diff options
Diffstat (limited to 'rules.ts')
-rw-r--r-- | rules.ts | 181 |
1 files changed, 166 insertions, 15 deletions
@@ -248,6 +248,7 @@ interface State { tax?(): void, richard_iii?(): void, + exile?(): void, regroup?(): void, vanguard?(): void, final_charge?(): void, @@ -2710,6 +2711,17 @@ states.muster_exiles = { }, locale(loc) { muster_lord_in_exile(game.who, loc) + + if (game.scenario === SCENARIO_II) { + if (game.who === LORD_MARGARET && loc === LOC_FRANCE) { + if (is_lord_in_play(LORD_CLARENCE)) { + game.state = "shaky_allies" + game.who = LORD_CLARENCE + return + } + } + } + game.who = NOBODY }, done() { @@ -2721,6 +2733,39 @@ function muster_lord_in_exile(lord: Lord, exile_box: Locale) { muster_lord(lord, exile_box) } +// === SCENARIO II: SHAKY ALLIES === + +function is_move_allowed(who: Lord, to: Locale) { + if (game.scenario === SCENARIO_II) { + if (who === LORD_WARWICK_L && get_lord_locale(LORD_MARGARET) === to) + return false + if (who === LORD_MARGARET && get_lord_locale(LORD_WARWICK_L) === to) + return false + } + return true +} + +function is_group_move_forbidden(group: Lord[], to: Locale) { + if (game.scenario === SCENARIO_II) { + for (let lord of group) + if (!is_move_allowed(lord, to)) + return true + } + return false +} + +states.shaky_allies = { + prompt() { + view.prompt = "Shaky Allies: Remove Clarence from play." + gen_action_lord(LORD_CLARENCE) + }, + lord(lord) { + remove_lord(lord) + game.state = "muster_exiles" + game.who = NOBODY + }, +} + // === 3.3.2 READY VASSALS === function goto_ready_vassals() { @@ -2788,12 +2833,14 @@ function can_lord_muster(lord: Lord) { function has_locale_to_muster(lord: Lord) { // Can muster at own seat without enemy lord. if (!has_enemy_lord(data.lords[lord].seat)) - return true + if (is_move_allowed(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 of all_friendly_lords()) if (is_lord_in_play(other) && is_friendly_locale(data.lords[other].seat)) - return true + if (is_move_allowed(lord, data.lords[other].seat)) + return true // Tough luck! return false @@ -3121,7 +3168,7 @@ states.levy_lord_at_seat = { view.prompt = `Levy Lord: Choose a stronghold for ${lord_name[game.who]}.` let found = false let seat = data.lords[game.who].seat - if (!has_enemy_lord(seat)) { + if (!has_enemy_lord(seat) && is_move_allowed(game.who, seat)) { gen_action_locale(seat) found = true } @@ -3129,7 +3176,8 @@ states.levy_lord_at_seat = { if (!found) { for (let lord of all_friendly_lords()) { 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) + if (is_move_allowed(game.who, data.lords[lord].seat)) + gen_action_locale(data.lords[lord].seat) } } } @@ -3980,6 +4028,8 @@ function can_sail_to(to: Locale) { if (!lord_has_capability(game.command, AOW_LANCASTER_HIGH_ADMIRAL)) return false } + if (is_group_move_forbidden(game.group, to)) + return false return true } @@ -4651,6 +4701,8 @@ function can_march_to(to: Locale) { return false if (is_truce_in_effect() && has_enemy_lord(to)) return false + if (is_group_move_forbidden(game.group, to)) + return false return true } @@ -4854,6 +4906,17 @@ function can_intercept_to(to: Locale) { function may_be_intercepted() { let here = get_lord_locale(game.command) + + if (game.scenario === SCENARIO_II) { + if (can_intercept_to(here)) + for (let next of data.locales[here].not_paths) + // Note: must check shaky allies + for (let lord of all_enemy_lords()) + if (get_lord_locale(lord) === next && is_move_allowed(lord, here)) + return true + return false + } + if (can_intercept_to(here)) for (let next of data.locales[here].not_paths) if (has_enemy_lord(next)) @@ -4891,12 +4954,15 @@ states.intercept = { if (game.who === NOBODY) { let to = get_lord_locale(game.command) for (let next of data.locales[to].not_paths) - for_each_friendly_lord_in_locale(next, gen_action_lord) + for_each_friendly_lord_in_locale(next, lord => { + if (is_move_allowed(lord, game.march.to)) + gen_action_lord(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)) + if (!is_marshal(lord) && is_move_allowed(lord, game.march.to)) gen_action_lord(lord) }) } @@ -5205,6 +5271,11 @@ states.choose_exile = { reduce_influence(data.lords[lord].influence + count_vassals_with_lord(lord)) exile_lord(lord) + + if (game.scenario === SCENARIO_II) { + if (lord === LORD_WARWICK_L) + foreign_haven_shift_lords() + } }, done() { set_active_enemy() @@ -7631,6 +7702,11 @@ function goto_death_check() { return } + if (is_foreign_haven_triggered()) { + goto_foreign_haven() + return + } + log_h4("Death Check") set_active_defender() @@ -7862,6 +7938,38 @@ function check_capture_of_the_king() { } } +// === SCENARIO II: FOREIGN HAVEN === + +function is_foreign_haven_triggered() { + if (set_has(game.battle.routed, LORD_EDWARD_IV) && !is_lord_on_map(LORD_MARGARET)) + return true + return false +} + +function goto_foreign_haven() { + set_active(YORK) + game.state = "foreign_haven" +} + +states.foreign_haven = { + inactive: "Foreign Haven", + prompt() { + view.prompt = "Foreign Haven: Edward IV may go into exile instead of checking for death." + view.who = LORD_EDWARD_IV + view.actions.exile = 1 + view.actions.pass = 1 + }, + exile() { + exile_lord(LORD_EDWARD_IV) + set_delete(game.battle.routed, LORD_HENRY_VI) + set_delete(game.battle.fled, LORD_HENRY_VI) + goto_death_check() + }, + pass() { + goto_death_check() + }, +} + // === DEATH CHECK EVENT: ESCAPE SHIP === function can_play_escape_ship() { @@ -7963,6 +8071,7 @@ states.talbot_to_the_rescue = { // === DEATH CHECK EVENT: WARDEN OF THE MARCHES === function can_play_warden_of_the_marches() { + // Note: we don't exhaustively check shaky allies here so a dead end state is possible (but can be undone) if (is_north(game.battle.where)) { for (let loc of all_locales) if (is_north(loc) && loc !== game.battle.where && is_friendly_locale(loc) && !has_enemy_lord(loc)) @@ -7981,15 +8090,13 @@ states.warden_of_the_marches = { prompt() { if (game.where === NOWHERE) { view.prompt = "Warden of the Marches: Move routed Lancastrians to a friendly stronghold in the North." - - // TODO: margaret/warwick - for (let loc of all_locales) if (is_north(loc) && loc !== game.battle.where && is_friendly_locale(loc) && !has_enemy_lord(loc)) gen_action_locale(loc) } else { for (let lord of game.battle.routed) - gen_action_lord(lord) + if (is_move_allowed(lord, game.where)) + gen_action_lord(lord) view.actions.done = 1 } }, @@ -8593,6 +8700,13 @@ function tides_calc() { } } + if (game.scenario === SCENARIO_II) { + if (get_lord_locale(LORD_MARGARET) === LOC_LONDON) { + doml += 3 + log("Queen Regent: +3 Lancastrian") + } + } + log(`Total ` + domy + ` Influence for York`) log(`Total ` + doml + ` Influence for Lancaster`) @@ -8656,7 +8770,8 @@ function roll_disembark() { function has_safe_ports(sea: Locale) { for (let loc of find_ports(sea, NOBODY)) if (!has_enemy_lord(loc)) - return true + if (is_move_allowed(game.who, loc)) + return true return false } @@ -8701,7 +8816,7 @@ states.disembark_to = { prompt() { view.prompt = `Disembark: Land ${lord_name[game.who]} at a port.` for (let loc of find_ports(get_lord_locale(game.who), NOBODY)) - if (!has_enemy_lord(loc)) + if (!has_enemy_lord(loc) && is_move_allowed(game.who, loc)) gen_action_locale(loc) }, locale(loc) { @@ -9262,6 +9377,30 @@ function setup_II() { // TODO: Add Skaky Allies rules } +function foreign_haven_shift_lords() { + log("Foreign Haven") + + let turn = current_turn() + + for (let lord of all_lancaster_lords) { + if (is_lord_on_calendar(lord) && get_lord_calendar(lord) > turn) { + let x = is_lord_in_exile(lord) + set_lord_calendar(lord, turn) + if (x) + set_lord_in_exile(lord) + } + } + + for (let lord of all_york_lords) { + if (is_lord_on_calendar(lord) && get_lord_calendar(lord) > turn + 1) { + let x = is_lord_in_exile(lord) + set_lord_calendar(lord, turn + 1) + if (x) + set_lord_in_exile(lord) + } + } +} + // === SCENARIO: III === function setup_III() { @@ -12020,8 +12159,20 @@ function end_rebel_supply_depot() { function can_play_surprise_landing() { let here = get_lord_locale(game.command) if (has_flag(FLAG_SAIL_TO_PORT)) { - if (is_seaport(here) && here !== LOC_CALAIS && here !== LOC_PEMBROKE && here !== LOC_HARLECH && here !== LOC_LANCASTER) - return true + if ( + is_seaport(here) && + here !== LOC_CALAIS && + here !== LOC_PEMBROKE && + here !== LOC_HARLECH && + here !== LOC_LANCASTER + ) { + for (let to of data.locales[here].roads) + if (can_march_to(to)) + return true + for (let to of data.locales[here].highways) + if (can_march_to(to)) + return true + } } return false } @@ -12035,7 +12186,7 @@ function goto_play_surprise_landing() { states.surprise_landing = { inactive: "Surprise Landing", prompt() { - view.prompt = "Surprise Landing: You may free march." + view.prompt = "Surprise Landing: Free march." view.group = game.group let here = get_lord_locale(game.command) |