diff options
author | Tor Andersson <tor@ccxvii.net> | 2024-04-18 19:32:33 +0200 |
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committer | Tor Andersson <tor@ccxvii.net> | 2024-04-18 20:57:40 +0200 |
commit | 590741e076c4d616404d170b842cbe16ff4551b1 (patch) | |
tree | 81fe02c30a52d2aca9e6b996c559ad404d18b5a8 /rules.ts | |
parent | 7e778d43ca47fa118afdb5be993b5c3d68ce7dbc (diff) | |
download | plantagenet-590741e076c4d616404d170b842cbe16ff4551b1.tar.gz |
Rework naval blockade to use multiple separate states instead of shared.
TODO: proper search for blockade of parley during levy action
Diffstat (limited to 'rules.ts')
-rw-r--r-- | rules.ts | 328 |
1 files changed, 153 insertions, 175 deletions
@@ -120,7 +120,6 @@ interface Game { sail_to_port: 0 | 1, supply_depot: 0 | 1, surprise_landing: 0 | 1, - naval_blockade: -1 | 0 | 1, london_for_york: number, }, @@ -560,6 +559,10 @@ function is_sea(loc: Locale) { return data.locales[loc].type === "sea" } +function is_adjacent(a: Locale, b: Locale) { + return set_has(data.locales[a].adjacent, b) +} + function find_ports(here: Locale, lord: Lord): Locale[] { // TODO: verify which lord is being passed in every place @@ -592,6 +595,14 @@ function find_sail_locales(here: Locale): Locale[] { return null } +function is_on_same_sea(a: Locale, b: Locale) { + return ( + (set_has(data.port_1, a) && set_has(data.port_1, b)) || + (set_has(data.port_2, a) && set_has(data.port_2, b)) || + (set_has(data.port_3, a) && set_has(data.port_3, b)) + ) +} + function make_locale_list(pred): Locale[] { let list = [] for (let loc of all_locales) @@ -2861,14 +2872,10 @@ states.levy_muster_lord = { take_ship() { push_undo() - if (check_naval_blockade("levy ship", get_lord_locale(game.who))) { - roll_naval_blockade() - } - else { - push_the_kings_name() - add_lord_assets(game.who, SHIP, 1) - goto_the_kings_name("Levy Ship") - } + if (can_naval_blockade(get_lord_locale(game.who))) + game.state = "blockade_levy_ship" + else + do_levy_ship() }, take_cart() { @@ -2941,6 +2948,26 @@ states.levy_muster_lord = { }, } +states.blockade_levy_ship = { + inactive: "Muster", + prompt() { + view.prompt = "Warwick may Naval Blockade the Levy Ship action." + view.actions.roll = 1 + }, + roll() { + if (roll_blockade()) + do_levy_ship() + else + resume_levy_muster_lord() + }, +} + +function do_levy_ship() { + push_the_kings_name() + add_lord_assets(game.who, 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) @@ -3781,12 +3808,18 @@ states.supply_source = { if (stronghold_supply > 0 && port_supply === 0) { use_stronghold_supply(loc, stronghold_supply) + end_supply() return } if (port_supply > 0 && stronghold_supply === 0) { - // TODO: naval blockade? - use_port_supply(loc, port_supply) + game.where = loc + if (can_naval_blockade(game.where)) { + game.state = "blockade_supply" + } else { + use_port_supply(loc, port_supply) + end_supply() + } return } @@ -3810,19 +3843,13 @@ function quartermasters_eligible_supply(source: Locale) { 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)) { - end_supply() - } - else { + if (!chamberlains_eligible_supply(source)) deplete_locale(source) - end_supply() - } } function use_port_supply(source: Locale, amount: number) { logi(`${amount} from Port at %${source}`) add_lord_assets(game.command, PROV, amount) - end_supply() } function end_supply() { @@ -3837,24 +3864,37 @@ states.select_supply_type = { prompt() { let port = get_port_supply_amount(game.where) let stronghold = get_stronghold_supply_amount(game.where) - view.prompt = `Supply: ${stronghold} from Stronghold or ${port} from Port?` view.actions.stronghold = 1 view.actions.port = 1 }, stronghold() { use_stronghold_supply(game.where, get_stronghold_supply_amount(game.where)) + end_supply() }, port() { - if (check_naval_blockade("supply", game.where)) { - roll_naval_blockade() - } - else { + if (can_naval_blockade(game.where)) { + game.state = "blockade_supply" + } else { use_port_supply(game.where, get_port_supply_amount(game.where)) + end_supply() } }, } +states.blockade_supply = { + inactive: "Supply", + prompt() { + view.prompt = "Warwick may Naval Blockade this Supply action." + view.actions.roll = 1 + }, + roll() { + if (roll_blockade()) + use_port_supply(game.where, get_port_supply_amount(game.where)) + end_supply() + }, +} + // === 4.6.1 ACTION: SAIL === function has_enough_available_ships_for_army() { @@ -3969,16 +4009,32 @@ states.sail = { prov: drop_prov, cart: drop_cart, locale(to) { - if (check_naval_blockade("sail", get_lord_locale(game.command)) || check_naval_blockade("sail", to)) { - roll_naval_blockade() + let from = get_lord_locale(game.command) + if (can_naval_blockade(from) || can_naval_blockade(to)) { game.where = to - } - else { + game.state = "blockade_sail" + } else { do_sail(to) } }, } +states.blockade_sail = { + inactive: "Muster", + prompt() { + view.prompt = "Warwick may Naval Blockade the Sail action." + view.actions.roll = 1 + }, + roll() { + let to = game.where + game.where = NOWHERE + if (roll_blockade()) + do_sail(to) + else + fail_sail() + }, +} + function do_sail(to: Locale) { log(`Sailed to %${to}${format_group_move()}.`) @@ -4006,6 +4062,14 @@ function do_sail(to: Locale) { resume_command() } +function fail_sail() { + if (is_seamanship_in_play()) + spend_action(1) + else + spend_all_actions() + resume_command() +} + function goto_confirm_approach_sail() { game.state = "confirm_approach_sail" } @@ -4211,6 +4275,8 @@ states.tax = { add_lord_assets(game.command, COIN, get_tax_amount(game.where, game.command)) end_tax() } + + // TODO: naval blockade }, spend1: add_influence_check_modifier_1, spend3: add_influence_check_modifier_2, @@ -4283,6 +4349,18 @@ function search_parley(result, start: Locale, lord: Lord) { return false } +function search_parley_for_naval_blockade(start: Locale, destination: Locale) { + if (get_shared_assets(start, SHIP) === 0) + return false +/* + TODO: full recursive search to see if we can reach destination + let war = get_lord_locale(LORD_WARWICK_Y)) + let dist = map_get(game.parley, destination) +*/ + return can_naval_blockade(start) || can_naval_blockade(destination) +} + + function can_action_parley_command() { if (game.actions <= 0) return false @@ -4379,7 +4457,6 @@ function goto_parley() { function end_parley(success: boolean) { pop_state() - game.flags.naval_blockade = 0 game.where = NOWHERE delete game.parley if (game.levy_flags.my_crown_is_in_my_heart > 0 && game.who === LORD_HENRY_VI) { @@ -4426,11 +4503,18 @@ states.parley = { push_undo() game.where = loc add_influence_check_distance(map_get(game.parley, loc, 0)) - if (is_levy_phase() && check_naval_blockade("levy parley", loc)) { - roll_naval_blockade() + if (is_levy_phase()) { + // needs full search of the entire chain during levy + if (can_naval_blockade_parley(get_lord_locale(game.who), loc)) + game.state = "blockade_parley" + } else { + // limited parley length during campaign + let here = get_lord_locale(game.command) + if (!is_adjacent(here, loc)) { + if (can_naval_blockade(here) || can_naval_blockade(loc)) + game.state = "blockade_parley" + } } - if (is_campaign_phase() && check_naval_blockade("campaign parley", loc)) - roll_naval_blockade() }, spend1: add_influence_check_modifier_1, spend3: add_influence_check_modifier_2, @@ -4469,6 +4553,20 @@ states.parley = { }, } +states.blockade_parley = { + inactive: "Parley", + prompt() { + view.prompt = "Warwick may Naval Blockade this Parley action." + view.actions.roll = 1 + }, + roll() { + if (roll_blockade()) + game.state = "parley" + else + end_parley(false) + }, +} + // === 4.3 ACTION: MARCH === function get_way_type(from: Locale, to: Locale): Way { @@ -8273,7 +8371,6 @@ exports.setup = function (seed, scenario, options) { jack_cade: 0, london_for_york: 0, march_to_port: 0, - naval_blockade: 0, sail_to_port: 0, supply_depot: 0, surprise_landing: 0, @@ -9593,156 +9690,36 @@ function levy_burgundians(lord: Lord) { // === CAPABILITY: NAVAL BLOCKADE === -function parley_through_sea(start: Locale, locale: Locale) { - // Only entered in levy - let ships = get_shared_assets(start, SHIP) - - if (ships === 0) { - game.flags.naval_blockade = -1 - } - - search_dist.fill(0) - search_seen.fill(0) - search_seen[start] = 1 - - let queue = [ start ] - while (queue.length > 0) { - let here = queue.shift() - let dist = search_dist[here] - let next_dist = dist + 1 - - if (is_friendly_locale(here)) { - for (let next of data.locales[here].adjacent) { - if (!search_seen[next]) { - search_seen[next] = 1 - search_dist[next] = next_dist - queue.push(next) - if (next === locale) { - game.flags.naval_blockade = -1 - } - } - } - } - } - queue = [ start ] - while (queue.length > 0) { - let here = queue.shift() - let dist = search_dist[here] - let next_dist = dist + 1 - - if (is_friendly_locale(here)) { - if (ships > 0 && is_seaport(here)) { - for (let next of find_ports(here, game.command)) { - if (!search_seen[next]) { - search_seen[next] = 1 - search_dist[next] = next_dist - queue.push(next) - if (next === locale && game.flags.naval_blockade !== -1) { - game.flags.naval_blockade = 1 - } - } - } - } - } - } -} - -function check_naval_blockade(action: string, locale: Locale) { - let ports = [data.port_1, data.port_2, data.port_3] - game.what = action - - if (!lord_has_capability(LORD_WARWICK_Y, AOW_YORK_NAVAL_BLOCKADE) || !is_seaport(get_lord_locale(LORD_WARWICK_Y)) || is_exile(get_lord_locale(LORD_WARWICK_Y))) { - return false - } - - if (action === "levy parley") { - parley_through_sea(get_lord_locale(game.who), locale) - if (game.flags.naval_blockade !== 1) { - return false - } - } - - if (action === "campaign parley" && data.locales[locale].adjacent.includes(get_lord_locale(game.command))) { - return false - } - - for (let port of ports) { - if (set_has(port, get_lord_locale(LORD_WARWICK_Y)) && set_has(port, locale)) { +function is_naval_blockade_in_play() { + if (lord_has_capability(LORD_WARWICK_Y, AOW_YORK_NAVAL_BLOCKADE)) { + let war = get_lord_locale(LORD_WARWICK_Y) + if (is_seaport(war) && !is_exile(war)) return true - } } + return false +} +function can_naval_blockade(here: Locale) { + if (is_naval_blockade_in_play()) + return is_on_same_sea(here, get_lord_locale(LORD_WARWICK_Y)) return false } -function roll_naval_blockade() { - push_state("naval_blockade") +function can_naval_blockade_parley(from: Locale, to: Locale) { + if (is_naval_blockade_in_play()) + return search_parley_for_naval_blockade(from, to) + return false } -// Parley, and Tax -states.naval_blockade = { - inactive: "Naval Blockade", - prompt() { - view.prompt = `Naval Blockade : Warwick block this action except on a 1-2` - view.actions.roll = 1 - }, - roll() { - let threshold = 2 - let roll = roll_die() - let success = threshold >= roll - log(`Attempt to counter Naval Blockade ${success ? "Failed" : "Successful"}: (1-2) ${success ? HIT[roll] : MISS[roll]}`) - if (success) { - logi(`Successfully overran C${AOW_YORK_NAVAL_BLOCKADE}`) - if (game.what === "levy parley") { - game.flags.naval_blockade = -1 - } - if (game.what === "campaign parley") { - game.flags.naval_blockade = -1 - } - if (game.what === "levy ship") { - push_the_kings_name() - add_lord_assets(game.who, SHIP, 1) - goto_the_kings_name("Levy Ship") - } - if (game.what === "supply") { - use_port_supply(game.where, get_port_supply_amount(game.where)) - } - if (game.what === "sail") { - let to = game.where - game.where = NOWHERE - do_sail(to) - } - } - else { - logi(`Failed C${AOW_YORK_NAVAL_BLOCKADE}`) - if (game.what === "levy parley") { - pop_state() - } - if (game.what === "campaign parley") { - pop_state() - } - } - if (game.what === "levy parley") { - pop_state() - resume_levy_muster_lord() - } - if (game.what === "campaign parley") { - pop_state() - --game.count - resume_command() - } - if (game.what === "levy ship") { - pop_state() - resume_levy_muster_lord() - } - if (game.what === "supply" && !success) { - end_supply() - } - if (game.what === "sail" && !success) { - resume_command() - } - game.what = null - }, +function roll_blockade() { + let roll = roll_die() + if (roll <= 2) { + log("Naval Blockade " + HIT[roll]) + return true + } else { + log("Naval Blockade " + MISS[roll]) + return false + } } // === CAPABILITY: AGITATORS === @@ -10720,6 +10697,7 @@ states.tax_collectors_lord = { add_lord_assets(game.who, COIN, get_tax_amount(game.where, game.who) * 2) end_tax_collectors_lord() } + // TODO: naval blockade }, spend1: add_influence_check_modifier_1, spend3: add_influence_check_modifier_2, |