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authorTor Andersson <tor@ccxvii.net>2024-04-17 15:43:30 +0200
committerTor Andersson <tor@ccxvii.net>2024-04-17 15:43:30 +0200
commitfd070d47b2e05d3a142493f58baab0a5f3f58221 (patch)
tree83fab12e8c46844afacc69cdb0b635cafbe403fc /rules.ts
parenta3b52ef07cbb79e1aefb9f4f7e696afeb6f47f83 (diff)
downloadplantagenet-fd070d47b2e05d3a142493f58baab0a5f3f58221.tar.gz
Typescript.
Diffstat (limited to 'rules.ts')
-rw-r--r--rules.ts11937
1 files changed, 11937 insertions, 0 deletions
diff --git a/rules.ts b/rules.ts
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+"use strict"
+
+// TODO: "approach" pause when about to move into intercept range?
+// TODO: log end victory conditions at scenario start
+// Check all push/clear_undo
+// TODO: check flank attack
+
+// TODO: clean up use of who/what/which/where -- explicit selected_lord, selected_vassal, etc?
+// TODO: remove unneccessary game.who = NOBODY etc
+// TODO: call end_influence_check earlier when possible?
+
+// TODO: verify all push_state uses
+
+let game = null
+let view = null
+let states = {}
+
+function check_london_protected() {
+// TODO IF HENRY/MARGARET ARE MUSTERED IT DOES NOT CHANGE FAVOUR
+// ONLY L17/L18 and Pillage will cancel that event
+//(it is annuled when london go to neutral
+ if (game.state === "pillage") {
+ return false
+ }
+ if (game.flags.london_for_york === 1 && game.where === LOC_LONDON) {
+ return true
+ }
+ else {
+ return false
+ }
+}
+
+// === CONSTANTS ===
+
+const data = require("./data.js")
+
+function find_card(name) {
+ let ix = data.cards.findIndex(x => x.name === name)
+ if (ix < 0)
+ throw "CANNOT FIND CARD: " + name
+ return ix
+}
+
+function find_lord(name) {
+ let ix = data.lords.findIndex(x => x.name === name)
+ if (ix < 0)
+ throw "CANNOT FIND LORD: " + name
+ return ix
+}
+
+function find_locale(name) {
+ let ix = data.locales.findIndex(x => x.name === name)
+ if (ix < 0)
+ throw "CANNOT FIND LOCALE: " + name
+ return ix
+}
+
+function find_vassal(name) {
+ let ix = data.vassals.findIndex(x => x.name === name)
+ if (ix < 0)
+ throw "CANNOT FIND VASSAL: " + name
+ return ix
+}
+
+const BOTH = "Both"
+const LANCASTER = "Lancaster"
+const YORK = "York"
+
+exports.roles = [ LANCASTER, YORK ]
+
+const NOBODY = -1
+const NOWHERE = -1
+const NOTHING = -1
+
+const CALENDAR = 100
+
+const VASSAL_READY = 29
+const VASSAL_CALENDAR = 30
+const VASSAL_OUT_OF_PLAY = 31
+
+const SUMMER = 0
+const SPRING = 1
+const WINTER = 2
+const AUTUMN = 3
+
+const SEASONS = [
+ null,
+ WINTER,
+ SPRING,
+ SUMMER,
+ AUTUMN,
+ WINTER,
+ WINTER,
+ SPRING,
+ SUMMER,
+ AUTUMN,
+ WINTER,
+ WINTER,
+ SPRING,
+ SUMMER,
+ AUTUMN,
+ WINTER,
+ null,
+]
+
+const INFLUENCE_TURNS = [ 1, 4, 6, 9, 11, 14 ]
+const GROW_TURNS = [ 4, 9, 14 ]
+const WASTE_TURNS = [ 5, 10 ]
+
+const HIT = [ "0", "\u2776", "\u2777", "\u2778", "\u2779", "\u277A", "\u277B" ]
+const MISS = [ "0", "\u2460", "\u2461", "\u2462", "\u2463", "\u2464", "\u2465" ]
+
+// unit types
+const RETINUE = 0
+const VASSAL = 1
+const MEN_AT_ARMS = 2
+const LONGBOWMEN = 3
+const MILITIA = 4
+const BURGUNDIANS = 5
+const MERCENARIES = 6
+
+const FORCE_TYPE_COUNT = 7
+const FORCE_TYPE_NAME = [ "Retinue", "Vassal", "Men-at-Arms", "Longbowmen", "Militia", "Burgundians", "Mercenary" ]
+const FORCE_PROTECTION = [ 4, 4, 3, 1, 1, 3, 3 ]
+
+// asset types
+const PROV = 0
+const COIN = 1
+const CART = 2
+const SHIP = 3
+
+const ASSET_TYPE_NAME = [ "Provender", "Coin", "Cart", "Ship" ]
+const ASSET_TYPE_COUNT = 4
+
+// battle array
+const A1 = 0 // attackers
+const A2 = 1
+const A3 = 2
+const D1 = 3 // defenders
+const D2 = 4
+const D3 = 5
+
+const lord_name = data.lords.map(lord => lord.name)
+
+const lord_count = data.lords.length
+const vassal_count = data.vassals.length
+
+const first_lord = 0
+const last_lord = lord_count - 1
+
+const first_locale = 0
+const last_locale = data.locales.length - 1
+
+const first_vassal = 0
+const last_vassal = vassal_count - 1
+
+const first_york_card = 0
+const last_york_card = 36
+const first_lancaster_card = 37
+const last_lancaster_card = 73
+
+function is_york_card(c) {
+ return c >= first_york_card && c <= last_york_card
+}
+
+function is_lancaster_card(c) {
+ return c >= first_lancaster_card && c <= last_lancaster_card
+}
+
+const first_york_lord = 0
+const last_york_lord = 13
+const first_lancaster_lord = 14
+const last_lancaster_lord = 27
+
+const YORK_LORD_MASK = 0x1fff
+const LANCASTER_LORD_MASK = YORK_LORD_MASK << 14
+
+function is_york_lord(lord) {
+ return lord >= first_york_lord && lord <= last_york_lord
+}
+
+function is_lancaster_lord(lord) {
+ return lord >= first_lancaster_lord && lord <= last_lancaster_lord
+}
+
+function is_marshal(lord) {
+ switch (lord) {
+ case LORD_MARGARET:
+ return true
+ case LORD_HENRY_VI:
+ return true
+ case LORD_HENRY_TUDOR:
+ return true
+ case LORD_EDWARD_IV:
+ return true
+ case LORD_GLOUCESTER_2:
+ return true
+ case LORD_RICHARD_III:
+ return true
+ case LORD_YORK:
+ return true
+ default:
+ return false
+ }
+}
+
+function is_lieutenant(lord) {
+ switch (lord) {
+ case LORD_WARWICK_L:
+ return true
+ case LORD_SOMERSET_1:
+ return true
+ case LORD_GLOUCESTER_1:
+ return true
+ case LORD_WARWICK_Y:
+ return true
+ default:
+ return false
+ }
+}
+
+function is_seaport(loc) {
+ return set_has(data.seaports, loc)
+}
+
+function is_stronghold(loc) {
+ return data.locales[loc].type !== "exile"
+}
+
+function is_exile(loc) {
+ return data.locales[loc].type === "exile"
+}
+
+function is_city(loc) {
+ return data.locales[loc].type === "city"
+}
+
+function is_town(loc) {
+ return data.locales[loc].type === "town"
+}
+
+function is_wales(loc) {
+ return data.locales[loc].region === "Wales"
+}
+
+function is_south(loc) {
+ return data.locales[loc].region === "South"
+}
+
+function is_north(loc) {
+ return data.locales[loc].region === "North"
+}
+
+function is_fortress(loc) {
+ return data.locales[loc].type === "fortress"
+}
+
+function is_sea(loc) {
+ return data.locales[loc].type === "sea"
+}
+
+function find_ports(here) {
+ if ((lord_has_capability(game.group, AOW_YORK_GREAT_SHIPS) || lord_has_capability(game.group, AOW_LANCASTER_GREAT_SHIPS)))
+ return data.all_ports
+ if (here === data.sea_1) return data.port_1
+ if (here === data.sea_2) return data.port_2
+ if (here === data.sea_3) return data.port_3
+ if (here === data.exile_1) return data.port_1
+ if (here === data.exile_2) return data.port_2
+ if (here === data.exile_3) return data.port_3
+ if (here === data.exile_4) return data.port_1
+ if (set_has(data.port_1, here)) return data.port_1
+ if (set_has(data.port_2, here)) return data.port_2
+ if (set_has(data.port_3, here)) return data.port_3
+ return null
+}
+
+function find_sail_locales(here) {
+ if (here === data.sea_1) return data.way_sea_1
+ if (here === data.sea_2) return data.way_sea_2
+ if (here === data.sea_3) return data.way_sea_3
+ if (here === data.exile_1) return data.way_exile_1
+ if (here === data.exile_2) return data.way_exile_2
+ if (here === data.exile_3) return data.way_exile_3
+ if (set_has(data.port_1, here)) return data.way_port_1
+ if (set_has(data.port_2, here)) return data.way_port_2
+ if (set_has(data.port_3, here)) return data.way_port_3
+ return null
+}
+
+function make_locale_list(pred) {
+ let list = []
+ for (let loc = first_locale; loc <= last_locale; ++loc)
+ if (pred(loc))
+ list.push(loc)
+ return list
+}
+
+const all_north_locales = make_locale_list(is_north)
+const all_south_locales = make_locale_list(is_south)
+const all_wales_locales = make_locale_list(is_wales)
+const all_city_locales = make_locale_list(is_city)
+const all_town_locales = make_locale_list(is_town)
+const all_fortress_locales = make_locale_list(is_fortress)
+
+const Y1 = find_card("Y1")
+const Y2 = find_card("Y2")
+const Y3 = find_card("Y3")
+const Y4 = find_card("Y4")
+const Y5 = find_card("Y5")
+const Y6 = find_card("Y6")
+const Y7 = find_card("Y7")
+const Y8 = find_card("Y8")
+const Y9 = find_card("Y9")
+const Y10 = find_card("Y10")
+const Y11 = find_card("Y11")
+const Y12 = find_card("Y12")
+const Y13 = find_card("Y13")
+const Y14 = find_card("Y14")
+const Y15 = find_card("Y15")
+const Y16 = find_card("Y16")
+const Y17 = find_card("Y17")
+const Y18 = find_card("Y18")
+const Y19 = find_card("Y19")
+const Y20 = find_card("Y20")
+const Y21 = find_card("Y21")
+const Y22 = find_card("Y22")
+const Y23 = find_card("Y23")
+const Y24 = find_card("Y24")
+const Y25 = find_card("Y25")
+const Y26 = find_card("Y26")
+const Y27 = find_card("Y27")
+const Y28 = find_card("Y28")
+const Y29 = find_card("Y29")
+const Y30 = find_card("Y30")
+const Y31 = find_card("Y31")
+const Y32 = find_card("Y32")
+const Y33 = find_card("Y33")
+const Y34 = find_card("Y34")
+const Y35 = find_card("Y35")
+const Y36 = find_card("Y36")
+const Y37 = find_card("Y37")
+
+const L1 = find_card("L1")
+const L2 = find_card("L2")
+const L3 = find_card("L3")
+const L4 = find_card("L4")
+const L5 = find_card("L5")
+const L6 = find_card("L6")
+const L7 = find_card("L7")
+const L8 = find_card("L8")
+const L9 = find_card("L9")
+const L10 = find_card("L10")
+const L11 = find_card("L11")
+const L12 = find_card("L12")
+const L13 = find_card("L13")
+const L14 = find_card("L14")
+const L15 = find_card("L15")
+const L16 = find_card("L16")
+const L17 = find_card("L17")
+const L18 = find_card("L18")
+const L19 = find_card("L19")
+const L20 = find_card("L20")
+const L21 = find_card("L21")
+const L22 = find_card("L22")
+const L23 = find_card("L23")
+const L24 = find_card("L24")
+const L25 = find_card("L25")
+const L26 = find_card("L26")
+const L27 = find_card("L27")
+const L28 = find_card("L28")
+const L29 = find_card("L29")
+const L30 = find_card("L30")
+const L31 = find_card("L31")
+const L32 = find_card("L32")
+const L33 = find_card("L33")
+const L34 = find_card("L34")
+const L35 = find_card("L35")
+const L36 = find_card("L36")
+const L37 = find_card("L37")
+
+const LORD_YORK = find_lord("York")
+const LORD_MARCH = find_lord("March")
+const LORD_EDWARD_IV = find_lord("Edward IV")
+const LORD_SALISBURY = find_lord("Salisbury")
+const LORD_RUTLAND = find_lord("Rutland")
+const LORD_PEMBROKE = find_lord("Pembroke")
+const LORD_DEVON = find_lord("Devon")
+const LORD_NORTHUMBERLAND_Y1 = find_lord("Northumberland Y1")
+const LORD_NORTHUMBERLAND_Y2 = find_lord("Northumberland Y2")
+const LORD_GLOUCESTER_1 = find_lord("Gloucester 1")
+const LORD_GLOUCESTER_2 = find_lord("Gloucester 2")
+const LORD_RICHARD_III = find_lord("Richard III")
+const LORD_NORFOLK = find_lord("Norfolk")
+const LORD_WARWICK_Y = find_lord("Warwick Y")
+
+const LORD_HENRY_VI = find_lord("Henry VI")
+const LORD_MARGARET = find_lord("Margaret")
+const LORD_SOMERSET_1 = find_lord("Somerset 1")
+const LORD_SOMERSET_2 = find_lord("Somerset 2")
+const LORD_EXETER_1 = find_lord("Exeter 1")
+const LORD_EXETER_2 = find_lord("Exeter 2")
+const LORD_BUCKINGHAM = find_lord("Buckingham")
+const LORD_CLARENCE = find_lord("Clarence")
+const LORD_NORTHUMBERLAND_L = find_lord("Northumberland L")
+
+const LORD_JASPER_TUDOR_1 = find_lord("Jasper Tudor 1")
+const LORD_JASPER_TUDOR_2 = find_lord("Jasper Tudor 2")
+const LORD_HENRY_TUDOR = find_lord("Henry Tudor")
+const LORD_OXFORD = find_lord("Oxford")
+const LORD_WARWICK_L = find_lord("Warwick L")
+
+const LOC_BAMBURGH = find_locale("Bamburgh")
+const LOC_NEWCASTLE = find_locale("Newcastle")
+const LOC_APPLEBY = find_locale("Appleby")
+const LOC_HEXHAM = find_locale("Hexham")
+const LOC_CARLISLE = find_locale("Carlisle")
+const LOC_HARLECH = find_locale("Harlech")
+const LOC_PEMBROKE = find_locale("Pembroke")
+const LOC_CARDIFF = find_locale("Cardiff")
+const LOC_HEREFORD = find_locale("Hereford")
+const LOC_LUDLOW = find_locale("Ludlow")
+const LOC_SHREWSBURY = find_locale("Shrewsbury")
+const LOC_SALISBURY = find_locale("Salisbury")
+const LOC_WINCHESTER = find_locale("Winchester")
+const LOC_GUILDFORD = find_locale("Guildford")
+const LOC_ARUNDEL = find_locale("Arundel")
+const LOC_SOUTHAMPTON = find_locale("Southampton")
+const LOC_ROCHESTER = find_locale("Rochester")
+const LOC_DOVER = find_locale("Dover")
+const LOC_CANTERBURY = find_locale("Canterbury")
+const LOC_HASTINGS = find_locale("Hastings")
+const LOC_DORCHESTER = find_locale("Dorchester")
+const LOC_EXETER = find_locale("Exeter")
+const LOC_PLYMOUTH = find_locale("Plymouth")
+const LOC_LAUNCESTON = find_locale("Launceston")
+const LOC_TRURO = find_locale("Truro")
+const LOC_WELLS = find_locale("Wells")
+const LOC_BRISTOL = find_locale("Bristol")
+const LOC_GLOUCESTER = find_locale("Gloucester")
+const LOC_OXFORD = find_locale("Oxford")
+const LOC_NEWBURY = find_locale("Newbury")
+const LOC_LONDON = find_locale("London")
+const LOC_ST_ALBANS = find_locale("St Albans")
+const LOC_BEDFORD = find_locale("Bedford")
+const LOC_CAMBRIDGE = find_locale("Cambridge")
+const LOC_BURY_ST_EDMUNDS = find_locale("Bury St Edmunds")
+const LOC_IPSWICH = find_locale("Ipswich")
+const LOC_NORWICH = find_locale("Norwich")
+const LOC_LYNN = find_locale("Lynn")
+const LOC_ELY = find_locale("Ely")
+const LOC_PETERBOROUGH = find_locale("Peterborough")
+const LOC_NORTHAMPTON = find_locale("Northampton")
+const LOC_COVENTRY = find_locale("Coventry")
+const LOC_LEICESTER = find_locale("Leicester")
+const LOC_LICHFIELD = find_locale("Lichfield")
+const LOC_DERBY = find_locale("Derby")
+const LOC_NOTTINGHAM = find_locale("Nottingham")
+const LOC_WORCESTER = find_locale("Worcester")
+const LOC_CHESTER = find_locale("Chester")
+const LOC_LANCASTER = find_locale("Lancaster")
+const LOC_LINCOLN = find_locale("Lincoln")
+const LOC_YORK = find_locale("York")
+const LOC_CALAIS = find_locale("Calais")
+const LOC_FRANCE = find_locale("France")
+const LOC_SCOTLAND = find_locale("Scotland")
+const LOC_IRELAND = find_locale("Ireland")
+const LOC_BURGUNDY = find_locale("Burgundy")
+const LOC_ENGLISH_CHANNEL = find_locale("English Channel")
+const LOC_IRISH_SEA = find_locale("Irish Sea")
+const LOC_NORTH_SEA = find_locale("North Sea")
+const LOC_SCARBOROUGH = find_locale("Scarborough")
+const LOC_RAVENSPUR = find_locale("Ravenspur")
+
+const VASSAL_BEAUMONT = find_vassal("Beaumont")
+const VASSAL_BONVILLE = find_vassal("Bonville")
+const VASSAL_DEVON = find_vassal("Devon")
+const VASSAL_DUDLEY = find_vassal("Dudley")
+const VASSAL_ESSEX = find_vassal("Essex")
+const VASSAL_FAUCONBERG = find_vassal("Fauconberg")
+const VASSAL_NORFOLK = find_vassal("Norfolk")
+const VASSAL_OXFORD = find_vassal("Oxford")
+const VASSAL_SHREWSBURY = find_vassal("Shrewsbury")
+const VASSAL_STANLEY = find_vassal("Stanley")
+const VASSAL_SUFFOLK = find_vassal("Suffolk")
+const VASSAL_WESTMORLAND = find_vassal("Westmoreland")
+const VASSAL_WORCESTER = find_vassal("Worcester")
+const VASSAL_CLIFFORD = find_vassal("Clifford")
+const VASSAL_EDWARD = find_vassal("Edward")
+const VASSAL_HASTINGS = find_vassal("Hastings")
+const VASSAL_MONTAGU = find_vassal("Montagu")
+const VASSAL_THOMAS_STANLEY = find_vassal("Thomas Stanley")
+const VASSAL_TROLLOPE = find_vassal("Trollope")
+
+const AOW_LANCASTER_CULVERINS_AND_FALCONETS = [L1 , L2]
+const AOW_LANCASTER_MUSTERD_MY_SOLDIERS = L3
+const AOW_LANCASTER_HERALDS = L4
+const AOW_LANCASTER_CHURCH_BLESSINGS = L5
+const AOW_LANCASTER_GREAT_SHIPS = L6 // TODO Resolve bug about not correctly targeting ports on other seats and further
+const AOW_LANCASTER_HARBINGERS = L7
+const AOW_LANCASTER_HAY_WAINS = L8
+const AOW_LANCASTER_QUARTERMASTERS = L9
+const AOW_LANCASTER_CHAMBERLAINS = L10
+const AOW_LANCASTER_IN_THE_NAME_OF_THE_KING = L11
+const AOW_LANCASTER_COMMISION_OF_ARRAY = L12
+const AOW_LANCASTER_EXPERT_COUNSELLORS = L13
+const AOW_LANCASTER_PERCYS_POWER = L14
+const AOW_LANCASTER_KINGS_PARLEY = L15
+const AOW_LANCASTER_NORTHMEN = L16
+const AOW_LANCASTER_MARGARET = L17
+const AOW_LANCASTER_COUNCIL_MEMBER = L18
+const AOW_LANCASTER_ANDREW_TROLLOPE = L19
+const AOW_LANCASTER_VETERAN_OF_FRENCH_WARS = L20
+const AOW_LANCASTER_MY_FATHERS_BLOOD = L21
+const AOW_LANCASTER_STAFFORD_ESTATES = L22
+const AOW_LANCASTER_MONTAGU = L23
+const AOW_LANCASTER_MARRIED_TO_A_NEVILLE = L24
+const AOW_LANCASTER_WELSH_LORD = L25
+const AOW_LANCASTER_EDWARD = L26
+const AOW_LANCASTER_BARDED_HORSE = L27
+const AOW_LANCASTER_LOYAL_SOMERSET = L28
+const AOW_LANCASTER_HIGH_ADMIRAL = L29
+const AOW_LANCASTER_MERCHANTS = L30
+const AOW_LANCASTER_YEOMEN_OF_THE_CROWN = L31
+const AOW_LANCASTER_TWO_ROSES = L32
+const AOW_LANCASTER_PHILIBERT_DE_CHANDEE = L33
+const AOW_LANCASTER_PIQUIERS = L34
+const AOW_LANCASTER_THOMAS_STANLEY = L35
+const AOW_LANCASTER_CHEVALIERS = L36
+const AOW_LANCASTER_MADAME_LA_GRANDE = L37
+
+const AOW_YORK_CULVERINS_AND_FALCONETS = [Y1, Y2]
+const AOW_YORK_MUSTERD_MY_SOLDIERS = Y3
+const AOW_YORK_WE_DONE_DEEDS_OF_CHARITY = Y4
+const AOW_YORK_THOMAS_BOURCHIER = Y5
+const AOW_YORK_GREAT_SHIPS = Y6
+const AOW_YORK_HARBINGERS = Y7
+const AOW_YORK_ENGLAND_IS_MY_HOME = Y8
+const AOW_YORK_BARRICADES = Y9
+const AOW_YORK_AGITATORS = Y10
+const AOW_YORK_YORKISTS_NEVER_WAIT = Y11
+const AOW_YORK_SOLDIERS_OF_FORTUNE = Y12
+const AOW_YORK_SCOURERS = Y13
+const AOW_YORK_BURGUNDIANS = [ Y14, Y23 ]
+const AOW_YORK_NAVAL_BLOCKADE = Y15 // TODO DEBUG pop_state() going into parley and not after province selection
+const AOW_YORK_BELOVED_WARWICK = Y16
+const AOW_YORK_ALICE_MONTAGU = Y17
+const AOW_YORK_IRISHMEN = Y18
+const AOW_YORK_WELSHMEN = Y19
+const AOW_YORK_YORKS_FAVOURED_SON = Y20
+const AOW_YORK_SOUTHERNERS = Y21
+const AOW_YORK_FAIR_ARBITER = Y22
+const AOW_YORK_HASTINGS = Y24
+const AOW_YORK_PEMBROKE = Y25
+const AOW_YORK_FALLEN_BROTHER = Y26
+const AOW_YORK_PERCYS_NORTH1 = Y27
+const AOW_YORK_FIRST_SON = Y28
+const AOW_YORK_STAFFORD_BRANCH = Y29
+const AOW_YORK_CAPTAIN = Y30
+const AOW_YORK_WOODWILLES = Y31
+const AOW_YORK_FINAL_CHARGE = Y32 // TODO AFTER ALL OTHER BATTLE PROMPTS TO SEE WHERE TO PLACE IT
+const AOW_YORK_BLOODY_THOU_ART = Y33
+const AOW_YORK_SO_WISE_SO_YOUNG = Y34
+const AOW_YORK_KINGDOM_UNITED = Y35
+const AOW_YORK_VANGUARD = Y36 // TODO AFTER ALL OTHER BATTLE PROMPTS TO SEE WHERE TO PLACE IT
+const AOW_YORK_PERCYS_NORTH2 = Y37
+
+const EVENT_LANCASTER_LEEWARD_BATTLE_LINE = L1
+const EVENT_LANCASTER_FLANK_ATTACK = L2
+const EVENT_LANCASTER_ESCAPE_SHIP = L3
+const EVENT_LANCASTER_BE_SENT_FOR = L4
+const EVENT_LANCASTER_SUSPICION = L5
+const EVENT_LANCASTER_SEAMANSHIP = L6
+const EVENT_LANCASTER_FOR_TRUST_NOT_HIM = L7
+const EVENT_LANCASTER_FORCED_MARCHES = L8
+const EVENT_LANCASTER_RISING_WAGES = L9
+const EVENT_LANCASTER_NEW_ACT_OF_PARLIAMENT = L10
+
+const EVENT_LANCASTER_BLOCKED_FORD = L11
+const EVENT_LANCASTER_RAVINE = L12
+const EVENT_LANCASTER_ASPIELLES = L13
+const EVENT_LANCASTER_SCOTS = L14
+const EVENT_LANCASTER_HENRY_PRESSURES_PARLIAMENT = L15
+const EVENT_LANCASTER_WARDEN_OF_THE_MARCHES = L16
+const EVENT_LANCASTER_MY_CROWN_IS_IN_MY_HEART = L17
+const EVENT_LANCASTER_PARLIAMENT_VOTES = L18
+const EVENT_LANCASTER_HENRYS_PROCLAMATION = L19
+const EVENT_LANCASTER_PARLIAMENTS_TRUCE = L20
+const EVENT_LANCASTER_FRENCH_FLEET = L21
+const EVENT_LANCASTER_FRENCH_TROOPS = L22
+const EVENT_LANCASTER_WARWICKS_PROPAGANDA = L23
+const EVENT_LANCASTER_WARWICKS_PROPAGANDA2 = L24
+const EVENT_LANCASTER_WELSH_REBELLION = L25
+const EVENT_LANCASTER_HENRY_RELEASED = L26
+const EVENT_LANCASTER_LUNIVERSELLE_ARAGNE = L27
+const EVENT_LANCASTER_REBEL_SUPPLY_DEPOT = L28
+const EVENT_LANCASTER_TO_WILFUL_DISOBEDIANCE = L29
+const EVENT_LANCASTER_FRENCH_WAR_LOANS = L30
+const EVENT_LANCASTER_ROBINS_REBELLION = L31
+const EVENT_LANCASTER_TUDOR_BANNERS = L32
+const EVENT_LANCASTER_SURPRISE_LANDING = L33
+const EVENT_LANCASTER_BUCKINGHAMS_PLOT = L34
+const EVENT_LANCASTER_MARGARET_BEAUFORT = L35
+const EVENT_LANCASTER_TALBOT_TO_THE_RESCUE = L36
+const EVENT_LANCASTER_THE_EARL_OF_RICHMOND = L37
+
+const EVENT_YORK_LEEWARD_BATTLE_LINE = Y1
+const EVENT_YORK_FLANK_ATTACK = Y2
+const EVENT_YORK_ESCAPE_SHIP = [Y3 , Y9]
+const EVENT_YORK_JACK_CADE = Y4
+const EVENT_YORK_SUSPICION = Y5
+const EVENT_YORK_SEAMANSHIP = Y6
+const EVENT_YORK_YORKISTS_BLOCK_PARLIAMENT = Y7
+const EVENT_YORK_EXILE_PACT = Y8
+const EVENT_YORK_TAX_COLLECTORS = Y10
+
+const EVENT_YORK_BLOCKED_FORD = Y11
+const EVENT_YORK_PARLIAMENTS_TRUCE = Y12
+const EVENT_YORK_ASPIELLES = Y13
+const EVENT_YORK_RICHARD_OF_YORK = Y14
+const EVENT_YORK_LONDON_FOR_YORK = Y15 // TODO PROTECTION AND UI
+const EVENT_YORK_THE_COMMONS = Y16
+const EVENT_YORK_SHEWOLF_OF_FRANCE = Y17
+const EVENT_YORK_SUCCESSION = Y18
+const EVENT_YORK_CALTROPS = Y19
+const EVENT_YORK_YORKIST_PARADE = Y20
+const EVENT_YORK_SIR_RICHARD_LEIGH = Y21
+const EVENT_YORK_LOYALTY_AND_TRUST = Y22
+const EVENT_YORK_CHARLES_THE_BOLD = Y23
+const EVENT_YORK_SUN_IN_SPLENDOUR = Y24
+const EVENT_YORK_OWAIN_GLYNDWR = Y25
+const EVENT_YORK_DUBIOUS_CLARENCE = Y26
+const EVENT_YORK_YORKIST_NORTH = Y27
+const EVENT_YORK_GLOUCESTER_AS_HEIR = Y28
+const EVENT_YORK_DORSET = Y29
+const EVENT_YORK_REGROUP = Y30 // TODO
+// Play in Battle at Battle Array step.
+// If played when Yorkist active they pay click on that event to make the lord recover his TROOPS (no vassals/retinue)
+// for recover per armour
+const EVENT_YORK_EARL_RIVERS = Y31
+const EVENT_YORK_THE_KINGS_NAME = Y32 // TODO IMPROVE PROMPTS/QOL
+const EVENT_YORK_EDWARD_V = Y33
+const EVENT_YORK_AN_HONEST_TALE_SPEEDS_BEST = Y34
+const EVENT_YORK_PRIVY_COUNCIL = Y35
+const EVENT_YORK_SWIFT_MANEUVER = Y36
+const EVENT_YORK_PATRICK_DE_LA_MOTE = Y37
+
+// === STATE: ACTIVE PLAYER ===
+
+var P1 = null
+var P2 = null
+
+var first_friendly_lord = 0
+var last_friendly_lord = 13
+var first_enemy_lord = 14
+var last_enemy_lord = 27
+
+function update_aliases() {
+ if (game.active === YORK) {
+ first_friendly_lord = 0
+ last_friendly_lord = 13
+ first_enemy_lord = 14
+ last_enemy_lord = 27
+ } else if (game.active === LANCASTER) {
+ first_friendly_lord = 14
+ last_friendly_lord = 27
+ first_enemy_lord = 0
+ last_enemy_lord = 13
+ } else {
+ first_friendly_lord = -1
+ last_friendly_lord = -1
+ first_enemy_lord = -1
+ last_enemy_lord = -1
+ }
+ if (game.rebel === YORK) {
+ P1 = YORK
+ P2 = LANCASTER
+ } else {
+ P1 = LANCASTER
+ P2 = YORK
+ }
+}
+
+function load_state(state) {
+ if (game !== state) {
+ game = state
+ update_aliases()
+ }
+}
+
+function set_active(new_active) {
+ if (game.active !== new_active) {
+ clear_undo()
+ game.active = new_active
+ update_aliases()
+ }
+}
+
+function set_active_enemy() {
+ if (game.active === YORK)
+ set_active(LANCASTER)
+ else
+ set_active(YORK)
+}
+
+function set_active_command() {
+ if (is_york_lord(game.command))
+ set_active(YORK)
+ else
+ set_active(LANCASTER)
+}
+
+// === STATE: TURN ===
+
+function current_turn() {
+ return game.turn >> 1
+}
+
+function current_season() {
+ return SEASONS[game.turn >> 1]
+}
+
+function is_campaign_phase() {
+ return (game.turn & 1) === 1
+}
+
+function is_levy_phase() {
+ return (game.turn & 1) === 0
+}
+
+function current_turn_name() {
+ return String(game.turn >> 1)
+}
+
+function max_plan_length() {
+ switch (current_season()) {
+ case SUMMER:
+ return 7
+ case SPRING:
+ return 6
+ case WINTER:
+ return 4
+ case AUTUMN:
+ return 6
+ }
+}
+
+// === STATE: CARDS ===
+
+function current_hand() {
+ if (game.active === YORK)
+ return game.hand_y
+ return game.hand_l
+}
+
+function is_friendly_card(c) {
+ if (game.active === YORK)
+ return is_york_card(c)
+ return is_lancaster_card(c)
+}
+
+function has_card_in_hand(c) {
+ if (game.active === YORK)
+ return set_has(game.hand_y, c)
+ return set_has(game.hand_l, c)
+}
+
+function could_play_card(c) {
+ if (!game.hidden) {
+ // TODO: check capabilities on lords revealed in battle if hidden
+ if (map_has_value(game.pieces.capabilities, c))
+ return false
+ }
+ if (set_has(game.events, c))
+ return false
+ if (is_york_card(c))
+ return game.hand_y.length > 0
+ if (is_lancaster_card(c))
+ return game.hand_l.length > 0
+ return true
+}
+
+function count_cards_in_plan(plan, lord) {
+ let n = 0
+ for (let c of plan)
+ if (c === lord)
+ ++n
+ return n
+}
+
+function is_card_in_use(c) {
+ if (set_has(game.hand_y, c))
+ return true
+ if (set_has(game.hand_l, c))
+ return true
+ if (set_has(game.events, c))
+ return true
+ if (map_has_value(game.pieces.capabilities, c))
+ return true
+ return false
+}
+
+function list_deck() {
+ let deck = []
+ let first_card = game.active === YORK ? first_york_card : first_lancaster_card
+ let last_card = game.active === YORK ? last_york_card : last_lancaster_card
+ for (let c = first_card; c <= last_card; ++c)
+ if (!is_card_in_use(c) && is_card_in_scenario(c))
+ deck.push(c)
+ return deck
+}
+
+function draw_card(deck) {
+ clear_undo()
+ let i = random(deck.length)
+ let c = deck[i]
+ set_delete(deck, c)
+ return c
+}
+
+function draw_two_cards() {
+ let deck = list_deck()
+ return [ draw_card(deck), draw_card(deck) ]
+}
+
+function discard_events(when) {
+ for (let i = 0; i < game.events.length; ) {
+ let c = game.events[i]
+ if (data.cards[c].when === when)
+ array_remove(game.events, i)
+ else
+ ++i
+ }
+}
+
+function discard_extra_levy_events() {
+ for (let i = 0; i < game.events.length; ) {
+ let c = game.events[i]
+ if (c === Y20)
+ array_remove(game.events, i)
+ else
+ ++i
+ }
+}
+
+function discard_friendly_events(when) {
+ for (let i = 0; i < game.events.length; ) {
+ let c = game.events[i]
+ if (is_friendly_card(c) && data.cards[c].when === when)
+ array_remove(game.events, i)
+ else
+ ++i
+ }
+}
+
+function is_event_in_play(c) {
+ return set_has(game.events, c)
+}
+
+// === STATE: LORD ===
+
+function get_lord_locale(lord) {
+ return map_get(game.pieces.locale, lord, NOWHERE)
+}
+
+function set_lord_locale(lord, locale) {
+ if (locale === NOWHERE)
+ map_delete(game.pieces.locale, lord)
+ else
+ map_set(game.pieces.locale, lord, locale)
+}
+
+function get_lord_calendar(lord) {
+ if (is_lord_on_calendar(lord))
+ return get_lord_locale(lord) - CALENDAR
+ return 0
+}
+
+function set_lord_calendar(lord, turn) {
+ if (turn < 1)
+ turn = 1
+ if (turn > 16)
+ turn = 16
+ set_lord_locale(lord, CALENDAR + turn)
+}
+
+function set_lord_in_exile(lord) {
+ game.pieces.in_exile = pack1_set(game.pieces.in_exile, lord, 1)
+}
+
+function get_lord_in_exile(lord) {
+ return pack1_get(game.pieces.in_exile, lord)
+}
+
+function remove_lord_from_exile(lord) {
+ game.pieces.in_exile = pack1_set(game.pieces.in_exile, lord, 0)
+}
+
+function get_lord_capability(lord, n) {
+ return map2_get(game.pieces.capabilities, lord, n, NOTHING)
+}
+
+function set_lord_capability(lord, n, x) {
+ if (x === NOTHING)
+ map2_delete(game.pieces.capabilities, lord, n)
+ else
+ map2_set(game.pieces.capabilities, lord, n, x)
+}
+
+function get_lord_assets(lord, n) {
+ return map_get_pack4(game.pieces.assets, lord, n)
+}
+
+function set_lord_assets(lord, n, x) {
+ if (x < 0)
+ x = 0
+ if (x > 15)
+ x = 15
+ map_set_pack4(game.pieces.assets, lord, n, x)
+}
+
+function add_lord_assets(lord, n, x) {
+ set_lord_assets(lord, n, get_lord_assets(lord, n) + x)
+}
+
+function drop_prov(lord) {
+ add_lord_assets(lord, PROV, -1)
+}
+
+function drop_cart(lord) {
+ add_lord_assets(lord, CART, -1)
+}
+
+function get_lord_forces(lord, n) {
+ return map_get_pack4(game.pieces.forces, lord, n)
+}
+
+function set_lord_forces(lord, n, x) {
+ if (x < 0)
+ x = 0
+ if (x > 15)
+ x = 15
+ map_set_pack4(game.pieces.forces, lord, n, x)
+}
+
+function add_lord_forces(lord, n, x) {
+ set_lord_forces(lord, n, get_lord_forces(lord, n) + x)
+}
+
+function get_lord_routed_forces(lord, n) {
+ return map_get_pack4(game.pieces.routed, lord, n)
+}
+
+function set_lord_routed_forces(lord, n, x) {
+ if (x < 0)
+ x = 0
+ if (x > 15)
+ x = 15
+ map_set_pack4(game.pieces.routed, lord, n, x)
+}
+
+function add_lord_routed_forces(lord, n, x) {
+ set_lord_routed_forces(lord, n, get_lord_routed_forces(lord, n) + x)
+}
+
+function get_lord_moved(lord) {
+ return map_get(game.pieces.moved, lord, 0)
+}
+
+function set_lord_moved(lord, x) {
+ map_set(game.pieces.moved, lord, x)
+}
+
+function clear_lords_moved() {
+ map_clear(game.pieces.moved)
+}
+
+function set_lord_fought(lord) {
+ set_lord_moved(lord, 1)
+ // TODO: is this needed?
+ game.battle.fought = pack1_set(game.battle.fought, lord, 1)
+}
+
+function set_lord_unfed(lord, n) {
+ // reuse "moved" flag for hunger
+ set_lord_moved(lord, n)
+}
+
+function is_lord_unfed(lord) {
+ // reuse "moved" flag for hunger
+ return get_lord_moved(lord)
+}
+
+function feed_lord(lord) {
+ // reuse "moved" flag for hunger
+ let n = get_lord_moved(lord) - 1
+ set_lord_moved(lord, n)
+ if (n === 0)
+ log(`Fed L${lord}.`)
+}
+
+function pay_lord(lord) {
+ // reuse "moved" flag for pay
+ let n = get_lord_moved(lord) - 1
+ set_lord_moved(lord, n)
+}
+
+function is_lord_on_map(lord) {
+ let loc = get_lord_locale(lord)
+ return loc !== NOWHERE && loc < CALENDAR
+}
+
+function is_lord_in_play(lord) {
+ return get_lord_locale(lord) !== NOWHERE
+}
+
+function is_lord_on_calendar(lord) {
+ let loc = get_lord_locale(lord)
+ return loc >= CALENDAR
+}
+
+function is_lord_ready(lord) {
+ let loc = get_lord_locale(lord)
+ return loc >= CALENDAR && loc <= CALENDAR + (game.turn >> 1)
+}
+
+function is_friendly_lord(lord) {
+ return lord >= first_friendly_lord && lord <= last_friendly_lord
+}
+
+function is_enemy_lord(lord) {
+ return lord >= first_enemy_lord && lord <= last_enemy_lord
+}
+
+function count_lord_all_forces(lord) {
+ return (
+ get_lord_forces(lord, BURGUNDIANS) +
+ get_lord_forces(lord, MERCENARIES) +
+ get_lord_forces(lord, MEN_AT_ARMS) +
+ get_lord_forces(lord, MILITIA) +
+ get_lord_forces(lord, LONGBOWMEN)
+ )
+}
+
+function count_lord_ships(lord) {
+ return get_lord_assets(lord, SHIP)
+}
+
+function count_lord_transport(lord) {
+ return get_lord_assets(lord, CART)
+}
+
+function lord_has_unrouted_units(lord) {
+ for (let x = 0; x < FORCE_TYPE_COUNT; ++x)
+ if (get_lord_forces(lord, x) > 0)
+ return true
+ let result = false
+ for_each_vassal_with_lord(lord, v => {
+ if (!set_has(game.battle.routed_vassals, v))
+ result = true
+ })
+ return result
+}
+
+function find_lord_with_capability_card(c) {
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
+ if (lord_has_capability_card(lord, c))
+ return lord
+ return NOBODY
+}
+
+function get_force_name(lord, n, x) {
+ if (n === RETINUE)
+ return `${lord_name[lord]}'s Retinue`
+ if (n === VASSAL)
+ return `Vassal ${data.vassals[x].name}`
+ return FORCE_TYPE_NAME[n]
+}
+
+// === STATE: LORD (SHARED) ===
+
+function get_shared_assets(loc, what) {
+ let m = 0
+ let n = 0
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
+ if (get_lord_locale(lord) === loc)
+ n += get_lord_assets(lord, what)
+ if (game.state === "supply_source" && lord_has_capability(lord, AOW_LANCASTER_HAY_WAINS) && what === CART) {
+ m = get_lord_assets(lord, CART)
+ n += m
+ }
+ if (game.state === "supply_source" && (lord_has_capability(lord, AOW_YORK_GREAT_SHIPS) || lord_has_capability(lord, AOW_YORK_GREAT_SHIPS)) && what === SHIP) {
+ m = get_lord_assets(lord, SHIP)
+ n += m
+ }
+ }
+ return n
+}
+
+function count_group_assets(type, group = game.group) {
+ let n = 0
+ for (let lord of group) {
+ n += get_lord_assets(lord, type)
+ if (type === CART) {
+ if (game.state === "command" || game.state === "march_laden")
+ if (lord_has_capability(lord, AOW_LANCASTER_HAY_WAINS))
+ n += get_lord_assets(lord, CART)
+ }
+ }
+ return n
+}
+
+function count_group_ships() {
+ let n = 0
+ for (let lord of game.group) {
+ n += count_lord_ships(lord)
+ if (lord_has_capability(lord, AOW_YORK_GREAT_SHIPS) || lord_has_capability(lord, AOW_LANCASTER_GREAT_SHIPS))
+ n += count_lord_ships(lord)
+ }
+ return n
+}
+
+function count_group_transport(group = game.group) {
+ let n = 0
+ for (let lord of group)
+ n += count_lord_transport(lord)
+ return n
+}
+
+function count_group_lords() {
+ return game.group.length
+}
+
+// === STATE: VASSAL ===
+
+function set_vassal_lord_and_service(vassal, lord, service) {
+ game.pieces.vassals[vassal] = lord + (service << 5)
+}
+
+function get_vassal_lord(vassal) {
+ return game.pieces.vassals[vassal] & 31
+}
+
+function get_vassal_service(vassal) {
+ return game.pieces.vassals[vassal] >> 5
+}
+
+function setup_vassals(excludes = []) {
+ for (let x = first_vassal; x <= last_vassal; x++) {
+ if (!excludes.includes(x) && data.vassals[x].capability === undefined) {
+ set_vassal_lord_and_service(x, VASSAL_READY, 0)
+ }
+ }
+}
+
+function is_vassal_ready(x) {
+ return get_vassal_lord(x) === VASSAL_READY
+}
+
+function is_vassal_mustered_with(x, lord) {
+ return get_vassal_lord(x) === lord
+}
+
+function is_vassal_mustered_with_friendly_lord(x) {
+ return is_friendly_lord(get_vassal_lord(x))
+}
+
+function is_vassal_mustered_with_york_lord(x) {
+ return is_york_lord(get_vassal_lord(x))
+}
+
+function for_each_vassal_with_lord(lord, f) {
+ for (let x = first_vassal; x <= last_vassal; x++)
+ if (is_vassal_mustered_with(x, lord))
+ f(x)
+}
+
+function count_vassals_with_lord(lord) {
+ let n = 0
+ for (let x = first_vassal; x <= last_vassal; x++)
+ if (is_vassal_mustered_with(x, lord))
+ ++n
+ return n
+}
+
+function muster_vassal(vassal, lord) {
+ if (data.vassals[vassal].service !== 0) {
+ let service = current_turn() + data.vassals[vassal].service
+ if (lord_has_capability(lord, AOW_YORK_ALICE_MONTAGU))
+ service += 1
+ set_vassal_lord_and_service(vassal, lord, service)
+ } else {
+ set_vassal_lord_and_service(vassal, lord, 0)
+ }
+}
+
+function disband_vassal(vassal) {
+ if (data.vassals[vassal].service > 0) {
+ let new_turn = current_turn() + (6 - data.vassals[vassal].service)
+ set_vassal_lord_and_service(vassal, VASSAL_CALENDAR, new_turn)
+ log(`Disbanded V${vassal} to turn ${current_turn() + (6 - data.vassals[vassal].service)}.`)
+ } else {
+ // TODO: special vassals with no service marker!?
+ set_vassal_lord_and_service(vassal, VASSAL_OUT_OF_PLAY, 0)
+ log(`Disbanded V${vassal}.`)
+ }
+ if (vassal === VASSAL_HASTINGS) {
+ discard_card_capability(AOW_YORK_HASTINGS)
+ logi(`Hastings Discarded`)
+ }
+}
+
+function pay_vassal(vassal) {
+ if (current_turn() < 15)
+ set_vassal_lord_and_service(vassal, get_vassal_lord(vassal), current_turn() + 1)
+}
+
+function rout_vassal(_lord, vassal) {
+ set_add(game.battle.routed_vassals, vassal)
+}
+
+// === STATE: LOCALE ===
+
+function is_favour_friendly(loc) {
+ if (game.active === YORK)
+ return has_favoury_marker(loc)
+ else
+ return has_favourl_marker(loc)
+}
+
+function is_favour_enemy(loc, side) {
+ if (side === LANCASTER)
+ return has_favoury_marker(loc)
+ else
+ return has_favourl_marker(loc)
+}
+
+function has_favourl_marker(loc) {
+ return set_has(game.pieces.favourl, loc)
+}
+
+function add_favourl_marker(loc) {
+ set_add(game.pieces.favourl, loc)
+}
+
+function remove_favourl_marker(loc) {
+ set_delete(game.pieces.favourl, loc)
+}
+
+function has_favoury_marker(loc) {
+ return set_has(game.pieces.favoury, loc)
+}
+
+function add_favoury_marker(loc) {
+ set_add(game.pieces.favoury, loc)
+}
+
+function remove_favoury_marker(loc) {
+ set_delete(game.pieces.favoury, loc)
+}
+
+function shift_favour_away(loc) {
+ if (game.active === YORK)
+ shift_favour_toward_lancaster(loc)
+ else
+ shift_favour_toward_york(loc)
+}
+
+function shift_favour_toward(loc) {
+ if (game.active === YORK)
+ shift_favour_toward_york(loc)
+ else
+ shift_favour_toward_lancaster(loc)
+}
+
+function shift_favour_toward_york(loc) {
+ if (has_favourl_marker(loc))
+ remove_favourl_marker(loc)
+ else
+ add_favoury_marker(loc)
+}
+
+function shift_favour_toward_lancaster(loc) {
+ if (has_favoury_marker(loc))
+ remove_favoury_marker(loc)
+ else
+ add_favourl_marker(loc)
+}
+
+function set_favour_enemy(loc) {
+ if (game.active === YORK) {
+ remove_favoury_marker(loc)
+ add_favourl_marker(loc)
+ } else {
+ remove_favourl_marker(loc)
+ add_favoury_marker(loc)
+ }
+}
+
+function has_exhausted_marker(loc) {
+ return set_has(game.pieces.exhausted, loc)
+}
+
+function add_exhausted_marker(loc) {
+ set_add(game.pieces.exhausted, loc)
+}
+
+function has_depleted_marker(loc) {
+ return set_has(game.pieces.depleted, loc)
+}
+
+function add_depleted_marker(loc) {
+ set_add(game.pieces.depleted, loc)
+}
+
+function remove_depleted_marker(loc) {
+ set_delete(game.pieces.depleted, loc)
+}
+
+function remove_exhausted_marker(loc) {
+ set_delete(game.pieces.exhausted, loc)
+}
+
+function refresh_locale(locale) {
+ if (has_depleted_marker(locale)) {
+ remove_depleted_marker(locale)
+ }
+ if (has_exhausted_marker(locale)) {
+ remove_exhausted_marker(locale)
+ add_depleted_marker(locale)
+ }
+}
+
+function deplete_locale(loc) {
+ if (has_depleted_marker(loc)) {
+ remove_depleted_marker(loc)
+ add_exhausted_marker(loc)
+ } else {
+ add_depleted_marker(loc)
+ }
+}
+
+function is_neutral_locale(loc) {
+ return !has_favourl_marker(loc) && !has_favoury_marker(loc)
+}
+
+function has_favour_in_locale(side, loc) {
+ if (side === YORK)
+ return has_favoury_marker(loc)
+ else
+ return has_favourl_marker(loc)
+}
+
+function is_friendly_locale(loc) {
+ if (loc !== NOWHERE && loc < CALENDAR) {
+ if (has_enemy_lord(loc))
+ return false
+ if (is_favour_friendly(loc))
+ return true
+ }
+ return false
+}
+
+function is_adjacent_friendly_port_english_channel(loc) {
+ for (let next of data.locales[loc].adjacent) {
+ if (is_friendly_locale(next) && data.port_2.includes(next))
+ return true
+ }
+}
+
+// === STATE: LORD & LOCALE ===
+
+function is_lord_at_friendly_locale(lord) {
+ return is_friendly_locale(get_lord_locale(lord))
+}
+
+function is_lord_in_wales(lord) {
+ return is_wales(get_lord_locale(lord))
+}
+
+function is_lord_in_south(lord) {
+ return is_south(get_lord_locale(lord))
+}
+
+function is_lord_in_north(lord) {
+ return is_north(get_lord_locale(lord))
+}
+
+function has_friendly_lord(loc) {
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
+ if (get_lord_locale(lord) === loc)
+ return true
+ return false
+}
+
+function has_enemy_lord(loc) {
+ for (let lord = first_enemy_lord; lord <= last_enemy_lord; ++lord)
+ if (get_lord_locale(lord) === loc)
+ return true
+ return false
+}
+
+function has_unbesieged_enemy_lord(loc) {
+ for (let lord = first_enemy_lord; lord <= last_enemy_lord; ++lord)
+ if (get_lord_locale(lord) === loc)
+ return true
+ return false
+}
+
+function is_lord_in_or_adjacent_to_north(lord) {
+ let here = get_lord_locale(lord)
+ if (is_north(here))
+ return true
+ for (let loc of data.locales[here].adjacent)
+ if (is_north(loc))
+ return true
+ return false
+}
+
+function is_lord_in_or_adjacent_to_south(lord) {
+ let here = get_lord_locale(lord)
+ if (is_south(here))
+ return true
+ for (let loc of data.locales[here].adjacent)
+ if (is_south(loc))
+ return true
+ return false
+}
+
+function is_lord_in_or_adjacent_to_wales(lord) {
+ let here = get_lord_locale(lord)
+ if (is_wales(here))
+ return true
+ for (let loc of data.locales[here].adjacent)
+ if (is_wales(loc))
+ return true
+ return false
+}
+
+// Captain capability (lieutenant/marshall only if no other)
+function other_marshal_or_lieutenant(loc) {
+ let here = loc
+ let n = 0
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
+ if (lord !== game.command) {
+ if (get_lord_locale(lord) === here && (is_marshal(lord) || is_lieutenant(lord)))
+ n += 1
+ }
+ if (n === 0)
+ return false
+ else
+ return true
+}
+
+function has_adjacent_enemy(loc) {
+ for (let next of data.locales[loc].adjacent)
+ if (has_unbesieged_enemy_lord(next))
+ return true
+ return false
+}
+
+function has_adjacent_friendly(loc) {
+ for (let next of data.locales[loc].adjacent)
+ if (has_friendly_lord(next))
+ return true
+ return false
+}
+
+// === 1.4 INFLUENCE ===
+
+function reduce_influence(amt) {
+ if (game.active === YORK)
+ reduce_york_influence(amt)
+ else
+ reduce_lancaster_influence(amt)
+}
+
+function reduce_york_influence(amt) {
+ game.influence += amt
+}
+
+function increase_york_influence(amt) {
+ game.influence -= amt
+}
+
+function reduce_lancaster_influence(amt) {
+ game.influence -= amt
+}
+
+function increase_lancaster_influence(amt) {
+ game.influence += amt
+}
+
+// Bonus score but still maxed at 5
+function influence_capabilities(lord, score) {
+ let here = get_lord_locale(game.group)
+ if (game.active === YORK && is_event_in_play(EVENT_YORK_YORKIST_PARADE))
+ score += 2
+ if (game.active === YORK && is_event_in_play(EVENT_YORK_PRIVY_COUNCIL))
+ score += 1
+ if (game.state === "parley" && ((is_event_in_play(EVENT_YORK_RICHARD_OF_YORK) && game.active === YORK) || lord_has_capability(game.group, AOW_LANCASTER_IN_THE_NAME_OF_THE_KING)))
+ score += 1
+ if (get_lord_locale(LORD_MARGARET) === here && lord_has_capability(game.group, AOW_LANCASTER_LOYAL_SOMERSET))
+ score += 1
+ if (lord_has_capability(lord, AOW_YORK_YORKS_FAVOURED_SON))
+ score += 1
+ if (
+ get_lord_locale(LORD_WARWICK_L) === here &&
+ lord_has_capability(game.group, AOW_LANCASTER_MARRIED_TO_A_NEVILLE) &&
+ is_friendly_locale(here)
+ )
+ score += 2
+ if (has_favoury_marker(here) && lord_has_capability(lord, AOW_YORK_FAIR_ARBITER))
+ score += 1
+ if (lord_has_capability(lord, AOW_YORK_FALLEN_BROTHER) && !is_lord_in_play(LORD_CLARENCE))
+ score += 2
+
+ return score
+}
+
+// Cards that allows automatic success
+function automatic_success(lord, score) {
+
+ if (lord_has_capability(lord, AOW_LANCASTER_TWO_ROSES))
+ score = 6
+ if (game.active === LANCASTER
+ && is_event_in_play(EVENT_LANCASTER_THE_EARL_OF_RICHMOND)
+ && game.state === "levy_muster_vassal")
+ score = 6
+ if (game.active === LANCASTER
+ && game.flags.parliament_votes === 1
+ && game.state === "parley")
+ score = 6
+ if (game.active === YORK
+ && game.flags.jack_cade > 0
+ && game.state === "parley")
+ score = 6
+ if (game.active === YORK
+ && game.flags.succession === 1
+ && game.state === "parley")
+ score = 6
+ if (is_campaign_phase()
+ && game.command === LORD_DEVON
+ && get_lord_locale(LORD_DEVON) === LOC_EXETER
+ && is_event_in_play(EVENT_YORK_DORSET)
+ && game.state === "parley")
+ score = 6
+
+ return score
+}
+
+// Initiate influence check with cards influencing the cost overriding all others
+// (even automatic at no cost)
+function init_influence_check(lord) {
+ game.check = []
+ game.check.push({ cost: 1, modifier: 0, source: "base" })
+ game.check.push({ cost: 0, modifier: data.lords[lord].influence, source: "lord" })
+ if (game.active === LANCASTER
+ && is_event_in_play(EVENT_YORK_AN_HONEST_TALE_SPEEDS_BEST)
+ && game.state === "parley"){
+ game.check.push({ cost: 1, modifier: 0, source:"An Honest tale speeds best"})
+ }
+ if (game.active === LANCASTER
+ && is_event_in_play(EVENT_LANCASTER_PARLIAMENT_VOTES)
+ && game.flags.parliament_votes === 1
+ && game.state === "parley") {
+ game.check.push({ cost: -1, modifier: 0, source:"Parliament Votes"})
+ }
+ if (game.active === YORK
+ && is_event_in_play(EVENT_YORK_SUCCESSION)
+ && game.flags.succession === 1
+ && game.state === "parley") {
+ game.check.push({ cost: -1, modifier: 0, source:"Succession"})
+ }
+}
+
+function end_influence_check() {
+ game.check = 0
+}
+
+function count_influence_score() {
+ let score = game.check.reduce((p, c) => p + c.modifier, 0)
+
+ let lord = 0
+ if (is_levy_phase())
+ lord = game.who
+ if (is_campaign_phase())
+ lord = game.command
+
+ if (score > 5)
+ score = 5
+ if (score < 1)
+ score = 1
+
+ score = automatic_success(lord, score)
+
+ return score
+}
+
+function count_influence_cost() {
+ if (game.state === "parley") {
+ if (is_campaign_phase()) {
+ if (game.command === LORD_DEVON && get_lord_locale(LORD_DEVON) === LOC_EXETER && is_event_in_play(EVENT_YORK_DORSET))
+ return 0
+ }
+ if (is_levy_phase()) {
+ if (game.flags.jack_cade > 0)
+ return 0
+ }
+ }
+ return game.check.reduce((p, c) => p + c.cost, 0)
+}
+
+function do_influence_check() {
+ reduce_influence(count_influence_cost())
+ let rating = count_influence_score()
+ let roll = roll_die()
+ let success
+
+ if (roll === 1 || rating === 6)
+ success = true
+ else if (roll === 6)
+ success = false
+ else
+ success = roll <= rating
+
+ // TODO: print log message here instead of returning object
+ return { success: success, rating: rating, roll: roll }
+}
+
+function add_influence_check_modifier_1() {
+ game.check.push({ cost: 1, modifier: 1, source: "add" })
+}
+
+function add_influence_check_modifier_2() {
+ game.check.push({ cost: 3, modifier: 2, source: "add" })
+}
+
+function add_influence_check_distance(distance) {
+ let idx = game.check.findIndex(i => i.source === "distance")
+
+ if (idx !== NOTHING)
+ game.check.splice(idx, 1)
+
+ game.check.push({ cost: distance, modifier: 0, source: "distance" })
+}
+
+function prompt_influence_check() {
+ if (!game.check.some(c => c.source === "add")) {
+ view.actions.spend1 = 1
+ view.actions.spend3 = 1
+ }
+ if (game.where !== NOWHERE)
+ gen_action_locale(game.where)
+ view.actions.check = 1
+
+ view.prompt += `Cost: ${count_influence_cost()} - Range (${range(count_influence_score())})`
+}
+
+// === 2.0 SETUP ===
+
+function goto_setup_lords() {
+ // setup will be used in some scenarios
+ end_setup_lords()
+}
+
+states.setup_lords = {
+ inactive: "Set up Lords",
+ prompt() {
+ view.prompt = "Set up your Lords."
+ let done = true
+ if (done) {
+ view.prompt += " All done."
+ view.actions.end_setup = 1
+ }
+ },
+ end_setup() {
+ end_setup_lords()
+ },
+}
+
+function end_setup_lords() {
+ clear_lords_moved()
+ set_active_enemy()
+ if (game.active === P1) {
+ log_h1("Levy " + current_turn_name())
+ goto_levy_arts_of_war_first()
+ }
+}
+
+// === 3.1 LEVY: ARTS OF WAR (FIRST TURN) ===
+
+function discard_card_capability(c) {
+ log(`${game.active} discarded C${c}.`)
+}
+
+function discard_card_event(c) {
+ log(`${game.active} discarded E${c}.`)
+}
+
+function goto_levy_arts_of_war_first() {
+ if (game.active === YORK)
+ log_h2("York Arts of War")
+ else
+ log_h2("Lancaster Arts of War")
+ game.state = "levy_arts_of_war_first"
+ game.what = draw_two_cards()
+}
+
+function resume_levy_arts_of_war_first() {
+ if (game.what.length === 0)
+ end_levy_arts_of_war_first()
+}
+
+states.levy_arts_of_war_first = {
+ inactive: "Arts of War",
+ prompt() {
+ let c = game.what[0]
+ view.arts_of_war = game.what
+ view.what = c
+ let discard = true
+ for (let lord of data.cards[c].lords) {
+ if (is_lord_on_map(lord) && !lord_already_has_capability(lord, c)) {
+ gen_action_lord(lord)
+ discard = false
+ }
+ }
+ if (discard) {
+ view.prompt = `Arts of War: Discard ${data.cards[c].capability}.`
+ view.actions.discard = 1
+ } else {
+ view.prompt = `Arts of War: Assign ${data.cards[c].capability} to a Lord.`
+ }
+ },
+ lord(lord) {
+ push_undo()
+ let c = game.what.shift()
+ log(`${game.active} deployed Capability.`)
+ add_lord_capability(lord, c)
+ capability_muster_effects(lord, c)
+ resume_levy_arts_of_war_first()
+ },
+ discard() {
+ push_undo()
+ let c = game.what.shift()
+ discard_card_capability(c)
+ resume_levy_arts_of_war_first()
+ },
+}
+
+function end_levy_arts_of_war_first() {
+ game.what = NOTHING
+ set_active_enemy()
+ if (game.active === P2)
+ goto_levy_arts_of_war_first()
+ else
+ goto_levy_muster()
+}
+
+// === 3.1 LEVY: ARTS OF WAR ===
+
+function goto_levy_arts_of_war() {
+ if (game.active === YORK)
+ log_h2("York Arts of War")
+ else
+ log_h2("Lancaster Arts of War")
+ game.what = draw_two_cards()
+ resume_levy_arts_of_war()
+}
+
+function resume_levy_arts_of_war() {
+ game.state = "levy_arts_of_war"
+ if (game.what.length === 0)
+ end_levy_arts_of_war()
+}
+
+states.levy_arts_of_war = {
+ inactive: "Arts of War",
+ prompt() {
+ let c = game.what[0]
+ view.arts_of_war = [ c ]
+ view.what = c
+ switch (data.cards[c].when) {
+ case "this_levy":
+ case "this_campaign":
+ case "now":
+ view.prompt = `Arts of War: Play ${data.cards[c].event}.`
+ view.actions.play = 1
+ break
+ case "hold":
+ view.prompt = `Arts of War: Hold ${data.cards[c].event}.`
+ view.actions.hold = 1
+ break
+ case "never":
+ view.prompt = `Arts of War: Discard ${data.cards[c].event}.`
+ view.actions.discard = 1
+ break
+ }
+ },
+ play() {
+ let c = game.what.shift()
+ log(`${game.active} played E${c}.`)
+ goto_immediate_event(c)
+ },
+ hold() {
+ let c = game.what.shift()
+ log(`${game.active} Held Event.`)
+ if (game.active === YORK)
+ set_add(game.hand_y, c)
+ else
+ set_add(game.hand_l, c)
+ resume_levy_arts_of_war()
+ },
+ discard() {
+ let c = game.what.shift()
+ discard_card_event(c)
+ resume_levy_arts_of_war()
+ },
+}
+
+function end_levy_arts_of_war() {
+ game.what = NOTHING
+ set_active_enemy()
+ if (game.active === P2)
+ goto_levy_arts_of_war()
+ else
+ goto_pay()
+}
+
+// === 3.2 LEVY: PAY ===
+
+function reset_unpaid_lords() {
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; lord++) {
+ if (is_lord_unfed(lord)) {
+ set_lord_unfed(lord, Math.ceil(count_lord_all_forces(lord) / 6))
+ }
+ }
+}
+
+function goto_pay() {
+ log_br()
+ let n = 0
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
+ let here = get_lord_locale(lord)
+ if (is_lord_on_map(lord) &&
+ !is_lord_on_calendar(lord) &&
+ lord_has_capability(lord, AOW_LANCASTER_MADAME_LA_GRANDE) &&
+ (((is_friendly_locale(here)) && data.port_2.includes(here)) ||
+ is_adjacent_friendly_port_english_channel(here))) {
+ add_lord_assets(lord, COIN, 1)
+ }
+ if (
+ game.active === LANCASTER &&
+ is_lord_on_map(lord) &&
+ lord_has_capability(LORD_NORTHUMBERLAND_L, AOW_LANCASTER_PERCYS_POWER) &&
+ is_lord_in_north(LORD_NORTHUMBERLAND_L) &&
+ is_lord_in_north(lord)
+ ) {
+ set_lord_unfed(lord, 0)
+ } else {
+ n = Math.ceil(count_lord_all_forces(lord) / 6)
+ set_lord_unfed(lord, n)
+ }
+ }
+ game.state = "pay"
+}
+
+states.pay = {
+ inactive: "Pay",
+ prompt() {
+ view.prompt = "Pay: You must Pay your Lord's Troops"
+ let done = true
+
+ // Pay from own mat
+ if (done) {
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
+ if (is_lord_unfed(lord)) {
+ if (get_lord_assets(lord, COIN) > 0) {
+ gen_action_coin(lord)
+ done = false
+ }
+ }
+ }
+ }
+
+ // Sharing
+ if (done) {
+ view.prompt = "Pay: You must Pay Lords with Shared Coin."
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
+ if (is_lord_unfed(lord) && can_pay_from_shared(lord)) {
+ gen_action_lord(lord)
+ done = false
+ }
+ }
+ }
+
+ // Pillage
+ if (done) {
+ view.prompt = "Pay: You must Pillage and/or Disband."
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
+ if (is_lord_unfed(lord)) {
+ view.actions.pillage = 1
+ done = false
+ }
+ }
+ }
+
+ // All done!
+ if (done) {
+ view.prompt = "Pay: All done."
+ view.actions.end_pay = 1
+ }
+ },
+ coin(lord) {
+ push_undo()
+ add_lord_assets(lord, COIN, -1)
+ pay_lord(lord)
+ },
+ lord(lord) {
+ push_undo()
+ game.who = lord
+ game.state = "pay_lord_shared"
+ },
+ pillage() {
+ push_undo()
+ reset_unpaid_lords()
+ goto_pillage_coin()
+ },
+ end_pay() {
+ end_pay()
+ },
+ card: action_held_event,
+}
+
+states.pay_lord_shared = {
+ inactive: "Pay",
+ prompt() {
+ view.prompt = `Pay: You must Feed ${lord_name[game.who]} with Shared Coin.`
+ let loc = get_lord_locale(game.who)
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
+ if (get_lord_locale(lord) === loc) {
+ if (get_lord_assets(lord, COIN) > 0)
+ gen_action_coin(lord)
+ }
+ }
+ },
+ coin(lord) {
+ push_undo()
+ add_lord_assets(lord, COIN, -1)
+ pay_lord(game.who)
+ resume_pay_lord_shared()
+ },
+}
+
+function resume_pay_lord_shared() {
+ if (!is_lord_unfed(game.who) || !can_pay_from_shared(game.who)) {
+ game.who = NOBODY
+ game.state = "pay"
+ }
+}
+
+function end_pay() {
+ game.who = NOBODY
+ set_active_enemy()
+ if (game.active === P2) {
+ goto_pay()
+ } else
+ goto_pay_lords()
+}
+
+// === 3.2.1 PAY TROOPS (PILLAGE) ===
+
+function goto_pillage_food() {
+ push_state("pillage")
+ game.what = PROV
+}
+
+function goto_pillage_coin() {
+ push_state("pillage")
+ game.what = COIN
+}
+
+function can_pillage(loc) {
+ return !is_exile(loc) && !has_exhausted_marker(loc)
+}
+
+states.pillage = {
+ inactive: "Pillage",
+ prompt() {
+ view.prompt = `Pillage: Pillage the locales where your ${game.what === PROV ? "unfed" : "unpaid"} lords are.`
+
+ let done = true
+ for (let x = first_friendly_lord; x <= last_friendly_lord; x++) {
+ if (is_lord_on_map(x) && is_lord_unfed(x) && can_pillage(get_lord_locale(x))) {
+ gen_action_locale(get_lord_locale(x))
+ done = false
+ }
+ }
+
+ if (done) {
+ view.prompt = `Pillage: Unable to Pillage, you must disband your ${game.what === PROV ? "unfed" : "unpaid"} lords.`
+ for (let x = first_friendly_lord; x <= last_friendly_lord; x++) {
+ if (is_lord_on_map(x) && is_lord_unfed(x)) {
+ gen_action_lord(x)
+ done = false
+ }
+ }
+ }
+
+ if (done) {
+ view.prompt = `Pillage: Done.`
+ view.actions.done = 1
+ }
+ },
+ locale(loc) {
+ game.where = loc
+ game.state = "pillage_locale"
+ },
+ lord(lord) {
+ disband_influence_penalty(lord)
+ disband_lord(lord)
+ },
+ done() {
+ pop_state()
+ },
+}
+
+states.pillage_locale = {
+ inactive: "Pillage",
+ prompt() {
+ view.prompt = `Pillage: Choose Lord to Pillage ${data.locales[game.where].name}.`
+
+ for (let x = first_friendly_lord; x <= last_friendly_lord; x++) {
+ if (get_lord_locale(x) === game.where && is_lord_unfed(x)) {
+ gen_action_lord(x)
+ }
+ }
+ },
+ lord(lord) {
+ // Pillage
+ // Same values as Taxing.
+ let num = get_tax_amount(game.where, lord)
+ add_lord_assets(lord, COIN, num)
+ add_lord_assets(lord, PROV, num)
+ reduce_influence(4 * num)
+
+ add_exhausted_marker(game.where)
+ set_favour_enemy(game.where)
+ for (let next of data.locales[game.where].adjacent)
+ shift_favour_away(next)
+
+ game.state = "pillage"
+ game.where = NOWHERE
+ },
+}
+
+// === 3.2.2 PAY LORDS ===
+
+function has_friendly_lord_who_must_pay_troops() {
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
+ if (is_lord_unfed(lord))
+ return true
+ return false
+}
+
+function goto_pay_lords() {
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; lord++) {
+ if (is_lord_on_map(lord))
+ set_lord_unfed(lord, 1)
+ }
+
+ if (has_friendly_lord_who_must_pay_troops()) {
+ game.count = 0
+ game.who = NOBODY
+ game.state = "pay_lords"
+ } else {
+ end_pay_lords()
+ }
+}
+
+function end_pay_lords() {
+ set_active_enemy()
+
+ if (game.active === P2)
+ goto_pay_lords()
+ else
+ goto_pay_vassals()
+}
+
+states.pay_lords = {
+ inactive: "Pay Lords",
+ prompt() {
+ view.prompt = "Pay Lords in Influence or Disband them."
+ prompt_held_event()
+ if (game.who === NOBODY) {
+ let done = true
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; lord++) {
+ if (is_lord_on_map(lord) && is_lord_unfed(lord)) {
+ gen_action_lord(lord)
+ done = false
+ }
+ }
+ if (!done)
+ view.actions.pay_all = 1
+ if (done)
+ view.actions.done = 1
+ } else {
+ view.actions.disband = 1
+ view.actions.pay = 1
+ }
+ },
+ lord(lord) {
+ push_undo()
+ game.who = lord
+ },
+ disband() {
+ disband_lord(game.who)
+ game.who = NOBODY
+ },
+ pay() {
+ reduce_influence(is_exile(get_lord_locale(game.who)) ? 2 : 1)
+ set_lord_moved(game.who, 0)
+ game.who = NOBODY
+ },
+ pay_all() {
+ push_undo()
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; lord++) {
+ if (is_lord_on_map(lord) && is_lord_unfed(lord)) {
+ reduce_influence(is_exile(get_lord_locale(lord)) ? 2 : 1)
+ set_lord_moved(lord, 0)
+ }
+ }
+ },
+ card: action_held_event,
+ done() {
+ end_pay_lords()
+ },
+}
+
+// === 3.2.3 PAY VASSALS ===
+
+function goto_pay_vassals() {
+ let vassal_to_pay = false
+
+ for (let v = first_vassal; v <= last_vassal; v++) {
+ if (
+ is_vassal_mustered_with_friendly_lord(v) &&
+ get_vassal_service(v) === current_turn()
+ ) {
+ vassal_to_pay = true
+ }
+ }
+ if (vassal_to_pay) {
+ game.state = "pay_vassals"
+ game.what = NOBODY
+ } else {
+ end_pay_vassals()
+ }
+}
+
+function end_pay_vassals() {
+ set_active_enemy()
+
+ if (game.active === P1) {
+ goto_muster_exiles()
+ } else {
+ goto_pay_vassals()
+ }
+}
+
+states.pay_vassals = {
+ inactive: "Pay Vassals",
+ prompt() {
+ let done = true
+ view.prompt = "You may pay or disband vassals in the next calendar box."
+ if (game.what === NOBODY) {
+ for (let v = first_vassal; v <= last_vassal; v++) {
+ if (
+ is_vassal_mustered_with_friendly_lord(v) &&
+ get_vassal_service(v) === current_turn()
+ ) {
+ gen_action_vassal(v)
+ done = false
+ }
+ }
+
+ if (done) {
+ view.actions.done = 1
+ }
+ if (!done)
+ view.actions.pay_all = 1
+ } else {
+ view.actions.pay = 1
+ view.actions.disband = 1
+ }
+ },
+ vassal(v) {
+ push_undo()
+ game.what = v
+ },
+ pay() {
+ push_undo()
+ pay_vassal(game.what)
+ reduce_influence(1)
+ game.what = NOBODY
+ },
+ pay_all() {
+ push_undo()
+ for (let v = first_vassal; v <= last_vassal; v++) {
+ if (is_vassal_mustered_with_friendly_lord(v)
+ && get_vassal_service(v) === current_turn()) {
+ pay_vassal(v)
+ reduce_influence(1)
+ game.what = NOBODY
+ }
+ }
+ },
+ disband() {
+ push_undo()
+ disband_vassal(game.what)
+ game.what = NOBODY
+ },
+ done() {
+ end_pay_vassals()
+ },
+}
+
+// === 3.2.4 DISBAND ===
+
+function disband_lord(lord, permanently = false) {
+ let turn = current_turn()
+ let extra = 6
+
+ if (permanently) {
+ log(`Removed L${lord}.`)
+ set_lord_locale(lord, NOWHERE)
+ } else if (lord_has_capability(lord, AOW_YORK_ENGLAND_IS_MY_HOME)) {
+ set_lord_calendar(lord, turn + (extra - data.lords[lord].influence))
+ log(`Disbanded L${lord} to turn ${current_turn() + 1}.`)
+ }
+ else {
+ set_lord_calendar(lord, turn + (extra - data.lords[lord].influence))
+ log(`Disbanded L${lord} to turn ${get_lord_calendar(lord)}.`)
+ }
+
+ discard_lord_capability_n(lord, 0)
+ discard_lord_capability_n(lord, 1)
+
+ for (let x = 0; x < ASSET_TYPE_COUNT; ++x)
+ set_lord_assets(lord, x, 0)
+
+ for (let x = 0; x < FORCE_TYPE_COUNT; ++x) {
+ set_lord_forces(lord, x, 0)
+ if (get_lord_routed_forces(lord, x) > 0) {
+ set_lord_routed_forces(lord, x, 0)
+ }
+ }
+
+ set_lord_moved(lord, 0)
+
+ for_each_vassal_with_lord(lord, v => {
+ disband_vassal(v)
+ })
+}
+
+// === 3.3.1 MUSTER EXILES ===
+
+function goto_muster_exiles() {
+ for (let x = first_friendly_lord; x <= last_friendly_lord; x++) {
+ if ((get_lord_locale(x) === current_turn() + CALENDAR && get_lord_in_exile(x))
+ || (is_lancaster_lord(x) && is_lord_on_calendar((get_lord_locale(x)) && get_lord_in_exile(x) && is_event_in_play(EVENT_LANCASTER_BE_SENT_FOR)))) {
+ game.state = "muster_exiles"
+ return
+ }
+ }
+ end_muster_exiles()
+}
+
+function end_muster_exiles() {
+ set_active_enemy()
+
+ if (game.active === P1) {
+ if (!check_disband_victory()) {
+ goto_ready_vassals()
+ }
+ } else {
+ goto_muster_exiles()
+ }
+}
+
+states.muster_exiles = {
+ inactive: "Muster Exiles",
+ prompt() {
+ view.prompt = "Muster Exiled Lords."
+ let done = true
+
+ if (game.who === NOBODY) {
+ for (let x = first_friendly_lord; x <= last_friendly_lord; x++) {
+ if ((get_lord_locale(x) === current_turn() + CALENDAR && get_lord_in_exile(x))
+ || (is_lancaster_lord(x) && is_lord_on_calendar((get_lord_locale(x)) && get_lord_in_exile(x) && is_event_in_play(EVENT_LANCASTER_BE_SENT_FOR)))) {
+ gen_action_lord(x)
+ done = false
+ }
+ }
+ } else {
+ for (let loc of data.exile_boxes)
+ if (has_favour_in_locale(game.active, loc))
+ gen_action_locale(loc)
+ }
+
+ if (done) {
+ view.actions.done = true
+ }
+ },
+ lord(lord) {
+ game.who = lord
+ },
+ locale(loc) {
+ muster_lord_in_exile(game.who, loc)
+ game.who = NOBODY
+ },
+ done() {
+ end_muster_exiles()
+ },
+}
+
+function muster_lord_in_exile(lord, exile_box) {
+ remove_lord_from_exile(lord)
+ muster_lord(lord, exile_box)
+}
+
+// === 3.3.2 READY VASSALS ===
+
+function goto_ready_vassals() {
+ for (let vassal = first_vassal; vassal <= last_vassal; vassal++) {
+ if (get_vassal_service(vassal) === current_turn()) {
+ set_vassal_lord_and_service(vassal, VASSAL_READY, 0)
+ }
+ }
+
+ goto_levy_muster()
+}
+
+// === 3.4 MUSTER ===
+
+function reset_flags_for_muster() {
+ // to avoid some flags affecting campaign
+ game.flags.jack_cade = 0
+ game.flags.parliament_votes = 0
+}
+
+function goto_levy_muster() {
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
+ clear_lords_moved()
+ // additionnal free specific actions
+ if (lord_has_capability(lord, AOW_LANCASTER_THOMAS_STANLEY))
+ game.flags.free_levy = 1
+ if (is_event_in_play(EVENT_LANCASTER_MY_CROWN_IS_IN_MY_HEART))
+ game.flags.free_parley_henry = 2
+ if (is_event_in_play(EVENT_YORK_GLOUCESTER_AS_HEIR))
+ game.flags.free_parley_gloucester = 3
+ if (is_event_in_play(EVENT_YORK_LOYALTY_AND_TRUST))
+ game.flags.loyalty_and_trust = 1
+ }
+ if (game.active === YORK)
+ log_h2("York Muster")
+ else
+ log_h2("Lancaster Muster")
+
+ game.state = "levy_muster"
+}
+
+function end_levy_muster() {
+ clear_lords_moved()
+ set_active_enemy()
+ if (game.active === P2)
+ goto_levy_muster()
+ else
+ goto_levy_discard_events()
+}
+
+function can_lord_muster(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)
+ && (game.flags.free_parley_henry === 0 || lord !== LORD_HENRY_VI || (lord === LORD_HENRY_VI && !can_action_parley_levy()))
+ && (game.flags.free_parley_gloucester === 0 || (lord !== LORD_GLOUCESTER_1 || lord !== LORD_GLOUCESTER_2)))
+ return false
+
+ // must be on map
+ if (is_lord_on_map(lord)) {
+ // can use lordship
+ if (is_lord_at_friendly_locale(lord))
+ return true
+ // can only parley
+ if (can_parley_at(get_lord_locale(lord)))
+ return true
+ }
+ return false
+}
+
+function has_locale_to_muster(lord) {
+ // Can muster at own seat without enemy lord.
+ if (!has_enemy_lord(data.lords[lord].seat))
+ return true
+
+ // Else, can muster at any friendly seat (of a friendly lord who is also in play)
+ for (let other = first_friendly_lord; other <= last_friendly_lord; other++)
+ if (is_lord_in_play(other) && is_friendly_locale(data.lords[other].seat))
+ return true
+
+ // Tough luck!
+ return false
+}
+
+states.levy_muster = {
+ inactive: "Muster",
+ prompt() {
+ view.prompt = "Levy: Muster with your Lords."
+
+ prompt_held_event()
+ let done = true
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
+ if (can_lord_muster(lord)) {
+ gen_action_lord(lord)
+ done = false // ???
+ }
+ }
+ if (done) {
+ view.prompt += ""
+ view.actions.end_muster = 1
+ }
+ },
+ lord(lord) {
+ push_undo()
+ log(`Mustered with L${lord}.`)
+ push_state("levy_muster_lord")
+ game.who = lord
+ game.count = data.lords[lord].lordship
+ reset_flags_for_muster()
+ lordship_effects(lord)
+ },
+ end_muster() {
+ end_levy_muster()
+ },
+
+ card: action_held_event,
+}
+
+function resume_levy_muster_lord() {
+ game.state = "levy_muster_lord"
+ --game.count
+
+ // muster over only if the lord has not spend their free levy actions
+ if (game.count === 0 && game.flags.jack_cade === 0 && game.flags.free_levy === 0 && can_add_troops(game.who, get_lord_locale(game.who))) {
+ set_lord_moved(game.who, 1)
+ pop_state()
+ }
+}
+
+states.levy_muster_lord = {
+ inactive: "Muster",
+ prompt() {
+ if (game.count === 1)
+ view.prompt = `Levy: ${lord_name[game.who]} has ${game.count} action.`
+ else
+ view.prompt = `Levy: ${lord_name[game.who]} has ${game.count} actions.`
+
+ let here = get_lord_locale(game.who)
+
+ if (is_friendly_locale(here)) {
+ if (game.count > 0) {
+ // Roll to muster Ready Lord at Seat
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
+ if (is_lord_ready(lord) && has_locale_to_muster(lord))
+ gen_action_lord(lord)
+ }
+
+ // Muster Ready Vassal Forces
+ for (let vassal = first_vassal; vassal <= last_vassal; vassal++)
+ if (eligible_vassal(vassal))
+ gen_action_vassal(vassal)
+
+ // Add Transport
+ if (is_seaport(here) && get_lord_assets(game.who, SHIP) < 2)
+ view.actions.take_ship = 1
+
+ if (can_add_transport(game.who, CART))
+ view.actions.take_cart = 1
+
+ if (can_add_troops(game.who, here))
+ view.actions.levy_troops = 1
+
+ // Add Capability
+ if (can_add_lord_capability(game.who))
+ view.actions.capability = 1
+
+ if (can_action_parley_levy())
+ view.actions.parley = 1
+
+ if (can_add_troops_beloved_warwick(game.who, here))
+ view.actions.levy_beloved_warwick = 1
+
+ if (can_add_troops_irishmen(game.who, here))
+ view.actions.levy_irishmen = 1
+
+ if (can_add_troops_sof(game.who, here))
+ view.actions.soldiers_of_fortune = 1
+
+ if (can_add_troops_coa(game.who, here))
+ view.actions.commission_of_array = 1
+ }
+
+ if (game.count === 0 && lord_has_capability(game.who, AOW_LANCASTER_THOMAS_STANLEY) && can_add_troops(game.who, here)) {
+ view.actions.levy_troops = 1
+ }
+ // Rising wages event
+ if (is_event_in_play(EVENT_LANCASTER_RISING_WAGES) && !can_pay_from_shared(game.who)) {
+ view.actions.levy_troops = 0
+ }
+ if (game.count === 0 && game.flags.free_parley_henry > 0 && game.who === LORD_HENRY_VI) {
+ view.actions.parley = 1
+ }
+ if (game.count === 0 && game.flags.free_parley_gloucester > 0 && (game.who === LORD_GLOUCESTER_2 || game.who === LORD_GLOUCESTER_1)) {
+ view.actions.parley = 1
+ }
+ if (game.count === 0 && game.flags.jack_cade > 0) {
+ view.actions.parley = 1
+ }
+
+ } else {
+ // Can only Parley if locale is not friendly.
+ if (game.count > 0) {
+ if (can_action_parley_levy())
+ view.actions.parley = 1
+ }
+ }
+
+ if (is_event_in_play(EVENT_YORK_LOYALTY_AND_TRUST) && game.flags.loyalty_and_trust) {
+ view.actions.loyalty_and_trust = 1
+ }
+
+ view.actions.done = 1
+ },
+
+ lord(other) {
+ push_undo()
+ goto_levy_muster_lord_attempt(other)
+ },
+
+ vassal(vassal) {
+ push_undo()
+ game.which = vassal
+ goto_levy_muster_vassal(vassal)
+ },
+
+ 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")
+ }
+ },
+
+ take_cart() {
+ push_undo()
+ push_the_kings_name()
+ add_lord_assets(game.who, CART, 2)
+ goto_the_kings_name("Levy Cart")
+ },
+
+ levy_troops() {
+ push_undo()
+ push_the_kings_name()
+
+ if (is_event_in_play(EVENT_LANCASTER_RISING_WAGES) && game.active === YORK) {
+ goto_rising_wages()
+ return
+ }
+
+ do_levy_troops()
+ },
+
+ levy_beloved_warwick() {
+ push_undo()
+ push_the_kings_name()
+ add_lord_forces(game.who, MILITIA, 5)
+ goto_the_kings_name("Beloved Warwick")
+ },
+
+ levy_irishmen() {
+ push_undo()
+ push_the_kings_name()
+ add_lord_forces(game.who, MILITIA, 5)
+ goto_the_kings_name("Irishmen")
+ },
+
+ soldiers_of_fortune() {
+ push_undo()
+ push_the_kings_name()
+ set_lord_unfed(game.who, 1)
+ push_state("soldiers_of_fortune")
+ },
+
+ commission_of_array() {
+ push_undo()
+ push_the_kings_name()
+ game.state = "commission_of_array"
+ },
+
+ capability() {
+ push_undo()
+ push_the_kings_name()
+ game.state = "muster_capability"
+ },
+
+ parley() {
+ push_undo()
+ push_the_kings_name()
+ goto_parley()
+ },
+
+ loyalty_and_trust() {
+ push_undo()
+ game.count += 3
+ game.flags.loyalty_and_trust = 0
+ },
+
+ done() {
+ set_lord_moved(game.who, 1)
+ pop_state()
+ },
+}
+
+// Check if the levy troops is at vassal seat
+function chamberlains_eligible_levy(locale) {
+ for (let vassal = first_vassal; vassal <= last_vassal; ++vassal)
+ if (is_vassal_mustered_with(vassal, game.who) && lord_has_capability(game.who, AOW_LANCASTER_CHAMBERLAINS)) {
+ if (locale === data.vassals[vassal].seat)
+ return true
+ }
+}
+
+function do_levy_troops() {
+ let here = get_lord_locale(game.who)
+ if (
+ !lord_has_capability(game.who, AOW_LANCASTER_QUARTERMASTERS) &&
+ !lord_has_capability(game.who, AOW_YORK_WOODWILLES) &&
+ !chamberlains_eligible_levy(here)
+ )
+ deplete_locale(here)
+
+ let here_type = data.locales[here].type
+ switch (here_type) {
+ case "calais":
+ add_lord_forces(game.who, MEN_AT_ARMS, 2)
+ add_lord_forces(game.who, LONGBOWMEN, 1)
+ break
+ case "london":
+ add_lord_forces(game.who, MEN_AT_ARMS, 1)
+ add_lord_forces(game.who, LONGBOWMEN, 1)
+ add_lord_forces(game.who, MILITIA, 1)
+ break
+ case "harlech":
+ add_lord_forces(game.who, MEN_AT_ARMS, 1)
+ add_lord_forces(game.who, LONGBOWMEN, 2)
+ break
+ case "city":
+ add_lord_forces(game.who, LONGBOWMEN, 1)
+ add_lord_forces(game.who, MILITIA, 1)
+ break
+ case "town":
+ add_lord_forces(game.who, MILITIA, 2)
+ break
+ case "fortress":
+ add_lord_forces(game.who, MEN_AT_ARMS, 1)
+ add_lord_forces(game.who, MILITIA, 1)
+ break
+ }
+ if (game.flags.free_levy === 1) {
+ ++game.count
+ game.flags.free_levy = 0
+ }
+
+ if (is_event_in_play(EVENT_YORK_THE_COMMONS) && is_york_lord(game.who)) {
+ goto_the_commons()
+ } else {
+ goto_the_kings_name("Levy Troops")
+ }
+}
+
+// === 3.4.2 LEVY LORD ===
+
+function goto_levy_muster_lord_attempt(lord) {
+ game.what = lord
+ push_state("levy_muster_lord_attempt")
+ init_influence_check(game.who)
+}
+
+states.levy_muster_lord_attempt = {
+ inactive: "Levy Lord",
+ prompt() {
+ view.prompt = `Levy Lord ${lord_name[game.what]}. `
+
+ prompt_influence_check()
+ },
+ spend1: add_influence_check_modifier_1,
+ spend3: add_influence_check_modifier_2,
+ check() {
+ let results = do_influence_check()
+ end_influence_check()
+
+ log(`Attempt to levy L${game.what} ${results.success ? "Successful" : "Failed"}: (${range(results.rating)}) ${results.success ? HIT[results.roll] : MISS[results.roll]}`)
+
+ if (results.success) {
+ game.who = game.what
+ pop_state()
+ push_state("muster_lord_at_seat")
+ }
+ else {
+ pop_state()
+ resume_levy_muster_lord()
+ }
+ },
+}
+
+states.muster_lord_at_seat = {
+ inactive: "Muster",
+ prompt() {
+ view.prompt = `Muster: Select Locale for ${lord_name[game.who]}.`
+ let found = false
+ let seat = data.lords[game.who].seat
+ if (!has_enemy_lord(seat)) {
+ gen_action_locale(seat)
+ found = true
+ }
+
+ if (!found) {
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; lord++) {
+ if ((is_lord_on_map(lord) || is_lord_on_calendar(lord)) && is_friendly_locale(data.lords[lord].seat)) {
+ gen_action_locale(data.lords[lord].seat)
+ }
+ }
+ }
+ },
+ locale(loc) {
+ push_undo()
+
+ set_lord_moved(game.who, 1)
+ muster_lord(game.who, loc)
+ if (game.active === YORK) {
+ add_favoury_marker(loc)
+ remove_favourl_marker(loc)
+ } else {
+ add_favourl_marker(loc)
+ remove_favoury_marker(loc)
+ }
+
+ pop_state()
+ goto_the_kings_name("Levy Lord")
+ },
+}
+
+// === 3.4.3 LEVY VASSAL ===
+
+function eligible_vassal(vassal) {
+ if (!is_vassal_ready(vassal)) {
+ return false
+ }
+ if (
+ !is_favour_friendly(data.vassals[vassal].seat) &&
+ (game.who !== LORD_HENRY_TUDOR || !is_event_in_play(EVENT_LANCASTER_MARGARET_BEAUFORT))
+ ) {
+ return false
+ }
+ if (!is_favour_friendly(data.vassals[vassal].seat))
+ return false
+ if (
+ game.active === LANCASTER &&
+ is_event_in_play(EVENT_YORK_YORKISTS_BLOCK_PARLIAMENT) &&
+ !(is_event_in_play(EVENT_LANCASTER_MARGARET_BEAUFORT) && !is_event_in_play(EVENT_LANCASTER_THE_EARL_OF_RICHMOND))
+ ) {
+ return false
+ }
+ return true
+}
+
+function goto_levy_muster_vassal(vassal) {
+ game.where = NOWHERE
+ let influence_cost = 0
+ if (game.active === YORK && is_event_in_play(EVENT_LANCASTER_BUCKINGHAMS_PLOT))
+ influence_cost += 2
+
+ push_state("levy_muster_vassal")
+ init_influence_check(game.who)
+ game.check.push({
+ cost: influence_cost,
+ modifier: data.vassals[vassal].influence * (game.active === LANCASTER ? -1 : 1),
+ source: "vassal",
+ })
+}
+
+states.levy_muster_vassal = {
+ inactive: "Levy Vassal",
+ prompt() {
+ view.prompt = `Levy Vassal ${data.vassals[game.which].name}. `
+ prompt_influence_check()
+ },
+ spend1: add_influence_check_modifier_1,
+ spend3: add_influence_check_modifier_2,
+ check() {
+ let results = do_influence_check()
+ end_influence_check()
+
+ if (lord_has_capability(game.who, AOW_LANCASTER_TWO_ROSES)) {
+ log(`Automatic Success. C${AOW_LANCASTER_TWO_ROSES}.`)
+ }
+ else if (game.active === LANCASTER && is_event_in_play(EVENT_LANCASTER_THE_EARL_OF_RICHMOND) && game.state === "levy_muster_vassal") {
+ log(`Automatic Success. C${EVENT_LANCASTER_THE_EARL_OF_RICHMOND}.`)
+ }
+ else {
+ log(`Attempt to levy V${game.which} ${results.success ? "Successful" : "Failed"}: (${range(results.rating)}) ${results.success ? HIT[results.roll] : MISS[results.roll]}`)
+ }
+
+ if (results.success) {
+ muster_vassal(game.which, game.who)
+ pop_state()
+ goto_the_kings_name("Levy Vassal")
+ } else {
+ pop_state()
+ resume_levy_muster_lord()
+ }
+ },
+}
+
+// === 3.4.4 LEVY TROOPS ===
+
+function can_add_troops(_lordwho, locale) {
+ if (!has_exhausted_marker(locale) && !is_exile(locale))
+ return true
+ return false
+}
+
+function can_add_troops_coa(lordwho, 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)))
+ return true
+ }
+ return false
+}
+
+function can_add_troops_beloved_warwick(lordwho, locale) {
+ return (
+ lord_has_capability(lordwho, AOW_YORK_BELOVED_WARWICK) &&
+ !has_exhausted_marker(locale) &&
+ !is_exile(locale)
+ )
+}
+
+function can_add_troops_irishmen(lordwho, locale) {
+ return (
+ lord_has_capability(lordwho, AOW_YORK_IRISHMEN) &&
+ !has_exhausted_marker(locale) &&
+ (locale === LOC_IRELAND || data.port_3.includes(locale))
+ )
+}
+
+function can_add_troops_sof(lordwho, locale) {
+ if (
+ lord_has_capability(lordwho, AOW_YORK_SOLDIERS_OF_FORTUNE) &&
+ !has_exhausted_marker(locale) &&
+ !is_exile(locale) &&
+ get_shared_assets(locale, COIN) > 0
+ ) {
+ let number = 6
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
+ number -= get_lord_forces(lord, MERCENARIES)
+ if (number >= 1)
+ return true
+ }
+ return false
+}
+
+// === 3.4.5 LEVY TRANSPORT
+
+function can_add_transport(who, what) {
+ return get_lord_assets(who, what) < 100
+}
+
+// === 3.4.6 LEVY CAPABILITY ===
+
+function lord_has_capability_card(lord, c) {
+ if (get_lord_capability(lord, 0) === c)
+ return true
+ if (get_lord_capability(lord, 1) === c)
+ return true
+ return false
+}
+
+function lord_has_capability(lord, card_or_list) {
+ if (Array.isArray(card_or_list)) {
+ for (let card of card_or_list)
+ if (lord_has_capability_card(lord, card))
+ return true
+ return false
+ }
+ return lord_has_capability_card(lord, card_or_list)
+}
+
+function lord_already_has_capability(lord, c) {
+ // compare capabilities by name...
+ let name = data.cards[c].capability
+ let c1 = get_lord_capability(lord, 0)
+ if (c1 >= 0 && data.cards[c1].capability === name)
+ return true
+ let c2 = get_lord_capability(lord, 1)
+ if (c2 >= 0 && data.cards[c2].capability === name)
+ return true
+ return false
+}
+
+function can_add_lord_capability(lord) {
+ if (get_lord_capability(lord, 0) < 0)
+ return true
+ if (get_lord_capability(lord, 1) < 0)
+ return true
+ return false
+}
+
+function forbidden_levy_capabilities(c) {
+ // Some capabilities override the forbidden levy vassals
+ if (lord_has_capability(game.who, AOW_LANCASTER_TWO_ROSES)) {
+ if (c === AOW_LANCASTER_THOMAS_STANLEY || AOW_LANCASTER_MY_FATHERS_BLOOD) {
+ return true
+ }
+ }
+ // Forbids levy vassals, even through capabilities
+ if (is_event_in_play(EVENT_YORK_YORKISTS_BLOCK_PARLIAMENT)) {
+ if (c === AOW_LANCASTER_THOMAS_STANLEY
+ || c === AOW_LANCASTER_EDWARD
+ || c === AOW_LANCASTER_MONTAGU
+ || c === AOW_LANCASTER_MY_FATHERS_BLOOD
+ || c === AOW_LANCASTER_ANDREW_TROLLOPE) {
+ return false
+ }
+ }
+ return true
+}
+
+function add_lord_capability(lord, c) {
+ if (get_lord_capability(lord, 0) < 0)
+ return set_lord_capability(lord, 0, c)
+ if (get_lord_capability(lord, 1) < 0)
+ return set_lord_capability(lord, 1, c)
+ throw new Error("no empty capability slots!")
+}
+
+function discard_lord_capability_n(lord, n) {
+ set_lord_capability(lord, n, NOTHING)
+}
+
+function discard_lord_capability(lord, c) {
+ if (get_lord_capability(lord, 0) === c)
+ return set_lord_capability(lord, 0, NOTHING)
+ if (get_lord_capability(lord, 1) === c)
+ return set_lord_capability(lord, 1, NOTHING)
+ throw new Error("capability not found")
+}
+
+states.muster_capability = {
+ inactive: "Muster",
+ prompt() {
+ let deck = list_deck()
+ view.prompt = `Muster: Select a new Capability for ${lord_name[game.who]}.`
+ view.arts_of_war = deck
+ for (let c of deck) {
+ if (!data.cards[c].lords || set_has(data.cards[c].lords, game.who)) {
+ if (!lord_already_has_capability(game.who, c) && forbidden_levy_capabilities(c))
+ gen_action_card(c)
+ }
+ }
+ },
+ card(c) {
+ add_lord_capability(game.who, c)
+ capability_muster_effects(game.who, c)
+ goto_the_kings_name("Capability C${c}")
+ },
+}
+
+// === 3.4 MUSTER - DISCARD EVENTS ===
+
+function goto_levy_discard_events() {
+ // Discard "This Levy" events from play.
+ discard_events("this_levy")
+ discard_extra_levy_events()
+ goto_campaign_plan()
+}
+
+// === 4.1 CAMPAIGN: PLAN ===
+
+function goto_campaign_plan() {
+ game.turn++
+
+ log_h1("Campaign " + current_turn_name())
+
+ set_active(BOTH)
+ game.state = "campaign_plan"
+ game.plan_y = []
+ game.plan_l = []
+}
+
+states.campaign_plan = {
+ inactive: "Plan",
+ prompt(current) {
+ let plan = current === YORK ? game.plan_y : game.plan_l
+ let first = current === YORK ? first_york_lord : first_lancaster_lord
+ let last = current === YORK ? last_york_lord : last_lancaster_lord
+ view.plan = plan
+ view.actions.plan = []
+
+ if (plan.length === max_plan_length())
+ view.prompt = "Plan: All done."
+ else
+ view.prompt = "Plan: Build a Plan."
+
+ if (plan.length < max_plan_length()) {
+ view.actions.end_plan = 0
+ if (count_cards_in_plan(plan, NOBODY) < 7)
+ gen_action_plan(NOBODY)
+
+ for (let lord = first; lord <= last; ++lord) {
+ if (is_lord_on_map(lord) && count_cards_in_plan(plan, lord) < 3)
+ gen_action_plan(lord)
+ }
+
+ } else {
+ view.actions.end_plan = 1
+ }
+
+ if (plan.length > 0)
+ view.actions.undo = 1
+ else
+ view.actions.undo = 0
+ },
+ plan(lord, current) {
+ if (current === YORK)
+ game.plan_y.push(lord)
+ else
+ game.plan_l.push(lord)
+ },
+ undo(_, current) {
+ if (current === YORK) {
+ game.plan_y.pop()
+ } else {
+ game.plan_l.pop()
+ }
+ },
+ end_plan(_, current) {
+ if (game.active === BOTH) {
+ if (current === YORK)
+ set_active(LANCASTER)
+ else
+ set_active(YORK)
+ } else {
+ end_campaign_plan()
+ }
+ },
+}
+
+function end_campaign_plan() {
+ set_active(P1)
+ goto_command_activation()
+}
+
+// === 4.2 CAMPAIGN: COMMAND ===
+
+// First action vs actions that take full command card
+function is_first_action() {
+ return game.flags.first_action
+}
+
+// If march on a highway, set the flag so the lord can go through
+// a second highway at no cost
+function is_first_march_highway() {
+ if (game.flags.first_march_highway === 1)
+ return true
+ else
+ return false
+}
+
+function goto_command_activation() {
+ if (game.plan_y.length === 0 && game.plan_l.length === 0) {
+ game.command = NOBODY
+ goto_end_campaign()
+ return
+ }
+
+ if (check_campaign_victory())
+ return
+
+ if (game.plan_l.length > game.plan_y.length) {
+ set_active(LANCASTER)
+ game.command = game.plan_l.shift()
+ } else if (game.plan_l.length < game.plan_y.length) {
+ set_active(YORK)
+ game.command = game.plan_y.shift()
+ } else {
+ set_active(P1)
+ if (P1 === LANCASTER)
+ game.command = game.plan_l.shift()
+ else
+ game.command = game.plan_y.shift()
+ }
+
+ if (game.command === NOBODY) {
+ log_h2("Pass")
+ goto_command_activation()
+ } else if (!is_lord_on_map(game.command)) {
+ log_h2(`L${game.command} - Pass`)
+ goto_command_activation()
+ } else {
+ log_h2(`L${game.command} at %${get_lord_locale(game.command)}`)
+ goto_command()
+ }
+}
+
+function goto_command() {
+ game.actions = data.lords[game.command].command
+ if (lord_has_capability(game.command, AOW_YORK_THOMAS_BOURCHIER) && is_city(get_lord_locale(game.command)))
+ game.actions += 1
+ if (lord_has_capability(game.command, AOW_YORK_YORKS_FAVOURED_SON))
+ game.actions += 1
+ if (lord_has_capability(game.command, AOW_YORK_HASTINGS))
+ game.actions += 1
+
+ game.group = [ game.command ]
+
+ game.flags.surprise_landing = 0
+ game.flags.first_action = 1
+ game.flags.first_march_highway = 0
+ game.flags.march_to_port = 0
+ game.flags.sail_to_port = 0
+
+ resume_command()
+}
+
+function resume_command() {
+ game.state = "command"
+}
+
+// Spending an action reset some flags
+function spend_action(cost) {
+ game.flags.surprise_landing = 0
+ game.flags.first_action = 0
+ game.flags.first_march_highway = 0
+ game.actions -= cost
+}
+
+function spend_march_action(cost) {
+ game.flags.surprise_landing = 0
+ game.flags.first_action = 0
+ game.flags.first_march_highway = 0
+ game.actions -= cost
+}
+
+function spend_all_actions() {
+ game.flags.surprise_landing = 0
+ game.flags.first_action = 0
+ game.flags.first_march_highway = 0
+ game.actions = 0
+}
+
+function end_command() {
+ log_br()
+
+ game.group = 0
+ game.flags.first_action = 0
+ game.flags.first_march_highway = 0
+ game.flags.famine = 0
+
+ // NOTE: Feed currently acting side first for expedience.
+ set_active_command()
+ goto_feed()
+}
+
+states.command = {
+ inactive: "Command",
+ prompt() {
+ if (game.actions === 0)
+ view.prompt = `Command: ${lord_name[game.command]} has no more actions.`
+ else if (game.actions === 1)
+ view.prompt = `Command: ${lord_name[game.command]} has ${game.actions} action.`
+ else
+ view.prompt = `Command: ${lord_name[game.command]} has ${game.actions} actions.`
+
+ view.group = game.group
+
+ let here = get_lord_locale(game.command)
+
+ prompt_held_event()
+
+ // 4.3.2 Marshals MAY take other lords
+ if (
+ is_marshal(game.command) ||
+ (lord_has_capability(game.command, AOW_YORK_CAPTAIN) && !other_marshal_or_lieutenant(here))
+ ) {
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
+ if (lord !== game.command)
+ if (get_lord_locale(lord) === here)
+ gen_action_lord(lord)
+ }
+
+ // Lieutenant may not take marshall
+ if (is_lieutenant(game.command)) {
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
+ if (lord !== game.command)
+ if (get_lord_locale(lord) === here && !is_marshal(lord)) {
+ gen_action_lord(lord)
+ }
+ }
+
+ if (game.actions > 0)
+ view.actions.pass = 1
+ else
+ view.actions.end_command = 1
+
+ prompt_march()
+
+ if (can_action_supply())
+ view.actions.supply = 1
+ if (can_action_forage())
+ view.actions.forage = 1
+ if (can_action_tax())
+ view.actions.tax = 1
+ if (can_action_sail())
+ view.actions.sail = 1
+ if (can_action_parley_command())
+ view.actions.parley = 1
+ if (can_action_heralds())
+ view.actions.heralds = 1
+ if (can_action_merchants())
+ view.actions.merchants = 1
+ if (can_action_agitators())
+ view.actions.agitators = 1
+
+ if (is_york_lord(game.command))
+ if (can_action_exile_pact())
+ view.actions.exile_pact = 1
+ },
+
+ pass() {
+ push_undo()
+ log("Passed.")
+ spend_all_actions()
+ },
+
+ end_command() {
+ push_undo()
+ end_command()
+ },
+
+ forage: goto_forage,
+ supply: goto_supply,
+ tax: goto_tax,
+ sail: goto_sail,
+ heralds: goto_heralds,
+ merchants: goto_merchants,
+ agitators: goto_agitators,
+ exile_pact: goto_exile_pact,
+
+ locale: goto_march,
+
+ lord(lord) {
+ set_toggle(game.group, lord)
+ },
+
+ card: action_held_event,
+
+ parley() {
+ push_undo()
+ goto_parley()
+ },
+}
+
+// === 4.5 ACTION: SUPPLY (SEARCH) ===
+
+function can_supply_at(loc, ships) {
+ // 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))
+ return true
+ if (!has_exhausted_marker(loc))
+ return true
+ }
+ return false
+}
+
+function search_supply_by_way(result, start, carts, ships) {
+ 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]
+
+ if (can_supply_at(here, ships)) {
+ if (result)
+ map_set(result, here, dist)
+ else
+ return true
+ }
+
+ if (is_friendly_locale(here)) {
+ let next_dist = dist + 1
+ if (next_dist <= carts) {
+ 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 (result)
+ return result
+ return false
+}
+
+function search_supply_by_sea(result, here) {
+ // Search via sea from Exile box.
+ if (is_friendly_locale(here)) {
+ for (let next of find_ports(here)) {
+ if (can_supply_at(next, 1)) {
+ if (result)
+ map_set(result, next, 0)
+ else
+ return true
+ }
+ }
+ }
+ if (result)
+ return result
+ return false
+}
+
+function search_supply(result) {
+ let here = get_lord_locale(game.command)
+ let carts = get_shared_assets(here, CART)
+ let ships = get_shared_assets(here, SHIP)
+ if (ships > 0 && is_exile(here))
+ result = search_supply_by_sea(result, here)
+ result = search_supply_by_way(result, here, carts, ships)
+ return result
+}
+
+// === 4.5 ACTION: SUPPLY ===
+
+function command_has_harbingers() {
+ return (
+ lord_has_capability(game.command, AOW_LANCASTER_HARBINGERS) ||
+ lord_has_capability(game.command, AOW_YORK_HARBINGERS)
+ )
+}
+
+function chamberlains_eligible_supply(source) {
+ for (let vassal = first_vassal; vassal <= last_vassal; ++vassal)
+ if (
+ is_vassal_mustered_with(vassal, game.command) &&
+ lord_has_capability(game.command, AOW_LANCASTER_CHAMBERLAINS)
+ ) {
+ if (source === data.vassals[vassal].seat)
+ return true
+ }
+}
+
+function lord_has_stafford_branch(loc, lord) {
+ if (lord_has_capability(lord, AOW_YORK_STAFFORD_BRANCH)) {
+ return (
+ loc === LOC_EXETER ||
+ loc === LOC_LAUNCESTON ||
+ loc === LOC_PLYMOUTH ||
+ loc === LOC_WELLS ||
+ loc === LOC_DORCHESTER
+ )
+ }
+ return false
+}
+
+function init_supply() {
+ game.supply = search_supply([])
+}
+
+function can_action_supply() {
+ if (game.actions < 1)
+ return false
+ return search_supply(false)
+}
+
+function goto_supply() {
+ push_undo()
+ log(`Supplied`)
+ game.state = "supply_source"
+ init_supply()
+}
+
+function modify_supply(loc, supply) {
+ let here = get_lord_locale(game.command)
+ let carts = get_shared_assets(here, CART)
+
+ // Must carry supply over land with one cart per provender per way
+ let distance = map_get(game.supply, loc, 0)
+ if (distance > 0)
+ supply = Math.min(supply, Math.floor(carts / distance))
+
+ // Harbingers event doubles supply received
+ if (command_has_harbingers())
+ supply = supply * 2
+
+ return supply
+}
+
+function get_port_supply_amount(loc) {
+ if (is_seaport(loc)) {
+ let here = get_lord_locale(game.command)
+ let ships = get_shared_assets(here, SHIP)
+ return modify_supply(loc, ships)
+ }
+ return 0
+}
+
+function get_stronghold_supply_amount(loc) {
+ if (!has_exhausted_marker(loc)) {
+ let supply
+
+ if (loc === LOC_LONDON || loc === LOC_CALAIS)
+ supply = 3
+ else if (is_city(loc))
+ supply = 2
+ else
+ supply = 1
+
+ if (lord_has_stafford_branch(loc, game.command))
+ supply += 1
+
+ return modify_supply(loc, supply)
+ }
+ return 0
+}
+
+states.supply_source = {
+ inactive: "Supply",
+ prompt() {
+ view.prompt = "Supply: Select Supply Source."
+
+ let here = get_lord_locale(game.command)
+ let carts = get_shared_assets(here, CART)
+ let ships = get_shared_assets(here, SHIP)
+
+ if (carts > 0)
+ view.prompt += ` ${carts} Cart.`
+ if (ships > 0)
+ view.prompt += ` ${ships} Ship.`
+
+ for (let i = 0; i < game.supply.length; i += 2)
+ gen_action_locale(game.supply[i])
+ },
+ locale(loc) {
+ push_undo()
+
+ let port_supply = get_port_supply_amount(loc)
+ let stronghold_supply = get_stronghold_supply_amount(loc)
+
+ if (stronghold_supply > 0 && port_supply === 0) {
+ use_stronghold_supply(loc, stronghold_supply)
+ return
+ }
+
+ if (port_supply > 0 && stronghold_supply === 0) {
+ use_port_supply(loc, port_supply)
+ return
+ }
+
+ game.where = loc
+ game.state = "select_supply_type"
+ },
+}
+
+function quartermasters_eligible_supply(source) {
+ for (let vassal = first_vassal; vassal <= last_vassal; ++vassal)
+ if (
+ is_vassal_mustered_with(vassal, game.command) &&
+ lord_has_capability(game.command, AOW_LANCASTER_CHAMBERLAINS)
+ ) {
+ if (source === data.vassals[vassal].seat)
+ return true
+ }
+}
+
+function use_stronghold_supply(source, amount) {
+ logi(`${amount} from Stronghold at %${source}`)
+ add_lord_assets(game.command, PROV, amount)
+ if (chamberlains_eligible_supply(source)) {
+ end_supply()
+ }
+ else {
+ deplete_locale(source)
+ end_supply()
+ }
+}
+
+function use_port_supply(source, amount) {
+ logi(`${amount} from Port at %${source}`)
+ add_lord_assets(game.command, PROV, amount)
+ end_supply()
+}
+
+function end_supply() {
+ spend_action(1)
+ resume_command()
+ game.supply = 0
+ game.where = NOWHERE
+}
+
+states.select_supply_type = {
+ inactive: "Supply",
+ 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))
+ },
+ port() {
+ if (check_naval_blockade("supply", game.where)) {
+ roll_naval_blockade()
+ }
+ else {
+ use_port_supply(game.where, get_port_supply_amount(game.where))
+ }
+ },
+}
+
+// === 4.6.1 ACTION: SAIL ===
+
+function has_enough_available_ships_for_army() {
+ let ships = count_group_ships()
+ let army = count_lord_all_forces(game.group)
+ let needed_ships = army / 6
+ return needed_ships <= ships
+}
+
+function is_seamanship_in_play() {
+ if (game.active === LANCASTER && is_event_in_play(EVENT_LANCASTER_SEAMANSHIP))
+ return true
+ if (game.active === YORK && is_event_in_play(EVENT_YORK_SEAMANSHIP))
+ return true
+ return false
+}
+
+function can_sail_to(to) {
+ if (is_wales_forbidden(to))
+ return false
+ if (has_enemy_lord(to)) {
+ if (is_truce_in_effect())
+ return false
+ if (!lord_has_capability(game.command, AOW_LANCASTER_HIGH_ADMIRAL))
+ return false
+ }
+ return true
+}
+
+function can_action_sail() {
+ // Must use whole action except if seamanship in play
+
+ if (is_lancaster_lord(game.command)) {
+ if (!is_first_action() && !is_event_in_play(EVENT_LANCASTER_SEAMANSHIP))
+ return false
+ }
+
+ if (is_york_lord(game.command)) {
+ if ((is_event_in_play(EVENT_LANCASTER_FRENCH_FLEET) || !is_first_action() && !is_event_in_play(EVENT_YORK_SEAMANSHIP)))
+ return false
+ }
+
+ if (game.actions === 0)
+ return false
+
+ // at a seaport
+ let here = get_lord_locale(game.command)
+ if (!is_seaport(here))
+ return false
+
+ // with enough ships to carry all the army
+ if (!has_enough_available_ships_for_army())
+ return false
+
+ // and a valid destination
+ for (let to of find_sail_locales(here)) {
+ if (to === here)
+ continue
+ if (can_sail_to(to))
+ return true
+ }
+
+ return false
+}
+
+function goto_sail() {
+ push_undo()
+ game.state = "sail"
+}
+
+states.sail = {
+ inactive: "Sail",
+ prompt() {
+ view.group = game.group
+
+ let here = get_lord_locale(game.command)
+ let ships = count_group_ships()
+ let prov = count_group_assets(PROV)
+ let cart = count_group_assets(CART)
+
+ let overflow_prov = (prov / 2 - ships) * 2
+ let overflow_cart = (cart / 2 - ships) * 2
+
+ if (overflow_prov <= 0 && overflow_cart <= 0) {
+ view.prompt = `Sail: Select a destination Port.`
+ for (let to of find_sail_locales(here)) {
+ if (to === here)
+ continue
+ if (can_sail_to(to))
+ gen_action_locale(to)
+ }
+ } else if (overflow_cart > 0) {
+ view.prompt = `Sailing with ${ships} Ships. Please discard ${overflow_cart} Cart`
+ if (cart > 0) {
+ for (let lord of game.group) {
+ if (get_lord_assets(lord, CART) > 0)
+ gen_action_cart(lord)
+ }
+ }
+ } else if (overflow_prov > 0) {
+ view.prompt = `Sailing with ${ships} Ships. Please discard ${overflow_prov} Provender`
+ if (prov > 0) {
+ for (let lord of game.group) {
+ if (get_lord_assets(lord, PROV) > 0)
+ gen_action_prov(lord)
+ }
+ }
+ } else {
+ view.prompt = "ERROR"
+ }
+ },
+ prov: drop_prov,
+ cart: drop_cart,
+ locale(to) {
+ if (check_naval_blockade("sail", get_lord_locale(game.command)) || check_naval_blockade("sail", to)) {
+ roll_naval_blockade()
+ game.where = to
+ }
+ else {
+ do_sail(to)
+ }
+ },
+}
+
+function do_sail(to) {
+ log(`Sailed to %${to}${format_group_move()}.`)
+
+ game.flags.march_to_port = 0
+ if (is_seaport(to))
+ game.flags.sail_to_port = 1
+ else
+ game.flags.sail_to_port = 0
+
+ for (let lord of game.group) {
+ set_lord_locale(lord, to)
+ set_lord_moved(lord, 1)
+ levy_burgundians(lord)
+ }
+
+ if (is_seamanship_in_play())
+ spend_action(1)
+ else
+ spend_all_actions()
+
+ // you can go to unbesieged enemy lord with norfolk capability
+ if (has_unbesieged_enemy_lord(to))
+ goto_confirm_approach_sail()
+ else {
+ resume_command()
+ }
+}
+
+function goto_confirm_approach_sail() {
+ game.state = "confirm_approach_sail"
+}
+
+states.confirm_approach_sail = {
+ inactive: "Sail",
+ prompt() {
+ view.prompt = `Sail: Confirm Approach to enemy Lord.`
+ view.group = game.group
+ view.actions.approach = 1
+ },
+ approach() {
+ push_undo()
+ goto_battle()
+ },
+}
+
+// === 4.6.2 ACTION: FORAGE ===
+
+function can_action_forage() {
+ if (game.actions < 1)
+ return false
+ let here = get_lord_locale(game.command)
+ if (has_exhausted_marker(here) || is_sea(here))
+ return false
+ return true
+}
+
+function goto_forage() {
+ push_undo()
+ let here = get_lord_locale(game.command)
+ if (!has_adjacent_enemy(here) && is_neutral_locale(here)) {
+ let die = roll_die()
+ if (die <= 4) {
+ add_lord_assets(game.command, PROV, 1)
+ log(`${HIT[die]}, Foraged at %${here}`)
+ deplete_locale(here)
+ } else {
+ log(`${MISS[die]}, Forage Failure`)
+ }
+ } else if (has_adjacent_enemy(here) || is_favour_enemy(here, game.active)) {
+ let die = roll_die()
+ if (die <= 3) {
+ add_lord_assets(game.command, PROV, 1)
+ log(`${HIT[die]}, Foraged at %${here}`)
+ deplete_locale(here)
+ } else {
+ log(`${MISS[die]}, Forage Failure`)
+ }
+ } else {
+ add_lord_assets(game.command, PROV, 1)
+ log(`Foraged at %${here}`)
+ deplete_locale(here)
+ }
+ if (lord_has_capability(game.command, AOW_YORK_SCOURERS)) {
+ add_lord_assets(game.command, PROV, 1)
+ log(`1 Extra Provender (Scourers)`)
+ }
+
+ spend_action(1)
+ resume_command()
+}
+
+// === 4.6.3 ACTION: TAX ===
+
+function can_tax_at(here, lord) {
+ if (is_friendly_locale(here) && !has_exhausted_marker(here)) {
+ // London, Calais, and Harlech
+ if (here === LOC_LONDON || here === LOC_CALAIS || here === LOC_HARLECH)
+ return true
+
+ // Own seat
+ if (here === data.lords[lord].seat)
+ return true
+
+ // vassal seats
+ for (let vassal = first_vassal; vassal <= last_vassal; ++vassal)
+ if (is_vassal_mustered_with(vassal, lord))
+ if (here === data.vassals[vassal].seat)
+ return true
+ }
+ return false
+}
+
+// adjacent friendly locales to an eligible stronghold (can_tax_at)
+function search_tax(result, start, lord) {
+ let ships = get_shared_assets(start, SHIP)
+
+ search_seen.fill(0)
+ search_seen[start] = 1
+
+ let queue = [ start ]
+ while (queue.length > 0) {
+ let here = queue.shift()
+
+ if (can_tax_at(here, lord)) {
+ if (result)
+ set_add(result, here)
+ else
+ return true
+ }
+
+ if (is_friendly_locale(here)) {
+ for (let next of data.locales[here].adjacent) {
+ if (!search_seen[next]) {
+ search_seen[next] = 1
+ queue.push(next)
+ }
+ }
+ if (ships > 0 && is_seaport(here)) {
+ for (let next of find_ports(here)) {
+ if (!search_seen[next]) {
+ search_seen[next] = 1
+ queue.push(next)
+ }
+ }
+ }
+ }
+ }
+ if (result)
+ return result
+ else
+ return false
+}
+
+function can_action_tax() {
+ if (game.actions < 1)
+ return false
+ let here = get_lord_locale(game.command)
+ if (can_tax_at(here, game.command))
+ return true
+ return search_tax(false, here, game.command)
+}
+
+function goto_tax() {
+ push_undo()
+ game.state = "tax"
+ game.where = NOWHERE
+ init_influence_check(game.command)
+}
+
+function end_tax() {
+ game.where = NOWHERE
+ spend_action(1)
+ resume_command()
+}
+
+function get_tax_amount(loc, lord) {
+ let tax
+
+ if (loc === LOC_LONDON || loc === LOC_CALAIS)
+ tax = 3
+ else if (is_city(loc))
+ tax = 2
+ else
+ tax = 1
+
+ if (lord_has_stafford_branch(loc, lord)) {
+ log(`C${AOW_YORK_STAFFORD_BRANCH}.`)
+ tax += 1
+ }
+
+ if (lord_has_capability(lord, AOW_YORK_SO_WISE_SO_YOUNG)) {
+ log(`C${AOW_YORK_SO_WISE_SO_YOUNG}.`)
+ tax += 1
+ }
+
+ if (
+ lord === LORD_DEVON && (
+ loc === LOC_EXETER ||
+ loc === LOC_LAUNCESTON ||
+ loc === LOC_PLYMOUTH ||
+ loc === LOC_WELLS ||
+ loc === LOC_DORCHESTER
+ )
+ ) {
+ // TODO: log which ability
+ tax += 1
+ }
+
+ return tax
+}
+
+states.tax = {
+ inactive: "Tax",
+ prompt() {
+ view.prompt = "Tax: Select the location to tax."
+ if (game.where === NOWHERE) {
+ for (let loc of search_tax([], get_lord_locale(game.command), game.command))
+ gen_action_locale(loc)
+ } else {
+ view.prompt = `Tax: Attempting to tax ${data.locales[game.where].name}. `
+ prompt_influence_check()
+ }
+ },
+ locale(loc) {
+ game.where = loc
+ if (loc === data.lords[game.command].seat) {
+ // Auto succeed without influence check at Lords seat.
+ deplete_locale(game.where)
+
+ log(`Taxed automatically successful at %${game.where}.`)
+ add_lord_assets(game.command, COIN, get_tax_amount(game.where, game.command))
+ end_tax()
+ }
+ },
+ spend1: add_influence_check_modifier_1,
+ spend3: add_influence_check_modifier_2,
+ check() {
+ let results = do_influence_check()
+ logi(`Tax : ${results.success ? "Successful" : "Failed"}: (${range(results.rating)}) ${results.success ? HIT[results.roll] : MISS[results.roll]}`)
+
+ if (results.success) {
+ deplete_locale(game.where)
+
+ log(`Taxed %${game.where}.`)
+ add_lord_assets(game.command, COIN, get_tax_amount(game.where, game.command))
+ } else {
+ log(`Tax of %${game.where} failed.`)
+ }
+ end_tax()
+ },
+}
+
+// === 4.6.4 ACTION: PARLEY ===
+
+// TODO : FIX Parley through strongholds overseas
+function can_parley_at(loc) {
+ return !is_exile(loc) && !is_friendly_locale(loc) && !has_enemy_lord(loc) && !is_sea(loc)
+}
+
+var search_seen = new Array(last_locale + 1)
+var search_dist = new Array(last_locale + 1)
+
+function search_parley(result, start) {
+ let ships = get_shared_assets(start, SHIP)
+
+ 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 (can_parley_at(here)) {
+ if (result)
+ map_set(result, here, dist)
+ else
+ return true
+ }
+
+ 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 (ships > 0 && is_seaport(here)) {
+ for (let next of find_ports(here)) {
+ if (!search_seen[next]) {
+ search_seen[next] = 1
+ search_dist[next] = next_dist
+ queue.push(next)
+ }
+ }
+ }
+ }
+ }
+
+ if (result)
+ return result
+ else
+ return false
+}
+
+function can_action_parley_command() {
+ if (game.actions <= 0)
+ return false
+
+ if (is_lord_at_sea(game.command))
+ return false
+
+ if (!is_first_action() && game.active === YORK && is_event_in_play(EVENT_LANCASTER_NEW_ACT_OF_PARLIAMENT))
+ return false
+
+ let here = get_lord_locale(game.command)
+
+ if (can_parley_at(here))
+ return true
+
+ for (let next of data.locales[here].adjacent)
+ if (can_parley_at(next))
+ return true
+
+ if (is_seaport(here) && get_shared_assets(here, SHIP) > 0)
+ for (let next of find_ports(here))
+ if (can_parley_at(next))
+ return true
+
+ return false
+}
+
+function list_parley_command() {
+ let result = []
+
+ let here = get_lord_locale(game.command)
+ if (can_parley_at(here))
+ map_set(result, here, 0)
+
+ if (is_friendly_locale(here)) {
+ for (let next of data.locales[here].adjacent)
+ if (can_parley_at(next))
+ map_set(result, next, 1)
+
+ if (is_seaport(here) && get_shared_assets(here, SHIP) > 0)
+ for (let next of find_ports(here))
+ if (can_parley_at(next))
+ map_set(result, next, 1)
+ }
+
+ return result
+}
+
+function can_action_parley_levy() {
+ if (game.count <= 0
+ && (game.who !== LORD_HENRY_VI || game.flags.free_parley_henry === 0)
+ && ((game.who !== LORD_GLOUCESTER_1 && game.who !== LORD_GLOUCESTER_2) || game.flags.free_parley_gloucester === 0)
+ && (!game.flags.jack_cade))
+ return true
+ let here = get_lord_locale(game.who)
+ if (can_parley_at(here))
+ return true
+ return search_parley(false, here)
+}
+
+function list_parley_levy() {
+ let here = get_lord_locale(game.who)
+ return search_parley([], here)
+}
+
+function goto_parley() {
+ push_state("parley")
+
+ if (is_levy_phase()) {
+ init_influence_check(game.who)
+ game.parley = list_parley_levy()
+ } else {
+ init_influence_check(game.command)
+ game.parley = list_parley_command()
+
+ // Campaign phase, and current location is no cost (except some events), and always successful.
+ if (game.parley.length === 2 && get_lord_locale(game.command) === game.parley[0]) {
+ log(`Parley at ${data.locales[get_lord_locale(game.command)]}`)
+ shift_favour_toward(game.parley[0])
+ if (is_lancaster_card(game.command) && is_event_in_play(EVENT_YORK_AN_HONEST_TALE_SPEEDS_BEST)) {
+ reduce_lancaster_influence(1)
+ }
+ end_parley(true)
+ return
+ }
+ }
+
+ if (game.parley.length === 2) {
+ game.where = game.parley[0]
+ add_influence_check_distance(game.parley[1])
+ } else {
+ game.where = NOWHERE
+ }
+}
+
+function end_parley(success) {
+ pop_state()
+ game.flags.naval_blockade = 0
+ game.where = NOWHERE
+ game.parley = NOTHING
+ if (game.flags.free_parley_henry > 0 && game.who === LORD_HENRY_VI) {
+ --game.flags.free_parley_henry
+ ++game.count
+ }
+ if (game.flags.free_parley_gloucester > 0 && (game.who === LORD_GLOUCESTER_1 || game.who === LORD_GLOUCESTER_2)) {
+ --game.flags.free_parley_gloucester
+ ++game.count
+ }
+ if (game.flags.jack_cade > 0) {
+ --game.flags.jack_cade
+ ++game.count
+ }
+ end_influence_check()
+
+ if (is_campaign_phase()) {
+ if (game.active === YORK && is_event_in_play(EVENT_LANCASTER_NEW_ACT_OF_PARLIAMENT))
+ spend_all_actions()
+ else
+ spend_action(1)
+ resume_command()
+ } else {
+ if (success)
+ goto_the_kings_name("Parley")
+ else
+ resume_levy_muster_lord()
+ }
+}
+
+states.parley = {
+ inactive: "Parley",
+ prompt() {
+ view.prompt = "Parley: Choose a Locale to Parley."
+ if (game.where === NOTHING) {
+ for (let i = 0; i < game.parley.length; i += 2)
+ gen_action_locale(game.parley[i])
+ } else {
+ view.prompt = "Parley: "
+ prompt_influence_check()
+ }
+ },
+ locale(loc) {
+ 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_campaign_phase() && check_naval_blockade("campaign parley", loc))
+ roll_naval_blockade()
+ },
+ spend1: add_influence_check_modifier_1,
+ spend3: add_influence_check_modifier_2,
+ check() {
+ let results = do_influence_check()
+
+ if (game.flags.parliament_votes === 1) {
+ log(`Parley at ${data.locales[game.where].name}. Automatic Success.`)
+ logevent(EVENT_LANCASTER_PARLIAMENT_VOTES)
+ game.flags.parliament_votes = 0
+ }
+ else if (game.flags.jack_cade > 0) {
+ log(`Parley at ${data.locales[game.where].name}. Automatic Success.`)
+ logevent(EVENT_YORK_JACK_CADE)
+ }
+ else if (game.flags.succession === 1) {
+ log(`Parley at ${data.locales[game.where].name}. Automatic Success.`)
+ logevent(EVENT_YORK_SUCCESSION)
+ game.flags.succession = 0
+ }
+ else if (is_campaign_phase()
+ && game.command === LORD_DEVON
+ && get_lord_locale(LORD_DEVON) === LOC_EXETER
+ && is_event_in_play(EVENT_YORK_DORSET)
+ && game.state === "parley") {
+ log(`Parley at ${data.locales[game.where].name}. Automatic Success. C${EVENT_YORK_DORSET}.`)
+ }
+ else
+ log(`Attempt to Parley at %${game.where} ${results.success ? "Successful" : "Failed"}: (${range(results.rating)}) ${results.success ? HIT[results.roll] : MISS[results.roll]}`)
+ if (results.success) {
+ shift_favour_toward(game.where)
+ end_parley(true)
+ } else {
+ end_parley(false)
+ }
+ },
+}
+
+// === 4.3 ACTION: MARCH ===
+
+function get_way_type(from, to) {
+ return map_get(data.ways[from], to, undefined)
+}
+
+function format_group_move() {
+ if (game.group.length > 1) {
+ let list = []
+ for (let lord of game.group)
+ if (lord !== game.command)
+ list.push("L" + lord)
+ return " with " + list.join(" and ")
+ }
+ return ""
+}
+
+// Wales forbidden to the lancastrians for march, sail, intercept
+function is_wales_forbidden(loc) {
+ 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) {
+ if (game.active !== LANCASTER && is_event_in_play(EVENT_YORK_OWAIN_GLYNDWR) && is_wales(loc))
+ return true
+ return false
+}
+
+function can_march_to(to) {
+ if (is_wales_forbidden(to))
+ return false
+ if (is_truce_in_effect() && has_enemy_lord(to))
+ return false
+ return true
+}
+
+function prompt_march() {
+ let from = get_lord_locale(game.command)
+
+ if (is_first_action()) {
+ for (let to of data.locales[from].paths) {
+ if (can_march_to(to))
+ gen_action_locale(to)
+ }
+ }
+ if (game.actions > 0 || game.flags.surprise_landing === 2) {
+ for (let to of data.locales[from].roads) {
+ if (can_march_to(to))
+ gen_action_locale(to)
+
+ }
+ for (let to of data.locales[from].highways) {
+ if (can_march_to(to))
+ gen_action_locale(to)
+ }
+ } else if ((game.actions === 0 && is_first_march_highway()) || game.flags.surprise_landing === 2) {
+ for (let to of data.locales[from].highways) {
+ if (can_march_to(to))
+ gen_action_locale(to)
+ }
+ }
+ if (
+ (lord_has_capability(game.command, AOW_YORK_YORKISTS_NEVER_WAIT) || (is_event_in_play(EVENT_LANCASTER_FORCED_MARCHES) && game.active === LANCASTER)) &&
+ game.actions === 0 &&
+ is_first_march_highway() &&
+ count_group_lords() === 1
+ ) {
+ for (let to of data.locales[from].roads) {
+ if (can_march_to(to))
+ gen_action_locale(to)
+ }
+ }
+}
+
+function goto_march(to) {
+ push_undo()
+ let from = get_lord_locale(game.command)
+ game.march = { from, to, avoid: -1 }
+ march_with_group_1()
+}
+
+function march_with_group_1() {
+ let transport = count_group_assets(CART)
+ let prov = count_group_assets(PROV)
+ if (prov > transport)
+ game.state = "march_laden"
+ else
+ march_with_group_2()
+}
+
+// No laden but re-used to discard extra provender
+states.march_laden = {
+ inactive: "March",
+ prompt() {
+ let to = game.march.to
+ let transport = count_group_assets(CART)
+ let prov = count_group_assets(PROV)
+
+ view.group = game.group
+ view.prompt = `March: Unladen. `
+
+ if (prov > transport) {
+ let overflow_prov = prov - transport
+ view.prompt += `Please discard ${overflow_prov} Provender`
+ for (let lord of game.group) {
+ if (prov > transport) {
+ if (get_lord_assets(lord, PROV) > 0) {
+ gen_action_prov(lord)
+ }
+ }
+ }
+ } else {
+ view.actions.march = 1
+ gen_action_locale(to)
+ }
+ },
+ prov: drop_prov,
+ march: march_with_group_2,
+ locale: march_with_group_2,
+ laden_march: march_with_group_2,
+}
+
+function march_with_group_2() {
+ let from = game.march.from
+ let to = game.march.to
+ let type = get_way_type(from, to)
+ let alone = count_group_lords() === 1
+
+ switch (type) {
+ case "highway":
+ if (is_first_march_highway() || game.flags.surprise_landing === 2) {
+ spend_march_action(0)
+ } else {
+ spend_march_action(1)
+ game.flags.first_march_highway = 1
+ }
+ break
+
+ case "road":
+ if ((alone && is_first_march_highway()) || game.flags.surprise_landing === 2) {
+ spend_march_action(0)
+ } else {
+ spend_march_action(1)
+ if (alone && (lord_has_capability(game.command, AOW_YORK_YORKISTS_NEVER_WAIT) || (is_event_in_play(EVENT_LANCASTER_FORCED_MARCHES) && game.active === LANCASTER)))
+ game.flags.first_march_highway = 1
+ }
+ break
+
+ case "path":
+ spend_all_actions()
+ break
+ }
+
+ log(`Marched to %${to}${format_group_move()}.`)
+
+ for (let lord of game.group) {
+ set_lord_locale(lord, to)
+ // Note: We flag the lords moved and levy burgundians after king's parley and parliament's truce have resolved.
+ // See end_kings_parley.
+ }
+
+ goto_intercept()
+}
+
+function end_march() {
+ // Disbanded in battle!
+ if (!is_lord_on_map(game.command)) {
+ game.where = NOWHERE
+ game.march = 0
+ spend_all_actions()
+ resume_command()
+ return
+ }
+
+ let here = get_lord_locale(game.command)
+ if (is_seaport(here))
+ game.flags.march_to_port = 1
+ else
+ game.flags.march_to_port = 0
+ game.flags.sail_to_port = 0
+
+ game.march = 0
+ resume_command()
+}
+
+// === 4.3.4 INTERCEPT ===
+
+function can_intercept_to(to) {
+ // TODO: forbid lancaster intercept into york moving to york, and vice versa
+ if (is_truce_in_effect())
+ return false
+ if (is_wales_forbidden_to_enemy(to))
+ return false
+ return true
+}
+
+function goto_intercept() {
+ let here = get_lord_locale(game.command)
+ if (can_intercept_to(here)) {
+ for (let next of data.locales[here].not_paths) {
+ if (has_enemy_lord(next)) {
+ game.state = "intercept"
+ set_active_enemy()
+ game.intercept_group = []
+ game.who = NOBODY
+ return
+ }
+ }
+ }
+ end_intercept()
+}
+
+function end_intercept() {
+ game.intercept_group = 0
+ game.who = NOBODY
+ goto_kings_parley()
+}
+
+function can_play_held_event_intercept(c) {
+ switch (c) {
+ case EVENT_LANCASTER_FLANK_ATTACK:
+ return can_play_flank_attack()
+ case EVENT_YORK_FLANK_ATTACK:
+ return can_play_flank_attack()
+ }
+ return false
+}
+
+function prompt_held_event_intercept() {
+ for (let c of current_hand())
+ if (can_play_held_event_intercept(c))
+ gen_action_card(c)
+}
+
+states.intercept = {
+ inactive: "Intercept",
+ prompt() {
+ view.prompt = `Choose lord to intercept moving lords?`
+ let to = get_lord_locale(game.command)
+
+ prompt_held_event_intercept()
+
+ if (game.who === NOBODY) {
+ for (let next of data.locales[to].not_paths)
+ for_each_friendly_lord_in_locale(next, gen_action_lord)
+ } else {
+ gen_action_lord(game.who)
+ if (is_marshal(game.who) || is_lieutenant(game.who)) {
+ for_each_friendly_lord_in_locale(get_lord_locale(game.who), lord => {
+ if (!is_marshal(lord))
+ gen_action_lord(lord)
+ })
+ }
+ view.actions.intercept = 1
+ }
+
+ view.actions.pass = 1
+ view.group = game.intercept_group
+ },
+ lord(lord) {
+ if (game.who === NOBODY) {
+ game.who = lord
+ set_toggle(game.intercept_group, lord)
+ } else if (lord === game.who) {
+ game.who = NOBODY
+ game.intercept_group = []
+ } else {
+ set_toggle(game.intercept_group, lord)
+ }
+ },
+ card(c) {
+ push_undo()
+ play_held_event(c)
+ },
+ pass() {
+ set_active_enemy()
+ end_intercept()
+ },
+ intercept() {
+ let valour = data.lords[game.who].valour
+ let success = false
+ if (is_event_in_play(EVENT_LANCASTER_FLANK_ATTACK || is_event_in_play(EVENT_YORK_FLANK_ATTACK))) {
+ success = true
+ // FIXME: swap_battle_attacker = 1 ???
+ }
+ else {
+ let roll = roll_die()
+ success = roll <= valour
+ log(`Intercept ${success ? "Succeeded." : "Failed."} (${range(valour)}): ${success ? HIT[roll] : MISS[roll]}`)
+ }
+ if (success) {
+ goto_intercept_march()
+ } else {
+ set_active_enemy()
+ end_intercept()
+ }
+ },
+}
+
+function goto_intercept_march() {
+ if (count_group_transport(game.intercept_group) >= count_group_assets(PROV, game.intercept_group)) {
+ do_intercept_march()
+ } else {
+ game.state = "intercept_march"
+ }
+}
+
+function do_intercept_march() {
+ for (let lord of game.intercept_group) {
+ set_lord_locale(lord, get_lord_locale(game.command))
+ set_lord_moved(lord, 1)
+ levy_burgundians(lord)
+ }
+ end_intercept_march()
+}
+
+function end_intercept_march() {
+ // back to originally marching lord
+ set_active_enemy()
+ end_intercept()
+}
+
+states.intercept_march = {
+ inactive: "Intercept",
+ prompt() {
+ let to = game.march.to
+ let transport = count_group_transport(game.intercept_group)
+ let prov = count_group_assets(PROV, game.intercept_group)
+
+ view.group = game.intercept_group
+
+ view.prompt = `Intercept: Unladen.`
+
+ if (prov > transport) {
+ view.prompt = `Intercept: Hindered with ${prov} Provender, and ${transport} Transport.`
+ for (let lord of game.intercept_group) {
+ if (get_lord_assets(lord, PROV) > 0) {
+ view.prompt += " Discard Provender."
+ gen_action_prov(lord)
+ }
+ }
+ } else {
+ view.actions.intercept = 1
+ gen_action_locale(to)
+ }
+ },
+ prov: drop_prov,
+ intercept: do_intercept_march,
+ locale: do_intercept_march,
+}
+
+function for_each_friendly_lord_in_locale(loc, f) {
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; lord++)
+ if (get_lord_locale(lord) === loc)
+ f(lord)
+}
+
+// === MARCH EVENT: FLANK ATTACK ===
+
+function can_play_flank_attack() {
+ return game.state === "intercept" && game.who !== NOBODY && !is_truce_in_effect()
+}
+
+// === MARCH EVENT: KING'S PARLEY ===
+
+function goto_kings_parley() {
+ // If Henry VI in space, with King's Parley capability
+ // TODO: ... unless he intercepted York lords already present ?
+ // TODO: ... or remove possibility for above case.
+ if (game.active === YORK) {
+ if (get_lord_locale(LORD_HENRY_VI) === game.march.to) {
+ if (lord_has_capability(LORD_HENRY_VI, AOW_LANCASTER_KINGS_PARLEY)) {
+ set_active_enemy()
+ game.state = "kings_parley"
+ return
+ }
+ }
+ }
+ end_kings_parley()
+}
+
+states.kings_parley = {
+ inactive: "King's Parley?",
+ prompt() {
+ view.prompt = "You may discard King's Parley to cancel Yorkist approach."
+ gen_action_card(AOW_LANCASTER_KINGS_PARLEY)
+ view.actions.pass = 1
+ },
+ card(_) {
+ push_undo()
+ discard_lord_capability(LORD_HENRY_VI, AOW_LANCASTER_KINGS_PARLEY)
+
+ // Cancel approach!
+ for (let lord of game.group)
+ set_lord_locale(lord, game.march.from)
+
+ set_active_enemy()
+ end_march()
+ },
+ pass() {
+ set_active_enemy()
+ end_kings_parley()
+ },
+}
+
+function end_kings_parley() {
+ goto_parliaments_truce()
+}
+
+// === MARCH EVENT: PARLIAMENT'S TRUCE ===
+
+function can_play_parliaments_truce() {
+ return game.state === "campaign"
+}
+
+function is_truce_in_effect() {
+ return (
+ is_event_in_play(EVENT_YORK_PARLIAMENTS_TRUCE) ||
+ is_event_in_play(EVENT_LANCASTER_PARLIAMENTS_TRUCE)
+ )
+}
+
+function goto_parliaments_truce() {
+ // The non-active player can cancel approach with parliament's truce
+
+ // We don't allow the active player to cancel an intercept -- if they want to cancel
+ // an interception, they should have played the event before marching.
+
+ let here = get_lord_locale(game.command)
+ if (
+ has_enemy_lord(here) && (
+ (game.active === YORK && could_play_card(EVENT_LANCASTER_PARLIAMENTS_TRUCE)) ||
+ (game.active === LANCASTER && could_play_card(EVENT_YORK_PARLIAMENTS_TRUCE))
+ )
+ ) {
+ set_active_enemy()
+ game.state = "parliaments_truce"
+ return
+ }
+
+ end_parliaments_truce()
+}
+
+states.parliaments_truce = {
+ inactive: "Parliament's Truce?",
+ prompt() {
+ view.prompt = "You may play Parliament's Truce to cancel approach."
+ if (game.active === YORK)
+ gen_action_card_if_held(EVENT_YORK_PARLIAMENTS_TRUCE)
+ else
+ gen_action_card_if_held(EVENT_LANCASTER_PARLIAMENTS_TRUCE)
+ view.actions.pass = 1
+ },
+ card(c) {
+ play_held_event(c)
+
+ // Cancel approach!
+ for (let lord of game.group)
+ set_lord_locale(lord, game.march.from)
+
+ set_active_enemy()
+ end_march()
+ },
+ pass() {
+ set_active_enemy()
+ end_parliaments_truce()
+ },
+}
+
+function end_parliaments_truce() {
+
+ // Note: we flag the lords moved and levy burgundians after king's parley and parliament's truce have resolved
+ for (let lord of game.group) {
+ set_lord_moved(lord, 1)
+ levy_burgundians(lord)
+ }
+
+ goto_blocked_ford()
+}
+
+// === MARCH EVENT: BLOCKED FORD ===
+
+function goto_blocked_ford() {
+ let here = get_lord_locale(game.command)
+
+ // The marching lord can now play blocked ford to prevent enemy going into exile.
+ if (
+ has_enemy_lord(here) && (
+ (game.active === YORK && could_play_card(EVENT_YORK_BLOCKED_FORD)) ||
+ (game.active === LANCASTER && could_play_card(EVENT_LANCASTER_BLOCKED_FORD))
+ )
+ ) {
+ game.state = "blocked_ford"
+ return
+ }
+
+ goto_choose_exile()
+}
+
+states.blocked_ford = {
+ inactive: "Blocked Ford?",
+ prompt() {
+ view.prompt = "You may play Blocked Ford."
+
+ if (game.active === YORK)
+ gen_action_card_if_held(EVENT_YORK_BLOCKED_FORD)
+ else
+ gen_action_card_if_held(EVENT_LANCASTER_BLOCKED_FORD)
+
+ view.actions.pass = 1
+ },
+ card(c) {
+ play_held_event(c)
+ game.where = get_lord_locale(game.command)
+ goto_battle()
+ },
+ pass() {
+ goto_choose_exile()
+ },
+}
+
+// === 4.3.5 APPROACH - CHOOSE EXILE ===
+
+function goto_choose_exile() {
+ let here = get_lord_locale(game.command)
+ if (has_enemy_lord(here)) {
+ spend_all_actions() // end command upon any approach
+ game.where = here
+ game.state = "choose_exile"
+ set_active_enemy()
+ } else {
+ end_march()
+ }
+}
+
+function end_choose_exile() {
+ if (has_friendly_lord(get_lord_locale(game.command))) {
+ // still some lords not exiled to fight.
+ set_active_enemy()
+ goto_battle()
+ } else {
+ // no one left, goto finish marching.
+ set_active_enemy()
+ end_march()
+ }
+}
+
+states.choose_exile = {
+ inactive: "Exiles",
+ prompt() {
+ view.prompt = "Select Lords to go into Exile."
+ for_each_friendly_lord_in_locale(get_lord_locale(game.command), lord => {
+ gen_action_lord(lord)
+ })
+ view.actions.done = 1
+ },
+ lord(lord) {
+ push_undo()
+ // TODO: give up assets as if spoils?
+ exile_lord(lord)
+ },
+ done() {
+ end_choose_exile()
+ },
+}
+
+function exile_lord(lord) {
+ if (lord_has_capability(lord, AOW_YORK_ENGLAND_IS_MY_HOME)) {
+ disband_lord(lord, false)
+ set_lord_calendar(lord, current_turn() + 1)
+ } else {
+ set_lord_in_exile(lord)
+ disband_lord(lord, false)
+ }
+}
+
+// === 4.3.5 APPROACH - SPOILS AFTER CHOOSING EXILE ===
+
+// TODO: spoils after choosing exile
+
+function has_any_spoils() {
+ return game.spoils && game.spoils[PROV] + game.spoils[COIN] + game.spoils[CART] + game.spoils[SHIP] > 0
+}
+
+function get_spoils(type) {
+ if (game.spoils)
+ return game.spoils[type]
+ return 0
+}
+
+function add_spoils(type, n) {
+ if (!game.spoils)
+ game.spoils = [ 0, 0, 0, 0, 0, 0, 0 ]
+ game.spoils[type] += n
+}
+
+function list_spoils() {
+ let list = []
+ for (let type = 0; type < 7; ++type) {
+ let n = get_spoils(type)
+ if (n > 0)
+ list.push(`${n} ${ASSET_TYPE_NAME[type]}`)
+ }
+ if (list.length > 0)
+ return list.join(", ")
+ return "nothing"
+}
+
+function prompt_spoils() {
+ if (get_spoils(PROV) > 0)
+ view.actions.take_prov = 1
+ if (get_spoils(CART) > 0)
+ view.actions.take_cart = 1
+}
+
+function take_spoils(type) {
+ add_lord_assets(game.who, type, 1)
+ add_spoils(type, -1)
+ if (!has_any_spoils())
+ game.who = NOBODY
+}
+
+// === 4.4 BATTLE ===
+
+function get_lord_array_position(lord) {
+ for (let p = 0; p < 12; ++p)
+ if (game.battle.array[p] === lord)
+ return p
+ return -1
+}
+
+function set_active_attacker() {
+ set_active(game.battle.attacker)
+}
+
+function set_active_defender() {
+ if (game.battle.attacker === P1)
+ set_active(P2)
+ else
+ set_active(P1)
+}
+
+function ravine_check(lord,pos) {
+ // TODO: if no lord in pos and no ravine? -- if (lord !== NOBODY)
+ if (game.battle.array[pos] === lord)
+ return true
+ return false
+}
+
+function filled(pos) {
+ if (game.battle.array[pos] !== NOBODY && !ravine_check(game.battle.ravine, pos)) {
+ return true
+ }
+ return false
+}
+
+const battle_strike_positions = [ D1, D2, D3, A1, A2, A3 ]
+
+const battle_steps = [
+ { name: "Archery", hits: count_archery_hits },
+ { name: "Melee", hits: count_melee_hits },
+]
+
+function count_archery_hits(lord) {
+ let hits = 0
+ hits += get_lord_forces(lord, LONGBOWMEN) << 2
+ hits += get_lord_forces(lord, BURGUNDIANS) << 2
+ hits += get_lord_forces(lord, MILITIA)
+ hits += get_lord_forces(lord, MERCENARIES)
+
+ if (is_leeward_battle_line_in_play(lord)) {
+ // TODO: rounding?
+ return hits/2
+ }
+
+ return hits
+}
+
+function count_melee_hits(lord) {
+ let hits = 0
+ hits += /*retinue*/ 3 << 1
+ //hits += count_vassals_with_lord(lord) << 2
+ if (lord_has_capability(lord, AOW_LANCASTER_CHEVALIERS))
+ hits += get_lord_forces(lord, MEN_AT_ARMS) << 2
+ else
+ hits += get_lord_forces(lord, MEN_AT_ARMS) << 1
+ hits += get_lord_forces(lord, MILITIA)
+ hits += get_lord_forces(lord, MERCENARIES)
+ hits += get_lord_forces(lord, BURGUNDIANS) << 1
+
+ if (lord === game.battle.caltrops) {
+ hits += 2
+ }
+
+ return hits
+}
+
+function count_lord_hits(lord) {
+ return battle_steps[game.battle.step].hits(lord)
+}
+
+function format_strike_step() {
+ return battle_steps[game.battle.step].name
+}
+
+function format_hits() {
+ if (game.battle.ahits > 0) {
+ return `${game.battle.ahits} Hit${game.battle.ahits > 1 ? "s" : ""}`
+ } else if (game.battle.dhits > 0) {
+ return `${game.battle.dhits} Hit${game.battle.dhits > 1 ? "s" : ""}`
+ }
+}
+
+function is_battle_over() {
+ set_active_attacker()
+ if (has_no_unrouted_forces())
+ return true
+ set_active_defender()
+ if (has_no_unrouted_forces())
+ return true
+ return false
+}
+
+function has_no_unrouted_forces() {
+ // All unrouted lords are either in battle array or in reserves
+ for (let p = 0; p < 6; ++p)
+ if (is_friendly_lord(game.battle.array[p]))
+ return false
+ for (let lord of game.battle.reserves)
+ if (is_friendly_lord(lord))
+ return false
+ return true
+}
+
+function is_attacker() {
+ return game.active === game.battle.attacker
+}
+
+function is_defender() {
+ return game.active !== game.battle.attacker
+}
+
+function is_archery_step() {
+ return game.battle.step === 0
+}
+
+function is_melee_step() {
+ return game.battle.step === 1
+}
+
+function has_strike(pos) {
+ 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)
+
+ for (let lord = first_york_lord; lord <= last_lancaster_lord; ++lord) {
+ if (lord_has_capability(lord, AOW_YORK_MUSTERD_MY_SOLDIERS) && has_favoury_marker(here)) {
+ add_lord_forces(lord, MEN_AT_ARMS, 2)
+ add_lord_forces(lord, LONGBOWMEN, 1)
+ }
+ if (lord_has_capability(lord, AOW_LANCASTER_MUSTERD_MY_SOLDIERS) && has_favourl_marker(here)) {
+ add_lord_forces(lord, MEN_AT_ARMS, 2)
+ add_lord_forces(lord, LONGBOWMEN, 1)
+ }
+ if (lord_has_capability(lord, AOW_LANCASTER_WELSH_LORD) && is_wales(here)) {
+ add_lord_forces(lord, LONGBOWMEN, 2)
+ }
+ if (lord_has_capability(lord, AOW_YORK_PEMBROKE) && is_wales(here)) {
+ add_lord_forces(lord, LONGBOWMEN, 2)
+ }
+ if (lord_has_capability(lord, AOW_YORK_PERCYS_NORTH1) && is_north(here)) {
+ add_lord_forces(lord, MILITIA, 4)
+ }
+ if (lord_has_capability(lord, AOW_YORK_PERCYS_NORTH2) && can_supply_at(LOC_CARLISLE, 0)) {
+ add_lord_forces(lord, MILITIA, 4)
+ }
+ if (lord_has_capability(lord, AOW_YORK_KINGDOM_UNITED) && (is_north(here) || is_south(here) || is_wales(here))) {
+ add_lord_forces(lord, MILITIA, 3)
+ }
+
+ // TODO: check this condition
+ if (
+ 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))
+ ) {
+ add_lord_forces(lord, MEN_AT_ARMS, 2)
+ }
+ }
+}
+
+//... And removing them at the end of the battle
+function remove_battle_capability_troops() {
+ let here = get_lord_locale(game.command)
+
+ for (let lord = first_york_lord; lord <= last_lancaster_lord; ++lord) {
+ if (lord_has_capability(lord, AOW_YORK_MUSTERD_MY_SOLDIERS) && has_favoury_marker(here)) {
+ add_lord_forces(lord, MEN_AT_ARMS, -2)
+ add_lord_forces(lord, LONGBOWMEN, -1)
+ }
+ if (lord_has_capability(lord, AOW_LANCASTER_MUSTERD_MY_SOLDIERS) && has_favourl_marker(here)) {
+ add_lord_forces(lord, MEN_AT_ARMS, -2)
+ add_lord_forces(lord, LONGBOWMEN, -1)
+ }
+ if (lord_has_capability(lord, AOW_LANCASTER_WELSH_LORD) && is_wales(here)) {
+ add_lord_forces(lord, LONGBOWMEN, -2)
+ }
+ if (lord_has_capability(lord, AOW_YORK_PEMBROKE) && is_wales(here)) {
+ add_lord_forces(lord, LONGBOWMEN, -2)
+ }
+ if (lord_has_capability(lord, AOW_YORK_PERCYS_NORTH1) && is_north(here)) {
+ add_lord_forces(lord, MILITIA, -4)
+ }
+ if (lord_has_capability(lord, AOW_YORK_PERCYS_NORTH2) && can_supply_at(LOC_CARLISLE, 0)) {
+ add_lord_forces(lord, MILITIA, -4)
+ }
+ if (lord_has_capability(lord, AOW_YORK_KINGDOM_UNITED) && (is_north(here) || is_south(here) || is_wales(here))) {
+ add_lord_forces(lord, MILITIA, -3)
+ }
+
+ // TODO: check this condition
+ if (is_lord_on_map(lord) && lord_has_capability(lord, AOW_LANCASTER_PHILIBERT_DE_CHANDEE)) {
+ add_lord_forces(lord, MEN_AT_ARMS, -2)
+ }
+ }
+}
+
+function goto_battle() {
+ let here = get_lord_locale(game.command)
+
+ log_h3(`Battle at %${here}`)
+
+ game.battle = {
+ where: game.where,
+ round: 1,
+ step: 0,
+ relief: 0,
+ attacker: game.active,
+ ambush: 0,
+ loser: 0,
+ fought: 0, // flag all lords who participated
+ array: [
+ -1, -1, -1,
+ -1, -1, -1,
+ ],
+ valour: Array(lord_count).fill(0),
+ routed_vassals: [],
+ engagements: [],
+ reserves: [],
+ retreated: 0,
+ fled: [],
+ routed: [],
+ target: NOBODY,
+ strikers: 0,
+ a_hits: 0,
+ d_hits: 0,
+ fc: -1,
+ }
+
+ // Troops by capability
+
+ add_battle_capability_troops()
+
+ // All attacking lords to reserve
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
+ if (get_lord_locale(lord) === here) {
+ set_lord_fought(lord)
+ set_add(game.battle.reserves, lord)
+ if (
+ lord_has_capability(lord, AOW_LANCASTER_EXPERT_COUNSELLORS) ||
+ lord_has_capability(lord, AOW_LANCASTER_VETERAN_OF_FRENCH_WARS)
+ )
+ game.battle.valour[lord] = data.lords[lord].valour + 2
+ else if (
+ lord_has_capability(
+ lord,
+ AOW_LANCASTER_ANDREW_TROLLOPE || lord_has_capability(lord, AOW_LANCASTER_MY_FATHERS_BLOOD)
+ ) ||
+ lord_has_capability(lord, AOW_LANCASTER_EDWARD) ||
+ (lord_has_capability(lord, AOW_LANCASTER_LOYAL_SOMERSET) && get_lord_locale(LORD_MARGARET) === here)
+ )
+ game.battle.valour[lord] = data.lords[lord].valour + 1
+ else
+ game.battle.valour[lord] = data.lords[lord].valour
+ }
+ }
+
+ // All defending lords to reserve
+ for (let lord = first_enemy_lord; lord <= last_enemy_lord; ++lord) {
+ if (get_lord_locale(lord) === here) {
+ set_lord_fought(lord)
+ set_add(game.battle.reserves, lord)
+ if (
+ lord_has_capability(lord, AOW_LANCASTER_EXPERT_COUNSELLORS) ||
+ lord_has_capability(lord, AOW_LANCASTER_VETERAN_OF_FRENCH_WARS)
+ )
+ game.battle.valour[lord] = data.lords[lord].valour + 2
+ else if (
+ lord_has_capability(
+ lord,
+ AOW_LANCASTER_ANDREW_TROLLOPE || lord_has_capability(lord, AOW_LANCASTER_MY_FATHERS_BLOOD)
+ ) ||
+ lord_has_capability(lord, AOW_LANCASTER_EDWARD) ||
+ (lord_has_capability(lord, AOW_LANCASTER_LOYAL_SOMERSET) && get_lord_locale(LORD_MARGARET) === here)
+ )
+ game.battle.valour[lord] = data.lords[lord].valour + 1
+ else
+ game.battle.valour[lord] = data.lords[lord].valour
+ }
+ }
+
+ goto_array_defender()
+}
+
+// === 4.4.1 BATTLE ARRAY ===
+
+// 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)
+ if (is_friendly_lord(lord))
+ return true
+ return false
+}
+
+function count_friendly_reserves() {
+ let n = 0
+ for (let lord of game.battle.reserves)
+ if (is_friendly_lord(lord))
+ ++n
+ return n
+}
+
+function pop_first_reserve() {
+ for (let lord of game.battle.reserves) {
+ if (is_friendly_lord(lord)) {
+ set_delete(game.battle.reserves, lord)
+ return lord
+ }
+ }
+ return NOBODY
+}
+
+function prompt_array_place_opposed(X1, X2, X3, Y1, Y3) {
+ let array = game.battle.array
+ if (array[X2] === NOBODY) {
+ gen_action_array(X2)
+ } else if (array[Y1] !== NOBODY && array[Y3] === NOBODY && array[X1] === NOBODY) {
+ gen_action_array(X1)
+ } else if (array[Y1] === NOBODY && array[Y3] !== NOBODY && array[X3] === NOBODY) {
+ gen_action_array(X3)
+ } else {
+ if (array[X1] === NOBODY)
+ gen_action_array(X1)
+ if (array[X3] === NOBODY)
+ gen_action_array(X3)
+ }
+}
+
+function action_array_place(pos) {
+ push_undo_without_who()
+ game.battle.array[pos] = game.who
+ set_delete(game.battle.reserves, game.who)
+ game.who = NOBODY
+}
+
+function goto_array_attacker() {
+ set_active_attacker()
+ game.state = "array_attacker"
+ game.who = NOBODY
+ let n = count_friendly_reserves()
+ if (n === 1) {
+ game.battle.array[A2] = pop_first_reserve()
+ end_array_attacker()
+ }
+ if (n === 0)
+ end_array_attacker()
+}
+
+function goto_array_defender() {
+ set_active_defender()
+ game.state = "array_defender"
+ game.who = NOBODY
+ let n = count_friendly_reserves()
+ if (n === 1) {
+ game.battle.array[D2] = pop_first_reserve()
+ end_array_defender()
+ }
+ if (n === 0)
+ end_array_defender()
+}
+
+function end_array_attacker() {
+ goto_defender_events()
+}
+
+function end_array_defender() {
+ goto_array_attacker()
+}
+
+states.array_attacker = {
+ inactive: "Array Attacking Lords",
+ prompt() {
+ view.prompt = "Battle Array: Position your Attacking Lords."
+ let array = game.battle.array
+ let done = true
+ if (array[A1] === NOBODY || array[A2] === NOBODY || array[A3] === NOBODY) {
+ for (let lord of game.battle.reserves) {
+ if (lord !== game.who && is_friendly_lord(lord)) {
+ gen_action_lord(lord)
+ done = false
+ }
+ }
+ }
+ if (game.who === NOBODY && done)
+ view.actions.end_array = 1
+ if (game.who !== NOBODY) {
+ prompt_array_place_opposed(A1, A2, A3, D1, D3)
+ }
+ },
+ array: action_array_place,
+ lord: action_select_lord,
+ end_array: end_array_attacker,
+}
+
+states.array_defender = {
+ inactive: "Array Defending Lords",
+ prompt() {
+ view.prompt = "Battle Array: Position your Defending Lords."
+ let array = game.battle.array
+ let done = true
+ if (array[D1] === NOBODY || array[D2] === NOBODY || array[D3] === NOBODY) {
+ for (let lord of game.battle.reserves) {
+ if (lord !== game.who && is_friendly_lord(lord)) {
+ gen_action_lord(lord)
+ done = false
+ }
+ }
+ }
+ if (done && game.who === NOBODY)
+ view.actions.end_array = 1
+ if (game.who !== NOBODY) {
+ if (array[D2] === NOBODY) {
+ gen_action_array(D2)
+ } else {
+ if (array[D1] === NOBODY)
+ gen_action_array(D1)
+ if (array[D3] === NOBODY)
+ gen_action_array(D3)
+ }
+ }
+ },
+ array: action_array_place,
+ lord: action_select_lord,
+ end_array: end_array_defender,
+}
+
+// === 4.4.1 BATTLE ARRAY: EVENTS ===
+
+function goto_defender_events() {
+ set_active_defender()
+ log_br()
+ if (can_play_battle_events())
+ game.state = "defender_events"
+ else
+ end_defender_events()
+}
+
+function end_defender_events() {
+ goto_attacker_events()
+}
+
+function goto_attacker_events() {
+ set_active_attacker()
+ log_br()
+ if (can_play_battle_events())
+ game.state = "attacker_events"
+ else
+ end_attacker_events()
+}
+
+function end_attacker_events() {
+ goto_battle_rounds()
+}
+
+function resume_battle_events() {
+ game.what = -1
+ if (is_attacker())
+ goto_attacker_events()
+ else
+ goto_defender_events()
+}
+
+states.defender_events = {
+ inactive: "Defender Events",
+ prompt() {
+ view.prompt = "Defender may play Events."
+ prompt_battle_events()
+
+ // defender only events
+ },
+ card: action_battle_events,
+ done() {
+ end_defender_events()
+ },
+}
+
+states.attacker_events = {
+ inactive: "Attacker Events",
+ prompt() {
+ view.prompt = "Attacker may play Events."
+ prompt_battle_events()
+ },
+ card: action_battle_events,
+ done() {
+ end_attacker_events()
+ },
+}
+
+function can_play_battle_events() {
+ if (game.active === LANCASTER) {
+ if (could_play_card(EVENT_LANCASTER_LEEWARD_BATTLE_LINE))
+ return true
+ if (could_play_card(EVENT_LANCASTER_SUSPICION))
+ return true
+ if (could_play_card(EVENT_LANCASTER_FOR_TRUST_NOT_HIM))
+ return true
+ if (could_play_card(EVENT_LANCASTER_RAVINE))
+ return true
+ }
+ if (game.active === YORK) {
+ if (could_play_card(EVENT_YORK_LEEWARD_BATTLE_LINE))
+ return true
+ if (could_play_card(EVENT_YORK_SUSPICION))
+ return true
+ if (could_play_card(EVENT_YORK_CALTROPS))
+ return true
+ if (could_play_card(EVENT_YORK_REGROUP))
+ return true
+ if (could_play_card(EVENT_YORK_SWIFT_MANEUVER))
+ return true
+ if (could_play_card(EVENT_YORK_PATRICK_DE_LA_MOTE))
+ return true
+ }
+ return false
+}
+
+function prompt_battle_events() {
+ // both attacker and defender events
+ if (game.active === LANCASTER) {
+ gen_action_card_if_held(EVENT_LANCASTER_LEEWARD_BATTLE_LINE)
+ if (can_play_suspicion())
+ gen_action_card_if_held(EVENT_LANCASTER_SUSPICION)
+ if (can_play_for_trust_not_him())
+ gen_action_card_if_held(EVENT_LANCASTER_FOR_TRUST_NOT_HIM)
+ gen_action_card_if_held(EVENT_LANCASTER_RAVINE)
+ }
+ if (game.active === YORK) {
+ gen_action_card_if_held(EVENT_YORK_LEEWARD_BATTLE_LINE)
+ if (can_play_suspicion())
+ gen_action_card_if_held(EVENT_YORK_SUSPICION)
+ gen_action_card_if_held(EVENT_YORK_CALTROPS)
+ gen_action_card_if_held(EVENT_YORK_REGROUP)
+ gen_action_card_if_held(EVENT_YORK_SWIFT_MANEUVER)
+ gen_action_card_if_held(EVENT_YORK_PATRICK_DE_LA_MOTE)
+ }
+ view.actions.done = 1
+}
+
+function action_battle_events(c) {
+ game.what = c
+ set_delete(current_hand(), c)
+ set_add(game.events, c)
+ switch (c) {
+ case EVENT_LANCASTER_LEEWARD_BATTLE_LINE:
+ // nothing to do
+ break
+ case EVENT_LANCASTER_SUSPICION:
+ game.state = "suspicion"
+ break
+ case EVENT_LANCASTER_FOR_TRUST_NOT_HIM:
+ game.state = "for_trust_not_him"
+ break
+ case EVENT_LANCASTER_RAVINE:
+ game.state = "ravine"
+ break
+ case EVENT_YORK_LEEWARD_BATTLE_LINE:
+ // nothing to do
+ break
+ case EVENT_YORK_SUSPICION:
+ game.state = "suspicion"
+ break
+ case EVENT_YORK_CALTROPS:
+ game.state = "caltrops"
+ break
+ case EVENT_YORK_REGROUP:
+ // nothing to do
+ break
+ case EVENT_YORK_SWIFT_MANEUVER:
+ // nothing to do
+ break
+ }
+}
+
+// === BATTLE EVENT: RAVINE ===
+
+states.ravine = {
+ inactive: "Ravine",
+ prompt() {
+ view.prompt = "Ravine: Select an enemy lord to ignore that Lord round 1"
+ for (let lord of game.battle.array) {
+ if (is_enemy_lord(lord)) {
+ gen_action_lord(lord)
+ }
+ }
+ for (let lord of game.battle.reserves) {
+ if (is_enemy_lord(lord)) {
+ gen_action_lord(lord)
+ }
+ }
+ },
+ lord(lord) {
+ push_undo()
+ game.battle.ravine = lord
+ resume_battle_events()
+ logi(`${data.lords[lord].name} ignored for Engage and Strike Round 1`)
+ logevent(EVENT_LANCASTER_RAVINE)
+ },
+}
+
+// === BATTLE EVENT: REGROUP ===
+
+function is_regroup_in_play() {
+ if (game.active === YORK)
+ return is_event_in_play(EVENT_YORK_REGROUP)
+ return false
+}
+
+// TODO
+
+// === BATTLE EVENT: CALTROPS ===
+
+function is_caltrops_in_play() {
+ if (game.active === YORK)
+ return is_event_in_play(EVENT_YORK_CALTROPS)
+}
+
+states.caltrops = {
+ inactive: "Caltrops",
+ prompt() {
+ view.prompt = "Caltrops: Select a friendly lord to Add +2 Hits each Melee phase to his engagement"
+ for (let lord of game.battle.array) {
+ if (is_friendly_lord(lord)) {
+ gen_action_lord(lord)
+ }
+ }
+ },
+ lord(lord) {
+ push_undo()
+ game.battle.caltrops = lord
+ resume_battle_events()
+ logi(`2 Hits added to ${data.lords[lord].name} each Melee round`)
+ logevent(EVENT_YORK_CALTROPS)
+ },
+}
+
+// === BATTLE EVENT: SUSPICION ===
+
+function can_play_suspicion() {
+ // TODO: account for influence_capabilities
+ if (highest_friendly_influence() >= lowest_enemy_influence()) {
+ return true
+ }
+ return false
+}
+
+function lowest_enemy_influence() {
+ let score = 10
+ for (let lord = first_enemy_lord; lord <= last_enemy_lord; ++lord) {
+ if (get_lord_locale(lord) === get_lord_locale(game.command)) {
+ if (data.lords[lord].influence < score) {
+ score = data.lords[lord].influence
+ }
+ }
+ }
+ return score
+}
+
+function highest_friendly_influence() {
+ let score = 0
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
+ if (get_lord_locale(lord) === get_lord_locale(game.command)) {
+ if (data.lords[lord].influence > score) {
+ score = data.lords[lord].influence
+ }
+ }
+ }
+}
+
+states.suspicion = {
+ inactive: "Suspicion",
+ prompt() {
+ view.prompt = "Suspicion: Check one of your lords to influence check"
+ for (let lord of game.battle.array) {
+ if (is_friendly_lord(lord)) {
+ gen_action_lord(lord)
+ }
+ }
+ for (let lord of game.battle.reserves) {
+ if (is_friendly_lord(lord)) {
+ gen_action_lord(lord)
+ }
+ }
+ },
+ lord(lord) {
+ game.who = lord
+ push_undo()
+ push_state("suspicion_enemy_lord")
+ },
+}
+
+states.suspicion_enemy_lord = {
+ inactive: "Suspicion",
+ prompt() {
+ view.prompt = "Suspicion: Select one enemy lord to influence check"
+ for (let lord of game.battle.array) {
+ if (is_enemy_lord(lord)) {
+ if (suspicion_lord_score(game.who, data.lords[game.who].influence) > data.lords[lord].influence) {
+ gen_action_lord(lord)
+ }
+ }
+ }
+ },
+ lord(lord) {
+ push_undo()
+ push_state("influence_check_suspicion")
+ init_influence_check(game.who)
+ game.who = lord
+ },
+}
+
+function suspicion_lord_score(lord, score) {
+ influence_capabilities(lord, score)
+ return score
+}
+
+states.influence_check_suspicion = {
+ inactive: `Influence check`,
+ prompt() {
+ view.prompt = `Influence check : Success disbands enemy lord `
+ prompt_influence_check()
+ },
+ spend1: add_influence_check_modifier_1,
+ spend3: add_influence_check_modifier_2,
+ check() {
+ let lord = game.who
+ let results = do_influence_check()
+ logi(`Attempt to disband ${data.lords[lord].name} ${results.success ? "Successful" : "Failed"}: (${range(results.rating)}) ${results.success ? HIT[results.roll] : MISS[results.roll]}`)
+ if (results.success) {
+ log(`${data.lords[lord].name} disbanded`)
+ for (let x = 0; x < 6; x++) {
+ if (game.battle.array[x] === lord) {
+ game.battle.array[x] = NOBODY
+ break
+ }
+ else if (set_has(game.battle.reserves, lord)) {
+ array_remove(game.battle.reserves, lord)
+ }
+ }
+ disband_lord(lord)
+ game.who = NOBODY
+ end_influence_check()
+ resume_battle_events()
+ } else {
+ log(`${data.lords[lord].name} stays`)
+ game.who = NOBODY
+ end_influence_check()
+ resume_battle_events()
+ }
+ },
+}
+
+// === BATTLE EVENT: FOR TRUST NOT HIM ===
+
+function can_play_for_trust_not_him() {
+ for (let vassal = first_vassal; vassal <= last_vassal; vassal++) {
+ if (is_vassal_mustered_with_york_lord(vassal) && get_lord_locale(get_vassal_lord(vassal)) === get_lord_locale(game.command)) {
+ // Hastings & Salisbury with Alice Montagu capability are immune.
+ if ((get_vassal_lord(vassal) !== LORD_SALISBURY || !lord_has_capability(LORD_SALISBURY, AOW_YORK_ALICE_MONTAGU)) && vassal !== VASSAL_HASTINGS) {
+ return true
+ }
+ }
+ }
+ return false
+}
+
+states.for_trust_not_him = {
+ inactive: "For trust not him \u2014 Select Lord",
+ prompt() {
+ let done = true
+ game.where = NOWHERE
+ view.prompt = "Select a friendly lord"
+ for (let lord = first_lancaster_lord; lord <= last_lancaster_lord; lord++) {
+ if (is_lancaster_lord(lord) && get_lord_locale(lord) === game.battle.where) {
+ done = false
+ gen_action_lord(lord)
+ }
+ }
+ if (done) {
+ view.actions.done = 1
+ }
+ },
+ lord(lord) {
+ push_undo()
+ game.who = lord
+ game.state = "for_trust_not_him_vassal"
+ },
+}
+
+states.for_trust_not_him_vassal = {
+ inactive: "For trust not him \u2014 Select Vassal",
+ prompt() {
+ view.prompt = "Select an enemy Vassal"
+ for (let vassal = first_vassal; vassal <= last_vassal; vassal++) {
+ if (is_vassal_mustered_with_york_lord(vassal) && get_lord_locale(get_vassal_lord(vassal)) === get_lord_locale(game.command)) {
+ // Hastings & Salisbury with Alice Montagu capability are immune.
+ if ((get_vassal_lord(vassal) !== LORD_SALISBURY || !lord_has_capability(LORD_SALISBURY, AOW_YORK_ALICE_MONTAGU)) && vassal !== VASSAL_HASTINGS) {
+ gen_action_vassal(vassal)
+ }
+ }
+ }
+ },
+ vassal(v) {
+ push_undo()
+ game.which = v
+ goto_influence_check_for_trust_not_him()
+ },
+}
+
+function goto_influence_check_for_trust_not_him() {
+ init_influence_check(game.who)
+ game.check.push({
+ cost: 0,
+ modifier: data.vassals[game.which].influence * (game.active === LANCASTER ? -1 : 1),
+ source: "vassal",
+ })
+ game.state = "for_trust_not_him_bribe"
+}
+
+states.for_trust_not_him_bribe = {
+ inactive: `Influence check`,
+ prompt() {
+ view.prompt = `Influence check : Success bribes ${data.vassals[game.which].name} `
+ prompt_influence_check()
+ },
+ spend1: add_influence_check_modifier_1,
+ spend3: add_influence_check_modifier_2,
+ check() {
+ let results = do_influence_check()
+ if (game.who === LORD_HENRY_TUDOR && lord_has_capability(LORD_HENRY_TUDOR, AOW_LANCASTER_TWO_ROSES)) {
+ logi(`Automatic success C${AOW_LANCASTER_TWO_ROSES}`)
+ }
+ else {
+ logi(`Attempt to bribe ${data.vassals[game.which].name} ${results.success ? "Successful" : "Failed"}: (${range(results.rating)}) ${results.success ? HIT[results.roll] : MISS[results.roll]}`)
+ }
+ if (results.success) {
+ muster_vassal(game.which, game.who)
+ end_influence_check()
+ end_for_trust_not_him()
+ } else {
+ end_influence_check()
+ end_for_trust_not_him()
+ }
+ },
+}
+
+function end_for_trust_not_him() {
+ game.who = NOBODY
+ game.which = NOTHING
+ resume_battle_events()
+}
+
+// === BATTLE EVENT: LEEWARD BATTLE LINE ===
+
+function is_leeward_battle_line_in_play(lord) {
+ if (is_archery_step()) {
+ if (is_event_in_play(EVENT_LANCASTER_LEEWARD_BATTLE_LINE)
+ && !is_event_in_play(EVENT_YORK_LEEWARD_BATTLE_LINE)
+ && is_york_lord(lord)) {
+ logevent(EVENT_LANCASTER_LEEWARD_BATTLE_LINE)
+ return true
+ }
+ if (is_event_in_play(EVENT_YORK_LEEWARD_BATTLE_LINE)
+ && !is_event_in_play(EVENT_LANCASTER_LEEWARD_BATTLE_LINE)
+ && is_lancaster_lord(lord)) {
+ logevent(EVENT_YORK_LEEWARD_BATTLE_LINE)
+ return true
+ }
+ }
+ return false
+}
+
+// === BATTLE EVENT: CULVERINS AND FALCONETS ===
+
+function goto_culverins() {
+ let can_play = false
+ for (let lord of game.battle.array) {
+ if (is_lancaster_lord(lord) && lord_has_capability(lord, AOW_LANCASTER_CULVERINS_AND_FALCONETS))
+ can_play = true
+ if (is_york_lord(lord) && lord_has_capability(lord, AOW_YORK_CULVERINS_AND_FALCONETS))
+ can_play = true
+ }
+ if (can_play) {
+ set_active_defender()
+ game.state = "culverins_and_falconets"
+ game.who = NOBODY
+ }
+ else {
+ goto_engagement_total_hits()
+ }
+}
+
+function artillery_hits(ahits) {
+ if (is_attacker()) {
+ game.battle.attacker_artillery = ahits*2
+ }
+ if (is_defender()) {
+ game.battle.defender_artillery = ahits*2
+ }
+}
+
+states.culverins_and_falconets = {
+ inactive: "Culverins and Falconets",
+ prompt() {
+ let done = true
+ view.prompt = `Use Culverin and Falconets ?`
+ for (let lord of game.battle.array) {
+ if (lord !== NOBODY) {
+ if (is_friendly_lord(lord) && (lord_has_capability(lord, AOW_YORK_CULVERINS_AND_FALCONETS))) {
+ gen_action_card(AOW_YORK_CULVERINS_AND_FALCONETS)
+ done = false
+ }
+ if (is_friendly_lord(lord) && (lord_has_capability(lord, AOW_LANCASTER_CULVERINS_AND_FALCONETS))) {
+ gen_action_card(AOW_LANCASTER_CULVERINS_AND_FALCONETS)
+ done = false
+ }
+ }
+ }
+ if (done) {
+ view.prompt = "Culverins and Falconets : Done"
+ }
+ view.actions.done = 1
+ },
+ 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) {
+ let die2 = roll_die()
+ die += die2
+ }
+ logi(`${data.lords[lord].name} Artillery does ${die} hits`)
+ artillery_hits(die)
+ discard_lord_capability(lord, c)
+ },
+ done() {
+ if (is_defender()) {
+ set_active_enemy()
+ }
+ else {
+ goto_engagement_total_hits()
+ }
+ }
+}
+
+// === BATTLE EVENT: SWIFT MANEUVER ===
+
+function is_swift_maneuver_in_play() {
+ return is_event_in_play(EVENT_YORK_SWIFT_MANEUVER)
+}
+
+states.swift_maneuver = {
+ inactive: "Swift Maneuver",
+ prompt() {
+ view.prompt = "Swift Maneuver: You may end the round now"
+ view.actions.end_battle_round = 1
+ view.actions.pass = 1
+ },
+ end_battle_round() {
+ logevent(`${EVENT_YORK_SWIFT_MANEUVER}`)
+ log("Ended Action Round.")
+ set_active_enemy()
+ goto_end_battle_round()
+ },
+ pass() {
+ logevent(`${EVENT_YORK_SWIFT_MANEUVER}`)
+ log("Passed.")
+ set_active_enemy()
+ finish_action_assign_hits(game.who)
+ },
+}
+
+// === 4.4.2 BATTLE ROUNDS ===
+
+function goto_battle_rounds() {
+ set_active_defender()
+ log_h4(`Battle Round ${game.battle.round}`)
+ goto_flee()
+}
+
+// === 4.4.2 BATTLE ROUNDS: FLEE ===
+
+function goto_flee() {
+ game.state = "flee_battle"
+}
+
+function end_flee() {
+ if (has_no_unrouted_forces()) {
+ end_battle_round()
+ return
+ }
+ set_active_enemy()
+
+ if (game.active !== game.battle.attacker) {
+ goto_reposition_battle()
+ } else {
+ goto_flee()
+ }
+}
+
+states.flee_battle = {
+ inactive: "Flee",
+ prompt() {
+ view.prompt = "Battle: Select Lords to Flee from the Field?"
+ for (let p = 0; p < 6; ++p) {
+ if (is_friendly_lord(game.battle.array[p])) {
+ gen_action_lord(game.battle.array[p])
+ }
+ }
+ view.actions.done = 1
+ },
+ done() {
+ end_flee()
+ },
+ lord(lord) {
+ push_undo()
+ log(`${lord_name[lord]} Fled the battle of %${game.battle.where}.`)
+ set_add(game.battle.fled, lord)
+ if (set_has(game.battle.reserves, lord)) {
+ array_remove(game.battle.reserves, lord)
+ } else {
+ for (let x = 0; x < 6; x++) {
+ if (game.battle.array[x] === lord) {
+ game.battle.array[x] = NOBODY
+ break
+ }
+ }
+ }
+ },
+}
+
+// === 4.4.2 BATTLE ROUNDS: REPOSITION ===
+
+function slide_array(from, to) {
+ game.battle.array[to] = game.battle.array[from]
+ game.battle.array[from] = NOBODY
+}
+
+function goto_reposition_battle() {
+ let array = game.battle.array
+
+ // If all D routed.
+ if (array[D1] === NOBODY && array[D2] === NOBODY && array[D3] === NOBODY) {
+ log("No Defenders Remain.")
+ }
+
+ // If all A routed.
+ if (array[A1] === NOBODY && array[A2] === NOBODY && array[A3] === NOBODY) {
+ log("No Attackers Remain.")
+ }
+
+ set_active_defender()
+ goto_reposition_advance()
+}
+
+function goto_reposition_advance() {
+ if (can_reposition_advance())
+ game.state = "reposition_advance"
+ else
+ end_reposition_advance()
+}
+
+function end_reposition_advance() {
+ game.who = NOBODY
+ set_active_enemy()
+ if (is_attacker())
+ goto_reposition_advance()
+ else
+ goto_reposition_center()
+}
+
+function goto_reposition_center() {
+ if (can_reposition_center())
+ game.state = "reposition_center"
+ else
+ end_reposition_center()
+}
+
+function end_reposition_center() {
+ game.who = NOBODY
+ set_active_enemy()
+ if (is_attacker())
+ goto_reposition_center()
+ else
+ goto_first_engagement()
+}
+
+function can_reposition_advance() {
+ if (has_friendly_reserves()) {
+ let array = game.battle.array
+ if (is_attacker()) {
+ if (array[A1] === NOBODY || array[A2] === NOBODY || array[A3] === NOBODY)
+ return true
+ } else {
+ if (array[D1] === NOBODY || array[D2] === NOBODY || array[D3] === NOBODY)
+ return true
+ }
+ }
+ return false
+}
+
+states.reposition_advance = {
+ inactive: "Reposition",
+ prompt() {
+ view.prompt = "Reposition: Advance from Reserve."
+ let array = game.battle.array
+
+ for (let lord of game.battle.reserves)
+ if (is_friendly_lord(lord) && lord !== game.who)
+ gen_action_lord(lord)
+
+ if (game.who !== NOBODY) {
+ if (is_attacker()) {
+ if (array[A1] === NOBODY)
+ gen_action_array(A1)
+ if (array[A2] === NOBODY)
+ gen_action_array(A2)
+ if (array[A3] === NOBODY)
+ gen_action_array(A3)
+ } else {
+ if (array[D1] === NOBODY)
+ gen_action_array(D1)
+ if (array[D2] === NOBODY)
+ gen_action_array(D2)
+ if (array[D3] === NOBODY)
+ gen_action_array(D3)
+ }
+ }
+ },
+ lord(lord) {
+ game.who = lord
+ },
+ array(pos) {
+ set_delete(game.battle.reserves, game.who)
+ game.battle.array[pos] = game.who
+ game.who = NOBODY
+ goto_reposition_advance()
+ },
+}
+
+function can_reposition_center() {
+ let array = game.battle.array
+ if (is_attacker()) {
+ if (array[A2] === NOBODY && (array[A1] !== NOBODY || array[A3] !== NOBODY))
+ return true
+ } else {
+ if (array[D2] === NOBODY && (array[D1] !== NOBODY || array[D3] !== NOBODY))
+ return true
+ }
+ return false
+}
+
+states.reposition_center = {
+ inactive: "Reposition",
+ prompt() {
+ view.prompt = "Reposition: Slide to Center."
+ let array = game.battle.array
+
+ if (is_attacker()) {
+ if (array[A2] === NOBODY) {
+ if (array[A1] !== NOBODY)
+ gen_action_lord(game.battle.array[A1])
+ if (array[A3] !== NOBODY)
+ gen_action_lord(game.battle.array[A3])
+ }
+ } else {
+ if (array[D2] === NOBODY) {
+ if (array[D1] !== NOBODY)
+ gen_action_lord(game.battle.array[D1])
+ if (array[D3] !== NOBODY)
+ gen_action_lord(game.battle.array[D3])
+ }
+ }
+
+ if (game.who !== NOBODY) {
+ let from = get_lord_array_position(game.who)
+ if (from === A1 || from === A3)
+ gen_action_array(A2)
+ if (from === D1 || from === D3)
+ gen_action_array(D2)
+ }
+ },
+ lord(lord) {
+ game.who = lord
+ },
+ array(pos) {
+ let from = get_lord_array_position(game.who)
+ slide_array(from, pos)
+ game.who = NOBODY
+ goto_reposition_center()
+ },
+}
+
+
+// === 4.4.2 BATTLE ROUNDS: ENGAGE / STRIKE ===
+
+function determine_engagements() {
+ let center = [ A2, D2 ]
+ let engagements = [
+ [ A1, D1 ],
+ [ A3, D3 ],
+ ]
+ let results = []
+
+ for (let x = 0; x < engagements.length; x++) {
+ let e = engagements[x]
+ if (filled(e[0]) && filled(e[1])) {
+ results.push(e)
+ } else if (filled(e[0])) {
+ set_add(center, e[0])
+ } else if (filled(e[1])) {
+ set_add(center, e[1])
+ }
+ }
+ results.unshift(center)
+ return results
+}
+
+function goto_first_engagement() {
+ game.battle.step = 0
+ game.battle.engagements = determine_engagements()
+ goto_engagement()
+}
+
+function goto_next_step() {
+ let end = 2
+ game.battle.step++
+ if (game.battle.step >= end)
+ end_engagement()
+ else
+ goto_engagement()
+}
+
+function goto_engagement() {
+ if (is_battle_over()) {
+ end_battle_round()
+ return
+ }
+
+ log_h5(battle_steps[game.battle.step].name)
+
+ // Generate hits
+ game.battle.ah = [ 0, 0, 0, 0, 0, 0 ]
+
+ for (let pos of battle_strike_positions) {
+ let lord = game.battle.array[pos]
+ if (lord !== NOBODY) {
+ let hits = count_lord_hits(lord)
+
+ game.battle.ah[pos] = hits
+ }
+ }
+
+ resume_engagement()
+}
+
+function find_engagement_index(pos) {
+ return game.battle.engagements.findIndex(e => e.includes(pos))
+}
+
+function end_engagement() {
+ game.battle.engagements.shift()
+
+ if (game.battle.engagements.length > 0) {
+ game.battle.step = 0
+ goto_engagement()
+ } else {
+ goto_end_battle_round()
+ }
+}
+
+states.select_engagement = {
+ inactive: "Select Engagment",
+ prompt() {
+ view.prompt = `Select the next engagement to resolve.`
+ for (let pos of battle_strike_positions) {
+ if (has_strike(pos)) {
+ let lord = game.battle.array[pos]
+ if (is_friendly_lord(lord))
+ gen_action_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)
+ game.battle.engagements.unshift(eng)
+ set_active_defender()
+ if (game.battle.round === 1 && is_archery_step()) {
+ goto_culverins()
+ }
+ else {
+ goto_engagement_total_hits()
+ }
+ },
+}
+
+function resume_engagement() {
+ if (game.battle.engagements.length === 1 || is_melee_step()) {
+ if (game.battle.round === 1 && is_archery_step()) {
+ goto_culverins()
+ }
+ else {
+ goto_engagement_total_hits()
+ }
+ // only one engagement, so no choices on order
+ } else {
+ set_active_attacker()
+ game.state = "select_engagement"
+ }
+}
+
+// === 4.4.2 BATTLE ROUNDS: TOTAL HITS (ROUND UP) ===
+
+// for each battle step:
+// generate strikes for each lord
+// while strikes remain:
+// create list of strike groups (choose left/right both rows)
+// select strike group
+// create target group (choose if sally)
+// total strikes and roll for walls
+// while hits remain:
+// assign hit to unit in target group
+// if lord routs:
+// forget choice of left/right strike group in current row
+// create new target group (choose if left/right/sally)
+
+function goto_engagement_total_hits() {
+ let ahits = 0
+ let dhits = 0
+
+ for (let pos of game.battle.engagements[0]) {
+ if (pos === A1 || pos === A2 || pos === A3) {
+ ahits += game.battle.ah[pos]
+ if (game.battle.attacker_artillery > 0) {
+ ahits += game.battle.attacker_artillery
+ }
+ }
+ else {
+ dhits += game.battle.ah[pos]
+ if (game.battle.defender_artillery > 0) {
+ dhits += game.battle.defender_artillery
+ }
+ }
+ }
+ if (ahits & 1)
+ ahits = (ahits >> 1) + 1
+ else
+ ahits = ahits >> 1
+
+ if (dhits & 1)
+ dhits = (dhits >> 1) + 1
+ else
+ dhits = dhits >> 1
+
+ game.battle.ahits = ahits
+ game.battle.dhits = dhits
+
+ log_br()
+ log_hits(game.battle.ahits, "Hit")
+ game.battle.target = NOBODY
+ goto_defender_assign_hits()
+}
+
+function continue_engagement() {
+ for (let pos of battle_strike_positions) {
+ let lord = game.battle.array[pos]
+ if (lord !== NOBODY)
+ if (will_lord_rout(lord))
+ rout_lord(lord)
+ }
+
+ end_assign_hits()
+}
+
+function log_hits(total, name) {
+ if (total === 1)
+ logi(`${total} ${name}`)
+ else if (total > 1)
+ logi(`${total} ${name}s`)
+ else
+ logi(`No ${name}s`)
+}
+
+// === 4.4.2 BATTLE ROUNDS: APPLY HITS / PROTECTION / ROLL BY HIT / ROUT ===
+
+function goto_defender_assign_hits() {
+ set_active_defender()
+ if (game.battle.ahits === 0)
+ return end_defender_assign_hits()
+
+ if (no_remaining_targets())
+ return end_defender_assign_hits()
+
+ goto_assign_hits()
+}
+
+function goto_assign_hits() {
+ game.state = "assign_hits"
+ if (game.battle.target === NOBODY) {
+ let targets = []
+ for (let pos of game.battle.engagements[0]) {
+ let lord = game.battle.array[pos]
+ if (is_friendly_lord(lord)) {
+ targets.push(pos)
+ }
+ }
+ game.battle.target = targets
+ }
+}
+
+function end_defender_assign_hits() {
+ log_hits(game.battle.dhits, "Hit")
+ game.battle.target = NOBODY
+ goto_attacker_assign_hits()
+}
+
+function no_remaining_targets() {
+ for (let pos of game.battle.engagements[0]) {
+ let lord = game.battle.array[pos]
+ if (is_friendly_lord(lord))
+ if (lord_has_unrouted_units(lord))
+ return false
+ }
+ return true
+}
+
+function goto_attacker_assign_hits() {
+ set_active_attacker()
+ if (game.battle.dhits === 0)
+ return end_attacker_assign_hits()
+
+ if (no_remaining_targets())
+ return end_attacker_assign_hits()
+
+ goto_assign_hits()
+}
+
+function end_attacker_assign_hits() {
+ continue_engagement()
+}
+
+function end_assign_hits() {
+ for (let pos of game.battle.engagements[0]) {
+ game.battle.ah[pos] = 0
+ }
+ game.battle.target = NOBODY
+ game.battle.ahits = 0
+ game.battle.dhits = 0
+
+ goto_next_step()
+}
+
+function for_each_target(fn) {
+ for (let target of game.battle.target) {
+ fn(game.battle.array[target])
+ }
+}
+
+function prompt_hit_forces() {
+ for_each_target(lord => {
+ if (get_lord_forces(lord, RETINUE) > 0)
+ gen_action_retinue(lord)
+ if (get_lord_forces(lord, BURGUNDIANS) > 0)
+ gen_action_burgundians(lord)
+ if (get_lord_forces(lord, MERCENARIES) > 0)
+ gen_action_mercenaries(lord)
+ if (get_lord_forces(lord, LONGBOWMEN) > 0)
+ gen_action_longbowmen(lord)
+ if (get_lord_forces(lord, MEN_AT_ARMS) > 0)
+ gen_action_men_at_arms(lord)
+ if (get_lord_forces(lord, MILITIA) > 0)
+ gen_action_militia(lord)
+
+ for_each_vassal_with_lord(lord, v => {
+ if (!set_has(game.battle.routed_vassals, v))
+ gen_action_vassal(v)
+ })
+ })
+}
+
+states.assign_hits = {
+ get inactive() {
+ return format_strike_step() + " \u2014 Assign " + format_hits()
+ },
+ prompt() {
+ view.prompt = `${format_strike_step()}: Assign ${format_hits()} to units.`
+
+ prompt_hit_forces()
+ },
+ retinue(lord) {
+ if ((lord === LORD_MARGARET) && (lord_has_capability(lord, AOW_LANCASTER_YEOMEN_OF_THE_CROWN)) && get_lord_forces(lord, MEN_AT_ARMS) > 0)
+ action_assign_hits(lord, MEN_AT_ARMS)
+ else
+ action_assign_hits(lord, RETINUE)
+ },
+ burgundians(lord) {
+ action_assign_hits(lord, BURGUNDIANS)
+ },
+ mercenaries(lord) {
+ action_assign_hits(lord, MERCENARIES)
+ },
+ longbowmen(lord) {
+ action_assign_hits(lord, LONGBOWMEN)
+ },
+ men_at_arms(lord) {
+ action_assign_hits(lord, MEN_AT_ARMS)
+ },
+ militia(lord) {
+ action_assign_hits(lord, MILITIA)
+ },
+ vassal(vassal) {
+ let lord = get_vassal_lord(vassal)
+ action_assign_hits(lord, VASSAL, vassal)
+ },
+}
+
+function rout_lord(lord) {
+ log(`L${lord} Routed.`)
+
+ let pos = get_lord_array_position(lord)
+
+ // Remove from battle array
+ game.battle.array[pos] = NOBODY
+ set_add(game.battle.routed, lord)
+}
+
+function lord_has_unrouted_troops(lord) {
+ // Don't check here for Retinue or Vassals.
+ for (let x = 2; x < FORCE_TYPE_COUNT; x++) {
+ if (get_lord_forces(lord, x) > 0)
+ return true
+ }
+ return false
+}
+
+function lord_has_routed_troops(lord) {
+ // Don't check here for Retinue or Vassals.
+ for (let x = 2; x < FORCE_TYPE_COUNT; x++) {
+ if (get_lord_routed_forces(lord, x) > 0)
+ return true
+ }
+ return false
+}
+
+function will_lord_rout(lord) {
+ if (get_lord_routed_forces(lord, RETINUE) > 0)
+ return true
+ if (!lord_has_unrouted_troops(lord))
+ return true
+ return false
+}
+
+function rout_unit(lord, type, special) {
+ if (type === VASSAL) {
+ rout_vassal(lord, special)
+ } else {
+ add_lord_forces(lord, type, -1)
+ add_lord_routed_forces(lord, type, 1)
+ }
+}
+
+function assign_hit_roll(what, prot, extra) {
+ let die = roll_die()
+ if (die <= prot) {
+ logi(`${what} ${range(prot)}: ${MISS[die]}${extra}`)
+ return false
+ } else {
+ logi(`${what} ${range(prot)}: ${HIT[die]}${extra}`)
+ return true
+ }
+}
+
+function get_lord_remaining_valour(lord) {
+ return game.battle.valour[lord]
+}
+
+function spend_valour(lord) {
+ game.battle.valour[lord] = game.battle.valour[lord] - 1
+}
+
+function check_protection_capabilities(protection) {
+ if (game.what === MEN_AT_ARMS || game.what === MILITIA) {
+ if (lord_has_capability(game.who, AOW_LANCASTER_PIQUIERS) &&
+ (get_lord_routed_forces(game.who, MILITIA) + get_lord_routed_forces(game.who, MEN_AT_ARMS) < 3)) {
+ protection = 4
+ }
+ }
+
+ if (game.what === MEN_AT_ARMS) {
+ if (lord_has_capability(game.who, AOW_LANCASTER_CHURCH_BLESSINGS)) {
+ protection += 1
+ }
+ }
+ if (game.what === RETINUE) {
+ if (lord_has_capability(game.who, AOW_LANCASTER_MONTAGU))
+ protection += 1
+ }
+ if ((game.what === RETINUE || game.what === VASSAL) && is_archery_step()) {
+ if (lord_has_capability(game.who, AOW_LANCASTER_BARDED_HORSE))
+ protection -= 1
+ }
+ if ((game.what === RETINUE || game.what === VASSAL) && is_melee_step()) {
+ if (lord_has_capability(game.who, AOW_LANCASTER_BARDED_HORSE))
+ protection += 1
+ }
+
+ if (game.what === MEN_AT_ARMS) {
+ if (lord_has_capability(game.who, AOW_YORK_BARRICADES) && has_favoury_marker(game.battle.where))
+ protection += 1
+ }
+ if (game.what === MEN_AT_ARMS) {
+ if (lord_has_capability(game.who, AOW_LANCASTER_CHEVALIERS) && is_archery_step()) {
+ protection -= 1
+ }
+ }
+ if (game.what === MILITIA || game.what === LONGBOWMEN) {
+ if (lord_has_capability(game.who, AOW_YORK_BARRICADES) && has_favoury_marker(game.battle.where))
+ protection += 1
+ }
+ return protection
+}
+
+function action_assign_hits(lord, type, special) {
+ if (game.who !== lord) {
+ game.who = lord
+ log(`L${lord}`)
+ }
+ let protection = check_protection_capabilities(FORCE_PROTECTION[type])
+ let extra = ""
+
+ if (assign_hit_roll(get_force_name(lord, type, special), protection, extra)) {
+ if (get_lord_remaining_valour(lord) > 0) {
+ game.state = "spend_valour"
+ game.what = type
+ if (game.what === VASSAL)
+ game.where = special
+ } else {
+ rout_unit(lord, type, special)
+
+ // Swift Maneuver event
+ if (is_swift_maneuver_in_play() && type === RETINUE) {
+ set_active_enemy()
+ game.state = "swift_maneuver"
+ return
+ }
+
+ finish_action_assign_hits(lord)
+ }
+ } else {
+ finish_action_assign_hits(lord)
+ }
+}
+
+function finish_action_assign_hits(lord) {
+ if (game.battle.ahits)
+ game.battle.ahits--
+ else
+ game.battle.dhits--
+
+ if (!lord_has_unrouted_units(lord)) {
+ game.battle.target = NOBODY
+ }
+
+ if (game.active === game.battle.attacker)
+ goto_attacker_assign_hits()
+ else
+ goto_defender_assign_hits()
+}
+
+states.spend_valour = {
+ inactive: "Spend Valour",
+ prompt() {
+ view.prompt = `Spend Valour: Reroll Hit on ${get_force_name(game.who, game.what, game.where)}?`
+ gen_action("valour", game.who)
+ view.actions.pass = 1
+ },
+ pass() {
+ rout_unit(game.who, game.what, game.where)
+ finish_action_assign_hits(game.who)
+ },
+ valour() {
+ let protection = check_protection_capabilities(FORCE_PROTECTION[game.what])
+
+ spend_valour(game.who)
+ log(`Reroll:`)
+ if (assign_hit_roll(get_force_name(game.who, game.what, game.where), protection, "")) {
+ rout_unit(game.who, game.what, game.where)
+ finish_action_assign_hits(game.who)
+ } else {
+ finish_action_assign_hits(game.who)
+ }
+ },
+}
+
+// === 4.4.2 BATTLE ROUNDS: NEW ROUND ===
+
+function goto_end_battle_round() {
+ end_battle_round()
+}
+
+function end_battle_round() {
+ game.battle.ravine = NOBODY
+ let attacker_loser = null
+ set_active_attacker()
+ if (has_no_unrouted_forces()) {
+ attacker_loser = game.active
+ }
+
+ let defender_loser = null
+ set_active_defender()
+ if (has_no_unrouted_forces()) {
+ defender_loser = game.active
+ }
+
+ if (attacker_loser !== null || defender_loser !== null) {
+ if (attacker_loser === null)
+ game.battle.loser = defender_loser
+ else if (defender_loser === null)
+ game.battle.loser = attacker_loser
+ else
+ game.battle.loser = BOTH
+
+ end_battle()
+ return
+ }
+
+ game.battle.round++
+
+ game.battle.ambush = 0
+
+ // TODO: goto_battle_rounds() instead?
+ set_active_defender()
+ goto_flee()
+}
+
+// === 4.4.3 ENDING THE BATTLE ===
+
+// Ending the Battle - optimized from rules as written
+// Loser retreat / withdraw / remove
+// Loser losses
+// Loser service
+// Victor losses
+// Victor spoils
+
+function set_active_loser() {
+ set_active(game.battle.loser)
+}
+
+function set_active_victor() {
+ if (game.battle.loser === YORK)
+ set_active(LANCASTER)
+ else
+ set_active(YORK)
+}
+
+function end_battle() {
+ if (game.battle.loser === BOTH)
+ log_h4(`Both Sides Lost`)
+ else
+ log_h4(`${game.battle.loser} Lost`)
+
+ game.battle.array = 0
+ game.battle.caltrops = -1
+ goto_battle_influence()
+}
+
+function has_defeated_lords() {
+ for (let lord of game.battle.fled)
+ if (is_friendly_lord(lord))
+ return true
+ for (let lord of game.battle.routed)
+ if (is_friendly_lord(lord))
+ return true
+ return false
+}
+
+// === 4.4.3 ENDING THE BATTLE: INFLUENCE ===
+
+function goto_battle_influence() {
+ if (game.battle.loser !== BOTH) {
+ set_active_loser()
+
+ let influence = 0
+ for (let lord of game.battle.fled)
+ if (is_friendly_lord(lord))
+ influence += data.lords[lord].influence + count_vassals_with_lord(lord)
+ for (let lord of game.battle.routed)
+ if (is_friendly_lord(lord))
+ influence += data.lords[lord].influence + count_vassals_with_lord(lord)
+
+ reduce_influence(influence)
+ goto_battle_spoils()
+ } else {
+ goto_death_or_disband()
+ }
+}
+
+// === 4.4.3 ENDING THE BATTLE: LOSSES ===
+
+function has_battle_losses() {
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
+ if (lord_has_routed_troops(lord))
+ return true
+ return false
+}
+
+function goto_battle_losses_victor() {
+ set_active_victor()
+ game.who = NOBODY
+ if (has_battle_losses())
+ log_h4(`${game.active} Losses`)
+ resume_battle_losses()
+}
+
+function resume_battle_losses() {
+ game.state = "battle_losses"
+ if (!has_battle_losses())
+ goto_death_or_disband()
+}
+
+function action_losses(lord, type) {
+ let protection = FORCE_PROTECTION[type]
+
+ if (game.who !== lord) {
+ log(`L${lord}`)
+ game.who = lord
+ }
+
+ let die = roll_die()
+ if (die <= protection) {
+ logi(`${get_force_name(lord, type)} ${range(protection)}: ${MISS[die]}`)
+ add_lord_routed_forces(lord, type, -1)
+ add_lord_forces(lord, type, 1)
+ } else {
+ logi(`${get_force_name(lord, type)} ${range(protection)}: ${HIT[die]}`)
+ add_lord_routed_forces(lord, type, -1)
+ }
+
+ resume_battle_losses()
+}
+
+states.battle_losses = {
+ inactive: "Losses",
+ prompt() {
+ let done = true
+ view.prompt = "Losses: Determine the fate of your Routed units."
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
+ if (is_lord_on_map(lord) && lord_has_routed_troops(lord)) {
+ if (get_lord_routed_forces(lord, MERCENARIES) > 0)
+ gen_action_routed_mercenaries(lord)
+ if (get_lord_routed_forces(lord, LONGBOWMEN) > 0)
+ gen_action_routed_longbowmen(lord)
+ if (get_lord_routed_forces(lord, BURGUNDIANS) > 0)
+ gen_action_routed_burgundians(lord)
+ if (get_lord_routed_forces(lord, MEN_AT_ARMS) > 0)
+ gen_action_routed_men_at_arms(lord)
+ if (get_lord_routed_forces(lord, MILITIA) > 0)
+ gen_action_routed_militia(lord)
+ done = false
+ }
+ }
+ if (done) {
+ view.actions.done = 1
+ }
+ },
+ routed_mercenaries(lord) {
+ action_losses(lord, MERCENARIES)
+ },
+ routed_longbowmen(lord) {
+ action_losses(lord, LONGBOWMEN)
+ },
+ routed_burgundians(lord) {
+ action_losses(lord, BURGUNDIANS)
+ },
+ routed_men_at_arms(lord) {
+ action_losses(lord, MEN_AT_ARMS)
+ },
+ routed_militia(lord) {
+ action_losses(lord, MILITIA)
+ },
+ done() {
+ goto_death_or_disband()
+ },
+}
+
+// === 4.4.3 ENDING THE BATTLE: SPOILS ===
+
+function log_spoils() {
+ if (game.spoils[PROV] > 0)
+ logi(game.spoils[PROV] + " Provender")
+ if (game.spoils[CART] > 0)
+ logi(game.spoils[CART] + " Cart")
+}
+
+function calculate_spoils() {
+ let n_prov = 0
+ let n_cart = 0
+
+ if (has_favour_in_locale(game.battle.loser, game.battle.where))
+ return
+
+ for (let lord of game.battle.fled) {
+ if (is_enemy_lord(lord)) {
+ n_prov += get_lord_assets(lord, PROV)
+ n_cart += get_lord_assets(lord, CART)
+ }
+ }
+
+ for (let lord of game.battle.routed) {
+ if (is_enemy_lord(lord)) {
+ n_prov += get_lord_assets(lord, PROV)
+ n_cart += get_lord_assets(lord, CART)
+ }
+ }
+
+ if (is_neutral_locale(game.battle.where)) {
+ n_prov = Math.ceil(n_prov / 2)
+ n_cart = Math.ceil(n_cart / 2)
+ }
+
+ add_spoils(PROV, n_prov)
+ add_spoils(CART, n_cart)
+}
+
+function find_lone_victor() {
+ let found = NOBODY
+ for (let pos of battle_strike_positions) {
+ let lord = game.battle.array[pos]
+ if (is_friendly_lord(lord)) {
+ if (found !== NOBODY)
+ return NOBODY
+ found = lord
+ }
+ }
+ return found
+}
+
+function goto_battle_spoils() {
+ set_active_victor()
+ // determine Battle Spoils
+ calculate_spoils()
+ if (has_any_spoils() && has_friendly_lord(game.battle.where)) {
+ log_h4("Spoils")
+ log_spoils()
+ game.state = "battle_spoils"
+ game.who = find_lone_victor()
+ } else {
+ end_battle_spoils()
+ }
+}
+
+function end_battle_spoils() {
+ game.who = NOBODY
+ game.spoils = 0
+
+ goto_battle_losses_victor()
+}
+
+states.battle_spoils = {
+ inactive: "Spoils",
+ prompt() {
+ if (has_any_spoils()) {
+ view.prompt = "Spoils: Divide " + list_spoils() + "."
+ let here = game.battle.where
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
+ if (get_lord_locale(lord) === here)
+ 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() {
+ push_undo_without_who()
+ take_spoils(PROV)
+ },
+
+ take_cart() {
+ push_undo_without_who()
+ take_spoils(CART)
+ },
+
+ end_spoils() {
+ end_battle_spoils()
+ },
+}
+
+// === 4.4.3 ENDING THE BATTLE: DEATH CHECK AND DISBAND ===
+
+function goto_death_or_disband() {
+ remove_battle_capability_troops()
+ if (has_defeated_lords()) {
+ if (game.battle.loser === LANCASTER && lord_has_capability(LORD_RICHARD_III, AOW_YORK_BLOODY_THOU_ART) && get_lord_locale(LORD_RICHARD_III) === game.battle.where) {
+ game.flags.bloody = 1
+ }
+ game.state = "death_check"
+ }
+ else
+ end_death_or_disband()
+}
+
+function end_death_or_disband() {
+ set_active_enemy()
+ if (has_defeated_lords()) {
+ goto_death_or_disband()
+ } else {
+ goto_battle_aftermath()
+ }
+}
+
+function prompt_held_event_death_check() {
+ // both attacker and defender events
+ if (game.active === LANCASTER) {
+ if (can_play_escape_ship())
+ gen_action_card_if_held(EVENT_LANCASTER_ESCAPE_SHIP)
+ if (can_play_warden_of_the_marches())
+ gen_action_card_if_held(EVENT_LANCASTER_WARDEN_OF_THE_MARCHES)
+ if (can_play_talbot_to_the_rescue())
+ gen_action_card_if_held(EVENT_LANCASTER_TALBOT_TO_THE_RESCUE)
+ }
+ if (game.active === YORK) {
+ if (can_play_escape_ship())
+ gen_action_card_if_held(EVENT_YORK_ESCAPE_SHIP)
+ }
+}
+
+states.death_check = {
+ inactive: "Death or Disband",
+ prompt() {
+ view.prompt = `Death or Disband: Select lords to roll for Death or Disband.`
+
+ prompt_held_event_death_check()
+
+ let done = true
+ for (let lord of game.battle.fled) {
+ if (is_friendly_lord(lord)) {
+ gen_action_lord(lord)
+ done = false
+ }
+ }
+ for (let lord of game.battle.routed) {
+ if (is_friendly_lord(lord)) {
+ gen_action_lord(lord)
+ done = false
+ }
+ }
+ if (game.flags.warden_of_the_marches && game.active === LANCASTER) {
+ done = true
+ }
+ if (done) {
+ view.actions.done = 1
+ }
+ },
+ lord(lord) {
+ let threshold = 2
+ let modifier = 0
+
+ // CAPABILITY: BLOODY THOU ART, BLOODY WILL BE THE END
+ if (is_lancaster_lord(lord) && game.flags.bloody === 1) {
+ logcap(AOW_YORK_BLOODY_THOU_ART)
+ disband_lord(lord, true)
+ set_delete(game.battle.fled, lord)
+ set_delete(game.battle.routed, lord)
+ }
+ else {
+ let roll = roll_die()
+ if (set_has(game.battle.fled, lord))
+ modifier = -2
+
+ let success = threshold >= roll + modifier
+ log(`Lord ${lord_name[lord]} ${success ? "Survived" : "Died"}: (${range(2)}) ${success ? HIT[roll] : MISS[roll]} ${modifier < 0 ? "(-2 Fled)" : ""}`)
+ disband_lord(lord, !success)
+ set_delete(game.battle.fled, lord)
+ set_delete(game.battle.routed, lord)
+ }
+ },
+ done() {
+ end_death_or_disband()
+ },
+ card: action_held_event,
+}
+
+// === DEATH CHECK EVENT: ESCAPE SHIP ===
+
+function can_play_escape_ship() {
+ return can_escape_at(game.battle.where)
+}
+
+function can_escape_at(here) {
+ if (game.active === YORK && has_favoury_marker(here) && is_seaport(here))
+ return true
+ if (game.active === LANCASTER && has_favourl_marker(here) && is_seaport(here))
+ return true
+ if (search_escape_route(here))
+ return true
+ return false
+}
+
+function search_escape_route(start) {
+ search_seen.fill(0)
+ search_seen[start] = 1
+ let queue = [start]
+
+ while (queue.length > 0) {
+ let here = queue.shift()
+
+ // Check if the current locale is a seaport
+ if (is_seaport(here)) {
+ return true
+ }
+
+ if (is_friendly_locale(here)) {
+ for (let next of data.locales[here].adjacent) {
+ if (!search_seen[next]) {
+ search_seen[next] = 1
+ queue.push(next)
+ }
+ }
+ }
+ }
+ return false
+}
+
+function goto_play_escape_ship() {
+ game.state = "escape_ship"
+ game.who = NOBODY
+}
+
+states.escape_ship = {
+ inactive: `Escape ship`,
+ prompt() {
+ view.prompt = "Escape Ship: Your lords go to Exile."
+ view.actions.escape_ship = 1
+ },
+ escape_ship() {
+ push_undo()
+ for (let lord of game.battle.fled) {
+ log(`${lord_name[lord]} went to exile.`)
+ exile_lord(lord)
+ set_delete(game.battle.fled, lord)
+ }
+ for (let lord of game.battle.routed) {
+ log(`${lord_name[lord]} went to exile.`)
+ exile_lord(lord)
+ set_delete(game.battle.routed, lord)
+ }
+ game.state = "death_check"
+ },
+}
+
+// === DEATH CHECK EVENT: TALBOT TO THE RESCUE ===
+
+function can_play_talbot_to_the_rescue() {
+ return true
+}
+
+function goto_play_talbot_to_the_rescue() {
+ throw "TODO"
+}
+
+// === DEATH CHECK EVENT: WARDEN OF THE MARCHES ===
+
+function can_play_warden_of_the_marches() {
+ // TOOD : Maybe a bug with blocked ford/exile ?
+ let can_play = false
+ for (let loc = first_locale; loc <= last_locale; loc++) {
+ if (is_friendly_locale(loc) && is_north(loc) && loc !== game.battle.where) {
+ can_play = true
+ }
+ }
+ if (!can_play) {
+ return false
+ }
+ // if blocked ford then flee
+ if (is_north(game.where))
+ return true
+ // if battle
+ if (is_north(game.battle.where))
+ return true
+ return false
+}
+
+function goto_play_warden_of_the_marches() {
+ push_undo()
+ game.state = "warden_of_the_marches"
+}
+
+states.warden_of_the_marches = {
+ inactive: "Warden of the Marches",
+ prompt() {
+ let done = true
+ view.prompt = "Warden of the Marches: Select a friendly locale in the North to move routed lords there"
+ for (let loc = first_locale; loc <= last_locale; loc++) {
+ if (is_friendly_locale(loc) && is_north(loc) && loc !== game.battle.where) {
+ done = false
+ gen_action_locale(loc)
+ }
+ }
+ if (done) {
+ view.actions.done = 1
+ }
+ },
+ locale(loc) {
+ push_undo()
+ for (let lord = first_lancaster_lord; lord <= last_lancaster_lord; lord++) {
+ if (get_lord_locale(lord) === game.battle.where) {
+ set_lord_locale(lord, loc)
+ if (!lord_has_unrouted_troops(lord)) {
+ disband_lord(lord, false)
+ }
+ else {
+ set_lord_forces(lord, RETINUE, 1)
+ }
+ for (let x = 0; x < FORCE_TYPE_COUNT; ++x) {
+ set_lord_forces(lord, x, 0)
+ if (get_lord_routed_forces(lord, x) > 0) {
+ set_lord_routed_forces(lord, x, 0)
+ }
+ }
+ for_each_vassal_with_lord(lord, v => {
+ if (set_has(game.battle.routed_vassals, v)) {
+ array_remove(game.battle.routed_vassals, v)
+ disband_vassal(v)
+ }
+ })
+ }
+ }
+ logi(`Moved to ${data.locales[loc].name}`)
+ end_warden_of_the_marches()
+ },
+ done() {
+ end_warden_of_the_marches()
+ },
+}
+
+function end_warden_of_the_marches() {
+ game.flags.warden_of_the_marches = 1
+ game.who = NOBODY
+ game.state = "death_check"
+}
+
+// === 4.4.4 ENDING THE BATTLE: AFTERMATH ===
+
+function goto_battle_aftermath() {
+ set_active(game.battle.attacker)
+ game.where = NOWHERE
+
+ // Routed Vassals get disbanded
+ for (let lord = first_lord; lord <= last_lord; lord++) {
+ if (is_lord_on_map(lord)) {
+ for_each_vassal_with_lord(lord, v => {
+ if (set_has(game.battle.routed_vassals, v)) {
+ array_remove(game.battle.routed_vassals, v)
+ disband_vassal(v)
+ }
+ })
+ }
+ }
+
+ // Events
+ discard_events("hold")
+
+ // Recovery
+ spend_all_actions()
+ game.where = NOWHERE
+ game.battle = 0
+ game.flags.bloody = 0
+ end_march()
+}
+
+// === 4.7 FEED ===
+
+function can_feed_from_shared(lord) {
+ let loc = get_lord_locale(lord)
+ return get_shared_assets(loc, PROV) > 0
+}
+
+function can_pay_from_shared(lord) {
+ let loc = get_lord_locale(lord)
+ return get_shared_assets(loc, COIN) > 0
+}
+
+function has_friendly_lord_who_must_feed() {
+ if (is_campaign_phase() && game.flags.supply_depot === 1 && game.active === LANCASTER) {
+ game.flags.supply_depot = 0
+ logi(`No feed ${EVENT_LANCASTER_REBEL_SUPPLY_DEPOT}`)
+ return false
+ }
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
+ if (is_lord_unfed(lord))
+ return true
+ return false
+}
+
+function set_lord_feed_requirements() {
+ // Count how much food each lord needs
+ let n = 0
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
+ if (get_lord_moved(lord)) {
+ n = Math.ceil(count_lord_all_forces(lord) / 6)
+ set_lord_unfed(lord, n)
+ } else
+ set_lord_unfed(lord, 0)
+ }
+}
+
+function goto_feed() {
+ log_br()
+ set_lord_feed_requirements()
+ if (has_friendly_lord_who_must_feed()) {
+ push_state("feed")
+ } else {
+ // TODO: clean up transitions for End Command -> Feed and Disembark -> Feed
+ if (game.state !== "disembark")
+ goto_remove_markers()
+ }
+}
+
+states.feed = {
+ inactive: "Feed",
+ prompt() {
+ view.prompt = "Feed: You must Feed Lords who Moved or Fought."
+
+ let done = true
+ // Feed from own mat
+ if (done) {
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
+ if (is_lord_unfed(lord)) {
+ if (get_lord_assets(lord, PROV) > 0) {
+ gen_action_prov(lord)
+ done = false
+ }
+ }
+ }
+ }
+
+ // Sharing
+ if (done) {
+ view.prompt = "Feed: You must Feed Lords with Shared Loot or Provender."
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
+ if (is_lord_unfed(lord) && can_feed_from_shared(lord)) {
+ gen_action_lord(lord)
+ done = false
+ }
+ }
+ }
+
+ // Unfed
+ if (done) {
+ view.prompt = `Feed: You must pillage to feed your troops.`
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
+ if (is_lord_unfed(lord)) {
+ view.actions.pillage = 1
+ done = false
+ }
+ }
+ }
+
+ // All done!
+ if (done) {
+ view.prompt = "Feed: All done."
+ view.actions.end_feed = 1
+ }
+ },
+ prov(lord) {
+ push_undo()
+ add_lord_assets(lord, PROV, -1)
+ feed_lord(lord)
+ },
+ lord(lord) {
+ push_undo()
+ game.who = lord
+ game.state = "feed_lord_shared"
+ },
+ pillage() {
+ push_undo()
+ set_lord_feed_requirements()
+ goto_pillage_food()
+ },
+ end_feed() {
+ push_undo()
+ end_feed()
+ },
+ card: action_held_event,
+}
+
+function resume_feed_lord_shared() {
+ if (!is_lord_unfed(game.who) || !can_feed_from_shared(game.who)) {
+ game.who = NOBODY
+ game.state = "feed"
+ }
+}
+
+states.feed_lord_shared = {
+ inactive: "Feed",
+ prompt() {
+ view.prompt = `Feed: You must Feed ${lord_name[game.who]} with Shared Loot or Provender.`
+ let loc = get_lord_locale(game.who)
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
+ if (get_lord_locale(lord) === loc) {
+ if (get_lord_assets(lord, PROV) > 0)
+ gen_action_prov(lord)
+ }
+ }
+ },
+ prov(lord) {
+ push_undo()
+ add_lord_assets(lord, PROV, -1)
+ feed_lord(game.who)
+ resume_feed_lord_shared()
+ },
+}
+
+function end_feed() {
+ pop_state()
+ game.where = NOWHERE
+ // TODO: clean up transitions for End Command -> Feed and Disembark -> Feed
+ if (game.state !== "disembark")
+ goto_remove_markers()
+}
+
+// === 4.7 FEED: REMOVE MARKERS ===
+
+function goto_remove_markers() {
+ clear_lords_moved()
+ goto_command_activation()
+}
+
+// === 4.8 END CAMPAIGN ===
+
+function goto_end_campaign() {
+ log_h1("End Campaign")
+ set_active(P1)
+ goto_tides_of_war()
+}
+
+// === 4.8.1 END CAMPAIGN: TIDES OF WAR ===
+
+function tides_calc() {
+ log_h3(`Tides of War`)
+ let town = 0
+ let cities = 0
+ let fortress = 0
+ let domy = 0
+ let doml = 0
+ let domnl = 0
+ let domny = 0
+ let domsl = 0
+ let domsy = 0
+ let domwl = 0
+ let domwy = 0
+ let prenl = 0
+ let preny = 0
+ let presl = 0
+ let presy = 0
+ let prewl = 0
+ let prewy = 0
+ let prel = 0
+ let prey = 0
+
+ // DOMINATION CALC
+
+ for (let x of all_north_locales) {
+ if (has_favourl_marker(x)) {
+ domnl += 1
+ }
+ if (has_favoury_marker(x)) {
+ domny += 1
+ }
+ }
+
+ for (let x of all_south_locales) {
+ if (has_favourl_marker(x)) {
+ domsl += 1
+ }
+ if (has_favoury_marker(x)) {
+ domsy += 1
+ }
+ }
+
+ for (let x of all_wales_locales) {
+ if (has_favourl_marker(x)) {
+ domwl += 1
+ }
+ if (has_favoury_marker(x)) {
+ domwy += 1
+ }
+ }
+
+ // SPECIAL LOCALES
+
+ if (has_favourl_marker(LOC_LONDON)) {
+ log(`London control 2 Influence for Lancaster`)
+ doml += 2
+ }
+ if (has_favoury_marker(LOC_LONDON)) {
+ log(`London control 2 Influence for York`)
+ domy += 2
+ }
+
+ if (has_favourl_marker(LOC_CALAIS)) {
+ log(`Calais control 2 Influence for Lancastrians`)
+ doml += 2
+ }
+ if (has_favoury_marker(LOC_CALAIS)) {
+ log(`Calais control 2 Influence for York`)
+ domy += 2
+ }
+
+ if (has_favourl_marker(LOC_HARLECH)) {
+ log(`Harlech control 1 Influence for Lancaster`)
+ doml += 1
+ }
+ if (has_favoury_marker(LOC_HARLECH)) {
+ log(`Harlech control 1 Influence for York`)
+ domy += 1
+ }
+
+ for (let x of all_city_locales) {
+ if (has_favourl_marker(x)) {
+ cities -= 1
+ }
+ if (has_favoury_marker(x)) {
+ cities += 1
+ }
+ }
+
+ for (let x of all_town_locales) {
+ if (has_favourl_marker(x)) {
+ town -= 1
+ }
+ if (has_favoury_marker(x)) {
+ town += 1
+ }
+ }
+
+ for (let x of all_fortress_locales) {
+ if (has_favourl_marker(x)) {
+ fortress -= 1
+ }
+ if (has_favoury_marker(x)) {
+ fortress += 1
+ }
+ }
+
+ // DOMINATION CAPS
+
+ // NORTH
+
+ if (domnl === 6) {
+ log(`North Domination 2 Influence for Lancaster`)
+ doml += 2
+ } else if (domnl >= 3 && lord_has_capability(LORD_NORTHUMBERLAND_L, AOW_LANCASTER_NORTHMEN)) {
+ log(`North Domination 2 Influence for Lancaster`)
+ doml += 2
+ }
+
+ if (domny === 6) {
+ log(`North Domination 2 Influence for York`)
+ domy += 2
+ }
+
+ // SOUTH
+
+ if (domsl === 9) {
+ log(`South Domination 2 Influence for Lancaster`)
+ doml += 2
+ }
+
+ if (domsy === 9) {
+ log(`South Domination 2 Influence for York`)
+ domy += 2
+ } else if (
+ domsy >= 5 &&
+ (lord_has_capability(LORD_MARCH, AOW_YORK_SOUTHERNERS) ||
+ lord_has_capability(LORD_RUTLAND, AOW_YORK_SOUTHERNERS) ||
+ lord_has_capability(LORD_YORK, AOW_YORK_SOUTHERNERS))
+ ) {
+ log(`South Domination 2 Influence for York`)
+ domy += 2
+ }
+
+ // WALES
+
+ if (domwl === 5) {
+ log(`Wales Domination 2 Influence for Lancaster`)
+ doml += 2
+ }
+
+ if (domwy === 5) {
+ log(`Wales Domination 2 Influence for York`)
+ domy += 2
+ } else if (
+ domwy >= 3 &&
+ (lord_has_capability(LORD_MARCH, AOW_YORK_WELSHMEN) || lord_has_capability(LORD_YORK, AOW_YORK_WELSHMEN))
+ ) {
+ log(`Wales Domination 2 Influence for York`)
+ domy += 2
+ }
+
+ // LOCALES TUG OF WAR
+
+ if (cities >= 1) {
+ log(`Most Cities 2 Influence for York`)
+ domy += 2
+ }
+ if (fortress >= 1) {
+ log(`Most Fortresses 1 Influence for York`)
+ domy += 1
+ }
+ if (town >= 1) {
+ log(`Most Towns 1 Influence for York`)
+ domy += 1
+ }
+
+ if (cities <= -1) {
+ log(`Most Cities 2 Influence for Lancaster`)
+ doml += 2
+ }
+ if (fortress <= -1) {
+ log(`Most Fortresses 1 Influence for Lancaster`)
+ doml += 1
+ }
+ if (town <= -1) {
+ log(`Most Towns 1 Influence for Lancaster`)
+ doml += 1
+ }
+
+ // LORD PRESENCE
+ for (let lord = first_lancaster_lord; lord <= last_lancaster_lord; ++lord) {
+ if (is_lord_on_map(lord)) {
+ if (is_lord_in_north(lord)) {
+ prenl = 1
+ }
+ if (is_lord_in_south(lord)) {
+ presl = 1
+ }
+ if (is_lord_in_wales(lord)) {
+ prewl = 1
+ }
+ }
+ }
+ for (let lord = first_york_lord; lord <= last_york_lord; ++lord) {
+ if (is_lord_on_map(lord)) {
+ if (is_lord_in_north(lord)) {
+ preny = 1
+ }
+ if (is_lord_in_south(lord)) {
+ presy = 1
+ }
+ if (is_lord_in_wales(lord)) {
+ prewy = 1
+ }
+ }
+ }
+ prel = prenl + presl + prewl
+ prey = preny + presy + prewy
+
+ log("Presence in Areas : " + prel + " for Lancaster")
+ log("Presence in Areas : " + prey + " for Yorkists")
+
+ domy += preny + presy + prewy
+ doml += prenl + presl + prewl
+
+ // CAPS EFFECT
+
+ if (
+ lord_has_capability(LORD_HENRY_VI, AOW_LANCASTER_MARGARET) &&
+ get_lord_locale(LORD_HENRY_VI) !== LOC_LONDON &&
+ is_lord_on_map(LORD_HENRY_VI)
+ ) {
+ log(`Capability: Margaret 2 Influence for Lancaster`)
+ doml += 2
+ }
+
+ if (
+ lord_has_capability(LORD_EXETER_1, AOW_LANCASTER_COUNCIL_MEMBER) ||
+ lord_has_capability(LORD_EXETER_2, AOW_LANCASTER_COUNCIL_MEMBER) ||
+ lord_has_capability(LORD_SOMERSET_2, AOW_LANCASTER_COUNCIL_MEMBER) ||
+ lord_has_capability(LORD_SOMERSET_1, AOW_LANCASTER_COUNCIL_MEMBER) ||
+ lord_has_capability(LORD_BUCKINGHAM, AOW_LANCASTER_COUNCIL_MEMBER)
+ ) {
+ log(`Capability: Council Member 1 Influence for Lancaster`)
+ doml += 1
+ }
+
+ if (lord_has_capability(LORD_EDWARD_IV, AOW_YORK_FIRST_SON)) {
+ log(`Capability: First Son 1 Influence for York`)
+ domy += 1
+ }
+
+ 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
+ log(`Gain Lords Influence : Yorkists gain ${data.lords[y].influence} for ${data.lords[y].name}`)
+ }
+ }
+
+ for (let l = first_lancaster_lord; l <= last_lancaster_lord; l++) {
+ if (is_lord_on_map(l)) {
+ doml += data.lords[l].influence
+ log(`Gain Lords Influence : Lancastrians gain ${data.lords[l].influence} for ${data.lords[l].name}`)
+ }
+ }
+ }
+
+ log(`Total ` + domy + ` Influence for York`)
+ log(`Total ` + doml + ` Influence for Lancaster`)
+
+ game.influence += doml
+ game.influence -= domy
+}
+
+function goto_tides_of_war() {
+ if (lord_has_capability(LORD_BUCKINGHAM, AOW_LANCASTER_STAFFORD_ESTATES)) {
+ add_lord_assets(LORD_BUCKINGHAM, COIN, 1)
+ add_lord_assets(LORD_BUCKINGHAM, PROV, 1)
+ }
+ tides_calc()
+ if (eligible_charity()) {
+ goto_we_done_deeds_of_charity()
+ }
+ else
+ goto_disembark()
+}
+
+// === 4.8.2 END CAMPAIGN: DISEMBARK ===
+
+function has_lords_at_sea() {
+ for (let x = first_friendly_lord; x <= last_friendly_lord; x++) {
+ if (is_lord_at_sea(x))
+ return true
+ }
+ return false
+}
+
+function is_lord_at_sea(lord) {
+ let here = get_lord_locale(lord)
+ return here === LOC_NORTH_SEA || here === LOC_IRISH_SEA || here === LOC_ENGLISH_CHANNEL
+}
+
+function goto_disembark() {
+ if (has_lords_at_sea()) {
+ game.state = "disembark"
+ } else {
+ end_disembark()
+ }
+}
+
+function end_disembark() {
+ game.who = NOBODY
+ set_active_enemy()
+ if (has_lords_at_sea())
+ goto_disembark()
+ else {
+ set_active(P1)
+ goto_victory_check()
+ }
+}
+
+function do_disembark() {
+ let roll = roll_die()
+ let success = roll >= 5
+
+ log(`Disembark: (>4) ${success ? HIT[roll] : MISS[roll]}`)
+
+ return success
+}
+
+function has_safe_ports(sea) {
+ for (let loc of find_ports(sea))
+ if (!has_enemy_lord(loc))
+ return true
+ return false
+}
+
+states.disembark = {
+ inactive: "Disembark",
+ prompt() {
+ view.prompt = "Disembark your lords at sea."
+ let done = true
+ if (game.who === NOBODY) {
+ 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)
+ for (let loc of find_ports(sea))
+ if (!has_enemy_lord(loc))
+ gen_action_locale(loc)
+ }
+ if (done) {
+ view.actions.done = 1
+ }
+ },
+ lord(lord) {
+ if (do_disembark()) {
+ if (has_safe_ports(get_lord_locale(lord))) {
+ game.who = lord
+ } else {
+ no_safe_disembark(lord)
+ }
+ } else {
+ shipwreck(lord)
+ }
+ },
+ locale(loc) {
+ successful_disembark(game.who, loc)
+ },
+ done() {
+ end_disembark()
+ },
+}
+
+function successful_disembark(lord, loc) {
+ set_lord_locale(lord, loc)
+ set_lord_moved(lord, 1)
+ levy_burgundians(lord)
+ game.who = NOBODY
+ goto_feed()
+}
+
+function shipwreck(lord) {
+ disband_influence_penalty(lord)
+ disband_lord(lord, true)
+}
+
+function no_safe_disembark(lord) {
+ disband_lord(lord)
+}
+
+function disband_influence_penalty(lord) {
+ let influence = data.lords[lord].influence
+
+ for (let v = first_vassal; v <= last_vassal; v++) {
+ if (is_vassal_mustered_with(v, lord)) {
+ influence += 1
+ }
+ }
+
+ if (game.active === LANCASTER)
+ game.ip -= influence
+ else
+ game.ip += influence
+}
+
+function goto_advance_campaign() {
+ game.turn++
+
+ log_h1("Levy " + current_turn_name())
+ goto_levy_arts_of_war()
+}
+
+// === 4.8.3 END CAMPAIGN: VICTORY CHECK ===
+
+function goto_victory_check() {
+ if (!(check_scenario_end_victory() || check_campaign_victory() || check_threshold_victory())) {
+ if (set_has(GROW_TURNS, current_turn())) {
+ do_grow()
+ } else if (set_has(WASTE_TURNS, current_turn())) {
+ do_waste()
+ } else {
+ goto_reset()
+ }
+ }
+}
+
+// === 4.8.4 END CAMPAIGN: GROW ===
+
+function do_grow() {
+ log("Grow:")
+ logi("Changing all Depleted locales to Normal.")
+ logi("Changing all Exhausted locales to Depleted.")
+
+ for (let x = first_locale; x <= last_locale; x++) {
+ refresh_locale(x)
+ }
+ goto_reset()
+}
+
+// === 4.8.5 END CAMPAIGN: WASTE ===
+
+function do_waste() {
+ log("Waste:")
+ logi("Removing half of all lords provinder, carts, and ships.")
+ logi("Resetting Lords Coin and Troops to initial values.")
+ for (let x = first_lord; x <= last_lord; x++) {
+ if (is_lord_on_map(x)) {
+ do_lord_waste(x)
+ }
+ }
+
+ goto_reset()
+}
+
+function do_lord_waste(lord) {
+ remove_half(lord, PROV)
+ remove_half(lord, CART)
+ remove_half(lord, SHIP)
+ set_lord_assets(lord, COIN, data.lords[lord].assets.coin)
+ muster_lord_forces(lord)
+}
+
+function remove_half(lord, type) {
+ set_lord_assets(lord, type, Math.ceil(get_lord_assets(lord, type) / 2))
+}
+
+// === 4.8.6 END CAMPAIGN: RESET (DISCARD ARTS OF WAR) ===
+
+function goto_reset() {
+ game.state = "reset"
+
+ // Discard "This Campaign" events from play.
+ discard_friendly_events("this_campaign")
+}
+
+states.reset = {
+ inactive: "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) {
+ 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) {
+ if (set_has(game.hand_l, c)) {
+ gen_action_card(c)
+ }
+ }
+ }
+ view.actions.end_discard = 1
+ },
+ card(c) {
+ push_undo()
+ if (set_has(game.hand_y, c)) {
+ log("Discarded Held card.")
+ set_delete(game.hand_y, c)
+ } else if (set_has(game.hand_l, c)) {
+ log("Discarded Held card.")
+ set_delete(game.hand_l, c)
+ }
+ },
+ end_discard() {
+ end_reset()
+ },
+}
+
+function end_reset() {
+ set_active_enemy()
+ if (game.active === P2)
+ goto_reset()
+ else
+ goto_advance_campaign()
+}
+
+// === 5.1 CAMPAIGN VICTORY ===
+
+function check_campaign_victory_york(inc_exiles = false) {
+ for (let lord = first_lancaster_lord; lord <= last_lancaster_lord; ++lord)
+ if (
+ is_lord_on_map(lord) ||
+ (inc_exiles && get_lord_locale(lord) === CALENDAR + current_turn() + 1 && get_lord_in_exile(lord))
+ )
+ return false
+ return true
+}
+
+function check_campaign_victory_lancaster(inc_exiles = false) {
+ for (let lord = first_york_lord; lord <= last_york_lord; ++lord)
+ if (
+ is_lord_on_map(lord) ||
+ (inc_exiles && get_lord_locale(lord) === CALENDAR + current_turn() + 1 && get_lord_in_exile(lord))
+ )
+ return false
+ return true
+}
+
+function check_campaign_victory() {
+ let york_v = check_campaign_victory_york(true)
+ let lancaster_v = check_campaign_victory_lancaster(true)
+
+ if (york_v && lancaster_v) {
+ goto_game_over("Draw", "The game ended in a draw.")
+ return true
+ } else if (york_v) {
+ goto_game_over(YORK, `${YORK} won a Campaign Victory!`)
+ return true
+ } else if (lancaster_v) {
+ goto_game_over(LANCASTER, `${LANCASTER} won a Campaign Victory!`)
+ return true
+ }
+
+ return false
+}
+
+function check_disband_victory() {
+ let york_v = check_campaign_victory_york()
+ let lancaster_v = check_campaign_victory_lancaster()
+
+ if (york_v && lancaster_v) {
+ goto_game_over("Draw", "The game ended in a draw.")
+ return true
+ } else if (york_v) {
+ goto_game_over(YORK, `${YORK} won a Campaign Victory!`)
+ return true
+ } else if (lancaster_v) {
+ goto_game_over(LANCASTER, `${LANCASTER} won a Campaign Victory!`)
+ return true
+ }
+
+ return false
+}
+
+// === 5.2 THRESHOLD VICTORY ===
+
+function check_threshold_victory() {
+ // This needs to change to account for graduated victory thresholds in some scenarios.
+
+ if (Math.abs(game.ip) > game.victory_check) {
+ if (game.ip > 0)
+ goto_game_over(LANCASTER, `${LANCASTER} won with ${game.ip} Influence.`)
+ else
+ goto_game_over(YORK, `${YORK} won with ${Math.abs(game.ip)} Influence.`)
+
+ return true
+ }
+
+ return false
+}
+
+// === 5.3 SCENARIO END VICTORY ===
+
+function check_scenario_end_victory() {
+ if (current_turn() === scenario_last_turn[game.scenario]) {
+ // Scenario End Victory
+
+ if (game.ip === 0)
+ goto_game_over("Draw", "The game ended in a draw.")
+ else if (game.ip > 0)
+ goto_game_over(LANCASTER, `${LANCASTER} won with ${game.ip} Influence.`)
+ else
+ goto_game_over(YORK, `${YORK} won with ${Math.abs(game.ip)} Influence.`)
+
+ return true
+ }
+ return false
+}
+
+// === 6.0 SCENARIOS ===
+
+exports.scenarios = [
+ "Ia. Henry VI",
+ "Ib. Towton",
+ "Ic. Somerset's Return",
+ "II. Warwicks' Rebellion",
+ "III. My Kingdom for a Horse",
+// TODO "I-III. Wars of the Roses",
+]
+
+const scenario_last_turn = {
+ "Ia. Henry VI": 15,
+ "Ib. Towton": 2,
+ "Ic. Somerset's Return": 8,
+ "II. Warwicks' Rebellion": 15,
+ "III. My Kingdom for a Horse": 15,
+ "I-III. Wars of the Roses": 15,
+}
+
+function is_card_in_scenario(_c) {
+ // TODO: Cards setup
+ return true
+}
+
+function muster_lord_forces(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)
+ set_lord_forces(lord, LONGBOWMEN, info.forces.longbowmen | 0)
+ set_lord_forces(lord, MILITIA, info.forces.militia | 0)
+}
+
+function muster_lord(lord, locale) {
+ let info = data.lords[lord]
+
+ set_lord_locale(lord, locale)
+
+ set_lord_assets(lord, PROV, info.assets.prov | 0)
+ set_lord_assets(lord, COIN, info.assets.coin | 0)
+
+ set_lord_assets(lord, CART, info.assets.cart | 0)
+ set_lord_assets(lord, SHIP, info.ships | 0)
+
+ muster_lord_forces(lord)
+}
+
+exports.setup = function (seed, scenario, options) {
+ game = {
+ seed,
+ scenario,
+ hidden: options.hidden ? 1 : 0,
+
+ log: [],
+ undo: [],
+
+ active: null,
+ rebel: null,
+ state: "setup_lords",
+ stack: [],
+ victory_check: 0,
+ influence: 0,
+
+ hand_y: [],
+ hand_l: [],
+ plan_y: [],
+ plan_l: [],
+
+ turn: 0,
+ events: [], // this levy/this campaign cards
+
+ pieces: {
+ // per lord data
+ locale: [],
+ assets: [],
+ forces: [],
+ routed: [],
+ capabilities: [], // TODO map card -> lord instead of lord+slot -> card
+ moved: [],
+ in_exile: 0,
+
+ // per vassal data
+ vassals: Array(vassal_count).fill(VASSAL_OUT_OF_PLAY),
+
+ // per locale data
+ depleted: [],
+ exhausted: [],
+ favourl: [],
+ favoury: [],
+ },
+
+ flags: {
+ first_action: 0,
+ first_march_highway: 0,
+ free_levy: 0,
+ free_parley_henry:0,
+ free_parley_gloucester:0,
+ burgundians:0,
+ bloody:0,
+ london_for_york:0,
+ surprise_landing:0,
+ sail_to_port: 0,
+ march_to_port: 0,
+ parliament_votes:0,
+ succession:0,
+ jack_cade:0,
+ commons_militia:0,
+ swap_battle_attacker:0,
+ supply_depot:0,
+ loyalty_and_trust:0,
+ warden_of_the_marches:0,
+ naval_blockade:0
+ },
+
+ command: NOBODY,
+ actions: 0,
+ group: 0,
+ intercept_group: 0,
+ who: NOBODY,
+ where: NOWHERE,
+ what: NOTHING,
+ which: NOTHING,
+ count: 0,
+ event_data: 0,
+
+ supply: 0,
+ march: 0,
+ battle: 0,
+ spoils: 0,
+ parley: 0,
+ }
+
+ log_h1(scenario)
+
+ switch (scenario) {
+ default:
+ case "Ia. Henry VI":
+ setup_Ia()
+ break
+ case "Ib. Towton":
+ setup_Ib()
+ break
+ case "Ic. Somerset's Return":
+ setup_Ic()
+ break
+ case "II. Warwicks' Rebellion":
+ setup_II()
+ break
+ case "III. My Kingdom for a Horse":
+ setup_III()
+ break
+ case "I-III. Wars of the Roses":
+ setup_ItoIII()
+ break
+ }
+
+ update_aliases()
+
+ goto_setup_lords()
+
+ return game
+}
+
+function setup_Ia() {
+ game.turn = 1 << 1
+
+ game.rebel = YORK
+ game.active = YORK
+ game.victory_check = 40
+ game.influence = 0
+ muster_lord(LORD_YORK, LOC_ELY)
+ muster_lord(LORD_MARCH, LOC_LUDLOW)
+ muster_lord(LORD_HENRY_VI, LOC_LONDON)
+ muster_lord(LORD_SOMERSET_1, LOC_LONDON)
+
+ set_lord_calendar(LORD_NORTHUMBERLAND_L, 2)
+ set_lord_calendar(LORD_EXETER_1, 3)
+ set_lord_calendar(LORD_BUCKINGHAM, 5)
+ set_lord_calendar(LORD_SALISBURY, 2)
+ set_lord_calendar(LORD_WARWICK_Y, 3)
+ set_lord_calendar(LORD_RUTLAND, 5)
+
+ add_favourl_marker(LOC_LONDON)
+ add_favourl_marker(LOC_WELLS)
+ add_favourl_marker(LOC_SCOTLAND)
+ add_favourl_marker(LOC_FRANCE)
+
+ add_favoury_marker(LOC_ELY)
+ add_favoury_marker(LOC_LUDLOW)
+ add_favoury_marker(LOC_BURGUNDY)
+ add_favoury_marker(LOC_IRELAND)
+
+ setup_vassals()
+}
+
+function setup_Ib() {
+ game.turn = 1 << 1
+
+ game.rebel = YORK
+ game.active = YORK
+ game.victory_check = 45
+ game.influence = 0
+ muster_lord(LORD_NORFOLK, LOC_LONDON)
+ muster_lord(LORD_WARWICK_Y, LOC_LONDON)
+ muster_lord(LORD_MARCH, LOC_LUDLOW)
+ muster_lord(LORD_EXETER_1, LOC_NEWCASTLE)
+ muster_lord(LORD_SOMERSET_1, LOC_NEWCASTLE)
+ muster_lord(LORD_NORTHUMBERLAND_L, LOC_CARLISLE)
+
+ add_favourl_marker(LOC_ST_ALBANS)
+ add_favourl_marker(LOC_SCARBOROUGH)
+ add_favourl_marker(LOC_NEWCASTLE)
+ add_favourl_marker(LOC_BAMBURGH)
+ add_favourl_marker(LOC_HEXHAM)
+ add_favourl_marker(LOC_APPLEBY)
+ add_favourl_marker(LOC_CARLISLE)
+ add_favourl_marker(LOC_SCOTLAND)
+ add_favourl_marker(LOC_FRANCE)
+
+ add_favoury_marker(LOC_LONDON)
+ add_favoury_marker(LOC_CALAIS)
+ add_favoury_marker(LOC_GLOUCESTER)
+ add_favoury_marker(LOC_HEREFORD)
+ add_favoury_marker(LOC_OXFORD)
+ add_favoury_marker(LOC_SALISBURY)
+ add_favoury_marker(LOC_WINCHESTER)
+ add_favoury_marker(LOC_GUILDFORD)
+ add_favoury_marker(LOC_ARUNDEL)
+ add_favoury_marker(LOC_HASTINGS)
+ add_favoury_marker(LOC_DOVER)
+ add_favoury_marker(LOC_ROCHESTER)
+ add_favoury_marker(LOC_CANTERBURY)
+ add_favoury_marker(LOC_SOUTHAMPTON)
+ add_favoury_marker(LOC_BURGUNDY)
+ add_favoury_marker(LOC_IRELAND)
+
+ setup_vassals([ VASSAL_FAUCONBERG, VASSAL_NORFOLK ])
+ muster_vassal(VASSAL_FAUCONBERG, LORD_MARCH)
+}
+
+function setup_Ic() {
+ game.turn = 5 << 1
+
+ game.rebel = YORK
+ game.active = YORK
+ game.victory_check = 40
+ game.influence = 6
+ muster_lord(LORD_WARWICK_Y, LOC_LONDON)
+ muster_lord(LORD_MARCH, LOC_LONDON)
+ muster_lord(LORD_SOMERSET_1, LOC_BAMBURGH)
+
+ set_lord_calendar(LORD_HENRY_VI, 5)
+
+ add_favourl_marker(LOC_SCARBOROUGH)
+ add_favourl_marker(LOC_NEWCASTLE)
+ add_favourl_marker(LOC_BAMBURGH)
+ add_favourl_marker(LOC_HEXHAM)
+ add_favourl_marker(LOC_APPLEBY)
+ add_favourl_marker(LOC_CARLISLE)
+ add_favourl_marker(LOC_HARLECH)
+ add_favourl_marker(LOC_PEMBROKE)
+ add_favourl_marker(LOC_CARDIFF)
+ add_favourl_marker(LOC_CHESTER)
+ add_favourl_marker(LOC_LANCASTER)
+ add_favourl_marker(LOC_SCOTLAND)
+ add_favourl_marker(LOC_FRANCE)
+
+ add_favoury_marker(LOC_LONDON)
+ add_favoury_marker(LOC_CALAIS)
+ add_favoury_marker(LOC_LUDLOW)
+ add_favoury_marker(LOC_HEREFORD)
+ add_favoury_marker(LOC_SALISBURY)
+ add_favoury_marker(LOC_WINCHESTER)
+ add_favoury_marker(LOC_GUILDFORD)
+ add_favoury_marker(LOC_ARUNDEL)
+ add_favoury_marker(LOC_HASTINGS)
+ add_favoury_marker(LOC_DOVER)
+ add_favoury_marker(LOC_ROCHESTER)
+ add_favoury_marker(LOC_CANTERBURY)
+ add_favoury_marker(LOC_SOUTHAMPTON)
+ add_favoury_marker(LOC_BURGUNDY)
+ add_favoury_marker(LOC_IRELAND)
+
+ setup_vassals()
+}
+
+function setup_II() {
+ game.turn = 1 << 1
+
+ game.rebel = LANCASTER
+ game.active = LANCASTER
+ game.victory_check = 40
+ game.influence = 0
+ muster_lord(LORD_EDWARD_IV, LOC_LONDON)
+ muster_lord(LORD_PEMBROKE, LOC_PEMBROKE)
+ muster_lord(LORD_WARWICK_L, LOC_CALAIS)
+ muster_lord(LORD_CLARENCE, LOC_YORK)
+ muster_lord(LORD_JASPER_TUDOR_1, LOC_HARLECH)
+
+ set_lord_calendar(LORD_DEVON, 1)
+ set_lord_calendar(LORD_GLOUCESTER_1, 9)
+ set_lord_calendar(LORD_NORTHUMBERLAND_Y1, 9)
+ set_lord_calendar(LORD_MARGARET, 9)
+ set_lord_in_exile(LORD_MARGARET)
+ set_lord_calendar(LORD_SOMERSET_2, 9)
+ set_lord_in_exile(LORD_SOMERSET_2)
+ set_lord_calendar(LORD_OXFORD, 9)
+ set_lord_in_exile(LORD_OXFORD)
+ set_lord_calendar(LORD_EXETER_2, 9)
+ set_lord_in_exile(LORD_EXETER_2)
+
+ add_favourl_marker(LOC_CALAIS)
+ add_favourl_marker(LOC_YORK)
+ add_favourl_marker(LOC_HARLECH)
+ add_favourl_marker(LOC_COVENTRY)
+ add_favourl_marker(LOC_WELLS)
+ add_favourl_marker(LOC_FRANCE)
+
+ add_favoury_marker(LOC_LONDON)
+ add_favoury_marker(LOC_ELY)
+ add_favoury_marker(LOC_LUDLOW)
+ add_favoury_marker(LOC_CARLISLE)
+ add_favoury_marker(LOC_PEMBROKE)
+ add_favoury_marker(LOC_EXETER)
+ add_favoury_marker(LOC_BURGUNDY)
+
+ setup_vassals([ VASSAL_DEVON, VASSAL_OXFORD ])
+
+ // TODO: Add Foreign Haven rule
+ // TODO: Add Skaky Allies rules
+}
+
+function setup_III() {
+ game.turn = 1 << 1
+
+ game.rebel = LANCASTER
+ game.active = LANCASTER
+ game.victory_check = 40
+ game.influence = 0
+ muster_lord(LORD_RICHARD_III, LOC_LONDON)
+ muster_lord(LORD_NORTHUMBERLAND_Y2, LOC_CARLISLE)
+ muster_lord(LORD_NORFOLK, LOC_ARUNDEL)
+ muster_lord(LORD_HENRY_TUDOR, LOC_FRANCE)
+ muster_lord(LORD_JASPER_TUDOR_2, LOC_FRANCE)
+ muster_lord(LORD_OXFORD, LOC_FRANCE)
+
+ add_favourl_marker(LOC_FRANCE)
+ add_favourl_marker(LOC_OXFORD)
+ add_favourl_marker(LOC_HARLECH)
+ add_favourl_marker(LOC_PEMBROKE)
+
+ add_favoury_marker(LOC_BURGUNDY)
+ add_favoury_marker(LOC_LONDON)
+ add_favoury_marker(LOC_CALAIS)
+ add_favoury_marker(LOC_CARLISLE)
+ add_favoury_marker(LOC_ARUNDEL)
+ add_favoury_marker(LOC_YORK)
+ add_favoury_marker(LOC_GLOUCESTER)
+
+ setup_vassals([ VASSAL_OXFORD, VASSAL_NORFOLK ])
+}
+
+function setup_ItoIII() {
+ game.turn = 1 << 1
+
+ game.rebel = YORK
+ game.active = YORK
+ game.victory_check = 45
+ game.influence = 0
+ muster_lord(LORD_YORK, LOC_ELY)
+ muster_lord(LORD_MARCH, LOC_LUDLOW)
+ muster_lord(LORD_HENRY_VI, LOC_LONDON)
+ muster_lord(LORD_SOMERSET_1, LOC_WELLS)
+
+ set_lord_calendar(LORD_NORTHUMBERLAND_L, 1)
+ set_lord_calendar(LORD_EXETER_1, 3)
+ set_lord_calendar(LORD_BUCKINGHAM, 5)
+ set_lord_calendar(LORD_SALISBURY, 2)
+ set_lord_calendar(LORD_WARWICK_Y, 3)
+ set_lord_calendar(LORD_RUTLAND, 5)
+
+ add_favourl_marker(LOC_LONDON)
+ add_favourl_marker(LOC_WELLS)
+ add_favourl_marker(LOC_SCOTLAND)
+ add_favourl_marker(LOC_FRANCE)
+
+ add_favoury_marker(LOC_ELY)
+ add_favoury_marker(LOC_LUDLOW)
+ add_favoury_marker(LOC_BURGUNDY)
+ add_favoury_marker(LOC_IRELAND)
+
+ setup_vassals()
+}
+
+// === 6.0 CAMPAIGN ===
+/*
+
+function should_remove_Y28_event_card() {
+ return game.scenario !== "I-III. Wars of the Roses"
+}
+
+function has_Y28_happened() {
+ //TODO: Scenario IIY and IIL when Y28 happens.
+ return false
+}
+
+function add_card_scenario(c) {
+ // TODO: Add card in scenario
+}
+
+function remove_card_scenario(c) {
+ //TODO: Remove card in scenario
+}
+
+function setup_II_Y() {
+ game.turn = 1 << 1
+ game.scenario = "IIY. The Kingmaker"
+ game.rebel = LANCASTER
+ game.active = LANCASTER
+ game.victory_check = 45
+ game.influence = 0
+
+ for (let lord = first_lord; lord <= last_lord; lord++) {
+ if (is_lord_in_play(lord)) {
+ disband_lord(lord, false)
+ }
+ }
+ for (let loc = first_locale; loc <= last_locale; loc++) {
+ remove_exhausted_marker(loc)
+ remove_depleted_marker(loc)
+ remove_favourl_marker(loc)
+ remove_favoury_marker(loc)
+ }
+ discard_events("this_levy")
+ discard_events("hold")
+ discard_events("this_campaign")
+
+ // Setup
+ // Yorkist setup
+ // TODO: Add cards Y1-Y13, Y25, Y26, Y27, Y29, Y30
+
+ if (is_lord_in_play(LORD_RUTLAND) && main_york_heir !== LORD_RUTLAND) {
+ muster_lord(LORD_RUTLAND, LOC_CANTERBURY)
+ add_favoury_marker(LOC_CANTERBURY)
+ }
+
+ set_lord_calendar(LORD_DEVON, 1)
+ set_lord_calendar(LORD_GLOUCESTER_1, 9)
+ set_lord_calendar(LORD_NORTHUMBERLAND_Y1, 9)
+
+ if (main_york_heir === LORD_YORK) {
+ muster_lord(LORD_YORK, LOC_CANTERBURY)
+ add_favoury_marker(LOC_LONDON)
+ if (is_lord_in_play(LORD_MARCH)) {
+ muster_lord(LORD_MARCH, LOC_LUDLOW)
+ }
+ // TODO: Add cards Y14, Y18, Y19, Y20
+ }
+
+ if (main_york_heir === LORD_MARCH) {
+ muster_lord(LORD_EDWARD_IV, LOC_LONDON)
+ // Removed because he can't appear in scenario III
+ disband_lord(LORD_MARCH, true)
+ // TODO: Add cards Y23, Y24, Y28, Y31
+ }
+
+ if (main_york_heir === LORD_RUTLAND) {
+ muster_lord(LORD_RUTLAND, LOC_LONDON)
+ // TODO: Add cards Y20, Y21, Y28, Y35
+ }
+
+ // If < 2 heirs, muster Pembroke
+ if ((main_york_heir === LORD_RUTLAND || main_york_heir === LORD_GLOUCESTER_1)
+ || (main_york_heir === LORD_EDWARD_IV && !is_lord_in_play(LORD_RUTLAND))) {
+ muster_lord(LORD_PEMBROKE, LOC_PEMBROKE)
+ }
+
+ // Lancaster setup
+ // TODO: Add cards L1-L3, L5-L13, L23, L24, L25, L29, L30, L36
+
+ if (main_lancaster_heir === LORD_HENRY_VI) {
+ set_lord_calendar(LORD_HENRY_VI, 9)
+ set_lord_in_exile(LORD_HENRY_VI)
+ // TODO: Add L17, L18, L20, L21
+ }
+ if (main_lancaster_heir === LORD_MARGARET) {
+ set_lord_calendar(LORD_MARGARET, 9)
+ set_lord_in_exile(LORD_MARGARET)
+
+ // TODO: Add L27, L28, L31 + L26 Special rule
+ }
+ if (main_lancaster_heir === LORD_SOMERSET_1 || main_lancaster_heir === LORD_SOMERSET_2) {
+ // TODO: Add cards L20, L21, L27
+ }
+
+ if (is_lord_in_play(LORD_SOMERSET_1)) {
+ set_lord_calendar(LORD_SOMERSET_1, 9)
+ set_lord_in_exile(LORD_SOMERSET_1)
+ }
+ else if (is_lord_in_play(LORD_SOMERSET_2)) {
+ set_lord_calendar(LORD_SOMERSET_2, 9)
+ set_lord_in_exile(LORD_SOMERSET_2)
+ }
+
+ muster_lord(LORD_WARWICK_L, LOC_CALAIS)
+ muster_lord(LORD_CLARENCE, LOC_YORK)
+ muster_lord(LORD_JASPER_TUDOR_1, LOC_HARLECH)
+ set_lord_calendar(LORD_OXFORD, 9)
+ set_lord_in_exile(LORD_OXFORD)
+ set_lord_calendar(LORD_EXETER_2, 9)
+ set_lord_in_exile(LORD_EXETER_2)
+
+ add_favourl_marker(LOC_CALAIS)
+ add_favourl_marker(LOC_YORK)
+ add_favourl_marker(LOC_HARLECH)
+ add_favourl_marker(LOC_COVENTRY)
+ add_favourl_marker(LOC_WELLS)
+
+ add_favoury_marker(LOC_LONDON)
+ add_favoury_marker(LOC_ELY)
+ add_favoury_marker(LOC_LUDLOW)
+ add_favoury_marker(LOC_CARLISLE)
+ add_favoury_marker(LOC_PEMBROKE)
+ add_favoury_marker(LOC_EXETER)
+
+ // Exile box setup
+ add_favourl_marker(LOC_FRANCE)
+ add_favoury_marker(LOC_BURGUNDY)
+
+ setup_vassals([ VASSAL_DEVON, VASSAL_OXFORD ])
+
+ // TODO: Add Foreign Haven rule
+ // TODO: Add Skaky Allies rules
+ // TODO: Natural causes rule
+
+}
+
+function setup_II_L() {
+ game.turn = 1 << 1
+ game.scenario = "IIL. Lancastrian Legitimacy Fades"
+ game.rebel = YORK
+ game.active = YORK
+ game.victory_check = 40
+ game.influence = 0
+
+ for (let lord = first_lord; lord <= last_lord; lord++) {
+ if (is_lord_in_play(lord)) {
+ disband_lord(lord, false)
+ }
+ }
+ for (let loc = first_locale; loc <= last_locale; loc++) {
+ remove_exhausted_marker(loc)
+ remove_depleted_marker(loc)
+ remove_favourl_marker(loc)
+ remove_favoury_marker(loc)
+ }
+ discard_events("this_levy")
+ discard_events("hold")
+ discard_events("this_campaign")
+
+ // Setup
+ // Lancaster setup
+ // TODO: Add cards L1-L3, L5-L13, L18, L19, L20, L21, L25, L29, L34
+
+ if (main_lancaster_heir === LORD_HENRY_VI) {
+ muster_lord(LORD_HENRY_VI, LOC_LONDON)
+ // TODO: Add L15, L17
+ if (is_lord_in_play(LORD_SOMERSET_1)) {
+ muster_lord(LORD_SOMERSET_1, LOC_WELLS)
+ }
+ if (is_lord_in_play(LORD_SOMERSET_2)) {
+ muster_lord(LORD_SOMERSET_2, LOC_WELLS)
+ }
+ }
+
+ if (main_lancaster_heir === LORD_MARGARET) {
+ set_lord_calendar(LORD_MARGARET, 1)
+ // TODO: Add L27, L31 + L26 Special rule
+ if (is_lord_in_play(LORD_SOMERSET_1)) {
+ muster_lord(LORD_SOMERSET_1, LOC_WELLS)
+ }
+ if (is_lord_in_play(LORD_SOMERSET_2)) {
+ muster_lord(LORD_SOMERSET_2, LOC_WELLS)
+ }
+ }
+ if (main_lancaster_heir === LORD_SOMERSET_1 || main_lancaster_heir === LORD_SOMERSET_2) {
+ // TODO: Add cards L16, L27
+ muster_lord(LORD_SOMERSET_1, LOC_LONDON)
+ if (main_lancaster_heir === LORD_SOMERSET_2) {
+ // Somerset 2 cylinder replaced by Somerset 1 cylinder
+ disband_lord(LORD_SOMERSET_2, true)
+ }
+ }
+
+ // Yorkist setup
+ // TODO: Add cards Y1-Y13, Y15, Y16, Y17, Y22, Y28, Y29, Y31, Y34
+
+ if (main_york_heir === LORD_YORK) {
+ set_lord_calendar(LORD_YORK, 7)
+ set_lord_in_exile(LORD_YORK)
+ // TODO: Add cards Y14, Y20
+ }
+
+ if (main_york_heir === LORD_MARCH) {
+ set_lord_calendar(LORD_MARCH, 7)
+ set_lord_in_exile(LORD_MARCH)
+ // TODO: Add cards Y20, 21
+ }
+
+ if (main_york_heir === LORD_RUTLAND) {
+ set_lord_calendar(LORD_MARCH, 7)
+ // TODO: Add cards Y20, Y21
+ }
+
+ if (main_york_heir === LORD_GLOUCESTER_1) {
+ // TODO: Add cards Y25, Y30
+ }
+
+ if (is_lord_in_play(LORD_MARCH) && main_york_heir !== LORD_MARCH) {
+ set_lord_calendar(LORD_MARCH, 7)
+ set_lord_in_exile(LORD_MARCH)
+ }
+
+ if (is_lord_in_play(LORD_RUTLAND) && main_york_heir !== LORD_RUTLAND) {
+ set_lord_calendar(LORD_RUTLAND, 7)
+ set_lord_in_exile(LORD_RUTLAND)
+ }
+ if (is_lord_in_play(LORD_GLOUCESTER_1) && main_york_heir !== LORD_GLOUCESTER_1) {
+ set_lord_calendar(LORD_GLOUCESTER_1, 7)
+ set_lord_in_exile(LORD_GLOUCESTER_1)
+ }
+
+ muster_lord(LORD_WARWICK_Y, LOC_CALAIS)
+ muster_lord(LORD_SALISBURY, LOC_YORK)
+ muster_lord(LORD_PEMBROKE, LOC_PEMBROKE)
+ muster_lord(LORD_JASPER_TUDOR_1, LOC_HARLECH)
+ set_lord_calendar(LORD_DEVON, 1)
+ set_lord_calendar(LORD_OXFORD, 2)
+ set_lord_calendar(LORD_EXETER_2, 2)
+ set_lord_calendar(LORD_NORTHUMBERLAND_L, 8)
+
+ add_favourl_marker(LOC_LONDON)
+ add_favourl_marker(LOC_HARLECH)
+ add_favourl_marker(LOC_OXFORD)
+ add_favourl_marker(LOC_WELLS)
+ add_favourl_marker(LOC_EXETER)
+ add_favourl_marker(LOC_CARLISLE)
+
+ add_favoury_marker(LOC_CALAIS)
+ add_favoury_marker(LOC_YORK)
+ add_favoury_marker(LOC_ELY)
+ add_favoury_marker(LOC_LUDLOW)
+ add_favoury_marker(LOC_PEMBROKE)
+
+ // Exile box setup
+ add_favourl_marker(LOC_FRANCE)
+ add_favoury_marker(LOC_BURGUNDY)
+
+ setup_vassals([ VASSAL_DEVON, VASSAL_OXFORD ])
+
+ // TODO: Add Foreign Haven rule
+ // TODO: Add Shaky Allies rules
+ // TODO: Natural causes rule
+
+}
+
+function setup_III_Y() {
+ game.turn = 1 << 1
+ game.scenario = "IIIY. New Rivals"
+ game.rebel = LANCASTER
+ game.active = LANCASTER
+ game.victory_check = 45
+ game.influence = 0
+
+ if (!is_lord_in_play(LORD_YORK)) {
+ game.influence += 8
+ }
+ if (!is_lord_in_play(LORD_MARCH) && !is_lord_in_play(LORD_EDWARD_IV)) {
+ game.influence += 8
+ }
+ if (!is_lord_in_play(LORD_RUTLAND)) {
+ game.influence += 8
+ }
+ if (!is_lord_in_play(LORD_GLOUCESTER_1) && !is_lord_in_play(LORD_GLOUCESTER_2) && !is_lord_in_play(LORD_RICHARD_III)) {
+ game.influence += 8
+ }
+ if (!is_lord_in_play(LORD_HENRY_VI)) {
+ game.influence -= 8
+ }
+ if (!is_lord_in_play(LORD_HENRY_VI) && !is_lord_in_play(LORD_MARGARET)) {
+ game.influence -= 8
+ }
+ if (!is_lord_in_play(LORD_SOMERSET_1)) {
+ game.influence -= 8
+ }
+ if (!is_lord_in_play(LORD_SOMERSET_1) && !is_lord_in_play(LORD_SOMERSET_2)) {
+ game.influence -= 8
+ }
+
+ for (let lord = first_lord; lord <= last_lord; lord++) {
+ if (is_lord_in_play(lord)) {
+ disband_lord(lord, false)
+ }
+ }
+ for (let loc = first_locale; loc <= last_locale; loc++) {
+ remove_exhausted_marker(loc)
+ remove_depleted_marker(loc)
+ remove_favourl_marker(loc)
+ remove_favoury_marker(loc)
+ }
+ discard_events("this_levy")
+ discard_events("hold")
+ discard_events("this_campaign")
+
+ // Yorkist Setup
+ // TODO: Add Y1-Y13, Y36
+
+ if (has_Y28_happened()) {
+ if (is_lord_in_play(LORD_RUTLAND) && (is_lord_in_play(LORD_GLOUCESTER_1) || is_lord_in_play(LORD_GLOUCESTER_2) || is_lord_in_play(LORD_RICHARD_III))) {
+ // If Gloucester (any) and Rutland, Rutland dies
+ disband_lord(LORD_RUTLAND, true)
+ }
+ }
+
+ if (main_york_heir === LORD_RUTLAND && (!is_lord_in_play(LORD_GLOUCESTER_1) && !is_lord_in_play(LORD_GLOUCESTER_2))) {
+ // If Rutland is lone heir, Rutland dies
+ disband_lord(LORD_RUTLAND, true)
+ //Warwick becomes king
+ muster_lord(LORD_WARWICK_Y, LOC_LONDON)
+ add_favoury_marker(LOC_LONDON)
+ muster_lord(LORD_SALISBURY, LOC_YORK)
+ add_favoury_marker(LOC_YORK)
+
+ // TODO: Add Y16, Y17, Y22
+ }
+
+ // If only 1 is alive
+ if (main_york_heir === LORD_YORK && !is_lord_in_play(LORD_MARCH) && !is_lord_in_play(LORD_RUTLAND) && !is_lord_in_play(LORD_GLOUCESTER_1)) {
+ muster_lord(LORD_NORTHUMBERLAND_Y2, LOC_CARLISLE)
+ add_favoury_marker(LOC_CARLISLE)
+
+ // TODO: Add Y37
+ }
+ if ((main_york_heir === LORD_MARCH || main_york_heir === LORD_EDWARD_IV) && !is_lord_in_play(LORD_RUTLAND) && !is_lord_in_play(LORD_GLOUCESTER_1)) {
+ muster_lord(LORD_NORTHUMBERLAND_Y2, LOC_CARLISLE)
+ add_favoury_marker(LOC_CARLISLE)
+ // TODO: Add Y37
+ }
+ if (main_york_heir === LORD_GLOUCESTER_1 || main_york_heir === LORD_RICHARD_III) {
+ muster_lord(LORD_NORTHUMBERLAND_Y2, LOC_CARLISLE)
+ add_favoury_marker(LOC_CARLISLE)
+ // TODO: Add Y37
+ }
+ muster_lord(LORD_NORFOLK, LOC_ARUNDEL)
+ add_favoury_marker(LOC_ARUNDEL)
+
+ if (main_york_heir === LORD_YORK) {
+ // TODO: Add Y14, Y21
+ if (is_lord_in_play(LORD_MARCH)) {
+ muster_lord(LORD_MARCH, LOC_LUDLOW)
+ add_favoury_marker(LOC_LUDLOW)
+ // Add Y20
+ // Only 2 heirs can stay
+ disband_lord(LORD_RUTLAND, true)
+ disband_lord(LORD_GLOUCESTER_1, true)
+ }
+ if (!is_lord_in_play(LORD_MARCH) && is_lord_in_play(LORD_RUTLAND)) {
+ muster_lord(LORD_RUTLAND, LOC_CANTERBURY)
+ add_favoury_marker(LOC_CANTERBURY)
+ // TODO: Add Y20
+ }
+ if (is_lord_in_play(LORD_GLOUCESTER_1)) {
+ muster_lord(LORD_GLOUCESTER_1, LOC_GLOUCESTER)
+ add_favoury_marker(LOC_GLOUCESTER)
+ // TODO: Y34
+ }
+ }
+ if (main_york_heir === LORD_MARCH || main_york_heir === LORD_EDWARD_IV) {
+ muster_lord(LORD_EDWARD_IV, LOC_LONDON)
+ add_favoury_marker(LOC_LONDON)
+
+ // If Edward IV is on the map, remove March
+ disband_lord(LORD_MARCH, true)
+ // TODO: Add Y23, Y24
+ if (is_lord_in_play(LORD_RUTLAND)) {
+ muster_lord(LORD_RUTLAND, LOC_CANTERBURY)
+ add_favoury_marker(LOC_CANTERBURY)
+ // TODO: Add Y31
+ }
+ if (is_lord_in_play(LORD_GLOUCESTER_1)) {
+ muster_lord(LORD_GLOUCESTER_1, LOC_GLOUCESTER)
+ add_favoury_marker(LOC_GLOUCESTER)
+ // TODO: Add Y28, Y34
+ }
+
+ }
+ if (main_york_heir === LORD_RUTLAND) {
+ muster_lord(LORD_RUTLAND, LOC_LONDON)
+ add_favoury_marker(LOC_LONDON)
+ // TODO: Add Y20, Y21
+ if (is_lord_in_play(LORD_GLOUCESTER_1)) {
+ muster_lord(LORD_GLOUCESTER_2, LOC_LONDON)
+ // If Rutland is King, golden gloucester 2 arrives and gloucester 1 is gone
+ disband_lord(LORD_GLOUCESTER_1, true)
+ // TODO: Add Y34
+ }
+ }
+ if (main_york_heir === LORD_GLOUCESTER_1) {
+ muster_lord(LORD_RICHARD_III, LOC_LONDON)
+ add_favoury_marker(LOC_LONDON)
+ // if Richard III is here, both gloucester are gone
+ disband_lord(LORD_GLOUCESTER_1, true)
+ disband_lord(LORD_GLOUCESTER_2, true)
+ // TODO: Add Y32, Y33
+ }
+
+ // Lancaster setup
+ // TODO: Add L1-L13, L34, L35, L36, L37
+
+ if (main_lancaster_heir === LORD_HENRY_VI || main_lancaster_heir === LORD_MARGARET) {
+ muster_lord(LORD_MARGARET, LOC_FRANCE)
+ // TODO: Add L27, L31 + L26 Edward
+ // Only one heir
+ disband_lord(LORD_HENRY_VI, true)
+ disband_lord(LORD_SOMERSET_1, true)
+ disband_lord(LORD_SOMERSET_2, true)
+ }
+ // If Margaret not here and Edward IV not king
+ if (!is_lord_on_map(LORD_MARGARET) && main_york_heir !== LORD_EDWARD_IV) {
+ muster_lord(LORD_HENRY_TUDOR, LOC_FRANCE)
+ // TODO: Add L32, L35
+ disband_lord(LORD_SOMERSET_1, true)
+ disband_lord(LORD_SOMERSET_2, true)
+ }
+ if (!is_lord_on_map(LORD_MARGARET) && !is_lord_on_map(LORD_HENRY_TUDOR)) {
+ muster_lord(LORD_WARWICK_L, LOC_CALAIS)
+ add_favourl_marker(LOC_CALAIS)
+ // TODO: Add L23, L30
+ }
+
+ if (is_lord_on_map(LORD_MARGARET) || is_lord_on_map(LORD_HENRY_TUDOR)) {
+ muster_lord(LORD_OXFORD, LOC_FRANCE)
+ add_favourl_marker(LOC_OXFORD)
+ muster_lord(LORD_JASPER_TUDOR_2, LOC_FRANCE)
+ add_favoury_marker(LOC_PEMBROKE)
+ }
+ else if (is_lord_on_map(LORD_WARWICK_L)) {
+ muster_lord(LORD_OXFORD, LOC_CALAIS)
+ add_favourl_marker(LOC_OXFORD)
+ muster_lord(LORD_JASPER_TUDOR_2, LOC_CALAIS)
+ add_favoury_marker(LOC_PEMBROKE)
+ }
+ else {
+ throw Error("Error Lancastrian setup III.Y")
+ }
+
+ // Exile box setup
+ add_favourl_marker(LOC_FRANCE)
+ add_favoury_marker(LOC_BURGUNDY)
+
+ setup_vassals([ VASSAL_OXFORD, VASSAL_NORFOLK ])
+}
+
+function setup_III_L() {
+ game.turn = 1 << 1
+ game.scenario = "IIIL. Yorkists Last Stand"
+ game.rebel = YORK
+ game.active = YORK
+ game.victory_check = 45
+ game.influence = 0
+
+ if (!is_lord_in_play(LORD_YORK)) {
+ game.influence += 8
+ }
+ if (!is_lord_in_play(LORD_MARCH) && !is_lord_in_play(LORD_EDWARD_IV)) {
+ game.influence += 8
+ }
+ if (!is_lord_in_play(LORD_RUTLAND)) {
+ game.influence += 8
+ }
+ if (!is_lord_in_play(LORD_GLOUCESTER_1) && !is_lord_in_play(LORD_GLOUCESTER_2) && !is_lord_in_play(LORD_RICHARD_III)) {
+ game.influence += 8
+ }
+ if (!is_lord_in_play(LORD_HENRY_VI)) {
+ game.influence -= 8
+ }
+ if (!is_lord_in_play(LORD_HENRY_VI) && !is_lord_in_play(LORD_MARGARET)) {
+ game.influence -= 8
+ }
+ if (!is_lord_in_play(LORD_SOMERSET_1)) {
+ game.influence -= 8
+ }
+ if (!is_lord_in_play(LORD_SOMERSET_1) && !is_lord_in_play(LORD_SOMERSET_2)) {
+ game.influence -= 8
+ }
+
+ for (let lord = first_lord; lord <= last_lord; lord++) {
+ if (is_lord_in_play(lord)) {
+ disband_lord(lord, false)
+ }
+ }
+ for (let loc = first_locale; loc <= last_locale; loc++) {
+ remove_exhausted_marker(loc)
+ remove_depleted_marker(loc)
+ remove_favourl_marker(loc)
+ remove_favoury_marker(loc)
+ }
+ discard_events("this_levy")
+ discard_events("hold")
+ discard_events("this_campaign")
+
+ // Lancaster Setup
+ // TODO: Add L1-L13, L25, L34, L36
+
+ if (main_lancaster_heir === LORD_HENRY_VI) {
+ muster_lord(LORD_HENRY_VI, LOC_LONDON)
+ // TOOD: Add L15, L17
+ }
+ if (main_lancaster_heir === LORD_MARGARET) {
+ muster_lord(LORD_MARGARET, LOC_LONDON)
+ // TODO: Add L27, L31
+ }
+ if (main_lancaster_heir === LORD_SOMERSET_1) {
+ muster_lord(LORD_SOMERSET_1, LOC_LONDON)
+ add_favourl_marker(LOC_WELLS)
+ // TODO: Add L18, L20, L27
+ }
+ // Should never happen but as a failsafe
+ if (main_lancaster_heir === LORD_SOMERSET_2) {
+ muster_lord(LORD_SOMERSET_1, LOC_LONDON)
+ add_favourl_marker(LOC_WELLS)
+ disband_lord(LORD_SOMERSET_2, true)
+ // TODO: Add L18, L20, L27
+ }
+ muster_lord(LORD_OXFORD, LOC_OXFORD)
+ muster_lord(LORD_JASPER_TUDOR_2, LOC_PEMBROKE)
+ add_favourl_marker(LOC_OXFORD)
+ add_favourl_marker(LOC_PEMBROKE)
+ add_favourl_marker(LOC_LONDON)
+
+ // York Setup
+ // TOOD: Add Y1-Y13, Y36
+
+ if (has_Y28_happened()) {
+ if (is_lord_in_play(LORD_GLOUCESTER_1) || is_lord_in_play(LORD_GLOUCESTER_2) || is_lord_in_play(LORD_RICHARD_III)) {
+ // If Gloucester (any), all other yorkist heir dies
+ disband_lord(LORD_YORK, true)
+ disband_lord(LORD_RUTLAND, true)
+ disband_lord(LORD_MARCH, true)
+ disband_lord(LORD_EDWARD_IV, true)
+ disband_lord(LORD_GLOUCESTER_1, true)
+ disband_lord(LORD_RICHARD_III, true)
+ muster_lord(LORD_GLOUCESTER_2, LOC_BURGUNDY)
+ // TODO: Add Y35
+ }
+ }
+
+ if (main_york_heir === LORD_YORK) {
+ muster_lord(LORD_YORK, LOC_BURGUNDY)
+ add_favoury_marker(LOC_ELY)
+ // TODO: Add Y14, Y18
+ if (is_lord_in_play(LORD_MARCH)) {
+ // Only next highest heir alive
+ disband_lord(LORD_RUTLAND, true)
+ disband_lord(LORD_GLOUCESTER_1, true)
+ disband_lord(LORD_GLOUCESTER_2, true)
+ muster_lord(LORD_MARCH, LOC_BURGUNDY)
+ add_favoury_marker(LOC_LUDLOW)
+ //TODO: Add Y20
+ }
+ else if (!is_lord_in_play(LORD_MARCH) && is_lord_in_play(LORD_RUTLAND)) {
+ // Only next highest heir alive
+ disband_lord(LORD_GLOUCESTER_1, true)
+ disband_lord(LORD_GLOUCESTER_2, true)
+ muster_lord(LORD_RUTLAND, LOC_BURGUNDY)
+ add_favoury_marker(LOC_CANTERBURY)
+ //TODO: Add Y20
+ }
+ else if (!is_lord_in_play(LORD_MARCH) && !is_lord_in_play(LORD_RUTLAND) && (is_lord_in_play(LORD_GLOUCESTER_1) || is_lord_in_play(LORD_GLOUCESTER_2))) {
+ // Final Scenario, and no succession rule
+ disband_lord(LORD_GLOUCESTER_2, true)
+ muster_lord(LORD_GLOUCESTER_1, LOC_BURGUNDY)
+ add_favoury_marker(LOC_GLOUCESTER)
+ // TODO: Add Y4
+ }
+ else {
+ // If York alone
+ muster_lord(LORD_SALISBURY, LOC_BURGUNDY)
+ add_favoury_marker(LOC_YORK)
+ //TODO: Add Y17, Y22
+ }
+ }
+ if (main_york_heir === LORD_MARCH || main_york_heir === LORD_RUTLAND) {
+ // If March or Rutland is highest heir, Warwick takes the lead
+ disband_lord(LORD_MARCH, true)
+ disband_lord(LORD_RUTLAND, true)
+ muster_lord(LORD_WARWICK_Y, LOC_CALAIS)
+ add_favoury_marker(LOC_CALAIS)
+ //TODO: Add Y16
+ }
+
+ if (main_york_heir === LORD_WARWICK_Y) {
+ muster_lord(LORD_NORFOLK, LOC_CALAIS)
+ muster_lord(LORD_SALISBURY, LOC_CALAIS)
+ add_favoury_marker(LOC_CALAIS)
+ //TODO: Add Y17, Y22
+ }
+ else (
+ muster_lord(LORD_NORFOLK, LOC_BURGUNDY)
+ )
+
+ if (main_york_heir === LORD_GLOUCESTER_1) {
+ disband_lord(LORD_GLOUCESTER_1, true)
+ muster_lord(LORD_GLOUCESTER_2, LOC_BURGUNDY)
+ muster_lord(LORD_SALISBURY, LOC_BURGUNDY)
+ //TODO: Add Y17, Y22
+ }
+
+ add_favoury_marker(LOC_ARUNDEL)
+
+ // Exile box setup
+ add_favourl_marker(LOC_FRANCE)
+ add_favoury_marker(LOC_BURGUNDY)
+
+ setup_vassals([ VASSAL_OXFORD, VASSAL_NORFOLK ])
+}
+
+// FULL SCENARIO HEIR
+function get_main_york_heir() {
+ if (is_lord_in_play(LORD_YORK))
+ return LORD_YORK
+ if (!is_lord_in_play(LORD_YORK) && is_lord_in_play(LORD_MARCH))
+ return LORD_MARCH
+ if (!is_lord_in_play(LORD_YORK) && !is_lord_in_play(LORD_MARCH) && is_lord_in_play(LORD_EDWARD_IV))
+ return LORD_EDWARD_IV
+ if (!is_lord_in_play(LORD_YORK) && !is_lord_in_play(LORD_MARCH) && !is_lord_in_play(LORD_EDWARD_IV) && is_lord_in_play(LORD_RUTLAND))
+ return LORD_RUTLAND
+ if (!is_lord_in_play(LORD_YORK) && !is_lord_in_play(LORD_MARCH) && !is_lord_in_play(LORD_EDWARD_IV) && !is_lord_in_play(LORD_RUTLAND) && (is_lord_in_play(LORD_GLOUCESTER_1) || is_lord_in_play(LORD_GLOUCESTER_2) || is_lord_in_play(LORD_RICHARD_III)))
+ return LORD_GLOUCESTER_1
+ if (!is_lord_in_play(LORD_YORK) && !is_lord_in_play(LORD_MARCH) && !is_lord_in_play(LORD_EDWARD_IV) && !is_lord_in_play(LORD_RUTLAND) && !is_lord_in_play(LORD_GLOUCESTER_1) && !is_lord_in_play(LORD_GLOUCESTER_2) && !is_lord_in_play(LORD_RICHARD_III))
+ return LORD_WARWICK_Y
+}
+
+function get_main_lancaster_heir() {
+ if (is_lord_in_play(LORD_HENRY_VI))
+ return LORD_HENRY_VI
+ if (!is_lord_in_play(LORD_HENRY_VI) && is_lord_in_play(LORD_MARGARET))
+ return LORD_MARGARET
+ if (!is_lord_in_play(LORD_HENRY_VI) && !is_lord_in_play(LORD_MARGARET) && is_lord_in_play(LORD_SOMERSET_1))
+ return LORD_SOMERSET_1
+ if (!is_lord_in_play(LORD_HENRY_VI) && !is_lord_in_play(LORD_MARGARET) && !is_lord_in_play(LORD_SOMERSET_1) && is_lord_in_play(LORD_SOMERSET_2))
+ return LORD_SOMERSET_2
+ if (!is_lord_in_play(LORD_HENRY_VI) && !is_lord_in_play(LORD_MARGARET) && !is_lord_in_play(LORD_SOMERSET_1) && !is_lord_in_play(LORD_SOMERSET_2) && is_lord_in_play(LORD_HENRY_TUDOR))
+ return LORD_HENRY_TUDOR
+ if (!is_lord_in_play(LORD_HENRY_VI) && !is_lord_in_play(LORD_MARGARET) && !is_lord_in_play(LORD_SOMERSET_1) && !is_lord_in_play(LORD_SOMERSET_2) && !is_lord_in_play(LORD_HENRY_TUDOR) && is_lord_in_play(LORD_WARWICK_L))
+ return LORD_WARWICK_L
+}
+
+*/
+
+// === CAPABILITY: MUSTER EFFECTS ===
+
+// When a lord levies a capability, its muster vassal applies instantly.
+function capability_muster_effects(lord, c) {
+ if (c === AOW_LANCASTER_MONTAGU)
+ muster_vassal(VASSAL_MONTAGU, lord)
+
+ if (c === AOW_LANCASTER_MY_FATHERS_BLOOD)
+ muster_vassal(VASSAL_CLIFFORD, lord)
+
+ if (c === AOW_LANCASTER_ANDREW_TROLLOPE)
+ muster_vassal(VASSAL_TROLLOPE, lord)
+
+ if (c === AOW_LANCASTER_EDWARD)
+ muster_vassal(VASSAL_EDWARD, lord)
+
+ if (c === AOW_LANCASTER_THOMAS_STANLEY) {
+ muster_vassal(VASSAL_THOMAS_STANLEY, lord)
+ game.flags.free_levy = 1
+ }
+
+ if (c === AOW_YORK_HASTINGS) {
+ add_lord_forces(lord, MEN_AT_ARMS, 2)
+ muster_vassal(VASSAL_HASTINGS, lord)
+ }
+
+ if (c === AOW_YORK_FAIR_ARBITER && is_friendly_locale(get_lord_locale(LORD_SALISBURY))) {
+ game.count += 1
+ }
+ if (c === AOW_YORK_FALLEN_BROTHER && !is_lord_in_play(LORD_CLARENCE)) {
+ game.count += 1
+ }
+
+ if (c === AOW_YORK_BURGUNDIANS) {
+ if (is_seaport(get_lord_locale(lord) && !is_exile(get_lord_locale(lord)))) {
+ add_lord_forces(lord, BURGUNDIANS, 2)
+ logi(AOW_YORK_BURGUNDIANS)
+ game.flags.burgundians = 1
+ }
+ else {
+ game.flags.burgundians = 0
+ }
+ }
+}
+
+// === CAPABILITY: LORDSHIP EFFECTS ===
+
+// When a lord levies a capability, its +Lordship effects apply instantly.
+function lordship_effects(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))
+ game.count += 1
+ if (is_event_in_play(EVENT_YORK_EDWARD_V) && (lord === LORD_GLOUCESTER_1 || lord === LORD_GLOUCESTER_2))
+ game.count += 3
+ if (is_lancaster_lord(lord) && is_event_in_play(EVENT_LANCASTER_PARLIAMENT_VOTES)) {
+ game.flags.parliament_votes = 1
+ }
+ if (is_york_lord(lord) && is_jack_cade_eligible(lord)) {
+ game.flags.jack_cade = 2
+ }
+ if (is_york_lord(lord) && is_event_in_play(EVENT_YORK_SUCCESSION)) {
+ game.flags.succession = 1
+ }
+}
+
+// === CAPABILITY: SOLDIERS OF FORTUNE ===
+
+states.soldiers_of_fortune = {
+ inactive: "Levy Troops",
+ prompt() {
+ view.prompt = `Pay 1 Coin for Mercenaries ${lord_name[game.who]}.`
+ let done = true
+ if (done) {
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
+ if (is_lord_unfed(lord) && can_pay_from_shared(lord)) {
+ if (get_lord_assets(lord, COIN) > 0) {
+ gen_action_coin(lord)
+ done = false
+ }
+ }
+ }
+ }
+ // Done
+ if (done) {
+ view.prompt = "Soldiers of fortune: Done."
+ view.actions.end_sof = 1
+ }
+ },
+ coin(lord) {
+ push_undo()
+ let here = get_lord_locale(game.who)
+ let here_type = data.locales[here].type
+ let number = get_lord_forces(game.who, MERCENARIES)
+ let merc = 0
+ if (!lord_has_capability(game.who, AOW_YORK_WOODWILLES))
+ deplete_locale(here)
+
+ switch (here_type) {
+ case "calais":
+ add_lord_forces(game.who, MEN_AT_ARMS, 2)
+ add_lord_forces(game.who, LONGBOWMEN, 1)
+ break
+ case "london":
+ add_lord_forces(game.who, MEN_AT_ARMS, 1)
+ add_lord_forces(game.who, LONGBOWMEN, 1)
+ add_lord_forces(game.who, MILITIA, 1)
+ break
+ case "harlech":
+ add_lord_forces(game.who, MEN_AT_ARMS, 1)
+ add_lord_forces(game.who, LONGBOWMEN, 2)
+ break
+ case "city":
+ add_lord_forces(game.who, LONGBOWMEN, 1)
+ add_lord_forces(game.who, MILITIA, 1)
+ break
+ case "town":
+ add_lord_forces(game.who, MILITIA, 2)
+ break
+ case "fortress":
+ add_lord_forces(game.who, MEN_AT_ARMS, 1)
+ add_lord_forces(game.who, MILITIA, 1)
+ break
+ }
+ if (game.flags.free_levy === 1) {
+ ++game.count
+ game.flags.free_levy = 0
+ }
+ if (number === 5)
+ merc = 1
+ else
+ merc = 2
+ add_lord_assets(lord, COIN, -1)
+ add_lord_forces(game.who, MERCENARIES, merc)
+ set_lord_unfed(game.who, 0)
+ },
+ end_sof() {
+ end_soldiers_of_fortune()
+ },
+ card: action_held_event,
+}
+
+function end_soldiers_of_fortune() {
+ goto_the_kings_name("Soldiers of Fortune")
+}
+
+// === CAPABILITY: COMMISSION OF ARRAY ===
+
+states.commission_of_array = {
+ inactive: "Levy Troops",
+ prompt() {
+ view.prompt = `Lord troops adjacent to ${lord_name[game.who]}.`
+ let done = true
+ let here = get_lord_locale(game.who)
+ if (done) {
+ for (let next of data.locales[here].adjacent) {
+ if (is_friendly_locale(next) && lord_has_capability(game.who, AOW_LANCASTER_COMMISION_OF_ARRAY) && (!has_exhausted_marker(next) && !is_exile(next))) {
+ done = false
+ gen_action_locale(next)
+ }
+ }
+ }
+ // Done
+ if (done) {
+ view.prompt = "Commission of Array: Done."
+ view.actions.end_coa = 1
+ }
+ },
+ locale(loc) {
+ push_undo()
+ let loc_type = data.locales[loc].type
+ deplete_locale(loc)
+
+ switch (loc_type) {
+ case "calais":
+ add_lord_forces(game.who, MEN_AT_ARMS, 2)
+ add_lord_forces(game.who, LONGBOWMEN, 1)
+ break
+ case "london":
+ add_lord_forces(game.who, MEN_AT_ARMS, 1)
+ add_lord_forces(game.who, LONGBOWMEN, 1)
+ add_lord_forces(game.who, MILITIA, 1)
+ break
+ case "harlech":
+ add_lord_forces(game.who, MEN_AT_ARMS, 1)
+ add_lord_forces(game.who, LONGBOWMEN, 2)
+ break
+ case "city":
+ add_lord_forces(game.who, LONGBOWMEN, 1)
+ add_lord_forces(game.who, MILITIA, 1)
+ break
+ case "town":
+ add_lord_forces(game.who, MILITIA, 2)
+ break
+ case "fortress":
+ add_lord_forces(game.who, MEN_AT_ARMS, 1)
+ add_lord_forces(game.who, MILITIA, 1)
+ break
+ }
+ if (game.flags.free_levy === 1) {
+ ++game.count
+ game.flags.free_levy = 0
+ }
+ end_commission_of_array()
+ },
+ card: action_held_event,
+}
+
+function end_commission_of_array() {
+ goto_the_kings_name("Commission of Array")
+}
+
+// === CAPABILITY: WE DONE DEEDS OF CHARITY ===
+
+function eligible_charity() {
+ let lord = find_lord_with_capability_card(AOW_YORK_WE_DONE_DEEDS_OF_CHARITY)
+ if (lord !== NOBODY && get_shared_assets(lord, PROV) > 0)
+ return true
+ return false
+}
+
+function goto_we_done_deeds_of_charity() {
+ set_active(YORK)
+ game.state = "we_done_deeds_of_charity"
+ game.count = 2
+}
+
+states.we_done_deeds_of_charity = {
+ inactive: "We done needs of charity",
+ prompt() {
+ view.prompt = "We done deeds of charity: Pay up to two Provender for +1 Influence point each."
+ let lord = find_lord_with_capability_card(AOW_YORK_WE_DONE_DEEDS_OF_CHARITY)
+ let here = get_lord_locale(lord)
+ if (game.count > 0) {
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
+ if (get_lord_locale(lord) === here && (get_lord_assets(lord, PROV) > 0)) {
+ gen_action_prov(lord)
+ }
+ }
+ }
+ view.actions.done = 1
+ },
+ prov(lord) {
+ push_undo()
+ increase_york_influence(1)
+ add_lord_assets(lord, PROV, -1)
+ game.count--
+ },
+ done() {
+ clear_undo()
+ logi(`${AOW_YORK_WE_DONE_DEEDS_OF_CHARITY}`)
+ log("York paid " + game.count + " provender to add " + game.count + " Influence Points")
+ game.count = 0
+
+ // TODO: who should be active?
+ goto_disembark()
+ },
+}
+
+// === CAPABILITY: MERCHANTS ===
+
+function can_action_merchants() {
+ let loc = get_lord_locale(game.command)
+ if (game.actions <= 0)
+ return false
+
+ if (lord_has_capability(game.command, AOW_LANCASTER_MERCHANTS) && count_deplete(loc) > 0)
+ return true
+ else
+ return false
+}
+
+function goto_merchants() {
+ game.count = count_deplete(get_lord_locale(game.command))
+ game.state = "merchants"
+ init_influence_check(game.command)
+}
+
+states.merchants = {
+ inactive: "Merchants",
+ prompt() {
+ view.prompt = "Merchants: Succeed an influence check to remove Depleted markers"
+ prompt_influence_check()
+ },
+ spend1: add_influence_check_modifier_1,
+ spend3: add_influence_check_modifier_2,
+ check() {
+ let results = do_influence_check()
+ log(`Attempt to C${AOW_LANCASTER_MERCHANTS} with %${game.command} ${results.success ? "Successful" : "Failed"}: (${range(results.rating)}) ${results.success ? HIT[results.roll] : MISS[results.roll]}`)
+ if (results.success) {
+ merchants_success()
+ } else {
+ end_merchants_attempt()
+ }
+ }
+}
+function merchants_success() {
+ game.state = "merchants_success"
+}
+
+states.merchants_success = {
+ inactive: "Merchants Success",
+ prompt() {
+ view.prompt = `Remove Depleted/Exhausted markers`
+ deplete_merchants()
+ if (game.count === 0) {
+ view.actions.done = 1
+ }
+ },
+ locale(loc) {
+ push_undo()
+ remove_depleted_marker(loc)
+ remove_exhausted_marker(loc)
+ --game.count
+ if (game.count === 0) {
+ end_merchants_attempt()
+ }
+ },
+ done(){
+ end_merchants_attempt()
+ }
+}
+
+function end_merchants_attempt() {
+ spend_action(1)
+ game.count = 0
+ push_undo()
+ end_influence_check()
+ resume_command()
+}
+
+function deplete_merchants() {
+ let here = get_lord_locale(game.command)
+ for (let next of data.locales[here].adjacent) {
+ if (has_exhausted_marker(next) || has_depleted_marker(next))
+ gen_action_locale(next)
+ }
+ if (has_exhausted_marker(here) || has_depleted_marker(here))
+ gen_action_locale(here)
+}
+
+function count_deplete(loc) {
+ let n = 0
+ for (let next of data.locales[loc].adjacent) {
+ if (has_exhausted_marker(next) || has_depleted_marker(next)) {
+ ++n
+ }
+ }
+ if (has_exhausted_marker(loc) || has_depleted_marker(loc)) {
+ ++n
+ }
+ if (n > 1)
+ n = 2
+ return n
+}
+
+// === CAPABILITY: BURGUNDIANS ===
+
+function levy_burgundians(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)
+ game.flags.burgundians = 1
+ }
+}
+
+// === CAPABILITY: NAVAL BLOCKADE ===
+
+function parley_through_sea(start, 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)) {
+ 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, 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)) {
+ return true
+ }
+ }
+}
+
+function roll_naval_blockade() {
+ push_state("naval_blockade")
+}
+
+// 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") {
+ do_sail(game.where)
+ }
+ }
+ 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 = NOTHING
+ },
+}
+
+// === CAPABILITY: AGITATORS ===
+
+function can_action_agitators() {
+ let here = get_lord_locale(game.command)
+ if (game.actions <= 0)
+ return false
+ if (lord_has_capability(game.command, AOW_YORK_AGITATORS)) {
+ for (let next of data.locales[here].adjacent) {
+ if (!has_exhausted_marker(next) && !is_friendly_locale(next))
+ return true
+ }
+ }
+ else
+ return false
+}
+
+function goto_agitators() {
+ game.count = count_deplete(get_lord_locale(game.command))
+ game.state = "agitators"
+}
+
+states.agitators = {
+ inactive: "Agitators",
+ prompt() {
+ view.prompt = "Agitators: Add a depleted marker or flip to exhausted adjacent"
+ deplete_agitators()
+ },
+ locale(loc) {
+ push_undo()
+ if (has_depleted_marker(loc)) {
+ add_exhausted_marker(loc)
+ }
+ else {
+ add_depleted_marker(loc)
+ }
+ end_agitators()
+ },
+}
+
+function deplete_agitators() {
+ let here = get_lord_locale(game.command)
+ for (let next of data.locales[here].adjacent) {
+ if (!has_exhausted_marker(next) && !is_friendly_locale(next))
+ gen_action_locale(next)
+ }
+}
+
+function end_agitators() {
+ spend_action(1)
+ push_undo()
+ resume_command()
+}
+
+// === CAPABILITY: HERALDS ===
+
+function can_action_heralds() {
+ if (game.actions <= 0)
+ return false
+
+ if (!is_first_action())
+ return false
+ // at a seaport
+ let here = get_lord_locale(game.command)
+ if (!is_seaport(here))
+ return false
+
+ if (!lord_has_capability(game.command, AOW_LANCASTER_HERALDS))
+ return false
+
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
+ if (is_lord_on_calendar(lord))
+ return true
+ }
+ return false
+}
+
+function goto_heralds() {
+ game.state = "heralds"
+}
+
+states.heralds = {
+ inactive: "Heralds",
+ prompt() {
+ view.prompt = "Heralds: Choose a Lord on calendar to shift him to next turn box"
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
+ if (is_lord_on_calendar(lord))
+ gen_action_lord(lord)
+ }
+ },
+ lord(other) {
+ goto_heralds_attempt(other)
+ },
+}
+
+function goto_heralds_attempt(lord) {
+ game.what = lord
+ game.state = "heralds_attempt"
+ init_influence_check(game.command)
+}
+
+states.heralds_attempt = {
+ inactive: "Heralds Attempt",
+ prompt() {
+ view.prompt = `Attempt to shift ${lord_name[game.what]} to next Turn Box. `
+ prompt_influence_check()
+ },
+ spend1: add_influence_check_modifier_1,
+ spend3: add_influence_check_modifier_2,
+ check() {
+ let results = do_influence_check()
+ log(`Attempt to shift L${game.what} ${results.success ? "Successful" : "Failed"}: (${range(results.rating)}) ${results.success ? HIT[results.roll] : MISS[results.roll]}`)
+
+ if (results.success) {
+ game.who = game.what
+ set_lord_calendar(game.who, current_turn() + 1)
+ }
+
+ end_heralds_attempt()
+ },
+}
+
+function end_heralds_attempt() {
+ end_influence_check()
+ spend_all_actions()
+ resume_command()
+}
+
+// === EVENTS: IMMEDIATE ===
+
+function goto_immediate_event(c) {
+ switch (c) {
+ // This Levy / Campaign
+ case EVENT_LANCASTER_BE_SENT_FOR:
+ set_add(game.events, c)
+ return end_immediate_event()
+ case EVENT_LANCASTER_SEAMANSHIP:
+ set_add(game.events, c)
+ return end_immediate_event()
+ case EVENT_LANCASTER_FORCED_MARCHES:
+ set_add(game.events, c)
+ return end_immediate_event()
+ case EVENT_LANCASTER_RISING_WAGES:
+ set_add(game.events, c)
+ return end_immediate_event()
+ case EVENT_LANCASTER_NEW_ACT_OF_PARLIAMENT:
+ set_add(game.events, c)
+ return end_immediate_event()
+ case EVENT_LANCASTER_MY_CROWN_IS_IN_MY_HEART:
+ set_add(game.events, c)
+ return end_immediate_event()
+ case EVENT_LANCASTER_PARLIAMENT_VOTES:
+ set_add(game.events, c)
+ return end_immediate_event()
+ case EVENT_LANCASTER_FRENCH_FLEET:
+ set_add(game.events, c)
+ return end_immediate_event()
+ case EVENT_LANCASTER_BUCKINGHAMS_PLOT:
+ set_add(game.events, c)
+ return end_immediate_event()
+ case EVENT_LANCASTER_MARGARET_BEAUFORT:
+ set_add(game.events, c)
+ return end_immediate_event()
+ case EVENT_LANCASTER_THE_EARL_OF_RICHMOND:
+ set_add(game.events, c)
+ return end_immediate_event()
+
+ case EVENT_YORK_JACK_CADE:
+ set_add(game.events, c)
+ return end_immediate_event()
+ case EVENT_YORK_SEAMANSHIP:
+ set_add(game.events, c)
+ return end_immediate_event()
+ case EVENT_YORK_YORKISTS_BLOCK_PARLIAMENT:
+ set_add(game.events, c)
+ return end_immediate_event()
+ case EVENT_YORK_EXILE_PACT:
+ set_add(game.events, c)
+ return end_immediate_event()
+ case EVENT_YORK_RICHARD_OF_YORK:
+ set_add(game.events, c)
+ return end_immediate_event()
+ case EVENT_YORK_THE_COMMONS:
+ set_add(game.events, c)
+ return end_immediate_event()
+ case EVENT_YORK_SUCCESSION:
+ set_add(game.events, c)
+ return end_immediate_event()
+ case EVENT_YORK_LOYALTY_AND_TRUST:
+ set_add(game.events, c)
+ return end_immediate_event()
+ case EVENT_YORK_OWAIN_GLYNDWR:
+ set_add(game.events, c)
+ return end_immediate_event()
+ case EVENT_YORK_GLOUCESTER_AS_HEIR:
+ set_add(game.events, c)
+ return end_immediate_event()
+ case EVENT_YORK_DORSET:
+ set_add(game.events, c)
+ return end_immediate_event()
+ case EVENT_YORK_THE_KINGS_NAME:
+ set_add(game.events, c)
+ return end_immediate_event()
+ case EVENT_YORK_EDWARD_V:
+ set_add(game.events, c)
+ return end_immediate_event()
+ case EVENT_YORK_AN_HONEST_TALE_SPEEDS_BEST:
+ set_add(game.events, c)
+ return end_immediate_event()
+ case EVENT_YORK_PRIVY_COUNCIL:
+ set_add(game.events, c)
+ return end_immediate_event()
+
+ // Immediate effect
+ // Discard - Immediate Events
+ case EVENT_LANCASTER_SCOTS:
+ return goto_lancaster_event_scots()
+ case EVENT_LANCASTER_HENRY_PRESSURES_PARLIAMENT:
+ return goto_lancaster_event_henry_pressures_parliament()
+ case EVENT_LANCASTER_HENRYS_PROCLAMATION:
+ return goto_lancaster_event_henrys_proclamation()
+ case EVENT_LANCASTER_FRENCH_TROOPS:
+ return goto_lancaster_event_french_troops()
+ case EVENT_LANCASTER_WARWICKS_PROPAGANDA:
+ return goto_warwicks_propaganda()
+ case EVENT_LANCASTER_WARWICKS_PROPAGANDA2:
+ return goto_warwicks_propaganda()
+ case EVENT_LANCASTER_WELSH_REBELLION:
+ return goto_lancaster_event_welsh_rebellion()
+ case EVENT_LANCASTER_HENRY_RELEASED:
+ return goto_lancaster_event_henry_released()
+ case EVENT_LANCASTER_LUNIVERSELLE_ARAGNE:
+ return goto_lancaster_event_luniverselle_aragne()
+ case EVENT_LANCASTER_TO_WILFUL_DISOBEDIANCE:
+ return goto_lancaster_event_to_wilful_disobediance()
+ case EVENT_LANCASTER_FRENCH_WAR_LOANS:
+ return goto_lancaster_event_french_war_loans()
+ case EVENT_LANCASTER_ROBINS_REBELLION:
+ return goto_lancaster_event_robins_rebellion()
+ case EVENT_LANCASTER_TUDOR_BANNERS:
+ return goto_lancaster_event_tudor_banners()
+ case EVENT_YORK_TAX_COLLECTORS:
+ return goto_york_event_tax_collectors()
+ case EVENT_YORK_LONDON_FOR_YORK:
+ return goto_york_event_london_for_york()
+ case EVENT_YORK_SHEWOLF_OF_FRANCE:
+ return goto_york_event_shewolf_of_france()
+ case EVENT_YORK_SIR_RICHARD_LEIGH:
+ return goto_york_event_sir_richard_leigh()
+ case EVENT_YORK_CHARLES_THE_BOLD:
+ return goto_york_event_charles_the_bold()
+ case EVENT_YORK_DUBIOUS_CLARENCE:
+ return goto_dubious_clarence()
+ case EVENT_YORK_YORKIST_NORTH:
+ return goto_york_event_yorkist_north()
+ case EVENT_YORK_EARL_RIVERS:
+ return goto_york_event_earl_rivers()
+ default:
+ log("NOT IMPLEMENTED")
+ return end_immediate_event()
+ }
+}
+
+function end_immediate_event() {
+ resume_levy_arts_of_war()
+}
+
+// === EVENT: LANCASTER SCOTS ===
+
+function goto_lancaster_event_scots() {
+ game.state = "scots"
+ game.count = []
+ game.who = NOBODY
+}
+
+function end_lancaster_event_scots() {
+ game.count = 0
+ game.who = NOBODY
+ end_immediate_event()
+}
+
+states.scots = {
+ inactive: "Scots",
+ prompt() {
+ view.prompt = "Scots: You may add 1 Men-at-Arms and 1 Militia to each Lord."
+ for (let lord = first_lancaster_lord; lord <= last_lancaster_lord; lord++) {
+ if (is_lord_on_map(lord) && map_get(game.count, lord, 0) < 3) {
+ gen_action_lord(lord)
+ }
+ }
+
+ if (game.who !== NOBODY) {
+ let troops = map_get(game.count, game.who, 0)
+ if ((troops & 1) === 0)
+ view.actions.add_militia = 1
+ if ((troops & 2) === 0)
+ view.actions.add_men_at_arms = 1
+ }
+ view.actions.done = 1
+ },
+ done() {
+ end_lancaster_event_scots()
+ },
+ add_militia() {
+ add_lord_forces(game.who, MILITIA, 1)
+ let troops = map_get(game.count, game.who, 0)
+ map_set(game.count, game.who, troops + 1)
+ if (troops !== 0)
+ game.who = NOBODY
+ },
+ add_men_at_arms() {
+ add_lord_forces(game.who, MEN_AT_ARMS, 1)
+ let troops = map_get(game.count, game.who, 0)
+ map_set(game.count, game.who, troops + 2)
+ if (troops !== 0)
+ game.who = NOBODY
+ },
+ lord(lord) {
+ push_undo()
+ game.who = lord
+ },
+}
+
+// === EVENT: LANCASTER HENRY PRESSURES PARLIAMENT ===
+
+function goto_lancaster_event_henry_pressures_parliament() {
+ let count = 0
+ for (let vassal = first_vassal; vassal <= last_vassal; vassal++) {
+ if (is_vassal_mustered_with_york_lord(vassal)) {
+ count++
+ }
+ }
+
+ if (count > 0) {
+ logi(`Removed ${count} York influence.`)
+ reduce_york_influence(count)
+ }
+
+ end_immediate_event()
+}
+
+// === EVENT: LANCASTER HENRY'S PROCLAMATION ===
+
+function goto_lancaster_event_henrys_proclamation() {
+ for (let vassal = first_vassal; vassal <= last_vassal; vassal++) {
+ if (is_vassal_mustered_with_york_lord(vassal)) {
+ set_vassal_lord_and_service(vassal, get_vassal_lord(vassal), current_turn())
+ logi(`Vassal ${data.vassals[vassal].name} moved to current turn`)
+
+ }
+ }
+ end_immediate_event()
+}
+
+// === EVENT: LANCASTER FRENCH TROOPS ===
+
+function goto_lancaster_event_french_troops() {
+ let can_play = false
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; lord++) {
+ if (is_lord_on_map(lord) && data.seaports.includes(get_lord_locale(lord))) {
+ can_play = true
+ }
+ }
+ if (can_play) {
+ game.state = "french_troops"
+ game.who = NOBODY
+ game.count = 0
+ } else {
+ end_immediate_event()
+ }
+}
+
+function end_lancaster_event_french_troops() {
+ game.who = NOBODY
+ game.count = 0
+ end_immediate_event()
+}
+
+states.french_troops = {
+ inactive: "French Troops",
+ prompt() {
+
+ view.prompt = `Add 2 Men at Arms and 2 Militia to a Lord at a port.`
+ if (game.who === NOBODY) {
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; lord++) {
+ if (is_lord_on_map(lord) && is_seaport(get_lord_locale(lord))) {
+ gen_action_lord(lord)
+ }
+ }
+ } else {
+ view.prompt = `Add ${2-pack2_get(game.count, 0)} Men at Arms and ${2-pack2_get(game.count, 1)} Militia to ${lord_name[game.who]}.`
+ if (pack2_get(game.count, 0) < 2)
+ view.actions.add_men_at_arms = 1
+ if (pack2_get(game.count, 1) < 2)
+ view.actions.add_militia = 1
+ }
+
+ view.actions.done = 1
+ },
+ add_men_at_arms() {
+ push_undo()
+ add_lord_forces(game.who, MEN_AT_ARMS, 1)
+ let c = pack2_get(game.count, 0)
+ game.count = pack2_set(game.count, 0, c+1)
+ },
+ add_militia() {
+ push_undo()
+ add_lord_forces(game.who, MILITIA, 1)
+ let c = pack2_get(game.count, 1)
+ game.count = pack2_set(game.count, 1, c+1)
+ },
+ lord(lord) {
+ push_undo()
+ game.who = lord
+ },
+ done() {
+ end_lancaster_event_french_troops()
+ }
+}
+
+// === EVENT: WARWICKS PROPAGANDA ===
+
+function add_propaganda_target(loc) {
+ set_add(game.event_data, loc)
+}
+
+function remove_propaganda_target(loc) {
+ set_delete(game.event_data, loc)
+}
+
+function is_propaganda_target(loc) {
+ return set_has(game.event_data, loc)
+}
+
+function goto_warwicks_propaganda() {
+ let can_play = false
+ for (let loc = first_locale; loc <= last_locale; ++loc) {
+ if (has_favoury_marker(loc)) {
+ can_play = true
+ }
+ }
+
+ if (can_play) {
+ game.state = "warwicks_propaganda"
+ game.event_data = []
+ game.where = NOWHERE
+ game.count = 0
+ } else {
+ end_immediate_event()
+ }
+}
+
+states.warwicks_propaganda = {
+ inactive: "Warwick's Propaganda",
+ prompt() {
+ view.prompt = `Select up to ${3-game.count} Yorkists Locales.`
+ for (let loc = first_locale; loc <= last_locale; loc++) {
+ if (game.count < 3 && has_favoury_marker(loc) && !is_exile(loc) && !is_propaganda_target(loc)) {
+ gen_action_locale(loc)
+ }
+ }
+ view.actions.done = 1
+ },
+ locale(loc) {
+ push_undo()
+ add_propaganda_target(loc)
+ game.count++
+ },
+ done() {
+ goto_yorkist_choice()
+ }
+}
+
+function goto_yorkist_choice() {
+ game.where = NOBODY
+ set_active_enemy()
+ game.state = "warwicks_propaganda_yorkist_choice"
+}
+
+states.warwicks_propaganda_yorkist_choice = {
+ inactive: "Yorkists to choose to Pay or Remove favour",
+ prompt() {
+ view.prompt = `For each Stronghold, Pay 2 influence or Remove favour.`
+ let done = true
+ if (game.where === NOBODY) {
+ for (let loc = first_locale; loc <= last_locale; loc++) {
+ if (is_propaganda_target(loc)) {
+ gen_action_locale(loc)
+ done = false
+ }
+ }
+ if (done) {
+ view.actions.done = 1
+ }
+ } else {
+ view.actions.remove_favour = 1
+ view.actions.pay = 1
+ }
+ },
+ locale(loc) {
+ game.where = loc
+ },
+ remove_favour() {
+ push_undo()
+ remove_favoury_marker(game.where)
+ remove_propaganda_target(game.where)
+ logi(`Removed favour in ${game.where}`)
+ game.where = NOBODY
+ },
+ pay() {
+ push_undo()
+ reduce_influence(2)
+ logi(`Paid 2 to keep ${game.where}`)
+ remove_propaganda_target(game.where)
+ game.where = NOWHERE
+ },
+ done() {
+ end_warwicks_propaganda()
+ },
+}
+
+function end_warwicks_propaganda() {
+ game.event_data = 0
+ game.where = NOWHERE
+ game.count = 0
+ set_active_enemy()
+ end_immediate_event()
+}
+
+// === EVENT: WELSH REBELLION ===
+
+function goto_lancaster_event_welsh_rebellion() {
+ let can_remove_troops = false
+ let can_remove_favour = false
+ for (let lord = first_york_lord; lord <= last_york_lord; ++lord) {
+ if (is_lord_on_map(lord) && is_lord_in_wales(lord)) {
+ set_lord_moved(lord, 1)
+ can_remove_troops = true
+ }
+ }
+ for (let loc = first_locale; loc <= last_locale; loc++) {
+ if (is_wales(loc) && has_favoury_marker(loc))
+ can_remove_favour = true
+ }
+
+ if (can_remove_troops) {
+ game.state = "welsh_rebellion_remove_troops"
+ game.who = NOBODY
+ game.count = 0
+ }
+ else if (can_remove_favour) {
+ game.state = "welsh_rebellion_remove_favour"
+ game.who = NOBODY
+ game.count = 0
+ }
+ else {
+ end_immediate_event()
+ }
+}
+
+states.welsh_rebellion_remove_troops = {
+ inactive: "Welsh Rebellion \u2014 Remove troops",
+ prompt() {
+ view.prompt = `Remove 2 Troops from each enemy Lord in Wales.`
+ let done = true
+ if (game.who === NOBODY) {
+ for (let lord = first_enemy_lord; lord <= last_enemy_lord; lord++) {
+ if (is_lord_on_map(lord) && is_lord_in_wales(lord) && get_lord_moved(lord)) {
+ gen_action_lord(lord)
+ done = false
+ }
+ }
+ if (done) {
+ view.actions.done = 1
+ }
+ }
+ else {
+ view.prompt = `Remove ${game.count} Troops from ${data.lords[game.who].name}.`
+ if (get_lord_forces(game.who, BURGUNDIANS) > 0)
+ gen_action_burgundians(game.who)
+ if (get_lord_forces(game.who, MERCENARIES) > 0)
+ gen_action_mercenaries(game.who)
+ if (get_lord_forces(game.who, LONGBOWMEN) > 0)
+ gen_action_longbowmen(game.who)
+ if (get_lord_forces(game.who, MEN_AT_ARMS) > 0)
+ gen_action_men_at_arms(game.who)
+ if (get_lord_forces(game.who, MILITIA) > 0)
+ gen_action_militia(game.who)
+ }
+ },
+ lord(lord) {
+ push_undo()
+ set_lord_moved(lord, 0)
+ game.who = lord
+ game.count = 2
+ },
+ burgundians(lord) {
+ add_lord_forces(lord, BURGUNDIANS, -1)
+ if (--game.count === 0 || !lord_has_unrouted_units(lord))
+ game.who = NOBODY
+ },
+ mercenaries(lord) {
+ add_lord_forces(lord, MERCENARIES, -1)
+ if (--game.count === 0 || !lord_has_unrouted_units(lord))
+ game.who = NOBODY
+ },
+ longbowmen(lord) {
+ add_lord_forces(lord, LONGBOWMEN, -1)
+ if (--game.count === 0 || !lord_has_unrouted_units(lord))
+ game.who = NOBODY
+ },
+ men_at_arms(lord) {
+ add_lord_forces(lord, MEN_AT_ARMS, -1)
+ if (--game.count === 0 || !lord_has_unrouted_units(lord))
+ game.who = NOBODY
+ },
+ militia(lord) {
+ add_lord_forces(lord, MILITIA, -1)
+ if (--game.count === 0 || !lord_has_unrouted_units(lord))
+ game.who = NOBODY
+ },
+ done() {
+ end_welsh_rebellion_remove_troops()
+ },
+}
+
+function end_welsh_rebellion_remove_troops() {
+ for (let lord = first_york_lord; lord <= last_york_lord; ++lord) {
+ if (is_lord_on_map(lord) && is_lord_in_wales(lord) && !lord_has_unrouted_units(lord))
+ disband_lord(lord, false)
+ }
+ game.count = 0
+ game.who = NOBODY
+ end_immediate_event()
+}
+
+states.welsh_rebellion_remove_favour = {
+ inactive: "Welsh Rebellion \u2014 Remove Favour",
+ prompt() {
+ view.prompt = `Select up to ${2-game.count} Locales in Wales.`
+ for (let loc = first_locale; loc <= last_locale; loc++) {
+ if (game.count < 2 && is_wales(loc) && has_favoury_marker(loc)) {
+ gen_action_locale(loc)
+ }
+ }
+ view.actions.done = 1
+ },
+ locale(loc) {
+ push_undo()
+ remove_favoury_marker(loc)
+ logi(`Removed favour at ${data.locales[loc].name}`)
+ game.count++
+ },
+ done() {
+ end_immediate_event()
+ },
+}
+
+// === EVENT: HENRY RELEASED ===
+
+function goto_lancaster_event_henry_released() {
+ if (has_favourl_marker(LOC_LONDON)) {
+ logi(`Henry Released : 5 Influence for Lancaster`)
+ increase_lancaster_influence(5)
+ }
+ end_immediate_event()
+}
+
+// === EVENT: L'UNIVERSELLE ARAGNE ===
+
+function goto_lancaster_event_luniverselle_aragne() {
+ let can_play = false
+ for (let vassal = first_vassal; vassal <= last_vassal; vassal++) {
+ if (is_vassal_mustered_with_york_lord(vassal)) {
+ can_play = true
+ }
+ }
+ if (can_play) {
+ game.state = "aragne_1"
+ game.event_data = []
+ } else {
+ logi("No Effect")
+ end_immediate_event()
+ }
+}
+
+states.aragne_1 = {
+ inactive: "L'universelle Aragne",
+ prompt() {
+ view.prompt = "Select up to 2 Vassals"
+ if (game.event_data.length < 2) {
+ for (let v = first_vassal; v <= last_vassal; v++) {
+ if (!set_has(game.event_data, v) && is_vassal_mustered_with_york_lord(v)) {
+ gen_action_vassal(v)
+ }
+ }
+ }
+ view.actions.done = 1
+ },
+ vassal(v) {
+ push_undo()
+ set_add(game.event_data, v)
+ logi(`Vassal ${data.vassals[v].name} selected`)
+ },
+ done() {
+ push_undo()
+ goto_yorkist_aragne()
+ },
+}
+
+function goto_yorkist_aragne() {
+ set_active_enemy()
+ game.state = "aragne_2"
+}
+
+states.aragne_2 = {
+ inactive: "Influence checks",
+ prompt() {
+ view.prompt = `For Each vassal, influence check : failure disbands it`
+ let done = true
+ for (let v of game.event_data) {
+ gen_action_vassal(v)
+ done = false
+ }
+ if (done)
+ view.actions.done = 1
+ },
+ vassal(other) {
+ push_undo()
+ game.who = other
+ init_influence_check(get_vassal_lord(other))
+ game.check.push({
+ cost: 0,
+ modifier: data.vassals[other].influence * (game.active === LANCASTER ? -1 : 1),
+ source: "vassal",
+ })
+ game.state = "aragne_3"
+ },
+ done() {
+ end_universelle_aragne()
+ },
+}
+
+states.aragne_3 = {
+ inactive: `Influence check`,
+ prompt() {
+ view.prompt = `Influence check : Failure disbands ${data.vassals[game.who].name}`
+ prompt_influence_check()
+ },
+ spend1: add_influence_check_modifier_1,
+ spend3: add_influence_check_modifier_2,
+ check() {
+ let results = do_influence_check()
+ logi(`Attempt to save ${data.vassals[game.who].name} ${results.success ? "Successful" : "Failed"}: (${range(results.rating)}) ${results.success ? HIT[results.roll] : MISS[results.roll]}`)
+
+ if (!results.success) {
+ disband_vassal(game.who)
+ }
+
+ end_influence_check()
+
+ set_delete(game.event_data, game.who)
+ game.who = NOBODY
+ game.state = "aragne_2"
+ },
+}
+
+function end_universelle_aragne() {
+ game.who = NOBODY
+ game.event_data = 0
+ end_immediate_event()
+}
+
+// === EVENT: TO WILFUL DISOBEDIANCE ===
+
+function goto_lancaster_event_to_wilful_disobediance() {
+ let can_play = false
+ for (let loc = first_locale; loc <= last_locale; loc++){
+ if (has_favoury_marker(loc) && !has_enemy_lord(loc) && !has_adjacent_enemy(loc) && (has_friendly_lord(loc) || has_adjacent_friendly(loc))) {
+ can_play = true
+ }
+ }
+ if (can_play) {
+ game.state = "wilful_disobediance"
+ game.who = NOBODY
+ game.count = 0
+ } else {
+ end_immediate_event()
+ logi(`No Effect`)
+ }
+
+}
+states.wilful_disobediance = {
+ inactive: "to wilful disobediance",
+ prompt() {
+ view.prompt = `Select up to ${2-game.count} Yorkists Locales.`
+ for (let loc = first_locale; loc <= last_locale; loc++) {
+ if (
+ game.count < 2 &&
+ has_favoury_marker(loc) &&
+ !has_enemy_lord(loc) &&
+ !has_adjacent_enemy(loc) &&
+ (has_friendly_lord(loc) || has_adjacent_friendly(loc))
+ ) {
+ gen_action_locale(loc)
+ }
+ }
+ view.actions.done = 1
+ },
+ locale(loc) {
+ push_undo()
+ remove_favoury_marker(loc)
+ game.count++
+ logi(`Favour removed at ${loc}`)
+ },
+ done() {
+ logi(`No Effect`)
+ end_immediate_event()
+ }
+}
+
+// === EVENT: FRENCH WAR LOANS ===
+
+function goto_lancaster_event_french_war_loans() {
+ for (let lord = first_lancaster_lord; lord <= last_lancaster_lord; ++lord) {
+ if (is_lord_on_map(lord) && !is_lord_on_calendar(lord)) {
+ add_lord_assets(lord, PROV, 1)
+ add_lord_assets(lord, COIN, 1)
+ logi(`1 Coin and 1 Provender added to ${data.lords[lord].name}`)
+ }
+ }
+ end_immediate_event()
+}
+
+// === EVENT: ROBINS REBELLION ===
+
+function goto_lancaster_event_robins_rebellion() {
+ let can_play = false
+ for (let loc = first_locale; loc <= last_locale; loc++) {
+ if (is_north(loc) && !has_favourl_marker(loc)) {
+ can_play = true
+ }
+ }
+ if (can_play) {
+ game.state = "robins_rebellion"
+ game.who = NOBODY
+ game.count = 0
+ } else {
+ logi(`No Effect`)
+ end_immediate_event()
+ }
+}
+
+states.robins_rebellion = {
+ inactive: "Robin's Rebellion",
+ prompt() {
+ view.prompt = `Select up to ${3-game.count} Locales in North.`
+ for (let loc = first_locale; loc <= last_locale; loc++) {
+ if (game.count < 3 && is_north(loc) && !has_favourl_marker(loc)) {
+ gen_action_locale(loc)
+ }
+ }
+ view.actions.done = 1
+ },
+ locale(loc) {
+ push_undo()
+ shift_favour_toward(loc)
+ logi(`Placed/Removed favour at ${data.locales[loc].name}`)
+ game.count++
+ },
+ done() {
+ end_immediate_event()
+ }
+}
+
+// === EVENT: TUDOR BANNERS ===
+
+function tudor_banner_eligible() {
+ if (is_lord_on_map(LORD_HENRY_TUDOR) && !is_lord_on_calendar(LORD_HENRY_TUDOR)) {
+ for (let next of data.locales[get_lord_locale(LORD_HENRY_TUDOR)].adjacent) {
+ if (can_parley_at(next))
+ return true
+ }
+ }
+ return false
+}
+
+function goto_lancaster_event_tudor_banners() {
+ if (tudor_banner_eligible()) {
+ game.state = "tudor_banners"
+ game.who = NOBODY
+ } else {
+ logi(`No Effect`)
+ end_immediate_event()
+ }
+}
+
+states.tudor_banners = {
+ inactive: "Tudor banners",
+ prompt() {
+ view.prompt = `Select locales adjacent to Henry to make them Lancastrian`
+ let done = true
+ for (let next of data.locales[get_lord_locale(LORD_HENRY_TUDOR)].adjacent) {
+ if (!has_enemy_lord(next) && !has_favourl_marker(next)) {
+ gen_action_locale(next)
+ done = false
+ }
+ }
+ if (done)
+ view.actions.done = 1
+ },
+ locale(loc) {
+ push_undo()
+ remove_favoury_marker(loc)
+ add_favourl_marker(loc)
+ logi(`Placed Lancastrian favour at ${data.locales[loc].name}`)
+ },
+ done() {
+ end_immediate_event()
+ }
+}
+
+// === EVENT: TAX COLLECTORS ===
+
+function goto_york_event_tax_collectors() {
+ game.state = "tax_collectors"
+}
+
+function can_tax_collectors(lord) {
+ let here = get_lord_locale(lord)
+ if (can_tax_at(here, lord))
+ return true
+ return !!search_tax(false, here, lord)
+}
+
+states.tax_collectors = {
+ inactive: "Tax Collectors",
+ prompt() {
+ view.prompt = "Tax Collectors : You may tax for Double coin with each lord"
+ for (let lord = first_york_lord; lord <= last_york_lord; ++lord) {
+ if (!get_lord_moved(lord) && can_tax_collectors(lord))
+ gen_action_lord(lord)
+ }
+ view.actions.done = 1
+ },
+ lord(lord) {
+ push_undo()
+ set_lord_moved(lord, 0)
+ game.where = NOWHERE
+ game.who = lord
+ game.state = "tax_collectors_lord"
+ init_influence_check(lord)
+ },
+ done() {
+ end_tax_collectors()
+ },
+}
+
+states.tax_collectors_lord = {
+ inactive: "Tax Collectors",
+ prompt() {
+ view.prompt = "Tax: Select the location to tax for double."
+ if (game.where === NOWHERE) {
+ for (let loc of search_tax([], get_lord_locale(game.who), game.who))
+ gen_action_locale(loc)
+ } else {
+ view.prompt = `Tax: Attempting to tax ${data.locales[game.where].name}. `
+ prompt_influence_check()
+ }
+ },
+ locale(loc) {
+ game.where = loc
+ if (loc === data.lords[game.who].seat) {
+ // Auto succeed without influence check at Lords seat.
+ deplete_locale(game.where)
+
+ log(`Taxed %${game.where}.`)
+ add_lord_assets(game.who, COIN, get_tax_amount(game.where, game.who) * 2)
+ end_tax_collectors_lord()
+ }
+ },
+ spend1: add_influence_check_modifier_1,
+ spend3: add_influence_check_modifier_2,
+ check() {
+ let results = do_influence_check()
+ logi(`Tax : ${results.success ? "Successful" : "Failed"}: (${range(results.rating)}) ${results.success ? HIT[results.roll] : MISS[results.roll]}`)
+
+ if (results.success) {
+ deplete_locale(game.where)
+ log(`Taxed %${game.where}.`)
+ add_lord_assets(game.who, COIN, get_tax_amount(game.where, game.who) * 2)
+ } else {
+ log(`Tax of %${game.where} failed.`)
+
+ }
+ end_tax_collectors_lord()
+ },
+}
+
+function end_tax_collectors_lord() {
+ game.who = NOBODY
+ game.state = "tax_collectors"
+}
+
+function end_tax_collectors() {
+ game.where = NOWHERE
+ game.who = NOBODY
+ game.count = 0
+ end_immediate_event()
+}
+
+// === EVENT: LONDON FOR YORK ===
+
+function goto_york_event_london_for_york() {
+ let can_play = false
+ if (has_favoury_marker(LOC_LONDON)) {
+ can_play = true
+ }
+ if (can_play) {
+ game.who = NOBODY
+ game.state = "london_for_york"
+ } else {
+ logi(`No Effect`)
+ end_immediate_event()
+ }
+}
+
+states.london_for_york = {
+ inactive: "London For York",
+ prompt() {
+ view.prompt = `Select London to add a second favour marker`
+ gen_action_locale(LOC_LONDON)
+ },
+ locale(loc) {
+ push_undo()
+ game.flags.london_for_york = 1
+ logi(`Second marker placed at ${data.locales[loc].name}`)
+ logi(`Immune to Lancastrian parley unless aided by event`)
+ end_immediate_event()
+ },
+}
+
+// === EVENT: SHE-WOLF OF FRANCE ===
+
+function goto_york_event_shewolf_of_france() {
+ let can_play = false
+ for (let v = first_vassal; v <= last_vassal; v++) {
+ if (is_vassal_mustered_with_friendly_lord(v)) {
+ can_play = true
+ }
+ }
+ if (can_play) {
+ game.state = "she_wolf"
+ game.event_data = []
+ game.who = NOBODY
+ } else {
+ logi(`No Effect`)
+ end_immediate_event()
+ }
+}
+
+states.she_wolf = {
+ inactive: "She-Wolf of France",
+ prompt() {
+ view.prompt = "Shift each Yorkist Vassal's Calendar marker 1 box right."
+ let done = true
+ for (let v = first_vassal; v <= last_vassal; v++) {
+ if (!set_has(game.event_data, v) && is_vassal_mustered_with_friendly_lord(v)) {
+ gen_action_vassal(v)
+ done = false
+ }
+ }
+ if (done)
+ view.actions.done = 1
+ },
+ vassal(v) {
+ push_undo()
+ if (current_turn() < 16)
+ set_vassal_lord_and_service(v, get_vassal_lord(v), get_vassal_service(v) + 1)
+ set_add(game.event_data, v)
+ logi(`Vassal ${data.vassals[v].name} shifted one calendar box`)
+ },
+ done() {
+ game.event_data = 0
+ end_immediate_event()
+ },
+}
+
+// === EVENT: RICHARD LEIGH ===
+
+function goto_york_event_sir_richard_leigh() {
+ let can_play = false
+ if (!has_favoury_marker(LOC_LONDON)) {
+ can_play = true
+ }
+ if (can_play) {
+ game.state = "richard_leigh"
+ game.who = LOC_LONDON
+ game.count = 0
+ } else {
+ logi(`No Effect`)
+ end_immediate_event()
+ }
+}
+
+states.richard_leigh = {
+ inactive: "Richard Leigh",
+ prompt() {
+ view.prompt = `Select London, shift it once in your favour`
+ if (game.who === LOC_LONDON && !has_favoury_marker(LOC_LONDON)) {
+ gen_action_locale(LOC_LONDON)
+ } else {
+ view.actions.done = 1
+ }
+ },
+ locale(loc) {
+ push_undo()
+ shift_favour_toward(loc)
+ logi(`London shifted once in your favour`)
+ game.who = NOBODY
+ },
+ done() {
+ end_immediate_event()
+ }
+}
+
+// === EVENT: CHARLES THE BOLD ===
+
+function goto_york_event_charles_the_bold() {
+ for (let lord = first_york_lord; lord <= last_york_lord; ++lord) {
+ if (is_lord_on_map(lord) && !is_lord_on_calendar(lord)) {
+ add_lord_assets(lord, PROV, 1)
+ add_lord_assets(lord, COIN, 1)
+ logi(`1 Coin and 1 Provender added to ${data.lords[lord].name}`)
+ }
+ }
+ end_immediate_event()
+}
+
+// === EVENT: DUBIOUS CLARENCE ===
+
+function goto_dubious_clarence() {
+ let can_play = false
+ if ((is_lord_on_map(LORD_EDWARD_IV) && !is_lord_on_calendar(LORD_EDWARD_IV))
+ && is_lord_on_map(LORD_CLARENCE) && !is_lord_on_calendar(LORD_CLARENCE))
+ can_play = true
+
+ if (can_play) {
+ game.state = "dubious_clarence"
+ game.who = LORD_EDWARD_IV
+ init_influence_check(LORD_EDWARD_IV)
+ } else {
+ logi(`No Effect`)
+ end_immediate_event()
+ }
+}
+
+states.dubious_clarence = {
+ inactive: "Dubious Clarence",
+ prompt() {
+ view.prompt = `You may Influence check with Edward to disband Clarence `
+ prompt_influence_check()
+ },
+ spend1: add_influence_check_modifier_1,
+ spend3: add_influence_check_modifier_2,
+ check() {
+ let results = do_influence_check()
+ log(`Attempt to disband Clarence ${results.success ? "Successful" : "Failed"}: (${range(results.rating)}) ${results.success ? HIT[results.roll] : MISS[results.roll]}`)
+
+ if (results.success) {
+ disband_lord(LORD_CLARENCE, false)
+ end_immediate_event()
+ } else {
+ end_immediate_event()
+ }
+ },
+}
+
+// === EVENT: YORKIST NORTH ===
+
+function goto_york_event_yorkist_north() {
+ let influence_gained = 0
+ for (let lord = first_york_lord; lord <= last_york_lord; ++lord) {
+ if (is_lord_on_map(lord) && !is_lord_on_calendar(lord) && is_lord_in_north(lord))
+ influence_gained++
+ }
+ for (let loc = first_locale; loc <= last_locale; loc++) {
+ if (loc !== NOWHERE && loc < CALENDAR && has_favoury_marker(loc) && is_north(loc)) {
+ influence_gained++
+ }
+ }
+ logi(`Yorkist North : ${influence_gained} Influence for Yorkists`)
+ increase_york_influence(influence_gained)
+ end_immediate_event()
+}
+
+// === EVENT: EARL RIVERS ===
+
+function goto_york_event_earl_rivers() {
+ game.state = "earl_rivers"
+ game.count = []
+ game.who = NOBODY
+}
+
+function end_york_event_earl_rivers() {
+ game.count = 0
+ game.who = NOBODY
+ end_immediate_event()
+}
+
+states.earl_rivers = {
+ inactive: "Earl Rivers",
+ prompt() {
+ view.prompt = "Earl Rivers: Add up to 2 Militia to each lord"
+ view.actions.done = 1
+ for (let lord = first_york_lord; lord <= last_york_lord; lord++) {
+ if (is_lord_on_map(lord) && map_get(game.count, lord, 0) < 3) {
+ gen_action_lord(lord)
+ }
+ }
+
+ if (game.who !== NOBODY) {
+ let troops = map_get(game.count, game.who, 0)
+ if ((troops & 1) === 0)
+ view.actions.add_militia = 1
+ }
+ if (game.who !== NOBODY) {
+ let troops = map_get(game.count, game.who, 0)
+ if ((troops & 1) === 0)
+ view.actions.add_militia2 = 1
+ }
+ },
+ done() {
+ end_york_event_earl_rivers()
+ },
+ add_militia() {
+ push_undo()
+ add_lord_forces(game.who, MILITIA, 1)
+ let troops = map_get(game.count, game.who, 0)
+ map_set(game.count, game.who, troops + 1)
+ if (troops > 1)
+ game.who = NOBODY
+ },
+ add_militia2() {
+ push_undo()
+ add_lord_forces(game.who, MILITIA, 2)
+ let troops = map_get(game.count, game.who, 0)
+ map_set(game.count, game.who, troops + 1)
+ if (troops > 1)
+ game.who = NOBODY
+ },
+ lord(lord) {
+ push_undo()
+ game.who = lord
+ }
+}
+
+// === EVENT (AS LEVY EFFECT): THE KINGS NAME ===
+
+function eligible_kings_name() {
+ if (
+ (!is_lord_on_calendar(LORD_GLOUCESTER_1) && is_lord_on_map(LORD_GLOUCESTER_1)) ||
+ (!is_lord_on_calendar(LORD_GLOUCESTER_2) && is_lord_on_map(LORD_GLOUCESTER_2))
+ ) {
+ if (is_event_in_play(EVENT_YORK_THE_KINGS_NAME) && game.active === LANCASTER)
+ return true
+ }
+ return false
+}
+
+function push_the_kings_name() {
+ if (eligible_kings_name())
+ save_state_for_the_kings_name()
+}
+
+function goto_the_kings_name(action) {
+ if (eligible_kings_name()) {
+ // TODO: pause for confirmation before changing control?
+ game.what = action
+ set_active_enemy()
+ game.state = "the_kings_name"
+ } else {
+ resume_levy_muster_lord()
+ }
+}
+
+states.the_kings_name = {
+ inactive: "The King's Name",
+ prompt() {
+ view.prompt = `The King's Name: You pay may 1 Influence to cancel last ${game.what} action.`
+ view.actions.pass = 1
+ view.actions.pay = 1
+ },
+ pay() {
+ restore_state_for_the_kings_name()
+ log(`${game.what} action cancelled.`)
+ logevent(`${EVENT_YORK_THE_KINGS_NAME}`)
+ reduce_york_influence(1)
+ resume_levy_muster_lord()
+ },
+ pass() {
+ delete_state_for_the_kings_name()
+ set_active_enemy()
+ resume_levy_muster_lord()
+ }
+}
+
+// === EVENT (AS LEVY EFFECT): RISING WAGES ===
+
+function goto_rising_wages() {
+ game.state = "rising_wages"
+}
+
+states.rising_wages = {
+ inactive: "Rising Wages",
+ prompt() {
+ let here = get_lord_locale(game.who)
+ view.prompt = "Rising Wages: Pay 1 extra coin to levy troops"
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
+ let loc = get_lord_locale(lord)
+ if (here === loc && (get_lord_assets(lord, COIN) > 0)) {
+ gen_action_coin(lord)
+ }
+ }
+ },
+ coin(lord) {
+ push_undo()
+ add_lord_assets(lord, COIN, -1)
+ logi(`${EVENT_LANCASTER_RISING_WAGES}`)
+ log("York paid 1 Coin to Levy troops")
+
+ do_levy_troops()
+ },
+}
+
+// === EVENT (AS LEVY EFFECT): THE COMMONS ===
+
+// each Levy Troops action ends with coming here
+
+function goto_the_commons() {
+ game.state = "the_commons"
+ game.flags.commons_militia = 2
+}
+
+states.the_commons = {
+ inactive: "The Commons",
+ prompt() {
+ view.prompt = `Add up to ${game.flags.commons_militia} Militias.`
+ if (game.flags.commons_militia > 0)
+ view.actions.add_militia = 1
+ view.actions.done = 1
+ },
+ add_militia() {
+ push_undo()
+ add_lord_forces(game.who, MILITIA, 1)
+ if (--game.flags.commons_militia === 0)
+ end_the_commons()
+ },
+ done() {
+ push_undo()
+ end_the_commons()
+ }
+}
+
+function end_the_commons() {
+ game.flags.commons_militia = 0
+ goto_the_kings_name("Levy Troops")
+}
+
+// === EVENT (AS LEVY EFFECT): JACK CADE ===
+
+function is_york_dominating_north() {
+ let dom = 0
+ for (let loc of all_north_locales) {
+ if (has_favoury_marker(loc)) {
+ dom++
+ }
+ }
+ if (dom > 5)
+ return true
+ return false
+}
+
+function is_york_dominating_south() {
+ let dom = 0
+ for (let loc of all_south_locales) {
+ if (has_favoury_marker(loc)) {
+ dom++
+ }
+ }
+ if (dom > 9)
+ return true
+ if (dom > 4
+ && (lord_has_capability(LORD_MARCH, AOW_YORK_SOUTHERNERS)
+ || lord_has_capability(LORD_RUTLAND, AOW_YORK_SOUTHERNERS)
+ || lord_has_capability(LORD_YORK, AOW_YORK_SOUTHERNERS)))
+ return true
+ return false
+}
+
+function is_york_dominating_wales() {
+ let dom = 0
+ for (let loc of all_wales_locales) {
+ if (has_favoury_marker(loc)) {
+ dom++
+ }
+ }
+ if (dom > 5)
+ return true
+ if (dom > 2
+ && (lord_has_capability(LORD_MARCH, AOW_YORK_WELSHMEN)
+ || lord_has_capability(LORD_YORK, AOW_YORK_WELSHMEN)))
+ return true
+ return false
+}
+
+function is_jack_cade_eligible(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())
+ return true
+ if (is_lord_in_or_adjacent_to_north(lord) && is_york_dominating_north())
+ return true
+ if (is_lord_in_or_adjacent_to_wales(lord) && is_york_dominating_wales())
+ return true
+ return false
+}
+
+// === EVENT (AS ACTION): EXILE PACT ===
+
+function can_action_exile_pact() {
+ return game.actions > 0 && is_event_in_play(EVENT_YORK_EXILE_PACT)
+}
+
+function goto_exile_pact() {
+ push_undo()
+ game.state = "exile_pact"
+}
+
+states.exile_pact = {
+ inactive: "Exile Pact",
+ prompt() {
+ view.prompt = "Exile Pact: Place your cylinder in a Friendly Exile box."
+ for (let loc of data.exile_boxes) {
+ if (has_favour_in_locale(game.active, loc))
+ gen_action_locale(loc)
+ }
+ },
+ locale(loc) {
+ push_undo()
+ set_lord_locale(game.command, loc)
+ end_exile_pact()
+ }
+}
+
+function end_exile_pact() {
+ spend_action(1)
+ push_undo()
+ resume_command()
+}
+
+// === EVENTS: HELD ===
+
+function play_held_event(c) {
+ log(`Played E${c}.`)
+ if (c >= first_york_card && c <= last_york_card)
+ set_delete(game.hand_y, c)
+ else
+ set_delete(game.hand_l, c)
+
+ /* Hold events with This Levy/Campaign */
+ if (
+ c === EVENT_YORK_YORKIST_PARADE ||
+ c === EVENT_YORK_PARLIAMENTS_TRUCE ||
+ c === EVENT_LANCASTER_PARLIAMENTS_TRUCE
+ ) {
+ set_add(game.events, c)
+ }
+}
+
+function prompt_held_event() {
+ for (let c of current_hand())
+ if (can_play_held_event(c))
+ gen_action_card(c)
+}
+
+function can_play_held_event(c) {
+ switch (c) {
+ case EVENT_LANCASTER_ASPIELLES:
+ return can_play_l_aspielles()
+ // TODO: move into states.command ?
+ case EVENT_LANCASTER_REBEL_SUPPLY_DEPOT:
+ return can_play_rebel_supply_depot()
+ // TODO: move into states.command ?
+ case EVENT_LANCASTER_SURPRISE_LANDING:
+ return can_play_surprise_landing()
+ case EVENT_LANCASTER_PARLIAMENTS_TRUCE:
+ return can_play_parliaments_truce()
+ case EVENT_YORK_PARLIAMENTS_TRUCE:
+ return can_play_parliaments_truce()
+ case EVENT_YORK_ASPIELLES:
+ return can_play_y_aspielles()
+ case EVENT_YORK_YORKIST_PARADE:
+ return can_play_yorkist_parade()
+ case EVENT_YORK_SUN_IN_SPLENDOUR:
+ return can_play_sun_in_splendour()
+ }
+ return false
+}
+
+function action_held_event(c) {
+ push_undo()
+ play_held_event(c)
+ game.what = c
+ goto_held_event(c)
+}
+
+function goto_held_event(c) {
+ switch (c) {
+ // Play upon Death Check
+ // TODO: move into states.death_check
+ case EVENT_YORK_ESCAPE_SHIP:
+ case EVENT_LANCASTER_ESCAPE_SHIP:
+ goto_play_escape_ship()
+ break
+ case EVENT_LANCASTER_TALBOT_TO_THE_RESCUE:
+ goto_play_talbot_to_the_rescue()
+ break
+ case EVENT_LANCASTER_WARDEN_OF_THE_MARCHES:
+ goto_play_warden_of_the_marches()
+ break
+
+ // Play in Levy
+ // TODO: move into states.levy
+ case EVENT_YORK_SUN_IN_SPLENDOUR:
+ goto_play_sun_in_splendour()
+ break
+
+ // Play in Levy (for passive effect)
+ case EVENT_YORK_YORKIST_PARADE:
+ // no effect
+ break
+
+ // Play any time
+ case EVENT_YORK_ASPIELLES:
+ case EVENT_LANCASTER_ASPIELLES:
+ goto_play_aspielles()
+ break
+
+ // Play after march/sail to seaport
+ // TODO: move into states.command ?
+ case EVENT_LANCASTER_REBEL_SUPPLY_DEPOT:
+ goto_play_rebel_supply_depot()
+ break
+
+ // Play after sail to seaport
+ // TODO: move into states.command ?
+ case EVENT_LANCASTER_SURPRISE_LANDING:
+ goto_play_surprise_landing()
+ break
+ }
+}
+
+// === HELD EVENT (LEVY): YORKIST PARADE ===
+
+function can_play_yorkist_parade() {
+ if (is_levy_phase()) {
+ if (is_favour_friendly(LOC_LONDON) && (get_lord_locale(LORD_WARWICK_Y) === LOC_LONDON || get_lord_locale(LORD_YORK) === LOC_LONDON))
+ return true
+ }
+ return false
+}
+
+// === HELD EVENT (LEVY): SUN IN SPLENDOUR ===
+
+function can_play_sun_in_splendour() {
+ if (is_levy_phase())
+ return is_lord_on_calendar(LORD_EDWARD_IV)
+ return false
+}
+
+function goto_play_sun_in_splendour() {
+ push_state("sun_in_splendour")
+}
+
+states.sun_in_splendour = {
+ inactive: "Sun in Splendour",
+ prompt() {
+ view.prompt = "Sun in Splendour: Muster Edward IV in any friendly locale with no enemy lord"
+ // ... TODO: or a scenario-designated Yorkist Exile box
+ for (let loc = first_locale; loc <= last_locale; loc++)
+ if (is_friendly_locale(loc))
+ gen_action_locale(loc)
+ },
+ locale(loc) {
+ push_undo()
+ muster_lord(LORD_EDWARD_IV, loc)
+ // TODO: remove_lord_from_exile(LORD_EDWARD_IV) ?
+ // TODO: muster to exile box ?
+ logi(`Mustered Edward IV at ${data.locales[loc].name}`)
+
+ pop_state()
+ game.what = NOTHING
+ },
+}
+
+// === HELD EVENT: ASPIELLES ===
+
+function can_play_l_aspielles() {
+ return game.hand_y.length > 0 || game.hidden
+}
+
+function can_play_y_aspielles() {
+ return game.hand_l.length > 0 || game.hidden
+}
+
+function goto_play_aspielles() {
+ push_state("aspielles")
+ game.who = NOBODY
+ if (game.active === YORK)
+ log("Lancaster hand shown to the York player")
+ if (game.active === LANCASTER)
+ log("York hand shown to the Lancaster player")
+}
+
+states.aspielles = {
+ inactive: "Aspielles",
+ prompt() {
+ view.prompt = "Aspielles: You may see enemy held cards"
+ if (game.hidden) {
+ view.prompt += " and an enemy lord to see his mat"
+ if (game.who === NOBODY) {
+ for (let lord = first_enemy_lord; lord <= last_enemy_lord; ++lord)
+ gen_action_lord(lord)
+ } else {
+ view.reveal |= (1 << game.who)
+ view.actions.done = 1
+ }
+ } else {
+ view.actions.done = 1
+ }
+ if (game.active === YORK)
+ view.hand = game.hand_l
+ if (game.active === LANCASTER)
+ view.hand = game.hand_y
+ },
+ lord(lord) {
+ log(`${lord_name[lord]} Spied`)
+ game.who = lord
+ },
+ done() {
+ pop_state()
+ game.what = NOTHING
+ },
+}
+
+// === HELD EVENT: REBEL SUPPLY DEPOT ===
+
+function can_play_rebel_supply_depot() {
+ if (game.flags.sail_to_port || game.flags.march_to_port)
+ return true
+ return false
+}
+
+function goto_play_rebel_supply_depot() {
+ game.flags.supply_depot = 1
+ add_spoils(PROV, 4)
+ push_state("rebel_supply_depot")
+}
+
+states.rebel_supply_depot = {
+ inactive: "Rebel Supply depot",
+ prompt() {
+ if (has_any_spoils()) {
+ view.prompt = "Rebel Supply Depot: Divide " + list_spoils() + "."
+ let here = get_lord_locale(game.command)
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
+ if (get_lord_locale(lord) === here)
+ prompt_select_lord(lord)
+ if (game.who !== NOBODY)
+ prompt_spoils()
+ }
+ } else {
+ view.prompt = "Rebel Supply Depot: All done."
+ view.actions.end_spoils = 1
+ }
+ },
+ lord: action_select_lord,
+ take_prov() {
+ push_undo_without_who()
+ take_spoils(PROV)
+ },
+ end_spoils() {
+ push_undo_without_who()
+ end_rebel_supply_depot()
+ },
+}
+
+function end_rebel_supply_depot() {
+ pop_state()
+ game.what = NOTHING
+ game.spoils = 0
+}
+
+// === HELD EVENT: SURPRISE LANDING ===
+
+function can_play_surprise_landing() {
+ let here = get_lord_locale(game.command)
+ if (game.flags.sail_to_port) {
+ if (here !== LOC_CALAIS && here !== LOC_PEMBROKE && here !== LOC_HARLECH && here !== LOC_LANCASTER)
+ return true
+ }
+ return false
+}
+
+function goto_play_surprise_landing() {
+ game.state = "surprise_landing"
+ game.flags.surprise_landing = 2
+ game.who = NOBODY
+}
+
+states.surprise_landing = {
+ inactive: "Surprise Landing",
+ prompt() {
+ view.prompt = "Surprise Landing : You may march once (no path)."
+ prompt_held_event()
+
+ view.group = game.group
+ let here = get_lord_locale(game.command)
+ // 4.3.2 Marshals MAY take other lords
+ if (
+ is_marshal(game.command) ||
+ (lord_has_capability(game.command, AOW_YORK_CAPTAIN) && !other_marshal_or_lieutenant(here))
+ ) {
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
+ if (lord !== game.command)
+ if (get_lord_locale(lord) === here)
+ gen_action_lord(lord)
+ }
+
+ // Lieutenant may not take marshall
+ if (is_lieutenant(game.command)) {
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
+ if (lord !== game.command)
+ if (get_lord_locale(lord) === here && !is_marshal(lord)) {
+ gen_action_lord(lord)
+ }
+ }
+
+ prompt_march()
+ },
+ lord(lord) {
+ set_toggle(game.group, lord)
+ },
+ locale: goto_march,
+ card: action_held_event,
+}
+
+// === LOGGING ===
+
+function range(x) {
+ switch (x) {
+ case 0: return "0"
+ case 1: return "1"
+ case 2: return "1-2"
+ case 3: return "1-3"
+ case 4: return "1-4"
+ case 5: return "1-5"
+ case 6: return "Automatic success"
+ }
+}
+
+function log_br() {
+ if (game.log.length > 0 && game.log[game.log.length - 1] !== "")
+ game.log.push("")
+}
+
+function log(msg) {
+ game.log.push(msg)
+}
+
+function logevent(cap) {
+ game.log.push(`E${cap}.`)
+}
+
+function logcap(cap) {
+ game.log.push(`C${cap}.`)
+}
+
+function logi(msg) {
+ game.log.push(">" + msg)
+}
+
+function log_h1(msg) {
+ log_br()
+ log(".h1 " + msg)
+ log_br()
+}
+
+function log_h2(msg) {
+ log_br()
+ if (game.active === YORK)
+ log(".h2t " + msg)
+ else
+ log(".h2r " + msg)
+ log_br()
+}
+
+function log_h3(msg) {
+ log_br()
+ if (game.active === YORK)
+ log(".h3t " + msg)
+ else
+ log(".h3r " + msg)
+ log_br()
+}
+
+function log_h4(msg) {
+ log_br()
+ log(".h4 " + msg)
+}
+
+function log_h5(msg) {
+ log_br()
+ log(".h5 " + msg)
+}
+
+// === VIEW & ACTION ===
+
+exports.view = function (state, current) {
+ load_state(state)
+
+ view = {
+ prompt: null,
+ actions: null,
+ log: game.log,
+ reveal: 0,
+
+ end: scenario_last_turn[game.scenario],
+ turn: game.turn,
+ victory_check: game.victory_check,
+ influence: game.influence,
+
+ events: game.events,
+ pieces: game.pieces,
+ battle: game.battle,
+
+ held_y: game.hand_y.length,
+ held_l: game.hand_l.length,
+
+ command: game.command,
+ hand: null,
+ plan: null,
+ }
+
+ if (!game.hidden)
+ view.reveal = -1
+
+ if (current === YORK) {
+ view.hand = game.hand_y
+ view.plan = game.plan_y
+ if (game.hidden)
+ view.reveal |= YORK_LORD_MASK
+ }
+ if (current === LANCASTER) {
+ view.hand = game.hand_l
+ view.plan = game.plan_l
+ if (game.hidden)
+ view.reveal |= LANCASTER_LORD_MASK
+ }
+
+ if (game.battle) {
+ if (game.battle.array) {
+ for (let lord of game.battle.array)
+ if (lord !== NOBODY)
+ view.reveal |= 1 << lord
+ }
+ for (let lord of game.battle.reserves)
+ view.reveal |= 1 << lord
+ }
+
+ if (game.state === "game_over") {
+ view.prompt = game.victory
+ } else if (current === "Observer" || (game.active !== current && game.active !== BOTH)) {
+ let inactive = states[game.state].inactive || game.state
+ view.prompt = `Waiting for ${game.active} \u2014 ${inactive}.`
+ } else {
+ view.actions = {}
+ view.who = game.who
+ if (states[game.state])
+ states[game.state].prompt(current)
+ else
+ view.prompt = "Unknown state: " + game.state
+ if (view.actions.undo === undefined) {
+ if (game.undo && game.undo.length > 0)
+ view.actions.undo = 1
+ else
+ view.actions.undo = 0
+ }
+ }
+ return view
+}
+
+exports.action = function (state, current, action, arg) {
+ load_state(state)
+ // Object.seal(game) // XXX: don't allow adding properties
+ let S = states[game.state]
+ if (S && action in S) {
+ S[action](arg, current)
+ } else {
+ if (action === "undo" && game.undo && game.undo.length > 0)
+ pop_undo()
+ else
+ throw new Error("Invalid action: " + action)
+ }
+ return game
+}
+
+function gen_action(action, argument) {
+ if (!(action in view.actions))
+ view.actions[action] = []
+ set_add(view.actions[action], argument)
+}
+
+function gen_action_card_if_held(c) {
+ if (has_card_in_hand(c))
+ gen_action_card(c)
+}
+
+function prompt_select_lord(lord) {
+ if (lord !== game.who)
+ gen_action_lord(lord)
+}
+
+function action_select_lord(lord) {
+ if (game.who === lord)
+ game.who = NOBODY
+ else
+ game.who = lord
+}
+
+function gen_action_locale(locale) {
+ gen_action("locale", locale)
+}
+
+function gen_action_lord(lord) {
+ gen_action("lord", lord)
+}
+
+function gen_action_array(pos) {
+ gen_action("array", pos)
+}
+
+function gen_action_vassal(vassal) {
+ gen_action("vassal", vassal)
+}
+
+function gen_action_card(card_or_list) {
+ if (Array.isArray(card_or_list))
+ for (let c of card_or_list)
+ gen_action("card", c)
+ else
+ gen_action("card", card_or_list)
+}
+
+function gen_action_plan(lord) {
+ gen_action("plan", lord)
+}
+
+function gen_action_prov(lord) {
+ gen_action("prov", lord)
+}
+
+function gen_action_coin(lord) {
+ gen_action("coin", lord)
+}
+
+function gen_action_cart(lord) {
+ gen_action("cart", lord)
+}
+
+function gen_action_mercenaries(lord) {
+ gen_action("mercenaries", lord)
+}
+
+function gen_action_burgundians(lord) {
+ gen_action("burgundians", lord)
+}
+
+function gen_action_longbowmen(lord) {
+ gen_action("longbowmen", lord)
+}
+
+function gen_action_retinue(lord) {
+ gen_action("retinue", lord)
+}
+
+function gen_action_men_at_arms(lord) {
+ gen_action("men_at_arms", lord)
+}
+
+function gen_action_militia(lord) {
+ gen_action("militia", lord)
+}
+
+function gen_action_routed_mercenaries(lord) {
+ gen_action("routed_mercenaries", lord)
+}
+
+function gen_action_routed_longbowmen(lord) {
+ gen_action("routed_longbowmen", lord)
+}
+
+function gen_action_routed_burgundians(lord) {
+ gen_action("routed_burgundians", lord)
+}
+
+function gen_action_routed_men_at_arms(lord) {
+ gen_action("routed_men_at_arms", lord)
+}
+
+function gen_action_routed_militia(lord) {
+ gen_action("routed_militia", lord)
+}
+
+// === GAME OVER ===
+
+function goto_game_over(result, victory) {
+ game.state = "game_over"
+ game.active = "None"
+ game.result = result
+ game.victory = victory
+ log_h1("Game Over")
+ log(game.victory)
+ return true
+}
+
+states.game_over = {
+ get inactive() {
+ return game.victory
+ },
+ prompt() {
+ view.prompt = game.victory
+ },
+}
+
+// === UTILITY FUNCTIONS ===
+
+function push_state(next) {
+ if (!states[next])
+ throw Error("No such state: " + next)
+ game.stack.push([ game.state, game.who, game.count ])
+ game.state = next
+}
+
+function pop_state() {
+ [ game.state, game.who, game.count ] = game.stack.pop()
+}
+
+function save_state_for_the_kings_name() {
+ let copy = {}
+ for (let k in game) {
+ let v = game[k]
+ if (k === "undo")
+ v = undefined
+ else if (k === "log")
+ v = undefined
+ else if (typeof v === "object" && v !== null)
+ v = object_copy(v)
+ copy[k] = v
+ }
+ game.event_data = copy
+}
+
+function restore_state_for_the_kings_name() {
+ let save_log = game.log
+ let save_influence = game.influence
+ game = game.event_data
+ game.undo = []
+ game.log = save_log
+ game.influence = save_influence
+ game.event_data = 0
+}
+
+function delete_state_for_the_kings_name() {
+ game.event_data = 0
+}
+
+function clear_undo() {
+ if (game.undo.length > 0)
+ game.undo = []
+}
+
+function push_undo_without_who() {
+ let save_who = game.who
+ game.who = NOBODY
+ push_undo()
+ game.who = save_who
+}
+
+function push_undo() {
+ let copy = {}
+ for (let k in game) {
+ let v = game[k]
+ if (k === "undo")
+ continue
+ else if (k === "log")
+ v = v.length
+ else if (typeof v === "object" && v !== null)
+ v = object_copy(v)
+ copy[k] = v
+ }
+ game.undo.push(copy)
+}
+
+function pop_undo() {
+ let save_log = game.log
+ let save_undo = game.undo
+ game = save_undo.pop()
+ save_log.length = game.log
+ game.log = save_log
+ game.undo = save_undo
+}
+
+function roll_die() {
+ clear_undo()
+ return random(6) + 1
+}
+
+function random(range) {
+ // An MLCG using integer arithmetic with doubles.
+ // https://www.ams.org/journals/mcom/1999-68-225/S0025-5718-99-00996-5/S0025-5718-99-00996-5.pdf
+ // m = 2**35 − 31
+ return (game.seed = (game.seed * 200105) % 34359738337) % range
+}
+
+// Fast deep copy for objects without cycles
+function object_copy(original) {
+ if (Array.isArray(original)) {
+ let n = original.length
+ let copy = new Array(n)
+ for (let i = 0; i < n; ++i) {
+ let v = original[i]
+ if (typeof v === "object" && v !== null)
+ copy[i] = object_copy(v)
+ else
+ copy[i] = v
+ }
+ return copy
+ } else {
+ let copy = {}
+ for (let i in original) {
+ let v = original[i]
+ if (typeof v === "object" && v !== null)
+ copy[i] = object_copy(v)
+ else
+ copy[i] = v
+ }
+ return copy
+ }
+}
+
+// Packed array of small numbers in one word
+
+function pack1_get(word, n) {
+ return (word >>> n) & 1
+}
+
+function pack2_get(word, n) {
+ n = n << 1
+ return (word >>> n) & 3
+}
+
+function pack4_get(word, n) {
+ n = n << 2
+ return (word >>> n) & 15
+}
+
+function pack1_set(word, n, x) {
+ return (word & ~(1 << n)) | (x << n)
+}
+
+function pack2_set(word, n, x) {
+ n = n << 1
+ return (word & ~(3 << n)) | (x << n)
+}
+
+function pack4_set(word, n, x) {
+ n = n << 2
+ return (word & ~(15 << n)) | (x << n)
+}
+
+// Array remove and insert (faster than splice)
+
+function array_remove_item(array, item) {
+ 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) {
+ 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) {
+ for (let i = array.length; i > index; --i)
+ array[i] = array[i - 1]
+ array[index] = item
+}
+
+function array_remove_pair(array, index) {
+ 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) {
+ for (let i = array.length; i > index; i -= 2) {
+ array[i] = array[i - 2]
+ array[i + 1] = array[i - 1]
+ }
+ array[index] = key
+ array[index + 1] = value
+}
+
+// Set as plain sorted array
+
+function set_has(set, item) {
+ let a = 0
+ let b = set.length - 1
+ while (a <= b) {
+ let m = (a + b) >> 1
+ let x = set[m]
+ if (item < x)
+ b = m - 1
+ else if (item > x)
+ a = m + 1
+ else
+ return true
+ }
+ return false
+}
+
+function set_add(set, item) {
+ let a = 0
+ let b = set.length - 1
+ while (a <= b) {
+ let m = (a + b) >> 1
+ let x = set[m]
+ if (item < x)
+ b = m - 1
+ else if (item > x)
+ a = m + 1
+ else
+ return
+ }
+ array_insert(set, a, item)
+}
+
+function set_delete(set, item) {
+ let a = 0
+ let b = set.length - 1
+ while (a <= b) {
+ let m = (a + b) >> 1
+ let x = set[m]
+ if (item < x)
+ b = m - 1
+ else if (item > x)
+ a = m + 1
+ else {
+ array_remove(set, m)
+ return
+ }
+ }
+}
+
+function set_toggle(set, item) {
+ let a = 0
+ let b = set.length - 1
+ while (a <= b) {
+ let m = (a + b) >> 1
+ let x = set[m]
+ if (item < x)
+ b = m - 1
+ else if (item > x)
+ a = m + 1
+ else {
+ array_remove(set, m)
+ return
+ }
+ }
+ array_insert(set, a, item)
+}
+
+// Map as plain sorted array of key/value pairs
+
+function map_get_pack4(map, lord, k) {
+ return pack4_get(map_get(map, lord, 0), k)
+}
+
+function map_set_pack4(map, lord, k, v) {
+ let val = pack4_set(map_get(map, lord, 0), k, v)
+ if (val === 0)
+ map_delete(map, lord)
+ else
+ map_set(map, lord, val)
+}
+
+function map2_get(map, x, y, v) {
+ return map_get(map, (x << 1) + y, v)
+}
+
+function map2_set(map, x, y, v) {
+ return map_set(map, (x << 1) + y, v)
+}
+
+function map2_delete(map, x, y) {
+ return map_delete(map, (x << 1) + y)
+}
+
+function map_has_value(map, value) {
+ for (let i = 1; i < map.length; i += 2)
+ if (map[i] === value)
+ return true
+ return false
+}
+
+function map_clear(map) {
+ map.length = 0
+}
+
+function map_has(map, key) {
+ let a = 0
+ let b = (map.length >> 1) - 1
+ while (a <= b) {
+ let m = (a + b) >> 1
+ let x = map[m << 1]
+ if (key < x)
+ b = m - 1
+ else if (key > x)
+ a = m + 1
+ else
+ return true
+ }
+ return false
+}
+
+function map_get(map, key, missing) {
+ let a = 0
+ let b = (map.length >> 1) - 1
+ while (a <= b) {
+ let m = (a + b) >> 1
+ let x = map[m << 1]
+ if (key < x)
+ b = m - 1
+ else if (key > x)
+ a = m + 1
+ else
+ return map[(m << 1) + 1]
+ }
+ return missing
+}
+
+function map_set(map, key, value) {
+ let a = 0
+ let b = (map.length >> 1) - 1
+ while (a <= b) {
+ let m = (a + b) >> 1
+ let x = map[m << 1]
+ if (key < x)
+ b = m - 1
+ else if (key > x)
+ a = m + 1
+ else {
+ map[(m << 1) + 1] = value
+ return
+ }
+ }
+ array_insert_pair(map, a << 1, key, value)
+}
+
+function map_delete(map, item) {
+ let a = 0
+ let b = (map.length >> 1) - 1
+ while (a <= b) {
+ let m = (a + b) >> 1
+ let x = map[m << 1]
+ if (item < x)
+ b = m - 1
+ else if (item > x)
+ a = m + 1
+ else {
+ array_remove_pair(map, m << 1)
+ return
+ }
+ }
+}
+
+// === FUZZING ASSERTS ===
+
+const mutually_exclusive_lords = [
+ [LORD_EXETER_1, LORD_EXETER_2],
+ [LORD_SOMERSET_1, LORD_SOMERSET_2],
+ [LORD_JASPER_TUDOR_1, LORD_JASPER_TUDOR_2],
+ [LORD_MARCH, LORD_EDWARD_IV],
+ [LORD_GLOUCESTER_1, LORD_GLOUCESTER_2, LORD_RICHARD_III],
+ [LORD_NORTHUMBERLAND_Y1, LORD_NORTHUMBERLAND_Y2, LORD_NORTHUMBERLAND_L],
+ [LORD_WARWICK_Y, LORD_WARWICK_L],
+ [LORD_YORK, LORD_EDWARD_IV, LORD_RICHARD_III],
+ [LORD_HENRY_VI, LORD_MARGARET],
+ [LORD_MARGARET, LORD_HENRY_TUDOR],
+ [LORD_HENRY_VI, LORD_HENRY_TUDOR],
+]
+
+function assert_mutually_exclusive_lords() {
+ for (const lords of mutually_exclusive_lords) {
+ if (lords.filter(is_lord_in_play).length > 1) {
+ const lord_names = lords.map(l => lord_name[l])
+ throw Error(`ASSERT: Mutually exclusive Lords [${lord_names}] can't be all in play.`)
+ }
+ }
+}
+
+function assert_all_lords_have_troops_or_retinue() {
+ for (let lord = first_york_lord; lord <= last_lancaster_lord; ++lord) {
+ if (is_lord_on_map(lord) && !count_lord_all_forces(lord) && !get_lord_forces(lord, RETINUE))
+ throw Error(`ASSERT: Lord "${lord_name[lord]}" without troops or retinue.`)
+ }
+}
+
+function assert_all_lords_on_land() {
+ for (let lord = first_york_lord; lord <= last_lancaster_lord; ++lord) {
+ if (is_lord_at_sea(lord))
+ throw Error(`ASSERT: Lord "${lord_name[lord]}" at sea during Levy phase.`)
+ }
+}
+
+function assert_all_lords_without_routed_troops() {
+ for (let lord = first_york_lord; lord <= last_lancaster_lord; ++lord) {
+ if (lord_has_routed_troops(lord))
+ throw Error(`ASSERT: Lord "${lord_name[lord]}" has routed troops during Levy phase.`)
+ }
+}
+
+exports.assert_state = function (state) {
+ load_state(state)
+
+ // assert_mutually_exclusive_lords()
+ if (game.state === "feed")
+ assert_all_lords_have_troops_or_retinue()
+
+ if (is_levy_phase()) {
+ assert_all_lords_on_land()
+ assert_all_lords_without_routed_troops()
+ }
+}
+
+let log_sanity = []
+exports.fuzz_log = function (fuzz_info) {
+ console.log(`${fuzz_info.state.state} - ${fuzz_info.actions} - - ${fuzz_info.args} [${fuzz_info.chosen_action}, ${fuzz_info.chosen_arg}]`)
+
+ log_sanity.push(fuzz_info.state.state)
+ if (log_sanity.length > 200) {
+ log_sanity = log_sanity.slice(1)
+
+ if (false)
+ if (log_sanity.every(l => l === fuzz_info.state.state)) {
+ console.log(`STATE`, fuzz_info.state)
+ console.log(`VIEW`, fuzz_info.view)
+ throw new Error("Too many times in the same state.")
+ }
+ }
+}
+
+if (false)
+ exports.fuzz_crash = function (state, view) {
+ for (let x = 0; x < log_sanity.length; x++) {
+ console.log(log_sanity[x])
+ }
+ }