diff options
-rw-r--r-- | rules.ts | 199 |
1 files changed, 91 insertions, 108 deletions
@@ -7,14 +7,6 @@ report in better place AOW_YORK_FINAL_CHARGE - streamline pay - pay troops -> lords -> vassals -> done - - manual french war loans - - Review all undo steps. - Review all states for needless pauses. - Review all states for adding extra pauses to prevent loss of control. Review all who = NOBODY etc resets */ @@ -246,6 +238,7 @@ interface State { end_command?(): void, end_feed?(): void, end_muster?(): void, + end_pay?(): void, end_spoils?(): void, roll?(): void, @@ -2415,11 +2408,20 @@ function goto_pay_troops() { } set_lord_unfed(lord, n) } + resume_pay_troops() +} + +function resume_pay_troops() { + game.who = NOBODY game.state = "pay_troops" + for (let lord of all_friendly_lords()) + if (is_lord_unfed(lord)) + return + goto_pay_lords() } states.pay_troops = { - inactive: "Pay Troops", + inactive: "Pay", prompt() { view.prompt = "Pay Troops." let done = true @@ -2471,13 +2473,14 @@ states.pay_troops = { // All done! if (done) { - view.prompt = "Pay Troops: All done." - view.actions.done = 1 + throw "IMPOSSIBLE" } }, coin(lord) { + push_undo() add_lord_assets(lord, COIN, -1) pay_lord(lord) + resume_pay_troops() }, lord(lord) { push_undo() @@ -2492,14 +2495,10 @@ states.pay_troops = { game.state = "pay_troops_disband" } }, - done() { - push_undo() - end_pay_troops() - }, } states.pay_troops_shared = { - inactive: "Pay Troops", + inactive: "Pay", prompt() { view.prompt = `Pay Troops: Pay ${lord_name[game.who]}'s troops with shared coin.` let loc = get_lord_locale(game.who) @@ -2519,14 +2518,12 @@ states.pay_troops_shared = { } function resume_pay_troops_shared() { - if (!is_lord_unfed(game.who) || !can_pay_from_shared(game.who, 1)) { - game.who = NOBODY - game.state = "pay_troops" - } + if (!is_lord_unfed(game.who) || !can_pay_from_shared(game.who, 1)) + resume_pay_troops() } states.pay_troops_pillage = { - inactive: "Pay Troops", + inactive: "Pay", prompt() { let here = get_lord_locale(game.who) view.prompt = `Pay Troops: Pillage ${locale_name[here]} with ${lord_name[game.who]}.` @@ -2534,29 +2531,22 @@ states.pay_troops_pillage = { }, pillage() { do_pillage(game.who) - game.who = NOBODY - game.state = "pay_troops" + resume_pay_troops() }, } states.pay_troops_disband = { - inactive: "Pay Troops", + inactive: "Pay", prompt() { view.prompt = `Pay Troops: Disband ${lord_name[game.who]}.` view.actions.disband = 1 }, disband() { do_pillage_disband(game.who) - game.who = NOBODY - game.state = "pay_troops" + resume_pay_troops() }, } -function end_pay_troops() { - game.who = NOBODY - goto_pay_lords() -} - // === 3.2.1 PILLAGE === function can_pillage(loc: Locale) { @@ -2592,7 +2582,7 @@ function do_pillage_disband(lord: Lord) { // === 3.2.2 PAY LORDS === -function has_friendly_lord_who_must_pay_lords() { +function has_unpaid_lords() { for (let lord of all_friendly_lords()) if (is_lord_unfed(lord)) return true @@ -2603,24 +2593,26 @@ function goto_pay_lords() { log_br() for (let lord of all_friendly_lords()) { - if (is_lord_on_map(lord)) + if (is_lord_on_map(lord)) { if (lord_has_capability(lord, AOW_LANCASTER_PERCYS_POWER) && is_lord_in_north(lord)) continue set_lord_unfed(lord, 1) + } } - if (has_friendly_lord_who_must_pay_lords()) { + if (has_unpaid_lords()) { log_h3("Pay Lords") - game.count = 0 game.who = NOBODY game.state = "pay_lords" } else { - end_pay_lords() + goto_pay_vassals() } } -function end_pay_lords() { - goto_pay_vassals() +function resume_pay_lords() { + game.who = NOBODY + if (!has_unpaid_lords()) + goto_pay_vassals() } function count_pay_lord_influence_cost() { @@ -2632,25 +2624,16 @@ function count_pay_lord_influence_cost() { } states.pay_lords = { - inactive: "Pay Lords", + inactive: "Pay", prompt() { if (game.who === NOBODY) { let total = count_pay_lord_influence_cost() - let done = true - for (let lord of all_friendly_lords()) { - if (is_lord_on_map(lord) && is_lord_unfed(lord)) { + view.prompt = `Pay Lords: Pay influence or disband your lords. Pay ${total} for all lords.` + for (let lord of all_friendly_lords()) + if (is_lord_on_map(lord) && is_lord_unfed(lord)) gen_action_lord(lord) - done = false - } - } - if (done) { - view.prompt = "Pay Lords: All done." - view.actions.done = 1 - } else { - view.prompt = `Pay Lords: Pay influence or disband your lords. Pay ${total} for all lords.` - view.actions.pay_all = 1 - } + view.actions.pay_all = 1 } else { let total = is_exile_box(get_lord_locale(game.who)) ? 2 : 1 view.prompt = `Pay Lords: Pay ${total} influence or disband ${lord_name[game.who]}.` @@ -2664,13 +2647,13 @@ states.pay_lords = { }, disband() { disband_lord(game.who) - game.who = NOBODY + resume_pay_lords() }, pay() { reduce_influence(is_exile_box(get_lord_locale(game.who)) ? 2 : 1) log("Pay L" + game.who + ".") set_lord_moved(game.who, 0) - game.who = NOBODY + resume_pay_lords() }, pay_all() { push_undo() @@ -2681,43 +2664,45 @@ states.pay_lords = { set_lord_moved(lord, 0) } } - }, - done() { - push_undo() - end_pay_lords() + goto_pay_vassals() }, } // === 3.2.3 PAY VASSALS === -function goto_pay_vassals() { - log_br() +function has_unpaid_vassals() { + let result = false + for_each_unpaid_vassal(_ => { + result = true + }) + return result +} +function for_each_unpaid_vassal(f) { for (let v of all_vassals) { let lord = get_vassal_lord(v) if (is_friendly_lord(lord) && get_vassal_service(v) === current_turn()) { if (lord_has_capability(lord, AOW_LANCASTER_PERCYS_POWER) && is_lord_in_north(lord)) continue - log_h3("Pay Vassals") - game.state = "pay_vassals" - game.vassal = NOVASSAL - return + f(v) } } - - end_pay_vassals() } -function end_pay_vassals() { - end_pay() +function goto_pay_vassals() { + if (has_unpaid_vassals()) { + log_h3("Pay Vassals") + game.state = "pay_vassals" + game.vassal = NOVASSAL + } else { + goto_pay_done() + } } -function count_pay_vassals_influence_cost() { - let n = 0 - for (let v of all_vassals) - if (is_vassal_mustered_with_friendly_lord(v) && get_vassal_service(v) === current_turn()) - ++n - return n +function resume_pay_vassals() { + game.vassal = NOVASSAL + if (!has_unpaid_vassals()) + goto_pay_done() } function pay_vassal(vassal: Vassal) { @@ -2727,28 +2712,16 @@ function pay_vassal(vassal: Vassal) { } states.pay_vassals = { - inactive: "Pay Vassals", + inactive: "Pay", prompt() { - let done = true if (game.vassal === NOVASSAL) { - for (let v of all_vassals) { - let lord = get_vassal_lord(v) - if (is_friendly_lord(lord) && get_vassal_service(v) === current_turn()) { - if (lord_has_capability(lord, AOW_LANCASTER_PERCYS_POWER) && is_lord_in_north(lord)) - continue - gen_action_vassal(v) - done = false - } - } - - if (done) { - view.prompt = "Pay Vassals: All done." - view.actions.done = 1 - } else { - let total = count_pay_vassals_influence_cost() - view.prompt = `Pay Vassals: Pay influence or disband your vassals in the current turn's calendar box. Pay ${total} for all vassals.` - view.actions.pay_all = 1 - } + let total = 0 + for_each_unpaid_vassal(v => { + gen_action_vassal(v) + total += 1 + }) + view.prompt = `Pay Vassals: Pay influence or disband your vassals in the current turn's calendar box. Pay ${total} for all vassals.` + view.actions.pay_all = 1 } else { view.prompt = `Pay Vassals: Pay 1 influence or disband ${vassal_name[game.vassal]}.` view.vassal = game.vassal @@ -2762,22 +2735,35 @@ states.pay_vassals = { }, pay() { pay_vassal(game.vassal) - game.vassal = NOVASSAL + resume_pay_vassals() + }, + disband() { + disband_vassal(game.vassal) + resume_pay_vassals() }, pay_all() { push_undo() - for (let v of all_vassals) { - if (is_vassal_mustered_with_friendly_lord(v) && get_vassal_service(v) === current_turn()) { - pay_vassal(v) - } - } + for_each_unpaid_vassal(v => { + pay_vassal(v) + }) + goto_pay_done() }, - disband() { - disband_vassal(game.vassal) - game.vassal = NOVASSAL +} + +// === 3.2.X PAY DONE === + +function goto_pay_done() { + game.state = "pay_done" +} + +states.pay_done = { + inactive: "Pay", + prompt() { + view.prompt = "Pay: All done." + view.actions.end_pay = 1 }, - done() { - end_pay_vassals() + end_pay() { + end_pay() }, } @@ -3079,7 +3065,6 @@ states.muster = { lord(lord) { push_undo() - log_br() log_h3(`L${lord} at S${get_lord_locale(lord)}`) game.state = "muster_lord" @@ -5898,8 +5883,6 @@ states.exile_spoils = { */ -const attack_positions = [ A1, A2, A3 ] -const defend_positions = [ D1, D2, D3 ] const battle_strike_positions = [ D1, D2, D3, A1, A2, A3 ] function log_lord_cap_ii(lord: Lord, c: Card) { |