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-rw-r--r--rules.ts181
1 files changed, 166 insertions, 15 deletions
diff --git a/rules.ts b/rules.ts
index f2c5637..527221d 100644
--- a/rules.ts
+++ b/rules.ts
@@ -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)