diff options
-rw-r--r-- | favicons/Arms_of_France_(France_Moderne).svg | 239 | ||||
-rw-r--r-- | images/lord_mat_300.png | bin | 0 -> 1011925 bytes | |||
-rw-r--r-- | images/lord_mat_300b.png | bin | 0 -> 680514 bytes | |||
-rw-r--r-- | rules.js | 11758 | ||||
-rw-r--r-- | rules.ts | 10 | ||||
-rw-r--r-- | tools/findcolor.sh | 5 | ||||
-rw-r--r-- | tools/stickers.sh | 29 |
7 files changed, 12031 insertions, 10 deletions
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=> 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 NOVASSAL = -1; +const NOWHERE = -1; +const NOCARD = -1; +const CALENDAR = 100; +const CALENDAR_EXILE = 200; +const LONDON_FOR_YORK = 300; // extra london marker +const CAPTURE_OF_THE_KING = 400; // Ia. special rule (400 + lord ID that has him captured) +const VASSAL_READY = 29; +const VASSAL_DISBANDED = 30; +const VASSAL_OUT_OF_PLAY = 31; +const SUMMER = 0; +const SPRING = 1; +const WINTER = 2; +const AUTUMN = 3; +const SEASONS = [ + WINTER, + SPRING, + SUMMER, + AUTUMN, + WINTER, + WINTER, + SPRING, + SUMMER, + AUTUMN, + WINTER, + WINTER, + SPRING, + SUMMER, + AUTUMN, + WINTER, +]; +const INFLUENCE_TURNS = [1, 4, 6, 9, 11, 14]; +const GROW_TURNS = [4, 9, 14]; +const WASTE_TURNS = [5, 10]; +// 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_NAME = ["Retinue", "Vassal", "Men-at-Arms", "Longbowmen", "Militia", "Burgundians", "Mercenary"]; +const all_force_types = make_list(0, 6); +const simple_force_type = make_list(2, 6); +// asset types +const PROV = 0; +const COIN = 1; +const CART = 2; +const SHIP = 3; +const ASSET_TYPE_NAME = ["Provender", "Coin", "Cart", "Ship"]; +const all_asset_types = make_list(0, 3); +// battle array +const A1 = 0; // attackers +const A2 = 1; +const A3 = 2; +const D1 = 3; // defenders +const D2 = 4; +const D3 = 5; +function make_list(first, last) { + let list = []; + for (let i = first; i <= last; ++i) + list.push(i); + return list; +} +const lord_name = data.lords.map(lord => lord.short_name); +const locale_name = data.locales.map(locale => locale.name); +const vassal_name = data.vassals.map(vassal => vassal.name); +const lord_count = data.lords.length; +const vassal_count = data.vassals.length; +const all_lords = make_list(0, lord_count - 1); +const all_locales = make_list(0, data.locales.length - 1); +const all_vassals = make_list(0, data.vassals.length - 1); +const all_york_cards = make_list(0, 36); +const all_lancaster_cards = make_list(37, 73); +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 all_york_lords = make_list(0, 13); +const all_lancaster_lords = make_list(14, 27); +const YORK_LORD_MASK = 0x3fff; +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 get_lord_seat(lord) { + return data.lords[lord].seat; +} +function get_vassal_seat(v) { + return data.vassals[v].seat; +} +function get_vassal_locale(v) { + let lord = get_vassal_lord(v); + if (lord !== NOBODY) + return get_lord_locale(lord); + return NOWHERE; +} +function is_special_vassal(v) { + return v >= VASSAL_TROLLOPE && v <= VASSAL_HASTINGS; +} +function get_lord_influence(lord) { + return data.lords[lord].influence; +} +// from !node tools/gendata.js +function is_seaport(x) { return (x >= 0 && x <= 16); } +function is_port_1(x) { return (x >= 0 && x <= 4); } +function is_port_2(x) { return (x >= 5 && x <= 13); } +function is_port_3(x) { return (x >= 14 && x <= 16); } +function is_adjacent_north_sea(x) { return (x >= 0 && x <= 4); } +function is_adjacent_english_channel(x) { return (x >= 5 && x <= 13); } +function is_adjacent_irish_sea(x) { return (x >= 14 && x <= 16); } +function is_stronghold(x) { return (x >= 0 && x <= 53); } +function is_fortress(x) { return (x >= 0 && x <= 1) || x === 15 || x === 42 || x === 53; } +function is_england(x) { return (x >= 0 && x <= 2) || (x >= 5 && x <= 9) || x === 14 || (x >= 17 && x <= 40); } +function is_town(x) { return x === 2 || x === 4 || (x >= 7 && x <= 13) || (x >= 31 && x <= 40) || (x >= 43 && x <= 44); } +function is_city(x) { return x === 3 || x === 6 || x === 14 || (x >= 17 && x <= 29) || x === 41 || (x >= 45 && x <= 52); } +function is_north(x) { return (x >= 3 && x <= 4) || (x >= 41 && x <= 44); } +function is_calais(x) { return x === 5; } +function is_south(x) { return (x >= 10 && x <= 13) || (x >= 45 && x <= 49); } +function is_wales(x) { return (x >= 15 && x <= 16) || (x >= 50 && x <= 53); } +function is_harlech(x) { return x === 16; } +function is_london(x) { return x === 30; } +function is_exile_box(x) { return (x >= 54 && x <= 57); } +function is_sea(x) { return (x >= 58 && x <= 60); } +function is_adjacent(a, b) { + return is_stronghold(a) && is_stronghold(b) && set_has(data.locales[a].adjacent, b); +} +function find_sea_mask(here) { + if (is_port_1(here)) + return 1; + if (is_port_2(here)) + return 2; + if (is_port_3(here)) + return 4; + return 0; +} +function find_ports(here, lord) { + // for Parley, Supply, and Tax purposes only (not Disembark) + if (lord !== NOBODY) { + if ((lord_has_capability(lord, AOW_YORK_GREAT_SHIPS) || lord_has_capability(lord, 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 (is_port_1(here)) + return data.port_1; + if (is_port_2(here)) + return data.port_2; + if (is_port_3(here)) + return data.port_3; + return null; +} +function find_sail_locales(here) { + if (here === data.sea_1) + return data.sail_sea_1; + if (here === data.sea_2) + return data.sail_sea_2; + if (here === data.sea_3) + return data.sail_sea_3; + if (here === data.exile_1) + return data.sail_exile_1; + if (here === data.exile_2) + return data.sail_exile_2; + if (here === data.exile_3) + return data.sail_exile_3; + if (here === data.exile_4) + return data.sail_exile_4; + if (is_port_1(here)) + return data.sail_port_1; + if (is_port_2(here)) + return data.sail_port_2; + if (is_port_3(here)) + return data.sail_port_3; + return null; +} +function is_on_same_sea(a, b) { + return ((is_port_1(a) && is_port_1(b)) || + (is_port_2(a) && is_port_2(b)) || + (is_port_3(a) && is_port_3(b))); +} +function make_locale_list(pred) { + let list = []; + for (let loc of all_locales) + 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 all_exile_boxes = make_locale_list(is_exile_box); +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_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_STANLEY = find_vassal("Stanley"); +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; +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_COMMISSION_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; +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_WOODVILLES = Y31; +const AOW_YORK_FINAL_CHARGE = Y32; +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; +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_DISOBEDIENCE = 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; +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; +const EVENT_YORK_EARL_RIVERS = Y31; +const EVENT_YORK_THE_KINGS_NAME = Y32; +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 === +function all_friendly_lords() { + if (game.active === YORK) + return all_york_lords; + return all_lancaster_lords; +} +function all_enemy_lords() { + if (game.active === YORK) + return all_lancaster_lords; + return all_york_lords; +} +function update_aliases() { + if (has_flag(FLAG_REBEL_IS_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); +} +function is_active_command() { + if (is_york_lord(game.command)) + return game.active === YORK; + else + return game.active === LANCASTER; +} +// === STATE: TURN === +function current_turn() { + return game.turn >> 1; +} +function current_season() { + return SEASONS[(game.turn >> 1) - 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; + } + return 0; +} +// === STATE: FLAGS === +const FLAG_REBEL_IS_YORK = 1; +const FLAG_FIRST_ACTION = 2; +const FLAG_FIRST_MARCH_HIGHWAY = 4; +const FLAG_MARCH_TO_PORT = 8; +const FLAG_SAIL_TO_PORT = 16; +const FLAG_SUPPLY_DEPOT = 32; +const FLAG_SURPRISE_LANDING = 64; +const FLAG_BURGUNDIANS = 128; +function has_flag(bit) { + return !!(game.flags & bit); +} +function set_flag(bit) { + game.flags |= bit; +} +function clear_flag(bit) { + game.flags &= ~bit; +} +// === STATE: CARDS === +function current_hand() { + if (game.active === YORK) + return game.hand_y; + return game.hand_l; +} +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 card_list = game.active === YORK ? all_york_cards : all_lancaster_cards; + for (let c of card_list) + 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 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_in_exile(lord)) + return get_lord_locale(lord) - CALENDAR_EXILE; + 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) { + let turn = get_lord_calendar(lord); + set_lord_locale(lord, CALENDAR_EXILE + turn); +} +function is_lord_in_exile(lord) { + let loc = get_lord_locale(lord); + return loc >= CALENDAR_EXILE && loc <= CALENDAR_EXILE + 16; +} +function is_lord_on_map(lord) { + let loc = get_lord_locale(lord); + return loc !== NOWHERE && loc < CALENDAR; +} +function is_locale_on_map(loc) { + 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 && loc <= CALENDAR_EXILE + 16; +} +function is_lord_ready(lord) { + return (is_lord_on_calendar(lord) && get_lord_calendar(lord) <= current_turn()); +} +function get_lord_capability(lord, n) { + return map2_get(game.pieces.capabilities, lord, n, NOCARD); +} +function set_lord_capability(lord, n, x) { + if (x === NOCARD) + map2_delete(game.pieces.capabilities, lord, n); + else + map2_set(game.pieces.capabilities, lord, n, x); +} +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 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); +} +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); + // TODO? 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_friendly_lord(lord) { + if (game.active === YORK) + return is_york_lord(lord); + return is_lancaster_lord(lord); +} +function is_enemy_lord(lord) { + if (game.active === YORK) + return is_lancaster_lord(lord); + return is_york_lord(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 lord_has_unrouted_units(lord) { + for (let x of all_force_types) + 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 lord_has_unrouted_troops(lord) { + // Don't check here for Retinue or Vassals. + for (let x of simple_force_type) { + if (get_lord_forces(lord, x) > 0) + return true; + } + return false; +} +function lord_has_routed_retinue(lord) { + return get_lord_routed_forces(lord, RETINUE) > 0; +} +function lord_has_routed_troops(lord) { + // Don't check here for Retinue or Vassals. + for (let x of simple_force_type) { + if (get_lord_routed_forces(lord, x) > 0) + return true; + } + return false; +} +function find_lord_with_capability_card(c) { + for (let lord of all_lords) + if (lord_has_capability_card(lord, c)) + return lord; + return NOBODY; +} +function get_force_name(_lord, n, x = NOVASSAL) { + if (n === VASSAL) + return "V" + x; + return FORCE_TYPE_NAME[n]; +} +function get_inherent_valour(lord) { + return data.lords[lord].valour; +} +function log_valour(lord, c) { + log("L" + lord); + log(">C" + c); +} +function get_modified_valour(lord, report) { + let valour = get_inherent_valour(lord); + if (lord_has_capability(lord, AOW_LANCASTER_EXPERT_COUNSELLORS)) { + if (report) + log_valour(lord, AOW_LANCASTER_EXPERT_COUNSELLORS); + valour += 2; + } + if (lord_has_capability(lord, AOW_LANCASTER_VETERAN_OF_FRENCH_WARS)) { + if (report) + log_valour(lord, AOW_LANCASTER_VETERAN_OF_FRENCH_WARS); + valour += 2; + } + if (lord_has_capability(lord, AOW_LANCASTER_ANDREW_TROLLOPE)) { + if (report) + log_valour(lord, AOW_LANCASTER_ANDREW_TROLLOPE); + valour += 1; + } + if (lord_has_capability(lord, AOW_LANCASTER_MY_FATHERS_BLOOD)) { + if (report) + log_valour(lord, AOW_LANCASTER_MY_FATHERS_BLOOD); + valour += 1; + } + if (lord_has_capability(lord, AOW_LANCASTER_EDWARD)) { + if (report) + log_valour(lord, AOW_LANCASTER_EDWARD); + valour += 1; + } + if (lord_has_capability(lord, AOW_LANCASTER_LOYAL_SOMERSET)) { + if (get_lord_locale(lord) === get_lord_locale(LORD_MARGARET)) { + if (report) + log_valour(lord, AOW_LANCASTER_LOYAL_SOMERSET); + valour += 1; + } + } + return valour; +} +function can_pick_up_lords(lord) { + if (is_marshal(lord) || is_lieutenant(lord)) + return true; + if (lord_has_capability(lord, AOW_YORK_CAPTAIN) && !has_other_marshal_or_lieutenant(lord, get_lord_locale(lord))) + return true; + return false; +} +function can_pick_up_other(lord, other) { + if (game.scenario === SCENARIO_II) { + if (lord === LORD_WARWICK_L && other === LORD_MARGARET) + return false; + if (lord === LORD_MARGARET && other === LORD_WARWICK_L) + return false; + } + return (other !== lord && !is_marshal(other)); +} +// === STATE: LORD (SHARED) === +function get_york_shared_assets(loc, what) { + let n = 0; + for (let lord of all_york_lords) + if (get_lord_locale(lord) === loc) + n += get_lord_assets(lord, what); + return n; +} +function get_shared_assets(loc, what) { + let n = 0; + for (let lord of all_friendly_lords()) + if (get_lord_locale(lord) === loc) + n += get_lord_assets(lord, what); + return n; +} +function count_shared_ships(loc, allow_great_ships) { + let n = 0; + for (let lord of all_friendly_lords()) { + if (get_lord_locale(lord) === loc) { + n += get_lord_assets(lord, SHIP); + if (allow_great_ships && (lord_has_capability(lord, AOW_YORK_GREAT_SHIPS) || lord_has_capability(lord, AOW_LANCASTER_GREAT_SHIPS))) + n += get_lord_assets(lord, SHIP); + } + } + return n; +} +function count_group_ships(group, allow_great_ships) { + let n = 0; + for (let lord of group) { + n += get_lord_assets(lord, SHIP); + if (allow_great_ships && (lord_has_capability(lord, AOW_YORK_GREAT_SHIPS) || lord_has_capability(lord, AOW_LANCASTER_GREAT_SHIPS))) + n += get_lord_assets(lord, SHIP); + } + return n; +} +function count_shared_carts(loc, allow_hay_wains) { + let n = 0; + for (let lord of all_friendly_lords()) { + if (get_lord_locale(lord) === loc) { + n += get_lord_assets(lord, CART); + if (allow_hay_wains && lord_has_capability(lord, AOW_LANCASTER_HAY_WAINS)) + n += get_lord_assets(lord, CART); + } + } + return n; +} +function count_group_carts(group, allow_hay_wains) { + let n = 0; + for (let lord of group) { + n += get_lord_assets(lord, CART); + if (allow_hay_wains && lord_has_capability(lord, AOW_LANCASTER_HAY_WAINS)) + n += get_lord_assets(lord, CART); + } + return n; +} +function count_group_provender(group) { + let n = 0; + for (let lord of group) + n += get_lord_assets(lord, PROV); + return n; +} +// === STATE: VASSAL === +function set_vassal_lord_and_service(vassal, lord, service) { + service = Math.max(0, Math.min(16, 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 of all_vassals) { + 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 of all_vassals) + if (is_vassal_mustered_with(x, lord)) + f(x); +} +function count_vassals_with_lord(lord) { + let n = 0; + for (let v of all_vassals) + if (is_vassal_mustered_with(v, lord)) + ++n; + return n; +} +function count_unrouted_vassals_with_lord(lord) { + let n = 0; + for (let v of all_vassals) + if (is_vassal_mustered_with(v, lord)) + if (!set_has(game.battle.routed_vassals, v)) + ++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)) { + logcap(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) { + let lord = get_vassal_lord(vassal); + if (vassal === VASSAL_HASTINGS) + discard_lord_capability(lord, AOW_YORK_HASTINGS); + if (vassal === VASSAL_TROLLOPE) + discard_lord_capability(lord, AOW_LANCASTER_ANDREW_TROLLOPE); + if (vassal === VASSAL_CLIFFORD) + discard_lord_capability(lord, AOW_LANCASTER_MY_FATHERS_BLOOD); + if (vassal === VASSAL_MONTAGU) + discard_lord_capability(lord, AOW_LANCASTER_MONTAGU); + if (vassal === VASSAL_EDWARD) + discard_lord_capability(lord, AOW_LANCASTER_EDWARD); + if (vassal === VASSAL_THOMAS_STANLEY) + discard_lord_capability(lord, AOW_LANCASTER_THOMAS_STANLEY); + if (data.vassals[vassal].service > 0) { + let new_turn = current_turn() + (6 - data.vassals[vassal].service); + set_vassal_lord_and_service(vassal, VASSAL_DISBANDED, new_turn); + log(`Disband V${vassal} to T${current_turn() + (6 - data.vassals[vassal].service)}.`); + } + else { + // TODO: special vassals with no service marker!? + set_vassal_lord_and_service(vassal, VASSAL_OUT_OF_PLAY, 0); + log(`Disband V${vassal}.`); + } +} +function rout_vassal(_lord, vassal) { + set_add(game.battle.routed_vassals, vassal); +} +function unrout_vassal(_lord, vassal) { + set_delete(game.battle.routed_vassals, vassal); +} +// === STATE: LOCALE === +function is_friendly_locale(loc) { + if (game.active === YORK) + return has_york_favour(loc); + else + return has_lancaster_favour(loc); +} +function is_enemy_locale(loc) { + if (game.active === LANCASTER) + return has_york_favour(loc); + else + return has_lancaster_favour(loc); +} +function is_neutral_locale(loc) { + return !has_lancaster_favour(loc) && !has_york_favour(loc); +} +function has_lancaster_favour(loc) { + return set_has(game.pieces.favourl, loc); +} +function add_lancaster_favour(loc) { + set_add(game.pieces.favourl, loc); +} +function remove_lancaster_favour(loc) { + set_delete(game.pieces.favourl, loc); +} +function has_york_favour(loc) { + return set_has(game.pieces.favoury, loc); +} +function add_york_favour(loc) { + set_add(game.pieces.favoury, loc); +} +function set_york_favour(loc) { + set_add(game.pieces.favoury, loc); + set_delete(game.pieces.favourl, loc); +} +function set_lancaster_favour(loc) { + set_add(game.pieces.favourl, loc); + set_delete(game.pieces.favoury, loc); +} +function remove_york_favour(loc) { + if (loc === LOC_LONDON) + set_delete(game.pieces.favoury, LONDON_FOR_YORK); + 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_lancaster_favour(loc)) + remove_lancaster_favour(loc); + else + add_york_favour(loc); +} +function shift_favour_toward_lancaster(loc) { + if (has_york_favour(loc)) + remove_york_favour(loc); + else + add_lancaster_favour(loc); +} +function set_favour_enemy(loc) { + if (game.active === YORK) { + remove_york_favour(loc); + add_lancaster_favour(loc); + } + else { + remove_lancaster_favour(loc); + add_york_favour(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 deplete_locale(loc) { + if (has_depleted_marker(loc)) { + remove_depleted_marker(loc); + add_exhausted_marker(loc); + } + else { + add_depleted_marker(loc); + } +} +function has_favour_in_locale(side, loc) { + if (side === YORK) + return has_york_favour(loc); + else + return has_lancaster_favour(loc); +} +function is_at_or_adjacent_to_lancastrian_english_channel_port(loc) { + if (is_stronghold(loc)) { + if (has_lancaster_favour(loc) && is_adjacent_english_channel(loc)) + return true; + for (let next of data.locales[loc].adjacent) + if (has_lancaster_favour(next) && is_adjacent_english_channel(next)) + return true; + } + return false; +} +// === STATE: LORD & LOCALE === +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 of all_friendly_lords()) + if (get_lord_locale(lord) === loc) + return true; + return false; +} +function has_york_lord(loc) { + for (let lord of all_york_lords) + if (get_lord_locale(lord) === loc) + return true; + return false; +} +function has_lancaster_lord(loc) { + for (let lord of all_lancaster_lords) + if (get_lord_locale(lord) === loc) + return true; + return false; +} +function has_enemy_lord(loc) { + for (let lord of all_enemy_lords()) + 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; +} +function has_other_marshal_or_lieutenant(lord, here) { + for (let other of all_friendly_lords()) + if (other !== lord && get_lord_locale(other) === here && (is_marshal(other) || is_lieutenant(other))) + return true; + return false; +} +function has_adjacent_enemy(loc) { + for (let next of data.locales[loc].adjacent) + if (has_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; +} +function is_york_dominating_north() { + let n = 0; + for (let loc of all_north_locales) + if (has_york_favour(loc)) + n++; + return n >= all_north_locales.length; +} +function is_lancaster_dominating_north() { + let n = 0; + for (let loc of all_north_locales) + if (has_lancaster_favour(loc)) + n++; + let cap_lord = find_lord_with_capability_card(AOW_LANCASTER_NORTHMEN); + if (is_lancaster_lord(cap_lord) && is_north(get_lord_locale(cap_lord))) + return n >= 3; + return n >= all_north_locales.length; +} +function is_york_dominating_south() { + let n = 0; + for (let loc of all_south_locales) + if (has_york_favour(loc)) + n++; + let cap_lord = find_lord_with_capability_card(AOW_YORK_SOUTHERNERS); + if (is_york_lord(cap_lord) && is_south(get_lord_locale(cap_lord))) + return n >= 5; + return n >= all_south_locales.length; +} +function is_lancaster_dominating_south() { + let n = 0; + for (let loc of all_south_locales) + if (has_lancaster_favour(loc)) + n++; + return n >= all_south_locales.length; +} +function is_york_dominating_wales() { + let n = 0; + for (let loc of all_wales_locales) + if (has_york_favour(loc)) + n++; + let cap_lord = find_lord_with_capability_card(AOW_YORK_WELSHMEN); + if (is_york_lord(cap_lord) && is_wales(get_lord_locale(cap_lord))) + return n >= 3; + return n >= all_wales_locales.length; +} +function is_lancaster_dominating_wales() { + let n = 0; + for (let loc of all_wales_locales) + if (has_lancaster_favour(loc)) + n++; + return n >= all_wales_locales.length; +} +// === 1.4 INFLUENCE === +function log_ip(n) { + if (n < 0) + log(".ip " + n); + else if (n > 0) + log(".ip +" + n); +} +function reduce_influence(amt) { + if (game.active === YORK) + reduce_york_influence(amt); + else + reduce_lancaster_influence(amt); +} +function reduce_york_influence(amt) { + log_ip(-amt); + game.influence = Math.max(-45, Math.min(45, game.influence + amt)); +} +function increase_york_influence(amt) { + log_ip(amt); + game.influence = Math.max(-45, Math.min(45, game.influence - amt)); +} +function reduce_lancaster_influence(amt) { + log_ip(-amt); + game.influence = Math.max(-45, Math.min(45, game.influence - amt)); +} +function increase_lancaster_influence(amt) { + log_ip(amt); + game.influence = Math.max(-45, Math.min(45, game.influence + amt)); +} +function common_ic_cost(_lord, spend) { + let cost = 1; + if (spend === 1) + cost += 1; + if (spend === 2) + cost += 3; + return cost; +} +function vassal_ic_cost(lord, spend) { + let cost = common_ic_cost(lord, spend); + if (game.active === YORK) { + if (is_event_in_play(EVENT_LANCASTER_BUCKINGHAMS_PLOT)) + cost += 2; + } + return cost; +} +function parley_ic_cost(lord, spend) { + let cost = common_ic_cost(lord, spend); + // Note: use of game.where + cost += map_get(game.parley, game.where, 0) >> 3; /* scaled by 8 to account for seas crossed */ + if (game.active === LANCASTER) { + if (is_event_in_play(EVENT_YORK_AN_HONEST_TALE_SPEEDS_BEST)) { + cost += 1; + } + } + if (is_levy_phase()) { + if (game.levy_flags.jack_cade > 0) { + cost = 0; + } + else { + if (game.levy_flags.parliament_votes > 0) + cost -= 1; + if (game.levy_flags.succession > 0) + cost -= 1; + } + } + else { + if (lord === LORD_DEVON && get_lord_locale(lord) === LOC_EXETER && is_event_in_play(EVENT_YORK_DORSET)) + cost = 0; + } + return cost; +} +function common_ic_success(_lord) { + return false; +} +function vassal_ic_success(lord) { + if (game.active === LANCASTER) { + if (is_event_in_play(EVENT_LANCASTER_THE_EARL_OF_RICHMOND)) { + return true; + } + if (lord_has_capability(lord, AOW_LANCASTER_TWO_ROSES)) { + return true; + } + } + return false; +} +function parley_ic_success(lord) { + if (is_levy_phase()) { + if (game.levy_flags.jack_cade > 0) { + return true; + } + else { + if (game.levy_flags.parliament_votes > 0) { + return true; + } + if (game.levy_flags.succession > 0) { + return true; + } + } + } + else { + if (lord === LORD_DEVON && get_lord_locale(lord) === LOC_EXETER && is_event_in_play(EVENT_YORK_DORSET)) { + return true; + } + } + return false; +} +function common_ic_rating(lord, spend, report) { + let here = get_lord_locale(lord); + let rating = get_lord_influence(lord); + rating += spend; + if (game.active === YORK) { + if (is_event_in_play(EVENT_YORK_YORKIST_PARADE)) { + if (report) + logevent(EVENT_YORK_YORKIST_PARADE); + rating += 2; + } + if (is_event_in_play(EVENT_YORK_PRIVY_COUNCIL)) { + if (report) + logevent(EVENT_YORK_PRIVY_COUNCIL); + rating += 1; + } + if (lord_has_capability(lord, AOW_YORK_YORKS_FAVOURED_SON)) { + if (report) + logcap(AOW_YORK_YORKS_FAVOURED_SON); + rating += 1; + } + if (lord_has_capability(lord, AOW_YORK_FAIR_ARBITER)) { + if (is_friendly_locale(here)) { + if (report) + logcap(AOW_YORK_FAIR_ARBITER); + rating += 1; + } + } + if (lord_has_capability(lord, AOW_YORK_FALLEN_BROTHER)) { + if (!is_lord_in_play(LORD_CLARENCE)) { + if (report) + logcap(AOW_YORK_FALLEN_BROTHER); + rating += 2; + } + } + } + else { + if (lord_has_capability(lord, AOW_LANCASTER_MARRIED_TO_A_NEVILLE)) { + if (get_lord_locale(LORD_WARWICK_L) === here && is_friendly_locale(here)) { + if (report) + logcap(AOW_LANCASTER_MARRIED_TO_A_NEVILLE); + rating += 2; + } + } + if (lord_has_capability(lord, AOW_LANCASTER_LOYAL_SOMERSET)) { + if (get_lord_locale(LORD_MARGARET) === here) { + if (report) + logcap(AOW_LANCASTER_LOYAL_SOMERSET); + rating += 1; + } + } + } + return rating; +} +function vassal_ic_rating(lord, spend, report) { + let rating = common_ic_rating(lord, spend, report); + // Note: use of game.vassal + if (game.active === LANCASTER) + rating -= data.vassals[game.vassal].influence; + else + rating += data.vassals[game.vassal].influence; + return rating; +} +function parley_ic_rating(lord, spend, report) { + let rating = common_ic_rating(lord, spend, report); + if (game.active === YORK) { + if (is_event_in_play(EVENT_YORK_RICHARD_OF_YORK)) { + if (report) + logevent(EVENT_YORK_RICHARD_OF_YORK); + rating += 1; + } + } + else { + if (lord_has_capability(lord, AOW_LANCASTER_IN_THE_NAME_OF_THE_KING)) { + if (report) + logcap(AOW_LANCASTER_IN_THE_NAME_OF_THE_KING); + rating += 1; + } + } + return rating; +} +function prompt_influence_check(lord, calc = common_ic) { + let cost = calc.cost(lord, 0); + if (calc.success(lord)) { + view.prompt += ` Influence success for ${cost} IP.`; + view.actions.check = [0]; + } + else { + let rating = Math.max(1, Math.min(5, calc.rating(lord, 0, false))); + view.prompt += ` Influence 1-${rating} for ${cost} IP.`; + /* max rating is 5, no need to pay to increase more! */ + if (rating <= 3) + view.actions.check = [0, 1, 2]; + else if (rating <= 4) + view.actions.check = [0, 1]; + else + view.actions.check = [0]; + } +} +function roll_influence_check(what, lord, spend, calc = common_ic) { + let cost = calc.cost(lord, spend); + reduce_influence(cost); + if (calc.success(lord)) { + log(`${what}.`); + return true; + } + else { + let rating = Math.max(1, Math.min(5, calc.rating(lord, spend, false))); + let die = roll_die(); + if (die <= rating) { + log(`${what} 1-${rating}: B${die}`); + calc.rating(lord, spend, true); + return true; + } + else { + log(`${what} 1-${rating}: W${die}`); + calc.rating(lord, spend, true); + return false; + } + } +} +const common_ic = { cost: common_ic_cost, rating: common_ic_rating, success: common_ic_success }; +const vassal_ic = { cost: vassal_ic_cost, rating: vassal_ic_rating, success: vassal_ic_success }; +const parley_ic = { cost: parley_ic_cost, rating: parley_ic_rating, success: parley_ic_success }; +// === 2.0 SETUP === +function goto_setup_lords() { + if (game.scenario === SCENARIO_III) { + set_active(YORK); + game.state = "my_kingdom_for_a_horse_setup"; + return; + } + goto_start_game(); +} +// === 3.1 LEVY: ARTS OF WAR (FIRST TURN) === +function goto_start_game() { + set_active(P1); + log_h1("Levy " + current_turn_name()); + goto_levy_arts_of_war_first(); +} +function discard_card_capability(c) { + log(`Discard C${c}.`); +} +function discard_card_event(c) { + log(`Discard E${c}.`); +} +function goto_levy_arts_of_war_first() { + log_h2_active("Arts of War - " + game.active); + game.state = "levy_arts_of_war_first"; + game.arts_of_war = draw_two_cards(); +} +function resume_levy_arts_of_war_first() { + if (game.arts_of_war.length === 0) + end_levy_arts_of_war_first(); +} +states.levy_arts_of_war_first = { + inactive: "Arts of War", + prompt() { + let c = game.arts_of_war[0]; + view.arts_of_war = game.arts_of_war; + 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) && can_add_lord_capability(lord)) { + 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.arts_of_war.shift(); + log("Assign Capability."); + add_lord_capability(lord, c); + capability_muster_effects_common(lord, c); + resume_levy_arts_of_war_first(); + }, + discard() { + push_undo(); + let c = game.arts_of_war.shift(); + discard_card_capability(c); + resume_levy_arts_of_war_first(); + }, +}; +function end_levy_arts_of_war_first() { + delete game.arts_of_war; + set_active_enemy(); + if (game.active === P2) + goto_levy_arts_of_war_first(); + else + goto_muster_exiles(); +} +// === 3.1 LEVY: ARTS OF WAR === +function goto_levy_arts_of_war() { + log_h2_active("Arts of War - " + game.active); + game.arts_of_war = draw_two_cards(); + resume_levy_arts_of_war(); +} +function resume_levy_arts_of_war() { + game.state = "levy_arts_of_war"; + if (game.arts_of_war.length === 0) + end_levy_arts_of_war(); +} +states.levy_arts_of_war = { + inactive: "Arts of War", + prompt() { + let c = game.arts_of_war[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; + } + // allow playing this Held card immediately + if (c === EVENT_YORK_SUN_IN_SPLENDOUR) { + view.prompt = `Arts of War: Play or hold ${data.cards[c].event}.`; + view.actions.hold = 1; + view.actions.play = 1; + } + }, + play() { + if (game.arts_of_war[0] === EVENT_YORK_SUN_IN_SPLENDOUR) + push_undo(); + let c = game.arts_of_war.shift(); + log(`Play E${c}.`); + goto_immediate_event(c); + }, + hold() { + let c = game.arts_of_war.shift(); + log("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.arts_of_war.shift(); + discard_card_event(c); + resume_levy_arts_of_war(); + }, +}; +function end_levy_arts_of_war() { + delete game.arts_of_war; + discard_events("now"); + set_active_enemy(); + if (game.active === P2) + goto_levy_arts_of_war(); + else + goto_pay(); +} +// === 3.2 LEVY: PAY TROOPS === +function goto_pay() { + log_h2_active("Pay - " + game.active); + goto_pay_troops(); +} +function end_pay() { + set_active_enemy(); + if (game.active === P2) + goto_pay(); + else + goto_muster_exiles(); +} +function reset_unpaid_lords(here) { + for (let lord of all_friendly_lords()) { + if (is_lord_unfed(lord) && get_lord_locale(lord) === here) { + // Note: Percy's Power only affects Pay -- so will never end up here + set_lord_unfed(lord, Math.ceil(count_lord_all_forces(lord) / 6)); + } + } +} +function goto_pay_troops() { + for (let lord of all_friendly_lords()) { + let here = get_lord_locale(lord); + let n = Math.ceil(count_lord_all_forces(lord) / 6); + if (lord_has_capability(lord, AOW_LANCASTER_MADAME_LA_GRANDE) && is_at_or_adjacent_to_lancastrian_english_channel_port(here)) { + logcap(AOW_LANCASTER_MADAME_LA_GRANDE); + add_lord_assets(lord, COIN, 1); + } + if (lord_has_capability(lord, AOW_LANCASTER_PERCYS_POWER) && is_lord_in_north(lord)) { + logcap(AOW_LANCASTER_PERCYS_POWER); + n = 0; + } + 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", + prompt() { + view.prompt = "Pay Troops."; + let done = true; + // Pay from own mat + if (done) { + for (let lord of all_friendly_lords()) { + if (is_lord_unfed(lord)) { + if (get_lord_assets(lord, COIN) > 0) { + gen_action_coin(lord); + done = false; + } + } + } + } + // Sharing + if (done) { + view.prompt = "Pay Troops: Pay lords with shared coin."; + for (let lord of all_friendly_lords()) { + if (is_lord_unfed(lord) && can_pay_from_shared(lord, 1)) { + gen_action_lord(lord); + done = false; + } + } + } + // Pillage + if (done) { + view.prompt = "Pay Troops: Pillage with lords who have unpaid troops."; + for (let lord of all_friendly_lords()) { + if (is_lord_unfed(lord) && can_pillage(get_lord_locale(lord))) { + gen_action_lord(lord); + done = false; + } + } + } + // Disband + if (done) { + view.prompt = "Pay Troops: Disband lords who have unpaid troops."; + for (let lord of all_friendly_lords()) { + if (is_lord_unfed(lord)) { + gen_action_lord(lord); + done = false; + } + } + } + // All done! + if (done) { + throw "IMPOSSIBLE"; + } + }, + coin(lord) { + push_undo(); + add_lord_assets(lord, COIN, -1); + pay_lord(lord); + resume_pay_troops(); + }, + lord(lord) { + push_undo(); + let here = get_lord_locale(lord); + game.who = lord; + if (can_pay_from_shared(lord, 1)) { + game.state = "pay_troops_shared"; + } + else if (can_pillage(here)) { + reset_unpaid_lords(here); + game.state = "pay_troops_pillage"; + } + else { + game.state = "pay_troops_disband"; + } + }, +}; +states.pay_troops_shared = { + inactive: "Pay", + prompt() { + view.prompt = `Pay Troops: Pay ${lord_name[game.who]}'s troops with shared coin.`; + let loc = get_lord_locale(game.who); + for (let lord of all_friendly_lords()) { + 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_troops_shared(); + }, +}; +function resume_pay_troops_shared() { + if (!is_lord_unfed(game.who) || !can_pay_from_shared(game.who, 1)) + resume_pay_troops(); +} +states.pay_troops_pillage = { + inactive: "Pay", + prompt() { + let here = get_lord_locale(game.who); + view.prompt = `Pay Troops: Pillage ${locale_name[here]} with ${lord_name[game.who]}.`; + view.actions.pillage = 1; + }, + pillage() { + do_pillage(game.who); + resume_pay_troops(); + }, +}; +states.pay_troops_disband = { + inactive: "Pay", + prompt() { + view.prompt = `Pay Troops: Disband ${lord_name[game.who]}.`; + view.actions.disband = 1; + }, + disband() { + do_pillage_disband(game.who); + resume_pay_troops(); + }, +}; +// === 3.2.1 PILLAGE === +function can_pillage(loc) { + return !is_sea(loc) && !is_exile_box(loc) && !has_exhausted_marker(loc); +} +function do_pillage(lord) { + let here = get_lord_locale(lord); + // Same values as Taxing. + let n = get_tax_amount(here, lord); + add_lord_assets(lord, COIN, n); + add_lord_assets(lord, PROV, n); + reduce_influence(4 * n); + log(`Pillage at S${here}.`); + add_exhausted_marker(here); + set_favour_enemy(here); + for (let next of data.locales[here].adjacent) + shift_favour_away(next); +} +function do_pillage_disband(lord) { + disband_influence_penalty(lord); + // shipwreck if unfed at sea + if (is_lord_at_sea(lord)) + shipwreck_lord(lord); + else + disband_lord(lord); +} +// === 3.2.2 PAY LORDS === +function has_unpaid_lords() { + for (let lord of all_friendly_lords()) + if (is_lord_unfed(lord)) + return true; + return false; +} +function goto_pay_lords() { + log_br(); + for (let lord of all_friendly_lords()) { + 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_unpaid_lords()) { + log_h3("Pay Lords"); + game.who = NOBODY; + game.state = "pay_lords"; + } + else { + goto_pay_vassals(); + } +} +function resume_pay_lords() { + game.who = NOBODY; + if (!has_unpaid_lords()) + goto_pay_vassals(); +} +function count_pay_lord_influence_cost() { + let n = 0; + for (let lord of all_friendly_lords()) + if (is_lord_on_map(lord) && is_lord_unfed(lord)) + n += is_exile_box(get_lord_locale(lord)) ? 2 : 1; + return n; +} +states.pay_lords = { + inactive: "Pay", + prompt() { + if (game.who === NOBODY) { + let total = count_pay_lord_influence_cost(); + 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); + 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]}.`; + view.actions.disband = 1; + view.actions.pay = 1; + } + }, + lord(lord) { + push_undo(); + game.who = lord; + }, + disband() { + disband_lord(game.who); + 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); + resume_pay_lords(); + }, + pay_all() { + push_undo(); + for (let lord of all_friendly_lords()) { + if (is_lord_on_map(lord) && is_lord_unfed(lord)) { + reduce_influence(is_exile_box(get_lord_locale(lord)) ? 2 : 1); + log("Pay L" + lord + "."); + set_lord_moved(lord, 0); + } + } + goto_pay_vassals(); + }, +}; +// === 3.2.3 PAY VASSALS === +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; + f(v); + } + } +} +function goto_pay_vassals() { + if (has_unpaid_vassals()) { + log_h3("Pay Vassals"); + game.state = "pay_vassals"; + game.vassal = NOVASSAL; + } + else { + goto_pay_done(); + } +} +function resume_pay_vassals() { + game.vassal = NOVASSAL; + if (!has_unpaid_vassals()) + goto_pay_done(); +} +function pay_vassal(vassal) { + reduce_influence(1); + log("Pay V" + vassal + "."); + set_vassal_lord_and_service(vassal, get_vassal_lord(vassal), current_turn() + 1); +} +states.pay_vassals = { + inactive: "Pay", + prompt() { + if (game.vassal === NOVASSAL) { + 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 ${vassal_name[game.vassal]}.`; + view.vassal = game.vassal; + view.actions.disband = 1; + view.actions.pay = 1; + } + }, + vassal(v) { + push_undo(); + game.vassal = v; + }, + pay() { + pay_vassal(game.vassal); + resume_pay_vassals(); + }, + disband() { + disband_vassal(game.vassal); + resume_pay_vassals(); + }, + pay_all() { + push_undo(); + for_each_unpaid_vassal(v => { + pay_vassal(v); + }); + goto_pay_done(); + }, +}; +// === 3.2.X PAY DONE === +function goto_pay_done() { + game.state = "pay_done"; +} +states.pay_done = { + inactive: "Pay", + prompt() { + view.prompt = "Pay: All done."; + view.actions.end_pay = 1; + }, + end_pay() { + end_pay(); + }, +}; +// === 3.2.4 DISBAND === +function clear_lord(lord) { + for_each_vassal_with_lord(lord, disband_vassal); + discard_lord_capability_n(lord, 0); + discard_lord_capability_n(lord, 1); + for (let x of all_asset_types) + set_lord_assets(lord, x, 0); + for (let x of all_force_types) { + set_lord_forces(lord, x, 0); + set_lord_routed_forces(lord, x, 0); + } + set_lord_moved(lord, 0); + check_capture_of_the_king(); +} +function remove_lord(lord) { + log(`Remove L${lord}.`); + set_lord_locale(lord, NOWHERE); + clear_lord(lord); +} +function death_lord(lord) { + if (game.scenario === SCENARIO_II) { + if (lord === LORD_WARWICK_L && game.battle.attacker === YORK) + foreign_haven_shift_lords(); + } + log(`Dead L${lord}.`); + set_lord_locale(lord, NOWHERE); + clear_lord(lord); +} +function shipwreck_lord(lord) { + log(`Shipwreck L${lord}.`); + set_lord_locale(lord, NOWHERE); + clear_lord(lord); +} +function disband_lord(lord) { + let from = get_lord_locale(lord); + set_lord_calendar(lord, current_turn() + (6 - get_lord_influence(lord))); + if (is_exile_box(from)) + set_lord_in_exile(lord); + log(`Disband L${lord} to T${get_lord_calendar(lord)}.`); + clear_lord(lord); +} +function exile_lord(lord) { + if (lord_has_capability(lord, AOW_YORK_ENGLAND_IS_MY_HOME) && !is_event_in_play(EVENT_LANCASTER_BLOCKED_FORD)) { + logcap(AOW_YORK_ENGLAND_IS_MY_HOME); + log(`Disband L${lord} to T${current_turn() + 1}`); + set_lord_calendar(lord, current_turn() + 1); + clear_lord(lord); + } + else { + set_lord_calendar(lord, current_turn() + 6 - get_lord_influence(lord)); + set_lord_in_exile(lord); + log(`Exile L${lord} to T${get_lord_calendar(lord)}.`); + clear_lord(lord); + } +} +// === 3.3.1 MUSTER EXILES === +function can_muster_exile(lord) { + if (is_lord_in_exile(lord)) { + let turn = get_lord_calendar(lord); + if (turn <= current_turn()) + return true; + if (game.active === LANCASTER && is_event_in_play(EVENT_LANCASTER_BE_SENT_FOR)) + return true; + } + return false; +} +function goto_muster_exiles() { + for (let lord of all_friendly_lords()) { + if (can_muster_exile(lord)) { + if (game.active === P1) + log_h2_common("Muster Exiles"); + game.state = "muster_exiles"; + return; + } + } + end_muster_exiles(); +} +function end_muster_exiles() { + set_active_enemy(); + if (game.active === P1) { + // TODO: check for campaign victory if no lords were able to muster? + goto_ready_vassals(); + } + else { + goto_muster_exiles(); + } +} +function can_use_exile_box(lord, loc) { + // Ia: Allied Networks + if (game.scenario === SCENARIO_IA) { + if (lord === LORD_HENRY_VI || lord === LORD_SOMERSET_1) + return loc === LOC_SCOTLAND; + if (lord === LORD_NORTHUMBERLAND_L || lord === LORD_EXETER_1 || lord === LORD_BUCKINGHAM) + return loc === LOC_FRANCE; + if (lord === LORD_YORK || lord === LORD_RUTLAND) + return loc === LOC_IRELAND; + if (lord === LORD_MARCH || lord === LORD_WARWICK_Y || lord === LORD_SALISBURY) + return loc === LOC_BURGUNDY; + throw "BAD ALLIED NETWORK DATA"; + } + return has_favour_in_locale(game.active, loc); +} +states.muster_exiles = { + inactive: "Muster Exiles", + prompt() { + if (game.who === NOBODY) { + view.prompt = "Muster Exiles: Muster any exiled lords."; + let done = true; + for (let lord of all_friendly_lords()) { + if (can_muster_exile(lord)) { + gen_action_lord(lord); + done = false; + } + } + if (done) + view.prompt = "Muster Exiles: All done."; + view.actions.done = true; + } + else { + view.prompt = `Muster Exiles: Muster ${lord_name[game.who]} at an exile box.`; + for (let loc of all_exile_boxes) { + if (can_use_exile_box(game.who, loc)) + gen_action_locale(loc); + } + } + }, + lord(lord) { + push_undo(); + game.who = lord; + }, + locale(loc) { + log(`L${game.who} to S${loc}.`); + muster_lord_in_exile(game.who, loc); + if (game.scenario === SCENARIO_II) { + if (game.who === LORD_MARGARET && loc === LOC_FRANCE) { + if (is_lord_in_play(LORD_CLARENCE)) { + game.state = "shaky_allies"; + game.who = LORD_CLARENCE; + return; + } + } + } + game.who = NOBODY; + }, + done() { + end_muster_exiles(); + }, +}; +function muster_lord_in_exile(lord, exile_box) { + muster_lord(lord, exile_box); +} +// === SCENARIO II: SHAKY ALLIES === +function is_move_allowed(who, to) { + if (game.scenario === SCENARIO_II) { + if (who === LORD_WARWICK_L && get_lord_locale(LORD_MARGARET) === to) + return false; + if (who === LORD_MARGARET && get_lord_locale(LORD_WARWICK_L) === to) + return false; + } + return true; +} +function is_group_move_forbidden(group, to) { + if (game.scenario === SCENARIO_II) { + for (let lord of group) + if (!is_move_allowed(lord, to)) + return true; + } + return false; +} +states.shaky_allies = { + inactive: "Shaky Allies", + prompt() { + view.prompt = "Shaky Allies: Remove Clarence from play."; + gen_action_lord(LORD_CLARENCE); + }, + lord(lord) { + log("Shaky Allies."); + remove_lord(lord); + game.state = "muster_exiles"; + game.who = NOBODY; + }, +}; +// === 3.3.2 READY VASSALS === +function goto_ready_vassals() { + for (let vassal of all_vassals) { + if (get_vassal_service(vassal) === current_turn()) { + set_vassal_lord_and_service(vassal, VASSAL_READY, 0); + } + } + goto_muster(); +} +// === 3.4 MUSTER === +function goto_muster() { + clear_lords_moved(); + game.levy_flags = { + gloucester_as_heir: 0, + jack_cade: 0, + loyalty_and_trust: 0, + my_crown_is_in_my_heart: 0, + parliament_votes: 0, + succession: 0, + thomas_stanley: 0, + }; + if (is_event_in_play(EVENT_YORK_LOYALTY_AND_TRUST)) + if (game.active === YORK) + game.levy_flags.loyalty_and_trust = 1; + log_h2_active("Muster - " + game.active); + game.state = "muster"; +} +function end_muster() { + clear_lords_moved(); + set_active_enemy(); + if (game.active === P2) + goto_muster(); + else + goto_levy_discard_events(); +} +function can_lord_muster(lord) { + return is_lord_on_map(lord) && !get_lord_moved(lord); +} +function has_locale_to_muster(lord) { + // Can muster at own seat without enemy lord. + let seat = get_lord_seat(lord); + if (!has_enemy_lord(seat)) + if (is_move_allowed(lord, seat)) + return true; + // Else, can muster at any friendly seat (of a friendly lord who is also in play) + for (let other of all_friendly_lords()) { + let other_seat = get_lord_seat(other); + if (is_lord_in_play(other) && is_friendly_locale(other_seat)) + if (is_move_allowed(lord, other_seat)) + return true; + } + // Tough luck! + return false; +} +states.muster = { + inactive: "Muster", + prompt() { + view.prompt = "Muster: Muster with your lords."; + prompt_held_event_at_levy(); + let done = true; + for (let lord of all_friendly_lords()) { + if (can_lord_muster(lord)) { + gen_action_lord(lord); + done = false; + } + } + if (done) { + view.prompt = "Muster: All done."; + view.actions.end_muster = 1; + } + }, + lord(lord) { + push_undo(); + log_h3(`L${lord} at S${get_lord_locale(lord)}`); + game.state = "muster_lord"; + game.command = lord; + // My Kingdom for a Horse! + if (game.scenario === SCENARIO_III && game.command === LORD_GLOUCESTER_2 && get_lord_locale(game.command) == LOC_LONDON) { + game.state = "my_kingdom_for_a_horse_muster"; + return; + } + apply_lordship_effects(); + }, + end_muster() { + end_muster(); + }, + card: action_held_event_at_levy, +}; +function resume_muster_lord() { + game.state = "muster_lord"; + // Pay for Levy action + --game.actions; + // Muster over unless there are more actions possible + if (game.actions === 0 && !has_free_parley_levy() && !has_free_levy_troops()) { + set_lord_moved(game.command, 1); + game.command = NOBODY; + game.state = "muster"; + } +} +states.muster_lord = { + inactive: "Muster", + prompt() { + if (game.actions === 1) + view.prompt = `Muster: ${lord_name[game.command]} has ${game.actions} action.`; + else + view.prompt = `Muster: ${lord_name[game.command]} has ${game.actions} actions.`; + let here = get_lord_locale(game.command); + if (game.actions > 0) { + // show "always" actions + view.actions.parley = 0; + view.actions.take_ship = 0; + view.actions.take_cart = 0; + view.actions.capability = 0; + view.actions.levy_troops = 0; + if (can_action_parley_levy()) + view.actions.parley = 1; + // Levy Vassal (event overrides need for friendly stronghold) + for (let vassal of all_vassals) + if (can_levy_vassal(vassal)) + gen_action_vassal(vassal); + if (is_friendly_locale(here)) { + // Levy another ready Lord + for (let lord of all_friendly_lords()) { + if (is_lord_ready(lord) && has_locale_to_muster(lord)) + gen_action_lord(lord); + } + // Add Transport + if (can_add_transport_ship(game.command, here)) + view.actions.take_ship = 1; + if (can_add_transport_cart(game.command)) + view.actions.take_cart = 1; + // Add Capability + if (can_add_lord_capability(game.command)) + view.actions.capability = 1; + if (!is_rising_wages() || can_pay_from_shared(game.command, 1)) { + if (can_add_troops(here)) + view.actions.levy_troops = 1; + if (can_add_troops_beloved_warwick(game.command, here)) + view.actions.levy_beloved_warwick = 1; + if (can_add_troops_irishmen(game.command, here)) + view.actions.levy_irishmen = 1; + if (can_add_troops_coa(game.command, here)) + view.actions.commission_of_array = 1; + } + if (!is_rising_wages() || can_pay_from_shared(game.command, 2)) { + if (can_add_troops_sof(game.command, here)) + view.actions.soldiers_of_fortune = 1; + } + } + } + else { + if (has_free_parley_levy()) + if (can_action_parley_levy()) + view.actions.parley = 1; + if (is_friendly_locale(here)) { + if (has_free_levy_troops()) { + if (!is_rising_wages() || can_pay_from_shared(game.command, 1)) { + if (can_add_troops(here)) + view.actions.levy_troops = 1; + if (can_add_troops_coa(game.command, here)) + view.actions.commission_of_array = 1; + } + } + } + } + if (game.levy_flags.loyalty_and_trust) { + view.actions.loyalty_and_trust = 1; + } + view.actions.done = 1; + }, + lord(lord) { + push_undo(); + push_the_kings_name(); + game.who = lord; + game.state = "levy_lord"; + }, + vassal(vassal) { + push_undo(); + push_the_kings_name(); + game.vassal = vassal; + game.state = "levy_vassal"; + }, + take_ship() { + push_undo(); + push_the_kings_name(); + log("Levy Transport."); + if (can_naval_blockade(get_lord_locale(game.command))) + game.state = "blockade_levy_ship"; + else + do_levy_ship(); + }, + take_cart() { + push_undo(); + push_the_kings_name(); + log("Levy Transport."); + add_lord_assets(game.command, CART, 2); + goto_the_kings_name("Levy Cart"); + }, + levy_troops() { + push_undo(); + push_the_kings_name(); + log("Levy Troops."); + do_levy_troops(); + }, + levy_beloved_warwick() { + push_undo(); + push_the_kings_name(); + log("Levy Troops."); + logcap(AOW_YORK_BELOVED_WARWICK); + add_lord_forces(game.command, MILITIA, 5); + end_levy_troops(); + }, + levy_irishmen() { + push_undo(); + push_the_kings_name(); + log("Levy Troops."); + logcap(AOW_YORK_IRISHMEN); + add_lord_forces(game.command, MILITIA, 5); + end_levy_troops(); + }, + soldiers_of_fortune() { + push_undo(); + push_the_kings_name(); + log("Levy Troops."); + logcap(AOW_YORK_SOLDIERS_OF_FORTUNE); + game.state = "soldiers_of_fortune"; + }, + commission_of_array() { + push_undo(); + push_the_kings_name(); + log("Levy Troops."); + logcap(AOW_LANCASTER_COMMISSION_OF_ARRAY); + game.state = "commission_of_array"; + }, + capability() { + push_undo(); + push_the_kings_name(); + log("Levy Capability."); + game.state = "levy_capability"; + }, + parley() { + push_undo(); + push_the_kings_name(); + goto_parley_levy(); + }, + loyalty_and_trust() { + push_undo(); + logevent(EVENT_YORK_LOYALTY_AND_TRUST); + game.actions += 3; + game.levy_flags.loyalty_and_trust = 0; + }, + done() { + set_lord_moved(game.command, 1); + game.command = NOBODY; + game.state = "muster"; + }, +}; +states.blockade_levy_ship = { + inactive: "Muster", + prompt() { + view.prompt = "Levy Ship: Warwick may naval blockade this levy ship action."; + view.actions.roll = 1; + }, + roll() { + if (roll_blockade("Levy Ship")) + do_levy_ship(); + else + resume_muster_lord(); + }, +}; +function do_levy_ship() { + push_the_kings_name(); + add_lord_assets(game.command, SHIP, 1); + goto_the_kings_name("Levy Ship"); +} +function chamberlains_eligible_levy(loc) { + if (lord_has_capability(game.command, AOW_LANCASTER_CHAMBERLAINS)) { + for (let vassal of all_vassals) + if (is_vassal_mustered_with(vassal, game.command) && loc === get_vassal_seat(vassal)) + return true; + } + return false; +} +function do_levy_troops() { + let here = get_lord_locale(game.command); + if (lord_has_capability(game.command, AOW_YORK_WOODVILLES)) + logcap(AOW_YORK_WOODVILLES); + else if (lord_has_capability(game.command, AOW_LANCASTER_QUARTERMASTERS)) + logcap(AOW_LANCASTER_QUARTERMASTERS); + else if (chamberlains_eligible_levy(here)) + logcap(AOW_LANCASTER_CHAMBERLAINS); + else + deplete_locale(here); + let here_type = data.locales[here].type; + switch (here_type) { + case "calais": + add_lord_forces(game.command, MEN_AT_ARMS, 2); + add_lord_forces(game.command, LONGBOWMEN, 1); + break; + case "london": + add_lord_forces(game.command, MEN_AT_ARMS, 1); + add_lord_forces(game.command, LONGBOWMEN, 1); + add_lord_forces(game.command, MILITIA, 1); + break; + case "harlech": + add_lord_forces(game.command, MEN_AT_ARMS, 1); + add_lord_forces(game.command, LONGBOWMEN, 2); + break; + case "city": + add_lord_forces(game.command, LONGBOWMEN, 1); + add_lord_forces(game.command, MILITIA, 1); + break; + case "town": + add_lord_forces(game.command, MILITIA, 2); + break; + case "fortress": + add_lord_forces(game.command, MEN_AT_ARMS, 1); + add_lord_forces(game.command, MILITIA, 1); + break; + } + end_levy_troops(); +} +function end_levy_troops() { + if (game.levy_flags.thomas_stanley === 1) { + logcap(AOW_LANCASTER_THOMAS_STANLEY); + ++game.actions; + game.levy_flags.thomas_stanley = 0; + } + goto_rising_wages(); +} +// === 3.4.2 LEVY LORD === +states.levy_lord = { + inactive: "Muster", + prompt() { + view.prompt = `Levy Lord: ${lord_name[game.who]}.`; + prompt_influence_check(game.command); + }, + check(spend) { + if (roll_influence_check("Levy L" + game.who, game.command, spend)) { + game.state = "levy_lord_at_seat"; + } + else { + resume_muster_lord(); + } + }, +}; +states.levy_lord_at_seat = { + inactive: "Muster", + prompt() { + view.prompt = `Levy Lord: Choose a stronghold for ${lord_name[game.who]}.`; + let found = false; + let seat = get_lord_seat(game.who); + if (!has_enemy_lord(seat) && is_move_allowed(game.who, seat)) { + gen_action_locale(seat); + found = true; + } + if (!found) { + for (let lord of all_friendly_lords()) { + let seat = get_lord_seat(lord); + if ((is_lord_on_map(lord) || is_lord_on_calendar(lord)) && is_friendly_locale(seat)) { + if (is_move_allowed(game.who, seat)) + gen_action_locale(seat); + } + } + } + }, + locale(loc) { + push_undo(); + logi(`at S${loc}`); + set_lord_moved(game.who, 1); + muster_lord(game.who, loc); + levy_burgundians(game.who); + if (game.active === YORK) { + add_york_favour(loc); + remove_lancaster_favour(loc); + } + else { + if (loc === LOC_LONDON && has_york_favour(LONDON_FOR_YORK)) { + logevent(EVENT_YORK_LONDON_FOR_YORK); + } + else { + add_lancaster_favour(loc); + remove_york_favour(loc); + } + } + game.who = NOBODY; + goto_the_kings_name("Levy Lord"); + }, +}; +// === 3.4.3 LEVY VASSAL === +function can_levy_vassal(vassal) { + let here = get_lord_locale(game.command); + let seat = get_vassal_seat(vassal); + if (!is_vassal_ready(vassal)) + return false; + // Margaret Beaufort overrides all! + if (game.command === LORD_HENRY_TUDOR && is_event_in_play(EVENT_LANCASTER_MARGARET_BEAUFORT)) + return true; + // Yorkist Block Parliament (except when overridden by The Earl of Richmond) + if (game.active === LANCASTER && is_event_in_play(EVENT_YORK_YORKISTS_BLOCK_PARLIAMENT) && !is_event_in_play(EVENT_LANCASTER_THE_EARL_OF_RICHMOND)) + return false; + if (is_friendly_locale(here) && is_friendly_locale(seat) && !has_enemy_lord(seat)) + return true; + return false; +} +states.levy_vassal = { + inactive: "Muster", + prompt() { + view.prompt = `Levy Vassal: ${vassal_name[game.vassal]}.`; + view.vassal = game.vassal; + prompt_influence_check(game.command, vassal_ic); + }, + check(spend) { + if (roll_influence_check("Levy V" + game.vassal, game.command, spend, vassal_ic)) { + muster_vassal(game.vassal, game.command); + game.vassal = NOVASSAL; + goto_the_kings_name("Levy Vassal"); + } + else { + resume_muster_lord(); + } + }, +}; +// === 3.4.4 LEVY TROOPS === +function has_free_levy_troops() { + if (game.levy_flags.thomas_stanley) { + let here = get_lord_locale(game.command); + if (!is_rising_wages() || can_pay_from_shared(game.command, 1)) { + if (can_add_troops(here)) + return true; + if (can_add_troops_coa(game.command, here)) + return true; + } + } + return false; +} +function can_add_troops(locale) { + if (!has_exhausted_marker(locale) && !is_exile_box(locale)) + return true; + return false; +} +function can_add_troops_coa(lord, here) { + if (lord_has_capability(lord, AOW_LANCASTER_COMMISSION_OF_ARRAY)) { + for (let next of data.locales[here].adjacent) { + if (is_friendly_locale(next) && !has_enemy_lord(next)) + if (can_add_troops(next)) + return true; + } + } + return false; +} +function can_add_troops_beloved_warwick(lord, here) { + return (can_add_troops(here) && + lord_has_capability(lord, AOW_YORK_BELOVED_WARWICK)); +} +function can_add_troops_irishmen(lord, here) { + return (can_add_troops(here) && + lord_has_capability(lord, AOW_YORK_IRISHMEN) && + (here === LOC_IRELAND || is_adjacent_irish_sea(here))); +} +function count_available_mercenaries() { + let n = 0; + for (let lord of all_lords) + n += get_lord_forces(lord, MERCENARIES); + return 6 - n; +} +function can_add_troops_sof(lord, here) { + return (can_add_troops(here) && + lord_has_capability(lord, AOW_YORK_SOLDIERS_OF_FORTUNE) && + get_shared_assets(here, COIN) > 0 && + count_available_mercenaries() > 0); +} +// === 3.4.5 LEVY TRANSPORT +function can_add_transport_ship(who, here) { + if (is_seaport(here) || is_exile_box(here)) { + if (get_lord_assets(who, SHIP) < 2) { + let n = 0; + for (let other of all_lords) + if (other !== who && get_lord_assets(other, SHIP) > 0) + ++n; + if (n < 9) + return true; + } + } + return false; +} +function can_add_transport_cart(who) { + return get_lord_assets(who, CART) < 15; +} +// === 3.4.6 LEVY CAPABILITY === +function can_add_lord_capability(lord) { + if (get_lord_capability(lord, 0) < 0 || get_lord_capability(lord, 1) < 0) { + for (let c of list_deck()) + if (can_lord_levy_capability_card(lord, c)) + return true; + } + return false; +} +function forbidden_levy_capabilities(c) { + // Some capabilities override the forbidden levy vassals + if (lord_has_capability(game.command, AOW_LANCASTER_TWO_ROSES)) { + if (c === AOW_LANCASTER_THOMAS_STANLEY || c === AOW_LANCASTER_MY_FATHERS_BLOOD) { + return false; + } + } + // 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, NOCARD); +} +function discard_lord_capability(lord, c) { + if (get_lord_capability(lord, 0) === c) + return set_lord_capability(lord, 0, NOCARD); + if (get_lord_capability(lord, 1) === c) + return set_lord_capability(lord, 1, NOCARD); + throw new Error("capability not found"); +} +function is_capabality_available_to_lord(c, lord) { + return c !== NOCARD && (!data.cards[c].lords || set_has(data.cards[c].lords, lord)); +} +function can_lord_levy_capability_card(lord, c) { + if (!data.cards[c].lords || set_has(data.cards[c].lords, lord)) + if (!lord_already_has_capability(lord, c) && forbidden_levy_capabilities(c)) + return true; + return false; +} +states.levy_capability = { + inactive: "Muster", + prompt() { + let deck = list_deck(); + view.prompt = `Levy Capability: Choose a capability for ${lord_name[game.command]}.`; + view.arts_of_war = deck; + for (let c of deck) + if (can_lord_levy_capability_card(game.command, c)) + gen_action_card(c); + }, + card(c) { + add_lord_capability(game.command, c); + capability_muster_effects_common(game.command, c); + capability_muster_effects_levy(game.command, c); + goto_the_kings_name("Capability C${c}"); + }, +}; +// === 3.4 MUSTER - DISCARD EVENTS === +function goto_levy_discard_events() { + delete game.levy_flags; + // Discard "This Levy" events from play. + discard_events("this_levy"); + // Discard Held "This Levy" events. + set_delete(game.events, EVENT_YORK_YORKIST_PARADE); + 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 my_lords = current === YORK ? all_york_lords : all_lancaster_lords; + view.plan = plan; + view.actions.plan = []; + if (plan.length === max_plan_length()) + view.prompt = "Plan: All done."; + else + view.prompt = "Plan: Build a campaign 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 of my_lords) { + 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); + if (lord_has_capability(LORD_BUCKINGHAM, AOW_LANCASTER_STAFFORD_ESTATES)) { + logcap(AOW_LANCASTER_STAFFORD_ESTATES); + add_lord_assets(LORD_BUCKINGHAM, COIN, 1); + add_lord_assets(LORD_BUCKINGHAM, PROV, 1); + } + goto_command_activation(); +} +// === 4.2 CAMPAIGN: COMMAND === +// First action vs actions that take full command card +function is_first_action() { + return has_flag(FLAG_FIRST_ACTION); +} +function goto_command_activation() { + if (game.plan_y.length === 0 && game.plan_l.length === 0) { + game.command = NOBODY; + goto_end_campaign(); + 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_active("Pass"); + goto_command_activation(); + } + else if (!is_lord_on_map(game.command)) { + log_h2_active(`L${game.command} - Pass`); + goto_command_activation(); + } + else { + log_h2_active(`L${game.command} at S${get_lord_locale(game.command)}`); + goto_command(); + } +} +function goto_command() { + let here = get_lord_locale(game.command); + game.actions = data.lords[game.command].command; + if (lord_has_capability(game.command, AOW_LANCASTER_MARRIED_TO_A_NEVILLE)) { + if (get_lord_locale(LORD_WARWICK_L) === here && is_friendly_locale(here)) { + logcap(AOW_LANCASTER_MARRIED_TO_A_NEVILLE); + game.actions += 1; + } + } + if (lord_has_capability(game.command, AOW_YORK_THOMAS_BOURCHIER) && is_city(here)) { + logcap(AOW_YORK_THOMAS_BOURCHIER); + game.actions += 1; + } + if (lord_has_capability(game.command, AOW_YORK_YORKS_FAVOURED_SON)) { + logcap(AOW_YORK_YORKS_FAVOURED_SON); + game.actions += 1; + } + if (lord_has_capability(game.command, AOW_YORK_HASTINGS)) { + logcap(AOW_YORK_HASTINGS); + game.actions += 1; + } + game.group = [game.command]; + set_flag(FLAG_FIRST_ACTION); + clear_flag(FLAG_SURPRISE_LANDING); + clear_flag(FLAG_FIRST_MARCH_HIGHWAY); + clear_flag(FLAG_MARCH_TO_PORT); + clear_flag(FLAG_SAIL_TO_PORT); + resume_command(); +} +function resume_command() { + game.state = "command"; +} +// Spending an action reset some flags +function spend_action(cost) { + clear_flag(FLAG_SURPRISE_LANDING); + clear_flag(FLAG_FIRST_ACTION); + clear_flag(FLAG_FIRST_MARCH_HIGHWAY); + game.actions -= cost; +} +function spend_march_action(cost) { + clear_flag(FLAG_SURPRISE_LANDING); + clear_flag(FLAG_FIRST_ACTION); + clear_flag(FLAG_FIRST_MARCH_HIGHWAY); + game.actions -= cost; +} +function spend_sail_action() { + clear_flag(FLAG_SURPRISE_LANDING); + clear_flag(FLAG_FIRST_ACTION); + clear_flag(FLAG_FIRST_MARCH_HIGHWAY); + if (game.active === LANCASTER && is_event_in_play(EVENT_LANCASTER_SEAMANSHIP)) { + logevent(EVENT_LANCASTER_SEAMANSHIP); + game.actions -= 1; + } + else if (game.active === YORK && is_event_in_play(EVENT_YORK_SEAMANSHIP)) { + logevent(EVENT_YORK_SEAMANSHIP); + game.actions -= 1; + } + else { + game.actions = 0; + } +} +function spend_all_actions() { + /* No more actions (including free ones)! */ + clear_flag(FLAG_SURPRISE_LANDING); + clear_flag(FLAG_FIRST_ACTION); + clear_flag(FLAG_FIRST_MARCH_HIGHWAY); + clear_flag(FLAG_MARCH_TO_PORT); + clear_flag(FLAG_SAIL_TO_PORT); + game.actions = 0; +} +function end_command() { + log_br(); + game.group = null; + clear_flag(FLAG_FIRST_ACTION); + clear_flag(FLAG_FIRST_MARCH_HIGHWAY); + // NOTE: Feed currently acting side first for expedience. + set_active_command(); + goto_feed(); +} +states.command = { + inactive: "Command", + prompt() { + let here = get_lord_locale(game.command); + 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; + prompt_held_event_at_campaign(); + if (!is_lord_on_map(game.command)) { + view.prompt = `Command: ${lord_name[game.command]} is not on the map.`; + view.actions.end_command = 1; + return; + } + if (can_pick_up_lords(game.command)) { + for_each_friendly_lord_in_locale(here, other => { + if (can_pick_up_other(game.command, other)) + gen_action_lord(other); + }); + } + if (game.actions > 0) { + // show "always" actions + view.actions.supply = 0; + view.actions.forage = 0; + view.actions.tax = 0; + if (is_seaport(here) || is_exile_box(here)) + view.actions.sail = 0; + view.actions.parley = 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_campaign()) + 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) && game.group.length === 1) + if (can_action_exile_pact()) + view.actions.exile_pact = 1; + }, + pass() { + push_undo(); + log("Pass."); + 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, + parley: goto_parley_campaign, + locale(loc) { + push_undo(); + goto_march(loc); + }, + lord(lord) { + set_toggle(game.group, lord); + }, + card: action_held_event_at_campaign, +}; +// === 4.5 ACTION: SUPPLY === +/* + Supply has these possibilities: + - from exile box to port at same sea (or all seas if great ships) + - from stronghold via ways to port + - from stronghold via ways to non-port + Naval Blockade + We check source (exile box) and destination (port) only. + If using great ships to supply from Ireland to port on the north sea, + and Warwick is in the English Channel, we do not detect this case! +*/ +function can_supply_at(source, ships) { + // if theoretically possible to supply from this source (does not check carts or ships) + if (is_stronghold(source) && is_friendly_locale(source)) { + if (ships > 0 && is_seaport(source)) + return true; + if (!has_exhausted_marker(source)) + 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]; + let next_dist = dist + 8; + if (can_supply_at(here, ships)) { + if (result) + map_set(result, here, dist); + else + return true; + } + if (is_friendly_locale(here)) { + if ((next_dist >> 3) <= 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, game.command)) { + if (can_supply_at(next, 1)) { + if (result) + map_set(result, next, 0 | find_sea_mask(here) | find_sea_mask(next)); + else + return true; + } + } + } + if (result) + return result; + return false; +} +function search_supply(result) { + let here = get_lord_locale(game.command); + let carts = count_shared_carts(here, true); + let ships = count_shared_ships(here, true); + if (ships > 0 && is_exile_box(here)) + result = search_supply_by_sea(result, here); + result = search_supply_by_way(result, here, carts, ships); + return result; +} +function chamberlains_eligible_supply(source) { + if (lord_has_capability(game.command, AOW_LANCASTER_CHAMBERLAINS)) { + for (let vassal of all_vassals) + if (is_vassal_mustered_with(vassal, game.command) && source === get_vassal_seat(vassal)) + return true; + } + return false; +} +function quartermasters_eligible_supply(source) { + if (lord_has_capability(game.command, AOW_LANCASTER_QUARTERMASTERS)) { + for (let vassal of all_vassals) + if (is_vassal_mustered_with(vassal, game.command) && source === get_vassal_seat(vassal)) + return true; + } + return false; +} +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(); + game.state = "supply_source"; + init_supply(); +} +function modify_supply(loc, supply, report) { + let here = get_lord_locale(game.command); + let carts = count_shared_carts(here, true); + // Must carry supply over land with one cart per provender per way + let distance = map_get(game.supply, loc, 0) >> 3; + if (distance > 0) + supply = Math.min(supply, Math.floor(carts / distance)); + // Harbingers capability doubles supply received + if (lord_has_capability(game.command, AOW_LANCASTER_HARBINGERS)) { + if (report) + logcap(AOW_LANCASTER_HARBINGERS); + supply *= 2; + } + if (lord_has_capability(game.command, AOW_YORK_HARBINGERS)) { + if (report) + logcap(AOW_YORK_HARBINGERS); + supply *= 2; + } + return supply; +} +function get_port_supply_amount(loc, report) { + if (is_seaport(loc) || is_exile_box(loc)) { + let here = get_lord_locale(game.command); + let ships = count_shared_ships(here, true); + return modify_supply(loc, ships, report); + } + return 0; +} +function get_stronghold_supply_amount(loc, report) { + if (!has_exhausted_marker(loc)) { + let supply = 0; + 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)) { + if (report) + logcap(AOW_YORK_STAFFORD_BRANCH); + supply += 1; + } + return modify_supply(loc, supply, report); + } + return 0; +} +states.supply_source = { + inactive: "Supply", + prompt() { + view.prompt = "Supply: Choose a supply source."; + let here = get_lord_locale(game.command); + let carts = count_shared_carts(here, true); + let ships = count_shared_ships(here, true); + 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) { + let port_supply = get_port_supply_amount(loc, false); + let stronghold_supply = get_stronghold_supply_amount(loc, false); + if (stronghold_supply > 0 && port_supply === 0) { + use_stronghold_supply(loc, stronghold_supply); + end_supply(); + return; + } + if (port_supply > 0 && stronghold_supply === 0) { + game.where = loc; + // blockade at source or destination + if (can_naval_blockade(get_lord_locale(game.command)) || can_naval_blockade(game.where)) { + game.state = "blockade_supply"; + } + else { + use_port_supply(loc, port_supply); + end_supply(); + } + return; + } + game.where = loc; + game.state = "select_supply_type"; + }, +}; +function use_stronghold_supply(source, amount) { + log(`Supply ${amount} from S${source}.`); + if (lord_has_capability(game.command, AOW_LANCASTER_HAY_WAINS)) + logcap(AOW_LANCASTER_HAY_WAINS); + add_lord_assets(game.command, PROV, amount); + if (chamberlains_eligible_supply(source)) + logcap(AOW_LANCASTER_CHAMBERLAINS); + else if (quartermasters_eligible_supply(source)) + logcap(AOW_LANCASTER_QUARTERMASTERS); + else + deplete_locale(source); +} +function use_port_supply(source, amount) { + log(`Supply ${amount} from S${source} (Port).`); + if (lord_has_capability(game.command, AOW_LANCASTER_HAY_WAINS)) + logcap(AOW_LANCASTER_HAY_WAINS); + if (lord_has_capability(game.command, AOW_YORK_GREAT_SHIPS)) + logcap(AOW_YORK_GREAT_SHIPS); + if (lord_has_capability(game.command, AOW_LANCASTER_GREAT_SHIPS)) + logcap(AOW_LANCASTER_GREAT_SHIPS); + add_lord_assets(game.command, PROV, amount); +} +function end_supply() { + spend_action(1); + resume_command(); + delete game.supply; + game.where = NOWHERE; +} +states.select_supply_type = { + inactive: "Supply", + prompt() { + let port = get_port_supply_amount(game.where, false); + let stronghold = get_stronghold_supply_amount(game.where, false); + 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, true)); + end_supply(); + }, + port() { + // blockade at source or destination + if (can_naval_blockade(get_lord_locale(game.command)) || can_naval_blockade(game.where)) { + game.state = "blockade_supply"; + } + else { + use_port_supply(game.where, get_port_supply_amount(game.where, true)); + end_supply(); + } + }, +}; +states.blockade_supply = { + inactive: "Supply", + prompt() { + view.prompt = "Supply: Warwick may naval blockade this supply action."; + view.actions.roll = 1; + }, + roll() { + if (roll_blockade("Supply")) + use_port_supply(game.where, get_port_supply_amount(game.where, true)); + end_supply(); + }, +}; +// === 4.6.1 ACTION: SAIL === +function has_enough_available_ships_for_army() { + let ships = count_group_ships(game.group, true); + let army = count_lord_all_forces(game.command); + let needed_ships = army / 6; + return needed_ships <= ships; +} +function can_sail_to(to) { + if (is_sea(to)) + return true; + 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; + } + if (is_group_move_forbidden(game.group, to)) + 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 (or sea) + let here = get_lord_locale(game.command); + if (!is_seaport(here) && !is_sea(here) && !is_exile_box(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(game.group, true); + let cart = count_group_carts(game.group, true); + let prov = count_group_provender(game.group); + let overflow_prov = (prov / 2 - ships) * 2; + let overflow_cart = (cart / 2 - ships) * 2; + if (overflow_prov <= 0 && overflow_cart <= 0) { + view.prompt = "Sail: Choose a destination port or sea."; + 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 = `Sail: ${ships} ships. Discard ${overflow_cart} carts.`; + 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 = `Sail: ${ships} ships. Discard ${overflow_prov} provender.`; + if (prov > 0) { + for (let lord of game.group) { + if (get_lord_assets(lord, PROV) > 0) + gen_action_prov(lord); + } + } + } + else { + view.prompt = "ERROR"; + } + }, + prov: drop_prov, + cart: drop_cart, + locale(to) { + let from = get_lord_locale(game.command); + if (can_naval_blockade(from) || can_naval_blockade(to)) { + game.where = to; + game.state = "blockade_sail"; + } + else { + do_sail(to); + } + }, +}; +states.blockade_sail = { + inactive: "Sail", + prompt() { + view.prompt = "Sail: Warwick may naval blockade this sail action."; + view.actions.roll = 1; + }, + roll() { + let to = game.where; + game.where = NOWHERE; + if (roll_blockade("Sail")) + do_sail(to); + else + fail_sail(); + }, +}; +function do_sail(to) { + log(`Sail to S${to}${format_group_move()}.`); + if (!is_marshal(game.command) && !is_lieutenant(game.command) && game.group.length > 1) + logcap(AOW_YORK_CAPTAIN); + if (lord_has_capability(game.command, AOW_YORK_GREAT_SHIPS)) + logcap(AOW_YORK_GREAT_SHIPS); + if (lord_has_capability(game.command, AOW_LANCASTER_GREAT_SHIPS)) + logcap(AOW_LANCASTER_GREAT_SHIPS); + game.sail_from = get_lord_locale(game.command); + clear_flag(FLAG_MARCH_TO_PORT); + if (is_seaport(to)) + set_flag(FLAG_SAIL_TO_PORT); + else + clear_flag(FLAG_SAIL_TO_PORT); + for (let lord of game.group) { + set_lord_locale(lord, to); + set_lord_moved(lord, 1); + levy_burgundians(lord); + } + spend_sail_action(); + // you can go to enemy lord with norfolk capability + if (is_seaport(to) && has_enemy_lord(to)) + goto_confirm_approach_sail(); + else + end_sail(); +} +function fail_sail() { + spend_sail_action(); + end_sail(); +} +function goto_confirm_approach_sail() { + game.state = "confirm_approach_sail"; + clear_flag(FLAG_MARCH_TO_PORT); + set_flag(FLAG_SAIL_TO_PORT); + logcap(AOW_LANCASTER_HIGH_ADMIRAL); +} +states.confirm_approach_sail = { + inactive: "Sail", + prompt() { + view.prompt = "Sail: Approach enemy?"; + view.group = game.group; + view.actions.approach = 1; + }, + approach() { + // no intercept, but PT and blocked ford may be played + goto_parliaments_truce(); + }, +}; +function end_sail() { + delete game.sail_from; + // Disbanded in battle! + if (!is_lord_on_map(game.command)) { + game.group = null; + clear_flag(FLAG_MARCH_TO_PORT); + clear_flag(FLAG_SAIL_TO_PORT); + spend_all_actions(); + } + // Discard held events + set_delete(game.events, EVENT_LANCASTER_BLOCKED_FORD); + set_delete(game.events, EVENT_YORK_BLOCKED_FORD); + resume_command(); +} +// === 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(); + game.state = "forage"; +} +states.forage = { + inactive: "Forage", + prompt() { + let here = get_lord_locale(game.command); + if (is_friendly_locale(here) && !has_adjacent_enemy(here)) { + view.prompt = "Forage: Add one provender."; + view.actions.take_prov = 1; + } + else if (is_neutral_locale(here) && !has_adjacent_enemy(here)) { + view.prompt = "Forage: Roll 1-4 to add one provender."; + view.actions.roll = 1; + } + else if (is_enemy_locale(here) || has_adjacent_enemy(here)) { + view.prompt = "Forage: Roll 1-3 to add one provender."; + view.actions.roll = 1; + } + }, + roll() { + let here = get_lord_locale(game.command); + let target = 3; + if (is_neutral_locale(here) && !has_adjacent_enemy(here)) + target = 4; + let die = roll_die(); + if (die <= target) { + log(`Forage at S${here} 1-${target}: B${die}`); + add_lord_assets(game.command, PROV, 1); + deplete_locale(here); + } + else { + log(`Forage at S${here} 1-${target}: W${die}`); + } + end_forage(); + }, + take_prov() { + let here = get_lord_locale(game.command); + log(`Forage at S${here}.`); + add_lord_assets(game.command, PROV, 1); + deplete_locale(here); + end_forage(); + }, +}; +function end_forage() { + if (lord_has_capability(game.command, AOW_YORK_SCOURERS)) { + logcap(AOW_YORK_SCOURERS); + add_lord_assets(game.command, PROV, 1); + } + 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 === get_lord_seat(lord)) + return true; + // vassal seats + for (let vassal of all_vassals) + if (is_vassal_mustered_with(vassal, lord)) + if (here === get_vassal_seat(vassal)) + return true; + } + return false; +} +// adjacent friendly locales to an eligible stronghold (can_tax_at) +function search_tax(result, start, lord, ships) { + if (count_shared_ships(start, false) === 0) + ships = false; + 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 + 8; + if (can_tax_at(here, lord)) { + 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 && (is_seaport(here) || is_exile_box(here))) { + for (let next of find_ports(here, lord)) { + 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_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, true); +} +function goto_tax() { + push_undo(); + game.state = "tax"; + game.tax = search_tax([], get_lord_locale(game.command), game.command, true); + game.where = NOWHERE; +} +function end_tax() { + delete game.tax; + game.where = NOWHERE; + spend_action(1); + resume_command(); +} +function get_tax_amount(loc, lord) { + let tax = 0; + 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)) { + logcap(AOW_YORK_STAFFORD_BRANCH); + tax += 1; + } + return tax; +} +states.tax = { + inactive: "Tax", + prompt() { + if (game.where === NOWHERE) { + view.prompt = "Tax: Choose a stronghold."; + map_for_each_key(game.tax, gen_action_locale); + } + else { + view.prompt = `Tax: ${locale_name[game.where]}.`; + prompt_influence_check(game.command); + } + }, + locale(loc) { + game.where = loc; + if (loc === get_lord_seat(game.command)) { + log("Tax at S" + game.where + "."); + do_tax(game.command, game.where, 1); + end_tax(); + } + else { + let dist = map_get(game.tax, loc, 0); + if (can_naval_blockade_route(dist)) { + let tax_way = search_tax([], get_lord_locale(game.command), game.command, false); + if (map_has(tax_way, game.where)) + game.tax = tax_way; + else + game.state = "blockade_tax"; + } + } + }, + check(spend) { + if (roll_influence_check("Tax S" + game.where, game.command, spend)) + do_tax(game.command, game.where, 1); + else + fail_tax(game.command); + end_tax(); + }, +}; +states.blockade_tax = { + inactive: "Tax", + prompt() { + view.prompt = "Tax: Warwick may naval blockade this tax action."; + view.actions.roll = 1; + }, + roll() { + if (roll_blockade("Tax")) + game.state = "tax"; + else + end_tax(); + }, +}; +function apply_so_wise_so_young(lord) { + if (lord_has_capability(lord, AOW_YORK_SO_WISE_SO_YOUNG)) { + logcap(AOW_YORK_SO_WISE_SO_YOUNG); + add_lord_assets(lord, COIN, 1); + } +} +function do_tax(who, where, mul) { + let amount = get_tax_amount(where, who) * mul; + add_lord_assets(who, COIN, amount); + apply_so_wise_so_young(who); + deplete_locale(where); +} +function fail_tax(who) { + apply_so_wise_so_young(who); +} +// === 4.6.4 ACTION: PARLEY === +function has_free_parley_levy() { + if (game.command === LORD_DEVON && get_lord_locale(LORD_DEVON) === LOC_EXETER && is_event_in_play(EVENT_YORK_DORSET)) + return true; + if (game.levy_flags.jack_cade > 0) + return true; + if (game.levy_flags.my_crown_is_in_my_heart > 0) + return true; + if (game.levy_flags.gloucester_as_heir > 0) + return true; + return false; +} +function has_route_to(start, to) { + if (start === to) + return true; + search_seen.fill(0); + search_seen[start] = 1; + let queue = [start]; + while (queue.length > 0) { + let here = queue.shift(); + if (here === to) + return true; + // exception for start locale + if (here === start || (is_friendly_locale(here) && !has_enemy_lord(here))) { + for (let next of data.locales[here].adjacent) { + if (!search_seen[next]) { + search_seen[next] = 1; + queue.push(next); + } + } + } + } + return false; +} +function can_parley_at(loc) { + if (loc === LOC_LONDON) { + if (has_york_favour(LONDON_FOR_YORK)) { + // No Parley in London except with "My crown is in my heart" and "Parliament Votes". + if (is_campaign_phase()) + return false; + if (!game.levy_flags.my_crown_is_in_my_heart && !game.levy_flags.parliament_votes) + return false; + } + } + return !is_exile_box(loc) && !is_friendly_locale(loc) && !has_enemy_lord(loc) && !is_sea(loc); +} +function search_parley_levy(result, start, lord, ships) { + if (count_shared_ships(start, false) === 0) + ships = false; + 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 + 8; + if (can_parley_at(here)) { + if (result) + map_set(result, here, dist); + else + return true; + } + if (is_friendly_locale(here) && !has_enemy_lord(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 && (is_seaport(here) || is_exile_box(here))) { + for (let next of find_ports(here, lord)) { + if (!search_seen[next]) { + search_seen[next] = 1; + search_dist[next] = next_dist | find_sea_mask(here) | find_sea_mask(next); + queue.push(next); + } + } + } + } + } + if (result) + return result; + else + return false; +} +function can_action_parley_campaign() { + 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; + if (is_friendly_locale(here)) { + for (let next of data.locales[here].adjacent) { + if (can_parley_at(next)) + return true; + } + if ((is_seaport(here) || is_exile_box(here)) && count_shared_ships(here, false) > 0) + for (let next of find_ports(here, game.command)) + if (can_parley_at(next)) + return true; + } + return false; +} +function search_parley_campaign(here, lord) { + let result = []; + 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, 8); + if ((is_seaport(here) || is_exile_box(here)) && count_shared_ships(here, false) > 0) + for (let next of find_ports(here, lord)) + if (!map_has(result, next) && can_parley_at(next)) + map_set(result, next, 8 | find_sea_mask(here) | find_sea_mask(next)); + } + return result; +} +function can_action_parley_levy() { + if (game.actions <= 0 && !has_free_parley_levy()) + return false; + let here = get_lord_locale(game.command); + if (can_parley_at(here)) + return true; + return search_parley_levy(false, here, game.command, true); +} +function goto_parley_levy() { + let lord = game.command; + let here = get_lord_locale(lord); + game.state = "parley"; + game.parley = search_parley_levy([], here, lord, true); + if (game.parley.length === 2 && game.parley[0] === here) + game.where = here; + else + game.where = NOWHERE; +} +function goto_parley_campaign() { + let lord = game.command; + let here = get_lord_locale(lord); + push_undo(); + game.state = "parley"; + // Campaign phase, and current location is no cost (except some events), and always successful. + if (can_parley_at(here)) { + if (is_lancaster_lord(game.command) && is_event_in_play(EVENT_YORK_AN_HONEST_TALE_SPEEDS_BEST)) + reduce_lancaster_influence(1); + log(`Parley at S${here}.`); + shift_favour_toward(here); + end_parley(true); + return; + } + game.parley = search_parley_campaign(here, lord); + game.where = NOWHERE; +} +function end_parley(success) { + game.where = NOWHERE; + delete game.parley; + // Track use of parley capabilities / events. + if (is_levy_phase()) { + if (game.command === LORD_DEVON && get_lord_locale(LORD_DEVON) === LOC_EXETER && is_event_in_play(EVENT_YORK_DORSET)) { + logevent(EVENT_YORK_DORSET); + ++game.actions; + } + else if (game.levy_flags.jack_cade > 0) { + // Jack Cade: free action, zero influence cost, and success + logevent(EVENT_YORK_JACK_CADE); + --game.levy_flags.jack_cade; + ++game.actions; + } + else { + // Parliament Votes / Succession: reduced cost and success + if (game.levy_flags.parliament_votes > 0) { + logevent(EVENT_LANCASTER_PARLIAMENT_VOTES); + --game.levy_flags.parliament_votes; + } + if (game.levy_flags.succession > 0) { + logevent(EVENT_YORK_SUCCESSION); + --game.levy_flags.succession; + } + // My crown / as heir: free action + if (game.levy_flags.my_crown_is_in_my_heart > 0) { + logevent(EVENT_LANCASTER_MY_CROWN_IS_IN_MY_HEART); + --game.levy_flags.my_crown_is_in_my_heart; + ++game.actions; + } + else if (game.levy_flags.gloucester_as_heir > 0) { + logevent(EVENT_YORK_GLOUCESTER_AS_HEIR); + --game.levy_flags.gloucester_as_heir; + ++game.actions; + } + } + } + if (is_campaign_phase()) { + if (game.active === YORK && is_event_in_play(EVENT_LANCASTER_NEW_ACT_OF_PARLIAMENT)) { + logevent(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_muster_lord(); + } +} +states.parley = { + inactive: "Parley", + prompt() { + if (game.where === NOWHERE) { + view.prompt = "Parley: Choose a stronghold."; + for (let i = 0; i < game.parley.length; i += 2) + gen_action_locale(game.parley[i]); + } + else { + view.prompt = `Parley: ${locale_name[game.where]}.`; + prompt_influence_check(game.command, parley_ic); + } + }, + locale(loc) { + push_undo(); + game.where = loc; + let here = get_lord_locale(game.command); + if (!is_adjacent(here, loc)) { + let dist = map_get(game.parley, loc, 0); + if (can_naval_blockade_route(dist)) + game.state = "blockade_parley"; + } + }, + check(spend) { + if (roll_influence_check("Parley at S" + game.where, game.command, spend, parley_ic)) { + shift_favour_toward(game.where); + end_parley(true); + } + else { + end_parley(false); + } + }, +}; +states.blockade_parley = { + inactive: "Parley", + prompt() { + view.prompt = "Parley: Warwick may naval blockade this parley action."; + let by_way = search_parley_levy([], get_lord_locale(game.command), game.command, false); + if (map_has(by_way, game.where)) + view.actions.by_way = 1; + view.actions.roll = 1; + }, + by_way() { + game.parley = search_parley_levy([], get_lord_locale(game.command), game.command, false); + game.state = "parley"; + }, + roll() { + if (roll_blockade("Parley")) + game.state = "parley"; + 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; + if (is_group_move_forbidden(game.group, to)) + return false; + return true; +} +function can_action_march_to(to, type) { + if (!can_march_to(to)) + return false; + if (game.group.length === 1 && type === "road") { + if (lord_has_capability(game.command, AOW_YORK_YORKISTS_NEVER_WAIT)) + type = "highway"; + if (game.active === LANCASTER && is_event_in_play(EVENT_LANCASTER_FORCED_MARCHES)) + type = "highway"; + } + if (type === "highway") { + if (has_flag(FLAG_FIRST_MARCH_HIGHWAY)) + return true; + if (has_flag(FLAG_SURPRISE_LANDING)) + return true; + return game.actions >= 1; + } + else if (type === "road") { + if (has_flag(FLAG_SURPRISE_LANDING)) + return true; + return game.actions >= 1; + } + else if (type === "path") { + return is_first_action(); + } + throw "IMPOSSIBLE"; +} +function prompt_march() { + let from = get_lord_locale(game.command); + if (!is_locale_on_map(from)) + return; + for (let to of data.locales[from].highways) + if (can_action_march_to(to, "highway")) + gen_action_locale(to); + for (let to of data.locales[from].roads) + if (can_action_march_to(to, "road")) + gen_action_locale(to); + for (let to of data.locales[from].paths) + if (can_action_march_to(to, "path")) + gen_action_locale(to); +} +function goto_march(to) { + push_undo(); + let from = get_lord_locale(game.command); + game.march = { from, to }; + march_with_group_1(); +} +function march_with_group_1() { + let transport = count_group_carts(game.group, true); + let prov = count_group_provender(game.group); + if (prov > transport) + game.state = "march_haul"; + else + march_with_group_2(); +} +states.march_haul = { + inactive: "March", + prompt() { + let to = game.march.to; + let transport = count_group_carts(game.group, true); + let prov = count_group_provender(game.group); + view.group = game.group; + view.where = game.march.to; + view.prompt = "March: Haul."; + if (prov > transport) { + let overflow_prov = prov - transport; + view.prompt += ` Discard ${overflow_prov} Provender`; + for (let lord of game.group) { + if (prov > transport) { + if (get_lord_assets(lord, PROV) > 0) { + gen_action_prov(lord); + } + } + } + } + else { + view.actions.march = 1; + gen_action_locale(to); + } + }, + prov: drop_prov, + march: march_with_group_2, + locale: march_with_group_2, +}; +function march_with_group_2() { + let from = game.march.from; + let to = game.march.to; + let type = get_way_type(from, to); + log(`March to S${to}${format_group_move()}.`); + if (!is_marshal(game.command) && !is_lieutenant(game.command) && game.group.length > 1) + logcap(AOW_YORK_CAPTAIN); + if (lord_has_capability(game.command, AOW_LANCASTER_HAY_WAINS)) + logcap(AOW_LANCASTER_HAY_WAINS); + if (game.group.length === 1 && type === "road") { + if (lord_has_capability(game.command, AOW_YORK_YORKISTS_NEVER_WAIT)) { + logcap(AOW_YORK_YORKISTS_NEVER_WAIT); + type = "highway"; + } + if (game.active === LANCASTER && is_event_in_play(EVENT_LANCASTER_FORCED_MARCHES)) { + logevent(EVENT_LANCASTER_FORCED_MARCHES); + type = "highway"; + } + } + if (type === "highway") { + if (has_flag(FLAG_FIRST_MARCH_HIGHWAY)) { + spend_march_action(0); + } + else if (has_flag(FLAG_SURPRISE_LANDING)) { + spend_march_action(0); + set_flag(FLAG_FIRST_MARCH_HIGHWAY); + } + else { + spend_march_action(1); + set_flag(FLAG_FIRST_MARCH_HIGHWAY); + } + } + else if (type === "road") { + if (has_flag(FLAG_SURPRISE_LANDING)) + spend_march_action(0); + else + spend_march_action(1); + } + else if (type === "path") { + spend_all_actions(); + } + 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 + // See end_parliaments_truce + goto_march_confirm(); +} +function end_march() { + delete game.march; + // Discard held events + set_delete(game.events, EVENT_LANCASTER_BLOCKED_FORD); + set_delete(game.events, EVENT_LANCASTER_FLANK_ATTACK); + set_delete(game.events, EVENT_YORK_BLOCKED_FORD); + set_delete(game.events, EVENT_YORK_FLANK_ATTACK); + // Disbanded in battle! + if (!is_lord_on_map(game.command)) { + game.group = null; + clear_flag(FLAG_MARCH_TO_PORT); + clear_flag(FLAG_SAIL_TO_PORT); + spend_all_actions(); + resume_command(); + return; + } + resume_command(); +} +function goto_march_confirm() { + let here = get_lord_locale(game.command); + if (has_enemy_lord(here)) + game.state = "march_confirm_approach"; + else if (may_be_intercepted()) + game.state = "march_confirm_intercept"; + else + goto_intercept(); +} +states.march_confirm_approach = { + inactive: "March", + prompt() { + view.prompt = "March: Approach enemy?"; + view.actions.approach = 1; + }, + approach() { + goto_intercept(); + }, +}; +states.march_confirm_intercept = { + inactive: "March", + prompt() { + view.prompt = "March: You may be intercepted!"; + view.actions.march = 1; + }, + march() { + goto_intercept(); + }, +}; +// === 4.3.4 INTERCEPT === +function format_intercept() { + return game.intercept.map(x => "L" + x).join(" and "); +} +function has_unmoving_friendly_lord(here) { + for (let lord of all_friendly_lords()) { + if (get_lord_locale(lord) === here) + if (!set_has(game.group, lord)) + return true; + } + return false; +} +function can_intercept_to(to) { + // forbid lancaster intercept into york moving to york, and vice versa + if (has_unmoving_friendly_lord(to)) + return false; + if (is_truce_in_effect()) + return false; + if (is_wales_forbidden_to_enemy(to)) + return false; + return true; +} +function may_be_intercepted() { + let here = get_lord_locale(game.command); + if (game.scenario === SCENARIO_II) { + if (can_intercept_to(here)) + for (let next of data.locales[here].not_paths) + // Note: must check shaky allies + for (let lord of all_enemy_lords()) + if (get_lord_locale(lord) === next && is_move_allowed(lord, here)) + return true; + return false; + } + if (can_intercept_to(here)) + for (let next of data.locales[here].not_paths) + if (has_enemy_lord(next)) + return true; + return false; +} +function goto_intercept() { + if (may_be_intercepted()) { + game.state = "intercept"; + set_active_enemy(); + game.intercept = []; + game.who = NOBODY; + } + else { + end_intercept(); + } +} +function end_intercept() { + delete game.intercept; + game.who = NOBODY; + goto_kings_parley(); +} +states.intercept = { + inactive: "Intercept", + prompt() { + let to = game.march.to; + view.group = game.intercept; + view.where = to; + if (game.who === NOBODY) { + // TODO: clean up prompt + view.prompt = `Intercept: Choose lords to intercept ${lord_name[game.command]} at ${locale_name[to]}.`; + for (let next of data.locales[to].not_paths) + for_each_friendly_lord_in_locale(next, lord => { + if (is_move_allowed(lord, to)) + gen_action_lord(lord); + }); + } + else { + let valour = get_modified_valour(game.who, false); + // TODO: clean up prompt + view.prompt = `Intercept ${range(valour)} ${lord_name[game.command]} at ${locale_name[to]}.`; + gen_action_lord(game.who); + if (can_pick_up_lords(game.who)) { + for_each_friendly_lord_in_locale(get_lord_locale(game.who), other => { + if (can_pick_up_other(game.who, other) && is_move_allowed(other, to)) + gen_action_lord(other); + }); + } + if (game.active === YORK) + gen_action_card_if_held(EVENT_YORK_FLANK_ATTACK); + else + gen_action_card_if_held(EVENT_LANCASTER_FLANK_ATTACK); + view.actions.intercept = 1; + } + view.actions.pass = 1; + view.group = game.intercept; + }, + lord(lord) { + if (game.who === NOBODY) { + game.who = lord; + set_toggle(game.intercept, lord); + } + else if (lord === game.who) { + game.who = NOBODY; + game.intercept = []; + } + else { + set_toggle(game.intercept, lord); + } + }, + card(c) { + // Flank Attack + push_undo(); + play_held_event(c); + }, + pass() { + set_active_enemy(); + end_intercept(); + }, + intercept() { + let success = false; + if (is_flank_attack_in_play()) { + log("Intercept with " + format_intercept() + "."); + end_passive_held_event(); + success = true; + } + else { + let valour = get_modified_valour(game.who, false); + let roll = roll_die(); + success = roll <= valour; + if (success) + log(`Intercept ${range(valour)}: B${roll}`); + else + log(`Intercept ${range(valour)}: W${roll}`); + log(">with " + format_intercept()); + get_modified_valour(game.who, true); + } + if (success) { + goto_intercept_march(); + } + else { + set_active_enemy(); + end_intercept(); + } + }, +}; +function goto_intercept_march() { + if (count_group_carts(game.intercept, false) >= count_group_provender(game.intercept)) { + do_intercept_march(); + } + else { + game.state = "intercept_haul"; + } +} +function do_intercept_march() { + for (let lord of game.intercept) { + 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_haul = { + inactive: "Intercept", + prompt() { + let to = game.march.to; + let transport = count_group_carts(game.intercept, false); + let prov = count_group_provender(game.intercept); + view.group = game.intercept; + view.prompt = "Intercept: Haul."; + if (prov > transport) { + let overflow_prov = prov - transport; + view.prompt += ` Discard ${overflow_prov} Provender`; + for (let lord of game.intercept) { + 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 of all_friendly_lords()) + if (get_lord_locale(lord) === loc) + f(lord); +} +// === MARCH EVENT: FLANK ATTACK === +function is_flank_attack_in_play() { + return is_event_in_play(EVENT_LANCASTER_FLANK_ATTACK) || is_event_in_play(EVENT_YORK_FLANK_ATTACK); +} +// === MARCH EVENT: KING'S PARLEY === +function goto_kings_parley() { + // If Henry VI in space, with King's Parley capability + 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 = "Approach: You may discard King's Parley to cancel Yorkist approach."; + gen_action_card(AOW_LANCASTER_KINGS_PARLEY); + view.actions.pass = 1; + }, + card(_) { + logcap(AOW_LANCASTER_KINGS_PARLEY); + 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(); + spend_all_actions(); // end command + end_march(); + }, + pass() { + set_active_enemy(); + end_kings_parley(); + }, +}; +function end_kings_parley() { + goto_parliaments_truce(); +} +// === MARCH EVENT: PARLIAMENT'S TRUCE === +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 = "Approach: 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); + end_passive_held_event(); + // Cancel approach! + for (let lord of game.group) { + if (game.march) + set_lord_locale(lord, game.march.from); + else + set_lord_locale(lord, game.sail_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); + } + // And set marching flags here too. + if (game.march) { + let here = get_lord_locale(game.command); + if (is_seaport(here)) + set_flag(FLAG_MARCH_TO_PORT); + else + clear_flag(FLAG_MARCH_TO_PORT); + clear_flag(FLAG_SAIL_TO_PORT); + } + 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 = "Approach: 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); + end_passive_held_event(); + 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.state = "choose_exile"; + set_active_enemy(); + } + else { + if (game.march) + end_march(); + else + end_sail(); + } +} +states.choose_exile = { + inactive: "Choose Exile", + prompt() { + let here = get_lord_locale(game.command); + view.prompt = `Approach: Choose lords to go into exile from ${locale_name[here]}.`; + for_each_friendly_lord_in_locale(here, gen_action_lord); + view.actions.done = 1; + }, + lord(lord) { + push_undo(); + give_up_spoils(lord); + reduce_influence(get_lord_influence(lord) + count_vassals_with_lord(lord)); + exile_lord(lord); + if (game.scenario === SCENARIO_II) { + if (lord === LORD_WARWICK_L) + foreign_haven_shift_lords(); + } + }, + done() { + set_active_enemy(); + goto_exile_spoils(); + }, +}; +// === 4.3.5 APPROACH - SPOILS AFTER CHOOSING EXILE === +function add_spoils(type, n) { + if (!game.spoils) + game.spoils = [0, 0, 0]; + game.spoils[type] += n; +} +function give_up_spoils(lord) { + let here = get_lord_locale(lord); + // Full spoils if enemy locale + if (is_enemy_locale(here)) { + add_spoils(PROV, get_lord_assets(lord, PROV)); + add_spoils(CART, get_lord_assets(lord, CART)); + set_lord_assets(lord, PROV, 0); + set_lord_assets(lord, CART, 0); + return; + } + // Half spoils if neutral locale + if (is_neutral_locale(here)) { + add_spoils(PROV, get_lord_assets(lord, PROV) / 2); + add_spoils(CART, get_lord_assets(lord, CART) / 2); + set_lord_assets(lord, PROV, 0); + set_lord_assets(lord, CART, 0); + return; + } + // No spoils if friendly locale +} +function round_spoils() { + if (game.spoils) { + game.spoils[PROV] = Math.ceil(game.spoils[PROV]); + game.spoils[CART] = Math.ceil(game.spoils[CART]); + } +} +function has_any_spoils() { + return game.spoils && (game.spoils[PROV] + game.spoils[CART] > 0); +} +function log_spoils() { + if (game.spoils[PROV] > 0) + logi(game.spoils[PROV] + " Provender"); + if (game.spoils[CART] > 0) + logi(game.spoils[CART] + " Cart"); +} +function list_spoils() { + if (game.spoils[PROV] > 0 && game.spoils[CART] > 0) + return `${game.spoils[PROV]} provender and ${game.spoils[CART]} carts`; + else if (game.spoils[PROV] > 0) + return `${game.spoils[PROV]} provender`; + else if (game.spoils[CART] > 0) + return `${game.spoils[CART]} carts`; + else + return "nothing"; +} +function prompt_spoils() { + if (game.spoils[PROV] > 0) + view.actions.take_prov = 1; + if (game.spoils[CART] > 0) + view.actions.take_cart = 1; + if (game.spoils[PROV] > 0 || game.spoils[CART] > 0) + view.actions.take_all = 1; +} +function take_spoils(type) { + add_lord_assets(game.who, type, 1); + add_spoils(type, -1); + if (!has_any_spoils()) + game.who = NOBODY; +} +function take_all_spoils() { + add_lord_assets(game.who, PROV, game.spoils[PROV]); + add_lord_assets(game.who, CART, game.spoils[CART]); + game.spoils = [0, 0, 0]; + game.who = NOBODY; +} +function goto_exile_spoils() { + round_spoils(); + if (has_any_spoils()) { + log_h4("Spoils"); + log_spoils(); + game.state = "exile_spoils"; + game.who = find_lone_friendly_lord_at(get_lord_locale(game.command)); + } + else { + end_exile_spoils(); + } +} +function end_exile_spoils() { + game.who = NOBODY; + delete game.spoils; + if (has_enemy_lord(get_lord_locale(game.command))) { + // still some lords not exiled to fight. + goto_battle(); + } + else { + // no one left, goto finish marching. + if (game.march) + end_march(); + else + end_sail(); + } +} +states.exile_spoils = { + inactive: "Spoils", + prompt() { + if (has_any_spoils()) { + view.prompt = "Spoils: Divide " + list_spoils() + "."; + let here = get_lord_locale(game.command); + for (let lord of all_friendly_lords()) + 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); + }, + take_all() { + push_undo_without_who(); + take_all_spoils(); + }, + end_spoils() { + end_exile_spoils(); + }, +}; +// === 4.4 BATTLE === +/* + + BATTLE SEQUENCE + + defender position lords + attacker position lords + + play events (defender) + play events (attacker) + + SUSPICION - end battle if necessary + + battle rounds + + award influence + award spoils + determine losses + death check + aftermath + +*/ +const battle_strike_positions = [D1, D2, D3, A1, A2, A3]; +function log_lord_cap_ii(lord, c) { + if (lord_has_capability(lord, c)) + log(">>C" + c); +} +function log_lord_engage(lord) { + if (lord === NOBODY) + return; + log(">L" + lord); + log_lord_cap_ii(lord, AOW_LANCASTER_BARDED_HORSE); + log_lord_cap_ii(lord, AOW_LANCASTER_CHEVALIERS); + log_lord_cap_ii(lord, AOW_LANCASTER_CHURCH_BLESSINGS); + log_lord_cap_ii(lord, AOW_LANCASTER_MONTAGU); + log_lord_cap_ii(lord, AOW_LANCASTER_PIQUIERS); + log_lord_cap_ii(lord, AOW_YORK_BARRICADES); +} +const battle_steps = [ + null, + { name: "Missiles", hits: count_archery_hits }, + { name: "Melee", hits: count_melee_hits }, +]; +function remove_lord_from_battle(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; + } + } + } +} +function get_lord_array_position(lord) { + for (let p of battle_strike_positions) + 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 filled(pos) { + let lord = game.battle.array[pos]; + if (lord !== NOBODY && lord !== game.battle.ravine) + return true; + return false; +} +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)) { + // half rounded up! + return (hits + 1) >> 1; + } + return hits; +} +function count_melee_hits(lord) { + let hits = 0; + if (get_lord_forces(lord, RETINUE) > 0) + hits += 3 << 1; + hits += count_unrouted_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) { + logevent(EVENT_YORK_CALTROPS); + hits += 2 << 1; + } + 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.active !== game.battle.attacker && game.battle.ahits > 0) + return `Assign ${game.battle.ahits} hit${game.battle.ahits > 1 ? "s" : ""}.`; + if (game.active === game.battle.attacker && game.battle.dhits > 0) + return `Assign ${game.battle.dhits} hit${game.battle.dhits > 1 ? "s" : ""}.`; + return "All done."; +} +function is_battle_over() { + if (lancaster_has_no_unrouted_forces()) + return true; + if (york_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 of battle_strike_positions) + 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 york_has_no_unrouted_forces() { + // All unrouted lords are either in battle array or in reserves + for (let p of battle_strike_positions) + if (is_york_lord(game.battle.array[p])) + return false; + for (let lord of game.battle.reserves) + if (is_york_lord(lord)) + return false; + return true; +} +function lancaster_has_no_unrouted_forces() { + // All unrouted lords are either in battle array or in reserves + for (let p of battle_strike_positions) + if (is_lancaster_lord(game.battle.array[p])) + return false; + for (let lord of game.battle.reserves) + if (is_lancaster_lord(lord)) + return false; + return true; +} +function is_attacker() { + return game.active === game.battle.attacker; +} +function is_missiles_step() { + return game.battle.step === 1; +} +function is_melee_step() { + return game.battle.step === 2; +} +function log_battle_cap(lord, c) { + log("L" + lord); + log(">C" + c); +} +// Capabilities adding troops at start of the battle +function add_battle_capability_troops() { + let here = game.battle.where; + // TODO: track these explicitly in game.battle for better removal + for (let lord of all_lords) { + if (get_lord_locale(lord) !== here) + continue; + if (lord_has_capability(lord, AOW_YORK_MUSTERD_MY_SOLDIERS) && has_york_favour(here)) { + log_battle_cap(lord, AOW_YORK_MUSTERD_MY_SOLDIERS); + 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_lancaster_favour(here)) { + log_battle_cap(lord, AOW_LANCASTER_MUSTERD_MY_SOLDIERS); + 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)) { + log_battle_cap(lord, AOW_LANCASTER_WELSH_LORD); + add_lord_forces(lord, LONGBOWMEN, 2); + } + if (lord_has_capability(lord, AOW_YORK_PEMBROKE) && is_wales(here)) { + log_battle_cap(lord, AOW_YORK_PEMBROKE); + add_lord_forces(lord, LONGBOWMEN, 2); + } + if (lord_has_capability(lord, AOW_YORK_PERCYS_NORTH1) && is_north(here)) { + log_battle_cap(lord, AOW_YORK_PERCYS_NORTH1); + add_lord_forces(lord, MILITIA, 4); + } + if (lord_has_capability(lord, AOW_YORK_PERCYS_NORTH2) && has_route_to(here, LOC_CARLISLE)) { + log_battle_cap(lord, AOW_YORK_PERCYS_NORTH2); + add_lord_forces(lord, MEN_AT_ARMS, 2); + } + if (lord_has_capability(lord, AOW_YORK_KINGDOM_UNITED) && (is_north(here) || is_south(here) || is_wales(here))) { + log_battle_cap(lord, AOW_YORK_KINGDOM_UNITED); + add_lord_forces(lord, MILITIA, 3); + } + if (lord_has_capability(lord, AOW_LANCASTER_PHILIBERT_DE_CHANDEE) && is_at_or_adjacent_to_lancastrian_english_channel_port(here)) { + log_battle_cap(lord, AOW_LANCASTER_PHILIBERT_DE_CHANDEE); + add_lord_forces(lord, MEN_AT_ARMS, 2); + } + } +} +//... And removing them at the end of the battle +function remove_battle_capability_troops(lord) { + let here = game.battle.where; + if (lord_has_capability(lord, AOW_YORK_MUSTERD_MY_SOLDIERS) && has_york_favour(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_lancaster_favour(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) && has_route_to(here, LOC_CARLISLE)) { + add_lord_forces(lord, MEN_AT_ARMS, -2); + } + if (lord_has_capability(lord, AOW_YORK_KINGDOM_UNITED) && (is_north(here) || is_south(here) || is_wales(here))) { + add_lord_forces(lord, MILITIA, -3); + } + if (lord_has_capability(lord, AOW_LANCASTER_PHILIBERT_DE_CHANDEE) && is_at_or_adjacent_to_lancastrian_english_channel_port(here)) { + add_lord_forces(lord, MEN_AT_ARMS, -2); + } +} +function goto_battle() { + let here = get_lord_locale(game.command); + log_h2_common(`Battle at S${here}`); + game.battle = { + where: here, + round: 1, + step: 0, + attacker: game.active, + loser: "None", + array: [ + NOBODY, NOBODY, NOBODY, + NOBODY, NOBODY, NOBODY + ], + valour: [], + routed_vassals: [], + engagements: [], + reserves: [], + fled: [], + routed: [], + ahits: 0, + dhits: 0, + reroll: 0, + final_charge: 0, + }; + if (is_flank_attack_in_play()) { + if (game.battle.attacker === YORK) + game.battle.attacker = LANCASTER; + else + game.battle.attacker = YORK; + } + // Troops by capability + add_battle_capability_troops(); + // All participating lords to reserve + for (let lord of all_lords) { + if (get_lord_locale(lord) === here) { + set_lord_fought(lord); + set_add(game.battle.reserves, lord); + let n = get_modified_valour(lord, true); + if (n > 0) + map_set(game.battle.valour, lord, n); + } + } + goto_array_defender(); +} +// === 4.4.1 BATTLE ARRAY === +function norfolk_is_late() { + if (game.scenario === SCENARIO_IB && game.battle.round === 1) { + let n = 0; + for (let lord of all_york_lords) + if (get_lord_locale(lord) === game.battle.where) + ++n; + return n > 1; + } + return false; +} +function has_friendly_reserves() { + for (let lord of game.battle.reserves) { + if (lord === LORD_NORFOLK && norfolk_is_late()) + continue; + if (is_friendly_lord(lord)) + return true; + } + return false; +} +function count_friendly_reserves() { + let n = 0; + for (let lord of game.battle.reserves) { + if (lord === LORD_NORFOLK && norfolk_is_late()) + continue; + if (is_friendly_lord(lord)) + ++n; + } + return n; +} +function pop_first_reserve() { + for (let lord of game.battle.reserves) { + if (lord === LORD_NORFOLK && norfolk_is_late()) + continue; + 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: "Battle Array", + prompt() { + view.prompt = "Battle Array: Position 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 === LORD_NORFOLK && norfolk_is_late()) + continue; + 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: "Battle Array", + prompt() { + view.prompt = "Battle Array: Position 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 === LORD_NORFOLK && norfolk_is_late()) + continue; + 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() { + end_passive_held_event(); + if (is_attacker()) + goto_attacker_events(); + else + goto_defender_events(); +} +states.defender_events = { + inactive: "Defender Events", + prompt() { + view.prompt = "Battle Array: Defender may play events."; + prompt_battle_events(); + }, + card: action_battle_events, + done() { + end_defender_events(); + }, +}; +states.attacker_events = { + inactive: "Attacker Events", + prompt() { + view.prompt = "Battle Array: 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) { + push_undo(); + play_held_event(c); + switch (c) { + case EVENT_LANCASTER_LEEWARD_BATTLE_LINE: + resume_battle_events(); + break; + case EVENT_LANCASTER_SUSPICION: + game.state = "suspicion_1"; + 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: + resume_battle_events(); + break; + case EVENT_YORK_SUSPICION: + game.state = "suspicion_1"; + break; + case EVENT_YORK_CALTROPS: + game.state = "caltrops"; + break; + case EVENT_YORK_REGROUP: + resume_battle_events(); + break; + case EVENT_YORK_SWIFT_MANEUVER: + resume_battle_events(); + break; + case EVENT_YORK_PATRICK_DE_LA_MOTE: + resume_battle_events(); + break; + } +} +// === BATTLE EVENT: RAVINE === +states.ravine = { + inactive: "Ravine", + prompt() { + view.prompt = "Ravine: Choose an enemy lord to ignore for engage and strike."; + 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) { + game.battle.ravine = lord; + logevent(EVENT_LANCASTER_RAVINE); + logi("L" + lord); + resume_battle_events(); + }, +}; +// === BATTLE EVENT: CALTROPS === +states.caltrops = { + inactive: "Caltrops", + prompt() { + view.prompt = "Caltrops: Choose a lord to add +2 hits against the enemy each round."; + for (let lord of game.battle.array) { + if (is_friendly_lord(lord)) { + gen_action_lord(lord); + } + } + }, + lord(lord) { + game.battle.caltrops = lord; + logevent(EVENT_YORK_CALTROPS); + logi("L" + lord); + resume_battle_events(); + }, +}; +// === BATTLE EVENT: SUSPICION === +function can_play_suspicion() { + // NOTE: printed influence only! + return highest_friendly_influence() > lowest_enemy_influence(); +} +function lowest_enemy_influence() { + let score = 10; + for (let lord of all_enemy_lords()) { + if (get_lord_locale(lord) === game.battle.where) { + if (get_lord_influence(lord) < score) { + score = get_lord_influence(lord); + } + } + } + return score; +} +function highest_friendly_influence() { + let score = 0; + for (let lord of all_friendly_lords()) { + if (get_lord_locale(lord) === game.battle.where) { + if (get_lord_influence(lord) > score) { + score = get_lord_influence(lord); + } + } + } + return score; +} +states.suspicion_1 = { + inactive: "Suspicion", + prompt() { + view.prompt = "Suspicion: Choose a lord to check influence."; + let lowest = lowest_enemy_influence(); + for (let lord of game.battle.array) + if (is_friendly_lord(lord) && get_lord_influence(lord) > lowest) + gen_action_lord(lord); + for (let lord of game.battle.reserves) + if (is_friendly_lord(lord) && get_lord_influence(lord) > lowest) + gen_action_lord(lord); + }, + lord(lord) { + push_undo(); + game.who = lord; + game.state = "suspicion_2"; + }, +}; +states.suspicion_2 = { + inactive: "Suspicion", + prompt() { + view.prompt = `Suspicion: ${lord_name[game.who]}.`; + prompt_influence_check(game.who); + }, + check(spend) { + if (roll_influence_check("L" + game.who, game.who, spend)) { + game.state = "suspicion_3"; + } + else { + game.who = NOBODY; + resume_battle_events(); + } + }, +}; +states.suspicion_3 = { + inactive: "Suspicion", + prompt() { + view.prompt = "Suspicion: Disband one enemy lord with lower influence rating."; + let highest = get_lord_influence(game.who); + for (let lord of game.battle.array) + if (is_enemy_lord(lord) && get_lord_influence(lord) < highest) + gen_action_lord(lord); + }, + lord(lord) { + push_undo(); + logi("L" + lord); + remove_lord_from_battle(lord); + disband_lord(lord); + game.who = NOBODY; + // Skip to end battle if no enemy remains! + if (is_battle_over()) { + end_battle_round(); + return; + } + resume_battle_events(); + }, +}; +// === BATTLE EVENT: FOR TRUST NOT HIM === +function can_target_for_trust_not_him(v) { + // Special vassals cannot be targeted + if (is_special_vassal(v)) + return false; + // Alice Montagu confers immunity + if (lord_has_capability(get_vassal_lord(v), AOW_YORK_ALICE_MONTAGU)) + return false; + return true; +} +function can_play_for_trust_not_him() { + for (let v of all_vassals) + if (is_vassal_mustered_with_york_lord(v) && get_vassal_locale(v) === game.battle.where) + if (can_target_for_trust_not_him(v)) + return true; + return false; +} +states.for_trust_not_him = { + inactive: "For trust not him", + prompt() { + let done = true; + view.prompt = "For trust not him: Choose a friendly lord."; + for (let lord of all_lancaster_lords) { + 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", + prompt() { + view.prompt = "For trust not him: Choose an enemy vassal."; + for (let v of all_vassals) + if (is_vassal_mustered_with_york_lord(v) && get_vassal_locale(v) === game.battle.where) + if (can_target_for_trust_not_him(v)) + gen_action_vassal(v); + }, + vassal(v) { + push_undo(); + game.vassal = v; + goto_influence_check_for_trust_not_him(); + }, +}; +function goto_influence_check_for_trust_not_him() { + game.state = "for_trust_not_him_bribe"; +} +states.for_trust_not_him_bribe = { + inactive: "For trust not him", + prompt() { + view.prompt = `For trust not him: Bribe ${vassal_name[game.vassal]}.`; + view.vassal = game.vassal; + prompt_influence_check(game.who, vassal_ic); + }, + check(spend) { + if (roll_influence_check("Bribe L" + game.vassal, game.who, spend, vassal_ic)) + muster_vassal(game.vassal, game.who); + end_for_trust_not_him(); + }, +}; +function end_for_trust_not_him() { + game.who = NOBODY; + game.vassal = NOVASSAL; + resume_battle_events(); +} +// === BATTLE EVENT: LEEWARD BATTLE LINE === +function is_leeward_battle_line_in_play(lord) { + if (is_missiles_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: REGROUP === +function is_regroup_in_play() { + if (is_event_in_play(EVENT_YORK_REGROUP)) { + for (let p of battle_strike_positions) { + let lord = game.battle.array[p]; + if (is_york_lord(lord) && lord_has_routed_troops(lord) && get_lord_forces(lord, RETINUE)) + return true; + } + } + return false; +} +function goto_regroup() { + set_active(YORK); + game.state = "regroup"; +} +states.regroup = { + inactive: "Regroup", + prompt() { + for (let p of battle_strike_positions) { + let lord = game.battle.array[p]; + if (is_york_lord(lord) && lord_has_routed_troops(lord) && get_lord_forces(lord, RETINUE)) + gen_action_lord(lord); + } + if (game.battle.step >= 2) { + view.prompt = "Regroup: You may choose a lord to regroup."; + view.actions.pass = 1; + } + else { + view.prompt = "Regroup: Choose a lord to regroup."; + } + }, + lord(lord) { + push_undo(); + logevent(EVENT_YORK_REGROUP); + logi("L" + lord); + game.who = lord; + game.state = "regroup_roll_protection"; + game.event_regroup = [ + 0, + 0, + get_lord_routed_forces(lord, MEN_AT_ARMS), + get_lord_routed_forces(lord, LONGBOWMEN), + get_lord_routed_forces(lord, MILITIA), + get_lord_routed_forces(lord, BURGUNDIANS), + get_lord_routed_forces(lord, MERCENARIES), + ]; + }, + pass() { + goto_battle_lord_rout(); + }, +}; +states.regroup_roll_protection = { + inactive: "Regroup", + prompt() { + view.prompt = "Regroup: Roll each routed troop's protection for them to recover."; + if (game.event_regroup[MEN_AT_ARMS] > 0) + gen_action_routed_men_at_arms(game.who); + if (game.event_regroup[LONGBOWMEN] > 0) + gen_action_routed_longbowmen(game.who); + if (game.event_regroup[MILITIA] > 0) + gen_action_routed_militia(game.who); + if (game.event_regroup[BURGUNDIANS] > 0) + gen_action_routed_burgundians(game.who); + if (game.event_regroup[MERCENARIES] > 0) + gen_action_routed_mercenaries(game.who); + }, + routed_burgundians(lord) { + action_regroup(lord, BURGUNDIANS); + }, + routed_mercenaries(lord) { + action_regroup(lord, MERCENARIES); + }, + routed_longbowmen(lord) { + action_regroup(lord, LONGBOWMEN); + }, + routed_men_at_arms(lord) { + action_regroup(lord, MEN_AT_ARMS); + }, + routed_militia(lord) { + action_regroup(lord, MILITIA); + }, +}; +function action_regroup(lord, type) { + let protection = get_modified_protection(lord, type); + let die = roll_die(); + if (die <= protection) { + logi(`${get_force_name(lord, type)} ${range(protection)}: W${die}`); + add_lord_routed_forces(lord, type, -1); + add_lord_forces(lord, type, 1); + } + else { + logi(`${get_force_name(lord, type)} ${range(protection)}: B${die}`); + } + game.event_regroup[type]--; + for (let i = 2; i < 7; ++i) + if (game.event_regroup[i] > 0) + return; + end_regroup(); +} +function end_regroup() { + // remove event from play once used + set_delete(game.events, EVENT_YORK_REGROUP); + game.who = NOBODY; + delete game.event_regroup; + if (game.battle.step < 2) + game.state = "assign_hits"; + else + goto_battle_lord_rout(); +} +// === 4.4.2 BATTLE ROUNDS === +/* + + for each round (until one side is fully routed) + flee (defender) + flee (attacker) + reposition (defender) + reposition (attacker) + determine engagements + VANGUARD (round 1 only) + for each engagement + archery strike + total hits + assign hits (defender then attacker) + SWIFT MANEUVER - skip to check lord rout + melee strike + total hits + FINAL CHARGE + assign hits (defender then attacker) + SWIFT MANEUVER - skip to check lord rout + check lord rout (defender then attacker) + REGROUP + +*/ +function goto_battle_rounds() { + log_h3(`Round ${game.battle.round}`); + game.battle.step = 0; + if (game.battle.round === 1) { + set_active_defender(); + goto_culverins_and_falconets(); + } + else { + goto_flee(); + } +} +// === BATTLE CAPABILITY: CULVERINS AND FALCONETS === +function is_culverins_and_falconets_in_battle() { + for (let p of battle_strike_positions) { + let lord = game.battle.array[p]; + if (lord !== NOBODY) { + if (game.active === LANCASTER && lord_has_capability(lord, AOW_LANCASTER_CULVERINS_AND_FALCONETS)) + return true; + if (game.active === YORK && lord_has_capability(lord, AOW_YORK_CULVERINS_AND_FALCONETS)) + return true; + } + } + return false; +} +function goto_culverins_and_falconets() { + if (is_culverins_and_falconets_in_battle()) + game.state = "culverins_and_falconets"; + else + end_culverins_and_falconets(); +} +function end_culverins_and_falconets() { + if (game.active === game.battle.attacker) { + goto_flee(); + } + else { + set_active_enemy(); + goto_culverins_and_falconets(); + } +} +states.culverins_and_falconets = { + inactive: "Culverins and Falconets", + prompt() { + view.prompt = "Culverins and Falconets: You may discard capability to add missile hits."; + for (let p of battle_strike_positions) { + let lord = game.battle.array[p]; + if (lord !== NOBODY) { + if (game.active === LANCASTER) { + if (lord_has_capability(lord, AOW_LANCASTER_CULVERINS_AND_FALCONETS[0])) + gen_action_card(AOW_LANCASTER_CULVERINS_AND_FALCONETS[0]); + if (lord_has_capability(lord, AOW_LANCASTER_CULVERINS_AND_FALCONETS[1])) + gen_action_card(AOW_LANCASTER_CULVERINS_AND_FALCONETS[1]); + } + if (game.active === YORK) { + if (lord_has_capability(lord, AOW_YORK_CULVERINS_AND_FALCONETS[0])) + gen_action_card(AOW_YORK_CULVERINS_AND_FALCONETS[0]); + if (lord_has_capability(lord, AOW_YORK_CULVERINS_AND_FALCONETS[1])) + gen_action_card(AOW_YORK_CULVERINS_AND_FALCONETS[1]); + } + } + } + view.actions.pass = 1; + }, + card(c) { + let lord = find_lord_with_capability_card(c); + log("L" + lord); + log(">C" + c); + if (!game.battle.culverins) + game.battle.culverins = []; + set_add(game.battle.culverins, lord); + discard_lord_capability(lord, c); + goto_culverins_and_falconets(); + }, + pass() { + end_culverins_and_falconets(); + }, +}; +function use_culverins(lord) { + if (game.battle.culverins && set_has(game.battle.culverins, lord)) { + let die1 = roll_die(); + let die2 = 0; + if (is_event_in_play(EVENT_YORK_PATRICK_DE_LA_MOTE) && game.active === YORK) { + logevent(EVENT_YORK_PATRICK_DE_LA_MOTE); + die2 = roll_die(); + logii(`+ B${die1} B${die2} Artillery`); + } + else { + logii(`+ B${die1} Artillery`); + } + set_delete(game.battle.culverins, lord); + return (die1 + die2) << 1; + } + return 0; +} +// === 4.4.2 BATTLE ROUNDS: FLEE === +function goto_flee() { + set_active_defender(); + 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(); +} +states.flee_battle = { + inactive: "Flee", + prompt() { + view.prompt = "Battle: Choose lords to flee from the battle field."; + for (let lord of game.battle.reserves) + if (is_friendly_lord(lord)) + gen_action_lord(lord); + for (let p of battle_strike_positions) + if (is_friendly_lord(game.battle.array[p])) + gen_action_lord(game.battle.array[p]); + view.actions.battle = 1; + }, + battle() { + end_flee(); + }, + lord(lord) { + push_undo(); + log(`Fled L${lord}.`); + set_add(game.battle.routed, lord); + set_add(game.battle.fled, lord); + remove_lord_from_battle(lord); + }, +}; +// === 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_determine_engagements(); +} +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 === +// See tools/engage.js for generating these tables +const ENGAGEMENTS = [[], [], [], [], [], [], [], [], [], [[0, 3]], [[3, 1]], [[0, 1, 3]], [[2, 3]], [[0, 2, 3]], [[1, 2, 3]], [[0, 1, 2, 3]], [], [[0, 4]], [[1, 4]], [[0, 1, 4]], [[2, 4]], [[0, 2, 4]], [[1, 2, 4]], [[0, 1, 2, 4]], [], [[0, 3, 4]], [[1, 3, 4]], [[0, 3], [1, 4]], [[2, 3, 4]], [[0, 3], [2, 4]], [[1, 2, 3, 4]], [[0, 3], [1, 2, 4]], [], [[0, 5]], [[5, 1]], [[0, 1, 5]], [[2, 5]], [[0, 2, 5]], [[1, 2, 5]], [[0, 1, 2, 5]], [], [[0, 3, 5]], [[3, 1, 5]], [[0, 3], [5, 1]], [[2, 3, 5]], [[0, 3], [2, 5]], [[2, 5], [3, 1]], [], [], [[0, 4, 5]], [[1, 4, 5]], [[0, 1, 4, 5]], [[2, 4, 5]], [[2, 5], [0, 4]], [[1, 4], [2, 5]], [[0, 1, 4], [2, 5]], [], [[0, 3, 4, 5]], [[1, 3, 4, 5]], [[0, 3], [1, 4, 5]], [[2, 3, 4, 5]], [], [[1, 3, 4], [2, 5]], [[0, 3], [1, 4], [2, 5]]]; +const ENGAGEMENTS_61 = [[[0, 3, 4], [2, 5]], [[0, 3], [2, 4, 5]]]; +const ENGAGEMENTS_47 = [[[0, 1, 3], [2, 5]], [[0, 3], [1, 2, 5]]]; +function pack_battle_array() { + let bits = 0; + for (let p = 0; p < 6; ++p) + if (filled(p)) + bits |= (1 << p); + return bits; +} +function goto_determine_engagements() { + let bits = pack_battle_array(); + if (bits === 47) { + set_active_attacker(); + game.who = game.battle.array[A2]; + game.state = "choose_flank_47"; + return; + } + if (bits === 61) { + set_active_defender(); + game.who = game.battle.array[D2]; + game.state = "choose_flank_61"; + return; + } + game.battle.engagements = ENGAGEMENTS[bits].slice(); + end_determine_engagements(); +} +states.choose_flank_47 = { + inactive: "Engagement", + prompt() { + view.prompt = `Battle: Choose flank to engage with ${lord_name[game.who]}.`; + gen_action_lord(game.battle.array[D1]); + gen_action_lord(game.battle.array[D3]); + }, + lord(lord) { + let p = get_lord_array_position(lord); + log("L" + game.who + " flanks L" + lord); + if (p === D1) + game.battle.engagements = ENGAGEMENTS_47[0].slice(); + else + game.battle.engagements = ENGAGEMENTS_47[1].slice(); + end_determine_engagements(); + }, +}; +states.choose_flank_61 = { + inactive: "Engagement", + prompt() { + view.prompt = `Battle: Choose flank to engage with ${lord_name[game.who]}.`; + gen_action_lord(game.battle.array[A1]); + gen_action_lord(game.battle.array[A3]); + }, + lord(lord) { + let p = get_lord_array_position(lord); + log("L" + game.who + " flanks L" + lord); + if (p === A1) + game.battle.engagements = ENGAGEMENTS_61[0].slice(); + else + game.battle.engagements = ENGAGEMENTS_61[1].slice(); + end_determine_engagements(); + }, +}; +function end_determine_engagements() { + if (game.battle.round === 1 && game.battle.engagements.length > 1 && is_vanguard_in_battle()) { + set_active(YORK); + game.state = "vanguard"; + game.who = find_lord_with_capability_card(AOW_YORK_VANGUARD); + return; + } + goto_select_engagement(); +} +function goto_select_engagement() { + game.who = NOBODY; + set_active_attacker(); + if (game.battle.engagements.length === 0) + // if round is over + goto_battle_lord_rout(); + else if (game.battle.engagements.length === 1) + // if no choice, just select the one engagement + goto_missile_strike_step(); + else + game.state = "select_engagement"; +} +states.select_engagement = { + inactive: "Engagement", + prompt() { + view.prompt = "Battle: Choose the next engagement."; + for (let eng of game.battle.engagements) { + for (let pos of eng) { + let lord = game.battle.array[pos]; + if (is_friendly_lord(lord)) + gen_action_lord(lord); + } + } + }, + lord(lord) { + // move selected engagement to head of list + let pos = get_lord_array_position(lord); + let idx = game.battle.engagements.findIndex(e => e.includes(pos)); + let swap = game.battle.engagements[0]; + game.battle.engagements[0] = game.battle.engagements[idx]; + game.battle.engagements[idx] = swap; + goto_missile_strike_step(); + }, +}; +function goto_missile_strike_step() { + log_h3("Engage"); + for (let p of game.battle.engagements[0]) + log_lord_engage(game.battle.array[p]); + game.battle.step = 1; + goto_total_hits(); +} +function goto_melee_strike_step() { + game.battle.step = 2; + goto_total_hits(); +} +function end_battle_strike_step() { + if (game.battle.step === 1) + goto_melee_strike_step(); + else + end_engagement(); +} +function end_engagement() { + game.battle.engagements.shift(); + goto_select_engagement(); +} +// === BATTLE CAPABILITY: VANGUARD === +function is_vanguard_in_battle() { + for (let eng of game.battle.engagements) { + for (let p of eng) { + let lord = game.battle.array[p]; + if (lord !== NOBODY) { + if (lord_has_capability(lord, AOW_YORK_VANGUARD)) + return true; + } + } + } + return false; +} +states.vanguard = { + get inactive() { + let lord = find_lord_with_capability_card(AOW_YORK_VANGUARD); + let p = get_lord_array_position(lord); + for (let eng of game.battle.engagements) + if (eng.includes(p)) + view.engaged = eng; + return "Vanguard"; + }, + prompt() { + view.prompt = "Vanguard: Norfolk may choose his engagement to be the only one."; + let lord = find_lord_with_capability_card(AOW_YORK_VANGUARD); + let p = get_lord_array_position(lord); + for (let eng of game.battle.engagements) + if (eng.includes(p)) + view.engaged = eng; + view.actions.vanguard = 1; + view.actions.pass = 1; + }, + vanguard() { + let lord = find_lord_with_capability_card(AOW_YORK_VANGUARD); + log("L" + lord); + log(">C" + AOW_YORK_VANGUARD); + // Filter out engagements that don't contain Vanguard lord + game.battle.engagements = game.battle.engagements.filter(engagement => { + for (let p of engagement) + if (game.battle.array[p] === lord) + return true; + return false; + }); + goto_select_engagement(); + }, + pass() { + goto_select_engagement(); + }, +}; +// === 4.4.2 BATTLE ROUNDS: TOTAL HITS (ROUND UP) === +function goto_total_hits() { + set_active_defender(); + if (is_battle_over()) { + end_battle_round(); + return; + } + let ahits = 0; + let dhits = 0; + log_h4(battle_steps[game.battle.step].name); + for (let pos of game.battle.engagements[0]) { + let lord = game.battle.array[pos]; + if (lord !== NOBODY) { + let hits = count_lord_hits(lord); + log_hits(hits / 2, "L" + lord); + hits += use_culverins(lord); + if (pos === A1 || pos === A2 || pos === A3) + ahits += hits; + else + dhits += hits; + } + } + 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; + game.battle.final_charge = 0; + if (can_final_charge()) { + set_active(YORK); + game.state = "final_charge"; + return; + } + goto_defender_assign_hits(); +} +function log_hits(total, name) { + logi(`${total} ${name}`); +} +// === BATTLE CAPABILITY: FINAL CHARGE === +function can_final_charge() { + // If LORD_RICHARD_III with RETINUE in engagement before melee strike. + if (is_melee_step()) { + for (let pos of game.battle.engagements[0]) { + let lord = game.battle.array[pos]; + if (lord === LORD_RICHARD_III && get_lord_forces(lord, RETINUE) > 0) + return lord_has_capability(lord, AOW_YORK_FINAL_CHARGE); + } + } + return false; +} +states.final_charge = { + inactive: "Final Charge", + prompt() { + view.prompt = "Final Charge: Retinue may suffer +1 hit to add +3 extra hits against enemy."; + view.actions.final_charge = 1; + view.actions.pass = 1; + }, + final_charge() { + logcap(AOW_YORK_FINAL_CHARGE); + log_hits("+3/+1", "L" + find_lord_with_capability_card(AOW_YORK_FINAL_CHARGE)); + game.battle.final_charge = 1; + if (game.battle.attacker === YORK) { + game.battle.ahits += 1; + game.battle.dhits += 3; + } + else { + game.battle.ahits += 3; + game.battle.dhits += 1; + } + goto_defender_assign_hits(); + }, + pass() { + goto_defender_assign_hits(); + }, +}; +// === 4.4.2 BATTLE ROUNDS: ROLL BY HIT (PROTECTION ROLL, VALOUR RE-ROLL, FORCES ROUT) === +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_defender_assign_hits() { + set_active_defender(); + if (game.battle.ahits === 0 || no_remaining_targets()) + end_defender_assign_hits(); + else + game.state = "assign_hits"; +} +function end_defender_assign_hits() { + game.who = NOBODY; + game.battle.ahits = 0; + goto_attacker_assign_hits(); +} +function goto_attacker_assign_hits() { + set_active_attacker(); + if (game.battle.dhits === 0 || no_remaining_targets()) + end_attacker_assign_hits(); + else + game.state = "assign_hits"; +} +function end_attacker_assign_hits() { + game.who = NOBODY; + game.battle.dhits = 0; + end_battle_strike_step(); +} +function prompt_hit_forces() { + let done = true; + for (let pos of game.battle.engagements[0]) { + let lord = game.battle.array[pos]; + if (!is_friendly_lord(lord)) + continue; + // Note: Must take hit from Final Charge on Retinue. + if (lord === LORD_RICHARD_III && game.battle.final_charge) { + gen_action_retinue(lord); + return false; + } + if (get_lord_forces(lord, RETINUE) > 0) { + gen_action_retinue(lord); + done = false; + } + if (get_lord_forces(lord, BURGUNDIANS) > 0) { + gen_action_burgundians(lord); + done = false; + } + if (get_lord_forces(lord, MERCENARIES) > 0) { + gen_action_mercenaries(lord); + done = false; + } + if (get_lord_forces(lord, LONGBOWMEN) > 0) { + gen_action_longbowmen(lord); + done = false; + } + if (get_lord_forces(lord, MEN_AT_ARMS) > 0) { + gen_action_men_at_arms(lord); + done = false; + } + if (get_lord_forces(lord, MILITIA) > 0) { + gen_action_militia(lord); + done = false; + } + for_each_vassal_with_lord(lord, v => { + if (!set_has(game.battle.routed_vassals, v)) { + gen_action_vassal(v); + done = false; + } + }); + } + return done; +} +states.assign_hits = { + get inactive() { + view.engaged = game.battle.engagements[0]; + return format_strike_step(); + }, + prompt() { + view.prompt = `${format_strike_step()}: ${format_hits()}`; + view.engaged = game.battle.engagements[0]; + let hits = 0; + if (game.active === game.battle.attacker) + hits = game.battle.dhits; + else + hits = game.battle.ahits; + let done = true; + if (hits > 0) + done = prompt_hit_forces(); + if (done) { + view.prompt = format_strike_step() + ": All done."; + if (game.active === YORK && is_regroup_in_play()) + view.actions.regroup = 1; + view.actions.done = 1; + } + if (game.battle.reroll) { + switch (game.battle.force) { + case VASSAL: + gen_action_vassal(game.vassal); + break; + case RETINUE: + gen_action_routed_retinue(game.who); + break; + case MEN_AT_ARMS: + gen_action_routed_men_at_arms(game.who); + break; + case LONGBOWMEN: + gen_action_routed_longbowmen(game.who); + break; + case MILITIA: + gen_action_routed_militia(game.who); + break; + case BURGUNDIANS: + gen_action_routed_burgundians(game.who); + break; + case MERCENARIES: + gen_action_routed_mercenaries(game.who); + break; + } + } + }, + vassal(vassal) { + if (set_has(game.battle.routed_vassals, vassal)) + action_spend_valour(get_vassal_lord(vassal), VASSAL, vassal); + else + action_assign_hits(get_vassal_lord(vassal), VASSAL, vassal); + }, + retinue(lord) { + game.battle.final_charge = 0; + action_assign_hits(lord, RETINUE); + }, + men_at_arms(lord) { + action_assign_hits(lord, MEN_AT_ARMS); + }, + longbowmen(lord) { + action_assign_hits(lord, LONGBOWMEN); + }, + militia(lord) { + action_assign_hits(lord, MILITIA); + }, + burgundians(lord) { + action_assign_hits(lord, BURGUNDIANS); + }, + mercenaries(lord) { + action_assign_hits(lord, MERCENARIES); + }, + routed_retinue(lord) { + action_spend_valour(lord, RETINUE); + }, + routed_men_at_arms(lord) { + action_spend_valour(lord, MEN_AT_ARMS); + }, + routed_longbowmen(lord) { + action_spend_valour(lord, LONGBOWMEN); + }, + routed_militia(lord) { + action_spend_valour(lord, MILITIA); + }, + routed_burgundians(lord) { + action_spend_valour(lord, BURGUNDIANS); + }, + routed_mercenaries(lord) { + action_spend_valour(lord, MERCENARIES); + }, + regroup() { + push_undo(); + game.who = NOBODY; + goto_regroup(); + }, + done() { + if (game.active === game.battle.attacker) + end_attacker_assign_hits(); + else + end_defender_assign_hits(); + }, +}; +function action_spend_valour(lord, force, vassal = NOVASSAL) { + game.state = "assign_hits"; + game.battle.reroll = 0; + if (is_yeomen_of_the_crown_triggered(lord, force)) { + logcap(AOW_LANCASTER_YEOMEN_OF_THE_CROWN); + unrout_unit(lord, RETINUE); + rout_unit(lord, MEN_AT_ARMS); + return; + } + let protection = get_modified_protection(lord, force); + spend_valour(lord); + if (!assign_hit_roll("Reroll", protection, ">>")) + unrout_unit(lord, force, vassal); + game.vassal = NOVASSAL; +} +function rout_unit(lord, type, v = NOVASSAL) { + if (type === VASSAL) { + rout_vassal(lord, v); + } + else { + add_lord_forces(lord, type, -1); + add_lord_routed_forces(lord, type, 1); + } +} +function unrout_unit(lord, type, v = NOVASSAL) { + if (type === VASSAL) { + unrout_vassal(lord, v); + } + else { + add_lord_forces(lord, type, 1); + add_lord_routed_forces(lord, type, -1); + } +} +function assign_hit_roll(what, prot, indent) { + let die = roll_die(); + if (die <= prot) { + log(`${indent}${what} ${range(prot)}: W${die}`); + return false; + } + else { + log(`${indent}${what} ${range(prot)}: B${die}`); + return true; + } +} +function get_lord_remaining_valour(lord) { + return map_get(game.battle.valour, lord, 0); +} +function spend_valour(lord) { + let n = map_get(game.battle.valour, lord, 0) - 1; + if (n > 0) + map_set(game.battle.valour, lord, n); + else + map_delete(game.battle.valour, lord); +} +function get_inherent_protection(force) { + switch (force) { + case RETINUE: return 4; + case VASSAL: return 4; + case MEN_AT_ARMS: return 3; + case LONGBOWMEN: return 1; + case MILITIA: return 1; + case BURGUNDIANS: return 3; + case MERCENARIES: return 3; + } + throw "INVALID FORCE TYPE"; +} +function get_modified_protection(lord, force) { + let protection = get_inherent_protection(force); + if (lord_has_capability(lord, AOW_LANCASTER_PIQUIERS)) + if (force === MEN_AT_ARMS || force === MILITIA) + if (get_lord_routed_forces(lord, MILITIA) + get_lord_routed_forces(lord, MEN_AT_ARMS) < 3) + protection = 4; + if (lord_has_capability(lord, AOW_LANCASTER_CHURCH_BLESSINGS)) + if (force === MEN_AT_ARMS) + protection = 4; + if (lord_has_capability(lord, AOW_LANCASTER_MONTAGU)) + if (force === RETINUE) + protection = 5; + if (lord_has_capability(lord, AOW_LANCASTER_BARDED_HORSE)) { + if (force === RETINUE || force === VASSAL) { + if (is_missiles_step()) + protection = 3; + else + protection = 5; + } + } + if (lord_has_capability(lord, AOW_YORK_BARRICADES)) { + if (is_friendly_locale(game.battle.where)) { + if (force === MEN_AT_ARMS) + protection = 4; + else if (force === LONGBOWMEN || force === MILITIA) + protection = 2; + } + } + if (lord_has_capability(lord, AOW_LANCASTER_CHEVALIERS)) + if (force === MEN_AT_ARMS) + protection--; + return protection; +} +function is_yeomen_of_the_crown_triggered(lord, type) { + return (type === RETINUE && + lord_has_capability(lord, AOW_LANCASTER_YEOMEN_OF_THE_CROWN) && + get_lord_forces(lord, MEN_AT_ARMS) > 0); +} +function action_assign_hits(lord, type, v = NOVASSAL) { + if (game.who !== lord) { + game.who = lord; + log(`L${lord}`); + } + let protection = get_modified_protection(lord, type); + game.battle.reroll = 0; + game.vassal = NOVASSAL; + if (assign_hit_roll(get_force_name(lord, type, v), protection, ">")) { + if (get_lord_remaining_valour(lord) > 0 || is_yeomen_of_the_crown_triggered(lord, type)) { + game.battle.reroll = 1; + game.battle.force = type; + if (type === VASSAL) + game.vassal = v; + } + rout_unit(lord, type, v); + // Swift Maneuver event + if (type === RETINUE && game.active === LANCASTER && is_event_in_play(EVENT_YORK_SWIFT_MANEUVER)) { + if (game.battle.reroll) { + game.state = "swift_maneuver_1"; + } + else { + set_active_enemy(); + game.state = "swift_maneuver_2"; + } + return; + } + } + finish_action_assign_hits(); +} +function finish_action_assign_hits() { + if (game.battle.ahits) + game.battle.ahits--; + else + game.battle.dhits--; + if (game.active === game.battle.attacker) + goto_attacker_assign_hits(); + else + goto_defender_assign_hits(); +} +// === BATTLE EVENT: SWIFT MANEUVER === +states.swift_maneuver_1 = { + get inactive() { + view.engaged = game.battle.engagements[0]; + return format_strike_step(); + }, + prompt() { + view.prompt = "Swift Maneuver: Reroll routed retinue?"; + view.actions.pass = 1; + gen_action_routed_retinue(game.who); + }, + routed_retinue(lord) { + action_spend_valour(lord, RETINUE); + if (lord_has_routed_retinue(lord)) + this.pass(); + else + finish_action_assign_hits(); + }, + pass() { + game.battle.reroll = 0; + set_active_enemy(); + game.state = "swift_maneuver_2"; + }, +}; +states.swift_maneuver_2 = { + inactive: "Swift Maneuver", + prompt() { + view.prompt = "Swift Maneuver: You may end the battle round immediately."; + view.actions.end_battle_round = 1; + view.actions.pass = 1; + }, + end_battle_round() { + logevent(EVENT_YORK_SWIFT_MANEUVER); + set_active_enemy(); + goto_battle_lord_rout(); + }, + pass() { + set_active_enemy(); + finish_action_assign_hits(); + }, +}; +// === 4.4.2 BATTLE ROUNDS: LORD ROUT === +function rout_lord(lord) { + log(">L" + lord); + let pos = get_lord_array_position(lord); + // Remove from battle array + game.battle.array[pos] = NOBODY; + set_add(game.battle.routed, lord); +} +function will_lord_rout(lord) { + if (lord_has_routed_retinue(lord)) + return true; + if (!lord_has_unrouted_troops(lord)) + return true; + return false; +} +function will_any_friendly_lords_rout() { + for (let lord of game.battle.array) + if (is_friendly_lord(lord) && will_lord_rout(lord)) + return true; + return false; +} +function goto_battle_lord_rout() { + game.battle.step = 3; + game.who = NOBODY; + if (is_regroup_in_play()) { + goto_regroup(); + return; + } + log_h4("Lord Rout"); + // lose any unused culverins (from ravine/vanguard combo) + delete game.battle.culverins; + set_active_defender(); + if (will_any_friendly_lords_rout()) + game.state = "battle_lord_rout"; + else + end_battle_lord_rout(); +} +function end_battle_lord_rout() { + set_active_enemy(); + if (will_any_friendly_lords_rout()) + game.state = "battle_lord_rout"; + else + end_battle_round(); +} +states.battle_lord_rout = { + inactive: "Lord Rout", + prompt() { + view.prompt = "Lord Rout: Rout lords whose retinue or troops have routed."; + let done = true; + for (let lord of game.battle.array) { + if (is_friendly_lord(lord) && will_lord_rout(lord)) { + gen_action_lord(lord); + done = false; + } + } + if (done) { + view.prompt = "Lord Rout: All done."; + view.actions.done = 1; + } + }, + lord(lord) { + rout_lord(lord); + }, + done() { + end_battle_lord_rout(); + }, +}; +// === 4.4.2 BATTLE ROUNDS: NEW ROUND === +function end_battle_round() { + game.battle.engagements = null; + 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; + } + if (game.scenario === SCENARIO_IB && game.battle.where === LOC_YORK) { + if (game.battle.loser === YORK) { + log("Test of Arms: York favours Lancaster."); + set_lancaster_favour(LOC_YORK); + } + if (game.battle.loser === LANCASTER) { + log("Test of Arms: York favours York."); + set_york_favour(LOC_YORK); + } + } + game.battle.round++; + goto_battle_rounds(); +} +// === 4.4.3 ENDING THE BATTLE === +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() { + //game.battle.array = null + game.battle.caltrops = NOBODY; + log_h3("Ending the Battle"); + if (game.battle.loser === BOTH) + log("Both sides lose."); + else + log(`${game.battle.loser} lose.`); + goto_battle_influence(); +} +function has_defeated_lords() { + 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() { + log_h4("Influence"); + if (game.battle.loser !== BOTH) { + set_active_loser(); + for (let lord of game.battle.routed) { + if (is_friendly_lord(lord)) { + reduce_influence(get_lord_influence(lord) + count_vassals_with_lord(lord)); + log(">L" + lord); + } + } + goto_battle_spoils(); + } + else { + end_battle_losses(); + } +} +// === 4.4.3 ENDING THE BATTLE: SPOILS === +function find_lone_friendly_lord_at(loc) { + let who = NOBODY; + let n = 0; + for (let lord of all_friendly_lords()) { + if (get_lord_locale(lord) === loc) { + who = lord; + ++n; + } + } + if (n === 1) + return who; + return NOBODY; +} +function goto_battle_spoils() { + set_active_loser(); + for (let lord of all_friendly_lords()) + if (get_lord_locale(lord) === game.battle.where) + give_up_spoils(lord); + set_active_victor(); + round_spoils(); + if (has_any_spoils() && has_friendly_lord(game.battle.where)) { + log_h4("Spoils"); + log_spoils(); + game.state = "battle_spoils"; + game.who = find_lone_friendly_lord_at(game.battle.where); + } + else { + end_battle_spoils(); + } +} +function end_battle_spoils() { + game.who = NOBODY; + delete game.spoils; + 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 of all_friendly_lords()) + 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); + }, + take_all() { + push_undo_without_who(); + take_all_spoils(); + }, + end_spoils() { + end_battle_spoils(); + }, +}; +// === 4.4.3 ENDING THE BATTLE: LOSSES === +function has_battle_losses() { + for (let lord of all_friendly_lords()) + 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("Losses"); + resume_battle_losses(); +} +function resume_battle_losses() { + game.state = "battle_losses"; + if (!has_battle_losses()) + end_battle_losses(); +} +function roll_losses(lord, type) { + let protection = get_inherent_protection(type); + let die = roll_die(); + if (die <= protection) { + logi(`${get_force_name(lord, type)} ${range(protection)}: W${die}`); + add_lord_routed_forces(lord, type, -1); + add_lord_forces(lord, type, 1); + } + else { + logi(`${get_force_name(lord, type)} ${range(protection)}: B${die}`); + add_lord_routed_forces(lord, type, -1); + } +} +function action_losses(lord, type) { + if (game.who !== lord) { + log(`L${lord}`); + game.who = lord; + } + roll_losses(lord, type); + 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 of all_friendly_lords()) { + if (lord_has_routed_troops(lord) && !lord_has_routed_retinue(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.prompt = "Losses: All 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() { + game.who = NOBODY; + end_battle_losses(); + }, +}; +// === 4.4.3 ENDING THE BATTLE: DEATH CHECK AND DISBAND === +function has_any_friendly_routed_vassals() { + for (let v of game.battle.routed_vassals) + if (is_friendly_lord(get_vassal_lord(v))) + return true; + return false; +} +function gen_each_friendly_routed_vassal() { + let done = true; + for (let v of game.battle.routed_vassals) { + if (is_friendly_lord(get_vassal_lord(v))) { + gen_action_vassal(v); + done = false; + } + } + return done; +} +function end_battle_losses() { + game.who = NOBODY; + if (is_capture_of_the_king_triggered()) { + goto_capture_of_the_king(); + return; + } + if (is_foreign_haven_triggered()) { + goto_foreign_haven(); + return; + } + goto_death_check(); +} +function goto_death_check() { + log_h4("Death Check"); + if (is_bloody_thou_art_triggered()) { + goto_bloody_thou_art(); + return; + } + set_active_defender(); + if (has_defeated_lords() || has_any_friendly_routed_vassals()) + game.state = "death_check"; + else + end_death_check(); +} +function end_death_check() { + set_active_enemy(); + if (has_defeated_lords() || has_any_friendly_routed_vassals()) + game.state = "death_check"; + else + goto_battle_aftermath(); +} +function prompt_held_event_at_death_check() { + 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()) + for (let c of EVENT_YORK_ESCAPE_SHIP) + gen_action_card_if_held(c); + } +} +function action_held_event_at_death_check(c) { + push_undo(); + play_held_event(c); + switch (c) { + // Play upon Death Check + case EVENT_YORK_ESCAPE_SHIP[0]: + case EVENT_YORK_ESCAPE_SHIP[1]: + 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; + } +} +states.death_check = { + inactive: "Death Check", + prompt() { + if (game.who === NOBODY) { + view.prompt = "Death Check: Routed lords now die or disband."; + prompt_held_event_at_death_check(); + let done = true; + for (let lord of game.battle.routed) { + if (is_friendly_lord(lord)) { + gen_action_lord(lord); + done = false; + } + } + if (done) { + view.prompt = "Death Check: Disband all routed vassals."; + done = gen_each_friendly_routed_vassal(); + } + if (done) { + view.prompt = "Death Check: All done."; + view.actions.done = 1; + } + } + else { + if (set_has(game.battle.fled, game.who)) + view.prompt = `Death Check: ${lord_name[game.who]} dies on 5-6.`; + else + view.prompt = `Death Check: ${lord_name[game.who]} dies on 3-6.`; + view.actions.roll = 1; + } + }, + lord(lord) { + push_undo(); // TODO: maybe not needed (only undo back to play events) + game.who = lord; + }, + roll() { + let die = roll_die(); + if (set_has(game.battle.fled, game.who)) { + if (die >= 5) { + logi("L" + game.who + " 5-6: B" + die); + death_lord(game.who); + } + else { + logi("L" + game.who + " 5-6: W" + die); + disband_lord(game.who); + } + } + else { + if (die >= 3) { + logi("L" + game.who + " 3-6: B" + die); + death_lord(game.who); + } + else { + logi("L" + game.who + " 3-6: W" + die); + disband_lord(game.who); + } + } + set_delete(game.battle.fled, game.who); + set_delete(game.battle.routed, game.who); + game.who = NOBODY; + }, + vassal(v) { + set_delete(game.battle.routed_vassals, v); + disband_vassal(v); + }, + done() { + end_death_check(); + }, + card: action_held_event_at_death_check, +}; +// === DEATH CHECK CAPABILITY: BLOODY THOU ART === +function is_bloody_thou_art_triggered() { + return (game.battle.loser === LANCASTER && + lord_has_capability(LORD_RICHARD_III, AOW_YORK_BLOODY_THOU_ART) && + get_lord_locale(LORD_RICHARD_III) === game.battle.where); +} +function goto_bloody_thou_art() { + logcap(AOW_YORK_BLOODY_THOU_ART); + set_active_defender(); + if (has_defeated_lords() || has_any_friendly_routed_vassals()) + game.state = "bloody_thou_art"; + else + end_bloody_thou_art(); +} +function end_bloody_thou_art() { + set_active_enemy(); + if (has_defeated_lords() || has_any_friendly_routed_vassals()) + game.state = "bloody_thou_art"; + else + goto_battle_aftermath(); +} +states.bloody_thou_art = { + inactive: "Bloody thou art", + prompt() { + if (game.active === LANCASTER) + view.prompt = "Bloody thou art: All routed Lancastrian lords die."; + else + view.prompt = "Bloody thou art: All routed Yorkist lords disband."; + let done = true; + for (let lord of game.battle.routed) { + if (is_friendly_lord(lord)) { + gen_action_lord(lord); + done = false; + } + } + if (done) { + view.prompt = "Bloody thou art: Disband all routed vassals."; + done = gen_each_friendly_routed_vassal(); + } + if (done) { + view.prompt = "Bloody thou art: All done."; + view.actions.done = 1; + } + }, + lord(lord) { + if (is_lancaster_lord(lord)) + death_lord(lord); + else + disband_lord(lord); + set_delete(game.battle.fled, lord); + set_delete(game.battle.routed, lord); + }, + vassal(v) { + set_delete(game.battle.routed_vassals, v); + disband_vassal(v); + }, + done() { + end_bloody_thou_art(); + }, +}; +// === SCENARIO IA: CAPTURE OF THE KING === +function is_capture_of_the_king_triggered() { + return game.scenario === SCENARIO_IA && game.battle.loser === LANCASTER && get_lord_locale(LORD_HENRY_VI) === game.battle.where; +} +function goto_capture_of_the_king() { + set_active(YORK); + game.state = "capture_of_the_king"; + game.who = LORD_HENRY_VI; +} +states.capture_of_the_king = { + inactive: "Capture of the King", + prompt() { + view.prompt = "Capture of the King: Place Henry VI with any unrouted Yorkist lord."; + for (let lord of all_york_lords) + if (get_lord_locale(lord) === game.battle.where && !set_has(game.battle.routed, lord)) + gen_action_lord(lord); + }, + lord(lord) { + push_undo(); + log(`L${LORD_HENRY_VI} captured by L${lord}.`); + set_delete(game.battle.routed, LORD_HENRY_VI); + set_delete(game.battle.fled, LORD_HENRY_VI); + clear_lord(LORD_HENRY_VI); + set_lord_locale(LORD_HENRY_VI, CAPTURE_OF_THE_KING + lord); + // Note: the other 10 influence were already gained from normal battle victory + end_battle_losses(); + }, +}; +function check_capture_of_the_king() { + if (game.scenario === SCENARIO_IA) { + let loc = get_lord_locale(LORD_HENRY_VI); + if (loc >= CAPTURE_OF_THE_KING) { + let who = loc - CAPTURE_OF_THE_KING; + if (!is_lord_on_map(who)) { + log(`L${LORD_HENRY_VI} released!`); + disband_lord(LORD_HENRY_VI); + increase_lancaster_influence(10); + } + } + } +} +// === SCENARIO II: FOREIGN HAVEN === +function is_foreign_haven_triggered() { + if (set_has(game.battle.routed, LORD_EDWARD_IV) && !is_lord_on_map(LORD_MARGARET)) + return true; + return false; +} +function goto_foreign_haven() { + set_active(YORK); + game.state = "foreign_haven"; +} +states.foreign_haven = { + inactive: "Foreign Haven", + prompt() { + view.prompt = "Foreign Haven: Edward IV may go into exile instead of checking for death."; + view.who = LORD_EDWARD_IV; + view.actions.exile = 1; + view.actions.pass = 1; + }, + exile() { + exile_lord(LORD_EDWARD_IV); + set_delete(game.battle.routed, LORD_HENRY_VI); + set_delete(game.battle.fled, LORD_HENRY_VI); + goto_death_check(); + }, + pass() { + goto_death_check(); + }, +}; +// === DEATH CHECK EVENT: ESCAPE SHIP === +function can_play_escape_ship() { + let here = game.battle.where; + if (is_friendly_locale(here)) { + if (is_seaport(here)) + return true; + if (search_escape_ship(here)) + return true; + } + return false; +} +function search_escape_ship(start) { + search_seen.fill(0); + search_seen[start] = 1; + let queue = [start]; + while (queue.length > 0) { + let here = queue.shift(); + if (is_seaport(here)) + return true; + for (let next of data.locales[here].adjacent) { + if (is_friendly_locale(next)) { + 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: Choose lords to go to exile."; + for (let lord of game.battle.routed) + gen_action_lord(lord); + view.actions.done = 1; + }, + lord(lord) { + push_undo(); + // Note: locale must be friendly for this event, so no spoils. + exile_lord(lord); + set_delete(game.battle.fled, lord); + set_delete(game.battle.routed, lord); + }, + done() { + push_undo(); + end_held_event(); + game.state = "death_check"; + }, +}; +// === DEATH CHECK EVENT: TALBOT TO THE RESCUE === +function can_play_talbot_to_the_rescue() { + return has_defeated_lords(); +} +function goto_play_talbot_to_the_rescue() { + game.state = "talbot_to_the_rescue"; +} +states.talbot_to_the_rescue = { + inactive: "Talbot to the Rescue", + prompt() { + view.prompt = "Talbot to the Rescue: Disband routed Lancastrians instead of rolling for death."; + for (let lord of game.battle.routed) + gen_action_lord(lord); + view.actions.done = 1; + }, + lord(lord) { + push_undo(); + disband_lord(lord); + set_delete(game.battle.fled, lord); + set_delete(game.battle.routed, lord); + }, + done() { + push_undo(); + end_held_event(); + game.state = "death_check"; + }, +}; +// === DEATH CHECK EVENT: WARDEN OF THE MARCHES === +function can_play_warden_of_the_marches() { + // Note: we don't exhaustively check shaky allies here so a dead end state is possible (but can be undone) + if (is_north(game.battle.where)) { + for (let loc of all_locales) + if (is_north(loc) && loc !== game.battle.where && is_friendly_locale(loc) && !has_enemy_lord(loc)) + return true; + } + return false; +} +function goto_play_warden_of_the_marches() { + game.state = "warden_of_the_marches"; + game.where = NOWHERE; +} +states.warden_of_the_marches = { + inactive: "Warden of the Marches", + prompt() { + if (game.where === NOWHERE) { + view.prompt = "Warden of the Marches: Choose a friendly stronghold in the North."; + for (let loc of all_locales) + if (is_north(loc) && loc !== game.battle.where && is_friendly_locale(loc) && !has_enemy_lord(loc)) + gen_action_locale(loc); + } + else { + view.prompt = `Warden of the Marches: Move routed Lancastrians to ${locale_name[game.where]}.`; + let done = true; + for (let lord of game.battle.routed) { + if (is_move_allowed(lord, game.where)) { + gen_action_lord(lord); + done = false; + } + } + if (done) + view.prompt = "Warden of the Marches: All done."; + view.actions.done = 1; + } + }, + locale(loc) { + push_undo(); + game.where = loc; + }, + lord(lord) { + push_undo(); + set_delete(game.battle.fled, lord); + set_delete(game.battle.routed, lord); + log(`L${lord} to S${game.where}.`); + set_lord_forces(lord, RETINUE, 1); + for (let x of all_force_types) + set_lord_routed_forces(lord, x, 0); + remove_battle_capability_troops(lord); + set_lord_locale(lord, game.where); + // vassals are disbanded in usual death check state + // lords without troops are disbanded during aftermath + }, + done() { + push_undo(); + end_held_event(); + game.where = NOWHERE; + game.state = "death_check"; + }, +}; +// === 4.4.4 ENDING THE BATTLE: AFTERMATH === +function should_disband_lords_without_troops() { + for (let lord of all_friendly_lords()) + if (is_lord_on_map(lord) && !lord_has_unrouted_troops(lord)) + return true; + return false; +} +function goto_battle_aftermath() { + // Remove temporary troops granted by capabilities + for (let lord of all_lords) + if (get_lord_locale(lord) === game.battle.where) + remove_battle_capability_troops(lord); + set_active_defender(); + if (should_disband_lords_without_troops()) + game.state = "aftermath_disband"; + else + end_battle_aftermath_disband(); +} +function end_battle_aftermath_disband() { + set_active_enemy(); + if (should_disband_lords_without_troops()) + game.state = "aftermath_disband"; + else + end_battle_aftermath(); +} +states.aftermath_disband = { + inactive: "Aftermath", + prompt() { + view.prompt = "Aftermath: Disband lords with no unrouted troops."; + for (let lord of all_friendly_lords()) + if (is_lord_on_map(lord) && !lord_has_unrouted_troops(lord)) + gen_action_lord(lord); + }, + lord(lord) { + set_delete(game.battle.routed, lord); + set_delete(game.battle.fled, lord); + disband_lord(lord); + if (!should_disband_lords_without_troops()) + end_battle_aftermath_disband(); + }, +}; +function end_battle_aftermath() { + if (is_york_lord(game.command)) + set_active(YORK); + else + set_active(LANCASTER); + // Discard battle held events + set_delete(game.events, EVENT_LANCASTER_FOR_TRUST_NOT_HIM); + set_delete(game.events, EVENT_LANCASTER_LEEWARD_BATTLE_LINE); + set_delete(game.events, EVENT_LANCASTER_RAVINE); + set_delete(game.events, EVENT_LANCASTER_SUSPICION); + set_delete(game.events, EVENT_YORK_CALTROPS); + set_delete(game.events, EVENT_YORK_LEEWARD_BATTLE_LINE); + set_delete(game.events, EVENT_YORK_PATRICK_DE_LA_MOTE); + set_delete(game.events, EVENT_YORK_REGROUP); + set_delete(game.events, EVENT_YORK_SUSPICION); + set_delete(game.events, EVENT_YORK_SWIFT_MANEUVER); + // Discard death check held events + set_delete(game.events, EVENT_LANCASTER_WARDEN_OF_THE_MARCHES); + set_delete(game.events, EVENT_LANCASTER_TALBOT_TO_THE_RESCUE); + set_delete(game.events, EVENT_LANCASTER_ESCAPE_SHIP); + set_delete(game.events, EVENT_YORK_ESCAPE_SHIP[0]); + set_delete(game.events, EVENT_YORK_ESCAPE_SHIP[1]); + // Recovery + spend_all_actions(); + delete game.battle; + if (game.march) + end_march(); + else + end_sail(); +} +// === 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, amount) { + let loc = get_lord_locale(lord); + return get_shared_assets(loc, COIN) >= amount; +} +function has_friendly_lord_who_must_feed() { + for (let lord of all_friendly_lords()) + if (is_lord_unfed(lord)) + return true; + return false; +} +function set_lord_feed_requirements(lord) { + // Count how much food each lord needs + if (get_lord_moved(lord)) + set_lord_unfed(lord, Math.ceil(count_lord_all_forces(lord) / 6)); + else + set_lord_unfed(lord, 0); +} +function reset_lord_feed_requirements(here) { + for (let lord of all_friendly_lords()) + if (get_lord_locale(lord) === here) + set_lord_feed_requirements(lord); +} +function goto_feed() { + log_br(); + for (let lord of all_friendly_lords()) + set_lord_feed_requirements(lord); + if (is_campaign_phase() && has_flag(FLAG_SUPPLY_DEPOT) && game.active === LANCASTER) { + clear_flag(FLAG_SUPPLY_DEPOT); + logevent(EVENT_LANCASTER_REBEL_SUPPLY_DEPOT); + end_feed(); + return; + } + if (has_friendly_lord_who_must_feed()) { + game.state = "feed"; + } + else { + end_feed(); + } +} +function end_feed() { + if (game.command !== NOBODY) { + // during campaign + set_active_enemy(); + if (is_active_command()) + goto_remove_markers(); + else + goto_feed(); + } + else { + // during disembark + goto_disembark(); + } +} +states.feed = { + inactive: "Feed", + prompt() { + view.prompt = "Feed: Feed all lords who moved or fought."; + let done = true; + // Feed from own mat + if (done) { + for (let lord of all_friendly_lords()) { + if (is_lord_unfed(lord)) { + if (get_lord_assets(lord, PROV) > 0) { + gen_action_prov(lord); + done = false; + } + } + } + } + // Sharing + if (done) { + view.prompt = "Feed: Feed lords with shared provender."; + for (let lord of all_friendly_lords()) { + if (is_lord_unfed(lord) && can_feed_from_shared(lord)) { + gen_action_lord(lord); + done = false; + } + } + } + // Pillage + if (done) { + view.prompt = "Feed: Pillage with lords who have unfed troops."; + for (let lord of all_friendly_lords()) { + if (is_lord_unfed(lord) && can_pillage(get_lord_locale(lord))) { + gen_action_lord(lord); + done = false; + } + } + } + // Disband + if (done) { + view.prompt = "Feed: Disband lords who have unfed troops."; + for (let lord of all_friendly_lords()) { + if (is_lord_unfed(lord)) { + gen_action_lord(lord); + done = false; + } + } + } + // All done! + if (done) { + view.prompt = "Feed: All done."; + view.actions.end_feed = 1; + } + }, + prov(lord) { + // no choice so no need to undo here? + add_lord_assets(lord, PROV, -1); + feed_lord(lord); + }, + lord(lord) { + push_undo(); + let here = get_lord_locale(lord); + game.who = lord; + if (can_feed_from_shared(lord)) { + game.state = "feed_lord_shared"; + } + else if (can_pillage(here)) { + reset_lord_feed_requirements(here); + game.state = "feed_lord_pillage"; + } + else { + game.state = "feed_lord_disband"; + } + }, + end_feed() { + push_undo(); + end_feed(); + }, +}; +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: Feed ${lord_name[game.who]}'s troops with shared provender.`; + let loc = get_lord_locale(game.who); + for (let lord of all_friendly_lords()) { + 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(); + }, +}; +states.feed_lord_pillage = { + inactive: "Feed", + prompt() { + let here = get_lord_locale(game.who); + view.prompt = `Feed: Pillage ${locale_name[here]} with ${lord_name[game.who]}.`; + view.actions.pillage = 1; + }, + pillage() { + do_pillage(game.who); + game.who = NOBODY; + game.state = "feed"; + }, +}; +states.feed_lord_disband = { + inactive: "Feed", + prompt() { + view.prompt = `Feed: Disband ${lord_name[game.who]}.`; + view.actions.disband = 1; + }, + disband() { + do_pillage_disband(game.who); + game.who = NOBODY; + game.state = "feed"; + }, +}; +// === 4.7 FEED: REMOVE MARKERS === +function goto_remove_markers() { + clear_lords_moved(); + goto_command_activation(); +} +// === 4.8 END CAMPAIGN === +function goto_end_campaign() { + // Discard "This Campaign" events from play. + discard_events("this_campaign"); + // Discard Held "This Campaign" events. + set_delete(game.events, EVENT_LANCASTER_PARLIAMENTS_TRUCE); + set_delete(game.events, EVENT_YORK_PARLIAMENTS_TRUCE); + log_h1("End Campaign"); + set_active(P1); + goto_tides_of_war(); +} +// === 4.8.1 END CAMPAIGN: TIDES OF WAR === +function tow_presence(what, lord_list, pred) { + for (let lord of lord_list) + if (pred(lord)) + return tow(1, what); + return 0; +} +function tow_favour_at(n, loc, favour_fn, lord_fn) { + if (favour_fn(loc) && !lord_fn(loc)) + return tow(n, "Favour at S" + loc); + return 0; +} +function tow_influence(list) { + let n = 0; + for (let lord of list) + if (is_lord_on_map(lord)) + n += get_lord_influence(lord); + return tow(n, "Lord Influence Ratings"); +} +function count_favour(list) { + let n = 0; + for (let loc of list) + if (has_lancaster_favour(loc)) + n += 1; + else if (has_york_favour(loc)) + n -= 1; + return n; +} +function tow(n, what) { + if (n > 0) + log(">+" + n + " " + what); + return n; +} +function goto_tides_of_war() { + set_active(BOTH); + log_h2_common("Tides of War"); + let cities = count_favour(all_city_locales); + let towns = count_favour(all_town_locales); + let fortresses = count_favour(all_fortress_locales); + let lanc = 0; + let york = 0; + let cap_lord = find_lord_with_capability_card(AOW_LANCASTER_NORTHMEN); + if (is_lancaster_lord(cap_lord) && is_north(get_lord_locale(cap_lord))) + logcap(AOW_LANCASTER_NORTHMEN); + cap_lord = find_lord_with_capability_card(AOW_YORK_SOUTHERNERS); + if (is_york_lord(cap_lord) && is_south(get_lord_locale(cap_lord))) + logcap(AOW_YORK_SOUTHERNERS); + cap_lord = find_lord_with_capability_card(AOW_YORK_WELSHMEN); + if (is_york_lord(cap_lord) && is_wales(get_lord_locale(cap_lord))) + logcap(AOW_YORK_WELSHMEN); + log_h3("Lancaster"); + lanc += tow_presence("Lord in North", all_lancaster_lords, is_lord_in_north); + lanc += tow_presence("Lord in South", all_lancaster_lords, is_lord_in_south); + lanc += tow_presence("Lord in Wales", all_lancaster_lords, is_lord_in_wales); + if (is_lancaster_dominating_north()) + lanc += tow(2, "Dominate North"); + if (is_lancaster_dominating_south()) + lanc += tow(2, "Dominate South"); + if (is_lancaster_dominating_wales()) + lanc += tow(2, "Dominate Wales"); + lanc += tow_favour_at(2, LOC_LONDON, has_lancaster_favour, has_york_lord); + lanc += tow_favour_at(2, LOC_CALAIS, has_lancaster_favour, has_york_lord); + lanc += tow_favour_at(1, LOC_HARLECH, has_lancaster_favour, has_york_lord); + if (cities > 0) + lanc += tow(2, "Most Favour at Cities"); + if (towns > 0) + lanc += tow(1, "Most Favour at Towns"); + if (fortresses > 0) + lanc += tow(1, "Most Favour at Fortresses"); + if (lord_has_capability(LORD_HENRY_VI, AOW_LANCASTER_MARGARET) && + get_lord_locale(LORD_HENRY_VI) !== LOC_LONDON) { + lanc += tow(2, "C" + AOW_LANCASTER_MARGARET); + } + 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)) { + lanc += tow(1, "C" + AOW_LANCASTER_COUNCIL_MEMBER); + } + if (game.scenario === SCENARIO_II) { + if (get_lord_locale(LORD_MARGARET) === LOC_LONDON) + lanc += tow(3, "Queen Regent"); + } + if (set_has(INFLUENCE_TURNS, current_turn())) + lanc += tow_influence(all_lancaster_lords); + increase_lancaster_influence(lanc); + log("Total: " + lanc); + log_h3("York"); + york += tow_presence("Lord in North", all_york_lords, is_lord_in_north); + york += tow_presence("Lord in South", all_york_lords, is_lord_in_south); + york += tow_presence("Lord in Wales", all_york_lords, is_lord_in_wales); + if (is_york_dominating_north()) + york += tow(2, "Dominate North"); + if (is_york_dominating_south()) + york += tow(2, "Dominate South"); + if (is_york_dominating_wales()) + york += tow(2, "Dominate Wales"); + york += tow_favour_at(2, LOC_LONDON, has_york_favour, has_lancaster_lord); + york += tow_favour_at(2, LOC_CALAIS, has_york_favour, has_lancaster_lord); + york += tow_favour_at(1, LOC_HARLECH, has_york_favour, has_lancaster_lord); + if (cities < 0) + york += tow(2, "Most Favour at Cities"); + if (towns < 0) + york += tow(1, "Most Favour at Towns"); + if (fortresses < 0) + york += tow(1, "Most Favour at Fortresses"); + if (lord_has_capability(LORD_EDWARD_IV, AOW_YORK_FIRST_SON)) + york += tow(1, "C" + AOW_YORK_FIRST_SON); + if (set_has(INFLUENCE_TURNS, current_turn())) + york += tow_influence(all_york_lords); + increase_york_influence(york); + log("Total: " + york); + 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 of all_friendly_lords()) { + 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"; + game.who = NOBODY; + } + else { + end_disembark(); + } +} +function end_disembark() { + set_active_enemy(); + if (has_lords_at_sea()) + goto_disembark(); + else { + set_active(P1); + goto_victory_check(); + } +} +function roll_disembark() { + let die = roll_die(); + if (die <= 4) { + log(`Shipwreck 1-4: B${die}.`); + return false; + } + else { + log(`Shipwreck 1-4: W${die}.`); + return true; + } +} +function has_safe_ports(sea) { + for (let loc of find_ports(sea, NOBODY)) + if (!has_enemy_lord(loc)) + if (is_move_allowed(game.who, loc)) + return true; + return false; +} +states.disembark = { + inactive: "Disembark", + prompt() { + if (game.who === NOBODY) { + view.prompt = "Disembark: Roll to land or shipwreck all your lords at sea."; + for (let lord of all_friendly_lords()) + if (is_lord_at_sea(lord)) + gen_action_lord(lord); + } + else { + view.prompt = `Disembark: ${lord_name[game.who]}. Roll 1-4 to shipwreck, 5-6 to land.`; + view.actions.roll = 1; + } + }, + lord(lord) { + game.who = lord; + }, + roll() { + if (roll_disembark()) { + if (has_safe_ports(get_lord_locale(game.who))) { + game.state = "disembark_to"; + } + else { + disband_lord(game.who); + game.who = NOBODY; + goto_disembark(); + } + } + else { + // Shipwreck! + disband_influence_penalty(game.who); + shipwreck_lord(game.who); + game.who = NOBODY; + goto_disembark(); + } + }, +}; +states.disembark_to = { + inactive: "Disembark", + prompt() { + view.prompt = `Disembark: Land ${lord_name[game.who]} at a port.`; + for (let loc of find_ports(get_lord_locale(game.who), NOBODY)) + if (!has_enemy_lord(loc) && is_move_allowed(game.who, loc)) + gen_action_locale(loc); + }, + locale(loc) { + set_lord_locale(game.who, loc); + set_lord_moved(game.who, 1); + levy_burgundians(game.who); + game.who = NOBODY; + goto_feed(); + }, +}; +function disband_influence_penalty(lord) { + let influence = get_lord_influence(lord); + for (let v of all_vassals) + if (is_vassal_mustered_with(v, lord)) + influence += 1; + reduce_influence(influence); +} +function goto_advance_campaign() { + let old_vc = scenario_victory_threshold(); + game.turn++; + set_active(P1); + log_h1("Levy " + current_turn_name()); + let new_vc = scenario_victory_threshold(); + if (old_vc !== new_vc) + log("Victory Threshold: " + new_vc); + goto_levy_arts_of_war(); +} +// === 4.8.3 END CAMPAIGN: VICTORY CHECK === +function is_grow_turn() { + // Ravaged Land + if (game.scenario === SCENARIO_III) + return false; + return set_has(GROW_TURNS, current_turn()); +} +function is_waste_turn() { + // Brief Rebellion + if (game.scenario === SCENARIO_IC) + return false; + // Ravaged Land + if (game.scenario === SCENARIO_III) + return false; + return set_has(WASTE_TURNS, current_turn()); +} +function goto_victory_check() { + if (check_campaign_victory()) + return; + if (check_threshold_victory()) + return; + if (check_scenario_end_victory()) + return; + if (is_grow_turn()) + do_grow(); + if (is_waste_turn()) + do_waste(); + goto_reset(); +} +// === 4.8.4 END CAMPAIGN: GROW === +function do_grow() { + log_h2_common("Grow"); + log("Recover " + game.pieces.exhausted.length + " Exhausted."); + log("Recover " + game.pieces.depleted.length + " Depleted."); + game.pieces.depleted = game.pieces.exhausted; + game.pieces.exhausted = []; +} +// === 4.8.5 END CAMPAIGN: WASTE === +function do_waste() { + log_h2_common("Waste"); + log("Remove half Provender."); + log("Remove half Carts."); + log("Remove half Ships."); + log("Reset Coin."); + log("Reset Troops."); + for (let lord of all_lords) + if (is_lord_on_map(lord)) + do_lord_waste(lord); +} +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() { + log_h2_common("Reset"); + set_active(P2); + game.state = "reset"; + if (current_hand().length === 0) + end_reset(); +} +states.reset = { + inactive: "Reset", + prompt() { + view.prompt = "Reset: You may discard any held Arts of War cards desired."; + for (let c of current_hand()) + gen_action_card(c); + view.actions.done = 1; + }, + card(c) { + push_undo(); + log("Discard Held card."); + set_delete(game.hand_y, c); + set_delete(game.hand_l, c); + }, + done() { + end_reset(); + }, +}; +function end_reset() { + set_active_enemy(); + if (game.active === P2) + goto_advance_campaign(); + else if (current_hand().length === 0) + end_reset(); +} +// === 5.1 CAMPAIGN VICTORY === +function check_campaign_victory_york() { + let next_turn = current_turn() + 1; + for (let lord of all_lancaster_lords) { + if (is_lord_on_map(lord)) + return false; + if (next_turn <= 15) + if (is_lord_in_exile(lord) && get_lord_calendar(lord) === next_turn) + return false; + } + return true; +} +function check_campaign_victory_lancaster() { + let next_turn = current_turn() + 1; + for (let lord of all_york_lords) { + if (is_lord_on_map(lord)) + return false; + if (next_turn <= 15) + if (is_lord_in_exile(lord) && get_lord_calendar(lord) === next_turn) + return false; + } + return true; +} +function check_campaign_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; + } + if (york_v) { + goto_game_over(YORK, `${YORK} won a Campaign Victory!`); + return true; + } + if (lancaster_v) { + goto_game_over(LANCASTER, `${LANCASTER} won a Campaign Victory!`); + return true; + } + return false; +} +// === 5.2 THRESHOLD VICTORY === +function check_threshold_victory() { + if (Math.abs(game.influence) >= scenario_victory_threshold()) { + if (game.influence > 0) + goto_game_over(LANCASTER, `${LANCASTER} won with ${game.influence} Influence.`); + else + goto_game_over(YORK, `${YORK} won with ${Math.abs(game.influence)} Influence.`); + return true; + } + return false; +} +// === 5.3 SCENARIO END VICTORY === +function check_scenario_end_victory() { + if (game.scenario === SCENARIO_IB) { + if (has_york_favour(LOC_YORK)) + goto_game_over(YORK, "York favours York."); + else if (has_lancaster_favour(LOC_YORK)) + goto_game_over(LANCASTER, "York favours Lancaster."); + else + goto_game_over("Draw", "York favours nobody."); + return true; + } + if (current_turn() + 1 === scenario_end_marker[game.scenario]) { + if (game.influence === 0) + goto_game_over("Draw", "The game ended in a draw."); + else if (game.influence > 0) + goto_game_over(LANCASTER, `${LANCASTER} won with ${game.influence} Influence.`); + else + goto_game_over(YORK, `${YORK} won with ${Math.abs(game.influence)} Influence.`); + return true; + } + return false; +} +// === 6.0 SCENARIOS === +const SCENARIO_IA = 0; +const SCENARIO_IB = 1; +const SCENARIO_IC = 2; +const SCENARIO_II = 3; +const SCENARIO_III = 4; +const scenario_name = exports.scenarios = [ + "Ia. Henry VI", + "Ib. Towton", + "Ic. Somerset's Return", + "II. Warwick's Rebellion", + "III. My Kingdom for a Horse", + // TODO "I-III. Wars of the Roses", +]; +const scenario_setup = [ + setup_Ia, + setup_Ib, + setup_Ic, + setup_II, + setup_III, +]; +const scenario_end_marker = [ + 16, + 2, + 8, + 16, + 10, +]; +function scenario_victory_threshold() { + let turn = current_turn(); + switch (game.scenario) { + case SCENARIO_IA: + if (turn <= 5) + return 40; + if (turn <= 10) + return 35; + return 30; + case SCENARIO_IB: + return 100; // no threshold + case SCENARIO_IC: + return 25; + case SCENARIO_II: + if (turn <= 5) + return 40; + if (turn <= 10) + return 35; + return 30; + case SCENARIO_III: + return 45; + } + return 45; +} +function is_card_in_scenario(c) { + let roses = data.cards[c].roses; + let scenario = game.scenario; + switch (scenario) { + case SCENARIO_IA: + case SCENARIO_IB: + case SCENARIO_IC: + return roses === 0 || roses === 1; + case SCENARIO_II: + return (roses === 0 || roses === 2) && c !== L4; + case SCENARIO_III: + return roses === 0 || roses === 3; + } + throw "INVALID SCENARIO"; +} +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: scenario_name.indexOf(scenario), + hidden: options.hidden ? 1 : 0, + log: [], + undo: [], + active: null, + state: "setup_lords", + flags: 0, + turn: 0, + influence: 0, + hand_y: [], + hand_l: [], + plan_y: [], + plan_l: [], + 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: [], + // per vassal data + vassals: Array(vassal_count).fill(VASSAL_OUT_OF_PLAY), + // per locale data + depleted: [], + exhausted: [], + favourl: [], + favoury: [], + }, + actions: 0, + command: NOBODY, + who: NOBODY, + vassal: NOVASSAL, + where: NOWHERE, + count: 0, + group: null, + }; + log_h1(scenario); + scenario_setup[game.scenario](); + update_aliases(); + goto_setup_lords(); + return game; +}; +// === SCENARIO: IA === +function setup_Ia() { + game.turn = 1 << 1; + set_flag(FLAG_REBEL_IS_YORK); + game.active = YORK; + 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_lancaster_favour(LOC_LONDON); + add_lancaster_favour(LOC_WELLS); + add_lancaster_favour(LOC_SCOTLAND); + add_lancaster_favour(LOC_FRANCE); + add_york_favour(LOC_ELY); + add_york_favour(LOC_LUDLOW); + add_york_favour(LOC_BURGUNDY); + add_york_favour(LOC_IRELAND); + setup_vassals(); + log("Allied Networks."); + log("Capture of the King."); +} +// === SCENARIO: IB === +function setup_Ib() { + game.turn = 1 << 1; + set_flag(FLAG_REBEL_IS_YORK); + game.active = YORK; + game.influence = 0; + muster_lord(LORD_SOMERSET_1, LOC_NEWCASTLE); + muster_lord(LORD_EXETER_1, LOC_NEWCASTLE); + muster_lord(LORD_NORTHUMBERLAND_L, LOC_CARLISLE); + muster_lord(LORD_MARCH, LOC_LONDON); + muster_lord(LORD_NORFOLK, LOC_LONDON); + muster_lord(LORD_WARWICK_Y, LOC_LONDON); + add_lancaster_favour(LOC_ST_ALBANS); + add_lancaster_favour(LOC_SCARBOROUGH); + add_lancaster_favour(LOC_NEWCASTLE); + add_lancaster_favour(LOC_BAMBURGH); + add_lancaster_favour(LOC_HEXHAM); + add_lancaster_favour(LOC_APPLEBY); + add_lancaster_favour(LOC_CARLISLE); + add_lancaster_favour(LOC_SCOTLAND); + add_lancaster_favour(LOC_FRANCE); + add_york_favour(LOC_LONDON); + add_york_favour(LOC_CALAIS); + add_york_favour(LOC_GLOUCESTER); + add_york_favour(LOC_HEREFORD); + add_york_favour(LOC_OXFORD); + add_york_favour(LOC_SALISBURY); + add_york_favour(LOC_WINCHESTER); + add_york_favour(LOC_GUILDFORD); + add_york_favour(LOC_ARUNDEL); + add_york_favour(LOC_HASTINGS); + add_york_favour(LOC_DOVER); + add_york_favour(LOC_ROCHESTER); + add_york_favour(LOC_CANTERBURY); + add_york_favour(LOC_SOUTHAMPTON); + add_york_favour(LOC_BURGUNDY); + add_york_favour(LOC_IRELAND); + setup_vassals([VASSAL_FAUCONBERG, VASSAL_NORFOLK]); + muster_vassal(VASSAL_FAUCONBERG, LORD_MARCH); + log("Norfolk is Late."); + log("Test of Arms."); +} +// === SCENARIO: IC === +function setup_Ic() { + game.turn = 5 << 1; + clear_flag(FLAG_REBEL_IS_YORK); + game.active = YORK; + 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); + set_lord_in_exile(LORD_HENRY_VI); + add_lancaster_favour(LOC_SCARBOROUGH); + add_lancaster_favour(LOC_NEWCASTLE); + add_lancaster_favour(LOC_BAMBURGH); + add_lancaster_favour(LOC_HEXHAM); + add_lancaster_favour(LOC_APPLEBY); + add_lancaster_favour(LOC_CARLISLE); + add_lancaster_favour(LOC_HARLECH); + add_lancaster_favour(LOC_PEMBROKE); + add_lancaster_favour(LOC_CARDIFF); + add_lancaster_favour(LOC_CHESTER); + add_lancaster_favour(LOC_LANCASTER); + add_lancaster_favour(LOC_SCOTLAND); + add_york_favour(LOC_LONDON); + add_york_favour(LOC_CALAIS); + add_york_favour(LOC_LUDLOW); + add_york_favour(LOC_HEREFORD); + add_york_favour(LOC_SALISBURY); + add_york_favour(LOC_WINCHESTER); + add_york_favour(LOC_GUILDFORD); + add_york_favour(LOC_ARUNDEL); + add_york_favour(LOC_HASTINGS); + add_york_favour(LOC_DOVER); + add_york_favour(LOC_ROCHESTER); + add_york_favour(LOC_CANTERBURY); + add_york_favour(LOC_SOUTHAMPTON); + add_york_favour(LOC_BURGUNDY); + add_lord_capability(LORD_WARWICK_Y, AOW_LANCASTER_MONTAGU); + capability_muster_effects_common(LORD_WARWICK_Y, AOW_LANCASTER_MONTAGU); + setup_vassals(); + log("Montagu."); + log("Brief Rebellion."); +} +// === SCENARIO: II === +function setup_II() { + game.turn = 1 << 1; + clear_flag(FLAG_REBEL_IS_YORK); + game.active = LANCASTER; + 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_lancaster_favour(LOC_CALAIS); + add_lancaster_favour(LOC_YORK); + add_lancaster_favour(LOC_HARLECH); + add_lancaster_favour(LOC_COVENTRY); + add_lancaster_favour(LOC_WELLS); + add_lancaster_favour(LOC_FRANCE); + add_york_favour(LOC_LONDON); + add_york_favour(LOC_ELY); + add_york_favour(LOC_LUDLOW); + add_york_favour(LOC_CARLISLE); + add_york_favour(LOC_PEMBROKE); + add_york_favour(LOC_EXETER); + add_york_favour(LOC_BURGUNDY); + setup_vassals([VASSAL_DEVON, VASSAL_OXFORD]); + log("Foreign Haven."); + log("Shaky Allies."); + log("Queen Regent."); +} +function foreign_haven_shift_lords() { + log("Foreign Haven"); + let turn = current_turn(); + for (let lord of all_lancaster_lords) { + if (is_lord_on_calendar(lord) && get_lord_calendar(lord) > turn) { + let x = is_lord_in_exile(lord); + set_lord_calendar(lord, turn); + if (x) + set_lord_in_exile(lord); + } + } + for (let lord of all_york_lords) { + if (is_lord_on_calendar(lord) && get_lord_calendar(lord) > turn + 1) { + let x = is_lord_in_exile(lord); + set_lord_calendar(lord, turn + 1); + if (x) + set_lord_in_exile(lord); + } + } +} +// === SCENARIO: III === +function setup_III() { + clear_flag(FLAG_REBEL_IS_YORK); + game.active = LANCASTER; + game.influence = 0; + add_york_favour(LOC_BURGUNDY); + add_lancaster_favour(LOC_FRANCE); + setup_vassals([VASSAL_OXFORD, VASSAL_NORFOLK]); + add_york_favour(LOC_LONDON); + add_york_favour(LOC_CALAIS); + add_york_favour(LOC_CARLISLE); + add_york_favour(LOC_ARUNDEL); + add_york_favour(LOC_GLOUCESTER); + add_york_favour(LOC_YORK); + add_lancaster_favour(LOC_OXFORD); + add_lancaster_favour(LOC_HARLECH); + add_lancaster_favour(LOC_PEMBROKE); + muster_lord(LORD_GLOUCESTER_2, 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); + game.turn = 3 << 1; + log("King Richard."); + log("Ravaged Land."); +} +states.my_kingdom_for_a_horse_setup = { + inactive: "My Kingdom for a Horse", + prompt() { + if (!is_lord_on_map(LORD_RICHARD_III)) { + view.prompt = "My Kingdom for a Horse: You may replace Gloucester with Richard III."; + view.actions.richard_iii = 1; + view.actions.pass = 1; + } + else { + view.prompt = "My Kingdom for a Horse: All done."; + view.actions.done = 1; + } + }, + richard_iii() { + push_undo(); + replace_gloucester_with_richard_iii(); + }, + pass() { + goto_start_game(); + }, + done() { + goto_start_game(); + }, +}; +states.my_kingdom_for_a_horse_muster = { + inactive: "My Kingdom for a Horse", + prompt() { + if (!is_lord_on_map(LORD_RICHARD_III)) { + view.prompt = "My Kingdom for a Horse: You may replace Gloucester with Richard III for one levy action."; + view.actions.richard_iii = 1; + view.actions.pass = 1; + } + }, + richard_iii() { + push_undo(); + replace_gloucester_with_richard_iii(); + game.command = LORD_RICHARD_III; + apply_lordship_effects(); + game.actions--; + game.state = "muster_lord"; + }, + pass() { + apply_lordship_effects(); + game.state = "muster_lord"; + }, +}; +function replace_gloucester_with_richard_iii() { + log(`Replaced L${LORD_GLOUCESTER_2} with L${LORD_RICHARD_III}.`); + set_lord_locale(LORD_RICHARD_III, get_lord_locale(LORD_GLOUCESTER_2)); + set_lord_capability(LORD_RICHARD_III, 0, get_lord_capability(LORD_GLOUCESTER_2, 0)); + set_lord_capability(LORD_RICHARD_III, 1, get_lord_capability(LORD_GLOUCESTER_2, 1)); + for (let x of all_asset_types) + set_lord_assets(LORD_RICHARD_III, x, get_lord_assets(LORD_GLOUCESTER_2, x)); + for (let x of all_force_types) + set_lord_forces(LORD_RICHARD_III, x, get_lord_forces(LORD_GLOUCESTER_2, x)); + if (!is_capabality_available_to_lord(get_lord_capability(LORD_RICHARD_III, 0), LORD_RICHARD_III)) + set_lord_capability(LORD_RICHARD_III, 0, NOCARD); + if (!is_capabality_available_to_lord(get_lord_capability(LORD_RICHARD_III, 1), LORD_RICHARD_III)) + set_lord_capability(LORD_RICHARD_III, 1, NOCARD); + set_lord_locale(LORD_GLOUCESTER_2, NOWHERE); + set_lord_capability(LORD_GLOUCESTER_2, 0, NOCARD); + set_lord_capability(LORD_GLOUCESTER_2, 1, NOCARD); + for (let x of all_asset_types) + set_lord_assets(LORD_GLOUCESTER_2, x, 0); + for (let x of all_force_types) + set_lord_forces(LORD_GLOUCESTER_2, x, 0); + for_each_vassal_with_lord(LORD_GLOUCESTER_2, v => { + set_vassal_lord_and_service(v, LORD_RICHARD_III, get_vassal_service(v)); + }); +} +// === 6.0 CAMPAIGN === +/* + +function setup_ItoIII() { + game.turn = 1 << 1 + + set_flag(FLAG_REBEL_IS_YORK) + game.active = YORK + 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_lancaster_favour(LOC_LONDON) + add_lancaster_favour(LOC_WELLS) + add_lancaster_favour(LOC_SCOTLAND) + add_lancaster_favour(LOC_FRANCE) + + add_york_favour(LOC_ELY) + add_york_favour(LOC_LUDLOW) + add_york_favour(LOC_BURGUNDY) + add_york_favour(LOC_IRELAND) + + setup_vassals() +} + +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" + clear_flag(FLAG_REBEL_IS_YORK) + game.active = LANCASTER + game.influence = 0 + + for (let lord of all_lords) { + if (is_lord_in_play(lord)) { + disband_lord(lord) + } + } + for (let loc of all_locales) { + remove_exhausted_marker(loc) + remove_depleted_marker(loc) + remove_lancaster_favour(loc) + remove_york_favour(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_york_favour(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_york_favour(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 + remove_lord(LORD_MARCH) + // 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_lancaster_favour(LOC_CALAIS) + add_lancaster_favour(LOC_YORK) + add_lancaster_favour(LOC_HARLECH) + add_lancaster_favour(LOC_COVENTRY) + add_lancaster_favour(LOC_WELLS) + + add_york_favour(LOC_LONDON) + add_york_favour(LOC_ELY) + add_york_favour(LOC_LUDLOW) + add_york_favour(LOC_CARLISLE) + add_york_favour(LOC_PEMBROKE) + add_york_favour(LOC_EXETER) + + // Exile box setup + add_lancaster_favour(LOC_FRANCE) + add_york_favour(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" + set_flag(FLAG_REBEL_IS_YORK) + game.active = YORK + game.influence = 0 + + for (let lord of all_lords) { + if (is_lord_in_play(lord)) { + disband_lord(lord) + } + } + for (let loc of all_locales) { + remove_exhausted_marker(loc) + remove_depleted_marker(loc) + remove_lancaster_favour(loc) + remove_york_favour(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 + remove_lord(LORD_SOMERSET_2) + } + } + + // 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_lancaster_favour(LOC_LONDON) + add_lancaster_favour(LOC_HARLECH) + add_lancaster_favour(LOC_OXFORD) + add_lancaster_favour(LOC_WELLS) + add_lancaster_favour(LOC_EXETER) + add_lancaster_favour(LOC_CARLISLE) + + add_york_favour(LOC_CALAIS) + add_york_favour(LOC_YORK) + add_york_favour(LOC_ELY) + add_york_favour(LOC_LUDLOW) + add_york_favour(LOC_PEMBROKE) + + // Exile box setup + add_lancaster_favour(LOC_FRANCE) + add_york_favour(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" + clear_flag(FLAG_REBEL_IS_YORK) + game.active = LANCASTER + 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 of all_lords) { + if (is_lord_in_play(lord)) { + disband_lord(lord) + } + } + for (let loc of all_locales) { + remove_exhausted_marker(loc) + remove_depleted_marker(loc) + remove_lancaster_favour(loc) + remove_york_favour(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 + remove_lord(LORD_RUTLAND) + } + } + + 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 + remove_lord(LORD_RUTLAND) + //Warwick becomes king + muster_lord(LORD_WARWICK_Y, LOC_LONDON) + add_york_favour(LOC_LONDON) + muster_lord(LORD_SALISBURY, LOC_YORK) + add_york_favour(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_york_favour(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_york_favour(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_york_favour(LOC_CARLISLE) + // TODO: Add Y37 + } + muster_lord(LORD_NORFOLK, LOC_ARUNDEL) + add_york_favour(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_york_favour(LOC_LUDLOW) + // Add Y20 + // Only 2 heirs can stay + remove_lord(LORD_RUTLAND) + remove_lord(LORD_GLOUCESTER_1) + } + if (!is_lord_in_play(LORD_MARCH) && is_lord_in_play(LORD_RUTLAND)) { + muster_lord(LORD_RUTLAND, LOC_CANTERBURY) + add_york_favour(LOC_CANTERBURY) + // TODO: Add Y20 + } + if (is_lord_in_play(LORD_GLOUCESTER_1)) { + muster_lord(LORD_GLOUCESTER_1, LOC_GLOUCESTER) + add_york_favour(LOC_GLOUCESTER) + // TODO: Y34 + } + } + if (main_york_heir === LORD_MARCH || main_york_heir === LORD_EDWARD_IV) { + muster_lord(LORD_EDWARD_IV, LOC_LONDON) + add_york_favour(LOC_LONDON) + + // If Edward IV is on the map, remove March + remove_lord(LORD_MARCH) + // TODO: Add Y23, Y24 + if (is_lord_in_play(LORD_RUTLAND)) { + muster_lord(LORD_RUTLAND, LOC_CANTERBURY) + add_york_favour(LOC_CANTERBURY) + // TODO: Add Y31 + } + if (is_lord_in_play(LORD_GLOUCESTER_1)) { + muster_lord(LORD_GLOUCESTER_1, LOC_GLOUCESTER) + add_york_favour(LOC_GLOUCESTER) + // TODO: Add Y28, Y34 + } + + } + if (main_york_heir === LORD_RUTLAND) { + muster_lord(LORD_RUTLAND, LOC_LONDON) + add_york_favour(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 + remove_lord(LORD_GLOUCESTER_1) + // TODO: Add Y34 + } + } + if (main_york_heir === LORD_GLOUCESTER_1) { + muster_lord(LORD_RICHARD_III, LOC_LONDON) + add_york_favour(LOC_LONDON) + // if Richard III is here, both gloucester are gone + remove_lord(LORD_GLOUCESTER_1) + remove_lord(LORD_GLOUCESTER_2) + // 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 + remove_lord(LORD_HENRY_VI) + remove_lord(LORD_SOMERSET_1) + remove_lord(LORD_SOMERSET_2) + } + // 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 + remove_lord(LORD_SOMERSET_1) + remove_lord(LORD_SOMERSET_2) + } + if (!is_lord_on_map(LORD_MARGARET) && !is_lord_on_map(LORD_HENRY_TUDOR)) { + muster_lord(LORD_WARWICK_L, LOC_CALAIS) + add_lancaster_favour(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_lancaster_favour(LOC_OXFORD) + muster_lord(LORD_JASPER_TUDOR_2, LOC_FRANCE) + add_york_favour(LOC_PEMBROKE) + } + else if (is_lord_on_map(LORD_WARWICK_L)) { + muster_lord(LORD_OXFORD, LOC_CALAIS) + add_lancaster_favour(LOC_OXFORD) + muster_lord(LORD_JASPER_TUDOR_2, LOC_CALAIS) + add_york_favour(LOC_PEMBROKE) + } + else { + throw Error("Error Lancastrian setup III.Y") + } + + // Exile box setup + add_lancaster_favour(LOC_FRANCE) + add_york_favour(LOC_BURGUNDY) + + setup_vassals([ VASSAL_OXFORD, VASSAL_NORFOLK ]) +} + +function setup_III_L() { + game.turn = 1 << 1 + game.scenario = "IIIL. Yorkists Last Stand" + set_flag(FLAG_REBEL_IS_YORK) + game.active = YORK + 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 of all_lords) { + if (is_lord_in_play(lord)) { + disband_lord(lord) + } + } + for (let loc of all_locales) { + remove_exhausted_marker(loc) + remove_depleted_marker(loc) + remove_lancaster_favour(loc) + remove_york_favour(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_lancaster_favour(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_lancaster_favour(LOC_WELLS) + remove_lord(LORD_SOMERSET_2) + // TODO: Add L18, L20, L27 + } + muster_lord(LORD_OXFORD, LOC_OXFORD) + muster_lord(LORD_JASPER_TUDOR_2, LOC_PEMBROKE) + add_lancaster_favour(LOC_OXFORD) + add_lancaster_favour(LOC_PEMBROKE) + add_lancaster_favour(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 + remove_lord(LORD_YORK) + remove_lord(LORD_RUTLAND) + remove_lord(LORD_MARCH) + remove_lord(LORD_EDWARD_IV) + remove_lord(LORD_GLOUCESTER_1) + remove_lord(LORD_RICHARD_III) + muster_lord(LORD_GLOUCESTER_2, LOC_BURGUNDY) + // TODO: Add Y35 + } + } + + if (main_york_heir === LORD_YORK) { + muster_lord(LORD_YORK, LOC_BURGUNDY) + add_york_favour(LOC_ELY) + // TODO: Add Y14, Y18 + if (is_lord_in_play(LORD_MARCH)) { + // Only next highest heir alive + remove_lord(LORD_RUTLAND) + remove_lord(LORD_GLOUCESTER_1) + remove_lord(LORD_GLOUCESTER_2) + muster_lord(LORD_MARCH, LOC_BURGUNDY) + add_york_favour(LOC_LUDLOW) + //TODO: Add Y20 + } + else if (!is_lord_in_play(LORD_MARCH) && is_lord_in_play(LORD_RUTLAND)) { + // Only next highest heir alive + remove_lord(LORD_GLOUCESTER_1) + remove_lord(LORD_GLOUCESTER_2) + muster_lord(LORD_RUTLAND, LOC_BURGUNDY) + add_york_favour(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 + remove_lord(LORD_GLOUCESTER_2) + muster_lord(LORD_GLOUCESTER_1, LOC_BURGUNDY) + add_york_favour(LOC_GLOUCESTER) + // TODO: Add Y4 + } + else { + // If York alone + muster_lord(LORD_SALISBURY, LOC_BURGUNDY) + add_york_favour(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 + remove_lord(LORD_MARCH) + remove_lord(LORD_RUTLAND) + muster_lord(LORD_WARWICK_Y, LOC_CALAIS) + add_york_favour(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_york_favour(LOC_CALAIS) + //TODO: Add Y17, Y22 + } + else ( + muster_lord(LORD_NORFOLK, LOC_BURGUNDY) + ) + + if (main_york_heir === LORD_GLOUCESTER_1) { + remove_lord(LORD_GLOUCESTER_1) + muster_lord(LORD_GLOUCESTER_2, LOC_BURGUNDY) + muster_lord(LORD_SALISBURY, LOC_BURGUNDY) + //TODO: Add Y17, Y22 + } + + add_york_favour(LOC_ARUNDEL) + + // Exile box setup + add_lancaster_favour(LOC_FRANCE) + add_york_favour(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_common(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); + } + if (c === AOW_YORK_HASTINGS) { + add_lord_forces(lord, MEN_AT_ARMS, 2); + muster_vassal(VASSAL_HASTINGS, lord); + } + if (AOW_YORK_BURGUNDIANS.includes(c)) { + if (is_seaport(get_lord_locale(lord)) && !is_exile_box(get_lord_locale(lord))) { + logcap(c); + add_lord_forces(lord, BURGUNDIANS, 2); + set_flag(FLAG_BURGUNDIANS); + } + else { + clear_flag(FLAG_BURGUNDIANS); + } + } +} +// When a lord levies a capability during Levy (not first Arts of War), its Lordship effects must apply. +function capability_muster_effects_levy(_lord, c) { + if (c === AOW_LANCASTER_THOMAS_STANLEY) { + game.levy_flags.thomas_stanley = 1; + } + if (c === AOW_YORK_FAIR_ARBITER && is_friendly_locale(get_lord_locale(LORD_SALISBURY))) { + logcap(AOW_YORK_FAIR_ARBITER); + game.actions += 1; + } + if (c === AOW_YORK_FALLEN_BROTHER && !is_lord_in_play(LORD_CLARENCE)) { + logcap(AOW_YORK_FALLEN_BROTHER); + game.actions += 1; + } +} +// === LORDSHIP AND THIS LEVY EFFECTS === +function apply_lordship_effects() { + let lord = game.command; + game.actions = data.lords[lord].lordship; + if (is_friendly_locale(get_lord_locale(lord)) && lord_has_capability(lord, AOW_YORK_FAIR_ARBITER)) { + logcap(AOW_YORK_FAIR_ARBITER); + game.actions += 1; + } + if (lord_has_capability(lord, AOW_YORK_FALLEN_BROTHER) && !is_lord_in_play(LORD_CLARENCE)) { + logcap(AOW_YORK_FALLEN_BROTHER); + game.actions += 1; + } + if (is_event_in_play(EVENT_YORK_EDWARD_V) && (lord === LORD_GLOUCESTER_1 || lord === LORD_GLOUCESTER_2)) { + logevent(EVENT_YORK_EDWARD_V); + game.actions += 3; + } + game.levy_flags.gloucester_as_heir = 0; + if (is_event_in_play(EVENT_YORK_GLOUCESTER_AS_HEIR)) { + if (lord === LORD_GLOUCESTER_2 || lord === LORD_GLOUCESTER_1) { + game.levy_flags.gloucester_as_heir = 3; + } + } + game.levy_flags.my_crown_is_in_my_heart = 0; + if (is_event_in_play(EVENT_LANCASTER_MY_CROWN_IS_IN_MY_HEART)) { + if (lord === LORD_HENRY_VI) { + game.levy_flags.my_crown_is_in_my_heart = 2; + } + } + game.levy_flags.thomas_stanley = 0; + if (lord_has_capability(lord, AOW_LANCASTER_THOMAS_STANLEY)) { + // logged on use + game.levy_flags.thomas_stanley = 1; + } + game.levy_flags.parliament_votes = 0; + if (is_event_in_play(EVENT_LANCASTER_PARLIAMENT_VOTES)) { + if (game.active === LANCASTER) { + game.levy_flags.parliament_votes = 1; + } + } + game.levy_flags.succession = 0; + if (is_event_in_play(EVENT_YORK_SUCCESSION)) { + if (game.active === YORK) { + game.levy_flags.succession = 1; + } + } + game.levy_flags.jack_cade = 0; + if (is_jack_cade_eligible(lord)) { + game.levy_flags.jack_cade = 2; + } +} +// === MUSTER CAPABILITY: SOLDIERS OF FORTUNE === +states.soldiers_of_fortune = { + inactive: "Muster", + prompt() { + view.prompt = `Soldiers of Fortune: Pay 1 coin to add 2 mercenaries to ${lord_name[game.command]}.`; + let here = get_lord_locale(game.command); + for (let lord of all_friendly_lords()) { + if (get_lord_locale(lord) === here) { + if (get_lord_assets(lord, COIN) > 0) + gen_action_coin(lord); + } + } + }, + coin(lord) { + add_lord_assets(lord, COIN, -1); + let n = Math.min(2, count_available_mercenaries()); + add_lord_forces(game.command, MERCENARIES, n); + do_levy_troops(); + }, +}; +// === MUSTER CAPABILITY: COMMISSION OF ARRAY === +states.commission_of_array = { + inactive: "Muster", + prompt() { + view.prompt = "Commission of Array: Levy troops from an adjacent friendly stronghold."; + let here = get_lord_locale(game.command); + for (let next of data.locales[here].adjacent) { + if (is_friendly_locale(next) && !has_enemy_lord(next)) + if (can_add_troops(next)) + gen_action_locale(next); + } + }, + locale(loc) { + let loc_type = data.locales[loc].type; + deplete_locale(loc); + switch (loc_type) { + case "calais": + add_lord_forces(game.command, MEN_AT_ARMS, 2); + add_lord_forces(game.command, LONGBOWMEN, 1); + break; + case "london": + add_lord_forces(game.command, MEN_AT_ARMS, 1); + add_lord_forces(game.command, LONGBOWMEN, 1); + add_lord_forces(game.command, MILITIA, 1); + break; + case "harlech": + add_lord_forces(game.command, MEN_AT_ARMS, 1); + add_lord_forces(game.command, LONGBOWMEN, 2); + break; + case "city": + add_lord_forces(game.command, LONGBOWMEN, 1); + add_lord_forces(game.command, MILITIA, 1); + break; + case "town": + add_lord_forces(game.command, MILITIA, 2); + break; + case "fortress": + add_lord_forces(game.command, MEN_AT_ARMS, 1); + add_lord_forces(game.command, MILITIA, 1); + break; + } + end_levy_troops(); + }, +}; +// === TIDES OF WAR 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) { + let here = get_lord_locale(lord); + if (get_york_shared_assets(here, 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() { + let lord = find_lord_with_capability_card(AOW_YORK_WE_DONE_DEEDS_OF_CHARITY); + let here = get_lord_locale(lord); + if (game.count > 0) { + view.prompt = "We done deeds of charity: Pay up to two Provender for +1 Influence point each."; + for (let lord of all_friendly_lords()) { + if (get_lord_locale(lord) === here && (get_lord_assets(lord, PROV) > 0)) { + gen_action_prov(lord); + } + } + } + else { + view.prompt = "We done deeds of charity: All done."; + } + view.actions.done = 1; + }, + prov(lord) { + push_undo(); + increase_york_influence(1); + logcap(AOW_YORK_WE_DONE_DEEDS_OF_CHARITY); + add_lord_assets(lord, PROV, -1); + game.count--; + }, + done() { + game.count = 0; + // TODO: who should disembark first? + goto_disembark(); + }, +}; +// === CAPABILITY: MERCHANTS === +function count_merchants_deplete(loc) { + let n = 0; + if (has_exhausted_marker(loc) || has_depleted_marker(loc)) + ++n; + for (let next of data.locales[loc].adjacent) + if (has_exhausted_marker(next) || has_depleted_marker(next)) + ++n; + return Math.min(2, n); +} +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)) + return count_merchants_deplete(loc) > 0; + return false; +} +function goto_merchants() { + push_undo(); + game.count = count_merchants_deplete(get_lord_locale(game.command)); + game.state = "merchants_1"; +} +states.merchants_1 = { + inactive: "Merchants", + prompt() { + view.prompt = "Merchants:"; + prompt_influence_check(game.command); + }, + check(spend) { + if (roll_influence_check("C" + AOW_LANCASTER_MERCHANTS, game.command, spend)) + game.state = "merchants_2"; + else + end_merchants(); + } +}; +states.merchants_2 = { + inactive: "Merchants", + prompt() { + view.prompt = "Merchants: Remove 2 depleted or exhausted markers."; + let here = get_lord_locale(game.command); + if (has_exhausted_marker(here) || has_depleted_marker(here)) + gen_action_locale(here); + for (let next of data.locales[here].adjacent) + if (has_exhausted_marker(next) || has_depleted_marker(next)) + gen_action_locale(next); + }, + locale(loc) { + push_undo(); + log(">S" + loc); + remove_depleted_marker(loc); + remove_exhausted_marker(loc); + if (--game.count === 0) + end_merchants(); + }, +}; +function end_merchants() { + push_undo(); + spend_action(1); + game.count = 0; + resume_command(); +} +// === CAPABILITY: BURGUNDIANS === +function levy_burgundians(lord) { + if (is_seaport(get_lord_locale(lord)) && lord_has_capability(lord, AOW_YORK_BURGUNDIANS) && !has_flag(FLAG_BURGUNDIANS)) { + add_lord_forces(lord, BURGUNDIANS, 2); + if (lord_has_capability(lord, AOW_YORK_BURGUNDIANS[0])) + logcap(AOW_YORK_BURGUNDIANS[0]); + if (lord_has_capability(lord, AOW_YORK_BURGUNDIANS[1])) + logcap(AOW_YORK_BURGUNDIANS[1]); + set_flag(FLAG_BURGUNDIANS); + } +} +// === CAPABILITY: NAVAL BLOCKADE === +function is_naval_blockade_in_play() { + if (lord_has_capability(LORD_WARWICK_Y, AOW_YORK_NAVAL_BLOCKADE)) { + let war = get_lord_locale(LORD_WARWICK_Y); + if (is_seaport(war)) + return true; + } + return false; +} +function can_naval_blockade(here) { + if (game.active === LANCASTER && is_naval_blockade_in_play()) + return is_on_same_sea(here, get_lord_locale(LORD_WARWICK_Y)); + return false; +} +function can_naval_blockade_route(mask) { + if (game.active === LANCASTER && is_naval_blockade_in_play()) { + let w = get_lord_locale(LORD_WARWICK_Y); + if ((mask & 1) && is_port_1(w)) + return true; + if ((mask & 2) && is_port_2(w)) + return true; + if ((mask & 4) && is_port_3(w)) + return true; + } + return false; +} +function roll_blockade(fail) { + let roll = roll_die(); + if (roll <= 2) { + log("C" + AOW_YORK_NAVAL_BLOCKADE + " 1-2: W" + roll); + return true; + } + else { + log("C" + AOW_YORK_NAVAL_BLOCKADE + " 1-2: B" + roll); + logi(fail); + return false; + } +} +// === 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; + } + } + return false; +} +function goto_agitators() { + push_undo(); + game.state = "agitators"; +} +states.agitators = { + inactive: "Agitators", + prompt() { + view.prompt = "Agitators: Deplete or exhaust an adjacent neutral or enemy stronghold."; + let here = get_lord_locale(game.command); + for (let next of data.locales[here].adjacent) + if (!is_friendly_locale(next) && !has_exhausted_marker(next)) + gen_action_locale(next); + }, + locale(loc) { + push_undo(); + log("C" + AOW_YORK_AGITATORS + " at S" + loc + "."); + if (has_depleted_marker(loc)) + add_exhausted_marker(loc); + else + add_depleted_marker(loc); + end_agitators(); + }, +}; +function end_agitators() { + push_undo(); + spend_action(1); + 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 of all_friendly_lords()) { + 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 the calendar to shift to next turn."; + for (let lord of all_friendly_lords()) + if (is_lord_on_calendar(lord)) + gen_action_lord(lord); + }, + lord(lord) { + game.who = lord; + game.state = "heralds_attempt"; + }, +}; +states.heralds_attempt = { + inactive: "Heralds", + prompt() { + view.prompt = `Heralds: Shift ${lord_name[game.who]} to next turn.`; + prompt_influence_check(game.command); + }, + check(spend) { + if (roll_influence_check("C" + AOW_LANCASTER_HERALDS + " L" + game.who, game.command, spend)) + set_lord_calendar(game.who, current_turn() + 1); + end_heralds_attempt(); + }, +}; +function end_heralds_attempt() { + spend_all_actions(); + resume_command(); +} +// === EVENTS: IMMEDIATE === +function goto_immediate_event(c) { + set_add(game.events, c); + game.this_event = c; + switch (c) { + // Held event played immediately + case EVENT_YORK_SUN_IN_SPLENDOUR: + return goto_play_sun_in_splendour_now(); + // This Levy / Campaign + case EVENT_LANCASTER_BE_SENT_FOR: + case EVENT_LANCASTER_SEAMANSHIP: + case EVENT_LANCASTER_FORCED_MARCHES: + case EVENT_LANCASTER_RISING_WAGES: + case EVENT_LANCASTER_NEW_ACT_OF_PARLIAMENT: + case EVENT_LANCASTER_MY_CROWN_IS_IN_MY_HEART: + case EVENT_LANCASTER_PARLIAMENT_VOTES: + case EVENT_LANCASTER_FRENCH_FLEET: + case EVENT_LANCASTER_BUCKINGHAMS_PLOT: + case EVENT_LANCASTER_MARGARET_BEAUFORT: + case EVENT_LANCASTER_THE_EARL_OF_RICHMOND: + case EVENT_YORK_JACK_CADE: + case EVENT_YORK_SEAMANSHIP: + case EVENT_YORK_YORKISTS_BLOCK_PARLIAMENT: + case EVENT_YORK_EXILE_PACT: + case EVENT_YORK_RICHARD_OF_YORK: + case EVENT_YORK_THE_COMMONS: + case EVENT_YORK_SUCCESSION: + case EVENT_YORK_LOYALTY_AND_TRUST: + case EVENT_YORK_OWAIN_GLYNDWR: + case EVENT_YORK_GLOUCESTER_AS_HEIR: + case EVENT_YORK_DORSET: + case EVENT_YORK_THE_KINGS_NAME: + case EVENT_YORK_EDWARD_V: + case EVENT_YORK_AN_HONEST_TALE_SPEEDS_BEST: + case EVENT_YORK_PRIVY_COUNCIL: + 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_DISOBEDIENCE: + return goto_lancaster_event_to_wilful_disobedience(); + 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() { + delete game.this_event; + resume_levy_arts_of_war(); +} +// === EVENT: LANCASTER SCOTS === +function goto_lancaster_event_scots() { + game.state = "scots"; + game.who = NOBODY; + game.event_scots = []; +} +function end_lancaster_event_scots() { + delete game.event_scots; + game.who = NOBODY; + end_immediate_event(); +} +states.scots = { + inactive: "Scots", + prompt() { + if (game.who === NOBODY) { + view.prompt = "Scots: You may add 1 men-at-arms and 1 militia to each lord."; + for (let lord of all_lancaster_lords) { + if (is_lord_on_map(lord) && map_get(game.event_scots, lord, 0) < 3) { + gen_action_lord(lord); + } + } + } + else { + view.prompt = `Scots: You may add 1 men-at-arms and 1 militia to ${lord_name[game.who]}.`; + let troops = map_get(game.event_scots, 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.event_scots, game.who, 0) | 1; + map_set(game.event_scots, game.who, troops); + if (troops === 3) + game.who = NOBODY; + }, + add_men_at_arms() { + add_lord_forces(game.who, MEN_AT_ARMS, 1); + let troops = map_get(game.event_scots, game.who, 0) | 2; + map_set(game.event_scots, game.who, troops); + if (troops === 3) + game.who = NOBODY; + }, + lord(lord) { + push_undo(); + game.who = lord; + }, +}; +// === EVENT: LANCASTER HENRY PRESSURES PARLIAMENT === +function goto_lancaster_event_henry_pressures_parliament() { + for (let v of all_vassals) { + if (is_vassal_mustered_with_york_lord(v)) { + reduce_york_influence(1); + log(">V" + v); + } + } + end_immediate_event(); +} +// === EVENT: LANCASTER HENRY'S PROCLAMATION === +function goto_lancaster_event_henrys_proclamation() { + let t = current_turn(); + for (let v of all_vassals) { + if (is_vassal_mustered_with_york_lord(v) && !is_special_vassal(v) && get_vassal_service(v) !== t) { + game.state = "henrys_proclamation"; + return; + } + } + logi("No effect."); + end_immediate_event(); +} +states.henrys_proclamation = { + inactive: "Henry's Proclamation", + prompt() { + view.prompt = "Henry's Proclamation: Shift each Yorkist vassal's calendar marker."; + let t = current_turn(); + let done = true; + for (let v of all_vassals) { + if (is_vassal_mustered_with_york_lord(v) && !is_special_vassal(v) && get_vassal_service(v) !== t) { + gen_action_vassal(v); + done = false; + } + } + if (done) { + view.prompt = "Henry's Proclamation: All done."; + view.actions.done = 1; + } + }, + vassal(v) { + log("V" + v + " to T" + current_turn() + "."); + set_vassal_lord_and_service(v, get_vassal_lord(v), current_turn()); + }, + done() { + delete game.event_she_wolf; + end_immediate_event(); + }, +}; +// === EVENT: LANCASTER FRENCH TROOPS === +function goto_lancaster_event_french_troops() { + let can_play = false; + for (let lord of all_friendly_lords()) { + if (is_lord_on_map(lord) && is_seaport(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 = "French Troops: Add up to 2 men-at-arms and up to 2 militia to a lord at a port."; + if (game.who === NOBODY) { + for (let lord of all_friendly_lords()) { + if (is_lord_on_map(lord) && is_seaport(get_lord_locale(lord))) { + gen_action_lord(lord); + } + } + } + else { + view.prompt = `French Troops: Add up to 2 men-at-arms and up to 2 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() { + 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() { + 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_propaganda, loc); +} +function remove_propaganda_target(loc) { + set_delete(game.event_propaganda, loc); +} +function is_propaganda_target(loc) { + return set_has(game.event_propaganda, loc); +} +function goto_warwicks_propaganda() { + let can_play = false; + for (let loc of all_locales) { + if (has_york_favour(loc)) { + can_play = true; + } + } + if (can_play) { + game.state = "warwicks_propaganda"; + game.event_propaganda = []; + game.count = 0; + } + else { + end_immediate_event(); + } +} +states.warwicks_propaganda = { + inactive: "Warwick's Propaganda", + prompt() { + view.prompt = "Warwick's Propaganda: Select 3 Yorkist strongholds."; + view.where = game.event_propaganda; + for (let loc of all_locales) { + if (game.count < 3 && has_york_favour(loc) && !is_exile_box(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() { + set_active_enemy(); + game.state = "warwicks_propaganda_yorkist_choice"; + game.where = NOWHERE; +} +states.warwicks_propaganda_yorkist_choice = { + inactive: "Warwick's Propaganda", + prompt() { + let done = true; + if (game.where === NOWHERE) { + view.prompt = "Warwick's Propaganda: Remove favour or pay 2 influence for each selected stronghold."; + for (let loc of all_locales) { + if (is_propaganda_target(loc)) { + gen_action_locale(loc); + done = false; + } + } + if (done) { + view.prompt = "Warwick's Propaganda: All done."; + view.actions.done = 1; + } + } + else { + view.prompt = `Warwick's Propaganda: Remove favour or pay 2 influence for ${locale_name[game.where]}.`; + view.actions.pay = 1; + view.actions.remove = 1; + } + }, + locale(loc) { + push_undo(); + game.where = loc; + }, + remove() { + remove_york_favour(game.where); + remove_propaganda_target(game.where); + logi(`Removed York Favour at S${game.where}.`); + game.where = NOWHERE; + }, + pay() { + reduce_influence(2); + logi(`Paid 2 to keep S${game.where}`); + remove_propaganda_target(game.where); + game.where = NOWHERE; + }, + done() { + end_warwicks_propaganda(); + }, +}; +function end_warwicks_propaganda() { + delete game.event_propaganda; + 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 of all_york_lords) + if (is_lord_on_map(lord) && is_lord_in_wales(lord)) + can_remove_troops = true; + for (let loc of all_locales) + if (is_wales(loc) && has_york_favour(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", + prompt() { + let done = true; + for (let lord of all_enemy_lords()) + if (is_lord_in_wales(lord)) + reveal_lord(lord); + if (game.who === NOBODY) { + view.prompt = "Welsh Rebellion: Remove 2 troops from each Yorkist lord in Wales."; + for (let lord of all_enemy_lords()) { + if (is_lord_in_wales(lord) && !get_lord_moved(lord)) { + gen_action_lord(lord); + done = false; + } + } + if (done) { + view.actions.done = 1; + } + } + else { + view.prompt = `Welsh Rebellion: Remove 2 troops from ${lord_name[game.who]}.`; + 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, 1); + game.who = lord; + game.count = 2; + }, + burgundians(lord) { + add_lord_forces(lord, BURGUNDIANS, -1); + resume_welsh_rebellion_remove_troops(lord); + }, + mercenaries(lord) { + add_lord_forces(lord, MERCENARIES, -1); + resume_welsh_rebellion_remove_troops(lord); + }, + longbowmen(lord) { + add_lord_forces(lord, LONGBOWMEN, -1); + resume_welsh_rebellion_remove_troops(lord); + }, + men_at_arms(lord) { + add_lord_forces(lord, MEN_AT_ARMS, -1); + resume_welsh_rebellion_remove_troops(lord); + }, + militia(lord) { + add_lord_forces(lord, MILITIA, -1); + resume_welsh_rebellion_remove_troops(lord); + }, + done() { + end_welsh_rebellion_remove_troops(); + }, +}; +function resume_welsh_rebellion_remove_troops(lord) { + if (!lord_has_unrouted_troops(lord)) { + disband_lord(lord); + game.who = NOBODY; + } + if (--game.count === 0) { + game.who = NOBODY; + } +} +function end_welsh_rebellion_remove_troops() { + clear_lords_moved(); + for (let lord of all_york_lords) { + if (is_lord_in_wales(lord) && !lord_has_unrouted_units(lord)) + disband_lord(lord); + } + game.count = 0; + game.who = NOBODY; + end_immediate_event(); +} +states.welsh_rebellion_remove_favour = { + inactive: "Welsh Rebellion", + prompt() { + view.prompt = "Welsh Rebellion: Remove 2 Yorkist favour from Wales."; + for (let loc of all_locales) { + if (game.count < 2 && is_wales(loc) && has_york_favour(loc)) { + gen_action_locale(loc); + } + } + view.actions.done = 1; + }, + locale(loc) { + push_undo(); + remove_york_favour(loc); + log(`Removed York Favour at S${loc}.`); + game.count++; + }, + done() { + end_immediate_event(); + }, +}; +// === EVENT: HENRY RELEASED === +function goto_lancaster_event_henry_released() { + if (has_lancaster_favour(LOC_LONDON)) { + increase_lancaster_influence(5); + log("London Favours Lancastrians."); + } + end_immediate_event(); +} +// === EVENT: L'UNIVERSELLE ARAGNE === +function goto_lancaster_event_luniverselle_aragne() { + let can_play = false; + for (let vassal of all_vassals) { + if (is_vassal_mustered_with_york_lord(vassal)) { + can_play = true; + } + } + if (can_play) { + game.state = "aragne_1"; + game.event_aragne = []; + } + else { + logi("No effect."); + end_immediate_event(); + } +} +states.aragne_1 = { + inactive: "L'Universelle Aragne", + prompt() { + view.prompt = "L'Universelle Aragne: Select up to 2 vassals"; + view.vassal = game.event_aragne; + if (game.event_aragne.length < 2) { + for (let v of all_vassals) { + if (!set_has(game.event_aragne, v) && is_vassal_mustered_with_york_lord(v)) { + gen_action_vassal(v); + } + } + } + view.actions.done = 1; + }, + vassal(v) { + push_undo(); + set_add(game.event_aragne, v); + log(">V" + v); + }, + done() { + push_undo(); + goto_yorkist_aragne(); + }, +}; +function goto_yorkist_aragne() { + set_active_enemy(); + game.state = "aragne_2"; +} +states.aragne_2 = { + inactive: "L'Universelle Aragne", + prompt() { + view.prompt = "L'Universelle Aragne: Check influence for each selected vassal."; + let done = true; + for (let v of game.event_aragne) { + gen_action_vassal(v); + done = false; + } + if (done) { + view.prompt = "L'Universelle Aragne: All done."; + view.actions.done = 1; + } + }, + vassal(v) { + push_undo(); + game.vassal = v; + game.state = "aragne_3"; + }, + done() { + end_universelle_aragne(); + }, +}; +states.aragne_3 = { + inactive: "L'Universelle Aragne", + prompt() { + let lord = get_vassal_lord(game.vassal); + view.prompt = `L'Universelle Aragne: ${lord_name[lord]} with ${vassal_name[game.vassal]}.`; + view.vassal = game.vassal; + prompt_influence_check(lord, vassal_ic); + }, + check(spend) { + let lord = get_vassal_lord(game.vassal); + if (!roll_influence_check("Aragne V" + game.vassal, lord, spend, vassal_ic)) + disband_vassal(game.vassal); + set_delete(game.event_aragne, game.vassal); + game.vassal = NOVASSAL; + game.state = "aragne_2"; + }, +}; +function end_universelle_aragne() { + delete game.event_aragne; + set_active_enemy(); + end_immediate_event(); +} +// === EVENT: TO WILFUL DISOBEDIENCE === +function goto_lancaster_event_to_wilful_disobedience() { + let can_play = false; + for (let loc of all_locales) { + if (has_york_favour(loc) && !has_enemy_lord(loc) && !has_adjacent_enemy(loc) && (has_friendly_lord(loc) || has_adjacent_friendly(loc))) { + can_play = true; + } + } + if (can_play) { + game.state = "wilful_disobedience"; + game.who = NOBODY; + game.count = 0; + } + else { + logi("No effect."); + end_immediate_event(); + } +} +states.wilful_disobedience = { + inactive: "To wilful disobedience", + prompt() { + view.prompt = "To wilful disobedience: Remove Yorkist favour from 2 strongholds."; + for (let loc of all_locales) { + if (game.count < 2 && + has_york_favour(loc) && + !has_enemy_lord(loc) && + !has_adjacent_enemy(loc) && + (has_friendly_lord(loc) || has_adjacent_friendly(loc))) { + gen_action_locale(loc); + } + } + view.actions.done = 1; + }, + locale(loc) { + push_undo(); + remove_york_favour(loc); + game.count++; + logi(`Yorkist Favour removed at S${loc}`); + }, + done() { + end_immediate_event(); + } +}; +// === EVENT: FRENCH WAR LOANS === +function goto_lancaster_event_french_war_loans() { + if (can_french_war_loans()) { + game.state = "french_war_loans"; + } + else { + logi("No effect."); + end_immediate_event(); + } +} +function can_french_war_loans() { + for (let lord of all_lancaster_lords) + if (is_lord_on_map(lord) && !get_lord_moved(lord)) + return true; + return false; +} +states.french_war_loans = { + inactive: "French War Loans", + prompt() { + view.prompt = "French War Loans: Add 1 coin and 1 provender to each Lancastrian lord."; + for (let lord of all_lancaster_lords) + if (is_lord_on_map(lord) && !get_lord_moved(lord)) + gen_action_lord(lord); + }, + lord(lord) { + set_lord_moved(lord, 1); + logi(">L" + lord); + add_lord_assets(lord, PROV, 1); + add_lord_assets(lord, COIN, 1); + if (!can_french_war_loans()) { + clear_lords_moved(); + end_immediate_event(); + } + }, +}; +// === EVENT: ROBINS REBELLION === +function goto_lancaster_event_robins_rebellion() { + let can_play = false; + for (let loc of all_locales) { + if (is_north(loc) && !has_lancaster_favour(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 = "Robin's Rebellion: Place and/or remove up to 3 favour total in the North."; + let done = true; + if (game.count < 3) { + for (let loc of all_north_locales) { + if (!is_friendly_locale(loc)) { + gen_action_locale(loc); + done = false; + } + } + } + if (done) + view.prompt = "Robin's Rebellion: All done."; + view.actions.done = 1; + }, + locale(loc) { + push_undo(); + shift_favour_toward(loc); + log(`Placed/Removed Favour at S${loc}.`); + game.count++; + }, + done() { + end_immediate_event(); + } +}; +// === EVENT: TUDOR BANNERS === +function tudor_banner_eligible() { + if (is_lord_on_map(LORD_HENRY_TUDOR) && !is_lord_on_calendar(LORD_HENRY_TUDOR)) { + for (let next of data.locales[get_lord_locale(LORD_HENRY_TUDOR)].adjacent) { + if (can_parley_at(next)) + return true; + } + } + return false; +} +function goto_lancaster_event_tudor_banners() { + if (tudor_banner_eligible()) { + game.state = "tudor_banners"; + game.who = LORD_HENRY_TUDOR; + } + else { + logi("No effect."); + end_immediate_event(); + } +} +states.tudor_banners = { + inactive: "Tudor banners", + prompt() { + view.prompt = "Tudor Banners: Mark strongholds adjacent to Henry Tudor with Lancastrian favour."; + let here = get_lord_locale(LORD_HENRY_TUDOR); + let done = true; + for (let next of data.locales[here].adjacent) { + if (!has_enemy_lord(next) && !has_lancaster_favour(next)) { + gen_action_locale(next); + done = false; + } + } + if (done) + view.actions.done = 1; + }, + locale(loc) { + remove_york_favour(loc); + add_lancaster_favour(loc); + log(`Placed Lancastrian Favour at S${loc}`); + }, + done() { + game.who = NOBODY; + 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, true); +} +states.tax_collectors = { + inactive: "Tax Collectors", + prompt() { + view.prompt = "Tax Collectors: Each Yorkist lord may immediately tax for twice the coin."; + let done = true; + for (let lord of all_york_lords) { + if (!get_lord_moved(lord) && can_tax_collectors(lord)) { + gen_action_lord(lord); + done = false; + } + } + if (done) + view.prompt = "Tax Collectors: All done."; + view.actions.done = 1; + }, + lord(lord) { + push_undo(); + set_lord_moved(lord, 1); + game.where = NOWHERE; + game.who = lord; + game.state = "tax_collectors_lord"; + game.tax = search_tax([], get_lord_locale(game.who), game.who, true); + }, + done() { + end_tax_collectors(); + }, +}; +states.tax_collectors_lord = { + inactive: "Tax Collectors", + prompt() { + if (game.where === NOWHERE) { + view.prompt = `Tax Collectors: ${lord_name[game.who]}. Choose a stronghold.`; + map_for_each_key(game.tax, gen_action_locale); + } + else { + view.prompt = `Tax Collectors: Tax ${locale_name[game.where]} with ${lord_name[game.who]}.`; + prompt_influence_check(game.who); + } + }, + locale(loc) { + push_undo(); + game.where = loc; + if (loc === get_lord_seat(game.who)) { + do_tax(game.who, game.where, 2); + end_tax_collectors_lord(); + } + else { + let dist = map_get(game.tax, loc, 0); + if (can_naval_blockade_route(dist)) { + let tax_way = search_tax([], get_lord_locale(game.who), game.who, false); + if (map_has(tax_way, game.where)) + game.tax = tax_way; + else + game.state = "blockade_tax_collectors"; + } + } + }, + check(spend) { + if (roll_influence_check("Tax S" + game.where, game.who, spend)) + do_tax(game.who, game.where, 2); + else + fail_tax(game.who); + end_tax_collectors_lord(); + }, +}; +states.blockade_tax_collectors = { + inactive: "Tax Collectors", + prompt() { + view.prompt = "Tax Collectors: Warwick may naval blockade this tax action."; + view.actions.roll = 1; + }, + roll() { + if (roll_blockade("Tax Collectors")) + game.state = "tax_collectors_lord"; + else + end_tax_collectors_lord(); + }, +}; +function end_tax_collectors_lord() { + delete game.tax; + game.where = NOWHERE; + game.who = NOBODY; + game.state = "tax_collectors"; +} +function end_tax_collectors() { + game.where = NOWHERE; + game.who = NOBODY; + game.count = 0; + clear_lords_moved(); + end_immediate_event(); +} +// === EVENT: LONDON FOR YORK === +function goto_york_event_london_for_york() { + if (has_york_favour(LOC_LONDON) && !has_york_favour(LONDON_FOR_YORK)) { + game.state = "london_for_york"; + } + else { + logi("No effect."); + end_immediate_event(); + } +} +states.london_for_york = { + inactive: "London for York", + prompt() { + view.prompt = "London for York: Add a second favour marker at London."; + gen_action_locale(LOC_LONDON); + }, + locale(loc) { + add_york_favour(LONDON_FOR_YORK); + log(`Two favour at S${loc}.`); + end_immediate_event(); + }, +}; +// === EVENT: SHE-WOLF OF FRANCE === +function goto_york_event_shewolf_of_france() { + for (let v of all_vassals) { + if (is_vassal_mustered_with_friendly_lord(v) && !is_special_vassal(v)) { + game.state = "she_wolf"; + game.event_she_wolf = []; + game.who = NOBODY; + return; + } + } + logi("No effect."); + end_immediate_event(); +} +states.she_wolf = { + inactive: "She-Wolf of France", + prompt() { + view.prompt = "She-Wolf of France: Shift each Yorkist vassal's calendar marker."; + let done = true; + for (let v of all_vassals) { + if (!set_has(game.event_she_wolf, v) && is_vassal_mustered_with_friendly_lord(v)) { + gen_action_vassal(v); + done = false; + } + } + if (done) { + view.prompt = "She-Wolf of France: All done."; + view.actions.done = 1; + } + }, + vassal(v) { + let t = get_vassal_service(v) + 1; + if (t < 16) + set_vassal_lord_and_service(v, get_vassal_lord(v), t); + set_add(game.event_she_wolf, v); + log(`>V${v} to T${t}`); + }, + done() { + delete game.event_she_wolf; + end_immediate_event(); + }, +}; +// === EVENT: RICHARD LEIGH === +function goto_york_event_sir_richard_leigh() { + if (!has_york_favour(LOC_LONDON)) { + game.state = "richard_leigh"; + } + else { + logi("No effect."); + end_immediate_event(); + } +} +states.richard_leigh = { + inactive: "Sir Richard Leigh", + prompt() { + if (has_lancaster_favour(LOC_LONDON)) + view.prompt = "Sir Richard Leigh: Remove Lancastrian favour from London."; + else + view.prompt = "Sir Richard Leigh: Place Yorkist favour at London."; + gen_action_locale(LOC_LONDON); + }, + locale(loc) { + shift_favour_toward(loc); + if (has_york_favour(loc)) + log(`L${loc} to Yorkist Favour.`); + else + log(`L${loc} to neutral.`); + end_immediate_event(); + } +}; +// === EVENT: CHARLES THE BOLD === +function goto_york_event_charles_the_bold() { + game.state = "charles_the_bold"; +} +states.charles_the_bold = { + inactive: "Charles the Bold", + prompt() { + view.prompt = "Charles the Bold: Add 1 coin and 1 provender to each Yorkist lord."; + let done = true; + for (let lord of all_york_lords) { + if (is_lord_on_map(lord) && !get_lord_moved(lord)) { + gen_action_lord(lord); + done = false; + } + } + if (done) { + view.prompt = "Charles the Bold: All done."; + view.actions.done = 1; + } + }, + lord(lord) { + log(">L" + lord); + set_lord_moved(lord, 1); + add_lord_assets(lord, PROV, 1); + add_lord_assets(lord, COIN, 1); + }, + done() { + clear_lords_moved(); + end_immediate_event(); + } +}; +// === EVENT: DUBIOUS CLARENCE === +function goto_dubious_clarence() { + if (is_lord_on_map(LORD_EDWARD_IV) && is_lord_on_map(LORD_CLARENCE)) { + game.state = "dubious_clarence"; + game.who = LORD_EDWARD_IV; + } + else { + logi("No effect."); + end_immediate_event(); + } +} +states.dubious_clarence = { + inactive: "Dubious Clarence", + prompt() { + view.prompt = "Dubious Clarence: Edward IV may attempt to disband Clarence."; + prompt_influence_check(game.who); + view.actions.pass = 1; + }, + check(spend) { + if (roll_influence_check("Dubious L" + LORD_CLARENCE, game.who, spend)) + disband_lord(LORD_CLARENCE); + game.who = NOBODY; + end_immediate_event(); + }, + pass() { + game.who = NOBODY; + end_immediate_event(); + }, +}; +// === EVENT: YORKIST NORTH === +function goto_york_event_yorkist_north() { + for (let lord of all_york_lords) { + if (is_lord_in_north(lord)) { + increase_york_influence(1); + log(">L" + lord); + } + } + for (let loc of all_north_locales) { + if (has_york_favour(loc)) { + increase_york_influence(1); + log(">S" + loc); + } + } + end_immediate_event(); +} +// === EVENT: EARL RIVERS === +function goto_york_event_earl_rivers() { + game.state = "earl_rivers"; + game.who = NOBODY; +} +states.earl_rivers = { + inactive: "Earl Rivers", + prompt() { + if (game.who === NOBODY) { + view.prompt = "Earl Rivers: Add up to 2 militia to each Yorkist lord on map."; + let done = true; + for (let lord of all_york_lords) { + if (is_lord_on_map(lord) && !get_lord_moved(lord)) { + gen_action_lord(lord); + done = false; + } + } + view.actions.done = 1; + if (done) + view.prompt = "Earl Rivers: All done."; + } + else { + view.actions.add_militia = 1; + view.actions.add_militia2 = 1; + } + }, + lord(lord) { + push_undo(); + game.who = lord; + }, + add_militia() { + log(">L" + game.who); + set_lord_moved(game.who, 1); + add_lord_forces(game.who, MILITIA, 1); + game.who = NOBODY; + }, + add_militia2() { + log(">L" + game.who); + set_lord_moved(game.who, 1); + add_lord_forces(game.who, MILITIA, 2); + game.who = NOBODY; + }, + done() { + clear_lords_moved(); + end_immediate_event(); + }, +}; +// === EVENT (AS LEVY EFFECT): THE KINGS NAME === +function eligible_kings_name() { + if (is_lord_on_map(LORD_GLOUCESTER_1) || 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_name) { + if (game.event_the_kings_name !== undefined) { + // TODO: pause for confirmation before changing control? + set_active_enemy(); + game.state = "the_kings_name"; + } + else { + resume_muster_lord(); + } +} +states.the_kings_name = { + inactive: "The King's Name", + prompt() { + view.prompt = "The King's Name: You may pay 1 influence to cancel the last levy action."; + view.actions.pass = 1; + view.actions.pay = 1; + }, + pay() { + restore_state_for_the_kings_name(); + reduce_york_influence(1); + logevent(EVENT_YORK_THE_KINGS_NAME); + resume_muster_lord(); + }, + pass() { + delete_state_for_the_kings_name(); + set_active_enemy(); + resume_muster_lord(); + } +}; +// === EVENT (AS LEVY EFFECT): RISING WAGES === +function is_rising_wages() { + return is_event_in_play(EVENT_LANCASTER_RISING_WAGES) && game.active === YORK; +} +function goto_rising_wages() { + if (is_rising_wages()) + game.state = "rising_wages"; + else + end_rising_wages(); +} +states.rising_wages = { + inactive: "Rising Wages", + prompt() { + let here = get_lord_locale(game.command); + view.prompt = "Rising Wages: Pay 1 extra coin to levy troops."; + for (let lord of all_friendly_lords()) { + let loc = get_lord_locale(lord); + if (here === loc && (get_lord_assets(lord, COIN) > 0)) { + gen_action_coin(lord); + } + } + }, + coin(lord) { + add_lord_assets(lord, COIN, -1); + logevent(EVENT_LANCASTER_RISING_WAGES); + end_rising_wages(); + }, +}; +function end_rising_wages() { + goto_the_commons(); +} +// === EVENT (AS LEVY EFFECT): THE COMMONS === +// each Levy Troops action ends with coming here +function goto_the_commons() { + if (is_event_in_play(EVENT_YORK_THE_COMMONS) && is_york_lord(game.command)) + game.state = "the_commons"; + else + end_the_commons(); +} +states.the_commons = { + inactive: "The Commons", + prompt() { + view.prompt = "The Commons: Add up to 2 militia."; + view.actions.add_militia = 1; + view.actions.add_militia2 = 1; + view.actions.pass = 1; + }, + add_militia() { + push_undo(); + logevent(EVENT_YORK_THE_COMMONS); + add_lord_forces(game.command, MILITIA, 1); + end_the_commons(); + }, + add_militia2() { + push_undo(); + logevent(EVENT_YORK_THE_COMMONS); + add_lord_forces(game.command, MILITIA, 2); + end_the_commons(); + }, + pass() { + push_undo(); + end_the_commons(); + } +}; +function end_the_commons() { + goto_the_kings_name("Levy Troops"); +} +// === EVENT (AS LEVY EFFECT): JACK CADE === +function is_jack_cade_eligible(lord) { + if (is_york_lord(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: Move cylinder into a friendly exile box."; + for (let loc of all_exile_boxes) + if (can_use_exile_box(game.command, loc)) + gen_action_locale(loc); + }, + locale(loc) { + log(`E${EVENT_YORK_EXILE_PACT} to S${loc}.`); + set_lord_locale(game.command, loc); + end_exile_pact(); + } +}; +function end_exile_pact() { + spend_action(1); + resume_command(); +} +// === EVENTS: HELD === +function play_held_event(c) { + log(`Played E${c}.`); + if (is_york_card(c)) + set_delete(game.hand_y, c); + else + set_delete(game.hand_l, c); + game.this_event = c; + set_add(game.events, c); +} +function end_held_event() { + set_delete(game.events, game.this_event); + delete game.this_event; +} +function end_passive_held_event() { + delete game.this_event; +} +function prompt_held_event_at_levy() { + for (let c of current_hand()) + if (can_play_held_event_at_levy(c)) + gen_action_card(c); +} +function prompt_held_event_at_campaign() { + for (let c of current_hand()) + if (can_play_held_event_at_campaign(c)) + gen_action_card(c); +} +function can_play_held_event_at_levy(c) { + switch (c) { + case EVENT_LANCASTER_ASPIELLES: + return can_play_l_aspielles(); + 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 can_play_held_event_at_campaign(c) { + switch (c) { + case EVENT_LANCASTER_ASPIELLES: + return can_play_l_aspielles(); + case EVENT_YORK_ASPIELLES: + return can_play_y_aspielles(); + case EVENT_LANCASTER_REBEL_SUPPLY_DEPOT: + return can_play_rebel_supply_depot(); + case EVENT_LANCASTER_SURPRISE_LANDING: + return can_play_surprise_landing(); + case EVENT_LANCASTER_PARLIAMENTS_TRUCE: + return true; + case EVENT_YORK_PARLIAMENTS_TRUCE: + return true; + } + return false; +} +function action_held_event_at_levy(c) { + push_undo(); + play_held_event(c); + switch (c) { + // Play any time + case EVENT_YORK_ASPIELLES: + case EVENT_LANCASTER_ASPIELLES: + goto_play_aspielles(); + break; + // Play in Levy + case EVENT_YORK_SUN_IN_SPLENDOUR: + goto_play_sun_in_splendour(); + break; + // Play in Levy (for passive effect) + case EVENT_YORK_YORKIST_PARADE: + end_passive_held_event(); + break; + default: + throw "INVALID CARD"; + } +} +function action_held_event_at_campaign(c) { + push_undo(); + play_held_event(c); + switch (c) { + // Play any time + case EVENT_YORK_ASPIELLES: + case EVENT_LANCASTER_ASPIELLES: + goto_play_aspielles(); + break; + // Play after march/sail to seaport + case EVENT_LANCASTER_REBEL_SUPPLY_DEPOT: + goto_play_rebel_supply_depot(); + break; + // Play after sail to seaport + case EVENT_LANCASTER_SURPRISE_LANDING: + goto_play_surprise_landing(); + break; + // Play in Campaign (for passive effect) + case EVENT_LANCASTER_PARLIAMENTS_TRUCE: + case EVENT_YORK_PARLIAMENTS_TRUCE: + end_passive_held_event(); + break; + default: + throw "INVALID CARD"; + } +} +// === HELD EVENT (LEVY): YORKIST PARADE === +function can_play_yorkist_parade() { + if (is_levy_phase()) { + if (is_friendly_locale(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() { + game.state = "sun_in_splendour"; +} +states.sun_in_splendour = { + inactive: "Sun in Splendour", + prompt() { + view.prompt = "Sun in Splendour: Muster Edward IV at any friendly locale with no enemy lord."; + for (let loc of all_locales) + if (is_friendly_locale(loc)) + gen_action_locale(loc); + }, + locale(loc) { + muster_lord(LORD_EDWARD_IV, loc); + set_lord_moved(LORD_EDWARD_IV, 1); + log(`L${LORD_EDWARD_IV} at ${locale_name[loc]}.`); + end_held_event(); + game.state = "muster"; + }, +}; +function goto_play_sun_in_splendour_now() { + game.state = "sun_in_splendour_now"; +} +states.sun_in_splendour_now = { + inactive: "Sun in Splendour", + prompt() { + view.prompt = "Sun in Splendour: Muster Edward IV at any friendly locale with no enemy lord."; + for (let loc of all_locales) + if (is_friendly_locale(loc)) + gen_action_locale(loc); + }, + locale(loc) { + muster_lord(LORD_EDWARD_IV, loc); + log(`L${LORD_EDWARD_IV} at S${loc}.`); + end_immediate_event(); + }, +}; +// === 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() { + clear_undo(); // cannot undo after looking at hidden information! + game.state = "aspielles"; + game.who = NOBODY; + if (game.active === YORK) { + if (game.hand_l.length > 0) + for (let c of game.hand_l) + log(">E" + c); + else + log(">Empty"); + } + if (game.active === LANCASTER) { + if (game.hand_y.length > 0) + for (let c of game.hand_y) + log(">E" + c); + else + log(">Empty"); + } +} +states.aspielles = { + inactive: "Aspielles", + prompt() { + if (game.hidden) { + if (game.who === NOBODY) { + view.prompt = "Aspielles: Inspect enemy held cards and one hidden lord mat."; + for (let lord of all_enemy_lords()) + gen_action_lord(lord); + } + else { + view.prompt = `Aspielles: Inspect enemy held cards and ${lord_name[game.who]} mat.`; + reveal_lord(game.who); + view.actions.done = 1; + } + } + else { + view.prompt = "Aspielles: Inspect enemy held cards."; + view.actions.done = 1; + } + if (game.active === YORK) + view.hand = game.hand_l; + if (game.active === LANCASTER) + view.hand = game.hand_y; + }, + lord(lord) { + log(`Reveal L${lord}:`); + let c = get_lord_capability(lord, 0); + if (c !== NOCARD) + log(">C" + c); + c = get_lord_capability(lord, 1); + if (c !== NOCARD) + log(">C" + c); + for_each_vassal_with_lord(lord, v => { + log(">V" + v); + }); + for (let i of simple_force_type) { + let n = get_lord_forces(lord, i); + if (n > 0) + log(">" + n + " " + FORCE_TYPE_NAME[i]); + } + for (let i of all_asset_types) { + let n = get_lord_assets(lord, i); + if (n > 0) + log(">" + n + " " + ASSET_TYPE_NAME[i]); + } + game.who = lord; + }, + done() { + end_held_event(); + if (is_levy_phase()) + game.state = "muster"; + else + game.state = "command"; + }, +}; +// === HELD EVENT: REBEL SUPPLY DEPOT === +function can_play_rebel_supply_depot() { + if (has_flag(FLAG_SAIL_TO_PORT) || has_flag(FLAG_MARCH_TO_PORT)) + return true; + return false; +} +function goto_play_rebel_supply_depot() { + set_flag(FLAG_SUPPLY_DEPOT); + add_spoils(PROV, 4); + game.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 of all_friendly_lords()) { + 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); + }, + take_all() { + push_undo_without_who(); + take_all_spoils(); + }, + end_spoils() { + push_undo_without_who(); + end_rebel_supply_depot(); + }, +}; +function end_rebel_supply_depot() { + delete game.spoils; + end_held_event(); + game.state = "command"; +} +// === HELD EVENT: SURPRISE LANDING === +function can_play_surprise_landing() { + let here = get_lord_locale(game.command); + if (has_flag(FLAG_SAIL_TO_PORT)) { + if (is_seaport(here) && + here !== LOC_CALAIS && + here !== LOC_PEMBROKE && + here !== LOC_HARLECH && + here !== LOC_LANCASTER) { + for (let to of data.locales[here].roads) + if (can_march_to(to)) + return true; + for (let to of data.locales[here].highways) + if (can_march_to(to)) + return true; + } + } + return false; +} +function goto_play_surprise_landing() { + game.state = "surprise_landing"; + set_flag(FLAG_SURPRISE_LANDING); + game.who = NOBODY; +} +states.surprise_landing = { + inactive: "Surprise Landing", + prompt() { + view.prompt = "Surprise Landing: Free march."; + view.group = game.group; + if (can_pick_up_lords(game.command)) { + for_each_friendly_lord_in_locale(get_lord_locale(game.command), other => { + if (can_pick_up_other(game.command, other)) + gen_action_lord(other); + }); + } + prompt_march(); + }, + lord(lord) { + set_toggle(game.group, lord); + }, + locale(loc) { + push_undo(); + end_held_event(); + goto_march(loc); + }, +}; +// === LOGGING === +function range(x) { + switch (x) { + case 0: return "0"; + case 1: return "1-1"; + case 2: return "1-2"; + case 3: return "1-3"; + case 4: return "1-4"; + case 5: return "1-5"; + default: return "1-6"; + } + return "?"; +} +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 logii(msg) { + game.log.push(">>" + msg); +} +function log_h1(msg) { + log_br(); + log(".h1 " + msg); + log_br(); +} +function log_h2_active(msg) { + log_br(); + if (game.active === YORK) + log(".h2y " + msg); + else if (game.active === LANCASTER) + log(".h2l " + msg); + else + log(".h2 " + msg); + log_br(); +} +function log_h2_common(msg) { + log_br(); + log(".h2 " + msg); + log_br(); +} +function log_h3(msg) { + log_br(); + log(".h3 " + msg); +} +function log_h4(msg) { + log_br(); + log(".h4 " + msg); +} +// === VIEW & ACTION === +function reveal_lord(lord) { + view.reveal |= (1 << lord); +} +exports.view = function (state, current) { + load_state(state); + view = { + prompt: null, + actions: null, + log: game.log, + reveal: 0, + scenario: game.scenario, + turn: game.turn, + 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, + where: game.where, + who: game.who, + hand: null, + plan: null, + }; + if (!game.hidden) + view.reveal = -1; + if (game.this_event !== undefined) + view.what = game.this_event; + 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.routed) + 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_retinue(lord) { + gen_action("routed_retinue", 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 save_state_for_the_kings_name() { + game.event_the_kings_name = game.undo[game.undo.length - 1]; +} +function restore_state_for_the_kings_name() { + let current_log = game.log; + let current_influence = game.influence; + game = game.event_the_kings_name; + game.undo = []; + game.log = current_log; + game.influence = current_influence; + delete game.event_the_kings_name; +} +function delete_state_for_the_kings_name() { + delete game.event_the_kings_name; +} +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 pack2_get(word, n) { + n = n << 1; + return (word >>> n) & 3; +} +function pack4_get(word, n) { + n = n << 2; + return (word >>> n) & 15; +} +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(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; + } + } +} +function map_for_each_key(map, f) { + for (let i = 0; i < map.length; i += 2) + f(map[i]); +} +function map_for_each(map, f) { + for (let i = 0; i < map.length; i += 2) + f(map[i], map[i + 1]); +} +// === 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 of all_lords) { + if (is_lord_on_map(lord) && !count_lord_all_forces(lord) && !get_lord_forces(lord, RETINUE)) + throw Error(`ASSERT: Lord "${lord_name[lord]}" without troops or retinue.`); + } +} +function assert_all_lords_on_land() { + for (let lord of all_lords) { + if (is_lord_at_sea(lord)) + throw Error(`ASSERT: Lord "${lord_name[lord]}" at sea during Levy phase.`); + } +} +function assert_all_lords_without_routed_troops() { + for (let lord of all_lords) { + 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}, ${fuzz_info.chosen_arg}]`); + log_sanity.push(fuzz_info.state.state); + if (log_sanity.length > 200) { + log_sanity = log_sanity.slice(1); + if (false) + if (log_sanity.every(l => l === fuzz_info.state.state)) { + console.log("STATE", fuzz_info.state); + console.log("VIEW", fuzz_info.view); + throw new Error("Too many times in the same state."); + } + } +}; +if (false) + exports.fuzz_crash = function (_state, _view) { + for (let x = 0; x < log_sanity.length; x++) { + console.log(log_sanity[x]); + } + }; +//# sourceMappingURL=rules.js.map
\ No newline at end of file @@ -1,15 +1,5 @@ "use strict" -/* - report when used to parley/tax by sea - AOW_YORK_GREAT_SHIPS, AOW_LANCASTER_GREAT_SHIPS - - report in better place - AOW_YORK_FINAL_CHARGE - - Review all who = NOBODY etc resets -*/ - // === TYPES === declare function require(name: string): any diff --git a/tools/findcolor.sh b/tools/findcolor.sh new file mode 100644 index 0000000..25914fa --- /dev/null +++ b/tools/findcolor.sh @@ -0,0 +1,5 @@ +for F in images/*.png +do + BG=$(convert $F -format "#%[hex:u.p{$cx,2}]" info:) + echo $F $BG +done diff --git a/tools/stickers.sh b/tools/stickers.sh new file mode 100644 index 0000000..c029dd0 --- /dev/null +++ b/tools/stickers.sh @@ -0,0 +1,29 @@ +function squash { + # stickers: 42x28 + convert HIRES/output/$1.png -colorspace RGB -resize 84x56! -colorspace sRGB images/$1.png +} + +squash label_0 +squash label_1 +squash label_2 +squash label_3 +squash label_4 +squash label_5 +squash label_6 +squash label_7 +squash label_8 +squash label_9 +squash label_10 +squash label_11 +squash label_12 +squash label_13 +squash label_14 +squash label_15 +squash label_16 +squash label_17 +squash label_18 +squash label_19 +squash label_20 +squash label_21 +squash label_22 +squash label_26 |