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authorTor Andersson <tor@ccxvii.net>2024-04-19 17:00:48 +0200
committerTor Andersson <tor@ccxvii.net>2024-04-19 17:00:48 +0200
commit7bcbd6e524ef3758019e56ee4a512602a895df9e (patch)
tree69ce0a2f40c114ccf8ed0efb80df81ab57fde2c4
parent6d982ed88d91145ef97da3a95d98229b104fbded (diff)
downloadplantagenet-7bcbd6e524ef3758019e56ee4a512602a895df9e.tar.gz
Use game.command for mustering lord. Rename states. Avoid push_state.
-rw-r--r--rules.ts374
1 files changed, 185 insertions, 189 deletions
diff --git a/rules.ts b/rules.ts
index 383331c..520332f 100644
--- a/rules.ts
+++ b/rules.ts
@@ -4,16 +4,12 @@
// TODO: log end victory conditions at scenario start
// Check all push/clear_undo
// TODO: check all who = NOBODY etc resets
-// TODO: verify all push_state uses
// TODO check all game.count uses
// TODO check all game.who uses
/*
TODO
- // use game.command instead of game.who for muster
- // then we can drop push_state who/count stashing
-
NAVAL BLOCKADE - Tax and Tax Collectors
Y15 LONDON FOR YORK (protective effects + ui)
@@ -864,7 +860,7 @@ const AOW_YORK_YORKISTS_NEVER_WAIT = Y11
const AOW_YORK_SOLDIERS_OF_FORTUNE = Y12
const AOW_YORK_SCOURERS = Y13
const AOW_YORK_BURGUNDIANS = [ Y14, Y23 ]
-const AOW_YORK_NAVAL_BLOCKADE = Y15 // TODO DEBUG pop_state() going into parley and not after province selection
+const AOW_YORK_NAVAL_BLOCKADE = Y15
const AOW_YORK_BELOVED_WARWICK = Y16
const AOW_YORK_ALICE_MONTAGU = Y17
const AOW_YORK_IRISHMEN = Y18
@@ -1874,6 +1870,14 @@ function is_automatic_levy_vassal_success(lord: Lord) {
return false
}
+function get_levy_vassal_influence_cost() {
+ if (game.active === YORK) {
+ if (is_event_in_play(EVENT_LANCASTER_BUCKINGHAMS_PLOT))
+ return 2
+ }
+ return 0
+}
+
function is_automatic_parley_success(lord: Lord) {
if (game.active === LANCASTER) {
if (is_levy_phase()) {
@@ -1985,6 +1989,7 @@ function roll_influence_check(lord: Lord, bonus: number, add_cost: number = 0, a
function goto_setup_lords() {
// setup will be used in some scenarios
end_setup_lords()
+ end_setup_lords()
}
states.setup_lords = {
@@ -2077,7 +2082,7 @@ function end_levy_arts_of_war_first() {
if (game.active === P2)
goto_levy_arts_of_war_first()
else
- goto_levy_muster()
+ goto_muster()
}
// === 3.1 LEVY: ARTS OF WAR ===
@@ -2147,7 +2152,7 @@ function end_levy_arts_of_war() {
if (game.active === P2)
goto_levy_arts_of_war()
else
- goto_pay()
+ goto_pay_troops()
}
// === 3.2 LEVY: PAY ===
@@ -2160,7 +2165,7 @@ function reset_unpaid_lords() {
}
}
-function goto_pay() {
+function goto_pay_troops() {
log_br()
let n = 0
for (let lord of all_friendly_lords()) {
@@ -2185,10 +2190,10 @@ function goto_pay() {
set_lord_unfed(lord, n)
}
}
- game.state = "pay"
+ game.state = "pay_troops"
}
-states.pay = {
+states.pay_troops = {
inactive: "Pay",
prompt() {
view.prompt = "Pay: You must Pay your Lord's Troops"
@@ -2250,7 +2255,7 @@ states.pay = {
goto_pillage_coin()
},
end_pay() {
- end_pay()
+ end_pay_troops()
},
}
@@ -2277,15 +2282,15 @@ states.pay_lord_shared = {
function resume_pay_lord_shared() {
if (!is_lord_unfed(game.who) || !can_pay_from_shared(game.who)) {
game.who = NOBODY
- game.state = "pay"
+ game.state = "pay_troops"
}
}
-function end_pay() {
+function end_pay_troops() {
game.who = NOBODY
set_active_enemy()
if (game.active === P2) {
- goto_pay()
+ goto_pay_troops()
} else
goto_pay_lords()
}
@@ -2668,12 +2673,12 @@ function goto_ready_vassals() {
}
}
- goto_levy_muster()
+ goto_muster()
}
// === 3.4 MUSTER ===
-function goto_levy_muster() {
+function goto_muster() {
clear_lords_moved()
game.levy_flags = {
@@ -2698,14 +2703,14 @@ function goto_levy_muster() {
else
log_h2("Lancaster Muster")
- game.state = "levy_muster"
+ game.state = "muster"
}
-function end_levy_muster() {
+function end_muster() {
clear_lords_moved()
set_active_enemy()
if (game.active === P2)
- goto_levy_muster()
+ goto_muster()
else
goto_levy_discard_events()
}
@@ -2748,10 +2753,10 @@ function has_locale_to_muster(lord: Lord) {
return false
}
-states.levy_muster = {
+states.muster = {
inactive: "Muster",
prompt() {
- view.prompt = "Levy: Muster with your Lords."
+ view.prompt = "Muster with your Lords."
prompt_held_event_at_levy()
@@ -2759,104 +2764,106 @@ states.levy_muster = {
for (let lord of all_friendly_lords()) {
if (can_lord_muster(lord)) {
gen_action_lord(lord)
- done = false // ???
+ done = false
}
}
- if (done) {
- view.prompt += ""
+ if (done)
view.actions.end_muster = 1
- }
},
lord(lord) {
push_undo()
log(`Mustered with L${lord}.`)
- push_state("levy_muster_lord")
- game.who = lord
+ game.state = "muster_lord"
+ game.command = lord
game.actions = data.lords[lord].lordship
apply_lordship_effects(lord)
},
end_muster() {
- end_levy_muster()
+ end_muster()
},
-
card: action_held_event_at_levy,
}
-function resume_levy_muster_lord() {
- game.state = "levy_muster_lord"
+function resume_muster_lord() {
+ game.state = "muster_lord"
+
+ // Pay for Levy action
--game.actions
// muster over only if the lord has not spend their free levy actions
- if (game.actions === 0 && game.levy_flags.jack_cade === 0 && game.levy_flags.thomas_stanley === 0 && can_add_troops(game.who, get_lord_locale(game.who))) {
- set_lord_moved(game.who, 1)
- pop_state()
+ // TODO: why is the can_add_troops check here?
+ if (game.actions === 0 && game.levy_flags.jack_cade === 0 && game.levy_flags.thomas_stanley === 0 && can_add_troops(get_lord_locale(game.command))) {
+ set_lord_moved(game.command, 1)
+ game.command = NOBODY
+ game.state = "muster"
}
}
-states.levy_muster_lord = {
+states.muster_lord = {
inactive: "Muster",
prompt() {
if (game.actions === 1)
- view.prompt = `Levy: ${lord_name[game.who]} has ${game.actions} action.`
+ view.prompt = `Muster: ${lord_name[game.command]} has ${game.actions} action.`
else
- view.prompt = `Levy: ${lord_name[game.who]} has ${game.actions} actions.`
+ view.prompt = `Muster: ${lord_name[game.command]} has ${game.actions} actions.`
- let here = get_lord_locale(game.who)
+ let here = get_lord_locale(game.command)
if (is_friendly_locale(here)) {
if (game.actions > 0) {
- // Roll to muster Ready Lord at Seat
+ // Levy another ready Lord
for (let lord of all_friendly_lords()) {
if (is_lord_ready(lord) && has_locale_to_muster(lord))
gen_action_lord(lord)
}
- // Muster Ready Vassal Forces
+ // Levy Vassal
for (let vassal of all_vassals)
- if (eligible_vassal(vassal))
+ if (can_levy_vassal(vassal))
gen_action_vassal(vassal)
// Add Transport
- if (is_seaport(here) && get_lord_assets(game.who, SHIP) < 2)
+ if (is_seaport(here) && get_lord_assets(game.command, SHIP) < 2)
view.actions.take_ship = 1
- if (can_add_transport(game.who, CART))
+ if (can_add_transport(game.command, CART))
view.actions.take_cart = 1
- if (can_add_troops(game.who, here))
+ if (can_add_troops(here))
view.actions.levy_troops = 1
// Add Capability
- if (can_add_lord_capability(game.who))
+ if (can_add_lord_capability(game.command))
view.actions.capability = 1
if (can_action_parley_levy())
view.actions.parley = 1
- if (can_add_troops_beloved_warwick(game.who, here))
+ if (can_add_troops_beloved_warwick(game.command, here))
view.actions.levy_beloved_warwick = 1
- if (can_add_troops_irishmen(game.who, here))
+ if (can_add_troops_irishmen(game.command, here))
view.actions.levy_irishmen = 1
- if (can_add_troops_sof(game.who, here))
+ if (can_add_troops_sof(game.command, here))
view.actions.soldiers_of_fortune = 1
- if (can_add_troops_coa(game.who, here))
+ if (can_add_troops_coa(game.command, here))
view.actions.commission_of_array = 1
}
- if (game.actions === 0 && lord_has_capability(game.who, AOW_LANCASTER_THOMAS_STANLEY) && can_add_troops(game.who, here)) {
+ if (game.actions === 0 && lord_has_capability(game.command, AOW_LANCASTER_THOMAS_STANLEY) && can_add_troops(here)) {
view.actions.levy_troops = 1
}
+
// Rising wages event
- if (is_event_in_play(EVENT_LANCASTER_RISING_WAGES) && !can_pay_from_shared(game.who)) {
+ if (is_event_in_play(EVENT_LANCASTER_RISING_WAGES) && !can_pay_from_shared(game.command)) {
view.actions.levy_troops = 0
}
- if (game.actions === 0 && game.levy_flags.my_crown_is_in_my_heart > 0 && game.who === LORD_HENRY_VI) {
+ if (game.actions === 0 && game.levy_flags.my_crown_is_in_my_heart > 0 && game.command === LORD_HENRY_VI) {
view.actions.parley = 1
}
- if (game.actions === 0 && game.levy_flags.gloucester_as_heir > 0 && (game.who === LORD_GLOUCESTER_2 || game.who === LORD_GLOUCESTER_1)) {
+ if (game.actions === 0 && game.levy_flags.gloucester_as_heir > 0 && (game.command === LORD_GLOUCESTER_2 || game.command === LORD_GLOUCESTER_1)) {
view.actions.parley = 1
}
if (game.actions === 0 && game.levy_flags.jack_cade > 0) {
@@ -2878,20 +2885,21 @@ states.levy_muster_lord = {
view.actions.done = 1
},
- lord(other) {
+ lord(lord) {
push_undo()
- goto_levy_muster_lord_attempt(other)
+ game.other = lord
+ game.state = "levy_lord"
},
vassal(vassal) {
push_undo()
game.vassal = vassal
- goto_levy_muster_vassal()
+ game.state = "levy_vassal"
},
take_ship() {
push_undo()
- if (can_naval_blockade(get_lord_locale(game.who)))
+ if (can_naval_blockade(get_lord_locale(game.command)))
game.state = "blockade_levy_ship"
else
do_levy_ship()
@@ -2900,7 +2908,7 @@ states.levy_muster_lord = {
take_cart() {
push_undo()
push_the_kings_name()
- add_lord_assets(game.who, CART, 2)
+ add_lord_assets(game.command, CART, 2)
goto_the_kings_name("Levy Cart")
},
@@ -2919,22 +2927,22 @@ states.levy_muster_lord = {
levy_beloved_warwick() {
push_undo()
push_the_kings_name()
- add_lord_forces(game.who, MILITIA, 5)
+ add_lord_forces(game.command, MILITIA, 5)
goto_the_kings_name("Beloved Warwick")
},
levy_irishmen() {
push_undo()
push_the_kings_name()
- add_lord_forces(game.who, MILITIA, 5)
+ add_lord_forces(game.command, MILITIA, 5)
goto_the_kings_name("Irishmen")
},
soldiers_of_fortune() {
push_undo()
push_the_kings_name()
- set_lord_unfed(game.who, 1)
- push_state("soldiers_of_fortune")
+ set_lord_unfed(game.command, 1)
+ game.state = "soldiers_of_fortune"
},
commission_of_array() {
@@ -2946,7 +2954,7 @@ states.levy_muster_lord = {
capability() {
push_undo()
push_the_kings_name()
- game.state = "muster_capability"
+ game.state = "levy_capability"
},
parley() {
@@ -2962,8 +2970,8 @@ states.levy_muster_lord = {
},
done() {
- set_lord_moved(game.who, 1)
- pop_state()
+ set_lord_moved(game.command, 1)
+ game.state = "muster"
},
}
@@ -2977,20 +2985,20 @@ states.blockade_levy_ship = {
if (roll_blockade())
do_levy_ship()
else
- resume_levy_muster_lord()
+ resume_muster_lord()
},
}
function do_levy_ship() {
push_the_kings_name()
- add_lord_assets(game.who, SHIP, 1)
+ add_lord_assets(game.command, SHIP, 1)
goto_the_kings_name("Levy Ship")
}
// Check if the levy troops is at vassal seat
function chamberlains_eligible_levy(loc: Locale) {
for (let vassal of all_vassals)
- if (is_vassal_mustered_with(vassal, game.who) && lord_has_capability(game.who, AOW_LANCASTER_CHAMBERLAINS)) {
+ if (is_vassal_mustered_with(vassal, game.command) && lord_has_capability(game.command, AOW_LANCASTER_CHAMBERLAINS)) {
if (loc === data.vassals[vassal].seat)
return true
}
@@ -2998,10 +3006,10 @@ function chamberlains_eligible_levy(loc: Locale) {
}
function do_levy_troops() {
- let here = get_lord_locale(game.who)
+ let here = get_lord_locale(game.command)
if (
- !lord_has_capability(game.who, AOW_LANCASTER_QUARTERMASTERS) &&
- !lord_has_capability(game.who, AOW_YORK_WOODWILLES) &&
+ !lord_has_capability(game.command, AOW_LANCASTER_QUARTERMASTERS) &&
+ !lord_has_capability(game.command, AOW_YORK_WOODWILLES) &&
!chamberlains_eligible_levy(here)
)
deplete_locale(here)
@@ -3009,28 +3017,28 @@ function do_levy_troops() {
let here_type = data.locales[here].type
switch (here_type) {
case "calais":
- add_lord_forces(game.who, MEN_AT_ARMS, 2)
- add_lord_forces(game.who, LONGBOWMEN, 1)
+ add_lord_forces(game.command, MEN_AT_ARMS, 2)
+ add_lord_forces(game.command, LONGBOWMEN, 1)
break
case "london":
- add_lord_forces(game.who, MEN_AT_ARMS, 1)
- add_lord_forces(game.who, LONGBOWMEN, 1)
- add_lord_forces(game.who, MILITIA, 1)
+ add_lord_forces(game.command, MEN_AT_ARMS, 1)
+ add_lord_forces(game.command, LONGBOWMEN, 1)
+ add_lord_forces(game.command, MILITIA, 1)
break
case "harlech":
- add_lord_forces(game.who, MEN_AT_ARMS, 1)
- add_lord_forces(game.who, LONGBOWMEN, 2)
+ add_lord_forces(game.command, MEN_AT_ARMS, 1)
+ add_lord_forces(game.command, LONGBOWMEN, 2)
break
case "city":
- add_lord_forces(game.who, LONGBOWMEN, 1)
- add_lord_forces(game.who, MILITIA, 1)
+ add_lord_forces(game.command, LONGBOWMEN, 1)
+ add_lord_forces(game.command, MILITIA, 1)
break
case "town":
- add_lord_forces(game.who, MILITIA, 2)
+ add_lord_forces(game.command, MILITIA, 2)
break
case "fortress":
- add_lord_forces(game.who, MEN_AT_ARMS, 1)
- add_lord_forces(game.who, MILITIA, 1)
+ add_lord_forces(game.command, MEN_AT_ARMS, 1)
+ add_lord_forces(game.command, MILITIA, 1)
break
}
if (game.levy_flags.thomas_stanley === 1) {
@@ -3043,35 +3051,27 @@ function do_levy_troops() {
// === 3.4.2 LEVY LORD ===
-function goto_levy_muster_lord_attempt(lord: Lord) {
- game.other = lord
- push_state("levy_muster_lord_attempt")
-}
-
-states.levy_muster_lord_attempt = {
+states.levy_lord = {
inactive: "Levy Lord",
prompt() {
view.prompt = `Levy Lord ${lord_name[game.other]}. `
- prompt_influence_check(game.who)
+ prompt_influence_check(game.command)
},
check(bonus) {
- if (roll_influence_check(game.who, bonus)) {
- pop_state()
- push_state("muster_lord_at_seat")
- game.who = game.other
+ if (roll_influence_check(game.command, bonus)) {
+ game.state = "levy_lord_at_seat"
} else {
- pop_state()
- resume_levy_muster_lord()
+ resume_muster_lord()
}
},
}
-states.muster_lord_at_seat = {
+states.levy_lord_at_seat = {
inactive: "Muster",
prompt() {
- view.prompt = `Muster: Select Locale for ${lord_name[game.who]}.`
+ view.prompt = `Muster: Select Locale for ${lord_name[game.other]}.`
let found = false
- let seat = data.lords[game.who].seat
+ let seat = data.lords[game.other].seat
if (!has_enemy_lord(seat)) {
gen_action_locale(seat)
found = true
@@ -3088,8 +3088,8 @@ states.muster_lord_at_seat = {
locale(loc) {
push_undo()
- set_lord_moved(game.who, 1)
- muster_lord(game.who, loc)
+ set_lord_moved(game.other, 1)
+ muster_lord(game.other, loc)
if (game.active === YORK) {
add_favoury_marker(loc)
remove_favourl_marker(loc)
@@ -3098,20 +3098,19 @@ states.muster_lord_at_seat = {
remove_favoury_marker(loc)
}
- pop_state()
goto_the_kings_name("Levy Lord")
},
}
// === 3.4.3 LEVY VASSAL ===
-function eligible_vassal(vassal: Vassal) {
+function can_levy_vassal(vassal: Vassal) {
if (!is_vassal_ready(vassal)) {
return false
}
if (
!is_favour_friendly(data.vassals[vassal].seat) &&
- (game.who !== LORD_HENRY_TUDOR || !is_event_in_play(EVENT_LANCASTER_MARGARET_BEAUFORT))
+ (game.command !== LORD_HENRY_TUDOR || !is_event_in_play(EVENT_LANCASTER_MARGARET_BEAUFORT))
) {
return false
}
@@ -3127,44 +3126,38 @@ function eligible_vassal(vassal: Vassal) {
return true
}
-function goto_levy_muster_vassal() {
- let influence_cost = 0
- if (game.active === YORK && is_event_in_play(EVENT_LANCASTER_BUCKINGHAMS_PLOT))
- influence_cost += 2
-
- push_state("levy_muster_vassal")
-}
-
-states.levy_muster_vassal = {
+states.levy_vassal = {
inactive: "Levy Vassal",
prompt() {
view.prompt = `Levy Vassal ${data.vassals[game.vassal].name}. `
- if (is_automatic_levy_vassal_success(game.who))
- prompt_influence_check_success()
+ let cost = get_levy_vassal_influence_cost()
+ if (is_automatic_levy_vassal_success(game.command))
+ prompt_influence_check_success(cost)
else
- prompt_influence_check(game.who, 0, vassal_influence(game.vassal))
+ prompt_influence_check(game.command, cost, vassal_influence(game.vassal))
},
check(bonus) {
- if (roll_influence_check(game.who, bonus, 0, vassal_influence(game.vassal))) {
- muster_vassal(game.vassal, game.who)
+ let cost = get_levy_vassal_influence_cost()
+ if (roll_influence_check(game.command, bonus, cost, vassal_influence(game.vassal))) {
+ muster_vassal(game.vassal, game.command)
pop_state()
goto_the_kings_name("Levy Vassal")
} else {
pop_state()
- resume_levy_muster_lord()
+ resume_muster_lord()
}
},
check_success() {
- roll_influence_check_success()
- muster_vassal(game.vassal, game.who)
- pop_state()
+ let cost = get_levy_vassal_influence_cost()
+ roll_influence_check_success(cost)
+ muster_vassal(game.vassal, game.command)
goto_the_kings_name("Levy Vassal")
}
}
// === 3.4.4 LEVY TROOPS ===
-function can_add_troops(_lord: Lord, locale: Locale) {
+function can_add_troops(locale: Locale) {
if (!has_exhausted_marker(locale) && !is_exile(locale))
return true
return false
@@ -3258,7 +3251,7 @@ function can_add_lord_capability(lord: Lord) {
function forbidden_levy_capabilities(c: Card) {
// Some capabilities override the forbidden levy vassals
- if (lord_has_capability(game.who, AOW_LANCASTER_TWO_ROSES)) {
+ if (lord_has_capability(game.command, AOW_LANCASTER_TWO_ROSES)) {
if (c === AOW_LANCASTER_THOMAS_STANLEY || AOW_LANCASTER_MY_FATHERS_BLOOD) {
return true
}
@@ -3296,22 +3289,22 @@ function discard_lord_capability(lord: Lord, c: Card) {
throw new Error("capability not found")
}
-states.muster_capability = {
+states.levy_capability = {
inactive: "Muster",
prompt() {
let deck = list_deck()
- view.prompt = `Muster: Select a new Capability for ${lord_name[game.who]}.`
+ view.prompt = `Levy Capability for ${lord_name[game.command]}.`
view.arts_of_war = deck
for (let c of deck) {
- if (!data.cards[c].lords || set_has(data.cards[c].lords, game.who)) {
- if (!lord_already_has_capability(game.who, c) && forbidden_levy_capabilities(c))
+ if (!data.cards[c].lords || set_has(data.cards[c].lords, game.command)) {
+ if (!lord_already_has_capability(game.command, c) && forbidden_levy_capabilities(c))
gen_action_card(c)
}
}
},
card(c) {
- add_lord_capability(game.who, c)
- capability_muster_effects(game.who, c)
+ add_lord_capability(game.command, c)
+ capability_muster_effects(game.command, c)
goto_the_kings_name("Capability C${c}")
},
}
@@ -4387,18 +4380,18 @@ function search_parley_campaign(here: Locale, lord: Lord) {
function can_action_parley_levy(): boolean {
if (game.actions <= 0
- && (game.who !== LORD_HENRY_VI || game.levy_flags.my_crown_is_in_my_heart === 0)
- && ((game.who !== LORD_GLOUCESTER_1 && game.who !== LORD_GLOUCESTER_2) || game.levy_flags.gloucester_as_heir === 0)
+ && (game.command !== LORD_HENRY_VI || game.levy_flags.my_crown_is_in_my_heart === 0)
+ && ((game.command !== LORD_GLOUCESTER_1 && game.command !== LORD_GLOUCESTER_2) || game.levy_flags.gloucester_as_heir === 0)
&& (!game.levy_flags.jack_cade))
return true
- let here = get_lord_locale(game.who)
+ let here = get_lord_locale(game.command)
if (can_parley_at(here))
return true
- return search_parley_levy(false, here, game.who)
+ return search_parley_levy(false, here, game.command)
}
function goto_parley_levy() {
- let lord = game.who
+ let lord = game.command
let here = get_lord_locale(lord)
push_state("parley")
@@ -4439,11 +4432,11 @@ function end_parley(success: boolean) {
// Free Levy Lordship action
if (is_levy_phase()) {
- if (game.levy_flags.my_crown_is_in_my_heart > 0 && game.who === LORD_HENRY_VI) {
+ if (game.levy_flags.my_crown_is_in_my_heart > 0 && game.command === LORD_HENRY_VI) {
--game.levy_flags.my_crown_is_in_my_heart
++game.actions
}
- if (game.levy_flags.gloucester_as_heir > 0 && (game.who === LORD_GLOUCESTER_1 || game.who === LORD_GLOUCESTER_2)) {
+ if (game.levy_flags.gloucester_as_heir > 0 && (game.command === LORD_GLOUCESTER_1 || game.command === LORD_GLOUCESTER_2)) {
--game.levy_flags.gloucester_as_heir
++game.actions
}
@@ -4463,7 +4456,7 @@ function end_parley(success: boolean) {
if (success)
goto_the_kings_name("Parley")
else
- resume_levy_muster_lord()
+ resume_muster_lord()
}
}
@@ -4475,7 +4468,7 @@ states.parley = {
for (let i = 0; i < game.parley.length; i += 2)
gen_action_locale(game.parley[i] as Locale)
} else {
- let lord = is_levy_phase() ? game.who : game.command
+ let lord = game.command
view.prompt = "Parley at " + data.locales[game.where].name + "."
if (is_automatic_parley_success(lord))
prompt_influence_check_success(get_parley_influence_cost())
@@ -4486,7 +4479,7 @@ states.parley = {
locale(loc) {
push_undo()
game.where = loc
- let here = get_lord_locale(is_levy_phase() ? game.who : game.command)
+ let here = get_lord_locale(game.command)
if (!is_adjacent(here, loc)) {
// TODO: check interaction of Naval Blockade with Great Ships when parleying across multiple seas
if (can_naval_blockade(here))
@@ -4494,7 +4487,7 @@ states.parley = {
}
},
check(bonus) {
- let lord = is_levy_phase() ? game.who : game.command
+ let lord = game.command
if (roll_influence_check(lord, bonus, get_parley_influence_cost())) {
shift_favour_toward(game.where)
end_parley(true)
@@ -9469,7 +9462,7 @@ function apply_lordship_effects(lord: Lord) {
states.soldiers_of_fortune = {
inactive: "Levy Troops",
prompt() {
- view.prompt = `Pay 1 Coin for Mercenaries ${lord_name[game.who]}.`
+ view.prompt = `Pay 1 Coin for Mercenaries ${lord_name[game.command]}.`
let done = true
if (done) {
for (let lord of all_friendly_lords()) {
@@ -9489,37 +9482,37 @@ states.soldiers_of_fortune = {
},
coin(lord) {
push_undo()
- let here = get_lord_locale(game.who)
+ let here = get_lord_locale(game.command)
let here_type = data.locales[here].type
- let number = get_lord_forces(game.who, MERCENARIES)
+ let number = get_lord_forces(game.command, MERCENARIES)
let merc = 0
- if (!lord_has_capability(game.who, AOW_YORK_WOODWILLES))
+ if (!lord_has_capability(game.command, AOW_YORK_WOODWILLES))
deplete_locale(here)
switch (here_type) {
case "calais":
- add_lord_forces(game.who, MEN_AT_ARMS, 2)
- add_lord_forces(game.who, LONGBOWMEN, 1)
+ add_lord_forces(game.command, MEN_AT_ARMS, 2)
+ add_lord_forces(game.command, LONGBOWMEN, 1)
break
case "london":
- add_lord_forces(game.who, MEN_AT_ARMS, 1)
- add_lord_forces(game.who, LONGBOWMEN, 1)
- add_lord_forces(game.who, MILITIA, 1)
+ add_lord_forces(game.command, MEN_AT_ARMS, 1)
+ add_lord_forces(game.command, LONGBOWMEN, 1)
+ add_lord_forces(game.command, MILITIA, 1)
break
case "harlech":
- add_lord_forces(game.who, MEN_AT_ARMS, 1)
- add_lord_forces(game.who, LONGBOWMEN, 2)
+ add_lord_forces(game.command, MEN_AT_ARMS, 1)
+ add_lord_forces(game.command, LONGBOWMEN, 2)
break
case "city":
- add_lord_forces(game.who, LONGBOWMEN, 1)
- add_lord_forces(game.who, MILITIA, 1)
+ add_lord_forces(game.command, LONGBOWMEN, 1)
+ add_lord_forces(game.command, MILITIA, 1)
break
case "town":
- add_lord_forces(game.who, MILITIA, 2)
+ add_lord_forces(game.command, MILITIA, 2)
break
case "fortress":
- add_lord_forces(game.who, MEN_AT_ARMS, 1)
- add_lord_forces(game.who, MILITIA, 1)
+ add_lord_forces(game.command, MEN_AT_ARMS, 1)
+ add_lord_forces(game.command, MILITIA, 1)
break
}
if (game.levy_flags.thomas_stanley === 1) {
@@ -9531,8 +9524,8 @@ states.soldiers_of_fortune = {
else
merc = 2
add_lord_assets(lord, COIN, -1)
- add_lord_forces(game.who, MERCENARIES, merc)
- set_lord_unfed(game.who, 0)
+ add_lord_forces(game.command, MERCENARIES, merc)
+ set_lord_unfed(game.command, 0)
},
end_sof() {
end_soldiers_of_fortune()
@@ -9548,12 +9541,12 @@ function end_soldiers_of_fortune() {
states.commission_of_array = {
inactive: "Levy Troops",
prompt() {
- view.prompt = `Lord troops adjacent to ${lord_name[game.who]}.`
+ view.prompt = `Lord troops adjacent to ${lord_name[game.command]}.`
let done = true
- let here = get_lord_locale(game.who)
+ let here = get_lord_locale(game.command)
if (done) {
for (let next of data.locales[here].adjacent) {
- if (is_friendly_locale(next) && lord_has_capability(game.who, AOW_LANCASTER_COMMISION_OF_ARRAY) && (!has_exhausted_marker(next) && !is_exile(next))) {
+ if (is_friendly_locale(next) && lord_has_capability(game.command, AOW_LANCASTER_COMMISION_OF_ARRAY) && (!has_exhausted_marker(next) && !is_exile(next))) {
done = false
gen_action_locale(next)
}
@@ -9572,28 +9565,28 @@ states.commission_of_array = {
switch (loc_type) {
case "calais":
- add_lord_forces(game.who, MEN_AT_ARMS, 2)
- add_lord_forces(game.who, LONGBOWMEN, 1)
+ add_lord_forces(game.command, MEN_AT_ARMS, 2)
+ add_lord_forces(game.command, LONGBOWMEN, 1)
break
case "london":
- add_lord_forces(game.who, MEN_AT_ARMS, 1)
- add_lord_forces(game.who, LONGBOWMEN, 1)
- add_lord_forces(game.who, MILITIA, 1)
+ add_lord_forces(game.command, MEN_AT_ARMS, 1)
+ add_lord_forces(game.command, LONGBOWMEN, 1)
+ add_lord_forces(game.command, MILITIA, 1)
break
case "harlech":
- add_lord_forces(game.who, MEN_AT_ARMS, 1)
- add_lord_forces(game.who, LONGBOWMEN, 2)
+ add_lord_forces(game.command, MEN_AT_ARMS, 1)
+ add_lord_forces(game.command, LONGBOWMEN, 2)
break
case "city":
- add_lord_forces(game.who, LONGBOWMEN, 1)
- add_lord_forces(game.who, MILITIA, 1)
+ add_lord_forces(game.command, LONGBOWMEN, 1)
+ add_lord_forces(game.command, MILITIA, 1)
break
case "town":
- add_lord_forces(game.who, MILITIA, 2)
+ add_lord_forces(game.command, MILITIA, 2)
break
case "fortress":
- add_lord_forces(game.who, MEN_AT_ARMS, 1)
- add_lord_forces(game.who, MILITIA, 1)
+ add_lord_forces(game.command, MEN_AT_ARMS, 1)
+ add_lord_forces(game.command, MILITIA, 1)
break
}
if (game.levy_flags.thomas_stanley === 1) {
@@ -10996,7 +10989,7 @@ function goto_the_kings_name(action) {
set_active_enemy()
game.state = "the_kings_name"
} else {
- resume_levy_muster_lord()
+ resume_muster_lord()
}
}
@@ -11012,12 +11005,12 @@ states.the_kings_name = {
log(`${game.what} action cancelled.`)
logevent(EVENT_YORK_THE_KINGS_NAME)
reduce_york_influence(1)
- resume_levy_muster_lord()
+ resume_muster_lord()
},
pass() {
delete_state_for_the_kings_name()
set_active_enemy()
- resume_levy_muster_lord()
+ resume_muster_lord()
}
}
@@ -11030,7 +11023,7 @@ function goto_rising_wages() {
states.rising_wages = {
inactive: "Rising Wages",
prompt() {
- let here = get_lord_locale(game.who)
+ let here = get_lord_locale(game.command)
view.prompt = "Rising Wages: Pay 1 extra coin to levy troops"
for (let lord of all_friendly_lords()) {
let loc = get_lord_locale(lord)
@@ -11054,7 +11047,7 @@ states.rising_wages = {
// each Levy Troops action ends with coming here
function goto_the_commons() {
- if (is_event_in_play(EVENT_YORK_THE_COMMONS) && is_york_lord(game.who))
+ if (is_event_in_play(EVENT_YORK_THE_COMMONS) && is_york_lord(game.command))
game.state = "the_commons"
else
end_the_commons()
@@ -11070,12 +11063,12 @@ states.the_commons = {
},
add_militia() {
push_undo()
- add_lord_forces(game.who, MILITIA, 1)
+ add_lord_forces(game.command, MILITIA, 1)
end_the_commons()
},
add_militia2() {
push_undo()
- add_lord_forces(game.who, MILITIA, 2)
+ add_lord_forces(game.command, MILITIA, 2)
end_the_commons()
},
done() {
@@ -11313,7 +11306,7 @@ function can_play_sun_in_splendour() {
}
function goto_play_sun_in_splendour() {
- push_state("sun_in_splendour")
+ game.state = "sun_in_splendour"
}
states.sun_in_splendour = {
@@ -11332,7 +11325,7 @@ states.sun_in_splendour = {
// TODO: muster to exile box ?
logi(`Mustered Edward IV at ${data.locales[loc].name}`)
- pop_state()
+ game.state = "muster"
},
}
@@ -11347,7 +11340,7 @@ function can_play_y_aspielles() {
}
function goto_play_aspielles() {
- push_state("aspielles")
+ game.state = "aspielles"
game.who = NOBODY
if (game.active === YORK)
log("Lancaster hand shown to the York player")
@@ -11381,7 +11374,10 @@ states.aspielles = {
game.who = lord
},
done() {
- pop_state()
+ if (is_levy_phase())
+ game.state = "muster"
+ else
+ game.state = "command"
},
}
@@ -11396,7 +11392,7 @@ function can_play_rebel_supply_depot() {
function goto_play_rebel_supply_depot() {
game.flags.supply_depot = 1
add_spoils(PROV, 4)
- push_state("rebel_supply_depot")
+ game.state = "rebel_supply_depot"
}
states.rebel_supply_depot = {
@@ -11428,8 +11424,8 @@ states.rebel_supply_depot = {
}
function end_rebel_supply_depot() {
- pop_state()
delete game.spoils
+ game.state = "command"
}
// === HELD EVENT: SURPRISE LANDING ===
@@ -11782,12 +11778,12 @@ states.game_over = {
function push_state(next) {
if (!states[next])
throw Error("No such state: " + next)
- game.stack.push([ game.state, game.who, game.count ])
+ game.stack.push(game.state)
game.state = next
}
function pop_state() {
- [ game.state, game.who, game.count ] = game.stack.pop()
+ game.state = game.stack.pop()
}
function save_state_for_the_kings_name() {