"use strict"; let cards = require("./cards.js"); const Afghan = 'Afghan'; const British = 'British'; const Russian = 'Russian'; const Political = 'Political'; const Intelligence = 'Intelligence'; const Economic = 'Economic'; const Military = 'Military'; const Persia = 201; const Transcaspia = 202; const Herat = 203; const Kabul = 204; const Kandahar = 205; const Punjab = 206; const Persia_Transcaspia = 301; const Persia_Herat = 302; const Transcaspia_Herat = 303; const Transcaspia_Kabul = 304; const Herat_Kabul = 305; const Herat_Kandahar = 306; const Kabul_Kandahar = 307; const Kabul_Punjab = 308; const Kandahar_Punjab = 309; const Gift2 = 400; const Gift4 = 401; const Gift6 = 402; const Safe_House = 500; const first_region = 201; const last_region = 206; const PUBLIC_WITHDRAWAL = 111; const SAFE_HOUSE_1 = 41; const SAFE_HOUSE_2 = 72; const player_names = [ "Gray", "Blue", "Tan", "Red", "Black", ]; const player_index = Object.fromEntries(Object.entries(player_names).map(([k,v])=>[v,k|0])); const region_names = { [Persia]: "Persia", [Transcaspia]: "Transcaspia", [Herat]: "Herat", [Kabul]: "Kabul", [Kandahar]: "Kandahar", [Punjab]: "Punjab", }; const region_index = { "Persia": Persia, "Transcaspia": Transcaspia, "Herat": Herat, "Kabul": Kabul, "Kandahar": Kandahar, "Punjab": Punjab, }; cards.forEach(card => { if (card) { card.region = region_index[card.region]; if (card.name === 'EVENT') card.name = card.if_discarded + " / " + card.if_purchased; } }); const border_names = { [Persia_Transcaspia]: "Persia/Transcaspia", [Persia_Herat]: "Persia/Herat", [Transcaspia_Herat]: "Transcaspia/Herat", [Transcaspia_Kabul]: "Transcaspia/Kabul", [Herat_Kabul]: "Herat/Kabul", [Herat_Kandahar]: "Herat/Kandahar", [Kabul_Kandahar]: "Kabul/Kandahar", [Kabul_Punjab]: "Kabul/Punjab", [Kandahar_Punjab]: "Kandahar/Punjab", } const borders = { [Transcaspia]: [ Persia_Transcaspia, Transcaspia_Herat, Transcaspia_Kabul ], [Kabul]: [ Transcaspia_Kabul, Herat_Kabul, Kabul_Kandahar, Kabul_Punjab ], [Punjab]: [ Kabul_Punjab, Kandahar_Punjab ], [Persia]: [ Persia_Transcaspia, Persia_Herat ], [Herat]: [ Transcaspia_Herat, Persia_Herat, Herat_Kabul, Herat_Kandahar ], [Kandahar]: [ Kabul_Kandahar, Herat_Kandahar, Kandahar_Punjab ], } const roads = { [Transcaspia]: [ Persia, Herat, Kabul ], [Kabul]: [ Transcaspia, Herat, Kandahar, Punjab ], [Punjab]: [ Kabul, Kandahar ], [Persia]: [ Transcaspia, Herat ], [Herat]: [ Transcaspia, Persia, Kabul, Kandahar ], [Kandahar]: [ Kabul, Herat, Punjab ], } function is_dominance_check(c) { return c >= 101 && c <= 104; } function is_event_card(c) { return c > 100; } let game = null; let player = null; let view = null; let states = {}; const scenario_player_count = { "2P": 2, "3P": 3, "4P": 4, "5P": 5 } exports.scenarios = [ "3P", "4P", "5P", "2P" ]; exports.roles = function (scenario) { switch (scenario) { case "2P": return player_names.slice(0, 2); case "3P": return player_names.slice(0, 3); case "4P": return player_names.slice(0, 4); case "5P": return player_names.slice(0, 5); } } exports.ready = function (scenario, options, players) { switch (scenario) { case "2P": return players.length === 2; case "3P": return players.length === 3; case "4P": return players.length === 4; case "5P": return players.length === 5; } } function random(n) { return ((game.seed = game.seed * 69621 % 0x7fffffff) / 0x7fffffff) * n | 0; } function shuffle(deck) { for (let i = deck.length - 1; i > 0; --i) { let j = random(i + 1); let tmp = deck[j]; deck[j] = deck[i]; deck[i] = tmp; } } function remove_from_array(array, item) { let i = array.indexOf(item); if (i >= 0) array.splice(i, 1); } function set_active(new_active) { game.active = new_active; update_aliases(); } function update_aliases() { player = game.players[game.active]; } function find_card_in_market(c) { for (let row = 0; row < 2; ++row) for (let col = 0; col < 6; ++col) if (c === game.market_cards[row][col]) return [row, col]; return null; } function find_card_in_court(c) { for (let p = 0; p < game.players.length; ++p) { let court = game.players[p].court; for (let i = 0; i < court.length; ++i) if (court[i] === c) return p; } return -1; } function next_player(current) { return (current + 1) % game.players.length; } function a_coalition(s) { switch (s) { case Afghan: return "an Afghan"; case British: return "a British"; case Russian: return "a Russian"; } } function logbr() { 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 clear_undo() { game.undo = []; } function push_undo() { game.undo.push(JSON.stringify(game, (k,v) => { if (k === 'undo') return 0; if (k === 'log') return v.length; return v; })); } function pop_undo() { let save_undo = game.undo; let save_log = game.log; game = JSON.parse(save_undo.pop()); game.undo = save_undo; save_log.length = game.log; game.log = save_log; } function gen_action(action, argument=undefined) { if (argument !== undefined) { if (!(action in view.actions)) { view.actions[action] = [ argument ]; } else { if (!view.actions[action].includes(argument)) view.actions[action].push(argument); } } else { view.actions[action] = 1; } } // STATE QUERIES function active_has_court_card(c) { let court = player.court; for (let i = 0; i < court.length; ++i) if (court[i] === c) return true; return false; } function player_has_court_card(p, c) { let court = game.players[p].court; for (let i = 0; i < court.length; ++i) if (court[i] === c) return true; return false; } function which_player_has_court_card(c) { for (let p = 0; p < game.players.length; ++p) { let court = game.players[p].court; for (let i = 0; i < court.length; ++i) if (court[i] === c) return p; } return -1; } function active_has_russian_influence() { return active_has_court_card(70); } function active_has_persian_influence() { return active_has_court_card(68); } function active_has_herat_influence() { return active_has_court_card(66); } function active_has_claim_of_ancient_lineage() { return active_has_court_card(5); } function active_has_indian_supplies() { return active_has_court_card(51); } function active_has_well_connected() { return active_has_court_card(56); } function active_has_strange_bedfellows() { return active_has_court_card(21); } function active_has_infrastructure() { return active_has_court_card(78); } function active_has_civil_service_reforms() { return active_has_court_card(24); } function active_has_charismatic_courtiers() { return active_has_court_card(42); } function active_has_blackmail_kandahar() { return active_has_court_card(43); } function active_has_blackmail_herat() { return active_has_court_card(54); } function player_has_bodyguards(p) { return player_has_court_card(p, 15) || player_has_court_card(p, 83); } function player_has_indispensable_advisors(p) { return player_has_court_card(p, 1); } function player_has_citadel_in_kabul(p) { return player_has_court_card(p, 17); } function player_has_citadel_in_transcaspia(p) { return player_has_court_card(p, 97); } function player_has_safe_house(p) { return player_has_court_card(p, 41) || player_has_court_card(p, 72); } function which_player_has_insurrection() { return which_player_has_court_card(3); } function player_has_citadel(p, r) { if (r === Kabul) return player_has_citadel_in_kabul(p); if (r === Transcaspia) return player_has_citadel_in_transcaspia(p); return false; } function player_coalition_blocks(p) { switch (game.players[p].loyalty) { case Afghan: return 0; case British: return 12; case Russian: return 24; } } function active_coalition_blocks() { switch (player.loyalty) { case Afghan: return 0; case British: return 12; case Russian: return 24; } } function player_cylinders(p) { return 36 + p * 10; } function active_cylinders() { return 36 + game.active * 10; } function min_gift_cost() { let x = active_cylinders(); let avail_2 = true, avail_4 = true, avail_6 = true; for (let i = x; i < x + 10; ++i) { let s = game.pieces[i]; if (s === Gift2) avail_2 = false; else if (s === Gift4) avail_4 = false; else if (s === Gift6) avail_6 = false; } if (avail_2) return 2; if (avail_4) return 4; if (avail_6) return 6; return 1000; } function gen_place_gift() { let x = active_cylinders(); let avail_2 = true, avail_4 = true, avail_6 = true; for (let i = x; i < x + 10; ++i) { let s = game.pieces[i]; if (s === Gift2) avail_2 = false; else if (s === Gift4) avail_4 = false; else if (s === Gift6) avail_6 = false; } if (avail_2 && player.coins >= 2) gen_action('place_gift', 2); if (avail_4 && player.coins >= 4) gen_action('place_gift', 4); if (avail_6 && player.coins >= 6) gen_action('place_gift', 6); } function ruler_of_region(r) { let ruler = -1; let n_afghan = 0; let n_british = 0; let n_russian = 0; for (let i = 0; i < 12; ++i) { if (game.pieces[i] === r) n_afghan ++; if (game.pieces[i+12] === r) n_british ++; if (game.pieces[i+24] === r) n_russian ++; } let max_ruling = Math.max(n_afghan, n_british, n_russian); for (let p = 0; p < game.players.length; ++p) { let n_tribes = 0; let x = player_cylinders(p); for (let i = x; i < x + 10; ++i) if (game.pieces[i] === r) n_tribes++; let n_ruling = n_tribes; if (game.players[p].loyalty === Afghan) n_ruling += n_afghan; if (game.players[p].loyalty === British) n_ruling += n_british; if (game.players[p].loyalty === Russian) n_ruling += n_russian; if (n_ruling === max_ruling) { ruler = -1; } else if (n_ruling > max_ruling) { max_ruling = n_ruling; if (n_tribes > 0) ruler = p; else ruler = -1; } } return ruler; } function player_rules_region(p, r) { return ruler_of_region(r) === p; } function active_rules_region(r) { return player_rules_region(game.active, r); } function player_rules_any_region(p) { for (let r = first_region; r <= last_region; ++r) if (player_rules_region(p, r)) return true; return false; } function active_rules_any_region() { return player_rules_any_region(game.active); } function active_can_betray() { let x = active_cylinders(); for (let i = x; i < x + 10; ++i) { if (game.pieces[i] >= 1 && game.pieces[i] <= 100) { let c = game.pieces[i]; if (cards[c].suit !== Political) return true; let p = find_card_in_court(c); if (!player_has_bodyguards(p)) return true; } } return false; } function card_has_no_spies(c) { for (let p = 0; p < game.players.length; ++p) { let x = player_cylinders(p); for (let i = x; i < x + 10; ++i) if (game.pieces[i] === c) return false; } return true; } function market_cost(col, c) { if (col === 0) return 0; if (cards[c].patriot === Russian && active_has_russian_influence()) return 0; if (cards[c].region === Persia && active_has_persian_influence()) return 0; if (cards[c].region === Herat && active_has_herat_influence()) return 0; if (game.favored === Military) return 2 * col; return col; } function is_favored_suit(c) { if (cards[c].suit === game.favored) return true; if (player.events.new_tactics && cards[c].suit === Military) return true; if (c === 91) return true; // Savvy Operator if (c === 99) return true; // Irregulars return false; } function rightmost_card(row, i) { while (i >= 0 && game.market_cards[row][i] === 0) --i; return i; } function pay_action_cost(cost, offset) { player.coins -= cost; let ra = rightmost_card(0, 5); let rb = rightmost_card(1, 5); for (let i = 0; i < offset; ++i) { ra = rightmost_card(0, ra-1); rb = rightmost_card(1, rb-1); } for (let i = 0; i < cost; i += 2) { if (ra >= 0) game.market_coins[0][ra] ++; if (rb >= 0) game.market_coins[1][rb] ++; ra = rightmost_card(0, ra-1); rb = rightmost_card(1, rb-1); } check_public_withdrawal(); } function remove_all_tribes_and_armies(where) { logi(`Removed all tribes and armies in ${region_names[where]}.`); for (let i = 0; i < 36; ++i) if (game.pieces[i] === where) game.pieces[i] = 0; for (let p = 0; p < game.players.length; ++p) { let x = player_cylinders(p); let maybe_overthrow = false; for (let i = x; i < x + 10; ++i) { if (game.pieces[i] === where) { game.pieces[i] = 0; maybe_overthrow = true; } } if (maybe_overthrow) check_region_overthrow(p, where); } } function player_with_most_spies(c) { let who = -1; let max_spies = 0; for (let p = 0; p < game.players.length; ++p) { let n_spies = count_player_cylinders(p, c); if (n_spies === max_spies) { who = -1; } else if (n_spies > max_spies) { max_spies = n_spies; who = p; } } return who; } function select_available_cylinder() { let x = active_cylinders(); for (let i = x; i < x + 10; ++i) if (game.pieces[i] === 0) return i; return -1; } function gen_select_cylinder() { let x = active_cylinders(); for (let i = x; i < x + 10; ++i) if (!game.used_pieces.includes(i)) gen_action('piece', i); } function gen_select_spy_to_move() { let x = active_cylinders(); for (let i = x; i < x + 10; ++i) if (game.pieces[i] > 0 && game.pieces[i] <= 100) 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 + 11; i >= b; --i) if (game.pieces[i] === 0) return i; return -1; } function select_afghan_block() { for (let i = 0; i < 12; ++i) if (game.pieces[i] === 0) return i; return -1; } function gen_select_block() { let b = active_coalition_blocks(); for (let i = b; i < b + 12; ++i) if (!game.used_pieces.includes(i)) gen_action('piece', i); } function gen_select_army_to_move() { let b = active_coalition_blocks(); 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 function discard_court_card(c) { let pidx = -1; // Remove card from court for (let p = 0; p < game.players.length; ++p) { let i = game.players[p].court.indexOf(c); if (i >= 0) { game.players[p].court.splice(i, 1); pidx = p; break; } } if (pidx !== game.phasing) log(`Discarded #${c} from ${player_names[pidx]} court.`); else log(`Discarded #${c} from court.`); // Return all spies on card for (let p = 0; p < game.players.length; ++p) { let x = player_cylinders(p); for (let i = x; i < x + 10; ++i) { if (game.pieces[i] === c) { log(`Returned ${player_names[p]} spy.`); game.pieces[i] = 0; } } } // Return rupees for leverage if (cards[c].leveraged) { if (pidx !== game.phasing) log(`${player_names[pidx]} paid back leverage.`); else log(`Paid back leverage.`); game.players[pidx].coins -= 2; } if (cards[c].suit === Political) check_court_overthrow(pidx, cards[c].region); } // CHANGE LOYALTY function change_loyalty(new_loyalty) { player.loyalty = new_loyalty; log(`Loyalty to ${player.loyalty}.`); for (let i = 0; i < player.court.length;) { let c = player.court[i]; let card = cards[c]; if (card.patriot && card.patriot !== new_loyalty) { discard_court_card(c); } else { ++i; } } let x = active_cylinders(); for (let i = x; i < x + 10; ++i) { let s = game.pieces[i]; if (s === Gift2 || s === Gift4 || s === Gift6) game.pieces[i] = 0; } player.prizes = 0; } // RETURN LEVERAGE function check_leverage() { let first = game.phasing; for (let p = first; p < game.players.length; ++p) if (check_player_leverage(p)) return; for (let p = 0; p < first; ++p) if (check_player_leverage(p)) return; check_safe_house(); } function check_player_leverage(p) { if (game.players[p].coins < 0) { if (game.players[p].hand.length + game.players[p].court.length === 0) { game.players[p].coins = 0; } else { if (game.active !== p) clear_undo(); logbr(); set_active(p); game.state = 'leverage'; return true; } } return false; } states.leverage = { prompt() { if (player.coins < 0) { view.prompt = `Discard cards from your hand or court to pay back leverage.`; for (let i = 0; i < player.hand.length; ++i) gen_action('card', player.hand[i]); for (let i = 0; i < player.court.length; ++i) gen_action('card', player.court[i]); } else { view.prompt = `Discard cards from your hand or court to pay back leverage \u2014 done.`; gen_action('next'); } }, card(c) { push_undo(); player.coins ++; if (player.hand.includes(c)) { log(`Discarded #${c} from hand.`); remove_from_array(player.hand, c); } else { discard_court_card(c); } if (player.hand.length + player.court.length === 0) player.coins = 0; }, next() { check_leverage(); } } // OVERTHROW function check_court_overthrow(p, r) { let court = game.players[p].court; let x = player_cylinders(p); let nc = 0; for (let i = 0; i < court.length; ++i) { let info = cards[court[i]]; if (info.suit === Political && info.region === r) ++nc; } let nt = 0; for (let i = x; i < x + 10; ++i) if (game.pieces[i] === r) ++nt; if (nc === 0 && nt > 0) { log(`${player_names[p]} overthrown in ${region_names[r]}.`); for (let i = x; i < x + 10; ++i) { if (game.pieces[i] === r) { // log(`Removed ${player_names[p]} tribe.`); game.pieces[i] = 0; } } } } function check_region_overthrow(p, r) { let court = game.players[p].court; let x = player_cylinders(p); let nc = 0; for (let i = 0; i < court.length; ++i) { let info = cards[court[i]]; if (info.suit === Political && info.region === r) ++nc; } let nt = 0; for (let i = x; i < x + 10; ++i) if (game.pieces[i] === r) ++nt; if (nt === 0 && nc > 0) { log(`${player_names[p]} overthrown in ${region_names[r]}.`); for (let i = 0; i < court.length;) { let info = cards[court[i]]; if (info.suit === Political && info.region === r) discard_court_card(court[i]); else ++i; } } } // BRIBES states.bribe = { prompt() { let p = game.bribe; view.prompt = `Must pay ${game.count} rupee bribe to ${player_names[p]}.`; if (player.coins - game.reserve >= game.count) gen_action('pay'); gen_action('beg'); if (player.events.courtly_manners) gen_action('courtly_manners'); if (game.undo.length === 0) gen_action('refuse'); }, courtly_manners() { log(`Did not pay bribe.`); end_bribe(); }, pay() { let p = game.bribe; log(`Paid ${game.count} to ${player_names[p]}.`); game.players[p].coins += game.count; game.players[game.active].coins -= game.count; end_bribe(); }, beg() { clear_undo(); let p = game.bribe; log(`Asked ${player_names[p]} to waive the bribe for #${game.card}.`); game.state = 'waive'; set_active(p); }, refuse() { game.card = 0; game.where = 0; resume_actions(); }, } states.waive = { prompt() { if (typeof game.where === 'string') view.prompt = `${player_names[game.phasing]} asks you to waive the bribe to use #${game.card} to ${game.where}.`; else view.prompt = `${player_names[game.phasing]} asks you to waive the bribe to play #${game.card}.`; let max_cost = Math.min(game.players[game.phasing].coins - game.reserve, game.count); gen_action('waive'); for (let i = 1; i < max_cost; ++i) gen_action('offer_' + i); gen_action('refuse'); }, waive() { log(`${player_names[game.active]} waived the bribe.`); set_active(game.phasing); end_bribe(); }, offer_1() { do_offer(1); }, offer_2() { do_offer(2); }, offer_3() { do_offer(3); }, offer_4() { do_offer(4); }, offer_5() { do_offer(5); }, offer_6() { do_offer(6); }, offer_7() { do_offer(7); }, offer_8() { do_offer(8); }, offer_9() { do_offer(9); }, refuse() { log(`${player_names[game.active]} refused to waive the bribe.`); game.state = 'bribe'; set_active(game.phasing); }, } function do_offer(n) { log(`${player_names[game.active]} reduced the bribe to ${n}.`); game.count = 1; game.state = 'bribe'; set_active(game.phasing); } function end_bribe() { if (typeof game.where === 'string') do_card_action_2(); else do_play_2(); } // STARTING LOYALTY states.loyalty = { prompt() { view.prompt = `Choose your loyalty \u2014 Afghan, British, or Russian.`; gen_action('loyalty_afghan'); gen_action('loyalty_british'); gen_action('loyalty_russian'); }, loyalty_afghan() { set_starting_loyalty(Afghan); }, loyalty_british() { set_starting_loyalty(British); }, loyalty_russian() { set_starting_loyalty(Russian); }, } function set_starting_loyalty(loyalty) { log(`${player_names[game.active]} loyalty to ${loyalty}.`); player.loyalty = loyalty; let next = next_player(game.active); if (game.players[next].loyalty) goto_actions(); else set_active(next); } // ACTION PHASE function goto_actions() { game.phasing = game.active; game.actions = 2; game.used_cards = []; // track cards that have been used game.used_pieces = []; game.selected = -1; game.where = 0; logbr(); log(`.turn ${player_names[game.phasing]}`); logbr(); let bmh = active_can_blackmail(Herat); let bmk = active_can_blackmail(Kandahar); if (bmh || bmk) { game.state = 'blackmail'; game.where = (bmh && bmk) ? -1 : (bmh ? Herat : Kandahar); game.selected = select_available_cylinder(); } else { resume_actions(); } } function end_action() { check_leverage(); } function resume_actions() { set_active(game.phasing); game.selected = -1; game.where = 0; game.state = 'actions'; } function goto_next_player() { clear_undo(); game.phasing = next_player(game.phasing); set_active(game.phasing); goto_actions(); } states.actions = { prompt() { // Pass / End turn if (game.actions > 0) { gen_action('end_turn_pass'); } else { gen_action('end_turn'); } // Purchase if (game.actions > 0) { for (let row = 0; row < 2; ++row) { for (let col = 0; col < 6; ++col) { let c = game.market_cards[row][col]; if (c && market_cost(col, c) <= player.coins && !game.used_cards.includes(c) && c !== PUBLIC_WITHDRAWAL) gen_action('card', c); } } } // Play if (game.actions > 0) { for (let i = 0; i < player.hand.length; ++i) { let c = player.hand[i]; gen_action('play_left', c); gen_action('play_right', c); } } // Card-based actions let bonus = false; for (let i = 0; i < player.court.length; ++i) { let c = player.court[i]; let card = cards[c]; if (game.used_cards.includes(c)) continue; let favored = is_favored_suit(c); if (favored || game.actions > 0) { let usable = false; if (card.tax && active_can_tax()) { gen_action('tax', c); usable = true; } if (card.gift && player.coins >= min_gift_cost()) { gen_action('gift', c); usable = true; } if (card.build && player.coins >= 2 && active_rules_any_region()) { gen_action('build', c); usable = true; } 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; } if (card.battle && active_can_battle()) { gen_action('battle', c); usable = true; } if (usable && favored) bonus = true; } } if (game.actions === 2) view.prompt = `You may take two actions.`; else if (game.actions === 1) view.prompt = `You may take one more action.`; else view.prompt = `You have no more actions.`; if (bonus) view.prompt += ` You may take bonus actions.`; }, // Purchase card from market card(c) { push_undo(); logbr(); let [row, col] = find_card_in_market(c); game.actions --; let cost = market_cost(col, c); let cost_per_card = cost / col; for (let i = 0; i < col; ++i) { if (game.market_cards[row][i] > 0) { game.market_coins[row][i] += cost_per_card; game.used_cards.push(game.market_cards[row][i]); } else { game.market_coins[1-row][i] += cost_per_card; game.used_cards.push(game.market_cards[1-row][i]); } } check_public_withdrawal(); logbr(); if (cost > 0) player.coins -= cost; let took = game.market_coins[row][col]; if (took > 0) player.coins += took; game.market_coins[row][col] = 0; game.market_cards[row][col] = 0; log(`Purchased #${c}.`); if (cost > 0 && took > 0) logi(`Paid ${cost} and took ${took}.`); else if (cost > 0) logi(`Paid ${cost}.`); else if (took > 0) logi(`Took ${took}.`); if (is_dominance_check(c)) { do_dominance_check('purchase'); } else if (is_event_card(c)) { events_if_purchased[cards[c].if_purchased](); } else { player.hand.push(c); resume_actions(); } }, // Play card to court play_left(c) { do_play_1(c, 0); }, play_right(c) { do_play_1(c, 1); }, // Use card based ability tax(c) { do_card_action_1(c, "Tax", 0); }, gift(c) { do_card_action_1(c, "Gift", min_gift_cost()); }, build(c) { do_card_action_1(c, "Build", 2); }, move(c) { do_card_action_1(c, "Move", 0); }, betray(c) { do_card_action_1(c, "Betray", 2); }, battle(c) { do_card_action_1(c, "Battle", 0); }, end_turn_pass() { logbr(); log(`Passed.`); goto_cleanup_court(); }, end_turn() { goto_cleanup_court(); }, } // PLAY CARD function do_play_1(c, side) { push_undo(); game.card = c; game.where = side; if (!active_has_charismatic_courtiers() && !game.events.disregard_for_customs) { let ruler = ruler_of_region(cards[c].region); if (ruler >= 0 && ruler !== game.active) { logbr(); game.state = 'bribe'; game.count = count_player_cylinders(ruler, cards[c].region); game.reserve = 0; game.bribe = ruler; return; } } do_play_2(); } function do_play_2() { let c = game.card; let side = game.where; game.actions --; logbr(); log(`Played #${c}.`); let idx = player.hand.indexOf(c); player.hand.splice(idx, 1); if (side) player.court.push(c); else player.court.unshift(c); goto_play_patriot(); } function goto_play_patriot() { let card = cards[game.card]; if (card.patriot && card.patriot !== player.loyalty) change_loyalty(card.patriot); goto_play_tribes(); } function goto_play_tribes() { let card = cards[game.card]; if (card.tribes) { game.count = card.tribes; game.state = 'place_tribe'; game.where = card.region; game.selected = select_available_cylinder(); } else { goto_play_roads(); } } states.place_tribe = { inactive: "place tribe", prompt() { if (game.selected < 0) { view.prompt = `Place tribe in ${region_names[game.where]} \u2014 select a cylinder.`; gen_select_cylinder(); } else { view.prompt = `Place tribe in ${region_names[game.where]}.`; gen_action('space', game.where); } }, piece(x) { push_undo(); game.selected = x; }, space(s) { push_undo(); logi(`Tribe to ${region_names[s]}.`); game.pieces[game.selected] = s; game.used_pieces.push(game.selected); game.selected = -1; if (--game.count === 0) goto_play_roads(); else game.selected = select_available_cylinder(); }, } function goto_play_roads() { let card = cards[game.card]; if (card.roads) { game.count = card.roads; game.state = 'place_road'; game.where = card.region; game.selected = select_available_block(); } else { goto_play_armies(); } } states.place_road = { inactive: "place road", prompt() { if (game.selected < 0) { view.prompt = `Place ${player.loyalty} road in ${region_names[game.where]} \u2014 select a block to move.`; gen_select_block(); } else { view.prompt = `Place ${player.loyalty} road in ${region_names[game.where]}.`; for (let s of borders[game.where]) gen_action('space', s); } }, piece(x) { push_undo(); game.selected = x; }, space(s) { push_undo(); logi(`${player.loyalty} road to ${border_names[s]}.`); game.pieces[game.selected] = s; game.used_pieces.push(game.selected); game.selected = -1; if (--game.count === 0) goto_play_armies(); else game.selected = select_available_block(); }, } function goto_play_armies() { let card = cards[game.card]; if (card.armies) { game.count = card.armies; game.state = 'place_army'; game.where = card.region; game.selected = select_available_block(); } else { goto_play_spies(); } } states.place_army = { inactive: "place army", prompt() { if (game.selected < 0) { view.prompt = `Place ${player.loyalty} army in ${region_names[game.where]} \u2014 select a block to move.`; gen_select_block(); } else { view.prompt = `Place ${player.loyalty} army in ${region_names[game.where]}.`; gen_action('space', game.where); } }, piece(x) { push_undo(); game.selected = x; }, space(s) { push_undo(); logi(`${player.loyalty} army to ${region_names[s]}.`); game.pieces[game.selected] = s; game.used_pieces.push(game.selected); game.selected = -1; if (--game.count === 0) goto_play_spies(); else game.selected = select_available_block(); }, } function goto_play_spies() { let card = cards[game.card]; if (card.spies) { game.count = card.spies; game.state = 'place_spy'; game.where = card.region; game.selected = select_available_cylinder(); } else { goto_play_leveraged(); } } states.place_spy = { inactive: "place spy", prompt() { if (game.selected < 0) { view.prompt = `Place spy on a court card in ${region_names[game.where]} \u2014 select a cylinder.`; gen_select_cylinder(); } else { view.prompt = `Place spy on a court card in ${region_names[game.where]}.`; for (let p = 0; p < game.players.length; ++p) { let court = game.players[p].court; for (let i = 0; i < court.length; ++i) { let card = cards[court[i]]; if (card.region === game.where) { gen_action('card', court[i]); } } } } }, piece(x) { push_undo(); game.selected = x; }, card(c) { push_undo(); logi(`Spy to #${c}.`); game.pieces[game.selected] = c; game.used_pieces.push(game.selected); game.selected = -1; if (--game.count === 0) goto_play_leveraged(); else game.selected = select_available_cylinder(); }, } function goto_play_leveraged() { let card = cards[game.card]; if (card.leveraged) { logi(`Leveraged.`); player.coins += 2; } goto_play_favored_suit_impact(); } function goto_play_favored_suit_impact() { let card = cards[game.card]; if (card.climate && !game.events.pashtunwali_values) { game.state = 'favored_suit_impact'; game.where = card.climate; } else { end_action(); } } states.favored_suit_impact = { inactive: "favored suit", prompt() { view.prompt = `Change the favored suit to ${game.where}.`; gen_action('suit', game.where); }, suit(suit) { push_undo(); logi(`Favored suit to ${suit}.`); game.favored = suit; end_action(); }, } // CARD-BASED ACTION (COMMON) const card_action_table = { Tax() { game.state = 'tax'; }, Gift() { game.selected = select_available_cylinder(); game.state = 'gift'; }, Build() { game.count = Math.min(3, Math.floor(player.coins / 2)); if (player.events.nation_building) game.count *= 2; game.selected = select_available_block(); game.reserve = 0; game.state = 'build'; }, Move() { game.selected = -1; game.state = 'move'; }, Betray() { pay_action_cost(2, 0); game.state = 'betray'; }, Battle() { game.state = 'battle'; game.where = 0; }, } function do_card_action_1(c, what, reserve) { push_undo(); game.card = c; game.where = what; if (!active_has_civil_service_reforms() && !game.events.disregard_for_customs) { let who = player_with_most_spies(c); if (who >= 0 && who !== game.active) { logbr(); game.state = 'bribe'; game.count = count_player_cylinders(who, c); game.reserve = reserve; game.bribe = who; return; } } do_card_action_2(); } const past_what = { Tax: "Taxed", Gift: "Gifted", Build: "Built", Move: "Moved", Betray: "Betrayed", Battle: "Battled", } function do_card_action_2() { let c = game.card; let what = game.where; game.used_cards.push(c); if (!is_favored_suit(c)) game.actions --; game.count = cards[c].rank; logbr(); log(`${past_what[what]} with #${c}.`); card_action_table[what](); } // CARD-BASED ACTION: TAX function can_tax_player(active, p, claim) { let okay = claim; let shelter = 0; let court = game.players[p].court; for (let i = 0; i < court.length; ++i) { let c = court[i]; if (!okay && player_rules_region(active, cards[c].region)) okay = true; if (cards[c].suit === Economic) shelter += cards[c].rank; } return okay && game.players[p].coins > shelter; } function do_tax_player(p) { push_undo(); logi(`Taxed ${player_names[p]} player.`); game.players[p].coins --; player.coins ++; if (--game.count === 0) 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)) return true; return false; } states.tax = { prompt() { if (game.count === 1) view.prompt = `Tax \u2014 take up to ${game.count} rupee from market cards or players.`; else view.prompt = `Tax \u2014 take up to ${game.count} rupees from market cards or players.`; for (let row = 0; row < 2; ++row) { for (let col = 0; col < 6; ++col) { if (game.market_coins[row][col] > 0) gen_action('card', game.market_cards[row][col]); } } 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); break; } } gen_action('pass'); }, pass() { push_undo(); end_action(); }, card(c) { push_undo(); let [row, col] = find_card_in_market(c); logi(`Taxed market.`); game.market_coins[row][col] --; player.coins ++; if (--game.count === 0) end_action(); }, player_0() { do_tax_player(0); }, player_1() { do_tax_player(1); }, player_2() { do_tax_player(2); }, player_3() { do_tax_player(3); }, player_4() { do_tax_player(4); }, } // CARD-BASED ACTION: GIFT states.gift = { prompt() { if (game.selected < 0) { view.prompt = `Select cylinder to place as Gift.`; gen_select_cylinder(); } else { view.prompt = `Place cylinder as Gift.`; gen_place_gift(); } }, piece(x) { push_undo(); game.selected = x; }, place_gift(cost) { push_undo(); logi(`Paid ${cost}.`); pay_action_cost(cost, 0); if (cost === 2) game.pieces[game.selected] = Gift2; else if (cost === 4) game.pieces[game.selected] = Gift4; else if (cost === 6) game.pieces[game.selected] = Gift6; game.used_pieces.push(game.selected); game.selected = -1; end_action(); } } // CARD-BASED ACTION: BUILD states.build = { prompt() { view.prompt = `Build up to ${game.count} armies and/or roads.`; gen_action('next'); let must_pay = !player.events.nation_building || (game.count & 1) === 0; if (!must_pay || player.coins >= 2) { if (game.selected < 0) { gen_select_block(); } else { for (let r = first_region; r <= last_region; ++r) { if (active_rules_region(r)) { gen_action('space', r); for (let s of borders[r]) gen_action('space', s); } } } } }, piece(x) { push_undo(); game.selected = x; }, space(s) { push_undo(); let must_pay = !player.events.nation_building || (game.count & 1) === 0; if (must_pay) pay_action_cost(2, game.reserve++); if (s <= last_region) logi(`${player.loyalty} army to ${region_names[s]}.`); else logi(`${player.loyalty} road to ${border_names[s]}.`); game.pieces[game.selected] = s; game.used_pieces.push(game.selected); game.selected = -1; --game.count; must_pay = !player.events.nation_building || (game.count & 1) === 0; if (game.count === 0 || (must_pay && player.coins < 2)) end_build_action(); else game.selected = select_available_block(); }, next() { push_undo(); end_build_action(); }, } states.infrastructure = { prompt() { view.prompt = `Place an additional block.`; if (game.selected < 0) { gen_select_block(); } else { for (let r = first_region; r <= last_region; ++r) { if (active_rules_region(r)) { gen_action('space', r); for (let s of borders[r]) gen_action('space', s); } } } }, piece(x) { push_undo(); game.selected = x; }, space(s) { push_undo(); if (s <= last_region) logi(`${player.loyalty} army to ${region_names[s]}.`); else logi(`${player.loyalty} road to ${border_names[s]}.`); game.pieces[game.selected] = s; game.used_pieces.push(game.selected); game.selected = -1; end_action(); }, } function end_build_action() { if (active_has_infrastructure()) { game.state = 'infrastructure'; game.selected = select_available_block(); } else { end_action(); } } // CARD-BASED ACTION: MOVE function last_court_position() { let n = 0; for (let p = 0; p < game.players.length; ++p) n += game.players[p].court.length; return n - 1; } function court_card_from_position(y) { let x = 0; for (let p = 0; p < game.players.length; ++p) { let court = game.players[p].court; if (y < x + court.length) return court[y - x]; x += court.length; } return 0; } function court_position_from_card(c) { let x = 0; for (let p = 0; p < game.players.length; ++p) { let court = game.players[p].court; for (let i = 0; i < court.length; ++i) { if (c === court[i]) return x + i; } x += court.length; } return -1; } function find_border(a, b) { if (a > b) { let c = a; a = b; b = c; } if (a === Persia && b === Transcaspia) return Persia_Transcaspia; if (a === Persia && b === Herat) return Persia_Herat; if (a === Transcaspia && b === Herat) return Transcaspia_Herat; if (a === Transcaspia && b === Kabul) return Transcaspia_Kabul; if (a === Herat && b === Kabul) return Herat_Kabul; if (a === Herat && b === Kandahar) return Herat_Kandahar; if (a === Kabul && b === Kandahar) return Kabul_Kandahar; if (a === Kabul && b === Punjab) return Kabul_Punjab; if (a === Kandahar && b === Punjab) return Kandahar_Punjab; throw new Error(`bad border ${a} ${b}`); } function can_army_move_across_border(here, next) { let border = find_border(here, next); let b = active_coalition_blocks(); for (let i = b; i < b + 12; ++i) if (game.pieces[i] === border) return true; return false; } function active_can_move_from_region(here) { let supplies = active_has_indian_supplies(); for (let next of roads[here]) if (supplies || can_army_move_across_border(here, next)) return true; return false; } function active_can_move() { let b = active_coalition_blocks(); let x = active_cylinders(); for (let i = b; i < b + 12; ++i) { let r = game.pieces[i]; if (r >= first_region && r <= last_region) if (active_can_move_from_region(r)) return true; } for (let i = x; i < x + 10; ++i) { let r = game.pieces[i]; if (r > 0 && r <= 100) return true; } if (player.events.nationalism) { for (let i = x; i < x + 10; ++i) { let r = game.pieces[i]; if (r >= first_region && r <= last_region) if (active_can_move_from_region(r)) return true; } } return false; } states.move = { prompt() { if (game.selected >= 0) { let here = game.pieces[game.selected]; // Spy on a court card if (here <= 100) { let c = here; here = court_position_from_card(here); view.prompt = `Move spy from #${c}.`; 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]); } } } // 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 (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 ${game.count} spies and/or armies \u2014 select a spy or army to move.`; } gen_action('next'); gen_select_army_to_move(); gen_select_spy_to_move(); if (player.events.nationalism) gen_select_tribe_to_move(); } }, piece(x) { push_undo(); game.selected = x; }, card(c) { push_undo(); let old = game.pieces[game.selected]; logi(`Spy from #${old} to #${c}.`); game.pieces[game.selected] = c; game.selected = -1; if (--game.count === 0) end_action(); }, space(s) { push_undo(); let old = game.pieces[game.selected]; game.pieces[game.selected] = s; if (game.selected < 36) { logi(`${player.loyalty} army from ${region_names[old]} to ${region_names[s]}.`); } else { logi(`Tribe from ${region_names[old]} to ${region_names[s]}.`); check_region_overthrow(game.active, old); } game.selected = -1; if (--game.count === 0) end_action(); }, next() { push_undo(); end_action(); }, } // CARD-BASED ACTION: BETRAY states.betray = { prompt() { view.prompt = `Discard one court card where you have a spy.`; let x = active_cylinders(); for (let i = x; i < x + 10; ++i) { if (game.pieces[i] > 0 && game.pieces[i] <= 100) { let c = game.pieces[i]; if (cards[c].suit !== Political) { gen_action('card', c); } else { let p = find_card_in_court(c); if (!player_has_bodyguards(p)) gen_action('card', c); } } } }, card(c) { push_undo(); discard_court_card(c); if (cards[c].prize) { game.card = c; game.state = 'accept_prize'; } else { end_action(); } }, } states.accept_prize = { inactive: "accept prize", prompt() { view.prompt = `You may accept #${game.card} as ${a_coalition(cards[game.card].prize)} prize.`; gen_action('accept'); gen_action('refuse'); }, accept() { log(`Accepted ${cards[game.card].prize} prize.`); if (cards[game.card].prize !== player.loyalty) change_loyalty(cards[game.card].prize); player.prizes ++; end_action(); }, refuse() { end_action(); }, } // CARD-BASED ACTION: BATTLE function gen_battle_blocks(where) { if (player.loyalty !== Afghan) for (let i = 0; i < 12; ++i) if (game.pieces[i] === where) gen_action('piece', i); if (player.loyalty !== British) for (let i = 12; i < 24; ++i) if (game.pieces[i] === where) gen_action('piece', i); if (player.loyalty !== Russian) for (let i = 24; i < 36; ++i) if (game.pieces[i] === where) gen_action('piece', i); } function count_active_spies_on_card(where) { let n = 0; let x = active_cylinders(); for (let i = x; i < x + 10; ++i) if (game.pieces[i] === where) ++n; return n; } function count_enemy_spies_on_card(where) { let n = 0; for (let p = 0; p < game.players.length; ++p) { 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; } function count_player_armies_in_region(p, where) { let n = 0; let b = player_coalition_blocks(p); for (let i = b; i < b + 12; ++i) if (game.pieces[i] === where) ++n; return n; } function count_player_cylinders(p, r) { let x = player_cylinders(p); let n = 0; for (let i = x; i < x + 10; ++i) if (game.pieces[i] === r) ++n; return n; } function count_active_armies_in_region(where) { let n = count_player_armies_in_region(game.active, where); if (player.events.nationalism) n += count_player_cylinders(game.active, where); return n; } function count_enemy_blocks_on_border(where) { let n = 0; if (player.loyalty !== Afghan) for (let i = 0; i < 12; ++i) if (game.pieces[i] === where) ++n; if (player.loyalty !== British) for (let i = 12; i < 24; ++i) if (game.pieces[i] === where) ++n; if (player.loyalty !== Russian) for (let i = 24; i < 36; ++i) if (game.pieces[i] === where) ++n; return n; } 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) 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) if (game.pieces[i] === where) ++n; if (player.loyalty !== British) for (let i = 12; i < 24; ++i) if (game.pieces[i] === where) ++n; if (player.loyalty !== Russian) for (let i = 24; i < 36; ++i) if (game.pieces[i] === where) ++n; for (let b of borders[where]) n += count_enemy_blocks_on_border(b); return n; } function is_battle_card(where) { return count_active_spies_on_card(where) > 0 && count_enemy_spies_on_card(where) > 0; } function is_battle_region(where) { return count_active_armies_in_region(where) > 0 && count_enemy_tribes_and_blocks_in_region(where) > 0; } function piece_owner(x) { if (x < 12) return "Afghan"; if (x < 24) return "British"; if (x < 36) return "Russian"; if (x < 36+10) return player_names[0]; if (x < 36+20) return player_names[1]; if (x < 36+30) return player_names[2]; if (x < 36+40) return player_names[3]; if (x < 36+50) return player_names[4]; 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 r = first_region; r <= last_region; ++r) { if (is_battle_region(r)) gen_action('space', r); } } else { let where = game.where; if (where >= first_region && where <= last_region) { view.prompt = `Remove up to ${game.count} tribes, roads, or armies from ${region_names[where]}.`; gen_battle_blocks(where); for (let border of borders[where]) gen_battle_blocks(border); for (let p = 0; p < game.players.length; ++p) { if (p !== game.active && game.players[p].loyalty !== player.loyalty && !player_has_citadel(p, where)) { let x = player_cylinders(p); for (let i = x; i < x + 10; ++i) if (game.pieces[i] === where) gen_action('piece', i); } } } else { view.prompt = `Remove up to ${game.count} spies on #${where}.`; for (let p = 0; p < game.players.length; ++p) { if (p !== game.active && !player_has_indispensable_advisors(p)) { let x = player_cylinders(p); for (let i = x; i < x + 10; ++i) if (game.pieces[i] === where) gen_action('piece', i); } } } gen_action('next'); } }, card(where) { push_undo(); //logi(`Battle on #${where}.`); game.where = where; game.count = Math.min(game.count, count_active_spies_on_card(where)); }, space(s) { push_undo(); //logi(`Battle in ${region_names[s]}.`); game.where = s; game.count = Math.min(game.count, count_active_armies_in_region(s)); }, piece(x) { push_undo(); let where = game.pieces[x]; game.pieces[x] = 0; if (x < 36) { if (where >= first_region && where <= last_region) logi(`Removed ${piece_owner(x)} army from ${region_names[where]}.`); else logi(`Removed ${piece_owner(x)} road from ${border_names[where]}.`); } else { let p = Math.floor((x - 36) / 10); if (where <= 100) { logi(`Removed ${piece_owner(x)} spy from #${where}.`); if (player_has_safe_house(p)) game.pieces[x] = Safe_House; } else { logi(`Removed ${piece_owner(x)} tribe from ${region_names[where]}.`); check_region_overthrow(p, where); } } if (--game.count === 0) end_action(); }, next() { push_undo(); end_action(); } } // PASSIVE: BLACKMAIL function active_can_blackmail(r) { if ((r === Herat && active_has_blackmail_herat()) || (r === Kandahar && active_has_blackmail_kandahar())) { for (let p = 0; p < game.players.length; ++p) { let court = game.players[p].court; for (let i = 0; i < court.length; ++i) { let c = court[i]; if (cards[c].region === r && card_has_no_spies(c)) return true; } } } return false; } states.blackmail = { prompt() { let bmh = game.where !== Kandahar && active_can_blackmail(Herat); let bmk = game.where !== Herat && active_can_blackmail(Kandahar); let msg = ""; if (bmh && bmk) msg = "any Herat and/or Kandahar court card without a spy"; else if (bmh) msg = "any Herat court card without a spy"; else msg = "any Kandahar court card without a spy"; if (game.selected < 0) { view.prompt = `Blackmail \u2014 select a spy to place on ${msg}.`; gen_select_cylinder(); } else { let bmh = game.where !== Kandahar && active_can_blackmail(Herat); let bmk = game.where !== Herat && active_can_blackmail(Kandahar); view.prompt = `Blackmail \u2014 place a spy on ${msg}.`; for (let p = 0; p < game.players.length; ++p) { let court = game.players[p].court; for (let i = 0; i < court.length; ++i) { let c = court[i]; if (bmh && cards[c].region === Herat && card_has_no_spies(c)) gen_action('card', c); if (bmk && cards[c].region === Kandahar && card_has_no_spies(c)) gen_action('card', c); } } } gen_action('pass'); }, piece(x) { push_undo(); game.selected = x; }, card(c) { push_undo(); log(`Blackmail spy to #${c}.`); game.pieces[game.selected] = c; game.used_pieces.push(game.selected); if (game.where < 0) { game.where = (cards[c].region === Herat) ? Kandahar : Herat; game.selected = select_available_cylinder(); } else { resume_actions(); } }, pass() { push_undo(); resume_actions(); }, } // PASSIVE: SAFEHOUSE function check_safe_house() { let first = game.phasing; for (let p = first; p < game.players.length; ++p) if (check_player_safe_house(p)) return; for (let p = 0; p < first; ++p) if (check_player_safe_house(p)) return; if (game.actions >= 0) resume_actions(); else goto_cleanup_hand(); } function check_player_safe_house(p) { let x = player_cylinders(p); for (let i = x; i < x + 10; ++i) { if (game.pieces[x] === Safe_House) { if (player_has_safe_house(p)) { if (game.active !== p) clear_undo(); set_active(p); logbr(); game.state = 'safe_house'; game.selected = x; return true; } else { game.pieces[x] = 0; } } } return false; } states.safe_house = { inactive: "safe house", prompt() { view.prompt = `Safe House \u2014 you may place your killed spy on a Safe House.`; if (player.court.indexOf(SAFE_HOUSE_1) >= 0) gen_action('card', SAFE_HOUSE_1); if (player.court.indexOf(SAFE_HOUSE_2) >= 0) gen_action('card', SAFE_HOUSE_2); gen_action('pass'); }, card(c) { push_undo(); log(`${player_names[game.active]} spy to #{c}.`); game.pieces[game.selected] = c; game.selected = -1; check_safe_house(); }, pass() { push_undo(); game.pieces[game.selected] = 0; game.selected = -1; check_safe_house(); }, } // PASSIVE: INSURRECTION function check_insurrection() { let prince = which_player_has_insurrection(); if (prince >= 0) { clear_undo(); logbr(); log(`Prince Akbar Khan`); game.count = 2; game.selected = select_afghan_block(); set_active(prince); game.state = 'insurrection'; } else { end_dominance_check(); } } states.insurrection = { prompt() { if (game.count > 0) { if (game.selected < 0) { view.prompt = `Insurrection \u2014 select an Afghan block to move.`; gen_select_block(); } else { view.prompt = `Insurrection \u2014 place Afghan army in Kabul.`; gen_action('space', Kabul); } } else { view.prompt = `Insurrection \u2014 done.`; gen_action('next'); } }, piece(x) { push_undo(); game.selected = x; }, space() { push_undo(); logi(`Afghan army to Kabul.`); game.pieces[game.selected] = Kabul; game.selected = -1; if (--game.count > 0) game.selected = select_available_block(); }, next() { clear_undo(); end_dominance_check(); } } // CLEANUP function player_court_size() { let stars = 3; for (let i = 0; i < player.court.length; ++i) { let c = player.court[i]; if (cards[c].suit === Political) stars += cards[c].rank; } return stars; } function player_hand_size() { let stars = 2; for (let i = 0; i < player.court.length; ++i) { let c = player.court[i]; if (cards[c].suit === Intelligence) stars += cards[c].rank; } return stars; } function goto_cleanup_court() { game.actions = -1; logbr(); if (player.court.length > player_court_size()) { game.state = 'cleanup_court'; } else { goto_cleanup_hand(); } } states.cleanup_court = { inactive: "cleanup court", prompt() { let size = player_court_size(); if (player.court.length <= size) { view.prompt = `Discard cards in your court until you are within your limit \u2014 done.`; gen_action('next'); } else { view.prompt = `Discard cards in your court until you are within your limit (${size}).`; for (let i = 0; i < player.court.length; ++i) gen_action('card', player.court[i]); } }, card(c) { push_undo(); discard_court_card(c); }, next() { push_undo(); check_leverage(); } } function goto_cleanup_hand() { if (player.hand.length > player_hand_size()) { game.state = 'cleanup_hand'; } else { goto_discard_events(); } } states.cleanup_hand = { inactive: "cleanup hand", prompt() { let size = player_hand_size(); if (player.hand.length <= size) { view.prompt = `Discard cards in your hand until you are within your limit \u2014 done.`; gen_action('next'); } else { view.prompt = `Discard cards in your hand until you are within your limit (${size}).`; for (let i = 0; i < player.hand.length; ++i) gen_action('card', player.hand[i]); } }, card(c) { push_undo(); log(`Discarded #${c} from hand.`); remove_from_array(player.hand, c); }, next() { goto_discard_events(); } } function do_discard_event(row, c) { game.market_cards[row][0] = 0; logbr(); log(`Discarded #${c}.`); if (is_dominance_check(c)) { do_dominance_check('discard'); } else { events_if_discarded[cards[c].if_discarded](row); } } function goto_discard_events() { clear_undo(); if (is_event_card(game.market_cards[0][0])) { do_discard_event(0, game.market_cards[0][0]); } else if (is_event_card(game.market_cards[1][0])) { do_discard_event(1, game.market_cards[1][0]); } else { goto_refill_market(); } } function discard_instability_cards() { for (let row = 0; row < 2; ++row) { for (let col = 0; col < 6; ++col) { let c = game.market_cards[row][col]; if (is_dominance_check(c)) game.market_cards[row][col] = 0; } } } function goto_refill_market() { // Move all cards (and their rupees) to the left. for (let row = 0; row < 2; ++row) { let row_cards = game.market_cards[row]; let row_coins = game.market_coins[row]; for (let to = 0; to < 6; ++to) { if (row_cards[to] === 0) { for (let from = to + 1; from < 6; ++from) { if (row_cards[from] > 0) { row_cards[to] = row_cards[from]; row_cards[from] = 0; row_coins[to] += row_coins[from]; row_coins[from] = 0; break; } } } } } // Instability ... let instability = 0; for (let row = 0; row < 2; ++row) { for (let col = 0; col < 6; ++col) { let c = game.market_cards[row][col]; if (is_dominance_check(c)) ++instability; } } // Fill with new cards from left (top row in each column first) for (let col = 0; col < 6; ++col) { for (let row = 0; row < 2; ++row) { if (game.deck.length > 0) { if (game.market_cards[row][col] === 0) { let c = game.deck.pop(); game.market_cards[row][col] = c; if (instability > 0 && is_dominance_check(c)) { logbr(); log(`Instability!`); discard_instability_cards(); return do_dominance_check('instability'); } } } } } goto_next_player(); } // EVENTS: IF DISCARDED const events_if_discarded = { "Military" () { goto_favored_suit_event(Military); }, "Embarrassment of Riches" () { game.events.embarrassment_of_riches = 1; goto_discard_events(); }, "Disregard for Customs" () { game.events.disregard_for_customs = 1; goto_discard_events(); }, "Failure to Impress" () { logi("Discarded all loyalty prizes."); for (let p = 0; p < game.players.length; ++p) game.players[p].prizes = 0; goto_discard_events(); }, "Riots in Punjab" () { goto_riots(Punjab); }, "Riots in Herat" () { goto_riots(Herat); }, "No effect" () { logi("No effect."); goto_discard_events(); }, "Riots in Kabul" () { goto_riots(Kabul); }, "Riots in Persia" () { goto_riots(Persia); }, "Confidence Failure" () { game.state = 'confidence_failure'; if (player.hand.length === 0) next_confidence_failure(); }, "Intelligence" () { goto_favored_suit_event(Intelligence); }, "Political" () { goto_favored_suit_event(Political); }, } function goto_favored_suit_event(suit) { game.state = 'favored_suit'; game.where = suit; } states.favored_suit = { inactive: "favored suit", prompt() { view.prompt = `Change the favored suit to ${game.where}.`; gen_action('suit', game.where); }, suit(suit) { logi(`Favored suit to ${suit}.`); game.favored = suit; goto_discard_events(); }, } function goto_riots(where) { game.state = 'riots'; game.where = where; } states.riots = { prompt() { view.prompt = `Riot in ${region_names[game.where]}.`; gen_action('space', game.where); }, space(s) { remove_all_tribes_and_armies(s); goto_discard_events(); }, } states.confidence_failure = { inactive: "confidence failure", prompt() { view.prompt = "Confidence Failure \u2014 discard a card from your hand."; for (let i = 0; i < player.hand.length; ++i) gen_action('card', player.hand[i]); }, card(c) { log(`${player_names[game.active]} discarded #${c} from hand.`); remove_from_array(player.hand, c); next_confidence_failure(); }, } function next_confidence_failure() { let next = game.active; for (let i = 0; i < 10; ++i) { next = next_player(next); if (next === game.phasing) return goto_discard_events(); if (game.players[next].hand.length > 0) return set_active(next); } throw new Error("FAIL"); } // EVENTS: IF PURCHASED const events_if_purchased = { "New Tactics" () { player.events.new_tactics = 1; end_action(); }, "Koh-i-noor Recovered" () { player.events.koh_i_noor = 1; end_action(); }, "Courtly Manners" () { player.events.courtly_manners = 1; end_action(); }, "Rumor" () { game.state = 'rumor'; }, "Conflict Fatigue" () { game.events.conflict_fatigue = 1; end_action(); }, "Nationalism" () { player.events.nationalism = 1; end_action(); }, "Public Withdrawal" () { throw new Error("cannot purchase"); }, "Nation Building" () { player.events.nation_building = 1; end_action(); }, "Backing of Persian Aristocracy" () { player.coins += 3; end_action(); }, "Other Persuasive Methods" () { game.state = 'other_persuasive_methods'; }, "Pashtunwali Values" () { game.state = 'pashtunwali_values'; }, "Rebuke" () { game.state = 'rebuke'; }, } // TODO: other_persuasive_methods // TODO: pashtunwali_values // TODO: rebuke function check_public_withdrawal() { // Remove any money placed on card "Public Withdrawal" from the game. for (let row = 0; row < 2; ++row) for (let col = 0; col < 6; ++col) if (game.market_cards[row][col] === PUBLIC_WITHDRAWAL) game.market_coins[row][col] = 0; } states.rumor = { prompt() { view.prompt = `Rumor \u2014 choose a player.`; for (let p = 0; p < game.players.length; ++p) if (p !== game.active) gen_action('player_' + p); }, player_0() { do_rumor(0); }, player_1() { do_rumor(1); }, player_2() { do_rumor(2); }, player_3() { do_rumor(3); }, player_4() { do_rumor(4); }, } function do_rumor(p) { push_undo(); log(`${player_names[game.active]} chose ${player_names[p]} for Rumor.`); game.players[p].events.rumor = 1; end_action(); } states.other_persuasive_methods = { inactive: "other persuasive methods", prompt() { view.prompt = `Other Persuasive Methods \u2014 exchange your hand with another player.`; for (let p = 0; p < game.players.length; ++p) if (p !== game.active) gen_action('player_' + p); }, player_0() { do_other_persuasive_methods(0); }, player_1() { do_other_persuasive_methods(1); }, player_2() { do_other_persuasive_methods(2); }, player_3() { do_other_persuasive_methods(3); }, player_4() { do_other_persuasive_methods(4); }, } function do_other_persuasive_methods(p) { // TODO: clear_undo instead? push_undo(); log(`${player_names[game.active]} exchanged hands with ${player_names[p]}.`); let swap = game.players[game.active].hand; game.players[game.active].hand = game.players[p].hand; game.players[p].hand = swap; end_action(); } states.pashtunwali_values = { inactive: "Pastunwali values", prompt() { view.prompt = `Pashtunwali Values \u2014 choose a suit to favor.`; gen_action('suit', Political); gen_action('suit', Intelligence); gen_action('suit', Economic); gen_action('suit', Military); }, suit(suit) { log(`Favored suit to ${suit}.`); game.favored = suit; game.events.pashtunwali_values = 1; end_action(); }, } states.rebuke = { prompt() { view.prompt = `Rebuke \u2014 remove all tribes and armies in a single region.`; for (let s = first_region; s <= last_region; ++s) // TODO: can pick empty region? gen_action('space', s); }, space(s) { push_undo(); remove_all_tribes_and_armies(s); end_action(); }, } // DOMINANCE CHECK function count_cylinders_in_play(p) { let n = 0; let x = player_cylinders(p); for (let i = x; i < x + 10; ++i) if (game.pieces[i] > 0) ++n; return n; } function count_influence_points(p) { let n = 1 + game.players[p].prizes; let x = player_cylinders(p); if (!game.events.embarrassment_of_riches) { let gv = game.players[p].events.koh_i_noor ? 2 : 1; for (let i = x; i < x + 10; ++i) { let s = game.pieces[i]; if (s === Gift2 || s === Gift4 || s === Gift6) n += gv; } } if (!game.players[p].events.rumor) { let court = game.players[p].court; for (let i = 0; i < court.length; ++i) if (cards[court[i]].patriot) ++n; } return n; } function assign_vp(points, score, sorted) { const PLACE = [ "1st", "2nd", "3rd" ]; let place = 0; sorted.sort((a,b) => b-a); while (points.length > 0 && sorted.length > 0) { let n = 0; for (let p = 0; p < game.players.length; ++p) if (score[p] === sorted[0]) ++n; let v = 0; for (let i = 0; i < n; ++i) v += points[i] | 0; v = Math.floor(v / n); let msg = `${PLACE[place]} place:`; for (let p = 0; p < game.players.length; ++p) { if (score[p] === sorted[0]) { msg += "\n" + player_names[p] + " scored " + v + " vp."; game.players[p].vp += v; } } log(msg); points = points.slice(n); sorted = sorted.slice(n); place += n; } } function count_dominance_cards() { let n = 0; for (let row = 0; row < 2; ++row) for (let col = 0; col < 6; ++col) if (is_dominance_check(game.market_cards[row][col])) ++n; for (let i = 0; i < game.deck.length; ++i) if (is_dominance_check(game.deck[i])) ++n; return n; } function is_final_dominance_check() { for (let row = 0; row < 2; ++row) for (let col = 0; col < 6; ++col) if (is_dominance_check(game.market_cards[row][col])) return false; for (let i = 0; i < game.deck.length; ++i) if (is_dominance_check(game.deck[i])) return false; return true; } function rank_score(a, b) { return parseInt(b) - parseInt(a); } function do_dominance_check(reason) { let n_afghan = 0; let n_british = 0; let n_russian = 0; let success = null; for (let i = 0; i < 12; ++i) { if (game.pieces[i] > 0) n_afghan ++; if (game.pieces[i+12] > 0) n_british ++; if (game.pieces[i+24] > 0) n_russian ++; } logi(n_afghan + " Afghan block" + (n_afghan !== 1 ? "s," : ",")) logi(n_british + " British block" + (n_british !== 1 ? "s," : ",")) logi(n_russian + " Russian block" + (n_russian !== 1 ? "s." : ".")) let limit = game.events.conflict_fatigue ? 2 : 4; if (n_afghan >= n_british+limit && n_afghan >= n_russian+limit) success = Afghan; else if (n_british >= n_afghan+limit && n_british >= n_russian+limit) success = British; else if (n_russian >= n_british+limit && n_russian >= n_afghan+limit) success = Russian; let final = is_final_dominance_check(); let score = new Array(game.players.length).fill(0); if (success) { logbr(); log(`.dc.${success} Dominant ${success} Coalition`); logbr(); if (final) log(`Final Dominance Check.`); let list = []; for (let p = 0; p < game.players.length; ++p) { if (game.players[p].loyalty === success) { score[p] = count_influence_points(p); list.push(`${score[p]} ${player_names[p]} influence`); } } list.sort(rank_score); log("Ranking:\n" + list.join(",\n") + "."); if (final) assign_vp([10, 6, 2], score, score.filter(x=>x>0)); else assign_vp([5, 3, 1], score, score.filter(x=>x>0)); } else { logbr(); log(`.dc.unsuccessful Unsuccessful Check`); logbr(); if (final) log(`Final Dominance Check.`); let list = []; for (let p = 0; p < game.players.length; ++p) { score[p] = count_cylinders_in_play(p); if (score[p] !== 1) list.push(`${score[p]} ${player_names[p]} cylinders`); else list.push(`${score[p]} ${player_names[p]} cylinder`); } list.sort(rank_score); log("Ranking:\n" + list.join(",\n") + "."); if (final) assign_vp([6, 2], score, score.slice()); else assign_vp([3, 1], score, score.slice()); } // Clear the board. if (success) { for (let i = 0; i < 36; ++i) game.pieces[i] = 0; } // Check instant victory let vps = game.players.map(pp => pp.vp).sort((a,b)=>b-a); if (vps[0] >= vps[1] + 4) return goto_game_over(); if (final) return goto_game_over(); game.events = {}; for (let p = 0; p < game.players.length; ++p) game.players[p].events = {}; game.where = reason; check_insurrection(); } function end_dominance_check() { set_active(game.phasing); if (game.state === 'game_over') return; switch (game.where) { case 'discard': return goto_discard_events(); case 'purchase': return resume_actions(); case 'instability': return goto_refill_market(); } } function vp_tie(pp) { let court = pp.court; let stars = 0; for (let i = 0; i < court.length; ++i) { let c = court[i]; if (cards[c].suit === Military) stars += cards[c].rank; } return pp.vp * 10000 + stars * 100 + pp.coins; } function goto_game_over() { let vps = game.players.map((pp,i) => [vp_tie(pp),i]).sort((a,b)=>b[0]-a[0]); let result = []; for (let i = 0; i < vps.length; ++i) if (vps[i][0] === vps[0][0]) result.push(player_names[vps[i][1]]) game.result = result.join(", "); game.victory = result.join(" and ") + " won!"; logbr(); log(game.victory); game.state = 'game_over'; } // SETUP function prepare_deck() { let court_cards = []; for (let i = 1; i <= 100; ++i) court_cards.push(i); let event_cards = []; for (let i = 105; i <= 116; ++i) event_cards.push(i); let piles = [ [], [], [], [], [], [] ]; shuffle(court_cards); for (let i = 0; i < 6; ++i) for (let k = 0; k < 5 + game.players.length; ++k) piles[i].push(court_cards.pop()); // Leftmost pile is 5, rightmost pile is 0 piles[3].push(101); piles[2].push(102); piles[1].push(103); piles[0].push(104); shuffle(event_cards); piles[4].push(event_cards.pop()); piles[4].push(event_cards.pop()); piles[3].push(event_cards.pop()); piles[2].push(event_cards.pop()); piles[1].push(event_cards.pop()); piles[0].push(event_cards.pop()); for (let i = 0; i < 6; ++i) shuffle(piles[i]); game.deck = piles.flat(); } exports.setup = function (seed, scenario, options) { let player_count = scenario_player_count[scenario]; game = { seed: seed, open: options.open_hands ? 1 : 0, active: 0, state: "none", used_cards: [], used_pieces: [], count: 0, reserve: 0, bribe: -1, selected: -1, region: 0, card: 0, where: 0, phasing: null, actions: 0, deck: [], favored: Political, events: {}, pieces: new Array(36 + player_count * 10).fill(0), market_cards: [ [0,0,0,0,0,0], [0,0,0,0,0,0], ], market_coins: [ [0,0,0,0,0,0], [0,0,0,0,0,0], ], players: [], log: [], undo: [], }; for (let i = 0; i < player_count; ++i) { game.players[i] = { vp: 0, loyalty: null, prizes: 0, coins: 4, hand: [], court: [], events: {}, } } prepare_deck(); for (let col = 0; col < 6; ++col) for (let row = 0; row < 2; ++row) game.market_cards[row][col] = game.deck.pop(); // Starting loyalty, starting with a random player. game.state = 'loyalty'; game.active = random(player_count); return save_game(); } function load_game(state) { game = state; game.active = player_index[game.active]; update_aliases(); } function save_game() { game.active = player_names[game.active]; return game; } exports.action = function (state, current, action, arg) { load_game(state); let S = states[game.state]; if (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 save_game(); } exports.resign = function (state, current) { load_game(state); goto_game_over(); return save_game(); } exports.is_checkpoint = (a, b) => a.phasing !== b.phasing; exports.view = function(state, current) { current = player_index[current]; load_game(state); view = { log: game.log, active: player_names[game.active], prompt: null, favored: game.favored, events: game.events, pieces: game.pieces, market_cards: game.market_cards, market_coins: game.market_coins, players: game.players, selected: game.selected, cards: [ game.deck.length, count_dominance_cards() ], open: game.open, }; if (game.state === 'game_over') { view.prompt = game.victory; } else if (current === 'Observer' || game.active !== current) { let inactive = states[game.state].inactive || game.state; view.prompt = `Waiting for ${player_names[game.active]} \u2014 ${inactive}...`; } else { view.actions = {} states[game.state].prompt(); view.prompt = player_names[game.active] + ": " + view.prompt; if (game.undo && game.undo.length > 0) view.actions.undo = 1; else view.actions.undo = 0; } save_game(); return view; }