diff options
author | Tor Andersson <tor@ccxvii.net> | 2024-04-17 16:17:24 +0200 |
---|---|---|
committer | Tor Andersson <tor@ccxvii.net> | 2024-04-17 18:09:02 +0200 |
commit | cc15d5972076de8fda796e39503a2fe14caa574a (patch) | |
tree | c8f2c157758bf2fcf6855847fa79c36cfd056d27 | |
parent | 152861ff60a9eb52a0eeb66bdb1ce126f9e5a5b3 (diff) | |
download | plantagenet-cc15d5972076de8fda796e39503a2fe14caa574a.tar.gz |
More typescript and more bug fixes.
-rw-r--r-- | rules.ts | 745 | ||||
-rw-r--r-- | tsconfig.json | 19 |
2 files changed, 456 insertions, 308 deletions
@@ -56,6 +56,9 @@ type Vassal = number & { TAG: "Vassal" } type Asset = number & { TAG: "Asset" } type Force = number & { TAG: "Force" } +type Season = number & { TAG: "Season" } + +type Way = "path" | "road" | "highway" interface Game { seed: number, @@ -143,20 +146,141 @@ interface Game { check: any, supply: any, - march: any, - battle: any, - spoils: any, + march: { from: Locale, to: Locale }, parley: any, + battle: Battle, + spoils: number[], + victory?: string, result?: string, } +interface Battle { + where: Locale, + round: number, + step: number, + attacker: Player, + loser: Player, + fought: number, // bit mask of lords + retreated: number, // bit mask of lords + array: Lord[], + ah: number[], + valour: number[], + fled: Lord[], + routed: Lord[], + routed_vassals: Vassal[], + reserves: Lord[], + engagements: any, + target: Lord[] | null, + ahits: number, + dhits: number, + attacker_artillery: number, + defender_artillery: number, + ravine?: Lord, + caltrops?: Lord, + force?: Force, +} + +interface State { + inactive?: string, + prompt(current?: Side): void, + undo?(_:any, current: Side): void, + plan?(lord: Lord, current: Side): void, + end_plan?(_:any, current: Side): void, + + card?(card: Card): void, + locale?(locale: Locale): void, + array?(pos:number): void, + + lord?(lord: Lord): void, + + prov?(lord: Lord): void, + coin?(lord: Lord): void, + cart?(lord: Lord): void, + ship?(lord: Lord): void, + + burgundians?(lord: Lord): void, + retinue?(lord: Lord): void, + mercenaries?(lord: Lord): void, + longbowmen?(lord: Lord): void, + men_at_arms?(lord: Lord): void, + militia?(lord: Lord): void, + + routed_burgundians?(lord: Lord): void, + routed_retinue?(lord: Lord): void, + routed_mercenaries?(lord: Lord): void, + routed_longbowmen?(lord: Lord): void, + routed_men_at_arms?(lord: Lord): void, + routed_militia?(lord: Lord): void, + + vassal?(vassal: Vassal): void, + + add_men_at_arms?(): void, + add_militia2?(): void, + add_militia?(): void, + agitators?(): void, + approach?(): void, + capability?(): void, + check?(): void, + disband?(): void, + discard?(): void, + done?(): void, + end_array?(): void, + end_battle_round?(): void, + end_command?(): void, + end_discard?(): void, + end_feed?(): void, + end_muster?(): void, + end_pay?(): void, + end_setup?(): void, + end_sof?(): void, + end_spoils?(): void, + exile_pact?(): void, + forage?(): void, + heralds?(): void, + hold?(): void, + intercept?(): void, + laden_march?(): void, + levy_beloved_warwick?(): void, + levy_irishmen?(): void, + levy_troops?(): void, + march?(): void, + merchants?(): void, + parley?(): void, + pass?(): void, + pay?(): void, + pay_all?(): void, + pillage?(): void, + play?(): void, + port?(): void, + remove_favour?(): void, + roll?(): void, + sail?(): void, + spend1?(): void, + spend3?(): void, + stronghold?(): void, + supply?(): void, + take_cart?(): void, + take_prov?(): void, + take_ship?(): void, + tax?(): void, + valour?(): void, + + commission_of_array?(): void, + loyalty_and_trust?(): void, + soldiers_of_fortune?(): void, +} + +interface StateList { + [index: string]: State +} + // === CONSTANTS === -var game: Game = null -var view: any = null -var states: any = {} +var game: Game +var view: any +var states: StateList = {} const data = require("./data.js") @@ -205,13 +329,12 @@ const VASSAL_READY = 29 as Lord const VASSAL_CALENDAR = 30 as Lord const VASSAL_OUT_OF_PLAY = 31 as Lord -const SUMMER = 0 -const SPRING = 1 -const WINTER = 2 -const AUTUMN = 3 +const SUMMER = 0 as Season +const SPRING = 1 as Season +const WINTER = 2 as Season +const AUTUMN = 3 as Season const SEASONS = [ - null, WINTER, SPRING, SUMMER, @@ -227,7 +350,6 @@ const SEASONS = [ SUMMER, AUTUMN, WINTER, - null, ] const INFLUENCE_TURNS = [ 1, 4, 6, 9, 11, 14 ] @@ -785,8 +907,8 @@ const EVENT_YORK_PATRICK_DE_LA_MOTE = Y37 // === STATE: ACTIVE PLAYER === -var P1: Side = null -var P2: Side = null +var P1: Side = YORK +var P2: Side = LANCASTER const all_york_lords = make_list(0, 13) as Lord[] const all_lancaster_lords = make_list(14, 27) as Lord[] @@ -849,7 +971,7 @@ function current_turn() { } function current_season() { - return SEASONS[game.turn >> 1] + return SEASONS[(game.turn >> 1) - 1] } function is_campaign_phase() { @@ -875,6 +997,7 @@ function max_plan_length() { case AUTUMN: return 6 } + return 0 } // === STATE: CARDS === @@ -949,7 +1072,7 @@ function draw_card(deck: Card[]) { return c } -function draw_two_cards() { +function draw_two_cards(): Card[] { let deck = list_deck() return [ draw_card(deck), draw_card(deck) ] } @@ -1001,25 +1124,25 @@ function set_lord_locale(lord: Lord, locale: Locale) { map_set(game.pieces.locale, lord, locale) } -function get_lord_calendar(lord: Lord) { +function get_lord_calendar(lord: Lord): number { if (is_lord_on_calendar(lord)) return get_lord_locale(lord) - CALENDAR return 0 } -function set_lord_calendar(lord: Lord, turn) { +function set_lord_calendar(lord: Lord, turn: number) { if (turn < 1) turn = 1 if (turn > 16) turn = 16 - set_lord_locale(lord, CALENDAR + turn) + set_lord_locale(lord, CALENDAR + turn as Locale) } function set_lord_in_exile(lord: Lord) { game.pieces.in_exile = pack1_set(game.pieces.in_exile, lord, 1) } -function get_lord_in_exile(lord: Lord) { +function get_lord_in_exile(lord: Lord): number { return pack1_get(game.pieces.in_exile, lord) } @@ -1038,11 +1161,11 @@ function set_lord_capability(lord: Lord, n: 0 | 1, x: Card) { map2_set(game.pieces.capabilities, lord, n, x) } -function get_lord_assets(lord: Lord, n: Asset) { +function get_lord_assets(lord: Lord, n: Asset): number { return map_get_pack4(game.pieces.assets, lord, n) } -function set_lord_assets(lord: Lord, n: Asset, x) { +function set_lord_assets(lord: Lord, n: Asset, x: number) { if (x < 0) x = 0 if (x > 15) @@ -1050,7 +1173,7 @@ function set_lord_assets(lord: Lord, n: Asset, x) { map_set_pack4(game.pieces.assets, lord, n, x) } -function add_lord_assets(lord: Lord, n: Asset, x) { +function add_lord_assets(lord: Lord, n: Asset, x: number) { set_lord_assets(lord, n, get_lord_assets(lord, n) + x) } @@ -1062,11 +1185,11 @@ function drop_cart(lord: Lord) { add_lord_assets(lord, CART, -1) } -function get_lord_forces(lord: Lord, n: Force) { +function get_lord_forces(lord: Lord, n: Force): number { return map_get_pack4(game.pieces.forces, lord, n) } -function set_lord_forces(lord: Lord, n: Force, x) { +function set_lord_forces(lord: Lord, n: Force, x: number) { if (x < 0) x = 0 if (x > 15) @@ -1074,15 +1197,15 @@ function set_lord_forces(lord: Lord, n: Force, x) { map_set_pack4(game.pieces.forces, lord, n, x) } -function add_lord_forces(lord: Lord, n: Force, x) { +function add_lord_forces(lord: Lord, n: Force, x: number) { set_lord_forces(lord, n, get_lord_forces(lord, n) + x) } -function get_lord_routed_forces(lord: Lord, n: Force) { +function get_lord_routed_forces(lord: Lord, n: Force): number { return map_get_pack4(game.pieces.routed, lord, n) } -function set_lord_routed_forces(lord: Lord, n: Force, x) { +function set_lord_routed_forces(lord: Lord, n: Force, x: number) { if (x < 0) x = 0 if (x > 15) @@ -1090,15 +1213,15 @@ function set_lord_routed_forces(lord: Lord, n: Force, x) { map_set_pack4(game.pieces.routed, lord, n, x) } -function add_lord_routed_forces(lord: Lord, n: Force, x) { +function add_lord_routed_forces(lord: Lord, n: Force, x: number) { set_lord_routed_forces(lord, n, get_lord_routed_forces(lord, n) + x) } -function get_lord_moved(lord: Lord) { +function get_lord_moved(lord: Lord): number { return map_get(game.pieces.moved, lord, 0) } -function set_lord_moved(lord: Lord, x) { +function set_lord_moved(lord: Lord, x: number) { map_set(game.pieces.moved, lord, x) } @@ -1117,7 +1240,7 @@ function set_lord_unfed(lord: Lord, n) { set_lord_moved(lord, n) } -function is_lord_unfed(lord: Lord) { +function is_lord_unfed(lord: Lord): number { // reuse "moved" flag for hunger return get_lord_moved(lord) } @@ -1268,7 +1391,7 @@ function count_group_lords() { // === STATE: VASSAL === -function set_vassal_lord_and_service(vassal: Vassal, lord: Lord, service) { +function set_vassal_lord_and_service(vassal: Vassal, lord: Lord, service: number) { game.pieces.vassals[vassal] = lord + (service << 5) } @@ -1501,6 +1624,7 @@ function is_adjacent_friendly_port_english_channel(loc: Locale) { if (is_friendly_locale(next) && data.port_2.includes(next)) return true } + return false } // === STATE: LORD & LOCALE === @@ -1602,26 +1726,26 @@ function has_adjacent_friendly(loc: Locale) { // === 1.4 INFLUENCE === -function reduce_influence(amt) { +function reduce_influence(amt: number) { if (game.active === YORK) reduce_york_influence(amt) else reduce_lancaster_influence(amt) } -function reduce_york_influence(amt) { +function reduce_york_influence(amt: number) { game.influence += amt } -function increase_york_influence(amt) { +function increase_york_influence(amt: number) { game.influence -= amt } -function reduce_lancaster_influence(amt) { +function reduce_lancaster_influence(amt: number) { game.influence -= amt } -function increase_lancaster_influence(amt) { +function increase_lancaster_influence(amt: number) { game.influence += amt } @@ -1826,11 +1950,11 @@ function end_setup_lords() { // === 3.1 LEVY: ARTS OF WAR (FIRST TURN) === -function discard_card_capability(c) { +function discard_card_capability(c: Card) { log(`${game.active} discarded C${c}.`) } -function discard_card_event(c) { +function discard_card_event(c: Card) { log(`${game.active} discarded E${c}.`) } @@ -1868,7 +1992,7 @@ states.levy_arts_of_war_first = { view.prompt = `Arts of War: Assign ${data.cards[c].capability} to a Lord.` } }, - lord(lord: Lord) { + lord(lord) { push_undo() let c = game.arts_of_war.shift() log(`${game.active} deployed Capability.`) @@ -2052,7 +2176,7 @@ states.pay = { add_lord_assets(lord, COIN, -1) pay_lord(lord) }, - lord(lord: Lord) { + lord(lord) { push_undo() game.who = lord game.state = "pay_lord_shared" @@ -2116,7 +2240,7 @@ function goto_pillage_coin() { game.what = "unpaid" } -function can_pillage(loc) { +function can_pillage(loc: Locale) { return !is_exile(loc) && !has_exhausted_marker(loc) } @@ -2148,11 +2272,11 @@ states.pillage = { view.actions.done = 1 } }, - locale(loc: Locale) { + locale(loc) { game.where = loc game.state = "pillage_locale" }, - lord(lord: Lord) { + lord(lord) { disband_influence_penalty(lord) disband_lord(lord) }, @@ -2172,7 +2296,7 @@ states.pillage_locale = { } } }, - lord(lord: Lord) { + lord(lord) { // Pillage // Same values as Taxing. let num = get_tax_amount(game.where, lord) @@ -2245,7 +2369,7 @@ states.pay_lords = { view.actions.pay = 1 } }, - lord(lord: Lord) { + lord(lord) { push_undo() game.who = lord }, @@ -2330,7 +2454,7 @@ states.pay_vassals = { view.actions.disband = 1 } }, - vassal(v: Vassal) { + vassal(v) { push_undo() game.vassal = v }, @@ -2363,7 +2487,7 @@ states.pay_vassals = { // === 3.2.4 DISBAND === -function disband_lord(lord, permanently = false) { +function disband_lord(lord: Lord, permanently = false) { let turn = current_turn() let extra = 6 @@ -2458,10 +2582,10 @@ states.muster_exiles = { view.actions.done = true } }, - lord(lord: Lord) { + lord(lord) { game.who = lord }, - locale(loc: Locale) { + locale(loc) { muster_lord_in_exile(game.who, loc) game.who = NOBODY }, @@ -2470,7 +2594,7 @@ states.muster_exiles = { }, } -function muster_lord_in_exile(lord, exile_box) { +function muster_lord_in_exile(lord: Lord, exile_box: Locale) { remove_lord_from_exile(lord) muster_lord(lord, exile_box) } @@ -2525,7 +2649,7 @@ function end_levy_muster() { goto_levy_discard_events() } -function can_lord_muster(lord) { +function can_lord_muster(lord: Lord) { // already mustered (except free levy)! TODO : re-check parley henry if ships are levied and at exile if (get_lord_moved(lord) && (game.flags.free_levy !== 1 || lord !== LORD_HENRY_TUDOR) @@ -2545,7 +2669,7 @@ function can_lord_muster(lord) { return false } -function has_locale_to_muster(lord) { +function has_locale_to_muster(lord: Lord) { // Can muster at own seat without enemy lord. if (!has_enemy_lord(data.lords[lord].seat)) return true @@ -2577,7 +2701,7 @@ states.levy_muster = { view.actions.end_muster = 1 } }, - lord(lord: Lord) { + lord(lord) { push_undo() log(`Mustered with L${lord}.`) push_state("levy_muster_lord") @@ -2694,7 +2818,7 @@ states.levy_muster_lord = { goto_levy_muster_lord_attempt(other) }, - vassal(vassal: Vassal) { + vassal(vassal) { push_undo() game.vassal = vassal goto_levy_muster_vassal() @@ -2783,12 +2907,13 @@ states.levy_muster_lord = { } // Check if the levy troops is at vassal seat -function chamberlains_eligible_levy(locale) { +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 (locale === data.vassals[vassal].seat) + if (loc === data.vassals[vassal].seat) return true } + return false } function do_levy_troops() { @@ -2893,7 +3018,7 @@ states.muster_lord_at_seat = { } } }, - locale(loc: Locale) { + locale(loc) { push_undo() set_lord_moved(game.who, 1) @@ -2913,7 +3038,7 @@ states.muster_lord_at_seat = { // === 3.4.3 LEVY VASSAL === -function eligible_vassal(vassal) { +function eligible_vassal(vassal: Vassal) { if (!is_vassal_ready(vassal)) { return false } @@ -2985,39 +3110,39 @@ states.levy_muster_vassal = { // === 3.4.4 LEVY TROOPS === -function can_add_troops(_lordwho, locale) { +function can_add_troops(_lord: Lord, locale: Locale) { if (!has_exhausted_marker(locale) && !is_exile(locale)) return true return false } -function can_add_troops_coa(lordwho, locale) { +function can_add_troops_coa(lord: Lord, locale: Locale) { for (let next of data.locales[locale].adjacent) { - if (is_friendly_locale(next) && lord_has_capability(lordwho, AOW_LANCASTER_COMMISION_OF_ARRAY) && (!has_exhausted_marker(locale) && !is_exile(locale))) + if (is_friendly_locale(next) && lord_has_capability(lord, AOW_LANCASTER_COMMISION_OF_ARRAY) && (!has_exhausted_marker(locale) && !is_exile(locale))) return true } return false } -function can_add_troops_beloved_warwick(lordwho, locale) { +function can_add_troops_beloved_warwick(lord: Lord, locale: Locale) { return ( - lord_has_capability(lordwho, AOW_YORK_BELOVED_WARWICK) && + lord_has_capability(lord, AOW_YORK_BELOVED_WARWICK) && !has_exhausted_marker(locale) && !is_exile(locale) ) } -function can_add_troops_irishmen(lordwho, locale) { +function can_add_troops_irishmen(lord: Lord, locale: Locale) { return ( - lord_has_capability(lordwho, AOW_YORK_IRISHMEN) && + lord_has_capability(lord, AOW_YORK_IRISHMEN) && !has_exhausted_marker(locale) && - (locale === LOC_IRELAND || data.port_3.includes(locale)) + (locale === LOC_IRELAND || !!data.port_3.includes(locale)) ) } -function can_add_troops_sof(lordwho, locale) { +function can_add_troops_sof(lord: Lord, locale: Locale) { if ( - lord_has_capability(lordwho, AOW_YORK_SOLDIERS_OF_FORTUNE) && + lord_has_capability(lord, AOW_YORK_SOLDIERS_OF_FORTUNE) && !has_exhausted_marker(locale) && !is_exile(locale) && get_shared_assets(locale, COIN) > 0 @@ -3033,7 +3158,7 @@ function can_add_troops_sof(lordwho, locale) { // === 3.4.5 LEVY TRANSPORT -function can_add_transport(who, what) { +function can_add_transport(who: Lord, what: Asset) { return get_lord_assets(who, what) < 100 } @@ -3130,7 +3255,7 @@ states.muster_capability = { } } }, - card(c: Card) { + card(c) { add_lord_capability(game.who, c) capability_muster_effects(game.who, c) goto_the_kings_name("Capability C${c}") @@ -3418,7 +3543,7 @@ states.command = { locale: goto_march, - lord(lord: Lord) { + lord(lord) { set_toggle(game.group, lord) }, @@ -3432,7 +3557,7 @@ states.command = { // === 4.5 ACTION: SUPPLY (SEARCH) === -function can_supply_at(loc, ships) { +function can_supply_at(loc: Locale, ships: number) { // if theoretically possible to supply (does not check carts or ships) if (is_stronghold(loc) && is_friendly_locale(loc)) { if (ships > 0 && is_seaport(loc)) @@ -3443,7 +3568,7 @@ function can_supply_at(loc, ships) { return false } -function search_supply_by_way(result, start, carts, ships) { +function search_supply_by_way(result, start: Locale, carts: number, ships: number) { search_dist.fill(0) search_seen.fill(0) search_seen[start] = 1 @@ -3479,7 +3604,7 @@ function search_supply_by_way(result, start, carts, ships) { return false } -function search_supply_by_sea(result, here) { +function search_supply_by_sea(result, here: Locale) { // Search via sea from Exile box. if (is_friendly_locale(here)) { for (let next of find_ports(here, game.command)) { @@ -3515,7 +3640,7 @@ function command_has_harbingers() { ) } -function chamberlains_eligible_supply(source) { +function chamberlains_eligible_supply(source: Locale) { for (let vassal of all_vassals) if ( is_vassal_mustered_with(vassal, game.command) && @@ -3524,9 +3649,10 @@ function chamberlains_eligible_supply(source) { if (source === data.vassals[vassal].seat) return true } + return false } -function lord_has_stafford_branch(loc, lord) { +function lord_has_stafford_branch(loc: Locale, lord: Lord) { if (lord_has_capability(lord, AOW_YORK_STAFFORD_BRANCH)) { return ( loc === LOC_EXETER || @@ -3546,7 +3672,7 @@ function init_supply() { function can_action_supply() { if (game.actions < 1) return false - return search_supply(false) + return !!search_supply(false) } function goto_supply() { @@ -3556,7 +3682,7 @@ function goto_supply() { init_supply() } -function modify_supply(loc, supply) { +function modify_supply(loc: Locale, supply: number) { let here = get_lord_locale(game.command) let carts = get_shared_assets(here, CART) @@ -3572,7 +3698,7 @@ function modify_supply(loc, supply) { return supply } -function get_port_supply_amount(loc) { +function get_port_supply_amount(loc: Locale) { if (is_seaport(loc)) { let here = get_lord_locale(game.command) let ships = get_shared_assets(here, SHIP) @@ -3581,9 +3707,9 @@ function get_port_supply_amount(loc) { return 0 } -function get_stronghold_supply_amount(loc) { +function get_stronghold_supply_amount(loc: Locale) { if (!has_exhausted_marker(loc)) { - let supply + let supply = 0 if (loc === LOC_LONDON || loc === LOC_CALAIS) supply = 3 @@ -3617,7 +3743,7 @@ states.supply_source = { for (let i = 0; i < game.supply.length; i += 2) gen_action_locale(game.supply[i]) }, - locale(loc: Locale) { + locale(loc) { push_undo() let port_supply = get_port_supply_amount(loc) @@ -3638,7 +3764,7 @@ states.supply_source = { }, } -function quartermasters_eligible_supply(source) { +function quartermasters_eligible_supply(source: Locale) { for (let vassal of all_vassals) if ( is_vassal_mustered_with(vassal, game.command) && @@ -3647,9 +3773,10 @@ function quartermasters_eligible_supply(source) { if (source === data.vassals[vassal].seat) return true } + return false } -function use_stronghold_supply(source, amount) { +function use_stronghold_supply(source: Locale, amount: number) { logi(`${amount} from Stronghold at %${source}`) add_lord_assets(game.command, PROV, amount) if (chamberlains_eligible_supply(source)) { @@ -3661,7 +3788,7 @@ function use_stronghold_supply(source, amount) { } } -function use_port_supply(source, amount) { +function use_port_supply(source: Locale, amount: number) { logi(`${amount} from Port at %${source}`) add_lord_assets(game.command, PROV, amount) end_supply() @@ -3714,7 +3841,7 @@ function is_seamanship_in_play() { return false } -function can_sail_to(to) { +function can_sail_to(to: Locale) { if (is_wales_forbidden(to)) return false if (has_enemy_lord(to)) { @@ -3810,7 +3937,7 @@ states.sail = { }, prov: drop_prov, cart: drop_cart, - locale(to: Locale) { + locale(to) { if (check_naval_blockade("sail", get_lord_locale(game.command)) || check_naval_blockade("sail", to)) { roll_naval_blockade() game.where = to @@ -3821,7 +3948,7 @@ states.sail = { }, } -function do_sail(to) { +function do_sail(to: Locale) { log(`Sailed to %${to}${format_group_move()}.`) game.flags.march_to_port = 0 @@ -3914,7 +4041,7 @@ function goto_forage() { // === 4.6.3 ACTION: TAX === -function can_tax_at(here, lord) { +function can_tax_at(here: Locale, lord: Lord) { if (is_friendly_locale(here) && !has_exhausted_marker(here)) { // London, Calais, and Harlech if (here === LOC_LONDON || here === LOC_CALAIS || here === LOC_HARLECH) @@ -3934,7 +4061,7 @@ function can_tax_at(here, lord) { } // adjacent friendly locales to an eligible stronghold (can_tax_at) -function search_tax(result, start, lord) { +function search_tax(result, start: Locale, lord: Lord) { let ships = get_shared_assets(start, SHIP) search_seen.fill(0) @@ -3980,7 +4107,7 @@ function can_action_tax() { let here = get_lord_locale(game.command) if (can_tax_at(here, game.command)) return true - return search_tax(false, here, game.command) + return !!search_tax(false, here, game.command) } function goto_tax() { @@ -3996,8 +4123,8 @@ function end_tax() { resume_command() } -function get_tax_amount(loc, lord) { - let tax +function get_tax_amount(loc: Locale, lord: Lord) { + let tax = 0 if (loc === LOC_LONDON || loc === LOC_CALAIS) tax = 3 @@ -4044,7 +4171,7 @@ states.tax = { prompt_influence_check() } }, - locale(loc: Locale) { + locale(loc) { game.where = loc if (loc === data.lords[game.command].seat) { // Auto succeed without influence check at Lords seat. @@ -4076,14 +4203,14 @@ states.tax = { // === 4.6.4 ACTION: PARLEY === // TODO : FIX Parley through strongholds overseas -function can_parley_at(loc) { +function can_parley_at(loc: Locale) { return !is_exile(loc) && !is_friendly_locale(loc) && !has_enemy_lord(loc) && !is_sea(loc) } var search_seen = new Array(data.locales.length) var search_dist = new Array(data.locales.length) -function search_parley(result, start) { +function search_parley(result, start: Locale) { let ships = get_shared_assets(start, SHIP) search_dist.fill(0) @@ -4186,7 +4313,7 @@ function can_action_parley_levy() { let here = get_lord_locale(game.who) if (can_parley_at(here)) return true - return search_parley(false, here) + return !!search_parley(false, here) } function list_parley_levy() { @@ -4224,7 +4351,7 @@ function goto_parley() { } } -function end_parley(success) { +function end_parley(success: boolean) { pop_state() game.flags.naval_blockade = 0 game.where = NOWHERE @@ -4269,7 +4396,7 @@ states.parley = { prompt_influence_check() } }, - locale(loc: Locale) { + locale(loc) { push_undo() game.where = loc add_influence_check_distance(map_get(game.parley, loc, 0)) @@ -4318,7 +4445,7 @@ states.parley = { // === 4.3 ACTION: MARCH === -function get_way_type(from, to) { +function get_way_type(from: Locale, to: Locale): Way { return map_get(data.ways[from], to, undefined) } @@ -4334,19 +4461,19 @@ function format_group_move() { } // Wales forbidden to the lancastrians for march, sail, intercept -function is_wales_forbidden(loc) { +function is_wales_forbidden(loc: Locale) { if (game.active === LANCASTER && is_event_in_play(EVENT_YORK_OWAIN_GLYNDWR) && is_wales(loc)) return true return false } -function is_wales_forbidden_to_enemy(loc) { +function is_wales_forbidden_to_enemy(loc: Locale) { if (game.active !== LANCASTER && is_event_in_play(EVENT_YORK_OWAIN_GLYNDWR) && is_wales(loc)) return true return false } -function can_march_to(to) { +function can_march_to(to: Locale) { if (is_wales_forbidden(to)) return false if (is_truce_in_effect() && has_enemy_lord(to)) @@ -4392,10 +4519,10 @@ function prompt_march() { } } -function goto_march(to) { +function goto_march(to: Locale) { push_undo() let from = get_lord_locale(game.command) - game.march = { from, to, avoid: -1 } + game.march = { from, to } march_with_group_1() } @@ -4486,7 +4613,7 @@ function end_march() { // Disbanded in battle! if (!is_lord_on_map(game.command)) { game.where = NOWHERE - game.march = 0 + game.march = null spend_all_actions() resume_command() return @@ -4499,13 +4626,13 @@ function end_march() { game.flags.march_to_port = 0 game.flags.sail_to_port = 0 - game.march = 0 + game.march = null resume_command() } // === 4.3.4 INTERCEPT === -function can_intercept_to(to) { +function can_intercept_to(to: Locale) { // TODO: forbid lancaster intercept into york moving to york, and vice versa if (is_truce_in_effect()) return false @@ -4577,7 +4704,7 @@ states.intercept = { view.actions.pass = 1 view.group = game.intercept_group }, - lord(lord: Lord) { + lord(lord) { if (game.who === NOBODY) { game.who = lord set_toggle(game.intercept_group, lord) @@ -4588,7 +4715,7 @@ states.intercept = { set_toggle(game.intercept_group, lord) } }, - card(c: Card) { + card(c) { push_undo() play_held_event(c) }, @@ -4669,7 +4796,7 @@ states.intercept_march = { locale: do_intercept_march, } -function for_each_friendly_lord_in_locale(loc, f) { +function for_each_friendly_lord_in_locale(loc: Locale, f) { for (let lord of all_friendly_lords()) if (get_lord_locale(lord) === loc) f(lord) @@ -4771,7 +4898,7 @@ states.parliaments_truce = { gen_action_card_if_held(EVENT_LANCASTER_PARLIAMENTS_TRUCE) view.actions.pass = 1 }, - card(c: Card) { + card(c) { play_held_event(c) // Cancel approach! @@ -4829,7 +4956,7 @@ states.blocked_ford = { view.actions.pass = 1 }, - card(c: Card) { + card(c) { play_held_event(c) game.where = get_lord_locale(game.command) goto_battle() @@ -4874,7 +5001,7 @@ states.choose_exile = { }) view.actions.done = 1 }, - lord(lord: Lord) { + lord(lord) { push_undo() // TODO: give up assets as if spoils? exile_lord(lord) @@ -4884,7 +5011,7 @@ states.choose_exile = { }, } -function exile_lord(lord) { +function exile_lord(lord: Lord) { if (lord_has_capability(lord, AOW_YORK_ENGLAND_IS_MY_HOME)) { disband_lord(lord, false) set_lord_calendar(lord, current_turn() + 1) @@ -4942,7 +5069,7 @@ function take_spoils(type: Asset) { // === 4.4 BATTLE === -function get_lord_array_position(lord) { +function get_lord_array_position(lord: Lord) { for (let p = 0; p < 12; ++p) if (game.battle.array[p] === lord) return p @@ -4960,7 +5087,7 @@ function set_active_defender() { set_active(P1) } -function ravine_check(lord,pos) { +function ravine_check(lord: Lord, pos: number) { // TODO: if no lord in pos and no ravine? -- if (lord !== NOBODY) if (game.battle.array[pos] === lord) return true @@ -4981,7 +5108,7 @@ const battle_steps = [ { name: "Melee", hits: count_melee_hits }, ] -function count_archery_hits(lord) { +function count_archery_hits(lord: Lord) { let hits = 0 hits += get_lord_forces(lord, LONGBOWMEN) << 2 hits += get_lord_forces(lord, BURGUNDIANS) << 2 @@ -4996,7 +5123,7 @@ function count_archery_hits(lord) { return hits } -function count_melee_hits(lord) { +function count_melee_hits(lord: Lord) { let hits = 0 hits += /*retinue*/ 3 << 1 //hits += count_vassals_with_lord(lord) << 2 @@ -5015,7 +5142,7 @@ function count_melee_hits(lord) { return hits } -function count_lord_hits(lord) { +function count_lord_hits(lord: Lord) { return battle_steps[game.battle.step].hits(lord) } @@ -5029,6 +5156,7 @@ function format_hits() { } else if (game.battle.dhits > 0) { return `${game.battle.dhits} Hit${game.battle.dhits > 1 ? "s" : ""}` } + return "" } function is_battle_over() { @@ -5068,11 +5196,10 @@ function is_melee_step() { return game.battle.step === 1 } -function has_strike(pos) { +function has_strike(pos: number) { return game.battle.ah[pos] > 0 } - // Capabilities adding troops at start of the battle function add_battle_capability_troops() { let here = get_lord_locale(game.command) @@ -5107,7 +5234,7 @@ function add_battle_capability_troops() { is_lord_on_map(lord) && !is_lord_on_calendar(lord) && lord_has_capability(lord, AOW_LANCASTER_PHILIBERT_DE_CHANDEE) && - ((is_friendly_locale(here) && data.port_2.includes(here)) || is_adjacent_friendly_port_english_channel(here)) + ((is_friendly_locale(here) && !!data.port_2.includes(here)) || is_adjacent_friendly_port_english_channel(here)) ) { add_lord_forces(lord, MEN_AT_ARMS, 2) } @@ -5159,15 +5286,14 @@ function goto_battle() { where: game.where, round: 1, step: 0, - relief: 0, attacker: game.active, - ambush: 0, - loser: 0, + loser: "None", fought: 0, // flag all lords who participated array: [ - -1, -1, -1, - -1, -1, -1, + NOBODY, NOBODY, NOBODY, + NOBODY, NOBODY, NOBODY ], + ah: [ 0, 0, 0, 0, 0, 0 ], valour: Array(lord_count).fill(0), routed_vassals: [], engagements: [], @@ -5175,11 +5301,11 @@ function goto_battle() { retreated: 0, fled: [], routed: [], - target: NOBODY, - strikers: 0, - a_hits: 0, - d_hits: 0, - fc: -1, + target: null, + ahits: 0, + dhits: 0, + attacker_artillery: 0, + defender_artillery: 0, } // Troops by capability @@ -5492,7 +5618,7 @@ function prompt_battle_events() { view.actions.done = 1 } -function action_battle_events(c) { +function action_battle_events(c: Card) { set_delete(current_hand(), c) set_add(game.events, c) switch (c) { @@ -5543,7 +5669,7 @@ states.ravine = { } } }, - lord(lord: Lord) { + lord(lord) { push_undo() game.battle.ravine = lord resume_battle_events() @@ -5567,6 +5693,7 @@ function is_regroup_in_play() { function is_caltrops_in_play() { if (game.active === YORK) return is_event_in_play(EVENT_YORK_CALTROPS) + return false } states.caltrops = { @@ -5579,7 +5706,7 @@ states.caltrops = { } } }, - lord(lord: Lord) { + lord(lord) { push_undo() game.battle.caltrops = lord resume_battle_events() @@ -5644,7 +5771,7 @@ states.suspicion = { } } }, - lord(lord: Lord) { + lord(lord) { game.who = lord push_undo() push_state("suspicion_enemy_lord") @@ -5663,7 +5790,7 @@ states.suspicion_enemy_lord = { } } }, - lord(lord: Lord) { + lord(lord) { push_undo() push_state("influence_check_suspicion") init_influence_check(game.who) @@ -5744,7 +5871,7 @@ states.for_trust_not_him = { view.actions.done = 1 } }, - lord(lord: Lord) { + lord(lord) { push_undo() game.who = lord game.state = "for_trust_not_him_vassal" @@ -5764,7 +5891,7 @@ states.for_trust_not_him_vassal = { } } }, - vassal(v: Vassal) { + vassal(v) { push_undo() game.vassal = v goto_influence_check_for_trust_not_him() @@ -5816,7 +5943,7 @@ function end_for_trust_not_him() { // === BATTLE EVENT: LEEWARD BATTLE LINE === -function is_leeward_battle_line_in_play(lord) { +function is_leeward_battle_line_in_play(lord: Lord) { if (is_archery_step()) { if (is_event_in_play(EVENT_LANCASTER_LEEWARD_BATTLE_LINE) && !is_event_in_play(EVENT_YORK_LEEWARD_BATTLE_LINE) @@ -5885,7 +6012,7 @@ states.culverins_and_falconets = { } view.actions.done = 1 }, - card(c: Card) { + card(c) { let die = roll_die() let lord = find_lord_with_capability_card(c) if (is_event_in_play(EVENT_YORK_PATRICK_DE_LA_MOTE) && game.active === YORK) { @@ -5920,13 +6047,13 @@ states.swift_maneuver = { view.actions.pass = 1 }, end_battle_round() { - logevent(`${EVENT_YORK_SWIFT_MANEUVER}`) + logevent(EVENT_YORK_SWIFT_MANEUVER) log("Ended Action Round.") set_active_enemy() goto_end_battle_round() }, pass() { - logevent(`${EVENT_YORK_SWIFT_MANEUVER}`) + logevent(EVENT_YORK_SWIFT_MANEUVER) log("Passed.") set_active_enemy() finish_action_assign_hits(game.who) @@ -5975,7 +6102,7 @@ states.flee_battle = { done() { end_flee() }, - lord(lord: Lord) { + lord(lord) { push_undo() log(`${lord_name[lord]} Fled the battle of %${game.battle.where}.`) set_add(game.battle.fled, lord) @@ -6090,7 +6217,7 @@ states.reposition_advance = { } } }, - lord(lord: Lord) { + lord(lord) { game.who = lord }, array(pos) { @@ -6143,7 +6270,7 @@ states.reposition_center = { gen_action_array(D2) } }, - lord(lord: Lord) { + lord(lord) { game.who = lord }, array(pos) { @@ -6154,7 +6281,6 @@ states.reposition_center = { }, } - // === 4.4.2 BATTLE ROUNDS: ENGAGE / STRIKE === function determine_engagements() { @@ -6244,7 +6370,7 @@ states.select_engagement = { } } }, - lord(lord: Lord) { + lord(lord) { let idx = find_engagement_index(get_lord_array_position(lord)) let eng = game.battle.engagements[idx] array_remove(game.battle.engagements, idx) @@ -6322,7 +6448,7 @@ function goto_engagement_total_hits() { log_br() log_hits(game.battle.ahits, "Hit") - game.battle.target = NOBODY + game.battle.target = null goto_defender_assign_hits() } @@ -6361,8 +6487,8 @@ function goto_defender_assign_hits() { function goto_assign_hits() { game.state = "assign_hits" - if (game.battle.target === NOBODY) { - let targets = [] + if (game.battle.target === null) { + let targets: Lord[] = [] for (let pos of game.battle.engagements[0]) { let lord = game.battle.array[pos] if (is_friendly_lord(lord)) { @@ -6375,7 +6501,7 @@ function goto_assign_hits() { function end_defender_assign_hits() { log_hits(game.battle.dhits, "Hit") - game.battle.target = NOBODY + game.battle.target = null goto_attacker_assign_hits() } @@ -6408,7 +6534,7 @@ function end_assign_hits() { for (let pos of game.battle.engagements[0]) { game.battle.ah[pos] = 0 } - game.battle.target = NOBODY + game.battle.target = null game.battle.ahits = 0 game.battle.dhits = 0 @@ -6452,28 +6578,28 @@ states.assign_hits = { prompt_hit_forces() }, - retinue(lord: Lord) { + retinue(lord) { if ((lord === LORD_MARGARET) && (lord_has_capability(lord, AOW_LANCASTER_YEOMEN_OF_THE_CROWN)) && get_lord_forces(lord, MEN_AT_ARMS) > 0) action_assign_hits(lord, MEN_AT_ARMS) else action_assign_hits(lord, RETINUE) }, - burgundians(lord: Lord) { + burgundians(lord) { action_assign_hits(lord, BURGUNDIANS) }, - mercenaries(lord: Lord) { + mercenaries(lord) { action_assign_hits(lord, MERCENARIES) }, - longbowmen(lord: Lord) { + longbowmen(lord) { action_assign_hits(lord, LONGBOWMEN) }, - men_at_arms(lord: Lord) { + men_at_arms(lord) { action_assign_hits(lord, MEN_AT_ARMS) }, - militia(lord: Lord) { + militia(lord) { action_assign_hits(lord, MILITIA) }, - vassal(vassal: Vassal) { + vassal(vassal) { let lord = get_vassal_lord(vassal) action_assign_hits(lord, VASSAL, vassal) }, @@ -6535,7 +6661,7 @@ function assign_hit_roll(what, prot, extra) { } } -function get_lord_remaining_valour(lord: Lord) { +function get_lord_remaining_valour(lord: Lord): number { return game.battle.valour[lord] } @@ -6585,7 +6711,7 @@ function check_protection_capabilities(protection) { return protection } -function action_assign_hits(lord, type, v=NOVASSAL) { +function action_assign_hits(lord: Lord, type: Force, v=NOVASSAL) { if (game.who !== lord) { game.who = lord log(`L${lord}`) @@ -6616,14 +6742,14 @@ function action_assign_hits(lord, type, v=NOVASSAL) { } } -function finish_action_assign_hits(lord) { +function finish_action_assign_hits(lord: Lord) { if (game.battle.ahits) game.battle.ahits-- else game.battle.dhits-- if (!lord_has_unrouted_units(lord)) { - game.battle.target = NOBODY + game.battle.target = null } if (game.active === game.battle.attacker) @@ -6636,7 +6762,7 @@ states.spend_valour = { inactive: "Spend Valour", prompt() { view.prompt = `Spend Valour: Reroll Hit on ${get_force_name(game.who, game.battle.force, game.vassal)}?` - gen_action("valour", game.who) + view.actions.valour = 1 view.actions.pass = 1 }, pass() { @@ -6691,8 +6817,6 @@ function end_battle_round() { game.battle.round++ - game.battle.ambush = 0 - // TODO: goto_battle_rounds() instead? set_active_defender() goto_flee() @@ -6724,8 +6848,8 @@ function end_battle() { else log_h4(`${game.battle.loser} Lost`) - game.battle.array = 0 - game.battle.caltrops = -1 + game.battle.array = null + game.battle.caltrops = NOBODY goto_battle_influence() } @@ -6783,7 +6907,7 @@ function resume_battle_losses() { goto_death_or_disband() } -function action_losses(lord, type) { +function action_losses(lord: Lord, type: Force) { let protection = FORCE_PROTECTION[type] if (game.who !== lord) { @@ -6828,19 +6952,19 @@ states.battle_losses = { view.actions.done = 1 } }, - routed_mercenaries(lord) { + routed_mercenaries(lord: Lord) { action_losses(lord, MERCENARIES) }, - routed_longbowmen(lord) { + routed_longbowmen(lord: Lord) { action_losses(lord, LONGBOWMEN) }, - routed_burgundians(lord) { + routed_burgundians(lord: Lord) { action_losses(lord, BURGUNDIANS) }, - routed_men_at_arms(lord) { + routed_men_at_arms(lord: Lord) { action_losses(lord, MEN_AT_ARMS) }, - routed_militia(lord) { + routed_militia(lord: Lord) { action_losses(lord, MILITIA) }, done() { @@ -6916,7 +7040,7 @@ function goto_battle_spoils() { function end_battle_spoils() { game.who = NOBODY - game.spoils = 0 + game.spoils = null goto_battle_losses_victor() } @@ -6989,7 +7113,8 @@ function prompt_held_event_death_check() { } if (game.active === YORK) { if (can_play_escape_ship()) - gen_action_card_if_held(EVENT_YORK_ESCAPE_SHIP) + for (let c of EVENT_YORK_ESCAPE_SHIP) + gen_action_card_if_held(c) } } @@ -7020,7 +7145,7 @@ states.death_check = { view.actions.done = 1 } }, - lord(lord: Lord) { + lord(lord) { let threshold = 2 let modifier = 0 @@ -7055,7 +7180,7 @@ function can_play_escape_ship() { return can_escape_at(game.battle.where) } -function can_escape_at(here) { +function can_escape_at(here: Locale) { if (game.active === YORK && has_favoury_marker(here) && is_seaport(here)) return true if (game.active === LANCASTER && has_favourl_marker(here) && is_seaport(here)) @@ -7065,7 +7190,7 @@ function can_escape_at(here) { return false } -function search_escape_route(start) { +function search_escape_route(start: Locale) { search_seen.fill(0) search_seen[start] = 1 let queue = [start] @@ -7099,9 +7224,9 @@ states.escape_ship = { inactive: `Escape ship`, prompt() { view.prompt = "Escape Ship: Your lords go to Exile." - view.actions.escape_ship = 1 + view.actions.done = 1 }, - escape_ship() { + done() { push_undo() for (let lord of game.battle.fled) { log(`${lord_name[lord]} went to exile.`) @@ -7169,7 +7294,7 @@ states.warden_of_the_marches = { view.actions.done = 1 } }, - locale(loc: Locale) { + locale(loc) { push_undo() for (let lord of all_lancaster_lords) { if (get_lord_locale(lord) === game.battle.where) { @@ -7232,19 +7357,19 @@ function goto_battle_aftermath() { // Recovery spend_all_actions() game.where = NOWHERE - game.battle = 0 + game.battle = null game.flags.bloody = 0 end_march() } // === 4.7 FEED === -function can_feed_from_shared(lord) { +function can_feed_from_shared(lord: Lord) { let loc = get_lord_locale(lord) return get_shared_assets(loc, PROV) > 0 } -function can_pay_from_shared(lord) { +function can_pay_from_shared(lord: Lord) { let loc = get_lord_locale(lord) return get_shared_assets(loc, COIN) > 0 } @@ -7336,7 +7461,7 @@ states.feed = { add_lord_assets(lord, PROV, -1) feed_lord(lord) }, - lord(lord: Lord) { + lord(lord) { push_undo() game.who = lord game.state = "feed_lord_shared" @@ -7704,7 +7829,7 @@ function has_lords_at_sea() { return false } -function is_lord_at_sea(lord) { +function is_lord_at_sea(lord: Lord) { let here = get_lord_locale(lord) return here === LOC_NORTH_SEA || here === LOC_IRISH_SEA || here === LOC_ENGLISH_CHANNEL } @@ -7766,7 +7891,7 @@ states.disembark = { view.actions.done = 1 } }, - lord(lord: Lord) { + lord(lord) { if (do_disembark()) { if (has_safe_ports(get_lord_locale(lord), lord)) { game.who = lord @@ -7777,7 +7902,7 @@ states.disembark = { shipwreck(lord) } }, - locale(loc: Locale) { + locale(loc) { successful_disembark(game.who, loc) }, done() { @@ -7785,7 +7910,7 @@ states.disembark = { }, } -function successful_disembark(lord, loc) { +function successful_disembark(lord: Lord, loc: Locale) { set_lord_locale(lord, loc) set_lord_moved(lord, 1) levy_burgundians(lord) @@ -7793,16 +7918,16 @@ function successful_disembark(lord, loc) { goto_feed() } -function shipwreck(lord) { +function shipwreck(lord: Lord) { disband_influence_penalty(lord) disband_lord(lord, true) } -function no_safe_disembark(lord) { +function no_safe_disembark(lord: Lord) { disband_lord(lord) } -function disband_influence_penalty(lord) { +function disband_influence_penalty(lord: Lord) { let influence = data.lords[lord].influence for (let v of all_vassals) { @@ -7866,7 +7991,7 @@ function do_waste() { goto_reset() } -function do_lord_waste(lord) { +function do_lord_waste(lord: Lord) { remove_half(lord, PROV) remove_half(lord, CART) remove_half(lord, SHIP) @@ -7874,7 +7999,7 @@ function do_lord_waste(lord) { muster_lord_forces(lord) } -function remove_half(lord, type) { +function remove_half(lord: Lord, type: Asset) { set_lord_assets(lord, type, Math.ceil(get_lord_assets(lord, type) / 2)) } @@ -7892,14 +8017,14 @@ states.reset = { prompt() { view.prompt = "Reset: You may discard any held Arts of War cards desired." if (game.active === YORK) { - for (let c = first_york_card; c <= last_york_card; ++c) { + for (let c of all_york_cards) { if (set_has(game.hand_y, c)) { gen_action_card(c) } } } if (game.active === LANCASTER) { - for (let c = first_lancaster_card; c <= last_lancaster_card; ++c) { + for (let c of all_lancaster_cards) { if (set_has(game.hand_l, c)) { gen_action_card(c) } @@ -7907,7 +8032,7 @@ states.reset = { } view.actions.end_discard = 1 }, - card(c: Card) { + card(c) { push_undo() if (set_has(game.hand_y, c)) { log("Discarded Held card.") @@ -8043,12 +8168,12 @@ const scenario_last_turn = { "I-III. Wars of the Roses": 15, } -function is_card_in_scenario(_c) { +function is_card_in_scenario(_c: Card) { // TODO: Cards setup return true } -function muster_lord_forces(lord) { +function muster_lord_forces(lord: Lord) { let info = data.lords[lord] set_lord_forces(lord, RETINUE, info.forces.retinue | 0) set_lord_forces(lord, MEN_AT_ARMS, info.forces.men_at_arms | 0) @@ -8056,7 +8181,7 @@ function muster_lord_forces(lord) { set_lord_forces(lord, MILITIA, info.forces.militia | 0) } -function muster_lord(lord, locale) { +function muster_lord(lord: Lord, locale: Locale) { let info = data.lords[lord] set_lord_locale(lord, locale) @@ -8152,9 +8277,9 @@ exports.setup = function (seed, scenario, options) { arts_of_war: null, supply: 0, - march: 0, - battle: 0, - spoils: 0, + march: null, + battle: null, + spoils: null, parley: 0, } @@ -9089,7 +9214,7 @@ function get_main_lancaster_heir() { // === CAPABILITY: MUSTER EFFECTS === // When a lord levies a capability, its muster vassal applies instantly. -function capability_muster_effects(lord, c) { +function capability_muster_effects(lord: Lord, c: Card) { if (c === AOW_LANCASTER_MONTAGU) muster_vassal(VASSAL_MONTAGU, lord) @@ -9119,10 +9244,10 @@ function capability_muster_effects(lord, c) { game.count += 1 } - if (c === AOW_YORK_BURGUNDIANS) { + if (AOW_YORK_BURGUNDIANS.includes(c)) { if (is_seaport(get_lord_locale(lord)) && !is_exile(get_lord_locale(lord))) { add_lord_forces(lord, BURGUNDIANS, 2) - logi(AOW_YORK_BURGUNDIANS) + logcap(c) game.flags.burgundians = 1 } else { @@ -9134,7 +9259,7 @@ function capability_muster_effects(lord, c) { // === CAPABILITY: LORDSHIP EFFECTS === // When a lord levies a capability, its +Lordship effects apply instantly. -function lordship_effects(lord) { +function lordship_effects(lord: Lord) { if (is_friendly_locale(get_lord_locale(lord)) && lord_has_capability(lord, AOW_YORK_FAIR_ARBITER)) game.count += 1 if (lord_has_capability(lord, AOW_YORK_FALLEN_BROTHER) && !is_lord_in_play(LORD_CLARENCE)) @@ -9254,7 +9379,7 @@ states.commission_of_array = { view.actions.end_coa = 1 } }, - locale(loc: Locale) { + locale(loc) { push_undo() let loc_type = data.locales[loc].type deplete_locale(loc) @@ -9398,7 +9523,7 @@ states.merchants_success = { view.actions.done = 1 } }, - locale(loc: Locale) { + locale(loc) { push_undo() remove_depleted_marker(loc) remove_exhausted_marker(loc) @@ -9430,7 +9555,7 @@ function deplete_merchants() { gen_action_locale(here) } -function count_deplete(loc) { +function count_deplete(loc: Locale) { let n = 0 for (let next of data.locales[loc].adjacent) { if (has_exhausted_marker(next) || has_depleted_marker(next)) { @@ -9447,17 +9572,20 @@ function count_deplete(loc) { // === CAPABILITY: BURGUNDIANS === -function levy_burgundians(lord) { +function levy_burgundians(lord: Lord) { if (is_seaport(get_lord_locale(lord)) && !is_exile(get_lord_locale(lord)) && lord_has_capability(lord, AOW_YORK_BURGUNDIANS) && game.flags.burgundians === 0) { add_lord_forces(lord, BURGUNDIANS, 2) - logi(AOW_YORK_BURGUNDIANS) + if (lord_has_capability(lord, AOW_YORK_BURGUNDIANS[0])) + logcap(AOW_YORK_BURGUNDIANS[0]) + if (lord_has_capability(lord, AOW_YORK_BURGUNDIANS[1])) + logcap(AOW_YORK_BURGUNDIANS[1]) game.flags.burgundians = 1 } } // === CAPABILITY: NAVAL BLOCKADE === -function parley_through_sea(start, locale) { +function parley_through_sea(start: Locale, locale: Locale) { // Only entered in levy let ships = get_shared_assets(start, SHIP) @@ -9511,7 +9639,7 @@ function parley_through_sea(start, locale) { } } -function check_naval_blockade(action, locale) { +function check_naval_blockade(action: string, locale: Locale) { let ports = [data.port_1, data.port_2, data.port_3] game.what = action @@ -9535,6 +9663,8 @@ function check_naval_blockade(action, locale) { return true } } + + return false } function roll_naval_blockade() { @@ -9617,8 +9747,7 @@ function can_action_agitators() { return true } } - else - return false + return false } function goto_agitators() { @@ -9632,7 +9761,7 @@ states.agitators = { view.prompt = "Agitators: Add a depleted marker or flip to exhausted adjacent" deplete_agitators() }, - locale(loc: Locale) { + locale(loc) { push_undo() if (has_depleted_marker(loc)) { add_exhausted_marker(loc) @@ -9699,7 +9828,7 @@ states.heralds = { }, } -function goto_heralds_attempt(lord) { +function goto_heralds_attempt(lord: Lord) { game.other = lord game.state = "heralds_attempt" init_influence_check(game.command) @@ -9733,7 +9862,7 @@ function end_heralds_attempt() { // === EVENTS: IMMEDIATE === -function goto_immediate_event(c) { +function goto_immediate_event(c: Card) { switch (c) { // This Levy / Campaign case EVENT_LANCASTER_BE_SENT_FOR: @@ -9920,7 +10049,7 @@ states.scots = { if (troops !== 0) game.who = NOBODY }, - lord(lord: Lord) { + lord(lord) { push_undo() game.who = lord }, @@ -10014,7 +10143,7 @@ states.french_troops = { let c = pack2_get(game.count, 1) game.count = pack2_set(game.count, 1, c+1) }, - lord(lord: Lord) { + lord(lord) { push_undo() game.who = lord }, @@ -10025,15 +10154,15 @@ states.french_troops = { // === EVENT: WARWICKS PROPAGANDA === -function add_propaganda_target(loc) { +function add_propaganda_target(loc: Locale) { set_add(game.event_data, loc) } -function remove_propaganda_target(loc) { +function remove_propaganda_target(loc: Locale) { set_delete(game.event_data, loc) } -function is_propaganda_target(loc) { +function is_propaganda_target(loc: Locale) { return set_has(game.event_data, loc) } @@ -10066,7 +10195,7 @@ states.warwicks_propaganda = { } view.actions.done = 1 }, - locale(loc: Locale) { + locale(loc) { push_undo() add_propaganda_target(loc) game.count++ @@ -10102,7 +10231,7 @@ states.warwicks_propaganda_yorkist_choice = { view.actions.pay = 1 } }, - locale(loc: Locale) { + locale(loc) { game.where = loc }, remove_favour() { @@ -10193,7 +10322,7 @@ states.welsh_rebellion_remove_troops = { gen_action_militia(game.who) } }, - lord(lord: Lord) { + lord(lord) { push_undo() set_lord_moved(lord, 0) game.who = lord @@ -10250,7 +10379,7 @@ states.welsh_rebellion_remove_favour = { } view.actions.done = 1 }, - locale(loc: Locale) { + locale(loc) { push_undo() remove_favoury_marker(loc) logi(`Removed favour at ${data.locales[loc].name}`) @@ -10302,7 +10431,7 @@ states.aragne_1 = { } view.actions.done = 1 }, - vassal(v: Vassal) { + vassal(v) { push_undo() set_add(game.event_data, v) logi(`Vassal ${data.vassals[v].name} selected`) @@ -10330,7 +10459,7 @@ states.aragne_2 = { if (done) view.actions.done = 1 }, - vassal(other: Vassal) { + vassal(other) { push_undo() game.vassal = other init_influence_check(get_vassal_lord(other)) @@ -10412,7 +10541,7 @@ states.wilful_disobediance = { } view.actions.done = 1 }, - locale(loc: Locale) { + locale(loc) { push_undo() remove_favoury_marker(loc) game.count++ @@ -10467,7 +10596,7 @@ states.robins_rebellion = { } view.actions.done = 1 }, - locale(loc: Locale) { + locale(loc) { push_undo() shift_favour_toward(loc) logi(`Placed/Removed favour at ${data.locales[loc].name}`) @@ -10514,7 +10643,7 @@ states.tudor_banners = { if (done) view.actions.done = 1 }, - locale(loc: Locale) { + locale(loc) { push_undo() remove_favoury_marker(loc) add_favourl_marker(loc) @@ -10531,7 +10660,7 @@ function goto_york_event_tax_collectors() { game.state = "tax_collectors" } -function can_tax_collectors(lord) { +function can_tax_collectors(lord: Lord) { let here = get_lord_locale(lord) if (can_tax_at(here, lord)) return true @@ -10548,7 +10677,7 @@ states.tax_collectors = { } view.actions.done = 1 }, - lord(lord: Lord) { + lord(lord) { push_undo() set_lord_moved(lord, 0) game.where = NOWHERE @@ -10573,7 +10702,7 @@ states.tax_collectors_lord = { prompt_influence_check() } }, - locale(loc: Locale) { + locale(loc) { game.where = loc if (loc === data.lords[game.who].seat) { // Auto succeed without influence check at Lords seat. @@ -10636,7 +10765,7 @@ states.london_for_york = { view.prompt = `Select London to add a second favour marker` gen_action_locale(LOC_LONDON) }, - locale(loc: Locale) { + locale(loc) { push_undo() game.flags.london_for_york = 1 logi(`Second marker placed at ${data.locales[loc].name}`) @@ -10678,7 +10807,7 @@ states.she_wolf = { if (done) view.actions.done = 1 }, - vassal(v: Vassal) { + vassal(v) { push_undo() if (current_turn() < 16) set_vassal_lord_and_service(v, get_vassal_lord(v), get_vassal_service(v) + 1) @@ -10708,7 +10837,7 @@ states.richard_leigh = { view.prompt = `Select London, shift it once in your favour` gen_action_locale(LOC_LONDON) }, - locale(loc: Locale) { + locale(loc) { shift_favour_toward(loc) logi(`London shifted once in your favour`) end_immediate_event() @@ -10840,7 +10969,7 @@ states.earl_rivers = { if (troops > 1) game.who = NOBODY }, - lord(lord: Lord) { + lord(lord) { push_undo() game.who = lord } @@ -10885,7 +11014,7 @@ states.the_kings_name = { pay() { restore_state_for_the_kings_name() log(`${game.what} action cancelled.`) - logevent(`${EVENT_YORK_THE_KINGS_NAME}`) + logevent(EVENT_YORK_THE_KINGS_NAME) reduce_york_influence(1) resume_levy_muster_lord() }, @@ -11005,7 +11134,7 @@ function is_york_dominating_wales() { return false } -function is_jack_cade_eligible(lord) { +function is_jack_cade_eligible(lord: Lord) { if (!is_event_in_play(EVENT_YORK_JACK_CADE)) return false if (is_lord_in_or_adjacent_to_south(lord) && is_york_dominating_south()) @@ -11037,7 +11166,7 @@ states.exile_pact = { gen_action_locale(loc) } }, - locale(loc: Locale) { + locale(loc) { push_undo() set_lord_locale(game.command, loc) end_exile_pact() @@ -11052,7 +11181,7 @@ function end_exile_pact() { // === EVENTS: HELD === -function play_held_event(c) { +function play_held_event(c: Card) { log(`Played E${c}.`) if (c >= first_york_card && c <= last_york_card) set_delete(game.hand_y, c) @@ -11075,7 +11204,7 @@ function prompt_held_event() { gen_action_card(c) } -function can_play_held_event(c) { +function can_play_held_event(c: Card) { switch (c) { case EVENT_LANCASTER_ASPIELLES: return can_play_l_aspielles() @@ -11099,17 +11228,18 @@ function can_play_held_event(c) { return false } -function action_held_event(c) { +function action_held_event(c: Card) { push_undo() play_held_event(c) goto_held_event(c) } -function goto_held_event(c) { +function goto_held_event(c: Card) { switch (c) { // Play upon Death Check // TODO: move into states.death_check - case EVENT_YORK_ESCAPE_SHIP: + case EVENT_YORK_ESCAPE_SHIP[0]: + case EVENT_YORK_ESCAPE_SHIP[1]: case EVENT_LANCASTER_ESCAPE_SHIP: goto_play_escape_ship() break @@ -11182,7 +11312,7 @@ states.sun_in_splendour = { if (is_friendly_locale(loc)) gen_action_locale(loc) }, - locale(loc: Locale) { + locale(loc) { push_undo() muster_lord(LORD_EDWARD_IV, loc) // TODO: remove_lord_from_exile(LORD_EDWARD_IV) ? @@ -11233,7 +11363,7 @@ states.aspielles = { if (game.active === LANCASTER) view.hand = game.hand_y }, - lord(lord: Lord) { + lord(lord) { log(`${lord_name[lord]} Spied`) game.who = lord }, @@ -11286,7 +11416,7 @@ states.rebel_supply_depot = { function end_rebel_supply_depot() { pop_state() - game.spoils = 0 + game.spoils = null } // === HELD EVENT: SURPRISE LANDING === @@ -11336,7 +11466,7 @@ states.surprise_landing = { prompt_march() }, - lord(lord: Lord) { + lord(lord) { set_toggle(game.group, lord) }, locale: goto_march, @@ -11355,6 +11485,7 @@ function range(x) { case 5: return "1-5" case 6: return "Automatic success" } + return "?" } function log_br() { @@ -11362,29 +11493,29 @@ function log_br() { game.log.push("") } -function log(msg) { +function log(msg: string) { game.log.push(msg) } -function logevent(cap) { +function logevent(cap: Card) { game.log.push(`E${cap}.`) } -function logcap(cap) { +function logcap(cap: Card) { game.log.push(`C${cap}.`) } -function logi(msg) { +function logi(msg: string) { game.log.push(">" + msg) } -function log_h1(msg) { +function log_h1(msg: string) { log_br() log(".h1 " + msg) log_br() } -function log_h2(msg) { +function log_h2(msg: string) { log_br() if (game.active === YORK) log(".h2t " + msg) @@ -11393,7 +11524,7 @@ function log_h2(msg) { log_br() } -function log_h3(msg) { +function log_h3(msg: string) { log_br() if (game.active === YORK) log(".h3t " + msg) @@ -11402,12 +11533,12 @@ function log_h3(msg) { log_br() } -function log_h4(msg) { +function log_h4(msg: string) { log_br() log(".h4 " + msg) } -function log_h5(msg) { +function log_h5(msg: string) { log_br() log(".h5 " + msg) } @@ -11503,46 +11634,46 @@ exports.action = function (state, current, action, arg) { return game } -function gen_action(action, argument) { +function gen_action(action: string, argument: number) { if (!(action in view.actions)) view.actions[action] = [] set_add(view.actions[action], argument) } -function gen_action_card_if_held(c) { +function gen_action_card_if_held(c: Card) { if (has_card_in_hand(c)) gen_action_card(c) } -function prompt_select_lord(lord) { +function prompt_select_lord(lord: Lord) { if (lord !== game.who) gen_action_lord(lord) } -function action_select_lord(lord) { +function action_select_lord(lord: Lord) { if (game.who === lord) game.who = NOBODY else game.who = lord } -function gen_action_locale(locale) { +function gen_action_locale(locale: Locale) { gen_action("locale", locale) } -function gen_action_lord(lord) { +function gen_action_lord(lord: Lord) { gen_action("lord", lord) } -function gen_action_array(pos) { +function gen_action_array(pos: number) { gen_action("array", pos) } -function gen_action_vassal(vassal) { +function gen_action_vassal(vassal: Vassal) { gen_action("vassal", vassal) } -function gen_action_card(card_or_list) { +function gen_action_card(card_or_list: Card | Card[]) { if (Array.isArray(card_or_list)) for (let c of card_or_list) gen_action("card", c) @@ -11550,69 +11681,69 @@ function gen_action_card(card_or_list) { gen_action("card", card_or_list) } -function gen_action_plan(lord) { +function gen_action_plan(lord: Lord) { gen_action("plan", lord) } -function gen_action_prov(lord) { +function gen_action_prov(lord: Lord) { gen_action("prov", lord) } -function gen_action_coin(lord) { +function gen_action_coin(lord: Lord) { gen_action("coin", lord) } -function gen_action_cart(lord) { +function gen_action_cart(lord: Lord) { gen_action("cart", lord) } -function gen_action_mercenaries(lord) { +function gen_action_mercenaries(lord: Lord) { gen_action("mercenaries", lord) } -function gen_action_burgundians(lord) { +function gen_action_burgundians(lord: Lord) { gen_action("burgundians", lord) } -function gen_action_longbowmen(lord) { +function gen_action_longbowmen(lord: Lord) { gen_action("longbowmen", lord) } -function gen_action_retinue(lord) { +function gen_action_retinue(lord: Lord) { gen_action("retinue", lord) } -function gen_action_men_at_arms(lord) { +function gen_action_men_at_arms(lord: Lord) { gen_action("men_at_arms", lord) } -function gen_action_militia(lord) { +function gen_action_militia(lord: Lord) { gen_action("militia", lord) } -function gen_action_routed_mercenaries(lord) { +function gen_action_routed_mercenaries(lord: Lord) { gen_action("routed_mercenaries", lord) } -function gen_action_routed_longbowmen(lord) { +function gen_action_routed_longbowmen(lord: Lord) { gen_action("routed_longbowmen", lord) } -function gen_action_routed_burgundians(lord) { +function gen_action_routed_burgundians(lord: Lord) { gen_action("routed_burgundians", lord) } -function gen_action_routed_men_at_arms(lord) { +function gen_action_routed_men_at_arms(lord: Lord) { gen_action("routed_men_at_arms", lord) } -function gen_action_routed_militia(lord) { +function gen_action_routed_militia(lord: Lord) { gen_action("routed_militia", lord) } // === GAME OVER === -function goto_game_over(result, victory) { +function goto_game_over(result: string, victory: string) { game.state = "game_over" game.active = "None" game.result = result @@ -11749,64 +11880,64 @@ function object_copy(original) { // Packed array of small numbers in one word -function pack1_get(word, n) { +function pack1_get(word: number, n: number) { return (word >>> n) & 1 } -function pack2_get(word, n) { +function pack2_get(word: number, n: number) { n = n << 1 return (word >>> n) & 3 } -function pack4_get(word, n) { +function pack4_get(word: number, n: number) { n = n << 2 return (word >>> n) & 15 } -function pack1_set(word, n, x) { +function pack1_set(word: number, n: number, x: number) { return (word & ~(1 << n)) | (x << n) } -function pack2_set(word, n, x) { +function pack2_set(word: number, n: number, x: number) { n = n << 1 return (word & ~(3 << n)) | (x << n) } -function pack4_set(word, n, x) { +function pack4_set(word: number, n: number, x: number) { n = n << 2 return (word & ~(15 << n)) | (x << n) } // Array remove and insert (faster than splice) -function array_remove_item(array, item) { +function array_remove_item<T>(array: T[], item: T) { let n = array.length for (let i = 0; i < n; ++i) if (array[i] === item) return array_remove(array, i) } -function array_remove(array, index) { +function array_remove<T>(array: T[], index: number) { let n = array.length for (let i = index + 1; i < n; ++i) array[i - 1] = array[i] array.length = n - 1 } -function array_insert(array, index, item) { +function array_insert<T>(array: T[], index: number, item: T) { for (let i = array.length; i > index; --i) array[i] = array[i - 1] array[index] = item } -function array_remove_pair(array, index) { +function array_remove_pair<T>(array: T[], index: number) { let n = array.length for (let i = index + 2; i < n; ++i) array[i - 2] = array[i] array.length = n - 2 } -function array_insert_pair(array, index, key, value) { +function array_insert_pair<K,V>(array: (K|V)[], index: number, key: K, value: V) { for (let i = array.length; i > index; i -= 2) { array[i] = array[i - 2] array[i + 1] = array[i - 1] @@ -11817,7 +11948,7 @@ function array_insert_pair(array, index, key, value) { // Set as plain sorted array -function set_has(set, item) { +function set_has<T>(set: T[], item: T) { let a = 0 let b = set.length - 1 while (a <= b) { @@ -11833,7 +11964,7 @@ function set_has(set, item) { return false } -function set_add(set, item) { +function set_add<T>(set: T[], item: T) { let a = 0 let b = set.length - 1 while (a <= b) { @@ -11849,7 +11980,7 @@ function set_add(set, item) { array_insert(set, a, item) } -function set_delete(set, item) { +function set_delete<T>(set: T[], item: T) { let a = 0 let b = set.length - 1 while (a <= b) { @@ -11866,7 +11997,7 @@ function set_delete(set, item) { } } -function set_toggle(set, item) { +function set_toggle<T>(set: T[], item: T) { let a = 0 let b = set.length - 1 while (a <= b) { @@ -12065,7 +12196,7 @@ exports.fuzz_log = function (fuzz_info) { } if (false) - exports.fuzz_crash = function (state, view) { + exports.fuzz_crash = function (_state, _view) { for (let x = 0; x < log_sanity.length; x++) { console.log(log_sanity[x]) } diff --git a/tsconfig.json b/tsconfig.json index e390cc4..89a2587 100644 --- a/tsconfig.json +++ b/tsconfig.json @@ -1,6 +1,23 @@ { "compilerOptions": { - "target": "es2021", + "target": "esnext", "declaration": true, + + "strict": false, + //"strictNullChecks": true, + "strictFunctionTypes": true, + "strictBindCallApply": true, + //"strictPropertyInitialization": true, + "noImplicitThis": true, + "useUnknownInCatchVariables": true, + "alwaysStrict": true, + "noUnusedLocals": true, + "noUnusedParameters": true, + //"exactOptionalPropertyTypes": true, + "noImplicitReturns": true, + "noFallthroughCasesInSwitch": true, + "noUncheckedIndexedAccess": true, + "noImplicitOverride": true, + "noPropertyAccessFromIndexSignature": false } } |