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-rw-r--r--rules.js11937
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-"use strict"
-
-// TODO: "approach" pause when about to move into intercept range?
-// TODO: log end victory conditions at scenario start
-// Check all push/clear_undo
-// TODO: check flank attack
-
-// TODO: clean up use of who/what/which/where -- explicit selected_lord, selected_vassal, etc?
-// TODO: remove unneccessary game.who = NOBODY etc
-// TODO: call end_influence_check earlier when possible?
-
-// TODO: verify all push_state uses
-
-let game = null
-let view = null
-let states = {}
-
-function check_london_protected() {
-// TODO IF HENRY/MARGARET ARE MUSTERED IT DOES NOT CHANGE FAVOUR
-// ONLY L17/L18 and Pillage will cancel that event
-//(it is annuled when london go to neutral
- if (game.state === "pillage") {
- return false
- }
- if (game.flags.london_for_york === 1 && game.where === LOC_LONDON) {
- return true
- }
- else {
- return false
- }
-}
-
-// === CONSTANTS ===
-
-const data = require("./data.js")
-
-function find_card(name) {
- let ix = data.cards.findIndex(x => x.name === name)
- if (ix < 0)
- throw "CANNOT FIND CARD: " + name
- return ix
-}
-
-function find_lord(name) {
- let ix = data.lords.findIndex(x => x.name === name)
- if (ix < 0)
- throw "CANNOT FIND LORD: " + name
- return ix
-}
-
-function find_locale(name) {
- let ix = data.locales.findIndex(x => x.name === name)
- if (ix < 0)
- throw "CANNOT FIND LOCALE: " + name
- return ix
-}
-
-function find_vassal(name) {
- let ix = data.vassals.findIndex(x => x.name === name)
- if (ix < 0)
- throw "CANNOT FIND VASSAL: " + name
- return ix
-}
-
-const BOTH = "Both"
-const LANCASTER = "Lancaster"
-const YORK = "York"
-
-exports.roles = [ LANCASTER, YORK ]
-
-const NOBODY = -1
-const NOWHERE = -1
-const NOTHING = -1
-
-const CALENDAR = 100
-
-const VASSAL_READY = 29
-const VASSAL_CALENDAR = 30
-const VASSAL_OUT_OF_PLAY = 31
-
-const SUMMER = 0
-const SPRING = 1
-const WINTER = 2
-const AUTUMN = 3
-
-const SEASONS = [
- null,
- WINTER,
- SPRING,
- SUMMER,
- AUTUMN,
- WINTER,
- WINTER,
- SPRING,
- SUMMER,
- AUTUMN,
- WINTER,
- WINTER,
- SPRING,
- SUMMER,
- AUTUMN,
- WINTER,
- null,
-]
-
-const INFLUENCE_TURNS = [ 1, 4, 6, 9, 11, 14 ]
-const GROW_TURNS = [ 4, 9, 14 ]
-const WASTE_TURNS = [ 5, 10 ]
-
-const HIT = [ "0", "\u2776", "\u2777", "\u2778", "\u2779", "\u277A", "\u277B" ]
-const MISS = [ "0", "\u2460", "\u2461", "\u2462", "\u2463", "\u2464", "\u2465" ]
-
-// unit types
-const RETINUE = 0
-const VASSAL = 1
-const MEN_AT_ARMS = 2
-const LONGBOWMEN = 3
-const MILITIA = 4
-const BURGUNDIANS = 5
-const MERCENARIES = 6
-
-const FORCE_TYPE_COUNT = 7
-const FORCE_TYPE_NAME = [ "Retinue", "Vassal", "Men-at-Arms", "Longbowmen", "Militia", "Burgundians", "Mercenary" ]
-const FORCE_PROTECTION = [ 4, 4, 3, 1, 1, 3, 3 ]
-
-// asset types
-const PROV = 0
-const COIN = 1
-const CART = 2
-const SHIP = 3
-
-const ASSET_TYPE_NAME = [ "Provender", "Coin", "Cart", "Ship" ]
-const ASSET_TYPE_COUNT = 4
-
-// battle array
-const A1 = 0 // attackers
-const A2 = 1
-const A3 = 2
-const D1 = 3 // defenders
-const D2 = 4
-const D3 = 5
-
-const lord_name = data.lords.map(lord => lord.name)
-
-const lord_count = data.lords.length
-const vassal_count = data.vassals.length
-
-const first_lord = 0
-const last_lord = lord_count - 1
-
-const first_locale = 0
-const last_locale = data.locales.length - 1
-
-const first_vassal = 0
-const last_vassal = vassal_count - 1
-
-const first_york_card = 0
-const last_york_card = 36
-const first_lancaster_card = 37
-const last_lancaster_card = 73
-
-function is_york_card(c) {
- return c >= first_york_card && c <= last_york_card
-}
-
-function is_lancaster_card(c) {
- return c >= first_lancaster_card && c <= last_lancaster_card
-}
-
-const first_york_lord = 0
-const last_york_lord = 13
-const first_lancaster_lord = 14
-const last_lancaster_lord = 27
-
-const YORK_LORD_MASK = 0x1fff
-const LANCASTER_LORD_MASK = YORK_LORD_MASK << 14
-
-function is_york_lord(lord) {
- return lord >= first_york_lord && lord <= last_york_lord
-}
-
-function is_lancaster_lord(lord) {
- return lord >= first_lancaster_lord && lord <= last_lancaster_lord
-}
-
-function is_marshal(lord) {
- switch (lord) {
- case LORD_MARGARET:
- return true
- case LORD_HENRY_VI:
- return true
- case LORD_HENRY_TUDOR:
- return true
- case LORD_EDWARD_IV:
- return true
- case LORD_GLOUCESTER_2:
- return true
- case LORD_RICHARD_III:
- return true
- case LORD_YORK:
- return true
- default:
- return false
- }
-}
-
-function is_lieutenant(lord) {
- switch (lord) {
- case LORD_WARWICK_L:
- return true
- case LORD_SOMERSET_1:
- return true
- case LORD_GLOUCESTER_1:
- return true
- case LORD_WARWICK_Y:
- return true
- default:
- return false
- }
-}
-
-function is_seaport(loc) {
- return set_has(data.seaports, loc)
-}
-
-function is_stronghold(loc) {
- return data.locales[loc].type !== "exile"
-}
-
-function is_exile(loc) {
- return data.locales[loc].type === "exile"
-}
-
-function is_city(loc) {
- return data.locales[loc].type === "city"
-}
-
-function is_town(loc) {
- return data.locales[loc].type === "town"
-}
-
-function is_wales(loc) {
- return data.locales[loc].region === "Wales"
-}
-
-function is_south(loc) {
- return data.locales[loc].region === "South"
-}
-
-function is_north(loc) {
- return data.locales[loc].region === "North"
-}
-
-function is_fortress(loc) {
- return data.locales[loc].type === "fortress"
-}
-
-function is_sea(loc) {
- return data.locales[loc].type === "sea"
-}
-
-function find_ports(here) {
- if ((lord_has_capability(game.group, AOW_YORK_GREAT_SHIPS) || lord_has_capability(game.group, AOW_LANCASTER_GREAT_SHIPS)))
- return data.all_ports
- if (here === data.sea_1) return data.port_1
- if (here === data.sea_2) return data.port_2
- if (here === data.sea_3) return data.port_3
- if (here === data.exile_1) return data.port_1
- if (here === data.exile_2) return data.port_2
- if (here === data.exile_3) return data.port_3
- if (here === data.exile_4) return data.port_1
- if (set_has(data.port_1, here)) return data.port_1
- if (set_has(data.port_2, here)) return data.port_2
- if (set_has(data.port_3, here)) return data.port_3
- return null
-}
-
-function find_sail_locales(here) {
- if (here === data.sea_1) return data.way_sea_1
- if (here === data.sea_2) return data.way_sea_2
- if (here === data.sea_3) return data.way_sea_3
- if (here === data.exile_1) return data.way_exile_1
- if (here === data.exile_2) return data.way_exile_2
- if (here === data.exile_3) return data.way_exile_3
- if (set_has(data.port_1, here)) return data.way_port_1
- if (set_has(data.port_2, here)) return data.way_port_2
- if (set_has(data.port_3, here)) return data.way_port_3
- return null
-}
-
-function make_locale_list(pred) {
- let list = []
- for (let loc = first_locale; loc <= last_locale; ++loc)
- if (pred(loc))
- list.push(loc)
- return list
-}
-
-const all_north_locales = make_locale_list(is_north)
-const all_south_locales = make_locale_list(is_south)
-const all_wales_locales = make_locale_list(is_wales)
-const all_city_locales = make_locale_list(is_city)
-const all_town_locales = make_locale_list(is_town)
-const all_fortress_locales = make_locale_list(is_fortress)
-
-const Y1 = find_card("Y1")
-const Y2 = find_card("Y2")
-const Y3 = find_card("Y3")
-const Y4 = find_card("Y4")
-const Y5 = find_card("Y5")
-const Y6 = find_card("Y6")
-const Y7 = find_card("Y7")
-const Y8 = find_card("Y8")
-const Y9 = find_card("Y9")
-const Y10 = find_card("Y10")
-const Y11 = find_card("Y11")
-const Y12 = find_card("Y12")
-const Y13 = find_card("Y13")
-const Y14 = find_card("Y14")
-const Y15 = find_card("Y15")
-const Y16 = find_card("Y16")
-const Y17 = find_card("Y17")
-const Y18 = find_card("Y18")
-const Y19 = find_card("Y19")
-const Y20 = find_card("Y20")
-const Y21 = find_card("Y21")
-const Y22 = find_card("Y22")
-const Y23 = find_card("Y23")
-const Y24 = find_card("Y24")
-const Y25 = find_card("Y25")
-const Y26 = find_card("Y26")
-const Y27 = find_card("Y27")
-const Y28 = find_card("Y28")
-const Y29 = find_card("Y29")
-const Y30 = find_card("Y30")
-const Y31 = find_card("Y31")
-const Y32 = find_card("Y32")
-const Y33 = find_card("Y33")
-const Y34 = find_card("Y34")
-const Y35 = find_card("Y35")
-const Y36 = find_card("Y36")
-const Y37 = find_card("Y37")
-
-const L1 = find_card("L1")
-const L2 = find_card("L2")
-const L3 = find_card("L3")
-const L4 = find_card("L4")
-const L5 = find_card("L5")
-const L6 = find_card("L6")
-const L7 = find_card("L7")
-const L8 = find_card("L8")
-const L9 = find_card("L9")
-const L10 = find_card("L10")
-const L11 = find_card("L11")
-const L12 = find_card("L12")
-const L13 = find_card("L13")
-const L14 = find_card("L14")
-const L15 = find_card("L15")
-const L16 = find_card("L16")
-const L17 = find_card("L17")
-const L18 = find_card("L18")
-const L19 = find_card("L19")
-const L20 = find_card("L20")
-const L21 = find_card("L21")
-const L22 = find_card("L22")
-const L23 = find_card("L23")
-const L24 = find_card("L24")
-const L25 = find_card("L25")
-const L26 = find_card("L26")
-const L27 = find_card("L27")
-const L28 = find_card("L28")
-const L29 = find_card("L29")
-const L30 = find_card("L30")
-const L31 = find_card("L31")
-const L32 = find_card("L32")
-const L33 = find_card("L33")
-const L34 = find_card("L34")
-const L35 = find_card("L35")
-const L36 = find_card("L36")
-const L37 = find_card("L37")
-
-const LORD_YORK = find_lord("York")
-const LORD_MARCH = find_lord("March")
-const LORD_EDWARD_IV = find_lord("Edward IV")
-const LORD_SALISBURY = find_lord("Salisbury")
-const LORD_RUTLAND = find_lord("Rutland")
-const LORD_PEMBROKE = find_lord("Pembroke")
-const LORD_DEVON = find_lord("Devon")
-const LORD_NORTHUMBERLAND_Y1 = find_lord("Northumberland Y1")
-const LORD_NORTHUMBERLAND_Y2 = find_lord("Northumberland Y2")
-const LORD_GLOUCESTER_1 = find_lord("Gloucester 1")
-const LORD_GLOUCESTER_2 = find_lord("Gloucester 2")
-const LORD_RICHARD_III = find_lord("Richard III")
-const LORD_NORFOLK = find_lord("Norfolk")
-const LORD_WARWICK_Y = find_lord("Warwick Y")
-
-const LORD_HENRY_VI = find_lord("Henry VI")
-const LORD_MARGARET = find_lord("Margaret")
-const LORD_SOMERSET_1 = find_lord("Somerset 1")
-const LORD_SOMERSET_2 = find_lord("Somerset 2")
-const LORD_EXETER_1 = find_lord("Exeter 1")
-const LORD_EXETER_2 = find_lord("Exeter 2")
-const LORD_BUCKINGHAM = find_lord("Buckingham")
-const LORD_CLARENCE = find_lord("Clarence")
-const LORD_NORTHUMBERLAND_L = find_lord("Northumberland L")
-
-const LORD_JASPER_TUDOR_1 = find_lord("Jasper Tudor 1")
-const LORD_JASPER_TUDOR_2 = find_lord("Jasper Tudor 2")
-const LORD_HENRY_TUDOR = find_lord("Henry Tudor")
-const LORD_OXFORD = find_lord("Oxford")
-const LORD_WARWICK_L = find_lord("Warwick L")
-
-const LOC_BAMBURGH = find_locale("Bamburgh")
-const LOC_NEWCASTLE = find_locale("Newcastle")
-const LOC_APPLEBY = find_locale("Appleby")
-const LOC_HEXHAM = find_locale("Hexham")
-const LOC_CARLISLE = find_locale("Carlisle")
-const LOC_HARLECH = find_locale("Harlech")
-const LOC_PEMBROKE = find_locale("Pembroke")
-const LOC_CARDIFF = find_locale("Cardiff")
-const LOC_HEREFORD = find_locale("Hereford")
-const LOC_LUDLOW = find_locale("Ludlow")
-const LOC_SHREWSBURY = find_locale("Shrewsbury")
-const LOC_SALISBURY = find_locale("Salisbury")
-const LOC_WINCHESTER = find_locale("Winchester")
-const LOC_GUILDFORD = find_locale("Guildford")
-const LOC_ARUNDEL = find_locale("Arundel")
-const LOC_SOUTHAMPTON = find_locale("Southampton")
-const LOC_ROCHESTER = find_locale("Rochester")
-const LOC_DOVER = find_locale("Dover")
-const LOC_CANTERBURY = find_locale("Canterbury")
-const LOC_HASTINGS = find_locale("Hastings")
-const LOC_DORCHESTER = find_locale("Dorchester")
-const LOC_EXETER = find_locale("Exeter")
-const LOC_PLYMOUTH = find_locale("Plymouth")
-const LOC_LAUNCESTON = find_locale("Launceston")
-const LOC_TRURO = find_locale("Truro")
-const LOC_WELLS = find_locale("Wells")
-const LOC_BRISTOL = find_locale("Bristol")
-const LOC_GLOUCESTER = find_locale("Gloucester")
-const LOC_OXFORD = find_locale("Oxford")
-const LOC_NEWBURY = find_locale("Newbury")
-const LOC_LONDON = find_locale("London")
-const LOC_ST_ALBANS = find_locale("St Albans")
-const LOC_BEDFORD = find_locale("Bedford")
-const LOC_CAMBRIDGE = find_locale("Cambridge")
-const LOC_BURY_ST_EDMUNDS = find_locale("Bury St Edmunds")
-const LOC_IPSWICH = find_locale("Ipswich")
-const LOC_NORWICH = find_locale("Norwich")
-const LOC_LYNN = find_locale("Lynn")
-const LOC_ELY = find_locale("Ely")
-const LOC_PETERBOROUGH = find_locale("Peterborough")
-const LOC_NORTHAMPTON = find_locale("Northampton")
-const LOC_COVENTRY = find_locale("Coventry")
-const LOC_LEICESTER = find_locale("Leicester")
-const LOC_LICHFIELD = find_locale("Lichfield")
-const LOC_DERBY = find_locale("Derby")
-const LOC_NOTTINGHAM = find_locale("Nottingham")
-const LOC_WORCESTER = find_locale("Worcester")
-const LOC_CHESTER = find_locale("Chester")
-const LOC_LANCASTER = find_locale("Lancaster")
-const LOC_LINCOLN = find_locale("Lincoln")
-const LOC_YORK = find_locale("York")
-const LOC_CALAIS = find_locale("Calais")
-const LOC_FRANCE = find_locale("France")
-const LOC_SCOTLAND = find_locale("Scotland")
-const LOC_IRELAND = find_locale("Ireland")
-const LOC_BURGUNDY = find_locale("Burgundy")
-const LOC_ENGLISH_CHANNEL = find_locale("English Channel")
-const LOC_IRISH_SEA = find_locale("Irish Sea")
-const LOC_NORTH_SEA = find_locale("North Sea")
-const LOC_SCARBOROUGH = find_locale("Scarborough")
-const LOC_RAVENSPUR = find_locale("Ravenspur")
-
-const VASSAL_BEAUMONT = find_vassal("Beaumont")
-const VASSAL_BONVILLE = find_vassal("Bonville")
-const VASSAL_DEVON = find_vassal("Devon")
-const VASSAL_DUDLEY = find_vassal("Dudley")
-const VASSAL_ESSEX = find_vassal("Essex")
-const VASSAL_FAUCONBERG = find_vassal("Fauconberg")
-const VASSAL_NORFOLK = find_vassal("Norfolk")
-const VASSAL_OXFORD = find_vassal("Oxford")
-const VASSAL_SHREWSBURY = find_vassal("Shrewsbury")
-const VASSAL_STANLEY = find_vassal("Stanley")
-const VASSAL_SUFFOLK = find_vassal("Suffolk")
-const VASSAL_WESTMORLAND = find_vassal("Westmoreland")
-const VASSAL_WORCESTER = find_vassal("Worcester")
-const VASSAL_CLIFFORD = find_vassal("Clifford")
-const VASSAL_EDWARD = find_vassal("Edward")
-const VASSAL_HASTINGS = find_vassal("Hastings")
-const VASSAL_MONTAGU = find_vassal("Montagu")
-const VASSAL_THOMAS_STANLEY = find_vassal("Thomas Stanley")
-const VASSAL_TROLLOPE = find_vassal("Trollope")
-
-const AOW_LANCASTER_CULVERINS_AND_FALCONETS = [L1 , L2]
-const AOW_LANCASTER_MUSTERD_MY_SOLDIERS = L3
-const AOW_LANCASTER_HERALDS = L4
-const AOW_LANCASTER_CHURCH_BLESSINGS = L5
-const AOW_LANCASTER_GREAT_SHIPS = L6 // TODO Resolve bug about not correctly targeting ports on other seats and further
-const AOW_LANCASTER_HARBINGERS = L7
-const AOW_LANCASTER_HAY_WAINS = L8
-const AOW_LANCASTER_QUARTERMASTERS = L9
-const AOW_LANCASTER_CHAMBERLAINS = L10
-const AOW_LANCASTER_IN_THE_NAME_OF_THE_KING = L11
-const AOW_LANCASTER_COMMISION_OF_ARRAY = L12
-const AOW_LANCASTER_EXPERT_COUNSELLORS = L13
-const AOW_LANCASTER_PERCYS_POWER = L14
-const AOW_LANCASTER_KINGS_PARLEY = L15
-const AOW_LANCASTER_NORTHMEN = L16
-const AOW_LANCASTER_MARGARET = L17
-const AOW_LANCASTER_COUNCIL_MEMBER = L18
-const AOW_LANCASTER_ANDREW_TROLLOPE = L19
-const AOW_LANCASTER_VETERAN_OF_FRENCH_WARS = L20
-const AOW_LANCASTER_MY_FATHERS_BLOOD = L21
-const AOW_LANCASTER_STAFFORD_ESTATES = L22
-const AOW_LANCASTER_MONTAGU = L23
-const AOW_LANCASTER_MARRIED_TO_A_NEVILLE = L24
-const AOW_LANCASTER_WELSH_LORD = L25
-const AOW_LANCASTER_EDWARD = L26
-const AOW_LANCASTER_BARDED_HORSE = L27
-const AOW_LANCASTER_LOYAL_SOMERSET = L28
-const AOW_LANCASTER_HIGH_ADMIRAL = L29
-const AOW_LANCASTER_MERCHANTS = L30
-const AOW_LANCASTER_YEOMEN_OF_THE_CROWN = L31
-const AOW_LANCASTER_TWO_ROSES = L32
-const AOW_LANCASTER_PHILIBERT_DE_CHANDEE = L33
-const AOW_LANCASTER_PIQUIERS = L34
-const AOW_LANCASTER_THOMAS_STANLEY = L35
-const AOW_LANCASTER_CHEVALIERS = L36
-const AOW_LANCASTER_MADAME_LA_GRANDE = L37
-
-const AOW_YORK_CULVERINS_AND_FALCONETS = [Y1, Y2]
-const AOW_YORK_MUSTERD_MY_SOLDIERS = Y3
-const AOW_YORK_WE_DONE_DEEDS_OF_CHARITY = Y4
-const AOW_YORK_THOMAS_BOURCHIER = Y5
-const AOW_YORK_GREAT_SHIPS = Y6
-const AOW_YORK_HARBINGERS = Y7
-const AOW_YORK_ENGLAND_IS_MY_HOME = Y8
-const AOW_YORK_BARRICADES = Y9
-const AOW_YORK_AGITATORS = Y10
-const AOW_YORK_YORKISTS_NEVER_WAIT = Y11
-const AOW_YORK_SOLDIERS_OF_FORTUNE = Y12
-const AOW_YORK_SCOURERS = Y13
-const AOW_YORK_BURGUNDIANS = [ Y14, Y23 ]
-const AOW_YORK_NAVAL_BLOCKADE = Y15 // TODO DEBUG pop_state() going into parley and not after province selection
-const AOW_YORK_BELOVED_WARWICK = Y16
-const AOW_YORK_ALICE_MONTAGU = Y17
-const AOW_YORK_IRISHMEN = Y18
-const AOW_YORK_WELSHMEN = Y19
-const AOW_YORK_YORKS_FAVOURED_SON = Y20
-const AOW_YORK_SOUTHERNERS = Y21
-const AOW_YORK_FAIR_ARBITER = Y22
-const AOW_YORK_HASTINGS = Y24
-const AOW_YORK_PEMBROKE = Y25
-const AOW_YORK_FALLEN_BROTHER = Y26
-const AOW_YORK_PERCYS_NORTH1 = Y27
-const AOW_YORK_FIRST_SON = Y28
-const AOW_YORK_STAFFORD_BRANCH = Y29
-const AOW_YORK_CAPTAIN = Y30
-const AOW_YORK_WOODWILLES = Y31
-const AOW_YORK_FINAL_CHARGE = Y32 // TODO AFTER ALL OTHER BATTLE PROMPTS TO SEE WHERE TO PLACE IT
-const AOW_YORK_BLOODY_THOU_ART = Y33
-const AOW_YORK_SO_WISE_SO_YOUNG = Y34
-const AOW_YORK_KINGDOM_UNITED = Y35
-const AOW_YORK_VANGUARD = Y36 // TODO AFTER ALL OTHER BATTLE PROMPTS TO SEE WHERE TO PLACE IT
-const AOW_YORK_PERCYS_NORTH2 = Y37
-
-const EVENT_LANCASTER_LEEWARD_BATTLE_LINE = L1
-const EVENT_LANCASTER_FLANK_ATTACK = L2
-const EVENT_LANCASTER_ESCAPE_SHIP = L3
-const EVENT_LANCASTER_BE_SENT_FOR = L4
-const EVENT_LANCASTER_SUSPICION = L5
-const EVENT_LANCASTER_SEAMANSHIP = L6
-const EVENT_LANCASTER_FOR_TRUST_NOT_HIM = L7
-const EVENT_LANCASTER_FORCED_MARCHES = L8
-const EVENT_LANCASTER_RISING_WAGES = L9
-const EVENT_LANCASTER_NEW_ACT_OF_PARLIAMENT = L10
-
-const EVENT_LANCASTER_BLOCKED_FORD = L11
-const EVENT_LANCASTER_RAVINE = L12
-const EVENT_LANCASTER_ASPIELLES = L13
-const EVENT_LANCASTER_SCOTS = L14
-const EVENT_LANCASTER_HENRY_PRESSURES_PARLIAMENT = L15
-const EVENT_LANCASTER_WARDEN_OF_THE_MARCHES = L16
-const EVENT_LANCASTER_MY_CROWN_IS_IN_MY_HEART = L17
-const EVENT_LANCASTER_PARLIAMENT_VOTES = L18
-const EVENT_LANCASTER_HENRYS_PROCLAMATION = L19
-const EVENT_LANCASTER_PARLIAMENTS_TRUCE = L20
-const EVENT_LANCASTER_FRENCH_FLEET = L21
-const EVENT_LANCASTER_FRENCH_TROOPS = L22
-const EVENT_LANCASTER_WARWICKS_PROPAGANDA = L23
-const EVENT_LANCASTER_WARWICKS_PROPAGANDA2 = L24
-const EVENT_LANCASTER_WELSH_REBELLION = L25
-const EVENT_LANCASTER_HENRY_RELEASED = L26
-const EVENT_LANCASTER_LUNIVERSELLE_ARAGNE = L27
-const EVENT_LANCASTER_REBEL_SUPPLY_DEPOT = L28
-const EVENT_LANCASTER_TO_WILFUL_DISOBEDIANCE = L29
-const EVENT_LANCASTER_FRENCH_WAR_LOANS = L30
-const EVENT_LANCASTER_ROBINS_REBELLION = L31
-const EVENT_LANCASTER_TUDOR_BANNERS = L32
-const EVENT_LANCASTER_SURPRISE_LANDING = L33
-const EVENT_LANCASTER_BUCKINGHAMS_PLOT = L34
-const EVENT_LANCASTER_MARGARET_BEAUFORT = L35
-const EVENT_LANCASTER_TALBOT_TO_THE_RESCUE = L36
-const EVENT_LANCASTER_THE_EARL_OF_RICHMOND = L37
-
-const EVENT_YORK_LEEWARD_BATTLE_LINE = Y1
-const EVENT_YORK_FLANK_ATTACK = Y2
-const EVENT_YORK_ESCAPE_SHIP = [Y3 , Y9]
-const EVENT_YORK_JACK_CADE = Y4
-const EVENT_YORK_SUSPICION = Y5
-const EVENT_YORK_SEAMANSHIP = Y6
-const EVENT_YORK_YORKISTS_BLOCK_PARLIAMENT = Y7
-const EVENT_YORK_EXILE_PACT = Y8
-const EVENT_YORK_TAX_COLLECTORS = Y10
-
-const EVENT_YORK_BLOCKED_FORD = Y11
-const EVENT_YORK_PARLIAMENTS_TRUCE = Y12
-const EVENT_YORK_ASPIELLES = Y13
-const EVENT_YORK_RICHARD_OF_YORK = Y14
-const EVENT_YORK_LONDON_FOR_YORK = Y15 // TODO PROTECTION AND UI
-const EVENT_YORK_THE_COMMONS = Y16
-const EVENT_YORK_SHEWOLF_OF_FRANCE = Y17
-const EVENT_YORK_SUCCESSION = Y18
-const EVENT_YORK_CALTROPS = Y19
-const EVENT_YORK_YORKIST_PARADE = Y20
-const EVENT_YORK_SIR_RICHARD_LEIGH = Y21
-const EVENT_YORK_LOYALTY_AND_TRUST = Y22
-const EVENT_YORK_CHARLES_THE_BOLD = Y23
-const EVENT_YORK_SUN_IN_SPLENDOUR = Y24
-const EVENT_YORK_OWAIN_GLYNDWR = Y25
-const EVENT_YORK_DUBIOUS_CLARENCE = Y26
-const EVENT_YORK_YORKIST_NORTH = Y27
-const EVENT_YORK_GLOUCESTER_AS_HEIR = Y28
-const EVENT_YORK_DORSET = Y29
-const EVENT_YORK_REGROUP = Y30 // TODO
-// Play in Battle at Battle Array step.
-// If played when Yorkist active they pay click on that event to make the lord recover his TROOPS (no vassals/retinue)
-// for recover per armour
-const EVENT_YORK_EARL_RIVERS = Y31
-const EVENT_YORK_THE_KINGS_NAME = Y32 // TODO IMPROVE PROMPTS/QOL
-const EVENT_YORK_EDWARD_V = Y33
-const EVENT_YORK_AN_HONEST_TALE_SPEEDS_BEST = Y34
-const EVENT_YORK_PRIVY_COUNCIL = Y35
-const EVENT_YORK_SWIFT_MANEUVER = Y36
-const EVENT_YORK_PATRICK_DE_LA_MOTE = Y37
-
-// === STATE: ACTIVE PLAYER ===
-
-var P1 = null
-var P2 = null
-
-var first_friendly_lord = 0
-var last_friendly_lord = 13
-var first_enemy_lord = 14
-var last_enemy_lord = 27
-
-function update_aliases() {
- if (game.active === YORK) {
- first_friendly_lord = 0
- last_friendly_lord = 13
- first_enemy_lord = 14
- last_enemy_lord = 27
- } else if (game.active === LANCASTER) {
- first_friendly_lord = 14
- last_friendly_lord = 27
- first_enemy_lord = 0
- last_enemy_lord = 13
- } else {
- first_friendly_lord = -1
- last_friendly_lord = -1
- first_enemy_lord = -1
- last_enemy_lord = -1
- }
- if (game.rebel === YORK) {
- P1 = YORK
- P2 = LANCASTER
- } else {
- P1 = LANCASTER
- P2 = YORK
- }
-}
-
-function load_state(state) {
- if (game !== state) {
- game = state
- update_aliases()
- }
-}
-
-function set_active(new_active) {
- if (game.active !== new_active) {
- clear_undo()
- game.active = new_active
- update_aliases()
- }
-}
-
-function set_active_enemy() {
- if (game.active === YORK)
- set_active(LANCASTER)
- else
- set_active(YORK)
-}
-
-function set_active_command() {
- if (is_york_lord(game.command))
- set_active(YORK)
- else
- set_active(LANCASTER)
-}
-
-// === STATE: TURN ===
-
-function current_turn() {
- return game.turn >> 1
-}
-
-function current_season() {
- return SEASONS[game.turn >> 1]
-}
-
-function is_campaign_phase() {
- return (game.turn & 1) === 1
-}
-
-function is_levy_phase() {
- return (game.turn & 1) === 0
-}
-
-function current_turn_name() {
- return String(game.turn >> 1)
-}
-
-function max_plan_length() {
- switch (current_season()) {
- case SUMMER:
- return 7
- case SPRING:
- return 6
- case WINTER:
- return 4
- case AUTUMN:
- return 6
- }
-}
-
-// === STATE: CARDS ===
-
-function current_hand() {
- if (game.active === YORK)
- return game.hand_y
- return game.hand_l
-}
-
-function is_friendly_card(c) {
- if (game.active === YORK)
- return is_york_card(c)
- return is_lancaster_card(c)
-}
-
-function has_card_in_hand(c) {
- if (game.active === YORK)
- return set_has(game.hand_y, c)
- return set_has(game.hand_l, c)
-}
-
-function could_play_card(c) {
- if (!game.hidden) {
- // TODO: check capabilities on lords revealed in battle if hidden
- if (map_has_value(game.pieces.capabilities, c))
- return false
- }
- if (set_has(game.events, c))
- return false
- if (is_york_card(c))
- return game.hand_y.length > 0
- if (is_lancaster_card(c))
- return game.hand_l.length > 0
- return true
-}
-
-function count_cards_in_plan(plan, lord) {
- let n = 0
- for (let c of plan)
- if (c === lord)
- ++n
- return n
-}
-
-function is_card_in_use(c) {
- if (set_has(game.hand_y, c))
- return true
- if (set_has(game.hand_l, c))
- return true
- if (set_has(game.events, c))
- return true
- if (map_has_value(game.pieces.capabilities, c))
- return true
- return false
-}
-
-function list_deck() {
- let deck = []
- let first_card = game.active === YORK ? first_york_card : first_lancaster_card
- let last_card = game.active === YORK ? last_york_card : last_lancaster_card
- for (let c = first_card; c <= last_card; ++c)
- if (!is_card_in_use(c) && is_card_in_scenario(c))
- deck.push(c)
- return deck
-}
-
-function draw_card(deck) {
- clear_undo()
- let i = random(deck.length)
- let c = deck[i]
- set_delete(deck, c)
- return c
-}
-
-function draw_two_cards() {
- let deck = list_deck()
- return [ draw_card(deck), draw_card(deck) ]
-}
-
-function discard_events(when) {
- for (let i = 0; i < game.events.length; ) {
- let c = game.events[i]
- if (data.cards[c].when === when)
- array_remove(game.events, i)
- else
- ++i
- }
-}
-
-function discard_extra_levy_events() {
- for (let i = 0; i < game.events.length; ) {
- let c = game.events[i]
- if (c === Y20)
- array_remove(game.events, i)
- else
- ++i
- }
-}
-
-function discard_friendly_events(when) {
- for (let i = 0; i < game.events.length; ) {
- let c = game.events[i]
- if (is_friendly_card(c) && data.cards[c].when === when)
- array_remove(game.events, i)
- else
- ++i
- }
-}
-
-function is_event_in_play(c) {
- return set_has(game.events, c)
-}
-
-// === STATE: LORD ===
-
-function get_lord_locale(lord) {
- return map_get(game.pieces.locale, lord, NOWHERE)
-}
-
-function set_lord_locale(lord, locale) {
- if (locale === NOWHERE)
- map_delete(game.pieces.locale, lord)
- else
- map_set(game.pieces.locale, lord, locale)
-}
-
-function get_lord_calendar(lord) {
- if (is_lord_on_calendar(lord))
- return get_lord_locale(lord) - CALENDAR
- return 0
-}
-
-function set_lord_calendar(lord, turn) {
- if (turn < 1)
- turn = 1
- if (turn > 16)
- turn = 16
- set_lord_locale(lord, CALENDAR + turn)
-}
-
-function set_lord_in_exile(lord) {
- game.pieces.in_exile = pack1_set(game.pieces.in_exile, lord, 1)
-}
-
-function get_lord_in_exile(lord) {
- return pack1_get(game.pieces.in_exile, lord)
-}
-
-function remove_lord_from_exile(lord) {
- game.pieces.in_exile = pack1_set(game.pieces.in_exile, lord, 0)
-}
-
-function get_lord_capability(lord, n) {
- return map2_get(game.pieces.capabilities, lord, n, NOTHING)
-}
-
-function set_lord_capability(lord, n, x) {
- if (x === NOTHING)
- map2_delete(game.pieces.capabilities, lord, n)
- else
- map2_set(game.pieces.capabilities, lord, n, x)
-}
-
-function get_lord_assets(lord, n) {
- return map_get_pack4(game.pieces.assets, lord, n)
-}
-
-function set_lord_assets(lord, n, x) {
- if (x < 0)
- x = 0
- if (x > 15)
- x = 15
- map_set_pack4(game.pieces.assets, lord, n, x)
-}
-
-function add_lord_assets(lord, n, x) {
- set_lord_assets(lord, n, get_lord_assets(lord, n) + x)
-}
-
-function drop_prov(lord) {
- add_lord_assets(lord, PROV, -1)
-}
-
-function drop_cart(lord) {
- add_lord_assets(lord, CART, -1)
-}
-
-function get_lord_forces(lord, n) {
- return map_get_pack4(game.pieces.forces, lord, n)
-}
-
-function set_lord_forces(lord, n, x) {
- if (x < 0)
- x = 0
- if (x > 15)
- x = 15
- map_set_pack4(game.pieces.forces, lord, n, x)
-}
-
-function add_lord_forces(lord, n, x) {
- set_lord_forces(lord, n, get_lord_forces(lord, n) + x)
-}
-
-function get_lord_routed_forces(lord, n) {
- return map_get_pack4(game.pieces.routed, lord, n)
-}
-
-function set_lord_routed_forces(lord, n, x) {
- if (x < 0)
- x = 0
- if (x > 15)
- x = 15
- map_set_pack4(game.pieces.routed, lord, n, x)
-}
-
-function add_lord_routed_forces(lord, n, x) {
- set_lord_routed_forces(lord, n, get_lord_routed_forces(lord, n) + x)
-}
-
-function get_lord_moved(lord) {
- return map_get(game.pieces.moved, lord, 0)
-}
-
-function set_lord_moved(lord, x) {
- map_set(game.pieces.moved, lord, x)
-}
-
-function clear_lords_moved() {
- map_clear(game.pieces.moved)
-}
-
-function set_lord_fought(lord) {
- set_lord_moved(lord, 1)
- // TODO: is this needed?
- game.battle.fought = pack1_set(game.battle.fought, lord, 1)
-}
-
-function set_lord_unfed(lord, n) {
- // reuse "moved" flag for hunger
- set_lord_moved(lord, n)
-}
-
-function is_lord_unfed(lord) {
- // reuse "moved" flag for hunger
- return get_lord_moved(lord)
-}
-
-function feed_lord(lord) {
- // reuse "moved" flag for hunger
- let n = get_lord_moved(lord) - 1
- set_lord_moved(lord, n)
- if (n === 0)
- log(`Fed L${lord}.`)
-}
-
-function pay_lord(lord) {
- // reuse "moved" flag for pay
- let n = get_lord_moved(lord) - 1
- set_lord_moved(lord, n)
-}
-
-function is_lord_on_map(lord) {
- let loc = get_lord_locale(lord)
- return loc !== NOWHERE && loc < CALENDAR
-}
-
-function is_lord_in_play(lord) {
- return get_lord_locale(lord) !== NOWHERE
-}
-
-function is_lord_on_calendar(lord) {
- let loc = get_lord_locale(lord)
- return loc >= CALENDAR
-}
-
-function is_lord_ready(lord) {
- let loc = get_lord_locale(lord)
- return loc >= CALENDAR && loc <= CALENDAR + (game.turn >> 1)
-}
-
-function is_friendly_lord(lord) {
- return lord >= first_friendly_lord && lord <= last_friendly_lord
-}
-
-function is_enemy_lord(lord) {
- return lord >= first_enemy_lord && lord <= last_enemy_lord
-}
-
-function count_lord_all_forces(lord) {
- return (
- get_lord_forces(lord, BURGUNDIANS) +
- get_lord_forces(lord, MERCENARIES) +
- get_lord_forces(lord, MEN_AT_ARMS) +
- get_lord_forces(lord, MILITIA) +
- get_lord_forces(lord, LONGBOWMEN)
- )
-}
-
-function count_lord_ships(lord) {
- return get_lord_assets(lord, SHIP)
-}
-
-function count_lord_transport(lord) {
- return get_lord_assets(lord, CART)
-}
-
-function lord_has_unrouted_units(lord) {
- for (let x = 0; x < FORCE_TYPE_COUNT; ++x)
- if (get_lord_forces(lord, x) > 0)
- return true
- let result = false
- for_each_vassal_with_lord(lord, v => {
- if (!set_has(game.battle.routed_vassals, v))
- result = true
- })
- return result
-}
-
-function find_lord_with_capability_card(c) {
- for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
- if (lord_has_capability_card(lord, c))
- return lord
- return NOBODY
-}
-
-function get_force_name(lord, n, x) {
- if (n === RETINUE)
- return `${lord_name[lord]}'s Retinue`
- if (n === VASSAL)
- return `Vassal ${data.vassals[x].name}`
- return FORCE_TYPE_NAME[n]
-}
-
-// === STATE: LORD (SHARED) ===
-
-function get_shared_assets(loc, what) {
- let m = 0
- let n = 0
- for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
- if (get_lord_locale(lord) === loc)
- n += get_lord_assets(lord, what)
- if (game.state === "supply_source" && lord_has_capability(lord, AOW_LANCASTER_HAY_WAINS) && what === CART) {
- m = get_lord_assets(lord, CART)
- n += m
- }
- if (game.state === "supply_source" && (lord_has_capability(lord, AOW_YORK_GREAT_SHIPS) || lord_has_capability(lord, AOW_YORK_GREAT_SHIPS)) && what === SHIP) {
- m = get_lord_assets(lord, SHIP)
- n += m
- }
- }
- return n
-}
-
-function count_group_assets(type, group = game.group) {
- let n = 0
- for (let lord of group) {
- n += get_lord_assets(lord, type)
- if (type === CART) {
- if (game.state === "command" || game.state === "march_laden")
- if (lord_has_capability(lord, AOW_LANCASTER_HAY_WAINS))
- n += get_lord_assets(lord, CART)
- }
- }
- return n
-}
-
-function count_group_ships() {
- let n = 0
- for (let lord of game.group) {
- n += count_lord_ships(lord)
- if (lord_has_capability(lord, AOW_YORK_GREAT_SHIPS) || lord_has_capability(lord, AOW_LANCASTER_GREAT_SHIPS))
- n += count_lord_ships(lord)
- }
- return n
-}
-
-function count_group_transport(group = game.group) {
- let n = 0
- for (let lord of group)
- n += count_lord_transport(lord)
- return n
-}
-
-function count_group_lords() {
- return game.group.length
-}
-
-// === STATE: VASSAL ===
-
-function set_vassal_lord_and_service(vassal, lord, service) {
- game.pieces.vassals[vassal] = lord + (service << 5)
-}
-
-function get_vassal_lord(vassal) {
- return game.pieces.vassals[vassal] & 31
-}
-
-function get_vassal_service(vassal) {
- return game.pieces.vassals[vassal] >> 5
-}
-
-function setup_vassals(excludes = []) {
- for (let x = first_vassal; x <= last_vassal; x++) {
- if (!excludes.includes(x) && data.vassals[x].capability === undefined) {
- set_vassal_lord_and_service(x, VASSAL_READY, 0)
- }
- }
-}
-
-function is_vassal_ready(x) {
- return get_vassal_lord(x) === VASSAL_READY
-}
-
-function is_vassal_mustered_with(x, lord) {
- return get_vassal_lord(x) === lord
-}
-
-function is_vassal_mustered_with_friendly_lord(x) {
- return is_friendly_lord(get_vassal_lord(x))
-}
-
-function is_vassal_mustered_with_york_lord(x) {
- return is_york_lord(get_vassal_lord(x))
-}
-
-function for_each_vassal_with_lord(lord, f) {
- for (let x = first_vassal; x <= last_vassal; x++)
- if (is_vassal_mustered_with(x, lord))
- f(x)
-}
-
-function count_vassals_with_lord(lord) {
- let n = 0
- for (let x = first_vassal; x <= last_vassal; x++)
- if (is_vassal_mustered_with(x, lord))
- ++n
- return n
-}
-
-function muster_vassal(vassal, lord) {
- if (data.vassals[vassal].service !== 0) {
- let service = current_turn() + data.vassals[vassal].service
- if (lord_has_capability(lord, AOW_YORK_ALICE_MONTAGU))
- service += 1
- set_vassal_lord_and_service(vassal, lord, service)
- } else {
- set_vassal_lord_and_service(vassal, lord, 0)
- }
-}
-
-function disband_vassal(vassal) {
- if (data.vassals[vassal].service > 0) {
- let new_turn = current_turn() + (6 - data.vassals[vassal].service)
- set_vassal_lord_and_service(vassal, VASSAL_CALENDAR, new_turn)
- log(`Disbanded V${vassal} to turn ${current_turn() + (6 - data.vassals[vassal].service)}.`)
- } else {
- // TODO: special vassals with no service marker!?
- set_vassal_lord_and_service(vassal, VASSAL_OUT_OF_PLAY, 0)
- log(`Disbanded V${vassal}.`)
- }
- if (vassal === VASSAL_HASTINGS) {
- discard_card_capability(AOW_YORK_HASTINGS)
- logi(`Hastings Discarded`)
- }
-}
-
-function pay_vassal(vassal) {
- if (current_turn() < 15)
- set_vassal_lord_and_service(vassal, get_vassal_lord(vassal), current_turn() + 1)
-}
-
-function rout_vassal(_lord, vassal) {
- set_add(game.battle.routed_vassals, vassal)
-}
-
-// === STATE: LOCALE ===
-
-function is_favour_friendly(loc) {
- if (game.active === YORK)
- return has_favoury_marker(loc)
- else
- return has_favourl_marker(loc)
-}
-
-function is_favour_enemy(loc, side) {
- if (side === LANCASTER)
- return has_favoury_marker(loc)
- else
- return has_favourl_marker(loc)
-}
-
-function has_favourl_marker(loc) {
- return set_has(game.pieces.favourl, loc)
-}
-
-function add_favourl_marker(loc) {
- set_add(game.pieces.favourl, loc)
-}
-
-function remove_favourl_marker(loc) {
- set_delete(game.pieces.favourl, loc)
-}
-
-function has_favoury_marker(loc) {
- return set_has(game.pieces.favoury, loc)
-}
-
-function add_favoury_marker(loc) {
- set_add(game.pieces.favoury, loc)
-}
-
-function remove_favoury_marker(loc) {
- set_delete(game.pieces.favoury, loc)
-}
-
-function shift_favour_away(loc) {
- if (game.active === YORK)
- shift_favour_toward_lancaster(loc)
- else
- shift_favour_toward_york(loc)
-}
-
-function shift_favour_toward(loc) {
- if (game.active === YORK)
- shift_favour_toward_york(loc)
- else
- shift_favour_toward_lancaster(loc)
-}
-
-function shift_favour_toward_york(loc) {
- if (has_favourl_marker(loc))
- remove_favourl_marker(loc)
- else
- add_favoury_marker(loc)
-}
-
-function shift_favour_toward_lancaster(loc) {
- if (has_favoury_marker(loc))
- remove_favoury_marker(loc)
- else
- add_favourl_marker(loc)
-}
-
-function set_favour_enemy(loc) {
- if (game.active === YORK) {
- remove_favoury_marker(loc)
- add_favourl_marker(loc)
- } else {
- remove_favourl_marker(loc)
- add_favoury_marker(loc)
- }
-}
-
-function has_exhausted_marker(loc) {
- return set_has(game.pieces.exhausted, loc)
-}
-
-function add_exhausted_marker(loc) {
- set_add(game.pieces.exhausted, loc)
-}
-
-function has_depleted_marker(loc) {
- return set_has(game.pieces.depleted, loc)
-}
-
-function add_depleted_marker(loc) {
- set_add(game.pieces.depleted, loc)
-}
-
-function remove_depleted_marker(loc) {
- set_delete(game.pieces.depleted, loc)
-}
-
-function remove_exhausted_marker(loc) {
- set_delete(game.pieces.exhausted, loc)
-}
-
-function refresh_locale(locale) {
- if (has_depleted_marker(locale)) {
- remove_depleted_marker(locale)
- }
- if (has_exhausted_marker(locale)) {
- remove_exhausted_marker(locale)
- add_depleted_marker(locale)
- }
-}
-
-function deplete_locale(loc) {
- if (has_depleted_marker(loc)) {
- remove_depleted_marker(loc)
- add_exhausted_marker(loc)
- } else {
- add_depleted_marker(loc)
- }
-}
-
-function is_neutral_locale(loc) {
- return !has_favourl_marker(loc) && !has_favoury_marker(loc)
-}
-
-function has_favour_in_locale(side, loc) {
- if (side === YORK)
- return has_favoury_marker(loc)
- else
- return has_favourl_marker(loc)
-}
-
-function is_friendly_locale(loc) {
- if (loc !== NOWHERE && loc < CALENDAR) {
- if (has_enemy_lord(loc))
- return false
- if (is_favour_friendly(loc))
- return true
- }
- return false
-}
-
-function is_adjacent_friendly_port_english_channel(loc) {
- for (let next of data.locales[loc].adjacent) {
- if (is_friendly_locale(next) && data.port_2.includes(next))
- return true
- }
-}
-
-// === STATE: LORD & LOCALE ===
-
-function is_lord_at_friendly_locale(lord) {
- return is_friendly_locale(get_lord_locale(lord))
-}
-
-function is_lord_in_wales(lord) {
- return is_wales(get_lord_locale(lord))
-}
-
-function is_lord_in_south(lord) {
- return is_south(get_lord_locale(lord))
-}
-
-function is_lord_in_north(lord) {
- return is_north(get_lord_locale(lord))
-}
-
-function has_friendly_lord(loc) {
- for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
- if (get_lord_locale(lord) === loc)
- return true
- return false
-}
-
-function has_enemy_lord(loc) {
- for (let lord = first_enemy_lord; lord <= last_enemy_lord; ++lord)
- if (get_lord_locale(lord) === loc)
- return true
- return false
-}
-
-function has_unbesieged_enemy_lord(loc) {
- for (let lord = first_enemy_lord; lord <= last_enemy_lord; ++lord)
- if (get_lord_locale(lord) === loc)
- return true
- return false
-}
-
-function is_lord_in_or_adjacent_to_north(lord) {
- let here = get_lord_locale(lord)
- if (is_north(here))
- return true
- for (let loc of data.locales[here].adjacent)
- if (is_north(loc))
- return true
- return false
-}
-
-function is_lord_in_or_adjacent_to_south(lord) {
- let here = get_lord_locale(lord)
- if (is_south(here))
- return true
- for (let loc of data.locales[here].adjacent)
- if (is_south(loc))
- return true
- return false
-}
-
-function is_lord_in_or_adjacent_to_wales(lord) {
- let here = get_lord_locale(lord)
- if (is_wales(here))
- return true
- for (let loc of data.locales[here].adjacent)
- if (is_wales(loc))
- return true
- return false
-}
-
-// Captain capability (lieutenant/marshall only if no other)
-function other_marshal_or_lieutenant(loc) {
- let here = loc
- let n = 0
- for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
- if (lord !== game.command) {
- if (get_lord_locale(lord) === here && (is_marshal(lord) || is_lieutenant(lord)))
- n += 1
- }
- if (n === 0)
- return false
- else
- return true
-}
-
-function has_adjacent_enemy(loc) {
- for (let next of data.locales[loc].adjacent)
- if (has_unbesieged_enemy_lord(next))
- return true
- return false
-}
-
-function has_adjacent_friendly(loc) {
- for (let next of data.locales[loc].adjacent)
- if (has_friendly_lord(next))
- return true
- return false
-}
-
-// === 1.4 INFLUENCE ===
-
-function reduce_influence(amt) {
- if (game.active === YORK)
- reduce_york_influence(amt)
- else
- reduce_lancaster_influence(amt)
-}
-
-function reduce_york_influence(amt) {
- game.influence += amt
-}
-
-function increase_york_influence(amt) {
- game.influence -= amt
-}
-
-function reduce_lancaster_influence(amt) {
- game.influence -= amt
-}
-
-function increase_lancaster_influence(amt) {
- game.influence += amt
-}
-
-// Bonus score but still maxed at 5
-function influence_capabilities(lord, score) {
- let here = get_lord_locale(game.group)
- if (game.active === YORK && is_event_in_play(EVENT_YORK_YORKIST_PARADE))
- score += 2
- if (game.active === YORK && is_event_in_play(EVENT_YORK_PRIVY_COUNCIL))
- score += 1
- if (game.state === "parley" && ((is_event_in_play(EVENT_YORK_RICHARD_OF_YORK) && game.active === YORK) || lord_has_capability(game.group, AOW_LANCASTER_IN_THE_NAME_OF_THE_KING)))
- score += 1
- if (get_lord_locale(LORD_MARGARET) === here && lord_has_capability(game.group, AOW_LANCASTER_LOYAL_SOMERSET))
- score += 1
- if (lord_has_capability(lord, AOW_YORK_YORKS_FAVOURED_SON))
- score += 1
- if (
- get_lord_locale(LORD_WARWICK_L) === here &&
- lord_has_capability(game.group, AOW_LANCASTER_MARRIED_TO_A_NEVILLE) &&
- is_friendly_locale(here)
- )
- score += 2
- if (has_favoury_marker(here) && lord_has_capability(lord, AOW_YORK_FAIR_ARBITER))
- score += 1
- if (lord_has_capability(lord, AOW_YORK_FALLEN_BROTHER) && !is_lord_in_play(LORD_CLARENCE))
- score += 2
-
- return score
-}
-
-// Cards that allows automatic success
-function automatic_success(lord, score) {
-
- if (lord_has_capability(lord, AOW_LANCASTER_TWO_ROSES))
- score = 6
- if (game.active === LANCASTER
- && is_event_in_play(EVENT_LANCASTER_THE_EARL_OF_RICHMOND)
- && game.state === "levy_muster_vassal")
- score = 6
- if (game.active === LANCASTER
- && game.flags.parliament_votes === 1
- && game.state === "parley")
- score = 6
- if (game.active === YORK
- && game.flags.jack_cade > 0
- && game.state === "parley")
- score = 6
- if (game.active === YORK
- && game.flags.succession === 1
- && game.state === "parley")
- score = 6
- if (is_campaign_phase()
- && game.command === LORD_DEVON
- && get_lord_locale(LORD_DEVON) === LOC_EXETER
- && is_event_in_play(EVENT_YORK_DORSET)
- && game.state === "parley")
- score = 6
-
- return score
-}
-
-// Initiate influence check with cards influencing the cost overriding all others
-// (even automatic at no cost)
-function init_influence_check(lord) {
- game.check = []
- game.check.push({ cost: 1, modifier: 0, source: "base" })
- game.check.push({ cost: 0, modifier: data.lords[lord].influence, source: "lord" })
- if (game.active === LANCASTER
- && is_event_in_play(EVENT_YORK_AN_HONEST_TALE_SPEEDS_BEST)
- && game.state === "parley"){
- game.check.push({ cost: 1, modifier: 0, source:"An Honest tale speeds best"})
- }
- if (game.active === LANCASTER
- && is_event_in_play(EVENT_LANCASTER_PARLIAMENT_VOTES)
- && game.flags.parliament_votes === 1
- && game.state === "parley") {
- game.check.push({ cost: -1, modifier: 0, source:"Parliament Votes"})
- }
- if (game.active === YORK
- && is_event_in_play(EVENT_YORK_SUCCESSION)
- && game.flags.succession === 1
- && game.state === "parley") {
- game.check.push({ cost: -1, modifier: 0, source:"Succession"})
- }
-}
-
-function end_influence_check() {
- game.check = 0
-}
-
-function count_influence_score() {
- let score = game.check.reduce((p, c) => p + c.modifier, 0)
-
- let lord = 0
- if (is_levy_phase())
- lord = game.who
- if (is_campaign_phase())
- lord = game.command
-
- if (score > 5)
- score = 5
- if (score < 1)
- score = 1
-
- score = automatic_success(lord, score)
-
- return score
-}
-
-function count_influence_cost() {
- if (game.state === "parley") {
- if (is_campaign_phase()) {
- if (game.command === LORD_DEVON && get_lord_locale(LORD_DEVON) === LOC_EXETER && is_event_in_play(EVENT_YORK_DORSET))
- return 0
- }
- if (is_levy_phase()) {
- if (game.flags.jack_cade > 0)
- return 0
- }
- }
- return game.check.reduce((p, c) => p + c.cost, 0)
-}
-
-function do_influence_check() {
- reduce_influence(count_influence_cost())
- let rating = count_influence_score()
- let roll = roll_die()
- let success
-
- if (roll === 1 || rating === 6)
- success = true
- else if (roll === 6)
- success = false
- else
- success = roll <= rating
-
- // TODO: print log message here instead of returning object
- return { success: success, rating: rating, roll: roll }
-}
-
-function add_influence_check_modifier_1() {
- game.check.push({ cost: 1, modifier: 1, source: "add" })
-}
-
-function add_influence_check_modifier_2() {
- game.check.push({ cost: 3, modifier: 2, source: "add" })
-}
-
-function add_influence_check_distance(distance) {
- let idx = game.check.findIndex(i => i.source === "distance")
-
- if (idx !== NOTHING)
- game.check.splice(idx, 1)
-
- game.check.push({ cost: distance, modifier: 0, source: "distance" })
-}
-
-function prompt_influence_check() {
- if (!game.check.some(c => c.source === "add")) {
- view.actions.spend1 = 1
- view.actions.spend3 = 1
- }
- if (game.where !== NOWHERE)
- gen_action_locale(game.where)
- view.actions.check = 1
-
- view.prompt += `Cost: ${count_influence_cost()} - Range (${range(count_influence_score())})`
-}
-
-// === 2.0 SETUP ===
-
-function goto_setup_lords() {
- // setup will be used in some scenarios
- end_setup_lords()
-}
-
-states.setup_lords = {
- inactive: "Set up Lords",
- prompt() {
- view.prompt = "Set up your Lords."
- let done = true
- if (done) {
- view.prompt += " All done."
- view.actions.end_setup = 1
- }
- },
- end_setup() {
- end_setup_lords()
- },
-}
-
-function end_setup_lords() {
- clear_lords_moved()
- set_active_enemy()
- if (game.active === P1) {
- log_h1("Levy " + current_turn_name())
- goto_levy_arts_of_war_first()
- }
-}
-
-// === 3.1 LEVY: ARTS OF WAR (FIRST TURN) ===
-
-function discard_card_capability(c) {
- log(`${game.active} discarded C${c}.`)
-}
-
-function discard_card_event(c) {
- log(`${game.active} discarded E${c}.`)
-}
-
-function goto_levy_arts_of_war_first() {
- if (game.active === YORK)
- log_h2("York Arts of War")
- else
- log_h2("Lancaster Arts of War")
- game.state = "levy_arts_of_war_first"
- game.what = draw_two_cards()
-}
-
-function resume_levy_arts_of_war_first() {
- if (game.what.length === 0)
- end_levy_arts_of_war_first()
-}
-
-states.levy_arts_of_war_first = {
- inactive: "Arts of War",
- prompt() {
- let c = game.what[0]
- view.arts_of_war = game.what
- view.what = c
- let discard = true
- for (let lord of data.cards[c].lords) {
- if (is_lord_on_map(lord) && !lord_already_has_capability(lord, c)) {
- gen_action_lord(lord)
- discard = false
- }
- }
- if (discard) {
- view.prompt = `Arts of War: Discard ${data.cards[c].capability}.`
- view.actions.discard = 1
- } else {
- view.prompt = `Arts of War: Assign ${data.cards[c].capability} to a Lord.`
- }
- },
- lord(lord) {
- push_undo()
- let c = game.what.shift()
- log(`${game.active} deployed Capability.`)
- add_lord_capability(lord, c)
- capability_muster_effects(lord, c)
- resume_levy_arts_of_war_first()
- },
- discard() {
- push_undo()
- let c = game.what.shift()
- discard_card_capability(c)
- resume_levy_arts_of_war_first()
- },
-}
-
-function end_levy_arts_of_war_first() {
- game.what = NOTHING
- set_active_enemy()
- if (game.active === P2)
- goto_levy_arts_of_war_first()
- else
- goto_levy_muster()
-}
-
-// === 3.1 LEVY: ARTS OF WAR ===
-
-function goto_levy_arts_of_war() {
- if (game.active === YORK)
- log_h2("York Arts of War")
- else
- log_h2("Lancaster Arts of War")
- game.what = draw_two_cards()
- resume_levy_arts_of_war()
-}
-
-function resume_levy_arts_of_war() {
- game.state = "levy_arts_of_war"
- if (game.what.length === 0)
- end_levy_arts_of_war()
-}
-
-states.levy_arts_of_war = {
- inactive: "Arts of War",
- prompt() {
- let c = game.what[0]
- view.arts_of_war = [ c ]
- view.what = c
- switch (data.cards[c].when) {
- case "this_levy":
- case "this_campaign":
- case "now":
- view.prompt = `Arts of War: Play ${data.cards[c].event}.`
- view.actions.play = 1
- break
- case "hold":
- view.prompt = `Arts of War: Hold ${data.cards[c].event}.`
- view.actions.hold = 1
- break
- case "never":
- view.prompt = `Arts of War: Discard ${data.cards[c].event}.`
- view.actions.discard = 1
- break
- }
- },
- play() {
- let c = game.what.shift()
- log(`${game.active} played E${c}.`)
- goto_immediate_event(c)
- },
- hold() {
- let c = game.what.shift()
- log(`${game.active} Held Event.`)
- if (game.active === YORK)
- set_add(game.hand_y, c)
- else
- set_add(game.hand_l, c)
- resume_levy_arts_of_war()
- },
- discard() {
- let c = game.what.shift()
- discard_card_event(c)
- resume_levy_arts_of_war()
- },
-}
-
-function end_levy_arts_of_war() {
- game.what = NOTHING
- set_active_enemy()
- if (game.active === P2)
- goto_levy_arts_of_war()
- else
- goto_pay()
-}
-
-// === 3.2 LEVY: PAY ===
-
-function reset_unpaid_lords() {
- for (let lord = first_friendly_lord; lord <= last_friendly_lord; lord++) {
- if (is_lord_unfed(lord)) {
- set_lord_unfed(lord, Math.ceil(count_lord_all_forces(lord) / 6))
- }
- }
-}
-
-function goto_pay() {
- log_br()
- let n = 0
- for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
- let here = get_lord_locale(lord)
- if (is_lord_on_map(lord) &&
- !is_lord_on_calendar(lord) &&
- lord_has_capability(lord, AOW_LANCASTER_MADAME_LA_GRANDE) &&
- (((is_friendly_locale(here)) && data.port_2.includes(here)) ||
- is_adjacent_friendly_port_english_channel(here))) {
- add_lord_assets(lord, COIN, 1)
- }
- if (
- game.active === LANCASTER &&
- is_lord_on_map(lord) &&
- lord_has_capability(LORD_NORTHUMBERLAND_L, AOW_LANCASTER_PERCYS_POWER) &&
- is_lord_in_north(LORD_NORTHUMBERLAND_L) &&
- is_lord_in_north(lord)
- ) {
- set_lord_unfed(lord, 0)
- } else {
- n = Math.ceil(count_lord_all_forces(lord) / 6)
- set_lord_unfed(lord, n)
- }
- }
- game.state = "pay"
-}
-
-states.pay = {
- inactive: "Pay",
- prompt() {
- view.prompt = "Pay: You must Pay your Lord's Troops"
- let done = true
-
- // Pay from own mat
- if (done) {
- for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
- if (is_lord_unfed(lord)) {
- if (get_lord_assets(lord, COIN) > 0) {
- gen_action_coin(lord)
- done = false
- }
- }
- }
- }
-
- // Sharing
- if (done) {
- view.prompt = "Pay: You must Pay Lords with Shared Coin."
- for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
- if (is_lord_unfed(lord) && can_pay_from_shared(lord)) {
- gen_action_lord(lord)
- done = false
- }
- }
- }
-
- // Pillage
- if (done) {
- view.prompt = "Pay: You must Pillage and/or Disband."
- for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
- if (is_lord_unfed(lord)) {
- view.actions.pillage = 1
- done = false
- }
- }
- }
-
- // All done!
- if (done) {
- view.prompt = "Pay: All done."
- view.actions.end_pay = 1
- }
- },
- coin(lord) {
- push_undo()
- add_lord_assets(lord, COIN, -1)
- pay_lord(lord)
- },
- lord(lord) {
- push_undo()
- game.who = lord
- game.state = "pay_lord_shared"
- },
- pillage() {
- push_undo()
- reset_unpaid_lords()
- goto_pillage_coin()
- },
- end_pay() {
- end_pay()
- },
- card: action_held_event,
-}
-
-states.pay_lord_shared = {
- inactive: "Pay",
- prompt() {
- view.prompt = `Pay: You must Feed ${lord_name[game.who]} with Shared Coin.`
- let loc = get_lord_locale(game.who)
- for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
- if (get_lord_locale(lord) === loc) {
- if (get_lord_assets(lord, COIN) > 0)
- gen_action_coin(lord)
- }
- }
- },
- coin(lord) {
- push_undo()
- add_lord_assets(lord, COIN, -1)
- pay_lord(game.who)
- resume_pay_lord_shared()
- },
-}
-
-function resume_pay_lord_shared() {
- if (!is_lord_unfed(game.who) || !can_pay_from_shared(game.who)) {
- game.who = NOBODY
- game.state = "pay"
- }
-}
-
-function end_pay() {
- game.who = NOBODY
- set_active_enemy()
- if (game.active === P2) {
- goto_pay()
- } else
- goto_pay_lords()
-}
-
-// === 3.2.1 PAY TROOPS (PILLAGE) ===
-
-function goto_pillage_food() {
- push_state("pillage")
- game.what = PROV
-}
-
-function goto_pillage_coin() {
- push_state("pillage")
- game.what = COIN
-}
-
-function can_pillage(loc) {
- return !is_exile(loc) && !has_exhausted_marker(loc)
-}
-
-states.pillage = {
- inactive: "Pillage",
- prompt() {
- view.prompt = `Pillage: Pillage the locales where your ${game.what === PROV ? "unfed" : "unpaid"} lords are.`
-
- let done = true
- for (let x = first_friendly_lord; x <= last_friendly_lord; x++) {
- if (is_lord_on_map(x) && is_lord_unfed(x) && can_pillage(get_lord_locale(x))) {
- gen_action_locale(get_lord_locale(x))
- done = false
- }
- }
-
- if (done) {
- view.prompt = `Pillage: Unable to Pillage, you must disband your ${game.what === PROV ? "unfed" : "unpaid"} lords.`
- for (let x = first_friendly_lord; x <= last_friendly_lord; x++) {
- if (is_lord_on_map(x) && is_lord_unfed(x)) {
- gen_action_lord(x)
- done = false
- }
- }
- }
-
- if (done) {
- view.prompt = `Pillage: Done.`
- view.actions.done = 1
- }
- },
- locale(loc) {
- game.where = loc
- game.state = "pillage_locale"
- },
- lord(lord) {
- disband_influence_penalty(lord)
- disband_lord(lord)
- },
- done() {
- pop_state()
- },
-}
-
-states.pillage_locale = {
- inactive: "Pillage",
- prompt() {
- view.prompt = `Pillage: Choose Lord to Pillage ${data.locales[game.where].name}.`
-
- for (let x = first_friendly_lord; x <= last_friendly_lord; x++) {
- if (get_lord_locale(x) === game.where && is_lord_unfed(x)) {
- gen_action_lord(x)
- }
- }
- },
- lord(lord) {
- // Pillage
- // Same values as Taxing.
- let num = get_tax_amount(game.where, lord)
- add_lord_assets(lord, COIN, num)
- add_lord_assets(lord, PROV, num)
- reduce_influence(4 * num)
-
- add_exhausted_marker(game.where)
- set_favour_enemy(game.where)
- for (let next of data.locales[game.where].adjacent)
- shift_favour_away(next)
-
- game.state = "pillage"
- game.where = NOWHERE
- },
-}
-
-// === 3.2.2 PAY LORDS ===
-
-function has_friendly_lord_who_must_pay_troops() {
- for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
- if (is_lord_unfed(lord))
- return true
- return false
-}
-
-function goto_pay_lords() {
- for (let lord = first_friendly_lord; lord <= last_friendly_lord; lord++) {
- if (is_lord_on_map(lord))
- set_lord_unfed(lord, 1)
- }
-
- if (has_friendly_lord_who_must_pay_troops()) {
- game.count = 0
- game.who = NOBODY
- game.state = "pay_lords"
- } else {
- end_pay_lords()
- }
-}
-
-function end_pay_lords() {
- set_active_enemy()
-
- if (game.active === P2)
- goto_pay_lords()
- else
- goto_pay_vassals()
-}
-
-states.pay_lords = {
- inactive: "Pay Lords",
- prompt() {
- view.prompt = "Pay Lords in Influence or Disband them."
- prompt_held_event()
- if (game.who === NOBODY) {
- let done = true
- for (let lord = first_friendly_lord; lord <= last_friendly_lord; lord++) {
- if (is_lord_on_map(lord) && is_lord_unfed(lord)) {
- gen_action_lord(lord)
- done = false
- }
- }
- if (!done)
- view.actions.pay_all = 1
- if (done)
- view.actions.done = 1
- } else {
- view.actions.disband = 1
- view.actions.pay = 1
- }
- },
- lord(lord) {
- push_undo()
- game.who = lord
- },
- disband() {
- disband_lord(game.who)
- game.who = NOBODY
- },
- pay() {
- reduce_influence(is_exile(get_lord_locale(game.who)) ? 2 : 1)
- set_lord_moved(game.who, 0)
- game.who = NOBODY
- },
- pay_all() {
- push_undo()
- for (let lord = first_friendly_lord; lord <= last_friendly_lord; lord++) {
- if (is_lord_on_map(lord) && is_lord_unfed(lord)) {
- reduce_influence(is_exile(get_lord_locale(lord)) ? 2 : 1)
- set_lord_moved(lord, 0)
- }
- }
- },
- card: action_held_event,
- done() {
- end_pay_lords()
- },
-}
-
-// === 3.2.3 PAY VASSALS ===
-
-function goto_pay_vassals() {
- let vassal_to_pay = false
-
- for (let v = first_vassal; v <= last_vassal; v++) {
- if (
- is_vassal_mustered_with_friendly_lord(v) &&
- get_vassal_service(v) === current_turn()
- ) {
- vassal_to_pay = true
- }
- }
- if (vassal_to_pay) {
- game.state = "pay_vassals"
- game.what = NOBODY
- } else {
- end_pay_vassals()
- }
-}
-
-function end_pay_vassals() {
- set_active_enemy()
-
- if (game.active === P1) {
- goto_muster_exiles()
- } else {
- goto_pay_vassals()
- }
-}
-
-states.pay_vassals = {
- inactive: "Pay Vassals",
- prompt() {
- let done = true
- view.prompt = "You may pay or disband vassals in the next calendar box."
- if (game.what === NOBODY) {
- for (let v = first_vassal; v <= last_vassal; v++) {
- if (
- is_vassal_mustered_with_friendly_lord(v) &&
- get_vassal_service(v) === current_turn()
- ) {
- gen_action_vassal(v)
- done = false
- }
- }
-
- if (done) {
- view.actions.done = 1
- }
- if (!done)
- view.actions.pay_all = 1
- } else {
- view.actions.pay = 1
- view.actions.disband = 1
- }
- },
- vassal(v) {
- push_undo()
- game.what = v
- },
- pay() {
- push_undo()
- pay_vassal(game.what)
- reduce_influence(1)
- game.what = NOBODY
- },
- pay_all() {
- push_undo()
- for (let v = first_vassal; v <= last_vassal; v++) {
- if (is_vassal_mustered_with_friendly_lord(v)
- && get_vassal_service(v) === current_turn()) {
- pay_vassal(v)
- reduce_influence(1)
- game.what = NOBODY
- }
- }
- },
- disband() {
- push_undo()
- disband_vassal(game.what)
- game.what = NOBODY
- },
- done() {
- end_pay_vassals()
- },
-}
-
-// === 3.2.4 DISBAND ===
-
-function disband_lord(lord, permanently = false) {
- let turn = current_turn()
- let extra = 6
-
- if (permanently) {
- log(`Removed L${lord}.`)
- set_lord_locale(lord, NOWHERE)
- } else if (lord_has_capability(lord, AOW_YORK_ENGLAND_IS_MY_HOME)) {
- set_lord_calendar(lord, turn + (extra - data.lords[lord].influence))
- log(`Disbanded L${lord} to turn ${current_turn() + 1}.`)
- }
- else {
- set_lord_calendar(lord, turn + (extra - data.lords[lord].influence))
- log(`Disbanded L${lord} to turn ${get_lord_calendar(lord)}.`)
- }
-
- discard_lord_capability_n(lord, 0)
- discard_lord_capability_n(lord, 1)
-
- for (let x = 0; x < ASSET_TYPE_COUNT; ++x)
- set_lord_assets(lord, x, 0)
-
- for (let x = 0; x < FORCE_TYPE_COUNT; ++x) {
- set_lord_forces(lord, x, 0)
- if (get_lord_routed_forces(lord, x) > 0) {
- set_lord_routed_forces(lord, x, 0)
- }
- }
-
- set_lord_moved(lord, 0)
-
- for_each_vassal_with_lord(lord, v => {
- disband_vassal(v)
- })
-}
-
-// === 3.3.1 MUSTER EXILES ===
-
-function goto_muster_exiles() {
- for (let x = first_friendly_lord; x <= last_friendly_lord; x++) {
- if ((get_lord_locale(x) === current_turn() + CALENDAR && get_lord_in_exile(x))
- || (is_lancaster_lord(x) && is_lord_on_calendar((get_lord_locale(x)) && get_lord_in_exile(x) && is_event_in_play(EVENT_LANCASTER_BE_SENT_FOR)))) {
- game.state = "muster_exiles"
- return
- }
- }
- end_muster_exiles()
-}
-
-function end_muster_exiles() {
- set_active_enemy()
-
- if (game.active === P1) {
- if (!check_disband_victory()) {
- goto_ready_vassals()
- }
- } else {
- goto_muster_exiles()
- }
-}
-
-states.muster_exiles = {
- inactive: "Muster Exiles",
- prompt() {
- view.prompt = "Muster Exiled Lords."
- let done = true
-
- if (game.who === NOBODY) {
- for (let x = first_friendly_lord; x <= last_friendly_lord; x++) {
- if ((get_lord_locale(x) === current_turn() + CALENDAR && get_lord_in_exile(x))
- || (is_lancaster_lord(x) && is_lord_on_calendar((get_lord_locale(x)) && get_lord_in_exile(x) && is_event_in_play(EVENT_LANCASTER_BE_SENT_FOR)))) {
- gen_action_lord(x)
- done = false
- }
- }
- } else {
- for (let loc of data.exile_boxes)
- if (has_favour_in_locale(game.active, loc))
- gen_action_locale(loc)
- }
-
- if (done) {
- view.actions.done = true
- }
- },
- lord(lord) {
- game.who = lord
- },
- locale(loc) {
- muster_lord_in_exile(game.who, loc)
- game.who = NOBODY
- },
- done() {
- end_muster_exiles()
- },
-}
-
-function muster_lord_in_exile(lord, exile_box) {
- remove_lord_from_exile(lord)
- muster_lord(lord, exile_box)
-}
-
-// === 3.3.2 READY VASSALS ===
-
-function goto_ready_vassals() {
- for (let vassal = first_vassal; vassal <= last_vassal; vassal++) {
- if (get_vassal_service(vassal) === current_turn()) {
- set_vassal_lord_and_service(vassal, VASSAL_READY, 0)
- }
- }
-
- goto_levy_muster()
-}
-
-// === 3.4 MUSTER ===
-
-function reset_flags_for_muster() {
- // to avoid some flags affecting campaign
- game.flags.jack_cade = 0
- game.flags.parliament_votes = 0
-}
-
-function goto_levy_muster() {
- for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
- clear_lords_moved()
- // additionnal free specific actions
- if (lord_has_capability(lord, AOW_LANCASTER_THOMAS_STANLEY))
- game.flags.free_levy = 1
- if (is_event_in_play(EVENT_LANCASTER_MY_CROWN_IS_IN_MY_HEART))
- game.flags.free_parley_henry = 2
- if (is_event_in_play(EVENT_YORK_GLOUCESTER_AS_HEIR))
- game.flags.free_parley_gloucester = 3
- if (is_event_in_play(EVENT_YORK_LOYALTY_AND_TRUST))
- game.flags.loyalty_and_trust = 1
- }
- if (game.active === YORK)
- log_h2("York Muster")
- else
- log_h2("Lancaster Muster")
-
- game.state = "levy_muster"
-}
-
-function end_levy_muster() {
- clear_lords_moved()
- set_active_enemy()
- if (game.active === P2)
- goto_levy_muster()
- else
- goto_levy_discard_events()
-}
-
-function can_lord_muster(lord) {
- // already mustered (except free levy)! TODO : re-check parley henry if ships are levied and at exile
- if (get_lord_moved(lord)
- && (game.flags.free_levy !== 1 || lord !== LORD_HENRY_TUDOR)
- && (game.flags.free_parley_henry === 0 || lord !== LORD_HENRY_VI || (lord === LORD_HENRY_VI && !can_action_parley_levy()))
- && (game.flags.free_parley_gloucester === 0 || (lord !== LORD_GLOUCESTER_1 || lord !== LORD_GLOUCESTER_2)))
- return false
-
- // must be on map
- if (is_lord_on_map(lord)) {
- // can use lordship
- if (is_lord_at_friendly_locale(lord))
- return true
- // can only parley
- if (can_parley_at(get_lord_locale(lord)))
- return true
- }
- return false
-}
-
-function has_locale_to_muster(lord) {
- // Can muster at own seat without enemy lord.
- if (!has_enemy_lord(data.lords[lord].seat))
- return true
-
- // Else, can muster at any friendly seat (of a friendly lord who is also in play)
- for (let other = first_friendly_lord; other <= last_friendly_lord; other++)
- if (is_lord_in_play(other) && is_friendly_locale(data.lords[other].seat))
- return true
-
- // Tough luck!
- return false
-}
-
-states.levy_muster = {
- inactive: "Muster",
- prompt() {
- view.prompt = "Levy: Muster with your Lords."
-
- prompt_held_event()
- let done = true
- for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
- if (can_lord_muster(lord)) {
- gen_action_lord(lord)
- done = false // ???
- }
- }
- if (done) {
- view.prompt += ""
- view.actions.end_muster = 1
- }
- },
- lord(lord) {
- push_undo()
- log(`Mustered with L${lord}.`)
- push_state("levy_muster_lord")
- game.who = lord
- game.count = data.lords[lord].lordship
- reset_flags_for_muster()
- lordship_effects(lord)
- },
- end_muster() {
- end_levy_muster()
- },
-
- card: action_held_event,
-}
-
-function resume_levy_muster_lord() {
- game.state = "levy_muster_lord"
- --game.count
-
- // muster over only if the lord has not spend their free levy actions
- if (game.count === 0 && game.flags.jack_cade === 0 && game.flags.free_levy === 0 && can_add_troops(game.who, get_lord_locale(game.who))) {
- set_lord_moved(game.who, 1)
- pop_state()
- }
-}
-
-states.levy_muster_lord = {
- inactive: "Muster",
- prompt() {
- if (game.count === 1)
- view.prompt = `Levy: ${lord_name[game.who]} has ${game.count} action.`
- else
- view.prompt = `Levy: ${lord_name[game.who]} has ${game.count} actions.`
-
- let here = get_lord_locale(game.who)
-
- if (is_friendly_locale(here)) {
- if (game.count > 0) {
- // Roll to muster Ready Lord at Seat
- for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
- if (is_lord_ready(lord) && has_locale_to_muster(lord))
- gen_action_lord(lord)
- }
-
- // Muster Ready Vassal Forces
- for (let vassal = first_vassal; vassal <= last_vassal; vassal++)
- if (eligible_vassal(vassal))
- gen_action_vassal(vassal)
-
- // Add Transport
- if (is_seaport(here) && get_lord_assets(game.who, SHIP) < 2)
- view.actions.take_ship = 1
-
- if (can_add_transport(game.who, CART))
- view.actions.take_cart = 1
-
- if (can_add_troops(game.who, here))
- view.actions.levy_troops = 1
-
- // Add Capability
- if (can_add_lord_capability(game.who))
- view.actions.capability = 1
-
- if (can_action_parley_levy())
- view.actions.parley = 1
-
- if (can_add_troops_beloved_warwick(game.who, here))
- view.actions.levy_beloved_warwick = 1
-
- if (can_add_troops_irishmen(game.who, here))
- view.actions.levy_irishmen = 1
-
- if (can_add_troops_sof(game.who, here))
- view.actions.soldiers_of_fortune = 1
-
- if (can_add_troops_coa(game.who, here))
- view.actions.commission_of_array = 1
- }
-
- if (game.count === 0 && lord_has_capability(game.who, AOW_LANCASTER_THOMAS_STANLEY) && can_add_troops(game.who, here)) {
- view.actions.levy_troops = 1
- }
- // Rising wages event
- if (is_event_in_play(EVENT_LANCASTER_RISING_WAGES) && !can_pay_from_shared(game.who)) {
- view.actions.levy_troops = 0
- }
- if (game.count === 0 && game.flags.free_parley_henry > 0 && game.who === LORD_HENRY_VI) {
- view.actions.parley = 1
- }
- if (game.count === 0 && game.flags.free_parley_gloucester > 0 && (game.who === LORD_GLOUCESTER_2 || game.who === LORD_GLOUCESTER_1)) {
- view.actions.parley = 1
- }
- if (game.count === 0 && game.flags.jack_cade > 0) {
- view.actions.parley = 1
- }
-
- } else {
- // Can only Parley if locale is not friendly.
- if (game.count > 0) {
- if (can_action_parley_levy())
- view.actions.parley = 1
- }
- }
-
- if (is_event_in_play(EVENT_YORK_LOYALTY_AND_TRUST) && game.flags.loyalty_and_trust) {
- view.actions.loyalty_and_trust = 1
- }
-
- view.actions.done = 1
- },
-
- lord(other) {
- push_undo()
- goto_levy_muster_lord_attempt(other)
- },
-
- vassal(vassal) {
- push_undo()
- game.which = vassal
- goto_levy_muster_vassal(vassal)
- },
-
- take_ship() {
- push_undo()
- if (check_naval_blockade("levy ship", get_lord_locale(game.who))) {
- roll_naval_blockade()
- }
- else {
- push_the_kings_name()
- add_lord_assets(game.who, SHIP, 1)
- goto_the_kings_name("Levy Ship")
- }
- },
-
- take_cart() {
- push_undo()
- push_the_kings_name()
- add_lord_assets(game.who, CART, 2)
- goto_the_kings_name("Levy Cart")
- },
-
- levy_troops() {
- push_undo()
- push_the_kings_name()
-
- if (is_event_in_play(EVENT_LANCASTER_RISING_WAGES) && game.active === YORK) {
- goto_rising_wages()
- return
- }
-
- do_levy_troops()
- },
-
- levy_beloved_warwick() {
- push_undo()
- push_the_kings_name()
- add_lord_forces(game.who, MILITIA, 5)
- goto_the_kings_name("Beloved Warwick")
- },
-
- levy_irishmen() {
- push_undo()
- push_the_kings_name()
- add_lord_forces(game.who, MILITIA, 5)
- goto_the_kings_name("Irishmen")
- },
-
- soldiers_of_fortune() {
- push_undo()
- push_the_kings_name()
- set_lord_unfed(game.who, 1)
- push_state("soldiers_of_fortune")
- },
-
- commission_of_array() {
- push_undo()
- push_the_kings_name()
- game.state = "commission_of_array"
- },
-
- capability() {
- push_undo()
- push_the_kings_name()
- game.state = "muster_capability"
- },
-
- parley() {
- push_undo()
- push_the_kings_name()
- goto_parley()
- },
-
- loyalty_and_trust() {
- push_undo()
- game.count += 3
- game.flags.loyalty_and_trust = 0
- },
-
- done() {
- set_lord_moved(game.who, 1)
- pop_state()
- },
-}
-
-// Check if the levy troops is at vassal seat
-function chamberlains_eligible_levy(locale) {
- for (let vassal = first_vassal; vassal <= last_vassal; ++vassal)
- if (is_vassal_mustered_with(vassal, game.who) && lord_has_capability(game.who, AOW_LANCASTER_CHAMBERLAINS)) {
- if (locale === data.vassals[vassal].seat)
- return true
- }
-}
-
-function do_levy_troops() {
- let here = get_lord_locale(game.who)
- if (
- !lord_has_capability(game.who, AOW_LANCASTER_QUARTERMASTERS) &&
- !lord_has_capability(game.who, AOW_YORK_WOODWILLES) &&
- !chamberlains_eligible_levy(here)
- )
- deplete_locale(here)
-
- let here_type = data.locales[here].type
- switch (here_type) {
- case "calais":
- add_lord_forces(game.who, MEN_AT_ARMS, 2)
- add_lord_forces(game.who, LONGBOWMEN, 1)
- break
- case "london":
- add_lord_forces(game.who, MEN_AT_ARMS, 1)
- add_lord_forces(game.who, LONGBOWMEN, 1)
- add_lord_forces(game.who, MILITIA, 1)
- break
- case "harlech":
- add_lord_forces(game.who, MEN_AT_ARMS, 1)
- add_lord_forces(game.who, LONGBOWMEN, 2)
- break
- case "city":
- add_lord_forces(game.who, LONGBOWMEN, 1)
- add_lord_forces(game.who, MILITIA, 1)
- break
- case "town":
- add_lord_forces(game.who, MILITIA, 2)
- break
- case "fortress":
- add_lord_forces(game.who, MEN_AT_ARMS, 1)
- add_lord_forces(game.who, MILITIA, 1)
- break
- }
- if (game.flags.free_levy === 1) {
- ++game.count
- game.flags.free_levy = 0
- }
-
- if (is_event_in_play(EVENT_YORK_THE_COMMONS) && is_york_lord(game.who)) {
- goto_the_commons()
- } else {
- goto_the_kings_name("Levy Troops")
- }
-}
-
-// === 3.4.2 LEVY LORD ===
-
-function goto_levy_muster_lord_attempt(lord) {
- game.what = lord
- push_state("levy_muster_lord_attempt")
- init_influence_check(game.who)
-}
-
-states.levy_muster_lord_attempt = {
- inactive: "Levy Lord",
- prompt() {
- view.prompt = `Levy Lord ${lord_name[game.what]}. `
-
- prompt_influence_check()
- },
- spend1: add_influence_check_modifier_1,
- spend3: add_influence_check_modifier_2,
- check() {
- let results = do_influence_check()
- end_influence_check()
-
- log(`Attempt to levy L${game.what} ${results.success ? "Successful" : "Failed"}: (${range(results.rating)}) ${results.success ? HIT[results.roll] : MISS[results.roll]}`)
-
- if (results.success) {
- game.who = game.what
- pop_state()
- push_state("muster_lord_at_seat")
- }
- else {
- pop_state()
- resume_levy_muster_lord()
- }
- },
-}
-
-states.muster_lord_at_seat = {
- inactive: "Muster",
- prompt() {
- view.prompt = `Muster: Select Locale for ${lord_name[game.who]}.`
- let found = false
- let seat = data.lords[game.who].seat
- if (!has_enemy_lord(seat)) {
- gen_action_locale(seat)
- found = true
- }
-
- if (!found) {
- for (let lord = first_friendly_lord; lord <= last_friendly_lord; lord++) {
- if ((is_lord_on_map(lord) || is_lord_on_calendar(lord)) && is_friendly_locale(data.lords[lord].seat)) {
- gen_action_locale(data.lords[lord].seat)
- }
- }
- }
- },
- locale(loc) {
- push_undo()
-
- set_lord_moved(game.who, 1)
- muster_lord(game.who, loc)
- if (game.active === YORK) {
- add_favoury_marker(loc)
- remove_favourl_marker(loc)
- } else {
- add_favourl_marker(loc)
- remove_favoury_marker(loc)
- }
-
- pop_state()
- goto_the_kings_name("Levy Lord")
- },
-}
-
-// === 3.4.3 LEVY VASSAL ===
-
-function eligible_vassal(vassal) {
- if (!is_vassal_ready(vassal)) {
- return false
- }
- if (
- !is_favour_friendly(data.vassals[vassal].seat) &&
- (game.who !== LORD_HENRY_TUDOR || !is_event_in_play(EVENT_LANCASTER_MARGARET_BEAUFORT))
- ) {
- return false
- }
- if (!is_favour_friendly(data.vassals[vassal].seat))
- return false
- if (
- game.active === LANCASTER &&
- is_event_in_play(EVENT_YORK_YORKISTS_BLOCK_PARLIAMENT) &&
- !(is_event_in_play(EVENT_LANCASTER_MARGARET_BEAUFORT) && !is_event_in_play(EVENT_LANCASTER_THE_EARL_OF_RICHMOND))
- ) {
- return false
- }
- return true
-}
-
-function goto_levy_muster_vassal(vassal) {
- game.where = NOWHERE
- let influence_cost = 0
- if (game.active === YORK && is_event_in_play(EVENT_LANCASTER_BUCKINGHAMS_PLOT))
- influence_cost += 2
-
- push_state("levy_muster_vassal")
- init_influence_check(game.who)
- game.check.push({
- cost: influence_cost,
- modifier: data.vassals[vassal].influence * (game.active === LANCASTER ? -1 : 1),
- source: "vassal",
- })
-}
-
-states.levy_muster_vassal = {
- inactive: "Levy Vassal",
- prompt() {
- view.prompt = `Levy Vassal ${data.vassals[game.which].name}. `
- prompt_influence_check()
- },
- spend1: add_influence_check_modifier_1,
- spend3: add_influence_check_modifier_2,
- check() {
- let results = do_influence_check()
- end_influence_check()
-
- if (lord_has_capability(game.who, AOW_LANCASTER_TWO_ROSES)) {
- log(`Automatic Success. C${AOW_LANCASTER_TWO_ROSES}.`)
- }
- else if (game.active === LANCASTER && is_event_in_play(EVENT_LANCASTER_THE_EARL_OF_RICHMOND) && game.state === "levy_muster_vassal") {
- log(`Automatic Success. C${EVENT_LANCASTER_THE_EARL_OF_RICHMOND}.`)
- }
- else {
- log(`Attempt to levy V${game.which} ${results.success ? "Successful" : "Failed"}: (${range(results.rating)}) ${results.success ? HIT[results.roll] : MISS[results.roll]}`)
- }
-
- if (results.success) {
- muster_vassal(game.which, game.who)
- pop_state()
- goto_the_kings_name("Levy Vassal")
- } else {
- pop_state()
- resume_levy_muster_lord()
- }
- },
-}
-
-// === 3.4.4 LEVY TROOPS ===
-
-function can_add_troops(_lordwho, locale) {
- if (!has_exhausted_marker(locale) && !is_exile(locale))
- return true
- return false
-}
-
-function can_add_troops_coa(lordwho, locale) {
- for (let next of data.locales[locale].adjacent) {
- if (is_friendly_locale(next) && lord_has_capability(lordwho, AOW_LANCASTER_COMMISION_OF_ARRAY) && (!has_exhausted_marker(locale) && !is_exile(locale)))
- return true
- }
- return false
-}
-
-function can_add_troops_beloved_warwick(lordwho, locale) {
- return (
- lord_has_capability(lordwho, AOW_YORK_BELOVED_WARWICK) &&
- !has_exhausted_marker(locale) &&
- !is_exile(locale)
- )
-}
-
-function can_add_troops_irishmen(lordwho, locale) {
- return (
- lord_has_capability(lordwho, AOW_YORK_IRISHMEN) &&
- !has_exhausted_marker(locale) &&
- (locale === LOC_IRELAND || data.port_3.includes(locale))
- )
-}
-
-function can_add_troops_sof(lordwho, locale) {
- if (
- lord_has_capability(lordwho, AOW_YORK_SOLDIERS_OF_FORTUNE) &&
- !has_exhausted_marker(locale) &&
- !is_exile(locale) &&
- get_shared_assets(locale, COIN) > 0
- ) {
- let number = 6
- for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
- number -= get_lord_forces(lord, MERCENARIES)
- if (number >= 1)
- return true
- }
- return false
-}
-
-// === 3.4.5 LEVY TRANSPORT
-
-function can_add_transport(who, what) {
- return get_lord_assets(who, what) < 100
-}
-
-// === 3.4.6 LEVY CAPABILITY ===
-
-function lord_has_capability_card(lord, c) {
- if (get_lord_capability(lord, 0) === c)
- return true
- if (get_lord_capability(lord, 1) === c)
- return true
- return false
-}
-
-function lord_has_capability(lord, card_or_list) {
- if (Array.isArray(card_or_list)) {
- for (let card of card_or_list)
- if (lord_has_capability_card(lord, card))
- return true
- return false
- }
- return lord_has_capability_card(lord, card_or_list)
-}
-
-function lord_already_has_capability(lord, c) {
- // compare capabilities by name...
- let name = data.cards[c].capability
- let c1 = get_lord_capability(lord, 0)
- if (c1 >= 0 && data.cards[c1].capability === name)
- return true
- let c2 = get_lord_capability(lord, 1)
- if (c2 >= 0 && data.cards[c2].capability === name)
- return true
- return false
-}
-
-function can_add_lord_capability(lord) {
- if (get_lord_capability(lord, 0) < 0)
- return true
- if (get_lord_capability(lord, 1) < 0)
- return true
- return false
-}
-
-function forbidden_levy_capabilities(c) {
- // Some capabilities override the forbidden levy vassals
- if (lord_has_capability(game.who, AOW_LANCASTER_TWO_ROSES)) {
- if (c === AOW_LANCASTER_THOMAS_STANLEY || AOW_LANCASTER_MY_FATHERS_BLOOD) {
- return true
- }
- }
- // Forbids levy vassals, even through capabilities
- if (is_event_in_play(EVENT_YORK_YORKISTS_BLOCK_PARLIAMENT)) {
- if (c === AOW_LANCASTER_THOMAS_STANLEY
- || c === AOW_LANCASTER_EDWARD
- || c === AOW_LANCASTER_MONTAGU
- || c === AOW_LANCASTER_MY_FATHERS_BLOOD
- || c === AOW_LANCASTER_ANDREW_TROLLOPE) {
- return false
- }
- }
- return true
-}
-
-function add_lord_capability(lord, c) {
- if (get_lord_capability(lord, 0) < 0)
- return set_lord_capability(lord, 0, c)
- if (get_lord_capability(lord, 1) < 0)
- return set_lord_capability(lord, 1, c)
- throw new Error("no empty capability slots!")
-}
-
-function discard_lord_capability_n(lord, n) {
- set_lord_capability(lord, n, NOTHING)
-}
-
-function discard_lord_capability(lord, c) {
- if (get_lord_capability(lord, 0) === c)
- return set_lord_capability(lord, 0, NOTHING)
- if (get_lord_capability(lord, 1) === c)
- return set_lord_capability(lord, 1, NOTHING)
- throw new Error("capability not found")
-}
-
-states.muster_capability = {
- inactive: "Muster",
- prompt() {
- let deck = list_deck()
- view.prompt = `Muster: Select a new Capability for ${lord_name[game.who]}.`
- view.arts_of_war = deck
- for (let c of deck) {
- if (!data.cards[c].lords || set_has(data.cards[c].lords, game.who)) {
- if (!lord_already_has_capability(game.who, c) && forbidden_levy_capabilities(c))
- gen_action_card(c)
- }
- }
- },
- card(c) {
- add_lord_capability(game.who, c)
- capability_muster_effects(game.who, c)
- goto_the_kings_name("Capability C${c}")
- },
-}
-
-// === 3.4 MUSTER - DISCARD EVENTS ===
-
-function goto_levy_discard_events() {
- // Discard "This Levy" events from play.
- discard_events("this_levy")
- discard_extra_levy_events()
- goto_campaign_plan()
-}
-
-// === 4.1 CAMPAIGN: PLAN ===
-
-function goto_campaign_plan() {
- game.turn++
-
- log_h1("Campaign " + current_turn_name())
-
- set_active(BOTH)
- game.state = "campaign_plan"
- game.plan_y = []
- game.plan_l = []
-}
-
-states.campaign_plan = {
- inactive: "Plan",
- prompt(current) {
- let plan = current === YORK ? game.plan_y : game.plan_l
- let first = current === YORK ? first_york_lord : first_lancaster_lord
- let last = current === YORK ? last_york_lord : last_lancaster_lord
- view.plan = plan
- view.actions.plan = []
-
- if (plan.length === max_plan_length())
- view.prompt = "Plan: All done."
- else
- view.prompt = "Plan: Build a Plan."
-
- if (plan.length < max_plan_length()) {
- view.actions.end_plan = 0
- if (count_cards_in_plan(plan, NOBODY) < 7)
- gen_action_plan(NOBODY)
-
- for (let lord = first; lord <= last; ++lord) {
- if (is_lord_on_map(lord) && count_cards_in_plan(plan, lord) < 3)
- gen_action_plan(lord)
- }
-
- } else {
- view.actions.end_plan = 1
- }
-
- if (plan.length > 0)
- view.actions.undo = 1
- else
- view.actions.undo = 0
- },
- plan(lord, current) {
- if (current === YORK)
- game.plan_y.push(lord)
- else
- game.plan_l.push(lord)
- },
- undo(_, current) {
- if (current === YORK) {
- game.plan_y.pop()
- } else {
- game.plan_l.pop()
- }
- },
- end_plan(_, current) {
- if (game.active === BOTH) {
- if (current === YORK)
- set_active(LANCASTER)
- else
- set_active(YORK)
- } else {
- end_campaign_plan()
- }
- },
-}
-
-function end_campaign_plan() {
- set_active(P1)
- goto_command_activation()
-}
-
-// === 4.2 CAMPAIGN: COMMAND ===
-
-// First action vs actions that take full command card
-function is_first_action() {
- return game.flags.first_action
-}
-
-// If march on a highway, set the flag so the lord can go through
-// a second highway at no cost
-function is_first_march_highway() {
- if (game.flags.first_march_highway === 1)
- return true
- else
- return false
-}
-
-function goto_command_activation() {
- if (game.plan_y.length === 0 && game.plan_l.length === 0) {
- game.command = NOBODY
- goto_end_campaign()
- return
- }
-
- if (check_campaign_victory())
- return
-
- if (game.plan_l.length > game.plan_y.length) {
- set_active(LANCASTER)
- game.command = game.plan_l.shift()
- } else if (game.plan_l.length < game.plan_y.length) {
- set_active(YORK)
- game.command = game.plan_y.shift()
- } else {
- set_active(P1)
- if (P1 === LANCASTER)
- game.command = game.plan_l.shift()
- else
- game.command = game.plan_y.shift()
- }
-
- if (game.command === NOBODY) {
- log_h2("Pass")
- goto_command_activation()
- } else if (!is_lord_on_map(game.command)) {
- log_h2(`L${game.command} - Pass`)
- goto_command_activation()
- } else {
- log_h2(`L${game.command} at %${get_lord_locale(game.command)}`)
- goto_command()
- }
-}
-
-function goto_command() {
- game.actions = data.lords[game.command].command
- if (lord_has_capability(game.command, AOW_YORK_THOMAS_BOURCHIER) && is_city(get_lord_locale(game.command)))
- game.actions += 1
- if (lord_has_capability(game.command, AOW_YORK_YORKS_FAVOURED_SON))
- game.actions += 1
- if (lord_has_capability(game.command, AOW_YORK_HASTINGS))
- game.actions += 1
-
- game.group = [ game.command ]
-
- game.flags.surprise_landing = 0
- game.flags.first_action = 1
- game.flags.first_march_highway = 0
- game.flags.march_to_port = 0
- game.flags.sail_to_port = 0
-
- resume_command()
-}
-
-function resume_command() {
- game.state = "command"
-}
-
-// Spending an action reset some flags
-function spend_action(cost) {
- game.flags.surprise_landing = 0
- game.flags.first_action = 0
- game.flags.first_march_highway = 0
- game.actions -= cost
-}
-
-function spend_march_action(cost) {
- game.flags.surprise_landing = 0
- game.flags.first_action = 0
- game.flags.first_march_highway = 0
- game.actions -= cost
-}
-
-function spend_all_actions() {
- game.flags.surprise_landing = 0
- game.flags.first_action = 0
- game.flags.first_march_highway = 0
- game.actions = 0
-}
-
-function end_command() {
- log_br()
-
- game.group = 0
- game.flags.first_action = 0
- game.flags.first_march_highway = 0
- game.flags.famine = 0
-
- // NOTE: Feed currently acting side first for expedience.
- set_active_command()
- goto_feed()
-}
-
-states.command = {
- inactive: "Command",
- prompt() {
- if (game.actions === 0)
- view.prompt = `Command: ${lord_name[game.command]} has no more actions.`
- else if (game.actions === 1)
- view.prompt = `Command: ${lord_name[game.command]} has ${game.actions} action.`
- else
- view.prompt = `Command: ${lord_name[game.command]} has ${game.actions} actions.`
-
- view.group = game.group
-
- let here = get_lord_locale(game.command)
-
- prompt_held_event()
-
- // 4.3.2 Marshals MAY take other lords
- if (
- is_marshal(game.command) ||
- (lord_has_capability(game.command, AOW_YORK_CAPTAIN) && !other_marshal_or_lieutenant(here))
- ) {
- for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
- if (lord !== game.command)
- if (get_lord_locale(lord) === here)
- gen_action_lord(lord)
- }
-
- // Lieutenant may not take marshall
- if (is_lieutenant(game.command)) {
- for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
- if (lord !== game.command)
- if (get_lord_locale(lord) === here && !is_marshal(lord)) {
- gen_action_lord(lord)
- }
- }
-
- if (game.actions > 0)
- view.actions.pass = 1
- else
- view.actions.end_command = 1
-
- prompt_march()
-
- if (can_action_supply())
- view.actions.supply = 1
- if (can_action_forage())
- view.actions.forage = 1
- if (can_action_tax())
- view.actions.tax = 1
- if (can_action_sail())
- view.actions.sail = 1
- if (can_action_parley_command())
- view.actions.parley = 1
- if (can_action_heralds())
- view.actions.heralds = 1
- if (can_action_merchants())
- view.actions.merchants = 1
- if (can_action_agitators())
- view.actions.agitators = 1
-
- if (is_york_lord(game.command))
- if (can_action_exile_pact())
- view.actions.exile_pact = 1
- },
-
- pass() {
- push_undo()
- log("Passed.")
- spend_all_actions()
- },
-
- end_command() {
- push_undo()
- end_command()
- },
-
- forage: goto_forage,
- supply: goto_supply,
- tax: goto_tax,
- sail: goto_sail,
- heralds: goto_heralds,
- merchants: goto_merchants,
- agitators: goto_agitators,
- exile_pact: goto_exile_pact,
-
- locale: goto_march,
-
- lord(lord) {
- set_toggle(game.group, lord)
- },
-
- card: action_held_event,
-
- parley() {
- push_undo()
- goto_parley()
- },
-}
-
-// === 4.5 ACTION: SUPPLY (SEARCH) ===
-
-function can_supply_at(loc, ships) {
- // if theoretically possible to supply (does not check carts or ships)
- if (is_stronghold(loc) && is_friendly_locale(loc)) {
- if (ships > 0 && is_seaport(loc))
- return true
- if (!has_exhausted_marker(loc))
- return true
- }
- return false
-}
-
-function search_supply_by_way(result, start, carts, ships) {
- search_dist.fill(0)
- search_seen.fill(0)
- search_seen[start] = 1
-
- let queue = [ start ]
- while (queue.length > 0) {
- let here = queue.shift()
- let dist = search_dist[here]
-
- if (can_supply_at(here, ships)) {
- if (result)
- map_set(result, here, dist)
- else
- return true
- }
-
- if (is_friendly_locale(here)) {
- let next_dist = dist + 1
- if (next_dist <= carts) {
- for (let next of data.locales[here].adjacent) {
- if (!search_seen[next]) {
- search_seen[next] = 1
- search_dist[next] = next_dist
- queue.push(next)
- }
- }
- }
- }
- }
-
- if (result)
- return result
- return false
-}
-
-function search_supply_by_sea(result, here) {
- // Search via sea from Exile box.
- if (is_friendly_locale(here)) {
- for (let next of find_ports(here)) {
- if (can_supply_at(next, 1)) {
- if (result)
- map_set(result, next, 0)
- else
- return true
- }
- }
- }
- if (result)
- return result
- return false
-}
-
-function search_supply(result) {
- let here = get_lord_locale(game.command)
- let carts = get_shared_assets(here, CART)
- let ships = get_shared_assets(here, SHIP)
- if (ships > 0 && is_exile(here))
- result = search_supply_by_sea(result, here)
- result = search_supply_by_way(result, here, carts, ships)
- return result
-}
-
-// === 4.5 ACTION: SUPPLY ===
-
-function command_has_harbingers() {
- return (
- lord_has_capability(game.command, AOW_LANCASTER_HARBINGERS) ||
- lord_has_capability(game.command, AOW_YORK_HARBINGERS)
- )
-}
-
-function chamberlains_eligible_supply(source) {
- for (let vassal = first_vassal; vassal <= last_vassal; ++vassal)
- if (
- is_vassal_mustered_with(vassal, game.command) &&
- lord_has_capability(game.command, AOW_LANCASTER_CHAMBERLAINS)
- ) {
- if (source === data.vassals[vassal].seat)
- return true
- }
-}
-
-function lord_has_stafford_branch(loc, lord) {
- if (lord_has_capability(lord, AOW_YORK_STAFFORD_BRANCH)) {
- return (
- loc === LOC_EXETER ||
- loc === LOC_LAUNCESTON ||
- loc === LOC_PLYMOUTH ||
- loc === LOC_WELLS ||
- loc === LOC_DORCHESTER
- )
- }
- return false
-}
-
-function init_supply() {
- game.supply = search_supply([])
-}
-
-function can_action_supply() {
- if (game.actions < 1)
- return false
- return search_supply(false)
-}
-
-function goto_supply() {
- push_undo()
- log(`Supplied`)
- game.state = "supply_source"
- init_supply()
-}
-
-function modify_supply(loc, supply) {
- let here = get_lord_locale(game.command)
- let carts = get_shared_assets(here, CART)
-
- // Must carry supply over land with one cart per provender per way
- let distance = map_get(game.supply, loc, 0)
- if (distance > 0)
- supply = Math.min(supply, Math.floor(carts / distance))
-
- // Harbingers event doubles supply received
- if (command_has_harbingers())
- supply = supply * 2
-
- return supply
-}
-
-function get_port_supply_amount(loc) {
- if (is_seaport(loc)) {
- let here = get_lord_locale(game.command)
- let ships = get_shared_assets(here, SHIP)
- return modify_supply(loc, ships)
- }
- return 0
-}
-
-function get_stronghold_supply_amount(loc) {
- if (!has_exhausted_marker(loc)) {
- let supply
-
- if (loc === LOC_LONDON || loc === LOC_CALAIS)
- supply = 3
- else if (is_city(loc))
- supply = 2
- else
- supply = 1
-
- if (lord_has_stafford_branch(loc, game.command))
- supply += 1
-
- return modify_supply(loc, supply)
- }
- return 0
-}
-
-states.supply_source = {
- inactive: "Supply",
- prompt() {
- view.prompt = "Supply: Select Supply Source."
-
- let here = get_lord_locale(game.command)
- let carts = get_shared_assets(here, CART)
- let ships = get_shared_assets(here, SHIP)
-
- if (carts > 0)
- view.prompt += ` ${carts} Cart.`
- if (ships > 0)
- view.prompt += ` ${ships} Ship.`
-
- for (let i = 0; i < game.supply.length; i += 2)
- gen_action_locale(game.supply[i])
- },
- locale(loc) {
- push_undo()
-
- let port_supply = get_port_supply_amount(loc)
- let stronghold_supply = get_stronghold_supply_amount(loc)
-
- if (stronghold_supply > 0 && port_supply === 0) {
- use_stronghold_supply(loc, stronghold_supply)
- return
- }
-
- if (port_supply > 0 && stronghold_supply === 0) {
- use_port_supply(loc, port_supply)
- return
- }
-
- game.where = loc
- game.state = "select_supply_type"
- },
-}
-
-function quartermasters_eligible_supply(source) {
- for (let vassal = first_vassal; vassal <= last_vassal; ++vassal)
- if (
- is_vassal_mustered_with(vassal, game.command) &&
- lord_has_capability(game.command, AOW_LANCASTER_CHAMBERLAINS)
- ) {
- if (source === data.vassals[vassal].seat)
- return true
- }
-}
-
-function use_stronghold_supply(source, amount) {
- logi(`${amount} from Stronghold at %${source}`)
- add_lord_assets(game.command, PROV, amount)
- if (chamberlains_eligible_supply(source)) {
- end_supply()
- }
- else {
- deplete_locale(source)
- end_supply()
- }
-}
-
-function use_port_supply(source, amount) {
- logi(`${amount} from Port at %${source}`)
- add_lord_assets(game.command, PROV, amount)
- end_supply()
-}
-
-function end_supply() {
- spend_action(1)
- resume_command()
- game.supply = 0
- game.where = NOWHERE
-}
-
-states.select_supply_type = {
- inactive: "Supply",
- prompt() {
- let port = get_port_supply_amount(game.where)
- let stronghold = get_stronghold_supply_amount(game.where)
-
- view.prompt = `Supply: ${stronghold} from Stronghold or ${port} from Port?`
- view.actions.stronghold = 1
- view.actions.port = 1
- },
- stronghold() {
- use_stronghold_supply(game.where, get_stronghold_supply_amount(game.where))
- },
- port() {
- if (check_naval_blockade("supply", game.where)) {
- roll_naval_blockade()
- }
- else {
- use_port_supply(game.where, get_port_supply_amount(game.where))
- }
- },
-}
-
-// === 4.6.1 ACTION: SAIL ===
-
-function has_enough_available_ships_for_army() {
- let ships = count_group_ships()
- let army = count_lord_all_forces(game.group)
- let needed_ships = army / 6
- return needed_ships <= ships
-}
-
-function is_seamanship_in_play() {
- if (game.active === LANCASTER && is_event_in_play(EVENT_LANCASTER_SEAMANSHIP))
- return true
- if (game.active === YORK && is_event_in_play(EVENT_YORK_SEAMANSHIP))
- return true
- return false
-}
-
-function can_sail_to(to) {
- if (is_wales_forbidden(to))
- return false
- if (has_enemy_lord(to)) {
- if (is_truce_in_effect())
- return false
- if (!lord_has_capability(game.command, AOW_LANCASTER_HIGH_ADMIRAL))
- return false
- }
- return true
-}
-
-function can_action_sail() {
- // Must use whole action except if seamanship in play
-
- if (is_lancaster_lord(game.command)) {
- if (!is_first_action() && !is_event_in_play(EVENT_LANCASTER_SEAMANSHIP))
- return false
- }
-
- if (is_york_lord(game.command)) {
- if ((is_event_in_play(EVENT_LANCASTER_FRENCH_FLEET) || !is_first_action() && !is_event_in_play(EVENT_YORK_SEAMANSHIP)))
- return false
- }
-
- if (game.actions === 0)
- return false
-
- // at a seaport
- let here = get_lord_locale(game.command)
- if (!is_seaport(here))
- return false
-
- // with enough ships to carry all the army
- if (!has_enough_available_ships_for_army())
- return false
-
- // and a valid destination
- for (let to of find_sail_locales(here)) {
- if (to === here)
- continue
- if (can_sail_to(to))
- return true
- }
-
- return false
-}
-
-function goto_sail() {
- push_undo()
- game.state = "sail"
-}
-
-states.sail = {
- inactive: "Sail",
- prompt() {
- view.group = game.group
-
- let here = get_lord_locale(game.command)
- let ships = count_group_ships()
- let prov = count_group_assets(PROV)
- let cart = count_group_assets(CART)
-
- let overflow_prov = (prov / 2 - ships) * 2
- let overflow_cart = (cart / 2 - ships) * 2
-
- if (overflow_prov <= 0 && overflow_cart <= 0) {
- view.prompt = `Sail: Select a destination Port.`
- for (let to of find_sail_locales(here)) {
- if (to === here)
- continue
- if (can_sail_to(to))
- gen_action_locale(to)
- }
- } else if (overflow_cart > 0) {
- view.prompt = `Sailing with ${ships} Ships. Please discard ${overflow_cart} Cart`
- if (cart > 0) {
- for (let lord of game.group) {
- if (get_lord_assets(lord, CART) > 0)
- gen_action_cart(lord)
- }
- }
- } else if (overflow_prov > 0) {
- view.prompt = `Sailing with ${ships} Ships. Please discard ${overflow_prov} Provender`
- if (prov > 0) {
- for (let lord of game.group) {
- if (get_lord_assets(lord, PROV) > 0)
- gen_action_prov(lord)
- }
- }
- } else {
- view.prompt = "ERROR"
- }
- },
- prov: drop_prov,
- cart: drop_cart,
- locale(to) {
- if (check_naval_blockade("sail", get_lord_locale(game.command)) || check_naval_blockade("sail", to)) {
- roll_naval_blockade()
- game.where = to
- }
- else {
- do_sail(to)
- }
- },
-}
-
-function do_sail(to) {
- log(`Sailed to %${to}${format_group_move()}.`)
-
- game.flags.march_to_port = 0
- if (is_seaport(to))
- game.flags.sail_to_port = 1
- else
- game.flags.sail_to_port = 0
-
- for (let lord of game.group) {
- set_lord_locale(lord, to)
- set_lord_moved(lord, 1)
- levy_burgundians(lord)
- }
-
- if (is_seamanship_in_play())
- spend_action(1)
- else
- spend_all_actions()
-
- // you can go to unbesieged enemy lord with norfolk capability
- if (has_unbesieged_enemy_lord(to))
- goto_confirm_approach_sail()
- else {
- resume_command()
- }
-}
-
-function goto_confirm_approach_sail() {
- game.state = "confirm_approach_sail"
-}
-
-states.confirm_approach_sail = {
- inactive: "Sail",
- prompt() {
- view.prompt = `Sail: Confirm Approach to enemy Lord.`
- view.group = game.group
- view.actions.approach = 1
- },
- approach() {
- push_undo()
- goto_battle()
- },
-}
-
-// === 4.6.2 ACTION: FORAGE ===
-
-function can_action_forage() {
- if (game.actions < 1)
- return false
- let here = get_lord_locale(game.command)
- if (has_exhausted_marker(here) || is_sea(here))
- return false
- return true
-}
-
-function goto_forage() {
- push_undo()
- let here = get_lord_locale(game.command)
- if (!has_adjacent_enemy(here) && is_neutral_locale(here)) {
- let die = roll_die()
- if (die <= 4) {
- add_lord_assets(game.command, PROV, 1)
- log(`${HIT[die]}, Foraged at %${here}`)
- deplete_locale(here)
- } else {
- log(`${MISS[die]}, Forage Failure`)
- }
- } else if (has_adjacent_enemy(here) || is_favour_enemy(here, game.active)) {
- let die = roll_die()
- if (die <= 3) {
- add_lord_assets(game.command, PROV, 1)
- log(`${HIT[die]}, Foraged at %${here}`)
- deplete_locale(here)
- } else {
- log(`${MISS[die]}, Forage Failure`)
- }
- } else {
- add_lord_assets(game.command, PROV, 1)
- log(`Foraged at %${here}`)
- deplete_locale(here)
- }
- if (lord_has_capability(game.command, AOW_YORK_SCOURERS)) {
- add_lord_assets(game.command, PROV, 1)
- log(`1 Extra Provender (Scourers)`)
- }
-
- spend_action(1)
- resume_command()
-}
-
-// === 4.6.3 ACTION: TAX ===
-
-function can_tax_at(here, lord) {
- if (is_friendly_locale(here) && !has_exhausted_marker(here)) {
- // London, Calais, and Harlech
- if (here === LOC_LONDON || here === LOC_CALAIS || here === LOC_HARLECH)
- return true
-
- // Own seat
- if (here === data.lords[lord].seat)
- return true
-
- // vassal seats
- for (let vassal = first_vassal; vassal <= last_vassal; ++vassal)
- if (is_vassal_mustered_with(vassal, lord))
- if (here === data.vassals[vassal].seat)
- return true
- }
- return false
-}
-
-// adjacent friendly locales to an eligible stronghold (can_tax_at)
-function search_tax(result, start, lord) {
- let ships = get_shared_assets(start, SHIP)
-
- search_seen.fill(0)
- search_seen[start] = 1
-
- let queue = [ start ]
- while (queue.length > 0) {
- let here = queue.shift()
-
- if (can_tax_at(here, lord)) {
- if (result)
- set_add(result, here)
- else
- return true
- }
-
- if (is_friendly_locale(here)) {
- for (let next of data.locales[here].adjacent) {
- if (!search_seen[next]) {
- search_seen[next] = 1
- queue.push(next)
- }
- }
- if (ships > 0 && is_seaport(here)) {
- for (let next of find_ports(here)) {
- if (!search_seen[next]) {
- search_seen[next] = 1
- queue.push(next)
- }
- }
- }
- }
- }
- if (result)
- return result
- else
- return false
-}
-
-function can_action_tax() {
- if (game.actions < 1)
- return false
- let here = get_lord_locale(game.command)
- if (can_tax_at(here, game.command))
- return true
- return search_tax(false, here, game.command)
-}
-
-function goto_tax() {
- push_undo()
- game.state = "tax"
- game.where = NOWHERE
- init_influence_check(game.command)
-}
-
-function end_tax() {
- game.where = NOWHERE
- spend_action(1)
- resume_command()
-}
-
-function get_tax_amount(loc, lord) {
- let tax
-
- if (loc === LOC_LONDON || loc === LOC_CALAIS)
- tax = 3
- else if (is_city(loc))
- tax = 2
- else
- tax = 1
-
- if (lord_has_stafford_branch(loc, lord)) {
- log(`C${AOW_YORK_STAFFORD_BRANCH}.`)
- tax += 1
- }
-
- if (lord_has_capability(lord, AOW_YORK_SO_WISE_SO_YOUNG)) {
- log(`C${AOW_YORK_SO_WISE_SO_YOUNG}.`)
- tax += 1
- }
-
- if (
- lord === LORD_DEVON && (
- loc === LOC_EXETER ||
- loc === LOC_LAUNCESTON ||
- loc === LOC_PLYMOUTH ||
- loc === LOC_WELLS ||
- loc === LOC_DORCHESTER
- )
- ) {
- // TODO: log which ability
- tax += 1
- }
-
- return tax
-}
-
-states.tax = {
- inactive: "Tax",
- prompt() {
- view.prompt = "Tax: Select the location to tax."
- if (game.where === NOWHERE) {
- for (let loc of search_tax([], get_lord_locale(game.command), game.command))
- gen_action_locale(loc)
- } else {
- view.prompt = `Tax: Attempting to tax ${data.locales[game.where].name}. `
- prompt_influence_check()
- }
- },
- locale(loc) {
- game.where = loc
- if (loc === data.lords[game.command].seat) {
- // Auto succeed without influence check at Lords seat.
- deplete_locale(game.where)
-
- log(`Taxed automatically successful at %${game.where}.`)
- add_lord_assets(game.command, COIN, get_tax_amount(game.where, game.command))
- end_tax()
- }
- },
- spend1: add_influence_check_modifier_1,
- spend3: add_influence_check_modifier_2,
- check() {
- let results = do_influence_check()
- logi(`Tax : ${results.success ? "Successful" : "Failed"}: (${range(results.rating)}) ${results.success ? HIT[results.roll] : MISS[results.roll]}`)
-
- if (results.success) {
- deplete_locale(game.where)
-
- log(`Taxed %${game.where}.`)
- add_lord_assets(game.command, COIN, get_tax_amount(game.where, game.command))
- } else {
- log(`Tax of %${game.where} failed.`)
- }
- end_tax()
- },
-}
-
-// === 4.6.4 ACTION: PARLEY ===
-
-// TODO : FIX Parley through strongholds overseas
-function can_parley_at(loc) {
- return !is_exile(loc) && !is_friendly_locale(loc) && !has_enemy_lord(loc) && !is_sea(loc)
-}
-
-var search_seen = new Array(last_locale + 1)
-var search_dist = new Array(last_locale + 1)
-
-function search_parley(result, start) {
- let ships = get_shared_assets(start, SHIP)
-
- search_dist.fill(0)
- search_seen.fill(0)
- search_seen[start] = 1
-
- let queue = [ start ]
- while (queue.length > 0) {
- let here = queue.shift()
- let dist = search_dist[here]
- let next_dist = dist + 1
-
- if (can_parley_at(here)) {
- if (result)
- map_set(result, here, dist)
- else
- return true
- }
-
- if (is_friendly_locale(here)) {
- for (let next of data.locales[here].adjacent) {
- if (!search_seen[next]) {
- search_seen[next] = 1
- search_dist[next] = next_dist
- queue.push(next)
- }
- }
- if (ships > 0 && is_seaport(here)) {
- for (let next of find_ports(here)) {
- if (!search_seen[next]) {
- search_seen[next] = 1
- search_dist[next] = next_dist
- queue.push(next)
- }
- }
- }
- }
- }
-
- if (result)
- return result
- else
- return false
-}
-
-function can_action_parley_command() {
- if (game.actions <= 0)
- return false
-
- if (is_lord_at_sea(game.command))
- return false
-
- if (!is_first_action() && game.active === YORK && is_event_in_play(EVENT_LANCASTER_NEW_ACT_OF_PARLIAMENT))
- return false
-
- let here = get_lord_locale(game.command)
-
- if (can_parley_at(here))
- return true
-
- for (let next of data.locales[here].adjacent)
- if (can_parley_at(next))
- return true
-
- if (is_seaport(here) && get_shared_assets(here, SHIP) > 0)
- for (let next of find_ports(here))
- if (can_parley_at(next))
- return true
-
- return false
-}
-
-function list_parley_command() {
- let result = []
-
- let here = get_lord_locale(game.command)
- if (can_parley_at(here))
- map_set(result, here, 0)
-
- if (is_friendly_locale(here)) {
- for (let next of data.locales[here].adjacent)
- if (can_parley_at(next))
- map_set(result, next, 1)
-
- if (is_seaport(here) && get_shared_assets(here, SHIP) > 0)
- for (let next of find_ports(here))
- if (can_parley_at(next))
- map_set(result, next, 1)
- }
-
- return result
-}
-
-function can_action_parley_levy() {
- if (game.count <= 0
- && (game.who !== LORD_HENRY_VI || game.flags.free_parley_henry === 0)
- && ((game.who !== LORD_GLOUCESTER_1 && game.who !== LORD_GLOUCESTER_2) || game.flags.free_parley_gloucester === 0)
- && (!game.flags.jack_cade))
- return true
- let here = get_lord_locale(game.who)
- if (can_parley_at(here))
- return true
- return search_parley(false, here)
-}
-
-function list_parley_levy() {
- let here = get_lord_locale(game.who)
- return search_parley([], here)
-}
-
-function goto_parley() {
- push_state("parley")
-
- if (is_levy_phase()) {
- init_influence_check(game.who)
- game.parley = list_parley_levy()
- } else {
- init_influence_check(game.command)
- game.parley = list_parley_command()
-
- // Campaign phase, and current location is no cost (except some events), and always successful.
- if (game.parley.length === 2 && get_lord_locale(game.command) === game.parley[0]) {
- log(`Parley at ${data.locales[get_lord_locale(game.command)]}`)
- shift_favour_toward(game.parley[0])
- if (is_lancaster_card(game.command) && is_event_in_play(EVENT_YORK_AN_HONEST_TALE_SPEEDS_BEST)) {
- reduce_lancaster_influence(1)
- }
- end_parley(true)
- return
- }
- }
-
- if (game.parley.length === 2) {
- game.where = game.parley[0]
- add_influence_check_distance(game.parley[1])
- } else {
- game.where = NOWHERE
- }
-}
-
-function end_parley(success) {
- pop_state()
- game.flags.naval_blockade = 0
- game.where = NOWHERE
- game.parley = NOTHING
- if (game.flags.free_parley_henry > 0 && game.who === LORD_HENRY_VI) {
- --game.flags.free_parley_henry
- ++game.count
- }
- if (game.flags.free_parley_gloucester > 0 && (game.who === LORD_GLOUCESTER_1 || game.who === LORD_GLOUCESTER_2)) {
- --game.flags.free_parley_gloucester
- ++game.count
- }
- if (game.flags.jack_cade > 0) {
- --game.flags.jack_cade
- ++game.count
- }
- end_influence_check()
-
- if (is_campaign_phase()) {
- if (game.active === YORK && is_event_in_play(EVENT_LANCASTER_NEW_ACT_OF_PARLIAMENT))
- spend_all_actions()
- else
- spend_action(1)
- resume_command()
- } else {
- if (success)
- goto_the_kings_name("Parley")
- else
- resume_levy_muster_lord()
- }
-}
-
-states.parley = {
- inactive: "Parley",
- prompt() {
- view.prompt = "Parley: Choose a Locale to Parley."
- if (game.where === NOTHING) {
- for (let i = 0; i < game.parley.length; i += 2)
- gen_action_locale(game.parley[i])
- } else {
- view.prompt = "Parley: "
- prompt_influence_check()
- }
- },
- locale(loc) {
- push_undo()
- game.where = loc
- add_influence_check_distance(map_get(game.parley, loc, 0))
- if (is_levy_phase() && check_naval_blockade("levy parley", loc)) {
- roll_naval_blockade()
- }
- if (is_campaign_phase() && check_naval_blockade("campaign parley", loc))
- roll_naval_blockade()
- },
- spend1: add_influence_check_modifier_1,
- spend3: add_influence_check_modifier_2,
- check() {
- let results = do_influence_check()
-
- if (game.flags.parliament_votes === 1) {
- log(`Parley at ${data.locales[game.where].name}. Automatic Success.`)
- logevent(EVENT_LANCASTER_PARLIAMENT_VOTES)
- game.flags.parliament_votes = 0
- }
- else if (game.flags.jack_cade > 0) {
- log(`Parley at ${data.locales[game.where].name}. Automatic Success.`)
- logevent(EVENT_YORK_JACK_CADE)
- }
- else if (game.flags.succession === 1) {
- log(`Parley at ${data.locales[game.where].name}. Automatic Success.`)
- logevent(EVENT_YORK_SUCCESSION)
- game.flags.succession = 0
- }
- else if (is_campaign_phase()
- && game.command === LORD_DEVON
- && get_lord_locale(LORD_DEVON) === LOC_EXETER
- && is_event_in_play(EVENT_YORK_DORSET)
- && game.state === "parley") {
- log(`Parley at ${data.locales[game.where].name}. Automatic Success. C${EVENT_YORK_DORSET}.`)
- }
- else
- log(`Attempt to Parley at %${game.where} ${results.success ? "Successful" : "Failed"}: (${range(results.rating)}) ${results.success ? HIT[results.roll] : MISS[results.roll]}`)
- if (results.success) {
- shift_favour_toward(game.where)
- end_parley(true)
- } else {
- end_parley(false)
- }
- },
-}
-
-// === 4.3 ACTION: MARCH ===
-
-function get_way_type(from, to) {
- return map_get(data.ways[from], to, undefined)
-}
-
-function format_group_move() {
- if (game.group.length > 1) {
- let list = []
- for (let lord of game.group)
- if (lord !== game.command)
- list.push("L" + lord)
- return " with " + list.join(" and ")
- }
- return ""
-}
-
-// Wales forbidden to the lancastrians for march, sail, intercept
-function is_wales_forbidden(loc) {
- if (game.active === LANCASTER && is_event_in_play(EVENT_YORK_OWAIN_GLYNDWR) && is_wales(loc))
- return true
- return false
-}
-
-function is_wales_forbidden_to_enemy(loc) {
- if (game.active !== LANCASTER && is_event_in_play(EVENT_YORK_OWAIN_GLYNDWR) && is_wales(loc))
- return true
- return false
-}
-
-function can_march_to(to) {
- if (is_wales_forbidden(to))
- return false
- if (is_truce_in_effect() && has_enemy_lord(to))
- return false
- return true
-}
-
-function prompt_march() {
- let from = get_lord_locale(game.command)
-
- if (is_first_action()) {
- for (let to of data.locales[from].paths) {
- if (can_march_to(to))
- gen_action_locale(to)
- }
- }
- if (game.actions > 0 || game.flags.surprise_landing === 2) {
- for (let to of data.locales[from].roads) {
- if (can_march_to(to))
- gen_action_locale(to)
-
- }
- for (let to of data.locales[from].highways) {
- if (can_march_to(to))
- gen_action_locale(to)
- }
- } else if ((game.actions === 0 && is_first_march_highway()) || game.flags.surprise_landing === 2) {
- for (let to of data.locales[from].highways) {
- if (can_march_to(to))
- gen_action_locale(to)
- }
- }
- if (
- (lord_has_capability(game.command, AOW_YORK_YORKISTS_NEVER_WAIT) || (is_event_in_play(EVENT_LANCASTER_FORCED_MARCHES) && game.active === LANCASTER)) &&
- game.actions === 0 &&
- is_first_march_highway() &&
- count_group_lords() === 1
- ) {
- for (let to of data.locales[from].roads) {
- if (can_march_to(to))
- gen_action_locale(to)
- }
- }
-}
-
-function goto_march(to) {
- push_undo()
- let from = get_lord_locale(game.command)
- game.march = { from, to, avoid: -1 }
- march_with_group_1()
-}
-
-function march_with_group_1() {
- let transport = count_group_assets(CART)
- let prov = count_group_assets(PROV)
- if (prov > transport)
- game.state = "march_laden"
- else
- march_with_group_2()
-}
-
-// No laden but re-used to discard extra provender
-states.march_laden = {
- inactive: "March",
- prompt() {
- let to = game.march.to
- let transport = count_group_assets(CART)
- let prov = count_group_assets(PROV)
-
- view.group = game.group
- view.prompt = `March: Unladen. `
-
- if (prov > transport) {
- let overflow_prov = prov - transport
- view.prompt += `Please discard ${overflow_prov} Provender`
- for (let lord of game.group) {
- if (prov > transport) {
- if (get_lord_assets(lord, PROV) > 0) {
- gen_action_prov(lord)
- }
- }
- }
- } else {
- view.actions.march = 1
- gen_action_locale(to)
- }
- },
- prov: drop_prov,
- march: march_with_group_2,
- locale: march_with_group_2,
- laden_march: march_with_group_2,
-}
-
-function march_with_group_2() {
- let from = game.march.from
- let to = game.march.to
- let type = get_way_type(from, to)
- let alone = count_group_lords() === 1
-
- switch (type) {
- case "highway":
- if (is_first_march_highway() || game.flags.surprise_landing === 2) {
- spend_march_action(0)
- } else {
- spend_march_action(1)
- game.flags.first_march_highway = 1
- }
- break
-
- case "road":
- if ((alone && is_first_march_highway()) || game.flags.surprise_landing === 2) {
- spend_march_action(0)
- } else {
- spend_march_action(1)
- if (alone && (lord_has_capability(game.command, AOW_YORK_YORKISTS_NEVER_WAIT) || (is_event_in_play(EVENT_LANCASTER_FORCED_MARCHES) && game.active === LANCASTER)))
- game.flags.first_march_highway = 1
- }
- break
-
- case "path":
- spend_all_actions()
- break
- }
-
- log(`Marched to %${to}${format_group_move()}.`)
-
- for (let lord of game.group) {
- set_lord_locale(lord, to)
- // Note: We flag the lords moved and levy burgundians after king's parley and parliament's truce have resolved.
- // See end_kings_parley.
- }
-
- goto_intercept()
-}
-
-function end_march() {
- // Disbanded in battle!
- if (!is_lord_on_map(game.command)) {
- game.where = NOWHERE
- game.march = 0
- spend_all_actions()
- resume_command()
- return
- }
-
- let here = get_lord_locale(game.command)
- if (is_seaport(here))
- game.flags.march_to_port = 1
- else
- game.flags.march_to_port = 0
- game.flags.sail_to_port = 0
-
- game.march = 0
- resume_command()
-}
-
-// === 4.3.4 INTERCEPT ===
-
-function can_intercept_to(to) {
- // TODO: forbid lancaster intercept into york moving to york, and vice versa
- if (is_truce_in_effect())
- return false
- if (is_wales_forbidden_to_enemy(to))
- return false
- return true
-}
-
-function goto_intercept() {
- let here = get_lord_locale(game.command)
- if (can_intercept_to(here)) {
- for (let next of data.locales[here].not_paths) {
- if (has_enemy_lord(next)) {
- game.state = "intercept"
- set_active_enemy()
- game.intercept_group = []
- game.who = NOBODY
- return
- }
- }
- }
- end_intercept()
-}
-
-function end_intercept() {
- game.intercept_group = 0
- game.who = NOBODY
- goto_kings_parley()
-}
-
-function can_play_held_event_intercept(c) {
- switch (c) {
- case EVENT_LANCASTER_FLANK_ATTACK:
- return can_play_flank_attack()
- case EVENT_YORK_FLANK_ATTACK:
- return can_play_flank_attack()
- }
- return false
-}
-
-function prompt_held_event_intercept() {
- for (let c of current_hand())
- if (can_play_held_event_intercept(c))
- gen_action_card(c)
-}
-
-states.intercept = {
- inactive: "Intercept",
- prompt() {
- view.prompt = `Choose lord to intercept moving lords?`
- let to = get_lord_locale(game.command)
-
- prompt_held_event_intercept()
-
- if (game.who === NOBODY) {
- for (let next of data.locales[to].not_paths)
- for_each_friendly_lord_in_locale(next, gen_action_lord)
- } else {
- gen_action_lord(game.who)
- if (is_marshal(game.who) || is_lieutenant(game.who)) {
- for_each_friendly_lord_in_locale(get_lord_locale(game.who), lord => {
- if (!is_marshal(lord))
- gen_action_lord(lord)
- })
- }
- view.actions.intercept = 1
- }
-
- view.actions.pass = 1
- view.group = game.intercept_group
- },
- lord(lord) {
- if (game.who === NOBODY) {
- game.who = lord
- set_toggle(game.intercept_group, lord)
- } else if (lord === game.who) {
- game.who = NOBODY
- game.intercept_group = []
- } else {
- set_toggle(game.intercept_group, lord)
- }
- },
- card(c) {
- push_undo()
- play_held_event(c)
- },
- pass() {
- set_active_enemy()
- end_intercept()
- },
- intercept() {
- let valour = data.lords[game.who].valour
- let success = false
- if (is_event_in_play(EVENT_LANCASTER_FLANK_ATTACK || is_event_in_play(EVENT_YORK_FLANK_ATTACK))) {
- success = true
- // FIXME: swap_battle_attacker = 1 ???
- }
- else {
- let roll = roll_die()
- success = roll <= valour
- log(`Intercept ${success ? "Succeeded." : "Failed."} (${range(valour)}): ${success ? HIT[roll] : MISS[roll]}`)
- }
- if (success) {
- goto_intercept_march()
- } else {
- set_active_enemy()
- end_intercept()
- }
- },
-}
-
-function goto_intercept_march() {
- if (count_group_transport(game.intercept_group) >= count_group_assets(PROV, game.intercept_group)) {
- do_intercept_march()
- } else {
- game.state = "intercept_march"
- }
-}
-
-function do_intercept_march() {
- for (let lord of game.intercept_group) {
- set_lord_locale(lord, get_lord_locale(game.command))
- set_lord_moved(lord, 1)
- levy_burgundians(lord)
- }
- end_intercept_march()
-}
-
-function end_intercept_march() {
- // back to originally marching lord
- set_active_enemy()
- end_intercept()
-}
-
-states.intercept_march = {
- inactive: "Intercept",
- prompt() {
- let to = game.march.to
- let transport = count_group_transport(game.intercept_group)
- let prov = count_group_assets(PROV, game.intercept_group)
-
- view.group = game.intercept_group
-
- view.prompt = `Intercept: Unladen.`
-
- if (prov > transport) {
- view.prompt = `Intercept: Hindered with ${prov} Provender, and ${transport} Transport.`
- for (let lord of game.intercept_group) {
- if (get_lord_assets(lord, PROV) > 0) {
- view.prompt += " Discard Provender."
- gen_action_prov(lord)
- }
- }
- } else {
- view.actions.intercept = 1
- gen_action_locale(to)
- }
- },
- prov: drop_prov,
- intercept: do_intercept_march,
- locale: do_intercept_march,
-}
-
-function for_each_friendly_lord_in_locale(loc, f) {
- for (let lord = first_friendly_lord; lord <= last_friendly_lord; lord++)
- if (get_lord_locale(lord) === loc)
- f(lord)
-}
-
-// === MARCH EVENT: FLANK ATTACK ===
-
-function can_play_flank_attack() {
- return game.state === "intercept" && game.who !== NOBODY && !is_truce_in_effect()
-}
-
-// === MARCH EVENT: KING'S PARLEY ===
-
-function goto_kings_parley() {
- // If Henry VI in space, with King's Parley capability
- // TODO: ... unless he intercepted York lords already present ?
- // TODO: ... or remove possibility for above case.
- if (game.active === YORK) {
- if (get_lord_locale(LORD_HENRY_VI) === game.march.to) {
- if (lord_has_capability(LORD_HENRY_VI, AOW_LANCASTER_KINGS_PARLEY)) {
- set_active_enemy()
- game.state = "kings_parley"
- return
- }
- }
- }
- end_kings_parley()
-}
-
-states.kings_parley = {
- inactive: "King's Parley?",
- prompt() {
- view.prompt = "You may discard King's Parley to cancel Yorkist approach."
- gen_action_card(AOW_LANCASTER_KINGS_PARLEY)
- view.actions.pass = 1
- },
- card(_) {
- push_undo()
- discard_lord_capability(LORD_HENRY_VI, AOW_LANCASTER_KINGS_PARLEY)
-
- // Cancel approach!
- for (let lord of game.group)
- set_lord_locale(lord, game.march.from)
-
- set_active_enemy()
- end_march()
- },
- pass() {
- set_active_enemy()
- end_kings_parley()
- },
-}
-
-function end_kings_parley() {
- goto_parliaments_truce()
-}
-
-// === MARCH EVENT: PARLIAMENT'S TRUCE ===
-
-function can_play_parliaments_truce() {
- return game.state === "campaign"
-}
-
-function is_truce_in_effect() {
- return (
- is_event_in_play(EVENT_YORK_PARLIAMENTS_TRUCE) ||
- is_event_in_play(EVENT_LANCASTER_PARLIAMENTS_TRUCE)
- )
-}
-
-function goto_parliaments_truce() {
- // The non-active player can cancel approach with parliament's truce
-
- // We don't allow the active player to cancel an intercept -- if they want to cancel
- // an interception, they should have played the event before marching.
-
- let here = get_lord_locale(game.command)
- if (
- has_enemy_lord(here) && (
- (game.active === YORK && could_play_card(EVENT_LANCASTER_PARLIAMENTS_TRUCE)) ||
- (game.active === LANCASTER && could_play_card(EVENT_YORK_PARLIAMENTS_TRUCE))
- )
- ) {
- set_active_enemy()
- game.state = "parliaments_truce"
- return
- }
-
- end_parliaments_truce()
-}
-
-states.parliaments_truce = {
- inactive: "Parliament's Truce?",
- prompt() {
- view.prompt = "You may play Parliament's Truce to cancel approach."
- if (game.active === YORK)
- gen_action_card_if_held(EVENT_YORK_PARLIAMENTS_TRUCE)
- else
- gen_action_card_if_held(EVENT_LANCASTER_PARLIAMENTS_TRUCE)
- view.actions.pass = 1
- },
- card(c) {
- play_held_event(c)
-
- // Cancel approach!
- for (let lord of game.group)
- set_lord_locale(lord, game.march.from)
-
- set_active_enemy()
- end_march()
- },
- pass() {
- set_active_enemy()
- end_parliaments_truce()
- },
-}
-
-function end_parliaments_truce() {
-
- // Note: we flag the lords moved and levy burgundians after king's parley and parliament's truce have resolved
- for (let lord of game.group) {
- set_lord_moved(lord, 1)
- levy_burgundians(lord)
- }
-
- goto_blocked_ford()
-}
-
-// === MARCH EVENT: BLOCKED FORD ===
-
-function goto_blocked_ford() {
- let here = get_lord_locale(game.command)
-
- // The marching lord can now play blocked ford to prevent enemy going into exile.
- if (
- has_enemy_lord(here) && (
- (game.active === YORK && could_play_card(EVENT_YORK_BLOCKED_FORD)) ||
- (game.active === LANCASTER && could_play_card(EVENT_LANCASTER_BLOCKED_FORD))
- )
- ) {
- game.state = "blocked_ford"
- return
- }
-
- goto_choose_exile()
-}
-
-states.blocked_ford = {
- inactive: "Blocked Ford?",
- prompt() {
- view.prompt = "You may play Blocked Ford."
-
- if (game.active === YORK)
- gen_action_card_if_held(EVENT_YORK_BLOCKED_FORD)
- else
- gen_action_card_if_held(EVENT_LANCASTER_BLOCKED_FORD)
-
- view.actions.pass = 1
- },
- card(c) {
- play_held_event(c)
- game.where = get_lord_locale(game.command)
- goto_battle()
- },
- pass() {
- goto_choose_exile()
- },
-}
-
-// === 4.3.5 APPROACH - CHOOSE EXILE ===
-
-function goto_choose_exile() {
- let here = get_lord_locale(game.command)
- if (has_enemy_lord(here)) {
- spend_all_actions() // end command upon any approach
- game.where = here
- game.state = "choose_exile"
- set_active_enemy()
- } else {
- end_march()
- }
-}
-
-function end_choose_exile() {
- if (has_friendly_lord(get_lord_locale(game.command))) {
- // still some lords not exiled to fight.
- set_active_enemy()
- goto_battle()
- } else {
- // no one left, goto finish marching.
- set_active_enemy()
- end_march()
- }
-}
-
-states.choose_exile = {
- inactive: "Exiles",
- prompt() {
- view.prompt = "Select Lords to go into Exile."
- for_each_friendly_lord_in_locale(get_lord_locale(game.command), lord => {
- gen_action_lord(lord)
- })
- view.actions.done = 1
- },
- lord(lord) {
- push_undo()
- // TODO: give up assets as if spoils?
- exile_lord(lord)
- },
- done() {
- end_choose_exile()
- },
-}
-
-function exile_lord(lord) {
- if (lord_has_capability(lord, AOW_YORK_ENGLAND_IS_MY_HOME)) {
- disband_lord(lord, false)
- set_lord_calendar(lord, current_turn() + 1)
- } else {
- set_lord_in_exile(lord)
- disband_lord(lord, false)
- }
-}
-
-// === 4.3.5 APPROACH - SPOILS AFTER CHOOSING EXILE ===
-
-// TODO: spoils after choosing exile
-
-function has_any_spoils() {
- return game.spoils && game.spoils[PROV] + game.spoils[COIN] + game.spoils[CART] + game.spoils[SHIP] > 0
-}
-
-function get_spoils(type) {
- if (game.spoils)
- return game.spoils[type]
- return 0
-}
-
-function add_spoils(type, n) {
- if (!game.spoils)
- game.spoils = [ 0, 0, 0, 0, 0, 0, 0 ]
- game.spoils[type] += n
-}
-
-function list_spoils() {
- let list = []
- for (let type = 0; type < 7; ++type) {
- let n = get_spoils(type)
- if (n > 0)
- list.push(`${n} ${ASSET_TYPE_NAME[type]}`)
- }
- if (list.length > 0)
- return list.join(", ")
- return "nothing"
-}
-
-function prompt_spoils() {
- if (get_spoils(PROV) > 0)
- view.actions.take_prov = 1
- if (get_spoils(CART) > 0)
- view.actions.take_cart = 1
-}
-
-function take_spoils(type) {
- add_lord_assets(game.who, type, 1)
- add_spoils(type, -1)
- if (!has_any_spoils())
- game.who = NOBODY
-}
-
-// === 4.4 BATTLE ===
-
-function get_lord_array_position(lord) {
- for (let p = 0; p < 12; ++p)
- if (game.battle.array[p] === lord)
- return p
- return -1
-}
-
-function set_active_attacker() {
- set_active(game.battle.attacker)
-}
-
-function set_active_defender() {
- if (game.battle.attacker === P1)
- set_active(P2)
- else
- set_active(P1)
-}
-
-function ravine_check(lord,pos) {
- // TODO: if no lord in pos and no ravine? -- if (lord !== NOBODY)
- if (game.battle.array[pos] === lord)
- return true
- return false
-}
-
-function filled(pos) {
- if (game.battle.array[pos] !== NOBODY && !ravine_check(game.battle.ravine, pos)) {
- return true
- }
- return false
-}
-
-const battle_strike_positions = [ D1, D2, D3, A1, A2, A3 ]
-
-const battle_steps = [
- { name: "Archery", hits: count_archery_hits },
- { name: "Melee", hits: count_melee_hits },
-]
-
-function count_archery_hits(lord) {
- let hits = 0
- hits += get_lord_forces(lord, LONGBOWMEN) << 2
- hits += get_lord_forces(lord, BURGUNDIANS) << 2
- hits += get_lord_forces(lord, MILITIA)
- hits += get_lord_forces(lord, MERCENARIES)
-
- if (is_leeward_battle_line_in_play(lord)) {
- // TODO: rounding?
- return hits/2
- }
-
- return hits
-}
-
-function count_melee_hits(lord) {
- let hits = 0
- hits += /*retinue*/ 3 << 1
- //hits += count_vassals_with_lord(lord) << 2
- if (lord_has_capability(lord, AOW_LANCASTER_CHEVALIERS))
- hits += get_lord_forces(lord, MEN_AT_ARMS) << 2
- else
- hits += get_lord_forces(lord, MEN_AT_ARMS) << 1
- hits += get_lord_forces(lord, MILITIA)
- hits += get_lord_forces(lord, MERCENARIES)
- hits += get_lord_forces(lord, BURGUNDIANS) << 1
-
- if (lord === game.battle.caltrops) {
- hits += 2
- }
-
- return hits
-}
-
-function count_lord_hits(lord) {
- return battle_steps[game.battle.step].hits(lord)
-}
-
-function format_strike_step() {
- return battle_steps[game.battle.step].name
-}
-
-function format_hits() {
- if (game.battle.ahits > 0) {
- return `${game.battle.ahits} Hit${game.battle.ahits > 1 ? "s" : ""}`
- } else if (game.battle.dhits > 0) {
- return `${game.battle.dhits} Hit${game.battle.dhits > 1 ? "s" : ""}`
- }
-}
-
-function is_battle_over() {
- set_active_attacker()
- if (has_no_unrouted_forces())
- return true
- set_active_defender()
- if (has_no_unrouted_forces())
- return true
- return false
-}
-
-function has_no_unrouted_forces() {
- // All unrouted lords are either in battle array or in reserves
- for (let p = 0; p < 6; ++p)
- if (is_friendly_lord(game.battle.array[p]))
- return false
- for (let lord of game.battle.reserves)
- if (is_friendly_lord(lord))
- return false
- return true
-}
-
-function is_attacker() {
- return game.active === game.battle.attacker
-}
-
-function is_defender() {
- return game.active !== game.battle.attacker
-}
-
-function is_archery_step() {
- return game.battle.step === 0
-}
-
-function is_melee_step() {
- return game.battle.step === 1
-}
-
-function has_strike(pos) {
- return game.battle.ah[pos] > 0
-}
-
-
-// Capabilities adding troops at start of the battle
-function add_battle_capability_troops() {
- let here = get_lord_locale(game.command)
-
- for (let lord = first_york_lord; lord <= last_lancaster_lord; ++lord) {
- if (lord_has_capability(lord, AOW_YORK_MUSTERD_MY_SOLDIERS) && has_favoury_marker(here)) {
- add_lord_forces(lord, MEN_AT_ARMS, 2)
- add_lord_forces(lord, LONGBOWMEN, 1)
- }
- if (lord_has_capability(lord, AOW_LANCASTER_MUSTERD_MY_SOLDIERS) && has_favourl_marker(here)) {
- add_lord_forces(lord, MEN_AT_ARMS, 2)
- add_lord_forces(lord, LONGBOWMEN, 1)
- }
- if (lord_has_capability(lord, AOW_LANCASTER_WELSH_LORD) && is_wales(here)) {
- add_lord_forces(lord, LONGBOWMEN, 2)
- }
- if (lord_has_capability(lord, AOW_YORK_PEMBROKE) && is_wales(here)) {
- add_lord_forces(lord, LONGBOWMEN, 2)
- }
- if (lord_has_capability(lord, AOW_YORK_PERCYS_NORTH1) && is_north(here)) {
- add_lord_forces(lord, MILITIA, 4)
- }
- if (lord_has_capability(lord, AOW_YORK_PERCYS_NORTH2) && can_supply_at(LOC_CARLISLE, 0)) {
- add_lord_forces(lord, MILITIA, 4)
- }
- if (lord_has_capability(lord, AOW_YORK_KINGDOM_UNITED) && (is_north(here) || is_south(here) || is_wales(here))) {
- add_lord_forces(lord, MILITIA, 3)
- }
-
- // TODO: check this condition
- if (
- is_lord_on_map(lord) &&
- !is_lord_on_calendar(lord) &&
- lord_has_capability(lord, AOW_LANCASTER_PHILIBERT_DE_CHANDEE) &&
- ((is_friendly_locale(here) && data.port_2.includes(here)) || is_adjacent_friendly_port_english_channel(here))
- ) {
- add_lord_forces(lord, MEN_AT_ARMS, 2)
- }
- }
-}
-
-//... And removing them at the end of the battle
-function remove_battle_capability_troops() {
- let here = get_lord_locale(game.command)
-
- for (let lord = first_york_lord; lord <= last_lancaster_lord; ++lord) {
- if (lord_has_capability(lord, AOW_YORK_MUSTERD_MY_SOLDIERS) && has_favoury_marker(here)) {
- add_lord_forces(lord, MEN_AT_ARMS, -2)
- add_lord_forces(lord, LONGBOWMEN, -1)
- }
- if (lord_has_capability(lord, AOW_LANCASTER_MUSTERD_MY_SOLDIERS) && has_favourl_marker(here)) {
- add_lord_forces(lord, MEN_AT_ARMS, -2)
- add_lord_forces(lord, LONGBOWMEN, -1)
- }
- if (lord_has_capability(lord, AOW_LANCASTER_WELSH_LORD) && is_wales(here)) {
- add_lord_forces(lord, LONGBOWMEN, -2)
- }
- if (lord_has_capability(lord, AOW_YORK_PEMBROKE) && is_wales(here)) {
- add_lord_forces(lord, LONGBOWMEN, -2)
- }
- if (lord_has_capability(lord, AOW_YORK_PERCYS_NORTH1) && is_north(here)) {
- add_lord_forces(lord, MILITIA, -4)
- }
- if (lord_has_capability(lord, AOW_YORK_PERCYS_NORTH2) && can_supply_at(LOC_CARLISLE, 0)) {
- add_lord_forces(lord, MILITIA, -4)
- }
- if (lord_has_capability(lord, AOW_YORK_KINGDOM_UNITED) && (is_north(here) || is_south(here) || is_wales(here))) {
- add_lord_forces(lord, MILITIA, -3)
- }
-
- // TODO: check this condition
- if (is_lord_on_map(lord) && lord_has_capability(lord, AOW_LANCASTER_PHILIBERT_DE_CHANDEE)) {
- add_lord_forces(lord, MEN_AT_ARMS, -2)
- }
- }
-}
-
-function goto_battle() {
- let here = get_lord_locale(game.command)
-
- log_h3(`Battle at %${here}`)
-
- game.battle = {
- where: game.where,
- round: 1,
- step: 0,
- relief: 0,
- attacker: game.active,
- ambush: 0,
- loser: 0,
- fought: 0, // flag all lords who participated
- array: [
- -1, -1, -1,
- -1, -1, -1,
- ],
- valour: Array(lord_count).fill(0),
- routed_vassals: [],
- engagements: [],
- reserves: [],
- retreated: 0,
- fled: [],
- routed: [],
- target: NOBODY,
- strikers: 0,
- a_hits: 0,
- d_hits: 0,
- fc: -1,
- }
-
- // Troops by capability
-
- add_battle_capability_troops()
-
- // All attacking lords to reserve
- for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
- if (get_lord_locale(lord) === here) {
- set_lord_fought(lord)
- set_add(game.battle.reserves, lord)
- if (
- lord_has_capability(lord, AOW_LANCASTER_EXPERT_COUNSELLORS) ||
- lord_has_capability(lord, AOW_LANCASTER_VETERAN_OF_FRENCH_WARS)
- )
- game.battle.valour[lord] = data.lords[lord].valour + 2
- else if (
- lord_has_capability(
- lord,
- AOW_LANCASTER_ANDREW_TROLLOPE || lord_has_capability(lord, AOW_LANCASTER_MY_FATHERS_BLOOD)
- ) ||
- lord_has_capability(lord, AOW_LANCASTER_EDWARD) ||
- (lord_has_capability(lord, AOW_LANCASTER_LOYAL_SOMERSET) && get_lord_locale(LORD_MARGARET) === here)
- )
- game.battle.valour[lord] = data.lords[lord].valour + 1
- else
- game.battle.valour[lord] = data.lords[lord].valour
- }
- }
-
- // All defending lords to reserve
- for (let lord = first_enemy_lord; lord <= last_enemy_lord; ++lord) {
- if (get_lord_locale(lord) === here) {
- set_lord_fought(lord)
- set_add(game.battle.reserves, lord)
- if (
- lord_has_capability(lord, AOW_LANCASTER_EXPERT_COUNSELLORS) ||
- lord_has_capability(lord, AOW_LANCASTER_VETERAN_OF_FRENCH_WARS)
- )
- game.battle.valour[lord] = data.lords[lord].valour + 2
- else if (
- lord_has_capability(
- lord,
- AOW_LANCASTER_ANDREW_TROLLOPE || lord_has_capability(lord, AOW_LANCASTER_MY_FATHERS_BLOOD)
- ) ||
- lord_has_capability(lord, AOW_LANCASTER_EDWARD) ||
- (lord_has_capability(lord, AOW_LANCASTER_LOYAL_SOMERSET) && get_lord_locale(LORD_MARGARET) === here)
- )
- game.battle.valour[lord] = data.lords[lord].valour + 1
- else
- game.battle.valour[lord] = data.lords[lord].valour
- }
- }
-
- goto_array_defender()
-}
-
-// === 4.4.1 BATTLE ARRAY ===
-
-// 0) Defender decides to stand for Battle, not Exile
-// 1) Defender decides how he wants to array his lords
-// 2) Defender positions front D
-// 3) Attacker positions front A.
-// 4) Defender plays event
-// 5) ATtacker plays event
-
-function has_friendly_reserves() {
- for (let lord of game.battle.reserves)
- if (is_friendly_lord(lord))
- return true
- return false
-}
-
-function count_friendly_reserves() {
- let n = 0
- for (let lord of game.battle.reserves)
- if (is_friendly_lord(lord))
- ++n
- return n
-}
-
-function pop_first_reserve() {
- for (let lord of game.battle.reserves) {
- if (is_friendly_lord(lord)) {
- set_delete(game.battle.reserves, lord)
- return lord
- }
- }
- return NOBODY
-}
-
-function prompt_array_place_opposed(X1, X2, X3, Y1, Y3) {
- let array = game.battle.array
- if (array[X2] === NOBODY) {
- gen_action_array(X2)
- } else if (array[Y1] !== NOBODY && array[Y3] === NOBODY && array[X1] === NOBODY) {
- gen_action_array(X1)
- } else if (array[Y1] === NOBODY && array[Y3] !== NOBODY && array[X3] === NOBODY) {
- gen_action_array(X3)
- } else {
- if (array[X1] === NOBODY)
- gen_action_array(X1)
- if (array[X3] === NOBODY)
- gen_action_array(X3)
- }
-}
-
-function action_array_place(pos) {
- push_undo_without_who()
- game.battle.array[pos] = game.who
- set_delete(game.battle.reserves, game.who)
- game.who = NOBODY
-}
-
-function goto_array_attacker() {
- set_active_attacker()
- game.state = "array_attacker"
- game.who = NOBODY
- let n = count_friendly_reserves()
- if (n === 1) {
- game.battle.array[A2] = pop_first_reserve()
- end_array_attacker()
- }
- if (n === 0)
- end_array_attacker()
-}
-
-function goto_array_defender() {
- set_active_defender()
- game.state = "array_defender"
- game.who = NOBODY
- let n = count_friendly_reserves()
- if (n === 1) {
- game.battle.array[D2] = pop_first_reserve()
- end_array_defender()
- }
- if (n === 0)
- end_array_defender()
-}
-
-function end_array_attacker() {
- goto_defender_events()
-}
-
-function end_array_defender() {
- goto_array_attacker()
-}
-
-states.array_attacker = {
- inactive: "Array Attacking Lords",
- prompt() {
- view.prompt = "Battle Array: Position your Attacking Lords."
- let array = game.battle.array
- let done = true
- if (array[A1] === NOBODY || array[A2] === NOBODY || array[A3] === NOBODY) {
- for (let lord of game.battle.reserves) {
- if (lord !== game.who && is_friendly_lord(lord)) {
- gen_action_lord(lord)
- done = false
- }
- }
- }
- if (game.who === NOBODY && done)
- view.actions.end_array = 1
- if (game.who !== NOBODY) {
- prompt_array_place_opposed(A1, A2, A3, D1, D3)
- }
- },
- array: action_array_place,
- lord: action_select_lord,
- end_array: end_array_attacker,
-}
-
-states.array_defender = {
- inactive: "Array Defending Lords",
- prompt() {
- view.prompt = "Battle Array: Position your Defending Lords."
- let array = game.battle.array
- let done = true
- if (array[D1] === NOBODY || array[D2] === NOBODY || array[D3] === NOBODY) {
- for (let lord of game.battle.reserves) {
- if (lord !== game.who && is_friendly_lord(lord)) {
- gen_action_lord(lord)
- done = false
- }
- }
- }
- if (done && game.who === NOBODY)
- view.actions.end_array = 1
- if (game.who !== NOBODY) {
- if (array[D2] === NOBODY) {
- gen_action_array(D2)
- } else {
- if (array[D1] === NOBODY)
- gen_action_array(D1)
- if (array[D3] === NOBODY)
- gen_action_array(D3)
- }
- }
- },
- array: action_array_place,
- lord: action_select_lord,
- end_array: end_array_defender,
-}
-
-// === 4.4.1 BATTLE ARRAY: EVENTS ===
-
-function goto_defender_events() {
- set_active_defender()
- log_br()
- if (can_play_battle_events())
- game.state = "defender_events"
- else
- end_defender_events()
-}
-
-function end_defender_events() {
- goto_attacker_events()
-}
-
-function goto_attacker_events() {
- set_active_attacker()
- log_br()
- if (can_play_battle_events())
- game.state = "attacker_events"
- else
- end_attacker_events()
-}
-
-function end_attacker_events() {
- goto_battle_rounds()
-}
-
-function resume_battle_events() {
- game.what = -1
- if (is_attacker())
- goto_attacker_events()
- else
- goto_defender_events()
-}
-
-states.defender_events = {
- inactive: "Defender Events",
- prompt() {
- view.prompt = "Defender may play Events."
- prompt_battle_events()
-
- // defender only events
- },
- card: action_battle_events,
- done() {
- end_defender_events()
- },
-}
-
-states.attacker_events = {
- inactive: "Attacker Events",
- prompt() {
- view.prompt = "Attacker may play Events."
- prompt_battle_events()
- },
- card: action_battle_events,
- done() {
- end_attacker_events()
- },
-}
-
-function can_play_battle_events() {
- if (game.active === LANCASTER) {
- if (could_play_card(EVENT_LANCASTER_LEEWARD_BATTLE_LINE))
- return true
- if (could_play_card(EVENT_LANCASTER_SUSPICION))
- return true
- if (could_play_card(EVENT_LANCASTER_FOR_TRUST_NOT_HIM))
- return true
- if (could_play_card(EVENT_LANCASTER_RAVINE))
- return true
- }
- if (game.active === YORK) {
- if (could_play_card(EVENT_YORK_LEEWARD_BATTLE_LINE))
- return true
- if (could_play_card(EVENT_YORK_SUSPICION))
- return true
- if (could_play_card(EVENT_YORK_CALTROPS))
- return true
- if (could_play_card(EVENT_YORK_REGROUP))
- return true
- if (could_play_card(EVENT_YORK_SWIFT_MANEUVER))
- return true
- if (could_play_card(EVENT_YORK_PATRICK_DE_LA_MOTE))
- return true
- }
- return false
-}
-
-function prompt_battle_events() {
- // both attacker and defender events
- if (game.active === LANCASTER) {
- gen_action_card_if_held(EVENT_LANCASTER_LEEWARD_BATTLE_LINE)
- if (can_play_suspicion())
- gen_action_card_if_held(EVENT_LANCASTER_SUSPICION)
- if (can_play_for_trust_not_him())
- gen_action_card_if_held(EVENT_LANCASTER_FOR_TRUST_NOT_HIM)
- gen_action_card_if_held(EVENT_LANCASTER_RAVINE)
- }
- if (game.active === YORK) {
- gen_action_card_if_held(EVENT_YORK_LEEWARD_BATTLE_LINE)
- if (can_play_suspicion())
- gen_action_card_if_held(EVENT_YORK_SUSPICION)
- gen_action_card_if_held(EVENT_YORK_CALTROPS)
- gen_action_card_if_held(EVENT_YORK_REGROUP)
- gen_action_card_if_held(EVENT_YORK_SWIFT_MANEUVER)
- gen_action_card_if_held(EVENT_YORK_PATRICK_DE_LA_MOTE)
- }
- view.actions.done = 1
-}
-
-function action_battle_events(c) {
- game.what = c
- set_delete(current_hand(), c)
- set_add(game.events, c)
- switch (c) {
- case EVENT_LANCASTER_LEEWARD_BATTLE_LINE:
- // nothing to do
- break
- case EVENT_LANCASTER_SUSPICION:
- game.state = "suspicion"
- break
- case EVENT_LANCASTER_FOR_TRUST_NOT_HIM:
- game.state = "for_trust_not_him"
- break
- case EVENT_LANCASTER_RAVINE:
- game.state = "ravine"
- break
- case EVENT_YORK_LEEWARD_BATTLE_LINE:
- // nothing to do
- break
- case EVENT_YORK_SUSPICION:
- game.state = "suspicion"
- break
- case EVENT_YORK_CALTROPS:
- game.state = "caltrops"
- break
- case EVENT_YORK_REGROUP:
- // nothing to do
- break
- case EVENT_YORK_SWIFT_MANEUVER:
- // nothing to do
- break
- }
-}
-
-// === BATTLE EVENT: RAVINE ===
-
-states.ravine = {
- inactive: "Ravine",
- prompt() {
- view.prompt = "Ravine: Select an enemy lord to ignore that Lord round 1"
- for (let lord of game.battle.array) {
- if (is_enemy_lord(lord)) {
- gen_action_lord(lord)
- }
- }
- for (let lord of game.battle.reserves) {
- if (is_enemy_lord(lord)) {
- gen_action_lord(lord)
- }
- }
- },
- lord(lord) {
- push_undo()
- game.battle.ravine = lord
- resume_battle_events()
- logi(`${data.lords[lord].name} ignored for Engage and Strike Round 1`)
- logevent(EVENT_LANCASTER_RAVINE)
- },
-}
-
-// === BATTLE EVENT: REGROUP ===
-
-function is_regroup_in_play() {
- if (game.active === YORK)
- return is_event_in_play(EVENT_YORK_REGROUP)
- return false
-}
-
-// TODO
-
-// === BATTLE EVENT: CALTROPS ===
-
-function is_caltrops_in_play() {
- if (game.active === YORK)
- return is_event_in_play(EVENT_YORK_CALTROPS)
-}
-
-states.caltrops = {
- inactive: "Caltrops",
- prompt() {
- view.prompt = "Caltrops: Select a friendly lord to Add +2 Hits each Melee phase to his engagement"
- for (let lord of game.battle.array) {
- if (is_friendly_lord(lord)) {
- gen_action_lord(lord)
- }
- }
- },
- lord(lord) {
- push_undo()
- game.battle.caltrops = lord
- resume_battle_events()
- logi(`2 Hits added to ${data.lords[lord].name} each Melee round`)
- logevent(EVENT_YORK_CALTROPS)
- },
-}
-
-// === BATTLE EVENT: SUSPICION ===
-
-function can_play_suspicion() {
- // TODO: account for influence_capabilities
- if (highest_friendly_influence() >= lowest_enemy_influence()) {
- return true
- }
- return false
-}
-
-function lowest_enemy_influence() {
- let score = 10
- for (let lord = first_enemy_lord; lord <= last_enemy_lord; ++lord) {
- if (get_lord_locale(lord) === get_lord_locale(game.command)) {
- if (data.lords[lord].influence < score) {
- score = data.lords[lord].influence
- }
- }
- }
- return score
-}
-
-function highest_friendly_influence() {
- let score = 0
- for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
- if (get_lord_locale(lord) === get_lord_locale(game.command)) {
- if (data.lords[lord].influence > score) {
- score = data.lords[lord].influence
- }
- }
- }
-}
-
-states.suspicion = {
- inactive: "Suspicion",
- prompt() {
- view.prompt = "Suspicion: Check one of your lords to influence check"
- for (let lord of game.battle.array) {
- if (is_friendly_lord(lord)) {
- gen_action_lord(lord)
- }
- }
- for (let lord of game.battle.reserves) {
- if (is_friendly_lord(lord)) {
- gen_action_lord(lord)
- }
- }
- },
- lord(lord) {
- game.who = lord
- push_undo()
- push_state("suspicion_enemy_lord")
- },
-}
-
-states.suspicion_enemy_lord = {
- inactive: "Suspicion",
- prompt() {
- view.prompt = "Suspicion: Select one enemy lord to influence check"
- for (let lord of game.battle.array) {
- if (is_enemy_lord(lord)) {
- if (suspicion_lord_score(game.who, data.lords[game.who].influence) > data.lords[lord].influence) {
- gen_action_lord(lord)
- }
- }
- }
- },
- lord(lord) {
- push_undo()
- push_state("influence_check_suspicion")
- init_influence_check(game.who)
- game.who = lord
- },
-}
-
-function suspicion_lord_score(lord, score) {
- influence_capabilities(lord, score)
- return score
-}
-
-states.influence_check_suspicion = {
- inactive: `Influence check`,
- prompt() {
- view.prompt = `Influence check : Success disbands enemy lord `
- prompt_influence_check()
- },
- spend1: add_influence_check_modifier_1,
- spend3: add_influence_check_modifier_2,
- check() {
- let lord = game.who
- let results = do_influence_check()
- logi(`Attempt to disband ${data.lords[lord].name} ${results.success ? "Successful" : "Failed"}: (${range(results.rating)}) ${results.success ? HIT[results.roll] : MISS[results.roll]}`)
- if (results.success) {
- log(`${data.lords[lord].name} disbanded`)
- for (let x = 0; x < 6; x++) {
- if (game.battle.array[x] === lord) {
- game.battle.array[x] = NOBODY
- break
- }
- else if (set_has(game.battle.reserves, lord)) {
- array_remove(game.battle.reserves, lord)
- }
- }
- disband_lord(lord)
- game.who = NOBODY
- end_influence_check()
- resume_battle_events()
- } else {
- log(`${data.lords[lord].name} stays`)
- game.who = NOBODY
- end_influence_check()
- resume_battle_events()
- }
- },
-}
-
-// === BATTLE EVENT: FOR TRUST NOT HIM ===
-
-function can_play_for_trust_not_him() {
- for (let vassal = first_vassal; vassal <= last_vassal; vassal++) {
- if (is_vassal_mustered_with_york_lord(vassal) && get_lord_locale(get_vassal_lord(vassal)) === get_lord_locale(game.command)) {
- // Hastings & Salisbury with Alice Montagu capability are immune.
- if ((get_vassal_lord(vassal) !== LORD_SALISBURY || !lord_has_capability(LORD_SALISBURY, AOW_YORK_ALICE_MONTAGU)) && vassal !== VASSAL_HASTINGS) {
- return true
- }
- }
- }
- return false
-}
-
-states.for_trust_not_him = {
- inactive: "For trust not him \u2014 Select Lord",
- prompt() {
- let done = true
- game.where = NOWHERE
- view.prompt = "Select a friendly lord"
- for (let lord = first_lancaster_lord; lord <= last_lancaster_lord; lord++) {
- if (is_lancaster_lord(lord) && get_lord_locale(lord) === game.battle.where) {
- done = false
- gen_action_lord(lord)
- }
- }
- if (done) {
- view.actions.done = 1
- }
- },
- lord(lord) {
- push_undo()
- game.who = lord
- game.state = "for_trust_not_him_vassal"
- },
-}
-
-states.for_trust_not_him_vassal = {
- inactive: "For trust not him \u2014 Select Vassal",
- prompt() {
- view.prompt = "Select an enemy Vassal"
- for (let vassal = first_vassal; vassal <= last_vassal; vassal++) {
- if (is_vassal_mustered_with_york_lord(vassal) && get_lord_locale(get_vassal_lord(vassal)) === get_lord_locale(game.command)) {
- // Hastings & Salisbury with Alice Montagu capability are immune.
- if ((get_vassal_lord(vassal) !== LORD_SALISBURY || !lord_has_capability(LORD_SALISBURY, AOW_YORK_ALICE_MONTAGU)) && vassal !== VASSAL_HASTINGS) {
- gen_action_vassal(vassal)
- }
- }
- }
- },
- vassal(v) {
- push_undo()
- game.which = v
- goto_influence_check_for_trust_not_him()
- },
-}
-
-function goto_influence_check_for_trust_not_him() {
- init_influence_check(game.who)
- game.check.push({
- cost: 0,
- modifier: data.vassals[game.which].influence * (game.active === LANCASTER ? -1 : 1),
- source: "vassal",
- })
- game.state = "for_trust_not_him_bribe"
-}
-
-states.for_trust_not_him_bribe = {
- inactive: `Influence check`,
- prompt() {
- view.prompt = `Influence check : Success bribes ${data.vassals[game.which].name} `
- prompt_influence_check()
- },
- spend1: add_influence_check_modifier_1,
- spend3: add_influence_check_modifier_2,
- check() {
- let results = do_influence_check()
- if (game.who === LORD_HENRY_TUDOR && lord_has_capability(LORD_HENRY_TUDOR, AOW_LANCASTER_TWO_ROSES)) {
- logi(`Automatic success C${AOW_LANCASTER_TWO_ROSES}`)
- }
- else {
- logi(`Attempt to bribe ${data.vassals[game.which].name} ${results.success ? "Successful" : "Failed"}: (${range(results.rating)}) ${results.success ? HIT[results.roll] : MISS[results.roll]}`)
- }
- if (results.success) {
- muster_vassal(game.which, game.who)
- end_influence_check()
- end_for_trust_not_him()
- } else {
- end_influence_check()
- end_for_trust_not_him()
- }
- },
-}
-
-function end_for_trust_not_him() {
- game.who = NOBODY
- game.which = NOTHING
- resume_battle_events()
-}
-
-// === BATTLE EVENT: LEEWARD BATTLE LINE ===
-
-function is_leeward_battle_line_in_play(lord) {
- if (is_archery_step()) {
- if (is_event_in_play(EVENT_LANCASTER_LEEWARD_BATTLE_LINE)
- && !is_event_in_play(EVENT_YORK_LEEWARD_BATTLE_LINE)
- && is_york_lord(lord)) {
- logevent(EVENT_LANCASTER_LEEWARD_BATTLE_LINE)
- return true
- }
- if (is_event_in_play(EVENT_YORK_LEEWARD_BATTLE_LINE)
- && !is_event_in_play(EVENT_LANCASTER_LEEWARD_BATTLE_LINE)
- && is_lancaster_lord(lord)) {
- logevent(EVENT_YORK_LEEWARD_BATTLE_LINE)
- return true
- }
- }
- return false
-}
-
-// === BATTLE EVENT: CULVERINS AND FALCONETS ===
-
-function goto_culverins() {
- let can_play = false
- for (let lord of game.battle.array) {
- if (is_lancaster_lord(lord) && lord_has_capability(lord, AOW_LANCASTER_CULVERINS_AND_FALCONETS))
- can_play = true
- if (is_york_lord(lord) && lord_has_capability(lord, AOW_YORK_CULVERINS_AND_FALCONETS))
- can_play = true
- }
- if (can_play) {
- set_active_defender()
- game.state = "culverins_and_falconets"
- game.who = NOBODY
- }
- else {
- goto_engagement_total_hits()
- }
-}
-
-function artillery_hits(ahits) {
- if (is_attacker()) {
- game.battle.attacker_artillery = ahits*2
- }
- if (is_defender()) {
- game.battle.defender_artillery = ahits*2
- }
-}
-
-states.culverins_and_falconets = {
- inactive: "Culverins and Falconets",
- prompt() {
- let done = true
- view.prompt = `Use Culverin and Falconets ?`
- for (let lord of game.battle.array) {
- if (lord !== NOBODY) {
- if (is_friendly_lord(lord) && (lord_has_capability(lord, AOW_YORK_CULVERINS_AND_FALCONETS))) {
- gen_action_card(AOW_YORK_CULVERINS_AND_FALCONETS)
- done = false
- }
- if (is_friendly_lord(lord) && (lord_has_capability(lord, AOW_LANCASTER_CULVERINS_AND_FALCONETS))) {
- gen_action_card(AOW_LANCASTER_CULVERINS_AND_FALCONETS)
- done = false
- }
- }
- }
- if (done) {
- view.prompt = "Culverins and Falconets : Done"
- }
- view.actions.done = 1
- },
- card(c) {
- let die = roll_die()
- let lord = find_lord_with_capability_card(c)
- if (is_event_in_play(EVENT_YORK_PATRICK_DE_LA_MOTE) && game.active === YORK) {
- let die2 = roll_die()
- die += die2
- }
- logi(`${data.lords[lord].name} Artillery does ${die} hits`)
- artillery_hits(die)
- discard_lord_capability(lord, c)
- },
- done() {
- if (is_defender()) {
- set_active_enemy()
- }
- else {
- goto_engagement_total_hits()
- }
- }
-}
-
-// === BATTLE EVENT: SWIFT MANEUVER ===
-
-function is_swift_maneuver_in_play() {
- return is_event_in_play(EVENT_YORK_SWIFT_MANEUVER)
-}
-
-states.swift_maneuver = {
- inactive: "Swift Maneuver",
- prompt() {
- view.prompt = "Swift Maneuver: You may end the round now"
- view.actions.end_battle_round = 1
- view.actions.pass = 1
- },
- end_battle_round() {
- logevent(`${EVENT_YORK_SWIFT_MANEUVER}`)
- log("Ended Action Round.")
- set_active_enemy()
- goto_end_battle_round()
- },
- pass() {
- logevent(`${EVENT_YORK_SWIFT_MANEUVER}`)
- log("Passed.")
- set_active_enemy()
- finish_action_assign_hits(game.who)
- },
-}
-
-// === 4.4.2 BATTLE ROUNDS ===
-
-function goto_battle_rounds() {
- set_active_defender()
- log_h4(`Battle Round ${game.battle.round}`)
- goto_flee()
-}
-
-// === 4.4.2 BATTLE ROUNDS: FLEE ===
-
-function goto_flee() {
- game.state = "flee_battle"
-}
-
-function end_flee() {
- if (has_no_unrouted_forces()) {
- end_battle_round()
- return
- }
- set_active_enemy()
-
- if (game.active !== game.battle.attacker) {
- goto_reposition_battle()
- } else {
- goto_flee()
- }
-}
-
-states.flee_battle = {
- inactive: "Flee",
- prompt() {
- view.prompt = "Battle: Select Lords to Flee from the Field?"
- for (let p = 0; p < 6; ++p) {
- if (is_friendly_lord(game.battle.array[p])) {
- gen_action_lord(game.battle.array[p])
- }
- }
- view.actions.done = 1
- },
- done() {
- end_flee()
- },
- lord(lord) {
- push_undo()
- log(`${lord_name[lord]} Fled the battle of %${game.battle.where}.`)
- set_add(game.battle.fled, lord)
- if (set_has(game.battle.reserves, lord)) {
- array_remove(game.battle.reserves, lord)
- } else {
- for (let x = 0; x < 6; x++) {
- if (game.battle.array[x] === lord) {
- game.battle.array[x] = NOBODY
- break
- }
- }
- }
- },
-}
-
-// === 4.4.2 BATTLE ROUNDS: REPOSITION ===
-
-function slide_array(from, to) {
- game.battle.array[to] = game.battle.array[from]
- game.battle.array[from] = NOBODY
-}
-
-function goto_reposition_battle() {
- let array = game.battle.array
-
- // If all D routed.
- if (array[D1] === NOBODY && array[D2] === NOBODY && array[D3] === NOBODY) {
- log("No Defenders Remain.")
- }
-
- // If all A routed.
- if (array[A1] === NOBODY && array[A2] === NOBODY && array[A3] === NOBODY) {
- log("No Attackers Remain.")
- }
-
- set_active_defender()
- goto_reposition_advance()
-}
-
-function goto_reposition_advance() {
- if (can_reposition_advance())
- game.state = "reposition_advance"
- else
- end_reposition_advance()
-}
-
-function end_reposition_advance() {
- game.who = NOBODY
- set_active_enemy()
- if (is_attacker())
- goto_reposition_advance()
- else
- goto_reposition_center()
-}
-
-function goto_reposition_center() {
- if (can_reposition_center())
- game.state = "reposition_center"
- else
- end_reposition_center()
-}
-
-function end_reposition_center() {
- game.who = NOBODY
- set_active_enemy()
- if (is_attacker())
- goto_reposition_center()
- else
- goto_first_engagement()
-}
-
-function can_reposition_advance() {
- if (has_friendly_reserves()) {
- let array = game.battle.array
- if (is_attacker()) {
- if (array[A1] === NOBODY || array[A2] === NOBODY || array[A3] === NOBODY)
- return true
- } else {
- if (array[D1] === NOBODY || array[D2] === NOBODY || array[D3] === NOBODY)
- return true
- }
- }
- return false
-}
-
-states.reposition_advance = {
- inactive: "Reposition",
- prompt() {
- view.prompt = "Reposition: Advance from Reserve."
- let array = game.battle.array
-
- for (let lord of game.battle.reserves)
- if (is_friendly_lord(lord) && lord !== game.who)
- gen_action_lord(lord)
-
- if (game.who !== NOBODY) {
- if (is_attacker()) {
- if (array[A1] === NOBODY)
- gen_action_array(A1)
- if (array[A2] === NOBODY)
- gen_action_array(A2)
- if (array[A3] === NOBODY)
- gen_action_array(A3)
- } else {
- if (array[D1] === NOBODY)
- gen_action_array(D1)
- if (array[D2] === NOBODY)
- gen_action_array(D2)
- if (array[D3] === NOBODY)
- gen_action_array(D3)
- }
- }
- },
- lord(lord) {
- game.who = lord
- },
- array(pos) {
- set_delete(game.battle.reserves, game.who)
- game.battle.array[pos] = game.who
- game.who = NOBODY
- goto_reposition_advance()
- },
-}
-
-function can_reposition_center() {
- let array = game.battle.array
- if (is_attacker()) {
- if (array[A2] === NOBODY && (array[A1] !== NOBODY || array[A3] !== NOBODY))
- return true
- } else {
- if (array[D2] === NOBODY && (array[D1] !== NOBODY || array[D3] !== NOBODY))
- return true
- }
- return false
-}
-
-states.reposition_center = {
- inactive: "Reposition",
- prompt() {
- view.prompt = "Reposition: Slide to Center."
- let array = game.battle.array
-
- if (is_attacker()) {
- if (array[A2] === NOBODY) {
- if (array[A1] !== NOBODY)
- gen_action_lord(game.battle.array[A1])
- if (array[A3] !== NOBODY)
- gen_action_lord(game.battle.array[A3])
- }
- } else {
- if (array[D2] === NOBODY) {
- if (array[D1] !== NOBODY)
- gen_action_lord(game.battle.array[D1])
- if (array[D3] !== NOBODY)
- gen_action_lord(game.battle.array[D3])
- }
- }
-
- if (game.who !== NOBODY) {
- let from = get_lord_array_position(game.who)
- if (from === A1 || from === A3)
- gen_action_array(A2)
- if (from === D1 || from === D3)
- gen_action_array(D2)
- }
- },
- lord(lord) {
- game.who = lord
- },
- array(pos) {
- let from = get_lord_array_position(game.who)
- slide_array(from, pos)
- game.who = NOBODY
- goto_reposition_center()
- },
-}
-
-
-// === 4.4.2 BATTLE ROUNDS: ENGAGE / STRIKE ===
-
-function determine_engagements() {
- let center = [ A2, D2 ]
- let engagements = [
- [ A1, D1 ],
- [ A3, D3 ],
- ]
- let results = []
-
- for (let x = 0; x < engagements.length; x++) {
- let e = engagements[x]
- if (filled(e[0]) && filled(e[1])) {
- results.push(e)
- } else if (filled(e[0])) {
- set_add(center, e[0])
- } else if (filled(e[1])) {
- set_add(center, e[1])
- }
- }
- results.unshift(center)
- return results
-}
-
-function goto_first_engagement() {
- game.battle.step = 0
- game.battle.engagements = determine_engagements()
- goto_engagement()
-}
-
-function goto_next_step() {
- let end = 2
- game.battle.step++
- if (game.battle.step >= end)
- end_engagement()
- else
- goto_engagement()
-}
-
-function goto_engagement() {
- if (is_battle_over()) {
- end_battle_round()
- return
- }
-
- log_h5(battle_steps[game.battle.step].name)
-
- // Generate hits
- game.battle.ah = [ 0, 0, 0, 0, 0, 0 ]
-
- for (let pos of battle_strike_positions) {
- let lord = game.battle.array[pos]
- if (lord !== NOBODY) {
- let hits = count_lord_hits(lord)
-
- game.battle.ah[pos] = hits
- }
- }
-
- resume_engagement()
-}
-
-function find_engagement_index(pos) {
- return game.battle.engagements.findIndex(e => e.includes(pos))
-}
-
-function end_engagement() {
- game.battle.engagements.shift()
-
- if (game.battle.engagements.length > 0) {
- game.battle.step = 0
- goto_engagement()
- } else {
- goto_end_battle_round()
- }
-}
-
-states.select_engagement = {
- inactive: "Select Engagment",
- prompt() {
- view.prompt = `Select the next engagement to resolve.`
- for (let pos of battle_strike_positions) {
- if (has_strike(pos)) {
- let lord = game.battle.array[pos]
- if (is_friendly_lord(lord))
- gen_action_lord(lord)
- }
- }
- },
- lord(lord) {
- let idx = find_engagement_index(get_lord_array_position(lord))
- let eng = game.battle.engagements[idx]
- array_remove(game.battle.engagements, idx)
- game.battle.engagements.unshift(eng)
- set_active_defender()
- if (game.battle.round === 1 && is_archery_step()) {
- goto_culverins()
- }
- else {
- goto_engagement_total_hits()
- }
- },
-}
-
-function resume_engagement() {
- if (game.battle.engagements.length === 1 || is_melee_step()) {
- if (game.battle.round === 1 && is_archery_step()) {
- goto_culverins()
- }
- else {
- goto_engagement_total_hits()
- }
- // only one engagement, so no choices on order
- } else {
- set_active_attacker()
- game.state = "select_engagement"
- }
-}
-
-// === 4.4.2 BATTLE ROUNDS: TOTAL HITS (ROUND UP) ===
-
-// for each battle step:
-// generate strikes for each lord
-// while strikes remain:
-// create list of strike groups (choose left/right both rows)
-// select strike group
-// create target group (choose if sally)
-// total strikes and roll for walls
-// while hits remain:
-// assign hit to unit in target group
-// if lord routs:
-// forget choice of left/right strike group in current row
-// create new target group (choose if left/right/sally)
-
-function goto_engagement_total_hits() {
- let ahits = 0
- let dhits = 0
-
- for (let pos of game.battle.engagements[0]) {
- if (pos === A1 || pos === A2 || pos === A3) {
- ahits += game.battle.ah[pos]
- if (game.battle.attacker_artillery > 0) {
- ahits += game.battle.attacker_artillery
- }
- }
- else {
- dhits += game.battle.ah[pos]
- if (game.battle.defender_artillery > 0) {
- dhits += game.battle.defender_artillery
- }
- }
- }
- if (ahits & 1)
- ahits = (ahits >> 1) + 1
- else
- ahits = ahits >> 1
-
- if (dhits & 1)
- dhits = (dhits >> 1) + 1
- else
- dhits = dhits >> 1
-
- game.battle.ahits = ahits
- game.battle.dhits = dhits
-
- log_br()
- log_hits(game.battle.ahits, "Hit")
- game.battle.target = NOBODY
- goto_defender_assign_hits()
-}
-
-function continue_engagement() {
- for (let pos of battle_strike_positions) {
- let lord = game.battle.array[pos]
- if (lord !== NOBODY)
- if (will_lord_rout(lord))
- rout_lord(lord)
- }
-
- end_assign_hits()
-}
-
-function log_hits(total, name) {
- if (total === 1)
- logi(`${total} ${name}`)
- else if (total > 1)
- logi(`${total} ${name}s`)
- else
- logi(`No ${name}s`)
-}
-
-// === 4.4.2 BATTLE ROUNDS: APPLY HITS / PROTECTION / ROLL BY HIT / ROUT ===
-
-function goto_defender_assign_hits() {
- set_active_defender()
- if (game.battle.ahits === 0)
- return end_defender_assign_hits()
-
- if (no_remaining_targets())
- return end_defender_assign_hits()
-
- goto_assign_hits()
-}
-
-function goto_assign_hits() {
- game.state = "assign_hits"
- if (game.battle.target === NOBODY) {
- let targets = []
- for (let pos of game.battle.engagements[0]) {
- let lord = game.battle.array[pos]
- if (is_friendly_lord(lord)) {
- targets.push(pos)
- }
- }
- game.battle.target = targets
- }
-}
-
-function end_defender_assign_hits() {
- log_hits(game.battle.dhits, "Hit")
- game.battle.target = NOBODY
- goto_attacker_assign_hits()
-}
-
-function no_remaining_targets() {
- for (let pos of game.battle.engagements[0]) {
- let lord = game.battle.array[pos]
- if (is_friendly_lord(lord))
- if (lord_has_unrouted_units(lord))
- return false
- }
- return true
-}
-
-function goto_attacker_assign_hits() {
- set_active_attacker()
- if (game.battle.dhits === 0)
- return end_attacker_assign_hits()
-
- if (no_remaining_targets())
- return end_attacker_assign_hits()
-
- goto_assign_hits()
-}
-
-function end_attacker_assign_hits() {
- continue_engagement()
-}
-
-function end_assign_hits() {
- for (let pos of game.battle.engagements[0]) {
- game.battle.ah[pos] = 0
- }
- game.battle.target = NOBODY
- game.battle.ahits = 0
- game.battle.dhits = 0
-
- goto_next_step()
-}
-
-function for_each_target(fn) {
- for (let target of game.battle.target) {
- fn(game.battle.array[target])
- }
-}
-
-function prompt_hit_forces() {
- for_each_target(lord => {
- if (get_lord_forces(lord, RETINUE) > 0)
- gen_action_retinue(lord)
- if (get_lord_forces(lord, BURGUNDIANS) > 0)
- gen_action_burgundians(lord)
- if (get_lord_forces(lord, MERCENARIES) > 0)
- gen_action_mercenaries(lord)
- if (get_lord_forces(lord, LONGBOWMEN) > 0)
- gen_action_longbowmen(lord)
- if (get_lord_forces(lord, MEN_AT_ARMS) > 0)
- gen_action_men_at_arms(lord)
- if (get_lord_forces(lord, MILITIA) > 0)
- gen_action_militia(lord)
-
- for_each_vassal_with_lord(lord, v => {
- if (!set_has(game.battle.routed_vassals, v))
- gen_action_vassal(v)
- })
- })
-}
-
-states.assign_hits = {
- get inactive() {
- return format_strike_step() + " \u2014 Assign " + format_hits()
- },
- prompt() {
- view.prompt = `${format_strike_step()}: Assign ${format_hits()} to units.`
-
- prompt_hit_forces()
- },
- retinue(lord) {
- if ((lord === LORD_MARGARET) && (lord_has_capability(lord, AOW_LANCASTER_YEOMEN_OF_THE_CROWN)) && get_lord_forces(lord, MEN_AT_ARMS) > 0)
- action_assign_hits(lord, MEN_AT_ARMS)
- else
- action_assign_hits(lord, RETINUE)
- },
- burgundians(lord) {
- action_assign_hits(lord, BURGUNDIANS)
- },
- mercenaries(lord) {
- action_assign_hits(lord, MERCENARIES)
- },
- longbowmen(lord) {
- action_assign_hits(lord, LONGBOWMEN)
- },
- men_at_arms(lord) {
- action_assign_hits(lord, MEN_AT_ARMS)
- },
- militia(lord) {
- action_assign_hits(lord, MILITIA)
- },
- vassal(vassal) {
- let lord = get_vassal_lord(vassal)
- action_assign_hits(lord, VASSAL, vassal)
- },
-}
-
-function rout_lord(lord) {
- log(`L${lord} Routed.`)
-
- let pos = get_lord_array_position(lord)
-
- // Remove from battle array
- game.battle.array[pos] = NOBODY
- set_add(game.battle.routed, lord)
-}
-
-function lord_has_unrouted_troops(lord) {
- // Don't check here for Retinue or Vassals.
- for (let x = 2; x < FORCE_TYPE_COUNT; x++) {
- if (get_lord_forces(lord, x) > 0)
- return true
- }
- return false
-}
-
-function lord_has_routed_troops(lord) {
- // Don't check here for Retinue or Vassals.
- for (let x = 2; x < FORCE_TYPE_COUNT; x++) {
- if (get_lord_routed_forces(lord, x) > 0)
- return true
- }
- return false
-}
-
-function will_lord_rout(lord) {
- if (get_lord_routed_forces(lord, RETINUE) > 0)
- return true
- if (!lord_has_unrouted_troops(lord))
- return true
- return false
-}
-
-function rout_unit(lord, type, special) {
- if (type === VASSAL) {
- rout_vassal(lord, special)
- } else {
- add_lord_forces(lord, type, -1)
- add_lord_routed_forces(lord, type, 1)
- }
-}
-
-function assign_hit_roll(what, prot, extra) {
- let die = roll_die()
- if (die <= prot) {
- logi(`${what} ${range(prot)}: ${MISS[die]}${extra}`)
- return false
- } else {
- logi(`${what} ${range(prot)}: ${HIT[die]}${extra}`)
- return true
- }
-}
-
-function get_lord_remaining_valour(lord) {
- return game.battle.valour[lord]
-}
-
-function spend_valour(lord) {
- game.battle.valour[lord] = game.battle.valour[lord] - 1
-}
-
-function check_protection_capabilities(protection) {
- if (game.what === MEN_AT_ARMS || game.what === MILITIA) {
- if (lord_has_capability(game.who, AOW_LANCASTER_PIQUIERS) &&
- (get_lord_routed_forces(game.who, MILITIA) + get_lord_routed_forces(game.who, MEN_AT_ARMS) < 3)) {
- protection = 4
- }
- }
-
- if (game.what === MEN_AT_ARMS) {
- if (lord_has_capability(game.who, AOW_LANCASTER_CHURCH_BLESSINGS)) {
- protection += 1
- }
- }
- if (game.what === RETINUE) {
- if (lord_has_capability(game.who, AOW_LANCASTER_MONTAGU))
- protection += 1
- }
- if ((game.what === RETINUE || game.what === VASSAL) && is_archery_step()) {
- if (lord_has_capability(game.who, AOW_LANCASTER_BARDED_HORSE))
- protection -= 1
- }
- if ((game.what === RETINUE || game.what === VASSAL) && is_melee_step()) {
- if (lord_has_capability(game.who, AOW_LANCASTER_BARDED_HORSE))
- protection += 1
- }
-
- if (game.what === MEN_AT_ARMS) {
- if (lord_has_capability(game.who, AOW_YORK_BARRICADES) && has_favoury_marker(game.battle.where))
- protection += 1
- }
- if (game.what === MEN_AT_ARMS) {
- if (lord_has_capability(game.who, AOW_LANCASTER_CHEVALIERS) && is_archery_step()) {
- protection -= 1
- }
- }
- if (game.what === MILITIA || game.what === LONGBOWMEN) {
- if (lord_has_capability(game.who, AOW_YORK_BARRICADES) && has_favoury_marker(game.battle.where))
- protection += 1
- }
- return protection
-}
-
-function action_assign_hits(lord, type, special) {
- if (game.who !== lord) {
- game.who = lord
- log(`L${lord}`)
- }
- let protection = check_protection_capabilities(FORCE_PROTECTION[type])
- let extra = ""
-
- if (assign_hit_roll(get_force_name(lord, type, special), protection, extra)) {
- if (get_lord_remaining_valour(lord) > 0) {
- game.state = "spend_valour"
- game.what = type
- if (game.what === VASSAL)
- game.where = special
- } else {
- rout_unit(lord, type, special)
-
- // Swift Maneuver event
- if (is_swift_maneuver_in_play() && type === RETINUE) {
- set_active_enemy()
- game.state = "swift_maneuver"
- return
- }
-
- finish_action_assign_hits(lord)
- }
- } else {
- finish_action_assign_hits(lord)
- }
-}
-
-function finish_action_assign_hits(lord) {
- if (game.battle.ahits)
- game.battle.ahits--
- else
- game.battle.dhits--
-
- if (!lord_has_unrouted_units(lord)) {
- game.battle.target = NOBODY
- }
-
- if (game.active === game.battle.attacker)
- goto_attacker_assign_hits()
- else
- goto_defender_assign_hits()
-}
-
-states.spend_valour = {
- inactive: "Spend Valour",
- prompt() {
- view.prompt = `Spend Valour: Reroll Hit on ${get_force_name(game.who, game.what, game.where)}?`
- gen_action("valour", game.who)
- view.actions.pass = 1
- },
- pass() {
- rout_unit(game.who, game.what, game.where)
- finish_action_assign_hits(game.who)
- },
- valour() {
- let protection = check_protection_capabilities(FORCE_PROTECTION[game.what])
-
- spend_valour(game.who)
- log(`Reroll:`)
- if (assign_hit_roll(get_force_name(game.who, game.what, game.where), protection, "")) {
- rout_unit(game.who, game.what, game.where)
- finish_action_assign_hits(game.who)
- } else {
- finish_action_assign_hits(game.who)
- }
- },
-}
-
-// === 4.4.2 BATTLE ROUNDS: NEW ROUND ===
-
-function goto_end_battle_round() {
- end_battle_round()
-}
-
-function end_battle_round() {
- game.battle.ravine = NOBODY
- let attacker_loser = null
- set_active_attacker()
- if (has_no_unrouted_forces()) {
- attacker_loser = game.active
- }
-
- let defender_loser = null
- set_active_defender()
- if (has_no_unrouted_forces()) {
- defender_loser = game.active
- }
-
- if (attacker_loser !== null || defender_loser !== null) {
- if (attacker_loser === null)
- game.battle.loser = defender_loser
- else if (defender_loser === null)
- game.battle.loser = attacker_loser
- else
- game.battle.loser = BOTH
-
- end_battle()
- return
- }
-
- game.battle.round++
-
- game.battle.ambush = 0
-
- // TODO: goto_battle_rounds() instead?
- set_active_defender()
- goto_flee()
-}
-
-// === 4.4.3 ENDING THE BATTLE ===
-
-// Ending the Battle - optimized from rules as written
-// Loser retreat / withdraw / remove
-// Loser losses
-// Loser service
-// Victor losses
-// Victor spoils
-
-function set_active_loser() {
- set_active(game.battle.loser)
-}
-
-function set_active_victor() {
- if (game.battle.loser === YORK)
- set_active(LANCASTER)
- else
- set_active(YORK)
-}
-
-function end_battle() {
- if (game.battle.loser === BOTH)
- log_h4(`Both Sides Lost`)
- else
- log_h4(`${game.battle.loser} Lost`)
-
- game.battle.array = 0
- game.battle.caltrops = -1
- goto_battle_influence()
-}
-
-function has_defeated_lords() {
- for (let lord of game.battle.fled)
- if (is_friendly_lord(lord))
- return true
- for (let lord of game.battle.routed)
- if (is_friendly_lord(lord))
- return true
- return false
-}
-
-// === 4.4.3 ENDING THE BATTLE: INFLUENCE ===
-
-function goto_battle_influence() {
- if (game.battle.loser !== BOTH) {
- set_active_loser()
-
- let influence = 0
- for (let lord of game.battle.fled)
- if (is_friendly_lord(lord))
- influence += data.lords[lord].influence + count_vassals_with_lord(lord)
- for (let lord of game.battle.routed)
- if (is_friendly_lord(lord))
- influence += data.lords[lord].influence + count_vassals_with_lord(lord)
-
- reduce_influence(influence)
- goto_battle_spoils()
- } else {
- goto_death_or_disband()
- }
-}
-
-// === 4.4.3 ENDING THE BATTLE: LOSSES ===
-
-function has_battle_losses() {
- for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
- if (lord_has_routed_troops(lord))
- return true
- return false
-}
-
-function goto_battle_losses_victor() {
- set_active_victor()
- game.who = NOBODY
- if (has_battle_losses())
- log_h4(`${game.active} Losses`)
- resume_battle_losses()
-}
-
-function resume_battle_losses() {
- game.state = "battle_losses"
- if (!has_battle_losses())
- goto_death_or_disband()
-}
-
-function action_losses(lord, type) {
- let protection = FORCE_PROTECTION[type]
-
- if (game.who !== lord) {
- log(`L${lord}`)
- game.who = lord
- }
-
- let die = roll_die()
- if (die <= protection) {
- logi(`${get_force_name(lord, type)} ${range(protection)}: ${MISS[die]}`)
- add_lord_routed_forces(lord, type, -1)
- add_lord_forces(lord, type, 1)
- } else {
- logi(`${get_force_name(lord, type)} ${range(protection)}: ${HIT[die]}`)
- add_lord_routed_forces(lord, type, -1)
- }
-
- resume_battle_losses()
-}
-
-states.battle_losses = {
- inactive: "Losses",
- prompt() {
- let done = true
- view.prompt = "Losses: Determine the fate of your Routed units."
- for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
- if (is_lord_on_map(lord) && lord_has_routed_troops(lord)) {
- if (get_lord_routed_forces(lord, MERCENARIES) > 0)
- gen_action_routed_mercenaries(lord)
- if (get_lord_routed_forces(lord, LONGBOWMEN) > 0)
- gen_action_routed_longbowmen(lord)
- if (get_lord_routed_forces(lord, BURGUNDIANS) > 0)
- gen_action_routed_burgundians(lord)
- if (get_lord_routed_forces(lord, MEN_AT_ARMS) > 0)
- gen_action_routed_men_at_arms(lord)
- if (get_lord_routed_forces(lord, MILITIA) > 0)
- gen_action_routed_militia(lord)
- done = false
- }
- }
- if (done) {
- view.actions.done = 1
- }
- },
- routed_mercenaries(lord) {
- action_losses(lord, MERCENARIES)
- },
- routed_longbowmen(lord) {
- action_losses(lord, LONGBOWMEN)
- },
- routed_burgundians(lord) {
- action_losses(lord, BURGUNDIANS)
- },
- routed_men_at_arms(lord) {
- action_losses(lord, MEN_AT_ARMS)
- },
- routed_militia(lord) {
- action_losses(lord, MILITIA)
- },
- done() {
- goto_death_or_disband()
- },
-}
-
-// === 4.4.3 ENDING THE BATTLE: SPOILS ===
-
-function log_spoils() {
- if (game.spoils[PROV] > 0)
- logi(game.spoils[PROV] + " Provender")
- if (game.spoils[CART] > 0)
- logi(game.spoils[CART] + " Cart")
-}
-
-function calculate_spoils() {
- let n_prov = 0
- let n_cart = 0
-
- if (has_favour_in_locale(game.battle.loser, game.battle.where))
- return
-
- for (let lord of game.battle.fled) {
- if (is_enemy_lord(lord)) {
- n_prov += get_lord_assets(lord, PROV)
- n_cart += get_lord_assets(lord, CART)
- }
- }
-
- for (let lord of game.battle.routed) {
- if (is_enemy_lord(lord)) {
- n_prov += get_lord_assets(lord, PROV)
- n_cart += get_lord_assets(lord, CART)
- }
- }
-
- if (is_neutral_locale(game.battle.where)) {
- n_prov = Math.ceil(n_prov / 2)
- n_cart = Math.ceil(n_cart / 2)
- }
-
- add_spoils(PROV, n_prov)
- add_spoils(CART, n_cart)
-}
-
-function find_lone_victor() {
- let found = NOBODY
- for (let pos of battle_strike_positions) {
- let lord = game.battle.array[pos]
- if (is_friendly_lord(lord)) {
- if (found !== NOBODY)
- return NOBODY
- found = lord
- }
- }
- return found
-}
-
-function goto_battle_spoils() {
- set_active_victor()
- // determine Battle Spoils
- calculate_spoils()
- if (has_any_spoils() && has_friendly_lord(game.battle.where)) {
- log_h4("Spoils")
- log_spoils()
- game.state = "battle_spoils"
- game.who = find_lone_victor()
- } else {
- end_battle_spoils()
- }
-}
-
-function end_battle_spoils() {
- game.who = NOBODY
- game.spoils = 0
-
- goto_battle_losses_victor()
-}
-
-states.battle_spoils = {
- inactive: "Spoils",
- prompt() {
- if (has_any_spoils()) {
- view.prompt = "Spoils: Divide " + list_spoils() + "."
- let here = game.battle.where
- for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
- if (get_lord_locale(lord) === here)
- prompt_select_lord(lord)
- if (game.who !== NOBODY)
- prompt_spoils()
- } else {
- view.prompt = "Spoils: All done."
- view.actions.end_spoils = 1
- }
- },
- lord: action_select_lord,
-
- take_prov() {
- push_undo_without_who()
- take_spoils(PROV)
- },
-
- take_cart() {
- push_undo_without_who()
- take_spoils(CART)
- },
-
- end_spoils() {
- end_battle_spoils()
- },
-}
-
-// === 4.4.3 ENDING THE BATTLE: DEATH CHECK AND DISBAND ===
-
-function goto_death_or_disband() {
- remove_battle_capability_troops()
- if (has_defeated_lords()) {
- if (game.battle.loser === LANCASTER && lord_has_capability(LORD_RICHARD_III, AOW_YORK_BLOODY_THOU_ART) && get_lord_locale(LORD_RICHARD_III) === game.battle.where) {
- game.flags.bloody = 1
- }
- game.state = "death_check"
- }
- else
- end_death_or_disband()
-}
-
-function end_death_or_disband() {
- set_active_enemy()
- if (has_defeated_lords()) {
- goto_death_or_disband()
- } else {
- goto_battle_aftermath()
- }
-}
-
-function prompt_held_event_death_check() {
- // both attacker and defender events
- if (game.active === LANCASTER) {
- if (can_play_escape_ship())
- gen_action_card_if_held(EVENT_LANCASTER_ESCAPE_SHIP)
- if (can_play_warden_of_the_marches())
- gen_action_card_if_held(EVENT_LANCASTER_WARDEN_OF_THE_MARCHES)
- if (can_play_talbot_to_the_rescue())
- gen_action_card_if_held(EVENT_LANCASTER_TALBOT_TO_THE_RESCUE)
- }
- if (game.active === YORK) {
- if (can_play_escape_ship())
- gen_action_card_if_held(EVENT_YORK_ESCAPE_SHIP)
- }
-}
-
-states.death_check = {
- inactive: "Death or Disband",
- prompt() {
- view.prompt = `Death or Disband: Select lords to roll for Death or Disband.`
-
- prompt_held_event_death_check()
-
- let done = true
- for (let lord of game.battle.fled) {
- if (is_friendly_lord(lord)) {
- gen_action_lord(lord)
- done = false
- }
- }
- for (let lord of game.battle.routed) {
- if (is_friendly_lord(lord)) {
- gen_action_lord(lord)
- done = false
- }
- }
- if (game.flags.warden_of_the_marches && game.active === LANCASTER) {
- done = true
- }
- if (done) {
- view.actions.done = 1
- }
- },
- lord(lord) {
- let threshold = 2
- let modifier = 0
-
- // CAPABILITY: BLOODY THOU ART, BLOODY WILL BE THE END
- if (is_lancaster_lord(lord) && game.flags.bloody === 1) {
- logcap(AOW_YORK_BLOODY_THOU_ART)
- disband_lord(lord, true)
- set_delete(game.battle.fled, lord)
- set_delete(game.battle.routed, lord)
- }
- else {
- let roll = roll_die()
- if (set_has(game.battle.fled, lord))
- modifier = -2
-
- let success = threshold >= roll + modifier
- log(`Lord ${lord_name[lord]} ${success ? "Survived" : "Died"}: (${range(2)}) ${success ? HIT[roll] : MISS[roll]} ${modifier < 0 ? "(-2 Fled)" : ""}`)
- disband_lord(lord, !success)
- set_delete(game.battle.fled, lord)
- set_delete(game.battle.routed, lord)
- }
- },
- done() {
- end_death_or_disband()
- },
- card: action_held_event,
-}
-
-// === DEATH CHECK EVENT: ESCAPE SHIP ===
-
-function can_play_escape_ship() {
- return can_escape_at(game.battle.where)
-}
-
-function can_escape_at(here) {
- if (game.active === YORK && has_favoury_marker(here) && is_seaport(here))
- return true
- if (game.active === LANCASTER && has_favourl_marker(here) && is_seaport(here))
- return true
- if (search_escape_route(here))
- return true
- return false
-}
-
-function search_escape_route(start) {
- search_seen.fill(0)
- search_seen[start] = 1
- let queue = [start]
-
- while (queue.length > 0) {
- let here = queue.shift()
-
- // Check if the current locale is a seaport
- if (is_seaport(here)) {
- return true
- }
-
- if (is_friendly_locale(here)) {
- for (let next of data.locales[here].adjacent) {
- if (!search_seen[next]) {
- search_seen[next] = 1
- queue.push(next)
- }
- }
- }
- }
- return false
-}
-
-function goto_play_escape_ship() {
- game.state = "escape_ship"
- game.who = NOBODY
-}
-
-states.escape_ship = {
- inactive: `Escape ship`,
- prompt() {
- view.prompt = "Escape Ship: Your lords go to Exile."
- view.actions.escape_ship = 1
- },
- escape_ship() {
- push_undo()
- for (let lord of game.battle.fled) {
- log(`${lord_name[lord]} went to exile.`)
- exile_lord(lord)
- set_delete(game.battle.fled, lord)
- }
- for (let lord of game.battle.routed) {
- log(`${lord_name[lord]} went to exile.`)
- exile_lord(lord)
- set_delete(game.battle.routed, lord)
- }
- game.state = "death_check"
- },
-}
-
-// === DEATH CHECK EVENT: TALBOT TO THE RESCUE ===
-
-function can_play_talbot_to_the_rescue() {
- return true
-}
-
-function goto_play_talbot_to_the_rescue() {
- throw "TODO"
-}
-
-// === DEATH CHECK EVENT: WARDEN OF THE MARCHES ===
-
-function can_play_warden_of_the_marches() {
- // TOOD : Maybe a bug with blocked ford/exile ?
- let can_play = false
- for (let loc = first_locale; loc <= last_locale; loc++) {
- if (is_friendly_locale(loc) && is_north(loc) && loc !== game.battle.where) {
- can_play = true
- }
- }
- if (!can_play) {
- return false
- }
- // if blocked ford then flee
- if (is_north(game.where))
- return true
- // if battle
- if (is_north(game.battle.where))
- return true
- return false
-}
-
-function goto_play_warden_of_the_marches() {
- push_undo()
- game.state = "warden_of_the_marches"
-}
-
-states.warden_of_the_marches = {
- inactive: "Warden of the Marches",
- prompt() {
- let done = true
- view.prompt = "Warden of the Marches: Select a friendly locale in the North to move routed lords there"
- for (let loc = first_locale; loc <= last_locale; loc++) {
- if (is_friendly_locale(loc) && is_north(loc) && loc !== game.battle.where) {
- done = false
- gen_action_locale(loc)
- }
- }
- if (done) {
- view.actions.done = 1
- }
- },
- locale(loc) {
- push_undo()
- for (let lord = first_lancaster_lord; lord <= last_lancaster_lord; lord++) {
- if (get_lord_locale(lord) === game.battle.where) {
- set_lord_locale(lord, loc)
- if (!lord_has_unrouted_troops(lord)) {
- disband_lord(lord, false)
- }
- else {
- set_lord_forces(lord, RETINUE, 1)
- }
- for (let x = 0; x < FORCE_TYPE_COUNT; ++x) {
- set_lord_forces(lord, x, 0)
- if (get_lord_routed_forces(lord, x) > 0) {
- set_lord_routed_forces(lord, x, 0)
- }
- }
- for_each_vassal_with_lord(lord, v => {
- if (set_has(game.battle.routed_vassals, v)) {
- array_remove(game.battle.routed_vassals, v)
- disband_vassal(v)
- }
- })
- }
- }
- logi(`Moved to ${data.locales[loc].name}`)
- end_warden_of_the_marches()
- },
- done() {
- end_warden_of_the_marches()
- },
-}
-
-function end_warden_of_the_marches() {
- game.flags.warden_of_the_marches = 1
- game.who = NOBODY
- game.state = "death_check"
-}
-
-// === 4.4.4 ENDING THE BATTLE: AFTERMATH ===
-
-function goto_battle_aftermath() {
- set_active(game.battle.attacker)
- game.where = NOWHERE
-
- // Routed Vassals get disbanded
- for (let lord = first_lord; lord <= last_lord; lord++) {
- if (is_lord_on_map(lord)) {
- for_each_vassal_with_lord(lord, v => {
- if (set_has(game.battle.routed_vassals, v)) {
- array_remove(game.battle.routed_vassals, v)
- disband_vassal(v)
- }
- })
- }
- }
-
- // Events
- discard_events("hold")
-
- // Recovery
- spend_all_actions()
- game.where = NOWHERE
- game.battle = 0
- game.flags.bloody = 0
- end_march()
-}
-
-// === 4.7 FEED ===
-
-function can_feed_from_shared(lord) {
- let loc = get_lord_locale(lord)
- return get_shared_assets(loc, PROV) > 0
-}
-
-function can_pay_from_shared(lord) {
- let loc = get_lord_locale(lord)
- return get_shared_assets(loc, COIN) > 0
-}
-
-function has_friendly_lord_who_must_feed() {
- if (is_campaign_phase() && game.flags.supply_depot === 1 && game.active === LANCASTER) {
- game.flags.supply_depot = 0
- logi(`No feed ${EVENT_LANCASTER_REBEL_SUPPLY_DEPOT}`)
- return false
- }
- for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
- if (is_lord_unfed(lord))
- return true
- return false
-}
-
-function set_lord_feed_requirements() {
- // Count how much food each lord needs
- let n = 0
- for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
- if (get_lord_moved(lord)) {
- n = Math.ceil(count_lord_all_forces(lord) / 6)
- set_lord_unfed(lord, n)
- } else
- set_lord_unfed(lord, 0)
- }
-}
-
-function goto_feed() {
- log_br()
- set_lord_feed_requirements()
- if (has_friendly_lord_who_must_feed()) {
- push_state("feed")
- } else {
- // TODO: clean up transitions for End Command -> Feed and Disembark -> Feed
- if (game.state !== "disembark")
- goto_remove_markers()
- }
-}
-
-states.feed = {
- inactive: "Feed",
- prompt() {
- view.prompt = "Feed: You must Feed Lords who Moved or Fought."
-
- let done = true
- // Feed from own mat
- if (done) {
- for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
- if (is_lord_unfed(lord)) {
- if (get_lord_assets(lord, PROV) > 0) {
- gen_action_prov(lord)
- done = false
- }
- }
- }
- }
-
- // Sharing
- if (done) {
- view.prompt = "Feed: You must Feed Lords with Shared Loot or Provender."
- for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
- if (is_lord_unfed(lord) && can_feed_from_shared(lord)) {
- gen_action_lord(lord)
- done = false
- }
- }
- }
-
- // Unfed
- if (done) {
- view.prompt = `Feed: You must pillage to feed your troops.`
- for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
- if (is_lord_unfed(lord)) {
- view.actions.pillage = 1
- done = false
- }
- }
- }
-
- // All done!
- if (done) {
- view.prompt = "Feed: All done."
- view.actions.end_feed = 1
- }
- },
- prov(lord) {
- push_undo()
- add_lord_assets(lord, PROV, -1)
- feed_lord(lord)
- },
- lord(lord) {
- push_undo()
- game.who = lord
- game.state = "feed_lord_shared"
- },
- pillage() {
- push_undo()
- set_lord_feed_requirements()
- goto_pillage_food()
- },
- end_feed() {
- push_undo()
- end_feed()
- },
- card: action_held_event,
-}
-
-function resume_feed_lord_shared() {
- if (!is_lord_unfed(game.who) || !can_feed_from_shared(game.who)) {
- game.who = NOBODY
- game.state = "feed"
- }
-}
-
-states.feed_lord_shared = {
- inactive: "Feed",
- prompt() {
- view.prompt = `Feed: You must Feed ${lord_name[game.who]} with Shared Loot or Provender.`
- let loc = get_lord_locale(game.who)
- for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
- if (get_lord_locale(lord) === loc) {
- if (get_lord_assets(lord, PROV) > 0)
- gen_action_prov(lord)
- }
- }
- },
- prov(lord) {
- push_undo()
- add_lord_assets(lord, PROV, -1)
- feed_lord(game.who)
- resume_feed_lord_shared()
- },
-}
-
-function end_feed() {
- pop_state()
- game.where = NOWHERE
- // TODO: clean up transitions for End Command -> Feed and Disembark -> Feed
- if (game.state !== "disembark")
- goto_remove_markers()
-}
-
-// === 4.7 FEED: REMOVE MARKERS ===
-
-function goto_remove_markers() {
- clear_lords_moved()
- goto_command_activation()
-}
-
-// === 4.8 END CAMPAIGN ===
-
-function goto_end_campaign() {
- log_h1("End Campaign")
- set_active(P1)
- goto_tides_of_war()
-}
-
-// === 4.8.1 END CAMPAIGN: TIDES OF WAR ===
-
-function tides_calc() {
- log_h3(`Tides of War`)
- let town = 0
- let cities = 0
- let fortress = 0
- let domy = 0
- let doml = 0
- let domnl = 0
- let domny = 0
- let domsl = 0
- let domsy = 0
- let domwl = 0
- let domwy = 0
- let prenl = 0
- let preny = 0
- let presl = 0
- let presy = 0
- let prewl = 0
- let prewy = 0
- let prel = 0
- let prey = 0
-
- // DOMINATION CALC
-
- for (let x of all_north_locales) {
- if (has_favourl_marker(x)) {
- domnl += 1
- }
- if (has_favoury_marker(x)) {
- domny += 1
- }
- }
-
- for (let x of all_south_locales) {
- if (has_favourl_marker(x)) {
- domsl += 1
- }
- if (has_favoury_marker(x)) {
- domsy += 1
- }
- }
-
- for (let x of all_wales_locales) {
- if (has_favourl_marker(x)) {
- domwl += 1
- }
- if (has_favoury_marker(x)) {
- domwy += 1
- }
- }
-
- // SPECIAL LOCALES
-
- if (has_favourl_marker(LOC_LONDON)) {
- log(`London control 2 Influence for Lancaster`)
- doml += 2
- }
- if (has_favoury_marker(LOC_LONDON)) {
- log(`London control 2 Influence for York`)
- domy += 2
- }
-
- if (has_favourl_marker(LOC_CALAIS)) {
- log(`Calais control 2 Influence for Lancastrians`)
- doml += 2
- }
- if (has_favoury_marker(LOC_CALAIS)) {
- log(`Calais control 2 Influence for York`)
- domy += 2
- }
-
- if (has_favourl_marker(LOC_HARLECH)) {
- log(`Harlech control 1 Influence for Lancaster`)
- doml += 1
- }
- if (has_favoury_marker(LOC_HARLECH)) {
- log(`Harlech control 1 Influence for York`)
- domy += 1
- }
-
- for (let x of all_city_locales) {
- if (has_favourl_marker(x)) {
- cities -= 1
- }
- if (has_favoury_marker(x)) {
- cities += 1
- }
- }
-
- for (let x of all_town_locales) {
- if (has_favourl_marker(x)) {
- town -= 1
- }
- if (has_favoury_marker(x)) {
- town += 1
- }
- }
-
- for (let x of all_fortress_locales) {
- if (has_favourl_marker(x)) {
- fortress -= 1
- }
- if (has_favoury_marker(x)) {
- fortress += 1
- }
- }
-
- // DOMINATION CAPS
-
- // NORTH
-
- if (domnl === 6) {
- log(`North Domination 2 Influence for Lancaster`)
- doml += 2
- } else if (domnl >= 3 && lord_has_capability(LORD_NORTHUMBERLAND_L, AOW_LANCASTER_NORTHMEN)) {
- log(`North Domination 2 Influence for Lancaster`)
- doml += 2
- }
-
- if (domny === 6) {
- log(`North Domination 2 Influence for York`)
- domy += 2
- }
-
- // SOUTH
-
- if (domsl === 9) {
- log(`South Domination 2 Influence for Lancaster`)
- doml += 2
- }
-
- if (domsy === 9) {
- log(`South Domination 2 Influence for York`)
- domy += 2
- } else if (
- domsy >= 5 &&
- (lord_has_capability(LORD_MARCH, AOW_YORK_SOUTHERNERS) ||
- lord_has_capability(LORD_RUTLAND, AOW_YORK_SOUTHERNERS) ||
- lord_has_capability(LORD_YORK, AOW_YORK_SOUTHERNERS))
- ) {
- log(`South Domination 2 Influence for York`)
- domy += 2
- }
-
- // WALES
-
- if (domwl === 5) {
- log(`Wales Domination 2 Influence for Lancaster`)
- doml += 2
- }
-
- if (domwy === 5) {
- log(`Wales Domination 2 Influence for York`)
- domy += 2
- } else if (
- domwy >= 3 &&
- (lord_has_capability(LORD_MARCH, AOW_YORK_WELSHMEN) || lord_has_capability(LORD_YORK, AOW_YORK_WELSHMEN))
- ) {
- log(`Wales Domination 2 Influence for York`)
- domy += 2
- }
-
- // LOCALES TUG OF WAR
-
- if (cities >= 1) {
- log(`Most Cities 2 Influence for York`)
- domy += 2
- }
- if (fortress >= 1) {
- log(`Most Fortresses 1 Influence for York`)
- domy += 1
- }
- if (town >= 1) {
- log(`Most Towns 1 Influence for York`)
- domy += 1
- }
-
- if (cities <= -1) {
- log(`Most Cities 2 Influence for Lancaster`)
- doml += 2
- }
- if (fortress <= -1) {
- log(`Most Fortresses 1 Influence for Lancaster`)
- doml += 1
- }
- if (town <= -1) {
- log(`Most Towns 1 Influence for Lancaster`)
- doml += 1
- }
-
- // LORD PRESENCE
- for (let lord = first_lancaster_lord; lord <= last_lancaster_lord; ++lord) {
- if (is_lord_on_map(lord)) {
- if (is_lord_in_north(lord)) {
- prenl = 1
- }
- if (is_lord_in_south(lord)) {
- presl = 1
- }
- if (is_lord_in_wales(lord)) {
- prewl = 1
- }
- }
- }
- for (let lord = first_york_lord; lord <= last_york_lord; ++lord) {
- if (is_lord_on_map(lord)) {
- if (is_lord_in_north(lord)) {
- preny = 1
- }
- if (is_lord_in_south(lord)) {
- presy = 1
- }
- if (is_lord_in_wales(lord)) {
- prewy = 1
- }
- }
- }
- prel = prenl + presl + prewl
- prey = preny + presy + prewy
-
- log("Presence in Areas : " + prel + " for Lancaster")
- log("Presence in Areas : " + prey + " for Yorkists")
-
- domy += preny + presy + prewy
- doml += prenl + presl + prewl
-
- // CAPS EFFECT
-
- if (
- lord_has_capability(LORD_HENRY_VI, AOW_LANCASTER_MARGARET) &&
- get_lord_locale(LORD_HENRY_VI) !== LOC_LONDON &&
- is_lord_on_map(LORD_HENRY_VI)
- ) {
- log(`Capability: Margaret 2 Influence for Lancaster`)
- doml += 2
- }
-
- if (
- lord_has_capability(LORD_EXETER_1, AOW_LANCASTER_COUNCIL_MEMBER) ||
- lord_has_capability(LORD_EXETER_2, AOW_LANCASTER_COUNCIL_MEMBER) ||
- lord_has_capability(LORD_SOMERSET_2, AOW_LANCASTER_COUNCIL_MEMBER) ||
- lord_has_capability(LORD_SOMERSET_1, AOW_LANCASTER_COUNCIL_MEMBER) ||
- lord_has_capability(LORD_BUCKINGHAM, AOW_LANCASTER_COUNCIL_MEMBER)
- ) {
- log(`Capability: Council Member 1 Influence for Lancaster`)
- doml += 1
- }
-
- if (lord_has_capability(LORD_EDWARD_IV, AOW_YORK_FIRST_SON)) {
- log(`Capability: First Son 1 Influence for York`)
- domy += 1
- }
-
- if (set_has(INFLUENCE_TURNS, current_turn())) {
- for (let y = first_york_lord; y <= last_york_lord; y++) {
- if (is_lord_on_map(y)) {
- domy += data.lords[y].influence
- log(`Gain Lords Influence : Yorkists gain ${data.lords[y].influence} for ${data.lords[y].name}`)
- }
- }
-
- for (let l = first_lancaster_lord; l <= last_lancaster_lord; l++) {
- if (is_lord_on_map(l)) {
- doml += data.lords[l].influence
- log(`Gain Lords Influence : Lancastrians gain ${data.lords[l].influence} for ${data.lords[l].name}`)
- }
- }
- }
-
- log(`Total ` + domy + ` Influence for York`)
- log(`Total ` + doml + ` Influence for Lancaster`)
-
- game.influence += doml
- game.influence -= domy
-}
-
-function goto_tides_of_war() {
- if (lord_has_capability(LORD_BUCKINGHAM, AOW_LANCASTER_STAFFORD_ESTATES)) {
- add_lord_assets(LORD_BUCKINGHAM, COIN, 1)
- add_lord_assets(LORD_BUCKINGHAM, PROV, 1)
- }
- tides_calc()
- if (eligible_charity()) {
- goto_we_done_deeds_of_charity()
- }
- else
- goto_disembark()
-}
-
-// === 4.8.2 END CAMPAIGN: DISEMBARK ===
-
-function has_lords_at_sea() {
- for (let x = first_friendly_lord; x <= last_friendly_lord; x++) {
- if (is_lord_at_sea(x))
- return true
- }
- return false
-}
-
-function is_lord_at_sea(lord) {
- let here = get_lord_locale(lord)
- return here === LOC_NORTH_SEA || here === LOC_IRISH_SEA || here === LOC_ENGLISH_CHANNEL
-}
-
-function goto_disembark() {
- if (has_lords_at_sea()) {
- game.state = "disembark"
- } else {
- end_disembark()
- }
-}
-
-function end_disembark() {
- game.who = NOBODY
- set_active_enemy()
- if (has_lords_at_sea())
- goto_disembark()
- else {
- set_active(P1)
- goto_victory_check()
- }
-}
-
-function do_disembark() {
- let roll = roll_die()
- let success = roll >= 5
-
- log(`Disembark: (>4) ${success ? HIT[roll] : MISS[roll]}`)
-
- return success
-}
-
-function has_safe_ports(sea) {
- for (let loc of find_ports(sea))
- if (!has_enemy_lord(loc))
- return true
- return false
-}
-
-states.disembark = {
- inactive: "Disembark",
- prompt() {
- view.prompt = "Disembark your lords at sea."
- let done = true
- if (game.who === NOBODY) {
- for (let lord = first_friendly_lord; lord <= last_friendly_lord; lord++) {
- if (is_lord_at_sea(lord)) {
- gen_action_lord(lord)
- done = false
- }
- }
- } else {
- let sea = get_lord_locale(game.who)
- for (let loc of find_ports(sea))
- if (!has_enemy_lord(loc))
- gen_action_locale(loc)
- }
- if (done) {
- view.actions.done = 1
- }
- },
- lord(lord) {
- if (do_disembark()) {
- if (has_safe_ports(get_lord_locale(lord))) {
- game.who = lord
- } else {
- no_safe_disembark(lord)
- }
- } else {
- shipwreck(lord)
- }
- },
- locale(loc) {
- successful_disembark(game.who, loc)
- },
- done() {
- end_disembark()
- },
-}
-
-function successful_disembark(lord, loc) {
- set_lord_locale(lord, loc)
- set_lord_moved(lord, 1)
- levy_burgundians(lord)
- game.who = NOBODY
- goto_feed()
-}
-
-function shipwreck(lord) {
- disband_influence_penalty(lord)
- disband_lord(lord, true)
-}
-
-function no_safe_disembark(lord) {
- disband_lord(lord)
-}
-
-function disband_influence_penalty(lord) {
- let influence = data.lords[lord].influence
-
- for (let v = first_vassal; v <= last_vassal; v++) {
- if (is_vassal_mustered_with(v, lord)) {
- influence += 1
- }
- }
-
- if (game.active === LANCASTER)
- game.ip -= influence
- else
- game.ip += influence
-}
-
-function goto_advance_campaign() {
- game.turn++
-
- log_h1("Levy " + current_turn_name())
- goto_levy_arts_of_war()
-}
-
-// === 4.8.3 END CAMPAIGN: VICTORY CHECK ===
-
-function goto_victory_check() {
- if (!(check_scenario_end_victory() || check_campaign_victory() || check_threshold_victory())) {
- if (set_has(GROW_TURNS, current_turn())) {
- do_grow()
- } else if (set_has(WASTE_TURNS, current_turn())) {
- do_waste()
- } else {
- goto_reset()
- }
- }
-}
-
-// === 4.8.4 END CAMPAIGN: GROW ===
-
-function do_grow() {
- log("Grow:")
- logi("Changing all Depleted locales to Normal.")
- logi("Changing all Exhausted locales to Depleted.")
-
- for (let x = first_locale; x <= last_locale; x++) {
- refresh_locale(x)
- }
- goto_reset()
-}
-
-// === 4.8.5 END CAMPAIGN: WASTE ===
-
-function do_waste() {
- log("Waste:")
- logi("Removing half of all lords provinder, carts, and ships.")
- logi("Resetting Lords Coin and Troops to initial values.")
- for (let x = first_lord; x <= last_lord; x++) {
- if (is_lord_on_map(x)) {
- do_lord_waste(x)
- }
- }
-
- goto_reset()
-}
-
-function do_lord_waste(lord) {
- remove_half(lord, PROV)
- remove_half(lord, CART)
- remove_half(lord, SHIP)
- set_lord_assets(lord, COIN, data.lords[lord].assets.coin)
- muster_lord_forces(lord)
-}
-
-function remove_half(lord, type) {
- set_lord_assets(lord, type, Math.ceil(get_lord_assets(lord, type) / 2))
-}
-
-// === 4.8.6 END CAMPAIGN: RESET (DISCARD ARTS OF WAR) ===
-
-function goto_reset() {
- game.state = "reset"
-
- // Discard "This Campaign" events from play.
- discard_friendly_events("this_campaign")
-}
-
-states.reset = {
- inactive: "Reset",
- prompt() {
- view.prompt = "Reset: You may discard any held Arts of War cards desired."
- if (game.active === YORK) {
- for (let c = first_york_card; c <= last_york_card; ++c) {
- if (set_has(game.hand_y, c)) {
- gen_action_card(c)
- }
- }
- }
- if (game.active === LANCASTER) {
- for (let c = first_lancaster_card; c <= last_lancaster_card; ++c) {
- if (set_has(game.hand_l, c)) {
- gen_action_card(c)
- }
- }
- }
- view.actions.end_discard = 1
- },
- card(c) {
- push_undo()
- if (set_has(game.hand_y, c)) {
- log("Discarded Held card.")
- set_delete(game.hand_y, c)
- } else if (set_has(game.hand_l, c)) {
- log("Discarded Held card.")
- set_delete(game.hand_l, c)
- }
- },
- end_discard() {
- end_reset()
- },
-}
-
-function end_reset() {
- set_active_enemy()
- if (game.active === P2)
- goto_reset()
- else
- goto_advance_campaign()
-}
-
-// === 5.1 CAMPAIGN VICTORY ===
-
-function check_campaign_victory_york(inc_exiles = false) {
- for (let lord = first_lancaster_lord; lord <= last_lancaster_lord; ++lord)
- if (
- is_lord_on_map(lord) ||
- (inc_exiles && get_lord_locale(lord) === CALENDAR + current_turn() + 1 && get_lord_in_exile(lord))
- )
- return false
- return true
-}
-
-function check_campaign_victory_lancaster(inc_exiles = false) {
- for (let lord = first_york_lord; lord <= last_york_lord; ++lord)
- if (
- is_lord_on_map(lord) ||
- (inc_exiles && get_lord_locale(lord) === CALENDAR + current_turn() + 1 && get_lord_in_exile(lord))
- )
- return false
- return true
-}
-
-function check_campaign_victory() {
- let york_v = check_campaign_victory_york(true)
- let lancaster_v = check_campaign_victory_lancaster(true)
-
- if (york_v && lancaster_v) {
- goto_game_over("Draw", "The game ended in a draw.")
- return true
- } else if (york_v) {
- goto_game_over(YORK, `${YORK} won a Campaign Victory!`)
- return true
- } else if (lancaster_v) {
- goto_game_over(LANCASTER, `${LANCASTER} won a Campaign Victory!`)
- return true
- }
-
- return false
-}
-
-function check_disband_victory() {
- let york_v = check_campaign_victory_york()
- let lancaster_v = check_campaign_victory_lancaster()
-
- if (york_v && lancaster_v) {
- goto_game_over("Draw", "The game ended in a draw.")
- return true
- } else if (york_v) {
- goto_game_over(YORK, `${YORK} won a Campaign Victory!`)
- return true
- } else if (lancaster_v) {
- goto_game_over(LANCASTER, `${LANCASTER} won a Campaign Victory!`)
- return true
- }
-
- return false
-}
-
-// === 5.2 THRESHOLD VICTORY ===
-
-function check_threshold_victory() {
- // This needs to change to account for graduated victory thresholds in some scenarios.
-
- if (Math.abs(game.ip) > game.victory_check) {
- if (game.ip > 0)
- goto_game_over(LANCASTER, `${LANCASTER} won with ${game.ip} Influence.`)
- else
- goto_game_over(YORK, `${YORK} won with ${Math.abs(game.ip)} Influence.`)
-
- return true
- }
-
- return false
-}
-
-// === 5.3 SCENARIO END VICTORY ===
-
-function check_scenario_end_victory() {
- if (current_turn() === scenario_last_turn[game.scenario]) {
- // Scenario End Victory
-
- if (game.ip === 0)
- goto_game_over("Draw", "The game ended in a draw.")
- else if (game.ip > 0)
- goto_game_over(LANCASTER, `${LANCASTER} won with ${game.ip} Influence.`)
- else
- goto_game_over(YORK, `${YORK} won with ${Math.abs(game.ip)} Influence.`)
-
- return true
- }
- return false
-}
-
-// === 6.0 SCENARIOS ===
-
-exports.scenarios = [
- "Ia. Henry VI",
- "Ib. Towton",
- "Ic. Somerset's Return",
- "II. Warwicks' Rebellion",
- "III. My Kingdom for a Horse",
-// TODO "I-III. Wars of the Roses",
-]
-
-const scenario_last_turn = {
- "Ia. Henry VI": 15,
- "Ib. Towton": 2,
- "Ic. Somerset's Return": 8,
- "II. Warwicks' Rebellion": 15,
- "III. My Kingdom for a Horse": 15,
- "I-III. Wars of the Roses": 15,
-}
-
-function is_card_in_scenario(_c) {
- // TODO: Cards setup
- return true
-}
-
-function muster_lord_forces(lord) {
- let info = data.lords[lord]
- set_lord_forces(lord, RETINUE, info.forces.retinue | 0)
- set_lord_forces(lord, MEN_AT_ARMS, info.forces.men_at_arms | 0)
- set_lord_forces(lord, LONGBOWMEN, info.forces.longbowmen | 0)
- set_lord_forces(lord, MILITIA, info.forces.militia | 0)
-}
-
-function muster_lord(lord, locale) {
- let info = data.lords[lord]
-
- set_lord_locale(lord, locale)
-
- set_lord_assets(lord, PROV, info.assets.prov | 0)
- set_lord_assets(lord, COIN, info.assets.coin | 0)
-
- set_lord_assets(lord, CART, info.assets.cart | 0)
- set_lord_assets(lord, SHIP, info.ships | 0)
-
- muster_lord_forces(lord)
-}
-
-exports.setup = function (seed, scenario, options) {
- game = {
- seed,
- scenario,
- hidden: options.hidden ? 1 : 0,
-
- log: [],
- undo: [],
-
- active: null,
- rebel: null,
- state: "setup_lords",
- stack: [],
- victory_check: 0,
- influence: 0,
-
- hand_y: [],
- hand_l: [],
- plan_y: [],
- plan_l: [],
-
- turn: 0,
- events: [], // this levy/this campaign cards
-
- pieces: {
- // per lord data
- locale: [],
- assets: [],
- forces: [],
- routed: [],
- capabilities: [], // TODO map card -> lord instead of lord+slot -> card
- moved: [],
- in_exile: 0,
-
- // per vassal data
- vassals: Array(vassal_count).fill(VASSAL_OUT_OF_PLAY),
-
- // per locale data
- depleted: [],
- exhausted: [],
- favourl: [],
- favoury: [],
- },
-
- flags: {
- first_action: 0,
- first_march_highway: 0,
- free_levy: 0,
- free_parley_henry:0,
- free_parley_gloucester:0,
- burgundians:0,
- bloody:0,
- london_for_york:0,
- surprise_landing:0,
- sail_to_port: 0,
- march_to_port: 0,
- parliament_votes:0,
- succession:0,
- jack_cade:0,
- commons_militia:0,
- swap_battle_attacker:0,
- supply_depot:0,
- loyalty_and_trust:0,
- warden_of_the_marches:0,
- naval_blockade:0
- },
-
- command: NOBODY,
- actions: 0,
- group: 0,
- intercept_group: 0,
- who: NOBODY,
- where: NOWHERE,
- what: NOTHING,
- which: NOTHING,
- count: 0,
- event_data: 0,
-
- supply: 0,
- march: 0,
- battle: 0,
- spoils: 0,
- parley: 0,
- }
-
- log_h1(scenario)
-
- switch (scenario) {
- default:
- case "Ia. Henry VI":
- setup_Ia()
- break
- case "Ib. Towton":
- setup_Ib()
- break
- case "Ic. Somerset's Return":
- setup_Ic()
- break
- case "II. Warwicks' Rebellion":
- setup_II()
- break
- case "III. My Kingdom for a Horse":
- setup_III()
- break
- case "I-III. Wars of the Roses":
- setup_ItoIII()
- break
- }
-
- update_aliases()
-
- goto_setup_lords()
-
- return game
-}
-
-function setup_Ia() {
- game.turn = 1 << 1
-
- game.rebel = YORK
- game.active = YORK
- game.victory_check = 40
- game.influence = 0
- muster_lord(LORD_YORK, LOC_ELY)
- muster_lord(LORD_MARCH, LOC_LUDLOW)
- muster_lord(LORD_HENRY_VI, LOC_LONDON)
- muster_lord(LORD_SOMERSET_1, LOC_LONDON)
-
- set_lord_calendar(LORD_NORTHUMBERLAND_L, 2)
- set_lord_calendar(LORD_EXETER_1, 3)
- set_lord_calendar(LORD_BUCKINGHAM, 5)
- set_lord_calendar(LORD_SALISBURY, 2)
- set_lord_calendar(LORD_WARWICK_Y, 3)
- set_lord_calendar(LORD_RUTLAND, 5)
-
- add_favourl_marker(LOC_LONDON)
- add_favourl_marker(LOC_WELLS)
- add_favourl_marker(LOC_SCOTLAND)
- add_favourl_marker(LOC_FRANCE)
-
- add_favoury_marker(LOC_ELY)
- add_favoury_marker(LOC_LUDLOW)
- add_favoury_marker(LOC_BURGUNDY)
- add_favoury_marker(LOC_IRELAND)
-
- setup_vassals()
-}
-
-function setup_Ib() {
- game.turn = 1 << 1
-
- game.rebel = YORK
- game.active = YORK
- game.victory_check = 45
- game.influence = 0
- muster_lord(LORD_NORFOLK, LOC_LONDON)
- muster_lord(LORD_WARWICK_Y, LOC_LONDON)
- muster_lord(LORD_MARCH, LOC_LUDLOW)
- muster_lord(LORD_EXETER_1, LOC_NEWCASTLE)
- muster_lord(LORD_SOMERSET_1, LOC_NEWCASTLE)
- muster_lord(LORD_NORTHUMBERLAND_L, LOC_CARLISLE)
-
- add_favourl_marker(LOC_ST_ALBANS)
- add_favourl_marker(LOC_SCARBOROUGH)
- add_favourl_marker(LOC_NEWCASTLE)
- add_favourl_marker(LOC_BAMBURGH)
- add_favourl_marker(LOC_HEXHAM)
- add_favourl_marker(LOC_APPLEBY)
- add_favourl_marker(LOC_CARLISLE)
- add_favourl_marker(LOC_SCOTLAND)
- add_favourl_marker(LOC_FRANCE)
-
- add_favoury_marker(LOC_LONDON)
- add_favoury_marker(LOC_CALAIS)
- add_favoury_marker(LOC_GLOUCESTER)
- add_favoury_marker(LOC_HEREFORD)
- add_favoury_marker(LOC_OXFORD)
- add_favoury_marker(LOC_SALISBURY)
- add_favoury_marker(LOC_WINCHESTER)
- add_favoury_marker(LOC_GUILDFORD)
- add_favoury_marker(LOC_ARUNDEL)
- add_favoury_marker(LOC_HASTINGS)
- add_favoury_marker(LOC_DOVER)
- add_favoury_marker(LOC_ROCHESTER)
- add_favoury_marker(LOC_CANTERBURY)
- add_favoury_marker(LOC_SOUTHAMPTON)
- add_favoury_marker(LOC_BURGUNDY)
- add_favoury_marker(LOC_IRELAND)
-
- setup_vassals([ VASSAL_FAUCONBERG, VASSAL_NORFOLK ])
- muster_vassal(VASSAL_FAUCONBERG, LORD_MARCH)
-}
-
-function setup_Ic() {
- game.turn = 5 << 1
-
- game.rebel = YORK
- game.active = YORK
- game.victory_check = 40
- game.influence = 6
- muster_lord(LORD_WARWICK_Y, LOC_LONDON)
- muster_lord(LORD_MARCH, LOC_LONDON)
- muster_lord(LORD_SOMERSET_1, LOC_BAMBURGH)
-
- set_lord_calendar(LORD_HENRY_VI, 5)
-
- add_favourl_marker(LOC_SCARBOROUGH)
- add_favourl_marker(LOC_NEWCASTLE)
- add_favourl_marker(LOC_BAMBURGH)
- add_favourl_marker(LOC_HEXHAM)
- add_favourl_marker(LOC_APPLEBY)
- add_favourl_marker(LOC_CARLISLE)
- add_favourl_marker(LOC_HARLECH)
- add_favourl_marker(LOC_PEMBROKE)
- add_favourl_marker(LOC_CARDIFF)
- add_favourl_marker(LOC_CHESTER)
- add_favourl_marker(LOC_LANCASTER)
- add_favourl_marker(LOC_SCOTLAND)
- add_favourl_marker(LOC_FRANCE)
-
- add_favoury_marker(LOC_LONDON)
- add_favoury_marker(LOC_CALAIS)
- add_favoury_marker(LOC_LUDLOW)
- add_favoury_marker(LOC_HEREFORD)
- add_favoury_marker(LOC_SALISBURY)
- add_favoury_marker(LOC_WINCHESTER)
- add_favoury_marker(LOC_GUILDFORD)
- add_favoury_marker(LOC_ARUNDEL)
- add_favoury_marker(LOC_HASTINGS)
- add_favoury_marker(LOC_DOVER)
- add_favoury_marker(LOC_ROCHESTER)
- add_favoury_marker(LOC_CANTERBURY)
- add_favoury_marker(LOC_SOUTHAMPTON)
- add_favoury_marker(LOC_BURGUNDY)
- add_favoury_marker(LOC_IRELAND)
-
- setup_vassals()
-}
-
-function setup_II() {
- game.turn = 1 << 1
-
- game.rebel = LANCASTER
- game.active = LANCASTER
- game.victory_check = 40
- game.influence = 0
- muster_lord(LORD_EDWARD_IV, LOC_LONDON)
- muster_lord(LORD_PEMBROKE, LOC_PEMBROKE)
- muster_lord(LORD_WARWICK_L, LOC_CALAIS)
- muster_lord(LORD_CLARENCE, LOC_YORK)
- muster_lord(LORD_JASPER_TUDOR_1, LOC_HARLECH)
-
- set_lord_calendar(LORD_DEVON, 1)
- set_lord_calendar(LORD_GLOUCESTER_1, 9)
- set_lord_calendar(LORD_NORTHUMBERLAND_Y1, 9)
- set_lord_calendar(LORD_MARGARET, 9)
- set_lord_in_exile(LORD_MARGARET)
- set_lord_calendar(LORD_SOMERSET_2, 9)
- set_lord_in_exile(LORD_SOMERSET_2)
- set_lord_calendar(LORD_OXFORD, 9)
- set_lord_in_exile(LORD_OXFORD)
- set_lord_calendar(LORD_EXETER_2, 9)
- set_lord_in_exile(LORD_EXETER_2)
-
- add_favourl_marker(LOC_CALAIS)
- add_favourl_marker(LOC_YORK)
- add_favourl_marker(LOC_HARLECH)
- add_favourl_marker(LOC_COVENTRY)
- add_favourl_marker(LOC_WELLS)
- add_favourl_marker(LOC_FRANCE)
-
- add_favoury_marker(LOC_LONDON)
- add_favoury_marker(LOC_ELY)
- add_favoury_marker(LOC_LUDLOW)
- add_favoury_marker(LOC_CARLISLE)
- add_favoury_marker(LOC_PEMBROKE)
- add_favoury_marker(LOC_EXETER)
- add_favoury_marker(LOC_BURGUNDY)
-
- setup_vassals([ VASSAL_DEVON, VASSAL_OXFORD ])
-
- // TODO: Add Foreign Haven rule
- // TODO: Add Skaky Allies rules
-}
-
-function setup_III() {
- game.turn = 1 << 1
-
- game.rebel = LANCASTER
- game.active = LANCASTER
- game.victory_check = 40
- game.influence = 0
- muster_lord(LORD_RICHARD_III, LOC_LONDON)
- muster_lord(LORD_NORTHUMBERLAND_Y2, LOC_CARLISLE)
- muster_lord(LORD_NORFOLK, LOC_ARUNDEL)
- muster_lord(LORD_HENRY_TUDOR, LOC_FRANCE)
- muster_lord(LORD_JASPER_TUDOR_2, LOC_FRANCE)
- muster_lord(LORD_OXFORD, LOC_FRANCE)
-
- add_favourl_marker(LOC_FRANCE)
- add_favourl_marker(LOC_OXFORD)
- add_favourl_marker(LOC_HARLECH)
- add_favourl_marker(LOC_PEMBROKE)
-
- add_favoury_marker(LOC_BURGUNDY)
- add_favoury_marker(LOC_LONDON)
- add_favoury_marker(LOC_CALAIS)
- add_favoury_marker(LOC_CARLISLE)
- add_favoury_marker(LOC_ARUNDEL)
- add_favoury_marker(LOC_YORK)
- add_favoury_marker(LOC_GLOUCESTER)
-
- setup_vassals([ VASSAL_OXFORD, VASSAL_NORFOLK ])
-}
-
-function setup_ItoIII() {
- game.turn = 1 << 1
-
- game.rebel = YORK
- game.active = YORK
- game.victory_check = 45
- game.influence = 0
- muster_lord(LORD_YORK, LOC_ELY)
- muster_lord(LORD_MARCH, LOC_LUDLOW)
- muster_lord(LORD_HENRY_VI, LOC_LONDON)
- muster_lord(LORD_SOMERSET_1, LOC_WELLS)
-
- set_lord_calendar(LORD_NORTHUMBERLAND_L, 1)
- set_lord_calendar(LORD_EXETER_1, 3)
- set_lord_calendar(LORD_BUCKINGHAM, 5)
- set_lord_calendar(LORD_SALISBURY, 2)
- set_lord_calendar(LORD_WARWICK_Y, 3)
- set_lord_calendar(LORD_RUTLAND, 5)
-
- add_favourl_marker(LOC_LONDON)
- add_favourl_marker(LOC_WELLS)
- add_favourl_marker(LOC_SCOTLAND)
- add_favourl_marker(LOC_FRANCE)
-
- add_favoury_marker(LOC_ELY)
- add_favoury_marker(LOC_LUDLOW)
- add_favoury_marker(LOC_BURGUNDY)
- add_favoury_marker(LOC_IRELAND)
-
- setup_vassals()
-}
-
-// === 6.0 CAMPAIGN ===
-/*
-
-function should_remove_Y28_event_card() {
- return game.scenario !== "I-III. Wars of the Roses"
-}
-
-function has_Y28_happened() {
- //TODO: Scenario IIY and IIL when Y28 happens.
- return false
-}
-
-function add_card_scenario(c) {
- // TODO: Add card in scenario
-}
-
-function remove_card_scenario(c) {
- //TODO: Remove card in scenario
-}
-
-function setup_II_Y() {
- game.turn = 1 << 1
- game.scenario = "IIY. The Kingmaker"
- game.rebel = LANCASTER
- game.active = LANCASTER
- game.victory_check = 45
- game.influence = 0
-
- for (let lord = first_lord; lord <= last_lord; lord++) {
- if (is_lord_in_play(lord)) {
- disband_lord(lord, false)
- }
- }
- for (let loc = first_locale; loc <= last_locale; loc++) {
- remove_exhausted_marker(loc)
- remove_depleted_marker(loc)
- remove_favourl_marker(loc)
- remove_favoury_marker(loc)
- }
- discard_events("this_levy")
- discard_events("hold")
- discard_events("this_campaign")
-
- // Setup
- // Yorkist setup
- // TODO: Add cards Y1-Y13, Y25, Y26, Y27, Y29, Y30
-
- if (is_lord_in_play(LORD_RUTLAND) && main_york_heir !== LORD_RUTLAND) {
- muster_lord(LORD_RUTLAND, LOC_CANTERBURY)
- add_favoury_marker(LOC_CANTERBURY)
- }
-
- set_lord_calendar(LORD_DEVON, 1)
- set_lord_calendar(LORD_GLOUCESTER_1, 9)
- set_lord_calendar(LORD_NORTHUMBERLAND_Y1, 9)
-
- if (main_york_heir === LORD_YORK) {
- muster_lord(LORD_YORK, LOC_CANTERBURY)
- add_favoury_marker(LOC_LONDON)
- if (is_lord_in_play(LORD_MARCH)) {
- muster_lord(LORD_MARCH, LOC_LUDLOW)
- }
- // TODO: Add cards Y14, Y18, Y19, Y20
- }
-
- if (main_york_heir === LORD_MARCH) {
- muster_lord(LORD_EDWARD_IV, LOC_LONDON)
- // Removed because he can't appear in scenario III
- disband_lord(LORD_MARCH, true)
- // TODO: Add cards Y23, Y24, Y28, Y31
- }
-
- if (main_york_heir === LORD_RUTLAND) {
- muster_lord(LORD_RUTLAND, LOC_LONDON)
- // TODO: Add cards Y20, Y21, Y28, Y35
- }
-
- // If < 2 heirs, muster Pembroke
- if ((main_york_heir === LORD_RUTLAND || main_york_heir === LORD_GLOUCESTER_1)
- || (main_york_heir === LORD_EDWARD_IV && !is_lord_in_play(LORD_RUTLAND))) {
- muster_lord(LORD_PEMBROKE, LOC_PEMBROKE)
- }
-
- // Lancaster setup
- // TODO: Add cards L1-L3, L5-L13, L23, L24, L25, L29, L30, L36
-
- if (main_lancaster_heir === LORD_HENRY_VI) {
- set_lord_calendar(LORD_HENRY_VI, 9)
- set_lord_in_exile(LORD_HENRY_VI)
- // TODO: Add L17, L18, L20, L21
- }
- if (main_lancaster_heir === LORD_MARGARET) {
- set_lord_calendar(LORD_MARGARET, 9)
- set_lord_in_exile(LORD_MARGARET)
-
- // TODO: Add L27, L28, L31 + L26 Special rule
- }
- if (main_lancaster_heir === LORD_SOMERSET_1 || main_lancaster_heir === LORD_SOMERSET_2) {
- // TODO: Add cards L20, L21, L27
- }
-
- if (is_lord_in_play(LORD_SOMERSET_1)) {
- set_lord_calendar(LORD_SOMERSET_1, 9)
- set_lord_in_exile(LORD_SOMERSET_1)
- }
- else if (is_lord_in_play(LORD_SOMERSET_2)) {
- set_lord_calendar(LORD_SOMERSET_2, 9)
- set_lord_in_exile(LORD_SOMERSET_2)
- }
-
- muster_lord(LORD_WARWICK_L, LOC_CALAIS)
- muster_lord(LORD_CLARENCE, LOC_YORK)
- muster_lord(LORD_JASPER_TUDOR_1, LOC_HARLECH)
- set_lord_calendar(LORD_OXFORD, 9)
- set_lord_in_exile(LORD_OXFORD)
- set_lord_calendar(LORD_EXETER_2, 9)
- set_lord_in_exile(LORD_EXETER_2)
-
- add_favourl_marker(LOC_CALAIS)
- add_favourl_marker(LOC_YORK)
- add_favourl_marker(LOC_HARLECH)
- add_favourl_marker(LOC_COVENTRY)
- add_favourl_marker(LOC_WELLS)
-
- add_favoury_marker(LOC_LONDON)
- add_favoury_marker(LOC_ELY)
- add_favoury_marker(LOC_LUDLOW)
- add_favoury_marker(LOC_CARLISLE)
- add_favoury_marker(LOC_PEMBROKE)
- add_favoury_marker(LOC_EXETER)
-
- // Exile box setup
- add_favourl_marker(LOC_FRANCE)
- add_favoury_marker(LOC_BURGUNDY)
-
- setup_vassals([ VASSAL_DEVON, VASSAL_OXFORD ])
-
- // TODO: Add Foreign Haven rule
- // TODO: Add Skaky Allies rules
- // TODO: Natural causes rule
-
-}
-
-function setup_II_L() {
- game.turn = 1 << 1
- game.scenario = "IIL. Lancastrian Legitimacy Fades"
- game.rebel = YORK
- game.active = YORK
- game.victory_check = 40
- game.influence = 0
-
- for (let lord = first_lord; lord <= last_lord; lord++) {
- if (is_lord_in_play(lord)) {
- disband_lord(lord, false)
- }
- }
- for (let loc = first_locale; loc <= last_locale; loc++) {
- remove_exhausted_marker(loc)
- remove_depleted_marker(loc)
- remove_favourl_marker(loc)
- remove_favoury_marker(loc)
- }
- discard_events("this_levy")
- discard_events("hold")
- discard_events("this_campaign")
-
- // Setup
- // Lancaster setup
- // TODO: Add cards L1-L3, L5-L13, L18, L19, L20, L21, L25, L29, L34
-
- if (main_lancaster_heir === LORD_HENRY_VI) {
- muster_lord(LORD_HENRY_VI, LOC_LONDON)
- // TODO: Add L15, L17
- if (is_lord_in_play(LORD_SOMERSET_1)) {
- muster_lord(LORD_SOMERSET_1, LOC_WELLS)
- }
- if (is_lord_in_play(LORD_SOMERSET_2)) {
- muster_lord(LORD_SOMERSET_2, LOC_WELLS)
- }
- }
-
- if (main_lancaster_heir === LORD_MARGARET) {
- set_lord_calendar(LORD_MARGARET, 1)
- // TODO: Add L27, L31 + L26 Special rule
- if (is_lord_in_play(LORD_SOMERSET_1)) {
- muster_lord(LORD_SOMERSET_1, LOC_WELLS)
- }
- if (is_lord_in_play(LORD_SOMERSET_2)) {
- muster_lord(LORD_SOMERSET_2, LOC_WELLS)
- }
- }
- if (main_lancaster_heir === LORD_SOMERSET_1 || main_lancaster_heir === LORD_SOMERSET_2) {
- // TODO: Add cards L16, L27
- muster_lord(LORD_SOMERSET_1, LOC_LONDON)
- if (main_lancaster_heir === LORD_SOMERSET_2) {
- // Somerset 2 cylinder replaced by Somerset 1 cylinder
- disband_lord(LORD_SOMERSET_2, true)
- }
- }
-
- // Yorkist setup
- // TODO: Add cards Y1-Y13, Y15, Y16, Y17, Y22, Y28, Y29, Y31, Y34
-
- if (main_york_heir === LORD_YORK) {
- set_lord_calendar(LORD_YORK, 7)
- set_lord_in_exile(LORD_YORK)
- // TODO: Add cards Y14, Y20
- }
-
- if (main_york_heir === LORD_MARCH) {
- set_lord_calendar(LORD_MARCH, 7)
- set_lord_in_exile(LORD_MARCH)
- // TODO: Add cards Y20, 21
- }
-
- if (main_york_heir === LORD_RUTLAND) {
- set_lord_calendar(LORD_MARCH, 7)
- // TODO: Add cards Y20, Y21
- }
-
- if (main_york_heir === LORD_GLOUCESTER_1) {
- // TODO: Add cards Y25, Y30
- }
-
- if (is_lord_in_play(LORD_MARCH) && main_york_heir !== LORD_MARCH) {
- set_lord_calendar(LORD_MARCH, 7)
- set_lord_in_exile(LORD_MARCH)
- }
-
- if (is_lord_in_play(LORD_RUTLAND) && main_york_heir !== LORD_RUTLAND) {
- set_lord_calendar(LORD_RUTLAND, 7)
- set_lord_in_exile(LORD_RUTLAND)
- }
- if (is_lord_in_play(LORD_GLOUCESTER_1) && main_york_heir !== LORD_GLOUCESTER_1) {
- set_lord_calendar(LORD_GLOUCESTER_1, 7)
- set_lord_in_exile(LORD_GLOUCESTER_1)
- }
-
- muster_lord(LORD_WARWICK_Y, LOC_CALAIS)
- muster_lord(LORD_SALISBURY, LOC_YORK)
- muster_lord(LORD_PEMBROKE, LOC_PEMBROKE)
- muster_lord(LORD_JASPER_TUDOR_1, LOC_HARLECH)
- set_lord_calendar(LORD_DEVON, 1)
- set_lord_calendar(LORD_OXFORD, 2)
- set_lord_calendar(LORD_EXETER_2, 2)
- set_lord_calendar(LORD_NORTHUMBERLAND_L, 8)
-
- add_favourl_marker(LOC_LONDON)
- add_favourl_marker(LOC_HARLECH)
- add_favourl_marker(LOC_OXFORD)
- add_favourl_marker(LOC_WELLS)
- add_favourl_marker(LOC_EXETER)
- add_favourl_marker(LOC_CARLISLE)
-
- add_favoury_marker(LOC_CALAIS)
- add_favoury_marker(LOC_YORK)
- add_favoury_marker(LOC_ELY)
- add_favoury_marker(LOC_LUDLOW)
- add_favoury_marker(LOC_PEMBROKE)
-
- // Exile box setup
- add_favourl_marker(LOC_FRANCE)
- add_favoury_marker(LOC_BURGUNDY)
-
- setup_vassals([ VASSAL_DEVON, VASSAL_OXFORD ])
-
- // TODO: Add Foreign Haven rule
- // TODO: Add Shaky Allies rules
- // TODO: Natural causes rule
-
-}
-
-function setup_III_Y() {
- game.turn = 1 << 1
- game.scenario = "IIIY. New Rivals"
- game.rebel = LANCASTER
- game.active = LANCASTER
- game.victory_check = 45
- game.influence = 0
-
- if (!is_lord_in_play(LORD_YORK)) {
- game.influence += 8
- }
- if (!is_lord_in_play(LORD_MARCH) && !is_lord_in_play(LORD_EDWARD_IV)) {
- game.influence += 8
- }
- if (!is_lord_in_play(LORD_RUTLAND)) {
- game.influence += 8
- }
- if (!is_lord_in_play(LORD_GLOUCESTER_1) && !is_lord_in_play(LORD_GLOUCESTER_2) && !is_lord_in_play(LORD_RICHARD_III)) {
- game.influence += 8
- }
- if (!is_lord_in_play(LORD_HENRY_VI)) {
- game.influence -= 8
- }
- if (!is_lord_in_play(LORD_HENRY_VI) && !is_lord_in_play(LORD_MARGARET)) {
- game.influence -= 8
- }
- if (!is_lord_in_play(LORD_SOMERSET_1)) {
- game.influence -= 8
- }
- if (!is_lord_in_play(LORD_SOMERSET_1) && !is_lord_in_play(LORD_SOMERSET_2)) {
- game.influence -= 8
- }
-
- for (let lord = first_lord; lord <= last_lord; lord++) {
- if (is_lord_in_play(lord)) {
- disband_lord(lord, false)
- }
- }
- for (let loc = first_locale; loc <= last_locale; loc++) {
- remove_exhausted_marker(loc)
- remove_depleted_marker(loc)
- remove_favourl_marker(loc)
- remove_favoury_marker(loc)
- }
- discard_events("this_levy")
- discard_events("hold")
- discard_events("this_campaign")
-
- // Yorkist Setup
- // TODO: Add Y1-Y13, Y36
-
- if (has_Y28_happened()) {
- if (is_lord_in_play(LORD_RUTLAND) && (is_lord_in_play(LORD_GLOUCESTER_1) || is_lord_in_play(LORD_GLOUCESTER_2) || is_lord_in_play(LORD_RICHARD_III))) {
- // If Gloucester (any) and Rutland, Rutland dies
- disband_lord(LORD_RUTLAND, true)
- }
- }
-
- if (main_york_heir === LORD_RUTLAND && (!is_lord_in_play(LORD_GLOUCESTER_1) && !is_lord_in_play(LORD_GLOUCESTER_2))) {
- // If Rutland is lone heir, Rutland dies
- disband_lord(LORD_RUTLAND, true)
- //Warwick becomes king
- muster_lord(LORD_WARWICK_Y, LOC_LONDON)
- add_favoury_marker(LOC_LONDON)
- muster_lord(LORD_SALISBURY, LOC_YORK)
- add_favoury_marker(LOC_YORK)
-
- // TODO: Add Y16, Y17, Y22
- }
-
- // If only 1 is alive
- if (main_york_heir === LORD_YORK && !is_lord_in_play(LORD_MARCH) && !is_lord_in_play(LORD_RUTLAND) && !is_lord_in_play(LORD_GLOUCESTER_1)) {
- muster_lord(LORD_NORTHUMBERLAND_Y2, LOC_CARLISLE)
- add_favoury_marker(LOC_CARLISLE)
-
- // TODO: Add Y37
- }
- if ((main_york_heir === LORD_MARCH || main_york_heir === LORD_EDWARD_IV) && !is_lord_in_play(LORD_RUTLAND) && !is_lord_in_play(LORD_GLOUCESTER_1)) {
- muster_lord(LORD_NORTHUMBERLAND_Y2, LOC_CARLISLE)
- add_favoury_marker(LOC_CARLISLE)
- // TODO: Add Y37
- }
- if (main_york_heir === LORD_GLOUCESTER_1 || main_york_heir === LORD_RICHARD_III) {
- muster_lord(LORD_NORTHUMBERLAND_Y2, LOC_CARLISLE)
- add_favoury_marker(LOC_CARLISLE)
- // TODO: Add Y37
- }
- muster_lord(LORD_NORFOLK, LOC_ARUNDEL)
- add_favoury_marker(LOC_ARUNDEL)
-
- if (main_york_heir === LORD_YORK) {
- // TODO: Add Y14, Y21
- if (is_lord_in_play(LORD_MARCH)) {
- muster_lord(LORD_MARCH, LOC_LUDLOW)
- add_favoury_marker(LOC_LUDLOW)
- // Add Y20
- // Only 2 heirs can stay
- disband_lord(LORD_RUTLAND, true)
- disband_lord(LORD_GLOUCESTER_1, true)
- }
- if (!is_lord_in_play(LORD_MARCH) && is_lord_in_play(LORD_RUTLAND)) {
- muster_lord(LORD_RUTLAND, LOC_CANTERBURY)
- add_favoury_marker(LOC_CANTERBURY)
- // TODO: Add Y20
- }
- if (is_lord_in_play(LORD_GLOUCESTER_1)) {
- muster_lord(LORD_GLOUCESTER_1, LOC_GLOUCESTER)
- add_favoury_marker(LOC_GLOUCESTER)
- // TODO: Y34
- }
- }
- if (main_york_heir === LORD_MARCH || main_york_heir === LORD_EDWARD_IV) {
- muster_lord(LORD_EDWARD_IV, LOC_LONDON)
- add_favoury_marker(LOC_LONDON)
-
- // If Edward IV is on the map, remove March
- disband_lord(LORD_MARCH, true)
- // TODO: Add Y23, Y24
- if (is_lord_in_play(LORD_RUTLAND)) {
- muster_lord(LORD_RUTLAND, LOC_CANTERBURY)
- add_favoury_marker(LOC_CANTERBURY)
- // TODO: Add Y31
- }
- if (is_lord_in_play(LORD_GLOUCESTER_1)) {
- muster_lord(LORD_GLOUCESTER_1, LOC_GLOUCESTER)
- add_favoury_marker(LOC_GLOUCESTER)
- // TODO: Add Y28, Y34
- }
-
- }
- if (main_york_heir === LORD_RUTLAND) {
- muster_lord(LORD_RUTLAND, LOC_LONDON)
- add_favoury_marker(LOC_LONDON)
- // TODO: Add Y20, Y21
- if (is_lord_in_play(LORD_GLOUCESTER_1)) {
- muster_lord(LORD_GLOUCESTER_2, LOC_LONDON)
- // If Rutland is King, golden gloucester 2 arrives and gloucester 1 is gone
- disband_lord(LORD_GLOUCESTER_1, true)
- // TODO: Add Y34
- }
- }
- if (main_york_heir === LORD_GLOUCESTER_1) {
- muster_lord(LORD_RICHARD_III, LOC_LONDON)
- add_favoury_marker(LOC_LONDON)
- // if Richard III is here, both gloucester are gone
- disband_lord(LORD_GLOUCESTER_1, true)
- disband_lord(LORD_GLOUCESTER_2, true)
- // TODO: Add Y32, Y33
- }
-
- // Lancaster setup
- // TODO: Add L1-L13, L34, L35, L36, L37
-
- if (main_lancaster_heir === LORD_HENRY_VI || main_lancaster_heir === LORD_MARGARET) {
- muster_lord(LORD_MARGARET, LOC_FRANCE)
- // TODO: Add L27, L31 + L26 Edward
- // Only one heir
- disband_lord(LORD_HENRY_VI, true)
- disband_lord(LORD_SOMERSET_1, true)
- disband_lord(LORD_SOMERSET_2, true)
- }
- // If Margaret not here and Edward IV not king
- if (!is_lord_on_map(LORD_MARGARET) && main_york_heir !== LORD_EDWARD_IV) {
- muster_lord(LORD_HENRY_TUDOR, LOC_FRANCE)
- // TODO: Add L32, L35
- disband_lord(LORD_SOMERSET_1, true)
- disband_lord(LORD_SOMERSET_2, true)
- }
- if (!is_lord_on_map(LORD_MARGARET) && !is_lord_on_map(LORD_HENRY_TUDOR)) {
- muster_lord(LORD_WARWICK_L, LOC_CALAIS)
- add_favourl_marker(LOC_CALAIS)
- // TODO: Add L23, L30
- }
-
- if (is_lord_on_map(LORD_MARGARET) || is_lord_on_map(LORD_HENRY_TUDOR)) {
- muster_lord(LORD_OXFORD, LOC_FRANCE)
- add_favourl_marker(LOC_OXFORD)
- muster_lord(LORD_JASPER_TUDOR_2, LOC_FRANCE)
- add_favoury_marker(LOC_PEMBROKE)
- }
- else if (is_lord_on_map(LORD_WARWICK_L)) {
- muster_lord(LORD_OXFORD, LOC_CALAIS)
- add_favourl_marker(LOC_OXFORD)
- muster_lord(LORD_JASPER_TUDOR_2, LOC_CALAIS)
- add_favoury_marker(LOC_PEMBROKE)
- }
- else {
- throw Error("Error Lancastrian setup III.Y")
- }
-
- // Exile box setup
- add_favourl_marker(LOC_FRANCE)
- add_favoury_marker(LOC_BURGUNDY)
-
- setup_vassals([ VASSAL_OXFORD, VASSAL_NORFOLK ])
-}
-
-function setup_III_L() {
- game.turn = 1 << 1
- game.scenario = "IIIL. Yorkists Last Stand"
- game.rebel = YORK
- game.active = YORK
- game.victory_check = 45
- game.influence = 0
-
- if (!is_lord_in_play(LORD_YORK)) {
- game.influence += 8
- }
- if (!is_lord_in_play(LORD_MARCH) && !is_lord_in_play(LORD_EDWARD_IV)) {
- game.influence += 8
- }
- if (!is_lord_in_play(LORD_RUTLAND)) {
- game.influence += 8
- }
- if (!is_lord_in_play(LORD_GLOUCESTER_1) && !is_lord_in_play(LORD_GLOUCESTER_2) && !is_lord_in_play(LORD_RICHARD_III)) {
- game.influence += 8
- }
- if (!is_lord_in_play(LORD_HENRY_VI)) {
- game.influence -= 8
- }
- if (!is_lord_in_play(LORD_HENRY_VI) && !is_lord_in_play(LORD_MARGARET)) {
- game.influence -= 8
- }
- if (!is_lord_in_play(LORD_SOMERSET_1)) {
- game.influence -= 8
- }
- if (!is_lord_in_play(LORD_SOMERSET_1) && !is_lord_in_play(LORD_SOMERSET_2)) {
- game.influence -= 8
- }
-
- for (let lord = first_lord; lord <= last_lord; lord++) {
- if (is_lord_in_play(lord)) {
- disband_lord(lord, false)
- }
- }
- for (let loc = first_locale; loc <= last_locale; loc++) {
- remove_exhausted_marker(loc)
- remove_depleted_marker(loc)
- remove_favourl_marker(loc)
- remove_favoury_marker(loc)
- }
- discard_events("this_levy")
- discard_events("hold")
- discard_events("this_campaign")
-
- // Lancaster Setup
- // TODO: Add L1-L13, L25, L34, L36
-
- if (main_lancaster_heir === LORD_HENRY_VI) {
- muster_lord(LORD_HENRY_VI, LOC_LONDON)
- // TOOD: Add L15, L17
- }
- if (main_lancaster_heir === LORD_MARGARET) {
- muster_lord(LORD_MARGARET, LOC_LONDON)
- // TODO: Add L27, L31
- }
- if (main_lancaster_heir === LORD_SOMERSET_1) {
- muster_lord(LORD_SOMERSET_1, LOC_LONDON)
- add_favourl_marker(LOC_WELLS)
- // TODO: Add L18, L20, L27
- }
- // Should never happen but as a failsafe
- if (main_lancaster_heir === LORD_SOMERSET_2) {
- muster_lord(LORD_SOMERSET_1, LOC_LONDON)
- add_favourl_marker(LOC_WELLS)
- disband_lord(LORD_SOMERSET_2, true)
- // TODO: Add L18, L20, L27
- }
- muster_lord(LORD_OXFORD, LOC_OXFORD)
- muster_lord(LORD_JASPER_TUDOR_2, LOC_PEMBROKE)
- add_favourl_marker(LOC_OXFORD)
- add_favourl_marker(LOC_PEMBROKE)
- add_favourl_marker(LOC_LONDON)
-
- // York Setup
- // TOOD: Add Y1-Y13, Y36
-
- if (has_Y28_happened()) {
- if (is_lord_in_play(LORD_GLOUCESTER_1) || is_lord_in_play(LORD_GLOUCESTER_2) || is_lord_in_play(LORD_RICHARD_III)) {
- // If Gloucester (any), all other yorkist heir dies
- disband_lord(LORD_YORK, true)
- disband_lord(LORD_RUTLAND, true)
- disband_lord(LORD_MARCH, true)
- disband_lord(LORD_EDWARD_IV, true)
- disband_lord(LORD_GLOUCESTER_1, true)
- disband_lord(LORD_RICHARD_III, true)
- muster_lord(LORD_GLOUCESTER_2, LOC_BURGUNDY)
- // TODO: Add Y35
- }
- }
-
- if (main_york_heir === LORD_YORK) {
- muster_lord(LORD_YORK, LOC_BURGUNDY)
- add_favoury_marker(LOC_ELY)
- // TODO: Add Y14, Y18
- if (is_lord_in_play(LORD_MARCH)) {
- // Only next highest heir alive
- disband_lord(LORD_RUTLAND, true)
- disband_lord(LORD_GLOUCESTER_1, true)
- disband_lord(LORD_GLOUCESTER_2, true)
- muster_lord(LORD_MARCH, LOC_BURGUNDY)
- add_favoury_marker(LOC_LUDLOW)
- //TODO: Add Y20
- }
- else if (!is_lord_in_play(LORD_MARCH) && is_lord_in_play(LORD_RUTLAND)) {
- // Only next highest heir alive
- disband_lord(LORD_GLOUCESTER_1, true)
- disband_lord(LORD_GLOUCESTER_2, true)
- muster_lord(LORD_RUTLAND, LOC_BURGUNDY)
- add_favoury_marker(LOC_CANTERBURY)
- //TODO: Add Y20
- }
- else if (!is_lord_in_play(LORD_MARCH) && !is_lord_in_play(LORD_RUTLAND) && (is_lord_in_play(LORD_GLOUCESTER_1) || is_lord_in_play(LORD_GLOUCESTER_2))) {
- // Final Scenario, and no succession rule
- disband_lord(LORD_GLOUCESTER_2, true)
- muster_lord(LORD_GLOUCESTER_1, LOC_BURGUNDY)
- add_favoury_marker(LOC_GLOUCESTER)
- // TODO: Add Y4
- }
- else {
- // If York alone
- muster_lord(LORD_SALISBURY, LOC_BURGUNDY)
- add_favoury_marker(LOC_YORK)
- //TODO: Add Y17, Y22
- }
- }
- if (main_york_heir === LORD_MARCH || main_york_heir === LORD_RUTLAND) {
- // If March or Rutland is highest heir, Warwick takes the lead
- disband_lord(LORD_MARCH, true)
- disband_lord(LORD_RUTLAND, true)
- muster_lord(LORD_WARWICK_Y, LOC_CALAIS)
- add_favoury_marker(LOC_CALAIS)
- //TODO: Add Y16
- }
-
- if (main_york_heir === LORD_WARWICK_Y) {
- muster_lord(LORD_NORFOLK, LOC_CALAIS)
- muster_lord(LORD_SALISBURY, LOC_CALAIS)
- add_favoury_marker(LOC_CALAIS)
- //TODO: Add Y17, Y22
- }
- else (
- muster_lord(LORD_NORFOLK, LOC_BURGUNDY)
- )
-
- if (main_york_heir === LORD_GLOUCESTER_1) {
- disband_lord(LORD_GLOUCESTER_1, true)
- muster_lord(LORD_GLOUCESTER_2, LOC_BURGUNDY)
- muster_lord(LORD_SALISBURY, LOC_BURGUNDY)
- //TODO: Add Y17, Y22
- }
-
- add_favoury_marker(LOC_ARUNDEL)
-
- // Exile box setup
- add_favourl_marker(LOC_FRANCE)
- add_favoury_marker(LOC_BURGUNDY)
-
- setup_vassals([ VASSAL_OXFORD, VASSAL_NORFOLK ])
-}
-
-// FULL SCENARIO HEIR
-function get_main_york_heir() {
- if (is_lord_in_play(LORD_YORK))
- return LORD_YORK
- if (!is_lord_in_play(LORD_YORK) && is_lord_in_play(LORD_MARCH))
- return LORD_MARCH
- if (!is_lord_in_play(LORD_YORK) && !is_lord_in_play(LORD_MARCH) && is_lord_in_play(LORD_EDWARD_IV))
- return LORD_EDWARD_IV
- if (!is_lord_in_play(LORD_YORK) && !is_lord_in_play(LORD_MARCH) && !is_lord_in_play(LORD_EDWARD_IV) && is_lord_in_play(LORD_RUTLAND))
- return LORD_RUTLAND
- if (!is_lord_in_play(LORD_YORK) && !is_lord_in_play(LORD_MARCH) && !is_lord_in_play(LORD_EDWARD_IV) && !is_lord_in_play(LORD_RUTLAND) && (is_lord_in_play(LORD_GLOUCESTER_1) || is_lord_in_play(LORD_GLOUCESTER_2) || is_lord_in_play(LORD_RICHARD_III)))
- return LORD_GLOUCESTER_1
- if (!is_lord_in_play(LORD_YORK) && !is_lord_in_play(LORD_MARCH) && !is_lord_in_play(LORD_EDWARD_IV) && !is_lord_in_play(LORD_RUTLAND) && !is_lord_in_play(LORD_GLOUCESTER_1) && !is_lord_in_play(LORD_GLOUCESTER_2) && !is_lord_in_play(LORD_RICHARD_III))
- return LORD_WARWICK_Y
-}
-
-function get_main_lancaster_heir() {
- if (is_lord_in_play(LORD_HENRY_VI))
- return LORD_HENRY_VI
- if (!is_lord_in_play(LORD_HENRY_VI) && is_lord_in_play(LORD_MARGARET))
- return LORD_MARGARET
- if (!is_lord_in_play(LORD_HENRY_VI) && !is_lord_in_play(LORD_MARGARET) && is_lord_in_play(LORD_SOMERSET_1))
- return LORD_SOMERSET_1
- if (!is_lord_in_play(LORD_HENRY_VI) && !is_lord_in_play(LORD_MARGARET) && !is_lord_in_play(LORD_SOMERSET_1) && is_lord_in_play(LORD_SOMERSET_2))
- return LORD_SOMERSET_2
- if (!is_lord_in_play(LORD_HENRY_VI) && !is_lord_in_play(LORD_MARGARET) && !is_lord_in_play(LORD_SOMERSET_1) && !is_lord_in_play(LORD_SOMERSET_2) && is_lord_in_play(LORD_HENRY_TUDOR))
- return LORD_HENRY_TUDOR
- if (!is_lord_in_play(LORD_HENRY_VI) && !is_lord_in_play(LORD_MARGARET) && !is_lord_in_play(LORD_SOMERSET_1) && !is_lord_in_play(LORD_SOMERSET_2) && !is_lord_in_play(LORD_HENRY_TUDOR) && is_lord_in_play(LORD_WARWICK_L))
- return LORD_WARWICK_L
-}
-
-*/
-
-// === CAPABILITY: MUSTER EFFECTS ===
-
-// When a lord levies a capability, its muster vassal applies instantly.
-function capability_muster_effects(lord, c) {
- if (c === AOW_LANCASTER_MONTAGU)
- muster_vassal(VASSAL_MONTAGU, lord)
-
- if (c === AOW_LANCASTER_MY_FATHERS_BLOOD)
- muster_vassal(VASSAL_CLIFFORD, lord)
-
- if (c === AOW_LANCASTER_ANDREW_TROLLOPE)
- muster_vassal(VASSAL_TROLLOPE, lord)
-
- if (c === AOW_LANCASTER_EDWARD)
- muster_vassal(VASSAL_EDWARD, lord)
-
- if (c === AOW_LANCASTER_THOMAS_STANLEY) {
- muster_vassal(VASSAL_THOMAS_STANLEY, lord)
- game.flags.free_levy = 1
- }
-
- if (c === AOW_YORK_HASTINGS) {
- add_lord_forces(lord, MEN_AT_ARMS, 2)
- muster_vassal(VASSAL_HASTINGS, lord)
- }
-
- if (c === AOW_YORK_FAIR_ARBITER && is_friendly_locale(get_lord_locale(LORD_SALISBURY))) {
- game.count += 1
- }
- if (c === AOW_YORK_FALLEN_BROTHER && !is_lord_in_play(LORD_CLARENCE)) {
- game.count += 1
- }
-
- if (c === AOW_YORK_BURGUNDIANS) {
- if (is_seaport(get_lord_locale(lord) && !is_exile(get_lord_locale(lord)))) {
- add_lord_forces(lord, BURGUNDIANS, 2)
- logi(AOW_YORK_BURGUNDIANS)
- game.flags.burgundians = 1
- }
- else {
- game.flags.burgundians = 0
- }
- }
-}
-
-// === CAPABILITY: LORDSHIP EFFECTS ===
-
-// When a lord levies a capability, its +Lordship effects apply instantly.
-function lordship_effects(lord) {
- if (is_friendly_locale(get_lord_locale(lord)) && lord_has_capability(lord, AOW_YORK_FAIR_ARBITER))
- game.count += 1
- if (lord_has_capability(lord, AOW_YORK_FALLEN_BROTHER) && !is_lord_in_play(LORD_CLARENCE))
- game.count += 1
- if (is_event_in_play(EVENT_YORK_EDWARD_V) && (lord === LORD_GLOUCESTER_1 || lord === LORD_GLOUCESTER_2))
- game.count += 3
- if (is_lancaster_lord(lord) && is_event_in_play(EVENT_LANCASTER_PARLIAMENT_VOTES)) {
- game.flags.parliament_votes = 1
- }
- if (is_york_lord(lord) && is_jack_cade_eligible(lord)) {
- game.flags.jack_cade = 2
- }
- if (is_york_lord(lord) && is_event_in_play(EVENT_YORK_SUCCESSION)) {
- game.flags.succession = 1
- }
-}
-
-// === CAPABILITY: SOLDIERS OF FORTUNE ===
-
-states.soldiers_of_fortune = {
- inactive: "Levy Troops",
- prompt() {
- view.prompt = `Pay 1 Coin for Mercenaries ${lord_name[game.who]}.`
- let done = true
- if (done) {
- for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
- if (is_lord_unfed(lord) && can_pay_from_shared(lord)) {
- if (get_lord_assets(lord, COIN) > 0) {
- gen_action_coin(lord)
- done = false
- }
- }
- }
- }
- // Done
- if (done) {
- view.prompt = "Soldiers of fortune: Done."
- view.actions.end_sof = 1
- }
- },
- coin(lord) {
- push_undo()
- let here = get_lord_locale(game.who)
- let here_type = data.locales[here].type
- let number = get_lord_forces(game.who, MERCENARIES)
- let merc = 0
- if (!lord_has_capability(game.who, AOW_YORK_WOODWILLES))
- deplete_locale(here)
-
- switch (here_type) {
- case "calais":
- add_lord_forces(game.who, MEN_AT_ARMS, 2)
- add_lord_forces(game.who, LONGBOWMEN, 1)
- break
- case "london":
- add_lord_forces(game.who, MEN_AT_ARMS, 1)
- add_lord_forces(game.who, LONGBOWMEN, 1)
- add_lord_forces(game.who, MILITIA, 1)
- break
- case "harlech":
- add_lord_forces(game.who, MEN_AT_ARMS, 1)
- add_lord_forces(game.who, LONGBOWMEN, 2)
- break
- case "city":
- add_lord_forces(game.who, LONGBOWMEN, 1)
- add_lord_forces(game.who, MILITIA, 1)
- break
- case "town":
- add_lord_forces(game.who, MILITIA, 2)
- break
- case "fortress":
- add_lord_forces(game.who, MEN_AT_ARMS, 1)
- add_lord_forces(game.who, MILITIA, 1)
- break
- }
- if (game.flags.free_levy === 1) {
- ++game.count
- game.flags.free_levy = 0
- }
- if (number === 5)
- merc = 1
- else
- merc = 2
- add_lord_assets(lord, COIN, -1)
- add_lord_forces(game.who, MERCENARIES, merc)
- set_lord_unfed(game.who, 0)
- },
- end_sof() {
- end_soldiers_of_fortune()
- },
- card: action_held_event,
-}
-
-function end_soldiers_of_fortune() {
- goto_the_kings_name("Soldiers of Fortune")
-}
-
-// === CAPABILITY: COMMISSION OF ARRAY ===
-
-states.commission_of_array = {
- inactive: "Levy Troops",
- prompt() {
- view.prompt = `Lord troops adjacent to ${lord_name[game.who]}.`
- let done = true
- let here = get_lord_locale(game.who)
- if (done) {
- for (let next of data.locales[here].adjacent) {
- if (is_friendly_locale(next) && lord_has_capability(game.who, AOW_LANCASTER_COMMISION_OF_ARRAY) && (!has_exhausted_marker(next) && !is_exile(next))) {
- done = false
- gen_action_locale(next)
- }
- }
- }
- // Done
- if (done) {
- view.prompt = "Commission of Array: Done."
- view.actions.end_coa = 1
- }
- },
- locale(loc) {
- push_undo()
- let loc_type = data.locales[loc].type
- deplete_locale(loc)
-
- switch (loc_type) {
- case "calais":
- add_lord_forces(game.who, MEN_AT_ARMS, 2)
- add_lord_forces(game.who, LONGBOWMEN, 1)
- break
- case "london":
- add_lord_forces(game.who, MEN_AT_ARMS, 1)
- add_lord_forces(game.who, LONGBOWMEN, 1)
- add_lord_forces(game.who, MILITIA, 1)
- break
- case "harlech":
- add_lord_forces(game.who, MEN_AT_ARMS, 1)
- add_lord_forces(game.who, LONGBOWMEN, 2)
- break
- case "city":
- add_lord_forces(game.who, LONGBOWMEN, 1)
- add_lord_forces(game.who, MILITIA, 1)
- break
- case "town":
- add_lord_forces(game.who, MILITIA, 2)
- break
- case "fortress":
- add_lord_forces(game.who, MEN_AT_ARMS, 1)
- add_lord_forces(game.who, MILITIA, 1)
- break
- }
- if (game.flags.free_levy === 1) {
- ++game.count
- game.flags.free_levy = 0
- }
- end_commission_of_array()
- },
- card: action_held_event,
-}
-
-function end_commission_of_array() {
- goto_the_kings_name("Commission of Array")
-}
-
-// === CAPABILITY: WE DONE DEEDS OF CHARITY ===
-
-function eligible_charity() {
- let lord = find_lord_with_capability_card(AOW_YORK_WE_DONE_DEEDS_OF_CHARITY)
- if (lord !== NOBODY && get_shared_assets(lord, PROV) > 0)
- return true
- return false
-}
-
-function goto_we_done_deeds_of_charity() {
- set_active(YORK)
- game.state = "we_done_deeds_of_charity"
- game.count = 2
-}
-
-states.we_done_deeds_of_charity = {
- inactive: "We done needs of charity",
- prompt() {
- view.prompt = "We done deeds of charity: Pay up to two Provender for +1 Influence point each."
- let lord = find_lord_with_capability_card(AOW_YORK_WE_DONE_DEEDS_OF_CHARITY)
- let here = get_lord_locale(lord)
- if (game.count > 0) {
- for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
- if (get_lord_locale(lord) === here && (get_lord_assets(lord, PROV) > 0)) {
- gen_action_prov(lord)
- }
- }
- }
- view.actions.done = 1
- },
- prov(lord) {
- push_undo()
- increase_york_influence(1)
- add_lord_assets(lord, PROV, -1)
- game.count--
- },
- done() {
- clear_undo()
- logi(`${AOW_YORK_WE_DONE_DEEDS_OF_CHARITY}`)
- log("York paid " + game.count + " provender to add " + game.count + " Influence Points")
- game.count = 0
-
- // TODO: who should be active?
- goto_disembark()
- },
-}
-
-// === CAPABILITY: MERCHANTS ===
-
-function can_action_merchants() {
- let loc = get_lord_locale(game.command)
- if (game.actions <= 0)
- return false
-
- if (lord_has_capability(game.command, AOW_LANCASTER_MERCHANTS) && count_deplete(loc) > 0)
- return true
- else
- return false
-}
-
-function goto_merchants() {
- game.count = count_deplete(get_lord_locale(game.command))
- game.state = "merchants"
- init_influence_check(game.command)
-}
-
-states.merchants = {
- inactive: "Merchants",
- prompt() {
- view.prompt = "Merchants: Succeed an influence check to remove Depleted markers"
- prompt_influence_check()
- },
- spend1: add_influence_check_modifier_1,
- spend3: add_influence_check_modifier_2,
- check() {
- let results = do_influence_check()
- log(`Attempt to C${AOW_LANCASTER_MERCHANTS} with %${game.command} ${results.success ? "Successful" : "Failed"}: (${range(results.rating)}) ${results.success ? HIT[results.roll] : MISS[results.roll]}`)
- if (results.success) {
- merchants_success()
- } else {
- end_merchants_attempt()
- }
- }
-}
-function merchants_success() {
- game.state = "merchants_success"
-}
-
-states.merchants_success = {
- inactive: "Merchants Success",
- prompt() {
- view.prompt = `Remove Depleted/Exhausted markers`
- deplete_merchants()
- if (game.count === 0) {
- view.actions.done = 1
- }
- },
- locale(loc) {
- push_undo()
- remove_depleted_marker(loc)
- remove_exhausted_marker(loc)
- --game.count
- if (game.count === 0) {
- end_merchants_attempt()
- }
- },
- done(){
- end_merchants_attempt()
- }
-}
-
-function end_merchants_attempt() {
- spend_action(1)
- game.count = 0
- push_undo()
- end_influence_check()
- resume_command()
-}
-
-function deplete_merchants() {
- let here = get_lord_locale(game.command)
- for (let next of data.locales[here].adjacent) {
- if (has_exhausted_marker(next) || has_depleted_marker(next))
- gen_action_locale(next)
- }
- if (has_exhausted_marker(here) || has_depleted_marker(here))
- gen_action_locale(here)
-}
-
-function count_deplete(loc) {
- let n = 0
- for (let next of data.locales[loc].adjacent) {
- if (has_exhausted_marker(next) || has_depleted_marker(next)) {
- ++n
- }
- }
- if (has_exhausted_marker(loc) || has_depleted_marker(loc)) {
- ++n
- }
- if (n > 1)
- n = 2
- return n
-}
-
-// === CAPABILITY: BURGUNDIANS ===
-
-function levy_burgundians(lord) {
- if (is_seaport(get_lord_locale(lord)) && !is_exile(get_lord_locale(lord)) && lord_has_capability(lord, AOW_YORK_BURGUNDIANS) && game.flags.burgundians === 0) {
- add_lord_forces(lord, BURGUNDIANS, 2)
- logi(AOW_YORK_BURGUNDIANS)
- game.flags.burgundians = 1
- }
-}
-
-// === CAPABILITY: NAVAL BLOCKADE ===
-
-function parley_through_sea(start, locale) {
- // Only entered in levy
- let ships = get_shared_assets(start, SHIP)
-
- if (ships === 0) {
- game.flags.naval_blockade = -1
- }
-
- search_dist.fill(0)
- search_seen.fill(0)
- search_seen[start] = 1
-
- let queue = [ start ]
- while (queue.length > 0) {
- let here = queue.shift()
- let dist = search_dist[here]
- let next_dist = dist + 1
-
- if (is_friendly_locale(here)) {
- for (let next of data.locales[here].adjacent) {
- if (!search_seen[next]) {
- search_seen[next] = 1
- search_dist[next] = next_dist
- queue.push(next)
- if (next === locale) {
- game.flags.naval_blockade = -1
- }
- }
- }
- }
- }
- queue = [ start ]
- while (queue.length > 0) {
- let here = queue.shift()
- let dist = search_dist[here]
- let next_dist = dist + 1
-
- if (is_friendly_locale(here)) {
- if (ships > 0 && is_seaport(here)) {
- for (let next of find_ports(here)) {
- if (!search_seen[next]) {
- search_seen[next] = 1
- search_dist[next] = next_dist
- queue.push(next)
- if (next === locale && game.flags.naval_blockade !== -1) {
- game.flags.naval_blockade = 1
- }
- }
- }
- }
- }
- }
-}
-
-function check_naval_blockade(action, locale) {
- let ports = [data.port_1, data.port_2, data.port_3]
- game.what = action
-
- if (!lord_has_capability(LORD_WARWICK_Y, AOW_YORK_NAVAL_BLOCKADE) || !is_seaport(get_lord_locale(LORD_WARWICK_Y)) || is_exile(get_lord_locale(LORD_WARWICK_Y))) {
- return false
- }
-
- if (action === "levy parley") {
- parley_through_sea(get_lord_locale(game.who), locale)
- if (game.flags.naval_blockade !== 1) {
- return false
- }
- }
-
- if (action === "campaign parley" && data.locales[locale].adjacent.includes(get_lord_locale(game.command))) {
- return false
- }
-
- for (let port of ports) {
- if (set_has(port, get_lord_locale(LORD_WARWICK_Y)) && set_has(port, locale)) {
- return true
- }
- }
-}
-
-function roll_naval_blockade() {
- push_state("naval_blockade")
-}
-
-// Parley, and Tax
-states.naval_blockade = {
- inactive: "Naval Blockade",
- prompt() {
- view.prompt = `Naval Blockade : Warwick block this action except on a 1-2`
- view.actions.roll = 1
- },
- roll() {
- let threshold = 2
- let roll = roll_die()
- let success = threshold >= roll
- log(`Attempt to counter Naval Blockade ${success ? "Failed" : "Successful"}: (1-2) ${success ? HIT[roll] : MISS[roll]}`)
- if (success) {
- logi(`Successfully overran C${AOW_YORK_NAVAL_BLOCKADE}`)
- if (game.what === "levy parley") {
- game.flags.naval_blockade = -1
- }
- if (game.what === "campaign parley") {
- game.flags.naval_blockade = -1
- }
- if (game.what === "levy ship") {
- push_the_kings_name()
- add_lord_assets(game.who, SHIP, 1)
- goto_the_kings_name("Levy Ship")
- }
- if (game.what === "supply") {
- use_port_supply(game.where, get_port_supply_amount(game.where))
- }
- if (game.what === "sail") {
- do_sail(game.where)
- }
- }
- else {
- logi(`Failed C${AOW_YORK_NAVAL_BLOCKADE}`)
- if (game.what === "levy parley") {
- pop_state()
- }
- if (game.what === "campaign parley") {
- pop_state()
- }
- }
- if (game.what === "levy parley") {
- pop_state()
- resume_levy_muster_lord()
- }
- if (game.what === "campaign parley") {
- pop_state()
- --game.count
- resume_command()
- }
- if (game.what === "levy ship") {
- pop_state()
- resume_levy_muster_lord()
- }
- if (game.what === "supply" && !success) {
- end_supply()
- }
- if (game.what === "sail" && !success) {
- resume_command()
- }
- game.what = NOTHING
- },
-}
-
-// === CAPABILITY: AGITATORS ===
-
-function can_action_agitators() {
- let here = get_lord_locale(game.command)
- if (game.actions <= 0)
- return false
- if (lord_has_capability(game.command, AOW_YORK_AGITATORS)) {
- for (let next of data.locales[here].adjacent) {
- if (!has_exhausted_marker(next) && !is_friendly_locale(next))
- return true
- }
- }
- else
- return false
-}
-
-function goto_agitators() {
- game.count = count_deplete(get_lord_locale(game.command))
- game.state = "agitators"
-}
-
-states.agitators = {
- inactive: "Agitators",
- prompt() {
- view.prompt = "Agitators: Add a depleted marker or flip to exhausted adjacent"
- deplete_agitators()
- },
- locale(loc) {
- push_undo()
- if (has_depleted_marker(loc)) {
- add_exhausted_marker(loc)
- }
- else {
- add_depleted_marker(loc)
- }
- end_agitators()
- },
-}
-
-function deplete_agitators() {
- let here = get_lord_locale(game.command)
- for (let next of data.locales[here].adjacent) {
- if (!has_exhausted_marker(next) && !is_friendly_locale(next))
- gen_action_locale(next)
- }
-}
-
-function end_agitators() {
- spend_action(1)
- push_undo()
- resume_command()
-}
-
-// === CAPABILITY: HERALDS ===
-
-function can_action_heralds() {
- if (game.actions <= 0)
- return false
-
- if (!is_first_action())
- return false
- // at a seaport
- let here = get_lord_locale(game.command)
- if (!is_seaport(here))
- return false
-
- if (!lord_has_capability(game.command, AOW_LANCASTER_HERALDS))
- return false
-
- for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
- if (is_lord_on_calendar(lord))
- return true
- }
- return false
-}
-
-function goto_heralds() {
- game.state = "heralds"
-}
-
-states.heralds = {
- inactive: "Heralds",
- prompt() {
- view.prompt = "Heralds: Choose a Lord on calendar to shift him to next turn box"
- for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
- if (is_lord_on_calendar(lord))
- gen_action_lord(lord)
- }
- },
- lord(other) {
- goto_heralds_attempt(other)
- },
-}
-
-function goto_heralds_attempt(lord) {
- game.what = lord
- game.state = "heralds_attempt"
- init_influence_check(game.command)
-}
-
-states.heralds_attempt = {
- inactive: "Heralds Attempt",
- prompt() {
- view.prompt = `Attempt to shift ${lord_name[game.what]} to next Turn Box. `
- prompt_influence_check()
- },
- spend1: add_influence_check_modifier_1,
- spend3: add_influence_check_modifier_2,
- check() {
- let results = do_influence_check()
- log(`Attempt to shift L${game.what} ${results.success ? "Successful" : "Failed"}: (${range(results.rating)}) ${results.success ? HIT[results.roll] : MISS[results.roll]}`)
-
- if (results.success) {
- game.who = game.what
- set_lord_calendar(game.who, current_turn() + 1)
- }
-
- end_heralds_attempt()
- },
-}
-
-function end_heralds_attempt() {
- end_influence_check()
- spend_all_actions()
- resume_command()
-}
-
-// === EVENTS: IMMEDIATE ===
-
-function goto_immediate_event(c) {
- switch (c) {
- // This Levy / Campaign
- case EVENT_LANCASTER_BE_SENT_FOR:
- set_add(game.events, c)
- return end_immediate_event()
- case EVENT_LANCASTER_SEAMANSHIP:
- set_add(game.events, c)
- return end_immediate_event()
- case EVENT_LANCASTER_FORCED_MARCHES:
- set_add(game.events, c)
- return end_immediate_event()
- case EVENT_LANCASTER_RISING_WAGES:
- set_add(game.events, c)
- return end_immediate_event()
- case EVENT_LANCASTER_NEW_ACT_OF_PARLIAMENT:
- set_add(game.events, c)
- return end_immediate_event()
- case EVENT_LANCASTER_MY_CROWN_IS_IN_MY_HEART:
- set_add(game.events, c)
- return end_immediate_event()
- case EVENT_LANCASTER_PARLIAMENT_VOTES:
- set_add(game.events, c)
- return end_immediate_event()
- case EVENT_LANCASTER_FRENCH_FLEET:
- set_add(game.events, c)
- return end_immediate_event()
- case EVENT_LANCASTER_BUCKINGHAMS_PLOT:
- set_add(game.events, c)
- return end_immediate_event()
- case EVENT_LANCASTER_MARGARET_BEAUFORT:
- set_add(game.events, c)
- return end_immediate_event()
- case EVENT_LANCASTER_THE_EARL_OF_RICHMOND:
- set_add(game.events, c)
- return end_immediate_event()
-
- case EVENT_YORK_JACK_CADE:
- set_add(game.events, c)
- return end_immediate_event()
- case EVENT_YORK_SEAMANSHIP:
- set_add(game.events, c)
- return end_immediate_event()
- case EVENT_YORK_YORKISTS_BLOCK_PARLIAMENT:
- set_add(game.events, c)
- return end_immediate_event()
- case EVENT_YORK_EXILE_PACT:
- set_add(game.events, c)
- return end_immediate_event()
- case EVENT_YORK_RICHARD_OF_YORK:
- set_add(game.events, c)
- return end_immediate_event()
- case EVENT_YORK_THE_COMMONS:
- set_add(game.events, c)
- return end_immediate_event()
- case EVENT_YORK_SUCCESSION:
- set_add(game.events, c)
- return end_immediate_event()
- case EVENT_YORK_LOYALTY_AND_TRUST:
- set_add(game.events, c)
- return end_immediate_event()
- case EVENT_YORK_OWAIN_GLYNDWR:
- set_add(game.events, c)
- return end_immediate_event()
- case EVENT_YORK_GLOUCESTER_AS_HEIR:
- set_add(game.events, c)
- return end_immediate_event()
- case EVENT_YORK_DORSET:
- set_add(game.events, c)
- return end_immediate_event()
- case EVENT_YORK_THE_KINGS_NAME:
- set_add(game.events, c)
- return end_immediate_event()
- case EVENT_YORK_EDWARD_V:
- set_add(game.events, c)
- return end_immediate_event()
- case EVENT_YORK_AN_HONEST_TALE_SPEEDS_BEST:
- set_add(game.events, c)
- return end_immediate_event()
- case EVENT_YORK_PRIVY_COUNCIL:
- set_add(game.events, c)
- return end_immediate_event()
-
- // Immediate effect
- // Discard - Immediate Events
- case EVENT_LANCASTER_SCOTS:
- return goto_lancaster_event_scots()
- case EVENT_LANCASTER_HENRY_PRESSURES_PARLIAMENT:
- return goto_lancaster_event_henry_pressures_parliament()
- case EVENT_LANCASTER_HENRYS_PROCLAMATION:
- return goto_lancaster_event_henrys_proclamation()
- case EVENT_LANCASTER_FRENCH_TROOPS:
- return goto_lancaster_event_french_troops()
- case EVENT_LANCASTER_WARWICKS_PROPAGANDA:
- return goto_warwicks_propaganda()
- case EVENT_LANCASTER_WARWICKS_PROPAGANDA2:
- return goto_warwicks_propaganda()
- case EVENT_LANCASTER_WELSH_REBELLION:
- return goto_lancaster_event_welsh_rebellion()
- case EVENT_LANCASTER_HENRY_RELEASED:
- return goto_lancaster_event_henry_released()
- case EVENT_LANCASTER_LUNIVERSELLE_ARAGNE:
- return goto_lancaster_event_luniverselle_aragne()
- case EVENT_LANCASTER_TO_WILFUL_DISOBEDIANCE:
- return goto_lancaster_event_to_wilful_disobediance()
- case EVENT_LANCASTER_FRENCH_WAR_LOANS:
- return goto_lancaster_event_french_war_loans()
- case EVENT_LANCASTER_ROBINS_REBELLION:
- return goto_lancaster_event_robins_rebellion()
- case EVENT_LANCASTER_TUDOR_BANNERS:
- return goto_lancaster_event_tudor_banners()
- case EVENT_YORK_TAX_COLLECTORS:
- return goto_york_event_tax_collectors()
- case EVENT_YORK_LONDON_FOR_YORK:
- return goto_york_event_london_for_york()
- case EVENT_YORK_SHEWOLF_OF_FRANCE:
- return goto_york_event_shewolf_of_france()
- case EVENT_YORK_SIR_RICHARD_LEIGH:
- return goto_york_event_sir_richard_leigh()
- case EVENT_YORK_CHARLES_THE_BOLD:
- return goto_york_event_charles_the_bold()
- case EVENT_YORK_DUBIOUS_CLARENCE:
- return goto_dubious_clarence()
- case EVENT_YORK_YORKIST_NORTH:
- return goto_york_event_yorkist_north()
- case EVENT_YORK_EARL_RIVERS:
- return goto_york_event_earl_rivers()
- default:
- log("NOT IMPLEMENTED")
- return end_immediate_event()
- }
-}
-
-function end_immediate_event() {
- resume_levy_arts_of_war()
-}
-
-// === EVENT: LANCASTER SCOTS ===
-
-function goto_lancaster_event_scots() {
- game.state = "scots"
- game.count = []
- game.who = NOBODY
-}
-
-function end_lancaster_event_scots() {
- game.count = 0
- game.who = NOBODY
- end_immediate_event()
-}
-
-states.scots = {
- inactive: "Scots",
- prompt() {
- view.prompt = "Scots: You may add 1 Men-at-Arms and 1 Militia to each Lord."
- for (let lord = first_lancaster_lord; lord <= last_lancaster_lord; lord++) {
- if (is_lord_on_map(lord) && map_get(game.count, lord, 0) < 3) {
- gen_action_lord(lord)
- }
- }
-
- if (game.who !== NOBODY) {
- let troops = map_get(game.count, game.who, 0)
- if ((troops & 1) === 0)
- view.actions.add_militia = 1
- if ((troops & 2) === 0)
- view.actions.add_men_at_arms = 1
- }
- view.actions.done = 1
- },
- done() {
- end_lancaster_event_scots()
- },
- add_militia() {
- add_lord_forces(game.who, MILITIA, 1)
- let troops = map_get(game.count, game.who, 0)
- map_set(game.count, game.who, troops + 1)
- if (troops !== 0)
- game.who = NOBODY
- },
- add_men_at_arms() {
- add_lord_forces(game.who, MEN_AT_ARMS, 1)
- let troops = map_get(game.count, game.who, 0)
- map_set(game.count, game.who, troops + 2)
- if (troops !== 0)
- game.who = NOBODY
- },
- lord(lord) {
- push_undo()
- game.who = lord
- },
-}
-
-// === EVENT: LANCASTER HENRY PRESSURES PARLIAMENT ===
-
-function goto_lancaster_event_henry_pressures_parliament() {
- let count = 0
- for (let vassal = first_vassal; vassal <= last_vassal; vassal++) {
- if (is_vassal_mustered_with_york_lord(vassal)) {
- count++
- }
- }
-
- if (count > 0) {
- logi(`Removed ${count} York influence.`)
- reduce_york_influence(count)
- }
-
- end_immediate_event()
-}
-
-// === EVENT: LANCASTER HENRY'S PROCLAMATION ===
-
-function goto_lancaster_event_henrys_proclamation() {
- for (let vassal = first_vassal; vassal <= last_vassal; vassal++) {
- if (is_vassal_mustered_with_york_lord(vassal)) {
- set_vassal_lord_and_service(vassal, get_vassal_lord(vassal), current_turn())
- logi(`Vassal ${data.vassals[vassal].name} moved to current turn`)
-
- }
- }
- end_immediate_event()
-}
-
-// === EVENT: LANCASTER FRENCH TROOPS ===
-
-function goto_lancaster_event_french_troops() {
- let can_play = false
- for (let lord = first_friendly_lord; lord <= last_friendly_lord; lord++) {
- if (is_lord_on_map(lord) && data.seaports.includes(get_lord_locale(lord))) {
- can_play = true
- }
- }
- if (can_play) {
- game.state = "french_troops"
- game.who = NOBODY
- game.count = 0
- } else {
- end_immediate_event()
- }
-}
-
-function end_lancaster_event_french_troops() {
- game.who = NOBODY
- game.count = 0
- end_immediate_event()
-}
-
-states.french_troops = {
- inactive: "French Troops",
- prompt() {
-
- view.prompt = `Add 2 Men at Arms and 2 Militia to a Lord at a port.`
- if (game.who === NOBODY) {
- for (let lord = first_friendly_lord; lord <= last_friendly_lord; lord++) {
- if (is_lord_on_map(lord) && is_seaport(get_lord_locale(lord))) {
- gen_action_lord(lord)
- }
- }
- } else {
- view.prompt = `Add ${2-pack2_get(game.count, 0)} Men at Arms and ${2-pack2_get(game.count, 1)} Militia to ${lord_name[game.who]}.`
- if (pack2_get(game.count, 0) < 2)
- view.actions.add_men_at_arms = 1
- if (pack2_get(game.count, 1) < 2)
- view.actions.add_militia = 1
- }
-
- view.actions.done = 1
- },
- add_men_at_arms() {
- push_undo()
- add_lord_forces(game.who, MEN_AT_ARMS, 1)
- let c = pack2_get(game.count, 0)
- game.count = pack2_set(game.count, 0, c+1)
- },
- add_militia() {
- push_undo()
- add_lord_forces(game.who, MILITIA, 1)
- let c = pack2_get(game.count, 1)
- game.count = pack2_set(game.count, 1, c+1)
- },
- lord(lord) {
- push_undo()
- game.who = lord
- },
- done() {
- end_lancaster_event_french_troops()
- }
-}
-
-// === EVENT: WARWICKS PROPAGANDA ===
-
-function add_propaganda_target(loc) {
- set_add(game.event_data, loc)
-}
-
-function remove_propaganda_target(loc) {
- set_delete(game.event_data, loc)
-}
-
-function is_propaganda_target(loc) {
- return set_has(game.event_data, loc)
-}
-
-function goto_warwicks_propaganda() {
- let can_play = false
- for (let loc = first_locale; loc <= last_locale; ++loc) {
- if (has_favoury_marker(loc)) {
- can_play = true
- }
- }
-
- if (can_play) {
- game.state = "warwicks_propaganda"
- game.event_data = []
- game.where = NOWHERE
- game.count = 0
- } else {
- end_immediate_event()
- }
-}
-
-states.warwicks_propaganda = {
- inactive: "Warwick's Propaganda",
- prompt() {
- view.prompt = `Select up to ${3-game.count} Yorkists Locales.`
- for (let loc = first_locale; loc <= last_locale; loc++) {
- if (game.count < 3 && has_favoury_marker(loc) && !is_exile(loc) && !is_propaganda_target(loc)) {
- gen_action_locale(loc)
- }
- }
- view.actions.done = 1
- },
- locale(loc) {
- push_undo()
- add_propaganda_target(loc)
- game.count++
- },
- done() {
- goto_yorkist_choice()
- }
-}
-
-function goto_yorkist_choice() {
- game.where = NOBODY
- set_active_enemy()
- game.state = "warwicks_propaganda_yorkist_choice"
-}
-
-states.warwicks_propaganda_yorkist_choice = {
- inactive: "Yorkists to choose to Pay or Remove favour",
- prompt() {
- view.prompt = `For each Stronghold, Pay 2 influence or Remove favour.`
- let done = true
- if (game.where === NOBODY) {
- for (let loc = first_locale; loc <= last_locale; loc++) {
- if (is_propaganda_target(loc)) {
- gen_action_locale(loc)
- done = false
- }
- }
- if (done) {
- view.actions.done = 1
- }
- } else {
- view.actions.remove_favour = 1
- view.actions.pay = 1
- }
- },
- locale(loc) {
- game.where = loc
- },
- remove_favour() {
- push_undo()
- remove_favoury_marker(game.where)
- remove_propaganda_target(game.where)
- logi(`Removed favour in ${game.where}`)
- game.where = NOBODY
- },
- pay() {
- push_undo()
- reduce_influence(2)
- logi(`Paid 2 to keep ${game.where}`)
- remove_propaganda_target(game.where)
- game.where = NOWHERE
- },
- done() {
- end_warwicks_propaganda()
- },
-}
-
-function end_warwicks_propaganda() {
- game.event_data = 0
- game.where = NOWHERE
- game.count = 0
- set_active_enemy()
- end_immediate_event()
-}
-
-// === EVENT: WELSH REBELLION ===
-
-function goto_lancaster_event_welsh_rebellion() {
- let can_remove_troops = false
- let can_remove_favour = false
- for (let lord = first_york_lord; lord <= last_york_lord; ++lord) {
- if (is_lord_on_map(lord) && is_lord_in_wales(lord)) {
- set_lord_moved(lord, 1)
- can_remove_troops = true
- }
- }
- for (let loc = first_locale; loc <= last_locale; loc++) {
- if (is_wales(loc) && has_favoury_marker(loc))
- can_remove_favour = true
- }
-
- if (can_remove_troops) {
- game.state = "welsh_rebellion_remove_troops"
- game.who = NOBODY
- game.count = 0
- }
- else if (can_remove_favour) {
- game.state = "welsh_rebellion_remove_favour"
- game.who = NOBODY
- game.count = 0
- }
- else {
- end_immediate_event()
- }
-}
-
-states.welsh_rebellion_remove_troops = {
- inactive: "Welsh Rebellion \u2014 Remove troops",
- prompt() {
- view.prompt = `Remove 2 Troops from each enemy Lord in Wales.`
- let done = true
- if (game.who === NOBODY) {
- for (let lord = first_enemy_lord; lord <= last_enemy_lord; lord++) {
- if (is_lord_on_map(lord) && is_lord_in_wales(lord) && get_lord_moved(lord)) {
- gen_action_lord(lord)
- done = false
- }
- }
- if (done) {
- view.actions.done = 1
- }
- }
- else {
- view.prompt = `Remove ${game.count} Troops from ${data.lords[game.who].name}.`
- if (get_lord_forces(game.who, BURGUNDIANS) > 0)
- gen_action_burgundians(game.who)
- if (get_lord_forces(game.who, MERCENARIES) > 0)
- gen_action_mercenaries(game.who)
- if (get_lord_forces(game.who, LONGBOWMEN) > 0)
- gen_action_longbowmen(game.who)
- if (get_lord_forces(game.who, MEN_AT_ARMS) > 0)
- gen_action_men_at_arms(game.who)
- if (get_lord_forces(game.who, MILITIA) > 0)
- gen_action_militia(game.who)
- }
- },
- lord(lord) {
- push_undo()
- set_lord_moved(lord, 0)
- game.who = lord
- game.count = 2
- },
- burgundians(lord) {
- add_lord_forces(lord, BURGUNDIANS, -1)
- if (--game.count === 0 || !lord_has_unrouted_units(lord))
- game.who = NOBODY
- },
- mercenaries(lord) {
- add_lord_forces(lord, MERCENARIES, -1)
- if (--game.count === 0 || !lord_has_unrouted_units(lord))
- game.who = NOBODY
- },
- longbowmen(lord) {
- add_lord_forces(lord, LONGBOWMEN, -1)
- if (--game.count === 0 || !lord_has_unrouted_units(lord))
- game.who = NOBODY
- },
- men_at_arms(lord) {
- add_lord_forces(lord, MEN_AT_ARMS, -1)
- if (--game.count === 0 || !lord_has_unrouted_units(lord))
- game.who = NOBODY
- },
- militia(lord) {
- add_lord_forces(lord, MILITIA, -1)
- if (--game.count === 0 || !lord_has_unrouted_units(lord))
- game.who = NOBODY
- },
- done() {
- end_welsh_rebellion_remove_troops()
- },
-}
-
-function end_welsh_rebellion_remove_troops() {
- for (let lord = first_york_lord; lord <= last_york_lord; ++lord) {
- if (is_lord_on_map(lord) && is_lord_in_wales(lord) && !lord_has_unrouted_units(lord))
- disband_lord(lord, false)
- }
- game.count = 0
- game.who = NOBODY
- end_immediate_event()
-}
-
-states.welsh_rebellion_remove_favour = {
- inactive: "Welsh Rebellion \u2014 Remove Favour",
- prompt() {
- view.prompt = `Select up to ${2-game.count} Locales in Wales.`
- for (let loc = first_locale; loc <= last_locale; loc++) {
- if (game.count < 2 && is_wales(loc) && has_favoury_marker(loc)) {
- gen_action_locale(loc)
- }
- }
- view.actions.done = 1
- },
- locale(loc) {
- push_undo()
- remove_favoury_marker(loc)
- logi(`Removed favour at ${data.locales[loc].name}`)
- game.count++
- },
- done() {
- end_immediate_event()
- },
-}
-
-// === EVENT: HENRY RELEASED ===
-
-function goto_lancaster_event_henry_released() {
- if (has_favourl_marker(LOC_LONDON)) {
- logi(`Henry Released : 5 Influence for Lancaster`)
- increase_lancaster_influence(5)
- }
- end_immediate_event()
-}
-
-// === EVENT: L'UNIVERSELLE ARAGNE ===
-
-function goto_lancaster_event_luniverselle_aragne() {
- let can_play = false
- for (let vassal = first_vassal; vassal <= last_vassal; vassal++) {
- if (is_vassal_mustered_with_york_lord(vassal)) {
- can_play = true
- }
- }
- if (can_play) {
- game.state = "aragne_1"
- game.event_data = []
- } else {
- logi("No Effect")
- end_immediate_event()
- }
-}
-
-states.aragne_1 = {
- inactive: "L'universelle Aragne",
- prompt() {
- view.prompt = "Select up to 2 Vassals"
- if (game.event_data.length < 2) {
- for (let v = first_vassal; v <= last_vassal; v++) {
- if (!set_has(game.event_data, v) && is_vassal_mustered_with_york_lord(v)) {
- gen_action_vassal(v)
- }
- }
- }
- view.actions.done = 1
- },
- vassal(v) {
- push_undo()
- set_add(game.event_data, v)
- logi(`Vassal ${data.vassals[v].name} selected`)
- },
- done() {
- push_undo()
- goto_yorkist_aragne()
- },
-}
-
-function goto_yorkist_aragne() {
- set_active_enemy()
- game.state = "aragne_2"
-}
-
-states.aragne_2 = {
- inactive: "Influence checks",
- prompt() {
- view.prompt = `For Each vassal, influence check : failure disbands it`
- let done = true
- for (let v of game.event_data) {
- gen_action_vassal(v)
- done = false
- }
- if (done)
- view.actions.done = 1
- },
- vassal(other) {
- push_undo()
- game.who = other
- init_influence_check(get_vassal_lord(other))
- game.check.push({
- cost: 0,
- modifier: data.vassals[other].influence * (game.active === LANCASTER ? -1 : 1),
- source: "vassal",
- })
- game.state = "aragne_3"
- },
- done() {
- end_universelle_aragne()
- },
-}
-
-states.aragne_3 = {
- inactive: `Influence check`,
- prompt() {
- view.prompt = `Influence check : Failure disbands ${data.vassals[game.who].name}`
- prompt_influence_check()
- },
- spend1: add_influence_check_modifier_1,
- spend3: add_influence_check_modifier_2,
- check() {
- let results = do_influence_check()
- logi(`Attempt to save ${data.vassals[game.who].name} ${results.success ? "Successful" : "Failed"}: (${range(results.rating)}) ${results.success ? HIT[results.roll] : MISS[results.roll]}`)
-
- if (!results.success) {
- disband_vassal(game.who)
- }
-
- end_influence_check()
-
- set_delete(game.event_data, game.who)
- game.who = NOBODY
- game.state = "aragne_2"
- },
-}
-
-function end_universelle_aragne() {
- game.who = NOBODY
- game.event_data = 0
- end_immediate_event()
-}
-
-// === EVENT: TO WILFUL DISOBEDIANCE ===
-
-function goto_lancaster_event_to_wilful_disobediance() {
- let can_play = false
- for (let loc = first_locale; loc <= last_locale; loc++){
- if (has_favoury_marker(loc) && !has_enemy_lord(loc) && !has_adjacent_enemy(loc) && (has_friendly_lord(loc) || has_adjacent_friendly(loc))) {
- can_play = true
- }
- }
- if (can_play) {
- game.state = "wilful_disobediance"
- game.who = NOBODY
- game.count = 0
- } else {
- end_immediate_event()
- logi(`No Effect`)
- }
-
-}
-states.wilful_disobediance = {
- inactive: "to wilful disobediance",
- prompt() {
- view.prompt = `Select up to ${2-game.count} Yorkists Locales.`
- for (let loc = first_locale; loc <= last_locale; loc++) {
- if (
- game.count < 2 &&
- has_favoury_marker(loc) &&
- !has_enemy_lord(loc) &&
- !has_adjacent_enemy(loc) &&
- (has_friendly_lord(loc) || has_adjacent_friendly(loc))
- ) {
- gen_action_locale(loc)
- }
- }
- view.actions.done = 1
- },
- locale(loc) {
- push_undo()
- remove_favoury_marker(loc)
- game.count++
- logi(`Favour removed at ${loc}`)
- },
- done() {
- logi(`No Effect`)
- end_immediate_event()
- }
-}
-
-// === EVENT: FRENCH WAR LOANS ===
-
-function goto_lancaster_event_french_war_loans() {
- for (let lord = first_lancaster_lord; lord <= last_lancaster_lord; ++lord) {
- if (is_lord_on_map(lord) && !is_lord_on_calendar(lord)) {
- add_lord_assets(lord, PROV, 1)
- add_lord_assets(lord, COIN, 1)
- logi(`1 Coin and 1 Provender added to ${data.lords[lord].name}`)
- }
- }
- end_immediate_event()
-}
-
-// === EVENT: ROBINS REBELLION ===
-
-function goto_lancaster_event_robins_rebellion() {
- let can_play = false
- for (let loc = first_locale; loc <= last_locale; loc++) {
- if (is_north(loc) && !has_favourl_marker(loc)) {
- can_play = true
- }
- }
- if (can_play) {
- game.state = "robins_rebellion"
- game.who = NOBODY
- game.count = 0
- } else {
- logi(`No Effect`)
- end_immediate_event()
- }
-}
-
-states.robins_rebellion = {
- inactive: "Robin's Rebellion",
- prompt() {
- view.prompt = `Select up to ${3-game.count} Locales in North.`
- for (let loc = first_locale; loc <= last_locale; loc++) {
- if (game.count < 3 && is_north(loc) && !has_favourl_marker(loc)) {
- gen_action_locale(loc)
- }
- }
- view.actions.done = 1
- },
- locale(loc) {
- push_undo()
- shift_favour_toward(loc)
- logi(`Placed/Removed favour at ${data.locales[loc].name}`)
- game.count++
- },
- done() {
- end_immediate_event()
- }
-}
-
-// === EVENT: TUDOR BANNERS ===
-
-function tudor_banner_eligible() {
- if (is_lord_on_map(LORD_HENRY_TUDOR) && !is_lord_on_calendar(LORD_HENRY_TUDOR)) {
- for (let next of data.locales[get_lord_locale(LORD_HENRY_TUDOR)].adjacent) {
- if (can_parley_at(next))
- return true
- }
- }
- return false
-}
-
-function goto_lancaster_event_tudor_banners() {
- if (tudor_banner_eligible()) {
- game.state = "tudor_banners"
- game.who = NOBODY
- } else {
- logi(`No Effect`)
- end_immediate_event()
- }
-}
-
-states.tudor_banners = {
- inactive: "Tudor banners",
- prompt() {
- view.prompt = `Select locales adjacent to Henry to make them Lancastrian`
- let done = true
- for (let next of data.locales[get_lord_locale(LORD_HENRY_TUDOR)].adjacent) {
- if (!has_enemy_lord(next) && !has_favourl_marker(next)) {
- gen_action_locale(next)
- done = false
- }
- }
- if (done)
- view.actions.done = 1
- },
- locale(loc) {
- push_undo()
- remove_favoury_marker(loc)
- add_favourl_marker(loc)
- logi(`Placed Lancastrian favour at ${data.locales[loc].name}`)
- },
- done() {
- end_immediate_event()
- }
-}
-
-// === EVENT: TAX COLLECTORS ===
-
-function goto_york_event_tax_collectors() {
- game.state = "tax_collectors"
-}
-
-function can_tax_collectors(lord) {
- let here = get_lord_locale(lord)
- if (can_tax_at(here, lord))
- return true
- return !!search_tax(false, here, lord)
-}
-
-states.tax_collectors = {
- inactive: "Tax Collectors",
- prompt() {
- view.prompt = "Tax Collectors : You may tax for Double coin with each lord"
- for (let lord = first_york_lord; lord <= last_york_lord; ++lord) {
- if (!get_lord_moved(lord) && can_tax_collectors(lord))
- gen_action_lord(lord)
- }
- view.actions.done = 1
- },
- lord(lord) {
- push_undo()
- set_lord_moved(lord, 0)
- game.where = NOWHERE
- game.who = lord
- game.state = "tax_collectors_lord"
- init_influence_check(lord)
- },
- done() {
- end_tax_collectors()
- },
-}
-
-states.tax_collectors_lord = {
- inactive: "Tax Collectors",
- prompt() {
- view.prompt = "Tax: Select the location to tax for double."
- if (game.where === NOWHERE) {
- for (let loc of search_tax([], get_lord_locale(game.who), game.who))
- gen_action_locale(loc)
- } else {
- view.prompt = `Tax: Attempting to tax ${data.locales[game.where].name}. `
- prompt_influence_check()
- }
- },
- locale(loc) {
- game.where = loc
- if (loc === data.lords[game.who].seat) {
- // Auto succeed without influence check at Lords seat.
- deplete_locale(game.where)
-
- log(`Taxed %${game.where}.`)
- add_lord_assets(game.who, COIN, get_tax_amount(game.where, game.who) * 2)
- end_tax_collectors_lord()
- }
- },
- spend1: add_influence_check_modifier_1,
- spend3: add_influence_check_modifier_2,
- check() {
- let results = do_influence_check()
- logi(`Tax : ${results.success ? "Successful" : "Failed"}: (${range(results.rating)}) ${results.success ? HIT[results.roll] : MISS[results.roll]}`)
-
- if (results.success) {
- deplete_locale(game.where)
- log(`Taxed %${game.where}.`)
- add_lord_assets(game.who, COIN, get_tax_amount(game.where, game.who) * 2)
- } else {
- log(`Tax of %${game.where} failed.`)
-
- }
- end_tax_collectors_lord()
- },
-}
-
-function end_tax_collectors_lord() {
- game.who = NOBODY
- game.state = "tax_collectors"
-}
-
-function end_tax_collectors() {
- game.where = NOWHERE
- game.who = NOBODY
- game.count = 0
- end_immediate_event()
-}
-
-// === EVENT: LONDON FOR YORK ===
-
-function goto_york_event_london_for_york() {
- let can_play = false
- if (has_favoury_marker(LOC_LONDON)) {
- can_play = true
- }
- if (can_play) {
- game.who = NOBODY
- game.state = "london_for_york"
- } else {
- logi(`No Effect`)
- end_immediate_event()
- }
-}
-
-states.london_for_york = {
- inactive: "London For York",
- prompt() {
- view.prompt = `Select London to add a second favour marker`
- gen_action_locale(LOC_LONDON)
- },
- locale(loc) {
- push_undo()
- game.flags.london_for_york = 1
- logi(`Second marker placed at ${data.locales[loc].name}`)
- logi(`Immune to Lancastrian parley unless aided by event`)
- end_immediate_event()
- },
-}
-
-// === EVENT: SHE-WOLF OF FRANCE ===
-
-function goto_york_event_shewolf_of_france() {
- let can_play = false
- for (let v = first_vassal; v <= last_vassal; v++) {
- if (is_vassal_mustered_with_friendly_lord(v)) {
- can_play = true
- }
- }
- if (can_play) {
- game.state = "she_wolf"
- game.event_data = []
- game.who = NOBODY
- } else {
- logi(`No Effect`)
- end_immediate_event()
- }
-}
-
-states.she_wolf = {
- inactive: "She-Wolf of France",
- prompt() {
- view.prompt = "Shift each Yorkist Vassal's Calendar marker 1 box right."
- let done = true
- for (let v = first_vassal; v <= last_vassal; v++) {
- if (!set_has(game.event_data, v) && is_vassal_mustered_with_friendly_lord(v)) {
- gen_action_vassal(v)
- done = false
- }
- }
- if (done)
- view.actions.done = 1
- },
- vassal(v) {
- push_undo()
- if (current_turn() < 16)
- set_vassal_lord_and_service(v, get_vassal_lord(v), get_vassal_service(v) + 1)
- set_add(game.event_data, v)
- logi(`Vassal ${data.vassals[v].name} shifted one calendar box`)
- },
- done() {
- game.event_data = 0
- end_immediate_event()
- },
-}
-
-// === EVENT: RICHARD LEIGH ===
-
-function goto_york_event_sir_richard_leigh() {
- let can_play = false
- if (!has_favoury_marker(LOC_LONDON)) {
- can_play = true
- }
- if (can_play) {
- game.state = "richard_leigh"
- game.who = LOC_LONDON
- game.count = 0
- } else {
- logi(`No Effect`)
- end_immediate_event()
- }
-}
-
-states.richard_leigh = {
- inactive: "Richard Leigh",
- prompt() {
- view.prompt = `Select London, shift it once in your favour`
- if (game.who === LOC_LONDON && !has_favoury_marker(LOC_LONDON)) {
- gen_action_locale(LOC_LONDON)
- } else {
- view.actions.done = 1
- }
- },
- locale(loc) {
- push_undo()
- shift_favour_toward(loc)
- logi(`London shifted once in your favour`)
- game.who = NOBODY
- },
- done() {
- end_immediate_event()
- }
-}
-
-// === EVENT: CHARLES THE BOLD ===
-
-function goto_york_event_charles_the_bold() {
- for (let lord = first_york_lord; lord <= last_york_lord; ++lord) {
- if (is_lord_on_map(lord) && !is_lord_on_calendar(lord)) {
- add_lord_assets(lord, PROV, 1)
- add_lord_assets(lord, COIN, 1)
- logi(`1 Coin and 1 Provender added to ${data.lords[lord].name}`)
- }
- }
- end_immediate_event()
-}
-
-// === EVENT: DUBIOUS CLARENCE ===
-
-function goto_dubious_clarence() {
- let can_play = false
- if ((is_lord_on_map(LORD_EDWARD_IV) && !is_lord_on_calendar(LORD_EDWARD_IV))
- && is_lord_on_map(LORD_CLARENCE) && !is_lord_on_calendar(LORD_CLARENCE))
- can_play = true
-
- if (can_play) {
- game.state = "dubious_clarence"
- game.who = LORD_EDWARD_IV
- init_influence_check(LORD_EDWARD_IV)
- } else {
- logi(`No Effect`)
- end_immediate_event()
- }
-}
-
-states.dubious_clarence = {
- inactive: "Dubious Clarence",
- prompt() {
- view.prompt = `You may Influence check with Edward to disband Clarence `
- prompt_influence_check()
- },
- spend1: add_influence_check_modifier_1,
- spend3: add_influence_check_modifier_2,
- check() {
- let results = do_influence_check()
- log(`Attempt to disband Clarence ${results.success ? "Successful" : "Failed"}: (${range(results.rating)}) ${results.success ? HIT[results.roll] : MISS[results.roll]}`)
-
- if (results.success) {
- disband_lord(LORD_CLARENCE, false)
- end_immediate_event()
- } else {
- end_immediate_event()
- }
- },
-}
-
-// === EVENT: YORKIST NORTH ===
-
-function goto_york_event_yorkist_north() {
- let influence_gained = 0
- for (let lord = first_york_lord; lord <= last_york_lord; ++lord) {
- if (is_lord_on_map(lord) && !is_lord_on_calendar(lord) && is_lord_in_north(lord))
- influence_gained++
- }
- for (let loc = first_locale; loc <= last_locale; loc++) {
- if (loc !== NOWHERE && loc < CALENDAR && has_favoury_marker(loc) && is_north(loc)) {
- influence_gained++
- }
- }
- logi(`Yorkist North : ${influence_gained} Influence for Yorkists`)
- increase_york_influence(influence_gained)
- end_immediate_event()
-}
-
-// === EVENT: EARL RIVERS ===
-
-function goto_york_event_earl_rivers() {
- game.state = "earl_rivers"
- game.count = []
- game.who = NOBODY
-}
-
-function end_york_event_earl_rivers() {
- game.count = 0
- game.who = NOBODY
- end_immediate_event()
-}
-
-states.earl_rivers = {
- inactive: "Earl Rivers",
- prompt() {
- view.prompt = "Earl Rivers: Add up to 2 Militia to each lord"
- view.actions.done = 1
- for (let lord = first_york_lord; lord <= last_york_lord; lord++) {
- if (is_lord_on_map(lord) && map_get(game.count, lord, 0) < 3) {
- gen_action_lord(lord)
- }
- }
-
- if (game.who !== NOBODY) {
- let troops = map_get(game.count, game.who, 0)
- if ((troops & 1) === 0)
- view.actions.add_militia = 1
- }
- if (game.who !== NOBODY) {
- let troops = map_get(game.count, game.who, 0)
- if ((troops & 1) === 0)
- view.actions.add_militia2 = 1
- }
- },
- done() {
- end_york_event_earl_rivers()
- },
- add_militia() {
- push_undo()
- add_lord_forces(game.who, MILITIA, 1)
- let troops = map_get(game.count, game.who, 0)
- map_set(game.count, game.who, troops + 1)
- if (troops > 1)
- game.who = NOBODY
- },
- add_militia2() {
- push_undo()
- add_lord_forces(game.who, MILITIA, 2)
- let troops = map_get(game.count, game.who, 0)
- map_set(game.count, game.who, troops + 1)
- if (troops > 1)
- game.who = NOBODY
- },
- lord(lord) {
- push_undo()
- game.who = lord
- }
-}
-
-// === EVENT (AS LEVY EFFECT): THE KINGS NAME ===
-
-function eligible_kings_name() {
- if (
- (!is_lord_on_calendar(LORD_GLOUCESTER_1) && is_lord_on_map(LORD_GLOUCESTER_1)) ||
- (!is_lord_on_calendar(LORD_GLOUCESTER_2) && is_lord_on_map(LORD_GLOUCESTER_2))
- ) {
- if (is_event_in_play(EVENT_YORK_THE_KINGS_NAME) && game.active === LANCASTER)
- return true
- }
- return false
-}
-
-function push_the_kings_name() {
- if (eligible_kings_name())
- save_state_for_the_kings_name()
-}
-
-function goto_the_kings_name(action) {
- if (eligible_kings_name()) {
- // TODO: pause for confirmation before changing control?
- game.what = action
- set_active_enemy()
- game.state = "the_kings_name"
- } else {
- resume_levy_muster_lord()
- }
-}
-
-states.the_kings_name = {
- inactive: "The King's Name",
- prompt() {
- view.prompt = `The King's Name: You pay may 1 Influence to cancel last ${game.what} action.`
- view.actions.pass = 1
- view.actions.pay = 1
- },
- pay() {
- restore_state_for_the_kings_name()
- log(`${game.what} action cancelled.`)
- logevent(`${EVENT_YORK_THE_KINGS_NAME}`)
- reduce_york_influence(1)
- resume_levy_muster_lord()
- },
- pass() {
- delete_state_for_the_kings_name()
- set_active_enemy()
- resume_levy_muster_lord()
- }
-}
-
-// === EVENT (AS LEVY EFFECT): RISING WAGES ===
-
-function goto_rising_wages() {
- game.state = "rising_wages"
-}
-
-states.rising_wages = {
- inactive: "Rising Wages",
- prompt() {
- let here = get_lord_locale(game.who)
- view.prompt = "Rising Wages: Pay 1 extra coin to levy troops"
- for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
- let loc = get_lord_locale(lord)
- if (here === loc && (get_lord_assets(lord, COIN) > 0)) {
- gen_action_coin(lord)
- }
- }
- },
- coin(lord) {
- push_undo()
- add_lord_assets(lord, COIN, -1)
- logi(`${EVENT_LANCASTER_RISING_WAGES}`)
- log("York paid 1 Coin to Levy troops")
-
- do_levy_troops()
- },
-}
-
-// === EVENT (AS LEVY EFFECT): THE COMMONS ===
-
-// each Levy Troops action ends with coming here
-
-function goto_the_commons() {
- game.state = "the_commons"
- game.flags.commons_militia = 2
-}
-
-states.the_commons = {
- inactive: "The Commons",
- prompt() {
- view.prompt = `Add up to ${game.flags.commons_militia} Militias.`
- if (game.flags.commons_militia > 0)
- view.actions.add_militia = 1
- view.actions.done = 1
- },
- add_militia() {
- push_undo()
- add_lord_forces(game.who, MILITIA, 1)
- if (--game.flags.commons_militia === 0)
- end_the_commons()
- },
- done() {
- push_undo()
- end_the_commons()
- }
-}
-
-function end_the_commons() {
- game.flags.commons_militia = 0
- goto_the_kings_name("Levy Troops")
-}
-
-// === EVENT (AS LEVY EFFECT): JACK CADE ===
-
-function is_york_dominating_north() {
- let dom = 0
- for (let loc of all_north_locales) {
- if (has_favoury_marker(loc)) {
- dom++
- }
- }
- if (dom > 5)
- return true
- return false
-}
-
-function is_york_dominating_south() {
- let dom = 0
- for (let loc of all_south_locales) {
- if (has_favoury_marker(loc)) {
- dom++
- }
- }
- if (dom > 9)
- return true
- if (dom > 4
- && (lord_has_capability(LORD_MARCH, AOW_YORK_SOUTHERNERS)
- || lord_has_capability(LORD_RUTLAND, AOW_YORK_SOUTHERNERS)
- || lord_has_capability(LORD_YORK, AOW_YORK_SOUTHERNERS)))
- return true
- return false
-}
-
-function is_york_dominating_wales() {
- let dom = 0
- for (let loc of all_wales_locales) {
- if (has_favoury_marker(loc)) {
- dom++
- }
- }
- if (dom > 5)
- return true
- if (dom > 2
- && (lord_has_capability(LORD_MARCH, AOW_YORK_WELSHMEN)
- || lord_has_capability(LORD_YORK, AOW_YORK_WELSHMEN)))
- return true
- return false
-}
-
-function is_jack_cade_eligible(lord) {
- if (!is_event_in_play(EVENT_YORK_JACK_CADE))
- return false
- if (is_lord_in_or_adjacent_to_south(lord) && is_york_dominating_south())
- return true
- if (is_lord_in_or_adjacent_to_north(lord) && is_york_dominating_north())
- return true
- if (is_lord_in_or_adjacent_to_wales(lord) && is_york_dominating_wales())
- return true
- return false
-}
-
-// === EVENT (AS ACTION): EXILE PACT ===
-
-function can_action_exile_pact() {
- return game.actions > 0 && is_event_in_play(EVENT_YORK_EXILE_PACT)
-}
-
-function goto_exile_pact() {
- push_undo()
- game.state = "exile_pact"
-}
-
-states.exile_pact = {
- inactive: "Exile Pact",
- prompt() {
- view.prompt = "Exile Pact: Place your cylinder in a Friendly Exile box."
- for (let loc of data.exile_boxes) {
- if (has_favour_in_locale(game.active, loc))
- gen_action_locale(loc)
- }
- },
- locale(loc) {
- push_undo()
- set_lord_locale(game.command, loc)
- end_exile_pact()
- }
-}
-
-function end_exile_pact() {
- spend_action(1)
- push_undo()
- resume_command()
-}
-
-// === EVENTS: HELD ===
-
-function play_held_event(c) {
- log(`Played E${c}.`)
- if (c >= first_york_card && c <= last_york_card)
- set_delete(game.hand_y, c)
- else
- set_delete(game.hand_l, c)
-
- /* Hold events with This Levy/Campaign */
- if (
- c === EVENT_YORK_YORKIST_PARADE ||
- c === EVENT_YORK_PARLIAMENTS_TRUCE ||
- c === EVENT_LANCASTER_PARLIAMENTS_TRUCE
- ) {
- set_add(game.events, c)
- }
-}
-
-function prompt_held_event() {
- for (let c of current_hand())
- if (can_play_held_event(c))
- gen_action_card(c)
-}
-
-function can_play_held_event(c) {
- switch (c) {
- case EVENT_LANCASTER_ASPIELLES:
- return can_play_l_aspielles()
- // TODO: move into states.command ?
- case EVENT_LANCASTER_REBEL_SUPPLY_DEPOT:
- return can_play_rebel_supply_depot()
- // TODO: move into states.command ?
- case EVENT_LANCASTER_SURPRISE_LANDING:
- return can_play_surprise_landing()
- case EVENT_LANCASTER_PARLIAMENTS_TRUCE:
- return can_play_parliaments_truce()
- case EVENT_YORK_PARLIAMENTS_TRUCE:
- return can_play_parliaments_truce()
- case EVENT_YORK_ASPIELLES:
- return can_play_y_aspielles()
- case EVENT_YORK_YORKIST_PARADE:
- return can_play_yorkist_parade()
- case EVENT_YORK_SUN_IN_SPLENDOUR:
- return can_play_sun_in_splendour()
- }
- return false
-}
-
-function action_held_event(c) {
- push_undo()
- play_held_event(c)
- game.what = c
- goto_held_event(c)
-}
-
-function goto_held_event(c) {
- switch (c) {
- // Play upon Death Check
- // TODO: move into states.death_check
- case EVENT_YORK_ESCAPE_SHIP:
- case EVENT_LANCASTER_ESCAPE_SHIP:
- goto_play_escape_ship()
- break
- case EVENT_LANCASTER_TALBOT_TO_THE_RESCUE:
- goto_play_talbot_to_the_rescue()
- break
- case EVENT_LANCASTER_WARDEN_OF_THE_MARCHES:
- goto_play_warden_of_the_marches()
- break
-
- // Play in Levy
- // TODO: move into states.levy
- case EVENT_YORK_SUN_IN_SPLENDOUR:
- goto_play_sun_in_splendour()
- break
-
- // Play in Levy (for passive effect)
- case EVENT_YORK_YORKIST_PARADE:
- // no effect
- break
-
- // Play any time
- case EVENT_YORK_ASPIELLES:
- case EVENT_LANCASTER_ASPIELLES:
- goto_play_aspielles()
- break
-
- // Play after march/sail to seaport
- // TODO: move into states.command ?
- case EVENT_LANCASTER_REBEL_SUPPLY_DEPOT:
- goto_play_rebel_supply_depot()
- break
-
- // Play after sail to seaport
- // TODO: move into states.command ?
- case EVENT_LANCASTER_SURPRISE_LANDING:
- goto_play_surprise_landing()
- break
- }
-}
-
-// === HELD EVENT (LEVY): YORKIST PARADE ===
-
-function can_play_yorkist_parade() {
- if (is_levy_phase()) {
- if (is_favour_friendly(LOC_LONDON) && (get_lord_locale(LORD_WARWICK_Y) === LOC_LONDON || get_lord_locale(LORD_YORK) === LOC_LONDON))
- return true
- }
- return false
-}
-
-// === HELD EVENT (LEVY): SUN IN SPLENDOUR ===
-
-function can_play_sun_in_splendour() {
- if (is_levy_phase())
- return is_lord_on_calendar(LORD_EDWARD_IV)
- return false
-}
-
-function goto_play_sun_in_splendour() {
- push_state("sun_in_splendour")
-}
-
-states.sun_in_splendour = {
- inactive: "Sun in Splendour",
- prompt() {
- view.prompt = "Sun in Splendour: Muster Edward IV in any friendly locale with no enemy lord"
- // ... TODO: or a scenario-designated Yorkist Exile box
- for (let loc = first_locale; loc <= last_locale; loc++)
- if (is_friendly_locale(loc))
- gen_action_locale(loc)
- },
- locale(loc) {
- push_undo()
- muster_lord(LORD_EDWARD_IV, loc)
- // TODO: remove_lord_from_exile(LORD_EDWARD_IV) ?
- // TODO: muster to exile box ?
- logi(`Mustered Edward IV at ${data.locales[loc].name}`)
-
- pop_state()
- game.what = NOTHING
- },
-}
-
-// === HELD EVENT: ASPIELLES ===
-
-function can_play_l_aspielles() {
- return game.hand_y.length > 0 || game.hidden
-}
-
-function can_play_y_aspielles() {
- return game.hand_l.length > 0 || game.hidden
-}
-
-function goto_play_aspielles() {
- push_state("aspielles")
- game.who = NOBODY
- if (game.active === YORK)
- log("Lancaster hand shown to the York player")
- if (game.active === LANCASTER)
- log("York hand shown to the Lancaster player")
-}
-
-states.aspielles = {
- inactive: "Aspielles",
- prompt() {
- view.prompt = "Aspielles: You may see enemy held cards"
- if (game.hidden) {
- view.prompt += " and an enemy lord to see his mat"
- if (game.who === NOBODY) {
- for (let lord = first_enemy_lord; lord <= last_enemy_lord; ++lord)
- gen_action_lord(lord)
- } else {
- view.reveal |= (1 << game.who)
- view.actions.done = 1
- }
- } else {
- view.actions.done = 1
- }
- if (game.active === YORK)
- view.hand = game.hand_l
- if (game.active === LANCASTER)
- view.hand = game.hand_y
- },
- lord(lord) {
- log(`${lord_name[lord]} Spied`)
- game.who = lord
- },
- done() {
- pop_state()
- game.what = NOTHING
- },
-}
-
-// === HELD EVENT: REBEL SUPPLY DEPOT ===
-
-function can_play_rebel_supply_depot() {
- if (game.flags.sail_to_port || game.flags.march_to_port)
- return true
- return false
-}
-
-function goto_play_rebel_supply_depot() {
- game.flags.supply_depot = 1
- add_spoils(PROV, 4)
- push_state("rebel_supply_depot")
-}
-
-states.rebel_supply_depot = {
- inactive: "Rebel Supply depot",
- prompt() {
- if (has_any_spoils()) {
- view.prompt = "Rebel Supply Depot: Divide " + list_spoils() + "."
- let here = get_lord_locale(game.command)
- for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
- if (get_lord_locale(lord) === here)
- prompt_select_lord(lord)
- if (game.who !== NOBODY)
- prompt_spoils()
- }
- } else {
- view.prompt = "Rebel Supply Depot: All done."
- view.actions.end_spoils = 1
- }
- },
- lord: action_select_lord,
- take_prov() {
- push_undo_without_who()
- take_spoils(PROV)
- },
- end_spoils() {
- push_undo_without_who()
- end_rebel_supply_depot()
- },
-}
-
-function end_rebel_supply_depot() {
- pop_state()
- game.what = NOTHING
- game.spoils = 0
-}
-
-// === HELD EVENT: SURPRISE LANDING ===
-
-function can_play_surprise_landing() {
- let here = get_lord_locale(game.command)
- if (game.flags.sail_to_port) {
- if (here !== LOC_CALAIS && here !== LOC_PEMBROKE && here !== LOC_HARLECH && here !== LOC_LANCASTER)
- return true
- }
- return false
-}
-
-function goto_play_surprise_landing() {
- game.state = "surprise_landing"
- game.flags.surprise_landing = 2
- game.who = NOBODY
-}
-
-states.surprise_landing = {
- inactive: "Surprise Landing",
- prompt() {
- view.prompt = "Surprise Landing : You may march once (no path)."
- prompt_held_event()
-
- view.group = game.group
- let here = get_lord_locale(game.command)
- // 4.3.2 Marshals MAY take other lords
- if (
- is_marshal(game.command) ||
- (lord_has_capability(game.command, AOW_YORK_CAPTAIN) && !other_marshal_or_lieutenant(here))
- ) {
- for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
- if (lord !== game.command)
- if (get_lord_locale(lord) === here)
- gen_action_lord(lord)
- }
-
- // Lieutenant may not take marshall
- if (is_lieutenant(game.command)) {
- for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
- if (lord !== game.command)
- if (get_lord_locale(lord) === here && !is_marshal(lord)) {
- gen_action_lord(lord)
- }
- }
-
- prompt_march()
- },
- lord(lord) {
- set_toggle(game.group, lord)
- },
- locale: goto_march,
- card: action_held_event,
-}
-
-// === LOGGING ===
-
-function range(x) {
- switch (x) {
- case 0: return "0"
- case 1: return "1"
- case 2: return "1-2"
- case 3: return "1-3"
- case 4: return "1-4"
- case 5: return "1-5"
- case 6: return "Automatic success"
- }
-}
-
-function log_br() {
- if (game.log.length > 0 && game.log[game.log.length - 1] !== "")
- game.log.push("")
-}
-
-function log(msg) {
- game.log.push(msg)
-}
-
-function logevent(cap) {
- game.log.push(`E${cap}.`)
-}
-
-function logcap(cap) {
- game.log.push(`C${cap}.`)
-}
-
-function logi(msg) {
- game.log.push(">" + msg)
-}
-
-function log_h1(msg) {
- log_br()
- log(".h1 " + msg)
- log_br()
-}
-
-function log_h2(msg) {
- log_br()
- if (game.active === YORK)
- log(".h2t " + msg)
- else
- log(".h2r " + msg)
- log_br()
-}
-
-function log_h3(msg) {
- log_br()
- if (game.active === YORK)
- log(".h3t " + msg)
- else
- log(".h3r " + msg)
- log_br()
-}
-
-function log_h4(msg) {
- log_br()
- log(".h4 " + msg)
-}
-
-function log_h5(msg) {
- log_br()
- log(".h5 " + msg)
-}
-
-// === VIEW & ACTION ===
-
-exports.view = function (state, current) {
- load_state(state)
-
- view = {
- prompt: null,
- actions: null,
- log: game.log,
- reveal: 0,
-
- end: scenario_last_turn[game.scenario],
- turn: game.turn,
- victory_check: game.victory_check,
- influence: game.influence,
-
- events: game.events,
- pieces: game.pieces,
- battle: game.battle,
-
- held_y: game.hand_y.length,
- held_l: game.hand_l.length,
-
- command: game.command,
- hand: null,
- plan: null,
- }
-
- if (!game.hidden)
- view.reveal = -1
-
- if (current === YORK) {
- view.hand = game.hand_y
- view.plan = game.plan_y
- if (game.hidden)
- view.reveal |= YORK_LORD_MASK
- }
- if (current === LANCASTER) {
- view.hand = game.hand_l
- view.plan = game.plan_l
- if (game.hidden)
- view.reveal |= LANCASTER_LORD_MASK
- }
-
- if (game.battle) {
- if (game.battle.array) {
- for (let lord of game.battle.array)
- if (lord !== NOBODY)
- view.reveal |= 1 << lord
- }
- for (let lord of game.battle.reserves)
- view.reveal |= 1 << lord
- }
-
- if (game.state === "game_over") {
- view.prompt = game.victory
- } else if (current === "Observer" || (game.active !== current && game.active !== BOTH)) {
- let inactive = states[game.state].inactive || game.state
- view.prompt = `Waiting for ${game.active} \u2014 ${inactive}.`
- } else {
- view.actions = {}
- view.who = game.who
- if (states[game.state])
- states[game.state].prompt(current)
- else
- view.prompt = "Unknown state: " + game.state
- if (view.actions.undo === undefined) {
- if (game.undo && game.undo.length > 0)
- view.actions.undo = 1
- else
- view.actions.undo = 0
- }
- }
- return view
-}
-
-exports.action = function (state, current, action, arg) {
- load_state(state)
- // Object.seal(game) // XXX: don't allow adding properties
- let S = states[game.state]
- if (S && action in S) {
- S[action](arg, current)
- } else {
- if (action === "undo" && game.undo && game.undo.length > 0)
- pop_undo()
- else
- throw new Error("Invalid action: " + action)
- }
- return game
-}
-
-function gen_action(action, argument) {
- if (!(action in view.actions))
- view.actions[action] = []
- set_add(view.actions[action], argument)
-}
-
-function gen_action_card_if_held(c) {
- if (has_card_in_hand(c))
- gen_action_card(c)
-}
-
-function prompt_select_lord(lord) {
- if (lord !== game.who)
- gen_action_lord(lord)
-}
-
-function action_select_lord(lord) {
- if (game.who === lord)
- game.who = NOBODY
- else
- game.who = lord
-}
-
-function gen_action_locale(locale) {
- gen_action("locale", locale)
-}
-
-function gen_action_lord(lord) {
- gen_action("lord", lord)
-}
-
-function gen_action_array(pos) {
- gen_action("array", pos)
-}
-
-function gen_action_vassal(vassal) {
- gen_action("vassal", vassal)
-}
-
-function gen_action_card(card_or_list) {
- if (Array.isArray(card_or_list))
- for (let c of card_or_list)
- gen_action("card", c)
- else
- gen_action("card", card_or_list)
-}
-
-function gen_action_plan(lord) {
- gen_action("plan", lord)
-}
-
-function gen_action_prov(lord) {
- gen_action("prov", lord)
-}
-
-function gen_action_coin(lord) {
- gen_action("coin", lord)
-}
-
-function gen_action_cart(lord) {
- gen_action("cart", lord)
-}
-
-function gen_action_mercenaries(lord) {
- gen_action("mercenaries", lord)
-}
-
-function gen_action_burgundians(lord) {
- gen_action("burgundians", lord)
-}
-
-function gen_action_longbowmen(lord) {
- gen_action("longbowmen", lord)
-}
-
-function gen_action_retinue(lord) {
- gen_action("retinue", lord)
-}
-
-function gen_action_men_at_arms(lord) {
- gen_action("men_at_arms", lord)
-}
-
-function gen_action_militia(lord) {
- gen_action("militia", lord)
-}
-
-function gen_action_routed_mercenaries(lord) {
- gen_action("routed_mercenaries", lord)
-}
-
-function gen_action_routed_longbowmen(lord) {
- gen_action("routed_longbowmen", lord)
-}
-
-function gen_action_routed_burgundians(lord) {
- gen_action("routed_burgundians", lord)
-}
-
-function gen_action_routed_men_at_arms(lord) {
- gen_action("routed_men_at_arms", lord)
-}
-
-function gen_action_routed_militia(lord) {
- gen_action("routed_militia", lord)
-}
-
-// === GAME OVER ===
-
-function goto_game_over(result, victory) {
- game.state = "game_over"
- game.active = "None"
- game.result = result
- game.victory = victory
- log_h1("Game Over")
- log(game.victory)
- return true
-}
-
-states.game_over = {
- get inactive() {
- return game.victory
- },
- prompt() {
- view.prompt = game.victory
- },
-}
-
-// === UTILITY FUNCTIONS ===
-
-function push_state(next) {
- if (!states[next])
- throw Error("No such state: " + next)
- game.stack.push([ game.state, game.who, game.count ])
- game.state = next
-}
-
-function pop_state() {
- [ game.state, game.who, game.count ] = game.stack.pop()
-}
-
-function save_state_for_the_kings_name() {
- let copy = {}
- for (let k in game) {
- let v = game[k]
- if (k === "undo")
- v = undefined
- else if (k === "log")
- v = undefined
- else if (typeof v === "object" && v !== null)
- v = object_copy(v)
- copy[k] = v
- }
- game.event_data = copy
-}
-
-function restore_state_for_the_kings_name() {
- let save_log = game.log
- let save_influence = game.influence
- game = game.event_data
- game.undo = []
- game.log = save_log
- game.influence = save_influence
- game.event_data = 0
-}
-
-function delete_state_for_the_kings_name() {
- game.event_data = 0
-}
-
-function clear_undo() {
- if (game.undo.length > 0)
- game.undo = []
-}
-
-function push_undo_without_who() {
- let save_who = game.who
- game.who = NOBODY
- push_undo()
- game.who = save_who
-}
-
-function push_undo() {
- let copy = {}
- for (let k in game) {
- let v = game[k]
- if (k === "undo")
- continue
- else if (k === "log")
- v = v.length
- else if (typeof v === "object" && v !== null)
- v = object_copy(v)
- copy[k] = v
- }
- game.undo.push(copy)
-}
-
-function pop_undo() {
- let save_log = game.log
- let save_undo = game.undo
- game = save_undo.pop()
- save_log.length = game.log
- game.log = save_log
- game.undo = save_undo
-}
-
-function roll_die() {
- clear_undo()
- return random(6) + 1
-}
-
-function random(range) {
- // An MLCG using integer arithmetic with doubles.
- // https://www.ams.org/journals/mcom/1999-68-225/S0025-5718-99-00996-5/S0025-5718-99-00996-5.pdf
- // m = 2**35 − 31
- return (game.seed = (game.seed * 200105) % 34359738337) % range
-}
-
-// Fast deep copy for objects without cycles
-function object_copy(original) {
- if (Array.isArray(original)) {
- let n = original.length
- let copy = new Array(n)
- for (let i = 0; i < n; ++i) {
- let v = original[i]
- if (typeof v === "object" && v !== null)
- copy[i] = object_copy(v)
- else
- copy[i] = v
- }
- return copy
- } else {
- let copy = {}
- for (let i in original) {
- let v = original[i]
- if (typeof v === "object" && v !== null)
- copy[i] = object_copy(v)
- else
- copy[i] = v
- }
- return copy
- }
-}
-
-// Packed array of small numbers in one word
-
-function pack1_get(word, n) {
- return (word >>> n) & 1
-}
-
-function pack2_get(word, n) {
- n = n << 1
- return (word >>> n) & 3
-}
-
-function pack4_get(word, n) {
- n = n << 2
- return (word >>> n) & 15
-}
-
-function pack1_set(word, n, x) {
- return (word & ~(1 << n)) | (x << n)
-}
-
-function pack2_set(word, n, x) {
- n = n << 1
- return (word & ~(3 << n)) | (x << n)
-}
-
-function pack4_set(word, n, x) {
- n = n << 2
- return (word & ~(15 << n)) | (x << n)
-}
-
-// Array remove and insert (faster than splice)
-
-function array_remove_item(array, item) {
- let n = array.length
- for (let i = 0; i < n; ++i)
- if (array[i] === item)
- return array_remove(array, i)
-}
-
-function array_remove(array, index) {
- let n = array.length
- for (let i = index + 1; i < n; ++i)
- array[i - 1] = array[i]
- array.length = n - 1
-}
-
-function array_insert(array, index, item) {
- for (let i = array.length; i > index; --i)
- array[i] = array[i - 1]
- array[index] = item
-}
-
-function array_remove_pair(array, index) {
- let n = array.length
- for (let i = index + 2; i < n; ++i)
- array[i - 2] = array[i]
- array.length = n - 2
-}
-
-function array_insert_pair(array, index, key, value) {
- for (let i = array.length; i > index; i -= 2) {
- array[i] = array[i - 2]
- array[i + 1] = array[i - 1]
- }
- array[index] = key
- array[index + 1] = value
-}
-
-// Set as plain sorted array
-
-function set_has(set, item) {
- let a = 0
- let b = set.length - 1
- while (a <= b) {
- let m = (a + b) >> 1
- let x = set[m]
- if (item < x)
- b = m - 1
- else if (item > x)
- a = m + 1
- else
- return true
- }
- return false
-}
-
-function set_add(set, item) {
- let a = 0
- let b = set.length - 1
- while (a <= b) {
- let m = (a + b) >> 1
- let x = set[m]
- if (item < x)
- b = m - 1
- else if (item > x)
- a = m + 1
- else
- return
- }
- array_insert(set, a, item)
-}
-
-function set_delete(set, item) {
- let a = 0
- let b = set.length - 1
- while (a <= b) {
- let m = (a + b) >> 1
- let x = set[m]
- if (item < x)
- b = m - 1
- else if (item > x)
- a = m + 1
- else {
- array_remove(set, m)
- return
- }
- }
-}
-
-function set_toggle(set, item) {
- let a = 0
- let b = set.length - 1
- while (a <= b) {
- let m = (a + b) >> 1
- let x = set[m]
- if (item < x)
- b = m - 1
- else if (item > x)
- a = m + 1
- else {
- array_remove(set, m)
- return
- }
- }
- array_insert(set, a, item)
-}
-
-// Map as plain sorted array of key/value pairs
-
-function map_get_pack4(map, lord, k) {
- return pack4_get(map_get(map, lord, 0), k)
-}
-
-function map_set_pack4(map, lord, k, v) {
- let val = pack4_set(map_get(map, lord, 0), k, v)
- if (val === 0)
- map_delete(map, lord)
- else
- map_set(map, lord, val)
-}
-
-function map2_get(map, x, y, v) {
- return map_get(map, (x << 1) + y, v)
-}
-
-function map2_set(map, x, y, v) {
- return map_set(map, (x << 1) + y, v)
-}
-
-function map2_delete(map, x, y) {
- return map_delete(map, (x << 1) + y)
-}
-
-function map_has_value(map, value) {
- for (let i = 1; i < map.length; i += 2)
- if (map[i] === value)
- return true
- return false
-}
-
-function map_clear(map) {
- map.length = 0
-}
-
-function map_has(map, key) {
- let a = 0
- let b = (map.length >> 1) - 1
- while (a <= b) {
- let m = (a + b) >> 1
- let x = map[m << 1]
- if (key < x)
- b = m - 1
- else if (key > x)
- a = m + 1
- else
- return true
- }
- return false
-}
-
-function map_get(map, key, missing) {
- let a = 0
- let b = (map.length >> 1) - 1
- while (a <= b) {
- let m = (a + b) >> 1
- let x = map[m << 1]
- if (key < x)
- b = m - 1
- else if (key > x)
- a = m + 1
- else
- return map[(m << 1) + 1]
- }
- return missing
-}
-
-function map_set(map, key, value) {
- let a = 0
- let b = (map.length >> 1) - 1
- while (a <= b) {
- let m = (a + b) >> 1
- let x = map[m << 1]
- if (key < x)
- b = m - 1
- else if (key > x)
- a = m + 1
- else {
- map[(m << 1) + 1] = value
- return
- }
- }
- array_insert_pair(map, a << 1, key, value)
-}
-
-function map_delete(map, item) {
- let a = 0
- let b = (map.length >> 1) - 1
- while (a <= b) {
- let m = (a + b) >> 1
- let x = map[m << 1]
- if (item < x)
- b = m - 1
- else if (item > x)
- a = m + 1
- else {
- array_remove_pair(map, m << 1)
- return
- }
- }
-}
-
-// === FUZZING ASSERTS ===
-
-const mutually_exclusive_lords = [
- [LORD_EXETER_1, LORD_EXETER_2],
- [LORD_SOMERSET_1, LORD_SOMERSET_2],
- [LORD_JASPER_TUDOR_1, LORD_JASPER_TUDOR_2],
- [LORD_MARCH, LORD_EDWARD_IV],
- [LORD_GLOUCESTER_1, LORD_GLOUCESTER_2, LORD_RICHARD_III],
- [LORD_NORTHUMBERLAND_Y1, LORD_NORTHUMBERLAND_Y2, LORD_NORTHUMBERLAND_L],
- [LORD_WARWICK_Y, LORD_WARWICK_L],
- [LORD_YORK, LORD_EDWARD_IV, LORD_RICHARD_III],
- [LORD_HENRY_VI, LORD_MARGARET],
- [LORD_MARGARET, LORD_HENRY_TUDOR],
- [LORD_HENRY_VI, LORD_HENRY_TUDOR],
-]
-
-function assert_mutually_exclusive_lords() {
- for (const lords of mutually_exclusive_lords) {
- if (lords.filter(is_lord_in_play).length > 1) {
- const lord_names = lords.map(l => lord_name[l])
- throw Error(`ASSERT: Mutually exclusive Lords [${lord_names}] can't be all in play.`)
- }
- }
-}
-
-function assert_all_lords_have_troops_or_retinue() {
- for (let lord = first_york_lord; lord <= last_lancaster_lord; ++lord) {
- if (is_lord_on_map(lord) && !count_lord_all_forces(lord) && !get_lord_forces(lord, RETINUE))
- throw Error(`ASSERT: Lord "${lord_name[lord]}" without troops or retinue.`)
- }
-}
-
-function assert_all_lords_on_land() {
- for (let lord = first_york_lord; lord <= last_lancaster_lord; ++lord) {
- if (is_lord_at_sea(lord))
- throw Error(`ASSERT: Lord "${lord_name[lord]}" at sea during Levy phase.`)
- }
-}
-
-function assert_all_lords_without_routed_troops() {
- for (let lord = first_york_lord; lord <= last_lancaster_lord; ++lord) {
- if (lord_has_routed_troops(lord))
- throw Error(`ASSERT: Lord "${lord_name[lord]}" has routed troops during Levy phase.`)
- }
-}
-
-exports.assert_state = function (state) {
- load_state(state)
-
- // assert_mutually_exclusive_lords()
- if (game.state === "feed")
- assert_all_lords_have_troops_or_retinue()
-
- if (is_levy_phase()) {
- assert_all_lords_on_land()
- assert_all_lords_without_routed_troops()
- }
-}
-
-let log_sanity = []
-exports.fuzz_log = function (fuzz_info) {
- console.log(`${fuzz_info.state.state} - ${fuzz_info.actions} - - ${fuzz_info.args} [${fuzz_info.chosen_action}, ${fuzz_info.chosen_arg}]`)
-
- log_sanity.push(fuzz_info.state.state)
- if (log_sanity.length > 200) {
- log_sanity = log_sanity.slice(1)
-
- if (false)
- if (log_sanity.every(l => l === fuzz_info.state.state)) {
- console.log(`STATE`, fuzz_info.state)
- console.log(`VIEW`, fuzz_info.view)
- throw new Error("Too many times in the same state.")
- }
- }
-}
-
-if (false)
- exports.fuzz_crash = function (state, view) {
- for (let x = 0; x < log_sanity.length; x++) {
- console.log(log_sanity[x])
- }
- }