diff options
Diffstat (limited to 'rules.js')
-rw-r--r-- | rules.js | 126 |
1 files changed, 95 insertions, 31 deletions
@@ -387,7 +387,7 @@ 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] // TODO +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 @@ -428,20 +428,13 @@ const EVENT_LANCASTER_FLANK_ATTACK = L2 // TODO // Hold event. Play during the intercept state EXCEPT when Y12 or L20 Parliament truce is active. Automatic success. Instant battle with playing side as attacker const EVENT_LANCASTER_ESCAPE_SHIP = L3 const EVENT_LANCASTER_BE_SENT_FOR = L4 -const EVENT_LANCASTER_SUSPICION = L5 // TODO -// Hold Event. Play at start of Battle AFTER ARRAY. Chose one friendly lord. -// then choose enemy lord with Lower MODIFIED influence rating -// (through capabilities - function influence_capabilities()) -// Influence check (cost is always 1) -// Success = disband enemy lord Failure no effect +const EVENT_LANCASTER_SUSPICION = L5 const EVENT_LANCASTER_SEAMANSHIP = L6 const EVENT_LANCASTER_FOR_TRUST_NOT_HIM = L7 // TODO // Hold Event. Play at start of Battle AFTER ARRAY. Cost is always 1 + vassal modifier ( modifier: data.vassals[vassal].influence * (game.active === LANCASTER ? -1 : 1)) // Y7 DO NOT override this event. const EVENT_LANCASTER_FORCED_MARCHES = L8 -const EVENT_LANCASTER_RISING_WAGES = L9 // TODO -// This Levy Yorkist can share the coin. Basically pay one coin. I don't know if it's better -// to use a new state to force the player to spend the coin or not +const EVENT_LANCASTER_RISING_WAGES = L9 const EVENT_LANCASTER_NEW_ACT_OF_PARLIAMENT = L10 const EVENT_LANCASTER_BLOCKED_FORD = L11 // TODO // Hold event. Play during APPROACH. This one is a bit tricky as it has odd interaction with EVENT PARLIAMENT'S TRUCE and CAPABILITY KING'S PARLEY @@ -459,9 +452,7 @@ const EVENT_LANCASTER_RAVINE = L12 // TODO 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 // TODO -// Play during Death and Disband step of Battle. All routed (flee or not) -// select a stronghold in the north and go there (they will need to feed) +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 @@ -493,12 +484,7 @@ const EVENT_YORK_FLANK_ATTACK = Y2 // TODO // Hold event. Play during the intercept state EXCEPT when Y12 or L20 Parliament truce is active. Automatic success. Instant battle with playing side as attacker const EVENT_YORK_ESCAPE_SHIP = [Y3 , Y9] const EVENT_YORK_JACK_CADE = Y4 -const EVENT_YORK_SUSPICION = Y5 // TODO -// Hold Event. Play at start of Battle AFTER ARRAY. Chose one friendly lord. -// then choose enemy lord with Lower MODIFIED influence rating -// (through capabilities - function influence_capabilities()) -// Influence check (cost is always 1) -// Success = disband enemy lord Failure no effect +const EVENT_YORK_SUSPICION = Y5 const EVENT_YORK_SEAMANSHIP = Y6 const EVENT_YORK_YORKISTS_BLOCK_PARLIAMENT = Y7 const EVENT_YORK_EXILE_PACT = Y8 @@ -2240,9 +2226,9 @@ function goto_immediate_event(c) { case EVENT_LANCASTER_FORCED_MARCHES: set_add(game.events, c) return end_immediate_event() - /*case EVENT_LANCASTER_RISING_WAGES: + case EVENT_LANCASTER_RISING_WAGES: set_add(game.events, c) - return end_immediate_event()*/ + return end_immediate_event() case EVENT_LANCASTER_NEW_ACT_OF_PARLIAMENT: set_add(game.events, c) return end_immediate_event() @@ -4444,7 +4430,7 @@ states.rising_wages = { let here = get_lord_locale(game.who) view.prompt = "Rising Wages: Pay 1 extra coin to levy troops" for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { - loc = get_lord_locale(lord) + let loc = get_lord_locale(lord) if (here === loc && (get_lord_assets(lord, COIN) > 0)) { gen_action_coin(lord) } @@ -4452,9 +4438,10 @@ states.rising_wages = { }, coin(lord) { push_undo() - add_lord_assets(lord, PROV, -1) + add_lord_assets(lord, COIN, -1) logi(`${EVENT_LANCASTER_RISING_WAGES}`) log("York paid 1 Coin to Levy troops") + pop_state() }, } @@ -5181,7 +5168,7 @@ function count_influence_score() { // Space for whose lord has been selected for SUSPICION EVENT - score = influence_capabilities(lord, score) + score = (lord, score) if (score > 5) score = 5 @@ -7565,31 +7552,109 @@ function action_battle_events(c) { switch (c) { case EVENT_LANCASTER_LEEWARD_BATTLE_LINE: case EVENT_LANCASTER_SUSPICION: - // game.state = "suspicion" + game.state = "suspicion" case EVENT_LANCASTER_FOR_TRUST_NOT_HIM: // game.state = "for_trust_not_him" case EVENT_LANCASTER_RAVINE: // game.state = "ravine" case EVENT_YORK_LEEWARD_BATTLE_LINE: case EVENT_YORK_SUSPICION: - // game.state = "suspicion" + game.state = "suspicion" case EVENT_YORK_CALTROPS: case EVENT_YORK_REGROUP: case EVENT_YORK_SWIFT_MANEUVER: } } +// === EVENT : SUSPICION === + states.suspicion = { inactive: "Suspicion", prompt() { - view.prompt = "Suspicion: Check enemy lord to disband him" - view.actions.done = 1 + view.prompt = "Suspicion: Check one of your lords to influence check" + for (let lord of game.battle.array) { + if (is_friendly_lord(lord)) { + gen_action_lord(lord) + } + } + for (let lord of game.battle.reserves) { + if (is_friendly_lord(lord)) { + gen_action_lord(lord) + } + } }, - done() { - end_defender_events() + lord(lord) { + game.who = lord + push_undo() + push_state("suspicion_enemy_lord") }, } +states.suspicion_enemy_lord = { + inactive: "Suspicion", + prompt() { + view.prompt = "Suspicion: Select one enemy lord to influence check" + for (let lord of game.battle.array) { + if (is_enemy_lord(lord)) { + if (suspicion_lord_score(game.who, data.lords[game.who].influence) > data.lords[lord].influence) { + gen_action_lord(lord) + } + } + } + }, + lord(lord) { + push_undo() + push_state("influence_check_suspicion") + init_influence_check(game.who) + game.who = lord + }, +} + +function suspicion_lord_score(lord, score) { + influence_capabilities(lord, score) + return score +} + +states.influence_check_suspicion = { + inactive: `Influence check`, + prompt() { + view.prompt = `Influence check : Success disbands enemy lord ` + prompt_influence_check() + }, + spend1: add_influence_check_modifier_1, + spend3: add_influence_check_modifier_2, + check() { + let lord = game.who + let results = do_influence_check() + logi(`Attempt to disband ${data.lords[lord].name} ${results.success ? "Successful" : "Failed"}: (${range(results.rating)}) ${results.success ? HIT[results.roll] : MISS[results.roll]}`) + if (results.success) { + clear_undo() + log(`${data.lords[lord].name} disbanded`) + for (let x = 0; x < 6; x++) { + if (game.battle.array[x] === lord) { + game.battle.array[x] = NOBODY + break + } + else if (set_has(game.battle.reserves, lord)) { + array_remove(game.battle.reserves, lord) + } + } + disband_lord(lord) + game.who = NOBODY + end_influence_check() + resume_battle_events() + } else { + clear_undo() + log(`${data.lords[lord].name} stays`) + game.who = NOBODY + end_influence_check() + resume_battle_events() + } + }, +} + +// === EVENT : FOR TRUST NOT HIM === + states.for_trust_not_him = { inactive: "For trust not him", prompt() { @@ -8602,7 +8667,6 @@ function end_battle() { log_h4(`${game.battle.loser} Lost`) game.battle.array = 0 - goto_battle_influence() } |