"use strict" // TODO: log end victory conditions at scenario start // TODO: check all who = NOBODY etc resets // TODO: show fled retinue backsides /* EVENTS and CAPABILITIES trigger - Pass instead of Done NAVAL BLOCKADE - for Tax and Tax Collectors REGROUP - other timing windows Scenario special rules. Ia: Allied Networks (limit exile boxes) Ia: Capture of the King Ib: Norfolk is Late Ib: Test of Arms Ib: check exile boxes (just in case)? II: Foreign Haven - Warwick II: Foreign Haven - Edward IV II: Shaky Allies II: Queen Regent III: King Richard Review all undo steps. Review all states for needless pauses. Review all states for adding extra pauses to prevent loss of control. Review all prompts. Review all inactive prompts. Review all log messages. */ // === TYPES === declare function require(name: string): any declare var exports: any type Side = "York" | "Lancaster" type Player = "York" | "Lancaster" | "Both" | "None" type Card = number & { TAG: "Card" } type Locale = number & { TAG: "Locale" } type Lord = number & { TAG: "Lord" } type Vassal = number & { TAG: "Vassal" } type Asset = number & { TAG: "Asset" } type Force = number & { TAG: "Force" } type Season = number & { TAG: "Season" } type Way = "path" | "road" | "highway" type MyMap = (K|V)[] interface Game { seed: number, scenario: number, hidden: 0 | 1, log: string[], undo: any[], state: string, active: Player, flags: number, turn: number, influence: number, hand_y: Card[], hand_l: Card[], plan_y: Lord[], plan_l: Lord[], events: Card[], pieces: { // per lord data locale: number[], assets: number[], forces: number[], routed: number[], capabilities: number[], moved: number[], in_exile: number, // per vassal data vassals: number[], // per locale data depleted: number[], exhausted: number[], favourl: number[], favoury: number[], }, actions: number, command: Lord, who: Lord, where: Locale, vassal: Vassal, group: Lord[], count: number, /* flags to track events during levy phase */ levy_flags?: { gloucester_as_heir: number, jack_cade: number, loyalty_and_trust: number, my_crown_is_in_my_heart: number, parliament_votes: number, succession: number, thomas_stanley: number, }, /* temporary properties for various phases and actions */ arts_of_war?: Card[], this_event?: Card, march?: { from: Locale, to: Locale }, intercept?: Lord[], battle?: Battle, supply?: MyMap, parley?: MyMap, spoils?: number[], /* temporary properties for various events */ event_scots?: Lord[], event_propaganda?: Locale[], event_aragne?: Vassal[], event_she_wolf?: Vassal[], event_earl_rivers?: MyMap, event_the_kings_name?: any, event_regroup?: number[], /* game over properties */ victory?: string, result?: string, } interface Battle { where: Locale, round: number, step: number, attacker: Player, loser: Player, array: Lord[], valour: number[], fled: Lord[], routed: Lord[], routed_vassals: Vassal[], reserves: Lord[], engagements: any, target: Lord[] | null, ahits: number, dhits: number, attacker_artillery: number, defender_artillery: number, final_charge: 0 | 1, ravine?: Lord, caltrops?: Lord, force?: Force, } interface State { inactive?: string, prompt(current?: Side): void, undo?(_:any, current: Side): void, plan?(lord: Lord, current: Side): void, end_plan?(_:any, current: Side): void, check?(bonus:number): void, check_success?(): void, card?(card: Card): void, locale?(locale: Locale): void, array?(pos:number): void, lord?(lord: Lord): void, prov?(lord: Lord): void, coin?(lord: Lord): void, cart?(lord: Lord): void, ship?(lord: Lord): void, valour?(lord: Lord): void, burgundians?(lord: Lord): void, retinue?(lord: Lord): void, mercenaries?(lord: Lord): void, longbowmen?(lord: Lord): void, men_at_arms?(lord: Lord): void, militia?(lord: Lord): void, routed_burgundians?(lord: Lord): void, routed_retinue?(lord: Lord): void, routed_mercenaries?(lord: Lord): void, routed_longbowmen?(lord: Lord): void, routed_men_at_arms?(lord: Lord): void, routed_militia?(lord: Lord): void, vassal?(vassal: Vassal): void, add_men_at_arms?(): void, add_militia2?(): void, add_militia?(): void, agitators?(): void, approach?(): void, capability?(): void, disband?(): void, discard?(): void, done?(): void, end_array?(): void, end_battle_round?(): void, end_command?(): void, end_discard?(): void, end_feed?(): void, end_muster?(): void, end_pay?(): void, end_setup?(): void, end_sof?(): void, end_spoils?(): void, exile_pact?(): void, forage?(): void, heralds?(): void, hold?(): void, intercept?(): void, levy_beloved_warwick?(): void, levy_irishmen?(): void, levy_troops?(): void, march?(): void, merchants?(): void, parley?(): void, pass?(): void, pay?(): void, pay_all?(): void, pillage?(): void, play?(): void, port?(): void, favour?(): void, influence?(): void, roll?(): void, sail?(): void, stronghold?(): void, supply?(): void, take_cart?(): void, take_prov?(): void, take_ship?(): void, tax?(): void, vanguard?(): void, final_charge?(): void, commission_of_array?(): void, loyalty_and_trust?(): void, soldiers_of_fortune?(): void, } interface View { prompt: string, actions: any, log: string[], end: number, turn: number, victory_check: number, influence: number, events: Card[], pieces: any, reveal: number, held_y: number, held_l: number, command: Lord, hand: Card[], plan: Lord[], battle?: Battle, arts_of_war?: Card[], group?: Lord[], what?: Card, who?: Lord, where?: Locale | Locale[], vassal?: Vassal | Vassal[], } // === GLOBALS === const data = require("./data.js") let game: Game let view: View let states: { [index: string]: State } = {} let P1: Side let P2: Side const search_seen: number[] = new Array(data.locales.length) const search_dist: number[] = new Array(data.locales.length) // === CONSTANTS === function find_card(name): Card { let ix = data.cards.findIndex(x => x.name === name) if (ix < 0) throw "CANNOT FIND CARD: " + name return ix } function find_lord(name): Lord { let ix = data.lords.findIndex(x => x.name === name) if (ix < 0) throw "CANNOT FIND LORD: " + name return ix } function find_locale(name): Locale { let ix = data.locales.findIndex(x => x.name === name) if (ix < 0) throw "CANNOT FIND LOCALE: " + name return ix } function find_vassal(name): Vassal { let ix = data.vassals.findIndex(x => x.name === name) if (ix < 0) throw "CANNOT FIND VASSAL: " + name return ix } const BOTH = "Both" const LANCASTER = "Lancaster" const YORK = "York" exports.roles = [ LANCASTER, YORK ] const NOBODY = -1 as Lord const NOVASSAL = -1 as Vassal const NOWHERE = -1 as Locale const NOCARD = -1 as Card const CALENDAR = 100 as Locale const LONDON_FOR_YORK = 200 as Locale // extra london marker const VASSAL_READY = 29 as Lord const VASSAL_CALENDAR = 30 as Lord const VASSAL_OUT_OF_PLAY = 31 as Lord const SUMMER = 0 as Season const SPRING = 1 as Season const WINTER = 2 as Season const AUTUMN = 3 as Season const SEASONS = [ WINTER, SPRING, SUMMER, AUTUMN, WINTER, WINTER, SPRING, SUMMER, AUTUMN, WINTER, WINTER, SPRING, SUMMER, AUTUMN, WINTER, ] const INFLUENCE_TURNS = [ 1, 4, 6, 9, 11, 14 ] const GROW_TURNS = [ 4, 9, 14 ] const WASTE_TURNS = [ 5, 10 ] const HIT = [ "0", "\u2776", "\u2777", "\u2778", "\u2779", "\u277A", "\u277B" ] const MISS = [ "0", "\u2460", "\u2461", "\u2462", "\u2463", "\u2464", "\u2465" ] // unit types const RETINUE = 0 as Force const VASSAL = 1 as Force const MEN_AT_ARMS = 2 as Force const LONGBOWMEN = 3 as Force const MILITIA = 4 as Force const BURGUNDIANS = 5 as Force const MERCENARIES = 6 as Force const FORCE_TYPE_NAME = [ "Retinue", "Vassal", "Men-at-Arms", "Longbowmen", "Militia", "Burgundians", "Mercenary" ] const FORCE_PROTECTION = [ 4, 4, 3, 1, 1, 3, 3 ] const all_force_types = make_list(0, 6) as Force[] const simple_force_type = make_list(2, 6) as Force[] // asset types const PROV = 0 as Asset const COIN = 1 as Asset const CART = 2 as Asset const SHIP = 3 as Asset const ASSET_TYPE_NAME = [ "Provender", "Coin", "Cart", "Ship" ] const all_asset_types = make_list(0, 3) as Asset[] // battle array const A1 = 0 // attackers const A2 = 1 const A3 = 2 const D1 = 3 // defenders const D2 = 4 const D3 = 5 function make_list(first, last) { let list = [] for (let i = first; i <= last; ++i) list.push(i) return list } const lord_name = data.lords.map(lord => lord.short_name) const locale_name = data.locales.map(locale => locale.name) const vassal_name = data.vassals.map(vassal => vassal.name) const lord_count = data.lords.length const vassal_count = data.vassals.length const all_lords = make_list(0, lord_count-1) as Lord[] const all_locales = make_list(0, data.locales.length-1) as Locale[] const all_vassals = make_list(0, data.vassals.length-1) as Vassal[] const all_york_cards = make_list(0, 36) as Card[] const all_lancaster_cards = make_list(37, 73) as Card[] const first_york_card = 0 const last_york_card = 36 const first_lancaster_card = 37 const last_lancaster_card = 73 function is_york_card(c: Card) { return c >= first_york_card && c <= last_york_card } function is_lancaster_card(c: Card) { return c >= first_lancaster_card && c <= last_lancaster_card } const first_york_lord = 0 const last_york_lord = 13 const first_lancaster_lord = 14 const last_lancaster_lord = 27 const all_york_lords = make_list(0, 13) as Lord[] const all_lancaster_lords = make_list(14, 27) as Lord[] const YORK_LORD_MASK = 0x1fff const LANCASTER_LORD_MASK = YORK_LORD_MASK << 14 function is_york_lord(lord: Lord) { return lord >= first_york_lord && lord <= last_york_lord } function is_lancaster_lord(lord: Lord) { return lord >= first_lancaster_lord && lord <= last_lancaster_lord } function is_marshal(lord: 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: Lord) { switch (lord) { case LORD_WARWICK_L: return true case LORD_SOMERSET_1: return true case LORD_GLOUCESTER_1: return true case LORD_WARWICK_Y: return true default: return false } } function is_seaport(loc: Locale) { return set_has(data.seaports, loc) } function is_stronghold(loc: Locale) { if (loc === NOWHERE || loc >= CALENDAR) return false return data.locales[loc].type !== "exile" && data.locales[loc].type !== "sea" } function is_exile(loc: Locale) { return data.locales[loc].type === "exile" } function is_city(loc: Locale) { return data.locales[loc].type === "city" } function is_town(loc: Locale) { return data.locales[loc].type === "town" } function is_wales(loc: Locale) { return data.locales[loc].region === "Wales" } function is_south(loc: Locale) { return data.locales[loc].region === "South" } function is_north(loc: Locale) { return data.locales[loc].region === "North" } function is_fortress(loc: Locale) { return data.locales[loc].type === "fortress" } function is_sea(loc: Locale) { return data.locales[loc].type === "sea" } function is_adjacent(a: Locale, b: Locale) { return set_has(data.locales[a].adjacent, b) } function find_ports(here: Locale, lord: Lord): Locale[] { // for Parley, Supply, and Tax purposes only (not Disembark) if (lord !== NOBODY) { if ((lord_has_capability(lord, AOW_YORK_GREAT_SHIPS) || lord_has_capability(lord, AOW_LANCASTER_GREAT_SHIPS))) return data.all_ports } if (here === data.sea_1) return data.port_1 if (here === data.sea_2) return data.port_2 if (here === data.sea_3) return data.port_3 if (here === data.exile_1) return data.port_1 if (here === data.exile_2) return data.port_2 if (here === data.exile_3) return data.port_3 if (here === data.exile_4) return data.port_1 if (set_has(data.port_1, here)) return data.port_1 if (set_has(data.port_2, here)) return data.port_2 if (set_has(data.port_3, here)) return data.port_3 return null } function find_sail_locales(here: Locale): Locale[] { if (here === data.sea_1) return data.way_sea_1 if (here === data.sea_2) return data.way_sea_2 if (here === data.sea_3) return data.way_sea_3 if (here === data.exile_1) return data.way_exile_1 if (here === data.exile_2) return data.way_exile_2 if (here === data.exile_3) return data.way_exile_3 if (set_has(data.port_1, here)) return data.way_port_1 if (set_has(data.port_2, here)) return data.way_port_2 if (set_has(data.port_3, here)) return data.way_port_3 return null } function is_on_same_sea(a: Locale, b: Locale) { return ( (set_has(data.port_1, a) && set_has(data.port_1, b)) || (set_has(data.port_2, a) && set_has(data.port_2, b)) || (set_has(data.port_3, a) && set_has(data.port_3, b)) ) } function make_locale_list(pred): Locale[] { let list = [] for (let loc of all_locales) if (pred(loc)) list.push(loc) return list } const all_north_locales = make_locale_list(is_north) const all_south_locales = make_locale_list(is_south) const all_wales_locales = make_locale_list(is_wales) const all_city_locales = make_locale_list(is_city) const all_town_locales = make_locale_list(is_town) const all_fortress_locales = make_locale_list(is_fortress) const Y1 = find_card("Y1") const Y2 = find_card("Y2") const Y3 = find_card("Y3") const Y4 = find_card("Y4") const Y5 = find_card("Y5") const Y6 = find_card("Y6") const Y7 = find_card("Y7") const Y8 = find_card("Y8") const Y9 = find_card("Y9") const Y10 = find_card("Y10") const Y11 = find_card("Y11") const Y12 = find_card("Y12") const Y13 = find_card("Y13") const Y14 = find_card("Y14") const Y15 = find_card("Y15") const Y16 = find_card("Y16") const Y17 = find_card("Y17") const Y18 = find_card("Y18") const Y19 = find_card("Y19") const Y20 = find_card("Y20") const Y21 = find_card("Y21") const Y22 = find_card("Y22") const Y23 = find_card("Y23") const Y24 = find_card("Y24") const Y25 = find_card("Y25") const Y26 = find_card("Y26") const Y27 = find_card("Y27") const Y28 = find_card("Y28") const Y29 = find_card("Y29") const Y30 = find_card("Y30") const Y31 = find_card("Y31") const Y32 = find_card("Y32") const Y33 = find_card("Y33") const Y34 = find_card("Y34") const Y35 = find_card("Y35") const Y36 = find_card("Y36") const Y37 = find_card("Y37") const L1 = find_card("L1") const L2 = find_card("L2") const L3 = find_card("L3") const L4 = find_card("L4") const L5 = find_card("L5") const L6 = find_card("L6") const L7 = find_card("L7") const L8 = find_card("L8") const L9 = find_card("L9") const L10 = find_card("L10") const L11 = find_card("L11") const L12 = find_card("L12") const L13 = find_card("L13") const L14 = find_card("L14") const L15 = find_card("L15") const L16 = find_card("L16") const L17 = find_card("L17") const L18 = find_card("L18") const L19 = find_card("L19") const L20 = find_card("L20") const L21 = find_card("L21") const L22 = find_card("L22") const L23 = find_card("L23") const L24 = find_card("L24") const L25 = find_card("L25") const L26 = find_card("L26") const L27 = find_card("L27") const L28 = find_card("L28") const L29 = find_card("L29") const L30 = find_card("L30") const L31 = find_card("L31") const L32 = find_card("L32") const L33 = find_card("L33") const L34 = find_card("L34") const L35 = find_card("L35") const L36 = find_card("L36") const L37 = find_card("L37") const LORD_YORK = find_lord("York") const LORD_MARCH = find_lord("March") const LORD_EDWARD_IV = find_lord("Edward IV") const LORD_SALISBURY = find_lord("Salisbury") const LORD_RUTLAND = find_lord("Rutland") const LORD_PEMBROKE = find_lord("Pembroke") const LORD_DEVON = find_lord("Devon") const LORD_NORTHUMBERLAND_Y1 = find_lord("Northumberland Y1") const LORD_NORTHUMBERLAND_Y2 = find_lord("Northumberland Y2") const LORD_GLOUCESTER_1 = find_lord("Gloucester 1") const LORD_GLOUCESTER_2 = find_lord("Gloucester 2") const LORD_RICHARD_III = find_lord("Richard III") const LORD_NORFOLK = find_lord("Norfolk") const LORD_WARWICK_Y = find_lord("Warwick Y") const LORD_HENRY_VI = find_lord("Henry VI") const LORD_MARGARET = find_lord("Margaret") const LORD_SOMERSET_1 = find_lord("Somerset 1") const LORD_SOMERSET_2 = find_lord("Somerset 2") const LORD_EXETER_1 = find_lord("Exeter 1") const LORD_EXETER_2 = find_lord("Exeter 2") const LORD_BUCKINGHAM = find_lord("Buckingham") const LORD_CLARENCE = find_lord("Clarence") const LORD_NORTHUMBERLAND_L = find_lord("Northumberland L") const LORD_JASPER_TUDOR_1 = find_lord("Jasper Tudor 1") const LORD_JASPER_TUDOR_2 = find_lord("Jasper Tudor 2") const LORD_HENRY_TUDOR = find_lord("Henry Tudor") const LORD_OXFORD = find_lord("Oxford") const LORD_WARWICK_L = find_lord("Warwick L") const LOC_BAMBURGH = find_locale("Bamburgh") const LOC_NEWCASTLE = find_locale("Newcastle") const LOC_APPLEBY = find_locale("Appleby") const LOC_HEXHAM = find_locale("Hexham") const LOC_CARLISLE = find_locale("Carlisle") const LOC_HARLECH = find_locale("Harlech") const LOC_PEMBROKE = find_locale("Pembroke") const LOC_CARDIFF = find_locale("Cardiff") const LOC_HEREFORD = find_locale("Hereford") const LOC_LUDLOW = find_locale("Ludlow") const LOC_SHREWSBURY = find_locale("Shrewsbury") const LOC_SALISBURY = find_locale("Salisbury") const LOC_WINCHESTER = find_locale("Winchester") const LOC_GUILDFORD = find_locale("Guildford") const LOC_ARUNDEL = find_locale("Arundel") const LOC_SOUTHAMPTON = find_locale("Southampton") const LOC_ROCHESTER = find_locale("Rochester") const LOC_DOVER = find_locale("Dover") const LOC_CANTERBURY = find_locale("Canterbury") const LOC_HASTINGS = find_locale("Hastings") const LOC_DORCHESTER = find_locale("Dorchester") const LOC_EXETER = find_locale("Exeter") const LOC_PLYMOUTH = find_locale("Plymouth") const LOC_LAUNCESTON = find_locale("Launceston") const LOC_TRURO = find_locale("Truro") const LOC_WELLS = find_locale("Wells") const LOC_BRISTOL = find_locale("Bristol") const LOC_GLOUCESTER = find_locale("Gloucester") const LOC_OXFORD = find_locale("Oxford") const LOC_NEWBURY = find_locale("Newbury") const LOC_LONDON = find_locale("London") const LOC_ST_ALBANS = find_locale("St Albans") const LOC_BEDFORD = find_locale("Bedford") const LOC_CAMBRIDGE = find_locale("Cambridge") const LOC_BURY_ST_EDMUNDS = find_locale("Bury St Edmunds") const LOC_IPSWICH = find_locale("Ipswich") const LOC_NORWICH = find_locale("Norwich") const LOC_LYNN = find_locale("Lynn") const LOC_ELY = find_locale("Ely") const LOC_PETERBOROUGH = find_locale("Peterborough") const LOC_NORTHAMPTON = find_locale("Northampton") const LOC_COVENTRY = find_locale("Coventry") const LOC_LEICESTER = find_locale("Leicester") const LOC_LICHFIELD = find_locale("Lichfield") const LOC_DERBY = find_locale("Derby") const LOC_NOTTINGHAM = find_locale("Nottingham") const LOC_WORCESTER = find_locale("Worcester") const LOC_CHESTER = find_locale("Chester") const LOC_LANCASTER = find_locale("Lancaster") const LOC_LINCOLN = find_locale("Lincoln") const LOC_YORK = find_locale("York") const LOC_CALAIS = find_locale("Calais") const LOC_FRANCE = find_locale("France") const LOC_SCOTLAND = find_locale("Scotland") const LOC_IRELAND = find_locale("Ireland") const LOC_BURGUNDY = find_locale("Burgundy") const LOC_ENGLISH_CHANNEL = find_locale("English Channel") const LOC_IRISH_SEA = find_locale("Irish Sea") const LOC_NORTH_SEA = find_locale("North Sea") const LOC_SCARBOROUGH = find_locale("Scarborough") const LOC_RAVENSPUR = find_locale("Ravenspur") const VASSAL_BEAUMONT = find_vassal("Beaumont") const VASSAL_BONVILLE = find_vassal("Bonville") const VASSAL_DEVON = find_vassal("Devon") const VASSAL_DUDLEY = find_vassal("Dudley") const VASSAL_ESSEX = find_vassal("Essex") const VASSAL_FAUCONBERG = find_vassal("Fauconberg") const VASSAL_NORFOLK = find_vassal("Norfolk") const VASSAL_OXFORD = find_vassal("Oxford") const VASSAL_SHREWSBURY = find_vassal("Shrewsbury") const VASSAL_STANLEY = find_vassal("Stanley") const VASSAL_SUFFOLK = find_vassal("Suffolk") const VASSAL_WESTMORLAND = find_vassal("Westmoreland") const VASSAL_WORCESTER = find_vassal("Worcester") const VASSAL_CLIFFORD = find_vassal("Clifford") const VASSAL_EDWARD = find_vassal("Edward") const VASSAL_HASTINGS = find_vassal("Hastings") const VASSAL_MONTAGU = find_vassal("Montagu") const VASSAL_THOMAS_STANLEY = find_vassal("Thomas Stanley") const VASSAL_TROLLOPE = find_vassal("Trollope") const AOW_LANCASTER_CULVERINS_AND_FALCONETS = [L1 , L2] const AOW_LANCASTER_MUSTERD_MY_SOLDIERS = L3 const AOW_LANCASTER_HERALDS = L4 const AOW_LANCASTER_CHURCH_BLESSINGS = L5 const AOW_LANCASTER_GREAT_SHIPS = L6 const AOW_LANCASTER_HARBINGERS = L7 const AOW_LANCASTER_HAY_WAINS = L8 const AOW_LANCASTER_QUARTERMASTERS = L9 const AOW_LANCASTER_CHAMBERLAINS = L10 const AOW_LANCASTER_IN_THE_NAME_OF_THE_KING = L11 const AOW_LANCASTER_COMMISION_OF_ARRAY = L12 const AOW_LANCASTER_EXPERT_COUNSELLORS = L13 const AOW_LANCASTER_PERCYS_POWER = L14 const AOW_LANCASTER_KINGS_PARLEY = L15 const AOW_LANCASTER_NORTHMEN = L16 const AOW_LANCASTER_MARGARET = L17 const AOW_LANCASTER_COUNCIL_MEMBER = L18 const AOW_LANCASTER_ANDREW_TROLLOPE = L19 const AOW_LANCASTER_VETERAN_OF_FRENCH_WARS = L20 const AOW_LANCASTER_MY_FATHERS_BLOOD = L21 const AOW_LANCASTER_STAFFORD_ESTATES = L22 const AOW_LANCASTER_MONTAGU = L23 const AOW_LANCASTER_MARRIED_TO_A_NEVILLE = L24 const AOW_LANCASTER_WELSH_LORD = L25 const AOW_LANCASTER_EDWARD = L26 const AOW_LANCASTER_BARDED_HORSE = L27 const AOW_LANCASTER_LOYAL_SOMERSET = L28 const AOW_LANCASTER_HIGH_ADMIRAL = L29 const AOW_LANCASTER_MERCHANTS = L30 const AOW_LANCASTER_YEOMEN_OF_THE_CROWN = L31 const AOW_LANCASTER_TWO_ROSES = L32 const AOW_LANCASTER_PHILIBERT_DE_CHANDEE = L33 const AOW_LANCASTER_PIQUIERS = L34 const AOW_LANCASTER_THOMAS_STANLEY = L35 const AOW_LANCASTER_CHEVALIERS = L36 const AOW_LANCASTER_MADAME_LA_GRANDE = L37 const AOW_YORK_CULVERINS_AND_FALCONETS = [Y1, Y2] const AOW_YORK_MUSTERD_MY_SOLDIERS = Y3 const AOW_YORK_WE_DONE_DEEDS_OF_CHARITY = Y4 const AOW_YORK_THOMAS_BOURCHIER = Y5 const AOW_YORK_GREAT_SHIPS = Y6 const AOW_YORK_HARBINGERS = Y7 const AOW_YORK_ENGLAND_IS_MY_HOME = Y8 const AOW_YORK_BARRICADES = Y9 const AOW_YORK_AGITATORS = Y10 const AOW_YORK_YORKISTS_NEVER_WAIT = Y11 const AOW_YORK_SOLDIERS_OF_FORTUNE = Y12 const AOW_YORK_SCOURERS = Y13 const AOW_YORK_BURGUNDIANS = [ Y14, Y23 ] const AOW_YORK_NAVAL_BLOCKADE = Y15 const AOW_YORK_BELOVED_WARWICK = Y16 const AOW_YORK_ALICE_MONTAGU = Y17 const AOW_YORK_IRISHMEN = Y18 const AOW_YORK_WELSHMEN = Y19 const AOW_YORK_YORKS_FAVOURED_SON = Y20 const AOW_YORK_SOUTHERNERS = Y21 const AOW_YORK_FAIR_ARBITER = Y22 const AOW_YORK_HASTINGS = Y24 const AOW_YORK_PEMBROKE = Y25 const AOW_YORK_FALLEN_BROTHER = Y26 const AOW_YORK_PERCYS_NORTH1 = Y27 const AOW_YORK_FIRST_SON = Y28 const AOW_YORK_STAFFORD_BRANCH = Y29 const AOW_YORK_CAPTAIN = Y30 const AOW_YORK_WOODWILLES = Y31 const AOW_YORK_FINAL_CHARGE = Y32 const AOW_YORK_BLOODY_THOU_ART = Y33 const AOW_YORK_SO_WISE_SO_YOUNG = Y34 const AOW_YORK_KINGDOM_UNITED = Y35 const AOW_YORK_VANGUARD = Y36 const AOW_YORK_PERCYS_NORTH2 = Y37 const EVENT_LANCASTER_LEEWARD_BATTLE_LINE = L1 const EVENT_LANCASTER_FLANK_ATTACK = L2 const EVENT_LANCASTER_ESCAPE_SHIP = L3 const EVENT_LANCASTER_BE_SENT_FOR = L4 const EVENT_LANCASTER_SUSPICION = L5 const EVENT_LANCASTER_SEAMANSHIP = L6 const EVENT_LANCASTER_FOR_TRUST_NOT_HIM = L7 const EVENT_LANCASTER_FORCED_MARCHES = L8 const EVENT_LANCASTER_RISING_WAGES = L9 const EVENT_LANCASTER_NEW_ACT_OF_PARLIAMENT = L10 const EVENT_LANCASTER_BLOCKED_FORD = L11 const EVENT_LANCASTER_RAVINE = L12 const EVENT_LANCASTER_ASPIELLES = L13 const EVENT_LANCASTER_SCOTS = L14 const EVENT_LANCASTER_HENRY_PRESSURES_PARLIAMENT = L15 const EVENT_LANCASTER_WARDEN_OF_THE_MARCHES = L16 const EVENT_LANCASTER_MY_CROWN_IS_IN_MY_HEART = L17 const EVENT_LANCASTER_PARLIAMENT_VOTES = L18 const EVENT_LANCASTER_HENRYS_PROCLAMATION = L19 const EVENT_LANCASTER_PARLIAMENTS_TRUCE = L20 const EVENT_LANCASTER_FRENCH_FLEET = L21 const EVENT_LANCASTER_FRENCH_TROOPS = L22 const EVENT_LANCASTER_WARWICKS_PROPAGANDA = L23 const EVENT_LANCASTER_WARWICKS_PROPAGANDA2 = L24 const EVENT_LANCASTER_WELSH_REBELLION = L25 const EVENT_LANCASTER_HENRY_RELEASED = L26 const EVENT_LANCASTER_LUNIVERSELLE_ARAGNE = L27 const EVENT_LANCASTER_REBEL_SUPPLY_DEPOT = L28 const EVENT_LANCASTER_TO_WILFUL_DISOBEDIANCE = L29 const EVENT_LANCASTER_FRENCH_WAR_LOANS = L30 const EVENT_LANCASTER_ROBINS_REBELLION = L31 const EVENT_LANCASTER_TUDOR_BANNERS = L32 const EVENT_LANCASTER_SURPRISE_LANDING = L33 const EVENT_LANCASTER_BUCKINGHAMS_PLOT = L34 const EVENT_LANCASTER_MARGARET_BEAUFORT = L35 const EVENT_LANCASTER_TALBOT_TO_THE_RESCUE = L36 const EVENT_LANCASTER_THE_EARL_OF_RICHMOND = L37 const EVENT_YORK_LEEWARD_BATTLE_LINE = Y1 const EVENT_YORK_FLANK_ATTACK = Y2 const EVENT_YORK_ESCAPE_SHIP = [Y3 , Y9] const EVENT_YORK_JACK_CADE = Y4 const EVENT_YORK_SUSPICION = Y5 const EVENT_YORK_SEAMANSHIP = Y6 const EVENT_YORK_YORKISTS_BLOCK_PARLIAMENT = Y7 const EVENT_YORK_EXILE_PACT = Y8 const EVENT_YORK_TAX_COLLECTORS = Y10 const EVENT_YORK_BLOCKED_FORD = Y11 const EVENT_YORK_PARLIAMENTS_TRUCE = Y12 const EVENT_YORK_ASPIELLES = Y13 const EVENT_YORK_RICHARD_OF_YORK = Y14 const EVENT_YORK_LONDON_FOR_YORK = Y15 const EVENT_YORK_THE_COMMONS = Y16 const EVENT_YORK_SHEWOLF_OF_FRANCE = Y17 const EVENT_YORK_SUCCESSION = Y18 const EVENT_YORK_CALTROPS = Y19 const EVENT_YORK_YORKIST_PARADE = Y20 const EVENT_YORK_SIR_RICHARD_LEIGH = Y21 const EVENT_YORK_LOYALTY_AND_TRUST = Y22 const EVENT_YORK_CHARLES_THE_BOLD = Y23 const EVENT_YORK_SUN_IN_SPLENDOUR = Y24 const EVENT_YORK_OWAIN_GLYNDWR = Y25 const EVENT_YORK_DUBIOUS_CLARENCE = Y26 const EVENT_YORK_YORKIST_NORTH = Y27 const EVENT_YORK_GLOUCESTER_AS_HEIR = Y28 const EVENT_YORK_DORSET = Y29 const EVENT_YORK_REGROUP = Y30 const EVENT_YORK_EARL_RIVERS = Y31 const EVENT_YORK_THE_KINGS_NAME = Y32 const EVENT_YORK_EDWARD_V = Y33 const EVENT_YORK_AN_HONEST_TALE_SPEEDS_BEST = Y34 const EVENT_YORK_PRIVY_COUNCIL = Y35 const EVENT_YORK_SWIFT_MANEUVER = Y36 const EVENT_YORK_PATRICK_DE_LA_MOTE = Y37 // === STATE: ACTIVE PLAYER === function all_friendly_lords() { if (game.active === YORK) return all_york_lords return all_lancaster_lords } function all_enemy_lords() { if (game.active === YORK) return all_lancaster_lords return all_york_lords } function update_aliases() { if (has_flag(FLAG_REBEL_IS_YORK)) { P1 = YORK P2 = LANCASTER } else { P1 = LANCASTER P2 = YORK } } function load_state(state) { if (game !== state) { game = state update_aliases() } } function set_active(new_active: Player) { if (game.active !== new_active) { clear_undo() game.active = new_active update_aliases() } } function set_active_enemy() { if (game.active === YORK) set_active(LANCASTER) else set_active(YORK) } function set_active_command() { if (is_york_lord(game.command)) set_active(YORK) else set_active(LANCASTER) } function is_active_command() { if (is_york_lord(game.command)) return game.active === YORK else return game.active === LANCASTER } // === STATE: TURN === function current_turn() { return game.turn >> 1 } function current_season() { return SEASONS[(game.turn >> 1) - 1] } function is_campaign_phase() { return (game.turn & 1) === 1 } function is_levy_phase() { return (game.turn & 1) === 0 } function current_turn_name() { return String(game.turn >> 1) } function max_plan_length() { switch (current_season()) { case SUMMER: return 7 case SPRING: return 6 case WINTER: return 4 case AUTUMN: return 6 } return 0 } // === STATE: FLAGS === const FLAG_REBEL_IS_YORK = 1 const FLAG_FIRST_ACTION = 2 const FLAG_FIRST_MARCH_HIGHWAY = 4 const FLAG_MARCH_TO_PORT = 8 const FLAG_SAIL_TO_PORT = 16 const FLAG_SUPPLY_DEPOT = 32 const FLAG_SURPRISE_LANDING = 64 const FLAG_BURGUNDIANS = 128 function has_flag(bit) { return !!(game.flags & bit) } function set_flag(bit) { game.flags |= bit } function clear_flag(bit) { game.flags &= ~bit } // === STATE: CARDS === function current_hand() { if (game.active === YORK) return game.hand_y return game.hand_l } function is_friendly_card(c: Card) { if (game.active === YORK) return is_york_card(c) return is_lancaster_card(c) } function has_card_in_hand(c: Card) { if (game.active === YORK) return set_has(game.hand_y, c) return set_has(game.hand_l, c) } function could_play_card(c: Card) { if (!game.hidden) { // TODO: check capabilities on lords revealed in battle if hidden if (map_has_value(game.pieces.capabilities, c)) return false } if (set_has(game.events, c)) return false if (is_york_card(c)) return game.hand_y.length > 0 if (is_lancaster_card(c)) return game.hand_l.length > 0 return true } function count_cards_in_plan(plan: Lord[], lord: Lord) { let n = 0 for (let c of plan) if (c === lord) ++n return n } function is_card_in_use(c: Card) { if (set_has(game.hand_y, c)) return true if (set_has(game.hand_l, c)) return true if (set_has(game.events, c)) return true if (map_has_value(game.pieces.capabilities, c)) return true return false } function list_deck(): Card[] { let deck = [] let card_list = game.active === YORK ? all_york_cards : all_lancaster_cards for (let c of card_list) if (!is_card_in_use(c) && is_card_in_scenario(c)) deck.push(c) return deck } function draw_card(deck: Card[]) { clear_undo() let i = random(deck.length) let c = deck[i] set_delete(deck, c) return c } function draw_two_cards(): Card[] { let deck = list_deck() return [ draw_card(deck), draw_card(deck) ] } function discard_events(when) { for (let i = 0; i < game.events.length; ) { let c = game.events[i] if (data.cards[c].when === when) array_remove(game.events, i) else ++i } } function discard_extra_levy_events() { for (let i = 0; i < game.events.length; ) { let c = game.events[i] if (c === Y20) array_remove(game.events, i) else ++i } } function discard_friendly_events(when) { for (let i = 0; i < game.events.length; ) { let c = game.events[i] if (is_friendly_card(c) && data.cards[c].when === when) array_remove(game.events, i) else ++i } } function is_event_in_play(c: Card) { return set_has(game.events, c) } // === STATE: LORD === function get_lord_locale(lord: Lord): Locale { return map_get(game.pieces.locale, lord, NOWHERE) } function set_lord_locale(lord: Lord, locale: Locale) { if (locale === NOWHERE) map_delete(game.pieces.locale, lord) else map_set(game.pieces.locale, lord, locale) } function get_lord_calendar(lord: Lord): number { if (is_lord_on_calendar(lord)) return get_lord_locale(lord) - CALENDAR return 0 } function set_lord_calendar(lord: Lord, turn: number) { if (turn < 1) turn = 1 if (turn > 16) turn = 16 set_lord_locale(lord, CALENDAR + turn as Locale) } function set_lord_in_exile(lord: Lord) { game.pieces.in_exile = pack1_set(game.pieces.in_exile, lord, 1) } function get_lord_in_exile(lord: Lord): number { return pack1_get(game.pieces.in_exile, lord) } function remove_lord_from_exile(lord: Lord) { game.pieces.in_exile = pack1_set(game.pieces.in_exile, lord, 0) } function get_lord_capability(lord: Lord, n: 0 | 1): Card { return map2_get(game.pieces.capabilities, lord, n, NOCARD) } function set_lord_capability(lord: Lord, n: 0 | 1, x: Card) { if (x === NOCARD) map2_delete(game.pieces.capabilities, lord, n) else map2_set(game.pieces.capabilities, lord, n, x) } function lord_has_capability_card(lord: Lord, c: Card) { 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: Lord, card_or_list: Card | Card[]) { 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: Lord, c: Card) { // 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 get_lord_assets(lord: Lord, n: Asset): number { return map_get_pack4(game.pieces.assets, lord, n) } function set_lord_assets(lord: Lord, n: Asset, x: number) { if (x < 0) x = 0 if (x > 15) x = 15 map_set_pack4(game.pieces.assets, lord, n, x) } function add_lord_assets(lord: Lord, n: Asset, x: number) { set_lord_assets(lord, n, get_lord_assets(lord, n) + x) } function drop_prov(lord: Lord) { add_lord_assets(lord, PROV, -1) } function drop_cart(lord: Lord) { add_lord_assets(lord, CART, -1) } function get_lord_forces(lord: Lord, n: Force): number { return map_get_pack4(game.pieces.forces, lord, n) } function set_lord_forces(lord: Lord, n: Force, x: number) { if (x < 0) x = 0 if (x > 15) x = 15 map_set_pack4(game.pieces.forces, lord, n, x) } function add_lord_forces(lord: Lord, n: Force, x: number) { set_lord_forces(lord, n, get_lord_forces(lord, n) + x) } function get_lord_routed_forces(lord: Lord, n: Force): number { return map_get_pack4(game.pieces.routed, lord, n) } function set_lord_routed_forces(lord: Lord, n: Force, x: number) { if (x < 0) x = 0 if (x > 15) x = 15 map_set_pack4(game.pieces.routed, lord, n, x) } function add_lord_routed_forces(lord: Lord, n: Force, x: number) { set_lord_routed_forces(lord, n, get_lord_routed_forces(lord, n) + x) } function get_lord_moved(lord: Lord): number { return map_get(game.pieces.moved, lord, 0) } function set_lord_moved(lord: Lord, x: number) { map_set(game.pieces.moved, lord, x) } function clear_lords_moved() { map_clear(game.pieces.moved) } function set_lord_fought(lord: Lord) { set_lord_moved(lord, 1) } function set_lord_unfed(lord: Lord, n) { // reuse "moved" flag for hunger set_lord_moved(lord, n) } function is_lord_unfed(lord: Lord): number { // reuse "moved" flag for hunger return get_lord_moved(lord) } function feed_lord(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${lord}.`) } function pay_lord(lord: Lord) { // reuse "moved" flag for pay let n = get_lord_moved(lord) - 1 set_lord_moved(lord, n) } function is_lord_on_map(lord: Lord) { let loc = get_lord_locale(lord) return loc !== NOWHERE && loc < CALENDAR } function is_lord_in_play(lord: Lord) { return get_lord_locale(lord) !== NOWHERE } function is_lord_on_calendar(lord: Lord) { let loc = get_lord_locale(lord) return loc >= CALENDAR } function is_lord_ready(lord: Lord) { let loc = get_lord_locale(lord) return loc >= CALENDAR && loc <= CALENDAR + (game.turn >> 1) } function is_friendly_lord(lord: Lord) { if (game.active === YORK) return is_york_lord(lord) return is_lancaster_lord(lord) } function is_enemy_lord(lord: Lord) { if (game.active === YORK) return is_lancaster_lord(lord) return is_york_lord(lord) } function count_lord_all_forces(lord: Lord) { return ( get_lord_forces(lord, BURGUNDIANS) + get_lord_forces(lord, MERCENARIES) + get_lord_forces(lord, MEN_AT_ARMS) + get_lord_forces(lord, MILITIA) + get_lord_forces(lord, LONGBOWMEN) ) } function lord_has_unrouted_units(lord: Lord) { for (let x of all_force_types) if (get_lord_forces(lord, x) > 0) return true let result = false for_each_vassal_with_lord(lord, v => { if (!set_has(game.battle.routed_vassals, v)) result = true }) return result } function lord_has_unrouted_troops(lord: Lord) { // Don't check here for Retinue or Vassals. for (let x of simple_force_type) { if (get_lord_forces(lord, x) > 0) return true } return false } function lord_has_routed_troops(lord: Lord) { // Don't check here for Retinue or Vassals. for (let x of simple_force_type) { if (get_lord_routed_forces(lord, x) > 0) return true } return false } function find_lord_with_capability_card(c: Card) { for (let lord of all_friendly_lords()) if (lord_has_capability_card(lord, c)) return lord return NOBODY } function get_force_name(lord: Lord, n: Force, x: Vassal = NOVASSAL) { if (n === RETINUE) return `${lord_name[lord]}'s Retinue` if (n === VASSAL) return `Vassal ${vassal_name[x]}` return FORCE_TYPE_NAME[n] } // === STATE: LORD (SHARED) === function get_shared_assets(loc: Locale, what: Asset) { let n = 0 for (let lord of all_friendly_lords()) if (get_lord_locale(lord) === loc) n += get_lord_assets(lord, what) return n } function count_shared_ships(loc: Locale, allow_great_ships: boolean) { let n = 0 for (let lord of all_friendly_lords()) { if (get_lord_locale(lord) === loc) { n += get_lord_assets(lord, SHIP) if (allow_great_ships && (lord_has_capability(lord, AOW_YORK_GREAT_SHIPS) || lord_has_capability(lord, AOW_LANCASTER_GREAT_SHIPS))) n += get_lord_assets(lord, SHIP) } } return n } function count_group_ships(group: Lord[], allow_great_ships: boolean) { let n = 0 for (let lord of group) { n += get_lord_assets(lord, SHIP) if (allow_great_ships && (lord_has_capability(lord, AOW_YORK_GREAT_SHIPS) || lord_has_capability(lord, AOW_LANCASTER_GREAT_SHIPS))) n += get_lord_assets(lord, SHIP) } return n } function count_shared_carts(loc: Locale, allow_hay_wains: boolean) { let n = 0 for (let lord of all_friendly_lords()) { if (get_lord_locale(lord) === loc) { n += get_lord_assets(lord, CART) if (allow_hay_wains && lord_has_capability(lord, AOW_LANCASTER_HAY_WAINS)) n += get_lord_assets(lord, CART) } } return n } function count_group_carts(group: Lord[], allow_hay_wains: boolean) { let n = 0 for (let lord of group) { n += get_lord_assets(lord, CART) if (allow_hay_wains && lord_has_capability(lord, AOW_LANCASTER_HAY_WAINS)) n += get_lord_assets(lord, CART) } return n } function count_group_provender(group: Lord[]) { let n = 0 for (let lord of group) n += get_lord_assets(lord, PROV) return n } function count_group_lords() { return game.group.length } // === STATE: VASSAL === function set_vassal_lord_and_service(vassal: Vassal, lord: Lord, service: number) { service = Math.max(0, Math.min(16, service)) game.pieces.vassals[vassal] = lord + (service << 5) } function get_vassal_lord(vassal: Vassal): Lord { return (game.pieces.vassals[vassal] & 31) as Lord } function get_vassal_service(vassal: Vassal) { return game.pieces.vassals[vassal] >> 5 } function setup_vassals(excludes: Vassal[] = []) { for (let x of all_vassals) { if (!excludes.includes(x) && data.vassals[x].capability === undefined) { set_vassal_lord_and_service(x, VASSAL_READY, 0) } } } function is_vassal_ready(x: Vassal) { return get_vassal_lord(x) === VASSAL_READY } function is_vassal_mustered_with(x: Vassal, lord: Lord) { return get_vassal_lord(x) === lord } function is_vassal_mustered_with_friendly_lord(x: Vassal) { return is_friendly_lord(get_vassal_lord(x)) } function is_vassal_mustered_with_york_lord(x: Vassal) { return is_york_lord(get_vassal_lord(x)) } function for_each_vassal_with_lord(lord: Lord, f) { for (let x of all_vassals) if (is_vassal_mustered_with(x, lord)) f(x) } function count_vassals_with_lord(lord: Lord) { let n = 0 for (let v of all_vassals) if (is_vassal_mustered_with(v, lord)) ++n return n } function count_unrouted_vassals_with_lord(lord: Lord) { let n = 0 for (let v of all_vassals) if (is_vassal_mustered_with(v, lord)) if (!set_has(game.battle.routed_vassals, v)) ++n return n } function muster_vassal(vassal: Vassal, lord: Lord) { if (data.vassals[vassal].service !== 0) { let service = current_turn() + data.vassals[vassal].service if (lord_has_capability(lord, AOW_YORK_ALICE_MONTAGU)) service += 1 set_vassal_lord_and_service(vassal, lord, service) } else { set_vassal_lord_and_service(vassal, lord, 0) } } function disband_vassal(vassal: Vassal) { if (data.vassals[vassal].service > 0) { let new_turn = current_turn() + (6 - data.vassals[vassal].service) set_vassal_lord_and_service(vassal, VASSAL_CALENDAR, new_turn) log(`Disbanded V${vassal} to turn ${current_turn() + (6 - data.vassals[vassal].service)}.`) } else { // TODO: special vassals with no service marker!? set_vassal_lord_and_service(vassal, VASSAL_OUT_OF_PLAY, 0) log(`Disbanded V${vassal}.`) } if (vassal === VASSAL_HASTINGS) { discard_card_capability(AOW_YORK_HASTINGS) logi(`Hastings Discarded`) } } function pay_vassal(vassal: Vassal) { set_vassal_lord_and_service(vassal, get_vassal_lord(vassal), current_turn() + 1) } function rout_vassal(_lord: Lord, vassal: Vassal) { set_add(game.battle.routed_vassals, vassal) } function vassal_influence(vassal) { // Influence Rating (positive for active side) let rating = data.vassals[vassal].influence if (game.active === LANCASTER) return -rating return rating } // === STATE: LOCALE === function is_favour_friendly(loc: Locale) { if (game.active === YORK) return has_york_favour(loc) else return has_lancaster_favour(loc) } function is_favour_enemy(loc: Locale) { if (game.active === LANCASTER) return has_york_favour(loc) else return has_lancaster_favour(loc) } function has_lancaster_favour(loc: Locale) { return set_has(game.pieces.favourl, loc) } function add_lancaster_favour(loc: Locale) { set_add(game.pieces.favourl, loc) } function remove_lancaster_favour(loc: Locale) { set_delete(game.pieces.favourl, loc) } function has_york_favour(loc: Locale) { return set_has(game.pieces.favoury, loc) } function add_york_favour(loc: Locale) { set_add(game.pieces.favoury, loc) } function remove_york_favour(loc: Locale) { if (loc === LOC_LONDON) set_delete(game.pieces.favoury, LONDON_FOR_YORK) set_delete(game.pieces.favoury, loc) } function shift_favour_away(loc: Locale) { if (game.active === YORK) shift_favour_toward_lancaster(loc) else shift_favour_toward_york(loc) } function shift_favour_toward(loc: Locale) { if (game.active === YORK) shift_favour_toward_york(loc) else shift_favour_toward_lancaster(loc) } function shift_favour_toward_york(loc: Locale) { if (has_lancaster_favour(loc)) remove_lancaster_favour(loc) else add_york_favour(loc) } function shift_favour_toward_lancaster(loc: Locale) { if (has_york_favour(loc)) remove_york_favour(loc) else add_lancaster_favour(loc) } function set_favour_enemy(loc: Locale) { if (game.active === YORK) { remove_york_favour(loc) add_lancaster_favour(loc) } else { remove_lancaster_favour(loc) add_york_favour(loc) } } function has_exhausted_marker(loc: Locale) { return set_has(game.pieces.exhausted, loc) } function add_exhausted_marker(loc: Locale) { set_add(game.pieces.exhausted, loc) } function has_depleted_marker(loc: Locale) { return set_has(game.pieces.depleted, loc) } function add_depleted_marker(loc: Locale) { set_add(game.pieces.depleted, loc) } function remove_depleted_marker(loc: Locale) { set_delete(game.pieces.depleted, loc) } function remove_exhausted_marker(loc: Locale) { set_delete(game.pieces.exhausted, loc) } function refresh_locale(locale: Locale) { if (has_depleted_marker(locale)) { remove_depleted_marker(locale) } if (has_exhausted_marker(locale)) { remove_exhausted_marker(locale) add_depleted_marker(locale) } } function deplete_locale(loc: Locale) { if (has_depleted_marker(loc)) { remove_depleted_marker(loc) add_exhausted_marker(loc) } else { add_depleted_marker(loc) } } function is_neutral_locale(loc: Locale) { return !has_lancaster_favour(loc) && !has_york_favour(loc) } function has_favour_in_locale(side: Player, loc: Locale) { if (side === YORK) return has_york_favour(loc) else return has_lancaster_favour(loc) } function is_friendly_locale(loc: Locale) { if (loc !== NOWHERE && loc < CALENDAR) { if (has_enemy_lord(loc)) return false if (is_favour_friendly(loc)) return true } return false } function is_at_or_adjacent_to_friendly_english_channel_port(loc: Locale) { if (is_stronghold(loc)) { if (is_friendly_locale(loc) && set_has(data.port_2, loc)) return true for (let next of data.locales[loc].adjacent) if (is_friendly_locale(next) && set_has(data.port_2, next)) return true } return false } // === STATE: LORD & LOCALE === function is_lord_at_friendly_locale(lord: Lord) { return is_friendly_locale(get_lord_locale(lord)) } function is_lord_in_wales(lord: Lord) { return is_wales(get_lord_locale(lord)) } function is_lord_in_south(lord: Lord) { return is_south(get_lord_locale(lord)) } function is_lord_in_north(lord: Lord) { return is_north(get_lord_locale(lord)) } function has_friendly_lord(loc: Locale) { for (let lord of all_friendly_lords()) if (get_lord_locale(lord) === loc) return true return false } function has_enemy_lord(loc: Locale) { for (let lord of all_enemy_lords()) if (get_lord_locale(lord) === loc) return true return false } function is_lord_in_or_adjacent_to_north(lord: Lord) { let here = get_lord_locale(lord) if (is_north(here)) return true for (let loc of data.locales[here].adjacent) if (is_north(loc)) return true return false } function is_lord_in_or_adjacent_to_south(lord: Lord) { let here = get_lord_locale(lord) if (is_south(here)) return true for (let loc of data.locales[here].adjacent) if (is_south(loc)) return true return false } function is_lord_in_or_adjacent_to_wales(lord: Lord) { let here = get_lord_locale(lord) if (is_wales(here)) return true for (let loc of data.locales[here].adjacent) if (is_wales(loc)) return true return false } // Captain capability (lieutenant/marshall only if no other) function other_marshal_or_lieutenant(loc: Locale) { let n = 0 for (let lord of all_friendly_lords()) if (lord !== game.command) { if (get_lord_locale(lord) === loc && (is_marshal(lord) || is_lieutenant(lord))) n += 1 } if (n === 0) return false else return true } function has_adjacent_enemy(loc: Locale) { for (let next of data.locales[loc].adjacent) if (has_enemy_lord(next)) return true return false } function has_adjacent_friendly(loc: Locale) { for (let next of data.locales[loc].adjacent) if (has_friendly_lord(next)) return true return false } // === 1.4 INFLUENCE === function reduce_influence(amt: number) { if (game.active === YORK) reduce_york_influence(amt) else reduce_lancaster_influence(amt) } function reduce_york_influence(amt: number) { game.influence = Math.max(-45, Math.min(45, game.influence + amt)) } function increase_york_influence(amt: number) { game.influence = Math.max(-45, Math.min(45, game.influence - amt)) } function reduce_lancaster_influence(amt: number) { game.influence = Math.max(-45, Math.min(45, game.influence - amt)) } function increase_lancaster_influence(amt: number) { game.influence = Math.max(-45, Math.min(45, game.influence + amt)) } function is_automatic_levy_vassal_success(lord: Lord) { if (game.active === LANCASTER) { if (is_event_in_play(EVENT_LANCASTER_THE_EARL_OF_RICHMOND)) return true if (lord_has_capability(lord, AOW_LANCASTER_TWO_ROSES)) return true } return false } function get_levy_vassal_influence_cost() { if (game.active === YORK) { if (is_event_in_play(EVENT_LANCASTER_BUCKINGHAMS_PLOT)) return 2 } return 0 } function is_automatic_parley_success(lord: Lord) { if (game.active === LANCASTER) { if (is_levy_phase()) { if (game.levy_flags.parliament_votes > 0) return true } } else { if (is_levy_phase()) { if (game.levy_flags.succession > 0) return true if (game.levy_flags.jack_cade > 0) return true } else { if (lord === LORD_DEVON && get_lord_locale(LORD_DEVON) === LOC_EXETER && is_event_in_play(EVENT_YORK_DORSET)) return true } } return false } function get_parley_influence_cost() { let cost = map_get(game.parley, game.where, 0) if (game.active === LANCASTER) { if (is_event_in_play(EVENT_YORK_AN_HONEST_TALE_SPEEDS_BEST)) cost += 1 if (is_levy_phase()) { if (game.levy_flags.parliament_votes > 0) cost -= 1 } } else { if (is_levy_phase()) { if (game.levy_flags.succession > 0) cost -= 1 if (game.levy_flags.jack_cade > 0) cost = 0 } } return cost } function get_common_influence_bonus(lord: Lord) { // Applies to ALL influence checks. // Automatically added to checks. let bonus = 0 let here = get_lord_locale(lord) if (game.active === YORK) { if (is_event_in_play(EVENT_YORK_YORKIST_PARADE)) bonus += 2 if (is_event_in_play(EVENT_YORK_PRIVY_COUNCIL)) bonus += 1 if (lord_has_capability(lord, AOW_YORK_YORKS_FAVOURED_SON)) bonus += 1 if (lord_has_capability(lord, AOW_YORK_FAIR_ARBITER)) if (is_friendly_locale(here)) bonus += 1 if (lord_has_capability(lord, AOW_YORK_FALLEN_BROTHER)) if (!is_lord_in_play(LORD_CLARENCE)) bonus += 2 } else { if (lord_has_capability(lord, AOW_LANCASTER_MARRIED_TO_A_NEVILLE)) if (get_lord_locale(LORD_WARWICK_L) === here) if (is_friendly_locale(here)) bonus += 2 if (lord_has_capability(lord, AOW_LANCASTER_LOYAL_SOMERSET)) if (get_lord_locale(LORD_MARGARET) === here) bonus += 1 } return bonus } function get_parley_influence_bonus(lord: Lord) { // Only applies to Parley influence checks. let bonus = 0 if (game.active === YORK) { if (is_event_in_play(EVENT_YORK_RICHARD_OF_YORK)) bonus += 1 } else { if (lord_has_capability(lord, AOW_LANCASTER_IN_THE_NAME_OF_THE_KING)) bonus += 1 } return bonus } function calc_influence_check_cost(bonus, add_cost) { let cost = 1 if (bonus === 1) cost += 1 if (bonus === 2) cost += 3 cost += add_cost return cost } function calc_influence_check_rating(lord, spend, add_rating) { let rating = data.lords[lord].influence rating += spend rating += add_rating rating += get_common_influence_bonus(lord) if (rating < 1) rating = 1 if (rating > 5) rating = 5 return rating } function prompt_influence_check(lord: Lord, add_cost: number = 0, add_rating: number = 0) { let cost = calc_influence_check_cost(0, add_cost) let rating = calc_influence_check_rating(lord, 0, add_rating) view.prompt += ` Influence Check 1-${rating} for ${cost} IP.` /* max rating is 5, no need to pay to increase more! */ if (rating <= 3) view.actions.check = [ 0, 1, 2 ] else if (rating <= 4) view.actions.check = [ 0, 1 ] else view.actions.check = [ 0 ] } function prompt_influence_check_success(add_cost: number = 0) { let cost = calc_influence_check_cost(0, add_cost) view.prompt += ` Influence Check success for ${cost} IP.` view.actions.check_success = 1 } function roll_influence_check_success(add_cost: number = 0) { let cost = calc_influence_check_cost(0, add_cost) reduce_influence(cost) log(`Influence Check success`) return true } function roll_influence_check(lord: Lord, bonus: number, add_cost: number = 0, add_rating: number = 0) { let cost = calc_influence_check_cost(bonus, add_cost) let rating = calc_influence_check_rating(lord, bonus, add_rating) reduce_influence(cost) let die = roll_die() if (die <= rating) { log(`Influence Check 1-${rating}: ${HIT[die]}`) return true } else { log(`Influence Check 1-${rating}: ${MISS[die]}`) return false } } // === 2.0 SETUP === function goto_setup_lords() { // setup will be used in some scenarios end_setup_lords() end_setup_lords() } states.setup_lords = { inactive: "Set up Lords", prompt() { view.prompt = "Set up your Lords." let done = true if (done) { view.prompt += " All done." view.actions.end_setup = 1 } }, end_setup() { end_setup_lords() }, } function end_setup_lords() { clear_lords_moved() set_active_enemy() if (game.active === P1) { log_h1("Levy " + current_turn_name()) goto_levy_arts_of_war_first() } } // === 3.1 LEVY: ARTS OF WAR (FIRST TURN) === function discard_card_capability(c: Card) { log(`${game.active} discarded C${c}.`) } function discard_card_event(c: Card) { log(`${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.arts_of_war = draw_two_cards() } function resume_levy_arts_of_war_first() { if (game.arts_of_war.length === 0) end_levy_arts_of_war_first() } states.levy_arts_of_war_first = { inactive: "Arts of War", prompt() { let c = game.arts_of_war[0] view.arts_of_war = game.arts_of_war view.what = c let discard = true for (let lord of data.cards[c].lords) { if (is_lord_on_map(lord) && !lord_already_has_capability(lord, c) && can_add_lord_capability(lord)) { gen_action_lord(lord) discard = false } } if (discard) { view.prompt = `Arts of War: Discard ${data.cards[c].capability}.` view.actions.discard = 1 } else { view.prompt = `Arts of War: Assign ${data.cards[c].capability} to a Lord.` } }, lord(lord) { push_undo() let c = game.arts_of_war.shift() log(`${game.active} deployed Capability.`) add_lord_capability(lord, c) capability_muster_effects_common(lord, c) resume_levy_arts_of_war_first() }, discard() { push_undo() let c = game.arts_of_war.shift() discard_card_capability(c) resume_levy_arts_of_war_first() }, } function end_levy_arts_of_war_first() { delete game.arts_of_war set_active_enemy() if (game.active === P2) goto_levy_arts_of_war_first() else goto_muster() } // === 3.1 LEVY: ARTS OF WAR === function goto_levy_arts_of_war() { if (game.active === YORK) log_h2("York Arts of War") else log_h2("Lancaster Arts of War") game.arts_of_war = draw_two_cards() resume_levy_arts_of_war() } function resume_levy_arts_of_war() { game.state = "levy_arts_of_war" if (game.arts_of_war.length === 0) end_levy_arts_of_war() } states.levy_arts_of_war = { inactive: "Arts of War", prompt() { let c = game.arts_of_war[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 ${data.cards[c].event}.` view.actions.discard = 1 break } }, play() { let c = game.arts_of_war.shift() log(`${game.active} played E${c}.`) goto_immediate_event(c) }, hold() { let c = game.arts_of_war.shift() log(`${game.active} Held Event.`) if (game.active === YORK) set_add(game.hand_y, c) else set_add(game.hand_l, c) resume_levy_arts_of_war() }, discard() { let c = game.arts_of_war.shift() discard_card_event(c) resume_levy_arts_of_war() }, } function end_levy_arts_of_war() { delete game.arts_of_war discard_events("now") set_active_enemy() if (game.active === P2) goto_levy_arts_of_war() else goto_pay_troops() } // === 3.2 LEVY: PAY === function reset_unpaid_lords() { for (let lord of all_friendly_lords()) { if (is_lord_unfed(lord)) { set_lord_unfed(lord, Math.ceil(count_lord_all_forces(lord) / 6)) } } } function goto_pay_troops() { log_br() for (let lord of all_friendly_lords()) { let here = get_lord_locale(lord) let n = Math.ceil(count_lord_all_forces(lord) / 6) if (lord_has_capability(lord, AOW_LANCASTER_MADAME_LA_GRANDE) && is_at_or_adjacent_to_friendly_english_channel_port(here)) { logcap(AOW_LANCASTER_MADAME_LA_GRANDE) add_lord_assets(lord, COIN, 1) } if (lord_has_capability(lord, AOW_LANCASTER_PERCYS_POWER) && is_lord_in_north(lord)) { logcap(AOW_LANCASTER_PERCYS_POWER) n = 0 } set_lord_unfed(lord, n) } game.state = "pay_troops" } states.pay_troops = { 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 of all_friendly_lords()) { 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 of all_friendly_lords()) { if (is_lord_unfed(lord) && can_pay_from_shared(lord)) { gen_action_lord(lord) done = false } } } // Pillage if (done) { view.prompt = "Pay: You must Pillage and/or Disband." for (let lord of all_friendly_lords()) { if (is_lord_unfed(lord)) { view.actions.pillage = 1 done = false } } } // All done! if (done) { view.prompt = "Pay: All done." view.actions.end_pay = 1 } }, coin(lord) { push_undo() add_lord_assets(lord, COIN, -1) pay_lord(lord) }, lord(lord) { push_undo() game.who = lord game.state = "pay_troops_shared" }, pillage() { push_undo() reset_unpaid_lords() goto_pillage() }, end_pay() { end_pay_troops() }, } states.pay_troops_shared = { inactive: "Pay", prompt() { view.prompt = `Pay: You must Feed ${lord_name[game.who]} with Shared Coin.` let loc = get_lord_locale(game.who) for (let lord of all_friendly_lords()) { if (get_lord_locale(lord) === loc) { if (get_lord_assets(lord, COIN) > 0) gen_action_coin(lord) } } }, coin(lord) { push_undo() add_lord_assets(lord, COIN, -1) pay_lord(game.who) resume_pay_troops_shared() }, } function resume_pay_troops_shared() { if (!is_lord_unfed(game.who) || !can_pay_from_shared(game.who)) { game.who = NOBODY game.state = "pay_troops" } } function end_pay_troops() { game.who = NOBODY set_active_enemy() if (game.active === P2) { goto_pay_troops() } else goto_pay_lords() } // === 3.2.1 PAY TROOPS (PILLAGE) === function goto_pillage() { game.state = "pillage" } function can_pillage(loc: Locale) { return !is_sea(loc) && !is_exile(loc) && !has_exhausted_marker(loc) } states.pillage = { inactive: "Pillage", prompt() { if (is_levy_phase()) view.prompt = `Pillage: Pillage the locales where your unpaid lords are.` else view.prompt = `Pillage: Pillage the locales where your unfed lords are.` let done = true for (let x of all_friendly_lords()) { if (is_lord_on_map(x) && is_lord_unfed(x) && can_pillage(get_lord_locale(x))) { gen_action_locale(get_lord_locale(x)) done = false } } if (done) { if (is_levy_phase()) view.prompt = `Pillage: You must disband your unpaid lords.` else view.prompt = `Pillage: You must disband your unfed lords.` for (let x of all_friendly_lords()) { if (is_lord_on_map(x) && is_lord_unfed(x)) { gen_action_lord(x) done = false } } } if (done) { view.prompt = `Pillage: Done.` view.actions.done = 1 } }, locale(loc) { game.where = loc game.state = "pillage_locale" }, lord(lord) { disband_influence_penalty(lord) disband_lord(lord, is_lord_at_sea(lord)) // shipwreck if unfed at sea }, done() { if (is_levy_phase()) game.state = "pay_troops" else game.state = "feed" }, } states.pillage_locale = { inactive: "Pillage", prompt() { view.prompt = `Pillage: Choose Lord to Pillage ${locale_name[game.where]}.` for (let x of all_friendly_lords()) { if (get_lord_locale(x) === game.where && is_lord_unfed(x)) { gen_action_lord(x) } } }, lord(lord) { // Pillage // Same values as Taxing. let num = get_tax_amount(game.where, lord) add_lord_assets(lord, COIN, num) add_lord_assets(lord, PROV, num) reduce_influence(4 * num) add_exhausted_marker(game.where) set_favour_enemy(game.where) for (let next of data.locales[game.where].adjacent) shift_favour_away(next) game.state = "pillage" game.where = NOWHERE }, } // === 3.2.2 PAY LORDS === function has_friendly_lord_who_must_pay_troops() { for (let lord of all_friendly_lords()) if (is_lord_unfed(lord)) return true return false } function goto_pay_lords() { for (let lord of all_friendly_lords()) { if (is_lord_on_map(lord)) set_lord_unfed(lord, 1) } if (has_friendly_lord_who_must_pay_troops()) { game.count = 0 game.who = NOBODY game.state = "pay_lords" } else { end_pay_lords() } } function end_pay_lords() { set_active_enemy() if (game.active === P2) goto_pay_lords() else goto_pay_vassals() } states.pay_lords = { inactive: "Pay Lords", prompt() { view.prompt = "Pay Lords in Influence or Disband them." if (game.who === NOBODY) { let done = true for (let lord of all_friendly_lords()) { if (is_lord_on_map(lord) && is_lord_unfed(lord)) { gen_action_lord(lord) done = false } } if (!done) view.actions.pay_all = 1 if (done) view.actions.done = 1 } else { view.actions.disband = 1 view.actions.pay = 1 } }, lord(lord) { push_undo() game.who = lord }, disband() { disband_lord(game.who) game.who = NOBODY }, pay() { reduce_influence(is_exile(get_lord_locale(game.who)) ? 2 : 1) set_lord_moved(game.who, 0) game.who = NOBODY }, pay_all() { push_undo() for (let lord of all_friendly_lords()) { if (is_lord_on_map(lord) && is_lord_unfed(lord)) { reduce_influence(is_exile(get_lord_locale(lord)) ? 2 : 1) set_lord_moved(lord, 0) } } }, done() { end_pay_lords() }, } // === 3.2.3 PAY VASSALS === function goto_pay_vassals() { let vassal_to_pay = false for (let v of all_vassals) { if ( is_vassal_mustered_with_friendly_lord(v) && get_vassal_service(v) === current_turn() ) { vassal_to_pay = true } } if (vassal_to_pay) { game.state = "pay_vassals" game.vassal = NOVASSAL } else { end_pay_vassals() } } function end_pay_vassals() { set_active_enemy() if (game.active === P1) { goto_muster_exiles() } else { goto_pay_vassals() } } states.pay_vassals = { inactive: "Pay Vassals", prompt() { let done = true view.prompt = "You may pay or disband vassals in the next calendar box." if (game.vassal === NOVASSAL) { for (let v of all_vassals) { if ( is_vassal_mustered_with_friendly_lord(v) && get_vassal_service(v) === current_turn() ) { gen_action_vassal(v) done = false } } if (done) { view.actions.done = 1 } if (!done) view.actions.pay_all = 1 } else { view.vassal = game.vassal view.actions.pay = 1 view.actions.disband = 1 } }, vassal(v) { push_undo() game.vassal = v }, pay() { push_undo() pay_vassal(game.vassal) reduce_influence(1) game.vassal = NOVASSAL }, pay_all() { push_undo() for (let v of all_vassals) { if (is_vassal_mustered_with_friendly_lord(v) && get_vassal_service(v) === current_turn()) { pay_vassal(v) reduce_influence(1) game.vassal = NOVASSAL } } }, disband() { push_undo() disband_vassal(game.vassal) game.vassal = NOVASSAL }, done() { end_pay_vassals() }, } // === 3.2.4 DISBAND === function disband_lord(lord: Lord, permanently = false) { let turn = current_turn() let extra = 6 if (permanently) { log(`Removed L${lord}.`) set_lord_locale(lord, NOWHERE) } else if (lord_has_capability(lord, AOW_YORK_ENGLAND_IS_MY_HOME)) { set_lord_calendar(lord, turn + (extra - data.lords[lord].influence)) log(`Disbanded L${lord} to turn ${current_turn() + 1}.`) } else { set_lord_calendar(lord, turn + (extra - data.lords[lord].influence)) log(`Disbanded L${lord} to turn ${get_lord_calendar(lord)}.`) } discard_lord_capability_n(lord, 0) discard_lord_capability_n(lord, 1) for (let x of all_asset_types) set_lord_assets(lord, x, 0) for (let x of all_force_types) { set_lord_forces(lord, x, 0) if (get_lord_routed_forces(lord, x) > 0) { set_lord_routed_forces(lord, x, 0) } } set_lord_moved(lord, 0) for_each_vassal_with_lord(lord, v => { disband_vassal(v) }) } function exile_lord(lord: Lord) { log("Exiled L" + lord) disband_lord(lord, false) if (lord_has_capability(lord, AOW_YORK_ENGLAND_IS_MY_HOME)) { logcap(AOW_YORK_ENGLAND_IS_MY_HOME) set_lord_calendar(lord, current_turn() + 1) } else { set_lord_in_exile(lord) } } // === 3.3.1 MUSTER EXILES === function goto_muster_exiles() { for (let x of all_friendly_lords()) { if ( (get_lord_locale(x) === current_turn() + CALENDAR && get_lord_in_exile(x)) || (is_lancaster_lord(x) && is_lord_on_calendar(x) && get_lord_in_exile(x) && is_event_in_play(EVENT_LANCASTER_BE_SENT_FOR)) ) { game.state = "muster_exiles" return } } end_muster_exiles() } function end_muster_exiles() { set_active_enemy() if (game.active === P1) { if (!check_disband_victory()) { goto_ready_vassals() } } else { goto_muster_exiles() } } states.muster_exiles = { inactive: "Muster Exiles", prompt() { view.prompt = "Muster Exiled Lords." let done = true if (game.who === NOBODY) { for (let x of all_friendly_lords()) { if ( (get_lord_locale(x) === current_turn() + CALENDAR && get_lord_in_exile(x)) || (is_lancaster_lord(x) && is_lord_on_calendar(x) && get_lord_in_exile(x) && is_event_in_play(EVENT_LANCASTER_BE_SENT_FOR)) ) { gen_action_lord(x) done = false } } } else { for (let loc of data.exile_boxes) if (has_favour_in_locale(game.active, loc)) gen_action_locale(loc) } if (done) { view.actions.done = true } }, lord(lord) { game.who = lord }, locale(loc) { muster_lord_in_exile(game.who, loc) game.who = NOBODY }, done() { end_muster_exiles() }, } function muster_lord_in_exile(lord: Lord, exile_box: Locale) { remove_lord_from_exile(lord) muster_lord(lord, exile_box) } // === 3.3.2 READY VASSALS === function goto_ready_vassals() { for (let vassal of all_vassals) { if (get_vassal_service(vassal) === current_turn()) { set_vassal_lord_and_service(vassal, VASSAL_READY, 0) } } goto_muster() } // === 3.4 MUSTER === function goto_muster() { clear_lords_moved() game.levy_flags = { gloucester_as_heir: 0, jack_cade: 0, loyalty_and_trust: 0, my_crown_is_in_my_heart: 0, parliament_votes: 0, succession: 0, thomas_stanley: 0, } if (is_event_in_play(EVENT_YORK_LOYALTY_AND_TRUST)) game.levy_flags.loyalty_and_trust = 1 if (game.active === YORK) log_h2("York Muster") else log_h2("Lancaster Muster") game.state = "muster" } function end_muster() { clear_lords_moved() set_active_enemy() if (game.active === P2) goto_muster() else goto_levy_discard_events() } function can_lord_muster(lord: Lord) { if (get_lord_moved(lord)) return false // must be on map if (is_lord_on_map(lord)) { // can use lordship if (is_lord_at_friendly_locale(lord)) return true // can only parley if (can_parley_at(get_lord_locale(lord))) return true } return false } function has_locale_to_muster(lord: Lord) { // Can muster at own seat without enemy lord. if (!has_enemy_lord(data.lords[lord].seat)) return true // Else, can muster at any friendly seat (of a friendly lord who is also in play) for (let other of all_friendly_lords()) if (is_lord_in_play(other) && is_friendly_locale(data.lords[other].seat)) return true // Tough luck! return false } states.muster = { inactive: "Muster", prompt() { view.prompt = "Muster with your Lords." prompt_held_event_at_levy() let done = true for (let lord of all_friendly_lords()) { if (can_lord_muster(lord)) { gen_action_lord(lord) done = false } } if (done) view.actions.end_muster = 1 }, lord(lord) { push_undo() log(`Mustered with L${lord}.`) game.state = "muster_lord" game.command = lord game.actions = data.lords[lord].lordship apply_lordship_effects(lord) }, end_muster() { end_muster() }, card: action_held_event_at_levy, } function resume_muster_lord() { game.state = "muster_lord" // Pay for Levy action --game.actions // Muster over unless there are more actions possible if (game.actions === 0 && !has_free_parley_levy() && !has_free_levy_troops()) { set_lord_moved(game.command, 1) game.command = NOBODY game.state = "muster" } } states.muster_lord = { inactive: "Muster", prompt() { if (game.actions === 1) view.prompt = `Muster: ${lord_name[game.command]} has ${game.actions} action.` else view.prompt = `Muster: ${lord_name[game.command]} has ${game.actions} actions.` let here = get_lord_locale(game.command) if (is_friendly_locale(here)) { if (game.actions > 0) { // Levy another ready Lord for (let lord of all_friendly_lords()) { if (is_lord_ready(lord) && has_locale_to_muster(lord)) gen_action_lord(lord) } // Levy Vassal for (let vassal of all_vassals) if (can_levy_vassal(vassal)) gen_action_vassal(vassal) // Add Transport // TODO: 1.7.3 English Ships -- no more than 9 lords may have ships if (is_seaport(here) && get_lord_assets(game.command, SHIP) < 2) view.actions.take_ship = 1 if (can_add_transport(game.command, CART)) view.actions.take_cart = 1 if (can_add_troops(here)) view.actions.levy_troops = 1 // Add Capability if (can_add_lord_capability(game.command)) view.actions.capability = 1 if (can_action_parley_levy()) view.actions.parley = 1 if (can_add_troops_beloved_warwick(game.command, here)) view.actions.levy_beloved_warwick = 1 if (can_add_troops_irishmen(game.command, here)) view.actions.levy_irishmen = 1 if (can_add_troops_sof(game.command, here)) view.actions.soldiers_of_fortune = 1 if (can_add_troops_coa(game.command, here)) view.actions.commission_of_array = 1 } else { // Free Levy Troops if (has_free_levy_troops()) { if (can_add_troops(here)) view.actions.levy_troops = 1 if (can_add_troops_coa(game.command, here)) view.actions.commission_of_array = 1 } // Free Parley if (has_free_parley_levy()) if (can_action_parley_levy()) view.actions.parley = 1 } // Rising wages event if (is_event_in_play(EVENT_LANCASTER_RISING_WAGES)) if (!can_pay_from_shared(game.command)) view.actions.levy_troops = 0 } else { // Can only Parley if locale is not friendly. if (game.actions > 0) { if (can_action_parley_levy()) view.actions.parley = 1 } } if (game.levy_flags.loyalty_and_trust) { view.actions.loyalty_and_trust = 1 } view.actions.done = 1 }, lord(lord) { push_undo() game.who = lord game.state = "levy_lord" }, vassal(vassal) { push_undo() game.vassal = vassal game.state = "levy_vassal" }, take_ship() { push_undo() if (can_naval_blockade(get_lord_locale(game.command))) game.state = "blockade_levy_ship" else do_levy_ship() }, take_cart() { push_undo() push_the_kings_name() add_lord_assets(game.command, CART, 2) goto_the_kings_name("Levy Cart") }, levy_troops() { push_undo() push_the_kings_name() if (is_event_in_play(EVENT_LANCASTER_RISING_WAGES) && game.active === YORK) { goto_rising_wages() return } do_levy_troops() }, levy_beloved_warwick() { push_undo() push_the_kings_name() add_lord_forces(game.command, MILITIA, 5) goto_the_kings_name("Beloved Warwick") }, levy_irishmen() { push_undo() push_the_kings_name() add_lord_forces(game.command, MILITIA, 5) goto_the_kings_name("Irishmen") }, soldiers_of_fortune() { push_undo() push_the_kings_name() set_lord_unfed(game.command, 1) game.state = "soldiers_of_fortune" }, commission_of_array() { push_undo() push_the_kings_name() game.state = "commission_of_array" }, capability() { push_undo() push_the_kings_name() game.state = "levy_capability" }, parley() { push_undo() push_the_kings_name() goto_parley_levy() }, loyalty_and_trust() { push_undo() game.actions += 3 game.levy_flags.loyalty_and_trust = 0 }, done() { set_lord_moved(game.command, 1) game.command = NOBODY game.state = "muster" }, } states.blockade_levy_ship = { inactive: "Muster", prompt() { view.prompt = "Warwick may Naval Blockade the Levy Ship action." view.actions.roll = 1 }, roll() { if (roll_blockade()) do_levy_ship() else resume_muster_lord() }, } function do_levy_ship() { push_the_kings_name() add_lord_assets(game.command, SHIP, 1) goto_the_kings_name("Levy Ship") } function chamberlains_eligible_levy(loc: Locale) { if (lord_has_capability(game.command, AOW_LANCASTER_CHAMBERLAINS)) { for (let vassal of all_vassals) if (is_vassal_mustered_with(vassal, game.command) && loc === data.vassals[vassal].seat) return true } return false } function do_levy_troops() { let here = get_lord_locale(game.command) if ( !lord_has_capability(game.command, AOW_LANCASTER_QUARTERMASTERS) && !lord_has_capability(game.command, AOW_YORK_WOODWILLES) && !chamberlains_eligible_levy(here) ) deplete_locale(here) let here_type = data.locales[here].type switch (here_type) { case "calais": add_lord_forces(game.command, MEN_AT_ARMS, 2) add_lord_forces(game.command, LONGBOWMEN, 1) break case "london": add_lord_forces(game.command, MEN_AT_ARMS, 1) add_lord_forces(game.command, LONGBOWMEN, 1) add_lord_forces(game.command, MILITIA, 1) break case "harlech": add_lord_forces(game.command, MEN_AT_ARMS, 1) add_lord_forces(game.command, LONGBOWMEN, 2) break case "city": add_lord_forces(game.command, LONGBOWMEN, 1) add_lord_forces(game.command, MILITIA, 1) break case "town": add_lord_forces(game.command, MILITIA, 2) break case "fortress": add_lord_forces(game.command, MEN_AT_ARMS, 1) add_lord_forces(game.command, MILITIA, 1) break } if (game.levy_flags.thomas_stanley === 1) { ++game.actions game.levy_flags.thomas_stanley = 0 } goto_the_commons() } // === 3.4.2 LEVY LORD === states.levy_lord = { inactive: "Levy Lord", prompt() { view.prompt = `Levy Lord ${lord_name[game.who]}. ` prompt_influence_check(game.command) }, check(bonus) { if (roll_influence_check(game.command, bonus)) { game.state = "levy_lord_at_seat" } else { resume_muster_lord() } }, } states.levy_lord_at_seat = { inactive: "Muster", prompt() { view.prompt = `Levy Lord: Select Locale for ${lord_name[game.who]}.` let found = false let seat = data.lords[game.who].seat if (!has_enemy_lord(seat)) { gen_action_locale(seat) found = true } if (!found) { for (let lord of all_friendly_lords()) { if ((is_lord_on_map(lord) || is_lord_on_calendar(lord)) && is_friendly_locale(data.lords[lord].seat)) { gen_action_locale(data.lords[lord].seat) } } } }, locale(loc) { push_undo() set_lord_moved(game.who, 1) muster_lord(game.who, loc) if (game.active === YORK) { add_york_favour(loc) remove_lancaster_favour(loc) } else { add_lancaster_favour(loc) remove_york_favour(loc) } goto_the_kings_name("Levy Lord") }, } // === 3.4.3 LEVY VASSAL === function can_levy_vassal(vassal: Vassal) { if (!is_vassal_ready(vassal)) { return false } if ( !is_favour_friendly(data.vassals[vassal].seat) && (game.command !== LORD_HENRY_TUDOR || !is_event_in_play(EVENT_LANCASTER_MARGARET_BEAUFORT)) ) { return false } if (!is_favour_friendly(data.vassals[vassal].seat)) return false if ( game.active === LANCASTER && is_event_in_play(EVENT_YORK_YORKISTS_BLOCK_PARLIAMENT) && !(is_event_in_play(EVENT_LANCASTER_MARGARET_BEAUFORT) && !is_event_in_play(EVENT_LANCASTER_THE_EARL_OF_RICHMOND)) ) { return false } return true } states.levy_vassal = { inactive: "Levy Vassal", prompt() { view.prompt = `Levy Vassal ${vassal_name[game.vassal]}. ` view.vassal = game.vassal let cost = get_levy_vassal_influence_cost() if (is_automatic_levy_vassal_success(game.command)) prompt_influence_check_success(cost) else prompt_influence_check(game.command, cost, vassal_influence(game.vassal)) }, check(bonus) { let cost = get_levy_vassal_influence_cost() if (roll_influence_check(game.command, bonus, cost, vassal_influence(game.vassal))) { muster_vassal(game.vassal, game.command) goto_the_kings_name("Levy Vassal") } else { resume_muster_lord() } }, check_success() { let cost = get_levy_vassal_influence_cost() roll_influence_check_success(cost) muster_vassal(game.vassal, game.command) goto_the_kings_name("Levy Vassal") } } // === 3.4.4 LEVY TROOPS === function has_free_levy_troops() { if (game.levy_flags.thomas_stanley) { let here = get_lord_locale(game.command) if (is_event_in_play(EVENT_LANCASTER_RISING_WAGES)) if (!can_pay_from_shared(game.command)) return false if (can_add_troops(here)) return true if (can_add_troops_coa(game.command, here)) return true } return false } function can_add_troops(locale: Locale) { if (!has_exhausted_marker(locale) && !is_exile(locale)) return true return false } function can_add_troops_coa(lord: Lord, locale: Locale) { if (lord_has_capability(lord, AOW_LANCASTER_COMMISION_OF_ARRAY)) { for (let next of data.locales[locale].adjacent) { if (is_friendly_locale(next) && !has_enemy_lord(next)) if (can_add_troops(next)) return true } } return false } function can_add_troops_beloved_warwick(lord: Lord, locale: Locale) { return ( lord_has_capability(lord, AOW_YORK_BELOVED_WARWICK) && !has_exhausted_marker(locale) && !is_exile(locale) ) } function can_add_troops_irishmen(lord: Lord, locale: Locale) { return ( lord_has_capability(lord, AOW_YORK_IRISHMEN) && !has_exhausted_marker(locale) && (locale === LOC_IRELAND || !set_has(data.port_3, locale)) ) } function can_add_troops_sof(lord: Lord, locale: Locale) { if ( lord_has_capability(lord, AOW_YORK_SOLDIERS_OF_FORTUNE) && !has_exhausted_marker(locale) && !is_exile(locale) && get_shared_assets(locale, COIN) > 0 ) { let number = 6 for (let lord of all_friendly_lords()) number -= get_lord_forces(lord, MERCENARIES) if (number >= 1) return true } return false } // === 3.4.5 LEVY TRANSPORT function can_add_transport(who: Lord, what: Asset) { return get_lord_assets(who, what) < 15 } // === 3.4.6 LEVY CAPABILITY === function can_add_lord_capability(lord: Lord) { if (get_lord_capability(lord, 0) < 0) return true if (get_lord_capability(lord, 1) < 0) return true return false } function forbidden_levy_capabilities(c: Card) { // Some capabilities override the forbidden levy vassals if (lord_has_capability(game.command, AOW_LANCASTER_TWO_ROSES)) { if (c === AOW_LANCASTER_THOMAS_STANLEY || AOW_LANCASTER_MY_FATHERS_BLOOD) { return true } } // Forbids levy vassals, even through capabilities if (is_event_in_play(EVENT_YORK_YORKISTS_BLOCK_PARLIAMENT)) { if (c === AOW_LANCASTER_THOMAS_STANLEY || c === AOW_LANCASTER_EDWARD || c === AOW_LANCASTER_MONTAGU || c === AOW_LANCASTER_MY_FATHERS_BLOOD || c === AOW_LANCASTER_ANDREW_TROLLOPE) { return false } } return true } function add_lord_capability(lord: Lord, c: Card) { 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: Lord, n: 0 | 1) { set_lord_capability(lord, n, NOCARD) } function discard_lord_capability(lord: Lord, c: Card) { if (get_lord_capability(lord, 0) === c) return set_lord_capability(lord, 0, NOCARD) if (get_lord_capability(lord, 1) === c) return set_lord_capability(lord, 1, NOCARD) throw new Error("capability not found") } states.levy_capability = { inactive: "Muster", prompt() { let deck = list_deck() view.prompt = `Levy Capability for ${lord_name[game.command]}.` view.arts_of_war = deck for (let c of deck) { if (!data.cards[c].lords || set_has(data.cards[c].lords, game.command)) { if (!lord_already_has_capability(game.command, c) && forbidden_levy_capabilities(c)) gen_action_card(c) } } }, card(c) { add_lord_capability(game.command, c) capability_muster_effects_common(game.command, c) capability_muster_effects_levy(game.command, c) goto_the_kings_name("Capability C${c}") }, } // === 3.4 MUSTER - DISCARD EVENTS === function goto_levy_discard_events() { delete game.levy_flags // Discard "This Levy" events from play. discard_events("this_levy") discard_extra_levy_events() goto_campaign_plan() } // === 4.1 CAMPAIGN: PLAN === function goto_campaign_plan() { game.turn++ log_h1("Campaign " + current_turn_name()) set_active(BOTH) game.state = "campaign_plan" game.plan_y = [] game.plan_l = [] } states.campaign_plan = { inactive: "Plan", prompt(current) { let plan = current === YORK ? game.plan_y : game.plan_l let my_lords = current === YORK ? all_york_lords : all_lancaster_lords view.plan = plan view.actions.plan = [] if (plan.length === max_plan_length()) view.prompt = "Plan: All done." else view.prompt = "Plan: Build a Plan." if (plan.length < max_plan_length()) { view.actions.end_plan = 0 if (count_cards_in_plan(plan, NOBODY) < 7) gen_action_plan(NOBODY) for (let lord of my_lords) { if (is_lord_on_map(lord) && count_cards_in_plan(plan, lord) < 3) gen_action_plan(lord) } } else { view.actions.end_plan = 1 } if (plan.length > 0) view.actions.undo = 1 else view.actions.undo = 0 }, plan(lord, current) { if (current === YORK) game.plan_y.push(lord) else game.plan_l.push(lord) }, undo(_, current) { if (current === YORK) { game.plan_y.pop() } else { game.plan_l.pop() } }, end_plan(_, current) { if (game.active === BOTH) { if (current === YORK) set_active(LANCASTER) else set_active(YORK) } else { end_campaign_plan() } }, } function end_campaign_plan() { set_active(P1) goto_command_activation() } // === 4.2 CAMPAIGN: COMMAND === // First action vs actions that take full command card function is_first_action() { return has_flag(FLAG_FIRST_ACTION) } // If march on a highway, set the flag so the lord can go through // a second highway at no cost function is_first_march_highway() { return has_flag(FLAG_FIRST_MARCH_HIGHWAY) } function goto_command_activation() { if (game.plan_y.length === 0 && game.plan_l.length === 0) { game.command = NOBODY goto_end_campaign() return } if (check_campaign_victory()) return if (game.plan_l.length > game.plan_y.length) { set_active(LANCASTER) game.command = game.plan_l.shift() } else if (game.plan_l.length < game.plan_y.length) { set_active(YORK) game.command = game.plan_y.shift() } else { set_active(P1) if (P1 === LANCASTER) game.command = game.plan_l.shift() else game.command = game.plan_y.shift() } if (game.command === NOBODY) { log_h2("Pass") goto_command_activation() } else if (!is_lord_on_map(game.command)) { log_h2(`L${game.command} - Pass`) goto_command_activation() } else { log_h2(`L${game.command} at %${get_lord_locale(game.command)}`) goto_command() } } function goto_command() { game.actions = data.lords[game.command].command if (lord_has_capability(game.command, AOW_YORK_THOMAS_BOURCHIER) && is_city(get_lord_locale(game.command))) game.actions += 1 if (lord_has_capability(game.command, AOW_YORK_YORKS_FAVOURED_SON)) game.actions += 1 if (lord_has_capability(game.command, AOW_YORK_HASTINGS)) game.actions += 1 game.group = [ game.command ] set_flag(FLAG_FIRST_ACTION) clear_flag(FLAG_SURPRISE_LANDING) clear_flag(FLAG_FIRST_MARCH_HIGHWAY) clear_flag(FLAG_MARCH_TO_PORT) clear_flag(FLAG_SAIL_TO_PORT) resume_command() } function resume_command() { game.state = "command" } // Spending an action reset some flags function spend_action(cost) { clear_flag(FLAG_SURPRISE_LANDING) clear_flag(FLAG_FIRST_ACTION) clear_flag(FLAG_FIRST_MARCH_HIGHWAY) game.actions -= cost } function spend_march_action(cost) { clear_flag(FLAG_SURPRISE_LANDING) clear_flag(FLAG_FIRST_ACTION) clear_flag(FLAG_FIRST_MARCH_HIGHWAY) game.actions -= cost } function spend_all_actions() { /* No more actions (including free ones)! */ clear_flag(FLAG_SURPRISE_LANDING) clear_flag(FLAG_FIRST_ACTION) clear_flag(FLAG_FIRST_MARCH_HIGHWAY) clear_flag(FLAG_MARCH_TO_PORT) clear_flag(FLAG_SAIL_TO_PORT) game.actions = 0 } function end_command() { log_br() game.group = null clear_flag(FLAG_FIRST_ACTION) clear_flag(FLAG_FIRST_MARCH_HIGHWAY) // NOTE: Feed currently acting side first for expedience. set_active_command() goto_feed() } states.command = { inactive: "Command", prompt() { if (game.actions === 0) view.prompt = `Command: ${lord_name[game.command]} has no more actions.` else if (game.actions === 1) view.prompt = `Command: ${lord_name[game.command]} has ${game.actions} action.` else view.prompt = `Command: ${lord_name[game.command]} has ${game.actions} actions.` view.group = game.group let here = get_lord_locale(game.command) prompt_held_event_at_campaign() // 4.3.2 Marshals MAY take other lords if ( is_marshal(game.command) || (lord_has_capability(game.command, AOW_YORK_CAPTAIN) && !other_marshal_or_lieutenant(here)) ) { for (let lord of all_friendly_lords()) 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 of all_friendly_lords()) 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_campaign()) view.actions.parley = 1 if (can_action_heralds()) view.actions.heralds = 1 if (can_action_merchants()) view.actions.merchants = 1 if (can_action_agitators()) view.actions.agitators = 1 if (is_york_lord(game.command)) if (can_action_exile_pact()) view.actions.exile_pact = 1 }, pass() { push_undo() log("Passed.") spend_all_actions() }, end_command() { push_undo() end_command() }, forage: goto_forage, supply: goto_supply, tax: goto_tax, sail: goto_sail, heralds: goto_heralds, merchants: goto_merchants, agitators: goto_agitators, exile_pact: goto_exile_pact, locale: goto_march, lord(lord) { set_toggle(game.group, lord) }, card: action_held_event_at_campaign, parley() { push_undo() goto_parley_campaign() }, } // === 4.5 ACTION: SUPPLY (SEARCH) === function can_supply_at(loc: Locale, ships: number) { // if theoretically possible to supply (does not check carts or ships) if (is_stronghold(loc) && is_friendly_locale(loc)) { if (ships > 0 && is_seaport(loc)) return true if (!has_exhausted_marker(loc)) return true } return false } function search_supply_by_way(result, start: Locale, carts: number, ships: number) { search_dist.fill(0) search_seen.fill(0) search_seen[start] = 1 let queue = [ start ] while (queue.length > 0) { let here = queue.shift() let dist = search_dist[here] if (can_supply_at(here, ships)) { if (result) map_set(result, here, dist) else return true } if (is_friendly_locale(here)) { let next_dist = dist + 1 if (next_dist <= carts) { for (let next of data.locales[here].adjacent) { if (!search_seen[next]) { search_seen[next] = 1 search_dist[next] = next_dist queue.push(next) } } } } } if (result) return result return false } function search_supply_by_sea(result, here: Locale) { // Search via sea from Exile box. if (is_friendly_locale(here)) { for (let next of find_ports(here, game.command)) { if (can_supply_at(next, 1)) { if (result) map_set(result, next, 0) else return true } } } if (result) return result return false } function search_supply(result) { let here = get_lord_locale(game.command) let carts = count_shared_carts(here, true) let ships = count_shared_ships(here, true) if (ships > 0 && is_exile(here)) result = search_supply_by_sea(result, here) result = search_supply_by_way(result, here, carts, ships) return result } // === 4.5 ACTION: SUPPLY === function command_has_harbingers() { return ( lord_has_capability(game.command, AOW_LANCASTER_HARBINGERS) || lord_has_capability(game.command, AOW_YORK_HARBINGERS) ) } function chamberlains_eligible_supply(source: Locale) { if (lord_has_capability(game.command, AOW_LANCASTER_CHAMBERLAINS)) { for (let vassal of all_vassals) if (is_vassal_mustered_with(vassal, game.command) && source === data.vassals[vassal].seat) return true } return false } function quartermasters_eligible_supply(source: Locale) { if (lord_has_capability(game.command, AOW_LANCASTER_QUARTERMASTERS)) { for (let vassal of all_vassals) if (is_vassal_mustered_with(vassal, game.command) && source === data.vassals[vassal].seat) return true } return false } function lord_has_stafford_branch(loc: Locale, lord: Lord) { if (lord_has_capability(lord, AOW_YORK_STAFFORD_BRANCH)) { return ( loc === LOC_EXETER || loc === LOC_LAUNCESTON || loc === LOC_PLYMOUTH || loc === LOC_WELLS || loc === LOC_DORCHESTER ) } return false } function init_supply() { game.supply = search_supply([]) } function can_action_supply(): boolean { if (game.actions < 1) return false return search_supply(false) } function goto_supply() { push_undo() log(`Supplied`) game.state = "supply_source" init_supply() } function modify_supply(loc: Locale, supply: number) { let here = get_lord_locale(game.command) let carts = count_shared_carts(here, true) // Must carry supply over land with one cart per provender per way let distance = map_get(game.supply, loc, 0) if (distance > 0) supply = Math.min(supply, Math.floor(carts / distance)) // Harbingers event doubles supply received if (command_has_harbingers()) supply = supply * 2 return supply } function get_port_supply_amount(loc: Locale) { if (is_seaport(loc)) { let here = get_lord_locale(game.command) let ships = count_shared_ships(here, true) return modify_supply(loc, ships) } return 0 } function get_stronghold_supply_amount(loc: Locale) { if (!has_exhausted_marker(loc)) { let supply = 0 if (loc === LOC_LONDON || loc === LOC_CALAIS) supply = 3 else if (is_city(loc)) supply = 2 else supply = 1 if (lord_has_stafford_branch(loc, game.command)) supply += 1 return modify_supply(loc, supply) } return 0 } states.supply_source = { inactive: "Supply", prompt() { view.prompt = "Supply: Select Supply Source." let here = get_lord_locale(game.command) let carts = count_shared_carts(here, true) let ships = count_shared_ships(here, true) if (carts > 0) view.prompt += ` ${carts} Cart.` if (ships > 0) view.prompt += ` ${ships} Ship.` for (let i = 0; i < game.supply.length; i += 2) gen_action_locale(game.supply[i] as Locale) }, locale(loc) { push_undo() let port_supply = get_port_supply_amount(loc) let stronghold_supply = get_stronghold_supply_amount(loc) if (stronghold_supply > 0 && port_supply === 0) { use_stronghold_supply(loc, stronghold_supply) end_supply() return } if (port_supply > 0 && stronghold_supply === 0) { game.where = loc if (can_naval_blockade(game.where)) { game.state = "blockade_supply" } else { use_port_supply(loc, port_supply) end_supply() } return } game.where = loc game.state = "select_supply_type" }, } function use_stronghold_supply(source: Locale, amount: number) { logi(`${amount} from Stronghold at %${source}`) add_lord_assets(game.command, PROV, amount) if (!chamberlains_eligible_supply(source) && !quartermasters_eligible_supply(source)) deplete_locale(source) } function use_port_supply(source: Locale, amount: number) { logi(`${amount} from Port at %${source}`) add_lord_assets(game.command, PROV, amount) } function end_supply() { spend_action(1) resume_command() delete game.supply game.where = NOWHERE } states.select_supply_type = { inactive: "Supply", prompt() { let port = get_port_supply_amount(game.where) let stronghold = get_stronghold_supply_amount(game.where) view.prompt = `Supply: ${stronghold} from Stronghold or ${port} from Port?` view.actions.stronghold = 1 view.actions.port = 1 }, stronghold() { use_stronghold_supply(game.where, get_stronghold_supply_amount(game.where)) end_supply() }, port() { if (can_naval_blockade(game.where)) { game.state = "blockade_supply" } else { use_port_supply(game.where, get_port_supply_amount(game.where)) end_supply() } }, } states.blockade_supply = { inactive: "Supply", prompt() { view.prompt = "Warwick may Naval Blockade this Supply action." view.actions.roll = 1 }, roll() { if (roll_blockade()) use_port_supply(game.where, get_port_supply_amount(game.where)) end_supply() }, } // === 4.6.1 ACTION: SAIL === function has_enough_available_ships_for_army() { let ships = count_group_ships(game.group, true) let army = count_lord_all_forces(game.command) let needed_ships = army / 6 return needed_ships <= ships } function is_seamanship_in_play() { if (game.active === LANCASTER && is_event_in_play(EVENT_LANCASTER_SEAMANSHIP)) return true if (game.active === YORK && is_event_in_play(EVENT_YORK_SEAMANSHIP)) return true return false } function can_sail_to(to: Locale) { if (is_sea(to)) return true if (is_wales_forbidden(to)) return false if (has_enemy_lord(to)) { if (is_truce_in_effect()) return false if (!lord_has_capability(game.command, AOW_LANCASTER_HIGH_ADMIRAL)) return false } return true } function can_action_sail() { // Must use whole action except if seamanship in play if (is_lancaster_lord(game.command)) { if (!is_first_action() && !is_event_in_play(EVENT_LANCASTER_SEAMANSHIP)) return false } if (is_york_lord(game.command)) { if ((is_event_in_play(EVENT_LANCASTER_FRENCH_FLEET) || !is_first_action() && !is_event_in_play(EVENT_YORK_SEAMANSHIP))) return false } if (game.actions === 0) return false // at a seaport (or sea) let here = get_lord_locale(game.command) if (!is_seaport(here) && !is_sea(here)) return false // with enough ships to carry all the army if (!has_enough_available_ships_for_army()) return false // and a valid destination for (let to of find_sail_locales(here)) { if (to === here) continue if (can_sail_to(to)) return true } return false } function goto_sail() { push_undo() game.state = "sail" } states.sail = { inactive: "Sail", prompt() { view.group = game.group let here = get_lord_locale(game.command) let ships = count_group_ships(game.group, true) let cart = count_group_carts(game.group, true) let prov = count_group_provender(game.group) let overflow_prov = (prov / 2 - ships) * 2 let overflow_cart = (cart / 2 - ships) * 2 if (overflow_prov <= 0 && overflow_cart <= 0) { view.prompt = `Sail: Select a destination Port.` for (let to of find_sail_locales(here)) { if (to === here) continue if (can_sail_to(to)) gen_action_locale(to) } } else if (overflow_cart > 0) { view.prompt = `Sailing with ${ships} Ships. Please discard ${overflow_cart} Cart` if (cart > 0) { for (let lord of game.group) { if (get_lord_assets(lord, CART) > 0) gen_action_cart(lord) } } } else if (overflow_prov > 0) { view.prompt = `Sailing with ${ships} Ships. Please discard ${overflow_prov} Provender` if (prov > 0) { for (let lord of game.group) { if (get_lord_assets(lord, PROV) > 0) gen_action_prov(lord) } } } else { view.prompt = "ERROR" } }, prov: drop_prov, cart: drop_cart, locale(to) { let from = get_lord_locale(game.command) if (can_naval_blockade(from) || can_naval_blockade(to)) { game.where = to game.state = "blockade_sail" } else { do_sail(to) } }, } states.blockade_sail = { inactive: "Muster", prompt() { view.prompt = "Warwick may Naval Blockade the Sail action." view.actions.roll = 1 }, roll() { let to = game.where game.where = NOWHERE if (roll_blockade()) do_sail(to) else fail_sail() }, } function do_sail(to: Locale) { log(`Sailed to %${to}${format_group_move()}.`) clear_flag(FLAG_MARCH_TO_PORT) if (is_seaport(to)) set_flag(FLAG_SAIL_TO_PORT) else clear_flag(FLAG_SAIL_TO_PORT) for (let lord of game.group) { set_lord_locale(lord, to) set_lord_moved(lord, 1) levy_burgundians(lord) } if (is_seamanship_in_play()) spend_action(1) else spend_all_actions() // you can go to enemy lord with norfolk capability if (is_seaport(to) && has_enemy_lord(to)) goto_confirm_approach_sail() else end_sail() } function fail_sail() { if (is_seamanship_in_play()) spend_action(1) else spend_all_actions() end_sail() } function goto_confirm_approach_sail() { game.state = "confirm_approach_sail" clear_flag(FLAG_MARCH_TO_PORT) set_flag(FLAG_SAIL_TO_PORT) } states.confirm_approach_sail = { inactive: "Sail", prompt() { view.prompt = `Sail: Confirm Approach to enemy Lord.` view.group = game.group view.actions.approach = 1 }, approach() { goto_choose_exile() }, } function end_sail() { // Disbanded in battle! if (!is_lord_on_map(game.command)) { clear_flag(FLAG_MARCH_TO_PORT) clear_flag(FLAG_SAIL_TO_PORT) spend_all_actions() } resume_command() } // === 4.6.2 ACTION: FORAGE === function can_action_forage() { if (game.actions < 1) return false let here = get_lord_locale(game.command) if (has_exhausted_marker(here) || is_sea(here)) return false return true } function goto_forage() { push_undo() let here = get_lord_locale(game.command) if (!has_adjacent_enemy(here) && is_neutral_locale(here)) { let die = roll_die() if (die <= 4) { add_lord_assets(game.command, PROV, 1) log(`${HIT[die]}, Foraged at %${here}`) deplete_locale(here) } else { log(`${MISS[die]}, Forage Failure`) } } else if (has_adjacent_enemy(here) || is_favour_enemy(here)) { let die = roll_die() if (die <= 3) { add_lord_assets(game.command, PROV, 1) log(`${HIT[die]}, Foraged at %${here}`) deplete_locale(here) } else { log(`${MISS[die]}, Forage Failure`) } } else { add_lord_assets(game.command, PROV, 1) log(`Foraged at %${here}`) deplete_locale(here) } if (lord_has_capability(game.command, AOW_YORK_SCOURERS)) { add_lord_assets(game.command, PROV, 1) log(`1 Extra Provender (Scourers)`) } spend_action(1) resume_command() } // === 4.6.3 ACTION: TAX === function can_tax_at(here: Locale, lord: Lord) { if (is_friendly_locale(here) && !has_exhausted_marker(here)) { // London, Calais, and Harlech if (here === LOC_LONDON || here === LOC_CALAIS || here === LOC_HARLECH) return true // Own seat if (here === data.lords[lord].seat) return true // vassal seats for (let vassal of all_vassals) if (is_vassal_mustered_with(vassal, lord)) if (here === data.vassals[vassal].seat) return true } return false } // adjacent friendly locales to an eligible stronghold (can_tax_at) function search_tax(result, start: Locale, lord: Lord) { let ships = count_shared_ships(start, false) search_seen.fill(0) search_seen[start] = 1 let queue = [ start ] while (queue.length > 0) { let here = queue.shift() if (can_tax_at(here, lord)) { if (result) set_add(result, here) else return true } if (is_friendly_locale(here)) { for (let next of data.locales[here].adjacent) { if (!search_seen[next]) { search_seen[next] = 1 queue.push(next) } } if (ships > 0 && is_seaport(here)) { for (let next of find_ports(here, lord)) { if (!search_seen[next]) { search_seen[next] = 1 queue.push(next) } } } } } if (result) return result else return false } function can_action_tax(): boolean { if (game.actions < 1) return false let here = get_lord_locale(game.command) if (can_tax_at(here, game.command)) return true return search_tax(false, here, game.command) } function goto_tax() { push_undo() game.state = "tax" game.where = NOWHERE } function end_tax() { game.where = NOWHERE spend_action(1) resume_command() } function get_tax_amount(loc: Locale, lord: Lord) { let tax = 0 if (loc === LOC_LONDON || loc === LOC_CALAIS) tax = 3 else if (is_city(loc)) tax = 2 else tax = 1 if (lord_has_stafford_branch(loc, lord)) { log(`C${AOW_YORK_STAFFORD_BRANCH}.`) tax += 1 } return tax } states.tax = { inactive: "Tax", prompt() { if (game.where === NOWHERE) { view.prompt = "Tax: Select a Stronghold to Tax." for (let loc of search_tax([], get_lord_locale(game.command), game.command)) gen_action_locale(loc) } else { view.prompt = `Tax: Attempt to Tax ${locale_name[game.where]}. ` prompt_influence_check(game.command) } }, locale(loc) { game.where = loc // TODO: naval blockade if only reachable by sea if (loc === data.lords[game.command].seat) { do_tax(game.command, game.where, 1) end_tax() } }, check(bonus) { if (roll_influence_check(game.command, bonus)) do_tax(game.command, game.where, 1) else fail_tax(game.command, game.where) end_tax() }, } function apply_so_wise_so_young(lord) { if (lord_has_capability(lord, AOW_YORK_SO_WISE_SO_YOUNG)) { log(`C${AOW_YORK_SO_WISE_SO_YOUNG}.`) add_lord_assets(lord, COIN, 1) } } function do_tax(who: Lord, where: Locale, mul: number) { let amount = get_tax_amount(where, who) * mul log(`Tax %${where} for ${mul} Coin.`) add_lord_assets(who, COIN, amount) apply_so_wise_so_young(who) deplete_locale(where) } function fail_tax(who: Lord, where: Locale) { log(`Tax %${where} failed.`) apply_so_wise_so_young(who) } // === 4.6.4 ACTION: PARLEY === function has_free_parley_levy() { return ( game.levy_flags.my_crown_is_in_my_heart || game.levy_flags.gloucester_as_heir || game.levy_flags.jack_cade ) } function can_parley_at(loc: Locale) { if (loc === LOC_LONDON) { if (has_york_favour(LONDON_FOR_YORK)) { // No Parley in London except with "My crown is in my heart" and "Parliament Votes". if (is_campaign_phase()) return false if (!game.levy_flags.my_crown_is_in_my_heart && !game.levy_flags.parliament_votes) return false } } return !is_exile(loc) && !is_friendly_locale(loc) && !has_enemy_lord(loc) && !is_sea(loc) } function search_parley_levy(result, start: Locale, lord: Lord) { search_dist.fill(0) search_seen.fill(0) search_seen[start] = 1 let queue = [ start ] while (queue.length > 0) { let here = queue.shift() let dist = search_dist[here] let next_dist = dist + 1 if (can_parley_at(here)) { if (result) map_set(result, here, dist) else return true } if (is_friendly_locale(here)) { for (let next of data.locales[here].adjacent) { if (!search_seen[next]) { search_seen[next] = 1 search_dist[next] = next_dist queue.push(next) } } if (here === start && is_exile(here) && count_shared_ships(start, false) > 0) { for (let next of find_ports(here, lord)) { if (!search_seen[next]) { search_seen[next] = 1 search_dist[next] = next_dist queue.push(next) } } } } } if (result) return result else return false } function can_action_parley_campaign() { if (game.actions <= 0) return false if (is_lord_at_sea(game.command)) return false if (!is_first_action() && game.active === YORK && is_event_in_play(EVENT_LANCASTER_NEW_ACT_OF_PARLIAMENT)) return false let here = get_lord_locale(game.command) if (can_parley_at(here)) return true if (is_friendly_locale(here)) { for (let next of data.locales[here].adjacent) { if (can_parley_at(next)) return true } if (is_exile(here) && count_shared_ships(here, false) > 0) for (let next of find_ports(here, game.command)) if (can_parley_at(next)) return true } return false } function search_parley_campaign(here: Locale, lord: Lord) { let result = [] if (can_parley_at(here)) map_set(result, here, 0) if (is_friendly_locale(here)) { for (let next of data.locales[here].adjacent) if (can_parley_at(next)) map_set(result, next, 1) if (is_exile(here) && count_shared_ships(here, false) > 0) for (let next of find_ports(here, lord)) if (can_parley_at(next)) map_set(result, next, 1) } return result } function can_action_parley_levy(): boolean { if ( game.actions <= 0 && !game.levy_flags.my_crown_is_in_my_heart && !game.levy_flags.gloucester_as_heir && !game.levy_flags.jack_cade ) return false let here = get_lord_locale(game.command) if (can_parley_at(here)) return true return search_parley_levy(false, here, game.command) } function goto_parley_levy() { let lord = game.command let here = get_lord_locale(lord) game.state = "parley" game.parley = search_parley_levy([], here, lord) if (game.parley.length === 2 && game.parley[0] === here) game.where = here else game.where = NOWHERE } function goto_parley_campaign() { let lord = game.command let here = get_lord_locale(lord) game.state = "parley" // Campaign phase, and current location is no cost (except some events), and always successful. if (can_parley_at(here)) { log(`Parley at ${locale_name[here]}`) shift_favour_toward(here) if (is_lancaster_lord(game.command) && is_event_in_play(EVENT_YORK_AN_HONEST_TALE_SPEEDS_BEST)) { reduce_lancaster_influence(1) } end_parley(true) return } game.parley = search_parley_campaign(here, lord) game.where = NOWHERE } function end_parley(success: boolean) { game.where = NOWHERE delete game.parley // Free Levy Lordship action if (is_levy_phase()) { if (game.levy_flags.my_crown_is_in_my_heart > 0) { --game.levy_flags.my_crown_is_in_my_heart ++game.actions } if (game.levy_flags.gloucester_as_heir > 0) { --game.levy_flags.gloucester_as_heir ++game.actions } if (game.levy_flags.jack_cade > 0) { --game.levy_flags.jack_cade ++game.actions } } if (is_campaign_phase()) { if (game.active === YORK && is_event_in_play(EVENT_LANCASTER_NEW_ACT_OF_PARLIAMENT)) spend_all_actions() else spend_action(1) resume_command() } else { if (success) goto_the_kings_name("Parley") else resume_muster_lord() } } states.parley = { inactive: "Parley", prompt() { if (game.where === NOWHERE) { view.prompt = "Parley: Choose a Locale to Parley." for (let i = 0; i < game.parley.length; i += 2) gen_action_locale(game.parley[i] as Locale) } else { let lord = game.command view.prompt = "Parley at " + locale_name[game.where] + "." if (is_automatic_parley_success(lord)) prompt_influence_check_success(get_parley_influence_cost()) else prompt_influence_check(lord, get_parley_influence_cost(), get_parley_influence_bonus(lord)) } }, locale(loc) { push_undo() game.where = loc let here = get_lord_locale(game.command) if (!is_adjacent(here, loc)) { // TODO: check interaction of Naval Blockade with Great Ships when parleying across multiple seas if (can_naval_blockade(here)) game.state = "blockade_parley" } }, check(bonus) { let lord = game.command if (roll_influence_check(lord, bonus, get_parley_influence_cost(), get_parley_influence_bonus(lord))) { shift_favour_toward(game.where) end_parley(true) } else { end_parley(false) } }, check_success() { roll_influence_check_success(get_parley_influence_cost()) shift_favour_toward(game.where) end_parley(true) }, } states.blockade_parley = { inactive: "Parley", prompt() { view.prompt = "Warwick may Naval Blockade this Parley action." view.actions.roll = 1 }, roll() { if (roll_blockade()) game.state = "parley" else end_parley(false) }, } // === 4.3 ACTION: MARCH === function get_way_type(from: Locale, to: Locale): Way { return map_get(data.ways[from], to, undefined) } function format_group_move() { if (game.group.length > 1) { let list = [] for (let lord of game.group) if (lord !== game.command) list.push("L" + lord) return " with " + list.join(" and ") } return "" } // Wales forbidden to the lancastrians for march, sail, intercept function is_wales_forbidden(loc: Locale) { if (game.active === LANCASTER && is_event_in_play(EVENT_YORK_OWAIN_GLYNDWR) && is_wales(loc)) return true return false } function is_wales_forbidden_to_enemy(loc: Locale) { if (game.active !== LANCASTER && is_event_in_play(EVENT_YORK_OWAIN_GLYNDWR) && is_wales(loc)) return true return false } function can_march_to(to: Locale) { if (is_wales_forbidden(to)) return false if (is_truce_in_effect() && has_enemy_lord(to)) return false return true } function prompt_march() { let from = get_lord_locale(game.command) // TODO: this is a bit complicated -- can we simplify? if (is_first_action()) { for (let to of data.locales[from].paths) { if (can_march_to(to)) gen_action_locale(to) } } if (game.actions > 0 || has_flag(FLAG_SURPRISE_LANDING)) { for (let to of data.locales[from].roads) { if (can_march_to(to)) gen_action_locale(to) } for (let to of data.locales[from].highways) { if (can_march_to(to)) gen_action_locale(to) } } else if (game.actions === 0 && is_first_march_highway()) { for (let to of data.locales[from].highways) { if (can_march_to(to)) gen_action_locale(to) } } if ( (lord_has_capability(game.command, AOW_YORK_YORKISTS_NEVER_WAIT) || (is_event_in_play(EVENT_LANCASTER_FORCED_MARCHES) && game.active === LANCASTER)) && game.actions === 0 && is_first_march_highway() && count_group_lords() === 1 ) { for (let to of data.locales[from].roads) { if (can_march_to(to)) gen_action_locale(to) } } } function goto_march(to: Locale) { push_undo() let from = get_lord_locale(game.command) game.march = { from, to } march_with_group_1() } function march_with_group_1() { let transport = count_group_carts(game.group, true) let prov = count_group_provender(game.group) if (prov > transport) game.state = "march_haul" else march_with_group_2() } states.march_haul = { inactive: "March", prompt() { let to = game.march.to let transport = count_group_carts(game.group, true) let prov = count_group_provender(game.group) view.group = game.group view.where = game.march.to view.prompt = `March: Haul.` if (prov > transport) { let overflow_prov = prov - transport view.prompt += ` Discard ${overflow_prov} Provender` for (let lord of game.group) { if (prov > transport) { if (get_lord_assets(lord, PROV) > 0) { gen_action_prov(lord) } } } } else { view.actions.march = 1 gen_action_locale(to) } }, prov: drop_prov, march: march_with_group_2, locale: march_with_group_2, } function march_with_group_2() { let from = game.march.from let to = game.march.to let type = get_way_type(from, to) let alone = count_group_lords() === 1 switch (type) { case "highway": if (is_first_march_highway() || has_flag(FLAG_SURPRISE_LANDING)) { spend_march_action(0) } else { spend_march_action(1) set_flag(FLAG_FIRST_MARCH_HIGHWAY) } break case "road": if ((alone && is_first_march_highway()) || has_flag(FLAG_SURPRISE_LANDING)) { spend_march_action(0) } else { spend_march_action(1) if (alone && (lord_has_capability(game.command, AOW_YORK_YORKISTS_NEVER_WAIT) || (is_event_in_play(EVENT_LANCASTER_FORCED_MARCHES) && game.active === LANCASTER))) set_flag(FLAG_FIRST_MARCH_HIGHWAY) } break case "path": spend_all_actions() break } log(`Marched to %${to}${format_group_move()}.`) for (let lord of game.group) set_lord_locale(lord, to) // Note: We flag the lords moved and levy burgundians after king's parley and parliament's truce have resolved. // See end_kings_parley // See end_parliaments_truce goto_march_confirm() } function end_march() { delete game.march // Disbanded in battle! if (!is_lord_on_map(game.command)) { clear_flag(FLAG_MARCH_TO_PORT) clear_flag(FLAG_SAIL_TO_PORT) spend_all_actions() resume_command() return } resume_command() } function goto_march_confirm() { let here = get_lord_locale(game.command) if (has_enemy_lord(here)) game.state = "march_confirm_approach" else if (may_be_intercepted()) game.state = "march_confirm_intercept" else goto_intercept() } states.march_confirm_approach = { prompt() { view.prompt = "March: Confirm approach?" view.actions.approach = 1 }, approach() { goto_intercept() }, } states.march_confirm_intercept = { prompt() { view.prompt = "March: You may be intercepted." view.actions.approach = 1 }, approach() { goto_intercept() }, } // === 4.3.4 INTERCEPT === function has_unmoving_friendly_lord(here) { for (let lord of all_friendly_lords()) { if (get_lord_locale(lord) === here) if (!set_has(game.group, lord)) return true } return false } function can_intercept_to(to: Locale) { // forbid lancaster intercept into york moving to york, and vice versa if (has_unmoving_friendly_lord(to)) return false if (is_truce_in_effect()) return false if (is_wales_forbidden_to_enemy(to)) return false return true } function may_be_intercepted() { let here = get_lord_locale(game.command) if (can_intercept_to(here)) for (let next of data.locales[here].not_paths) if (has_enemy_lord(next)) return true return false } function goto_intercept() { if (may_be_intercepted()) { game.state = "intercept" set_active_enemy() game.intercept = [] game.who = NOBODY } else { end_intercept() } } function end_intercept() { delete game.intercept game.who = NOBODY goto_kings_parley() } states.intercept = { inactive: "Intercept", prompt() { view.prompt = `Choose lord to intercept moving lords?` if (game.active === YORK) gen_action_card_if_held(EVENT_YORK_FLANK_ATTACK) else gen_action_card_if_held(EVENT_LANCASTER_FLANK_ATTACK) if (game.who === NOBODY) { let to = get_lord_locale(game.command) for (let next of data.locales[to].not_paths) for_each_friendly_lord_in_locale(next, gen_action_lord) } else { gen_action_lord(game.who) if (is_marshal(game.who) || is_lieutenant(game.who)) { for_each_friendly_lord_in_locale(get_lord_locale(game.who), lord => { if (!is_marshal(lord)) gen_action_lord(lord) }) } view.actions.intercept = 1 } view.actions.pass = 1 view.group = game.intercept }, lord(lord) { if (game.who === NOBODY) { game.who = lord set_toggle(game.intercept, lord) } else if (lord === game.who) { game.who = NOBODY game.intercept = [] } else { set_toggle(game.intercept, lord) } }, card(c) { // Flank Attack push_undo() play_held_event(c) }, pass() { set_active_enemy() end_intercept() }, intercept() { let valour = data.lords[game.who].valour let success = false if (is_flank_attack_in_play()) { end_passive_held_event() success = true } else { let roll = roll_die() success = roll <= valour log(`Intercept ${success ? "Succeeded." : "Failed."} (${range(valour)}): ${success ? HIT[roll] : MISS[roll]}`) } if (success) { goto_intercept_march() } else { set_active_enemy() end_intercept() } }, } function goto_intercept_march() { if (count_group_carts(game.intercept, false) >= count_group_provender(game.intercept)) { do_intercept_march() } else { game.state = "intercept_haul" } } function do_intercept_march() { for (let lord of game.intercept) { set_lord_locale(lord, get_lord_locale(game.command)) set_lord_moved(lord, 1) levy_burgundians(lord) } end_intercept_march() } function end_intercept_march() { // back to originally marching lord set_active_enemy() end_intercept() } states.intercept_haul = { inactive: "Intercept", prompt() { let to = game.march.to let transport = count_group_carts(game.intercept, false) let prov = count_group_provender(game.intercept) view.group = game.intercept view.prompt = `Intercept: Haul.` if (prov > transport) { view.prompt = `Intercept: Hindered with ${prov} Provender, and ${transport} Transport.` for (let lord of game.intercept) { if (get_lord_assets(lord, PROV) > 0) { view.prompt += " Discard Provender." gen_action_prov(lord) } } } else { view.actions.intercept = 1 gen_action_locale(to) } }, prov: drop_prov, intercept: do_intercept_march, locale: do_intercept_march, } function for_each_friendly_lord_in_locale(loc: Locale, f) { for (let lord of all_friendly_lords()) if (get_lord_locale(lord) === loc) f(lord) } // === MARCH EVENT: FLANK ATTACK === function is_flank_attack_in_play() { return is_event_in_play(EVENT_LANCASTER_FLANK_ATTACK) || is_event_in_play(EVENT_YORK_FLANK_ATTACK) } // === MARCH EVENT: KING'S PARLEY === function goto_kings_parley() { // If Henry VI in space, with King's Parley capability if (game.active === YORK) { if (get_lord_locale(LORD_HENRY_VI) === game.march.to) { if (lord_has_capability(LORD_HENRY_VI, AOW_LANCASTER_KINGS_PARLEY)) { set_active_enemy() game.state = "kings_parley" return } } } end_kings_parley() } states.kings_parley = { inactive: "King's Parley?", prompt() { view.prompt = "You may discard King's Parley to cancel Yorkist approach." gen_action_card(AOW_LANCASTER_KINGS_PARLEY) view.actions.pass = 1 }, card(_) { push_undo() discard_lord_capability(LORD_HENRY_VI, AOW_LANCASTER_KINGS_PARLEY) // Cancel approach! for (let lord of game.group) set_lord_locale(lord, game.march.from) set_active_enemy() end_march() }, pass() { set_active_enemy() end_kings_parley() }, } function end_kings_parley() { goto_parliaments_truce() } // === MARCH EVENT: PARLIAMENT'S TRUCE === function is_truce_in_effect() { return ( is_event_in_play(EVENT_YORK_PARLIAMENTS_TRUCE) || is_event_in_play(EVENT_LANCASTER_PARLIAMENTS_TRUCE) ) } function goto_parliaments_truce() { // The non-active player can cancel approach with parliament's truce // We don't allow the active player to cancel an intercept -- if they want to cancel // an interception, they should have played the event before marching. let here = get_lord_locale(game.command) if ( has_enemy_lord(here) && ( (game.active === YORK && could_play_card(EVENT_LANCASTER_PARLIAMENTS_TRUCE)) || (game.active === LANCASTER && could_play_card(EVENT_YORK_PARLIAMENTS_TRUCE)) ) ) { set_active_enemy() game.state = "parliaments_truce" return } end_parliaments_truce() } states.parliaments_truce = { inactive: "Parliament's Truce?", prompt() { view.prompt = "You may play Parliament's Truce to cancel approach." if (game.active === YORK) gen_action_card_if_held(EVENT_YORK_PARLIAMENTS_TRUCE) else gen_action_card_if_held(EVENT_LANCASTER_PARLIAMENTS_TRUCE) view.actions.pass = 1 }, card(c) { play_held_event(c) end_passive_held_event() // Cancel approach! for (let lord of game.group) set_lord_locale(lord, game.march.from) set_active_enemy() end_march() }, pass() { set_active_enemy() end_parliaments_truce() }, } function end_parliaments_truce() { // Note: we flag the lords moved and levy burgundians after king's parley and parliament's truce have resolved for (let lord of game.group) { set_lord_moved(lord, 1) levy_burgundians(lord) } // And set marching flags here too. let here = get_lord_locale(game.command) if (is_seaport(here)) set_flag(FLAG_MARCH_TO_PORT) else clear_flag(FLAG_MARCH_TO_PORT) clear_flag(FLAG_SAIL_TO_PORT) goto_blocked_ford() } // === MARCH EVENT: BLOCKED FORD === function goto_blocked_ford() { let here = get_lord_locale(game.command) // The marching lord can now play blocked ford to prevent enemy going into exile. if ( has_enemy_lord(here) && ( (game.active === YORK && could_play_card(EVENT_YORK_BLOCKED_FORD)) || (game.active === LANCASTER && could_play_card(EVENT_LANCASTER_BLOCKED_FORD)) ) ) { game.state = "blocked_ford" return } goto_choose_exile() } states.blocked_ford = { inactive: "Blocked Ford?", prompt() { view.prompt = "You may play Blocked Ford." if (game.active === YORK) gen_action_card_if_held(EVENT_YORK_BLOCKED_FORD) else gen_action_card_if_held(EVENT_LANCASTER_BLOCKED_FORD) view.actions.pass = 1 }, card(c) { play_held_event(c) end_passive_held_event() goto_battle() }, pass() { goto_choose_exile() }, } // === 4.3.5 APPROACH - CHOOSE EXILE === function goto_choose_exile() { let here = get_lord_locale(game.command) if (has_enemy_lord(here)) { spend_all_actions() // end command upon any approach game.state = "choose_exile" set_active_enemy() } else { if (game.march) end_march() else end_sail() } } states.choose_exile = { inactive: "Exiles", prompt() { view.prompt = "Select Lords to go into Exile." for_each_friendly_lord_in_locale(get_lord_locale(game.command), lord => { gen_action_lord(lord) }) view.actions.done = 1 }, lord(lord) { push_undo() add_spoils(PROV, get_lord_assets(lord, PROV)) add_spoils(CART, get_lord_assets(lord, CART)) exile_lord(lord) }, done() { set_active_enemy() goto_exile_spoils() }, } // === 4.3.5 APPROACH - SPOILS AFTER CHOOSING EXILE === function log_spoils() { if (game.spoils[PROV] > 0) logi(game.spoils[PROV] + " Provender") if (game.spoils[CART] > 0) logi(game.spoils[CART] + " Cart") } function has_any_spoils() { return game.spoils && game.spoils[PROV] + game.spoils[COIN] + game.spoils[CART] + game.spoils[SHIP] > 0 } function get_spoils(type: Asset) { if (game.spoils) return game.spoils[type] return 0 } function add_spoils(type: Asset, n) { if (game.spoils === undefined) game.spoils = [ 0, 0, 0, 0, 0, 0, 0 ] game.spoils[type] += n } function list_spoils() { let list = [] for (let type of all_asset_types) { 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: Asset) { add_lord_assets(game.who, type, 1) add_spoils(type, -1) if (!has_any_spoils()) game.who = NOBODY } function goto_exile_spoils() { if (has_any_spoils()) { log_h4("Spoils") log_spoils() game.state = "exile_spoils" game.who = find_lone_friendly_lord_at(get_lord_locale(game.command)) } else { end_exile_spoils() } } function end_exile_spoils() { game.who = NOBODY delete game.spoils if (has_enemy_lord(get_lord_locale(game.command))) { // still some lords not exiled to fight. goto_battle() } else { // no one left, goto finish marching. if (game.march) end_march() else end_sail() } } states.exile_spoils = { inactive: "Spoils", prompt() { if (has_any_spoils()) { view.prompt = "Spoils: Divide " + list_spoils() + "." let here = get_lord_locale(game.command) for (let lord of all_friendly_lords()) if (get_lord_locale(lord) === here) prompt_select_lord(lord) if (game.who !== NOBODY) prompt_spoils() } else { view.prompt = "Spoils: All done." view.actions.end_spoils = 1 } }, lord: action_select_lord, take_prov() { push_undo_without_who() take_spoils(PROV) }, take_cart() { push_undo_without_who() take_spoils(CART) }, end_spoils() { end_exile_spoils() }, } // === 4.4 BATTLE === /* BATTLE SEQUENCE defender position lords attacker position lords play events (defender) play events (attacker) SUSPICION - end battle if necessary battle rounds award influence award spoils determine losses death check aftermath */ const battle_strike_positions = [ D1, D2, D3, A1, A2, A3 ] const battle_steps = [ { name: "Missiles", hits: count_archery_hits }, { name: "Melee", hits: count_melee_hits }, ] function remove_lord_from_battle(lord) { if (set_has(game.battle.reserves, lord)) { array_remove(game.battle.reserves, lord) } else { for (let x = 0; x < 6; x++) { if (game.battle.array[x] === lord) { game.battle.array[x] = NOBODY break } } } } function get_lord_array_position(lord: Lord) { for (let p of battle_strike_positions) if (game.battle.array[p] === lord) return p return -1 } function set_active_attacker() { set_active(game.battle.attacker) } function set_active_defender() { if (game.battle.attacker === P1) set_active(P2) else set_active(P1) } function filled(pos) { let lord = game.battle.array[pos] if (lord !== NOBODY && lord !== game.battle.ravine) return true return false } function count_archery_hits(lord: Lord) { let hits = 0 hits += get_lord_forces(lord, LONGBOWMEN) << 2 hits += get_lord_forces(lord, BURGUNDIANS) << 2 hits += get_lord_forces(lord, MILITIA) hits += get_lord_forces(lord, MERCENARIES) if (is_leeward_battle_line_in_play(lord)) { // half rounded up! return (hits + 1) >> 1 } return hits } function count_melee_hits(lord: Lord) { let hits = 3 << 1 // Retinue hits += count_unrouted_vassals_with_lord(lord) << 2 if (lord_has_capability(lord, AOW_LANCASTER_CHEVALIERS)) hits += get_lord_forces(lord, MEN_AT_ARMS) << 2 else hits += get_lord_forces(lord, MEN_AT_ARMS) << 1 hits += get_lord_forces(lord, MILITIA) hits += get_lord_forces(lord, MERCENARIES) hits += get_lord_forces(lord, BURGUNDIANS) << 1 if (lord === game.battle.caltrops) { logcap(EVENT_YORK_CALTROPS) hits += 2 << 1 } return hits } function count_lord_hits(lord: Lord) { return battle_steps[game.battle.step].hits(lord) } function format_strike_step() { return battle_steps[game.battle.step].name } function format_hits() { if (game.battle.ahits > 0) { return `${game.battle.ahits} Hit${game.battle.ahits > 1 ? "s" : ""}` } else if (game.battle.dhits > 0) { return `${game.battle.dhits} Hit${game.battle.dhits > 1 ? "s" : ""}` } return "" } function is_battle_over() { if (lancaster_has_no_unrouted_forces()) return true if (york_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 of battle_strike_positions) 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 york_has_no_unrouted_forces() { // All unrouted lords are either in battle array or in reserves for (let p of battle_strike_positions) if (is_york_lord(game.battle.array[p])) return false for (let lord of game.battle.reserves) if (is_york_lord(lord)) return false return true } function lancaster_has_no_unrouted_forces() { // All unrouted lords are either in battle array or in reserves for (let p of battle_strike_positions) if (is_lancaster_lord(game.battle.array[p])) return false for (let lord of game.battle.reserves) if (is_lancaster_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: number) { let lord = game.battle.array[pos] if (lord !== NOBODY) return count_lord_hits(lord) > 0 return false } // Capabilities adding troops at start of the battle function add_battle_capability_troops() { let here = game.battle.where for (let lord of all_lords) { if (get_lord_locale(lord) !== here) continue if (lord_has_capability(lord, AOW_YORK_MUSTERD_MY_SOLDIERS) && has_york_favour(here)) { logcap(AOW_YORK_MUSTERD_MY_SOLDIERS) add_lord_forces(lord, MEN_AT_ARMS, 2) add_lord_forces(lord, LONGBOWMEN, 1) } if (lord_has_capability(lord, AOW_LANCASTER_MUSTERD_MY_SOLDIERS) && has_lancaster_favour(here)) { logcap(AOW_LANCASTER_MUSTERD_MY_SOLDIERS) add_lord_forces(lord, MEN_AT_ARMS, 2) add_lord_forces(lord, LONGBOWMEN, 1) } if (lord_has_capability(lord, AOW_LANCASTER_WELSH_LORD) && is_wales(here)) { logcap(AOW_LANCASTER_WELSH_LORD) add_lord_forces(lord, LONGBOWMEN, 2) } if (lord_has_capability(lord, AOW_YORK_PEMBROKE) && is_wales(here)) { logcap(AOW_YORK_PEMBROKE) add_lord_forces(lord, LONGBOWMEN, 2) } if (lord_has_capability(lord, AOW_YORK_PERCYS_NORTH1) && is_north(here)) { logcap(AOW_YORK_PERCYS_NORTH1) add_lord_forces(lord, MILITIA, 4) } if (lord_has_capability(lord, AOW_YORK_PERCYS_NORTH2) && can_supply_at(LOC_CARLISLE, 0)) { logcap(AOW_YORK_PERCYS_NORTH2) add_lord_forces(lord, MILITIA, 4) } if (lord_has_capability(lord, AOW_YORK_KINGDOM_UNITED) && (is_north(here) || is_south(here) || is_wales(here))) { logcap(AOW_YORK_KINGDOM_UNITED) add_lord_forces(lord, MILITIA, 3) } if (lord_has_capability(lord, AOW_LANCASTER_PHILIBERT_DE_CHANDEE) && is_at_or_adjacent_to_friendly_english_channel_port(here)) { logcap(AOW_LANCASTER_PHILIBERT_DE_CHANDEE) add_lord_forces(lord, MEN_AT_ARMS, 2) } } } //... And removing them at the end of the battle function remove_battle_capability_troops() { let here = game.battle.where for (let lord of all_lords) { if (get_lord_locale(lord) !== here) continue if (lord_has_capability(lord, AOW_YORK_MUSTERD_MY_SOLDIERS) && has_york_favour(here)) { add_lord_forces(lord, MEN_AT_ARMS, -2) add_lord_forces(lord, LONGBOWMEN, -1) } if (lord_has_capability(lord, AOW_LANCASTER_MUSTERD_MY_SOLDIERS) && has_lancaster_favour(here)) { add_lord_forces(lord, MEN_AT_ARMS, -2) add_lord_forces(lord, LONGBOWMEN, -1) } if (lord_has_capability(lord, AOW_LANCASTER_WELSH_LORD) && is_wales(here)) { add_lord_forces(lord, LONGBOWMEN, -2) } if (lord_has_capability(lord, AOW_YORK_PEMBROKE) && is_wales(here)) { add_lord_forces(lord, LONGBOWMEN, -2) } if (lord_has_capability(lord, AOW_YORK_PERCYS_NORTH1) && is_north(here)) { add_lord_forces(lord, MILITIA, -4) } if (lord_has_capability(lord, AOW_YORK_PERCYS_NORTH2) && can_supply_at(LOC_CARLISLE, 0)) { add_lord_forces(lord, MILITIA, -4) } if (lord_has_capability(lord, AOW_YORK_KINGDOM_UNITED) && (is_north(here) || is_south(here) || is_wales(here))) { add_lord_forces(lord, MILITIA, -3) } if (lord_has_capability(lord, AOW_LANCASTER_PHILIBERT_DE_CHANDEE) && is_at_or_adjacent_to_friendly_english_channel_port(here)) { add_lord_forces(lord, MEN_AT_ARMS, -2) } } } function goto_battle() { let here = get_lord_locale(game.command) log_h3(`Battle at %${here}`) game.battle = { where: here, round: 1, step: 0, attacker: game.active, loser: "None", array: [ NOBODY, NOBODY, NOBODY, NOBODY, NOBODY, NOBODY ], valour: Array(lord_count).fill(0), routed_vassals: [], engagements: [], reserves: [], fled: [], routed: [], target: null, ahits: 0, dhits: 0, attacker_artillery: 0, defender_artillery: 0, final_charge: 0, } if (is_flank_attack_in_play()) { if (game.battle.attacker === YORK) game.battle.attacker = LANCASTER else game.battle.attacker = YORK } // Troops by capability add_battle_capability_troops() // All participating lords to reserve for (let lord of all_lords) { if (get_lord_locale(lord) === here) { set_lord_fought(lord) set_add(game.battle.reserves, lord) game.battle.valour[lord] = data.lords[lord].valour if ( lord_has_capability(lord, AOW_LANCASTER_EXPERT_COUNSELLORS) || lord_has_capability(lord, AOW_LANCASTER_VETERAN_OF_FRENCH_WARS) ) game.battle.valour[lord] += 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] += 1 } } goto_array_defender() } // === 4.4.1 BATTLE ARRAY === function has_friendly_reserves() { for (let lord of game.battle.reserves) if (is_friendly_lord(lord)) return true return false } function count_friendly_reserves() { let n = 0 for (let lord of game.battle.reserves) if (is_friendly_lord(lord)) ++n return n } function pop_first_reserve() { for (let lord of game.battle.reserves) { if (is_friendly_lord(lord)) { set_delete(game.battle.reserves, lord) return lord } } return NOBODY } function prompt_array_place_opposed(X1, X2, X3, Y1, Y3) { let array = game.battle.array if (array[X2] === NOBODY) { gen_action_array(X2) } else if (array[Y1] !== NOBODY && array[Y3] === NOBODY && array[X1] === NOBODY) { gen_action_array(X1) } else if (array[Y1] === NOBODY && array[Y3] !== NOBODY && array[X3] === NOBODY) { gen_action_array(X3) } else { if (array[X1] === NOBODY) gen_action_array(X1) if (array[X3] === NOBODY) gen_action_array(X3) } } function action_array_place(pos) { push_undo_without_who() game.battle.array[pos] = game.who set_delete(game.battle.reserves, game.who) game.who = NOBODY } function goto_array_attacker() { set_active_attacker() game.state = "array_attacker" game.who = NOBODY let n = count_friendly_reserves() if (n === 1) { game.battle.array[A2] = pop_first_reserve() end_array_attacker() } if (n === 0) end_array_attacker() } function goto_array_defender() { set_active_defender() game.state = "array_defender" game.who = NOBODY let n = count_friendly_reserves() if (n === 1) { game.battle.array[D2] = pop_first_reserve() end_array_defender() } if (n === 0) end_array_defender() } function end_array_attacker() { goto_defender_events() } function end_array_defender() { goto_array_attacker() } states.array_attacker = { inactive: "Array Attacking Lords", prompt() { view.prompt = "Battle Array: Position your Attacking Lords." let array = game.battle.array let done = true if (array[A1] === NOBODY || array[A2] === NOBODY || array[A3] === NOBODY) { for (let lord of game.battle.reserves) { if (lord !== game.who && is_friendly_lord(lord)) { gen_action_lord(lord) done = false } } } if (game.who === NOBODY && done) view.actions.end_array = 1 if (game.who !== NOBODY) { prompt_array_place_opposed(A1, A2, A3, D1, D3) } }, array: action_array_place, lord: action_select_lord, end_array: end_array_attacker, } states.array_defender = { inactive: "Array Defending Lords", prompt() { view.prompt = "Battle Array: Position your Defending Lords." let array = game.battle.array let done = true if (array[D1] === NOBODY || array[D2] === NOBODY || array[D3] === NOBODY) { for (let lord of game.battle.reserves) { if (lord !== game.who && is_friendly_lord(lord)) { gen_action_lord(lord) done = false } } } if (done && game.who === NOBODY) view.actions.end_array = 1 if (game.who !== NOBODY) { if (array[D2] === NOBODY) { gen_action_array(D2) } else { if (array[D1] === NOBODY) gen_action_array(D1) if (array[D3] === NOBODY) gen_action_array(D3) } } }, array: action_array_place, lord: action_select_lord, end_array: end_array_defender, } // === 4.4.1 BATTLE ARRAY: EVENTS === function goto_defender_events() { set_active_defender() log_br() if (can_play_battle_events()) game.state = "defender_events" else end_defender_events() } function end_defender_events() { goto_attacker_events() } function goto_attacker_events() { set_active_attacker() log_br() if (can_play_battle_events()) game.state = "attacker_events" else end_attacker_events() } function end_attacker_events() { goto_battle_rounds() } function resume_battle_events() { end_passive_held_event() if (is_attacker()) goto_attacker_events() else goto_defender_events() } states.defender_events = { inactive: "Defender Events", prompt() { view.prompt = "Defender may play Events." prompt_battle_events() }, card: action_battle_events, done() { end_defender_events() }, } states.attacker_events = { inactive: "Attacker Events", prompt() { view.prompt = "Attacker may play Events." prompt_battle_events() }, card: action_battle_events, done() { end_attacker_events() }, } function can_play_battle_events() { if (game.active === LANCASTER) { if (could_play_card(EVENT_LANCASTER_LEEWARD_BATTLE_LINE)) return true if (could_play_card(EVENT_LANCASTER_SUSPICION)) return true if (could_play_card(EVENT_LANCASTER_FOR_TRUST_NOT_HIM)) return true if (could_play_card(EVENT_LANCASTER_RAVINE)) return true } if (game.active === YORK) { if (could_play_card(EVENT_YORK_LEEWARD_BATTLE_LINE)) return true if (could_play_card(EVENT_YORK_SUSPICION)) return true if (could_play_card(EVENT_YORK_CALTROPS)) return true if (could_play_card(EVENT_YORK_REGROUP)) return true if (could_play_card(EVENT_YORK_SWIFT_MANEUVER)) return true if (could_play_card(EVENT_YORK_PATRICK_DE_LA_MOTE)) return true } return false } function prompt_battle_events() { // both attacker and defender events if (game.active === LANCASTER) { gen_action_card_if_held(EVENT_LANCASTER_LEEWARD_BATTLE_LINE) if (can_play_suspicion()) gen_action_card_if_held(EVENT_LANCASTER_SUSPICION) if (can_play_for_trust_not_him()) gen_action_card_if_held(EVENT_LANCASTER_FOR_TRUST_NOT_HIM) gen_action_card_if_held(EVENT_LANCASTER_RAVINE) } if (game.active === YORK) { gen_action_card_if_held(EVENT_YORK_LEEWARD_BATTLE_LINE) if (can_play_suspicion()) gen_action_card_if_held(EVENT_YORK_SUSPICION) gen_action_card_if_held(EVENT_YORK_CALTROPS) gen_action_card_if_held(EVENT_YORK_REGROUP) gen_action_card_if_held(EVENT_YORK_SWIFT_MANEUVER) gen_action_card_if_held(EVENT_YORK_PATRICK_DE_LA_MOTE) } view.actions.done = 1 } function action_battle_events(c: Card) { push_undo() play_held_event(c) switch (c) { case EVENT_LANCASTER_LEEWARD_BATTLE_LINE: resume_battle_events() break case EVENT_LANCASTER_SUSPICION: game.state = "suspicion_1" break case EVENT_LANCASTER_FOR_TRUST_NOT_HIM: game.state = "for_trust_not_him" break case EVENT_LANCASTER_RAVINE: game.state = "ravine" break case EVENT_YORK_LEEWARD_BATTLE_LINE: resume_battle_events() break case EVENT_YORK_SUSPICION: game.state = "suspicion_1" break case EVENT_YORK_CALTROPS: game.state = "caltrops" break case EVENT_YORK_REGROUP: resume_battle_events() break case EVENT_YORK_SWIFT_MANEUVER: resume_battle_events() break } } // === BATTLE EVENT: RAVINE === states.ravine = { inactive: "Ravine", prompt() { view.prompt = "Ravine: Select an enemy lord to ignore that Lord round 1" for (let lord of game.battle.array) { if (is_enemy_lord(lord)) { gen_action_lord(lord) } } for (let lord of game.battle.reserves) { if (is_enemy_lord(lord)) { gen_action_lord(lord) } } }, lord(lord) { game.battle.ravine = lord logi(`${lord_name[lord]} ignored for Engage and Strike Round 1`) logevent(EVENT_LANCASTER_RAVINE) resume_battle_events() }, } // === BATTLE EVENT: REGROUP === function is_regroup_in_play() { if (is_event_in_play(EVENT_YORK_REGROUP)) { for (let p of battle_strike_positions) { let lord = game.battle.array[p] if (is_york_lord(lord) && lord_has_routed_troops(lord) && get_lord_forces(lord, RETINUE)) return true } } return false } function goto_regroup() { set_active(YORK) game.state = "regroup" } states.regroup = { prompt() { view.prompt = "Regroup: Use Regroup event?" for (let p of battle_strike_positions) { let lord = game.battle.array[p] if (is_york_lord(lord) && lord_has_routed_troops(lord) && get_lord_forces(lord, RETINUE)) gen_action_lord(lord) } }, lord(lord) { push_undo() logevent(EVENT_YORK_REGROUP) logi("L" + lord) game.who = lord game.state = "regroup_roll_protection" game.event_regroup = [ 0, 0, get_lord_routed_forces(lord, MEN_AT_ARMS), get_lord_routed_forces(lord, LONGBOWMEN), get_lord_routed_forces(lord, MILITIA), get_lord_routed_forces(lord, BURGUNDIANS), get_lord_routed_forces(lord, MERCENARIES), ] }, } states.regroup_roll_protection = { prompt() { view.prompt = "Regroup: Roll for each routed troop." if (game.event_regroup[MEN_AT_ARMS] > 0) gen_action_routed_men_at_arms(game.who) if (game.event_regroup[LONGBOWMEN] > 0) gen_action_routed_longbowmen(game.who) if (game.event_regroup[MILITIA] > 0) gen_action_routed_militia(game.who) if (game.event_regroup[BURGUNDIANS] > 0) gen_action_routed_burgundians(game.who) if (game.event_regroup[MERCENARIES] > 0) gen_action_routed_mercenaries(game.who) }, routed_burgundians(lord) { action_regroup_roll(lord, BURGUNDIANS) }, routed_mercenaries(lord) { action_regroup_roll(lord, MERCENARIES) }, routed_longbowmen(lord) { action_regroup_roll(lord, LONGBOWMEN) }, routed_men_at_arms(lord) { action_regroup_roll(lord, MEN_AT_ARMS) }, routed_militia(lord) { action_regroup_roll(lord, MILITIA) }, } function action_regroup_roll(lord: Lord, type: Force) { let protection = FORCE_PROTECTION[type] 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]}`) } game.event_regroup[type]-- for (let i = 2; i < 7; ++i) if (game.event_regroup[i] > 0) return end_regroup() } function end_regroup() { // remove event from play once used set_delete(game.events, EVENT_YORK_REGROUP) game.who = NOBODY delete game.event_regroup goto_battle_lord_rout() } // === BATTLE EVENT: CALTROPS === function is_caltrops_in_play() { if (game.active === YORK) return is_event_in_play(EVENT_YORK_CALTROPS) return false } states.caltrops = { inactive: "Caltrops", prompt() { view.prompt = "Caltrops: Select a friendly lord to Add +2 Hits each Melee phase to his engagement" for (let lord of game.battle.array) { if (is_friendly_lord(lord)) { gen_action_lord(lord) } } }, lord(lord) { push_undo() game.battle.caltrops = lord logi(`2 Hits added to ${lord_name[lord]} each Melee round`) logevent(EVENT_YORK_CALTROPS) resume_battle_events() }, } // === BATTLE EVENT: SUSPICION === function can_play_suspicion() { // NOTE: printed influence only! return highest_friendly_influence() > lowest_enemy_influence() } function get_printed_lord_influence(lord) { return data.lords[lord].influence } function lowest_enemy_influence() { let score = 10 for (let lord of all_enemy_lords()) { if (get_lord_locale(lord) === game.battle.where) { if (get_printed_lord_influence(lord) < score) { score = get_printed_lord_influence(lord) } } } return score } function highest_friendly_influence() { let score = 0 for (let lord of all_friendly_lords()) { if (get_lord_locale(lord) === game.battle.where) { if (get_printed_lord_influence(lord) > score) { score = get_printed_lord_influence(lord) } } } return score } states.suspicion_1 = { inactive: "Suspicion", prompt() { view.prompt = "Suspicion: Check Influence with one participating Lord." let lowest = lowest_enemy_influence() for (let lord of game.battle.array) if (is_friendly_lord(lord) && get_printed_lord_influence(lord) > lowest) gen_action_lord(lord) for (let lord of game.battle.reserves) if (is_friendly_lord(lord) && get_printed_lord_influence(lord) > lowest) gen_action_lord(lord) }, lord(lord) { push_undo() logevent(game.this_event) logi("L" + lord) game.who = lord game.state = "suspicion_2" }, } states.suspicion_2 = { inactive: "Suspicion", prompt() { view.prompt = `Suspicion: ` prompt_influence_check(game.who) }, check(bonus) { if (roll_influence_check(game.who, bonus)) { game.state = "suspicion_3" } else { game.who = NOBODY resume_battle_events() } }, } states.suspicion_3 = { inactive: "Suspicion", prompt() { view.prompt = "Suspicion: Disband one enemy Lord with lower Influence rating." let highest = get_printed_lord_influence(game.who) for (let lord of game.battle.array) if (is_enemy_lord(lord) && get_printed_lord_influence(lord) < highest) gen_action_lord(lord) }, lord(lord) { push_undo() remove_lord_from_battle(lord) disband_lord(lord) game.who = NOBODY // Skip to end battle if no enemy remains! if (is_battle_over()) { end_battle_round() return } resume_battle_events() }, } // === BATTLE EVENT: FOR TRUST NOT HIM === function can_play_for_trust_not_him() { for (let vassal of all_vassals) { if (is_vassal_mustered_with_york_lord(vassal) && get_lord_locale(get_vassal_lord(vassal)) === get_lord_locale(game.command)) { // Hastings & Salisbury with Alice Montagu capability are immune. if ((get_vassal_lord(vassal) !== LORD_SALISBURY || !lord_has_capability(LORD_SALISBURY, AOW_YORK_ALICE_MONTAGU)) && vassal !== VASSAL_HASTINGS) { return true } } } return false } states.for_trust_not_him = { inactive: "For trust not him", prompt() { let done = true view.prompt = "For trust not him: Select a friendly Lord." for (let lord of all_lancaster_lords) { if (is_lancaster_lord(lord) && get_lord_locale(lord) === game.battle.where) { done = false gen_action_lord(lord) } } if (done) { view.actions.done = 1 } }, lord(lord) { push_undo() game.who = lord game.state = "for_trust_not_him_vassal" }, } states.for_trust_not_him_vassal = { inactive: "For trust not him", prompt() { view.prompt = "For trust not him: Select an enemy Vassal." for (let vassal of all_vassals) { if (is_vassal_mustered_with_york_lord(vassal) && get_lord_locale(get_vassal_lord(vassal)) === get_lord_locale(game.command)) { // Hastings & Salisbury with Alice Montagu capability are immune. if ((get_vassal_lord(vassal) !== LORD_SALISBURY || !lord_has_capability(LORD_SALISBURY, AOW_YORK_ALICE_MONTAGU)) && vassal !== VASSAL_HASTINGS) { gen_action_vassal(vassal) } } } }, vassal(v) { push_undo() game.vassal = v goto_influence_check_for_trust_not_him() }, } function goto_influence_check_for_trust_not_him() { game.state = "for_trust_not_him_bribe" } states.for_trust_not_him_bribe = { inactive: "For trust not him", prompt() { view.prompt = "For trust not him: Bribe." view.vassal = game.vassal if (is_automatic_levy_vassal_success(game.who)) prompt_influence_check_success() else prompt_influence_check(game.who, 0, vassal_influence(game.vassal)) }, check(bonus) { if (roll_influence_check(game.who, bonus)) { muster_vassal(game.vassal, game.who) } end_for_trust_not_him() }, check_success() { roll_influence_check_success() muster_vassal(game.vassal, game.who) end_for_trust_not_him() }, } function end_for_trust_not_him() { game.who = NOBODY game.vassal = NOVASSAL resume_battle_events() } // === BATTLE EVENT: LEEWARD BATTLE LINE === function is_leeward_battle_line_in_play(lord: Lord) { if (is_archery_step()) { if (is_event_in_play(EVENT_LANCASTER_LEEWARD_BATTLE_LINE) && !is_event_in_play(EVENT_YORK_LEEWARD_BATTLE_LINE) && is_york_lord(lord)) { logevent(EVENT_LANCASTER_LEEWARD_BATTLE_LINE) return true } if (is_event_in_play(EVENT_YORK_LEEWARD_BATTLE_LINE) && !is_event_in_play(EVENT_LANCASTER_LEEWARD_BATTLE_LINE) && is_lancaster_lord(lord)) { logevent(EVENT_YORK_LEEWARD_BATTLE_LINE) return true } } return false } // === BATTLE EVENT: SWIFT MANEUVER === function is_swift_maneuver_in_play() { return is_event_in_play(EVENT_YORK_SWIFT_MANEUVER) } states.swift_maneuver = { inactive: "Swift Maneuver", prompt() { view.prompt = "Swift Maneuver: You may end the round now" view.actions.end_battle_round = 1 view.actions.pass = 1 }, end_battle_round() { logevent(EVENT_YORK_SWIFT_MANEUVER) log("Ended Action Round.") set_active_enemy() goto_battle_lord_rout() }, pass() { logevent(EVENT_YORK_SWIFT_MANEUVER) log("Passed.") set_active_enemy() finish_action_assign_hits(game.who) }, } // === BATTLE CAPABILITY: CULVERINS AND FALCONETS === function is_culverins_and_falconets_in_battle() { for (let p of battle_strike_positions) { let lord = game.battle.array[p] if (lord !== NOBODY) { if (game.active === LANCASTER && lord_has_capability(lord, AOW_LANCASTER_CULVERINS_AND_FALCONETS)) return true if (game.active === YORK && lord_has_capability(lord, AOW_YORK_CULVERINS_AND_FALCONETS)) return true } } return false } function goto_culverins_and_falconets() { if (is_culverins_and_falconets_in_battle()) game.state = "culverins_and_falconets" else end_culverins_and_falconets() } function end_culverins_and_falconets() { if (game.active === game.battle.attacker) { goto_flee() } else { set_active_enemy() goto_culverins_and_falconets() } } states.culverins_and_falconets = { inactive: "Culverins and Falconets", prompt() { view.prompt = `Use Culverins and Falconets?` for (let p of battle_strike_positions) { let lord = game.battle.array[p] if (lord !== NOBODY) { if (game.active === LANCASTER) { if (lord_has_capability(lord, AOW_LANCASTER_CULVERINS_AND_FALCONETS[0])) gen_action_card(AOW_LANCASTER_CULVERINS_AND_FALCONETS[0]) if (lord_has_capability(lord, AOW_LANCASTER_CULVERINS_AND_FALCONETS[1])) gen_action_card(AOW_LANCASTER_CULVERINS_AND_FALCONETS[1]) } if (game.active === YORK) { if (lord_has_capability(lord, AOW_YORK_CULVERINS_AND_FALCONETS[0])) gen_action_card(AOW_YORK_CULVERINS_AND_FALCONETS[0]) if (lord_has_capability(lord, AOW_YORK_CULVERINS_AND_FALCONETS[1])) gen_action_card(AOW_YORK_CULVERINS_AND_FALCONETS[1]) } } } view.actions.pass = 1 }, card(c) { let lord = find_lord_with_capability_card(c) let die1 = roll_die() let die2 = 0 logcap(c) if (is_event_in_play(EVENT_YORK_PATRICK_DE_LA_MOTE) && game.active === YORK) { logcap(EVENT_YORK_PATRICK_DE_LA_MOTE) die2 = roll_die() logi(`${lord_name[lord]} Artillery does ${die1} + ${die2} hits`) } else { logi(`${lord_name[lord]} Artillery does ${die1} hits`) } if (is_attacker()) game.battle.attacker_artillery = (die1 + die2) else game.battle.defender_artillery = (die1 + die2) discard_lord_capability(lord, c) end_culverins_and_falconets() }, pass() { end_culverins_and_falconets() }, } // === BATTLE CAPABILITY: FINAL CHARGE === function can_final_charge() { // If LORD_RICHARD_III with RETINUE in engagement before melee strike. if (is_melee_step()) { for (let pos of game.battle.engagements[0]) { let lord = game.battle.array[pos] if (lord === LORD_RICHARD_III && get_lord_forces(lord, RETINUE) > 0) return true } } return false } states.final_charge = { prompt() { view.prompt = "Final Charge: Retinue may suffer +1 Hit to add +3 extra Hits against Enemy." view.actions.final_charge = 1 view.actions.done = 1 }, final_charge() { logcap(AOW_YORK_FINAL_CHARGE) log_hits("+3", lord_name[find_lord_with_capability_card(AOW_YORK_FINAL_CHARGE)]) log_hits("+1", "Final Charge") game.battle.final_charge = 1 if (game.battle.attacker === YORK) { game.battle.ahits += 1 game.battle.dhits += 3 } else { game.battle.ahits += 3 game.battle.dhits += 1 } goto_defender_assign_hits() }, done() { goto_defender_assign_hits() }, } // === BATTLE CAPABILITY: VANGUARD === function is_vanguard_in_battle() { for (let p of battle_strike_positions) { let lord = game.battle.array[p] if (lord !== NOBODY) { if (lord_has_capability(lord, AOW_YORK_VANGUARD)) return true } } return false } states.vanguard = { prompt() { view.prompt = "Vanguard: Norfolk may choose his Engagement to be the only one." view.actions.vanguard = 1 view.actions.done = 1 }, vanguard() { let lord = find_lord_with_capability_card(AOW_YORK_VANGUARD) // Filter out engagements that don't contain Vanguard lord game.battle.engagements = game.battle.engagements.filter(engagement => { for (let p of engagement) if (game.battle.array[p] === lord) return true return false }) goto_determine_engagements() }, done() { goto_determine_engagements() }, } // === 4.4.2 BATTLE ROUNDS === /* for each round (until one side is fully routed) flee (defender) flee (attacker) reposition (defender) reposition (attacker) determine engagements VANGUARD (round 1 only) for each engagement archery strike total hits assign hits (defender then attacker) SWIFT MANEUVER - skip to check lord rout melee strike total hits FINAL CHARGE assign hits (defender then attacker) SWIFT MANEUVER - skip to check lord rout check lord rout (defender then attacker) REGROUP */ function goto_battle_rounds() { log_h4(`Battle Round ${game.battle.round}`) if (game.battle.round === 1) { set_active_defender() goto_culverins_and_falconets() } else { goto_flee() } } // === 4.4.2 BATTLE ROUNDS: FLEE === function goto_flee() { set_active_defender() game.state = "flee_battle" } function end_flee() { if (has_no_unrouted_forces()) { end_battle_round() return } set_active_enemy() if (game.active !== game.battle.attacker) goto_reposition_battle() } states.flee_battle = { inactive: "Flee", prompt() { view.prompt = "Battle: Select Lords to Flee from the Field?" for (let lord of game.battle.reserves) if (is_friendly_lord(lord)) gen_action_lord(lord) for (let p of battle_strike_positions) if (is_friendly_lord(game.battle.array[p])) gen_action_lord(game.battle.array[p]) view.actions.done = 1 }, done() { end_flee() }, lord(lord) { push_undo() log(`${lord_name[lord]} Fled the battle of %${game.battle.where}.`) set_add(game.battle.routed, lord) set_add(game.battle.fled, lord) remove_lord_from_battle(lord) }, } // === 4.4.2 BATTLE ROUNDS: REPOSITION === function slide_array(from, to) { game.battle.array[to] = game.battle.array[from] game.battle.array[from] = NOBODY } function goto_reposition_battle() { let array = game.battle.array // If all D routed. if (array[D1] === NOBODY && array[D2] === NOBODY && array[D3] === NOBODY) { log("No Defenders Remain.") } // If all A routed. if (array[A1] === NOBODY && array[A2] === NOBODY && array[A3] === NOBODY) { log("No Attackers Remain.") } set_active_defender() goto_reposition_advance() } function goto_reposition_advance() { if (can_reposition_advance()) game.state = "reposition_advance" else end_reposition_advance() } function end_reposition_advance() { game.who = NOBODY set_active_enemy() if (is_attacker()) goto_reposition_advance() else goto_reposition_center() } function goto_reposition_center() { if (can_reposition_center()) game.state = "reposition_center" else end_reposition_center() } function end_reposition_center() { game.who = NOBODY set_active_enemy() if (is_attacker()) goto_reposition_center() else goto_determine_engagements() } function can_reposition_advance() { if (has_friendly_reserves()) { let array = game.battle.array if (is_attacker()) { if (array[A1] === NOBODY || array[A2] === NOBODY || array[A3] === NOBODY) return true } else { if (array[D1] === NOBODY || array[D2] === NOBODY || array[D3] === NOBODY) return true } } return false } states.reposition_advance = { inactive: "Reposition", prompt() { view.prompt = "Reposition: Advance from Reserve." let array = game.battle.array for (let lord of game.battle.reserves) if (is_friendly_lord(lord) && lord !== game.who) gen_action_lord(lord) if (game.who !== NOBODY) { if (is_attacker()) { if (array[A1] === NOBODY) gen_action_array(A1) if (array[A2] === NOBODY) gen_action_array(A2) if (array[A3] === NOBODY) gen_action_array(A3) } else { if (array[D1] === NOBODY) gen_action_array(D1) if (array[D2] === NOBODY) gen_action_array(D2) if (array[D3] === NOBODY) gen_action_array(D3) } } }, lord(lord) { game.who = lord }, array(pos) { set_delete(game.battle.reserves, game.who) game.battle.array[pos] = game.who game.who = NOBODY goto_reposition_advance() }, } function can_reposition_center() { let array = game.battle.array if (is_attacker()) { if (array[A2] === NOBODY && (array[A1] !== NOBODY || array[A3] !== NOBODY)) return true } else { if (array[D2] === NOBODY && (array[D1] !== NOBODY || array[D3] !== NOBODY)) return true } return false } states.reposition_center = { inactive: "Reposition", prompt() { view.prompt = "Reposition: Slide to Center." let array = game.battle.array if (is_attacker()) { if (array[A2] === NOBODY) { if (array[A1] !== NOBODY) gen_action_lord(game.battle.array[A1]) if (array[A3] !== NOBODY) gen_action_lord(game.battle.array[A3]) } } else { if (array[D2] === NOBODY) { if (array[D1] !== NOBODY) gen_action_lord(game.battle.array[D1]) if (array[D3] !== NOBODY) gen_action_lord(game.battle.array[D3]) } } if (game.who !== NOBODY) { let from = get_lord_array_position(game.who) if (from === A1 || from === A3) gen_action_array(A2) if (from === D1 || from === D3) gen_action_array(D2) } }, lord(lord) { game.who = lord }, array(pos) { let from = get_lord_array_position(game.who) slide_array(from, pos) game.who = NOBODY goto_reposition_center() }, } // === 4.4.2 BATTLE ROUNDS: ENGAGE / STRIKE === function determine_engagements() { let center = [ A2, D2 ] let engagements = [ [ A1, D1 ], [ A3, D3 ], ] let results = [] for (let x = 0; x < engagements.length; x++) { let e = engagements[x] if (filled(e[0]) && filled(e[1])) { results.push(e) } else if (filled(e[0])) { set_add(center, e[0]) } else if (filled(e[1])) { set_add(center, e[1]) } } results.unshift(center) return results } function goto_determine_engagements() { game.battle.engagements = determine_engagements() if (game.battle.round === 1 && is_vanguard_in_battle()) { set_active(YORK) game.state = "vanguard" } else { goto_select_engagement() } } function goto_select_engagement() { set_active_attacker() if (game.battle.engagements.length === 0) // if round is over goto_battle_lord_rout() else if (game.battle.engagements.length === 1) // if no choice, just select the one engagement goto_missile_strike_step() else game.state = "select_engagement" } states.select_engagement = { inactive: "Select Engagment", prompt() { view.prompt = `Select the next engagement to resolve.` for (let pos of battle_strike_positions) { if (has_strike(pos)) { let lord = game.battle.array[pos] if (is_friendly_lord(lord)) gen_action_lord(lord) } } }, lord(lord) { // move selected engagement to head of list let pos = get_lord_array_position(lord) let idx = game.battle.engagements.findIndex(e => e.includes(pos)) let swap = game.battle.engagements[0] game.battle.engagements[0] = game.battle.engagements[idx] game.battle.engagements[idx] = swap goto_missile_strike_step() }, } function goto_missile_strike_step() { game.battle.step = 0 goto_total_hits() } function goto_melee_strike_step() { game.battle.step = 1 goto_total_hits() } function end_battle_strike_step() { if (game.battle.step === 0) goto_melee_strike_step() else end_engagement() } function end_engagement() { game.battle.engagements.shift() goto_select_engagement() } // === 4.4.2 BATTLE ROUNDS: TOTAL HITS (ROUND UP) === function goto_total_hits() { set_active_defender() if (is_battle_over()) { end_battle_round() return } let ahits = 0 let dhits = 0 log_h5(battle_steps[game.battle.step].name) for (let pos of game.battle.engagements[0]) { let lord = game.battle.array[pos] if (lord !== NOBODY) { let hits = count_lord_hits(lord) log_hits(hits / 2, lord_name[lord]) if (pos === A1 || pos === A2 || pos === A3) ahits += hits else dhits += hits } } if (game.battle.attacker_artillery > 0) { log_hits(game.battle.attacker_artillery, "attacker artillery") ahits += game.battle.attacker_artillery << 1 } if (game.battle.defender_artillery > 0) { log_hits(game.battle.dhits, "defender artillery") dhits += game.battle.defender_artillery << 1 } // use artillery only once game.battle.attacker_artillery = 0 game.battle.defender_artillery = 0 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_hits(ahits, "ATK TOTAL") log_hits(dhits, "DEF TOTAL") game.battle.target = null game.battle.final_charge = 0 if (can_final_charge()) { set_active(YORK) game.state = "final_charge" return } goto_defender_assign_hits() } function log_hits(total, name) { logi(`${total} ${name}`) } // === 4.4.2 BATTLE ROUNDS: ROLL BY HIT (PROTECTION ROLL, VALOUR RE-ROLL, FORCES ROUT) === function no_remaining_targets() { for (let pos of game.battle.engagements[0]) { let lord = game.battle.array[pos] if (is_friendly_lord(lord)) if (lord_has_unrouted_units(lord)) return false } return true } function goto_defender_assign_hits() { set_active_defender() if (game.battle.ahits === 0 || no_remaining_targets()) end_defender_assign_hits() else goto_assign_hits() } function end_defender_assign_hits() { game.battle.target = null game.battle.ahits = 0 goto_attacker_assign_hits() } function goto_attacker_assign_hits() { set_active_attacker() if (game.battle.dhits === 0 || no_remaining_targets()) end_attacker_assign_hits() else goto_assign_hits() } function end_attacker_assign_hits() { game.battle.target = null game.battle.dhits = 0 end_battle_strike_step() } function goto_assign_hits() { game.state = "assign_hits" if (game.battle.target === null) { let targets: Lord[] = [] for (let pos of game.battle.engagements[0]) { let lord = game.battle.array[pos] if (is_friendly_lord(lord)) { targets.push(pos) } } game.battle.target = targets } } function prompt_hit_forces() { for (let target of game.battle.target) { let lord = game.battle.array[target] // Note: Must take hit from Final Charge on Retinue. if (lord === LORD_RICHARD_III && game.battle.final_charge) { gen_action_retinue(lord) return } if (get_lord_forces(lord, RETINUE) > 0) gen_action_retinue(lord) if (get_lord_forces(lord, BURGUNDIANS) > 0) gen_action_burgundians(lord) if (get_lord_forces(lord, MERCENARIES) > 0) gen_action_mercenaries(lord) if (get_lord_forces(lord, LONGBOWMEN) > 0) gen_action_longbowmen(lord) if (get_lord_forces(lord, MEN_AT_ARMS) > 0) gen_action_men_at_arms(lord) if (get_lord_forces(lord, MILITIA) > 0) gen_action_militia(lord) for_each_vassal_with_lord(lord, v => { if (!set_has(game.battle.routed_vassals, v)) gen_action_vassal(v) }) } } states.assign_hits = { get inactive() { return format_strike_step() + " \u2014 Assign " + format_hits() }, prompt() { view.prompt = `${format_strike_step()}: Assign ${format_hits()} to units.` prompt_hit_forces() }, retinue(lord) { if ((lord === LORD_MARGARET) && (lord_has_capability(lord, AOW_LANCASTER_YEOMEN_OF_THE_CROWN)) && get_lord_forces(lord, MEN_AT_ARMS) > 0) action_assign_hits(lord, MEN_AT_ARMS) else action_assign_hits(lord, RETINUE) game.battle.final_charge = 0 }, burgundians(lord) { action_assign_hits(lord, BURGUNDIANS) }, mercenaries(lord) { action_assign_hits(lord, MERCENARIES) }, longbowmen(lord) { action_assign_hits(lord, LONGBOWMEN) }, men_at_arms(lord) { action_assign_hits(lord, MEN_AT_ARMS) }, militia(lord) { action_assign_hits(lord, MILITIA) }, vassal(vassal) { let lord = get_vassal_lord(vassal) action_assign_hits(lord, VASSAL, vassal) }, } function rout_unit(lord: Lord, type: Force, v: Vassal = NOVASSAL) { if (type === VASSAL) { rout_vassal(lord, v) } else { add_lord_forces(lord, type, -1) add_lord_routed_forces(lord, type, 1) } } function assign_hit_roll(what, prot, extra) { let die = roll_die() if (die <= prot) { logi(`${what} ${range(prot)}: ${MISS[die]}${extra}`) return false } else { logi(`${what} ${range(prot)}: ${HIT[die]}${extra}`) return true } } function get_lord_remaining_valour(lord: Lord): number { return game.battle.valour[lord] } function spend_valour(lord: Lord) { game.battle.valour[lord] = game.battle.valour[lord] - 1 } function check_protection_capabilities(protection) { if (game.battle.force === MEN_AT_ARMS || game.battle.force === MILITIA) { if (lord_has_capability(game.who, AOW_LANCASTER_PIQUIERS) && (get_lord_routed_forces(game.who, MILITIA) + get_lord_routed_forces(game.who, MEN_AT_ARMS) < 3)) { protection = 4 } } if (game.battle.force === MEN_AT_ARMS) { if (lord_has_capability(game.who, AOW_LANCASTER_CHURCH_BLESSINGS)) { protection += 1 } } if (game.battle.force === RETINUE) { if (lord_has_capability(game.who, AOW_LANCASTER_MONTAGU)) protection += 1 } if ((game.battle.force === RETINUE || game.battle.force === VASSAL) && is_archery_step()) { if (lord_has_capability(game.who, AOW_LANCASTER_BARDED_HORSE)) protection -= 1 } if ((game.battle.force === RETINUE || game.battle.force === VASSAL) && is_melee_step()) { if (lord_has_capability(game.who, AOW_LANCASTER_BARDED_HORSE)) protection += 1 } if (game.battle.force === MEN_AT_ARMS) { if (lord_has_capability(game.who, AOW_YORK_BARRICADES) && has_york_favour(game.battle.where)) protection += 1 } if (game.battle.force === MEN_AT_ARMS) { if (lord_has_capability(game.who, AOW_LANCASTER_CHEVALIERS) && is_archery_step()) { protection -= 1 } } if (game.battle.force === MILITIA || game.battle.force === LONGBOWMEN) { if (lord_has_capability(game.who, AOW_YORK_BARRICADES) && has_york_favour(game.battle.where)) protection += 1 } return protection } function action_assign_hits(lord: Lord, type: Force, v=NOVASSAL) { 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, v), protection, extra)) { if (get_lord_remaining_valour(lord) > 0) { game.state = "spend_valour" game.battle.force = type if (type === VASSAL) game.vassal = v } else { rout_unit(lord, type, v) // Swift Maneuver event if (is_swift_maneuver_in_play() && type === RETINUE) { set_active_enemy() game.state = "swift_maneuver" return } finish_action_assign_hits(lord) } } else { finish_action_assign_hits(lord) } } function finish_action_assign_hits(lord: Lord) { if (game.battle.ahits) game.battle.ahits-- else game.battle.dhits-- if (!lord_has_unrouted_units(lord)) { game.battle.target = null } 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 ${get_force_name(game.who, game.battle.force, game.vassal)}?` gen_action_valour(game.who) view.actions.pass = 1 }, pass() { rout_unit(game.who, game.battle.force, game.vassal) finish_action_assign_hits(game.who) }, valour(_) { let protection = check_protection_capabilities(FORCE_PROTECTION[game.battle.force]) spend_valour(game.who) log(`Reroll:`) if (assign_hit_roll(get_force_name(game.who, game.battle.force, game.vassal), protection, "")) { rout_unit(game.who, game.battle.force, game.vassal) finish_action_assign_hits(game.who) } else { finish_action_assign_hits(game.who) } }, } // === 4.4.2 BATTLE ROUNDS: LORD ROUT === function rout_lord(lord: Lord) { log(`L${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 will_lord_rout(lord: Lord) { if (get_lord_routed_forces(lord, RETINUE) > 0) return true if (!lord_has_unrouted_troops(lord)) return true return false } function goto_battle_lord_rout() { if (is_regroup_in_play()) { goto_regroup() return } log_h5("Lord Rout") // TODO: manually rout lords for clarity? for (let pos of battle_strike_positions) { let lord = game.battle.array[pos] if (lord !== NOBODY) if (will_lord_rout(lord)) rout_lord(lord) } end_battle_round() } // === 4.4.2 BATTLE ROUNDS: NEW ROUND === function end_battle_round() { game.battle.engagements = null game.battle.ravine = NOBODY let attacker_loser = null set_active_attacker() if (has_no_unrouted_forces()) { attacker_loser = game.active } let defender_loser = null set_active_defender() if (has_no_unrouted_forces()) { defender_loser = game.active } if (attacker_loser !== null || defender_loser !== null) { if (attacker_loser === null) game.battle.loser = defender_loser else if (defender_loser === null) game.battle.loser = attacker_loser else game.battle.loser = BOTH end_battle() return } game.battle.round++ goto_battle_rounds() } // === 4.4.3 ENDING THE BATTLE === // Ending the Battle - optimized from rules as written // Loser retreat / withdraw / remove // Loser losses // Loser service // Victor losses // Victor spoils function set_active_loser() { set_active(game.battle.loser) } function set_active_victor() { if (game.battle.loser === YORK) set_active(LANCASTER) else set_active(YORK) } function end_battle() { if (game.battle.loser === BOTH) log_h4(`Both Sides Lost`) else log_h4(`${game.battle.loser} Lost`) game.battle.array = null game.battle.caltrops = NOBODY goto_battle_influence() } function has_defeated_lords() { for (let lord of game.battle.routed) if (is_friendly_lord(lord)) return true return false } // === 4.4.3 ENDING THE BATTLE: INFLUENCE === function goto_battle_influence() { if (game.battle.loser !== BOTH) { set_active_loser() let influence = 0 for (let lord of game.battle.routed) if (is_friendly_lord(lord)) influence += data.lords[lord].influence + count_vassals_with_lord(lord) reduce_influence(influence) goto_battle_spoils() } else { goto_death_or_disband() } } // === 4.4.3 ENDING THE BATTLE: LOSSES === function has_battle_losses() { for (let lord of all_friendly_lords()) if (lord_has_routed_troops(lord)) return true return false } function goto_battle_losses_victor() { set_active_victor() game.who = NOBODY if (has_battle_losses()) log_h4(`${game.active} Losses`) resume_battle_losses() } function resume_battle_losses() { game.state = "battle_losses" if (!has_battle_losses()) goto_death_or_disband() } function roll_protection(lord: Lord, type: Force) { let protection = FORCE_PROTECTION[type] let die = roll_die() if (die <= protection) { logi(`${get_force_name(lord, type)} ${range(protection)}: ${MISS[die]}`) add_lord_routed_forces(lord, type, -1) add_lord_forces(lord, type, 1) } else { logi(`${get_force_name(lord, type)} ${range(protection)}: ${HIT[die]}`) add_lord_routed_forces(lord, type, -1) } } function action_losses(lord: Lord, type: Force) { if (game.who !== lord) { log(`L${lord}`) game.who = lord } roll_protection(lord, type) resume_battle_losses() } states.battle_losses = { inactive: "Losses", prompt() { let done = true view.prompt = "Losses: Determine the fate of your Routed units." for (let lord of all_friendly_lords()) { if (is_lord_on_map(lord) && lord_has_routed_troops(lord)) { if (get_lord_routed_forces(lord, MERCENARIES) > 0) gen_action_routed_mercenaries(lord) if (get_lord_routed_forces(lord, LONGBOWMEN) > 0) gen_action_routed_longbowmen(lord) if (get_lord_routed_forces(lord, BURGUNDIANS) > 0) gen_action_routed_burgundians(lord) if (get_lord_routed_forces(lord, MEN_AT_ARMS) > 0) gen_action_routed_men_at_arms(lord) if (get_lord_routed_forces(lord, MILITIA) > 0) gen_action_routed_militia(lord) done = false } } if (done) { view.actions.done = 1 } }, routed_mercenaries(lord: Lord) { action_losses(lord, MERCENARIES) }, routed_longbowmen(lord: Lord) { action_losses(lord, LONGBOWMEN) }, routed_burgundians(lord: Lord) { action_losses(lord, BURGUNDIANS) }, routed_men_at_arms(lord: Lord) { action_losses(lord, MEN_AT_ARMS) }, routed_militia(lord: Lord) { action_losses(lord, MILITIA) }, done() { goto_death_or_disband() }, } // === 4.4.3 ENDING THE BATTLE: SPOILS === function calculate_spoils() { let n_prov = 0 let n_cart = 0 if (has_favour_in_locale(game.battle.loser, game.battle.where)) return for (let lord of game.battle.routed) { if (is_enemy_lord(lord)) { n_prov += get_lord_assets(lord, PROV) n_cart += get_lord_assets(lord, CART) } } if (is_neutral_locale(game.battle.where)) { n_prov = Math.ceil(n_prov / 2) n_cart = Math.ceil(n_cart / 2) } add_spoils(PROV, n_prov) add_spoils(CART, n_cart) } function find_lone_friendly_lord_at(loc: Locale) { let who = NOBODY let n = 0 for (let lord of all_friendly_lords()) { if (get_lord_locale(lord) === loc) { who = lord ++n } } if (n === 1) return who return NOBODY } 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_friendly_lord_at(game.battle.where) } else { end_battle_spoils() } } function end_battle_spoils() { game.who = NOBODY delete game.spoils 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 of all_friendly_lords()) if (get_lord_locale(lord) === here) prompt_select_lord(lord) if (game.who !== NOBODY) prompt_spoils() } else { view.prompt = "Spoils: All done." view.actions.end_spoils = 1 } }, lord: action_select_lord, take_prov() { push_undo_without_who() take_spoils(PROV) }, take_cart() { push_undo_without_who() take_spoils(CART) }, end_spoils() { end_battle_spoils() }, } // === 4.4.3 ENDING THE BATTLE: DEATH CHECK AND DISBAND === function goto_death_or_disband() { remove_battle_capability_troops() // TODO: manually disband lords and vassals for (let lord of all_lords) { if (is_lord_on_map(lord)) { // Disband lords without troops if (!lord_has_unrouted_troops(lord)) { disband_lord(lord) } } } for (let lord of all_lords) { if (is_lord_on_map(lord)) { // Routed Vassals get disbanded for_each_vassal_with_lord(lord, v => { if (set_has(game.battle.routed_vassals, v)) { array_remove(game.battle.routed_vassals, v) disband_vassal(v) } }) } } if (has_defeated_lords()) { if (is_bloody_thou_art_triggered()) game.state = "bloody_thou_art" else game.state = "death_check" } else { end_death_or_disband() } } function end_death_or_disband() { set_active_enemy() if (has_defeated_lords()) { if (is_bloody_thou_art_triggered()) game.state = "bloody_thou_art" else game.state = "death_check" } else { goto_battle_aftermath() } } function prompt_held_event_at_death_check() { if (game.active === LANCASTER) { if (can_play_escape_ship()) gen_action_card_if_held(EVENT_LANCASTER_ESCAPE_SHIP) if (can_play_warden_of_the_marches()) gen_action_card_if_held(EVENT_LANCASTER_WARDEN_OF_THE_MARCHES) if (can_play_talbot_to_the_rescue()) gen_action_card_if_held(EVENT_LANCASTER_TALBOT_TO_THE_RESCUE) } if (game.active === YORK) { if (can_play_escape_ship()) for (let c of EVENT_YORK_ESCAPE_SHIP) gen_action_card_if_held(c) } } function action_held_event_at_death_check(c: Card) { push_undo() play_held_event(c) switch (c) { // Play upon Death Check case EVENT_YORK_ESCAPE_SHIP[0]: case EVENT_YORK_ESCAPE_SHIP[1]: case EVENT_LANCASTER_ESCAPE_SHIP: goto_play_escape_ship() break case EVENT_LANCASTER_TALBOT_TO_THE_RESCUE: goto_play_talbot_to_the_rescue() break case EVENT_LANCASTER_WARDEN_OF_THE_MARCHES: goto_play_warden_of_the_marches() break } } states.death_check = { inactive: "Death or Disband", prompt() { view.prompt = `Death or Disband: Select lords to roll for Death or Disband.` prompt_held_event_at_death_check() let done = true for (let lord of game.battle.routed) { if (is_friendly_lord(lord)) { gen_action_lord(lord) done = false } } if (done) view.actions.done = 1 }, lord(lord) { let threshold = 2 let modifier = 0 let roll = roll_die() if (set_has(game.battle.fled, lord)) modifier = -2 let success = threshold >= roll + modifier log(`Lord ${lord_name[lord]} ${success ? "Survived" : "Died"}: (${range(2)}) ${success ? HIT[roll] : MISS[roll]} ${modifier < 0 ? "(-2 Fled)" : ""}`) disband_lord(lord, !success) set_delete(game.battle.fled, lord) set_delete(game.battle.routed, lord) }, done() { end_death_or_disband() }, card: action_held_event_at_death_check, } // === DEATH CHECK CAPABILITY: BLOODY THOU ART === function is_bloody_thou_art_triggered() { return ( game.active === LANCASTER && game.battle.loser === LANCASTER && lord_has_capability(LORD_RICHARD_III, AOW_YORK_BLOODY_THOU_ART) && get_lord_locale(LORD_RICHARD_III) === game.battle.where ) } states.bloody_thou_art = { inactive: "Bloody thou art", prompt() { view.prompt = "Bloody thou art: All Routed Lancastrian Lords Die." let done = true for (let lord of game.battle.routed) { if (is_friendly_lord(lord)) { gen_action_lord(lord) done = false } } if (done) view.actions.done = 1 }, lord(lord) { logcap(AOW_YORK_BLOODY_THOU_ART) disband_lord(lord, true) set_delete(game.battle.routed, lord) }, done() { game.state = "death_check" }, } // === DEATH CHECK EVENT: ESCAPE SHIP === function can_play_escape_ship() { return can_escape_at(game.battle.where) } function can_escape_at(here: Locale) { if (game.active === YORK && has_york_favour(here) && is_seaport(here)) return true if (game.active === LANCASTER && has_lancaster_favour(here) && is_seaport(here)) return true if (search_escape_ship(here)) return true return false } function search_escape_ship(start: Locale) { search_seen.fill(0) search_seen[start] = 1 let queue = [start] while (queue.length > 0) { let here = queue.shift() // Check if the current locale is a seaport if (is_seaport(here)) { return true } if (is_friendly_locale(here)) { for (let next of data.locales[here].adjacent) { if (!search_seen[next]) { search_seen[next] = 1 queue.push(next) } } } } return false } function goto_play_escape_ship() { game.state = "escape_ship" game.who = NOBODY } states.escape_ship = { inactive: `Escape ship`, prompt() { view.prompt = "Escape Ship: Your lords go to Exile." for (let lord of game.battle.routed) gen_action_lord(lord) view.actions.done = 1 }, lord(lord) { push_undo() log(`${lord_name[lord]} went to exile.`) exile_lord(lord) set_delete(game.battle.fled, lord) set_delete(game.battle.routed, lord) }, done() { push_undo() end_held_event() game.state = "death_check" }, } // === DEATH CHECK EVENT: TALBOT TO THE RESCUE === function can_play_talbot_to_the_rescue() { return true } function goto_play_talbot_to_the_rescue() { game.state = "talbot_to_the_rescue" } states.talbot_to_the_rescue = { inactive: "Talbot to the Rescue", prompt() { view.prompt = "Talbot to the Rescue: Disband any Routed Lancastrians instead of rolling for Death." for (let lord of game.battle.routed) gen_action_lord(lord) view.actions.done = 1 }, lord(lord) { push_undo() disband_lord(lord) set_delete(game.battle.fled, lord) set_delete(game.battle.routed, lord) }, done() { push_undo() end_held_event() game.state = "death_check" }, } // === DEATH CHECK EVENT: WARDEN OF THE MARCHES === function can_play_warden_of_the_marches() { if (is_north(game.battle.where)) { for (let loc of all_locales) if (is_north(loc) && loc !== game.battle.where && is_friendly_locale(loc) && !has_enemy_lord(loc)) return true } return false } function goto_play_warden_of_the_marches() { game.state = "warden_of_the_marches" game.where = NOWHERE } states.warden_of_the_marches = { inactive: "Warden of the Marches", prompt() { if (game.where === NOWHERE) { view.prompt = "Warden of the Marches: Move any Routed Lancastrians to a Friendly Stronghold in the North." for (let loc of all_locales) if (is_north(loc) && loc !== game.battle.where && is_friendly_locale(loc) && !has_enemy_lord(loc)) gen_action_locale(loc) } else { for (let lord of game.battle.routed) gen_action_lord(lord) view.actions.done = 1 } }, locale(loc) { push_undo() game.where = loc }, lord(lord) { push_undo() set_delete(game.battle.fled, lord) set_delete(game.battle.routed, lord) logi(`Moved lord to ${locale_name[game.where]}`) // TODO: move this stuff to somewhere common? set_lord_locale(lord, game.where) if (!lord_has_unrouted_troops(lord)) { disband_lord(lord, false) } else { set_lord_forces(lord, RETINUE, 1) } for (let x of all_force_types) { set_lord_forces(lord, x, 0) if (get_lord_routed_forces(lord, x) > 0) { set_lord_routed_forces(lord, x, 0) } } for_each_vassal_with_lord(lord, v => { if (set_has(game.battle.routed_vassals, v)) { array_remove(game.battle.routed_vassals, v) disband_vassal(v) } }) }, done() { end_held_event() game.where = NOWHERE game.state = "death_check" }, } // === 4.4.4 ENDING THE BATTLE: AFTERMATH === function goto_battle_aftermath() { set_active(game.battle.attacker) // Events discard_events("hold") // Recovery spend_all_actions() delete game.battle if (game.march) end_march() else end_sail() } // === 4.7 FEED === function can_feed_from_shared(lord: Lord) { let loc = get_lord_locale(lord) return get_shared_assets(loc, PROV) > 0 } function can_pay_from_shared(lord: Lord) { let loc = get_lord_locale(lord) return get_shared_assets(loc, COIN) > 0 } function has_friendly_lord_who_must_feed() { if (is_campaign_phase() && has_flag(FLAG_SUPPLY_DEPOT) && game.active === LANCASTER) { clear_flag(FLAG_SUPPLY_DEPOT) logi(`No feed ${EVENT_LANCASTER_REBEL_SUPPLY_DEPOT}`) return false } for (let lord of all_friendly_lords()) if (is_lord_unfed(lord)) return true return false } function set_lord_feed_requirements() { // Count how much food each lord needs let n = 0 for (let lord of all_friendly_lords()) { if (get_lord_moved(lord)) { n = Math.ceil(count_lord_all_forces(lord) / 6) set_lord_unfed(lord, n) } else set_lord_unfed(lord, 0) } } function goto_feed() { log_br() set_lord_feed_requirements() if (has_friendly_lord_who_must_feed()) { game.state = "feed" } else { end_feed() } } function end_feed() { if (game.command !== NOBODY) { // during campaign set_active_enemy() if (is_active_command()) goto_remove_markers() else goto_feed() } else { // during disembark goto_disembark() } } states.feed = { inactive: "Feed", prompt() { view.prompt = "Feed: You must Feed Lords who Moved or Fought." let done = true // Feed from own mat if (done) { for (let lord of all_friendly_lords()) { 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 of all_friendly_lords()) { if (is_lord_unfed(lord) && can_feed_from_shared(lord)) { gen_action_lord(lord) done = false } } } // Unfed if (done) { view.prompt = `Feed: You must pillage to feed your troops.` for (let lord of all_friendly_lords()) { if (is_lord_unfed(lord)) { view.actions.pillage = 1 done = false } } } // All done! if (done) { view.prompt = "Feed: All done." view.actions.end_feed = 1 } }, prov(lord) { push_undo() add_lord_assets(lord, PROV, -1) feed_lord(lord) }, lord(lord) { push_undo() game.who = lord game.state = "feed_lord_shared" }, pillage() { push_undo() set_lord_feed_requirements() goto_pillage() }, end_feed() { push_undo() end_feed() }, } 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 of all_friendly_lords()) { 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() }, } // === 4.7 FEED: REMOVE MARKERS === function goto_remove_markers() { clear_lords_moved() goto_command_activation() } // === 4.8 END CAMPAIGN === function goto_end_campaign() { log_h1("End Campaign") set_active(P1) goto_tides_of_war() } // === 4.8.1 END CAMPAIGN: TIDES OF WAR === function tides_calc() { log_h3(`Tides of War`) let town = 0 let cities = 0 let fortress = 0 let domy = 0 let doml = 0 let domnl = 0 let domny = 0 let domsl = 0 let domsy = 0 let domwl = 0 let domwy = 0 let prenl = 0 let preny = 0 let presl = 0 let presy = 0 let prewl = 0 let prewy = 0 let prel = 0 let prey = 0 // DOMINATION CALC for (let x of all_north_locales) { if (has_lancaster_favour(x)) { domnl += 1 } if (has_york_favour(x)) { domny += 1 } } for (let x of all_south_locales) { if (has_lancaster_favour(x)) { domsl += 1 } if (has_york_favour(x)) { domsy += 1 } } for (let x of all_wales_locales) { if (has_lancaster_favour(x)) { domwl += 1 } if (has_york_favour(x)) { domwy += 1 } } // SPECIAL LOCALES if (has_lancaster_favour(LOC_LONDON)) { log(`London control 2 Influence for Lancaster`) doml += 2 } if (has_york_favour(LOC_LONDON)) { log(`London control 2 Influence for York`) domy += 2 } if (has_lancaster_favour(LOC_CALAIS)) { log(`Calais control 2 Influence for Lancastrians`) doml += 2 } if (has_york_favour(LOC_CALAIS)) { log(`Calais control 2 Influence for York`) domy += 2 } if (has_lancaster_favour(LOC_HARLECH)) { log(`Harlech control 1 Influence for Lancaster`) doml += 1 } if (has_york_favour(LOC_HARLECH)) { log(`Harlech control 1 Influence for York`) domy += 1 } for (let x of all_city_locales) { if (has_lancaster_favour(x)) { cities -= 1 } if (has_york_favour(x)) { cities += 1 } } for (let x of all_town_locales) { if (has_lancaster_favour(x)) { town -= 1 } if (has_york_favour(x)) { town += 1 } } for (let x of all_fortress_locales) { if (has_lancaster_favour(x)) { fortress -= 1 } if (has_york_favour(x)) { fortress += 1 } } // DOMINATION CAPS // NORTH if (domnl === 6) { log(`North Domination 2 Influence for Lancaster`) doml += 2 } else if (domnl >= 3 && lord_has_capability(LORD_NORTHUMBERLAND_L, AOW_LANCASTER_NORTHMEN)) { log(`North Domination 2 Influence for Lancaster`) doml += 2 } if (domny === 6) { log(`North Domination 2 Influence for York`) domy += 2 } // SOUTH if (domsl === 9) { log(`South Domination 2 Influence for Lancaster`) doml += 2 } if (domsy === 9) { log(`South Domination 2 Influence for York`) domy += 2 } else if ( domsy >= 5 && (lord_has_capability(LORD_MARCH, AOW_YORK_SOUTHERNERS) || lord_has_capability(LORD_RUTLAND, AOW_YORK_SOUTHERNERS) || lord_has_capability(LORD_YORK, AOW_YORK_SOUTHERNERS)) ) { log(`South Domination 2 Influence for York`) domy += 2 } // WALES if (domwl === 5) { log(`Wales Domination 2 Influence for Lancaster`) doml += 2 } if (domwy === 5) { log(`Wales Domination 2 Influence for York`) domy += 2 } else if ( domwy >= 3 && (lord_has_capability(LORD_MARCH, AOW_YORK_WELSHMEN) || lord_has_capability(LORD_YORK, AOW_YORK_WELSHMEN)) ) { log(`Wales Domination 2 Influence for York`) domy += 2 } // LOCALES TUG OF WAR if (cities >= 1) { log(`Most Cities 2 Influence for York`) domy += 2 } if (fortress >= 1) { log(`Most Fortresses 1 Influence for York`) domy += 1 } if (town >= 1) { log(`Most Towns 1 Influence for York`) domy += 1 } if (cities <= -1) { log(`Most Cities 2 Influence for Lancaster`) doml += 2 } if (fortress <= -1) { log(`Most Fortresses 1 Influence for Lancaster`) doml += 1 } if (town <= -1) { log(`Most Towns 1 Influence for Lancaster`) doml += 1 } // LORD PRESENCE for (let lord of all_lancaster_lords) { if (is_lord_on_map(lord)) { if (is_lord_in_north(lord)) { prenl = 1 } if (is_lord_in_south(lord)) { presl = 1 } if (is_lord_in_wales(lord)) { prewl = 1 } } } for (let lord of all_york_lords) { if (is_lord_on_map(lord)) { if (is_lord_in_north(lord)) { preny = 1 } if (is_lord_in_south(lord)) { presy = 1 } if (is_lord_in_wales(lord)) { prewy = 1 } } } prel = prenl + presl + prewl prey = preny + presy + prewy log("Presence in Areas : " + prel + " for Lancaster") log("Presence in Areas : " + prey + " for Yorkists") domy += preny + presy + prewy doml += prenl + presl + prewl // CAPS EFFECT if ( lord_has_capability(LORD_HENRY_VI, AOW_LANCASTER_MARGARET) && get_lord_locale(LORD_HENRY_VI) !== LOC_LONDON && is_lord_on_map(LORD_HENRY_VI) ) { log(`Capability: Margaret 2 Influence for Lancaster`) doml += 2 } if ( lord_has_capability(LORD_EXETER_1, AOW_LANCASTER_COUNCIL_MEMBER) || lord_has_capability(LORD_EXETER_2, AOW_LANCASTER_COUNCIL_MEMBER) || lord_has_capability(LORD_SOMERSET_2, AOW_LANCASTER_COUNCIL_MEMBER) || lord_has_capability(LORD_SOMERSET_1, AOW_LANCASTER_COUNCIL_MEMBER) || lord_has_capability(LORD_BUCKINGHAM, AOW_LANCASTER_COUNCIL_MEMBER) ) { log(`Capability: Council Member 1 Influence for Lancaster`) doml += 1 } if (lord_has_capability(LORD_EDWARD_IV, AOW_YORK_FIRST_SON)) { log(`Capability: First Son 1 Influence for York`) domy += 1 } if (set_has(INFLUENCE_TURNS, current_turn())) { for (let y of all_york_lords) { if (is_lord_on_map(y)) { domy += data.lords[y].influence log(`Gain Lords Influence : Yorkists gain ${lord_name[y].influence} for ${lord_name[y]}`) } } for (let l of all_lancaster_lords) { if (is_lord_on_map(l)) { doml += data.lords[l].influence log(`Gain Lords Influence : Lancastrians gain ${lord_name[l].influence} for ${lord_name[l]}`) } } } log(`Total ` + domy + ` Influence for York`) log(`Total ` + doml + ` Influence for Lancaster`) increase_lancaster_influence(doml) increase_york_influence(domy) } function goto_tides_of_war() { if (lord_has_capability(LORD_BUCKINGHAM, AOW_LANCASTER_STAFFORD_ESTATES)) { add_lord_assets(LORD_BUCKINGHAM, COIN, 1) add_lord_assets(LORD_BUCKINGHAM, PROV, 1) } tides_calc() if (eligible_charity()) { goto_we_done_deeds_of_charity() } else goto_disembark() } // === 4.8.2 END CAMPAIGN: DISEMBARK === function has_lords_at_sea() { for (let x of all_friendly_lords()) { if (is_lord_at_sea(x)) return true } return false } function is_lord_at_sea(lord: Lord) { let here = get_lord_locale(lord) return here === LOC_NORTH_SEA || here === LOC_IRISH_SEA || here === LOC_ENGLISH_CHANNEL } function goto_disembark() { if (has_lords_at_sea()) { game.state = "disembark" game.who = NOBODY } else { end_disembark() } } function end_disembark() { set_active_enemy() if (has_lords_at_sea()) goto_disembark() else { set_active(P1) goto_victory_check() } } function roll_disembark() { let roll = roll_die() let success = roll >= 5 log(`Disembark: (>4) ${success ? HIT[roll] : MISS[roll]}`) return success } function has_safe_ports(sea: Locale) { for (let loc of find_ports(sea, NOBODY)) if (!has_enemy_lord(loc)) return true return false } states.disembark = { inactive: "Disembark", prompt() { view.prompt = "Disembark your lords at sea." for (let lord of all_friendly_lords()) if (is_lord_at_sea(lord)) gen_action_lord(lord) }, lord(lord) { if (roll_disembark()) { if (has_safe_ports(get_lord_locale(lord))) { game.state = "disembark_to" game.who = lord } else { disband_lord(lord) goto_disembark() } } else { // Shipwreck! disband_influence_penalty(lord) disband_lord(lord, true) goto_disembark() } }, } states.disembark_to = { inactive: "Disembark", prompt() { view.prompt = "Disembark your lords at sea." for (let loc of find_ports(get_lord_locale(game.who), NOBODY)) if (!has_enemy_lord(loc)) gen_action_locale(loc) }, locale(loc) { set_lord_locale(game.who, loc) set_lord_moved(game.who, 1) levy_burgundians(game.who) game.who = NOBODY goto_feed() }, } function disband_influence_penalty(lord: Lord) { let influence = data.lords[lord].influence for (let v of all_vassals) if (is_vassal_mustered_with(v, lord)) influence += 1 reduce_influence(influence) } function goto_advance_campaign() { game.turn++ log_h1("Levy " + current_turn_name()) goto_levy_arts_of_war() } // === 4.8.3 END CAMPAIGN: VICTORY CHECK === function is_grow_turn() { // Ravaged Land if (game.scenario === SCENARIO_III) return false return set_has(GROW_TURNS, current_turn()) } function is_waste_turn() { // Brief Rebellion if (game.scenario === SCENARIO_IC) return false // Ravaged Land if (game.scenario === SCENARIO_III) return false return set_has(WASTE_TURNS, current_turn()) } function goto_victory_check() { if (check_scenario_end_victory()) return if (check_campaign_victory()) return if (check_threshold_victory()) return if (is_grow_turn()) do_grow() if (is_waste_turn()) do_waste() goto_reset() } // === 4.8.4 END CAMPAIGN: GROW === function do_grow() { log("Grow:") logi("Changing all Depleted locales to Normal.") logi("Changing all Exhausted locales to Depleted.") for (let x of all_locales) { refresh_locale(x) } } // === 4.8.5 END CAMPAIGN: WASTE === function do_waste() { log("Waste:") logi("Removing half of all lords provinder, carts, and ships.") logi("Resetting Lords Coin and Troops to initial values.") for (let x of all_lords) { if (is_lord_on_map(x)) { do_lord_waste(x) } } } function do_lord_waste(lord: Lord) { remove_half(lord, PROV) remove_half(lord, CART) remove_half(lord, SHIP) set_lord_assets(lord, COIN, data.lords[lord].assets.coin) muster_lord_forces(lord) } function remove_half(lord: Lord, type: Asset) { set_lord_assets(lord, type, Math.ceil(get_lord_assets(lord, type) / 2)) } // === 4.8.6 END CAMPAIGN: RESET (DISCARD ARTS OF WAR) === function goto_reset() { game.state = "reset" // Discard "This Campaign" events from play. discard_friendly_events("this_campaign") } states.reset = { inactive: "Reset", prompt() { view.prompt = "Reset: You may discard any held Arts of War cards desired." if (game.active === YORK) { for (let c of all_york_cards) { if (set_has(game.hand_y, c)) { gen_action_card(c) } } } if (game.active === LANCASTER) { for (let c of all_lancaster_cards) { if (set_has(game.hand_l, c)) { gen_action_card(c) } } } view.actions.end_discard = 1 }, card(c) { push_undo() if (set_has(game.hand_y, c)) { log("Discarded Held card.") set_delete(game.hand_y, c) } else if (set_has(game.hand_l, c)) { log("Discarded Held card.") set_delete(game.hand_l, c) } }, end_discard() { end_reset() }, } function end_reset() { set_active_enemy() if (game.active === P2) goto_reset() else goto_advance_campaign() } // === 5.1 CAMPAIGN VICTORY === function check_campaign_victory_york(inc_exiles = false) { for (let lord of all_lancaster_lords) if ( is_lord_on_map(lord) || (inc_exiles && get_lord_locale(lord) === CALENDAR + current_turn() + 1 && get_lord_in_exile(lord)) ) return false return true } function check_campaign_victory_lancaster(inc_exiles = false) { for (let lord of all_york_lords) if ( is_lord_on_map(lord) || (inc_exiles && get_lord_locale(lord) === CALENDAR + current_turn() + 1 && get_lord_in_exile(lord)) ) return false return true } function check_campaign_victory() { let york_v = check_campaign_victory_york(true) let lancaster_v = check_campaign_victory_lancaster(true) if (york_v && lancaster_v) { goto_game_over("Draw", "The game ended in a draw.") return true } else if (york_v) { goto_game_over(YORK, `${YORK} won a Campaign Victory!`) return true } else if (lancaster_v) { goto_game_over(LANCASTER, `${LANCASTER} won a Campaign Victory!`) return true } return false } function check_disband_victory() { let york_v = check_campaign_victory_york() let lancaster_v = check_campaign_victory_lancaster() if (york_v && lancaster_v) { goto_game_over("Draw", "The game ended in a draw.") return true } else if (york_v) { goto_game_over(YORK, `${YORK} won a Campaign Victory!`) return true } else if (lancaster_v) { goto_game_over(LANCASTER, `${LANCASTER} won a Campaign Victory!`) return true } return false } // === 5.2 THRESHOLD VICTORY === function check_threshold_victory() { // This needs to change to account for graduated victory thresholds in some scenarios. if (Math.abs(game.influence) >= scenario_victory_threshold()) { if (game.influence > 0) goto_game_over(LANCASTER, `${LANCASTER} won with ${game.influence} Influence.`) else goto_game_over(YORK, `${YORK} won with ${Math.abs(game.influence)} Influence.`) return true } return false } // === 5.3 SCENARIO END VICTORY === function check_scenario_end_victory() { if (current_turn() === scenario_last_turn[game.scenario]) { // Scenario End Victory if (game.influence === 0) goto_game_over("Draw", "The game ended in a draw.") else if (game.influence > 0) goto_game_over(LANCASTER, `${LANCASTER} won with ${game.influence} Influence.`) else goto_game_over(YORK, `${YORK} won with ${Math.abs(game.influence)} Influence.`) return true } return false } // === 6.0 SCENARIOS === const SCENARIO_IA = 0 const SCENARIO_IB = 1 const SCENARIO_IC = 2 const SCENARIO_II = 3 const SCENARIO_III = 4 const scenario_name = exports.scenarios = [ "Ia. Henry VI", "Ib. Towton", "Ic. Somerset's Return", "II. Warwicks' Rebellion", "III. My Kingdom for a Horse", // TODO "I-III. Wars of the Roses", ] const scenario_setup = [ setup_Ia, setup_Ib, setup_Ic, setup_II, setup_III, ] const scenario_last_turn = [ 15, 2, 8, 15, 15, ] function scenario_victory_threshold() { let turn = current_turn() switch (game.scenario) { case SCENARIO_IA: if (turn <= 5) return 40 if (turn <= 10) return 35 return 30 case SCENARIO_IB: return 100 // no threshold case SCENARIO_IC: return 25 case SCENARIO_II: if (turn <= 5) return 40 if (turn <= 10) return 35 return 30 case SCENARIO_III: return 45 } return 45 } function is_card_in_scenario(c: Card): boolean { let roses = data.cards[c].roses let scenario = game.scenario switch (scenario) { case SCENARIO_IA: case SCENARIO_IB: case SCENARIO_IC: return roses === 0 || roses === 1 case SCENARIO_II: return (roses === 0 || roses === 2) && c !== L4 case SCENARIO_III: return (roses === 0 || roses === 3) } throw "INVALID SCENARIO" } function muster_lord_forces(lord: Lord) { let info = data.lords[lord] set_lord_forces(lord, RETINUE, info.forces.retinue | 0) set_lord_forces(lord, MEN_AT_ARMS, info.forces.men_at_arms | 0) set_lord_forces(lord, LONGBOWMEN, info.forces.longbowmen | 0) set_lord_forces(lord, MILITIA, info.forces.militia | 0) } function muster_lord(lord: Lord, locale: Locale) { let info = data.lords[lord] set_lord_locale(lord, locale) set_lord_assets(lord, PROV, info.assets.prov | 0) set_lord_assets(lord, COIN, info.assets.coin | 0) set_lord_assets(lord, CART, info.assets.cart | 0) set_lord_assets(lord, SHIP, info.ships | 0) muster_lord_forces(lord) } exports.setup = function (seed, scenario, options) { game = { seed, scenario: scenario_name.indexOf(scenario), hidden: options.hidden ? 1 : 0, log: [], undo: [], active: null, state: "setup_lords", flags: 0, turn: 0, influence: 0, hand_y: [], hand_l: [], plan_y: [], plan_l: [], events: [], // this levy/this campaign cards pieces: { // per lord data locale: [], assets: [], forces: [], routed: [], capabilities: [], // TODO map card -> lord instead of lord+slot -> card moved: [], in_exile: 0, // per vassal data vassals: Array(vassal_count).fill(VASSAL_OUT_OF_PLAY), // per locale data depleted: [], exhausted: [], favourl: [], favoury: [], }, actions: 0, command: NOBODY, who: NOBODY, vassal: NOVASSAL, where: NOWHERE, count: 0, group: null, } log_h1(scenario) scenario_setup[game.scenario]() update_aliases() goto_setup_lords() return game } function setup_Ia() { game.turn = 1 << 1 set_flag(FLAG_REBEL_IS_YORK) game.active = YORK game.influence = 0 muster_lord(LORD_YORK, LOC_ELY) muster_lord(LORD_MARCH, LOC_LUDLOW) muster_lord(LORD_HENRY_VI, LOC_LONDON) muster_lord(LORD_SOMERSET_1, LOC_LONDON) set_lord_calendar(LORD_NORTHUMBERLAND_L, 2) set_lord_calendar(LORD_EXETER_1, 3) set_lord_calendar(LORD_BUCKINGHAM, 5) set_lord_calendar(LORD_SALISBURY, 2) set_lord_calendar(LORD_WARWICK_Y, 3) set_lord_calendar(LORD_RUTLAND, 5) add_lancaster_favour(LOC_LONDON) add_lancaster_favour(LOC_WELLS) add_lancaster_favour(LOC_SCOTLAND) add_lancaster_favour(LOC_FRANCE) add_york_favour(LOC_ELY) add_york_favour(LOC_LUDLOW) add_york_favour(LOC_BURGUNDY) add_york_favour(LOC_IRELAND) setup_vassals() } function setup_Ib() { game.turn = 1 << 1 set_flag(FLAG_REBEL_IS_YORK) game.active = YORK 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_lancaster_favour(LOC_ST_ALBANS) add_lancaster_favour(LOC_SCARBOROUGH) add_lancaster_favour(LOC_NEWCASTLE) add_lancaster_favour(LOC_BAMBURGH) add_lancaster_favour(LOC_HEXHAM) add_lancaster_favour(LOC_APPLEBY) add_lancaster_favour(LOC_CARLISLE) add_lancaster_favour(LOC_SCOTLAND) add_lancaster_favour(LOC_FRANCE) add_york_favour(LOC_LONDON) add_york_favour(LOC_CALAIS) add_york_favour(LOC_GLOUCESTER) add_york_favour(LOC_HEREFORD) add_york_favour(LOC_OXFORD) add_york_favour(LOC_SALISBURY) add_york_favour(LOC_WINCHESTER) add_york_favour(LOC_GUILDFORD) add_york_favour(LOC_ARUNDEL) add_york_favour(LOC_HASTINGS) add_york_favour(LOC_DOVER) add_york_favour(LOC_ROCHESTER) add_york_favour(LOC_CANTERBURY) add_york_favour(LOC_SOUTHAMPTON) add_york_favour(LOC_BURGUNDY) add_york_favour(LOC_IRELAND) setup_vassals([ VASSAL_FAUCONBERG, VASSAL_NORFOLK ]) muster_vassal(VASSAL_FAUCONBERG, LORD_MARCH) } function setup_Ic() { game.turn = 5 << 1 set_flag(FLAG_REBEL_IS_YORK) game.active = YORK game.influence = 6 muster_lord(LORD_WARWICK_Y, LOC_LONDON) muster_lord(LORD_MARCH, LOC_LONDON) muster_lord(LORD_SOMERSET_1, LOC_BAMBURGH) set_lord_calendar(LORD_HENRY_VI, 5) add_lancaster_favour(LOC_SCARBOROUGH) add_lancaster_favour(LOC_NEWCASTLE) add_lancaster_favour(LOC_BAMBURGH) add_lancaster_favour(LOC_HEXHAM) add_lancaster_favour(LOC_APPLEBY) add_lancaster_favour(LOC_CARLISLE) add_lancaster_favour(LOC_HARLECH) add_lancaster_favour(LOC_PEMBROKE) add_lancaster_favour(LOC_CARDIFF) add_lancaster_favour(LOC_CHESTER) add_lancaster_favour(LOC_LANCASTER) add_lancaster_favour(LOC_SCOTLAND) add_lancaster_favour(LOC_FRANCE) add_york_favour(LOC_LONDON) add_york_favour(LOC_CALAIS) add_york_favour(LOC_LUDLOW) add_york_favour(LOC_HEREFORD) add_york_favour(LOC_SALISBURY) add_york_favour(LOC_WINCHESTER) add_york_favour(LOC_GUILDFORD) add_york_favour(LOC_ARUNDEL) add_york_favour(LOC_HASTINGS) add_york_favour(LOC_DOVER) add_york_favour(LOC_ROCHESTER) add_york_favour(LOC_CANTERBURY) add_york_favour(LOC_SOUTHAMPTON) add_york_favour(LOC_BURGUNDY) add_york_favour(LOC_IRELAND) add_lord_capability(LORD_WARWICK_Y, AOW_LANCASTER_MONTAGU) capability_muster_effects_common(LORD_WARWICK_Y, AOW_LANCASTER_MONTAGU) setup_vassals() } function setup_II() { game.turn = 1 << 1 clear_flag(FLAG_REBEL_IS_YORK) game.active = LANCASTER game.influence = 0 muster_lord(LORD_EDWARD_IV, LOC_LONDON) muster_lord(LORD_PEMBROKE, LOC_PEMBROKE) muster_lord(LORD_WARWICK_L, LOC_CALAIS) muster_lord(LORD_CLARENCE, LOC_YORK) muster_lord(LORD_JASPER_TUDOR_1, LOC_HARLECH) set_lord_calendar(LORD_DEVON, 1) set_lord_calendar(LORD_GLOUCESTER_1, 9) set_lord_calendar(LORD_NORTHUMBERLAND_Y1, 9) set_lord_calendar(LORD_MARGARET, 9) set_lord_in_exile(LORD_MARGARET) set_lord_calendar(LORD_SOMERSET_2, 9) set_lord_in_exile(LORD_SOMERSET_2) set_lord_calendar(LORD_OXFORD, 9) set_lord_in_exile(LORD_OXFORD) set_lord_calendar(LORD_EXETER_2, 9) set_lord_in_exile(LORD_EXETER_2) add_lancaster_favour(LOC_CALAIS) add_lancaster_favour(LOC_YORK) add_lancaster_favour(LOC_HARLECH) add_lancaster_favour(LOC_COVENTRY) add_lancaster_favour(LOC_WELLS) add_lancaster_favour(LOC_FRANCE) add_york_favour(LOC_LONDON) add_york_favour(LOC_ELY) add_york_favour(LOC_LUDLOW) add_york_favour(LOC_CARLISLE) add_york_favour(LOC_PEMBROKE) add_york_favour(LOC_EXETER) add_york_favour(LOC_BURGUNDY) setup_vassals([ VASSAL_DEVON, VASSAL_OXFORD ]) // TODO: Add Foreign Haven rule // TODO: Add Skaky Allies rules } function setup_III() { game.turn = 1 << 1 clear_flag(FLAG_REBEL_IS_YORK) game.active = LANCASTER game.influence = 0 muster_lord(LORD_RICHARD_III, LOC_LONDON) muster_lord(LORD_NORTHUMBERLAND_Y2, LOC_CARLISLE) muster_lord(LORD_NORFOLK, LOC_ARUNDEL) muster_lord(LORD_HENRY_TUDOR, LOC_FRANCE) muster_lord(LORD_JASPER_TUDOR_2, LOC_FRANCE) muster_lord(LORD_OXFORD, LOC_FRANCE) add_lancaster_favour(LOC_FRANCE) add_lancaster_favour(LOC_OXFORD) add_lancaster_favour(LOC_HARLECH) add_lancaster_favour(LOC_PEMBROKE) add_york_favour(LOC_BURGUNDY) add_york_favour(LOC_LONDON) add_york_favour(LOC_CALAIS) add_york_favour(LOC_CARLISLE) add_york_favour(LOC_ARUNDEL) add_york_favour(LOC_YORK) add_york_favour(LOC_GLOUCESTER) setup_vassals([ VASSAL_OXFORD, VASSAL_NORFOLK ]) } // === 6.0 CAMPAIGN === /* function setup_ItoIII() { game.turn = 1 << 1 set_flag(FLAG_REBEL_IS_YORK) game.active = YORK game.victory_check = 45 game.influence = 0 muster_lord(LORD_YORK, LOC_ELY) muster_lord(LORD_MARCH, LOC_LUDLOW) muster_lord(LORD_HENRY_VI, LOC_LONDON) muster_lord(LORD_SOMERSET_1, LOC_WELLS) set_lord_calendar(LORD_NORTHUMBERLAND_L, 1) set_lord_calendar(LORD_EXETER_1, 3) set_lord_calendar(LORD_BUCKINGHAM, 5) set_lord_calendar(LORD_SALISBURY, 2) set_lord_calendar(LORD_WARWICK_Y, 3) set_lord_calendar(LORD_RUTLAND, 5) add_lancaster_favour(LOC_LONDON) add_lancaster_favour(LOC_WELLS) add_lancaster_favour(LOC_SCOTLAND) add_lancaster_favour(LOC_FRANCE) add_york_favour(LOC_ELY) add_york_favour(LOC_LUDLOW) add_york_favour(LOC_BURGUNDY) add_york_favour(LOC_IRELAND) setup_vassals() } function should_remove_Y28_event_card() { return game.scenario !== "I-III. Wars of the Roses" } function has_Y28_happened() { //TODO: Scenario IIY and IIL when Y28 happens. return false } function add_card_scenario(c) { // TODO: Add card in scenario } function remove_card_scenario(c) { //TODO: Remove card in scenario } function setup_II_Y() { game.turn = 1 << 1 game.scenario = "IIY. The Kingmaker" clear_flag(FLAG_REBEL_IS_YORK) game.active = LANCASTER game.victory_check = 45 game.influence = 0 for (let lord of all_lords) { if (is_lord_in_play(lord)) { disband_lord(lord, false) } } for (let loc of all_locales) { remove_exhausted_marker(loc) remove_depleted_marker(loc) remove_lancaster_favour(loc) remove_york_favour(loc) } discard_events("this_levy") discard_events("hold") discard_events("this_campaign") // Setup // Yorkist setup // TODO: Add cards Y1-Y13, Y25, Y26, Y27, Y29, Y30 if (is_lord_in_play(LORD_RUTLAND) && main_york_heir !== LORD_RUTLAND) { muster_lord(LORD_RUTLAND, LOC_CANTERBURY) add_york_favour(LOC_CANTERBURY) } set_lord_calendar(LORD_DEVON, 1) set_lord_calendar(LORD_GLOUCESTER_1, 9) set_lord_calendar(LORD_NORTHUMBERLAND_Y1, 9) if (main_york_heir === LORD_YORK) { muster_lord(LORD_YORK, LOC_CANTERBURY) add_york_favour(LOC_LONDON) if (is_lord_in_play(LORD_MARCH)) { muster_lord(LORD_MARCH, LOC_LUDLOW) } // TODO: Add cards Y14, Y18, Y19, Y20 } if (main_york_heir === LORD_MARCH) { muster_lord(LORD_EDWARD_IV, LOC_LONDON) // Removed because he can't appear in scenario III disband_lord(LORD_MARCH, true) // TODO: Add cards Y23, Y24, Y28, Y31 } if (main_york_heir === LORD_RUTLAND) { muster_lord(LORD_RUTLAND, LOC_LONDON) // TODO: Add cards Y20, Y21, Y28, Y35 } // If < 2 heirs, muster Pembroke if ((main_york_heir === LORD_RUTLAND || main_york_heir === LORD_GLOUCESTER_1) || (main_york_heir === LORD_EDWARD_IV && !is_lord_in_play(LORD_RUTLAND))) { muster_lord(LORD_PEMBROKE, LOC_PEMBROKE) } // Lancaster setup // TODO: Add cards L1-L3, L5-L13, L23, L24, L25, L29, L30, L36 if (main_lancaster_heir === LORD_HENRY_VI) { set_lord_calendar(LORD_HENRY_VI, 9) set_lord_in_exile(LORD_HENRY_VI) // TODO: Add L17, L18, L20, L21 } if (main_lancaster_heir === LORD_MARGARET) { set_lord_calendar(LORD_MARGARET, 9) set_lord_in_exile(LORD_MARGARET) // TODO: Add L27, L28, L31 + L26 Special rule } if (main_lancaster_heir === LORD_SOMERSET_1 || main_lancaster_heir === LORD_SOMERSET_2) { // TODO: Add cards L20, L21, L27 } if (is_lord_in_play(LORD_SOMERSET_1)) { set_lord_calendar(LORD_SOMERSET_1, 9) set_lord_in_exile(LORD_SOMERSET_1) } else if (is_lord_in_play(LORD_SOMERSET_2)) { set_lord_calendar(LORD_SOMERSET_2, 9) set_lord_in_exile(LORD_SOMERSET_2) } muster_lord(LORD_WARWICK_L, LOC_CALAIS) muster_lord(LORD_CLARENCE, LOC_YORK) muster_lord(LORD_JASPER_TUDOR_1, LOC_HARLECH) set_lord_calendar(LORD_OXFORD, 9) set_lord_in_exile(LORD_OXFORD) set_lord_calendar(LORD_EXETER_2, 9) set_lord_in_exile(LORD_EXETER_2) add_lancaster_favour(LOC_CALAIS) add_lancaster_favour(LOC_YORK) add_lancaster_favour(LOC_HARLECH) add_lancaster_favour(LOC_COVENTRY) add_lancaster_favour(LOC_WELLS) add_york_favour(LOC_LONDON) add_york_favour(LOC_ELY) add_york_favour(LOC_LUDLOW) add_york_favour(LOC_CARLISLE) add_york_favour(LOC_PEMBROKE) add_york_favour(LOC_EXETER) // Exile box setup add_lancaster_favour(LOC_FRANCE) add_york_favour(LOC_BURGUNDY) setup_vassals([ VASSAL_DEVON, VASSAL_OXFORD ]) // TODO: Add Foreign Haven rule // TODO: Add Skaky Allies rules // TODO: Natural causes rule } function setup_II_L() { game.turn = 1 << 1 game.scenario = "IIL. Lancastrian Legitimacy Fades" set_flag(FLAG_REBEL_IS_YORK) game.active = YORK game.victory_check = 40 game.influence = 0 for (let lord of all_lords) { if (is_lord_in_play(lord)) { disband_lord(lord, false) } } for (let loc of all_locales) { remove_exhausted_marker(loc) remove_depleted_marker(loc) remove_lancaster_favour(loc) remove_york_favour(loc) } discard_events("this_levy") discard_events("hold") discard_events("this_campaign") // Setup // Lancaster setup // TODO: Add cards L1-L3, L5-L13, L18, L19, L20, L21, L25, L29, L34 if (main_lancaster_heir === LORD_HENRY_VI) { muster_lord(LORD_HENRY_VI, LOC_LONDON) // TODO: Add L15, L17 if (is_lord_in_play(LORD_SOMERSET_1)) { muster_lord(LORD_SOMERSET_1, LOC_WELLS) } if (is_lord_in_play(LORD_SOMERSET_2)) { muster_lord(LORD_SOMERSET_2, LOC_WELLS) } } if (main_lancaster_heir === LORD_MARGARET) { set_lord_calendar(LORD_MARGARET, 1) // TODO: Add L27, L31 + L26 Special rule if (is_lord_in_play(LORD_SOMERSET_1)) { muster_lord(LORD_SOMERSET_1, LOC_WELLS) } if (is_lord_in_play(LORD_SOMERSET_2)) { muster_lord(LORD_SOMERSET_2, LOC_WELLS) } } if (main_lancaster_heir === LORD_SOMERSET_1 || main_lancaster_heir === LORD_SOMERSET_2) { // TODO: Add cards L16, L27 muster_lord(LORD_SOMERSET_1, LOC_LONDON) if (main_lancaster_heir === LORD_SOMERSET_2) { // Somerset 2 cylinder replaced by Somerset 1 cylinder disband_lord(LORD_SOMERSET_2, true) } } // Yorkist setup // TODO: Add cards Y1-Y13, Y15, Y16, Y17, Y22, Y28, Y29, Y31, Y34 if (main_york_heir === LORD_YORK) { set_lord_calendar(LORD_YORK, 7) set_lord_in_exile(LORD_YORK) // TODO: Add cards Y14, Y20 } if (main_york_heir === LORD_MARCH) { set_lord_calendar(LORD_MARCH, 7) set_lord_in_exile(LORD_MARCH) // TODO: Add cards Y20, 21 } if (main_york_heir === LORD_RUTLAND) { set_lord_calendar(LORD_MARCH, 7) // TODO: Add cards Y20, Y21 } if (main_york_heir === LORD_GLOUCESTER_1) { // TODO: Add cards Y25, Y30 } if (is_lord_in_play(LORD_MARCH) && main_york_heir !== LORD_MARCH) { set_lord_calendar(LORD_MARCH, 7) set_lord_in_exile(LORD_MARCH) } if (is_lord_in_play(LORD_RUTLAND) && main_york_heir !== LORD_RUTLAND) { set_lord_calendar(LORD_RUTLAND, 7) set_lord_in_exile(LORD_RUTLAND) } if (is_lord_in_play(LORD_GLOUCESTER_1) && main_york_heir !== LORD_GLOUCESTER_1) { set_lord_calendar(LORD_GLOUCESTER_1, 7) set_lord_in_exile(LORD_GLOUCESTER_1) } muster_lord(LORD_WARWICK_Y, LOC_CALAIS) muster_lord(LORD_SALISBURY, LOC_YORK) muster_lord(LORD_PEMBROKE, LOC_PEMBROKE) muster_lord(LORD_JASPER_TUDOR_1, LOC_HARLECH) set_lord_calendar(LORD_DEVON, 1) set_lord_calendar(LORD_OXFORD, 2) set_lord_calendar(LORD_EXETER_2, 2) set_lord_calendar(LORD_NORTHUMBERLAND_L, 8) add_lancaster_favour(LOC_LONDON) add_lancaster_favour(LOC_HARLECH) add_lancaster_favour(LOC_OXFORD) add_lancaster_favour(LOC_WELLS) add_lancaster_favour(LOC_EXETER) add_lancaster_favour(LOC_CARLISLE) add_york_favour(LOC_CALAIS) add_york_favour(LOC_YORK) add_york_favour(LOC_ELY) add_york_favour(LOC_LUDLOW) add_york_favour(LOC_PEMBROKE) // Exile box setup add_lancaster_favour(LOC_FRANCE) add_york_favour(LOC_BURGUNDY) setup_vassals([ VASSAL_DEVON, VASSAL_OXFORD ]) // TODO: Add Foreign Haven rule // TODO: Add Shaky Allies rules // TODO: Natural causes rule } function setup_III_Y() { game.turn = 1 << 1 game.scenario = "IIIY. New Rivals" clear_flag(FLAG_REBEL_IS_YORK) game.active = LANCASTER game.victory_check = 45 game.influence = 0 if (!is_lord_in_play(LORD_YORK)) { game.influence += 8 } if (!is_lord_in_play(LORD_MARCH) && !is_lord_in_play(LORD_EDWARD_IV)) { game.influence += 8 } if (!is_lord_in_play(LORD_RUTLAND)) { game.influence += 8 } if (!is_lord_in_play(LORD_GLOUCESTER_1) && !is_lord_in_play(LORD_GLOUCESTER_2) && !is_lord_in_play(LORD_RICHARD_III)) { game.influence += 8 } if (!is_lord_in_play(LORD_HENRY_VI)) { game.influence -= 8 } if (!is_lord_in_play(LORD_HENRY_VI) && !is_lord_in_play(LORD_MARGARET)) { game.influence -= 8 } if (!is_lord_in_play(LORD_SOMERSET_1)) { game.influence -= 8 } if (!is_lord_in_play(LORD_SOMERSET_1) && !is_lord_in_play(LORD_SOMERSET_2)) { game.influence -= 8 } for (let lord of all_lords) { if (is_lord_in_play(lord)) { disband_lord(lord, false) } } for (let loc of all_locales) { remove_exhausted_marker(loc) remove_depleted_marker(loc) remove_lancaster_favour(loc) remove_york_favour(loc) } discard_events("this_levy") discard_events("hold") discard_events("this_campaign") // Yorkist Setup // TODO: Add Y1-Y13, Y36 if (has_Y28_happened()) { if (is_lord_in_play(LORD_RUTLAND) && (is_lord_in_play(LORD_GLOUCESTER_1) || is_lord_in_play(LORD_GLOUCESTER_2) || is_lord_in_play(LORD_RICHARD_III))) { // If Gloucester (any) and Rutland, Rutland dies disband_lord(LORD_RUTLAND, true) } } if (main_york_heir === LORD_RUTLAND && (!is_lord_in_play(LORD_GLOUCESTER_1) && !is_lord_in_play(LORD_GLOUCESTER_2))) { // If Rutland is lone heir, Rutland dies disband_lord(LORD_RUTLAND, true) //Warwick becomes king muster_lord(LORD_WARWICK_Y, LOC_LONDON) add_york_favour(LOC_LONDON) muster_lord(LORD_SALISBURY, LOC_YORK) add_york_favour(LOC_YORK) // TODO: Add Y16, Y17, Y22 } // If only 1 is alive if (main_york_heir === LORD_YORK && !is_lord_in_play(LORD_MARCH) && !is_lord_in_play(LORD_RUTLAND) && !is_lord_in_play(LORD_GLOUCESTER_1)) { muster_lord(LORD_NORTHUMBERLAND_Y2, LOC_CARLISLE) add_york_favour(LOC_CARLISLE) // TODO: Add Y37 } if ((main_york_heir === LORD_MARCH || main_york_heir === LORD_EDWARD_IV) && !is_lord_in_play(LORD_RUTLAND) && !is_lord_in_play(LORD_GLOUCESTER_1)) { muster_lord(LORD_NORTHUMBERLAND_Y2, LOC_CARLISLE) add_york_favour(LOC_CARLISLE) // TODO: Add Y37 } if (main_york_heir === LORD_GLOUCESTER_1 || main_york_heir === LORD_RICHARD_III) { muster_lord(LORD_NORTHUMBERLAND_Y2, LOC_CARLISLE) add_york_favour(LOC_CARLISLE) // TODO: Add Y37 } muster_lord(LORD_NORFOLK, LOC_ARUNDEL) add_york_favour(LOC_ARUNDEL) if (main_york_heir === LORD_YORK) { // TODO: Add Y14, Y21 if (is_lord_in_play(LORD_MARCH)) { muster_lord(LORD_MARCH, LOC_LUDLOW) add_york_favour(LOC_LUDLOW) // Add Y20 // Only 2 heirs can stay disband_lord(LORD_RUTLAND, true) disband_lord(LORD_GLOUCESTER_1, true) } if (!is_lord_in_play(LORD_MARCH) && is_lord_in_play(LORD_RUTLAND)) { muster_lord(LORD_RUTLAND, LOC_CANTERBURY) add_york_favour(LOC_CANTERBURY) // TODO: Add Y20 } if (is_lord_in_play(LORD_GLOUCESTER_1)) { muster_lord(LORD_GLOUCESTER_1, LOC_GLOUCESTER) add_york_favour(LOC_GLOUCESTER) // TODO: Y34 } } if (main_york_heir === LORD_MARCH || main_york_heir === LORD_EDWARD_IV) { muster_lord(LORD_EDWARD_IV, LOC_LONDON) add_york_favour(LOC_LONDON) // If Edward IV is on the map, remove March disband_lord(LORD_MARCH, true) // TODO: Add Y23, Y24 if (is_lord_in_play(LORD_RUTLAND)) { muster_lord(LORD_RUTLAND, LOC_CANTERBURY) add_york_favour(LOC_CANTERBURY) // TODO: Add Y31 } if (is_lord_in_play(LORD_GLOUCESTER_1)) { muster_lord(LORD_GLOUCESTER_1, LOC_GLOUCESTER) add_york_favour(LOC_GLOUCESTER) // TODO: Add Y28, Y34 } } if (main_york_heir === LORD_RUTLAND) { muster_lord(LORD_RUTLAND, LOC_LONDON) add_york_favour(LOC_LONDON) // TODO: Add Y20, Y21 if (is_lord_in_play(LORD_GLOUCESTER_1)) { muster_lord(LORD_GLOUCESTER_2, LOC_LONDON) // If Rutland is King, golden gloucester 2 arrives and gloucester 1 is gone disband_lord(LORD_GLOUCESTER_1, true) // TODO: Add Y34 } } if (main_york_heir === LORD_GLOUCESTER_1) { muster_lord(LORD_RICHARD_III, LOC_LONDON) add_york_favour(LOC_LONDON) // if Richard III is here, both gloucester are gone disband_lord(LORD_GLOUCESTER_1, true) disband_lord(LORD_GLOUCESTER_2, true) // TODO: Add Y32, Y33 } // Lancaster setup // TODO: Add L1-L13, L34, L35, L36, L37 if (main_lancaster_heir === LORD_HENRY_VI || main_lancaster_heir === LORD_MARGARET) { muster_lord(LORD_MARGARET, LOC_FRANCE) // TODO: Add L27, L31 + L26 Edward // Only one heir disband_lord(LORD_HENRY_VI, true) disband_lord(LORD_SOMERSET_1, true) disband_lord(LORD_SOMERSET_2, true) } // If Margaret not here and Edward IV not king if (!is_lord_on_map(LORD_MARGARET) && main_york_heir !== LORD_EDWARD_IV) { muster_lord(LORD_HENRY_TUDOR, LOC_FRANCE) // TODO: Add L32, L35 disband_lord(LORD_SOMERSET_1, true) disband_lord(LORD_SOMERSET_2, true) } if (!is_lord_on_map(LORD_MARGARET) && !is_lord_on_map(LORD_HENRY_TUDOR)) { muster_lord(LORD_WARWICK_L, LOC_CALAIS) add_lancaster_favour(LOC_CALAIS) // TODO: Add L23, L30 } if (is_lord_on_map(LORD_MARGARET) || is_lord_on_map(LORD_HENRY_TUDOR)) { muster_lord(LORD_OXFORD, LOC_FRANCE) add_lancaster_favour(LOC_OXFORD) muster_lord(LORD_JASPER_TUDOR_2, LOC_FRANCE) add_york_favour(LOC_PEMBROKE) } else if (is_lord_on_map(LORD_WARWICK_L)) { muster_lord(LORD_OXFORD, LOC_CALAIS) add_lancaster_favour(LOC_OXFORD) muster_lord(LORD_JASPER_TUDOR_2, LOC_CALAIS) add_york_favour(LOC_PEMBROKE) } else { throw Error("Error Lancastrian setup III.Y") } // Exile box setup add_lancaster_favour(LOC_FRANCE) add_york_favour(LOC_BURGUNDY) setup_vassals([ VASSAL_OXFORD, VASSAL_NORFOLK ]) } function setup_III_L() { game.turn = 1 << 1 game.scenario = "IIIL. Yorkists Last Stand" set_flag(FLAG_REBEL_IS_YORK) game.active = YORK game.victory_check = 45 game.influence = 0 if (!is_lord_in_play(LORD_YORK)) { game.influence += 8 } if (!is_lord_in_play(LORD_MARCH) && !is_lord_in_play(LORD_EDWARD_IV)) { game.influence += 8 } if (!is_lord_in_play(LORD_RUTLAND)) { game.influence += 8 } if (!is_lord_in_play(LORD_GLOUCESTER_1) && !is_lord_in_play(LORD_GLOUCESTER_2) && !is_lord_in_play(LORD_RICHARD_III)) { game.influence += 8 } if (!is_lord_in_play(LORD_HENRY_VI)) { game.influence -= 8 } if (!is_lord_in_play(LORD_HENRY_VI) && !is_lord_in_play(LORD_MARGARET)) { game.influence -= 8 } if (!is_lord_in_play(LORD_SOMERSET_1)) { game.influence -= 8 } if (!is_lord_in_play(LORD_SOMERSET_1) && !is_lord_in_play(LORD_SOMERSET_2)) { game.influence -= 8 } for (let lord of all_lords) { if (is_lord_in_play(lord)) { disband_lord(lord, false) } } for (let loc of all_locales) { remove_exhausted_marker(loc) remove_depleted_marker(loc) remove_lancaster_favour(loc) remove_york_favour(loc) } discard_events("this_levy") discard_events("hold") discard_events("this_campaign") // Lancaster Setup // TODO: Add L1-L13, L25, L34, L36 if (main_lancaster_heir === LORD_HENRY_VI) { muster_lord(LORD_HENRY_VI, LOC_LONDON) // TOOD: Add L15, L17 } if (main_lancaster_heir === LORD_MARGARET) { muster_lord(LORD_MARGARET, LOC_LONDON) // TODO: Add L27, L31 } if (main_lancaster_heir === LORD_SOMERSET_1) { muster_lord(LORD_SOMERSET_1, LOC_LONDON) add_lancaster_favour(LOC_WELLS) // TODO: Add L18, L20, L27 } // Should never happen but as a failsafe if (main_lancaster_heir === LORD_SOMERSET_2) { muster_lord(LORD_SOMERSET_1, LOC_LONDON) add_lancaster_favour(LOC_WELLS) disband_lord(LORD_SOMERSET_2, true) // TODO: Add L18, L20, L27 } muster_lord(LORD_OXFORD, LOC_OXFORD) muster_lord(LORD_JASPER_TUDOR_2, LOC_PEMBROKE) add_lancaster_favour(LOC_OXFORD) add_lancaster_favour(LOC_PEMBROKE) add_lancaster_favour(LOC_LONDON) // York Setup // TOOD: Add Y1-Y13, Y36 if (has_Y28_happened()) { if (is_lord_in_play(LORD_GLOUCESTER_1) || is_lord_in_play(LORD_GLOUCESTER_2) || is_lord_in_play(LORD_RICHARD_III)) { // If Gloucester (any), all other yorkist heir dies disband_lord(LORD_YORK, true) disband_lord(LORD_RUTLAND, true) disband_lord(LORD_MARCH, true) disband_lord(LORD_EDWARD_IV, true) disband_lord(LORD_GLOUCESTER_1, true) disband_lord(LORD_RICHARD_III, true) muster_lord(LORD_GLOUCESTER_2, LOC_BURGUNDY) // TODO: Add Y35 } } if (main_york_heir === LORD_YORK) { muster_lord(LORD_YORK, LOC_BURGUNDY) add_york_favour(LOC_ELY) // TODO: Add Y14, Y18 if (is_lord_in_play(LORD_MARCH)) { // Only next highest heir alive disband_lord(LORD_RUTLAND, true) disband_lord(LORD_GLOUCESTER_1, true) disband_lord(LORD_GLOUCESTER_2, true) muster_lord(LORD_MARCH, LOC_BURGUNDY) add_york_favour(LOC_LUDLOW) //TODO: Add Y20 } else if (!is_lord_in_play(LORD_MARCH) && is_lord_in_play(LORD_RUTLAND)) { // Only next highest heir alive disband_lord(LORD_GLOUCESTER_1, true) disband_lord(LORD_GLOUCESTER_2, true) muster_lord(LORD_RUTLAND, LOC_BURGUNDY) add_york_favour(LOC_CANTERBURY) //TODO: Add Y20 } else if (!is_lord_in_play(LORD_MARCH) && !is_lord_in_play(LORD_RUTLAND) && (is_lord_in_play(LORD_GLOUCESTER_1) || is_lord_in_play(LORD_GLOUCESTER_2))) { // Final Scenario, and no succession rule disband_lord(LORD_GLOUCESTER_2, true) muster_lord(LORD_GLOUCESTER_1, LOC_BURGUNDY) add_york_favour(LOC_GLOUCESTER) // TODO: Add Y4 } else { // If York alone muster_lord(LORD_SALISBURY, LOC_BURGUNDY) add_york_favour(LOC_YORK) //TODO: Add Y17, Y22 } } if (main_york_heir === LORD_MARCH || main_york_heir === LORD_RUTLAND) { // If March or Rutland is highest heir, Warwick takes the lead disband_lord(LORD_MARCH, true) disband_lord(LORD_RUTLAND, true) muster_lord(LORD_WARWICK_Y, LOC_CALAIS) add_york_favour(LOC_CALAIS) //TODO: Add Y16 } if (main_york_heir === LORD_WARWICK_Y) { muster_lord(LORD_NORFOLK, LOC_CALAIS) muster_lord(LORD_SALISBURY, LOC_CALAIS) add_york_favour(LOC_CALAIS) //TODO: Add Y17, Y22 } else ( muster_lord(LORD_NORFOLK, LOC_BURGUNDY) ) if (main_york_heir === LORD_GLOUCESTER_1) { disband_lord(LORD_GLOUCESTER_1, true) muster_lord(LORD_GLOUCESTER_2, LOC_BURGUNDY) muster_lord(LORD_SALISBURY, LOC_BURGUNDY) //TODO: Add Y17, Y22 } add_york_favour(LOC_ARUNDEL) // Exile box setup add_lancaster_favour(LOC_FRANCE) add_york_favour(LOC_BURGUNDY) setup_vassals([ VASSAL_OXFORD, VASSAL_NORFOLK ]) } // FULL SCENARIO HEIR function get_main_york_heir() { if (is_lord_in_play(LORD_YORK)) return LORD_YORK if (!is_lord_in_play(LORD_YORK) && is_lord_in_play(LORD_MARCH)) return LORD_MARCH if (!is_lord_in_play(LORD_YORK) && !is_lord_in_play(LORD_MARCH) && is_lord_in_play(LORD_EDWARD_IV)) return LORD_EDWARD_IV if (!is_lord_in_play(LORD_YORK) && !is_lord_in_play(LORD_MARCH) && !is_lord_in_play(LORD_EDWARD_IV) && is_lord_in_play(LORD_RUTLAND)) return LORD_RUTLAND if (!is_lord_in_play(LORD_YORK) && !is_lord_in_play(LORD_MARCH) && !is_lord_in_play(LORD_EDWARD_IV) && !is_lord_in_play(LORD_RUTLAND) && (is_lord_in_play(LORD_GLOUCESTER_1) || is_lord_in_play(LORD_GLOUCESTER_2) || is_lord_in_play(LORD_RICHARD_III))) return LORD_GLOUCESTER_1 if (!is_lord_in_play(LORD_YORK) && !is_lord_in_play(LORD_MARCH) && !is_lord_in_play(LORD_EDWARD_IV) && !is_lord_in_play(LORD_RUTLAND) && !is_lord_in_play(LORD_GLOUCESTER_1) && !is_lord_in_play(LORD_GLOUCESTER_2) && !is_lord_in_play(LORD_RICHARD_III)) return LORD_WARWICK_Y } function get_main_lancaster_heir() { if (is_lord_in_play(LORD_HENRY_VI)) return LORD_HENRY_VI if (!is_lord_in_play(LORD_HENRY_VI) && is_lord_in_play(LORD_MARGARET)) return LORD_MARGARET if (!is_lord_in_play(LORD_HENRY_VI) && !is_lord_in_play(LORD_MARGARET) && is_lord_in_play(LORD_SOMERSET_1)) return LORD_SOMERSET_1 if (!is_lord_in_play(LORD_HENRY_VI) && !is_lord_in_play(LORD_MARGARET) && !is_lord_in_play(LORD_SOMERSET_1) && is_lord_in_play(LORD_SOMERSET_2)) return LORD_SOMERSET_2 if (!is_lord_in_play(LORD_HENRY_VI) && !is_lord_in_play(LORD_MARGARET) && !is_lord_in_play(LORD_SOMERSET_1) && !is_lord_in_play(LORD_SOMERSET_2) && is_lord_in_play(LORD_HENRY_TUDOR)) return LORD_HENRY_TUDOR if (!is_lord_in_play(LORD_HENRY_VI) && !is_lord_in_play(LORD_MARGARET) && !is_lord_in_play(LORD_SOMERSET_1) && !is_lord_in_play(LORD_SOMERSET_2) && !is_lord_in_play(LORD_HENRY_TUDOR) && is_lord_in_play(LORD_WARWICK_L)) return LORD_WARWICK_L } */ // === CAPABILITY MUSTER EFFECTS === // When a lord levies a capability, its muster vassal applies instantly. function capability_muster_effects_common(lord: Lord, c: Card) { if (c === AOW_LANCASTER_MONTAGU) muster_vassal(VASSAL_MONTAGU, lord) if (c === AOW_LANCASTER_MY_FATHERS_BLOOD) muster_vassal(VASSAL_CLIFFORD, lord) if (c === AOW_LANCASTER_ANDREW_TROLLOPE) muster_vassal(VASSAL_TROLLOPE, lord) if (c === AOW_LANCASTER_EDWARD) muster_vassal(VASSAL_EDWARD, lord) if (c === AOW_LANCASTER_THOMAS_STANLEY) { muster_vassal(VASSAL_THOMAS_STANLEY, lord) } if (c === AOW_YORK_HASTINGS) { add_lord_forces(lord, MEN_AT_ARMS, 2) muster_vassal(VASSAL_HASTINGS, lord) } if (AOW_YORK_BURGUNDIANS.includes(c)) { if (is_seaport(get_lord_locale(lord)) && !is_exile(get_lord_locale(lord))) { add_lord_forces(lord, BURGUNDIANS, 2) logcap(c) set_flag(FLAG_BURGUNDIANS) } else { clear_flag(FLAG_BURGUNDIANS) } } } // When a lord levies a capability during Levy (not first Arts of War), its Lordship effects must apply. function capability_muster_effects_levy(_lord: Lord, c: Card) { if (c === AOW_LANCASTER_THOMAS_STANLEY) game.levy_flags.thomas_stanley = 1 if (c === AOW_YORK_FAIR_ARBITER && is_friendly_locale(get_lord_locale(LORD_SALISBURY))) game.actions += 1 if (c === AOW_YORK_FALLEN_BROTHER && !is_lord_in_play(LORD_CLARENCE)) game.actions += 1 } // === LORDSHIP AND THIS LEVY EFFECTS === function apply_lordship_effects(lord: Lord) { if (is_friendly_locale(get_lord_locale(lord)) && lord_has_capability(lord, AOW_YORK_FAIR_ARBITER)) game.actions += 1 if (lord_has_capability(lord, AOW_YORK_FALLEN_BROTHER) && !is_lord_in_play(LORD_CLARENCE)) game.actions += 1 if (is_event_in_play(EVENT_YORK_EDWARD_V) && (lord === LORD_GLOUCESTER_1 || lord === LORD_GLOUCESTER_2)) game.actions += 3 game.levy_flags.gloucester_as_heir = 0 if (is_event_in_play(EVENT_YORK_GLOUCESTER_AS_HEIR)) if (lord === LORD_GLOUCESTER_2 || lord === LORD_GLOUCESTER_1) game.levy_flags.gloucester_as_heir = 3 game.levy_flags.my_crown_is_in_my_heart = 0 if (is_event_in_play(EVENT_LANCASTER_MY_CROWN_IS_IN_MY_HEART)) if (lord === LORD_HENRY_VI) game.levy_flags.my_crown_is_in_my_heart = 2 game.levy_flags.thomas_stanley = 0 if (lord_has_capability(lord, AOW_LANCASTER_THOMAS_STANLEY)) game.levy_flags.thomas_stanley = 1 game.levy_flags.parliament_votes = 0 if (is_event_in_play(EVENT_LANCASTER_PARLIAMENT_VOTES)) game.levy_flags.parliament_votes = 1 game.levy_flags.succession = 0 if (is_event_in_play(EVENT_YORK_SUCCESSION)) game.levy_flags.succession = 1 game.levy_flags.jack_cade = 0 if (is_jack_cade_eligible(lord)) game.levy_flags.jack_cade = 2 } // === CAPABILITY: SOLDIERS OF FORTUNE === states.soldiers_of_fortune = { inactive: "Levy Troops", prompt() { view.prompt = `Pay 1 Coin for Mercenaries ${lord_name[game.command]}.` let done = true if (done) { for (let lord of all_friendly_lords()) { if (is_lord_unfed(lord) && can_pay_from_shared(lord)) { if (get_lord_assets(lord, COIN) > 0) { gen_action_coin(lord) done = false } } } } // Done if (done) { view.prompt = "Soldiers of fortune: Done." view.actions.done = 1 } }, coin(lord) { push_undo() let here = get_lord_locale(game.command) let here_type = data.locales[here].type let number = get_lord_forces(game.command, MERCENARIES) let merc = 0 if (!lord_has_capability(game.command, AOW_YORK_WOODWILLES)) deplete_locale(here) switch (here_type) { case "calais": add_lord_forces(game.command, MEN_AT_ARMS, 2) add_lord_forces(game.command, LONGBOWMEN, 1) break case "london": add_lord_forces(game.command, MEN_AT_ARMS, 1) add_lord_forces(game.command, LONGBOWMEN, 1) add_lord_forces(game.command, MILITIA, 1) break case "harlech": add_lord_forces(game.command, MEN_AT_ARMS, 1) add_lord_forces(game.command, LONGBOWMEN, 2) break case "city": add_lord_forces(game.command, LONGBOWMEN, 1) add_lord_forces(game.command, MILITIA, 1) break case "town": add_lord_forces(game.command, MILITIA, 2) break case "fortress": add_lord_forces(game.command, MEN_AT_ARMS, 1) add_lord_forces(game.command, MILITIA, 1) break } if (game.levy_flags.thomas_stanley) { ++game.actions game.levy_flags.thomas_stanley = 0 } if (number === 5) merc = 1 else merc = 2 add_lord_assets(lord, COIN, -1) add_lord_forces(game.command, MERCENARIES, merc) set_lord_unfed(game.command, 0) }, done() { end_soldiers_of_fortune() }, } function end_soldiers_of_fortune() { goto_the_kings_name("Soldiers of Fortune") } // === CAPABILITY: COMMISSION OF ARRAY === states.commission_of_array = { inactive: "Levy Troops", prompt() { view.prompt = `Lord troops adjacent to ${lord_name[game.command]}.` let done = true let here = get_lord_locale(game.command) if (done) { for (let next of data.locales[here].adjacent) { if (is_friendly_locale(next) && lord_has_capability(game.command, AOW_LANCASTER_COMMISION_OF_ARRAY) && (!has_exhausted_marker(next) && !is_exile(next))) { done = false gen_action_locale(next) } } } // Done if (done) { view.prompt = "Commission of Array: Done." view.actions.done = 1 } }, locale(loc) { push_undo() let loc_type = data.locales[loc].type deplete_locale(loc) switch (loc_type) { case "calais": add_lord_forces(game.command, MEN_AT_ARMS, 2) add_lord_forces(game.command, LONGBOWMEN, 1) break case "london": add_lord_forces(game.command, MEN_AT_ARMS, 1) add_lord_forces(game.command, LONGBOWMEN, 1) add_lord_forces(game.command, MILITIA, 1) break case "harlech": add_lord_forces(game.command, MEN_AT_ARMS, 1) add_lord_forces(game.command, LONGBOWMEN, 2) break case "city": add_lord_forces(game.command, LONGBOWMEN, 1) add_lord_forces(game.command, MILITIA, 1) break case "town": add_lord_forces(game.command, MILITIA, 2) break case "fortress": add_lord_forces(game.command, MEN_AT_ARMS, 1) add_lord_forces(game.command, MILITIA, 1) break } if (game.levy_flags.thomas_stanley) { ++game.actions game.levy_flags.thomas_stanley = 0 } end_commission_of_array() }, done() { end_commission_of_array() }, } function end_commission_of_array() { goto_the_kings_name("Commission of Array") } // === CAPABILITY: WE DONE DEEDS OF CHARITY === function eligible_charity() { let lord = find_lord_with_capability_card(AOW_YORK_WE_DONE_DEEDS_OF_CHARITY) if (lord !== NOBODY) { let here = get_lord_locale(lord) if (get_shared_assets(here, PROV) > 0) return true } return false } function goto_we_done_deeds_of_charity() { set_active(YORK) game.state = "we_done_deeds_of_charity" game.count = 2 } states.we_done_deeds_of_charity = { inactive: "We done needs of charity", prompt() { view.prompt = "We done deeds of charity: Pay up to two Provender for +1 Influence point each." let lord = find_lord_with_capability_card(AOW_YORK_WE_DONE_DEEDS_OF_CHARITY) let here = get_lord_locale(lord) if (game.count > 0) { for (let lord of all_friendly_lords()) { if (get_lord_locale(lord) === here && (get_lord_assets(lord, PROV) > 0)) { gen_action_prov(lord) } } } view.actions.done = 1 }, prov(lord) { push_undo() increase_york_influence(1) add_lord_assets(lord, PROV, -1) game.count-- }, done() { logi(`${AOW_YORK_WE_DONE_DEEDS_OF_CHARITY}`) log("York paid " + game.count + " provender to add " + game.count + " Influence Points") game.count = 0 // TODO: who should be active? goto_disembark() }, } // === CAPABILITY: MERCHANTS === function can_action_merchants() { let loc = get_lord_locale(game.command) if (game.actions <= 0) return false if (lord_has_capability(game.command, AOW_LANCASTER_MERCHANTS) && count_deplete(loc) > 0) return true else return false } function goto_merchants() { game.count = count_deplete(get_lord_locale(game.command)) game.state = "merchants" } states.merchants = { inactive: "Merchants", prompt() { view.prompt = "Merchants: Succeed an influence check to remove Depleted markers" prompt_influence_check(game.command) }, check(bonus) { if (roll_influence_check(game.command, bonus)) game.state = "merchants_success" else end_merchants_attempt() } } states.merchants_success = { inactive: "Merchants Success", prompt() { view.prompt = `Remove Depleted/Exhausted markers` deplete_merchants() if (game.count === 0) { view.actions.done = 1 } }, locale(loc) { push_undo() remove_depleted_marker(loc) remove_exhausted_marker(loc) --game.count if (game.count === 0) { end_merchants_attempt() } }, done(){ end_merchants_attempt() } } function end_merchants_attempt() { spend_action(1) game.count = 0 push_undo() resume_command() } function deplete_merchants() { let here = get_lord_locale(game.command) for (let next of data.locales[here].adjacent) { if (has_exhausted_marker(next) || has_depleted_marker(next)) gen_action_locale(next) } if (has_exhausted_marker(here) || has_depleted_marker(here)) gen_action_locale(here) } function count_deplete(loc: Locale) { let n = 0 for (let next of data.locales[loc].adjacent) { if (has_exhausted_marker(next) || has_depleted_marker(next)) { ++n } } if (has_exhausted_marker(loc) || has_depleted_marker(loc)) { ++n } if (n > 1) n = 2 return n } // === CAPABILITY: BURGUNDIANS === function levy_burgundians(lord: Lord) { if (is_seaport(get_lord_locale(lord)) && !is_exile(get_lord_locale(lord)) && lord_has_capability(lord, AOW_YORK_BURGUNDIANS) && !has_flag(FLAG_BURGUNDIANS)) { add_lord_forces(lord, BURGUNDIANS, 2) if (lord_has_capability(lord, AOW_YORK_BURGUNDIANS[0])) logcap(AOW_YORK_BURGUNDIANS[0]) if (lord_has_capability(lord, AOW_YORK_BURGUNDIANS[1])) logcap(AOW_YORK_BURGUNDIANS[1]) set_flag(FLAG_BURGUNDIANS) } } // === CAPABILITY: NAVAL BLOCKADE === function is_naval_blockade_in_play() { if (lord_has_capability(LORD_WARWICK_Y, AOW_YORK_NAVAL_BLOCKADE)) { let war = get_lord_locale(LORD_WARWICK_Y) if (is_seaport(war) && !is_exile(war)) return true } return false } function can_naval_blockade(here: Locale) { if (is_naval_blockade_in_play()) return is_on_same_sea(here, get_lord_locale(LORD_WARWICK_Y)) return false } function roll_blockade() { let roll = roll_die() if (roll <= 2) { log("Naval Blockade " + HIT[roll]) return true } else { log("Naval Blockade " + MISS[roll]) return false } } // === CAPABILITY: AGITATORS === function can_action_agitators() { let here = get_lord_locale(game.command) if (game.actions <= 0) return false if (lord_has_capability(game.command, AOW_YORK_AGITATORS)) { for (let next of data.locales[here].adjacent) { if (!has_exhausted_marker(next) && !is_friendly_locale(next)) return true } } return false } function goto_agitators() { game.count = count_deplete(get_lord_locale(game.command)) game.state = "agitators" } states.agitators = { inactive: "Agitators", prompt() { view.prompt = "Agitators: Add a depleted marker or flip to exhausted adjacent" deplete_agitators() }, locale(loc) { push_undo() if (has_depleted_marker(loc)) { add_exhausted_marker(loc) } else { add_depleted_marker(loc) } end_agitators() }, } function deplete_agitators() { let here = get_lord_locale(game.command) for (let next of data.locales[here].adjacent) { if (!has_exhausted_marker(next) && !is_friendly_locale(next)) gen_action_locale(next) } } function end_agitators() { spend_action(1) push_undo() resume_command() } // === CAPABILITY: HERALDS === function can_action_heralds() { if (game.actions <= 0) return false if (!is_first_action()) return false // at a seaport let here = get_lord_locale(game.command) if (!is_seaport(here)) return false if (!lord_has_capability(game.command, AOW_LANCASTER_HERALDS)) return false for (let lord of all_friendly_lords()) { if (is_lord_on_calendar(lord)) return true } return false } function goto_heralds() { game.state = "heralds" } states.heralds = { inactive: "Heralds", prompt() { view.prompt = "Heralds: Choose a Lord on calendar to shift him to next turn box" for (let lord of all_friendly_lords()) { if (is_lord_on_calendar(lord)) gen_action_lord(lord) } }, lord(other) { goto_heralds_attempt(other) }, } function goto_heralds_attempt(lord: Lord) { game.who = lord game.state = "heralds_attempt" } states.heralds_attempt = { inactive: "Heralds Attempt", prompt() { view.prompt = `Attempt to shift ${lord_name[game.who]} to next Turn Box. ` prompt_influence_check(game.command) }, check(bonus) { if (roll_influence_check(game.command, bonus)) { set_lord_calendar(game.who, current_turn() + 1) } end_heralds_attempt() }, } function end_heralds_attempt() { spend_all_actions() resume_command() } // === EVENTS: IMMEDIATE === function goto_immediate_event(c: Card) { set_add(game.events, c) game.this_event = c switch (c) { // This Levy / Campaign case EVENT_LANCASTER_BE_SENT_FOR: case EVENT_LANCASTER_SEAMANSHIP: case EVENT_LANCASTER_FORCED_MARCHES: case EVENT_LANCASTER_RISING_WAGES: case EVENT_LANCASTER_NEW_ACT_OF_PARLIAMENT: case EVENT_LANCASTER_MY_CROWN_IS_IN_MY_HEART: case EVENT_LANCASTER_PARLIAMENT_VOTES: case EVENT_LANCASTER_FRENCH_FLEET: case EVENT_LANCASTER_BUCKINGHAMS_PLOT: case EVENT_LANCASTER_MARGARET_BEAUFORT: case EVENT_LANCASTER_THE_EARL_OF_RICHMOND: case EVENT_YORK_JACK_CADE: case EVENT_YORK_SEAMANSHIP: case EVENT_YORK_YORKISTS_BLOCK_PARLIAMENT: case EVENT_YORK_EXILE_PACT: case EVENT_YORK_RICHARD_OF_YORK: case EVENT_YORK_THE_COMMONS: case EVENT_YORK_SUCCESSION: case EVENT_YORK_LOYALTY_AND_TRUST: case EVENT_YORK_OWAIN_GLYNDWR: case EVENT_YORK_GLOUCESTER_AS_HEIR: case EVENT_YORK_DORSET: case EVENT_YORK_THE_KINGS_NAME: case EVENT_YORK_EDWARD_V: case EVENT_YORK_AN_HONEST_TALE_SPEEDS_BEST: case EVENT_YORK_PRIVY_COUNCIL: return end_immediate_event() // Immediate effect // Discard - Immediate Events case EVENT_LANCASTER_SCOTS: return goto_lancaster_event_scots() case EVENT_LANCASTER_HENRY_PRESSURES_PARLIAMENT: return goto_lancaster_event_henry_pressures_parliament() case EVENT_LANCASTER_HENRYS_PROCLAMATION: return goto_lancaster_event_henrys_proclamation() case EVENT_LANCASTER_FRENCH_TROOPS: return goto_lancaster_event_french_troops() case EVENT_LANCASTER_WARWICKS_PROPAGANDA: return goto_warwicks_propaganda() case EVENT_LANCASTER_WARWICKS_PROPAGANDA2: return goto_warwicks_propaganda() case EVENT_LANCASTER_WELSH_REBELLION: return goto_lancaster_event_welsh_rebellion() case EVENT_LANCASTER_HENRY_RELEASED: return goto_lancaster_event_henry_released() case EVENT_LANCASTER_LUNIVERSELLE_ARAGNE: return goto_lancaster_event_luniverselle_aragne() case EVENT_LANCASTER_TO_WILFUL_DISOBEDIANCE: return goto_lancaster_event_to_wilful_disobediance() case EVENT_LANCASTER_FRENCH_WAR_LOANS: return goto_lancaster_event_french_war_loans() case EVENT_LANCASTER_ROBINS_REBELLION: return goto_lancaster_event_robins_rebellion() case EVENT_LANCASTER_TUDOR_BANNERS: return goto_lancaster_event_tudor_banners() case EVENT_YORK_TAX_COLLECTORS: return goto_york_event_tax_collectors() case EVENT_YORK_LONDON_FOR_YORK: return goto_york_event_london_for_york() case EVENT_YORK_SHEWOLF_OF_FRANCE: return goto_york_event_shewolf_of_france() case EVENT_YORK_SIR_RICHARD_LEIGH: return goto_york_event_sir_richard_leigh() case EVENT_YORK_CHARLES_THE_BOLD: return goto_york_event_charles_the_bold() case EVENT_YORK_DUBIOUS_CLARENCE: return goto_dubious_clarence() case EVENT_YORK_YORKIST_NORTH: return goto_york_event_yorkist_north() case EVENT_YORK_EARL_RIVERS: return goto_york_event_earl_rivers() default: log("NOT IMPLEMENTED") return end_immediate_event() } } function end_immediate_event() { delete game.this_event resume_levy_arts_of_war() } // === EVENT: LANCASTER SCOTS === function goto_lancaster_event_scots() { game.state = "scots" game.who = NOBODY game.event_scots = [] } function end_lancaster_event_scots() { delete game.event_scots game.who = NOBODY end_immediate_event() } states.scots = { inactive: "Scots", prompt() { if (game.who === NOBODY) { view.prompt = "Scots: You may add 1 Men-at-Arms and 1 Militia to each Lord." for (let lord of all_lancaster_lords) { if (is_lord_on_map(lord) && map_get(game.event_scots, lord, 0) < 3) { gen_action_lord(lord) } } } else { view.prompt = `Scots: You may add 1 Men-at-Arms and 1 Militia to ${lord_name[game.who]}.` let troops = map_get(game.event_scots, game.who, 0) if ((troops & 1) === 0) view.actions.add_militia = 1 if ((troops & 2) === 0) view.actions.add_men_at_arms = 1 } view.actions.done = 1 }, done() { end_lancaster_event_scots() }, add_militia() { add_lord_forces(game.who, MILITIA, 1) let troops = map_get(game.event_scots, game.who, 0) | 1 map_set(game.event_scots, game.who, troops) if (troops === 3) game.who = NOBODY }, add_men_at_arms() { add_lord_forces(game.who, MEN_AT_ARMS, 1) let troops = map_get(game.event_scots, game.who, 0) | 2 map_set(game.event_scots, game.who, troops) if (troops === 3) game.who = NOBODY }, lord(lord) { push_undo() game.who = lord }, } // === EVENT: LANCASTER HENRY PRESSURES PARLIAMENT === function goto_lancaster_event_henry_pressures_parliament() { let count = 0 for (let vassal of all_vassals) { if (is_vassal_mustered_with_york_lord(vassal)) { count++ } } if (count > 0) { logi(`Removed ${count} York influence.`) reduce_york_influence(count) } end_immediate_event() } // === EVENT: LANCASTER HENRY'S PROCLAMATION === function goto_lancaster_event_henrys_proclamation() { for (let vassal of all_vassals) { if (is_vassal_mustered_with_york_lord(vassal)) { set_vassal_lord_and_service(vassal, get_vassal_lord(vassal), current_turn()) logi(`Vassal ${vassal_name[vassal]} moved to current turn`) } } end_immediate_event() } // === EVENT: LANCASTER FRENCH TROOPS === function goto_lancaster_event_french_troops() { let can_play = false for (let lord of all_friendly_lords()) { if (is_lord_on_map(lord) && is_seaport(get_lord_locale(lord))) { can_play = true } } if (can_play) { game.state = "french_troops" game.who = NOBODY game.count = 0 } else { end_immediate_event() } } function end_lancaster_event_french_troops() { game.who = NOBODY game.count = 0 end_immediate_event() } states.french_troops = { inactive: "French Troops", prompt() { view.prompt = `Add 2 Men at Arms and 2 Militia to a Lord at a port.` if (game.who === NOBODY) { for (let lord of all_friendly_lords()) { if (is_lord_on_map(lord) && is_seaport(get_lord_locale(lord))) { gen_action_lord(lord) } } } else { view.prompt = `Add ${2-pack2_get(game.count, 0)} Men at Arms and ${2-pack2_get(game.count, 1)} Militia to ${lord_name[game.who]}.` if (pack2_get(game.count, 0) < 2) view.actions.add_men_at_arms = 1 if (pack2_get(game.count, 1) < 2) view.actions.add_militia = 1 } view.actions.done = 1 }, add_men_at_arms() { push_undo() add_lord_forces(game.who, MEN_AT_ARMS, 1) let c = pack2_get(game.count, 0) game.count = pack2_set(game.count, 0, c+1) }, add_militia() { push_undo() add_lord_forces(game.who, MILITIA, 1) let c = pack2_get(game.count, 1) game.count = pack2_set(game.count, 1, c+1) }, lord(lord) { push_undo() game.who = lord }, done() { end_lancaster_event_french_troops() } } // === EVENT: WARWICKS PROPAGANDA === function add_propaganda_target(loc: Locale) { set_add(game.event_propaganda, loc) } function remove_propaganda_target(loc: Locale) { set_delete(game.event_propaganda, loc) } function is_propaganda_target(loc: Locale) { return set_has(game.event_propaganda, loc) } function goto_warwicks_propaganda() { let can_play = false for (let loc of all_locales) { if (has_york_favour(loc)) { can_play = true } } if (can_play) { game.state = "warwicks_propaganda" game.event_propaganda = [] game.count = 0 } else { end_immediate_event() } } states.warwicks_propaganda = { inactive: "Warwick's Propaganda", prompt() { view.prompt = `Warwick's Propaganda: Select up to 3 Yorkists Locales.` view.where = game.event_propaganda for (let loc of all_locales) { if (game.count < 3 && has_york_favour(loc) && !is_exile(loc) && !is_propaganda_target(loc)) { gen_action_locale(loc) } } view.actions.done = 1 }, locale(loc) { push_undo() add_propaganda_target(loc) game.count++ }, done() { goto_yorkist_choice() } } function goto_yorkist_choice() { set_active_enemy() game.state = "warwicks_propaganda_yorkist_choice" game.where = NOWHERE } states.warwicks_propaganda_yorkist_choice = { inactive: "Warwick's Propaganda", prompt() { let done = true if (game.where === NOWHERE) { view.prompt = "Warwick's Propaganda: Pay 2 influence or Remove favour for each selected stronghold." for (let loc of all_locales) { if (is_propaganda_target(loc)) { gen_action_locale(loc) done = false } } if (done) { view.actions.done = 1 } } else { view.prompt = `Warwick's Propaganda: Pay 2 influence points or remove Favour for ${locale_name[game.where]}.` view.actions.influence = 1 view.actions.favour = 1 } }, locale(loc) { game.where = loc }, favour() { push_undo() remove_york_favour(game.where) remove_propaganda_target(game.where) logi(`Removed favour in ${game.where}`) game.where = NOWHERE }, influence() { push_undo() reduce_influence(2) logi(`Paid 2 to keep ${game.where}`) remove_propaganda_target(game.where) game.where = NOWHERE }, done() { end_warwicks_propaganda() }, } function end_warwicks_propaganda() { delete game.event_propaganda game.where = NOWHERE game.count = 0 set_active_enemy() end_immediate_event() } // === EVENT: WELSH REBELLION === function goto_lancaster_event_welsh_rebellion() { let can_remove_troops = false let can_remove_favour = false for (let lord of all_york_lords) { if (is_lord_on_map(lord) && is_lord_in_wales(lord)) { set_lord_moved(lord, 1) can_remove_troops = true } } for (let loc of all_locales) { if (is_wales(loc) && has_york_favour(loc)) can_remove_favour = true } if (can_remove_troops) { game.state = "welsh_rebellion_remove_troops" game.who = NOBODY game.count = 0 } else if (can_remove_favour) { game.state = "welsh_rebellion_remove_favour" game.who = NOBODY game.count = 0 } else { end_immediate_event() } } states.welsh_rebellion_remove_troops = { inactive: "Welsh Rebellion", prompt() { let done = true if (game.who === NOBODY) { view.prompt = "Welsh Rebellion: Remove 2 Troops from each Yorkist Lord in Wales." for (let lord of all_enemy_lords()) { if (is_lord_on_map(lord) && is_lord_in_wales(lord) && get_lord_moved(lord)) { gen_action_lord(lord) done = false } } if (done) { view.actions.done = 1 } } else { view.prompt = `Welsh Rebellion: Remove 2 Troops from ${lord_name[game.who]}.` if (get_lord_forces(game.who, BURGUNDIANS) > 0) gen_action_burgundians(game.who) if (get_lord_forces(game.who, MERCENARIES) > 0) gen_action_mercenaries(game.who) if (get_lord_forces(game.who, LONGBOWMEN) > 0) gen_action_longbowmen(game.who) if (get_lord_forces(game.who, MEN_AT_ARMS) > 0) gen_action_men_at_arms(game.who) if (get_lord_forces(game.who, MILITIA) > 0) gen_action_militia(game.who) } }, lord(lord) { push_undo() set_lord_moved(lord, 0) game.who = lord game.count = 2 }, burgundians(lord) { add_lord_forces(lord, BURGUNDIANS, -1) resume_welsh_rebellion_remove_troops(lord) }, mercenaries(lord) { add_lord_forces(lord, MERCENARIES, -1) resume_welsh_rebellion_remove_troops(lord) }, longbowmen(lord) { add_lord_forces(lord, LONGBOWMEN, -1) resume_welsh_rebellion_remove_troops(lord) }, men_at_arms(lord) { add_lord_forces(lord, MEN_AT_ARMS, -1) resume_welsh_rebellion_remove_troops(lord) }, militia(lord) { add_lord_forces(lord, MILITIA, -1) resume_welsh_rebellion_remove_troops(lord) }, done() { end_welsh_rebellion_remove_troops() }, } function resume_welsh_rebellion_remove_troops(lord: Lord) { if (!lord_has_unrouted_troops(lord)) { disband_lord(lord) game.who = NOBODY } if (--game.count === 0) { game.who = NOBODY } } function end_welsh_rebellion_remove_troops() { for (let lord of all_york_lords) { if (is_lord_on_map(lord) && is_lord_in_wales(lord) && !lord_has_unrouted_units(lord)) disband_lord(lord, false) } game.count = 0 game.who = NOBODY end_immediate_event() } states.welsh_rebellion_remove_favour = { inactive: "Welsh Rebellion", prompt() { view.prompt = "Welsh Rebellion: Remove 2 Yorkist favour from Wales." for (let loc of all_locales) { if (game.count < 2 && is_wales(loc) && has_york_favour(loc)) { gen_action_locale(loc) } } view.actions.done = 1 }, locale(loc) { push_undo() remove_york_favour(loc) logi(`Removed favour at ${locale_name[loc]}`) game.count++ }, done() { end_immediate_event() }, } // === EVENT: HENRY RELEASED === function goto_lancaster_event_henry_released() { if (has_lancaster_favour(LOC_LONDON)) { logi(`Henry Released : 5 Influence for Lancaster`) increase_lancaster_influence(5) } end_immediate_event() } // === EVENT: L'UNIVERSELLE ARAGNE === function goto_lancaster_event_luniverselle_aragne() { let can_play = false for (let vassal of all_vassals) { if (is_vassal_mustered_with_york_lord(vassal)) { can_play = true } } if (can_play) { game.state = "aragne_1" game.event_aragne = [] } else { logi("No Effect") end_immediate_event() } } states.aragne_1 = { inactive: "L'Universelle Aragne", prompt() { view.prompt = "L'Universelle Aragne: Select up to 2 Vassals" view.vassal = game.event_aragne if (game.event_aragne.length < 2) { for (let v of all_vassals) { if (!set_has(game.event_aragne, v) && is_vassal_mustered_with_york_lord(v)) { gen_action_vassal(v) } } } view.actions.done = 1 }, vassal(v) { push_undo() set_add(game.event_aragne, v) logi(`Vassal ${vassal_name[v]} selected`) }, done() { push_undo() goto_yorkist_aragne() }, } function goto_yorkist_aragne() { set_active_enemy() game.state = "aragne_2" } states.aragne_2 = { inactive: "L'Universelle Aragne", prompt() { view.prompt = `L'Universelle Aragne: Influence check for each selected Vassal.` let done = true for (let v of game.event_aragne) { gen_action_vassal(v) done = false } if (done) view.actions.done = 1 }, vassal(v) { push_undo() game.vassal = v game.state = "aragne_3" }, done() { end_universelle_aragne() }, } states.aragne_3 = { inactive: "L'Universelle Aragne", prompt() { view.prompt = `L'Universelle Aragne: ${vassal_name[game.vassal]}.` view.vassal = game.vassal let lord = get_vassal_lord(game.vassal) prompt_influence_check(lord, 0, vassal_influence(game.vassal)) }, check(bonus) { let lord = get_vassal_lord(game.vassal) if (roll_influence_check(lord, bonus, 0, vassal_influence(game.vassal))) { disband_vassal(game.vassal) } set_delete(game.event_aragne, game.vassal) game.vassal = NOVASSAL game.state = "aragne_2" }, } function end_universelle_aragne() { delete game.event_aragne set_active_enemy() end_immediate_event() } // === EVENT: TO WILFUL DISOBEDIANCE === function goto_lancaster_event_to_wilful_disobediance() { let can_play = false for (let loc of all_locales){ if (has_york_favour(loc) && !has_enemy_lord(loc) && !has_adjacent_enemy(loc) && (has_friendly_lord(loc) || has_adjacent_friendly(loc))) { can_play = true } } if (can_play) { game.state = "wilful_disobediance" game.who = NOBODY game.count = 0 } else { end_immediate_event() logi(`No Effect`) } } states.wilful_disobediance = { inactive: "to wilful disobediance", prompt() { view.prompt = `Select up to ${2-game.count} Yorkists Locales.` for (let loc of all_locales) { if ( game.count < 2 && has_york_favour(loc) && !has_enemy_lord(loc) && !has_adjacent_enemy(loc) && (has_friendly_lord(loc) || has_adjacent_friendly(loc)) ) { gen_action_locale(loc) } } view.actions.done = 1 }, locale(loc) { push_undo() remove_york_favour(loc) game.count++ logi(`Favour removed at ${loc}`) }, done() { logi(`No Effect`) end_immediate_event() } } // === EVENT: FRENCH WAR LOANS === function goto_lancaster_event_french_war_loans() { for (let lord of all_lancaster_lords) { if (is_lord_on_map(lord) && !is_lord_on_calendar(lord)) { add_lord_assets(lord, PROV, 1) add_lord_assets(lord, COIN, 1) logi(`1 Coin and 1 Provender added to ${lord_name[lord]}`) } } end_immediate_event() } // === EVENT: ROBINS REBELLION === function goto_lancaster_event_robins_rebellion() { let can_play = false for (let loc of all_locales) { if (is_north(loc) && !has_lancaster_favour(loc)) { can_play = true } } if (can_play) { game.state = "robins_rebellion" game.who = NOBODY game.count = 0 } else { logi(`No Effect`) end_immediate_event() } } states.robins_rebellion = { inactive: "Robin's Rebellion", prompt() { view.prompt = `Select up to ${3-game.count} Locales in North.` for (let loc of all_locales) { if (game.count < 3 && is_north(loc) && !has_lancaster_favour(loc)) { gen_action_locale(loc) } } view.actions.done = 1 }, locale(loc) { push_undo() shift_favour_toward(loc) logi(`Placed/Removed favour at ${locale_name[loc]}`) game.count++ }, done() { end_immediate_event() } } // === EVENT: TUDOR BANNERS === function tudor_banner_eligible() { if (is_lord_on_map(LORD_HENRY_TUDOR) && !is_lord_on_calendar(LORD_HENRY_TUDOR)) { for (let next of data.locales[get_lord_locale(LORD_HENRY_TUDOR)].adjacent) { if (can_parley_at(next)) return true } } return false } function goto_lancaster_event_tudor_banners() { if (tudor_banner_eligible()) { game.state = "tudor_banners" game.who = NOBODY } else { logi(`No Effect`) end_immediate_event() } } states.tudor_banners = { inactive: "Tudor banners", prompt() { view.prompt = `Select locales adjacent to Henry to make them Lancastrian` let done = true for (let next of data.locales[get_lord_locale(LORD_HENRY_TUDOR)].adjacent) { if (!has_enemy_lord(next) && !has_lancaster_favour(next)) { gen_action_locale(next) done = false } } if (done) view.actions.done = 1 }, locale(loc) { push_undo() remove_york_favour(loc) add_lancaster_favour(loc) logi(`Placed Lancastrian favour at ${locale_name[loc]}`) }, done() { end_immediate_event() } } // === EVENT: TAX COLLECTORS === function goto_york_event_tax_collectors() { game.state = "tax_collectors" } function can_tax_collectors(lord: Lord) { let here = get_lord_locale(lord) if (can_tax_at(here, lord)) return true return !!search_tax(false, here, lord) } states.tax_collectors = { inactive: "Tax Collectors", prompt() { view.prompt = "Tax Collectors : You may tax for Double coin with each lord" for (let lord of all_york_lords) { if (!get_lord_moved(lord) && can_tax_collectors(lord)) gen_action_lord(lord) } view.actions.done = 1 }, lord(lord) { push_undo() set_lord_moved(lord, 0) game.where = NOWHERE game.who = lord game.state = "tax_collectors_lord" }, done() { end_tax_collectors() }, } states.tax_collectors_lord = { inactive: "Tax Collectors", prompt() { if (game.where === NOWHERE) { view.prompt = "Tax Collectors: Select a Stronghold to Tax." for (let loc of search_tax([], get_lord_locale(game.who), game.who)) gen_action_locale(loc) } else { view.prompt = `Tax Collectors: Attempt to Tax ${locale_name[game.where]}. ` prompt_influence_check(game.who) } }, locale(loc) { game.where = loc // TODO: naval blockade if only reachable by sea if (loc === data.lords[game.who].seat) { do_tax(game.who, game.where, 2) end_tax_collectors_lord() } }, check(bonus) { if (roll_influence_check(game.who, bonus)) do_tax(game.who, game.where, 2) else fail_tax(game.who, game.where) end_tax_collectors_lord() }, } function end_tax_collectors_lord() { game.where = NOWHERE game.who = NOBODY game.state = "tax_collectors" } function end_tax_collectors() { game.where = NOWHERE game.who = NOBODY game.count = 0 end_immediate_event() } // === EVENT: LONDON FOR YORK === function goto_york_event_london_for_york() { if (has_york_favour(LOC_LONDON) && !has_york_favour(LONDON_FOR_YORK)) { game.state = "london_for_york" } else { logi(`No Effect`) end_immediate_event() } } states.london_for_york = { inactive: "London for York", prompt() { view.prompt = `London for York: Add a second favour marker at London.` gen_action_locale(LOC_LONDON) }, locale(loc) { push_undo() add_york_favour(LONDON_FOR_YORK) logi(`Second marker placed at ${locale_name[loc]}`) logi(`Immune to Lancastrian parley unless aided by event`) end_immediate_event() }, } // === EVENT: SHE-WOLF OF FRANCE === function goto_york_event_shewolf_of_france() { let can_play = false for (let v of all_vassals) { if (is_vassal_mustered_with_friendly_lord(v)) { can_play = true } } if (can_play) { game.state = "she_wolf" game.event_she_wolf = [] game.who = NOBODY } else { logi(`No Effect`) end_immediate_event() } } states.she_wolf = { inactive: "She-Wolf of France", prompt() { view.prompt = "Shift each Yorkist Vassal's Calendar marker 1 box right." let done = true for (let v of all_vassals) { if (!set_has(game.event_she_wolf, v) && is_vassal_mustered_with_friendly_lord(v)) { gen_action_vassal(v) done = false } } if (done) view.actions.done = 1 }, vassal(v) { push_undo() if (current_turn() < 16) set_vassal_lord_and_service(v, get_vassal_lord(v), get_vassal_service(v) + 1) set_add(game.event_she_wolf, v) logi(`Vassal ${vassal_name[v]} shifted one calendar box`) }, done() { delete game.event_she_wolf end_immediate_event() }, } // === EVENT: RICHARD LEIGH === function goto_york_event_sir_richard_leigh() { if (!has_york_favour(LOC_LONDON)) { game.state = "richard_leigh" } else { logi(`No Effect`) end_immediate_event() } } states.richard_leigh = { inactive: "Richard Leigh", prompt() { view.prompt = `Select London, shift it once in your favour` gen_action_locale(LOC_LONDON) }, locale(loc) { shift_favour_toward(loc) logi(`London shifted once in your favour`) end_immediate_event() } } // === EVENT: CHARLES THE BOLD === function goto_york_event_charles_the_bold() { for (let lord of all_york_lords) { if (is_lord_on_map(lord) && !is_lord_on_calendar(lord)) { add_lord_assets(lord, PROV, 1) add_lord_assets(lord, COIN, 1) logi(`1 Coin and 1 Provender added to ${lord_name[lord]}`) } } end_immediate_event() } // === EVENT: DUBIOUS CLARENCE === function goto_dubious_clarence() { let can_play = false if ((is_lord_on_map(LORD_EDWARD_IV) && !is_lord_on_calendar(LORD_EDWARD_IV)) && is_lord_on_map(LORD_CLARENCE) && !is_lord_on_calendar(LORD_CLARENCE)) can_play = true if (can_play) { game.state = "dubious_clarence" game.who = LORD_EDWARD_IV } else { logi(`No Effect`) end_immediate_event() } } states.dubious_clarence = { inactive: "Dubious Clarence", prompt() { view.prompt = `You may Influence check with Edward to disband Clarence ` prompt_influence_check(game.who) }, check(bonus) { if (roll_influence_check(game.who, bonus)) { disband_lord(LORD_CLARENCE, false) } end_immediate_event() }, } // === EVENT: YORKIST NORTH === function goto_york_event_yorkist_north() { let influence_gained = 0 for (let lord of all_york_lords) { if (is_lord_on_map(lord) && !is_lord_on_calendar(lord) && is_lord_in_north(lord)) influence_gained++ } for (let loc of all_locales) { if (loc !== NOWHERE && loc < CALENDAR && has_york_favour(loc) && is_north(loc)) { influence_gained++ } } logi(`Yorkist North : ${influence_gained} Influence for Yorkists`) increase_york_influence(influence_gained) end_immediate_event() } // === EVENT: EARL RIVERS === function goto_york_event_earl_rivers() { game.state = "earl_rivers" game.event_earl_rivers = [] game.who = NOBODY } function end_york_event_earl_rivers() { delete game.event_earl_rivers game.who = NOBODY end_immediate_event() } states.earl_rivers = { inactive: "Earl Rivers", prompt() { view.prompt = "Earl Rivers: Add up to 2 Militia to each Yorkist Lord on map." view.actions.done = 1 if (game.who === NOBODY) { for (let lord of all_york_lords) if (is_lord_on_map(lord) && !set_has(game.event_earl_rivers, lord)) gen_action_lord(lord) } else { view.actions.add_militia = 1 view.actions.add_militia2 = 1 } }, done() { end_york_event_earl_rivers() }, add_militia() { add_lord_forces(game.who, MILITIA, 1) set_add(game.event_earl_rivers, game.who) game.who = NOBODY }, add_militia2() { add_lord_forces(game.who, MILITIA, 2) set_add(game.event_earl_rivers, game.who) game.who = NOBODY }, lord(lord) { push_undo() game.who = lord } } // === EVENT (AS LEVY EFFECT): THE KINGS NAME === function eligible_kings_name() { if ( (!is_lord_on_calendar(LORD_GLOUCESTER_1) && is_lord_on_map(LORD_GLOUCESTER_1)) || (!is_lord_on_calendar(LORD_GLOUCESTER_2) && is_lord_on_map(LORD_GLOUCESTER_2)) ) { if (is_event_in_play(EVENT_YORK_THE_KINGS_NAME) && game.active === LANCASTER) return true } return false } function push_the_kings_name() { if (eligible_kings_name()) save_state_for_the_kings_name() } function goto_the_kings_name(_action_name) { if (eligible_kings_name()) { // TODO: pause for confirmation before changing control? set_active_enemy() game.state = "the_kings_name" } else { resume_muster_lord() } } states.the_kings_name = { inactive: "The King's Name", prompt() { view.prompt = `The King's Name: Pay 1 Influence to cancel the last Levy action?` view.actions.pass = 1 view.actions.pay = 1 }, pay() { restore_state_for_the_kings_name() log(`Levy action cancelled.`) logevent(EVENT_YORK_THE_KINGS_NAME) reduce_york_influence(1) resume_muster_lord() }, pass() { delete_state_for_the_kings_name() set_active_enemy() resume_muster_lord() } } // === EVENT (AS LEVY EFFECT): RISING WAGES === function goto_rising_wages() { game.state = "rising_wages" } states.rising_wages = { inactive: "Rising Wages", prompt() { let here = get_lord_locale(game.command) view.prompt = "Rising Wages: Pay 1 extra coin to levy troops" for (let lord of all_friendly_lords()) { let loc = get_lord_locale(lord) if (here === loc && (get_lord_assets(lord, COIN) > 0)) { gen_action_coin(lord) } } }, coin(lord) { push_undo() add_lord_assets(lord, COIN, -1) logi(`${EVENT_LANCASTER_RISING_WAGES}`) log("York paid 1 Coin to Levy troops") do_levy_troops() }, } // === EVENT (AS LEVY EFFECT): THE COMMONS === // each Levy Troops action ends with coming here function goto_the_commons() { if (is_event_in_play(EVENT_YORK_THE_COMMONS) && is_york_lord(game.command)) game.state = "the_commons" else end_the_commons() } states.the_commons = { inactive: "The Commons", prompt() { view.prompt = `Add up to 2 Militia extra.` view.actions.add_militia = 1 view.actions.add_militia2 = 1 view.actions.done = 1 }, add_militia() { push_undo() add_lord_forces(game.command, MILITIA, 1) end_the_commons() }, add_militia2() { push_undo() add_lord_forces(game.command, MILITIA, 2) end_the_commons() }, done() { push_undo() end_the_commons() } } function end_the_commons() { goto_the_kings_name("Levy Troops") } // === EVENT (AS LEVY EFFECT): JACK CADE === function is_york_dominating_north() { let dom = 0 for (let loc of all_north_locales) { if (has_york_favour(loc)) { dom++ } } if (dom > 5) return true return false } function is_york_dominating_south() { let dom = 0 for (let loc of all_south_locales) { if (has_york_favour(loc)) { dom++ } } if (dom > 9) return true if (dom > 4 && (lord_has_capability(LORD_MARCH, AOW_YORK_SOUTHERNERS) || lord_has_capability(LORD_RUTLAND, AOW_YORK_SOUTHERNERS) || lord_has_capability(LORD_YORK, AOW_YORK_SOUTHERNERS))) return true return false } function is_york_dominating_wales() { let dom = 0 for (let loc of all_wales_locales) { if (has_york_favour(loc)) { dom++ } } if (dom > 5) return true if (dom > 2 && (lord_has_capability(LORD_MARCH, AOW_YORK_WELSHMEN) || lord_has_capability(LORD_YORK, AOW_YORK_WELSHMEN))) return true return false } function is_jack_cade_eligible(lord: Lord) { if (is_york_lord(lord)) { if (!is_event_in_play(EVENT_YORK_JACK_CADE)) return false if (is_lord_in_or_adjacent_to_south(lord) && is_york_dominating_south()) return true if (is_lord_in_or_adjacent_to_north(lord) && is_york_dominating_north()) return true if (is_lord_in_or_adjacent_to_wales(lord) && is_york_dominating_wales()) return true } return false } // === EVENT (AS ACTION): EXILE PACT === function can_action_exile_pact() { return game.actions > 0 && is_event_in_play(EVENT_YORK_EXILE_PACT) } function goto_exile_pact() { push_undo() game.state = "exile_pact" } states.exile_pact = { inactive: "Exile Pact", prompt() { view.prompt = "Exile Pact: Place your cylinder in a Friendly Exile box." for (let loc of data.exile_boxes) { if (has_favour_in_locale(game.active, loc)) gen_action_locale(loc) } }, locale(loc) { push_undo() set_lord_locale(game.command, loc) end_exile_pact() } } function end_exile_pact() { spend_action(1) push_undo() resume_command() } // === EVENTS: HELD === function play_held_event(c: Card) { log(`Played E${c}.`) if (is_york_card(c)) set_delete(game.hand_y, c) else set_delete(game.hand_l, c) game.this_event = c set_add(game.events, c) } function end_held_event() { set_delete(game.events, game.this_event) delete game.this_event } function end_passive_held_event() { delete game.this_event } function prompt_held_event_at_levy() { for (let c of current_hand()) if (can_play_held_event_at_levy(c)) gen_action_card(c) } function prompt_held_event_at_campaign() { for (let c of current_hand()) if (can_play_held_event_at_campaign(c)) gen_action_card(c) } function can_play_held_event_at_levy(c: Card) { switch (c) { case EVENT_LANCASTER_ASPIELLES: return can_play_l_aspielles() case EVENT_YORK_ASPIELLES: return can_play_y_aspielles() case EVENT_YORK_YORKIST_PARADE: return can_play_yorkist_parade() case EVENT_YORK_SUN_IN_SPLENDOUR: return can_play_sun_in_splendour() } return false } function can_play_held_event_at_campaign(c: Card) { switch (c) { case EVENT_LANCASTER_ASPIELLES: return can_play_l_aspielles() case EVENT_YORK_ASPIELLES: return can_play_y_aspielles() case EVENT_LANCASTER_REBEL_SUPPLY_DEPOT: return can_play_rebel_supply_depot() case EVENT_LANCASTER_SURPRISE_LANDING: return can_play_surprise_landing() case EVENT_LANCASTER_PARLIAMENTS_TRUCE: return true case EVENT_YORK_PARLIAMENTS_TRUCE: return true } return false } function action_held_event_at_levy(c: Card) { push_undo() play_held_event(c) switch (c) { // Play any time case EVENT_YORK_ASPIELLES: case EVENT_LANCASTER_ASPIELLES: goto_play_aspielles() break // Play in Levy case EVENT_YORK_SUN_IN_SPLENDOUR: goto_play_sun_in_splendour() break // Play in Levy (for passive effect) case EVENT_YORK_YORKIST_PARADE: end_passive_held_event() break default: throw "INVALID CARD" } } function action_held_event_at_campaign(c: Card) { push_undo() play_held_event(c) switch (c) { // Play any time case EVENT_YORK_ASPIELLES: case EVENT_LANCASTER_ASPIELLES: goto_play_aspielles() break // Play after march/sail to seaport // TODO: move into states.command ? case EVENT_LANCASTER_REBEL_SUPPLY_DEPOT: goto_play_rebel_supply_depot() break // Play after sail to seaport // TODO: move into states.command ? case EVENT_LANCASTER_SURPRISE_LANDING: goto_play_surprise_landing() break // Play in Campaign (for passive effect) case EVENT_LANCASTER_PARLIAMENTS_TRUCE: case EVENT_YORK_PARLIAMENTS_TRUCE: end_passive_held_event() break default: throw "INVALID CARD" } } // === HELD EVENT (LEVY): YORKIST PARADE === function can_play_yorkist_parade() { if (is_levy_phase()) { if (is_favour_friendly(LOC_LONDON) && (get_lord_locale(LORD_WARWICK_Y) === LOC_LONDON || get_lord_locale(LORD_YORK) === LOC_LONDON)) return true } return false } // === HELD EVENT (LEVY): SUN IN SPLENDOUR === function can_play_sun_in_splendour() { if (is_levy_phase()) return is_lord_on_calendar(LORD_EDWARD_IV) return false } function goto_play_sun_in_splendour() { game.state = "sun_in_splendour" } states.sun_in_splendour = { inactive: "Sun in Splendour", prompt() { view.prompt = "Sun in Splendour: Muster Edward IV at any friendly Locale with no enemy Lord." for (let loc of all_locales) if (is_friendly_locale(loc)) gen_action_locale(loc) }, locale(loc) { push_undo() muster_lord(LORD_EDWARD_IV, loc) remove_lord_from_exile(LORD_EDWARD_IV) logi(`Mustered Edward IV at ${locale_name[loc]}`) end_held_event() game.state = "muster" }, } // === HELD EVENT: ASPIELLES === function can_play_l_aspielles() { return game.hand_y.length > 0 || game.hidden } function can_play_y_aspielles() { return game.hand_l.length > 0 || game.hidden } function goto_play_aspielles() { game.state = "aspielles" game.who = NOBODY if (game.active === YORK) log("Lancaster hand shown to the York player") if (game.active === LANCASTER) log("York hand shown to the Lancaster player") } states.aspielles = { inactive: "Aspielles", prompt() { view.prompt = "Aspielles: You may see enemy held cards" if (game.hidden) { view.prompt += " and an enemy lord to see his mat" if (game.who === NOBODY) { for (let lord of all_enemy_lords()) gen_action_lord(lord) } else { view.reveal |= (1 << game.who) view.actions.done = 1 } } else { view.actions.done = 1 } if (game.active === YORK) view.hand = game.hand_l if (game.active === LANCASTER) view.hand = game.hand_y }, lord(lord) { log(`${lord_name[lord]} Spied`) game.who = lord }, done() { end_held_event() if (is_levy_phase()) game.state = "muster" else game.state = "command" }, } // === HELD EVENT: REBEL SUPPLY DEPOT === function can_play_rebel_supply_depot() { if (has_flag(FLAG_SAIL_TO_PORT) || has_flag(FLAG_MARCH_TO_PORT)) return true return false } function goto_play_rebel_supply_depot() { set_flag(FLAG_SUPPLY_DEPOT) add_spoils(PROV, 4) game.state = "rebel_supply_depot" } states.rebel_supply_depot = { inactive: "Rebel Supply depot", prompt() { if (has_any_spoils()) { view.prompt = "Rebel Supply Depot: Divide " + list_spoils() + "." let here = get_lord_locale(game.command) for (let lord of all_friendly_lords()) { if (get_lord_locale(lord) === here) prompt_select_lord(lord) if (game.who !== NOBODY) prompt_spoils() } } else { view.prompt = "Rebel Supply Depot: All done." view.actions.end_spoils = 1 } }, lord: action_select_lord, take_prov() { push_undo_without_who() take_spoils(PROV) }, end_spoils() { push_undo_without_who() end_rebel_supply_depot() }, } function end_rebel_supply_depot() { delete game.spoils end_held_event() game.state = "command" } // === HELD EVENT: SURPRISE LANDING === function can_play_surprise_landing() { let here = get_lord_locale(game.command) if (has_flag(FLAG_SAIL_TO_PORT)) { if (is_seaport(here) && here !== LOC_CALAIS && here !== LOC_PEMBROKE && here !== LOC_HARLECH && here !== LOC_LANCASTER) return true } return false } function goto_play_surprise_landing() { game.state = "surprise_landing" set_flag(FLAG_SURPRISE_LANDING) game.who = NOBODY } states.surprise_landing = { inactive: "Surprise Landing", prompt() { view.prompt = "Surprise Landing : You may march once (no path)." view.group = game.group let here = get_lord_locale(game.command) // 4.3.2 Marshals MAY take other lords if ( is_marshal(game.command) || (lord_has_capability(game.command, AOW_YORK_CAPTAIN) && !other_marshal_or_lieutenant(here)) ) { for (let lord of all_friendly_lords()) 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 of all_friendly_lords()) if (lord !== game.command) if (get_lord_locale(lord) === here && !is_marshal(lord)) { gen_action_lord(lord) } } prompt_march() }, lord(lord) { set_toggle(game.group, lord) }, locale(loc) { end_held_event() goto_march(loc) }, } // === LOGGING === function range(x) { switch (x) { case 0: return "0" case 1: return "1" case 2: return "1-2" case 3: return "1-3" case 4: return "1-4" case 5: return "1-5" case 6: return "Automatic success" } return "?" } function log_br() { if (game.log.length > 0 && game.log[game.log.length - 1] !== "") game.log.push("") } function log(msg: string) { game.log.push(msg) } function logevent(cap: Card) { game.log.push(`E${cap}.`) } function logcap(cap: Card) { game.log.push(`C${cap}.`) } function logi(msg: string) { game.log.push(">" + msg) } function log_h1(msg: string) { log_br() log(".h1 " + msg) log_br() } function log_h2(msg: string) { log_br() if (game.active === YORK) log(".h2t " + msg) else log(".h2r " + msg) log_br() } function log_h3(msg: string) { log_br() if (game.active === YORK) log(".h3t " + msg) else log(".h3r " + msg) log_br() } function log_h4(msg: string) { log_br() log(".h4 " + msg) } function log_h5(msg: string) { log_br() log(".h5 " + msg) } // === VIEW & ACTION === exports.view = function (state, current) { load_state(state) view = { prompt: null, actions: null, log: game.log, reveal: 0, end: scenario_last_turn[game.scenario], turn: game.turn, victory_check: scenario_victory_threshold(), influence: game.influence, events: game.events, pieces: game.pieces, battle: game.battle, held_y: game.hand_y.length, held_l: game.hand_l.length, command: game.command, where: game.where, who: game.who, hand: null, plan: null, } if (!game.hidden) view.reveal = -1 if (game.this_event !== undefined) view.what = game.this_event if (current === YORK) { view.hand = game.hand_y view.plan = game.plan_y if (game.hidden) view.reveal |= YORK_LORD_MASK } if (current === LANCASTER) { view.hand = game.hand_l view.plan = game.plan_l if (game.hidden) view.reveal |= LANCASTER_LORD_MASK } if (game.battle) { if (game.battle.array) { for (let lord of game.battle.array) if (lord !== NOBODY) view.reveal |= 1 << lord } for (let lord of game.battle.reserves) view.reveal |= 1 << lord } if (game.state === "game_over") { view.prompt = game.victory } else if (current === "Observer" || (game.active !== current && game.active !== BOTH)) { let inactive = states[game.state].inactive || game.state view.prompt = `Waiting for ${game.active} \u2014 ${inactive}.` } else { view.actions = {} view.who = game.who if (states[game.state]) states[game.state].prompt(current) else view.prompt = "Unknown state: " + game.state if (view.actions.undo === undefined) { if (game.undo && game.undo.length > 0) view.actions.undo = 1 else view.actions.undo = 0 } } return view } exports.action = function (state, current, action, arg) { load_state(state) // Object.seal(game) // XXX: don't allow adding properties let S = states[game.state] if (S && action in S) { S[action](arg, current) } else { if (action === "undo" && game.undo && game.undo.length > 0) pop_undo() else throw new Error("Invalid action: " + action) } return game } function gen_action(action: string, argument: number) { if (!(action in view.actions)) view.actions[action] = [] set_add(view.actions[action], argument) } function gen_action_card_if_held(c: Card) { if (has_card_in_hand(c)) gen_action_card(c) } function prompt_select_lord(lord: Lord) { if (lord !== game.who) gen_action_lord(lord) } function action_select_lord(lord: Lord) { if (game.who === lord) game.who = NOBODY else game.who = lord } function gen_action_locale(locale: Locale) { gen_action("locale", locale) } function gen_action_lord(lord: Lord) { gen_action("lord", lord) } function gen_action_array(pos: number) { gen_action("array", pos) } function gen_action_vassal(vassal: Vassal) { gen_action("vassal", vassal) } function gen_action_card(card_or_list: Card | Card[]) { if (Array.isArray(card_or_list)) for (let c of card_or_list) gen_action("card", c) else gen_action("card", card_or_list) } function gen_action_plan(lord: Lord) { gen_action("plan", lord) } function gen_action_prov(lord: Lord) { gen_action("prov", lord) } function gen_action_coin(lord: Lord) { gen_action("coin", lord) } function gen_action_cart(lord: Lord) { gen_action("cart", lord) } function gen_action_valour(lord: Lord) { gen_action("valour", lord) } function gen_action_mercenaries(lord: Lord) { gen_action("mercenaries", lord) } function gen_action_burgundians(lord: Lord) { gen_action("burgundians", lord) } function gen_action_longbowmen(lord: Lord) { gen_action("longbowmen", lord) } function gen_action_retinue(lord: Lord) { gen_action("retinue", lord) } function gen_action_men_at_arms(lord: Lord) { gen_action("men_at_arms", lord) } function gen_action_militia(lord: Lord) { gen_action("militia", lord) } function gen_action_routed_mercenaries(lord: Lord) { gen_action("routed_mercenaries", lord) } function gen_action_routed_longbowmen(lord: Lord) { gen_action("routed_longbowmen", lord) } function gen_action_routed_burgundians(lord: Lord) { gen_action("routed_burgundians", lord) } function gen_action_routed_men_at_arms(lord: Lord) { gen_action("routed_men_at_arms", lord) } function gen_action_routed_militia(lord: Lord) { gen_action("routed_militia", lord) } // === GAME OVER === function goto_game_over(result: string, victory: string) { game.state = "game_over" game.active = "None" game.result = result game.victory = victory log_h1("Game Over") log(game.victory) return true } states.game_over = { get inactive() { return game.victory }, prompt() { view.prompt = game.victory }, } // === UTILITY FUNCTIONS === function save_state_for_the_kings_name() { game.event_the_kings_name = game.undo[game.undo.length - 1] } function restore_state_for_the_kings_name() { let current_log = game.log let current_influence = game.influence game = game.event_the_kings_name game.undo = [] game.log = current_log game.influence = current_influence delete game.event_the_kings_name } function delete_state_for_the_kings_name() { delete game.event_the_kings_name } 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 as any).log game.log = save_log game.undo = save_undo } function roll_die() { clear_undo() return random(6) + 1 } function random(range) { // An MLCG using integer arithmetic with doubles. // https://www.ams.org/journals/mcom/1999-68-225/S0025-5718-99-00996-5/S0025-5718-99-00996-5.pdf // m = 2**35 − 31 return (game.seed = (game.seed * 200105) % 34359738337) % range } // Fast deep copy for objects without cycles function object_copy(original) { if (Array.isArray(original)) { let n = original.length let copy = new Array(n) for (let i = 0; i < n; ++i) { let v = original[i] if (typeof v === "object" && v !== null) copy[i] = object_copy(v) else copy[i] = v } return copy } else { let copy = {} for (let i in original) { let v = original[i] if (typeof v === "object" && v !== null) copy[i] = object_copy(v) else copy[i] = v } return copy } } // Packed array of small numbers in one word function pack1_get(word: number, n: number) { return (word >>> n) & 1 } function pack2_get(word: number, n: number) { n = n << 1 return (word >>> n) & 3 } function pack4_get(word: number, n: number) { n = n << 2 return (word >>> n) & 15 } function pack1_set(word: number, n: number, x: number) { return (word & ~(1 << n)) | (x << n) } function pack2_set(word: number, n: number, x: number) { n = n << 1 return (word & ~(3 << n)) | (x << n) } function pack4_set(word: number, n: number, x: number) { n = n << 2 return (word & ~(15 << n)) | (x << n) } // Array remove and insert (faster than splice) function array_remove_item(array: T[], item: T) { let n = array.length for (let i = 0; i < n; ++i) if (array[i] === item) return array_remove(array, i) } function array_remove(array: T[], index: number) { 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: T[], index: number, item: T) { for (let i = array.length; i > index; --i) array[i] = array[i - 1] array[index] = item } function array_remove_pair(array: T[], index: number) { 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: (K|V)[], index: number, key: K, value: V) { 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: T[], item: T) { 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: T[], item: T) { 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: T[], item: T) { 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: T[], item: T) { let a = 0 let b = set.length - 1 while (a <= b) { let m = (a + b) >> 1 let x = set[m] if (item < x) b = m - 1 else if (item > x) a = m + 1 else { array_remove(set, m) return } } array_insert(set, a, item) } // Map as plain sorted array of key/value pairs function map_get_pack4(map, lord, k) { return pack4_get(map_get(map, lord, 0), k) } function map_set_pack4(map, lord, k, v) { let val = pack4_set(map_get(map, lord, 0), k, v) if (val === 0) map_delete(map, lord) else map_set(map, lord, val) } function map2_get(map, x, y, v) { return map_get(map, (x << 1) + y, v) } function map2_set(map, x, y, v) { return map_set(map, (x << 1) + y, v) } function map2_delete(map, x, y) { return map_delete(map, (x << 1) + y) } function map_has_value(map, value) { for (let i = 1; i < map.length; i += 2) if (map[i] === value) return true return false } function map_clear(map) { map.length = 0 } function map_has(map, key) { let a = 0 let b = (map.length >> 1) - 1 while (a <= b) { let m = (a + b) >> 1 let x = map[m << 1] if (key < x) b = m - 1 else if (key > x) a = m + 1 else return true } return false } function map_get(map, key, missing) { let a = 0 let b = (map.length >> 1) - 1 while (a <= b) { let m = (a + b) >> 1 let x = map[m << 1] if (key < x) b = m - 1 else if (key > x) a = m + 1 else return map[(m << 1) + 1] } return missing } function map_set(map, key, value) { let a = 0 let b = (map.length >> 1) - 1 while (a <= b) { let m = (a + b) >> 1 let x = map[m << 1] if (key < x) b = m - 1 else if (key > x) a = m + 1 else { map[(m << 1) + 1] = value return } } array_insert_pair(map, a << 1, key, value) } function map_delete(map, item) { let a = 0 let b = (map.length >> 1) - 1 while (a <= b) { let m = (a + b) >> 1 let x = map[m << 1] if (item < x) b = m - 1 else if (item > x) a = m + 1 else { array_remove_pair(map, m << 1) return } } } function map_for_each(map: MyMap, f: (k:K,v:V)=>void) { for (let i = 0; i < map.length; i += 2) f(map[i] as K, map[i+1] as V) } // === FUZZING ASSERTS === const mutually_exclusive_lords = [ [LORD_EXETER_1, LORD_EXETER_2], [LORD_SOMERSET_1, LORD_SOMERSET_2], [LORD_JASPER_TUDOR_1, LORD_JASPER_TUDOR_2], [LORD_MARCH, LORD_EDWARD_IV], [LORD_GLOUCESTER_1, LORD_GLOUCESTER_2, LORD_RICHARD_III], [LORD_NORTHUMBERLAND_Y1, LORD_NORTHUMBERLAND_Y2, LORD_NORTHUMBERLAND_L], [LORD_WARWICK_Y, LORD_WARWICK_L], [LORD_YORK, LORD_EDWARD_IV, LORD_RICHARD_III], [LORD_HENRY_VI, LORD_MARGARET], [LORD_MARGARET, LORD_HENRY_TUDOR], [LORD_HENRY_VI, LORD_HENRY_TUDOR], ] function assert_mutually_exclusive_lords() { for (const lords of mutually_exclusive_lords) { if (lords.filter(is_lord_in_play).length > 1) { const lord_names = lords.map(l => lord_name[l]) throw Error(`ASSERT: Mutually exclusive Lords [${lord_names}] can't be all in play.`) } } } function assert_all_lords_have_troops_or_retinue() { for (let lord of all_lords) { if (is_lord_on_map(lord) && !count_lord_all_forces(lord) && !get_lord_forces(lord, RETINUE)) throw Error(`ASSERT: Lord "${lord_name[lord]}" without troops or retinue.`) } } function assert_all_lords_on_land() { for (let lord of all_lords) { if (is_lord_at_sea(lord)) throw Error(`ASSERT: Lord "${lord_name[lord]}" at sea during Levy phase.`) } } function assert_all_lords_without_routed_troops() { for (let lord of all_lords) { if (lord_has_routed_troops(lord)) throw Error(`ASSERT: Lord "${lord_name[lord]}" has routed troops during Levy phase.`) } } exports.assert_state = function (state) { load_state(state) // assert_mutually_exclusive_lords() if (game.state === "feed") assert_all_lords_have_troops_or_retinue() if (is_levy_phase()) { assert_all_lords_on_land() assert_all_lords_without_routed_troops() } } let log_sanity = [] exports.fuzz_log = function (fuzz_info) { console.log(`${fuzz_info.state.state} - ${fuzz_info.actions} - - ${fuzz_info.args} [${fuzz_info.chosen_action}, ${fuzz_info.chosen_arg}]`) log_sanity.push(fuzz_info.state.state) if (log_sanity.length > 200) { log_sanity = log_sanity.slice(1) if (false) if (log_sanity.every(l => l === fuzz_info.state.state)) { console.log(`STATE`, fuzz_info.state) console.log(`VIEW`, fuzz_info.view) throw new Error("Too many times in the same state.") } } } if (false) exports.fuzz_crash = function (_state, _view) { for (let x = 0; x < log_sanity.length; x++) { console.log(log_sanity[x]) } }