From e55b80ca7b4d9ddb7bfa96e75570dd88354e9e77 Mon Sep 17 00:00:00 2001 From: Tor Andersson Date: Mon, 15 Apr 2024 18:37:32 +0200 Subject: Reorder code to follow rulebook numbering. --- rules.js | 18261 +++++++++++++++++++++++++++++++------------------------------ 1 file changed, 9134 insertions(+), 9127 deletions(-) (limited to 'rules.js') diff --git a/rules.js b/rules.js index 33414e0..49ee55a 100644 --- a/rules.js +++ b/rules.js @@ -1,15 +1,87 @@ "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 BUG done visible in Death of Disband despite being false +// TODO: check flank attack + +let game = null +let view = null +let states = {} + +// === 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" -// TODO: "approach" pause when about to move into intercept range? +exports.roles = [ LANCASTER, YORK ] -var P1 = null -var P2 = null +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 ] @@ -18,42 +90,6 @@ const WASTE_TURNS = [ 5, 10 ] const HIT = [ "0", "\u2776", "\u2777", "\u2778", "\u2779", "\u277A", "\u277B" ] const MISS = [ "0", "\u2460", "\u2461", "\u2462", "\u2463", "\u2464", "\u2465" ] -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" - } -} - -let game = null -let view = null -let states = {} - -exports.roles = [ LANCASTER, YORK ] - -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, -} - // unit types const RETINUE = 0 const VASSAL = 1 @@ -84,34 +120,6 @@ const D1 = 3 // defenders const D2 = 4 const D3 = 5 -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 lord_name = data.lords.map(lord => lord.name) const lord_count = data.lords.length @@ -131,114 +139,258 @@ const last_york_card = 36 const first_lancaster_card = 37 const last_lancaster_card = 73 -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") +function is_york_card(c) { + return c >= first_york_card && c <= last_york_card +} -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") +function is_lancaster_card(c) { + return c >= first_lancaster_card && c <= last_lancaster_card +} -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 first_york_lord = 0 +const last_york_lord = 13 +const first_lancaster_lord = 14 +const last_lancaster_lord = 27 -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 YORK_LORD_MASK = 0x1fff +const LANCASTER_LORD_MASK = YORK_LORD_MASK << 14 -const LOC_BAMBURGH = find_locale("Bamburgh") +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") @@ -320,16 +472,11 @@ const VASSAL_MONTAGU = find_vassal("Montagu") const VASSAL_THOMAS_STANLEY = find_vassal("Thomas Stanley") const VASSAL_TROLLOPE = find_vassal("Trollope") -// === === === === FROM NEVSKY === === === === - -// TODO: log end victory conditions at scenario start - 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_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 @@ -375,7 +522,7 @@ 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_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 @@ -478,145 +625,15 @@ const EVENT_YORK_PRIVY_COUNCIL = Y35 const EVENT_YORK_SWIFT_MANEUVER = Y36 const EVENT_YORK_PATRICK_DE_LA_MOTE = Y37 -// Check all push/clear_undo -// TODO : Check BUG done visible in Death of Disband despite being false - -const NOBODY = -1 -const NOWHERE = -1 -const NOTHING = -1 - -const CALENDAR = 100 +// === STATE: ACTIVE PLAYER === -const VASSAL_READY = 29 -const VASSAL_CALENDAR = 30 -const VASSAL_OUT_OF_PLAY = 31 +var P1 = null +var P2 = null -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 TURN_NAME = [ - null, - "1 - January/February/March", - "2 - April/May", - "3 - June/July", - "4 - August/September/October", - "5 - November/December", - "6 - January/February/March", - "7 - April/May", - "8 - June/July", - "9 - August/September/October", - "10 - November/December", - "11 - January/February/March", - "12 - April/May", - "13 - June/July", - "14 - August/September/October", - "15 - November/December", - null, -] - -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) - -function current_turn() { - return game.turn >> 1 -} - -function current_season() { - return SEASONS[game.turn >> 1] -} - -function current_turn_name() { - return String(game.turn >> 1) -} - -function current_hand() { - if (game.active === YORK) - return game.hand_y - return game.hand_l -} - -function is_campaign_phase() { - return (game.turn & 1) === 1 -} - -function is_levy_phase() { - return (game.turn & 1) === 0 -} - -// === GAME STATE === - -const first_york_lord = 0 -const last_york_lord = 13 -const first_lancaster_lord = 14 -const last_lancaster_lord = 27 - -let first_friendly_lord = 0 -let last_friendly_lord = 13 -let first_enemy_lord = 14 -let last_enemy_lord = 27 +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) { @@ -651,17 +668,6 @@ function load_state(state) { } } -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 set_active(new_active) { if (game.active !== new_active) { clear_undo() @@ -671,130 +677,271 @@ function set_active(new_active) { } function set_active_enemy() { - set_active(enemy_player()) -} - -function enemy_player() { if (game.active === YORK) - return LANCASTER - if (game.active === LANCASTER) - return YORK - return null + set_active(LANCASTER) + else + set_active(YORK) } -function has_any_spoils() { - return game.spoils && game.spoils[PROV] + game.spoils[COIN] + game.spoils[CART] + game.spoils[SHIP] > 0 +function set_active_command() { + if (is_york_lord(game.command)) + set_active(YORK) + else + set_active(LANCASTER) } -function get_spoils(type) { - if (game.spoils) - return game.spoils[type] - return 0 +function reduce_influence(amt) { + if (game.active === YORK) + reduce_york_influence(amt) + else + reduce_lancaster_influence(amt) } -function add_spoils(type, n) { - if (!game.spoils) - game.spoils = [ 0, 0, 0, 0, 0, 0, 0 ] - game.spoils[type] += n +function reduce_york_influence(amt) { + game.influence += amt } -function get_lord_calendar(lord) { - if (is_lord_on_calendar(lord)) - return get_lord_locale(lord) - CALENDAR - return 0 +function increase_york_influence(amt) { + game.influence -= amt } -function set_lord_calendar(lord, turn) { - if (turn < 1) - turn = 1 - if (turn > 16) - turn = 16 - set_lord_locale(lord, CALENDAR + turn) +function reduce_lancaster_influence(amt) { + game.influence -= amt } -function get_lord_locale(lord) { - return map_get(game.pieces.locale, lord, NOWHERE) +function increase_lancaster_influence(amt) { + game.influence += amt } -function get_lord_capability(lord, n) { - return map2_get(game.pieces.capabilities, lord, n, NOTHING) -} +// === STATE: TURN === -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 current_turn() { + return game.turn >> 1 } -function get_lord_assets(lord, n) { - return map_get_pack4(game.pieces.assets, lord, n) +function current_season() { + return SEASONS[game.turn >> 1] } -function get_lord_forces(lord, n) { - return map_get_pack4(game.pieces.forces, lord, n) +function is_campaign_phase() { + return (game.turn & 1) === 1 } -function get_lord_routed_forces(lord, n) { - return map_get_pack4(game.pieces.routed, lord, n) +function is_levy_phase() { + return (game.turn & 1) === 0 } -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 current_turn_name() { + return String(game.turn >> 1) } -function rout_vassal(_lord, vassal) { - set_add(game.battle.routed_vassals, vassal) +function max_plan_length() { + switch (current_season()) { + case SUMMER: + return 7 + case SPRING: + return 6 + case WINTER: + return 4 + case AUTUMN: + return 6 + } } -function set_lord_locale(lord, locale) { - if (locale === NOWHERE) - map_delete(game.pieces.locale, lord) - else - map_set(game.pieces.locale, lord, locale) -} +// === STATE: CARDS === -function get_force_name(lord, n, x) { - if (n === RETINUE) { - return `${lord_name[lord]}'s Retinue` - } else if (n === VASSAL) { - return `Vassal ${data.vassals[x].name}` - } - return FORCE_TYPE_NAME[n] +function current_hand() { + if (game.active === YORK) + return game.hand_y + return game.hand_l } -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 is_friendly_card(c) { + if (game.active === YORK) + return is_york_card(c) + return is_lancaster_card(c) } -function add_lord_assets(lord, n, x) { - set_lord_assets(lord, n, get_lord_assets(lord, n) + x) +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 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 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 add_lord_forces(lord, n, x) { +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 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 @@ -807,10 +954,6 @@ function add_lord_routed_forces(lord, n, x) { set_lord_routed_forces(lord, n, get_lord_routed_forces(lord, n) + x) } -function clear_lords_moved() { - map_clear(game.pieces.moved) -} - function get_lord_moved(lord) { return map_get(game.pieces.moved, lord, 0) } @@ -819,6 +962,10 @@ 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? @@ -849,36 +996,31 @@ function pay_lord(lord) { set_lord_moved(lord, n) } -function get_lord_array_position(lord) { - for (let p = 0; p < 12; ++p) - if (game.battle.array[p] === lord) - return p - return -1 +function is_lord_on_map(lord) { + let loc = get_lord_locale(lord) + return loc !== NOWHERE && loc < CALENDAR } -// === GAME STATE HELPERS === +function is_lord_in_play(lord) { + return get_lord_locale(lord) !== NOWHERE +} -function roll_die() { - clear_undo() - return random(6) + 1 +function is_lord_on_calendar(lord) { + let loc = get_lord_locale(lord) + return loc >= CALENDAR } -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 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) { @@ -892,16 +1034,56 @@ function count_lord_all_forces(lord) { } function count_lord_ships(lord) { - let ships = get_lord_assets(lord, SHIP) - return ships + return get_lord_assets(lord, SHIP) } -function count_group_ships() { +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 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) + 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 } @@ -919,8 +1101,14 @@ function count_group_assets(type, group = game.group) { return n } -function count_lord_transport(lord) { - return get_lord_assets(lord, CART) +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) { @@ -934,138 +1122,7 @@ function count_group_lords() { return game.group.length } -function max_plan_length() { - switch (current_season()) { - case SUMMER: - return 7 - case SPRING: - return 6 - case WINTER: - return 4 - case AUTUMN: - return 6 - } -} - -function count_cards_in_plan(plan, lord) { - let n = 0 - for (let c of plan) - if (c === lord) - ++n - return n -} - -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_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 -} - -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 is_card_in_scenario(_c) { - // TODO: Cards setup - return true -} - -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 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) -} - -// Used in CULVERINS AND FALCONETS -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 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) -} - -// === VASSAL STATE === +// === STATE: VASSAL === function set_vassal_lord_and_service(vassal, lord, service) { game.pieces.vassals[vassal] = lord + (service << 5) @@ -1145,120 +1202,11 @@ function pay_vassal(vassal) { set_vassal_lord_and_service(vassal, get_vassal_lord(vassal), current_turn() + 1) } -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_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 is_lord_at_friendly_locale(lord) { - let loc = get_lord_locale(lord) - return is_friendly_locale(loc) -} - -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 -} - -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 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 - } -} - -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_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_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 is_fortress(loc) { - return data.locales[loc].type === "fortress" +function rout_vassal(_lord, vassal) { + set_add(game.battle.routed_vassals, vassal) } -function is_sea(loc) { - return data.locales[loc].type === "sea" -} +// === STATE: LOCALE === function is_favour_friendly(loc) { if (game.active === YORK) @@ -1298,10 +1246,48 @@ function remove_favoury_marker(loc) { set_delete(game.pieces.favoury, loc) } -function has_exhausted_marker(loc) { - return set_has(game.pieces.exhausted, 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) } @@ -1341,10321 +1327,10198 @@ function deplete_locale(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)) { + if (is_favour_friendly(loc)) return true - } } return false } -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))) +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 } - 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)) - ) -} +// === STATE: LORD & 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 +function is_lord_at_friendly_locale(lord) { + return is_friendly_locale(get_lord_locale(lord)) } -function can_add_transport(who, what) { - return get_lord_assets(who, what) < 100 +function is_lord_in_wales(lord) { + return is_wales(get_lord_locale(lord)) } -function reduce_influence(amt) { - if (game.active === YORK) - reduce_york_influence(amt) - else - reduce_lancaster_influence(amt) +function is_lord_in_south(lord) { + return is_south(get_lord_locale(lord)) } -function reduce_york_influence(amt) { - game.influence += amt +function is_lord_in_north(lord) { + return is_north(get_lord_locale(lord)) } -function increase_york_influence(amt) { - game.influence -= amt +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 reduce_lancaster_influence(amt) { - game.influence -= amt +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 increase_lancaster_influence(amt) { - game.influence += amt +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 shift_favour_away(loc) { - if (game.active === YORK) - shift_favour_toward_lancaster(loc) - else - shift_favour_toward_york(loc) +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 shift_favour_toward(loc) { - if (game.active === YORK) - shift_favour_toward_york(loc) - else - shift_favour_toward_lancaster(loc) +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 shift_favour_toward_york(loc) { - if (has_favourl_marker(loc)) - remove_favourl_marker(loc) - else - add_favoury_marker(loc) +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 } -function shift_favour_toward_lancaster(loc) { - if (has_favoury_marker(loc)) - remove_favoury_marker(loc) +// 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 - add_favourl_marker(loc) + return true } -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_adjacent_enemy(loc) { + for (let next of data.locales[loc].adjacent) + if (has_unbesieged_enemy_lord(next)) + return true + return false } -// === SETUP === - -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 has_adjacent_friendly(loc) { + for (let next of data.locales[loc].adjacent) + if (has_friendly_lord(next)) + return true + return false } -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) +// === 1.4 INFLUENCE === - set_lord_assets(lord, CART, info.assets.cart | 0) - set_lord_assets(lord, SHIP, info.ships | 0) +// 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 - muster_lord_forces(lord) + return score } -function draw_card(deck) { - clear_undo() - let i = random(deck.length) - let c = deck[i] - set_delete(deck, c) - return c -} +// Cards that allows automatic success +function automatic_success(lord, score) { -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 - } + 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 } -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 +// 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 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 end_influence_check() { + game.check = 0 } -exports.setup = function (seed, scenario, options) { - game = { - seed, - scenario, - hidden: options.hidden ? 1 : 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 - log: [], - undo: [], + // Space for whose lord has been selected for SUSPICION EVENT - active: null, - rebel: null, - state: "setup_lords", - stack: [], - victory_check: 0, - influence: 0, + score = (lord, score) - hand_y: [], - hand_l: [], - plan_y: [], - plan_l: [], + if (score > 5) + score = 5 + if (score < 1) + score = 1 - turn: 0, - events: [], // this levy/this campaign cards + score = automatic_success(lord, score) + return score +} - pieces: { - // per lord data - locale: [], - assets: [], - forces: [], - routed: [], - capabilities: [], // TODO map card -> lord instead of lord+slot -> card - moved: [], - in_exile: 0, +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) +} - // per vassal data - vassals: Array(vassal_count).fill(VASSAL_OUT_OF_PLAY), +function do_influence_check() { + reduce_influence(count_influence_cost()) + let rating = count_influence_score() + let roll = roll_die() + let success - // per locale data - depleted: [], - exhausted: [], - favourl: [], - favoury: [], - propaganda: [], - }, + if (roll === 1 || rating === 6) + success = true + else if (roll === 6) + success = false + else + success = roll <= rating - flags: { - first_action: 0, - first_march_highway: 0, - free_levy: 0, - free_parley_henry:0, - free_parley_gloucester:0, - burgundians:0, - charity:0, - bloody:0, - london_for_york:0, - surprise_landing: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 - }, + // TODO: print log message here instead of returning object + return { success: success, rating: rating, roll: roll } +} - command: NOBODY, - actions: 0, - group: 0, - intercept_group: 0, - who: NOBODY, - where: NOWHERE, - what: NOTHING, - which: NOTHING, - count: 0, +function add_influence_check_modifier_1() { + game.check.push({ cost: 1, modifier: 1, source: "add" }) +} - supply: 0, - march: 0, - battle: 0, - spoils: 0, - parley: 0, - } +function add_influence_check_modifier_2() { + game.check.push({ cost: 3, modifier: 2, source: "add" }) +} - log_h1(scenario) +function add_influence_check_distance(distance) { + let idx = game.check.findIndex(i => i.source === "distance") - 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 - } + if (idx !== NOTHING) + game.check.splice(idx, 1) - update_aliases() + game.check.push({ cost: distance, modifier: 0, source: "distance" }) +} - goto_setup_lords() +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 - return game + view.prompt += `Cost: ${count_influence_cost()} - Range (${range(count_influence_score())})` } -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) +// === 2.0 SETUP === - 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) +function goto_setup_lords() { + // setup will be used in some scenarios + end_setup_lords() +} - 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() +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 setup_Ib() { - game.turn = 1 << 1 +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() + } +} - 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) +// === 3.1 LEVY: ARTS OF WAR (FIRST TURN) === - 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) +function discard_card_capability(c) { + log(`${game.active} discarded C${c}.`) +} - 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) +function discard_card_event(c) { + log(`${game.active} discarded E${c}.`) +} - setup_vassals([ VASSAL_FAUCONBERG, VASSAL_NORFOLK ]) - muster_vassal(VASSAL_FAUCONBERG, LORD_MARCH) +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 setup_Ic() { - game.turn = 5 << 1 +function resume_levy_arts_of_war_first() { + if (game.what.length === 0) + end_levy_arts_of_war_first() +} - 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) +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() + }, +} - set_lord_calendar(LORD_HENRY_VI, 5) +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() +} - 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) +// === 3.1 LEVY: ARTS OF WAR === - 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) +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() +} - setup_vassals() +function resume_levy_arts_of_war() { + game.state = "levy_arts_of_war" + if (game.what.length === 0) + end_levy_arts_of_war() } -function setup_II() { - game.turn = 1 << 1 +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() + }, +} - 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) +function end_levy_arts_of_war() { + game.what = NOTHING + set_active_enemy() + if (game.active === P2) + goto_levy_arts_of_war() + else + goto_pay() +} - 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) +// === 3.2 LEVY: PAY === - 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 ]) +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)) + } + } +} - // TODO: Add Foreign Haven rule - // TODO: Add Skaky Allies rules +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" } -function setup_III() { - game.turn = 1 << 1 +states.pay = { + inactive: "Pay", + prompt() { + view.prompt = "Pay: You must Pay your Lord's Troops" + let done = true - 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) + // 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 + } + } + } + } - add_favourl_marker(LOC_FRANCE) - add_favourl_marker(LOC_OXFORD) - add_favourl_marker(LOC_HARLECH) - add_favourl_marker(LOC_PEMBROKE) + // 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 + } + } + } - 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) + 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 + } + } + } - setup_vassals([ VASSAL_OXFORD, VASSAL_NORFOLK ]) + // 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, } -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) +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() + }, +} - add_favoury_marker(LOC_ELY) - add_favoury_marker(LOC_LUDLOW) - add_favoury_marker(LOC_BURGUNDY) - add_favoury_marker(LOC_IRELAND) +function resume_pay_lord_shared() { + if (!is_lord_unfed(game.who) || !can_pay_from_shared(game.who)) { + game.who = NOBODY + game.state = "pay" + } +} - setup_vassals() +function end_pay() { + game.who = NOBODY + set_active_enemy() + if (game.active === P2) { + goto_pay() + } else + goto_pay_lords() } -// === CAMPAIGN GAME -- NOT IMPLEMENTED YET === -/* +// === 3.2.1 PAY TROOPS (PILLAGE) === -function should_remove_Y28_event_card() { - return game.scenario !== "I-III. Wars of the Roses" +function goto_pillage_food() { + push_state("pillage") + game.what = PROV } -function has_Y28_happened() { - //TODO: Scenario IIY and IIL when Y28 happens. - return false +function goto_pillage_coin() { + push_state("pillage") + game.what = COIN } -function add_card_scenario(c) { - // TODO: Add card in scenario +function end_pillage() { + pop_state() } -function remove_card_scenario(c) { - //TODO: Remove card in scenario +function can_pillage(loc) { + return !is_exile(loc) && !has_exhausted_marker(loc) } -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 +states.pillage = { + inactive: "Pillage", + prompt() { + view.prompt = `Pillage: Pillage the locales where your ${game.what === PROV ? "unfed" : "unpaid"} lords are.` - for (let lord = first_lord; lord <= last_lord; lord++) { - if (is_lord_in_play(lord)) { - disband_lord(lord, false) + 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 + } } - } - 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 (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 (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) + if (done) { + view.prompt = `Pillage: Done.` + view.actions.done = 1 } - // TODO: Add cards Y14, Y18, Y19, Y20 - } + }, + locale(loc) { + // pillage the Locale + game.where = loc + goto_pillage_locale() + }, + lord(lord) { + disband_influence_penalty(lord) + disband_lord(lord) + }, + done() { + end_pillage() + }, +} - 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 - } +function goto_pillage_locale() { + push_state("pillage_locale") +} - if (main_york_heir === LORD_RUTLAND) { - muster_lord(LORD_RUTLAND, LOC_LONDON) - // TODO: Add cards Y20, Y21, Y28, Y35 - } +function end_pillage_locale() { + pop_state() + game.where = NOWHERE + end_pillage() +} - // 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) - } +states.pillage_locale = { + inactive: "Pillage", + prompt() { + view.prompt = `Pillage: Choose Lord to Pillage ${data.locales[game.where].name}.` - // Lancaster setup - // TODO: Add cards L1-L3, L5-L13, L23, L24, L25, L29, L30, L36 + 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) + add_lord_assets(lord, COIN, num) + add_lord_assets(lord, PROV, num) + reduce_influence(4 * num) - 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) + add_exhausted_marker(game.where) + set_favour_enemy(game.where) + for (let next of data.locales[game.where].adjacent) + shift_favour_away(next) - // 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 - } + end_pillage_locale() + }, +} - 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) - } +// === 3.2.2 PAY LORDS === - 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) +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 +} - 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) +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) + } - 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) + if (has_friendly_lord_who_must_pay_troops()) { + game.who = NOBODY + game.state = "pay_lords" + } else { + end_pay_lords() + } +} - // Exile box setup - add_favourl_marker(LOC_FRANCE) - add_favoury_marker(LOC_BURGUNDY) +function end_pay_lords() { + set_active_enemy() - setup_vassals([ VASSAL_DEVON, VASSAL_OXFORD ]) + if (game.active === P2) + goto_pay_lords() + else + goto_pay_vassals() +} - // TODO: Add Foreign Haven rule - // TODO: Add Skaky Allies rules - // TODO: Natural causes rule +states.pay_lords = { + inactive: "Pay Lords", + prompt() { + view.prompt = "Pay Lords in Influence or Disband them." + prompt_held_event() + let done = true + game.count = 0 + if (game.who === NOBODY) { + 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.done = 1 + } + if (!done) + view.actions.pay_all = 1 + } else { + view.actions.disband = 1 + view.actions.pay = 1 + } }, + lord(lord) { + push_undo() + game.who = lord + }, + disband() { + push_undo() + disband_lord(game.who) + game.who = NOBODY + }, + pay() { + push_undo() + 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)) { + ++game.count + set_lord_moved(lord, 0) + if (is_exile(get_lord_locale(lord))) { + ++game.count + } + reduce_influence(game.count) + game.count = 0 + } + } + game.who = NOBODY + }, + card: action_held_event, + done() { + end_pay_lords() + }, } -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 +// === 3.2.3 PAY VASSALS === - for (let lord = first_lord; lord <= last_lord; lord++) { - if (is_lord_in_play(lord)) { - disband_lord(lord, false) +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 } } - 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) + if (vassal_to_pay) { + game.state = "pay_vassals" + game.what = NOBODY + } else { + end_pay_vassals() } - 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 +function end_pay_vassals() { + set_active_enemy() - 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 (game.active === P1) { + goto_muster_exiles() + } else { + goto_pay_vassals() } +} - 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) +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 } - } - 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) + }, + 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() + }, +} - // Yorkist setup - // TODO: Add cards Y1-Y13, Y15, Y16, Y17, Y22, Y28, Y29, Y31, Y34 +// === 3.2.4 DISBAND === - if (main_york_heir === LORD_YORK) { - set_lord_calendar(LORD_YORK, 7) - set_lord_in_exile(LORD_YORK) - // TODO: Add cards Y14, Y20 - } +function disband_lord(lord, permanently = false) { + let turn = current_turn() + let extra = 6 - if (main_york_heir === LORD_MARCH) { - set_lord_calendar(LORD_MARCH, 7) - set_lord_in_exile(LORD_MARCH) - // TODO: Add cards Y20, 21 + 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 ${current_turn() + 1}.`) } - - if (main_york_heir === LORD_RUTLAND) { - set_lord_calendar(LORD_MARCH, 7) - // TODO: Add cards Y20, Y21 + else { + set_lord_calendar(lord, turn + (extra - data.lords[lord].influence)) + log(`Disbanded L${lord} to turn ${get_lord_calendar(lord)}.`) } - if (main_york_heir === LORD_GLOUCESTER_1) { - // TODO: Add cards Y25, Y30 - } + discard_lord_capability_n(lord, 0) + discard_lord_capability_n(lord, 1) - if (is_lord_in_play(LORD_MARCH) && main_york_heir !== LORD_MARCH) { - set_lord_calendar(LORD_MARCH, 7) - set_lord_in_exile(LORD_MARCH) - } + for (let x = 0; x < ASSET_TYPE_COUNT; ++x) + set_lord_assets(lord, x, 0) - 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) + 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) + } } - 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 + set_lord_moved(lord, 0) + for_each_vassal_with_lord(lord, v => { + disband_vassal(v) + }) } -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 - } +// === 3.3.1 MUSTER EXILES === - for (let lord = first_lord; lord <= last_lord; lord++) { - if (is_lord_in_play(lord)) { - disband_lord(lord, false) +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 } } - 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") + end_muster_exiles() +} - // Yorkist Setup - // TODO: Add Y1-Y13, Y36 +function end_muster_exiles() { + set_active_enemy() - 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 (game.active === P1) { + if (!check_disband_victory()) { + goto_ready_vassals() } + } else { + goto_muster_exiles() } +} - 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) +states.muster_exiles = { + inactive: "Muster Exiles", + prompt() { + view.prompt = "Muster Exiled Lords." + let done = true - // TODO: Add Y16, Y17, Y22 - } + 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 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 (done) { + view.actions.done = true } - } - if (main_york_heir === LORD_MARCH || main_york_heir === LORD_EDWARD_IV) { - muster_lord(LORD_EDWARD_IV, LOC_LONDON) - add_favoury_marker(LOC_LONDON) + }, + lord(lord) { + game.who = lord + }, + locale(loc) { + muster_lord_in_exile(game.who, loc) + game.who = NOBODY + }, + done() { + end_muster_exiles() + }, +} - // 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 - } +function muster_lord_in_exile(lord, exile_box) { + remove_lord_from_exile(lord) + muster_lord(lord, exile_box) +} - } - 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 +// === 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) } } - 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 + goto_levy_muster() +} - 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 - } +// === 3.4 MUSTER === - 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") +function reset_flags() { + // 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") - // Exile box setup - add_favourl_marker(LOC_FRANCE) - add_favoury_marker(LOC_BURGUNDY) + game.state = "levy_muster" +} - setup_vassals([ VASSAL_OXFORD, VASSAL_NORFOLK ]) +function end_levy_muster() { + clear_lords_moved() + set_active_enemy() + if (game.active === P2) + goto_levy_muster() + else + //goto_levy_call_to_arms() + goto_levy_discard_events() } -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 +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 - 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 + // 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 +} - 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") +function has_locale_to_muster(lord) { + // Can muster at own seat without enemy lord. + if (!has_enemy_lord(data.lords[lord].seat)) + return true - // Lancaster Setup - // TODO: Add L1-L13, L25, L34, L36 + // 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 - 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 -} - -*/ - -function goto_setup_lords() { - // setup will be used in some scenarios - end_setup_lords() + // Tough luck! + return false } -states.setup_lords = { - inactive: "Set up Lords", +states.levy_muster = { + inactive: "Muster", prompt() { - view.prompt = "Set up your Lords." + 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 += " All done." - view.actions.end_setup = 1 + view.prompt += "" + view.actions.end_muster = 1 } }, - end_setup() { - end_setup_lords() + 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() + lordship_effects(lord) }, + end_muster() { + end_levy_muster() + }, + + card: action_held_event, } -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() +function resume_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() } } -// === EVENTS === +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.` -function is_event_in_play(c) { - return set_has(game.events, c) -} + let here = get_lord_locale(game.who) -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_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) + } - } - 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 - } + // Muster Ready Vassal Forces + for (let vassal = first_vassal; vassal <= last_vassal; vassal++) + if (eligible_vassal(vassal)) + gen_action_vassal(vassal) - } - return false -} + // Add Transport + if (is_seaport(here) && get_lord_assets(game.who, SHIP) < 2) + view.actions.take_ship = 1 -function is_caltrops_in_play() { - if (game.active === YORK) - return is_event_in_play(EVENT_YORK_CALTROPS) -} + if (can_add_transport(game.who, CART)) + view.actions.take_cart = 1 -function is_regroup_in_play() { - if (game.active === YORK) - return is_event_in_play(EVENT_YORK_REGROUP) -} + if (can_add_troops(game.who, here)) + view.actions.levy_troops = 1 -function is_swift_maneuver_in_play() { - return is_event_in_play(EVENT_YORK_SWIFT_MANEUVER) -} + // Add Capability + if (can_add_lord_capability(game.who)) + view.actions.capability = 1 -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 + if (can_action_parley_levy()) + view.actions.parley = 1 - return false -} + if (can_add_troops_beloved_warwick(game.who, here)) + view.actions.levy_beloved_warwick = 1 -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_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 -} - -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 -} - -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() -} - -// === EVENTS: UNIQUE IMMEDIATE EVENTS === - -// === EVENTS: LANCASTER SCOTS EVENT === - -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 - }, -} - -// === EVENTS: LANCASTER HENRY PRESSURES PARLIAMENT EVENT === - -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() -} - -// === EVENTS: LANCASTER HENRY'S PROCLAMATION EVENT === - -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() -} - -// === EVENTS: LANCASTER FRENCH TROOPS EVENT === - -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() -} + if (can_add_troops_irishmen(game.who, here)) + view.actions.levy_irishmen = 1 -states.french_troops = { - inactive: "French Troops", - prompt() { + if (can_add_troops_sof(game.who, here)) + view.actions.soldiers_of_fortune = 1 - 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) - } + if (can_add_troops_coa(game.who, here)) + view.actions.commission_of_array = 1 } - } 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() - } -} - -// === EVENTS: WARWICKS PROPAGANDA === - -function add_propaganda_target(loc) { - set_add(game.pieces.propaganda, loc) -} - -function remove_propaganda_target(loc) { - set_delete(game.pieces.propaganda, loc) -} - -function is_propaganda_target(loc) { - return set_has(game.pieces.propaganda, 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.who = NOBODY - 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) + if (game.count === 0 && lord_has_capability(game.who, AOW_LANCASTER_THOMAS_STANLEY) && can_add_troops(game.who, here)) { + view.actions.levy_troops = 1 } - } - view.actions.done = 1 - }, - locale(loc) { - push_undo() - add_propaganda_target(loc) - game.count++ - }, - done() { - goto_yorkist_choice() - } -} - -function goto_yorkist_choice() { - game.who = 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.who === NOBODY) { - for (let loc = first_locale; loc <= last_locale; loc++) { - if (is_propaganda_target(loc)) { - gen_action_locale(loc) - done = false - } + // Rising wages event + if (is_event_in_play(EVENT_LANCASTER_RISING_WAGES) && !can_pay_from_shared(game.who)) { + view.actions.levy_troops = 0 } - if (done) { - view.actions.done = 1 + if (game.count === 0 && game.flags.free_parley_henry > 0 && game.who === LORD_HENRY_VI) { + view.actions.parley = 1 } - } else { - view.actions.remove_favour = 1 - view.actions.pay = 1 - } - }, - locale(loc) { - game.who = loc - }, - remove_favour() { - push_undo() - remove_favoury_marker(game.who) - remove_propaganda_target(game.who) - logi(`Removed favour in ${game.who}`) - game.who = NOBODY - }, - pay() { - push_undo() - reduce_influence(2) - logi(`Paid 2 to keep ${game.who}`) - remove_propaganda_target(game.who) - game.who = NOBODY - }, - done() { - end_warwicks_propaganda() - }, -} - -function end_warwicks_propaganda() { - game.who = NOBODY - game.count = 0 - set_active_enemy() - end_immediate_event() -} - -// === EVENTS: WELSH REBELLION === - -function goto_lancaster_event_welsh_rebellion() { - let can_play_remove_troops = false - let can_play_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_play_remove_troops = true - } - } - for (let loc = first_locale; loc <= last_locale; loc++) { - if (is_wales(loc) && has_favoury_marker(loc)) - can_play_remove_favour = true - } - - if (can_play_remove_troops) { - push_state("welsh_rebellion_remove_troops") - game.who = NOBODY - game.count = 0 - } - else if (can_play_remove_favour) { - push_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 (game.count === 0 && game.flags.free_parley_gloucester > 0 && (game.who === LORD_GLOUCESTER_2 || game.who === LORD_GLOUCESTER_1)) { + view.actions.parley = 1 } - if (done) { - view.actions.done = 1 + if (game.count === 0 && game.flags.jack_cade > 0) { + view.actions.parley = 1 } - } - else if (game.who !== NOBODY) { - if (game.count >= 0) { - view.prompt = `Remove ${game.count} Troops from ${data.lords[game.who].name}.` - if (game.count === 0) { - set_lord_moved(game.who, 0) - view.actions.done = 1 - } - else { - 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) - } + + } 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(lord) { + lord(other) { push_undo() - game.who = lord - game.count = 2 - }, - burgundians(lord) { - add_lord_forces(lord, BURGUNDIANS, -1) - game.count-- - }, - mercenaries(lord) { - add_lord_forces(lord, MERCENARIES, -1) - game.count-- - }, - longbowmen(lord) { - add_lord_forces(lord, LONGBOWMEN, -1) - game.count-- - }, - men_at_arms(lord) { - add_lord_forces(lord, MEN_AT_ARMS, -1) - game.count-- - }, - militia(lord) { - add_lord_forces(lord, MILITIA, -1) - game.count-- + goto_levy_muster_lord_attempt(other) }, - done() { - end_welsh_rebellion() + + vassal(vassal) { + push_undo() + game.which = vassal + goto_levy_muster_vassal(vassal) }, -} -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) + take_ship() { + push_undo() + if (check_naval_blockade("levy ship", get_lord_locale(game.who))) { + roll_naval_blockade() + } + else { + add_lord_assets(game.who, SHIP, 1) + if (eligible_kings_name()) { + goto_kings_name("Levy Ship") + } + else { + resume_levy_muster_lord() } } - view.actions.done = 1 + }, - locale(loc) { + take_cart() { push_undo() - remove_favoury_marker(loc) - logi(`Removed favour at ${data.locales[loc].name}`) - game.count++ + add_lord_assets(game.who, CART, 2) + if (eligible_kings_name()) { + goto_kings_name("Levy Cart") + } else { + resume_levy_muster_lord() + } }, - done() { - end_immediate_event() + levy_troops() { + push_undo() + if (is_event_in_play(EVENT_LANCASTER_RISING_WAGES) && game.active === YORK) { + push_state("rising_wages") + } + let here = get_lord_locale(game.who) + let here_type = data.locales[here].type + if ( + !lord_has_capability(game.who, AOW_LANCASTER_QUARTERMASTERS) && + !lord_has_capability(game.who, AOW_YORK_WOODWILLES) && + !chamberlains_eligible_levy(here) + ) + 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 (eligible_kings_name()) { + goto_kings_name("Levy Troops") + } + if (is_event_in_play(EVENT_YORK_THE_COMMONS) && is_york_lord(game.who)) { + push_undo() + game.flags.commons_militia = 2 + push_state("the_commons") + } + resume_levy_muster_lord() }, -} - -function end_welsh_rebellion() { - 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() -} -// === EVENTS: 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() -} + levy_beloved_warwick() { + push_undo() + add_lord_forces(game.who, MILITIA, 5) + resume_levy_muster_lord() + }, -// === EVENTS : L'UNIVERSELLE ARAGNE === + levy_irishmen() { + push_undo() + add_lord_forces(game.who, MILITIA, 5) + resume_levy_muster_lord() + }, -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" - game.who = NOBODY - game.count = 0 - } else { - logi("No Effect") - end_immediate_event() - } -} + soldiers_of_fortune() { + push_undo() + set_lord_unfed(game.who, 1) + push_state("soldier_of_fortune") + }, + commission_of_array() { + push_undo() + push_state("commission_of_array") + }, -states.aragne = { - inactive: "L'universelle Aragne", - prompt() { - view.prompt = "Select up to 2 Vassals" - if (game.who === NOBODY && game.count < 2) { - for (let v = first_vassal; v <= last_vassal; v++) { - if (!get_vassal_moved(v) && is_vassal_mustered_with_york_lord(v)) { - gen_action_vassal(v) - } - } - } - view.actions.done = 1 + capability() { + push_undo() + push_state("muster_capability") }, - vassal(v) { + parley() { push_undo() - game.who = v - game.count++ - set_vassal_moved(v, 1) - logi(`Vassal ${data.vassals[v].name} selected`) - game.who = NOBODY + goto_parley() + }, + loyalty_and_trust() { + push_undo() + game.count += 3 + game.flags.loyalty_and_trust = 0 }, done() { - goto_yorkist_aragne() + set_lord_moved(game.who, 1) + pop_state() }, } -function goto_yorkist_aragne() { - game.who = NOBODY - set_active_enemy() - game.state = "yorkist_aragne" -} +// === 3.4.2 LEVY 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 + } -states.yorkist_aragne = { - inactive: "Influence checks", - prompt() { - view.prompt = `For Each vassal, influence check : failure disbands it` - let done = true - if (game.who === NOBODY) { - for (let v = first_vassal; v <= last_vassal; v++) { - if (get_vassal_moved(v) && is_vassal_mustered_with_friendly_lord(v)) { - gen_action_vassal(v) - done = false + 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) } } - if (done) { - view.actions.done = 1 - } } }, - vassal(other) { + locale(loc) { push_undo() - goto_aragne_save(other) - }, - done() { - end_universelle_aragne() + 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) + } + end_muster_lord_at_seat() }, } -function goto_aragne_save(other) { - game.who = other - game.where = NOWHERE - get_vassal_lord(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", - }) - push_state("aragne_save") +function goto_levy_muster_lord_attempt(lord) { + game.what = lord + push_state("levy_muster_lord_attempt") + init_influence_check(game.who) } -states.aragne_save = { - inactive: `Influence check`, +function end_levy_muster_lord_attempt() { + pop_state() + end_influence_check() + resume_levy_muster_lord() +} + +states.levy_muster_lord_attempt = { + inactive: "Levy Lord", prompt() { - view.prompt = `Influence check : Failure disbands ${data.vassals[game.who].name}` + 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() - logi(`Attempt to save ${data.vassals[game.who].name} ${results.success ? "Successful" : "Failed"}: (${range(results.rating)}) ${results.success ? HIT[results.roll] : MISS[results.roll]}`) + log(`Attempt to levy L${game.what} ${results.success ? "Successful" : "Failed"}: (${range(results.rating)}) ${results.success ? HIT[results.roll] : MISS[results.roll]}`) if (results.success) { - set_vassal_moved(game.who, 0) - game.who = NOBODY - end_influence_check() - push_state("yorkist_aragne") - } else { - set_vassal_moved(game.who, 0) - disband_vassal(game.who) - if (game.who === VASSAL_HASTINGS) { - discard_card_capability(AOW_YORK_HASTINGS) - logi(`Hastings Discarded`) + game.who = game.what + if (eligible_kings_name()) { + goto_kings_name("Levy Lord") } - game.who = NOBODY - end_influence_check() - push_state("yorkist_aragne") + else { + push_state("muster_lord_at_seat") + } + } + else { + end_levy_muster_lord_attempt() } }, } -function end_universelle_aragne() { - game.who = NOBODY - game.count = 0 - end_immediate_event() +function end_muster_lord_at_seat() { + pop_state() + end_levy_muster_lord_attempt() } -// === EVENTS : TO WILFUL DISOBEDIANCE === +// === 3.4.3 LEVY VASSAL === -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 - } +function eligible_vassal(vassal) { + if (!is_vassal_ready(vassal)) { + return false } - if (can_play) { - game.state = "wilful_disobediance" - game.who = NOBODY - game.count = 0 - } else { - end_immediate_event() - logi(`No Effect`) + if ( + !is_favour_friendly(data.vassals[vassal].seat) && + (game.who !== LORD_HENRY_TUDOR || !is_event_in_play(EVENT_LANCASTER_MARGARET_BEAUFORT)) + ) { + return false } - -} -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() + 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 } -// === EVENTS : FRENCH WAR LOANS === +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 -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() + 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", + }) } -// === EVENTS : 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() - } +function end_levy_muster_vassal() { + pop_state() + end_influence_check() + resume_levy_muster_lord() } -states.robins_rebellion = { - inactive: "Robin's Rebellion", +states.levy_muster_vassal = { + inactive: "Levy Vassal", 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++ + view.prompt = `Levy Vassal ${data.vassals[game.which].name}. ` + prompt_influence_check() }, - done() { - end_immediate_event() - } -} - -// === EVENTS: TUDOR BANNERS === + spend1: add_influence_check_modifier_1, + spend3: add_influence_check_modifier_2, + check() { + let results = do_influence_check() -function tudor_banner_eligible() { - if (is_lord_on_map(LORD_HENRY_TUDOR) && !is_lord_on_calendar(LORD_HENRY_TUDOR)) { - for (let next of data.locales[get_lord_locale(LORD_HENRY_TUDOR)].adjacent) { - if (can_parley_at(next)) - return true + if (lord_has_capability(game.who, AOW_LANCASTER_TWO_ROSES)) { + log(`Automatic Success. C${AOW_LANCASTER_TWO_ROSES}.`) } - } - else - return false -} - -function goto_lancaster_event_tudor_banners() { - let can_play = false - if (tudor_banner_eligible()) { - can_play = true - } - if (can_play) { - 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` - 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) - } else { - view.actions.done = 1 + 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) { + if (eligible_kings_name()) { + goto_kings_name("Levy Vassal") + } + else { + muster_vassal(game.which, game.who) + end_levy_muster_vassal() } } + else { + end_levy_muster_vassal() + } }, - 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() - } } -// === EVENTS: TAX COLLECTORS === -function goto_york_event_tax_collectors() { - game.who = NOBODY - game.count = 0 - for (let lord = first_york_lord; lord <= last_york_lord; ++lord) { - if (is_lord_on_map(lord) && !is_lord_on_calendar(lord)) { - set_lord_moved(lord, 1) - } - } - push_state("tax_collectors") -} +// === 3.4.4 LEVY TROOPS === -function can_action_tax_collectors(lord) { - let here = get_lord_locale(lord) - if (can_tax_collectors_at(here, lord)) +function can_add_troops(_lordwho, locale) { + if (!has_exhausted_marker(locale) && !is_exile(locale)) return true - return search_tax_collectors(false, here, lord) + return false } -function can_tax_collectors_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) +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 +} - // Own seat - if (here === data.lords[lord].seat) - return true +function can_add_troops_beloved_warwick(lordwho, locale) { + return ( + lord_has_capability(lordwho, AOW_YORK_BELOVED_WARWICK) && + !has_exhausted_marker(locale) && + !is_exile(locale) + ) +} - // 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 +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 } -function search_tax_collectors(result, start, lord) { - let ships = get_shared_assets(start, SHIP) - - search_seen.fill(0) - search_seen[start] = 1 +// === 3.4.5 LEVY TRANSPORT - let queue = [ start ] - while (queue.length > 0) { - let here = queue.shift() +function can_add_transport(who, what) { + return get_lord_assets(who, what) < 100 +} - if (is_lord_on_map(lord) && !is_lord_on_calendar(lord)) { - if (can_tax_collectors_at(here, lord)) { - if (result) - set_add(result, here) - else - return true - } - } +// === 3.4.6 LEVY CAPABILITY === - 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) - } - } - } - } - } +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 +} - if (result) - return result - else +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) } -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 (can_action_tax_collectors(lord) && get_lord_moved(lord)) { - gen_action_lord(lord) - } - } - view.actions.done = 1 - }, - lord(lord) { - push_undo() - game.where = NOWHERE - game.who = lord - push_state("double_tax_collectors") - init_influence_check(lord) - }, - done() { - end_tax_collectors() - }, +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 } -states.double_tax_collectors = { - inactive: "Tax Collectors", - prompt() { - view.prompt = "Tax: Select the location to tax for double." - if (game.where === NOWHERE) { - for (let loc of search_tax_collectors([], 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)*2) - set_lord_moved(game.who, 0) - end_tax_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)}) ${results.success ? HIT[results.roll] : MISS[results.roll]}`) +function can_add_lord_capability(lord) { + if (get_lord_capability(lord, 0) < 0) + return true + if (get_lord_capability(lord, 1) < 0) + return true + return false +} - if (lord_has_capability(game.who, AOW_YORK_SO_WISE_SO_YOUNG)) { - log(`C${AOW_YORK_SO_WISE_SO_YOUNG}.`) - add_lord_assets(game.who, COIN, 1) +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 } - - if (results.success) { - deplete_locale(game.where) - log(`Taxed %${game.where}.`) - add_lord_assets(game.who, COIN, get_tax_amount(game.where)*2) - - if ( - game.command === LORD_DEVON && - (game.where === LOC_EXETER || - game.where === LOC_LAUNCESTON || - game.where === LOC_PLYMOUTH || - game.where === LOC_WELLS || - game.where === LOC_DORCHESTER) - ) - add_lord_assets(game.command, COIN, 4) - } else { - log(`Tax of %${game.where} failed.`) - + } + // 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 } - set_lord_moved(game.who, 0) - game.who = NOBODY - push_state("tax_collectors") - }, + } + return true } -function end_tax_lord() { - game.where = NOWHERE - game.who = NOBODY - pop_state() +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 end_tax_collectors() { - game.where = NOWHERE - game.who = NOBODY - game.count = 0 - end_immediate_event() +function discard_lord_capability_n(lord, n) { + set_lord_capability(lord, n, NOTHING) } -// === EVENTS: 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() - } +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.london_for_york = { - inactive: "London For York", +states.muster_capability = { + inactive: "Muster", prompt() { - view.prompt = `Select London to add a second favour marker` - gen_action_locale(LOC_LONDON) + 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) + } + } }, - locale(loc) { - push_undo() - game.flags.london_for_york = 1 - logi(`Second marker placed at ${data.locales[loc].name}`) - logi(`Immune to Lancastrian parley unless aided by event`) - end_immediate_event() + card(c) { + if (eligible_kings_name()) { + log(`${data.lords[game.who].name} is mustering C${c}`) + game.which = c + goto_kings_name("Capability") + } else { + add_lord_capability(game.who, c) + capability_muster_effects(game.who, c) + pop_state() + resume_levy_muster_lord() + } }, } -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 - } +// === 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() } -// === EVENTS: SHE-WOLF OF FRANCE === +// === 4.1 CAMPAIGN: PLAN === -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)) { - set_vassal_moved(v, 1) - can_play = true - } - } - if (can_play) { - game.state = "she_wolf" - game.who = NOBODY - } else { - logi(`No Effect`) - end_immediate_event() - } -} +function goto_campaign_plan() { + game.turn++ -// TO TRACK VASSALS DURING EVENTS -function get_vassal_moved(v) { - return map_get(game.pieces.moved, v, 0) -} + log_h1("Campaign " + current_turn_name()) -function set_vassal_moved(v, x) { - map_set(game.pieces.moved, v, x) + set_active(BOTH) + game.state = "campaign_plan" + game.plan_y = [] + game.plan_l = [] } -function pay_vassal_shewolf(vassal) { - if (current_turn() < 16) - set_vassal_lord_and_service(vassal, get_vassal_lord(vassal),get_vassal_service(vassal) + 1) -} +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 = [] -states.she_wolf = { - inactive: "She-Wolf of France", - prompt() { - let done = true - view.prompt = "You may shift your vassals one calendar box." - if (game.who === NOBODY) { - for (let v = first_vassal; v <= last_vassal; v++) { - if (get_vassal_moved(v) && is_vassal_mustered_with_friendly_lord(v)) { - gen_action_vassal(v) - done = false - } - } - if (done) { - view.actions.done = 1 + 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 }, - vassal(v) { - push_undo() - game.who = v - pay_vassal_shewolf(game.who) - set_vassal_moved(v, 0) - logi(`Vassal ${data.vassals[v].name} shifted one calendar box`) - game.who = NOBODY + plan(lord, current) { + if (current === YORK) + game.plan_y.push(lord) + else + game.plan_l.push(lord) }, - done() { - end_immediate_event() + 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() + } }, } -// === EVENTS : RICHARD LEIGH === -function goto_york_event_sir_richard_leigh() { - let can_play = false - if (!has_favoury_marker(LOC_LONDON)) { - can_play = true +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 (can_play) { - game.state = "richard_leigh" - game.who = LOC_LONDON - game.count = 0 + + 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 { - logi(`No Effect`) - end_immediate_event() + set_active(P1) + if (P1 === LANCASTER) + game.command = game.plan_l.shift() + else + game.command = game.plan_y.shift() } -} -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() + 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() } } -// === EVENTS: 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() -} +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 -// === EVENTS: DUBIOUS CLARENCE === + game.group = [ game.command ] -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 + game.flags.surprise_landing = 0 + game.flags.first_action = 1 + game.flags.first_march_highway = 0 - 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() - } + resume_command() } -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]}`) +function resume_command() { + game.state = "command" +} - if (results.success) { - disband_lord(LORD_CLARENCE, false) - end_immediate_event() - } else { - end_immediate_event() - } - }, +// 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 } -// === EVENTS: YORKIST NORTH === +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 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() +function spend_all_actions() { + game.flags.surprise_landing = 0 + game.flags.first_action = 0 + game.flags.first_march_highway = 0 + game.actions = 0 } -// === EARL RIVERS === +function end_command() { + log_br() -function goto_york_event_earl_rivers() { - game.state = "earl_rivers" - game.count = [] - game.who = NOBODY -} + game.group = 0 + game.flags.first_action = 0 + game.flags.first_march_highway = 0 + game.flags.famine = 0 -function end_york_event_earl_rivers() { - game.count = 0 - game.who = NOBODY - end_immediate_event() + // NOTE: Feed currently acting side first for expedience. + set_active_command() + goto_feed() } -states.earl_rivers = { - inactive: "Earl Rivers", +states.command = { + inactive: "Command", 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.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.` - if (game.who !== NOBODY) { - let troops = map_get(game.count, game.who, 0) - if ((troops & 1) === 0) - view.actions.add_militia = 1 + 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) } - if (game.who !== NOBODY) { - let troops = map_get(game.count, game.who, 0) - if ((troops & 1) === 0) - view.actions.add_militia2 = 1 + + // 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 (can_action_exile_pact() && is_york_lord(game.command)) + view.actions.exile_pact = 1 }, - done() { - end_york_event_earl_rivers() - }, - add_militia() { + + pass() { 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 + log("Passed.") + spend_all_actions() }, - add_militia2() { + + end_command() { 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 + 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) { - push_undo() - game.who = lord - } -} + set_toggle(game.group, lord) + }, -// === EVENTS: SHIFT LORD OR SERVICE (IMMEDIATE) === -/* -function prompt_shift_lord_on_calendar(boxes) { - if (game.who !== NOBODY) { - // Shift in direction beneficial to active player. - if (is_friendly_lord(game.who)) { - if (is_lord_on_calendar(game.who)) - gen_action_calendar(get_lord_calendar(game.who) - boxes) - else - gen_action_calendar(get_lord_calendar(game.who) + boxes) - } else { - if (is_lord_on_calendar(game.who)) - gen_action_calendar(get_lord_calendar(game.who) + boxes) - else - gen_action_calendar(get_lord_calendar(game.who) - boxes) - } - } + card: action_held_event, + + parley() { + push_undo() + goto_parley() + }, } -*/ -// === EVENTS: HOLD === -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) +// === 4.5 ACTION: SUPPLY (SEARCH) === - /* 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 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 } -// TODO: use or remove this function -function end_held_event() { - pop_state() - game.what = NOTHING -} +function search_supply_by_way(result, start, carts, ships) { + search_dist.fill(0) + search_seen.fill(0) + search_seen[start] = 1 -function prompt_held_event() { - for (let c of current_hand()) - if (can_play_held_event(c)) - gen_action_card(c) -} + let queue = [ start ] + while (queue.length > 0) { + let here = queue.shift() + let dist = search_dist[here] -function prompt_held_event_intercept() { - for (let c of current_hand()) - if (can_play_held_event_intercept(c)) - gen_action_card(c) -} + if (can_supply_at(here, ships)) { + if (result) + map_set(result, here, dist) + else + return true + } -function can_play_held_event(c) { - switch (c) { - case EVENT_LANCASTER_ASPIELLES: - return can_play_l_aspielles() - case EVENT_LANCASTER_REBEL_SUPPLY_DEPOT: - return can_play_rebel_supply_depot() - 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() + 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 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() +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 action_held_event(c) { - push_undo() - play_held_event(c) - game.what = c - goto_held_event(c) +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 } -function goto_held_event(c) { - switch (c) { - case EVENT_YORK_ESCAPE_SHIP: - goto_play_escape_ship() - break - case EVENT_YORK_ASPIELLES: - goto_play_aspielles() - break - case EVENT_LANCASTER_ESCAPE_SHIP: - // TODO? - break - case EVENT_LANCASTER_TALBOT_TO_THE_RESCUE: - // TODO? - break - case EVENT_LANCASTER_WARDEN_OF_THE_MARCHES: - goto_play_warden_of_the_marches() - break - case EVENT_LANCASTER_REBEL_SUPPLY_DEPOT: - goto_rebel_supply_depot() - break - case EVENT_LANCASTER_SURPRISE_LANDING: - goto_play_surprise_landing() - break - case EVENT_LANCASTER_ASPIELLES: - goto_play_aspielles() - break - case EVENT_YORK_SUN_IN_SPLENDOUR: - goto_play_sun_in_splendour() - break - } -} +// === 4.5 ACTION: SUPPLY === -// === EVENTS: HOLD - UNIQUE === +function command_has_harbingers() { + return ( + lord_has_capability(game.command, AOW_LANCASTER_HARBINGERS) || + lord_has_capability(game.command, AOW_YORK_HARBINGERS) + ) +} -function can_play_l_aspielles() { - if (game.hand_y.length > 0 || game.hidden) { - return true - } - return false +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 can_play_y_aspielles() { - if (game.hand_l.length > 0 || game.hidden) { - return true +function command_has_stafford_branch(loc) { + if (lord_has_capability(game.command, AOW_YORK_STAFFORD_BRANCH)) { + return ( + loc === LOC_EXETER || + loc === LOC_LAUNCESTON || + loc === LOC_PLYMOUTH || + loc === LOC_WELLS || + loc === LOC_DORCHESTER + ) } return false } -function can_play_parliaments_truce() { - return game.state === "campaign" +function init_supply() { + game.supply = search_supply([]) } -function can_play_rebel_supply_depot() { - if (game.active === YORK) +function can_action_supply() { + if (game.actions < 1) return false - if (game.group) { - for (let lord of game.group) { - if (get_lord_moved(lord) && is_seaport(get_lord_locale(game.command))) { - return true - } - } - } - return false + return search_supply(false) } -function can_play_surprise_landing() { - let here = get_lord_locale(game.command) - if (game.flags.surprise_landing === 0 || !is_seaport(here) || here === LOC_CALAIS || here === LOC_PEMBROKE || here === LOC_HARLECH || here === LANCASTER || is_sea(here)) - return false - return true +function goto_supply() { + push_undo() + log(`Supplied`) + game.state = "supply_source" + init_supply() } -function can_play_yorkist_parade() { - if (game.active === YORK && is_favour_friendly(LOC_LONDON) && (get_lord_locale(LORD_WARWICK_Y) === LOC_LONDON || get_lord_locale(LORD_YORK) === LOC_LONDON)) { - return true - } - return false +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 can_play_sun_in_splendour() { - if (is_levy_phase() && is_lord_on_calendar(LORD_EDWARD_IV)) { - return true +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 false + return 0 } -function can_play_flank_attack() { - return game.state === "intercept" && game.who !== NOBODY && !is_truce_in_effect() -} +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 -// === EVENTS : HOLD - SUN IN SPLENDOUR + if (command_has_stafford_branch(loc)) + supply += 1 -function goto_play_sun_in_splendour() { - push_state("sun_in_splendour") + return modify_supply(loc, supply) + } + return 0 } -states.sun_in_splendour = { - inactive: "Sun in splendour", +states.supply_source = { + inactive: "Supply", prompt() { - let done = true - view.prompt = "Sun in Splendour: Muster Edward IV in any friendly locale with no enemy lord" - if (is_lord_on_calendar(LORD_EDWARD_IV)) { - for (let loc = first_locale; loc <= last_locale; loc++) { - if (is_friendly_locale(loc)) { - done = false - gen_action_locale(loc) - } - } - } - if (done) { - view.actions.done = 1 - } + 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() - muster_lord(LORD_EDWARD_IV, loc) - logi(`Mustered Edward IV at ${data.locales[loc].name}`) - }, - done() { - end_sun_in_splendour() - }, -} -function end_sun_in_splendour() { - game.who = NOBODY - pop_state() -} + let port_supply = get_port_supply_amount(loc) + let stronghold_supply = get_stronghold_supply_amount(loc) -// === EVENTS : HOLD - REBEL SUPPLY DEPOT === + if (stronghold_supply > 0 && port_supply === 0) { + use_stronghold_supply(loc, stronghold_supply) + return + } -function goto_rebel_supply_depot() { - game.flags.supply_depot = 1 - add_spoils(PROV, 4) - push_state("rebel_supply_depot") + if (port_supply > 0 && stronghold_supply === 0) { + use_port_supply(loc, port_supply) + return + } + + game.where = loc + game.state = "select_supply_type" + }, } -states.rebel_supply_depot = { - inactive: "Rebel Supply depot", - prompt() { - if (has_any_spoils()) { - view.prompt = "Divide " + list_spoils() + "." - let here = get_lord_locale(game.command) - for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { - if (get_lord_locale(lord) === here) - prompt_select_lord(lord) - if (game.who !== NOBODY) - prompt_spoils() - } - } else { - view.prompt = "Rebel Supply Depot: All done." - view.actions.end_spoils = 1 +function quartermasters_eligible_supply(source) { + for (let vassal = first_vassal; vassal <= last_vassal; ++vassal) + if ( + is_vassal_mustered_with(vassal, game.command) && + lord_has_capability(game.command, AOW_LANCASTER_CHAMBERLAINS) + ) { + if (source === data.vassals[vassal].seat) + return true } - }, - lord: action_select_lord, - take_prov() { - push_undo_without_who() - take_spoils(PROV) - }, - end_spoils() { - end_rebel_supply_depot() - }, } -function end_rebel_supply_depot() { - game.who = NOBODY - game.spoils = 0 - resume_command() +function use_stronghold_supply(source, amount) { + logi(`${amount} from Stronghold at %${source}`) + add_lord_assets(game.command, PROV, amount) + if (chamberlains_eligible_supply(source)) { + end_supply() + } + else { + deplete_locale(source) + end_supply() + } } -// === EVENTS: HOLD - ASPIELLES === +function use_port_supply(source, amount) { + logi(`${amount} from Port at %${source}`) + add_lord_assets(game.command, PROV, amount) + end_supply() +} -function goto_play_aspielles() { - push_state("aspielles") - game.who = NOBODY +function end_supply() { + spend_action(1) + resume_command() + game.supply = 0 + game.where = NOWHERE } -states.aspielles = { - inactive: "Aspielles", +states.select_supply_type = { + inactive: "Supply", prompt() { - view.prompt = "Aspielles: You may see enemy held cards" - if (game.hidden) { - view.prompt += " and an enemy lord to see his mat" - } - prompt_held_event() - if (game.hidden) { - for (let lord = first_enemy_lord; lord <= last_enemy_lord; ++lord) - gen_action_lord(lord) - } - if (game.active === YORK) { - view.hand = game.hand_l - log("Lancaster hand shown to the York player") - } - if (game.active === LANCASTER) { - view.hand = game.hand_y - log("York hand shown to the Lancaster player") - } - view.actions.done = 1 + let port = get_port_supply_amount(game.where) + let stronghold = get_stronghold_supply_amount(game.where) + view.prompt = `Supply: ${stronghold} from Stronghold or ${port} from Port?` + view.actions.stronghold = 1 + view.actions.port = 1 }, - lord(lord) { - log(`${lord_name[lord]} Spied`) - view.reveal |= (1 << lord) + stronghold() { + use_stronghold_supply(game.where, get_stronghold_supply_amount(game.where)) }, - card: action_held_event, - done() { - if (is_campaign_phase()) { - resume_command() - } else { - pop_state() + port() { + if (check_naval_blockade("supply", game.where)) { + roll_naval_blockade() + } + else { + use_port_supply(game.where, get_port_supply_amount(game.where)) } }, } -// === EVENTS: HOLD - SURPRISE LANDING === +// === 4.6.1 ACTION: SAIL === -function goto_play_surprise_landing() { - push_state("surprise_landing") - game.flags.surprise_landing = 2 - game.who = NOBODY +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 } -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, +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 } -// === CAPABILITIES === - -// When a lord levy a capability, its + Lordship -// effects and 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 +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 +} - 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 - } +function can_action_sail() { + // Must use whole action except if seamanship in play - 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 - } + if (is_lancaster_lord(game.command)) { + if (!is_first_action() && !is_event_in_play(EVENT_LANCASTER_SEAMANSHIP)) + return false } -} -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 + 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 } -} -// === LEVY: ARTS OF WAR (FIRST TURN) === + if (game.actions === 0) + return false -function draw_two_cards() { - let deck = list_deck() - return [ draw_card(deck), draw_card(deck) ] -} + // at a seaport + let here = get_lord_locale(game.command) + if (!is_seaport(here)) + return false -function discard_card_capability(c) { - log(`${game.active} discarded C${c}.`) -} + // with enough ships to carry all the army + if (!has_enough_available_ships_for_army()) + return false -function discard_card_event(c) { - log(`${game.active} discarded E${c}.`) -} + // and a valid destination + for (let to of find_sail_locales(here)) { + if (to === here) + continue + if (can_sail_to(to)) + return true + } -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() + return false } -function resume_levy_arts_of_war_first() { - if (game.what.length === 0) - end_levy_arts_of_war_first() +function goto_sail() { + push_undo() + game.state = "sail" } -states.levy_arts_of_war_first = { - inactive: "Arts of War", +states.sail = { + inactive: "Sail", 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 + 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) + } } - } - if (discard) { - view.prompt = `Arts of War: Discard ${data.cards[c].capability}.` - view.actions.discard = 1 } else { - view.prompt = `Arts of War: Assign ${data.cards[c].capability} to a Lord.` + view.prompt = "ERROR" } }, - lord(lord) { - push_undo() - let c = game.what.shift() - log(`${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() - }, -} + 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 { + log(`Sailed to %${to}${format_group_move()}.`) -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() -} + for (let lord of game.group) { + set_lord_locale(lord, to) + set_lord_moved(lord, 1) + levy_burgundians(lord) + } -// === LEVY: ARTS OF WAR === + if (is_seamanship_in_play()) + spend_action(1) + else + spend_all_actions() -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() + // you can go to unbesieged enemy lord with norfolk capability + if (has_unbesieged_enemy_lord(to)) + goto_confirm_approach_sail() + else { + game.flags.surprise_landing = 1 + resume_command() + } + } + }, } -function resume_levy_arts_of_war() { - game.state = "levy_arts_of_war" - if (game.what.length === 0) - end_levy_arts_of_war() +function goto_confirm_approach_sail() { + game.state = "confirm_approach_sail" } -states.levy_arts_of_war = { - inactive: "Arts of War", +states.confirm_approach_sail = { + inactive: "Sail", 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() + view.prompt = `Sail: Confirm Approach to enemy Lord.` + view.group = game.group + view.actions.approach = 1 }, - discard() { - let c = game.what.shift() - discard_card_event(c) - resume_levy_arts_of_war() + approach() { + push_undo() + goto_battle() }, } -function end_levy_arts_of_war() { - game.what = NOTHING - set_active_enemy() - if (game.active === P2) - goto_levy_arts_of_war() - else - goto_pay() +// === 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) { + 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[game.command].seat) + return true + + // vassal seats + for (let vassal = first_vassal; vassal <= last_vassal; ++vassal) + if (is_vassal_mustered_with(vassal, game.command)) + if (here === data.vassals[vassal].seat) + return true + } + return false } -// === LEVY: MUSTER === +// adjacent friendly locales to an eligible stronghold (can_tax_at) +function search_tax(result, start) { + let ships = get_shared_assets(start, SHIP) -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 + search_seen.fill(0) + search_seen[start] = 1 + + let queue = [ start ] + while (queue.length > 0) { + let here = queue.shift() + + if (can_tax_at(here)) { + 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 (game.active === YORK) - log_h2("York Muster") + if (result) + return result else - log_h2("Lancaster Muster") + return false +} - game.state = "levy_muster" +function can_action_tax() { + if (game.actions < 1) + return false + let here = get_lord_locale(game.command) + if (can_tax_at(here)) + return true + return search_tax(false, here) } -function end_levy_muster() { - clear_lords_moved() - set_active_enemy() - if (game.active === P2) - goto_levy_muster() - else - //goto_levy_call_to_arms() - goto_levy_discard_events() +function goto_tax() { + push_undo() + push_state("tax") + init_influence_check(game.command) + game.where = NOWHERE } -function reset_flags() { - // to avoid some flags affecting campaign - game.flags.jack_cade = 0 - game.flags.parliament_votes = 0 +function end_tax() { + pop_state() + game.where = NOWHERE + spend_action(1) + resume_command() } -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 +function get_tax_amount(loc) { + let tax - // 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 + if (loc === LOC_LONDON || loc === LOC_CALAIS) + tax = 3 + else if (is_city(loc)) + tax = 2 + else + tax = 1 + + if (command_has_stafford_branch(loc)) + tax += 1 + + return tax } -states.levy_muster = { - inactive: "Muster", +states.tax = { + inactive: "Tax", 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 + view.prompt = "Tax: Select the location to tax." + if (game.where === NOWHERE) { + for (let loc of search_tax([], get_lord_locale(game.command))) + gen_action_locale(loc) + } else { + view.prompt = `Tax: Attempting to tax ${data.locales[game.where].name}. ` + prompt_influence_check() } }, - lord(lord) { - push_undo() - log(`Mustered with L${lord}.`) - push_state("levy_muster_lord") - game.who = lord - game.count = data.lords[lord].lordship - reset_flags() - lordship_effects(lord) - }, - end_muster() { - end_levy_muster() + 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)) + 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)}) ${results.success ? HIT[results.roll] : MISS[results.roll]}`) - card: action_held_event, + if (lord_has_capability(game.command, AOW_YORK_SO_WISE_SO_YOUNG)) { + log(`C${AOW_YORK_SO_WISE_SO_YOUNG}.`) + add_lord_assets(game.command, COIN, 1) + } + + if (results.success) { + deplete_locale(game.where) + + log(`Taxed %${game.where}.`) + add_lord_assets(game.command, COIN, get_tax_amount(game.where)) + + if ( + game.command === LORD_DEVON && + (game.where === LOC_EXETER || + game.where === LOC_LAUNCESTON || + game.where === LOC_PLYMOUTH || + game.where === LOC_WELLS || + game.where === LOC_DORCHESTER) + ) + add_lord_assets(game.command, COIN, 1) + } else { + log(`Tax of %${game.where} failed.`) + } + end_tax() + }, } -function resume_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() - } +// === 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) } -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.` +var search_seen = new Array(last_locale + 1) +var search_dist = new Array(last_locale + 1) - let here = get_lord_locale(game.who) +function search_parley(result, start) { + let ships = get_shared_assets(start, SHIP) - 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) - } + search_dist.fill(0) + search_seen.fill(0) + search_seen[start] = 1 - // Muster Ready Vassal Forces - for (let vassal = first_vassal; vassal <= last_vassal; vassal++) - if (eligible_vassal(vassal)) - gen_action_vassal(vassal) + 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 + } - // Add Transport - if (is_seaport(here) && get_lord_assets(game.who, SHIP) < 2) - view.actions.take_ship = 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 (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 (can_add_transport(game.who, CART)) - view.actions.take_cart = 1 + if (result) + return result + else + return false +} - if (can_add_troops(game.who, here)) - view.actions.levy_troops = 1 +function can_action_parley_command() { + if (game.actions <= 0) + return false - // Add Capability - if (can_add_lord_capability(game.who)) - view.actions.capability = 1 + if (is_lord_at_sea(game.command)) + return false - if (can_action_parley_levy()) - view.actions.parley = 1 + if (!is_first_action() && game.active === YORK && is_event_in_play(EVENT_LANCASTER_NEW_ACT_OF_PARLIAMENT)) + return false - if (can_add_troops_beloved_warwick(game.who, here)) - view.actions.levy_beloved_warwick = 1 + let here = get_lord_locale(game.command) - if (can_add_troops_irishmen(game.who, here)) - view.actions.levy_irishmen = 1 + if (can_parley_at(here)) + return true - if (can_add_troops_sof(game.who, here)) - view.actions.soldiers_of_fortune = 1 + for (let next of data.locales[here].adjacent) + if (can_parley_at(next)) + return true - if (can_add_troops_coa(game.who, here)) - view.actions.commission_of_array = 1 - } + if (is_seaport(here) && get_shared_assets(here, SHIP) > 0) + for (let next of find_ports(here)) + if (can_parley_at(next)) + return true - 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 - } + return false +} - } 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 - } +function list_parley_command() { + let result = [] - view.actions.done = 1 - }, - lord(other) { - push_undo() - goto_levy_muster_lord_attempt(other) - }, + let here = get_lord_locale(game.command) + if (can_parley_at(here)) + map_set(result, here, 0) - vassal(vassal) { - push_undo() - game.which = vassal - goto_levy_muster_vassal(vassal) - }, + if (is_friendly_locale(here)) { + for (let next of data.locales[here].adjacent) + if (can_parley_at(next)) + map_set(result, next, 1) - take_ship() { - push_undo() - if (check_naval_blockade("levy ship", get_lord_locale(game.who))) { - roll_naval_blockade() - } - else { - add_lord_assets(game.who, SHIP, 1) - if (eligible_kings_name()) { - goto_kings_name("Levy Ship") - } - else { - resume_levy_muster_lord() - } - } + 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) + } - }, - take_cart() { - push_undo() - add_lord_assets(game.who, CART, 2) - if (eligible_kings_name()) { - goto_kings_name("Levy Cart") - } else { - resume_levy_muster_lord() - } - }, - levy_troops() { - push_undo() - if (is_event_in_play(EVENT_LANCASTER_RISING_WAGES) && game.active === YORK) { - push_state("rising_wages") - } - let here = get_lord_locale(game.who) - let here_type = data.locales[here].type - if ( - !lord_has_capability(game.who, AOW_LANCASTER_QUARTERMASTERS) && - !lord_has_capability(game.who, AOW_YORK_WOODWILLES) && - !chamberlains_eligible_levy(here) - ) - 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 (eligible_kings_name()) { - goto_kings_name("Levy Troops") - } - if (is_event_in_play(EVENT_YORK_THE_COMMONS) && is_york_lord(game.who)) { - push_undo() - game.flags.commons_militia = 2 - push_state("the_commons") - } - resume_levy_muster_lord() - }, + return result +} - levy_beloved_warwick() { - push_undo() - add_lord_forces(game.who, MILITIA, 5) - resume_levy_muster_lord() - }, +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) +} - levy_irishmen() { - push_undo() - add_lord_forces(game.who, MILITIA, 5) - resume_levy_muster_lord() - }, +function list_parley_levy() { + let here = get_lord_locale(game.who) + return search_parley([], here) +} - soldiers_of_fortune() { - push_undo() - set_lord_unfed(game.who, 1) - push_state("soldier_of_fortune") - }, - commission_of_array() { - push_undo() - push_state("commission_of_array") - }, +function goto_parley() { + push_state("parley") - capability() { - push_undo() - push_state("muster_capability") - }, - parley() { - push_undo() - 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() - }, -} + 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() -// === EVENT : THE KINGS NAME === + // 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() + return + } + } -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 + if (game.parley.length === 2) { + game.where = game.parley[0] + add_influence_check_distance(game.parley[1]) + } else { + game.where = NOWHERE } - return false } -function goto_kings_name(action) { - game.what = action - set_active_enemy() - push_state("kings_name") +function end_parley() { + 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 { + resume_levy_muster_lord() + } } -states.kings_name = { - inactive: `King's name`, +states.parley = { + inactive: "Parley", prompt() { - view.prompt = `King's Name: You pay may 1 Influence to cancel last ${game.what} action` - view.actions.pass = 1 - view.actions.pay = 1 + 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() + } }, - pay() { + locale(loc) { push_undo() - reduce_influence(1) - goto_kings_name_cancel() + 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() }, - pass() { - set_active_enemy() - pop_state() - if (game.state === "levy_muster_lord_attempt") { - push_state("muster_lord_at_seat") + 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 } - if (game.state === "levy_muster_vassal") { - muster_vassal(game.which, game.who) - pop_state() + else if (game.flags.jack_cade > 0) { + log(`Parley at ${data.locales[game.where].name}. Automatic Success.`) + logevent(EVENT_YORK_JACK_CADE) } - if (game.state === "muster_capability") { - add_lord_capability(game.who, game.which) - capability_muster_effects(game.who, game.which) - pop_state() + else if (game.flags.succession === 1) { + log(`Parley at ${data.locales[game.where].name}. Automatic Success.`) + logevent(EVENT_YORK_SUCCESSION) + game.flags.succession = 0 } - if (game.state === "parley") { - game.what = NOTHING - game.where = NOWHERE - pop_state() + 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)}) ${results.success ? HIT[results.roll] : MISS[results.roll]}`) + if (results.success) { + shift_favour_toward(game.where) + if (eligible_kings_name()) { + goto_kings_name("Parley") + } + else { + end_parley() + } + } + else { + end_parley() } - resume_levy_muster_lord() } } -function goto_kings_name_cancel() { - switch(game.what) { - case "Levy Lord": - pop_state() - end_levy_muster_lord_attempt() - break - case "Levy Cart": - add_lord_assets(game.who, CART, -2) - pop_state() - resume_levy_muster_lord() - break - case "Levy Ship": - add_lord_assets(game.who, SHIP, -1) - pop_state() - resume_levy_muster_lord() - break - case "Levy Vassal": - game.which = NOTHING - end_levy_muster_vassal() - break - case "Levy Troops": - kings_name_reset_troops() - pop_state() - resume_levy_muster_lord() - break - case "Parley": - shift_favour_toward_york(game.where) - pop_state() - game.where = NOWHERE - end_parley() - break - case "Capability": - game.which = NOTHING - pop_state() - pop_state() - resume_levy_muster_lord() - break - case "Levy Beloved Warwick": - add_lord_forces(game.who, MILITIA, -5) - pop_state() - resume_levy_muster_lord() - break - default: - throw Error("No King's name cancel state found") - } - log(`${game.what} action cancelled`) - logevent(`${EVENT_YORK_THE_KINGS_NAME}`) - set_active_enemy() +// === 4.3 ACTION: MARCH === + +function get_way_type(from, to) { + return map_get(data.ways[from], to, undefined) } -function kings_name_reset_troops() { - if (!lord_has_capability(game.who, AOW_LANCASTER_QUARTERMASTERS)) { - remove_depleted_marker(get_lord_locale(game.who)) - remove_exhausted_marker(get_lord_locale(game.who)) +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 "" +} - let here = get_lord_locale(game.who) - 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 +// 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) + } } } -// === EVENT : RISING WAGES === +function goto_march(to) { + push_undo() + let from = get_lord_locale(game.command) + game.march = { from, to, avoid: -1 } + march_with_group_1() +} -states.rising_wages = { - inactive: "Rising Wages", +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 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) + 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 ${overflow_prov} Provender` + for (let lord of game.group) { + if (prov > transport) { + if (get_lord_assets(lord, PROV) > 0) { + gen_action_prov(lord) + } + } } + } else { + view.actions.march = 1 + gen_action_locale(to) } }, - coin(lord) { - push_undo() - add_lord_assets(lord, COIN, -1) - logi(`${EVENT_LANCASTER_RISING_WAGES}`) - log("York paid 1 Coin to Levy troops") - pop_state() - }, + prov: drop_prov, + march: march_with_group_2, + locale: march_with_group_2, + laden_march: march_with_group_2, } -// Check if the levy troops is at vassal seat +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 -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 - } -} + 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 -// === EVENT: THE COMMONS === + 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 -states.the_commons = { - inactive: "The Commons", - prompt() { - view.prompt = `Add up to ${game.flags.commons_militia} Militias.` - if (game.flags.commons_militia > 0) { - view.actions.add_militia = 1 - } - view.actions.done = 1 - }, - add_militia() { - push_undo() - add_lord_forces(game.who, MILITIA, 1) - --game.flags.commons_militia - }, - done() { - push_undo() - end_the_commons() + case "path": + spend_all_actions() + break + } + + log(`Marched to %${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_the_commons() { - game.flags.commons_militia = 0 - pop_state() - resume_levy_muster_lord() +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 + } + + game.march = 0 + resume_command() } -// === CAPABILITY: SOLDIERS OF FORTUNE +// === 4.3.4 INTERCEPT === -states.soldier_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 - } - } +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 } } - // 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) + } + end_intercept() +} - 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_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 end_soldiers_of_fortune() { - pop_state() - resume_levy_muster_lord() +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) -// === CAPABILITY: COMMISSION OF ARRAY + prompt_held_event_intercept() -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) - } + 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 } - // Done - if (done) { - view.prompt = "Commission of Array: Done." - view.actions.end_coa = 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) } }, - locale(loc) { + card(c) { 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 + 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 ??? } - if (game.flags.free_levy === 1) { - ++game.count - game.flags.free_levy = 0 + 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() } - end_commission_of_array() }, - card: action_held_event, } -function end_commission_of_array() { - pop_state() - resume_levy_muster_lord() +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" + } } -states.muster_lord_at_seat = { - inactive: "Muster", +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() { - 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 - } + let to = game.march.to + let transport = count_group_transport(game.intercept_group) + let prov = count_group_assets(PROV, game.intercept_group) - 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) + 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) } } - } - }, - 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) + view.actions.intercept = 1 + gen_action_locale(to) } - end_muster_lord_at_seat() }, + prov: drop_prov, + intercept: do_intercept_march, + locale: do_intercept_march, } -function goto_levy_muster_lord_attempt(lord) { - game.what = lord - push_state("levy_muster_lord_attempt") - init_influence_check(game.who) +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) } -function end_levy_muster_lord_attempt() { - pop_state() - end_influence_check() - resume_levy_muster_lord() +// === MARCH EVENT: FLANK ATTACK === + +function can_play_flank_attack() { + return game.state === "intercept" && game.who !== NOBODY && !is_truce_in_effect() } -states.levy_muster_lord_attempt = { - inactive: "Levy Lord", - prompt() { - view.prompt = `Levy Lord ${lord_name[game.what]}. ` +// === MARCH EVENT: KING'S PARLEY === - prompt_influence_check() - }, - spend1: add_influence_check_modifier_1, - spend3: add_influence_check_modifier_2, - check() { - let results = do_influence_check() - log(`Attempt to levy L${game.what} ${results.success ? "Successful" : "Failed"}: (${range(results.rating)}) ${results.success ? HIT[results.roll] : MISS[results.roll]}`) +// TODO: merge states into one question - if (results.success) { - game.who = game.what - if (eligible_kings_name()) { - goto_kings_name("Levy Lord") - } - else { - push_state("muster_lord_at_seat") +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 } } - else { - end_levy_muster_lord_attempt() - } - }, + } + end_kings_parley() } -function end_muster_lord_at_seat() { - pop_state() - end_levy_muster_lord_attempt() +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 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 end_kings_parley() { + goto_parliaments_truce() } -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) -} +// === MARCH EVENT: PARLIAMENT'S TRUCE === -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_play_parliaments_truce() { + return game.state === "campaign" } -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 is_truce_in_effect() { + return ( + is_event_in_play(EVENT_YORK_PARLIAMENTS_TRUCE) || + is_event_in_play(EVENT_LANCASTER_PARLIAMENTS_TRUCE) + ) } -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 goto_parliaments_truce() { + // The non-active player can cancel approach with parliament's truce -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!") -} + // 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. -function discard_lord_capability_n(lord, n) { - set_lord_capability(lord, n, NOTHING) -} + 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 + } -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") + end_parliaments_truce() } -states.muster_capability = { - inactive: "Muster", +states.parliaments_truce = { + inactive: "Parliament's Truce?", prompt() { - let deck = list_deck() - view.prompt = `Muster: Select a new Capability for ${lord_name[game.who]}.` - view.arts_of_war = deck - for (let c of deck) { - if (!data.cards[c].lords || set_has(data.cards[c].lords, game.who)) { - if (!lord_already_has_capability(game.who, c) && forbidden_levy_capabilities(c)) - gen_action_card(c) - } - } + view.prompt = "You may play Parliament's Truce to cancel approach." + if (game.active === YORK) + gen_action_card_if_held(EVENT_YORK_PARLIAMENTS_TRUCE) + else + gen_action_card_if_held(EVENT_LANCASTER_PARLIAMENTS_TRUCE) + view.actions.pass = 1 }, card(c) { - if (eligible_kings_name()) { - log(`${data.lords[game.who].name} is mustering C${c}`) - game.which = c - goto_kings_name("Capability") - } else { - add_lord_capability(game.who, c) - capability_muster_effects(game.who, c) - pop_state() - resume_levy_muster_lord() - } - }, -} + play_held_event(c) -// === LEVY: DISCARD EVENTS === + // Cancel approach! + for (let lord of game.group) + set_lord_locale(lord, game.march.from) -function goto_levy_discard_events() { - // Discard "This Levy" events from play. - discard_events("this_levy") - discard_extra_levy_events() - goto_campaign_plan() + set_active_enemy() + end_march() + }, + pass() { + set_active_enemy() + end_parliaments_truce() + }, } -// === CAMPAIGN: PLAN === - -function goto_campaign_plan() { - game.turn++ +function end_parliaments_truce() { - log_h1("Campaign " + current_turn_name()) + // 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) + } - set_active(BOTH) - game.state = "campaign_plan" - game.plan_y = [] - game.plan_l = [] + goto_blocked_ford() } -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 = [] +// === MARCH EVENT: BLOCKED FORD === - if (plan.length === max_plan_length()) - view.prompt = "Plan: All done." - else - view.prompt = "Plan: Build a Plan." +function goto_blocked_ford() { + let here = get_lord_locale(game.command) - if (plan.length < max_plan_length()) { - view.actions.end_plan = 0 - if (count_cards_in_plan(plan, NOBODY) < 7) - gen_action_plan(NOBODY) + // 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 + } - for (let lord = first; lord <= last; ++lord) { - if (is_lord_on_map(lord) && count_cards_in_plan(plan, lord) < 3) - gen_action_plan(lord) - } + goto_exiles() +} - } else { - view.actions.end_plan = 1 - } +states.blocked_ford = { + inactive: "Blocked Ford?", + prompt() { + view.prompt = "You may play Blocked Ford." - if (plan.length > 0) - view.actions.undo = 1 - else - view.actions.undo = 0 - }, - plan(lord, current) { - if (current === YORK) - game.plan_y.push(lord) + if (game.active === YORK) + gen_action_card_if_held(EVENT_YORK_BLOCKED_FORD) else - game.plan_l.push(lord) + gen_action_card_if_held(EVENT_LANCASTER_BLOCKED_FORD) + + view.actions.pass = 1 }, - undo(_, current) { - if (current === YORK) { - game.plan_y.pop() - } else { - game.plan_l.pop() - } + card(c) { + play_held_event(c) + game.where = get_lord_locale(game.command) + goto_battle() }, - end_plan(_, current) { - if (game.active === BOTH) { - if (current === YORK) - set_active(LANCASTER) - else - set_active(YORK) - } else { - end_campaign_plan() - } + pass() { + goto_exiles() }, } -function end_campaign_plan() { - set_active(P1) - goto_command_activation() -} - -// === CAMPAIGN: COMMAND ACTIVATION === - -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 +// === 4.3.5 APPROACH - EXILE === - 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() +function goto_exiles() { + 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 = "exiles" + set_active_enemy() } else { - set_active(P1) - if (P1 === LANCASTER) - game.command = game.plan_l.shift() - else - game.command = game.plan_y.shift() + end_march() } +} - 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() +function end_exiles() { + if (has_friendly_lord(get_lord_locale(game.command))) { + // still some lords not exiled to fight. + set_active_enemy() + goto_battle() } else { - log_h2(`L${game.command} at %${get_lord_locale(game.command)}`) - goto_command() + // no one left, goto finish marching. + set_active_enemy() + end_march() } } -// === CAMPAIGN: ACTIONS === +states.exiles = { + 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() + exile_lord(lord) + }, + done() { + end_exiles() + }, +} -function set_active_command() { - if (game.command >= first_york_lord && game.command <= last_york_lord) - set_active(YORK) - else - set_active(LANCASTER) +function set_lord_in_exile(lord) { + game.pieces.in_exile = pack1_set(game.pieces.in_exile, lord, 1) } -// First action vs actions that take full command card -function is_first_action() { - return game.flags.first_action +function get_lord_in_exile(lord) { + return pack1_get(game.pieces.in_exile, lord) } -// 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 exile_lord(lord) { + if (!lord_has_capability(lord, AOW_YORK_ENGLAND_IS_MY_HOME)) { + set_lord_in_exile(lord) + disband_lord(lord, false) + } + else { + disband_lord(lord, false) + set_lord_calendar(lord, current_turn() + 1) + } } -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 +function remove_lord_from_exile(lord) { + game.pieces.in_exile = pack1_set(game.pieces.in_exile, lord, 0) +} - game.group = [ game.command ] +// === 4.3.5 APPROACH - EXILE (SPOILS) === - game.flags.surprise_landing = 0 - game.flags.first_action = 1 - game.flags.first_march_highway = 0 +function has_any_spoils() { + return game.spoils && game.spoils[PROV] + game.spoils[COIN] + game.spoils[CART] + game.spoils[SHIP] > 0 +} - resume_command() +function get_spoils(type) { + if (game.spoils) + return game.spoils[type] + return 0 } -function resume_command() { - game.state = "command" +function add_spoils(type, n) { + if (!game.spoils) + game.spoils = [ 0, 0, 0, 0, 0, 0, 0 ] + game.spoils[type] += n } -// 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 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 spend_march_action(cost) { - game.flags.surprise_landing = 0 - game.flags.first_action = 0 - game.flags.first_march_highway = 0 - game.actions -= cost +function prompt_spoils() { + if (get_spoils(PROV) > 0) + view.actions.take_prov = 1 + if (get_spoils(CART) > 0) + view.actions.take_cart = 1 } -function spend_all_actions() { - game.flags.surprise_landing = 0 - game.flags.first_action = 0 - game.flags.first_march_highway = 0 - game.actions = 0 +function take_spoils(type) { + add_lord_assets(game.who, type, 1) + add_spoils(type, -1) + if (!has_any_spoils()) + game.who = NOBODY } -function end_command() { - log_br() +// === 4.4 BATTLE === - game.group = 0 - game.flags.first_action = 0 - game.flags.first_march_highway = 0 - game.flags.famine = 0 +function get_lord_array_position(lord) { + for (let p = 0; p < 12; ++p) + if (game.battle.array[p] === lord) + return p + return -1 +} - // NOTE: Feed currently acting side first for expedience. - set_active_command() - goto_feed() +function set_active_attacker() { + set_active(game.battle.attacker) } -// 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 +function set_active_defender() { + if (game.battle.attacker === P1) + set_active(P2) else - return true + set_active(P1) } -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) - } +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 +} - // 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) - } - } +function filled(pos) { + if (game.battle.array[pos] !== NOBODY && !ravine_check(game.battle.ravine, pos)) { + return true + } + return false +} - if (game.actions > 0) - view.actions.pass = 1 - else - view.actions.end_command = 1 +const battle_strike_positions = [ D1, D2, D3, A1, A2, A3 ] - prompt_march() +const battle_steps = [ + { name: "Archery", hits: count_archery_hits }, + { name: "Melee", hits: count_melee_hits }, +] - 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 (can_action_exile_pact() && is_york_lord(game.command)) - view.actions.exile_pact = 1 - }, +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) - pass() { - push_undo() - log("Passed.") - spend_all_actions() - }, + if (is_leeward_battle_line_in_play(lord)) { + // TODO: rounding? + return hits/2 + } - end_command() { - push_undo() - end_command() - }, + return hits +} - 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, +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 - locale: goto_march, + if (lord === game.battle.caltrops) { + hits += 2 + } - lord(lord) { - set_toggle(game.group, lord) - }, + return hits +} - card: action_held_event, +function count_lord_hits(lord) { + return battle_steps[game.battle.step].hits(lord) +} - parley() { - push_undo() - goto_parley() - }, +function format_strike_step() { + return battle_steps[game.battle.step].name } -// === INFLUENCE CHECKS === +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" : ""}` + } +} -// 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 +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 +} - return score +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 } -// Cards that allows automatic success -function automatic_success(lord, score) { +function is_attacker() { + return game.active === game.battle.attacker +} - 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 +function is_defender() { + return game.active !== game.battle.attacker +} - return score +function is_archery_step() { + return game.battle.step === 0 } -// 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 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) + } } } -function end_influence_check() { - game.check = 0 +//... 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 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 +function goto_battle() { + let here = get_lord_locale(game.command) - // Space for whose lord has been selected for SUSPICION EVENT + log_h3(`Battle at %${here}`) - score = (lord, score) + 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, + } - if (score > 5) - score = 5 - if (score < 1) - score = 1 + // Troops by capability - score = automatic_success(lord, score) - return score -} + add_battle_capability_troops() -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 + // 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 } - if (is_levy_phase()) { - if (game.flags.jack_cade > 0) - return 0 + } + + // 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 } } - return game.check.reduce((p, c) => p + c.cost, 0) + + goto_array_defender() } -function do_influence_check() { - reduce_influence(count_influence_cost()) - let rating = count_influence_score() - let roll = roll_die() - let success +// === 4.4.1 BATTLE ARRAY === - if (roll === 1 || rating === 6) - success = true - else if (roll === 6) - success = false - else - success = roll <= rating +// 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 - // TODO: print log message here instead of returning object - return { success: success, rating: rating, roll: roll } +function has_friendly_reserves() { + for (let lord of game.battle.reserves) + if (is_friendly_lord(lord)) + return true + return false } -function add_influence_check_modifier_1() { - game.check.push({ cost: 1, modifier: 1, source: "add" }) +function count_friendly_reserves() { + let n = 0 + for (let lord of game.battle.reserves) + if (is_friendly_lord(lord)) + ++n + return n } -function add_influence_check_modifier_2() { - game.check.push({ cost: 3, modifier: 2, source: "add" }) +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 add_influence_check_distance(distance) { - let idx = game.check.findIndex(i => i.source === "distance") - - if (idx !== NOTHING) - game.check.splice(idx, 1) +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) + } +} - game.check.push({ cost: distance, modifier: 0, source: "distance" }) +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 prompt_influence_check() { - if (!game.check.some(c => c.source === "add")) { - view.actions.spend1 = 1 - view.actions.spend3 = 1 +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 (game.where !== NOWHERE) - gen_action_locale(game.where) - view.actions.check = 1 - - view.prompt += `Cost: ${count_influence_cost()} - Range (${range(count_influence_score())})` + if (n === 0) + end_array_attacker() } -// === 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) +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() } -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 +function end_array_attacker() { + goto_defender_events() +} - let queue = [ start ] - while (queue.length > 0) { - let here = queue.shift() - let dist = search_dist[here] - let next_dist = dist + 1 +function end_array_defender() { + goto_array_attacker() +} - if (can_parley_at(here)) { - if (result) - map_set(result, here, dist) - else - return true +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, +} - 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) +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 (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 (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, +} - if (result) - return result +// === 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 - return false + end_defender_events() } -function can_action_parley_command() { - if (game.actions <= 0) - return false +function end_defender_events() { + goto_attacker_events() +} - if (is_lord_at_sea(game.command)) - return false +function goto_attacker_events() { + set_active_attacker() + log_br() + if (can_play_battle_events()) + game.state = "attacker_events" + else + end_attacker_events() +} - if (!is_first_action() && game.active === YORK && is_event_in_play(EVENT_LANCASTER_NEW_ACT_OF_PARLIAMENT)) - return false +function end_attacker_events() { + goto_battle_rounds() +} - let here = get_lord_locale(game.command) +function resume_battle_events() { + game.what = -1 + if (is_attacker()) + goto_attacker_events() + else + goto_defender_events() +} - if (can_parley_at(here)) - return true +states.defender_events = { + inactive: "Defender Events", + prompt() { + view.prompt = "Defender may play Events." + prompt_battle_events() - for (let next of data.locales[here].adjacent) - if (can_parley_at(next)) - return true + // defender only events + }, + card: action_battle_events, + done() { + end_defender_events() + }, +} - if (is_seaport(here) && get_shared_assets(here, SHIP) > 0) - for (let next of find_ports(here)) - if (can_parley_at(next)) - return true +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 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) +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 +} - return result +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: + 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: + break + case EVENT_YORK_SUSPICION: + game.state = "suspicion" + break + case EVENT_YORK_CALTROPS: + game.state = "caltrops" + break + case EVENT_YORK_REGROUP: + break + case EVENT_YORK_SWIFT_MANEUVER: + break + } } -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) +// === 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) + }, } -function list_parley_levy() { - let here = get_lord_locale(game.who) - return search_parley([], here) +// === BATTLE EVENT: REGROUP === + +function is_regroup_in_play() { + if (game.active === YORK) + return is_event_in_play(EVENT_YORK_REGROUP) + return false } -function goto_parley() { - push_state("parley") +// TODO - 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() +// === BATTLE EVENT: CALTROPS === - // 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) +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) } - end_parley() - return } - } + }, + 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 === - if (game.parley.length === 2) { - game.where = game.parley[0] - add_influence_check_distance(game.parley[1]) - } else { - game.where = NOWHERE +function can_play_suspicion() { + if (highest_friendly_influence() >= lowest_enemy_influence()) { + return true } + return false } -function end_parley() { - 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 +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 + } + } } - 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) + return score +} - resume_command() - } else { - resume_levy_muster_lord() +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.parley = { - inactive: "Parley", +states.suspicion = { + inactive: "Suspicion", 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() + 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) + } } }, - locale(loc) { + lord(lord) { + game.who = lord 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() + 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) + } + } } - if (is_campaign_phase() && check_naval_blockade("campaign parley", loc)) - roll_naval_blockade() + }, + 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() - - 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]}`) + logi(`Attempt to disband ${data.lords[lord].name} ${results.success ? "Successful" : "Failed"}: (${range(results.rating)}) ${results.success ? HIT[results.roll] : MISS[results.roll]}`) if (results.success) { - shift_favour_toward(game.where) - if (eligible_kings_name()) { - goto_kings_name("Parley") - } - else { - end_parley() + log(`${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() } - else { - end_parley() - } - } + }, } -// === ACTION: LEVY VASSAL === +// === BATTLE EVENT: FOR TRUST NOT HIM === -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 +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 true + return false } -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 +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 + push_state("for_trust_not_him_vassal") + }, +} - 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.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 end_levy_muster_vassal() { - pop_state() - end_influence_check() - resume_levy_muster_lord() +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", + }) + push_state("for_trust_not_him_bribe") } -states.levy_muster_vassal = { - inactive: "Levy Vassal", +states.for_trust_not_him_bribe = { + inactive: `Influence check`, prompt() { - view.prompt = `Levy Vassal ${data.vassals[game.which].name}. ` + view.prompt = `Influence check : Success bribes ${data.vassals[game.which].name} ` prompt_influence_check() }, spend1: add_influence_check_modifier_1, spend3: add_influence_check_modifier_2, check() { let results = do_influence_check() - - if (lord_has_capability(game.who, AOW_LANCASTER_TWO_ROSES)) { - log(`Automatic Success. C${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${EVENT_LANCASTER_THE_EARL_OF_RICHMOND}.`) + if (game.who === LORD_HENRY_TUDOR && lord_has_capability(LORD_HENRY_TUDOR, AOW_LANCASTER_TWO_ROSES)) { + logi(`Automatic success C${AOW_LANCASTER_TWO_ROSES}`) } else { - log(`Attempt to levy V${game.which} ${results.success ? "Successful" : "Failed"}: (${range(results.rating)}) ${results.success ? HIT[results.roll] : MISS[results.roll]}`) + 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) { - if (eligible_kings_name()) { - goto_kings_name("Levy Vassal") - } - else { - muster_vassal(game.which, game.who) - end_levy_muster_vassal() - } - } - else { - end_levy_muster_vassal() + muster_vassal(game.which, game.who) + end_influence_check() + end_for_trust_not_him() + } else { + end_influence_check() + end_for_trust_not_him() } }, } -// === ACTION: MARCH === - -function get_way_type(from, to) { - return map_get(data.ways[from], to, undefined) +function end_for_trust_not_him() { + game.who = NOBODY + game.which = NOTHING + resume_battle_events() } -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 "" -} +// === BATTLE EVENT: LEEWARD BATTLE LINE === -// 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 +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 } -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 -} +// === BATTLE EVENT: CULVERINS AND FALCONETS === -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 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 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) - } +function artillery_hits(ahits) { + if (is_attacker()) { + game.battle.attacker_artillery = ahits*2 } - 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) + 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 + } + } } - for (let to of data.locales[from].highways) { - if (can_march_to(to)) - gen_action_locale(to) + if (done) { + view.prompt = "Culverins and Falconets : Done" } - } 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) + 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 } - } - 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) + logi(`${data.lords[lord].name} Artillery does ${die} hits`) + artillery_hits(die) + discard_lord_capability(lord, c) + }, + done() { + if (is_defender()) { + set_active_enemy() + } + else { + goto_engagement_total_hits() } } } -function goto_march(to) { - push_undo() - let from = get_lord_locale(game.command) - game.march = { from, to, avoid: -1 } - march_with_group_1() -} +// === BATTLE EVENT: SWIFT MANEUVER === -function march_with_group_1() { - let transport = count_group_assets(CART) - let prov = count_group_assets(PROV) - if (prov > transport) - game.state = "march_laden" - else - march_with_group_2() +function is_swift_maneuver_in_play() { + return is_event_in_play(EVENT_YORK_SWIFT_MANEUVER) } -// No laden but re-used to discard extra provender -states.march_laden = { - inactive: "March", +states.swift_maneuver = { + inactive: "Swift Maneuver", prompt() { - let to = game.march.to - let transport = count_group_assets(CART) - let prov = count_group_assets(PROV) + view.prompt = "Swift Maneuver: You may end the round now" + view.actions.end_battle_round = 1 + view.actions.pass = 1 + }, + end_battle_round() { + logevent(`${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() + pop_state() + }, +} - view.group = game.group - view.prompt = `March: Unladen. ` +// === 4.4.2 BATTLE ROUNDS === - 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) - } - } +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 %${game.battle.where}.`) + set_add(game.battle.fled, lord) + if (set_has(game.battle.reserves, lord)) { + array_remove(game.battle.reserves, lord) } else { - view.actions.march = 1 - gen_action_locale(to) + for (let x = 0; x < 6; x++) { + if (game.battle.array[x] === lord) { + game.battle.array[x] = NOBODY + break + } + } } }, - prov: drop_prov, - march: march_with_group_2, - locale: march_with_group_2, - laden_march: march_with_group_2, } -function march_with_group_2() { - let from = game.march.from - let to = game.march.to - let type = get_way_type(from, to) - let alone = count_group_lords() === 1 +// === 4.4.2 BATTLE ROUNDS: REPOSITION === - switch (type) { - case "highway": - if (is_first_march_highway() || game.flags.surprise_landing === 2) { - spend_march_action(0) - } else { - spend_march_action(1) - game.flags.first_march_highway = 1 - } - break +function slide_array(from, to) { + game.battle.array[to] = game.battle.array[from] + game.battle.array[from] = NOBODY +} - case "road": - if ((alone && is_first_march_highway()) || game.flags.surprise_landing === 2) { - spend_march_action(0) - } else { - spend_march_action(1) - if (alone && (lord_has_capability(game.command, AOW_YORK_YORKISTS_NEVER_WAIT) || (is_event_in_play(EVENT_LANCASTER_FORCED_MARCHES) && game.active === LANCASTER))) - game.flags.first_march_highway = 1 - } - break +function goto_reposition_battle() { + let array = game.battle.array - case "path": - spend_all_actions() - break + // If all D routed. + if (array[D1] === NOBODY && array[D2] === NOBODY && array[D3] === NOBODY) { + log("No Defenders Remain.") } - log(`Marched to %${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. + // If all A routed. + if (array[A1] === NOBODY && array[A2] === NOBODY && array[A3] === NOBODY) { + log("No Attackers Remain.") } - goto_intercept() + set_active_defender() + goto_reposition_advance() } -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 - } +function goto_reposition_advance() { + if (can_reposition_advance()) + game.state = "reposition_advance" + else + end_reposition_advance() +} - game.march = 0 - resume_command() +function end_reposition_advance() { + game.who = NOBODY + set_active_enemy() + if (is_attacker()) + goto_reposition_advance() + else + goto_reposition_center() } -// === Interception === +function goto_reposition_center() { + if (can_reposition_center()) + game.state = "reposition_center" + else + end_reposition_center() +} -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 end_reposition_center() { + game.who = NOBODY + set_active_enemy() + if (is_attacker()) + goto_reposition_center() + else + goto_first_engagement() } -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 - } +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 } } - end_intercept() -} - -function end_intercept() { - game.intercept_group = 0 - game.who = NOBODY - goto_kings_parley() + return false } -states.intercept = { - inactive: "Intercept", +states.reposition_advance = { + inactive: "Reposition", prompt() { - view.prompt = `Choose lord to intercept moving lords?` - let to = get_lord_locale(game.command) + view.prompt = "Reposition: Advance from Reserve." + let array = game.battle.array - prompt_held_event_intercept() + for (let lord of game.battle.reserves) + if (is_friendly_lord(lord) && lord !== game.who) + gen_action_lord(lord) - 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) - }) + 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) } - 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) + game.who = lord }, - pass() { - set_active_enemy() - end_intercept() + array(pos) { + set_delete(game.battle.reserves, game.who) + game.battle.array[pos] = game.who + game.who = NOBODY + goto_reposition_advance() }, - 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() +} + +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 { - set_active_enemy() - end_intercept() + 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() }, } -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" + +// === 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 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 goto_first_engagement() { + game.battle.step = 0 + game.battle.engagements = determine_engagements() + goto_engagement() } -function end_intercept_march() { - // back to originally marching lord - set_active_enemy() - end_intercept() +function goto_next_step() { + let end = 2 + game.battle.step++ + if (game.battle.step >= end) + end_engagement() + else + goto_engagement() } -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) +function goto_engagement() { + if (is_battle_over()) { + end_battle_round() + return + } - view.group = game.intercept_group + log_h5(battle_steps[game.battle.step].name) - view.prompt = `Intercept: Unladen.` + // Generate hits + game.battle.ah = [ 0, 0, 0, 0, 0, 0 ] - 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) + 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 } - }, - 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) + resume_engagement() } -// === King's Parley / Parliament's Truce -- cancel Approach === +function find_engagement_index(pos) { + return game.battle.engagements.findIndex(e => e.includes(pos)) +} -// TODO: merge states into one question +function end_engagement() { + game.battle.engagements.shift() -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 - } - } + if (game.battle.engagements.length > 0) { + game.battle.step = 0 + goto_engagement() + } else { + goto_end_battle_round() } - end_kings_parley() } -states.kings_parley = { - inactive: "King's Parley?", +states.select_engagement = { + inactive: "Select Engagment", 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() + 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) + } + } }, - pass() { - set_active_enemy() - end_kings_parley() + 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 end_kings_parley() { - goto_parliaments_truce() +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" + } } -function is_truce_in_effect() { - return ( - is_event_in_play(EVENT_YORK_PARLIAMENTS_TRUCE) || - is_event_in_play(EVENT_LANCASTER_PARLIAMENTS_TRUCE) - ) -} +// === 4.4.2 BATTLE ROUNDS: TOTAL HITS (ROUND UP) === -function goto_parliaments_truce() { - // The non-active player can cancel approach with parliament's truce +// 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) - // 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. +function goto_engagement_total_hits() { + let ahits = 0 + let dhits = 0 - 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 + 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 - 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) + if (dhits & 1) + dhits = (dhits >> 1) + 1 + else + dhits = dhits >> 1 - set_active_enemy() - end_march() - }, - pass() { - set_active_enemy() - end_parliaments_truce() - }, -} + game.battle.ahits = ahits + game.battle.dhits = dhits -function end_parliaments_truce() { + log_br() + log_hits(game.battle.ahits, "Hit") + game.battle.target = NOBODY + goto_defender_assign_hits() +} - // 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) +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) } - goto_blocked_ford() + end_assign_hits() } -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_exiles() +function log_hits(total, name) { + if (total === 1) + logi(`${total} ${name}`) + else if (total > 1) + logi(`${total} ${name}s`) + else + logi(`No ${name}s`) } -states.blocked_ford = { - inactive: "Blocked Ford?", - prompt() { - view.prompt = "You may play Blocked Ford." +// === 4.4.2 BATTLE ROUNDS: APPLY HITS / PROTECTION / ROLL BY HIT / ROUT === - if (game.active === YORK) - gen_action_card_if_held(EVENT_YORK_BLOCKED_FORD) - else - gen_action_card_if_held(EVENT_LANCASTER_BLOCKED_FORD) +function goto_defender_assign_hits() { + set_active_defender() + if (game.battle.ahits === 0) + return end_defender_assign_hits() - view.actions.pass = 1 - }, - card(c) { - play_held_event(c) - game.where = get_lord_locale(game.command) - goto_battle() - }, - pass() { - goto_exiles() - }, -} + if (no_remaining_targets()) + return end_defender_assign_hits() -// === Exile === + goto_assign_hits() +} -function goto_exiles() { - 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 = "exiles" - set_active_enemy() - } else { - end_march() +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_exiles() { - 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() - } +function end_defender_assign_hits() { + log_hits(game.battle.dhits, "Hit") + game.battle.target = NOBODY + goto_attacker_assign_hits() } -states.exiles = { - 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() - exile_lord(lord) - }, - done() { - end_exiles() - }, +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 set_lord_in_exile(lord) { - game.pieces.in_exile = pack1_set(game.pieces.in_exile, lord, 1) +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 get_lord_in_exile(lord) { - return pack1_get(game.pieces.in_exile, lord) +function end_attacker_assign_hits() { + continue_engagement() } -function exile_lord(lord) { - if (!lord_has_capability(lord, AOW_YORK_ENGLAND_IS_MY_HOME)) { - set_lord_in_exile(lord) - disband_lord(lord, false) - } - else { - disband_lord(lord, false) - set_lord_calendar(lord, current_turn() + 1) +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 -function remove_lord_from_exile(lord) { - game.pieces.in_exile = pack1_set(game.pieces.in_exile, lord, 0) + goto_next_step() } -// === ACTION: MARCH - DIVIDE SPOILS AFTER AVOID BATTLE === - -function list_spoils() { - let list = [] - for (let type = 0; type < 7; ++type) { - let n = get_spoils(type) - if (n > 0) - list.push(`${n} ${ASSET_TYPE_NAME[type]}`) +function for_each_target(fn) { + for (let target of game.battle.target) { + fn(game.battle.array[target]) } - if (list.length > 0) - return list.join(", ") - return "nothing" } -function prompt_spoils() { - if (get_spoils(PROV) > 0) - view.actions.take_prov = 1 - if (get_spoils(CART) > 0) - view.actions.take_cart = 1 +function prompt_hit_forces() { + for_each_target(lord => { + if (get_lord_forces(lord, RETINUE) > 0) + gen_action_retinue(lord) + if (get_lord_forces(lord, BURGUNDIANS) > 0) + gen_action_burgundians(lord) + if (get_lord_forces(lord, MERCENARIES) > 0) + gen_action_mercenaries(lord) + if (get_lord_forces(lord, LONGBOWMEN) > 0) + gen_action_longbowmen(lord) + if (get_lord_forces(lord, MEN_AT_ARMS) > 0) + gen_action_men_at_arms(lord) + if (get_lord_forces(lord, MILITIA) > 0) + gen_action_militia(lord) + + for_each_vassal_with_lord(lord, v => { + if (!set_has(game.battle.routed_vassals, v)) + gen_action_vassal(v) + }) + }) } -function take_spoils(type) { - add_lord_assets(game.who, type, 1) - add_spoils(type, -1) - if (!has_any_spoils()) - game.who = NOBODY +states.assign_hits = { + get inactive() { + return format_strike_step() + " \u2014 Assign " + format_hits() + }, + prompt() { + view.prompt = `${format_strike_step()}: Assign ${format_hits()} to units.` + + prompt_hit_forces() + }, + retinue(lord) { + if ((lord === LORD_MARGARET) && (lord_has_capability(lord, AOW_LANCASTER_YEOMEN_OF_THE_CROWN)) && get_lord_forces(lord, MEN_AT_ARMS) > 0) + action_assign_hits(lord, MEN_AT_ARMS) + else + action_assign_hits(lord, RETINUE) + }, + burgundians(lord) { + action_assign_hits(lord, BURGUNDIANS) + }, + mercenaries(lord) { + action_assign_hits(lord, MERCENARIES) + }, + longbowmen(lord) { + action_assign_hits(lord, LONGBOWMEN) + }, + men_at_arms(lord) { + action_assign_hits(lord, MEN_AT_ARMS) + }, + militia(lord) { + action_assign_hits(lord, MILITIA) + }, + vassal(vassal) { + let lord = get_vassal_lord(vassal) + action_assign_hits(lord, VASSAL, vassal) + }, } -// === ACTION: SUPPLY (SEARCHING) === +function rout_lord(lord) { + log(`L${lord} Routed.`) + + let pos = get_lord_array_position(lord) -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)) + // 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 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) - } - } - } - } +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 +} - if (result) - return result +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 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 - } - } +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) } - 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 +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 + } } -// === ACTION: SUPPLY === +function get_lord_remaining_valour(lord) { + return game.battle.valour[lord] +} -function command_has_harbingers() { - return ( - lord_has_capability(game.command, AOW_LANCASTER_HARBINGERS) || - lord_has_capability(game.command, AOW_YORK_HARBINGERS) - ) +function spend_valour(lord) { + game.battle.valour[lord] = game.battle.valour[lord] - 1 } -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 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 } -} + } -function command_has_stafford_branch(loc) { - if (lord_has_capability(game.command, AOW_YORK_STAFFORD_BRANCH)) { - return ( - loc === LOC_EXETER || - loc === LOC_LAUNCESTON || - loc === LOC_PLYMOUTH || - loc === LOC_WELLS || - loc === LOC_DORCHESTER - ) + 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 } - return false -} -function init_supply() { - game.supply = search_supply([]) + 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 can_action_supply() { - if (game.actions < 1) - return false - return search_supply(false) -} +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 = "" -function goto_supply() { - push_undo() - log(`Supplied`) - game.state = "supply_source" - init_supply() + 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() + push_state("swift_maneuver") + // TODO: add return here? + } + finish_action_assign_hits(lord) + } + } else { + finish_action_assign_hits(lord) + } } -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)) +function finish_action_assign_hits(lord) { + if (game.battle.ahits) + game.battle.ahits-- + else + game.battle.dhits-- - // Harbingers event doubles supply received - if (command_has_harbingers()) - supply = supply * 2 + if (!lord_has_unrouted_units(lord)) { + game.battle.target = NOBODY + } - return supply + if (game.active === game.battle.attacker) + goto_attacker_assign_hits() + else + goto_defender_assign_hits() } -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 +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) + } + }, } -function get_stronghold_supply_amount(loc) { - if (!has_exhausted_marker(loc)) { - let supply +// === BATTLE: NEW ROUND === - if (loc === LOC_LONDON || loc === LOC_CALAIS) - supply = 3 - else if (is_city(loc)) - supply = 2 - else - supply = 1 +function goto_end_battle_round() { + end_battle_round() +} - if (command_has_stafford_branch(loc)) - supply += 1 +function end_battle_round() { + game.battle.ravine = NOBODY + let attacker_loser = null + set_active_attacker() + if (has_no_unrouted_forces()) { + attacker_loser = game.active + } - return modify_supply(loc, supply) + let defender_loser = null + set_active_defender() + if (has_no_unrouted_forces()) { + defender_loser = game.active } - return 0 -} -states.supply_source = { - inactive: "Supply", - prompt() { - view.prompt = "Supply: Select Supply Source." + 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 - let here = get_lord_locale(game.command) - let carts = get_shared_assets(here, CART) - let ships = get_shared_assets(here, SHIP) + end_battle() + return + } - if (carts > 0) - view.prompt += ` ${carts} Cart.` - if (ships > 0) - view.prompt += ` ${ships} Ship.` + game.battle.round++ - for (let i = 0; i < game.supply.length; i += 2) - gen_action_locale(game.supply[i]) - }, - locale(loc) { - push_undo() + game.battle.ambush = 0 - let port_supply = get_port_supply_amount(loc) - let stronghold_supply = get_stronghold_supply_amount(loc) + // TODO: goto_battle_rounds() instead? + set_active_defender() + goto_flee() +} - if (stronghold_supply > 0 && port_supply === 0) { - use_stronghold_supply(loc, stronghold_supply) - return - } +// === 4.4.3 ENDING THE BATTLE === - if (port_supply > 0 && stronghold_supply === 0) { - use_port_supply(loc, port_supply) - return - } +// Ending the Battle - optimized from rules as written +// Loser retreat / withdraw / remove +// Loser losses +// Loser service +// Victor losses +// Victor spoils - game.where = loc - game.state = "select_supply_type" - }, +function set_active_loser() { + set_active(game.battle.loser) } -function quartermasters_eligible_supply(source) { - for (let vassal = first_vassal; vassal <= last_vassal; ++vassal) - if ( - is_vassal_mustered_with(vassal, game.command) && - lord_has_capability(game.command, AOW_LANCASTER_CHAMBERLAINS) - ) { - if (source === data.vassals[vassal].seat) - return true - } +function set_active_victor() { + if (game.battle.loser === YORK) + set_active(LANCASTER) + else + set_active(YORK) } -function use_stronghold_supply(source, amount) { - logi(`${amount} from Stronghold at %${source}`) - add_lord_assets(game.command, PROV, amount) - if (chamberlains_eligible_supply(source)) { - end_supply() - } - else { - deplete_locale(source) - end_supply() - } -} +function end_battle() { + if (game.battle.loser === BOTH) + log_h4(`Both Sides Lost`) + else + log_h4(`${game.battle.loser} Lost`) -function use_port_supply(source, amount) { - logi(`${amount} from Port at %${source}`) - add_lord_assets(game.command, PROV, amount) - end_supply() + game.battle.array = 0 + game.battle.caltrops = -1 + goto_battle_influence() } -function end_supply() { - spend_action(1) - resume_command() - game.supply = 0 - game.where = NOWHERE +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 } -states.select_supply_type = { - inactive: "Supply", - prompt() { - let port = get_port_supply_amount(game.where) - let stronghold = get_stronghold_supply_amount(game.where) +// === 4.4.3 ENDING THE BATTLE: INFLUENCE === - view.prompt = `Supply: ${stronghold} from Stronghold or ${port} from Port?` - view.actions.stronghold = 1 - view.actions.port = 1 - }, - stronghold() { - use_stronghold_supply(game.where, get_stronghold_supply_amount(game.where)) - }, - port() { - if (check_naval_blockade("supply", game.where)) { - roll_naval_blockade() - } - else { - use_port_supply(game.where, get_port_supply_amount(game.where)) - } - }, -} +function goto_battle_influence() { + if (game.battle.loser !== BOTH) { + set_active_loser() -// === ACTION: FORAGE === + let influence = 0 + for (let lord of game.battle.fled) + if (is_friendly_lord(lord)) + influence += data.lords[lord].influence + count_vassals_with_lord(lord) + for (let lord of game.battle.routed) + if (is_friendly_lord(lord)) + influence += data.lords[lord].influence + count_vassals_with_lord(lord) -function can_action_forage() { - if (game.actions < 1) - return false - let here = get_lord_locale(game.command) - if (has_exhausted_marker(here) || is_sea(here)) - return false - return true + reduce_influence(influence) + goto_battle_spoils() + } else { + goto_death_or_disband() + } } -function has_adjacent_enemy(loc) { - for (let next of data.locales[loc].adjacent) - if (has_unbesieged_enemy_lord(next)) +// === 4.4.3 ENDING THE BATTLE: LOSSES === + +function has_battle_losses() { + for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) + if (lord_has_routed_troops(lord)) return true return false } -function has_adjacent_friendly(loc) { - for (let next of data.locales[loc].adjacent) - if (has_friendly_lord(next)) - return true - return false +function goto_battle_losses_victor() { + set_active_victor() + game.who = NOBODY + if (has_battle_losses()) + log_h4(`${game.active} Losses`) + resume_battle_losses() } -function 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 %${here}`) - deplete_locale(here) +function resume_battle_losses() { + game.state = "battle_losses" + if (!has_battle_losses()) + goto_death_or_disband() +} + +function action_losses(lord, type) { + let protection = FORCE_PROTECTION[type] + + if (game.who !== lord) { + log(`L${lord}`) + game.who = lord } - if (lord_has_capability(game.command, AOW_YORK_SCOURERS)) { - add_lord_assets(game.command, PROV, 1) - log(`1 Extra Provender (Scourers)`) + + 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) } - spend_action(1) - resume_command() + 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() + }, } -// === ACTION: TAX === - -function can_tax_at(here) { - 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[game.command].seat) - return true +// === 4.4.3 ENDING THE BATTLE: SPOILS === - // vassal seats - for (let vassal = first_vassal; vassal <= last_vassal; ++vassal) - if (is_vassal_mustered_with(vassal, game.command)) - if (here === data.vassals[vassal].seat) - return true - } - return false +function log_spoils() { + if (game.spoils[PROV] > 0) + logi(game.spoils[PROV] + " Provender") + if (game.spoils[CART] > 0) + logi(game.spoils[CART] + " Cart") } -// adjacent friendly locales to an eligible stronghold (can_tax_at) -function search_tax(result, start) { - let ships = get_shared_assets(start, SHIP) - - search_seen.fill(0) - search_seen[start] = 1 +function calculate_spoils() { + let n_prov = 0 + let n_cart = 0 - let queue = [ start ] - while (queue.length > 0) { - let here = queue.shift() + if (has_favour_in_locale(game.battle.loser, game.battle.where)) + return - if (can_tax_at(here)) { - if (result) - set_add(result, here) - else - return true + 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) } + } - 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) - } - } - } + 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 (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)) - return true - return search_tax(false, here) -} + if (is_neutral_locale(game.battle.where)) { + n_prov = Math.ceil(n_prov / 2) + n_cart = Math.ceil(n_cart / 2) + } -function goto_tax() { - push_undo() - push_state("tax") - init_influence_check(game.command) - game.where = NOWHERE + add_spoils(PROV, n_prov) + add_spoils(CART, n_cart) } -function end_tax() { - pop_state() - game.where = NOWHERE - spend_action(1) - resume_command() +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 get_tax_amount(loc) { - let tax - - if (loc === LOC_LONDON || loc === LOC_CALAIS) - tax = 3 - else if (is_city(loc)) - tax = 2 - else - tax = 1 +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() + } +} - if (command_has_stafford_branch(loc)) - tax += 1 +function end_battle_spoils() { + game.who = NOBODY + game.spoils = 0 - return tax + goto_battle_losses_victor() } -states.tax = { - inactive: "Tax", +states.battle_spoils = { + inactive: "Spoils", prompt() { - view.prompt = "Tax: Select the location to tax." - if (game.where === NOWHERE) { - for (let loc of search_tax([], get_lord_locale(game.command))) - gen_action_locale(loc) + 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 = `Tax: Attempting to tax ${data.locales[game.where].name}. ` - prompt_influence_check() + view.prompt = "Spoils: All done." + view.actions.end_spoils = 1 } }, - locale(loc) { - game.where = loc - if (loc === data.lords[game.command].seat) { - // Auto succeed without influence check at Lords seat. - deplete_locale(game.where) + lord: action_select_lord, - log(`Taxed automatically successful at %${game.where}.`) - add_lord_assets(game.command, COIN, get_tax_amount(game.where)) - end_tax() - } + take_prov() { + push_undo_without_who() + take_spoils(PROV) }, - 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)}) ${results.success ? HIT[results.roll] : MISS[results.roll]}`) - - if (lord_has_capability(game.command, AOW_YORK_SO_WISE_SO_YOUNG)) { - log(`C${AOW_YORK_SO_WISE_SO_YOUNG}.`) - add_lord_assets(game.command, COIN, 1) - } - - if (results.success) { - deplete_locale(game.where) - - log(`Taxed %${game.where}.`) - add_lord_assets(game.command, COIN, get_tax_amount(game.where)) - if ( - game.command === LORD_DEVON && - (game.where === LOC_EXETER || - game.where === LOC_LAUNCESTON || - game.where === LOC_PLYMOUTH || - game.where === LOC_WELLS || - game.where === LOC_DORCHESTER) - ) - add_lord_assets(game.command, COIN, 1) - } else { - log(`Tax of %${game.where} failed.`) - } - end_tax() + take_cart() { + push_undo_without_who() + take_spoils(CART) }, -} - -// === ACTION: SAIL === - -function drop_prov(lord) { - add_lord_assets(lord, PROV, -1) -} -function drop_cart(lord) { - add_lord_assets(lord, CART, -1) + end_spoils() { + end_battle_spoils() + }, } -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 -} +// === 4.4.3 ENDING THE BATTLE: DEATH CHECK AND DISBAND === -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 +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_or_disband" } - return true + else + end_death_or_disband() } -function can_action_sail() { - // Must use whole action except if seamanship in play +function end_death_or_disband() { - if (is_lancaster_lord(game.command)) { - if (!is_first_action() && !is_event_in_play(EVENT_LANCASTER_SEAMANSHIP)) - return false + set_active_enemy() + + if (has_defeated_lords()) { + goto_death_or_disband() + } else { + goto_battle_aftermath() } +} - 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 +function prompt_battle_events_death() { + // 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) } + view.actions.done = 1 +} - if (game.actions === 0) - return false +states.death_or_disband = { + inactive: "Death or Disband", + prompt() { + view.prompt = `Death or Disband: Select lords to roll for Death or Disband.` - // at a seaport - let here = get_lord_locale(game.command) - if (!is_seaport(here)) - return false + prompt_battle_events_death() - // with enough ships to carry all the army - if (!has_enough_available_ships_for_army()) - return false + let done = true + for (let lord of game.battle.fled) { + if (is_friendly_lord(lord)) { + gen_action_lord(lord) + done = false + view.actions.done = 0 // That shouldn't necessary but it is + } + } + for (let lord of game.battle.routed) { + if (is_friendly_lord(lord)) { + gen_action_lord(lord) + done = false + view.actions.done = 0 // That shouldn't necessary but it is ? + } + } + 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 - // and a valid destination - for (let to of find_sail_locales(here)) { - if (to === here) - continue - if (can_sail_to(to)) - return true - } + // 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 - return false + 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, } -function is_seamanship_in_play() { - if (game.active === LANCASTER && is_event_in_play(EVENT_LANCASTER_SEAMANSHIP)) +// === 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 === YORK && is_event_in_play(EVENT_YORK_SEAMANSHIP)) + if (game.active === LANCASTER && has_favourl_marker(here) && is_seaport(here)) + return true + if (search_escape_route(here)) 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) +function search_escape_route(start) { + search_seen.fill(0) + search_seen[start] = 1 + let queue = [start] - let overflow_prov = (prov / 2 - ships) * 2 - let overflow_cart = (cart / 2 - ships) * 2 + while (queue.length > 0) { + let here = queue.shift() - 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 ${overflow_prov} Provender` - if (prov > 0) { - for (let lord of game.group) { - if (get_lord_assets(lord, PROV) > 0) - gen_action_prov(lord) - } - } - } else { - view.prompt = "ERROR" - } - }, - prov: drop_prov, - cart: drop_cart, - locale(to) { - if (check_naval_blockade("sail", get_lord_locale(game.command)) || check_naval_blockade("sail", to)) { - roll_naval_blockade() - game.where = to + // Check if the current locale is a seaport + if (is_seaport(here)) { + return true } - else { - log(`Sailed to %${to}${format_group_move()}.`) - - for (let lord of game.group) { - set_lord_locale(lord, to) - set_lord_moved(lord, 1) - levy_burgundians(lord) - } - if (is_seamanship_in_play()) - spend_action(1) - else - spend_all_actions() - - // you can go to unbesieged enemy lord with norfolk capability - if (has_unbesieged_enemy_lord(to)) - goto_confirm_approach_sail() - else { - game.flags.surprise_landing = 1 - resume_command() + if (is_friendly_locale(here)) { + for (let next of data.locales[here].adjacent) { + if (!search_seen[next]) { + search_seen[next] = 1 + queue.push(next) + } } } - }, + } + return false } -function goto_confirm_approach_sail() { - game.state = "confirm_approach_sail" +function goto_play_escape_ship() { + push_state("escape_ship") + game.who = NOBODY } -states.confirm_approach_sail = { - inactive: "Sail", +states.escape_ship = { + inactive: `Escape ship`, prompt() { - view.prompt = `Sail: Confirm Approach to enemy Lord.` - view.group = game.group - view.actions.approach = 1 + view.prompt = "Escape Ship: Your lords go to Exile." + view.actions.escape_ship = 1 }, - approach() { + escape_ship() { push_undo() - goto_battle() + for (let lord of game.battle.fled) { + log(`${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) + } + goto_battle_aftermath() }, } -// === CAPABILITY : WE DONE DEEDS OF CHARITY === +// === DEATH CHECK EVENT: TALBOT TO THE RESCUE === -function tow_extra_ip() { - for (let lord = first_york_lord; lord <= last_york_lord; ++lord) { - if (lord_has_capability(lord, AOW_YORK_WE_DONE_DEEDS_OF_CHARITY) && (get_lord_assets(lord, PROV) > 0 || get_shared_assets(lord, PROV) > 0)) - return true +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 } -states.tow_extra_ip = { - inactive: "We done needs of charity", +function goto_play_warden_of_the_marches() { + push_undo() + push_state("warden_of_the_marches") +} + +states.warden_of_the_marches = { + inactive: "Warden of the Marches", prompt() { - let loc = 0 - view.prompt = "We done deeds of charity: spend up to two Provender to add influence points." - for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { - if (lord_has_capability(lord, AOW_YORK_WE_DONE_DEEDS_OF_CHARITY)) { - loc = get_lord_locale(lord) + 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) } } - for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { - if (game.flags.charity < 2 && get_lord_locale(lord) === loc && (get_lord_assets(lord, PROV) > 0)) { - gen_action_prov(lord) - } + if (done) { + view.actions.done = 1 } - view.actions.done = 1 }, - prov(lord) { + locale(loc) { push_undo() - add_lord_assets(lord, PROV, -1) - game.flags.charity += 1 + 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 ${data.locales[loc].name}`) + end_warden_of_the_marches() }, done() { - increase_york_influence(game.flags.charity) - logi(`${AOW_YORK_WE_DONE_DEEDS_OF_CHARITY}`) - log("York paid " + game.flags.charity + " provender to add " + game.flags.charity + " Influence Points") - game.flags.charity = 0 - goto_disembark() + end_warden_of_the_marches() }, } -// === CAPABILITY : MERCHANTS === +function end_warden_of_the_marches() { + game.flags.warden_of_the_marches = 1 + game.who = NOBODY + pop_state() +} -function can_action_merchants() { - let loc = get_lord_locale(game.command) - if (game.actions <= 0) - return false +// === 4.4.4 ENDING THE BATTLE: AFTERMATH === - if (lord_has_capability(game.command, AOW_LANCASTER_MERCHANTS) && count_deplete(loc) > 0) - return true - else - return false +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() } -function goto_merchants() { - game.count = count_deplete(get_lord_locale(game.command)) - game.state = "merchants" - init_influence_check(game.command) +// === 4.7 FEED === + +function can_feed_from_shared(lord) { + let loc = get_lord_locale(lord) + return get_shared_assets(loc, PROV) > 0 } -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 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 merchants_success() { - game.state = "merchants_success" + +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) + } } -states.merchants_success = { - inactive: "Merchants Success", +function goto_feed() { + log_br() + set_lord_feed_requirements() + if (has_friendly_lord_who_must_feed()) { + push_state("feed") + } else { + if (game.state !== "disembark") + goto_remove_markers() + } +} + +states.feed = { + inactive: "Feed", prompt() { - view.prompt = `Remove Depleted/Exhausted markers` - deplete_merchants() - if (game.count === 0) { - view.actions.done = 1 + 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 + } + } + } } - }, - locale(loc) { - push_undo() - remove_depleted_marker(loc) - remove_exhausted_marker(loc) - --game.count - if (game.count === 0) { - end_merchants_attempt() + + // 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 + } + } } - }, - done(){ - end_merchants_attempt() - } -} -function end_merchants_attempt() { - spend_action(1) - game.count = 0 - push_undo() - end_influence_check() - resume_command() -} + // 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 + } + } + } -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) + // 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 count_deplete(loc) { - game.count = 0 - for (let next of data.locales[loc].adjacent) { - if (has_exhausted_marker(next) || has_depleted_marker(next)) { - ++game.count - } - } - if (has_exhausted_marker(loc) || has_depleted_marker(loc)) { - ++game.count +function resume_feed_lord_shared() { + if (!is_lord_unfed(game.who) || !can_feed_from_shared(game.who)) { + game.who = NOBODY + game.state = "feed" } - if (game.count > 1) - return game.count = 2 - else - return game.count } -// === CAPABILITY : BURGUNDIANS === +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 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 - } +function end_feed() { + pop_state() + game.where = NOWHERE + if (game.state !== "disembark") + goto_remove_markers() } -// === EVENT ACTION : EXILE PACT === +// === 4.7 FEED: REMOVE MARKERS === -function can_action_exile_pact() { - if (game.actions <= 0 || !is_event_in_play(EVENT_YORK_EXILE_PACT)) - return false - else - return true +function goto_remove_markers() { + clear_lords_moved() + goto_command_activation() } -function goto_exile_pact() { - push_undo() - game.state = "exile_pact" -} +// === 4.8 END CAMPAIGN === -states.exile_pact = { - inactive: "Exile pact", - prompt() { - view.prompt = "Exile Pact : place your cylinder in one of your Exile boxes" - 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 goto_end_campaign() { + log_h1("End Campaign") + set_active(P1) + goto_tides_of_war() } -function end_exile_pact() { - spend_action(1) - push_undo() - resume_command() -} +// === 4.8.1 END CAMPAIGN: TIDES OF WAR === -// === CAPABILITY : NAVAL BLOCKADE +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 -function parley_through_sea(start, locale) { - // Only entered in levy - let ships = get_shared_assets(start, SHIP) + // DOMINATION CALC - if (ships === 0) { - game.flags.naval_blockade = -1 + for (let x of all_north_locales) { + if (has_favourl_marker(x)) { + domnl += 1 + } + if (has_favoury_marker(x)) { + domny += 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 - } - } - } + for (let x of all_south_locales) { + if (has_favourl_marker(x)) { + domsl += 1 + } + if (has_favoury_marker(x)) { + domsy += 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 - } - } - } - } + for (let x of all_wales_locales) { + if (has_favourl_marker(x)) { + domwl += 1 + } + if (has_favoury_marker(x)) { + domwy += 1 } } -} -function check_naval_blockade(action, locale) { - let ports = [data.port_1, data.port_2, data.port_3] - game.what = action + // SPECIAL LOCALES - 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 (has_favourl_marker(LOC_LONDON)) { + log(`London control 2 Influence for Lancaster`) + doml += 2 } - - if (action === "levy parley") { - parley_through_sea(get_lord_locale(game.who), locale) - if (game.flags.naval_blockade !== 1) { - return false - } + if (has_favoury_marker(LOC_LONDON)) { + log(`London control 2 Influence for York`) + domy += 2 } - if (action === "campaign parley" && data.locales[locale].adjacent.includes(get_lord_locale(game.command))) { - return false + if (has_favourl_marker(LOC_CALAIS)) { + log(`Calais control 2 Influence for Lancastrians`) + doml += 2 } - - for (let port of ports) { - if (set_has(port, get_lord_locale(LORD_WARWICK_Y)) && set_has(port, locale)) { - return true - } + if (has_favoury_marker(LOC_CALAIS)) { + log(`Calais control 2 Influence for York`) + domy += 2 } -} - -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") { - add_lord_assets(game.who, SHIP, 1) - } - if (game.what === "supply") { - use_port_supply(game.where, get_port_supply_amount(game.where)) - } - if (game.what === "sail") { - log(`Sailed to %${game.where}${format_group_move()}.`) - for (let lord of game.group) { - set_lord_locale(lord, game.where) - set_lord_moved(lord, 1) - } - if (is_seamanship_in_play()) - spend_action(1) - else - spend_all_actions() - game.flags.surprise_landing = 1 - resume_command() - } - } - else { - logi(`Failed C${AOW_YORK_NAVAL_BLOCKADE}`) - if (game.what === "levy parley") { - pop_state() - } - if (game.what === "campaign parley") { - pop_state() - } + 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 (game.what === "levy parley") { - pop_state() - resume_levy_muster_lord() + if (has_favoury_marker(x)) { + cities += 1 } - if (game.what === "campaign parley") { - pop_state() - --game.count - resume_command() + } + + for (let x of all_town_locales) { + if (has_favourl_marker(x)) { + town -= 1 } - if (game.what === "levy ship") { - pop_state() - resume_levy_muster_lord() + if (has_favoury_marker(x)) { + town += 1 } - if (game.what === "supply" && !success) { - end_supply() + } + + for (let x of all_fortress_locales) { + if (has_favourl_marker(x)) { + fortress -= 1 } - if (game.what === "sail" && !success) { - resume_command() + if (has_favoury_marker(x)) { + fortress += 1 } - game.what = NOTHING - }, -} + } -// === CAPABILITY : AGITATORS === + // DOMINATION CAPS -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 - } + // 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 } - else - return false -} -function goto_agitators() { - game.count = count_deplete(get_lord_locale(game.command)) - game.state = "agitators" -} + if (domny === 6) { + log(`North Domination 2 Influence for York`) + domy += 2 + } -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() - }, -} + // SOUTH -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) + if (domsl === 9) { + log(`South Domination 2 Influence for Lancaster`) + doml += 2 } -} -function end_agitators() { - spend_action(1) - push_undo() - resume_command() -} + 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 + } -// === CAPABILITY : HERALDS === + // WALES -function can_action_heralds() { - if (game.actions <= 0) - return false + if (domwl === 5) { + log(`Wales Domination 2 Influence for Lancaster`) + doml += 2 + } - if (!is_first_action()) - return false - // at a seaport - let here = get_lord_locale(game.command) - if (!is_seaport(here)) - return false + 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 + } - if (!lord_has_capability(game.command, AOW_LANCASTER_HERALDS)) - return false + // LOCALES TUG OF WAR - for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { - if (is_lord_on_calendar(lord)) - return true + 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 } - return false -} -function goto_heralds() { - game.state = "heralds" -} + 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 + } -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 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 + } } - }, - lord(other) { - goto_heralds_attempt(other) - }, -} + } + 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 -function goto_heralds_attempt(lord) { - game.what = lord - push_state("heralds_attempt") - init_influence_check(game.command) -} + log("Presence in Areas : " + prel + " for Lancaster") + log("Presence in Areas : " + prey + " for Yorkists") -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]}`) + 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 (results.success) { - game.who = game.what - set_lord_calendar(game.who, current_turn() + 1) - end_heralds_attempt() - } else { - end_heralds_attempt() + 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}`) + } } - }, -} -function end_heralds_attempt() { - spend_all_actions() - pop_state() - end_influence_check() - resume_command() -} + 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}`) + } + } + } -// === BATTLE === + log(`Total ` + domy + ` Influence for York`) + log(`Total ` + doml + ` Influence for Lancaster`) -function set_active_attacker() { - set_active(game.battle.attacker) + game.influence += doml + game.influence -= domy } -function set_active_defender() { - if (game.battle.attacker === P1) - set_active(P2) +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 (tow_extra_ip()) { + set_active(YORK) + push_state("tow_extra_ip") + } else - set_active(P1) + goto_disembark() } -function goto_battle() { - start_battle() -} +// === 4.8.2 END CAMPAIGN: DISEMBARK === -function init_battle(here) { - game.battle = { - where: here, - 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, +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 } -// 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) - } +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 +} - // 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) - } +function goto_disembark() { + if (has_lords_at_sea()) { + push_state("disembark") + } else { + end_disembark() } } -//... 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 end_disembark() { + game.who = NOBODY + set_active_enemy() + if (game.active === P1 && has_lords_at_sea()) + goto_disembark() + else if (game.active === P2 && has_lords_at_sea()) { + goto_disembark() + } + else { + set_active(P1) + goto_victory_check() } } -function start_battle() { - let here = get_lord_locale(game.command) - - log_h3(`Battle at %${here}`) +function do_disembark() { + let roll = roll_die() + let success = roll >= 5 - init_battle(game.where) + log(`Disembark: (>4) ${success ? HIT[roll] : MISS[roll]}`) - // Troops by capability + return success +} - add_battle_capability_troops() +function has_safe_ports(sea) { + for (let loc of find_ports(sea)) + if (!has_enemy_lord(loc)) + return true + return false +} - // 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 +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) } - } - - // 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 + 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() + }, +} - goto_array_defender() +function successful_disembark(lord, loc) { + set_lord_locale(lord, loc) + set_lord_moved(lord, 1) + levy_burgundians(lord) + game.who = NOBODY + goto_feed() } -// === BATTLE: BATTLE ARRAY === +function shipwreck(lord) { + disband_influence_penalty(lord) + disband_lord(lord, true) +} -// 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 no_safe_disembark(lord) { + disband_lord(lord) +} -function has_friendly_reserves() { - for (let lord of game.battle.reserves) - if (is_friendly_lord(lord)) - return true - return false +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 count_friendly_reserves() { - let n = 0 - for (let lord of game.battle.reserves) - if (is_friendly_lord(lord)) - ++n - return n +function goto_advance_campaign() { + game.turn++ + + log_h1("Levy " + current_turn_name()) + goto_levy_arts_of_war() } -function pop_first_reserve() { - for (let lord of game.battle.reserves) { - if (is_friendly_lord(lord)) { - set_delete(game.battle.reserves, lord) - return lord +// === 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() } } - 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) +// === 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() } -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 -} +// === 4.8.5 END CAMPAIGN: WASTE === -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() +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) + } } - if (n === 0) - end_array_attacker() + + goto_reset() } -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 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 end_array_attacker() { - goto_defender_events() +function remove_half(lord, type) { + set_lord_assets(lord, type, Math.ceil(get_lord_assets(lord, type) / 2)) } -function end_array_defender() { - goto_array_attacker() +// === 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.array_attacker = { - inactive: "Array Attacking Lords", +states.reset = { + inactive: "Reset", 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 + 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.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 (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) } } } - 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) - } + 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) } }, - array: action_array_place, - lord: action_select_lord, - end_array: end_array_defender, -} - -// === BATTLE: 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() + end_discard() { + end_reset() + }, } -function goto_defender_events() { - set_active_defender() - log_br() - if (can_play_battle_events()) - game.state = "defender_events" +function end_reset() { + set_active_enemy() + if (game.active === P2) + goto_reset() else - end_defender_events() -} - -function end_defender_events() { - goto_attacker_events() + goto_advance_campaign() } -function resume_battle_events() { - game.what = -1 - if (is_attacker()) - goto_attacker_events() - else - goto_defender_events() +// === 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 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)) +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 - } - 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 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 +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, `${LANCASTER} won a Campaign Victory!`) + return true } + return false } -function prompt_battle_events() { - // both attacker and defender events - if (game.active === LANCASTER) { - gen_action_card_if_held(EVENT_LANCASTER_LEEWARD_BATTLE_LINE) - if (can_play_suspicion()) - gen_action_card_if_held(EVENT_LANCASTER_SUSPICION) - if (can_play_for_trust_not_him()) - gen_action_card_if_held(EVENT_LANCASTER_FOR_TRUST_NOT_HIM) - gen_action_card_if_held(EVENT_LANCASTER_RAVINE) - } - if (game.active === YORK) { - gen_action_card_if_held(EVENT_YORK_LEEWARD_BATTLE_LINE) - if (can_play_suspicion()) - gen_action_card_if_held(EVENT_YORK_SUSPICION) - gen_action_card_if_held(EVENT_YORK_CALTROPS) - gen_action_card_if_held(EVENT_YORK_REGROUP) - gen_action_card_if_held(EVENT_YORK_SWIFT_MANEUVER) - gen_action_card_if_held(EVENT_YORK_PATRICK_DE_LA_MOTE) +function check_disband_victory() { + let york_v = check_campaign_victory_york() + let lancaster_v = check_campaign_victory_lancaster() + + if (york_v && lancaster_v) { + goto_game_over("Draw", "The game ended in a draw.") + return true + } else if (york_v) { + goto_game_over(YORK, `${YORK} won a Campaign Victory!`) + return true + } else if (lancaster_v) { + goto_game_over(LANCASTER, `${LANCASTER} won a Campaign Victory!`) + return true } - view.actions.done = 1 + + return false } -function prompt_battle_events_death() { - // both attacker and defender events - if (game.active === LANCASTER) { - if (can_play_escape_ship()) - gen_action_card_if_held(EVENT_LANCASTER_ESCAPE_SHIP) - if (can_play_warden_of_the_marches()) - gen_action_card_if_held(EVENT_LANCASTER_WARDEN_OF_THE_MARCHES) - if (can_play_talbot_to_the_rescue()) - gen_action_card_if_held(EVENT_LANCASTER_TALBOT_TO_THE_RESCUE) - } - if (game.active === YORK) { - if (can_play_escape_ship()) - gen_action_card_if_held(EVENT_YORK_ESCAPE_SHIP) +// === 5.2 THRESHOLD VICTORY === + +function check_threshold_victory() { + // This needs to change to account for graduated victory thresholds in some scenarios. + + if (Math.abs(game.ip) > game.victory_check) { + if (game.ip > 0) + goto_game_over(LANCASTER, `${LANCASTER} won with ${game.ip} Influence.`) + else + goto_game_over(YORK, `${YORK} won with ${Math.abs(game.ip)} Influence.`) + + return true } - view.actions.done = 1 + + return false } -// === EVENT : WARDEN OF THE MARCHES === +// === 5.3 SCENARIO END VICTORY === + +function check_scenario_end_victory() { + if (current_turn() === scenario_last_turn[game.scenario]) { + // Scenario End Victory + + if (game.ip === 0) + goto_game_over("Draw", "The game ended in a draw.") + else if (game.ip > 0) + goto_game_over(LANCASTER, `${LANCASTER} won with ${game.ip} Influence.`) + else + goto_game_over(YORK, `${YORK} won with ${Math.abs(game.ip)} Influence.`) -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() - push_state("warden_of_the_marches") +// === 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, } -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 is_card_in_scenario(_c) { + // TODO: Cards setup + return true } -function end_warden_of_the_marches() { - game.flags.warden_of_the_marches = 1 - game.who = NOBODY - pop_state() +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) } -// === EVENT : ESCAPE SHIP === +function muster_lord(lord, locale) { + let info = data.lords[lord] -function can_play_escape_ship() { - return can_escape_at(game.battle.where) -} + set_lord_locale(lord, locale) -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 + 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) } -function search_escape_route(start) { - search_seen.fill(0) - search_seen[start] = 1 - let queue = [start] +exports.setup = function (seed, scenario, options) { + game = { + seed, + scenario, + hidden: options.hidden ? 1 : 0, - while (queue.length > 0) { - let here = queue.shift() + log: [], + undo: [], - // Check if the current locale is a seaport - if (is_seaport(here)) { - return true - } + active: null, + rebel: null, + state: "setup_lords", + stack: [], + victory_check: 0, + influence: 0, - 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 -} + hand_y: [], + hand_l: [], + plan_y: [], + plan_l: [], -function goto_play_escape_ship() { - push_state("escape_ship") - game.who = NOBODY -} + turn: 0, + events: [], // this levy/this campaign cards -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) - } - goto_battle_aftermath() - }, -} + pieces: { + // per lord data + locale: [], + assets: [], + forces: [], + routed: [], + capabilities: [], // TODO map card -> lord instead of lord+slot -> card + moved: [], + in_exile: 0, -// === EVENT : TALBOT TO THE RESCUE === + // per vassal data + vassals: Array(vassal_count).fill(VASSAL_OUT_OF_PLAY), -function can_play_talbot_to_the_rescue() { - return true -} + // per locale data + depleted: [], + exhausted: [], + favourl: [], + favoury: [], + propaganda: [], + }, -states.attacker_events = { - inactive: "Attacker Events", - prompt() { - view.prompt = "Attacker may play Events." - prompt_battle_events() - }, - card: action_battle_events, - done() { - end_attacker_events() - }, -} + flags: { + first_action: 0, + first_march_highway: 0, + free_levy: 0, + free_parley_henry:0, + free_parley_gloucester:0, + burgundians:0, + charity:0, + bloody:0, + london_for_york:0, + surprise_landing: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 + }, -states.defender_events = { - inactive: "Defender Events", - prompt() { - view.prompt = "Defender may play Events." - prompt_battle_events() + command: NOBODY, + actions: 0, + group: 0, + intercept_group: 0, + who: NOBODY, + where: NOWHERE, + what: NOTHING, + which: NOTHING, + count: 0, - // defender only events - }, - card: action_battle_events, - done() { - end_defender_events() - }, -} + supply: 0, + march: 0, + battle: 0, + spoils: 0, + parley: 0, + } -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: - 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" + log_h1(scenario) + + switch (scenario) { + default: + case "Ia. Henry VI": + setup_Ia() break - case EVENT_YORK_LEEWARD_BATTLE_LINE: + case "Ib. Towton": + setup_Ib() break - case EVENT_YORK_SUSPICION: - game.state = "suspicion" + case "Ic. Somerset's Return": + setup_Ic() break - case EVENT_YORK_CALTROPS: - game.state = "caltrops" + case "II. Warwicks' Rebellion": + setup_II() break - case EVENT_YORK_REGROUP: + case "III. My Kingdom for a Horse": + setup_III() break - case EVENT_YORK_SWIFT_MANEUVER: + 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) } -// === EVENT : RAVINE === +function setup_Ic() { + game.turn = 5 << 1 -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) - }, -} + 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) -// === EVENT : CALTROPS === + set_lord_calendar(LORD_HENRY_VI, 5) -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) - }, -} + 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) -// === EVENT : SUSPICION === + 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) -function can_play_suspicion() { - if (highest_friendly_influence() >= lowest_enemy_influence()) { - return true - } - return false + setup_vassals() } -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 setup_II() { + game.turn = 1 << 1 -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 - } - } - } -} + 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) -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") - }, -} + 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) -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 - }, -} + 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) -function suspicion_lord_score(lord, score) { - influence_capabilities(lord, score) - return score + 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 } -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() - } - }, +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 ]) } -// === EVENT : FOR TRUST NOT HIM === +function setup_ItoIII() { + game.turn = 1 << 1 -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 -} + 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) -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 - push_state("for_trust_not_him_vassal") - }, -} + 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) -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() - }, -} + add_favourl_marker(LOC_LONDON) + add_favourl_marker(LOC_WELLS) + add_favourl_marker(LOC_SCOTLAND) + add_favourl_marker(LOC_FRANCE) -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", - }) - push_state("for_trust_not_him_bribe") -} + add_favoury_marker(LOC_ELY) + add_favoury_marker(LOC_LUDLOW) + add_favoury_marker(LOC_BURGUNDY) + add_favoury_marker(LOC_IRELAND) -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() - } - }, + setup_vassals() } -function end_for_trust_not_him() { - game.who = NOBODY - game.which = NOTHING - resume_battle_events() +// === 6.0 CAMPAIGN === +/* + +function should_remove_Y28_event_card() { + return game.scenario !== "I-III. Wars of the Roses" } -// === BATTLE: FLEE === +function has_Y28_happened() { + //TODO: Scenario IIY and IIL when Y28 happens. + return false +} -function goto_battle_rounds() { - set_active_defender() - log_h4(`Battle Round ${game.battle.round}`) - goto_flee() +function add_card_scenario(c) { + // TODO: Add card in scenario } -function goto_flee() { - game.state = "flee_battle" +function remove_card_scenario(c) { + //TODO: Remove card in scenario } -function end_flee() { - if (has_no_unrouted_forces()) { - end_battle_round() - return +function setup_II_Y() { + game.turn = 1 << 1 + game.scenario = "IIY. The Kingmaker" + game.rebel = LANCASTER + game.active = LANCASTER + game.victory_check = 45 + game.influence = 0 + + for (let lord = first_lord; lord <= last_lord; lord++) { + if (is_lord_in_play(lord)) { + disband_lord(lord, false) + } } - set_active_enemy() + for (let loc = first_locale; loc <= last_locale; loc++) { + remove_exhausted_marker(loc) + remove_depleted_marker(loc) + remove_favourl_marker(loc) + remove_favoury_marker(loc) + } + discard_events("this_levy") + discard_events("hold") + discard_events("this_campaign") - if (game.active !== game.battle.attacker) { - goto_reposition_battle() - } else { - goto_flee() + // Setup + // Yorkist setup + // TODO: Add cards Y1-Y13, Y25, Y26, Y27, Y29, Y30 + + if (is_lord_in_play(LORD_RUTLAND) && main_york_heir !== LORD_RUTLAND) { + muster_lord(LORD_RUTLAND, LOC_CANTERBURY) + add_favoury_marker(LOC_CANTERBURY) } -} -states.flee_battle = { - inactive: "Flee", - prompt() { - view.prompt = "Battle: Select Lords to Flee from the Field?" - for (let p = 0; p < 6; ++p) { - if (is_friendly_lord(game.battle.array[p])) { - gen_action_lord(game.battle.array[p]) - } - } - view.actions.done = 1 - }, - done() { - end_flee() - }, - lord(lord) { - push_undo() - log(`${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 - } - } + 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 + } -// === BATTLE: REPOSITION === + 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 + } -function slide_array(from, to) { - game.battle.array[to] = game.battle.array[from] - game.battle.array[from] = NOBODY -} + if (main_york_heir === LORD_RUTLAND) { + muster_lord(LORD_RUTLAND, LOC_LONDON) + // TODO: Add cards Y20, Y21, Y28, Y35 + } -function goto_reposition_battle() { - let array = game.battle.array + // 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) + } - // If all D routed. - if (array[D1] === NOBODY && array[D2] === NOBODY && array[D3] === NOBODY) { - log("No Defenders Remain.") + // 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 all A routed. - if (array[A1] === NOBODY && array[A2] === NOBODY && array[A3] === NOBODY) { - log("No Attackers Remain.") + 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) } - set_active_defender() - goto_reposition_advance() -} + 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) -function goto_reposition_advance() { - if (can_reposition_advance()) - game.state = "reposition_advance" - else - end_reposition_advance() -} + 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) -function end_reposition_advance() { - game.who = NOBODY - set_active_enemy() - if (is_attacker()) - goto_reposition_advance() - else - goto_reposition_center() -} + 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) -function goto_reposition_center() { - if (can_reposition_center()) - game.state = "reposition_center" - else - end_reposition_center() -} + // Exile box setup + add_favourl_marker(LOC_FRANCE) + add_favoury_marker(LOC_BURGUNDY) -function end_reposition_center() { - game.who = NOBODY - set_active_enemy() - if (is_attacker()) - goto_reposition_center() - else - goto_first_engagement() -} + setup_vassals([ VASSAL_DEVON, VASSAL_OXFORD ]) -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 -} + // TODO: Add Foreign Haven rule + // TODO: Add Skaky Allies rules + // TODO: Natural causes rule -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) +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 - 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) - } + for (let lord = first_lord; lord <= last_lord; lord++) { + if (is_lord_in_play(lord)) { + disband_lord(lord, false) } - }, - 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 -} + 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") -states.reposition_center = { - inactive: "Reposition", - prompt() { - view.prompt = "Reposition: Slide to Center." - let array = game.battle.array + // Setup + // Lancaster setup + // TODO: Add cards L1-L3, L5-L13, L18, L19, L20, L21, L25, L29, L34 - 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 (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 (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) + if (is_lord_in_play(LORD_SOMERSET_2)) { + muster_lord(LORD_SOMERSET_2, LOC_WELLS) } - }, - 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() - }, -} - -// === BATTLE: STRIKE === - -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 }, -] + 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) + } + } -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) + // Yorkist setup + // TODO: Add cards Y1-Y13, Y15, Y16, Y17, Y22, Y28, Y29, Y31, Y34 - if (is_leeward_battle_line_in_play(lord)) { - return hits/2 + if (main_york_heir === LORD_YORK) { + set_lord_calendar(LORD_YORK, 7) + set_lord_in_exile(LORD_YORK) + // TODO: Add cards Y14, Y20 } - return hits -} + if (main_york_heir === LORD_MARCH) { + set_lord_calendar(LORD_MARCH, 7) + set_lord_in_exile(LORD_MARCH) + // TODO: Add cards Y20, 21 + } -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 (main_york_heir === LORD_RUTLAND) { + set_lord_calendar(LORD_MARCH, 7) + // TODO: Add cards Y20, Y21 + } - if (lord === game.battle.caltrops) { - hits += 2 + if (main_york_heir === LORD_GLOUCESTER_1) { + // TODO: Add cards Y25, Y30 } - return hits -} + if (is_lord_in_play(LORD_MARCH) && main_york_heir !== LORD_MARCH) { + set_lord_calendar(LORD_MARCH, 7) + set_lord_in_exile(LORD_MARCH) + } -function count_lord_hits(lord) { - return battle_steps[game.battle.step].hits(lord) -} + 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) + } -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 -} + 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) -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 -} + 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) -function is_attacker() { - return game.active === game.battle.attacker -} + 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) -function is_defender() { - return game.active !== game.battle.attacker -} + // Exile box setup + add_favourl_marker(LOC_FRANCE) + add_favoury_marker(LOC_BURGUNDY) -function is_archery_step() { - return game.battle.step === 0 -} + setup_vassals([ VASSAL_DEVON, VASSAL_OXFORD ]) -function is_melee_step() { - return game.battle.step === 1 -} + // TODO: Add Foreign Haven rule + // TODO: Add Shaky Allies rules + // TODO: Natural causes rule -function has_strike(pos) { - return game.battle.ah[pos] > 0 } -// === BATTLE: ENGAGEMENTS +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 -function ravine_check(lord,pos) { - if (game.battle.array[pos] === lord) - return true - return false -} + 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 + } -function determine_engagements() { - let center = [ A2, D2 ] - let engagements = [ - [ A1, D1 ], - [ A3, D3 ], - ] - let results = [] + 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") - 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]) + // 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) } } - results.unshift(center) - return results -} -// === BATTLE: STRIKE === + 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) -// 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) + // TODO: Add Y16, Y17, Y22 + } -function format_strike_step() { - return battle_steps[game.battle.step].name -} + // 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) -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" : ""}` + // 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) -function goto_first_engagement() { - game.battle.step = 0 - game.battle.engagements = determine_engagements() - goto_engagement() -} + 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) -function goto_next_step() { - let end = 2 - game.battle.step++ - if (game.battle.step >= end) - end_engagement() - else - goto_engagement() -} + // 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 + } -function goto_engagement() { - if (is_battle_over()) { - end_battle_round() - return + } + 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 } - log_h5(battle_steps[game.battle.step].name) - - // Generate hits - game.battle.ah = [ 0, 0, 0, 0, 0, 0 ] + // Lancaster setup + // TODO: Add L1-L13, L34, L35, L36, L37 - for (let pos of battle_strike_positions) { - let lord = game.battle.array[pos] - if (lord !== NOBODY) { - let hits = count_lord_hits(lord) + 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 + } - game.battle.ah[pos] = hits - } + 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") } - resume_engagement() -} + // Exile box setup + add_favourl_marker(LOC_FRANCE) + add_favoury_marker(LOC_BURGUNDY) -function find_engagement_index(pos) { - return game.battle.engagements.findIndex(e => e.includes(pos)) + setup_vassals([ VASSAL_OXFORD, VASSAL_NORFOLK ]) } -function end_engagement() { - game.battle.engagements.shift() +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 (game.battle.engagements.length > 0) { - game.battle.step = 0 - goto_engagement() - } else { - goto_end_battle_round() + 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 } -} - -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() + for (let lord = first_lord; lord <= last_lord; lord++) { + if (is_lord_in_play(lord)) { + disband_lord(lord, false) } - // only one engagement, so no choices on order - } else { - set_active_attacker() - game.state = "select_engagement" } -} + 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") -// === BATTLE: CULVERINS AND FALCONETS === + // Lancaster Setup + // TODO: Add L1-L13, L25, L34, L36 -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 (main_lancaster_heir === LORD_HENRY_VI) { + muster_lord(LORD_HENRY_VI, LOC_LONDON) + // TOOD: Add L15, L17 } - if (can_play) { - set_active_defender() - game.state = "culverins_and_falconets" - game.who = NOBODY + if (main_lancaster_heir === LORD_MARGARET) { + muster_lord(LORD_MARGARET, LOC_LONDON) + // TODO: Add L27, L31 } - else { - goto_engagement_total_hits() + 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) -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() + // 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 } } -} - -function artillery_hits(ahits) { - if (is_attacker()) { - game.battle.attacker_artillery = ahits*2 - } - if (is_defender()) { - game.battle.defender_artillery = ahits*2 - } -} - -// === BATTLE: TOTAL HITS (ROUND UP) === - -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 - } + 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 { - dhits += game.battle.ah[pos] - if (game.battle.defender_artillery > 0) { - dhits += game.battle.defender_artillery - } + // If York alone + muster_lord(LORD_SALISBURY, LOC_BURGUNDY) + add_favoury_marker(LOC_YORK) + //TODO: Add Y17, Y22 } } - 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) + 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 } - 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`) -} - -// === BATTLE: ASSIGN HITS TO UNITS / 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 + 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 } -} - -function end_defender_assign_hits() { - log_hits(game.battle.dhits, "Hit") - game.battle.target = NOBODY - goto_attacker_assign_hits() -} + else ( + muster_lord(LORD_NORFOLK, LOC_BURGUNDY) + ) -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 + 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 } - 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 + add_favoury_marker(LOC_ARUNDEL) - goto_next_step() -} + // Exile box setup + add_favourl_marker(LOC_FRANCE) + add_favoury_marker(LOC_BURGUNDY) -function for_each_target(fn) { - for (let target of game.battle.target) { - fn(game.battle.array[target]) - } + setup_vassals([ VASSAL_OXFORD, VASSAL_NORFOLK ]) } -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) - }) - }) +// 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 } -states.assign_hits = { - get inactive() { - return format_strike_step() + " \u2014 Assign " + format_hits() - }, - prompt() { - view.prompt = `${format_strike_step()}: Assign ${format_hits()} to units.` - - prompt_hit_forces() - }, - retinue(lord) { - if ((lord === LORD_MARGARET) && (lord_has_capability(lord, AOW_LANCASTER_YEOMEN_OF_THE_CROWN)) && get_lord_forces(lord, MEN_AT_ARMS) > 0) - action_assign_hits(lord, MEN_AT_ARMS) - else - action_assign_hits(lord, RETINUE) - }, - burgundians(lord) { - action_assign_hits(lord, BURGUNDIANS) - }, - mercenaries(lord) { - action_assign_hits(lord, MERCENARIES) - }, - longbowmen(lord) { - action_assign_hits(lord, LONGBOWMEN) - }, - men_at_arms(lord) { - action_assign_hits(lord, MEN_AT_ARMS) - }, - militia(lord) { - action_assign_hits(lord, MILITIA) - }, - vassal(vassal) { - let lord = get_vassal_lord(vassal) - action_assign_hits(lord, VASSAL, vassal) - }, +function get_main_lancaster_heir() { + if (is_lord_in_play(LORD_HENRY_VI)) + return LORD_HENRY_VI + if (!is_lord_in_play(LORD_HENRY_VI) && is_lord_in_play(LORD_MARGARET)) + return LORD_MARGARET + if (!is_lord_in_play(LORD_HENRY_VI) && !is_lord_in_play(LORD_MARGARET) && is_lord_in_play(LORD_SOMERSET_1)) + return LORD_SOMERSET_1 + if (!is_lord_in_play(LORD_HENRY_VI) && !is_lord_in_play(LORD_MARGARET) && !is_lord_in_play(LORD_SOMERSET_1) && is_lord_in_play(LORD_SOMERSET_2)) + return LORD_SOMERSET_2 + if (!is_lord_in_play(LORD_HENRY_VI) && !is_lord_in_play(LORD_MARGARET) && !is_lord_in_play(LORD_SOMERSET_1) && !is_lord_in_play(LORD_SOMERSET_2) && is_lord_in_play(LORD_HENRY_TUDOR)) + return LORD_HENRY_TUDOR + if (!is_lord_in_play(LORD_HENRY_VI) && !is_lord_in_play(LORD_MARGARET) && !is_lord_in_play(LORD_SOMERSET_1) && !is_lord_in_play(LORD_SOMERSET_2) && !is_lord_in_play(LORD_HENRY_TUDOR) && is_lord_in_play(LORD_WARWICK_L)) + return LORD_WARWICK_L } -function rout_lord(lord) { - log(`L${lord} Routed.`) +*/ - let pos = get_lord_array_position(lord) +// === CAPABILITY: MUSTER EFFECTS === - // Remove from battle array - game.battle.array[pos] = NOBODY - set_add(game.battle.routed, lord) -} +// 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) -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 -} + if (c === AOW_LANCASTER_MY_FATHERS_BLOOD) + muster_vassal(VASSAL_CLIFFORD, lord) -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 + 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 } - 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 -} + 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 + } -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) + 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 + } } } -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 +// === 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 } } -function get_lord_remaining_valour(lord) { - return game.battle.valour[lord] +// === CAPABILITY: SOLDIERS OF FORTUNE === + +states.soldier_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 spend_valour(lord) { - game.battle.valour[lord] = game.battle.valour[lord] - 1 +function end_soldiers_of_fortune() { + pop_state() + resume_levy_muster_lord() } -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 - } - } +// === CAPABILITY: COMMISSION OF ARRAY === - if (game.what === MEN_AT_ARMS) { - if (lord_has_capability(game.who, AOW_LANCASTER_CHURCH_BLESSINGS)) { - protection += 1 +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) + } + } } - } - 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 - } + // 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) - 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 + 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.what === MILITIA || game.what === LONGBOWMEN) { - if (lord_has_capability(game.who, AOW_YORK_BARRICADES) && has_favoury_marker(game.battle.where)) - protection += 1 - } - return protection + if (game.flags.free_levy === 1) { + ++game.count + game.flags.free_levy = 0 + } + end_commission_of_array() + }, + card: action_held_event, } -function action_assign_hits(lord, type, special) { - if (game.who !== lord) { - game.who = lord - log(`L${lord}`) +function end_commission_of_array() { + pop_state() + resume_levy_muster_lord() +} + +// === CAPABILITY: WE DONE DEEDS OF CHARITY === + +function tow_extra_ip() { + for (let lord = first_york_lord; lord <= last_york_lord; ++lord) { + if (lord_has_capability(lord, AOW_YORK_WE_DONE_DEEDS_OF_CHARITY) && (get_lord_assets(lord, PROV) > 0 || get_shared_assets(lord, PROV) > 0)) + return true } - let protection = check_protection_capabilities(FORCE_PROTECTION[type]) - let extra = "" + return false +} - 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) - // Switf Maneuver event - if (is_swift_maneuver_in_play() && type === RETINUE) { - set_active_enemy() - push_state("swift_maneuver") +states.tow_extra_ip = { + inactive: "We done needs of charity", + prompt() { + let loc = 0 + view.prompt = "We done deeds of charity: spend up to two Provender to add influence points." + for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { + if (lord_has_capability(lord, AOW_YORK_WE_DONE_DEEDS_OF_CHARITY)) { + loc = get_lord_locale(lord) } - finish_action_assign_hits(lord) } - } else { - finish_action_assign_hits(lord) - } + for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { + if (game.flags.charity < 2 && get_lord_locale(lord) === loc && (get_lord_assets(lord, PROV) > 0)) { + gen_action_prov(lord) + } + } + view.actions.done = 1 + }, + prov(lord) { + push_undo() + add_lord_assets(lord, PROV, -1) + game.flags.charity += 1 + }, + done() { + increase_york_influence(game.flags.charity) + logi(`${AOW_YORK_WE_DONE_DEEDS_OF_CHARITY}`) + log("York paid " + game.flags.charity + " provender to add " + game.flags.charity + " Influence Points") + game.flags.charity = 0 + goto_disembark() + }, } -function finish_action_assign_hits(lord) { - if (game.battle.ahits) - game.battle.ahits-- - else - game.battle.dhits-- +// === CAPABILITY: MERCHANTS === - if (!lord_has_unrouted_units(lord)) { - game.battle.target = NOBODY - } +function can_action_merchants() { + let loc = get_lord_locale(game.command) + if (game.actions <= 0) + return false - if (game.active === game.battle.attacker) - goto_attacker_assign_hits() + if (lord_has_capability(game.command, AOW_LANCASTER_MERCHANTS) && count_deplete(loc) > 0) + return true else - goto_defender_assign_hits() + return false } -states.spend_valour = { - inactive: "Spend Valour", +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 = `Spend Valour: Reroll Hit on ${get_force_name(game.who, game.what, game.where)}?` - gen_action("valour", game.who) - view.actions.pass = 1 - }, - pass() { - rout_unit(game.who, game.what, game.where) - finish_action_assign_hits(game.who) + view.prompt = "Merchants: Succeed an influence check to remove Depleted markers" + prompt_influence_check() }, - valour() { - let protection = check_protection_capabilities(FORCE_PROTECTION[game.what]) - - spend_valour(game.who) - log(`Reroll:`) - if (assign_hit_roll(get_force_name(game.who, game.what, game.where), protection, "")) { - rout_unit(game.who, game.what, game.where) - finish_action_assign_hits(game.who) + spend1: add_influence_check_modifier_1, + spend3: add_influence_check_modifier_2, + check() { + let results = do_influence_check() + log(`Attempt to C${AOW_LANCASTER_MERCHANTS} with %${game.command} ${results.success ? "Successful" : "Failed"}: (${range(results.rating)}) ${results.success ? HIT[results.roll] : MISS[results.roll]}`) + if (results.success) { + merchants_success() } else { - finish_action_assign_hits(game.who) + end_merchants_attempt() } - }, + } +} +function merchants_success() { + game.state = "merchants_success" } -states.swift_maneuver = { - inactive: "Swift Maneuver", +states.merchants_success = { + inactive: "Merchants Success", prompt() { - view.prompt = "Swift Maneuver: You may end the round now" - view.actions.end_battle_round = 1 - view.actions.pass = 1 - }, - end_battle_round() { - logevent(`${EVENT_YORK_SWIFT_MANEUVER}`) - log("Ended Action Round.") - set_active_enemy() - goto_end_battle_round() + view.prompt = `Remove Depleted/Exhausted markers` + deplete_merchants() + if (game.count === 0) { + view.actions.done = 1 + } }, - pass() { - logevent(`${EVENT_YORK_SWIFT_MANEUVER}`) - log("Passed.") - set_active_enemy() - pop_state() + 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 goto_end_battle_round() { - end_battle_round() +function end_merchants_attempt() { + spend_action(1) + game.count = 0 + push_undo() + end_influence_check() + resume_command() } -// === BATTLE: NEW 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 +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) +} - let defender_loser = null - set_active_defender() - if (has_no_unrouted_forces()) { - defender_loser = game.active +function count_deplete(loc) { + game.count = 0 + for (let next of data.locales[loc].adjacent) { + if (has_exhausted_marker(next) || has_depleted_marker(next)) { + ++game.count + } } - - 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 + if (has_exhausted_marker(loc) || has_depleted_marker(loc)) { + ++game.count } + if (game.count > 1) + return game.count = 2 + else + return game.count +} - game.battle.round++ - - game.battle.ambush = 0 +// === CAPABILITY: BURGUNDIANS === - set_active_defender() - goto_flee() +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 + } } -// === ENDING THE BATTLE === +// === CAPABILITY: NAVAL BLOCKADE === -// Ending the Battle - optimized from rules as written -// Loser retreat / withdraw / remove -// Loser losses -// Loser service -// Victor losses -// Victor spoils +function parley_through_sea(start, locale) { + // Only entered in levy + let ships = get_shared_assets(start, SHIP) -function set_active_loser() { - set_active(game.battle.loser) -} + if (ships === 0) { + game.flags.naval_blockade = -1 + } -function set_active_victor() { - if (game.battle.loser === P1) - set_active(P2) - else - set_active(P1) -} + search_dist.fill(0) + search_seen.fill(0) + search_seen[start] = 1 -function end_battle() { - if (game.battle.loser === BOTH) - log_h4(`Both Sides Lost`) - else - log_h4(`${game.battle.loser} Lost`) + let queue = [ start ] + while (queue.length > 0) { + let here = queue.shift() + let dist = search_dist[here] + let next_dist = dist + 1 - game.battle.array = 0 - game.battle.caltrops = -1 - goto_battle_influence() -} + 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 -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 + 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 goto_battle_influence() { - if (game.battle.loser !== BOTH) { - set_active_loser() +function check_naval_blockade(action, locale) { + let ports = [data.port_1, data.port_2, data.port_3] + game.what = action - 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) + 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 + } - reduce_influence(influence) - goto_battle_spoils() - } else { - goto_death_or_disband() + if (action === "levy parley") { + parley_through_sea(get_lord_locale(game.who), locale) + if (game.flags.naval_blockade !== 1) { + return false + } } -} -// === ENDING THE BATTLE: LOSSES === + if (action === "campaign parley" && data.locales[locale].adjacent.includes(get_lord_locale(game.command))) { + return false + } -function has_battle_losses() { - for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) - if (lord_has_routed_troops(lord)) + for (let port of ports) { + if (set_has(port, get_lord_locale(LORD_WARWICK_Y)) && set_has(port, locale)) { 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 roll_naval_blockade() { + push_state("naval_blockade") } -function resume_battle_losses() { - game.state = "battle_losses" - if (!has_battle_losses()) - goto_death_or_disband() -} +// 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") { + add_lord_assets(game.who, SHIP, 1) + } + if (game.what === "supply") { + use_port_supply(game.where, get_port_supply_amount(game.where)) + } + if (game.what === "sail") { + log(`Sailed to %${game.where}${format_group_move()}.`) + for (let lord of game.group) { + set_lord_locale(lord, game.where) + set_lord_moved(lord, 1) + } + if (is_seamanship_in_play()) + spend_action(1) + else + spend_all_actions() -function action_losses(lord, type) { - let protection = FORCE_PROTECTION[type] + game.flags.surprise_landing = 1 + resume_command() + } + } + else { + logi(`Failed C${AOW_YORK_NAVAL_BLOCKADE}`) + if (game.what === "levy parley") { + pop_state() + } + if (game.what === "campaign parley") { + pop_state() + } + } + if (game.what === "levy parley") { + pop_state() + resume_levy_muster_lord() + } + if (game.what === "campaign parley") { + pop_state() + --game.count + resume_command() + } + if (game.what === "levy ship") { + pop_state() + resume_levy_muster_lord() + } + if (game.what === "supply" && !success) { + end_supply() + } + if (game.what === "sail" && !success) { + resume_command() + } + game.what = NOTHING + }, +} - if (game.who !== lord) { - log(`L${lord}`) - game.who = lord - } +// === CAPABILITY: AGITATORS === - 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) +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 +} - resume_battle_losses() +function goto_agitators() { + game.count = count_deplete(get_lord_locale(game.command)) + game.state = "agitators" } -states.battle_losses = { - inactive: "Losses", +states.agitators = { + inactive: "Agitators", 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 - } + 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) } - if (done) { - view.actions.done = 1 + else { + add_depleted_marker(loc) } - }, - 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() + end_agitators() }, } -// === ENDING THE BATTLE: SPOILS (VICTOR) === - -function log_spoils() { - if (game.spoils[PROV] > 0) - logi(game.spoils[PROV] + " Provender") - if (game.spoils[CART] > 0) - logi(game.spoils[CART] + " Cart") +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 is_neutral_locale(loc) { - return !has_favourl_marker(loc) && !has_favoury_marker(loc) +function end_agitators() { + spend_action(1) + push_undo() + resume_command() } -function has_favour_in_locale(side, loc) { - if (side === YORK) - return has_favoury_marker(loc) - else - return has_favourl_marker(loc) -} +// === CAPABILITY: HERALDS === -function calculate_spoils() { - let n_prov = 0 - let n_cart = 0 +function can_action_heralds() { + if (game.actions <= 0) + return false - if (has_favour_in_locale(game.battle.loser, game.battle.where)) - return + if (!is_first_action()) + return false + // at a seaport + let here = get_lord_locale(game.command) + if (!is_seaport(here)) + return false - 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) - } - } + if (!lord_has_capability(game.command, AOW_LANCASTER_HERALDS)) + return false - 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) - } + for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { + if (is_lord_on_calendar(lord)) + return true } + return false +} - if (is_neutral_locale(game.battle.where)) { - n_prov = Math.ceil(n_prov / 2) - n_cart = Math.ceil(n_cart / 2) - } +function goto_heralds() { + game.state = "heralds" +} - add_spoils(PROV, n_prov) - add_spoils(CART, n_cart) +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 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 +function goto_heralds_attempt(lord) { + game.what = lord + push_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() + } else { + end_heralds_attempt() } - } - 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_heralds_attempt() { + spend_all_actions() + pop_state() + end_influence_check() + 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_battle_spoils() { - game.who = NOBODY - game.spoils = 0 - - goto_battle_losses_victor() +function end_immediate_event() { + resume_levy_arts_of_war() } -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() - }, -} +// === EVENT: JACK CADE === -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 +function is_york_dominating_north() { + let dom = 0 + for (let loc of all_north_locales) { + if (has_favoury_marker(loc)) { + dom++ } - game.state = "death_or_disband" - } - 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() } + if (dom > 5) + return true + return false } -states.death_or_disband = { - inactive: "Death or Disband", - prompt() { - view.prompt = `Death or Disband: Select lords to roll for Death or Disband.` - - prompt_battle_events_death() - - let done = true - for (let lord of game.battle.fled) { - if (is_friendly_lord(lord)) { - gen_action_lord(lord) - done = false - view.actions.done = 0 // That shouldn't necessary but it is - } - } - for (let lord of game.battle.routed) { - if (is_friendly_lord(lord)) { - gen_action_lord(lord) - done = false - view.actions.done = 0 // That shouldn't necessary but it is ? - } - } - 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) +function is_york_dominating_south() { + let dom = 0 + for (let loc of all_south_locales) { + if (has_favoury_marker(loc)) { + dom++ } - }, - done() { - end_death_or_disband() - }, - card: action_held_event, + } + 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 } -// === ENDING THE BATTLE: VASSAL DISBAND === - -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) - } - }) +function is_york_dominating_wales() { + let dom = 0 + for (let loc of all_wales_locales) { + if (has_favoury_marker(loc)) { + dom++ } } - - // Events - discard_events("hold") - - // Recovery - spend_all_actions() - game.where = NOWHERE - game.battle = 0 - game.flags.bloody = 0 - end_march() -} - -// === CAMPAIGN: 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 + 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 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}`) +function is_jack_cade_eligible(lord) { + if (!is_event_in_play(EVENT_YORK_JACK_CADE)) return false - } - for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) - if (is_lord_unfed(lord)) - return true + 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 } -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) - } -} +// === EVENT: LANCASTER SCOTS === -function goto_feed() { - log_br() - set_lord_feed_requirements() - if (has_friendly_lord_who_must_feed()) { - push_state("feed") - } else { - if (game.state !== "disembark") - goto_remove_markers() - } +function goto_lancaster_event_scots() { + game.state = "scots" + game.count = [] + game.who = NOBODY } -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 - } - } - } +function end_lancaster_event_scots() { + game.count = 0 + game.who = NOBODY + end_immediate_event() +} - // 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 - } +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) } } - // All done! - if (done) { - view.prompt = "Feed: All done." - view.actions.end_feed = 1 + 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 }, - prov(lord) { - push_undo() - add_lord_assets(lord, PROV, -1) - feed_lord(lord) + done() { + end_lancaster_event_scots() }, - lord(lord) { - push_undo() - game.who = lord - game.state = "feed_lord_shared" + 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 }, - pillage() { - push_undo() - set_lord_feed_requirements() - goto_pillage_food() + 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 }, - end_feed() { + lord(lord) { push_undo() - end_feed() + game.who = lord }, - 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" - } -} +// === EVENT: LANCASTER HENRY PRESSURES PARLIAMENT === -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) - } +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++ } - }, - 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 - if (game.state !== "disembark") - goto_remove_markers() + if (count > 0) { + logi(`Removed ${count} York influence.`) + reduce_york_influence(count) + } + + end_immediate_event() } -// === LEVY & CAMPAIGN: PAY === +// === 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`) -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)) } } + end_immediate_event() } -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) +// === 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 } } - game.state = "pay" + if (can_play) { + game.state = "french_troops" + game.who = NOBODY + game.count = 0 + } else { + end_immediate_event() + } } -states.pay = { - inactive: "Pay", - prompt() { - view.prompt = "Pay: You must Pay your Lord's Troops" - let done = true +function end_lancaster_event_french_troops() { + game.who = NOBODY + game.count = 0 + end_immediate_event() +} - // 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 - } - } - } - } +states.french_troops = { + inactive: "French Troops", + prompt() { - // 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)) { + 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) - done = false - } - } - } - - 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 } } + } 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 } - // All done! - if (done) { - view.prompt = "Pay: All done." - view.actions.end_pay = 1 - } + view.actions.done = 1 }, - coin(lord) { + add_men_at_arms() { push_undo() - add_lord_assets(lord, COIN, -1) - pay_lord(lord) + 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) }, - lord(lord) { + add_militia() { push_undo() - game.who = lord - game.state = "pay_lord_shared" + add_lord_forces(game.who, MILITIA, 1) + let c = pack2_get(game.count, 1) + game.count = pack2_set(game.count, 1, c+1) }, - pillage() { + lord(lord) { push_undo() - reset_unpaid_lords() - goto_pillage_coin() - }, - end_pay() { - end_pay() + game.who = lord }, - card: action_held_event, + done() { + end_lancaster_event_french_troops() + } } -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() - }, -} +// === EVENT: WARWICKS PROPAGANDA === -function resume_pay_lord_shared() { - if (!is_lord_unfed(game.who) || !can_pay_from_shared(game.who)) { - game.who = NOBODY - game.state = "pay" - } +function add_propaganda_target(loc) { + set_add(game.pieces.propaganda, loc) } -function end_pay() { - game.who = NOBODY - set_active_enemy() - if (game.active === P2) { - goto_pay() - } else - goto_pay_lords() +function remove_propaganda_target(loc) { + set_delete(game.pieces.propaganda, loc) } -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 is_propaganda_target(loc) { + return set_has(game.pieces.propaganda, loc) } -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) +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 (has_friendly_lord_who_must_pay_troops()) { + if (can_play) { + game.state = "warwicks_propaganda" game.who = NOBODY - game.state = "pay_lords" + game.count = 0 } else { - end_pay_lords() + end_immediate_event() } } -function end_pay_lords() { - set_active_enemy() +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() + } +} - if (game.active === P2) - goto_pay_lords() - else - goto_pay_vassals() +function goto_yorkist_choice() { + game.who = NOBODY + set_active_enemy() + game.state = "warwicks_propaganda_yorkist_choice" } -states.pay_lords = { - inactive: "Pay Lords", +states.warwicks_propaganda_yorkist_choice = { + inactive: "Yorkists to choose to Pay or Remove favour", prompt() { - view.prompt = "Pay Lords in Influence or Disband them." - prompt_held_event() + view.prompt = `For each Stronghold, Pay 2 influence or Remove favour.` let done = true - game.count = 0 if (game.who === NOBODY) { - 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) + 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 } - if (!done) - view.actions.pay_all = 1 } else { - view.actions.disband = 1 + view.actions.remove_favour = 1 view.actions.pay = 1 - } }, - lord(lord) { - push_undo() - game.who = lord + } }, - disband() { - push_undo() - disband_lord(game.who) - game.who = NOBODY + locale(loc) { + game.who = loc }, - pay() { + remove_favour() { push_undo() - reduce_influence(is_exile(get_lord_locale(game.who)) ? 2 : 1) - set_lord_moved(game.who, 0) + remove_favoury_marker(game.who) + remove_propaganda_target(game.who) + logi(`Removed favour in ${game.who}`) game.who = NOBODY }, - pay_all() { + pay() { push_undo() - for (let lord = first_friendly_lord; lord <= last_friendly_lord; lord++) { - if (is_lord_on_map(lord) && is_lord_unfed(lord)) { - ++game.count - set_lord_moved(lord, 0) - if (is_exile(get_lord_locale(lord))) { - ++game.count - } - reduce_influence(game.count) - game.count = 0 - } - } + reduce_influence(2) + logi(`Paid 2 to keep ${game.who}`) + remove_propaganda_target(game.who) game.who = NOBODY - }, - card: action_held_event, done() { - end_pay_lords() + end_warwicks_propaganda() }, } -function goto_pay_vassals() { - let vassal_to_pay = false +function end_warwicks_propaganda() { + game.who = NOBODY + game.count = 0 + set_active_enemy() + end_immediate_event() +} - 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 +// === EVENT: WELSH REBELLION === + +function goto_lancaster_event_welsh_rebellion() { + let can_play_remove_troops = false + let can_play_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_play_remove_troops = true } } - if (vassal_to_pay) { - game.state = "pay_vassals" - game.what = NOBODY - } else { - end_pay_vassals() + for (let loc = first_locale; loc <= last_locale; loc++) { + if (is_wales(loc) && has_favoury_marker(loc)) + can_play_remove_favour = true } -} - -function end_pay_vassals() { - set_active_enemy() - if (game.active === P1) { - goto_muster_exiles() - } else { - goto_pay_vassals() + if (can_play_remove_troops) { + push_state("welsh_rebellion_remove_troops") + game.who = NOBODY + game.count = 0 + } + else if (can_play_remove_favour) { + push_state("welsh_rebellion_remove_favour") + game.who = NOBODY + game.count = 0 + } + else { + end_immediate_event() } } -states.pay_vassals = { - inactive: "Pay Vassals", +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 - 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) + 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 } - if (!done) - view.actions.pay_all = 1 - } else { - view.actions.pay = 1 - view.actions.disband = 1 + } + else if (game.who !== NOBODY) { + if (game.count >= 0) { + view.prompt = `Remove ${game.count} Troops from ${data.lords[game.who].name}.` + if (game.count === 0) { + set_lord_moved(game.who, 0) + view.actions.done = 1 + } + else { + 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) + } + } } }, - vassal(v) { + lord(lord) { push_undo() - game.what = v + game.who = lord + game.count = 2 }, - pay() { - push_undo() - pay_vassal(game.what) - reduce_influence(1) - game.what = NOBODY + burgundians(lord) { + add_lord_forces(lord, BURGUNDIANS, -1) + game.count-- }, - 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 + mercenaries(lord) { + add_lord_forces(lord, MERCENARIES, -1) + game.count-- + }, + longbowmen(lord) { + add_lord_forces(lord, LONGBOWMEN, -1) + game.count-- + }, + men_at_arms(lord) { + add_lord_forces(lord, MEN_AT_ARMS, -1) + game.count-- + }, + militia(lord) { + add_lord_forces(lord, MILITIA, -1) + game.count-- + }, + done() { + end_welsh_rebellion() + }, +} + +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 }, - disband() { + locale(loc) { push_undo() - disband_vassal(game.what) - game.what = NOBODY + remove_favoury_marker(loc) + logi(`Removed favour at ${data.locales[loc].name}`) + game.count++ }, done() { - end_pay_vassals() + end_immediate_event() }, } -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) - } +function end_welsh_rebellion() { + 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) } - - goto_levy_muster() + game.count = 0 + game.who = NOBODY + end_immediate_event() } -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 - } +// === 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_muster_exiles() + end_immediate_event() } -function end_muster_exiles() { - set_active_enemy() +// === EVENT: L'UNIVERSELLE ARAGNE === - if (game.active === P1) { - if (!check_disband_victory()) { - goto_ready_vassals() +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" + game.who = NOBODY + game.count = 0 } else { - goto_muster_exiles() + logi("No Effect") + end_immediate_event() } } -states.muster_exiles = { - inactive: "Muster Exiles", +states.aragne = { + inactive: "L'universelle Aragne", 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 + view.prompt = "Select up to 2 Vassals" + if (game.who === NOBODY && game.count < 2) { + for (let v = first_vassal; v <= last_vassal; v++) { + if (!get_vassal_moved(v) && is_vassal_mustered_with_york_lord(v)) { + gen_action_vassal(v) } } - } 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 } + view.actions.done = 1 }, - lord(lord) { - game.who = lord - }, - locale(loc) { - muster_lord_in_exile(game.who, loc) + vassal(v) { + push_undo() + game.who = v + game.count++ + set_vassal_moved(v, 1) + logi(`Vassal ${data.vassals[v].name} selected`) game.who = NOBODY }, done() { - end_muster_exiles() + goto_yorkist_aragne() }, } -function muster_lord_in_exile(lord, exile_box) { - remove_lord_from_exile(lord) - muster_lord(lord, exile_box) -} - -// === PILLAGE === - -function goto_pillage_food() { - push_state("pillage") - game.what = PROV -} - -function goto_pillage_coin() { - push_state("pillage") - game.what = COIN -} - -function end_pillage() { - pop_state() -} - -function can_pillage(loc) { - return !is_exile(loc) && !has_exhausted_marker(loc) +function goto_yorkist_aragne() { + game.who = NOBODY + set_active_enemy() + game.state = "yorkist_aragne" } -states.pillage = { - inactive: "Pillage", +states.yorkist_aragne = { + inactive: "Influence checks", prompt() { - view.prompt = `Pillage: Pillage the locales where your ${game.what === PROV ? "unfed" : "unpaid"} lords are.` - + view.prompt = `For Each vassal, influence check : failure disbands it` 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) + if (game.who === NOBODY) { + for (let v = first_vassal; v <= last_vassal; v++) { + if (get_vassal_moved(v) && is_vassal_mustered_with_friendly_lord(v)) { + gen_action_vassal(v) done = false } } + if (done) { + view.actions.done = 1 + } } - - if (done) { - view.prompt = `Pillage: Done.` - view.actions.done = 1 - } - }, - locale(loc) { - // pillage the Locale - game.where = loc - goto_pillage_locale() }, - lord(lord) { - disband_influence_penalty(lord) - disband_lord(lord) + vassal(other) { + push_undo() + goto_aragne_save(other) }, done() { - end_pillage() + end_universelle_aragne() }, } -function goto_pillage_locale() { - push_state("pillage_locale") -} - -function end_pillage_locale() { - pop_state() +function goto_aragne_save(other) { + game.who = other game.where = NOWHERE - end_pillage() -} - -states.pillage_locale = { - inactive: "Pillage", - prompt() { - view.prompt = `Pillage: Choose Lord to Pillage ${data.locales[game.where].name}.` - - for (let x = first_friendly_lord; x <= last_friendly_lord; x++) { - if (get_lord_locale(x) === game.where && is_lord_unfed(x)) { - gen_action_lord(x) - } - } - }, - lord(lord) { - // Pillage - // Same values as Taxing. - let num = get_tax_amount(game.where) - add_lord_assets(lord, COIN, num) - add_lord_assets(lord, PROV, num) - reduce_influence(4 * num) - - add_exhausted_marker(game.where) - set_favour_enemy(game.where) - for (let next of data.locales[game.where].adjacent) - shift_favour_away(next) - - end_pillage_locale() - }, -} - -// === LEVY & CAMPAIGN: DISBAND === - -function disband_lord(lord, permanently = false) { - let turn = current_turn() - let extra = 6 - - if (permanently) { - log(`Removed L${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) - }) -} - -// === CAMPAIGN: REMOVE MARKERS === - -function goto_remove_markers() { - clear_lords_moved() - goto_command_activation() + get_vassal_lord(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", + }) + push_state("aragne_save") } -// === END CAMPAIGN: GAME END === +states.aragne_save = { + 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)}) ${results.success ? HIT[results.roll] : MISS[results.roll]}`) -function check_campaign_victory_york(inc_exiles = false) { - for (let lord = first_lancaster_lord; lord <= last_lancaster_lord; ++lord) - if ( - is_lord_on_map(lord) || - (inc_exiles && get_lord_locale(lord) === CALENDAR + current_turn() + 1 && get_lord_in_exile(lord)) - ) - return false - return true + if (results.success) { + set_vassal_moved(game.who, 0) + game.who = NOBODY + end_influence_check() + push_state("yorkist_aragne") + } else { + set_vassal_moved(game.who, 0) + disband_vassal(game.who) + if (game.who === VASSAL_HASTINGS) { + discard_card_capability(AOW_YORK_HASTINGS) + logi(`Hastings Discarded`) + } + game.who = NOBODY + end_influence_check() + push_state("yorkist_aragne") + } + }, } -function check_campaign_victory_lancaster(inc_exiles = false) { - for (let lord = first_york_lord; lord <= last_york_lord; ++lord) - if ( - is_lord_on_map(lord) || - (inc_exiles && get_lord_locale(lord) === CALENDAR + current_turn() + 1 && get_lord_in_exile(lord)) - ) - return false - return true +function end_universelle_aragne() { + game.who = NOBODY + game.count = 0 + end_immediate_event() } -function check_campaign_victory() { - let york_v = check_campaign_victory_york(true) - let lancaster_v = check_campaign_victory_lancaster(true) +// === EVENT: TO WILFUL DISOBEDIANCE === - if (york_v && lancaster_v) { - goto_game_over("Draw", "The game ended in a draw.") - return true - } else if (york_v) { - goto_game_over(YORK, `${YORK} won a Campaign Victory!`) - return true - } else if (lancaster_v) { - goto_game_over(LANCASTER, `${LANCASTER} won a Campaign Victory!`) - return true +function goto_lancaster_event_to_wilful_disobediance() { + let can_play = false + for (let loc = first_locale; loc <= last_locale; loc++){ + if (has_favoury_marker(loc) && !has_enemy_lord(loc) && !has_adjacent_enemy(loc) && (has_friendly_lord(loc) || has_adjacent_friendly(loc))) { + can_play = true + } + } + if (can_play) { + game.state = "wilful_disobediance" + game.who = NOBODY + game.count = 0 + } else { + end_immediate_event() + logi(`No Effect`) } - return false } - -function check_disband_victory() { - let york_v = check_campaign_victory_york() - let lancaster_v = check_campaign_victory_lancaster() - - if (york_v && lancaster_v) { - goto_game_over("Draw", "The game ended in a draw.") - return true - } else if (york_v) { - goto_game_over(YORK, `${YORK} won a Campaign Victory!`) - return true - } else if (lancaster_v) { - goto_game_over(LANCASTER, `${LANCASTER} won a Campaign Victory!`) - return true +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 ${loc}`) + }, + done() { + logi(`No Effect`) + end_immediate_event() } - - return false } -function check_scenario_end_victory() { - if (current_turn() === scenario_last_turn[game.scenario]) { - // Scenario End Victory - - if (game.ip === 0) - goto_game_over("Draw", "The game ended in a draw.") - else if (game.ip > 0) - goto_game_over(LANCASTER, `${LANCASTER} won with ${game.ip} Influence.`) - else - goto_game_over(YORK, `${YORK} won with ${Math.abs(game.ip)} Influence.`) +// === EVENT: FRENCH WAR LOANS === - return true +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 ${data.lords[lord].name}`) + } } - return false + end_immediate_event() } -function check_threshold_victory() { - // This needs to change to account for graduated victory thresholds in some scenarios. - - if (Math.abs(game.ip) > game.victory_check) { - if (game.ip > 0) - goto_game_over(LANCASTER, `${LANCASTER} won with ${game.ip} Influence.`) - else - goto_game_over(YORK, `${YORK} won with ${Math.abs(game.ip)} Influence.`) +// === EVENT: ROBINS REBELLION === - return true +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() } - - return false } -function goto_end_campaign() { - log_h1("End Campaign") - set_active(P1) - tides_of_war() +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() + } } -function goto_game_end() { - // GAME END +// === EVENT: TUDOR BANNERS === - 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() +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 } } + else + return false } -function do_grow() { - log("Grow:") - logi("Changing all Depleted locales to Normal.") - logi("Changing all Exhausted locales to Depleted.") +function goto_lancaster_event_tudor_banners() { + let can_play = false + if (tudor_banner_eligible()) { + can_play = true + } + if (can_play) { + game.state = "tudor_banners" + game.who = NOBODY + } else { + logi(`No Effect`) + end_immediate_event() + } +} - for (let x = first_locale; x <= last_locale; x++) { - refresh_locale(x) +states.tudor_banners = { + inactive: "Tudor banners", + prompt() { + view.prompt = `Select locales adjacent to Henry to make them Lancastrian` + 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) + } else { + 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() } - goto_reset() } -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) +// === EVENT: TAX COLLECTORS === + +function goto_york_event_tax_collectors() { + game.who = NOBODY + game.count = 0 + for (let lord = first_york_lord; lord <= last_york_lord; ++lord) { + if (is_lord_on_map(lord) && !is_lord_on_calendar(lord)) { + set_lord_moved(lord, 1) } } - - goto_reset() + push_state("tax_collectors") } -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 can_action_tax_collectors(lord) { + let here = get_lord_locale(lord) + if (can_tax_collectors_at(here, lord)) + return true + return search_tax_collectors(false, here, lord) } -function remove_half(lord, type) { - set_lord_assets(lord, type, Math.ceil(get_lord_assets(lord, type) / 2)) +function can_tax_collectors_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 } -// === END CAMPAIGN: RESET (DISCARD ARTS OF WAR) === +function search_tax_collectors(result, start, lord) { + let ships = get_shared_assets(start, SHIP) -function goto_reset() { - game.state = "reset" + search_seen.fill(0) + search_seen[start] = 1 - // Discard "This Campaign" events from play. - discard_friendly_events("this_campaign") -} + let queue = [ start ] + while (queue.length > 0) { + let here = queue.shift() -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 (is_lord_on_map(lord) && !is_lord_on_calendar(lord)) { + if (can_tax_collectors_at(here, lord)) { + if (result) + set_add(result, here) + else + return true } } - 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) + + 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) + } } } } - view.actions.end_discard = 1 + } + + if (result) + return result + else + return false +} + +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 (can_action_tax_collectors(lord) && get_lord_moved(lord)) { + gen_action_lord(lord) + } + } + view.actions.done = 1 }, - card(c) { + lord(lord) { 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) - } + game.where = NOWHERE + game.who = lord + push_state("double_tax_collectors") + init_influence_check(lord) }, - end_discard() { - end_reset() + done() { + end_tax_collectors() }, } -function end_reset() { - set_active_enemy() - if (game.active === P2) - goto_reset() - else - goto_advance_campaign() -} +states.double_tax_collectors = { + inactive: "Tax Collectors", + prompt() { + view.prompt = "Tax: Select the location to tax for double." + if (game.where === NOWHERE) { + for (let loc of search_tax_collectors([], get_lord_locale(game.who), game.who)) + gen_action_locale(loc) + } else { + view.prompt = `Tax: Attempting to tax ${data.locales[game.where].name}. ` + prompt_influence_check() + } + }, + locale(loc) { + game.where = loc + if (loc === data.lords[game.who].seat) { + // Auto succeed without influence check at Lords seat. + deplete_locale(game.where) -// === END CAMPAIGN: TIDES OF WAR === + log(`Taxed %${game.where}.`) + add_lord_assets(game.who, COIN, get_tax_amount(game.where)*2) + set_lord_moved(game.who, 0) + end_tax_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)}) ${results.success ? HIT[results.roll] : MISS[results.roll]}`) -function tides_calc() { - log_h3(`Tides of War`) - let town = 0 - let cities = 0 - let fortress = 0 - let domy = 0 - let doml = 0 - let domnl = 0 - let domny = 0 - let domsl = 0 - let domsy = 0 - let domwl = 0 - let domwy = 0 - let prenl = 0 - let preny = 0 - let presl = 0 - let presy = 0 - let prewl = 0 - let prewy = 0 - let prel = 0 - let prey = 0 + if (lord_has_capability(game.who, AOW_YORK_SO_WISE_SO_YOUNG)) { + log(`C${AOW_YORK_SO_WISE_SO_YOUNG}.`) + add_lord_assets(game.who, COIN, 1) + } - // DOMINATION CALC + if (results.success) { + deplete_locale(game.where) + log(`Taxed %${game.where}.`) + add_lord_assets(game.who, COIN, get_tax_amount(game.where)*2) - for (let x of all_north_locales) { - if (has_favourl_marker(x)) { - domnl += 1 - } - if (has_favoury_marker(x)) { - domny += 1 - } - } + if ( + game.command === LORD_DEVON && + (game.where === LOC_EXETER || + game.where === LOC_LAUNCESTON || + game.where === LOC_PLYMOUTH || + game.where === LOC_WELLS || + game.where === LOC_DORCHESTER) + ) + add_lord_assets(game.command, COIN, 4) + } else { + log(`Tax of %${game.where} failed.`) - for (let x of all_south_locales) { - if (has_favourl_marker(x)) { - domsl += 1 - } - if (has_favoury_marker(x)) { - domsy += 1 } - } + set_lord_moved(game.who, 0) + game.who = NOBODY + push_state("tax_collectors") + }, +} - for (let x of all_wales_locales) { - if (has_favourl_marker(x)) { - domwl += 1 - } - if (has_favoury_marker(x)) { - domwy += 1 - } +function end_tax_lord() { + game.where = NOWHERE + game.who = NOBODY + pop_state() +} + +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() } +} - // SPECIAL LOCALES +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() + }, +} - 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 +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 (has_favourl_marker(LOC_CALAIS)) { - log(`Calais control 2 Influence for Lancastrians`) - doml += 2 + if (game.flags.london_for_york === 1 && game.where === LOC_LONDON) { + return true } - if (has_favoury_marker(LOC_CALAIS)) { - log(`Calais control 2 Influence for York`) - domy += 2 + else { + return false } +} - 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 - } +// === EVENT: SHE-WOLF OF FRANCE === - for (let x of all_city_locales) { - if (has_favourl_marker(x)) { - cities -= 1 - } - if (has_favoury_marker(x)) { - cities += 1 +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)) { + set_vassal_moved(v, 1) + can_play = true } } - - for (let x of all_town_locales) { - if (has_favourl_marker(x)) { - town -= 1 - } - if (has_favoury_marker(x)) { - town += 1 - } + if (can_play) { + game.state = "she_wolf" + game.who = NOBODY + } else { + logi(`No Effect`) + end_immediate_event() } +} - for (let x of all_fortress_locales) { - if (has_favourl_marker(x)) { - fortress -= 1 - } - if (has_favoury_marker(x)) { - fortress += 1 - } - } +// TO TRACK VASSALS DURING EVENTS - // DOMINATION CAPS +function get_vassal_moved(v) { + return map_get(game.pieces.moved, v, 0) +} - // NORTH +function set_vassal_moved(v, x) { + map_set(game.pieces.moved, v, x) +} - 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 - } +function pay_vassal_shewolf(vassal) { + if (current_turn() < 16) + set_vassal_lord_and_service(vassal, get_vassal_lord(vassal),get_vassal_service(vassal) + 1) +} - if (domny === 6) { - log(`North Domination 2 Influence for York`) - domy += 2 - } +states.she_wolf = { + inactive: "She-Wolf of France", + prompt() { + let done = true + view.prompt = "You may shift your vassals one calendar box." + if (game.who === NOBODY) { + for (let v = first_vassal; v <= last_vassal; v++) { + if (get_vassal_moved(v) && is_vassal_mustered_with_friendly_lord(v)) { + gen_action_vassal(v) + done = false + } + } + if (done) { + view.actions.done = 1 + } + } + }, + vassal(v) { + push_undo() + game.who = v + pay_vassal_shewolf(game.who) + set_vassal_moved(v, 0) + logi(`Vassal ${data.vassals[v].name} shifted one calendar box`) + game.who = NOBODY + }, + done() { + end_immediate_event() + }, +} - // SOUTH +// === EVENT: RICHARD LEIGH === - if (domsl === 9) { - log(`South Domination 2 Influence for Lancaster`) - doml += 2 +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() } +} - 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 +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() } +} - // WALES +// === EVENT: CHARLES THE BOLD === - if (domwl === 5) { - log(`Wales Domination 2 Influence for Lancaster`) - doml += 2 +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() +} - 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 - } +// === EVENT: DUBIOUS CLARENCE === - // LOCALES TUG OF WAR +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 (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 (can_play) { + game.state = "dubious_clarence" + game.who = LORD_EDWARD_IV + init_influence_check(LORD_EDWARD_IV) + } else { + logi(`No Effect`) + end_immediate_event() } +} - 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 - } +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]}`) - // 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 - } + 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)) { - if (is_lord_in_north(lord)) { - preny = 1 - } - if (is_lord_in_south(lord)) { - presy = 1 - } - if (is_lord_in_wales(lord)) { - prewy = 1 - } + 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++ } } - prel = prenl + presl + prewl - prey = preny + presy + prewy + logi(`Yorkist North : ${influence_gained} Influence for Yorkists`) + increase_york_influence(influence_gained) + end_immediate_event() +} - log("Presence in Areas : " + prel + " for Lancaster") - log("Presence in Areas : " + prey + " for Yorkists") +// === EVENT: EARL RIVERS === - domy += preny + presy + prewy - doml += prenl + presl + prewl +function goto_york_event_earl_rivers() { + game.state = "earl_rivers" + game.count = [] + game.who = NOBODY +} - // CAPS EFFECT +function end_york_event_earl_rivers() { + game.count = 0 + game.who = NOBODY + end_immediate_event() +} - 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 +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: THE KINGS NAME === + +function eligible_kings_name() { 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) + (!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)) ) { - log(`Capability: Council Member 1 Influence for Lancaster`) - doml += 1 + if (is_event_in_play(EVENT_YORK_THE_KINGS_NAME) && game.active === LANCASTER) + return true } + return false +} - if (lord_has_capability(LORD_EDWARD_IV, AOW_YORK_FIRST_SON)) { - log(`Capability: First Son 1 Influence for York`) - domy += 1 - } +function goto_kings_name(action) { + game.what = action + set_active_enemy() + push_state("kings_name") +} - 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}`) - } +states.kings_name = { + inactive: `King's name`, + prompt() { + view.prompt = `King's Name: You pay may 1 Influence to cancel last ${game.what} action` + view.actions.pass = 1 + view.actions.pay = 1 + }, + pay() { + push_undo() + reduce_influence(1) + goto_kings_name_cancel() + }, + pass() { + set_active_enemy() + pop_state() + if (game.state === "levy_muster_lord_attempt") { + push_state("muster_lord_at_seat") } - - 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 ${data.lords[l].name}`) - } + if (game.state === "levy_muster_vassal") { + muster_vassal(game.which, game.who) + pop_state() + } + if (game.state === "muster_capability") { + add_lord_capability(game.who, game.which) + capability_muster_effects(game.who, game.which) + pop_state() + } + if (game.state === "parley") { + game.what = NOTHING + game.where = NOWHERE + pop_state() } + resume_levy_muster_lord() } +} - log(`Total ` + domy + ` Influence for York`) - log(`Total ` + doml + ` Influence for Lancaster`) - - game.influence += doml - game.influence -= domy +function goto_kings_name_cancel() { + switch(game.what) { + case "Levy Lord": + pop_state() + end_levy_muster_lord_attempt() + break + case "Levy Cart": + add_lord_assets(game.who, CART, -2) + pop_state() + resume_levy_muster_lord() + break + case "Levy Ship": + add_lord_assets(game.who, SHIP, -1) + pop_state() + resume_levy_muster_lord() + break + case "Levy Vassal": + game.which = NOTHING + end_levy_muster_vassal() + break + case "Levy Troops": + kings_name_reset_troops() + pop_state() + resume_levy_muster_lord() + break + case "Parley": + shift_favour_toward_york(game.where) + pop_state() + game.where = NOWHERE + end_parley() + break + case "Capability": + game.which = NOTHING + pop_state() + pop_state() + resume_levy_muster_lord() + break + case "Levy Beloved Warwick": + add_lord_forces(game.who, MILITIA, -5) + pop_state() + resume_levy_muster_lord() + break + default: + throw Error("No King's name cancel state found") + } + log(`${game.what} action cancelled`) + logevent(`${EVENT_YORK_THE_KINGS_NAME}`) + set_active_enemy() } -function 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) +function kings_name_reset_troops() { + if (!lord_has_capability(game.who, AOW_LANCASTER_QUARTERMASTERS)) { + remove_depleted_marker(get_lord_locale(game.who)) + remove_exhausted_marker(get_lord_locale(game.who)) } - tides_calc() - if (tow_extra_ip()) { - set_active(YORK) - push_state("tow_extra_ip") + + let here = get_lord_locale(game.who) + 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 } - else - goto_disembark() } -// === END CAMPAIGN: DISEMBARK === +// === EVENT: RISING WAGES === -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 +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") + pop_state() + }, } -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 -} +// Check if the levy troops is at vassal seat -function goto_disembark() { - if (has_lords_at_sea()) { - push_state("disembark") - } else { - end_disembark() - } +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 end_disembark() { - game.who = NOBODY - set_active_enemy() - if (game.active === P1 && has_lords_at_sea()) - goto_disembark() - else if (game.active === P2 && has_lords_at_sea()) { - goto_disembark() - } - else { - set_active(P1) - goto_game_end() +// === EVENT: THE COMMONS === + +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) + --game.flags.commons_militia + }, + done() { + push_undo() + end_the_commons() + } } -function do_disembark() { - let roll = roll_die() - let success = roll >= 5 +function end_the_commons() { + game.flags.commons_militia = 0 + pop_state() + resume_levy_muster_lord() +} - log(`Disembark: (>4) ${success ? HIT[roll] : MISS[roll]}`) +// === EVENT (AS ACTION): EXILE PACT === - return success +function can_action_exile_pact() { + if (game.actions <= 0 || !is_event_in_play(EVENT_YORK_EXILE_PACT)) + return false + else + return true } -function has_safe_ports(sea) { - for (let loc of find_ports(sea)) - if (!has_enemy_lord(loc)) - return true - return false +function goto_exile_pact() { + push_undo() + game.state = "exile_pact" } -states.disembark = { - inactive: "Disembark", +states.exile_pact = { + inactive: "Exile pact", 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) + view.prompt = "Exile Pact : place your cylinder in one of your Exile boxes" + for (let loc of data.exile_boxes) { + if (has_favour_in_locale(game.active, loc)) + gen_action_locale(loc) } }, 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() + push_undo() + set_lord_locale(game.command, loc) + end_exile_pact() + } } -function shipwreck(lord) { - disband_influence_penalty(lord) - disband_lord(lord, true) +function end_exile_pact() { + spend_action(1) + push_undo() + resume_command() } -function no_safe_disembark(lord) { - disband_lord(lord) -} +// === EVENTS: HELD === -function disband_influence_penalty(lord) { - let influence = data.lords[lord].influence +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) - for (let v = first_vassal; v <= last_vassal; v++) { - if (is_vassal_mustered_with(v, lord)) { - influence += 1 - } + /* 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) } +} - if (game.active === LANCASTER) - game.ip -= influence - else - game.ip += influence +// TODO: use or remove this function +function end_held_event() { + pop_state() + game.what = NOTHING } -function goto_advance_campaign() { - game.turn++ +function prompt_held_event() { + for (let c of current_hand()) + if (can_play_held_event(c)) + gen_action_card(c) +} - log_h1("Levy " + current_turn_name()) - goto_levy_arts_of_war() +function can_play_held_event(c) { + switch (c) { + case EVENT_LANCASTER_ASPIELLES: + return can_play_l_aspielles() + case EVENT_LANCASTER_REBEL_SUPPLY_DEPOT: + return can_play_rebel_supply_depot() + 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 } -// === GAME OVER === +function action_held_event(c) { + push_undo() + play_held_event(c) + game.what = c + goto_held_event(c) +} -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 +function goto_held_event(c) { + switch (c) { + case EVENT_YORK_ESCAPE_SHIP: + goto_play_escape_ship() + break + case EVENT_YORK_ASPIELLES: + goto_play_aspielles() + break + 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 + case EVENT_LANCASTER_REBEL_SUPPLY_DEPOT: + goto_play_rebel_supply_depot() + break + case EVENT_LANCASTER_SURPRISE_LANDING: + goto_play_surprise_landing() + break + case EVENT_LANCASTER_ASPIELLES: + goto_play_aspielles() + break + case EVENT_YORK_SUN_IN_SPLENDOUR: + goto_play_sun_in_splendour() + break + } } -states.game_over = { - get inactive() { - return game.victory - }, - prompt() { - view.prompt = game.victory - }, +// === HELD EVENT (LEVY): YORKIST PARADE === + +function can_play_yorkist_parade() { + // TODO: only during levy? + if (game.active === YORK && is_favour_friendly(LOC_LONDON) && (get_lord_locale(LORD_WARWICK_Y) === LOC_LONDON || get_lord_locale(LORD_YORK) === LOC_LONDON)) { + return true + } + return false } -// === UNCOMMON TEMPLATE === +// === HELD EVENT (LEVY): SUN IN SPLENDOUR === -function log_br() { - if (game.log.length > 0 && game.log[game.log.length - 1] !== "") - game.log.push("") +function can_play_sun_in_splendour() { + if (is_levy_phase() && is_lord_on_calendar(LORD_EDWARD_IV)) { + return true + } + return false } -function log(msg) { - game.log.push(msg) +function goto_play_sun_in_splendour() { + push_state("sun_in_splendour") } -function logevent(cap) { - game.log.push(`E${cap}.`) +states.sun_in_splendour = { + inactive: "Sun in splendour", + prompt() { + let done = true + view.prompt = "Sun in Splendour: Muster Edward IV in any friendly locale with no enemy lord" + if (is_lord_on_calendar(LORD_EDWARD_IV)) { + for (let loc = first_locale; loc <= last_locale; loc++) { + if (is_friendly_locale(loc)) { + done = false + gen_action_locale(loc) + } + } + } + if (done) { + view.actions.done = 1 + } + }, + locale(loc) { + push_undo() + muster_lord(LORD_EDWARD_IV, loc) + logi(`Mustered Edward IV at ${data.locales[loc].name}`) + }, + done() { + end_sun_in_splendour() + }, } -function logcap(cap) { - game.log.push(`C${cap}.`) +function end_sun_in_splendour() { + game.who = NOBODY + pop_state() } -function logi(msg) { - game.log.push(">" + msg) -} +// === HELD EVENT: ASPIELLES === -function log_h1(msg) { - log_br() - log(".h1 " + msg) - log_br() +function can_play_l_aspielles() { + if (game.hand_y.length > 0 || game.hidden) { + return true + } + return false } -function log_h2(msg) { - log_br() - if (game.active === YORK) - log(".h2t " + msg) - else - log(".h2r " + msg) - log_br() +function can_play_y_aspielles() { + if (game.hand_l.length > 0 || game.hidden) { + return true + } + return false } -function log_h3(msg) { - log_br() - if (game.active === YORK) - log(".h3t " + msg) - else - log(".h3r " + msg) - log_br() +function goto_play_aspielles() { + push_state("aspielles") + game.who = NOBODY } -function log_h4(msg) { - log_br() - log(".h4 " + msg) -} +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" + } + prompt_held_event() + if (game.hidden) { + for (let lord = first_enemy_lord; lord <= last_enemy_lord; ++lord) + gen_action_lord(lord) + } + if (game.active === YORK) { + view.hand = game.hand_l + log("Lancaster hand shown to the York player") + } + if (game.active === LANCASTER) { + view.hand = game.hand_y + log("York hand shown to the Lancaster player") + } + view.actions.done = 1 -function log_h5(msg) { - log_br() - log(".h5 " + msg) + }, + lord(lord) { + log(`${lord_name[lord]} Spied`) + view.reveal |= (1 << lord) + }, + card: action_held_event, + done() { + if (is_campaign_phase()) { + resume_command() + } else { + pop_state() + } + }, } -function gen_action(action, argument) { - if (!(action in view.actions)) - view.actions[action] = [] - set_add(view.actions[action], argument) -} +// === HELD EVENT: REBEL SUPPLY DEPOT === -function gen_action_card_if_held(c) { - if (has_card_in_hand(c)) - gen_action_card(c) +function can_play_rebel_supply_depot() { + if (game.active === YORK) + return false + if (game.group) { + for (let lord of game.group) { + if (get_lord_moved(lord) && is_seaport(get_lord_locale(game.command))) { + return true + } + } + } + return false } -function prompt_select_lord(lord) { - if (lord !== game.who) - gen_action_lord(lord) +function goto_play_rebel_supply_depot() { + game.flags.supply_depot = 1 + add_spoils(PROV, 4) + push_state("rebel_supply_depot") } -function action_select_lord(lord) { - if (game.who === lord) - game.who = NOBODY - else - game.who = lord +states.rebel_supply_depot = { + inactive: "Rebel Supply depot", + prompt() { + if (has_any_spoils()) { + view.prompt = "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() { + end_rebel_supply_depot() + }, } -function gen_action_locale(locale) { - gen_action("locale", locale) +function end_rebel_supply_depot() { + game.who = NOBODY + game.spoils = 0 + resume_command() } -function gen_action_lord(lord) { - gen_action("lord", lord) -} +// === HELD EVENT: SURPRISE LANDING === -function gen_action_array(pos) { - gen_action("array", pos) +function can_play_surprise_landing() { + let here = get_lord_locale(game.command) + if (game.flags.surprise_landing === 0 || !is_seaport(here) || here === LOC_CALAIS || here === LOC_PEMBROKE || here === LOC_HARLECH || here === LANCASTER || is_sea(here)) + return false + return true } -function gen_action_vassal(vassal) { - gen_action("vassal", vassal) +function goto_play_surprise_landing() { + push_state("surprise_landing") + game.flags.surprise_landing = 2 + game.who = NOBODY } -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) -} +states.surprise_landing = { + inactive: "Surprise Landing", + prompt() { + view.prompt = "Surprise Landing : You may march once (no path)." + prompt_held_event() -function gen_action_plan(lord) { - gen_action("plan", lord) -} + 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) + } -function gen_action_prov(lord) { - gen_action("prov", 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) + } + } -function gen_action_coin(lord) { - gen_action("coin", lord) + prompt_march() + }, + lord(lord) { + set_toggle(game.group, lord) + }, + locale: goto_march, + card: action_held_event, } -function gen_action_cart(lord) { - gen_action("cart", lord) -} +// === LOGGING === -function gen_action_mercenaries(lord) { - gen_action("mercenaries", lord) +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 gen_action_burgundians(lord) { - gen_action("burgundians", lord) +function log_br() { + if (game.log.length > 0 && game.log[game.log.length - 1] !== "") + game.log.push("") } -function gen_action_longbowmen(lord) { - gen_action("longbowmen", lord) +function log(msg) { + game.log.push(msg) } -function gen_action_retinue(lord) { - gen_action("retinue", lord) +function logevent(cap) { + game.log.push(`E${cap}.`) } -function gen_action_men_at_arms(lord) { - gen_action("men_at_arms", lord) +function logcap(cap) { + game.log.push(`C${cap}.`) } -function gen_action_militia(lord) { - gen_action("militia", lord) +function logi(msg) { + game.log.push(">" + msg) } -function gen_action_routed_mercenaries(lord) { - gen_action("routed_mercenaries", lord) +function log_h1(msg) { + log_br() + log(".h1 " + msg) + log_br() } -function gen_action_routed_longbowmen(lord) { - gen_action("routed_longbowmen", lord) +function log_h2(msg) { + log_br() + if (game.active === YORK) + log(".h2t " + msg) + else + log(".h2r " + msg) + log_br() } -function gen_action_routed_burgundians(lord) { - gen_action("routed_burgundians", lord) +function log_h3(msg) { + log_br() + if (game.active === YORK) + log(".h3t " + msg) + else + log(".h3r " + msg) + log_br() } -function gen_action_routed_men_at_arms(lord) { - gen_action("routed_men_at_arms", lord) +function log_h4(msg) { + log_br() + log(".h4 " + msg) } -function gen_action_routed_militia(lord) { - gen_action("routed_militia", lord) +function log_h5(msg) { + log_br() + log(".h5 " + msg) } -const YORK_LORD_MASK = 0x1fff -const LANCASTER_LORD_MASK = YORK_LORD_MASK << 14 +// === VIEW & ACTION === exports.view = function (state, current) { load_state(state) @@ -11746,39 +11609,146 @@ exports.action = function (state, current, action, arg) { return game } -// === COMMON TEMPLATE === +function gen_action(action, argument) { + if (!(action in view.actions)) + view.actions[action] = [] + set_add(view.actions[action], argument) +} -// Packed array of small numbers in one word +function gen_action_card_if_held(c) { + if (has_card_in_hand(c)) + gen_action_card(c) +} -function pack1_get(word, n) { - return (word >>> n) & 1 +function prompt_select_lord(lord) { + if (lord !== game.who) + gen_action_lord(lord) } -function pack2_get(word, n) { - n = n << 1 - return (word >>> n) & 3 +function action_select_lord(lord) { + if (game.who === lord) + game.who = NOBODY + else + game.who = lord } -function pack4_get(word, n) { - n = n << 2 - return (word >>> n) & 15 +function gen_action_locale(locale) { + gen_action("locale", locale) } -function pack1_set(word, n, x) { - return (word & ~(1 << n)) | (x << n) +function gen_action_lord(lord) { + gen_action("lord", lord) } -function pack2_set(word, n, x) { - n = n << 1 - return (word & ~(3 << n)) | (x << n) +function gen_action_array(pos) { + gen_action("array", pos) } -function pack4_set(word, n, x) { - n = n << 2 - return (word & ~(15 << n)) | (x << n) +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) } -// === COMMON LIBRARY === +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 clear_undo() { if (game.undo.length > 0) @@ -11816,6 +11786,11 @@ function pop_undo() { 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 @@ -11849,6 +11824,36 @@ function object_copy(original) { } } +// 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) { @@ -12060,6 +12065,8 @@ function map_delete(map, item) { } } +// === FUZZING ASSERTS === + const mutually_exclusive_lords = [ [LORD_EXETER_1, LORD_EXETER_2], [LORD_SOMERSET_1, LORD_SOMERSET_2], -- cgit v1.2.3