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-rw-r--r--rules.js101
1 files changed, 63 insertions, 38 deletions
diff --git a/rules.js b/rules.js
index fa80d97..9e1e2ef 100644
--- a/rules.js
+++ b/rules.js
@@ -6,7 +6,6 @@
// TODO: safe house passive
// TODO: nation building - player or global?
-// TODO: nationalism - move and battle with tribes
// TODO: confidence failure
let cards = require("./cards.js");
@@ -501,6 +500,13 @@ function gen_select_spy_to_move() {
gen_action('piece', i);
}
+function gen_select_tribe_to_move() {
+ let x = active_cylinders();
+ for (let i = x; i < x + 10; ++i)
+ if (game.pieces[i] >= first_region && game.pieces[i] <= last_region)
+ gen_action('piece', i);
+}
+
function select_available_block() {
let b = active_coalition_blocks();
for (let i = b; i < b + 12; ++i)
@@ -1227,7 +1233,6 @@ const card_action_table = {
Move() {
game.selected = -1;
- game.selected = -1;
game.state = 'move';
},
@@ -1503,49 +1508,66 @@ function can_army_move_across_border(here, next) {
states.move = {
prompt() {
- if (game.selected >= 36) {
- let c = game.pieces[game.selected];
- let here = court_position_from_card(c);
- view.prompt = `Move spy from ${cards[c].name}.`;
-
- let last = last_court_position();
- let prev = here > 0 ? here - 1 : last;
- let next = here < last ? here + 1 : 0;
- gen_action('card', court_card_from_position(prev));
- gen_action('card', court_card_from_position(next));
-
- if (active_has_well_connected()) {
- let pprev = prev > 0 ? prev - 1 : last;
- let nnext = next < last ? next + 1 : 0;
- gen_action('card', court_card_from_position(pprev));
- gen_action('card', court_card_from_position(nnext));
- }
+ if (game.selected >= 0) {
+ let here = game.pieces[game.selected];
- if (active_has_strange_bedfellows()) {
- let r = cards[c].region;
- for (let p = 0; p < game.players.length; ++p) {
- let court = game.players[p].court;
- for (let i = 0; i < court.length; ++i)
- if (cards[court[i]].region === r)
- gen_action('card', court[i]);
+ // Spy on a court card
+ if (here <= 100) {
+ here = court_position_from_card(c);
+ view.prompt = `Move spy from ${cards[c].name}.`;
+
+ let last = last_court_position();
+ let prev = here > 0 ? here - 1 : last;
+ let next = here < last ? here + 1 : 0;
+ gen_action('card', court_card_from_position(prev));
+ gen_action('card', court_card_from_position(next));
+
+ if (active_has_well_connected()) {
+ let pprev = prev > 0 ? prev - 1 : last;
+ let nnext = next < last ? next + 1 : 0;
+ gen_action('card', court_card_from_position(pprev));
+ gen_action('card', court_card_from_position(nnext));
+ }
+
+ if (active_has_strange_bedfellows()) {
+ let r = cards[c].region;
+ for (let p = 0; p < game.players.length; ++p) {
+ let court = game.players[p].court;
+ for (let i = 0; i < court.length; ++i)
+ if (cards[court[i]].region === r)
+ gen_action('card', court[i]);
+ }
}
}
- } else if (game.selected >= 0) {
- let here = game.pieces[game.selected];
- view.prompt = `Move ${player.loyalty} army from ${region_names[here]}.`;
- let supplies = active_has_indian_supplies();
- for (let next of roads[here])
- if (supplies || can_army_move_across_border(here, next))
- gen_action('space', next);
+ // Army or tribe in a region
+ else {
+ if (game.selected < 36)
+ view.prompt = `Move ${player.loyalty} army from ${region_names[here]}.`;
+ else
+ view.prompt = `Move ${player_names[game.active]} tribe from ${region_names[here]}.`;
+ let supplies = active_has_indian_supplies();
+ for (let next of roads[here])
+ if (supplies || can_army_move_across_border(here, next))
+ gen_action('space', next);
+ }
} else {
- if (game.count === 1)
- view.prompt = `Move up to ${game.count} spy or army \u2014 select a spy or army to move.`;
- else
- view.prompt = `Move up to ${game.count} spies and/or armies \u2014 select a spy or army to move.`;
+ if (player.events.nationalism) {
+ if (game.count === 1)
+ view.prompt = `Move up to ${game.count} spy, army, or tribe \u2014 select a spy, army, or tribe to move.`;
+ else
+ view.prompt = `Move up to ${game.count} spies, armies, and/or tribes \u2014 select a spy, army, or tribe to move.`;
+ } else {
+ if (game.count === 1)
+ view.prompt = `Move up to ${game.count} spy or army \u2014 select a spy or army to move.`;
+ else
+ view.prompt = `Move up to ${game.count} spies and/or armies \u2014 select a spy or army to move.`;
+ }
gen_action('next');
gen_select_army_to_move();
gen_select_spy_to_move();
+ if (player.events.nationalism)
+ gen_select_tribe_to_move();
}
},
piece(x) {
@@ -1564,7 +1586,10 @@ states.move = {
space(s) {
push_undo();
let old = game.pieces[game.selected];
- log(`${player.loyalty} army from ${region_names[old]} to ${region_names[s]}.`);
+ if (game.selected < 36)
+ log(`${player.loyalty} army from ${region_names[old]} to ${region_names[s]}.`);
+ else
+ log(`${player_names[game.active]} tribe from ${region_names[old]} to ${region_names[s]}.`);
game.pieces[game.selected] = s;
game.selected = -1;
if (--game.count === 0)