"use strict" const data = require("./data.js") const BOTH = "Both" const LANCASTER = "Lancaster" const YORK = "York" var P1 = LANCASTER var P2 = YORK const HIT = [ "0", '\u2776', '\u2777', '\u2778', '\u2779', '\u277A', '\u277B' ] const MISS = [ "0", '\u2460', '\u2461', '\u2462', '\u2463', '\u2464', '\u2465' ] function frac(x) { if (x === 1) return "\xbd" if (x & 1) return (x >> 1) + "\xbd" return x >> 1 } function range(x) { switch (x) { 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 "1-6" } } 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", "I-III. Wars of the Roses", ] const scenario_first_turn = { "Ia. Henry VI": 1, "Ib. Towton": 1, "Ic. Somerset's Return": 5, "II. Warwicks' Rebellion": 1, "III. My Kingdom for a Horse": 9, "I-III. Wars of the Roses": 1, } const scenario_last_turn = { "Ia. Henry VI": 15, "Ib. Towton": 2, "Ic. Somerset's Return": 8, "II. Warwicks' Rebellion": 15, "III. My Kingdom for a Horse": 15, "I-III. Wars of the Roses": 15, } function should_remove_Y28_event_card() { return game.scenario !== "I-III. Wars of the Roses" } // unit types const RETINUE = 0 const VASSAL = 1 const MEN_AT_ARMS = 2 const LONGBOWMEN = 3 const MILITIA = 4 const BURGUNDIANS = 5 const MERCENARIES = 6 const FORCE_TYPE_COUNT = 7 const FORCE_TYPE_NAME = [ "Retinue", "Vassal", "Men-at-Arms", "Longbowmen", "Militia", "Burgundians", "Mercenary" ] const FORCE_PROTECTION = [ 4, 4, 3, 1, 1, 3, 3 ] // asset types const PROV = 0 const COIN = 1 const CART = 2 const SHIP = 3 const ASSET_TYPE_NAME = [ "Provender", "Coin", "Cart", "Ship" ] // battle array const A1 = 0 // attackers const A2 = 1 const A3 = 2 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 LORD: " + 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 LORD: " + 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 const vassal_count = data.vassals.length const first_lord = 0 const last_lord = lord_count - 1 const first_york_locale = 0 const last_york_locale = 73 const first_lancaster_locale = 0 const last_lancaster_locale = 73 const first_locale = 0 const last_locale = data.locales.length - 1 const first_vassal = 0 const last_vassal = vassal_count - 1 const first_york_card = 0 const last_york_card = 36 const first_lancaster_card = 37 const last_lancaster_card = 73 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 GARRISON = 100 const LORD_YORK = find_lord("York") const LORD_MARCH = find_lord("March") const LORD_EDWARD_IV = find_lord("Edward IV") const LORD_SALISBURY = find_lord("Salisbury") const LORD_RUTLAND = find_lord("Rutland") const LORD_PEMBROKE = find_lord("Pembroke") const LORD_DEVON = find_lord("Devon") const LORD_NORTHUMBERLAND_Y1 = find_lord("Northumberland Y1") const LORD_NORTHUMBERLAND_Y2 = find_lord("Northumberland Y2") const LORD_GLOUCESTER_1 = find_lord("Gloucester 1") const LORD_GLOUCESTER_2 = find_lord("Gloucester 2") const LORD_RICHARD_III = find_lord("Richard III") const LORD_NORFOLK = find_lord("Norfolk") const LORD_WARWICK_Y = find_lord("Warwick Y") const LORD_HENRY_VI = find_lord("Henry VI") const LORD_MARGARET = find_lord("Margaret") const LORD_SOMERSET_1 = find_lord("Somerset 1") const LORD_SOMERSET_2 = find_lord("Somerset 2") const LORD_EXETER_1 = find_lord("Exeter 1") const LORD_EXETER_2 = find_lord("Exeter 2") const LORD_BUCKINGHAM = find_lord("Buckingham") const LORD_CLARENCE = find_lord("Clarence") const LORD_NORTHUMBERLAND_L = find_lord("Northumberland L") const LORD_JASPER_TUDOR_1 = find_lord("Jasper Tudor 1") const LORD_JASPER_TUDOR_2 = find_lord("Jasper Tudor 2") const LORD_HENRY_TUDOR = find_lord("Henry Tudor") const LORD_OXFORD = find_lord("Oxford") const LORD_WARWICK_L = find_lord("Warwick L") const LOC_BAMBURGH = find_locale("Bamburgh") const LOC_NEWCASTLE = find_locale("Newcastle") const LOC_APPLEBY = find_locale("Appleby") const LOC_HEXHAM = find_locale("Hexham") const LOC_CARLISLE = find_locale("Carlisle") const LOC_HARLECH = find_locale("Harlech") const LOC_PEMBROKE = find_locale("Pembroke") const LOC_CARDIFF = find_locale("Cardiff") const LOC_HEREFORD = find_locale("Hereford") const LOC_LUDLOW = find_locale("Ludlow") const LOC_SHREWSBURY = find_locale("Shrewsbury") const LOC_SALISBURY = find_locale("Salisbury") const LOC_WINCHESTER = find_locale("Winchester") const LOC_GUILDFORD = find_locale("Guildford") const LOC_ARUNDEL = find_locale("Arundel") const LOC_SOUTHAMPTON = find_locale("Southampton") const LOC_ROCHESTER = find_locale("Rochester") const LOC_DOVER = find_locale("Dover") const LOC_CANTERBURY = find_locale("Canterbury") const LOC_HASTINGS = find_locale("Hastings") const LOC_DORCHESTER = find_locale("Dorchester") const LOC_EXETER = find_locale("Exeter") const LOC_PLYMOUTH = find_locale("Plymouth") const LOC_LAUNCESTON = find_locale("Launceston") const LOC_TRURO = find_locale("Truro") const LOC_WELLS = find_locale("Wells") const LOC_BRISTOL = find_locale("Bristol") const LOC_GLOUCESTER = find_locale("Gloucester") const LOC_OXFORD = find_locale("Oxford") const LOC_NEwBURY = find_locale("Newbury") const LOC_LONDON = find_locale("London") const LOC_ST_ALBANS = find_locale("St Albans") const LOC_BEDFORD = find_locale("Bedford") const LOC_CAMBRIDGE = find_locale("Cambridge") const LOC_BURY_ST_EDMUNDS = find_locale("Bury St Edmunds") const LOC_IPSWICH = find_locale("Ipswich") const LOC_NORWICH = find_locale("Norwich") const LOC_LYNN = find_locale("Lynn") const LOC_ELY = find_locale("Ely") const LOC_PETERBOROUGH = find_locale("Peterborough") const LOC_NORTHAMPTON = find_locale("Northampton") const LOC_COVENTRY = find_locale("Coventry") const LOC_LEICESTER = find_locale("Leicester") const LOC_LICHFIELD = find_locale("Lichfield") const LOC_DERBY = find_locale("Derby") const LOC_NOTTINGHAM = find_locale("Nottingham") const LOC_WORCESTER = find_locale("Worcester") const LOC_CHESTER = find_locale("Chester") const LOC_LANCASTER = find_locale("Lancaster") const LOC_LINCOLN = find_locale("Lincoln") const LOC_YORK = find_locale("York") const LOC_CALAIS = find_locale("Calais") const LOC_FRANCE = find_locale("France") const LOC_SCOTLAND = find_locale("Scotland") const LOC_IRELAND = find_locale("Ireland") const LOC_BURGUNDY = find_locale("Burgundy") const LOC_ENGLISH_CHANNEL = find_locale("English Channel") const LOC_IRISH_SEA = find_locale("Irish Sea") const LOC_NORTH_SEA = find_locale("North Sea") const LOC_SCARBOROUGH = find_locale("Scarborough") const LOC_RAVENSPUR = find_locale("Ravenspur") const VASSAL_BEAUMONT = find_vassal('Beaumont') const VASSAL_BONVILLE = find_vassal('Bonville') const VASSAL_DEVON = find_vassal('Devon') const VASSAL_DUDLEY = find_vassal('Dudley') const VASSAL_ESSEX = find_vassal('Essex') const VASSAL_FAUCONBERG = find_vassal('Fauconberg') const VASSAL_NORFOLK = find_vassal('Norfolk') const VASSAL_OXFORD = find_vassal('Oxford') const VASSAL_SHREWSBURY = find_vassal('Shrewsbury') const VASSAL_STANLEY = find_vassal('Stanley') const VASSAL_SUFFOLK = find_vassal('Suffolk') const VASSAL_WESTMORLAND = find_vassal('Westmoreland') const VASSAL_WORCESTER = find_vassal('Worcester') const VASSAL_CLIFFORD = find_vassal('Clifford') const VASSAL_EDWARD = find_vassal('Edward') const VASSAL_HASTINGS = find_vassal('Hastings') const VASSAL_MONTAGU = find_vassal('Montagu') const VASSAL_THOMAS_STANLEY = find_vassal('Thomas Stanley') const VASSAL_TROLLOPE = find_vassal('Trollope') const AOW_LANCASTER_CULVERINS_AND_FALCONETS = [ L1, L2 ] // TODO const AOW_LANCASTER_MUSTERD_MY_SOLDIERS = L3 // TODO const AOW_LANCASTER_HERALDS = L4 // TODO const AOW_LANCASTER_CHURCH_BLESSINGS = L5 const AOW_LANCASTER_GREAT_SHIPS = L6 // TODO const AOW_LANCASTER_HARBINGERS = L7 const AOW_LANCASTER_HAY_WAINS = L8 const AOW_LANCASTER_QUARTERMASTERS = L9 const AOW_LANCASTER_CHAMBERLAINS = L10 // TODO const AOW_LANCASTER_IN_THE_NAME_OF_THE_KING = L11 const AOW_LANCASTER_COMMISION_OF_ARRAY = L12 // TODO const AOW_LANCASTER_EXPERT_COUNSELLORS = L13 const AOW_LANCASTER_PERCYS_POWER = L14 const AOW_LANCASTER_KINGS_PARLEY = L15 // TODO const AOW_LANCASTER_NORTHMEN = L16 // TODO const AOW_LANCASTER_MARGARET = L17 // TODO const AOW_LANCASTER_COUNCIL_MEMBER = L18 // TODO const AOW_LANCASTER_ANDREW_TROLLOPE = L19 // TODO VASSAL LEVY ONLY const AOW_LANCASTER_VETERAN_OF_FRENCH_WARS = L20 const AOW_LANCASTER_MY_FATHERS_BLOOD = L21 // TODO VASSAL LEVY ONLY const AOW_LANCASTER_STAFFORD_ESTATES = L22 // TODO const AOW_LANCASTER_MONTAGU = L23 // TODO VASSAL LEVY ONLY const AOW_LANCASTER_MARRIED_TO_A_NEVILLE = L24 const AOW_LANCASTER_WELSH_LORD = L25 // TODO const AOW_LANCASTER_EDWARD = L26 // TODO VASSAL LEVY ONLY const AOW_LANCASTER_BARDED_HORSE = L27 // TODO const AOW_LANCASTER_LOYAL_SOMERSET = L28 const AOW_LANCASTER_HIGH_ADMIRAL = L29 const AOW_LANCASTER_MERCHANTS = L30 // TODO const AOW_LANCASTER_YEOMEN_OF_THE_CROWN = L31 // TODO const AOW_LANCASTER_TWO_ROSES = L32 // TODO const AOW_LANCASTER_PHILIBERT_DE_CHANDEE = L33 // TODO const AOW_LANCASTER_PIQUIERS = L34 // TODO const AOW_LANCASTER_THOMAS_STANLEY = L35 // TODO const AOW_LANCASTER_CHEVALIERS = L36 const AOW_LANCASTER_MADAME_LA_GRANDE = L37 // TODO const AOW_YORK_CULVERINS_AND_FALCONETS = [ Y1, Y2 ] // TODO const AOW_YORK_MUSTERD_MY_SOLDIERS = Y3 // TODO const AOW_YORK_WE_DONE_DEEDS_OF_CHARITY = Y4 // TODO const AOW_YORK_THOMAS_BOURCHIER = Y5 const AOW_YORK_GREAT_SHIPS = Y6 // TODO const AOW_YORK_HARBINGERS = Y7 const AOW_YORK_ENGLAND_IS_MY_HOME = Y8 // TODO const AOW_YORK_BARRICADES = Y9 const AOW_YORK_AGITATORS = Y10 // TODO const AOW_YORK_YORKISTS_NEVER_WAIT = Y11 const AOW_YORK_SOLDIERS_OF_FORTUNE = Y12 // TODO const AOW_YORK_SCOURERS = Y13 const AOW_YORK_BURGUNDIANS = [ Y14, Y23 ] // TODO const AOW_YORK_NAVAL_BLOCKADE = Y15 // TODO const AOW_YORK_BELOVED_WARWICK = Y16 // TODO const AOW_YORK_ALICE_MONTAGU = Y17 // TODO const AOW_YORK_IRISHMEN = Y18 // TODO const AOW_YORK_WELSHMEN = Y19 // TODO const AOW_YORK_YORKS_FAVOURED_SON = Y20 const AOW_YORK_SOUTHERNERS = Y21 // TODO const AOW_YORK_FAIR_ARBITER = Y22 // TODO const AOW_YORK_HASTINGS = Y24 // TODO const AOW_YORK_PEMBROKE = Y25 // TODO const AOW_YORK_FALLEN_BROTHER = Y26 // TODO const AOW_YORK_PERCYS_NORTH1 = Y27 // TODO const AOW_YORK_FIRST_SON = Y28 // TODO const AOW_YORK_STAFFORD_BRANCH = Y29 // TODO const AOW_YORK_CAPTAIN = Y30 const AOW_YORK_WOODWILLES = Y31 const AOW_YORK_FINAL_CHARGE = Y32 // TODO const AOW_YORK_BLOODY_THOU_ART = Y33 // TODO const AOW_YORK_SO_WISE_SO_YOUNG = Y34 // TODO const AOW_YORK_KINGDOM_UNITED = Y35 // TODO const AOW_YORK_VANGUARD = Y36 // TODO const AOW_YORK_PERCYS_NORTH2 = Y37 // TODO const EVENT_LANCASTER_LEEWARD_BATTLE_LINE = L1 // TODO const EVENT_LANCASTER_FLANK_ATTACK = L2 // TODO const EVENT_LANCASTER_ESCAPE_SHIP = L3 // TODO const EVENT_LANCASTER_BE_SENT_FOR = L4 // TODO const EVENT_LANCASTER_SUSPICION = L5 // TODO const EVENT_LANCASTER_SEAMANSHIP = L6 // TODO const EVENT_LANCASTER_FOR_TRUST_NOT_HIM = L7 // TODO const EVENT_LANCASTER_FORCED_MARCHES = L8 // TODO const EVENT_LANCASTER_RISING_WAGES = L9 // TODO const EVENT_LANCASTER_NEW_ACT_OF_PARLIAMENT = L10 // TODO const EVENT_LANCASTER_BLOCKED_FORD = L11 // TODO const EVENT_LANCASTER_RAVINE = L12 // TODO const EVENT_LANCASTER_ASPIELLES = L13 // TODO const EVENT_LANCASTER_SCOTS = L14 // TODO const EVENT_LANCASTER_HENRY_PRESSURES_PARLIAMENT = L15 // TODO const EVENT_LANCASTER_WARDEN_OF_THE_MARCHES = L16 // TODO const EVENT_LANCASTER_MY_CROWN_IS_IN_MY_HEART = L17 // TODO const EVENT_LANCASTER_PARLIAMENT_VOTES = L18 // TODO const EVENT_LANCASTER_HENRYS_PROCLAMATION = L19 // TODO const EVENT_LANCASTER_PARLIAMEN_TRUCE = L20 // TODO const EVENT_LANCASTER_FRENCH_FLEET = L21 // TODO const EVENT_LANCASTER_FRENCH_TROOPS = L22 // TODO const EVENT_LANCASTER_WARWICKS_PROPAGANDA = [ L23, L24 ] // TODO const EVENT_LANCASTER_WELSH_REBELLION = L25 // TODO const EVENT_LANCASTER_HENRY_RELEASED = L26 // TODO const EVENT_LANCASTER_LUNIVERSELLE_ARAGNE = L27 // TODO const EVENT_LANCASTER_REBEL_SUPPLY_DEPOT = L28 // TODO const EVENT_LANCASTER_TO_WILFUL_DISOBEDIANCE = L29 // TODO const EVENT_LANCASTER_FRENCH_WAR_LOANS = L30 // TODO const EVENT_LANCASTER_ROBINS_REBELLION = L31 // TODO const EVENT_LANCASTER_TUDOR_BANNERS = L32 // TODO const EVENT_LANCASTER_SURPRISE_LANDING = L33 // TODO const EVENT_LANCASTER_BUCKINGHAMS_PLOT = L34 // TODO const EVENT_LANCASTER_MARGARET_BEAUFORT = L35 // TODO const EVENT_LANCASTER_TALBOT_TO_THE_RESCUE = L36 // TODO const EVENT_LANCASTER_THE_EARL_OF_RICHMOND = L37 // TODO const EVENT_YORK_LEEWARD_BATTLE_LINE = Y1 // TODO const EVENT_YORK_FLANK_ATTACK = Y2 // TODO const EVENT_YORK_ESCAPE_SHIP = [ Y3, Y9 ] // TODO const EVENT_YORK_JACK_CADE = Y4 // TODO const EVENT_YORK_SUSPICION = Y5 // TODO const EVENT_YORK_SEAMANSHIP = Y6 // TODO const EVENT_YORK_YORKISTS_BLOCK_PARLIAMENT = Y7 // TODO const EVENT_YORK_EXILE_PACT = Y8 // TODO const EVENT_YORK_TAX_COLLECTORS = Y10 // TODO const EVENT_YORK_BLOCKED_FORD = Y11 // TODO const EVENT_YORK_PARLIAMENTS_TRUCE = Y12 // TODO const EVENT_YORK_ASPIELLES = Y13 // TODO const EVENT_YORK_RICHARD_OF_YORK = Y14 // TODO const EVENT_YORK_LONDON_FOR_YORK = Y15 // TODO const EVENT_YORK_THE_COMMONS = Y16 // TODO const EVENT_YORK_SHEWOLF_OF_FRANCE = Y17 // TODO const EVENT_YORK_SUCCESSION = Y18 // TODO const EVENT_YORK_CALTROPS = Y19 // TODO const EVENT_YORK_YORKIST_PARADE = Y20 // TODO const EVENT_YORK_SIR_RICHARD_LEIGH = Y21 // TODO const EVENT_YORK_LOYALTY_AND_TRUST = Y22 // TODO const EVENT_YORK_CHARLES_THE_BOLD = Y23 // TODO const EVENT_YORK_SUN_IN_SPLENDOUR = Y24 // TODO const EVENT_YORK_OWAIN_GLYNDWR = Y25 // TODO const EVENT_YORK_DUBIOUS_CLARENCE = Y26 // TODO const EVENT_YORK_YORKIST_NORTH = Y27 // TODO const EVENT_YORK_GLOUCESTER_AS_HEIR = Y28 // TODO const EVENT_YORK_DORSET = Y29 // TODO const EVENT_YORK_REGROUP = Y30 // TODO const EVENT_YORK_EARL_RIVERS = Y31 // TODO const EVENT_YORK_THE_KINGS_NAME = Y32 // TODO const EVENT_YORK_EDWARD_V = Y33 // TODO const EVENT_YORK_AN_HONEST_TALE_SPEEDS_BEST = Y34 // TODO const EVENT_YORK_PRIVY_COUNCIL = Y35 // TODO const EVENT_YORK_SWIFT_MANEUVER = Y36 // TODO const EVENT_YORK_PATRICK_DE_LA_MOTE = Y37 // TODO // Check all push/clear_undo const VASSAL_UNAVAILABLE = 201 const VASSAL_READY = 200 //const VASSAL_MUSTERED = -3 const NOBODY = -1 const NOWHERE = -1 const NOTHING = -1 const NEVER = -1 const CALENDAR = 100 const TRACK = 100 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 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() { // LIKELY BUG, CHECK goto_command_activation() if (game.active === P1) return game.hand1 return game.hand2 } function is_summer() { return current_season() === SUMMER } function is_winter() { return current_season() === WINTER } function is_spring() { return current_season() === SPRING } function is_autumn() { return current_season() === AUTUMN } 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 function update_aliases() { if (game.active === YORK) { first_friendly_lord = 0 last_friendly_lord = 13 first_enemy_lord = 14 last_enemy_lord = 27 } else if (game.active === LANCASTER) { first_friendly_lord = 14 last_friendly_lord = 27 first_enemy_lord = 0 last_enemy_lord = 13 } else { first_friendly_lord = -1 last_friendly_lord = -1 first_enemy_lord = -1 last_enemy_lord = -1 } P1 = game.rebel P2 = game.crown } function load_state(state) { if (game !== state) { game = state update_aliases() } } 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) { game.active = new_active update_aliases() } } function set_active_enemy() { game.active = enemy_player() update_aliases() } function enemy_player() { if (game.active === P1) return P2 if (game.active === P2) return P1 return null } function has_any_spoils() { return ( game.spoils && game.spoils[PROV] + game.spoils[COIN] + game.spoils[CART] + game.spoils[SHIP] > 0 ) } function get_spoils(type) { if (game.spoils) return game.spoils[type] return 0 } function add_spoils(type, n) { if (!game.spoils) game.spoils = [ 0, 0, 0, 0, 0, 0, 0 ] game.spoils[type] += n } function set_item_on_track(item, value) { if (track_value > 45) track_value = 45 set_lord_locale(item, TRACK + track_value) } function get_lord_calendar(lord) { if (is_lord_on_calendar(lord)) return get_lord_locale(lord) - CALENDAR /*else return get_lord_service(lord)*/ } function set_lord_cylinder_on_calendar(lord, turn) { if (turn < 1) turn = 1 if (turn > 16) turn = 16 set_lord_locale(lord, CALENDAR + turn) } function set_lord_calendar(lord, turn) { if (is_lord_on_calendar(lord)) set_lord_cylinder_on_calendar(lord, turn) else set_lord_service(lord, turn) } function get_lord_locale(lord) { return game.pieces.locale[lord] } /*function get_lord_service(lord) { return game.pieces.service[lord] }*/ function get_lord_capability(lord, n) { return game.pieces.capabilities[(lord << 1) + n] } function set_lord_capability(lord, n, x) { game.pieces.capabilities[(lord << 1) + n] = x } function get_lord_assets(lord, n) { return pack4_get(game.pieces.assets[lord], n) } function get_lord_forces(lord, n) { return pack4_get(game.pieces.forces[lord], n) } function get_lord_routed_forces(lord, n) { return pack4_get(game.pieces.routed[lord], n) } function lord_has_unrouted_units(lord) { return game.pieces.forces[lord] !== 0 || get_vassals_with_lord(lord).some(v => game.battle.routed_vassals[lord] === 0 || !game.battle.routed_vassals[lord].includes(v)) } function lord_has_routed_units(lord) { return game.pieces.routed[lord] !== 0 || (game.battle.routed_vassals[lord] !== 0 && game.battle.routed_vassals[lord].length > 0) } function rout_vassal(lord, vassal) { if (game.battle.routed_vassals[lord] == 0) game.battle.routed_vassals[lord] = [] set_add(game.battle.routed_vassals[lord], vassal) } function set_lord_locale(lord, locale) { game.pieces.locale[lord] = locale } function get_force_name(lord, n, x) { if (n === RETINUE) { return `${lord_name[lord]}'s Retinue` } else if (n === VASSAL) { return `Vassal ${data.vassals[x].name}` } return FORCE_TYPE_NAME[n] } function shift_lord_cylinder(lord, dir) { set_lord_calendar(lord, get_lord_calendar(lord) + dir) } function set_lord_assets(lord, n, x) { if (x < 0) x = 0 if (x > 40) x = 40 game.pieces.assets[lord] = pack4_set(game.pieces.assets[lord], n, x) } function add_lord_assets(lord, n, x) { set_lord_assets(lord, n, get_lord_assets(lord, n) + x) } function set_lord_forces(lord, n, x) { if (x < 0) x = 0 if (x > 15) x = 15 game.pieces.forces[lord] = pack4_set(game.pieces.forces[lord], n, x) } function add_lord_forces(lord, n, x) { set_lord_forces(lord, n, get_lord_forces(lord, n) + x) } function set_lord_routed_forces(lord, n, x) { if (x < 0) x = 0 if (x > 15) x = 15 game.pieces.routed[lord] = pack4_set(game.pieces.routed[lord], n, x) } function add_lord_routed_forces(lord, n, x) { set_lord_routed_forces(lord, n, get_lord_routed_forces(lord, n) + x) } function clear_lords_moved() { game.pieces.moved = 0 } function get_lord_moved(lord) { return pack2_get(game.pieces.moved, lord) } function set_lord_moved(lord, x) { game.pieces.moved = pack2_set(game.pieces.moved, lord, x) } function set_lord_fought(lord) { set_lord_moved(lord, 1) game.battle.fought = pack1_set(game.battle.fought, lord, 1) } function get_lord_fought(lord) { return pack1_get(game.battle.fought, lord) } function set_lord_unfed(lord, n) { // reuse "moved" flag for hunger set_lord_moved(lord, n) } function is_lord_unfed(lord) { // reuse "moved" flag for hunger return get_lord_moved(lord) } function feed_lord_skip(lord) { // reuse "moved" flag for hunger set_lord_moved(lord, 0) } function feed_lord(lord) { // reuse "moved" flag for hunger let n = get_lord_moved(lord) - 1 set_lord_moved(lord, n) if (n === 0) log(`Fed L${lord}.`) } function pay_lord(lord) { // reuse "moved" flag for hunger let n = get_lord_moved(lord) - 1 set_lord_moved(lord, n) if (n === 0) log(`Pay L${lord}.`) } function get_lord_array_position(lord) { for (let p = 0; p < 12; ++p) if (game.battle.array[p] === lord) return p return -1 } // === GAME STATE HELPERS === function roll_die() { return random(6) + 1 } 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 } } return n } function count_lord_all_forces(lord) { return ( get_lord_forces(lord, BURGUNDIANS) + get_lord_forces(lord, MERCENARIES) + get_lord_forces(lord, MEN_AT_ARMS) + get_lord_forces(lord, MILITIA) + get_lord_forces(lord, LONGBOWMEN) ) } function count_lord_ships(lord) { let ships = get_lord_assets(lord, SHIP) return ships } function count_shared_ships() { let here = get_lord_locale(game.command) let n = 0 for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (get_lord_locale(lord) === here) n += count_lord_ships(lord) return n } function count_group_ships() { let n = 0 for (let lord of game.group) n += count_lord_ships(lord) return n } function count_group_assets(type) { let m = 0 let n = 0 for (let lord of game.group) { n += get_lord_assets(lord, type) if ((game.state === 'command' || game.state === 'march_laden') && lord_has_capability(lord, AOW_LANCASTER_HAY_WAINS) && type === CART) m = get_lord_assets(lord, CART) n += m } return n } function count_group_forces(type) { let n = 0 for (let lord of game.group) n += get_lord_forces(lord, type) return n } function count_group_provender(type) { let n = 0 for (let lord of game.group) n += get_lord_provender(lord) return n } function count_group_transport(type) { let n = 0 for (let lord of game.group) n += count_lord_transport(lord, type) return n } function count_group_lords() { let n = 0 for (let lord of game.group) n += 1 return n } 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_armored_force(type) { return type === MEN_AT_ARMS || type === BURGUNDIANS || type === RETINUE || type === VASSAL || type === MERCENARIES } 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.hand1, c)) return true if (set_has(game.hand2, c)) return true if (set_has(game.events, c)) return true if (game.pieces.capabilities.includes(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)) 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.hand1, c) return set_has(game.hand2, c) } function can_discard_card(c) { if (set_has(game.hand1, c)) return true if (set_has(game.hand2, c)) return true if (game.pieces.capabilities.includes(c)) return true } function is_lord_on_map(lord) { let loc = get_lord_locale(lord) return loc !== NOWHERE && loc < CALENDAR } function is_lord_in_play(lord) { return get_lord_locale(lord) !== NOWHERE } function is_lord_on_calendar(lord) { let loc = get_lord_locale(lord) return loc >= CALENDAR } function is_lord_ready(lord) { let loc = get_lord_locale(lord) return loc >= CALENDAR && loc <= CALENDAR + (game.turn >> 1) } function setup_vassals(excludes = []) { for (let x = first_vassal; x < last_vassal; x++) { if (!excludes.includes(x) && data.vassals[x].capability === undefined) { set_vassal_ready(x) set_vassal_on_map(x, data.vassals[x].seat[0]) } } } function set_vassal_on_map(vassal, loc) { game.pieces.vassals[vassal] = pack8_set(game.pieces.vassals[vassal], 1, loc) } function get_vassal_locale(vassal) { return pack8_get(game.pieces.vassals[vassal], 1) } function get_vassals_with_lord(lord) { let results = [] for (let x = first_vassal; x < last_vassal; x++) { if (pack8_get(game.pieces.vassals[x], 0) === lord) { results.push(x) } } return results } function set_vassal_ready(vassal) { game.pieces.vassals[vassal] = pack8_set(game.pieces.vassals[vassal], 0, VASSAL_READY) } function set_vassal_on_calendar(vassal, turn) { game.pieces.vassals[vassal] = pack8_set(game.pieces.vassals[vassal], 1, turn + CALENDAR) } function set_vassal_with_lord(vassal, lord) { game.pieces.vassals[vassal] = pack8_set(game.pieces.vassals[vassal], 0, lord) } function set_vassal_unavailable(vassal) { game.pieces.vassals[vassal] = pack8_set(game.pieces.vassals[vassal], 0, VASSAL_UNAVAILABLE) } function muster_vassal(vassal, lord) { set_vassal_with_lord(vassal, lord) if (data.vassals[vassal].service !== 0) set_vassal_on_calendar(vassal, current_turn() + (6 - data.vassals[vassal].service)) } function disband_vassal(vassal) { let new_turn = current_turn() + (6 - data.vassals[vassal].service) set_vassal_unavailable(vassal) set_vassal_on_calendar(vassal, new_turn) log(`Disbanded V${vassal} to turn ${current_turn() + (6 - data.vassals[vassal].service)}.`) } function pay_vassal(vassal) { if (current_turn() < 15) set_vassal_on_calendar(vassal, current_turn() + 1) } function get_ready_vassals() { let favor = game.active === YORK ? game.pieces.favoury : game.pieces.favourl let results = [] for (let x = first_vassal; x < last_vassal; x++) { if (is_vassal_ready(x) && favor.includes(data.vassals[x].seat[0])) { results.push(x) } } return results } function is_vassal_unavailable(vassal) { return pack8_get(game.pieces.vassals[vassal], 0) === VASSAL_UNAVAILABLE } function is_vassal_ready(vassal) { return pack8_get(game.pieces.vassals[vassal], 0) === VASSAL_READY } function is_vassal_mustered(vassal) { return pack8_get(game.pieces.vassals[vassal]) < VASSAL_READY } 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_york_lord(lord) { return lord >= first_york_lord && lord <= last_york_lord } function is_friendly_lord(lord) { return lord >= first_friendly_lord && lord <= last_friendly_lord } function is_lord_at_friendly_locale(lord) { let loc = get_lord_locale(lord) return is_friendly_locale(loc) } function used_seat_capability(lord, where, extra) { let seats = data.lords[lord].seats if (extra) { if (set_has(seats, where) && !extra.includes(where)) return -1 } else { if (set_has(seats, where)) return -1 } return -1 } function for_each_seat(lord, fn, repeat = false) { let list = data.lords[lord].seats for (let seat of list) fn(seat) } function is_lord_seat(lord, here) { let result = false for_each_seat(lord, seat => { if (seat === here) result = true }) return result } function is_lord_at_seat(lord) { return is_lord_seat(lord, get_lord_locale(lord)) } function has_free_seat(lord) { let result = false for_each_seat(lord, seat => { if (!result && is_friendly_locale(seat)) result = true }) return result } function has_york_lord(here) { for (let lord = first_york_lord; lord <= last_york_lord; ++lord) if (get_lord_locale(lord) === here) return true } function has_lancaster_lord(here) { for (let lord = first_lancaster_lord; lord <= last_lancaster_lord; ++lord) if (get_lord_locale(lord) === here) return true } function has_friendly_lord(loc) { for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (get_lord_locale(lord) === loc) return true return false } /* function has_besieged_friendly_lord(loc) { for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (get_lord_locale(lord) === loc && is_lord_besieged(lord)) return true return false }*/ function has_enemy_lord(loc) { for (let lord = first_enemy_lord; lord <= last_enemy_lord; ++lord) if (get_lord_locale(lord) === loc) return true return false } function has_unbesieged_enemy_lord(loc) { for (let lord = first_enemy_lord; lord <= last_enemy_lord; ++lord) if (get_lord_locale(lord) === loc) return true return false } /*function has_unbesieged_friendly_lord(loc) { for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (get_lord_locale(lord) === loc && is_lord_unbesieged(lord)) return true return false } */ function is_york_locale(loc) { return loc >= first_york_locale && loc <= last_york_locale } function is_lancaster_locale(loc) { return loc >= first_lancaster_locale && loc <= last_lancaster_locale } // Will be used to determine friendly favour function is_friendly_territory(loc) { if (game.active === YORK) return loc >= first_york_locale && loc <= last_york_locale return loc >= first_lancaster_locale && loc <= last_lancaster_locale } function is_enemy_territory(loc) { if (game.active === YORK) return loc >= first_lancaster_locale && loc <= last_lancaster_locale return loc >= first_york_locale && loc <= last_york_locale } function is_seaport(loc) { return set_has(data.seaports, loc) } 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_fortress(loc) { return data.locales[loc].type === "fortress" } function is_calais(loc) { return data.locales[loc].type === "calais" } function is_sea(loc) { return data.locales[loc].type === "sea" } function is_london(loc) { return data.locales[loc].type === "london" } function is_harlech(loc) { return data.locales[loc].type === "harlech" } function is_favour_friendly(loc, side) { if (has_favoury_marker(loc) && side === YORK) return true else if (has_favourl_marker(loc) && side === LANCASTER) return true else return false } function is_favour_enemy(loc, side) { if (has_favoury_marker(loc) && side === LANCASTER) return true else if (has_favourl_marker(loc) && side === YORK) return true else return false } function is_favour_neutral(loc) { if (!has_favoury_marker(loc) && !has_favourl_marker(loc)) return true else return false } function is_stronghold(loc) { return data.locales[loc].stronghold > 0 } function has_favourl_marker(loc) { return set_has(game.pieces.favourl, loc) } function add_favourl_marker(loc) { set_add(game.pieces.favourl, loc) } function remove_favourl_marker(loc) { set_delete(game.pieces.favourl, loc) } function has_favoury_marker(loc) { return set_has(game.pieces.favoury, loc) } function add_favoury_marker(loc) { set_add(game.pieces.favoury, loc) } function remove_favoury_marker(loc) { set_delete(game.pieces.favoury, loc) } function parley_locale(loc, side) { if (is_favour_friendly(loc, side)) set_delete(game.pieces.favoury, loc) set_delete(game.pieces.favourl, loc) } function has_exhausted_marker(loc) { return set_has(game.pieces.exhausted, loc) } function add_exhausted_marker(loc) { set_add(game.pieces.exhausted, loc) } function has_depleted_marker(loc) { return set_has(game.pieces.depleted, loc) } function add_depleted_marker(loc) { set_add(game.pieces.depleted, loc) } function remove_depleted_marker(loc) { set_delete(game.pieces.depleted, loc) } function remove_exhausted_marker(loc) { set_delete(game.pieces.exhausted, loc) } function deplete_locale(loc) { if (has_depleted_marker(loc)) { remove_depleted_marker(loc), add_exhausted_marker(loc) } else { add_depleted_marker(loc) } } function is_friendly_locale(loc) { if (loc !== NOWHERE && loc < CALENDAR) { if (has_enemy_lord(loc)) return false if (is_favour_friendly(loc, game.active)) { //to add friendly favour marker later return true } } return false // TESTING PURPOSES NEED TO CHANGE TO FALSE } function can_add_troops(lordwho, locale) { if (has_exhausted_marker(locale)) return false else return true } function can_add_transport(who, what) { return get_lord_assets(who, what) < 100 } function count_lord_transport(lord, type) { let season = current_season() let n = 0 n += get_lord_assets(lord, CART) return n } function get_lord_provender(lord) { let n = 0 n += get_lord_assets(lord, PROV) return n } function list_ways(from, to) { for (let ways of data.locales[from].ways) if (ways[0] === to) return ways return null } function group_has_capability(c) { for (let lord of game.group) if (lord_has_capability(lord, c)) return true return false } function reduce_influence(amt) { if (game.active === YORK) reduce_york_influence(amt) else reduce_lancaster_influence(amt) } function reduce_york_influence(amt) { game.influence += amt } function increase_york_influence(amt) { game.influence -= amt } function reduce_lancaster_influence(amt) { game.influence -= amt } function increase_lancaster_influnce(amt) { game.influence += amt } function shift_favor_away(loc) { if (game.active === YORK) shift_favor_toward_lancaster(loc) else shift_favor_toward_york(loc) } function shift_favor_toward(loc) { if (game.active === YORK) shift_favor_toward_york(loc) else shift_favor_toward_lancaster(loc) } function shift_favor_toward_york(loc) { if (has_favourl_marker(loc)) remove_favourl_marker(loc) else add_favoury_marker(loc) } function shift_favor_toward_lancaster(loc) { if (has_favoury_marker(loc)) remove_favoury_marker(loc) else add_favourl_marker(loc) } /* function count_unbesieged_friendly_lords(loc) { let n = 0 for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (get_lord_locale(lord) === loc && is_lord_unbesieged(lord)) ++n return n } */ // === MAP === function calculate_distance(start, adjacent) { let queue = [] queue.push([start, 0]) let distance = new Array(last_locale+1).fill(-1) distance[start] = 0 while (queue.length > 0) { let [ here, d ] = queue.shift() for (let next of data.locales[here][adjacent]) { if (distance[next] < 0) { distance[next] = d+1 queue.push([next, d+1]) } } } return distance } for (let loc = 0; loc <= last_locale; ++loc) data.locales[loc].distance = calculate_distance(loc, "adjacent") function locale_distance(from, to) { return data.locales[from].distance[to] } // === 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 muster_vassal_forces(lord, vassal) { let info = data.vassals[vassal] add_lord_forces(lord, RETINUE, info.forces.knights | 0) add_lord_forces(lord, SERGEANTS, info.forces.sergeants | 0) add_lord_forces(lord, LIGHT_HORSE, info.forces.light_horse | 0) add_lord_forces(lord, ASIATIC_HORSE, info.forces.asiatic_horse | 0) add_lord_forces(lord, MEN_AT_ARMS, info.forces.men_at_arms | 0) add_lord_forces(lord, MILITIA, info.forces.militia | 0) add_lord_forces(lord, SERFS, info.forces.serfs | 0) }*/ function restore_lord_forces(lord, type, count) { if (get_lord_forces(lord, type) < count) { set_lord_forces(lord, type, count) return 1 } return 0 } function muster_lord(lord, locale) { let info = data.lords[lord] set_lord_locale(lord, locale) set_lord_assets(lord, PROV, info.assets.prov | 0) set_lord_assets(lord, COIN, info.assets.coin | 0) set_lord_assets(lord, CART, info.assets.cart | 0) set_lord_assets(lord, SHIP, info.assets.ship | 0) muster_lord_forces(lord) } function draw_card(deck) { let i = random(deck.length) let c = deck[i] set_delete(deck, c) return c } 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_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 } } exports.setup = function (seed, scenario, options) { game = { seed, scenario, hidden: options.hidden ? 1 : 0, log: [], undo: [], active: P1, rebel: null, crown: null, state: "setup_lords", stack: [], victory_check: 0, influence: 0, hand1: [], hand2: [], plan1: [], plan2: [], turn: 0, events: [], // this levy/this campaign cards pieces: { locale: Array(lord_count).fill(NOWHERE), assets: Array(lord_count).fill(0), forces: Array(lord_count).fill(0), routed: Array(lord_count).fill(0), capabilities: Array(lord_count << 1).fill(NOTHING), moved: 0, vassals: Array(vassal_count).fill(VASSAL_UNAVAILABLE), depleted: [], exhausted: [], favourl:[], favoury:[], }, flags: { first_action: 0, first_march_highway: 0, }, command: NOBODY, actions: 0, group: 0, who: NOBODY, where: NOWHERE, what: NOTHING, count: 0, supply: 0, march: 0, battle: 0, spoils: 0, parley: 0, } update_aliases() log_h1(scenario) switch (scenario) { default: case "Ia. Henry VI": setup_Ia() break case "Ib. Towton": setup_Ib() break case "Ic. Somerset's Return": setup_Ic() break case "II. Warwicks' Rebellion" : setup_II() break case "III. My Kingdom for a Horse": setup_III() break case "I-III. Wars of the Roses": setup_ItoIII() break } return game } function setup_Ia() { game.turn = 1 << 1 game.rebel = YORK game.crown = LANCASTER 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_cylinder_on_calendar(LORD_NORTHUMBERLAND_L, 2) set_lord_cylinder_on_calendar(LORD_EXETER_1, 3) set_lord_cylinder_on_calendar(LORD_BUCKINGHAM, 5) set_lord_cylinder_on_calendar(LORD_SALISBURY, 2) set_lord_cylinder_on_calendar(LORD_WARWICK_Y, 3) set_lord_cylinder_on_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.crown = LANCASTER game.active = YORK game.victory_check = 45 game.influence = 0 muster_lord(LORD_NORFOLK, LOC_LONDON) muster_lord(LORD_WARWICK_Y, LOC_LONDON) muster_lord(LORD_MARCH, LOC_LUDLOW) muster_lord(LORD_EXETER_1, LOC_NEWCASTLE) muster_lord(LORD_SOMERSET_1, LOC_NEWCASTLE) muster_lord(LORD_NORTHUMBERLAND_L, LOC_CARLISLE) add_favourl_marker(LOC_ST_ALBANS) add_favourl_marker(LOC_SCARBOROUGH) add_favourl_marker(LOC_NEWCASTLE) add_favourl_marker(LOC_BAMBURGH) add_favourl_marker(LOC_HEXHAM) add_favourl_marker(LOC_APPLEBY) add_favourl_marker(LOC_CARLISLE) add_favourl_marker(LOC_SCOTLAND) add_favourl_marker(LOC_FRANCE) add_favoury_marker(LOC_LONDON) add_favoury_marker(LOC_CALAIS) add_favoury_marker(LOC_GLOUCESTER) add_favoury_marker(LOC_HEREFORD) add_favoury_marker(LOC_OXFORD) add_favoury_marker(LOC_SALISBURY) add_favoury_marker(LOC_WINCHESTER) add_favoury_marker(LOC_GUILDFORD) add_favoury_marker(LOC_ARUNDEL) add_favoury_marker(LOC_HASTINGS) add_favoury_marker(LOC_DOVER) add_favoury_marker(LOC_ROCHESTER) add_favoury_marker(LOC_CANTERBURY) add_favoury_marker(LOC_SOUTHAMPTON) add_favoury_marker(LOC_BURGUNDY) add_favoury_marker(LOC_IRELAND) setup_vassals([VASSAL_FAUCONBERG, VASSAL_NORFOLK]) muster_vassal(VASSAL_FAUCONBERG, LORD_MARCH) } function setup_Ic() { game.turn = 5 << 1 game.rebel = YORK game.crown = LANCASTER game.active = YORK game.victory_check = 45 game.influence = 6 muster_lord(LORD_WARWICK_Y, LOC_LONDON) muster_lord(LORD_MARCH, LOC_LONDON) muster_lord(LORD_SOMERSET_1, LOC_BAMBURGH) set_lord_cylinder_on_calendar(LORD_HENRY_VI, 5) add_favourl_marker(LOC_SCARBOROUGH) add_favourl_marker(LOC_NEWCASTLE) add_favourl_marker(LOC_BAMBURGH) add_favourl_marker(LOC_HEXHAM) add_favourl_marker(LOC_APPLEBY) add_favourl_marker(LOC_CARLISLE) add_favourl_marker(LOC_HARLECH) add_favourl_marker(LOC_PEMBROKE) add_favourl_marker(LOC_CARDIFF) add_favourl_marker(LOC_CHESTER) add_favourl_marker(LOC_LANCASTER) add_favourl_marker(LOC_SCOTLAND) add_favourl_marker(LOC_FRANCE) add_favoury_marker(LOC_LONDON) add_favoury_marker(LOC_CALAIS) add_favoury_marker(LOC_LUDLOW) add_favoury_marker(LOC_HEREFORD) add_favoury_marker(LOC_SALISBURY) add_favoury_marker(LOC_WINCHESTER) add_favoury_marker(LOC_GUILDFORD) add_favoury_marker(LOC_ARUNDEL) add_favoury_marker(LOC_HASTINGS) add_favoury_marker(LOC_DOVER) add_favoury_marker(LOC_ROCHESTER) add_favoury_marker(LOC_CANTERBURY) add_favoury_marker(LOC_SOUTHAMPTON) add_favoury_marker(LOC_BURGUNDY) add_favoury_marker(LOC_IRELAND) setup_vassals() } function setup_II() { game.turn = 1 << 1 game.rebel = LANCASTER game.crown = YORK game.active = LANCASTER muster_lord(LORD_EDWARD_IV, LOC_LONDON) muster_lord(LORD_PEMBROKE, LOC_LONDON) muster_lord(LORD_WARWICK_L, LOC_CALAIS) muster_lord(LORD_CLARENCE, LOC_YORK) muster_lord(LORD_JASPER_TUDOR_1, LOC_HARLECH) set_lord_cylinder_on_calendar(LORD_DEVON, 4) set_lord_cylinder_on_calendar(LORD_GLOUCESTER_1, 9) set_lord_cylinder_on_calendar(LORD_NORTHUMBERLAND_Y1, 9) set_lord_cylinder_on_calendar(LORD_MARGARET, 9) set_lord_cylinder_on_calendar(LORD_SOMERSET_2, 9) set_lord_cylinder_on_calendar(LORD_OXFORD, 9) set_lord_cylinder_on_calendar(LORD_EXETER_2, 9) 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 setup_III() { game.turn = 1 << 1 game.rebel = LANCASTER game.crown = YORK game.active = LANCASTER muster_lord(LORD_RICHARD_III, LOC_LONDON) muster_lord(LORD_NORTHUMBERLAND_Y2, LOC_CARLISLE) muster_lord(LORD_NORFOLK, LOC_ARUNDEL) muster_lord(LORD_HENRY_TUDOR, LOC_FRANCE) muster_lord(LORD_JASPER_TUDOR_2, LOC_FRANCE) muster_lord(LORD_OXFORD, LOC_FRANCE) add_favourl_marker(LOC_FRANCE) add_favourl_marker(LOC_OXFORD) add_favourl_marker(LOC_HARLECH) add_favourl_marker(LOC_PEMBROKE) add_favoury_marker(LOC_BURGUNDY) add_favoury_marker(LOC_LONDON) add_favoury_marker(LOC_CALAIS) add_favoury_marker(LOC_CARLISLE) add_favoury_marker(LOC_ARUNDEL) add_favoury_marker(LOC_YORK) add_favoury_marker(LOC_GLOUCESTER) setup_vassals([VASSAL_OXFORD, VASSAL_NORFOLK]) } function setup_ItoIII() { game.turn = 1 << 1 game.rebel = YORK game.crown = LANCASTER game.active = YORK 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_cylinder_on_calendar(LORD_NORTHUMBERLAND_L, 1) set_lord_cylinder_on_calendar(LORD_EXETER_1, 3) set_lord_cylinder_on_calendar(LORD_BUCKINGHAM,5) set_lord_cylinder_on_calendar(LORD_SALISBURY, 2) set_lord_cylinder_on_calendar(LORD_WARWICK_Y, 3) set_lord_cylinder_on_calendar(LORD_RUTLAND, 5) setup_vassals() } // setup will be used in some scenarios 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() { clear_undo() end_setup_lords() }, } function end_setup_lords() { clear_lords_moved() set_active_enemy() if (game.active === P1) { log_h1("Levy " + current_turn_name()) goto_levy_arts_of_war_first() } } // === EVENTS === function is_event_in_play(c) { return set_has(game.events, c) } function is_leeward_battle_line_in_play () { if (is_archery_step()) { if (game.active === LANCASTER) return is_event_in_play(EVENT_LANCASTER_LEEWARD_BATTLE_LINE) if (game.active === YORK) return is_event_in_play(EVENT_YORK_LEEWARD_BATTLE_LINE) } return false } function is_escape_ship_in_play(){ if (game.active === LANCASTER) return is_event_in_play(EVENT_LANCASTER_ESCAPE_SHIP) if (game.active === YORK) return is_event_in_play(EVENT_YORK_ESCAPE_SHIP) } function goto_immediate_event(c) { switch (c) { // This Levy / Campaign // No immediate effect /*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 /* case EVENT_RUSSIAN_DEATH_OF_THE_POPE: set_add(game.events, c) return goto_russian_event_death_of_the_pope() case EVENT_RUSSIAN_VALDEMAR: set_add(game.events, c) return goto_russian_event_valdemar() case EVENT_RUSSIAN_DIETRICH_VON_GRUNINGEN: set_add(game.events, c) return goto_russian_event_dietrich() */ // 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_lancaster_event_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_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() { clear_undo() resume_levy_arts_of_war() } // === EVENTS: UNIQUE IMMEDIATE EVENTS === // === 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) } } } */ // === EVENTS: HOLD === function play_held_event(c) { log(`Played E${c}.`) if (c >= first_york_card && c <= last_york_card) set_delete(game.hand1, c) else set_delete(game.hand2, c) } function end_held_event() { pop_state() game.what = NOTHING } function prompt_held_event() { for (let c of current_hand()) if (can_play_held_event(c)) gen_action_card(c) } function prompt_held_event_lordship() { for (let c of current_hand()) if (can_play_held_event(c) || can_play_held_event_lordship(c)) gen_action_card(c) } function can_play_held_event(c) { switch (c) { } return false } function can_play_held_event_lordship(c) { switch (c) { } return false } function action_held_event(c) { push_undo() play_held_event(c) game.what = c goto_held_event(c) } function goto_held_event(c) { switch (c) { } } // === EVENTS: HOLD - UNIQUE === // === EVENTS: HOLD - SHIFT CYLINDER === function action_held_event_lordship(c) { push_undo() play_held_event(c) if (can_play_held_event(c)) { goto_held_event(c) game.what = c } else { push_state("lordship") game.what = c } } /* states.lordship = { get inactive() { return data.cards[game.what].event }, prompt() { view.prompt = `${data.cards[game.what].event}: Play for +2 Lordship.` view.actions.lordship = 1 }, lordship() { end_held_event() log("+2 Lordship") game.count += 2 } }*/ function prompt_shift_cylinder(list, boxes) { // HACK: look at parent state to see if this can be used as a +2 Lordship event let lordship = NOBODY let parent = game.stack[game.stack.length-1] if (parent[0] === "levy_muster_lord") lordship = parent[1] let names if (game.what === EVENT_RUSSIAN_PRINCE_OF_POLOTSK) names = "a Russian Lord" else names = list.filter(lord => is_lord_on_calendar(lord)).map(lord => lord_name[lord]).join(" or ") if (boxes === 1) view.prompt = `${data.cards[game.what].event}: Shift ${names} 1 Calendar box` else view.prompt = `${data.cards[game.what].event}: Shift ${names} 2 Calendar boxes` for (let lord of list) { if (lord === lordship) { view.prompt += " or +2 Lordship" view.actions.lordship = 1 } if (is_lord_on_calendar(lord)) prompt_select_lord(lord) } view.prompt += "." prompt_shift_lord_on_calendar(boxes) } /* function action_shift_cylinder_calendar(turn) { log(`Shifted L${game.who} to ${turn}.`) set_lord_calendar(game.who, turn) game.who = NOBODY end_held_event() } function action_shift_cylinder_lordship() { end_held_event() log("+2 Lordship") game.count += 2 }*/ // === CAPABILITIES === // === LEVY: ARTS OF WAR (FIRST TURN) === function draw_two_cards() { let deck = list_deck() return [ draw_card(deck), draw_card(deck) ] } function discard_card_capability(c) { log(`${game.active} discarded C${c}.`) } function discard_card_event(c) { log(`${game.active} discarded E${c}.`) } function goto_levy_arts_of_war_first() { if (game.active === YORK) log_h2("York Arts of War") else log_h2("Lancaster Arts of War") game.state = "levy_arts_of_war_first" game.what = draw_two_cards() } function resume_levy_arts_of_war_first() { if (game.what.length === 0) end_levy_arts_of_war_first() } states.levy_arts_of_war_first = { inactive: "Arts of War", prompt() { let c = game.what[0] view.arts_of_war = game.what view.what = c if (data.cards[c].this_lord) { 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.` } } else { view.prompt = `Arts of War: Deploy ${data.cards[c].capability}.` view.actions.deploy = 1 } }, lord(lord) { push_undo() let c = game.what.shift() log(`${game.active} deployed Capability.`) add_lord_capability(lord, c) resume_levy_arts_of_war_first() }, deploy() { push_undo() let c = game.what.shift() log(`${game.active} deployed C${c}.`) deploy_global_capability(c) resume_levy_arts_of_war_first() }, discard() { push_undo() let c = game.what.shift() discard_card_capability(c) resume_levy_arts_of_war_first() }, } function end_levy_arts_of_war_first() { clear_undo() game.what = NOTHING set_active_enemy() if (game.active === P2) goto_levy_arts_of_war_first() else goto_levy_muster() } // === LEVY: ARTS OF WAR === function goto_levy_arts_of_war() { if (game.active === YORK) log_h2("York Arts of War") else log_h2("Lancaster Arts of War") game.what = draw_two_cards() resume_levy_arts_of_war() } function resume_levy_arts_of_war() { game.state = "levy_arts_of_war" if (game.what.length === 0) end_levy_arts_of_war() } states.levy_arts_of_war = { inactive: "Arts of War", prompt() { let c = game.what[0] view.arts_of_war = [ c ] view.what = c switch (data.cards[c].when) { case "this_levy": case "this_campaign": case "now": view.prompt = `Arts of War: Play ${data.cards[c].event}.` view.actions.play = 1 break case "hold": view.prompt = `Arts of War: Hold ${data.cards[c].event}.` view.actions.hold = 1 break case "never": view.prompt = `Arts of War: Discard ${data.cards[c].event}.` view.actions.discard = 1 break } }, play() { let c = game.what.shift() log(`${game.active} played E${c}.`) goto_immediate_event(c) }, hold() { let c = game.what.shift() log(`${game.active} Held Event.`) if (game.active === P1) set_add(game.hand1, c) else set_add(game.hand2, c) resume_levy_arts_of_war() }, discard() { let c = game.what.shift() discard_card_event(c) resume_levy_arts_of_war() }, } function end_levy_arts_of_war() { game.what = NOTHING set_active_enemy() if (game.active === P2) goto_levy_arts_of_war() else goto_pay() } // === LEVY: MUSTER === function goto_levy_muster() { for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { clear_lords_moved() } if (game.active === YORK) log_h2("York Muster") else log_h2("Lancaster Muster") game.state = "levy_muster" } function end_levy_muster() { clear_lords_moved() set_active_enemy() if (game.active === P2) goto_levy_muster() else //goto_levy_call_to_arms() goto_levy_discard_events() } states.levy_muster = { inactive: "Muster", prompt() { view.prompt = "Levy: Muster with your Lords." prompt_held_event() let done = true for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (is_lord_at_friendly_locale(lord) && !get_lord_moved(lord) && !is_lord_on_calendar(lord)) { gen_action_lord(lord) done = true } } if (done) { view.prompt += "" view.actions.end_muster = 1 } }, lord(lord) { push_undo() log(`Mustered with L${lord}.`) push_state("levy_muster_lord") game.who = lord game.count = data.lords[lord].lordship }, end_muster() { clear_undo() end_levy_muster() }, card: action_held_event, } function resume_levy_muster_lord() { --game.count if (game.count === 0) { set_lord_moved(game.who, 1) pop_state() } } states.levy_muster_lord = { inactive: "Muster", prompt() { if (game.count === 1) view.prompt = `Levy: ${lord_name[game.who]} has ${game.count} action.` else view.prompt = `Levy: ${lord_name[game.who]} has ${game.count} actions.` prompt_held_event_lordship() if (game.count > 0) { // Roll to muster Ready Lord at Seat for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (is_lord_ready(lord) && has_free_seat(lord)) gen_action_lord(lord) } // Muster Ready Vassal Forces if (is_friendly_locale(get_lord_locale(game.who))) { for (let vassal of get_ready_vassals()) { gen_action_vassal(vassal) } } // Add Transport if (is_seaport(get_lord_locale(game.who)) && get_lord_assets(game.who, SHIP) < 2) view.actions.take_ship = 1 if (can_add_transport(game.who, CART)) view.actions.take_cart = 1 if (can_add_troops(game.who, get_lord_locale(game.who))) view.actions.levy_troops = 1 // Add Capability if (can_add_lord_capability(game.who)) view.actions.capability = 1 if (can_action_parley_levy()) view.actions.parley = 1 } view.actions.done = 1 }, card: action_held_event_lordship, lord(other) { clear_undo() let die = roll_die() let influence = data.lords[game.who].influence if (die <= influence) { log(`L${other} ${range(influence)}: ${HIT[die]}`) push_state("muster_lord_at_seat") game.who = other } else { log(`L${other} ${range(influence)}: ${MISS[die]}`) resume_levy_muster_lord() } }, vassal(vassal) { push_undo() goto_muster_vassal(vassal) }, take_ship() { push_undo() add_lord_assets(game.who, SHIP, 1) resume_levy_muster_lord() }, take_cart() { push_undo() add_lord_assets(game.who, CART, 2) resume_levy_muster_lord() }, levy_troops() { push_undo() let info = data.lords[game.who] let locale = data.locales[get_lord_locale(game.who)].type if (!lord_has_capability(game.who, AOW_LANCASTER_QUARTERMASTERS) && !lord_has_capability(game.who, AOW_YORK_WOODWILLES)) deplete_locale(get_lord_locale(game.who)) switch(locale) { 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 } resume_levy_muster_lord() }, capability() { push_undo() push_state("muster_capability") }, parley() { goto_parley(game.who, "levy") }, done() { set_lord_moved(game.who, 1) pop_state() }, } states.muster_lord_at_seat = { inactive: "Muster", prompt() { view.prompt = `Muster: Select Seat for ${lord_name[game.who]}.` for_each_seat(game.who, seat => { if (is_friendly_locale(seat)) gen_action_locale(seat) }) }, locale(loc) { push_undo() let cap = used_seat_capability(game.who, loc) if (cap >= 0) log(`L${game.who} to %${loc} (C${cap}).`) else log(`L${game.who} to %${loc}.`) // FIXME: clean up these transitions // TODO : INFLUENCE FAVOURING CURRENT SIDE // TODO : IF SEAT WITH ENEMY LORD GOES WITH ANY FRIENDLY SEAT set_lord_moved(game.who, 1) muster_lord(game.who, loc) game.state = "muster_lord_transport" game.count = data.lords[game.who].assets.transport | 0 resume_muster_lord_transport() }, } function resume_muster_lord_transport() { if (game.count === 0) pop_state() if (game.state === "levy_muster_lord") resume_levy_muster_lord() } states.muster_lord_transport = { inactive: "Muster", prompt() { view.prompt = `Muster: Select Transport for ${lord_name[game.who]}.` view.prompt += ` ${game.count} left.` if (data.lords[game.who].ships) { if (can_add_transport(game.who, SHIP)) view.actions.take_ship = 1 } if (can_add_transport(game.who, CART)) view.actions.take_cart = 1 }, take_ship() { push_undo() add_lord_assets(game.who, SHIP, 1) --game.count resume_muster_lord_transport() }, take_cart() { push_undo() add_lord_assets(game.who, CART, 1) --game.count resume_muster_lord_transport() }, } function lord_has_capability_card(lord, c) { if (get_lord_capability(lord, 0) === c) return true if (get_lord_capability(lord, 1) === c) return true return false } function lord_has_capability(lord, card_or_list) { if (Array.isArray(card_or_list)) { for (let card of card_or_list) if (lord_has_capability_card(lord, card)) return true return false } return lord_has_capability_card(lord, card_or_list) } function lord_already_has_capability(lord, c) { // compare capabilities by name... let name = data.cards[c].capability let c1 = get_lord_capability(lord, 0) if (c1 >= 0 && data.cards[c1].capability === name) return true let c2 = get_lord_capability(lord, 1) if (c2 >= 0 && data.cards[c2].capability === name) return true return false } function can_add_lord_capability(lord) { if (get_lord_capability(lord, 0) < 0) return true if (get_lord_capability(lord, 1) < 0) return true return false } function add_lord_capability(lord, c) { if (get_lord_capability(lord, 0) < 0) return set_lord_capability(lord, 0, c) if (get_lord_capability(lord, 1) < 0) return set_lord_capability(lord, 1, c) throw new Error("no empty capability slots!") } function discard_lord_capability_n(lord, n) { set_lord_capability(lord, n, NOTHING) } function discard_lord_capability(lord, c) { if (get_lord_capability(lord, 0) === c) return set_lord_capability(lord, 0, NOTHING) if (get_lord_capability(lord, 1) === c) return set_lord_capability(lord, 1, NOTHING) throw new Error("capability not found") } function can_muster_capability() { let deck = list_deck() for (let c of deck) { if (!data.cards[c].lords || set_has(data.cards[c].lords, game.who)) { if (data.cards[c].this_lord) { if (!lord_already_has_capability(game.who, c)) return true } else { if (can_deploy_global_capability(c)) return true } } } return false } states.muster_troops states.muster_capability = { inactive: "Muster", prompt() { let deck = list_deck() view.prompt = `Muster: Select a new Capability for ${lord_name[game.who]}.` view.arts_of_war = deck for (let c of deck) { if (!data.cards[c].lords || set_has(data.cards[c].lords, game.who)) { if (data.cards[c].this_lord) { if (!lord_already_has_capability(game.who, c)) gen_action_card(c) } else { if (can_deploy_global_capability(c)) gen_action_card(c) } } } }, card(c) { if (data.cards[c].this_lord) { add_lord_capability(game.who, c) } pop_state() resume_levy_muster_lord() }, } // === LEVY: CALL TO ARMS === function goto_levy_discard_events() { // Discard "This Levy" events from play. discard_events("this_levy") goto_campaign_plan() } // === CAMPAIGN: CAPABILITY DISCARD === // === CAMPAIGN: PLAN === function goto_campaign_plan() { game.turn++ log_h1("Campaign " + current_turn_name()) set_active(BOTH) game.state = "campaign_plan" game.plan1 = [] game.plan2 = [] } states.campaign_plan = { inactive: "Plan", prompt(current) { let plan = current === YORK ? game.plan1 : game.plan2 let first = current === YORK ? first_york_lord : first_lancaster_lord let last = current === YORK ? last_york_lord : last_lancaster_lord view.plan = plan view.actions.plan = [] if (plan.length === max_plan_length()) view.prompt = "Plan: All done." else view.prompt = "Plan: Build a Plan." if (plan.length < max_plan_length()) { view.actions.end_plan = 0 if (count_cards_in_plan(plan, NOBODY) < 3) gen_action_plan(NOBODY) for (let lord = first; lord <= last; ++lord) { if (is_lord_on_map(lord) && count_cards_in_plan(plan, lord) < 3) gen_action_plan(lord) } } else { view.actions.end_plan = 1 } if (plan.length > 0) view.actions.undo = 1 else view.actions.undo = 0 }, plan(lord, current) { if (current === YORK) game.plan1.push(lord) else game.plan2.push(lord) }, undo(_, current) { if (current === YORK) { game.plan1.pop() } else { game.plan2.pop() } }, end_plan(_, current) { if (game.active === BOTH) { if (current === YORK) set_active(LANCASTER) else set_active(YORK) } else { end_campaign_plan() } }, } function end_campaign_plan() { set_active(P1) goto_command_activation() } // === CAMPAIGN: COMMAND ACTIVATION === function goto_command_activation() { if (game.plan2.length === 0) { game.command = NOBODY goto_end_campaign() return } if (check_campaign_victory()) return if (game.plan2.length > game.plan1.length) { set_active(LANCASTER) game.command = game.plan2.shift() } else if (game.plan2.length < game.plan1.length) { set_active(YORK) game.command = game.plan1.shift() } else { set_active(P1) if (P1 === "Lancaster") game.command = game.plan2.shift() else game.command = game.plan1.shift() } if (game.command === NOBODY) { log_h2("Pass") goto_command_activation() } else if (!is_lord_on_map(game.command)) { log_h2(`L${game.command} - Pass`) goto_command_activation() } else { log_h2(`L${game.command} at %${get_lord_locale(game.command)}`) goto_command() } } // === CAMPAIGN: ACTIONS === function set_active_command() { if (game.command >= first_york_lord && game.command <= last_york_lord) { set_active(YORK) } else set_active(LANCASTER) } function is_active_command() { if (game.command >= first_york_lord && game.command <= last_york_lord) return game.active === YORK else return game.active === LANCASTER } function is_first_action() { return game.flags.first_action } function is_first_march_highway() { if (game.flags.first_march_highway === 1) return true else return false } 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 game.group = [ game.command ] game.flags.first_action = 1 game.flags.first_march_highway = 0 resume_command() } function resume_command() { game.state = "command" } function spend_action(cost) { game.flags.first_action = 0 game.flags.first_march_highway = 0 game.actions -= cost } function spend_march_action(cost) { game.flags.first_action = 0 game.flags.first_march_highway = 0 game.actions -= cost } function spend_all_actions() { game.flags.first_action = 0 game.flags.first_march_highway = 0 game.actions = 0 } function end_command() { log_br() game.group = 0 game.flags.first_action = 0 game.flags.first_march_highway = 0 game.flags.famine = 0 // NOTE: Feed currently acting side first for expedience. set_active_command() goto_feed() } function other_marshal_or_lieutenant(lord, loc) { let here = loc let n = 0 for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (lord !== game.command) { if (get_lord_locale(lord) === here && (is_marshal(lord) || is_lieutenant(lord))) n += 1 } if (n === 0) return false else return true } 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(game.command, here))) { for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (lord !== game.command) if (get_lord_locale(lord) === here) gen_action_lord(lord) } // Lieutenant may not take marshall if (is_lieutenant(game.command)) { for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (lord !== game.command) if (get_lord_locale(lord) === here && !is_marshal(lord)) { gen_action_lord(lord) } } if (game.actions > 0) view.actions.pass = 1 else view.actions.end_command = 1 prompt_march() if (can_action_supply()) view.actions.supply = 1 if (can_action_forage()) view.actions.forage = 1 if (can_action_tax()) view.actions.tax = 1 if (can_action_sail()) view.actions.sail = 1 if (can_action_parley_command()) view.actions.parley = 1 }, pass() { push_undo() log("Passed.") spend_all_actions() }, end_command() { push_undo() end_command() }, forage: goto_forage, supply: goto_supply, tax: goto_tax, sail: goto_sail, locale: goto_march, lord(lord) { set_toggle(game.group, lord) /*if (is_upper_lord(lord)) set_toggle(game.group, get_lower_lord(lord))*/ }, card: action_held_event, parley() { goto_parley(game.command, "command") }, } // === INFLUENCE CHECKS === function influence_capabilities(lord, score) { let here = get_lord_locale(game.group) if (game.state === "parley" && 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 return score } 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"}) } function end_influence_check() { game.check = 0 } function count_influence_score() { let here = get_lord_locale(game.group) let score = game.check.reduce((p,c) => p+c.modifier, 0) score = influence_capabilities(game.group, score) if (score > 5) score = 5 if (score < 1) score = 1 return score } function count_influence_cost() { return game.check.reduce((p,c) => p+c.cost, 0) } function do_influence_check() { reduce_influence(count_influence_cost()) let rating = count_influence_score() let roll = roll_die() let success if (roll === 1) success = true else if (roll === 6) success = false else success = roll <= rating return {success: success, rating: rating, roll: roll} } function add_influence_check_modifier_1() { game.check.push({cost: 1, modifier: 1, source: "add"}) } function add_influence_check_modifier_2() { game.check.push({cost: 3, modifier: 2, source: "add"}) } function add_influence_check_distance(distance) { let idx = game.check.findIndex(i => i.source === "distance") if (idx !== NOTHING) game.check.splice(idx, 1) game.check.push({cost: distance, modifier: 0, source: "distance"}) } function prompt_influence_check() { if (!game.check.some(c => c.source === "add")) { gen_action("spend1") gen_action("spend3") } if (game.where !== NOWHERE) gen_action_locale(game.where) view.actions.check = 1 view.prompt += `Cost: ${count_influence_cost()} - Range (${range(count_influence_score())})` } // === ACTION: PARLEY === // 1) During Levy / game.who -- Campaign / game.command // 2) During Levy / Can reach any locale that has a route of friendly locale (except the target stronghold) // Campaign / here and adjacent // The route can go through ports on same sea if the group has ships (note that there is one card that connect all port on all seas) // 3) Condition : Always parley at lord's locale if not friendly // 4) Not where any enemy lord, always at stronghold (not at sea or exile box) // 5) Not where it is already friendly // 6) Same port on same sea (port_1, port_2, port_3 on data.js) // 7) From exile, all port on same sea (exile_1 can target port_1, exile_2 can target port_2, exile_3 can target port_3) // 8) Cost : Levy / 1 always + 1 per way (by land or sea) -- Campaign / No cost here, 1 always + 1 due to the way // 9) In addition, player may chose to raise current influence rating (current influence rating = printed + caps that may change it) // by 1 or 2 by spending 1 or 3 IP // 10) Roll a die : <= current influence rating success, => failure. 1 always success, 6 always failure. always success at no cost if campaign here // 11) If success, remove enemy marker if currently enemy, add your marker if there is no marker. // 12) If success, move the Town or City or Fortress marker one step to succeeding side if the locale just parleyed was a Town / City / Fortress // 13) The current influence is put back to where it was before the expenditure // (he needs to pay again if he wants to improve his influence for a following parley action) // INFLUENCE CHECK = 8) and 9) and 10) Will happen a lot in the game, so a own function is best that will be modified depending on exceptions function command_parley_accept(loc) { return !is_exile(loc.locale) && !is_friendly_locale(loc.locale) && !has_enemy_lord(loc.locale) && loc.distance <= 1 } function can_action_parley_command() { if (game.actions <= 0) return false let targets = map_search(game.command, command_parley_accept, parley_adjacent) let res = targets.next() return res.done !== true } function levy_parley_accept(loc) { return !is_exile(loc.locale) && !is_friendly_locale(loc.locale) && !has_enemy_lord(loc.locale) } function can_action_parley_levy() { if (game.count <= 0) return false let targets = map_search(game.who, levy_parley_accept, parley_adjacent) return targets.next().done !== true } function parley_adjacent(here, lord) { let seaports = [] if (is_seaport(here) && get_shared_assets(here, SHIP) > 0 ) { if (data.port_1.includes(here)) seaports = data.port_1 if (data.port_2.includes(here)) seaports = data.port_2 if (data.port_3.includes(here)) seaports = data.port_3 } else if (is_exile(here) && get_shared_assets(here, SHIP) > 0) { return find_ports_from_exile(here) } return data.locales[here].adjacent.concat(seaports) } function find_ports_from_exile(here) { if (data.exile_1.includes(here)) return data.port_1 if (data.exile_2.includes(here)) return data.port_2 if (data.exile_3.includes(here)) return data.port_3 } function find_parley_targets(lord, acceptfn, adjacentfn) { let results = [] for (let loc of map_search(lord, acceptfn, adjacentfn)) results.push(loc) return results } function* map_search(lord, acceptfn, adjacentfn, prune=true) { let here = get_lord_locale(lord) let locales = [{locale:here, distance: 0}] let seen = [] while (true) { if (locales.length === 0) return let loc = locales.shift() seen.push(loc.locale) if (acceptfn(loc)) { yield loc if (prune) continue } if (is_friendly_locale(loc.locale)) { let distance = loc.distance + 1 locales = locales.concat( adjacentfn(loc.locale, lord) .filter(l => !seen.includes(l)) .filter(l => !locales.some((r) => r.locale === l)) .map(x => {return {locale: x, distance: distance }}) ) } } } function goto_parley(lord, from) { push_undo() push_state("parley") init_influence_check(lord) if (from === "levy") game.what = find_parley_targets(lord, levy_parley_accept, parley_adjacent) else game.what = find_parley_targets(lord, command_parley_accept, parley_adjacent) if (game.what.length === 1 && is_campaign_phase() && get_lord_locale(lord) === game.what[0].locale) { // Campaign phase, and current location is no cost, and always successful. shift_favor_toward(game.what[0].locale) end_parley() } else if (game.what.length === 1) { game.where = game.what[0].locale add_influence_check_distance(game.what[0].distance) } else { game.where = NOWHERE } } function end_parley() { clear_undo() pop_state() game.where = NOWHERE game.what = NOTHING end_influence_check() if (game.state === "command") { spend_action(1) resume_command() } else { resume_levy_muster_lord() } } states.parley = { inactive: "Parley", prompt() { view.prompt = "Parley: Choose a Locale to Parley." if (game.where === NOTHING) { for (let loc of game.what) gen_action_locale(loc.locale) } else { view.prompt = "Parley: " prompt_influence_check() } }, locale(loc) { game.where = loc for (let loc of game.what) { if (loc.locale === game.where) add_influence_check_distance(loc.distance) } }, spend1:add_influence_check_modifier_1, spend3:add_influence_check_modifier_2, check() { let results = do_influence_check() log(`Attempt to Parley with %${game.where} ${results.success ? "Successful" : "Failed"}: (${range(results.rating)}) ${results.success ? HIT[results.roll] : MISS[results.roll]}`) if (results.success) { shift_favor_toward(game.where) } end_parley() } } // === ACTION: LEVY VASSAL === // 1) During Levy ONLY // 2) game.who location must be friendly and Vassal seat locale must be friendly // 3) there need to not be his vassal marker on the calendar (see vassal disband) // 4) use INFLUENCE CHECK, except that the cost is always 1 (you don't count way cost) before choosing to add extra influence to the lord // 5) In addition, player may chose to raise current influence rating (current influence rating = printed + caps that may change it) // by 1 or 2 by spending 1 or 3 IP // 6) In addition, substract the left number value (data.vassals.influence) if game.who is Lancaster, add if game.who is yorkist // 7) Roll a die : <= current influence rating success, => failure. 1 always success, 6 always failure. // 8) Place one vassal marker on the lord mat // 9) Place the other vassal marker on the calendar box a number of turn equal to current turn + service (data.vassals.service) // 10) When the turn reaches back the face down vassal, the vassal marker on the calendar dissapear and the one on the map is turned face up, ready to be mustered again // 11) The vassals with service 0 are capabilities that will never be put on calendar, there will only be one marker on lord's mat. // VASSAL DISBAND // 1) One vassal marker is placed, face down, on his seat // 2) The other vassal marker is placed, face down, on the calendar, a number of boxes right to current turn + 6 - service // (a service 3 disbanding in turn 8 will come back turn 11) function goto_muster_vassal(vassal) { game.what = vassal push_state("levy_vassal") init_influence_check(game.who) game.check.push({cost: 0, modifier: data.vassals[vassal].influence * (game.active === LANCASTER? -1 : 1), source: "vassal"}) } function end_muster_vassal() { pop_state() end_influence_check() resume_levy_muster_lord() } states.levy_vassal = { inactive: "Levy Vassal", prompt() { view.prompt = `Levy Vassal V${game.what}. ` 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 V${game.what} ${results.success ? "Successful" : "Failed"}: (${range(results.rating)}) ${results.success ? HIT[results.roll] : MISS[results.roll]}`) if (success) { muster_vassal(game.who, game.what) } end_muster_vassal() } } // === ACTION: MARCH === 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 "" } function prompt_march() { let from = get_lord_locale(game.command); if (is_first_action()) for (let to of data.locales[from].adjacent_by_path) { gen_action_locale(to); } if (game.actions > 0) { for (let to of data.locales[from].adjacent_by_road) { gen_action_locale(to); } for (let to of data.locales[from].adjacent_by_highway) { gen_action_locale(to); } } else if (game.actions === 0 && is_first_march_highway()) { for (let to of data.locales[from].adjacent_by_highway) { gen_action_locale(to); } } if (lord_has_capability(game.command, AOW_YORK_YORKISTS_NEVER_WAIT) && game.actions === 0 && is_first_march_highway() && count_group_lords() === 1) { for (let to of data.locales[from].adjacent_by_road) { gen_action_locale(to) } } } function goto_march(to) { push_undo() let from = get_lord_locale(game.command) let ways = list_ways(from, to) game.march = { from, to, approach: ways[1], avoid: -1 } march_with_group_1() } function march_with_group_1() { let transport = count_group_assets(CART) let prov = count_group_assets(PROV) if (prov <= transport) return march_with_group_2() if (prov > transport) game.state = "march_laden" else march_with_group_2() } states.march_laden = { inactive: "March", prompt() { let to = game.march.to let way = game.march.approach let transport = count_group_assets(CART) let prov = count_group_assets(PROV) view.group = game.group view.prompt = `March: Unladen. ` if (prov > transport) { let overflow_prov = prov - transport view.prompt += `Please discard ${overflow_prov} Provender` for (let lord of game.group) { if (prov > transport) { if (get_lord_assets(lord, PROV) > 0) { gen_action_prov(lord) } } } } else { view.actions.march = 1 gen_action_locale(to) } }, prov: drop_prov, march: march_with_group_2, locale: march_with_group_2, laden_march: march_with_group_2, } function march_with_group_2() { let from = get_lord_locale(game.command) let way = game.march.approach let to = game.march.to let transport = count_group_assets(data.ways[way].type) let prov = count_group_assets(PROV) let ways = list_ways(from, to) if (data.ways[way].type === 'highway' && is_first_march_highway() || (is_first_march_highway() && data.ways[way].type === 'road' && count_group_lords() === 1)) { spend_march_action(0) } else if (data.ways[way].type === 'highway') { spend_march_action(1) game.flags.first_march_highway = 1 } else if (data.ways[way].type === 'road') { spend_march_action(1) if (lord_has_capability(game.command, AOW_YORK_YORKISTS_NEVER_WAIT) && count_group_lords() === 1) game.flags.first_march_highway = 1 } else if (data.ways[way].type === 'path') { spend_all_actions() } if (data.ways[way].name) log(`Marched to %${to} via W${way}${format_group_move()}.`) else log(`Marched to %${to}${format_group_move()}.`) for (let lord of game.group) { set_lord_locale(lord, to) set_lord_moved(lord, 1) } // TODO : Intercept if (has_unbesieged_enemy_lord(to)) { goto_confirm_approach() } else { march_with_group_3() } } function march_with_group_3() { // Disbanded in battle! if (!is_lord_on_map(game.command)) { game.march = 0 spend_all_actions() resume_command() return } game.march = 0 resume_command() } function goto_confirm_approach() { game.state = "confirm_approach" } states.confirm_approach = { inactive: "March", prompt() { view.prompt = `March: Confirm Approach to enemy Lord.` view.group = game.group view.actions.approach = 1 }, approach() { push_undo() goto_battle() } } // === 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]}`) } if (list.length > 0) return list.join(", ") return "nothing" } function prompt_spoils() { if (get_spoils(PROV) > 0) view.actions.take_prov = 1 if (get_spoils(CART) > 0) view.actions.take_cart = 1 } function take_spoils(type) { push_undo_without_who() add_lord_assets(game.who, type, 1) add_spoils(type, -1) if (!has_any_spoils()) game.who = NOBODY } function take_spoils_prov() { take_spoils(PROV) } function take_spoils_cart() { take_spoils(CART) } // === ACTION: SUPPLY (SEARCHING) === function supply_adjacent(here, lord) { let lord_loc = get_lord_locale(lord) if (is_exile(here) && get_shared_assets(here, SHIP) > 0) { return find_ports_from_exile(here) } else if (is_exile(lord_loc) && lord_loc !== here) { return [] } return data.locales[here].adjacent } // === ACTION: SUPPLY === function supply_accept(loc, carts, ships) { return !is_exile(loc.locale) && is_friendly_locale(loc.locale) && !has_enemy_lord(loc.locale) && (!has_exhausted_marker(loc.locale)|| (ships > 0 && is_seaport(loc.locale)) ) && (carts >= loc.distance) } function find_supply_sources(lord, carts, ships) { let search = map_search(lord, (loc) => supply_accept(loc, carts, ships), supply_adjacent, false) let results = [] for (let loc of search) results.push(loc) return results } function init_supply() { let here = get_lord_locale(game.command) let carts = get_shared_assets(here, CART) let ships = get_shared_assets(here, SHIP) game.supply = { sources: find_supply_sources(game.command, carts, ships), carts: carts, ships: ships } } function can_action_supply() { if (game.actions < 1) return false return can_supply() } function can_supply() { let here = get_lord_locale(game.command) let carts = get_shared_assets(here, CART) let ships = get_shared_assets(here, SHIP) let search = map_search(game.command, (loc) => supply_accept(loc, carts, ships), supply_adjacent, false) return search.next().done !== true } function goto_supply() { push_undo() log(`Supplied`) game.state = "supply_source" init_supply() } function get_supply_from_source(source){ if (has_exhausted_marker(source)) return 0 if (source === LOC_LONDON || source === LOC_CALAIS) { return 3 } else if (is_city(source)) { return 2 } return 1 } states.supply_source = { inactive: "Supply", prompt() { view.prompt = "Supply: Select Supply Source." let list = [] if (game.supply.carts > 0) list.push(`${game.supply.carts} Cart`) if (game.supply.ships > 0) list.push(`${game.supply.ships} Ship`) if (list.length > 0) view.prompt += " " + list.join(", ") + "." if (game.supply.sources.length > 0) game.supply.sources.forEach(l => gen_action_locale(l.locale)) }, locale(source) { let source_item = game.supply.sources.find(s => s.locale === source) if (source_item !== undefined) { let supply = 0 let sea_supply = 0 if (is_seaport(source)) sea_supply = game.supply.ships if (!is_exile(get_lord_locale(game.command))) supply = Math.min(get_supply_from_source(source), Math.floor(game.supply.carts/source_item.distance)) if (lord_has_capability(game.command, AOW_LANCASTER_HARBINGERS) || lord_has_capability(game.command, AOW_YORK_HARBINGERS)) { supply = supply * 2 sea_supply = sea_supply * 2 } if (supply > 0 && sea_supply === 0) { logi(`Stronghold at %${source}`) add_lord_assets(game.command, PROV, supply) deplete_locale(source) } else if (sea_supply > 0 && supply === 0) { logi(`Seaport at %${source}`) add_lord_assets(game.command, PROV, sea_supply) } else { game.where = source goto_select_supply_type(supply, sea_supply) return } } end_supply() } } function end_supply() { spend_action(1) resume_command() game.supply = 0 } function goto_select_supply_type(supply, sea_supply) { push_state("select_supply_type") game.count = supply game.what = sea_supply } function end_select_supply_type() { pop_state() end_supply() } states.select_supply_type = { inactive: "Supply", prompt() { view.prompt = `Supply: ${game.count} from Stronghold or ${game.what} from Port?` view.actions.stronghold = 1 view.actions.port = 1 }, stronghold() { logi(`Stronghold at %${game.where}`) add_lord_assets(game.command, PROV, game.count) deplete_locale(game.where) end_select_supply_type() }, port() { logi(`Seaport at %${game.where}`) add_lord_assets(game.command, PROV, game.what) end_select_supply_type() } } // === ACTION: FORAGE === function can_action_forage() { if (game.actions < 1) return false let here = get_lord_locale(game.command) if (has_exhausted_marker(here) || is_sea(here)) return false return true } function has_adjacent_enemy(loc) { for (let next of data.locales[loc].adjacent) if (has_unbesieged_enemy_lord(next)) return true return false } function goto_forage() { push_undo() let here = get_lord_locale(game.command) if (!has_adjacent_enemy(here) && is_neutral_locale(here)) { let die = roll_die() if (die <= 4) { add_lord_assets(game.command, PROV, 1) log(`${HIT[die]}, Foraged at %${here}`) deplete_locale(here) } else { log(`${MISS[die]}, Forage Failure`) } } else if (has_adjacent_enemy(here) || is_favour_enemy(here)) { 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() } // === ACTION: TAX === function can_action_tax() { if (game.actions < 1) return false // Must have space left to hold Coin if (get_lord_assets(game.command, COIN) >= 8) return false // Must be at own seat TO BE REMOVED return is_lord_at_seat(game.command) } function goto_tax() { push_undo() let here = get_lord_locale(game.command) log(`Taxed %${here}.`) if (is_town(here) || is_fortress(here) || is_harlech(here)) add_lord_assets(game.command, COIN, 1) else if (is_city(here)) add_lord_assets(game.command, COIN, 2) else add_lord_assets(game.command, COIN, 3) spend_action(1) resume_command() } // === ACTION: SAIL === function drop_prov(lord) { add_lord_assets(lord, PROV, -1) } function drop_cart(lord) { add_lord_assets(lord, CART, -1) } function has_enough_available_ships_for_army() { let ships = count_group_ships() let army = count_lord_all_forces(game.group) let needed_ships= army/6 return needed_ships <= ships } function can_action_sail() { // Must use whole action if (!is_first_action()) return false // at a seaport let here = get_lord_locale(game.command) if (!is_seaport(here)) return false // with enough ships to carry all the army if (!has_enough_available_ships_for_army()) return false // and a valid destination for (let to of data.seaports) if (to !== here && !has_enemy_lord(to)) return true if (has_enemy_lord(to) && lord_has_capability(game.command, AOW_LANCASTER_HIGH_ADMIRAL)) return true return false } function can_march_path() { if (!is_first_action()) 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() // TODO CAPABILITY SHIPS x2 let prov = count_group_assets(PROV) let cart = count_group_assets(CART) let overflow_prov = 0 overflow_prov = (prov/2 - ships)*2 let overflow_cart = 0 overflow_cart = (cart/2 - ships)*2 if (overflow_prov <= 0 && overflow_cart <= 0) { view.prompt = `Sail: Select a destination Seaport.` let from = 0 switch(true){ case data.exile_1.includes(here): from = data.way_exile_1 break; case data.exile_2.includes(here): from = data.way_exile_2 break; case data.exile_3.includes(here): from = data.way_exile_3 break; case data.sea_1.includes(here): from = data.way_sea_1 break; case data.sea_2.includes(here): from = data.way_sea_2 break; case data.sea_3.includes(here): from = data.way_sea_3 break; case data.port_1.includes(here): from = data.way_port_1 break; case data.port_2.includes(here): from = data.way_port_2 break; case data.port_3.includes(here): from = data.way_port_3 break; } for (let to of from) { if (to === here) continue if (!has_enemy_lord(to) || (has_enemy_lord(to) && lord_has_capability(game.command, AOW_LANCASTER_HIGH_ADMIRAL))) 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 ${overflow_prov} Provender` if (prov > 0) { for (let lord of game.group) { if (get_lord_assets(lord, PROV) > 0) gen_action_prov(lord) } } } else { view.prompt = 'ERROR' } }, prov: drop_prov, cart: drop_cart, locale(to) { log(`Sailed to %${to}${format_group_move()}.`) let from = get_lord_locale(game.command) for (let lord of game.group) { set_lord_locale(lord, to) set_lord_moved(lord, 1) } spend_all_actions() if (has_unbesieged_enemy_lord(to)) goto_confirm_approach_sail() else resume_command() }, } function goto_confirm_approach_sail() { game.state = "confirm_approach_sail" } states.confirm_approach_sail = { inactive: "Sail", prompt() { view.prompt = `Sail: Confirm Approach to enemy Lord.` view.group = game.group view.actions.approach = 1 }, approach() { push_undo() goto_battle() } } // === BATTLE === function set_active_attacker() { set_active(game.battle.attacker) } function set_active_defender() { if (game.battle.attacker === P1) set_active(P2) else set_active(P1) } function goto_battle() { start_battle() //march_with_group_3() } function init_battle(here) { game.battle = { where: here, round: 1, step: 0, relief: 0, attacker: game.active, ambush: 0, loser: 0, fought: 0, // flag all lords who participated array: [ -1, -1, -1, -1, -1, -1, ], valour: Array(lord_count).fill(0), routed_vassals: Array(lord_count).fill([]), engagements: [], reserves: [], retreated: 0, fled: [], routed: [], target: NOBODY, strikers: 0, a_hits: 0, d_hits: 0, fc: -1, } } function start_battle() { let here = get_lord_locale(game.command) log_h3(`Battle at %${here}`) init_battle(here, 0, 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 } } // All defending lords to reserve for (let lord = first_enemy_lord; lord <= last_enemy_lord; ++lord) { if (get_lord_locale(lord) === here) { set_lord_fought(lord) set_add(game.battle.reserves, lord) if (lord_has_capability(lord, AOW_LANCASTER_EXPERT_COUNSELLORS) || lord_has_capability(lord, AOW_LANCASTER_VETERAN_OF_FRENCH_WARS)) game.battle.valour[lord] = data.lords[lord].valour + 2 else if (lord_has_capability(lord, AOW_LANCASTER_ANDREW_TROLLOPE || lord_has_capability(lord, AOW_LANCASTER_MY_FATHERS_BLOOD)) || lord_has_capability(lord, AOW_LANCASTER_EDWARD) || (lord_has_capability(lord, AOW_LANCASTER_LOYAL_SOMERSET) && get_lord_locale(LORD_MARGARET) === here)) game.battle.valour[lord] = data.lords[lord].valour + 1 else game.battle.valour[lord] = data.lords[lord].valour } } goto_array_defender() } // === BATTLE: BATTLE ARRAY === // 0) Defender decides to stand for Battle, not Exile // 1) Defender decides how he wants to array his lords // 2) Defender positions front D // 3) Attacker positions front A. // 4) Defender plays event // 5) ATtacker plays event function has_friendly_reserves() { for (let lord of game.battle.reserves) if (is_friendly_lord(lord)) return true return false } function count_friendly_reserves() { let n = 0 for (let lord of game.battle.reserves) if (is_friendly_lord(lord)) ++n return n } function pop_first_reserve() { for (let lord of game.battle.reserves) { if (is_friendly_lord(lord)) { set_delete(game.battle.reserves, lord) return lord } } return NOBODY } function prompt_array_place_opposed(X1, X2, X3, Y1, Y3) { let array = game.battle.array if (array[X2] === NOBODY) { gen_action_array(X2) } else if (array[Y1] !== NOBODY && array[Y3] === NOBODY && array[X1] === NOBODY) { gen_action_array(X1) } else if (array[Y1] === NOBODY && array[Y3] !== NOBODY && array[X3] === NOBODY) { gen_action_array(X3) } else { if (array[X1] === NOBODY) gen_action_array(X1) if (array[X3] === NOBODY) gen_action_array(X3) } } function action_array_place(pos) { push_undo_without_who() game.battle.array[pos] = game.who set_delete(game.battle.reserves, game.who) game.who = NOBODY } function goto_array_attacker() { clear_undo() set_active_attacker() game.state = "array_attacker" game.who = NOBODY let n = count_friendly_reserves() if (n === 1) { game.battle.array[A2] = pop_first_reserve() end_array_attacker() } if (n === 0) end_array_attacker() } function goto_array_defender() { clear_undo() 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() } // NOTE: The order here can be easily change to attacker/sally/defender/rearguard if desired. function end_array_attacker() { goto_defender_events() } function end_array_defender() { goto_array_attacker() } states.array_attacker = { inactive: "Array Attacking Lords", prompt() { view.prompt = "Battle Array: Position your Attacking Lords." let array = game.battle.array let done = true if (array[A1] === NOBODY || array[A2] === NOBODY || array[A3] === NOBODY) { for (let lord of game.battle.reserves) { if (lord !== game.who && is_friendly_lord(lord)) { gen_action_lord(lord) done = false } } } if (game.who === NOBODY && done) view.actions.end_array = 1 if (game.who !== NOBODY) { prompt_array_place_opposed(A1, A2, A3, D1, D3) } }, array: action_array_place, lord: action_select_lord, end_array: end_array_attacker, } states.array_defender = { inactive: "Array Defending Lords", prompt() { view.prompt = "Battle Array: Position your Defending Lords." let array = game.battle.array let done = true if (array[D1] === NOBODY || array[D2] === NOBODY || array[D3] === NOBODY) { for (let lord of game.battle.reserves) { if (lord !== game.who && is_friendly_lord(lord)) { gen_action_lord(lord) done = false } } } if (done && game.who === NOBODY) view.actions.end_array = 1 if (game.who !== NOBODY) { if (array[D2] === NOBODY) { gen_action_array(D2) } else { if (array[D1] === NOBODY) gen_action_array(D1) if (array[D3] === NOBODY) gen_action_array(D3) } } }, array: action_array_place, lord: action_select_lord, end_array: end_array_defender, } // === BATTLE: EVENTS === function goto_attacker_events() { clear_undo() set_active_attacker() log_br() if (can_play_battle_events()) game.state = "attacker_events" else end_attacker_events() } function end_attacker_events() { goto_battle_rounds() } function goto_defender_events() { set_active_defender() log_br() if (can_play_battle_events()) game.state = "defender_events" else end_defender_events() } function end_defender_events() { goto_attacker_events() } function resume_battle_events() { game.what = -1 if (is_attacker()) goto_attacker_events() else goto_defender_events() } function could_play_card(c) { if (set_has(game.capabilities, c)) return false if (!game.hidden) { // TODO: check capabilities on lords revealed in battle if hidden if (game.pieces.capabilities.includes(c)) return false } if (set_has(game.events, c)) return false if (is_york_card(c)) return game.hand1.length > 0 if (is_lancaster_card(c)) return game.hand2.length > 0 return true } function can_play_battle_events() { return false } function prompt_battle_events() { // both attacker and defender events view.actions.done = 1 } states.attacker_events = { inactive: "Attacker Events", prompt() { view.prompt = "Attacker may play Events." prompt_battle_events() }, card: action_battle_events, done() { end_attacker_events() }, } states.defender_events = { inactive: "Defender Events", prompt() { view.prompt = "Defender may play Events." prompt_battle_events() // defender only events }, card: action_battle_events, done() { end_defender_events() }, } function action_battle_events(c) { game.what = c set_delete(current_hand(), c) set_add(game.events, c) switch (c) { default: break } resume_battle_events() } // === BATTLE: FLEE === function goto_battle_rounds() { set_active_defender() log_h4(`Battle Round ${game.battle.round}`) goto_flee() } function goto_flee() { game.state = "flee_battle" } function end_flee() { if (has_no_unrouted_forces()) { end_battle_round() return } set_active_enemy() if (game.active !== game.battle.attacker) { goto_reposition_battle() } else { goto_flee() } } states.flee_battle = { inactive: "Flee", prompt() { view.prompt = "Battle: Select Lords to Flee from the Field?" view.actions.done = 1 for (let p = 0; p < 6; ++p) { if (is_friendly_lord(game.battle.array[p])) { gen_action_lord(game.battle.array[p]) } } }, done() { end_flee() }, lord(lord) { log(`${lord_name[lord]} Fled the battle of %${game.battle.where}.`) set_add(game.battle.fled, lord) if (game.battle.reserves.includes(lord)) { array_remove_item(game.battle.reserves, lord) } else { for (let x = 0; x < 6; x++) { if (game.battle.array[x] === lord) { game.battle.array[x] = NOBODY break } } } } } // === BATTLE: REPOSITION === function slide_array(from, to) { game.battle.array[to] = game.battle.array[from] game.battle.array[from] = NOBODY } function goto_reposition_battle() { let array = game.battle.array // If all D routed. if (array[D1] === NOBODY && array[D2] === NOBODY && array[D3] === NOBODY) { log("No Defenders Remain.") } // If all A routed. if (array[A1] === NOBODY && array[A2] === NOBODY && array[A3] === NOBODY) { log("No Attackers Remain.") } set_active_defender() goto_reposition_advance() } function goto_reposition_advance() { if (can_reposition_advance()) game.state = "reposition_advance" else end_reposition_advance() } function end_reposition_advance() { game.who = NOBODY set_active_enemy() if (is_attacker()) goto_reposition_advance() else goto_reposition_center() } function goto_reposition_center() { if (can_reposition_center()) game.state = "reposition_center" else end_reposition_center() } function end_reposition_center() { game.who = NOBODY set_active_enemy() if (is_attacker()) goto_reposition_center() else goto_first_engagement() } function can_reposition_advance() { if (has_friendly_reserves()) { let array = game.battle.array if (is_attacker()) { if (array[A1] === NOBODY || array[A2] === NOBODY || array[A3] === NOBODY) return true } else { if (array[D1] === NOBODY || array[D2] === NOBODY || array[D3] === NOBODY) return true } } return false } states.reposition_advance = { inactive: "Reposition", prompt() { view.prompt = "Reposition: Advance from Reserve." let array = game.battle.array for (let lord of game.battle.reserves) if (is_friendly_lord(lord) && lord !== game.who) gen_action_lord(lord) if (game.who !== NOBODY) { if (is_attacker()) { if (array[A1] === NOBODY) gen_action_array(A1) if (array[A2] === NOBODY) gen_action_array(A2) if (array[A3] === NOBODY) gen_action_array(A3) } else { if (array[D1] === NOBODY) gen_action_array(D1) if (array[D2] === NOBODY) gen_action_array(D2) if (array[D3] === NOBODY) gen_action_array(D3) } } }, lord(lord) { game.who = lord }, array(pos) { set_delete(game.battle.reserves, game.who) game.battle.array[pos] = game.who game.who = NOBODY goto_reposition_advance() }, } function can_reposition_center() { let array = game.battle.array if (is_attacker()) { if (array[A2] === NOBODY && (array[A1] !== NOBODY || array[A3] !== NOBODY)) return true } else { if (array[D2] === NOBODY && (array[D1] !== NOBODY || array[D3] !== NOBODY)) return true } return false } states.reposition_center = { inactive: "Reposition", prompt() { view.prompt = "Reposition: Slide to Center." let array = game.battle.array if (is_attacker()) { if (array[A2] === NOBODY) { if (array[A1] !== NOBODY) gen_action_lord(game.battle.array[A1]) if (array[A3] !== NOBODY) gen_action_lord(game.battle.array[A3]) } } else { if (array[D2] === NOBODY) { if (array[D1] !== NOBODY) gen_action_lord(game.battle.array[D1]) if (array[D3] !== NOBODY) gen_action_lord(game.battle.array[D3]) } } if (game.who !== NOBODY) { let from = get_lord_array_position(game.who) if (from === A1 || from === A3) gen_action_array(A2) if (from === D1 || from === D3) gen_action_array(D2) } }, lord(lord) { game.who = lord }, array(pos) { let from = get_lord_array_position(game.who) slide_array(from, pos) game.who = NOBODY goto_reposition_center() }, } // === BATTLE: STRIKE === function get_battle_array(pos) { return game.battle.array[pos] } function filled(pos) { return get_battle_array(pos) !== NOBODY } function empty(pos) { return get_battle_array(pos) === NOBODY } const battle_strike_positions = [ D1, D2, D3, A1, A2, A3 ] const battle_steps = [ { name: "Archery", hits: count_archery_hits}, { name: "Melee", hits: count_melee_hits}, ] function count_archery_hits(lord) { let hits = 0 hits += get_lord_forces(lord, LONGBOWMEN) << 2 hits += get_lord_forces(lord, BURGUNDIANS) << 2 hits += get_lord_forces(lord, MILITIA) hits += get_lord_forces(lord, MERCENARIES) return hits } function count_melee_hits(lord) { let hits = 0 hits += /*retinue*/ 3 << 1 //hits += get_vassals_with_lord(lord).length << 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 return hits } function count_lord_hits(lord) { return battle_steps[game.battle.step].hits(lord) } function is_battle_over() { set_active_attacker() if (has_no_unrouted_forces()) return true set_active_defender() if (has_no_unrouted_forces()) return true return false } function has_no_unrouted_forces() { // All unrouted lords are either in battle array or in reserves for (let p = 0; p < 6; ++p) if (is_friendly_lord(game.battle.array[p])) return false for (let lord of game.battle.reserves) if (is_friendly_lord(lord)) return false return true } function is_attacker() { return game.active === game.battle.attacker } function is_defender() { return game.active !== game.battle.attacker } function is_archery_step() { return game.battle.step === 0 } function is_melee_step() { return game.battle.step === 1 } function has_strike(pos) { return game.battle.ah[pos] > 0 } function current_strike_positions() { return battle_strike_positions } // === BATTLE: ENGAGEMENTS 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[1]) } else if (filled(e[1])) { set_add(center, e[1]) } } results.unshift(center) return results } // === BATTLE: STRIKE === // for each battle step: // generate strikes for each lord // while strikes remain: // create list of strike groups (choose left/right both rows) // select strike group // create target group (choose if sally) // total strikes and roll for walls // while hits remain: // assign hit to unit in target group // if lord routs: // forget choice of left/right strike group in current row // create new target group (choose if left/right/sally) function format_strike_step() { return battle_steps[game.battle.step].name } function format_hits() { if (game.battle.ahits > 0) { return `${game.battle.ahits} Hit${game.battle.ahits > 1 ? "s" : ''}` } else if (game.battle.dhits > 0) { return `${game.battle.dhits} Hit${game.battle.dhits > 1 ? "s" : ''}` } } function goto_first_engagement() { game.battle.step = 0 game.battle.engagements = determine_engagements() goto_engagement() } function goto_next_step() { let end = 2 game.battle.step++ if (game.battle.step >= end) end_engagement() else goto_engagement() } function goto_engagement() { if (is_battle_over()) { end_battle_round() return } log_h5(battle_steps[game.battle.step].name) // Generate hits game.battle.ah = [ 0, 0, 0, 0, 0, 0 ] for (let pos of current_strike_positions()) { let lord = get_battle_array(pos) if (lord !== NOBODY) { let hits = count_lord_hits(lord) game.battle.ah[pos] = hits } } resume_engagement() } function find_engagement_index(pos) { return game.battle.engagements.findIndex(e => e.includes(pos)) } function end_engagement() { game.battle.engagements.shift() if (game.battle.engagements.length > 0) { game.battle.step = 0 goto_engagement() } else { goto_end_battle_round() } } states.select_engagement = { inactive: "Select Engagment", prompt() { view.prompt = `Select the next engagement to resolve.` current_strike_positions() .filter(has_strike) .map(pos => game.battle.array[pos]) .filter(is_friendly_lord) .forEach(gen_action_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() goto_engagement_total_hits() } } function resume_engagement() { if (game.battle.engagements.length === 1 || is_melee_step()) { // only one engagement, so no choices on order goto_engagement_total_hits() } else { set_active_attacker() game.state = "select_engagement" } } // === BATTLE: TOTAL HITS (ROUND UP) === // === 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] } else { dhits += game.battle.ah[pos] } } 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() { current_strike_positions() .map(p => get_battle_array(p)) .filter(l => l!==NOBODY) .filter(will_lord_rout) .forEach(rout_lord) end_assign_hits() } function log_hits(total, name) { if (total === 1) logi(`${total} ${name}`) else if (total > 1) logi(`${total} ${name}s`) else logi(`No ${name}s`) } // === 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() { let lords_in_engagement = game.battle.engagements[0] .filter(p => is_friendly_lord(get_battle_array(p))) if (game.battle.target === NOBODY && lords_in_engagement.length > 1){ game.state = "select_target" } else { if (game.battle.target === NOBODY) game.battle.target = lords_in_engagement.at(0) game.state = "assign_hits" } } function end_defender_assign_hits() { log_hits(game.battle.dhits, "Hit") game.battle.target = NOBODY goto_attacker_assign_hits() } function no_remaining_targets() { return !game.battle.engagements[0] .filter(p => is_friendly_lord(get_battle_array(p))) .map(get_battle_array) .some(lord_has_unrouted_units) } 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() } states.select_target = { inactive: "Select Target Lord", prompt() { view.prompt = "Battle: Select Lord to Assign Hits to." game.battle.engagements[0] .filter(has_strike) .map(get_battle_array) .filter(is_friendly_lord) .forEach(gen_action_lord) }, lord(lord) { game.battle.target = get_lord_array_position(lord) game.state = "assign_hits" } } function end_assign_hits() { for (let pos of game.battle.engagements[0]) { game.battle.ah[pos] = 0 } game.battle.target = NOBODY game.battle.ahits = 0 game.battle.dhits = 0 goto_next_step() } function for_each_target(fn) { let target = game.battle.target fn(game.battle.array[target]) } function prompt_hit_forces() { for_each_target(lord => { if (get_lord_forces(lord, RETINUE) > 0) gen_action_retinue(lord) if (get_lord_forces(lord, BURGUNDIANS) > 0) gen_action_burgundians(lord) if (get_lord_forces(lord, MERCENARIES) > 0) gen_action_mercenaries(lord) if (get_lord_forces(lord, LONGBOWMEN) > 0) gen_action_longbowmen(lord) if (get_lord_forces(lord, MEN_AT_ARMS) > 0) gen_action_men_at_arms(lord) if (get_lord_forces(lord, MILITIA) > 0) gen_action_militia(lord) get_vassals_with_lord(lord) .filter(v => !game.battle.routed_vassals[lord].includes(v)) .forEach(gen_action_vassal) }) } states.assign_hits = { get inactive() { return format_strike_step() + " \u2014 Assign " + format_hits() }, prompt() { view.prompt = `${format_strike_step()}: Assign ${format_hits()} to units.` prompt_hit_forces() }, retinue(lord) { action_assign_hits(lord, RETINUE) }, burgundians(lord) { action_assign_hits(lord, BURGUNDIANS) }, mercenaries(lord) { action_assign_hits(lord, MERCENARIES) }, longbowmen(lord) { action_assign_hits(lord, LONGBOWMEN) }, men_at_arms(lord) { action_assign_hits(lord, MEN_AT_ARMS) }, militia(lord) { action_assign_hits(lord, MILITIA) }, vassal(vassal) { action_assign_hits(get_lord_with_vassal(vassal), VASSAL, vassal) }, } function rout_lord(lord) { log(`L${lord} Routed.`) let pos = get_lord_array_position(lord) // Remove from battle array game.battle.array[pos] = NOBODY set_add(game.battle.routed, lord) } function lord_has_unrouted_troops(lord) { // Don't check here for Retinue or Vassals. for (let x = 2; x < FORCE_TYPE_COUNT; x++) { if (get_lord_forces(lord, x) > 0) return true } return false } function lord_has_routed_troops(lord){ // Don't check here for Retinue or Vassals. for (let x = 2; x < FORCE_TYPE_COUNT; x++) { if (get_lord_routed_forces(lord, x) > 0) return true } return false } function will_lord_rout(lord) { if (get_lord_routed_forces(lord, RETINUE) > 0) return true if (!lord_has_unrouted_troops(lord)) return true return false } function rout_unit(lord, type) { if (type === VASSAL) { rout_vassal(lord, special) } else { add_lord_forces(lord, type, -1) add_lord_routed_forces(lord, type, 1) } } function which_lord_capability(lord, list) { for (let c of list) if (lord_has_capability_card(lord, c)) return c return -1 } function assign_hit_roll(what, prot, extra) { let die = roll_die() if (die <= prot) { logi(`${what} ${range(prot)}: ${MISS[die]}${extra}`) return false } else { logi(`${what} ${range(prot)}: ${HIT[die]}${extra}`) return true } } function get_lord_remaining_valour(lord) { return game.battle.valour[lord] } function spend_valour(lord) { game.battle.valour[lord] = game.battle.valour[lord] - 1 } function check_protection_capabilities(protection) { if (game.what === MEN_AT_ARMS) { 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 === MEN_AT_ARMS) { if (lord_has_capability(game.who, AOW_YORK_BARRICADES) && has_favoury_marker(here)) 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(here)) protection += 1 } return protection } function action_assign_hits(lord, type, special) { if (game.who !== lord) { game.who = lord log(`L${lord}`) } let protection = check_protection_capabilities(FORCE_PROTECTION[type]) let extra = "" if (assign_hit_roll(get_force_name(lord, type), protection, extra)) { if (get_lord_remaining_valour(lord) > 0) { game.state = "spend_valour" game.what = type } else { rout_unit(lord, type) finish_action_assign_hits(lord) } } else { finish_action_assign_hits(lord) } } function finish_action_assign_hits(lord) { if (game.battle.ahits) game.battle.ahits-- else game.battle.dhits-- if (!lord_has_unrouted_units(lord)) { game.battle.target = NOBODY } if (game.active === game.battle.attacker) goto_attacker_assign_hits() else goto_defender_assign_hits() } states.spend_valour = { inactive: "Spend Valour", prompt() { view.prompt = `Spend Valour: Reroll Hit on ${get_force_name(game.who, game.what)}?` gen_action("valour", game.who) view.actions.pass = 1 }, pass() { rout_unit(game.who, game.what) finish_action_assign_hits(game.who) }, valour() { let protection = check_protection_capabilities(FORCE_PROTECTION[game.what]) spend_valour(game.who) log(`Reroll:`) if (assign_hit_roll(get_force_name(game.who, game.what), protection, "")) { rout_unit(game.who, game.what) finish_action_assign_hits(game.who) } else { finish_action_assign_hits(game.who) } } } function goto_end_battle_round() { end_battle_round() } // === BATTLE: NEW ROUND === function end_battle_round() { let attacker_loser = null set_active_attacker() if (has_no_unrouted_forces()) { attacker_loser = game.active } let defender_loser = null set_active_defender() if (has_no_unrouted_forces()) { defender_loser = game.active } if (attacker_loser !== null || defender_loser !== null) { if (attacker_loser === null) game.battle.loser = defender_loser else if (defender_loser === null) game.battle.loser = attacker_loser else game.battle.loser = BOTH end_battle() return } game.battle.round ++ game.battle.ambush = 0 set_active_defender() goto_flee() } // === ENDING THE BATTLE === // Ending the Battle - optimized from rules as written // Loser retreat / withdraw / remove // Loser losses // Loser service // Victor losses // Victor spoils function set_active_loser() { set_active(game.battle.loser) } function set_active_victor() { if (game.battle.loser === P1) set_active(P2) else set_active(P1) } function end_battle() { if (game.battle.loser === BOTH) log_h4(`Both Sides Lost`) else log_h4(`${game.battle.loser} Lost`) game.battle.array = 0 goto_battle_influence() } function get_enemy_defeated_lords() { return game.battle.fled.concat(game.battle.routed) .filter(l => !is_friendly_lord(l)) } function get_defeated_lords() { return game.battle.fled.concat(game.battle.routed) .filter(is_friendly_lord) } function goto_battle_influence() { if (game.battle.loser !== BOTH) { set_active_loser() let influence = get_defeated_lords() .map(l => data.lords[l].influence + get_vassals_with_lord(l).length) .reduce((p, c) => p+c,0) reduce_influence(influence) goto_battle_spoils() } else { goto_death_or_disband() } } // === ENDING THE BATTLE: LOSSES === function has_battle_losses() { for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (lord_has_routed_troops(lord)) return true return false } function goto_battle_losses_victor() { clear_undo() set_active_victor() game.who = NOBODY if (has_battle_losses()) log_h4(`${game.active} Losses`) resume_battle_losses() } function resume_battle_losses() { game.state = "battle_losses" if (!has_battle_losses()) goto_death_or_disband() } function action_losses(lord, type) { let protection = FORCE_PROTECTION[type] if (game.who !== lord) { log(`L${lord}`) game.who = lord } let die = roll_die() if (die <= protection) { logi(`${get_force_name(lord, type)} ${range(protection)}: ${MISS[die]}`) add_lord_routed_forces(lord, type, -1) add_lord_forces(lord, type, 1) } else { logi(`${get_force_name(lord, type)} ${range(protection)}: ${HIT[die]}`) add_lord_routed_forces(lord, type, -1) } resume_battle_losses() } states.battle_losses = { inactive: "Losses", prompt() { 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) } } }, 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) }, } // === 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 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 calculate_spoils() { let spoils_base = get_enemy_defeated_lords() .map(l => [get_lord_assets(l, PROV), get_lord_assets(l, CART)]) .reduce((p,c) => [[p[0][0]+ c[0], p[0][1] + c[1]]], [[0,0]]) .map(s => is_neutral_locale(game.battle.where) ? [Math.ceil(s[0]/2), Math.ceil(s[1]/2)] : s) .map(s => has_favour_in_locale(game.battle.loser, game.battle.where) ? [0,0] : s) .forEach(s => { add_spoils(PROV, s[0]) add_spoils(CART, s[1]) }) } function find_lone_victor() { let lord = NOBODY for (let x = 0; x < 6; x++) { if (is_friendly_lord(get_battle_array(x))) { if (lord === NOBODY) lord = get_battle_array(x) else return NOBODY } } return lord } function goto_battle_spoils() { set_active_victor() // determine Battle Spoils calculate_spoils() if (has_any_spoils() && has_friendly_lord(game.battle.where)) { log_h4("Spoils") log_spoils() game.state = "battle_spoils" game.who = find_lone_victor() } else { end_battle_spoils() } } function end_battle_spoils() { game.who = NOBODY game.spoils = 0 goto_battle_losses_victor() } states.battle_spoils = { inactive: "Spoils", prompt() { if (has_any_spoils()) { view.prompt = "Spoils: Divide " + list_spoils() + "." let here = game.battle.where for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (get_lord_locale(lord) === here) prompt_select_lord(lord) if (game.who !== NOBODY) prompt_spoils() } else { view.prompt = "Spoils: All done." view.actions.end_spoils = 1 } }, lord: action_select_lord, take_prov: take_spoils_prov, take_cart: take_spoils_cart, end_spoils() { clear_undo() end_battle_spoils() }, } function goto_death_or_disband() { if (get_defeated_lords().length > 0) { game.state = "death_or_disband" } else end_death_or_disband() } function end_death_or_disband() { set_active_enemy() if (get_defeated_lords().length > 0) goto_death_or_disband() else goto_battle_aftermath() } states.death_or_disband = { inactive: "Death or Disband", prompt() { let done = true view.prompt = `Death or Disband: Select lords to roll for Death or Disband.` get_defeated_lords() .forEach(l => {gen_action_lord(l);done=false}) if (done) { view.actions.done = 1 } }, lord (lord) { let threshold = 2 let modifier = 0 let roll = roll_die() if (game.battle.fled.includes(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) if (game.battle.fled.includes(lord)) { set_delete(game.battle.fled, lord) } else { set_delete(game.battle.routed, lord) } }, done() { end_death_or_disband() } } // === ENDING THE BATTLE: SERVICE (LOSER) === function goto_battle_aftermath() { set_active(game.battle.attacker) // Routed Vassals get disbanded for (let lord = first_lord; lord <= last_lord; lord++) { if (is_lord_on_map(lord) && game.battle.routed_vassals[lord] !== 0) { for (let vassal of game.battle.routed_vassals[lord]) { disband_vassal(vassal) } } } // Events discard_events("hold") // Recovery spend_all_actions() game.battle = 0 march_with_group_3() } // === 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 } function has_friendly_lord_who_must_feed() { for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (is_lord_unfed(lord)) return true return false } function goto_feed() { log_br() // 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) } if (has_friendly_lord_who_must_feed()) { game.state = "feed" } else { end_feed() } } states.feed = { inactive: "Feed", prompt() { view.prompt = "Feed: You must Feed Lords who Moved or Fought." let done = true prompt_held_event() // Feed from own mat if (done) { for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (is_lord_unfed(lord)) { if (get_lord_assets(lord, PROV) > 0) { gen_action_prov(lord) done = false } } } } // Sharing if (done) { view.prompt = "Feed: You must Feed Lords with Shared Loot or Provender." for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (is_lord_unfed(lord) && can_feed_from_shared(lord)) { gen_action_lord(lord) done = false } } } // Unfed if (done) { view.prompt = "Feed: You must shift the Service of any Unfed Lords." for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (is_lord_unfed(lord)) { // TODO PILLAGE gen_action_service_bad(lord) done = true } } } // 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" }, // TODO : PILLAGE /* service_bad(lord) { push_undo() add_lord_service(lord, -1) log(`Unfed L${lord} to ${get_lord_service(lord)}.`) set_lord_unfed(lord, 0) },*/ end_feed() { push_undo() end_feed() }, card: action_held_event, } function resume_feed_lord_shared() { if (!is_lord_unfed(game.who) || !can_feed_from_shared(game.who)) { game.who = NOBODY game.state = "feed" } } states.feed_lord_shared = { inactive: "Feed", prompt() { view.prompt = `Feed: You must Feed ${lord_name[game.who]} with Shared Loot or Provender.` let loc = get_lord_locale(game.who) for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (get_lord_locale(lord) === loc) { if (get_lord_assets(lord, PROV) > 0) gen_action_prov(lord) } } }, prov(lord) { push_undo() add_lord_assets(lord, PROV, -1) feed_lord(game.who) resume_feed_lord_shared() }, } function end_feed() { goto_remove_markers() } // === LEVY & CAMPAIGN: PAY === function can_pay_lord(lord) { let loc = get_lord_locale(lord) if (get_shared_assets(loc, COIN) > 0) return true return false } function has_friendly_lord_who_may_be_paid() { for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (is_lord_on_map(lord) && can_pay_lord(lord)) return true return false } function goto_pay() { log_br() let n = 0 for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (game.active === LANCASTER && is_lord_on_map(lord) && lord_has_capability(LORD_NORTHUMBERLAND_L, AOW_YORK_PERCYS_POWER) && data.locales[get_lord_locale(LORD_NORTHUMBERLAND_L)].region === "North" && data.locales[get_lord_locale(lord)].region === "North") { set_lord_unfed(lord, 0) } else { n = Math.ceil(count_lord_all_forces(lord)/6) set_lord_unfed(lord, n) } } game.state = "pay" } function resume_pay() { if (!can_pay_lord(game.who)) game.who = NOBODY } states.pay = { inactive: "Pay", prompt() { view.prompt = "Pay: You must Pay your Lord's Troops" let done = true // Pay from own mat if (done) { for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (is_lord_unfed(lord)) { if (get_lord_assets(lord, COIN) > 0) { gen_action_coin(lord) done = false } } } } // Sharing if (done) { view.prompt = "Pay: You must Pay Lords with Shared Coin." for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (is_lord_unfed(lord) && can_pay_from_shared(lord)) { gen_action_lord(lord) done = false } } } // TODO : PILLAGE // Unpaid 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_unpaid(lord)) { gen_action_pillage(lord) done = false } */ } } // All done! if (done) { view.prompt = "Pay: All done." view.actions.end_pay = 1 } }, coin(lord) { push_undo() add_lord_assets(lord, COIN, -1) pay_lord(lord) }, lord(lord) { push_undo() game.who = lord game.state = "pay_lord_shared" }, // TODO : PILLAGE /* service_bad(lord) { push_undo() add_lord_service(lord, -1) log(`Unfed L${lord} to ${get_lord_service(lord)}.`) set_lord_unfed(lord, 0) },*/ end_pay() { push_undo() end_pay() }, card: action_held_event, } function end_pay() { game.who = NOBODY set_active_enemy() if (game.active === P2) { goto_pay() } else goto_pay_lords() } function has_friendly_lord_who_must_pay_troops() { for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (is_lord_unfed(lord)) return true return false } function goto_pay_lords() { for (let lord = first_friendly_lord; lord < last_friendly_lord; lord++) { if (is_lord_on_map(lord)) set_lord_unfed(lord, 1) } if (has_friendly_lord_who_must_pay_troops()) { game.who = NOBODY game.state = "pay_lords" } else { end_pay_lords() } } function end_pay_lords() { set_active_enemy() if (game.active === P2) goto_pay_lords() else goto_pay_vassals() } states.pay_lords = { inactive: "Pay Lords", prompt() { view.prompt = "Pay Lords in Influence or Disband them." prompt_held_event() let done = true 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 } } else { view.actions.disband = 1 view.actions.pay = 1 } }, lord(lord) { game.who = lord }, disband() { disband_lord(game.who) game.who = NOBODY }, pay() { reduce_influence(is_exile(get_lord_locale(game.who)) ? 2 : 1) set_lord_moved(game.who, 0) game.who = NOBODY }, done() { end_pay_lords() } } function goto_pay_vassals() { let vassal_to_pay = false for (let v = first_vassal; v < last_vassal; v++) { if (is_vassal_mustered(v) && is_friendly_lord(get_lord_with_vassal(v)) && get_vassal_locale(v) === CALENDAR + current_turn()) { vassal_to_pay = true } } if (vassal_to_pay) { game.state = "pay_vassals" game.what = NOTHING } else { end_pay_vassals() } } function end_pay_vassals() { set_active_enemy() if (game.active === P1) { //goto_muster_exiles() goto_ready_vassals() } else { goto_pay_vassals() } } states.pay_vassals = { inactive: "Pay Vassals", prompt() { let done = true view.prompt = "You may pay or disband vassals in the next calendar box." if (game.what === NOTHING) { for (let v = first_vassal; v < last_vassal; v++) { if (is_vassal_mustered(v) && is_friendly_lord(get_lord_with_vassal(v)) && get_vassal_locale(v) === CALENDAR + current_turn()) { gen_action_vassal(v) done = false } } if (done) { view.actions.done = 1 } } else { view.actions.pay = 1 view.actions.disband = 1 } }, vassal(v) { game.what = v }, pay() { pay_vassal(game.what) reduce_influence(1) game.what = NOBODY }, disband() { disband_vassal(game.what) game.what = NOBODY }, done() { end_pay_vassals() } } function goto_ready_vassals() { for (let vassal = first_vassal; vassal <= last_vassal; vassal++) { if (is_vassal_unavailable(vassal) && get_vassal_locale(vassal) === CALENDAR + current_turn()) { set_vassal_ready(vassal) set_vassal_on_map(vassal, data.vassals[vassal].seat[0]) } } goto_levy_muster() } // === LEVY & CAMPAIGN: DISBAND === function disband_lord(lord, permanently = false) { let here = get_lord_locale(lord) let turn = current_turn() if (permanently) { log(`Removed L${lord}.`) set_lord_locale(lord, NOWHERE) } else { if (is_levy_phase()) set_lord_cylinder_on_calendar(lord, turn + (6 - data.lords[lord].influence)) else set_lord_cylinder_on_calendar(lord, turn + (6 - data.lords[lord].influence) + 1) log(`Disbanded L${lord} to ${get_lord_calendar(lord)}.`) } discard_lord_capability_n(lord, 0) discard_lord_capability_n(lord, 1) game.pieces.assets[lord] = 0 game.pieces.forces[lord] = 0 game.pieces.routed[lord] = 0 set_lord_moved(lord, 0) for (let v of get_vassals_with_lord(lord)) { disband_vassal(v) } } // === CAMPAIGN: REMOVE MARKERS === function goto_remove_markers() { clear_lords_moved() goto_command_activation() } // === END CAMPAIGN: GROWTH === // TODO : PLANTAGENET GROW function count_enemy_ravaged() { let n = 0 for (let loc of game.pieces.ravaged) if (is_friendly_territory(loc)) ++n return n } function goto_grow() { game.count = count_enemy_ravaged() >> 1 log_br() if (game.active === TEUTONS) log("Teutonic Growth") else log("Russian Growth") if (game.count === 0) { logi("Nothing") end_growth() } else { game.state = "growth" } } function end_growth() { set_active_enemy() if (game.active === P2) goto_grow() else goto_game_end() } states.growth = { inactive: "Grow", prompt() { view.prompt = `Grow: Remove ${game.count} enemy Ravaged markers.` if (game.count > 0) { for (let loc of game.pieces.ravaged) if (is_friendly_territory(loc)) gen_action_locale(loc) } else { view.actions.end_growth = 1 } }, locale(loc) { push_undo() logi(`%${loc}`) remove_ravaged_marker(loc) game.count-- }, end_growth() { clear_undo() end_growth() }, } // === END CAMPAIGN: GAME END === function check_campaign_victory_york() { for (let lord = first_lancaster_lord; lord <= last_lancaster_lord; ++lord) if (is_lord_on_map(lord)) return false return true } function check_campaign_victory_lancaster() { for (let lord = first_york_lord; lord <= last_york_lord; ++lord) if (is_lord_on_map(lord)) return false return true } function check_campaign_victory() { if (check_campaign_victory_york()) { goto_game_over(P1, `${P1} won a Campaign Victory!`) return true } if (check_campaign_victory_lancaster()) { goto_game_over(P2, `${P2} won a Campaign Victory!`) return true } return false } function goto_end_campaign() { log_h1("End Campaign") set_active(P1) if (current_turn() === 8 || current_turn() === 16) { goto_grow() } else { goto_game_end() } } function goto_game_end() { // GAME END if (current_turn() === scenario_last_turn[game.scenario]) { goto_game_over("Draw", "The game ended in a draw.") } else { goto_plow_and_reap() } } // === END CAMPAIGN: PLOW AND REAP === function goto_plow_and_reap() { let turn = current_turn() end_plow_and_reap() } function end_plow_and_reap() { goto_wastage() } // === END CAMPAIGN: WASTAGE === // TODO : WASTE function goto_wastage() { if (game.turn === 5 || game.turn === 10) { clear_lords_moved() let done = true for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (check_lord_wastage(lord)) { set_lord_moved(lord, 3) done = false } } if (done) end_wastage() else game.state = "wastage" } else { push_undo() goto_reset() } } function check_lord_wastage(lord) { if (get_lord_assets(lord, PROV) > 1) return true if (get_lord_assets(lord, COIN) > 1) return true if (get_lord_assets(lord, CART) > 1) return true if (get_lord_assets(lord, SHIP) > 1) return true return false } function prompt_wastage(lord) { if (get_lord_assets(lord, PROV) > 0) gen_action_prov(lord) if (get_lord_assets(lord, COIN) > 0) gen_action_coin(lord) if (get_lord_assets(lord, CART) > 0) gen_action_cart(lord) if (get_lord_assets(lord, SHIP) > 0) gen_action_ship(lord) for (let i = 0; i < 2; ++i) { let c = get_lord_capability(lord, i) if (c !== NOTHING) gen_action_card(c) } } function action_wastage(lord, type) { push_undo() set_lord_moved(lord, 0) add_lord_assets(lord, type, -1) } 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 } states.wastage = { inactive: "Wastage", prompt() { let done = true for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (get_lord_moved(lord)) { prompt_wastage(lord) done = false } } if (done) { view.prompt = "Wastage: All done." view.actions.end_wastage = 1 } else { view.prompt = "Wastage: Discard one Asset or Capability from each affected Lord." } }, card(c) { push_undo() let lord = find_lord_with_capability_card(c) set_lord_moved(lord, 0) discard_lord_capability(lord, c) }, prov(lord) { action_wastage(lord, PROV) }, coin(lord) { action_wastage(lord, COIN) }, cart(lord) { action_wastage(lord, CART) }, ship(lord) { action_wastage(lord, SHIP) }, end_wastage() { end_wastage() }, } function end_wastage() { push_undo() set_active_enemy() goto_reset() } // === END CAMPAIGN: RESET (DISCARD ARTS OF WAR) === function goto_reset() { // Discard "This Campaign" events from play. discard_friendly_events("this_campaign") end_reset() } function end_reset() { clear_undo() set_active_enemy() if (game.active === P2) goto_plow_and_reap() else goto_advance_campaign() } // === END CAMPAIGN: RESET (ADVANCE CAMPAIGN) === function goto_advance_campaign() { game.turn++ log_h1("Levy " + current_turn_name()) // First turns of late winter if (current_turn() === 5 || current_turn() === 13) goto_discard_crusade_late_winter() else goto_levy_arts_of_war() } // === 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 }, } exports.resign = function (state, current) { load_state(state) if (game.state !== "game_over") { for (let opponent of exports.roles) { if (opponent !== current) { goto_game_over(opponent, current + " resigned.") break } } } return game } // === UNCOMMON TEMPLATE === function log_br() { if (game.log.length > 0 && game.log[game.log.length - 1] !== "") game.log.push("") } function log(msg) { game.log.push(msg) } function logevent(cap) { game.log.push(`E${cap}.`) } function logcap(cap) { game.log.push(`C${cap}.`) } function logi(msg) { game.log.push(">" + msg) } function logii(msg) { game.log.push(">>" + msg) } function log_h1(msg) { log_br() log(".h1 " + msg) log_br() } function log_h2(msg) { log_br() if (game.active === YORK) log(".h2t " + msg) else log(".h2r " + msg) log_br() } function log_h3(msg) { log_br() if (game.active === YORK) log(".h3t " + msg) else log(".h3r " + msg) log_br() } function log_h4(msg) { log_br() log(".h4 " + msg) } function log_h5(msg) { log_br() log(".h5 " + msg) } function gen_action(action, argument) { if (!(action in view.actions)) view.actions[action] = [] set_add(view.actions[action], argument) } function gen_action_card_if_held(c) { if (has_card_in_hand(c)) gen_action_card(c) } function prompt_select_lord_on_calendar(lord) { if (lord !== game.who) { if (is_lord_on_calendar(lord)) gen_action_lord(lord) else gen_action_service(lord) } } function prompt_select_lord(lord) { if (lord !== game.who) gen_action_lord(lord) } function prompt_select_service(lord) { if (lord !== game.who) gen_action_service(lord) } function action_select_lord(lord) { if (game.who === lord) game.who = NOBODY else game.who = lord } function gen_action_calendar(calendar) { if (calendar < 0) calendar = 0 if (calendar > 17) calendar = 17 gen_action("calendar", calendar) } function gen_action_way(way) { gen_action("way", way) } function gen_action_locale(locale) { gen_action("locale", locale) } function gen_action_lord(lord) { gen_action("lord", lord) } function gen_action_array(pos) { gen_action("array", pos) } function gen_action_service(service) { gen_action("service", service) } function gen_action_service_bad(service) { gen_action("service_bad", service) } function gen_action_vassal(vassal) { gen_action("vassal", vassal) } function gen_action_card(c) { gen_action("card", c) } 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_ship(lord) { gen_action("ship", 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) } const P1_LORD_MASK = 1 | 2 | 4 | 8 | 16 | 32 | 64 | 128 | 256 | 512 | 1024 | 2048 const P2_LORD_MASK = P1_LORD_MASK << 6 exports.view = function (state, current) { load_state(state) view = { prompt: null, actions: null, log: game.log, reveal: 0, end: scenario_last_turn[game.scenario], turn: game.turn, victory_check: game.victory_check, influence: game.influence, events: game.events, pieces: game.pieces, battle: game.battle, held1: game.hand1.length, held2: game.hand2.length, command: game.command, hand: null, plan: null, } if (!game.hidden) view.reveal = -1 if (current === YORK) { view.hand = game.hand1 view.plan = game.plan1 if (game.hidden) view.reveal |= P1_LORD_MASK } if (current === LANCASTER) { view.hand = game.hand2 view.plan = game.plan2 if (game.hidden) view.reveal |= P2_LORD_MASK } if (game.battle) { if (game.battle.array) { for (let lord of game.battle.array) if (lord !== NOBODY) view.reveal |= (1 << lord) } for (let lord of game.battle.reserves) view.reveal |= (1 << lord) } if (game.state === "game_over") { view.prompt = game.victory } else if (current === "Observer" || (game.active !== current && game.active !== BOTH)) { let inactive = states[game.state].inactive || game.state view.prompt = `Waiting for ${game.active} \u2014 ${inactive}.` } else { view.actions = {} view.who = game.who if (states[game.state]) states[game.state].prompt(current) else view.prompt = "Unknown state: " + game.state if (view.actions.undo === undefined) { if (game.undo && game.undo.length > 0) view.actions.undo = 1 else view.actions.undo = 0 } } return view } exports.action = function (state, current, action, arg) { load_state(state) // Object.seal(game) // XXX: don't allow adding properties let S = states[game.state] if (S && action in S) { S[action](arg, current) } else { if (action === "undo" && game.undo && game.undo.length > 0) pop_undo() else throw new Error("Invalid action: " + action) } return game } exports.is_checkpoint = function (a, b) { return a.turn !== b.turn } // === COMMON TEMPLATE === // 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) } function pack8_get(word, n) { n = n << 3 return (word >>> n) & 255 } function pack8_set(word, n, x) { n = n << 3 return (word & ~(255 << n)) | (x << n) } // === COMMON LIBRARY === function clear_undo() { if (game.undo.length > 0) game.undo = [] } function push_undo_without_who() { let save_who = game.who game.who = NOBODY push_undo() game.who = save_who } function push_undo() { let copy = {} for (let k in game) { let v = game[k] if (k === "undo") continue else if (k === "log") v = v.length else if (typeof v === "object" && v !== null) v = object_copy(v) copy[k] = v } game.undo.push(copy) } function pop_undo() { let save_log = game.log let save_undo = game.undo game = save_undo.pop() save_log.length = game.log game.log = save_log game.undo = save_undo } function random(range) { // An MLCG using integer arithmetic with doubles. // https://www.ams.org/journals/mcom/1999-68-225/S0025-5718-99-00996-5/S0025-5718-99-00996-5.pdf // m = 2**35 − 31 return (game.seed = (game.seed * 200105) % 34359738337) % range } // Fast deep copy for objects without cycles function object_copy(original) { if (Array.isArray(original)) { let n = original.length let copy = new Array(n) for (let i = 0; i < n; ++i) { let v = original[i] if (typeof v === "object" && v !== null) copy[i] = object_copy(v) else copy[i] = v } return copy } else { let copy = {} for (let i in original) { let v = original[i] if (typeof v === "object" && v !== null) copy[i] = object_copy(v) else copy[i] = v } return copy } } // Array remove and insert (faster than splice) function array_remove_item(array, item) { let n = array.length for (let i = 0; i < n; ++i) if (array[i] === item) return array_remove(array, i) } function array_remove(array, index) { let n = array.length for (let i = index + 1; i < n; ++i) array[i - 1] = array[i] array.length = n - 1 } function array_insert(array, index, item) { for (let i = array.length; i > index; --i) array[i] = array[i - 1] array[index] = item } function array_remove_pair(array, index) { let n = array.length for (let i = index + 2; i < n; ++i) array[i - 2] = array[i] array.length = n - 2 } function array_insert_pair(array, index, key, value) { for (let i = array.length; i > index; i -= 2) { array[i] = array[i - 2] array[i + 1] = array[i - 1] } array[index] = key array[index + 1] = value } // Set as plain sorted array function set_has(set, item) { let a = 0 let b = set.length - 1 while (a <= b) { let m = (a + b) >> 1 let x = set[m] if (item < x) b = m - 1 else if (item > x) a = m + 1 else return true } return false } function set_add(set, item) { let a = 0 let b = set.length - 1 while (a <= b) { let m = (a + b) >> 1 let x = set[m] if (item < x) b = m - 1 else if (item > x) a = m + 1 else return } array_insert(set, a, item) } function set_delete(set, item) { let a = 0 let b = set.length - 1 while (a <= b) { let m = (a + b) >> 1 let x = set[m] if (item < x) b = m - 1 else if (item > x) a = m + 1 else { array_remove(set, m) return } } } function set_toggle(set, item) { let a = 0 let b = set.length - 1 while (a <= b) { let m = (a + b) >> 1 let x = set[m] if (item < x) b = m - 1 else if (item > x) a = m + 1 else { array_remove(set, m) return } } array_insert(set, a, item) } // Map as plain sorted array of key/value pairs function map_has(map, key) { let a = 0 let b = (map.length >> 1) - 1 while (a <= b) { let m = (a + b) >> 1 let x = map[m << 1] if (key < x) b = m - 1 else if (key > x) a = m + 1 else return true } return false } function map_get(map, key, missing) { let a = 0 let b = (map.length >> 1) - 1 while (a <= b) { let m = (a + b) >> 1 let x = map[m << 1] if (key < x) b = m - 1 else if (key > x) a = m + 1 else return map[(m << 1) + 1] } return missing } function map_set(map, key, value) { let a = 0 let b = (map.length >> 1) - 1 while (a <= b) { let m = (a + b) >> 1 let x = map[m << 1] if (key < x) b = m - 1 else if (key > x) a = m + 1 else { map[(m << 1) + 1] = value return } } array_insert_pair(map, a << 1, key, value) } function map_delete(map, item) { let a = 0 let b = (map.length >> 1) - 1 while (a <= b) { let m = (a + b) >> 1 let x = map[m << 1] if (item < x) b = m - 1 else if (item > x) a = m + 1 else { array_remove_pair(map, m << 1) return } } } let log_sanity = [] exports.fuzz_log = function (fuzz_info) { console.log(`${fuzz_info.state.state} - ${fuzz_info.actions} - - ${fuzz_info.args} [${fuzz_info.chosen_action}, ${fuzz_info.chosen_arg}] `) log_sanity.push(fuzz_info.state.state) if (log_sanity.length > 200) { log_sanity = log_sanity.slice(1) // if (log_sanity.every(l => l === fuzz_info.state.state)) { // console.log(`STATE`, fuzz_info.state) // console.log(`VIEW`, fuzz_info.view) // throw new Error("Too many times in the same state.") // } } } // exports.fuzz_crash = function (state, view) { // for(let x = 0; x