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authorTor Andersson <tor@ccxvii.net>2023-10-06 20:14:01 +0200
committerTor Andersson <tor@ccxvii.net>2023-12-10 18:16:55 +0100
commit7a32014280ab648bf9b278892bfa1f0acb788c54 (patch)
tree89b6c38f55cdd690b0f8dc3cb0d510e1868a35cb /rules.js
parent6e212cb25c5674df070481d06087f727fcf7a4ca (diff)
downloadplantagenet-7a32014280ab648bf9b278892bfa1f0acb788c54.tar.gz
Use set functions.
Diffstat (limited to 'rules.js')
-rw-r--r--rules.js110
1 files changed, 56 insertions, 54 deletions
diff --git a/rules.js b/rules.js
index 3e59ec4..04c6164 100644
--- a/rules.js
+++ b/rules.js
@@ -346,8 +346,6 @@ const VASSAL_MONTAGU = find_vassal("Montagu")
const VASSAL_THOMAS_STANLEY = find_vassal("Thomas Stanley")
const VASSAL_TROLLOPE = find_vassal("Trollope")
-const SEAS = [ LOC_NORTH_SEA, LOC_IRISH_SEA, LOC_ENGLISH_CHANNEL ]
-
// === === === === FROM NEVSKY === === === ===
// TODO: log end victory conditions at scenario start
@@ -3492,14 +3490,17 @@ function can_action_parley_levy() {
function parley_adjacent(here, _) {
let seaports = []
+
+ // TODO: precompute these?
+
if (is_exile(here) && get_shared_assets(here, SHIP) > 0) {
return find_ports_from_exile(here)
} else if (is_seaport(here) && get_shared_assets(here, SHIP) > 0) {
- if (data.port_1.includes(here))
+ if (set_has(data.port_1, here))
seaports = data.port_1
- if (data.port_2.includes(here))
+ if (set_has(data.port_2, here))
seaports = data.port_2
- if (data.port_3.includes(here))
+ if (set_has(data.port_3, here))
seaports = data.port_3
}
@@ -3507,11 +3508,11 @@ function parley_adjacent(here, _) {
}
function find_ports_from_exile(here) {
- if (data.exile_1.includes(here))
+ if (set_has(data.exile_1, here))
return data.port_1
- if (data.exile_2.includes(here))
+ if (set_has(data.exile_2, here))
return data.port_2
- if (data.exile_3.includes(here))
+ if (set_has(data.exile_3, here))
return data.port_3
}
@@ -3980,7 +3981,7 @@ function goto_intercept_exiles() {
let here = get_lord_locale(game.command)
for (let lord = first_enemy_lord; lord <= last_enemy_lord; ++lord) {
if (get_lord_locale(lord) === here) {
- if (!game.group.includes(lord)) {
+ if (!set_has(game.group, lord)) {
game.state = "intercept_exiles"
set_active_enemy()
return
@@ -4000,7 +4001,7 @@ states.intercept_exiles = {
prompt() {
view.prompt = "???"
for_each_friendly_lord_in_locale(get_lord_locale(game.command), lord => {
- if (!game.group.includes(lord))
+ if (!set_has(game.group, lord))
gen_action_lord(lord)
})
view.actions.done = 1
@@ -4397,11 +4398,11 @@ function tax_accept(loc, possibles) {
function tax_adjacent(here, _) {
let seaports = []
if (is_seaport(here) && get_shared_assets(here, SHIP) > 0) {
- if (data.port_1.includes(here))
+ if (set_has(data.port_1, here))
seaports = data.port_1
- if (data.port_2.includes(here))
+ if (set_has(data.port_2, here))
seaports = data.port_2
- if (data.port_3.includes(here))
+ if (set_has(data.port_3, here))
seaports = data.port_3
} else if (is_exile(here) && get_shared_assets(here, SHIP) > 0) {
return find_ports_from_exile(here)
@@ -4576,31 +4577,31 @@ states.sail = {
view.prompt = `Sail: Select a destination Seaport.`
let from = 0
switch (true) {
- case data.exile_1.includes(here):
+ case set_has(data.exile_1, here):
from = data.way_exile_1
break
- case data.exile_2.includes(here):
+ case set_has(data.exile_2, here):
from = data.way_exile_2
break
- case data.exile_3.includes(here):
+ case set_has(data.exile_3, here):
from = data.way_exile_3
break
- case data.sea_1.includes(here):
+ case set_has(data.sea_1, here):
from = data.way_sea_1
break
- case data.sea_2.includes(here):
+ case set_has(data.sea_2, here):
from = data.way_sea_2
break
- case data.sea_3.includes(here):
+ case set_has(data.sea_3, here):
from = data.way_sea_3
break
- case data.port_1.includes(here):
+ case set_has(data.port_1, here):
from = data.way_port_1
break
- case data.port_2.includes(here):
+ case set_has(data.port_2, here):
from = data.way_port_2
break
- case data.port_3.includes(here):
+ case set_has(data.port_3, here):
from = data.way_port_3
break
}
@@ -5072,8 +5073,8 @@ states.flee_battle = {
lord(lord) {
log(`${lord_name[lord]} Fled the battle of %${game.battle.where}.`)
set_add(game.battle.fled, lord)
- if (game.battle.reserves.includes(lord)) {
- array_remove_item(game.battle.reserves, lord)
+ if (set_has(game.battle.reserves, lord)) {
+ set_remove(game.battle.reserves, lord)
} else {
for (let x = 0; x < 6; x++) {
if (game.battle.array[x] === lord) {
@@ -6136,7 +6137,7 @@ states.death_or_disband = {
let modifier = 0
let roll = roll_die()
- if (game.battle.fled.includes(lord)) {
+ if (set_has(game.battle.fled, lord)) {
modifier = -2
}
@@ -6146,7 +6147,7 @@ states.death_or_disband = {
disband_lord(lord, !success)
- if (game.battle.fled.includes(lord)) {
+ if (set_has(game.battle.fled, lord)) {
set_delete(game.battle.fled, lord)
} else {
set_delete(game.battle.routed, lord)
@@ -6889,9 +6890,9 @@ function goto_game_end() {
// GAME END
if (!(check_scenario_end_victory() || check_campaign_victory() || check_threshold_victory())) {
- if (GROW_TURNS.includes(current_turn())) {
+ if (set_has(GROW_TURNS, current_turn())) {
do_grow()
- } else if (WASTE_TURNS.includes(current_turn())) {
+ } else if (set_has(WASTE_TURNS, current_turn())) {
do_waste()
} else {
goto_reset()
@@ -7296,7 +7297,7 @@ function tides_calc() {
domy += 1
}
- if (INFLUENCE_TURNS.includes(current_turn())) {
+ if (set_has(INFLUENCE_TURNS, current_turn())) {
for (let y = first_york_lord; y <= last_york_lord; y++) {
if (is_lord_on_map(y)) {
domy += data.lords[y].influence
@@ -7337,18 +7338,9 @@ function has_lords_at_sea() {
return false
}
-function get_lords_at_sea() {
- let results = []
- for (let x = first_friendly_lord; x <= last_friendly_lord; x++) {
- if (is_lord_at_sea(x)) {
- results.push(x)
- }
- }
- return results
-}
-
function is_lord_at_sea(lord) {
- return SEAS.includes(get_lord_locale(lord))
+ let here = get_lord_locale(lord)
+ return here === LOC_NORTH_SEA || here === LOC_IRISH_SEA || here === LOC_ENGLISH_CHANNEL
}
function goto_disembark() {
@@ -7378,20 +7370,26 @@ function do_disembark() {
return success
}
-function get_safe_ports(sea) {
- let ports = []
- if (data.sea_1.includes(sea))
+function for_each_port(sea, f) {
+ let ports = null
+ if (set_has(data.sea_1, sea))
ports = data.port_1
- if (data.sea_2.includes(sea))
+ if (set_has(data.sea_2, sea))
ports = data.port_2
- if (data.sea_3.includes(sea))
+ if (set_has(data.sea_3, sea))
ports = data.port_3
-
- return ports.filter(p => !has_enemy_lord(p))
+ if (ports)
+ for (let loc of ports)
+ f(loc)
}
function has_safe_ports(sea) {
- return get_safe_ports(sea).length > 0
+ let result = false
+ for_each_port(sea, loc => {
+ if (!has_enemy_lord(loc))
+ result = true
+ })
+ return result
}
states.disembark = {
@@ -7400,15 +7398,19 @@ states.disembark = {
view.prompt = "Disembark your lords at sea."
let done = true
if (game.who === NOBODY) {
- get_lords_at_sea().forEach(l => {
- gen_action_lord(l)
- done = false
- })
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; lord++) {
+ if (is_lord_at_sea(lord)) {
+ gen_action_lord(lord)
+ done = false
+ }
+ }
} else {
let sea = get_lord_locale(game.who)
- get_safe_ports(sea).forEach(gen_action_locale)
+ for_each_port(sea, loc => {
+ if (!has_enemy_lord(loc))
+ gen_action_locale(loc)
+ })
}
-
if (done) {
view.actions.done = 1
}