diff options
Diffstat (limited to 'rules.js')
-rw-r--r-- | rules.js | 138 |
1 files changed, 115 insertions, 23 deletions
@@ -4744,12 +4744,19 @@ states.levy_muster_lord = { take_ship() { push_undo() - add_lord_assets(game.who, SHIP, 1) - if (eligible_kings_name()) { - goto_kings_name("Levy Ship") - } else { - resume_levy_muster_lord() + if (check_naval_blockade("levy ship", get_lord_locale(game.who))) { + roll_naval_blockade() + } + else { + add_lord_assets(game.who, SHIP, 1) + if (eligible_kings_name()) { + goto_kings_name("Levy Ship") + } + else { + resume_levy_muster_lord() + } } + }, take_cart() { push_undo() @@ -4885,7 +4892,6 @@ states.kings_name = { set_active_enemy() pop_state() if (game.state === "levy_muster_lord_attempt") { - console.log(data.lords[game.who].name) push_state("muster_lord_at_seat") } if (game.state === "levy_muster_vassal") { @@ -6944,7 +6950,12 @@ states.select_supply_type = { use_stronghold_supply(game.where, get_stronghold_supply_amount(game.where)) }, port() { + if (check_naval_blockade("supply", game.where)) { + roll_naval_blockade() + } + else { use_port_supply(game.where, get_port_supply_amount(game.where)) + } }, } @@ -7288,25 +7299,31 @@ states.sail = { prov: drop_prov, cart: drop_cart, locale(to) { - log(`Sailed to %${to}${format_group_move()}.`) - - for (let lord of game.group) { - set_lord_locale(lord, to) - set_lord_moved(lord, 1) - levy_burgundians(lord) + if (check_naval_blockade("sail", get_lord_locale(game.command)) || check_naval_blockade("sail", to)) { + roll_naval_blockade() + game.where = to } + else { + log(`Sailed to %${to}${format_group_move()}.`) - if (is_seamanship_in_play()) - spend_action(1) - else - spend_all_actions() + for (let lord of game.group) { + set_lord_locale(lord, to) + set_lord_moved(lord, 1) + levy_burgundians(lord) + } - // you can go to unbesieged enemy lord with norfolk capability - if (has_unbesieged_enemy_lord(to)) - goto_confirm_approach_sail() - else { - game.flags.surprise_landing = 1 - resume_command() + if (is_seamanship_in_play()) + spend_action(1) + else + spend_all_actions() + + // you can go to unbesieged enemy lord with norfolk capability + if (has_unbesieged_enemy_lord(to)) + goto_confirm_approach_sail() + else { + game.flags.surprise_landing = 1 + resume_command() + } } }, } @@ -7513,6 +7530,81 @@ function end_exile_pact() { resume_command() } + +// === CAPABILITY : NAVAL BLOCKADE + +function check_naval_blockade(action, locale) { + let ports = [data.port_1, data.port_2, data.port_3] + game.what = action + + if (!lord_has_capability(LORD_WARWICK_Y, AOW_YORK_NAVAL_BLOCKADE) || !is_seaport(get_lord_locale(LORD_WARWICK_Y)) || is_exile(get_lord_locale(LORD_WARWICK_Y))) { + return false + } + for (let port of ports) { + if (set_has(port, get_lord_locale(LORD_WARWICK_Y)) && set_has(port, locale)) { + return true + } + } +} + +function roll_naval_blockade() { + game.state = "naval_blockade" +} + +// Parley, and Tax +states.naval_blockade = { + inactive: "Naval Blockade", + prompt() { + view.prompt = `Naval Blockade : Warwick block this action except on a 1-2` + view.actions.roll = 1 + }, + roll() { + let threshold = 2 + let roll = roll_die() + let success = threshold >= roll + log(`Attempt to counter Naval Blockade ${success ? "Failed" : "Successful"}: (1-2) ${success ? HIT[roll] : MISS[roll]}`) + if (success) { + logi(`Successfully overran C${AOW_YORK_NAVAL_BLOCKADE}`) + if (game.what === "levy ship") { + add_lord_assets(game.who, SHIP, 1) + } + if (game.what === "supply") { + use_port_supply(game.where, get_port_supply_amount(game.where)) + } + if (game.what === "sail") { + log(`Sailed to %${game.where}${format_group_move()}.`) + for (let lord of game.group) { + set_lord_locale(lord, game.where) + set_lord_moved(lord, 1) + } + if (is_seamanship_in_play()) + spend_action(1) + else + spend_all_actions() + + game.flags.surprise_landing = 1 + resume_command() + } + } + else { + logi(`Failed C${AOW_YORK_NAVAL_BLOCKADE}`) + } + if (game.what === "levy ship") { + pop_state() + resume_levy_muster_lord() + } + if (game.what === "supply" && !success) { + end_supply() + } + if (game.what === "sail" && !success) { + resume_command() + } + game.what = NOTHING + }, +} + + + // === CAPABILITY : AGITATORS === function can_action_agitators() { @@ -9746,7 +9838,7 @@ states.death_or_disband = { // === CAPABILITY : BLOODY THOU ART, BLOODY WILL BE THE END === // if (is_lancaster_lord(lord) && game.flags.bloody === 1) { - log('BLOODY THOU ART, BLOODY WILL BE THE END') + logcap(AOW_YORK_BLOODY_THOU_ART) disband_lord(lord, true) set_delete(game.battle.fled, lord) set_delete(game.battle.routed, lord) |