diff options
author | teisuru <31881306+teisuru@users.noreply.github.com> | 2023-09-05 12:02:43 +0200 |
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committer | Tor Andersson <tor@ccxvii.net> | 2023-12-10 18:16:55 +0100 |
commit | 1ec497cbcdc7de8cfb37a176fcd98138fff28597 (patch) | |
tree | 906106cd6a2ee1fa69162d0aef8d9cd0e613ca23 /rules.js | |
parent | 99f4f4b1732688bbc3287a32c36a09d1b75a50c4 (diff) | |
download | plantagenet-1ec497cbcdc7de8cfb37a176fcd98138fff28597.tar.gz |
battle init + guidelines parley and vassal levy
Diffstat (limited to 'rules.js')
-rw-r--r-- | rules.js | 393 |
1 files changed, 52 insertions, 341 deletions
@@ -2610,6 +2610,47 @@ states.command = { card: action_held_event, } +// === ACTION: PARLEY === + +// 1) During Levy / game.who -- Campaign / game.command +// 2) During Levy / Can reach any locale that has a route of friendly locale (except the target stronghold) +// Campaign / here and adjacent +// The route can go through ports on same sea if the group has ships (note that there is one card that connect all port on all seas) +// 3) Condition : Always parley at lord's locale if not friendly +// 4) Not where any enemy lord, always at stronghold (not at sea or exile box) +// 5) Not where it is already friendly +// 6) Same port on same sea (port_1, port_2, port_3 on data.js) +// 7) From exile, all port on same sea (exile_1 can target port_1, exile_2 can target port_2, exile_3 can target port_3) +// 8) Cost : Levy / 1 always + 1 per way (by land or sea) -- Campaign / No cost here, 1 always + 1 due to the way +// 9) In addition, player may chose to raise current influence rating (current influence rating = printed + caps that may change it) +// by 1 or 2 by spending 1 or 3 IP +// 10) Roll a die : <= current influence rating success, => failure. 1 always success, 6 always failure. always success at no cost if campaign here +// 11) If success, remove enemy marker if currently enemy, add your marker if there is no marker. +// 12) If success, move the Town or City or Fortress marker one step to succeeding side if the locale just parleyed was a Town / City / Fortress +// 13) The current influence is put back to where it was before the expenditure +// (he needs to pay again if he wants to improve his influence for a following parley action) + +// INFLUENCE CHECK = 8) and 9) and 10) Will happen a lot in the game, so a own function is best that will be modified depending on exceptions + +// === ACTION: LEVY VASSAL === +// 1) During Levy ONLY +// 2) game.who location must be friendly and Vassal seat locale must be friendly +// 3) there need to not be his vassal marker on the calendar (see vassal disband) +// 4) use INFLUENCE CHECK, except that the cost is always 1 (you don't count way cost) before choosing to add extra influence to the lord +// 5) In addition, player may chose to raise current influence rating (current influence rating = printed + caps that may change it) +// by 1 or 2 by spending 1 or 3 IP +// 6) In addition, substract the left number value (data.vassals.influence) if game.who is Lancaster, add if game.who is yorkist +// 7) Roll a die : <= current influence rating success, => failure. 1 always success, 6 always failure. +// 8) Place one vassal marker on the lord mat +// 9) Place the other vassal marker on the calendar box a number of turn equal to current turn + service (data.vassals.service) +// 10) The vassals with service 0 are capabilities that will never be put on calendar, there will only be one marker on lord's mat. + +// VASSAL DISBAND +// 1) One vassal marker is placed, face down, on his seat +// 2) The other vassal marker is placed, face down, on the calendar, a number of boxes right to current turn + 6 - service +// (a service 3 disbanding in turn 8 will come back turn 11) + + // === ACTION: MARCH === function format_group_move() { @@ -2790,307 +2831,13 @@ states.confirm_approach = { view.actions.approach = 1 }, approach() { - goto_avoid_battle() - } -} - -// === ACTION: MARCH - AVOID BATTLE === - -function count_besieged_lords(loc) { - let n = 0 - for (let lord = first_lord; lord <= last_lord; ++lord) - if (get_lord_locale(lord) === loc && is_lord_besieged(lord)) - ++n - return n -} - -function stronghold_strength(loc) { - if (has_castle_marker(loc)) - return 2 - return data.locales[loc].stronghold -} - -function stronghold_capacity(loc) { - return stronghold_strength(loc) - count_besieged_lords(loc) -} - - -function spoil_prov(lord) { - add_lord_assets(lord, PROV, -1) - add_spoils(PROV, 1) -} - -function can_any_avoid_battle() { - let here = game.march.to - for (let [to, way] of data.locales[here].ways) - if (can_avoid_battle(to, way)) - return true - return false -} - -function can_avoid_battle(to, way) { - if (way === game.march.approach) - return false - if (has_unbesieged_enemy_lord(to)) - return false - return true -} - -function goto_avoid_battle() { - clear_undo() - set_active_enemy() - if (can_any_avoid_battle()) { - // TODO: pre-select lone lord? - game.march.group = game.group // save group - game.state = "avoid_battle" - game.spoils = 0 - resume_avoid_battle() - } else { - goto_march_withdraw() - } -} - -function resume_avoid_battle() { - let here = game.march.to - game.group = [] - game.state = "avoid_battle" - } - -states.avoid_battle = { - inactive: "Avoid Battle", - prompt() { - view.prompt = "March: Select Lords and destination to Avoid Battle." - view.group = game.group - - let here = game.march.to - for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) - if (get_lord_locale(lord) === here) - gen_action_lord(lord) - - if (game.group.length > 0) { - for (let way of data.locales[here].ways) - for (let i = 1; i < way.length; ++i) - if (can_avoid_battle(way[0], way[i])) - gen_action_locale(way[0]) - } - - view.actions.end_avoid_battle = 1 - }, - lord(lord) { - set_toggle(game.group, lord) - }, - locale(to) { - push_undo() - - let from = get_lord_locale(game.command) - let ways = list_ways(from, to) - if (ways.length > 2) { - game.march.avoid_to = to - game.state = "avoid_battle_way" - } else { - game.march.avoid_to = to - game.march.avoid_way = ways[1] - avoid_battle_1() - } - }, - end_avoid_battle() { push_undo() - end_avoid_battle() - }, -} - -states.avoid_battle_way = { - inactive: "Avoid Battle", - prompt() { - view.prompt = `Avoid Battle: Select Way to destination.` - view.group = game.group - let from = game.march.to - let to = game.march.avoid_to - let ways = list_ways(from, to) - for (let i = 1; i < ways.length; ++i) - if (can_avoid_battle(to, ways[i])) - gen_action_way(ways[i]) - }, - way(way) { - game.march.avoid_way = way - avoid_battle_1() - }, -} - -function avoid_battle_1() { - let way = game.march.avoid_way - let transport = count_group_transport(data.ways[way].type) - let prov = count_group_assets(PROV) - if (prov > transport) - game.state = "avoid_battle_laden" - else - avoid_battle_2() -} - -states.avoid_battle_laden = { - inactive: "Avoid Battle", - prompt() { - let to = game.march.avoid_to - let way = game.march.avoid_way - let transport = count_group_transport(data.ways[way].type) - let prov = count_group_assets(PROV) - - if (prov > transport) - view.prompt = `Avoid Battle: Hindered with ${prov} Provender and ${transport} Transport.` - else - view.prompt = `Avoid Battle: Unladen.` - view.group = game.group - - if (prov > transport) { - view.prompt += " Discard Provender." - for (let lord of game.group) { - if (get_lord_assets(lord, PROV) > 0) - gen_action_prov(lord) - } - } else { - gen_action_locale(to) - view.actions.avoid = 1 - } - }, - prov(lord) { - push_undo() - spoil_prov(lord) - }, - locale(_) { - avoid_battle_2() - }, - avoid() { - avoid_battle_2() - }, -} - -function avoid_battle_2() { - let to = game.march.avoid_to + set_active_defender() + goto_battle() - for (let lord of game.group) { - log(`L${lord} Avoided Battle to %${to}.`) - if (game.march.ambush) - set_add(game.march.ambush.lords, lord) - set_lord_locale(lord, to) - set_lord_moved(lord, 1) } - - - game.march.avoid_to = 0 - game.march.avoid_way = 0 - resume_avoid_battle() -} - -function end_avoid_battle() { - game.group = game.march.group // restore group - game.march.group = 0 - goto_march_withdraw() -} - -// === ACTION: MARCH - WITHDRAW === - -function can_withdraw(here, n) { - if (is_unbesieged_friendly_stronghold(here)) - if (stronghold_capacity(here) >= n) - return true - return false } -function goto_march_withdraw() { - let here = game.march.to - end_march_withdraw() - -} - -states.march_withdraw = { - inactive: "Withdraw", - prompt() { - view.prompt = "March: Select Lords to Withdraw into Stronghold." - - let here = get_lord_locale(game.command) - let capacity = stronghold_capacity(here) - - if (capacity >= 1) { - for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { - if (get_lord_locale(lord) === here && !is_lower_lord(lord) && is_lord_unbesieged(lord)) { - if (is_upper_lord(lord)) { - if (capacity >= 2) - gen_action_lord(lord) - } else { - gen_action_lord(lord) - } - } - } - } - - view.actions.end_withdraw = 1 - }, - lord(lord) { - push_undo() - let lower = get_lower_lord(lord) - - log(`L${lord} Withdrew.`) - set_lord_besieged(lord, 1) - - if (lower !== NOBODY) { - log(`L${lower} Withdrew.`) - set_lord_besieged(lower, 1) - } - }, - end_withdraw() { - end_march_withdraw() - }, -} - -function end_march_withdraw() { - clear_undo() - set_active_enemy() - // TO BE USED FOR BLOCKED FORD - goto_march_ambush() -} - -// === ACTION: MARCH - AMBUSH === - -function goto_march_ambush() { - if (game.march.ambush && game.march.ambush.lords.length > 0) - game.state = "march_ambush" - else - goto_spoils_after_avoid_battle() -} - -states.march_ambush = { - inactive: "Ambush", - prompt() { - view.prompt = "Avoid Battle: You may play Ambush if you have it." - if (has_card_in_hand(EVENT_TEUTONIC_AMBUSH)) - gen_action_card(EVENT_TEUTONIC_AMBUSH) - if (has_card_in_hand(EVENT_RUSSIAN_AMBUSH)) - gen_action_card(EVENT_RUSSIAN_AMBUSH) - view.actions.pass = 1 - }, - card(c) { - play_held_event(c) - - // Restore assets and spoils and withdrawn lords - game.pieces.assets = game.march.ambush.assets - game.pieces.conquered = game.march.ambush.conquered - game.spoils = 0 - - // Restore lords who avoided battle - for (let lord of game.march.ambush.lords) { - set_lord_locale(lord, game.march.to) - set_lord_moved(lord, 0) - } - - set_active_enemy() - game.march.ambush = 0 - goto_march_withdraw() - }, - pass() { - game.march.ambush = 0 - goto_spoils_after_avoid_battle() - }, -} // === ACTION: MARCH - DIVIDE SPOILS AFTER AVOID BATTLE === @@ -3126,40 +2873,6 @@ function take_spoils(type) { function take_spoils_prov() { take_spoils(PROV) } function take_spoils_cart() { take_spoils(CART) } -function goto_spoils_after_avoid_battle() { - if (has_any_spoils()) { - game.state = "spoils_after_avoid_battle" - if (game.group.length === 1) - game.who = game.group[0] - } else { - goto_battle() - } -} - -states.spoils_after_avoid_battle = { - inactive: "Spoils", - prompt() { - if (has_any_spoils()) { - view.prompt = "Spoils: Divide " + list_spoils() + "." - // only moving lords get to divide the spoils - for (let lord of game.group) - prompt_select_lord(lord) - if (game.who !== NOBODY) - prompt_spoils() - } else { - view.prompt = "Spoils: All done." - view.actions.end_spoils = 1 - } - }, - lord: action_select_lord, - take_prov: take_spoils_prov, - end_spoils() { - clear_undo() - game.spoils = 0 - game.who = NOBODY - goto_battle() - }, -} // === ACTION: SUPPLY (SEARCHING) === @@ -3695,7 +3408,7 @@ function goto_battle() { start_battle() - // march_with_group_3() + //march_with_group_3() } function init_battle(here) { @@ -3712,8 +3425,6 @@ function init_battle(here) { array: [ -1, game.command, -1, -1, -1, -1, - -1, -1, -1, - -1, -1, -1, ], garrison: 0, reserves: [], @@ -3757,8 +3468,8 @@ function start_battle() { set_add(game.battle.reserves, lord) } } - - //goto_relief_sally() + set_active_attacker() + goto_array_attacker() } function init_garrison(knights, men_at_arms) { @@ -3767,12 +3478,12 @@ function init_garrison(knights, men_at_arms) { // === BATTLE: BATTLE ARRAY === -// 0) Defender decides to stand for Battle, not Avoid. -// 1) Attacker decides which Lords will relief sally, if any. -// 2) Attacker positions front A. -// 3) Defender positions front D. -// 4) Attacker positions SA. -// 5) Defender positions reaguard RG. +// 0) Defender decides to stand for Battle, not Exile +// 1) Defender decides how he wants to array his lords +// 2) Defender positions front D +// 3) Attacker positions front A. +// 4) Defender plays event +// 5) ATtacker plays event function has_friendly_reserves() { for (let lord of game.battle.reserves) |