix] += get_lord_forces(lord, ASIATIC_HORSE) } function count_horse_hits(ix, lord) { if (game.battle.storm) game.battle.ah1[ix] += get_lord_forces(lord, KNIGHTS) << 1 else game.battle.ah1[ix] += get_lord_forces(lord, KNIGHTS) << 2 game.battle.ah1[ix] += get_lord_forces(lord, SERGEANTS) << 1 game.battle.ah1[ix] += get_lord_forces(lord, LIGHT_HORSE) } function count_foot_hits(ix, lord) { game.battle.ah1[ix] += get_lord_forces(lord, MEN_AT_ARMS) << 1 game.battle.ah1[ix] += get_lord_forces(lord, MILITIA) game.battle.ah1[ix] += get_lord_forces(lord, SERFS) } function count_battle_hits(ix, lord, step) { switch (step) { case BATTLE_STEP_DEF_ARCHERY: case BATTLE_STEP_ATK_ARCHERY: count_archery_hits(ix, lord) break case BATTLE_STEP_DEF_HORSE: case BATTLE_STEP_ATK_HORSE: count_horse_hits(ix, lord) break case BATTLE_STEP_DEF_FOOT: case BATTLE_STEP_ATK_FOOT: count_foot_hits(ix, lord) break } } function count_storm_hits(ix, lord, step) { switch (step) { case STORM_STEP_DEF_ARCHERY: case STORM_STEP_ATK_ARCHERY: count_archery_hits(ix, lord) break case STORM_STEP_DEF_MELEE: case STORM_STEP_ATK_MELEE: count_horse_hits(ix, lord) count_foot_hits(ix, lord) break } } function count_garrison_hits(step) { switch (step) { case STORM_STEP_DEF_ARCHERY: game.battle.ah2[1] += game.battle.garrison.men_at_arms break case STORM_STEP_DEF_MELEE: game.battle.ah1[1] += game.battle.garrison.knights game.battle.ah1[1] += game.battle.garrison.men_at_arms break } } function goto_start_strike() { game.battle.step = 0 goto_strike() } function goto_next_strike() { let end = game.battle.storm ? 4 : 6 game.battle.step++ if (game.battle.step >= end) end_battle_round() else goto_strike() } function goto_strike() { function is_battle_over() { set_active_attacker() if (has_no_unrouted_forces()) return true set_active_defender() if (has_no_unrouted_forces()) return true return false } // Exit early if one side is completely routed if (is_battle_over()) { goto_next_strike() return } if (game.battle.step & 1) set_active_attacker() else set_active_defender() if (game.battle.storm) goto_strike_storm() else goto_strike_battle() } function goto_strike_storm() { let s = game.battle.step & 1 log_h4(storm_step_name[game.battle.step]) game.battle.ah1 = [ 0, 0 ] game.battle.ah2 = [ 0, 0 ] if (s) { count_storm_hits(0, game.battle.array[A2], game.battle.step) } else { if (game.battle.array[D2] !== NOBODY) count_storm_hits(0, game.battle.array[D2], game.battle.step) count_garrison_hits(game.battle.step) } game.battle.h1 = game.battle.ah1[0] game.battle.h2 = game.battle.ah2[0] // Max 6 hits per lord in melee (12 since we count half-hits). if (game.battle.step >= 2) { if (game.battle.h1 > 12) game.battle.h1 = 12 } game.battle.h1 += game.battle.ah1[1] game.battle.h2 += game.battle.ah2[1] round_hits() if (game.battle.h1 + game.battle.h2 === 0) { log("No hits.") goto_next_strike() return } if (game.active === game.battle.attacker) { if (game.battle.garrison) { if (game.battle.array[D2] === NOBODY) log(`L${game.battle.array[A2]} struck Garrison for ${format_hits()}`) else log(`L${game.battle.array[A2]} struck L${game.battle.array[D2]} and Garrison for ${format_hits()}`) } else { log(`L${game.battle.array[A2]} struck L${game.battle.array[D2]} for ${format_hits()}`) } game.battle.sg = [ A2 ] game.battle.hg = [ D2 ] } else { if (game.battle.garrison) { if (game.battle.array[D2] === NOBODY) log(`Garrison struck L${game.battle.array[A2]} for ${format_hits()}`) else log(`L${game.battle.array[D2]} and Garrison struck L${game.battle.array[A2]} for ${format_hits()}`) } else { log(`L${game.battle.array[D2]} struck L${game.battle.array[A2]} for ${format_hits()}`) } game.battle.sg = [ D2 ] game.battle.hg = [ A2 ] } goto_apply_hits() } function goto_strike_battle() { let s = game.battle.step & 1 log_h4(battle_step_name[game.battle.step]) game.battle.ah1 = [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ] game.battle.ah2 = [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ] for (let p of STEP_ARRAY[s]) if (game.battle.array[p] !== NOBODY) count_battle_hits(p, game.battle.array[p], game.battle.step) // skip step if no strikes let sum = 0 for (let x of game.battle.ah1) sum += x for (let x of game.battle.ah2) sum += x if (sum === 0) { log("No hits.") goto_next_strike() return } front_strike_choice() rear_strike_choice() goto_strike_choice() } function goto_strike_choice() { console.log("choice", game.battle.fc, game.battle.rc) if (game.battle.fc === -1 || game.battle.rc === -1) game.state = "strike_choice" else end_strike_choice() } function end_strike_choice() { let s = game.battle.step & 1 let front = pack_battle_array_front() let rear = pack_battle_array_rear() console.log("STRIKE") debug_battle_array(front, rear) if (has_sa_without_rd()) { game.battle.groups = unpack_group_list(GROUPS[s][game.battle.fc][front]) if (has_sa_strike()) { let sg = [] if (game.battle.ah1[SA1] + game.battle.ah2[SA1] > 0) sg.push(SA1) if (game.battle.ah1[SA2] + game.battle.ah2[SA2] > 0) sg.push(SA2) if (game.battle.ah1[SA3] + game.battle.ah2[SA3] > 0) sg.push(SA3) game.battle.groups.push([ sg, [ game.battle.rc ] ]) } } else { game.battle.groups = unpack_group_list(GROUPS[s][game.battle.fc][front], GROUPS[s][game.battle.rc][rear]) } console.log(game.battle.groups) debug_group_list(game.battle.groups) goto_select_strike_group() } function prompt_strike_choice(X1, X2, X3, Y2) { if (game.battle.array[X2] === NOBODY && game.battle.array[Y2] !== NOBODY) { view.who = game.battle.array[Y2] if (game.battle.array[X1] !== NOBODY) gen_action_battle_lord(game.battle.array[X1]) if (game.battle.array[X3] !== NOBODY) gen_action_battle_lord(game.battle.array[X3]) } } states.strike_choice = { prompt() { let array = game.battle.array view.prompt = `${format_strike_step()}: Strike who?` // view.group = game.battle.sg.map(p => game.battle.array[p]) if (game.battle.fc === -1) { if (game.active === game.battle.attacker) prompt_strike_choice(D1, D2, D3, A2) else prompt_strike_choice(A1, A2, A3, D2) } if (has_sa_without_rd()) { if (has_sa_strike()) { view.group = [ array[SA1], array[SA2], array[SA3] ] if (array[D1] !== NOBODY) gen_action_battle_lord(array[D1]) if (array[D2] !== NOBODY) gen_action_battle_lord(array[D2]) if (array[D3] !== NOBODY) gen_action_battle_lord(array[D3]) } } else { if (game.battle.rc === -1) { if (game.active === game.battle.attacker) prompt_strike_choice(RD1, RD2, RD3, SA2) else prompt_strike_choice(SA1, SA2, SA3, RD2) } } }, battle_lord(lord) { this.array(get_lord_array_position(lord)) }, array(pos) { console.log("STRIKE CHOICE", pos) if (pos === A1 || pos === D1) game.battle.fc = 0 if (pos === A3 || pos === D3) game.battle.fc = 1 if (has_sa_without_rd()) { if (has_sa_strike()) { game.battle.rc = pos } } else { if (pos === SA1 || pos === RD1) game.battle.rc = 0 if (pos === SA3 || pos === RD3) game.battle.rc = 1 } goto_strike_choice() }, } function goto_select_strike_group() { if (game.battle.groups.length === 0) goto_next_strike() /* TODO auto select is too abrupt, maybe option? else if (game.battle.groups.length === 1) select_strike_group(0) */ else game.state = "select_strike_group" } states.select_strike_group = { prompt() { view.prompt = `${format_strike_step()}: Select Striking Lord or Group.` for (let [sg, hg] of game.battle.groups) { for (let p of sg) { let lord = game.battle.array[p] if (game.battle.ah1[p] + game.battle.ah2[p] > 0) gen_action_battle_lord(lord) } } }, battle_lord(lord) { for (let i = 0; i < game.battle.groups.length; ++i) { for (let p of game.battle.groups[i][0]) if (game.battle.array[p] === lord) select_strike_group(i) } }, } function round_hits() { // Round in favor of crossbow hits. if (game.battle.h2 & 1) { game.battle.h1 = (game.battle.h1 >> 1) game.battle.h2 = (game.battle.h2 >> 1) + 1 } else { if (game.battle.h1 & 1) game.battle.h1 = (game.battle.h1 >> 1) + 1 else game.battle.h1 = (game.battle.h1 >> 1) game.battle.h2 = (game.battle.h2 >> 1) } } function select_strike_group(i) { game.battle.sg = game.battle.groups[i][0] game.battle.hg = game.battle.groups[i][1] array_remove(game.battle.groups, i) // Total hits from striking lords. game.battle.h1 = 0 game.battle.h2 = 0 for (let p of game.battle.sg) { game.battle.h1 += game.battle.ah1[p] game.battle.h2 += game.battle.ah2[p] } round_hits() // Conceding side halves its total Hits, rounded up. if (game.active === game.battle.conceded) { game.battle.h1 = (game.battle.h1 + 1) >> 1 game.battle.h2 = (game.battle.h2 + 1) >> 1 } log(`${format_group(game.battle.sg)} struck ${format_group(game.battle.hg)} for ${format_hits()}`) goto_apply_hits() } // === BATTLE: APPLY HITS / PROTECTION / ROLL WALLS === function has_unrouted_forces_in_hit_group() { if (game.battle.storm && game.active !== game.battle.attacker) if (game.battle.garrison) return true for (let p of game.battle.hg) { let lord = game.battle.array[p] if (has_unrouted_units(lord)) return true } return false } function is_flanked_target() { if (game.battle.hg.length === 1) { let pos = game.battle.hg[0] let has_d1 = game.battle.array[D1] !== NOBODY && game.battle.array[A1] === NOBODY let has_d2 = game.battle.array[D2] !== NOBODY && game.battle.array[A2] === NOBODY let has_d3 = game.battle.array[D3] !== NOBODY && game.battle.array[A3] === NOBODY let has_a2 = game.battle.array[A2] !== NOBODY switch (pos) { case A1: return has_d2 || (has_d3 && !has_a2) case A2: return has_d1 || has_d3 case A3: return has_d2 || (has_d1 && !has_a2) } } return false } function goto_apply_hits() { set_active_enemy() if (game.battle.hg.length === 0) end_apply_hits() if (has_sa_without_rd()) { console.log("SA without RD (getting hit)") if (!is_flanked_target()) { console.log(" unflanked, SA added to hit group") if (game.battle.array[SA1] !== NOBODY) game.battle.hg.push(SA1) if (game.battle.array[SA2] !== NOBODY) game.battle.hg.push(SA2) if (game.battle.array[SA3] !== NOBODY) game.battle.hg.push(SA3) } } if (game.battle.storm) { if (game.active === game.battle.attacker) roll_for_siegeworks() else roll_for_walls() } else if (game.battle.sally) { if (game.active !== game.battle.attacker) roll_for_siegeworks() } else { let s = game.battle.sg[0] if (s === SA1 || s === SA2 || s === SA3) roll_for_siegeworks() } resume_apply_hits() } function resume_apply_hits() { if (game.battle.h1 + game.battle.h2 === 0) { end_apply_hits() } else if (!has_unrouted_forces_in_hit_group()) { log("TODO: remaining hits!") // TODO: calculate new hit group for the current striking group, and resume or end if no valid targets end_apply_hits() } else { game.state = "apply_hits" } } function end_apply_hits() { game.battle.sg = 0 game.battle.hg = 0 set_active_enemy() if (game.battle.storm) goto_next_strike() else goto_select_strike_group() } function roll_for_walls() { let here = game.battle.where let prot = 0 if (is_bishopric(here) || is_castle(here) || has_walls(here)) prot = 4 else if (is_city(here) || is_fort(here) || here === LOC_NOVGOROD) prot = 3 if (prot > 0) { game.battle.h2 = roll_for_protection(`Walls 1-${prot} vs crossbow:`, prot, game.battle.h2) game.battle.h1 = roll_for_protection(`Walls 1-${prot}:`, prot, game.battle.h1) } else { log("No walls.") } } function roll_for_siegeworks() { let prot = count_siege_markers(game.battle.where) if (prot > 0) { game.battle.h2 = roll_for_protection(`Siegeworks 1-${prot} vs crossbow:`, prot, game.battle.h2) game.battle.h1 = roll_for_protection(`Siegeworks 1-${prot}:`, prot, game.battle.h1) } else { log("No siegeworks.") } } function roll_for_protection(name, prot, n) { let total = 0 if (n > 0) { let rolls = [] for (let i = 0; i < n; ++i) { let die = roll_die() if (die <= prot) { rolls.push(DIE_HIT[die]) } else { rolls.push(DIE_MISS[die]) total++ } } log(name) logi(rolls.join(", ")) logi("Total " + total) } return total } // === BATTLE: ASSIGN HITS TO UNITS / ROLL BY HIT / ROUT === function rout_lord(lord) { log(`L${lord} routed!`) let p = get_lord_array_position(lord) // remove from battle array game.battle.array[p] = NOBODY // FIXME cleanup TODO, removing from which groups // remove from current hit group array_remove_item(game.battle.hg, p) for (let i = 0; i < game.battle.groups;) { let hg = game.battle.groups[i][1] // remove from other hit groups array_remove_item(hg, p) // remove strike groups with no remaining targets if (hg.length === 0) array_remove(game.battle.groups, i) else ++i } set_add(game.battle.routed, lord) } function rout_unit(lord, type) { if (lord === GARRISON) { if (type === KNIGHTS) game.battle.garrison.knights-- if (type === MEN_AT_ARMS) game.battle.garrison.men_at_arms-- if (game.battle.garrison.knights + game.battle.garrison.men_at_arms === 0) { log("Garrison routed.") game.battle.garrison = 0 } } else { add_lord_forces(lord, type, -1) add_lord_routed_forces(lord, type, 1) } } function action_apply_hits(lord, type) { let protection = FORCE_PROTECTION[type] let evade = FORCE_EVADE[type] // TODO: manual choice of hit type let ap = (is_armored_force(type) && game.battle.h2 > 0) ? 2 : 0 if (evade > 0 && !game.battle.storm) { let die = roll_die() if (die <= evade) { log(`${FORCE_TYPE_NAME[type]} ${die} <= ${evade}`) } else { log(`${FORCE_TYPE_NAME[type]} ${die} > ${evade}`) rout_unit(lord, type) } } else if (protection > 0) { let die = roll_die() if (die <= protection - ap) { log(`${FORCE_TYPE_NAME[type]} ${die} <= ${protection - ap}`) } else { log(`${FORCE_TYPE_NAME[type]} ${die} > ${protection - ap}`) rout_unit(lord, type) } } else { log(`${FORCE_TYPE_NAME[type]} unprotected`) rout_unit(lord, type) } // TODO: manual choice of hit type if (game.battle.h2) game.battle.h2-- else game.battle.h1-- if (!has_unrouted_units(lord)) rout_lord(lord) resume_apply_hits() } function prompt_hit_armored_forces() { let has_armored = false for (let p of game.battle.hg) { let lord = game.battle.array[p] if (get_lord_forces(lord, KNIGHTS) > 0) { gen_action_knights(lord) has_armored = true } if (get_lord_forces(lord, SERGEANTS) > 0) { gen_action_sergeants(lord) has_armored = true } if (get_lord_forces(lord, MEN_AT_ARMS) > 0) { gen_action_men_at_arms(lord) has_armored = true } } return has_armored } function prompt_hit_unarmored_forces() { for (let p of game.battle.hg) { let lord = game.battle.array[p] if (get_lord_forces(lord, LIGHT_HORSE) > 0) gen_action_light_horse(lord) if (get_lord_forces(lord, ASIATIC_HORSE) > 0) gen_action_asiatic_horse(lord) if (get_lord_forces(lord, MILITIA) > 0) gen_action_militia(lord) if (get_lord_forces(lord, SERFS) > 0) gen_action_serfs(lord) } } function prompt_hit_forces() { for (let p of game.battle.hg) { let lord = game.battle.array[p] if (get_lord_forces(lord, KNIGHTS) > 0) gen_action_knights(lord) if (get_lord_forces(lord, SERGEANTS) > 0) gen_action_sergeants(lord) if (get_lord_forces(lord, LIGHT_HORSE) > 0) gen_action_light_horse(lord) if (get_lord_forces(lord, ASIATIC_HORSE) > 0) gen_action_asiatic_horse(lord) if (get_lord_forces(lord, MEN_AT_ARMS) > 0) gen_action_men_at_arms(lord) if (get_lord_forces(lord, MILITIA) > 0) gen_action_militia(lord) if (get_lord_forces(lord, SERFS) > 0) gen_action_serfs(lord) } } states.apply_hits = { prompt() { view.prompt = `${format_strike_step()}: Assign ${format_hits()} to units.` view.group = game.battle.sg.map(p => game.battle.array[p]) // TODO: h1 or h2 choice if (game.battle.storm) { if (game.active === game.battle.attacker) { // Storm - attacker must apply hits to armored first let has_armored = prompt_hit_armored_forces() if (!has_armored) prompt_hit_unarmored_forces() } else { // Storm - defender must apply hits to garrison first if (game.battle.garrison) { if (game.battle.garrison.knights > 0) gen_action_knights(GARRISON) if (game.battle.garrison.men_at_arms > 0) gen_action_men_at_arms(GARRISON) } else { prompt_hit_forces() } } } else { prompt_hit_forces() } }, knights(lord) { action_apply_hits(lord, KNIGHTS) }, sergeants(lord) { action_apply_hits(lord, SERGEANTS) }, light_horse(lord) { action_apply_hits(lord, LIGHT_HORSE) }, asiatic_horse(lord) { action_apply_hits(lord, ASIATIC_HORSE) }, men_at_arms(lord) { action_apply_hits(lord, MEN_AT_ARMS) }, militia(lord) { action_apply_hits(lord, MILITIA) }, serfs(lord) { action_apply_hits(lord, SERFS) }, } // === BATTLE: NEW ROUND === function end_battle_round() { if (game.battle.conceded) { game.battle.loser = game.battle.conceded end_battle() return } set_active_attacker() if (has_no_unrouted_forces()) { game.battle.loser = game.active end_battle() return } set_active_defender() if (has_no_unrouted_forces()) { game.battle.loser = game.active end_battle() return } game.battle.round ++ if (game.battle.storm) { if (game.battle.round > count_siege_markers(game.battle.where)) { game.battle.loser = game.battle.attacker end_battle() } } else { set_active_attacker() goto_concede() } } // === ENDING THE BATTLE === function set_active_loser() { set_active(game.battle.loser) } function set_active_victor() { if (game.battle.loser === P1) set_active(P2) else set_active(P1) } function end_battle() { // Ending the Battle // retreat, withdrawal, or removal // withdraw // retreat // remove // losses // spoils // service // Ending the Storm // sack // losses // spoils log_br() log(`${game.battle.loser} lost battle.`) if ((game.battle.sally || game.battle.relief) && game.battle.attacker === game.battle.loser) { log("Raid removed siege markers.") remove_all_but_one_siege_markers(game.battle.where) } game.battle.array = 0 set_active_loser() if (game.battle.storm) { if (game.battle.attacker !== game.battle.loser) goto_sack() else goto_battle_losses() } else { goto_battle_withdraw() } } // === ENDING THE STORM: SACK === function award_spoils(n) { add_spoils(LOOT, n) add_spoils(PROV, n) add_spoils(COIN, n) } function goto_sack() { let here = game.battle.where log(`Sacked %${here}.`) remove_all_siege_markers(game.battle.where) add_conquered_marker(game.battle.where) if (here === LOC_NOVGOROD) award_spoils(3) else if (is_city(here)) award_spoils(2) else if (is_fort(here)) award_spoils(1) else if (is_bishopric(here)) award_spoils(2) else if (is_castle(here)) award_spoils(1) game.state = "sack" resume_sack() } function resume_sack() { let here = game.battle.where for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (get_lord_locale(lord) === here) return goto_battle_losses() } states.sack = { prompt() { let here = game.battle.where view.prompt = `Sack: Remove all Lords at ${data.locales[here].name}.` for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (get_lord_locale(lord) === here) gen_action_lord(lord) }, lord(lord) { log(`Disbanded L${lord}.`) transfer_assets_except_ships(lord) disband_lord(lord, true) resume_sack() }, } // === ENDING THE BATTLE: WITHDRAW === function withdrawal_capacity_needed(here) { let n_upper = 0 let n_other = 0 for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (get_lord_locale(lord) === here && !is_lower_lord(lord)) { if (is_upper_lord(lord)) n_upper++ else n_other++ } } return n_upper > 0 && n_other === 0 } function goto_battle_withdraw() { game.spoils = 0 let here = game.battle.where let wn = withdrawal_capacity_needed(here) if (can_withdraw(here, wn)) { game.state = "battle_withdraw" } else { end_battle_withdraw() } } function end_battle_withdraw() { goto_retreat() } states.battle_withdraw = { prompt() { let here = game.battle.where let capacity = stronghold_capacity(here) view.prompt = "Battle: You may withdraw losing lords into stronghold." // NOTE: Sallying lords are still flagged "besieged" and are thus already withdrawn! if (capacity >= 1) { for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (get_lord_locale(lord) === here && !is_lower_lord(lord) && !is_lord_besieged(lord)) { if (is_upper_lord(lord)) { if (capacity >= 2) gen_action_lord(lord) } else { gen_action_lord(lord) } } } } view.actions.end_withdraw = 1 }, lord(lord) { push_undo() let lower = get_lower_lord(lord) log(`L${lord} withdrew.`) set_lord_besieged(lord, 1) if (lower !== NOBODY) { log(`L${lower} withdrew.`) set_lord_besieged(lord, 1) } }, end_withdraw() { push_undo() end_battle_withdraw() }, } // === ENDING THE BATTLE: RETREAT === function count_retreat_transport(type) { let n = 0 for (let lord of game.battle.retreated) n += count_lord_transport(lord, type) return n } function count_retreat_assets(type) { let n = 0 for (let lord of game.battle.retreated) n += get_lord_assets(lord, type) return n } // TODO: manually lose all assets!? function transfer_assets_except_ships(lord) { add_spoils(PROV, get_lord_assets(lord, PROV)) add_spoils(COIN, get_lord_assets(lord, COIN)) add_spoils(LOOT, get_lord_assets(lord, LOOT)) add_spoils(CART, get_lord_assets(lord, CART)) add_spoils(SLED, get_lord_assets(lord, SLED)) add_spoils(BOAT, get_lord_assets(lord, BOAT)) set_lord_assets(lord, PROV, 0) set_lord_assets(lord, COIN, 0) set_lord_assets(lord, LOOT, 0) set_lord_assets(lord, CART, 0) set_lord_assets(lord, SLED, 0) set_lord_assets(lord, BOAT, 0) } function can_retreat_to(to) { return !has_unbesieged_enemy_lord(to) && !is_unbesieged_enemy_stronghold(to) } function can_retreat() { if (game.march) { // Battle after March if (game.active === game.battle.attacker) return can_retreat_to(game.march.from) for (let [to, way] of data.locales[game.battle.where].ways) if (way !== game.march.approach && can_retreat_to(to)) return true } else { // Battle after Sally for (let [to, way] of data.locales[game.battle.where].ways) if (can_retreat_to(to)) return true } return false } function goto_retreat() { let here = game.battle.where if (count_unbesieged_friendly_lords(here) > 0 && can_retreat()) { game.battle.retreated = [] for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (get_lord_locale(lord) === here && !is_lord_besieged(lord)) set_add(game.battle.retreated, lord) game.state = "retreat" } else { end_retreat() } } function end_retreat() { lift_sieges() goto_battle_remove() } states.retreat = { prompt() { view.prompt = "Battle: Retreat losing lords." view.group = game.battle.retreated if (game.march) { // after March if (game.active === game.battle.attacker) { gen_action_locale(game.march.from) } else { for (let [to, way] of data.locales[game.battle.where].ways) if (way !== game.march.approach && can_retreat_to(to)) gen_action_locale(to) } } else { // after Sally for (let [to, way] of data.locales[game.battle.where].ways) if (can_retreat_to(to)) gen_action_locale(to) } }, locale(to) { push_undo() if (game.march) { if (game.active === game.battle.attacker) { game.battle.retreat_to = to game.battle.retreat_way = game.march.approach retreat_1() } else { let ways = list_ways(game.battle.where, to) if (ways.length > 2) { game.battle.retreat_to = to game.state = "retreat_way" } else { game.battle.retreat_to = to game.battle.retreat_way = ways[1] retreat_1() } } } else { let ways = list_ways(game.battle.where, to) if (ways.length > 2) { game.battle.retreat_to = to game.state = "retreat_way" } else { game.battle.retreat_to = to game.battle.retreat_way = ways[1] retreat_1() } } }, } states.retreat_way = { prompt() { view.prompt = `Retreat: Select way.` view.group = game.battle.retreated let from = game.battle.where let to = game.battle.retreat_to let ways = list_ways(from, to) for (let i = 1; i < ways.length; ++i) gen_action_way(ways[i]) }, way(way) { game.battle.retreat_way = way retreat_1() }, } function retreat_1() { // Retreated without having conceded the Field if (game.battle.conceded !== game.active) { for (let lord of game.battle.retreated) transfer_assets_except_ships(lord) retreat_2() } else { let way = game.battle.retreat_way let transport = count_retreat_transport(data.ways[way].type) let prov = count_retreat_assets(PROV) let loot = count_retreat_assets(LOOT) if (prov > transport || loot > 0) game.state = 'retreat_laden' else retreat_2() } } states.retreat_laden = { prompt() { let to = game.battle.retreat_to let way = game.battle.retreat_way let transport = count_retreat_transport(data.ways[way].type) let prov = count_retreat_assets(PROV) let loot = count_retreat_assets(LOOT) view.prompt = `Retreat with ${prov} provender and ${transport} transport.` view.group = game.battle.retreated if (loot > 0) { view.prompt += " Discard Loot." for (let lord of game.battle.retreated) { if (get_lord_assets(lord, LOOT) > 0) gen_action_loot(lord) } } else if (prov > transport) { view.prompt += " Discard Provender." for (let lord of game.battle.retreated) { if (get_lord_assets(lord, PROV) > 0) gen_action_prov(lord) } } else { gen_action_locale(to) view.actions.retreat = 1 } }, prov(lord) { spoil_prov(lord) }, loot(lord) { spoil_loot(lord) }, locale(to) { retreat_2() }, retreat() { retreat_2() }, } function retreat_2() { let from = game.battle.where let to = game.battle.retreat_to let way = game.battle.retreat_way if (data.ways[way].name) log(`Retreated via ${data.ways[way].name} to %${to}.`) else log(`Retreated to %${to}.`) for (let lord of game.battle.retreated) { set_lord_locale(lord, to) set_lord_moved(lord, 1) } game.battle.retreat_to = 0 game.battle.retreat_way = 0 end_retreat() } // === ENDING THE BATTLE: REMOVE === function goto_battle_remove() { if (count_unbesieged_friendly_lords(game.battle.where) > 0) game.state = "battle_remove" else end_battle_remove() } function end_battle_remove() { clear_undo() goto_battle_losses() } states.battle_remove = { prompt() { view.prompt = "Battle: Remove losing lords who cannot Retreat or Withdraw." let here = game.battle.where let done = true for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (get_lord_locale(lord) === here && is_lord_unbesieged(lord)) { gen_action_lord(lord) done = false } } if (done) view.actions.end_remove = 1 }, lord(lord) { push_undo() transfer_assets_except_ships(lord) disband_lord(lord, true) remove_legate_if_endangered(game.battle.where) lift_sieges() }, end_remove() { push_undo() end_battle_remove() }, } // === ENDING THE BATTLE: LOSSES === // TODO: disband vassal service markers once enough forces are lost? function goto_battle_losses() { set_active_loser() // loser first, to save time resume_battle_losses() } function resume_battle_losses() { game.state = "battle_losses" for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (has_routed_units(lord)) return resume_battle_losses_remove() } function resume_battle_losses_remove() { game.state = "battle_losses_remove" for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (is_lord_on_map(lord) && !has_unrouted_units(lord)) return end_battle_losses() } function end_battle_losses() { if (game.active === game.battle.loser) { set_active_victor() resume_battle_losses() } else { goto_battle_spoils() } } function action_losses(lord, type) { let protection = FORCE_PROTECTION[type] let evade = FORCE_EVADE[type] let target = Math.max(protection, evade) if (game.battle.storm) { // Attackers in a Storm always roll vs 1 if (game.active === game.battle.attacker) target = 1 } else { // Losers in a Battle roll vs 1 if they did not concede if (game.active === game.battle.loser && game.active !== game.battle.conceded) target = 1 } let die = roll_die() if (die <= target) { log(`L${lord} ${FORCE_TYPE_NAME[type]} ${die} <= ${target}`) add_lord_routed_forces(lord, type, -1) add_lord_forces(lord, type, 1) } else { log(`L${lord} ${FORCE_TYPE_NAME[type]} ${die} > ${target}`) add_lord_routed_forces(lord, type, -1) if (type === SERFS) game.pieces.smerdi++ } resume_battle_losses() } states.battle_losses = { prompt() { view.prompt = "Losses: Determine the fate of your routed units." for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (is_lord_on_map(lord) && has_routed_units(lord)) { if (get_lord_routed_forces(lord, KNIGHTS) > 0) gen_action_routed_knights(lord) if (get_lord_routed_forces(lord, SERGEANTS) > 0) gen_action_routed_sergeants(lord) if (get_lord_routed_forces(lord, LIGHT_HORSE) > 0) gen_action_routed_light_horse(lord) if (get_lord_routed_forces(lord, ASIATIC_HORSE) > 0) gen_action_routed_asiatic_horse(lord) if (get_lord_routed_forces(lord, MEN_AT_ARMS) > 0) gen_action_routed_men_at_arms(lord) if (get_lord_routed_forces(lord, MILITIA) > 0) gen_action_routed_militia(lord) if (get_lord_routed_forces(lord, SERFS) > 0) gen_action_routed_serfs(lord) } } }, routed_knights(lord) { action_losses(lord, KNIGHTS) }, routed_sergeants(lord) { action_losses(lord, SERGEANTS) }, routed_light_horse(lord) { action_losses(lord, LIGHT_HORSE) }, routed_asiatic_horse(lord) { action_losses(lord, ASIATIC_HORSE) }, routed_men_at_arms(lord) { action_losses(lord, MEN_AT_ARMS) }, routed_militia(lord) { action_losses(lord, MILITIA) }, routed_serfs(lord) { action_losses(lord, SERFS) }, } states.battle_losses_remove = { prompt() { view.prompt = "Losses: Remove lords who lost all their forces." for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (is_lord_on_map(lord) && !has_unrouted_units(lord)) gen_action_lord(lord) }, lord(lord) { set_delete(game.battle.retreated, lord) disband_lord(lord, true) resume_battle_losses_remove() lift_sieges() }, } // === ENDING THE BATTLE: SPOILS === function find_lone_friendly_lord_at(loc) { let who = NOBODY let n = 0 for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (get_lord_locale(lord) === loc) { who = lord ++n } } if (n === 1) return who return NOBODY } function goto_battle_spoils() { set_active_victor() if (has_any_spoils()) { game.state = "battle_spoils" game.who = find_lone_friendly_lord_at(game.battle.where) } else { end_battle_spoils() } } function end_battle_spoils() { game.who = NOBODY game.spoils = 0 goto_battle_service() } states.battle_spoils = { prompt() { if (has_any_spoils()) { view.prompt = "Spoils: Divide " + list_spoils() + "." let here = game.battle.where for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (get_lord_locale(lord) === here) if (lord !== game.who) gen_action_lord(lord) if (game.who !== NOBODY) prompt_spoils() } else { view.prompt = "Spoils: All done." view.actions.end_spoils = 1 } }, lord(lord) { game.who = lord }, take_prov: take_spoils_prov, take_loot: take_spoils_loot, take_coin: take_spoils_coin, take_boat: take_spoils_boat, take_cart: take_spoils_cart, take_sled: take_spoils_sled, end_spoils() { clear_undo() end_battle_spoils() }, } // === ENDING THE BATTLE: SERVICE === function goto_battle_service() { set_active_loser() if (game.battle.retreated) resume_battle_service() else goto_battle_aftermath() } function resume_battle_service() { if (game.battle.retreated.length > 0) game.state = "battle_service" else goto_battle_aftermath() } states.battle_service = { prompt() { view.prompt = "Battle: Roll to shift service of each retreated lord." for (let lord of game.battle.retreated) gen_action_service(lord) }, service(lord) { let die = roll_die() log(`L${lord} rolled ${die}.`) if (die <= 2) add_lord_service(lord, -1) else if (die <= 4) add_lord_service(lord, -2) else if (die <= 6) add_lord_service(lord, -3) set_delete(game.battle.retreated, lord) set_lord_moved(lord, 1) resume_battle_service() }, } // === ENDING THE BATTLE: AFTERMATH === function goto_battle_aftermath() { set_active(game.battle.attacker) // Events discard_events("hold") // Recovery spend_all_actions() if (check_campaign_victory()) return // Siege/Conquest if (game.march) { game.battle = 0 march_with_group_3() } else if (game.battle.storm) { game.battle = 0 resume_actions() } else { remove_legate_if_endangered(game.battle.where) game.battle = 0 resume_actions() } } // === CAMPAIGN: FEED === function can_feed_from_shared(lord) { let loc = get_lord_locale(lord) return get_shared_assets(loc, PROV) > 0 || get_shared_assets(loc, LOOT) > 0 } function has_friendly_lord_who_must_feed() { for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (is_lord_unfed(lord)) return true return false } function can_lord_use_hillforts(lord) { return is_lord_unfed(lord) && !is_lord_besieged(lord) && is_in_livonia(get_lord_locale(lord)) } function can_use_hillforts() { if (game.active === TEUTONS) { if (has_global_capability(AOW_TEUTONIC_HILLFORTS)) { for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (can_lord_use_hillforts(lord)) return true } } return false } function goto_feed() { // Count how much food each lord needs for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (get_lord_moved(lord)) { if (count_lord_forces(lord) >= 7) set_lord_unfed(lord, 2) else set_lord_unfed(lord, 1) } else { set_lord_unfed(lord, 0) } } if (has_friendly_lord_who_must_feed()) { if (can_use_hillforts()) game.state = "hillforts" else game.state = "feed" } else { end_feed() } } states.hillforts = { prompt() { view.prompt = "Hillforts: Skip feeding one unbesieged lord in Livonia." for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (can_lord_use_hillforts(lord)) gen_action_lord(lord) }, lord(lord) { push_undo() log(`Hillforts fed L${lord}.`) feed_lord_skip(lord) if (has_friendly_lord_who_must_feed()) game.state = "feed" else end_feed() }, } states.feed = { prompt() { view.prompt = "Feed: You must Feed lords who Moved or Fought." let done = true // Feed from own mat if (done) { for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (is_lord_unfed(lord)) { if (get_lord_assets(lord, PROV) > 0) { gen_action_prov(lord) done = false } if (get_lord_assets(lord, LOOT) > 0) { gen_action_loot(lord) done = false } } } } // Sharing if (done) { view.prompt = "You must Feed lords who Moved or Fought (shared)." for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (is_lord_unfed(lord) && can_feed_from_shared(lord)) { gen_action_lord(lord) done = false } } } // Unfed if (done) { view.prompt = "You must shift the Service of any unfed lords." for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (is_lord_unfed(lord)) { gen_action_service(lord) done = false } } } // All done! if (done) { view.prompt = "Feed: All done." view.actions.end_feed = 1 } }, prov(lord) { push_undo() log(`Fed L${lord}.`) add_lord_assets(lord, PROV, -1) feed_lord(lord) }, loot(lord) { push_undo() log(`Fed L${lord} with Loot.`) add_lord_assets(lord, LOOT, -1) feed_lord(lord) }, lord(lord) { push_undo() game.who = lord game.state = "feed_lord_shared" }, service(lord) { push_undo() log(`Unfed L${lord}.`) add_lord_service(lord, -1) set_lord_unfed(lord, 0) }, end_feed() { end_feed() }, } function resume_feed_lord_shared() { if (!is_lord_unfed(game.who) || !can_feed_from_shared(game.who)) { game.who = NOBODY game.state = 'feed' } } states.feed_lord_shared = { prompt() { view.prompt = `Feed: You must Feed ${lord_name[game.who]} shared Loot or Provender.` let loc = get_lord_locale(game.who) for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (get_lord_locale(lord) === loc) { if (get_lord_assets(lord, PROV) > 0) gen_action_prov(lord) if (get_lord_assets(lord, LOOT) > 0) gen_action_loot(lord) } } }, prov(lord) { push_undo() log(`Fed L${game.who} from L${lord}.`) add_lord_assets(lord, PROV, -1) feed_lord(game.who) resume_feed_lord_shared() }, loot(lord) { push_undo() log(`Fed L${game.who} with Loot from L${lord}.`) add_lord_assets(lord, LOOT, -1) feed_lord(game.who) resume_feed_lord_shared() }, } function end_feed() { clear_undo() if (FEED_PAY_DISBAND) { goto_pay() } else { set_active_enemy() if (game.active === P2) goto_feed() else goto_pay() } } // === LEVY & CAMPAIGN: PAY === function can_pay_lord(lord) { if (game.active === RUSSIANS) { if (game.pieces.veche_coin > 0 && !is_lord_besieged(lord)) return true } let loc = get_lord_locale(lord) if (get_shared_assets(loc, COIN) > 0) return true if (is_friendly_locale(loc)) if (get_shared_assets(loc, LOOT) > 0) return true return false } function has_friendly_lord_who_may_be_paid() { for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (is_lord_on_map(lord) && can_pay_lord(lord)) return true return false } function goto_pay() { game.state = "pay" game.who = NOBODY if (!has_friendly_lord_who_may_be_paid()) end_pay() } function resume_pay() { if (!can_pay_lord(game.who)) game.who = NOBODY } states.pay = { prompt() { for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (is_lord_on_map(lord) && can_pay_lord(lord)) if (lord !== game.who) gen_action_lord(lord) if (game.who === NOBODY) { view.prompt = "Pay: You may Pay your Lords." } else { let here = get_lord_locale(game.who) let pay_with_loot = is_friendly_locale(here) if (pay_with_loot) view.prompt = `Pay: You may Pay ${lord_name[game.who]} with Coin or Loot.` else view.prompt = `Pay: You may Pay ${lord_name[game.who]} with Coin.` if (game.active === RUSSIANS) { if (game.pieces.veche_coin > 0 && !is_lord_besieged(game.who)) view.actions.veche_coin = 1 } for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (get_lord_locale(lord) === here) { if (get_lord_assets(lord, COIN) > 0) gen_action_coin(lord) if (pay_with_loot && get_lord_assets(lord, LOOT) > 0) gen_action_loot(lord) } } } view.actions.end_pay = 1 }, lord(lord) { game.who = lord }, loot(lord) { push_undo_without_who() if (game.who === lord) log(`Paid L${game.who} with Loot.`) else log(`Paid L${game.who} with Loot from L${lord}.`) add_lord_assets(lord, LOOT, -1) add_lord_service(game.who, 1) resume_pay() }, coin(lord) { push_undo_without_who() if (game.who === lord) log(`Paid L${game.who} with Coin.`) else log(`Paid L${game.who} with Coin from L${lord}.`) add_lord_assets(lord, COIN, -1) add_lord_service(game.who, 1) resume_pay() }, veche_coin() { push_undo_without_who() log(`Paid L${game.who} with Coin from Veche.`) game.pieces.veche_coin-- add_lord_service(game.who, 1) resume_pay() }, end_pay() { push_undo_without_who() end_pay() }, } function end_pay() { // NOTE: We can combine Pay & Disband steps because disband is mandatory only. game.who = NOBODY goto_disband() } // === LEVY & CAMPAIGN: DISBAND === function has_friendly_lord_who_must_disband() { for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (is_lord_on_map(lord) && get_lord_service(lord) <= current_turn()) return true return false } function goto_disband() { game.state = "disband" if (!has_friendly_lord_who_must_disband()) end_disband() } function disband_lord(lord, permanently = false) { let here = get_lord_locale(lord) let turn = current_turn() if (permanently) { log(`Disbanded L${lord} permanently.`) set_lord_locale(lord, NOWHERE) set_lord_service(lord, NEVER) } else if (get_lord_service(lord) < current_turn()) { log(`Disbanded L${lord} beyond service limit.`) set_lord_locale(lord, NOWHERE) set_lord_service(lord, NEVER) } else { log(`Disbanded L${lord}.`) if (is_levy_phase()) set_lord_locale(lord, CALENDAR + turn + data.lords[lord].service) else set_lord_locale(lord, CALENDAR + turn + data.lords[lord].service + 1) set_lord_service(lord, NEVER) } remove_lieutenant(lord) // Smerdi - serfs go back to card game.pieces.smerdi += get_lord_forces(lord, SERFS) discard_lord_capability_n(lord, 0) discard_lord_capability_n(lord, 1) game.pieces.assets[lord] = 0 game.pieces.forces[lord] = 0 game.pieces.routed[lord] = 0 set_lord_besieged(lord, 0) set_lord_moved(lord, 0) for (let v of data.lords[lord].vassals) game.pieces.vassals[v] = VASSAL_UNAVAILABLE lift_sieges() } states.disband = { prompt() { view.prompt = "Disband: You must Disband Lords at their Service limit." let done = true for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (is_lord_on_map(lord) && get_lord_service(lord) <= current_turn()) { gen_action_lord(lord) gen_action_service(lord) done = false } } if (done) view.actions.end_disband = 1 }, service(lord) { this.lord(lord) }, lord(lord) { push_undo() if (can_ransom_besieged_lord(lord)) goto_ransom_besieged_lord(lord) else disband_lord(lord) }, end_disband() { end_disband() }, } function end_disband() { clear_undo() if (check_campaign_victory()) return set_active_enemy() if (game.active === P2) { if (FEED_PAY_DISBAND) goto_feed() else goto_pay() } else { if (is_levy_phase()) goto_levy_muster() else goto_remove_markers() } } // === LEVY & CAMPAIGN: RANSOM BESIEGED LORD WHO DISBANDS (CAPABILITY) function can_ransom_besieged_lord(lord) { if (is_lord_besieged(lord)) { if (game.active === TEUTONS && has_global_capability(AOW_RUSSIAN_RANSOM)) return true if (game.active === RUSSIANS && has_global_capability(AOW_TEUTONIC_RANSOM)) return true } return false } function goto_ransom_besieged_lord(lord) { clear_undo() set_active_enemy() game.state = "ransom_besieged_lord" game.count = data.lords[lord].service game.who = lord log(`Ransom L${lord}`) } function end_ransom_besieged_lord() { set_active_enemy() disband_lord(game.who) game.state = "disband" game.who = NOBODY } states.ransom_besieged_lord = { prompt() { if (game.count > 0) { view.prompt = `Ransom ${lord_name[game.who]}: Add ${game.count} Coin to a friendly Lord.` let here = get_lord_locale(game.who) for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (get_lord_locale(lord) === here) gen_action_lord(lord) } else { view.prompt = `Ransom ${lord_name[game.who]}: All done.` view.actions.end_ransom = 1 } }, lord(lord) { push_undo() logi(`Coin to L${lord}.`) add_lord_assets(lord, COIN, 1) game.count-- }, end_ransom() { clear_undo() end_ransom_besieged_lord() } } // === CAMPAIGN: REMOVE MARKERS === function goto_remove_markers() { clear_lords_moved() goto_command_activation() } // === END CAMPAIGN: GROWTH === function count_enemy_ravaged() { let n = 0 for (let loc of game.pieces.ravaged) if (is_friendly_territory(loc)) ++n return n } function goto_growth() { game.count = count_enemy_ravaged() >> 1 if (game.active === TEUTONS) log_h3("Teutonic Growth") else log_h3("Russian Growth") if (game.count === 0) { logi("Nothing") end_growth() } else { game.state = "growth" } } function end_growth() { set_active_enemy() if (game.active === P2) goto_growth() else goto_game_end() } states.growth = { prompt() { view.prompt = `Growth: Remove ${game.count} enemy ravaged markers.` if (game.count > 0) { for (let loc of game.pieces.ravaged) if (is_friendly_territory(loc)) gen_action_locale(loc) } else { view.actions.end_growth = 1 } }, locale(loc) { push_undo() logi(`%${loc}`) remove_ravaged_marker(loc) game.count-- }, end_growth() { clear_undo() end_growth() }, } // === END CAMPAIGN: GAME END === function check_campaign_victory_p1() { for (let lord = first_p2_lord; lord <= last_p2_lord; ++lord) if (is_lord_on_map(lord)) return false return true } function check_campaign_victory_p2() { for (let lord = first_p1_lord; lord <= last_p1_lord; ++lord) if (is_lord_on_map(lord)) return false return true } function check_campaign_victory() { if (check_campaign_victory_p1()) { goto_game_over(P1, `${P1} won a Campaign Victory!`) return true } if (check_campaign_victory_p2()) { goto_game_over(P2, `${P2} won a Campaign Victory!`) return true } return false } function goto_end_campaign() { log_h1("End Campaign") if (game.scenario === "Crusade on Novgorod") { if (game.turn === 8 || game.turn === 16) { set_active(P1) log_h2("Growth") goto_growth() return } } 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} won with ${vp1} VP.`) else if (vp2 > vp1) goto_game_over(P2, `${P2} won 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, to_type, get_lord_assets(lord, from_type)) set_lord_assets(lord, from_type, 0) set_lord_assets(lord, to_type, Math.ceil(get_lord_assets(lord, to_type) / 2)) } states.plow_and_reap = { prompt() { let from_type, to_type let turn = current_turn() 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.actions.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${c}.`) set_lord_moved(lord, 0) discard_lord_capability(lord, c) }, prov(lord) { action_wastage(lord, PROV) }, coin(lord) { action_wastage(lord, COIN) }, loot(lord) { action_wastage(lord, LOOT) }, cart(lord) { action_wastage(lord, CART) }, sled(lord) { action_wastage(lord, SLED) }, boat(lord) { action_wastage(lord, BOAT) }, ship(lord) { action_wastage(lord, SHIP) }, end_wastage() { end_wastage() } } function end_wastage() { if (WASTAGE_DISCARD) { push_undo() goto_reset() } else { clear_undo() set_active_enemy() if (game.active === P2) goto_plow_and_reap() else goto_reset() } } // === END CAMPAIGN: RESET (DISCARD ARTS OF WAR) === function reset_serfs() { } function goto_reset() { game.state = "reset" // Unstack Lieutenants and Lower Lords for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) remove_lieutenant(lord) // Remove all Serfs to the Smerdi card if (game.active === RUSSIANS) { for (let lord = first_p2_lord; lord <= last_p2_lord; ++lord) set_lord_forces(lord, SERFS, 0) if (has_global_capability(AOW_RUSSIAN_SMERDI)) game.pieces.smerdi = 6 else game.pieces.smerdi = 0 } // Discard "This Campaign" events from play. discard_friendly_events("this_campaign") } states.reset = { prompt() { view.prompt = "Reset: You may discard any Arts of War cards desired." if (game.active === P1) { for (let c = first_p1_card; c <= last_p1_card; ++c) if (can_discard_card(c)) gen_action_card(c) } if (game.active === P2) { for (let c = first_p2_card; c <= last_p2_card; ++c) if (can_discard_card(c)) gen_action_card(c) } view.actions.end_discard = 1 }, card(c) { push_undo() if (has_global_capability(c)) { log(`Discarded C${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() }, } function end_reset() { if (WASTAGE_DISCARD) { clear_undo() set_active_enemy() if (game.active === P2) goto_plow_and_reap() else goto_advance_campaign() } else { clear_undo() set_active_enemy() if (game.active === P2) goto_reset() else goto_advance_campaign() } } // === END CAMPAIGN: RESET (ADVANCE CAMPAIGN) === function goto_advance_campaign() { game.turn++ log_h1("Levy " + current_turn_name()) if (current_season() === LATE_WINTER) discard_global_capability(AOW_TEUTONIC_CRUSADE) log_h2("Arts of War") goto_levy_arts_of_war() } // === GAME OVER === function goto_game_over(result, victory) { game.state = "game_over" game.active = "None" game.result = result game.victory = victory log_h1("Game Over") log(game.victory) return true } states.game_over = { get inactive() { return game.victory }, prompt() { view.prompt = game.victory }, } exports.resign = function (state, current) { load_state(state) if (game.state !== "game_over") { for (let opponent of exports.roles) { if (opponent !== current) { goto_game_over(opponent, current + " resigned.") break } } } return game } // === UNCOMMON TEMPLATE === function log_br() { if (game.log.length > 0 && game.log[game.log.length - 1] !== "") game.log.push("") } function log(msg) { game.log.push(msg) } function logi(msg) { game.log.push(">" + msg) } function logii(msg) { game.log.push(">>" + msg) } function log_h1(msg) { log_br() log(".h1 " + msg) log_br() } function log_h2(msg) { log_br() log(".h2 " + msg) log_br() } function log_h3(msg) { log_br() log(".h3 " + msg) } function log_h4(msg) { log_br() log(".h4 " + msg) } function gen_action(action, argument) { if (!(action in view.actions)) view.actions[action] = [] set_add(view.actions[action], argument) } function gen_action_way(way) { gen_action("way", way) } function gen_action_locale(locale) { gen_action("locale", locale) } function gen_action_laden_march(locale) { gen_action("laden_march", locale) } function gen_action_lord(lord) { gen_action("lord", lord) } function gen_action_battle_lord(lord) { gen_action("battle_lord", lord) } function gen_action_array(pos) { gen_action("array", pos) } function gen_action_service(service) { gen_action("service", service) } function gen_action_vassal(vassal) { gen_action("vassal", vassal) } function gen_action_card(c) { gen_action("card", c) } function gen_action_plan(lord) { gen_action("plan", lord) } function gen_action_prov(lord) { gen_action("prov", lord) } function gen_action_coin(lord) { gen_action("coin", lord) } 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) } function gen_action_knights(lord) { gen_action("knights", lord) } function gen_action_sergeants(lord) { gen_action("sergeants", lord) } function gen_action_light_horse(lord) { gen_action("light_horse", lord) } function gen_action_asiatic_horse(lord) { gen_action("asiatic_horse", lord) } function gen_action_men_at_arms(lord) { gen_action("men_at_arms", lord) } function gen_action_militia(lord) { gen_action("militia", lord) } function gen_action_serfs(lord) { gen_action("serfs", lord) } function gen_action_routed_knights(lord) { gen_action("routed_knights", lord) } function gen_action_routed_sergeants(lord) { gen_action("routed_sergeants", lord) } function gen_action_routed_light_horse(lord) { gen_action("routed_light_horse", lord) } function gen_action_routed_asiatic_horse(lord) { gen_action("routed_asiatic_horse", lord) } function gen_action_routed_men_at_arms(lord) { gen_action("routed_men_at_arms", lord) } function gen_action_routed_militia(lord) { gen_action("routed_militia", lord) } function gen_action_routed_serfs(lord) { gen_action("routed_serfs", lord) } exports.view = function (state, current) { load_state(state) view = { prompt: null, actions: null, log: game.log, turn: game.turn, events: game.events, capabilities: game.capabilities, pieces: game.pieces, battle: game.battle, command: game.command, hand: null, plan: null, } 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") { view.prompt = game.victory } else if (current === "Observer" || (game.active !== current && game.active !== BOTH)) { let inactive = states[game.state].inactive || game.state view.prompt = `Waiting for ${game.active} \u2014 ${inactive}...` } else { view.actions = {} view.who = game.who if (states[game.state]) states[game.state].prompt(current) else view.prompt = "Unknown state: " + game.state if (view.actions.undo === undefined) { if (game.undo && game.undo.length > 0) view.actions.undo = 1 else view.actions.undo = 0 } } return view } exports.action = function (state, current, action, arg) { load_state(state) // Object.seal(game) // XXX: don't allow adding properties let S = states[game.state] if (S && action in S) { S[action](arg, current) } else { if (action === "undo" && game.undo && game.undo.length > 0) pop_undo() else throw new Error("Invalid action: " + action) } return game } // === COMMON TEMPLATE === function random(range) { // https://www.ams.org/journals/mcom/1999-68-225/S0025-5718-99-00996-5/S0025-5718-99-00996-5.pdf return (game.seed = (game.seed * 200105) % 34359738337) % range } // Packed array of small numbers in one word function pack1_get(word, n) { return (word >>> n) & 1 } function pack2_get(word, n) { n = n << 1 return (word >>> n) & 3 } function pack4_get(word, n) { n = n << 2 return (word >>> n) & 15 } function pack1_set(word, n, x) { return (word & ~(1 << n)) | (x << n) } function pack2_set(word, n, x) { n = n << 1 return (word & ~(3 << n)) | (x << n) } function pack4_set(word, n, x) { n = n << 2 return (word & ~(15 << n)) | (x << n) } // === COMMON LIBRARY === function clear_undo() { if (game.undo.length > 0) game.undo = [] } function push_undo_without_who() { let save_who = game.who game.who = NOBODY push_undo() game.who = save_who } function push_undo() { let copy = {} for (let k in game) { let v = game[k] if (k === "undo") continue else if (k === "log") v = v.length else if (typeof v === "object" && v !== null) v = object_copy(v) copy[k] = v } game.undo.push(copy) } function pop_undo() { let save_log = game.log let save_undo = game.undo game = save_undo.pop() save_log.length = game.log game.log = save_log game.undo = save_undo } function random(range) { // An MLCG using integer arithmetic with doubles. // https://www.ams.org/journals/mcom/1999-68-225/S0025-5718-99-00996-5/S0025-5718-99-00996-5.pdf // m = 2**35 − 31 return (game.seed = (game.seed * 200105) % 34359738337) % range } function random_bigint(range) { // Largest MLCG that will fit its state in a double. // Uses BigInt for arithmetic, so is an order of magnitude slower. // https://www.ams.org/journals/mcom/1999-68-225/S0025-5718-99-00996-5/S0025-5718-99-00996-5.pdf // m = 2**53 - 111 return (game.seed = Number((BigInt(game.seed) * 5667072534355537n) % 9007199254740881n)) % range } function shuffle(list) { // Fisher-Yates shuffle for (let i = list.length - 1; i > 0; --i) { let j = random(i + 1) let tmp = list[j] list[j] = list[i] list[i] = tmp } } function shuffle_bigint(list) { // Fisher-Yates shuffle for (let i = list.length - 1; i > 0; --i) { let j = random_bigint(i + 1) let tmp = list[j] list[j] = list[i] list[i] = tmp } } // Fast deep copy for objects without cycles function object_copy(original) { if (Array.isArray(original)) { let n = original.length let copy = new Array(n) for (let i = 0; i < n; ++i) { let v = original[i] if (typeof v === "object" && v !== null) copy[i] = object_copy(v) else copy[i] = v } return copy } else { let copy = {} for (let i in original) { let v = original[i] if (typeof v === "object" && v !== null) copy[i] = object_copy(v) else copy[i] = v } return copy } } // Array remove and insert (faster than splice) function array_remove_item(array, item) { let n = array.length for (let i = 0; i < n; ++i) if (array[i] === item) return array_remove(array, i) } function array_remove(array, index) { let n = array.length for (let i = index + 1; i < n; ++i) array[i - 1] = array[i] array.length = n - 1 } function array_insert(array, index, item) { for (let i = array.length; i > index; --i) array[i] = array[i - 1] array[index] = item } function array_remove_pair(array, index) { let n = array.length for (let i = index + 2; i < n; ++i) array[i - 2] = array[i] array.length = n - 2 } function array_insert_pair(array, index, key, value) { for (let i = array.length; i > index; i -= 2) { array[i] = array[i - 2] array[i + 1] = array[i - 1] } array[index] = key array[index + 1] = value } // Set as plain sorted array function set_clear(set) { set.length = 0 } function set_has(set, item) { let a = 0 let b = set.length - 1 while (a <= b) { let m = (a + b) >> 1 let x = set[m] if (item < x) b = m - 1 else if (item > x) a = m + 1 else return true } return false } function set_add(set, item) { let a = 0 let b = set.length - 1 while (a <= b) { let m = (a + b) >> 1 let x = set[m] if (item < x) b = m - 1 else if (item > x) a = m + 1 else return } array_insert(set, a, item) } function set_delete(set, item) { let a = 0 let b = set.length - 1 while (a <= b) { let m = (a + b) >> 1 let x = set[m] if (item < x) b = m - 1 else if (item > x) a = m + 1 else { array_remove(set, m) return } } } function set_toggle(set, item) { let a = 0 let b = set.length - 1 while (a <= b) { let m = (a + b) >> 1 let x = set[m] if (item < x) b = m - 1 else if (item > x) a = m + 1 else { array_remove(set, m) return } } array_insert(set, a, item) } // Map as plain sorted array of key/value pairs function map_clear(map) { map.length = 0 } function map_has(map, key) { let a = 0 let b = (map.length >> 1) - 1 while (a <= b) { let m = (a + b) >> 1 let x = map[m << 1] if (key < x) b = m - 1 else if (key > x) a = m + 1 else return true } return false } function map_get(map, key, missing) { let a = 0 let b = (map.length >> 1) - 1 while (a <= b) { let m = (a + b) >> 1 let x = map[m << 1] if (key < x) b = m - 1 else if (key > x) a = m + 1 else return map[(m << 1) + 1] } return missing } function map_set(map, key, value) { let a = 0 let b = (map.length >> 1) - 1 while (a <= b) { let m = (a + b) >> 1 let x = map[m << 1] if (key < x) b = m - 1 else if (key > x) a = m + 1 else { map[(m << 1) + 1] = value return } } array_insert_pair(map, a << 1, key, value) } function map_delete(map, item) { let a = 0 let b = (map.length >> 1) - 1 while (a <= b) { let m = (a + b) >> 1 let x = map[m << 1] if (item < x) b = m - 1 else if (item > x) a = m + 1 else { array_remove_pair(map, m << 1) return } } }