diff options
-rw-r--r-- | rules.js | 132 |
1 files changed, 95 insertions, 37 deletions
@@ -1,15 +1,8 @@ "use strict"; -// TODO: card actions clickable card regions instead - // TODO: check all card data // TODO: log helpers - piece name (army/road/tribe color/coalition) // TODO: check if actions are possible: Tax, Move, Battle -// TODO: change suit action buttons to click on the map instead - -// TODO: Prince Akbar Khan - -// change title of card menu to "Bonus Actions:" in ui let cards = require("./cards.js"); @@ -576,11 +569,13 @@ function gen_select_block() { } function gen_select_army_to_move() { - // TODO: only select armies in regions that can move let b = active_coalition_blocks(); - for (let i = b; i < b + 12; ++i) - if (game.pieces[i] >= first_region && game.pieces[i] <= last_region) - gen_action('piece', i); + for (let i = b; i < b + 12; ++i) { + let r = game.pieces[i]; + if (r >= first_region && r <= last_region) + if (active_can_move_from_region(r)) + gen_action('piece', i); + } } // DISCARD COURT CARD @@ -947,8 +942,7 @@ states.actions = { if (favored || game.actions > 0) { let usable = false; - // TODO: check if taxation is possible - if (card.tax) { + if (card.tax && active_can_tax()) { gen_action('tax', c); usable = true; } @@ -960,19 +954,15 @@ states.actions = { gen_action('build', c); usable = true; } - // TODO: check if any moves are possible - if (card.move) { + if (card.move && active_can_move()) { gen_action('move', c); usable = true; } - if (card.betray && player.coins >= 2 && active_can_betray()) { gen_action('betray', c); usable = true; } - - // TODO: check if any battles are possible - if (card.battle) { + if (card.battle && active_can_battle()) { gen_action('battle', c); usable = true; } @@ -1407,6 +1397,19 @@ function do_tax_player(p) { end_action(); } +function active_can_tax() { + for (let row = 0; row < 2; ++row) + for (let col = 0; col < 6; ++col) + if (game.market_coins[row][col] > 0) + return true; + let claim = active_has_claim_of_ancient_lineage(); + for (let p = 0; p < game.players.length; ++p) + if (p !== game.active && can_tax_player(game.active, p, claim)) + gen_action('player_' + p) + return true; + return false; +} + states.tax = { prompt() { if (game.count === 1) @@ -1621,6 +1624,43 @@ function can_army_move_across_border(here, next) { return false; } +function active_can_move_from_region(here) { + let supplies = active_has_indian_supplies(); + for (let next of roads[here]) + if (supplies || can_army_move_across_border(here, next)) + return true; + return false; +} + +function active_can_move() { + let b = active_coalition_blocks(); + let x = active_cylinders(); + + for (let i = b; i < b + 12; ++i) { + let r = game.pieces[i]; + if (r >= first_region && r <= last_region) + if (active_can_move_from_region(r)) + return true; + } + + for (let i = x; i < x + 10; ++i) { + let r = game.pieces[i]; + if (r > 0 && r <= 100) + return true; + } + + if (player.events.nationalism) { + for (let i = x; i < x + 10; ++i) { + let r = game.pieces[i]; + if (r >= first_region && r <= last_region) + if (active_can_move_from_region(r)) + return true; + } + } + + return false; +} + states.move = { prompt() { if (game.selected >= 0) { @@ -1796,12 +1836,14 @@ function count_active_spies_on_card(where) { function count_enemy_spies_on_card(where) { let n = 0; for (let p = 0; p < game.players.length; ++p) { - if (p !== game.active) { - let x = player_cylinders(p); - for (let i = x; i < x + 10; ++i) { - if (game.pieces[i] === where) - ++n; - } + if (p === game.active) + continue; + if (player_has_indispensable_advisors(p)) + continue; + let x = player_cylinders(p); + for (let i = x; i < x + 10; ++i) { + if (game.pieces[i] === where) + ++n; } } return n; @@ -1852,12 +1894,14 @@ function count_enemy_blocks_on_border(where) { function count_enemy_tribes_and_blocks_in_region(where) { let n = 0; for (let p = 0; p < game.players.length; ++p) { - if (game.players[p].loyalty !== player.loyalty) { - let x = player_cylinders(p); - for (let i = x; i < x + 10; ++i) - if (game.pieces[i] === where) - ++n; - } + if (game.players[p].loyalty === player.loyalty) + continue; + if (player_has_citadel(p, where)) + continue; + let x = player_cylinders(p); + for (let i = x; i < x + 10; ++i) + if (game.pieces[i] === where) + ++n; } if (player.loyalty !== Afghan) for (let i = 0; i < 12; ++i) @@ -1896,17 +1940,31 @@ function piece_owner(x) { return "undefined"; } +function active_can_battle() { + for (let r = first_region; r <= last_region; ++r) { + if (is_battle_region(r)) + return true; + } + for (let p = 0; p < game.players.length; ++p) { + let court = game.players[p].court; + for (let i = 0; i < court.length; ++i) + if (is_battle_card(court[i])) + return true; + } + return false; +} + states.battle = { prompt() { if (game.where <= 0) { view.prompt = `Start a battle in a single region or on a court card.`; - for (let p = 0; p < game.players.length; ++p) { - let court = game.players[p].court; - for (let i = 0; i < court.length; ++i) { - if (is_battle_card(court[i])) - gen_action('card', court[i]); - } + for (let p = 0; p < game.players.length; ++p) { + let court = game.players[p].court; + for (let i = 0; i < court.length; ++i) { + if (is_battle_card(court[i])) + gen_action('card', court[i]); } + } for (let r = first_region; r <= last_region; ++r) { if (is_battle_region(r)) gen_action('space', r); 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